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Merge pull request #53 from SethMorrowSoftware/claude/serene-brahmagupta-y0014o
Platformer: tighten level boundaries, add collapsing bridge, Wave 3/5 polish
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CHANGELOG.md

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@@ -36,6 +36,14 @@ The native shim's ABI is tracked separately by `b2Version()` (currently `4`).
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blocked from below on either winding). Both docs now say so and point
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one-way platform builders at chains (chain segments are the one-sided
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primitive).
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- **Platformer: levels now hug their CONTENT, so the hero can no longer walk
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off into dead ground at either end.** `pfBounds` built its thick slabs, edge
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wall segments and camera clamp at the raw WORLD width, leaving walkable
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emptiness before each spawn (hero at x 120 vs a wall at x 0) and after each
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flag (up to ~390px past L3's). It now takes the content edges (just past the
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spawn, just past the flag); the per-frame edge failsafe follows, and the side
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slabs grew taller so no Wave-5 double-/wall-jump rounds their corners.
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Example-only.
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### Removed
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@@ -83,8 +91,9 @@ The native shim's ABI is tracked separately by `b2Version()` (currently `4`).
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frame's zone membership), and `b2kPlayerRespawn x,y` (teleport + zero
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velocity + clean state). `b2kPlayerAnims` gains `wall`/`dash` slots.
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- The **platformer showcase** turns them all on and leans each beat on one
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(double-jump throughout, a wall-jump shaft, a dash gap, a crawl tunnel,
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moving-platform lifts). Self-test **v13** adds six hand-stepped tests.
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(double-jump throughout, a wall-jump shaft, a dash gap, the L2 lift bay;
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DOWN stays the Wave 2 brake-duck, not the crawl-reshape). Self-test **v13**
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adds six hand-stepped tests.
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- **Wave 4 (liquids) — SWIM, the Kit's first new player-action since
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Wave 2 (statically verified + harness v12; user play-tested in the
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platformer).** A new `b2kPlayerAddWater x1,y1,x2,y2` registers a polled
@@ -108,8 +117,7 @@ The native shim's ABI is tracked separately by `b2Version()` (currently `4`).
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to HOP out the far bank to the flag. New `pfMakeWater` helper; per the
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playtest the water was made heavier (`swimGravity` 0.6, `swimMaxFall`
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200, a trimmed `swimJump` 300 — `swimJump` alone sets the escape, so it
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is the lever for "harder to climb out"). A debug warp (`0` on L1)
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reaches the pool for fast iteration.
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is the lever for "harder to climb out").
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- **Fixed a pre-existing brick head-bump gap** the pool work surfaced:
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the hero's 88px capsule was taller than its ~76px visible character
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(128px frame headroom at a 0.75 down-scale), so heads "missed" bricks
@@ -126,6 +134,15 @@ The native shim's ABI is tracked separately by `b2Version()` (currently `4`).
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`water` + a `fish` pit-dweller), but it shows a white-world build issue
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in its own example code and is set aside pending a focused pass — the
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Kit swim itself is sound (it runs clean in the platformer).
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- **The COLLAPSING BRIDGE — Wave 4's last named mechanic — is now built.**
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New `pfMakeCollapseBridge`/`pfTickCollapse`: static planks crumble a beat
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after the grounded hero stands on one (CREAK then SMASH, dropping the plank
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and its rider into the lava), re-park static before the kill floor can
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destroy them, and the whole bridge re-forms once the hero retreats to the
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near bank. It crosses L4's lava pit in place of the lava lift (the gap
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already existed; a fall is the recoverable pfOuch; a running double-jump
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still clears the strip; platform-carry stays showcased by the L2 lift bay).
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Example-only — no Kit change.
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- **Platformer SHOWCASE polish round (statically verified; awaiting the
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OXT pass).** A pre-Wave-4 pass over the platformer to make it a
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polished demo of the kit *as it stands today* — longer, better-spaced

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