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Reorganize structure #1
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- 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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