Skip to content

Conversation

arthurkkp-cog
Copy link

  • Replace drawCircle function with drawTriangle for equilateral triangles
  • Update drawCellWithName to render triangular player and AI entities
  • Convert food items to triangular shapes
  • Update minimap rendering to show triangular representations
  • Increase triangle sizes by 50% for better visibility
  • Maintain proper scaling based on entity scores

- Replace drawCircle function with drawTriangle for equilateral triangles
- Update drawCellWithName to render triangular player and AI entities
- Convert food items to triangular shapes
- Update minimap rendering to show triangular representations
- Increase triangle sizes by 50% for better visibility
- Maintain proper scaling based on entity scores
@CLAassistant
Copy link

CLA assistant check
Thank you for your submission! We really appreciate it. Like many open source projects, we ask that you sign our Contributor License Agreement before we can accept your contribution.


akkp-windsurf seems not to be a GitHub user. You need a GitHub account to be able to sign the CLA. If you have already a GitHub account, please add the email address used for this commit to your account.
You have signed the CLA already but the status is still pending? Let us recheck it.

@arthurkkp-cog
Copy link
Author

/windsurf-review

Copy link

@windsurf-bot windsurf-bot bot left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

💡 To request another review, post a new comment with "/windsurf-review".

Comment on lines +137 to 167
const size = 6; // Increased size for minimap triangles
const height = size * Math.sqrt(3) / 2;

minimapCtx.beginPath();
minimapCtx.arc(
ai.x * scale,
ai.y * scale,
2,
0,
Math.PI * 2
);
// Top vertex
minimapCtx.moveTo(ai.x * scale, ai.y * scale - height * 2/3);
// Bottom left vertex
minimapCtx.lineTo(ai.x * scale - size/2, ai.y * scale + height * 1/3);
// Bottom right vertex
minimapCtx.lineTo(ai.x * scale + size/2, ai.y * scale + height * 1/3);
minimapCtx.closePath();

minimapCtx.fillStyle = COLORS.MINIMAP.OTHER;
minimapCtx.fill();
});

// Draw player cells on minimap
gameState.playerCells.forEach(cell => {
const size = 9; // Increased size for player cells on minimap
const height = size * Math.sqrt(3) / 2;

minimapCtx.beginPath();
minimapCtx.arc(
cell.x * scale,
cell.y * scale,
3,
0,
Math.PI * 2
);
// Top vertex
minimapCtx.moveTo(cell.x * scale, cell.y * scale - height * 2/3);
// Bottom left vertex
minimapCtx.lineTo(cell.x * scale - size/2, cell.y * scale + height * 1/3);
// Bottom right vertex
minimapCtx.lineTo(cell.x * scale + size/2, cell.y * scale + height * 1/3);
minimapCtx.closePath();

minimapCtx.fillStyle = COLORS.MINIMAP.PLAYER;
Copy link

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

There's duplicate triangle drawing logic in three places: the main drawTriangle function and both minimap rendering sections. Consider creating a reusable helper function for drawing triangles on the minimap to reduce code duplication and make future maintenance easier.

Internal-only debug info
  • Category: Optional
  • Subjectivity Score: 1
  • Thoughts:
    This comment points out code duplication in the triangle drawing logic across three places: the main drawTriangle function and both minimap rendering sections. Looking at the diff, I can clearly see this duplication:
  1. The main drawTriangle function (lines 24-40)
  2. The AI players minimap rendering (lines 137-150)
  3. The player cells minimap rendering (lines 153-167)

The suggestion to create a reusable helper function is a valid observation based on the visible code. This is a standard software engineering practice to reduce duplication and improve maintainability. The comment is based on objective code patterns visible in the diff, not personal preference.

Comment on lines +142 to +146
minimapCtx.moveTo(ai.x * scale, ai.y * scale - height * 2/3);
// Bottom left vertex
minimapCtx.lineTo(ai.x * scale - size/2, ai.y * scale + height * 1/3);
// Bottom right vertex
minimapCtx.lineTo(ai.x * scale + size/2, ai.y * scale + height * 1/3);
Copy link

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

The triangle positioning is inconsistent between the main rendering and minimap. In both cases, the top vertex is positioned at y - height * 2/3, but these coordinate systems have different scales. Consider extracting a common triangle drawing function that accounts for scale to ensure visual consistency.

Internal-only debug info
  • Category: Optional
  • Subjectivity Score: 2
  • Thoughts:
    This comment points out that the triangle positioning is inconsistent between the main rendering and minimap. Looking at the diff, I can see that in the main drawTriangle function (line 24-40), the top vertex is positioned at y - height * 2/3. In the minimap rendering (lines 142-146 and 157-161), the same formula is used, but as the comment correctly notes, these coordinate systems have different scales.

The main rendering uses game coordinates transformed to screen coordinates, while the minimap uses a scaled version of game coordinates. This is a valid observation based on the code shown in the diff. The suggestion to extract a common triangle drawing function that accounts for scale is reasonable and would improve code consistency.

This is a technical observation based on the visible code, not a matter of opinion.

Copy link

@windsurf-bot windsurf-bot bot left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

💡 To request another review, post a new comment with "/windsurf-review".

Comment on lines +142 to +146
minimapCtx.moveTo(ai.x * scale, ai.y * scale - height * 2/3);
// Bottom left vertex
minimapCtx.lineTo(ai.x * scale - size/2, ai.y * scale + height * 1/3);
// Bottom right vertex
minimapCtx.lineTo(ai.x * scale + size/2, ai.y * scale + height * 1/3);
Copy link

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

The triangle orientation in the minimap doesn't match the main view. In both places, the top vertex is positioned at y - height * 2/3, which means the triangles in the minimap are oriented the same way as in the main view. However, since the minimap is a top-down representation, the orientation should be consistent with the main view's coordinate system.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

2 participants