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3142f9ddcd
Migrate all rendering from fixed 800x600 to dynamic DPR-aware canvas sizing with PX scaling factor. The game now renders at native device resolution on retina displays without CSS upscaling blur. Changes: - Constants.js: full rewrite with DPR detection, canvas sizing, PX scale factor; all spatial values (sizes, speeds, ranges, radii) multiplied by PX; time/logic values unchanged - GameConfig.js: add Scale.FIT, CENTER_BOTH, zoom 1/DPR, roundPixels, antialias, preserveDrawingBuffer - index.html: responsive viewport, full-screen container - main.js: add render_game_to_text() and advanceTime() test hooks - Scenes: SAFE_ZONE-aware UI positioning, proportional font sizing via UI ratios, PX-scaled layout in GameOverScene/UIScene/GameScene - Entities: PX-aware pixel art sprite scale for Player, Enemy, XpGem - Systems: PX-scaled particle sizes, spawn margins, weapon visuals, projectile knockback, garlic radius growth Co-Authored-By: Claude <noreply@anthropic.com>
18 lines
543 B
HTML
18 lines
543 B
HTML
<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8" />
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<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no" />
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<title>Vampire Survivors</title>
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<style>
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* { margin: 0; padding: 0; box-sizing: border-box; }
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html, body { width: 100%; height: 100%; overflow: hidden; background: #000; }
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#game-container { width: 100%; height: 100%; }
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</style>
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</head>
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<body>
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<div id="game-container"></div>
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<script type="module" src="/src/main.js"></script>
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</body>
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</html>
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