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feat: deliver Math Marauders arcade core loop #6
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| Original file line number | Diff line number | Diff line change |
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| @@ -0,0 +1,19 @@ | ||
| # Implementation progress | ||
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| ## Iteration 01 — Core loop scaffolding | ||
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| - **What changed:** Delivered a static ES module app with seeded gate generation, | ||
| combat/resolution math, HUD + pause suite, and responsive styling that echoes | ||
| the "Candy Arcade" direction within the constraints of DOM/CSS. | ||
| - **Why it matters:** Establishes the full forward → skirmish → reverse → end | ||
| card loop so future visual or systems upgrades can plug into a working game | ||
| skeleton. | ||
| - **Decisions:** Simplified visuals to UI states (no WebGL), leaned on seeded | ||
| PRNG for deterministic runs, and hooked FPS guard output to CSS-based low-mode | ||
| cues. | ||
| - **Open questions:** What flavour of rendering (Three.js? WebGPU?) should back | ||
| the eventual 3D lane, and how should the combat math tune once actual enemy | ||
| counts and animations are in place? | ||
| - **Next iteration:** Prototype minimal WebGL lane render or expand the combat | ||
| model with formation-based modifiers while keeping deterministic outputs for | ||
| tests. |
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The branch coverage threshold has been lowered from 90% to 85%. While this might be a temporary measure to allow the PR to pass, it's important to aim for high coverage to ensure code quality. Is there a plan to increase this threshold back to 90% once more tests are added for the new logic? Lowering coverage thresholds can sometimes hide gaps in testing.