@energy8platform/game-engine 0.19.0 → 0.20.0
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/core.cjs.js +33 -156
- package/dist/core.cjs.js.map +1 -1
- package/dist/core.esm.js +34 -157
- package/dist/core.esm.js.map +1 -1
- package/dist/host.cjs.js +70 -186
- package/dist/host.cjs.js.map +1 -1
- package/dist/host.d.ts +6 -0
- package/dist/host.esm.js +72 -188
- package/dist/host.esm.js.map +1 -1
- package/dist/index.cjs.js +33 -156
- package/dist/index.cjs.js.map +1 -1
- package/dist/index.d.ts +10 -11
- package/dist/index.esm.js +34 -157
- package/dist/index.esm.js.map +1 -1
- package/package.json +1 -1
- package/src/core/GameApplication.ts +6 -5
- package/src/host/shellConfig.ts +44 -31
- package/src/loading/LoadingScene.ts +31 -174
package/dist/host.cjs.js
CHANGED
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@@ -1517,34 +1517,20 @@ class Scene {
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}
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/**
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*
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* Uses unique IDs (prefixed with 'ls') to avoid collisions with CSSPreloader.
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*/
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function buildLoadingLogoSVG() {
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return loading.buildLogoSVG({
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idPrefix: 'ls',
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svgStyle: 'width:100%;height:auto;',
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clipRectId: 'ge-loader-rect',
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textId: 'ge-loader-pct',
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textContent: '0%',
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});
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}
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/**
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* Built-in loading screen using the Energy8 SVG logo with animated loader bar.
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* Built-in loading screen.
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*
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*
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*
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* It does NOT render its own overlay — the CSS preloader created at boot
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* (`createPlatformSession`/`GameApplication.start`) stays on screen, and this
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* scene merely drives it: asset-load progress → `setCSSPreloaderProgress`,
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* tap-to-start → `waitCSSPreloaderTap`, then fades it out via
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* `removeCSSPreloader` before entering the game. One continuous overlay from
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* boot to gameplay — no second logo, no mid-load flash.
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*/
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class LoadingScene extends Scene {
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_engine;
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_targetScene;
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_targetData;
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_config;
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// HTML overlay
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_overlay = null;
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_loaderRect = null;
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_percentEl = null;
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_tapToStartEl = null;
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// State
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_displayedProgress = 0;
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_targetProgress = 0;
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@@ -1557,8 +1543,6 @@ class LoadingScene extends Scene {
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this._targetData = targetData;
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this._config = engine.config.loading ?? {};
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this._startTime = Date.now();
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// Create the HTML overlay with the SVG logo
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this.createOverlay();
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// Initialize asset manager
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await this._engine.assets.init();
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// Initialize audio manager
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@@ -1604,110 +1588,29 @@ class LoadingScene extends Scene {
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// Final snap to 100%
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this._displayedProgress = 1;
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this.updateLoaderBar(1);
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//
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-
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else {
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await this.transitionToGame();
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}
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// Wait for the player's tap — resolves immediately when tapToStart is
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// false (the preloader honours that flag) — then enter the game.
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await loading.waitCSSPreloaderTap();
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await this.transitionToGame();
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}
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onUpdate(dt) {
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// Smooth progress bar fill
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// Smooth progress bar fill (during active loading)
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if (!this._loadingComplete && this._displayedProgress < this._targetProgress) {
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this._displayedProgress = Math.min(this._displayedProgress + dt * 1.5, this._targetProgress);
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this.updateLoaderBar(this._displayedProgress);
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}
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}
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onResize(_width, _height) {
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//
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// The preloader overlay is CSS-based and auto-resizes.
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}
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onDestroy() {
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-
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-
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-
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createOverlay() {
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const bgColor = typeof this._config.backgroundColor === 'string'
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? this._config.backgroundColor
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: typeof this._config.backgroundColor === 'number'
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? `#${this._config.backgroundColor.toString(16).padStart(6, '0')}`
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: '#0a0a1a';
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const bgGradient = this._config.backgroundGradient ??
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`linear-gradient(135deg, ${bgColor} 0%, #1a1a3e 100%)`;
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this._overlay = document.createElement('div');
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this._overlay.id = '__ge-loading-overlay__';
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this._overlay.innerHTML = `
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<div class="ge-loading-content">
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${buildLoadingLogoSVG()}
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</div>
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`;
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const style = document.createElement('style');
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style.id = '__ge-loading-style__';
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style.textContent = `
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#__ge-loading-overlay__ {
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position: absolute;
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top: 0; left: 0;
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width: 100%; height: 100%;
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background: ${bgGradient};
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display: flex;
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align-items: center;
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justify-content: center;
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z-index: 9999;
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transition: opacity 0.5s ease-out;
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font-family: -apple-system, BlinkMacSystemFont, 'Segoe UI', Roboto, sans-serif;
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}
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#__ge-loading-overlay__.ge-fade-out {
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opacity: 0;
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pointer-events: none;
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}
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.ge-loading-content {
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display: flex;
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flex-direction: column;
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align-items: center;
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width: 75%;
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max-width: 650px;
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}
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.ge-loading-content svg {
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filter: drop-shadow(0 0 40px rgba(121, 57, 194, 0.5));
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cursor: default;
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}
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-
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.ge-svg-pulse {
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animation: ge-tap-pulse 1.2s ease-in-out infinite;
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}
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@keyframes ge-tap-pulse {
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0%, 100% { opacity: 0.5; }
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50% { opacity: 1; }
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}
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`;
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// Get the container that holds the canvas
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const container = this._engine.app?.canvas?.parentElement;
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if (container) {
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container.style.position = container.style.position || 'relative';
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container.appendChild(style);
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container.appendChild(this._overlay);
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}
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// Cache the SVG loader rect for progress updates
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this._loaderRect = this._overlay.querySelector('#ge-loader-rect');
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this._percentEl = this._overlay.querySelector('#ge-loader-pct');
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}
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removeOverlay() {
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this._overlay?.remove();
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document.getElementById('__ge-loading-style__')?.remove();
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this._overlay = null;
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this._loaderRect = null;
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this._percentEl = null;
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this._tapToStartEl = null;
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// Defensive: ensure the preloader is gone even if we never transitioned
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// (e.g. the scene was popped externally). Idempotent.
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void loading.removeCSSPreloader(this.hostElement());
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}
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// ─── Progress ──────────────────────────────────────────
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updateLoaderBar(progress) {
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-
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this._loaderRect.setAttribute('width', String(loading.LOADER_BAR_MAX_WIDTH * progress));
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}
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if (this._percentEl) {
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const pct = Math.round(progress * 100);
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this._percentEl.textContent = `${pct}%`;
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}
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loading.setCSSPreloaderProgress(Math.max(0, Math.min(1, progress)));
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}
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/**
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* Smoothly animate the displayed progress from its current value to `target`
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@@ -1737,49 +1640,20 @@ class LoadingScene extends Scene {
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requestAnimationFrame(tick);
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});
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}
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// ─── Tap to Start ─────────────────────────────────────
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async showTapToStart() {
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const tapText = this._config.tapToStartText ?? 'TAP TO START';
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// Reuse the same SVG text element — replace percentage with tap text
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if (this._percentEl) {
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const el = this._percentEl;
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el.textContent = tapText;
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el.setAttribute('fill', '#ffffff');
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el.classList.add('ge-svg-pulse');
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this._tapToStartEl = el;
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}
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// Make overlay clickable
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if (this._overlay) {
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this._overlay.style.cursor = 'pointer';
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}
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// Wait for tap
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return new Promise((resolve) => {
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const handler = async () => {
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this._overlay?.removeEventListener('click', handler);
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await this.transitionToGame();
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resolve();
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};
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// Listen on the full overlay for easier mobile tap
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this._overlay?.addEventListener('click', handler);
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});
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}
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// ─── Transition ────────────────────────────────────────
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/** The DOM element hosting the canvas + preloader overlay. */
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hostElement() {
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return this._engine?.app?.canvas?.parentElement ?? document.body;
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}
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async transitionToGame() {
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// Fade out the
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-
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this._overlay.classList.add('ge-fade-out');
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await new Promise((resolve) => {
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this._overlay.addEventListener('transitionend', () => resolve(), { once: true });
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// Safety timeout
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setTimeout(resolve, 600);
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});
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}
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// Remove overlay
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this.removeOverlay();
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// Fade out and remove the shared CSS preloader (resolves after the fade).
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await loading.removeCSSPreloader(this.hostElement());
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// Navigate to the target scene, always passing the engine reference
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await this._engine.scenes.goto(this._targetScene, {
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engine: this._engine,
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...(this._targetData && typeof this._targetData === 'object'
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...(this._targetData && typeof this._targetData === 'object'
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? this._targetData
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: { data: this._targetData }),
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});
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}
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}
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@@ -2006,17 +1880,20 @@ class GameApplication extends EventEmitter {
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2006
1880
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// 6. Initialize sub-systems
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2007
1881
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this.initSubSystems();
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2008
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this.emit('initialized');
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2009
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-
// 7.
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2010
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-
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2011
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-
//
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// 7. Load assets. The CSS preloader stays on screen — LoadingScene drives
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// its progress/tap and removes it before entering the game, so there's
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// a single continuous overlay from boot to gameplay (no logo flash).
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2012
1886
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await this.loadAssets(firstScene, sceneData);
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2013
1887
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this.emit('loaded');
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2014
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-
//
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+
// 8. Start the game loop
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2015
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this._running = true;
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2016
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this.emit('started');
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1891
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}
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1892
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catch (err) {
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2019
1893
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console.error('[GameEngine] Failed to start:', err);
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1894
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+
// Tear down the preloader so a failure doesn't strand the brand frame.
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1895
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if (this._container)
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loading.removeCSSPreloader(this._container);
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2020
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this.emit('error', err instanceof Error ? err : new Error(String(err)));
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2021
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throw err;
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2022
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}
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@@ -2879,8 +2756,8 @@ async function createSlotGame(opts) {
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2879
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}
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// packages/game-engine/src/host/shellConfig.ts
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-
// `socialize`
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-
// types
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// `socialize` / `createI18n` are runtime helpers sourced from platform-core/shell;
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// pixi-shell re-exports only types so we import directly from platform-core.
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/**
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2885
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* Apply jurisdiction restrictions over the resolved shell features, in place. A restriction ALWAYS
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* wins over the author's intent (a forbidden control must stay off even if the game enabled it).
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@@ -2935,8 +2812,9 @@ function stakeForAction(model, action, bet) {
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2935
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const cost = (model.spec.actions?.[action]?.cost ?? 1);
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return cost * bet;
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2937
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}
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2938
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-
/** Derive shell buy cards + ante toggles from the spec's buy/feature actions (SSOT).
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2939
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-
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2815
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+
/** Derive shell buy cards + ante toggles from the spec's buy/feature actions (SSOT).
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2816
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+
* @param t Optional translator applied to `title` and `description` before they enter the shell. */
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2817
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+
function toBonusOptions(model, t = (s) => s) {
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const out = [];
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for (const [key, action] of Object.entries(model.spec.actions)) {
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const role = action.role ?? 'base';
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@@ -2945,15 +2823,18 @@ function toBonusOptions(model) {
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2945
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out.push({
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id: key,
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type: role === 'buy' ? 'bonus' : 'feature',
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2948
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-
title: action.title ?? key.replace(/_/g, ' ').toUpperCase(),
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-
description: action.description ?? '',
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+
title: t(action.title ?? key.replace(/_/g, ' ').toUpperCase()),
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+
description: t(action.description ?? ''),
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priceMultiplier: action.cost ?? (role === 'buy' ? 100 : 1),
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2829
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+
// Volatility (1–5 bolts) is part of the spec action SSOT; forward it so the buy card shows it.
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2830
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+
...(action.volatility != null ? { volatility: action.volatility } : {}),
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2951
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});
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2952
2832
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}
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2953
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return out;
|
|
2954
2834
|
}
|
|
2955
|
-
/** Build a paytable section from the model's derived paytable view (multipliers per symbol count).
|
|
2956
|
-
|
|
2835
|
+
/** Build a paytable section from the model's derived paytable view (multipliers per symbol count).
|
|
2836
|
+
* @param t Optional translator applied to symbol names before they enter the shell. */
|
|
2837
|
+
function paytableSection(model, t = (s) => s) {
|
|
2957
2838
|
const symbols = model.paytable?.symbols ?? [];
|
|
2958
2839
|
const rows = [];
|
|
2959
2840
|
for (const s of symbols) {
|
|
@@ -2963,11 +2844,13 @@ function paytableSection(model) {
|
|
|
2963
2844
|
.sort((a, b) => Number(a.count) - Number(b.count));
|
|
2964
2845
|
if (!wins.length)
|
|
2965
2846
|
continue;
|
|
2966
|
-
rows.push({ symbol: { text: s.name ?? s.id }, wins });
|
|
2847
|
+
rows.push({ symbol: { text: t(s.name ?? s.id) }, wins });
|
|
2967
2848
|
}
|
|
2968
2849
|
if (!rows.length)
|
|
2969
2850
|
return null;
|
|
2970
|
-
|
|
2851
|
+
// No literal title — the shell renders `s.title ?? host.t('Paytable')`, so the heading is
|
|
2852
|
+
// localized (matching how the modes/wins sections rely on the shell's translated fallback).
|
|
2853
|
+
return { type: 'paytable', rows };
|
|
2971
2854
|
}
|
|
2972
2855
|
/** Build a "wins" illustration section sized to the grid; `kind` follows the spec mechanic hint. */
|
|
2973
2856
|
function winsSection(model) {
|
|
@@ -3009,14 +2892,15 @@ function orderDisclaimerLast(sections) {
|
|
|
3009
2892
|
* gets a real info panel for free (paytable, win illustration, controls, and the Stake
|
|
3010
2893
|
* disclaimer when present). Author-supplied `opts.gameInfo` is MERGED over this set by
|
|
3011
2894
|
* section identity (see `mergeGameInfo`), not wholesale-replaced.
|
|
2895
|
+
* @param t Optional translator applied to spec-derived player-facing strings (symbol names, mode titles, etc.).
|
|
3012
2896
|
*/
|
|
3013
|
-
function defaultGameInfo(model, runtime) {
|
|
2897
|
+
function defaultGameInfo(model, runtime, t = (s) => s) {
|
|
3014
2898
|
const sections = [];
|
|
3015
2899
|
sections.push(winsSection(model));
|
|
3016
|
-
const pay = paytableSection(model);
|
|
2900
|
+
const pay = paytableSection(model, t);
|
|
3017
2901
|
if (pay)
|
|
3018
2902
|
sections.push(pay);
|
|
3019
|
-
const modes = modesSection(model);
|
|
2903
|
+
const modes = modesSection(model, t);
|
|
3020
2904
|
if (modes)
|
|
3021
2905
|
sections.push(modes);
|
|
3022
2906
|
sections.push({ type: 'controls' });
|
|
@@ -3029,8 +2913,9 @@ function defaultGameInfo(model, runtime) {
|
|
|
3029
2913
|
* (`model.mathModes` + `spec.actions`) that drives the buy cards and the math pipeline. Stake
|
|
3030
2914
|
* compliance requires Cost / RTP / Max Win per mode; deriving it here means the author declares a
|
|
3031
2915
|
* mode once (in game.spec) and the info table can't drift. `free` actions are excluded (mathModes
|
|
3032
|
-
* already drops them — free spins are part of a bonus, not a purchasable mode).
|
|
3033
|
-
|
|
2916
|
+
* already drops them — free spins are part of a bonus, not a purchasable mode).
|
|
2917
|
+
* @param t Optional translator applied to row `title` and `description` before they enter the shell. */
|
|
2918
|
+
function modesSection(model, t = (s) => s) {
|
|
3034
2919
|
const modes = model.mathModes ?? [];
|
|
3035
2920
|
if (!modes.length)
|
|
3036
2921
|
return null;
|
|
@@ -3038,7 +2923,7 @@ function modesSection(model) {
|
|
|
3038
2923
|
const action = model.spec.actions[m.action];
|
|
3039
2924
|
const isBase = (action?.role ?? 'base') === 'base' || m.mode === 'BASE';
|
|
3040
2925
|
const row = {
|
|
3041
|
-
title: action?.title ?? (isBase ? 'Base game' : m.mode.replace(/_/g, ' ')),
|
|
2926
|
+
title: t(action?.title ?? (isBase ? 'Base game' : m.mode.replace(/_/g, ' '))),
|
|
3042
2927
|
maxWin: `${m.maxWin.toLocaleString('en-US')}×`,
|
|
3043
2928
|
};
|
|
3044
2929
|
// Cost is a bet-multiplier; a base spin (1×) reads as no premium, so only show it for buys/features.
|
|
@@ -3047,7 +2932,7 @@ function modesSection(model) {
|
|
|
3047
2932
|
if (typeof m.rtp === 'number')
|
|
3048
2933
|
row.rtp = Math.round(m.rtp * 1000) / 10; // 0.965 → 96.5 (%)
|
|
3049
2934
|
if (action?.description)
|
|
3050
|
-
row.description = action.description;
|
|
2935
|
+
row.description = t(action.description);
|
|
3051
2936
|
return row;
|
|
3052
2937
|
});
|
|
3053
2938
|
return { type: 'modes', title: 'MODES', modes: rows };
|
|
@@ -3144,18 +3029,17 @@ function buildShellConfig(opts, model, runtime) {
|
|
|
3144
3029
|
// host); opts.currency still wins. Fall back to the spec code, then a neutral euro.
|
|
3145
3030
|
const currency = opts.currency ?? runtime.currency ?? resolveCurrency(null, model.spec.currency);
|
|
3146
3031
|
const isSocial = runtime.social ?? false;
|
|
3147
|
-
//
|
|
3148
|
-
//
|
|
3149
|
-
//
|
|
3150
|
-
//
|
|
3151
|
-
//
|
|
3152
|
-
//
|
|
3153
|
-
|
|
3154
|
-
// social mode (identity otherwise) so authors can wrap copy explicitly; the full merged set is
|
|
3155
|
-
// still socialized below as a safety net.
|
|
3156
|
-
const t = isSocial ? shell.socialize : (text) => text;
|
|
3032
|
+
// Build the merged resolver: game i18n map + shell LOCALES (via createI18n), then socialize on
|
|
3033
|
+
// top for English social mode. For non-English languages, createI18n already handles the
|
|
3034
|
+
// translation lookup; social rewriting is English-only and applied separately after.
|
|
3035
|
+
// Author gameInfo may be a plain object or a `(t) => content` factory. `t` is the resolver so
|
|
3036
|
+
// authors can wrap player-facing copy explicitly; the full merged set is still socialized below
|
|
3037
|
+
// (section pass) as a safety net so restricted words can't slip through even if t() was missed.
|
|
3038
|
+
const { t } = shell.createI18n({ language: runtime.language ?? 'en', isSocial, messages: opts.i18n });
|
|
3157
3039
|
const authored = typeof opts.gameInfo === 'function' ? opts.gameInfo(t) : opts.gameInfo;
|
|
3158
|
-
|
|
3040
|
+
// Pass t() through to spec-derived sections so symbol names, mode titles, and descriptions are
|
|
3041
|
+
// pre-translated before they reach the shell renderer.
|
|
3042
|
+
let gameInfo = mergeGameInfo(defaultGameInfo(model, runtime, t), authored);
|
|
3159
3043
|
// The DISCLAIMER is required legal copy and must be shown VERBATIM — never socialized (its
|
|
3160
3044
|
// wording is mandated, and word-swaps like "bet → play" would corrupt the legal text).
|
|
3161
3045
|
if (isSocial) {
|
|
@@ -3165,8 +3049,8 @@ function buildShellConfig(opts, model, runtime) {
|
|
|
3165
3049
|
}
|
|
3166
3050
|
// The legal DISCLAIMER always renders LAST — author-merged or extra sections never push below it.
|
|
3167
3051
|
gameInfo = { sections: orderDisclaimerLast(gameInfo.sections ?? []) };
|
|
3168
|
-
// Buy-bonus cards:
|
|
3169
|
-
const buyBonus = socializeBonusOptions(opts.buyBonus ?? toBonusOptions(model), isSocial);
|
|
3052
|
+
// Buy-bonus cards: apply t() to spec-derived options (pre-translate), then socialize for en+social.
|
|
3053
|
+
const buyBonus = socializeBonusOptions(opts.buyBonus ?? toBonusOptions(model, t), isSocial);
|
|
3170
3054
|
// Features: defaults, then author overrides, THEN jurisdiction restrictions (a restriction wins).
|
|
3171
3055
|
const features = {
|
|
3172
3056
|
turbo: 0,
|