// Define world object types const WORLD_OBJECTS = { PLATFORM: 'platform', FIR_BACKGROUND: 'fir_background', FIR_FOREGROUND: 'fir_foreground', MAPLE_BACKGROUND: 'maple_background', MAPLE_FOREGROUND: 'maple_foreground', ROCK_BACKGROUND: 'rock_background', ROCK_FOREGROUND: 'rock_foreground', GRASS_BACKGROUND: 'grass_background', GRASS_FOREGROUND: 'grass_foreground' }; // Separate configurations for different tree types const FIR_TYPES = { SMALL: { type: 'fir', width: 80, height: 120, canopyOffset: 40, canopyColor: '#22aa44', trunkColor: '#553311' }, LARGE: { type: 'fir', width: 120, height: 200, canopyOffset: 60, canopyColor: '#11aa44', trunkColor: '#442200' } }; const MAPLE_TYPES = { SMALL: { type: 'maple', width: 100, height: 130, trunkHeight: 60, canopyRadius: 35, leafClusters: 5, canopyColor: '#33aa22', trunkColor: '#664422' }, LARGE: { type: 'maple', width: 160, height: 200, trunkHeight: 85, canopyRadius: 55, leafClusters: 7, canopyColor: '#22aa22', trunkColor: '#553311' } }; // Rock configurations const ROCK_TYPES = { SMALL: { width: 40, height: 30, color: '#666', highlights: '#888' }, MEDIUM: { width: 70, height: 45, color: '#555', highlights: '#777' }, LARGE: { width: 100, height: 60, color: '#444', highlights: '#666' } }; // Add grass configurations const GRASS_TYPES = { TALL: { type: 'grass', width: 30, height: 40, blades: 5, color: '#33aa55', shadowColor: '#229944' }, SHORT: { type: 'grass', width: 20, height: 25, blades: 4, color: '#33bb66', shadowColor: '#22aa55' }, GOLDEN_TALL: { type: 'grass', width: 30, height: 40, blades: 5, color: '#eebb33', shadowColor: '#cc9922' }, GOLDEN_SHORT: { type: 'grass', width: 20, height: 25, blades: 4, color: '#ffcc44', shadowColor: '#ddaa33' }, BLUE_TALL: { type: 'grass', width: 30, height: 40, blades: 5, color: '#44aaff', shadowColor: '#2299ff', glowing: true }, BLUE_SHORT: { type: 'grass', width: 20, height: 25, blades: 4, color: '#55bbff', shadowColor: '#33aaff', glowing: true } }; // Create a world with platforms, trees, and rocks const createWorld = () => { const world = { groundHeight: 12, // Separate arrays for different layers backgroundTrees: [ // Far left trees { type: WORLD_OBJECTS.FIR_BACKGROUND, x: -1500, config: FIR_TYPES.LARGE }, { type: WORLD_OBJECTS.MAPLE_BACKGROUND, x: -1200, config: MAPLE_TYPES.SMALL }, { type: WORLD_OBJECTS.FIR_BACKGROUND, x: -900, config: FIR_TYPES.SMALL }, // Existing trees { type: WORLD_OBJECTS.FIR_BACKGROUND, x: -400, config: FIR_TYPES.LARGE }, { type: WORLD_OBJECTS.MAPLE_BACKGROUND, x: -250, config: MAPLE_TYPES.SMALL }, { type: WORLD_OBJECTS.FIR_BACKGROUND, x: 50, config: FIR_TYPES.LARGE }, { type: WORLD_OBJECTS.MAPLE_BACKGROUND, x: 250, config: MAPLE_TYPES.LARGE }, { type: WORLD_OBJECTS.FIR_BACKGROUND, x: 500, config: FIR_TYPES.SMALL }, { type: WORLD_OBJECTS.MAPLE_BACKGROUND, x: 650, config: MAPLE_TYPES.SMALL }, { type: WORLD_OBJECTS.FIR_BACKGROUND, x: 900, config: FIR_TYPES.LARGE }, { type: WORLD_OBJECTS.MAPLE_BACKGROUND, x: 1100, config: MAPLE_TYPES.LARGE }, // Far right trees { type: WORLD_OBJECTS.MAPLE_BACKGROUND, x: 1400, config: MAPLE_TYPES.LARGE }, { type: WORLD_OBJECTS.FIR_BACKGROUND, x: 1700, config: FIR_TYPES.SMALL }, { type: WORLD_OBJECTS.MAPLE_BACKGROUND, x: 2000, config: MAPLE_TYPES.LARGE } ], backgroundRocks: [ // Far left rocks { type: WORLD_OBJECTS.ROCK_BACKGROUND, x: -1300, config: ROCK_TYPES.LARGE }, { type: WORLD_OBJECTS.ROCK_BACKGROUND, x: -1000, config: ROCK_TYPES.SMALL }, { type: WORLD_OBJECTS.ROCK_BACKGROUND, x: -300, config: ROCK_TYPES.MEDIUM }, { type: WORLD_OBJECTS.ROCK_BACKGROUND, x: -100, config: ROCK_TYPES.SMALL }, { type: WORLD_OBJECTS.ROCK_BACKGROUND, x: 150, config: ROCK_TYPES.LARGE }, { type: WORLD_OBJECTS.ROCK_BACKGROUND, x: 400, config: ROCK_TYPES.SMALL }, { type: WORLD_OBJECTS.ROCK_BACKGROUND, x: 750, config: ROCK_TYPES.MEDIUM }, { type: WORLD_OBJECTS.ROCK_BACKGROUND, x: 1000, config: ROCK_TYPES.SMALL }, // Far right rocks { type: WORLD_OBJECTS.ROCK_BACKGROUND, x: 1600, config: ROCK_TYPES.MEDIUM }, { type: WORLD_OBJECTS.ROCK_BACKGROUND, x: 1900, config: ROCK_TYPES.SMALL } ], platforms: [ { type: WORLD_OBJECTS.PLATFORM, x: 300, y: 300, width: 200, height: 20, color: '#484' }, { type: WORLD_OBJECTS.PLATFORM, x: 600, y: 200, width: 200, height: 20, color: '#484' }, { type: WORLD_OBJECTS.PLATFORM, x: -200, y: 250, width: 200, height: 20, color: '#484' } ], foregroundTrees: [ // Far left trees { type: WORLD_OBJECTS.FIR_FOREGROUND, x: -1400, config: FIR_TYPES.LARGE }, { type: WORLD_OBJECTS.MAPLE_FOREGROUND, x: -1100, config: MAPLE_TYPES.SMALL }, // Existing trees { type: WORLD_OBJECTS.MAPLE_FOREGROUND, x: -150, config: MAPLE_TYPES.SMALL }, { type: WORLD_OBJECTS.FIR_FOREGROUND, x: 200, config: FIR_TYPES.SMALL }, { type: WORLD_OBJECTS.MAPLE_FOREGROUND, x: 450, config: MAPLE_TYPES.LARGE }, { type: WORLD_OBJECTS.FIR_FOREGROUND, x: 800, config: FIR_TYPES.LARGE }, { type: WORLD_OBJECTS.MAPLE_FOREGROUND, x: 1200, config: MAPLE_TYPES.SMALL }, // Far right trees { type: WORLD_OBJECTS.FIR_FOREGROUND, x: 1500, config: FIR_TYPES.LARGE }, { type: WORLD_OBJECTS.MAPLE_FOREGROUND, x: 1800, config: MAPLE_TYPES.SMALL } ], foregroundRocks: [ // Far left rocks { type: WORLD_OBJECTS.ROCK_FOREGROUND, x: -1000, config: ROCK_TYPES.MEDIUM }, { type: WORLD_OBJECTS.ROCK_FOREGROUND, x: 0, config: ROCK_TYPES.SMALL }, { type: WORLD_OBJECTS.ROCK_FOREGROUND, x: 300, config: ROCK_TYPES.MEDIUM }, { type: WORLD_OBJECTS.ROCK_FOREGROUND, x: 700, config: ROCK_TYPES.SMALL }, { type: WORLD_OBJECTS.ROCK_FOREGROUND, x: 950, config: ROCK_TYPES.LARGE }, // Far right rocks { type: WORLD_OBJECTS.ROCK_FOREGROUND, x: 1500, config: ROCK_TYPES.LARGE } ], backgroundGrass: [ // Far left grass { type: WORLD_OBJECTS.GRASS_BACKGROUND, x: -1400, config: GRASS_TYPES.BLUE_TALL }, { type: WORLD_OBJECTS.GRASS_BACKGROUND, x: -1100, config: GRASS_TYPES.GOLDEN_SHORT }, { type: WORLD_OBJECTS.GRASS_BACKGROUND, x: -950, config: GRASS_TYPES.TALL }, { type: WORLD_OBJECTS.GRASS_BACKGROUND, x: -350, config: GRASS_TYPES.SHORT }, { type: WORLD_OBJECTS.GRASS_BACKGROUND, x: -180, config: GRASS_TYPES.GOLDEN_TALL }, { type: WORLD_OBJECTS.GRASS_BACKGROUND, x: 100, config: GRASS_TYPES.TALL }, { type: WORLD_OBJECTS.GRASS_BACKGROUND, x: 320, config: GRASS_TYPES.BLUE_SHORT }, { type: WORLD_OBJECTS.GRASS_BACKGROUND, x: 580, config: GRASS_TYPES.GOLDEN_SHORT }, { type: WORLD_OBJECTS.GRASS_BACKGROUND, x: 750, config: GRASS_TYPES.BLUE_TALL }, { type: WORLD_OBJECTS.GRASS_BACKGROUND, x: 950, config: GRASS_TYPES.TALL }, { type: WORLD_OBJECTS.GRASS_BACKGROUND, x: 1050, config: GRASS_TYPES.GOLDEN_TALL }, // Far right grass { type: WORLD_OBJECTS.GRASS_BACKGROUND, x: 1500, config: GRASS_TYPES.BLUE_SHORT }, { type: WORLD_OBJECTS.GRASS_BACKGROUND, x: 1750, config: GRASS_TYPES.GOLDEN_TALL }, { type: WORLD_OBJECTS.GRASS_BACKGROUND, x: 1850, config: GRASS_TYPES.SHORT } ], foregroundGrass: [ // Far left grass { type: WORLD_OBJECTS.GRASS_FOREGROUND, x: -1250, config: GRASS_TYPES.TALL }, { type: WORLD_OBJECTS.GRASS_FOREGROUND, x: -1050, config: GRASS_TYPES.BLUE_SHORT }, { type: WORLD_OBJECTS.GRASS_FOREGROUND, x: -280, config: GRASS_TYPES.BLUE_TALL }, { type: WORLD_OBJECTS.GRASS_FOREGROUND, x: -50, config: GRASS_TYPES.GOLDEN_SHORT }, { type: WORLD_OBJECTS.GRASS_FOREGROUND, x: 150, config: GRASS_TYPES.TALL }, { type: WORLD_OBJECTS.GRASS_FOREGROUND, x: 420, config: GRASS_TYPES.BLUE_SHORT }, { type: WORLD_OBJECTS.GRASS_FOREGROUND, x: 680, config: GRASS_TYPES.GOLDEN_TALL }, { type: WORLD_OBJECTS.GRASS_FOREGROUND, x: 880, config: GRASS_TYPES.SHORT }, { type: WORLD_OBJECTS.GRASS_FOREGROUND, x: 1150, config: GRASS_TYPES.BLUE_TALL }, // Far right grass { type: WORLD_OBJECTS.GRASS_FOREGROUND, x: 1650, config: GRASS_TYPES.GOLDEN_TALL }, { type: WORLD_OBJECTS.GRASS_FOREGROUND, x: 1850, config: GRASS_TYPES.BLUE_SHORT } ], // Track grass animation states grassStates: {}, // Add methods for quick spatial lookups getObjectsInView: function(bounds) { return { backgroundTrees: this.backgroundTrees.filter(tree => tree.x > bounds.left && tree.x < bounds.right ), // ... similar for other object types }; } }; return world; }; // Add seededRandom function const seededRandom = (x, y) => { const dot = x * 12.9898 + y * 78.233; return (Math.sin(dot) * 43758.5453123) % 1; }; // Add hatching helper function const addHatchingPattern = (ctx, x, y, width, height, color) => { const spacing = 4; // Space between hatch lines const length = 10; // Length of each hatch line const margin = 4; // Increased margin from edges const baseAngle = Math.PI * 1.5; // Vertical angle (pointing down) const angleVariation = Math.PI / 12; // Reduced angle variation // Define darker brown shades const brownShades = [ '#442211', // Dark brown '#553322', // Medium dark brown '#443311', // Reddish dark brown '#332211', // Very dark brown '#554422', // Warm dark brown ]; // Create clipping path for trunk ctx.save(); ctx.beginPath(); ctx.rect( x - width/2, y - height, width, height ); ctx.clip(); // Calculate bounds with increased safety margin const bounds = { minX: x - width/2 + margin, maxX: x + width/2 - margin, minY: y - height + margin, maxY: y - margin }; // Draw hatching ctx.lineWidth = 1; for (let hatchX = bounds.minX; hatchX < bounds.maxX; hatchX += spacing) { for (let hatchY = bounds.minY; hatchY < bounds.maxY; hatchY += spacing) { // Use position for random variation const seed1 = hatchX * 13.37; const seed2 = hatchY * 7.89; // Random variations with reduced range const variation = { x: (seededRandom(seed1, seed2) - 0.5) * 1.5, // Reduced variation y: (seededRandom(seed2, seed1) - 0.5) * 1.5, // Reduced variation angle: baseAngle + (seededRandom(seed1 + seed2, seed2 - seed1) - 0.5) * angleVariation }; // Pick a random brown shade const colorIndex = Math.floor(seededRandom(seed1 * seed2, seed2 * seed1) * brownShades.length); ctx.strokeStyle = brownShades[colorIndex]; // Draw hatch line ctx.beginPath(); ctx.moveTo( hatchX + variation.x, hatchY + variation.y ); ctx.lineTo( hatchX + Math.cos(variation.angle) * length + variation.x, hatchY + Math.sin(variation.angle) * length + variation.y ); ctx.stroke(); } } ctx.restore(); }; // Update renderFirTree function const renderFirTree = (ctx, tree, groundY) => { const { x, config } = tree; const { width, height, canopyOffset, trunkColor, canopyColor } = config; // Calculate trunk dimensions const trunkWidth = width/3; const trunkHeight = height - (height - canopyOffset)/2; // Draw trunk base ctx.fillStyle = trunkColor; ctx.fillRect( x - trunkWidth/2, groundY - trunkHeight, trunkWidth, trunkHeight ); // Add trunk hatching addHatchingPattern( ctx, x, groundY, trunkWidth, trunkHeight, trunkColor ); // Draw main triangular canopy ctx.fillStyle = canopyColor; ctx.beginPath(); ctx.moveTo(x - width/2, groundY - canopyOffset); ctx.lineTo(x + width/2, groundY - canopyOffset); ctx.lineTo(x, groundY - height); ctx.closePath(); ctx.fill(); // Define a range of green colors for texture that are distinct from the base color const greenColors = [ '#11aa33', // Darker forest green '#22bb44', // Medium forest green '#33cc55', // Bright forest green '#118844', // Deep sea green '#22aa66', // Sage green '#11bb55', // Deep pine '#229955', // Ocean green '#33bb66', // Fresh spring green '#117744', // Dark emerald ]; // Filter out any colors too similar to the base color const distinctColors = greenColors.filter(color => { // Simple check - if colors are exactly the same, filter out return color !== canopyColor; }); // Add triangle pattern texture const spacing = 8; // Smaller spacing for more triangles const triangleSize = 8; // Slightly smaller triangles const margin = 8; // Calculate bounds for the pattern const bounds = { minX: x - width/2 + margin, maxX: x + width/2 - margin, minY: groundY - height + margin, maxY: groundY - canopyOffset - margin }; // Generate triangle pattern for (let py = bounds.minY; py < bounds.maxY; py += spacing) { // Calculate how wide the tree is at this height const heightRatio = (py - (groundY - height)) / (groundY - canopyOffset - (groundY - height)); const levelWidth = width * heightRatio; // Calculate x bounds for this row const rowMinX = x - levelWidth/2 + margin; const rowMaxX = x + levelWidth/2 - margin; // Add slight offset to alternate rows const rowOffset = (Math.floor(py / spacing) % 2) * (spacing / 2); for (let px = rowMinX; px < rowMaxX; px += spacing) { // Use position for random variation const seed1 = px * 13.37; const seed2 = py * 7.89; // Random variations const variation = { x: (seededRandom(seed1, seed2) - 0.5) * 6, y: (seededRandom(seed2, seed1) - 0.5) * 6, rotation: seededRandom(seed1 + seed2, seed2 - seed1) * Math.PI * 0.5, size: triangleSize * (0.7 + seededRandom(seed1, seed2) * 0.6) }; // Pick a random color from our green palette const colorIndex = Math.floor(seededRandom(seed1 * seed2, seed2 * seed1) * distinctColors.length); ctx.fillStyle = distinctColors[colorIndex]; ctx.save(); ctx.translate( px + rowOffset + variation.x, py + variation.y ); ctx.rotate(variation.rotation); // Draw small triangle ctx.beginPath(); ctx.moveTo(-variation.size/2, variation.size/2); ctx.lineTo(variation.size/2, variation.size/2); ctx.lineTo(0, -variation.size/2); ctx.closePath(); ctx.fill(); ctx.restore(); } } }; // Helper function to darken/lighten colors const shadeColor = (color, percent) => { const num = parseInt(color.replace('#', ''), 16); const amt = Math.round(2.55 * percent); const R = (num >> 16) + amt; const G = (num >> 8 & 0x00FF) + amt; const B = (num & 0x0000FF) + amt; return '#' + (0x1000000 + (R < 255 ? (R < 1 ? 0 : R) : 255) * 0x10000 + (G < 255 ? (G < 1 ? 0 : G) : 255) * 0x100 + (B < 255 ? (B < 1 ? 0 : B) : 255) ).toString(16).slice(1); }; // Add new maple tree render function const renderMapleTree = (ctx, tree, groundY) => { const { x, config } = tree; const { width, height, trunkHeight, canopyRadius, leafClusters, trunkColor, canopyColor } = config; // Draw trunk base const trunkWidth = width/4; ctx.fillStyle = trunkColor; ctx.fillRect( x - trunkWidth/2, groundY - trunkHeight, trunkWidth, trunkHeight ); // Add trunk hatching addHatchingPattern( ctx, x, groundY, trunkWidth, trunkHeight, trunkColor ); // Draw main leaf clusters as base shape ctx.fillStyle = canopyColor; // Center cluster ctx.beginPath(); ctx.arc(x, groundY - trunkHeight - canopyRadius, canopyRadius, 0, Math.PI * 2); ctx.fill(); // Surrounding clusters for (let i = 0; i < leafClusters; i++) { const angle = (i / leafClusters) * Math.PI * 2; const clusterX = x + Math.cos(angle) * (canopyRadius * 0.8); const clusterY = groundY - trunkHeight - canopyRadius + Math.sin(angle) * (canopyRadius * 0.8); ctx.beginPath(); ctx.arc(clusterX, clusterY, canopyRadius * 0.9, 0, Math.PI * 2); ctx.fill(); } // Define leaf texture colors (distinct from base color) const leafColors = [ '#22bb55', // Bright leaf green '#33cc66', // Fresh spring green '#119955', // Deep forest green '#22aa77', // Sage green '#33bb55', // Vibrant green '#11aa66', // Dark leaf green '#22cc44', // Light forest green '#339944', // Muted green '#11bb77' // Deep emerald ].filter(color => color !== canopyColor); // Add detailed leaf texture using small circles const circleSize = canopyRadius * 0.15; // Size of texture circles const spacing = circleSize * 1.2; // Space between circles // Function to fill an area with random circles const fillWithCircles = (centerX, centerY, radius) => { const bounds = { minX: centerX - radius, maxX: centerX + radius, minY: centerY - radius, maxY: centerY + radius }; // Generate circles within the bounds for (let py = bounds.minY; py < bounds.maxY; py += spacing) { for (let px = bounds.minX; px < bounds.maxX; px += spacing) { // Check if point is within the cluster radius const distToCenter = Math.sqrt( Math.pow(px - centerX, 2) + Math.pow(py - centerY, 2) ); if (distToCenter <= radius) { const seed1 = px * 13.37; const seed2 = py * 7.89; // Random variations with minimum size guarantee const variation = { x: (seededRandom(seed1, seed2) - 0.5) * spacing * 0.8, y: (seededRandom(seed2, seed1) - 0.5) * spacing * 0.8, size: Math.max(circleSize * (0.6 + seededRandom(seed1, seed2) * 0.8), 1) }; // Pick a random color const colorIndex = Math.floor(seededRandom(seed1 * seed2, seed2 * seed1) * leafColors.length); ctx.fillStyle = leafColors[colorIndex]; // Draw circle with guaranteed positive radius ctx.beginPath(); ctx.arc( px + variation.x, py + variation.y, Math.max(variation.size / 2, 0.5), // Ensure minimum radius of 0.5 0, Math.PI * 2 ); ctx.fill(); } } } }; // Fill each cluster with texture circles fillWithCircles(x, groundY - trunkHeight - canopyRadius, canopyRadius * 0.9); for (let i = 0; i < leafClusters; i++) { const angle = (i / leafClusters) * Math.PI * 2; const clusterX = x + Math.cos(angle) * (canopyRadius * 0.8); const clusterY = groundY - trunkHeight - canopyRadius + Math.sin(angle) * (canopyRadius * 0.8); fillWithCircles(clusterX, clusterY, canopyRadius * 0.8); } }; // Main tree render function that handles both types const renderTree = (ctx, tree, groundY) => { if (tree.config.type === 'fir') { renderFirTree(ctx, tree, groundY); } else if (tree.config.type === 'maple') { renderMapleTree(ctx, tree, groundY); } }; const renderRock = (ctx, rock, groundY) => { const { x, config } = rock; const { width, height, color, highlights } = config; // Draw main rock shape (slightly irregular pentagon) ctx.fillStyle = color; ctx.beginPath(); ctx.moveTo(x - width/2, groundY); ctx.lineTo(x - width/2 + width/6, groundY - height); ctx.lineTo(x + width/3, groundY - height); ctx.lineTo(x + width/2, groundY - height/2); ctx.lineTo(x + width/2, groundY); ctx.closePath(); ctx.fill(); // Add highlights ctx.fillStyle = highlights; ctx.beginPath(); ctx.moveTo(x - width/4, groundY - height); ctx.lineTo(x, groundY - height); ctx.lineTo(x + width/6, groundY - height/2); ctx.lineTo(x - width/6, groundY - height/2); ctx.closePath(); ctx.fill(); }; // Add grass rendering function const renderGrass = (ctx, grass, groundY, time) => { const { x, config } = grass; const { width, height, blades, color, shadowColor, glowing } = config; // Get or initialize grass state const stateKey = `grass_${x}`; if (!window.gameState.world.grassStates[stateKey]) { window.gameState.world.grassStates[stateKey] = { rustleAmount: 0, rustleDecay: 0.95 }; } const state = window.gameState.world.grassStates[stateKey]; // Check for player interaction const player = window.gameState.player; const interactionDistance = width; const distanceToPlayer = Math.abs(player.x + player.width/2 - x); if (distanceToPlayer < interactionDistance) { state.rustleAmount = Math.min(1, state.rustleAmount + 0.3); } else { state.rustleAmount *= state.rustleDecay; } // Add glow effect for blue grass if (glowing) { ctx.save(); ctx.shadowColor = color; ctx.shadowBlur = 10 + Math.sin(time/500) * 3; // Pulsing glow effect } // Draw each blade of grass for (let i = 0; i < blades; i++) { const bladeX = x + (i - blades/2) * (width/blades); const bladeWidth = width / blades * 0.7; // Calculate blade curve based on rustle and time const rustleOffset = Math.sin(time/300 + i) * 5 * state.rustleAmount; const baseWave = Math.sin(time/1000 + i) * 2; // Draw blade ctx.fillStyle = i % 2 === 0 ? color : shadowColor; ctx.beginPath(); ctx.moveTo(bladeX, groundY); // Control points for quadratic curve const cp1x = bladeX + rustleOffset + baseWave; const cp1y = groundY - height/2; const cp2x = bladeX + rustleOffset * 1.5 + baseWave; const cp2y = groundY - height; // Draw curved blade ctx.quadraticCurveTo(cp1x, cp1y, cp2x, cp2y); ctx.quadraticCurveTo(cp1x + bladeWidth, cp1y, bladeX + bladeWidth, groundY); ctx.fill(); } if (glowing) { ctx.restore(); } }; // Collision detection helper const checkCollision = (player, platform) => { return player.x < platform.x + platform.width && player.x + player.width > platform.x && player.y < platform.y + platform.height && player.y + player.height > platform.y; }; // World physics helper const handleWorldCollisions = (player, world) => { let onGround = false; // Check ground collision first const groundY = window.innerHeight - world.groundHeight; if (player.y + player.height > groundY) { player.y = groundY - player.height; player.velocityY = 0; onGround = true; } // Then check platform collisions for (const platform of world.platforms) { if (checkCollision(player, platform)) { // Calculate overlap on each axis const overlapX = Math.min( player.x + player.width - platform.x, platform.x + platform.width - player.x ); const overlapY = Math.min( player.y + player.height - platform.y, platform.y + platform.height - player.y ); // Resolve collision on the axis with smallest overlap if (overlapX < overlapY) { // Horizontal collision if (player.x < platform.x) { player.x = platform.x - player.width; } else { player.x = platform.x + platform.width; } player.velocityX = 0; } else { // Vertical collision if (player.y < platform.y) { player.y = platform.y - player.height; player.velocityY = 0; onGround = true; } else { player.y = platform.y + platform.height; player.velocityY = 0; } } } } return { ...player, jumping: !onGround }; };