## Major Improvements: **1. Code Organization** - Added constants for magic numbers (makes code more maintainable) - Used enums for tile types (type-safe and readable) - Created a level configuration structure with lookup table **2. Performance Optimizations** - **Single-loop map reading**: Combined nested loops into one for better cache performance - **Switch statements**: Replaced if-else chains with switches for better compiler optimization - **Bounds checking**: Added proper bounds checking to prevent array overruns - **Early returns**: Reduced nesting and improved readability **3. Memory & Logic Improvements** - **Eliminated code duplication**: Combined cases 0x04 and 0x06 that had identical behavior - **Better camera handling**: Simplified camera bounds logic with a clamp function - **Unified movement**: Created `tryMove()` function to handle all movement logic consistently **4. Maintainability** - **Separated concerns**: Split rendering into smaller, focused functions - **Removed magic numbers**: All hardcoded values are now named constants - **Better function names**: More descriptive method names - **Consistent formatting**: Improved code readability **5. Bug Fixes** - **Array bounds protection**: Added proper bounds checking for world coordinates - **Simplified camera logic**: Fixed the complex camera boundary conditions - **Consistent jump logic**: Unified jump behavior for different heights ## Performance Benefits: - Faster map initialization (single loop vs nested) - Better CPU branch prediction (switch vs if-else chains) - Reduced code duplication - More cache-friendly memory access patterns - Cleaner separation of rendering logic The optimized code maintains the same functionality while being more efficient, maintainable, and less prone to bugs. The constants at the top make it easy to adjust game parameters, and the modular structure makes it easier to add new features or debug issues.