pixi-reels 2.2.1 → 2.3.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +40 -0
- package/dist/board/HoldAndWinBoard.d.ts.map +1 -1
- package/dist/config/types.d.ts +52 -0
- package/dist/config/types.d.ts.map +1 -1
- package/dist/core/ReelSet.d.ts +55 -6
- package/dist/core/ReelSet.d.ts.map +1 -1
- package/dist/core/ReelSetBuilder.d.ts +19 -3
- package/dist/core/ReelSetBuilder.d.ts.map +1 -1
- package/dist/debug-BmbbKZrS.cjs +4 -0
- package/dist/debug-BmbbKZrS.cjs.map +1 -0
- package/dist/{debug-Cq4DpNOO.js → debug-BwsaPR3I.js} +381 -243
- package/dist/debug-BwsaPR3I.js.map +1 -0
- package/dist/events/ReelEvents.d.ts +18 -2
- package/dist/events/ReelEvents.d.ts.map +1 -1
- package/dist/index.cjs +1 -1
- package/dist/index.cjs.map +1 -1
- package/dist/index.d.ts +13 -1
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +53 -53
- package/dist/index.js.map +1 -1
- package/dist/spin/SpinController.d.ts +165 -13
- package/dist/spin/SpinController.d.ts.map +1 -1
- package/dist/testing/testHarness.d.ts +5 -0
- package/dist/testing/testHarness.d.ts.map +1 -1
- package/dist/testing.cjs +1 -1
- package/dist/testing.cjs.map +1 -1
- package/dist/testing.js +2 -2
- package/dist/testing.js.map +1 -1
- package/dist/utils/notify.d.ts +44 -0
- package/dist/utils/notify.d.ts.map +1 -0
- package/package.json +2 -2
- package/dist/debug-BN4AH9DY.cjs +0 -4
- package/dist/debug-BN4AH9DY.cjs.map +0 -1
- package/dist/debug-Cq4DpNOO.js.map +0 -1
package/CHANGELOG.md
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# pixi-reels
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## 2.3.0
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### Minor Changes
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- [#213](https://github.com/schmooky/pixi-reels/pull/213) [`600ad7d`](https://github.com/schmooky/pixi-reels/commit/600ad7db888ec00cddea17a51dad9b2de3733ca1) Thanks [@igaming-bulochka](https://github.com/igaming-bulochka)! - Add: one console channel for everything the library says. Every warning and error now carries a stable CODE you can grep for, looks the same in the console, and obeys one volume knob via the new `setLogLevel(level)` / `getLogLevel()` (`'silent' | 'error' | 'warn' | 'info'`, default `'info'`). Before this, ten call sites hand-rolled their own `[pixi-reels] ...` string - one had no prefix at all - and there was no way to quieten them in a production build.
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In a browser each notice prints as a styled badge (`pixi-reels` pill, then the code, then the message); everywhere else it degrades to `[pixi-reels] warn(code) message`, because `%c` is a browser console feature and Node prints the directives literally. Notices keep going through `console.warn` / `console.error` / `console.info` rather than a single `console.log`, so devtools filtering, stack capture and the browser's own warn/error styling all keep working, and detail arguments are passed through untouched so an `Error` keeps its stack.
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Fix: `slamStop()` called before `setResult()` now says so. There is nothing to land on in that window, so the reels stop wherever the strip happens to be - random buffer fill in standard mode, and the alpha-0 residue of the fall-out in cascade mode, i.e. an invisible board. Nothing reported it; the reels just sat there showing the wrong thing. It stays a warning rather than a throw because `slamStop()` is the unconditional exit the engine's own abort, timeout and error-recovery paths depend on, and those legitimately fire before a result - `skipSpin()` is the guarded entry point and still throws in this window.
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The default level is `'info'` rather than `'warn'` on purpose: the mask-strategy auto-pick notices this replaced were unconditional, and anything lower would have silently deleted advice the engine used to give.
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- [#213](https://github.com/schmooky/pixi-reels/pull/213) [`600ad7d`](https://github.com/schmooky/pixi-reels/commit/600ad7db888ec00cddea17a51dad9b2de3733ca1) Thanks [@igaming-bulochka](https://github.com/igaming-bulochka)! - Add: skip granularity. Skip used to be all-or-nothing. `skipSpin()` / `requestSkip()` / `slamStop()` force-completed every reel's phase, `AnticipationPhase` included, so a press on a teasing spin ended the tease before the player ever saw it. Three levers now open that up, plus the phase classes needed to build your own.
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**`setAnticipation(reels, { protect })`** guarantees the tease becomes visible before a press can end it. `'once'` (or `true`) makes the first press of the round land every NON-tease reel immediately and leave the tease reels running, so the trigger symbols are on screen and the build-up is under way; the next press ends it. `'stepwise'` then releases the NEXT tease reel on each press after that, in tease order (tease order, not reel index), so the player walks the tension forward one reel at a time and the press that releases the last one is the round-ending press. `'always'` never lets a press end a tease. For any other grouping, pair `'always'` with your own `slamStop({ reels })` per press: protection keeps a press from ending a tease, and game code decides which group each press lands. `skipStage` reports `1` in that in-between state, which is what a UI should keep the button live on - gate on `isSpinning` first, since the stage is round-scoped and only resets on the next `spin()`, so an `'always'` round (which never reaches `2`) ends parked at `1`. Protection applies to `skipSpin()` and `requestSkip()` (including a press queued before `setResult()` arrived - call `setAnticipation` BEFORE `setResult` so the queued press can see the tease). Bare `slamStop()` stays an unconditional land-now. Protection is inert when the effective hold is `0` ms, as in Turbo / SuperTurbo without a `duration` override: there is no tease to protect, so every press lands everything.
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**`slamStop({ reels })` / `slamStop({ except })`** is a per-reel slam. Those reels land now and every other reel keeps running its phase chain to a natural landing. It is the raw lever under `protect`, exposed so a game can express its own rule. A partial slam does not touch `skipStage` and does not end the round; a partial slam with nothing left to land is a no-op rather than a skip.
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**`setMinimumSpinTime(ms | ms[])`** overrides the `SpinPhase` floor per reel. `minimumSpinTime` lives on the speed profile, so it is one value shared by every reel, and `setStopDelays()` - the only other per-reel lever - cannot go under it. The two missed each other: instant was only ever global, and per-reel could not go below the floor. Persists across `spin()` / `refill()` until cleared with `null`, matching `setStopDelays()`.
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There is a fairness reason to prefer `protect` over raising the floor on teasing spins. If a scatterless skip lands instantly but a teasing skip settles at the floor, the response time itself tells the player a feature is coming before the reels have landed. `protect` keeps the non-tease reels landing at the same instant either way and puts the tell on screen where it belongs.
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`skip:requested` and `skip:completed` now carry `{ reels, partial }` so a listener can tell a partial slam from a round-ending one. Listeners written against the old zero-argument signature keep working.
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**The built-in phase classes are exported**: `StartPhase`, `SpinPhase`, `StopPhase`, `AnticipationPhase`, `AdjustPhase`, `CascadeFallPhase`, `CascadePlacePhase`, `CascadeDropInPhase`. `SpinPhaseConfig.minimumSpinTime` documented an override that could not be reached, because registering a phase through `PhaseFactory` meant reimplementing it rather than subclassing it. Now `class MyStop extends StopPhase` and register it. `resolveTumbleConfig` is exported alongside them: the three cascade phases take build-time config as extra constructor arguments, and a subclass registered through `registerFactory` has to forward the same resolved shape `.tumble()` would have passed. These are engine internals: the protected surface (`onEnter` / `onSkip` / `update` and each phase's private staging) can shift in a minor release, so a subclass may need to follow. The config TYPES remain the stable part.
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Fix: a `.phases(...)` override of a cascade or MultiWays phase was silently discarded. `phases()` applied its configurator at call time, while `.tumble()` and `.multiways()` register their defaults later, inside `build()`, so any `'cascade:fall'` / `'cascade:place'` / `'cascade:dropIn'` / `'adjust'` registration was overwritten with no error - and the builder's own doc comment advised calling `.phases(...)` after `.tumble(...)`, which could not help, because chain position was never what decided the winner. Configurators are now deferred to the end of `build()`'s phase wiring, so an override wins from anywhere in the chain and the last override of a key wins.
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`spin:allStarted` is now announced from a single place rather than only by a reel entering SPIN, so a partial slam that lands every reel still waiting to start no longer swallows it. It still fires at most once per round.
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Internally, a partial slam cannot use the spin generation as its abort switch - that is global, and bumping it would strand the surviving reels mid-chain - so slammed indices are tracked per reel and each chain checks them at its own await boundaries. A full slam behaves exactly as before.
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### Patch Changes
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- [#213](https://github.com/schmooky/pixi-reels/pull/213) [`600ad7d`](https://github.com/schmooky/pixi-reels/commit/600ad7db888ec00cddea17a51dad9b2de3733ca1) Thanks [@igaming-bulochka](https://github.com/igaming-bulochka)! - Fix: a reel that teased during a tumble spin never came to rest. `AnticipationPhase` tweens `reel.speed` UP, and the tumble stop path never brings it back down - `cascade:place` swaps symbol identities and `cascade:dropIn` tweens views, and neither touches `reel.speed` the way `StopPhase._landAndBounce` does. So in any cascade game calling `setAnticipation()`, every teasing reel was left running at the tease speed after the round ended, drifting further off-grid every frame for the rest of the session while the untouched reels stayed put.
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Two changes. A tumble tease is now a pure hold: the reel has already dropped its visible symbols and is sitting at zero, so scrolling it would drag buffer symbols back through the empty window, and the multiplier is pinned to `0` there whatever the `slowdown` curve says. And a tumble reel is brought to rest and snapped to the grid before the place phase, which holds the invariant even when a custom `'anticipation'` phase is registered and does move the reel.
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Strip spins are unaffected: `StopPhase` was always resting the reel there, which is why this only ever showed up in cascades.
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## 2.2.1
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### Patch Changes
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{"version":3,"file":"HoldAndWinBoard.d.ts","sourceRoot":"","sources":["../../src/board/HoldAndWinBoard.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,SAAS,EAAE,QAAQ,EAAE,MAAM,EAAE,MAAM,SAAS,CAAC;AAC3D,OAAO,EAAE,YAAY,EAAE,MAAM,2BAA2B,CAAC;AACzD,OAAO,KAAK,EAAE,OAAO,EAAE,MAAM,oBAAoB,CAAC;AAClD,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,0BAA0B,CAAC;AAC3D,OAAO,KAAK,EAAE,cAAc,EAAE,MAAM,8BAA8B,CAAC;AACnE,OAAO,KAAK,EAAE,YAAY,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AACnE,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,wBAAwB,CAAC;AAEzD,OAAO,KAAK,EAAE,SAAS,EAAE,WAAW,EAAE,MAAM,qBAAqB,CAAC;AAElE,OAAO,KAAK,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;
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{"version":3,"file":"HoldAndWinBoard.d.ts","sourceRoot":"","sources":["../../src/board/HoldAndWinBoard.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,SAAS,EAAE,QAAQ,EAAE,MAAM,EAAE,MAAM,SAAS,CAAC;AAC3D,OAAO,EAAE,YAAY,EAAE,MAAM,2BAA2B,CAAC;AACzD,OAAO,KAAK,EAAE,OAAO,EAAE,MAAM,oBAAoB,CAAC;AAClD,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,0BAA0B,CAAC;AAC3D,OAAO,KAAK,EAAE,cAAc,EAAE,MAAM,8BAA8B,CAAC;AACnE,OAAO,KAAK,EAAE,YAAY,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AACnE,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,wBAAwB,CAAC;AAEzD,OAAO,KAAK,EAAE,SAAS,EAAE,WAAW,EAAE,MAAM,qBAAqB,CAAC;AAElE,OAAO,KAAK,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAGpD,OAAO,KAAK,EACV,qBAAqB,EACrB,MAAM,EACN,MAAM,EAEN,cAAc,EACf,MAAM,cAAc,CAAC;AAEtB,mEAAmE;AACnE,MAAM,WAAW,qBAAqB,CAAC,KAAK;IAC1C,IAAI,EAAE,MAAM,CAAC;IACb,IAAI,EAAE,MAAM,CAAC;IACb,IAAI,EAAE,MAAM,CAAC;IACb,GAAG,EAAE,MAAM,CAAC;IACZ,OAAO,EAAE,MAAM,CAAC;IAChB,OAAO,EAAE,MAAM,CAAC;IAChB,YAAY,EAAE,CAAC,QAAQ,EAAE,cAAc,KAAK,IAAI,CAAC;IACjD,OAAO,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC;IACvC,UAAU,EAAE,MAAM,CAAC,MAAM,EAAE,OAAO,CAAC,UAAU,CAAC,CAAC,GAAG,IAAI,CAAC;IACvD,WAAW,EAAE,YAAY,CAAC;IAC1B,OAAO,EAAE,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,KAAK,MAAM,CAAC;IAChD,cAAc,EACV,CAAC,CAAC,KAAK,EAAE;QAAE,MAAM,EAAE,MAAM,CAAC;QAAC,QAAQ,EAAE,MAAM,CAAC;QAAC,WAAW,EAAE,MAAM,CAAA;KAAE,KAAK,OAAO,CAAC,GAC/E,IAAI,CAAC;IACT,MAAM,EAAE,CAAC,CAAC,CAAC,EAAE,QAAQ,EAAE,IAAI,EAAE,MAAM,KAAK,IAAI,CAAC,GAAG,IAAI,CAAC;IACrD,2EAA2E;IAC3E,WAAW,CAAC,EAAE,WAAW,CAAC;IAC1B,SAAS,CAAC,EAAE,SAAS,CAAC;IACtB,MAAM,EAAE,MAAM,CAAC;IACf,GAAG,EAAE,CAAC,MAAM,MAAM,CAAC,GAAG,IAAI,CAAC;CAC5B;AAKD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAiCG;AACH,qBAAa,eAAe,CAAC,KAAK,GAAG,OAAO,CAAE,YAAW,UAAU;IACjE,QAAQ,CAAC,MAAM,6CAAoD;IACnE,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;IACtB,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;IAEtB,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAY;IAClC,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAyB;IAChD,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAS;IAClC,OAAO,CAAC,QAAQ,CAAC,eAAe,CAAiD;gBAErE,GAAG,EAAE,qBAAqB,CAAC,KAAK,CAAC;IAgC7C,IAAI,SAAS,IAAI,SAAS,CAEzB;IACD,IAAI,QAAQ,IAAI,MAAM,CAErB;IACD,IAAI,WAAW,IAAI,MAAM,CAExB;IACD,IAAI,WAAW,IAAI,MAAM,CAAC,KAAK,CAAC,EAAE,CAEjC;IACD,IAAI,MAAM,IAAI,OAAO,CAEpB;IACD,IAAI,SAAS,IAAI,MAAM,EAAE,CAExB;IACD,8EAA8E;IAC9E,IAAI,KAAK,IAAI,OAAO,CAEnB;IAID,UAAU,CAAC,IAAI,EAAE,MAAM,GAAG;QAAE,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAC;QAAC,KAAK,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAA;KAAE;IAGjF,UAAU,CAAC,IAAI,EAAE,MAAM,GAAG;QAAE,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAE;IAGlD,sDAAsD;IACtD,QAAQ,CAAC,IAAI,EAAE,MAAM,GAAG,UAAU;IAGlC,wEAAwE;IACxE,MAAM,CAAC,IAAI,EAAE,MAAM,GAAG,OAAO;IAI7B;;;;;;;;;OASG;IACH,WAAW,CAAC,IAAI,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,IAAI,CAAC,EAAE,KAAK,GAAG,UAAU;IAQ/D,iFAAiF;IACjF,KAAK,CAAC,IAAI,EAAE,MAAM,CAAC,KAAK,CAAC,EAAE,GAAG,IAAI;IAMlC;;;;OAIG;IACG,MAAM,CAAC,IAAI,EAAE,MAAM,CAAC,KAAK,CAAC,EAAE,GAAG,OAAO,CAAC,cAAc,CAAC,KAAK,CAAC,CAAC;IAwCnE;;;;OAIG;IACH,OAAO,CAAC,KAAK,EAAE,MAAM,EAAE,GAAG,MAAM,CAAC,KAAK,CAAC,EAAE;IAOzC;;;;;;OAMG;IACH,IAAI,IAAI,MAAM;IAMd,iFAAiF;IACjF,KAAK,IAAI,IAAI;IAMb,IAAI,WAAW,IAAI,OAAO,CAEzB;IAED,OAAO,IAAI,IAAI;IAQf,yEAAyE;IACzE,OAAO,CAAC,MAAM;IAgBd,OAAO,CAAC,aAAa;CAQtB"}
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package/dist/config/types.d.ts
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*/
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timeoutMs?: number;
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}
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/**
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* Which reels a `slamStop()` call lands. Omit the argument entirely to land
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* every un-landed reel (the default hard slam).
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*
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* Exactly one of `reels` / `except` may be given. Out-of-range indices are
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* ignored; held and already-landed reels are never slammed.
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*/
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export interface SlamOptions {
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/** Land ONLY these reels. Every other reel keeps spinning through its phase chain. */
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reels?: number[];
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/** Land every un-landed reel EXCEPT these. The complement of `reels`. */
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except?: number[];
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}
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/**
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* How the START of each anticipation reel's slow-down is spaced (offsets are
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* by tease-order, i.e. position within the anticipation set, not raw reel
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/** Hold-duration multiplier for the LAST tease reel. Default = `holdFrom`. `>1` = later reels hold longer. */
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holdTo?: number;
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}
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/**
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* How a tease resists a skip press. Skip granularity is otherwise all-or-nothing:
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* a slam force-completes every phase including `AnticipationPhase`, so a player
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* who presses skip never sees that the spin was teasing at all.
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*
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* - `false` (default) — no protection. A skip press lands every reel, tease
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* included. This is the pre-2.3 behaviour.
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* - `'once'` (or `true`) — the first skip press of the round lands every
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* NON-tease reel immediately and leaves the tease reels running, so the
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* trigger symbols are on screen and the tease is visibly under way. The
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* next press lands the tease too. Protection is spent after that first
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* press, hence "once".
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* - `'stepwise'` — the first press lands every non-tease reel, and each press
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* after that releases the NEXT tease reel on its own, in tease order. The
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* player keeps pressing to walk the tension forward one reel at a time
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* instead of ending it in one go. The press that releases the last tease
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* reel is the round-ending press and carries the round's side effect.
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* - `'always'` — a skip press never ends a tease. Non-tease reels land
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* immediately on every press; tease reels always play out in full.
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*
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* For any grouping other than these, drive it from game code with
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* `slamStop({ reels })`: `'always'` keeps a press from ending a tease, and
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* your own handler lands whichever group it wants per press.
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*
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* Protection applies to the player-facing entry points `skip()` and
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* `requestSkip()`. `slamStop()` stays an unconditional land-now (pass its
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* `reels` / `except` options for a deliberate partial slam).
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*
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* Protection is inert when the tease would not play anyway — an effective hold
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* of `0` ms, as in the Turbo / SuperTurbo profiles with no `duration` override.
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* There is no tease to protect there, so every press lands everything, and a
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* protected spin is indistinguishable from an ordinary one.
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*/
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export type AnticipationProtect = boolean | 'once' | 'stepwise' | 'always';
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/** Full anticipation configuration. The object form of `setAnticipation`'s second argument. */
|
|
93
140
|
export interface AnticipationOptions {
|
|
94
141
|
stagger?: AnticipationStagger;
|
|
95
142
|
slowdown?: AnticipationSlowdown;
|
|
143
|
+
/**
|
|
144
|
+
* Guarantee the tease becomes visible before a skip press can end it. See
|
|
145
|
+
* {@link AnticipationProtect}. Default `false`.
|
|
146
|
+
*/
|
|
147
|
+
protect?: AnticipationProtect;
|
|
96
148
|
/**
|
|
97
149
|
* Explicit tease hold in ms, overriding the active speed profile's
|
|
98
150
|
* `anticipationDelay`. Pass a positive value to keep the tease playing in
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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7B,OAAO,EAAE,MAAM,CAAC,MAAM,EAAE,UAAU,CAAC,CAAC;IACpC,MAAM,EAAE,GAAG,CAAC,MAAM,EAAE,YAAY,CAAC,CAAC;IAClC,YAAY,EAAE,MAAM,CAAC;IACrB,MAAM,EAAE,YAAY,CAAC;IACrB,MAAM,EAAE,MAAM,CAAC;CAChB"}
|
|
1
|
+
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AAA;KAAE,CAAC;IACpC,+EAA+E;IAC/E,aAAa,EAAE,MAAM,CAAC;IACtB;;;OAGG;IACH,SAAS,EAAE,MAAM,CAAC;IAClB,mBAAmB,CAAC,EAAE,MAAM,EAAE,CAAC;IAC/B,WAAW,CAAC,EAAE,MAAM,EAAE,CAAC;IACvB,UAAU,EAAE,UAAU,CAAC;IACvB,SAAS,CAAC,EAAE,eAAe,CAAC;CAC7B;AAED,4DAA4D;AAC5D,MAAM,WAAW,qBAAqB;IACpC,IAAI,EAAE,sBAAsB,CAAC;IAC7B,OAAO,EAAE,MAAM,CAAC,MAAM,EAAE,UAAU,CAAC,CAAC;IACpC,MAAM,EAAE,GAAG,CAAC,MAAM,EAAE,YAAY,CAAC,CAAC;IAClC,YAAY,EAAE,MAAM,CAAC;IACrB,MAAM,EAAE,YAAY,CAAC;IACrB,MAAM,EAAE,MAAM,CAAC;CAChB"}
|
package/dist/core/ReelSet.d.ts
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
import { Container } from 'pixi.js';
|
|
2
2
|
import { Disposable } from '../utils/Disposable.js';
|
|
3
|
-
import { ReelSetInternalConfig, CellBounds, SpinOptions, AnticipationStagger, AnticipationOptions } from '../config/types.js';
|
|
3
|
+
import { ReelSetInternalConfig, CellBounds, SpinOptions, AnticipationStagger, AnticipationOptions, SlamOptions } from '../config/types.js';
|
|
4
4
|
import { EventEmitter } from '../events/EventEmitter.js';
|
|
5
5
|
import { ReelSetEvents, SpinResult, RunCascadeResult as RunCascadeResultBase } from '../events/ReelEvents.js';
|
|
6
6
|
import { Reel, NudgeOptions } from './Reel.js';
|
|
@@ -637,6 +637,10 @@ export declare class ReelSet extends Container implements Disposable {
|
|
|
637
637
|
* - `duration` (ms) overrides the profile's `anticipationDelay`, so the
|
|
638
638
|
* tease plays even in Turbo / SuperTurbo (whose profiles use
|
|
639
639
|
* `anticipationDelay: 0` and would otherwise skip anticipation).
|
|
640
|
+
* - `protect` keeps a skip press from ending the tease before the player
|
|
641
|
+
* has seen it. `'once'` lands every non-tease reel on the first press
|
|
642
|
+
* and leaves the tease running (a second press ends it); `'always'`
|
|
643
|
+
* never lets a press end a tease. See {@link AnticipationProtect}.
|
|
640
644
|
*
|
|
641
645
|
* Listen to `anticipation:reel` ({ reelIndex, order, total }) to drive
|
|
642
646
|
* per-step tension SFX / a pitch ramp, and `anticipation:reelEnd` to stop it.
|
|
@@ -659,6 +663,11 @@ export declare class ReelSet extends Container implements Disposable {
|
|
|
659
663
|
* // Drive which reels tease straight from the result grid:
|
|
660
664
|
* const reels = anticipationForScatters(grid, { symbol: 'SCAT', trigger: 2 });
|
|
661
665
|
* reelSet.setAnticipation(reels, { stagger: 'sequential', slowdown: { from: 0.4, to: 0.1 } });
|
|
666
|
+
*
|
|
667
|
+
* // Skip must not hide the tease: the first press lands reels 0-1 instantly
|
|
668
|
+
* // so the two scatters are on screen, and reels 2-4 keep teasing. The next
|
|
669
|
+
* // press ends the tease.
|
|
670
|
+
* reelSet.setAnticipation([2, 3, 4], { stagger: 400, protect: 'once' });
|
|
662
671
|
*/
|
|
663
672
|
setAnticipation(reelIndices: number[], options?: AnticipationStagger | AnticipationOptions): void;
|
|
664
673
|
/**
|
|
@@ -696,6 +705,11 @@ export declare class ReelSet extends Container implements Disposable {
|
|
|
696
705
|
*
|
|
697
706
|
* Subsequent presses also slam each current drop.
|
|
698
707
|
*
|
|
708
|
+
* When the spin set a protected tease (`setAnticipation(reels, { protect })`),
|
|
709
|
+
* a press that would otherwise end the tease instead lands only the reels
|
|
710
|
+
* around it, holds the round side effect back, and parks `skipStage` at `1`.
|
|
711
|
+
* The next press does the full slam.
|
|
712
|
+
*
|
|
699
713
|
* Throws if called before `setResult()` arrives (nothing to land on:
|
|
700
714
|
* slamming now would land on random spin-buffer content). The universal
|
|
701
715
|
* "spin/skip" button pattern should call `requestSkip()` in that window
|
|
@@ -726,25 +740,60 @@ export declare class ReelSet extends Container implements Disposable {
|
|
|
726
740
|
*/
|
|
727
741
|
requestSkip(): void;
|
|
728
742
|
/**
|
|
729
|
-
* Hard slam-stop.
|
|
730
|
-
*
|
|
743
|
+
* Hard slam-stop. Lands un-landed reels immediately, bypassing the
|
|
744
|
+
* two-stage `skipSpin()` machine, any speed boost, and tease protection.
|
|
731
745
|
* For tests, anti-cheat flows, or any caller with unambiguous
|
|
732
746
|
* "end now" intent.
|
|
733
747
|
*
|
|
748
|
+
* With no argument it lands EVERY un-landed reel and ends the round.
|
|
749
|
+
* Pass `{ reels }` or `{ except }` (not both) for a PARTIAL slam: those
|
|
750
|
+
* reels land now, every other reel keeps running its phase chain to a
|
|
751
|
+
* natural landing, and `skipStage` is left alone. This is the raw lever
|
|
752
|
+
* under `setAnticipation(..., { protect })` — reach for it directly when
|
|
753
|
+
* you want your own skip granularity rather than the tease rule.
|
|
754
|
+
*
|
|
734
755
|
* Pairs with `skipSpin()` (round-aware land + boost) and `skipNudge()`
|
|
735
756
|
* (fast-forward an in-flight `nudge()`).
|
|
757
|
+
*
|
|
758
|
+
* @example
|
|
759
|
+
* // Land everything except the two reels still teasing.
|
|
760
|
+
* reelSet.slamStop({ except: [3, 4] });
|
|
736
761
|
*/
|
|
737
|
-
slamStop(): void;
|
|
762
|
+
slamStop(options?: SlamOptions): void;
|
|
763
|
+
/**
|
|
764
|
+
* Override the minimum spin time (ms) every reel must accumulate before it
|
|
765
|
+
* may start stopping. This replaces the active speed profile's
|
|
766
|
+
* `minimumSpinTime`, which is one value shared by every reel and therefore
|
|
767
|
+
* a floor no single reel can land below — the reason `setStopDelays()`
|
|
768
|
+
* alone can't make one reel land instantly while another keeps spinning.
|
|
769
|
+
*
|
|
770
|
+
* Pass a number for a uniform floor, one value per reel for a per-reel
|
|
771
|
+
* floor (entries past the end fall back to the profile), or `null` to
|
|
772
|
+
* clear. Like `setStopDelays()`, the override persists across `spin()` and
|
|
773
|
+
* `refill()` until it is cleared.
|
|
774
|
+
*
|
|
775
|
+
* @example
|
|
776
|
+
* reelSet.setMinimumSpinTime([0, 0, 0, 900, 900]); // last two hold longer
|
|
777
|
+
* reelSet.setMinimumSpinTime(null); // back to the profile
|
|
778
|
+
*/
|
|
779
|
+
setMinimumSpinTime(ms: number | number[] | null): void;
|
|
738
780
|
/**
|
|
739
781
|
* Current `skipSpin()` position within the active round. `0` until the
|
|
740
782
|
* player presses the slam button, `2` after. Read this to drive button
|
|
741
|
-
* labels (e.g. "Skip" to "Skipped"). `1`
|
|
742
|
-
* and
|
|
783
|
+
* labels (e.g. "Skip" to "Skipped"). `1` means a press landed the reels
|
|
784
|
+
* around a protected tease and left the tease running — the button should
|
|
785
|
+
* stay live, because the next press is the one that ends it.
|
|
743
786
|
*
|
|
744
787
|
* `requestSkip()` that gets queued pre-`setResult()` does NOT advance
|
|
745
788
|
* the stage until the queued slam actually fires (i.e. once
|
|
746
789
|
* `setResult()` arrives). If you need a "queued" UI state, track that
|
|
747
790
|
* yourself alongside `skipStage`.
|
|
791
|
+
*
|
|
792
|
+
* The stage is ROUND-scoped and only resets on the next `spin()`, which is
|
|
793
|
+
* what lets it survive the `refill()` calls of a cascade round. So gate a
|
|
794
|
+
* button on `isSpinning` before reading it: a `protect: 'always'` round
|
|
795
|
+
* never reaches `2` (no press can end the tease), and therefore ends parked
|
|
796
|
+
* at `1` for the whole idle window.
|
|
748
797
|
*/
|
|
749
798
|
get skipStage(): 0 | 1 | 2;
|
|
750
799
|
/**
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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|
|
1
|
+
{"version":3,"file":"ReelSet.d.ts","sourceRoot":"","sources":["../../src/core/ReelSet.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,MAAM,SAAS,CAAC;AACpC,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,wBAAwB,CAAC;AACzD,OAAO,KAAK,EACV,qBAAqB,EACrB,UAAU,EAEV,WAAW,EACX,mBAAmB,EACnB,mBAAmB,EACnB,WAAW,EACZ,MAAM,oBAAoB,CAAC;AAC5B,OAAO,EAAE,YAAY,EAAE,MAAM,2BAA2B,CAAC;AACzD,OAAO,KAAK,EAAE,aAAa,EAAE,UAAU,EAAE,gBAAgB,IAAI,oBAAoB,EAAE,MAAM,yBAAyB,CAAC;AACnH,OAAO,EAAE,IAAI,EAAG,MAAM,WAAW,CAAC;AAClC,OAAO,KAAK,EAAE,YAAY,EAAE,MAAM,WAAW,CAAC;AAC9C,OAAO,KAAK,EAAE,cAAc,EAAE,MAAM,gBAAgB,CAAC;AACrD,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AAEjD,OAAO,EAAE,YAAY,EAAE,MAAM,0BAA0B,CAAC;AACxD,OAAO,EAAE,eAAe,EAAG,MAAM,iCAAiC,CAAC;AACnE,OAAO,KAAK,EAAE,aAAa,EAAE,MAAM,6BAA6B,CAAC;AAEjE,OAAO,KAAK,EAAE,YAAY,EAAE,MAAM,0BAA0B,CAAC;AAC7D,OAAO,KAAK,EAAE,YAAY,EAAE,MAAM,gCAAgC,CAAC;AACnE,OAAO,KAAK,EAAE,YAAY,EAAE,MAAM,+BAA+B,CAAC;AAClE,OAAO,KAAK,EAAE,OAAO,EAAE,cAAc,EAAmB,cAAc,EAAE,SAAS,EAAE,MAAM,oBAAoB,CAAC;AAG9G,OAAO,KAAK,EAAE,eAAe,EAAE,MAAM,0BAA0B,CAAC;AAChE,OAAO,KAAK,EAAE,YAAY,EAAE,MAAM,0BAA0B,CAAC;AAC7D,OAAO,KAAK,EAAE,mBAAmB,EAAE,MAAM,wBAAwB,CAAC;AAGlE,OAAO,KAAK,EAAE,IAAI,EAAE,MAAM,+BAA+B,CAAC;AAG1D,MAAM,WAAW,aAAa;IAC5B,MAAM,EAAE,qBAAqB,CAAC;IAC9B,KAAK,EAAE,IAAI,EAAE,CAAC;IACd,QAAQ,EAAE,YAAY,CAAC;IACvB,aAAa,EAAE,aAAa,CAAC;IAC7B,YAAY,EAAE,YAAY,CAAC;IAC3B,YAAY,EAAE,YAAY,CAAC;IAC3B,YAAY,EAAE,YAAY,CAAC;IAC3B,eAAe,EAAE,UAAU,GAAG,SAAS,CAAC;CACzC;AAED;;;;GAIG;AACH,MAAM,WAAW,QAAQ;IACvB,kEAAkE;IAClE,GAAG,CAAC,UAAU,EAAE,eAAe,GAAG,IAAI,CAAC;IACvC,sDAAsD;IACtD,MAAM,CAAC,IAAI,EAAE,MAAM,GAAG,IAAI,CAAC;IAC3B,qDAAqD;IACrD,QAAQ,CAAC,UAAU,EAAE,aAAa,CAAC,eAAe,CAAC,CAAC;CACrD;AAED;;;;;GAKG;AACH,MAAM,WAAW,qBAAqB;IACpC;;;OAGG;IACH,KAAK,CAAC,EAAE,MAAM,GAAG,CAAC,CAAC,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,KAAK,MAAM,CAAC,CAAC;IACzD;;;;;;OAMG;IACH,MAAM,CAAC,EAAE,MAAM,GAAG,IAAI,CAAC;IACvB;;;;OAIG;IACH,GAAG,CAAC,EAAE,OAAO,GAAG,MAAM,CAAC;IACvB;;;;;;;OAOG;IACH,MAAM,CAAC,EAAE,WAAW,CAAC;CACtB;AAED;;;;GAIG;AACH,MAAM,MAAM,gBAAgB,GAAG,oBAAoB,CAAC;AAEpD;;;;;;;;;;GAUG;AACH,MAAM,WAAW,aAAa;IAC5B,kFAAkF;IAClF,OAAO,EAAE,aAAa,CAAC,IAAI,CAAC,CAAC;IAC7B;;;;;;;OAOG;IACH,IAAI,EAAE,YAAY,EAAE,CAAC;IACrB;;;;;;;;;OASG;IACH,IAAI,CAAC,EAAE,UAAU,GAAG,mBAAmB,CAAC;IACxC;;;;;OAKG;IACH,aAAa,CAAC,EAAE,MAAM,CAAC;IACvB;;;;;;;;;;;;;;OAcG;IACH,WAAW,CAAC,EAAE,OAAO,CAAC,IAAI,CAAC,GAAG,CAAC,MAAM,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC;IACpD;;;;;OAKG;IACH,iBAAiB,CAAC,EAAE,MAAM,OAAO,CAAC,IAAI,CAAC,GAAG,IAAI,CAAC;IAC/C;;;;;;OAMG;IACH,MAAM,CAAC,EAAE,WAAW,CAAC;CACtB;AAED;;;;GAIG;AACH,MAAM,WAAW,YAAY;IAC3B,0EAA0E;IAC1E,eAAe,EAAE,MAAM,CAAC;IACxB,wEAAwE;IACxE,SAAS,EAAE,MAAM,EAAE,EAAE,CAAC;IACtB,qEAAqE;IACrE,UAAU,EAAE,OAAO,CAAC;IACpB,6CAA6C;IAC7C,QAAQ,EAAE,MAAM,CAAC;CAClB;AAED;;;;;GAKG;AACH,MAAM,WAAW,iBAAiB;IAChC;;;;;OAKG;IACH,aAAa,EAAE,CACb,IAAI,EAAE,MAAM,EAAE,EAAE,EAChB,UAAU,EAAE,MAAM,KACf,SAAS,IAAI,EAAE,GAAG,OAAO,CAAC,SAAS,IAAI,EAAE,CAAC,CAAC;IAChD;;;;;;;;;;;;;;;;OAgBG;IACH,QAAQ,EAAE,CACR,IAAI,EAAE,MAAM,EAAE,EAAE,EAChB,OAAO,EAAE,SAAS,IAAI,EAAE,EACxB,UAAU,EAAE,MAAM,KACf,YAAY,EAAE,GAAG,OAAO,CAAC,YAAY,EAAE,CAAC,CAAC;IAC9C;;;;;;;;;;;OAWG;IACH,cAAc,CAAC,EAAE,CAAC,IAAI,EAAE;QACtB,KAAK,EAAE,MAAM,CAAC;QACd,OAAO,EAAE,SAAS,IAAI,EAAE,CAAC;QACzB,WAAW,EAAE,MAAM,EAAE,EAAE,CAAC;KACzB,KAAK,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC,CAAC;IAC3B;;;;;;;;;;;OAWG;IACH,SAAS,CAAC,EAAE,CAAC,IAAI,EAAE;QACjB,KAAK,EAAE,MAAM,CAAC;QACd,OAAO,EAAE,SAAS,IAAI,EAAE,CAAC;QACzB,WAAW,EAAE,MAAM,EAAE,EAAE,CAAC;KACzB,KAAK,OAAO,CAAC,IAAI,CAAC,GAAG,IAAI,CAAC;IAC3B;;;;OAIG;IACH,mBAAmB,CAAC,EAAE,MAAM,CAAC;IAC7B;;;;;OAKG;IACH,QAAQ,CAAC,EAAE,MAAM,CAAC;IAClB;;;OAGG;IACH,cAAc,CAAC,EAAE,qBAAqB,CAAC;IACvC;;;;;;;;;;;;;;;OAeG;IACH,UAAU,CAAC,EAAE,UAAU,GAAG,mBAAmB,CAAC;IAC9C;;;;;;;;;;OAUG;IACH,aAAa,CAAC,EAAE,MAAM,CAAC;IACvB;;;;;;;;;;;;;;;;;;;;;OAqBG;IACH,WAAW,CAAC,EAAE,CAAC,IAAI,EAAE;QACnB,KAAK,EAAE,MAAM,CAAC;QACd,OAAO,EAAE,SAAS,IAAI,EAAE,CAAC;KAC1B,KAAK,OAAO,CAAC,IAAI,CAAC,CAAC;IACpB;;;;;;;;;OASG;IACH,iBAAiB,CAAC,EAAE,CAAC,IAAI,EAAE;QACzB,KAAK,EAAE,MAAM,CAAC;QACd,OAAO,EAAE,SAAS,IAAI,EAAE,CAAC;KAC1B,KAAK,OAAO,CAAC,IAAI,CAAC,GAAG,IAAI,CAAC;IAC3B;;;;;;;;;;;;;;OAcG;IACH,MAAM,CAAC,EAAE,WAAW,CAAC;CACtB;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAiCG;AACH,qBAAa,OAAQ,SAAQ,SAAU,YAAW,UAAU;IAC1D;;;;;;;;;;;;;;;;;;;;;OAqBG;IACH,OAAO,CAAC,MAAM,CAAC,QAAQ,CAAC,mBAAmB,CAAS;IAEpD,OAAO,CAAC,OAAO,CAAqC;IACpD,OAAO,CAAC,MAAM,CAAS;IACvB,OAAO,CAAC,SAAS,CAAe;IAChC,OAAO,CAAC,eAAe,CAAiB;IACxC,OAAO,CAAC,aAAa,CAAe;IACpC,OAAO,CAAC,UAAU,CAAkB;IACpC,OAAO,CAAC,cAAc,CAAgB;IACtC,OAAO,CAAC,aAAa,CAAe;IACpC,OAAO,CAAC,SAAS,CAAW;IAC5B,OAAO,CAAC,YAAY,CAAS;IAC7B,OAAO,CAAC,KAAK,CAA8B;IAC3C;;;;;;;;OAQG;IACH,OAAO,CAAC,YAAY,CAA4D;IAEhF;;;;OAIG;IACH,OAAO,CAAC,YAAY,CAAyB;IAE7C;;;;;;OAMG;IACH,OAAO,CAAC,wBAAwB,CAAS;IAEzC,4EAA4E;IAC5E,OAAO,CAAC,gBAAgB,CAAU;IAElC;;;;;OAKG;IACH,OAAO,CAAC,eAAe,CAAK;IAC5B,OAAO,CAAC,kBAAkB,CAAK;IAC/B,OAAO,CAAC,kBAAkB,CAAK;IAC/B,OAAO,CAAC,oBAAoB,CAAK;IAEjC,wDAAwD;IACxD,OAAO,CAAC,YAAY,CAA6B;IAEjD,4EAA4E;gBAEhE,MAAM,EAAE,aAAa;IA8EjC,kDAAkD;IAClD,IAAI,MAAM,IAAI,YAAY,CAAC,aAAa,CAAC,CAExC;IAID;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA+BG;IACG,IAAI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@@ -57,6 +57,8 @@ export declare class ReelSetBuilder {
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57
57
|
private _ticker?;
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58
58
|
private _spinningMode;
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59
59
|
private _phaseFactory;
|
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60
|
+
/** Deferred `.phases(...)` configurators. See that method for why. */
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61
|
+
private _phaseConfigurators;
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60
62
|
private _middlewares;
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61
63
|
private _initialFrame?;
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62
64
|
private _symbolDataOverrides;
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@@ -358,8 +360,6 @@ export declare class ReelSetBuilder {
|
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|
358
360
|
end: number;
|
|
359
361
|
}): this;
|
|
360
362
|
private _clampBufferMin1;
|
|
361
|
-
/** One-shot guard so we don't spam consoles when builders are constructed in a loop. */
|
|
362
|
-
private static _bufferWarnedThisProcess;
|
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363
363
|
/** Configure symbols via a registry callback. */
|
|
364
364
|
symbols(configurator: (registry: SymbolRegistry) => void): this;
|
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365
365
|
/** Set weights for random symbol generation. */
|
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@@ -477,7 +477,19 @@ export declare class ReelSetBuilder {
|
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|
477
477
|
spinningMode(mode: SpinningMode): this;
|
|
478
478
|
/** Add custom frame middleware. */
|
|
479
479
|
frameMiddleware(middleware: FrameMiddleware): this;
|
|
480
|
-
/**
|
|
480
|
+
/**
|
|
481
|
+
* Override default phases.
|
|
482
|
+
*
|
|
483
|
+
* Configurators are DEFERRED to `build()` and run after the built-in
|
|
484
|
+
* registrations, so a `.phases(...)` override of a cascade or MultiWays key
|
|
485
|
+
* wins regardless of where it sits in the chain. Running them at call time
|
|
486
|
+
* meant `.tumble()` / `.multiways()` registered their defaults later, inside
|
|
487
|
+
* `build()`, and silently clobbered any `'cascade:*'` / `'adjust'` override
|
|
488
|
+
* the caller had made. no error, just the built-in phase.
|
|
489
|
+
*
|
|
490
|
+
* Multiple calls are kept and applied in call order, so the last override of
|
|
491
|
+
* a given key wins.
|
|
492
|
+
*/
|
|
481
493
|
phases(configurator: (factory: PhaseFactory) => void): this;
|
|
482
494
|
/**
|
|
483
495
|
* Enable tumble cascade mechanics. Replaces strip-spin + bounce-stop with
|
|
@@ -503,6 +515,10 @@ export declare class ReelSetBuilder {
|
|
|
503
515
|
* any other property in sync with the library's `view.y` motion.
|
|
504
516
|
*
|
|
505
517
|
* Override any individual phase via `.phases(f => f.register('cascade:fall', MyPhase))`.
|
|
518
|
+
* Chain position does not matter. `.phases(...)` is applied after these
|
|
519
|
+
* defaults regardless. Subclasses of the cascade phases need
|
|
520
|
+
* `registerFactory` and the extra constructor args, which
|
|
521
|
+
* `resolveTumbleConfig(config)` produces.
|
|
506
522
|
*
|
|
507
523
|
* @example
|
|
508
524
|
* builder.tumble({
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"ReelSetBuilder.d.ts","sourceRoot":"","sources":["../../src/core/ReelSetBuilder.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,QAAQ,EAAE,MAAM,EAAE,MAAM,SAAS,CAAC;AAChD,OAAO,KAAK,EAAE,IAAI,EAAE,MAAM,MAAM,CAAC;AAEjC,OAAO,KAAK,EACV,YAAY,EACZ,UAAU,EACV,YAAY,EAEZ,eAAe,EACf,UAAU,EACV,QAAQ,EACT,MAAM,oBAAoB,CAAC;AAC5B,OAAO,KAAK,EAAgB,YAAY,EAAE,MAAM,mBAAmB,CAAC;AAQpE,OAAO,EAAE,OAAO,EAAsB,MAAM,cAAc,CAAC;AAE3D,OAAO,EAAY,KAAK,WAAW,EAAE,KAAK,SAAS,EAAE,MAAM,eAAe,CAAC;AAC3E,OAAO,KAAK,EAAmB,cAAc,EAAE,UAAU,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAG7F,OAAO,EAAE,cAAc,EAAE,MAAM,8BAA8B,CAAC;AAG9D,OAAO,KAAK,EAAE,UAAU,EAAE,eAAe,EAAE,MAAM,wBAAwB,CAAC;AAE1E,OAAO,EAAE,YAAY,EAAE,MAAM,gCAAgC,CAAC;AAC9D,OAAO,KAAK,EAAE,YAAY,EAAE,MAAM,+BAA+B,CAAC;AAElE,OAAO,KAAK,EAAE,eAAe,EAAE,MAAM,0BAA0B,CAAC;AAChE,OAAO,KAAK,EAAE,YAAY,EAAE,MAAM,0BAA0B,CAAC;AAU7D,OAAO,KAAK,EAAE,YAAY,EAAwB,MAAM,4BAA4B,CAAC;
|
|
1
|
+
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