@betorigami/games 2.9.1 → 2.10.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/index.d.ts +34 -6
- package/dist/index.mjs +665 -1301
- package/package.json +1 -1
package/dist/index.d.ts
CHANGED
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@@ -58,7 +58,6 @@ declare enum OrigamiGame {
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58
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BLACKJACK = "BLACKJACK",
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BLITZ = "BLITZ"
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}
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61
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-
export type SeasonTheme = "DEFAULT" | "HORRORGAMI" | "JOLLYGAMI";
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declare const SUPPORTED_EDGE_PERCENTAGES: readonly [
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1,
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2,
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@@ -7079,7 +7078,6 @@ export type gameContextType = {
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updateVolume: (volume: number) => void;
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updateInstantBetEnabled: (enabled: boolean) => void;
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language: Language;
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-
seasonTheme: SeasonTheme;
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autobetNumberOfBets: number;
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updateAutobetNumberOfBets: (numberOfBets: number) => void;
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soundEffects?: SoundEffectsController;
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@@ -7157,7 +7155,6 @@ export declare class GameProviderWrapper extends OrigamiElement {
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showCurrencyAsText: boolean;
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footerPosition: "ABOVE" | "BELOW";
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logoUrl: string | null;
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-
seasonTheme: SeasonTheme;
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alwaysEnableMaxBetButton: boolean;
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gcCurrencyIconSvgUrl: string | null;
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scCurrencyIconSvgUrl: string | null;
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@@ -7389,18 +7386,49 @@ declare abstract class GameComponent extends OrigamiElement {
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protected autobetStopping: boolean;
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static styles: import("lit").CSSResult[];
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protected onBetAmountChange: (_oldBetAmount: string, _newBetAmount: string) => void;
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+
private deferredBetReset;
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private gameConsumer;
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get gameData(): gameContextType;
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get isDemoMode(): boolean;
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get isToggleDisabled(): boolean;
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get areInputsDisabled(): boolean;
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/**
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* Instant bets settle in a single step, with no reveal animation to cover the wait on the provider.
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* Read live rather than pinned for the round: the animators decide the same way, several of them
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* straight from the context, and a reveal they skip is one the round would wait on for good.
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*/
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protected get isInstantBet(): boolean;
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protected getDelay(normalDelay: number): number;
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protected forceUIUpdate(): Promise<void>;
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protected executeInstantOrAnimated<T>(instantOperation: () => Promise<T> | T, animatedOperation: () => Promise<T> | T): Promise<T>;
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/**
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-
*
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* Clears the previous round so the next one starts from a blank board. An instant bet has no reveal
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* animation to fill the wait on the provider, so the reset is held back until the response lands and
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* the previous result stays up instead of the board sitting empty for the length of the request.
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*/
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protected resetForNextBet(reset: () => void): void;
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/**
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* Places a bet, applying any reset held back by resetForNextBet once the provider has responded and
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* before the round's result is applied.
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*/
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protected placeBet<T>(request: () => Promise<T>): Promise<T>;
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/**
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* Drops the stake from the displayed balance so it moves as the reveal animation starts. An instant
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* bet settles in one step, so the balance is left alone rather than dipping for however long the
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* provider takes to respond and then jumping to the settled value.
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*/
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protected preDeductStake(balanceBeforeBet: Big$1, stake: Big$1.BigSource): void;
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/**
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* Lets an animated reveal settle before the result counts as shown, since the outcome lands a beat
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* after the cards or tiles come to rest and a win takes a beat longer again to register.
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*/
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protected awaitRevealSettle(hasWon: boolean): Promise<void>;
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/**
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* Holds the round's result on screen long enough to be read before the next round replaces it. The
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* hold runs from the point the result is painted rather than from the start of the round, so the wait
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* on the provider does not eat into it the way a round wide budget does once latency is real.
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*/
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-
protected
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protected holdResultDisplay(): Promise<void>;
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disconnectedCallback(): void;
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toggleAutobet(event: AutobetToggleEvent): Promise<void>;
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protected abstract executeAutobet(autobetSettings: AutobetSettingsWithId, currentBetAmount: string): Promise<GameBetResult>;
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@@ -7748,6 +7776,7 @@ export declare class LimboGame extends GameComponent {
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limboPlay(): Promise<void>;
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private handleBetExecution;
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private static readonly ANIMATION_TIMEOUT_MS;
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private awaitRevealAnimation;
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private waitForAnimationComplete;
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private isSpacebarDisabled;
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private handleSpacebar;
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@@ -8091,7 +8120,6 @@ export declare class RouletteGame extends ChipTableGameComponent {
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private addToHistory;
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private extractHitNumberFromActions;
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private applyBetResult;
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-
private waitForAutobetDisplay;
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private handleBetExecution;
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private handleBallLand;
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roulettePlay(): Promise<void>;
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