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Fix auto-platforms absorbing bombs and scaling with catcher_width#70

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jherrflexion merged 1 commit into
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fix-auto-platform-bomb-and-width
May 1, 2026
Merged

Fix auto-platforms absorbing bombs and scaling with catcher_width#70
jherrflexion merged 1 commit into
masterfrom
fix-auto-platform-bomb-and-width

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Summary

  • Bomb coins now fall through auto-catcher platforms so only the player's catcher can detonate them
  • Auto-platforms stay at a fixed 60 px width regardless of the catcher_width upgrade (which was unintentionally widening every auto-platform alongside the player catcher)
  • Removed a now-unused upgrade_purchased signal subscription and a dead _base_scale field

Test plan

  • godot --headless --script res://tools/lint_project.gd — all 8 scenes OK
  • godot --headless --script res://tools/run_tests.gd — 235/235 pass
  • validate-all / validate-ui — 0 issues
  • Bomb spawned directly above auto-platform with player moved off-center → currency unchanged (no trigger_bomb)
  • Silvers scattered across patrol zone with player off-center → currency gained from auto-platform catches
  • 10 levels of catcher_width upgrade → player catcher grew 100→250 px, auto-platform sprite scale stayed at exactly 0.46875 (60 px)
  • Bomb on player catcher still triggers trigger_bomb (regression check)

🤖 Generated with Claude Code

Bomb coins now fall through auto-catcher platforms so only the player's
catcher can detonate them. Auto-platforms also keep a fixed 60 px width
regardless of the catcher_width upgrade, which was unintentionally
widening every auto-platform alongside the player catcher.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
@jherrflexion jherrflexion merged commit fe393f9 into master May 1, 2026
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