RZ Shop joins the other UAT-only features (slot machine, flashcards,
CCS, dynamic questions) - hidden from the sidebar and no longer
reachable by clicking the header coin/rank badge in production. Also
drop the header's account avatar+chevron dropdown entirely: its only
contents (Profile, Settings, Log out) already live in the sidebar.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Review Questions is the only action this screen needs - leaving via
the sidebar already covers navigating elsewhere.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
The results screen was still the legacy VBoxContainer-of-plain-Labels
placeholder from before the Brand/medmind_style migration - no cards,
icons, or colored bars. Rebuild it with a score hero card (medallion
badge, predicted-range pill), three stat cards (correct, pass
probability, previously seen), and a two-column color-coded
content-area breakdown with progress bars, mirroring patterns already
used in progress_profile.gd and simulation_history.gd. No backend or
data changes - every field was already being fetched, just rendered
as bare text.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
timer_label and timer_caption_label were fully driven (text, color,
visibility) but never parented into the scene tree, so only the bare
progress bar rendered - no MM:SS readout or "Time remaining"/"Time
elapsed" caption in any session mode. Parent them into timer_footer
alongside the existing bar.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Simulations no longer color-code correct/incorrect choices, retry a
failed per-question autosave, or show the RZ coin/ELO badge - users
move on immediately after submitting a timed block, same as a real
exam. The slot machine panel now shows only the cabinet/reels/lever
and a status line (title, banner, controls row, rewards list, and
footer removed), the reels fill the cabinet window instead of
floating in a black border, the coin-burst animation no longer
starts oversized, and the toolbar button is UAT-only via
Brand.is_uat_environment().
Co-Authored-By: Claude Sonnet 5 <[email protected]>
The shield icon's dark/mushy rendering was caused by disabled mipmaps
on all 6 slot-machine icon textures (inherited from the flat lucide
icon convention, wrong for these gradient-heavy assets) - at small
display sizes this caused aliasing that hit the shield's fine detail
(RZ lettering, metallic bevels) hardest since the other icons are
bolder/simpler shapes. Enabling mipmaps/generate on all 6 fixes it;
confirmed by rendering the actual in-game presentation size before
and after, not just eyeballing the source file.
Also converts the slot machine from a full standalone screen (sidebar
nav entry, main.gd-managed) into a movable/draggable floating panel
opened from the question-player toolbar, mirroring the existing
calculator panel exactly: same top_level+custom title-bar-drag+
viewport-clamp mechanics, same open/close/toggle API, instantiated
once alongside the calculator and closed on session hide. Shrunk the
cabinet and restacked the rewards list below it (was beside it) to
fit a toolbox-sized floating panel instead of a full page, wrapped in
a ScrollContainer for any overflow.
Removed the sidebar entry and screens[] registration from main.gd and
the now-dead routing case from navigation_routes.gd.
Three real bugs from user testing:
- The lever was a plain TextureRect with mouse_filter set to IGNORE -
it visually looked interactive but could never receive a click.
Swapped it for a TextureButton wired to the same spin action, plus
a quick pull-and-spring-back rotation for tactile feedback.
- The "reel animation" was just rapidly swapping each cell's texture
in place - no actual motion. Reels are now real scrolling strips
(a clipped viewport + a taller VBoxContainer strip that scrolls and
recycles its front icon to the back), which is what an actual
spinning reel look/feel requires.
- Every reel unconditionally settled on the coin icon regardless of
what was actually won, so a jackpot and a QBank Reset Token looked
identical - the two facts users need to trust the mechanic. Reels
now settle with the real reward's icon landing in the middle
(payline) row on all three columns, with random decorative icons
above/below, so the visual result always matches the actual payout.
Verified the settle math directly (a reel-only probe confirming the
middle icon matches the requested target after recycling) and the
lever's click wiring (confirms _spinning toggles and the disabled
state round-trips), plus a real rendered screenshot of a settled
spin, before cleaning up the probes.
The user generated actual 3D-rendered assets (cabinet frame, lever,
reel-symbol sprite sheet) via an image model - swaps out the
StyleBoxFlat-approximated cabinet, Tween-animated marquee lights/glow,
and gradient-SVG icons from the last pass for the real thing.
The generated PNGs had no real alpha channel (a baked checkerboard
pattern standing in for transparency, a known limitation of some
image-gen output) - added a flood-fill background remover (BFS from
the image border, matching near-white/grey checkerboard tones) to
produce genuinely transparent PNGs, then sliced the sprite sheet into
6 individual icons and measured the cabinet's empty reel-window
rect as a fraction of the frame image so the real 3x3 reel grid and
lever can be positioned precisely over the static art via anchors.
Verified with actual rendered screenshots at each step (window
alignment, then lever sizing/position) rather than just structural
checks, since this is exactly the kind of thing that looks fine in
code and wrong on screen.
SpinCost set to 0 so spins don't require RZ Coins - revert to 50
once testing is done (marked with a TODO). The frontend already
reads spin cost from GET /api/credits/spin-config rather than
hardcoding it, so the "Cost per spin" display and the Spin button's
enabled state update automatically.
Hand-authored 6 gradient-shaded SVG icons (gold coin, purple gem,
green potion, blue RZ shield, coin stack, gift box) to replace the
flat monochrome placeholder icons in the reels and reward list - no
image-generation tool is available here, so this is genuine vector
art with radial/linear gradients and highlight layers rather than a
literal asset match to the mockup's renders.
Combined with real Godot techniques: a layered-label glow effect on
the "RZ" marquee, chase-lit marquee bulbs down both sides of the
reel screen (looping Tweens), a much more pronounced arch silhouette
and neon border on the cabinet, and an overall scale-up (bigger
reels, marquee, lever) so the machine reads as the dominant element
instead of a cramped placeholder. Verified with an actual rendered
screenshot (not just structural checks) at each iteration.
Moves Slot Machine into the sidebar's account section (alongside RZ
Shop/Settings/Log out) instead of being reachable only from the shop -
removes the shop's promo banner and the screen's "Back to Shop" link
accordingly.
Also closes a chunk of the visual gap against the mockup: a proper
cabinet-style panel (arched top corners, glowing border), a light
"screen" panel holding a real 3x3 reel grid instead of 3 single icons,
a decorative lever, an "RZ" marquee, and the cost/spin/auto-spin
controls each in their own bordered box. Added two new vendored icons
(gem, flask-conical) for reel variety and reward-list icons.
Adds a spend-coins-for-a-random-reward mini-game reachable from the
shop. Backend mirrors the store's existing atomic/idempotent purchase
pattern (SpinAsync in CreditStore.cs) with a server-authoritative,
weighted reward roll and a rolling per-user spin-rate guard; odds are
served from GET /api/credits/spin-config so the client never hardcodes
numbers that could drift from the real payout table. The mockup's
"Streak Protector" reward was swapped for a real Exam Simulation Token
since streaks aren't currently a persisted, protectable concept.
Also fixes two latent bugs surfaced while building this:
- credits_service.gd's operation-id builder referenced a nonexistent
AuthState.user_id (should be .username), throwing on every credit
action.
- _post() silently no-op'd with no signal when signed out, which
combined with a GDScript closure gotcha (lambdas capture outer
locals by value, so reassigning inside one never reached the
caller) meant a spin attempted while unauthenticated could hang
forever instead of surfacing an error.
Matches the latest reference more closely: a Featured/Tokens/Boosts/
Content/Customization/Bundles tab row (only Featured is populated -
the rest are inert labels since there's no real data behind them
yet), per-card checkmark feature bullets, and a Popular badge on the
Exam Simulation Token card. Client-side presentation only, no backend
changes.
Replaces the plain title/list layout with a header, a coin-balance
summary card, and a product card grid (icon, description, price,
solid Buy button) matching the app's existing card/badge visual
language. Only the two real products render - no fabricated
categories or bundles, since the backend doesn't have that data yet.
Reverts the coin caption back to "Rz Coins" and shrinks the badge's
icons/fonts/spacing so both segments fit in the same footprint budget
the toolbar reserves. That budget was a hardcoded 900px sized for the
old single-segment badge; bump it to 960px to match the wider badge
instead of letting it overflow onto its own row.
Adds a server-computed tier/division (Bronze..Diamond, III-I) to the
ratings profile endpoint and surfaces it next to the numeric ELO in the
shared header badge, matching the coin balance display already there.
Credits were previously awarded on any first attempt regardless of
correctness or timing. The award now requires the first-ever attempt
to be correct (record.Attempt.IsCorrect) and submitted before the
adaptive per-question timer expired (new MetTimeLimit request field,
computed client-side from the same elapsed/target comparison that
already drives the visible countdown bar). The coin-flight animation
in question_player.gd now only plays when both conditions are met
(BlockSessionService.submit_core_attempt's existing "mastered" flag
plus met_time_limit), so the effect never promises a coin that isn't
actually earned.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Wires the recently-merged question-completion-credits backend
(GET /api/credits) into the client for the first time: a new
CreditsService autoload fetches/caches the balance, and the embedded
credits field on first-answer responses updates it instantly with no
extra round trip. A shared CreditsBadge widget (star icon, balance,
decorative chevron per mockup) surfaces it in both the question
screen toolbar and the main shell header.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Previously the only way out of an active question run was Escape to
open the pause overlay, then click Exit Run. Exposes main.gd's exit
logic publicly (_exit_run -> exit_current_run) so a house-icon button
in the question toolbar can trigger it directly.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
iPhone users hit the Web build via Safari, but experimental_virtual_keyboard
was disabled, so focusing a LineEdit/TextEdit never summoned the on-screen
keyboard.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
- Steam-linked login no longer writes literal "<null>" into the email field
(and no longer locks it read-only) when the verified identity has no email
- Login screen releases focus on app focus-out so the username caret stops
blinking while the window is inactive
- Calculator display text stays legible in light mode; the LCD-style panel
background is always dark, so its text should not follow the app theme
- Question player: gate the "save as flashcard" toolbar button behind
Brand.is_uat_environment(), matching the nav item, so it's hidden in prod
- Hide the discipline/system label while a question is unanswered so it
can't hint at the answer; reveal it once the explanation is shown
- Top-align question content instead of vertically centering it, with a
20px top margin, so it sits closer to the progress indicator
Godot's static checker can't unify a float branch with a null branch in
a ternary, so point_value() now uses explicit if/return; renaming the
local sign variable to sign_prefix avoids shadowing the builtin sign().