Files
naddie-jump/src/managers/EffectsManager.js
AnRil 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

68 lines
1.8 KiB
JavaScript

/**
* Drives WHEN boost visual effects play (state machine over the player's
* power-up state). All actual particle allocation is delegated to the pooled
* ParticleManager (scene.particles), so this class never creates GameObjects.
*/
export class EffectsManager {
constructor(scene) {
this.scene = scene;
this.speedLineTimer = 0;
this.lastState = 'normal';
this.springTrailUntil = 0;
}
get pm() {
return this.scene.particles;
}
update(player, delta) {
const pm = this.pm;
if (!pm) return;
if (!player || !player.active || player.state === 'dead') {
pm.stopFlow();
return;
}
const state = player.state;
const now = this.scene.time.now;
const feetY = player.y + player.displayHeight / 2 - 6;
if (state === 'rocket' && Math.abs(player.body.velocity.y) > 150) {
pm.flameAt(player.x, feetY);
this._speedLines(delta);
} else if (state === 'propeller' && Math.abs(player.body.velocity.y) > 150) {
pm.windAt(player.x, player.y);
this._speedLines(delta);
} else if (state === 'normal' && now < this.springTrailUntil && player.body.velocity.y < -500) {
pm.springAt(player.x, feetY);
} else {
pm.stopFlow();
}
if (this.lastState !== state) {
if ((this.lastState === 'rocket' || this.lastState === 'propeller') && state === 'normal') {
pm.puff(player.x, player.y);
}
this.lastState = state;
}
}
_speedLines(delta) {
this.speedLineTimer += delta;
if (this.speedLineTimer > 65) {
this.speedLineTimer = 0;
this.pm.speedLine();
}
}
startBoost(player, type) {
if (this.pm) this.pm.boostBurst(player.x, player.y, type);
if (type === 'spring') {
this.springTrailUntil = this.scene.time.now + 700;
} else {
this.lastState = type;
}
}
}