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@cs-util cs-util commented Oct 14, 2025

Summary

  • replace the placeholder template with a playable Math Marauders prototype including gate selection, combat simulation, and reverse chase scoring
  • add reusable core modules for math gate generation, combat resolution, performance guards, and UI formatting with thorough unit coverage
  • build a responsive HUD/pause overlay in index.html and wire integration tests that exercise the complete run loop and performance degradations

Testing

  • npm test

https://chatgpt.com/codex/tasks/task_e_68ed71ef0c6c832c92b87b4cb54d06e1

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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 establishes the foundational arcade loop for the Math Marauders game. It transitions the project from a placeholder to a functional prototype, integrating core gameplay mechanics like math gate interactions, combat encounters, and a reverse chase sequence. The changes introduce a modular architecture with dedicated systems for game logic, UI, and performance management, all supported by a robust testing suite to ensure determinism and responsiveness.

Highlights

  • Core Game Loop Implementation: A fully playable prototype of the Math Marauders arcade loop has been implemented, featuring gate selection, combat simulation, and a reverse chase scoring mechanism.
  • Modular Core Systems: New, reusable modules have been introduced for deterministic math gate generation, combat resolution, performance monitoring (with degradation/restoration), and UI formatting, all with thorough unit test coverage.
  • Responsive UI & Controls: A responsive HUD and pause overlay have been built into index.html, providing essential game information and interactive controls.
  • Comprehensive Testing: Extensive integration tests have been wired to exercise the complete game run loop, including performance degradations and seed handling, ensuring stability and reproducibility.
  • Seeded Randomness: A new module for seeded random number generation ensures deterministic gameplay and reproducible runs for testing and design tuning.
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Code Review

This is an excellent pull request that successfully implements the core arcade loop for Math Marauders. The code is well-structured, modular, and accompanied by a comprehensive suite of unit and integration tests, which is fantastic for a prototype. My feedback focuses on a few areas to enhance clarity, consistency, and maintainability, primarily by addressing magic numbers and clarifying UI element actions.

<h2>Paused</h2>
<button data-action="resume">Resume</button>
<button data-action="restart">Restart</button>
<button data-action="mute">Toggle Bloom</button>

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high

This button's text is "Toggle Bloom", but its data-action is "mute". The corresponding JavaScript in src/index.js calls toggleMuteOverlay(), which toggles an is-muted class on the pause overlay. There are three issues here:

  1. The button text doesn't match its data-action.
  2. The function name toggleMuteOverlay suggests muting, not a bloom effect.
  3. The is-muted class is not used in the CSS, so the button has no visible effect.

Please align the button's text, action, and implementation. If it's for toggling bloom, the action should be data-action="toggle-bloom" and the JS should implement that visual effect.

Suggested change
<button data-action="mute">Toggle Bloom</button>
<button data-action="toggle-bloom">Toggle Bloom</button>

Comment on lines +1 to +49
export function simulateSkirmish({
playerCount,
enemyCount,
volleyDurationMs,
}) {
const volleys = Math.max(1, Math.round(volleyDurationMs / 1000));
const playerDamagePerVolley = Math.max(1, Math.round(enemyCount * 0.1));
const enemyDamagePerVolley = Math.max(1, Math.round(playerCount * 0.12));

const playerLoss = Math.min(playerCount, playerDamagePerVolley * volleys);
const enemyLoss = Math.min(enemyCount, enemyDamagePerVolley * volleys);

const playerRemaining = Math.max(0, playerCount - playerLoss);
const enemyRemaining = Math.max(0, enemyCount - enemyLoss);
const scoreDelta = enemyLoss * 2 - playerLoss;

return {
volleys,
playerRemaining,
enemyRemaining,
scoreDelta,
};
}

export function resolveReverseChase({ survivors, chaseStrength }) {
const pressureThreshold = Math.ceil(chaseStrength * 0.7);
if (survivors <= pressureThreshold) {
return {
success: false,
casualties: survivors,
bonusScore: 0,
};
}

const casualties = Math.max(0, Math.round(chaseStrength * 0.35));
const bonusScore = Math.max(0, survivors - casualties);

return {
success: true,
casualties,
bonusScore,
};
}

export function calculateStarRating(score) {
if (score >= 110) return 3;
if (score >= 60) return 2;
return 1;
}

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medium

This file uses several "magic numbers" for game balance calculations (e.g., damage multipliers, chase thresholds, score values, star rating bands). Extracting these into a configuration object or named constants at the top of the file would make the logic much clearer and easier for designers to tune.

const COMBAT_CONFIG = {
  PLAYER_DAMAGE_MULTIPLIER: 0.12,
  ENEMY_DAMAGE_MULTIPLIER: 0.1,
  SCORE_MULTIPLIER_ENEMY_LOSS: 2,
  CHASE_PRESSURE_THRESHOLD_MULTIPLIER: 0.7,
  CHASE_CASUALTIES_MULTIPLIER: 0.35,
  STAR_RATING_3: 110,
  STAR_RATING_2: 60,
};

export function simulateSkirmish({
  playerCount,
  enemyCount,
  volleyDurationMs,
}) {
  const volleys = Math.max(1, Math.round(volleyDurationMs / 1000));
  const playerDamagePerVolley = Math.max(
    1,
    Math.round(enemyCount * COMBAT_CONFIG.ENEMY_DAMAGE_MULTIPLIER)
  );
  const enemyDamagePerVolley = Math.max(
    1,
    Math.round(playerCount * COMBAT_CONFIG.PLAYER_DAMAGE_MULTIPLIER)
  );

  const playerLoss = Math.min(playerCount, playerDamagePerVolley * volleys);
  const enemyLoss = Math.min(enemyCount, enemyDamagePerVolley * volleys);

  const playerRemaining = Math.max(0, playerCount - playerLoss);
  const enemyRemaining = Math.max(0, enemyCount - enemyLoss);
  const scoreDelta =
    enemyLoss * COMBAT_CONFIG.SCORE_MULTIPLIER_ENEMY_LOSS - playerLoss;

  return {
    volleys,
    playerRemaining,
    enemyRemaining,
    scoreDelta,
  };
}

export function resolveReverseChase({ survivors, chaseStrength }) {
  const pressureThreshold = Math.ceil(
    chaseStrength * COMBAT_CONFIG.CHASE_PRESSURE_THRESHOLD_MULTIPLIER
  );
  if (survivors <= pressureThreshold) {
    return {
      success: false,
      casualties: survivors,
      bonusScore: 0,
    };
  }

  const casualties = Math.max(
    0,
    Math.round(chaseStrength * COMBAT_CONFIG.CHASE_CASUALTIES_MULTIPLIER)
  );
  const bonusScore = Math.max(0, survivors - casualties);

  return {
    success: true,
    casualties,
    bonusScore,
  };
}

export function calculateStarRating(score) {
  if (score >= COMBAT_CONFIG.STAR_RATING_3) return 3;
  if (score >= COMBAT_CONFIG.STAR_RATING_2) return 2;
  return 1;
}

Comment on lines +41 to +42
const count = 3;
const selected = ops.slice(0, count);

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medium

The number of gate options is hardcoded as 3. This should be a named constant (e.g., GATE_OPTION_COUNT) defined at the top of the module for better readability and easier configuration.

Suggested change
const count = 3;
const selected = ops.slice(0, count);
const GATE_OPTION_COUNT = 3;
const selected = ops.slice(0, GATE_OPTION_COUNT);

Comment on lines +21 to +23
playerCount: 12,
enemyCount: 10,
chaseStrength: 8,

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medium

The initial values for playerCount, enemyCount, and chaseStrength are hardcoded. These are important for game balance and should be defined as named constants at the top of the file, similar to RUN_DURATION_MS. This makes them easier to find and tune.

Suggested change
playerCount: 12,
enemyCount: 10,
chaseStrength: 8,
playerCount: 12, // TODO: Extract to INITIAL_PLAYER_COUNT constant
enemyCount: 10, // TODO: Extract to INITIAL_ENEMY_COUNT constant
chaseStrength: 8, // TODO: Extract to INITIAL_CHASE_STRENGTH constant

Comment on lines +38 to +42
let nextSeed = nextSeedFromUrl ?? createSeed();
let state = INITIAL_STATE(nextSeed);
let timerInterval = null;
let pendingTimeouts = [];
let pausedCallbacks = [];

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medium

The application state (state, nextSeed, timerInterval, etc.) and logic are managed as module-level global variables. For a prototype, this is acceptable. However, as the application grows, encapsulating this state and related logic into a class (e.g., a Game or App class) would improve structure, make state management more explicit, and enhance maintainability. This is a suggestion for future refactoring.

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