Commit Graph

16 Commits

Author SHA1 Message Date
airkjw 3d1f3b30c7 feat: tutorial step state machine with persistence
Adds TutorialNotifier (dragPiece → clearLine → explainHud → null) backed
by SaveRepository.markTutorialDone(); out-of-order events are silently
ignored. Registers tutorialProvider in providers.dart.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-11 22:50:49 +09:00
airkjw 9fe1910d12 feat: season title card on cold start
Shows "SEASON 1 / First Bloom / N stages" over the season background for
~1.6s between splash and home; tap anywhere skips. Bails to home on
content-load error. Adds seasonLabel/seasonStages l10n keys (en + ko).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-11 22:43:20 +09:00
airkjw 189ab469af feat: logo-assembly splash screen and native launch colors
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-11 22:30:04 +09:00
airkjw f1b8052f77 fix: re-anchor effects clock when ticker drains (stale-clock freeze)
After Ticker.stop(), elapsed resets to zero on the next start(). _now was
left frozen at the old elapsed, so effects added after a drain captured a
stale start time and their progress() clamped to 0 forever — ticker never
stopped, second batch broken. Fix: reset _now = Duration.zero on drain.
Adds @visibleForTesting getters and a regression test that catches the
stale value directly.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-11 22:16:51 +09:00
airkjw d985d40f09 feat: persist tutorial completion and endless best score
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-11 21:25:55 +09:00
airkjw 6e4d3b60df feat: procedural season background with drifting petals 2026-06-11 21:17:12 +09:00
airkjw 8739fc0e26 feat: glossy tile rendering and per-season theme colors
Introduces candy-gloss tile rendering (diagonal gradient + glass highlight
+ optional glow) via a shared paintGlossyTile() in tile_painter.dart,
applied to board filled-cells and tray/drag-overlay pieces. Adds
ThemeColors to palette.dart for UI-layer season color resolution, and
activeThemeProvider for one-call access to the active season's theme.
Regenerates the game_screen golden to reflect the new look.
2026-06-11 21:06:26 +09:00
airkjw e866de189d feat: extend SeasonTheme with visual identity fields (ARGB ints)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-11 20:58:48 +09:00
airkjw 607278928b Add daily streak system and normalize bundle id to com.airkjw.blockseasons
Pure advanceStreak (1-day grace none, milestone flags at 3/7/14/30),
persisted in the save blob; StreakNotifier advances on every finished
attempt; home screen flame chip and milestone snackbar. Fix flutter
create's camelCased iOS bundle id and underscored Android application
id to the agreed lowercase form before any store registration.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 17:25:39 +09:00
airkjw 7bc26447f7 Wire season flow: map screen, progress save, win recording, next stage
SaveRepository (versioned JSON over prefs) with best-result merging and
unlock walking; ContentRepository loads the bundled pack; SeasonFlow/
Progress notifiers orchestrate stage start -> win record -> advance.
Season map grid with stars/locks, Home -> Map -> Game navigation,
close button, next-stage action on the win overlay.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 17:04:45 +09:00
airkjw 41c18c8bdd Add AutoPlayer bot, stage generator CLI, and calibrated Season 1 (60 stages)
Greedy bot with tray-survival lookahead and gem-line steering; generator
samples layouts along a difficulty curve, probes bot moves-to-win, sets
adaptive move budgets targeting win-rate bands, and derives star
thresholds from spare-move quantiles. Season 1 pack bundled in assets
with per-stage difficulty report.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 13:56:54 +09:00
airkjw ad6689b42f Add synthesized SFX and audio wiring
Pure-Dart WAV synthesizer (tool/gen_sfx.dart) generates place/clear/
combo/win/lose effects; AudioService player pool fires on placement,
line clears, combo streaks, and phase transitions.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 13:28:02 +09:00
airkjw 3138fc4b08 Add playable core UI: board painter, drag-and-drop, HUD, result overlay
CustomPainter board with gems/ghost/clear-flash, finger-lifted drag
with snap preview, combo text effect, HUD chips, phase overlays with
rescue stubs, demo stage. E2E widget test drives a real drag gesture.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 13:19:34 +09:00
airkjw 62cbb4b16a Add objectives, stage config, and GameEngine session core
Sealed Objective types (clearGems/reachScore/clearLines) with JSON
round-trip; StageConfig with preset cells and star thresholds;
GameEngine orchestrating placement -> clear -> scoring -> objectives
with stuck detection, one-shot rescue (continue / +5 moves), and
deterministic per-attempt RNG. 100-game headless stress test and
pure-Dart architecture guard. 76 tests green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 13:11:31 +09:00
airkjw 0210c14858 Add pure-Dart engine core: RNG, grid, placement, line clear, scoring, piece generator
PCG32 seeded RNG; immutable 8x8 GridState with occupancy bitmask;
placement legality + anyPlacementExists; simultaneous row/col clears
with single-count gem credit; combo scoring with one-move grace;
weighted-bag generator with pity bias and depth-3 solvability nudge.
All TDD, 51 tests green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 13:05:55 +09:00
airkjw 40528238b2 Scaffold Block Seasons Flutter app
flutter create (com.airkjw.blockseasons, iOS+Android), Riverpod,
shared_preferences, audioplayers, gen-l10n EN/KO wiring, app shell
with Home -> Game placeholder.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 12:55:59 +09:00