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bubble-game: Use setInterval instead of requestAnimationFrame
This makes sure Misskey's Bubble Game always runs at a consistent rate, even when the monitor isn't 60hz
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@@ -51,7 +51,7 @@ export class DropAndFusionGame extends EventEmitter<{
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public readonly DROP_COOLTIME = 30; // frame
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public readonly PLAYAREA_MARGIN = 25;
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private STOCK_MAX = 4;
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private TICK_DELTA = 1000 / 60; // 60fps
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public readonly TICK_DELTA = 1000 / 60; // 60fps
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public frame = 0;
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public engine: Matter.Engine;
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