Add 2D endless runner game with pickups and coyote time

- Platformer endless runner: fixed player x, world scrolls left
- Logarithmic speed curve: initial + factor * ln(1 + t / time_scale)
- Enemies stomped from above; side/bottom contact kills player
- Procedural level generation with StdRng seeded from SystemTime
- Object pooling via Vec::retain + frontier-based generator
- Coyote time: grace window after leaving platform edge
- Data-driven pickup system with trait-based effects (ActiveEffect)
  - Invulnerability, JumpBoost, ScoreMultiplier — extend via config
- Score accumulates with per-effect multiplier; stomp bonuses scaled
- Game over screen with score, best score, restart prompt
- HUD: score, speed bar, active effect timer bars

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-06 23:03:09 +01:00
commit 090f5d4a6d
13 changed files with 1751 additions and 0 deletions

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src/enemy.rs Normal file
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#[derive(Clone)]
pub struct Enemy {
pub x: f32,
pub y: f32,
pub width: f32,
pub height: f32,
pub alive: bool,
}
impl Enemy {
pub fn new(x: f32, y: f32, width: f32, height: f32) -> Self {
Self { x, y, width, height, alive: true }
}
pub fn scroll(&mut self, speed: f32, dt: f32) {
self.x -= speed * dt;
}
pub fn is_off_screen(&self) -> bool {
self.x + self.width < 0.0
}
pub fn top(&self) -> f32 {
self.y
}
pub fn bottom(&self) -> f32 {
self.y + self.height
}
pub fn right(&self) -> f32 {
self.x + self.width
}
}