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
Pokédex PWA
A responsive, offline-capable Pokédex reference built on PokéAPI. 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. #/progress breaks that down per game, leading with the ones you've actually played (selected, or imported a save for) and tucking the rest behind a toggle. 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 bynpm run snapshotfrom 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.coper Pokémon, then cached by the service worker (stale-while-revalidate, 30-day TTL). - Sprites → cache-first with a capped LRU.
Export / import of all local state (settings, tracking, team, form
tracking, shiny hunts) as JSON lives in Settings, which also imports
the Pokédex straight out of a game save file (.sav / .srm /
.dsv): Gen 1 (R/B/Y), Gen 2 (G/S/C), Gen 3 (R/S/E, FR/LG), Gen 4
(D/P/Pt, HG/SS) and Gen 5 (B/W, B2/W2). It reads the game's own
seen/owned bitfields — checksum-picking Gold/Silver vs Crystal, Gen 3's
newer slot and rotated sections, Gen 4/5's active NDS slot (DeSmuME
footer stripped) and OR-ing their per-form "seen" copies — then a
dialog offers to merge or replace.
Scripts
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/:
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. When a specific game is selected, cards show a version-exclusive badge ("Ruby only") — derived from the snapshot's baked wild-encounter data, so gift/trade-only exclusives are missed.
- 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 colors, 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); colored 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-color 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; the move, ability and item pages list the Pokémon connected to them (learners / users / wild holders) as a filterable grid, narrowed to the selected game (by generation, or exactly by version for held items). 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 (the same table is also a standalone
#/compareview with its own picker — up to 4 Pokémon, persisted). 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. Links out to a Natures table and an interactive Type chart (tap a type for its offensive + defensive breakdown; both gen-aware). - Settings — theme (System / Light / Dark / Black / Sepia) + accent color, 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. Installable: PNG +
maskable icons,
beforeinstallpromptcaptured for an in-app "Install" offer (toast + Settings button), manifest shortcuts to Team / Search / Type chart.
Not yet done: an interactive region map (PokéAPI has no map imagery or coordinates), and a formal Lighthouse pass.
Notes
npm auditreports 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.