Commit Graph

3 Commits

Author SHA1 Message Date
fc1f12bb7e 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.
2026-05-29 13:10:08 +07:00
d3f880d917 Sprint 0: bug fixes and cleanup
- Fix Rocket/PropellerHat hitboxes (relative to sprite size, not magic offsets)
- Spring now destroys itself on use with squash animation instead of staying invisible
- Guard all powerups against double-trigger via consumed flag
- Save genesis glow tween reference for clean destroy
- Player.die() disables collisions (no more post-death platform bounces)
- Replace hardcoded enemy spawn cap 0.5 with DIFFICULTY.maxEnemyRate
- Enemy spawn position now anchored to platform X (-60/+60), not random
- Powerup spawn clamped to screen bounds
- Skip powerup spawn on breaking platforms (was unfair)
- ScoreManager.addPoints() public method; remove direct score mutation
- HUD elements use setScrollFactor(0) instead of per-frame repositioning
- All magic numbers extracted to SCORE / PHYSICS / POWERUP_DURATION config
- Remove dead code: showDeathVignette, drawDebug, createParticles, deathOverlay
- Remove dead constants: PLATFORM_WIDTH/HEIGHT, PLAYER_MAX_SPEED, tileBias
- Remove SUBMIT TO CHAIN fake button, replace with Coming Soon text
- Safer cleanup loop: collect-then-destroy instead of mutating during iterate
- gwei particles now have setScrollFactor(0.3) for parallax depth
2026-05-23 16:51:51 +07:00
7439f8f267 Initial commit: Naddie Jump — Monad Edition 2026-05-23 15:33:42 +07:00