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1h 48m 48s logged

Added Collision-Based Damage System
Until now, traps were purely visual. The player could walk through fire without consequence.
I extended the collision system so that objects can now affect the player based on their name property.
This is the first time the game starts behaving like an actual platformer.

Introduced make_hit() Logic
Instead of instantly killing the player, I added a hit state system:

Player gets flagged as hit

Small delay before respawn logic runs

Allows future animation / sound integration

This also prepares the system for:

spikes

saws

lava

checkpoints

First Basic Death/Respawn Logic
At this stage, respawning is still very simple:

If player touches hazard → reset position

No checkpoint system yet

No lives system yet

But this is the foundation for it.

Problems Encountered
Problem 1: Player kept dying multiple times per frame
Cause
Collision was being detected continuously every loop tick.
Fix
Added a simple hit lock

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