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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width,initial-scale=1,maximum-scale=1,user-scalable=no,viewport-fit=cover">
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<title>tilt — spike 1</title>
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<link rel="icon" href="data:image/svg+xml,<svg xmlns='http://www.w3.org/2000/svg' viewBox='0 0 16 16'><text y='13' font-size='13'>🏒</text></svg>">
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<style>
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html, body { margin:0; padding:0; height:100%; overflow:hidden; background:#0a0e14;
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font-family:'SF Mono', ui-monospace, Menlo, monospace;
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/* A thumb on the canvas orbits the camera — it must never scroll or zoom
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the page, or fire pull-to-refresh instead. */
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touch-action:none; overscroll-behavior:none; -webkit-user-select:none; user-select:none;
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-webkit-tap-highlight-color:transparent; }
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/* width/height are not redundant with inset:0. A canvas is a replaced
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element, so `width:auto` resolves to its intrinsic (drawing buffer) size
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rather than stretching between left and right — which at DPR 2 makes the
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element twice the window. three.js sets these inline too; this is the
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safety net if that ever regresses. */
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#stage { position:absolute; inset:0; width:100%; height:100%; display:block; touch-action:none; }
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#hud { position:absolute; left:14px; top:12px; color:#8fb4d4; font-size:12px;
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line-height:1.5; white-space:pre; pointer-events:none; text-shadow:0 1px 2px #000; }
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#boot { position:absolute; inset:0; display:flex; align-items:center; justify-content:center;
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color:#6ea8dc; letter-spacing:5px; font-size:13px; background:#0a0e14; z-index:10; }
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</style>
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</head>
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<body>
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<canvas id="stage"></canvas>
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<div id="hud"></div>
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<div id="boot">TILT…</div>
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<script type="module" src="/src/main.js"></script>
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</body>
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</html>
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