Refactor Game Engine Optimization#158
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- Created `SpatialIndex.kt` for efficient grid-based proximity lookups. - Optimized `handleEnemyMovement` and `handleProjectiles` in `MainViewModel.kt` to use spatial partitioning. - Reduced complexity of puddle detection and AoE damage from O(N*M) to O(N). - Added `SpatialIndexIntegrationTest.kt` to verify the new optimization logic. - Updated `fixes.md` with the refactoring record. Co-authored-by: candour <4670475+candour@users.noreply.github.com>
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📝 WalkthroughWalkthroughAdds a generic axial-grid ChangesSpatial Index + Main loop integration
Estimated code review effort🎯 3 (Moderate) | ⏱️ ~25 minutes Possibly related PRs
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app/src/main/java/com/messark/hawker/MainViewModel.ktapp/src/main/java/com/messark/hawker/utils/SpatialIndex.ktapp/src/test/java/com/messark/hawker/SpatialIndexIntegrationTest.ktfixes.md
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The enemySpatialIndex is built from state.enemies at their initial positions (line 356), but it's not used until line 375 in handleProjectiles, which occurs after enemy movement updates their positions (lines 368-369). This means projectile AoE collision detection queries the spatial index with stale enemy positions, causing projectiles to potentially miss enemies that have moved since the index was constructed. |
Thank you for catching this! I've moved the enemySpatialIndex construction to immediately before handleProjectiles to ensure it uses the updated enemy positions after movement. I also took the opportunity to ensure the puddleSpatialIndex is built after transient updates to filter out expired puddles. |
- Rebuild enemy spatial index after movement to ensure up-to-date positions for projectile collision. - Rebuild puddle spatial index after transient updates to exclude expired puddles. - Improve spatial index findNearby search range to ensure no neighbors are missed due to truncation. - Add integration test to verify the fix. Co-authored-by: candour <4670475+candour@users.noreply.github.com>
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…st.kt Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
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This refactor addresses performance bottlenecks in the core game loop of Hawker Rush. By introducing a
SpatialIndexutility using axial coordinate bucketing, we've optimized proximity-based operations such as enemy-puddle interactions and projectile AoE collision detection. These changes reduce the computational complexity from O(N*M) to O(N) per tick, ensuring smoother gameplay as the number of entities increases in later waves. Functional correctness was verified through a new integration test suite and existing regression tests.PR created automatically by Jules for task 10193098012678763011 started by @candour
Summary by CodeRabbit
Refactor
Tests
Documentation