ocadotechnology/rapid-router

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game/static/game/js/animation.js

Summary

Maintainability
F
4 days
Test Coverage

Function performAnimation has a Cognitive Complexity of 51 (exceeds 5 allowed). Consider refactoring.
Open

ocargo.Animation.prototype.performAnimation = function(animation) {
    // Duration is either custom set (for each element) or generic
    var duration = animation.animationLength || this.animationDuration;

    switch (animation.type) {
Severity: Minor
Found in game/static/game/js/animation.js - About 7 hrs to fix

Cognitive Complexity

Cognitive Complexity is a measure of how difficult a unit of code is to intuitively understand. Unlike Cyclomatic Complexity, which determines how difficult your code will be to test, Cognitive Complexity tells you how difficult your code will be to read and comprehend.

A method's cognitive complexity is based on a few simple rules:

  • Code is not considered more complex when it uses shorthand that the language provides for collapsing multiple statements into one
  • Code is considered more complex for each "break in the linear flow of the code"
  • Code is considered more complex when "flow breaking structures are nested"

Further reading

Function performAnimation has 161 lines of code (exceeds 25 allowed). Consider refactoring.
Open

ocargo.Animation.prototype.performAnimation = function(animation) {
    // Duration is either custom set (for each element) or generic
    var duration = animation.animationLength || this.animationDuration;

    switch (animation.type) {
Severity: Major
Found in game/static/game/js/animation.js - About 6 hrs to fix

    File animation.js has 375 lines of code (exceeds 250 allowed). Consider refactoring.
    Open

    'use strict';
    
    var ocargo = ocargo || {};
    
    ocargo.Animation = function(model, decor, drawing) {
    Severity: Minor
    Found in game/static/game/js/animation.js - About 5 hrs to fix

      Function serializeAnimationQueue has a Cognitive Complexity of 22 (exceeds 5 allowed). Consider refactoring.
      Open

      ocargo.Animation.prototype.serializeAnimationQueue = function(blocks){
          var replacer = function (key, val) {
              function clone(obj) {
                  var target = {};
                  for (var i in obj) {
      Severity: Minor
      Found in game/static/game/js/animation.js - About 3 hrs to fix

      Cognitive Complexity

      Cognitive Complexity is a measure of how difficult a unit of code is to intuitively understand. Unlike Cyclomatic Complexity, which determines how difficult your code will be to test, Cognitive Complexity tells you how difficult your code will be to read and comprehend.

      A method's cognitive complexity is based on a few simple rules:

      • Code is not considered more complex when it uses shorthand that the language provides for collapsing multiple statements into one
      • Code is considered more complex for each "break in the linear flow of the code"
      • Code is considered more complex when "flow breaking structures are nested"

      Further reading

      Function stepAnimation has a Cognitive Complexity of 16 (exceeds 5 allowed). Consider refactoring.
      Open

      ocargo.Animation.prototype.stepAnimation = function(callback) {
          function removeBlockSelection () {
              Blockly.mainWorkspace.getAllBlocks().forEach(
                  function (block) {
                      if(block.keepHighlighting){
      Severity: Minor
      Found in game/static/game/js/animation.js - About 2 hrs to fix

      Cognitive Complexity

      Cognitive Complexity is a measure of how difficult a unit of code is to intuitively understand. Unlike Cyclomatic Complexity, which determines how difficult your code will be to test, Cognitive Complexity tells you how difficult your code will be to read and comprehend.

      A method's cognitive complexity is based on a few simple rules:

      • Code is not considered more complex when it uses shorthand that the language provides for collapsing multiple statements into one
      • Code is considered more complex for each "break in the linear flow of the code"
      • Code is considered more complex when "flow breaking structures are nested"

      Further reading

      Function stepAnimation has 47 lines of code (exceeds 25 allowed). Consider refactoring.
      Open

      ocargo.Animation.prototype.stepAnimation = function(callback) {
          function removeBlockSelection () {
              Blockly.mainWorkspace.getAllBlocks().forEach(
                  function (block) {
                      if(block.keepHighlighting){
      Severity: Minor
      Found in game/static/game/js/animation.js - About 1 hr to fix

        Function serializeAnimationQueue has 41 lines of code (exceeds 25 allowed). Consider refactoring.
        Open

        ocargo.Animation.prototype.serializeAnimationQueue = function(blocks){
            var replacer = function (key, val) {
                function clone(obj) {
                    var target = {};
                    for (var i in obj) {
        Severity: Minor
        Found in game/static/game/js/animation.js - About 1 hr to fix

          Avoid deeply nested control flow statements.
          Open

                                      if (NEXT_EPISODE) {
                                          var nextEpisodeMessages = [gettext('Well done, you\'ve completed the episode! <br> Are you ready for the next challenge? ')];
                                          if (RANDOM) {
                                              nextEpisodeMessages.push(gettext('Or try one of this episode\'s random levels!'));
                                          }
          Severity: Major
          Found in game/static/game/js/animation.js - About 45 mins to fix

            Similar blocks of code found in 2 locations. Consider refactoring.
            Open

                                if (animation.maxScoreForNumberOfInstructions != 0){
                                    levelMsg.push(gettext('Algorithm score: ') +
                                        ocargo.Drawing.renderCoins(animation.instrCoins)
                                        + "<span id=\"algorithmScore\">" + animation.instrScore + "/" + animation.maxScoreForNumberOfInstructions + "</span>");
                                }
            Severity: Major
            Found in game/static/game/js/animation.js and 1 other location - About 1 hr to fix
            game/static/game/js/animation.js on lines 276..279

            Duplicated Code

            Duplicated code can lead to software that is hard to understand and difficult to change. The Don't Repeat Yourself (DRY) principle states:

            Every piece of knowledge must have a single, unambiguous, authoritative representation within a system.

            When you violate DRY, bugs and maintenance problems are sure to follow. Duplicated code has a tendency to both continue to replicate and also to diverge (leaving bugs as two similar implementations differ in subtle ways).

            Tuning

            This issue has a mass of 67.

            We set useful threshold defaults for the languages we support but you may want to adjust these settings based on your project guidelines.

            The threshold configuration represents the minimum mass a code block must have to be analyzed for duplication. The lower the threshold, the more fine-grained the comparison.

            If the engine is too easily reporting duplication, try raising the threshold. If you suspect that the engine isn't catching enough duplication, try lowering the threshold. The best setting tends to differ from language to language.

            See codeclimate-duplication's documentation for more information about tuning the mass threshold in your .codeclimate.yml.

            Refactorings

            Further Reading

            Similar blocks of code found in 2 locations. Consider refactoring.
            Open

                                if (!animation.pathScoreDisabled) {
                                    levelMsg.push(gettext('Route score: ') + ocargo.Drawing.renderCoins(animation.routeCoins)
                                        + "<span id=\"routeScore\">" + animation.pathLengthScore + "/" + animation.maxScoreForPathLength + "</span>");
                                }
            Severity: Major
            Found in game/static/game/js/animation.js and 1 other location - About 1 hr to fix
            game/static/game/js/animation.js on lines 281..285

            Duplicated Code

            Duplicated code can lead to software that is hard to understand and difficult to change. The Don't Repeat Yourself (DRY) principle states:

            Every piece of knowledge must have a single, unambiguous, authoritative representation within a system.

            When you violate DRY, bugs and maintenance problems are sure to follow. Duplicated code has a tendency to both continue to replicate and also to diverge (leaving bugs as two similar implementations differ in subtle ways).

            Tuning

            This issue has a mass of 67.

            We set useful threshold defaults for the languages we support but you may want to adjust these settings based on your project guidelines.

            The threshold configuration represents the minimum mass a code block must have to be analyzed for duplication. The lower the threshold, the more fine-grained the comparison.

            If the engine is too easily reporting duplication, try raising the threshold. If you suspect that the engine isn't catching enough duplication, try lowering the threshold. The best setting tends to differ from language to language.

            See codeclimate-duplication's documentation for more information about tuning the mass threshold in your .codeclimate.yml.

            Refactorings

            Further Reading

            Similar blocks of code found in 2 locations. Consider refactoring.
            Open

            ocargo.Animation.prototype.setRegularSpeed = function() {
                this.setAnimationDuration(this.REGULAR_ANIMATION_DURATION);
                this.speedUp = false;
            };
            Severity: Minor
            Found in game/static/game/js/animation.js and 1 other location - About 45 mins to fix
            game/static/game/js/animation.js on lines 94..97

            Duplicated Code

            Duplicated code can lead to software that is hard to understand and difficult to change. The Don't Repeat Yourself (DRY) principle states:

            Every piece of knowledge must have a single, unambiguous, authoritative representation within a system.

            When you violate DRY, bugs and maintenance problems are sure to follow. Duplicated code has a tendency to both continue to replicate and also to diverge (leaving bugs as two similar implementations differ in subtle ways).

            Tuning

            This issue has a mass of 50.

            We set useful threshold defaults for the languages we support but you may want to adjust these settings based on your project guidelines.

            The threshold configuration represents the minimum mass a code block must have to be analyzed for duplication. The lower the threshold, the more fine-grained the comparison.

            If the engine is too easily reporting duplication, try raising the threshold. If you suspect that the engine isn't catching enough duplication, try lowering the threshold. The best setting tends to differ from language to language.

            See codeclimate-duplication's documentation for more information about tuning the mass threshold in your .codeclimate.yml.

            Refactorings

            Further Reading

            Similar blocks of code found in 2 locations. Consider refactoring.
            Open

            ocargo.Animation.prototype.setHighSpeed = function(){
                this.setAnimationDuration(this.FAST_ANIMATION_DURATION);
                this.speedUp = true;
            };
            Severity: Minor
            Found in game/static/game/js/animation.js and 1 other location - About 45 mins to fix
            game/static/game/js/animation.js on lines 89..92

            Duplicated Code

            Duplicated code can lead to software that is hard to understand and difficult to change. The Don't Repeat Yourself (DRY) principle states:

            Every piece of knowledge must have a single, unambiguous, authoritative representation within a system.

            When you violate DRY, bugs and maintenance problems are sure to follow. Duplicated code has a tendency to both continue to replicate and also to diverge (leaving bugs as two similar implementations differ in subtle ways).

            Tuning

            This issue has a mass of 50.

            We set useful threshold defaults for the languages we support but you may want to adjust these settings based on your project guidelines.

            The threshold configuration represents the minimum mass a code block must have to be analyzed for duplication. The lower the threshold, the more fine-grained the comparison.

            If the engine is too easily reporting duplication, try raising the threshold. If you suspect that the engine isn't catching enough duplication, try lowering the threshold. The best setting tends to differ from language to language.

            See codeclimate-duplication's documentation for more information about tuning the mass threshold in your .codeclimate.yml.

            Refactorings

            Further Reading

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