fix: Adjust player sprite rendering and collision box for proper scaling and alignment
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84e08b397d
commit
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@ -2,8 +2,8 @@
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class Player extends Entity {
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constructor(x, y, options = {}) {
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super(ENTITY_TYPES.PLAYER, x, y, {
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width: 10, // Adjusted player size to better match 32x32 sprite
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height: 20,
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width: 8, // Adjusted collision box size
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height: 16,
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...options
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});
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@ -124,9 +124,10 @@ class Player extends Entity {
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ctx.save();
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ctx.translate(screenX, screenY);
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// Calculate sprite dimensions - make them proportional to collision box
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const spriteWidth = this.width * 1.6 * PIXEL_SIZE; // Wider sprite than collision box
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const spriteHeight = this.height * 1.6 * PIXEL_SIZE; // Taller sprite than collision box
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// Use fixed dimensions based on the actual sprite size
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// Maintain the 32x32 aspect ratio
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const spriteDisplayWidth = 32 * (PIXEL_SIZE / 2); // Scale based on pixel size
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const spriteDisplayHeight = 32 * (PIXEL_SIZE / 2);
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// Flip horizontally based on direction
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if (this.direction < 0) {
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@ -139,8 +140,8 @@ class Player extends Entity {
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this.sprite,
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this.currentFrame * this.frameWidth, 0,
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this.frameWidth, this.frameHeight,
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-spriteWidth / 2, -spriteHeight / 2 + 2, // +2 pixel offset to align feet with ground
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spriteWidth, spriteHeight
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-spriteDisplayWidth / 2, -spriteDisplayHeight / 2 + 4, // Offset to align feet with ground
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spriteDisplayWidth, spriteDisplayHeight
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);
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ctx.restore();
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@ -160,10 +161,10 @@ class Player extends Entity {
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ctx.strokeStyle = '#ff00ff';
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ctx.lineWidth = 1;
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ctx.strokeRect(
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screenX - spriteWidth / 2,
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screenY - spriteHeight / 2 + 2,
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spriteWidth,
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spriteHeight
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screenX - spriteDisplayWidth / 2,
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screenY - spriteDisplayHeight / 2 + 4,
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spriteDisplayWidth,
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spriteDisplayHeight
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);
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}
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}
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@ -102,8 +102,8 @@ function spawnPlayer() {
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PIXEL_SIZE = 6;
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// Create player at specified coordinates
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// Adjust Y position to account for larger sprite size
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player = createEntity(ENTITY_TYPES.PLAYER, 229, 55);
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// Position adjusted for proper sprite alignment
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player = createEntity(ENTITY_TYPES.PLAYER, 229, 50);
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// Focus camera on player
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worldOffsetX = player.x - (canvas.width / PIXEL_SIZE / 2);
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