Phase A: stability and performance
A1 Pooled particle system - New ParticleManager owns 9 reusable Phaser emitters created once per scene (jump, explosion, powerup, puff, sparks, flame, wind, spring, speedline) - BootScene generates reusable white textures (px_square/soft/streak/ring) - GameScene burst helpers + EffectsManager flow effects now delegate to the pool instead of allocating rectangles + tweens every frame - Quality auto-detect (low on mobile/small screens) cuts particle counts A2 Fix high-speed landing tunneling - Cap downward velocity at PHYSICS.maxFallSpeed (boosts unaffected) - platformCollisionFilter now uses a swept deltaY one-way check so a fast fall can never be wrongly rejected or passed through A3 Safe storage - New utils/storage.js wraps localStorage with in-memory fallback so private mode / quota errors cannot crash the game; all access routed through it A4-A6 Lifecycle and robustness - Global error / unhandledrejection guard recovers to the menu - GameScene auto-pauses on tab hidden and cleans up the cross-scene listener on shutdown; fps pacing + disableContextMenu in game config - Moving platforms use a proper dynamic body instead of destroy()+new Body Verified in-browser: menu + game load with zero console errors, all emitters active, normal bouncing works, fall speed capped.
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@@ -4,7 +4,10 @@ export class Platform extends Physics.Arcade.Sprite {
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constructor(scene, x, y, type = 'stable') {
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super(scene, x, y, 'platform');
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scene.add.existing(this);
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scene.physics.add.existing(this, true);
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// Moving platforms need a dynamic body; everything else is static.
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const isMoving = type === 'moving';
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scene.physics.add.existing(this, !isMoving);
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this.platformType = type;
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this.breakingState = 0;
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@@ -13,12 +16,10 @@ export class Platform extends Physics.Arcade.Sprite {
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this.startX = x;
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this.glowTween = null;
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if (type === 'moving') {
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this.body.destroy();
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this.body = new Phaser.Physics.Arcade.Body(scene.physics.world, this);
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this.body.allowGravity = false;
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this.body.immovable = true;
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this.moveSpeed = Phaser.Math.Between(50, 120) * (Math.random() < 0.5 ? 1 : -1);
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if (isMoving) {
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this.body.setAllowGravity(false);
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this.body.setImmovable(true);
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this.moveSpeed = Phaser.Math.Between(50, 120) * (Phaser.Math.RND.frac() < 0.5 ? 1 : -1);
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this.moveRange = Phaser.Math.Between(60, 160);
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} else if (type === 'breaking') {
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this.setTint(0x999999);
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