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Browse files
src/lib/components/Battle/BattleField.svelte
CHANGED
@@ -111,14 +111,14 @@
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<!-- 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}
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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}
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<img src="/assets/default_trainer.png" alt="Enemy Trainer" />
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</div>
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{/if}
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@@ -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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-
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}
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.player-trainer.slide-out-left {
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<!-- 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}
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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}>
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<img src="/assets/default_trainer.png" alt="Enemy Trainer" />
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</div>
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{/if}
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.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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.player-trainer.slide-out-left {
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src/lib/components/Pages/Battle.svelte
CHANGED
@@ -179,7 +179,9 @@
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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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-
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// Show battle messages with timing and visual effects
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if (result.log && result.log.length > 0) {
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@@ -223,7 +225,7 @@
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playerFaint = true;
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}
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-
// Wait for faint
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setTimeout(() => {
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const winMessage = battleState.winner === 'player'
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? 'You won!'
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@@ -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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-
},
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} else {
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setTimeout(() => {
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currentMessage = `What will ${currentPlayerPiclet.nickname} do?`;
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@@ -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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-
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// Show battle messages with timing and visual effects
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if (result.log && result.log.length > 0) {
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@@ -513,7 +517,7 @@
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playerFaint = true;
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}
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-
// Wait for faint
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setTimeout(() => {
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const winMessage = battleState.winner === 'player'
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? 'You won!'
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@@ -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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-
},
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} else {
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setTimeout(() => {
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currentMessage = `What will ${currentPlayerPiclet.nickname} do?`;
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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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+
// 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 };
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// Show battle messages with timing and visual effects
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if (result.log && result.log.length > 0) {
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playerFaint = true;
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}
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+
// 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!'
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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?`;
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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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+
// 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 };
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// Show battle messages with timing and visual effects
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if (result.log && result.log.length > 0) {
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playerFaint = true;
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}
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+
// 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!'
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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?`;
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