@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/index.d.ts
CHANGED
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@@ -2149,20 +2149,20 @@ declare class ScrollContainer extends Container {
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}
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/**
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* Built-in loading screen
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*
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*
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*
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* Built-in loading screen.
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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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declare class LoadingScene extends Scene {
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private _engine;
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private _targetScene;
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private _targetData?;
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private _config;
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private _overlay;
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private _loaderRect;
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private _percentEl;
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private _tapToStartEl;
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private _displayedProgress;
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private _targetProgress;
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private _loadingComplete;
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@@ -2171,15 +2171,14 @@ declare class LoadingScene extends Scene {
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onUpdate(dt: number): void;
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onResize(_width: number, _height: number): void;
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onDestroy(): void;
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2174
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-
private createOverlay;
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private removeOverlay;
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private updateLoaderBar;
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/**
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* Smoothly animate the displayed progress from its current value to `target`
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* over `durationMs` using an easeOutCubic curve.
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*/
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private animateProgressTo;
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-
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/** The DOM element hosting the canvas + preloader overlay. */
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private hostElement;
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private transitionToGame;
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}
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package/dist/index.esm.js
CHANGED
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@@ -1,6 +1,6 @@
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1
1
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import { Ticker, Assets, Container, Text, Application, AnimatedSprite, Texture, Sprite, Graphics, NineSliceSprite } from 'pixi.js';
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import { createPlatformSession } from '@energy8platform/platform-core';
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-
import {
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+
import { waitCSSPreloaderTap, removeCSSPreloader, setCSSPreloaderProgress, createCSSPreloader } from '@energy8platform/platform-core/loading';
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export { BridgeDestroyedError, BridgeNotReadyError, SDKError, TimeoutError } from '@energy8platform/game-sdk';
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export { DevBridge } from '@energy8platform/platform-core/dev-bridge';
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6
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@@ -1516,34 +1516,20 @@ 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 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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1523
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* scene merely drives it: asset-load progress → `setCSSPreloaderProgress`,
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1524
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* tap-to-start → `waitCSSPreloaderTap`, then fades it out via
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1525
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+
* `removeCSSPreloader` before entering the game. One continuous overlay from
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1526
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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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1546
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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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@@ -1556,8 +1542,6 @@ 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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1559
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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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@@ -1603,110 +1587,29 @@ class LoadingScene extends Scene {
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1603
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// Final snap to 100%
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1604
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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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-
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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 waitCSSPreloaderTap();
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+
await this.transitionToGame();
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1613
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}
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1614
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onUpdate(dt) {
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1615
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-
// Smooth progress bar fill
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1596
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+
// Smooth progress bar fill (during active loading)
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1616
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if (!this._loadingComplete && this._displayedProgress < this._targetProgress) {
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1617
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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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1601
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}
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1602
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onResize(_width, _height) {
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1622
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-
//
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1603
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+
// The preloader overlay is CSS-based and auto-resizes.
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}
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1624
1605
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onDestroy() {
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1625
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-
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1626
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-
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1627
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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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1642
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`;
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1643
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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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1646
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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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1664
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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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1673
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-
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1674
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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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1677
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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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1680
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}
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1681
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-
`;
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1682
|
-
// Get the container that holds the canvas
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1683
|
-
const container = this._engine.app?.canvas?.parentElement;
|
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1684
|
-
if (container) {
|
|
1685
|
-
container.style.position = container.style.position || 'relative';
|
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1686
|
-
container.appendChild(style);
|
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1687
|
-
container.appendChild(this._overlay);
|
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1688
|
-
}
|
|
1689
|
-
// Cache the SVG loader rect for progress updates
|
|
1690
|
-
this._loaderRect = this._overlay.querySelector('#ge-loader-rect');
|
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1691
|
-
this._percentEl = this._overlay.querySelector('#ge-loader-pct');
|
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1692
|
-
}
|
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1693
|
-
removeOverlay() {
|
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1694
|
-
this._overlay?.remove();
|
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1695
|
-
document.getElementById('__ge-loading-style__')?.remove();
|
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1696
|
-
this._overlay = null;
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1697
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-
this._loaderRect = null;
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1698
|
-
this._percentEl = null;
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1699
|
-
this._tapToStartEl = null;
|
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1606
|
+
// Defensive: ensure the preloader is gone even if we never transitioned
|
|
1607
|
+
// (e.g. the scene was popped externally). Idempotent.
|
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1608
|
+
void removeCSSPreloader(this.hostElement());
|
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1700
1609
|
}
|
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1701
1610
|
// ─── Progress ──────────────────────────────────────────
|
|
1702
1611
|
updateLoaderBar(progress) {
|
|
1703
|
-
|
|
1704
|
-
this._loaderRect.setAttribute('width', String(LOADER_BAR_MAX_WIDTH * progress));
|
|
1705
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-
}
|
|
1706
|
-
if (this._percentEl) {
|
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1707
|
-
const pct = Math.round(progress * 100);
|
|
1708
|
-
this._percentEl.textContent = `${pct}%`;
|
|
1709
|
-
}
|
|
1612
|
+
setCSSPreloaderProgress(Math.max(0, Math.min(1, progress)));
|
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1710
1613
|
}
|
|
1711
1614
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/**
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1712
1615
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* Smoothly animate the displayed progress from its current value to `target`
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|
@@ -1736,49 +1639,20 @@ class LoadingScene extends Scene {
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|
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1736
1639
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requestAnimationFrame(tick);
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1737
1640
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});
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1738
1641
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}
|
|
1739
|
-
// ─── Tap to Start ─────────────────────────────────────
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|
1740
|
-
async showTapToStart() {
|
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1741
|
-
const tapText = this._config.tapToStartText ?? 'TAP TO START';
|
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1742
|
-
// Reuse the same SVG text element — replace percentage with tap text
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|
1743
|
-
if (this._percentEl) {
|
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1744
|
-
const el = this._percentEl;
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1745
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-
el.textContent = tapText;
|
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1746
|
-
el.setAttribute('fill', '#ffffff');
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1747
|
-
el.classList.add('ge-svg-pulse');
|
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1748
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-
this._tapToStartEl = el;
|
|
1749
|
-
}
|
|
1750
|
-
// Make overlay clickable
|
|
1751
|
-
if (this._overlay) {
|
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1752
|
-
this._overlay.style.cursor = 'pointer';
|
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1753
|
-
}
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1754
|
-
// Wait for tap
|
|
1755
|
-
return new Promise((resolve) => {
|
|
1756
|
-
const handler = async () => {
|
|
1757
|
-
this._overlay?.removeEventListener('click', handler);
|
|
1758
|
-
await this.transitionToGame();
|
|
1759
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-
resolve();
|
|
1760
|
-
};
|
|
1761
|
-
// Listen on the full overlay for easier mobile tap
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|
1762
|
-
this._overlay?.addEventListener('click', handler);
|
|
1763
|
-
});
|
|
1764
|
-
}
|
|
1765
1642
|
// ─── Transition ────────────────────────────────────────
|
|
1643
|
+
/** The DOM element hosting the canvas + preloader overlay. */
|
|
1644
|
+
hostElement() {
|
|
1645
|
+
return this._engine?.app?.canvas?.parentElement ?? document.body;
|
|
1646
|
+
}
|
|
1766
1647
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async transitionToGame() {
|
|
1767
|
-
// Fade out the
|
|
1768
|
-
|
|
1769
|
-
this._overlay.classList.add('ge-fade-out');
|
|
1770
|
-
await new Promise((resolve) => {
|
|
1771
|
-
this._overlay.addEventListener('transitionend', () => resolve(), { once: true });
|
|
1772
|
-
// Safety timeout
|
|
1773
|
-
setTimeout(resolve, 600);
|
|
1774
|
-
});
|
|
1775
|
-
}
|
|
1776
|
-
// Remove overlay
|
|
1777
|
-
this.removeOverlay();
|
|
1648
|
+
// Fade out and remove the shared CSS preloader (resolves after the fade).
|
|
1649
|
+
await removeCSSPreloader(this.hostElement());
|
|
1778
1650
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// Navigate to the target scene, always passing the engine reference
|
|
1779
1651
|
await this._engine.scenes.goto(this._targetScene, {
|
|
1780
1652
|
engine: this._engine,
|
|
1781
|
-
...(this._targetData && typeof this._targetData === 'object'
|
|
1653
|
+
...(this._targetData && typeof this._targetData === 'object'
|
|
1654
|
+
? this._targetData
|
|
1655
|
+
: { data: this._targetData }),
|
|
1782
1656
|
});
|
|
1783
1657
|
}
|
|
1784
1658
|
}
|
|
@@ -2005,17 +1879,20 @@ class GameApplication extends EventEmitter {
|
|
|
2005
1879
|
// 6. Initialize sub-systems
|
|
2006
1880
|
this.initSubSystems();
|
|
2007
1881
|
this.emit('initialized');
|
|
2008
|
-
// 7.
|
|
2009
|
-
|
|
2010
|
-
//
|
|
1882
|
+
// 7. Load assets. The CSS preloader stays on screen — LoadingScene drives
|
|
1883
|
+
// its progress/tap and removes it before entering the game, so there's
|
|
1884
|
+
// a single continuous overlay from boot to gameplay (no logo flash).
|
|
2011
1885
|
await this.loadAssets(firstScene, sceneData);
|
|
2012
1886
|
this.emit('loaded');
|
|
2013
|
-
//
|
|
1887
|
+
// 8. Start the game loop
|
|
2014
1888
|
this._running = true;
|
|
2015
1889
|
this.emit('started');
|
|
2016
1890
|
}
|
|
2017
1891
|
catch (err) {
|
|
2018
1892
|
console.error('[GameEngine] Failed to start:', err);
|
|
1893
|
+
// Tear down the preloader so a failure doesn't strand the brand frame.
|
|
1894
|
+
if (this._container)
|
|
1895
|
+
removeCSSPreloader(this._container);
|
|
2019
1896
|
this.emit('error', err instanceof Error ? err : new Error(String(err)));
|
|
2020
1897
|
throw err;
|
|
2021
1898
|
}
|