platformer: coin/flag alignment audit + fix coins that sat on a wall#54
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… 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
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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_gold): a 38×40 disc, vertically centered → visible extent x±19, y±20flag_blue_a): fills the whole 64px cell → x±32, y±32Every 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:
3300,500(snail)3350(disc clears the stone)5392,510(door)5440just past the door (still gated)5808,510(door)5856just past the door (still gated)Example-only (
pfL2Cast/pfL3Cast, outside the embedded Kit): no Kit edit, no harness bump (v13 holds), nokPfUIVersionbump. Static gates pass.🤖 Generated with Claude Code
https://claude.ai/code/session_0181ux7LaTgpy4cosAcL4dia
Generated by Claude Code