@hapticjs/core 0.1.0 → 0.2.1

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.
@@ -5,15 +5,15 @@ var ui = {
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  /** Light button tap */
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  tap: {
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  name: "ui.tap",
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- steps: [{ type: "vibrate", duration: 10, intensity: 0.6 }]
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+ steps: [{ type: "vibrate", duration: 30, intensity: 0.6 }]
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  },
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  /** Double tap */
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  doubleTap: {
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  name: "ui.doubleTap",
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  steps: [
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- { type: "vibrate", duration: 10, intensity: 0.6 },
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+ { type: "vibrate", duration: 25, intensity: 0.6 },
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  { type: "pause", duration: 80, intensity: 0 },
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- { type: "vibrate", duration: 10, intensity: 0.6 }
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+ { type: "vibrate", duration: 25, intensity: 0.6 }
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  ]
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  },
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  /** Long press acknowledgment */
@@ -24,58 +24,58 @@ var ui = {
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  /** Toggle switch on */
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  toggleOn: {
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  name: "ui.toggleOn",
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- steps: [{ type: "vibrate", duration: 15, intensity: 0.6 }]
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+ steps: [{ type: "vibrate", duration: 30, intensity: 0.6 }]
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  },
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  /** Toggle switch off */
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  toggleOff: {
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  name: "ui.toggleOff",
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- steps: [{ type: "vibrate", duration: 10, intensity: 0.3 }]
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+ steps: [{ type: "vibrate", duration: 25, intensity: 0.4 }]
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  },
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  /** Slider snap to value */
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  sliderSnap: {
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  name: "ui.sliderSnap",
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- steps: [{ type: "vibrate", duration: 5, intensity: 0.4 }]
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+ steps: [{ type: "vibrate", duration: 25, intensity: 0.5 }]
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  },
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  /** Selection changed */
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  selection: {
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  name: "ui.selection",
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- steps: [{ type: "vibrate", duration: 8, intensity: 0.4 }]
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+ steps: [{ type: "vibrate", duration: 25, intensity: 0.5 }]
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  },
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  /** Pull to refresh threshold reached */
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  pullToRefresh: {
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  name: "ui.pullToRefresh",
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  steps: [
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- { type: "vibrate", duration: 20, intensity: 0.5 },
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+ { type: "vibrate", duration: 30, intensity: 0.5 },
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  { type: "pause", duration: 40, intensity: 0 },
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- { type: "vibrate", duration: 30, intensity: 0.7 }
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+ { type: "vibrate", duration: 40, intensity: 0.7 }
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  ]
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  },
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  /** Swipe action triggered */
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  swipe: {
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  name: "ui.swipe",
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  steps: [
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- { type: "vibrate", duration: 12, intensity: 0.4 },
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+ { type: "vibrate", duration: 30, intensity: 0.5 },
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  { type: "pause", duration: 30, intensity: 0 },
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- { type: "vibrate", duration: 8, intensity: 0.3 }
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+ { type: "vibrate", duration: 25, intensity: 0.4 }
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  ]
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  },
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  /** Context menu appearance */
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  contextMenu: {
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  name: "ui.contextMenu",
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- steps: [{ type: "vibrate", duration: 20, intensity: 0.7 }]
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+ steps: [{ type: "vibrate", duration: 35, intensity: 0.7 }]
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  },
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  /** Drag start */
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  dragStart: {
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  name: "ui.dragStart",
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- steps: [{ type: "vibrate", duration: 12, intensity: 0.5 }]
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+ steps: [{ type: "vibrate", duration: 30, intensity: 0.5 }]
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  },
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  /** Drag drop */
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  drop: {
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  name: "ui.drop",
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  steps: [
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- { type: "vibrate", duration: 20, intensity: 0.8 },
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+ { type: "vibrate", duration: 30, intensity: 0.8 },
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  { type: "pause", duration: 30, intensity: 0 },
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- { type: "vibrate", duration: 10, intensity: 0.4 }
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+ { type: "vibrate", duration: 25, intensity: 0.5 }
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  ]
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  }
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  };
@@ -86,9 +86,9 @@ var notifications = {
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  success: {
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  name: "notifications.success",
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  steps: [
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- { type: "vibrate", duration: 30, intensity: 0.5 },
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+ { type: "vibrate", duration: 35, intensity: 0.5 },
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  { type: "pause", duration: 60, intensity: 0 },
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- { type: "vibrate", duration: 40, intensity: 0.8 }
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+ { type: "vibrate", duration: 45, intensity: 0.8 }
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  ]
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  },
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  /** Warning — three even pulses */
@@ -115,16 +115,16 @@ var notifications = {
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  info: {
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  name: "notifications.info",
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  steps: [
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- { type: "vibrate", duration: 20, intensity: 0.4 }
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+ { type: "vibrate", duration: 35, intensity: 0.5 }
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  ]
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  },
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  /** Message received */
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  messageReceived: {
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  name: "notifications.messageReceived",
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  steps: [
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- { type: "vibrate", duration: 15, intensity: 0.5 },
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+ { type: "vibrate", duration: 30, intensity: 0.5 },
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  { type: "pause", duration: 100, intensity: 0 },
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- { type: "vibrate", duration: 15, intensity: 0.5 }
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+ { type: "vibrate", duration: 30, intensity: 0.5 }
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  ]
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  },
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  /** Alarm — urgent repeating pattern */
@@ -148,9 +148,9 @@ var notifications = {
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  reminder: {
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  name: "notifications.reminder",
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  steps: [
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- { type: "vibrate", duration: 25, intensity: 0.5 },
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+ { type: "vibrate", duration: 30, intensity: 0.5 },
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  { type: "pause", duration: 150, intensity: 0 },
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- { type: "vibrate", duration: 25, intensity: 0.5 }
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+ { type: "vibrate", duration: 30, intensity: 0.5 }
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  ]
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  }
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  };
@@ -164,26 +164,25 @@ var gaming = {
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  { type: "vibrate", duration: 100, intensity: 1 },
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  { type: "vibrate", duration: 80, intensity: 0.8 },
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  { type: "vibrate", duration: 60, intensity: 0.5 },
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- { type: "vibrate", duration: 40, intensity: 0.3 },
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- { type: "vibrate", duration: 30, intensity: 0.1 }
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+ { type: "vibrate", duration: 40, intensity: 0.3 }
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  ]
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  },
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  /** Collision — sharp impact */
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  collision: {
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  name: "gaming.collision",
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  steps: [
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- { type: "vibrate", duration: 30, intensity: 1 },
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- { type: "pause", duration: 20, intensity: 0 },
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- { type: "vibrate", duration: 15, intensity: 0.5 }
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+ { type: "vibrate", duration: 40, intensity: 1 },
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+ { type: "pause", duration: 30, intensity: 0 },
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+ { type: "vibrate", duration: 25, intensity: 0.5 }
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  ]
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  },
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  /** Heartbeat — rhythmic pulse */
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  heartbeat: {
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  name: "gaming.heartbeat",
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  steps: [
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- { type: "vibrate", duration: 20, intensity: 0.8 },
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+ { type: "vibrate", duration: 30, intensity: 0.8 },
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  { type: "pause", duration: 80, intensity: 0 },
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- { type: "vibrate", duration: 30, intensity: 1 },
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+ { type: "vibrate", duration: 40, intensity: 1 },
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  { type: "pause", duration: 400, intensity: 0 }
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  ]
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  },
@@ -191,17 +190,17 @@ var gaming = {
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  gunshot: {
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  name: "gaming.gunshot",
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  steps: [
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- { type: "vibrate", duration: 15, intensity: 1 },
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- { type: "vibrate", duration: 30, intensity: 0.4 }
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+ { type: "vibrate", duration: 30, intensity: 1 },
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+ { type: "vibrate", duration: 40, intensity: 0.4 }
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  ]
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  },
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  /** Sword clash — metallic ring */
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  swordClash: {
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  name: "gaming.swordClash",
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  steps: [
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- { type: "vibrate", duration: 10, intensity: 1 },
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- { type: "pause", duration: 10, intensity: 0 },
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- { type: "vibrate", duration: 30, intensity: 0.6 },
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+ { type: "vibrate", duration: 25, intensity: 1 },
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+ { type: "pause", duration: 20, intensity: 0 },
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+ { type: "vibrate", duration: 40, intensity: 0.6 },
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  { type: "vibrate", duration: 50, intensity: 0.3 }
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  ]
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  },
@@ -209,10 +208,10 @@ var gaming = {
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  powerUp: {
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  name: "gaming.powerUp",
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  steps: [
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- { type: "vibrate", duration: 40, intensity: 0.2 },
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- { type: "vibrate", duration: 40, intensity: 0.4 },
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- { type: "vibrate", duration: 40, intensity: 0.6 },
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- { type: "vibrate", duration: 40, intensity: 0.8 },
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+ { type: "vibrate", duration: 40, intensity: 0.3 },
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+ { type: "vibrate", duration: 40, intensity: 0.5 },
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+ { type: "vibrate", duration: 40, intensity: 0.7 },
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+ { type: "vibrate", duration: 40, intensity: 0.9 },
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  { type: "vibrate", duration: 60, intensity: 1 }
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  ]
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  },
@@ -220,46 +219,46 @@ var gaming = {
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  damage: {
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  name: "gaming.damage",
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  steps: [
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- { type: "vibrate", duration: 40, intensity: 0.9 },
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- { type: "pause", duration: 20, intensity: 0 },
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- { type: "vibrate", duration: 30, intensity: 0.6 },
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- { type: "pause", duration: 20, intensity: 0 },
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- { type: "vibrate", duration: 20, intensity: 0.3 }
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+ { type: "vibrate", duration: 50, intensity: 0.9 },
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+ { type: "pause", duration: 25, intensity: 0 },
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+ { type: "vibrate", duration: 40, intensity: 0.6 },
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+ { type: "pause", duration: 25, intensity: 0 },
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+ { type: "vibrate", duration: 30, intensity: 0.4 }
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  ]
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  },
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  /** Item pickup — light cheerful */
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  pickup: {
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  name: "gaming.pickup",
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  steps: [
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- { type: "vibrate", duration: 10, intensity: 0.3 },
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+ { type: "vibrate", duration: 25, intensity: 0.4 },
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  { type: "pause", duration: 40, intensity: 0 },
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- { type: "vibrate", duration: 15, intensity: 0.6 }
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+ { type: "vibrate", duration: 30, intensity: 0.7 }
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  ]
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  },
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  /** Level complete — celebratory */
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  levelComplete: {
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  name: "gaming.levelComplete",
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  steps: [
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- { type: "vibrate", duration: 20, intensity: 0.5 },
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+ { type: "vibrate", duration: 30, intensity: 0.5 },
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  { type: "pause", duration: 60, intensity: 0 },
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- { type: "vibrate", duration: 20, intensity: 0.5 },
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+ { type: "vibrate", duration: 30, intensity: 0.5 },
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  { type: "pause", duration: 60, intensity: 0 },
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- { type: "vibrate", duration: 30, intensity: 0.7 },
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+ { type: "vibrate", duration: 40, intensity: 0.7 },
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  { type: "pause", duration: 60, intensity: 0 },
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- { type: "vibrate", duration: 50, intensity: 1 }
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+ { type: "vibrate", duration: 60, intensity: 1 }
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  ]
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  },
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  /** Engine rumble — continuous vibration */
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  engineRumble: {
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  name: "gaming.engineRumble",
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  steps: [
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- { type: "vibrate", duration: 30, intensity: 0.4 },
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- { type: "pause", duration: 10, intensity: 0 },
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- { type: "vibrate", duration: 30, intensity: 0.5 },
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- { type: "pause", duration: 10, intensity: 0 },
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- { type: "vibrate", duration: 30, intensity: 0.4 },
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- { type: "pause", duration: 10, intensity: 0 },
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- { type: "vibrate", duration: 30, intensity: 0.5 }
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+ { type: "vibrate", duration: 40, intensity: 0.5 },
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+ { type: "pause", duration: 15, intensity: 0 },
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+ { type: "vibrate", duration: 40, intensity: 0.6 },
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+ { type: "pause", duration: 15, intensity: 0 },
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+ { type: "vibrate", duration: 40, intensity: 0.5 },
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+ { type: "pause", duration: 15, intensity: 0 },
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+ { type: "vibrate", duration: 40, intensity: 0.6 }
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  ]
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  }
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  };
@@ -270,9 +269,9 @@ var accessibility = {
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  confirm: {
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  name: "accessibility.confirm",
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  steps: [
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- { type: "vibrate", duration: 30, intensity: 0.7 },
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+ { type: "vibrate", duration: 35, intensity: 0.7 },
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  { type: "pause", duration: 100, intensity: 0 },
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- { type: "vibrate", duration: 30, intensity: 0.7 }
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+ { type: "vibrate", duration: 35, intensity: 0.7 }
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  ]
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  },
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  /** Deny/reject — long single buzz */
@@ -286,41 +285,41 @@ var accessibility = {
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  boundary: {
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  name: "accessibility.boundary",
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  steps: [
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- { type: "vibrate", duration: 15, intensity: 1 }
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+ { type: "vibrate", duration: 30, intensity: 1 }
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  ]
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  },
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  /** Focus change — subtle tick */
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  focusChange: {
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  name: "accessibility.focusChange",
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  steps: [
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- { type: "vibrate", duration: 5, intensity: 0.3 }
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+ { type: "vibrate", duration: 25, intensity: 0.5 }
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  ]
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  },
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  /** Counting rhythm — one tick per count */
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  countTick: {
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  name: "accessibility.countTick",
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  steps: [
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- { type: "vibrate", duration: 8, intensity: 0.5 }
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+ { type: "vibrate", duration: 25, intensity: 0.5 }
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  ]
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  },
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  /** Navigation landmark reached */
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  landmark: {
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  name: "accessibility.landmark",
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  steps: [
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- { type: "vibrate", duration: 15, intensity: 0.6 },
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+ { type: "vibrate", duration: 25, intensity: 0.6 },
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  { type: "pause", duration: 40, intensity: 0 },
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- { type: "vibrate", duration: 15, intensity: 0.6 },
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+ { type: "vibrate", duration: 25, intensity: 0.6 },
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  { type: "pause", duration: 40, intensity: 0 },
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- { type: "vibrate", duration: 15, intensity: 0.6 }
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+ { type: "vibrate", duration: 25, intensity: 0.6 }
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  ]
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  },
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  /** Progress checkpoint — escalating feedback */
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  progressCheckpoint: {
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  name: "accessibility.progressCheckpoint",
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  steps: [
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- { type: "vibrate", duration: 20, intensity: 0.4 },
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+ { type: "vibrate", duration: 30, intensity: 0.5 },
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  { type: "pause", duration: 60, intensity: 0 },
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- { type: "vibrate", duration: 25, intensity: 0.7 }
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+ { type: "vibrate", duration: 35, intensity: 0.7 }
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  ]
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  }
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  };
@@ -330,51 +329,51 @@ var system = {
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  /** Keyboard key press */
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  keyPress: {
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  name: "system.keyPress",
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- steps: [{ type: "vibrate", duration: 5, intensity: 0.3 }]
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+ steps: [{ type: "vibrate", duration: 25, intensity: 0.5 }]
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  },
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  /** Scroll tick (detent-like) */
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  scrollTick: {
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  name: "system.scrollTick",
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- steps: [{ type: "vibrate", duration: 3, intensity: 0.2 }]
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+ steps: [{ type: "vibrate", duration: 20, intensity: 0.4 }]
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  },
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  /** Scroll boundary reached */
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  scrollBounce: {
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  name: "system.scrollBounce",
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  steps: [
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- { type: "vibrate", duration: 10, intensity: 0.5 },
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- { type: "vibrate", duration: 20, intensity: 0.3 }
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+ { type: "vibrate", duration: 25, intensity: 0.6 },
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+ { type: "vibrate", duration: 30, intensity: 0.4 }
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  ]
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  },
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  /** Delete action */
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  delete: {
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  name: "system.delete",
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  steps: [
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- { type: "vibrate", duration: 15, intensity: 0.5 },
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+ { type: "vibrate", duration: 30, intensity: 0.5 },
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  { type: "pause", duration: 50, intensity: 0 },
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- { type: "vibrate", duration: 25, intensity: 0.8 }
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+ { type: "vibrate", duration: 40, intensity: 0.8 }
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  ]
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  },
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  /** Undo action */
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  undo: {
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  name: "system.undo",
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  steps: [
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- { type: "vibrate", duration: 20, intensity: 0.5 },
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+ { type: "vibrate", duration: 30, intensity: 0.5 },
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  { type: "pause", duration: 80, intensity: 0 },
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- { type: "vibrate", duration: 10, intensity: 0.3 }
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+ { type: "vibrate", duration: 25, intensity: 0.4 }
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  ]
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  },
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  /** Copy to clipboard */
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  copy: {
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  name: "system.copy",
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- steps: [{ type: "vibrate", duration: 12, intensity: 0.4 }]
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+ steps: [{ type: "vibrate", duration: 30, intensity: 0.5 }]
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  },
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  /** Paste from clipboard */
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  paste: {
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  name: "system.paste",
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  steps: [
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- { type: "vibrate", duration: 8, intensity: 0.3 },
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+ { type: "vibrate", duration: 25, intensity: 0.4 },
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  { type: "pause", duration: 30, intensity: 0 },
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- { type: "vibrate", duration: 12, intensity: 0.5 }
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+ { type: "vibrate", duration: 30, intensity: 0.6 }
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  ]
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  }
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  };
@@ -1 +1 @@
1
- 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type { HapticPattern } from '../types';\n\n/** UI interaction presets */\nexport const ui = {\n /** Light button tap */\n tap: {\n name: 'ui.tap',\n steps: [{ type: 'vibrate' as const, duration: 10, intensity: 0.6 }],\n },\n\n /** Double tap */\n doubleTap: {\n name: 'ui.doubleTap',\n steps: [\n { type: 'vibrate' as const, duration: 10, intensity: 0.6 },\n { type: 'pause' as const, duration: 80, intensity: 0 },\n { type: 'vibrate' as const, duration: 10, intensity: 0.6 },\n ],\n },\n\n /** Long press acknowledgment */\n longPress: {\n name: 'ui.longPress',\n steps: [{ type: 'vibrate' as const, duration: 50, intensity: 0.8 }],\n },\n\n /** Toggle switch on */\n toggleOn: {\n name: 'ui.toggleOn',\n steps: [{ type: 'vibrate' as const, duration: 15, intensity: 0.6 }],\n },\n\n /** Toggle switch off */\n toggleOff: {\n name: 'ui.toggleOff',\n steps: [{ type: 'vibrate' as const, duration: 10, intensity: 0.3 }],\n },\n\n /** Slider snap to value */\n sliderSnap: {\n name: 'ui.sliderSnap',\n steps: [{ type: 'vibrate' as const, duration: 5, intensity: 0.4 }],\n },\n\n /** Selection changed */\n selection: {\n name: 'ui.selection',\n steps: [{ type: 'vibrate' as const, duration: 8, intensity: 0.4 }],\n },\n\n /** Pull to refresh threshold reached */\n pullToRefresh: {\n name: 'ui.pullToRefresh',\n steps: [\n { type: 'vibrate' as const, duration: 20, intensity: 0.5 },\n { type: 'pause' as const, duration: 40, intensity: 0 },\n { type: 'vibrate' as const, duration: 30, intensity: 0.7 },\n ],\n },\n\n /** Swipe action triggered */\n swipe: {\n name: 'ui.swipe',\n steps: [\n { type: 'vibrate' as const, duration: 12, intensity: 0.4 },\n { type: 'pause' as const, duration: 30, intensity: 0 },\n { type: 'vibrate' as const, duration: 8, intensity: 0.3 },\n ],\n },\n\n /** Context menu appearance */\n contextMenu: {\n name: 'ui.contextMenu',\n steps: [{ type: 'vibrate' as const, duration: 20, intensity: 0.7 }],\n },\n\n /** Drag start */\n dragStart: {\n name: 'ui.dragStart',\n steps: [{ type: 'vibrate' as const, duration: 12, intensity: 0.5 }],\n },\n\n /** Drag drop */\n drop: {\n name: 'ui.drop',\n steps: [\n { type: 'vibrate' as const, duration: 20, intensity: 0.8 },\n { type: 'pause' as const, duration: 30, intensity: 0 },\n { type: 'vibrate' as const, duration: 10, intensity: 0.4 },\n ],\n },\n} satisfies Record<string, HapticPattern>;\n","import type { HapticPattern } from '../types';\n\n/** Notification feedback presets */\nexport const notifications = {\n /** Success — two ascending pulses */\n success: {\n name: 'notifications.success',\n steps: [\n { type: 'vibrate' as const, duration: 30, intensity: 0.5 },\n { type: 'pause' as const, duration: 60, intensity: 0 },\n { type: 'vibrate' as const, duration: 40, intensity: 0.8 },\n ],\n },\n\n /** Warning — three even pulses */\n warning: {\n name: 'notifications.warning',\n steps: [\n { type: 'vibrate' as const, duration: 40, intensity: 0.7 },\n { type: 'pause' as const, duration: 50, intensity: 0 },\n { type: 'vibrate' as const, duration: 40, intensity: 0.7 },\n { type: 'pause' as const, duration: 50, intensity: 0 },\n { type: 'vibrate' as const, duration: 40, intensity: 0.7 },\n ],\n },\n\n /** Error — two heavy pulses */\n error: {\n name: 'notifications.error',\n steps: [\n { type: 'vibrate' as const, duration: 80, intensity: 1.0 },\n { type: 'pause' as const, duration: 100, intensity: 0 },\n { type: 'vibrate' as const, duration: 80, intensity: 1.0 },\n ],\n },\n\n /** Info — soft single pulse */\n info: {\n name: 'notifications.info',\n steps: [\n { type: 'vibrate' as const, duration: 20, intensity: 0.4 },\n ],\n },\n\n /** Message received */\n messageReceived: {\n name: 'notifications.messageReceived',\n steps: [\n { type: 'vibrate' as const, duration: 15, intensity: 0.5 },\n { type: 'pause' as const, duration: 100, intensity: 0 },\n { type: 'vibrate' as const, duration: 15, intensity: 0.5 },\n ],\n },\n\n /** Alarm — urgent repeating pattern */\n alarm: {\n name: 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},\n} satisfies Record<string, HapticPattern>;\n","import type { HapticPattern } from '../types';\n\n/** Gaming haptic presets */\nexport const gaming = {\n /** Explosion — heavy descending */\n explosion: {\n name: 'gaming.explosion',\n steps: [\n { type: 'vibrate' as const, duration: 100, intensity: 1.0 },\n { type: 'vibrate' as const, duration: 80, intensity: 0.8 },\n { type: 'vibrate' as const, duration: 60, intensity: 0.5 },\n { type: 'vibrate' as const, duration: 40, intensity: 0.3 },\n { type: 'vibrate' as const, duration: 30, intensity: 0.1 },\n ],\n },\n\n /** Collision — sharp impact */\n collision: {\n name: 'gaming.collision',\n steps: [\n { type: 'vibrate' as const, duration: 30, intensity: 1.0 },\n { type: 'pause' as const, duration: 20, intensity: 0 },\n { type: 'vibrate' as const, duration: 15, intensity: 0.5 },\n ],\n },\n\n /** Heartbeat — rhythmic pulse */\n heartbeat: {\n name: 'gaming.heartbeat',\n steps: [\n { type: 'vibrate' as const, duration: 20, intensity: 0.8 },\n { type: 'pause' as const, duration: 80, intensity: 0 },\n { type: 'vibrate' as const, duration: 30, intensity: 1.0 },\n { type: 'pause' as const, duration: 400, intensity: 0 },\n ],\n },\n\n /** Gunshot — sharp burst */\n gunshot: {\n name: 'gaming.gunshot',\n steps: [\n { type: 'vibrate' as const, duration: 15, intensity: 1.0 },\n { type: 'vibrate' as const, duration: 30, intensity: 0.4 },\n ],\n },\n\n /** Sword clash — metallic ring */\n swordClash: {\n name: 'gaming.swordClash',\n steps: [\n { type: 'vibrate' as const, duration: 10, intensity: 1.0 },\n { type: 'pause' as const, duration: 10, intensity: 0 },\n { type: 'vibrate' as const, duration: 30, intensity: 0.6 },\n { type: 'vibrate' as const, duration: 50, intensity: 0.3 },\n ],\n },\n\n /** Power up — ascending intensity */\n powerUp: {\n name: 'gaming.powerUp',\n steps: [\n { type: 'vibrate' as const, duration: 40, intensity: 0.2 },\n { type: 'vibrate' as const, duration: 40, intensity: 0.4 },\n { type: 'vibrate' as const, duration: 40, intensity: 0.6 },\n { type: 'vibrate' as const, duration: 40, intensity: 0.8 },\n { type: 'vibrate' as const, duration: 60, intensity: 1.0 },\n ],\n },\n\n /** Damage taken — heavy stutter */\n damage: {\n name: 'gaming.damage',\n steps: [\n { type: 'vibrate' as const, duration: 40, intensity: 0.9 },\n { type: 'pause' as const, duration: 20, intensity: 0 },\n { type: 'vibrate' as const, duration: 30, intensity: 0.6 },\n { type: 'pause' as const, duration: 20, intensity: 0 },\n { type: 'vibrate' as const, duration: 20, intensity: 0.3 },\n ],\n },\n\n /** Item pickup — light cheerful */\n pickup: {\n name: 'gaming.pickup',\n steps: [\n { type: 'vibrate' as const, duration: 10, intensity: 0.3 },\n { type: 'pause' as const, duration: 40, intensity: 0 },\n { type: 'vibrate' as const, duration: 15, intensity: 0.6 },\n ],\n },\n\n /** Level complete — celebratory */\n levelComplete: {\n name: 'gaming.levelComplete',\n steps: [\n { type: 'vibrate' as const, duration: 20, intensity: 0.5 },\n { type: 'pause' as const, duration: 60, intensity: 0 },\n { type: 'vibrate' as const, duration: 20, intensity: 0.5 },\n { type: 'pause' as const, duration: 60, intensity: 0 },\n { type: 'vibrate' as const, duration: 30, intensity: 0.7 },\n { type: 'pause' as const, duration: 60, intensity: 0 },\n { type: 'vibrate' as const, duration: 50, intensity: 1.0 },\n ],\n },\n\n /** Engine rumble — continuous vibration */\n engineRumble: {\n name: 'gaming.engineRumble',\n steps: [\n { type: 'vibrate' as const, duration: 30, intensity: 0.4 },\n { type: 'pause' as const, duration: 10, intensity: 0 },\n { type: 'vibrate' as const, duration: 30, intensity: 0.5 },\n { type: 'pause' as const, duration: 10, intensity: 0 },\n { type: 'vibrate' as const, duration: 30, intensity: 0.4 },\n { type: 'pause' as const, duration: 10, intensity: 0 },\n { type: 'vibrate' as const, duration: 30, intensity: 0.5 },\n ],\n },\n} satisfies Record<string, HapticPattern>;\n","import type { HapticPattern } from '../types';\n\n/** Accessibility-focused haptic presets — rhythmic patterns for non-visual feedback */\nexport const accessibility = {\n /** Confirm action — clear double pulse */\n confirm: {\n name: 'accessibility.confirm',\n steps: [\n { type: 'vibrate' as const, duration: 30, intensity: 0.7 },\n { type: 'pause' as const, duration: 100, intensity: 0 },\n { type: 'vibrate' as const, duration: 30, intensity: 0.7 },\n ],\n },\n\n /** Deny/reject — long single buzz */\n deny: {\n name: 'accessibility.deny',\n steps: [\n { type: 'vibrate' as const, duration: 200, intensity: 0.8 },\n ],\n },\n\n /** Boundary reached (e.g., scroll limit, min/max value) */\n boundary: {\n name: 'accessibility.boundary',\n steps: [\n { type: 'vibrate' as const, duration: 15, intensity: 1.0 },\n ],\n },\n\n /** Focus change — subtle tick */\n focusChange: {\n name: 'accessibility.focusChange',\n steps: [\n { type: 'vibrate' as const, duration: 5, intensity: 0.3 },\n ],\n },\n\n /** Counting rhythm — one tick per count */\n countTick: {\n name: 'accessibility.countTick',\n steps: [\n { type: 'vibrate' as const, duration: 8, intensity: 0.5 },\n ],\n },\n\n /** Navigation landmark reached */\n landmark: {\n name: 'accessibility.landmark',\n steps: [\n { type: 'vibrate' as const, duration: 15, intensity: 0.6 },\n { type: 'pause' as const, duration: 40, intensity: 0 },\n { type: 'vibrate' as const, duration: 15, intensity: 0.6 },\n { type: 'pause' as const, duration: 40, intensity: 0 },\n { type: 'vibrate' as const, duration: 15, intensity: 0.6 },\n ],\n },\n\n /** Progress checkpoint — escalating feedback */\n progressCheckpoint: {\n name: 'accessibility.progressCheckpoint',\n steps: [\n { type: 'vibrate' as const, duration: 20, intensity: 0.4 },\n { type: 'pause' as const, duration: 60, intensity: 0 },\n { type: 'vibrate' as const, duration: 25, intensity: 0.7 },\n ],\n },\n} satisfies Record<string, HapticPattern>;\n","import type { HapticPattern } from '../types';\n\n/** System-level haptic presets */\nexport const system = {\n /** Keyboard key press */\n keyPress: {\n name: 'system.keyPress',\n steps: [{ type: 'vibrate' as const, duration: 5, intensity: 0.3 }],\n },\n\n /** Scroll tick (detent-like) */\n scrollTick: {\n name: 'system.scrollTick',\n steps: [{ type: 'vibrate' as const, duration: 3, intensity: 0.2 }],\n },\n\n /** Scroll boundary reached */\n scrollBounce: {\n name: 'system.scrollBounce',\n steps: [\n { type: 'vibrate' as const, duration: 10, intensity: 0.5 },\n { type: 'vibrate' as const, duration: 20, intensity: 0.3 },\n ],\n },\n\n /** Delete action */\n delete: {\n name: 'system.delete',\n steps: [\n { type: 'vibrate' as const, duration: 15, intensity: 0.5 },\n { type: 'pause' as const, duration: 50, intensity: 0 },\n { type: 'vibrate' as const, duration: 25, intensity: 0.8 },\n ],\n },\n\n /** Undo action */\n undo: {\n name: 'system.undo',\n steps: [\n { type: 'vibrate' as const, duration: 20, intensity: 0.5 },\n { type: 'pause' as const, duration: 80, intensity: 0 },\n { type: 'vibrate' as const, duration: 10, intensity: 0.3 },\n ],\n },\n\n /** Copy to clipboard */\n copy: {\n name: 'system.copy',\n steps: [{ type: 'vibrate' as const, duration: 12, intensity: 0.4 }],\n },\n\n /** Paste from clipboard */\n paste: {\n name: 'system.paste',\n steps: [\n { type: 'vibrate' as const, duration: 8, intensity: 0.3 },\n { type: 'pause' as const, duration: 30, intensity: 0 },\n { type: 'vibrate' as const, duration: 12, intensity: 0.5 },\n ],\n },\n} satisfies Record<string, HapticPattern>;\n","export { ui } from './ui';\nexport { notifications } from './notifications';\nexport { gaming } from './gaming';\nexport { accessibility } from './accessibility';\nexport { system } from './system';\n\nimport { ui } from './ui';\nimport { notifications } from './notifications';\nimport { gaming } from './gaming';\nimport { accessibility } from './accessibility';\nimport { system } from './system';\n\n/** All presets grouped by category */\nexport const presets = {\n ui,\n notifications,\n gaming,\n accessibility,\n system,\n} as const;\n"]}
1
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type { HapticPattern } from '../types';\n\n/** UI interaction presets */\nexport const ui = {\n /** Light button tap */\n tap: {\n name: 'ui.tap',\n steps: [{ type: 'vibrate' as const, duration: 30, intensity: 0.6 }],\n },\n\n /** Double tap */\n doubleTap: {\n name: 'ui.doubleTap',\n steps: [\n { type: 'vibrate' as const, duration: 25, intensity: 0.6 },\n { type: 'pause' as const, duration: 80, intensity: 0 },\n { type: 'vibrate' as const, duration: 25, intensity: 0.6 },\n ],\n },\n\n /** Long press acknowledgment */\n longPress: {\n name: 'ui.longPress',\n steps: [{ type: 'vibrate' as const, duration: 50, intensity: 0.8 }],\n },\n\n /** Toggle switch on */\n toggleOn: {\n name: 'ui.toggleOn',\n steps: [{ type: 'vibrate' as const, duration: 30, intensity: 0.6 }],\n },\n\n /** Toggle switch off */\n toggleOff: {\n name: 'ui.toggleOff',\n steps: [{ type: 'vibrate' as const, duration: 25, intensity: 0.4 }],\n },\n\n /** Slider snap to value */\n sliderSnap: {\n name: 'ui.sliderSnap',\n steps: [{ type: 'vibrate' as const, duration: 25, intensity: 0.5 }],\n },\n\n /** Selection changed */\n selection: {\n name: 'ui.selection',\n steps: [{ type: 'vibrate' as const, duration: 25, intensity: 0.5 }],\n },\n\n /** Pull to refresh threshold reached */\n pullToRefresh: {\n name: 'ui.pullToRefresh',\n steps: [\n { type: 'vibrate' as const, duration: 30, intensity: 0.5 },\n { type: 'pause' as const, duration: 40, intensity: 0 },\n { type: 'vibrate' as const, duration: 40, intensity: 0.7 },\n ],\n },\n\n /** Swipe action triggered */\n swipe: {\n name: 'ui.swipe',\n steps: [\n { type: 'vibrate' as const, duration: 30, intensity: 0.5 },\n { type: 'pause' as const, duration: 30, intensity: 0 },\n { type: 'vibrate' as const, duration: 25, intensity: 0.4 },\n ],\n },\n\n /** Context menu appearance */\n contextMenu: {\n name: 'ui.contextMenu',\n steps: [{ type: 'vibrate' as const, duration: 35, intensity: 0.7 }],\n },\n\n /** Drag start */\n dragStart: {\n name: 'ui.dragStart',\n steps: [{ type: 'vibrate' as const, duration: 30, intensity: 0.5 }],\n },\n\n /** Drag drop */\n drop: {\n name: 'ui.drop',\n steps: [\n { type: 'vibrate' as const, duration: 30, intensity: 0.8 },\n { type: 'pause' as const, duration: 30, intensity: 0 },\n { type: 'vibrate' as const, duration: 25, intensity: 0.5 },\n ],\n },\n} satisfies Record<string, HapticPattern>;\n","import type { HapticPattern } from '../types';\n\n/** Notification feedback presets */\nexport const notifications = {\n /** Success — two ascending pulses */\n success: {\n name: 'notifications.success',\n steps: [\n { type: 'vibrate' as const, duration: 35, intensity: 0.5 },\n { type: 'pause' as const, duration: 60, intensity: 0 },\n { type: 'vibrate' as const, duration: 45, intensity: 0.8 },\n ],\n },\n\n /** Warning — three even pulses */\n warning: {\n name: 'notifications.warning',\n steps: [\n { type: 'vibrate' as const, duration: 40, intensity: 0.7 },\n { type: 'pause' as const, duration: 50, intensity: 0 },\n { type: 'vibrate' as const, duration: 40, intensity: 0.7 },\n { type: 'pause' as const, duration: 50, intensity: 0 },\n { type: 'vibrate' as const, duration: 40, intensity: 0.7 },\n ],\n },\n\n /** Error — two heavy pulses */\n error: {\n name: 'notifications.error',\n steps: [\n { type: 'vibrate' as const, duration: 80, intensity: 1.0 },\n { type: 'pause' as const, duration: 100, intensity: 0 },\n { type: 'vibrate' as const, duration: 80, intensity: 1.0 },\n ],\n },\n\n /** Info — soft single pulse */\n info: {\n name: 'notifications.info',\n steps: [\n { type: 'vibrate' as const, duration: 35, intensity: 0.5 },\n ],\n },\n\n /** Message received */\n messageReceived: {\n name: 'notifications.messageReceived',\n steps: [\n { type: 'vibrate' as const, duration: 30, intensity: 0.5 },\n { type: 'pause' as const, duration: 100, intensity: 0 },\n { type: 'vibrate' as const, duration: 30, intensity: 0.5 },\n ],\n },\n\n /** Alarm — urgent repeating pattern */\n alarm: {\n name: 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},\n} satisfies Record<string, HapticPattern>;\n","import type { HapticPattern } from '../types';\n\n/** Gaming haptic presets */\nexport const gaming = {\n /** Explosion — heavy descending */\n explosion: {\n name: 'gaming.explosion',\n steps: [\n { type: 'vibrate' as const, duration: 100, intensity: 1.0 },\n { type: 'vibrate' as const, duration: 80, intensity: 0.8 },\n { type: 'vibrate' as const, duration: 60, intensity: 0.5 },\n { type: 'vibrate' as const, duration: 40, intensity: 0.3 },\n ],\n },\n\n /** Collision — sharp impact */\n collision: {\n name: 'gaming.collision',\n steps: [\n { type: 'vibrate' as const, duration: 40, intensity: 1.0 },\n { type: 'pause' as const, duration: 30, intensity: 0 },\n { type: 'vibrate' as const, duration: 25, intensity: 0.5 },\n ],\n },\n\n /** Heartbeat — rhythmic pulse */\n heartbeat: {\n name: 'gaming.heartbeat',\n steps: [\n { type: 'vibrate' as const, duration: 30, intensity: 0.8 },\n { type: 'pause' as const, duration: 80, intensity: 0 },\n { type: 'vibrate' as const, duration: 40, intensity: 1.0 },\n { type: 'pause' as const, duration: 400, intensity: 0 },\n ],\n },\n\n /** Gunshot — sharp burst */\n gunshot: {\n name: 'gaming.gunshot',\n steps: [\n { type: 'vibrate' as const, duration: 30, intensity: 1.0 },\n { type: 'vibrate' as const, duration: 40, intensity: 0.4 },\n ],\n },\n\n /** Sword clash — metallic ring */\n swordClash: {\n name: 'gaming.swordClash',\n steps: [\n { type: 'vibrate' as const, duration: 25, intensity: 1.0 },\n { type: 'pause' as const, duration: 20, intensity: 0 },\n { type: 'vibrate' as const, duration: 40, intensity: 0.6 },\n { type: 'vibrate' as const, duration: 50, intensity: 0.3 },\n ],\n },\n\n /** Power up — ascending intensity */\n powerUp: {\n name: 'gaming.powerUp',\n steps: [\n { type: 'vibrate' as const, duration: 40, intensity: 0.3 },\n { type: 'vibrate' as const, duration: 40, intensity: 0.5 },\n { type: 'vibrate' as const, duration: 40, intensity: 0.7 },\n { type: 'vibrate' as const, duration: 40, intensity: 0.9 },\n { type: 'vibrate' as const, duration: 60, intensity: 1.0 },\n ],\n },\n\n /** Damage taken — heavy stutter */\n damage: {\n name: 'gaming.damage',\n steps: [\n { type: 'vibrate' as const, duration: 50, intensity: 0.9 },\n { type: 'pause' as const, duration: 25, intensity: 0 },\n { type: 'vibrate' as const, duration: 40, intensity: 0.6 },\n { type: 'pause' as const, duration: 25, intensity: 0 },\n { type: 'vibrate' as const, duration: 30, intensity: 0.4 },\n ],\n },\n\n /** Item pickup — light cheerful */\n pickup: {\n name: 'gaming.pickup',\n steps: [\n { type: 'vibrate' as const, duration: 25, intensity: 0.4 },\n { type: 'pause' as const, duration: 40, intensity: 0 },\n { type: 'vibrate' as const, duration: 30, intensity: 0.7 },\n ],\n },\n\n /** Level complete — celebratory */\n levelComplete: {\n name: 'gaming.levelComplete',\n steps: [\n { type: 'vibrate' as const, duration: 30, intensity: 0.5 },\n { type: 'pause' as const, duration: 60, intensity: 0 },\n { type: 'vibrate' as const, duration: 30, intensity: 0.5 },\n { type: 'pause' as const, duration: 60, intensity: 0 },\n { type: 'vibrate' as const, duration: 40, intensity: 0.7 },\n { type: 'pause' as const, duration: 60, intensity: 0 },\n { type: 'vibrate' as const, duration: 60, intensity: 1.0 },\n ],\n },\n\n /** Engine rumble — continuous vibration */\n engineRumble: {\n name: 'gaming.engineRumble',\n steps: [\n { type: 'vibrate' as const, duration: 40, intensity: 0.5 },\n { type: 'pause' as const, duration: 15, intensity: 0 },\n { type: 'vibrate' as const, duration: 40, intensity: 0.6 },\n { type: 'pause' as const, duration: 15, intensity: 0 },\n { type: 'vibrate' as const, duration: 40, intensity: 0.5 },\n { type: 'pause' as const, duration: 15, intensity: 0 },\n { type: 'vibrate' as const, duration: 40, intensity: 0.6 },\n ],\n },\n} satisfies Record<string, HapticPattern>;\n","import type { HapticPattern } from '../types';\n\n/** Accessibility-focused haptic presets — rhythmic patterns for non-visual feedback */\nexport const accessibility = {\n /** Confirm action — clear double pulse */\n confirm: {\n name: 'accessibility.confirm',\n steps: [\n { type: 'vibrate' as const, duration: 35, intensity: 0.7 },\n { type: 'pause' as const, duration: 100, intensity: 0 },\n { type: 'vibrate' as const, duration: 35, intensity: 0.7 },\n ],\n },\n\n /** Deny/reject — long single buzz */\n deny: {\n name: 'accessibility.deny',\n steps: [\n { type: 'vibrate' as const, duration: 200, intensity: 0.8 },\n ],\n },\n\n /** Boundary reached (e.g., scroll limit, min/max value) */\n boundary: {\n name: 'accessibility.boundary',\n steps: [\n { type: 'vibrate' as const, duration: 30, intensity: 1.0 },\n ],\n },\n\n /** Focus change — subtle tick */\n focusChange: {\n name: 'accessibility.focusChange',\n steps: [\n { type: 'vibrate' as const, duration: 25, intensity: 0.5 },\n ],\n },\n\n /** Counting rhythm — one tick per count */\n countTick: {\n name: 'accessibility.countTick',\n steps: [\n { type: 'vibrate' as const, duration: 25, intensity: 0.5 },\n ],\n },\n\n /** Navigation landmark reached */\n landmark: {\n name: 'accessibility.landmark',\n steps: [\n { type: 'vibrate' as const, duration: 25, intensity: 0.6 },\n { type: 'pause' as const, duration: 40, intensity: 0 },\n { type: 'vibrate' as const, duration: 25, intensity: 0.6 },\n { type: 'pause' as const, duration: 40, intensity: 0 },\n { type: 'vibrate' as const, duration: 25, intensity: 0.6 },\n ],\n },\n\n /** Progress checkpoint — escalating feedback */\n progressCheckpoint: {\n name: 'accessibility.progressCheckpoint',\n steps: [\n { type: 'vibrate' as const, duration: 30, intensity: 0.5 },\n { type: 'pause' as const, duration: 60, intensity: 0 },\n { type: 'vibrate' as const, duration: 35, intensity: 0.7 },\n ],\n },\n} satisfies Record<string, HapticPattern>;\n","import type { HapticPattern } from '../types';\n\n/** System-level haptic presets */\nexport const system = {\n /** Keyboard key press */\n keyPress: {\n name: 'system.keyPress',\n steps: [{ type: 'vibrate' as const, duration: 25, intensity: 0.5 }],\n },\n\n /** Scroll tick (detent-like) */\n scrollTick: {\n name: 'system.scrollTick',\n steps: [{ type: 'vibrate' as const, duration: 20, intensity: 0.4 }],\n },\n\n /** Scroll boundary reached */\n scrollBounce: {\n name: 'system.scrollBounce',\n steps: [\n { type: 'vibrate' as const, duration: 25, intensity: 0.6 },\n { type: 'vibrate' as const, duration: 30, intensity: 0.4 },\n ],\n },\n\n /** Delete action */\n delete: {\n name: 'system.delete',\n steps: [\n { type: 'vibrate' as const, duration: 30, intensity: 0.5 },\n { type: 'pause' as const, duration: 50, intensity: 0 },\n { type: 'vibrate' as const, duration: 40, intensity: 0.8 },\n ],\n },\n\n /** Undo action */\n undo: {\n name: 'system.undo',\n steps: [\n { type: 'vibrate' as const, duration: 30, intensity: 0.5 },\n { type: 'pause' as const, duration: 80, intensity: 0 },\n { type: 'vibrate' as const, duration: 25, intensity: 0.4 },\n ],\n },\n\n /** Copy to clipboard */\n copy: {\n name: 'system.copy',\n steps: [{ type: 'vibrate' as const, duration: 30, intensity: 0.5 }],\n },\n\n /** Paste from clipboard */\n paste: {\n name: 'system.paste',\n steps: [\n { type: 'vibrate' as const, duration: 25, intensity: 0.4 },\n { type: 'pause' as const, duration: 30, intensity: 0 },\n { type: 'vibrate' as const, duration: 30, intensity: 0.6 },\n ],\n },\n} satisfies Record<string, HapticPattern>;\n","export { ui } from './ui';\nexport { notifications } from './notifications';\nexport { gaming } from './gaming';\nexport { accessibility } from './accessibility';\nexport { system } from './system';\n\nimport { ui } from './ui';\nimport { notifications } from './notifications';\nimport { gaming } from './gaming';\nimport { accessibility } from './accessibility';\nimport { system } from './system';\n\n/** All presets grouped by category */\nexport const presets = {\n ui,\n notifications,\n gaming,\n accessibility,\n system,\n} as const;\n"]}