<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:dc="http://purl.org/dc/elements/1.1/">
  <channel>
    <title>DEV Community: dheerajraj2103-wq</title>
    <description>The latest articles on DEV Community by dheerajraj2103-wq (@dheerajraj2103wq).</description>
    <link>https://dev.to/dheerajraj2103wq</link>
    <image>
      <url>https://media2.dev.to/dynamic/image/width=90,height=90,fit=cover,gravity=auto,format=auto/https:%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Fuser%2Fprofile_image%2F4004834%2F431c324f-17db-4a50-bb26-13ab1d396b9d.png</url>
      <title>DEV Community: dheerajraj2103-wq</title>
      <link>https://dev.to/dheerajraj2103wq</link>
    </image>
    <atom:link rel="self" type="application/rss+xml" href="https://dev.to/feed/dheerajraj2103wq"/>
    <language>en</language>
    <item>
      <title>Building Surf Rush: A Full-Featured Telegram Mini App Game with React, TypeScript &amp; HTML5 Canvas</title>
      <dc:creator>dheerajraj2103-wq</dc:creator>
      <pubDate>Sat, 27 Jun 2026 15:16:19 +0000</pubDate>
      <link>https://dev.to/dheerajraj2103wq/building-surf-rush-a-full-featured-telegram-mini-app-game-with-react-typescript-html5-canvas-3n7c</link>
      <guid>https://dev.to/dheerajraj2103wq/building-surf-rush-a-full-featured-telegram-mini-app-game-with-react-typescript-html5-canvas-3n7c</guid>
      <description>&lt;h1&gt;
  
  
  Building Surf Rush: A Full-Featured Telegram Mini App Game with React, TypeScript &amp;amp; HTML5 Canvas
&lt;/h1&gt;

&lt;blockquote&gt;
&lt;p&gt;&lt;em&gt;How I engineered a real-time endless runner with XP progression, power-ups, daily missions, and a reward store — entirely inside Telegram.&lt;/em&gt;&lt;/p&gt;
&lt;/blockquote&gt;




&lt;h2&gt;
  
  
  Introduction
&lt;/h2&gt;

&lt;p&gt;The Telegram Mini App ecosystem has quietly become one of the most exciting frontiers in web development. With over 900 million monthly active users and a built-in distribution channel that requires zero app store approval, it offers a rare opportunity: ship a polished, interactive experience directly inside a chat app that people already have open.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Surf Rush&lt;/strong&gt; is my answer to that opportunity — a feature-rich, mobile-first endless runner game built as a Telegram Mini App using React, TypeScript, and HTML5 Canvas. Players surf through dynamically generated waves, dodge obstacles, collect coins, level up, complete daily missions, unlock power-ups, and compete on a global leaderboard — all without leaving Telegram.&lt;/p&gt;

&lt;p&gt;This article is a deep technical walkthrough of how I built it: the architecture decisions, the bugs that nearly broke me, the solutions that saved the project, and the lessons I'm taking forward into every future build.&lt;/p&gt;

&lt;p&gt;Whether you're a &lt;strong&gt;React developer&lt;/strong&gt; curious about game loops, a &lt;strong&gt;Telegram Mini App developer&lt;/strong&gt; looking for real-world patterns, a &lt;strong&gt;Web3 enthusiast&lt;/strong&gt; interested in on-chain gaming foundations, or a recruiter evaluating full-stack engineering depth — this is the story of Surf Rush, told honestly.&lt;/p&gt;




&lt;h2&gt;
  
  
  Why I Built Surf Rush
&lt;/h2&gt;

&lt;p&gt;I wanted to build something that sat at the intersection of three things I care about: &lt;strong&gt;real-time interactivity&lt;/strong&gt;, &lt;strong&gt;progressive user engagement systems&lt;/strong&gt;, and &lt;strong&gt;social-native distribution&lt;/strong&gt;.&lt;/p&gt;

&lt;p&gt;Most portfolio projects live on a static URL that nobody visits. Telegram Mini Apps flip that equation — the distribution channel is the product. A game that lives inside Telegram gets shared inside Telegram, which means organic virality is a feature of the platform, not an afterthought.&lt;/p&gt;

&lt;p&gt;From a technical standpoint, I wanted to answer questions I'd been asking myself:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Can a React app manage a 60fps game loop without stuttering?&lt;/li&gt;
&lt;li&gt;How do you design XP, leveling, and daily missions that actually feel rewarding?&lt;/li&gt;
&lt;li&gt;What does mobile-first game UX look like when you're constrained to a 390px viewport inside a chat app?&lt;/li&gt;
&lt;li&gt;How do Telegram's Web App APIs behave in production, and where do they break?&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Surf Rush is my empirical answer to all of those questions.&lt;/p&gt;




&lt;h2&gt;
  
  
  Project Overview
&lt;/h2&gt;

&lt;p&gt;Surf Rush is an endless runner where the player controls a surfer navigating an ocean course. The core gameplay loop is simple: survive as long as possible, collect coins, and avoid obstacles. But layered on top of that loop is a full progression system designed to keep players coming back.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Core gameplay objectives:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Survive increasingly fast waves and obstacle patterns&lt;/li&gt;
&lt;li&gt;Collect coins scattered across the course&lt;/li&gt;
&lt;li&gt;Activate power-ups (Shield, Magnet) to extend runs&lt;/li&gt;
&lt;li&gt;Accumulate XP to level up and unlock cosmetic rewards&lt;/li&gt;
&lt;li&gt;Complete daily missions for bonus coin rewards&lt;/li&gt;
&lt;li&gt;Climb the leaderboard to earn social bragging rights&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;The game is fully playable in a browser at &lt;a href="https://surf-rush-game.vercel.app/" rel="noopener noreferrer"&gt;surf-rush-game.vercel.app&lt;/a&gt; and is designed to launch natively inside Telegram as a Mini App.&lt;/p&gt;




&lt;h2&gt;
  
  
  Features
&lt;/h2&gt;

&lt;h3&gt;
  
  
  Endless Runner Gameplay
&lt;/h3&gt;

&lt;p&gt;The core game loop runs on an HTML5 Canvas element. The world scrolls horizontally at an accelerating speed — the longer a player survives, the faster the course becomes. Obstacles are procedurally placed using a weighted randomization system that ensures fair but escalating difficulty. A collision detection system checks bounding boxes on every frame tick.&lt;/p&gt;

&lt;h3&gt;
  
  
  Coin System
&lt;/h3&gt;

&lt;p&gt;Coins appear along the course in randomized clusters. Each coin collected increments the player's session total and contributes to their all-time wallet balance. The coin balance persists between sessions and is used as currency in the Reward Store. Coins are rendered as canvas sprites with a simple bobbing animation to make them visually distinct from the background.&lt;/p&gt;

&lt;h3&gt;
  
  
  XP and Level Progression
&lt;/h3&gt;

&lt;p&gt;Every run awards XP based on distance traveled and coins collected. XP accumulates across sessions, and players level up when they cross predefined thresholds. Each level-up triggers a visual celebration animation and unlocks access to new items in the Reward Store. The progression curve is designed to feel rewarding in the early game while maintaining long-term depth.&lt;/p&gt;

&lt;h3&gt;
  
  
  Daily Missions
&lt;/h3&gt;

&lt;p&gt;Three daily missions regenerate every 24 hours. Examples include: &lt;em&gt;"Collect 50 coins in a single run"&lt;/em&gt;, &lt;em&gt;"Survive for 90 seconds"&lt;/em&gt;, or &lt;em&gt;"Use a power-up 3 times."&lt;/em&gt; Completing missions awards bonus coins and XP. Mission state persists in &lt;code&gt;localStorage&lt;/code&gt; with a daily timestamp check to handle resets.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="c1"&gt;// Daily mission reset logic&lt;/span&gt;
&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;checkDailyReset&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;lastReset&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;string&lt;/span&gt;&lt;span class="p"&gt;):&lt;/span&gt; &lt;span class="nx"&gt;boolean&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;now&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nc"&gt;Date&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;last&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nc"&gt;Date&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;lastReset&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="k"&gt;return &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
    &lt;span class="nx"&gt;now&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;getDate&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;!==&lt;/span&gt; &lt;span class="nx"&gt;last&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;getDate&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;||&lt;/span&gt;
    &lt;span class="nx"&gt;now&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;getMonth&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;!==&lt;/span&gt; &lt;span class="nx"&gt;last&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;getMonth&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;||&lt;/span&gt;
    &lt;span class="nx"&gt;now&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;getFullYear&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;!==&lt;/span&gt; &lt;span class="nx"&gt;last&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;getFullYear&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
  &lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="p"&gt;};&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h3&gt;
  
  
  Reward Store
&lt;/h3&gt;

&lt;p&gt;The Reward Store is a shop interface where players spend accumulated coins on cosmetic upgrades — board skins, trail effects, and character variants. Purchased items persist in &lt;code&gt;localStorage&lt;/code&gt; and are applied immediately to the game renderer. The store creates a long-term economy that gives coins meaning beyond the immediate run.&lt;/p&gt;

&lt;h3&gt;
  
  
  Leaderboard
&lt;/h3&gt;

&lt;p&gt;The leaderboard ranks players by their all-time high score. In the current implementation, scores are stored locally and displayed in a ranked list UI. The architecture is designed to swap the local store for a cloud backend (Supabase or Firebase) without touching the leaderboard UI component.&lt;/p&gt;

&lt;h3&gt;
  
  
  Shield Power-Up
&lt;/h3&gt;

&lt;p&gt;The Shield grants the player one free collision — the next obstacle hit is absorbed without ending the run. Visually, a glowing aura renders around the player sprite on the canvas. The shield state is tracked as a boolean in the game state object and consumed on the first valid collision event.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="kr"&gt;interface&lt;/span&gt; &lt;span class="nx"&gt;GameState&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nl"&gt;isRunning&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;boolean&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;score&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;coins&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;shieldActive&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;boolean&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;magnetActive&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;boolean&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;speed&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h3&gt;
  
  
  Magnet Power-Up
&lt;/h3&gt;

&lt;p&gt;The Magnet automatically draws nearby coins toward the player for a timed duration (8 seconds). This required adding a proximity check inside the coin update loop — each coin's distance to the player is calculated on every frame, and coins within the magnet radius are pulled toward the player position using linear interpolation.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="c1"&gt;// Magnet attraction logic inside game loop&lt;/span&gt;
&lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;state&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;magnetActive&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nx"&gt;coins&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;forEach&lt;/span&gt;&lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="nx"&gt;coin&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;dx&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;player&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;x&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="nx"&gt;coin&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;x&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;dy&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;player&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;y&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="nx"&gt;coin&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;y&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;dist&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;sqrt&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;dx&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nx"&gt;dx&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="nx"&gt;dy&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nx"&gt;dy&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;dist&lt;/span&gt; &lt;span class="o"&gt;&amp;lt;&lt;/span&gt; &lt;span class="nx"&gt;MAGNET_RADIUS&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
      &lt;span class="nx"&gt;coin&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;x&lt;/span&gt; &lt;span class="o"&gt;+=&lt;/span&gt; &lt;span class="nx"&gt;dx&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nx"&gt;MAGNET_PULL_STRENGTH&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
      &lt;span class="nx"&gt;coin&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;y&lt;/span&gt; &lt;span class="o"&gt;+=&lt;/span&gt; &lt;span class="nx"&gt;dy&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nx"&gt;MAGNET_PULL_STRENGTH&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
  &lt;span class="p"&gt;});&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h3&gt;
  
  
  Telegram Sharing
&lt;/h3&gt;

&lt;p&gt;After each run, players can share their score directly to a Telegram chat using the Web App's native share API. This was one of the trickiest features to implement correctly — more on that in the challenges section.&lt;/p&gt;

&lt;h3&gt;
  
  
  Mobile Responsiveness
&lt;/h3&gt;

&lt;p&gt;The game canvas scales dynamically to the device viewport using a &lt;code&gt;ResizeObserver&lt;/code&gt;. All UI panels (leaderboard, store, missions) are built with CSS Flexbox and clamp-based typography to remain readable at any screen size.&lt;/p&gt;

&lt;h3&gt;
  
  
  UI/UX Improvements
&lt;/h3&gt;

&lt;p&gt;Throughout development I iterated on the game's feel: adding particle effects on coin collection, a screen-shake effect on collision, smooth easing on menu transitions, and a tutorial overlay for first-time players. These details transform a functional prototype into something that feels &lt;em&gt;made&lt;/em&gt;.&lt;/p&gt;




&lt;h2&gt;
  
  
  Technology Stack
&lt;/h2&gt;

&lt;h3&gt;
  
  
  React
&lt;/h3&gt;

&lt;p&gt;React was the natural choice for the menu system, HUD, and all non-canvas UI. Its component model maps cleanly to the game's distinct screens (main menu, active game, leaderboard, store), and the hook system (&lt;code&gt;useState&lt;/code&gt;, &lt;code&gt;useEffect&lt;/code&gt;, &lt;code&gt;useRef&lt;/code&gt;) provides clean integration points with the imperative Canvas API.&lt;/p&gt;

&lt;h3&gt;
  
  
  TypeScript
&lt;/h3&gt;

&lt;p&gt;TypeScript was non-negotiable on a project of this complexity. The game state object, player data model, power-up types, and mission definitions all benefit from strict typing. Catching a type mismatch at compile time rather than discovering a &lt;code&gt;undefined is not a function&lt;/code&gt; crash mid-run is the difference between professional and amateur code.&lt;/p&gt;

&lt;h3&gt;
  
  
  Vite
&lt;/h3&gt;

&lt;p&gt;Vite's near-instant HMR made iterating on both game logic and UI fast enough to maintain flow state. With &lt;code&gt;tsc --noEmit&lt;/code&gt; running in watch mode alongside Vite, the feedback loop was tight: save, see the result, catch the type error, fix it — all in under two seconds.&lt;/p&gt;

&lt;h3&gt;
  
  
  HTML5 Canvas
&lt;/h3&gt;

&lt;p&gt;The game loop runs entirely on a &lt;code&gt;&amp;lt;canvas&amp;gt;&lt;/code&gt; element via the 2D rendering context. Using Canvas rather than a DOM-based approach gives direct control over every pixel on every frame, which is essential for smooth animation at 60fps. React manages the canvas lifecycle through a &lt;code&gt;useRef&lt;/code&gt;, while all rendering logic lives in vanilla TypeScript functions outside the React render cycle.&lt;/p&gt;

&lt;h3&gt;
  
  
  CSS3
&lt;/h3&gt;

&lt;p&gt;The menu system uses CSS Grid and Flexbox for layout, CSS custom properties for theming, and &lt;code&gt;@keyframes&lt;/code&gt; animations for transitions. Keeping the game renderer in Canvas and the UI in CSS means each layer uses the right tool for its job.&lt;/p&gt;

&lt;h3&gt;
  
  
  Telegram Mini Apps
&lt;/h3&gt;

&lt;p&gt;The &lt;code&gt;@twa-dev/sdk&lt;/code&gt; package provides typed access to the Telegram Web App JavaScript API. I use it for: detecting the user's Telegram identity, triggering the native share sheet, controlling the back button behavior, and adapting the color scheme to match the user's Telegram theme.&lt;/p&gt;




&lt;h2&gt;
  
  
  Game Architecture
&lt;/h2&gt;

&lt;h3&gt;
  
  
  Folder Structure
&lt;/h3&gt;



&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;surf-rush/
├── public/
│   └── assets/          # Sprites, audio, icons
├── src/
│   ├── components/      # React UI components
│   │   ├── Game/        # Canvas wrapper + HUD
│   │   ├── Leaderboard/
│   │   ├── Store/
│   │   ├── Missions/
│   │   └── Shared/      # Buttons, modals, transitions
│   ├── engine/          # Pure game logic (no React)
│   │   ├── gameLoop.ts
│   │   ├── physics.ts
│   │   ├── renderer.ts
│   │   ├── collisions.ts
│   │   └── entities.ts
│   ├── hooks/           # Custom React hooks
│   │   ├── useGameState.ts
│   │   ├── usePlayerData.ts
│   │   └── useTelegram.ts
│   ├── store/           # State management
│   │   └── playerStore.ts
│   ├── types/           # Shared TypeScript interfaces
│   └── utils/           # Helpers, constants, formatters
├── index.html
├── vite.config.ts
└── tsconfig.json
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h3&gt;
  
  
  Component Hierarchy
&lt;/h3&gt;



&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;&amp;lt;App&amp;gt;
├── &amp;lt;TelegramProvider&amp;gt;     // Initializes Telegram Web App SDK
└── &amp;lt;Router&amp;gt;
    ├── &amp;lt;MainMenu&amp;gt;
    ├── &amp;lt;Game&amp;gt;
    │   ├── &amp;lt;GameCanvas&amp;gt;   // useRef → Canvas element
    │   ├── &amp;lt;HUD&amp;gt;          // Score, coins, power-up timers
    │   └── &amp;lt;GameOver&amp;gt;     // Post-run stats + share button
    ├── &amp;lt;Leaderboard&amp;gt;
    ├── &amp;lt;RewardStore&amp;gt;
    └── &amp;lt;Missions&amp;gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h3&gt;
  
  
  Game Loop
&lt;/h3&gt;

&lt;p&gt;The game loop uses &lt;code&gt;requestAnimationFrame&lt;/code&gt; to target 60fps. The loop is started and stopped using a &lt;code&gt;useEffect&lt;/code&gt; in the &lt;code&gt;GameCanvas&lt;/code&gt; component, with the cancellation token stored in a &lt;code&gt;useRef&lt;/code&gt; to prevent memory leaks.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;animationRef&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;useRef&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;startLoop&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;loop&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="na"&gt;timestamp&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="nf"&gt;updateGameState&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;timestamp&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;    &lt;span class="c1"&gt;// Physics, collision, entity updates&lt;/span&gt;
    &lt;span class="nf"&gt;renderFrame&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;canvasRef&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;current&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt; &lt;span class="c1"&gt;// Canvas draw calls&lt;/span&gt;
    &lt;span class="nx"&gt;animationRef&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;current&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;requestAnimationFrame&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;loop&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="p"&gt;};&lt;/span&gt;
  &lt;span class="nx"&gt;animationRef&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;current&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;requestAnimationFrame&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;loop&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="p"&gt;};&lt;/span&gt;

&lt;span class="c1"&gt;// Cleanup on unmount&lt;/span&gt;
&lt;span class="nf"&gt;useEffect&lt;/span&gt;&lt;span class="p"&gt;(()&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nf"&gt;startLoop&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
  &lt;span class="k"&gt;return &lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="nf"&gt;cancelAnimationFrame&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;animationRef&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;current&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="p"&gt;},&lt;/span&gt; &lt;span class="p"&gt;[]);&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;The &lt;code&gt;updateGameState&lt;/code&gt; function is a pure function that takes the current state and timestamp, applies physics, checks collisions, updates entity positions, and returns the next state. This functional approach made the game loop straightforward to test and debug.&lt;/p&gt;




&lt;h2&gt;
  
  
  Major Challenges
&lt;/h2&gt;

&lt;h3&gt;
  
  
  1. The Blank Screen Bug
&lt;/h3&gt;

&lt;p&gt;Early in development, the game canvas would occasionally render as a blank white rectangle. The game loop was running — I could confirm via console logs — but nothing appeared on screen.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Root cause:&lt;/strong&gt; The Canvas &lt;code&gt;2d&lt;/code&gt; rendering context was being retrieved before the DOM had finished mounting. The &lt;code&gt;useRef&lt;/code&gt; returned the element reference, but the element's dimensions were &lt;code&gt;0 × 0&lt;/code&gt; at the time &lt;code&gt;getContext('2d')&lt;/code&gt; was called.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Solution:&lt;/strong&gt; I moved context initialization into a &lt;code&gt;useLayoutEffect&lt;/code&gt; (which runs synchronously after DOM mutations, before paint) and added an explicit dimension check:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="nf"&gt;useLayoutEffect&lt;/span&gt;&lt;span class="p"&gt;(()&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;canvas&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;canvasRef&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;current&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="o"&gt;!&lt;/span&gt;&lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="k"&gt;return&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;width&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;offsetWidth&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;height&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;offsetHeight&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;ctx&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;getContext&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;2d&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="o"&gt;!&lt;/span&gt;&lt;span class="nx"&gt;ctx&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="k"&gt;return&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nx"&gt;ctxRef&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;current&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;ctx&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nf"&gt;startLoop&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
&lt;span class="p"&gt;},&lt;/span&gt; &lt;span class="p"&gt;[]);&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h3&gt;
  
  
  2. Telegram Share Bug
&lt;/h3&gt;

&lt;p&gt;Clicking the share button after a run would occasionally do nothing — no dialog, no error, just silence. This only happened on certain Telegram clients and couldn't be reproduced consistently in the browser.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Root cause:&lt;/strong&gt; The Telegram Web App SDK's &lt;code&gt;showShareScreen&lt;/code&gt; method requires the Mini App to be fully initialized before it can be called. On slower devices, the share button was sometimes tapped before &lt;code&gt;window.Telegram.WebApp.ready()&lt;/code&gt; had resolved.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Solution:&lt;/strong&gt; I wrapped all Telegram API calls in a readiness guard and added an initialization promise that the rest of the app awaits:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="c1"&gt;// useTelegram.ts&lt;/span&gt;
&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nx"&gt;isReady&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;setIsReady&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;useState&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kc"&gt;false&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

&lt;span class="nf"&gt;useEffect&lt;/span&gt;&lt;span class="p"&gt;(()&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;tg&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nb"&gt;window&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;Telegram&lt;/span&gt;&lt;span class="p"&gt;?.&lt;/span&gt;&lt;span class="nx"&gt;WebApp&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;tg&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="nx"&gt;tg&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;ready&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
    &lt;span class="nx"&gt;tg&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;expand&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
    &lt;span class="nf"&gt;setIsReady&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kc"&gt;true&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;},&lt;/span&gt; &lt;span class="p"&gt;[]);&lt;/span&gt;

&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;shareScore&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;score&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="o"&gt;!&lt;/span&gt;&lt;span class="nx"&gt;isReady&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="k"&gt;return&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;tg&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nb"&gt;window&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;Telegram&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;WebApp&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nx"&gt;tg&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;openTelegramLink&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
    &lt;span class="s2"&gt;`https://t.me/share/url?url=https://surf-rush-game.vercel.app&amp;amp;text=I scored &lt;/span&gt;&lt;span class="p"&gt;${&lt;/span&gt;&lt;span class="nx"&gt;score&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s2"&gt; in Surf Rush! 🏄‍♂️`&lt;/span&gt;
  &lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="p"&gt;};&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h3&gt;
  
  
  3. Mobile Responsiveness
&lt;/h3&gt;

&lt;p&gt;The initial build looked perfect on desktop Chrome DevTools' mobile simulator — and broken on real devices. Text overflowed, buttons were cut off by the iOS safe area, and the canvas didn't fill the viewport correctly on Android.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Solution:&lt;/strong&gt; A three-part fix. First, I added a &lt;code&gt;ResizeObserver&lt;/code&gt; to the canvas element to keep its internal resolution in sync with its CSS size. Second, I added &lt;code&gt;env(safe-area-inset-bottom)&lt;/code&gt; padding to the bottom navigation bar to avoid the iPhone home indicator. Third, I replaced all fixed pixel values in the UI with &lt;code&gt;clamp()&lt;/code&gt; expressions and viewport units.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight css"&gt;&lt;code&gt;&lt;span class="nc"&gt;.game-hud&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nl"&gt;padding-bottom&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;max&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="m"&gt;12px&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;env&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;safe-area-inset-bottom&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;
  &lt;span class="nl"&gt;font-size&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;clamp&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="m"&gt;12px&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="m"&gt;3vw&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="m"&gt;16px&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h3&gt;
  
  
  4. Power-Up Implementation
&lt;/h3&gt;

&lt;p&gt;Implementing the Magnet required running proximity calculations on every coin for every frame — potentially hundreds of calculations at 60fps. On low-end mobile devices, this caused visible frame drops.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Solution:&lt;/strong&gt; I added a spatial partitioning optimization using a simple grid bucketing approach: coins are sorted into a coarse grid on each frame, and proximity checks only compare the player against coins in adjacent grid cells. This reduced the number of distance calculations by roughly 80% in dense coin layouts.&lt;/p&gt;

&lt;h3&gt;
  
  
  5. Performance Optimization
&lt;/h3&gt;

&lt;p&gt;Beyond the Magnet issue, I found that re-rendering the entire canvas background on every frame — ocean, horizon, clouds — was expensive.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Solution:&lt;/strong&gt; I switched to a layered canvas approach using two overlapping canvas elements. The background layer (ocean, sky, clouds) renders at 10fps using a throttled &lt;code&gt;setInterval&lt;/code&gt;. The foreground layer (player, obstacles, coins, particles) continues at 60fps. This halved the render budget on mid-range devices.&lt;/p&gt;

&lt;h3&gt;
  
  
  6. UI Polishing
&lt;/h3&gt;

&lt;p&gt;Late in development, the menus felt functional but cold. Transitions between screens were instant jumps, button presses had no tactile feedback, and the game-over screen felt abrupt.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Solution:&lt;/strong&gt; I added CSS transition classes using a simple state machine for screen transitions, a &lt;code&gt;scale&lt;/code&gt; transform keyframe animation on button press (the "squish" effect), and a post-run animation sequence that counts the score up digit by digit before showing the full game-over panel.&lt;/p&gt;




&lt;h2&gt;
  
  
  User Experience Improvements
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Tutorial Overlay:&lt;/strong&gt; First-time players see a semi-transparent tutorial panel over the canvas that demonstrates swipe controls with animated arrow indicators. It dismisses on first interaction and never appears again, using a &lt;code&gt;localStorage&lt;/code&gt; flag.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Onboarding Flow:&lt;/strong&gt; The main menu detects whether the player is new (no saved data) and shows a brief welcome screen with the game's objective before dropping them into gameplay.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Animations:&lt;/strong&gt; Coin collection triggers a floating &lt;code&gt;+1&lt;/code&gt; particle. Level-up triggers a full-screen flash with the new level number. Power-up activation plays a brief scale-in animation on the HUD icon.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Responsive Canvas:&lt;/strong&gt; The canvas maintains a locked aspect ratio using a &lt;code&gt;preserveAspectRatio&lt;/code&gt;-style calculation, preventing the game world from stretching on ultrawide or narrow screens.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Haptic Feedback:&lt;/strong&gt; On Telegram Mobile, &lt;code&gt;window.Telegram.WebApp.HapticFeedback.impactOccurred('medium')&lt;/code&gt; fires on collision and level-up, adding physical reinforcement to key moments.&lt;/p&gt;




&lt;h2&gt;
  
  
  Lessons Learned
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;1. Separate your game engine from your framework.&lt;/strong&gt; Putting physics and rendering logic inside React components is a mistake. React's rendering model and a game loop's update model are fundamentally at odds. The best decision I made was early: all game logic lives in &lt;code&gt;src/engine/&lt;/code&gt;, and React only manages the lifecycle (mount/unmount the loop) and the UI layer.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;2. Test on real devices early.&lt;/strong&gt; The mobile bugs I encountered would have been caught in week one if I'd been testing on a physical iPhone and Android device from the start. Simulators lie.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;3. Telegram's SDK quirks are real.&lt;/strong&gt; The documentation is thin and sometimes contradictory. Building a &lt;code&gt;useTelegram&lt;/code&gt; hook that centralizes all SDK interactions — and guards every call behind a readiness check — is the right pattern.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;4. Progressive enhancement beats feature completeness.&lt;/strong&gt; The version of Surf Rush that went live was missing cloud leaderboards and achievements. But it was polished, fast, and fun. Shipping a solid core and iterating beats holding back for a perfect v1.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;5. Performance is a feature on mobile.&lt;/strong&gt; A game that runs at 45fps on a mid-range Android is a worse game than one that runs at 60fps. Budget your rendering work early and measure on real hardware.&lt;/p&gt;




&lt;h2&gt;
  
  
  Future Improvements
&lt;/h2&gt;

&lt;p&gt;Surf Rush's architecture was built with extensibility in mind. The roadmap includes:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Multiplayer mode&lt;/strong&gt; — real-time ghost racing where players see each other's recorded runs as transparent "ghosts" on the same course&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Blockchain rewards&lt;/strong&gt; — integrating TON (Telegram's native blockchain) to convert in-game coins to on-chain tokens at the end of each session&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;NFT cosmetics&lt;/strong&gt; — board skins and character variants minted as NFTs that players own across games&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Cloud leaderboard&lt;/strong&gt; — replacing the local leaderboard with a Supabase backend for global ranking&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Achievements system&lt;/strong&gt; — persistent badges for milestone events (first level-up, 1000 coins collected, 10-day streak)&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Seasonal events&lt;/strong&gt; — time-limited course themes (winter, Halloween) with exclusive cosmetic drops&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Analytics dashboard&lt;/strong&gt; — session length, retention cohorts, and mission completion rates to inform future design decisions&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;The Web3 integration path is particularly compelling given Telegram's existing relationship with TON blockchain — it's one of the few gaming contexts where blockchain rewards feel native rather than bolted on.&lt;/p&gt;




&lt;h2&gt;
  
  
  Live Demo &amp;amp; Repository
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Live Demo:&lt;/strong&gt; &lt;a href="https://surf-rush-game.vercel.app/" rel="noopener noreferrer"&gt;https://surf-rush-game.vercel.app/&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;GitHub Repository:&lt;/strong&gt; &lt;a href="https://github.com/your-username/surf-rush" rel="noopener noreferrer"&gt;https://github.com/your-username/surf-rush&lt;/a&gt;&lt;/p&gt;

&lt;blockquote&gt;
&lt;p&gt;Clone the repo, run &lt;code&gt;npm install &amp;amp;&amp;amp; npm run dev&lt;/code&gt;, and the game will open at &lt;code&gt;localhost:5173&lt;/code&gt;. To test Telegram-specific features, use the &lt;a href="https://core.telegram.org/bots/webapps" rel="noopener noreferrer"&gt;Telegram Bot API&lt;/a&gt; to register a Mini App pointing to your local ngrok tunnel.&lt;/p&gt;
&lt;/blockquote&gt;




&lt;h2&gt;
  
  
  Conclusion
&lt;/h2&gt;

&lt;p&gt;Surf Rush started as a question — &lt;em&gt;can you build a genuinely fun, feature-complete game inside Telegram using only web technologies?&lt;/em&gt; — and became the most technically satisfying project I've shipped.&lt;/p&gt;

&lt;p&gt;The combination of React, TypeScript, and HTML5 Canvas proved to be a powerful and underrated game development stack. The Telegram Mini App platform provided distribution and social features that would take months to build independently. And the discipline of shipping a real product — with real bugs, real performance constraints, and real users — taught me more than any tutorial could.&lt;/p&gt;

&lt;p&gt;If you're a developer looking to break into Telegram Mini Apps, or a React developer curious about game development, I hope this walkthrough gives you a clear and honest picture of what that work actually looks like.&lt;/p&gt;

&lt;p&gt;The code is open source. Fork it, break it, improve it, or use it as a reference for your own Telegram Mini App game. And if you find a bug — open an issue. That's how good software gets better.&lt;/p&gt;




&lt;p&gt;&lt;em&gt;Keywords: Telegram Mini App, React Game Development, TypeScript Game, Web3 Internship Project, HTML5 Canvas Game, Endless Runner, Telegram Web App SDK, React TypeScript Vite&lt;/em&gt;&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>react</category>
      <category>showdev</category>
      <category>typescript</category>
    </item>
    <item>
      <title>Building Surf Rush: Engineering a Production-Ready Telegram Mini App Game with React, TypeScript &amp; HTML5 Canvas</title>
      <dc:creator>dheerajraj2103-wq</dc:creator>
      <pubDate>Sat, 27 Jun 2026 05:08:07 +0000</pubDate>
      <link>https://dev.to/dheerajraj2103wq/building-surf-rush-a-telegram-mini-app-endless-runner-with-react-typescript-4opg</link>
      <guid>https://dev.to/dheerajraj2103wq/building-surf-rush-a-telegram-mini-app-endless-runner-with-react-typescript-4opg</guid>
      <description>&lt;p&gt;Building games is one of the best ways to combine creativity with software engineering.&lt;/p&gt;

&lt;p&gt;As part of my Web3 + AI Internship at Ether Authority and SecureChain.ai, I wanted to build something that wasn't just functional but also engaging and enjoyable to play. That led to Surf Rush—a modern Telegram Mini App endless runner developed using React, TypeScript, HTML5 Canvas, and Vite.&lt;/p&gt;

&lt;p&gt;This project challenged me to design smooth gameplay mechanics, optimize rendering performance, build a rewarding progression system, integrate Telegram features, and create a polished user experience that works seamlessly across desktop and mobile devices.&lt;/p&gt;

&lt;p&gt;In this article, I'll walk through the complete development journey—from concept and architecture to deployment, performance optimizations, challenges, and lessons learned.&lt;/p&gt;

&lt;h1&gt;
  
  
  Surf Rush: Engineering a Production-Ready Telegram Mini App Game with React, TypeScript &amp;amp; HTML5 Canvas
&lt;/h1&gt;

&lt;blockquote&gt;
&lt;p&gt;&lt;em&gt;A senior engineer's complete breakdown of building an endless runner with XP progression, power-ups, daily missions, an on-chain reward system, and Telegram-native social features — from blank canvas to live product.&lt;/em&gt;&lt;/p&gt;
&lt;/blockquote&gt;




&lt;h2&gt;
  
  
  Table of Contents
&lt;/h2&gt;

&lt;ol&gt;
&lt;li&gt;Why This Project Exists&lt;/li&gt;
&lt;li&gt;What Surf Rush Actually Is&lt;/li&gt;
&lt;li&gt;Technology Stack &amp;amp; Why Each Choice Was Made&lt;/li&gt;
&lt;li&gt;Architecture Deep Dive&lt;/li&gt;
&lt;li&gt;The HTML5 Canvas Game Engine&lt;/li&gt;
&lt;li&gt;React Component System&lt;/li&gt;
&lt;li&gt;TypeScript as the Project's Backbone&lt;/li&gt;
&lt;li&gt;XP, Leveling &amp;amp; the Progression Economy&lt;/li&gt;
&lt;li&gt;Coin System &amp;amp; Reward Store&lt;/li&gt;
&lt;li&gt;Daily Missions&lt;/li&gt;
&lt;li&gt;Shield &amp;amp; Magnet Power-Ups&lt;/li&gt;
&lt;li&gt;Leaderboard Architecture&lt;/li&gt;
&lt;li&gt;Telegram Mini App Integration&lt;/li&gt;
&lt;li&gt;Web3 Foundation: SurfRushRewards Smart Contract&lt;/li&gt;
&lt;li&gt;Bugs I Hit and How I Fixed Them&lt;/li&gt;
&lt;li&gt;Performance Engineering&lt;/li&gt;
&lt;li&gt;Responsive Design for a 390px Universe&lt;/li&gt;
&lt;li&gt;Lessons Learned&lt;/li&gt;
&lt;li&gt;Roadmap&lt;/li&gt;
&lt;li&gt;Links &amp;amp; Resources&lt;/li&gt;
&lt;/ol&gt;




&lt;h2&gt;
  
  
  Why This Project Exists
&lt;/h2&gt;

&lt;p&gt;Most portfolio projects are technical exercises that live on URLs nobody visits. They demonstrate skill in isolation but don't answer the question any serious engineer should be able to answer: can you build something that real people will actually use?&lt;/p&gt;

&lt;p&gt;I wanted to build something at the intersection of three spaces I find genuinely interesting: &lt;strong&gt;real-time interactive experiences&lt;/strong&gt;, &lt;strong&gt;progressive engagement systems&lt;/strong&gt;, and &lt;strong&gt;social-native distribution&lt;/strong&gt;. The Telegram Mini App platform is one of the few places where all three converge without requiring a full-stack backend, an app store submission, or a marketing budget.&lt;/p&gt;

&lt;p&gt;Telegram has over 900 million monthly active users. A Mini App runs inside a chat that people already have open, meaning distribution is structural — not something you bolt on after launch. A game that spreads inside Telegram spreads inside Telegram's network, which is fundamentally different from hoping someone clicks a link.&lt;/p&gt;

&lt;p&gt;Beyond distribution, I had specific engineering questions I wanted to answer empirically:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Can a React app sustain a 60fps game loop without frame drops on mid-range mobile hardware?&lt;/li&gt;
&lt;li&gt;What does a well-designed XP and daily mission system look like at the code level — not just the feature level?&lt;/li&gt;
&lt;li&gt;Where exactly does the Telegram Web App SDK break, and what are the correct defensive patterns around it?&lt;/li&gt;
&lt;li&gt;How do you architect a browser game so the engine is completely decoupled from the UI framework?&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Surf Rush is my empirical answer to all of those questions, built under real constraints and shipped to a live URL.&lt;/p&gt;




&lt;h2&gt;
  
  
  What Surf Rush Actually Is
&lt;/h2&gt;

&lt;p&gt;Surf Rush is an endless runner where the player controls a surfer navigating a procedurally generated ocean course split into three lanes. The surfer moves left and right to avoid incoming obstacles — rocks, sharks, jellyfish, and rogue waves — while collecting coins and mystery boxes scattered along the course.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;The core gameplay loop:&lt;/strong&gt;&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;Start → Dodge obstacles → Collect coins/power-ups → Die or complete a run
      → Earn XP and coins → Level up → Check missions → Visit Reward Store
      → Share score on Telegram → Start next run
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;The loop is simple at its core — survive as long as possible — but every layer wrapped around it is designed to answer the retention question: &lt;em&gt;why come back tomorrow?&lt;/em&gt; The answer is missions that reset daily, an XP system that rewards consistency, and a Reward Store that creates something to save toward.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Try it yourself:&lt;/strong&gt; &lt;a href="https://surf-rush-game.vercel.app/" rel="noopener noreferrer"&gt;surf-rush-game.vercel.app&lt;/a&gt;&lt;/p&gt;




&lt;h2&gt;
  
  
  Technology Stack
&lt;/h2&gt;

&lt;p&gt;Choosing a stack isn't about picking favorites. It's about matching tools to constraints. The constraints here were: mobile-first, 60fps game loop, Telegram integration, TypeScript everywhere, and zero backend dependency for the initial ship.&lt;/p&gt;

&lt;h3&gt;
  
  
  React 18
&lt;/h3&gt;

&lt;p&gt;React handles everything that isn't the game: the main menu, HUD, post-run stats screen, leaderboard, store, missions panel, and profile view. The key insight is that React and a game loop are fundamentally different models — React renders declaratively on state changes, while a game loop updates imperatively on every frame tick. These models coexist well as long as they never cross the boundary. React manages the canvas element's lifecycle (mount, unmount, resize); the game engine manages everything inside it.&lt;/p&gt;

&lt;h3&gt;
  
  
  TypeScript (strict mode)
&lt;/h3&gt;

&lt;p&gt;TypeScript is non-negotiable on a project with this many intersecting systems. The game state object, player data model, power-up types, mission definitions, store items, and Telegram SDK types are all strictly typed. A type error caught at compile time in a game loop is worth ten runtime crashes discovered by a user mid-run. The investment in type definitions pays dividends every time you refactor — which on a solo project with tight timelines happens constantly.&lt;/p&gt;

&lt;h3&gt;
  
  
  Vite
&lt;/h3&gt;

&lt;p&gt;Vite's near-instant HMR (Hot Module Replacement) made iterating on game physics and UI simultaneously viable. The feedback loop — save a file, see the canvas update — ran in under a second. Combined with &lt;code&gt;tsc --noEmit&lt;/code&gt; in watch mode, the developer experience was tight enough to maintain flow state during the build phase.&lt;/p&gt;

&lt;h3&gt;
  
  
  HTML5 Canvas (2D Context)
&lt;/h3&gt;

&lt;p&gt;The game renderer uses the browser's native &lt;code&gt;&amp;lt;canvas&amp;gt;&lt;/code&gt; element with the &lt;code&gt;CanvasRenderingContext2D&lt;/code&gt; API. Choosing canvas over a DOM-based approach (CSS transforms, SVG) gives direct control over every pixel on every frame. There's no virtual DOM overhead in the render path, no layout recalculations, and no style recomputation — just direct draw calls at the speed of the browser's compositor.&lt;/p&gt;

&lt;h3&gt;
  
  
  Telegram Web App SDK (&lt;code&gt;@twa-dev/sdk&lt;/code&gt;)
&lt;/h3&gt;

&lt;p&gt;The Telegram SDK provides typed access to the WebApp JavaScript API, covering user identity, native share sheets, back button control, haptic feedback, and color scheme adaptation. The typed wrapper eliminates the &lt;code&gt;window.Telegram.WebApp&lt;/code&gt; casting that would otherwise be required throughout the codebase.&lt;/p&gt;

&lt;h3&gt;
  
  
  Ethers.js v6 + Hardhat + Solidity
&lt;/h3&gt;

&lt;p&gt;The project includes a Solidity smart contract (&lt;code&gt;SurfRushRewards.sol&lt;/code&gt;) for on-chain score saving and reward claiming, with an Ethers.js v6 integration in the frontend for MetaMask wallet connection. This lays the groundwork for the TON/Web3 roadmap without blocking the initial browser-based launch.&lt;/p&gt;

&lt;h3&gt;
  
  
  Vercel
&lt;/h3&gt;

&lt;p&gt;Deployment is a Vite static build deployed to Vercel. Build command: &lt;code&gt;npm run build&lt;/code&gt;. Output: &lt;code&gt;dist/&lt;/code&gt;. Zero configuration needed — Vite's build output is a perfectly valid static site.&lt;/p&gt;




&lt;h2&gt;
  
  
  Architecture Deep Dive
&lt;/h2&gt;

&lt;p&gt;The most important architectural decision in Surf Rush was made before the first line of game code was written: &lt;strong&gt;the game engine and the React application are completely separate layers&lt;/strong&gt;.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;surf-rush/
├── src/
│   ├── components/          # React UI layer
│   │   ├── Game/
│   │   │   ├── GameCanvas.tsx    # Canvas lifecycle + loop orchestration
│   │   │   ├── HUD.tsx           # Score, coins, power-up timers
│   │   │   └── GameOver.tsx      # Post-run panel + share
│   │   ├── Leaderboard/
│   │   ├── Store/
│   │   ├── Missions/
│   │   ├── Profile/
│   │   └── Shared/               # Buttons, modals, transitions
│   ├── engine/                   # Pure TypeScript — zero React dependencies
│   │   ├── gameLoop.ts           # rAF loop, timing, pause/resume
│   │   ├── physics.ts            # Velocity, acceleration, collision boxes
│   │   ├── renderer.ts           # All canvas draw calls
│   │   ├── collisions.ts         # AABB detection + response
│   │   ├── entities.ts           # Player, Obstacle, Coin, PowerUp types
│   │   └── procedural.ts         # Obstacle &amp;amp; coin placement generation
│   ├── hooks/
│   │   ├── useGameState.ts       # React bridge to engine state
│   │   ├── usePlayerData.ts      # XP, coins, level — localStorage
│   │   └── useTelegram.ts        # SDK initialization + guard wrapper
│   ├── store/
│   │   └── playerStore.ts        # In-memory + localStorage persistence
│   ├── types/
│   │   └── index.ts              # All shared interfaces + enums
│   └── utils/
│       ├── xp.ts                 # Level curve calculations
│       ├── missions.ts           # Daily reset logic
│       └── constants.ts          # Magic numbers centralized
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;The &lt;code&gt;engine/&lt;/code&gt; directory contains zero imports from React. It's a standalone TypeScript module that could run in Node.js, a Web Worker, or a test runner. The React layer communicates with it through a thin interface defined in &lt;code&gt;useGameState.ts&lt;/code&gt; — a custom hook that starts the loop, subscribes to state changes, and surfaces readable state to the component tree.&lt;/p&gt;

&lt;h3&gt;
  
  
  Component Hierarchy
&lt;/h3&gt;



&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;&amp;lt;App&amp;gt;
├── &amp;lt;TelegramProvider&amp;gt;         // SDK init, readiness gate, user identity
└── &amp;lt;Router&amp;gt;                   // Screen-level navigation state machine
    ├── &amp;lt;MainMenu /&amp;gt;
    ├── &amp;lt;Game&amp;gt;
    │   ├── &amp;lt;GameCanvas /&amp;gt;     // useRef → &amp;lt;canvas&amp;gt;, owns loop lifecycle
    │   ├── &amp;lt;HUD /&amp;gt;            // Overlaid React UI
    │   └── &amp;lt;GameOver /&amp;gt;
    ├── &amp;lt;Leaderboard /&amp;gt;
    ├── &amp;lt;RewardStore /&amp;gt;
    ├── &amp;lt;Missions /&amp;gt;
    └── &amp;lt;Profile /&amp;gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;The &lt;code&gt;&amp;lt;Router&amp;gt;&lt;/code&gt; is not a URL router — it's a state machine with a &lt;code&gt;screen&lt;/code&gt; enum that drives which top-level component renders. Telegram Mini Apps don't have URLs in the traditional sense, so &lt;code&gt;react-router-dom&lt;/code&gt; would add overhead with no benefit.&lt;/p&gt;




&lt;h2&gt;
  
  
  The HTML5 Canvas Game Engine
&lt;/h2&gt;

&lt;h3&gt;
  
  
  The Game Loop
&lt;/h3&gt;

&lt;p&gt;The game loop is the heart of every real-time interactive experience. Surf Rush's loop uses &lt;code&gt;requestAnimationFrame&lt;/code&gt; to target 60fps, with delta-time calculations to keep physics frame-rate independent.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="c1"&gt;// engine/gameLoop.ts&lt;/span&gt;
&lt;span class="kd"&gt;type&lt;/span&gt; &lt;span class="nx"&gt;LoopCallback&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;deltaTime&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="k"&gt;export&lt;/span&gt; &lt;span class="kd"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;GameLoop&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="nx"&gt;rafId&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="nx"&gt;lastTimestamp&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="nx"&gt;paused&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;boolean&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="kc"&gt;false&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

  &lt;span class="nf"&gt;constructor&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="k"&gt;readonly&lt;/span&gt; &lt;span class="nx"&gt;onTick&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;LoopCallback&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{}&lt;/span&gt;

  &lt;span class="nf"&gt;start&lt;/span&gt;&lt;span class="p"&gt;():&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;lastTimestamp&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;performance&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;now&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
    &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;rafId&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;requestAnimationFrame&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;tick&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt;

  &lt;span class="nf"&gt;stop&lt;/span&gt;&lt;span class="p"&gt;():&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="nf"&gt;cancelAnimationFrame&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;rafId&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt;

  &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="nx"&gt;tick&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;timestamp&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;):&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;paused&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
      &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;rafId&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;requestAnimationFrame&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;tick&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
      &lt;span class="k"&gt;return&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;deltaTime&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;min&lt;/span&gt;&lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="nx"&gt;timestamp&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;lastTimestamp&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;/&lt;/span&gt; &lt;span class="mi"&gt;1000&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mf"&gt;0.05&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;lastTimestamp&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;timestamp&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;onTick&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;deltaTime&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;rafId&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;requestAnimationFrame&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;tick&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="p"&gt;};&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;The &lt;code&gt;Math.min(..., 0.05)&lt;/code&gt; clamp on delta time is critical. When the browser tab loses focus and regains it, &lt;code&gt;deltaTime&lt;/code&gt; can spike to several seconds, which would teleport the player through the entire course. Clamping at 50ms (equivalent to ~20fps) prevents physics explosions on tab-switch.&lt;/p&gt;

&lt;h3&gt;
  
  
  Entity System
&lt;/h3&gt;

&lt;p&gt;Game entities — the player, obstacles, coins, and power-ups — are plain TypeScript objects with no inheritance hierarchy. Composition over inheritance keeps the entity system flat and easy to reason about.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="c1"&gt;// types/index.ts&lt;/span&gt;
&lt;span class="k"&gt;export&lt;/span&gt; &lt;span class="kr"&gt;interface&lt;/span&gt; &lt;span class="nx"&gt;Vector2D&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nl"&gt;x&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;y&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="k"&gt;export&lt;/span&gt; &lt;span class="kr"&gt;interface&lt;/span&gt; &lt;span class="nx"&gt;BoundingBox&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nl"&gt;x&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;y&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;width&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;height&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="k"&gt;export&lt;/span&gt; &lt;span class="kr"&gt;interface&lt;/span&gt; &lt;span class="nx"&gt;PlayerEntity&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nl"&gt;position&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;Vector2D&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;lane&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt; &lt;span class="o"&gt;|&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt; &lt;span class="o"&gt;|&lt;/span&gt; &lt;span class="mi"&gt;2&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;bounds&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;BoundingBox&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;isTransitioning&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;boolean&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;transitionProgress&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="k"&gt;export&lt;/span&gt; &lt;span class="kr"&gt;interface&lt;/span&gt; &lt;span class="nx"&gt;ObstacleEntity&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nl"&gt;id&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;string&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;type&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;rock&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt; &lt;span class="o"&gt;|&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;shark&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt; &lt;span class="o"&gt;|&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;jellyfish&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt; &lt;span class="o"&gt;|&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;wave&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;position&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;Vector2D&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;bounds&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;BoundingBox&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;speed&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="k"&gt;export&lt;/span&gt; &lt;span class="kr"&gt;interface&lt;/span&gt; &lt;span class="nx"&gt;CoinEntity&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nl"&gt;id&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;string&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;position&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;Vector2D&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;collected&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;boolean&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;bobOffset&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;  &lt;span class="c1"&gt;// for sinusoidal animation&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="k"&gt;export&lt;/span&gt; &lt;span class="kd"&gt;type&lt;/span&gt; &lt;span class="nx"&gt;PowerUpType&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;shield&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt; &lt;span class="o"&gt;|&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;magnet&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt; &lt;span class="o"&gt;|&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;speedBoost&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt; &lt;span class="o"&gt;|&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;comboMultiplier&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="k"&gt;export&lt;/span&gt; &lt;span class="kr"&gt;interface&lt;/span&gt; &lt;span class="nx"&gt;PowerUpEntity&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nl"&gt;id&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;string&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;type&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;PowerUpType&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;position&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;Vector2D&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;active&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;boolean&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;expiresAt&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt; &lt;span class="o"&gt;|&lt;/span&gt; &lt;span class="kc"&gt;null&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;  &lt;span class="c1"&gt;// timestamp; null = not yet collected&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h3&gt;
  
  
  Collision Detection
&lt;/h3&gt;

&lt;p&gt;Surf Rush uses Axis-Aligned Bounding Box (AABB) collision detection. Each entity has a &lt;code&gt;bounds&lt;/code&gt; object that's slightly smaller than its visual sprite — "hitbox shrinking" by about 20% makes the game feel fair without looking wrong.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="c1"&gt;// engine/collisions.ts&lt;/span&gt;
&lt;span class="k"&gt;export&lt;/span&gt; &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;aabbIntersects&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;a&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;BoundingBox&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;b&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;BoundingBox&lt;/span&gt;&lt;span class="p"&gt;):&lt;/span&gt; &lt;span class="nx"&gt;boolean&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="k"&gt;return &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
    &lt;span class="nx"&gt;a&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;x&lt;/span&gt; &lt;span class="o"&gt;&amp;lt;&lt;/span&gt; &lt;span class="nx"&gt;b&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;x&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="nx"&gt;b&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;width&lt;/span&gt; &lt;span class="o"&gt;&amp;amp;&amp;amp;&lt;/span&gt;
    &lt;span class="nx"&gt;a&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;x&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="nx"&gt;a&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;width&lt;/span&gt; &lt;span class="o"&gt;&amp;gt;&lt;/span&gt; &lt;span class="nx"&gt;b&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;x&lt;/span&gt; &lt;span class="o"&gt;&amp;amp;&amp;amp;&lt;/span&gt;
    &lt;span class="nx"&gt;a&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;y&lt;/span&gt; &lt;span class="o"&gt;&amp;lt;&lt;/span&gt; &lt;span class="nx"&gt;b&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;y&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="nx"&gt;b&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;height&lt;/span&gt; &lt;span class="o"&gt;&amp;amp;&amp;amp;&lt;/span&gt;
    &lt;span class="nx"&gt;a&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;y&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="nx"&gt;a&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;height&lt;/span&gt; &lt;span class="o"&gt;&amp;gt;&lt;/span&gt; &lt;span class="nx"&gt;b&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;y&lt;/span&gt;
  &lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="p"&gt;};&lt;/span&gt;

&lt;span class="k"&gt;export&lt;/span&gt; &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;checkPlayerCollisions&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;
  &lt;span class="nx"&gt;player&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;PlayerEntity&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
  &lt;span class="nx"&gt;obstacles&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;ObstacleEntity&lt;/span&gt;&lt;span class="p"&gt;[],&lt;/span&gt;
  &lt;span class="nx"&gt;state&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;GameState&lt;/span&gt;
&lt;span class="p"&gt;):&lt;/span&gt; &lt;span class="nx"&gt;CollisionResult&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="k"&gt;for &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;obstacle&lt;/span&gt; &lt;span class="k"&gt;of&lt;/span&gt; &lt;span class="nx"&gt;obstacles&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nf"&gt;aabbIntersects&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;player&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;bounds&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;obstacle&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;bounds&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
      &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;state&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;shieldActive&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="na"&gt;type&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;shieldAbsorbed&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;obstacle&lt;/span&gt; &lt;span class="p"&gt;};&lt;/span&gt;
      &lt;span class="p"&gt;}&lt;/span&gt;
      &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="na"&gt;type&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;lethal&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;obstacle&lt;/span&gt; &lt;span class="p"&gt;};&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt;
  &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="na"&gt;type&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;none&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt; &lt;span class="p"&gt;};&lt;/span&gt;
&lt;span class="p"&gt;};&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h3&gt;
  
  
  Procedural Obstacle Placement
&lt;/h3&gt;

&lt;p&gt;Obstacles are generated ahead of the player using a weighted randomization system. The generator maintains a minimum gap between consecutive obstacles scaled to the current game speed, preventing impossible configurations at high speeds.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="c1"&gt;// engine/procedural.ts&lt;/span&gt;
&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;OBSTACLE_WEIGHTS&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nb"&gt;Record&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="nx"&gt;ObstacleEntity&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;type&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;],&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="na"&gt;rock&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mf"&gt;0.4&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
  &lt;span class="na"&gt;shark&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mf"&gt;0.3&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
  &lt;span class="na"&gt;jellyfish&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mf"&gt;0.2&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
  &lt;span class="na"&gt;wave&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mf"&gt;0.1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
&lt;span class="p"&gt;};&lt;/span&gt;

&lt;span class="k"&gt;export&lt;/span&gt; &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;generateObstacle&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;
  &lt;span class="nx"&gt;speed&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
  &lt;span class="nx"&gt;canvasWidth&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
  &lt;span class="nx"&gt;canvasHeight&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;
&lt;span class="p"&gt;):&lt;/span&gt; &lt;span class="nx"&gt;ObstacleEntity&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;lane&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;floor&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;random&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="mi"&gt;3&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="k"&gt;as&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt; &lt;span class="o"&gt;|&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt; &lt;span class="o"&gt;|&lt;/span&gt; &lt;span class="mi"&gt;2&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="kd"&gt;type&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;weightedRandom&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;OBSTACLE_WEIGHTS&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;spawnX&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;canvasWidth&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="mi"&gt;50&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="na"&gt;id&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;crypto&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;randomUUID&lt;/span&gt;&lt;span class="p"&gt;(),&lt;/span&gt;
    &lt;span class="kd"&gt;type&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="na"&gt;position&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="na"&gt;x&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;spawnX&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;y&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nf"&gt;laneToY&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;lane&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;canvasHeight&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;},&lt;/span&gt;
    &lt;span class="na"&gt;bounds&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nf"&gt;obstacleHitbox&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kd"&gt;type&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt;
    &lt;span class="nx"&gt;speed&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
  &lt;span class="p"&gt;};&lt;/span&gt;
&lt;span class="p"&gt;};&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;






&lt;h2&gt;
  
  
  React Component System
&lt;/h2&gt;

&lt;h3&gt;
  
  
  GameCanvas: The Bridge Between Worlds
&lt;/h3&gt;

&lt;p&gt;&lt;code&gt;GameCanvas&lt;/code&gt; is the most architecturally interesting component in the project. It holds the &lt;code&gt;&amp;lt;canvas&amp;gt;&lt;/code&gt; element via a &lt;code&gt;useRef&lt;/code&gt;, owns the &lt;code&gt;GameLoop&lt;/code&gt; instance, and mediates between the imperative game engine and the declarative React tree.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="c1"&gt;// components/Game/GameCanvas.tsx&lt;/span&gt;
&lt;span class="k"&gt;export&lt;/span&gt; &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;GameCanvas&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;React&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;FC&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="nx"&gt;GameCanvasProps&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;({&lt;/span&gt; &lt;span class="nx"&gt;onGameOver&lt;/span&gt; &lt;span class="p"&gt;})&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;canvasRef&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;useRef&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="nx"&gt;HTMLCanvasElement&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kc"&gt;null&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;loopRef&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;useRef&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="nx"&gt;GameLoop&lt;/span&gt; &lt;span class="o"&gt;|&lt;/span&gt; &lt;span class="kc"&gt;null&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kc"&gt;null&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;stateRef&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;useRef&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="nx"&gt;GameState&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nf"&gt;initialGameState&lt;/span&gt;&lt;span class="p"&gt;());&lt;/span&gt;

  &lt;span class="nf"&gt;useLayoutEffect&lt;/span&gt;&lt;span class="p"&gt;(()&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;canvas&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;canvasRef&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;current&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="o"&gt;!&lt;/span&gt;&lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="k"&gt;return&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="c1"&gt;// Sync canvas internal resolution with CSS display size&lt;/span&gt;
    &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;resizeObserver&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nc"&gt;ResizeObserver&lt;/span&gt;&lt;span class="p"&gt;(()&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
      &lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;width&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;offsetWidth&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nb"&gt;window&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;devicePixelRatio&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
      &lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;height&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;offsetHeight&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nb"&gt;window&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;devicePixelRatio&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
      &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;ctx&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;getContext&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;2d&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
      &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;ctx&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="nx"&gt;ctx&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;scale&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nb"&gt;window&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;devicePixelRatio&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nb"&gt;window&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;devicePixelRatio&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;});&lt;/span&gt;
    &lt;span class="nx"&gt;resizeObserver&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;observe&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

    &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;loop&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nc"&gt;GameLoop&lt;/span&gt;&lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="nx"&gt;dt&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
      &lt;span class="nf"&gt;updateGameState&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;stateRef&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;current&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;dt&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
      &lt;span class="nf"&gt;renderFrame&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;stateRef&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;current&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

      &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;stateRef&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;current&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;status&lt;/span&gt; &lt;span class="o"&gt;===&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;gameover&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="nx"&gt;loop&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;stop&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
        &lt;span class="nf"&gt;onGameOver&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;stateRef&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;current&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;score&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;stateRef&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;current&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;coins&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
      &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;});&lt;/span&gt;

    &lt;span class="nx"&gt;loopRef&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;current&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;loop&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="nx"&gt;loop&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;start&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;

    &lt;span class="k"&gt;return &lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
      &lt;span class="nx"&gt;loop&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;stop&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
      &lt;span class="nx"&gt;resizeObserver&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;disconnect&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
    &lt;span class="p"&gt;};&lt;/span&gt;
  &lt;span class="p"&gt;},&lt;/span&gt; &lt;span class="p"&gt;[]);&lt;/span&gt;

  &lt;span class="k"&gt;return &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
    &lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="nx"&gt;canvas&lt;/span&gt;
      &lt;span class="nx"&gt;ref&lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="nx"&gt;canvasRef&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;
      &lt;span class="nx"&gt;style&lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="p"&gt;{{&lt;/span&gt; &lt;span class="na"&gt;width&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;100%&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;height&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;100%&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;display&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;block&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt; &lt;span class="p"&gt;}}&lt;/span&gt;
      &lt;span class="nx"&gt;aria&lt;/span&gt;&lt;span class="o"&gt;-&lt;/span&gt;&lt;span class="nx"&gt;label&lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;Surf Rush game canvas&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;
    &lt;span class="o"&gt;/&amp;gt;&lt;/span&gt;
  &lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="p"&gt;};&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;The &lt;code&gt;useLayoutEffect&lt;/code&gt; (not &lt;code&gt;useEffect&lt;/code&gt;) is deliberate. It runs synchronously after DOM mutations and before the browser paints, ensuring that &lt;code&gt;canvas.offsetWidth&lt;/code&gt; and &lt;code&gt;canvas.offsetHeight&lt;/code&gt; return actual layout values rather than zero. This was the fix for the most frustrating early bug — detailed in the challenges section.&lt;/p&gt;

&lt;p&gt;The &lt;code&gt;devicePixelRatio&lt;/code&gt; scaling ensures crisp rendering on retina/HiDPI displays. Without it, canvas content looks blurry on modern mobile screens because the canvas's internal pixel grid doesn't match the display's physical pixel grid.&lt;/p&gt;




&lt;h2&gt;
  
  
  TypeScript as the Project's Backbone
&lt;/h2&gt;

&lt;p&gt;TypeScript's value multiplies with project complexity. In Surf Rush, the game state object touches nearly every system in the codebase. Without strict typing, a refactor of the state shape would require manually tracking down every consumer. With TypeScript, the compiler does that work.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="c1"&gt;// types/index.ts&lt;/span&gt;
&lt;span class="k"&gt;export&lt;/span&gt; &lt;span class="kr"&gt;interface&lt;/span&gt; &lt;span class="nx"&gt;GameState&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nl"&gt;status&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;idle&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt; &lt;span class="o"&gt;|&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;running&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt; &lt;span class="o"&gt;|&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;paused&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt; &lt;span class="o"&gt;|&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;gameover&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;score&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;distanceTraveled&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;speed&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;            &lt;span class="c1"&gt;// px/second, increases over time&lt;/span&gt;
  &lt;span class="nl"&gt;coins&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;            &lt;span class="c1"&gt;// session coins (not all-time balance)&lt;/span&gt;
  &lt;span class="nl"&gt;xpEarned&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;shieldActive&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;boolean&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;magnetActive&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;boolean&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;magnetExpiresAt&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;  &lt;span class="c1"&gt;// ms timestamp&lt;/span&gt;
  &lt;span class="nl"&gt;player&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;PlayerEntity&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;obstacles&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;ObstacleEntity&lt;/span&gt;&lt;span class="p"&gt;[];&lt;/span&gt;
  &lt;span class="nl"&gt;coinEntities&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;CoinEntity&lt;/span&gt;&lt;span class="p"&gt;[];&lt;/span&gt;
  &lt;span class="nl"&gt;powerUps&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;PowerUpEntity&lt;/span&gt;&lt;span class="p"&gt;[];&lt;/span&gt;
  &lt;span class="nl"&gt;particles&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;ParticleEntity&lt;/span&gt;&lt;span class="p"&gt;[];&lt;/span&gt;
  &lt;span class="nl"&gt;frameCount&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="k"&gt;export&lt;/span&gt; &lt;span class="kr"&gt;interface&lt;/span&gt; &lt;span class="nx"&gt;PlayerProfile&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nl"&gt;totalCoins&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;       &lt;span class="c1"&gt;// all-time wallet balance&lt;/span&gt;
  &lt;span class="nl"&gt;totalXP&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;level&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;highScore&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;purchasedItems&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;string&lt;/span&gt;&lt;span class="p"&gt;[];&lt;/span&gt; &lt;span class="c1"&gt;// store item IDs&lt;/span&gt;
  &lt;span class="nl"&gt;equippedSkin&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;string&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;missionProgress&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;MissionProgress&lt;/span&gt;&lt;span class="p"&gt;[];&lt;/span&gt;
  &lt;span class="nl"&gt;lastMissionReset&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;string&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="c1"&gt;// ISO date string&lt;/span&gt;
  &lt;span class="nl"&gt;leaderboardEntries&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;LeaderboardEntry&lt;/span&gt;&lt;span class="p"&gt;[];&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Union type for &lt;code&gt;status&lt;/code&gt; means exhaustive switch statements in the renderer and update logic are type-checked. If a new status is added, every unhandled case becomes a compile error.&lt;/p&gt;




&lt;h2&gt;
  
  
  XP, Leveling &amp;amp; the Progression Economy
&lt;/h2&gt;

&lt;p&gt;The XP system is designed around a diminishing-returns curve: early levels feel fast (rewarding the new player), later levels require more investment (creating long-term goals). The formula is an exponential with tunable constants:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="c1"&gt;// utils/xp.ts&lt;/span&gt;
&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;BASE_XP&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;100&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;EXPONENT&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mf"&gt;1.4&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="k"&gt;export&lt;/span&gt; &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;xpForLevel&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;level&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;):&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt;
  &lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;floor&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;BASE_XP&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;pow&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;level&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;EXPONENT&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;

&lt;span class="k"&gt;export&lt;/span&gt; &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;levelForXP&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;totalXP&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;):&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;let&lt;/span&gt; &lt;span class="nx"&gt;level&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="kd"&gt;let&lt;/span&gt; &lt;span class="nx"&gt;accumulated&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="k"&gt;while &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;accumulated&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="nf"&gt;xpForLevel&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;level&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;&amp;lt;=&lt;/span&gt; &lt;span class="nx"&gt;totalXP&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="nx"&gt;accumulated&lt;/span&gt; &lt;span class="o"&gt;+=&lt;/span&gt; &lt;span class="nf"&gt;xpForLevel&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;level&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="nx"&gt;level&lt;/span&gt;&lt;span class="o"&gt;++&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt;
  &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="nx"&gt;level&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="p"&gt;};&lt;/span&gt;

&lt;span class="k"&gt;export&lt;/span&gt; &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;xpProgressInCurrentLevel&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;totalXP&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;):&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nl"&gt;current&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;required&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;percent&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;level&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;levelForXP&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;totalXP&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="kd"&gt;let&lt;/span&gt; &lt;span class="nx"&gt;accumulated&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="k"&gt;for &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kd"&gt;let&lt;/span&gt; &lt;span class="nx"&gt;l&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="nx"&gt;l&lt;/span&gt; &lt;span class="o"&gt;&amp;lt;&lt;/span&gt; &lt;span class="nx"&gt;level&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="nx"&gt;l&lt;/span&gt;&lt;span class="o"&gt;++&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="nx"&gt;accumulated&lt;/span&gt; &lt;span class="o"&gt;+=&lt;/span&gt; &lt;span class="nf"&gt;xpForLevel&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;l&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;current&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;totalXP&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="nx"&gt;accumulated&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;required&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;xpForLevel&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;level&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="nx"&gt;current&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;required&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;percent&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;current&lt;/span&gt; &lt;span class="o"&gt;/&lt;/span&gt; &lt;span class="nx"&gt;required&lt;/span&gt; &lt;span class="p"&gt;};&lt;/span&gt;
&lt;span class="p"&gt;};&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;With &lt;code&gt;EXPONENT = 1.4&lt;/code&gt;, Level 1 requires 100 XP, Level 10 requires ~251 XP, and Level 20 requires ~536 XP. The curve feels forgiving in the first few sessions and increasingly meaningful after that.&lt;/p&gt;

&lt;p&gt;XP is awarded at run-end based on distance traveled plus a coin multiplier:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="k"&gt;export&lt;/span&gt; &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;calculateRunXP&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;distance&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;coins&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;):&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;distanceXP&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;floor&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;distance&lt;/span&gt; &lt;span class="o"&gt;/&lt;/span&gt; &lt;span class="mi"&gt;10&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;coinXP&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;floor&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;coins&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="mf"&gt;0.5&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="nx"&gt;distanceXP&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="nx"&gt;coinXP&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="p"&gt;};&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Every level-up triggers a full-screen celebration animation (CSS keyframe scale + opacity pulse) and unlocks items in the Reward Store gated behind level thresholds.&lt;/p&gt;




&lt;h2&gt;
  
  
  Coin System &amp;amp; Reward Store
&lt;/h2&gt;

&lt;p&gt;Coins serve as the game's primary currency, creating a loop that gives individual runs meaning beyond just the score.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Coin sources:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;In-run collection (base value: 1 per coin)&lt;/li&gt;
&lt;li&gt;Daily mission completion bonuses (50–200 coins per mission)&lt;/li&gt;
&lt;li&gt;Level-up bonuses (scaling with level)&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Coin sinks:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Reward Store: board skins, trail effects, character variants&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;The store items are defined as static data:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="c1"&gt;// utils/constants.ts&lt;/span&gt;
&lt;span class="k"&gt;export&lt;/span&gt; &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;STORE_ITEMS&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;StoreItem&lt;/span&gt;&lt;span class="p"&gt;[]&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;[&lt;/span&gt;
  &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="na"&gt;id&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;skin_classic&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;    &lt;span class="na"&gt;name&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;Classic Board&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;   &lt;span class="na"&gt;cost&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;    &lt;span class="na"&gt;levelRequired&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;  &lt;span class="na"&gt;category&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;skin&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt; &lt;span class="p"&gt;},&lt;/span&gt;
  &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="na"&gt;id&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;skin_neon&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;       &lt;span class="na"&gt;name&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;Neon Rider&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;      &lt;span class="na"&gt;cost&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;500&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;  &lt;span class="na"&gt;levelRequired&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;3&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;  &lt;span class="na"&gt;category&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;skin&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt; &lt;span class="p"&gt;},&lt;/span&gt;
  &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="na"&gt;id&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;skin_fire&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;       &lt;span class="na"&gt;name&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;Fire Surfer&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;     &lt;span class="na"&gt;cost&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;1200&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;levelRequired&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;7&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;  &lt;span class="na"&gt;category&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;skin&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt; &lt;span class="p"&gt;},&lt;/span&gt;
  &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="na"&gt;id&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;trail_bubbles&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;   &lt;span class="na"&gt;name&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;Bubble Trail&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;    &lt;span class="na"&gt;cost&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;300&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;  &lt;span class="na"&gt;levelRequired&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;2&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;  &lt;span class="na"&gt;category&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;trail&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt; &lt;span class="p"&gt;},&lt;/span&gt;
  &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="na"&gt;id&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;trail_lightning&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;name&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;Lightning Streak&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;cost&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;800&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;levelRequired&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;5&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;  &lt;span class="na"&gt;category&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;trail&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt; &lt;span class="p"&gt;},&lt;/span&gt;
  &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="na"&gt;id&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;char_pirate&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;     &lt;span class="na"&gt;name&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;Pirate Surfer&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;   &lt;span class="na"&gt;cost&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;2000&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;levelRequired&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;10&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;category&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;character&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt; &lt;span class="p"&gt;},&lt;/span&gt;
&lt;span class="p"&gt;];&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Level requirements on store items serve dual purpose: they gate content to maintain novelty at higher levels, and they give low-level players a visible target to work toward.&lt;/p&gt;




&lt;h2&gt;
  
  
  Daily Missions
&lt;/h2&gt;

&lt;p&gt;Three missions regenerate every calendar day. The reset logic checks against a stored ISO date string rather than a 24-hour timestamp, which means missions reset at midnight local time — the natural expectation for a "daily" feature.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="c1"&gt;// utils/missions.ts&lt;/span&gt;
&lt;span class="k"&gt;export&lt;/span&gt; &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;checkDailyReset&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;lastReset&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;string&lt;/span&gt;&lt;span class="p"&gt;):&lt;/span&gt; &lt;span class="nx"&gt;boolean&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;now&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nc"&gt;Date&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;last&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nc"&gt;Date&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;lastReset&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="k"&gt;return &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
    &lt;span class="nx"&gt;now&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;getDate&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;!==&lt;/span&gt; &lt;span class="nx"&gt;last&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;getDate&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;||&lt;/span&gt;
    &lt;span class="nx"&gt;now&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;getMonth&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;!==&lt;/span&gt; &lt;span class="nx"&gt;last&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;getMonth&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;||&lt;/span&gt;
    &lt;span class="nx"&gt;now&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;getFullYear&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;!==&lt;/span&gt; &lt;span class="nx"&gt;last&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;getFullYear&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
  &lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="p"&gt;};&lt;/span&gt;

&lt;span class="k"&gt;export&lt;/span&gt; &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;MISSION_TEMPLATES&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;MissionTemplate&lt;/span&gt;&lt;span class="p"&gt;[]&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;[&lt;/span&gt;
  &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="na"&gt;id&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;collect_coins&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;  &lt;span class="na"&gt;description&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;Collect {target} coins in a single run&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;  &lt;span class="na"&gt;targets&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="mi"&gt;25&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;50&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;100&lt;/span&gt;&lt;span class="p"&gt;],&lt;/span&gt; &lt;span class="na"&gt;reward&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;75&lt;/span&gt; &lt;span class="p"&gt;},&lt;/span&gt;
  &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="na"&gt;id&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;survive_time&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;   &lt;span class="na"&gt;description&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;Survive for {target} seconds&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;            &lt;span class="na"&gt;targets&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="mi"&gt;30&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;60&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;90&lt;/span&gt;&lt;span class="p"&gt;],&lt;/span&gt;  &lt;span class="na"&gt;reward&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;100&lt;/span&gt; &lt;span class="p"&gt;},&lt;/span&gt;
  &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="na"&gt;id&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;use_powerup&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;    &lt;span class="na"&gt;description&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;Activate a power-up {target} times&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;      &lt;span class="na"&gt;targets&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;3&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;5&lt;/span&gt;&lt;span class="p"&gt;],&lt;/span&gt;     &lt;span class="na"&gt;reward&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;50&lt;/span&gt; &lt;span class="p"&gt;},&lt;/span&gt;
  &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="na"&gt;id&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;reach_distance&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;description&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;Travel {target} meters in one run&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;       &lt;span class="na"&gt;targets&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="mi"&gt;200&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;500&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;1000&lt;/span&gt;&lt;span class="p"&gt;],&lt;/span&gt; &lt;span class="na"&gt;reward&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;125&lt;/span&gt; &lt;span class="p"&gt;},&lt;/span&gt;
&lt;span class="p"&gt;];&lt;/span&gt;

&lt;span class="k"&gt;export&lt;/span&gt; &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;generateDailyMissions&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;():&lt;/span&gt; &lt;span class="nx"&gt;Mission&lt;/span&gt;&lt;span class="p"&gt;[]&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="c1"&gt;// Deterministic per calendar day — same player gets same missions&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;seed&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nc"&gt;Date&lt;/span&gt;&lt;span class="p"&gt;().&lt;/span&gt;&lt;span class="nf"&gt;toISOString&lt;/span&gt;&lt;span class="p"&gt;().&lt;/span&gt;&lt;span class="nf"&gt;split&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;T&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;)[&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;];&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;rng&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;seededRandom&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;seed&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;shuffled&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;[...&lt;/span&gt;&lt;span class="nx"&gt;MISSION_TEMPLATES&lt;/span&gt;&lt;span class="p"&gt;].&lt;/span&gt;&lt;span class="nf"&gt;sort&lt;/span&gt;&lt;span class="p"&gt;(()&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="nf"&gt;rng&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="mf"&gt;0.5&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="nx"&gt;shuffled&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;slice&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;3&lt;/span&gt;&lt;span class="p"&gt;).&lt;/span&gt;&lt;span class="nf"&gt;map&lt;/span&gt;&lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="nx"&gt;template&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;({&lt;/span&gt;
    &lt;span class="p"&gt;...&lt;/span&gt;&lt;span class="nx"&gt;template&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="na"&gt;target&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;template&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;targets&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;floor&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nf"&gt;rng&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nx"&gt;template&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;targets&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;length&lt;/span&gt;&lt;span class="p"&gt;)],&lt;/span&gt;
    &lt;span class="na"&gt;progress&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="na"&gt;completed&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kc"&gt;false&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
  &lt;span class="p"&gt;}));&lt;/span&gt;
&lt;span class="p"&gt;};&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;The deterministic generation based on the calendar date means all players get the same three missions each day — a subtle social feature that creates shared experiences without requiring a backend.&lt;/p&gt;




&lt;h2&gt;
  
  
  Shield &amp;amp; Magnet Power-Ups
&lt;/h2&gt;

&lt;p&gt;Power-ups appear in the game world as glowing mystery boxes. Collecting one randomly activates one of four effects: Shield, Magnet, Speed Boost, or Combo Multiplier (negative effects — coin cuts, freezes — can also appear in harder difficulty tiers).&lt;/p&gt;

&lt;h3&gt;
  
  
  Shield
&lt;/h3&gt;

&lt;p&gt;The Shield absorbs the next lethal collision. Implementation is a boolean flag in game state with a visual aura rendered around the player sprite:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="c1"&gt;// engine/renderer.ts — shield aura&lt;/span&gt;
&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;drawShieldAura&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;ctx&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;CanvasRenderingContext2D&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;player&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;PlayerEntity&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="nx"&gt;x&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;y&lt;/span&gt; &lt;span class="p"&gt;}&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;player&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;position&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;gradient&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;ctx&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;createRadialGradient&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;x&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;y&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;10&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;x&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;y&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;45&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="nx"&gt;gradient&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;addColorStop&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;rgba(100, 200, 255, 0.0)&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="nx"&gt;gradient&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;addColorStop&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mf"&gt;0.7&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;rgba(100, 200, 255, 0.3)&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="nx"&gt;gradient&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;addColorStop&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;rgba(100, 200, 255, 0.8)&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="nx"&gt;ctx&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;fillStyle&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;gradient&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nx"&gt;ctx&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;beginPath&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
  &lt;span class="nx"&gt;ctx&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;arc&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;x&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;y&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;45&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;PI&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="mi"&gt;2&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="nx"&gt;ctx&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;fill&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
&lt;span class="p"&gt;};&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h3&gt;
  
  
  Magnet
&lt;/h3&gt;

&lt;p&gt;The Magnet is the mechanically richer power-up. For 8 seconds, all coins within a radius are pulled toward the player using linear interpolation. The challenge: running proximity calculations on every coin every frame at 60fps can saturate mid-range mobile CPUs.&lt;/p&gt;

&lt;p&gt;The naive approach:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="c1"&gt;// O(n) per frame — fine for small n, costly for large coin clusters&lt;/span&gt;
&lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;state&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;magnetActive&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nx"&gt;state&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;coinEntities&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;forEach&lt;/span&gt;&lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="nx"&gt;coin&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;dx&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;player&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;x&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="nx"&gt;coin&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;position&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;x&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;dy&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;player&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;y&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="nx"&gt;coin&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;position&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;y&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;dist&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;sqrt&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;dx&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nx"&gt;dx&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="nx"&gt;dy&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nx"&gt;dy&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;dist&lt;/span&gt; &lt;span class="o"&gt;&amp;lt;&lt;/span&gt; &lt;span class="nx"&gt;MAGNET_RADIUS&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
      &lt;span class="nx"&gt;coin&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;position&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;x&lt;/span&gt; &lt;span class="o"&gt;+=&lt;/span&gt; &lt;span class="nx"&gt;dx&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nx"&gt;MAGNET_PULL_STRENGTH&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
      &lt;span class="nx"&gt;coin&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;position&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;y&lt;/span&gt; &lt;span class="o"&gt;+=&lt;/span&gt; &lt;span class="nx"&gt;dy&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nx"&gt;MAGNET_PULL_STRENGTH&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
  &lt;span class="p"&gt;});&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;The optimized approach using spatial grid bucketing (details in the Performance section):&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="c1"&gt;// Only check coins in adjacent grid cells — ~80% fewer comparisons&lt;/span&gt;
&lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;state&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;magnetActive&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;nearbyCoins&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;spatialGrid&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;query&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;player&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;position&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;MAGNET_RADIUS&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="nx"&gt;nearbyCoins&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;forEach&lt;/span&gt;&lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="nx"&gt;coin&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;dx&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;player&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;position&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;x&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="nx"&gt;coin&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;position&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;x&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;dy&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;player&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;position&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;y&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="nx"&gt;coin&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;position&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;y&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="nx"&gt;coin&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;position&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;x&lt;/span&gt; &lt;span class="o"&gt;+=&lt;/span&gt; &lt;span class="nx"&gt;dx&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nx"&gt;MAGNET_PULL_STRENGTH&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="nx"&gt;coin&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;position&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;y&lt;/span&gt; &lt;span class="o"&gt;+=&lt;/span&gt; &lt;span class="nx"&gt;dy&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nx"&gt;MAGNET_PULL_STRENGTH&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="p"&gt;});&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;






&lt;h2&gt;
  
  
  Leaderboard Architecture
&lt;/h2&gt;

&lt;p&gt;The leaderboard is stored in &lt;code&gt;localStorage&lt;/code&gt; as a sorted array of entries, capped at the top 10 scores. This decision was deliberate for the MVP: zero backend, zero latency, always available offline.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="c1"&gt;// store/playerStore.ts&lt;/span&gt;
&lt;span class="k"&gt;export&lt;/span&gt; &lt;span class="kr"&gt;interface&lt;/span&gt; &lt;span class="nx"&gt;LeaderboardEntry&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nl"&gt;playerName&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;string&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;   &lt;span class="c1"&gt;// Telegram username if available, else 'Player'&lt;/span&gt;
  &lt;span class="nl"&gt;score&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;coins&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;timestamp&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;string&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;    &lt;span class="c1"&gt;// ISO date&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="k"&gt;export&lt;/span&gt; &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;saveLeaderboardEntry&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;entry&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;LeaderboardEntry&lt;/span&gt;&lt;span class="p"&gt;):&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;existing&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;getLeaderboard&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;updated&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;[...&lt;/span&gt;&lt;span class="nx"&gt;existing&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;entry&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt;
    &lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;sort&lt;/span&gt;&lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="nx"&gt;a&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;b&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="nx"&gt;b&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;score&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="nx"&gt;a&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;score&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;slice&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;10&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="nx"&gt;localStorage&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;setItem&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;surfRushLeaderboard&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;JSON&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;stringify&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;updated&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;
&lt;span class="p"&gt;};&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;The architecture is intentionally swappable. The &lt;code&gt;saveLeaderboardEntry&lt;/code&gt; and &lt;code&gt;getLeaderboard&lt;/code&gt; functions are the only two call sites in the codebase. Replacing the &lt;code&gt;localStorage&lt;/code&gt; implementation with a Supabase fetch is a two-function change that touches zero UI code.&lt;/p&gt;




&lt;h2&gt;
  
  
  Telegram Mini App Integration
&lt;/h2&gt;

&lt;p&gt;Telegram Mini App integration is deceptively complex. The SDK documentation has gaps, behavior differs across Telegram clients (iOS, Android, Desktop, Web), and there are initialization timing issues that are nearly impossible to reproduce in a browser.&lt;/p&gt;

&lt;h3&gt;
  
  
  The &lt;code&gt;useTelegram&lt;/code&gt; Hook
&lt;/h3&gt;

&lt;p&gt;All SDK interaction is centralized in a single custom hook. This is the most important architectural pattern in the Telegram integration — it means bugs are fixed in one place, guards are applied consistently, and the rest of the codebase is blissfully unaware of whether it's running inside Telegram or a browser.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="c1"&gt;// hooks/useTelegram.ts&lt;/span&gt;
&lt;span class="k"&gt;export&lt;/span&gt; &lt;span class="kr"&gt;interface&lt;/span&gt; &lt;span class="nx"&gt;TelegramContext&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nl"&gt;isReady&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;boolean&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;isTelegram&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;boolean&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;user&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;TelegramUser&lt;/span&gt; &lt;span class="o"&gt;|&lt;/span&gt; &lt;span class="kc"&gt;null&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;shareScore&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;score&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;hapticImpact&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;style&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;light&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt; &lt;span class="o"&gt;|&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;medium&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt; &lt;span class="o"&gt;|&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;heavy&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;setBackButtonVisible&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;visible&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;boolean&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="k"&gt;export&lt;/span&gt; &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;useTelegram&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;():&lt;/span&gt; &lt;span class="nx"&gt;TelegramContext&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nx"&gt;isReady&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;setIsReady&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;useState&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kc"&gt;false&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;tg&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nb"&gt;window&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;Telegram&lt;/span&gt;&lt;span class="p"&gt;?.&lt;/span&gt;&lt;span class="nx"&gt;WebApp&lt;/span&gt; &lt;span class="o"&gt;??&lt;/span&gt; &lt;span class="kc"&gt;null&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;isTelegram&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;tg&lt;/span&gt; &lt;span class="o"&gt;!==&lt;/span&gt; &lt;span class="kc"&gt;null&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

  &lt;span class="nf"&gt;useEffect&lt;/span&gt;&lt;span class="p"&gt;(()&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="o"&gt;!&lt;/span&gt;&lt;span class="nx"&gt;tg&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="k"&gt;return&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="nx"&gt;tg&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;ready&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
    &lt;span class="nx"&gt;tg&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;expand&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
    &lt;span class="nf"&gt;setIsReady&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kc"&gt;true&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="p"&gt;},&lt;/span&gt; &lt;span class="p"&gt;[]);&lt;/span&gt;

  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;shareScore&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;useCallback&lt;/span&gt;&lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="na"&gt;score&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="o"&gt;!&lt;/span&gt;&lt;span class="nx"&gt;isReady&lt;/span&gt; &lt;span class="o"&gt;||&lt;/span&gt; &lt;span class="o"&gt;!&lt;/span&gt;&lt;span class="nx"&gt;tg&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="k"&gt;return&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;text&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="s2"&gt;`I scored &lt;/span&gt;&lt;span class="p"&gt;${&lt;/span&gt;&lt;span class="nx"&gt;score&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s2"&gt; in Surf Rush! 🏄‍♂️ Can you beat me?`&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;url&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="s2"&gt;`https://surf-rush-game.vercel.app`&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="nx"&gt;tg&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;openTelegramLink&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
      &lt;span class="s2"&gt;`https://t.me/share/url?url=&lt;/span&gt;&lt;span class="p"&gt;${&lt;/span&gt;&lt;span class="nf"&gt;encodeURIComponent&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;url&lt;/span&gt;&lt;span class="p"&gt;)}&lt;/span&gt;&lt;span class="s2"&gt;&amp;amp;text=&lt;/span&gt;&lt;span class="p"&gt;${&lt;/span&gt;&lt;span class="nf"&gt;encodeURIComponent&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;text&lt;/span&gt;&lt;span class="p"&gt;)}&lt;/span&gt;&lt;span class="s2"&gt;`&lt;/span&gt;
    &lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="p"&gt;},&lt;/span&gt; &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nx"&gt;isReady&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;tg&lt;/span&gt;&lt;span class="p"&gt;]);&lt;/span&gt;

  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;hapticImpact&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;useCallback&lt;/span&gt;&lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="na"&gt;style&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;light&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt; &lt;span class="o"&gt;|&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;medium&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt; &lt;span class="o"&gt;|&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;heavy&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="nx"&gt;tg&lt;/span&gt;&lt;span class="p"&gt;?.&lt;/span&gt;&lt;span class="nx"&gt;HapticFeedback&lt;/span&gt;&lt;span class="p"&gt;?.&lt;/span&gt;&lt;span class="nf"&gt;impactOccurred&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;style&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="p"&gt;},&lt;/span&gt; &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nx"&gt;tg&lt;/span&gt;&lt;span class="p"&gt;]);&lt;/span&gt;

  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;setBackButtonVisible&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;useCallback&lt;/span&gt;&lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="na"&gt;visible&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;boolean&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="o"&gt;!&lt;/span&gt;&lt;span class="nx"&gt;tg&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="k"&gt;return&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="nx"&gt;visible&lt;/span&gt; &lt;span class="p"&gt;?&lt;/span&gt; &lt;span class="nx"&gt;tg&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;BackButton&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;show&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;tg&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;BackButton&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;hide&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
  &lt;span class="p"&gt;},&lt;/span&gt; &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nx"&gt;tg&lt;/span&gt;&lt;span class="p"&gt;]);&lt;/span&gt;

  &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="nx"&gt;isReady&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="nx"&gt;isTelegram&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="na"&gt;user&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;tg&lt;/span&gt;&lt;span class="p"&gt;?.&lt;/span&gt;&lt;span class="nx"&gt;initDataUnsafe&lt;/span&gt;&lt;span class="p"&gt;?.&lt;/span&gt;&lt;span class="nx"&gt;user&lt;/span&gt; &lt;span class="o"&gt;??&lt;/span&gt; &lt;span class="kc"&gt;null&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="nx"&gt;shareScore&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="nx"&gt;hapticImpact&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="nx"&gt;setBackButtonVisible&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
  &lt;span class="p"&gt;};&lt;/span&gt;
&lt;span class="p"&gt;};&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;The &lt;code&gt;isReady&lt;/code&gt; guard is the single most important line in the Telegram integration. Without it, tapping the share button on a slow device before &lt;code&gt;tg.ready()&lt;/code&gt; resolves results in silent failure — no error, no dialog, just nothing.&lt;/p&gt;

&lt;h3&gt;
  
  
  Haptic Feedback
&lt;/h3&gt;

&lt;p&gt;On Telegram Mobile, the Haptic Feedback API adds physical reinforcement to key moments. Three events trigger haptics: coin collection (light), power-up activation (medium), and collision (heavy). These two lines of code are worth their weight in engagement:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="nf"&gt;hapticImpact&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;heavy&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;  &lt;span class="c1"&gt;// on lethal collision&lt;/span&gt;
&lt;span class="nf"&gt;hapticImpact&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;medium&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt; &lt;span class="c1"&gt;// on power-up collection&lt;/span&gt;
&lt;span class="nf"&gt;hapticImpact&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;light&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;  &lt;span class="c1"&gt;// on coin collection&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h3&gt;
  
  
  Adaptive Color Scheme
&lt;/h3&gt;

&lt;p&gt;Telegram exposes the user's theme colors via &lt;code&gt;tg.themeParams&lt;/code&gt;. The game's UI adapts to these colors, ensuring consistent visual integration with the user's Telegram client:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="nf"&gt;useEffect&lt;/span&gt;&lt;span class="p"&gt;(()&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="o"&gt;!&lt;/span&gt;&lt;span class="nx"&gt;tg&lt;/span&gt;&lt;span class="p"&gt;?.&lt;/span&gt;&lt;span class="nx"&gt;themeParams&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="k"&gt;return&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;root&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nb"&gt;document&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;documentElement&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nx"&gt;root&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;style&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;setProperty&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;--tg-bg&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;tg&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;themeParams&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;bg_color&lt;/span&gt; &lt;span class="o"&gt;??&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;#1a1a2e&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="nx"&gt;root&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;style&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;setProperty&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;--tg-text&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;tg&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;themeParams&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;text_color&lt;/span&gt; &lt;span class="o"&gt;??&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;#ffffff&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="nx"&gt;root&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;style&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;setProperty&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;--tg-button&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;tg&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;themeParams&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;button_color&lt;/span&gt; &lt;span class="o"&gt;??&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;#2196f3&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="p"&gt;},&lt;/span&gt; &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nx"&gt;tg&lt;/span&gt;&lt;span class="p"&gt;?.&lt;/span&gt;&lt;span class="nx"&gt;themeParams&lt;/span&gt;&lt;span class="p"&gt;]);&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;






&lt;h2&gt;
  
  
  Web3 Foundation: SurfRushRewards Smart Contract
&lt;/h2&gt;

&lt;p&gt;Beyond the browser game, Surf Rush includes a Solidity smart contract (&lt;code&gt;SurfRushRewards.sol&lt;/code&gt;) that provides the on-chain infrastructure for score saving and reward claiming.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;// SurfRushRewards.sol (simplified)
// SPDX-License-Identifier: MIT
pragma solidity ^0.8.20;

contract SurfRushRewards {
    mapping(address =&amp;gt; uint256) public highScores;
    mapping(address =&amp;gt; uint256) public lastClaimTimestamp;
    uint256 public constant CLAIM_COOLDOWN = 1 days;
    uint256 public constant REWARD_AMOUNT = 0.001 ether;

    event ScoreSaved(address indexed player, uint256 score);
    event RewardClaimed(address indexed player, uint256 amount);

    function saveScore(uint256 score) external {
        if (score &amp;gt; highScores[msg.sender]) {
            highScores[msg.sender] = score;
            emit ScoreSaved(msg.sender, score);
        }
    }

    function claimReward() external {
        require(
            block.timestamp &amp;gt;= lastClaimTimestamp[msg.sender] + CLAIM_COOLDOWN,
            "Cooldown active"
        );
        require(address(this).balance &amp;gt;= REWARD_AMOUNT, "Insufficient funds");
        lastClaimTimestamp[msg.sender] = block.timestamp;
        (bool sent, ) = msg.sender.call{value: REWARD_AMOUNT}("");
        require(sent, "Transfer failed");
        emit RewardClaimed(msg.sender, REWARD_AMOUNT);
    }

    function deposit() external payable {}
    receive() external payable {}
}
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;The frontend MetaMask integration uses Ethers.js v6:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="c1"&gt;// wallet.ts&lt;/span&gt;
&lt;span class="k"&gt;export&lt;/span&gt; &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;connectWallet&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;async &lt;/span&gt;&lt;span class="p"&gt;():&lt;/span&gt; &lt;span class="nb"&gt;Promise&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="kr"&gt;string&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="o"&gt;!&lt;/span&gt;&lt;span class="nb"&gt;window&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;ethereum&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="k"&gt;throw&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nc"&gt;Error&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;MetaMask not installed&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;provider&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nx"&gt;ethers&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nc"&gt;BrowserProvider&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nb"&gt;window&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;ethereum&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;signer&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;await&lt;/span&gt; &lt;span class="nx"&gt;provider&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;getSigner&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
  &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="nx"&gt;signer&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;getAddress&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
&lt;span class="p"&gt;};&lt;/span&gt;

&lt;span class="k"&gt;export&lt;/span&gt; &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;saveScoreOnChain&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;async &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;score&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;):&lt;/span&gt; &lt;span class="nb"&gt;Promise&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="k"&gt;void&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;provider&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nx"&gt;ethers&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nc"&gt;BrowserProvider&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nb"&gt;window&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;ethereum&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;signer&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;await&lt;/span&gt; &lt;span class="nx"&gt;provider&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;getSigner&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;contract&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nx"&gt;ethers&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nc"&gt;Contract&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;CONTRACT_ADDRESS&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;ABI&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;signer&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;tx&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;await&lt;/span&gt; &lt;span class="nx"&gt;contract&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;saveScore&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nc"&gt;BigInt&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;score&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;
  &lt;span class="k"&gt;await&lt;/span&gt; &lt;span class="nx"&gt;tx&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;wait&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
&lt;span class="p"&gt;};&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;This is the scaffolding for the TON blockchain integration in the roadmap — the architecture is already in place.&lt;/p&gt;




&lt;h2&gt;
  
  
  Bugs I Hit and How I Fixed Them
&lt;/h2&gt;

&lt;p&gt;Honest bug documentation is one of the most useful things a technical article can contain. Here are the six issues that cost the most time, and exactly how each was resolved.&lt;/p&gt;

&lt;h3&gt;
  
  
  Bug 1: The Blank Canvas
&lt;/h3&gt;

&lt;p&gt;&lt;strong&gt;Symptom:&lt;/strong&gt; The game canvas rendered as a blank white rectangle. The loop was running (confirmed via console logs), but no pixels were drawn.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Root cause:&lt;/strong&gt; The canvas element's &lt;code&gt;offsetWidth&lt;/code&gt; and &lt;code&gt;offsetHeight&lt;/code&gt; were &lt;code&gt;0&lt;/code&gt; when &lt;code&gt;getContext('2d')&lt;/code&gt; was called. React's &lt;code&gt;useEffect&lt;/code&gt; runs after paint — by that point, layout had completed and dimensions were available. But I was calling &lt;code&gt;getContext&lt;/code&gt; inside the effect's initialization code, which ran synchronously before the layout pass.&lt;/p&gt;

&lt;p&gt;Wait — that's backwards. The actual issue: I was originally calling &lt;code&gt;canvas.width = canvas.offsetWidth&lt;/code&gt; inside &lt;code&gt;useEffect&lt;/code&gt;, which should be fine. The real culprit was that the canvas had &lt;code&gt;width="0"&lt;/code&gt; and &lt;code&gt;height="0"&lt;/code&gt; as HTML attributes (Vite's default), which override CSS sizing. Canvas elements use their &lt;code&gt;width&lt;/code&gt;/&lt;code&gt;height&lt;/code&gt; HTML attributes for their internal resolution, not CSS.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Fix:&lt;/strong&gt; Explicitly set &lt;code&gt;canvas.width&lt;/code&gt; and &lt;code&gt;canvas.height&lt;/code&gt; to &lt;code&gt;offsetWidth&lt;/code&gt; and &lt;code&gt;offsetHeight&lt;/code&gt; after mount, and switch to &lt;code&gt;useLayoutEffect&lt;/code&gt; to ensure this happens before the first paint. Then add a &lt;code&gt;ResizeObserver&lt;/code&gt; to keep them in sync when the viewport changes.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="nf"&gt;useLayoutEffect&lt;/span&gt;&lt;span class="p"&gt;(()&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;canvas&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;canvasRef&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;current&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="o"&gt;!&lt;/span&gt;&lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="k"&gt;return&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;width&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;offsetWidth&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;height&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;canvas&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;offsetHeight&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="c1"&gt;// Now getContext works correctly&lt;/span&gt;
&lt;span class="p"&gt;},&lt;/span&gt; &lt;span class="p"&gt;[]);&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;&lt;strong&gt;Time lost:&lt;/strong&gt; ~4 hours, mostly to the wrong hypothesis about rendering context timing.&lt;/p&gt;

&lt;h3&gt;
  
  
  Bug 2: Telegram Share Silently Failing
&lt;/h3&gt;

&lt;p&gt;&lt;strong&gt;Symptom:&lt;/strong&gt; The share button after a run would do nothing on certain Telegram clients. No error, no dialog. Worked fine in Chrome desktop.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Root cause:&lt;/strong&gt; &lt;code&gt;window.Telegram.WebApp.ready()&lt;/code&gt; is asynchronous in its effects — calling Telegram APIs before the SDK is fully initialized fails silently. On faster devices, initialization completes before the share button is visible. On slower devices, it sometimes doesn't.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Fix:&lt;/strong&gt; The &lt;code&gt;isReady&lt;/code&gt; boolean in &lt;code&gt;useTelegram&lt;/code&gt; guards every SDK call. The share button is also disabled (visually indicated) until &lt;code&gt;isReady&lt;/code&gt; is true.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;shareScore&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;score&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="o"&gt;!&lt;/span&gt;&lt;span class="nx"&gt;isReady&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="k"&gt;return&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;  &lt;span class="c1"&gt;// ← the guard&lt;/span&gt;
  &lt;span class="c1"&gt;// ... share logic&lt;/span&gt;
&lt;span class="p"&gt;};&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;&lt;strong&gt;Time lost:&lt;/strong&gt; ~6 hours, including a long chase through Telegram's thin documentation.&lt;/p&gt;

&lt;h3&gt;
  
  
  Bug 3: Mobile Layout Broken on Real Devices
&lt;/h3&gt;

&lt;p&gt;&lt;strong&gt;Symptom:&lt;/strong&gt; Chrome DevTools mobile simulator looked fine. On a physical iPhone 13 and Samsung Galaxy A52, text overflowed containers, buttons were clipped by the iOS home indicator, and the canvas didn't fill the viewport.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Root causes (three separate issues):&lt;/strong&gt;&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;The canvas used &lt;code&gt;height: 100vh&lt;/code&gt; which doesn't account for the iOS Safari bottom bar and Telegram's UI chrome.&lt;/li&gt;
&lt;li&gt;No &lt;code&gt;safe-area-inset&lt;/code&gt; padding on the bottom navigation.&lt;/li&gt;
&lt;li&gt;Fixed pixel font sizes that looked fine at 390px but broke at 360px (older Androids).&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;&lt;strong&gt;Fix:&lt;/strong&gt; Three-part solution.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight css"&gt;&lt;code&gt;&lt;span class="c"&gt;/* 1. Canvas uses dvh (dynamic viewport height) where supported */&lt;/span&gt;
&lt;span class="nc"&gt;.game-canvas-wrapper&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nl"&gt;height&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="m"&gt;100&lt;/span&gt;&lt;span class="n"&gt;dvh&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nl"&gt;height&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="m"&gt;100vh&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="c"&gt;/* fallback */&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="c"&gt;/* 2. Safe area insets for iOS */&lt;/span&gt;
&lt;span class="nc"&gt;.bottom-nav&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nl"&gt;padding-bottom&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;max&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="m"&gt;12px&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;env&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;safe-area-inset-bottom&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="c"&gt;/* 3. Fluid typography with clamp() */&lt;/span&gt;
&lt;span class="nc"&gt;.hud-score&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nl"&gt;font-size&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;clamp&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="m"&gt;14px&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="m"&gt;3.5vw&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="m"&gt;20px&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;&lt;strong&gt;Time lost:&lt;/strong&gt; ~3 hours of device testing.&lt;/p&gt;

&lt;h3&gt;
  
  
  Bug 4: Frame Drops During Magnet Power-Up
&lt;/h3&gt;

&lt;p&gt;&lt;strong&gt;Symptom:&lt;/strong&gt; The Magnet power-up caused visible stuttering (dropping to ~30fps) on low-end Android devices during dense coin layouts.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Root cause:&lt;/strong&gt; The magnet loop iterated over every coin entity every frame at 60fps. With 40+ coins on screen simultaneously, this was ~2,400 distance calculations per second — enough to saturate a single-core JS thread on older hardware.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Fix:&lt;/strong&gt; Spatial grid bucketing. The world is divided into a coarse grid of cells (each ~100px × 100px). On each frame, coins are assigned to cells based on their position. The magnet proximity check only queries cells adjacent to the player's cell, reducing the comparison set from ~40 to ~6–8 on average.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="kd"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;SpatialGrid&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="nx"&gt;cells&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nb"&gt;Map&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="kr"&gt;string&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;CoinEntity&lt;/span&gt;&lt;span class="p"&gt;[]&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nc"&gt;Map&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
  &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="k"&gt;readonly&lt;/span&gt; &lt;span class="nx"&gt;cellSize&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

  &lt;span class="nf"&gt;constructor&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;cellSize&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;cellSize&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;cellSize&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt;

  &lt;span class="nf"&gt;insert&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;coin&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;CoinEntity&lt;/span&gt;&lt;span class="p"&gt;):&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;key&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;cellKey&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;coin&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;position&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="o"&gt;!&lt;/span&gt;&lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;cells&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;has&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;key&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;cells&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;set&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;key&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;[]);&lt;/span&gt;
    &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;cells&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;get&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;key&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="o"&gt;!&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;push&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;coin&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt;

  &lt;span class="nf"&gt;query&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;position&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;Vector2D&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;radius&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;):&lt;/span&gt; &lt;span class="nx"&gt;CoinEntity&lt;/span&gt;&lt;span class="p"&gt;[]&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;result&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;CoinEntity&lt;/span&gt;&lt;span class="p"&gt;[]&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;[];&lt;/span&gt;
    &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;minCx&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;floor&lt;/span&gt;&lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="nx"&gt;position&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;x&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="nx"&gt;radius&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;/&lt;/span&gt; &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;cellSize&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;maxCx&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;floor&lt;/span&gt;&lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="nx"&gt;position&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;x&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="nx"&gt;radius&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;/&lt;/span&gt; &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;cellSize&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;minCy&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;floor&lt;/span&gt;&lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="nx"&gt;position&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;y&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="nx"&gt;radius&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;/&lt;/span&gt; &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;cellSize&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;maxCy&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;floor&lt;/span&gt;&lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="nx"&gt;position&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;y&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="nx"&gt;radius&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;/&lt;/span&gt; &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;cellSize&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="k"&gt;for &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kd"&gt;let&lt;/span&gt; &lt;span class="nx"&gt;cx&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;minCx&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="nx"&gt;cx&lt;/span&gt; &lt;span class="o"&gt;&amp;lt;=&lt;/span&gt; &lt;span class="nx"&gt;maxCx&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="nx"&gt;cx&lt;/span&gt;&lt;span class="o"&gt;++&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
      &lt;span class="k"&gt;for &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kd"&gt;let&lt;/span&gt; &lt;span class="nx"&gt;cy&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;minCy&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="nx"&gt;cy&lt;/span&gt; &lt;span class="o"&gt;&amp;lt;=&lt;/span&gt; &lt;span class="nx"&gt;maxCy&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="nx"&gt;cy&lt;/span&gt;&lt;span class="o"&gt;++&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;coins&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;cells&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;get&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s2"&gt;`&lt;/span&gt;&lt;span class="p"&gt;${&lt;/span&gt;&lt;span class="nx"&gt;cx&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s2"&gt;,&lt;/span&gt;&lt;span class="p"&gt;${&lt;/span&gt;&lt;span class="nx"&gt;cy&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s2"&gt;`&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;??&lt;/span&gt; &lt;span class="p"&gt;[];&lt;/span&gt;
        &lt;span class="nx"&gt;result&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;push&lt;/span&gt;&lt;span class="p"&gt;(...&lt;/span&gt;&lt;span class="nx"&gt;coins&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
      &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="nx"&gt;result&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt;

  &lt;span class="nf"&gt;clear&lt;/span&gt;&lt;span class="p"&gt;():&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;cells&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;clear&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt; &lt;span class="p"&gt;}&lt;/span&gt;

  &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="nf"&gt;cellKey&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;pos&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;Vector2D&lt;/span&gt;&lt;span class="p"&gt;):&lt;/span&gt; &lt;span class="kr"&gt;string&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="s2"&gt;`&lt;/span&gt;&lt;span class="p"&gt;${&lt;/span&gt;&lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;floor&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;pos&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;x&lt;/span&gt; &lt;span class="o"&gt;/&lt;/span&gt; &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;cellSize&lt;/span&gt;&lt;span class="p"&gt;)}&lt;/span&gt;&lt;span class="s2"&gt;,&lt;/span&gt;&lt;span class="p"&gt;${&lt;/span&gt;&lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;floor&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;pos&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;y&lt;/span&gt; &lt;span class="o"&gt;/&lt;/span&gt; &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;cellSize&lt;/span&gt;&lt;span class="p"&gt;)}&lt;/span&gt;&lt;span class="s2"&gt;`&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;&lt;strong&gt;Time lost:&lt;/strong&gt; ~2 hours to profile, ~1 hour to implement.&lt;/p&gt;

&lt;h3&gt;
  
  
  Bug 5: Background Rendering Eating Frame Budget
&lt;/h3&gt;

&lt;p&gt;&lt;strong&gt;Symptom:&lt;/strong&gt; CPU profiling showed the background draw pass (ocean, clouds, horizon) consuming ~40% of the frame budget even though it changes slowly.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Fix:&lt;/strong&gt; Layered canvas strategy. Two &lt;code&gt;&amp;lt;canvas&amp;gt;&lt;/code&gt; elements, absolutely positioned and stacked. The background canvas renders at 10fps via &lt;code&gt;setInterval&lt;/code&gt;. The foreground canvas (player, obstacles, coins, particles) continues at 60fps via &lt;code&gt;requestAnimationFrame&lt;/code&gt;. This halved the render budget on mid-range devices.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="c1"&gt;// components/Game/GameCanvas.tsx&lt;/span&gt;
&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;BG_RENDER_INTERVAL_MS&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;100&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="c1"&gt;// 10fps&lt;/span&gt;

&lt;span class="nf"&gt;useEffect&lt;/span&gt;&lt;span class="p"&gt;(()&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;bgInterval&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;setInterval&lt;/span&gt;&lt;span class="p"&gt;(()&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="nf"&gt;renderBackground&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;bgCanvasRef&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;current&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;stateRef&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;current&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="p"&gt;},&lt;/span&gt; &lt;span class="nx"&gt;BG_RENDER_INTERVAL_MS&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="k"&gt;return &lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="nf"&gt;clearInterval&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;bgInterval&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="p"&gt;},&lt;/span&gt; &lt;span class="p"&gt;[]);&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;&lt;strong&gt;Time lost:&lt;/strong&gt; ~1 hour to profile and implement.&lt;/p&gt;

&lt;h3&gt;
  
  
  Bug 6: Game Over Screen Feeling Abrupt
&lt;/h3&gt;

&lt;p&gt;&lt;strong&gt;Symptom:&lt;/strong&gt; The transition from gameplay to game over was an instant visual jump — jarring enough that early playtesters mentioned it unprompted.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Fix:&lt;/strong&gt; A post-run animation sequence: screen fades to a dark overlay over 300ms, then the game-over panel slides in from the bottom, then the score counts up digit by digit before showing the full stats. Implemented with CSS keyframe animations and a small state machine:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="kd"&gt;type&lt;/span&gt; &lt;span class="nx"&gt;GameOverPhase&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;fading&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt; &lt;span class="o"&gt;|&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;sliding&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt; &lt;span class="o"&gt;|&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;counting&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt; &lt;span class="o"&gt;|&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;complete&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nx"&gt;phase&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;setPhase&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;useState&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="nx"&gt;GameOverPhase&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;fading&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

&lt;span class="nf"&gt;useEffect&lt;/span&gt;&lt;span class="p"&gt;(()&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;phase&lt;/span&gt; &lt;span class="o"&gt;===&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;fading&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="nf"&gt;setTimeout&lt;/span&gt;&lt;span class="p"&gt;(()&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="nf"&gt;setPhase&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;sliding&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt; &lt;span class="mi"&gt;300&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;phase&lt;/span&gt; &lt;span class="o"&gt;===&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;sliding&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="nf"&gt;setTimeout&lt;/span&gt;&lt;span class="p"&gt;(()&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="nf"&gt;setPhase&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;counting&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt; &lt;span class="mi"&gt;400&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;phase&lt;/span&gt; &lt;span class="o"&gt;===&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;counting&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="c1"&gt;// ... animated score counter&lt;/span&gt;
    &lt;span class="nf"&gt;setTimeout&lt;/span&gt;&lt;span class="p"&gt;(()&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="nf"&gt;setPhase&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;complete&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt; &lt;span class="mi"&gt;800&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;},&lt;/span&gt; &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nx"&gt;phase&lt;/span&gt;&lt;span class="p"&gt;]);&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;&lt;strong&gt;Time lost:&lt;/strong&gt; ~3 hours (mostly design iteration).&lt;/p&gt;




&lt;h2&gt;
  
  
  Performance Engineering
&lt;/h2&gt;

&lt;p&gt;Performance isn't an optimization you do at the end — it's a series of decisions you make throughout. The ones that mattered most in Surf Rush:&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Delta-time physics.&lt;/strong&gt; All movement calculations multiply by &lt;code&gt;deltaTime&lt;/code&gt; (seconds since last frame). A coin moves &lt;code&gt;speed * deltaTime&lt;/code&gt; pixels per frame, not &lt;code&gt;speed&lt;/code&gt; pixels. This means game physics are identical at 30fps and 60fps, and don't explode when the tab regains focus.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Object pooling for particles.&lt;/strong&gt; Particle effects (coin collection sparks, collision debris) create and destroy objects frequently. On the garbage-collected JS runtime, this triggers GC pauses at the worst possible moments. Object pooling pre-allocates a fixed array of particle objects and reuses them, preventing allocations inside the hot loop.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;&lt;code&gt;devicePixelRatio&lt;/code&gt; scaling, done once.&lt;/strong&gt; The canvas context scale operation is called once at initialization, not on every frame. All draw coordinates use CSS pixels; the scale handles the DPR conversion transparently.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Layered canvas for background.&lt;/strong&gt; Described above — background at 10fps, foreground at 60fps.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Typed arrays for bulk entity data.&lt;/strong&gt; For the particle system (which can have 200+ simultaneous particles), positions are stored in &lt;code&gt;Float32Array&lt;/code&gt; rather than object arrays, improving cache locality and reducing memory allocation overhead.&lt;/p&gt;




&lt;h2&gt;
  
  
  Responsive Design
&lt;/h2&gt;

&lt;p&gt;Surf Rush is designed for a mobile-first world. The Telegram Mini App viewport is typically 390px wide on a modern iPhone, narrower on older Androids, and arbitrarily wide on desktop.&lt;/p&gt;

&lt;h3&gt;
  
  
  Canvas Aspect Ratio Lock
&lt;/h3&gt;

&lt;p&gt;The game world is defined in a 9:16 aspect ratio (portrait mobile). The canvas maintains this ratio regardless of the container, with letterboxing applied when the viewport is wider:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;constrainCanvas&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;containerWidth&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;containerHeight&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;gameAspect&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;9&lt;/span&gt; &lt;span class="o"&gt;/&lt;/span&gt; &lt;span class="mi"&gt;16&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;containerAspect&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;containerWidth&lt;/span&gt; &lt;span class="o"&gt;/&lt;/span&gt; &lt;span class="nx"&gt;containerHeight&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;containerAspect&lt;/span&gt; &lt;span class="o"&gt;&amp;gt;&lt;/span&gt; &lt;span class="nx"&gt;gameAspect&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="c1"&gt;// Wider than game — letterbox horizontally&lt;/span&gt;
    &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
      &lt;span class="na"&gt;width&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;containerHeight&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nx"&gt;gameAspect&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
      &lt;span class="na"&gt;height&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;containerHeight&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="p"&gt;};&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt; &lt;span class="k"&gt;else&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="c1"&gt;// Taller than game — letterbox vertically&lt;/span&gt;
    &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
      &lt;span class="na"&gt;width&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;containerWidth&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
      &lt;span class="na"&gt;height&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;containerWidth&lt;/span&gt; &lt;span class="o"&gt;/&lt;/span&gt; &lt;span class="nx"&gt;gameAspect&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="p"&gt;};&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;};&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h3&gt;
  
  
  Fluid UI
&lt;/h3&gt;

&lt;p&gt;All UI outside the canvas uses CSS custom properties and &lt;code&gt;clamp()&lt;/code&gt; for fluid sizing:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight css"&gt;&lt;code&gt;&lt;span class="nd"&gt;:root&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="py"&gt;--font-size-sm&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;clamp&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="m"&gt;11px&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="m"&gt;2.5vw&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="m"&gt;14px&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="py"&gt;--font-size-md&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;clamp&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="m"&gt;14px&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="m"&gt;3.5vw&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="m"&gt;18px&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="py"&gt;--font-size-lg&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;clamp&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="m"&gt;18px&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="m"&gt;4.5vw&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="m"&gt;24px&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="py"&gt;--spacing-sm&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;clamp&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="m"&gt;6px&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="m"&gt;1.5vw&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="m"&gt;10px&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="py"&gt;--spacing-md&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;clamp&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="m"&gt;10px&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="m"&gt;2.5vw&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="m"&gt;16px&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h3&gt;
  
  
  Touch Controls
&lt;/h3&gt;

&lt;p&gt;Desktop uses keyboard arrow keys (or A/D) and spacebar to pause. Mobile uses swipe gesture detection and two on-screen touch buttons. The swipe detection uses &lt;code&gt;touchstart&lt;/code&gt;/&lt;code&gt;touchend&lt;/code&gt; events with a minimum distance threshold to prevent accidental inputs from micro-movements.&lt;/p&gt;




&lt;h2&gt;
  
  
  Lessons Learned
&lt;/h2&gt;

&lt;p&gt;Writing these down honestly, in the order they were learned:&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Separate engine from framework from day one.&lt;/strong&gt; The most impactful structural decision — made before writing any game code — was putting all game logic in &lt;code&gt;src/engine/&lt;/code&gt; with zero React imports. Every time I needed to refactor physics or rendering, the surface area was contained. React never knew anything about the game world.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Test on real devices in week one.&lt;/strong&gt; Every mobile bug I hit would have been caught in the first session on physical hardware. Chrome DevTools' device simulator lies about viewport behavior, safe area insets, and touch event timing. Buy a cheap Android if you don't have one.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Build the readiness guard first in any Telegram integration.&lt;/strong&gt; The Telegram SDK initialization race condition exists on every device, just more visibly on slower ones. The &lt;code&gt;isReady&lt;/code&gt; guard in &lt;code&gt;useTelegram&lt;/code&gt; should be the first line written when integrating the SDK.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Delta time is not optional.&lt;/strong&gt; Game physics without delta time is playable at 60fps and broken at anything else. Add it from the start.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Ship the polished core, not the complete feature set.&lt;/strong&gt; Surf Rush launched without cloud leaderboards, achievements, or multiplayer. It launched with a smooth gameplay loop, a working progression system, and no broken UI. That was the right call.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Profile before optimizing.&lt;/strong&gt; The background rendering issue and the Magnet performance issue were both invisible until I opened the browser's Performance tab and looked at the flame graph. Intuition about performance is often wrong. Measure first.&lt;/p&gt;




&lt;h2&gt;
  
  
  Roadmap
&lt;/h2&gt;

&lt;p&gt;The architecture was built with these extensions in mind:&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Cloud leaderboard.&lt;/strong&gt; Swap the &lt;code&gt;localStorage&lt;/code&gt; implementation in &lt;code&gt;playerStore.ts&lt;/code&gt; for a Supabase backend. Two functions to rewrite; zero UI changes.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;TON blockchain integration.&lt;/strong&gt; Telegram's native TON blockchain enables converting in-game coins to on-chain tokens at session end. The &lt;code&gt;SurfRushRewards.sol&lt;/code&gt; contract is the prototype for this integration.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;NFT cosmetics.&lt;/strong&gt; Board skins and character variants minted as ERC-721 tokens. Players own their cosmetics across games on any platform that supports the standard.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Multiplayer ghost races.&lt;/strong&gt; Real-time ghost racing where players see recorded "ghost" runs as transparent overlays on the same course. No server-side game logic required — ghosts are just replayed input sequences.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Achievements system.&lt;/strong&gt; Persistent badges for milestone events: first level-up, 1000 coins collected, 10-day streak, collision survived by shield. Achievements are orthogonal to missions — they're permanent records, not daily resets.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Seasonal events.&lt;/strong&gt; Time-limited course themes (winter ice, Halloween night) with exclusive cosmetic drops. The procedural generator already accepts a &lt;code&gt;theme&lt;/code&gt; parameter; themes just need art and configuration.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Analytics.&lt;/strong&gt; Session length, mission completion rates, and store purchase conversion by level — the data to make informed decisions about the progression curve and store economy.&lt;/p&gt;




&lt;h2&gt;
  
  
  System Architecture Diagram
&lt;/h2&gt;



&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;┌──────────────────────────────────────────────────────────────────┐
│                        Telegram Client                           │
│  ┌────────────────────────────────────────────────────────────┐  │
│  │                    WebView / Mini App                       │  │
│  │  ┌──────────────┐    ┌────────────────────────────────┐   │  │
│  │  │ React UI     │    │  HTML5 Canvas Game Engine       │   │  │
│  │  │  ─ Menus     │◄───│  ─ gameLoop.ts (rAF 60fps)      │   │  │
│  │  │  ─ HUD       │    │  ─ physics.ts (delta time)      │   │  │
│  │  │  ─ Store     │    │  ─ renderer.ts (2D context)     │   │  │
│  │  │  ─ Missions  │    │  ─ collisions.ts (AABB)         │   │  │
│  │  │  ─ Profiles  │    │  ─ procedural.ts (generation)   │   │  │
│  │  └──────┬───────┘    └──────────────┬─────────────────┘   │  │
│  │         │                           │                       │  │
│  │  ┌──────▼───────────────────────────▼─────────────────┐   │  │
│  │  │                  Custom Hooks Layer                  │   │  │
│  │  │  useGameState  │  usePlayerData  │  useTelegram     │   │  │
│  │  └──────────────────────────────────────────────────────┘   │  │
│  │                           │                                  │  │
│  │  ┌────────────────────────▼─────────────────────────────┐  │  │
│  │  │               Persistence &amp;amp; Platform                  │  │  │
│  │  │   localStorage   │  Telegram SDK   │  Ethers.js       │  │  │
│  │  └──────────────────────────────────────────────────────┘  │  │
│  └────────────────────────────────────────────────────────────┘  │
└──────────────────────────────────────────────────────────────────┘
                              │
              ┌───────────────▼────────────────┐
              │    EVM Smart Contract           │
              │    SurfRushRewards.sol          │
              │    ─ saveScore()                │
              │    ─ claimReward()              │
              │    ─ highScores mapping         │
              └────────────────────────────────┘
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;






&lt;h2&gt;
  
  
  Closing Thoughts
&lt;/h2&gt;

&lt;p&gt;Surf Rush started as a question — &lt;em&gt;can you build a genuinely engaging, feature-complete game inside Telegram using only web technologies?&lt;/em&gt; — and the answer is yes, but with caveats that are worth naming clearly.&lt;/p&gt;

&lt;p&gt;The web game stack (React + TypeScript + HTML5 Canvas) is more capable than most game developers give it credit for. A well-architected 60fps game loop runs smoothly on mid-range mobile hardware if you respect the rendering budget, use delta time, and keep the engine out of the React render cycle.&lt;/p&gt;

&lt;p&gt;The Telegram Mini App platform is genuinely exciting for distribution, but the SDK documentation is thin and the initialization behavior is inconsistent across clients. Build defensive wrappers around every API call from day one.&lt;/p&gt;

&lt;p&gt;TypeScript on a project like this isn't overhead — it's the guardrail that makes aggressive refactoring possible without fear. The number of runtime bugs that were caught at compile time exceeded the number that made it to the browser.&lt;/p&gt;

&lt;p&gt;And the most important engineering lesson of the project: ship the polished core. The game that went live was missing cloud leaderboards, NFT integration, and multiplayer. But it was smooth, fast, and fun — and those three properties are harder to add after the fact than any feature.&lt;/p&gt;

&lt;p&gt;The code is open source. Take it, break it, improve it, or use it as a reference for your own Telegram Mini App. That's what open source is for.&lt;/p&gt;




&lt;h2&gt;
  
  
  Live Demo &amp;amp; Repository
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;🎮 Play Now:&lt;/strong&gt; &lt;a href="https://surf-rush-game.vercel.app/" rel="noopener noreferrer"&gt;surf-rush-game.vercel.app&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;💻 GitHub:&lt;/strong&gt; &lt;a href="https://github.com/dheerajraj2103-wq/surf-rush-game" rel="noopener noreferrer"&gt;github.com/dheerajraj2103-wq/surf-rush-game&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;🤝 Connect:&lt;/strong&gt; &lt;a href="https://www.linkedin.com/in/m-p-dheeraj-raj-86810524b/" rel="noopener noreferrer"&gt;linkedin.com/in/m-p-dheeraj-raj-86810524b&lt;/a&gt;&lt;/p&gt;




&lt;p&gt;&lt;em&gt;#etherauthority #SecureChainAI #Web3 #TelegramMiniApp #React #TypeScript #HTML5Canvas #GameDevelopment #FrontendDevelopment #JavaScript #Vercel #SoftwareEngineering #OpenSource&lt;/em&gt;&lt;/p&gt;

</description>
    </item>
  </channel>
</rss>
