f712b89fe4
Cards previously read as flat stickers on the felt — no separation cue, no sense the play surface had any depth. Each CardEntity now spawns a CardShadow child sprite: neutral black at 25 % alpha, sized to card_size + 4 px halo, offset (2, -3) and rendered at local z -0.05 so it sits behind its card. Cards in the active drag set switch to a lifted shadow: alpha 40 %, offset (4, -6), padding (8, 8). update_card_shadows_on_drag runs every Update and snaps each shadow to the right state based on DragState membership — no lerp, no animation cost. The pure card_shadow_params(is_dragged) helper is unit-tested for the four parameter values. resize_cards_in_place gains a third query for shadows so the in-place resize keeps shadows cheap (no Sprite regeneration); the shadow's current alpha is read to preserve idle vs lifted padding across a resize. update_card_entity's despawn_related call is followed by a fresh add_card_shadow_child so the shadow re-attaches when the card is repainted (face flip, settings change, theme swap). The pre-existing bulk drag-shadow under the whole lifted stack is untouched — per-card shadows complement it. All shadow values flow through eight new ui_theme tokens (CARD_SHADOW_COLOR, alphas, offsets, paddings, local z) so the visual is tunable in one place. Color is neutral black so the shadows don't conflict with color-blind mode's red/blue suit tints. Four new tests pin the contract: shadow params for idle and drag states, every CardEntity spawns with exactly one CardShadow child, and dragging shifts only the dragged shadow's offset while leaving unrelated shadows on the idle offset. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>