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Emanuele Feronato

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A clean, fully paginated level selection system built in Phaser 4 with TypeScript, featuring horizontal drag, direction-aware snap, mouse wheel navigation and event-driven thumbnails. The UI components are fully decoupled from scene logic and designed with clear state separation. Complete source code available for download, ready to use and extend.

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HTML5 platformer engine inspired by Be Brave, Barb, built without physics. Hero walks along a dynamically generated perimeter, switches between four gravity directions, and reattaches to surfaces using continuous collision detection. Everything is driven by pure geometry, vector math, and segment intersection.

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A dense grid hides simple shapes. This example uses a greedy algorithm to extract the true external perimeter from binary grid data, removing all internal edges and collapsing hundreds of cells into a clean geometric outline. Everything that follows, such as rendering, collision and movement, becomes simpler once the grid turns into a shape.

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A Tiled collision layer is just a dense grid of cells. By applying greedy rectangle merging, that grid can be reduced to a small set of non-overlapping rectangles that describe the exact same area, but are far cheaper to use at runtime. Full JavaScript example available with source code.

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Greedy rectangle merging is a practical way to simplify dense binary grids into a small set of axis-aligned rectangles. By making local decisions and never backtracking, the same area can be represented with far fewer geometric primitives, revealing how different expansion orders lead to different results. JavaScript source code available.

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