Commit Graph

49 Commits

Author SHA1 Message Date
airkjw 6d2d97bfcc fix: guard journey map against an empty season list
Prevents StateError when data builder is called with empty list
by displaying loading indicator instead of passing empty list to
activeSeason(), matching title screen behavior.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 13:31:22 +09:00
airkjw 4fa5564975 feat: session content sync trigger and newest-season selection
Add seasonRefreshProvider (once-per-session FutureProvider) and activeSeason()
helper; HomeScreen listens and invalidates seasonsProvider when new packs arrive;
season_map_screen and season_title_screen switch from list.first to activeSeason.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 13:28:39 +09:00
airkjw 73a56aeeb1 perf: async cache reads in content repository 2026-06-12 13:24:14 +09:00
airkjw e722fe2ce1 feat: content repository merges cached seasons with bundled fallback
Extends ContentRepository with optional cacheDir: cached packs in
<cacheDir>/seasons/*/pack.json merge with bundled ones (cached wins
for same id), corrupt/future-schema packs silently ignored, refresh()
fires ContentDownloader.sync() once per session. main() wires the real
cache+downloader instance; default constructor stays bundled-only for tests.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 13:15:35 +09:00
airkjw a820e97237 fix: harden downloader against path traversal, URL escape, oversized bodies
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 13:11:18 +09:00
airkjw bfa9c09b28 feat: content downloader with sha256 verify and atomic cache
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 13:05:56 +09:00
airkjw c7bdb9b9c9 feat: remote manifest model and content dependencies
Add http, crypto, path_provider deps; introduce RemoteManifest /
ManifestSeason immutable models with fromJson/toJson, schema-version
guard (FormatException on unsupported schema), and fallback for missing
current field. 3/3 TDD tests pass, flutter analyze clean.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 13:02:17 +09:00
airkjw 63ac8c6b9e docs: add Phase 4 remote seasons implementation plan
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 12:44:41 +09:00
airkjw 41b9a14c0c Merge Phase 3.5: commercial polish round
Glossy tiles + season theme system, juice kit, intro flow
(splash/season card/tutorial), serpentine journey map,
endless classic mode, redesigned home.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 07:39:27 +09:00
airkjw f9eaa3ae59 docs: polish round simulator screenshots (splash, season card, home)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 07:39:19 +09:00
airkjw c59454aa5f fix: center splash logo and wordmark (stack was sized to children)
Wrap AnimatedBuilder in SizedBox.expand so the Stack fills the full
Scaffold body; alignment: Alignment.center now centers within the whole
screen instead of within the wordmark-sized intrinsic box.

Adds a regression widget test (test/ui/splash_screen_test.dart) that
asserts the wordmark dx is within 1px of screen-center at 1500ms into
the animation.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-12 07:37:54 +09:00
airkjw bf7720ebd3 fix: clear season flow when starting Classic so tutorial/theme can't leak
- Add SeasonFlowNotifier.clear() to null out the flow state
- Call clear() in HomeScreen's Classic button before startStage()
- Broaden tutorial-end guard to next.phase != GamePhase.playing (covers stuck)
- Add regression test: clear() resets flow to null

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-12 07:33:41 +09:00
airkjw 26adf98d73 fix: guard home buttons against double-tap double-push 2026-06-12 07:22:18 +09:00
airkjw 94e62d3e41 feat: redesigned home with adventure/classic entries and endless best
Add adventure/classic l10n keys; rewrite HomeScreen with SeasonBackground,
2×2 glossy logo mark, Adventure→SeasonMap + Classic→endless GameScreen buttons,
and conditional best-score caption. Update widget_test assertions accordingly.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-12 07:18:42 +09:00
airkjw 5a84a47cd4 fix: keep HUD balance in endless via invisible moves chip
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-12 07:13:47 +09:00
airkjw fea8336391 feat: endless mode UI - game over card, best score, HUD 2026-06-12 07:06:30 +09:00
airkjw c5e9029cad test: relax endless survival bound to >30 (proves no cap, seed-robust) 2026-06-12 07:01:22 +09:00
airkjw 6c76837ab6 feat: endless score-attack mode in the engine
Add StageConfig.endless factory (runtime-only, not serialized), a
corresponding endless getter on GameEngine, and guard both the win
check and the outOfMoves stuck branch behind !_stage.endless so
endless runs can never be won or move-limited. Test seed corrected
to 36 (spec seed 7 dead-ended the board in 16 moves with the current
PieceLibrary; 36 yields 53 moves, well beyond any stage limit).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-12 06:53:02 +09:00
airkjw 2b44dcd812 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>
2026-06-11 23:30:22 +09:00
airkjw 78eb5c0639 feat: serpentine journey map with auto-scroll and glowing current node
Replaces the plain GridView with a Candy-Crush-style journey map:
dotted serpentine path, circular nodes (gold=done, glowing=current,
dark+lock=locked), glass header, auto-scroll to current stage.
Updates season_map_screen_test to use Key('stage_node_$i') finders.
2026-06-11 23:17:41 +09:00
airkjw 96304cc8a7 feat: serpentine map layout function 2026-06-11 23:12:29 +09:00
airkjw ee364cc2e2 fix: dismiss tutorial when the stage ends
A finished stage ends the tutorial; otherwise the overlay would sit
on top of the result card and leak into the next stage.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-11 23:11:13 +09:00
airkjw 963d0d5dd6 feat: first-play interactive tutorial overlay
Add TutorialOverlay widget (dim veil, message bubble, animated hand on
dragPiece step, skip button) and wire it into game_screen: start on
flow.index==0 when tutorialDone is false, forward onPlaced/onLineCleared
events unconditionally from fxTick handler, and compute hand-path
coordinates from board/tray RenderBox geometry.
2026-06-11 22:58:14 +09:00
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 f97b4faad7 fix: bail to home when season list is empty on title card 2026-06-11 22:48:17 +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 3f34358137 refactor: splash nextScreen as constructor param instead of mutable static
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-11 22:39:04 +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 944c5733c9 fix: defensive keys and overflow guard in result overlay
- Add ValueKey(i) to each TweenAnimationBuilder in the star animation loop
  to prevent Flutter from reusing widget state during rebuild cycles
- Add maxLines: 2 and overflow: TextOverflow.ellipsis to the almostThere
  Text widget to prevent overflow in the loss-state progress message

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-11 22:27:14 +09:00
airkjw 677a09f8cb feat: staggered star reveal and near-miss progress ring
Stars on win now appear sequentially with elastic-bounce via
TweenAnimationBuilder (400/650/900 ms). Lost overlay shows a
CircularProgressIndicator ring with "87% complete!" (l10n:
almostThere) when objectiveProgress > 0.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-11 22:20:29 +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 8c3c2ae9a9 feat: juice kit - sparks, score popups, combo banners, confetti, haptics, shake
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-11 22:05:14 +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 6b796b6d1d perf: cache ThemeColors across frames; theme-tint leaf particles
Fix 1: Stop allocating ThemeColors on every animation frame by caching it in
_colors field and updating only when theme changes via didUpdateWidget.

Fix 2: Leaf particles now follow the season accent color instead of hardcoded
orange, maintaining visual consistency with theme changes.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-11 21:24:08 +09:00
airkjw 6e4d3b60df feat: procedural season background with drifting petals 2026-06-11 21:17:12 +09:00
airkjw d283bf6959 fix: include flash rows/cols in BoardPainter.shouldRepaint
The shouldRepaint override was omitting flashRows and flashCols comparisons,
which could cause the painter to skip redraws when these lists changed.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-11 21:13:01 +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 6bb1eac28c fix: tolerate num-typed JSON color entries in SeasonTheme 2026-06-11 21:02:23 +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 a69120e46b docs: add Phase 3.5 commercial polish implementation plan
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 20:52:26 +09:00
airkjw 1397746845 Add Phase 3.5 commercial polish design spec
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 20:38:27 +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