Resume-prompt Option F, part 1 of 2. Adds two accessibility flags to Settings and threads each through the engine surfaces that react to them. Settings UI toggle rows follow in a separate commit; players who want to test today can edit `settings.json` manually. Spec at `docs/ui-mockups/design-system.md` §Accessibility (#2 and #3). ### High-contrast mode `Settings::high_contrast_mode: bool` (defaults to false; serde- default for back-compat). When on: - Red-suit text colour boosts from `RED_SUIT_COLOUR` (`#fb9fb1`) to a new `RED_SUIT_COLOUR_HC` (`#ff8aa0`). - Black-suit text colour boosts from `BLACK_SUIT_COLOUR` (`#d0d0d0`) to a new `TEXT_PRIMARY_HC` (`#f5f5f5`). - New `BORDER_SUBTLE_HC` (`#a0a0a0`) constant available for future chrome-side wiring (this commit only routes HC through card text rendering — chrome border boost is a separable follow-up). The HC and CBM flags compose. CBM red→lime wins over HC on red suits when both are on (lime is itself a high-luminance accent, so the HC boost has nothing further to do). HC still applies to black suits when both flags are on (CBM doesn't touch black). Four new `text_colour` tests pin the truth table. ### Reduce-motion mode `Settings::reduce_motion_mode: bool` (defaults to false; serde- default for back-compat). When on: - Card-slide animation duration is forced to `0.0` regardless of the player's `AnimSpeed` selection — cards snap instantly to their target position. Implemented by extracting a new `effective_slide_secs(&Settings)` helper that wraps `anim_speed_to_secs` with the reduce-motion gate. - Future scaffolding hooks (splash scanline, warning-chip pulse, card-lift z-bump animation) follow the same `if settings.reduce_motion_mode { skip }` pattern when wired — stays out of scope for this commit since each motion path needs its own per-system gate. Two new tests cover the gate behaviour and the fall-through-to- AnimSpeed pass-through path. ### Threading `text_colour` signature extended with a `high_contrast: bool` parameter; `sync_cards` / `sync_cards_startup` / `sync_cards_on_change` / `sync_cards` core / `spawn_card_entity` / `update_card_entity` all gain a parallel parameter mirroring the existing `color_blind: bool` plumbing. Verbose but matches the established pattern; a future refactor could pack both into an `AccessibilityView` struct, but bigger blast radius. ### Stats 1191 passing / 0 failing across the workspace (net +6 from v0.21.0's 1185 baseline once the icon-pin test landed): - 4 new `text_colour` HC tests in `card_plugin` (red-suit boost, black-suit boost, CBM-wins-on-red, black-suits-with-CBM+HC-still-boost). - 2 new `effective_slide_secs` tests in `animation_plugin` (zero-out under reduce-motion, fall-through to AnimSpeed when off). `cargo clippy --workspace --all-targets -- -D warnings` clean. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Solitaire Quest
A cross-platform Klondike Solitaire game written in Rust, with a card-theme system, full progression (XP / levels / achievements / daily challenges), and optional self-hosted sync so your stats follow you across machines.
Features
- Klondike Solitaire — Draw One and Draw Three modes; foundations are unlocked (any Ace lands in any empty slot, the slot then claims that suit)
- Card themes — bundled hayeah/playing-cards-assets default plus user-installable themes (drop a directory under the data dir or import a zip from Settings → Cosmetic)
- Modern HUD — reserved top band keeps cards from crowding the score readout; the action bar auto-fades when the cursor leaves it so it can't compete with the play surface
- Drag feel — every legal drop target is highlighted in green during drag; cards cast a soft drop shadow that lifts when picked up; the stock pile shows a remaining-count chip so you can see how close you are to a recycle
- Keyboard navigation — Tab cycles focus through buttons, arrow keys move within picker rows, Enter activates; works across every modal and the HUD action bar
- Progression — XP, levels, unlockable card backs and backgrounds
- 19 Achievements — including secret ones
- Daily Challenge — server-seeded so every player worldwide gets the same deal
- Leaderboard — opt-in, powered by your own self-hosted server
- Special Modes (unlocked at level 5): Zen, Time Attack, Challenge
- Sync — pull/push stats across devices via a self-hosted server
- Color-blind mode — blue tint on red-suit cards alongside the suit glyph
Building
Prerequisites
- Rust stable toolchain (
rustup install stable) - Linux:
libasound2-dev libudev-dev libxkbcommon-dev - macOS: Xcode Command Line Tools
# Fast development build
cargo run -p solitaire_app --features bevy/dynamic_linking
# Release build
cargo build -p solitaire_app --release
./target/release/solitaire_app
Controls
Every action also has a visible UI button — keyboard shortcuts are optional accelerators.
| Key | Action |
|---|---|
| Left click / drag | Move cards |
| Double click | Auto-move card to its best legal destination |
| Right click | Highlight legal moves for a card |
| Space / D | Draw from stock |
| U | Undo |
| H | Hint (highlight a legal move) |
| N | New game |
| Z | Zen mode |
| G | Forfeit (during pause) |
| Tab / Shift+Tab | Cycle keyboard focus |
| Enter | Activate focused button / auto-complete (when badge is lit) |
| Esc | Pause / dismiss modal |
| F1 | Help / controls |
| F11 | Toggle fullscreen |
| S / A / P / O / L / M | Stats / Achievements / Profile / Settings / Leaderboard / Menu |
Card themes
The default theme ships embedded in the binary, so the game runs
self-contained with no external assets. To install another theme, drop a
directory containing a theme.ron manifest plus 53 SVG files (52 faces +
1 back) under the platform data dir's themes/ folder, or import a zip
from Settings → Cosmetic. The picker chip lights up the moment a new
theme is registered. Themes are SVG-based, so they rasterise cleanly at
whatever resolution the window happens to be.
Sync Server (optional)
To sync stats across machines, run the self-hosted server. See README_SERVER.md for setup instructions.
Once the server is running, open Settings → Sync Backend, enter the server URL and your username, and register an account from within the game.
Running Tests
# All tests (982 passing as of v0.11.0)
cargo test --workspace
# Just game logic (no display required)
cargo test -p solitaire_core -p solitaire_sync -p solitaire_data -p solitaire_server
# Lint
cargo clippy --workspace --all-targets -- -D warnings
Credits
Built on Bevy and the wider Rust ecosystem
(Tokio, Axum, sqlx, Serde, kira, and many more). Card faces come from
hayeah/playing-cards-assets
(MIT, derived from the public-domain vector-playing-cards library); the
default card back is original work; the UI font is FiraMono-Medium (OFL).
All audio is synthesized programmatically by this project. See
CREDITS.md for the full list and license details.
Changelog
See CHANGELOG.md.
License
MIT — see LICENSE.