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
07b670fb09 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
2026-05-23 18:50:58 +07:00
de1a3fcf56 Boost effects rewrite — flame, wind, speed lines, burst, puff
- EffectsManager handles all powerup visual feedback in one place
- Replace circle trail with proper effects per type:
  * Rocket: yellow->red flame particles from feet + occasional bright spark
  * Propeller: white/blue wind streaks around player
  * Spring: gold/green spark trail while ascending fast
- Boost start burst: two expanding rings + radial sparks + camera shake
  (orange/gold for rocket, cyan for propeller, green/gold for spring)
- Boost end puff: gray smoke cloud spreading from player
- Screen edge speed lines during boost (alternate left/right edges)
- Player no longer tilts with horizontal input during boost; rocket
  stays rigid upright with tiny lean, propeller has gentle sinusoidal wobble
2026-05-23 18:43:53 +07:00