valtech-components 4.0.521 → 4.0.523
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/esm2022/lib/components/organisms/mini-games/chessimals-engine.mjs +10 -1
- package/esm2022/lib/components/organisms/mini-games/chessimals-game.component.mjs +177 -31
- package/esm2022/lib/components/organisms/mini-games/types.mjs +1 -1
- package/esm2022/lib/version.mjs +2 -2
- package/esm2022/mini-games/public-api.mjs +2 -2
- package/fesm2022/valtech-components-mini-games.mjs +1 -1
- package/fesm2022/valtech-components-mini-games.mjs.map +1 -1
- package/fesm2022/valtech-components.mjs +186 -31
- package/fesm2022/valtech-components.mjs.map +1 -1
- package/lib/components/molecules/media-object/media-object.component.d.ts +1 -1
- package/lib/components/molecules/phone-display/phone-display.component.d.ts +1 -1
- package/lib/components/organisms/mini-games/chessimals-game.component.d.ts +4 -1
- package/lib/components/organisms/mini-games/memory-game.component.d.ts +1 -1
- package/lib/components/organisms/mini-games/types.d.ts +1 -0
- package/lib/version.d.ts +1 -1
- package/package.json +1 -1
- package/src/lib/assets/games/README.md +149 -0
- package/src/lib/assets/games/chessimals/brand/README.md +23 -0
- package/src/lib/assets/games/chessimals/brand/chessimals-app-icon-192.png +0 -0
- package/src/lib/assets/games/chessimals/brand/chessimals-app-icon-512.png +0 -0
- package/src/lib/assets/games/chessimals/brand/chessimals-app-icon-capacitor.png +0 -0
- package/src/lib/assets/games/chessimals/brand/chessimals-app-icon.png +0 -0
- package/src/lib/assets/games/chessimals/brand/chessimals-emblem.png +0 -0
- package/src/lib/assets/games/chessimals/brand/chessimals-favicon.png +0 -0
- package/src/lib/assets/games/chessimals/brand/chessimals-wordmark.png +0 -0
- package/src/lib/assets/games/chessimals/challenge-avatars/explorer.png +0 -0
- package/src/lib/assets/games/chessimals/challenge-avatars/guardian.png +0 -0
- package/src/lib/assets/games/chessimals/challenge-avatars/hunter.png +0 -0
- package/src/lib/assets/games/chessimals/challenge-avatars/jumper.png +0 -0
- package/src/lib/assets/games/chessimals/challenge-avatars/predator.png +0 -0
- package/src/lib/assets/games/chessimals/challenge-avatars/sentinel.png +0 -0
- package/src/lib/assets/games/chessimals/challenge-avatars/sprinter.png +0 -0
- package/src/lib/assets/games/chessimals/challenge-avatars/strategist.png +0 -0
- package/src/lib/assets/games/chessimals/powers/README.md +12 -0
- package/src/lib/assets/games/chessimals/powers/bull-power.png +0 -0
- package/src/lib/assets/games/chessimals/powers/eagle-power.png +0 -0
- package/src/lib/assets/games/chessimals/powers/kangaroo-power.png +0 -0
- package/src/lib/assets/games/chessimals/powers/lion-power.png +0 -0
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@@ -30,7 +30,7 @@ export declare class MediaObjectComponent {
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/** Emitted when the inline link is clicked */
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onLinkClick: EventEmitter<string>;
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/** Merged configuration with defaults */
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config: import("@angular/core").Signal<MediaObjectMetadata & Required<Pick<MediaObjectMetadata, "
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config: import("@angular/core").Signal<MediaObjectMetadata & Required<Pick<MediaObjectMetadata, "circle" | "rounded" | "mediaWidth" | "reversed" | "align">>>;
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getColor(): string;
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handleLinkClick(event: MouseEvent): void;
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static ɵfac: i0.ɵɵFactoryDeclaration<MediaObjectComponent, never>;
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@@ -6,7 +6,7 @@ export declare class PhoneDisplayComponent {
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props: PhoneDisplayMetadata;
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onClick: EventEmitter<string>;
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protected rawPhone: import("@angular/core").Signal<string>;
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protected mode: import("@angular/core").Signal<"button" | "
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protected mode: import("@angular/core").Signal<"button" | "text" | "link">;
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protected formatted: import("@angular/core").Signal<string>;
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protected href: import("@angular/core").Signal<string>;
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protected ariaLabel: import("@angular/core").Signal<string>;
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@@ -114,7 +114,7 @@ export declare class ChessimalsGameComponent implements OnInit, OnDestroy {
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readonly botProfiles: ChessimalsBotProfile[];
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readonly challengeLadder: ChessimalsChallengeBot[];
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readonly animals: ChessimalsAnimalView[];
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readonly valtechComponentsVersion = "4.0.
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readonly valtechComponentsVersion = "4.0.523";
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readonly screen: import("@angular/core").WritableSignal<"home" | "challenge" | "path" | "game">;
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readonly selectedBoardSize: import("@angular/core").WritableSignal<ChessimalsBoardSize>;
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readonly selectedLocalMode: import("@angular/core").WritableSignal<ChessimalsLocalMode>;
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@@ -397,6 +397,7 @@ export declare class ChessimalsGameComponent implements OnInit, OnDestroy {
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botProfileDescription(profile: ChessimalsBotProfile): string;
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botProfileTendency(profile: ChessimalsBotProfile): string;
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botProfileAvatar(profileId: ChessimalsBotProfileId): string;
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botProfileAvatarSrc(profileId: ChessimalsBotProfileId): string;
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challengeBotProfile(bot: ChessimalsChallengeBot): ChessimalsBotProfile | undefined;
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challengeOpeningBot(): ChessimalsChallengeBot;
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challengeMenuBot(): ChessimalsChallengeBot;
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@@ -412,6 +413,7 @@ export declare class ChessimalsGameComponent implements OnInit, OnDestroy {
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showChallengeIntro(): void;
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dismissChallengeIntro(): void;
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challengeLiveAvatar(): string;
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challengeLiveAvatarSrc(): string;
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challengeLiveRivalName(): string;
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challengeLiveRivalLine(): string;
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challengeLiveStreakLabel(): string;
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challengeOutcomeTitle(): string;
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challengeOutcomeBody(): string;
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challengeSummaryAvatar(): string;
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challengeSummaryAvatarSrc(): string;
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challengeRoundStageLabel(): string;
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challengeRivalVoiceLabel(): string;
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challengeRivalVoiceTitle(): string;
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@@ -58,7 +58,7 @@ export declare class MemoryGameComponent implements OnDestroy {
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readonly playerName: import("@angular/core").Signal<string>;
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readonly activePlayerAvatar: import("@angular/core").Signal<string>;
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readonly activePlayerColor: import("@angular/core").Signal<string>;
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readonly timeLabel: import("@angular/core").Signal<"
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readonly timeLabel: import("@angular/core").Signal<"timeLeft" | "time">;
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readonly formattedTime: import("@angular/core").Signal<string>;
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readonly resultMedal: import("@angular/core").Signal<MemoryMedal>;
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readonly resultSeconds: import("@angular/core").Signal<number>;
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package/lib/version.d.ts
CHANGED
package/package.json
CHANGED
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# Game Art Assets
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Guia breve para generar, limpiar y guardar arte raster para mini juegos.
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## Cuando usar este flujo
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Usar `image_gen` para assets visuales de juego que deban sentirse hechos a medida:
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- avatares de rivales o jugadores;
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- cartas, fichas, piezas, power-ups o insignias;
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- fondos, escenas, tableros decorativos o banners internos;
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- sprites o sprite sheets simples.
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No usar este flujo para iconos que ya pertenezcan al sistema visual, SVGs deterministas, diagramas simples o UI que pueda resolverse mejor con CSS/HTML.
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## Flujo recomendado
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1. Generar el asset con `image_gen`.
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2. Si se necesita transparencia, pedir fondo chroma plano.
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3. Copiar el resultado desde `$CODEX_HOME/generated_images/...` al workspace.
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4. Remover chroma localmente.
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5. Recortar, centrar y normalizar tamanos.
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6. Revisar sobre fondo claro y oscuro.
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7. Guardar solo los assets finales usados por la app.
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8. Conectar el asset con fallback textual o emoji si aplica.
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## Prompt base para transparencia
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```text
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Create the requested game asset on a perfectly flat solid #00ff00 chroma-key background for background removal.
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The background must be one uniform color with no shadows, gradients, texture, reflections, floor plane, or lighting variation.
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Keep the subject fully separated from the background with crisp edges and generous padding.
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Do not use #00ff00 anywhere in the subject.
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No cast shadow, no contact shadow, no reflection, no watermark, and no text unless explicitly requested.
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```
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Para sujetos verdes, usar otro chroma improbable, por ejemplo `#ff00ff`.
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## Remover chroma
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Preferir el helper instalado por Codex:
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```bash
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python "${CODEX_HOME:-$HOME/.codex}/skills/.system/imagegen/scripts/remove_chroma_key.py" \
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--input <source.png> \
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--out <final.png> \
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--auto-key border \
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--soft-matte \
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--transparent-threshold 12 \
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--opaque-threshold 220 \
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--despill
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```
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Si el borde queda con halo, reintentar una vez con:
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```bash
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python "${CODEX_HOME:-$HOME/.codex}/skills/.system/imagegen/scripts/remove_chroma_key.py" \
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--input <source.png> \
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--out <final.png> \
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--auto-key border \
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--soft-matte \
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--transparent-threshold 12 \
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--opaque-threshold 220 \
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--edge-contract 1 \
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--despill
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```
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## Sprite sheets
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Para varios personajes, suele funcionar mejor pedir una sprite sheet consistente:
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```text
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Create 8 cute pixel art rival avatar portraits in a single 4x2 sprite sheet.
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Each cell must have the same size, consistent outline thickness, same lighting and generous padding.
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No text, no letters, no numbers, no watermark.
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```
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Despues recortar cada celda, remover chroma, centrar en un canvas cuadrado y exportar cada item con nombre semantico:
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```text
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explorer.png
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guardian.png
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hunter.png
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```
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## Ubicacion
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Guardar assets finales en:
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```text
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frontend/valtech-components/src/lib/assets/games/<game-id>/
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```
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Ejemplo:
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```text
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frontend/valtech-components/src/lib/assets/games/chessimals/challenge-avatars/explorer.png
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```
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Para marcas oficiales de un juego, usar un subdirectorio `brand`:
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```text
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frontend/valtech-components/src/lib/assets/games/chessimals/brand/chessimals-emblem.png
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```
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No dejar archivos fuente temporales, hojas generadas o variantes descartadas en el repo salvo que sean necesarios para mantenimiento.
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## Validacion visual
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Antes de conectar el asset:
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- revisar esquinas transparentes;
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- revisar que no exista halo del chroma;
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- probar sobre fondo claro y oscuro;
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- verificar que se lea bien al tamano real de UI;
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- comprobar que no se pueda arrastrar desde la interfaz (`draggable="false"` y CSS anti-drag si aplica);
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- mantener `alt=""` cuando el asset sea decorativo y ya exista texto visible con el nombre.
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## Conexion en Angular
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Preferir rutas relativas servidas como assets:
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```ts
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avatarSrc: 'assets/games/chessimals/challenge-avatars/explorer.png'
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```
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En template, mantener fallback:
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```html
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@if (avatarSrc; as src) {
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<img [src]="src" alt="" draggable="false" />
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} @else {
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{{ fallbackAvatar }}
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}
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```
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## Caso de referencia
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Chessimals usa este flujo para los avatares pixel art del modo Desafio:
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```text
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frontend/valtech-components/src/lib/assets/games/chessimals/challenge-avatars/
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```
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Documentacion ampliada:
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```text
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docs/frontend/mini-games-art-assets.md
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```
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# Chessimals Brand Assets
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Assets oficiales de marca para Chessimals.
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## Archivos
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- `chessimals-wordmark.png`: palabra CHESSIMALS transparente. Usar cuando ya exista otro elemento visual fuerte cerca.
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- `chessimals-emblem.png`: escudo transparente con las cuatro caritas. Usar como icono, card de selector, about o marca compacta.
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- `chessimals-app-icon.png`: icono maestro 1024x1024 para app stores, PWA o superficies grandes.
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- `chessimals-app-icon-capacitor.png`: fuente 1024x1024 RGB, opaca y sin borde transparente para generar assets con Capacitor.
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- `chessimals-app-icon-512.png`: icono 512x512 para manifiestos PWA.
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- `chessimals-app-icon-192.png`: icono 192x192 para manifiestos PWA.
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- `chessimals-favicon.png`: favicon PNG 64x64.
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## Reglas
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- No volver a usar `logo.jpg` o `menu-logo.jpg` para superficies nuevas.
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- Componer emblema y wordmark en HTML/CSS cuando se necesite una portada o splash.
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- Usar `chessimals-app-icon.png` como fuente maestra si se necesitan nuevos tamanos de icono.
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- Usar `chessimals-app-icon-capacitor.png` para `@capacitor/assets`; no usar PNGs transparentes como fuente de iconos nativos.
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- Mantener `alt=""` cuando el logo acompane texto visible de Chessimals.
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- Usar `draggable="false"` o CSS anti-drag si aparece en superficies interactivas.
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- Si se genera una nueva version, preservar estos nombres solo cuando se reemplace oficialmente el asset.
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# Chessimals Power Assets
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Official UI assets for the animal power cards.
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- `eagle-power.png`: diagonal flight power.
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- `bull-power.png`: straight charge power.
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- `kangaroo-power.png`: jump power.
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- `lion-power.png`: wide board power.
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Each asset is a transparent 512x512 PNG generated from the current Chessimals
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brand direction. Keep new power assets text-free so labels can remain localized
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in the Angular UI.
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