@energy8platform/game-engine 0.18.0 → 0.19.0

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package/dist/index.d.ts CHANGED
@@ -342,6 +342,7 @@ declare class AudioManager {
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  private _persist;
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  private _storageKey;
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  private _categories;
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+ private _masterGain;
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  private _currentMusic;
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  private _unlocked;
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  private _unlockHandler;
@@ -382,6 +383,10 @@ declare class AudioManager {
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  * Stop all sounds.
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  */
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  stopAll(): void;
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+ /** Global gain (0..1) folded into every category's effective volume. Driven by the shell's
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+ * 'master' settingChange. Does not affect the persisted per-category volumes. */
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+ setMasterVolume(volume: number): void;
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+ getMasterVolume(): number;
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  /**
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  * Set volume for a category.
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  */
@@ -584,6 +589,7 @@ declare class ViewportManager extends EventEmitter<ViewportEvents> {
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  private _app;
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  private _container;
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  private _config;
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+ private _target;
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  private _resizeObserver;
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  private _currentOrientation;
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  private _currentWidth;
@@ -591,7 +597,7 @@ declare class ViewportManager extends EventEmitter<ViewportEvents> {
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  private _currentScale;
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  private _destroyed;
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  private _resizeTimeout;
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- constructor(app: Application, container: HTMLElement, config: ViewportConfig);
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+ constructor(app: Application, container: HTMLElement, config: ViewportConfig, target?: Container);
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  /** Current canvas width in game units */
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  get width(): number;
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  /** Current canvas height in game units */
@@ -692,6 +698,12 @@ declare class GameApplication extends EventEmitter<GameEngineEvents> {
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  input: InputManager;
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  /** Viewport manager */
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  viewport: ViewportManager;
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+ /** Scaled world root (holds scenes). Transformed by the ViewportManager to fit the design
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+ * resolution; lives below the UI layer on app.stage. */
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+ worldRoot: Container;
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+ /** Unscaled, screen-space UI layer. Sits above {@link worldRoot} and is NOT touched by the
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+ * viewport transform — children fill the real screen (e.g. the host's shell + overlay). */
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+ uiLayer: Container;
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  /** SDK instance (null in offline mode) */
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  sdk: CasinoGameSDK | null;
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  /** FPS overlay instance (only when debug: true) */
package/dist/index.esm.js CHANGED
@@ -734,6 +734,7 @@ class AudioManager {
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  _persist;
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  _storageKey;
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  _categories;
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+ _masterGain = 1.0;
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  _currentMusic = null;
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  _unlocked = false;
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  _unlockHandler = null;
@@ -793,7 +794,7 @@ class AudioManager {
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  if (this._globalMuted || this._categories[category].muted)
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  return;
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  const { sound } = this._soundModule;
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- const vol = (options?.volume ?? 1) * this._categories[category].volume;
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+ const vol = (options?.volume ?? 1) * this._categories[category].volume * this._masterGain;
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  try {
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  sound.play(alias, {
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  volume: vol,
@@ -822,7 +823,7 @@ class AudioManager {
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  if (this._globalMuted || this._categories.music.muted)
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  return;
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  // Fade out the previous track
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- this.fadeVolume(prevAlias, this._categories.music.volume, 0, fadeDuration, () => {
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+ this.fadeVolume(prevAlias, this._categories.music.volume * this._masterGain, 0, fadeDuration, () => {
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  try {
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  sound.stop(prevAlias);
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  }
@@ -834,7 +835,7 @@ class AudioManager {
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  volume: 0,
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  loop: true,
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  });
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- this.fadeVolume(alias, 0, this._categories.music.volume, fadeDuration);
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+ this.fadeVolume(alias, 0, this._categories.music.volume * this._masterGain, fadeDuration);
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  }
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  catch (e) {
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  console.warn(`[AudioManager] Failed to play music "${alias}":`, e);
@@ -853,7 +854,7 @@ class AudioManager {
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  return;
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  try {
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  sound.play(alias, {
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- volume: this._categories.music.volume,
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+ volume: this._categories.music.volume * this._masterGain,
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  loop: true,
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  });
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  }
@@ -887,6 +888,15 @@ class AudioManager {
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  sound.stopAll();
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  this._currentMusic = null;
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  }
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+ /** Global gain (0..1) folded into every category's effective volume. Driven by the shell's
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+ * 'master' settingChange. Does not affect the persisted per-category volumes. */
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+ setMasterVolume(volume) {
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+ this._masterGain = Math.max(0, Math.min(1, volume));
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+ this.applyVolumes();
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+ }
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+ getMasterVolume() {
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+ return this._masterGain;
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+ }
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  /**
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  * Set volume for a category.
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  */
@@ -1032,7 +1042,7 @@ class AudioManager {
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  const { sound } = this._soundModule;
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  // Global mute is owned by sound.muteAll()/unmuteAll() (context.muted),
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  // not by volumeAll — mixing both leaves mute un-undoable after reload.
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- sound.volumeAll = 1;
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+ sound.volumeAll = this._masterGain; // master multiplies the global bus
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  }
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  setupMobileUnlock() {
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  if (this._unlocked)
@@ -1300,6 +1310,7 @@ class ViewportManager extends EventEmitter {
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  _app;
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  _container;
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  _config;
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+ _target;
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  _resizeObserver = null;
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  _currentOrientation = Orientation.LANDSCAPE;
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  _currentWidth = 0;
@@ -1307,11 +1318,15 @@ class ViewportManager extends EventEmitter {
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  _currentScale = 1;
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  _destroyed = false;
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  _resizeTimeout = null;
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- constructor(app, container, config) {
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+ constructor(app, container, config, target) {
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  super();
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  this._app = app;
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  this._container = container;
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  this._config = config;
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+ // The container this manager scales/offsets. Defaults to app.stage for backward
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+ // compatibility; the engine passes a dedicated scaled world root so app.stage stays
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+ // identity (screen space) for unscaled UI layers.
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+ this._target = target ?? app.stage;
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  this.setupObserver();
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  }
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  /** Current canvas width in game units */
@@ -1400,19 +1415,19 @@ class ViewportManager extends EventEmitter {
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  const stageScale = scaleMode === ScaleMode.STRETCH
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  ? Math.min(containerWidth / designWidth, containerHeight / designHeight)
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  : scale;
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- this._app.stage.scale.set(stageScale);
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+ this._target.scale.set(stageScale);
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  // Center the stage for FIT mode
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  if (scaleMode === ScaleMode.FIT) {
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- this._app.stage.x = Math.round((containerWidth - designWidth * stageScale) / 2);
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- this._app.stage.y = Math.round((containerHeight - designHeight * stageScale) / 2);
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+ this._target.x = Math.round((containerWidth - designWidth * stageScale) / 2);
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+ this._target.y = Math.round((containerHeight - designHeight * stageScale) / 2);
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  }
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  else if (scaleMode === ScaleMode.FILL) {
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- this._app.stage.x = Math.round((containerWidth - gameWidth * stageScale) / 2);
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- this._app.stage.y = Math.round((containerHeight - gameHeight * stageScale) / 2);
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+ this._target.x = Math.round((containerWidth - gameWidth * stageScale) / 2);
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+ this._target.y = Math.round((containerHeight - gameHeight * stageScale) / 2);
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  }
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  else {
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- this._app.stage.x = 0;
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- this._app.stage.y = 0;
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+ this._target.x = 0;
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+ this._target.y = 0;
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  }
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  this._currentWidth = gameWidth;
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  this._currentHeight = gameHeight;
@@ -1903,6 +1918,12 @@ class GameApplication extends EventEmitter {
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  input;
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  /** Viewport manager */
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  viewport;
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+ /** Scaled world root (holds scenes). Transformed by the ViewportManager to fit the design
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+ * resolution; lives below the UI layer on app.stage. */
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+ worldRoot;
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+ /** Unscaled, screen-space UI layer. Sits above {@link worldRoot} and is NOT touched by the
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+ * viewport transform — children fill the real screen (e.g. the host's shell + overlay). */
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+ uiLayer;
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  /** SDK instance (null in offline mode) */
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  sdk = null;
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  /** FPS overlay instance (only when debug: true) */
@@ -2082,20 +2103,27 @@ class GameApplication extends EventEmitter {
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  this.audio = new AudioManager(this.config.audio);
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  // Input Manager
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  this.input = new InputManager(this.app.canvas);
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- // Viewport Manager
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+ // Stage layers: a scaled world root (scenes, transformed to design resolution by the
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+ // viewport) below an unscaled UI layer (screen space). app.stage itself stays identity.
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+ this.worldRoot = new Container();
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+ this.worldRoot.label = 'world';
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+ this.uiLayer = new Container();
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+ this.uiLayer.label = 'ui';
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+ this.app.stage.addChild(this.worldRoot, this.uiLayer);
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+ // Viewport Manager — scales worldRoot (NOT app.stage), so the UI layer is unscaled.
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  this.viewport = new ViewportManager(this.app, this._container, {
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  designWidth: this.config.designWidth,
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  designHeight: this.config.designHeight,
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  scaleMode: this.config.scaleMode,
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  orientation: this.config.orientation,
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- });
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- // Wire SceneManager to the PixiJS stage
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- this.scenes.setRoot(this.app.stage);
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+ }, this.worldRoot);
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+ // Wire SceneManager to the scaled world root
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+ this.scenes.setRoot(this.worldRoot);
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  this.scenes.setApp(this);
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  // Wire viewport resize → scene manager + input manager
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  this.viewport.on('resize', ({ width, height, scale }) => {
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  this.scenes.resize(width, height);
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- this.input.setViewportTransform(scale, this.app.stage.x, this.app.stage.y);
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+ this.input.setViewportTransform(scale, this.worldRoot.x, this.worldRoot.y);
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  this.emit('resize', { width, height });
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  });
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  this.viewport.on('orientationChange', (orientation) => {