Adds next dungeon level message#135
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WalkthroughAdds two UI calls on advancing to a new dungeon level: logs the level via gui_log and displays an event message via gui_event_message, in the same branch that already plays an effect, selects music, and may reset the game. Changes
Sequence Diagram(s)sequenceDiagram
autonumber
participant P as Player
participant GE as GameEngine
participant AM as AudioMixer
participant MM as MusicManager
participant GUI as GUI
P->>GE: Trigger NEXT_LEVEL
GE->>AM: mixer_play_effect(level_up)
GE->>MM: choose_music(for new level)
GE->>GUI: gui_log("Entered level N")
GE->>GUI: gui_event_message("Dungeon level N")
alt reset required
GE->>GE: resetGame()
note right of GE: Internal state reset if applicable
end
Estimated code review effort🎯 2 (Simple) | ⏱️ ~10 minutes Poem
Pre-merge checks and finishing touches❌ Failed checks (1 warning)
✅ Passed checks (2 passed)
✨ Finishing touches
🧪 Generate unit tests (beta)
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🧹 Nitpick comments (1)
src/main.c (1)
907-908: LGTM! Clear and consistent UI feedback for level progression.The addition of both
gui_logandgui_event_messagecalls follows the established pattern used elsewhere in the codebase for important events (e.g., lines 297-298, 407-408, 872-873). The messages are clear and appropriately placed in the level transition flow.Optional nitpick: Consider using
%uinstead of%dfor the unsignedcLevelvariable for better type safety:- gui_log("You descend the stairs. You have reached dungeon level %d", cLevel); - gui_event_message("Dungeon level %d", cLevel); + gui_log("You descend the stairs. You have reached dungeon level %u", cLevel); + gui_event_message("Dungeon level %u", cLevel);This is a very minor point and unlikely to cause any practical issues given the expected range of level numbers.
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📒 Files selected for processing (1)
src/main.c(1 hunks)
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🧬 Code graph analysis (1)
src/main.c (1)
src/gui.c (2)
gui_log(575-603)gui_event_message(605-622)
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