Disco DeDisco d5e4fc53f0 CAST SKY cascade: felt eases out → glow → DRAW SEA eases in; burger handoff; reload-into-open — TDD
Post-save choreography + the polish asks from this session.

- Post-save cascade (_sky_overlay.html): after SAVE the gamer lingers on the
  wheel ~3s, then the felt eases OUT (fade, .sky-page--cascade-out) to reveal the
  table-hex; the burger fires its --priTk glow + #id_sky_btn goes active (both
  ride the cascade now, not the save instant); 3s later the DRAW SEA btn eases IN
  and the sea overlay is injected so it's live with NO reload.
- Hex phase-stack (room.html + _room.scss): CAST SKY + DRAW SEA share one grid
  cell (.hex-phase-stack) so they cross-fade in place (.hex-phase-btn--out); the
  server seeds --out on the inactive one, the cascade swaps them. A confirmed
  reload lands DRAW SEA visible / CAST SKY out, same as the cascade end.
- Seamless sea injection: _injectSeaOverlay fetches sea_partial (the URL already
  existed, unused) + re-creates its <script>s so the overlay's own init (openSea
  + SeaDeal.reinit) runs — DRAW SEA opens with no reload. (Bridge until Sea Select
  is itself hollowed into a felt.)
- Burger → Sky-btn handoff (burger-btn.js + _burger.scss): _pulseGlow generalized;
  once saved, the next burger-OPEN pulses #id_sky_btn --priTk ("now click me to
  reopen"). Jasmine specs added (BurgerSpec).
- #id_text_btn disabled while the felt is up (openSky/closeSky) — its swipe
  machine would otherwise half-load the scroll-locked reelhouse.
- Reload-into-open (sig-select.js + _sky_overlay.html): the SIG_SELECT→SKY_SELECT
  CAST SKY click crosses a server-render boundary (felt/phase-stack/sea-inject
  only exist in SKY_SELECT), so it still reloads — but drops a sessionStorage
  flag first so the felt OPENS on arrival. Kills the old click→reload→click-again
  double-take (the "first click reloads" report). DRAW SEA can inject in-place
  (stays within SKY_SELECT); CAST SKY can't, so this is the seamless equivalent.

Tests: BurgerSpec handoff specs + full Jasmine green; 32 render ITs + 930
epic+gameboard green. Cascade timing live-verified by the user.

[[feedback-scss-import-order-specificity]]

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-07 18:24:32 -04:00
feat: import Minchiate Fiorentine 1860-1890 deck assets (98 PNGs, alpha-channel transparent bg) + naming convention v2 + pngquant optimization tooling. Public-domain 1860-1890 lithograph scans sourced from Wikimedia (single download series + trump 11 Il Gobbo individually-sourced from same era series); user removed white backgrounds in Photoshop to leave irregular card-shape with transparent canvas. Filenames v2-conformant per [[reference-card-image-naming-convention]] (revised from v1 of 2026-05-24): deck slug carries -1860-1890 publication-year suffix so future Minchiate Fiorentine variants from different publishers/eras coexist cleanly; courts use rank-number-prefix (batons-11-page not batons-page) for linear sort key; trumps carry both numeric rank AND italian-name suffix (trumps-01-papa-uno, trumps-11-il-gobbo) for forensic identification across variant decks the user plans to sell. Il Matto (unnumbered Fool in Minchiate tradition) assigned rank 00 to give it a sortable position. Five trump filenames had elided-apostrophe slugs restored from the download source (-lacqua-l-acqua etc.). Card-back at <deck-slug>-back.png sorts alphabetically before all suit categories — no separate card-back/ subdir needed. pngquant 2.17.0 installed at C:\Users\adamc\AppData\Local\Programs\pngquant\, added to user PATH (effective next session) for future deck imports; ran with --quality=65-85 --speed=1 --strip --skip-if-larger for 57.6% size reduction (86.6 MB → 36.7 MB total, 935 KB → 383 KB avg). Second pass at --quality=40-65 hit pngquant's floor (only 0.5% further reduction — re-quantizing an already-quantized image has little headroom). Il Gobbo from Wikimedia was a dimensional outlier (1426x2366 vs siblings ~620x1024) — resized via System.Drawing HighQualityBicubic to 620x1029 before optimization. Format32bppArgb alpha channel verified intact across samples after optimization pass. Visually validated by user: cards must fill entire screen before any pixelization visible. Sprint A precursor — DeckVariant.has_card_images toggle + image-rendering template branch per [[project-image-based-deck-face-rendering]] follows in subsequent commits, will consume these assets in 6 surfaces (my_sign, my_sea, both billboard applets, room, game_kit). Asset set also unblocks downstream Sprint C+B [[project-deck-segment-model]] (admin form will require image upload + enforce naming convention) and Sprint D [[project-card-deck-icon]] (uses -back.png as the deck-stack icon's repeating card-face). Future: when Sprint B's admin form ships, wire pngquant into an optimize_card_images management command so admin uploads auto-optimize on save. Gitignore line src/apps/epic/static/apps/epic/images/cards-faces/minchiate-fiorentine/ dropped — v1 staging dir deleted (was only ever the rename-staging set; superseded by v2-named optimized set). Total disk delta: +36.7 MB binary content. No code changes — pure asset + convention import
2026-05-24 22:39:21 -04:00
2026-01-13 20:58:25 -05:00
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