ef54cdeb65
Bookkeeping pass after54005d5(GAME #YYYY-DDD caption) ande080b49(MOVE N/M chip restyle) shipped — both pieces of the Option C banner-local enrichments arc are now done. Changes: - "Since the v0.20.0 cut": added per-commit narratives for54005d5ande080b49with the implementation notes worth preserving past the commit log (the BANNER_HEIGHT 48→60 bump rationale, the Bevy 0.18 BorderColor::all() correction, the "marker on the leaf, not the wrapper" ECS-design choice). - "Open punch list" → "Replay-overlay enrichments beyond the scrub bar": pivoted from "tractable banner additions still open" to "all banner-local pieces shipped; remaining are cross-plugin or multi-session". Reflects current state without erasing the forward-looking work. - Resume prompt → Option C: marked closed with a forward pointer to the cross-plugin/multi-session items that should get their own decision tree next time. - Resume prompt → test count: dropped the hardcoded "1180 tests pass" (already stale at 1182) for "~1180+; check with `cargo test --workspace`" — same dynamic-reference pattern as 44f5972's commit-count fix, applied to the next aggregate that was vulnerable to it.
490 lines
24 KiB
Markdown
490 lines
24 KiB
Markdown
# Solitaire Quest — Session Handoff
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**Last updated:** 2026-05-07 — v0.20.0 cut and tagged at `41a009a`,
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several post-cut commits sit on top of the tag (see `git log
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--oneline origin/master..HEAD` for the live list), working tree is
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clean.
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The cut itself shipped two through-lines: a full **Terminal visual-
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identity port** (token system, modal scaffold, gameplay-feedback,
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toasts, table / card chrome, splash cursor) and the **Android
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persistence shim** that closes the `dirs::data_dir() = None` pitfall
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flagged in CLAUDE.md §10. Since the cut, four more pieces landed:
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the rules-based desktop-adaptation spec (closes the spec gap
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exposed when we noticed 23 of 24 mockups were mobile-only), the
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splash boot-screen port (full mockup-spec splash with header, boot
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log, progress bar, palette swatches, version footer + the
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`SplashFadable` scaffold refactor), the replay-overlay scrub bar
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(1 px cyan fill at the bottom of the banner, mirroring
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cursor / total), and the replay banner label port to the
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`▌ replay` cursor-block treatment that aligns it with the splash
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boot-screen idiom.
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## Status at pause
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- **HEAD locally:** see `git rev-parse HEAD`. Most recent narrative
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entry below names the latest substantive commit; this status line
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intentionally avoids hard-coding the SHA so a docs-only edit
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doesn't immediately stale the handoff.
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- **HEAD on origin:** `41a009a` (the v0.20.0 cut). Local master is
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ahead of origin by the post-cut commits enumerated under "Since
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the v0.20.0 cut" below; run `git log --oneline origin/master..HEAD`
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for the live count. Decide whether to roll these into
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v0.20.1 / v0.21.0-candidates before pushing.
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- **Working tree:** clean. No WIP outstanding.
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- **`artwork/` directory:** still untracked. Intentional.
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- **Build:** `cargo clippy --workspace --all-targets -- -D warnings`
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clean.
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- **Tests:** **1180 passing / 0 failing** across the workspace.
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Up from 1176 at the v0.20.0 cut: the splash boot-screen port
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added two (`splash_renders_terminal_boot_screen_content`,
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`fadables_start_transparent_and_reach_full_alpha`) and the
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replay scrub-bar finish added two more
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(`scrub_pct_covers_state_corners`,
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`overlay_scrub_fill_tracks_cursor`).
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- **Tags on origin:** `v0.9.0` through `v0.20.0`. v0.20.0 is on
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`41a009a`.
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## Since the v0.20.0 cut (un-pushed)
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### `39b8496` `docs(ui): add Terminal desktop-adaptation spec`
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`docs/ui-mockups/desktop-adaptation.md` — 283 lines covering
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viewport assumptions, seven universal adaptation rules, and per-
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screen geometry rules for the priority surfaces (Game Table, Win
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Summary, Settings, Help, Pause, Home, Splash, Stats, and the
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modal-pattern screens Profile / Achievements / Theme Picker /
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Daily Challenge). Closes the spec gap — 23 of 24 mockups were
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mobile-only, but the v0.20.0 token-port pass was already layout-
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agnostic so nothing shipped broken. The spec matters for *next*
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ports.
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**Why rules > visual mockups for this gap:** Stitch's
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`generate_variants` API timed out on the layout-only adaptation
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prompt (server-side flake, not a prompt-shape issue — confirmed
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by polling `list_screens` with no new variant landing). A markdown
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rules file applies to every screen including the 9 missing-plugin
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surfaces (splash, challenge, time-attack, weekly-goals,
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leaderboard, sync, level-up, replay-overlay, radial-menu) that
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aren't in the Stitch project at all. It's also referenceable from
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code comments and commit messages without loading an image.
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### `cacb19c` `feat(engine): port the splash to the Terminal boot-screen treatment`
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Implements the full mockup-spec splash from
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`docs/ui-mockups/splash-mobile.html` plus the desktop adaptation
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rules:
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- **Header**: cursor block (96 px `▌`), wordmark ("Solitaire
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Quest"), 192 px divider, "TERMINAL EDITION" subtitle.
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- **Boot log**: three ✓ check rows (`assets loaded`,
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`theme: terminal`, `progress restored`) + a `▌ ready_` line.
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Capped at 480 px width on desktop (else 70 % viewport).
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- **Progress bar**: 1 px track (`BORDER_SUBTLE`) with a 100 %-
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width cyan (`ACCENT_PRIMARY`) fill + `DONE · 247 ASSETS`
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caption. Capped at 720 px on desktop (else 80 %).
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- **Footer**: `BASE16-EIGHTIES` label, eight palette swatches
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(12 × 12 px each — one per named token in the design system),
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version line.
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**Refactored the alpha-fade scaffold** from per-marker queries
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(`SplashTitle` / `SplashSubtitle` / `SplashCursor`) to a single
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`SplashFadable { base_color: Color }` + `SplashFadableBg`
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variant. ~15 fadable elements share one global query each;
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adding more is one component-attach, not three new query types.
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**Skipped, with rationale captured in the commit:**
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- Scanline overlay (needs a tiled-pattern asset or custom shader).
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*Open in "Visual-identity follow-ups" below.*
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- Pulsing cursor on the "ready_" line (would fight the global
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fade timeline). *Open in "Visual-identity follow-ups" below.*
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- "RUSTY SOLITAIRE" wordmark from the mockup (the actual product
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is "Solitaire Quest"; the mockup leaked the repo name). *Closed
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— the in-engine wordmark stays "Solitaire Quest".*
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### `c84d9f4` `feat(engine): scrub fill bar + per-frame updater for replay overlay`
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Closes the WIP described in the prior handoff. Adds the 1 px cyan
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scrub bar called for in `docs/ui-mockups/replay-overlay-mobile.html`:
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a track in `BORDER_SUBTLE` spans the bottom edge of the banner and
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the cyan `ACCENT_PRIMARY` fill mirrors `cursor / total` via a new
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`ReplayOverlayScrubFill` component + `update_scrub_fill` system.
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The pure `scrub_pct` helper is shared between the spawn path
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(initial fill width) and the per-frame updater so the first paint
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already reflects state instead of popping `0 → cursor` on the
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first tick — same shape as the existing `format_progress` /
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`update_progress_text` split. Two new tests cover the four corners
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of `scrub_pct` and an end-to-end drive of `ReplayPlaybackState`
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asserting `Node.width` on the unique scrub-fill entity. Same
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change-detection guard as the text updaters, so an idle replay
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leaves the node untouched.
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Header text treatment (closed by `6204db8` immediately below),
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move-log scroll, MOVE chip, and WIN MOVE callout from the same
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mockup are still open — separate commits.
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### `6204db8` `feat(engine): port replay banner label to ▌ cursor-block treatment`
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Aligns the replay overlay's headline with the splash boot-screen
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idiom landed in `cacb19c`: `Replay` → `▌ replay` and
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`Replay complete` → `▌ replay complete`. The cursor block (`▌`,
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U+258C) prefixed to a lowercased label reads as a Terminal output
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line rather than a generic UI title, tightening the family
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resemblance between the two top-level overlay surfaces. Pure
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text-content change; no behavioural shift, no new components, no
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new systems.
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**Mockup deviation (intentional):** the source mockup string in
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`docs/ui-mockups/replay-overlay-mobile.html` is `▌replay.tsx`. The
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`.tsx` is a prototyping leak — Stitch renders in React, so the
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mockup author reached for a familiar filename — and was dropped
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for the in-engine version since the codebase is Rust. The `▌` +
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lowercase pattern is what reads as a Terminal-output-line; the
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extension is incidental. (Same shape as the "RUSTY SOLITAIRE"
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wordmark deviation noted under `cacb19c` — the mockup leaked the
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repo name; the actual product is "Solitaire Quest".)
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### `54005d5` `feat(engine): add GAME #YYYY-DDD caption beneath the replay headline`
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Adds the right-anchored game-identifier piece of the replay-overlay
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mockup, adapted to live *under* the existing "▌ replay" headline as
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a `TYPE_CAPTION` (11 px) / `TEXT_SECONDARY` subtitle. Format is
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`GAME #{year}-{ordinal:03}` (e.g. `GAME #2026-122` for a replay
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recorded 2026-05-02) — year + chrono ordinal gives a compact,
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monotonically-increasing identifier matching the mockup's
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`GAME #2024-127` motif. New `ReplayOverlayGameCaption` marker, new
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pure helper `format_game_caption(state) -> Option<String>` (None
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for Inactive / Completed since the replay is consumed in those
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branches; spawn-time fall-through to empty string).
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**Layout impact:** `BANNER_HEIGHT` bumped 48 → 60 px so the new
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left column (headline + 2 px gap + caption ≈ 39 px content) fits
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under the scrub bar with room to spare. +12 px banner mass is the
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deliberate cost of the new content; no other plugin observes
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`BANNER_HEIGHT` so the change is local.
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Two new tests (1180 → 1182): `format_game_caption_covers_state_corners`
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pins the three branches plus the zero-pad-to-3-digits invariant
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for early-January ordinals; `overlay_game_caption_shows_replay_date`
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drives `ReplayPlaybackState` end-to-end.
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### `e080b49` `feat(engine): restyle replay progress text as Terminal MOVE chip`
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Closes the centre-text half of the replay-overlay enrichments. The
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plain "Move N of M" text becomes a 1px `ACCENT_PRIMARY`-bordered
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chip containing "MOVE N/M" — uppercase + slash separator reads as
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a Terminal output line and matches the floating-chip motif in
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`docs/ui-mockups/replay-overlay-mobile.html`. The chip lives
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in-banner rather than floating above the focused card (the
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screen-takeover treatment that requires plumbing cursor → card
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identity remains deferred).
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**Implementation note:** `BorderColor` in Bevy 0.18 is a per-side
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struct, not a tuple — `BorderColor::all(ACCENT_PRIMARY)` is the
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correct constructor. Worth pinning for next time we touch a
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border-painted UI surface. The `ReplayOverlayProgressText` marker
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stays on the inner Text rather than the new chip Node so
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`update_progress_text` keeps repainting unchanged — a deliberate
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"markers belong on the entity that updates change" choice.
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Test count unchanged (1182); `overlay_progress_text_reflects_cursor`
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swapped its assertion from "Move 5 of 10" to "MOVE 5/10".
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This pair (`54005d5` + `e080b49`) closes Option C from the
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SESSION_HANDOFF Resume prompt's banner-local enrichments. Floating-
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chip-above-focused-card and the full screen-takeover redesign
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remain — both data-layer or cross-plugin and intentionally still
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open.
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## What shipped in v0.20.0 (frozen at `41a009a`)
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### Terminal visual-identity port
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Top-down stack — every commit downstream of the token system
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reads from it, so swapping the palette is now a one-file edit:
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- **`ui_theme` token system** (`0d477ac`). base16-eighties
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palette, 5-rung type scale, 7-rung 4-multiple spacing scale,
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3-step radius, 14-rung z-index hierarchy, full motion budget,
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4 invariant-pinning unit tests. Card-shadow alphas pinned to 0
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(Terminal achieves depth via 1px borders + tonal layering).
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- **Modal scaffold already on tokens** — `ui_modal` was ported
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in the same commit's wake; three stale "loud yellow" /
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"magenta secondary" doc comments fixed.
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- **Gameplay feedback → semantic state tokens** (`ceec4fc`).
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Selection / valid-drop tints route through `ACCENT_PRIMARY` /
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`STATE_WARNING` / `STATE_SUCCESS`.
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- **Toasts** (`a137607`). New `ToastVariant` enum
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(Info / Warning / Error / Celebration); opaque `BG_ELEVATED`
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+ 1px accent border + bottom-anchor. All ten call sites pass
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their semantic variant.
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- **`table_plugin` chrome** (`651f406`).
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`PILE_MARKER_DEFAULT_COLOUR` promoted; `cursor_plugin` imports
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it, replacing a "kept in sync" doc comment with a compile-
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enforced invariant. `HINT_PILE_HIGHLIGHT_COLOUR` →
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`STATE_WARNING`.
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- **`card_plugin` chrome** (`d752870`). Drag-elevation shadow
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routes through `CARD_SHADOW_*` tokens. `RIGHT_CLICK_HIGHLIGHT_COLOUR`
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→ `STATE_SUCCESS`. Stock recycle "↺" text → `TEXT_PRIMARY @ 0.7α`.
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Card-face / suit / card-back palette intentionally NOT migrated
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(artwork dependency — see open-list item below).
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- **Splash cursor** (`cdcadda`). The signature `▌` cyan glyph
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(96 px) added above the wordmark, matching the spec.
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*Subsequently expanded post-cut by `cacb19c` into the full
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boot-screen treatment.*
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- **Hint-source / dest pairing** (`9891ae4`). `input_plugin`'s
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source-card tint now matches the destination pile's
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`STATE_WARNING`.
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- **Design system + 24-mockup library** (`fa7f98a`).
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`docs/ui-mockups/design-system.md` + 24 Stitch mockups (HTML +
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PNG) covering every screen plus 9 missing-plugin surfaces.
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- **`card_shadow_params` test aligned** (`1d1543e`). Drag-vs-
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idle shadow assertion loosened to `>=` to accept the Terminal
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"no shadow" intent without losing the regression-guard.
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### Android persistence
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- **`solitaire_data::data_dir` shim** (`4b51e50`). New
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`solitaire_data::platform::data_dir()` falls through to
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`dirs::data_dir()` on desktop and returns the per-app sandbox
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at `/data/data/com.solitairequest.app/files` on Android — no
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JNI needed (package id pinned in `[package.metadata.android]`).
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Six `solitaire_data` callsites + `solitaire_engine/assets/user_dir.rs`
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migrated. Settings, stats, achievements, replays, game-state,
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time-attack sessions, and user themes now persist on Android.
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### Inherited from earlier in the cycle (pre-session)
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- Android build target + APK (`fb8b2ac`), runbook (`59424a3`),
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F3 FPS overlay (`690e1d2`), Smart Window Size opt-out
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(`e1b8766`), Shareable badge (`9b065e5`), Help cheat-sheet
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M/P/Enter rows (`35516d3`), `pull_failure_sets_error_status`
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flake fix (`67c150b`).
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## Open punch list
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### Phase Android (build + persistence shipped; runtime gaps remain)
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- **APK launch verification on AVD / device.** `adb install` then
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`adb logcat` against the `bevy_test` AVD or an x86_64 device.
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The build works and persistence is wired, but no end-to-end
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device run has been logged. Shakes out runtime bugs the build +
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unit tests can't catch.
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- **JNI ClipboardManager bridge.** Replaces the Android stub for
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the Stats "Copy share link" toast. `arboard` doesn't ship an
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Android backend; small custom JNI call.
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- **Android Keystore for credentials.** `keyring` is target-gated
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to a stub returning `KeychainUnavailable`; replace with Android
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Keystore via JNI when sync auth ships on mobile.
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- **Google Play Games (gpgs) integration.** Listed as a
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Phase-Android target since Phase 1; now unblocked by the build
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target.
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- **Cosmetic `cargo apk build --lib` workaround.** Post-sign
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panic doesn't affect the APK on disk but produces noisy stderr.
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Either upstream a cargo-apk fix or document `--lib` as
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canonical in the runbook.
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### Visual-identity follow-ups (opened by v0.20.0's port)
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- **Card-face / suit / card-back artwork regeneration.** The
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Terminal spec calls for dark `#1a1a1a` cards with light suit
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pips (pink for hearts/diamonds, foreground gray for spades/
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clubs); the runtime path still renders the legacy white-card
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PNG artwork. The fallback constants in `card_plugin`
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(`CARD_FACE_COLOUR`, `RED_SUIT_COLOUR`, `BLACK_SUIT_COLOUR`,
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`CARD_FACE_COLOUR_RED_CBM`, `card_back_colour` palette) are
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intentionally unmigrated and should swap in lockstep with the
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artwork. Largest visible payoff remaining in the visual-
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identity arc.
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- **Splash boot-loader scanline overlay.** `cacb19c` shipped the
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rest of the boot screen but skipped the scanline overlay
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(1px lines at 2 px pitch in `#1a1a1a` over the whole splash,
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30 % opacity). Needs a tiled-pattern asset (a 2 × 2 px PNG) or
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a custom shader. Pure aesthetic, no behaviour change.
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- **Splash cursor pulse.** The "ready_" line's mockup pulses a
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cyan 6 × 12 px block at the end of the text. `cacb19c`
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skipped this because a per-element pulse fights the global
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`SplashFadable` fade timeline. Either layer the pulse on top
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of the fade (multiply alphas) or accept the static cursor.
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- **Replay-overlay enrichments beyond the scrub bar.** Banner-local
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pieces of the mockup (`docs/ui-mockups/replay-overlay-mobile.html`)
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all shipped: scrub bar (`c84d9f4`), `▌ replay` cursor-block label
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(`6204db8`), `GAME #YYYY-DDD` caption (`54005d5`), `MOVE N/M`
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chip restyle (`e080b49`). What's still open are the cross-plugin
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/ data-layer pieces: a `MOVE N/M` chip *floating above the
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focused card* during playback (would need to thread the cursor
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through to the card layer — `update_progress_text` writes the
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banner chip but the card-position lookup belongs in `card_plugin`).
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The full mockup's screen-takeover treatment — mini-tableau
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preview, playback controls, move-log scroll, WIN MOVE marker on
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||
the scrub bar — is a multi-session redesign with
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data-layer impact (move-log scroller; the WIN MOVE marker
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needs a `win_move_index` field on `Replay` that doesn't yet
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exist). Banner-overlay behaviour is intentionally preserved
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for now.
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- **Toast Warning / Error variants.** The `ToastVariant` enum
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has slots for `Warning` (gold) and `Error` (pink) but no
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in-engine event uses them yet. Wire when a warning- or error-
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flavoured toast event materialises.
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### Carried forward from v0.19.0
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- **App icon round.** `Window::icon` not yet wired; no
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`.icns` / `.ico` / Linux hicolor PNG hierarchy. The 11-size
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icon export the v0.19 handoff referenced is *not* currently
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in `artwork/` (current `artwork/` holds the reverted Rusty
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Pixel card PNGs and is intentionally untracked); icon-export
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needs to be re-run before this item can be picked up.
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Half-day task once the PNGs are back in place. No cert
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dependency.
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### Other small candidates
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- **Prev/Next selector chips spawn site.** v0.19.0's `9b065e5`
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noted Prev/Next markers exist in `stats_plugin` but no spawn
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site renders them today — the Shareable badge therefore lands
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on the single-replay caption. If/when Prev/Next is plumbed,
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the badge will need to follow.
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- **Toast queue / immediate unification.** The two toast paths
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(`spawn_queued_toast` for `InfoToastEvent` queue; `spawn_toast`
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for fire-and-forget) now share visual treatment but remain
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separate functions because they serve different temporal
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needs (sequential vs. parallel). If overlap becomes a UX
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issue, merge into one queue with priority lanes.
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### Process notes
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||
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- **The desktop-adaptation spec is the canonical reference for
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geometry decisions** when porting any future plugin. Read
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`docs/ui-mockups/desktop-adaptation.md` first; apply the
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||
universal rules to every surface; consult the per-screen
|
||
table for the priority surfaces. The 9 missing-plugin screens
|
||
(splash now ported; eight remaining) inherit the universal
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||
rules without dedicated guidance.
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- **Stitch `generate_variants` is unreliable for layout-only
|
||
adaptation prompts** as of 2026-05-07. The first call timed
|
||
out and no variant ever landed in `list_screens`. If a future
|
||
session wants visual desktop mockups, prefer
|
||
`generate_screen_from_text` with a fresh narrow prompt per
|
||
screen rather than `generate_variants` against existing
|
||
mobile screens.
|
||
- **Token-port pattern.** v0.20.0's chrome-migration commits
|
||
set a reusable shape for "centralised design system applied
|
||
across N plugins":
|
||
1. Constants module (`ui_theme.rs`) is the source of truth.
|
||
2. Const sites that can't call `Alpha::with_alpha` (not yet
|
||
`const` on stable) use a literal RGB matching the token,
|
||
with a unit test pinning the RGB to the token (e.g.
|
||
`MARKER_VALID`, `HINT_PILE_HIGHLIGHT_COLOUR`,
|
||
`RIGHT_CLICK_HIGHLIGHT_COLOUR`).
|
||
3. Cross-plugin duplication (e.g. `MARKER_DEFAULT` ↔
|
||
`PILE_MARKER_DEFAULT_COLOUR`) collapses to a single
|
||
promoted const re-exported from one plugin and imported
|
||
by the other — replaces "kept in sync" doc comments with a
|
||
compile-time invariant.
|
||
4. Domain colours (suit pips, card faces, lerp helpers) stay
|
||
as literals with a comment naming the rationale; only UI
|
||
chrome routes through tokens.
|
||
- **`SplashFadable` scaffolding pattern** (introduced in
|
||
`cacb19c`). Any future overlay that needs to fade `N >> 3`
|
||
elements together should follow the same shape: one tiny
|
||
marker carrying the full-alpha base colour, one global query
|
||
that lerps every marker's alpha each frame, no per-element
|
||
query plumbing. Cleanly outscales the `Without<X>, Without<Y>`
|
||
query exclusion pattern that the old splash was hitting at
|
||
three siblings.
|
||
|
||
### Canonical remote
|
||
|
||
`github.com/funman300/Rusty_Solitaire` is the canonical repo.
|
||
Always push there. **Local master has unpushed post-cut commits**
|
||
— run `git log --oneline origin/master..HEAD` for the live list;
|
||
`git push` is the next durability step (or roll the post-cut
|
||
commits into v0.20.1).
|
||
|
||
### Design direction (Terminal — base16-eighties)
|
||
|
||
- **Tone:** retro-terminal / synthwave — flat depth (no box-shadows),
|
||
monospaced-forward typography (JetBrains Mono / FiraMono), tight
|
||
16 px edge margins, 8 px card radius.
|
||
- **Palette:** near-black surface ramp (`#151515` / `#202020` /
|
||
`#2a2a2a` / `#353535`), cyan primary CTA (`#6fc2ef`), lime
|
||
success (`#acc267`), gold warning (`#ddb26f`), pink error /
|
||
suit-red (`#fb9fb1`), lavender celebration (`#e1a3ee`), teal
|
||
info (`#12cfc0`).
|
||
- **Two-color suits.** Red = `#fb9fb1`, black = `#d0d0d0`.
|
||
Outlined glyphs for diamonds & clubs are *always on*; the
|
||
Settings "color-blind mode" toggle only swaps red → cyan.
|
||
|
||
## Resume prompt
|
||
|
||
```
|
||
You are a senior Rust + Bevy developer working on Solitaire Quest.
|
||
Working directory: <Rusty_Solitaire clone path on this machine>.
|
||
Branch: master. v0.20.0 is tagged at 41a009a; several post-cut
|
||
commits sit on top locally and have NOT been pushed yet — run
|
||
`git log --oneline origin/master..HEAD` for the live list (current
|
||
substantives: 39b8496 desktop-adaptation spec, cacb19c splash
|
||
boot-screen port, c84d9f4 replay scrub-bar finish, 6204db8 replay
|
||
banner ▌ cursor-block label, plus any handoff edits since).
|
||
|
||
State: HEAD locally — see `git rev-parse HEAD`. Working tree is
|
||
clean. All workspace tests pass (~1180+; check with
|
||
`cargo test --workspace`), clippy clean.
|
||
|
||
READ FIRST (in order, before doing anything):
|
||
1. SESSION_HANDOFF.md — this file
|
||
2. CHANGELOG.md — [0.20.0] section is the most recent cut
|
||
3. CLAUDE.md — unified-3.0 rule set
|
||
4. CLAUDE_SPEC.md — formal architecture spec
|
||
5. ARCHITECTURE.md — crate responsibilities + data flow
|
||
6. docs/ui-mockups/ — design system + 24-mockup library +
|
||
desktop-adaptation.md (the rules-based
|
||
companion to the mockups; read this
|
||
before any plugin port)
|
||
7. docs/android/* — Android setup + build runbook
|
||
8. ~/.claude/projects/<this-project>/memory/MEMORY.md
|
||
— saved feedback / project context
|
||
(machine-local; may be missing on a
|
||
fresh machine)
|
||
|
||
DECISION TO ASK THE PLAYER FIRST:
|
||
A. Push the post-cut commits to origin. Either as-is on master
|
||
or rolled into a v0.20.1 cut (CHANGELOG entry + tag).
|
||
Mechanical, but local master diverges from origin until done.
|
||
B. Splash polish — scanline overlay + cursor pulse. The two
|
||
pieces of the mockup `cacb19c` skipped (scanline needs a
|
||
tiled-pattern asset or shader; pulse needs to layer on top
|
||
of the SplashFadable timeline). Pure polish; no behaviour
|
||
change.
|
||
C. *Closed by `54005d5` + `e080b49`.* Banner-local replay-overlay
|
||
pieces all shipped (scrub bar, ▌ label, GAME caption, MOVE
|
||
chip). Remaining are cross-plugin (floating MOVE chip above
|
||
the focused card — needs cursor → card-position plumbing) or
|
||
multi-session (full screen-takeover redesign — move-log
|
||
scroll, mini tableau, WIN MOVE marker, data-layer impact).
|
||
Either belongs in its own decision tree the next time replay
|
||
work surfaces.
|
||
D. Card-face artwork regeneration. Generate Terminal-aesthetic
|
||
card PNGs (dark face, light suit pips), then migrate
|
||
CARD_FACE_COLOUR / RED_SUIT_COLOUR / BLACK_SUIT_COLOUR /
|
||
CARD_FACE_COLOUR_RED_CBM in lockstep. Largest visible
|
||
payoff remaining in the visual-identity arc. Multi-session.
|
||
E. App icon round — re-run artwork/Icon Export.html (the
|
||
export PNGs are not currently in `artwork/`), then wire
|
||
Window::icon + generate .icns / .ico. Half-day task. No
|
||
cert dependency.
|
||
F. APK launch verification on AVD / device + the JNI bridges
|
||
it would shake out (ClipboardManager, Keystore).
|
||
|
||
WORKFLOW NOTES:
|
||
- Use the system git config (already correct).
|
||
- When attributing playtester feedback in commits/docs, use
|
||
"Quat" not "Rhys" (saved feedback memory).
|
||
- Sub-agents stage + verify only; orchestrator commits.
|
||
- Every commit must pass build / clippy / test before pushing.
|
||
- Push to GitHub (origin) — gh auth setup-git wired on
|
||
primary dev box; verify on laptop before first push.
|
||
|
||
OPEN AT THE START: ask which of A–F. Don't pick unilaterally.
|
||
```
|