@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.
- package/README.md +121 -0
- package/dist/animation.cjs.js +18 -3
- package/dist/animation.cjs.js.map +1 -1
- package/dist/animation.esm.js +18 -3
- package/dist/animation.esm.js.map +1 -1
- package/dist/core.cjs.js +51 -159
- package/dist/core.cjs.js.map +1 -1
- package/dist/core.esm.js +52 -160
- package/dist/core.esm.js.map +1 -1
- package/dist/host.cjs.js +88 -189
- package/dist/host.cjs.js.map +1 -1
- package/dist/host.d.ts +6 -0
- package/dist/host.esm.js +90 -191
- package/dist/host.esm.js.map +1 -1
- package/dist/index.cjs.js +51 -159
- package/dist/index.cjs.js.map +1 -1
- package/dist/index.d.ts +10 -11
- package/dist/index.esm.js +52 -160
- package/dist/index.esm.js.map +1 -1
- package/dist/react.cjs.js +18 -3
- package/dist/react.cjs.js.map +1 -1
- package/dist/react.esm.js +18 -3
- package/dist/react.esm.js.map +1 -1
- package/dist/slot.cjs.js +1872 -31
- package/dist/slot.cjs.js.map +1 -1
- package/dist/slot.d.ts +555 -5
- package/dist/slot.esm.js +1857 -33
- package/dist/slot.esm.js.map +1 -1
- package/dist/ui.cjs.js +18 -3
- package/dist/ui.cjs.js.map +1 -1
- package/dist/ui.esm.js +18 -3
- package/dist/ui.esm.js.map +1 -1
- package/package.json +1 -1
- package/src/animation/Tween.ts +14 -3
- package/src/core/GameApplication.ts +6 -5
- package/src/host/shellConfig.ts +44 -31
- package/src/loading/LoadingScene.ts +31 -174
- package/src/slot/anim/easing-map.ts +16 -2
- package/src/slot/cascade/TumbleController.ts +230 -0
- package/src/slot/config/ReelSystemConfig.ts +559 -0
- package/src/slot/config/presets.ts +222 -0
- package/src/slot/features/extra.ts +189 -0
- package/src/slot/features/index.ts +44 -0
- package/src/slot/features/symbols.ts +183 -0
- package/src/slot/features/types.ts +136 -0
- package/src/slot/features/wilds.ts +151 -0
- package/src/slot/grid/ReelGrid.ts +93 -24
- package/src/slot/grid/SymbolCell.ts +45 -11
- package/src/slot/index.ts +61 -0
- package/src/slot/motion/AnticipationController.ts +96 -0
- package/src/slot/motion/SpinEngine.ts +384 -0
- package/src/slot/system/ReelSystem.ts +295 -0
package/dist/host.cjs.js
CHANGED
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@@ -188,6 +188,10 @@ class Tween {
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* @param onUpdate - Progress callback (0..1)
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*/
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static to(target, props, duration, easing, onUpdate) {
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// A destroyed (Pixi) target has null transform fields — skip rather than throw. This guards
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// animations whose target is torn down mid-flight (e.g. a reel grid rebuilt during a spin).
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if (target == null || target.destroyed)
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return Promise.resolve();
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return new Promise((resolve) => {
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// Capture starting values
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const from = {};
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@@ -213,6 +217,8 @@ class Tween {
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* Animate properties from given values to current values.
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*/
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static from(target, props, duration, easing, onUpdate) {
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if (target == null || target.destroyed)
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return Promise.resolve();
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// Capture current values as "to"
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const to = {};
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for (const key of Object.keys(props)) {
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@@ -225,6 +231,8 @@ class Tween {
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* Animate from one set of values to another.
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*/
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static fromTo(target, fromProps, toProps, duration, easing, onUpdate) {
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if (target == null || target.destroyed)
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return Promise.resolve();
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// Set starting values
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for (const key of Object.keys(fromProps)) {
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Tween.setProperty(target, key, fromProps[key]);
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@@ -298,6 +306,11 @@ class Tween {
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const dt = ticker.deltaMS;
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const completed = [];
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for (const tw of Tween._tweens) {
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// target torn down mid-tween → finish it quietly
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if (tw.target?.destroyed) {
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completed.push(tw);
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continue;
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}
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tw.elapsed += dt;
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if (tw.elapsed < tw.delay)
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continue;
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@@ -335,9 +348,9 @@ class Tween {
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const parts = key.split('.');
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let obj = target;
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for (let i = 0; i < parts.length - 1; i++) {
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obj = obj[parts[i]];
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obj = obj?.[parts[i]];
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}
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return obj[parts[parts.length - 1]] ?? 0;
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return obj?.[parts[parts.length - 1]] ?? 0;
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}
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/**
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* Set a potentially nested property.
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@@ -346,8 +359,10 @@ class Tween {
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const parts = key.split('.');
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let obj = target;
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for (let i = 0; i < parts.length - 1; i++) {
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obj = obj[parts[i]];
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obj = obj?.[parts[i]];
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}
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if (obj == null)
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return;
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obj[parts[parts.length - 1]] = value;
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}
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}
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@@ -1517,34 +1532,20 @@ 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 +1558,6 @@ 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 +1603,29 @@ 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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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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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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1678
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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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1682
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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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1690
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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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1702
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// ─── Progress ──────────────────────────────────────────
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1703
1627
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updateLoaderBar(progress) {
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1704
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-
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1705
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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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1709
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this._percentEl.textContent = `${pct}%`;
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1710
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-
}
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1628
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loading.setCSSPreloaderProgress(Math.max(0, Math.min(1, progress)));
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1711
1629
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}
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1712
1630
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/**
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1713
1631
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* Smoothly animate the displayed progress from its current value to `target`
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@@ -1737,49 +1655,20 @@ class LoadingScene extends Scene {
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1737
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requestAnimationFrame(tick);
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});
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}
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1740
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-
// ─── Tap to Start ─────────────────────────────────────
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1741
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-
async showTapToStart() {
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1742
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-
const tapText = this._config.tapToStartText ?? 'TAP TO START';
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1743
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// Reuse the same SVG text element — replace percentage with tap text
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1744
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-
if (this._percentEl) {
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1745
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-
const el = this._percentEl;
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1746
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el.textContent = tapText;
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1747
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el.setAttribute('fill', '#ffffff');
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1748
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el.classList.add('ge-svg-pulse');
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1749
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this._tapToStartEl = el;
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1750
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-
}
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1751
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// Make overlay clickable
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1752
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if (this._overlay) {
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1753
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-
this._overlay.style.cursor = 'pointer';
|
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1754
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}
|
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1755
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// Wait for tap
|
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1756
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-
return new Promise((resolve) => {
|
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1757
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-
const handler = async () => {
|
|
1758
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-
this._overlay?.removeEventListener('click', handler);
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1759
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await this.transitionToGame();
|
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1760
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-
resolve();
|
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1761
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-
};
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1762
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// Listen on the full overlay for easier mobile tap
|
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1763
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-
this._overlay?.addEventListener('click', handler);
|
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1764
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});
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1765
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-
}
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1766
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// ─── Transition ────────────────────────────────────────
|
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1659
|
+
/** The DOM element hosting the canvas + preloader overlay. */
|
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1660
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+
hostElement() {
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1661
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+
return this._engine?.app?.canvas?.parentElement ?? document.body;
|
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1662
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+
}
|
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1767
1663
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async transitionToGame() {
|
|
1768
|
-
// Fade out the
|
|
1769
|
-
|
|
1770
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-
this._overlay.classList.add('ge-fade-out');
|
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1771
|
-
await new Promise((resolve) => {
|
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1772
|
-
this._overlay.addEventListener('transitionend', () => resolve(), { once: true });
|
|
1773
|
-
// Safety timeout
|
|
1774
|
-
setTimeout(resolve, 600);
|
|
1775
|
-
});
|
|
1776
|
-
}
|
|
1777
|
-
// Remove overlay
|
|
1778
|
-
this.removeOverlay();
|
|
1664
|
+
// Fade out and remove the shared CSS preloader (resolves after the fade).
|
|
1665
|
+
await loading.removeCSSPreloader(this.hostElement());
|
|
1779
1666
|
// Navigate to the target scene, always passing the engine reference
|
|
1780
1667
|
await this._engine.scenes.goto(this._targetScene, {
|
|
1781
1668
|
engine: this._engine,
|
|
1782
|
-
...(this._targetData && typeof this._targetData === 'object'
|
|
1669
|
+
...(this._targetData && typeof this._targetData === 'object'
|
|
1670
|
+
? this._targetData
|
|
1671
|
+
: { data: this._targetData }),
|
|
1783
1672
|
});
|
|
1784
1673
|
}
|
|
1785
1674
|
}
|
|
@@ -2006,17 +1895,20 @@ class GameApplication extends EventEmitter {
|
|
|
2006
1895
|
// 6. Initialize sub-systems
|
|
2007
1896
|
this.initSubSystems();
|
|
2008
1897
|
this.emit('initialized');
|
|
2009
|
-
// 7.
|
|
2010
|
-
|
|
2011
|
-
//
|
|
1898
|
+
// 7. Load assets. The CSS preloader stays on screen — LoadingScene drives
|
|
1899
|
+
// its progress/tap and removes it before entering the game, so there's
|
|
1900
|
+
// a single continuous overlay from boot to gameplay (no logo flash).
|
|
2012
1901
|
await this.loadAssets(firstScene, sceneData);
|
|
2013
1902
|
this.emit('loaded');
|
|
2014
|
-
//
|
|
1903
|
+
// 8. Start the game loop
|
|
2015
1904
|
this._running = true;
|
|
2016
1905
|
this.emit('started');
|
|
2017
1906
|
}
|
|
2018
1907
|
catch (err) {
|
|
2019
1908
|
console.error('[GameEngine] Failed to start:', err);
|
|
1909
|
+
// Tear down the preloader so a failure doesn't strand the brand frame.
|
|
1910
|
+
if (this._container)
|
|
1911
|
+
loading.removeCSSPreloader(this._container);
|
|
2020
1912
|
this.emit('error', err instanceof Error ? err : new Error(String(err)));
|
|
2021
1913
|
throw err;
|
|
2022
1914
|
}
|
|
@@ -2879,8 +2771,8 @@ async function createSlotGame(opts) {
|
|
|
2879
2771
|
}
|
|
2880
2772
|
|
|
2881
2773
|
// packages/game-engine/src/host/shellConfig.ts
|
|
2882
|
-
// `socialize`
|
|
2883
|
-
// types
|
|
2774
|
+
// `socialize` / `createI18n` are runtime helpers sourced from platform-core/shell;
|
|
2775
|
+
// pixi-shell re-exports only types so we import directly from platform-core.
|
|
2884
2776
|
/**
|
|
2885
2777
|
* Apply jurisdiction restrictions over the resolved shell features, in place. A restriction ALWAYS
|
|
2886
2778
|
* wins over the author's intent (a forbidden control must stay off even if the game enabled it).
|
|
@@ -2935,8 +2827,9 @@ function stakeForAction(model, action, bet) {
|
|
|
2935
2827
|
const cost = (model.spec.actions?.[action]?.cost ?? 1);
|
|
2936
2828
|
return cost * bet;
|
|
2937
2829
|
}
|
|
2938
|
-
/** Derive shell buy cards + ante toggles from the spec's buy/feature actions (SSOT).
|
|
2939
|
-
|
|
2830
|
+
/** Derive shell buy cards + ante toggles from the spec's buy/feature actions (SSOT).
|
|
2831
|
+
* @param t Optional translator applied to `title` and `description` before they enter the shell. */
|
|
2832
|
+
function toBonusOptions(model, t = (s) => s) {
|
|
2940
2833
|
const out = [];
|
|
2941
2834
|
for (const [key, action] of Object.entries(model.spec.actions)) {
|
|
2942
2835
|
const role = action.role ?? 'base';
|
|
@@ -2945,15 +2838,18 @@ function toBonusOptions(model) {
|
|
|
2945
2838
|
out.push({
|
|
2946
2839
|
id: key,
|
|
2947
2840
|
type: role === 'buy' ? 'bonus' : 'feature',
|
|
2948
|
-
title: action.title ?? key.replace(/_/g, ' ').toUpperCase(),
|
|
2949
|
-
description: action.description ?? '',
|
|
2841
|
+
title: t(action.title ?? key.replace(/_/g, ' ').toUpperCase()),
|
|
2842
|
+
description: t(action.description ?? ''),
|
|
2950
2843
|
priceMultiplier: action.cost ?? (role === 'buy' ? 100 : 1),
|
|
2844
|
+
// Volatility (1–5 bolts) is part of the spec action SSOT; forward it so the buy card shows it.
|
|
2845
|
+
...(action.volatility != null ? { volatility: action.volatility } : {}),
|
|
2951
2846
|
});
|
|
2952
2847
|
}
|
|
2953
2848
|
return out;
|
|
2954
2849
|
}
|
|
2955
|
-
/** Build a paytable section from the model's derived paytable view (multipliers per symbol count).
|
|
2956
|
-
|
|
2850
|
+
/** Build a paytable section from the model's derived paytable view (multipliers per symbol count).
|
|
2851
|
+
* @param t Optional translator applied to symbol names before they enter the shell. */
|
|
2852
|
+
function paytableSection(model, t = (s) => s) {
|
|
2957
2853
|
const symbols = model.paytable?.symbols ?? [];
|
|
2958
2854
|
const rows = [];
|
|
2959
2855
|
for (const s of symbols) {
|
|
@@ -2963,11 +2859,13 @@ function paytableSection(model) {
|
|
|
2963
2859
|
.sort((a, b) => Number(a.count) - Number(b.count));
|
|
2964
2860
|
if (!wins.length)
|
|
2965
2861
|
continue;
|
|
2966
|
-
rows.push({ symbol: { text: s.name ?? s.id }, wins });
|
|
2862
|
+
rows.push({ symbol: { text: t(s.name ?? s.id) }, wins });
|
|
2967
2863
|
}
|
|
2968
2864
|
if (!rows.length)
|
|
2969
2865
|
return null;
|
|
2970
|
-
|
|
2866
|
+
// No literal title — the shell renders `s.title ?? host.t('Paytable')`, so the heading is
|
|
2867
|
+
// localized (matching how the modes/wins sections rely on the shell's translated fallback).
|
|
2868
|
+
return { type: 'paytable', rows };
|
|
2971
2869
|
}
|
|
2972
2870
|
/** Build a "wins" illustration section sized to the grid; `kind` follows the spec mechanic hint. */
|
|
2973
2871
|
function winsSection(model) {
|
|
@@ -3009,14 +2907,15 @@ function orderDisclaimerLast(sections) {
|
|
|
3009
2907
|
* gets a real info panel for free (paytable, win illustration, controls, and the Stake
|
|
3010
2908
|
* disclaimer when present). Author-supplied `opts.gameInfo` is MERGED over this set by
|
|
3011
2909
|
* section identity (see `mergeGameInfo`), not wholesale-replaced.
|
|
2910
|
+
* @param t Optional translator applied to spec-derived player-facing strings (symbol names, mode titles, etc.).
|
|
3012
2911
|
*/
|
|
3013
|
-
function defaultGameInfo(model, runtime) {
|
|
2912
|
+
function defaultGameInfo(model, runtime, t = (s) => s) {
|
|
3014
2913
|
const sections = [];
|
|
3015
2914
|
sections.push(winsSection(model));
|
|
3016
|
-
const pay = paytableSection(model);
|
|
2915
|
+
const pay = paytableSection(model, t);
|
|
3017
2916
|
if (pay)
|
|
3018
2917
|
sections.push(pay);
|
|
3019
|
-
const modes = modesSection(model);
|
|
2918
|
+
const modes = modesSection(model, t);
|
|
3020
2919
|
if (modes)
|
|
3021
2920
|
sections.push(modes);
|
|
3022
2921
|
sections.push({ type: 'controls' });
|
|
@@ -3029,8 +2928,9 @@ function defaultGameInfo(model, runtime) {
|
|
|
3029
2928
|
* (`model.mathModes` + `spec.actions`) that drives the buy cards and the math pipeline. Stake
|
|
3030
2929
|
* compliance requires Cost / RTP / Max Win per mode; deriving it here means the author declares a
|
|
3031
2930
|
* 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
|
-
|
|
2931
|
+
* already drops them — free spins are part of a bonus, not a purchasable mode).
|
|
2932
|
+
* @param t Optional translator applied to row `title` and `description` before they enter the shell. */
|
|
2933
|
+
function modesSection(model, t = (s) => s) {
|
|
3034
2934
|
const modes = model.mathModes ?? [];
|
|
3035
2935
|
if (!modes.length)
|
|
3036
2936
|
return null;
|
|
@@ -3038,7 +2938,7 @@ function modesSection(model) {
|
|
|
3038
2938
|
const action = model.spec.actions[m.action];
|
|
3039
2939
|
const isBase = (action?.role ?? 'base') === 'base' || m.mode === 'BASE';
|
|
3040
2940
|
const row = {
|
|
3041
|
-
title: action?.title ?? (isBase ? 'Base game' : m.mode.replace(/_/g, ' ')),
|
|
2941
|
+
title: t(action?.title ?? (isBase ? 'Base game' : m.mode.replace(/_/g, ' '))),
|
|
3042
2942
|
maxWin: `${m.maxWin.toLocaleString('en-US')}×`,
|
|
3043
2943
|
};
|
|
3044
2944
|
// Cost is a bet-multiplier; a base spin (1×) reads as no premium, so only show it for buys/features.
|
|
@@ -3047,7 +2947,7 @@ function modesSection(model) {
|
|
|
3047
2947
|
if (typeof m.rtp === 'number')
|
|
3048
2948
|
row.rtp = Math.round(m.rtp * 1000) / 10; // 0.965 → 96.5 (%)
|
|
3049
2949
|
if (action?.description)
|
|
3050
|
-
row.description = action.description;
|
|
2950
|
+
row.description = t(action.description);
|
|
3051
2951
|
return row;
|
|
3052
2952
|
});
|
|
3053
2953
|
return { type: 'modes', title: 'MODES', modes: rows };
|
|
@@ -3144,18 +3044,17 @@ function buildShellConfig(opts, model, runtime) {
|
|
|
3144
3044
|
// host); opts.currency still wins. Fall back to the spec code, then a neutral euro.
|
|
3145
3045
|
const currency = opts.currency ?? runtime.currency ?? resolveCurrency(null, model.spec.currency);
|
|
3146
3046
|
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;
|
|
3047
|
+
// Build the merged resolver: game i18n map + shell LOCALES (via createI18n), then socialize on
|
|
3048
|
+
// top for English social mode. For non-English languages, createI18n already handles the
|
|
3049
|
+
// translation lookup; social rewriting is English-only and applied separately after.
|
|
3050
|
+
// Author gameInfo may be a plain object or a `(t) => content` factory. `t` is the resolver so
|
|
3051
|
+
// authors can wrap player-facing copy explicitly; the full merged set is still socialized below
|
|
3052
|
+
// (section pass) as a safety net so restricted words can't slip through even if t() was missed.
|
|
3053
|
+
const { t } = shell.createI18n({ language: runtime.language ?? 'en', isSocial, messages: opts.i18n });
|
|
3157
3054
|
const authored = typeof opts.gameInfo === 'function' ? opts.gameInfo(t) : opts.gameInfo;
|
|
3158
|
-
|
|
3055
|
+
// Pass t() through to spec-derived sections so symbol names, mode titles, and descriptions are
|
|
3056
|
+
// pre-translated before they reach the shell renderer.
|
|
3057
|
+
let gameInfo = mergeGameInfo(defaultGameInfo(model, runtime, t), authored);
|
|
3159
3058
|
// The DISCLAIMER is required legal copy and must be shown VERBATIM — never socialized (its
|
|
3160
3059
|
// wording is mandated, and word-swaps like "bet → play" would corrupt the legal text).
|
|
3161
3060
|
if (isSocial) {
|
|
@@ -3165,8 +3064,8 @@ function buildShellConfig(opts, model, runtime) {
|
|
|
3165
3064
|
}
|
|
3166
3065
|
// The legal DISCLAIMER always renders LAST — author-merged or extra sections never push below it.
|
|
3167
3066
|
gameInfo = { sections: orderDisclaimerLast(gameInfo.sections ?? []) };
|
|
3168
|
-
// Buy-bonus cards:
|
|
3169
|
-
const buyBonus = socializeBonusOptions(opts.buyBonus ?? toBonusOptions(model), isSocial);
|
|
3067
|
+
// Buy-bonus cards: apply t() to spec-derived options (pre-translate), then socialize for en+social.
|
|
3068
|
+
const buyBonus = socializeBonusOptions(opts.buyBonus ?? toBonusOptions(model, t), isSocial);
|
|
3170
3069
|
// Features: defaults, then author overrides, THEN jurisdiction restrictions (a restriction wins).
|
|
3171
3070
|
const features = {
|
|
3172
3071
|
turbo: 0,
|