feat(player): reposition mobile player focal point
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@@ -48,8 +48,11 @@ drag changes into one latest intention; release discards that unsent intention.
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The deflection is local input feedback only. The maze redraws only after a
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server-authoritative projection and the browser never predicts a cell change.
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For every projection, the browser translates only the received cells so the
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authoritative `self` cell stays under the centered avatar; this also keeps the
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avatar off a wall when the visible projection reaches a maze boundary.
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authoritative `self` cell stays under the responsive avatar focal point. On a
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portrait phone this is horizontally centered at 30% of the map height; compact
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landscape uses a stable left-biased unobstructed point away from the directional
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pad. This also keeps the avatar off a wall when the visible projection reaches
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a maze boundary, and is recalculated on resize and rotation.
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## Feedback and message rail
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@@ -113,8 +113,11 @@ are not MVP requirements.
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## 7. Player map presentation
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- Keep the player near the center of the map viewport except where maze
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boundaries prevent it.
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- Keep the portrait player horizontally centered at approximately 30% of the
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usable map height, above the directional-pad hand zone. In compact landscape,
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use the stable left-biased focal point in the largest unobstructed map area.
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Recalculate it after resize and rotation without moving the authoritative
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player away from its received `self` cell.
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- Render unknown space as a solid background. Never infer, retain, animate, or
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decorate maze geometry outside the server-provided visible projection.
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- Compute cell size from the current server projection and available map area.
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