@energy8platform/game-engine 0.18.0 → 0.19.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/audio.cjs.js +15 -5
- package/dist/audio.cjs.js.map +1 -1
- package/dist/audio.d.ts +5 -0
- package/dist/audio.esm.js +15 -5
- package/dist/audio.esm.js.map +1 -1
- package/dist/core.cjs.js +46 -18
- package/dist/core.cjs.js.map +1 -1
- package/dist/core.d.ts +13 -1
- package/dist/core.esm.js +46 -18
- package/dist/core.esm.js.map +1 -1
- package/dist/host.cjs.js +333 -67
- package/dist/host.cjs.js.map +1 -1
- package/dist/host.d.ts +111 -26
- package/dist/host.esm.js +333 -67
- package/dist/host.esm.js.map +1 -1
- package/dist/index.cjs.js +46 -18
- package/dist/index.cjs.js.map +1 -1
- package/dist/index.d.ts +13 -1
- package/dist/index.esm.js +46 -18
- package/dist/index.esm.js.map +1 -1
- package/dist/react.d.ts +13 -1
- package/package.json +3 -2
- package/src/audio/AudioManager.ts +17 -5
- package/src/core/GameApplication.ts +22 -5
- package/src/host/createSlotGame.ts +143 -23
- package/src/host/index.ts +4 -1
- package/src/host/overlayController.ts +81 -0
- package/src/host/pauseController.ts +21 -0
- package/src/host/runRound.ts +35 -43
- package/src/host/sceneAudio.ts +14 -0
- package/src/host/sceneController.ts +84 -19
- package/src/host/shellConfig.ts +11 -6
- package/src/host/skipGesture.ts +24 -0
- package/src/host/types.ts +5 -2
- package/src/viewport/ViewportManager.ts +19 -9
package/dist/host.esm.js
CHANGED
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@@ -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;
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@@ -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,
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@@ -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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}
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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);
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@@ -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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}
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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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*/
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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 =
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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)
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@@ -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;
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@@ -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 */
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@@ -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.
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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.
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this.
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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.
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this.
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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.
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-
this.
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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;
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@@ -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) */
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@@ -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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-
//
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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
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2093
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this.scenes.setRoot(this.
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+
}, this.worldRoot);
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2120
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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.
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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) => {
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@@ -2411,13 +2439,27 @@ async function createSlotGame(opts) {
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2411
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let currentBet = opts.model.spec.defaultBet ?? opts.model.spec.betLevels[0];
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2412
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// Build slotPlay FIRST — bindGameScene() needs it to be in scope.
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2413
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const { createSlotPlay, enrichRoundMeta } = await Promise.resolve().then(function () { return slotPlay; });
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2442
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+
// Injected once per controller scene the first time it becomes current (see `ensureCreated`).
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2443
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+
// `sceneApi` is assembled inside the shell block; until then injection is a no-op (a shell-less
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2444
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+
// launch never builds the api, so a controller scene simply never receives onCreate).
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2445
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+
let sceneApi = null;
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2446
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+
const createdScenes = new WeakSet();
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2447
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+
const ensureCreated = (s) => {
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2448
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+
if (!sceneApi || createdScenes.has(s))
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2449
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+
return;
|
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2450
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+
createdScenes.add(s);
|
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2451
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+
s.onCreate?.(sceneApi);
|
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2452
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+
};
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2414
2453
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/** The current scene IFF it implements the SlotSceneController contract (duck-typed on
|
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2415
|
-
* `
|
|
2454
|
+
* `onSpin`). The host drives the play loop against whichever scene is current. Injects the
|
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2455
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+
* SceneApi via onCreate the first time a controller scene is seen. */
|
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2416
2456
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const gameScene = () => {
|
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2417
2457
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const s = game.scenes.current?.scene;
|
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2418
|
-
|
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2419
|
-
|
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2420
|
-
|
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2458
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+
if (typeof s?.onSpin !== 'function')
|
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2459
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+
return undefined;
|
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2460
|
+
const scene = s;
|
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2461
|
+
ensureCreated(scene);
|
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2462
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+
return scene;
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2421
2463
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};
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2422
2464
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const { runRound } = await Promise.resolve().then(function () { return runRound$1; });
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2423
2465
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const { createBalanceGate } = await Promise.resolve().then(function () { return balanceGate; });
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@@ -2434,7 +2476,7 @@ async function createSlotGame(opts) {
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2434
2476
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ack: (raw) => game.platformSession.playAck(raw),
|
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2435
2477
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});
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2436
2478
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if (opts.shell) {
|
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2437
|
-
const {
|
|
2479
|
+
const { createPixiShell } = await import('@energy8platform/pixi-shell');
|
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2438
2480
|
const { buildShellConfig } = await Promise.resolve().then(function () { return shellConfig; });
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2439
2481
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const { resolveReplayBonusId } = await Promise.resolve().then(function () { return replay; });
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2440
2482
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const ps = game.platformSession;
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@@ -2481,7 +2523,14 @@ async function createSlotGame(opts) {
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|
2481
2523
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`| spec=${opts.model.spec.currency ?? '∅'} ` +
|
|
2482
2524
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`| RESOLVED.symbol=${runtime.currency?.symbol ?? '∅'} pos=${runtime.currency?.position ?? '∅'}`);
|
|
2483
2525
|
}
|
|
2484
|
-
shell
|
|
2526
|
+
// pixi-shell mounts its root onto the engine's unscaled, screen-space UI layer (above the
|
|
2527
|
+
// scaled world/scene root) so the control bar fills the real screen, not the letterboxed game.
|
|
2528
|
+
// The host adds the mount target (`app`) + parent; buildShellConfig produces everything else.
|
|
2529
|
+
shell = createPixiShell({ ...buildShellConfig(opts.shell, opts.model, runtime), app: game.app, parent: game.uiLayer });
|
|
2530
|
+
// Scope the bar to the slot scene: show only when a SlotSceneController scene is current
|
|
2531
|
+
// (hidden over the intro / non-slot scenes). Applies in BOTH base and replay modes.
|
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2532
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+
shell.setVisible(!!gameScene());
|
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2533
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+
game.scenes.on('change', () => shell.setVisible(!!gameScene()));
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2485
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// The gate tracks the live wallet (for the affordability guard) but only PAINTS the balance per
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2486
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// the HUD-timing rule: the debit is buffered during play→present and shown at afterPresent; the
|
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2536
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// async win credit (/wallet/end-round, after the final ack) paints when it lands. `balanceGate`
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@@ -2490,8 +2539,52 @@ async function createSlotGame(opts) {
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2490
2539
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ps?.on('balanceUpdate', (d) => { balanceGate.onBalance(d.balance); });
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2491
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// Live turbo level (0..3) — read fresh on each ctx.turbo access so a mid-round toggle is honoured.
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let currentTurbo = shell.state.turbo;
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2493
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-
shell.on('turboChange', (level) => { currentTurbo = level; });
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2542
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+
shell.on('turboChange', (level) => { currentTurbo = level; gameScene()?.onTurboChanged?.(level); });
|
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2543
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+
// Double-tap-to-skip is a game-level option (default on), set once via createSlotGame({ skipGesture }).
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2544
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+
const skipEnabled = opts.skipGesture ?? true;
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2545
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+
// Shell settings → engine state. Sound/volume map onto the AudioManager.
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2546
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+
shell.on('settingChange', ({ key, value }) => {
|
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2547
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+
switch (key) {
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2548
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+
case 'sound':
|
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2549
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+
value ? game.audio.unmuteAll() : game.audio.muteAll();
|
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2550
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+
break;
|
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2551
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+
case 'master':
|
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2552
|
+
game.audio.setMasterVolume(Number(value));
|
|
2553
|
+
break;
|
|
2554
|
+
case 'music':
|
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2555
|
+
game.audio.setVolume('music', Number(value));
|
|
2556
|
+
break;
|
|
2557
|
+
case 'sfx':
|
|
2558
|
+
game.audio.setVolume('sfx', Number(value));
|
|
2559
|
+
break;
|
|
2560
|
+
}
|
|
2561
|
+
});
|
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2562
|
+
// Overlay layer sits ABOVE the shell (the shell already mounted its root onto the uiLayer;
|
|
2563
|
+
// adding ours afterwards keeps it on top). It eats pointer events while open so shell controls
|
|
2564
|
+
// are unreachable. Mounted on the same unscaled UI layer; tracks viewport via game's 'resize'.
|
|
2565
|
+
const { createSceneAudio } = await Promise.resolve().then(function () { return sceneAudio; });
|
|
2566
|
+
const { createOverlayController } = await Promise.resolve().then(function () { return overlayController; });
|
|
2567
|
+
const overlayLayer = new Container();
|
|
2568
|
+
overlayLayer.label = 'overlay';
|
|
2569
|
+
game.uiLayer.addChild(overlayLayer);
|
|
2570
|
+
const overlayCtl = createOverlayController({
|
|
2571
|
+
parent: overlayLayer,
|
|
2572
|
+
size: () => ({ width: game.app.screen.width, height: game.app.screen.height }),
|
|
2573
|
+
});
|
|
2574
|
+
game.on('resize', ({ width, height }) => overlayCtl.resize(width, height));
|
|
2575
|
+
// Capabilities injected once per controller scene via onCreate (see `gameScene`/`ensureCreated`).
|
|
2576
|
+
sceneApi = {
|
|
2577
|
+
audio: createSceneAudio(game.audio),
|
|
2578
|
+
overlay: overlayCtl.overlay,
|
|
2579
|
+
shell: { get safeArea() { return shell.safeArea; } },
|
|
2580
|
+
formatAmount: (v) => shell.formatWin(v),
|
|
2581
|
+
get bet() { return currentBet; },
|
|
2582
|
+
get mode() { return opts.model.modeMap['spin'] ?? 'BASE'; },
|
|
2583
|
+
get turbo() { return currentTurbo; },
|
|
2584
|
+
};
|
|
2494
2585
|
const roleOf = (action) => opts.model.spec.actions[action]?.role;
|
|
2586
|
+
// The signal-less context. runRound injects a per-segment `signal` (for skip); resumeDrain
|
|
2587
|
+
// attaches its own. So makeContext returns everything BUT `signal`.
|
|
2495
2588
|
const makeContext = (action) => ({
|
|
2496
2589
|
bet: currentBet,
|
|
2497
2590
|
action,
|
|
@@ -2534,19 +2627,62 @@ async function createSlotGame(opts) {
|
|
|
2534
2627
|
body: shell.t('Lost connection to the game server. Trying to reconnect…'),
|
|
2535
2628
|
});
|
|
2536
2629
|
});
|
|
2630
|
+
// Skip state: `currentSegmentAbort` is the controller for the segment presently animating;
|
|
2631
|
+
// `presenting` is true for the whole play→drain window (gates the double-tap detector so taps
|
|
2632
|
+
// only skip while a round is animating).
|
|
2633
|
+
let currentSegmentAbort = null;
|
|
2634
|
+
let presenting = false;
|
|
2635
|
+
// Double-tap skip: a double-tap on the play area aborts the current segment (the scene collapses
|
|
2636
|
+
// to its final visual via ctx.signal) and notifies the scene's onSkip. Gated by the shell's
|
|
2637
|
+
// skip-gesture setting (`skipEnabled`) and only active while a round is presenting.
|
|
2638
|
+
const { createDoubleTapSkip } = await Promise.resolve().then(function () { return skipGesture; });
|
|
2639
|
+
const skip = createDoubleTapSkip({
|
|
2640
|
+
enabled: () => skipEnabled,
|
|
2641
|
+
active: () => presenting,
|
|
2642
|
+
onSkip: () => { currentSegmentAbort?.abort(); gameScene()?.onSkip?.(); },
|
|
2643
|
+
});
|
|
2644
|
+
// Listen for taps on the scene root (game.worldRoot — the scaled scene container). The shell
|
|
2645
|
+
// lives on the sibling uiLayer, so its bar taps never reach worldRoot — taps here are the play area.
|
|
2646
|
+
game.scenes.root.eventMode = 'static';
|
|
2647
|
+
game.scenes.root.on('pointertap', () => skip.tap(performance.now()));
|
|
2648
|
+
// Full auto-pause: on tab blur, freeze the ticker (stops tweens/onUpdate/in-flight onSpin),
|
|
2649
|
+
// duck music to silence, hold autoplay, and notify the scene. On focus, reverse it all.
|
|
2650
|
+
// `stopAutoplay` is reassigned in the base-mode block below — the closure reads it live.
|
|
2651
|
+
const { createPauseController } = await Promise.resolve().then(function () { return pauseController; });
|
|
2652
|
+
createPauseController({
|
|
2653
|
+
isHidden: () => typeof document !== 'undefined' && document.hidden,
|
|
2654
|
+
subscribe: (cb) => {
|
|
2655
|
+
if (typeof document === 'undefined')
|
|
2656
|
+
return () => { };
|
|
2657
|
+
document.addEventListener('visibilitychange', cb);
|
|
2658
|
+
return () => document.removeEventListener('visibilitychange', cb);
|
|
2659
|
+
},
|
|
2660
|
+
onHidden: () => {
|
|
2661
|
+
game.app.ticker.stop(); // freezes tweens, onUpdate, in-flight onSpin animation
|
|
2662
|
+
game.audio.duckMusic(0); // silence music (ducked to 0; restored on resume)
|
|
2663
|
+
stopAutoplay(); // hold autoplay — don't start the next auto-round
|
|
2664
|
+
gameScene()?.onPause?.();
|
|
2665
|
+
},
|
|
2666
|
+
onVisible: () => {
|
|
2667
|
+
game.app.ticker.start();
|
|
2668
|
+
game.audio.unduckMusic();
|
|
2669
|
+
gameScene()?.onResume?.();
|
|
2670
|
+
},
|
|
2671
|
+
});
|
|
2537
2672
|
/** Drive a full round (trigger + drain) against the current scene. HUD readouts (win + balance)
|
|
2538
|
-
* update only AFTER each
|
|
2673
|
+
* update only AFTER each onSpin(), per the HUD-timing requirement. */
|
|
2539
2674
|
const playRound = (action) => {
|
|
2540
2675
|
const scene = gameScene();
|
|
2541
2676
|
if (!scene)
|
|
2542
2677
|
return;
|
|
2543
2678
|
// Per-round free-spins state: the shell enters FS mode on bonus-enter and shows current/total
|
|
2544
2679
|
// (growing on retriggers) + cumulative win per spin. `inBonus` gates the per-spin counter so
|
|
2545
|
-
// the trigger segment (
|
|
2680
|
+
// the trigger segment (rendered by onSpin before onEnterMode) doesn't count as a free spin.
|
|
2546
2681
|
let inBonus = false;
|
|
2547
2682
|
let prevWin = 0; // cumulative win up to the previous segment — the WIN readout shows the delta
|
|
2548
2683
|
const fsCounter = createFreeSpinsCounter();
|
|
2549
2684
|
shell.setBusy(true); // block re-spin / spacebar while the round plays out
|
|
2685
|
+
presenting = true; // open the skip window for the whole play→drain
|
|
2550
2686
|
// RETURN the promise: the replay modal awaits onReplay() and only reopens once the round's
|
|
2551
2687
|
// animation has finished — returning void would reopen it instantly, over a running animation.
|
|
2552
2688
|
return runRound({
|
|
@@ -2556,6 +2692,10 @@ async function createSlotGame(opts) {
|
|
|
2556
2692
|
scene,
|
|
2557
2693
|
context: makeContext,
|
|
2558
2694
|
roleOf,
|
|
2695
|
+
// Hand the host the per-segment AbortController so a double-tap can skip the live segment.
|
|
2696
|
+
beforeSegment: (ac) => { currentSegmentAbort = ac; },
|
|
2697
|
+
onSpinStart: () => scene.onSpinStart?.(),
|
|
2698
|
+
onSpinEnd: (last, ctx) => scene.onSpinEnd?.(last, ctx),
|
|
2559
2699
|
afterPresent: (r) => {
|
|
2560
2700
|
// WIN readout = THIS spin's win (cumulative delta); the cumulative total goes to the
|
|
2561
2701
|
// free-spins counter (totalWin) below, not the WIN readout.
|
|
@@ -2565,18 +2705,18 @@ async function createSlotGame(opts) {
|
|
|
2565
2705
|
if (inBonus)
|
|
2566
2706
|
shell.setFreeSpins(fsCounter.spin(r.freeSpins?.awarded ?? 0, r.totalWin));
|
|
2567
2707
|
},
|
|
2568
|
-
|
|
2708
|
+
onEnterMode: async (trigger, ctx) => {
|
|
2569
2709
|
inBonus = true;
|
|
2570
2710
|
shell.setMode('freeSpins');
|
|
2571
2711
|
shell.setFreeSpins(fsCounter.enter(trigger.freeSpins?.awarded ?? trigger.freeSpins?.total ?? 0));
|
|
2572
|
-
await scene.
|
|
2712
|
+
await scene.onEnterMode?.(trigger, ctx);
|
|
2573
2713
|
},
|
|
2574
|
-
|
|
2714
|
+
onExitMode: async (last, ctx) => {
|
|
2575
2715
|
inBonus = false;
|
|
2576
|
-
await scene.
|
|
2716
|
+
await scene.onExitMode?.(last, ctx);
|
|
2577
2717
|
shell.setMode('base');
|
|
2578
2718
|
},
|
|
2579
|
-
}, action).catch(showPlayError).finally(() => shell.setBusy(false));
|
|
2719
|
+
}, action).catch(showPlayError).finally(() => { presenting = false; shell.setBusy(false); });
|
|
2580
2720
|
};
|
|
2581
2721
|
/**
|
|
2582
2722
|
* Drain a recovered open round to completion and settle it. Plays EVERY remaining segment from
|
|
@@ -2589,7 +2729,12 @@ async function createSlotGame(opts) {
|
|
|
2589
2729
|
const scene = gameScene();
|
|
2590
2730
|
if (!scene || !ps)
|
|
2591
2731
|
return;
|
|
2592
|
-
|
|
2732
|
+
// A recovered drain isn't skippable (no live skip gesture wired to it), so it gets a stable,
|
|
2733
|
+
// never-aborted signal to satisfy onSpin's RenderContext.
|
|
2734
|
+
const ctx = {
|
|
2735
|
+
...makeContext(firstRaw.action ?? 'spin'),
|
|
2736
|
+
signal: new AbortController().signal,
|
|
2737
|
+
};
|
|
2593
2738
|
const fsView = (raw, totalWin) => {
|
|
2594
2739
|
const s = raw.session;
|
|
2595
2740
|
if (!s)
|
|
@@ -2612,7 +2757,7 @@ async function createSlotGame(opts) {
|
|
|
2612
2757
|
shell.setMode('freeSpins');
|
|
2613
2758
|
}
|
|
2614
2759
|
if (animate)
|
|
2615
|
-
await scene.
|
|
2760
|
+
await scene.onSpin(r, ctx);
|
|
2616
2761
|
if (inBonus) {
|
|
2617
2762
|
const v = fsView(raw, r.totalWin);
|
|
2618
2763
|
if (v)
|
|
@@ -2660,7 +2805,7 @@ async function createSlotGame(opts) {
|
|
|
2660
2805
|
return;
|
|
2661
2806
|
void playRound(action);
|
|
2662
2807
|
});
|
|
2663
|
-
shell.on('betChange', (bet) => { currentBet = bet; });
|
|
2808
|
+
shell.on('betChange', (bet) => { currentBet = bet; gameScene()?.onBetChanged?.(bet); });
|
|
2664
2809
|
shell.on('buyBonusSelect', ({ id }) => {
|
|
2665
2810
|
if (!ensureAffordable(id))
|
|
2666
2811
|
return;
|
|
@@ -2673,7 +2818,10 @@ async function createSlotGame(opts) {
|
|
|
2673
2818
|
resolveAction: () => activeFeature ?? 'spin',
|
|
2674
2819
|
canAfford: (a) => ensureAffordable(a),
|
|
2675
2820
|
playRound: (a) => Promise.resolve(playRound(a)),
|
|
2676
|
-
onState: (s) =>
|
|
2821
|
+
onState: (s) => {
|
|
2822
|
+
shell.setAutoplay(s);
|
|
2823
|
+
gameScene()?.onAutoplayChanged?.({ running: s.active, remaining: s.remaining });
|
|
2824
|
+
},
|
|
2677
2825
|
});
|
|
2678
2826
|
stopAutoplay = () => autoplay$1.stop();
|
|
2679
2827
|
shell.on('autoplayStart', (o) => autoplay$1.start(o?.remaining ?? 0));
|
|
@@ -2730,6 +2878,8 @@ async function createSlotGame(opts) {
|
|
|
2730
2878
|
}
|
|
2731
2879
|
|
|
2732
2880
|
// packages/game-engine/src/host/shellConfig.ts
|
|
2881
|
+
// `socialize` is a runtime helper that pixi-shell does NOT re-export (its index only re-exports
|
|
2882
|
+
// types), so it stays sourced from platform-core/shell; the shapes are structurally identical.
|
|
2733
2883
|
/**
|
|
2734
2884
|
* Apply jurisdiction restrictions over the resolved shell features, in place. A restriction ALWAYS
|
|
2735
2885
|
* wins over the author's intent (a forbidden control must stay off even if the game enabled it).
|
|
@@ -2982,7 +3132,8 @@ function socializeBonusOptions(options, isSocial) {
|
|
|
2982
3132
|
return options;
|
|
2983
3133
|
return options.map((o) => ({ ...o, title: socialize(o.title), description: socialize(o.description) }));
|
|
2984
3134
|
}
|
|
2985
|
-
/** Pure: assemble
|
|
3135
|
+
/** Pure: assemble the shell config (sans mount target) from the model + runtime context
|
|
3136
|
+
* (currency/balance/language/mode). The host adds `app` at the call site. */
|
|
2986
3137
|
function buildShellConfig(opts, model, runtime) {
|
|
2987
3138
|
// Prefer the currency-specific ladder from /wallet/authenticate; fall back to the spec (dev/devBridge).
|
|
2988
3139
|
const betLevels = runtime.betLevels?.length ? runtime.betLevels : model.spec.betLevels;
|
|
@@ -3025,7 +3176,6 @@ function buildShellConfig(opts, model, runtime) {
|
|
|
3025
3176
|
};
|
|
3026
3177
|
applyJurisdiction(features, runtime.jurisdiction);
|
|
3027
3178
|
return {
|
|
3028
|
-
mount: opts.mount ?? (typeof document !== 'undefined' ? document.body : undefined),
|
|
3029
3179
|
language: runtime.language ?? 'en',
|
|
3030
3180
|
isSocial,
|
|
3031
3181
|
currency,
|
|
@@ -3134,39 +3284,32 @@ var slotPlay = /*#__PURE__*/Object.freeze({
|
|
|
3134
3284
|
enrichRoundMeta: enrichRoundMeta
|
|
3135
3285
|
});
|
|
3136
3286
|
|
|
3137
|
-
/**
|
|
3138
|
-
* Drive ONE round end-to-end: play the trigger, present it, ack; then drain the remaining segments
|
|
3139
|
-
* (a bonus's free spins) by replaying nextActions[0] with the SAME roundId until the round reports
|
|
3140
|
-
* `complete`. Fires `onBonusEnter` EXACTLY before the first free-role segment and `onBonusExit`
|
|
3141
|
-
* after the last. A plain spin with no bonus is already `complete`, so the while-loop is a no-op.
|
|
3142
|
-
*
|
|
3143
|
-
* `ctx.bet` is captured once (bet can't change mid-round); `ctx.turbo` is a live getter so a
|
|
3144
|
-
* mid-round toggle is honoured on the next segment.
|
|
3145
|
-
*/
|
|
3146
3287
|
async function runRound(deps, action) {
|
|
3147
|
-
|
|
3148
|
-
|
|
3149
|
-
|
|
3150
|
-
|
|
3151
|
-
|
|
3152
|
-
|
|
3153
|
-
|
|
3154
|
-
|
|
3155
|
-
if (!inBonus && deps.roleOf(next) === 'free') {
|
|
3156
|
-
inBonus = true;
|
|
3157
|
-
await deps.onBonusEnter?.(r, ctx);
|
|
3158
|
-
}
|
|
3159
|
-
// Snapshot the TRIGGER context per segment: { ... } freezes the live `turbo` getter into a data
|
|
3160
|
-
// property (so a mid-round toggle is reflected on the NEXT segment), while action/mode/bet stay
|
|
3161
|
-
// the round's (the trigger's) identity — a scene must see the same bonus identity all round.
|
|
3162
|
-
const segCtx = { ...deps.context(action) };
|
|
3163
|
-
r = await deps.play(next, ctx.bet, r.roundId);
|
|
3164
|
-
await deps.scene.present(r, segCtx);
|
|
3288
|
+
deps.onSpinStart?.();
|
|
3289
|
+
const ctxBet = deps.context(action).bet;
|
|
3290
|
+
const segment = async (a, roundId) => {
|
|
3291
|
+
const ac = new AbortController();
|
|
3292
|
+
deps.beforeSegment?.(ac);
|
|
3293
|
+
const r = await deps.play(a, ctxBet, roundId);
|
|
3294
|
+
const ctx = { ...deps.context(action), signal: ac.signal };
|
|
3295
|
+
await deps.scene.onSpin(r, ctx);
|
|
3165
3296
|
deps.ack();
|
|
3166
3297
|
deps.afterPresent?.(r);
|
|
3298
|
+
return { r, ctx };
|
|
3299
|
+
};
|
|
3300
|
+
let { r, ctx } = await segment(action, undefined);
|
|
3301
|
+
let inMode = false;
|
|
3302
|
+
while (!r.complete && r.nextActions && r.nextActions.length > 0) {
|
|
3303
|
+
const next = r.nextActions[0];
|
|
3304
|
+
if (!inMode && deps.roleOf(next) === 'free') {
|
|
3305
|
+
inMode = true;
|
|
3306
|
+
await deps.onEnterMode?.(r, ctx);
|
|
3307
|
+
}
|
|
3308
|
+
({ r, ctx } = await segment(next, r.roundId));
|
|
3167
3309
|
}
|
|
3168
|
-
if (
|
|
3169
|
-
await deps.
|
|
3310
|
+
if (inMode)
|
|
3311
|
+
await deps.onExitMode?.(r, ctx);
|
|
3312
|
+
deps.onSpinEnd?.(r, ctx);
|
|
3170
3313
|
}
|
|
3171
3314
|
|
|
3172
3315
|
var runRound$1 = /*#__PURE__*/Object.freeze({
|
|
@@ -3273,6 +3416,129 @@ var playError = /*#__PURE__*/Object.freeze({
|
|
|
3273
3416
|
resolvePlayError: resolvePlayError
|
|
3274
3417
|
});
|
|
3275
3418
|
|
|
3419
|
+
/** Wrap the engine's AudioManager into the playback-only handle a scene receives. Volume/mute are
|
|
3420
|
+
* deliberately omitted — those are driven by the shell's settingChange → host. */
|
|
3421
|
+
function createSceneAudio(audio) {
|
|
3422
|
+
return {
|
|
3423
|
+
play: (alias, opts) => audio.play(alias, 'sfx', opts),
|
|
3424
|
+
playMusic: (alias, fadeMs) => audio.playMusic(alias, fadeMs),
|
|
3425
|
+
stopMusic: () => audio.stopMusic(),
|
|
3426
|
+
duck: (factor) => audio.duckMusic(factor),
|
|
3427
|
+
unduck: () => audio.unduckMusic(),
|
|
3428
|
+
};
|
|
3429
|
+
}
|
|
3430
|
+
|
|
3431
|
+
var sceneAudio = /*#__PURE__*/Object.freeze({
|
|
3432
|
+
__proto__: null,
|
|
3433
|
+
createSceneAudio: createSceneAudio
|
|
3434
|
+
});
|
|
3435
|
+
|
|
3436
|
+
function createOverlayController(deps) {
|
|
3437
|
+
let current = null;
|
|
3438
|
+
const teardown = () => {
|
|
3439
|
+
if (!current)
|
|
3440
|
+
return;
|
|
3441
|
+
if (current.timer)
|
|
3442
|
+
clearTimeout(current.timer);
|
|
3443
|
+
const { layer, resolve } = current;
|
|
3444
|
+
current = null;
|
|
3445
|
+
layer.removeFromParent();
|
|
3446
|
+
layer.destroy({ children: true });
|
|
3447
|
+
resolve();
|
|
3448
|
+
};
|
|
3449
|
+
const overlay = {
|
|
3450
|
+
show(opts) {
|
|
3451
|
+
if (current) {
|
|
3452
|
+
console.warn('[overlay] show() ignored — an overlay is already open');
|
|
3453
|
+
return Promise.reject(new Error('Overlay already open'));
|
|
3454
|
+
}
|
|
3455
|
+
const { width, height } = deps.size();
|
|
3456
|
+
const layer = new Container();
|
|
3457
|
+
layer.eventMode = 'static';
|
|
3458
|
+
// Pointer-eating + (optional) dim backdrop sized to the canvas.
|
|
3459
|
+
const hit = new Graphics().rect(0, 0, width, height).fill({
|
|
3460
|
+
color: 0x000000,
|
|
3461
|
+
alpha: opts.dim ?? 0.0001, // ~0 keeps it transparent but hit-testable
|
|
3462
|
+
});
|
|
3463
|
+
hit.eventMode = 'static';
|
|
3464
|
+
layer.addChild(hit);
|
|
3465
|
+
const content = new Container();
|
|
3466
|
+
layer.addChild(content);
|
|
3467
|
+
opts.build(content, { width, height });
|
|
3468
|
+
deps.parent.addChild(layer);
|
|
3469
|
+
return new Promise((resolve) => {
|
|
3470
|
+
const dimValue = opts.dim ?? 0.0001;
|
|
3471
|
+
current = { layer, resolve, timer: null, dim: dimValue };
|
|
3472
|
+
const closeOn = opts.closeOn ?? 'tap';
|
|
3473
|
+
if (closeOn === 'tap')
|
|
3474
|
+
hit.on('pointertap', teardown);
|
|
3475
|
+
if (typeof opts.autoCloseMs === 'number') {
|
|
3476
|
+
current.timer = setTimeout(teardown, opts.autoCloseMs);
|
|
3477
|
+
}
|
|
3478
|
+
});
|
|
3479
|
+
},
|
|
3480
|
+
close() { teardown(); },
|
|
3481
|
+
};
|
|
3482
|
+
return {
|
|
3483
|
+
overlay,
|
|
3484
|
+
resize(w, h) {
|
|
3485
|
+
if (!current)
|
|
3486
|
+
return;
|
|
3487
|
+
const hit = current.layer.getChildAt(0);
|
|
3488
|
+
hit.clear().rect(0, 0, w, h).fill({ color: 0x000000, alpha: current.dim });
|
|
3489
|
+
},
|
|
3490
|
+
destroy() { teardown(); },
|
|
3491
|
+
};
|
|
3492
|
+
}
|
|
3493
|
+
|
|
3494
|
+
var overlayController = /*#__PURE__*/Object.freeze({
|
|
3495
|
+
__proto__: null,
|
|
3496
|
+
createOverlayController: createOverlayController
|
|
3497
|
+
});
|
|
3498
|
+
|
|
3499
|
+
/** Pure double-tap recognizer. The host feeds it pointer `tap(now)` (e.g. performance.now()) and
|
|
3500
|
+
* supplies the enabled/active gates + the onSkip effect. */
|
|
3501
|
+
function createDoubleTapSkip(deps) {
|
|
3502
|
+
const threshold = deps.thresholdMs ?? 300;
|
|
3503
|
+
let last = -Infinity;
|
|
3504
|
+
return {
|
|
3505
|
+
tap(now) {
|
|
3506
|
+
const isDouble = now - last <= threshold;
|
|
3507
|
+
last = isDouble ? -Infinity : now; // consume the pair so a 3rd tap starts fresh
|
|
3508
|
+
if (isDouble && deps.enabled() && deps.active())
|
|
3509
|
+
deps.onSkip();
|
|
3510
|
+
},
|
|
3511
|
+
destroy() { last = -Infinity; },
|
|
3512
|
+
};
|
|
3513
|
+
}
|
|
3514
|
+
|
|
3515
|
+
var skipGesture = /*#__PURE__*/Object.freeze({
|
|
3516
|
+
__proto__: null,
|
|
3517
|
+
createDoubleTapSkip: createDoubleTapSkip
|
|
3518
|
+
});
|
|
3519
|
+
|
|
3520
|
+
/** Edge-triggers onHidden/onVisible from a visibility source. Effects (ticker/music/autoplay/scene)
|
|
3521
|
+
* are supplied by the host so this stays pure + testable. */
|
|
3522
|
+
function createPauseController(deps) {
|
|
3523
|
+
let paused = deps.isHidden();
|
|
3524
|
+
const unsub = deps.subscribe(() => {
|
|
3525
|
+
const hidden = deps.isHidden();
|
|
3526
|
+
if (hidden === paused)
|
|
3527
|
+
return;
|
|
3528
|
+
paused = hidden;
|
|
3529
|
+
if (hidden)
|
|
3530
|
+
deps.onHidden();
|
|
3531
|
+
else
|
|
3532
|
+
deps.onVisible();
|
|
3533
|
+
});
|
|
3534
|
+
return { destroy: () => unsub() };
|
|
3535
|
+
}
|
|
3536
|
+
|
|
3537
|
+
var pauseController = /*#__PURE__*/Object.freeze({
|
|
3538
|
+
__proto__: null,
|
|
3539
|
+
createPauseController: createPauseController
|
|
3540
|
+
});
|
|
3541
|
+
|
|
3276
3542
|
function createAutoplayLoop(deps) {
|
|
3277
3543
|
let active = false;
|
|
3278
3544
|
let remaining = 0;
|