- Replace per-body collision with single AABB collider for rigid entities
- Entity has half_w/half_h defining the collider box
- Separate axis resolution: X first (min-penetration push), then Y
(velocity-direction push to handle floor/ceiling correctly)
- Sliding: when hitting a wall, only X velocity is zeroed, Y continues
- check_on_ground uses AABB bottom edge, not individual bodies
- Fix: X resolution uses minimum penetration (was velocity-based,
which pushed player through walls when velocity was zero)
- Default scene: added water pool, lava pool, wood structure, sand dune,
acid pool, stone wall obstacle
- 28/28 tests passing
- Entity: rigid body mode for alive entities (single object, no wobble)
- Center position + velocity, bodies positioned from rest offsets
- Collision: all 16 bodies checked, push applied to center
- Movement: velocity applied to center, all bodies move together
- Entity: ragdoll mode for corpses (loose Verlet constraints)
- kill() switches rigid->ragdoll, gives each body inherited velocity
- Constraints go slack (stiffness=0), bodies fall independently
- Player: move_left/right now applies velocity to entity center (was: head only)
- Physics: lava heat conductivity 0.05 (was 0.5), initial temp 1500 (was 1200)
Lava cooling threshold 400 (was 800), heat transfer rate 0.1 (was 0.5)
Lava stays hot long enough for entities to take damage
- Tests: 28/28 passing, updated for new lava and rigid body behavior