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feat(crash): Cosmic Encounters system #186
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- Add encounter spawning based on altitude/multiplier (10% + 3% per multiplier) - Encounters drift down-left simulating rocket movement through space - 5 altitude zones: low orbit, deep space, outer system, interstellar, cosmic - 15 encounter types with emoji placeholders (satellites, planets, aliens, galaxies, etc.) - Type-specific animations: spin for wormholes/galaxies, wobble for aliens - Fade in/out with glow effects - Encounters clear on game reset Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Code Review: Cosmic Encounters System🎯 Overall AssessmentThis is a well-implemented feature that adds visual polish to the Crash game. The code is clean, well-structured, and follows good React patterns. However, there are several concerns around performance, user experience, and code maintainability. ✅ Strengths1. Code Organization & Structure
2. Visual Design
3. Performance Considerations
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Priority 1 fixes: - Fix z-index conflicts: encounters at 15, rockets at 20/22, UI at 30 - Add encounter limit (max 6 on screen) to prevent visual clutter - Reduce max probability from 70% to 50% Priority 2 fixes: - Extract magic numbers to ENCOUNTER_CONFIG constants - Add comments explaining drift calculation logic - Use Set for animation type lookups (minor perf improvement) Priority 3 fixes: - Add aria-hidden to decorative encounter elements Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Code Review - PR #186: Cosmic Encounters SystemSummaryThis PR adds a "Cosmic Encounters" system to the Crash game, where space objects (satellites, planets, aliens, galaxies) appear during flight based on altitude. The implementation is feature-complete with 15 encounter types across 5 altitude zones, dynamic probability-based spawning, smooth fade animations, and drift movement effects. Strengths1. Well-Structured Implementation
2. Game Design & UX
3. Performance Considerations
4. CSS Animations
Issues & Concerns1. Critical: Emoji Rendering IssuesProblem: Emojis may not render consistently across browsers/platforms. Some emojis might display as empty boxes or fall back to system defaults. Impact: Users on older browsers/devices won't see encounters properly, defeating the purpose of the feature. Recommendation: Create a fallback system with SVG icons or CSS-based visuals for consistent rendering across all platforms. 2. Performance: Animation Loop ConcernsLocation: Lines 410-450 in CrashCanvas.tsx Problem: The encounter drift calculation happens inside the render loop with Date.now() calls for every encounter on every render. With 6 encounters on screen at 60fps, this means 360+ calculations per second. Recommendation: Move position updates to CSS animations or use a dedicated interval at 30fps instead of recalculating on every render. 3. Logic Issue: Encounter Spawning During Multiple RocketsLocation: Line 348 - checkForEncounter function Problem: The probability formula uses the MAX multiplier across all rockets. If ONE rocket reaches 100x, encounters spawn as if ALL rockets are at 100x, which might feel disconnected from actual rocket positions. Recommendation: Consider using average multiplier for more balanced spawning, or document this behavior explicitly. 4. Code Quality: Magic NumbersExamples:
Recommendation: Extract to named constants for better maintainability. 5. Missing Edge Case HandlingLocation: Lines 410-450 - Encounter rendering JSX Issues:
Security ReviewNo Critical Security Issues FoundThe code handles:
Performance AnalysisEstimated Impact:
Recommendations:
Test CoverageMajor Gap: No Tests AddedMissing test cases:
Recommendation: Add basic unit tests for the core encounter logic functions. Code Style & Best PracticesIssues:
DocumentationIssues:
Deployment ConsiderationsPre-Deploy Checklist:
Final Verdict: APPROVE WITH CHANGESThis is a solid feature implementation that adds meaningful visual interest to the game. The code is well-structured, performance-conscious, and the game design is sound. Required Changes (Block Merge):
Recommended Changes (Don't Block):
Suggestions for Follow-Up PRs
Great Work!This feature adds personality and progression to the Crash game. The altitude-based system creates a sense of exploration, and the implementation is clean and maintainable. With the suggested fixes (especially emoji fallbacks and tests), this will be a great addition to OpenHouse. Reviewer: Claude Code |
Summary
Features
5 altitude zones with appropriate encounter types:
Dynamic movement: Objects drift based on current altitude (faster at higher multipliers)
Type-specific animations: Wormholes/galaxies spin, aliens wobble, rare objects glow
Visual effects: Fade in/out, drop shadows, text glow
Notes
Test plan
🤖 Generated with Claude Code