mirror of
https://github.com/Such-Software/wownerogue.git
synced 2026-10-22 00:28:34 +02:00
Removes operator-private material from the shipped tree, corrects documentation
that had drifted from the code, deletes dead code, and applies a consistent
prose style.
Private material moved out of the public tree (docs/private/, git-ignored):
- the wallet keyfile recovery runbook and its helper scripts, which together
published the mainnet wallet file path, the service account, backup snapshot
filenames, and the wallet RPC listener state. The helper duplicated the same
constants, so relocating the document alone would not have removed them.
- the stagenet parallel-candidate runbook and its fixtures.
- the dated production-state record, the internal remediation plan, and the
TODO list. None are reference documentation for an outside reader.
Redacted or genericised:
- operator home-directory paths in shipped scripts and units. The asset build
script now takes KENNEY_ASSETS_DIR instead of a hard-coded path.
- private LAN addresses in tests, env examples and deploy docs, replaced with
RFC 5737 documentation addresses.
- the default alert sender and the notification hub example.
- the Monero wallet unit now matches the Wownero one: a dedicated service
account and a config file, instead of the operator's login account with the
wallet password in argv where any local user can read it from /proc.
Ignore rules now cover every .env variant rather than the bare name, plus local
agent state. The deployment docs instruct operators to create .env.mainnet and
.env.stagenet, which the exact-name rule would have allowed to be committed.
Documentation corrected against the code: per-chain dungeon level counts, the
premium unlock rule, Tavern chat scope, backup retention, the chain-profile
fallback, the environment template location, and several sections describing
shipped work as pending.
Dead code removed: configPersistence, rpccalls, a duplicate vendored ROT.js
bundle, the unused tile-picker overlay, the unreachable legacy game-size path
and its vestigial parameter, spectator stubs that shadowed the real
SpectatorManager, and commented-out debugging. nip98 now imports the shared
nostr loader rather than duplicating it.
Prose style: em-dashes removed throughout in favour of colons, semicolons and
commas; comments restated as present-tense descriptions of the code rather than
narration of past changes.
127 suites / 1015 tests pass.
532 lines
21 KiB
JavaScript
532 lines
21 KiB
JavaScript
// FXOverlay: dependency-free 2D-canvas FX layer for the FREE ROT.js dungeon (Pipeline A).
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// Ports the premium FancyRenderer look (warm flickering torch light, screen-edge vignette,
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// drifting-ember particle field, transient sparkles/bursts, full-screen color flash and a
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// decaying screen shake) using plain <canvas> radial gradients instead of Pixi.
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//
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// Exposes a single global `window.FX`. EVERY method is a no-op when there is no
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// #game-display / ROT base canvas present (so match.html & tavern.html, which never
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// include this file, and any early-boot call are safe). It draws onto its OWN
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// absolutely-positioned canvas layered just above the avatar overlay (z-index 7,
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// pointer-events:none) and reuses the same overlay-sync math as
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// SinglePlayerAvatar._syncOverlay. It runs its own requestAnimationFrame loop for
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// flicker/embers/particles, and self-suspends (cancelAnimationFrame: no leaks) once the
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// scene is idle; stop() hard-cancels it. Coordinates are in base-canvas pixel space.
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(function (root) {
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'use strict';
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var doc = root.document;
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function now() {
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return (root.performance && root.performance.now) ? root.performance.now() : Date.now();
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}
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// A soft radial-gradient sprite baked onto an offscreen canvas (mirrors
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// FancyRenderer.radialTexture, but returns a <canvas> we blit with drawImage).
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function radialSprite(size, stops) {
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if (!doc) return null;
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var c = doc.createElement('canvas');
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c.width = c.height = size;
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var ctx = c.getContext('2d');
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if (!ctx) return null;
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var g = ctx.createRadialGradient(size / 2, size / 2, 0, size / 2, size / 2, size / 2);
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for (var i = 0; i < stops.length; i++) g.addColorStop(stops[i][0], stops[i][1]);
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ctx.fillStyle = g;
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ctx.fillRect(0, 0, size, size);
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return c;
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}
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function clamp(v, lo, hi) { return v < lo ? lo : (v > hi ? hi : v); }
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var FX = {
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_base: null, // ROT base canvas (fallback if DisplayManager is unavailable)
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_host: null, // #game-display container
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_canvas: null, // our overlay canvas
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_ctx: null,
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_hostOrig: null, // saved inline transform of the host (for shake restore)
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_running: false,
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_raf: 0,
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_lastT: 0,
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_t: 0, // seconds accumulator for flicker/drift
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_active: false, // a dungeon torch is being driven (renderLighting called)
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_forceAmbient: false, // screens can force the ambient scene without a player torch
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_light: { x: 0, y: 0, cell: 32, radius: 6.5, color: null, intensity: 1 },
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_embers: null, // ambient drifting-ember field
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_particles: [], // transient sparkles / bursts
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_flash: null, // { color, alpha, t, dur }
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_shake: null, // { mag, t, dur }
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_texLight: null,
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_texEmber: null,
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_texVig: null,
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_vigKey: '',
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_sizeKey: '',
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_tint: {}, // css-color -> tinted mote canvas (cache)
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_frameBound: null,
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// ---- texture bootstrap -------------------------------------------------
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_initTex: function () {
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if (this._texLight) return;
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this._texLight = radialSprite(160, [
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[0, 'rgba(255,205,130,0.95)'],
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[0.45, 'rgba(255,160,80,0.40)'],
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[1, 'rgba(255,150,70,0)']
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]);
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this._texEmber = radialSprite(48, [
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[0, 'rgba(255,228,182,0.95)'],
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[1, 'rgba(255,228,182,0)']
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]);
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},
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_tintedMote: function (color) {
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color = color || 'rgba(255,228,182,1)';
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if (this._tint[color]) return this._tint[color];
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if (!doc) return null;
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var size = 64;
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var c = doc.createElement('canvas');
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c.width = c.height = size;
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var ctx = c.getContext('2d');
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if (!ctx) return null;
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var g = ctx.createRadialGradient(size / 2, size / 2, 0, size / 2, size / 2, size / 2);
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try {
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g.addColorStop(0, color);
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g.addColorStop(0.4, color);
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g.addColorStop(1, 'rgba(0,0,0,0)');
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ctx.fillStyle = g;
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} catch (_) {
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ctx.fillStyle = 'rgba(255,228,182,0.9)';
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}
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ctx.fillRect(0, 0, size, size);
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this._tint[color] = c;
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return c;
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},
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// ---- overlay sync (mirrors SinglePlayerAvatar._syncOverlay) -------------
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_resolveBase: function () {
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if (root.DisplayManager && root.DisplayManager.getDisplay) {
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var d = root.DisplayManager.getDisplay();
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if (d && d.getContainer) {
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var c = d.getContainer();
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if (c) return c;
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}
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}
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return this._base || null;
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},
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// Returns the 2D context of a correctly sized/positioned overlay, or null
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// (which makes every public method a no-op: keeps other pages unaffected).
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_ensure: function () {
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if (!doc) return null;
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var base = this._resolveBase();
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var host = doc.getElementById('game-display');
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if (!base || !host) return null;
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this._host = host;
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if (!this._canvas) {
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var cv = doc.createElement('canvas');
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cv.className = 'fx-overlay';
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cv.style.position = 'absolute';
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cv.style.pointerEvents = 'none';
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cv.style.zIndex = '7'; // just above the avatar overlay (z-index 6)
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cv.style.left = '0px';
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cv.style.top = '0px';
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// Override the retro `.rotdis canvas { image-rendering: pixelated }` rule so
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// the soft light/vignette gradients scale smoothly rather than blocky.
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cv.style.imageRendering = 'auto';
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this._canvas = cv;
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this._ctx = cv.getContext('2d');
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}
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// If a fresh ROT display replaced the host contents, re-attach.
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if (this._canvas.parentNode !== host) host.appendChild(this._canvas);
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if (!this._ctx) this._ctx = this._canvas.getContext('2d');
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if (!this._ctx) return null;
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this._initTex();
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var sizeKey = base.width + 'x' + base.height;
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if (sizeKey !== this._sizeKey) {
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if (base.width) this._canvas.width = base.width;
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if (base.height) this._canvas.height = base.height;
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this._sizeKey = sizeKey;
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this._buildVignette();
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this._seedEmbers();
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}
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this._canvas.style.left = base.offsetLeft + 'px';
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this._canvas.style.top = base.offsetTop + 'px';
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this._canvas.style.width = base.offsetWidth + 'px';
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this._canvas.style.height = base.offsetHeight + 'px';
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this._canvas.style.display = 'block';
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return this._ctx;
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},
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_buildVignette: function () {
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if (!doc || !this._canvas) return;
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var w = this._canvas.width, h = this._canvas.height;
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if (!w || !h) { this._texVig = null; return; }
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var c = doc.createElement('canvas');
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c.width = w; c.height = h;
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var ctx = c.getContext('2d');
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if (!ctx) { this._texVig = null; return; }
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var r = Math.max(w, h) * 0.72;
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var g = ctx.createRadialGradient(w / 2, h / 2, r * 0.35, w / 2, h / 2, r);
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g.addColorStop(0, 'rgba(0,0,0,0)');
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g.addColorStop(0.62, 'rgba(0,0,0,0)');
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g.addColorStop(1, 'rgba(0,0,0,0.62)');
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ctx.fillStyle = g;
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ctx.fillRect(0, 0, w, h);
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this._texVig = c;
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},
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_seedEmbers: function () {
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if (!this._canvas) return;
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var w = this._canvas.width, h = this._canvas.height;
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if (!w || !h) { this._embers = []; return; }
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var n = Math.round(clamp((w * h) / 16000, 10, 46));
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var list = [];
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for (var i = 0; i < n; i++) {
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list.push({
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x: Math.random() * w,
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y: Math.random() * h,
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vx: (Math.random() - 0.5) * 8,
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vy: -(6 + Math.random() * 14),
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size: 3 + Math.random() * 6,
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ph: Math.random() * 6.28,
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baseA: 0.10 + Math.random() * 0.16
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});
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}
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this._embers = list;
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},
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// ---- lifecycle ---------------------------------------------------------
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_gameActive: function () {
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var g = root.Game;
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if (!g) return true; // no host game object -> assume caller knows best
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try { return !!g._gameActive; } catch (_) { return true; }
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},
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_sceneOn: function () {
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return (this._active && this._gameActive()) || this._forceAmbient;
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},
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_busy: function () {
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return this._sceneOn() || this._particles.length > 0 || !!this._flash || !!this._shake;
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},
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start: function () {
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if (!this._ensure()) return this;
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if (this._running) return this;
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if (!root.requestAnimationFrame) return this;
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this._running = true;
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this._lastT = 0;
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this._raf = root.requestAnimationFrame(this._frameBound);
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return this;
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},
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stop: function () {
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this._running = false;
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if (this._raf && root.cancelAnimationFrame) root.cancelAnimationFrame(this._raf);
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this._raf = 0;
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this._active = false;
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this._particles = [];
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this._flash = null;
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this._shake = null;
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this._resetHostTransform();
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if (this._ctx && this._canvas) {
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this._ctx.clearRect(0, 0, this._canvas.width, this._canvas.height);
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}
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return this;
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},
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clear: function () {
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this._particles = [];
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this._flash = null;
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this._shake = null;
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this._resetHostTransform();
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if (this._ctx && this._canvas) {
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this._ctx.clearRect(0, 0, this._canvas.width, this._canvas.height);
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}
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return this;
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},
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// ---- public FX API -----------------------------------------------------
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attach: function (baseCanvas) {
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if (baseCanvas) this._base = baseCanvas;
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this._ensure();
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return this;
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},
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syncTo: function (baseCanvas) {
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if (baseCanvas) this._base = baseCanvas;
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this._ensure();
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return this;
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},
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// Warm torch light centered on the player cell (base-canvas pixel space).
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renderLighting: function (playerScreenX, playerScreenY, cellPx, opts) {
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if (typeof playerScreenX !== 'number' || typeof playerScreenY !== 'number') return this;
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if (!isFinite(playerScreenX) || !isFinite(playerScreenY)) return this;
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opts = opts || {};
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var L = this._light;
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L.x = playerScreenX;
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L.y = playerScreenY;
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L.cell = cellPx || L.cell || 32;
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L.radius = opts.radius || L.radius || 6.5;
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L.color = opts.color || null;
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L.intensity = (typeof opts.intensity === 'number') ? opts.intensity : 1;
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this._active = true;
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if (!this._ensure()) return this; // no overlay -> no-op
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this.start();
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return this;
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},
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setAmbient: function (on) {
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this._forceAmbient = !!on;
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if (on) this.start();
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return this;
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},
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sparkle: function (x, y, color) {
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if (typeof x !== 'number' || typeof y !== 'number') return this;
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if (!this._ensure()) return this;
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var n = 5;
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for (var i = 0; i < n; i++) {
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var a = Math.random() * Math.PI * 2;
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var sp = 10 + Math.random() * 40;
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this._particles.push({
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x: x, y: y,
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vx: Math.cos(a) * sp,
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vy: Math.sin(a) * sp - 20,
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life: 0.5 + Math.random() * 0.4,
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max: 0.9,
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size: 6 + Math.random() * 8,
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color: color || '#ffd700',
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twinkle: true
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});
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}
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this._cap();
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this.start();
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return this;
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},
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burst: function (x, y, color, count) {
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if (typeof x !== 'number' || typeof y !== 'number') return this;
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if (!this._ensure()) return this;
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var n = count || 14;
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for (var i = 0; i < n; i++) {
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var a = Math.random() * Math.PI * 2;
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var sp = 40 + Math.random() * 140;
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this._particles.push({
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x: x, y: y,
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vx: Math.cos(a) * sp,
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vy: Math.sin(a) * sp,
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life: 0.45 + Math.random() * 0.55,
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max: 1.0,
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size: 8 + Math.random() * 12,
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color: color || '#fbbf24',
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twinkle: false
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});
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}
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this._cap();
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this.start();
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return this;
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},
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flash: function (color, alpha, ms) {
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if (!this._ensure()) return this;
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this._flash = {
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color: color || '#ffffff',
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alpha: (typeof alpha === 'number') ? alpha : 0.5,
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t: 0,
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dur: Math.max(0.05, (ms || 220) / 1000)
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};
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this.start();
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return this;
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},
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shake: function (intensity, ms) {
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if (!this._ensure()) return this;
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this._shake = {
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mag: intensity || 6,
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t: 0,
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dur: Math.max(0.05, (ms || 320) / 1000)
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};
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this.start();
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return this;
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},
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_cap: function () {
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var maxP = 180;
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if (this._particles.length > maxP) {
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this._particles.splice(0, this._particles.length - maxP);
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}
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},
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// ---- shake host transform ---------------------------------------------
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_setHostTransform: function (dx, dy) {
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if (!this._host) return;
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if (this._hostOrig == null) this._hostOrig = this._host.style.transform || '';
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this._host.style.transform = (this._hostOrig + ' translate(' + dx.toFixed(2) + 'px,' + dy.toFixed(2) + 'px)').trim();
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},
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_resetHostTransform: function () {
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if (this._host && this._hostOrig != null) {
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this._host.style.transform = this._hostOrig;
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}
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this._hostOrig = null;
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},
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// ---- animation loop ----------------------------------------------------
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_frame: function () {
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if (!this._running) return;
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var ctx = this._ensure();
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if (!ctx) { this._running = false; this._raf = 0; return; }
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var t = now();
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var dt = this._lastT ? (t - this._lastT) / 1000 : 0.016;
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if (dt > 0.05) dt = 0.05; // clamp tab-switch gaps
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this._lastT = t;
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this._t += dt;
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this._update(dt);
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this._render(ctx);
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if (this._busy()) {
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this._raf = root.requestAnimationFrame(this._frameBound);
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} else {
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// Idle (game over / title, nothing animating): suspend the loop
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// entirely: no lingering rAF, no leak. A future call restarts it.
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this._running = false;
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this._raf = 0;
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this._active = false;
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this._resetHostTransform();
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ctx.clearRect(0, 0, this._canvas.width, this._canvas.height);
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}
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},
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_update: function (dt) {
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var w = this._canvas.width, h = this._canvas.height;
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if (this._embers) {
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for (var i = 0; i < this._embers.length; i++) {
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var e = this._embers[i];
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e.x += e.vx * dt;
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e.y += e.vy * dt;
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if (e.y < -10) { e.y = h + 10; e.x = Math.random() * w; }
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if (e.x < -10) e.x = w + 10; else if (e.x > w + 10) e.x = -10;
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}
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}
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for (var j = this._particles.length - 1; j >= 0; j--) {
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var p = this._particles[j];
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p.life -= dt;
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if (p.life <= 0) { this._particles.splice(j, 1); continue; }
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p.x += p.vx * dt;
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p.y += p.vy * dt;
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p.vx *= (1 - 1.6 * dt); // drag
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p.vy += 60 * dt; // gentle gravity
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p.vy *= (1 - 1.2 * dt);
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}
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if (this._flash) {
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this._flash.t += dt;
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if (this._flash.t >= this._flash.dur) this._flash = null;
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}
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if (this._shake) {
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this._shake.t += dt;
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if (this._shake.t >= this._shake.dur) {
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this._shake = null;
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this._resetHostTransform();
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}
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}
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},
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_render: function (ctx) {
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var w = this._canvas.width, h = this._canvas.height;
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ctx.setTransform(1, 0, 0, 1, 0, 0);
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ctx.globalAlpha = 1;
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ctx.globalCompositeOperation = 'source-over';
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ctx.clearRect(0, 0, w, h);
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// Screen shake: translate the whole host (base ROT canvas + overlays move
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// together, stays perfectly aligned); decays to zero.
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if (this._shake) {
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var k = 1 - (this._shake.t / this._shake.dur);
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var mag = this._shake.mag * k;
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this._setHostTransform((Math.random() * 2 - 1) * mag, (Math.random() * 2 - 1) * mag);
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}
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var scene = this._sceneOn();
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if (scene) {
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// (a) warm torch light on the player cell, gently flickering
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if (this._active && this._gameActive() && this._texLight) {
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var L = this._light;
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var cell = L.cell || 32;
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var flick = 0.86 + Math.sin(this._t * 7.0) * 0.06 + Math.sin(this._t * 17.0) * 0.04 + Math.random() * 0.03;
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var rad = (L.radius || 6.5) * cell * flick;
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var a = clamp(0.42 * (L.intensity || 1) * flick, 0, 0.85);
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var tex = L.color ? this._tintedMote(L.color) : this._texLight;
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if (tex) {
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ctx.globalCompositeOperation = 'lighter';
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ctx.globalAlpha = a;
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ctx.drawImage(tex, L.x - rad, L.y - rad, rad * 2, rad * 2);
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}
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}
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// (c) ambient drifting-ember field (subtle, additive)
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if (this._embers && this._texEmber) {
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ctx.globalCompositeOperation = 'lighter';
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for (var i = 0; i < this._embers.length; i++) {
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var e = this._embers[i];
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ctx.globalAlpha = e.baseA * (0.55 + 0.45 * Math.sin(this._t * 1.6 + e.ph));
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ctx.drawImage(this._texEmber, e.x - e.size, e.y - e.size, e.size * 2, e.size * 2);
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}
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}
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// (b) screen-edge vignette (normal blend, darkens toward the frame)
|
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if (this._texVig) {
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ctx.globalCompositeOperation = 'source-over';
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ctx.globalAlpha = 1;
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ctx.drawImage(this._texVig, 0, 0, w, h);
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}
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}
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// (d) transient one-shot particles (sparkle / burst), additive glow
|
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if (this._particles.length) {
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ctx.globalCompositeOperation = 'lighter';
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for (var j = 0; j < this._particles.length; j++) {
|
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var p = this._particles[j];
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var lk = clamp(p.life / p.max, 0, 1);
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var tw = p.twinkle ? (0.6 + 0.4 * Math.sin(this._t * 22 + p.x)) : 1;
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ctx.globalAlpha = lk * tw;
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var tex2 = this._tintedMote(p.color);
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if (tex2) {
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var s = p.size * (0.55 + 0.45 * lk);
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ctx.drawImage(tex2, p.x - s, p.y - s, s * 2, s * 2);
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}
|
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}
|
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}
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// (e) full-canvas color flash (normal blend, fades out)
|
|
if (this._flash) {
|
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var fk = clamp(1 - (this._flash.t / this._flash.dur), 0, 1);
|
|
ctx.globalCompositeOperation = 'source-over';
|
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ctx.globalAlpha = clamp(this._flash.alpha * fk, 0, 1);
|
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ctx.fillStyle = this._flash.color;
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ctx.fillRect(0, 0, w, h);
|
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}
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|
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ctx.globalAlpha = 1;
|
|
ctx.globalCompositeOperation = 'source-over';
|
|
}
|
|
};
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FX._frameBound = function () { FX._frame(); };
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|
|
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root.FX = FX;
|
|
if (typeof module !== 'undefined' && module.exports) module.exports = FX;
|
|
})(typeof window !== 'undefined' ? window : globalThis);
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