- Items can now be purchased
- Changed settings to make use of flows/stateflows from the database, which update the screen in real time after any changes.
- Separated functions from files
- Now you can clear failed special missions. When a special mission fails, you will not get an item after clearing it.
- Huge note: I have not tested this fix, but it should work... At least that's what my intuition is telling me!
Jokes aside, this should work, but the home screen will not update. I should update this to make use of StateFlows and Flows to keep the home screen updated at all times.
- Importing more data from the card, this time it's to enhance the functionality of the dex. Things that I'm importing:
- Tropies
- Vitals
- WinRate
- Battles needed
- Adventure level cleared
- This commit also includes displaying the data, modifying the relational model and modifying the underlying import functions.
- I've also changed the name from Character to CharacterData, since there is another class that is also called Character. I wanted to move it into the card package, since it's more related to Cards, while character is more designed for user raised characters.
- Another small addition was the ability to construct ImageBitmaps from the BitmapData.kt class. reduces code and makes it more simple, will refactor the old code to use this later on.
- Things I might do
- Move out of the SettingsScreenControllerImpl.kt file all the card import stuff, since it's slowly growing a lot, and it could benefit from some independence
- Card management, you can now modify the name of the cards and remove cards too.
- Also, support for multiple cards with the same ID works too. When scanning for the first time, if a repeat card exists, the user will be asked to choose which card the character comes from. Future scans will not ask since it is stored in the watch app reserved area.
- Basic implementation is complete
- Added 8 different special missions, 4 are easy and more expensive, and 4 are cheaper and more difficult
- Added 9 missions of each so people can test themselves
- Also added checks to disallow BE digimon to have special missions
- UI elements to display the status of the missions
- Finishing a mission awards a random price (TODO: Make the price be based on the mission difficulty)
- Fixed an issue with the calendar, now I store the date as year/month/day in the database directly.
- VB expects to have a year between 2021 and 2032, for some reason it gives me back a 2000 year when reading an empty history. I just patched it in the application to return as year 0 in those cases.
- VitalsHistory works as intended now. Also verified functionality of the new classes.
- Moved a few SQL queries too, since they didn't belong where they were.
Also added a small feature, now the application knows if you entered the scan screen through a character in the storage, or the home screen. If there is an active character and you opened the home screen, the application will let you send the active character, while if it was opened through the storage screen, the application will send the character from the storage screen.
What's now missing is to create a VBSCanScreen, and depending on which device we are using, make use of one screen or the other.
- Renamed a few objects to avoid legality issues
- Added a few accompanying tables to support the VB/VH
- While we speak about tables, added an auxiliary table to track card adventure progress
- Extracted NFC character generation and extraction to different classes, should result in a cleaner ScanScreenController
- Speed up the fade animation a tad bit
- Added a back arrow in the scan screen
- Improved a bit the placeholder of the battles screen, since it'd throw out the transition animation.
- Speed up the fade animation a tad bit
- Added a back arrow in the scan screen
- Improved a bit the placeholder of the battles screen, since it'd throw out the transition animation.
- Refactored some names (not really relevant)
- Added the ability to store special missions inside the application's database
- Refactored the conversion code into two classes inside the scan screen package
- Added the missing tables to store the necessary vb data
Also not relevant to this update
- Updated adventure progress app wide, so that instead of it being stored in a character basis, it is shared across all characters in the same dim
- Resized some buttons in the dialogs
- Added a dismiss button in get item dialog after adventure and in the send on adventure choose time dialogs
- Moved the export/import data lower in the settings screen