The battery pass: paint less, wake less
- opaque canvas: the compositor stops alpha-blending 2.5Mpx at 60Hz - settled modals and the death summary idle at 20-24 fps; play untouched - TUNE.lowPower caps RES at 3 (-44% pixels/frame), flippable live Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -312,6 +312,9 @@ export const TUNE = {
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barrelHp: 1, // anything pops it: ball, pellet, bomb, flame, swish. It is a target, not a body
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barrelH: 1.15, // drawn height (a body is 1.8)
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fps: 60, // frame cap — 30 halves battery/heat but Oliver felt it; smoothness wins (0 = uncapped)
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lowPower: 0, // >= 0.5 caps RES at 3 (−44% of pixels painted per frame) — the battery-saver
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// switch, flippable live from the T panel. Play speed and fps are untouched:
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// the trade is sharpness only, and 224px sprites keep it "softer", never mushy.
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runnerSpeed: 3.2, // runner ('f') speed multiplier over the shamble
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runnerVMax: 4.2, // hard runner speed cap — the late-game ramp must stay humanly reactable
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shamblerHp: 2, // splat-quality hits a classic shambler ('a'/'b') soaks before it dies — only the runner ('f') is still one-shot glass
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