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I have run the JUnit tests (if submission is related to coding).
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✍ Description of the Pull Request
Please concisely describe the changes you have made.

added coin component and it randomly arise like greendino
when touch a coin it added the
🔗 Issue link
Issue reference number and link goes here e.g. 'Fixes/Closes #<issue_number>'.

This Pull Request fixes the issue : 'Closes #'
This Pull Request does not fix an issue.

Thanks for taking the time to fill out this Pull Request! ❤️ Thanks for contributing to this project 🦖

sample demo

@arvi18
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arvi18 commented Jun 10, 2025

/invoke

@visz11
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visz11 commented Oct 8, 2025

/refacto-visz

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refacto-visz bot commented Oct 8, 2025

Refacto is reviewing this PR. Please wait for the review comments to be posted.

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refacto-visz bot commented Oct 8, 2025

Multi-Domain Review: Coin System

👍 Well Done
Audio Feedback Integration

Proper sound effect implementation enhances user experience effectively.

📁 Selected files for review (1)
  • src/main/java/com/dinosaur/dinosaurexploder/controller/DinosaurController.java
🎯 Custom Instructions
✅ Applied Instructions
Organization Guidelines
  • Reuse code wherever possible and avoid redundant code by refactoring with utils and static method across application

Scope: All files

❌ Unapplied Instructions
portal-backend

Reason: Repository 'portal-backend' does not match current PR repository

refacto-api

Reason: Repository 'refacto-api' does not match current PR repository

pr-reviewer

Reason: Repository 'pr-reviewer' does not match current PR repository

mypy

Reason: Repository 'mypy' does not match current PR repository

bazel

Reason: Repository 'bazel' does not match current PR repository

devd-client

Reason: Repository 'devd-client' does not match current PR repository

📝 Additional Comments
src/main/java/com/dinosaur/dinosaurexploder/controller/DinosaurController.java (3)
Component Validation Pattern

Component retrieval assumes successful entity creation and component attachment. Adding validation prevents runtime failures if entity factory configuration changes or component missing.

Standards:

  • Defensive Programming
  • Error Prevention
Magic Number Extraction

Hardcoded spawn probability makes tuning difficult and reduces maintainability. Extracting to named constant improves readability and enables easier game balancing adjustments.

Standards:

  • Clean Code
  • Configuration Management
Spawn Rate Consistency

Dinosaur spawning uses 0.75 second intervals while coin spawning uses 1.0 second intervals. Verify if different timing is intentional for game balance or should be synchronized.

Standards:

  • Game Design Consistency
  • Business Logic Validation

run(() -> {
if (random(0, 100) < 20) {
double x = random(0, getAppWidth() - 80);
System.out.println("Spawning coin at x=" + x + ", y = 0");
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Console Spam Performance

Debug output in production game loop executes every second with 20% probability. Console I/O operations block execution thread causing frame drops and performance degradation.

Standards
  • ISO-25010 Time Behaviour
  • Production Code Standards

bomb = spawn("Bomb", getAppCenter().getX() - 260, getAppCenter().getY() - 180);

coin = spawn("Coins", getAppCenter().getX() - 260, getAppCenter().getY() - 120);
System.out.println("Coins at : " + coin.getPosition());
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Remove Debug Code

Debug print statement left in production code clutters console output. Should be removed or replaced with proper logging framework for maintainable debugging.

Standards
  • Clean Code
  • Production Readiness

Comment on lines +93 to +98
/*
*
*
*
*
*/
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Remove Empty Comments

Empty comment block provides no documentation value and clutters codebase. Should be removed or populated with meaningful documentation describing coin spawning logic.

Standards
  • Clean Code
  • Documentation Standards

FXGL.play(GameConstants.COIN_GAIN);
coin.removeFromWorld();
System.out.println("You touched a coin!");
coinComponent.incrementCoin();
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Null Pointer Risk

CoinComponent accessed without null check after entity spawning. If coin entity creation fails or component missing, NullPointerException crashes game during collision detection.

            if (coinComponent != null) {
                coinComponent.incrementCoin();
            } else {
                System.err.println("Warning: CoinComponent is null, unable to increment coin");
            }
Commitable Suggestion
Suggested change
coinComponent.incrementCoin();
if (coinComponent != null) {
coinComponent.incrementCoin();
} else {
System.err.println("Warning: CoinComponent is null, unable to increment coin");
}
Standards
  • ISO-25010 Fault Tolerance
  • Defensive Programming

@visz11
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visz11 commented Oct 8, 2025

/refacto-visz

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refacto-visz bot commented Oct 8, 2025

Refacto is reviewing this PR. Please wait for the review comments to be posted.

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refacto-visz bot commented Oct 8, 2025

Multi-Domain Review: Coin System

👍 Well Done
Collision Detection Implementation

Proper collision handling with sound effects and world cleanup.

📁 Selected files for review (1)
  • src/main/java/com/dinosaur/dinosaurexploder/controller/DinosaurController.java
🎯 Custom Instructions
✅ Applied Instructions
Organization Guidelines
  • Reuse code wherever possible and avoid redundant code by refactoring with utils and static method across application

Scope: All files

❌ Unapplied Instructions
portal-backend

Reason: Repository 'portal-backend' does not match current PR repository

refacto-api

Reason: Repository 'refacto-api' does not match current PR repository

pr-reviewer

Reason: Repository 'pr-reviewer' does not match current PR repository

mypy

Reason: Repository 'mypy' does not match current PR repository

bazel

Reason: Repository 'bazel' does not match current PR repository

devd-client

Reason: Repository 'devd-client' does not match current PR repository

📝 Additional Comments
src/main/java/com/dinosaur/dinosaurexploder/controller/DinosaurController.java (3)
Empty Comment Block

Empty comment block provides no documentation value and clutters code. Should either contain meaningful documentation or be removed entirely.

Standards:

  • Clean Code
  • Documentation Standards
Spawn Rate Logic

20% spawn rate for coins every second may create gameplay imbalance. High frequency could flood screen or make coins too common, affecting game difficulty progression.

Standards:

  • Game Balance
  • Algorithm Design
Magic Number Extraction

Magic numbers (20, 80, 1.0) should be extracted to named constants for better maintainability. Makes spawn rate and timing configurable and self-documenting.

Standards:

  • Clean Code
  • Magic Numbers
  • Configuration Management

FXGL.play(GameConstants.COIN_GAIN);
coin.removeFromWorld();
System.out.println("You touched a coin!");
coinComponent.incrementCoin();
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Global State Coupling

Collision handler modifies global coinComponent instead of collision participant's component. Creates tight coupling between UI display and collision logic. Breaks single responsibility principle.

Standards
  • SOLID-SRP
  • Clean Code
  • Low Coupling

Comment on lines +102 to +103
double x = random(0, getAppWidth() - 80);
System.out.println("Spawning coin at x=" + x + ", y = 0");
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Debug Output Removal

Console output in game loop creates I/O overhead during runtime. Debug statements should be removed from production code. Repeated printing impacts frame rate performance.

Standards
  • Clean Code
  • Production Readiness

bomb = spawn("Bomb", getAppCenter().getX() - 260, getAppCenter().getY() - 180);

coin = spawn("Coins", getAppCenter().getX() - 260, getAppCenter().getY() - 120);
System.out.println("Coins at : " + coin.getPosition());
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Debug Output Removal

Debug print statement in initialization code should be removed for production. Console output adds unnecessary overhead and clutters logs.

Standards
  • Clean Code
  • Production Readiness

onCollisionBegin(EntityType.PLAYER, EntityType.COIN, (player, coin) -> {
FXGL.play(GameConstants.COIN_GAIN);
coin.removeFromWorld();
System.out.println("You touched a coin!");
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Debug Output Removal

Debug output in collision handler executes frequently during gameplay. Console I/O in hot path degrades performance and should be removed from production builds.

Standards
  • Clean Code
  • Hot Path Optimization

FXGL.play(GameConstants.COIN_GAIN);
coin.removeFromWorld();
System.out.println("You touched a coin!");
coinComponent.incrementCoin();
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Null Pointer Risk

CoinComponent accessed without null check after collision. If coin entity lacks CoinComponent, NullPointerException crashes game. Component retrieval can fail during entity lifecycle transitions.

            if (coinComponent != null) {
                coinComponent.incrementCoin();
            } else {
                System.out.println("Warning: CoinComponent not available");
            }
Commitable Suggestion
Suggested change
coinComponent.incrementCoin();
if (coinComponent != null) {
coinComponent.incrementCoin();
} else {
System.out.println("Warning: CoinComponent not available");
}
Standards
  • ISO-25010 Fault Tolerance
  • Defensive Programming

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visz11 commented Oct 10, 2025

/refacto-visz

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refacto-visz bot commented Oct 10, 2025

⚠️ No Active Seat

The user @0dd190f8-7b54-4892-a024-d71e8e7524f9 does not have an active seat allocated for code reviews.

Please contact your organization admin to assign a seat or upgrade your subscription.

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visz11 commented Oct 10, 2025

/refacto-visz

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refacto-visz bot commented Oct 10, 2025

⚠️ No Active Seat

The user @0dd190f8-7b54-4892-a024-d71e8e7524f9 does not have an active seat allocated for code reviews.

Please contact your organization admin to assign a seat or upgrade your subscription.

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visz11 commented Oct 10, 2025

/refacto-visz

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refacto-visz bot commented Oct 10, 2025

Refacto is reviewing this PR. Please wait for the review comments to be posted.

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refacto-visz bot commented Oct 10, 2025

Multi-Domain Review: Coin System

📌 Files Processed
  • src/main/java/com/dinosaur/dinosaurexploder/controller/DinosaurController.java
📝 Additional Comments
src/main/java/com/dinosaur/dinosaurexploder/controller/DinosaurController.java (3)
Random Generation Efficiency

Random number generation called every second regardless of spawn decision. Pre-calculating random values or using probability-based spawning reduces computational overhead in game loop.

Standards:

  • Game Performance Optimization
  • Resource Efficiency
Magic Number Constants

Hardcoded spawn probability (20%) and interval (1.0s) reduce game balance flexibility. Constants enable easier tuning and configuration management for gameplay mechanics.

Standards:

  • Clean Code
  • Configuration Management
Empty Comment Block

Empty comment block provides no documentation value and clutters code. Either add meaningful documentation or remove placeholder comments for cleaner codebase.

Standards:

  • Clean Code
  • Documentation Standards

FXGL.play(GameConstants.COIN_GAIN);
coin.removeFromWorld();
System.out.println("You touched a coin!");
coinComponent.incrementCoin();
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Component Reference Mismatch

Global coinComponent references UI display entity while collision handler receives different coin pickup entity. Increment affects wrong component causing display/logic desynchronization.

Standards
  • Object Reference Integrity
  • Component Lifecycle Management

Comment on lines 103 to 151
@@ -124,6 +145,12 @@
System.out.println("You touched a dino !");
damagePlayer();
});
onCollisionBegin(EntityType.PLAYER, EntityType.COIN, (player, coin) -> {
FXGL.play(GameConstants.COIN_GAIN);
coin.removeFromWorld();
System.out.println("You touched a coin!");
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Debug Code Cleanup

Multiple debug print statements remain in production code. These create console noise and indicate incomplete development cleanup before merge.

Standards
  • Clean Code
  • Production Readiness

FXGL.play(GameConstants.COIN_GAIN);
coin.removeFromWorld();
System.out.println("You touched a coin!");
coinComponent.incrementCoin();
Copy link

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Null Pointer Risk

CoinComponent accessed without null check after collision. If coin entity lacks CoinComponent, NullPointerException crashes game during collision handling.

            if (coinComponent != null) {
                coinComponent.incrementCoin();
            }
Commitable Suggestion
Suggested change
coinComponent.incrementCoin();
if (coinComponent != null) {
coinComponent.incrementCoin();
}
Standards
  • ISO-25010 Fault Tolerance
  • Java Exception Handling

@visz11
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visz11 commented Oct 10, 2025

/refacto-visz

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refacto-visz bot commented Oct 10, 2025

Refacto is reviewing this PR. Please wait for the review comments to be posted.

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refacto-visz bot commented Oct 10, 2025

Multi-Domain Review: Coin System

📌 Files Processed
  • src/main/java/com/dinosaur/dinosaurexploder/controller/DinosaurController.java
📝 Additional Comments
src/main/java/com/dinosaur/dinosaurexploder/controller/DinosaurController.java (3)
Magic Number Usage

Hardcoded probability values make coin spawn rate difficult to tune and maintain. Consider extracting to named constants for better configurability.

Standards:

  • Clean Code
  • Maintainability Principles
Component Initialization Order

CoinComponent retrieved from UI coin entity rather than game coin entities. Verify this is intended behavior for score tracking versus collision handling.

Standards:

  • Component Architecture
  • Game Design Patterns
Inconsistent Spacing Style

Inconsistent blank line spacing around code blocks reduces readability. Consider applying consistent formatting throughout the file for better maintainability.

Standards:

  • Code Style
  • Formatting Standards

run(() -> {
if (random(0, 100) < 20) {
double x = random(0, getAppWidth() - 80);
System.out.println("Spawning coin at x=" + x + ", y = 0");
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Debug Code Present

Debug print statements left in production code create console noise and potential performance overhead. Should be removed or replaced with proper logging framework.

Standards
  • Clean Code
  • Production Readiness

bomb = spawn("Bomb", getAppCenter().getX() - 260, getAppCenter().getY() - 180);

coin = spawn("Coins", getAppCenter().getX() - 260, getAppCenter().getY() - 120);
System.out.println("Coins at : " + coin.getPosition());
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Debug Code Present

Debug print statements left in production code create console noise and potential performance overhead. Should be removed or replaced with proper logging framework.

Standards
  • Clean Code
  • Production Readiness

onCollisionBegin(EntityType.PLAYER, EntityType.COIN, (player, coin) -> {
FXGL.play(GameConstants.COIN_GAIN);
coin.removeFromWorld();
System.out.println("You touched a coin!");
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Debug Code Present

Debug print statements left in production code create console noise and potential performance overhead. Should be removed or replaced with proper logging framework.

Standards
  • Clean Code
  • Production Readiness

Comment on lines +93 to +98
/*
*
*
*
*
*/
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Empty Comment Block

Empty comment block provides no documentation value and clutters code. Should contain meaningful description of coin spawning logic or be removed entirely.

Standards
  • Clean Code
  • Documentation Standards

FXGL.play(GameConstants.COIN_GAIN);
coin.removeFromWorld();
System.out.println("You touched a coin!");
coinComponent.incrementCoin();
Copy link

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Null Pointer Risk

CoinComponent accessed without null check in collision handler. If coin entity lacks component, NullPointerException crashes game during collision detection.

            if (coinComponent != null) {
                coinComponent.incrementCoin();
            }
Commitable Suggestion
Suggested change
coinComponent.incrementCoin();
if (coinComponent != null) {
coinComponent.incrementCoin();
}
Standards
  • ISO-25010 Fault Tolerance
  • Defensive Programming

@visz11
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visz11 commented Oct 10, 2025

/refacto-visz

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refacto-visz bot commented Oct 10, 2025

Refacto is reviewing this PR. Please wait for the review comments to be posted.

@refacto-visz
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refacto-visz bot commented Oct 10, 2025

Multi-Domain Review: Coin System

👍 Well Done
Collision Detection Implementation

Proper entity collision handling with sound effects and removal.

📌 Files Processed
  • src/main/java/com/dinosaur/dinosaurexploder/controller/DinosaurController.java
📝 Additional Comments
src/main/java/com/dinosaur/dinosaurexploder/controller/DinosaurController.java (5)
Debug Code Cleanup

Debug print statement left in production code creates console noise and potential performance impact during gameplay.

Standards:

  • Clean Code
  • Production Readiness
Debug Code Cleanup

Debug print statement left in production code creates console noise and potential performance impact during initialization.

Standards:

  • Clean Code
  • Production Readiness
Debug Code Cleanup

Debug print statement left in production code creates console noise and potential performance impact during collision events.

Standards:

  • Clean Code
  • Production Readiness
Empty Comment Block

Empty comment block provides no documentation value and clutters code readability. Should contain meaningful description or be removed entirely.

Standards:

  • Clean Code
  • Documentation Standards
Spawn Rate Consistency

Dinosaur spawns every 0.75s with 66% probability while coins spawn every 1.0s with 20% probability. This creates inconsistent spawn rates that may affect game balance and player experience.

Standards:

  • Game Balance Design
  • Consistent Mechanics


coin = spawn("Coins", getAppCenter().getX() - 260, getAppCenter().getY() - 120);
System.out.println("Coins at : " + coin.getPosition());
coinComponent = coin.getComponent(CoinComponent.class);
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Component Initialization Race

CoinComponent retrieved immediately after entity spawn without validation. Component may not be attached yet causing null reference in collision handlers.

Standards
  • ISO-25010 Maturity
  • Component Lifecycle Management

Comment on lines +101 to +102
if (random(0, 100) < 20) {
double x = random(0, getAppWidth() - 80);
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Random Generation Inefficiency

Two separate random() calls per spawn cycle creates unnecessary overhead. Single random value could determine both spawn decision and position reducing computational cost.

Standards
  • ISO-25010 Resource Utilization
  • Algorithm Optimization

FXGL.play(GameConstants.COIN_GAIN);
coin.removeFromWorld();
System.out.println("You touched a coin!");
coinComponent.incrementCoin();
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Null Pointer Risk

CoinComponent accessed without null check in collision handler. If coin entity lacks CoinComponent, NullPointerException crashes game during collision processing.

            if (coinComponent != null) {
                coinComponent.incrementCoin();
            }
Commitable Suggestion
Suggested change
coinComponent.incrementCoin();
if (coinComponent != null) {
coinComponent.incrementCoin();
}
Standards
  • ISO-25010 Fault Tolerance
  • Defensive Programming

@visz11 visz11 closed this Oct 10, 2025
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4 participants