fix: hide spent rescue to prevent StateError crash; log per-attempt starts

Expose engine.rescueUsed getter and surface it through GameViewState so
the result overlay can omit the watch-ad FilledButton after a rescue has
been consumed, preventing a second tap from calling useContinue /
addExtraMoves and hitting their StateError guard. Give-up is promoted to
FilledButton when rescue is unavailable for clear affordance.

Also emit stageStart / endlessStart analytics in restart() so every
attempt (not just the first) is bracketed by a matching start event.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-06-12 13:41:59 +09:00
parent 074a21ea2b
commit 9763968db9
4 changed files with 67 additions and 22 deletions
+1
View File
@@ -82,6 +82,7 @@ class GameEngine {
List<Objective> get objectives => List.unmodifiable(_objectives);
GamePhase get phase => _phase;
StuckReason? get stuckReason => _stuckReason;
bool get rescueUsed => _rescueUsed;
int get starsEarned => _phase == GamePhase.won
? _stage.stars.starsFor(movesLeft: movesLeft)