funman300 d6f32d3154 feat(replay): add Move Log panel with active-row readout
First slice of the move-log mockup at
docs/ui-mockups/replay-overlay-mobile.html § "Move Log Card".
Adds a separate root UI entity anchored to the viewport's bottom
edge (sibling-of-banner pattern, mirrors ReplayFloatingProgressChip
lifecycle) carrying a `▌ MOVE LOG · N/M` header plus a single row
showing the most-recently-applied move.

Subsequent commits in this multi-session arc add prev/next rows,
active-row highlight, and auto-scroll on cursor advance. Splitting
the work at "panel + active row only" lands the structural piece
(panel exists, lifecycle works, format helpers proven) before
tackling the harder questions about rendering un-applied future
moves and scrolling.

Position decision: bottom-of-viewport (matches mockup), separate
root entity from the 92 px top banner. Keeps the banner from
growing further into a top-heavy 170+ px strip; the
top-status + bottom-info paradigm reads as vim/IDE-style buffer
chrome that players intuitively scan.

Four pure helpers handle the formatting:
- format_pile(p) → lowercase, 1-indexed display string
  ("foundation 3" rather than enum's 0-indexed Foundation(2))
- format_move_body(m) → "{from} → {to}" or "stock cycle"
- format_move_log_header(state) → "▌ MOVE LOG · N/M",
  "▌ MOVE LOG · COMPLETE" for `Completed`, empty for `Inactive`
- format_active_move_row(state) → "{cursor} │ {body}" with
  1-based cursor for player display, empty at cursor=0

Two per-frame update systems (update_move_log_header,
update_move_log_active_row) repaint the texts on resource change
with the standard early-exit-on-no-change idiom.

Despawn handling: react_to_state_change gains a third query for
ReplayOverlayMoveLogPanel entities and despawns them on
Playing → Inactive alongside the banner root and floating chip.

Panel border carries HighContrastBorder so the 1 px top edge
bumps under HC mode — same pattern as the keybind footer.

8 new tests:
- format_pile pile-name + 1-index pinning
- format_move_body both-variant pinning
- format_move_log_header three-state coverage
- format_active_move_row cursor=0 vs cursor>0
- move_log_panel spawn cardinality (exactly one)
- move_log_panel header paints helper string at spawn
- move_log_active_row repaints on cursor advance
- move_log_panel despawn parity with overlay tree

Tests: 1254 → 1262. Clippy clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 17:29:37 -07:00

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.

S
Description
A Klondike solitaire game built in Rust with Bevy, targeting Android and Linux desktop. Features classic card rendering, draw-one/draw-three modes, score tracking, undo/redo, daily challenges, and auto-complete detection.
https://klondike.aleshym.co/
Readme MIT 45 MiB
v0.39.0 Latest
2026-05-19 23:58:42 +00:00
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