Skip to content

Conversation

@goofmint
Copy link
Owner

@goofmint goofmint commented Nov 21, 2025

  • Add game route at /$lang/$codeLanguage/play (e.g., /ja/javascript/play)
  • Implement complete game state management (score, combo, timer, level progression)
  • Add line tap handling with correct/incorrect feedback
  • Implement combo multiplier system (1x, 1.2x, 1.5x, 2.0x)
  • Add random problem selection within each level (1→2→3)
  • Implement 60-second countdown timer
  • Add skip functionality with bonus for completing all issues
  • Create game over screen with final score display
  • Update Welcome component with code language selection and navigation
  • Update BASIC.md documentation with new route structure

Game features:

  • Level progression: starts at level 1, advances to 2, then stays at 3
  • Random problem selection from available problems in each level
  • Visual feedback for tapped lines (correct=green, wrong=red)
  • Real-time score, combo, and timer display
  • Issues found counter per problem

Summary by CodeRabbit

  • New Features

    • Added a timed, interactive puzzle game with language- and code-language-aware play paths, three-level progression, scoring, combos, skips, randomized problems, and bilingual UI.
    • Start flow now navigates into the selected language/code-language play path and lets players choose additional code languages.
  • Documentation

    • Routing docs updated to show language-aware URLs, title/root behavior, and randomized level selection.
  • Chores

    • Minor import/style adjustments to separate type vs. value imports.

✏️ Tip: You can customize this high-level summary in your review settings.

- Add game route at /$lang/$codeLanguage/play (e.g., /ja/javascript/play)
- Implement complete game state management (score, combo, timer, level progression)
- Add line tap handling with correct/incorrect feedback
- Implement combo multiplier system (1x, 1.2x, 1.5x, 2.0x)
- Add random problem selection within each level (1→2→3)
- Implement 60-second countdown timer
- Add skip functionality with bonus for completing all issues
- Create game over screen with final score display
- Update Welcome component with code language selection and navigation
- Update BASIC.md documentation with new route structure

Game features:
- Level progression: starts at level 1, advances to 2, then stays at 3
- Random problem selection from available problems in each level
- Visual feedback for tapped lines (correct=green, wrong=red)
- Real-time score, combo, and timer display
- Issues found counter per problem
@coderabbitai
Copy link

coderabbitai bot commented Nov 21, 2025

Walkthrough

Adds a language- and code-language-aware Play route at /:lang/:codeLanguage/play, updates welcome navigation to use it, revises BASIC.md routing docs, and makes small import-only type changes in Header and language route files. The Play route implements a timed, multi-level line-tap puzzle with scoring and random problem selection.

Changes

Cohort / File(s) Change Summary
Docs
BASIC.md
Rewrote routing docs to use language-aware paths like /$lang/$codeLanguage/play, consolidated route table, added examples and note about level data being chosen randomly.
Play Route
app/routes/$lang.$codeLanguage.play.tsx
New route/component: loader validates lang and codeLanguage (redirects on invalid); selects random problems avoiding repeats; manages game state (levels 1–3, 60s timer, score, combo, solved IDs, tapped lines); implements tap handling, skip/advance, feedback, and end-of-game UI; uses localization t() and Header.
Welcome UI
app/welcome/welcome.tsx
Add useState for codeLanguage, useNavigate, and handleStart to navigate to /{lang}/{codeLanguage}/play; bind select input and add extra language options.
Routing Table
app/routes.ts
Added route entry :lang/:codeLanguage/playroutes/$lang.$codeLanguage.play.tsx to exported route config.
Imports / Types
app/components/Header.tsx, app/routes/$lang.tsx
Switched SupportedLanguage imports to type-only imports to remove runtime import while preserving types; no runtime behavior changes.

Sequence Diagram(s)

sequenceDiagram
    participant User
    participant Welcome
    participant Router
    participant PlayLoader as Play Route (Loader)
    participant PlayUI as Game Component
    participant GameState as Game Logic

    User->>Welcome: choose language & codeLanguage
    User->>Welcome: click Start
    Welcome->>Router: navigate to /{lang}/{codeLanguage}/play
    Router->>PlayLoader: invoke loader with params

    rect rgb(200,220,255)
      Note over PlayLoader: validate params\n(redirect if invalid)
      PlayLoader-->>PlayUI: return loader data (lang, codeLanguage)
    end

    PlayUI->>GameState: init (level=1, timer=60s)
    GameState->>GameState: selectRandomProblem(excludeIds)

    rect rgb(220,240,220)
      loop Game loop
        User->>PlayUI: tap line / skip
        PlayUI->>GameState: handleTap or handleSkip
        GameState-->>PlayUI: updated state (score, combo, solved, next problem)
        PlayUI-->>User: show feedback
        GameState->>GameState: decrement timer each second
      end
    end

    alt timer == 0
      PlayUI->>User: render game-over screen
      User->>PlayUI: click Home
    end
Loading

Estimated code review effort

🎯 4 (Complex) | ⏱️ ~45 minutes

  • Pay attention to:
    • Loader param validation and redirect logic in app/routes/$lang.$codeLanguage.play.tsx
    • Random problem selection and excludeIds handling (empty-set or exhausted problems)
    • Timer lifecycle and cleanup to avoid leaks
    • State updates for score/combo and concurrent input/timer interactions
    • UI fallback paths when no current problem exists

Possibly related PRs

Poem

🐰 I hopped from docs to play,

Lang and code in bright array,
Taps and combos, timer ticks,
Problems shuffled, pick by pick,
Home we go with score in sway 🥕

Pre-merge checks and finishing touches

❌ Failed checks (1 warning)
Check name Status Explanation Resolution
Docstring Coverage ⚠️ Warning Docstring coverage is 75.00% which is insufficient. The required threshold is 80.00%. You can run @coderabbitai generate docstrings to improve docstring coverage.
✅ Passed checks (2 passed)
Check name Status Explanation
Description Check ✅ Passed Check skipped - CodeRabbit’s high-level summary is enabled.
Title check ✅ Passed The title directly and accurately summarizes the main feature: implementing game logic with random problem selection, which is the core change across the new game route component and related updates.
✨ Finishing touches
  • 📝 Generate docstrings
🧪 Generate unit tests (beta)
  • Create PR with unit tests
  • Post copyable unit tests in a comment
  • Commit unit tests in branch claude/implement-game-logic-016rsAYQR7eKegxejKURFykb

Comment @coderabbitai help to get the list of available commands and usage tips.

- Add /:lang/:codeLanguage/play route to routes.ts
- This fixes the issue where the Start button didn't navigate to the game
Copy link

@coderabbitai coderabbitai bot left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Actionable comments posted: 3

🧹 Nitpick comments (1)
BASIC.md (1)

105-113: Docs updates align with implementation; consider syncing directory names

  • The added note that “レベル内のデータはランダムに選択” and the /$lang/$codeLanguage/play route description are consistent with the current selectRandomProblem implementation and the new play route file.
  • The updated route table correctly reflects the language‑aware URLs being used by the loader and Welcome screen.
  • As a minor clean‑up (not blocking), the doc still refers to src/routes / src/problems while the code lives under app/routes / app/problems; updating those paths when convenient would avoid confusion for new contributors.

Also applies to: 350-357

📜 Review details

Configuration used: CodeRabbit UI

Review profile: CHILL

Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between 62e9081 and 4e63257.

📒 Files selected for processing (3)
  • BASIC.md (2 hunks)
  • app/routes/$lang.$codeLanguage.play.tsx (1 hunks)
  • app/welcome/welcome.tsx (3 hunks)
🧰 Additional context used
🧬 Code graph analysis (2)
app/welcome/welcome.tsx (2)
app/locales/index.ts (1)
  • SupportedLanguage (8-8)
app/problems/index.ts (1)
  • CodeLanguageOrAll (6-6)
app/routes/$lang.$codeLanguage.play.tsx (3)
app/problems/index.ts (4)
  • Problem (20-26)
  • CodeLanguageOrAll (6-6)
  • getProblems (58-66)
  • calculateScore (83-95)
app/locales/index.ts (2)
  • SupportedLanguage (8-8)
  • t (21-24)
app/components/Header.tsx (1)
  • Header (8-67)
🔇 Additional comments (1)
app/welcome/welcome.tsx (1)

1-2: Import is already consistent with the rest of the codebase; no action needed

Verification confirms that useNavigate from 'react-router' in welcome.tsx matches the pattern throughout the app—Header.tsx and all other components also import from 'react-router', not 'react-router-dom'. The import is correct and needs no change.

The optional a11y suggestion (wiring the <label> to the <select> via htmlFor/id) remains a minor improvement if you wish to address it, but the code is functionally sound as-is.

Comment on lines +70 to +83
// Initialize game state
const [gameState, setGameState] = useState<GameState>(() => {
const firstProblem = selectRandomProblem(codeLanguage, 1);
return {
currentProblem: firstProblem,
currentLevel: 1,
score: 0,
combo: 0,
remainingSeconds: 60,
solvedIssueIds: [],
tappedLines: {},
problemCount: 0,
};
});
Copy link

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

⚠️ Potential issue | 🟠 Major

Timer continues while showing “No problems available”; short-circuit the countdown in that case

When there’s no currentProblem (e.g., no problems for the selected level/language, or after exhausting all problems), the component renders the “No problems available.” screen, but the timer effect continues to run and eventually flips the UI to the Game Over screen. That’s a bit confusing: once you tell the user there are no problems, the game effectively should be “over” and not counting down.

You can short‑circuit the timer when there is no current problem:

-  useEffect(() => {
-    if (gameEnded) return;
+  useEffect(() => {
+    if (gameEnded || !gameState.currentProblem) return;
@@
-  }, [gameEnded]);
+  }, [gameEnded, gameState.currentProblem]);

This keeps the “No problems available” message stable instead of morphing into Game Over after 60 seconds.

Also applies to: 94-110, 263-285

🤖 Prompt for AI Agents
In app/routes/$lang.$codeLanguage.play.tsx around lines 70-83 (and similarly at
94-110 and 263-285), the timer effect continues running even when currentProblem
is null causing the "No problems available" screen to later flip to Game Over;
update the timer logic to early return or not start the countdown when
gameState.currentProblem is falsy (and also guard any effects that transition to
Game Over) so the interval/timeout is only created when a problem exists, and
clear any existing interval when currentProblem becomes null to keep the "No
problems available" view stable.

⚠️ Potential issue | 🟠 Major

problemCount semantics cause “0 problems solved” on timeout; adjust initialization/update

As implemented, problemCount starts at 0 and is only incremented inside handleSkip. If the timer expires while the player is still on the first problem (never pressed Skip), the Game Over screen will report 0 problems solved, which is misleading for users who have actually worked on one problem.

You can make problemCount represent “problems attempted” more accurately by:

  • Initializing it to 1 when a first problem exists.
  • Incrementing it only when a new problem is actually loaded.

For example:

-  const [gameState, setGameState] = useState<GameState>(() => {
-    const firstProblem = selectRandomProblem(codeLanguage, 1);
-    return {
-      currentProblem: firstProblem,
-      currentLevel: 1,
-      score: 0,
-      combo: 0,
-      remainingSeconds: 60,
-      solvedIssueIds: [],
-      tappedLines: {},
-      problemCount: 0,
-    };
-  });
+  const [gameState, setGameState] = useState<GameState>(() => {
+    const firstProblem = selectRandomProblem(codeLanguage, 1);
+    return {
+      currentProblem: firstProblem,
+      currentLevel: 1,
+      score: 0,
+      combo: 0,
+      remainingSeconds: 60,
+      solvedIssueIds: [],
+      tappedLines: {},
+      // Count the first problem as “attempted” if it exists
+      problemCount: firstProblem ? 1 : 0,
+    };
+  });
@@
-    setGameState((prev) => {
+    setGameState((prev) => {
       // Advance level: 1 → 2 → 3 (max)
       const nextLevel = Math.min(prev.currentLevel + 1, 3);
       const nextProblem = selectRandomProblem(codeLanguage, nextLevel, usedProblemIds);
@@
-      if (nextProblem) {
-        setUsedProblemIds((prevIds) => [...prevIds, nextProblem.id]);
-      }
-
-      return {
-        ...prev,
-        currentProblem: nextProblem,
-        currentLevel: nextLevel,
-        score: prev.score + bonusScore,
-        solvedIssueIds: [],
-        problemCount: prev.problemCount + 1,
-      };
+      if (nextProblem) {
+        setUsedProblemIds((prevIds) => [...prevIds, nextProblem.id]);
+        return {
+          ...prev,
+          currentProblem: nextProblem,
+          currentLevel: nextLevel,
+          score: prev.score + bonusScore,
+          solvedIssueIds: [],
+          problemCount: prev.problemCount + 1,
+        };
+      }
+
+      // No further problems: keep currentCount, just apply bonus + mark as cleared
+      return {
+        ...prev,
+        currentProblem: null,
+        currentLevel: nextLevel,
+        score: prev.score + bonusScore,
+        solvedIssueIds: [],
+      };
     });
   }, [gameEnded, gameState.currentProblem, gameState.solvedIssueIds, codeLanguage, usedProblemIds]);

Also applies to: 188-223, 226-261

🤖 Prompt for AI Agents
In app/routes/$lang.$codeLanguage.play.tsx around lines 70-83, the
gameState.problemCount is initialized to 0 which yields “0 problems solved” if
the timer expires on the first problem; change the initialization to set
problemCount to 1 when a firstProblem exists, and then update the logic where
new problems are loaded (also review and adjust the handlers in ranges 188-223
and 226-261) so that problemCount is incremented whenever a new problem is
actually loaded/attempted (not only on handleSkip) — ensure both
skip/next/problem-load paths increment problemCount consistently and the Game
Over screen reads problemCount as “problems attempted.”

Comment on lines +125 to +183
const handleLineTap = useCallback(
(lineNumber: number) => {
if (gameEnded || !gameState.currentProblem) return;

const problemId = gameState.currentProblem.id;
const alreadyTapped = gameState.tappedLines[problemId]?.includes(lineNumber) || false;

// Ignore if already tapped
if (alreadyTapped) return;

// Find if this line has an issue
const issues = gameState.currentProblem.issues;
const hitIssue = issues.find(
(issue) =>
issue.lines.includes(lineNumber) && !gameState.solvedIssueIds.includes(issue.id)
);

setGameState((prev) => {
const newTappedLines = {
...prev.tappedLines,
[problemId]: [...(prev.tappedLines[problemId] || []), lineNumber],
};

if (hitIssue) {
// Correct! Increase score and combo
const newCombo = prev.combo + 1;
const scoreGain = calculateScore(hitIssue.score, newCombo);
const newSolvedIssueIds = [...prev.solvedIssueIds, hitIssue.id];

setFeedbackMessage({
type: 'correct',
text: `+${scoreGain} (${t('label.combo', lang)}: ${newCombo}x)`,
});

return {
...prev,
score: prev.score + scoreGain,
combo: newCombo,
solvedIssueIds: newSolvedIssueIds,
tappedLines: newTappedLines,
};
} else {
// Wrong! Lose 1 point and reset combo
setFeedbackMessage({
type: 'wrong',
text: `-1`,
});

return {
...prev,
score: Math.max(0, prev.score - 1),
combo: 0,
tappedLines: newTappedLines,
};
}
});
},
[gameEnded, gameState.currentProblem, gameState.tappedLines, gameState.solvedIssueIds, lang]
);
Copy link

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

⚠️ Potential issue | 🟠 Major

🧩 Analysis chain

State in handleLineTap mixes outer gameState reads with functional updates; consider tightening to prev only

handleLineTap correctly handles hit/miss logic, combo, and scoring, and integrates with calculateScore as specified. However, it reads gameState.currentProblem, gameState.tappedLines, and gameState.solvedIssueIds outside the setGameState functional updater, then also uses prev inside. This pattern works today but slightly increases the risk of stale reads if the function grows or concurrent interactions (future transitions, etc.) are added.

You can make it more robust by deriving everything from prev inside the updater:

-  const handleLineTap = useCallback(
-    (lineNumber: number) => {
-      if (gameEnded || !gameState.currentProblem) return;
-
-      const problemId = gameState.currentProblem.id;
-      const alreadyTapped = gameState.tappedLines[problemId]?.includes(lineNumber) || false;
-
-      // Ignore if already tapped
-      if (alreadyTapped) return;
-
-      // Find if this line has an issue
-      const issues = gameState.currentProblem.issues;
-      const hitIssue = issues.find(
-        (issue) =>
-          issue.lines.includes(lineNumber) && !gameState.solvedIssueIds.includes(issue.id)
-      );
-
-      setGameState((prev) => {
+  const handleLineTap = useCallback(
+    (lineNumber: number) => {
+      if (gameEnded) return;
+
+      setGameState((prev) => {
+        if (!prev.currentProblem) return prev;
+
+        const problemId = prev.currentProblem.id;
+        const alreadyTapped =
+          prev.tappedLines[problemId]?.includes(lineNumber) ?? false;
+        if (alreadyTapped) return prev;
+
+        const issues = prev.currentProblem.issues;
+        const hitIssue = issues.find(
+          (issue) =>
+            issue.lines.includes(lineNumber) && !prev.solvedIssueIds.includes(issue.id)
+        );
+
         const newTappedLines = {
           ...prev.tappedLines,
           [problemId]: [...(prev.tappedLines[problemId] || []), lineNumber],
         };
@@
-          setFeedbackMessage({
+          setFeedbackMessage({
             type: 'correct',
             text: `+${scoreGain} (${t('label.combo', lang)}: ${newCombo}x)`,
           });
@@
-        } else {
+        } else {
@@
-          setFeedbackMessage({
+          setFeedbackMessage({
             type: 'wrong',
             text: `-1`,
           });
@@
-      });
-    },
-    [gameEnded, gameState.currentProblem, gameState.tappedLines, gameState.solvedIssueIds, lang]
+      });
+    },
+    [gameEnded, lang]
   );

This keeps all game‑state decisions inside a single, consistent snapshot (prev) and simplifies the dependency list.

Also applies to: 287-377


🏁 Script executed:

#!/bin/bash
# Quick sanity check: ensure no other handlers in this file mix outer state and functional updates.

rg -n "setGameState" app/routes/\$lang.\$codeLanguage.play.tsx -n -C3

Length of output: 1077



---

🏁 Script executed:

```shell
#!/bin/bash
# Get context around the second location (lines 287-377) to see if it has the same pattern
sed -n '280,380p' app/routes/\$lang.\$codeLanguage.play.tsx

Length of output: 4130



---

🏁 Script executed:

```shell
#!/bin/bash
# Get the handler containing the setGameState call around line 206
sed -n '190,250p' app/routes/\$lang.\$codeLanguage.play.tsx

Length of output: 2173



---

🏁 Script executed:

```shell
#!/bin/bash
# Find the exact function definition that contains the setGameState at line 206
sed -n '170,210p' app/routes/\$lang.\$codeLanguage.play.tsx

Length of output: 1149



---

🏁 Script executed:

```shell
#!/bin/bash
# Check what's actually in the 287-377 range (from the review's "Also applies to")
sed -n '287,377p' app/routes/\$lang.\$codeLanguage.play.tsx | head -50

Length of output: 2184


Correct line reference: the mixing pattern also exists in handleSkip (lines 186–229), not 287–377

Lines 287–377 are JSX render statements that read gameState externally; this is normal React rendering and not the mixing antipattern. The actual second handler sharing the same issue is handleSkip (lines 186–229):

  const handleSkip = useCallback(() => {
    if (gameEnded || !gameState.currentProblem) return;
    const currentProblemIssues = gameState.currentProblem.issues;
    const allIssuesSolved = currentProblemIssues.every((issue) =>
      gameState.solvedIssueIds.includes(issue.id)
    );
    // ...
    setGameState((prev) => {
      // uses prev, not outer gameState
    });
  }, [gameEnded, gameState.currentProblem, gameState.solvedIssueIds, ...]);

Both handleLineTap and handleSkip read outer gameState before invoking setGameState, then also use prev inside the updater. Apply the same refactoring to both: move all state logic inside the updater and reduce the dependency list.

🤖 Prompt for AI Agents
In app/routes/$lang.$codeLanguage.play.tsx around lines 125–183 and 186–229,
both handleLineTap and handleSkip read from the outer gameState (e.g.,
currentProblem, tappedLines, solvedIssueIds) before calling setGameState and
also use the updater's prev, causing a stale/mixing antipattern; move all reads
and computations that depend on gameState into the setGameState updater (use
prev exclusively), avoid accessing gameState.* outside the updater (capture
gameEnded and lang from closure if needed), and then shrink each useCallback
dependency array to only the truly external values (e.g., gameEnded and lang or
any pure callbacks like calculateScore) so the handlers no longer depend on the
whole gameState object.

- Fix runtime error 'does not provide an export named'
- Add 'import type' for SupportedLanguage in all components
- Add 'import type' for CodeLanguageOrAll and Problem types
- This ensures types are only used at compile time, not runtime
Copy link

@coderabbitai coderabbitai bot left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Actionable comments posted: 0

🧹 Nitpick comments (2)
app/routes/$lang.$codeLanguage.play.tsx (2)

254-254: Prefer navigate over window.location.href for SPA navigation.

Using window.location.href triggers a full page reload, which discards React state and reinitializes the app. Since react-router's useNavigate is already imported for use elsewhere (see app/welcome/welcome.tsx), consider using it here for client-side navigation.

Apply this approach to both locations:

+  const navigate = useNavigate();
+
   // In game over screen (line 254):
-  onClick={() => window.location.href = `/${lang}`}
+  onClick={() => navigate(`/${lang}`)}

   // In no-problem screen (line 278):
-  onClick={() => window.location.href = `/${lang}`}
+  onClick={() => navigate(`/${lang}`)}

If a full reload is intentional to reset all state, document that decision with a comment.

Also applies to: 278-278


27-45: Loader validation is functional; consider deriving valid languages from a type or constant.

The hardcoded array on line 36 duplicates the CodeLanguageOrAll type structure. If the valid set changes, both must be updated.

You could derive the validation set from the type or centralize it in app/problems/index.ts:

// In app/problems/index.ts:
export const VALID_CODE_LANGUAGES = ['all', 'javascript', 'php', 'ruby', 'java', 'dart'] as const;

// In loader:
import { VALID_CODE_LANGUAGES } from '../problems';
if (!VALID_CODE_LANGUAGES.includes(codeLanguage)) {
  throw redirect(`/${lang}`);
}
📜 Review details

Configuration used: CodeRabbit UI

Review profile: CHILL

Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between 127d019 and c5c370f.

📒 Files selected for processing (4)
  • app/components/Header.tsx (1 hunks)
  • app/routes/$lang.$codeLanguage.play.tsx (1 hunks)
  • app/routes/$lang.tsx (1 hunks)
  • app/welcome/welcome.tsx (3 hunks)
🧰 Additional context used
🧬 Code graph analysis (2)
app/welcome/welcome.tsx (2)
app/locales/index.ts (1)
  • SupportedLanguage (8-8)
app/problems/index.ts (1)
  • CodeLanguageOrAll (6-6)
app/routes/$lang.$codeLanguage.play.tsx (4)
app/problems/index.ts (4)
  • Problem (20-26)
  • CodeLanguageOrAll (6-6)
  • getProblems (58-66)
  • calculateScore (83-95)
app/routes/$lang.tsx (1)
  • loader (24-35)
app/locales/index.ts (2)
  • SupportedLanguage (8-8)
  • t (21-24)
app/components/Header.tsx (1)
  • Header (9-68)
🔇 Additional comments (5)
app/routes/$lang.tsx (1)

3-3: LGTM! Type-only import is idiomatic.

Converting to a type-only import is correct since SupportedLanguage is used exclusively in type positions. This clarifies intent and can improve bundle size.

app/components/Header.tsx (1)

2-3: LGTM! Correct separation of type and value imports.

Splitting the import to use type-only for SupportedLanguage and value import for saveLanguage is the correct pattern and aligns with TypeScript best practices.

app/welcome/welcome.tsx (2)

1-13: LGTM! State management and navigation are correctly implemented.

The addition of controlled state for codeLanguage and programmatic navigation via useNavigate is well-structured. The navigation path /${lang}/${codeLanguage}/play correctly matches the route introduced in this PR.


50-61: LGTM! Controlled select component is properly implemented.

The select element correctly binds value to state and updates via onChange. The code language options align with the validation in the play route loader.

app/routes/$lang.$codeLanguage.play.tsx (1)

97-112: Note: Previous review comments on this file remain relevant.

Past reviews have flagged:

  1. Timer continuing when no problem is available (lines 97–112): The countdown runs even when currentProblem is null, causing the "No problems available" screen to flip to Game Over after 60 seconds.
  2. problemCount initialization at 0 (lines 73–85): If the timer expires on the first problem, the Game Over screen shows "0 problems solved," which may confuse users.
  3. State mixing in handleLineTap and handleSkip (lines 127–185, 190–226): Both handlers read from the outer gameState before calling setGameState((prev) => ...), creating a stale-read antipattern. Moving all reads inside the updater and relying solely on prev would improve robustness.

These are not re-raised here to avoid duplication, but addressing them would strengthen the implementation.

Based on learnings

Also applies to: 127-185, 190-226

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

3 participants