feat(ui): floating pulse hint for booster targeting
Replaces the plain bottom SnackBar with a BoosterHint pill that floats in the empty space above the board: season-accent coloured, a breathing glow that pulses only while armed (idle otherwise — no wasted ticker), slides/ fades in, shows the booster icon + prompt, and cancels on tap. 3 widget tests; full suite 234 green. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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// lib/ui/widgets/booster_hint.dart
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import 'package:flutter/material.dart';
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import '../../game/models/booster.dart';
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import '../../l10n/gen/app_localizations.dart';
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/// A small floating pill that appears above the board while a targeted booster
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/// (hammer / line-bomb) is armed, telling the player what to tap. Glows with a
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/// gentle pulse in the season accent colour, slides/scales in, and cancels the
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/// armed state when tapped. Renders (invisibly, ignoring pointer) when nothing
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/// is armed so it can animate in/out in place without layout jumps.
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class BoosterHint extends StatefulWidget {
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const BoosterHint({
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super.key,
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required this.arming,
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required this.accent,
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required this.onCancel,
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});
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final BoosterType? arming;
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final Color accent;
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final VoidCallback onCancel;
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@override
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State<BoosterHint> createState() => _BoosterHintState();
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}
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class _BoosterHintState extends State<BoosterHint>
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with SingleTickerProviderStateMixin {
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late final AnimationController _pulse = AnimationController(
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vsync: this,
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duration: const Duration(milliseconds: 1100),
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);
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static const _icons = {
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BoosterType.hammer: Icons.gavel,
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BoosterType.shuffle: Icons.shuffle,
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BoosterType.lineBomb: Icons.clear_all,
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};
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@override
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void initState() {
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super.initState();
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_syncPulse();
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}
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@override
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void didUpdateWidget(BoosterHint oldWidget) {
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super.didUpdateWidget(oldWidget);
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_syncPulse();
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}
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/// Pulse only while a booster is armed — idle (no live ticker) otherwise, so
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/// it never spins during normal play or pins a timer open in widget tests.
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void _syncPulse() {
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if (widget.arming != null) {
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if (!_pulse.isAnimating) _pulse.repeat(reverse: true);
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} else if (_pulse.isAnimating) {
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_pulse
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..stop()
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..value = 0;
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}
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}
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@override
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void dispose() {
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_pulse.dispose();
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super.dispose();
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}
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@override
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Widget build(BuildContext context) {
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final arming = widget.arming;
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final visible = arming != null;
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final l10n = AppLocalizations.of(context)!;
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final label = arming == BoosterType.lineBomb
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? l10n.boosterTapLine
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: l10n.boosterTapTarget;
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final accent = widget.accent;
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return IgnorePointer(
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ignoring: !visible,
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child: AnimatedOpacity(
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opacity: visible ? 1 : 0,
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duration: const Duration(milliseconds: 160),
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child: AnimatedSlide(
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offset: visible ? Offset.zero : const Offset(0, -0.4),
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duration: const Duration(milliseconds: 220),
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curve: Curves.easeOutBack,
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child: GestureDetector(
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onTap: widget.onCancel,
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child: AnimatedBuilder(
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animation: _pulse,
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builder: (context, child) {
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final t = _pulse.value; // 0..1, breathing
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return Container(
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decoration: BoxDecoration(
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color: accent,
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borderRadius: BorderRadius.circular(999),
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boxShadow: [
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BoxShadow(
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color: accent.withValues(alpha: 0.22 + 0.28 * t),
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blurRadius: 10 + 12 * t,
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spreadRadius: 1 + 3 * t,
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),
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],
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),
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child: child,
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);
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},
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child: Padding(
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padding: const EdgeInsets.fromLTRB(7, 6, 12, 6),
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child: Row(
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mainAxisSize: MainAxisSize.min,
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children: [
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Container(
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width: 26,
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height: 26,
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decoration: BoxDecoration(
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color: Colors.white.withValues(alpha: 0.22),
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shape: BoxShape.circle,
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),
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child: Icon(
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_icons[arming ?? BoosterType.hammer],
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size: 16,
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color: Colors.white,
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),
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),
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const SizedBox(width: 8),
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Text(
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label,
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style: const TextStyle(
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color: Colors.white,
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fontSize: 13,
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fontWeight: FontWeight.w600,
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),
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),
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const SizedBox(width: 8),
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const Icon(Icons.close, size: 16, color: Colors.white70),
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],
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),
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),
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),
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),
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),
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),
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);
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}
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}
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