- 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>
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