Make scene scaling responsive
This commit is contained in:
72
main.js
72
main.js
@@ -36,6 +36,7 @@
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let width = sceneEl.clientWidth;
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let height = sceneEl.clientHeight;
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const BALL_BASELINE = 680; // reference height used for relative ball sizing
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const engine = Engine.create();
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engine.gravity.y = config.gravity;
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@@ -122,8 +123,10 @@
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const next = scenes.find((s) => s.id === sceneId) || scenes[0];
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currentScene = next;
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ui.setSceneSelection(next.id);
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const prevRadius = config.ballRadius;
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Object.assign(config, next.config);
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config.link = { ...next.config.link };
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updateBallRadius(prevRadius);
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engine.gravity.y = config.gravity;
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highScore = loadHighScore(next.id);
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rebuildSceneBodies();
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@@ -432,17 +435,73 @@
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ui.buildLegend(config.palette);
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};
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const computeBallRadius = () => {
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const baseRadius =
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(currentScene && currentScene.config && currentScene.config.ballRadius) ||
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config.ballRadius ||
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18;
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const dim = Math.max(1, Math.min(width, height));
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const scaled = (baseRadius * dim) / BALL_BASELINE;
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return Math.round(Math.max(12, Math.min(52, scaled)));
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};
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const updateBallRadius = (prevRadius) => {
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const nextRadius = computeBallRadius();
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if (
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Number.isFinite(prevRadius) &&
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prevRadius > 0 &&
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nextRadius !== prevRadius
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) {
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const scale = nextRadius / prevRadius;
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balls.forEach((ball) => {
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Body.scale(ball, scale, scale);
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ball.circleRadius = nextRadius;
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});
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}
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config.ballRadius = nextRadius;
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};
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const clampBodiesIntoView = (prevWidth, prevHeight) => {
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const scaleX = width / (prevWidth || width);
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const scaleY = height / (prevHeight || height);
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const margin = config.ballRadius * 1.2;
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balls.forEach((ball) => {
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const nextX = Math.min(
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Math.max(ball.position.x * scaleX, margin),
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Math.max(margin, width - margin),
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);
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const nextY = Math.min(
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ball.position.y * scaleY,
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Math.max(height - margin, margin),
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);
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Body.setPosition(ball, { x: nextX, y: nextY });
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Body.setVelocity(ball, { x: 0, y: 0 });
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});
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resetChainVisuals();
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};
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const handleResize = () => {
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const prevWidth = width;
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const prevHeight = height;
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const prevRadius = config.ballRadius;
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width = sceneEl.clientWidth;
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height = sceneEl.clientHeight;
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render.canvas.width = width;
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render.canvas.height = height;
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const pixelRatio = window.devicePixelRatio || 1;
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render.options.width = width;
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render.options.height = height;
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Render.lookAt(render, {
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min: { x: 0, y: 0 },
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max: { x: width, y: height },
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});
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render.options.pixelRatio = pixelRatio;
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render.canvas.style.width = `${width}px`;
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render.canvas.style.height = `${height}px`;
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render.canvas.width = width * pixelRatio;
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render.canvas.height = height * pixelRatio;
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Render.setPixelRatio(render, pixelRatio);
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render.bounds.min.x = 0;
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render.bounds.min.y = 0;
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render.bounds.max.x = width;
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render.bounds.max.y = height;
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Render.lookAt(render, render.bounds);
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updateBallRadius(prevRadius);
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clampBodiesIntoView(prevWidth, prevHeight);
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rebuildSceneBodies();
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};
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@@ -537,5 +596,6 @@
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scenes,
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(currentScene && currentScene.id) || defaultSceneId,
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);
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updateBallRadius();
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applyScene((currentScene && currentScene.id) || defaultSceneId);
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})();
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174
scenes.js
174
scenes.js
@@ -21,33 +21,71 @@
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maxLengthMultiplier: 3.2,
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},
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},
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createBodies: (w, h) => [
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Bodies.rectangle(w / 2, h + 40, w, 80, {
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createBodies: (w, h) => {
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const floorHeight = Math.max(60, h * 0.12);
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const wallThickness = Math.max(32, w * 0.05);
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const wallHeight = h * 1.6;
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const platformHeight = Math.max(14, h * 0.025);
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const smallPlatformWidth = Math.max(140, w * 0.18);
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const largePlatformWidth = Math.max(180, w * 0.22);
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return [
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Bodies.rectangle(
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w / 2,
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h + floorHeight / 2,
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w + wallThickness * 2,
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floorHeight,
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{
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isStatic: true,
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restitution: 0.8,
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render: { fillStyle: "#0ea5e9", strokeStyle: "#0ea5e9" },
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}),
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Bodies.rectangle(-40, h / 2, 80, h * 2, {
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},
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),
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Bodies.rectangle(
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-wallThickness / 2,
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h / 2,
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wallThickness,
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wallHeight,
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{
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isStatic: true,
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render: { fillStyle: "#f97316", strokeStyle: "#f97316" },
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}),
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Bodies.rectangle(w + 40, h / 2, 80, h * 2, {
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},
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),
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Bodies.rectangle(
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w + wallThickness / 2,
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h / 2,
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wallThickness,
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wallHeight,
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{
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isStatic: true,
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render: { fillStyle: "#f97316", strokeStyle: "#f97316" },
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}),
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Bodies.rectangle(w * 0.25, h * 0.55, 160, 20, {
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},
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),
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Bodies.rectangle(
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w * 0.25,
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h * 0.55,
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smallPlatformWidth,
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platformHeight,
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{
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isStatic: true,
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angle: -0.3,
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render: { fillStyle: "#22c55e", strokeStyle: "#22c55e" },
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plugin: { rotSpeed: 0.1 },
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}),
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Bodies.rectangle(w * 0.7, h * 0.4, 220, 24, {
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},
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),
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Bodies.rectangle(
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w * 0.7,
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h * 0.4,
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largePlatformWidth,
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platformHeight * 1.2,
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{
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isStatic: true,
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angle: 0.26,
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render: { fillStyle: "#a855f7", strokeStyle: "#a855f7" },
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plugin: { rotSpeed: -0.08 },
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}),
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],
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},
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),
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];
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},
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},
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{
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id: "scene2",
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@@ -68,43 +106,70 @@
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maxLengthMultiplier: 4.7,
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},
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},
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createBodies: (w, h) => [
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Bodies.rectangle(w / 2, h + 50, w, 100, {
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createBodies: (w, h) => {
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const floorHeight = Math.max(70, h * 0.12);
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const wallThickness = Math.max(32, w * 0.05);
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const wallHeight = h * 1.8;
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const ledgeHeight = Math.max(14, h * 0.022);
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const leftWidth = Math.max(160, w * 0.18);
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const midWidth = Math.max(190, w * 0.26);
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const rightWidth = Math.max(150, w * 0.18);
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return [
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Bodies.rectangle(
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w / 2,
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h + floorHeight / 2,
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w + wallThickness * 2,
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floorHeight,
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{
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isStatic: true,
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restitution: 0.9,
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render: { fillStyle: "#0ea5e9", strokeStyle: "#0ea5e9" },
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}),
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Bodies.rectangle(-50, h / 2, 100, h * 2, {
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},
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),
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Bodies.rectangle(
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-wallThickness / 2,
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h / 2,
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wallThickness,
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wallHeight,
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{
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isStatic: true,
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render: { fillStyle: "#7c3aed", strokeStyle: "#7c3aed" },
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}),
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Bodies.rectangle(w + 50, h / 2, 100, h * 2, {
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},
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),
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Bodies.rectangle(
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w + wallThickness / 2,
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h / 2,
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wallThickness,
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wallHeight,
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{
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isStatic: true,
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render: { fillStyle: "#7c3aed", strokeStyle: "#7c3aed" },
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}),
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Bodies.rectangle(w * 0.2, h * 0.45, 200, 18, {
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},
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),
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Bodies.rectangle(w * 0.2, h * 0.45, leftWidth, ledgeHeight, {
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isStatic: true,
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angle: 0.08,
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render: { fillStyle: "#f97316", strokeStyle: "#f97316" },
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}),
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Bodies.rectangle(w * 0.5, h * 0.6, 260, 18, {
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Bodies.rectangle(w * 0.5, h * 0.6, midWidth, ledgeHeight, {
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isStatic: true,
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angle: -0.04,
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render: { fillStyle: "#14b8a6", strokeStyle: "#14b8a6" },
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}),
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Bodies.rectangle(w * 0.8, h * 0.42, 180, 18, {
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Bodies.rectangle(w * 0.8, h * 0.42, rightWidth, ledgeHeight, {
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isStatic: true,
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angle: 0.14,
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render: { fillStyle: "#c084fc", strokeStyle: "#c084fc" },
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}),
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],
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];
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},
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},
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{
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id: "scene3",
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name: "Fast drop maze",
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config: {
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gravity: 1.25,
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spawnIntervalMs: 420,
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spawnIntervalMs: 220,
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minChain: 3,
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palette: ["#e879f9", "#38bdf8", "#f97316", "#22c55e"],
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ballRadius: 16,
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@@ -119,26 +184,51 @@
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},
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},
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createBodies: (w, h) => {
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const floorHeight = Math.max(60, h * 0.1);
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const wallThickness = Math.max(28, w * 0.045);
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const wallHeight = h * 1.5;
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const pegRadius = Math.max(10, Math.min(22, Math.min(w, h) * 0.03));
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const platformHeight = Math.max(12, h * 0.02);
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const leftPlatformWidth = Math.max(120, w * 0.16);
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const rightPlatformWidth = Math.max(130, w * 0.18);
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const bodies = [
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Bodies.rectangle(w / 2, h + 40, w, 80, {
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Bodies.rectangle(
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w / 2,
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h + floorHeight / 2,
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w + wallThickness * 2,
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floorHeight,
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{
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isStatic: true,
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restitution: 0.75,
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render: { fillStyle: "#14b8a6", strokeStyle: "#14b8a6" },
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}),
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Bodies.rectangle(-40, h / 2, 80, h * 2, {
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},
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),
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Bodies.rectangle(
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-wallThickness / 2,
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h / 2,
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wallThickness,
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wallHeight,
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{
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isStatic: true,
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render: { fillStyle: "#f472b6", strokeStyle: "#f472b6" },
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}),
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Bodies.rectangle(w + 40, h / 2, 80, h * 2, {
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},
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),
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Bodies.rectangle(
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w + wallThickness / 2,
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h / 2,
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wallThickness,
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wallHeight,
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{
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isStatic: true,
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render: { fillStyle: "#f472b6", strokeStyle: "#f472b6" },
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}),
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},
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),
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];
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for (let i = 0; i < 5; i += 1) {
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const x = (w * (i + 1)) / 6;
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const y = h * 0.35 + (i % 2 === 0 ? 40 : -30);
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const y = h * 0.35 + (i % 2 === 0 ? h * 0.06 : -h * 0.05);
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bodies.push(
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Bodies.circle(x, y, 18, {
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Bodies.circle(x, y, pegRadius, {
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isStatic: true,
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restitution: 0.9,
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render: { fillStyle: "#facc15", strokeStyle: "#facc15" },
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@@ -146,16 +236,28 @@
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);
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}
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bodies.push(
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Bodies.rectangle(w * 0.3, h * 0.55, 140, 16, {
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Bodies.rectangle(
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w * 0.3,
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h * 0.55,
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leftPlatformWidth,
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platformHeight,
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{
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isStatic: true,
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angle: -0.3,
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render: { fillStyle: "#8b5cf6", strokeStyle: "#8b5cf6" },
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}),
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Bodies.rectangle(w * 0.7, h * 0.58, 160, 16, {
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},
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),
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Bodies.rectangle(
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w * 0.7,
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h * 0.58,
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rightPlatformWidth,
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platformHeight * 1.05,
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{
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isStatic: true,
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angle: 0.28,
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render: { fillStyle: "#10b981", strokeStyle: "#10b981" },
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}),
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},
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),
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);
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return bodies;
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},
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