Files
Ferrous-Solitaire/SESSION_HANDOFF.md
T
funman300 fe41b502ac docs: CHANGELOG + SESSION_HANDOFF refresh for v0.13.0
CHANGELOG gains a [0.13.0] section covering the third UX iteration
round on top of v0.12.0:
- Tooltip-delay slider, streak fire, score-breakdown reveal
- Card backs follow active theme
- Drag-with-keyboard
- Right-click radial menu
Plus two code-review fixes (Removed: sccache wiring, Fixed: bundled-
only font handling).

The bottom-of-file compare links thread the new tag into the
existing chain. Test count updated to 1053.

SESSION_HANDOFF gains a "Session 7 round 3" table summarising the
six commits and rolls the punch list forward — UX candidate list
exhausted again, fresh six-item list seeded for a future round
(daily-challenge calendar, theme-picker thumbnails, per-mode high
scores, in-progress auto-save for Zen/Time Attack, configurable
scoring weights, win replays). Resume prompt asks A/B/C/D about
push, smoke-test, next round, or packaging.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-02 20:43:38 +00:00

7.1 KiB
Raw Blame History

Solitaire Quest — UX Overhaul Session Handoff

Last updated: 2026-05-02 (session 7, late-late) — Third UX iteration round complete on top of v0.12.0. Six post-handoff candidates shipped plus two code-review fixes. Ready to tag v0.13.0.

Status at pause

  • HEAD: doc-commit closing this round (CHANGELOG + handoff). Local master has the impending tag at this commit.
  • Working tree: clean apart from untracked CARD_PLAN.md (intentional).
  • Build: cargo clippy --workspace --all-targets -- -D warnings clean.
  • Tests: 1053 passed / 0 failed across the workspace (+22 from v0.12.0's 1031 baseline).
  • Tags on origin: v0.9.0, v0.10.0, v0.11.0, v0.12.0. v0.13.0 is the next tag.

Where we are

Post-v0.12.0 the handoff listed six "next-round candidates" — every one shipped today plus two code-review fixes (font handling unified to bundled-only, sccache wiring removed). v0.13.0 is the right slice.

The candidate list is exhausted again. Direction is open.

Design direction (unchanged)

  • Tone: Balatro — chunky readable type, theatrical hierarchy, satisfying micro-interactions.
  • Palette: Midnight Purple base + Balatro yellow primary + warm magenta secondary.
  • See ~/.claude/projects/-home-manage-Rusty-Solitare/memory/project_ux_overhaul_2026-04.md (machine-local).

Canonical remote

github.com/funman300/Rusty_Solitaire is the canonical repo. Always push there.

Session 7 round 3 (shipped 2026-05-02 late-late) — v0.13.0

Area Commit What landed
Font fix 17f9b51 Code-review fix: bundle FiraMono via include_bytes!() in both font_plugin and svg_loader; drop load_system_fonts, drop the lenient resolver, drop the CSS-generic fallbacks. New bundled_font_resolver always returns the single bundled face. Parse failure aborts with a clear error.
sccache removal 13dd44b Code-review fix: deleted .cargo/config.toml and the .cargo directory. Plain cargo build works without per-project setup.
Wave 1 bundle ddc8f27 Tooltip-delay slider in Settings → Gameplay (0.01.5 s, 0.1 s steps, "Instant" label at zero). Win-streak fire animation at thresholds [3, 5, 10] via new WinStreakMilestoneEvent. Score-breakdown reveal on win modal with per-row stagger (Base / Time bonus / No-undo / Multiplier / Total), respects AnimSpeed::Instant.
Card-back theming 7ed4f2c The active theme's back.svg now actually drives the face-down sprite. Legacy back_N.png picker remains as a fallback for themes without a back; Settings caption surfaces when the override is in effect.
Drag-with-keyboard a0fc0d2 Tab → Enter → arrows → Enter completes a move without a mouse. New KeyboardDragState resource; mutual exclusion with mouse drag via KEYBOARD_DRAG_TOUCH_ID sentinel. Help + onboarding hotkey lists updated.
Right-click radial b37f0cb Hold RMB on a face-up card → ring of icons at the cursor, one per legal destination; release over an icon → MoveRequestEvent. New RadialMenuPlugin. Help controls reference gains a "Mouse" section.

Open punch list — release prep

  1. Push the unpushed commits to origin (5 commits now: 17f9b51, 13dd44b, ddc8f27, 7ed4f2c, a0fc0d2, b37f0cb, plus the impending doc commit).
  2. Tag v0.13.0 at the doc-commit HEAD.
  3. Desktop packaging per ARCHITECTURE.md §17. The Arch PKGBUILD exists in /home/manage/solitaire-quest-pkgbuild/ (separate repo). Pending: app icon, macOS .icns + notarisation cert, Windows .ico + Authenticode cert, AppImage recipe.

Open punch list — UX iteration (next-round candidates)

The v0.13.0 list is exhausted. Fresh candidates for a future round:

  • In-game daily-challenge calendar — currently the daily challenge fires once on launch; a Settings or Profile-side calendar showing past days' completion / streak status would make the progression visible.
  • Card-art preview in the theme picker — Settings → Cosmetic shows theme name only; rendering the theme's Ace-of-Spades + back side-by-side as a thumbnail would make picking faster.
  • Per-mode high-score readout in the Stats screen. Currently lifetime stats roll all modes together.
  • Auto-save in-progress games in Zen / Time Attack so players who close the window mid-session don't lose their state.
  • Configurable scoring weights for the curious — Settings → Gameplay slider for time-bonus magnitude. Cosmetic but power-user appealing.
  • Replay a winning game — record the seed + move list at win time and offer "watch replay" from the Stats screen.

Card-theme system (CARD_PLAN.md, fully shipped)

Seven phases landed across b8fb3fb924a1e2 in v0.11.0; v0.13.0's 7ed4f2c finally consumes the per-theme back.svg. End-to-end:

  • Bundled default theme ships in the binary via embedded:// — 52 hayeah/playing-cards-assets SVGs + a midnight-purple back.svg.
  • User themes under themes://. Drop a directory containing theme.ron + 53 SVGs.
  • Importer at solitaire_engine::theme::import_theme(zip) validates archives and atomically unpacks.
  • Picker UI in Settings → Cosmetic; the active theme's back overrides the legacy back_N.png picker when present.

Resume prompt

You are a senior Rust + Bevy developer working on Solitaire Quest.
Working directory: <Rusty_Solitaire clone path on this machine — local
directory may still be named Rusty_Solitare from earlier; that's fine>.
Branch: master. Direction is OPEN — three UX iteration rounds shipped
and v0.13.0 is ready to tag.

State: HEAD at the doc-commit closing session 7 round 3. Local master
is several commits ahead of origin and unpushed. Working tree clean
apart from untracked CARD_PLAN.md (intentional).
Build: cargo clippy --workspace --all-targets -- -D warnings clean.
Tests: 1053 passed / 0 failed.

READ FIRST (in order, before doing anything):
  1. SESSION_HANDOFF.md  — full state, session 7 changelog, punch list
  2. CHANGELOG.md        — release-by-release record
  3. CLAUDE.md           — hard rules (UI-first, no panics, etc.)
  4. ARCHITECTURE.md     — crate responsibilities + data flow
  5. ~/.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 and cut v0.13.0 now.
  B. Smoke-test the new feel layer first (theme-aware backs, keyboard
     drag, right-click radial, score-breakdown reveal, streak fire,
     tooltip-delay slider), then tag.
  C. Skip the tag for another iteration round — see "next-round
     candidates" in SESSION_HANDOFF for fresh ideas.
  D. Take the deferred desktop-packaging item (needs artwork +
     signing certs from the user).

WORKFLOW NOTES:
  - Commits use:
      git -c user.name=funman300 -c user.email=root@vscode.infinity \
          commit -m "..."
  - Sub-agents stage + verify only; orchestrator commits.
  - Every commit must pass build / clippy / test before pushing.
  - Push to GitHub (origin) — that is the canonical remote.

OPEN AT THE START: ask which of A / B / C / D. Don't pick unilaterally.