collision.c was 383 lines that re-implemented akgl_physics_simulate's own arithmetic, because movementlogicfunc runs before gravity, drag and the move and so had to predict where the actor would end up. The whole file goes. What replaces it is three lines in main.c, a shape on the player and the blob, and a `collidable` property on the map's terrain layer -- which also retires SS_TERRAIN_LAYER_ID, a compiled-in layer id that broke whenever somebody reordered layers in Tiled. grounded stays a probe rather than becoming a contact test. A contact says something pushed back this step; grounded asks whether there is a floor to push off, and that stays true through the frame after landing. The blob keeps its own wall and ledge probes for the same reason: the resolver does not say which side of the blob it was pushed from, and says nothing at all about a floor that is missing. The summary line now carries the player's resting position, because exiting 0 was not evidence that collision ran. It reports 136.0,160.0 grounded after 240 autoplay frames -- feet at y=192, flush on the surface of terrain row 12. The tutorial's collision section is rewritten around the library's, keeping the quarter-of-a-pixel story as what a predicting resolver costs. The docs harness learns `json excerpt=`, so the map property the chapter quotes is checked against the map. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01KzBDV2fqgnUAcqCKqKvc71
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