mantimon-tcg/frontend/package.json
Cal Corum 0d416028c0
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
2026-02-02 15:30:27 -06:00

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{
"name": "mantimon-tcg-frontend",
"private": true,
"version": "0.1.0",
"type": "module",
"scripts": {
"dev": "vite",
"build": "vue-tsc -b && vite build",
"preview": "vite preview",
"test": "vitest",
"test:watch": "vitest --watch",
"lint": "eslint . --ext .vue,.js,.jsx,.cjs,.mjs,.ts,.tsx,.cts,.mts --fix",
"typecheck": "vue-tsc --noEmit"
},
"dependencies": {
"@tailwindcss/postcss": "^4.1.18",
"@vueuse/core": "^14.2.0",
"mitt": "^3.0.1",
"phaser": "^3.90.0",
"pinia": "^3.0.2",
"pinia-plugin-persistedstate": "^4.2.0",
"socket.io-client": "^4.8.1",
"vue": "^3.5.24",
"vue-router": "^4.5.0"
},
"devDependencies": {
"@eslint/js": "^9.39.2",
"@types/node": "^24.10.1",
"@vitejs/plugin-vue": "^6.0.1",
"@vitest/coverage-v8": "^3.2.4",
"@vue/test-utils": "^2.4.6",
"@vue/tsconfig": "^0.8.1",
"autoprefixer": "^10.4.21",
"eslint": "^9.21.0",
"eslint-plugin-vue": "^10.1.0",
"globals": "^17.2.0",
"jsdom": "^27.4.0",
"postcss": "^8.5.3",
"tailwindcss": "^4.1.4",
"typescript": "~5.9.3",
"typescript-eslint": "^8.54.0",
"vite": "^7.2.4",
"vitest": "^3.1.2",
"vue-tsc": "^3.1.4"
}
}