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Particles re-fire every frame on the pause / game-over screens #21

Description

@InauguralPhysicist

render_world_only calls process_game_events every frame (src/renderer.eigs:781), which spawns particle bursts from game.event_* flags. Those flags are only cleared by game_tick, which runs only in STATE_PLAYING. So on the pause and game-over screens the last tick's kill/collision/collect events re-spawn bursts every frame. It's bounded by the 100-particle cap (so cosmetic), but it's wrong.

Fix (pick one): clear game.event_* when entering pause/game-over; or only call process_game_events in STATE_PLAYING; or have process_game_events zero the flags after handling them.

Acceptance: no continuous particle emission on pause/game-over; in-play bursts unchanged; make test green.

See CLAUDE.md for the render/draw-list architecture.

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