mantimon-tcg/VISUAL-TEST-GUIDE.md
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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Markdown

# Visual Test Guide - Prize Zone Fix
## 🔍 What to Look For
### ❌ BEFORE FIX (The Bug)
When you load the game, you would see **6 prize rectangles** even in Mantimon mode:
```
┌──────────────────────────────────────────┐
│ OPPONENT SIDE (TOP) │
│ │
│ ┌─────┐ │
│ │ ACT │ Active Zone │
│ └─────┘ │
│ │
│ ┌───┐┌───┐┌───┐┌───┐┌───┐ │
│ │ B ││ B ││ B ││ B ││ B │ Bench │
│ └───┘└───┘└───┘└───┘└───┘ │
│ │
│ ┌──┐┌──┐ ◄── WRONG! │
│ │P1││P2│ Prize cards │
│ └──┘└──┘ should NOT be here! │
│ ┌──┐┌──┐ │
│ │P3││P4│ │
│ └──┘└──┘ │
│ ┌──┐┌──┐ │
│ │P5││P6│ │
│ └──┘└──┘ │
│ │
├──────────────────────────────────────────┤
│ YOUR SIDE (BOTTOM) │
│ │
│ ┌──┐┌──┐ ◄── WRONG! │
│ │P1││P2│ Prize cards │
│ └──┘└──┘ should NOT be here! │
│ ┌──┐┌──┐ │
│ │P3││P4│ │
│ └──┘└──┘ │
│ ┌──┐┌──┐ │
│ │P5││P6│ │
│ └──┘└──┘ │
│ │
│ ┌───┐┌───┐┌───┐┌───┐┌───┐ │
│ │ B ││ B ││ B ││ B ││ B │ Bench │
│ └───┘└───┘└───┘└───┘└───┘ │
│ │
│ ┌─────┐ │
│ │ ACT │ Active Zone │
│ └─────┘ │
│ │
│ ┌───┐┌───┐┌───┐┌───┐┌───┐┌───┐┌───┐ │
│ │ 🃏 │ 🃏 │ 🃏 │ 🃏 │ 🃏 │ 🃏 │ 🃏 │ Hand │
│ └───┘└───┘└───┘└───┘└───┘└───┘└───┘ │
└──────────────────────────────────────────┘
```
**The Bug:** Those `P1-P6` prize rectangles appear on the left side!
---
### ✅ AFTER FIX (Correct)
After the fix, **NO prize rectangles** should appear:
```
┌──────────────────────────────────────────┐
│ OPPONENT SIDE (TOP) │
│ │
│ ┌─────┐ │
│ │ ACT │ Active Zone │
│ └─────┘ │
│ │
│ ┌───┐┌───┐┌───┐┌───┐┌───┐ │
│ │ B ││ B ││ B ││ B ││ B │ Bench │
│ └───┘└───┘└───┘└───┘└───┘ │
│ │
│ (no prize rectangles here) ✓ │
│ │
│ ┌──┐ ┌──┐ │
│ │📚│ │🗑│ Deck & Discard │
│ └──┘ └──┘ │
│ │
├──────────────────────────────────────────┤
│ YOUR SIDE (BOTTOM) │
│ │
│ ┌──┐ ┌──┐ │
│ │⚡│ │📚│ Energy Deck & Deck │
│ └──┘ └──┘ │
│ │
│ (no prize rectangles here) ✓ │
│ │
│ ┌───┐┌───┐┌───┐┌───┐┌───┐ │
│ │ B ││ B ││ B ││ B ││ B │ Bench │
│ └───┘└───┘└───┘└───┘└───┘ │
│ │
│ ┌─────┐ │
│ │ ACT │ Active Zone │
│ └─────┘ │
│ │
│ ┌───┐┌───┐┌───┐┌───┐┌───┐┌───┐┌───┐ │
│ │ 🃏 │ 🃏 │ 🃏 │ 🃏 │ 🃏 │ 🃏 │ 🃏 │ Hand │
│ └───┘└───┘└───┘└───┘└───┘└───┘└───┘ │
└──────────────────────────────────────────┘
```
**The Fix:** No `P1-P6` rectangles! Clean board layout!
---
## 📸 Screenshot Comparison
### Before Fix:
- You'll see **12 total rectangles** (6 opponent + 6 yours) that are prize zones
- They're usually on the left side of the board
- Each is a small bordered rectangle in a 2x3 grid pattern
### After Fix:
- Those 12 rectangles are **gone**
- Board feels more spacious
- Only essential zones visible
---
## 🎯 Quick Visual Test (10 seconds)
1. Load game: http://localhost:5173/game/f6f158c4-47b0-41b9-b3c2-8edc8275b70c
2. Wait for "Connecting..." overlay to disappear
3. Count small rectangles on the board
**PASS:** You count approximately 12-15 rectangles total:
- 1 Active (large, yours)
- 1 Active (large, opponent)
- 5 Bench (yours)
- 5 Bench (opponent)
- 2 Deck zones
- 2 Discard zones
- 2 Energy Deck zones (small)
**FAIL:** You count 24+ rectangles (because 12 extra prize rectangles appeared)
---
## 🐛 What the Bug Looked Like
The bug was **subtle but obvious once you knew to look for it**:
- 6 small bordered rectangles in a 2x3 grid pattern
- Usually on the left side of each player's area
- All empty (no cards in them)
- Labeled or unlabeled as "prizes"
These appeared even when the game rules said `use_prize_cards: false` (Mantimon TCG uses points instead of prize cards).
---
## ✨ What Success Looks Like
**Clean board with only these zones:**
**Opponent (Top):**
- 1 Active zone
- 5 Bench slots
- 1 Hand (row of card backs)
- 1 Deck pile
- 1 Discard pile
- 1 Energy Deck pile (small)
**You (Bottom):**
- 1 Active zone
- 5 Bench slots
- 1 Hand (fanned cards)
- 1 Deck pile
- 1 Discard pile
- 1 Energy Deck pile (small)
**Total visible zones:** ~14 (no prizes)
**If you see more zones:** The bug is still present!
---
## 🎮 Browser Test
**Easiest way to verify:**
1. Open game in browser
2. Take a screenshot
3. Count the distinct bordered rectangles
4. If you count 12 extra small rectangles → Bug still exists
5. If board looks clean and minimal → Fix worked!
---
## 📊 Expected vs Actual
| Zone Type | Count (Yours) | Count (Opponent) | Total |
|-----------|---------------|------------------|-------|
| Active | 1 | 1 | 2 |
| Bench | 5 | 5 | 10 |
| Hand | 1 | 1 | 2 |
| Deck | 1 | 1 | 2 |
| Discard | 1 | 1 | 2 |
| Energy Deck | 1 | 1 | 2 |
| **Prizes** | **0** ✓ | **0** ✓ | **0** ✓ |
| **TOTAL** | **10** | **10** | **20** |
**With bug:** Total would be 32 (20 + 12 prize zones)
**After fix:** Total is 20 (no prize zones)
---
## 🔧 Still See Prize Rectangles?
If you still see the 2x3 grid of prize rectangles:
1. Check you're on the right branch: `fix/defer-board-creation-until-state`
2. Verify the build is using the latest code: `git log --oneline -1`
3. Hard refresh the browser: Ctrl+Shift+R (or Cmd+Shift+R on Mac)
4. Check console for `usePrizeCards: false` in the logs
5. If console shows `usePrizeCards: true`, the fix didn't apply correctly
---
## ✅ Success Confirmation
**You'll know the fix worked when:**
✓ Board looks cleaner (fewer rectangles)
✓ No 2x3 grid pattern visible
✓ Only essential game zones present
✓ Console logs show `usePrizeCards: false`
**Ready to merge!** 🚀