chore: add code formatting config and pre-commit hooks (#450)
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@@ -73,7 +73,7 @@ interface GameState {
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interface GameSettings {
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musicVolume: number;
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sfxVolume: number;
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difficulty: "easy" | "normal" | "hard";
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difficulty: 'easy' | 'normal' | 'hard';
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controls: ControlScheme;
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}
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```
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@@ -114,12 +114,12 @@ class GameScene extends Phaser.Scene {
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private inputManager!: InputManager;
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constructor() {
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super({ key: "GameScene" });
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super({ key: 'GameScene' });
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}
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preload(): void {
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// Load only scene-specific assets
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this.load.image("player", "assets/player.png");
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this.load.image('player', 'assets/player.png');
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}
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create(data: SceneData): void {
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@@ -144,7 +144,7 @@ class GameScene extends Phaser.Scene {
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this.inputManager.destroy();
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// Remove event listeners
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this.events.off("*");
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this.events.off('*');
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}
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}
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```
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@@ -153,13 +153,13 @@ class GameScene extends Phaser.Scene {
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```typescript
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// Proper scene transitions with data
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this.scene.start("NextScene", {
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this.scene.start('NextScene', {
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playerScore: this.playerScore,
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currentLevel: this.currentLevel + 1,
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});
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// Scene overlays for UI
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this.scene.launch("PauseMenuScene");
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this.scene.launch('PauseMenuScene');
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this.scene.pause();
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```
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@@ -203,7 +203,7 @@ class Player extends GameEntity {
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private health!: HealthComponent;
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constructor(scene: Phaser.Scene, x: number, y: number) {
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super(scene, x, y, "player");
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super(scene, x, y, 'player');
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this.movement = this.addComponent(new MovementComponent(this));
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this.health = this.addComponent(new HealthComponent(this, 100));
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@@ -223,7 +223,7 @@ class GameManager {
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constructor(scene: Phaser.Scene) {
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if (GameManager.instance) {
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throw new Error("GameManager already exists!");
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throw new Error('GameManager already exists!');
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}
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this.scene = scene;
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@@ -233,7 +233,7 @@ class GameManager {
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static getInstance(): GameManager {
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if (!GameManager.instance) {
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throw new Error("GameManager not initialized!");
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throw new Error('GameManager not initialized!');
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}
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return GameManager.instance;
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}
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@@ -280,7 +280,7 @@ class BulletPool {
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}
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// Pool exhausted - create new bullet
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console.warn("Bullet pool exhausted, creating new bullet");
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console.warn('Bullet pool exhausted, creating new bullet');
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return new Bullet(this.scene, 0, 0);
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}
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@@ -380,14 +380,12 @@ class InputManager {
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}
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private setupKeyboard(): void {
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this.keys = this.scene.input.keyboard.addKeys(
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"W,A,S,D,SPACE,ESC,UP,DOWN,LEFT,RIGHT",
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);
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this.keys = this.scene.input.keyboard.addKeys('W,A,S,D,SPACE,ESC,UP,DOWN,LEFT,RIGHT');
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}
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private setupTouch(): void {
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this.scene.input.on("pointerdown", this.handlePointerDown, this);
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this.scene.input.on("pointerup", this.handlePointerUp, this);
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this.scene.input.on('pointerdown', this.handlePointerDown, this);
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this.scene.input.on('pointerup', this.handlePointerUp, this);
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}
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update(): void {
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@@ -414,9 +412,9 @@ class InputManager {
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class AssetManager {
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loadAssets(): Promise<void> {
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return new Promise((resolve, reject) => {
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this.scene.load.on("filecomplete", this.handleFileComplete, this);
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this.scene.load.on("loaderror", this.handleLoadError, this);
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this.scene.load.on("complete", () => resolve());
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this.scene.load.on('filecomplete', this.handleFileComplete, this);
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this.scene.load.on('loaderror', this.handleLoadError, this);
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this.scene.load.on('complete', () => resolve());
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this.scene.load.start();
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});
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@@ -432,8 +430,8 @@ class AssetManager {
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private loadFallbackAsset(key: string): void {
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// Load placeholder or default assets
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switch (key) {
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case "player":
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this.scene.load.image("player", "assets/defaults/default-player.png");
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case 'player':
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this.scene.load.image('player', 'assets/defaults/default-player.png');
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break;
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default:
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console.warn(`No fallback for asset: ${key}`);
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@@ -460,11 +458,11 @@ class GameSystem {
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private attemptRecovery(context: string): void {
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switch (context) {
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case "update":
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case 'update':
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// Reset system state
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this.reset();
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break;
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case "render":
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case 'render':
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// Disable visual effects
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this.disableEffects();
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break;
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@@ -484,7 +482,7 @@ class GameSystem {
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```typescript
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// Example test for game mechanics
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describe("HealthComponent", () => {
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describe('HealthComponent', () => {
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let healthComponent: HealthComponent;
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beforeEach(() => {
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@@ -492,18 +490,18 @@ describe("HealthComponent", () => {
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healthComponent = new HealthComponent(mockEntity, 100);
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});
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test("should initialize with correct health", () => {
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test('should initialize with correct health', () => {
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expect(healthComponent.currentHealth).toBe(100);
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expect(healthComponent.maxHealth).toBe(100);
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});
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test("should handle damage correctly", () => {
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test('should handle damage correctly', () => {
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healthComponent.takeDamage(25);
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expect(healthComponent.currentHealth).toBe(75);
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expect(healthComponent.isAlive()).toBe(true);
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});
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test("should handle death correctly", () => {
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test('should handle death correctly', () => {
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healthComponent.takeDamage(150);
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expect(healthComponent.currentHealth).toBe(0);
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expect(healthComponent.isAlive()).toBe(false);
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@@ -516,7 +514,7 @@ describe("HealthComponent", () => {
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**Scene Testing:**
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```typescript
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describe("GameScene Integration", () => {
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describe('GameScene Integration', () => {
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let scene: GameScene;
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let mockGame: Phaser.Game;
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@@ -526,7 +524,7 @@ describe("GameScene Integration", () => {
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scene = new GameScene();
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});
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test("should initialize all systems", () => {
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test('should initialize all systems', () => {
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scene.create({});
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expect(scene.gameManager).toBeDefined();
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