@energy8platform/platform-core 0.30.5 → 0.30.7

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.
@@ -1,6 +1,12 @@
1
1
  import type { LoadingScreenConfig } from '../types';
2
2
  import { VARIANTS, DEFAULT_VARIANT_NAME } from './variants';
3
3
  import type { PreloaderVariantHandle } from './variants';
4
+ import {
5
+ BRAND_FLOOR_MS,
6
+ SPLASH_CSS,
7
+ SPLASH_DURATION_MS,
8
+ buildSplashHTML,
9
+ } from './splash';
4
10
 
5
11
  const PRELOADER_ID = '__ge-css-preloader__';
6
12
  const REMOVE_FADE_TIMEOUT_MS = 600;
@@ -15,6 +21,12 @@ interface PreloaderState {
15
21
  styleEl: HTMLStyleElement;
16
22
  /** Live binding to the selected variant's DOM; `null` for custom-HTML (inert lifecycle). */
17
23
  handle: PreloaderVariantHandle | null;
24
+ /** The powered-by layer, until it has played out and been detached. */
25
+ splashEl: HTMLDivElement | null;
26
+ /** Pending detach of `splashEl` — cleared on removal so it can't fire late. */
27
+ splashTimer: ReturnType<typeof setTimeout> | null;
28
+ /** Mount time, the origin the splash + brand-floor gate is measured from. */
29
+ startedAt: number;
18
30
  showPercentage: boolean;
19
31
  tapToStart: boolean;
20
32
  tapToStartText: string;
@@ -32,6 +44,17 @@ function clampProgress(p: number): number {
32
44
  return Math.max(0, Math.min(1, p));
33
45
  }
34
46
 
47
+ /**
48
+ * Milliseconds still owed before the game may take over: the powered-by splash
49
+ * plus the floor that keeps the game's own brand readable behind it. Zero once
50
+ * that window has passed, so a slow boot pays nothing.
51
+ */
52
+ function brandGateDelay(): number {
53
+ if (!state) return 0;
54
+ const elapsed = Date.now() - state.startedAt;
55
+ return Math.max(0, SPLASH_DURATION_MS + BRAND_FLOOR_MS - elapsed);
56
+ }
57
+
35
58
  export function createCSSPreloader(
36
59
  container: HTMLElement,
37
60
  config?: LoadingScreenConfig,
@@ -60,6 +83,15 @@ export function createCSSPreloader(
60
83
  overlay.id = PRELOADER_ID;
61
84
  overlay.innerHTML = customHTML || variant.buildContentHTML(config);
62
85
 
86
+ // The platform's powered-by pre-roll, layered over the variant's content
87
+ // inside the SAME overlay — one element to tear down, and no frame where the
88
+ // page shows through between the two. Appended last so it wins the stacking
89
+ // order. The variant content is still mounted underneath from the first
90
+ // frame, so `setCSSPreloaderProgress` has a live target throughout the
91
+ // splash and nothing has to be buffered and replayed on handover.
92
+ overlay.insertAdjacentHTML('beforeend', buildSplashHTML());
93
+ const splashEl = overlay.lastElementChild as HTMLDivElement;
94
+
63
95
  const styleEl = document.createElement('style');
64
96
  // Shared overlay infrastructure (positioning / background / fade) plus the
65
97
  // variant's own content styling and animations.
@@ -82,6 +114,7 @@ export function createCSSPreloader(
82
114
  pointer-events: none;
83
115
  }
84
116
  ${variant.css}
117
+ ${SPLASH_CSS}
85
118
  `;
86
119
 
87
120
  // The absolute overlay needs a positioned ancestor to size against. Override ONLY a container
@@ -103,12 +136,26 @@ ${variant.css}
103
136
  // to bind to and the handle stays null (lifecycle API becomes inert).
104
137
  const handle = customHTML ? null : variant.mount(overlay, config);
105
138
 
139
+ // Detach the splash once its CSS timeline has played out. Keeping a spent,
140
+ // fully-transparent layer in the tree would otherwise sit over the content
141
+ // for the rest of the boot.
142
+ const splashTimer = setTimeout(() => {
143
+ splashEl.remove();
144
+ if (state) {
145
+ state.splashEl = null;
146
+ state.splashTimer = null;
147
+ }
148
+ }, SPLASH_DURATION_MS);
149
+
106
150
  state = {
107
151
  container,
108
152
  prevPosition,
109
153
  overlay,
110
154
  styleEl,
111
155
  handle,
156
+ splashEl,
157
+ splashTimer,
158
+ startedAt: Date.now(),
112
159
  showPercentage: config?.showPercentage === true,
113
160
  tapToStart: config?.tapToStart !== false,
114
161
  tapToStartText: config?.tapToStartText ?? 'TAP TO START',
@@ -135,25 +182,56 @@ export function waitCSSPreloaderTap(): Promise<void> {
135
182
  );
136
183
  }
137
184
  if (state.removed) return Promise.resolve();
138
- if (!state.tapToStart) return Promise.resolve();
139
185
  if (state.tapPromise) return state.tapPromise;
140
186
 
141
- state.handle?.showTapText(state.tapToStartText);
142
- state.overlay.style.cursor = 'pointer';
187
+ const requireTap = state.tapToStart;
188
+
189
+ // Only the tap path takes over the status text and freezes progress; with
190
+ // tapToStart:false the bar keeps filling behind the gate as it always did.
191
+ if (requireTap) {
192
+ state.handle?.showTapText(state.tapToStartText);
193
+ state.overlay.style.cursor = 'pointer';
194
+ state.tapState = 'waiting';
195
+ }
143
196
 
144
- state.tapState = 'waiting';
145
197
  state.tapPromise = new Promise<void>((resolve) => {
146
- state!.tapResolve = resolve;
147
- const handler = (_e: Event) => {
148
- if (!state) return;
149
- state.overlay.removeEventListener('pointerdown', handler);
150
- state.tapHandler = null;
151
- state.tapState = 'resolved';
152
- state.tapResolve = null;
198
+ let settled = false;
199
+ // Shared exit for every path — the gates below, and removeCSSPreloader
200
+ // short-circuiting a pending wait during teardown.
201
+ const finish = () => {
202
+ if (settled) return;
203
+ settled = true;
204
+ if (state) {
205
+ if (state.tapHandler) {
206
+ state.overlay.removeEventListener('pointerdown', state.tapHandler);
207
+ state.tapHandler = null;
208
+ }
209
+ if (requireTap) state.tapState = 'resolved';
210
+ state.tapResolve = null;
211
+ }
153
212
  resolve();
154
213
  };
155
- state!.tapHandler = handler;
156
- state!.overlay.addEventListener('pointerdown', handler);
214
+ state!.tapResolve = finish;
215
+
216
+ // Gate 1 — the powered-by splash plus the brand floor. This is what stands
217
+ // between the splash and the game when tapToStart is false; without it a
218
+ // fast boot would cut to gameplay while the splash was still animating.
219
+ const gates: Promise<unknown>[] = [
220
+ new Promise<void>((r) => setTimeout(r, brandGateDelay())),
221
+ ];
222
+
223
+ // Gate 2 — the player's tap, when one is required.
224
+ if (requireTap) {
225
+ gates.push(
226
+ new Promise<void>((r) => {
227
+ const handler = (_e: Event) => r();
228
+ state!.tapHandler = handler;
229
+ state!.overlay.addEventListener('pointerdown', handler, { once: true });
230
+ }),
231
+ );
232
+ }
233
+
234
+ void Promise.all(gates).then(finish);
157
235
  });
158
236
 
159
237
  return state.tapPromise;
@@ -162,16 +240,22 @@ export function waitCSSPreloaderTap(): Promise<void> {
162
240
  export function removeCSSPreloader(_container: HTMLElement): Promise<void> {
163
241
  if (!state || state.removed) return Promise.resolve();
164
242
 
243
+ // Drop the splash's pending detach — the whole overlay is going away, and a
244
+ // late callback would touch a torn-down state.
245
+ if (state.splashTimer !== null) {
246
+ clearTimeout(state.splashTimer);
247
+ state.splashTimer = null;
248
+ }
249
+ state.splashEl = null;
250
+
165
251
  // Detach the pending pointer listener (if any) and resolve a pending tap.
252
+ // Teardown beats the brand gate on purpose: this is also the boot-error path
253
+ // in GameApplication, which must not sit for seconds behind a brand floor.
166
254
  if (state.tapHandler) {
167
255
  state.overlay.removeEventListener('pointerdown', state.tapHandler);
168
256
  state.tapHandler = null;
169
257
  }
170
- if (state.tapState === 'waiting' && state.tapResolve) {
171
- state.tapState = 'resolved';
172
- state.tapResolve();
173
- state.tapResolve = null;
174
- }
258
+ if (state.tapResolve) state.tapResolve();
175
259
 
176
260
  state.removed = true;
177
261
  const { overlay, styleEl, container, prevPosition } = state;
@@ -0,0 +1,116 @@
1
+ /**
2
+ * The "POWERED BY ENERGY8 ENGINE" pre-roll shown at the very start of every
3
+ * boot, above whatever preloader variant the game selected.
4
+ *
5
+ * This is deliberately NOT configurable: it is the platform's attribution and
6
+ * plays for every game, on every boot. `CSSPreloader` mounts it as a layer
7
+ * inside the same overlay it already owns, so there is still exactly one
8
+ * element to tear down and no gap where the page shows through.
9
+ */
10
+
11
+ /** Total splash length: logo fades in, holds, fades out, then the black backdrop lifts. */
12
+ export const SPLASH_DURATION_MS = 2000;
13
+
14
+ /**
15
+ * How long the game's own brand must remain readable once the splash has
16
+ * lifted. Without this a fast boot would swap straight from the splash into
17
+ * the game and the game's logo would never be seen.
18
+ */
19
+ export const BRAND_FLOOR_MS = 1000;
20
+
21
+ /** Class on the splash layer — also the hook tests assert against. */
22
+ export const SPLASH_CLASS = 'ge-splash';
23
+
24
+ /**
25
+ * The official artwork as vector outlines. Three groups, in the source's own
26
+ * order: the ENERGY8 wordmark, the "POWERED BY" line above it, and "ENGINE"
27
+ * below. Two deviations from the export:
28
+ *
29
+ * - Every shape is forced to #fff. The source paints `.st0 { fill: #02020a }`
30
+ * and leaves the two text groups with no fill at all (so they default to
31
+ * black) — on a black splash the whole logo would be invisible. Colours are
32
+ * set as attributes rather than a `<style>` block on purpose: inlining the
33
+ * export's `<style>` would leak a rule for the very generic `.st0` selector
34
+ * into the host page.
35
+ * - Ten zero-area `<path d="M…h0Z"/>` stubs are dropped (Illustrator artifacts).
36
+ */
37
+ const SPLASH_LOGO_SVG = `<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 792.22 250.81" class="ge-splash-logo" role="img">
38
+ <title>Powered by Energy8 Engine</title>
39
+ <g fill="#fff" stroke="#fff" stroke-miterlimit="10">
40
+ <polygon points="126.9 47.45 33.24 47.45 .62 199.67 94.28 199.72 101.83 164.51 43.28 164.54 48.29 141.12 83.41 141.15 90.96 105.92 55.8 106.02 60.85 82.55 119.38 82.61 126.9 47.45"/>
41
+ <polygon points="337.67 47.45 243.99 47.45 211.39 199.65 305.06 199.63 312.59 164.42 254.06 164.43 259.05 141.1 294.18 141.08 301.73 105.87 266.58 105.98 271.61 82.48 330.14 82.59 337.67 47.45"/>
42
+ <path d="M431.33,47.45h-81.96c-10.92,50.92-21.7,101.3-32.62,152.21h35.13l12.53-58.53h11.71l-.83,58.54,35.14-.04.83-58.52,14.21-11.71,15.06-70.26-9.21-11.69h0ZM395.37,106l-23.41-.03c1.67-7.78,5.86-27.35,7.53-35.13l23.43-.06-7.55,35.22h0Z"/>
43
+ <polygon points="433.85 199.67 432.18 152.81 452.26 59.09 466.46 47.45 548.43 47.45 557.67 58.98 550.11 94.29 514.96 94.32 517.48 82.54 482.35 82.57 464.79 164.51 499.92 164.52 504.93 141.12 493.23 141.1 498.23 117.71 545.09 117.67 530.05 187.92 515.8 199.73 433.85 199.67"/>
44
+ <path d="M791.83,59.16l-9.23-11.71h-70.25l-14.21,11.7-12.52,58.52,15.05,6.34-17.56,5.4-12.54,58.53,9.2,11.71h70.25l14.22-11.73,12.53-58.51-17.56-5.45,20.07-6.25,12.54-58.56h0ZM731.61,176.28l-23.41-.04c1.67-7.78,5.86-27.34,7.53-35.11h23.42l-7.54,35.15ZM746.67,105.99l-23.41-.02c1.67-7.77,5.86-27.33,7.52-35.1l23.42-.02-7.53,35.14Z"/>
45
+ <polygon points="194.71 222.91 167.33 223.06 156.18 129.4 141.1 199.94 105.93 199.9 138.61 47.45 173.74 47.45 182.11 117.71 197.16 47.45 232.29 47.45 194.71 222.91"/>
46
+ <polygon points="591.92 117.71 571.85 47.45 606.98 47.45 620.38 94.19 653.81 47.45 688.94 47.45 622.04 141.1 609.51 199.64 569.37 223.06 591.92 117.71"/>
47
+ </g>
48
+ <g fill="#fff">
49
+ <path d="M154.59,6.63c3.65-.3,8.87-.56,16.66-.56,7.19,0,12.27.79,15.59,2.14,3.22,1.27,5.54,3.46,5.54,6.13,0,2.46-1.54,4.7-4.59,6.13-4.04,1.95-9.94,2.85-17.29,2.85-1.75,0-3.29-.07-4.41-.17v9.2h-11.5V6.63ZM166.09,18.44c1.06.13,2.42.19,4.39.19,6.26,0,10.4-1.5,10.4-4.21,0-2.44-3.54-3.74-9.53-3.74-2.62,0-4.38.1-5.26.2v7.57Z"/>
50
+ <path d="M251.53,19.13c0,8.12-10.78,13.68-26.82,13.68s-25.68-5.71-25.68-13.23c0-8.01,10.82-13.75,26.48-13.75s26.02,5.67,26.02,13.29ZM211.37,19.41c0,4.83,5.36,8.62,13.95,8.62s13.88-3.72,13.88-8.72c0-4.73-5.14-8.7-13.89-8.7s-13.94,3.91-13.94,8.8Z"/>
51
+ <path d="M268.79,32.35l-12.71-26.05h12.55l4.18,10.84c1.17,3.14,2.39,6.65,3.24,9.1h.15c.82-2.7,2.04-5.91,3.35-9.19l4.44-10.75h13.15l4.15,11.23c1.1,3.08,1.93,5.82,2.67,8.53h.15c.82-2.74,2-5.84,3.23-9l4.5-10.76h11.94l-14.01,26.05h-12.69l-4.61-12.11c-1.04-2.66-1.82-4.96-2.43-7.83h-.15c-.82,2.86-1.6,5.19-2.83,7.85l-5.16,12.1h-13.1Z"/>
52
+ <path d="M363.08,21.48h-20.37v5.91h22.73v4.97h-34.35V6.3h33.22v4.97h-21.61v5.24h20.37v4.97Z"/>
53
+ <path d="M374.75,6.65c3.75-.32,9.54-.58,16.2-.58,7.97,0,13.21.65,16.83,2.11,2.92,1.17,4.76,3.03,4.76,5.48,0,3.47-5.07,5.71-9.04,6.37v.14c3.43.73,5.42,2.49,6.76,4.75,1.71,2.97,3.25,6.42,4.24,7.45h-11.84c-.8-.76-2.07-2.68-3.68-6.02-1.55-3.26-3.77-4.12-8.81-4.16h-3.93v10.18h-11.5V6.65ZM386.25,17.8h5.22c5.96,0,9.57-1.39,9.57-3.65,0-2.44-3.55-3.54-8.9-3.54-3.26,0-5.03.11-5.89.21v6.98Z"/>
54
+ <path d="M454.32,21.48h-20.37v5.91h22.73v4.97h-34.35V6.3h33.22v4.97h-21.61v5.24h20.37v4.97Z"/>
55
+ <path d="M465.99,6.65c4.66-.37,10.58-.58,16.73-.58,10.36,0,17.04.96,22.27,2.96,5.4,2.02,8.95,5.11,8.95,9.57,0,4.9-3.69,8.25-8.56,10.39-5.77,2.48-14.71,3.66-25.2,3.66-6.69,0-11.17-.19-14.19-.42V6.65ZM477.6,27.78c1.12.1,2.96.11,4.59.11,11.88.06,19.36-3.07,19.36-8.98.03-5.43-7.06-8.14-17.86-8.14-3.01,0-4.97.14-6.09.26v16.76Z"/>
56
+ <path d="M540.25,6.65c2.93-.29,9.45-.58,15.49-.58,7.51,0,11.56.37,15.23,1.34,3.71.9,6.57,2.69,6.57,5.27,0,2.28-2.62,4.42-8.38,5.49v.09c5.58.75,10.14,2.95,10.14,6.44,0,2.46-2.32,4.38-5.61,5.67-3.83,1.48-10.07,2.28-20.37,2.28-6.09,0-10.46-.22-13.05-.42V6.65ZM551.75,16.51h4.12c6.69,0,9.91-1.21,9.91-3.09,0-2-3.21-2.9-8.6-2.9-2.89,0-4.42.09-5.43.19v5.8ZM551.75,28.02c1.22.1,2.74.11,4.97.11,5.43,0,10.28-.95,10.28-3.73,0-2.6-4.75-3.54-10.88-3.54h-4.37v7.17Z"/>
57
+ <path d="M598.63,32.35v-10.92l-17.08-15.13h13.56l5.55,6.29c1.7,1.93,2.83,3.15,4.19,4.81h.15c1.26-1.54,2.57-2.94,4.17-4.78l5.64-6.32h13.39l-17.95,14.94v11.12h-11.62Z"/>
58
+ </g>
59
+ <g fill="#fff">
60
+ <path d="M257.81,230.46l-25.46.08.02,5.72,28.41-.09v4.82s-42.91.13-42.91.13l-.08-25.25,41.52-.13.02,4.81-27,.08.02,5.08,25.46-.08v4.82Z"/>
61
+ <path d="M272.41,240.96l-.08-25.25,17.91-.05,13.87,9c4.29,2.87,8.09,5.99,11.21,9.06l.25-.02c-1.01-3.57-1.11-6.62-1.12-10.17l-.02-7.96,13.49-.04.08,25.25-15.73.05-14.47-9.72c-4.19-2.91-8.65-6.15-12.16-9.33l-.34.02c.47,3.61.57,7.08.58,10.88l.02,8.23-13.49.04Z"/>
62
+ <path d="M399.35,239.23c-4.86.69-13.79,1.64-23.09,1.67-12.61.04-21.62-1.2-27.82-3.6-5.76-2.2-8.94-5.33-8.95-8.83-.02-8.13,15.56-13.28,38.01-13.35,9.02-.03,16,.65,19.42,1.3l-3.17,4.7c-3.95-.67-8.69-1.21-16.7-1.19-12.73.04-22.3,2.87-22.29,8,.01,4.93,8.78,8.24,22.08,8.2,3.82-.01,6.95-.21,8.26-.45l-.02-5.05-10.82.03v-4.6s25.04-.08,25.04-.08l.04,13.24Z"/>
63
+ <path d="M427.02,215.23l.08,25.25-14.52.04-.08-25.25,14.52-.04Z"/>
64
+ <path d="M441.45,240.44l-.08-25.25,17.91-.06,13.87,9c4.29,2.87,8.09,5.99,11.21,9.06l.25-.02c-1.01-3.57-1.11-6.62-1.12-10.17l-.02-7.96,13.49-.04.08,25.25-15.73.05-14.47-9.72c-4.2-2.91-8.65-6.15-12.16-9.33l-.35.02c.47,3.61.57,7.08.58,10.88l.03,8.23-13.49.04Z"/>
65
+ <path d="M551.33,229.56l-25.46.08.02,5.72,28.41-.09v4.82s-42.91.13-42.91.13l-.08-25.25,41.52-.13v4.81s-26.99.08-26.99.08l.02,5.08,25.46-.08v4.82Z"/>
66
+ </g>
67
+ </svg>`;
68
+
69
+ /** Markup for the splash layer — a black backdrop over the overlay's content. */
70
+ export function buildSplashHTML(): string {
71
+ return `<div class="${SPLASH_CLASS}">${SPLASH_LOGO_SVG}</div>`;
72
+ }
73
+
74
+ /**
75
+ * The whole timeline is CSS. JS only removes the layer once it has played, so
76
+ * a stalled main thread can't strand the splash half-faded on screen.
77
+ *
78
+ * Percentages map onto SPLASH_DURATION_MS: logo in by 500ms, held to 1400ms,
79
+ * gone by 1700ms; the backdrop then lifts over the last 300ms, revealing the
80
+ * game's own background and brand from black.
81
+ */
82
+ export const SPLASH_CSS = `
83
+ .${SPLASH_CLASS} {
84
+ position: absolute;
85
+ top: 0; left: 0;
86
+ width: 100%; height: 100%;
87
+ background: #000;
88
+ display: flex;
89
+ align-items: center;
90
+ justify-content: center;
91
+ z-index: 1;
92
+ /* Never swallow the tap — the overlay's own pointerdown gate sits below. */
93
+ pointer-events: none;
94
+ animation: ge-splash-backdrop ${SPLASH_DURATION_MS}ms linear forwards;
95
+ }
96
+
97
+ @keyframes ge-splash-backdrop {
98
+ 0%, 85% { opacity: 1; }
99
+ 100% { opacity: 0; }
100
+ }
101
+
102
+ .ge-splash-logo {
103
+ width: 62%;
104
+ max-width: 520px;
105
+ height: auto;
106
+ animation: ge-splash-logo ${SPLASH_DURATION_MS}ms ease-in-out forwards;
107
+ }
108
+
109
+ @keyframes ge-splash-logo {
110
+ 0% { opacity: 0; }
111
+ 25% { opacity: 1; }
112
+ 70% { opacity: 1; }
113
+ 85% { opacity: 0; }
114
+ 100% { opacity: 0; }
115
+ }
116
+ `;
@@ -1,4 +1,5 @@
1
1
  import { energy8Variant } from './energy8';
2
+ import { slottechVariant } from './slottech';
2
3
  import { voidmoonVariant } from './voidmoon';
3
4
 
4
5
  /**
@@ -8,6 +9,7 @@ import { voidmoonVariant } from './voidmoon';
8
9
  */
9
10
  export const VARIANTS = {
10
11
  energy8: energy8Variant,
12
+ slottech: slottechVariant,
11
13
  voidmoon: voidmoonVariant,
12
14
  } as const;
13
15
 
@@ -0,0 +1,141 @@
1
+ import type { PreloaderVariant, PreloaderVariantHandle } from './types';
2
+
3
+ /** Element ids the lifecycle handle binds to. */
4
+ const RECT_ID = 'ge-st-loader-rect';
5
+ const TEXT_ID = 'ge-st-loader-text';
6
+
7
+ /** Max width (SVG units) of the slottech loader bar fill — spans the artwork's full width. */
8
+ const LOADER_BAR_MAX_WIDTH = 841.89;
9
+
10
+ /** Flat wordmark fill, straight from the official artwork (no gradient). */
11
+ const LOGO_FILL = '#f5f5f5';
12
+ /** Ambient glow tint, keyed off the fill. */
13
+ const GLOW = 'rgba(245, 245, 245, 0.22)';
14
+
15
+ /**
16
+ * "SlotTech" wordmark — the official logo embedded verbatim as vector outlines
17
+ * (the "ST" monogram above, "SLOTTECH" lettering below). The artwork ends at
18
+ * y=426.32; the loader bar and status text are added beneath it in the extended
19
+ * viewBox.
20
+ *
21
+ * The one deviation from the export: the "O" of SLOTTECH ships as two separate
22
+ * filled paths (outer + counter), which would paint a solid slab. They are
23
+ * merged into a single `fill-rule="evenodd"` path so the counter stays a hole.
24
+ */
25
+ const LOGO_SVG = `<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 841.89 520" class="ge-st-logo-svg" role="img">
26
+ <title>SlotTech</title>
27
+ <g fill="${LOGO_FILL}">
28
+ <path d="M147.7,289.83l37.26-55.73c1.75-2.61,4.67-4.18,7.81-4.17,19.91.04,120.3-.2,161.37-.13,15.28.03,27.67-12.36,27.65-27.64h0c-.02-15.26-12.4-27.6-27.66-27.57-.9,0-82.45.49-83.44.49-48.78.09-88.18-39.8-87.46-88.58h0C183.93,38.8,222.81.49,270.52.49l421.66-.49-40.64,56.9c-3.88,4.36-9.44,6.86-15.28,6.87-49.38.03-293.63-.02-365.45.13-12.9.03-23.36,10.42-23.49,23.31h0c-.13,13,10.29,23.64,23.28,23.78,25.44.28,80.28.99,88.33,1.19,48.36,1.24,86.86,40.91,86.6,89.28h0c-.26,48.88-39.96,88.37-88.84,88.37h-209Z"/>
29
+ <path d="M431.26,289.83h76.99l35.07-165.93c1.19-6.22-.72-12.63-5.11-17.19h0c-3.55-3.69-8.4-5.84-13.52-5.98l-102.5-.23c-3.34-.04-5.26,3.79-3.23,6.44,62.27,45.72,62.12,111.86,22.04,167.08-.68.94-1.49,1.79-2.38,2.52l-9.97,8.24c-1.5,2.12.01,5.04,2.61,5.04Z"/>
30
+ <path d="M66.01,376.51v-11.84l-47.67-.13C8.22,364.52,0,372.72,0,382.84h0c0,10.08,8.15,18.26,18.23,18.29l33.07-.16c3.7.01,6.69,3.02,6.69,6.72h0c0,3.71-3.01,6.72-6.72,6.72l-50.07.25v11.5l50.17.16c10.26,0,18.55-8.37,18.45-18.63h0c-.1-10.06-8.23-18.19-18.3-18.28l-34.94.03c-3.38-.03-6.11-2.76-6.16-6.14h0c-.05-3.46,2.74-6.3,6.2-6.31l49.36-.48Z"/>
31
+ <polygon points="107.82 426.32 176.27 426.32 176.27 414.31 120.71 414.31 120.71 364.55 107.82 364.55 107.82 426.32"/>
32
+ <path fill-rule="evenodd" d="M288.1,381.64v27.6c0,9.44-7.66,17.08-17.1,17.08h-40.89c-9.44,0-17.08-7.64-17.08-17.08v-27.6c0-9.44,7.64-17.1,17.08-17.1h40.89c9.44,0,17.1,7.66,17.1,17.1ZM274.68,382.63v24.86c0,3.58-2.89,6.48-6.46,6.48h-35.5c-3.56,0-6.46-2.9-6.46-6.48v-24.86c0-3.57,2.9-6.46,6.46-6.46h35.5c3.57,0,6.46,2.89,6.46,6.46Z"/>
33
+ <polygon points="368.74 426.32 368.91 376.17 400.44 376.17 400.44 364.55 324.84 364.55 324.84 376.17 356.19 376.17 356.19 426.32 368.74 426.32"/>
34
+ <polygon points="482.21 425.95 482.39 375.8 513.91 375.8 513.91 364.18 438.32 364.18 438.32 375.8 469.67 375.8 469.67 425.95 482.21 425.95"/>
35
+ <rect x="554.23" y="364.55" width="71.41" height="11.97"/>
36
+ <rect x="554.23" y="389.26" width="71.41" height="11.97"/>
37
+ <rect x="554.23" y="413.98" width="71.41" height="11.97"/>
38
+ <path d="M733.29,376.51v-11.97h-49.5c-9.79,0-17.73,7.94-17.73,17.73v25.95c0,9.79,7.94,17.73,17.73,17.73h49.5v-11.97h-48.67c-3.52,0-6.37-2.85-6.37-6.37v-24.72c0-3.52,2.85-6.37,6.37-6.37h48.67Z"/>
39
+ <polygon points="773.52 425.95 785.8 425.95 785.98 401.16 829.26 400.99 829.26 425.95 841.89 425.95 841.89 364.55 829.35 364.55 829.35 389.49 786.15 389.49 786.15 364.55 773.52 364.55 773.52 425.95"/>
40
+ </g>
41
+
42
+ <rect x="0" y="460" width="841.89" height="12" rx="6" fill="rgba(255,255,255,0.12)"/>
43
+ <clipPath id="ge-st-loader-clip">
44
+ <rect id="${RECT_ID}" x="0" y="460" width="0" height="12" rx="6" class="ge-st-clip-rect"/>
45
+ </clipPath>
46
+ <rect x="0" y="460" width="841.89" height="12" rx="6" fill="${LOGO_FILL}" clip-path="url(#ge-st-loader-clip)"/>
47
+
48
+ <text id="${TEXT_ID}" x="420.95" y="510" text-anchor="middle" class="ge-st-text">Loading...</text>
49
+ </svg>`;
50
+
51
+ export const slottechVariant: PreloaderVariant = {
52
+ buildContentHTML() {
53
+ return `
54
+ <div class="ge-st-content">
55
+ ${LOGO_SVG}
56
+ </div>
57
+ `;
58
+ },
59
+
60
+ css: `
61
+ .ge-st-content {
62
+ display: flex;
63
+ flex-direction: column;
64
+ align-items: center;
65
+ width: 78%;
66
+ max-width: 620px;
67
+ }
68
+
69
+ .ge-st-logo-svg {
70
+ width: 100%;
71
+ height: auto;
72
+ filter: drop-shadow(0 0 26px ${GLOW});
73
+ }
74
+
75
+ /* Shimmer the loader bar while waiting */
76
+ .ge-st-clip-rect {
77
+ animation: ge-st-fill 2s ease-in-out infinite;
78
+ }
79
+
80
+ @keyframes ge-st-fill {
81
+ 0% { width: 0; }
82
+ 50% { width: 841.89; }
83
+ 100% { width: 0; }
84
+ }
85
+
86
+ /* Stop shimmer once JS-driven progress takes over. */
87
+ .ge-st-clip-rect.driven {
88
+ animation: none;
89
+ }
90
+
91
+ .ge-st-text {
92
+ fill: rgba(255, 255, 255, 0.6);
93
+ font-family: -apple-system, BlinkMacSystemFont, 'Segoe UI', Roboto, sans-serif;
94
+ font-size: 22px;
95
+ font-weight: 600;
96
+ letter-spacing: 3px;
97
+ animation: ge-st-pulse 1.5s ease-in-out infinite;
98
+ }
99
+
100
+ @keyframes ge-st-pulse {
101
+ 0%, 100% { opacity: 0.4; }
102
+ 50% { opacity: 1; }
103
+ }
104
+
105
+ /* Tap-to-start CTA pulse. Compound selector outweighs the ambient
106
+ .ge-st-text rule, swapping the animation cleanly. */
107
+ .ge-st-text.ge-st-tap-pulse {
108
+ animation: ge-st-tap 1.2s ease-in-out infinite;
109
+ }
110
+
111
+ @keyframes ge-st-tap {
112
+ 0%, 100% { opacity: 0.5; }
113
+ 50% { opacity: 1; }
114
+ }
115
+ `,
116
+
117
+ mount(overlay): PreloaderVariantHandle | null {
118
+ const rectEl = overlay.querySelector(`#${RECT_ID}`) as SVGRectElement | null;
119
+ const textEl = overlay.querySelector(`#${TEXT_ID}`) as SVGTextElement | null;
120
+ if (!rectEl || !textEl) return null;
121
+
122
+ let driven = false;
123
+
124
+ return {
125
+ setProgress(p, showPercentage) {
126
+ if (!driven) {
127
+ rectEl.classList.add('driven');
128
+ driven = true;
129
+ }
130
+ rectEl.setAttribute('width', String(p * LOADER_BAR_MAX_WIDTH));
131
+ if (showPercentage) {
132
+ textEl.textContent = `${Math.round(p * 100)}%`;
133
+ }
134
+ },
135
+ showTapText(text) {
136
+ textEl.textContent = text;
137
+ textEl.classList.add('ge-st-tap-pulse');
138
+ },
139
+ };
140
+ },
141
+ };