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@EBonura EBonura commented Oct 9, 2025

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ebonura-fastly and others added 16 commits May 23, 2025 12:00
- Created organized directory structure (versions, releases, assets, tests)
- Renamed alpha releases to v0.0.x format (v0.0.1, v0.0.2, v0.0.3)
- Renamed beta releases to v0.x.x format (v0.1.0 through v0.2.2)
- Moved all cart versions to versions/ directory
- Moved compression utilities and assets to assets/ directory
- Optimized state management system using function references (78 tokens vs 128)
- Implemented map decompression from compressed cart data
- Set up 4 game states: intro, mission_select, loadout_select, gameplay
- Current token count: 281/8192 (3.43%)
- implemented gamecam with smooth player following
- added complete entity system with physics-based movement
- player control with target-based movement and 32px radius limit
- directional sprite animation (horizontal/up/down) with walk cycles
- added dist_trig helper for precise distance calculations
- optimized decompression using @ operator instead of peek()
- removed facing_left state variable (calculate in draw)
- refactored entity:draw() with elegant ternary expressions

token count: 902 / 8192 (11.01%)

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
- removed redundant deceleration from apply_physics()
- follow_target() now handles all velocity changes
- apply_physics() just applies velocity to position
- cleaner separation: follow_target = velocity logic, apply_physics = position update
- movement feels slightly more floaty/momentum-based

token count: 896 / 8192 (10.94%)
saved: 6 tokens

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
- add check_tile_flag helper function for tile collision detection
- implement tile-based collision with smart sliding (x-only, y-only, stop)
- add precise collision box properties (col_x, col_y, col_w, col_h)
- player uses 8x7 hitbox with 1px top offset (matches actual sprite)
- spawn player at map tile with flag 7 (spawn point marker)
- collision checks use entity's collision box, not full sprite size
- allows different hitbox shapes per entity type

token count: 1096 / 8192 (13.38%)
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3 participants