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- Extracted Asteroids weighted beat timing logic from `AsteroidsGameScene.js` into `games/Asteroids/game/asteroidsBeatTiming.js`.
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- Preserved the PR_26139_026 weights and cadence behavior:
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- large asteroid: `9`
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- medium asteroid: `4`
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- small asteroid: `1`
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- Kept cadence tuning unchanged at the existing `0.18s` fast bound and `0.98s` slow bound.
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- Left `AsteroidsGameScene.js` responsible only for baseline lifecycle and applying the resolved beat interval.
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## Behavior Preservation
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- The targeted PR_26139_026 validation still confirms:
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-`8 large = 72`
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-`16 medium = 64`
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-`32 small = 32`
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- inactive asteroid objects do not contribute
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- lower weighted total produces faster cadence
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## Validation
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- PASS: `npm run build:manifest`
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- PASS: `npx playwright test tests/playwright/tools/AsteroidsBeatTiming.spec.mjs --project=playwright --workers=1 --reporter=list`
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- 1 passed.
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- PASS: `git diff --check`
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## Coverage
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- Playwright impacted: Yes.
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- V8 coverage collected the changed Asteroids files:
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-`(51%) games/Asteroids/game/AsteroidsGameScene.js - changed JS file with browser V8 coverage`
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-`(100%) games/Asteroids/game/asteroidsBeatTiming.js - changed JS file with browser V8 coverage`
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- Note: the existing changed-runtime guardrail classifies only `src/`, `tools/`, and `common/` as runtime JS, so Asteroids game files appear under `Changed JS files considered` rather than `Changed runtime JS files covered`.
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## Full Samples
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- Full samples smoke test was skipped.
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- Reason: scope is limited to a focused Asteroids helper extraction with unchanged beat timing behavior covered by the targeted Asteroids Playwright test.
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## Manual Validation
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1. Launch `games/Asteroids/index.html`.
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2. Start a game.
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3. Split large asteroids into medium asteroids and confirm the beat speeds up.
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4. Split medium asteroids into small asteroids and confirm the beat speeds up again.
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5. Confirm cadence remains bounded and no gameplay/rendering behavior changes beyond the PR_26139_026 beat timing behavior.
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