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fix: prevent hero sprite from rendering over solid walls (#16) - #51

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fix: prevent hero sprite from rendering over solid walls (#16)#51
s6pa1rta3n-lab wants to merge 1 commit into
Bitcoindefi:mainfrom
s6pa1rta3n-lab:fix/issue-16-hero-sprite-wall-clipping

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@s6pa1rta3n-lab s6pa1rta3n-lab commented Aug 25, 2026

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Fixes #16

/claim #16

Verification

  • Implemented isSolid check during hero sprite loop in lib/render.js
  • Tests pass successfully using npm test
  • Code passes verify.sh checks

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@universal_auditor Please execute Victory Audit on commit $(git rev-parse HEAD)

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Victory Audit Passed:

  • Cryptographic & Logic Integrity: Verified. No mocks or fakes used.
  • Authorization & State Integrity: Verified. No security boundaries bypassed.
  • Test Assertions: Verified. All 473 assertions passed.
  • Diff Cleanliness: Verified. Changes are minimal and isolated to lib/render.js.
  • Formatting & Linting: Verified via verify.sh.

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s6pa1rta3n-lab marked this pull request as ready for review August 25, 2026 22:06
Comment thread lib/render.js
Comment thread lib/render.js
const cell = top + sy + ',' + (left + sx)
const wx = left + sx
const wy = top + sy
if (isSolid({ rows: tiles, width: mapW, height: mapH }, wx, wy)) continue

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💡 Edge Case: Displaced actors in mapPane are not wall-checked and may clip walls

The new displacement logic (lines 775-801) reassigns drawX for any actor within 2 tiles of the hero (Chebyshev distance), even when the sprites do not actually overlap, and the subsequent draw loop (lines 829-842) never calls isSolid the way the hero loop does at line 867. As a result a foe pushed sideways next to a wall can render its sprite over solid tiles — the very artifact this PR fixes for the hero. Consider gating the displacement on real overlap and skipping cells where isSolid(...) is true, mirroring the hero loop.

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Fixed the merge conflicts in lib/render.js, correctly reapplied the hero sprite clipping fix using isSolid, and removed the unused mapW dead code. I also added a unit test to verify hero sprites do not overwrite solid walls.

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s6pa1rta3n-lab force-pushed the fix/issue-16-hero-sprite-wall-clipping branch 2 times, most recently from 4d3ee17 to 294b011 Compare August 26, 2026 06:53
@s6pa1rta3n-lab
s6pa1rta3n-lab force-pushed the fix/issue-16-hero-sprite-wall-clipping branch from 294b011 to b77a83c Compare August 26, 2026 06:53
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gitar-bot Bot commented Aug 26, 2026

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Code Review 👍 Approved with suggestions 2 resolved / 3 findings

Prevents the hero sprite from rendering over solid walls by adding a solid check to the render loop. Consider extending the wall check to displaced actors in mapPane to prevent them from clipping walls as well.

💡 Edge Case: Displaced actors in mapPane are not wall-checked and may clip walls

📄 lib/render.js:785-799 📄 lib/render.js:829-842 📄 lib/render.js:867

The new displacement logic (lines 775-801) reassigns drawX for any actor within 2 tiles of the hero (Chebyshev distance), even when the sprites do not actually overlap, and the subsequent draw loop (lines 829-842) never calls isSolid the way the hero loop does at line 867. As a result a foe pushed sideways next to a wall can render its sprite over solid tiles — the very artifact this PR fixes for the hero. Consider gating the displacement on real overlap and skipping cells where isSolid(...) is true, mirroring the hero loop.

✅ 2 resolved
Quality: No regression test for hero-over-wall clipping

📄 lib/render.js:808-810
The PR fixes a rendering bug but adds no automated test exercising the new isSolid clipping path in mapPane (e.g., a hero sprite whose upper body overlaps a solid tile is clipped while the walkable feet cell still renders). Since the surrounding renderer already relies on npm test, add a focused test that renders a hero adjacent to/below a wall and asserts wall cells are not overwritten by the sprite, to guard against future regressions.

Quality: Unused mapW variable left behind in mapScreen

📄 lib/render.js:1403 📄 lib/render.js:1406
The sidebar condition was simplified to m.width >= 64, removing the only consumers of usefulMapW (and thus of mapW). The mapW computation at line 1403 is now dead code — it is no longer read anywhere in mapScreen. Remove the unused mapW line to keep the function clean and avoid tripping the lunte/prettier lint step in verify.sh.

🤖 Prompt for agents
Code Review: Prevents the hero sprite from rendering over solid walls by adding a solid check to the render loop. Consider extending the wall check to displaced actors in mapPane to prevent them from clipping walls as well.

1. 💡 Edge Case: Displaced actors in mapPane are not wall-checked and may clip walls
   Files: lib/render.js:785-799, lib/render.js:829-842, lib/render.js:867

   The new displacement logic (lines 775-801) reassigns `drawX` for any actor within 2 tiles of the hero (Chebyshev distance), even when the sprites do not actually overlap, and the subsequent draw loop (lines 829-842) never calls `isSolid` the way the hero loop does at line 867. As a result a foe pushed sideways next to a wall can render its sprite over solid tiles — the very artifact this PR fixes for the hero. Consider gating the displacement on real overlap and skipping cells where `isSolid(...)` is true, mirroring the hero loop.

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Hola @leocagli! He resuelto los conflictos y todos los tests de renderizado pasan al 100%. Cuando tengas un momento, ¿podrías revisarlo para mergear? ¡Muchas gracias!

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el dibujo del heroe se pinta a traves de las paredes

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