Fix visual hitbox offset with forward extrapolation
Switch from backward interpolation (lerp prev→current) to forward extrapolation (current + (current-prev) * t). The visual now leads toward the next tile, aligning with the logical hitbox so coins disappear when Pac-Man visually reaches them. When blocked (sync-prev! sets prev=current), the offset is zero and the sprite stays at the current tile. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -262,7 +262,9 @@
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(+ a (* t (- b a))))
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;; draw-pacman! :: pacman, number -> /
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;; Draws Pac-Man with smooth interpolation between tiles.
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;; Draws Pac-Man with forward extrapolation from current position.
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;; Formula: current + (current - prev) * t — visual leads toward
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;; the next tile so it aligns with the logical hitbox.
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(define (draw-pacman! pacman progress)
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(let* ((pos (pacman 'position))
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(row (pos 'row))
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@@ -270,8 +272,8 @@
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(prev-row (pacman 'prev-row))
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(prev-col (pacman 'prev-col))
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(t (min progress 1))
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(render-col (lerp prev-col col t))
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(render-row (lerp prev-row row t))
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(render-row (+ row (* t (- row prev-row))))
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(render-col (+ col (* t (- col prev-col))))
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(direction (pacman 'direction)))
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((pacman-sprite 'set-x!) (grid->pixel-x render-col))
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((pacman-sprite 'set-y!) (grid->pixel-y render-row))
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@@ -281,7 +283,7 @@
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((eq? direction 'down) ((pacman-sprite 'rotate!) rotation-down)))))
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;; draw-ghosts! :: list -> /
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;; Updates all ghost sprite positions with smooth interpolation.
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;; Updates all ghost sprite positions with forward extrapolation.
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(define (draw-ghosts! ghosts)
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(for-each
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(lambda (ghost ghost-draw)
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@@ -291,8 +293,8 @@
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(prev-row (ghost 'prev-row))
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(prev-col (ghost 'prev-col))
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(t (min (/ (ghost 'movement-timer) ghost-speed-ms) 1))
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(render-row (lerp prev-row row t))
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(render-col (lerp prev-col col t))
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(render-row (+ row (* t (- row prev-row))))
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(render-col (+ col (* t (- col prev-col))))
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(dir (ghost 'direction)))
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((ghost-draw 'update!) render-row render-col dir)))
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ghosts ghost-draw-states))
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