feat(ui): premium finish screen pipeline

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2026-05-10 13:26:00 +02:00
parent 858e7f64d9
commit 5a315098a4
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@@ -14,3 +14,9 @@
- No Co-Authored-By in commits
- Conventional commit format
- Test before push
## Skills
| Skill | Description | Path |
| --- | --- | --- |
| `premium-game-ui` | Layered premium game UI workflow: transparent overlays, cinematic reward screens, Flutter animation/performance rules. | `skills/premium-game-ui/SKILL.md` |
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# Pipeline para UI premium de juego
Objetivo: construir pantallas vistosas sin convertir una maqueta en “un PNG gigante”. La UI debe seguir siendo mantenible, animable, responsive, localizable y performante.
## Diagnóstico en Farolero
Los assets de `assets/rewards/` mezclan dos usos distintos:
| Asset | Estado | Uso correcto |
| --- | --- | --- |
| `reward_header_glow.png` | PNG RGBA, pero sus esquinas son opacas (`alpha=255`) | Sirve como fondo/placa completa. No sirve como overlay transparente encima de UI. |
| `medal_unlock_burst.png` | Esquinas transparentes (`alpha=0`) | Correcto como burst/glow overlay, pendiente de revisar si tiene alpha tenue ocupando demasiado lienzo. |
| `fire_progress_burst.png` | Canal alpha, pero hay alpha parcial en bordes | Casi correcto; conviene limpiar/fade de bordes para evitar manchas al componer. |
Conclusión: la sospecha era buena. Para componer pantallas premium sin “machacar” capas, los elementos decorativos deben ir separados y con transparencia real. Los fondos sí pueden ser opacos.
## Regla base
No generar “la pantalla final” como imagen. Generar un **kit por capas**:
1. **Fondo base**: puede ser opaco, normalmente WebP/JPG/PNG grande.
2. **Overlays atmosféricos**: glows, rays, humo, confetti, sparks, viñetas. PNG/WebP con alpha.
3. **Elementos hero**: insignias, medallas, placas, marcos. PNG con alpha o SVG si es vector limpio.
4. **Layout real**: textos, botones, barras de progreso y estado en Flutter.
5. **Motion**:
- `flutter_animate`: transiciones de widgets, shimmer, scale, blur, secuencias.
- `confetti`: celebraciones puntuales, controlando cantidad de partículas.
- `Rive`: animación interactiva compleja, state machines, assets vectoriales vivos.
- `Lottie`: animaciones After Effects exportadas a JSON.
## Tamaños recomendados
| Tipo | Tamaño razonable | Notas |
| --- | ---: | --- |
| Iconos/avatar/medalla pequeña | 128256 px | En Farolero 256 px está bien como master. |
| Burst circular/hero | 5121024 px | Transparente, recortado al contenido útil. |
| Banner/header overlay | 10241536 px ancho | 2048 solo si realmente ocupa pantalla grande o tablet. |
| Fondo full screen | 1080×1920 o variantes | Mejor optimizar por target móvil. |
Flutter soporta variantes por densidad (`1.0x`, `2.0x`, `3.0x`), así que para iconos repetidos conviene usar assets resolution-aware en vez de un único PNG enorme.
## Criterios de aceptación de un asset transparente
Antes de integrarlo:
- Las esquinas deben tener `alpha=0`, salvo que sea fondo opaco.
- El bounding box visible debe estar centrado.
- No debe haber “velo” semitransparente cubriendo todo el lienzo si el asset es overlay.
- El archivo debe estar recortado al área necesaria, dejando margen visual controlado.
- Si se anima con escala/blur, dejar margen suficiente para no cortar glow.
## Pros y contras por técnica
| Técnica | Pros | Contras | Usarla para |
| --- | --- | --- | --- |
| PNG/WebP alpha | Alta fidelidad artística, fácil de componer | Puede pesar mucho, cuidado con overdraw | Glows, bursts, placas, humo, partículas baked |
| SVG | Ligero, escalable | Menos pictórico; filtros complejos pueden costar | Iconos limpios, formas, marcas |
| CustomPainter | Performante para geometría simple | Difícil lograr arte premium complejo | Rayos, líneas, fondos geométricos |
| `flutter_animate` | Rápido, mantenible, ideal para UI real | No reemplaza arte base | Entrada de paneles, shimmer, contadores |
| `confetti` | Perfecto para celebración | Muchas partículas pueden costar | Victoria, medalla desbloqueada |
| Rive | Interactivo y profesional | Requiere `.riv` y pipeline propio | Mascotas, insignias vivas, state machines |
| Lottie | Muy bueno para AE JSON | No todo AE exporta perfecto; revisar performance | Animaciones cerradas no interactivas |
## Flujo correcto de trabajo
1. **Dirección visual**: definir moodboard/prototipo y separar qué es fondo, qué es overlay y qué es UI real.
2. **Lista de capas**: documentar asset, tamaño, transparencia, punto de anclaje y uso.
3. **Generación**: pedir assets individuales, no pantallas completas, con fondo transparente cuando sean overlays.
4. **Validación técnica**: verificar alpha/corners/bounding box/tamaño.
5. **Integración Flutter**: componer con `Stack`, `Positioned`, widgets reales y animaciones controladas.
6. **Performance**: evitar `Opacity` grande y `saveLayer` innecesario; precalcular transparencias estáticas cuando se pueda.
7. **Revisión visual**: comparar contra maqueta y ajustar por capas, no rehacer toda la pantalla.
## Fuentes revisadas
- Flutter assets e imágenes: `https://docs.flutter.dev/ui/assets/assets-and-images`
- Flutter performance: `https://docs.flutter.dev/perf/best-practices`
- Flutter animations: `https://docs.flutter.dev/ui/animations`
- Rive Flutter runtime: `https://rive.app/docs/runtimes/flutter/flutter`
- Lottie Flutter: `https://pub.dev/packages/lottie`
- flutter_animate: `https://pub.dev/packages/flutter_animate`
- confetti: `https://pub.dev/packages/confetti`
+267 -87
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@@ -56,12 +56,6 @@ class _PantallaFinPartidaState extends State<PantallaFinPartida> {
return Scaffold(
extendBodyBehindAppBar: true,
appBar: AppBar(
title: Text(l10n.gameOver),
automaticallyImplyLeading: false,
backgroundColor: Colors.transparent,
elevation: 0,
),
body: FondoFarolero(
intenso: true,
child: Stack(
@@ -69,7 +63,7 @@ class _PantallaFinPartidaState extends State<PantallaFinPartida> {
Positioned.fill(
child: IgnorePointer(
child: CustomPaint(
painter: _RecompensaFondoPainter(
painter: _EscenarioFinPartidaPainter(
color: ganaronJugadores
? TemaApp.colorVerde
: TemaApp.colorAcento,
@@ -95,10 +89,11 @@ class _PantallaFinPartidaState extends State<PantallaFinPartida> {
),
SafeArea(
child: SingleChildScrollView(
padding: const EdgeInsets.fromLTRB(20, 18, 20, 24),
padding: const EdgeInsets.fromLTRB(20, 22, 20, 28),
child: Column(
children: [
_HeroResultado(
encabezado: l10n.gameOver,
titulo:
ganaronJugadores ? l10n.playersWin : l10n.impostorsWin,
icono: ganaronJugadores
@@ -183,11 +178,13 @@ class _PantallaFinPartidaState extends State<PantallaFinPartida> {
}
class _HeroResultado extends StatelessWidget {
final String encabezado;
final String titulo;
final IconData icono;
final Color color;
const _HeroResultado({
required this.encabezado,
required this.titulo,
required this.icono,
required this.color,
@@ -195,16 +192,37 @@ class _HeroResultado extends StatelessWidget {
@override
Widget build(BuildContext context) {
final tituloLimpio = titulo
.replaceAll('¡', '')
.replaceAll('!', '')
.trim()
.toUpperCase();
return Stack(
alignment: Alignment.center,
children: [
SizedBox(
height: 230,
height: 330,
width: double.infinity,
child: CustomPaint(painter: _RayosRecompensaPainter(color: color)),
child: CustomPaint(painter: _HeroCinematicoPainter(color: color)),
),
Column(
children: [
Text(
encabezado,
textAlign: TextAlign.center,
style: Theme.of(context).textTheme.headlineMedium?.copyWith(
color: TemaApp.colorDorado,
fontWeight: FontWeight.w900,
letterSpacing: -0.5,
shadows: [
Shadow(
color: TemaApp.colorNaranja.withValues(alpha: 0.55),
blurRadius: 18,
),
],
),
).animate().fadeIn(duration: 260.ms).slideY(begin: -0.18),
const SizedBox(height: 42),
Text(
'RESULTADOS',
style: Theme.of(context).textTheme.labelLarge?.copyWith(
@@ -213,10 +231,10 @@ class _HeroResultado extends StatelessWidget {
letterSpacing: 4,
),
).animate().fadeIn(duration: 350.ms).slideY(begin: -0.25),
const SizedBox(height: 12),
const SizedBox(height: 18),
Container(
width: 116,
height: 116,
width: 132,
height: 132,
decoration: BoxDecoration(
shape: BoxShape.circle,
gradient: RadialGradient(
@@ -240,7 +258,22 @@ class _HeroResultado extends StatelessWidget {
),
],
),
child: Icon(icono, size: 64, color: TemaApp.colorDorado),
child: Stack(
alignment: Alignment.center,
children: [
Icon(icono, size: 72, color: TemaApp.colorDorado),
Positioned.fill(
child: DecoratedBox(
decoration: BoxDecoration(
shape: BoxShape.circle,
border: Border.all(
color: Colors.white.withValues(alpha: 0.08),
),
),
),
),
],
),
)
.animate()
.scale(
@@ -251,10 +284,11 @@ class _HeroResultado extends StatelessWidget {
.shimmer(delay: 700.ms, duration: 1500.ms),
const SizedBox(height: 14),
Text(
titulo.toUpperCase(),
'¡$tituloLimpio!',
textAlign: TextAlign.center,
style: Theme.of(context).textTheme.headlineMedium?.copyWith(
color: color,
fontSize: 31,
fontWeight: FontWeight.w900,
letterSpacing: 1.2,
shadows: [
@@ -306,9 +340,10 @@ class _TarjetaProgresoGamificacion extends StatelessWidget {
const SizedBox(height: 16),
if (nuevas.isEmpty)
Text(
'Sin medallas nuevas esta vez. Segu? acumulando fuego.',
style: Theme.of(context).textTheme.bodyMedium?.copyWith(
'Sin medallas nuevas esta vez. Seguí acumulando fuego.',
style: Theme.of(context).textTheme.titleMedium?.copyWith(
color: TemaApp.colorTextoSecundario,
height: 1.35,
),
)
else ...[
@@ -372,34 +407,49 @@ class _PanelRecompensa extends StatelessWidget {
@override
Widget build(BuildContext context) {
return Container(
width: double.infinity,
padding: const EdgeInsets.all(18),
decoration: BoxDecoration(
gradient: LinearGradient(
colors: [
const Color(0xFF111B28).withValues(alpha: 0.96),
const Color(0xFF180D22).withValues(alpha: 0.94),
return ClipRRect(
borderRadius: BorderRadius.circular(28),
child: Container(
width: double.infinity,
padding: const EdgeInsets.all(20),
decoration: BoxDecoration(
gradient: LinearGradient(
colors: [
const Color(0xFF101A27).withValues(alpha: 0.96),
const Color(0xFF1B0E24).withValues(alpha: 0.94),
],
begin: Alignment.topLeft,
end: Alignment.bottomRight,
),
borderRadius: BorderRadius.circular(28),
border: Border.all(color: TemaApp.colorDorado.withValues(alpha: 0.58)),
boxShadow: [
BoxShadow(
color: TemaApp.colorNaranja.withValues(alpha: 0.20),
blurRadius: 36,
offset: const Offset(0, 18),
),
BoxShadow(
color: Colors.black.withValues(alpha: 0.50),
blurRadius: 22,
offset: const Offset(0, 10),
),
],
begin: Alignment.topLeft,
end: Alignment.bottomRight,
),
borderRadius: BorderRadius.circular(22),
border: Border.all(color: TemaApp.colorDorado.withValues(alpha: 0.52)),
boxShadow: [
BoxShadow(
color: TemaApp.colorNaranja.withValues(alpha: 0.18),
blurRadius: 32,
offset: const Offset(0, 16),
foregroundDecoration: BoxDecoration(
borderRadius: BorderRadius.circular(28),
gradient: LinearGradient(
colors: [
Colors.white.withValues(alpha: 0.06),
Colors.transparent,
TemaApp.colorDorado.withValues(alpha: 0.04),
],
begin: Alignment.topLeft,
end: Alignment.bottomRight,
),
BoxShadow(
color: Colors.black.withValues(alpha: 0.42),
blurRadius: 18,
offset: const Offset(0, 8),
),
],
),
child: child,
),
child: child,
);
}
}
@@ -480,33 +530,56 @@ class _BarraFuegoPremium extends StatelessWidget {
],
),
const SizedBox(height: 8),
ClipRRect(
borderRadius: BorderRadius.circular(999),
child: Container(
height: 22,
decoration: BoxDecoration(
color: Colors.black.withValues(alpha: 0.42),
border: Border.all(
color: TemaApp.colorDorado.withValues(alpha: 0.34),
),
Container(
height: 30,
decoration: BoxDecoration(
color: Colors.black.withValues(alpha: 0.72),
borderRadius: BorderRadius.circular(999),
border: Border.all(
color: TemaApp.colorDorado.withValues(alpha: 0.38),
),
child: Align(
alignment: Alignment.centerLeft,
child: FractionallySizedBox(
widthFactor: normalizado,
child: Container(
decoration: const BoxDecoration(
gradient: LinearGradient(
colors: [
Color(0xFFE53935),
TemaApp.colorNaranja,
TemaApp.colorDorado,
Color(0xFFFFECBE),
],
boxShadow: [
BoxShadow(
color: TemaApp.colorNaranja.withValues(alpha: 0.24),
blurRadius: 18,
),
],
),
child: ClipRRect(
borderRadius: BorderRadius.circular(999),
child: Stack(
children: [
FractionallySizedBox(
widthFactor: normalizado,
child: Container(
decoration: const BoxDecoration(
gradient: LinearGradient(
colors: [
Color(0xFFE53935),
TemaApp.colorNaranja,
TemaApp.colorDorado,
Color(0xFFFFECBE),
],
),
),
),
),
),
Positioned.fill(
child: DecoratedBox(
decoration: BoxDecoration(
gradient: LinearGradient(
colors: [
Colors.white.withValues(alpha: 0.32),
Colors.transparent,
Colors.black.withValues(alpha: 0.18),
],
begin: Alignment.topCenter,
end: Alignment.bottomCenter,
),
),
),
),
],
),
),
),
@@ -539,6 +612,12 @@ class _MedallaDesbloqueada extends StatelessWidget {
Stack(
alignment: Alignment.center,
children: [
Image.asset(
'assets/rewards/medal_unlock_burst.png',
width: 82,
height: 82,
fit: BoxFit.cover,
),
SizedBox(
width: 70,
height: 70,
@@ -588,15 +667,20 @@ class _TarjetaSecreto extends StatelessWidget {
return _PanelRecompensa(
child: Column(
children: [
Text(l10n.theSecretWordWas,
style: Theme.of(context).textTheme.titleMedium),
const SizedBox(height: 8),
Text(
l10n.theSecretWordWas,
style: Theme.of(context).textTheme.titleLarge?.copyWith(
fontWeight: FontWeight.w900,
color: Colors.white,
),
),
const SizedBox(height: 14),
Text(
palabra.toUpperCase(),
textAlign: TextAlign.center,
style: Theme.of(context).textTheme.headlineLarge?.copyWith(
color: TemaApp.colorNaranja,
fontSize: 36,
fontSize: 42,
fontWeight: FontWeight.w900,
shadows: [
Shadow(
@@ -630,7 +714,13 @@ class _TarjetaImpostores extends StatelessWidget {
return _PanelRecompensa(
child: Column(
children: [
Text(titulo, style: Theme.of(context).textTheme.titleMedium),
Text(
'🎭 $titulo',
style: Theme.of(context).textTheme.titleLarge?.copyWith(
fontWeight: FontWeight.w900,
color: Colors.white,
),
),
const SizedBox(height: 10),
...impostores.map(
(j) => Padding(
@@ -756,27 +846,76 @@ class _BotonesFinPartida extends StatelessWidget {
}
}
class _RecompensaFondoPainter extends CustomPainter {
class _EscenarioFinPartidaPainter extends CustomPainter {
final Color color;
const _RecompensaFondoPainter({required this.color});
const _EscenarioFinPartidaPainter({required this.color});
@override
void paint(Canvas canvas, Size size) {
final paint = Paint()..isAntiAlias = true;
paint.shader = const LinearGradient(
colors: [
Color(0xFF050B14),
Color(0xFF091322),
Color(0xFF16091F),
],
begin: Alignment.topCenter,
end: Alignment.bottomCenter,
).createShader(Offset.zero & size);
canvas.drawRect(Offset.zero & size, paint);
paint.shader = RadialGradient(
colors: [color.withValues(alpha: 0.28), Colors.transparent],
colors: [
color.withValues(alpha: 0.28),
TemaApp.colorNaranja.withValues(alpha: 0.12),
Colors.transparent,
],
).createShader(
Rect.fromCircle(
center: Offset(size.width * 0.5, size.height * 0.22),
radius: size.width * 0.72,
center: Offset(size.width * 0.5, size.height * 0.30),
radius: size.width * 0.86,
),
);
canvas.drawCircle(
Offset(size.width * 0.5, size.height * 0.22),
size.width * 0.72,
Offset(size.width * 0.5, size.height * 0.30),
size.width * 0.86,
paint,
);
paint.shader = null;
_drawSkyline(canvas, size, paint);
for (var i = 0; i < 52; i++) {
final x = (i * 71 % math.max(size.width, 1)).toDouble();
final y = (i * 137 % math.max(size.height, 1)).toDouble();
final palette = [
TemaApp.colorDorado,
TemaApp.colorNaranja,
TemaApp.colorAcento,
const Color(0xFFFFF1C7),
];
final confettiPaint = Paint()
..isAntiAlias = true
..color = palette[i % palette.length].withValues(alpha: 0.72);
canvas.save();
canvas.translate(x, y);
canvas.rotate((i % 9 - 4) * 0.22);
canvas.drawRRect(
RRect.fromRectAndRadius(
Rect.fromCenter(
center: Offset.zero,
width: 8 + (i % 4) * 6,
height: 4 + (i % 3) * 3,
),
const Radius.circular(1.5),
),
confettiPaint,
);
canvas.restore();
}
paint.shader = null;
paint.color = TemaApp.colorDorado.withValues(alpha: 0.10);
for (var i = 0; i < 34; i++) {
@@ -786,34 +925,75 @@ class _RecompensaFondoPainter extends CustomPainter {
}
}
void _drawSkyline(Canvas canvas, Size size, Paint paint) {
paint.color = Colors.black.withValues(alpha: 0.36);
final base = size.height * 0.78;
final path = Path()
..moveTo(0, size.height)
..lineTo(0, base)
..lineTo(size.width * 0.16, base - 42)
..lineTo(size.width * 0.30, base - 12)
..lineTo(size.width * 0.48, base - 60)
..lineTo(size.width * 0.66, base - 26)
..lineTo(size.width * 0.82, base - 72)
..lineTo(size.width, base - 34)
..lineTo(size.width, size.height)
..close();
canvas.drawPath(path, paint);
paint.color = TemaApp.colorNaranja.withValues(alpha: 0.18);
canvas.drawRRect(
RRect.fromRectAndRadius(
Rect.fromCenter(
center: Offset(size.width * 0.52, base - 90),
width: 28,
height: 130,
),
const Radius.circular(12),
),
paint,
);
}
@override
bool shouldRepaint(covariant _RecompensaFondoPainter oldDelegate) {
bool shouldRepaint(covariant _EscenarioFinPartidaPainter oldDelegate) {
return oldDelegate.color != color;
}
}
class _RayosRecompensaPainter extends CustomPainter {
class _HeroCinematicoPainter extends CustomPainter {
final Color color;
const _RayosRecompensaPainter({required this.color});
const _HeroCinematicoPainter({required this.color});
@override
void paint(Canvas canvas, Size size) {
final center = Offset(size.width / 2, size.height * 0.5);
final center = Offset(size.width / 2, size.height * 0.54);
final paint = Paint()..isAntiAlias = true;
paint.shader = RadialGradient(
colors: [
TemaApp.colorNaranja.withValues(alpha: 0.30),
color.withValues(alpha: 0.14),
Colors.transparent,
],
).createShader(Rect.fromCircle(center: center, radius: size.width * 0.54));
canvas.drawCircle(center, size.width * 0.54, paint);
paint.shader = null;
for (var i = 0; i < 28; i++) {
final angle = (math.pi * 2 / 28) * i;
final inner = Offset(
center.dx + math.cos(angle - 0.035) * 34,
center.dy + math.sin(angle - 0.035) * 34,
center.dx + math.cos(angle - 0.035) * 52,
center.dy + math.sin(angle - 0.035) * 52,
);
final outer = Offset(
center.dx + math.cos(angle) * size.width * 0.46,
center.dy + math.sin(angle) * size.width * 0.46,
center.dx + math.cos(angle) * size.width * 0.58,
center.dy + math.sin(angle) * size.width * 0.58,
);
final inner2 = Offset(
center.dx + math.cos(angle + 0.035) * 34,
center.dy + math.sin(angle + 0.035) * 34,
center.dx + math.cos(angle + 0.035) * 52,
center.dy + math.sin(angle + 0.035) * 52,
);
paint.color = (i.isEven ? TemaApp.colorDorado : color)
.withValues(alpha: i.isEven ? 0.16 : 0.09);
@@ -829,7 +1009,7 @@ class _RayosRecompensaPainter extends CustomPainter {
}
@override
bool shouldRepaint(covariant _RayosRecompensaPainter oldDelegate) {
bool shouldRepaint(covariant _HeroCinematicoPainter oldDelegate) {
return oldDelegate.color != color;
}
}
+1
View File
@@ -37,3 +37,4 @@ flutter:
- assets/words/
- assets/avatars/
- assets/medals/
- assets/rewards/
+59
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@@ -0,0 +1,59 @@
---
name: premium-game-ui
description: >
Create professional, layered, high-impact game screens in Flutter without flattening the UI into a single image.
Trigger: when designing, generating, reviewing, or implementing premium game UI screens, reward screens, medal screens, avatar screens, overlays, transparent assets, visual effects, or cinematic game feedback.
license: Apache-2.0
metadata:
author: gentleman-programming
version: "1.0"
---
## When to Use
- A screen must look premium, cinematic, or game-like.
- Assets are being generated for Flutter UI.
- The user mentions transparent backgrounds, overlays, rewards, medals, avatars, glows, bursts, particles, confetti, Lottie, Rive, or visual polish.
- A prototype/mockup must be converted into real app UI.
## Critical Patterns
1. **Never flatten a real screen into one PNG.** Use real Flutter layout for text, buttons, state, progress, localization, and accessibility.
2. **Generate a layered asset kit.** Separate opaque backgrounds from transparent overlays.
3. **Transparent means technically transparent.** For overlays, image corners should usually be `alpha=0`; reject white/black baked backgrounds.
4. **Right size, not maximum size.** Icons/avatars usually 128256 px. Hero bursts 5121024 px. Full backgrounds can be larger.
5. **Use animation by responsibility.**
- `flutter_animate`: widget entrances, shimmer, scale, blur, staggered UI.
- `confetti`: short celebrations; keep particles controlled.
- `Rive`: interactive/stateful vector animation.
- `Lottie`: After Effects JSON animations.
6. **Avoid expensive composition.** Do not wrap large areas in `Opacity` when a semitransparent color/image or pre-baked alpha asset works.
7. **Plan before generating.** First write the layer list: filename, role, size, alpha requirement, anchor, and Flutter usage.
## Asset Acceptance Checklist
- [ ] Correct role: background, overlay, hero element, icon, or animation.
- [ ] Correct format: PNG/WebP alpha for pictorial overlays, SVG for simple vector, Rive/Lottie for motion.
- [ ] Correct alpha: overlay corners transparent unless intentionally full-canvas.
- [ ] Centered visible content; no neighboring sprite fragments.
- [ ] No unnecessary 2048+ px icons.
- [ ] Registered in `pubspec.yaml` only at the needed directory level.
- [ ] Integrated through `Stack`/widgets, not as a full-screen screenshot.
## Flutter Integration Pattern
```dart
Stack(
children: [
const PremiumBackground(), // opaque base
Positioned.fill(child: Image.asset('assets/fx/vignette.png', fit: BoxFit.cover)),
Positioned(top: 80, left: 0, right: 0, child: RewardHero()),
Positioned.fill(child: IgnorePointer(child: ConfettiWidget(confettiController: controller))),
SafeArea(child: RealScreenContent()), // text/buttons/progress remain widgets
],
)
```
## Documentation
- Main pipeline: `docs/premium_game_ui_pipeline.md`