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Feat/terrain improvements #322
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WalkthroughThe pull request introduces significant enhancements to the Changes
Sequence DiagramsequenceDiagram
participant User
participant TerrainModule
participant SVGRenderer
User->>TerrainModule: Provide Terrain Parameters
TerrainModule->>TerrainModule: Generate Terrain with New Scaling
TerrainModule->>SVGRenderer: Render Terrain with Custom Colors
SVGRenderer-->>User: Display Customized Terrain
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Actionable comments posted: 0
🧹 Nitpick comments (6)
src/Page/Terrain.elm (6)
46-47
: Great addition of new scaling and coloring fields.
Separating outxScale
,yScale
,shapeColor
, andgroundColor
is a neat approach; consider grouping them in a sub-record to keepParameters
from becoming too large.Also applies to: 51-52
253-253
: Consider naming the constant 0.5 for clarity.
Hardcoding0.5
can be slightly mysterious. Using a descriptive constant, likeoffsetYPercentage
, can improve readability.
315-315
: Optional: Make background color configurable.
You might consider a parameter for the scene background in future expansions.
339-339
: Consider a helper function for coordinate formatting.
ChainingString.fromFloat
calls is fine; a small helper would further tidy up your mapping logic.
351-352
: Multiple layered paths.
Providing separateSvg.path
andSvg.polyline
for shape and stroke is flexible; you might consider customizing stroke width or color further in the future.
474-490
: Recursive subdivision is tidy.
subdivideAndCombine
clearly handles edge cases and recursively maps the new midpoints. For very large lists, consider whether tail recursion or chunking might improve performance.
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src/Page/Terrain.elm (1)
Pattern **/*.elm
: Review the Elm code with attention to: - Principles of clean code (readability, simplicity, minimalism). - Expressiveness and idiomatic use of Elm. - Performance considerations in functional programming.
Suggest best practices and improvements where applicable.
🔇 Additional comments (16)
src/Page/Terrain.elm (16)
4-5
: Nicely imported color modules!
These imports provide essential color manipulation capabilities for the new parameters without cluttering the namespace.
75-75
: Ensure test integrity following seed change.
Changing the seed from 42 to 40 will alter the terrain generation, potentially impacting existing snapshots or tests if they rely on matching randomness.
101-102
: Parameter changes look good; confirm the steep increase in hurst.
Raisinghurst
from0.3
to1.2
might produce drastically different terrain features. The new color settings for shapes and ground are consistent.Also applies to: 104-104, 106-107
246-246
: Type alias for richer view parameters is well-structured.
This allows you to keep rendering logic flexible while explicitly exposing relevant fields.
250-250
: Function signature updated cleanly.
The revised signature aligns well with the extendedViewTerrainParams
.
256-256
: Double-check for negative offsets.
(1 - xScale)
might cause negative offsets ifxScale
> 1. Confirm this is intended.
268-268
: Watch out for potential empty curve.
Ifcurve
is ever empty, dividing byList.length curve
could cause a runtime error. Ensure upstream logic prevents an empty list here.
297-297
: Straightforward function call for drawing curves.
The invocation ofviewCurve
is clear and maintainable.
321-321
: Transform usage looks appropriate.
This translate–scale pattern is a standard approach for layering the terrain.
329-331
: Additional type alias clarifies curve rendering.
DefiningViewCurveParams
with shape and ground colors is a good extension point for future styling options.
333-333
: Explicit type signature for rendering function.
This is a clean, idiomatic Elm approach that enhances code clarity.
342-342
: SVG path definition is concise and well-structured.
Combining commands into"M 0,0 ... L ..."
effectively forms the shape.
345-346
: Simple string assembly for polyline points.
Neat usage ofString.join
. This is idiomatic Elm.
347-347
: Ground path elegantly described.
This is a neat way to draw the baseline.
439-456
: Enhanced fBm recursive structure.
This approach, usingRandom.andThen
plus a subdivide step, is a clean solution. Watch out for performance ifdepth
or list sizes grow significantly.
466-466
: Midpoint displacement logic is correct.
The usage of(2 ^ -hurst)
and random displacement is standard. This code is simple and effective.Also applies to: 468-468, 471-471
Some improvements: perspective rendering, added ground terrain rendering, and enhanced fBm computation.
Summary by CodeRabbit
New Features
Improvements