File size: 29,421 Bytes
7428b13 a46ce65 7428b13 4c208f2 6530b95 a6cc65f d871370 e8aa797 a46ce65 7428b13 c61508c 7428b13 4c208f2 7428b13 4c208f2 7428b13 9774b79 0cf8fa8 4c208f2 7428b13 81b3c3b e40394b b1c7f35 81b3c3b e8aa797 a6cc65f 7428b13 4c208f2 6530b95 4c208f2 6530b95 4c208f2 7428b13 9774b79 7428b13 a46ce65 4c208f2 7428b13 4c208f2 74f8c2c 4c208f2 a46ce65 8f5f6c9 4c208f2 8f5f6c9 4c208f2 a46ce65 8f5f6c9 5d91440 8f5f6c9 0cf8fa8 4c208f2 0cf8fa8 4c208f2 a46ce65 4c208f2 0cf8fa8 4c208f2 a46ce65 9774b79 0cf8fa8 9774b79 e8aa797 6530b95 0cf8fa8 a46ce65 566cdc0 a46ce65 4c208f2 a46ce65 4c208f2 81b3c3b 94e4b64 81b3c3b 5c9dd93 b1c7f35 94e4b64 b1c7f35 94e4b64 b1c7f35 5c9dd93 81b3c3b 94e4b64 81b3c3b 5529e9d 94e4b64 81b3c3b 5529e9d 81b3c3b 94e4b64 81b3c3b 94e4b64 81b3c3b 94e4b64 81b3c3b 94e4b64 81b3c3b 94e4b64 81b3c3b 94e4b64 81b3c3b 94e4b64 81b3c3b 5529e9d 81b3c3b e40394b 9774b79 81b3c3b e40394b 81b3c3b e40394b 81b3c3b b1c7f35 81b3c3b 566cdc0 5c9dd93 566cdc0 5c9dd93 566cdc0 74f8c2c 566cdc0 5c9dd93 566cdc0 4c208f2 a46ce65 566cdc0 4c208f2 7428b13 4c208f2 7428b13 6530b95 4c208f2 6530b95 9774b79 366ca7a 9774b79 366ca7a 6530b95 74f8c2c 6530b95 366ca7a 6530b95 5d91440 6530b95 0cf8fa8 6530b95 0cf8fa8 6530b95 4c208f2 6530b95 4c208f2 0cf8fa8 6530b95 9774b79 0cf8fa8 9774b79 6530b95 0cf8fa8 6530b95 4c208f2 6530b95 7428b13 e8aa797 82b6f62 e8aa797 82b6f62 e8aa797 82b6f62 e8aa797 7428b13 90a88fc 7428b13 90a88fc 7428b13 4c208f2 7428b13 4c208f2 81b3c3b e40394b b1c7f35 9774b79 7428b13 4c208f2 c61508c 4c208f2 566cdc0 7428b13 566cdc0 7428b13 e8aa797 7428b13 90a88fc 7428b13 e95e2d9 7428b13 afa3e65 7428b13 e95e2d9 7428b13 e8aa797 7428b13 |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 |
<script lang="ts">
import { onMount } from 'svelte';
import { fade } from 'svelte/transition';
import type { PicletInstance, BattleMove } from '$lib/db/schema';
import BattleField from '../Battle/BattleField.svelte';
import BattleControls from '../Battle/BattleControls.svelte';
import { BattleEngine } from '$lib/battle-engine/BattleEngine';
import type { BattleState, MoveAction, SwitchAction } from '$lib/battle-engine/types';
import { picletInstanceToBattleDefinition, battlePicletToInstance, stripBattlePrefix } from '$lib/utils/battleConversion';
import { calculateBattleXp, processAllLevelUps } from '$lib/services/levelingService';
import { db } from '$lib/db/index';
import { getEffectivenessText, getEffectivenessColor } from '$lib/types/picletTypes';
export let playerPiclet: PicletInstance;
export let enemyPiclet: PicletInstance;
export let isWildBattle: boolean = true;
export let onBattleEnd: (result: any) => void = () => {};
export let rosterPiclets: PicletInstance[] = []; // All roster piclets passed from parent
// Initialize battle engine
let battleEngine: BattleEngine;
let battleState: BattleState;
let currentPlayerPiclet = playerPiclet;
let currentEnemyPiclet = enemyPiclet;
// Battle state
let currentMessage = isWildBattle
? `A wild ${enemyPiclet.nickname} appeared!`
: `Trainer wants to battle!`;
let battlePhase: 'intro' | 'main' | 'moveSelect' | 'picletSelect' | 'ended' = 'intro';
let processingTurn = false;
let battleEnded = false;
// Trainer animation states
let showWhiteFlash = false;
let playerTrainerVisible = false;
let enemyTrainerVisible = false;
let playerTrainerSlideOut = false;
let enemyTrainerSlideOut = false;
// Message progression system
let waitingForContinue = false;
let messageQueue: string[] = [];
let currentMessageIndex = 0;
let continueCallback: (() => void) | null = null;
// HP animation states
let playerHpPercentage = playerPiclet.currentHp / playerPiclet.maxHp;
let enemyHpPercentage = enemyPiclet.currentHp / enemyPiclet.maxHp;
// Visual effects state
let playerEffects: Array<{type: string, emoji: string, duration: number}> = [];
let enemyEffects: Array<{type: string, emoji: string, duration: number}> = [];
let playerFlash = false;
let enemyFlash = false;
let playerFaint = false;
let enemyFaint = false;
let playerLunge = false;
let enemyLunge = false;
// Battle results state
let battleResultsVisible = false;
let battleResults = {
victory: false,
xpGained: 0,
levelUps: [],
newLevel: 0
};
onMount(() => {
// Initialize battle engine with converted piclet definitions
// Convert full roster for switching support
const playerRosterDefinitions = rosterPiclets.map(p => picletInstanceToBattleDefinition(p));
const enemyDefinition = picletInstanceToBattleDefinition(enemyPiclet);
// Find the starting player piclet index in the roster
const startingPlayerIndex = rosterPiclets.findIndex(p => p.id === playerPiclet.id);
// Initialize with full rosters (player roster vs single enemy)
battleEngine = new BattleEngine(playerRosterDefinitions, enemyDefinition, playerPiclet.level, enemyPiclet.level);
// If starting piclet is not the first in roster, switch to it
if (startingPlayerIndex > 0) {
const initialSwitchAction: SwitchAction = {
type: 'switch',
piclet: 'player',
newPicletIndex: startingPlayerIndex
};
battleEngine.executeAction(initialSwitchAction, 'player');
}
battleState = battleEngine.getState();
// Start intro sequence
setTimeout(() => {
if (!isWildBattle) {
// Enemy trainer sends out first
currentMessage = `Go, ${enemyPiclet.nickname}!`;
enemyTrainerSlideOut = true;
setTimeout(() => {
currentMessage = `Go, ${playerPiclet.nickname}!`;
playerTrainerSlideOut = true;
setTimeout(() => {
currentMessage = `What will ${playerPiclet.nickname} do?`;
battlePhase = 'main';
}, 2000); // Wait for trainer slide + flash + monster appear
}, 2000); // Wait for enemy trainer sequence
} else {
// Wild battle - player sends out
currentMessage = `Go, ${playerPiclet.nickname}!`;
playerTrainerSlideOut = true;
setTimeout(() => {
currentMessage = `What will ${playerPiclet.nickname} do?`;
battlePhase = 'main';
}, 2000); // Wait for trainer slide + flash + monster appear
}
}, 2000);
});
function handleAction(action: string) {
if (processingTurn || battleEnded) return;
switch (action) {
case 'catch':
if (isWildBattle) {
processingTurn = true;
currentMessage = 'You threw a Piclet Ball!';
setTimeout(() => {
currentMessage = 'The wild piclet broke free!';
processingTurn = false;
}, 2000);
}
break;
case 'run':
if (isWildBattle) {
currentMessage = 'Got away safely!';
battleEnded = true;
setTimeout(() => onBattleEnd(false), 1500);
} else {
currentMessage = "You can't run from a trainer battle!";
}
break;
}
}
function handleMoveSelect(move: BattleMove) {
if (!battleEngine) return;
battlePhase = 'main';
processingTurn = true;
// Find the corresponding move in the battle engine
const battleMove = battleState.playerPiclet.moves.find(m => m.move.name === move.name);
if (!battleMove) return;
const moveAction: MoveAction = {
type: 'move',
moveIndex: battleState.playerPiclet.moves.indexOf(battleMove)
};
try {
// Select enemy move (wild Piclets always random, trainers could use AI)
const enemyAction = selectEnemyMove();
if (!enemyAction) {
processingTurn = false;
return;
}
// Get log entries before action to track new messages
const logBefore = battleEngine.getLog();
// Execute the turn - battle engine handles priority automatically
battleEngine.executeActions(moveAction, enemyAction);
battleState = battleEngine.getState();
// Get only the new log entries from this turn
const logAfter = battleEngine.getLog();
const newLogEntries = logAfter.slice(logBefore.length);
// Filter out faint messages since we handle them manually for proper sequencing
const filteredLogEntries = newLogEntries.filter(message => !message.includes('fainted'));
const result = { log: filteredLogEntries };
// Show battle messages with tap-to-continue system
if (result.log && result.log.length > 0) {
showMessageSequence(result.log, finalizeTurn);
} else {
finalizeTurn();
}
function finalizeTurn() {
// Update UI state from battle engine
updateUIFromBattleState();
// Check for battle end - only show faint message
if (battleState.winner) {
battleEnded = true;
const defeatedPiclet = battleState.winner === 'player' ? currentEnemyPiclet : currentPlayerPiclet;
// Show the faint message and trigger animation
currentMessage = `${defeatedPiclet.nickname} fainted!`;
// Trigger faint animation for the defeated Piclet
if (battleState.winner === 'player') {
enemyFaint = true;
} else {
playerFaint = true;
}
// Wait for faint message, then process battle results
setTimeout(async () => {
await handleBattleResults(battleState.winner === 'player');
}, 2500); // Wait time for faint message and animation
} else {
// Check if player Piclet switched due to fainting
const newPlayerPiclet = battlePicletToInstance(battleState.playerPiclet, currentPlayerPiclet);
const playerPicletChanged = currentPlayerPiclet.id !== newPlayerPiclet.id;
if (playerPicletChanged) {
// Player Piclet fainted and auto-switched - show faint message first
const faintedPiclet = currentPlayerPiclet;
currentMessage = `${faintedPiclet.nickname} fainted!`;
playerFaint = true;
// Wait for faint message, then show switch and continue
setTimeout(() => {
currentMessage = `Go, ${newPlayerPiclet.nickname}!`;
// updateUIFromBattleState will handle the white flash transition
setTimeout(() => {
currentMessage = `What will ${currentPlayerPiclet.nickname} do?`;
processingTurn = false;
}, 1000);
}, 2500);
} else {
// Normal turn end - no faint or switch
setTimeout(() => {
currentMessage = `What will ${currentPlayerPiclet.nickname} do?`;
processingTurn = false;
}, 1000);
}
}
}
} catch (error) {
console.error('Battle engine error:', error);
currentMessage = 'Something went wrong in battle!';
processingTurn = false;
}
}
function triggerVisualEffectsFromMessage(message: string) {
// Use stripped names since battle messages no longer have prefixes
const playerName = stripBattlePrefix(battleState?.playerPiclet?.definition?.name || '');
const enemyName = stripBattlePrefix(battleState?.opponentPiclet?.definition?.name || '');
// Attack lunge effects - trigger immediately when a Piclet uses a move
if (message.includes(' used ')) {
if (message.includes(playerName)) {
triggerLungeAnimation('player');
} else if (message.includes(enemyName)) {
triggerLungeAnimation('enemy');
}
}
// Damage flash effects - trigger when damage is taken
if (message.includes('took') && message.includes('damage')) {
if (message.includes(playerName)) {
triggerDamageFlash('player');
updateUIFromBattleState();
} else if (message.includes(enemyName)) {
triggerDamageFlash('enemy');
updateUIFromBattleState();
}
}
// Critical hit effects
if (message.includes('critical hit')) {
triggerEffect('both', 'critical', 'π₯', 1000);
}
// Effectiveness messages
if (message.includes("It's super effective")) {
triggerEffect('both', 'superEffective', 'β‘', 800);
} else if (message.includes("not very effective")) {
triggerEffect('both', 'notVeryEffective', 'π¨', 800);
}
// Status effects
if (message.includes('was burned')) {
const target = message.includes(playerName) ? 'player' : 'enemy';
triggerEffect(target, 'burn', 'π₯', 1200);
} else if (message.includes('was poisoned')) {
const target = message.includes(playerName) ? 'player' : 'enemy';
triggerEffect(target, 'poison', 'β οΈ', 1200);
} else if (message.includes('was paralyzed')) {
const target = message.includes(playerName) ? 'player' : 'enemy';
triggerEffect(target, 'paralyze', 'β‘', 1200);
} else if (message.includes('fell asleep')) {
const target = message.includes(playerName) ? 'player' : 'enemy';
triggerEffect(target, 'sleep', 'π΄', 1200);
} else if (message.includes('was frozen')) {
const target = message.includes(playerName) ? 'player' : 'enemy';
triggerEffect(target, 'freeze', 'βοΈ', 1200);
}
// Stat changes
if (message.includes("'s") && (message.includes('rose') || message.includes('fell'))) {
const target = message.includes(playerName) ? 'player' : 'enemy';
const isIncrease = message.includes('rose');
if (message.includes('attack')) {
triggerEffect(target, isIncrease ? 'attackUp' : 'attackDown', isIncrease ? 'βοΈ' : 'π»', 1000);
} else if (message.includes('defense')) {
triggerEffect(target, isIncrease ? 'defenseUp' : 'defenseDown', isIncrease ? 'π‘οΈ' : 'π»', 1000);
} else if (message.includes('speed')) {
triggerEffect(target, isIncrease ? 'speedUp' : 'speedDown', isIncrease ? 'π¨' : 'π', 1000);
} else if (message.includes('accuracy')) {
triggerEffect(target, isIncrease ? 'accuracyUp' : 'accuracyDown', isIncrease ? 'π―' : 'ποΈ', 1000);
}
}
// Healing effects
if (message.includes('recovered') && message.includes('HP')) {
const target = message.includes(playerName) ? 'player' : 'enemy';
triggerEffect(target, 'heal', 'π', 1000);
// Update HP bar immediately for healing animation sync
updateUIFromBattleState();
}
// Miss effects
if (message.includes('missed')) {
triggerEffect('both', 'miss', 'π«', 800);
}
// Faint effects - only trigger when we see the faint message from battle log
// Don't trigger here since we handle it in finalizeTurn for proper sequencing
}
function triggerDamageFlash(target: 'player' | 'enemy') {
if (target === 'player') {
playerFlash = true;
setTimeout(() => playerFlash = false, 1000); // Match original Snaplings flicker duration
} else {
enemyFlash = true;
setTimeout(() => enemyFlash = false, 1000); // Match original Snaplings flicker duration
}
}
function triggerFaintAnimation(target: 'player' | 'enemy') {
if (target === 'player') {
playerFaint = true;
// Don't reset - faint animation should persist until battle ends
} else {
enemyFaint = true;
// Don't reset - faint animation should persist until battle ends
}
}
function triggerLungeAnimation(target: 'player' | 'enemy') {
if (target === 'player') {
playerLunge = true;
setTimeout(() => playerLunge = false, 600); // Reset after animation
} else {
enemyLunge = true;
setTimeout(() => enemyLunge = false, 600); // Reset after animation
}
}
function triggerEffect(target: 'player' | 'enemy' | 'both', type: string, emoji: string, duration: number) {
const effect = { type, emoji, duration };
if (target === 'player' || target === 'both') {
playerEffects = [...playerEffects, effect];
setTimeout(() => {
playerEffects = playerEffects.filter(e => e !== effect);
}, duration);
}
if (target === 'enemy' || target === 'both') {
enemyEffects = [...enemyEffects, effect];
setTimeout(() => {
enemyEffects = enemyEffects.filter(e => e !== effect);
}, duration);
}
}
function showMessageSequence(messages: string[], callback: () => void) {
if (!messages || messages.length === 0) {
callback();
return;
}
messageQueue = messages;
currentMessageIndex = 0;
continueCallback = callback;
// Show first message and trigger its effects
currentMessage = messageQueue[0];
waitingForContinue = true;
// Trigger visual effects automatically after text appears (with small delay for text animation)
setTimeout(() => {
triggerVisualEffectsFromMessage(currentMessage);
}, 500); // Allow time for typewriter text to complete
}
function selectEnemyMove(): MoveAction | null {
const availableEnemyMoves = battleState.opponentPiclet.moves.filter(m => m.currentPP > 0);
if (availableEnemyMoves.length === 0) {
currentMessage = `${currentEnemyPiclet.nickname} has no moves left!`;
return null;
}
if (isWildBattle) {
// Wild Piclets always use completely random moves (no trainer strategy)
const randomEnemyMove = availableEnemyMoves[Math.floor(Math.random() * availableEnemyMoves.length)];
const enemyMoveIndex = battleState.opponentPiclet.moves.indexOf(randomEnemyMove);
return {
type: 'move',
moveIndex: enemyMoveIndex
};
} else {
// Trainer battles - currently also random, but could be enhanced with AI later
const randomEnemyMove = availableEnemyMoves[Math.floor(Math.random() * availableEnemyMoves.length)];
const enemyMoveIndex = battleState.opponentPiclet.moves.indexOf(randomEnemyMove);
return {
type: 'move',
moveIndex: enemyMoveIndex
};
}
}
function handleContinueTap() {
if (!waitingForContinue || !messageQueue.length) return;
currentMessageIndex++;
if (currentMessageIndex >= messageQueue.length) {
// Sequence finished
waitingForContinue = false;
messageQueue = [];
currentMessageIndex = 0;
if (continueCallback) {
continueCallback();
continueCallback = null;
}
} else {
// Show next message
currentMessage = messageQueue[currentMessageIndex];
// Trigger visual effects automatically after text appears
setTimeout(() => {
triggerVisualEffectsFromMessage(currentMessage);
}, 500); // Allow time for typewriter text to complete
}
}
function updateUIFromBattleState() {
if (!battleState) return;
// Check if player Piclet has changed (indicating auto-switch due to fainting)
const newPlayerPiclet = battlePicletToInstance(battleState.playerPiclet, currentPlayerPiclet);
const playerPicletChanged = currentPlayerPiclet.id !== newPlayerPiclet.id;
if (playerPicletChanged) {
// Player Piclet auto-switched due to fainting - show transition
showWhiteFlash = true;
setTimeout(() => {
currentPlayerPiclet = newPlayerPiclet;
playerHpPercentage = battleState.playerPiclet.currentHp / battleState.playerPiclet.maxHp;
showWhiteFlash = false;
}, 300);
} else {
// Normal update without switch
currentPlayerPiclet = newPlayerPiclet;
playerHpPercentage = battleState.playerPiclet.currentHp / battleState.playerPiclet.maxHp;
}
// Update enemy piclet state
currentEnemyPiclet = battlePicletToInstance(battleState.opponentPiclet, currentEnemyPiclet);
enemyHpPercentage = battleState.opponentPiclet.currentHp / battleState.opponentPiclet.maxHp;
}
function handlePicletSelect(piclet: PicletInstance) {
if (!battleEngine) return;
battlePhase = 'main';
processingTurn = true;
// Find the index of the selected piclet in the roster
const picletIndex = rosterPiclets.findIndex(p => p.id === piclet.id);
if (picletIndex === -1) {
console.error('Selected piclet not found in roster');
processingTurn = false;
return;
}
// Show the switch message and trigger white flash animation
currentMessage = `Go, ${piclet.nickname}!`;
showWhiteFlash = true;
// After flash, update display
setTimeout(() => {
currentPlayerPiclet = piclet;
playerHpPercentage = piclet.currentHp / piclet.maxHp;
showWhiteFlash = false;
}, 300);
const switchAction: SwitchAction = {
type: 'switch',
piclet: 'player',
newPicletIndex: picletIndex
};
try {
// Select enemy move (wild Piclets always random, trainers could use AI)
const enemyAction = selectEnemyMove();
if (!enemyAction) {
processingTurn = false;
return;
}
// Allow time for the visual switch to be seen before processing the turn
setTimeout(() => {
// Get log entries before action to track new messages
const logBefore = battleEngine.getLog();
// Execute the turn - switching vs enemy move
battleEngine.executeActions(switchAction, enemyAction);
battleState = battleEngine.getState();
processAfterSwitchTurn(logBefore);
}, 1000); // 1 second delay to show the switch visually
} catch (error) {
console.error('Battle engine error:', error);
currentMessage = 'Unable to switch Piclets!';
processingTurn = false;
}
}
function processAfterSwitchTurn(logBefore: string[]) {
try {
// Get only the new log entries from this turn
const logAfter = battleEngine.getLog();
const newLogEntries = logAfter.slice(logBefore.length);
// Filter out faint messages since we handle them manually for proper sequencing
const filteredLogEntries = newLogEntries.filter(message => !message.includes('fainted'));
const result = { log: filteredLogEntries };
// Show battle messages with tap-to-continue system
if (result.log && result.log.length > 0) {
showMessageSequence(result.log, finalizeSwitchTurn);
} else {
finalizeSwitchTurn();
}
function finalizeSwitchTurn() {
// Update UI state from battle engine
updateUIFromBattleState();
// Check for battle end - only show faint message
if (battleState.winner) {
battleEnded = true;
const defeatedPiclet = battleState.winner === 'player' ? currentEnemyPiclet : currentPlayerPiclet;
// Show the faint message and trigger animation
currentMessage = `${defeatedPiclet.nickname} fainted!`;
// Trigger faint animation for the defeated Piclet
if (battleState.winner === 'player') {
enemyFaint = true;
} else {
playerFaint = true;
}
// Wait for faint message, then process battle results
setTimeout(async () => {
await handleBattleResults(battleState.winner === 'player');
}, 2500); // Wait time for faint message and animation
} else {
setTimeout(() => {
currentMessage = `What will ${currentPlayerPiclet.nickname} do?`;
processingTurn = false;
}, 1000);
}
}
} catch (error) {
console.error('Switch error:', error);
currentMessage = 'Unable to switch Piclets!';
processingTurn = false;
}
}
function handleBack() {
battlePhase = 'main';
}
async function handleBattleResults(playerWon: boolean) {
if (playerWon) {
// Calculate XP gained from defeating the enemy
const xpGained = calculateBattleXp(currentEnemyPiclet, 1);
if (xpGained > 0) {
// Animate XP gain by updating UI first
const updatedPlayerPiclet = {
...currentPlayerPiclet,
xp: currentPlayerPiclet.xp + xpGained
};
currentPlayerPiclet = updatedPlayerPiclet;
// Wait a moment for XP bar animation
await new Promise(resolve => setTimeout(resolve, 1500));
// Process any level ups
const { newInstance, levelUpInfo } = processAllLevelUps(updatedPlayerPiclet);
// Save updated Piclet to database
if (newInstance.id) {
await db.picletInstances.update(newInstance.id, newInstance);
}
// Update local state with final leveled instance
currentPlayerPiclet = newInstance;
// Show level up results if any occurred
if (levelUpInfo.length > 0) {
battleResults = {
victory: true,
xpGained,
levelUps: levelUpInfo,
newLevel: newInstance.level
};
battleResultsVisible = true;
// Auto-dismiss after showing level up
setTimeout(() => {
battleResultsVisible = false;
onBattleEnd(true);
}, 4000);
} else {
// No level up, just end battle
onBattleEnd(true);
}
} else {
onBattleEnd(true);
}
} else {
// Player lost - no XP gained
onBattleEnd(false);
}
}
</script>
<div class="battle-page" transition:fade={{ duration: 300 }}>
<nav class="battle-nav">
<button class="back-button" on:click={() => onBattleEnd('cancelled')} style="display: none;">
β Back
</button>
<h1>{isWildBattle ? 'Wild Battle' : 'Battle'}</h1>
<div class="nav-spacer"></div>
</nav>
<div class="battle-content">
<BattleField
playerPiclet={currentPlayerPiclet}
enemyPiclet={currentEnemyPiclet}
{playerHpPercentage}
{enemyHpPercentage}
showIntro={battlePhase === 'intro'}
{battleState}
{playerEffects}
{enemyEffects}
{playerFlash}
{enemyFlash}
{playerFaint}
{enemyFaint}
{playerLunge}
{enemyLunge}
{isWildBattle}
{showWhiteFlash}
{playerTrainerVisible}
{enemyTrainerVisible}
{playerTrainerSlideOut}
{enemyTrainerSlideOut}
/>
<BattleControls
{currentMessage}
{battlePhase}
{processingTurn}
{battleEnded}
{isWildBattle}
playerPiclet={currentPlayerPiclet}
enemyPiclet={currentEnemyPiclet}
{rosterPiclets}
{battleState}
{waitingForContinue}
onAction={handleAction}
onMoveSelect={handleMoveSelect}
onPicletSelect={handlePicletSelect}
onBack={handleBack}
onContinueTap={handleContinueTap}
/>
</div>
<!-- Battle Results Overlay -->
{#if battleResultsVisible}
<div class="battle-results-overlay" transition:fade={{ duration: 300 }}>
<div class="battle-results-card">
<h2>{battleResults.victory ? 'Victory!' : 'Defeat!'}</h2>
{#if battleResults.levelUps.length > 0}
{#each battleResults.levelUps as levelUp}
<div class="level-up" transition:fade={{ duration: 500 }}>
<h3>π Level Up! π</h3>
<p><strong>{currentPlayerPiclet.nickname}</strong> grew to level <strong>{levelUp.newLevel}</strong>!</p>
<div class="stat-changes">
{#if levelUp.statChanges.hp > 0}
<div class="stat-change">HP +{levelUp.statChanges.hp}</div>
{/if}
{#if levelUp.statChanges.attack > 0}
<div class="stat-change">Attack +{levelUp.statChanges.attack}</div>
{/if}
{#if levelUp.statChanges.defense > 0}
<div class="stat-change">Defense +{levelUp.statChanges.defense}</div>
{/if}
{#if levelUp.statChanges.speed > 0}
<div class="stat-change">Speed +{levelUp.statChanges.speed}</div>
{/if}
</div>
</div>
{/each}
{/if}
</div>
</div>
{/if}
</div>
<style>
.battle-page {
position: fixed;
inset: 0;
z-index: 1000;
height: 100vh;
display: flex;
flex-direction: column;
background: #f8f9fa;
overflow: hidden;
padding-top: env(safe-area-inset-top);
}
@media (max-width: 768px) {
.battle-page {
background: white;
}
.battle-page::before {
content: '';
position: absolute;
top: 0;
left: 0;
right: 0;
height: env(safe-area-inset-top);
background: white;
z-index: 1;
}
}
.battle-nav {
display: none; /* Hide navigation in battle */
}
.back-button {
background: none;
border: none;
color: #007bff;
font-size: 1rem;
cursor: pointer;
padding: 0.5rem;
}
.battle-nav h1 {
margin: 0;
font-size: 1.25rem;
font-weight: 600;
color: #1a1a1a;
position: absolute;
left: 50%;
transform: translateX(-50%);
}
.nav-spacer {
width: 60px;
}
.battle-content {
flex: 1;
display: flex;
flex-direction: column;
overflow: hidden;
position: relative;
background: #f8f9fa;
}
/* Battle Results Overlay */
.battle-results-overlay {
position: fixed;
inset: 0;
background: rgba(0, 0, 0, 0.8);
display: flex;
align-items: center;
justify-content: center;
z-index: 2000;
}
.battle-results-card {
background: white;
border-radius: 16px;
padding: 2rem;
max-width: 400px;
width: 90%;
text-align: center;
box-shadow: 0 8px 32px rgba(0, 0, 0, 0.3);
}
.battle-results-card h2 {
margin: 0 0 1rem 0;
font-size: 1.8rem;
font-weight: 700;
color: #1a1a1a;
}
.level-up {
background: linear-gradient(135deg, #fff3e0 0%, #ffcc02 100%);
border-radius: 12px;
padding: 1.5rem;
margin: 1rem 0;
border: 3px solid #ff6f00;
animation: levelUpPulse 0.6s ease-in-out;
}
.level-up h3 {
margin: 0 0 0.5rem 0;
font-size: 1.4rem;
color: #e65100;
text-shadow: 1px 1px 2px rgba(0, 0, 0, 0.1);
}
.level-up p {
margin: 0 0 1rem 0;
font-size: 1.2rem;
color: #bf360c;
}
.stat-changes {
display: flex;
flex-wrap: wrap;
gap: 0.5rem;
justify-content: center;
}
.stat-change {
background: rgba(76, 175, 80, 0.2);
border: 1px solid #4caf50;
border-radius: 20px;
padding: 0.25rem 0.75rem;
font-size: 0.9rem;
font-weight: 600;
color: #2e7d32;
}
@keyframes levelUpPulse {
0% {
transform: scale(0.9);
opacity: 0;
}
50% {
transform: scale(1.05);
}
100% {
transform: scale(1);
opacity: 1;
}
}
</style> |