dex/README.md
chris fa302af7f1 Search moves: sort by TM/HM number; add an "HMs only" filter
TM/HM numbers are now baked into the snapshot (build-snapshot resolves
every machine id -> "TM25" etc. in a post-pass, ~2400 lookups), so the
Search moves list no longer lazily fetches /machine per row — it shows
numbers synchronously and can sort by them.

- New "TM / HM number" sort option, shown only while a machine filter is
  on, and dropped back to A–Z when neither is.
- "TMs only" now means strictly TMs; added a parallel "HMs only". Either
  or both. In "All games" mode a move can be a TM in one game and an HM
  in another, so machineFor picks the newest entry of a requested kind
  rather than just the newest entry (fixes "HMs only" showing 0).

Removes the getMachine/mapLimit lazy-resolution path (and its now-unused
stale-token guard) from SearchView.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Ve7HLspzeG2xDPtJQ8vmu
2026-09-08 10:44:14 -04:00

138 lines
7.6 KiB
Markdown

# Pokédex PWA
A responsive, offline-capable Pokédex reference built on
[PokéAPI](https://pokeapi.co/). Vanilla JS + Vite + Workbox — no UI
framework.
## Two headline features
| Feature | How it works |
| --- | --- |
| **Game series selection** | Pick a *game* (PokéAPI version group, e.g. Scarlet & Violet). If it has more than one regional dex (Paldea / Kitakami / Blueberry) a sub-dex switcher appears. The choice drives which species show, their regional numbering, and which version's flavor text the detail page uses. Stored in `localStorage`. |
| **Unified Pokémon selection** | One tracking record per Pokémon, keyed by **National Dex id**. Mark Pikachu once and every game's view reflects it — each dex computes its own "Seen / Caught" totals by intersecting its species list with that single map. The active Pokémon is also a single deep-linkable route (`#/pokemon/25`). |
## Data & storage split
- **Preferences + tracking state** → `localStorage` (`pdx.settings`, `pdx.selection`). Tiny, synchronous, restored on reload.
- **Build-time snapshot** (`src/data/snapshot.json`, ~150 KB) → generated by `npm run snapshot` from PokéAPI: every species (id, name, generation, types), all regional Pokédex lists, and all version groups. Precached by the service worker, so the list / search / game switching work on the first offline launch.
- **Detail data** (stats, abilities, flavor text, evolution) → fetched lazily from `pokeapi.co` per Pokémon, then cached by the service worker (stale-while-revalidate, 30-day TTL).
- **Sprites** → cache-first with a capped LRU.
Export / import of `settings` + `selection` as JSON lives in **Settings**.
## Scripts
```bash
npm install
npm run snapshot # fetch data from PokéAPI -> src/data/snapshot.json (run once; refreshes if >30 days old)
npm run dev # vite dev server
npm run build # runs snapshot (prebuild) then vite build
npm run preview # serve the production build (needed to exercise the service worker)
```
Deploying under a sub-path (e.g. GitHub Pages project site): `BASE_PATH=/repo-name/ npm run build`.
## Docker
Multi-stage build (Node → nginx) that serves the static `dist/`:
```bash
docker compose up --build # → http://localhost:8080
# or without compose:
docker build -t pokedex-pwa .
docker run --rm -p 8080:80 pokedex-pwa
```
The build stage runs `npm run build`, whose `prebuild` step fetches the
PokéAPI snapshot — so `docker build` needs network access to `pokeapi.co`
unless a fresh `src/data/snapshot.json` is already present (it gets copied in
and reused). Serving under a sub-path: `docker build --build-arg BASE_PATH=/dex/ .`.
`nginx.conf` sets the SPA fallback and long-cache headers for `/assets/*`
while keeping `index.html` / `sw.js` uncached.
## Project layout
```
scripts/build-snapshot.mjs PokéAPI -> snapshot.json
src/
main.js boot: theme, nav, router, SW registration
router.js hash router (#/, #/pokemon/:id, #/games, #/search, #/settings)
sw.js Workbox service worker (injectManifest)
store/ createStore + settings + selection (localStorage)
data/ snapshot loader, pokedex resolver, lazy API client
components/ Card, Sprite, TypeChip, StatBar, ProgressHeader, Nav
views/ DexGrid, PokemonDetail, GamePicker, SearchView, SettingsView
styles/ tokens.css (palette, type colors, light/dark), layout.css
```
## Status
Working app with a type-themed UI:
- **Dex grid** — type-tinted cards (official artwork, spotlight, ghost number),
per-dex progress, name/number filter, caught/favorite filters, plus a
filter drawer: type, generation, ability, egg group, minimum BST, and
"fully evolved only" (derived client-side from each species' evolves-from
link — no extra fetches). A "Notes" chip filters to Pokémon with a note;
cards with one get a small 📝 mark.
- **Notes** — a free-text note per Pokémon on its detail page (trade plans,
where you caught it, anything), autosaving as you type and flushing
immediately on blur or navigation so a quick tab-away never drops a
keystroke. Rides along in the existing JSON export/import.
- **Forms** — Megas, Gigantamax, regional forms and alternate formes in the
snapshot; a pill switcher on the detail page rebuilds types / stats /
matchups / abilities / learnset / artwork for the chosen form. Purely
cosmetic variants (Unown's 27 letters, Vivillon's 19 patterns, Furfrou
trims, seasonal Deerling/Sawsbuck, Flabébé line colours, Alcremie's 62
decorations, Pikachu caps — 278 across 50 species) get a separate compact
"Appearance" dropdown that only swaps the sprite. Cards show a "+N forms"
badge.
- **Detail** — type-gradient hero + tabbed sheet (About / Stats / Evolution /
Moves / Locations); coloured animated stat bars; defensive type matchups;
evolution chain re-parented to the selected game's generation; learnset with
per-move power/type/accuracy/PP/effect (era-accurate via `past_values`,
incl. pre-Gen-4 physical/special-by-type), the TM/HM group ordered by
TM number for the selected game; wild encounter locations.
- **Game-aware** — abilities gated to Gen 3+ (hidden to Gen 5+); type chart
applies Gen 1 / pre-Gen 6 rules.
- **Games** — overlay picker with stylised version-colour cover tiles,
sub-dex switch, and an "All games" (National, no gen limits) option.
- **Search** — tabbed lookup: Pokémon, Moves, Items and Abilities, all
browsable offline from the snapshot. Moves filter by type / damage class
/ "TMs only" / "HMs only" for the selected game and sort by power /
accuracy / recency — or, with a machine filter on, by TM/HM number
(numbers are baked into the snapshot). Items filter by category. Each
has its own detail page. Query, scroll, tab and filters persist.
- **Team** — a lineup of up to 6. Coverage leads with a "weak spots"
summary (types that hit 2+ members, or that someone's weak to and nobody
resists), then a full matchup grid with a diverging resist◀│▶weak bar per
type; plus offensive STAB gaps and at-a-glance stats. A Compare table
stacks the six side by side. A third Calc mode is a damage calculator —
pick (or quick-pick from your team) an attacker + move + defender, and
get a damage range, % of HP, hits-to-KO, STAB/effectiveness badges, with
level/nature/EV controls; it's a base-stats estimate (31 IVs assumed,
no items/abilities/weather/terrain). All three follow the selected
game — its generation's type chart, era-accurate typings (pre-Gen-6
Clefairy is Normal, etc.), and era move data. Toggleable in the nav
from Settings.
- **Settings** — theme (System / Light / Dark / Black / Sepia) + accent
colour, text size, an in-app reduce-motion override (on top of the OS
preference, which is always respected too), sprite style, haptic
feedback on catch (Vibration API), which screen to land on at launch,
JSON export/import.
- **PWA** — Workbox SW: precache shell + snapshot, SWR for API JSON,
cache-first LRU for sprites, in-app update toast.
Not yet done: version-exclusive badges, type/generation filters on the grid,
an interactive region map (PokéAPI has no map imagery or coordinates),
skeleton loaders, install-prompt handling, PNG/maskable raster icons
(currently SVG only), and a Lighthouse PWA pass.
## Notes
- `npm audit` reports the known esbuild dev-server advisory via Vite 5. It
affects the local dev server only, not the production build. Vite 8 (which
fixes it) requires a newer Node than this environment has.
- Data and images © Nintendo / Game Freak / The Pokémon Company, served via
PokéAPI. This project is a non-commercial reference tool.