pixi-reels 4.0.0 → 4.1.0

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Files changed (46) hide show
  1. package/CHANGELOG.md +34 -0
  2. package/dist/SpineSymbol-C6V1wpFV.cjs +2 -0
  3. package/dist/SpineSymbol-C6V1wpFV.cjs.map +1 -0
  4. package/dist/{SpineSymbol-CSTDCL4W.js → SpineSymbol-W5z5WZ2r.js} +29 -23
  5. package/dist/SpineSymbol-W5z5WZ2r.js.map +1 -0
  6. package/dist/core/Reel.d.ts +5 -0
  7. package/dist/core/Reel.d.ts.map +1 -1
  8. package/dist/core/ReelSet.d.ts +121 -2
  9. package/dist/core/ReelSet.d.ts.map +1 -1
  10. package/dist/core/ReelSetBuilder.d.ts +3 -0
  11. package/dist/core/ReelSetBuilder.d.ts.map +1 -1
  12. package/dist/core/ReelViewport.d.ts.map +1 -1
  13. package/dist/core/expand.d.ts +17 -1
  14. package/dist/core/expand.d.ts.map +1 -1
  15. package/dist/debug-C7FpyUQ6.cjs +4 -0
  16. package/dist/debug-C7FpyUQ6.cjs.map +1 -0
  17. package/dist/{debug-CC62Ro-c.js → debug-mtugezkQ.js} +612 -354
  18. package/dist/debug-mtugezkQ.js.map +1 -0
  19. package/dist/debug.cjs +1 -1
  20. package/dist/debug.cjs.map +1 -1
  21. package/dist/debug.js +2 -2
  22. package/dist/debug.js.map +1 -1
  23. package/dist/events/ReelEvents.d.ts +11 -0
  24. package/dist/events/ReelEvents.d.ts.map +1 -1
  25. package/dist/frame/ColumnTarget.d.ts.map +1 -1
  26. package/dist/index.cjs +1 -1
  27. package/dist/index.d.ts +1 -1
  28. package/dist/index.d.ts.map +1 -1
  29. package/dist/index.js +2 -2
  30. package/dist/spin/SpinController.d.ts +9 -10
  31. package/dist/spin/SpinController.d.ts.map +1 -1
  32. package/dist/spin/bigSymbolBlocks.d.ts +17 -0
  33. package/dist/spin/bigSymbolBlocks.d.ts.map +1 -0
  34. package/dist/spine.cjs +1 -1
  35. package/dist/spine.js +1 -1
  36. package/dist/symbols/SpineSymbol.d.ts +9 -1
  37. package/dist/symbols/SpineSymbol.d.ts.map +1 -1
  38. package/dist/testing.cjs +1 -1
  39. package/dist/testing.js +1 -1
  40. package/package.json +1 -1
  41. package/dist/SpineSymbol-CSTDCL4W.js.map +0 -1
  42. package/dist/SpineSymbol-DorL_xII.cjs +0 -2
  43. package/dist/SpineSymbol-DorL_xII.cjs.map +0 -1
  44. package/dist/debug-BjxZgftj.cjs +0 -4
  45. package/dist/debug-BjxZgftj.cjs.map +0 -1
  46. package/dist/debug-CC62Ro-c.js.map +0 -1
package/CHANGELOG.md CHANGED
@@ -1,5 +1,39 @@
1
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  # pixi-reels
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+ ## 4.1.0
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+
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+ ### Minor Changes
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+
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+ - [#270](https://github.com/schmooky/pixi-reels/pull/270) [`a5b311b`](https://github.com/schmooky/pixi-reels/commit/a5b311ba3b72815ca8c186426ea2ed9742b650cc) Thanks [@igaming-bulochka](https://github.com/igaming-bulochka)! - Add: one reel can change its cells at rest, for symbols that split when they win: a 1x3 stack becoming six single cells with its reel growing past the frame, or one symbol becoming two inside a reel that keeps its height.
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+
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+ - `reelSet.setColumn(reel, column, { height })` shows a column of any length on one reel.
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+ - `height: 'grow'` (the default): the cells keep their size and the reel grows. The board re-centres around it (the builder's default `reelAnchor`), and the viewport and mask follow.
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+ - `height: 'keep'`: the reel keeps its height and its cells resize to share it. On MultiWays this is the default and the only mode, within `[minCells, maxCells]`.
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+ - Only the cells that change are replaced. Every other symbol keeps its instance and whatever it is animating, and only moves to its new cell.
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+ - `reelSet.splitSymbol(reel, cell, ids, { height })` turns the symbol covering a cell into `ids`, one per cell. Any symbol one reel wide splits: a 1x1, or a stack in full view. The cells above and below keep their symbols, and pins below move down with their symbols. It returns where the new cells are, so they can be animated.
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+ - `reelSet.resetColumns()` takes every reel back to the cells it was built or added with, at their size.
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+ - A new `column:set` event fires for each change, and a new `SetColumnOptions` type names the options.
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+ - All three work between `expand()` steps, so a stack on a reel the board grows by can split too.
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+ - Both calls throw instead of drawing something wrong:
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+ - on a reel that a big symbol wider than one reel covers, since the reels a block spans share one geometry;
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+ - when a pinned cell would show another symbol (unpin first, or keep the pinned symbol in the column);
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+ - when a big symbol in `ids` would run past them onto the cell below.
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+ - `setResult()` warns once (`wide-block-misaligned`) when a block wider than one reel lands across reels whose cells do not line up, such as a reel resized and not reset yet, or a pyramid.
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+
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+ Fix: the builder picks a shared mask only for big symbols wider than one reel. A 1xN stack never crosses a reel gap, and one shared box cannot clip reels of different heights: a shorter reel showed its buffer cells. `setColumn()` warns once (`shared-mask-jagged`) when the mask in use draws one box over reels of different heights. Art on a 1xN stack that bleeds into the reel gaps is now clipped there; to keep one box, pass `.maskStrategy(new SharedRectMaskStrategy())`.
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+
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+ Fix: a reel drawn by a warp (`curveMode('warp')`) now moves with its offset when the board re-anchors, instead of drawing off its mask.
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+
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+ ## 4.0.1
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+
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+ ### Patch Changes
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+
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+ - [#268](https://github.com/schmooky/pixi-reels/pull/268) [`bcd08f5`](https://github.com/schmooky/pixi-reels/commit/bcd08f566b5ff639a7963ae9c553d7c384d75450) Thanks [@igaming-bulochka](https://github.com/igaming-bulochka)! - Fix: big symbols stay whole wherever the engine places symbols outside a landing. A big symbol in the builder's `initialFrame()` or in `addReels({ initialFrame })` now gets its whole block, as in `setResult()` (it used to get no stubs, draw at one cell and leave its neighbours reported under it), and a block that does not fit throws before anything is built. `pin()` and `movePin()` at rest no longer turn the stubs of a block that shares the reel into extra anchors. A pin on a cell of a big symbol replaces the block, so the pin shows at once, and a big symbol pinned at rest has to fit, as in a landing.
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+
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+ - [#268](https://github.com/schmooky/pixi-reels/pull/268) [`bcd08f5`](https://github.com/schmooky/pixi-reels/commit/bcd08f566b5ff639a7963ae9c553d7c384d75450) Thanks [@igaming-bulochka](https://github.com/igaming-bulochka)! - Fix: `SpineSymbol` no longer clears every listener on its skeleton's animation state. It listened for its win on the state and called `state.clearListeners()` when the win completed, on `stopAnimation()` and on every recycle, dropping any listener a game or subclass had added, and, run inside spine's dispatch, making the listeners after it miss the event. It now listens on the win's own track entry and leaves the state's listeners alone (it still clears them when the symbol is destroyed, with its skeleton).
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+
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+ Fix: a `SpineSymbol.playWin()` promise settles when something else takes track 0 before the win completes (a subclass setting another animation, a second `playWin()`), instead of waiting forever. A second `playWin()` settles the first.
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+
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  ## 4.0.0
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  ### Major Changes
@@ -0,0 +1,2 @@
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+ const e=require("./ReelSymbol-B5QBhkmw.cjs");var t=null,n=(async()=>{try{t=(await import(`@esotericsoftware/spine-pixi-v8`)).Spine}catch{}})();function r(){return n}var i=class extends e.t{_spine=null;_skeletonDataMap;_idleAnimation;_winAnimation;_defaultSkin;_win=null;_currentSkeletonKey=``;_strict;constructor(e){if(super(),!t)throw Error(`SpineSymbol could not use @esotericsoftware/spine-pixi-v8. Either it is not installed (npm install @esotericsoftware/spine-pixi-v8), or its dynamic import has not resolved yet on a cold start — await whenSpineReady() before constructing SpineSymbols.`);this._skeletonDataMap=e.skeletonDataMap,this._idleAnimation=e.idleAnimation??`idle`,this._winAnimation=e.winAnimation??`win`,this._defaultSkin=e.defaultSkin??`default`,this._strict=e.strict??!1}onActivate(e){this._settleWin();let n=this._skeletonDataMap[e];if(n){if(this._currentSkeletonKey!==e&&(this._spine&&(this.view.removeChild(this._spine),this._spine.destroy()),this._spine=new t({skeletonData:n}),this.view.addChild(this._spine),this._currentSkeletonKey=e),this._spine.skeleton.data.findSkin(this._defaultSkin)&&(this._spine.skeleton.setSkinByName(this._defaultSkin),this._spine.skeleton.setSlotsToSetupPose()),this._spine.skeleton.data.findAnimation(this._idleAnimation))this._spine.state.setAnimation(0,this._idleAnimation,!0);else if(this._strict)throw Error(`SpineSymbol(strict): idle animation '${this._idleAnimation}' not found on skeleton '${e}'.`)}}onDeactivate(){this._settleWin(),this._spine&&this._spine.state.clearTracks()}async playWin(){if(!this._spine)return;if(!this._spine.skeleton.data.findAnimation(this._winAnimation)){if(this._strict)throw Error(`SpineSymbol(strict): win animation '${this._winAnimation}' not found on skeleton '${this._currentSkeletonKey}'.`);return}this._settleWin();let e=this._spine;return new Promise(t=>{let n=e.state.setAnimation(0,this._winAnimation,!1);n.listener={complete:()=>{this._settleWin(n)&&e.skeleton.data.findAnimation(this._idleAnimation)&&e.state.setAnimation(0,this._idleAnimation,!0)},interrupt:()=>this._settleWin(n),end:()=>this._settleWin(n)},this._win={entry:n,resolve:t}})}stopAnimation(){this._spine&&(this._settleWin(),this._spine.skeleton.data.findAnimation(this._idleAnimation)&&this._spine.state.setAnimation(0,this._idleAnimation,!0))}_settleWin(e){let t=this._win;return!t||e!==void 0&&t.entry!==e?!1:(this._win=null,t.entry.listener=null,t.resolve(),!0)}resize(e,t){if(!this._spine)return;let n=this._spine.getBounds();n.width>0&&n.height>0&&this._spine.scale.set(e/n.width,t/n.height)}onDestroy(){this._settleWin(),this._spine&&=(this._spine.state.clearListeners(),this._spine.destroy(),null)}};Object.defineProperty(exports,"n",{enumerable:!0,get:function(){return r}}),Object.defineProperty(exports,"t",{enumerable:!0,get:function(){return i}});
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+ //# sourceMappingURL=SpineSymbol-C6V1wpFV.cjs.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"SpineSymbol-C6V1wpFV.cjs","names":[],"sources":["../src/symbols/SpineSymbol.ts"],"sourcesContent":["import { ReelSymbol } from './ReelSymbol.js';\n\n// Spine types imported dynamically. this is an optional peer dependency\nlet SpineClass: any = null;\n\n// Kick off the optional import at module init and keep the promise so callers\n// can wait for it. Without this, constructing a SpineSymbol on a cold start\n// (before the dynamic import resolves) throws the \"not installed\" error even\n// when Spine IS installed - it just hadn't finished loading yet.\nconst spineReady: Promise<void> = (async () => {\n try {\n const spineModule = await import('@esotericsoftware/spine-pixi-v8');\n SpineClass = spineModule.Spine;\n } catch {\n // Spine not available. SpineSymbol will throw on construction.\n }\n})();\n\n/**\n * Resolves once the optional `@esotericsoftware/spine-pixi-v8` import has\n * settled (whether or not it was installed). Await this before constructing\n * `SpineSymbol`s if you build the reel set immediately on app start, so a cold\n * load can't throw the misleading \"not installed\" error.\n */\nexport function whenSpineReady(): Promise<void> {\n return spineReady;\n}\n\nexport interface SpineSymbolOptions {\n /** Map of symbolId → SkeletonData. */\n skeletonDataMap: Record<string, any>;\n /** Default animation name to play in idle. Default: 'idle'. */\n idleAnimation?: string;\n /** Animation name to play on win. Default: 'win'. */\n winAnimation?: string;\n /** Default skin name. Default: 'default'. */\n defaultSkin?: string;\n /**\n * Fail loud on unmapped animations. When `true`, activating or winning with\n * a configured animation name that the skeleton doesn't define throws instead\n * of silently showing nothing (catches typos like `ide` vs `idle`). Default\n * `false` to preserve the lenient behavior. See ADR 011.\n */\n strict?: boolean;\n}\n\n/**\n * Symbol implementation using Spine 2D skeletal animation.\n *\n * Requires `@esotericsoftware/spine-pixi-v8` as an optional peer dependency.\n * If Spine is not installed, constructing a SpineSymbol will throw.\n */\nexport class SpineSymbol extends ReelSymbol {\n private _spine: any = null;\n private _skeletonDataMap: Record<string, any>;\n private _idleAnimation: string;\n private _winAnimation: string;\n private _defaultSkin: string;\n /** The win in flight: its track entry and the resolve of its `playWin()`. */\n private _win: { entry: any; resolve: () => void } | null = null;\n private _currentSkeletonKey: string = '';\n private _strict: boolean;\n\n constructor(options: SpineSymbolOptions) {\n super();\n if (!SpineClass) {\n throw new Error(\n 'SpineSymbol could not use @esotericsoftware/spine-pixi-v8. Either it is ' +\n 'not installed (npm install @esotericsoftware/spine-pixi-v8), or its ' +\n 'dynamic import has not resolved yet on a cold start — await ' +\n 'whenSpineReady() before constructing SpineSymbols.',\n );\n }\n this._skeletonDataMap = options.skeletonDataMap;\n this._idleAnimation = options.idleAnimation ?? 'idle';\n this._winAnimation = options.winAnimation ?? 'win';\n this._defaultSkin = options.defaultSkin ?? 'default';\n this._strict = options.strict ?? false;\n }\n\n protected onActivate(symbolId: string): void {\n // A win left playing on the instance about to be reused, or destroyed\n // below, would never complete: settle its `await` now.\n this._settleWin();\n const skeletonData = this._skeletonDataMap[symbolId];\n if (!skeletonData) return;\n\n // Reuse existing spine if same skeleton data\n if (this._currentSkeletonKey !== symbolId) {\n if (this._spine) {\n this.view.removeChild(this._spine);\n this._spine.destroy();\n }\n this._spine = new SpineClass({ skeletonData });\n this.view.addChild(this._spine);\n this._currentSkeletonKey = symbolId;\n }\n\n if (this._spine.skeleton.data.findSkin(this._defaultSkin)) {\n this._spine.skeleton.setSkinByName(this._defaultSkin);\n this._spine.skeleton.setSlotsToSetupPose();\n }\n if (this._spine.skeleton.data.findAnimation(this._idleAnimation)) {\n this._spine.state.setAnimation(0, this._idleAnimation, true);\n } else if (this._strict) {\n throw new Error(\n `SpineSymbol(strict): idle animation '${this._idleAnimation}' not found ` +\n `on skeleton '${symbolId}'.`,\n );\n }\n }\n\n protected onDeactivate(): void {\n // Settle any pending playWin so awaiters don't hang when the symbol is\n // recycled mid-animation. Mirrors the same fix in SpineReelSymbol.\n this._settleWin();\n // The tracks only: a listener on the state is not the symbol's to drop.\n if (this._spine) this._spine.state.clearTracks();\n }\n\n async playWin(): Promise<void> {\n if (!this._spine) return;\n if (!this._spine.skeleton.data.findAnimation(this._winAnimation)) {\n if (this._strict) {\n throw new Error(\n `SpineSymbol(strict): win animation '${this._winAnimation}' not found ` +\n `on skeleton '${this._currentSkeletonKey}'.`,\n );\n }\n return;\n }\n\n // A win still playing settles before this one takes its track, or its\n // `await` would wait on an animation that never completes.\n this._settleWin();\n const spine = this._spine;\n return new Promise<void>((resolve) => {\n const entry = spine.state.setAnimation(0, this._winAnimation, false);\n // The entry's own listener, not one on the state: spine calls it for\n // this entry alone, and nothing here ever edits the state's listener\n // list. Clearing that list dropped every listener the game had added,\n // and doing it inside spine's dispatch, which walks the list live, made\n // the listeners after this one miss the event.\n entry.listener = {\n complete: () => {\n if (!this._settleWin(entry)) return;\n if (spine.skeleton.data.findAnimation(this._idleAnimation)) {\n spine.state.setAnimation(0, this._idleAnimation, true);\n }\n },\n // Something else took track 0 before the win completed: a subclass\n // swapping the animation, `stopAnimation()`, the tracks cleared.\n interrupt: () => this._settleWin(entry),\n end: () => this._settleWin(entry),\n };\n this._win = { entry, resolve };\n });\n }\n\n stopAnimation(): void {\n if (!this._spine) return;\n this._settleWin();\n if (this._spine.skeleton.data.findAnimation(this._idleAnimation)) {\n this._spine.state.setAnimation(0, this._idleAnimation, true);\n }\n }\n\n /**\n * Settle the win in flight, if any: drop its track entry's listener and\n * resolve its `playWin()`. A listener passes its own `entry`, so a late\n * event from an earlier win cannot settle a newer one. `true` when it\n * settled one.\n */\n private _settleWin(entry?: unknown): boolean {\n const win = this._win;\n if (!win || (entry !== undefined && win.entry !== entry)) return false;\n this._win = null;\n // Spine pools its track entries: a listener left on this one would fire\n // for whatever animation reuses it.\n win.entry.listener = null;\n win.resolve();\n return true;\n }\n\n resize(width: number, height: number): void {\n if (!this._spine) return;\n const bounds = this._spine.getBounds();\n if (bounds.width > 0 && bounds.height > 0) {\n this._spine.scale.set(\n width / bounds.width,\n height / bounds.height,\n );\n }\n }\n\n protected override onDestroy(): void {\n this._settleWin();\n if (this._spine) {\n // The spine goes, and everything listening to it with it.\n this._spine.state.clearListeners();\n this._spine.destroy();\n this._spine = null;\n }\n }\n}\n"],"mappings":"6CAGA,IAAI,EAAkB,KAMhB,GAA6B,SAAY,CAC7C,GAAI,CAEF,GAAa,MADa,OAAO,mCAAA,CACR,KAC3B,MAAQ,CAER,CACF,EAAA,CAAG,EAQH,SAAgB,GAAgC,CAC9C,OAAO,CACT,CA0BA,IAAa,EAAb,cAAiC,EAAA,CAAW,CAC1C,OAAsB,KACtB,iBACA,eACA,cACA,aAEA,KAA2D,KAC3D,oBAAsC,GACtC,QAEA,YAAY,EAA6B,CAEvC,GADA,MAAM,EACF,CAAC,EACH,MAAU,MACR,4PAIF,EAEF,KAAK,iBAAmB,EAAQ,gBAChC,KAAK,eAAiB,EAAQ,eAAiB,OAC/C,KAAK,cAAgB,EAAQ,cAAgB,MAC7C,KAAK,aAAe,EAAQ,aAAe,UAC3C,KAAK,QAAU,EAAQ,QAAU,EACnC,CAEA,WAAqB,EAAwB,CAG3C,KAAK,WAAW,EAChB,IAAM,EAAe,KAAK,iBAAiB,GACtC,KAiBL,IAdI,KAAK,sBAAwB,IAC3B,KAAK,SACP,KAAK,KAAK,YAAY,KAAK,MAAM,EACjC,KAAK,OAAO,QAAQ,GAEtB,KAAK,OAAS,IAAI,EAAW,CAAE,cAAa,CAAC,EAC7C,KAAK,KAAK,SAAS,KAAK,MAAM,EAC9B,KAAK,oBAAsB,GAGzB,KAAK,OAAO,SAAS,KAAK,SAAS,KAAK,YAAY,IACtD,KAAK,OAAO,SAAS,cAAc,KAAK,YAAY,EACpD,KAAK,OAAO,SAAS,oBAAoB,GAEvC,KAAK,OAAO,SAAS,KAAK,cAAc,KAAK,cAAc,EAC7D,KAAK,OAAO,MAAM,aAAa,EAAG,KAAK,eAAgB,EAAI,OACtD,GAAI,KAAK,QACd,MAAU,MACR,wCAAwC,KAAK,eAAe,2BAC5C,EAAS,GAC3B,CAAA,CAEJ,CAEA,cAA+B,CAG7B,KAAK,WAAW,EAEZ,KAAK,QAAQ,KAAK,OAAO,MAAM,YAAY,CACjD,CAEA,MAAM,SAAyB,CAC7B,GAAI,CAAC,KAAK,OAAQ,OAClB,GAAI,CAAC,KAAK,OAAO,SAAS,KAAK,cAAc,KAAK,aAAa,EAAG,CAChE,GAAI,KAAK,QACP,MAAU,MACR,uCAAuC,KAAK,cAAc,2BAC1C,KAAK,oBAAoB,GAC3C,EAEF,MACF,CAIA,KAAK,WAAW,EAChB,IAAM,EAAQ,KAAK,OACnB,OAAO,IAAI,QAAe,GAAY,CACpC,IAAM,EAAQ,EAAM,MAAM,aAAa,EAAG,KAAK,cAAe,EAAK,EAMnE,EAAM,SAAW,CACf,aAAgB,CACT,KAAK,WAAW,CAAK,GACtB,EAAM,SAAS,KAAK,cAAc,KAAK,cAAc,GACvD,EAAM,MAAM,aAAa,EAAG,KAAK,eAAgB,EAAI,CAEzD,EAGA,cAAiB,KAAK,WAAW,CAAK,EACtC,QAAW,KAAK,WAAW,CAAK,CAClC,EACA,KAAK,KAAO,CAAE,QAAO,SAAQ,CAC/B,CAAC,CACH,CAEA,eAAsB,CACf,KAAK,SACV,KAAK,WAAW,EACZ,KAAK,OAAO,SAAS,KAAK,cAAc,KAAK,cAAc,GAC7D,KAAK,OAAO,MAAM,aAAa,EAAG,KAAK,eAAgB,EAAI,EAE/D,CAQA,WAAmB,EAA0B,CAC3C,IAAM,EAAM,KAAK,KAOjB,MANI,CAAC,GAAQ,IAAU,IAAA,IAAa,EAAI,QAAU,EAAe,IACjE,KAAK,KAAO,KAGZ,EAAI,MAAM,SAAW,KACrB,EAAI,QAAQ,EACL,GACT,CAEA,OAAO,EAAe,EAAsB,CAC1C,GAAI,CAAC,KAAK,OAAQ,OAClB,IAAM,EAAS,KAAK,OAAO,UAAU,EACjC,EAAO,MAAQ,GAAK,EAAO,OAAS,GACtC,KAAK,OAAO,MAAM,IAChB,EAAQ,EAAO,MACf,EAAS,EAAO,MAClB,CAEJ,CAEA,WAAqC,CACnC,KAAK,WAAW,EAChB,AAIE,KAAK,UAFL,KAAK,OAAO,MAAM,eAAe,EACjC,KAAK,OAAO,QAAQ,EACN,KAElB,CACF"}
@@ -14,7 +14,7 @@ var i = class extends e {
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  _idleAnimation;
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  _winAnimation;
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  _defaultSkin;
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- _winResolve = null;
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+ _win = null;
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  _currentSkeletonKey = "";
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  _strict;
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  constructor(e) {
@@ -22,6 +22,7 @@ var i = class extends e {
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  this._skeletonDataMap = e.skeletonDataMap, this._idleAnimation = e.idleAnimation ?? "idle", this._winAnimation = e.winAnimation ?? "win", this._defaultSkin = e.defaultSkin ?? "default", this._strict = e.strict ?? !1;
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  }
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  onActivate(e) {
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+ this._settleWin();
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  let n = this._skeletonDataMap[e];
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  if (n) {
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  if (this._currentSkeletonKey !== e && (this._spine && (this.view.removeChild(this._spine), this._spine.destroy()), this._spine = new t({ skeletonData: n }), this.view.addChild(this._spine), this._currentSkeletonKey = e), this._spine.skeleton.data.findSkin(this._defaultSkin) && (this._spine.skeleton.setSkinByName(this._defaultSkin), this._spine.skeleton.setSlotsToSetupPose()), this._spine.skeleton.data.findAnimation(this._idleAnimation)) this._spine.state.setAnimation(0, this._idleAnimation, !0);
@@ -29,28 +30,36 @@ var i = class extends e {
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  }
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  }
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  onDeactivate() {
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- if (this._spine && (this._spine.state.clearListeners(), this._spine.state.clearTracks()), this._winResolve) {
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- let e = this._winResolve;
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- this._winResolve = null, e();
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- }
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+ this._settleWin(), this._spine && this._spine.state.clearTracks();
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  }
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  async playWin() {
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- if (this._spine) {
39
- if (!this._spine.skeleton.data.findAnimation(this._winAnimation)) {
40
- if (this._strict) throw Error(`SpineSymbol(strict): win animation '${this._winAnimation}' not found on skeleton '${this._currentSkeletonKey}'.`);
41
- return;
42
- }
43
- return new Promise((e) => {
44
- this._winResolve = e;
45
- let t = this._spine.state.setAnimation(0, this._winAnimation, !1);
46
- this._spine.state.addListener({ complete: (n) => {
47
- n === t && (this._spine.state.clearListeners(), this._spine.skeleton.data.findAnimation(this._idleAnimation) && this._spine.state.setAnimation(0, this._idleAnimation, !0), this._winResolve = null, e());
48
- } });
49
- });
36
+ if (!this._spine) return;
37
+ if (!this._spine.skeleton.data.findAnimation(this._winAnimation)) {
38
+ if (this._strict) throw Error(`SpineSymbol(strict): win animation '${this._winAnimation}' not found on skeleton '${this._currentSkeletonKey}'.`);
39
+ return;
50
40
  }
41
+ this._settleWin();
42
+ let e = this._spine;
43
+ return new Promise((t) => {
44
+ let n = e.state.setAnimation(0, this._winAnimation, !1);
45
+ n.listener = {
46
+ complete: () => {
47
+ this._settleWin(n) && e.skeleton.data.findAnimation(this._idleAnimation) && e.state.setAnimation(0, this._idleAnimation, !0);
48
+ },
49
+ interrupt: () => this._settleWin(n),
50
+ end: () => this._settleWin(n)
51
+ }, this._win = {
52
+ entry: n,
53
+ resolve: t
54
+ };
55
+ });
51
56
  }
52
57
  stopAnimation() {
53
- this._spine && (this._spine.state.clearListeners(), this._spine.skeleton.data.findAnimation(this._idleAnimation) && this._spine.state.setAnimation(0, this._idleAnimation, !0), this._winResolve &&= (this._winResolve(), null));
58
+ this._spine && (this._settleWin(), this._spine.skeleton.data.findAnimation(this._idleAnimation) && this._spine.state.setAnimation(0, this._idleAnimation, !0));
59
+ }
60
+ _settleWin(e) {
61
+ let t = this._win;
62
+ return !t || e !== void 0 && t.entry !== e ? !1 : (this._win = null, t.entry.listener = null, t.resolve(), !0);
54
63
  }
55
64
  resize(e, t) {
56
65
  if (!this._spine) return;
@@ -58,13 +67,10 @@ var i = class extends e {
58
67
  n.width > 0 && n.height > 0 && this._spine.scale.set(e / n.width, t / n.height);
59
68
  }
60
69
  onDestroy() {
61
- if (this._spine &&= (this._spine.state.clearListeners(), this._spine.destroy(), null), this._winResolve) {
62
- let e = this._winResolve;
63
- this._winResolve = null, e();
64
- }
70
+ this._settleWin(), this._spine &&= (this._spine.state.clearListeners(), this._spine.destroy(), null);
65
71
  }
66
72
  };
67
73
  //#endregion
68
74
  export { r as n, i as t };
69
75
 
70
- //# sourceMappingURL=SpineSymbol-CSTDCL4W.js.map
76
+ //# sourceMappingURL=SpineSymbol-W5z5WZ2r.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"SpineSymbol-W5z5WZ2r.js","names":[],"sources":["../src/symbols/SpineSymbol.ts"],"sourcesContent":["import { ReelSymbol } from './ReelSymbol.js';\n\n// Spine types imported dynamically. this is an optional peer dependency\nlet SpineClass: any = null;\n\n// Kick off the optional import at module init and keep the promise so callers\n// can wait for it. Without this, constructing a SpineSymbol on a cold start\n// (before the dynamic import resolves) throws the \"not installed\" error even\n// when Spine IS installed - it just hadn't finished loading yet.\nconst spineReady: Promise<void> = (async () => {\n try {\n const spineModule = await import('@esotericsoftware/spine-pixi-v8');\n SpineClass = spineModule.Spine;\n } catch {\n // Spine not available. SpineSymbol will throw on construction.\n }\n})();\n\n/**\n * Resolves once the optional `@esotericsoftware/spine-pixi-v8` import has\n * settled (whether or not it was installed). Await this before constructing\n * `SpineSymbol`s if you build the reel set immediately on app start, so a cold\n * load can't throw the misleading \"not installed\" error.\n */\nexport function whenSpineReady(): Promise<void> {\n return spineReady;\n}\n\nexport interface SpineSymbolOptions {\n /** Map of symbolId → SkeletonData. */\n skeletonDataMap: Record<string, any>;\n /** Default animation name to play in idle. Default: 'idle'. */\n idleAnimation?: string;\n /** Animation name to play on win. Default: 'win'. */\n winAnimation?: string;\n /** Default skin name. Default: 'default'. */\n defaultSkin?: string;\n /**\n * Fail loud on unmapped animations. When `true`, activating or winning with\n * a configured animation name that the skeleton doesn't define throws instead\n * of silently showing nothing (catches typos like `ide` vs `idle`). Default\n * `false` to preserve the lenient behavior. See ADR 011.\n */\n strict?: boolean;\n}\n\n/**\n * Symbol implementation using Spine 2D skeletal animation.\n *\n * Requires `@esotericsoftware/spine-pixi-v8` as an optional peer dependency.\n * If Spine is not installed, constructing a SpineSymbol will throw.\n */\nexport class SpineSymbol extends ReelSymbol {\n private _spine: any = null;\n private _skeletonDataMap: Record<string, any>;\n private _idleAnimation: string;\n private _winAnimation: string;\n private _defaultSkin: string;\n /** The win in flight: its track entry and the resolve of its `playWin()`. */\n private _win: { entry: any; resolve: () => void } | null = null;\n private _currentSkeletonKey: string = '';\n private _strict: boolean;\n\n constructor(options: SpineSymbolOptions) {\n super();\n if (!SpineClass) {\n throw new Error(\n 'SpineSymbol could not use @esotericsoftware/spine-pixi-v8. Either it is ' +\n 'not installed (npm install @esotericsoftware/spine-pixi-v8), or its ' +\n 'dynamic import has not resolved yet on a cold start — await ' +\n 'whenSpineReady() before constructing SpineSymbols.',\n );\n }\n this._skeletonDataMap = options.skeletonDataMap;\n this._idleAnimation = options.idleAnimation ?? 'idle';\n this._winAnimation = options.winAnimation ?? 'win';\n this._defaultSkin = options.defaultSkin ?? 'default';\n this._strict = options.strict ?? false;\n }\n\n protected onActivate(symbolId: string): void {\n // A win left playing on the instance about to be reused, or destroyed\n // below, would never complete: settle its `await` now.\n this._settleWin();\n const skeletonData = this._skeletonDataMap[symbolId];\n if (!skeletonData) return;\n\n // Reuse existing spine if same skeleton data\n if (this._currentSkeletonKey !== symbolId) {\n if (this._spine) {\n this.view.removeChild(this._spine);\n this._spine.destroy();\n }\n this._spine = new SpineClass({ skeletonData });\n this.view.addChild(this._spine);\n this._currentSkeletonKey = symbolId;\n }\n\n if (this._spine.skeleton.data.findSkin(this._defaultSkin)) {\n this._spine.skeleton.setSkinByName(this._defaultSkin);\n this._spine.skeleton.setSlotsToSetupPose();\n }\n if (this._spine.skeleton.data.findAnimation(this._idleAnimation)) {\n this._spine.state.setAnimation(0, this._idleAnimation, true);\n } else if (this._strict) {\n throw new Error(\n `SpineSymbol(strict): idle animation '${this._idleAnimation}' not found ` +\n `on skeleton '${symbolId}'.`,\n );\n }\n }\n\n protected onDeactivate(): void {\n // Settle any pending playWin so awaiters don't hang when the symbol is\n // recycled mid-animation. Mirrors the same fix in SpineReelSymbol.\n this._settleWin();\n // The tracks only: a listener on the state is not the symbol's to drop.\n if (this._spine) this._spine.state.clearTracks();\n }\n\n async playWin(): Promise<void> {\n if (!this._spine) return;\n if (!this._spine.skeleton.data.findAnimation(this._winAnimation)) {\n if (this._strict) {\n throw new Error(\n `SpineSymbol(strict): win animation '${this._winAnimation}' not found ` +\n `on skeleton '${this._currentSkeletonKey}'.`,\n );\n }\n return;\n }\n\n // A win still playing settles before this one takes its track, or its\n // `await` would wait on an animation that never completes.\n this._settleWin();\n const spine = this._spine;\n return new Promise<void>((resolve) => {\n const entry = spine.state.setAnimation(0, this._winAnimation, false);\n // The entry's own listener, not one on the state: spine calls it for\n // this entry alone, and nothing here ever edits the state's listener\n // list. Clearing that list dropped every listener the game had added,\n // and doing it inside spine's dispatch, which walks the list live, made\n // the listeners after this one miss the event.\n entry.listener = {\n complete: () => {\n if (!this._settleWin(entry)) return;\n if (spine.skeleton.data.findAnimation(this._idleAnimation)) {\n spine.state.setAnimation(0, this._idleAnimation, true);\n }\n },\n // Something else took track 0 before the win completed: a subclass\n // swapping the animation, `stopAnimation()`, the tracks cleared.\n interrupt: () => this._settleWin(entry),\n end: () => this._settleWin(entry),\n };\n this._win = { entry, resolve };\n });\n }\n\n stopAnimation(): void {\n if (!this._spine) return;\n this._settleWin();\n if (this._spine.skeleton.data.findAnimation(this._idleAnimation)) {\n this._spine.state.setAnimation(0, this._idleAnimation, true);\n }\n }\n\n /**\n * Settle the win in flight, if any: drop its track entry's listener and\n * resolve its `playWin()`. A listener passes its own `entry`, so a late\n * event from an earlier win cannot settle a newer one. `true` when it\n * settled one.\n */\n private _settleWin(entry?: unknown): boolean {\n const win = this._win;\n if (!win || (entry !== undefined && win.entry !== entry)) return false;\n this._win = null;\n // Spine pools its track entries: a listener left on this one would fire\n // for whatever animation reuses it.\n win.entry.listener = null;\n win.resolve();\n return true;\n }\n\n resize(width: number, height: number): void {\n if (!this._spine) return;\n const bounds = this._spine.getBounds();\n if (bounds.width > 0 && bounds.height > 0) {\n this._spine.scale.set(\n width / bounds.width,\n height / bounds.height,\n );\n }\n }\n\n protected override onDestroy(): void {\n this._settleWin();\n if (this._spine) {\n // The spine goes, and everything listening to it with it.\n this._spine.state.clearListeners();\n this._spine.destroy();\n this._spine = null;\n }\n }\n}\n"],"mappings":";;AAGA,IAAI,IAAkB,MAMhB,KAA6B,YAAY;CAC7C,IAAI;EAEF,KAAa,MADa,OAAO,mCAAA,CACR;CAC3B,QAAQ,CAER;AACF,EAAA,CAAG;AAQH,SAAgB,IAAgC;CAC9C,OAAO;AACT;AA0BA,IAAa,IAAb,cAAiC,EAAW;CAC1C,SAAsB;CACtB;CACA;CACA;CACA;CAEA,OAA2D;CAC3D,sBAAsC;CACtC;CAEA,YAAY,GAA6B;EAEvC,IADA,MAAM,GACF,CAAC,GACH,MAAU,MACR,4PAIF;EAMF,AAJA,KAAK,mBAAmB,EAAQ,iBAChC,KAAK,iBAAiB,EAAQ,iBAAiB,QAC/C,KAAK,gBAAgB,EAAQ,gBAAgB,OAC7C,KAAK,eAAe,EAAQ,eAAe,WAC3C,KAAK,UAAU,EAAQ,UAAU;CACnC;CAEA,WAAqB,GAAwB;EAG3C,KAAK,WAAW;EAChB,IAAM,IAAe,KAAK,iBAAiB;EACtC,OAiBL;OAdI,KAAK,wBAAwB,MAC3B,KAAK,WACP,KAAK,KAAK,YAAY,KAAK,MAAM,GACjC,KAAK,OAAO,QAAQ,IAEtB,KAAK,SAAS,IAAI,EAAW,EAAE,gBAAa,CAAC,GAC7C,KAAK,KAAK,SAAS,KAAK,MAAM,GAC9B,KAAK,sBAAsB,IAGzB,KAAK,OAAO,SAAS,KAAK,SAAS,KAAK,YAAY,MACtD,KAAK,OAAO,SAAS,cAAc,KAAK,YAAY,GACpD,KAAK,OAAO,SAAS,oBAAoB,IAEvC,KAAK,OAAO,SAAS,KAAK,cAAc,KAAK,cAAc,GAC7D,KAAK,OAAO,MAAM,aAAa,GAAG,KAAK,gBAAgB,EAAI;QACtD,IAAI,KAAK,SACd,MAAU,MACR,wCAAwC,KAAK,eAAe,2BAC5C,EAAS,GAC3B;EAAA;CAEJ;CAEA,eAA+B;EAK7B,AAFA,KAAK,WAAW,GAEZ,KAAK,UAAQ,KAAK,OAAO,MAAM,YAAY;CACjD;CAEA,MAAM,UAAyB;EAC7B,IAAI,CAAC,KAAK,QAAQ;EAClB,IAAI,CAAC,KAAK,OAAO,SAAS,KAAK,cAAc,KAAK,aAAa,GAAG;GAChE,IAAI,KAAK,SACP,MAAU,MACR,uCAAuC,KAAK,cAAc,2BAC1C,KAAK,oBAAoB,GAC3C;GAEF;EACF;EAIA,KAAK,WAAW;EAChB,IAAM,IAAQ,KAAK;EACnB,OAAO,IAAI,SAAe,MAAY;GACpC,IAAM,IAAQ,EAAM,MAAM,aAAa,GAAG,KAAK,eAAe,EAAK;GAkBnE,AAZA,EAAM,WAAW;IACf,gBAAgB;KACT,KAAK,WAAW,CAAK,KACtB,EAAM,SAAS,KAAK,cAAc,KAAK,cAAc,KACvD,EAAM,MAAM,aAAa,GAAG,KAAK,gBAAgB,EAAI;IAEzD;IAGA,iBAAiB,KAAK,WAAW,CAAK;IACtC,WAAW,KAAK,WAAW,CAAK;GAClC,GACA,KAAK,OAAO;IAAE;IAAO;GAAQ;EAC/B,CAAC;CACH;CAEA,gBAAsB;EACf,KAAK,WACV,KAAK,WAAW,GACZ,KAAK,OAAO,SAAS,KAAK,cAAc,KAAK,cAAc,KAC7D,KAAK,OAAO,MAAM,aAAa,GAAG,KAAK,gBAAgB,EAAI;CAE/D;CAQA,WAAmB,GAA0B;EAC3C,IAAM,IAAM,KAAK;EAOjB,OANI,CAAC,KAAQ,MAAU,KAAA,KAAa,EAAI,UAAU,IAAe,MACjE,KAAK,OAAO,MAGZ,EAAI,MAAM,WAAW,MACrB,EAAI,QAAQ,GACL;CACT;CAEA,OAAO,GAAe,GAAsB;EAC1C,IAAI,CAAC,KAAK,QAAQ;EAClB,IAAM,IAAS,KAAK,OAAO,UAAU;EACrC,AAAI,EAAO,QAAQ,KAAK,EAAO,SAAS,KACtC,KAAK,OAAO,MAAM,IAChB,IAAQ,EAAO,OACf,IAAS,EAAO,MAClB;CAEJ;CAEA,YAAqC;EAEnC,AADA,KAAK,WAAW,GAChB,AAIE,KAAK,YAFL,KAAK,OAAO,MAAM,eAAe,GACjC,KAAK,OAAO,QAAQ,GACN;CAElB;AACF"}
@@ -749,6 +749,11 @@ export declare class Reel implements Disposable {
749
749
  * `SymbolFactory`.
750
750
  */
751
751
  private _acquireOccupiedStub;
752
+ /**
753
+ * A fresh stub. The constructor takes these directly: its views are not
754
+ * parented yet, so a reuse scan would hand every cell the same stub.
755
+ */
756
+ private _newOccupiedStub;
752
757
  private _releaseOccupiedStub;
753
758
  /**
754
759
  * After the visible target frame has been placed, scan the strip to
@@ -1 +1 @@
1
- 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1
+ {"version":3,"file":"Reel.d.ts","sourceRoot":"","sources":["../../src/core/Reel.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,KAAK,QAAQ,EAAE,KAAK,MAAM,EAAE,MAAM,SAAS,CAAC;AAChE,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,wBAAwB,CAAC;AACzD,OAAO,EAAE,UAAU,EAAE,MAAM,0BAA0B,CAAC;AACtD,OAAO,KAAK,EAAE,aAAa,EAAE,MAAM,6BAA6B,CAAC;AACjE,OAAO,KAAK,EACV,UAAU,EACV,QAAQ,EAER,oBAAoB,EACrB,MAAM,oBAAoB,CAAC;AAG5B,OAAO,KAAK,EAAE,QAAQ,EAAE,MAAM,eAAe,CAAC;AAE9C,OAAO,EAAE,SAAS,EAAsB,KAAK,cAAc,EAAE,MAAM,gBAAgB,CAAC;AAGpF,OAAO,EAAE,YAAY,EAAE,MAAM,2BAA2B,CAAC;AACzD,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,yBAAyB,CAAC;AAC1D,OAAO,KAAK,EAAY,oBAAoB,EAAE,MAAM,kCAAkC,CAAC;AACvF,OAAO,EAAuB,KAAK,YAAY,EAAE,MAAM,0BAA0B,CAAC;AAClF,OAAO,KAAK,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AACtD,OAAO,KAAK,EAAE,YAAY,EAAE,MAAM,+BAA+B,CAAC;AAElE,OAAO,EAAgB,KAAK,IAAI,EAAE,MAAM,kBAAkB,CAAC;AAiB3D;;;;;;;GAOG;AACH,MAAM,WAAW,YAAY;IAC3B;;;;;OAKG;IACH,QAAQ,EAAE,MAAM,CAAC;IACjB;;;;;;;;;;;;OAYG;IACH,SAAS,EAAE,SAAS,GAAG,SAAS,CAAC;IACjC;;;;;;;;;;;;;;;;;OAiBG;IACH,QAAQ,EAAE,MAAM,EAAE,CAAC;IACnB,oEAAoE;IACpE,QAAQ,CAAC,EAAE,MAAM,CAAC;IAClB;;;;;;OAMG;IACH,IAAI,CAAC,EAAE,MAAM,CAAC;IACd;;;;;;;;;;;;;;;;OAgBG;IACH,UAAU,CAAC,EAAE,MAAM,CAAC;IACpB;;;;;;;OAOG;IACH,MAAM,CAAC,EAAE,WAAW,CAAC;CACtB;AAeD,MAAM,WAAW,UAAU;IACzB,SAAS,EAAE,MAAM,CAAC;IAClB,8EAA8E;IAC9E,SAAS,CAAC,EAAE,MAAM,CAAC;IACnB,YAAY,EAAE,MAAM,CAAC;IACrB,WAAW,EAAE,MAAM,CAAC;IACpB,SAAS,EAAE,MAAM,CAAC;IAClB,WAAW,EAAE,MAAM,CAAC;IACpB,YAAY,EAAE,MAAM,CAAC;IACrB,UAAU,EAAE,MAAM,CAAC;IACnB,UAAU,EAAE,MAAM,CAAC;IACnB,WAAW,EAAE,MAAM,CAAC,MAAM,EAAE,UAAU,CAAC,CAAC;IACxC;;;;OAIG;IACH,YAAY,CAAC,EAAE,oBAAoB,CAAC;IACpC,cAAc,EAAE,MAAM,EAAE,CAAC;IACzB;;;;OAIG;IACH,UAAU,CAAC,EAAE,MAAM,CAAC;IACpB,qEAAqE;IACrE,IAAI,CAAC,EAAE,QAAQ,CAAC;IAChB;;;;OAIG;IACH,MAAM,CAAC,EAAE,MAAM,CAAC;IAChB;;;;;OAKG;IACH,YAAY,CAAC,EAAE,MAAM,CAAC;IACtB;;;OAGG;IACH;;;;OAIG;IACH,IAAI,CAAC,EAAE,IAAI,CAAC;IACZ,YAAY,CAAC,EAAE,QAAQ,CAAC;IACxB;;;OAGG;IACH,YAAY,CAAC,EAAE,QAAQ,CAAC;IACxB;;;OAGG;IACH,KAAK,CAAC,EAAE,cAAc,CAAC;IACvB;;;OAGG;IACH,UAAU,CAAC,EAAE,MAAM,CAAC;IACpB;;;;;OAKG;IACH,aAAa,CAAC,EAAE,QAAQ,CAAC;IACzB,2EAA2E;IAC3E,WAAW,CAAC,EAAE,MAAM,CAAC;IACrB;;;OAGG;IACH,UAAU,CAAC,EAAE,MAAM,CAAC;CACrB;AAED;;;;GAIG;AACH,eAAO,MAAM,iBAAiB,4BAA4B,CAAC;AAE3D;;;;;;;;;;;;;;;;GAgBG;AACH,qBAAa,IAAK,YAAW,UAAU;IACrC,SAAgB,SAAS,EAAE,SAAS,CAAC;IACrC,SAAgB,MAAM,EAAE,YAAY,CAAC,UAAU,CAAC,CAAC;IACjD,SAAgB,SAAS,EAAE,MAAM,CAAC;IAClC,OAAO,CAAC,UAAU,CAAS;IAC3B,OAAO,CAAC,QAAQ,CAAC,aAAa,CAA8B;IAE5D,uEAAuE;IAChE,OAAO,EAAE,UAAU,EAAE,CAAC;IAE7B,4DAA4D;IACrD,KAAK,EAAE,MAAM,CAAK;IAEzB;;;;OAIG;IACH,OAAO,CAAC,YAAY,CAAK;IACzB,oEAAoE;IACpE,OAAO,CAAC,YAAY,CAAgC;IACpD,sFAAsF;IACtF,OAAO,CAAC,MAAM,CAAoC;IAClD;;;;OAIG;IACH,OAAO,CAAC,QAAQ,CAAC,WAAW,CAA0C;IACtE,8EAA8E;IAC9E,OAAO,CAAC,eAAe,CAAK;IAE5B,6BAA6B;IACtB,YAAY,EAAE,YAAY,CAAsB;IAmBvD,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAW;IACjC,iEAAiE;IACjE,OAAO,CAAC,MAAM,CAAC,CAAY;IAC3B,+EAA+E;IAC/E,OAAO,CAAC,QAAQ,CAAC,WAAW,CAAgB;IAC5C;;;;;OAKG;IACH,OAAO,CAAC,KAAK,CAAC,CAAW;IACzB,8DAA8D;IAC9D,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAU;IACnC,OAAO,CAAC,QAAQ,CAAC,SAAS,CAAS;IACnC,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAS;IAClC,OAAO,CAAC,QAAQ,CAAC,SAAS,CAAS;IACnC,oFAAoF;IACpF,OAAO,CAAC,SAAS,CAAS;IAC1B,wEAAwE;IACxE,OAAO,CAAC,QAAQ,CAAC,UAAU,CAAS;IAEpC,OAAO,CAAC,cAAc,CAAgB;IACtC,OAAO,CAAC,eAAe,CAAuB;IAC9C,OAAO,CAAC,SAAS,CAAe;IAChC,OAAO,CAAC,YAAY,CAA6B;IACjD,OAAO,CAAC,aAAa,CAAS;IAC9B,OAAO,CAAC,YAAY,CAAS;IAC7B,OAAO,CAAC,WAAW,CAAS;IAC5B,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAO;IAC7B,OAAO,CAAC,aAAa,CAAW;IAChC,OAAO,CAAC,aAAa,CAAW;IAChC,OAAO,CAAC,OAAO,CAAS;IACxB,OAAO,CAAC,aAAa,CAAS;IAC9B,OAAO,CAAC,WAAW,CAAS;IAC5B,OAAO,CAAC,WAAW,CAAS;IAC5B,OAAO,CAAC,YAAY,CAAS;IAC7B,OAAO,CAAC,WAAW,CAAS;IAE5B;;;;;OAKG;IACH,OAAO,CAAC,uBAAuB,CAAS;IACxC,OAAO,CAAC,mBAAmB,CAAS;IACpC;;;;;;OAMG;IACH,OAAO,CAAC,OAAO,CAAQ;IACvB,OAAO,CAAC,UAAU,CAAS;IAC3B;;;;;;OAMG;IACH,OAAO,CAAC,WAAW,CAAyB;IAC5C;;;;OAIG;IACH,OAAO,CAAC,WAAW,CAAuC;IAC1D;;;;;OAKG;IACH,OAAO,CAAC,YAAY,CAAuC;IAC3D;;;;;OAKG;IACH,OAAO,CAAC,cAAc,CAAsB;IAC5C;;;;;;;;OAQG;IACH,OAAO,CAAC,UAAU,CAA4C;IAC9D;;;;;OAKG;IACH,OAAO,CAAC,kBAAkB,CAAyD;gBAGjF,MAAM,EAAE,UAAU,EAClB,aAAa,EAAE,aAAa,EAC5B,cAAc,EAAE,oBAAoB,EACpC,QAAQ,EAAE,YAAY;IAoIxB,IAAI,WAAW,IAAI,OAAO,CAEzB;IAED,+EAA+E;IAC/E,IAAI,SAAS,IAAI,MAAM,CAEtB;IAUD,IAAI,UAAU,IAAI,OAAO,CAExB;IAED,IAAI,UAAU,CAAC,KAAK,EAAE,OAAO,EAE5B;IAED,8DAA8D;IAC9D,IAAI,SAAS,IAAI,OAAO,CAEvB;IAED,IAAI,WAAW,IAAI,MAAM,CAExB;IAED,IAAI,SAAS,IAAI,MAAM,CAEtB;IAED,IAAI,YAAY,IAAI,MAAM,CAEzB;IAED;;;;;OAKG;IACH,IAAI,WAAW,IAAI,MAAM,CAExB;IAED;;;;;;;;;OASG;IACH,IAAI,YAAY,IAAI,MAAM,CAEzB;IAED;;;;;OAKG;IACH,OAAO,CAAC,WAAW;IAKnB;;;;OAIG;IACH,OAAO,CAAC,UAAU;IAOlB,mEAAmE;IACnE,IAAI,QAAQ,IAAI,MAAM,CAErB;IAED,wEAAwE;IACxE,IAAI,SAAS,IAAI,MAAM,CAEtB;IAED,gFAAgF;IAChF,IAAI,OAAO,IAAI,MAAM,CAEpB;IAED,iFAAiF;IACjF,IAAI,QAAQ,IAAI,MAAM,CAErB;IAED,uEAAuE;IACvE,IAAI,MAAM,IAAI,MAAM,CAEnB;IAED;;;;OAIG;IACH,IAAI,UAAU,IAAI,MAAM,CAEvB;IAkBD;;;;OAIG;IACH,IAAI,YAAY,IAAI,MAAM,CAEzB;IAED,yEAAyE;IACzE,IAAI,IAAI,IAAI,IAAI,CAEf;IAED,+DAA+D;IAC/D,IAAI,IAAI,IAAI,QAAQ,CAEnB;IAED;;;OAGG;IACH,IAAI,KAAK,IAAI,SAAS,GAAG,SAAS,CAEjC;IAwBD,sEAAsE;IACtE,MAA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@@ -6,7 +6,7 @@ import { ReelSetEvents, SpinResult, RunCascadeResult as RunCascadeResultBase } f
6
6
  import { Reel, NudgeOptions } from './Reel.js';
7
7
  import { ReelCurveInput } from './ReelCurve.js';
8
8
  import { ReelViewport } from './ReelViewport.js';
9
- import { AddReelsOptions, AddRowsOptions, ExpandOptions, ExpandResult } from './expand.js';
9
+ import { AddReelsOptions, AddRowsOptions, ExpandOptions, ExpandResult, SetColumnOptions } from './expand.js';
10
10
  import { SpeedManager } from '../speed/SpeedManager.js';
11
11
  import { SymbolSpotlight } from '../spotlight/SymbolSpotlight.js';
12
12
  import { SymbolFactory } from '../symbols/SymbolFactory.js';
@@ -532,6 +532,11 @@ export declare class ReelSet extends Container implements Disposable {
532
532
  private _addedRows;
533
533
  /** Reels the builder made. `removeReels()` with no count goes back to it. */
534
534
  private _builtReelCount;
535
+ /**
536
+ * Each reel's cells and cell size as built or added, and the rows
537
+ * `addRows()` had added by then; `resetColumns()` goes back to them.
538
+ */
539
+ private _baseCells;
535
540
  /** The last `setCurve()`, which reels added after it take instead of the builder's curve. */
536
541
  private _runtimeCurve;
537
542
  /** Horizontal symbol gap (px). Used by `getBlockBounds` for big symbols. */
@@ -1275,9 +1280,108 @@ export declare class ReelSet extends Container implements Disposable {
1275
1280
  * reelSet.removeRows(); // next round: back to the rows the builder made
1276
1281
  */
1277
1282
  removeRows(count?: number): void;
1278
- /** `addRows()` / `removeRows()` guard: at rest, and only between `expand()` steps. */
1283
+ /** `addRows()` / `removeRows()` guard: not on MultiWays, and {@link _assertAtRest}. */
1279
1284
  private _assertCanChangeRows;
1285
+ /** At rest, and only between `expand()` steps. */
1286
+ private _assertAtRest;
1280
1287
  private _throwMultiWaysRows;
1288
+ /**
1289
+ * Show `column` on one reel, at rest: the reel shows `column.visible.length`
1290
+ * cells. With `height: 'grow'` (the default) its cells keep their size and
1291
+ * the reel grows or shrinks; the board re-anchors around it per the
1292
+ * builder's `reelAnchor` (the default `'center'` grows it both ways, so on
1293
+ * a board kept centred the other reels stay put), and the viewport, mask and
1294
+ * pool follow. With `height: 'keep'` the reel keeps its height and its cells
1295
+ * resize to share it, so nothing else moves. Only the cells that change are
1296
+ * replaced: every other symbol keeps its instance, and whatever it is
1297
+ * animating, and only moves to its new cell.
1298
+ *
1299
+ * Big symbols in `column` get their whole block, as in a landing, and one
1300
+ * that does not fit throws before anything changes. A pin keeps its cell, so
1301
+ * `column` has to show the pinned symbol there; a pin past the new length
1302
+ * expires.
1303
+ *
1304
+ * On MultiWays a reel's height is fixed: `'keep'` is the default there,
1305
+ * `'grow'` throws, and the count stays within the set's
1306
+ * `[minCells, maxCells]`. Also throws when a big symbol wider than one reel
1307
+ * covers the reel or is in `column` (the reels a block spans share one
1308
+ * geometry), while the reels spin, a nudge runs, or an `expand()` step is
1309
+ * in flight; between steps, in `onStepLanded`, is fine.
1310
+ *
1311
+ * @example
1312
+ * reelSet.setColumn(0, { visible: ['Q', 'Q', 'Q', 'Q', 'Q', 'Q', 'wheat'] }); // reel 0 grows to 7
1313
+ * reelSet.setColumn(2, { visible: ['A', 'K', 'K', 'J', 'A'] }, { height: 'keep' }); // 5 smaller cells
1314
+ */
1315
+ setColumn(reel: number, column: ColumnTarget, options?: SetColumnOptions): void;
1316
+ /**
1317
+ * Split the symbol covering `(reel, cell)` into `ids.length` cells of their
1318
+ * own. Any symbol one reel wide splits, in full view: a 1x1, or a stacked
1319
+ * big symbol. The cells above and below keep their symbols, and a pin below
1320
+ * moves down with its symbol (`pin:moved`). A big symbol in `ids` gets its
1321
+ * whole block, which has to end inside `ids`. A pinned symbol does not
1322
+ * split: unpin it first.
1323
+ *
1324
+ * `height` says what gives, as in `setColumn()`: with `'grow'` (the
1325
+ * default) the reel grows by the difference (a 1x3 split into six adds
1326
+ * three cells); with `'keep'` (the default on MultiWays) the reel keeps its
1327
+ * height and every cell on it shrinks to fit. It goes through
1328
+ * `setColumn()`, so `column:set` fires, and it throws where `setColumn()`
1329
+ * does.
1330
+ *
1331
+ * The server decides the ids; this places them. The new cells are `from`
1332
+ * to `from + count - 1` on the reel, for animating the split.
1333
+ *
1334
+ * @example
1335
+ * const { from, count } = reelSet.splitSymbol(0, 0, ['Q', 'Q', 'Q', 'Q', 'Q', 'Q']); // a 1x3 Q into six
1336
+ * reelSet.splitSymbol(3, 2, ['A', 'A'], { height: 'keep' }); // one A into two, the reel as tall as before
1337
+ */
1338
+ splitSymbol(reel: number, cell: number, ids: readonly string[], options?: SetColumnOptions): {
1339
+ reelIndex: number;
1340
+ from: number;
1341
+ count: number;
1342
+ };
1343
+ /**
1344
+ * Every reel back to the cells it was built or added with, at their size,
1345
+ * keeping each reel's top cells: undoes `setColumn()`, `splitSymbol()` and
1346
+ * `addRows()`. A pin past a reel's cells then expires (`'explicit'`), as on
1347
+ * `removeRows()`: re-pin a sticky symbol a split moved down that far. A
1348
+ * no-op when no reel changed, so it is safe at the start of every round,
1349
+ * after `removeReels()`. Not on MultiWays, where the next `setShape()` sets
1350
+ * every reel's cells; otherwise throws where `setColumn()` does.
1351
+ *
1352
+ * @example
1353
+ * reelSet.removeReels(); // next round: back to the builder's reels
1354
+ * reelSet.resetColumns(); // and to their cells
1355
+ */
1356
+ resetColumns(): void;
1357
+ /**
1358
+ * The cell size `reel` takes at `cells` cells under `options.height`: its
1359
+ * own for `'grow'`; for `'keep'`, its height shared out, with that height
1360
+ * passed on so it does not drift by rounding through the cell size.
1361
+ */
1362
+ private _columnGeometry;
1363
+ /**
1364
+ * `setColumn()` past its argument checks. `check` is the content that is
1365
+ * new to the board, held to a landing's rule that a big symbol fits, and
1366
+ * to the rule that a pin keeps its symbol; `shift` moves the pins at and
1367
+ * after a cell along with their symbols; `cellMain` (and `extent`, for a
1368
+ * kept height) is the reel's geometry after.
1369
+ */
1370
+ private _setColumn;
1371
+ /**
1372
+ * Whether the mask shows anything just past a shorter reel's window, where
1373
+ * its buffer cells sit: what one box over reels of different heights does,
1374
+ * whichever strategy drew it.
1375
+ */
1376
+ private _maskShowsBuffers;
1377
+ /**
1378
+ * A block wider than one reel spans reels that share one cell size and one
1379
+ * offset; one of them changing alone would cut it out of line with the rest.
1380
+ */
1381
+ private _assertNoWideBlock;
1382
+ /** Whether `reel` already shows `target`, slot for slot. */
1383
+ private _showsTarget;
1384
+ private _assertReelInRange;
1281
1385
  /**
1282
1386
  * Grow the board by a server-decided number of reels, a step at a time:
1283
1387
  * add the step's reels, spin only them, land them on their columns, then
@@ -1571,6 +1675,11 @@ export declare class ReelSet extends Container implements Disposable {
1571
1675
  * Negative cells are rejected. Place buffer-cell anchors via `setResult()`
1572
1676
  * with `bufferStart` / `bufferEnd` on the column's `ColumnTarget`.
1573
1677
  *
1678
+ * At rest, a pin on a cell of a big symbol replaces the block: the block
1679
+ * goes and its other cells refill, so the pin shows at once. A block that
1680
+ * only shares the reel stays whole. A big symbol pinned at rest has to
1681
+ * fit, as in a landing.
1682
+ *
1574
1683
  * @example
1575
1684
  * // Sticky wild for 3 spins
1576
1685
  * reelSet.pin(2, 1, 'wild', { turns: 3 })
@@ -1677,6 +1786,16 @@ export declare class ReelSet extends Container implements Disposable {
1677
1786
  * away so `getVisibleSymbols()` reflects the pin.
1678
1787
  */
1679
1788
  private _applyPinVisually;
1789
+ /**
1790
+ * Put single cells on the board at rest (`pin()`, `movePin()`). The reels
1791
+ * they touch are replayed through the big-symbol coordinator, so a block
1792
+ * that shares a reel with an edited cell stays one block. A cell inside a
1793
+ * block takes the block's place: the block goes, and the rest of its cells
1794
+ * refill at random, so the cell shows its new symbol right away.
1795
+ */
1796
+ private _placeCellsAtRest;
1797
+ /** A big symbol placed on the board at rest has to fit, as in a landing. */
1798
+ private _assertCellsFit;
1680
1799
  /**
1681
1800
  * Fires on `spin:allLanded`. Destroys visual pin overlays (the actual reel
1682
1801
  * cells now show the pinned symbols via setResult overlay), then
@@ -1 +1 @@
1
- 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@@ -617,6 +617,9 @@ export declare class ReelSetBuilder {
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  * (`[0]` is the slot closest to the visible window, later indices go
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  * further out).
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  *
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+ * A big symbol's id at its anchor cell gets the whole block, as in
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+ * `setResult()`. `build()` throws if a block does not fit.
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+ *
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  * @example
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  * builder.initialFrame([
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  * { visible: ['A','B','C'] },
@@ -1 +1 @@
1
- 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@@ -1 +1 @@
1
- {"version":3,"file":"ReelViewport.d.ts","sourceRoot":"","sources":["../../src/core/ReelViewport.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,QAAQ,EAAE,WAAW,EAAE,MAAM,SAAS,CAAC;AAC3D,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,wBAAwB,CAAC;AACzD,OAAO,KAAK,EAAE,QAAQ,EAAE,MAAM,eAAe,CAAC;AAG9C;;;;;;;;;;;GAWG;AACH,MAAM,WAAW,YAAY;IAC3B,iCAAiC;IACjC,CAAC,EAAE,MAAM,CAAC;IACV,gCAAgC;IAChC,CAAC,EAAE,MAAM,CAAC;IACV,oCAAoC;IACpC,KAAK,EAAE,MAAM,CAAC;IACd,qCAAqC;IACrC,MAAM,EAAE,MAAM,CAAC;CAChB;AAED;;;GAGG;AACH,MAAM,WAAW,WAAW;IAC1B,gFAAgF;IAChF,QAAQ,CAAC,KAAK,EAAE,SAAS,YAAY,EAAE,CAAC;IACxC,mCAAmC;IACnC,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IACvB,oCAAoC;IACpC,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;IACxB;;;;OAIG;IACH,QAAQ,CAAC,IAAI,EAAE,QAAQ,CAAC;IACxB;;;;;;;OAOG;IACH,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IACvB;;;;;;;;;;OAUG;IACH,QAAQ,CAAC,MAAM,CAAC,EAAE;QAAE,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAE,CAAC;CAC5C;AAED;;;;;;GAMG;AACH,eAAO,MAAM,qBAAqB,IAAI,CAAC;AAEvC;;;;;;;;;;;;;;;;;GAiBG;AACH,MAAM,WAAW,YAAY;IAC3B;;;OAGG;IACH,QAAQ,CAAC,OAAO,EAAE,OAAO,qBAAqB,CAAC;IAC/C,oFAAoF;IACpF,KAAK,CAAC,GAAG,EAAE,WAAW,GAAG,QAAQ,CAAC;IAClC,uEAAuE;IACvE,MAAM,CAAC,QAAQ,EAAE,QAAQ,EAAE,GAAG,EAAE,WAAW,GAAG,IAAI,CAAC;CACpD;AAED;;;;;;;;;;;;;;;;GAgBG;AACH,qBAAa,gBAAiB,YAAW,YAAY;IACnD,QAAQ,CAAC,OAAO,KAAyB;IAEzC,KAAK,CAAC,GAAG,EAAE,WAAW,GAAG,QAAQ;IAMjC,MAAM,CAAC,CAAC,EAAE,QAAQ,EAAE,GAAG,EAAE,WAAW,GAAG,IAAI;IAK3C;;;OAGG;IACH,IAAI,CAAC,CAAC,EAAE,QAAQ,EAAE,GAAG,EAAE,WAAW,GAAG,IAAI;CAqB1C;AAED;;;;;;;;;;;;GAYG;AACH,qBAAa,sBAAuB,YAAW,YAAY;IACzD,QAAQ,CAAC,OAAO,KAAyB;IAEzC,KAAK,CAAC,GAAG,EAAE,WAAW,GAAG,QAAQ;IAMjC,MAAM,CAAC,CAAC,EAAE,QAAQ,EAAE,GAAG,EAAE,WAAW,GAAG,IAAI;IAK3C;;;OAGG;IACH,IAAI,CAAC,CAAC,EAAE,QAAQ,EAAE,GAAG,EAAE,WAAW,GAAG,IAAI;CAgB1C;AAED;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,qBAAa,YAAa,SAAQ,SAAU,YAAW,UAAU;IAC/D,SAAgB,eAAe,EAAE,SAAS,CAAC;IAC3C,SAAgB,iBAAiB,EAAE,SAAS,CAAC;IAC7C,SAAgB,kBAAkB,EAAE,SAAS,CAAC;IAC9C,SAAgB,UAAU,EAAE,QAAQ,CAAC;IACrC;;;;;OAKG;IACH,SAAgB,aAAa,EAAE,WAAW,CAAC;IAE3C,OAAO,CAAC,KAAK,CAAW;IACxB,OAAO,CAAC,aAAa,CAAe;IACpC,OAAO,CAAC,UAAU,CAAS;IAC3B,OAAO,CAAC,WAAW,CAAS;IAC5B,OAAO,CAAC,UAAU,CAAsB;IACxC,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAW;IACjC,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAS;IAChC,OAAO,CAAC,YAAY,CAAS;IAC7B;;;;;OAKG;IACH,OAAO,CAAC,SAAS,CAAK;gBAGpB,KAAK,EAAE,MAAM,EACb,MAAM,EAAE,MAAM,EACd,QAAQ,GAAE;QAAE,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAmB,EACnD,YAAY,GAAE,YAAqC,EACnD,IAAI,GAAE,QAA2B,EACjC,KAAK,SAAI;IAwCX,6EAA6E;IAC7E,IAAI,SAAS,IAAI,MAAM,CAA4B;IACnD,6CAA6C;IAC7C,IAAI,UAAU,IAAI,MAAM,CAA6B;IACrD,+EAA+E;IAC/E,IAAI,SAAS,IAAI,SAAS,YAAY,EAAE,CAA4B;IACpE,uEAAuE;IACvE,IAAI,YAAY,IAAI,QAAQ,CAAuB;IACnD,yEAAyE;IACzE,IAAI,IAAI,IAAI,QAAQ,CAAuB;IAE3C,OAAO,CAAC,YAAY;IAUpB,IAAI,WAAW,IAAI,OAAO,CAEzB;IAED,+EAA+E;IAC/E,OAAO,CAAC,KAAK,GAAE,MAAY,GAAG,IAAI;IAMlC,gFAAgF;IAChF,OAAO,IAAI,IAAI;IAKf,uFAAuF;IACvF,cAAc,CAAC,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,KAAK,GAAE,YAAY,EAAO,GAAG,IAAI;IAY/E,OAAO,IAAI,IAAI;CAQhB"}
1
+ {"version":3,"file":"ReelViewport.d.ts","sourceRoot":"","sources":["../../src/core/ReelViewport.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,QAAQ,EAAE,WAAW,EAAE,MAAM,SAAS,CAAC;AAC3D,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,wBAAwB,CAAC;AACzD,OAAO,KAAK,EAAE,QAAQ,EAAE,MAAM,eAAe,CAAC;AAG9C;;;;;;;;;;;GAWG;AACH,MAAM,WAAW,YAAY;IAC3B,iCAAiC;IACjC,CAAC,EAAE,MAAM,CAAC;IACV,gCAAgC;IAChC,CAAC,EAAE,MAAM,CAAC;IACV,oCAAoC;IACpC,KAAK,EAAE,MAAM,CAAC;IACd,qCAAqC;IACrC,MAAM,EAAE,MAAM,CAAC;CAChB;AAED;;;GAGG;AACH,MAAM,WAAW,WAAW;IAC1B,gFAAgF;IAChF,QAAQ,CAAC,KAAK,EAAE,SAAS,YAAY,EAAE,CAAC;IACxC,mCAAmC;IACnC,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IACvB,oCAAoC;IACpC,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;IACxB;;;;OAIG;IACH,QAAQ,CAAC,IAAI,EAAE,QAAQ,CAAC;IACxB;;;;;;;OAOG;IACH,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IACvB;;;;;;;;;;OAUG;IACH,QAAQ,CAAC,MAAM,CAAC,EAAE;QAAE,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAE,CAAC;CAC5C;AAED;;;;;;GAMG;AACH,eAAO,MAAM,qBAAqB,IAAI,CAAC;AAEvC;;;;;;;;;;;;;;;;;GAiBG;AACH,MAAM,WAAW,YAAY;IAC3B;;;OAGG;IACH,QAAQ,CAAC,OAAO,EAAE,OAAO,qBAAqB,CAAC;IAC/C,oFAAoF;IACpF,KAAK,CAAC,GAAG,EAAE,WAAW,GAAG,QAAQ,CAAC;IAClC,uEAAuE;IACvE,MAAM,CAAC,QAAQ,EAAE,QAAQ,EAAE,GAAG,EAAE,WAAW,GAAG,IAAI,CAAC;CACpD;AAED;;;;;;;;;;;;;;;;GAgBG;AACH,qBAAa,gBAAiB,YAAW,YAAY;IACnD,QAAQ,CAAC,OAAO,KAAyB;IAEzC,KAAK,CAAC,GAAG,EAAE,WAAW,GAAG,QAAQ;IAMjC,MAAM,CAAC,CAAC,EAAE,QAAQ,EAAE,GAAG,EAAE,WAAW,GAAG,IAAI;IAK3C;;;OAGG;IACH,IAAI,CAAC,CAAC,EAAE,QAAQ,EAAE,GAAG,EAAE,WAAW,GAAG,IAAI;CAqB1C;AAED;;;;;;;;;;;;GAYG;AACH,qBAAa,sBAAuB,YAAW,YAAY;IACzD,QAAQ,CAAC,OAAO,KAAyB;IAEzC,KAAK,CAAC,GAAG,EAAE,WAAW,GAAG,QAAQ;IAMjC,MAAM,CAAC,CAAC,EAAE,QAAQ,EAAE,GAAG,EAAE,WAAW,GAAG,IAAI;IAK3C;;;OAGG;IACH,IAAI,CAAC,CAAC,EAAE,QAAQ,EAAE,GAAG,EAAE,WAAW,GAAG,IAAI;CAgB1C;AAED;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,qBAAa,YAAa,SAAQ,SAAU,YAAW,UAAU;IAC/D,SAAgB,eAAe,EAAE,SAAS,CAAC;IAC3C,SAAgB,iBAAiB,EAAE,SAAS,CAAC;IAC7C,SAAgB,kBAAkB,EAAE,SAAS,CAAC;IAC9C,SAAgB,UAAU,EAAE,QAAQ,CAAC;IACrC;;;;;OAKG;IACH,SAAgB,aAAa,EAAE,WAAW,CAAC;IAE3C,OAAO,CAAC,KAAK,CAAW;IACxB,OAAO,CAAC,aAAa,CAAe;IACpC,OAAO,CAAC,UAAU,CAAS;IAC3B,OAAO,CAAC,WAAW,CAAS;IAC5B,OAAO,CAAC,UAAU,CAAsB;IACxC,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAW;IACjC,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAS;IAChC,OAAO,CAAC,YAAY,CAAS;IAC7B;;;;;OAKG;IACH,OAAO,CAAC,SAAS,CAAK;gBAGpB,KAAK,EAAE,MAAM,EACb,MAAM,EAAE,MAAM,EACd,QAAQ,GAAE;QAAE,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAmB,EACnD,YAAY,GAAE,YAAqC,EACnD,IAAI,GAAE,QAA2B,EACjC,KAAK,SAAI;IAwCX,6EAA6E;IAC7E,IAAI,SAAS,IAAI,MAAM,CAA4B;IACnD,6CAA6C;IAC7C,IAAI,UAAU,IAAI,MAAM,CAA6B;IACrD,+EAA+E;IAC/E,IAAI,SAAS,IAAI,SAAS,YAAY,EAAE,CAA4B;IAIpE,uEAAuE;IACvE,IAAI,YAAY,IAAI,QAAQ,CAAuB;IACnD,yEAAyE;IACzE,IAAI,IAAI,IAAI,QAAQ,CAAuB;IAE3C,OAAO,CAAC,YAAY;IAUpB,IAAI,WAAW,IAAI,OAAO,CAEzB;IAED,+EAA+E;IAC/E,OAAO,CAAC,KAAK,GAAE,MAAY,GAAG,IAAI;IAMlC,gFAAgF;IAChF,OAAO,IAAI,IAAI;IAKf,uFAAuF;IACvF,cAAc,CAAC,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,KAAK,GAAE,YAAY,EAAO,GAAG,IAAI;IAY/E,OAAO,IAAI,IAAI;CAQhB"}
@@ -15,7 +15,8 @@ export interface AddReelsOptions {
15
15
  /**
16
16
  * What the new reels show before their first spin, one `ColumnTarget` per
17
17
  * new reel. Default: random fill, like a set built without
18
- * `initialFrame()`.
18
+ * `initialFrame()`. A big symbol gets its whole block, which has to end on
19
+ * a reel this call adds.
19
20
  */
20
21
  initialFrame?: readonly ColumnTarget[];
21
22
  }
@@ -28,6 +29,21 @@ export interface AddRowsOptions {
28
29
  */
29
30
  cells?: readonly (readonly string[])[];
30
31
  }
32
+ /** Options for {@link ReelSet.setColumn} and {@link ReelSet.splitSymbol}. */
33
+ export interface SetColumnOptions {
34
+ /**
35
+ * What gives when the reel's cell count changes.
36
+ *
37
+ * - `'grow'`: the cells keep their size and the reel's height follows the
38
+ * count. The board re-anchors around it per the builder's `reelAnchor`.
39
+ * - `'keep'`: the reel keeps its height and its cells resize to share it,
40
+ * as a MultiWays reel's do. The board does not move.
41
+ *
42
+ * Default: `'grow'`, or `'keep'` on MultiWays, where a reel's height is
43
+ * fixed and `'grow'` throws.
44
+ */
45
+ height?: 'grow' | 'keep';
46
+ }
31
47
  /** One step of an {@link ReelSet.expand} chain: the reels it added. */
32
48
  export interface ExpandStep {
33
49
  /** Step number within this `expand()` call, from `0`. */
@@ -1 +1 @@
1
- {"version":3,"file":"expand.d.ts","sourceRoot":"","sources":["../../src/core/expand.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,mBAAmB,EAAc,MAAM,oBAAoB,CAAC;AAC1E,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,yBAAyB,CAAC;AAC1D,OAAO,KAAK,EAAE,YAAY,EAAE,MAAM,0BAA0B,CAAC;AAG7D,4CAA4C;AAC5C,MAAM,WAAW,eAAe;IAC9B;;;;;;;OAOG;IACH,YAAY,CAAC,EAAE,MAAM,GAAG,SAAS,MAAM,EAAE,CAAC;IAC1C;;;;OAIG;IACH,YAAY,CAAC,EAAE,SAAS,YAAY,EAAE,CAAC;CACxC;AAED,2CAA2C;AAC3C,MAAM,WAAW,cAAc;IAC7B;;;;OAIG;IACH,KAAK,CAAC,EAAE,SAAS,CAAC,SAAS,MAAM,EAAE,CAAC,EAAE,CAAC;CACxC;AAED,uEAAuE;AACvE,MAAM,WAAW,UAAU;IACzB,yDAAyD;IACzD,KAAK,EAAE,MAAM,CAAC;IACd,+CAA+C;IAC/C,IAAI,EAAE,MAAM,CAAC;IACb,sFAAsF;IACtF,KAAK,EAAE,MAAM,CAAC;IACd,0CAA0C;IAC1C,SAAS,EAAE,MAAM,CAAC;IAClB;;;OAGG;IACH,WAAW,EAAE,OAAO,CAAC;CACtB;AAED,oDAAoD;AACpD,MAAM,WAAW,gBAAiB,SAAQ,UAAU;IAClD,4DAA4D;IAC5D,MAAM,EAAE,UAAU,CAAC;CACpB;AAED,0CAA0C;AAC1C,MAAM,WAAW,aAAa;IAC5B;;;;;;;;;;OAUG;IACH,OAAO,EAAE,SAAS,YAAY,EAAE,CAAC;IACjC;;;;;OAKG;IACH,IAAI,CAAC,EAAE,MAAM,GAAG,CAAC,CAAC,IAAI,EAAE;QAAE,KAAK,EAAE,MAAM,CAAC;QAAC,IAAI,EAAE,MAAM,CAAC;QAAC,SAAS,EAAE,MAAM,CAAA;KAAE,KAAK,MAAM,CAAC,CAAC;IACvF;;;;;OAKG;IACH,WAAW,CAAC,EAAE,CAAC,IAAI,EAAE,UAAU,KAAK,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC,CAAC;IACzD;;;OAGG;IACH,YAAY,CAAC,EAAE,CAAC,IAAI,EAAE,gBAAgB,KAAK,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC,CAAC;IAChE;;;;;;;OAOG;IACH,YAAY,CAAC,EACT,OAAO,GACP,mBAAmB,GACnB,CAAC,CAAC,IAAI,EAAE,UAAU,KAAK,OAAO,GAAG,mBAAmB,CAAC,CAAC;IAC1D,8EAA8E;IAC9E,IAAI,CAAC,EAAE,UAAU,GAAG,SAAS,CAAC;IAC9B;;;;;;;;OAQG;IACH,MAAM,CAAC,EAAE,WAAW,CAAC;CACtB;AAED,iDAAiD;AACjD,MAAM,WAAW,YAAY;IAC3B,+CAA+C;IAC/C,IAAI,EAAE,MAAM,CAAC;IACb,mCAAmC;IACnC,SAAS,EAAE,MAAM,CAAC;IAClB,qDAAqD;IACrD,KAAK,EAAE,MAAM,CAAC;IACd,8EAA8E;IAC9E,OAAO,EAAE,MAAM,EAAE,EAAE,CAAC;IACpB,+EAA+E;IAC/E,UAAU,EAAE,OAAO,CAAC;CACrB"}
1
+ {"version":3,"file":"expand.d.ts","sourceRoot":"","sources":["../../src/core/expand.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,mBAAmB,EAAc,MAAM,oBAAoB,CAAC;AAC1E,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,yBAAyB,CAAC;AAC1D,OAAO,KAAK,EAAE,YAAY,EAAE,MAAM,0BAA0B,CAAC;AAG7D,4CAA4C;AAC5C,MAAM,WAAW,eAAe;IAC9B;;;;;;;OAOG;IACH,YAAY,CAAC,EAAE,MAAM,GAAG,SAAS,MAAM,EAAE,CAAC;IAC1C;;;;;OAKG;IACH,YAAY,CAAC,EAAE,SAAS,YAAY,EAAE,CAAC;CACxC;AAED,2CAA2C;AAC3C,MAAM,WAAW,cAAc;IAC7B;;;;OAIG;IACH,KAAK,CAAC,EAAE,SAAS,CAAC,SAAS,MAAM,EAAE,CAAC,EAAE,CAAC;CACxC;AAED,6EAA6E;AAC7E,MAAM,WAAW,gBAAgB;IAC/B;;;;;;;;;;OAUG;IACH,MAAM,CAAC,EAAE,MAAM,GAAG,MAAM,CAAC;CAC1B;AAED,uEAAuE;AACvE,MAAM,WAAW,UAAU;IACzB,yDAAyD;IACzD,KAAK,EAAE,MAAM,CAAC;IACd,+CAA+C;IAC/C,IAAI,EAAE,MAAM,CAAC;IACb,sFAAsF;IACtF,KAAK,EAAE,MAAM,CAAC;IACd,0CAA0C;IAC1C,SAAS,EAAE,MAAM,CAAC;IAClB;;;OAGG;IACH,WAAW,EAAE,OAAO,CAAC;CACtB;AAED,oDAAoD;AACpD,MAAM,WAAW,gBAAiB,SAAQ,UAAU;IAClD,4DAA4D;IAC5D,MAAM,EAAE,UAAU,CAAC;CACpB;AAED,0CAA0C;AAC1C,MAAM,WAAW,aAAa;IAC5B;;;;;;;;;;OAUG;IACH,OAAO,EAAE,SAAS,YAAY,EAAE,CAAC;IACjC;;;;;OAKG;IACH,IAAI,CAAC,EAAE,MAAM,GAAG,CAAC,CAAC,IAAI,EAAE;QAAE,KAAK,EAAE,MAAM,CAAC;QAAC,IAAI,EAAE,MAAM,CAAC;QAAC,SAAS,EAAE,MAAM,CAAA;KAAE,KAAK,MAAM,CAAC,CAAC;IACvF;;;;;OAKG;IACH,WAAW,CAAC,EAAE,CAAC,IAAI,EAAE,UAAU,KAAK,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC,CAAC;IACzD;;;OAGG;IACH,YAAY,CAAC,EAAE,CAAC,IAAI,EAAE,gBAAgB,KAAK,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC,CAAC;IAChE;;;;;;;OAOG;IACH,YAAY,CAAC,EACT,OAAO,GACP,mBAAmB,GACnB,CAAC,CAAC,IAAI,EAAE,UAAU,KAAK,OAAO,GAAG,mBAAmB,CAAC,CAAC;IAC1D,8EAA8E;IAC9E,IAAI,CAAC,EAAE,UAAU,GAAG,SAAS,CAAC;IAC9B;;;;;;;;OAQG;IACH,MAAM,CAAC,EAAE,WAAW,CAAC;CACtB;AAED,iDAAiD;AACjD,MAAM,WAAW,YAAY;IAC3B,+CAA+C;IAC/C,IAAI,EAAE,MAAM,CAAC;IACb,mCAAmC;IACnC,SAAS,EAAE,MAAM,CAAC;IAClB,qDAAqD;IACrD,KAAK,EAAE,MAAM,CAAC;IACd,8EAA8E;IAC9E,OAAO,EAAE,MAAM,EAAE,EAAE,CAAC;IACpB,+EAA+E;IAC/E,UAAU,EAAE,OAAO,CAAC;CACrB"}