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platformer: coin/flag alignment audit + fix coins that sat on a wall#54

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SethMorrowSoftware merged 1 commit into
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claude/gifted-faraday-n90yba
Jun 17, 2026
Merged

platformer: coin/flag alignment audit + fix coins that sat on a wall#54
SethMorrowSoftware merged 1 commit into
mainfrom
claude/gifted-faraday-n90yba

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What this does

A full measured-alpha audit of every coin and flag across all four platformer levels, plus fixes for the coins that actually overlapped a solid.

Method

The visible footprint of each sprite was measured from the real atlas (spritesheet-tiles-default.png), not assumed from the 64px cell:

  • coin (coin_gold): a 38×40 disc, vertically centered → visible extent x±19, y±20
  • flag (flag_blue_a): fills the whole 64px cell → x±32, y±32
  • clouds: 64×52 art hanging from the tile top; decor (bush 536+, mushroom 548+, grass 554+) sits low in its cell
  • confirmed animated coins/flags never reposition — they ride the camera group with the terrain, so static pickups can't drift from the floor

Every coin/flag was checked against every solid (grounds, platforms, steps, banks, pedestals, pillars, door walls, bat bar, gate, bonk rows, clouds) and cross-checked against per-level renders.

Result

The placement is geometrically clean — coins float at head/jump height, flags rest on their surfaces — except three coins that sat on top of a solid, now fixed:

Level Coin Was on Fix
L2 3300,500 (snail) right lift-pedestal corner (3210..3300) 3350 (disc clears the stone)
L2 5392,510 (door) the closed-door tile (z-ordered on top) 5440 just past the door (still gated)
L3 5808,510 (door) the closed red-door tile 5856 just past the door (still gated)

Example-only (pfL2Cast/pfL3Cast, outside the embedded Kit): no Kit edit, no harness bump (v13 holds), no kPfUIVersion bump. Static gates pass.

Note: the original example screenshot referenced in the request didn't reach the session — this PR fixes every wall/floor overlap the audit found; more can be pinpointed if there are specific spots the audit reads as clean but look off in OXT.

🤖 Generated with Claude Code

https://claude.ai/code/session_0181ux7LaTgpy4cosAcL4dia


Generated by Claude Code

… door faces)

A measured-alpha audit of every coin/flag in all four levels: the visible
coin disc is a 38x40 sprite-alpha box centered in the 64px cell; the flag art
fills its cell; clouds are 52px hanging from the tile top; decor (bush 536+,
mushroom 548+, grass 554+) sits low. Cross-checked against per-level renders.
The placement is geometrically clean (coins float at head/jump height, flags
rest on their surfaces) EXCEPT three coins that sat on top of a solid:

- L2 (3300,500): the third-bay snail coin sat on the right lift-pedestal's
  top-right corner (pedestal 3210..3300) - the disc bit the stone. Moved to
  3350 (disc 3331..3369), clear of the pedestal, on the snail's ground.
- L2 (5392,510) / L3 (5808,510): the door-passage coins sat on the CLOSED
  door tile. The cast builds after the scene, so the coin z-orders on top of
  the shut door - a coin embedded in a wall until you unlock it. Moved just
  PAST each door (5440 / 5856): still gated by the door, now clear of its face.

Example-only (pfL2Cast/pfL3Cast, outside the embedded Kit): no Kit edit, no
harness bump (v13 holds), no kPfUIVersion bump (chrome unchanged). Static gates
pass. Every other coin clears its nearest surface by >=24px; decor clears the
discs; animated coins never reposition (they ride the camera group with the
terrain), so nothing drifts.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0181ux7LaTgpy4cosAcL4dia
@SethMorrowSoftware SethMorrowSoftware marked this pull request as ready for review June 17, 2026 01:45
@SethMorrowSoftware SethMorrowSoftware merged commit 0b851a3 into main Jun 17, 2026
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2 participants