Add comprehensive development guide with architecture, performance, and troubleshooting
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@@ -121,19 +121,6 @@ const levelDesign = {
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};
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};
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```
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```
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### Visual Design Patterns
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```css
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/* Color scheme consistency */
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:root {
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--primary-cyan: #00d4ff;
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--secondary-magenta: #ff00ff;
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--success-green: #00ff64;
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--warning-orange: #ff6400;
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--background-dark: #0a0a0a;
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--surface-glass: rgba(255, 255, 255, 0.1);
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}
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```
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## Performance Guidelines
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## Performance Guidelines
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### Target Metrics
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### Target Metrics
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@@ -173,30 +160,19 @@ const levelDesign = {
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}
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}
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```
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```
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## Testing Strategy
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2. **Event Handling Optimization**
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```javascript
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// Throttle mouse move events
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function throttle(func, delay) {
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let timeoutId;
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return (...args) => {
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clearTimeout(timeoutId);
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timeoutId = setTimeout(() => func(...args), delay);
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};
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}
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### Manual Testing Checklist
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const throttledMouseMove = throttle(handleMouseMove, 16); // ~60fps
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```markdown
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```
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**Core Functionality:**
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- [ ] Node connections work with mouse
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- [ ] Node connections work with touch
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- [ ] Level progression advances correctly
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- [ ] Score calculation accurate
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- [ ] Timer counts down properly
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- [ ] Game over conditions trigger
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**Performance Testing:**
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- [ ] 60fps on Desktop Chrome/Firefox/Safari
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- [ ] 30fps+ on mobile devices
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- [ ] No memory leaks after 10+ levels
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- [ ] Smooth animations during gameplay
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**Device Compatibility:**
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- [ ] Desktop: Windows/Mac/Linux browsers
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- [ ] Mobile: iOS Safari, Android Chrome
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- [ ] Tablet: iPad, Android tablets
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- [ ] Various screen sizes and orientations
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```
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## Troubleshooting
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## Troubleshooting
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@@ -234,19 +210,25 @@ function debugFrameTime() {
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- Use `requestAnimationFrame` properly
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- Use `requestAnimationFrame` properly
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- Check for memory leaks
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- Check for memory leaks
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#### Touch Controls Not Working
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### Debug Tools
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**Problem:** Mobile touch events not registering properly
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```javascript
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```javascript
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// Solution: Prevent default touch behavior
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// Development debug helper
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canvas.addEventListener('touchstart', (e) => {
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if (location.hostname === 'localhost') {
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e.preventDefault(); // Prevent scrolling
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window.gameDebug = {
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// Handle touch
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state: () => console.table(gameState),
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}, { passive: false });
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skipLevel: () => showLevelComplete(),
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addTime: (seconds) => gameState.timeLeft += seconds,
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canvas.addEventListener('touchmove', (e) => {
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setLevel: (level) => {
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e.preventDefault(); // Prevent scrolling
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gameState.level = level;
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// Handle drag
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generateLevel(level);
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}, { passive: false });
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},
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performance: () => {
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console.log('Nodes:', gameState.nodes.length);
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console.log('Connections:', gameState.connections.length);
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console.log('Memory:', performance.memory?.usedJSHeapSize);
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}
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};
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}
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```
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```
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---
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---
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