62 lines
3.6 KiB
Markdown
62 lines
3.6 KiB
Markdown
# Changelog
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All notable changes to this project will be documented in this file.
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The format is based on Keep a Changelog, and this project adheres to Semantic Versioning.
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## [1.2.2]
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### Added
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- SingleSlotReelsSpinSystem settings now expose `slotStopDelay` to pause between individual slot stops within a column while `reelStopDelay` continues to pace the first slot in each column, enabling layered timing without manual timers.
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- HoldAndWin stories expose `slotStopDelay` as a dedicated control to preview staggered slot timing.
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- HoldAndWin stories configure fractional steps for all numeric controls to enable fine-grained tuning during demos.
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- Added a stub `MaskingSystem` and wired it into Reels spin stories to prepare future masking orchestration work.
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- Introduced `BlurSymbolsSystem` to centralise blur orchestration for reels symbols.
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- Added dedicated Storybook demos for `MaskingSystem` and `BlurSymbolsSystem`, now mirroring the reel spin setup while piping Storybook controls through each system's `setSettings` method for live configuration tweaks.
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### Changed
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- Reels reel states no longer toggle blur directly; `ReelsSpinSystem` marks blur intent while `BlurSymbolsSystem` applies filters.
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- `BlurSymbolsSystem` removes cached filter areas, zeroes padding, and supports runtime velocity/kernel/offset configuration through `setSettings`.
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- `MaskingSystem` exposes an `enabled` flag so Storybook demos and games can disable masking without removing the system from st
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ates.
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### Fixed
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- SingleSlotReelsSpinSystem trims transient slot symbols and collapses each delayed reel to its landed symbol so duplicates cannot appear when `slotStopDelay` is enabled.
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- Column stop scheduling now respects `reelStopDelay` for the first slot in each column even while previous columns finish their queued slots, keeping staggered visuals aligned across reels.
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- Reel symbols remain visible when blur and masking are enabled together by removing conflicting bitmap caching from the blur toggle.
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- Motion blur applied to masked reel symbols now clips to the mask bounds so blur streaks no longer extend beyond the masked area.
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## [1.2.1] - 2025-10-20
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### Added
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- Story: DoubleHoldAndWinStory showing two HoldAndWinMachine instances stacked vertically, each with different initMap/screenMap.
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### Changed
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- HoldAndWin stories: scaled all MachineContainer instances to 0.5 (half size). In DoubleHoldAndWinStory both containers are scaled; spacing uses containerTop.height and respects scale. centerView alignment remains correct.
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## [1.2.0] - 2025-10-20
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### Added
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- Introduced HoldAndWin machine scaffold and Storybook story (features/HoldAndWin).
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- Single-slot reels support:
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- SingleSlotReelsSpinSystem
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- SingleSlotReel
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- Hold-and-win demo assets and manifest:
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- configs/slotMachine.json
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- symbols, anticipation, winline assets, bitmap fonts, textures
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- Auto-trigger spin in HoldAndWin story with generated screenMap and applied spin settings.
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### Changed
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- ReelsSpinSystem: support preventReelsSpin map to disable start/stop for selected reels; skip prevented reels in the spin flow.
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- ReelsMachine: integrate new maps/behavior for single-slot reels and preventReelsSpin handling.
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- Reel: adjustments to support single-slot behavior.
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- createScreenInputMap: generate maps aligned with the new HoldAndWin config.
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- SlotMachineConfig: extended with properties required by HoldAndWin and updated spinning behavior.
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- index.ts: export newly added modules.
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- ReelsSpinSystem story: updated with example demonstrating disabled first/last reels.
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## [1.1.23] - 2025-10-20
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### Added
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- Initialize CHANGELOG for the current branch.
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### Changed
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- Bump package version to 1.1.23.
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