fix: render runtime world state (exit door, traps, dynamic solids) - #155
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Introduces RenderWorld interface bundling runtime world state (tiles, exit, hazards, dynamic solids) and threads it through the render pipeline so the renderer sees trap/mechanic modifications instead of static LevelData. - CP1: Define RenderWorld in model.ts (cols, rows, tiles, exit, hazards, dynamicSolids) - CP2: Refactor buildTileLayer to accept RenderWorld; render exit door (exit.door), hazards (hazard.spikes), dynamic solid fill-rects; remove Tile.Hazard branch (physics grid has no Hazard entries) - CP3: Update buildRenderModel to accept RenderWorld - CP4: Update RenderContext + renderFrame to use RenderWorld - CP5: renderGame builds RenderWorld from scene.runtime.world + mechanicsRuntime.publishedSolids/Hazards - CP6: Update model.test.ts and renderer.test.ts with makeWorld helper and new tests for exit door, hazards, dynamic solids, culling - CP7: All checks pass (test, lint, typecheck, build) Closes #154
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sv-tmueller
marked this pull request as ready for review
August 16, 2026 20:31
Math.ceil dropped partially-visible hazard cells at the left/top viewport edge, causing moving hazards to flicker when crossing the screen boundary. Changed to Math.floor so partially-visible cells remain drawn. Found by tester on PR #155.
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Closes #154