- daily claim: record the claim before granting boosters, so a crash
mid-claim forfeits at most one reward instead of allowing a re-claim
(booster farming) on next launch.
- game screen: disarm the booster target synchronously before awaiting,
so a rapid second board tap can't double-fire a use or stack a dialog.
- new players: seed one of each booster once (idempotent persisted flag),
fulfilling the spec's starting inventory. Wired in main().
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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>
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>
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>
Adds an in-app review prompt gated by ReviewPromptPolicy: only after a
3-star stage win, once the player has cleared >=5 stages, at most once
ever (persisted reviewRequested flag). ReviewService swallows all
failures and only burns the one-shot when the store actually shows the
sheet, so an unavailable store retries on a later win. StoreReviewer
wraps in_app_review behind a Reviewer seam so unit tests skip platform
channels. 13 new tests; full suite 194 green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
App ships universal (iPhone+iPad), so the App Store requires iPad
screenshots. Render the 3 store screens at 2048x2732 (iPad 12.9"/13").
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The developer is an individual without a Korean business registration, so
the App Store / Play paid-apps (merchant) agreements can't be completed.
Hide the Remove Ads + Restore tiles and skip IAP init; ads always show.
AdMob revenue is independent of those agreements. Reversible: flip
kIapEnabled to re-enable once a merchant agreement exists. Bump to build 2;
drop the now-unused IAP review-screenshot generator.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Headless render of the Settings screen showing the Remove Ads purchase
point + price + Restore Purchases, for the App Store IAP review-screenshot
requirement. Forces a desktop target platform so the real IapService can
be constructed without the store plugin making async channel calls.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Headless screenshot harness renders Home, Gameplay, and a denser
score-chase board to PNGs at 1290x2796 (iOS) and 1080x1920 (Android),
in English with a real font loaded. Captures the boundary layer at 3x
inside runAsync (the only way it completes under the test binding).
Season-map cut deferred — its scrollable build stalls headlessly.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- activeSeason now returns the first season (Season 1 'First Bloom') so a new
player starts at spring instead of the newest season.
- Bundle the owner-picked CC0 tracks menu.mp3 + season_001.mp3 (BGM now audible).
- Settings footer shows 'v1.0.0 (build 3)' so test builds are identifiable.
180 tests green, analyze clean.
MusicService (looping audioplayers player, independent of SFX) driven by the
active season theme's new 'bgm' key; switches track on season change, pauses on
app background, all failures swallowed. Separate Music on/off toggle in Settings
(persisted, independent of SFX). Season packs carry bgm keys (menu/season_001/
season_002), manifest regenerated. Assets slot assets/audio/bgm/ ready — drop in
menu.mp3/season_001.mp3/season_002.mp3 (CC0) and it plays; silent until then.
180 tests green, analyze clean.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The flutter_test default font draws every glyph as a box, so the wordmark was
unreadable. Load the OFL Titan One TTF via FontLoader in the generator and
render 'Block Seasons' + tagline with it; fit the text within the 1024 width.
Font used only by the asset generator, not bundled in the app.
Introduces AppIconMark (navy gradient field + 2×2 glossy blocks reusing
paintGlossyTile) and a testWidgets generator that writes icon.png,
icon_background.png, and icon_foreground.png to assets/icon/ for the
upcoming flutter_launcher_icons task.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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>
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>
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>
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>
- 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>
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>
- 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>
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.