pixel-perfect rendering, all sprites have same 1:1 scale
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+3
-3
@@ -25,15 +25,15 @@ import { ResourceNode } from '../src/game/entities/ResourceNode';
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import { GameStore } from '../src/game/GameStore';
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import { costForNextLevel, UPGRADE_LIST, type UpgradeId } from '../src/game/upgrades';
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const MAP_WIDTH = 1200;
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const MAP_HEIGHT = 800;
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const MAP_WIDTH = 400;
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const MAP_HEIGHT = 260;
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/** How many simulated seconds pass per tick — fixed, independent of how fast ticks actually run. */
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const TICK_SECONDS = Number(process.argv[2] ?? 0.1);
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/** Ticks per event-loop turn between yields — batching amortizes the yield's overhead while
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* still keeping Ctrl+C/output responsive within about one batch's worth of latency. */
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const TICKS_PER_BATCH = 1000;
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/** How far past the nearest rabbit to aim while fleeing it. */
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const FLEE_DISTANCE = 400;
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const FLEE_DISTANCE = 133;
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// Logs every analytics call to the console (see ConsoleAnalyticsTransport) instead of sending it
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// anywhere — this is what actually lets `npm run play` be used to verify analytics behavior.
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