refactor(onitama): centralize visual constants in config
Introduce `TEXT_POSITION` and `VISUAL` objects to the configuration to manage magic numbers for positioning, radii, stroke widths, and alphas. Update renderers and spawners to use these constants instead of hardcoded values or direct calculations.
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@@ -10,6 +10,8 @@ import {
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COLORS,
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FONTS,
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MENU_BUTTON,
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TEXT_POSITION,
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VISUAL,
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getBoardCenter,
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getCardLabelPosition,
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colorToStr,
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@@ -79,7 +81,12 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
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});
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// Info text
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this.infoText = this.add.text(40, BOARD_OFFSET.y, "", FONTS.info);
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this.infoText = this.add.text(
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TEXT_POSITION.infoX,
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BOARD_OFFSET.y,
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"",
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FONTS.info,
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);
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// Update info text when UI state changes
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this.addEffect(() => {
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@@ -149,7 +156,12 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
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g.strokePath();
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this.add.text(40, 40, "Onitama", FONTS.title);
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this.add.text(
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TEXT_POSITION.titleX,
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TEXT_POSITION.titleY,
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"Onitama",
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FONTS.title,
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);
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}
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private setupInput(): void {
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@@ -288,7 +300,7 @@ export class OnitamaScene extends GameHostScene<OnitamaState> {
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boardWidth,
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boardHeight,
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COLORS.overlayBg,
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0.6,
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VISUAL.overlayAlpha,
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)
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.setInteractive({ useHandCursor: true });
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