* refactored inputs-controller for better hold button management
* refactored the touch controls file to use a class and add holding button system
* added a method to deactivate pressed key for touch on focus lost
* better lost focus management
* refactor executed code while importing and initializing all of these in loading-scene
* reset to main
* fix server url
* added rule no-trailing-spaces
* made progress
* test somme data from a session save is working
* trying to launch a battle
* added fetch wrapper to load data locally
* trying to mockAllSettled
* pushPhase & shiftPhase
* check integrity of exported session
* set toke + loggedInUser in tests
* progress on starting new battle
* tring to test phase but it's async
* mocking fetch
* working mock fetch
* need to handle pile of data
* attempt to use real phaser classes
* reorder overrides
* refactored to use some real classes from phaser
* removed useless things
* started to work on some container mock
* finished the mockContainer time to add some logic
* some more mock containers
* removed addMethods since there is the mock classes now
* commented issues
* attempt to create mockTextureManager
* fix tests
* mockSprite & mockText
* yes but not really
* yes but not really
* fix tutorial callback
* reached mode title
* added achievement tests
* fix test achievements with current state of mock
* correct sequence loading for BattleScene with mockLoader !
* deep dive into next step
* working wait until starter selection screen
* added newGame method into wrapper
* expect to save_slot
* trying to manage pokemon sprite for getAll without success yet
* added test for egg output
* fixed egg test for June
* fix tests + locate next issue to fix
* we are in battle baby
* added new game in one-line
* export is working but export only what's in the fetch
* fix start game as guest
* refactored how we start a battle + cleanup
* overrided mewtwo but issue with currentBattle
* refactor: rename InitAchievements to initAchievements
* added missing mock method
* override level and pokemon forms working as intended
* bringToTop Obj
* remove launch battle in achivement test
* fix getIndex when same pokemon
* can run all tests
* first attack, faint, and shop modifiers, MockClock
* on method for container
* added doAttack one-liner
* one-line export data
* removed throw error
* feat: Make `scenes` property of `GameWrapper` class public
The `scenes` property of the `GameWrapper` class was changed from private to public. This change allows external access to the `scenes` map, which is used to store Phaser scenes. This modification was made to enable easier manipulation and interaction with the scenes in the game.
* correction
* removed CanvasRenderer
* added a param to remove console.log and added a param to preven scene create call
* fix encounter wave 30 when it's a trainer
* test double-battle
* test fight without KO
* test double fight no ko
* fix crashing texture + added Text wrapper to log fight
* fix tests on boss - trainer - rival
* chore: Refactor BattleScene initialization and add new phases
Refactor the BattleScene initialization code to remove unnecessary delay and improve performance. Also, add new phases for the title and unavailable states to enhance the game experience.
* rework of Game tests
* skipFn is working
* added onNextPrompt and restore Og Start
* better newGame
* added skipFN in remove
* not yet working test but updated interceptors
* do attack work but not on PostSummonPhase phase when there is mention of silcoon and wurmple
* error located, it's just a double fight, i was not there yet
* single OHKO & double no OHKO
* added expirationFn into next prompt
* all tests are passing
* working test on non damaging move from opponent
* cleaned a bit
* removed phaser initialisation on every tests
* renamed test file
* added load system data
* added some ability support
* added onKill & onSummon abilities test
* removed useless test + cleanup
* removed useless test + cleanup
* fixed tests after merge main
* added itemHeld endTurn trigger test (toxic orb)
* added runFrom..To
* added mustRun to assert currentPhase
* added no-miss move to test things
* cleaner restore mock
* fix test
* fix moxie test + game speed
* improve test speed
* added onOurself and onOpponent mvoe test
* added onDamage test for tackle
* removed timeout in intervals to run tests faster
* cleanup
* added never crit override + separate file per test + remove randomness in randBattleSeedInt
* move folders
* better org
* renamed itemHeld folder to items
* fix deploy.yml
* cleanup
* simplified the gameManager start battle and allow single pokemon in party
* remove the need of mode development
* added input handler to test inputs + remove time from phaser into inputController
* added keyboard support
* added fakeMobile support
* added details
* removed a console.log + added logUp
* move test to folder
* fixed canvas issue
* added starter select tests
* added some more test on starter-select
* added battle-order tests
* added battle-order tests
* fixing Phaser RNG
* ordering stats for better reading
* fix tests for main
* adapt battle-order test to be more readable
* fix merge
* fix some errors and silent all errors from gameWrapper since it's not possible to avoid them
* fix mocks to manage childs & stuffs
* added some docs
* fix achievement test
* removed an unused file
* separate misc tests to clean battle.test file
* added a basic french lokalization test
* added i18n where it needs to be used only
* revers extracted method
* removed unused method
* removed handler fetch since we do not test anything server related
* fix test with handlers removed
* added intrepid sword test
* fix enum exp party
---------
Co-authored-by: Frederico Santos <frederico.f.santos@tecnico.ulisboa.pt>
* squased merge rebind_menu
* azerty to qwerty
* add a check to preven a crash in firefox
* reset navigation menu on quit
* removed dual lock mekanism
* navigation display update icons on new bind
* added submit binding
* removed attribute no longer used
* change protected to abstract
* remove last bind protection since action and cancel are protected + renamed default controller to controller
* removed default alt qwerty keys in config
* fix some errors for doc
* fix tests
* fix some more errors for docs
* fix some more errors for docs final ?
* added alt bind for menu navigation + update icons on delete/home
* Initial Commit
* Update pbinfo_enemy_boss_stats.png
* Move to Separate Key
* Add Separate Mobile Control for Flyout
* Add Setting to Enable/Disable
* Add to the Tutorial
* Change to BUTTON.V
* eslint config + packages
* updated eslint config
* fix the issue eslint adding ;;;; at interfaces
* first round with eslint --fix .
* removed config for unused export
* Revert "first round with eslint --fix ."
This reverts commit 77a88e0895.
* removed config for camelCase
* for real this time, first round of eslint --fix .
* halfway to manual eslint fix
* eslint done
* added "how to setup" the hook to eslint --fix each new file before commit (if wanted)
* removed eslintrc config file duplicat
* fix human error + ignore build folder + merge overrides
* added curly brace style + eslint
* applied double quote linter rule
* added lefthook
* test precommit
* test precommit
* test precommit
* test precommit
* test precommit
* test precommit
* test precommit
* github action to run eslint
* added node_modules to ignore eslint
* different action for typescript
* no need for different glob (default src)
* node 20
* node 20
* removed no longer needed install file
* remove hooks part from README
* eslint fixes
---------
Co-authored-by: Frederico Santos <frederico.f.santos@tecnico.ulisboa.pt>
* fix "lost focus behaviour" when disabling gamepad and thus repeating RIGHT key
* added some comment
* added full TSDoc, helped by chatGPT, refined every entry manually of course
* rework of the input handling, including different gamepad and keyboard
* rework of the input handling, including different gamepad and keyboard
* first version of a too complex inputHandler based on phaser3-merged-input
* removed useless control management and kept it simple for our use case, investigating to put out button_XX()
* renamed inputHandler to inputController
* aggregate directions and some action into a same method + fix menu return value
* added back repeated input feature on keeping down a key
* cleanup + return type
* fix submit/action doing two things simultaneously, still same behaviour as before
* extracted UI inputs out of battle-scene
* tab -> spaces
* tab -> spaces what about now github ?
* tab -> spaces final (maybe)
* tried to fix the plugin loading issue on prod
* remove Plugins things as it's too uncertain how it works on prod
* seems old code source is indented with tab
* cleanup
* cleanup
* cleanup
* putting in an enum file the enum buttons
* fix repeating stats button + change message in event when the key is repeating
* added return type for ui-inputs
* added return type for inputs-controller
* adapted the code to integrate changes of bennybroseph
* rework of the input handling, including different gamepad and keyboard
* rework of the input handling, including different gamepad and keyboard
* first version of a too complex inputHandler based on phaser3-merged-input
* removed useless control management and kept it simple for our use case, investigating to put out button_XX()
* renamed inputHandler to inputController
* aggregate directions and some action into a same method + fix menu return value
* added back repeated input feature on keeping down a key
* cleanup + return type
* fix submit/action doing two things simultaneously, still same behaviour as before
* extracted UI inputs out of battle-scene
* tab -> spaces
* tab -> spaces what about now github ?