Files
naddie-jump/.gitignore
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

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