9 tasks. Icon + feature graphic drawn via CustomPainter and rasterized to PNG under flutter test (no SVG tooling), consumed by flutter_launcher_icons. Sound & vibration toggle follows the repo-backed Notifier pattern. Juice: press feedback + fade routes + themed settings. Tasks 1-6 subagent-friendly; 7-9 controller-run (KO overflow, screenshots, icon-on-device). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
29 KiB
Phase 6 — Localization Finalize + Icon + Juice + Store Assets Implementation Plan
For agentic workers: REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (
- [ ]) syntax for tracking.
Goal: Ship the pre-release polish — a real app icon, a Sound & vibration setting, light feel polish (button press, screen transitions, themed Settings), an EN/KO localization sweep, and store assets (feature graphic + screenshots).
Architecture: The app icon and feature graphic are drawn in Dart with CustomPainter/Canvas (reusing the in-game paintGlossyTile) and rasterized to PNG headlessly under flutter test — no external SVG/raster tooling needed. flutter_launcher_icons consumes those PNGs to generate every platform size. The Sound setting follows the established repo-backed Riverpod Notifier pattern (adsRemovedProvider/endlessBestProvider). Juice items are small reusable widgets/route helpers.
Tech Stack: Flutter, Riverpod 3 (plain Notifiers), flutter_launcher_icons, shared_preferences, dart:ui Picture→Image→PNG.
Design constants
- Navy background gradient:
0xFF101736 → 0xFF192555 → 0xFF2C3168(top-left → bottom-right). - Brand block colors: pink
0xFFFF7EB3, yellow0xFFFFD166, cyan0xFF6FCDF5, green0xFF7EDB9C. - Icon layout: 2×2 block grid, group = 60% of canvas (master) / 52% (adaptive foreground), gap = 5% of canvas, block
radiusFactor0.24. Pink TL, yellow TR, cyan BL, green BR.
File Structure
New:
lib/ui/branding/app_icon_painter.dart— paints the icon (navy bg + 2×2 glossy blocks). Reused by the generator.lib/ui/branding/feature_graphic_painter.dart— paints the 1024×500 Play feature graphic.lib/ui/widgets/pressable_scale.dart— tap-down scale feedback wrapper.lib/ui/widgets/fade_route.dart—fadeRoute<T>(Widget)PageRoute helper.lib/state/sound_notifier.dart—SoundEnabledNotifier(repo-backed bool).test/tool/generate_brand_assets_test.dart— renders icon + feature-graphic PNGs to disk.test/data/save_repository_sound_test.dart,test/state/sound_notifier_test.dart.assets/icon/icon.png,icon_foreground.png,icon_background.png(generated, committed).docs/store/feature_graphic.png,docs/store/screenshots/{en,ko}/*.png(committed).flutter_launcher_icons.yaml.
Modified:
lib/data/save_repository.dart— additivesoundEnabledflag.lib/state/providers.dart—soundEnabledProvider;audioServiceProviderapplies it.lib/ui/screens/game_screen.dart— gate the 3HapticFeedbackcalls by sound flag.lib/ui/screens/settings_screen.dart— Sound switch + game theming.lib/ui/screens/home_screen.dart,season_map_screen.dart— press feedback + fade routes.lib/l10n/app_en.arb,app_ko.arb—soundAndVibrationkey (+ any sweep fixes).pubspec.yaml—flutter_launcher_iconsdev dep.
Task 1: Sound setting persistence (SaveRepository) — TDD
Files: Modify lib/data/save_repository.dart; Test test/data/save_repository_sound_test.dart
- Step 1: Write the failing test
// test/data/save_repository_sound_test.dart
import 'package:block_seasons/data/save_repository.dart';
import 'package:flutter_test/flutter_test.dart';
import 'package:shared_preferences/shared_preferences.dart';
void main() {
setUp(() => SharedPreferences.setMockInitialValues({}));
test('soundEnabled defaults true and persists across reopen', () async {
final repo = await SaveRepository.open();
expect(repo.soundEnabled, isTrue);
await repo.setSoundEnabled(false);
expect(repo.soundEnabled, isFalse);
final reopened = await SaveRepository.open();
expect(reopened.soundEnabled, isFalse);
});
test('legacy save without the sound flag reads as true', () async {
SharedPreferences.setMockInitialValues({
'save_v1': '{"saveVersion":1,"progress":{},"flags":{"tutorialDone":true}}',
});
final repo = await SaveRepository.open();
expect(repo.soundEnabled, isTrue);
});
}
-
Step 2: Run it; expect FAIL (
soundEnabled/setSoundEnabledundefined):flutter test test/data/save_repository_sound_test.dart -
Step 3: Implement (additive, default true)
In lib/data/save_repository.dart:
- Add field after
bool _adsRemoved = false;:
bool _soundEnabled = true;
- In the constructor, after the
_adsRemoved = ...block, add (default TRUE when missing):
_soundEnabled =
(json['flags'] as Map<String, dynamic>?)?['soundEnabled'] as bool? ??
true;
- Add getter near
bool get adsRemoved:
bool get soundEnabled => _soundEnabled;
- Add setter near
setAdsRemoved:
Future<void> setSoundEnabled(bool value) {
_soundEnabled = value;
return _flush();
}
- In
_flush(), extend the'flags'map:
'flags': {
'tutorialDone': _tutorialDone,
'adsRemoved': _adsRemoved,
'soundEnabled': _soundEnabled,
},
-
Step 4: Run it; expect PASS (2 tests). Then
flutter test(full suite) stays green. -
Step 5: Commit
git add lib/data/save_repository.dart test/data/save_repository_sound_test.dart
git commit -m "feat(settings): persist soundEnabled flag (additive, default true)"
Task 2: soundEnabledProvider + audio/haptics wiring — TDD
Files: Create lib/state/sound_notifier.dart; Modify lib/state/providers.dart, lib/ui/screens/game_screen.dart; Test test/state/sound_notifier_test.dart
- Step 1: Write the failing notifier test
// test/state/sound_notifier_test.dart
import 'package:block_seasons/data/save_repository.dart';
import 'package:block_seasons/state/providers.dart';
import 'package:flutter_riverpod/flutter_riverpod.dart';
import 'package:flutter_test/flutter_test.dart';
import 'package:shared_preferences/shared_preferences.dart';
void main() {
test('reads persisted sound flag and toggles + persists', () async {
SharedPreferences.setMockInitialValues({});
final repo = await SaveRepository.open();
final c = ProviderContainer(
overrides: [saveRepositoryProvider.overrideWithValue(repo)],
);
addTearDown(c.dispose);
expect(c.read(soundEnabledProvider), isTrue);
await c.read(soundEnabledProvider.notifier).toggle();
expect(c.read(soundEnabledProvider), isFalse);
expect(repo.soundEnabled, isFalse);
});
}
-
Step 2: Run it; expect FAIL (
soundEnabledProviderundefined). -
Step 3: Create the notifier
// lib/state/sound_notifier.dart
import 'package:flutter_riverpod/flutter_riverpod.dart';
import 'providers.dart';
/// SFX + gameplay haptics on/off, seeded from the save repository.
class SoundEnabledNotifier extends Notifier<bool> {
@override
bool build() => ref.read(saveRepositoryProvider).soundEnabled;
Future<void> toggle() => set(!state);
Future<void> set(bool value) async {
if (state == value) return;
await ref.read(saveRepositoryProvider).setSoundEnabled(value);
state = value;
}
}
- Step 4: Register provider + drive AudioService in
lib/state/providers.dart
Add import:
import 'sound_notifier.dart';
Add the provider (near audioServiceProvider):
final soundEnabledProvider =
NotifierProvider<SoundEnabledNotifier, bool>(SoundEnabledNotifier.new);
Replace the audioServiceProvider body so it applies the flag live:
final audioServiceProvider = Provider<AudioService>((ref) {
final service = AudioService(enabled: ref.read(soundEnabledProvider));
ref.listen<bool>(soundEnabledProvider, (_, next) => service.enabled = next);
ref.onDispose(service.dispose);
return service;
});
- Step 5: Gate gameplay haptics by the flag in
lib/ui/screens/game_screen.dart
In _onSessionChange, the placement block currently calls HapticFeedback.mediumImpact(), HapticFeedback.heavyImpact(), HapticFeedback.lightImpact(). Read the flag once at the top of that placement branch and guard each call. Concretely, where the code does if (placement.linesCleared > 0) { audio.play(...); HapticFeedback.mediumImpact(); ... } else { audio.play(Sfx.place); HapticFeedback.lightImpact(); }, capture:
final hapticsOn = ref.read(soundEnabledProvider);
just before that if, and wrap each of the three HapticFeedback.* calls as if (hapticsOn) HapticFeedback.mediumImpact(); etc. (Audio is already gated inside AudioService.play.)
- Step 6: Run the notifier test (PASS) + full suite + analyze
flutter test test/state/sound_notifier_test.dart
flutter analyze lib/state/providers.dart lib/state/sound_notifier.dart lib/ui/screens/game_screen.dart
flutter test
Expected: notifier test passes, analyze clean, full suite green.
- Step 7: Commit
git add lib/state/sound_notifier.dart lib/state/providers.dart lib/ui/screens/game_screen.dart test/state/sound_notifier_test.dart
git commit -m "feat(settings): soundEnabled provider gates SFX and haptics"
Task 3: Settings screen — Sound switch + game theming + l10n
Files: Modify lib/ui/screens/settings_screen.dart, lib/l10n/app_en.arb, lib/l10n/app_ko.arb
- Step 1: Add l10n key (en) — in
app_en.arb:
"soundAndVibration": "Sound & vibration",
- Step 2: Add l10n key (ko) — in
app_ko.arb:
"soundAndVibration": "소리 및 진동",
-
Step 3: Regenerate —
flutter gen-l10n(addssoundAndVibrationgetter). -
Step 4: Add the Sound switch + theme the screen
In settings_screen.dart, (a) read sound state, (b) add a SwitchListTile at the top of the list, (c) wrap the body in the game's SeasonBackground with a transparent scaffold. Replace the build return with:
@override
Widget build(BuildContext context, WidgetRef ref) {
final l10n = AppLocalizations.of(context)!;
final adsRemoved = ref.watch(adsRemovedProvider);
final soundOn = ref.watch(soundEnabledProvider);
final iap = ref.read(iapServiceProvider);
ref.listen<bool>(adsRemovedProvider, (prev, next) {
if (next && !(prev ?? false)) {
ScaffoldMessenger.of(context).showSnackBar(
SnackBar(content: Text(l10n.adsRemovedThanks)),
);
}
});
return Stack(
fit: StackFit.expand,
children: [
const SeasonBackground(theme: SeasonTheme.fallback),
Scaffold(
backgroundColor: Colors.transparent,
appBar: AppBar(
backgroundColor: Colors.transparent,
title: Text(l10n.settings),
),
body: ListView(
padding: const EdgeInsets.all(16),
children: [
SwitchListTile(
title: Text(l10n.soundAndVibration),
value: soundOn,
onChanged: (v) =>
ref.read(soundEnabledProvider.notifier).set(v),
),
const Divider(),
ListTile(
title: Text(l10n.removeAds),
subtitle: Text(l10n.removeAdsDescription),
trailing: adsRemoved
? const Icon(Icons.check_circle, color: Colors.green)
: Text(iap.product?.price ?? ''),
onTap: adsRemoved
? null
: () async {
if (!iap.available || iap.product == null) {
ScaffoldMessenger.of(context).showSnackBar(
SnackBar(content: Text(l10n.purchaseUnavailable)),
);
return;
}
await iap.buyRemoveAds();
},
),
const Divider(),
ListTile(
leading: const Icon(Icons.restore),
title: Text(l10n.restorePurchases),
onTap: () => iap.restorePurchases(),
),
],
),
),
],
);
}
Add imports: import '../../game/models/season.dart'; (for SeasonTheme) and import '../widgets/season_background.dart';.
- Step 5: Analyze + full suite
flutter analyze lib/ui/screens/settings_screen.dart
flutter test
Expected: clean; green.
- Step 6: Commit
git add lib/ui/screens/settings_screen.dart lib/l10n/app_en.arb lib/l10n/app_ko.arb
git commit -m "feat(settings): sound & vibration toggle; themed settings screen"
Task 4: App icon painter + PNG generator
Files: Create lib/ui/branding/app_icon_painter.dart, test/tool/generate_brand_assets_test.dart; output assets/icon/*.png
- Step 1: Write the icon painter
// lib/ui/branding/app_icon_painter.dart
import 'dart:ui';
import 'package:flutter/material.dart';
import '../widgets/tile_painter.dart';
/// Draws the Block Seasons brand mark: deep-navy field + a 2×2 grid of glossy
/// brand-color blocks. Shared by the launcher-icon and feature-graphic
/// generators so the brand stays identical everywhere.
class AppIconMark {
static const navy = [Color(0xFF101736), Color(0xFF192555), Color(0xFF2C3168)];
static const pink = Color(0xFFFF7EB3);
static const yellow = Color(0xFFFFD166);
static const cyan = Color(0xFF6FCDF5);
static const green = Color(0xFF7EDB9C);
/// Fills [rect] with the navy gradient.
static void paintBackground(Canvas canvas, Rect rect) {
final paint = Paint()
..shader = const LinearGradient(
begin: Alignment.topLeft,
end: Alignment.bottomRight,
colors: navy,
).createShader(rect);
canvas.drawRect(rect, paint);
}
/// Paints the 2×2 glossy blocks centered in a square of side [size], the
/// block group occupying [groupFraction] of the side.
static void paintBlocks(Canvas canvas, double size,
{double groupFraction = 0.6}) {
final group = size * groupFraction;
final gap = size * 0.05;
final block = (group - gap) / 2;
final m = (size - group) / 2;
final far = m + block + gap;
void tile(double x, double y, Color c) => paintGlossyTile(
canvas, Rect.fromLTWH(x, y, block, block), c, radiusFactor: 0.24);
tile(m, m, pink);
tile(far, m, yellow);
tile(m, far, cyan);
tile(far, far, green);
}
}
- Step 2: Write the generator (renders PNGs under flutter test)
// test/tool/generate_brand_assets_test.dart
import 'dart:io';
import 'dart:ui';
import 'package:block_seasons/ui/branding/app_icon_painter.dart';
import 'package:flutter/material.dart';
import 'package:flutter_test/flutter_test.dart';
Future<void> _writePng(String path, int size, void Function(Canvas) draw) async {
final recorder = PictureRecorder();
final canvas = Canvas(recorder);
draw(canvas);
final picture = recorder.endRecording();
final image = await picture.toImage(size, size);
final bytes = await image.toByteData(format: ImageByteFormat.png);
File(path).parent.createSync(recursive: true);
File(path).writeAsBytesSync(bytes!.buffer.asUint8List());
}
void main() {
testWidgets('generate launcher icon PNGs', (tester) async {
const s = 1024;
final full = Rect.fromLTWH(0, 0, s.toDouble(), s.toDouble());
// Master (iOS + fallback): opaque navy + blocks at 60%.
await _writePng('assets/icon/icon.png', s, (c) {
AppIconMark.paintBackground(c, full);
AppIconMark.paintBlocks(c, s.toDouble(), groupFraction: 0.6);
});
// Adaptive background: navy only.
await _writePng('assets/icon/icon_background.png', s, (c) {
AppIconMark.paintBackground(c, full);
});
// Adaptive foreground: blocks only (transparent), 52% for the safe zone.
await _writePng('assets/icon/icon_foreground.png', s, (c) {
AppIconMark.paintBlocks(c, s.toDouble(), groupFraction: 0.52);
});
for (final f in ['icon.png', 'icon_background.png', 'icon_foreground.png']) {
expect(File('assets/icon/$f').existsSync(), isTrue, reason: f);
}
});
}
- Step 3: Generate the PNGs
Run: flutter test test/tool/generate_brand_assets_test.dart
Expected: PASS; assets/icon/icon.png, icon_background.png, icon_foreground.png exist (1024×1024). Verify visually:
file assets/icon/icon.png # PNG image data, 1024 x 1024
- Step 4: Commit
git add lib/ui/branding/app_icon_painter.dart test/tool/generate_brand_assets_test.dart assets/icon/icon.png assets/icon/icon_background.png assets/icon/icon_foreground.png
git commit -m "feat(brand): app icon painter + generated 1024px icon PNGs"
Task 5: flutter_launcher_icons — generate platform icons
Files: Modify pubspec.yaml; Create flutter_launcher_icons.yaml
- Step 1: Add the dev dependency
Run: flutter pub add --dev flutter_launcher_icons
Expected: flutter_launcher_icons under dev_dependencies.
- Step 2: Write
flutter_launcher_icons.yaml
flutter_launcher_icons:
android: true
ios: true
image_path: "assets/icon/icon.png"
remove_alpha_ios: true
min_sdk_android: 21
adaptive_icon_background: "assets/icon/icon_background.png"
adaptive_icon_foreground: "assets/icon/icon_foreground.png"
- Step 3: Generate
Run: dart run flutter_launcher_icons
Expected: "Successfully generated launcher icons". It overwrites
ios/Runner/Assets.xcassets/AppIcon.appiconset/* and
android/app/src/main/res/mipmap-*/*.
- Step 4: Sanity-check outputs
ls ios/Runner/Assets.xcassets/AppIcon.appiconset/ | head
ls android/app/src/main/res/mipmap-hdpi/
Expected: regenerated icon PNGs present; an mipmap-anydpi-v26/ic_launcher.xml (adaptive) on Android.
- Step 5: Commit
git add pubspec.yaml pubspec.lock flutter_launcher_icons.yaml ios/Runner/Assets.xcassets/AppIcon.appiconset android/app/src/main/res
git commit -m "build(brand): generate iOS/Android launcher icons from brand mark"
Task 6: Juice — press feedback + fade transitions
Files: Create lib/ui/widgets/pressable_scale.dart, lib/ui/widgets/fade_route.dart; Modify lib/ui/screens/home_screen.dart, lib/ui/screens/season_map_screen.dart
- Step 1: Press-scale wrapper
// lib/ui/widgets/pressable_scale.dart
import 'package:flutter/material.dart';
/// Wraps a tappable child with a quick scale-down on press for tactile feel.
/// Delegates the actual tap to [onTap]; pass the child WITHOUT its own
/// onPressed (or keep it — this only adds the visual squish).
class PressableScale extends StatefulWidget {
const PressableScale({super.key, required this.child, this.onTap});
final Widget child;
final VoidCallback? onTap;
@override
State<PressableScale> createState() => _PressableScaleState();
}
class _PressableScaleState extends State<PressableScale> {
bool _down = false;
void _set(bool v) => setState(() => _down = v);
@override
Widget build(BuildContext context) {
return GestureDetector(
onTapDown: (_) => _set(true),
onTapUp: (_) => _set(false),
onTapCancel: () => _set(false),
onTap: widget.onTap,
child: AnimatedScale(
scale: _down ? 0.94 : 1.0,
duration: const Duration(milliseconds: 90),
curve: Curves.easeOut,
child: widget.child,
),
);
}
}
- Step 2: Fade route helper
// lib/ui/widgets/fade_route.dart
import 'package:flutter/material.dart';
/// A gentle fade(+slight scale) page transition for in-app navigation.
Route<T> fadeRoute<T>(Widget page) {
return PageRouteBuilder<T>(
transitionDuration: const Duration(milliseconds: 320),
reverseTransitionDuration: const Duration(milliseconds: 240),
pageBuilder: (_, __, ___) => page,
transitionsBuilder: (_, animation, __, child) {
final curved =
CurvedAnimation(parent: animation, curve: Curves.easeOutCubic);
return FadeTransition(
opacity: curved,
child: ScaleTransition(
scale: Tween(begin: 0.98, end: 1.0).animate(curved),
child: child,
),
);
},
);
}
- Step 3: Use fade routes + press feedback on Home
In home_screen.dart:
-
Add imports
import '../widgets/fade_route.dart';andimport '../widgets/pressable_scale.dart';. -
Replace the two
Navigator.of(context).push(MaterialPageRoute(builder: (_) => const SeasonMapScreen()))and... const GameScreen()calls withNavigator.of(context).push(fadeRoute(const SeasonMapScreen()))/fadeRoute(const GameScreen()). (Keep the settings-gear navigation on the default route, or switch it too — optional.) -
Wrap the Adventure
FilledButtonand ClassicOutlinedButtoneach inPressableScale(child: ...). The buttons keep their ownonPressed(the PressableScaleonTapis left null — it only adds the squish; the button handles the tap). Do NOT double-fire navigation. -
Step 4: Use press feedback on map nodes
In season_map_screen.dart, the stage node widgets (the tappable Key('stage_node_$i') elements that start a stage) — wrap each node's existing tappable widget in PressableScale, preserving its current onTap. Also change the node's stage-start navigation to fadeRoute(const GameScreen()) if it pushes GameScreen. Add the imports.
- Step 5: Analyze + full suite + a transitions smoke widget test
Run: flutter analyze lib/ui/widgets/pressable_scale.dart lib/ui/widgets/fade_route.dart lib/ui/screens/home_screen.dart lib/ui/screens/season_map_screen.dart
Expected: clean.
Run: flutter test
Expected: green. The existing home/map widget tests must still find and tap the same buttons/nodes — PressableScale keeps them tappable via onTap/the inner button. If a test taps by widget type (e.g. FilledButton) it still works; if any test breaks because the tappable moved, fix the finder minimally and report.
- Step 6: Commit
git add lib/ui/widgets/pressable_scale.dart lib/ui/widgets/fade_route.dart lib/ui/screens/home_screen.dart lib/ui/screens/season_map_screen.dart
git commit -m "feat(juice): button press feedback + fade screen transitions"
Task 7: Localization sweep + KO integrity (controller-run)
Files: Possibly lib/l10n/app_en.arb, app_ko.arb, and any screen with a hardcoded string. Verification is manual on the simulator — the controller runs this, not a subagent.
- Step 1: Hardcoded-string sweep
Run:
grep -rnE "Text\((['\"])" lib/ui | grep -vE "l10n\.|AppLocalizations|style:|\\\$|Text\(''\)"
For each hit, decide: is it user-facing copy? If yes, move it to an ARB key (en + ko) and reference l10n.<key>. The known dynamic ones (Text('$e') error states, Text('${view.score}')) are NOT copy — leave them.
- Step 2: EN/KO key parity check
diff <(grep -oE '"[a-zA-Z0-9_]+":' lib/l10n/app_en.arb | grep -v '^"@' | sort -u) \
<(grep -oE '"[a-zA-Z0-9_]+":' lib/l10n/app_ko.arb | grep -v '^"@' | sort -u)
Resolve any message key present in one ARB but not the other. (@-prefixed metadata lives only in the en template — that's expected.)
- Step 3: KO overflow pass on the simulator
Build & run under the Korean locale and walk every screen (splash, season title, home, map, game HUD + all result overlays — clear/fail/stuck/out-of-moves/endless game-over, settings, tutorial, streak snackbar):
flutter run -d <ios-sim-id> --dart-define=... # then switch device language to Korean, or
xcrun simctl spawn booted defaults write -g AppleLanguages '("ko")' # before launch
Capture screenshots of each screen in KO. Fix any overflow/truncation (wrap text, maxLines, FittedBox, reduce font, or shorten the KO string). Re-verify.
- Step 4: Commit any fixes
git add -A
git commit -m "i18n: localize remaining strings; fix KO overflow on <screens>"
(If no fixes were needed, record that in the Phase report instead of an empty commit.)
Task 8: Store assets — feature graphic + screenshots (controller-run)
Files: Create lib/ui/branding/feature_graphic_painter.dart; extend test/tool/generate_brand_assets_test.dart; output docs/store/feature_graphic.png, docs/store/screenshots/{en,ko}/*.png
- Step 1: Feature graphic painter
// lib/ui/branding/feature_graphic_painter.dart
import 'dart:ui';
import 'package:flutter/material.dart';
import 'app_icon_painter.dart';
/// Paints the Play feature graphic (1024×500): navy field, the brand blocks on
/// the left, wordmark + tagline on the right.
class FeatureGraphic {
static void paint(Canvas canvas, Size size) {
final rect = Offset.zero & size;
AppIconMark.paintBackground(canvas, rect);
// Blocks on the left, vertically centered.
canvas.save();
final blockArea = size.height * 0.74;
canvas.translate(size.height * 0.16, (size.height - blockArea) / 2);
AppIconMark.paintBlocks(canvas, blockArea, groupFraction: 0.92);
canvas.restore();
void text(String s, double dy, double fontSize, FontWeight w, Color c) {
final tp = TextPainter(
text: TextSpan(
text: s,
style: TextStyle(
color: c, fontSize: fontSize, fontWeight: w, letterSpacing: 0.5),
),
textDirection: TextDirection.ltr,
)..layout();
tp.paint(canvas, Offset(size.height * 1.02, dy));
}
text('Block Seasons', size.height * 0.34, 76, FontWeight.w900, Colors.white);
text('A new season of blocks every few weeks.', size.height * 0.50, 30,
FontWeight.w500, const Color(0xFFB9C4E6));
}
}
- Step 2: Extend the generator — add to
test/tool/generate_brand_assets_test.darta secondtestWidgetsthat renders the feature graphic. Add a non-square writer:
import 'package:block_seasons/ui/branding/feature_graphic_painter.dart';
// ... inside main():
testWidgets('generate feature graphic', (tester) async {
const w = 1024, h = 500;
final recorder = PictureRecorder();
final canvas = Canvas(recorder);
FeatureGraphic.paint(canvas, const Size(1024, 500));
final picture = recorder.endRecording();
final image = await picture.toImage(w, h);
final bytes = await image.toByteData(format: ImageByteFormat.png);
File('docs/store/feature_graphic.png').parent.createSync(recursive: true);
File('docs/store/feature_graphic.png')
.writeAsBytesSync(bytes!.buffer.asUint8List());
expect(File('docs/store/feature_graphic.png').existsSync(), isTrue);
});
Run: flutter test test/tool/generate_brand_assets_test.dart → docs/store/feature_graphic.png (1024×500) exists.
- Step 3: Capture EN + KO screenshots (simulator, controller-run)
For each locale in {en, ko}: set the simulator language, launch the app, and capture: home, season map, gameplay (mid-combo), stage win (stars), endless game-over. Save under docs/store/screenshots/<locale>/<screen>.png. (Use the burst/file-size technique from prior phases to grab transient frames; tap navigation via the booted sim or computer-use if available.)
- Step 4: Commit
git add lib/ui/branding/feature_graphic_painter.dart test/tool/generate_brand_assets_test.dart docs/store
git commit -m "feat(store): feature graphic + EN/KO screenshot set"
Task 9: Final verification
Files: none (verification only)
- Step 1: Static + tests
flutter analyze # No issues
flutter test # all green (≥171 with the new sound/icon tests)
- Step 2: Build + icon on device
flutter build ios --debug --simulator
xcrun simctl install booted build/ios/iphonesimulator/Runner.app
Confirm the home-screen app icon is the navy 2×2 block mark (not the default Flutter icon). Screenshot it to docs/screenshots/sim_app_icon.png.
- Step 3: Sound toggle smoke
Launch, open Settings, toggle Sound off → play a stage and confirm no SFX/haptics; toggle on → SFX return. Relaunch → setting persisted.
- Step 4: Commit evidence
git add docs/screenshots/sim_app_icon.png
git commit -m "docs: Phase 6 verified — real app icon, sound toggle, KO clean"
Self-Review
Spec coverage: icon (Tasks 4–5, 9) ✓; l10n finalize + KO pass (Tasks 3, 7) ✓; sound/haptics toggle (Tasks 1–3) ✓; themed settings (Task 3) ✓; button press + transitions (Task 6) ✓; feature graphic + screenshots (Task 8) ✓. All spec success criteria map to Task 9 / 7 / 3.
Placeholder scan: Task 7 and Task 8 Step 3 are controller-run manual/visual steps (KO overflow, screenshots) — they describe concrete actions and outputs, not deferred work. The only "decide per hit" is the hardcoded-string sweep, which is inherent to an audit; the grep + rule are explicit.
Type/name consistency: soundEnabled/setSoundEnabled (repo), soundEnabledProvider/SoundEnabledNotifier.toggle/set, AppIconMark.paintBackground/paintBlocks(groupFraction:), FeatureGraphic.paint, fadeRoute<T>, PressableScale — used identically across tasks. paintGlossyTile(canvas, rect, color, radiusFactor:) matches the real signature in tile_painter.dart.
Note on execution: Tasks 1–6 are subagent-friendly (deterministic, testable). Tasks 7–9 are controller-run (simulator-visual: KO overflow, screenshots, icon-on-device, sound smoke) — the controller executes these directly rather than dispatching, mirroring Phase 5's Task 14.