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>
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>
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.
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>