Files
ducoterra 95ca3fd1fa phase: 07_canvas_client_and_hud
**Final report — phase 07 final verification pass**

- **Verified:** all 5 tasks present in `complete/`; app boots (`/healthz` 200, `/` 200, static + atlas + `/api/levels` served); `docs/CLIENT.md` module map matches the on-disk `app/static/` tree; no code defects found.
- **Tests/lint/coverage:** `bash .agents/validate.sh` → ruff clean, pyright 0 errors, `undercooked-levels validate` pass, **full pytest 1838 passed, 97.21% coverage (floor 90%)**, slow sim stage 2 passed, repo hygiene clean. `uv run pytest tests/e2e -q` → **53 passed** (all 8 suites added this phase).
- **Criteria:** (1) two tabs create→join→ready→start→serve one dish, keyboard only — green via `test_us01/02/03/04` ✔; (2) e2e green ✔; (3) canvas non-blank, pixels change after a move — `test_us04_render_smoke` ✔; (4) HUD score within 200 ms of the `served` event — asserted, green ✔; (5) zero console errors + zero off-origin requests — `test_atlas_loads` / `test_us01_landing_surface` ✔; (6) `docs/CLIENT.md` matches layout ✔; (7) 100% suite + 97.21% ✔; (8) docs pass below ✔; (9) no regression in completed phases (all prior suites green) ✔.
- **README.md fixed:** status still said "next pending phase is 07" → now 07 complete, 08 pending; the phase-07 client text buried in the phase-05 bullet → its own "canvas client, art, HUD (phase 07)" bullet; stale "What does not exist yet" (claimed movement/controls missing) → rewritten to phases 08–14; "once the room flow ships" → "live in the browser today"; Layout `app/static/` "renderer arrives with the rest of phase 07" → full shipped-client map; Layout `docs/` "CLIENT lands with phase 07" → `CLIENT.md` listed; added `gen_art_index.py` Layout entry.
- **AGENTS.md fixed:** "the eight screens" (7 listed) → "the seven screens" (+ `dom.js` is the shared builder, not a screen); e2e naming line → notes the non-story guard `test_atlas_loads.py`.
- **Decisions:** no code changes were needed; only the two doc fixes above. Docs re-verified by `test_docs_commands`/`test_docs_index` (44 passed) plus the final full gate.
- **Next pending phase:** `08_client_prediction_and_touch`.
2026-10-10 18:03:52 -04:00

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CSS

/* Undercooked palette (phase 07, task 01).
*
* The single source of every colour the DOM and the Canvas 2D renderer
* both use. The canvas half re-exports the same hex values from
* app/static/js/render/palette.js; tests/unit/test_assets.py asserts the
* two files agree, so the CSS and the canvas can never drift apart.
*
* The four cook colours are what a player sees their own and their
* teammates' cooks in; [data-palette="cb"] swaps them for the Okabe-Ito
* set, which stays distinguishable under deuteranopia/protanopia. The
* semantic colours name the game's state vocabulary (a danger reads red,
* a ready reads green, dirt reads mud) and are shared by the CSS, the
* JS module and the SVG var() fallbacks in app/static/assets/.
*/
:root {
--uc-cook-1: #e0533d;
--uc-cook-2: #3d84a8;
--uc-cook-3: #7da84b;
--uc-cook-4: #b0699a;
--uc-danger: #ff5a4e;
--uc-hot: #ffa63d;
--uc-ready: #67d16c;
--uc-dirty: #9a8f7a;
}
/* Okabe-Ito cook colours: colourblind-safe (deutan/protan) without
losing the "four different cooks" signal. */
[data-palette="cb"] {
--uc-cook-1: #d55e00;
--uc-cook-2: #0072b2;
--uc-cook-3: #009e73;
--uc-cook-4: #cc79a7;
}