refactor: Reduce player size by 50% to improve pixel collision

This commit is contained in:
Kacper Kostka (aider) 2025-04-05 18:49:31 +02:00
parent d2ab5094ab
commit bb1e25e753
2 changed files with 6 additions and 6 deletions

View File

@ -2,8 +2,8 @@
class Player extends Entity { class Player extends Entity {
constructor(x, y, options = {}) { constructor(x, y, options = {}) {
super(ENTITY_TYPES.PLAYER, x, y, { super(ENTITY_TYPES.PLAYER, x, y, {
width: 6, // Narrower collision box to match sprite width: 3, // 50% smaller collision box width
height: 12, // Shorter collision box to match sprite height: 6, // 50% smaller collision box height
...options ...options
}); });
@ -128,9 +128,9 @@ class Player extends Entity {
ctx.save(); ctx.save();
ctx.translate(screenX, screenY); ctx.translate(screenX, screenY);
// Use smaller dimensions for the sprite // Use 50% smaller dimensions for the sprite
const spriteDisplayWidth = 24 * (PIXEL_SIZE / 2); // Smaller sprite (was 32) const spriteDisplayWidth = 12 * (PIXEL_SIZE / 2); // 50% smaller sprite
const spriteDisplayHeight = 24 * (PIXEL_SIZE / 2); // Smaller sprite (was 32) const spriteDisplayHeight = 12 * (PIXEL_SIZE / 2); // 50% smaller sprite
// Flip horizontally based on direction // Flip horizontally based on direction
if (this.direction < 0) { if (this.direction < 0) {

View File

@ -103,7 +103,7 @@ function spawnPlayer() {
// Create player at specified coordinates // Create player at specified coordinates
// Position adjusted for proper sprite alignment with smaller sprite // Position adjusted for proper sprite alignment with smaller sprite
player = createEntity(ENTITY_TYPES.PLAYER, 229, 45); player = createEntity(ENTITY_TYPES.PLAYER, 229, 40); // Adjusted Y position for smaller player
// Focus camera on player // Focus camera on player
worldOffsetX = player.x - (canvas.width / PIXEL_SIZE / 2); worldOffsetX = player.x - (canvas.width / PIXEL_SIZE / 2);