CURRICULUM.md: full 14-group skill tree drawn from the artistic learning journey — line control through creative systems, with skill dependency graph and notes on how exercises translate into module designs. SPRINT.md: Sprint 2 tickets (AL-010 through AL-015) replacing the Sprint 1 static-stroke prototype with the real scrolling corridor from MODULES.md, including score model migration, difficulty tiers, and session summary screen. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
162 lines
6.4 KiB
Markdown
162 lines
6.4 KiB
Markdown
# ArtLegend — Current Sprint
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**Sprint goal:** Line Corridor MVP. Implement the real scrolling-corridor game from MODULES.md, replace the Sprint 1 prototype, add difficulty tiers, and wire real session data into the Progress screen.
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> Sprint 1 built a static "draw one stroke" prototype to validate the architecture. Sprint 2 replaces the game logic with the actual design: a continuously scrolling corridor the player tracks with their stylus, scored on Fill and Containment.
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---
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## Tickets
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### AL-010 — CorridorScore data model [TODO]
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Replace the prototype `LineScore` with a score model that matches the Corridor Scroll design from MODULES.md.
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- Delete `core/modules/LineScore.kt`
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- Create `core/modules/CorridorScore.kt`:
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```kotlin
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data class CorridorScore(
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val fill: Float, // 0..1 — avg coverage of corridor width
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val wallPenalties: Int, // raw count of wall crossings
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val overall: Float // weighted: fill * 0.7 − penalty * 0.05, clamped 0..1
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)
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```
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- Update `GameHost.onSessionComplete` signature: `((CorridorScore) -> Unit)?`
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- Update `GameActivity` to pass `fill`, `wallPenalties`, `overall` via Intent extras
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- Update `MainActivity.gameResultLauncher` to reconstruct `CorridorScore` from Intent
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- Update `SessionEntity`: replace `straightness`/`anglePrecision` fields with `fill: Float` and `wallPenalties: Int`; bump Room schema version to 2 with a destructive migration (dev only — data is test data)
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- Update `SessionRepository.save()` to write new fields
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- Update `ProgressScreen` `SessionCard` and `SessionBarChart` labels (Overall, Fill, Penalties)
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- Update `ProgressViewModel` — no logic change needed
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---
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### AL-011 — Scrolling corridor engine [TODO]
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Rewrite `LineCorridorScreen` to implement the scrolling corridor from MODULES.md.
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**Geometry:**
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- Corridor scrolls across the screen at a configurable pixel/sec speed
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- Corridor is represented as a spine (centerline) moving left-to-right (or at an angle on higher difficulties)
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- Player tracks the moving gap by holding their stylus inside it
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**Rendering:**
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- Two cyan wall lines scrolling across screen
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- Visible lookahead: player can see a few screen-widths ahead
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- Stylus trail rendered in yellow (pressure-modulated alpha, same as prototype)
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- HUD: session timer (top-right), score preview (fill % running avg, penalty count)
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**Session lifecycle:**
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- Session runs for a fixed duration (`sessionDuration` param, default 30s)
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- When time runs out: compute final score, call `onSessionComplete`
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- Player must hold stylus the entire time — stylus-up counts as not filling
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**Constructor params:**
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```kotlin
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class LineCorridorScreen(
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bridge: StylusInputBridge,
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onSessionComplete: (CorridorScore) -> Unit,
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corridorWidth: Float = 80f,
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scrollSpeed: Float = 180f,
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sessionDuration: Float = 30f,
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angleChangeEnabled: Boolean = false
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)
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```
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---
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### AL-012 — Real-time containment + fill scoring [TODO]
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Implement per-frame scoring logic inside `LineCorridorScreen`.
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**Per-frame:**
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- Compute the corridor bounds at the stylus X position (or nearest corridor segment)
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- If stylus is inside bounds: record perpendicular offset → contributes to running fill average
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- If stylus crosses a wall: increment `wallPenaltyCount`, enforce a brief visual flash (wall turns red for 0.3s)
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- If stylus is up: does not contribute to fill average (neutral, not a penalty)
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**At session end:**
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- `fill` = mean of per-frame fill samples (each sample = `1 - |offset| / halfWidth`, clamped 0..1)
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- `wallPenalties` = total crossing count
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- `overall` = `(fill * 0.7 - wallPenalties * 0.05).coerceIn(0f, 1f)`
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---
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### AL-013 — Difficulty tiers [TODO]
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Add selectable difficulty levels that feed into `LineCorridorScreen` params.
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**In `shared/`:**
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```kotlin
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enum class Difficulty { EASY, MEDIUM, HARD }
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```
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**Difficulty knobs:**
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| | EASY | MEDIUM | HARD |
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|---|---|---|---|
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| Corridor width | 90f | 60f | 38f |
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| Scroll speed (px/s) | 140f | 220f | 340f |
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| Angle changes | None | Gentle (±15° max) | Frequent (±35° max) |
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| Session duration | 30s | 30s | 30s |
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**UI — `ModuleDetailScreen`:**
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- Add a `Difficulty` selector (three segmented chips: Easy / Medium / Hard) between the module description and the "Start Training" button
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- Default: EASY
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- Pass selected `Difficulty` as an Intent extra to `GameActivity`
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**In `GameActivity`:**
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- Read `Difficulty` from Intent, build `LineCorridorScreen` with corresponding params
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- Pass `Difficulty.name` through to the score result so it can be stored with the session
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**Add `difficulty: String` column to `SessionEntity`** (schema version → 3, destructive migration)
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---
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### AL-014 — Session summary screen [TODO]
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Add a dedicated post-game summary in Compose shown after the LibGDX screen closes, before the user returns to the hub.
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**New route in `ArtLegendApp`:** `summary/{moduleType}`
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**`SummaryScreen` composable:**
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- Score breakdown: Overall %, Fill %, Wall Penalties
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- Streak badge: "X-day streak" (see streak logic below)
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- Buttons: "Train Again" (relaunch same module/difficulty), "View Progress", "Back to Hub"
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**Streak logic (in `ProgressViewModel`):**
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- Add `fun streakFor(moduleType: ModuleType): Int` — query sessions ordered by timestamp, count consecutive calendar days ending today that have at least one session
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- Expose as `StateFlow<Int>`
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**Wire-up:**
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- After `gameResultLauncher` receives a result, navigate to `summary/{moduleType}` instead of staying on `ModuleDetailScreen`
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- Pass `CorridorScore` to `SummaryScreen` via `ArtLegendApp` state (same pattern as `lastScore` in Sprint 1)
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- `ModuleDetailScreen` no longer shows the inline `ScoreCard` — summary screen owns that
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---
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### AL-015 — Integration smoke test [TODO]
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- `./gradlew :android:assembleDebug` passes with no errors
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- Hub → Module Detail → difficulty selector renders (Easy selected by default)
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- "Start Training" → LibGDX renders scrolling corridor with visible movement
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- Stylus held inside corridor: fill HUD increments; crossing a wall: wall flashes red
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- Session timer counts down, auto-returns at 0s
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- Summary screen shows Fill %, Wall Penalties, Overall %, streak badge
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- Progress screen bar chart reflects the session just completed
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- All three difficulty tiers launch without crash
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---
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## Blocked
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_Nothing blocked currently._
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## Out of Scope This Sprint
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- Angle change corridor segments (HARD difficulty — define the knob values but angle changes can ship as a fast-follow if time allows)
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- Sound effects / haptic feedback
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- Global XP system
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- In-app purchases
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- Cloud sync
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