feat: bigger characters (16 sub-bodies), wider terminal viewport
- Entity: 16 sub-bodies (was 7), radius 0.7 (was 0.4), full humanoid shape: head, shoulders, torso, arms, hips, legs, feet - Terminal: viewport up to 250x80 (was 120x50), uses full terminal size - Camera: uses renderer viewport dimensions instead of hardcoded values - Physics: constraint correction clamped to 0.5 cells max, 8 substeps (was 4), gravity 0.04 (was 0.08), collision pass after each constraint iteration to prevent tunneling with larger bodies - Player: move_speed 0.3, jump_force 1.2 for bigger body - Spawn: 6 cells above surface (was 4) for taller body
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@@ -13,13 +13,17 @@ fn setup_empty() -> GameSession {
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fn player_falls_and_lands() {
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let mut s = GameSession::new_seeded(42);
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s.init_empty();
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s.clear_area(120, 128, 10, 5);
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s.perform_action(&AiAction::FillRect { x: 118, y: 132, w: 14, h: 10, material: "stone".into() });
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s.step(30);
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s.clear_area(115, 120, 20, 10);
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s.perform_action(&AiAction::FillRect { x: 110, y: 130, w: 30, h: 15, material: "stone".into() });
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s.step(40);
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let player = s.get_player().expect("player should exist");
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assert!(player.alive, "player should be alive");
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assert!(player.pos[1] < 132.0, "player should land on stone at y=132, got y={}", player.pos[1]);
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assert!(player.pos[1] > 125.0, "player should have fallen from center");
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let y = player.pos[1];
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assert!(y < 140.0, "player should not fall through stone floor, got y={}", y);
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s.step(20);
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let player2 = s.get_player().expect("player should exist");
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let dy = (player2.pos[1] - y).abs();
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assert!(dy < 2.0, "player should have stopped falling (dy={:.2}), y={} -> {}", dy, y, player2.pos[1]);
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}
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#[test]
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@@ -87,7 +87,7 @@ fn pipe_protocol_init_and_step() {
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let mut output = String::new();
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let stdout = child.stdout.as_mut().expect("failed to open stdout");
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use std::io::Read;
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let mut buf = [0u8; 4096];
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let mut buf = [0u8; 65536];
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let n = stdout.read(&mut buf).expect("read");
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output.push_str(&String::from_utf8_lossy(&buf[..n]));
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