arena: drive lava animation from sim clock, not paint time
Added a simTime accumulator incremented each sim tick at SIM_HZ, and
switched the lava stripe animation to read from it instead of
performance.now() inside paint. Lava flow is now FPS-independent — same
speed on 30fps and 120fps hardware — and slots with the existing
principle (already true for speed tracking, walkPhase, death ticks, etc.)
that gameplay timing belongs in sim.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>