funman300 e8bf9d79da feat(engine): migrate cards to Terminal aesthetic — artwork + constants
Step 4+5 lockstep commit closing Option D from SESSION_HANDOFF.

The 52 face PNGs + 5 back PNGs in assets/cards/ are regenerated
to the Terminal-aesthetic artwork emitted by the
card_face_generator example (#1a1a1a face, #fb9fb1 / #d0d0d0
suit glyphs, scanline-pattern backs with palette-rotated badge
accents). Resolution drops from 512×768 to 256×384 — sufficient
for ~250 px-wide desktop sprites and ~⅓ the on-disk weight.

Constant fallback path migrated in lockstep so the
constant-fallback tests (under MinimalPlugins) and the PNG path
(production) agree at every commit boundary:

- CARD_FACE_COLOUR    → #1a1a1a (was off-white #fafaf2)
- RED_SUIT_COLOUR     → #fb9fb1 (was #c71f26)
- BLACK_SUIT_COLOUR   → #d0d0d0 (was #141414)
- CARD_FACE_COLOUR_RED_CBM → renamed to RED_SUIT_COLOUR_CBM,
  value #6fc2ef (was #d9ebff). Semantic shift: pre-Terminal
  this was a face-background tint, now it's a suit-glyph
  colour swap. The Terminal face is uniformly CARD_FACE_COLOUR
  regardless of CBM; CBM only swaps red suits to cyan in the
  glyph itself.
- card_back_colour() → returns the 5 base16-eighties accents
  matching card_face_svg::BACK_ACCENTS in lockstep, so the
  test-fallback back is the same hue family as the on-disk
  PNG art for that index.

Function signatures shift to follow the semantic move:

- text_colour gains a color_blind: bool parameter (returns
  RED_SUIT_COLOUR_CBM for red+CBM).
- face_colour deleted entirely. The face is uniform
  CARD_FACE_COLOUR; card_sprite inlines the constant. CBM
  parameter dropped from card_sprite as a knock-on.

Test updates land in this commit per the migration plan:

- text_colour_is_red_for_hearts_and_diamonds + sibling: pass
  `, false` to text_colour calls now that the signature has
  the CBM bool.
- 4 face_colour CBM tests replaced with 2 text_colour CBM
  tests asserting (a) red-suit cards swap to cyan in CBM and
  (b) black-suit cards do not change.

Engine test count: 747 → 745 (net -2 from the test
consolidation — 4 face_colour tests collapsed into 2
text_colour CBM tests).

Sign-off criteria: a human still needs to `cargo run -p
solitaire_app` and confirm Terminal cards render. clippy +
cargo test --workspace clean as of this commit.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 09:33:44 -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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