-
Notifications
You must be signed in to change notification settings - Fork 0
Implement basic playable Math Marauders game #1
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
base: main
Are you sure you want to change the base?
Implement basic playable Math Marauders game #1
Conversation
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
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.
Using Gemini Code Assist
The full guide for Gemini Code Assist can be found on our documentation page, here are some quick tips.
Invoking Gemini
You can request assistance from Gemini at any point in your pull request via creating an issue comment (i.e. comment on the pull request page) using either /gemini <command> or @gemini-code-assist <command>. Below is a summary of the supported commands.
| Feature | Command | Description |
|---|---|---|
| Code Review | /gemini review |
Performs a code review for the current pull request in its current state. |
| Pull Request Summary | /gemini summary |
Provides a summary of the current pull request in its current state. |
| Comment | @gemini-code-assist | Responds in comments when explicitly tagged, both in issue comments and review comments. |
| Help | /gemini help |
Displays a list of available commands. |
Customization
To customize Gemini Code Assist for GitHub experience, repository maintainers can create a configuration file and/or provide a custom code review style guide (such as PEP-8 for Python) by creating and adding files to a .gemini/ folder in the base of the repository. Detailed instructions can be found here.
Limitations & Feedback
Gemini Code Assist is currently in preview and may make mistakes. Please leave feedback on any instances where its feedback is incorrect or counter productive. You can react with 👍 and 👎 on @gemini-code-assist comments to provide feedback.
You can also get AI-powered code generation, chat, as well as code reviews directly in the IDE at no cost with the Gemini Code Assist IDE Extension.
Footnotes
-
Review the Privacy Notices, Generative AI Prohibited Use Policy, Terms of Service, and learn how to configure Gemini Code Assist in GitHub here. Gemini can make mistakes, so double check it and use code with caution. ↩
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Code Review
The code introduces a basic playable Math Marauders game. The review focuses on ensuring the player's army size remains an integer, improving the reliability of the tests, and addressing some potential bugs and code smells.
| * @param {number} delta | ||
| */ | ||
| add(delta) { | ||
| this.size = Math.max(0, this.size + delta); |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
| } | ||
|
|
||
| set(value) { | ||
| this.size = Math.max(0, value); |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
| 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); | ||
| }); |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
| const enemy = Math.floor(size * WaveGenerator.SKIRMISH_FACTOR); | ||
| size = Math.max(0, size - enemy); |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
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; |
| } | ||
|
|
||
| showPopup(text, stars) { | ||
| this.popupText.textContent = `${text}\n${'★'.repeat(stars)}${'☆'.repeat(5 - stars)}`; |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
| for (let i = 0; i < count; i++) { | ||
| gates.push(this._generateGateOps(wave)); | ||
| } | ||
| return { gates, retreatGateCount: count }; |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Summary
Testing
npm testhttps://chatgpt.com/codex/tasks/task_e_686d29efb640832cb2bae8a52efabb05