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- Add BattleModels.kt with BattleState, BattleMessage, BattleCard, BattleResult - Add BattleManager.kt with Nearby Connections integration, battle logic, and story generation - Add BattleArenaViewModel.kt for UI state management - Add BattleArenaScreen.kt with full battle flow: - Lobby with host/join options - Device discovery and connection - Card selection from player's collection - Battle story display with progressive animation - Victory/defeat/draw result screen - Add Battle Arena navigation to HomeScreen and NavGraph Battle features: - Rarity bonuses (Legendary +20% ATK/+20 HP, Epic +10%/+10, Rare +5%/+5) - Damage calculation with 0.8-1.2 random factor - 3-5 round battles with generated narrative - Winner claims opponent's card 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
Build APK matrix now depends on both lint-and-test AND code-quality jobs to complete before starting. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
PR workflow: - build-apks now needs: lint-and-test, code-quality, build-check Main workflow: - build-apks now needs: lint-and-test, validate 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
Battle improvements: - Sync battle story segments between both players for simultaneous animation - Add card transfer: winner receives opponent's card, loser's card deleted - Show opponent's card preview (image only) during selection - Reveal stats only when both players ready - Add OpponentCardPreview component with hidden stats (???) Build improvements: - Auto-generate versionCode from timestamp for debug builds - Allows reinstall without uninstall during development 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
Add visual feedback during battle phase: - Card attack lunge animations when dealing damage - Damage shake effect and red flash when taking damage - Health bar overlay showing current HP percentage - Winner pulse effect with golden glow - Loser fade effect with reduced opacity - Animated VS text that pulses during active battle - Styled battle log with blue/red indicators - Animated result card with spring bounce-in effect - Victory/defeat emojis and improved messaging 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
Implement proper image transfer between devices during battle: - Use Nearby Connections File Payload API for reliable transfer - Add IMAGE_TRANSFER protocol message for coordination - Track expected transfers with ImageTransferInfo - Store received images in card_images directory - Update opponent cards when images arrive - Clean up image tracking on battle reset This fixes: - Opponent card images not showing during selection - Won card images not transferring to collection - Race conditions between card data and image arrival 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
Use ParcelFileDescriptor API instead of deprecated asJavaFile() for accessing received file payloads in Nearby Connections. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
Implement full-screen battle animation with progressive story display: **New Features:** - BattlePrimaryAnimationScreen: Full-screen animated battle display - TypewriterText: Character-by-character text animation (30ms/char) - Battle progress indicator: "Round X of Y" + progress bar - Skip functionality: Jump to results with ⏭️ button - BATTLE_ANIMATING state: Smooth transition from selection to results **ViewModel Changes:** - Auto-trigger story animation when battle starts - skipBattleAnimation(): Cancel animation, jump to results - completeBattleAnimation(): Transition to BATTLE_COMPLETE **BattleManager Updates:** - Added completeBattleAnimation() for state control - BATTLE_ANIMATING state triggers on first story segment - Proper state machine flow: READY → ANIMATING → COMPLETE **Testing:** - 23 comprehensive UI tests (RED-GREEN-REFACTOR) - Tests cover all battle animation behaviors - Typewriter effect, skip button, state transitions - All tests compile and verify implementation **SOLID Principles:** - Single Responsibility: Separate composables for each concern - Open/Closed: Extensible through parameters - Clean Code: Small functions, meaningful names, KDoc comments This significantly improves UX with smooth, engaging battle animations and gives players control via skip functionality. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
Change AnimatedBattleCard and BattleSection from private to internal to allow androidTest code to access them for testing. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
…ible) Replace timestamp-based versionCode with git commit count to fix APK reinstall issues caused by Gradle configuration cache. The previous implementation used System.currentTimeMillis() which was cached by Gradle's configuration cache, preventing versionCode from incrementing on new builds. This caused installation failures when trying to reinstall the app. New implementation: - Uses Gradle Provider API with exec task - Counts git commits: git rev-list --count HEAD - Adds base offset 10000 to ensure higher than old versions - Configuration cache compatible - Deterministic (same commit = same versionCode) Current versionCode: 10156 (10000 + 156 commits) 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
**Issue 1: Card images not appearing on opponent's screen** Root cause: FILE and IMAGE_TRANSFER payloads can arrive in any order (confirmed by Google Nearby Connections documentation), but receiver assumed metadata always arrives first. Solution: Implement bidirectional matching: - Track orphaned files (FILE arrived before metadata) - When IMAGE_TRANSFER arrives, check for orphaned file - When FILE arrives, check for expected transfer - Both arrival orders now handled correctly - Add cleanup of orphaned files on reset **Issue 2: Battle rounds break immersion** Replace "ROUND X of Y" with continuous "BATTLE IN PROGRESS" display - Remove round number header - Remove "Round X of Y" text - Keep progress bar as generic battle progress - Story still advances with typewriter effect Changes: - BattleManager.kt: Add orphanedFiles tracking, fix FILE and IMAGE_TRANSFER handlers to support both arrival orders - BattleArenaScreen.kt: Replace round indicators with continuous battle progress display - Add cache-busting timestamp to force Coil image reload 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
Problem: - GitHub Actions generates new debug keystore on each build - APKs from different CI runs have different signatures - Cannot install new APK over existing APK from different build Solution: - Configure signingConfigs in build.gradle.kts to use ~/.android/debug.keystore - Add workflow step to restore keystore from GitHub Secret before build - Ensures all CI builds use same keystore = consistent signatures Changes: - .github/workflows/main-build.yml: Add keystore setup step for debug builds - .github/workflows/pr-check.yml: Add keystore setup step for debug builds - app/build.gradle.kts: Add signingConfigs block with debug keystore config Next step: Add DEBUG_KEYSTORE_BASE64 secret to GitHub repository settings 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
Problem: - Android Gradle Plugin 8.13.1 internally uses deprecated Gradle 9 APIs - Verbose deprecation warnings clutter build output - Warnings are from AGP internals, not our code Solution: - Set org.gradle.warning.mode=summary in gradle.properties - Shows only summary line instead of detailed warnings - Warnings will be fixed in future AGP releases This is a temporary workaround until Google updates AGP to be compatible with Gradle 10 APIs. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
Problem: - Original debug.keystore format incompatible with CI environment - Keystore error: "Tag number over 30 is not supported" - Deprecation warning for hiltViewModel import (false positive) Solution: - Generate new compatible keystore with keytool (RSA-2048, SHA384withRSA) - Document keystore setup process for GitHub Actions - Explain hiltViewModel deprecation is false positive Documentation includes: - Keystore generation command - Base64-encoded keystore for GitHub Secret - SHA256 fingerprint for verification - Step-by-step GitHub Secret setup instructions - Explanation of hiltViewModel deprecation warning Next step: Add DEBUG_KEYSTORE_BASE64 secret to GitHub repository 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
Problem: - Manual re-runs from GitHub Actions UI were being skipped - Check Duplicate job detected manual re-runs as duplicates - All downstream jobs skipped, making manual re-runs useless Root Cause: - Workflows missing workflow_dispatch trigger - skip-duplicate-actions couldn't detect manual runs - do_not_skip: ["workflow_dispatch"] had no effect Solution: - Add workflow_dispatch trigger to both workflows - Manual re-runs now detected by skip-duplicate-actions - do_not_skip rule activates for workflow_dispatch events - Manual re-runs bypass duplicate check and run all jobs Changes: - .github/workflows/main-build.yml: Add workflow_dispatch trigger - .github/workflows/pr-check.yml: Add workflow_dispatch trigger Benefits: - Manual re-runs work as expected - Automatic duplicate detection still active for push/PR - Saves CI minutes while allowing manual testing 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
SECURITY FIX: Removed base64-encoded keystore value that was accidentally committed to the repository. Secrets should NEVER be committed to version control. Changes: - Removed base64 keystore value from documentation - Removed specific SHA256 fingerprint - Added instructions to generate keystore locally - Added warning to never commit secrets The exposed keystore was a debug keystore only (not production), but this is still a security violation that needed immediate fix. Note: The secret remains in git history (commit f95be76) but is now removed from current version. Users should generate their own debug keystore following the documented instructions. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
Fixed 2 Kotlin compiler warnings: 1. Annotation target warning (BattleArenaViewModel.kt:27) - Added '-Xannotation-default-target=param-property' compiler flag - Opts in to future Kotlin behavior for Hilt @ApplicationContext - Recommended by Hilt for annotation compatibility 2. Condition always true (BattleManager.kt:123) - Removed redundant null check for asParcelFileDescriptor() - Method guaranteed to return non-null in this context - Eliminates dead code path Remaining warnings: - hiltViewModel deprecation: False positive (import already correct) - libandroidx.graphics.path.so stripping: Informational only Changes: - app/build.gradle.kts: Add freeCompilerArgs annotation flag - app/src/main/java/com/rotdex/data/manager/BattleManager.kt: Remove null check (line 123) and its closing brace 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
Problem: - Images not transferring between devices during battle - No automated tests exist for image transfer functionality - Unit tests are difficult due to deep Android dependencies Solution: - Created comprehensive testing and debugging guide - Documents bidirectional image transfer protocol - Provides manual testing checklist with logcat commands - Identifies 4 potential issues to investigate - Recommends instrumented tests over unit tests Documentation includes: - Why unit tests are difficult (Android/GMS dependencies) - Manual testing checklist for 2 devices - Common failure points and symptoms - Debug logging recommendations - Instrumented test strategy options - Known issues to check (4 identified) - Debugging commands (logcat, adb) - Test coverage goals (7 core test cases) Next steps: 1. Add debug logging to BattleManager 2. Test on 2 physical devices with logcat 3. Analyze logs to find root cause 4. Implement instrumented tests once issue is identified This provides a clear path forward for debugging the image transfer issue without complex mocking of Android components. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
…covery, ready states) Phase 1: Database Foundation (21 tests passing) - Add playerName and avatarImagePath to UserProfile entity - Database migration from v5 to v6 with proper migration strategy - Add UserProfileDao methods for avatar/name CRUD - Extend UserRepository with avatar/name management - Generate default player names: "player-XXXXXXXX" Phase 2: Avatar System Utilities (24 tests passing) - Create AvatarUtils with getInitials() and getColorFromName() - Implement GitHub-style avatar generation (initials + color hash) - Create BlurUtils for API 31+ blur detection - Support consistent color generation from player names Phase 3: Auto-Discovery Implementation (build verified) - Add ConnectionState.AutoDiscovering to state machine - Implement BattleManager.startAutoDiscovery() for simultaneous advertising + discovery - Create DiscoveryBubblesSection with animated pulsing bubbles - Enable single-tap connection (50% click reduction) - Let Nearby Connections handle role negotiation automatically Phase 4: Ready State Management (build verified) - Add StateFlows: localReady, opponentReady, canClickReady, opponentIsThinking - Create ReadyButton with 4 states: DISABLED → ENABLED → WAITING → BOTH_READY - Create BattleReadyStatus split display: [YOU: ✓] ⚔️ [OPPONENT: 🔄] - Disable ready button after click to prevent spam - Track opponent thinking state during card selection Test Coverage: - 45+ unit tests passing - All code compiles successfully - Zero build errors - Follows TDD red-green-refactor methodology Architecture: - SOLID principles maintained - Clean separation of concerns - Backward compatible database migration - Reusable composable components - Graceful API level fallbacks Remaining Phases (TODO): - Phase 5: Blur reveal mechanics with animations - Phase 6: Settings screen and AvatarView component - Phase 7: BattleArenaScreen integration and cleanup 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
…ings, integration) Phase 5: Blur Reveal Mechanics - Create BlurredCardReveal component with platform-aware blur detection - Native blur support (API 31+) with 20dp radius - Frosted glass fallback for older devices (API < 31) - Smooth 500ms reveal animation with EaseInOut easing - Question mark overlay on unrevealed cards - Add shouldRevealCards StateFlow to BattleManager - Implement startRevealSequence() with 3.5s dramatic timing: * 2s pause → 500ms blur animation → stats reveal → 500ms pause → battle start - Update checkBothReady() to trigger reveal sequence - 7 new unit tests (BattleManagerRevealSequenceTest) Phase 6: Settings Screen & AvatarView - Create AvatarView component displaying custom images or initials - GitHub-style circular avatars with hash-based color generation - Support clickable avatars for navigation - Create SettingsViewModel with avatar/name management - Implement image picker with 256x256 resize and 512KB compression - Auto-cleanup of old avatar files - Create SettingsScreen with avatar customization and name editing - Update RotDexLogo to use AvatarView instead of brain emoji - Add Settings navigation route - Integrate avatar in HomeScreen top bar - 8 new unit tests (SettingsViewModelTest) Phase 7: Integration & Cleanup - Update BattleArenaViewModel to expose 5 new StateFlows: * localReady, opponentReady, canClickReady, opponentIsThinking, shouldRevealCards - Add startAutoDiscovery() and connectToDevice() methods - Refactor BattleArenaScreen for auto-discovery: * Remove manual LobbySection with HOST/JOIN buttons * Auto-start discovery on screen entry with LaunchedEffect * Integrate DiscoveryBubblesSection for device selection - Update CardSelectionSection with new components: * BattleReadyStatus split display ([YOU: ✓] ⚔️ [OPPONENT: 🔄]) * ReadyButton with 4 states (DISABLED → ENABLED → WAITING → BOTH_READY) * BlurredCardReveal for opponent cards - Remove 4 deprecated composables: * LobbySection (replaced by auto-discovery) * BattleLogCard (combat narrative removed) * ActivityLogCard (debug log removed) * OpponentCardPreview (replaced by BlurredCardReveal) - Reduce battle flow clicks by 50% (4-6 clicks → 3 clicks) Test Coverage: - 96 total tests passing (15 new tests in phases 5-7) - Zero test failures - 100% build success rate - All code follows TDD red-green-refactor methodology Architecture: - SOLID principles maintained throughout - Clean separation of concerns (UI/ViewModel/Manager) - Reusable composable components - Graceful API level degradation - Proper state management with StateFlows - Comprehensive documentation Key Features: ✅ Database migration (v5 → v6) with player identity ✅ Avatar system (initials + custom images) ✅ Auto-discovery (simultaneous advertising + discovery) ✅ Enhanced ready states (thinking indicators, disabled buttons) ✅ Dramatic card reveal (blur animations, 3.5s sequence) ✅ Settings screen (avatar picker, name editor) ✅ 50% click reduction in battle flow ✅ Avatar in app header (replaces brain emoji) Files Changed: - Created: 6 new files (AvatarView, BlurredCardReveal, Settings, 2 test files, 2 docs) - Modified: 6 files (BattleManager, RotDexLogo, NavGraph, BattleArenaScreen, HomeScreen, ViewModels) - Deleted: 4 deprecated composables 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
Fix blank screen issue during auto-discovery by adding ConnectionState.AutoDiscovering to the when condition for showing DiscoveryBubblesSection. Also added guard to prevent repeatedly calling startAutoDiscovery(). Changes: - BattleArenaScreen.kt:158: Added AutoDiscovering state check - BattleArenaScreen.kt:162: Added Idle state guard to LaunchedEffect Fixes #2 from battle-arena-phase-6-7-completion-report.md 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
- Local player shows green check (0xFF4CAF50) when ready - Opponent shows blue check (0xFF2196F3) when ready - "Moving to arena..." animation now starts from card selection until ready - Extended animation provides better UX narrative flow - Added 18 comprehensive UI tests for auto-discovery and ready states - Fixed build packaging for test dependencies (LICENSE.md conflicts) Components modified: - BattleReadyStatus: Added localCardSelected parameter and color differentiation - BattleArenaScreen: Pass localCardSelected to BattleReadyStatus - Added BattleArenaAutoDiscoveryUITest with full coverage 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
Comprehensive synchronization improvements for multiplayer battles: **Data Completeness Tracking:** - Added localDataComplete and opponentDataComplete state flows - Track image transfer completion separately - Ready button now waits for all opponent data before enabling - Implement READY_ACK handshake protocol for synchronization **Image Transfer Improvements:** - Added retry mechanism (max 3 retries) for failed transfers - Image compression in CardRepository for faster transfers - Track transfer status per card - Proper cleanup of transfer state **Ready State Synchronization:** - Changed canClickReady default to false (fixes race condition) - Only enable ready button after opponent data is fully received - Add timeout handling for ready state (30 seconds) - Implement checkBothReadyForReveal() for proper reveal timing **UI Component Updates:** - ReadyButton: Display "MOVING TO ARENA..." during data transfer - BlurredCardReveal: Improved reveal animation timing - DiscoveryBubblesSection: Better device discovery logging - BattleArenaViewModel: Expose sync state flows to UI **Testing:** - BattleManagerImageTransferTest: Test image transfer and retry logic - CardRepositoryImageCompressionTest: Verify compression quality/size - BattleArenaOpponentCardDisplayTest: UI tests for opponent card display **Documentation:** - Added agent workflow guidelines to CLAUDE.md - Document Android MCP testing best practices - Build and deployment rules for cache issues - Feature dev review document for sync fixes Fixes timing issues where battle would start before data sync completed. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
Fixed issue where player bubble would disappear for ~1 second when both players connect with slight time offset (not perfectly simultaneous). This occurred because the collision retry mechanism triggered endpoint lost/found events, causing UI recomposition and animation retrigger. Changes: - BattleManager: Keep endpoint in discovered list during active connections - BattleArenaScreen: Add stable animation key to prevent AnimatedContent retrigger - Add tests to catch bubble visibility regressions - Update CLAUDE.md with Android MCP usage preference The fix ensures smooth UX during connection collision scenarios - users never see the connecting bubble disappear during the 2-second retry period. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
…lected Separates play state from technical data status to fix async message ordering issues. Changes: - Add opponentHasSelectedCard StateFlow to track play state - Implement UPDATE-or-CREATE pattern in CARDPREVIEW and IMAGE_TRANSFER handlers - Both handlers can create placeholder card or update existing card - UI uses play state flag instead of opponentCard != null check - Handles all 6 possible message orderings (fully async-safe) The opponent now shows "Moving to arena..." status immediately when they select a card, not just during image transfer. Image loading continues in background without blocking status updates. Files modified: - BattleManager.kt: Add play state flag, async-safe message handlers - BattleArenaViewModel.kt: Expose play state to UI - BattleArenaScreen.kt: Collect and pass play state to components - BattleReadyStatus.kt: Use play state for opponent status display - ReadyButton.kt: Minor formatting 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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