fix: journey map season-complete styling, scroll callback guard, palette constant
- Guard addPostFrameCallback with !_autoScrolled so it only fires once per widget lifetime instead of on every LayoutBuilder rebuild. - Derive seasonComplete flag; pass it into _node so the last stage uses gold "done" styling (not "current/next") when the season is fully 3-starred. - Extract const Color(0xFF232B4A) to GamePalette.lockedNode. - Remove warnIfMissed: false from tap call in season_map_screen_test; ensureVisible already guarantees hit-testing succeeds (confirmed: test still passes cleanly). Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -89,10 +89,7 @@ void main() {
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// Stage 1 is starred, so stage 2 (index 1) is unlocked and playable.
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// Ensure the node is visible before tapping.
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await tester.ensureVisible(find.byKey(const Key('stage_node_1')));
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await tester.tap(
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find.byKey(const Key('stage_node_1')),
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warnIfMissed: false,
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);
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await tester.tap(find.byKey(const Key('stage_node_1')));
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await tester.pumpAndSettle();
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expect(find.byType(GameScreen), findsOneWidget);
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