diff --git a/html/js/display/waitingScreenAnimator.js b/html/js/display/waitingScreenAnimator.js
index d505630..5286d2b 100644
--- a/html/js/display/waitingScreenAnimator.js
+++ b/html/js/display/waitingScreenAnimator.js
@@ -274,10 +274,10 @@ var WaitingScreenAnimator = {
this.updateAnimation();
const anim = this._waitingAnimation;
- // JUICE: burst on the beats — treasure grabbed (treasureX flips to -1), escape, or caught.
+ // JUICE: a SUBTLE, tight sparkle when the hero breaks for the exit with the loot. No red
+ // "caught" burst — keep it a small glint, not an explosion near the torches.
if (this._epicPhase !== anim.phase) {
- if (anim.phase === 'escape') this._burst(anim.playerX, anim.playerY, 'rgba(255,220,90,0.95)', 18, screenWidth, screenHeight, 1.8);
- else if (anim.phase === 'caught') this._burst(anim.monsterX, anim.playerY, 'rgba(255,70,70,0.95)', 22, screenWidth, screenHeight, 2.2);
+ if (anim.phase === 'escape') this._burst(anim.playerX, anim.playerY, 'rgba(255,220,90,0.9)', 6, screenWidth, screenHeight, 0.7);
this._epicPhase = anim.phase;
}
@@ -497,19 +497,14 @@ var WaitingScreenAnimator = {
// Update animation state
this.updatePaymentAnimation();
- // JUICE: fire a one-shot particle burst on each dramatic beat (grab / escape / death).
+ // JUICE: a SUBTLE, tight one-shot sparkle on the treasure grab / clean escape. Kept small and
+ // low-spread so it reads as a glint on the hero, not an explosion — and never sprays onto the
+ // wall torches. No red "death" burst (the animation's own red shockwave already covers that).
if (this._payPhase !== anim.phase) {
- if (anim.phase === 'grab') this._burst(anim.treasureX, anim.treasureY, 'rgba(255,220,90,0.95)', 18, screenWidth, screenHeight, 1.8);
- else if (anim.phase === 'escaped') this._burst(anim.playerX, anim.playerY, 'rgba(130,255,150,0.95)', 22, screenWidth, screenHeight, 2.2);
+ if (anim.phase === 'grab') this._burst(anim.treasureX, anim.treasureY, 'rgba(255,220,90,0.9)', 6, screenWidth, screenHeight, 0.6);
+ else if (anim.phase === 'escaped') this._burst(anim.playerX, anim.playerY, 'rgba(130,255,150,0.9)', 7, screenWidth, screenHeight, 0.7);
this._payPhase = anim.phase;
}
- const _pGone = (anim.playerX === -1);
- if (_pGone && !this._payDeathBurst) {
- this._burst(anim.deathX || anim.treasureX, anim.deathY || centerY, 'rgba(255,70,70,0.95)', 24, screenWidth, screenHeight, 2.4);
- this._payDeathBurst = true;
- } else if (!_pGone) {
- this._payDeathBurst = false;
- }
// 💎💎💎 MEGA TREASURE - BIG pulsating with intense golden glow
if (!anim.hasTreasure && anim.treasureX >= roomStartX && anim.treasureX <= roomEndX) {
diff --git a/html/js/render/spGameRenderer.js b/html/js/render/spGameRenderer.js
index 0b54b61..6754224 100644
--- a/html/js/render/spGameRenderer.js
+++ b/html/js/render/spGameRenderer.js
@@ -26,12 +26,11 @@
if (!host) {
host = doc().createElement('div');
host.id = 'rk-game-host';
- // A bounded viewport CENTERED in #game-display (which is position:relative). Absolute
- // positioning dodges the flex centering + sibling ROT/FX canvases; capping the height
- // (vs filling the very-tall #game-display) keeps the player-centered camera on-screen
- // instead of low.
- host.style.cssText = 'display:none; position:absolute; top:50%; left:50%;' +
- ' width:min(100%, 1000px); height:min(100%, 78vh); transform:translate(-50%,-50%);' +
+ // FILL #game-display exactly (inset:0). #game-display is a definite, grid-bounded height
+ // (the .container is height:100vh; overflow:hidden), so filling it gives the camera
+ // reliable clientWidth/clientHeight every frame. The earlier `min(78vh)` + translate(-50%)
+ // centering could resolve to a wrong/transient size, stranding the view in a top band.
+ host.style.cssText = 'display:none; position:absolute; inset:0;' +
' overflow:hidden; background:#0a0c0f; z-index:6; touch-action:none; cursor:grab;';
gd.appendChild(host);
}
diff --git a/html/js/render/tileRenderer.js b/html/js/render/tileRenderer.js
index 3d4b266..d4bf716 100644
--- a/html/js/render/tileRenderer.js
+++ b/html/js/render/tileRenderer.js
@@ -117,13 +117,11 @@
ctx.fillStyle = bdef.color || def.color;
ctx.fillRect(px, py, cell, cell);
}
- // Fire fixtures (torch/hearth) carry a sprite — draw the sconce/torch tile over
- // its base so it reads as a mounted FIXTURE, not a bare procedural flame; RK.fx
- // then animates the flame + glow on top. Hazards (lava/poison/spikes) have no sprite.
- if (def.fx === 'fire' && useAtlas) {
- var fco = pickVariant(tmap[kind], x, y);
- if (fco) atlas.draw(ctx, fco[0], fco[1], px, py, cell);
- }
+ // Fire fixtures draw ONLY their base (wall for a dungeon torch) here; RK.fx
+ // paints the animated flame + warm glow centered on the cell in the flicker
+ // loop. We deliberately skip the pack's torch SPRITE — several sheets place it
+ // off-center / rotated, which read as misaligned; the procedural flame on a wall
+ // base is a clean wall-mounted torch that looks right in every pack.
applyCellLight(ctx, scene, x, y, px, py, cell);
continue;
}