perf: adaptive performance mode for mobile
Auto-detect low-end devices (< 4 cores or touch) and reduce visual complexity: 60% fewer particles, 6 vs 16 speed lines, 15 vs 40 stars, halved datacenter buildings/racks, skip LED blinking animations, fewer GPU graveyard chips, reduced afterimages and exhaust particles. Toggle in fight viewer (LO/HI button), persisted in localStorage. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 4.6
parent
78f83a7520
commit
5af5ee1cba
@@ -8,7 +8,7 @@ import { ARENA_THEMES, spriteAnims, CHALLENGE_THEMED, TIER_ULTIMATES, CREATOR_MO
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import {
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CREATOR_ULTIMATE_CHANCE, CREATOR_THEMED_MOVE_RATIO,
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CRIT_THEMED_RATIO, CHOREOGRAPHY_THEMED_RATIO, CHOREOGRAPHY_GENERIC_CUTOFF,
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TIER_ULTIMATE_CHANCES,
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TIER_ULTIMATE_CHANCES, isPerfMode, perfParticles,
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} from './fight/config'
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import { spawnSparks as _spawnSparks, spawnBulletHoles as _spawnBulletHoles, spawnExhaust as _spawnExhaust } from './fight/particles'
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import { glitchRGB as _glitchRGB, scanlineGlitch as _scanlineGlitch, vhsTracking as _vhsTracking, dimensionalShift as _dimensionalShift } from './fight/effects'
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@@ -361,9 +361,10 @@ export async function createFightScene(config: FightSceneConfig) {
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// Hyperspeed lines — converging toward a point
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function hyperSpeedLines(targetX: number, targetY: number, duration: number = 0.3) {
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const lineCount = isPerfMode() ? 6 : 16
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const lines: GameObj[] = []
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for (let i = 0; i < 16; i++) {
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const angle = (i / 16) * Math.PI * 2
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for (let i = 0; i < lineCount; i++) {
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const angle = (i / lineCount) * Math.PI * 2
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const dist = 300 + Math.random() * 200
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const sx = targetX + Math.cos(angle) * dist
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const sy = targetY + Math.sin(angle) * dist
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@@ -415,7 +416,8 @@ export async function createFightScene(config: FightSceneConfig) {
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// Spawn afterimages: trailing ghost sprites behind a moving fighter
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function spawnAfterimages(fighter: Fighter, count: number = 3) {
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if (!fighter?.exists()) return
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for (let i = 0; i < count; i++) {
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const n = isPerfMode() ? Math.max(1, Math.round(count * 0.5)) : count
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for (let i = 0; i < n; i++) {
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const ghost = k.add([
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k.rect(FRAME_SIZE * Math.abs(fighter.scale.x), FRAME_SIZE * Math.abs(fighter.scale.y)),
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k.pos(fighter.pos.x - i * 8 * Math.sign(fighter.scale.x), fighter.pos.y),
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@@ -456,7 +458,8 @@ export async function createFightScene(config: FightSceneConfig) {
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const acc = theme.accent
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// Parallax stars/particles in the sky
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for (let i = 0; i < 40; i++) {
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const starCount = isPerfMode() ? 15 : 40
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for (let i = 0; i < starCount; i++) {
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const star = k.add([
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k.rect(1 + Math.random() * 2, 1 + Math.random() * 2),
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k.pos(Math.random() * W, Math.random() * (GROUND_Y - 20)),
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@@ -472,21 +475,25 @@ export async function createFightScene(config: FightSceneConfig) {
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}
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if (a === 'datacenter' || a === 'localhost') {
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const perf = isPerfMode()
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// City skyline silhouette behind the racks
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const buildingHeights = [0.55, 0.4, 0.65, 0.35, 0.7, 0.45, 0.6, 0.5, 0.72, 0.38, 0.58, 0.42]
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const buildingHeights = perf
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? [0.55, 0.65, 0.7, 0.6, 0.72, 0.58]
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: [0.55, 0.4, 0.65, 0.35, 0.7, 0.45, 0.6, 0.5, 0.72, 0.38, 0.58, 0.42]
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for (let i = 0; i < buildingHeights.length; i++) {
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const bw = W / buildingHeights.length + 4
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const bh = GROUND_Y * buildingHeights[i]
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const bx = i * (W / buildingHeights.length)
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k.add([k.rect(bw, bh), k.pos(bx, GROUND_Y - bh), k.color(safeColor(k, '#060610')), k.opacity(0.5), k.z(0)])
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const winStep = perf ? 14 : 7
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for (let wy = 0; wy < bh - 10; wy += 8) {
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for (let wx = 4; wx < bw - 6; wx += 7) {
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for (let wx = 4; wx < bw - 6; wx += winStep) {
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const win = k.add([
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k.rect(3, 3), k.pos(bx + wx, GROUND_Y - bh + 6 + wy),
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k.color(safeColor(k, Math.random() > 0.4 ? '#223355' : '#ffcc44')),
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k.opacity(0.15 + Math.random() * 0.2), k.z(0),
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])
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if (Math.random() < 0.15) {
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if (!perf && Math.random() < 0.15) {
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const blink = 0.03 + Math.random() * 0.06
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win.onUpdate(() => { win.opacity = Math.random() > blink ? win.opacity : (Math.random() > 0.5 ? 0.3 : 0.05) })
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}
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@@ -494,11 +501,13 @@ export async function createFightScene(config: FightSceneConfig) {
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}
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}
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// Server rack wall
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for (let row = 0; row < 4; row++) {
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for (let col = 0; col < 10; col++) {
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const lx = 15 + col * (W / 10)
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const rackRows = perf ? 2 : 4
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const rackCols = perf ? 5 : 10
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for (let row = 0; row < rackRows; row++) {
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for (let col = 0; col < rackCols; col++) {
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const lx = 15 + col * (W / rackCols)
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const ly = 15 + row * 55
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const rackW = W / 10 - 8
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const rackW = W / rackCols - 8
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const rackH = 48
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k.add([k.rect(rackW, rackH), k.pos(lx, ly), k.color(safeColor(k, '#06060f')), k.opacity(0.6), k.z(1)])
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k.add([k.rect(rackW, 1), k.pos(lx, ly), k.color(safeColor(k, '#1a1a3a')), k.opacity(0.4), k.z(1)])
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@@ -507,21 +516,23 @@ export async function createFightScene(config: FightSceneConfig) {
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for (let s = 0; s < 5; s++) {
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k.add([k.rect(rackW - 6, 1), k.pos(lx + 3, ly + 8 + s * 8), k.color(safeColor(k, '#111122')), k.opacity(0.5), k.z(1)])
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}
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for (let led = 0; led < 3; led++) {
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const ledEl = k.add([
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k.rect(2, 2), k.pos(lx + 4 + led * 6, ly + 4),
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k.color(safeColor(k, Math.random() > 0.3 ? '#00ff41' : '#ff2d2d')),
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k.opacity(0.7), k.z(2),
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])
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const blinkRate = 0.02 + Math.random() * 0.08
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ledEl.onUpdate(() => { ledEl.opacity = Math.random() > blinkRate ? 0.7 : 0.15 })
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}
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if (Math.random() < 0.4) {
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const actLed = k.add([
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k.rect(2, 2), k.pos(lx + rackW - 8, ly + 4),
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k.color(safeColor(k, '#ffaa00')), k.opacity(0.6), k.z(2),
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])
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actLed.onUpdate(() => { actLed.opacity = Math.random() > 0.5 ? 0.7 : 0.2 })
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if (!perf) {
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for (let led = 0; led < 3; led++) {
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const ledEl = k.add([
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k.rect(2, 2), k.pos(lx + 4 + led * 6, ly + 4),
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k.color(safeColor(k, Math.random() > 0.3 ? '#00ff41' : '#ff2d2d')),
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k.opacity(0.7), k.z(2),
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])
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const blinkRate = 0.02 + Math.random() * 0.08
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ledEl.onUpdate(() => { ledEl.opacity = Math.random() > blinkRate ? 0.7 : 0.15 })
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}
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if (Math.random() < 0.4) {
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const actLed = k.add([
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k.rect(2, 2), k.pos(lx + rackW - 8, ly + 4),
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k.color(safeColor(k, '#ffaa00')), k.opacity(0.6), k.z(2),
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])
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actLed.onUpdate(() => { actLed.opacity = Math.random() > 0.5 ? 0.7 : 0.2 })
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}
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}
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}
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}
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@@ -536,7 +547,8 @@ export async function createFightScene(config: FightSceneConfig) {
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} else if (a === 'gpu_graveyard') {
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// Floating circuit board fragments
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for (let i = 0; i < 16; i++) {
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const chipCount = isPerfMode() ? 6 : 16
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for (let i = 0; i < chipCount; i++) {
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const cx = Math.random() * W
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const cy = 20 + Math.random() * (GROUND_Y - 60)
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const cw = 15 + Math.random() * 25
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