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.
45 lines
554 B
Plaintext
45 lines
554 B
Plaintext
node_modules
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dist
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.vite
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*.local
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.DS_Store
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.vercel
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# Secrets
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.env
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.env.*
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!.env.example
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*.pem
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*.key
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*.p12
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secrets.json
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credentials.json
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# IDE / OS
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.vscode/
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.idea/
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*.swp
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Thumbs.db
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# Logs / cache
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*.log
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.cache/
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.parcel-cache/
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.eslintcache
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# Dev artifacts (excluded from repo)
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test-screenshots/
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test-game.py
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preview_*.png
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rocket_preview.png
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# Agent notes — local only, useful for AI sessions but not for public repo
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AGENTS.md
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# Vercel CLI auth cache (workaround for Windows EXDEV issue)
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.vercel-cli-config/
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# Local dev tooling
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.claude/
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dev-server.log
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