v1.1: Performance optimizations and bug fixes
Major improvements: - NumPy-based collision system supporting 200+ units (~3ms/frame) - Spatial hashing with vectorized distance calculations - 4-pass game loop ensuring correct collision timing - Blood overlay system with pre-generated stain pool - Cached render positions and viewport bounds - Spawn protection preventing rats spawning on weapons Bug fixes: - Fixed bombs not killing rats (collision system timing) - Fixed gas not affecting rats (collision system timing) - Fixed rats spawning on weapons (added has_weapon_at check) - Fixed AttributeError with Gas collisions (added isinstance check) - Fixed blood stain transparency (RGBA + SDL_BLENDMODE_BLEND) - Reduced point lifetime from 200 to 90 frames (~1.5s) - Blood layer now clears on game restart Technical changes: - Added engine/collision_system.py with CollisionLayer enum - Updated all units to use collision layers - Pre-allocate NumPy arrays with capacity management - Hybrid collision approach (<10 simple, ≥10 vectorized) - Python 3.13 compatibility
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@@ -26,6 +26,19 @@ ALWAYS:
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Search web/documentation if unsure
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Wait for user confirmation
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TERMINAL COMMAND EXECUTION RULES
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When executing scripts or tests in terminal:
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1. ALWAYS use isBackground=false for test scripts and commands that produce output to analyze
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2. WAIT for command completion before reading results
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3. After running a test/benchmark, read terminal output with get_terminal_output before commenting
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4. Never assume command success - always verify with actual output
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Examples:
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- ✓ run_in_terminal(..., isBackground=false) → wait → get_terminal_output → analyze
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- ✗ run_in_terminal(..., isBackground=true) for tests (you won't see the output!)
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CONSULTATION vs IMPLEMENTATION
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When the user asks for advice, tips, or consultation:
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