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Merge branch 'beta' into fix-critical-hit-message
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commit
95148e7e67
@ -1,40 +1,34 @@
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# ESLint
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# Biome
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## Key Features
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1. **Automation**:
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- A pre-commit hook has been added to automatically run ESLint on the added or modified files, ensuring code quality before commits.
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- A pre-commit hook has been added to automatically run Biome on the added or modified files, ensuring code quality before commits.
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2. **Manual Usage**:
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- If you prefer not to use the pre-commit hook, you can manually run ESLint to automatically fix issues using the command:
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- If you prefer not to use the pre-commit hook, you can manually run biome to automatically fix issues using the command:
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```sh
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npx eslint --fix . or npm run eslint
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npx @biomejs/biome --write
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```
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- Running this command will lint all files in the repository.
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3. **GitHub Action**:
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- A GitHub Action has been added to automatically run ESLint on every push and pull request, ensuring code quality in the CI/CD pipeline.
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- A GitHub Action has been added to automatically run Biome on every push and pull request, ensuring code quality in the CI/CD pipeline.
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## Summary of ESLint Rules
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If you are getting linting errors from biome and want to see which files they are coming from, you can find that out by running biome in a way that is configured to only show the errors for that specific rule: ``npx @biomejs/biome lint --only=category/ruleName``
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1. **General Rules**:
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- **Equality**: Use `===` and `!==` instead of `==` and `!=` (`eqeqeq`).
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- **Indentation**: Enforce 2-space indentation (`indent`).
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- **Quotes**: Use doublequotes for strings (`quotes`).
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- **Variable Declarations**:
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- Disallow `var`; use `let` or `const` (`no-var`).
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- Prefer `const` for variables that are never reassigned (`prefer-const`).
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- **Unused Variables**: Allow unused function parameters but enforce error for other unused variables (`@typescript-eslint/no-unused-vars`).
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- **End of Line**: Ensure at least one newline at the end of files (`eol-last`).
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- **Curly Braces**: Enforce the use of curly braces for all control statements (`curly`).
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- **Brace Style**: Use one true brace style (`1tbs`) for TypeScript-specific syntax (`@typescript-eslint/brace-style`).
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## Summary of Biome Rules
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2. **TypeScript-Specific Rules**:
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- **Semicolons**:
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- Enforce semicolons for TypeScript-specific syntax (`@typescript-eslint/semi`).
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- Disallow unnecessary semicolons (`@typescript-eslint/no-extra-semi`).
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We use the [recommended ruleset](https://biomejs.dev/linter/rules/) for Biome, with some customizations to better suit our project's needs.
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## Benefits
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For a complete list of rules and their configurations, refer to the `biome.jsonc` file in the project root.
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- **Consistency**: Ensures consistent coding style across the project.
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- **Code Quality**: Helps catch potential errors and improve overall code quality.
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- **Readability**: Makes the codebase easier to read and maintain.
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Some things to consider:
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- We have disabled rules that prioritize style over performance, such as `useTemplate`
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- Some rules are currently marked as warnings (`warn`) to allow for gradual refactoring without blocking development. Do not write new code that triggers these warnings.
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- The linter is configured to ignore specific files and folders, such as large or complex files that are pending refactors, to improve performance and focus on actionable areas.
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Formatting is also handled by Biome. You should not have to worry about manually formatting your code.
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@ -292,6 +292,13 @@ export default class PokedexPageUiHandler extends MessageUiHandler {
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starterSelectBg.setOrigin(0, 0);
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this.starterSelectContainer.add(starterSelectBg);
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this.pokemonSprite = globalScene.add.sprite(53, 63, "pkmn__sub");
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this.pokemonSprite.setPipeline(globalScene.spritePipeline, {
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tone: [0.0, 0.0, 0.0, 0.0],
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ignoreTimeTint: true,
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});
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this.starterSelectContainer.add(this.pokemonSprite);
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this.shinyOverlay = globalScene.add.image(6, 6, "summary_overlay_shiny");
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this.shinyOverlay.setOrigin(0, 0);
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this.shinyOverlay.setVisible(false);
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@ -343,13 +350,6 @@ export default class PokedexPageUiHandler extends MessageUiHandler {
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this.starterSelectContainer.add(starterBoxContainer);
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this.pokemonSprite = globalScene.add.sprite(53, 63, "pkmn__sub");
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this.pokemonSprite.setPipeline(globalScene.spritePipeline, {
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tone: [0.0, 0.0, 0.0, 0.0],
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ignoreTimeTint: true,
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});
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this.starterSelectContainer.add(this.pokemonSprite);
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this.type1Icon = globalScene.add.sprite(8, 98, getLocalizedSpriteKey("types"));
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this.type1Icon.setScale(0.5);
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this.type1Icon.setOrigin(0, 0);
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