feat: Add rabbit entity with dynamic movement and sprite rendering
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@ -48,6 +48,8 @@
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<script src="js/elements/trees.js"></script>
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<script src="js/elements/fire.js"></script>
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<script src="js/elements/physics_objects.js"></script>
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<script src="js/entities/entity.js"></script>
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<script src="js/entities/rabbit.js"></script>
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<script src="js/render.js"></script>
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<script src="js/input.js"></script>
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<script src="js/physics.js"></script>
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154
js/entities/entity.js
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154
js/entities/entity.js
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// Base entity system
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const ENTITY_TYPES = {
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RABBIT: 'rabbit'
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};
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// Store all entities
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const entities = [];
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// Base Entity class
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class Entity {
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constructor(type, x, y, options = {}) {
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this.type = type;
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this.x = x;
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this.y = y;
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this.vx = 0;
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this.vy = 0;
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this.width = options.width || 10;
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this.height = options.height || 10;
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this.rotation = 0;
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this.sprite = null;
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this.flipped = false;
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this.isStatic = false;
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this.lastUpdate = performance.now();
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this.id = Entity.nextId++;
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}
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static nextId = 1;
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update() {
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// Override in subclasses
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return false;
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}
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render(ctx, offsetX, offsetY) {
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// Default rendering - override in subclasses
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const screenX = (this.x - offsetX) * PIXEL_SIZE;
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const screenY = (this.y - offsetY) * PIXEL_SIZE;
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ctx.save();
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ctx.translate(screenX, screenY);
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ctx.rotate(this.rotation);
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if (this.sprite && this.sprite.complete) {
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const width = this.width * PIXEL_SIZE;
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const height = this.height * PIXEL_SIZE;
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if (this.flipped) {
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ctx.scale(-1, 1);
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ctx.drawImage(this.sprite, -width/2, -height/2, width, height);
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} else {
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ctx.drawImage(this.sprite, -width/2, -height/2, width, height);
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}
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} else {
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// Fallback if sprite not loaded
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ctx.fillStyle = '#FF00FF';
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ctx.fillRect(
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-this.width/2 * PIXEL_SIZE,
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-this.height/2 * PIXEL_SIZE,
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this.width * PIXEL_SIZE,
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this.height * PIXEL_SIZE
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);
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}
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ctx.restore();
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}
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checkCollisions(newX, newY) {
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const result = {
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collision: false,
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horizontal: false,
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vertical: false,
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ground: false
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};
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// Check points around the entity
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const halfWidth = this.width / 2;
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const halfHeight = this.height / 2;
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// Check bottom points for ground collision
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const bottomLeft = { x: newX - halfWidth * 0.8, y: newY + halfHeight };
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const bottomRight = { x: newX + halfWidth * 0.8, y: newY + halfHeight };
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if (this.isPixelSolid(bottomLeft.x, bottomLeft.y) ||
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this.isPixelSolid(bottomRight.x, bottomRight.y)) {
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result.collision = true;
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result.vertical = true;
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result.ground = true;
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}
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// Check side points for horizontal collision
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const leftMiddle = { x: newX - halfWidth, y: newY };
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const rightMiddle = { x: newX + halfWidth, y: newY };
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if (this.isPixelSolid(leftMiddle.x, leftMiddle.y)) {
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result.collision = true;
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result.horizontal = true;
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}
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if (this.isPixelSolid(rightMiddle.x, rightMiddle.y)) {
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result.collision = true;
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result.horizontal = true;
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}
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// Check top for ceiling collision
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const topMiddle = { x: newX, y: newY - halfHeight };
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if (this.isPixelSolid(topMiddle.x, topMiddle.y)) {
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result.collision = true;
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result.vertical = true;
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}
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return result;
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}
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isPixelSolid(x, y) {
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const pixel = getPixel(Math.floor(x), Math.floor(y));
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return pixel !== EMPTY &&
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pixel !== WATER &&
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pixel !== FIRE &&
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pixel !== SQUARE &&
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pixel !== CIRCLE &&
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pixel !== TRIANGLE;
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}
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}
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// Function to create and register an entity
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function createEntity(type, x, y, options = {}) {
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let entity;
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switch(type) {
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case ENTITY_TYPES.RABBIT:
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entity = new Rabbit(x, y, options);
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break;
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default:
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console.error(`Unknown entity type: ${type}`);
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return null;
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}
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entities.push(entity);
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return entity;
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}
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// Update all entities
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function updateEntities() {
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for (let i = entities.length - 1; i >= 0; i--) {
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entities[i].update();
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}
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}
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// Render all entities
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function renderEntities(ctx, offsetX, offsetY) {
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for (const entity of entities) {
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entity.render(ctx, offsetX, offsetY);
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}
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}
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141
js/entities/rabbit.js
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141
js/entities/rabbit.js
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@ -0,0 +1,141 @@
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// Rabbit entity
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class Rabbit extends Entity {
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constructor(x, y, options = {}) {
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super(ENTITY_TYPES.RABBIT, x, y, {
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width: 6, // Smaller size for rabbit
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height: 6,
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...options
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});
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// Load rabbit sprite
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this.sprite = new Image();
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this.sprite.src = 'sprites/rabbit.png';
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// Rabbit specific properties
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this.jumpCooldown = 0;
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this.jumpForce = -3.5;
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this.moveSpeed = 0.8;
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this.direction = Math.random() > 0.5 ? 1 : -1; // 1 for right, -1 for left
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this.isJumping = false;
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this.thinkTimer = 0;
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this.actionDuration = 0;
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this.currentAction = 'idle';
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// Apply gravity
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this.gravity = 0.2;
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}
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update() {
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const now = performance.now();
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const deltaTime = Math.min(50, now - this.lastUpdate);
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this.lastUpdate = now;
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// Apply gravity
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this.vy += this.gravity;
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// Calculate new position
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let newX = this.x + this.vx;
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let newY = this.y + this.vy;
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// Check for collisions
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const collisionResult = this.checkCollisions(newX, newY);
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if (collisionResult.collision) {
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if (collisionResult.horizontal) {
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// Hit a wall, reverse direction
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this.direction *= -1;
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this.vx = this.moveSpeed * this.direction;
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newX = this.x; // Don't move horizontally this frame
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}
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if (collisionResult.vertical) {
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if (collisionResult.ground) {
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// Landed on ground
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this.vy = 0;
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this.isJumping = false;
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// Find exact ground position
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while (this.isPixelSolid(this.x, newY)) {
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newY--;
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}
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newY = Math.floor(newY) + 0.99; // Position just above ground
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} else {
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// Hit ceiling
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this.vy = 0;
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newY = this.y;
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}
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}
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}
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// Update position
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this.x = newX;
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this.y = newY;
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// Update jump cooldown
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if (this.jumpCooldown > 0) {
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this.jumpCooldown--;
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}
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// AI behavior
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this.thinkTimer++;
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if (this.thinkTimer >= 30) { // Think every 30 frames
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this.thinkTimer = 0;
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this.think();
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}
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// Update action duration
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if (this.actionDuration > 0) {
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this.actionDuration--;
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} else if (this.currentAction !== 'idle') {
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this.currentAction = 'idle';
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this.vx = 0;
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}
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// Update sprite direction
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this.flipped = this.direction < 0;
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return true;
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}
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think() {
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// Only make decisions when on the ground and not already in an action
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if (!this.isJumping && this.actionDuration <= 0) {
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const decision = Math.random();
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if (decision < 0.2) {
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// Jump
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this.jump();
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} else if (decision < 0.6) {
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// Move
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this.move();
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} else {
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// Idle
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this.idle();
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}
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}
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}
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jump() {
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if (!this.isJumping && this.jumpCooldown <= 0) {
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this.vy = this.jumpForce;
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this.vx = this.moveSpeed * this.direction;
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this.isJumping = true;
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this.jumpCooldown = 20;
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this.currentAction = 'jump';
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this.actionDuration = 30;
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}
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}
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move() {
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this.direction = Math.random() > 0.5 ? 1 : -1;
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this.vx = this.moveSpeed * this.direction;
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this.currentAction = 'move';
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this.actionDuration = 60 + Math.floor(Math.random() * 60);
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}
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idle() {
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this.vx = 0;
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this.currentAction = 'idle';
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this.actionDuration = 30 + Math.floor(Math.random() * 30);
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}
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}
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@ -12,6 +12,11 @@ function updatePhysics(timestamp) {
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updatePhysicsObjects();
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}
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// Update entities
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if (typeof updateEntities === 'function') {
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updateEntities();
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}
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// Get visible chunks
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const visibleChunks = getVisibleChunks();
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@ -66,6 +66,11 @@ function render() {
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// Render physics objects
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renderPhysicsObjects(ctx, worldOffsetX, worldOffsetY);
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// Render entities
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if (typeof renderEntities === 'function') {
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renderEntities(ctx, worldOffsetX, worldOffsetY);
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}
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// Draw cursor position and update debug info
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if (currentMouseX !== undefined && currentMouseY !== undefined) {
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const worldX = Math.floor(currentMouseX / PIXEL_SIZE) + worldOffsetX;
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