Fraser commited on
Commit
5d91440
·
1 Parent(s): 3c1b1fe
src/lib/components/Battle/BattleField.svelte CHANGED
@@ -111,14 +111,14 @@
111
 
112
  <!-- Player Trainer -->
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  {#if playerTrainerVisible}
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- <div class="player-trainer" class:slide-out-left={playerTrainerSlideOut} transition:fade={{ duration: 300 }}>
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  <img src="/assets/default_trainer.png" alt="Player Trainer" />
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  </div>
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  {/if}
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  <!-- Enemy Trainer (only for trainer battles) -->
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  {#if !isWildBattle && enemyTrainerVisible}
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- <div class="enemy-trainer" class:slide-out-right={enemyTrainerSlideOut} transition:fade={{ duration: 300 }}>
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  <img src="/assets/default_trainer.png" alt="Enemy Trainer" />
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  </div>
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  {/if}
@@ -280,7 +280,7 @@
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  .player-trainer img {
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  width: 120px;
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  height: auto;
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- transform: scaleX(-1); /* Face right */
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  }
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286
  .player-trainer.slide-out-left {
 
111
 
112
  <!-- Player Trainer -->
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  {#if playerTrainerVisible}
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+ <div class="player-trainer" class:slide-out-left={playerTrainerSlideOut}>
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  <img src="/assets/default_trainer.png" alt="Player Trainer" />
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  </div>
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  {/if}
118
 
119
  <!-- Enemy Trainer (only for trainer battles) -->
120
  {#if !isWildBattle && enemyTrainerVisible}
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+ <div class="enemy-trainer" class:slide-out-right={enemyTrainerSlideOut}>
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  <img src="/assets/default_trainer.png" alt="Enemy Trainer" />
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  </div>
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  {/if}
 
280
  .player-trainer img {
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  width: 120px;
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  height: auto;
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+ /* Remove horizontal flip - trainer should face naturally */
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  }
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286
  .player-trainer.slide-out-left {
src/lib/components/Pages/Battle.svelte CHANGED
@@ -179,7 +179,9 @@
179
  // Get only the new log entries from this turn
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  const logAfter = battleEngine.getLog();
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  const newLogEntries = logAfter.slice(logBefore.length);
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- const result = { log: newLogEntries };
 
 
183
 
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  // Show battle messages with timing and visual effects
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  if (result.log && result.log.length > 0) {
@@ -223,7 +225,7 @@
223
  playerFaint = true;
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  }
225
 
226
- // Wait for faint animation, then show win/loss message
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  setTimeout(() => {
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  const winMessage = battleState.winner === 'player'
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  ? 'You won!'
@@ -234,7 +236,7 @@
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  setTimeout(async () => {
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  await handleBattleResults(battleState.winner === 'player');
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  }, 1500);
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- }, 2000); // Wait for faint animation
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  } else {
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  setTimeout(() => {
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  currentMessage = `What will ${currentPlayerPiclet.nickname} do?`;
@@ -469,7 +471,9 @@
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  // Get only the new log entries from this turn
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  const logAfter = battleEngine.getLog();
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  const newLogEntries = logAfter.slice(logBefore.length);
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- const result = { log: newLogEntries };
 
 
473
 
474
  // Show battle messages with timing and visual effects
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  if (result.log && result.log.length > 0) {
@@ -513,7 +517,7 @@
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  playerFaint = true;
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  }
515
 
516
- // Wait for faint animation, then show win/loss message
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  setTimeout(() => {
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  const winMessage = battleState.winner === 'player'
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  ? 'You won!'
@@ -524,7 +528,7 @@
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  setTimeout(async () => {
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  await handleBattleResults(battleState.winner === 'player');
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  }, 1500);
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- }, 2000); // Wait for faint animation
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  } else {
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  setTimeout(() => {
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  currentMessage = `What will ${currentPlayerPiclet.nickname} do?`;
 
179
  // Get only the new log entries from this turn
180
  const logAfter = battleEngine.getLog();
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  const newLogEntries = logAfter.slice(logBefore.length);
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+ // Filter out faint messages since we handle them manually for proper sequencing
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+ const filteredLogEntries = newLogEntries.filter(message => !message.includes('fainted'));
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+ const result = { log: filteredLogEntries };
185
 
186
  // Show battle messages with timing and visual effects
187
  if (result.log && result.log.length > 0) {
 
225
  playerFaint = true;
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  }
227
 
228
+ // Wait for faint message to be displayed, then show win/loss message
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  setTimeout(() => {
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  const winMessage = battleState.winner === 'player'
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  ? 'You won!'
 
236
  setTimeout(async () => {
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  await handleBattleResults(battleState.winner === 'player');
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  }, 1500);
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+ }, 2500); // Increased wait time to ensure faint message is seen
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  } else {
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  setTimeout(() => {
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  currentMessage = `What will ${currentPlayerPiclet.nickname} do?`;
 
471
  // Get only the new log entries from this turn
472
  const logAfter = battleEngine.getLog();
473
  const newLogEntries = logAfter.slice(logBefore.length);
474
+ // Filter out faint messages since we handle them manually for proper sequencing
475
+ const filteredLogEntries = newLogEntries.filter(message => !message.includes('fainted'));
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+ const result = { log: filteredLogEntries };
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478
  // Show battle messages with timing and visual effects
479
  if (result.log && result.log.length > 0) {
 
517
  playerFaint = true;
518
  }
519
 
520
+ // Wait for faint message to be displayed, then show win/loss message
521
  setTimeout(() => {
522
  const winMessage = battleState.winner === 'player'
523
  ? 'You won!'
 
528
  setTimeout(async () => {
529
  await handleBattleResults(battleState.winner === 'player');
530
  }, 1500);
531
+ }, 2500); // Increased wait time to ensure faint message is seen
532
  } else {
533
  setTimeout(() => {
534
  currentMessage = `What will ${currentPlayerPiclet.nickname} do?`;