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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wuwiandClaude Fable 5 committed 2026-08-08 21:16:15 +02:00
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@@ -312,6 +312,9 @@ export const TUNE = {
barrelHp: 1, // anything pops it: ball, pellet, bomb, flame, swish. It is a target, not a body
barrelH: 1.15, // drawn height (a body is 1.8)
fps: 60, // frame cap — 30 halves battery/heat but Oliver felt it; smoothness wins (0 = uncapped)
lowPower: 0, // >= 0.5 caps RES at 3 (−44% of pixels painted per frame) — the battery-saver
// switch, flippable live from the T panel. Play speed and fps are untouched:
// the trade is sharpness only, and 224px sprites keep it "softer", never mushy.
runnerSpeed: 3.2, // runner ('f') speed multiplier over the shamble
runnerVMax: 4.2, // hard runner speed cap — the late-game ramp must stay humanly reactable
shamblerHp: 2, // splat-quality hits a classic shambler ('a'/'b') soaks before it dies — only the runner ('f') is still one-shot glass