53 Commits

Author SHA1 Message Date
fb299d11f9 Hidden mini-game: "Who's that Pokémon?"
Guess the Pokémon from its silhouette (official artwork, filter:brightness(0)
until revealed). Streak + best + win% persisted in pdx.whosThat. Three
misses auto-reveal; hints (letter count, then first letter) after wrong
guesses; guess matching is punctuation/space/case-insensitive.

Not in the nav or any link. Reached by the Konami code (↑↑↓↓←→←→BA,
lib/konami.js wired in main.js), seven quick taps on the nav wordmark, or
the bare #/whos-that hash once you know it.

9 new unit tests for the konami matcher (sequence, case-insensitivity,
rewind, partial).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
2026-09-10 12:34:45 -04:00
3f887b2f8a Add a National reset; replace native confirm()/alert() with the app dialog
- selection: clearAllGames() wipes seen/caught for every game but keeps
  the global favorites/notes record.
- Progress view: a "Reset caught / seen…" action (custom dialog) that
  calls clearAllGames — the soft, favorites-preserving reset. Settings →
  "Clear tracking data" stays as the full wipe (now spells out that it
  also drops favorites and notes, and points here for the softer one).
- Swept the remaining window.confirm / window.alert calls
  (Settings clear-tracking, clear-cache, backup import result;
  ShinyView delete-hunt) onto chooseDialog for a consistent look.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
2026-09-10 11:58:36 -04:00
edef6bf879 Progress: manage/reset played games; Lighthouse polish
Progress view "Your games" now has an Edit mode: tap a game to open a
dialog to **reset** its caught/seen (keeps it listed) or **remove** it
from the list (also clears its bucket). The currently-selected game can't
be removed (it'd re-add on next launch) — reset only. New
`clearGame(vgKey)` in the selection store.

Lighthouse pass (headless, local): SEO 100, a11y 96, best-practices 96.
- add public/robots.txt (SEO 92 → 100)
- ProgressRing: keep the aria-label in sync with the visible count
  (fixes label-content-name-mismatch)
- .type-chip: text-shadow for white-on-bright-type-colour legibility,
  0.68 → 0.7rem

Still open (design calls, see notes): type-chip colour contrast is
~2–3.7:1 for the lighter types (white on the canonical type colours);
some sub-12px labels; performance is dominated by the ~1 MB snapshot and
the ~1000-card grid.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
2026-09-10 11:46:16 -04:00
671e72972a Apply Prettier to the whole tree
Pure formatting — no behaviour change. Verified: build passes, all 14
routes render, service worker active, no console errors.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
2026-09-10 11:24:31 -04:00
31a00fdf52 Team: fold reference links into the toolbar, drop the duplicate Compare
The reference links sat in their own strip under the header, reading as an
afterthought, and "Compare" appeared both there and as a Team mode.

- Reference links (Natures / Type chart / Breeding) now share one bar with
  the Coverage/Compare/Calc switch — quiet text links on the right, so
  they're still one tap away but clearly secondary chrome, not a pasted-on
  row. Right-aligned on wide screens, wrapping under the switch on mobile.
- Removed the standalone "Compare" reference link. The Team's own Compare
  mode now carries a "Compare any Pokémon →" link to #/compare in its
  intro line, so the free-form compare tool is reachable in context and
  only one "Compare" label is ever visible.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
2026-09-10 10:44:48 -04:00
83cb89aedd Form Dex: name the default slot, larger art, readable labels
- Unown's first slot is now "A" (its base sprite is the A shape), not
  "Default". Other letter/pattern sets keep "Default".
- The grey-out for uncaught entries applied to the whole tile, dimming
  the label text to ~0.55 opacity — unreadable in dark mode. Move the
  grayscale/opacity to just the sprite; the label stays full-contrast.
- Sprites 40 -> 60px, grid cell min 68 -> 88px.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
2026-09-10 10:37:51 -04:00
a70f3c9976 Team: chip-style tool links; Progress: lead with games you've played
The Natures / Type chart / Compare / Breeding links under the Team header
were plain dot-separated text. Make them a row of pill chips with small
accent icon badges (.toollinks / .toollink).

Progress by game showed a caught total for all 32 version groups the
moment anything was marked, since the tracking model is one unified
caught record. Add a "played games" set (pdx.playedGames, vg keys),
auto-marked when a game is selected or a save is imported (savedex now
returns candidate versionGroups per generation). #/progress leads with a
"Your games" section and tucks the rest behind a "Show all other games"
toggle (persisted). Included in JSON export/import.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
2026-09-10 10:34:20 -04:00
f71f1842cd Save import: trim helper text, put it on its own line
Button "Import from a game save" now sits on its own line with the
description "A .sav / .srm from a Gen 1–3 game." beneath it, instead of a
long inline sentence. The dialog already names the detected game and
offers merge vs replace.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
2026-09-10 10:05:19 -04:00
d275117569 Simplify the import dialog copy; spell it "color"
- The save-import dialog body is now just "N seen · N caught in this
  save." — the button labels carry the merge/replace meaning.
- "colour" → "color" throughout (the visible "Accent color" field, plus
  comments and README for consistency).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
2026-09-10 10:01:54 -04:00
840031c48a Import: ask merge vs replace; make the feed progress ring a link
- Save import now opens a small choice dialog (new lib/dialog.js) instead
  of a confirm(): "Add to my Pokédex" (merge, keeps everything) or
  "Replace mine with this". Replace resets seen/caught to exactly the
  save but keeps favourites and notes (new selection.replaceFlags). The
  dialog also explains that caught state is shared across games, so an
  imported save only ever adds species that game has and they count
  toward the National Dex too — no per-game caught flag, by design.
- The dex-feed progress ring is now an <a href="#/progress"> with a
  hover/press nudge — tapping it opens the per-game breakdown.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
2026-09-10 09:52:26 -04:00
5bce0f93f3 Fix swipe hijacking h-scroll; drag bottom sheets down to dismiss
- onSwipe: before claiming a horizontal page-swipe, walk up from the
  touch target for an overflow-x auto/scroll ancestor that can still
  scroll that way (tab strip, moves list, coverage grid) and bail if
  found — sliding those no longer flips to the next Pokémon.
- segThumb: retry placement until the seg is laid out, and observe it for
  resizes, so the sliding pill is positioned on first paint instead of
  only after the first click. Dropped the :has() selector for a
  JS-applied .seg--thumbed class.
- New lib/sheet-drag.js: drag the game sheet / Pokémon picker down by its
  header to dismiss (past ~110px or a flick), else it springs back.
  Header gets touch-action:none + a grab cursor.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
2026-09-10 09:39:16 -04:00
a437f539fc Animation pass: shared-element morph, sliding tabs, count-ups
New lib/anim.js (countUp, fadeSlideIn, segThumb), all reduced-motion
aware:

- Shared-element morph: tapping a card tags its art with
  view-transition-name; the detail skeleton now renders the real sprite
  at hero size (router passes the match, animates the skeleton mount), so
  the sprite flies from the grid into the hero and the skeleton→content
  swap is seamless.
- Segmented controls (Team / Search / Breeding) get a sliding pill that
  measures each button and eases between them.
- Count-ups: the dex-feed progress number and the detail Stats total
  tick up.
- Detail tab content fades/rises on switch.
- Global :active scale-press on buttons/chips/rows, plus soft
  background/border transitions.
- Hero sprite has a slow idle bob.
- Router swallows the AbortError when a fast follow-up nav skips an
  in-flight view transition.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
2026-09-10 09:22:08 -04:00
2e4d9ab329 Version-exclusive badges on dex cards
build-snapshot: a new pass fetches /pokemon/:id/encounters for every
species and records, per game, the versions it has wild encounters in —
when that's a non-empty strict subset of the game's versions,
species.exclusiveIn[vg] holds them. Wild-only, so gift/trade/evolution
exclusives are missed.

Card: with a specific game selected, shows a "<Version> only" pill
(e.g. Seedot -> "Ruby only", Lotad -> "Sapphire only"). 220 species
flagged across all games; nothing shown in National mode.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
2026-09-09 19:26:56 -04:00
b15ee3dd7f Shiny hunt tracker (#/shiny)
New store + view (linked from Settings > Your data): one card per active
hunt with a big +1 counter, the method's odds, and the running cumulative
chance (1 - (1-p)^count). Nine methods with shiny-charm variants
(Full odds, Masuda, SOS, Radar, DexNav, Catch Combo, Dynamax Adventure,
Mass/Massive Outbreak). "Found it" marks the Pokémon caught and clears
the hunt; per-hunt notes field.

Also: JSON export/import now covers team, formTracking and shinyHunts
alongside settings/selection; openPokemonPicker gains a `closeAfterPick`
option (used by the shiny + breeding single-pick flows).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
2026-09-09 19:06:46 -04:00
48cb471489 Breeding helper (#/breeding)
Two modes, linked from the Team header:
- Egg groups — browse every species in each of the 14 breedable egg
  groups (offline, from the snapshot's eggGroups).
- Can breed with — pick a Pokémon and get its compatible partners
  (shared egg group; Ditto pairs with everything; genderless pairs only
  with Ditto; Undiscovered can't breed), plus its family's egg moves
  (walks evolves-from to the base stage — Pikachu shows Pichu's), each
  linking to the move page (which already lists who can learn it).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
2026-09-09 19:01:24 -04:00
53f4f4381d Per-game caught breakdown (#/progress)
New view (linked from Settings > Your data): the unified caught record
counted against every game's dex at once — National total on top, then
each version group grouped by generation with a seen/caught bar and
X / Y count. Tapping a game switches the active version group and jumps
to the dex.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
2026-09-09 18:52:01 -04:00
5f6414528e Compare any two Pokémon — standalone #/compare view
Extracted the Team Compare table into components/CompareTable.js and
reused it for a new #/compare route: its own picker (up to 4 Pokémon,
persisted in ui.compareIds), gen-aware types, per-stat max highlight.
Linked from the Team header alongside Natures / Type chart. TeamView's
Compare tab now just calls CompareTable too.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
2026-09-09 18:48:27 -04:00
490ad9b7f1 PWA polish: PNG/maskable icons, install prompt, manifest shortcuts
- Rasterised the SVG to pwa-192 / pwa-512 / pwa-maskable-512 (logo in the
  safe zone, full-bleed background) and a real apple-touch-icon.png;
  manifest now lists PNG "any" + a dedicated "maskable".
- Manifest shortcuts: Team, Search, Type chart.
- lib/install.js captures beforeinstallprompt so the app can offer
  installation itself — a one-time toast, and an "Install app" button in
  Settings (falls back to a "use your browser menu" hint where the event
  never fires, e.g. iOS).
- index.html: apple-touch-icon PNG + apple-mobile-web-app meta.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
2026-09-09 18:18:19 -04:00
cfa30c987f Add a standalone interactive type chart page
New #/types route (linked from the Team header alongside Natures): the
full 18x18 attack/defend grid, gen-aware from the selected game — drops
Fairy pre-Gen 6, Steel/Dark pre-Gen 2, and applies the Gen 1 / pre-Gen 6
quirks the type-chart module already models. Tap a type on either edge to
highlight its row+column and get an offensive + defensive breakdown as
type chips.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
2026-09-09 18:12:31 -04:00
86e9bc60bc Move detail: list the Pokémon that can learn the move
The "Learned by N Pokémon" fact was a dead number. Now the move page
renders that list as a clickable sprite grid (links to each Pokémon),
with a filter box once it's more than ~24 long.

PokéAPI's learned_by_pokemon is flat across all games, so for a specific
game it's narrowed to species that existed by that generation — a
"Crystal" view of Surf shows 69 Gen 1–2 Pokémon, not the full 231. Not
perfectly game-exact (a mon that only gained the move in a later gen can
slip through) but far better than guess-and-check. National ("all") shows
the unfiltered list.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
2026-09-09 17:34:41 -04:00
1711249dae Add a notes UI for the per-Pokémon note field
The selection store already had a note field and setNote() (from the
JSON export/import work) but nothing in the UI ever wrote to it. Adds:

- PokemonDetail: an auto-resizing textarea under the Seen/Caught/Team
  row. Saves debounced (500ms) as you type, immediately on blur, and
  flushes any unsaved keystrokes on teardown so navigating away right
  after typing never loses them. A brief "Saved" flash confirms the
  write.
- Card: a small 📝 mark on any card whose Pokémon has a note.
- DexGrid: a "Notes" filter chip (same pattern as Caught/Favorites) to
  browse everything you've annotated.

Notes already ride along in the existing settings/selection JSON
export-import, so no changes needed there.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
2026-09-04 12:24:22 -04:00
c9807127d6 Dex grid: ability, egg group, min BST and fully-evolved filters
Extends the existing filter drawer (type/gen) with four more:

- Ability — snapshot abilities already carry a reverse pokemon[] index,
  so this is a plain lookup, no new data needed.
- Egg group — options derived from the species list's own eggGroups.
- Min BST — a number field; hard filter, distinct from sorting by BST.
- Fully evolved only — new species.evolvesFromId field (from
  pokemon-species' evolves_from_species, already fetched during the
  snapshot build, so no extra requests). "Fully evolved" is computed
  client-side as "no other species points here via evolvesFromId" —
  correctly handles branching lines (Eevee's evolutions all count as
  fully evolved; Eevee itself doesn't).

All four persist via the ui store and count toward the filter badge, same
as the existing filters.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
2026-09-04 12:14:36 -04:00
bdc21fc4e6 Team builder: add a damage calculator
New "Calc" mode alongside Coverage/Compare. Pick (or quick-pick from your
current team) an attacker, a move, and a defender; get a damage range, %
of the defender's HP, hits-to-KO, and STAB/effectiveness badges.

- src/lib/damage-calc.js: the standard Gen 3+ stat and damage formulas
  (statAt, calcDamage), evaluated across the 85–100% roll.
- Move data is era-accurate: picking a move fetches it live for
  past_values (power/type/class changes), reusing MovesList's
  forGeneration (now exported) via a snapshot-shaped shim so the instant
  preview and the refined post-fetch result use the same code path.
- Level/nature/EV inputs per side (defaults: level 100, neutral nature,
  0 EV, 31 IV assumed) plus a crit toggle.
- Explicitly out of scope and called out in the UI: items, abilities,
  weather, terrain — this is a base-stats estimate, not a battle-exact
  number.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
2026-09-04 11:58:51 -04:00
1ed8fcb709 Add a per-species form dex (Unown letters, Vivillon patterns, ...)
New tab on the detail page — "<Species> Dex" — for any species with more
than one cosmetic form: a checklist grid (sprite + label + tap-to-toggle)
tracking which appearances you've caught, separate from the species' own
caught flag. Persisted in a new pdx.formTracking store keyed by form slug.

Only offered when the species is actually in the currently selected
game's dex (reuses the page's existing prev/next row lookup), so Unown
gets its dex in HeartGold/SoulSilver but not in Sword/Shield, where it
was never released.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
2026-09-04 11:35:03 -04:00
c7a2a821fa Team builder: game-aware coverage + a weak-spots summary
Coverage was hardcoded to Gen 9. Now it reads the selected game: only
that generation's types get rows (no Fairy pre-Gen 6, no Steel/Dark
pre-Gen 2), member typings are era-accurate via the snapshot's pastTypes,
and the type chart / STAB maths run at the game's generation. Compare's
Type row follows suit. The panel re-renders on a game switch.

New "Weak spots" block above the grid: types that hit 2+ members
super-effectively, or that a member is weak to and nobody resists (those
get a "0 resist" flag), each listing the exposed members. Plus a
"no resist to" line for types the whole team only takes neutrally but
can't wall. The grid itself swaps the plain "weak" count for a diverging
resist/weak bar and tints rows where 2+ members are weak.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
2026-08-29 14:49:35 -04:00
344e641475 Cosmetic forms: compact Appearance picker
Pull sprite-only variants into the snapshot — Unown letters, Vivillon
patterns, Furfrou trims, seasonal Deerling/Sawsbuck, Flabébé-line colours,
Alcremie decorations, Pikachu caps (278 across 50 species). They share the
base Pokémon's typing/stats/abilities/learnset, so they carry only
{ slug, id, name, sprite } and never trigger a /pokemon fetch.

build-snapshot.mjs: cosmetic varieties (previously dropped) and the
/pokemon-form entries for species with >1 form now land in
species.cosmeticForms.

PokemonDetail: a single <select> "Appearance" dropdown, separate from the
mechanical form pills, that swaps only the hero artwork + label. Picking a
cosmetic look while a mechanical form is active reverts to base first.
Card "+N forms" badge counts cosmetic variants too.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
2026-08-28 11:59:20 -04:00
40667cbdb6 Forms & variants
- Snapshot: each species gains a forms[] list (slug, form id, label,
  category, types, stats, BST, height, weight) built from its non-default
  varieties — 264 forms across 203 species (Megas, G-max, regional,
  alt formes; cosmetic-only forms filtered out). Snapshot ~914 KB.
- Detail page: a form switcher (Base + each form). Selecting a form
  re-fetches its /pokemon and rebuilds the type-dependent parts —
  hero name/types/artwork, --type theming, stat bars + total, defensive
  matchups, STAB coverage, abilities, EV yield, held items, and learnset.
  Species-level data (flavour, breeding, evolution) stays put.
- Grid cards show a '+N forms' badge.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-28 11:11:07 -04:00
415cf3edec Abilities lookup + detail; Natures reference
- Snapshot bakes an abilities index (373: name, generation, effect, and the
  species that have it). Snapshot ~872 KB / 133 KB gzip.
- Search gains an 'Abilities' tab — browse all 373 offline, filter/search by
  name or effect, sort A–Z / most-Pokemon / newest
- #/ability/:id detail: effect + a grid of every Pokemon with the ability
  (all from the snapshot, no fetch)
- Pokemon detail: the Abilities line is now tappable, linking to each ability
- #/natures: the full 25-nature +10%/-10% table; linked from the Team view

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-28 11:00:14 -04:00
79a5efaf11 Browsable moves & items lists (offline)
- Snapshot now bakes a moves index (937: type, damage class, power,
  accuracy, pp, priority, generation, machine ids per version group) and an
  items index (2223: id, name, category — resolved via the 54 item
  categories). ~806 KB / 117 KB gzip.
- Search Moves/Items tabs show the FULL list when the query is empty:
  - Moves: filter by type / damage class / 'TMs only' (for the selected
    game), sort by A–Z / power / accuracy / newest; TM numbers resolve
    lazily via /machine. Rich rows (type + class + power) with no fetch.
  - Items: filter by category, sort A–Z / dex order; sprite + category tag.
  - Result count shown; capped at 400 with a 'refine to see more' note.
- Both tabs are now fully offline (dropped the online name-index calls).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-28 10:42:03 -04:00
ddc84c2a48 Team Builder + Compare views
- New #/team view: a persisted lineup of up to 6 Pokémon (pdx.team store)
  with a search-picker overlay, plus a Coverage/Compare toggle
  - Coverage: 18x6 weakness table (colour-coded multipliers + per-type weak
    count), offensive STAB gaps, team at-a-glance (avg BST, fastest, bulkiest)
  - Compare: per-member column table of types + 6 stats + BST with mini bars
    and row-max highlighting; scrolls horizontally past 4 members
- '+ Team' / '✓ In team' toggle on the Pokémon detail page (disabled when full)
- Nav gains a Team item; a Settings toggle ('Show Team in the navigation
  bar', on by default) hides it from the bar without removing the route
- type-chart.js: defenseVector() helper

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-28 10:33:52 -04:00
5717b0a38a Compact feed header on phones so more Pokémon are visible
- Filter chips + sort + type/gen/random collapse behind a 'Filters & sort'
  toggle on < 900px (always shown on desktop); toggle carries a badge with
  the active-filter count; open state persists
- Smaller title / progress ring / search on < 560px
- Shorter dex cards on phones (tighter padding, 94px sprite): ~209px vs
  ~250px, so ~4-5 Pokémon fit above the fold instead of ~2-3

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-28 10:15:42 -04:00
2e4572428a Dense-data pass: training/breeding facts, STAB coverage, filters, cries
- Detail About tab: EV yield, base EXP, catch rate + ~%, base friendship,
  growth rate + total EXP, held items; Breeding block with a gender-ratio
  bar, egg groups, egg cycles/steps
- Stats tab: 'STAB coverage (attacking)' — types the Pokemon's STAB hits
  hard / is walled by (data/type-chart.js offensiveSummary)
- Feed: Type and Generation filter dropdowns + a Random button; cards now
  resolve typings for the selected game's generation via snapshot pastTypes
- Recently-viewed strip on the feed (ui.recent, capped at 12)
- Play-cry button on the detail hero; service worker caches PokeAPI cries

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-28 10:06:36 -04:00
8ebdb9d197 Vertical evolution tree; swipe to page through the dex
- Evolution chain is now a vertical tree (stage, then '↓ trigger' step,
  then the next stage) that indents by branch depth. Never overflows a
  phone; branching chains (Eevee, Wurmple) stay grouped and readable.
- Swipe left/right on the Pokémon detail page navigates prev/next in the
  current dex (src/lib/swipe.js). Claims horizontal drags via
  preventDefault so page scroll and the browser's edge back-gesture don't
  steal them; vertical drags pass through.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-28 08:49:15 -04:00
1d35f2d433 Motion pass: view transitions, skeletons, micro-interactions
- Router uses the View Transitions API to cross-fade placeholder -> content
  on navigation (falls back to a plain swap where unsupported or when the
  user prefers reduced motion)
- Shaped shimmer skeletons for the Pokémon / move / item detail pages
  (src/components/skeletons.js) so there's no layout shift on load
- Views fade+rise in; progress ring draws its arc from empty on mount;
  caught / seen / favourite toggles pop when switched on
- Offline indicator pill (online/offline events) + 'Back online' toast
- All new motion gated behind prefers-reduced-motion

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-28 08:36:41 -04:00
4ddc427149 Stronger type-colour wash on dex cards
- Card gradient carries the primary type colour further and darker (55% ->
  15% mix with surface, was 30% -> transparent); border tint up to 38%.
  Reads clearly coloured in both themes while keeping text/chip contrast.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-28 08:28:58 -04:00
cbfca36e68 Drop card sprite below the ghost number
- .card__art gets 36px top padding so the sprite centres in the space
  below the dex number instead of colliding with it; min-height raised to
  keep short cards showing the full sprite; spot glow moved down to match

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-28 08:27:13 -04:00
491d1102cc Center card sprite; ghost number to top:2px; scroll-position restore
- Card sprite sits centred in the upper area (flex:1 + place-items:center)
  instead of a forced margin; sprite-style / boxed sizing moved onto the
  img so it stays centred
- .card__ghost number nudged to top: 2px
- Feed Back-navigation restores the raw scroll offset again (dropped the
  card-anchor approach); keeps manual scrollRestoration + retry-on-reflow

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-28 08:25:23 -04:00
23272b99a7 Land Back on the opened card (clear of header/nav); card spacing
- Feed remembers the opened card (ui.feedAnchor) and, on Back, scrolls that
  exact card just below the sticky header via scrollIntoView + a computed
  scroll-margin-top; re-corrects on webfont load and as off-screen cards
  render their real height, but yields once the user scrolls
- history.scrollRestoration = 'manual' so the browser doesn't fight it;
  per-session scroll memory cleared on cold launch
- Cards: ghost number nudged off the top edge; sprite dropped 10px (flex
  column grows the card, so nothing overlaps); intrinsic size bumped to match

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-27 17:49:23 -04:00
b0e3655dbf Restore feed scroll position on Back; enlarge the detail back button
- The dex feed remembers scrollY on teardown (ui.feedScroll) and restores
  it on re-mount, so viewing a Pokémon and going back lands where you were.
  Reset to top when the filter, sort, direction or game changes.
- Router no longer force-scrolls after mount; it scrolls to top on the
  loading placeholder and each view manages its own position (detail pages
  land at top, feed and search restore).
- .phero__back is now a rounded pill with a real 40px tap target.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-27 17:40:13 -04:00
0d95f9c93a TM/HM numbers; default to the National Dex
- Learnset 'By TM / HM' rows show the machine number for the selected game
  (TM25 / HM05 / TR10), resolved from /machine when the group is expanded
- Move detail page gains a 'TM / HM' fact (marked '(latest)' when the move
  isn't a machine in the currently-selected game)
- machineNumber() exported from MovesList and reused by MoveDetail
- Fresh installs now open on the National Dex (versionGroup 'all') instead
  of Scarlet/Violet

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-27 13:56:53 -04:00
0f00b50198 Move & item lookup: tabbed Search + detail pages
- Search becomes a tabbed lookup: Pokémon (offline snapshot) / Moves /
  Items. Moves + Items lazy-load a name index from PokéAPI (SW-cached) and
  filter client-side; short move result sets get type/class/power chips
- MoveDetail (#/move/:id): type-themed header, power/accuracy/PP/priority,
  effect text with %-substitution, target, ailment/crit/drain/stat-change
  summary, learned-by count
- ItemDetail (#/item/:id): item sprite, category, cost, fling power,
  attributes, held-by count, effect text
- Loose name matching (hyphens vs spaces); run-token guards stale async
  renders when the query or tab changes mid-fetch

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-27 13:51:51 -04:00
e61bf7ac6c Stylised game-cover tiles in the game picker
- Each game renders as a two-tone tile split in its version colours
  (Scarlet/Violet, Sword/Shield, Ruby/Sapphire…), keyed by version group
  with a per-generation fallback (src/data/game-colors.js)
- Clean flat split with a bottom scrim for legibility — no gloss/bubble

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-27 13:40:18 -04:00
61ceb6abf3 Declutter feed header; add theme + accent options
- Feed header: the game pill is gone (the nav Games button opens the sheet);
  the active game is now a quiet text label under the title
- Settings > Theme: add Black (OLED) and Sepia alongside System/Light/Dark
- Settings > Accent colour: six swatches (red default, blue, green, amber,
  violet, rose) layered over any theme via [data-accent]; persisted
- applyTheme() takes the settings object; system theme now keys off the
  absence of [data-theme] so explicit light/sepia don't fight the media query

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-27 13:24:48 -04:00
fa6df9d60b Sorting + richer snapshot; Legendary filter; shiny toggle to hero top
- Snapshot now carries per-species base stats + BST, height, weight, base
  EXP, capture rate, growth rate, colour, egg groups, gender rate,
  legendary/mythical/baby flags, and past typings (~72 KB gzip)
- Dex feed: Sort control (dex / name / BST / each stat / height / weight /
  base EXP / catch rate / recently caught) with a direction toggle;
  sort + filter persisted in the ui store; cards show the sorted metric
- New 'Legendary' filter chip (legendary or mythical) with a live count
- Detail hero: shiny toggle moved up beside the favourite, top of the hero

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-27 13:20:19 -04:00
01269fd35a All-games mode, full flavour list, persistent search
- FlavorText: 'All Pokédex entries' disclosure listing every distinct
  English entry across all games (newest first, labelled by game) — not
  just the selected game's one line
- Search remembers its query and scroll position in the ui store, so Back
  or re-opening the tab restores the results; header explains the scope
  (matches all species; opens for the selected game / all games)
- GameSheet 'All games' option: National Dex, newest data, no generation
  limits — abilities/shiny ungated, types untrimmed, evolution unpruned;
  Moves/Locations prompt to pick a game

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-27 13:06:56 -04:00
0665d0f2ef Both-version flavour text; refresh detail page on game switch
- FlavorText: shows a version pill toggle (Sword/Shield, Scarlet/Violet…)
  when the two entries differ, sliding between them; collapses identical
  entries; falls back to the newest English entry, captioned
- Switching games while viewing a Pokémon now rebuilds the detail page
  (router.rerender wired from a settings subscription in main.js) so
  flavour text, learnset, matchups, evolution, abilities, locations and
  era sprites all follow the newly selected game

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-27 12:54:11 -04:00
5144f760f5 Games as an overlay sheet; remember the detail tab
- New GameSheet: bottom drop-up overlay (backdrop / grab handle / Esc to
  dismiss) summoned from the nav 'Games' button or the feed's game pill;
  picking a game/sub-dex writes settings and the feed updates in place
- Removed the #/games route and GamePicker view
- Detail page remembers the last-opened tab in a new pdx.ui store and
  restores it on return; selectTab guards unknown ids

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-27 12:37:16 -04:00
404ca7dbbd Trim typings and matchups to the selected generation
- Detail page resolves a Pokemon's typing from PokeAPI past_types for the
  selected game's generation (Gen 1 Magnemite is pure Electric, pre-Gen 6
  Clefairy is Normal); feeds hero pills, theming and matchups
- Type chart excludes Steel/Dark (pre-Gen 2) and Fairy (pre-Gen 6) as
  attacking types entirely
- Gen 1-2 game-era sprites (opaque white bg) shown as a small framed tile
  on cards and the detail hero

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-27 12:27:02 -04:00
9216a53932 Modernise the dex feed; gate shiny to Gen 2+
- Feed header: large title, tappable game pill, circular progress ring,
  icon-in-field search, filter chips with live counts (All/Caught/Missing/Favorites)
- Cards: left-aligned info, number chip, corner ghost number (no longer hidden
  behind the sprite), top-down type gradient, staggered entrance animation;
  caught toggle moved to top-left
- Detail: hide the shiny toggle for Gen 1 games (shinies are Gen 2+);
  add Category (genus) to the About tab

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-27 12:16:52 -04:00
b4f2460341 Apply type-themed styling to grid, games, search
- Cards: primary-type gradient tint, radial spotlight behind the sprite,
  ghost dex number, official artwork by default, spring hover lift
- Game picker cards + search rows: rounder, soft shadows, hover motion
- Progress bar gradient; pill-shaped search inputs
- Shared typeHex() helper (src/lib/type-color.js), reused by detail + cards

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-27 12:04:21 -04:00