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.
554 B
554 B