Previously every frame: cleared+redrawed 868 cells for coins, cleared+
redrawed all UI text, emptied+recreated pause layer, and swapped key
sprites repeatedly.
Now uses dirty flags and cached values:
- Coins: only redrawn when coins-dirty? is set (on coin eat/key pickup)
- Maze: only redrawn when a door is removed
- UI: only redrawn when score or time string actually changes
- Key: sprite swap happens exactly once, not every frame
- Pause: layer only modified when paused? state transitions
Exposes mark-coins-dirty! and mark-maze-dirty! messages so the game
ADT can signal changes from the level.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
The draw callback receives no delta-time, so animation was stuck at 0.
Split draw-pacman! into draw (position/rotation) and animate-pacman!
(sprite sequence advancement). Animation is now called from the game
loop which has the real delta-time.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
New structure groups all ADT modules under adt/ directory, removing
redundant adt- prefix from filenames. Library names now read as
(pacman-project adt position) etc. All imports updated accordingly.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>