@energy8platform/platform-core 0.19.0 → 0.21.0

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Files changed (43) hide show
  1. package/README.md +238 -1
  2. package/dist/dev-bridge.cjs.js +104 -0
  3. package/dist/dev-bridge.cjs.js.map +1 -1
  4. package/dist/dev-bridge.d.ts +64 -1
  5. package/dist/dev-bridge.esm.js +104 -0
  6. package/dist/dev-bridge.esm.js.map +1 -1
  7. package/dist/index.cjs.js +2053 -0
  8. package/dist/index.cjs.js.map +1 -1
  9. package/dist/index.d.ts +372 -2
  10. package/dist/index.esm.js +2051 -1
  11. package/dist/index.esm.js.map +1 -1
  12. package/dist/shell.cjs.js +1993 -0
  13. package/dist/shell.cjs.js.map +1 -0
  14. package/dist/shell.d.ts +320 -0
  15. package/dist/shell.esm.js +1989 -0
  16. package/dist/shell.esm.js.map +1 -0
  17. package/package.json +7 -2
  18. package/scripts/build-shell-font.mjs +64 -0
  19. package/src/PlatformSession.ts +10 -0
  20. package/src/dev-bridge/DevBridge.ts +160 -2
  21. package/src/dev-bridge/index.ts +1 -1
  22. package/src/index.ts +17 -1
  23. package/src/shell/GameShell.ts +294 -0
  24. package/src/shell/INTER-LICENSE.txt +93 -0
  25. package/src/shell/colors.ts +32 -0
  26. package/src/shell/components/BottomBar.ts +217 -0
  27. package/src/shell/components/BuyBonus.ts +163 -0
  28. package/src/shell/components/GameInfo.ts +253 -0
  29. package/src/shell/components/Modal.ts +36 -0
  30. package/src/shell/components/ReplayModal.ts +56 -0
  31. package/src/shell/components/Settings.ts +60 -0
  32. package/src/shell/components/icons.ts +40 -0
  33. package/src/shell/components/pickers.ts +76 -0
  34. package/src/shell/components/primitives.ts +84 -0
  35. package/src/shell/fonts.ts +13 -0
  36. package/src/shell/format.ts +36 -0
  37. package/src/shell/i18n.ts +67 -0
  38. package/src/shell/index.ts +20 -0
  39. package/src/shell/motion.ts +43 -0
  40. package/src/shell/shell.css.ts +371 -0
  41. package/src/shell/state.ts +30 -0
  42. package/src/shell/theme.ts +56 -0
  43. package/src/shell/types.ts +191 -0
@@ -0,0 +1,294 @@
1
+ import { EventEmitter } from '../EventEmitter';
2
+ import type {
3
+ AutoplayOptions,
4
+ BonusOption,
5
+ FreeSpinsState,
6
+ ModalOptions,
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+ ReplayModalOptions,
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+ ShellConfig,
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+ ShellEvents,
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+ ShellMode,
11
+ ShellState,
12
+ ThemeConfig,
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+ } from './types';
14
+ import { createInitialState } from './state';
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+ import { buildThemeVars } from './theme';
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+ import { SHELL_CSS, SHELL_ROOT_ID } from './shell.css';
17
+ import { renderBottomBar } from './components/BottomBar';
18
+ import { openSettingsModal } from './components/Settings';
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+ import { openGameInfoModal } from './components/GameInfo';
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+ import { openBuyBonusOverlay } from './components/BuyBonus';
21
+ import { openBetModal, openAutoplayModal } from './components/pickers';
22
+ import { buildModal } from './components/Modal';
23
+ import { buildReplayModal } from './components/ReplayModal';
24
+ import { countUp } from './motion';
25
+ import { formatCurrency } from './format';
26
+ import { socialize } from './i18n';
27
+
28
+ const REMOVE_FADE_MS = 300;
29
+
30
+ export class GameShell extends EventEmitter<ShellEvents> {
31
+ readonly config: ShellConfig;
32
+ state: ShellState;
33
+ private root: HTMLElement;
34
+ private styleEl: HTMLStyleElement;
35
+ private barHost = document.createElement('div');
36
+ private modalHost = document.createElement('div');
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+ private destroyed = false;
38
+ layout: 'wide' | 'mobile' = 'wide';
39
+ private ro: ResizeObserver | null = null;
40
+ private prevBalance = 0;
41
+ private prevWin = 0;
42
+ private moneyAnims: Array<() => void> = [];
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+ private keysBound = false;
44
+
45
+ constructor(config: ShellConfig) {
46
+ super();
47
+ this.config = config;
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+ this.state = createInitialState(config);
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+
50
+ this.styleEl = document.createElement('style');
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+ this.styleEl.textContent = SHELL_CSS;
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+
53
+ this.root = document.createElement('div');
54
+ this.root.id = SHELL_ROOT_ID;
55
+ this.root.setAttribute('style', buildThemeVars(config.theme));
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+
57
+ config.mount.append(this.styleEl, this.root);
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+ this.barHost.className = 'ge-shell-barhost';
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+ this.root.appendChild(this.barHost);
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+ this.modalHost.className = 'ge-shell-modalhost';
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+ this.root.appendChild(this.modalHost);
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+ this.prevBalance = this.state.balance;
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+ this.prevWin = this.state.win;
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+ this.observeLayout();
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+ if (typeof document !== 'undefined') {
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+ document.addEventListener('keydown', this.handleKeyDown);
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+ this.keysBound = true;
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+ }
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+ this.render();
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+ // re-fit once the bundled webfont swaps in (text metrics change → row width changes)
71
+ if (typeof document !== 'undefined' && document.fonts) {
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+ document.fonts.ready.then(() => { if (!this.destroyed) this.applyFitScale(); });
73
+ }
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+ }
75
+
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+ render(): void {
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+ if (this.destroyed) return;
78
+ this.cancelMoneyAnims(); // stop in-flight count-ups before their nodes are torn down below
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+ this.root.classList.toggle('ge-mobile', this.layout === 'mobile');
80
+ this.barHost.innerHTML = '';
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+ this.barHost.appendChild(renderBottomBar(this));
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+ this.animateMoney();
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+ this.applyFitScale();
84
+ }
85
+
86
+ private cancelMoneyAnims(): void {
87
+ for (const cancel of this.moneyAnims) cancel();
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+ this.moneyAnims = [];
89
+ }
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+
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+ /** Keep the WIN pill inline between the groups; float it above when it won't fit. */
92
+ /**
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+ * Landscape bar fills the width when it fits. When it overflows, the WIN pill is
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+ * lifted above the bar (unscaled, so it stays readable) and the remaining row is
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+ * centred and scaled down to fit — keeping the controls as large as possible.
96
+ */
97
+ private applyFitScale(): void {
98
+ if (this.destroyed) return;
99
+ const host = this.barHost;
100
+ const bar = host.querySelector('.ge-shell-bottom') as HTMLElement | null;
101
+ if (!bar) return;
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+ // reset to baseline (idempotent — the pill may have been lifted on a prior pass)
103
+ const pill = host.querySelector('.ge-winpill') as HTMLElement | null;
104
+ if (pill && pill.parentElement === host) { // put a lifted pill back inline
105
+ const right = bar.querySelector('.ge-zone-right');
106
+ if (right) bar.insertBefore(pill, right); else bar.appendChild(pill);
107
+ pill.classList.remove('ge-up');
108
+ }
109
+ host.classList.remove('ge-fit');
110
+ host.style.transform = '';
111
+ if (this.layout === 'mobile') {
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+ // shrink the whole stack to fit narrow phones (mobile-s, or large numbers in a row)
113
+ let need = 0;
114
+ for (const row of Array.from(bar.children) as HTMLElement[]) need = Math.max(need, row.scrollWidth);
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+ const avail = bar.clientWidth;
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+ if (need > avail + 1 && avail > 0) host.style.transform = `scale(${Math.max(0.7, avail / need).toFixed(4)})`;
117
+ return;
118
+ }
119
+ if (bar.scrollWidth <= bar.clientWidth + 1) return; // bar fits inline → leave it
120
+ // overflow: lift the pill onto its own row above the bar (flex column → real 8px gap)
121
+ if (pill) { host.insertBefore(pill, bar); pill.classList.add('ge-up'); }
122
+ if (bar.scrollWidth <= bar.clientWidth + 1) return; // bar now fits full-width, pill above
123
+ // still too wide → shrink the whole stack (pill + bar) to fit, anchored bottom-centre
124
+ host.classList.add('ge-fit');
125
+ const natural = bar.offsetWidth, avail = this.root.clientWidth - 12;
126
+ const s = natural > 0 && avail > 0 ? Math.min(1, avail / natural) : 1;
127
+ host.style.transform = `translateX(-50%) scale(${s.toFixed(4)})`;
128
+ }
129
+
130
+ /** Spacebar starts a spin — same path as the spin disc. Ignored while a spin is running,
131
+ * while autoplay is active, outside base mode, when an overlay/modal is open, or when an
132
+ * editable element is focused. `repeat` (held key) is ignored so it can't spam. */
133
+ private handleKeyDown = (e: KeyboardEvent): void => {
134
+ if (this.destroyed || e.code !== 'Space' || e.repeat) return;
135
+ const t = e.target as HTMLElement | null;
136
+ if (t && (t.isContentEditable || /^(INPUT|TEXTAREA|SELECT)$/.test(t.tagName))) return;
137
+ if (this.modalHost.childElementCount > 0) return; // an overlay/modal is open
138
+ if (this.state.mode !== 'base' || this.state.busy || this.state.autoplay.active) return;
139
+ e.preventDefault();
140
+ this.emit('spin');
141
+ };
142
+
143
+ setLayout(layout: 'wide' | 'mobile'): void {
144
+ if (layout === this.layout) return;
145
+ this.layout = layout;
146
+ this.render();
147
+ }
148
+
149
+ /** Resolve a built-in shell string. English is the source; with `isSocial` it is run through
150
+ * the social-casino word-swap. Game-supplied strings should NOT be passed through this. */
151
+ t(text: string): string { return this.config.isSocial ? socialize(text) : text; }
152
+
153
+ /** Toggle the social vocabulary at runtime (re-renders the bar; reopen overlays to refresh them). */
154
+ setSocial(isSocial: boolean): void { this.config.isSocial = isSocial; this.render(); }
155
+
156
+ /** Recolour the shell at runtime (e.g. switch dark/light scheme). */
157
+ setTheme(theme: ThemeConfig): void {
158
+ this.config.theme = theme;
159
+ this.root.setAttribute('style', buildThemeVars(theme));
160
+ }
161
+
162
+ private observeLayout(): void {
163
+ const RO = (globalThis as { ResizeObserver?: typeof ResizeObserver }).ResizeObserver;
164
+ if (typeof RO !== 'function') return; // jsdom: stays 'wide'
165
+ this.ro = new RO((entries) => {
166
+ const rect = entries[0]?.contentRect;
167
+ const w = rect?.width ?? 0, h = rect?.height ?? 0;
168
+ // portrait → stacked mobile; landscape (incl. popouts) → one row, scaled to fit if it overflows
169
+ this.setLayout(w !== 0 && h > w ? 'mobile' : 'wide');
170
+ this.applyFitScale();
171
+ this.fitModals(); // re-scale open card modals when the popout resizes
172
+ });
173
+ this.ro.observe(this.root);
174
+ }
175
+
176
+ private animateMoney(): void {
177
+ const fmt = (n: number) => formatCurrency(n, this.config.currency);
178
+ const bal = this.barHost.querySelector('[data-ge="balance"]') as HTMLElement | null;
179
+ const win = this.barHost.querySelector('[data-ge="win"]') as HTMLElement | null;
180
+ if (bal && this.state.balance !== this.prevBalance) this.moneyAnims.push(animateReadout(bal, this.prevBalance, this.state.balance, fmt));
181
+ if (win && this.state.win !== this.prevWin) this.moneyAnims.push(animateReadout(win, this.prevWin, this.state.win, fmt));
182
+ this.prevBalance = this.state.balance;
183
+ this.prevWin = this.state.win;
184
+ }
185
+
186
+ setBalance(n: number): void { this.state.balance = n; this.render(); }
187
+ setWin(n: number): void { this.state.win = n; this.render(); }
188
+ setBet(n: number): void { this.state.bet = n; this.render(); }
189
+ setMode(mode: ShellMode): void { this.state.mode = mode; this.render(); }
190
+ setBusy(busy: boolean): void { this.state.busy = busy; this.render(); }
191
+ setAutoplay(a: AutoplayOptions): void { this.state.autoplay = a; this.render(); }
192
+ setTurbo(level: number): void { this.state.turbo = level; this.render(); }
193
+ setBuyBonusEnabled(enabled: boolean): void { this.state.buyBonusEnabled = enabled; this.render(); }
194
+ setFreeSpins(fs: FreeSpinsState): void { this.state.freeSpins = fs; this.render(); }
195
+
196
+ private showModal(el: HTMLElement): void {
197
+ this.modalHost.innerHTML = '';
198
+ this.modalHost.appendChild(el);
199
+ this.fitModals();
200
+ }
201
+
202
+ /** Uniformly scale every open centred card modal (`.ge-sheet`) down so it fits a short/narrow
203
+ * popout — the same idea as the bar's fit-scale. Covers the pickers, generic + replay modals,
204
+ * AND the buy-bonus confirm (which is hosted inside the overlay, not directly in modalHost).
205
+ * Full-screen overlays handle their own responsiveness (scroll + vh-clamp). */
206
+ fitModals(): void {
207
+ if (this.destroyed) return;
208
+ this.modalHost.querySelectorAll('.ge-sheet').forEach((el) => this.fitSheet(el as HTMLElement));
209
+ }
210
+
211
+ /** Fraction of the frame a card modal may occupy; the rest is breathing-room margin. Keeps
212
+ * modals from filling a small popout edge-to-edge (so even short pickers scale down there). */
213
+ private static readonly MODAL_FIT = 0.86;
214
+
215
+ private fitSheet(root: HTMLElement): void {
216
+ const card = root.querySelector('.ge-modal-card') as HTMLElement | null;
217
+ if (!card) return;
218
+ card.style.transform = ''; // reset before measuring the natural size
219
+ const availW = root.clientWidth, availH = root.clientHeight;
220
+ const w = card.offsetWidth, h = card.offsetHeight;
221
+ if (w <= 0 || h <= 0 || availW <= 0 || availH <= 0) return;
222
+ const fit = GameShell.MODAL_FIT;
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+ const s = Math.min(1, (availW * fit) / w, (availH * fit) / h);
224
+ if (s < 0.999) card.style.transform = `scale(${s.toFixed(4)})`;
225
+ }
226
+
227
+ /** Activate a `feature` option (e.g. Ante): the bar shows the effective bet, tinted with
228
+ * the feature accent, and BUY BONUS becomes DISABLE. */
229
+ activateFeature(bonus: BonusOption): void {
230
+ this.state.activeFeature = bonus;
231
+ this.emit('featureActivate', { id: bonus.id });
232
+ this.render();
233
+ }
234
+
235
+ /** Clear the active feature — reverts the bet readout and the BUY BONUS button. */
236
+ deactivateFeature(): void {
237
+ const prev = this.state.activeFeature;
238
+ if (!prev) return;
239
+ this.state.activeFeature = null;
240
+ this.emit('featureDeactivate', { id: prev.id });
241
+ this.render();
242
+ }
243
+
244
+ openMenu(): void { this.emit('menuOpen'); this.openSettings(); }
245
+ openSettings(): void { this.emit('settingsOpen'); this.showModal(openSettingsModal(this)); }
246
+ openInfo(): void { this.emit('infoOpen'); this.showModal(openGameInfoModal(this)); }
247
+ openBuyBonus(): void {
248
+ const overlay = openBuyBonusOverlay(this);
249
+ if (overlay) this.showModal(overlay);
250
+ }
251
+ /** Open a generic, externally-driven modal (title + body + optional action buttons).
252
+ * Each action runs its `on` then closes; the ✕ shows when `availableClose` is true. */
253
+ openModal(opts: ModalOptions): void { this.showModal(buildModal(opts)); }
254
+ /** Open the non-dismissable replay summary modal (START REPLAY → onReplay → reopen). */
255
+ openReplay(opts: ReplayModalOptions): void {
256
+ if (this.destroyed) return;
257
+ this.showModal(buildReplayModal(this, opts));
258
+ }
259
+
260
+ /** Bet picker — list of available bets with an accent Confirm. */
261
+ openBetPicker(): void { this.showModal(openBetModal(this)); }
262
+ /** Autoplay picker — spin-count list; Confirm starts autoplay. */
263
+ openAutoplayPicker(): void { this.showModal(openAutoplayModal(this)); }
264
+
265
+ destroy(): Promise<void> {
266
+ if (this.destroyed) return Promise.resolve();
267
+ this.destroyed = true;
268
+ this.ro?.disconnect();
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+ this.ro = null;
270
+ if (this.keysBound) { document.removeEventListener('keydown', this.handleKeyDown); this.keysBound = false; }
271
+ this.cancelMoneyAnims();
272
+ this.removeAllListeners();
273
+ this.root.classList.add('ge-shell-hidden');
274
+ return new Promise<void>((resolve) => {
275
+ setTimeout(() => {
276
+ this.root.remove();
277
+ this.styleEl.remove();
278
+ resolve();
279
+ }, REMOVE_FADE_MS);
280
+ });
281
+ }
282
+ }
283
+
284
+ /** Count-up the trailing text node of a .ge-rd readout (keeps its label span).
285
+ * Returns the count-up canceler so the shell can stop it before the node is replaced. */
286
+ function animateReadout(el: HTMLElement, from: number, to: number, fmt: (n: number) => string): () => void {
287
+ const textNode = el.lastChild;
288
+ if (!textNode || textNode.nodeType !== Node.TEXT_NODE) { el.textContent = fmt(to); return () => {}; }
289
+ const proxy = {
290
+ set textContent(v: string) { (textNode as Text).data = v; },
291
+ get textContent() { return (textNode as Text).data; },
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+ } as unknown as HTMLElement;
293
+ return countUp(proxy, from, to, fmt);
294
+ }
@@ -0,0 +1,93 @@
1
+ Copyright 2016 The Inter Project Authors (https://github.com/rsms/inter) Inter-Italic[opsz,wght].ttf: Copyright 2016 The Inter Project Authors (https://github.com/rsms/inter)
2
+
3
+ This Font Software is licensed under the SIL Open Font License, Version 1.1.
4
+ This license is copied below, and is also available with a FAQ at:
5
+ http://scripts.sil.org/OFL
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+
7
+
8
+ -----------------------------------------------------------
9
+ SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
10
+ -----------------------------------------------------------
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+
12
+ PREAMBLE
13
+ The goals of the Open Font License (OFL) are to stimulate worldwide
14
+ development of collaborative font projects, to support the font creation
15
+ efforts of academic and linguistic communities, and to provide a free and
16
+ open framework in which fonts may be shared and improved in partnership
17
+ with others.
18
+
19
+ The OFL allows the licensed fonts to be used, studied, modified and
20
+ redistributed freely as long as they are not sold by themselves. The
21
+ fonts, including any derivative works, can be bundled, embedded,
22
+ redistributed and/or sold with any software provided that any reserved
23
+ names are not used by derivative works. The fonts and derivatives,
24
+ however, cannot be released under any other type of license. The
25
+ requirement for fonts to remain under this license does not apply
26
+ to any document created using the fonts or their derivatives.
27
+
28
+ DEFINITIONS
29
+ "Font Software" refers to the set of files released by the Copyright
30
+ Holder(s) under this license and clearly marked as such. This may
31
+ include source files, build scripts and documentation.
32
+
33
+ "Reserved Font Name" refers to any names specified as such after the
34
+ copyright statement(s).
35
+
36
+ "Original Version" refers to the collection of Font Software components as
37
+ distributed by the Copyright Holder(s).
38
+
39
+ "Modified Version" refers to any derivative made by adding to, deleting,
40
+ or substituting -- in part or in whole -- any of the components of the
41
+ Original Version, by changing formats or by porting the Font Software to a
42
+ new environment.
43
+
44
+ "Author" refers to any designer, engineer, programmer, technical
45
+ writer or other person who contributed to the Font Software.
46
+
47
+ PERMISSION & CONDITIONS
48
+ Permission is hereby granted, free of charge, to any person obtaining
49
+ a copy of the Font Software, to use, study, copy, merge, embed, modify,
50
+ redistribute, and sell modified and unmodified copies of the Font
51
+ Software, subject to the following conditions:
52
+
53
+ 1) Neither the Font Software nor any of its individual components,
54
+ in Original or Modified Versions, may be sold by itself.
55
+
56
+ 2) Original or Modified Versions of the Font Software may be bundled,
57
+ redistributed and/or sold with any software, provided that each copy
58
+ contains the above copyright notice and this license. These can be
59
+ included either as stand-alone text files, human-readable headers or
60
+ in the appropriate machine-readable metadata fields within text or
61
+ binary files as long as those fields can be easily viewed by the user.
62
+
63
+ 3) No Modified Version of the Font Software may use the Reserved Font
64
+ Name(s) unless explicit written permission is granted by the corresponding
65
+ Copyright Holder. This restriction only applies to the primary font name as
66
+ presented to the users.
67
+
68
+ 4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
69
+ Software shall not be used to promote, endorse or advertise any
70
+ Modified Version, except to acknowledge the contribution(s) of the
71
+ Copyright Holder(s) and the Author(s) or with their explicit written
72
+ permission.
73
+
74
+ 5) The Font Software, modified or unmodified, in part or in whole,
75
+ must be distributed entirely under this license, and must not be
76
+ distributed under any other license. The requirement for fonts to
77
+ remain under this license does not apply to any document created
78
+ using the Font Software.
79
+
80
+ TERMINATION
81
+ This license becomes null and void if any of the above conditions are
82
+ not met.
83
+
84
+ DISCLAIMER
85
+ THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
86
+ EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
87
+ MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
88
+ OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
89
+ COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
90
+ INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
91
+ DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
92
+ FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
93
+ OTHER DEALINGS IN THE FONT SOFTWARE.
@@ -0,0 +1,32 @@
1
+ import type { BonusOption } from './types';
2
+
3
+ /** The single brand accent (purple). The bar accent default (theme.ts) and the buy-a-bonus
4
+ * card default both derive from this, so a rebrand only touches one constant. */
5
+ export const BRAND_ACCENT = '#8b5cf6';
6
+
7
+ /** Type-default accents for bonus options. A per-option `accentColor` overrides these. */
8
+ export const ACCENT_BONUS = BRAND_ACCENT; // brand purple — buy a bonus round
9
+ export const ACCENT_FEATURE = '#f0b429'; // gold — activate a base-game feature (e.g. Ante)
10
+
11
+ /** The accent a card/button/bet-tint uses: explicit override, else the type default. */
12
+ export function effectiveAccent(b: Pick<BonusOption, 'type' | 'accentColor'>): string {
13
+ return b.accentColor ?? (b.type === 'feature' ? ACCENT_FEATURE : ACCENT_BONUS);
14
+ }
15
+
16
+ /** Readable text colour for a solid accent button: dark on light accents, white on dark.
17
+ * Only #rgb / #rrggbb are measured; anything else (named, var(), etc.) → white. */
18
+ export function contrastText(accent: string): string {
19
+ const rgb = parseHex(accent);
20
+ if (!rgb) return '#ffffff';
21
+ // Relative luminance (sRGB, perceptual-ish). >0.6 → use dark ink.
22
+ const lum = (0.299 * rgb[0] + 0.587 * rgb[1] + 0.114 * rgb[2]) / 255;
23
+ return lum > 0.6 ? '#1a1205' : '#ffffff';
24
+ }
25
+
26
+ function parseHex(hex: string): [number, number, number] | null {
27
+ const m = /^#?([0-9a-f]{3}|[0-9a-f]{6})$/i.exec(hex.trim());
28
+ if (!m) return null;
29
+ let h = m[1];
30
+ if (h.length === 3) h = h[0] + h[0] + h[1] + h[1] + h[2] + h[2];
31
+ return [parseInt(h.slice(0, 2), 16), parseInt(h.slice(2, 4), 16), parseInt(h.slice(4, 6), 16)];
32
+ }
@@ -0,0 +1,217 @@
1
+ import type { GameShell } from '../GameShell';
2
+ import { formatCurrency } from '../format';
3
+ import { stepBet, nextTurbo } from '../state';
4
+ import { effectiveAccent, contrastText } from '../colors';
5
+ import { icon, type IconName } from './icons';
6
+ import { twoLine } from './primitives';
7
+
8
+ /** A floating labelled money readout (balance/win/bet). */
9
+ function readout(ge: string, label: string, value: string): HTMLElement {
10
+ const el = document.createElement('div');
11
+ el.dataset.ge = ge;
12
+ el.className = `ge-rd ge-${ge}`;
13
+ el.innerHTML = `<span class="ge-lbl">${label}</span>`;
14
+ el.append(document.createTextNode(value));
15
+ return el;
16
+ }
17
+
18
+ // Resting icon is turbo1 (1 line, grey via .ge-iconbtn); engaging turbo adds the
19
+ // .ge-active class which paints it white. Higher levels add more speed lines.
20
+ // level: 0 → turbo1 (grey), 1 → turbo1 (white), 2 → turbo2, 3 → turbo3.
21
+ function turboIcon(level: number): IconName {
22
+ return (['turbo1', 'turbo1', 'turbo2', 'turbo3'] as const)[Math.max(0, Math.min(3, level))];
23
+ }
24
+
25
+ /** A borderless icon button. */
26
+ function iconBtn(ge: string, name: IconName, onClick: () => void, active = false): HTMLButtonElement {
27
+ const b = document.createElement('button');
28
+ b.className = `ge-iconbtn${active ? ' ge-active' : ''}`;
29
+ b.dataset.ge = ge;
30
+ b.innerHTML = icon(name);
31
+ b.addEventListener('click', () => { if (!b.disabled) onClick(); });
32
+ return b;
33
+ }
34
+
35
+ export function renderBottomBar(shell: GameShell): HTMLElement {
36
+ const { state, config } = shell;
37
+ const fmt = (n: number) => formatCurrency(n, config.currency);
38
+ const mobile = shell.layout === 'mobile';
39
+ const bar = document.createElement('div');
40
+ bar.className = 'ge-shell-bottom';
41
+ bar.dataset.geMode = state.mode;
42
+
43
+ // menu icon button (always)
44
+ const menu = iconBtn('menu', 'menu', () => shell.openMenu());
45
+
46
+ // All three modes share the base plaque layout. FS/replay hide the controls that
47
+ // don't apply; FS puts the spins counter in the centre pill (where WIN normally is).
48
+ const isBase = state.mode === 'base';
49
+ const isFS = state.mode === 'freeSpins';
50
+
51
+ const balance = readout('balance', shell.t('Balance'), fmt(state.balance));
52
+ // With a feature active (e.g. Ante) the BET readout shows the effective stake, tinted with
53
+ // the feature accent; the base state.bet is unchanged and returns once the feature is off.
54
+ const feature = state.activeFeature;
55
+ const betShown = feature ? state.bet * feature.priceMultiplier : state.bet;
56
+ const betValue = readout('bet-value', shell.t('Bet'), fmt(betShown));
57
+ if (feature) { betValue.classList.add('ge-bet-feature'); betValue.style.color = effectiveAccent(feature); }
58
+ const turbo = config.features.turbo > 0
59
+ ? iconBtn('turbo', turboIcon(state.turbo), () => onTurbo(shell), state.turbo > 0) : null;
60
+
61
+ // interactive controls — base mode only
62
+ let betDown: HTMLElement | null = null, betUp: HTMLElement | null = null;
63
+ let spin: HTMLElement | null = null, auto: HTMLElement | null = null, buy: HTMLElement | null = null;
64
+ if (isBase) {
65
+ betDown = iconBtn('bet-down', 'minus', () => onBet(shell, -1));
66
+ betUp = iconBtn('bet-up', 'plus', () => onBet(shell, 1));
67
+ betValue.classList.add('ge-betbtn'); // tap the stake → bet picker
68
+ betValue.addEventListener('click', () => { if (!betLocked(shell)) shell.openBetPicker(); });
69
+ spin = spinButton(shell);
70
+ auto = config.features.autoplay ? autoButton(shell) : null;
71
+ buy = config.features.buyBonus !== false ? buyBtn(shell) : null;
72
+ }
73
+
74
+ const winEl = state.win > 0 ? readout('win', shell.t('Win'), fmt(state.win)) : null;
75
+ // FS readouts — the spins counter plus the accumulated/last win for the round.
76
+ const fsCounter = isFS ? readout('fs-counter', shell.t('Free spins'), `${state.freeSpins.current} / ${state.freeSpins.total}`) : null;
77
+ const fsTotalWin = isFS ? readout('fs-totalwin', shell.t('Total win'), fmt(state.freeSpins.totalWin)) : null;
78
+ const fsLastWin = isFS ? readout('fs-lastwin', shell.t('Last win'), fmt(state.freeSpins.lastWin)) : null;
79
+
80
+ if (mobile) {
81
+ // rows: [balance · win/(FS last+total)] · [menu · auto · (spin | FS counter) · turbo · buy] · [− bet +]
82
+ bar.appendChild(plaque('ge-m-top ge-pl ge-pl-glass', compact([balance, winEl, fsLastWin, fsTotalWin])));
83
+ const center = isBase ? spin : fsCounter;
84
+ bar.appendChild(plaque('ge-m-controls ge-pl-dark', compact([menu, auto, center, turbo, buy])));
85
+ bar.appendChild(plaque('ge-m-bet ge-pl ge-pl-dark', compact([betDown, betValue, betUp])));
86
+ } else {
87
+ // LEFT: [menu] ⊐ BUY BONUS coin ⊏ [balance]
88
+ const menuPlaque = plaque('ge-pl ge-pl-dark ge-pl-menu', [menu]);
89
+ const balPlaque = plaque('ge-pl ge-pl-glass ge-pl-bal', [balance]);
90
+ const left = zone('ge-zone-left ge-zone-plaques', ...compact([menuPlaque, buy, balPlaque]));
91
+
92
+ // RIGHT: [bet (+ step)] · |divider| · [auto · SPIN · turbo]
93
+ const betKids: HTMLElement[] = [betValue];
94
+ if (betUp && betDown) {
95
+ const step = document.createElement('div'); step.className = 'ge-betstep'; step.append(betUp, betDown);
96
+ betKids.push(step);
97
+ }
98
+ const betPlaque = plaque('ge-pl ge-pl-dark ge-pl-bet', betKids);
99
+ const divider = document.createElement('div'); divider.className = 'ge-pl-divider';
100
+ const spinWrap = document.createElement('div'); spinWrap.className = 'ge-spinwrap ge-pl-dark';
101
+ spinWrap.append(...compact([auto, spin, turbo]));
102
+ const right = zone('ge-zone-right ge-zone-plaques', betPlaque, divider, spinWrap);
103
+
104
+ // MIDDLE: FS → last win · counter · total win plaque; base/replay → WIN pill (lifts on overflow)
105
+ let middle: HTMLElement | null = null;
106
+ if (isFS) middle = plaque('ge-pl ge-pl-glass ge-fscount', compact([fsLastWin, fsCounter, fsTotalWin]));
107
+ else if (winEl) { winEl.classList.add('ge-winpill'); middle = winEl; }
108
+ bar.append(...compact([left, middle, right]));
109
+ }
110
+
111
+ applyBusy(shell, bar);
112
+ return bar;
113
+ }
114
+
115
+ function zone(cls: string, ...children: HTMLElement[]): HTMLElement {
116
+ const z = document.createElement('div');
117
+ z.className = `ge-zone ${cls}`;
118
+ z.append(...children);
119
+ return z;
120
+ }
121
+ /** A rounded background panel ("plaque") grouping a set of controls. */
122
+ function plaque(cls: string, children: HTMLElement[]): HTMLElement {
123
+ const d = document.createElement('div');
124
+ d.className = cls;
125
+ d.append(...children);
126
+ return d;
127
+ }
128
+ function compact(items: (HTMLElement | null)[]): HTMLElement[] { return items.filter((x): x is HTMLElement => x !== null); }
129
+
130
+ function buyBtn(shell: GameShell): HTMLButtonElement {
131
+ const buy = document.createElement('button');
132
+ buy.className = 'ge-shell-buybonus'; buy.dataset.ge = 'buybonus';
133
+ const feature = shell.state.activeFeature;
134
+ if (feature) {
135
+ // A feature is active → this button turns into DISABLE (tinted with the feature accent).
136
+ const accent = effectiveAccent(feature);
137
+ buy.classList.add('ge-disable');
138
+ buy.innerHTML = `<span>${shell.t('DISABLE')}</span>`;
139
+ buy.style.background = accent; buy.style.color = contrastText(accent);
140
+ buy.addEventListener('click', () => { if (!buy.disabled) shell.deactivateFeature(); });
141
+ } else {
142
+ buy.innerHTML = `<span>${twoLine(shell.t('BUY BONUS'))}</span>`;
143
+ buy.addEventListener('click', () => { if (!buy.disabled) shell.openBuyBonus(); });
144
+ }
145
+ return buy;
146
+ }
147
+
148
+ function onBet(shell: GameShell, dir: 1 | -1): void {
149
+ if (shell.state.busy) return;
150
+ const next = stepBet(shell.state, dir);
151
+ if (next !== shell.state.bet) { shell.state.bet = next; shell.emit('betChange', next); shell.render(); }
152
+ }
153
+ function onTurbo(shell: GameShell): void {
154
+ const next = nextTurbo(shell.state.turbo, shell.config.features.turbo);
155
+ shell.state.turbo = next; shell.emit('turboChange', next); shell.render();
156
+ }
157
+ function betLocked(shell: GameShell): boolean {
158
+ return shell.state.busy || shell.state.autoplay.active;
159
+ }
160
+
161
+ /** SPIN disc — rotates while busy; becomes a STOP + countdown while autoplay runs. */
162
+ function spinButton(shell: GameShell): HTMLButtonElement {
163
+ const { state } = shell;
164
+ const sp = document.createElement('button');
165
+ sp.className = 'ge-shell-spin'; sp.dataset.ge = 'spin';
166
+ if (state.autoplay.active) {
167
+ sp.classList.add('ge-stop');
168
+ const rem = state.autoplay.remaining;
169
+ const label = Number.isFinite(rem) ? String(rem) : '∞';
170
+ sp.innerHTML = `<span class="ge-spin-stop">${icon('stop')}</span><span class="ge-spin-count">${label}</span>`;
171
+ sp.addEventListener('click', () => { if (!sp.disabled) stopAutoplay(shell); });
172
+ } else {
173
+ sp.innerHTML = icon('spin');
174
+ if (state.busy) sp.classList.add('ge-spinning');
175
+ sp.addEventListener('click', () => { if (!sp.disabled) shell.emit('spin'); });
176
+ }
177
+ return sp;
178
+ }
179
+
180
+ /** Autoplay icon button — opens the count picker; glows accent while running. */
181
+ function autoButton(shell: GameShell): HTMLButtonElement {
182
+ const active = shell.state.autoplay.active;
183
+ const b = iconBtn('autoplay', 'autoplay', () => onAutoplay(shell), active);
184
+ if (active) b.classList.add('ge-glow');
185
+ return b;
186
+ }
187
+
188
+ function onAutoplay(shell: GameShell): void {
189
+ if (shell.state.autoplay.active) stopAutoplay(shell);
190
+ else shell.openAutoplayPicker();
191
+ }
192
+ function stopAutoplay(shell: GameShell): void {
193
+ shell.state.autoplay = { active: false, remaining: 0 };
194
+ shell.emit('autoplayStop');
195
+ shell.render();
196
+ }
197
+
198
+ function applyBusy(shell: GameShell, bar: HTMLElement): void {
199
+ const { busy } = shell.state;
200
+ const auto = shell.state.autoplay.active;
201
+ const lockBet = busy || auto;
202
+ const disable = (ge: string, off: boolean) => {
203
+ const el = bar.querySelector(`[data-ge="${ge}"]`) as HTMLButtonElement | null;
204
+ if (el) el.disabled = off;
205
+ };
206
+ // also disable the stepper that's already at the end of the bet range
207
+ const i = shell.state.availableBets.indexOf(shell.state.bet);
208
+ disable('bet-up', lockBet || i >= shell.state.availableBets.length - 1);
209
+ disable('bet-down', lockBet || i <= 0);
210
+ disable('spin', busy && !auto); // keep the STOP disc clickable through autoplay
211
+ disable('autoplay', busy && !auto); // keep autoplay (stop) clickable through autoplay
212
+ const betVal = bar.querySelector('[data-ge="bet-value"]') as HTMLElement | null;
213
+ if (betVal) betVal.classList.toggle('ge-disabled', lockBet);
214
+ const buy = bar.querySelector('[data-ge="buybonus"]') as HTMLButtonElement | null;
215
+ // disabled for the whole autoplay run (not just per-spin busy) so it doesn't flicker/pulse
216
+ if (buy) buy.disabled = busy || auto || !shell.state.buyBonusEnabled;
217
+ }