Improve platforming feel, add player health/respawn, enemy chase AI, rooms 2–4, and HUD rebuild#5
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LloydNicholson merged 2 commits intoMar 21, 2026
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[WIP] Enhance platforming mechanics and introduce player/enemy features
Improve platforming feel, add player health/respawn, enemy chase AI, rooms 2–4, and HUD rebuild
Mar 21, 2026
LloydNicholson
approved these changes
Mar 21, 2026
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Adds coyote time, jump buffering, wall-jump improvements, a full player health/iframes/knockback/death-respawn cycle, enemy patrol→chase AI with stomp kills, three new rooms wired into the room chain, and a rebuilt HUD with health, level name, and respawn overlay.
Platforming (
Player.gd)floor_snap_length = 6.0— step-up collision fix"jump"animation instantlyPlayer health system (
Player.gd,GameState.gd)GameStategainshealth_changed(current, max),player_died,player_respawnedsignals;player_staminanow has an emitting settertake_damage(amount, knockback_dir)— applies knockback velocity, starts 1.2 s iframes (blinking sprite)instant_kill()— bypasses iframes; used by death pitsstomp_bounce()— upward reward for stomping enemiesEnemy AI (
Enemy.gd,Enemy.tscn)chase_speed,detect_range,max_healthdetect_rangevelocity.y > 50) from above →enemy.take_damage(1)+player.stomp_bounce(); otherwise dealsplayer.take_damage(1, dir)♥health label above each enemy, updated on hitDeathArea (
DeathArea.gd)player.instant_kill()instead of hard-reloading the scene directlyHUD (
HUD.gd,HUD.tscn)get_parent().name)"♥".repeat(hp) + "♡".repeat(max - hp)ColorRect+ label), shown onplayer_died, hidden onplayer_respawnedNew rooms + wiring
Room1 gains a right-side
RoomWarpForwardcompleting the full loop.Original prompt
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