@energy8platform/game-engine 0.1.0

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Files changed (80) hide show
  1. package/README.md +1134 -0
  2. package/dist/animation.cjs.js +505 -0
  3. package/dist/animation.cjs.js.map +1 -0
  4. package/dist/animation.d.ts +235 -0
  5. package/dist/animation.esm.js +500 -0
  6. package/dist/animation.esm.js.map +1 -0
  7. package/dist/assets.cjs.js +148 -0
  8. package/dist/assets.cjs.js.map +1 -0
  9. package/dist/assets.d.ts +97 -0
  10. package/dist/assets.esm.js +146 -0
  11. package/dist/assets.esm.js.map +1 -0
  12. package/dist/audio.cjs.js +345 -0
  13. package/dist/audio.cjs.js.map +1 -0
  14. package/dist/audio.d.ts +135 -0
  15. package/dist/audio.esm.js +343 -0
  16. package/dist/audio.esm.js.map +1 -0
  17. package/dist/core.cjs.js +1832 -0
  18. package/dist/core.cjs.js.map +1 -0
  19. package/dist/core.d.ts +633 -0
  20. package/dist/core.esm.js +1827 -0
  21. package/dist/core.esm.js.map +1 -0
  22. package/dist/debug.cjs.js +298 -0
  23. package/dist/debug.cjs.js.map +1 -0
  24. package/dist/debug.d.ts +114 -0
  25. package/dist/debug.esm.js +295 -0
  26. package/dist/debug.esm.js.map +1 -0
  27. package/dist/index.cjs.js +3623 -0
  28. package/dist/index.cjs.js.map +1 -0
  29. package/dist/index.d.ts +1607 -0
  30. package/dist/index.esm.js +3598 -0
  31. package/dist/index.esm.js.map +1 -0
  32. package/dist/ui.cjs.js +1081 -0
  33. package/dist/ui.cjs.js.map +1 -0
  34. package/dist/ui.d.ts +387 -0
  35. package/dist/ui.esm.js +1072 -0
  36. package/dist/ui.esm.js.map +1 -0
  37. package/dist/vite.cjs.js +125 -0
  38. package/dist/vite.cjs.js.map +1 -0
  39. package/dist/vite.d.ts +42 -0
  40. package/dist/vite.esm.js +122 -0
  41. package/dist/vite.esm.js.map +1 -0
  42. package/package.json +107 -0
  43. package/src/animation/Easing.ts +116 -0
  44. package/src/animation/SpineHelper.ts +162 -0
  45. package/src/animation/Timeline.ts +138 -0
  46. package/src/animation/Tween.ts +225 -0
  47. package/src/animation/index.ts +4 -0
  48. package/src/assets/AssetManager.ts +174 -0
  49. package/src/assets/index.ts +2 -0
  50. package/src/audio/AudioManager.ts +366 -0
  51. package/src/audio/index.ts +1 -0
  52. package/src/core/EventEmitter.ts +47 -0
  53. package/src/core/GameApplication.ts +306 -0
  54. package/src/core/Scene.ts +48 -0
  55. package/src/core/SceneManager.ts +258 -0
  56. package/src/core/index.ts +4 -0
  57. package/src/debug/DevBridge.ts +259 -0
  58. package/src/debug/FPSOverlay.ts +102 -0
  59. package/src/debug/index.ts +3 -0
  60. package/src/index.ts +71 -0
  61. package/src/input/InputManager.ts +171 -0
  62. package/src/input/index.ts +1 -0
  63. package/src/loading/CSSPreloader.ts +155 -0
  64. package/src/loading/LoadingScene.ts +356 -0
  65. package/src/loading/index.ts +2 -0
  66. package/src/state/StateMachine.ts +228 -0
  67. package/src/state/index.ts +1 -0
  68. package/src/types.ts +218 -0
  69. package/src/ui/BalanceDisplay.ts +155 -0
  70. package/src/ui/Button.ts +199 -0
  71. package/src/ui/Label.ts +111 -0
  72. package/src/ui/Modal.ts +134 -0
  73. package/src/ui/Panel.ts +125 -0
  74. package/src/ui/ProgressBar.ts +121 -0
  75. package/src/ui/Toast.ts +124 -0
  76. package/src/ui/WinDisplay.ts +133 -0
  77. package/src/ui/index.ts +16 -0
  78. package/src/viewport/ViewportManager.ts +241 -0
  79. package/src/viewport/index.ts +1 -0
  80. package/src/vite/index.ts +153 -0
@@ -0,0 +1,3598 @@
1
+ import { Ticker, Assets, Container, Application, Graphics, Texture, Sprite, Text, NineSliceSprite } from 'pixi.js';
2
+ import { CasinoGameSDK } from '@energy8platform/game-sdk';
3
+
4
+ // ─── Scale Modes ───────────────────────────────────────────
5
+ var ScaleMode;
6
+ (function (ScaleMode) {
7
+ /** Fit inside container, maintain aspect ratio (letterbox/pillarbox) */
8
+ ScaleMode["FIT"] = "FIT";
9
+ /** Fill container, maintain aspect ratio (crop edges) */
10
+ ScaleMode["FILL"] = "FILL";
11
+ /** Stretch to fill (distorts) */
12
+ ScaleMode["STRETCH"] = "STRETCH";
13
+ })(ScaleMode || (ScaleMode = {}));
14
+ // ─── Orientation ───────────────────────────────────────────
15
+ var Orientation;
16
+ (function (Orientation) {
17
+ Orientation["LANDSCAPE"] = "landscape";
18
+ Orientation["PORTRAIT"] = "portrait";
19
+ Orientation["ANY"] = "any";
20
+ })(Orientation || (Orientation = {}));
21
+ // ─── Transition Types ──────────────────────────────────────
22
+ var TransitionType;
23
+ (function (TransitionType) {
24
+ TransitionType["NONE"] = "none";
25
+ TransitionType["FADE"] = "fade";
26
+ TransitionType["SLIDE_LEFT"] = "slide-left";
27
+ TransitionType["SLIDE_RIGHT"] = "slide-right";
28
+ })(TransitionType || (TransitionType = {}));
29
+
30
+ /**
31
+ * Minimal typed event emitter.
32
+ * Used internally by GameApplication, SceneManager, AudioManager, etc.
33
+ */
34
+ // eslint-disable-next-line @typescript-eslint/no-empty-object-type
35
+ class EventEmitter {
36
+ listeners = new Map();
37
+ on(event, handler) {
38
+ if (!this.listeners.has(event)) {
39
+ this.listeners.set(event, new Set());
40
+ }
41
+ this.listeners.get(event).add(handler);
42
+ return this;
43
+ }
44
+ once(event, handler) {
45
+ const wrapper = (data) => {
46
+ this.off(event, wrapper);
47
+ handler(data);
48
+ };
49
+ return this.on(event, wrapper);
50
+ }
51
+ off(event, handler) {
52
+ this.listeners.get(event)?.delete(handler);
53
+ return this;
54
+ }
55
+ emit(event, data) {
56
+ const handlers = this.listeners.get(event);
57
+ if (handlers) {
58
+ for (const handler of handlers) {
59
+ handler(data);
60
+ }
61
+ }
62
+ }
63
+ removeAllListeners(event) {
64
+ if (event) {
65
+ this.listeners.delete(event);
66
+ }
67
+ else {
68
+ this.listeners.clear();
69
+ }
70
+ return this;
71
+ }
72
+ }
73
+
74
+ /**
75
+ * Collection of easing functions for use with Tween and Timeline.
76
+ *
77
+ * All functions take a progress value t (0..1) and return the eased value.
78
+ */
79
+ const Easing = {
80
+ linear: (t) => t,
81
+ easeInQuad: (t) => t * t,
82
+ easeOutQuad: (t) => t * (2 - t),
83
+ easeInOutQuad: (t) => (t < 0.5 ? 2 * t * t : -1 + (4 - 2 * t) * t),
84
+ easeInCubic: (t) => t * t * t,
85
+ easeOutCubic: (t) => --t * t * t + 1,
86
+ easeInOutCubic: (t) => t < 0.5 ? 4 * t * t * t : (t - 1) * (2 * t - 2) * (2 * t - 2) + 1,
87
+ easeInQuart: (t) => t * t * t * t,
88
+ easeOutQuart: (t) => 1 - --t * t * t * t,
89
+ easeInOutQuart: (t) => t < 0.5 ? 8 * t * t * t * t : 1 - 8 * --t * t * t * t,
90
+ easeInSine: (t) => 1 - Math.cos((t * Math.PI) / 2),
91
+ easeOutSine: (t) => Math.sin((t * Math.PI) / 2),
92
+ easeInOutSine: (t) => -(Math.cos(Math.PI * t) - 1) / 2,
93
+ easeInExpo: (t) => (t === 0 ? 0 : Math.pow(2, 10 * t - 10)),
94
+ easeOutExpo: (t) => (t === 1 ? 1 : 1 - Math.pow(2, -10 * t)),
95
+ easeInOutExpo: (t) => t === 0
96
+ ? 0
97
+ : t === 1
98
+ ? 1
99
+ : t < 0.5
100
+ ? Math.pow(2, 20 * t - 10) / 2
101
+ : (2 - Math.pow(2, -20 * t + 10)) / 2,
102
+ easeInBack: (t) => {
103
+ const c1 = 1.70158;
104
+ const c3 = c1 + 1;
105
+ return c3 * t * t * t - c1 * t * t;
106
+ },
107
+ easeOutBack: (t) => {
108
+ const c1 = 1.70158;
109
+ const c3 = c1 + 1;
110
+ return 1 + c3 * Math.pow(t - 1, 3) + c1 * Math.pow(t - 1, 2);
111
+ },
112
+ easeInOutBack: (t) => {
113
+ const c1 = 1.70158;
114
+ const c2 = c1 * 1.525;
115
+ return t < 0.5
116
+ ? (Math.pow(2 * t, 2) * ((c2 + 1) * 2 * t - c2)) / 2
117
+ : (Math.pow(2 * t - 2, 2) * ((c2 + 1) * (t * 2 - 2) + c2) + 2) / 2;
118
+ },
119
+ easeOutBounce: (t) => {
120
+ const n1 = 7.5625;
121
+ const d1 = 2.75;
122
+ if (t < 1 / d1)
123
+ return n1 * t * t;
124
+ if (t < 2 / d1)
125
+ return n1 * (t -= 1.5 / d1) * t + 0.75;
126
+ if (t < 2.5 / d1)
127
+ return n1 * (t -= 2.25 / d1) * t + 0.9375;
128
+ return n1 * (t -= 2.625 / d1) * t + 0.984375;
129
+ },
130
+ easeInBounce: (t) => 1 - Easing.easeOutBounce(1 - t),
131
+ easeInOutBounce: (t) => t < 0.5
132
+ ? (1 - Easing.easeOutBounce(1 - 2 * t)) / 2
133
+ : (1 + Easing.easeOutBounce(2 * t - 1)) / 2,
134
+ easeOutElastic: (t) => {
135
+ const c4 = (2 * Math.PI) / 3;
136
+ return t === 0
137
+ ? 0
138
+ : t === 1
139
+ ? 1
140
+ : Math.pow(2, -10 * t) * Math.sin((t * 10 - 0.75) * c4) + 1;
141
+ },
142
+ easeInElastic: (t) => {
143
+ const c4 = (2 * Math.PI) / 3;
144
+ return t === 0
145
+ ? 0
146
+ : t === 1
147
+ ? 1
148
+ : -Math.pow(2, 10 * t - 10) * Math.sin((t * 10 - 10.75) * c4);
149
+ },
150
+ };
151
+
152
+ /**
153
+ * Lightweight tween system integrated with PixiJS Ticker.
154
+ * Zero external dependencies — no GSAP required.
155
+ *
156
+ * All tweens return a Promise that resolves on completion.
157
+ *
158
+ * @example
159
+ * ```ts
160
+ * // Fade in a sprite
161
+ * await Tween.to(sprite, { alpha: 1, y: 100 }, 500, Easing.easeOutBack);
162
+ *
163
+ * // Move and wait
164
+ * await Tween.to(sprite, { x: 500 }, 300);
165
+ *
166
+ * // From a starting value
167
+ * await Tween.from(sprite, { scale: 0, alpha: 0 }, 400);
168
+ * ```
169
+ */
170
+ class Tween {
171
+ static _tweens = [];
172
+ static _tickerAdded = false;
173
+ /**
174
+ * Animate properties from current values to target values.
175
+ *
176
+ * @param target - Object to animate (Sprite, Container, etc.)
177
+ * @param props - Target property values
178
+ * @param duration - Duration in milliseconds
179
+ * @param easing - Easing function (default: easeOutQuad)
180
+ * @param onUpdate - Progress callback (0..1)
181
+ */
182
+ static to(target, props, duration, easing, onUpdate) {
183
+ return new Promise((resolve) => {
184
+ // Capture starting values
185
+ const from = {};
186
+ for (const key of Object.keys(props)) {
187
+ from[key] = Tween.getProperty(target, key);
188
+ }
189
+ const tween = {
190
+ target,
191
+ from,
192
+ to: { ...props },
193
+ duration: Math.max(1, duration),
194
+ easing: easing ?? Easing.easeOutQuad,
195
+ elapsed: 0,
196
+ delay: 0,
197
+ resolve,
198
+ onUpdate,
199
+ };
200
+ Tween._tweens.push(tween);
201
+ Tween.ensureTicker();
202
+ });
203
+ }
204
+ /**
205
+ * Animate properties from given values to current values.
206
+ */
207
+ static from(target, props, duration, easing, onUpdate) {
208
+ // Capture current values as "to"
209
+ const to = {};
210
+ for (const key of Object.keys(props)) {
211
+ to[key] = Tween.getProperty(target, key);
212
+ Tween.setProperty(target, key, props[key]);
213
+ }
214
+ return Tween.to(target, to, duration, easing, onUpdate);
215
+ }
216
+ /**
217
+ * Animate from one set of values to another.
218
+ */
219
+ static fromTo(target, fromProps, toProps, duration, easing, onUpdate) {
220
+ // Set starting values
221
+ for (const key of Object.keys(fromProps)) {
222
+ Tween.setProperty(target, key, fromProps[key]);
223
+ }
224
+ return Tween.to(target, toProps, duration, easing, onUpdate);
225
+ }
226
+ /**
227
+ * Wait for a given duration (useful in timelines).
228
+ */
229
+ static delay(ms) {
230
+ return new Promise((resolve) => setTimeout(resolve, ms));
231
+ }
232
+ /**
233
+ * Kill all tweens on a target.
234
+ */
235
+ static killTweensOf(target) {
236
+ Tween._tweens = Tween._tweens.filter((tw) => {
237
+ if (tw.target === target) {
238
+ tw.resolve();
239
+ return false;
240
+ }
241
+ return true;
242
+ });
243
+ }
244
+ /**
245
+ * Kill all active tweens.
246
+ */
247
+ static killAll() {
248
+ for (const tw of Tween._tweens) {
249
+ tw.resolve();
250
+ }
251
+ Tween._tweens.length = 0;
252
+ }
253
+ /** Number of active tweens */
254
+ static get activeTweens() {
255
+ return Tween._tweens.length;
256
+ }
257
+ // ─── Internal ──────────────────────────────────────────
258
+ static ensureTicker() {
259
+ if (Tween._tickerAdded)
260
+ return;
261
+ Tween._tickerAdded = true;
262
+ Ticker.shared.add(Tween.tick);
263
+ }
264
+ static tick = (ticker) => {
265
+ const dt = ticker.deltaMS;
266
+ const completed = [];
267
+ for (const tw of Tween._tweens) {
268
+ tw.elapsed += dt;
269
+ if (tw.elapsed < tw.delay)
270
+ continue;
271
+ const raw = Math.min((tw.elapsed - tw.delay) / tw.duration, 1);
272
+ const t = tw.easing(raw);
273
+ // Interpolate each property
274
+ for (const key of Object.keys(tw.to)) {
275
+ const start = tw.from[key];
276
+ const end = tw.to[key];
277
+ const value = start + (end - start) * t;
278
+ Tween.setProperty(tw.target, key, value);
279
+ }
280
+ tw.onUpdate?.(raw);
281
+ if (raw >= 1) {
282
+ completed.push(tw);
283
+ }
284
+ }
285
+ // Remove completed tweens
286
+ for (const tw of completed) {
287
+ const idx = Tween._tweens.indexOf(tw);
288
+ if (idx !== -1)
289
+ Tween._tweens.splice(idx, 1);
290
+ tw.resolve();
291
+ }
292
+ // Remove ticker when no active tweens
293
+ if (Tween._tweens.length === 0 && Tween._tickerAdded) {
294
+ Ticker.shared.remove(Tween.tick);
295
+ Tween._tickerAdded = false;
296
+ }
297
+ };
298
+ /**
299
+ * Get a potentially nested property (supports 'scale.x', 'position.y', etc.)
300
+ */
301
+ static getProperty(target, key) {
302
+ const parts = key.split('.');
303
+ let obj = target;
304
+ for (let i = 0; i < parts.length - 1; i++) {
305
+ obj = obj[parts[i]];
306
+ }
307
+ return obj[parts[parts.length - 1]] ?? 0;
308
+ }
309
+ /**
310
+ * Set a potentially nested property.
311
+ */
312
+ static setProperty(target, key, value) {
313
+ const parts = key.split('.');
314
+ let obj = target;
315
+ for (let i = 0; i < parts.length - 1; i++) {
316
+ obj = obj[parts[i]];
317
+ }
318
+ obj[parts[parts.length - 1]] = value;
319
+ }
320
+ }
321
+
322
+ /**
323
+ * Manages the scene stack and transitions between scenes.
324
+ *
325
+ * @example
326
+ * ```ts
327
+ * const scenes = new SceneManager(app.stage);
328
+ * scenes.register('loading', LoadingScene);
329
+ * scenes.register('game', GameScene);
330
+ * await scenes.goto('loading');
331
+ * ```
332
+ */
333
+ class SceneManager extends EventEmitter {
334
+ /** Root container that scenes are added to */
335
+ root;
336
+ registry = new Map();
337
+ stack = [];
338
+ _transitioning = false;
339
+ /** Current viewport dimensions — set by ViewportManager */
340
+ _width = 0;
341
+ _height = 0;
342
+ constructor(root) {
343
+ super();
344
+ if (root)
345
+ this.root = root;
346
+ }
347
+ /** @internal Set the root container (called by GameApplication after PixiJS init) */
348
+ setRoot(root) {
349
+ this.root = root;
350
+ }
351
+ /** Register a scene class by key */
352
+ register(key, ctor) {
353
+ this.registry.set(key, ctor);
354
+ return this;
355
+ }
356
+ /** Get the current (topmost) scene entry */
357
+ get current() {
358
+ return this.stack.length > 0 ? this.stack[this.stack.length - 1] : null;
359
+ }
360
+ /** Get the current scene key */
361
+ get currentKey() {
362
+ return this.current?.key ?? null;
363
+ }
364
+ /** Whether a scene transition is in progress */
365
+ get isTransitioning() {
366
+ return this._transitioning;
367
+ }
368
+ /**
369
+ * Navigate to a scene, replacing the entire stack.
370
+ */
371
+ async goto(key, data, transition) {
372
+ const prevKey = this.currentKey;
373
+ // Exit all current scenes
374
+ while (this.stack.length > 0) {
375
+ await this.popInternal(false);
376
+ }
377
+ // Enter new scene
378
+ await this.pushInternal(key, data, transition);
379
+ this.emit('change', { from: prevKey, to: key });
380
+ }
381
+ /**
382
+ * Push a scene onto the stack (the previous scene stays underneath).
383
+ * Useful for overlays, modals, pause screens.
384
+ */
385
+ async push(key, data, transition) {
386
+ const prevKey = this.currentKey;
387
+ await this.pushInternal(key, data, transition);
388
+ this.emit('change', { from: prevKey, to: key });
389
+ }
390
+ /**
391
+ * Pop the top scene from the stack.
392
+ */
393
+ async pop(transition) {
394
+ if (this.stack.length <= 1) {
395
+ console.warn('[SceneManager] Cannot pop the last scene');
396
+ return;
397
+ }
398
+ const prevKey = this.currentKey;
399
+ await this.popInternal(true, transition);
400
+ this.emit('change', { from: prevKey, to: this.currentKey });
401
+ }
402
+ /**
403
+ * Replace the top scene with a new one.
404
+ */
405
+ async replace(key, data, transition) {
406
+ const prevKey = this.currentKey;
407
+ await this.popInternal(false);
408
+ await this.pushInternal(key, data, transition);
409
+ this.emit('change', { from: prevKey, to: key });
410
+ }
411
+ /**
412
+ * Called every frame by GameApplication.
413
+ */
414
+ update(dt) {
415
+ // Update only the top scene
416
+ this.current?.scene.onUpdate?.(dt);
417
+ }
418
+ /**
419
+ * Called on viewport resize.
420
+ */
421
+ resize(width, height) {
422
+ this._width = width;
423
+ this._height = height;
424
+ // Notify all scenes in the stack
425
+ for (const entry of this.stack) {
426
+ entry.scene.onResize?.(width, height);
427
+ }
428
+ }
429
+ /**
430
+ * Destroy all scenes and clear the manager.
431
+ */
432
+ destroy() {
433
+ for (const entry of this.stack) {
434
+ entry.scene.onDestroy?.();
435
+ entry.scene.container.destroy({ children: true });
436
+ }
437
+ this.stack.length = 0;
438
+ this.registry.clear();
439
+ this.removeAllListeners();
440
+ }
441
+ // ─── Internal ──────────────────────────────────────────
442
+ createScene(key) {
443
+ const Ctor = this.registry.get(key);
444
+ if (!Ctor) {
445
+ throw new Error(`[SceneManager] Scene "${key}" is not registered`);
446
+ }
447
+ return new Ctor();
448
+ }
449
+ async pushInternal(key, data, transition) {
450
+ this._transitioning = true;
451
+ const scene = this.createScene(key);
452
+ this.root.addChild(scene.container);
453
+ // Set initial size
454
+ if (this._width && this._height) {
455
+ scene.onResize?.(this._width, this._height);
456
+ }
457
+ // Transition in
458
+ await this.transitionIn(scene.container, transition);
459
+ await scene.onEnter?.(data);
460
+ this.stack.push({ scene, key });
461
+ this._transitioning = false;
462
+ }
463
+ async popInternal(showTransition, transition) {
464
+ const entry = this.stack.pop();
465
+ if (!entry)
466
+ return;
467
+ this._transitioning = true;
468
+ await entry.scene.onExit?.();
469
+ if (showTransition) {
470
+ await this.transitionOut(entry.scene.container, transition);
471
+ }
472
+ entry.scene.onDestroy?.();
473
+ entry.scene.container.destroy({ children: true });
474
+ this._transitioning = false;
475
+ }
476
+ async transitionIn(container, config) {
477
+ const type = config?.type ?? TransitionType.NONE;
478
+ const duration = config?.duration ?? 300;
479
+ if (type === TransitionType.NONE || duration <= 0)
480
+ return;
481
+ if (type === TransitionType.FADE) {
482
+ container.alpha = 0;
483
+ await Tween.to(container, { alpha: 1 }, duration, config?.easing);
484
+ }
485
+ else if (type === TransitionType.SLIDE_LEFT) {
486
+ container.x = this._width;
487
+ await Tween.to(container, { x: 0 }, duration, config?.easing);
488
+ }
489
+ else if (type === TransitionType.SLIDE_RIGHT) {
490
+ container.x = -this._width;
491
+ await Tween.to(container, { x: 0 }, duration, config?.easing);
492
+ }
493
+ }
494
+ async transitionOut(container, config) {
495
+ const type = config?.type ?? TransitionType.FADE;
496
+ const duration = config?.duration ?? 300;
497
+ if (type === TransitionType.NONE || duration <= 0)
498
+ return;
499
+ if (type === TransitionType.FADE) {
500
+ await Tween.to(container, { alpha: 0 }, duration, config?.easing);
501
+ }
502
+ else if (type === TransitionType.SLIDE_LEFT) {
503
+ await Tween.to(container, { x: -this._width }, duration, config?.easing);
504
+ }
505
+ else if (type === TransitionType.SLIDE_RIGHT) {
506
+ await Tween.to(container, { x: this._width }, duration, config?.easing);
507
+ }
508
+ }
509
+ }
510
+
511
+ /**
512
+ * Manages game asset loading with progress tracking, bundle support, and
513
+ * automatic base path resolution from SDK's assetsUrl.
514
+ *
515
+ * Wraps PixiJS Assets API with a typed, game-oriented interface.
516
+ *
517
+ * @example
518
+ * ```ts
519
+ * const assets = new AssetManager('https://cdn.example.com/game/', manifest);
520
+ * await assets.init();
521
+ * await assets.loadBundle('preload', (p) => console.log(p));
522
+ * const texture = assets.get<Texture>('hero');
523
+ * ```
524
+ */
525
+ class AssetManager {
526
+ _initialized = false;
527
+ _basePath;
528
+ _manifest;
529
+ _loadedBundles = new Set();
530
+ constructor(basePath = '', manifest) {
531
+ this._basePath = basePath;
532
+ this._manifest = manifest ?? null;
533
+ }
534
+ /** Whether the asset system has been initialized */
535
+ get initialized() {
536
+ return this._initialized;
537
+ }
538
+ /** Base path for all assets (usually from SDK's assetsUrl) */
539
+ get basePath() {
540
+ return this._basePath;
541
+ }
542
+ /** Set of loaded bundle names */
543
+ get loadedBundles() {
544
+ return this._loadedBundles;
545
+ }
546
+ /**
547
+ * Initialize the asset system.
548
+ * Must be called before loading any assets.
549
+ */
550
+ async init() {
551
+ if (this._initialized)
552
+ return;
553
+ await Assets.init({
554
+ basePath: this._basePath || undefined,
555
+ texturePreference: {
556
+ resolution: Math.min(window.devicePixelRatio, 2),
557
+ format: ['webp', 'png'],
558
+ },
559
+ });
560
+ // Register bundles from manifest
561
+ if (this._manifest) {
562
+ for (const bundle of this._manifest.bundles) {
563
+ Assets.addBundle(bundle.name, bundle.assets.map((a) => ({
564
+ alias: a.alias,
565
+ src: a.src,
566
+ data: a.data,
567
+ })));
568
+ }
569
+ }
570
+ this._initialized = true;
571
+ }
572
+ /**
573
+ * Load a single bundle by name.
574
+ *
575
+ * @param name - Bundle name (must exist in the manifest)
576
+ * @param onProgress - Progress callback (0..1)
577
+ * @returns Loaded assets map
578
+ */
579
+ async loadBundle(name, onProgress) {
580
+ this.ensureInitialized();
581
+ const result = await Assets.loadBundle(name, onProgress);
582
+ this._loadedBundles.add(name);
583
+ return result;
584
+ }
585
+ /**
586
+ * Load multiple bundles simultaneously.
587
+ * Progress is aggregated across all bundles.
588
+ *
589
+ * @param names - Bundle names
590
+ * @param onProgress - Progress callback (0..1)
591
+ */
592
+ async loadBundles(names, onProgress) {
593
+ this.ensureInitialized();
594
+ const result = await Assets.loadBundle(names, onProgress);
595
+ for (const name of names) {
596
+ this._loadedBundles.add(name);
597
+ }
598
+ return result;
599
+ }
600
+ /**
601
+ * Load individual assets by URL or alias.
602
+ *
603
+ * @param urls - Asset URLs or aliases
604
+ * @param onProgress - Progress callback (0..1)
605
+ */
606
+ async load(urls, onProgress) {
607
+ this.ensureInitialized();
608
+ return Assets.load(urls, onProgress);
609
+ }
610
+ /**
611
+ * Get a loaded asset synchronously from cache.
612
+ *
613
+ * @param alias - Asset alias
614
+ * @throws if not loaded
615
+ */
616
+ get(alias) {
617
+ return Assets.get(alias);
618
+ }
619
+ /**
620
+ * Unload a bundle to free memory.
621
+ */
622
+ async unloadBundle(name) {
623
+ await Assets.unloadBundle(name);
624
+ this._loadedBundles.delete(name);
625
+ }
626
+ /**
627
+ * Start background loading a bundle (low-priority preload).
628
+ * Useful for loading bonus round assets while player is in base game.
629
+ */
630
+ async backgroundLoad(name) {
631
+ this.ensureInitialized();
632
+ await Assets.backgroundLoadBundle(name);
633
+ }
634
+ /**
635
+ * Get all bundle names from the manifest.
636
+ */
637
+ getBundleNames() {
638
+ return this._manifest?.bundles.map((b) => b.name) ?? [];
639
+ }
640
+ /**
641
+ * Check if a bundle is loaded.
642
+ */
643
+ isBundleLoaded(name) {
644
+ return this._loadedBundles.has(name);
645
+ }
646
+ ensureInitialized() {
647
+ if (!this._initialized) {
648
+ throw new Error('[AssetManager] Not initialized. Call init() first.');
649
+ }
650
+ }
651
+ }
652
+
653
+ /**
654
+ * Manages all game audio: music, SFX, UI sounds, ambient.
655
+ *
656
+ * Optional dependency on @pixi/sound — if not installed, AudioManager
657
+ * operates as a silent no-op (graceful degradation).
658
+ *
659
+ * Features:
660
+ * - Per-category volume control (music, sfx, ui, ambient)
661
+ * - Music crossfade and looping
662
+ * - Mobile audio unlock on first interaction
663
+ * - Mute state persistence in localStorage
664
+ * - Global mute/unmute
665
+ *
666
+ * @example
667
+ * ```ts
668
+ * const audio = new AudioManager({ music: 0.5, sfx: 0.8 });
669
+ * await audio.init();
670
+ * audio.playMusic('bg-music');
671
+ * audio.play('spin-click', 'sfx');
672
+ * ```
673
+ */
674
+ class AudioManager {
675
+ _soundModule = null;
676
+ _initialized = false;
677
+ _globalMuted = false;
678
+ _persist;
679
+ _storageKey;
680
+ _categories;
681
+ _currentMusic = null;
682
+ _unlocked = false;
683
+ _unlockHandler = null;
684
+ constructor(config) {
685
+ this._persist = config?.persist ?? true;
686
+ this._storageKey = config?.storageKey ?? 'ge_audio';
687
+ this._categories = {
688
+ music: { volume: config?.music ?? 0.7, muted: false },
689
+ sfx: { volume: config?.sfx ?? 1.0, muted: false },
690
+ ui: { volume: config?.ui ?? 0.8, muted: false },
691
+ ambient: { volume: config?.ambient ?? 0.5, muted: false },
692
+ };
693
+ // Restore persisted state
694
+ if (this._persist) {
695
+ this.restoreState();
696
+ }
697
+ }
698
+ /** Whether the audio system is initialized */
699
+ get initialized() {
700
+ return this._initialized;
701
+ }
702
+ /** Whether audio is globally muted */
703
+ get muted() {
704
+ return this._globalMuted;
705
+ }
706
+ /**
707
+ * Initialize the audio system.
708
+ * Dynamically imports @pixi/sound to keep it optional.
709
+ */
710
+ async init() {
711
+ if (this._initialized)
712
+ return;
713
+ try {
714
+ this._soundModule = await import('@pixi/sound');
715
+ this._initialized = true;
716
+ this.applyVolumes();
717
+ this.setupMobileUnlock();
718
+ }
719
+ catch {
720
+ console.warn('[AudioManager] @pixi/sound not available. Audio disabled.');
721
+ this._initialized = false;
722
+ }
723
+ }
724
+ /**
725
+ * Play a sound effect.
726
+ *
727
+ * @param alias - Sound alias (must be loaded via AssetManager)
728
+ * @param category - Audio category (default: 'sfx')
729
+ * @param options - Additional play options
730
+ */
731
+ play(alias, category = 'sfx', options) {
732
+ if (!this._initialized || !this._soundModule)
733
+ return;
734
+ if (this._globalMuted || this._categories[category].muted)
735
+ return;
736
+ const { sound } = this._soundModule;
737
+ const vol = (options?.volume ?? 1) * this._categories[category].volume;
738
+ try {
739
+ sound.play(alias, {
740
+ volume: vol,
741
+ loop: options?.loop ?? false,
742
+ speed: options?.speed ?? 1,
743
+ });
744
+ }
745
+ catch (e) {
746
+ console.warn(`[AudioManager] Failed to play "${alias}":`, e);
747
+ }
748
+ }
749
+ /**
750
+ * Play background music with optional crossfade.
751
+ *
752
+ * @param alias - Music alias
753
+ * @param fadeDuration - Crossfade duration in ms (default: 500)
754
+ */
755
+ playMusic(alias, fadeDuration = 500) {
756
+ if (!this._initialized || !this._soundModule)
757
+ return;
758
+ const { sound } = this._soundModule;
759
+ // Stop current music
760
+ if (this._currentMusic) {
761
+ try {
762
+ sound.stop(this._currentMusic);
763
+ }
764
+ catch {
765
+ // ignore
766
+ }
767
+ }
768
+ this._currentMusic = alias;
769
+ if (this._globalMuted || this._categories.music.muted)
770
+ return;
771
+ try {
772
+ sound.play(alias, {
773
+ volume: this._categories.music.volume,
774
+ loop: true,
775
+ });
776
+ }
777
+ catch (e) {
778
+ console.warn(`[AudioManager] Failed to play music "${alias}":`, e);
779
+ }
780
+ }
781
+ /**
782
+ * Stop current music.
783
+ */
784
+ stopMusic() {
785
+ if (!this._initialized || !this._soundModule || !this._currentMusic)
786
+ return;
787
+ const { sound } = this._soundModule;
788
+ try {
789
+ sound.stop(this._currentMusic);
790
+ }
791
+ catch {
792
+ // ignore
793
+ }
794
+ this._currentMusic = null;
795
+ }
796
+ /**
797
+ * Stop all sounds.
798
+ */
799
+ stopAll() {
800
+ if (!this._initialized || !this._soundModule)
801
+ return;
802
+ const { sound } = this._soundModule;
803
+ sound.stopAll();
804
+ this._currentMusic = null;
805
+ }
806
+ /**
807
+ * Set volume for a category.
808
+ */
809
+ setVolume(category, volume) {
810
+ this._categories[category].volume = Math.max(0, Math.min(1, volume));
811
+ this.applyVolumes();
812
+ this.saveState();
813
+ }
814
+ /**
815
+ * Get volume for a category.
816
+ */
817
+ getVolume(category) {
818
+ return this._categories[category].volume;
819
+ }
820
+ /**
821
+ * Mute a specific category.
822
+ */
823
+ muteCategory(category) {
824
+ this._categories[category].muted = true;
825
+ this.applyVolumes();
826
+ this.saveState();
827
+ }
828
+ /**
829
+ * Unmute a specific category.
830
+ */
831
+ unmuteCategory(category) {
832
+ this._categories[category].muted = false;
833
+ this.applyVolumes();
834
+ this.saveState();
835
+ }
836
+ /**
837
+ * Toggle mute for a category.
838
+ */
839
+ toggleCategory(category) {
840
+ this._categories[category].muted = !this._categories[category].muted;
841
+ this.applyVolumes();
842
+ this.saveState();
843
+ return this._categories[category].muted;
844
+ }
845
+ /**
846
+ * Mute all audio globally.
847
+ */
848
+ muteAll() {
849
+ this._globalMuted = true;
850
+ if (this._soundModule) {
851
+ this._soundModule.sound.muteAll();
852
+ }
853
+ this.saveState();
854
+ }
855
+ /**
856
+ * Unmute all audio globally.
857
+ */
858
+ unmuteAll() {
859
+ this._globalMuted = false;
860
+ if (this._soundModule) {
861
+ this._soundModule.sound.unmuteAll();
862
+ }
863
+ this.saveState();
864
+ }
865
+ /**
866
+ * Toggle global mute.
867
+ */
868
+ toggleMute() {
869
+ if (this._globalMuted) {
870
+ this.unmuteAll();
871
+ }
872
+ else {
873
+ this.muteAll();
874
+ }
875
+ return this._globalMuted;
876
+ }
877
+ /**
878
+ * Duck music volume (e.g., during big win presentation).
879
+ *
880
+ * @param factor - Volume multiplier (0..1), e.g. 0.3 = 30% of normal
881
+ */
882
+ duckMusic(factor) {
883
+ if (!this._initialized || !this._soundModule || !this._currentMusic)
884
+ return;
885
+ const { sound } = this._soundModule;
886
+ const vol = this._categories.music.volume * factor;
887
+ try {
888
+ sound.volume(this._currentMusic, vol);
889
+ }
890
+ catch {
891
+ // ignore
892
+ }
893
+ }
894
+ /**
895
+ * Restore music to normal volume after ducking.
896
+ */
897
+ unduckMusic() {
898
+ if (!this._initialized || !this._soundModule || !this._currentMusic)
899
+ return;
900
+ const { sound } = this._soundModule;
901
+ try {
902
+ sound.volume(this._currentMusic, this._categories.music.volume);
903
+ }
904
+ catch {
905
+ // ignore
906
+ }
907
+ }
908
+ /**
909
+ * Destroy the audio manager and free resources.
910
+ */
911
+ destroy() {
912
+ this.stopAll();
913
+ this.removeMobileUnlock();
914
+ if (this._soundModule) {
915
+ this._soundModule.sound.removeAll();
916
+ }
917
+ this._initialized = false;
918
+ }
919
+ // ─── Private ───────────────────────────────────────────
920
+ applyVolumes() {
921
+ if (!this._soundModule)
922
+ return;
923
+ const { sound } = this._soundModule;
924
+ sound.volumeAll = this._globalMuted ? 0 : 1;
925
+ }
926
+ setupMobileUnlock() {
927
+ if (this._unlocked)
928
+ return;
929
+ this._unlockHandler = () => {
930
+ if (!this._soundModule)
931
+ return;
932
+ const { sound } = this._soundModule;
933
+ // Resume WebAudio context
934
+ if (sound.context?.audioContext?.state === 'suspended') {
935
+ sound.context.audioContext.resume();
936
+ }
937
+ this._unlocked = true;
938
+ this.removeMobileUnlock();
939
+ };
940
+ const events = ['touchstart', 'mousedown', 'pointerdown', 'keydown'];
941
+ for (const event of events) {
942
+ document.addEventListener(event, this._unlockHandler, { once: true });
943
+ }
944
+ }
945
+ removeMobileUnlock() {
946
+ if (!this._unlockHandler)
947
+ return;
948
+ const events = ['touchstart', 'mousedown', 'pointerdown', 'keydown'];
949
+ for (const event of events) {
950
+ document.removeEventListener(event, this._unlockHandler);
951
+ }
952
+ this._unlockHandler = null;
953
+ }
954
+ saveState() {
955
+ if (!this._persist)
956
+ return;
957
+ try {
958
+ const state = {
959
+ globalMuted: this._globalMuted,
960
+ categories: this._categories,
961
+ };
962
+ localStorage.setItem(this._storageKey, JSON.stringify(state));
963
+ }
964
+ catch {
965
+ // localStorage may not be available
966
+ }
967
+ }
968
+ restoreState() {
969
+ try {
970
+ const raw = localStorage.getItem(this._storageKey);
971
+ if (!raw)
972
+ return;
973
+ const state = JSON.parse(raw);
974
+ if (typeof state.globalMuted === 'boolean') {
975
+ this._globalMuted = state.globalMuted;
976
+ }
977
+ if (state.categories) {
978
+ for (const key of ['music', 'sfx', 'ui', 'ambient']) {
979
+ if (state.categories[key]) {
980
+ this._categories[key] = {
981
+ volume: state.categories[key].volume ?? this._categories[key].volume,
982
+ muted: state.categories[key].muted ?? false,
983
+ };
984
+ }
985
+ }
986
+ }
987
+ }
988
+ catch {
989
+ // ignore
990
+ }
991
+ }
992
+ }
993
+
994
+ /**
995
+ * Manages responsive scaling of the game canvas to fit its container.
996
+ *
997
+ * Supports three scale modes:
998
+ * - **FIT** — letterbox/pillarbox to maintain aspect ratio (industry standard)
999
+ * - **FILL** — fill container, crop edges
1000
+ * - **STRETCH** — stretch to fill (distorts)
1001
+ *
1002
+ * Also handles:
1003
+ * - Orientation detection (landscape/portrait)
1004
+ * - Safe areas (mobile notch)
1005
+ * - ResizeObserver for smooth container resizing
1006
+ *
1007
+ * @example
1008
+ * ```ts
1009
+ * const viewport = new ViewportManager(app, container, {
1010
+ * designWidth: 1920,
1011
+ * designHeight: 1080,
1012
+ * scaleMode: ScaleMode.FIT,
1013
+ * orientation: Orientation.LANDSCAPE,
1014
+ * });
1015
+ *
1016
+ * viewport.on('resize', ({ width, height, scale }) => {
1017
+ * console.log(`New size: ${width}x${height} @ ${scale}x`);
1018
+ * });
1019
+ * ```
1020
+ */
1021
+ class ViewportManager extends EventEmitter {
1022
+ _app;
1023
+ _container;
1024
+ _config;
1025
+ _resizeObserver = null;
1026
+ _currentOrientation = Orientation.LANDSCAPE;
1027
+ _currentWidth = 0;
1028
+ _currentHeight = 0;
1029
+ _currentScale = 1;
1030
+ _destroyed = false;
1031
+ _resizeTimeout = null;
1032
+ constructor(app, container, config) {
1033
+ super();
1034
+ this._app = app;
1035
+ this._container = container;
1036
+ this._config = config;
1037
+ this.setupObserver();
1038
+ }
1039
+ /** Current canvas width in game units */
1040
+ get width() {
1041
+ return this._currentWidth;
1042
+ }
1043
+ /** Current canvas height in game units */
1044
+ get height() {
1045
+ return this._currentHeight;
1046
+ }
1047
+ /** Current scale factor */
1048
+ get scale() {
1049
+ return this._currentScale;
1050
+ }
1051
+ /** Current orientation */
1052
+ get orientation() {
1053
+ return this._currentOrientation;
1054
+ }
1055
+ /** Design reference width */
1056
+ get designWidth() {
1057
+ return this._config.designWidth;
1058
+ }
1059
+ /** Design reference height */
1060
+ get designHeight() {
1061
+ return this._config.designHeight;
1062
+ }
1063
+ /**
1064
+ * Force a resize calculation. Called automatically on container size change.
1065
+ */
1066
+ refresh() {
1067
+ if (this._destroyed)
1068
+ return;
1069
+ const containerWidth = this._container.clientWidth || window.innerWidth;
1070
+ const containerHeight = this._container.clientHeight || window.innerHeight;
1071
+ if (containerWidth === 0 || containerHeight === 0)
1072
+ return;
1073
+ const { designWidth, designHeight, scaleMode } = this._config;
1074
+ const designRatio = designWidth / designHeight;
1075
+ const containerRatio = containerWidth / containerHeight;
1076
+ let gameWidth;
1077
+ let gameHeight;
1078
+ let scale;
1079
+ switch (scaleMode) {
1080
+ case ScaleMode.FIT: {
1081
+ if (containerRatio > designRatio) {
1082
+ // Container is wider → pillarbox
1083
+ scale = containerHeight / designHeight;
1084
+ gameWidth = designWidth;
1085
+ gameHeight = designHeight;
1086
+ }
1087
+ else {
1088
+ // Container is taller → letterbox
1089
+ scale = containerWidth / designWidth;
1090
+ gameWidth = designWidth;
1091
+ gameHeight = designHeight;
1092
+ }
1093
+ break;
1094
+ }
1095
+ case ScaleMode.FILL: {
1096
+ if (containerRatio > designRatio) {
1097
+ // Container is wider → crop top/bottom
1098
+ scale = containerWidth / designWidth;
1099
+ }
1100
+ else {
1101
+ // Container is taller → crop left/right
1102
+ scale = containerHeight / designHeight;
1103
+ }
1104
+ gameWidth = containerWidth / scale;
1105
+ gameHeight = containerHeight / scale;
1106
+ break;
1107
+ }
1108
+ case ScaleMode.STRETCH: {
1109
+ gameWidth = designWidth;
1110
+ gameHeight = designHeight;
1111
+ scale = 1; // stretch is handled by CSS
1112
+ break;
1113
+ }
1114
+ default:
1115
+ gameWidth = designWidth;
1116
+ gameHeight = designHeight;
1117
+ scale = 1;
1118
+ }
1119
+ // Resize the renderer
1120
+ this._app.renderer.resize(Math.round(containerWidth), Math.round(containerHeight));
1121
+ // Scale the stage
1122
+ const stageScale = scaleMode === ScaleMode.STRETCH
1123
+ ? Math.min(containerWidth / designWidth, containerHeight / designHeight)
1124
+ : scale;
1125
+ this._app.stage.scale.set(stageScale);
1126
+ // Center the stage for FIT mode
1127
+ if (scaleMode === ScaleMode.FIT) {
1128
+ this._app.stage.x = Math.round((containerWidth - designWidth * stageScale) / 2);
1129
+ this._app.stage.y = Math.round((containerHeight - designHeight * stageScale) / 2);
1130
+ }
1131
+ else if (scaleMode === ScaleMode.FILL) {
1132
+ this._app.stage.x = Math.round((containerWidth - gameWidth * stageScale) / 2);
1133
+ this._app.stage.y = Math.round((containerHeight - gameHeight * stageScale) / 2);
1134
+ }
1135
+ else {
1136
+ this._app.stage.x = 0;
1137
+ this._app.stage.y = 0;
1138
+ }
1139
+ this._currentWidth = gameWidth;
1140
+ this._currentHeight = gameHeight;
1141
+ this._currentScale = stageScale;
1142
+ // Check orientation
1143
+ const newOrientation = containerWidth >= containerHeight ? Orientation.LANDSCAPE : Orientation.PORTRAIT;
1144
+ if (newOrientation !== this._currentOrientation) {
1145
+ this._currentOrientation = newOrientation;
1146
+ this.emit('orientationChange', newOrientation);
1147
+ }
1148
+ this.emit('resize', {
1149
+ width: gameWidth,
1150
+ height: gameHeight,
1151
+ scale: stageScale,
1152
+ });
1153
+ }
1154
+ /**
1155
+ * Destroy the viewport manager.
1156
+ */
1157
+ destroy() {
1158
+ this._destroyed = true;
1159
+ this._resizeObserver?.disconnect();
1160
+ this._resizeObserver = null;
1161
+ if (this._resizeTimeout !== null) {
1162
+ clearTimeout(this._resizeTimeout);
1163
+ }
1164
+ this.removeAllListeners();
1165
+ }
1166
+ // ─── Private ───────────────────────────────────────────
1167
+ setupObserver() {
1168
+ if (typeof ResizeObserver !== 'undefined') {
1169
+ this._resizeObserver = new ResizeObserver(() => {
1170
+ this.debouncedRefresh();
1171
+ });
1172
+ this._resizeObserver.observe(this._container);
1173
+ }
1174
+ else {
1175
+ // Fallback for older browsers
1176
+ window.addEventListener('resize', this.onWindowResize);
1177
+ }
1178
+ }
1179
+ onWindowResize = () => {
1180
+ this.debouncedRefresh();
1181
+ };
1182
+ debouncedRefresh() {
1183
+ if (this._resizeTimeout !== null) {
1184
+ clearTimeout(this._resizeTimeout);
1185
+ }
1186
+ this._resizeTimeout = window.setTimeout(() => {
1187
+ this.refresh();
1188
+ this._resizeTimeout = null;
1189
+ }, 16); // ~1 frame
1190
+ }
1191
+ }
1192
+
1193
+ /**
1194
+ * Base class for all scenes.
1195
+ * Provides a root PixiJS Container and lifecycle hooks.
1196
+ *
1197
+ * @example
1198
+ * ```ts
1199
+ * class MenuScene extends Scene {
1200
+ * async onEnter() {
1201
+ * const bg = Sprite.from('menu-bg');
1202
+ * this.container.addChild(bg);
1203
+ * }
1204
+ *
1205
+ * onUpdate(dt: number) {
1206
+ * // per-frame logic
1207
+ * }
1208
+ *
1209
+ * onResize(width: number, height: number) {
1210
+ * // reposition UI
1211
+ * }
1212
+ * }
1213
+ * ```
1214
+ */
1215
+ class Scene {
1216
+ container;
1217
+ constructor() {
1218
+ this.container = new Container();
1219
+ this.container.label = this.constructor.name;
1220
+ }
1221
+ }
1222
+
1223
+ /**
1224
+ * Inline SVG logo with a loader bar (clip-animated for progress).
1225
+ * The clipPath rect width is set to 0 initially, expanded as loading progresses.
1226
+ */
1227
+ function buildLogoSVG() {
1228
+ return `<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 250 200" fill="none" style="width:100%;height:auto;">
1229
+ <path d="m241 81.75h-19.28c-1.77 0-6.73 4.98-7.43 6.99l-4.36 12.22c-0.49 1.37 0.05 2.92 1.06 4.32-2.07 1.19-3.69 3.08-4.36 5.43l-3.25 10.41c-0.86 2.89 2.39 6.63 4.31 6.63h19.28c1.96 0 7.4-5.56 7.96-7.51l2.96-10.22c0.63-2.25 0.1-3.98-1.22-4.99 2.55-1.56 3.86-4.14 4.55-6.31l2.77-9.31c0.74-2.57-1.37-7.66-2.99-7.66zm-13.36 28.31-2.27 7.03h-8.28l2.58-8.28h8.28l-0.31 1.25zm4.06-16.97-2.11 6.7h-7.04l2.25-7.34h7.26l-0.36 0.64z" fill="url(#ls0)"/>
1230
+ <path d="m202.5 81.75-9.31 14.97-2.32-14.97h-11.82l4.32 25.15-0.57 4.91-8.64 26.44 15.31-12.76 5.63-16.48 19.96-27.26h-12.56z" fill="url(#ls1)"/>
1231
+ <path d="m174.2 81.75h-19.78l-5.75 5.16-10.79 33.2c-0.77 2.53 2.48 6.93 4.87 6.93h17.38c2.63 0 7.85-5.34 8.32-6.83l5.37-18.14h-15.17l-2.2 7.64h3.78l-2.25 7.2h-8.01l7.1-25.52h7.58l-1.48 8.4 12.78-5.98c1.28-0.63 1.97-3.99 1.61-6.61-0.36-2.34-1.64-5.45-3.36-5.45z" fill="url(#ls2)"/>
1232
+ <path d="m140.6 81.75h-70.6l-5.36 19.37-4.26-19.37h-46.76l2.95 5.88-10.58 39.28h26.84l2.95-9.52-15.63-0.13 2.55-8.34h8.74l8.47-9.81h-14.61l2.11-7.3h15.47l2.54-8.71 2.58 4.74-11.4 39.07h11.05l6.46-21.49 8.84 36.33 19.18-55.67-1.83-3.36 3.68 4.09-12.07 40.1h28.18l3.39-10.31h-17.01l2.67-8.03h9.98l7.58-9.52h-14.28l1.93-6.6h14.61l3.25-9.73 2.81 5.12-11.3 38.89h11.05l5.23-17.81h1.62l1.48 17.6h10.69l-1.48-16.81c4.75-1.28 7.52-5.9 8.64-9.81l2.95-11.3c0.86-2.73-1.43-6.85-3.3-6.85zm-9.8 17.3h-8.69l2.54-7.84h8.35l-2.2 7.84z" fill="url(#ls3)"/>
1233
+ <path d="m205.9 148.9h-122.6l-2.61-3.12h-32.4l-2.51 3.12h-1.59c-5.34 0-7.94 4.88-7.94 7.65v0.03c0 4.2 3.55 7.6 7.74 7.6h103.6l2.11 3.12h36.09l1.82-3.12h18.3c5.25 0 6.64-5.3 6.64-7.35v-0.25c0-4.23-2.9-7.68-6.64-7.68zm-0.7 12.83h-160.6c-3.69 0-6.11-2.58-6.11-5.47v-0.03c0-2.89 2.1-5.47 5.61-5.47h161.1c3.45 0 4.89 3.12 4.89 5.65v0.17c0 2.57-2.11 5.15-4.89 5.15z" fill="url(#ls4)"/>
1234
+ <clipPath id="ge-canvas-loader-clip">
1235
+ <rect id="ge-loader-rect" x="37" y="148" width="0" height="20"/>
1236
+ </clipPath>
1237
+ <path d="m204.5 152.6h-159.8c-2.78 0-4.45 1.69-4.45 3.99v0.11c0 2.04 1.42 3.43 3.64 3.43h160.6c2.88 0 3.67-2.07 3.67-3.43v-0.25c0-2.04-1.48-3.85-3.67-3.85z" fill="url(#ls5)" clip-path="url(#ge-canvas-loader-clip)"/>
1238
+ <text id="ge-loader-pct" x="125" y="196" text-anchor="middle" fill="rgba(255,255,255,0.7)" font-family="-apple-system,BlinkMacSystemFont,'Segoe UI',Roboto,sans-serif" font-size="8" font-weight="600" letter-spacing="1.5">0%</text>
1239
+ <defs>
1240
+ <linearGradient id="ls0" x1="223.7" x2="223.7" y1="81.75" y2="127.8" gradientUnits="userSpaceOnUse">
1241
+ <stop stop-color="#663BA6"/><stop stop-color="#7939C2" offset=".349"/><stop stop-color="#8A2FC0" offset=".6615"/><stop stop-color="#791BA3" offset="1"/>
1242
+ </linearGradient>
1243
+ <linearGradient id="ls1" x1="194.6" x2="194.6" y1="81.75" y2="138.3" gradientUnits="userSpaceOnUse">
1244
+ <stop stop-color="#663BA6"/><stop stop-color="#7939C2" offset=".349"/><stop stop-color="#8A2FC0" offset=".6615"/><stop stop-color="#791BA3" offset="1"/>
1245
+ </linearGradient>
1246
+ <linearGradient id="ls2" x1="157.8" x2="157.8" y1="81.75" y2="127" gradientUnits="userSpaceOnUse">
1247
+ <stop stop-color="#663BA6"/><stop stop-color="#7939C2" offset=".349"/><stop stop-color="#8A2FC0" offset=".6615"/><stop stop-color="#791BA3" offset="1"/>
1248
+ </linearGradient>
1249
+ <linearGradient id="ls3" x1="79.96" x2="79.96" y1="81.75" y2="141.8" gradientUnits="userSpaceOnUse">
1250
+ <stop stop-color="#663BA6"/><stop stop-color="#7939C2" offset=".349"/><stop stop-color="#8A2FC0" offset=".6615"/><stop stop-color="#791BA3" offset="1"/>
1251
+ </linearGradient>
1252
+ <linearGradient id="ls4" x1="36.18" x2="212.5" y1="156.6" y2="156.6" gradientUnits="userSpaceOnUse">
1253
+ <stop stop-color="#316FB0"/><stop stop-color="#1FCDE6" offset=".5"/><stop stop-color="#29FEE7" offset="1"/>
1254
+ </linearGradient>
1255
+ <linearGradient id="ls5" x1="40.27" x2="208.2" y1="156.4" y2="156.4" gradientUnits="userSpaceOnUse">
1256
+ <stop stop-color="#316FB0"/><stop stop-color="#1FCDE6" offset=".5"/><stop stop-color="#29FEE7" offset="1"/>
1257
+ </linearGradient>
1258
+ </defs>
1259
+ </svg>`;
1260
+ }
1261
+ /** Max width of the loader bar in SVG units */
1262
+ const LOADER_BAR_MAX_WIDTH = 174;
1263
+ /**
1264
+ * Built-in loading screen using the Energy8 SVG logo with animated loader bar.
1265
+ *
1266
+ * Renders as an HTML overlay on top of the canvas for crisp SVG quality.
1267
+ * The loader bar fill width is driven by asset loading progress.
1268
+ */
1269
+ class LoadingScene extends Scene {
1270
+ _engine;
1271
+ _targetScene;
1272
+ _targetData;
1273
+ _config;
1274
+ // HTML overlay
1275
+ _overlay = null;
1276
+ _loaderRect = null;
1277
+ _percentEl = null;
1278
+ _tapToStartEl = null;
1279
+ // State
1280
+ _displayedProgress = 0;
1281
+ _targetProgress = 0;
1282
+ _loadingComplete = false;
1283
+ _startTime = 0;
1284
+ async onEnter(data) {
1285
+ const { engine, targetScene, targetData } = data;
1286
+ this._engine = engine;
1287
+ this._targetScene = targetScene;
1288
+ this._targetData = targetData;
1289
+ this._config = engine.config.loading ?? {};
1290
+ this._startTime = Date.now();
1291
+ // Create the HTML overlay with the SVG logo
1292
+ this.createOverlay();
1293
+ // Initialize asset manager
1294
+ await this._engine.assets.init();
1295
+ // Initialize audio manager
1296
+ await this._engine.audio.init();
1297
+ // Phase 1: Load preload bundle
1298
+ const bundles = this._engine.assets.getBundleNames();
1299
+ const hasPreload = bundles.includes('preload');
1300
+ if (hasPreload) {
1301
+ const preloadAssets = this._engine.config.manifest?.bundles?.find((b) => b.name === 'preload')?.assets;
1302
+ if (preloadAssets && preloadAssets.length > 0) {
1303
+ await this._engine.assets.loadBundle('preload', (p) => {
1304
+ this._targetProgress = p * 0.15;
1305
+ });
1306
+ }
1307
+ else {
1308
+ this._targetProgress = 0.15;
1309
+ }
1310
+ }
1311
+ // Phase 2: Load remaining bundles
1312
+ const remainingBundles = bundles.filter((b) => b !== 'preload' && !this._engine.assets.isBundleLoaded(b));
1313
+ if (remainingBundles.length > 0) {
1314
+ const hasAssets = remainingBundles.some((name) => {
1315
+ const bundle = this._engine.config.manifest?.bundles?.find((b) => b.name === name);
1316
+ return bundle?.assets && bundle.assets.length > 0;
1317
+ });
1318
+ if (hasAssets) {
1319
+ await this._engine.assets.loadBundles(remainingBundles, (p) => {
1320
+ this._targetProgress = 0.15 + p * 0.85;
1321
+ });
1322
+ }
1323
+ }
1324
+ this._targetProgress = 1;
1325
+ this._loadingComplete = true;
1326
+ // Enforce minimum display time: spread the remaining progress fill
1327
+ // over the remaining time so the bar fills smoothly, not abruptly
1328
+ const minTime = this._config.minDisplayTime ?? 1500;
1329
+ const elapsed = Date.now() - this._startTime;
1330
+ const remaining = Math.max(0, minTime - elapsed);
1331
+ if (remaining > 0) {
1332
+ // Distribute fill animation over the remaining time
1333
+ await this.animateProgressTo(1, remaining);
1334
+ }
1335
+ // Final snap to 100%
1336
+ this._displayedProgress = 1;
1337
+ this.updateLoaderBar(1);
1338
+ // Show "Tap to Start" or transition directly
1339
+ if (this._config.tapToStart !== false) {
1340
+ await this.showTapToStart();
1341
+ }
1342
+ else {
1343
+ await this.transitionToGame();
1344
+ }
1345
+ }
1346
+ onUpdate(dt) {
1347
+ // Smooth progress bar fill via HTML (during active loading)
1348
+ if (!this._loadingComplete && this._displayedProgress < this._targetProgress) {
1349
+ this._displayedProgress = Math.min(this._displayedProgress + dt * 1.5, this._targetProgress);
1350
+ this.updateLoaderBar(this._displayedProgress);
1351
+ }
1352
+ }
1353
+ onResize(_width, _height) {
1354
+ // Overlay is CSS-based, auto-resizes
1355
+ }
1356
+ onDestroy() {
1357
+ this.removeOverlay();
1358
+ }
1359
+ // ─── HTML Overlay ──────────────────────────────────────
1360
+ createOverlay() {
1361
+ const bgColor = typeof this._config.backgroundColor === 'string'
1362
+ ? this._config.backgroundColor
1363
+ : typeof this._config.backgroundColor === 'number'
1364
+ ? `#${this._config.backgroundColor.toString(16).padStart(6, '0')}`
1365
+ : '#0a0a1a';
1366
+ const bgGradient = this._config.backgroundGradient ??
1367
+ `linear-gradient(135deg, ${bgColor} 0%, #1a1a3e 100%)`;
1368
+ this._overlay = document.createElement('div');
1369
+ this._overlay.id = '__ge-loading-overlay__';
1370
+ this._overlay.innerHTML = `
1371
+ <div class="ge-loading-content">
1372
+ ${buildLogoSVG()}
1373
+ </div>
1374
+ `;
1375
+ const style = document.createElement('style');
1376
+ style.id = '__ge-loading-style__';
1377
+ style.textContent = `
1378
+ #__ge-loading-overlay__ {
1379
+ position: absolute;
1380
+ top: 0; left: 0;
1381
+ width: 100%; height: 100%;
1382
+ background: ${bgGradient};
1383
+ display: flex;
1384
+ align-items: center;
1385
+ justify-content: center;
1386
+ z-index: 9999;
1387
+ transition: opacity 0.5s ease-out;
1388
+ font-family: -apple-system, BlinkMacSystemFont, 'Segoe UI', Roboto, sans-serif;
1389
+ }
1390
+ #__ge-loading-overlay__.ge-fade-out {
1391
+ opacity: 0;
1392
+ pointer-events: none;
1393
+ }
1394
+ .ge-loading-content {
1395
+ display: flex;
1396
+ flex-direction: column;
1397
+ align-items: center;
1398
+ width: 75%;
1399
+ max-width: 650px;
1400
+ }
1401
+ .ge-loading-content svg {
1402
+ filter: drop-shadow(0 0 40px rgba(121, 57, 194, 0.5));
1403
+ cursor: default;
1404
+ }
1405
+
1406
+ .ge-svg-pulse {
1407
+ animation: ge-tap-pulse 1.2s ease-in-out infinite;
1408
+ }
1409
+ @keyframes ge-tap-pulse {
1410
+ 0%, 100% { opacity: 0.5; }
1411
+ 50% { opacity: 1; }
1412
+ }
1413
+ `;
1414
+ // Get the container that holds the canvas
1415
+ const container = this._engine.app?.canvas?.parentElement;
1416
+ if (container) {
1417
+ container.style.position = container.style.position || 'relative';
1418
+ container.appendChild(style);
1419
+ container.appendChild(this._overlay);
1420
+ }
1421
+ // Cache the SVG loader rect for progress updates
1422
+ this._loaderRect = this._overlay.querySelector('#ge-loader-rect');
1423
+ this._percentEl = this._overlay.querySelector('#ge-loader-pct');
1424
+ }
1425
+ removeOverlay() {
1426
+ this._overlay?.remove();
1427
+ document.getElementById('__ge-loading-style__')?.remove();
1428
+ this._overlay = null;
1429
+ this._loaderRect = null;
1430
+ this._percentEl = null;
1431
+ this._tapToStartEl = null;
1432
+ }
1433
+ // ─── Progress ──────────────────────────────────────────
1434
+ updateLoaderBar(progress) {
1435
+ if (this._loaderRect) {
1436
+ this._loaderRect.setAttribute('width', String(LOADER_BAR_MAX_WIDTH * progress));
1437
+ }
1438
+ if (this._percentEl) {
1439
+ const pct = Math.round(progress * 100);
1440
+ this._percentEl.textContent = `${pct}%`;
1441
+ }
1442
+ }
1443
+ /**
1444
+ * Smoothly animate the displayed progress from its current value to `target`
1445
+ * over `durationMs` using an easeOutCubic curve.
1446
+ */
1447
+ async animateProgressTo(target, durationMs) {
1448
+ const startVal = this._displayedProgress;
1449
+ const delta = target - startVal;
1450
+ if (delta <= 0 || durationMs <= 0)
1451
+ return;
1452
+ const startTime = Date.now();
1453
+ return new Promise((resolve) => {
1454
+ const tick = () => {
1455
+ const elapsed = Date.now() - startTime;
1456
+ const t = Math.min(elapsed / durationMs, 1);
1457
+ // easeOutCubic for a natural deceleration feel
1458
+ const eased = 1 - Math.pow(1 - t, 3);
1459
+ this._displayedProgress = startVal + delta * eased;
1460
+ this.updateLoaderBar(this._displayedProgress);
1461
+ if (t < 1) {
1462
+ requestAnimationFrame(tick);
1463
+ }
1464
+ else {
1465
+ resolve();
1466
+ }
1467
+ };
1468
+ requestAnimationFrame(tick);
1469
+ });
1470
+ }
1471
+ // ─── Tap to Start ─────────────────────────────────────
1472
+ async showTapToStart() {
1473
+ const tapText = this._config.tapToStartText ?? 'TAP TO START';
1474
+ // Reuse the same SVG text element — replace percentage with tap text
1475
+ if (this._percentEl) {
1476
+ const el = this._percentEl;
1477
+ el.textContent = tapText;
1478
+ el.setAttribute('fill', '#ffffff');
1479
+ el.classList.add('ge-svg-pulse');
1480
+ this._tapToStartEl = el;
1481
+ }
1482
+ // Make overlay clickable
1483
+ if (this._overlay) {
1484
+ this._overlay.style.cursor = 'pointer';
1485
+ }
1486
+ // Wait for tap
1487
+ return new Promise((resolve) => {
1488
+ const handler = async () => {
1489
+ this._overlay?.removeEventListener('click', handler);
1490
+ await this.transitionToGame();
1491
+ resolve();
1492
+ };
1493
+ // Listen on the full overlay for easier mobile tap
1494
+ this._overlay?.addEventListener('click', handler);
1495
+ });
1496
+ }
1497
+ // ─── Transition ────────────────────────────────────────
1498
+ async transitionToGame() {
1499
+ // Fade out the HTML overlay
1500
+ if (this._overlay) {
1501
+ this._overlay.classList.add('ge-fade-out');
1502
+ await new Promise((resolve) => {
1503
+ this._overlay.addEventListener('transitionend', () => resolve(), { once: true });
1504
+ // Safety timeout
1505
+ setTimeout(resolve, 600);
1506
+ });
1507
+ }
1508
+ // Remove overlay
1509
+ this.removeOverlay();
1510
+ // Navigate to the target scene
1511
+ await this._engine.scenes.goto(this._targetScene, this._targetData);
1512
+ }
1513
+ }
1514
+
1515
+ const PRELOADER_ID = '__ge-css-preloader__';
1516
+ /**
1517
+ * Inline SVG logo with animated loader bar.
1518
+ * The `#loader` path acts as the progress fill — animated via clipPath.
1519
+ */
1520
+ const LOGO_SVG = `<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 250 200" fill="none" class="ge-logo-svg">
1521
+ <path d="m241 81.75h-19.28c-1.77 0-6.73 4.98-7.43 6.99l-4.36 12.22c-0.49 1.37 0.05 2.92 1.06 4.32-2.07 1.19-3.69 3.08-4.36 5.43l-3.25 10.41c-0.86 2.89 2.39 6.63 4.31 6.63h19.28c1.96 0 7.4-5.56 7.96-7.51l2.96-10.22c0.63-2.25 0.1-3.98-1.22-4.99 2.55-1.56 3.86-4.14 4.55-6.31l2.77-9.31c0.74-2.57-1.37-7.66-2.99-7.66zm-13.36 28.31-2.27 7.03h-8.28l2.58-8.28h8.28l-0.31 1.25zm4.06-16.97-2.11 6.7h-7.04l2.25-7.34h7.26l-0.36 0.64z" fill="url(#pl0)"/>
1522
+ <path d="m202.5 81.75-9.31 14.97-2.32-14.97h-11.82l4.32 25.15-0.57 4.91-8.64 26.44 15.31-12.76 5.63-16.48 19.96-27.26h-12.56z" fill="url(#pl1)"/>
1523
+ <path d="m174.2 81.75h-19.78l-5.75 5.16-10.79 33.2c-0.77 2.53 2.48 6.93 4.87 6.93h17.38c2.63 0 7.85-5.34 8.32-6.83l5.37-18.14h-15.17l-2.2 7.64h3.78l-2.25 7.2h-8.01l7.1-25.52h7.58l-1.48 8.4 12.78-5.98c1.28-0.63 1.97-3.99 1.61-6.61-0.36-2.34-1.64-5.45-3.36-5.45z" fill="url(#pl2)"/>
1524
+ <path d="m140.6 81.75h-70.6l-5.36 19.37-4.26-19.37h-46.76l2.95 5.88-10.58 39.28h26.84l2.95-9.52-15.63-0.13 2.55-8.34h8.74l8.47-9.81h-14.61l2.11-7.3h15.47l2.54-8.71 2.58 4.74-11.4 39.07h11.05l6.46-21.49 8.84 36.33 19.18-55.67-1.83-3.36 3.68 4.09-12.07 40.1h28.18l3.39-10.31h-17.01l2.67-8.03h9.98l7.58-9.52h-14.28l1.93-6.6h14.61l3.25-9.73 2.81 5.12-11.3 38.89h11.05l5.23-17.81h1.62l1.48 17.6h10.69l-1.48-16.81c4.75-1.28 7.52-5.9 8.64-9.81l2.95-11.3c0.86-2.73-1.43-6.85-3.3-6.85zm-9.8 17.3h-8.69l2.54-7.84h8.35l-2.2 7.84z" fill="url(#pl3)"/>
1525
+ <path d="m205.9 148.9h-122.6l-2.61-3.12h-32.4l-2.51 3.12h-1.59c-5.34 0-7.94 4.88-7.94 7.65v0.03c0 4.2 3.55 7.6 7.74 7.6h103.6l2.11 3.12h36.09l1.82-3.12h18.3c5.25 0 6.64-5.3 6.64-7.35v-0.25c0-4.23-2.9-7.68-6.64-7.68zm-0.7 12.83h-160.6c-3.69 0-6.11-2.58-6.11-5.47v-0.03c0-2.89 2.1-5.47 5.61-5.47h161.1c3.45 0 4.89 3.12 4.89 5.65v0.17c0 2.57-2.11 5.15-4.89 5.15z" fill="url(#pl4)"/>
1526
+ <!-- Loader fill with clip for progress animation -->
1527
+ <clipPath id="ge-loader-clip">
1528
+ <rect x="37" y="148" width="0" height="20" class="ge-clip-rect"/>
1529
+ </clipPath>
1530
+ <path d="m204.5 152.6h-159.8c-2.78 0-4.45 1.69-4.45 3.99v0.11c0 2.04 1.42 3.43 3.64 3.43h160.6c2.88 0 3.67-2.07 3.67-3.43v-0.25c0-2.04-1.48-3.85-3.67-3.85z" fill="url(#pl5)" clip-path="url(#ge-loader-clip)"/>
1531
+ <text x="125" y="196" text-anchor="middle" fill="rgba(255,255,255,0.6)" font-family="-apple-system,BlinkMacSystemFont,'Segoe UI',Roboto,sans-serif" font-size="8" font-weight="600" letter-spacing="1.5" class="ge-preloader-svg-text">Loading...</text>
1532
+ <defs>
1533
+ <linearGradient id="pl0" x1="223.7" x2="223.7" y1="81.75" y2="127.8" gradientUnits="userSpaceOnUse">
1534
+ <stop stop-color="#663BA6"/><stop stop-color="#7939C2" offset=".349"/><stop stop-color="#8A2FC0" offset=".6615"/><stop stop-color="#791BA3" offset="1"/>
1535
+ </linearGradient>
1536
+ <linearGradient id="pl1" x1="194.6" x2="194.6" y1="81.75" y2="138.3" gradientUnits="userSpaceOnUse">
1537
+ <stop stop-color="#663BA6"/><stop stop-color="#7939C2" offset=".349"/><stop stop-color="#8A2FC0" offset=".6615"/><stop stop-color="#791BA3" offset="1"/>
1538
+ </linearGradient>
1539
+ <linearGradient id="pl2" x1="157.8" x2="157.8" y1="81.75" y2="127" gradientUnits="userSpaceOnUse">
1540
+ <stop stop-color="#663BA6"/><stop stop-color="#7939C2" offset=".349"/><stop stop-color="#8A2FC0" offset=".6615"/><stop stop-color="#791BA3" offset="1"/>
1541
+ </linearGradient>
1542
+ <linearGradient id="pl3" x1="79.96" x2="79.96" y1="81.75" y2="141.8" gradientUnits="userSpaceOnUse">
1543
+ <stop stop-color="#663BA6"/><stop stop-color="#7939C2" offset=".349"/><stop stop-color="#8A2FC0" offset=".6615"/><stop stop-color="#791BA3" offset="1"/>
1544
+ </linearGradient>
1545
+ <linearGradient id="pl4" x1="36.18" x2="212.5" y1="156.6" y2="156.6" gradientUnits="userSpaceOnUse">
1546
+ <stop stop-color="#316FB0"/><stop stop-color="#1FCDE6" offset=".5"/><stop stop-color="#29FEE7" offset="1"/>
1547
+ </linearGradient>
1548
+ <linearGradient id="pl5" x1="40.27" x2="208.2" y1="156.4" y2="156.4" gradientUnits="userSpaceOnUse">
1549
+ <stop stop-color="#316FB0"/><stop stop-color="#1FCDE6" offset=".5"/><stop stop-color="#29FEE7" offset="1"/>
1550
+ </linearGradient>
1551
+ </defs>
1552
+ </svg>`;
1553
+ /**
1554
+ * Creates a lightweight CSS-only preloader that appears instantly,
1555
+ * BEFORE PixiJS/WebGL is initialized.
1556
+ *
1557
+ * Displays the Energy8 logo SVG with an animated loader bar.
1558
+ */
1559
+ function createCSSPreloader(container, config) {
1560
+ if (document.getElementById(PRELOADER_ID))
1561
+ return;
1562
+ const bgColor = typeof config?.backgroundColor === 'string'
1563
+ ? config.backgroundColor
1564
+ : typeof config?.backgroundColor === 'number'
1565
+ ? `#${config.backgroundColor.toString(16).padStart(6, '0')}`
1566
+ : '#0a0a1a';
1567
+ const bgGradient = config?.backgroundGradient ?? `linear-gradient(135deg, ${bgColor} 0%, #1a1a3e 100%)`;
1568
+ const customHTML = config?.cssPreloaderHTML ?? '';
1569
+ const el = document.createElement('div');
1570
+ el.id = PRELOADER_ID;
1571
+ el.innerHTML = customHTML || `
1572
+ <div class="ge-preloader-content">
1573
+ ${LOGO_SVG}
1574
+ </div>
1575
+ `;
1576
+ const style = document.createElement('style');
1577
+ style.textContent = `
1578
+ #${PRELOADER_ID} {
1579
+ position: absolute;
1580
+ top: 0; left: 0;
1581
+ width: 100%; height: 100%;
1582
+ background: ${bgGradient};
1583
+ display: flex;
1584
+ align-items: center;
1585
+ justify-content: center;
1586
+ z-index: 10000;
1587
+ font-family: -apple-system, BlinkMacSystemFont, 'Segoe UI', Roboto, sans-serif;
1588
+ transition: opacity 0.4s ease-out;
1589
+ }
1590
+
1591
+ #${PRELOADER_ID}.ge-preloader-hidden {
1592
+ opacity: 0;
1593
+ pointer-events: none;
1594
+ }
1595
+
1596
+ .ge-preloader-content {
1597
+ display: flex;
1598
+ flex-direction: column;
1599
+ align-items: center;
1600
+ width: 80%;
1601
+ max-width: 700px;
1602
+ }
1603
+
1604
+ .ge-logo-svg {
1605
+ width: 100%;
1606
+ height: auto;
1607
+ filter: drop-shadow(0 0 30px rgba(121, 57, 194, 0.4));
1608
+ }
1609
+
1610
+ /* Animate the loader clip-rect to shimmer while waiting */
1611
+ .ge-clip-rect {
1612
+ animation: ge-loader-fill 2s ease-in-out infinite;
1613
+ }
1614
+
1615
+ @keyframes ge-loader-fill {
1616
+ 0% { width: 0; }
1617
+ 50% { width: 174; }
1618
+ 100% { width: 0; }
1619
+ }
1620
+
1621
+ /* Animate the SVG text opacity */
1622
+ .ge-preloader-svg-text {
1623
+ animation: ge-pulse 1.5s ease-in-out infinite;
1624
+ }
1625
+
1626
+ @keyframes ge-pulse {
1627
+ 0%, 100% { opacity: 0.4; }
1628
+ 50% { opacity: 1; }
1629
+ }
1630
+ `;
1631
+ container.style.position = container.style.position || 'relative';
1632
+ container.appendChild(style);
1633
+ container.appendChild(el);
1634
+ }
1635
+ /**
1636
+ * Remove the CSS preloader with a smooth fade-out transition.
1637
+ */
1638
+ function removeCSSPreloader(container) {
1639
+ const el = document.getElementById(PRELOADER_ID);
1640
+ if (!el)
1641
+ return;
1642
+ el.classList.add('ge-preloader-hidden');
1643
+ // Remove after transition
1644
+ el.addEventListener('transitionend', () => {
1645
+ el.remove();
1646
+ // Also remove the style element
1647
+ const styles = container.querySelectorAll('style');
1648
+ for (const style of styles) {
1649
+ if (style.textContent?.includes(PRELOADER_ID)) {
1650
+ style.remove();
1651
+ }
1652
+ }
1653
+ });
1654
+ }
1655
+
1656
+ /**
1657
+ * The main entry point for a game built on @energy8platform/game-engine.
1658
+ *
1659
+ * Orchestrates the full lifecycle:
1660
+ * 1. Create PixiJS Application
1661
+ * 2. Initialize SDK (or run offline)
1662
+ * 3. Show CSS preloader → Canvas loading screen with progress bar
1663
+ * 4. Load asset manifest
1664
+ * 5. Transition to the first game scene
1665
+ *
1666
+ * @example
1667
+ * ```ts
1668
+ * import { GameApplication, ScaleMode } from '@energy8platform/game-engine';
1669
+ * import { GameScene } from './scenes/GameScene';
1670
+ *
1671
+ * const game = new GameApplication({
1672
+ * container: '#game',
1673
+ * designWidth: 1920,
1674
+ * designHeight: 1080,
1675
+ * scaleMode: ScaleMode.FIT,
1676
+ * manifest: { bundles: [
1677
+ * { name: 'preload', assets: [{ alias: 'logo', src: 'logo.png' }] },
1678
+ * { name: 'game', assets: [{ alias: 'bg', src: 'background.png' }] },
1679
+ * ]},
1680
+ * loading: { tapToStart: true },
1681
+ * });
1682
+ *
1683
+ * game.scenes.register('game', GameScene);
1684
+ * await game.start('game');
1685
+ * ```
1686
+ */
1687
+ class GameApplication extends EventEmitter {
1688
+ // ─── Public references ──────────────────────────────────
1689
+ /** PixiJS Application instance */
1690
+ app;
1691
+ /** Scene manager */
1692
+ scenes;
1693
+ /** Asset manager */
1694
+ assets;
1695
+ /** Audio manager */
1696
+ audio;
1697
+ /** Viewport manager */
1698
+ viewport;
1699
+ /** SDK instance (null in offline mode) */
1700
+ sdk = null;
1701
+ /** Data received from SDK initialization */
1702
+ initData = null;
1703
+ /** Configuration */
1704
+ config;
1705
+ // ─── Private state ──────────────────────────────────────
1706
+ _running = false;
1707
+ _destroyed = false;
1708
+ _container = null;
1709
+ constructor(config = {}) {
1710
+ super();
1711
+ this.config = {
1712
+ designWidth: 1920,
1713
+ designHeight: 1080,
1714
+ scaleMode: ScaleMode.FIT,
1715
+ orientation: Orientation.ANY,
1716
+ debug: false,
1717
+ ...config,
1718
+ };
1719
+ // Create SceneManager early so scenes can be registered before start()
1720
+ this.scenes = new SceneManager();
1721
+ }
1722
+ // ─── Public getters ─────────────────────────────────────
1723
+ /** Current game config from SDK (or null in offline mode) */
1724
+ get gameConfig() {
1725
+ return this.initData?.config ?? null;
1726
+ }
1727
+ /** Current session data */
1728
+ get session() {
1729
+ return this.initData?.session ?? null;
1730
+ }
1731
+ /** Current balance */
1732
+ get balance() {
1733
+ return this.sdk?.balance ?? 0;
1734
+ }
1735
+ /** Current currency */
1736
+ get currency() {
1737
+ return this.sdk?.currency ?? 'USD';
1738
+ }
1739
+ /** Whether the engine is running */
1740
+ get isRunning() {
1741
+ return this._running;
1742
+ }
1743
+ // ─── Lifecycle ──────────────────────────────────────────
1744
+ /**
1745
+ * Start the game engine. This is the main entry point.
1746
+ *
1747
+ * @param firstScene - Key of the first scene to show after loading (must be registered)
1748
+ * @param sceneData - Optional data to pass to the first scene's onEnter
1749
+ */
1750
+ async start(firstScene, sceneData) {
1751
+ if (this._running) {
1752
+ console.warn('[GameEngine] Already running');
1753
+ return;
1754
+ }
1755
+ try {
1756
+ // 1. Resolve container element
1757
+ this._container = this.resolveContainer();
1758
+ // 2. Show CSS preloader immediately (before PixiJS)
1759
+ createCSSPreloader(this._container, this.config.loading);
1760
+ // 3. Initialize PixiJS
1761
+ await this.initPixi();
1762
+ // 4. Initialize SDK (if enabled)
1763
+ await this.initSDK();
1764
+ // 5. Merge design dimensions from SDK config
1765
+ this.applySDKConfig();
1766
+ // 6. Initialize sub-systems
1767
+ this.initSubSystems();
1768
+ this.emit('initialized', undefined);
1769
+ // 7. Remove CSS preloader, show Canvas loading screen
1770
+ removeCSSPreloader(this._container);
1771
+ // 8. Load assets with loading screen
1772
+ await this.loadAssets(firstScene, sceneData);
1773
+ // 9. Start the game loop
1774
+ this._running = true;
1775
+ this.emit('started', undefined);
1776
+ }
1777
+ catch (err) {
1778
+ console.error('[GameEngine] Failed to start:', err);
1779
+ this.emit('error', err instanceof Error ? err : new Error(String(err)));
1780
+ throw err;
1781
+ }
1782
+ }
1783
+ /**
1784
+ * Destroy the engine and free all resources.
1785
+ */
1786
+ destroy() {
1787
+ if (this._destroyed)
1788
+ return;
1789
+ this._destroyed = true;
1790
+ this._running = false;
1791
+ this.scenes?.destroy();
1792
+ this.audio?.destroy();
1793
+ this.viewport?.destroy();
1794
+ this.sdk?.destroy();
1795
+ this.app?.destroy(true, { children: true, texture: true });
1796
+ this.removeAllListeners();
1797
+ this.emit('destroyed', undefined);
1798
+ }
1799
+ // ─── Private initialization steps ──────────────────────
1800
+ resolveContainer() {
1801
+ if (typeof this.config.container === 'string') {
1802
+ const el = document.querySelector(this.config.container);
1803
+ if (!el)
1804
+ throw new Error(`[GameEngine] Container "${this.config.container}" not found`);
1805
+ return el;
1806
+ }
1807
+ return this.config.container ?? document.body;
1808
+ }
1809
+ async initPixi() {
1810
+ this.app = new Application();
1811
+ const pixiOpts = {
1812
+ background: typeof this.config.loading?.backgroundColor === 'number'
1813
+ ? this.config.loading.backgroundColor
1814
+ : 0x000000,
1815
+ antialias: true,
1816
+ resolution: Math.min(window.devicePixelRatio, 2),
1817
+ autoDensity: true,
1818
+ ...this.config.pixi,
1819
+ };
1820
+ await this.app.init(pixiOpts);
1821
+ // Append canvas to container
1822
+ this._container.appendChild(this.app.canvas);
1823
+ // Set canvas style
1824
+ this.app.canvas.style.display = 'block';
1825
+ this.app.canvas.style.width = '100%';
1826
+ this.app.canvas.style.height = '100%';
1827
+ }
1828
+ async initSDK() {
1829
+ if (this.config.sdk === false) {
1830
+ // Offline / development mode — no SDK
1831
+ this.initData = null;
1832
+ return;
1833
+ }
1834
+ const sdkOpts = typeof this.config.sdk === 'object' ? this.config.sdk : {};
1835
+ this.sdk = new CasinoGameSDK(sdkOpts);
1836
+ // Perform the handshake
1837
+ this.initData = await this.sdk.ready();
1838
+ // Forward SDK events
1839
+ this.sdk.on('error', (err) => {
1840
+ this.emit('error', err);
1841
+ });
1842
+ }
1843
+ applySDKConfig() {
1844
+ // If SDK provides viewport dimensions, use them as design reference
1845
+ if (this.initData?.config?.viewport) {
1846
+ const vp = this.initData.config.viewport;
1847
+ if (!this.config.designWidth)
1848
+ this.config.designWidth = vp.width;
1849
+ if (!this.config.designHeight)
1850
+ this.config.designHeight = vp.height;
1851
+ }
1852
+ }
1853
+ initSubSystems() {
1854
+ // Asset Manager
1855
+ const basePath = this.initData?.assetsUrl ?? '';
1856
+ this.assets = new AssetManager(basePath, this.config.manifest);
1857
+ // Audio Manager
1858
+ this.audio = new AudioManager(this.config.audio);
1859
+ // Viewport Manager
1860
+ this.viewport = new ViewportManager(this.app, this._container, {
1861
+ designWidth: this.config.designWidth,
1862
+ designHeight: this.config.designHeight,
1863
+ scaleMode: this.config.scaleMode,
1864
+ orientation: this.config.orientation,
1865
+ });
1866
+ // Wire SceneManager to the PixiJS stage
1867
+ this.scenes.setRoot(this.app.stage);
1868
+ // Wire viewport resize → scene manager
1869
+ this.viewport.on('resize', ({ width, height }) => {
1870
+ this.scenes.resize(width, height);
1871
+ this.emit('resize', { width, height });
1872
+ });
1873
+ this.viewport.on('orientationChange', (orientation) => {
1874
+ this.emit('orientationChange', orientation);
1875
+ });
1876
+ // Connect ticker → scene updates
1877
+ this.app.ticker.add((ticker) => {
1878
+ // Always update scenes (loading screen needs onUpdate before _running=true)
1879
+ this.scenes.update(ticker.deltaTime / 60); // convert to seconds
1880
+ });
1881
+ // Trigger initial resize
1882
+ this.viewport.refresh();
1883
+ }
1884
+ async loadAssets(firstScene, sceneData) {
1885
+ // Register built-in loading scene
1886
+ this.scenes.register('__loading__', LoadingScene);
1887
+ // Enter loading scene
1888
+ await this.scenes.goto('__loading__', {
1889
+ engine: this,
1890
+ targetScene: firstScene,
1891
+ targetData: sceneData,
1892
+ });
1893
+ }
1894
+ }
1895
+
1896
+ /**
1897
+ * Generic finite state machine for game flow management.
1898
+ *
1899
+ * Supports:
1900
+ * - Typed context object shared across all states
1901
+ * - Async enter/exit hooks
1902
+ * - Per-frame update per state
1903
+ * - Transition guards
1904
+ * - Event emission on state change
1905
+ *
1906
+ * @example
1907
+ * ```ts
1908
+ * interface GameContext {
1909
+ * balance: number;
1910
+ * bet: number;
1911
+ * lastWin: number;
1912
+ * }
1913
+ *
1914
+ * const fsm = new StateMachine<GameContext>({ balance: 1000, bet: 10, lastWin: 0 });
1915
+ *
1916
+ * fsm.addState('idle', {
1917
+ * enter: (ctx) => console.log('Waiting for spin...'),
1918
+ * update: (ctx, dt) => { // optional per-frame },
1919
+ * });
1920
+ *
1921
+ * fsm.addState('spinning', {
1922
+ * enter: async (ctx) => {
1923
+ * const result = await sdk.play({ action: 'spin', bet: ctx.bet });
1924
+ * ctx.lastWin = result.totalWin;
1925
+ * await fsm.transition('presenting');
1926
+ * },
1927
+ * });
1928
+ *
1929
+ * fsm.addState('presenting', {
1930
+ * enter: async (ctx) => {
1931
+ * await showWinPresentation(ctx.lastWin);
1932
+ * await fsm.transition('idle');
1933
+ * },
1934
+ * });
1935
+ *
1936
+ * // Optional guard
1937
+ * fsm.addGuard('idle', 'spinning', (ctx) => ctx.balance >= ctx.bet);
1938
+ *
1939
+ * await fsm.start('idle');
1940
+ * ```
1941
+ */
1942
+ class StateMachine extends EventEmitter {
1943
+ _states = new Map();
1944
+ _guards = new Map();
1945
+ _current = null;
1946
+ _transitioning = false;
1947
+ _context;
1948
+ constructor(context) {
1949
+ super();
1950
+ this._context = context;
1951
+ }
1952
+ /** Current state name */
1953
+ get current() {
1954
+ return this._current;
1955
+ }
1956
+ /** Whether a transition is in progress */
1957
+ get isTransitioning() {
1958
+ return this._transitioning;
1959
+ }
1960
+ /** State machine context (shared data) */
1961
+ get context() {
1962
+ return this._context;
1963
+ }
1964
+ /**
1965
+ * Register a state with optional enter/exit/update hooks.
1966
+ */
1967
+ addState(name, config) {
1968
+ this._states.set(name, config);
1969
+ return this;
1970
+ }
1971
+ /**
1972
+ * Add a transition guard.
1973
+ * The guard function must return true to allow the transition.
1974
+ *
1975
+ * @param from - Source state
1976
+ * @param to - Target state
1977
+ * @param guard - Guard function
1978
+ */
1979
+ addGuard(from, to, guard) {
1980
+ this._guards.set(`${from}->${to}`, guard);
1981
+ return this;
1982
+ }
1983
+ /**
1984
+ * Start the state machine in the given initial state.
1985
+ */
1986
+ async start(initialState, data) {
1987
+ if (this._current !== null) {
1988
+ throw new Error('[StateMachine] Already started. Use transition() to change states.');
1989
+ }
1990
+ const state = this._states.get(initialState);
1991
+ if (!state) {
1992
+ throw new Error(`[StateMachine] State "${initialState}" not registered.`);
1993
+ }
1994
+ this._current = initialState;
1995
+ await state.enter?.(this._context, data);
1996
+ this.emit('transition', { from: null, to: initialState });
1997
+ }
1998
+ /**
1999
+ * Transition to a new state.
2000
+ *
2001
+ * @param to - Target state name
2002
+ * @param data - Optional data passed to the new state's enter hook
2003
+ * @returns true if the transition succeeded, false if blocked by a guard
2004
+ */
2005
+ async transition(to, data) {
2006
+ if (this._transitioning) {
2007
+ console.warn('[StateMachine] Transition already in progress');
2008
+ return false;
2009
+ }
2010
+ const from = this._current;
2011
+ // Check guard
2012
+ if (from !== null) {
2013
+ const guardKey = `${from}->${to}`;
2014
+ const guard = this._guards.get(guardKey);
2015
+ if (guard && !guard(this._context)) {
2016
+ return false;
2017
+ }
2018
+ }
2019
+ const toState = this._states.get(to);
2020
+ if (!toState) {
2021
+ throw new Error(`[StateMachine] State "${to}" not registered.`);
2022
+ }
2023
+ this._transitioning = true;
2024
+ try {
2025
+ // Exit current state
2026
+ if (from !== null) {
2027
+ const fromState = this._states.get(from);
2028
+ await fromState?.exit?.(this._context);
2029
+ }
2030
+ // Enter new state
2031
+ this._current = to;
2032
+ await toState.enter?.(this._context, data);
2033
+ this.emit('transition', { from, to });
2034
+ }
2035
+ catch (err) {
2036
+ this.emit('error', err instanceof Error ? err : new Error(String(err)));
2037
+ throw err;
2038
+ }
2039
+ finally {
2040
+ this._transitioning = false;
2041
+ }
2042
+ return true;
2043
+ }
2044
+ /**
2045
+ * Call the current state's update function.
2046
+ * Should be called from the game loop.
2047
+ */
2048
+ update(dt) {
2049
+ if (this._current === null)
2050
+ return;
2051
+ const state = this._states.get(this._current);
2052
+ state?.update?.(this._context, dt);
2053
+ }
2054
+ /**
2055
+ * Check if a state is registered.
2056
+ */
2057
+ hasState(name) {
2058
+ return this._states.has(name);
2059
+ }
2060
+ /**
2061
+ * Check if a transition is allowed (guard passes).
2062
+ */
2063
+ canTransition(to) {
2064
+ if (this._current === null)
2065
+ return false;
2066
+ const guardKey = `${this._current}->${to}`;
2067
+ const guard = this._guards.get(guardKey);
2068
+ if (!guard)
2069
+ return true;
2070
+ return guard(this._context);
2071
+ }
2072
+ /**
2073
+ * Reset the state machine (exit current state, clear current).
2074
+ */
2075
+ async reset() {
2076
+ if (this._current !== null) {
2077
+ const state = this._states.get(this._current);
2078
+ await state?.exit?.(this._context);
2079
+ }
2080
+ this._current = null;
2081
+ this._transitioning = false;
2082
+ }
2083
+ /**
2084
+ * Destroy the state machine.
2085
+ */
2086
+ async destroy() {
2087
+ await this.reset();
2088
+ this._states.clear();
2089
+ this._guards.clear();
2090
+ this.removeAllListeners();
2091
+ }
2092
+ }
2093
+
2094
+ /**
2095
+ * Sequential/parallel animation timeline built on top of Tween.
2096
+ *
2097
+ * @example
2098
+ * ```ts
2099
+ * const timeline = new Timeline();
2100
+ *
2101
+ * // Sequential: one after another
2102
+ * timeline
2103
+ * .to(sprite1, { alpha: 1 }, 300)
2104
+ * .to(sprite2, { x: 200 }, 500)
2105
+ * .delay(200)
2106
+ * .call(() => console.log('done'));
2107
+ *
2108
+ * // Parallel: all at once
2109
+ * timeline.parallel(
2110
+ * () => Tween.to(sprite1, { x: 100 }, 300),
2111
+ * () => Tween.to(sprite2, { y: 200 }, 300),
2112
+ * );
2113
+ *
2114
+ * await timeline.play();
2115
+ * ```
2116
+ */
2117
+ class Timeline {
2118
+ _steps = [];
2119
+ _playing = false;
2120
+ _cancelled = false;
2121
+ /**
2122
+ * Add a tween step (animate to target values).
2123
+ */
2124
+ to(target, props, duration, easing) {
2125
+ this._steps.push({
2126
+ fn: () => Tween.to(target, props, duration, easing),
2127
+ });
2128
+ return this;
2129
+ }
2130
+ /**
2131
+ * Add a tween step (animate from given values).
2132
+ */
2133
+ from(target, props, duration, easing) {
2134
+ this._steps.push({
2135
+ fn: () => Tween.from(target, props, duration, easing),
2136
+ });
2137
+ return this;
2138
+ }
2139
+ /**
2140
+ * Add a delay step.
2141
+ */
2142
+ delay(ms) {
2143
+ this._steps.push({
2144
+ fn: () => Tween.delay(ms),
2145
+ });
2146
+ return this;
2147
+ }
2148
+ /**
2149
+ * Add a callback step.
2150
+ */
2151
+ call(fn) {
2152
+ this._steps.push({
2153
+ fn: async () => {
2154
+ await fn();
2155
+ },
2156
+ });
2157
+ return this;
2158
+ }
2159
+ /**
2160
+ * Add a parallel step — all functions run simultaneously,
2161
+ * step completes when all are done.
2162
+ */
2163
+ parallel(...fns) {
2164
+ this._steps.push({
2165
+ fn: () => Promise.all(fns.map((f) => f())).then(() => { }),
2166
+ });
2167
+ return this;
2168
+ }
2169
+ /**
2170
+ * Play the timeline from start.
2171
+ * Returns a promise that resolves when all steps complete.
2172
+ */
2173
+ async play() {
2174
+ if (this._playing)
2175
+ return;
2176
+ this._playing = true;
2177
+ this._cancelled = false;
2178
+ for (const step of this._steps) {
2179
+ if (this._cancelled)
2180
+ break;
2181
+ await step.fn();
2182
+ }
2183
+ this._playing = false;
2184
+ }
2185
+ /**
2186
+ * Cancel the timeline.
2187
+ */
2188
+ cancel() {
2189
+ this._cancelled = true;
2190
+ }
2191
+ /**
2192
+ * Clear all steps.
2193
+ */
2194
+ clear() {
2195
+ this._steps.length = 0;
2196
+ this._cancelled = false;
2197
+ this._playing = false;
2198
+ return this;
2199
+ }
2200
+ /** Whether the timeline is currently playing */
2201
+ get isPlaying() {
2202
+ return this._playing;
2203
+ }
2204
+ }
2205
+
2206
+ /**
2207
+ * Helper for working with Spine animations in PixiJS v8.
2208
+ *
2209
+ * Optional — only works if @esotericsoftware/spine-pixi-v8 is installed.
2210
+ * Provides convenience methods for creating and playing Spine animations.
2211
+ *
2212
+ * @example
2213
+ * ```ts
2214
+ * // Load spine assets via AssetManager first
2215
+ * const spine = SpineHelper.create('char-data', 'char-atlas');
2216
+ * app.stage.addChild(spine);
2217
+ * await SpineHelper.playAnimation(spine, 'idle', true);
2218
+ * await SpineHelper.playAnimation(spine, 'win');
2219
+ * ```
2220
+ */
2221
+ class SpineHelper {
2222
+ static _SpineClass = null;
2223
+ static _loaded = false;
2224
+ /**
2225
+ * Ensure the Spine module is loaded.
2226
+ * Called automatically by create/playAnimation.
2227
+ */
2228
+ static async ensureLoaded() {
2229
+ if (SpineHelper._loaded)
2230
+ return !!SpineHelper._SpineClass;
2231
+ try {
2232
+ const spineModule = await import('@esotericsoftware/spine-pixi-v8');
2233
+ SpineHelper._SpineClass = spineModule.Spine;
2234
+ SpineHelper._loaded = true;
2235
+ return true;
2236
+ }
2237
+ catch {
2238
+ console.warn('[SpineHelper] @esotericsoftware/spine-pixi-v8 not available.');
2239
+ SpineHelper._loaded = true;
2240
+ return false;
2241
+ }
2242
+ }
2243
+ /**
2244
+ * Create a Spine display object.
2245
+ *
2246
+ * @param skeletonAlias - Alias of the loaded .skel/.json asset
2247
+ * @param atlasAlias - Alias of the loaded .atlas asset
2248
+ * @param options - Additional Spine options
2249
+ * @returns Spine container (or null if Spine is not available)
2250
+ */
2251
+ static async create(skeletonAlias, atlasAlias, options) {
2252
+ const available = await SpineHelper.ensureLoaded();
2253
+ if (!available || !SpineHelper._SpineClass)
2254
+ return null;
2255
+ const SpineClass = SpineHelper._SpineClass;
2256
+ // Use Spine.from for v4.2, constructor for v4.3+
2257
+ if (typeof SpineClass.from === 'function') {
2258
+ return SpineClass.from({
2259
+ skeleton: skeletonAlias,
2260
+ atlas: atlasAlias,
2261
+ scale: options?.scale,
2262
+ autoUpdate: options?.autoUpdate ?? true,
2263
+ });
2264
+ }
2265
+ return new SpineClass({
2266
+ skeleton: skeletonAlias,
2267
+ atlas: atlasAlias,
2268
+ scale: options?.scale,
2269
+ autoUpdate: options?.autoUpdate ?? true,
2270
+ });
2271
+ }
2272
+ /**
2273
+ * Play a named animation on a Spine object.
2274
+ * Returns a promise that resolves when the animation completes.
2275
+ * For looping animations, the promise never resolves.
2276
+ *
2277
+ * @param spine - Spine display object
2278
+ * @param animationName - Name of the animation
2279
+ * @param loop - Whether to loop (default: false)
2280
+ * @param track - Animation track (default: 0)
2281
+ */
2282
+ static playAnimation(spine, animationName, loop = false, track = 0) {
2283
+ return new Promise((resolve) => {
2284
+ if (!spine?.state) {
2285
+ resolve();
2286
+ return;
2287
+ }
2288
+ const entry = spine.state.setAnimation(track, animationName, loop);
2289
+ if (loop) {
2290
+ // Looping animations never complete — resolve immediately
2291
+ // so callers can fire-and-forget
2292
+ resolve();
2293
+ return;
2294
+ }
2295
+ // Wait for the animation to complete
2296
+ spine.state.addListener({
2297
+ complete: (completedEntry) => {
2298
+ if (completedEntry === entry) {
2299
+ resolve();
2300
+ }
2301
+ },
2302
+ });
2303
+ });
2304
+ }
2305
+ /**
2306
+ * Queue an animation after the current one finishes.
2307
+ *
2308
+ * @param spine - Spine display object
2309
+ * @param animationName - Animation name
2310
+ * @param delay - Mix duration / delay before starting
2311
+ * @param loop - Loop the queued animation
2312
+ * @param track - Animation track
2313
+ */
2314
+ static addAnimation(spine, animationName, delay = 0, loop = false, track = 0) {
2315
+ spine?.state?.addAnimation(track, animationName, loop, delay);
2316
+ }
2317
+ /**
2318
+ * Get all animation names available on a Spine skeleton.
2319
+ */
2320
+ static getAnimationNames(spine) {
2321
+ if (!spine?.skeleton?.data?.animations)
2322
+ return [];
2323
+ return spine.skeleton.data.animations.map((a) => a.name);
2324
+ }
2325
+ /**
2326
+ * Get all skin names available on a Spine skeleton.
2327
+ */
2328
+ static getSkinNames(spine) {
2329
+ if (!spine?.skeleton?.data?.skins)
2330
+ return [];
2331
+ return spine.skeleton.data.skins.map((s) => s.name);
2332
+ }
2333
+ /**
2334
+ * Set the active skin on a Spine skeleton.
2335
+ */
2336
+ static setSkin(spine, skinName) {
2337
+ spine?.skeleton?.setSkinByName(skinName);
2338
+ spine?.skeleton?.setSlotsToSetupPose();
2339
+ }
2340
+ }
2341
+
2342
+ /**
2343
+ * Unified input manager for touch, mouse, and keyboard.
2344
+ *
2345
+ * Features:
2346
+ * - Unified pointer events (works with touch + mouse)
2347
+ * - Swipe gesture detection
2348
+ * - Keyboard input with isKeyDown state
2349
+ * - Input locking (block input during animations)
2350
+ *
2351
+ * @example
2352
+ * ```ts
2353
+ * const input = new InputManager(app.canvas);
2354
+ *
2355
+ * input.on('tap', ({ x, y }) => console.log('Tapped at', x, y));
2356
+ * input.on('swipe', ({ direction }) => console.log('Swiped', direction));
2357
+ * input.on('keydown', ({ key }) => {
2358
+ * if (key === ' ') spin();
2359
+ * });
2360
+ *
2361
+ * // Block input during animations
2362
+ * input.lock();
2363
+ * await playAnimation();
2364
+ * input.unlock();
2365
+ * ```
2366
+ */
2367
+ class InputManager extends EventEmitter {
2368
+ _canvas;
2369
+ _locked = false;
2370
+ _keysDown = new Set();
2371
+ _destroyed = false;
2372
+ // Gesture tracking
2373
+ _pointerStart = null;
2374
+ _swipeThreshold = 50; // minimum distance in px
2375
+ _swipeMaxTime = 300; // max ms for swipe gesture
2376
+ constructor(canvas) {
2377
+ super();
2378
+ this._canvas = canvas;
2379
+ this.setupPointerEvents();
2380
+ this.setupKeyboardEvents();
2381
+ }
2382
+ /** Whether input is currently locked */
2383
+ get locked() {
2384
+ return this._locked;
2385
+ }
2386
+ /** Lock all input (e.g., during animations) */
2387
+ lock() {
2388
+ this._locked = true;
2389
+ }
2390
+ /** Unlock input */
2391
+ unlock() {
2392
+ this._locked = false;
2393
+ }
2394
+ /** Check if a key is currently pressed */
2395
+ isKeyDown(key) {
2396
+ return this._keysDown.has(key.toLowerCase());
2397
+ }
2398
+ /** Destroy the input manager */
2399
+ destroy() {
2400
+ this._destroyed = true;
2401
+ this._canvas.removeEventListener('pointerdown', this.onPointerDown);
2402
+ this._canvas.removeEventListener('pointerup', this.onPointerUp);
2403
+ this._canvas.removeEventListener('pointermove', this.onPointerMove);
2404
+ document.removeEventListener('keydown', this.onKeyDown);
2405
+ document.removeEventListener('keyup', this.onKeyUp);
2406
+ this._keysDown.clear();
2407
+ this.removeAllListeners();
2408
+ }
2409
+ // ─── Private: Pointer ──────────────────────────────────
2410
+ setupPointerEvents() {
2411
+ this._canvas.addEventListener('pointerdown', this.onPointerDown);
2412
+ this._canvas.addEventListener('pointerup', this.onPointerUp);
2413
+ this._canvas.addEventListener('pointermove', this.onPointerMove);
2414
+ }
2415
+ onPointerDown = (e) => {
2416
+ if (this._locked || this._destroyed)
2417
+ return;
2418
+ const pos = this.getCanvasPosition(e);
2419
+ this._pointerStart = { ...pos, time: Date.now() };
2420
+ this.emit('press', pos);
2421
+ };
2422
+ onPointerUp = (e) => {
2423
+ if (this._locked || this._destroyed)
2424
+ return;
2425
+ const pos = this.getCanvasPosition(e);
2426
+ this.emit('release', pos);
2427
+ // Check for tap vs swipe
2428
+ if (this._pointerStart) {
2429
+ const dx = pos.x - this._pointerStart.x;
2430
+ const dy = pos.y - this._pointerStart.y;
2431
+ const dist = Math.sqrt(dx * dx + dy * dy);
2432
+ const elapsed = Date.now() - this._pointerStart.time;
2433
+ if (dist > this._swipeThreshold && elapsed < this._swipeMaxTime) {
2434
+ // Swipe detected
2435
+ const absDx = Math.abs(dx);
2436
+ const absDy = Math.abs(dy);
2437
+ let direction;
2438
+ if (absDx > absDy) {
2439
+ direction = dx > 0 ? 'right' : 'left';
2440
+ }
2441
+ else {
2442
+ direction = dy > 0 ? 'down' : 'up';
2443
+ }
2444
+ this.emit('swipe', { direction, velocity: dist / elapsed });
2445
+ }
2446
+ else if (dist < 10) {
2447
+ // Tap (minimal movement)
2448
+ this.emit('tap', pos);
2449
+ }
2450
+ }
2451
+ this._pointerStart = null;
2452
+ };
2453
+ onPointerMove = (e) => {
2454
+ if (this._locked || this._destroyed)
2455
+ return;
2456
+ this.emit('move', this.getCanvasPosition(e));
2457
+ };
2458
+ getCanvasPosition(e) {
2459
+ const rect = this._canvas.getBoundingClientRect();
2460
+ return {
2461
+ x: e.clientX - rect.left,
2462
+ y: e.clientY - rect.top,
2463
+ };
2464
+ }
2465
+ // ─── Private: Keyboard ─────────────────────────────────
2466
+ setupKeyboardEvents() {
2467
+ document.addEventListener('keydown', this.onKeyDown);
2468
+ document.addEventListener('keyup', this.onKeyUp);
2469
+ }
2470
+ onKeyDown = (e) => {
2471
+ if (this._locked || this._destroyed)
2472
+ return;
2473
+ this._keysDown.add(e.key.toLowerCase());
2474
+ this.emit('keydown', { key: e.key, code: e.code });
2475
+ };
2476
+ onKeyUp = (e) => {
2477
+ if (this._destroyed)
2478
+ return;
2479
+ this._keysDown.delete(e.key.toLowerCase());
2480
+ if (this._locked)
2481
+ return;
2482
+ this.emit('keyup', { key: e.key, code: e.code });
2483
+ };
2484
+ }
2485
+
2486
+ const DEFAULT_COLORS = {
2487
+ normal: 0xffd700,
2488
+ hover: 0xffe44d,
2489
+ pressed: 0xccac00,
2490
+ disabled: 0x666666,
2491
+ };
2492
+ /**
2493
+ * Interactive button component with state management and animation.
2494
+ *
2495
+ * Supports both texture-based and Graphics-based rendering.
2496
+ *
2497
+ * @example
2498
+ * ```ts
2499
+ * const btn = new Button({
2500
+ * width: 200, height: 60, borderRadius: 12,
2501
+ * colors: { normal: 0x22aa22, hover: 0x33cc33 },
2502
+ * });
2503
+ *
2504
+ * btn.onTap = () => console.log('Clicked!');
2505
+ * scene.container.addChild(btn);
2506
+ * ```
2507
+ */
2508
+ class Button extends Container {
2509
+ _state = 'normal';
2510
+ _bg;
2511
+ _sprites = {};
2512
+ _config;
2513
+ /** Called when the button is tapped/clicked */
2514
+ onTap;
2515
+ /** Called when the button state changes */
2516
+ onStateChange;
2517
+ constructor(config = {}) {
2518
+ super();
2519
+ this._config = {
2520
+ width: 200,
2521
+ height: 60,
2522
+ borderRadius: 8,
2523
+ pressScale: 0.95,
2524
+ animationDuration: 100,
2525
+ ...config,
2526
+ };
2527
+ // Create Graphics background
2528
+ this._bg = new Graphics();
2529
+ this.addChild(this._bg);
2530
+ // Create texture sprites if provided
2531
+ if (config.textures) {
2532
+ for (const [state, tex] of Object.entries(config.textures)) {
2533
+ const texture = typeof tex === 'string' ? Texture.from(tex) : tex;
2534
+ const sprite = new Sprite(texture);
2535
+ sprite.anchor.set(0.5);
2536
+ sprite.visible = state === 'normal';
2537
+ this._sprites[state] = sprite;
2538
+ this.addChild(sprite);
2539
+ }
2540
+ }
2541
+ // Make interactive
2542
+ this.eventMode = 'static';
2543
+ this.cursor = 'pointer';
2544
+ // Set up hit area for Graphics-based
2545
+ this.pivot.set(this._config.width / 2, this._config.height / 2);
2546
+ // Bind events
2547
+ this.on('pointerover', this.onPointerOver);
2548
+ this.on('pointerout', this.onPointerOut);
2549
+ this.on('pointerdown', this.onPointerDown);
2550
+ this.on('pointerup', this.onPointerUp);
2551
+ this.on('pointertap', this.onPointerTap);
2552
+ // Initial render
2553
+ this.setState('normal');
2554
+ if (config.disabled) {
2555
+ this.disable();
2556
+ }
2557
+ }
2558
+ /** Current button state */
2559
+ get state() {
2560
+ return this._state;
2561
+ }
2562
+ /** Enable the button */
2563
+ enable() {
2564
+ if (this._state === 'disabled') {
2565
+ this.setState('normal');
2566
+ this.eventMode = 'static';
2567
+ this.cursor = 'pointer';
2568
+ }
2569
+ }
2570
+ /** Disable the button */
2571
+ disable() {
2572
+ this.setState('disabled');
2573
+ this.eventMode = 'none';
2574
+ this.cursor = 'default';
2575
+ }
2576
+ /** Whether the button is disabled */
2577
+ get disabled() {
2578
+ return this._state === 'disabled';
2579
+ }
2580
+ setState(state) {
2581
+ if (this._state === state)
2582
+ return;
2583
+ this._state = state;
2584
+ this.render();
2585
+ this.onStateChange?.(state);
2586
+ }
2587
+ render() {
2588
+ const { width, height, borderRadius, colors } = this._config;
2589
+ const colorMap = { ...DEFAULT_COLORS, ...colors };
2590
+ // Update Graphics
2591
+ this._bg.clear();
2592
+ this._bg.roundRect(0, 0, width, height, borderRadius).fill(colorMap[this._state]);
2593
+ // Add highlight for normal/hover
2594
+ if (this._state === 'normal' || this._state === 'hover') {
2595
+ this._bg
2596
+ .roundRect(2, 2, width - 4, height * 0.45, borderRadius)
2597
+ .fill({ color: 0xffffff, alpha: 0.1 });
2598
+ }
2599
+ // Update sprite visibility
2600
+ for (const [state, sprite] of Object.entries(this._sprites)) {
2601
+ if (sprite)
2602
+ sprite.visible = state === this._state;
2603
+ }
2604
+ // Fall back to normal sprite if state sprite doesn't exist
2605
+ if (!this._sprites[this._state] && this._sprites.normal) {
2606
+ this._sprites.normal.visible = true;
2607
+ }
2608
+ }
2609
+ onPointerOver = () => {
2610
+ if (this._state === 'disabled')
2611
+ return;
2612
+ this.setState('hover');
2613
+ };
2614
+ onPointerOut = () => {
2615
+ if (this._state === 'disabled')
2616
+ return;
2617
+ this.setState('normal');
2618
+ Tween.to(this.scale, { x: 1, y: 1 }, this._config.animationDuration);
2619
+ };
2620
+ onPointerDown = () => {
2621
+ if (this._state === 'disabled')
2622
+ return;
2623
+ this.setState('pressed');
2624
+ const s = this._config.pressScale;
2625
+ Tween.to(this.scale, { x: s, y: s }, this._config.animationDuration, Easing.easeOutQuad);
2626
+ };
2627
+ onPointerUp = () => {
2628
+ if (this._state === 'disabled')
2629
+ return;
2630
+ this.setState('hover');
2631
+ Tween.to(this.scale, { x: 1, y: 1 }, this._config.animationDuration, Easing.easeOutBack);
2632
+ };
2633
+ onPointerTap = () => {
2634
+ if (this._state === 'disabled')
2635
+ return;
2636
+ this.onTap?.();
2637
+ };
2638
+ }
2639
+
2640
+ /**
2641
+ * Horizontal progress bar with optional smooth fill animation.
2642
+ *
2643
+ * @example
2644
+ * ```ts
2645
+ * const bar = new ProgressBar({ width: 300, height: 20, fillColor: 0x22cc22 });
2646
+ * scene.container.addChild(bar);
2647
+ * bar.progress = 0.5; // 50%
2648
+ * ```
2649
+ */
2650
+ class ProgressBar extends Container {
2651
+ _track;
2652
+ _fill;
2653
+ _border;
2654
+ _config;
2655
+ _progress = 0;
2656
+ _displayedProgress = 0;
2657
+ constructor(config = {}) {
2658
+ super();
2659
+ this._config = {
2660
+ width: 300,
2661
+ height: 16,
2662
+ borderRadius: 8,
2663
+ fillColor: 0xffd700,
2664
+ trackColor: 0x333333,
2665
+ borderColor: 0x555555,
2666
+ borderWidth: 1,
2667
+ animated: true,
2668
+ animationSpeed: 0.1,
2669
+ ...config,
2670
+ };
2671
+ this._track = new Graphics();
2672
+ this._fill = new Graphics();
2673
+ this._border = new Graphics();
2674
+ this.addChild(this._track, this._fill, this._border);
2675
+ this.drawTrack();
2676
+ this.drawBorder();
2677
+ this.drawFill(0);
2678
+ }
2679
+ /** Get/set progress (0..1) */
2680
+ get progress() {
2681
+ return this._progress;
2682
+ }
2683
+ set progress(value) {
2684
+ this._progress = Math.max(0, Math.min(1, value));
2685
+ if (!this._config.animated) {
2686
+ this._displayedProgress = this._progress;
2687
+ this.drawFill(this._displayedProgress);
2688
+ }
2689
+ }
2690
+ /**
2691
+ * Call each frame if animated is true.
2692
+ */
2693
+ update(dt) {
2694
+ if (!this._config.animated)
2695
+ return;
2696
+ if (Math.abs(this._displayedProgress - this._progress) < 0.001) {
2697
+ this._displayedProgress = this._progress;
2698
+ return;
2699
+ }
2700
+ this._displayedProgress +=
2701
+ (this._progress - this._displayedProgress) * this._config.animationSpeed;
2702
+ this.drawFill(this._displayedProgress);
2703
+ }
2704
+ drawTrack() {
2705
+ const { width, height, borderRadius, trackColor } = this._config;
2706
+ this._track.clear();
2707
+ this._track.roundRect(0, 0, width, height, borderRadius).fill(trackColor);
2708
+ }
2709
+ drawBorder() {
2710
+ const { width, height, borderRadius, borderColor, borderWidth } = this._config;
2711
+ this._border.clear();
2712
+ this._border
2713
+ .roundRect(0, 0, width, height, borderRadius)
2714
+ .stroke({ color: borderColor, width: borderWidth });
2715
+ }
2716
+ drawFill(progress) {
2717
+ const { width, height, borderRadius, fillColor, borderWidth } = this._config;
2718
+ const innerWidth = width - borderWidth * 2;
2719
+ const innerHeight = height - borderWidth * 2;
2720
+ const fillWidth = Math.max(0, innerWidth * progress);
2721
+ this._fill.clear();
2722
+ if (fillWidth > 0) {
2723
+ this._fill.x = borderWidth;
2724
+ this._fill.y = borderWidth;
2725
+ this._fill.roundRect(0, 0, fillWidth, innerHeight, borderRadius - 1).fill(fillColor);
2726
+ // Highlight
2727
+ this._fill
2728
+ .roundRect(0, 0, fillWidth, innerHeight * 0.4, borderRadius - 1)
2729
+ .fill({ color: 0xffffff, alpha: 0.15 });
2730
+ }
2731
+ }
2732
+ }
2733
+
2734
+ /**
2735
+ * Enhanced text label with auto-fit scaling and currency formatting.
2736
+ *
2737
+ * @example
2738
+ * ```ts
2739
+ * const label = new Label({
2740
+ * text: 'BALANCE',
2741
+ * style: { fontSize: 24, fill: 0xffd700 },
2742
+ * maxWidth: 200,
2743
+ * autoFit: true,
2744
+ * });
2745
+ * ```
2746
+ */
2747
+ class Label extends Container {
2748
+ _text;
2749
+ _maxWidth;
2750
+ _autoFit;
2751
+ constructor(config = {}) {
2752
+ super();
2753
+ this._maxWidth = config.maxWidth ?? Infinity;
2754
+ this._autoFit = config.autoFit ?? false;
2755
+ this._text = new Text({
2756
+ text: config.text ?? '',
2757
+ style: {
2758
+ fontFamily: '-apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, sans-serif',
2759
+ fontSize: 24,
2760
+ fill: 0xffffff,
2761
+ ...config.style,
2762
+ },
2763
+ });
2764
+ this._text.anchor.set(0.5);
2765
+ this.addChild(this._text);
2766
+ this.fitText();
2767
+ }
2768
+ /** Get/set the displayed text */
2769
+ get text() {
2770
+ return this._text.text;
2771
+ }
2772
+ set text(value) {
2773
+ this._text.text = value;
2774
+ this.fitText();
2775
+ }
2776
+ /** Get/set the text style */
2777
+ get style() {
2778
+ return this._text.style;
2779
+ }
2780
+ /** Set max width constraint */
2781
+ set maxWidth(value) {
2782
+ this._maxWidth = value;
2783
+ this.fitText();
2784
+ }
2785
+ /**
2786
+ * Format and display a number as currency.
2787
+ *
2788
+ * @param amount - The numeric amount
2789
+ * @param currency - Currency code (e.g., 'USD', 'EUR')
2790
+ * @param locale - Locale string (default: 'en-US')
2791
+ */
2792
+ setCurrency(amount, currency, locale = 'en-US') {
2793
+ try {
2794
+ this.text = new Intl.NumberFormat(locale, {
2795
+ style: 'currency',
2796
+ currency,
2797
+ minimumFractionDigits: 2,
2798
+ maximumFractionDigits: 2,
2799
+ }).format(amount);
2800
+ }
2801
+ catch {
2802
+ this.text = `${amount.toFixed(2)} ${currency}`;
2803
+ }
2804
+ }
2805
+ /**
2806
+ * Format a number with thousands separators.
2807
+ */
2808
+ setNumber(value, decimals = 0, locale = 'en-US') {
2809
+ this.text = new Intl.NumberFormat(locale, {
2810
+ minimumFractionDigits: decimals,
2811
+ maximumFractionDigits: decimals,
2812
+ }).format(value);
2813
+ }
2814
+ fitText() {
2815
+ if (!this._autoFit || this._maxWidth === Infinity)
2816
+ return;
2817
+ this._text.scale.set(1);
2818
+ if (this._text.width > this._maxWidth) {
2819
+ const scale = this._maxWidth / this._text.width;
2820
+ this._text.scale.set(scale);
2821
+ }
2822
+ }
2823
+ }
2824
+
2825
+ /**
2826
+ * Background panel that can use either Graphics or 9-slice sprite.
2827
+ *
2828
+ * @example
2829
+ * ```ts
2830
+ * // Simple colored panel
2831
+ * const panel = new Panel({ width: 400, height: 300, backgroundColor: 0x222222, borderRadius: 12 });
2832
+ *
2833
+ * // 9-slice panel (texture-based)
2834
+ * const panel = new Panel({
2835
+ * nineSliceTexture: 'panel-bg',
2836
+ * nineSliceBorders: [20, 20, 20, 20],
2837
+ * width: 400, height: 300,
2838
+ * });
2839
+ * ```
2840
+ */
2841
+ class Panel extends Container {
2842
+ _bg;
2843
+ _content;
2844
+ _config;
2845
+ constructor(config = {}) {
2846
+ super();
2847
+ this._config = {
2848
+ width: 400,
2849
+ height: 300,
2850
+ padding: 16,
2851
+ backgroundAlpha: 1,
2852
+ ...config,
2853
+ };
2854
+ // Create background
2855
+ if (config.nineSliceTexture) {
2856
+ const texture = typeof config.nineSliceTexture === 'string'
2857
+ ? Texture.from(config.nineSliceTexture)
2858
+ : config.nineSliceTexture;
2859
+ const [left, top, right, bottom] = config.nineSliceBorders ?? [10, 10, 10, 10];
2860
+ this._bg = new NineSliceSprite({
2861
+ texture,
2862
+ leftWidth: left,
2863
+ topHeight: top,
2864
+ rightWidth: right,
2865
+ bottomHeight: bottom,
2866
+ });
2867
+ this._bg.width = this._config.width;
2868
+ this._bg.height = this._config.height;
2869
+ }
2870
+ else {
2871
+ this._bg = new Graphics();
2872
+ this.drawGraphicsBg();
2873
+ }
2874
+ this._bg.alpha = this._config.backgroundAlpha;
2875
+ this.addChild(this._bg);
2876
+ // Content container with padding
2877
+ this._content = new Container();
2878
+ this._content.x = this._config.padding;
2879
+ this._content.y = this._config.padding;
2880
+ this.addChild(this._content);
2881
+ }
2882
+ /** Content container — add children here */
2883
+ get content() {
2884
+ return this._content;
2885
+ }
2886
+ /** Resize the panel */
2887
+ setSize(width, height) {
2888
+ this._config.width = width;
2889
+ this._config.height = height;
2890
+ if (this._bg instanceof Graphics) {
2891
+ this.drawGraphicsBg();
2892
+ }
2893
+ else {
2894
+ this._bg.width = width;
2895
+ this._bg.height = height;
2896
+ }
2897
+ }
2898
+ drawGraphicsBg() {
2899
+ const bg = this._bg;
2900
+ const { width, height, backgroundColor, borderRadius, borderColor, borderWidth, } = this._config;
2901
+ bg.clear();
2902
+ bg.roundRect(0, 0, width, height, borderRadius ?? 0).fill(backgroundColor ?? 0x1a1a2e);
2903
+ if (borderColor !== undefined && borderWidth) {
2904
+ bg.roundRect(0, 0, width, height, borderRadius ?? 0)
2905
+ .stroke({ color: borderColor, width: borderWidth });
2906
+ }
2907
+ }
2908
+ }
2909
+
2910
+ /**
2911
+ * Reactive balance display component.
2912
+ *
2913
+ * Automatically formats currency and can animate value changes
2914
+ * with a smooth countup/countdown effect.
2915
+ *
2916
+ * @example
2917
+ * ```ts
2918
+ * const balance = new BalanceDisplay({ currency: 'USD', animated: true });
2919
+ * balance.setValue(1000);
2920
+ *
2921
+ * // Wire to SDK
2922
+ * sdk.on('balanceUpdate', ({ balance: val }) => balance.setValue(val));
2923
+ * ```
2924
+ */
2925
+ class BalanceDisplay extends Container {
2926
+ _prefixLabel = null;
2927
+ _valueLabel;
2928
+ _config;
2929
+ _currentValue = 0;
2930
+ _displayedValue = 0;
2931
+ _animating = false;
2932
+ constructor(config = {}) {
2933
+ super();
2934
+ this._config = {
2935
+ currency: config.currency ?? 'USD',
2936
+ locale: config.locale ?? 'en-US',
2937
+ animated: config.animated ?? true,
2938
+ animationDuration: config.animationDuration ?? 500,
2939
+ };
2940
+ // Prefix label
2941
+ if (config.prefix) {
2942
+ this._prefixLabel = new Label({
2943
+ text: config.prefix,
2944
+ style: {
2945
+ fontSize: 16,
2946
+ fill: 0xaaaaaa,
2947
+ ...config.style,
2948
+ },
2949
+ });
2950
+ this.addChild(this._prefixLabel);
2951
+ }
2952
+ // Value label
2953
+ this._valueLabel = new Label({
2954
+ text: '0.00',
2955
+ style: {
2956
+ fontSize: 28,
2957
+ fontWeight: 'bold',
2958
+ fill: 0xffffff,
2959
+ ...config.style,
2960
+ },
2961
+ maxWidth: config.maxWidth,
2962
+ autoFit: !!config.maxWidth,
2963
+ });
2964
+ this.addChild(this._valueLabel);
2965
+ this.layoutLabels();
2966
+ }
2967
+ /** Current displayed value */
2968
+ get value() {
2969
+ return this._currentValue;
2970
+ }
2971
+ /**
2972
+ * Set the balance value. If animated, smoothly counts to the new value.
2973
+ */
2974
+ setValue(value) {
2975
+ const oldValue = this._currentValue;
2976
+ this._currentValue = value;
2977
+ if (this._config.animated && oldValue !== value) {
2978
+ this.animateValue(oldValue, value);
2979
+ }
2980
+ else {
2981
+ this._displayedValue = value;
2982
+ this.updateDisplay();
2983
+ }
2984
+ }
2985
+ /**
2986
+ * Set the currency code.
2987
+ */
2988
+ setCurrency(currency) {
2989
+ this._config.currency = currency;
2990
+ this.updateDisplay();
2991
+ }
2992
+ async animateValue(from, to) {
2993
+ this._animating = true;
2994
+ const duration = this._config.animationDuration;
2995
+ const startTime = Date.now();
2996
+ return new Promise((resolve) => {
2997
+ const tick = () => {
2998
+ const elapsed = Date.now() - startTime;
2999
+ const t = Math.min(elapsed / duration, 1);
3000
+ const eased = Easing.easeOutCubic(t);
3001
+ this._displayedValue = from + (to - from) * eased;
3002
+ this.updateDisplay();
3003
+ if (t < 1) {
3004
+ requestAnimationFrame(tick);
3005
+ }
3006
+ else {
3007
+ this._displayedValue = to;
3008
+ this.updateDisplay();
3009
+ this._animating = false;
3010
+ resolve();
3011
+ }
3012
+ };
3013
+ requestAnimationFrame(tick);
3014
+ });
3015
+ }
3016
+ updateDisplay() {
3017
+ this._valueLabel.setCurrency(this._displayedValue, this._config.currency, this._config.locale);
3018
+ }
3019
+ layoutLabels() {
3020
+ if (this._prefixLabel) {
3021
+ this._prefixLabel.y = -14;
3022
+ this._valueLabel.y = 14;
3023
+ }
3024
+ }
3025
+ }
3026
+
3027
+ /**
3028
+ * Win amount display with countup animation.
3029
+ *
3030
+ * Shows a dramatic countup from 0 to the win amount, with optional
3031
+ * scale pop effect — typical of slot games.
3032
+ *
3033
+ * @example
3034
+ * ```ts
3035
+ * const winDisplay = new WinDisplay({ currency: 'USD' });
3036
+ * scene.container.addChild(winDisplay);
3037
+ * await winDisplay.showWin(150.50); // countup animation
3038
+ * winDisplay.hide();
3039
+ * ```
3040
+ */
3041
+ class WinDisplay extends Container {
3042
+ _label;
3043
+ _config;
3044
+ _cancelCountup = false;
3045
+ constructor(config = {}) {
3046
+ super();
3047
+ this._config = {
3048
+ currency: config.currency ?? 'USD',
3049
+ locale: config.locale ?? 'en-US',
3050
+ countupDuration: config.countupDuration ?? 1500,
3051
+ popScale: config.popScale ?? 1.2,
3052
+ };
3053
+ this._label = new Label({
3054
+ text: '',
3055
+ style: {
3056
+ fontSize: 48,
3057
+ fontWeight: 'bold',
3058
+ fill: 0xffd700,
3059
+ stroke: { color: 0x000000, width: 3 },
3060
+ ...config.style,
3061
+ },
3062
+ });
3063
+ this.addChild(this._label);
3064
+ this.visible = false;
3065
+ }
3066
+ /**
3067
+ * Show a win with countup animation.
3068
+ *
3069
+ * @param amount - Win amount
3070
+ * @returns Promise that resolves when the animation completes
3071
+ */
3072
+ async showWin(amount) {
3073
+ this.visible = true;
3074
+ this._cancelCountup = false;
3075
+ this.alpha = 1;
3076
+ const duration = this._config.countupDuration;
3077
+ const startTime = Date.now();
3078
+ // Scale pop
3079
+ this.scale.set(0.5);
3080
+ return new Promise((resolve) => {
3081
+ const tick = () => {
3082
+ if (this._cancelCountup) {
3083
+ this.displayAmount(amount);
3084
+ resolve();
3085
+ return;
3086
+ }
3087
+ const elapsed = Date.now() - startTime;
3088
+ const t = Math.min(elapsed / duration, 1);
3089
+ const eased = Easing.easeOutCubic(t);
3090
+ // Countup
3091
+ const current = amount * eased;
3092
+ this.displayAmount(current);
3093
+ // Scale animation
3094
+ const scaleT = Math.min(elapsed / 300, 1);
3095
+ const scaleEased = Easing.easeOutBack(scaleT);
3096
+ const targetScale = 1;
3097
+ this.scale.set(0.5 + (targetScale - 0.5) * scaleEased);
3098
+ if (t < 1) {
3099
+ requestAnimationFrame(tick);
3100
+ }
3101
+ else {
3102
+ this.displayAmount(amount);
3103
+ this.scale.set(1);
3104
+ resolve();
3105
+ }
3106
+ };
3107
+ requestAnimationFrame(tick);
3108
+ });
3109
+ }
3110
+ /**
3111
+ * Skip the countup animation and show the final amount immediately.
3112
+ */
3113
+ skipCountup(amount) {
3114
+ this._cancelCountup = true;
3115
+ this.displayAmount(amount);
3116
+ this.scale.set(1);
3117
+ }
3118
+ /**
3119
+ * Hide the win display.
3120
+ */
3121
+ hide() {
3122
+ this.visible = false;
3123
+ this._label.text = '';
3124
+ }
3125
+ displayAmount(amount) {
3126
+ this._label.setCurrency(amount, this._config.currency, this._config.locale);
3127
+ }
3128
+ }
3129
+
3130
+ /**
3131
+ * Modal overlay component.
3132
+ * Shows content on top of a dark overlay with enter/exit animations.
3133
+ *
3134
+ * @example
3135
+ * ```ts
3136
+ * const modal = new Modal({ closeOnOverlay: true });
3137
+ * modal.content.addChild(settingsPanel);
3138
+ * modal.onClose = () => console.log('Closed');
3139
+ * await modal.show(1920, 1080);
3140
+ * ```
3141
+ */
3142
+ class Modal extends Container {
3143
+ _overlay;
3144
+ _contentContainer;
3145
+ _config;
3146
+ _showing = false;
3147
+ /** Called when the modal is closed */
3148
+ onClose;
3149
+ constructor(config = {}) {
3150
+ super();
3151
+ this._config = {
3152
+ overlayColor: 0x000000,
3153
+ overlayAlpha: 0.7,
3154
+ closeOnOverlay: true,
3155
+ animationDuration: 300,
3156
+ ...config,
3157
+ };
3158
+ // Overlay
3159
+ this._overlay = new Graphics();
3160
+ this._overlay.eventMode = 'static';
3161
+ this.addChild(this._overlay);
3162
+ if (this._config.closeOnOverlay) {
3163
+ this._overlay.on('pointertap', () => this.hide());
3164
+ }
3165
+ // Content container
3166
+ this._contentContainer = new Container();
3167
+ this.addChild(this._contentContainer);
3168
+ this.visible = false;
3169
+ }
3170
+ /** Content container — add your UI here */
3171
+ get content() {
3172
+ return this._contentContainer;
3173
+ }
3174
+ /** Whether the modal is currently showing */
3175
+ get isShowing() {
3176
+ return this._showing;
3177
+ }
3178
+ /**
3179
+ * Show the modal with animation.
3180
+ */
3181
+ async show(viewWidth, viewHeight) {
3182
+ this._showing = true;
3183
+ this.visible = true;
3184
+ // Draw overlay to cover full screen
3185
+ this._overlay.clear();
3186
+ this._overlay.rect(0, 0, viewWidth, viewHeight).fill(this._config.overlayColor);
3187
+ this._overlay.alpha = 0;
3188
+ // Center content
3189
+ this._contentContainer.x = viewWidth / 2;
3190
+ this._contentContainer.y = viewHeight / 2;
3191
+ this._contentContainer.alpha = 0;
3192
+ this._contentContainer.scale.set(0.8);
3193
+ // Animate in
3194
+ await Promise.all([
3195
+ Tween.to(this._overlay, { alpha: this._config.overlayAlpha }, this._config.animationDuration, Easing.easeOutCubic),
3196
+ Tween.to(this._contentContainer, { alpha: 1, 'scale.x': 1, 'scale.y': 1 }, this._config.animationDuration, Easing.easeOutBack),
3197
+ ]);
3198
+ }
3199
+ /**
3200
+ * Hide the modal with animation.
3201
+ */
3202
+ async hide() {
3203
+ if (!this._showing)
3204
+ return;
3205
+ await Promise.all([
3206
+ Tween.to(this._overlay, { alpha: 0 }, this._config.animationDuration * 0.7, Easing.easeInCubic),
3207
+ Tween.to(this._contentContainer, { alpha: 0, 'scale.x': 0.8, 'scale.y': 0.8 }, this._config.animationDuration * 0.7, Easing.easeInCubic),
3208
+ ]);
3209
+ this.visible = false;
3210
+ this._showing = false;
3211
+ this.onClose?.();
3212
+ }
3213
+ }
3214
+
3215
+ const TOAST_COLORS = {
3216
+ info: 0x3498db,
3217
+ success: 0x27ae60,
3218
+ warning: 0xf39c12,
3219
+ error: 0xe74c3c,
3220
+ };
3221
+ /**
3222
+ * Toast notification component for displaying transient messages.
3223
+ *
3224
+ * @example
3225
+ * ```ts
3226
+ * const toast = new Toast();
3227
+ * scene.container.addChild(toast);
3228
+ * await toast.show('Connection lost', 'error', 1920, 1080);
3229
+ * ```
3230
+ */
3231
+ class Toast extends Container {
3232
+ _bg;
3233
+ _text;
3234
+ _config;
3235
+ _dismissTimeout = null;
3236
+ constructor(config = {}) {
3237
+ super();
3238
+ this._config = {
3239
+ duration: 3000,
3240
+ bottomOffset: 60,
3241
+ ...config,
3242
+ };
3243
+ this._bg = new Graphics();
3244
+ this.addChild(this._bg);
3245
+ this._text = new Text({
3246
+ text: '',
3247
+ style: {
3248
+ fontFamily: '-apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, sans-serif',
3249
+ fontSize: 16,
3250
+ fill: 0xffffff,
3251
+ },
3252
+ });
3253
+ this._text.anchor.set(0.5);
3254
+ this.addChild(this._text);
3255
+ this.visible = false;
3256
+ }
3257
+ /**
3258
+ * Show a toast message.
3259
+ */
3260
+ async show(message, type = 'info', viewWidth, viewHeight) {
3261
+ // Clear previous dismiss
3262
+ if (this._dismissTimeout) {
3263
+ clearTimeout(this._dismissTimeout);
3264
+ }
3265
+ this._text.text = message;
3266
+ const padding = 20;
3267
+ const width = Math.max(200, this._text.width + padding * 2);
3268
+ const height = 44;
3269
+ const radius = 8;
3270
+ this._bg.clear();
3271
+ this._bg.roundRect(-width / 2, -height / 2, width, height, radius).fill(TOAST_COLORS[type]);
3272
+ this._bg.roundRect(-width / 2, -height / 2, width, height, radius)
3273
+ .fill({ color: 0x000000, alpha: 0.2 });
3274
+ // Position
3275
+ if (viewWidth && viewHeight) {
3276
+ this.x = viewWidth / 2;
3277
+ this.y = viewHeight - this._config.bottomOffset;
3278
+ }
3279
+ this.visible = true;
3280
+ this.alpha = 0;
3281
+ this.y += 20;
3282
+ // Animate in
3283
+ await Tween.to(this, { alpha: 1, y: this.y - 20 }, 300, Easing.easeOutCubic);
3284
+ // Auto-dismiss
3285
+ if (this._config.duration > 0) {
3286
+ this._dismissTimeout = setTimeout(() => {
3287
+ this.dismiss();
3288
+ }, this._config.duration);
3289
+ }
3290
+ }
3291
+ /**
3292
+ * Dismiss the toast.
3293
+ */
3294
+ async dismiss() {
3295
+ if (!this.visible)
3296
+ return;
3297
+ if (this._dismissTimeout) {
3298
+ clearTimeout(this._dismissTimeout);
3299
+ this._dismissTimeout = null;
3300
+ }
3301
+ await Tween.to(this, { alpha: 0, y: this.y + 20 }, 200, Easing.easeInCubic);
3302
+ this.visible = false;
3303
+ }
3304
+ }
3305
+
3306
+ const DEFAULT_CONFIG = {
3307
+ balance: 10000,
3308
+ currency: 'USD',
3309
+ gameConfig: {
3310
+ id: 'dev-game',
3311
+ type: 'slot',
3312
+ version: '1.0.0',
3313
+ viewport: { width: 1920, height: 1080 },
3314
+ betLevels: [0.1, 0.2, 0.5, 1, 2, 5, 10, 20, 50],
3315
+ },
3316
+ assetsUrl: '/assets/',
3317
+ session: null,
3318
+ onPlay: () => ({}),
3319
+ networkDelay: 200,
3320
+ debug: true,
3321
+ };
3322
+ /**
3323
+ * Mock host bridge for local development.
3324
+ *
3325
+ * Intercepts postMessage communication from the SDK and responds
3326
+ * with mock data, simulating a real casino host environment.
3327
+ *
3328
+ * This allows games to be developed and tested without a real backend.
3329
+ *
3330
+ * @example
3331
+ * ```ts
3332
+ * // In your dev entry point or vite plugin
3333
+ * import { DevBridge } from '@energy8platform/game-engine/debug';
3334
+ *
3335
+ * const devBridge = new DevBridge({
3336
+ * balance: 5000,
3337
+ * currency: 'EUR',
3338
+ * gameConfig: { id: 'my-slot', type: 'slot', betLevels: [0.2, 0.5, 1, 2] },
3339
+ * onPlay: ({ action, bet }) => ({
3340
+ * totalWin: Math.random() > 0.5 ? bet * (Math.random() * 20) : 0,
3341
+ * data: {
3342
+ * matrix: generateRandomMatrix(5, 3, 10),
3343
+ * win_lines: [],
3344
+ * },
3345
+ * }),
3346
+ * });
3347
+ * devBridge.start();
3348
+ * ```
3349
+ */
3350
+ class DevBridge {
3351
+ _config;
3352
+ _balance;
3353
+ _roundCounter = 0;
3354
+ _listening = false;
3355
+ _handler = null;
3356
+ constructor(config = {}) {
3357
+ this._config = { ...DEFAULT_CONFIG, ...config };
3358
+ this._balance = this._config.balance;
3359
+ }
3360
+ /** Current mock balance */
3361
+ get balance() {
3362
+ return this._balance;
3363
+ }
3364
+ /** Start listening for SDK messages */
3365
+ start() {
3366
+ if (this._listening)
3367
+ return;
3368
+ this._handler = (e) => {
3369
+ this.handleMessage(e);
3370
+ };
3371
+ window.addEventListener('message', this._handler);
3372
+ this._listening = true;
3373
+ if (this._config.debug) {
3374
+ console.log('[DevBridge] Started — listening for SDK messages');
3375
+ }
3376
+ }
3377
+ /** Stop listening */
3378
+ stop() {
3379
+ if (this._handler) {
3380
+ window.removeEventListener('message', this._handler);
3381
+ this._handler = null;
3382
+ }
3383
+ this._listening = false;
3384
+ if (this._config.debug) {
3385
+ console.log('[DevBridge] Stopped');
3386
+ }
3387
+ }
3388
+ /** Set mock balance */
3389
+ setBalance(balance) {
3390
+ this._balance = balance;
3391
+ // Send balance update
3392
+ this.sendMessage('BALANCE_UPDATE', { balance: this._balance });
3393
+ }
3394
+ /** Destroy the dev bridge */
3395
+ destroy() {
3396
+ this.stop();
3397
+ }
3398
+ // ─── Message Handling ──────────────────────────────────
3399
+ handleMessage(e) {
3400
+ const data = e.data;
3401
+ // Only process bridge messages
3402
+ if (!data || data.__casino_bridge !== true)
3403
+ return;
3404
+ if (this._config.debug) {
3405
+ console.log('[DevBridge] ←', data.type, data.payload);
3406
+ }
3407
+ switch (data.type) {
3408
+ case 'GAME_READY':
3409
+ this.handleGameReady(data.id);
3410
+ break;
3411
+ case 'PLAY_REQUEST':
3412
+ this.handlePlayRequest(data.payload, data.id);
3413
+ break;
3414
+ case 'PLAY_RESULT_ACK':
3415
+ this.handlePlayAck(data.payload, data.id);
3416
+ break;
3417
+ case 'GET_BALANCE':
3418
+ this.handleGetBalance(data.id);
3419
+ break;
3420
+ case 'GET_STATE':
3421
+ this.handleGetState(data.id);
3422
+ break;
3423
+ case 'OPEN_DEPOSIT':
3424
+ this.handleOpenDeposit();
3425
+ break;
3426
+ default:
3427
+ if (this._config.debug) {
3428
+ console.log('[DevBridge] Unknown message type:', data.type);
3429
+ }
3430
+ }
3431
+ }
3432
+ handleGameReady(id) {
3433
+ const initData = {
3434
+ balance: this._balance,
3435
+ currency: this._config.currency,
3436
+ config: this._config.gameConfig,
3437
+ session: this._config.session,
3438
+ assetsUrl: this._config.assetsUrl,
3439
+ };
3440
+ this.delayedSend('INIT', initData, id);
3441
+ }
3442
+ handlePlayRequest(payload, id) {
3443
+ const { action, bet, roundId } = payload;
3444
+ // Deduct bet
3445
+ this._balance -= bet;
3446
+ this._roundCounter++;
3447
+ // Generate result
3448
+ const customResult = this._config.onPlay({ action, bet, roundId });
3449
+ const totalWin = customResult.totalWin ?? (Math.random() > 0.6 ? bet * (1 + Math.random() * 10) : 0);
3450
+ // Credit win
3451
+ this._balance += totalWin;
3452
+ const result = {
3453
+ roundId: roundId ?? `dev-round-${this._roundCounter}`,
3454
+ action,
3455
+ balanceAfter: this._balance,
3456
+ totalWin: Math.round(totalWin * 100) / 100,
3457
+ data: customResult.data ?? {},
3458
+ nextActions: customResult.nextActions ?? ['spin'],
3459
+ session: customResult.session ?? null,
3460
+ creditPending: false,
3461
+ };
3462
+ this.delayedSend('PLAY_RESULT', result, id);
3463
+ }
3464
+ handlePlayAck(_payload, _id) {
3465
+ if (this._config.debug) {
3466
+ console.log('[DevBridge] Play acknowledged');
3467
+ }
3468
+ }
3469
+ handleGetBalance(id) {
3470
+ this.delayedSend('BALANCE_RESPONSE', { balance: this._balance }, id);
3471
+ }
3472
+ handleGetState(id) {
3473
+ this.delayedSend('STATE_RESPONSE', this._config.session, id);
3474
+ }
3475
+ handleOpenDeposit() {
3476
+ if (this._config.debug) {
3477
+ console.log('[DevBridge] 💰 Open deposit requested (mock: adding 1000)');
3478
+ }
3479
+ this._balance += 1000;
3480
+ this.sendMessage('BALANCE_UPDATE', { balance: this._balance });
3481
+ }
3482
+ // ─── Communication ─────────────────────────────────────
3483
+ delayedSend(type, payload, id) {
3484
+ const delay = this._config.networkDelay;
3485
+ if (delay > 0) {
3486
+ setTimeout(() => this.sendMessage(type, payload, id), delay);
3487
+ }
3488
+ else {
3489
+ this.sendMessage(type, payload, id);
3490
+ }
3491
+ }
3492
+ sendMessage(type, payload, id) {
3493
+ const message = {
3494
+ __casino_bridge: true,
3495
+ type,
3496
+ payload,
3497
+ id,
3498
+ };
3499
+ if (this._config.debug) {
3500
+ console.log('[DevBridge] →', type, payload);
3501
+ }
3502
+ // Post to the same window (SDK listens on window)
3503
+ window.postMessage(message, '*');
3504
+ }
3505
+ }
3506
+
3507
+ /**
3508
+ * FPS overlay for debugging performance.
3509
+ *
3510
+ * Shows FPS, frame time, and draw call count in the corner of the screen.
3511
+ *
3512
+ * @example
3513
+ * ```ts
3514
+ * const fps = new FPSOverlay(app);
3515
+ * fps.show();
3516
+ * ```
3517
+ */
3518
+ class FPSOverlay {
3519
+ _app;
3520
+ _container;
3521
+ _fpsText;
3522
+ _visible = false;
3523
+ _samples = [];
3524
+ _maxSamples = 60;
3525
+ _lastUpdate = 0;
3526
+ _tickFn = null;
3527
+ constructor(app) {
3528
+ this._app = app;
3529
+ this._container = new Container();
3530
+ this._container.label = 'FPSOverlay';
3531
+ this._container.zIndex = 99999;
3532
+ this._fpsText = new Text({
3533
+ text: 'FPS: --',
3534
+ style: {
3535
+ fontFamily: 'monospace',
3536
+ fontSize: 14,
3537
+ fill: 0x00ff00,
3538
+ stroke: { color: 0x000000, width: 2 },
3539
+ },
3540
+ });
3541
+ this._fpsText.x = 8;
3542
+ this._fpsText.y = 8;
3543
+ this._container.addChild(this._fpsText);
3544
+ }
3545
+ /** Show the FPS overlay */
3546
+ show() {
3547
+ if (this._visible)
3548
+ return;
3549
+ this._visible = true;
3550
+ this._app.stage.addChild(this._container);
3551
+ this._tickFn = (ticker) => {
3552
+ this._samples.push(ticker.FPS);
3553
+ if (this._samples.length > this._maxSamples) {
3554
+ this._samples.shift();
3555
+ }
3556
+ // Update display every ~500ms
3557
+ const now = Date.now();
3558
+ if (now - this._lastUpdate > 500) {
3559
+ const avg = this._samples.reduce((a, b) => a + b, 0) / this._samples.length;
3560
+ const min = Math.min(...this._samples);
3561
+ this._fpsText.text = [
3562
+ `FPS: ${Math.round(avg)} (min: ${Math.round(min)})`,
3563
+ `Frame: ${ticker.deltaMS.toFixed(1)}ms`,
3564
+ ].join('\n');
3565
+ this._lastUpdate = now;
3566
+ }
3567
+ };
3568
+ this._app.ticker.add(this._tickFn);
3569
+ }
3570
+ /** Hide the FPS overlay */
3571
+ hide() {
3572
+ if (!this._visible)
3573
+ return;
3574
+ this._visible = false;
3575
+ this._container.removeFromParent();
3576
+ if (this._tickFn) {
3577
+ this._app.ticker.remove(this._tickFn);
3578
+ this._tickFn = null;
3579
+ }
3580
+ }
3581
+ /** Toggle visibility */
3582
+ toggle() {
3583
+ if (this._visible) {
3584
+ this.hide();
3585
+ }
3586
+ else {
3587
+ this.show();
3588
+ }
3589
+ }
3590
+ /** Destroy the overlay */
3591
+ destroy() {
3592
+ this.hide();
3593
+ this._container.destroy({ children: true });
3594
+ }
3595
+ }
3596
+
3597
+ export { AssetManager, AudioManager, BalanceDisplay, Button, DevBridge, Easing, EventEmitter, FPSOverlay, GameApplication, InputManager, Label, LoadingScene, Modal, Orientation, Panel, ProgressBar, ScaleMode, Scene, SceneManager, SpineHelper, StateMachine, Timeline, Toast, TransitionType, Tween, ViewportManager, WinDisplay };
3598
+ //# sourceMappingURL=index.esm.js.map