test/coverage-improvements
3 Commits
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0d416028c0
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Fix prize zone rendering in Mantimon TCG mode (#2)
* Fix hand card rotation direction Cards now fan outward correctly instead of curling inward * Update StateRenderer to require MatchScene type for type safety - Change constructor parameter from Phaser.Scene to MatchScene - Update scene property type to MatchScene - Add import for MatchScene type - Update JSDoc example to reflect type-safe constructor * Defer Board creation to StateRenderer for correct rules config - Make board property nullable (Board | null instead of Board?) - Remove Board and createBoard imports (now handled by StateRenderer) - Update setupBoard() to skip Board creation - Add setBoard() method for StateRenderer to call - Update clearBoard() to use null instead of undefined - Add JSDoc explaining why Board creation is deferred * Create Board in StateRenderer with correct layout options - Add Board and createBoard imports - Add board property to StateRenderer - Create Board in render() on first call with correct rules_config - Add debug logging for Board creation and zone creation - Update clear() to destroy Board when clearing - Board now created after we have rules_config from first state * Add fatal error handling with toast notification and auto-redirect - Add 'fatal-error' event to GameBridgeEvents type - Import and initialize useToast in GamePage - Listen for 'fatal-error' event from Phaser - Show error toast that persists until redirect - Show full-screen fatal error overlay with countdown - Auto-redirect to /play after 3 seconds - Update StateRenderer to emit 'fatal-error' when Board creation fails * Gate debug logging with DEV flag - Add DEBUG_RENDERER constant gated by import.meta.env.DEV - Update all console.log statements in StateRenderer to only log in development - Keep console.error and console.warn as they are (always show errors) - Debug logs now only appear during development, not in production * Fix code audit issues - add missing imports and improve error UX Critical fixes: - Add missing gameBridge import to StateRenderer (fixes runtime error in fatal error handler) - Add missing Board type import to MatchScene (fixes TypeScript compilation error) UX improvements: - Replace fatal error auto-redirect with manual 'Return to Menu' button - Add toast notification when resignation fails - Give users unlimited time to read fatal errors before returning Addresses issues found in frontend code audit: - errors.missing-import (StateRenderer.ts:166) - errors.missing-type-import (MatchScene.ts:84) - errors.catch-only-console (GamePage.vue:145) - architecture.missing-fatal-error-handling (GamePage.vue:261) * Add CONTRIBUTING policy and fix pre-existing lint/test errors - Add CONTRIBUTING.md with strict policy: never use --no-verify without approval - Add comprehensive testing documentation (TESTING.md, VISUAL-TEST-GUIDE.md) - Add test-prize-fix.md quick test checklist and verify-fix.sh script Lint fixes (enables pre-commit hooks): - Remove unused imports in 9 files - Fix unused variables (underscore convention) - Replace 'as any' type assertions with proper VisibleGameState types - Add missing CARD_WIDTH_MEDIUM import in layout.spec.ts - All ESLint errors now resolved (only acceptable warnings remain) Test fixes (all 1000 tests now passing): - Fix layout.spec.ts: Add missing CARD_WIDTH_MEDIUM import - Fix PlayPage.spec.ts: Update test to use actual hardcoded UUIDs - Fix useAuth.spec.ts: Mock API profile fetch in initialization tests - Fix PhaserGame.spec.ts: Add scenes export to mock and update createGame call expectations This ensures pre-commit hooks work properly going forward and prevents bypassing TypeScript/lint checks that catch errors early. * Add comprehensive test coverage improvement plan - Create PROJECT_PLAN_TEST_COVERAGE.json with 25 structured tasks - Create TEST_COVERAGE_PLAN.md with executive summary and roadmap - Plan addresses critical gaps: game engine (0%), WebSocket (27%) - 6-week roadmap to reach 85% coverage from current 63% - Target: Phase 1 (weeks 1-3) - critical game engine and network tests - Includes quick wins, production blockers, and success metrics Based on coverage analysis showing: - Strong: Composables (84%), Components (90%), Stores (88%) - Critical gaps: Phaser game engine (~5,500 untested lines) - High priority: WebSocket/multiplayer reliability See TEST_COVERAGE_PLAN.md for overview and week-by-week breakdown. * Add coverage tooling and ignore coverage directory - Add @vitest/coverage-v8 package for coverage analysis - Add coverage/ directory to .gitignore - Used during test coverage analysis for PROJECT_PLAN_TEST_COVERAGE.json |
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2986eed142 |
Add F3 demo page with real card data and fix Phaser initialization
- Add /demo route with full game board demo using real card images - Fix PhaserGame.vue to pass scenes array to createGame() - Fix timing issue: listen for gameBridge ready event instead of Phaser core ready - Add card images for Lightning and Fire starter decks (24 Pokemon + 5 energy) - Add mockGameState.ts with realistic Lightning vs Fire matchup - Add demoCards.json/ts with card definitions from backend - Update Card.ts to use image_path from card definitions - Add loadCardImageFromPath() to asset loader for new image format - Update CardDefinition type with image_path and rarity fields Demo verifies: Vue-Phaser state sync, card rendering, damage counters, card click events, and debug controls. Layout issues noted for Phase F4. |
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b9b803da66 |
Scaffold Vue 3 + TypeScript frontend (Phase F0)
Vue 3 with Composition API, Pinia, Vue Router, Tailwind v4: - Vite build with @/ path aliases and backend proxy - TypeScript strict mode with proper type imports - Pinia stores (auth, game) with setup syntax and persistence - Vue Router with auth guards and lazy-loaded routes - Tailwind v4 with custom theme (Pokemon types, dark UI) - Vitest configured for component testing - ESLint v9 flat config with Vue/TypeScript support Pages: Home, Login, Register, Campaign, Collection, DeckBuilder, Match Components: AppHeader with auth-aware navigation Types: Card, GameState, Player, Deck, Campaign types Also adds frontend-code-audit skill with patterns for: - Error handling (unhandled promises, empty catches) - Security (XSS, token storage, input validation) - Architecture (Composition API, Pinia patterns, Phaser rules) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> |