Fix ladder entry/exit logic to handle top entry and prevent premature exits
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@ -14,6 +14,7 @@ export default class Player {
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this.lives = 3;
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this.onLadder = false;
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this.atLadderTop = false;
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this._enteredFromTop = false;
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// Create physics sprite
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this._sprite = scene.physics.add.sprite(x, y, 'player', 0);
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@ -51,11 +52,13 @@ export default class Player {
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_handleLadder() {
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const sprite = this._sprite;
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const cursors = this._cursors;
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const body = sprite.body;
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// Tile at player center (for body-of-ladder detection)
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const centerTile = this._laddersLayer.getTileAtWorldXY(sprite.x, sprite.y);
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// Tile at player feet (for ladder-top detection)
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const feetTile = this._laddersLayer.getTileAtWorldXY(sprite.x, sprite.y + 116);
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// Tile just below body bottom (body bottom = sprite.y + 120; +2 puts us inside
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// the tile when standing on it, since physics places body bottom at tile top)
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const feetTile = this._laddersLayer.getTileAtWorldXY(sprite.x, sprite.y + 122);
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const centerIsLadder = centerTile && TilePropertyHelper.isLadder(centerTile.index);
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const feetIsLadderTop = feetTile && TilePropertyHelper.isLadderTop(feetTile.index);
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@ -79,8 +82,16 @@ export default class Player {
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return;
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}
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// Exit ladder if center is no longer over a ladder tile
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if (!centerIsLadder) {
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// Once the center reaches a ladder tile we are fully on the ladder
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if (centerIsLadder) {
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this._enteredFromTop = false;
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}
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// Exit if center is no longer over a ladder tile.
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// Exception: when we entered from the top the center starts above the ladder;
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// suppress the exit until the player descends into the rungs, or until
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// they press up (changing their mind).
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if (!centerIsLadder && (!this._enteredFromTop || cursors.up.isDown)) {
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this._exitLadder();
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}
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} else {
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@ -92,12 +103,21 @@ export default class Player {
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sprite.body.setVelocityX(0);
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// Snap horizontally to ladder center
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sprite.x = centerTile.pixelX + 64;
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// Enter from the top: standing on the top rung tile, pressing down
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} else if (feetIsLadderTop && cursors.down.isDown && body.blocked.down) {
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this._enteredFromTop = true;
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this.onLadder = true;
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sprite.body.setGravityY(-800);
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sprite.body.setVelocityY(200);
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sprite.body.setVelocityX(0);
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sprite.x = feetTile.pixelX + 64;
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}
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}
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}
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_exitLadder() {
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this.onLadder = false;
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this._enteredFromTop = false;
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this._sprite.body.setGravityY(0); // Remove local gravity override; world gravity resumes
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}
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