Commit Graph

17 Commits

Author SHA1 Message Date
airkjw 410182cf7d 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>
2026-06-18 20:53:52 +09:00
airkjw 1a028b9852 feat(ui): 7-day daily-reward popup on home
Presentational DailyRewardSheet (7 cells, today highlighted, reward icons
from the calendar table, claim + watch-ad-2x buttons). HomeScreen becomes a
ConsumerStatefulWidget that shows it once per mount via a post-frame guard;
the 2x path grants the doubled reward only if the rewarded ad was earned,
else the base reward. Guards the throwing saveRepositoryProvider default so
a repo-less mount is a no-op.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 19:26:43 +09:00
airkjw b8bfa00196 feat(ui): rewarded-ad grant for an empty booster
Tapping an empty booster opens the get-one dialog; confirming watches a
rewarded ad and, on earn, grants +1 of that booster and logs booster_granted
(source: ad). Covered by a widget test using an uninitialized AdService whose
showRewarded() resolves true.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 12:41:27 +09:00
airkjw 1ba30028b5 feat(ui): booster bar targeting in the game screen
Mount BoosterBar below the tray (only while playing), guarded so legacy
GameScreen tests without a SaveRepository keep passing. Tapping a booster
arms targeting: shuffle applies immediately; hammer/line-bomb arm a board
tap (hammer clears a cell, line-bomb opens a row/column chooser). An empty
booster opens a get-one dialog (ad grant lands in Task 15).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 12:40:13 +09:00
airkjw a04bb3b847 feat(ui): presentational booster bar 2026-06-18 12:28:25 +09:00
airkjw ac49168c02 test(juice): PressableScale doesn't swallow the inner button tap 2026-06-13 18:26:20 +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 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 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 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 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 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 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