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V22 wheat#19

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SpruceGuy1 wants to merge 3 commits intov22from
v22-wheat
Open

V22 wheat#19
SpruceGuy1 wants to merge 3 commits intov22from
v22-wheat

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@SpruceGuy1
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@SpruceGuy1 SpruceGuy1 commented Feb 7, 2026

Summary by CodeRabbit

  • New Features
    • Added Europe as a new playable location in the main menu.
    • Introduced a farming system with wheat seeds and crop (wheat) counters.
    • Added a "Buy Seeds" button to purchase wheat seeds.
    • Implemented a general player mode (normal/shooting/farming) to switch behaviors.
    • Expanded inventory to track arrows, wheat seeds, and wheat.

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Project Deployment Actions Updated (UTC)
spruceguy1-github-io Ready Ready Preview, Comment Feb 7, 2026 2:36pm

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  • ✅ Full review completed - (🔄 Check again to review again)
📝 Walkthrough

Walkthrough

The update adds a Europe location to the game map, introduces a farming system with seeds and wheat mechanics, refactors the player's mode system from a boolean shooting flag to a generalized numeric mode property (supporting normal, shooting, and farming), expands inventory to track farming items, and integrates the new europe() function into the game initialization flow.

Changes

Cohort / File(s) Summary
Location & Map System
blocks2.html
Added Europe as a new location option in the UI select element; implemented a new europe() function containing a pre-seeded game map sequence and wired it into the menu flow via the assemble() lifecycle and case handling.
Player Mode System Refactoring
blocks2.html
Replaced boolean inShootMode property with a generalized numeric mode property (0 = normal, 1 = shooting, 2 = farming); updated combat logic to check mode == 1 and added a farming mode toggle button (efm) with corresponding UI indicator (fm).
Inventory Expansion & Farming
blocks2.html
Expanded player inventory to include arrows, wheatSeeds, and wheat counters; added farming section to Inventory UI; implemented a "Buy Seeds" button for purchasing wheat seeds and associated mode/state handling.
Game Control & UI Wiring
blocks2.html
Updated button handlers for shoot mode (esm) and new farming mode (efm) to manipulate the mode property and synchronize visual indicators in the UI.

Estimated code review effort

🎯 3 (Moderate) | ⏱️ ~20 minutes

Possibly related PRs

  • PR #3: Modifies the inventory model and UI counters in blocks2.html, affecting the same p.inv structure expanded in this PR.
  • PR #17: Adds the europe() function and wires it into the menu switch, sharing the same region-loading flow modifications.
  • PR #6: Introduces shooting mechanics and inventory expansion (arrows) that this PR refactors by replacing inShootMode with the generalized mode property.

Poem

🐰 Modes now generalized, farming takes the stage,
Europe spreads its seeds across the page,
From bullets to wheat, the player grows wise,
One property to rule them all—no surprise! 🌾

🚥 Pre-merge checks | ✅ 2 | ❌ 1
❌ Failed checks (1 inconclusive)
Check name Status Explanation Resolution
Title check ❓ Inconclusive The title 'V22 wheat' is partially related to the changeset, referring to wheat/farming features, but it fails to capture the main scope of changes including the new Europe location, farming mode system, and mode refactoring. Consider a more descriptive title such as 'Add farming mode and Europe location with refactored player mode system' to better reflect the primary changes in this substantial update.
✅ Passed checks (2 passed)
Check name Status Explanation
Description Check ✅ Passed Check skipped - CodeRabbit’s high-level summary is enabled.
Docstring Coverage ✅ Passed No functions found in the changed files to evaluate docstring coverage. Skipping docstring coverage check.

✏️ Tip: You can configure your own custom pre-merge checks in the settings.

✨ Finishing touches
🧪 Generate unit tests (beta)
  • Create PR with unit tests
  • Post copyable unit tests in a comment
  • Commit unit tests in branch v22-wheat

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coderabbitai bot commented Feb 7, 2026

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Actionable comments posted: 2

Caution

Some comments are outside the diff and can’t be posted inline due to platform limitations.

⚠️ Outside diff range comments (1)
blocks2.html (1)

1805-1814: ⚠️ Potential issue | 🟠 Major

No farming action handled when p.mode==2 and the canvas is clicked.

The canvas click handler only acts on mode==1 (shooting). If farming mode is intended to let players plant seeds by clicking the map, a mode==2 branch is needed here. Currently, even once the toggle bug above is fixed, farming mode would have no gameplay effect.

💡 Skeleton for farming click action
 $("#cc").click(function(e) {
   if (p.mode==1 && p.hasBow && p.inv.arrows > 0) {
     var targetX = Math.floor(e.offsetX / 16)
     var targetY = Math.floor(e.offsetY / 16)
     shootArrow(p.x, p.y, targetX, targetY)
     p.inv.arrows--
     $("#wbc").children(".arrow").last().remove()
     $("#arrowCount").text(p.inv.arrows)
   }
+  if (p.mode==2 && p.inv.wheatSeeds > 0) {
+    var targetX = Math.floor(e.offsetX / 16)
+    var targetY = Math.floor(e.offsetY / 16)
+    // TODO: implement seed planting and wheat growth logic
+  }
 })
🤖 Fix all issues with AI agents
In `@blocks2.html`:
- Around line 1794-1804: The click handlers for "#esm" and "#efm" use
expressions with ! and == that break due to operator precedence (p.mode is never
set to the intended farming value); update the handlers to use explicit
comparisons or ternary toggles instead of relying on ! (e.g., in the "#esm"
handler set p.mode to p.mode==1 ? 0 : 1 and update $("#sm")/$("#fm")
accordingly, and in the "#efm" handler set p.mode to p.mode==2 ? 0 : 2 and
update $("#fm")/$("#sm") accordingly), ensuring p.mode, the "#esm"/"#efm" click
logic, and the text-setting lines reference the new explicit comparisons.
- Line 100: The `#buySeeds` button has no click handler so clicking it does
nothing; add a jQuery click handler for $("#buySeeds").click(...) in the script
that calls the existing purchase logic (or creates a new function like
purchaseSeeds or buyWheatSeeds) to deduct player currency, add 6 wheat seeds to
inventory, validate funds, and update the UI (balance and inventory) and any
save/state functions (e.g., updateInventory or saveGame); ensure to reference
and reuse any existing functions such as updateInventory, saveGameState, or
player.balance when implementing the handler so behavior is consistent with
other purchase buttons.

<button id="eatApple">Eat an apple</button>
<button id="eatMaxApples">Eat all of your apples</button>
<button id="buyCoal">Buy 2 coal for 3 apples</button>
<button id="buySeeds">Buy 6 wheat seeds for $5</button>
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⚠️ Potential issue | 🔴 Critical

#buySeeds button has no click handler — it does nothing when clicked.

The button is declared in the HTML but there is no corresponding $("#buySeeds").click(...) handler in the <script> block. Players cannot purchase wheat seeds.

🐛 Suggested handler (adjust pricing logic as needed)
+      $("#buySeeds").click(function(){
+        if(p.$ < 5){
+          alert("You need $5.")
+        }else{
+          p.$ -= 5
+          $("#cash").text(p.$)
+          p.inv.wheatSeeds += 6
+          $("#wheatSeedCount").text(p.inv.wheatSeeds)
+        }
+      })
🤖 Prompt for AI Agents
In `@blocks2.html` at line 100, The `#buySeeds` button has no click handler so
clicking it does nothing; add a jQuery click handler for
$("#buySeeds").click(...) in the script that calls the existing purchase logic
(or creates a new function like purchaseSeeds or buyWheatSeeds) to deduct player
currency, add 6 wheat seeds to inventory, validate funds, and update the UI
(balance and inventory) and any save/state functions (e.g., updateInventory or
saveGame); ensure to reference and reuse any existing functions such as
updateInventory, saveGameState, or player.balance when implementing the handler
so behavior is consistent with other purchase buttons.

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