@energy8platform/game-engine 0.19.0 → 0.21.0

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.
Files changed (52) hide show
  1. package/README.md +121 -0
  2. package/dist/animation.cjs.js +18 -3
  3. package/dist/animation.cjs.js.map +1 -1
  4. package/dist/animation.esm.js +18 -3
  5. package/dist/animation.esm.js.map +1 -1
  6. package/dist/core.cjs.js +51 -159
  7. package/dist/core.cjs.js.map +1 -1
  8. package/dist/core.esm.js +52 -160
  9. package/dist/core.esm.js.map +1 -1
  10. package/dist/host.cjs.js +88 -189
  11. package/dist/host.cjs.js.map +1 -1
  12. package/dist/host.d.ts +6 -0
  13. package/dist/host.esm.js +90 -191
  14. package/dist/host.esm.js.map +1 -1
  15. package/dist/index.cjs.js +51 -159
  16. package/dist/index.cjs.js.map +1 -1
  17. package/dist/index.d.ts +10 -11
  18. package/dist/index.esm.js +52 -160
  19. package/dist/index.esm.js.map +1 -1
  20. package/dist/react.cjs.js +18 -3
  21. package/dist/react.cjs.js.map +1 -1
  22. package/dist/react.esm.js +18 -3
  23. package/dist/react.esm.js.map +1 -1
  24. package/dist/slot.cjs.js +1872 -31
  25. package/dist/slot.cjs.js.map +1 -1
  26. package/dist/slot.d.ts +555 -5
  27. package/dist/slot.esm.js +1857 -33
  28. package/dist/slot.esm.js.map +1 -1
  29. package/dist/ui.cjs.js +18 -3
  30. package/dist/ui.cjs.js.map +1 -1
  31. package/dist/ui.esm.js +18 -3
  32. package/dist/ui.esm.js.map +1 -1
  33. package/package.json +1 -1
  34. package/src/animation/Tween.ts +14 -3
  35. package/src/core/GameApplication.ts +6 -5
  36. package/src/host/shellConfig.ts +44 -31
  37. package/src/loading/LoadingScene.ts +31 -174
  38. package/src/slot/anim/easing-map.ts +16 -2
  39. package/src/slot/cascade/TumbleController.ts +230 -0
  40. package/src/slot/config/ReelSystemConfig.ts +559 -0
  41. package/src/slot/config/presets.ts +222 -0
  42. package/src/slot/features/extra.ts +189 -0
  43. package/src/slot/features/index.ts +44 -0
  44. package/src/slot/features/symbols.ts +183 -0
  45. package/src/slot/features/types.ts +136 -0
  46. package/src/slot/features/wilds.ts +151 -0
  47. package/src/slot/grid/ReelGrid.ts +93 -24
  48. package/src/slot/grid/SymbolCell.ts +45 -11
  49. package/src/slot/index.ts +61 -0
  50. package/src/slot/motion/AnticipationController.ts +96 -0
  51. package/src/slot/motion/SpinEngine.ts +384 -0
  52. package/src/slot/system/ReelSystem.ts +295 -0
package/dist/index.d.ts CHANGED
@@ -2149,20 +2149,20 @@ declare class ScrollContainer extends Container {
2149
2149
  }
2150
2150
 
2151
2151
  /**
2152
- * Built-in loading screen using the Energy8 SVG logo with animated loader bar.
2153
- *
2154
- * Renders as an HTML overlay on top of the canvas for crisp SVG quality.
2155
- * The loader bar fill width is driven by asset loading progress.
2152
+ * Built-in loading screen.
2153
+ *
2154
+ * It does NOT render its own overlay the CSS preloader created at boot
2155
+ * (`createPlatformSession`/`GameApplication.start`) stays on screen, and this
2156
+ * scene merely drives it: asset-load progress → `setCSSPreloaderProgress`,
2157
+ * tap-to-start → `waitCSSPreloaderTap`, then fades it out via
2158
+ * `removeCSSPreloader` before entering the game. One continuous overlay from
2159
+ * boot to gameplay — no second logo, no mid-load flash.
2156
2160
  */
2157
2161
  declare class LoadingScene extends Scene {
2158
2162
  private _engine;
2159
2163
  private _targetScene;
2160
2164
  private _targetData?;
2161
2165
  private _config;
2162
- private _overlay;
2163
- private _loaderRect;
2164
- private _percentEl;
2165
- private _tapToStartEl;
2166
2166
  private _displayedProgress;
2167
2167
  private _targetProgress;
2168
2168
  private _loadingComplete;
@@ -2171,15 +2171,14 @@ declare class LoadingScene extends Scene {
2171
2171
  onUpdate(dt: number): void;
2172
2172
  onResize(_width: number, _height: number): void;
2173
2173
  onDestroy(): void;
2174
- private createOverlay;
2175
- private removeOverlay;
2176
2174
  private updateLoaderBar;
2177
2175
  /**
2178
2176
  * Smoothly animate the displayed progress from its current value to `target`
2179
2177
  * over `durationMs` using an easeOutCubic curve.
2180
2178
  */
2181
2179
  private animateProgressTo;
2182
- private showTapToStart;
2180
+ /** The DOM element hosting the canvas + preloader overlay. */
2181
+ private hostElement;
2183
2182
  private transitionToGame;
2184
2183
  }
2185
2184
 
package/dist/index.esm.js CHANGED
@@ -1,6 +1,6 @@
1
1
  import { Ticker, Assets, Container, Text, Application, AnimatedSprite, Texture, Sprite, Graphics, NineSliceSprite } from 'pixi.js';
2
2
  import { createPlatformSession } from '@energy8platform/platform-core';
3
- import { LOADER_BAR_MAX_WIDTH, buildLogoSVG, createCSSPreloader, removeCSSPreloader } from '@energy8platform/platform-core/loading';
3
+ import { waitCSSPreloaderTap, removeCSSPreloader, setCSSPreloaderProgress, createCSSPreloader } from '@energy8platform/platform-core/loading';
4
4
  export { BridgeDestroyedError, BridgeNotReadyError, SDKError, TimeoutError } from '@energy8platform/game-sdk';
5
5
  export { DevBridge } from '@energy8platform/platform-core/dev-bridge';
6
6
 
@@ -187,6 +187,10 @@ class Tween {
187
187
  * @param onUpdate - Progress callback (0..1)
188
188
  */
189
189
  static to(target, props, duration, easing, onUpdate) {
190
+ // A destroyed (Pixi) target has null transform fields — skip rather than throw. This guards
191
+ // animations whose target is torn down mid-flight (e.g. a reel grid rebuilt during a spin).
192
+ if (target == null || target.destroyed)
193
+ return Promise.resolve();
190
194
  return new Promise((resolve) => {
191
195
  // Capture starting values
192
196
  const from = {};
@@ -212,6 +216,8 @@ class Tween {
212
216
  * Animate properties from given values to current values.
213
217
  */
214
218
  static from(target, props, duration, easing, onUpdate) {
219
+ if (target == null || target.destroyed)
220
+ return Promise.resolve();
215
221
  // Capture current values as "to"
216
222
  const to = {};
217
223
  for (const key of Object.keys(props)) {
@@ -224,6 +230,8 @@ class Tween {
224
230
  * Animate from one set of values to another.
225
231
  */
226
232
  static fromTo(target, fromProps, toProps, duration, easing, onUpdate) {
233
+ if (target == null || target.destroyed)
234
+ return Promise.resolve();
227
235
  // Set starting values
228
236
  for (const key of Object.keys(fromProps)) {
229
237
  Tween.setProperty(target, key, fromProps[key]);
@@ -297,6 +305,11 @@ class Tween {
297
305
  const dt = ticker.deltaMS;
298
306
  const completed = [];
299
307
  for (const tw of Tween._tweens) {
308
+ // target torn down mid-tween → finish it quietly
309
+ if (tw.target?.destroyed) {
310
+ completed.push(tw);
311
+ continue;
312
+ }
300
313
  tw.elapsed += dt;
301
314
  if (tw.elapsed < tw.delay)
302
315
  continue;
@@ -334,9 +347,9 @@ class Tween {
334
347
  const parts = key.split('.');
335
348
  let obj = target;
336
349
  for (let i = 0; i < parts.length - 1; i++) {
337
- obj = obj[parts[i]];
350
+ obj = obj?.[parts[i]];
338
351
  }
339
- return obj[parts[parts.length - 1]] ?? 0;
352
+ return obj?.[parts[parts.length - 1]] ?? 0;
340
353
  }
341
354
  /**
342
355
  * Set a potentially nested property.
@@ -345,8 +358,10 @@ class Tween {
345
358
  const parts = key.split('.');
346
359
  let obj = target;
347
360
  for (let i = 0; i < parts.length - 1; i++) {
348
- obj = obj[parts[i]];
361
+ obj = obj?.[parts[i]];
349
362
  }
363
+ if (obj == null)
364
+ return;
350
365
  obj[parts[parts.length - 1]] = value;
351
366
  }
352
367
  }
@@ -1516,34 +1531,20 @@ class Scene {
1516
1531
  }
1517
1532
 
1518
1533
  /**
1519
- * Build the loading scene variant of the logo SVG.
1520
- * Uses unique IDs (prefixed with 'ls') to avoid collisions with CSSPreloader.
1521
- */
1522
- function buildLoadingLogoSVG() {
1523
- return buildLogoSVG({
1524
- idPrefix: 'ls',
1525
- svgStyle: 'width:100%;height:auto;',
1526
- clipRectId: 'ge-loader-rect',
1527
- textId: 'ge-loader-pct',
1528
- textContent: '0%',
1529
- });
1530
- }
1531
- /**
1532
- * Built-in loading screen using the Energy8 SVG logo with animated loader bar.
1534
+ * Built-in loading screen.
1533
1535
  *
1534
- * Renders as an HTML overlay on top of the canvas for crisp SVG quality.
1535
- * The loader bar fill width is driven by asset loading progress.
1536
+ * It does NOT render its own overlay the CSS preloader created at boot
1537
+ * (`createPlatformSession`/`GameApplication.start`) stays on screen, and this
1538
+ * scene merely drives it: asset-load progress → `setCSSPreloaderProgress`,
1539
+ * tap-to-start → `waitCSSPreloaderTap`, then fades it out via
1540
+ * `removeCSSPreloader` before entering the game. One continuous overlay from
1541
+ * boot to gameplay — no second logo, no mid-load flash.
1536
1542
  */
1537
1543
  class LoadingScene extends Scene {
1538
1544
  _engine;
1539
1545
  _targetScene;
1540
1546
  _targetData;
1541
1547
  _config;
1542
- // HTML overlay
1543
- _overlay = null;
1544
- _loaderRect = null;
1545
- _percentEl = null;
1546
- _tapToStartEl = null;
1547
1548
  // State
1548
1549
  _displayedProgress = 0;
1549
1550
  _targetProgress = 0;
@@ -1556,8 +1557,6 @@ class LoadingScene extends Scene {
1556
1557
  this._targetData = targetData;
1557
1558
  this._config = engine.config.loading ?? {};
1558
1559
  this._startTime = Date.now();
1559
- // Create the HTML overlay with the SVG logo
1560
- this.createOverlay();
1561
1560
  // Initialize asset manager
1562
1561
  await this._engine.assets.init();
1563
1562
  // Initialize audio manager
@@ -1603,110 +1602,29 @@ class LoadingScene extends Scene {
1603
1602
  // Final snap to 100%
1604
1603
  this._displayedProgress = 1;
1605
1604
  this.updateLoaderBar(1);
1606
- // Show "Tap to Start" or transition directly
1607
- if (this._config.tapToStart !== false) {
1608
- await this.showTapToStart();
1609
- }
1610
- else {
1611
- await this.transitionToGame();
1612
- }
1605
+ // Wait for the player's tap resolves immediately when tapToStart is
1606
+ // false (the preloader honours that flag) — then enter the game.
1607
+ await waitCSSPreloaderTap();
1608
+ await this.transitionToGame();
1613
1609
  }
1614
1610
  onUpdate(dt) {
1615
- // Smooth progress bar fill via HTML (during active loading)
1611
+ // Smooth progress bar fill (during active loading)
1616
1612
  if (!this._loadingComplete && this._displayedProgress < this._targetProgress) {
1617
1613
  this._displayedProgress = Math.min(this._displayedProgress + dt * 1.5, this._targetProgress);
1618
1614
  this.updateLoaderBar(this._displayedProgress);
1619
1615
  }
1620
1616
  }
1621
1617
  onResize(_width, _height) {
1622
- // Overlay is CSS-based, auto-resizes
1618
+ // The preloader overlay is CSS-based and auto-resizes.
1623
1619
  }
1624
1620
  onDestroy() {
1625
- this.removeOverlay();
1626
- }
1627
- // ─── HTML Overlay ──────────────────────────────────────
1628
- createOverlay() {
1629
- const bgColor = typeof this._config.backgroundColor === 'string'
1630
- ? this._config.backgroundColor
1631
- : typeof this._config.backgroundColor === 'number'
1632
- ? `#${this._config.backgroundColor.toString(16).padStart(6, '0')}`
1633
- : '#0a0a1a';
1634
- const bgGradient = this._config.backgroundGradient ??
1635
- `linear-gradient(135deg, ${bgColor} 0%, #1a1a3e 100%)`;
1636
- this._overlay = document.createElement('div');
1637
- this._overlay.id = '__ge-loading-overlay__';
1638
- this._overlay.innerHTML = `
1639
- <div class="ge-loading-content">
1640
- ${buildLoadingLogoSVG()}
1641
- </div>
1642
- `;
1643
- const style = document.createElement('style');
1644
- style.id = '__ge-loading-style__';
1645
- style.textContent = `
1646
- #__ge-loading-overlay__ {
1647
- position: absolute;
1648
- top: 0; left: 0;
1649
- width: 100%; height: 100%;
1650
- background: ${bgGradient};
1651
- display: flex;
1652
- align-items: center;
1653
- justify-content: center;
1654
- z-index: 9999;
1655
- transition: opacity 0.5s ease-out;
1656
- font-family: -apple-system, BlinkMacSystemFont, 'Segoe UI', Roboto, sans-serif;
1657
- }
1658
- #__ge-loading-overlay__.ge-fade-out {
1659
- opacity: 0;
1660
- pointer-events: none;
1661
- }
1662
- .ge-loading-content {
1663
- display: flex;
1664
- flex-direction: column;
1665
- align-items: center;
1666
- width: 75%;
1667
- max-width: 650px;
1668
- }
1669
- .ge-loading-content svg {
1670
- filter: drop-shadow(0 0 40px rgba(121, 57, 194, 0.5));
1671
- cursor: default;
1672
- }
1673
-
1674
- .ge-svg-pulse {
1675
- animation: ge-tap-pulse 1.2s ease-in-out infinite;
1676
- }
1677
- @keyframes ge-tap-pulse {
1678
- 0%, 100% { opacity: 0.5; }
1679
- 50% { opacity: 1; }
1680
- }
1681
- `;
1682
- // Get the container that holds the canvas
1683
- const container = this._engine.app?.canvas?.parentElement;
1684
- if (container) {
1685
- container.style.position = container.style.position || 'relative';
1686
- container.appendChild(style);
1687
- container.appendChild(this._overlay);
1688
- }
1689
- // Cache the SVG loader rect for progress updates
1690
- this._loaderRect = this._overlay.querySelector('#ge-loader-rect');
1691
- this._percentEl = this._overlay.querySelector('#ge-loader-pct');
1692
- }
1693
- removeOverlay() {
1694
- this._overlay?.remove();
1695
- document.getElementById('__ge-loading-style__')?.remove();
1696
- this._overlay = null;
1697
- this._loaderRect = null;
1698
- this._percentEl = null;
1699
- this._tapToStartEl = null;
1621
+ // Defensive: ensure the preloader is gone even if we never transitioned
1622
+ // (e.g. the scene was popped externally). Idempotent.
1623
+ void removeCSSPreloader(this.hostElement());
1700
1624
  }
1701
1625
  // ─── Progress ──────────────────────────────────────────
1702
1626
  updateLoaderBar(progress) {
1703
- if (this._loaderRect) {
1704
- this._loaderRect.setAttribute('width', String(LOADER_BAR_MAX_WIDTH * progress));
1705
- }
1706
- if (this._percentEl) {
1707
- const pct = Math.round(progress * 100);
1708
- this._percentEl.textContent = `${pct}%`;
1709
- }
1627
+ setCSSPreloaderProgress(Math.max(0, Math.min(1, progress)));
1710
1628
  }
1711
1629
  /**
1712
1630
  * Smoothly animate the displayed progress from its current value to `target`
@@ -1736,49 +1654,20 @@ class LoadingScene extends Scene {
1736
1654
  requestAnimationFrame(tick);
1737
1655
  });
1738
1656
  }
1739
- // ─── Tap to Start ─────────────────────────────────────
1740
- async showTapToStart() {
1741
- const tapText = this._config.tapToStartText ?? 'TAP TO START';
1742
- // Reuse the same SVG text element — replace percentage with tap text
1743
- if (this._percentEl) {
1744
- const el = this._percentEl;
1745
- el.textContent = tapText;
1746
- el.setAttribute('fill', '#ffffff');
1747
- el.classList.add('ge-svg-pulse');
1748
- this._tapToStartEl = el;
1749
- }
1750
- // Make overlay clickable
1751
- if (this._overlay) {
1752
- this._overlay.style.cursor = 'pointer';
1753
- }
1754
- // Wait for tap
1755
- return new Promise((resolve) => {
1756
- const handler = async () => {
1757
- this._overlay?.removeEventListener('click', handler);
1758
- await this.transitionToGame();
1759
- resolve();
1760
- };
1761
- // Listen on the full overlay for easier mobile tap
1762
- this._overlay?.addEventListener('click', handler);
1763
- });
1764
- }
1765
1657
  // ─── Transition ────────────────────────────────────────
1658
+ /** The DOM element hosting the canvas + preloader overlay. */
1659
+ hostElement() {
1660
+ return this._engine?.app?.canvas?.parentElement ?? document.body;
1661
+ }
1766
1662
  async transitionToGame() {
1767
- // Fade out the HTML overlay
1768
- if (this._overlay) {
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();
1663
+ // Fade out and remove the shared CSS preloader (resolves after the fade).
1664
+ await removeCSSPreloader(this.hostElement());
1778
1665
  // Navigate to the target scene, always passing the engine reference
1779
1666
  await this._engine.scenes.goto(this._targetScene, {
1780
1667
  engine: this._engine,
1781
- ...(this._targetData && typeof this._targetData === 'object' ? this._targetData : { data: this._targetData }),
1668
+ ...(this._targetData && typeof this._targetData === 'object'
1669
+ ? this._targetData
1670
+ : { data: this._targetData }),
1782
1671
  });
1783
1672
  }
1784
1673
  }
@@ -2005,17 +1894,20 @@ class GameApplication extends EventEmitter {
2005
1894
  // 6. Initialize sub-systems
2006
1895
  this.initSubSystems();
2007
1896
  this.emit('initialized');
2008
- // 7. Remove CSS preloader, show Canvas loading screen
2009
- removeCSSPreloader(this._container);
2010
- // 8. Load assets with loading screen
1897
+ // 7. Load assets. The CSS preloader stays on screen — LoadingScene drives
1898
+ // its progress/tap and removes it before entering the game, so there's
1899
+ // a single continuous overlay from boot to gameplay (no logo flash).
2011
1900
  await this.loadAssets(firstScene, sceneData);
2012
1901
  this.emit('loaded');
2013
- // 9. Start the game loop
1902
+ // 8. Start the game loop
2014
1903
  this._running = true;
2015
1904
  this.emit('started');
2016
1905
  }
2017
1906
  catch (err) {
2018
1907
  console.error('[GameEngine] Failed to start:', err);
1908
+ // Tear down the preloader so a failure doesn't strand the brand frame.
1909
+ if (this._container)
1910
+ removeCSSPreloader(this._container);
2019
1911
  this.emit('error', err instanceof Error ? err : new Error(String(err)));
2020
1912
  throw err;
2021
1913
  }