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Summary of Changes
Hello @cs-util, I'm Gemini Code Assist1! I'm currently reviewing this pull request and will post my feedback shortly. In the meantime, here's a summary to help you and other reviewers quickly get up to speed!
This pull request introduces the foundational elements for a playable "Math Marauders" game. It establishes the core game loop, user interface, and essential game mechanics, allowing players to interact with the game, make choices, and progress through waves.
Highlights
- Initial Game UI: The
index.htmlfile has been completely revamped to include all necessary UI elements for the game, such as player/enemy counts, interactive choice buttons, and a game start button, along with a popup for wave completion. - Modular Game Logic: A suite of new JavaScript modules (
BattleSystem,FlockSystem,GateSystem,WaveGenerator) has been added to encapsulate distinct game mechanics, promoting a clean and maintainable architecture. - Central Game Orchestration: The
GameControllerclass is introduced as the central hub, coordinating interactions between the UI, game logic, persistence, and telemetry, managing wave progression, and calculating game outcomes. - Data Persistence & Telemetry: Basic persistence using
localStoragefor star ratings and a console-logging telemetry system have been implemented to track player progress and game events. - Comprehensive Unit Tests: New Jest unit tests have been added for key game logic components like
GateSystem,WaveGenerator,PersistenceManager, andTelemetry, ensuring the correctness of core functionalities. - Updated Documentation: The
README.mdfile now includes clear instructions on how to run the newly implemented game and its associated tests.
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| * @param {number} delta | ||
| */ | ||
| add(delta) { | ||
| this.size = Math.max(0, this.size + delta); |
| } | ||
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| set(value) { | ||
| this.size = Math.max(0, value); |
| function computeStars(ratio) { | ||
| if (ratio <= 0.4) return 1; | ||
| if (ratio <= 0.6) return 2; | ||
| if (ratio <= 0.75) return 3; | ||
| if (ratio <= 0.9) return 4; | ||
| return 5; | ||
| } | ||
| test('rating boundaries', () => { | ||
| expect(computeStars(0.3)).toBe(1); | ||
| expect(computeStars(0.5)).toBe(2); | ||
| expect(computeStars(0.7)).toBe(3); | ||
| expect(computeStars(0.85)).toBe(4); | ||
| expect(computeStars(0.95)).toBe(5); | ||
| }); |
| const enemy = Math.floor(size * WaveGenerator.SKIRMISH_FACTOR); | ||
| size = Math.max(0, size - enemy); |
There was a problem hiding this comment.
To avoid duplicating logic, use the BattleSystem.resolveSkirmish method to calculate the skirmish result. Pass the current size as both playerSize and optimalSize since this is for optimal path calculation.
| const enemy = Math.floor(size * WaveGenerator.SKIRMISH_FACTOR); | |
| size = Math.max(0, size - enemy); | |
| const { result } = this.battle.resolveSkirmish(size, size); | |
| size = result; |
| } | ||
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| showPopup(text, stars) { | ||
| this.popupText.textContent = `${text}\n${'★'.repeat(stars)}${'☆'.repeat(5 - stars)}`; |
| for (let i = 0; i < count; i++) { | ||
| gates.push(this._generateGateOps(wave)); | ||
| } | ||
| return { gates, retreatGateCount: count }; |
Summary
Testing
npm testhttps://chatgpt.com/codex/tasks/task_e_686d29efb640832cb2bae8a52efabb05