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@truevox truevox commented May 29, 2025

This commit addresses the issue where particle effects for blue, green, and magenta terrain were not working.

Changes:

  • Modified js/ModularGameScene.js:
    • Removed the testEmitter that was interfering with other emitters.
    • Ensured that greenStreakEmitter, blueBlingEmitter, and magentaFlickerEmitter are correctly positioned at the player's location.
    • Implemented logic to activate and deactivate these emitters based on the current terrain type and whether you are on the ground.
  • Added tests/effects/terrain-particle-effects.test.js:
    • Created new unit tests to verify the correct activation and deactivation of terrain-specific particle emitters.
    • Tests cover scenarios for green, blue, and magenta terrain, as well as cases where you are airborne or on default terrain.

The particle effects should now work as intended, and the new tests provide coverage for this functionality.

This commit addresses the issue where particle effects for blue, green, and magenta terrain were not working.

Changes:
- Modified `js/ModularGameScene.js`:
    - Removed the `testEmitter` that was interfering with other emitters.
    - Ensured that `greenStreakEmitter`, `blueBlingEmitter`, and `magentaFlickerEmitter` are correctly positioned at the player's location.
    - Implemented logic to activate and deactivate these emitters based on the current terrain type and whether you are on the ground.
- Added `tests/effects/terrain-particle-effects.test.js`:
    - Created new unit tests to verify the correct activation and deactivation of terrain-specific particle emitters.
    - Tests cover scenarios for green, blue, and magenta terrain, as well as cases where you are airborne or on default terrain.

The particle effects should now work as intended, and the new tests provide coverage for this functionality.
@truevox truevox requested a review from Copilot May 29, 2025 10:37
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Hello @truevox, 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!

Summary of Changes

Hello! Gemini here, providing a summary of this pull request to help everyone quickly understand the changes. This PR addresses an issue where particle effects for specific terrain types (blue, green, magenta) were not functioning correctly. The core changes involve refactoring the particle emitter activation logic in the main game scene to ensure the correct emitter is active and positioned based on the player's location and the terrain they are currently on, but only when the player is on the ground. Additionally, a previously interfering debug emitter has been removed. To ensure the fix works as intended and prevent regressions, a new comprehensive unit test file has been added specifically for these terrain particle effects.

Highlights

  • Fix Terrain Particle Effects: The primary goal of this PR is to fix the particle effects that should appear when the player is on blue, green, or magenta terrain. The logic for activating and positioning these emitters has been updated.
  • Remove Interfering Debug Emitter: A debug testEmitter that was potentially interfering with the intended terrain effects has been commented out.
  • Add Unit Tests for Particle Effects: New unit tests have been introduced to verify that the terrain-specific particle emitters are correctly activated and deactivated based on terrain type and player ground status.

Changelog

Click here to see the changelog
  • js/ModularGameScene.js
    • Commented out the testEmitter debug particle system (lines 226-240).
    • Refactored the particle emitter activation logic in the update method to use a clearer structure.
    • Ensured greenStreakEmitter, blueBlingEmitter, and magentaFlickerEmitter are positioned at the player's location when active (lines 632, 637, 641).
    • Implemented logic to activate only the relevant emitter when the player is on the ground and on the corresponding terrain type (lines 630-644).
    • Ensured all terrain emitters are deactivated when the player is airborne or on default terrain (lines 622-628, 630).
  • tests/effects/terrain-particle-effects.test.js
    • Added a new test file (tests/effects/terrain-particle-effects.test.js) dedicated to testing terrain particle effects.
    • Includes comprehensive mocking of Phaser and other scene dependencies to isolate the particle logic.
    • Added tests to verify correct emitter activation/deactivation for green, blue, and magenta terrain when the player is on the ground.
    • Added tests to verify emitters are inactive when the player is airborne or on default terrain.
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Particles should fly,
On ground of green, blue, pink,
Tests now make sure they do.

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Pull Request Overview

This PR fixes terrain particle effects by removing the interfering test emitter and correctly positioning and activating the green, blue, and magenta emitters based on the player's state and terrain type, with accompanying unit tests.

  • Removed the forced test emitter.
  • Updated emitter activation logic for consistent offsets and proper state management.
  • Added comprehensive unit tests for terrain-specific emitter behavior.

Reviewed Changes

Copilot reviewed 2 out of 2 changed files in this pull request and generated no comments.

File Description
js/ModularGameScene.js Removed the test emitter and refined terrain emitter logic
tests/effects/terrain-particle-effects.test.js Added tests to verify emitter activation/deactivation and positioning
Comments suppressed due to low confidence (1)

js/ModularGameScene.js:644

  • The else branch after checking playerOnGround is empty, which is unnecessary. Consider removing it to simplify the control flow.
} else {

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Code Review

This pull request successfully implements the terrain-specific particle effects and adds a comprehensive suite of unit tests, which is a great improvement for verifying this visual feature. The refactoring of the particle emitter activation logic in ModularGameScene.js enhances code clarity and maintainability by centralizing the default state of emitters.

The removal of the interfering testEmitter is also a positive change. The new tests in tests/effects/terrain-particle-effects.test.js are well-structured, with thorough mocking that allows for focused unit testing of the emitter logic under various conditions (different terrains, player on/off ground).

Overall, this is a solid contribution. I have one suggestion for improving code hygiene.

Summary of Findings

  • Commented-out Debug Code: In js/ModularGameScene.js, the testEmitter and its associated console.log have been commented out (lines 226-240). While this disables the debug emitter, leaving commented-out code can reduce long-term maintainability. It's generally recommended to remove unused code. This was identified as a medium severity issue.

Merge Readiness

This pull request effectively addresses the particle effect issues and includes valuable new tests. The refactoring of the emitter activation logic in ModularGameScene.js improves clarity.

However, there is one medium-severity issue regarding commented-out debug code that should be addressed for better long-term maintainability. I am requesting changes to resolve this by removing the commented-out code block.

Once this is addressed, the PR should be in good shape for merging. As an AI, I am not authorized to approve pull requests; please ensure further review and approval by team members before merging.

Comment on lines +226 to +240
// this.testEmitter = this.add.particles({
// textureKey: 'particle',
// x: this.cameras.main.centerX,
// y: this.cameras.main.centerY,
// tint: [0xffffff],
// speed: 60,
// angle: { min: 0, max: 360 },
// lifespan: 900,
// alpha: { start: 1, end: 0 },
// scale: { start: 1.2, end: 0.1 },
// quantity: 2,
// frequency: 90,
// maxParticles: 30,
// });
// console.log('[DEBUG] Forced test emitter created at center:', this.testEmitter);
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medium

The testEmitter and its associated console.log have been commented out. While this achieves the goal of removing its interference, commented-out code can reduce maintainability over time as it may become stale or confusing to future readers.

Could we remove this commented-out block entirely if it's no longer needed for debugging purposes? If it's something that might be useful for debugging in the near future, perhaps it could be conditionally enabled via a debug flag instead of being left as commented code in the main branch.

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