Fix camera judder on fast ascent
Root cause: startFollow used lerpY=0.05 + roundPixels=true. At rocket velocity (~1400 px/s) the camera lagged ~466px behind the player, then snapped in chunks every frame, giving the impression of low FPS / shake. Fix: - Replace startFollow with manual upward-only camera tracking that matches the player exactly (doodle-jump standard behavior) - Disable camera roundPixels so antialiasing actually smooths motion - Round bg tilePositionY to integer to avoid grid texture shimmer - Slightly thin out boost effects (flame 3->2/frame, speed line 40->65ms) to keep frame budget headroom on weaker devices
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@@ -21,7 +21,7 @@ export class EffectsManager {
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else this._spawnWind(player);
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this.speedLineTimer += delta;
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if (this.speedLineTimer > 40) {
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if (this.speedLineTimer > 65) {
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this.speedLineTimer = 0;
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this._spawnSpeedLine();
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}
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@@ -70,7 +70,7 @@ export class EffectsManager {
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_spawnFlame(player) {
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const baseY = player.y + player.displayHeight / 2 - 6;
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const count = 3;
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const count = 2;
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for (let i = 0; i < count; i++) {
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const jitter = Phaser.Math.Between(-9, 9);
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const color = Phaser.Utils.Array.GetRandom(FLAME_COLORS);
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