Incisor® Example Projects
This document is part of the compiled knowledge base for the Incisor® Software Development Platform.
Any use of this content is subject to the INCISOR® end user license and terms of use agreement.
https://www.incisordev.com/eultua
2026.09.25.12.50.58






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TABLE OF CONTENTS:
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Section 1: IncisorExampleGalleryJS_textMap
Section 2: IncisorSlotTemplateJS_textMap
Section 3: IncisorSlotTemplateTS_textMap










----------------------------------------------------------
Section 1: IncisorExampleGalleryJS_textMap
----------------------------------------------------------


INCISOR PROJECT PLAIN TEXT MAP
============================================================
Project: Incisor Example Gallery JS
Generated: 2026-09-25T19:48:46.675Z
Project Language: JavaScript

Excluded:
- AssetCache and its contents
- Publishing
- AutoSave
- IncisorAPI.js
- IncisorAPI.d.ts

TABLE OF CONTENTS
============================================================
Incisor Example Gallery JS
    Assets/
        002 TextBox/
            TextBox/
                CenterWinFont/
                    CenterWinFont_Char{0000-8482}.png (112 files)
                    CenterWinFont_Char{0000-8482}.png.ncData (112 files)
                CenterWinFont.ncData
            TextBox.ncData
        005 Sprite Setter/
            SpriteSetter/
                CoinSequence/
                    CoinFlip_{00-29}.png (30 files)
                    CoinFlip_{00-29}.png.ncData (30 files)
                CoinSequence.ncData
            SpriteSetter.ncData
        CodeAssets/
            BlinnPhongLighting.codeAsset.js
            Bounce.codeAsset.js
            MatCap.codeAsset.js
            NormalMap.codeAsset.js
            Sway.codeAsset.js
            WindupOvershoot.codeAsset.js
        General (autoloaded)/
            General/
                ExampleFont/
                    ExampleFont_Char{0000-8482}.png (114 files)
                    ExampleFont_Char{0000-8482}.png.ncData (114 files)
                Arrow.png
                Arrow.png.ncData
                Ball.png
                Ball.png.ncData
                ExampleFont.ncData
                ExampleViewerConstruct.construct
                ExampleViewerConstruct.construct.ncData
                Frame.png
                Frame.png.ncData
                Logo.png
                Logo.png.ncData
                NeonButton.png
                NeonButton.png.ncData
            SampleAssets/
                icons/
                    icon_caret.png
                    icon_caret.png.ncData
                    icon_checkmark.png
                    icon_checkmark.png.ncData
                    icon_ex.png
                    icon_ex.png.ncData
                    icon_magnifyingglass.png
                    icon_magnifyingglass.png.ncData
                    icon_minus.png
                    icon_minus.png.ncData
                    icon_sliderarrows.png
                    icon_sliderarrows.png.ncData
                    icon_sliderarrowsapart.png
                    icon_sliderarrowsapart.png.ncData
                IncisorsaurusAnim/
                    PNGs/
                        Incisorsaurus_0000_Finger.png
                        Incisorsaurus_0000_Finger.png.ncData
                        Incisorsaurus_0001_Finger2.png
                        Incisorsaurus_0001_Finger2.png.ncData
                        Incisorsaurus_0002_Forearm.png
                        Incisorsaurus_0002_Forearm.png.ncData
                        Incisorsaurus_0003_Thumb.png
                        Incisorsaurus_0003_Thumb.png.ncData
                        Incisorsaurus_0004_Sleeve.png
                        Incisorsaurus_0004_Sleeve.png.ncData
                        Incisorsaurus_0005_UpperArm.png
                        Incisorsaurus_0005_UpperArm.png.ncData
                        Incisorsaurus_0006_Pupil.png
                        Incisorsaurus_0006_Pupil.png.ncData
                        Incisorsaurus_0007_Eyebrow.png
                        Incisorsaurus_0007_Eyebrow.png.ncData
                        Incisorsaurus_0008_Eyebrow.png
                        Incisorsaurus_0008_Eyebrow.png.ncData
                        Incisorsaurus_0009_Eye.png
                        Incisorsaurus_0009_Eye.png.ncData
                        Incisorsaurus_0010_IncisorTooth.png
                        Incisorsaurus_0010_IncisorTooth.png.ncData
                        Incisorsaurus_0011_Head.png
                        Incisorsaurus_0011_Head.png.ncData
                        Incisorsaurus_0012_Pupil.png
                        Incisorsaurus_0012_Pupil.png.ncData
                        Incisorsaurus_0013_Eye.png
                        Incisorsaurus_0013_Eye.png.ncData
                        Incisorsaurus_0014_LowerJaw.png
                        Incisorsaurus_0014_LowerJaw.png.ncData
                        Incisorsaurus_0015_Body.png
                        Incisorsaurus_0015_Body.png.ncData
                        Incisorsaurus_0016_Neck.png
                        Incisorsaurus_0016_Neck.png.ncData
                        Incisorsaurus_0017_Shorts.png
                        Incisorsaurus_0017_Shorts.png.ncData
                        Incisorsaurus_0018_Sneaker.png
                        Incisorsaurus_0018_Sneaker.png.ncData
                        Incisorsaurus_0019_LowerLeg.png
                        Incisorsaurus_0019_LowerLeg.png.ncData
                        Incisorsaurus_0020_Thumb.png
                        Incisorsaurus_0020_Thumb.png.ncData
                        Incisorsaurus_0021_Finger1.png
                        Incisorsaurus_0021_Finger1.png.ncData
                        Incisorsaurus_0022_Finger2.png
                        Incisorsaurus_0022_Finger2.png.ncData
                        Incisorsaurus_0023_Forearm.png
                        Incisorsaurus_0023_Forearm.png.ncData
                        Incisorsaurus_0024_Sleeve.png
                        Incisorsaurus_0024_Sleeve.png.ncData
                        Incisorsaurus_0025_UpperArm.png
                        Incisorsaurus_0025_UpperArm.png.ncData
                        Incisorsaurus_0026_Shorts.png
                        Incisorsaurus_0026_Shorts.png.ncData
                        Incisorsaurus_0027_Sneaker.png
                        Incisorsaurus_0027_Sneaker.png.ncData
                        Incisorsaurus_0028_LowerLeg.png
                        Incisorsaurus_0028_LowerLeg.png.ncData
                        Incisorsaurus_0029_Tail1.png
                        Incisorsaurus_0029_Tail1.png.ncData
                        Incisorsaurus_0030_Tail2.png
                        Incisorsaurus_0030_Tail2.png.ncData
                        Incisorsaurus_0031_Tail3.png
                        Incisorsaurus_0031_Tail3.png.ncData
                        Incisorsaurus_0032_Background.png
                        Incisorsaurus_0032_Background.png.ncData
                        Incisorsaurus_0033_EyeLidTop.png
                        Incisorsaurus_0033_EyeLidTop.png.ncData
                        Incisorsaurus_0034_EyeLidBot.png
                        Incisorsaurus_0034_EyeLidBot.png.ncData
                    Incisorsaurus.construct
                    Incisorsaurus.construct.ncData
                    PNGs.ncData
                SampleParticles/
                    SampleParticle.png
                    SampleParticle.png.ncData
                    SampleParticle2.png
                    SampleParticle2.png.ncData
                icons.ncData
                IncisorsaurusAnim.ncData
                SampleFont.ttf
                SampleFont.ttf.ncData
                SampleParticles.ncData
            stone-granite-4/
                stone-granite-4-NORM.png
                stone-granite-4-NORM.png.ncData
                stone-granite-4-TEX.png
                stone-granite-4-TEX.png.ncData
            Coin.mtl
            Coin.obj
            Coin.obj.ncData
            CoinDiffuse.png
            CoinDiffuse.png.ncData
            CoinFountain.particleSysDef
            CoinFountain.particleSysDef.ncData
            CoinNormals.png
            CoinNormals.png.ncData
            ExampleParticleSystem.particleSysDef
            ExampleParticleSystem.particleSysDef.ncData
            General.ncData
            MainScene.layers
            MainScene.layers.ncData
            matcap.png
            matcap.png.ncData
            SampleAssets.ncData
            Sound0.wav
            Sound0.wav.ncData
            Sound1.wav
            Sound1.wav.ncData
            stone-granite-4.ncData
            suzanne.mtl
            suzanne.obj
            suzanne.obj.ncData
        002 TextBox.ncData
        005 Sprite Setter.ncData
        CodeAssets.ncData
        General (autoloaded).ncData
    ProjectCode/
        IncisorExamples/
            001 TextAssembly.js
            002 TextBox.js
            003 SwoopersAndMotions.js
            004 Sounds.js
            005 SpriteSetter.js
            006 ConstructWithTimelines.js
            007 ParticleSystem.js
            008 Precomp.js
            009 OBJ.js
            010 ObjParticles.js
        PreloadConfiguration/
            PreloadConfiguration.js
        IncisorExampleBaseClass.js
        ProjectMain.js
    Utilities/
        MinificationLists/
            DoNotMinifyLists/
                DoNotMinifyList.json
            MinifyLists/
                MinifyList.json
        ProjectState.json
        ProjectTranscript.json
    Assets.ncData
    jsconfig.json
    ProjectSettings.json
    ReleaseNotes.json

GROUPED REPETITIVE FILES
============================================================
Assets/002 TextBox/TextBox/CenterWinFont/CenterWinFont_Char{0000-8482}.png (112 files) -> grouped repetitive non-text files (112 files)
Assets/002 TextBox/TextBox/CenterWinFont/CenterWinFont_Char{0000-8482}.png.ncData (112 files) -> grouped repetitive text files (112 files)
Assets/005 Sprite Setter/SpriteSetter/CoinSequence/CoinFlip_{00-29}.png (30 files) -> grouped repetitive non-text files (30 files)
Assets/005 Sprite Setter/SpriteSetter/CoinSequence/CoinFlip_{00-29}.png.ncData (30 files) -> grouped repetitive text files (30 files)
Assets/General (autoloaded)/General/ExampleFont/ExampleFont_Char{0000-8482}.png (114 files) -> grouped repetitive non-text files (114 files)
Assets/General (autoloaded)/General/ExampleFont/ExampleFont_Char{0000-8482}.png.ncData (114 files) -> grouped repetitive text files (114 files)

TEXT FILE CONTENTS
============================================================
Assets/002 TextBox/TextBox/CenterWinFont.ncData
------------------------------------------------------------
Deviations from default ncData:

- assetConfigurationFilters is {} instead of the default null.

Assets/002 TextBox/TextBox.ncData
------------------------------------------------------------
Deviations from default ncData:

- assetConfigurationFilters is {} instead of the default null.

Assets/005 Sprite Setter/SpriteSetter/CoinSequence.ncData
------------------------------------------------------------
Deviations from default ncData:

- assetConfigurationFilters is {} instead of the default null.

Assets/005 Sprite Setter/SpriteSetter.ncData
------------------------------------------------------------
Deviations from default ncData:

- assetConfigurationFilters is {} instead of the default null.

Assets/CodeAssets/BlinnPhongLighting.codeAsset.js
------------------------------------------------------------
"use strict";
class BlinnPhongLighting extends CustomAddOn_GraphicObject {
    constructor(owner) {
        super(owner);
        this._ambientLight = false;
        this._numDirectionalLights = 0;
        this._numPointLights = 0;
        this._numSpotLights = 0;
        this._ambientResponseTexture = false;
        this._specularResponseTexture = false;
        this._specularResponseExponentTexture = false;
        this._normalTexture = false;
        this._ambientResponseColor = false;
        this._specularResponseColor = false;
        this._specularResponseExponent = false;
        let materialPresets = this.owner.graphicAsset.materialPresets;
        for (let m = 0; m < materialPresets.length; ++m) {
            let optionalValues = materialPresets[m]["optionalMaterialValues"];
            if (optionalValues !== undefined) {
                this._ambientResponseTexture = this._ambientResponseTexture || optionalValues.ambientTexture !== undefined;
                this._specularResponseTexture = this._specularResponseTexture || optionalValues.specularTexture !== undefined;
                this._specularResponseExponentTexture = this._specularResponseExponentTexture || optionalValues.specularExponentTexture !== undefined;
                this._normalTexture = this._normalTexture || optionalValues.normalTexture !== undefined;
                this._ambientResponseColor = this._ambientResponseColor || optionalValues.ambientColor !== undefined;
                this._specularResponseColor = this._specularResponseColor || optionalValues.specularColor !== undefined;
                this._specularResponseExponent = this._specularResponseExponent || optionalValues.specularExponent !== undefined;
            }
        }
        this.refresh();
        this.copyPresets();
    }
    onRegisteredPropertiesRestored() {
        this.refresh();
    }
    set ambientLight(val) {
        let _previousValue = this._ambientLight;
        this._ambientLight = val;
        this.refresh();
        if (_previousValue === false && val === true) {
            let materials = this.owner.getMaterials();
            for (let m = 0; m < materials.length; ++m) {
                let material = materials[m];
                material["ambientLightColor"].swoop.each([1, 1, 1, .3]);
            }
        }
    }
    get ambientLight() {
        return this._ambientLight;
    }
    set numDirectionalLights(val) {
        let _previousValue = this._numDirectionalLights;
        this._numDirectionalLights = val;
        this.refresh();
        for (let i = _previousValue; i < val; ++i) {
            let materials = this.owner.getMaterials();
            for (let m = 0; m < materials.length; ++m) {
                let material = materials[m];
                material["directionalLightColor" + i].swoop.each([1, 1, 1, 1]);
            }
        }
    }
    get numDirectionalLights() {
        return this._numDirectionalLights;
    }
    set numPointLights(val) {
        let _previousValue = this._numPointLights;
        this._numPointLights = val;
        this.refresh();
        for (let i = _previousValue; i < val; ++i) {
            let materials = this.owner.getMaterials();
            for (let m = 0; m < materials.length; ++m) {
                let material = materials[m];
                material["pointLightColor" + i].swoop.each([1, 1, 1, 1]);
            }
        }
    }
    get numPointLights() {
        return this._numPointLights;
    }
    set numSpotLights(val) {
        let _previousValue = this._numSpotLights;
        this._numSpotLights = val;
        this.refresh();
        for (let i = _previousValue; i < val; ++i) {
            let materials = this.owner.getMaterials();
            for (let m = 0; m < materials.length; ++m) {
                let material = materials[m];
                material["spotLightColor" + i].swoop.each([1, 1, 1, 1]);
            }
        }
    }
    get numSpotLights() {
        return this._numSpotLights;
    }
    set ambientResponseTexture(val) {
        this._ambientResponseTexture = val;
        this.refresh();
    }
    get ambientResponseTexture() {
        return this._ambientResponseTexture;
    }
    set ambientResponseColor(val) {
        this._ambientResponseColor = val;
        this.refresh();
    }
    get ambientResponseColor() {
        return this._ambientResponseColor;
    }
    set specularResponseTexture(val) {
        this._specularResponseTexture = val;
        this.refresh();
    }
    get specularResponseTexture() {
        return this._specularResponseTexture;
    }
    set specularResponseColor(val) {
        this._specularResponseColor = val;
        this.refresh();
    }
    get specularResponseColor() {
        return this._specularResponseColor;
    }
    set specularResponseExponentTexture(val) {
        this._specularResponseExponentTexture = val;
        this.refresh();
    }
    get specularResponseExponentTexture() {
        return this._specularResponseExponentTexture;
    }
    set specularResponseExponent(val) {
        this._specularResponseExponent = val;
        this.refresh();
    }
    get specularResponseExponent() {
        return this._specularResponseExponent;
    }
    set normalTexture(val) {
        this._normalTexture = val;
        this.refresh();
    }
    get normalTexture() {
        return this._normalTexture;
    }
    refresh() {
        let code = "BlinnPhongLighting_";
        if (this._ambientLight) {
            code += "al_";
        }
        code += this._numPointLights + "pl_" + this._numDirectionalLights + "dl_" + this._numSpotLights + "sl_";
        if (this._ambientResponseTexture) {
            code += "at_";
        }
        if (this._specularResponseTexture) {
            code += "st_";
        }
        if (this._specularResponseExponentTexture) {
            code += "et_";
        }
        if (this._ambientResponseColor) {
            code += "ac_";
        }
        if (this._specularResponseColor) {
            code += "sc_";
        }
        if (this._specularResponseExponent) {
            code += "se_";
        }
        if (this._normalTexture) {
            //check if they have the normal map effect node defined.  if so, use it.  if not, define it and then use it.
            if (nc.effectNodes["NormalMap"] === undefined) {
                if (nc.effectControllers["normalMap_texture"] === undefined)
                    nc.defineEffectController("normalMap_texture", nc.constants.effectControllerBaseTypes.Texture, ["normalMap_texture"], nc.textures.WhiteBox, "addition");
                if (nc.effectControllers["normalMap_strength"] === undefined)
                    nc.defineEffectController("normalMap_strength", "number", ["normalMap_strength"], [1], "addition", [[0, 1]], "The strength of the per-fragment normal perturbation caused by the normal map.");
                if (nc.effectControllers["normalMap_isLeftHanded"] === undefined)
                    nc.defineEffectController("normalMap_isLeftHanded", "number", ["normalMap_isLeftHanded"], [0], "addition", [[0, 1]], "Normal maps created using the DirectX left handed convention will have inverted Y values. Set this value to 1 to corrent this.");
                nc.defineEffectNode("NormalMap", ["varying vec3 camToFrag;", "varying vec3 vertPos;"], "vertPos = (modelMatrix * vec4(vertex, 1.0)).xyz;", [
                    "uniform float normalMap_strength;",
                    "uniform float normalMap_isLeftHanded;",
                    "uniform sampler2D normalMap_texture;",
                    "varying vec3 vertPos;"
                ], "vec4 normalSample = texture2D(normalMap_texture, UV);\n\
                    vec3 Q1 = dFdx(vertPos);\n\
                    vec3 Q2 = dFdy(vertPos);\n\
                    vec2 st1 = dFdx(UV);\n\
                    vec2 st2 = dFdy(UV);\n\
                    vec3 N = normalize(NORMAL);\n\
                    vec3 T = normalize(Q1 * st2.t - Q2 * st1.t);\n\
                    vec3 B = -normalize(cross(N, T));\n\
                    mat3 TBN = mat3(T, B, N);\n\
                    vec3 n = normalSample.xyz;\n\
                    n.xy = (n.xy * 2.0 - vec2(1.0)) * normalMap_strength;\n\
                    n.y = normalMap_isLeftHanded > 0.5 ? -n.y : n.y;\n\
                    n = gl_FrontFacing ? n : -n;\n\
                    n = normalize(n);\n\
                    NORMAL = normalize(TBN * n);", [nc.effectControllers["normalMap_texture"], nc.effectControllers["normalMap_strength"], nc.effectControllers["normalMap_isLeftHanded"]], true);
            }
        }
        if (nc.effectNodes[code] === undefined)
            this.createEffectNode(code);
        let materials = this.owner.getMaterials();
        for (let m = 0; m < materials.length; ++m) {
            let material = materials[m];
            let nodes = material.getEffectNodes();
            let existingIndex = nodes.findIndex((node) => node.name.startsWith("BlinnPhongLighting_"));
            let nodeIndex = 0;
            if (existingIndex !== -1) {
                nodeIndex = existingIndex;
                nodes[existingIndex] = nc.effectNodes[code];
            }
            else {
                nodeIndex = nodes.length;
                nodes.push(nc.effectNodes[code]);
            }
            let normalMapNodeIndex = nodes.findIndex((node) => node.name === "NormalMap");
            if (this._normalTexture) {
                //if the effect node list already has normal map, nothing to do.
                //if it doesn't, insert it before this node
                if (normalMapNodeIndex === -1) {
                    nodes.splice(nodeIndex, 0, nc.effectNodes["NormalMap"]);
                }
            }
            else {
                //they're not using a normal map.  if you find one in the list, remove it
                if (normalMapNodeIndex !== -1) {
                    nodes.splice(normalMapNodeIndex, 1);
                }
            }
            material.setEffectNodes(nodes);
        }
    }
    copyPresets() {
        let materials = this.owner.getMaterials();
        let materialPresets = this.owner.graphicAsset.materialPresets;
        for (let m = 0; m < materials.length; ++m) {
            let material = materials[m];
            let optionalValues = materialPresets[m]["optionalMaterialValues"];
            if (optionalValues == undefined)
                continue;
            if (optionalValues.ambientTexture !== undefined && material["ambientResponseTexture"] !== undefined) {
                let texture = nc.textures[optionalValues.ambientTexture];
                if (texture !== undefined) {
                    material["ambientResponseTexture"] = texture;
                }
            }
            if (optionalValues.specularTexture !== undefined && material["specularResponseTexture"] !== undefined) {
                let texture = nc.textures[optionalValues.specularTexture];
                if (texture !== undefined) {
                    material["specularResponseTexture"] = texture;
                }
            }
            if (optionalValues.specularExponentTexture !== undefined && material["specularResponseExponentTexture"] !== undefined) {
                let texture = nc.textures[optionalValues.specularExponentTexture];
                if (texture !== undefined) {
                    material["specularResponseExponentTexture"] = texture;
                }
            }
            if (optionalValues.normalTexture !== undefined && material["normalMap_texture"] !== undefined) {
                let texture = nc.textures[optionalValues.normalTexture];
                if (texture !== undefined) {
                    material["normalMap_texture"] = texture;
                }
            }
            if (optionalValues.ambientColor !== undefined && material["ambientResponseColor"] !== undefined) {
                material["ambientResponseColor"].x = optionalValues.ambientColor[0];
                material["ambientResponseColor"].y = optionalValues.ambientColor[1];
                material["ambientResponseColor"].z = optionalValues.ambientColor[2];
            }
            if (optionalValues.specularColor !== undefined && material["specularResponseColor"] !== undefined) {
                material["specularResponseColor"].x = optionalValues.specularColor[0];
                material["specularResponseColor"].y = optionalValues.specularColor[1];
                material["specularResponseColor"].z = optionalValues.specularColor[2];
            }
            if (optionalValues.specularExponent !== undefined && material["specularResponseExponent"] !== undefined) {
                material["specularResponseExponent"] = optionalValues.specularExponent;
            }
            if (optionalValues.normalStrength !== undefined && material["normalStrength"] !== undefined) {
                material["normalStrength"] = optionalValues.normalStrength;
            }
        }
        // apply the default contour shading style setup
        this.numDirectionalLights = 1;
        this.ambientLight = true;
        for (let m = 0; m < materials.length; ++m) {
            let material = materials[m];
            material["directionalLightDirection0"].swoop.each([-1, -1, -1]);
            material["directionalLightColor0"].swoop.each([1, 1, .5, 1]);
            material["ambientLightColor"].swoop.each([.4, .4, 1, .75]);
        }
    }
    createEffectNode(_encodedName) {
        let _vertSupport = [];
        let _vertNode = "";
        let _fragSupport = [];
        let _fragNode = "";
        let _newEffectControllers = [];
        _vertSupport.push("varying vec3 vertPos;");
        _vertNode += "NORMAL = dot(NORMAL, NORMAL) > .0001 ? NORMAL : vec3(0.0, 0.0, 1.0);\n";
        _vertNode += "vertPos = (modelMatrix * vec4(vertex, 1.0)).xyz;\n";
        _fragSupport.push("varying vec3 vertPos;");
        _fragSupport.push("uniform vec3 ambientResponseColor;");
        _fragSupport.push("uniform vec3 specularResponseColor;");
        _fragSupport.push("uniform float specularResponseExponent;");
        _fragNode += "vec4 diffuseC = fragment;\n";
        if (this._ambientResponseColor) {
            if (nc.effectControllers["ambientResponseColor"] === undefined)
                nc.defineEffectController("ambientResponseColor", "Vector3", ["red", "green", "blue"], [0, 0, 0], "addition", [[0, 1], [0, 1], [0, 1]], "The ambient light response color. Ambient light will be multiplied by this value before contributing to the lighting.", ["The red component of the ambient response.", "The green component of the ambient response.", "The blue component of the ambient response."]);
            _newEffectControllers.push(nc.effectControllers["ambientResponseColor"]);
            _fragNode += "vec3 ambientC = ambientResponseColor;\n";
        }
        else {
            _fragNode += "vec3 ambientC = vec3(1.0);\n";
        }
        if (this._specularResponseColor) {
            if (nc.effectControllers["specularResponseColor"] === undefined)
                nc.defineEffectController("specularResponseColor", "Vector3", ["red", "green", "blue"], [0, 0, 0], "addition", [[0, 1], [0, 1], [0, 1]], "The specular response color. Specular highlight colors will be multiplied by this value.", ["The red component of the specular response.", "The green component of the specular response.", "The blue component of the specular response."]);
            _newEffectControllers.push(nc.effectControllers["specularResponseColor"]);
            _fragNode += "vec3 specularC = specularResponseColor;\n";
        }
        else {
            _fragNode += "vec3 specularC = vec3(0.0);\n";
        }
        if (this._specularResponseExponent) {
            if (nc.effectControllers["specularResponseExponent"] === undefined)
                nc.defineEffectController("specularResponseExponent", "number", ["specularResponseExponent"], [0], "addition", [[0, 1000]], "The specular exponent. With higher exponent values, specular reflections will become sharper.");
            _newEffectControllers.push(nc.effectControllers["specularResponseExponent"]);
            _fragNode += "float specularE = specularResponseExponent;\n";
        }
        else {
            _fragNode += "float specularE = 500.0;\n";
        }
        let _defaultTexture = nc.textures.WhiteBox;
        _fragNode += "vec3 normal = normalize(NORMAL);";
        if (this._ambientResponseTexture) {
            if (nc.effectControllers["ambientResponseTexture"] === undefined)
                nc.defineEffectController("ambientResponseTexture", "Texture", [], _defaultTexture, "materialOnly");
            _newEffectControllers.push(nc.effectControllers["ambientResponseTexture"]);
            _fragSupport.push("uniform sampler2D ambientResponseTexture;");
            _fragNode += "ambientC *= texture2D(ambientResponseTexture, UV).rgb;\n";
        }
        if (this._specularResponseTexture) {
            if (nc.effectControllers["specularResponseTexture"] === undefined)
                nc.defineEffectController("specularResponseTexture", "Texture", [], _defaultTexture, "materialOnly");
            _newEffectControllers.push(nc.effectControllers["specularResponseTexture"]);
            _fragSupport.push("uniform sampler2D specularResponseTexture;");
            _fragNode += "specularC *= texture2D(specularResponseTexture, UV).rgb;\n";
        }
        if (this._specularResponseExponentTexture) {
            if (nc.effectControllers["specularResponseExponentTexture"] === undefined)
                nc.defineEffectController("specularResponseExponentTexture", "Texture", [], _defaultTexture, "materialOnly");
            _newEffectControllers.push(nc.effectControllers["specularResponseExponentTexture"]);
            _fragSupport.push("uniform sampler2D specularResponseExponentTexture;");
            _fragNode += "specularE *= dot(texture2D(specularResponseExponentTexture, UV).rgb, vec3(0.2126, 0.7152, 0.0722));\n";
        }
        // ambient light
        if (this._ambientLight) {
            let _name = "ambientLightColor";
            if (nc.effectControllers[_name] === undefined)
                nc.defineEffectController(_name, "Vector4", ["red", "green", "blue", "alpha"], [0, 0, 0, 0], "addition", [[0, 1], [0, 1], [0, 1], [0, 1]], "The color of the ambient light ", ["The light color's red value", "The light color's green value", "The light color's blue value", "The light color's alpha value, which can be used to control the brightness of the light."]);
            _newEffectControllers.push(nc.effectControllers[_name]);
            _fragSupport.push("uniform vec4 " + _name + ";");
        }
        // directional lights
        for (let i = 0; i < this._numDirectionalLights; ++i) {
            // color
            let _name = "directionalLightColor" + i;
            if (nc.effectControllers[_name] === undefined)
                nc.defineEffectController(_name, "Vector4", ["red", "green", "blue", "alpha"], [0, 0, 0, 0], "addition", [[0, 1], [0, 1], [0, 1], [0, 1]], "The color of directional light " + i, ["The light color's red value", "The light color's green value", "The light color's blue value", "The light color's alpha value, which can be used to control the brightness of the light."]);
            _newEffectControllers.push(nc.effectControllers[_name]);
            _fragSupport.push("uniform vec4 " + _name + ";");
            // direction
            _name = "directionalLightDirection" + i;
            if (nc.effectControllers[_name] === undefined)
                nc.defineEffectController(_name, "Vector3", ["x", "y", "z"], [0, 0, 0], "addition", [[0, 1], [0, 1], [0, 1]], "The direction of directional light " + i, ["The X component of the light's direction", "The Y component of the light's direction", "The z component of the light's direction"]);
            _newEffectControllers.push(nc.effectControllers[_name]);
            _fragSupport.push("uniform vec3 " + _name + ";");
        }
        // point lights
        for (let i = 0; i < this._numPointLights; ++i) {
            // color
            let _name = "pointLightColor" + i;
            if (nc.effectControllers[_name] === undefined)
                nc.defineEffectController(_name, "Vector4", ["red", "green", "blue", "alpha"], [0, 0, 0, 0], "addition", [[0, 1], [0, 1], [0, 1], [0, 1]], "The color of directional light " + i, ["The light color's red value", "The light color's green value", "The light color's blue value", "The light color's alpha value, which can be used to control the brightness of the light."]);
            _newEffectControllers.push(nc.effectControllers[_name]);
            _fragSupport.push("uniform vec4 " + _name + ";");
            // position
            _name = "pointLightPosition" + i;
            if (nc.effectControllers[_name] === undefined)
                nc.defineEffectController(_name, "Vector3", ["x", "y", "z"], [0, 0, 0], "addition", [[0, 300], [0, 300], [0, 300]], "The position of point light " + i, ["The X component of the light's position", "The Y component of the light's position", "The z component of the light's position"]);
            _newEffectControllers.push(nc.effectControllers[_name]);
            _fragSupport.push("uniform vec3 " + _name + ";");
        }
        // spot lights
        for (let i = 0; i < this._numSpotLights; ++i) {
            // color
            let _name = "spotLightColor" + i;
            if (nc.effectControllers[_name] === undefined)
                nc.defineEffectController(_name, "Vector4", ["red", "green", "blue", "alpha"], [0, 0, 0, 0], "addition", [[0, 1], [0, 1], [0, 1], [0, 1]], "The color of spot light " + i, ["The light color's red value", "The light color's green value", "The light color's blue value", "The light color's alpha value, which can be used to control the brightness of the light."]);
            _newEffectControllers.push(nc.effectControllers[_name]);
            _fragSupport.push("uniform vec4 " + _name + ";");
            // position
            _name = "spotLightPosition" + i;
            if (nc.effectControllers[_name] === undefined)
                nc.defineEffectController(_name, "Vector4", ["X", "Y", "Z", "feather"], [0, 0, 0, 0], "addition", [[0, 300], [0, 300], [0, 300], [0, 1]], "The position of spot light " + i + " and the edge blurriness", ["The X component of the light's position", "The Y component of the light's position", "The z component of the light's position", "The amount to feather the edge of the light cone"]);
            _newEffectControllers.push(nc.effectControllers[_name]);
            _fragSupport.push("uniform vec4 " + _name + ";");
            // direction
            _name = "spotLightDirection" + i;
            if (nc.effectControllers[_name] === undefined)
                nc.defineEffectController(_name, "Vector4", ["X", "Y", "Z", "coneAngle"], [0, 0, 0, 0], "addition", [[0, 1], [0, 1], [0, 1], [0, 180]], "The direction of spotlight light " + i, ["The X component of the light's direction", "The Y component of the light's direction", "The z component of the light's direction", "The angle of the spot light cone"]);
            _newEffectControllers.push(nc.effectControllers[_name]);
            _fragSupport.push("uniform vec4 " + _name + ";");
        }
        //we need to know the ray from the camera to the fragment to work out the reflective portions (specular).
        // for a ortho camera, we use the optical axis of the camera instead, so the rays to all fragments are parallel.
        _fragNode += "vec3 toCam = isOrthographic ? cameraModelMatrix[2].xyz : cameraModelMatrix[3].xyz - vertPos;\n";
        _fragNode += "toCam = normalize(toCam);\n";
        _fragNode += "vec3 ambientContribution = vec3(0.0);\n";
        _fragNode += "vec3 diffuseContribution = vec3(0.0);\n";
        _fragNode += "vec3 specularContribution = vec3(0.0);\n";
        _fragNode += "vec3 toLight;\n";
        _fragNode += "float lightDistance2;\n";
        _fragNode += "vec3 fixedLightDirection;\n";
        _fragNode += "float lightDotNormal;\n";
        _fragNode += "vec3 halfDir;\n";
        _fragNode += "float specAngle;\n";
        _fragNode += "float specular;\n";
        _fragNode += "vec3 lightC;\n";
        _fragNode += "float halfFeather;\n";
        _fragNode += "float coneAngle;\n";
        _fragNode += "float coneStrength;\n";
        if (this._ambientLight) {
            _fragNode += "ambientContribution = ambientC * ambientLightColor.rgb * ambientLightColor.a;\n";
        }
        for (let i = 0; i < this._numDirectionalLights; ++i) {
            _fragNode += "fixedLightDirection = dot(directionalLightDirection" + i + ", directionalLightDirection" + i + ") > .0001 ? directionalLightDirection" + i + " : vec3(0.0, 0.0, 1.0);\n";
            _fragNode += "toLight = -normalize(fixedLightDirection);\n";
            _fragNode += "lightDotNormal = dot(toLight, normal);\n";
            _fragNode += "halfDir = normalize(toLight + toCam);\n";
            _fragNode += "specAngle = max(dot(halfDir, normal), 0.0);\n";
            _fragNode += "specular = pow(specAngle, specularE) * step(0.0, lightDotNormal);\n";
            _fragNode += "lightC = directionalLightColor" + i + ".rgb * directionalLightColor" + i + ".a;\n";
            _fragNode += "diffuseContribution += lightC * max(lightDotNormal, 0.0);\n";
            _fragNode += "specularContribution += specularC * specular * lightC;\n";
        }
        for (let i = 0; i < this._numPointLights; ++i) {
            _fragNode += "toLight = pointLightPosition" + i + " - vertPos;\n";
            _fragNode += "lightDistance2 = dot(toLight, toLight)*0.0001;\n";
            _fragNode += "toLight = normalize(toLight);";
            _fragNode += "lightDotNormal = dot(toLight, normal);\n";
            _fragNode += "halfDir = normalize(toLight + toCam);\n";
            _fragNode += "specAngle = max(dot(halfDir, normal), 0.0);\n";
            _fragNode += "specular = pow(specAngle, specularE) * step(0.0, lightDotNormal);\n";
            _fragNode += "lightC = pointLightColor" + i + ".rgb * pointLightColor" + i + ".a / lightDistance2;\n";
            _fragNode += "diffuseContribution += lightC * max(lightDotNormal, 0.0);\n";
            _fragNode += "specularContribution += specularC * specular * lightC;\n";
        }
        for (let i = 0; i < this._numSpotLights; ++i) {
            _fragNode += "toLight = spotLightPosition" + i + ".xyz - vertPos;\n";
            _fragNode += "lightDistance2 = dot(toLight, toLight)*0.0001;\n";
            _fragNode += "toLight = normalize(toLight);";
            _fragNode += "lightDotNormal = dot(toLight, normal);\n";
            _fragNode += "halfDir = normalize(toLight + toCam);\n";
            _fragNode += "specAngle = max(dot(halfDir, normal), 0.0);\n";
            _fragNode += "specular = pow(specAngle, specularE) * step(0.0, lightDotNormal);\n";
            _fragNode += "lightC = spotLightColor" + i + ".rgb * spotLightColor" + i + ".a / lightDistance2;\n";
            _fragNode += "fixedLightDirection = dot(spotLightDirection" + i + ".xyz, spotLightDirection" + i + ".xyz) > .0001 ? normalize(spotLightDirection" + i + ".xyz) : vec3(0.0, 0.0, 1.0);\n";
            _fragNode += "halfFeather = max(spotLightPosition" + i + ".w, .0001) * .5 * 3.14159 / 180.0;";
            _fragNode += "coneAngle = spotLightDirection" + i + ".w * 3.14159 / 180.0;";
            _fragNode += "coneStrength = smoothstep(coneAngle + halfFeather, coneAngle - halfFeather, acos(dot(toLight, -fixedLightDirection)));\n";
            _fragNode += "diffuseContribution += lightC * max(lightDotNormal, 0.0) * coneStrength;\n";
            _fragNode += "specularContribution += specularC * specular * lightC * coneStrength;\n";
        }
        _fragNode += "fragment.rgb = diffuseC.rgb;\n";
        _fragNode += "fragment.rgb *= ambientContribution + diffuseContribution;\n";
        _fragNode += "fragment.rgb += specularContribution;\n";
        _fragNode += "fragment.rgb = min(fragment.rgb, vec3(1.0)) * diffuseC.a;\n";
        nc.defineEffectNode(_encodedName, _vertSupport, _vertNode, _fragSupport, _fragNode, _newEffectControllers, true);
    }
}
CODE.runBeforeInit___begin;
CODE.includeIf___unpublished;
this.filterEffectNodeWarning = function (warning) {
    if (warning.indexOf('Construct requires') !== -1) {
        if (warning.indexOf("EffectNode") !== -1) {
            if (warning.indexOf("BlinnPhongLighting_") !== -1 || warning.indexOf("NormalMap") !== -1) {
                return false;
            }
        }
        if (warning.indexOf("EffectController") !== -1) {
            if (warning.indexOf("normalMap_texture") !== -1 ||
                warning.indexOf("normalMap_strength") !== -1 ||
                warning.indexOf("normalMap_isLeftHanded") !== -1 ||
                warning.indexOf("ambientResponseColor") !== -1 ||
                warning.indexOf("specularResponseColor") !== -1 ||
                warning.indexOf("specularResponseExponent") !== -1 ||
                warning.indexOf("ambientResponseTexture") !== -1 ||
                warning.indexOf("specularResponseTexture") !== -1 ||
                warning.indexOf("specularResponseExponentTexture") !== -1 ||
                warning.indexOf("ambientLightColor") !== -1 ||
                warning.indexOf("directionalLightColor") !== -1 ||
                warning.indexOf("directionalLightDirection") !== -1 ||
                warning.indexOf("pointLightColor") !== -1 ||
                warning.indexOf("pointLightPosition") !== -1 ||
                warning.indexOf("spotLightColor") !== -1 ||
                warning.indexOf("spotLightPosition") !== -1 ||
                warning.indexOf("spotLightDirection") !== -1) {
                return false;
            }
        }
    }
    return true;
};
nc.addWarningFilter(this, "filterEffectNodeWarning");
CODE.includeEnd___unpublished;
nc.registerCustomAddOn(BlinnPhongLighting);
var registeredProperty = nc.registerCustomAddOnProperty(BlinnPhongLighting, constants.registeredPropertyTypes.boolean, "ambientLight");
registeredProperty = nc.registerCustomAddOnProperty(BlinnPhongLighting, constants.registeredPropertyTypes.number, "numDirectionalLights");
registeredProperty.validationList = [0, 1, 2, 3, 4, 5, 6, 7, 8];
registeredProperty = nc.registerCustomAddOnProperty(BlinnPhongLighting, constants.registeredPropertyTypes.number, "numPointLights");
registeredProperty.validationList = [0, 1, 2, 3, 4, 5, 6, 7, 8];
registeredProperty = nc.registerCustomAddOnProperty(BlinnPhongLighting, constants.registeredPropertyTypes.number, "numSpotLights");
registeredProperty.validationList = [0, 1, 2, 3, 4, 5, 6, 7, 8];
registeredProperty = nc.registerCustomAddOnProperty(BlinnPhongLighting, constants.registeredPropertyTypes.boolean, "ambientResponseColor");
registeredProperty = nc.registerCustomAddOnProperty(BlinnPhongLighting, constants.registeredPropertyTypes.boolean, "ambientResponseTexture");
registeredProperty = nc.registerCustomAddOnProperty(BlinnPhongLighting, constants.registeredPropertyTypes.boolean, "specularResponseColor");
registeredProperty = nc.registerCustomAddOnProperty(BlinnPhongLighting, constants.registeredPropertyTypes.boolean, "specularResponseTexture");
registeredProperty = nc.registerCustomAddOnProperty(BlinnPhongLighting, constants.registeredPropertyTypes.boolean, "specularResponseExponent");
registeredProperty = nc.registerCustomAddOnProperty(BlinnPhongLighting, constants.registeredPropertyTypes.boolean, "specularResponseExponentTexture");
registeredProperty = nc.registerCustomAddOnProperty(BlinnPhongLighting, constants.registeredPropertyTypes.boolean, "normalTexture");
CODE.runBeforeInit___end;


Assets/CodeAssets/Bounce.codeAsset.js
------------------------------------------------------------
"use strict";
CODE.runBeforeInit___begin;
/** Define the motion function.
* @param {Motion} motion
*/
var bounce_motionTypeFunction = function (motion) {
    for (let i = 0; i < motion.numProperties; ++i) {
        motion.currentValues[i] = motion.lowerBounds[i] + Math.abs(Math.sin(motion.progress * Math.PI) * (motion.upperBounds[i] - motion.lowerBounds[0]));
    }
};
// Define 'Bounce' Motion
nc.defineMotionType("Bounce", bounce_motionTypeFunction, undefined, undefined, "This MotionType bounces off of the lower bounds and falls from the upper bounds.");
// Example Usage:
// let graphicObject = new GraphicObject();
// let motion = graphicObject.position.addMotion.y(-100,200,1,nc.motionTypes.Bounce);
// motion.swoopInfluence(0,10);
CODE.runBeforeInit___end;


Assets/CodeAssets/MatCap.codeAsset.js
------------------------------------------------------------
"use strict";
CODE.runBeforeInit___begin;
nc.defineEffectController("matCap_texture", nc.constants.effectControllerBaseTypes.Texture, ["matCap_texture"], nc.textures.WhiteBox, "addition");
nc.defineEffectController("matCap_additive", nc.constants.effectControllerBaseTypes.number, ["matCap_additive"], [0], "addition", [[0, 1]], "Controls how the MatCap color is combined with the existing color.  0 multiplies the two colors, and 1 adds the two colors.");
nc.defineEffectNode("MatCap", ["varying vec3 camToFrag;"], "camToFrag = isOrthographic ? cameraModelMatrix[2].xyz : (modelMatrix * vec4(vertex, 1.0)).xyz - cameraModelMatrix[3].xyz;", [
    "vec2 matCapUV(vec3 eye, vec3 norm)\n\
            {\n\
                vec3 V = eye;\n\
                vec3 Z = -V;\n\
                vec3 up = vec3(0.0, 1.0, 0.0);\n\
                if (abs(dot(up, Z)) > 0.999)\n\
                    up = vec3(1.0, 0.0, 0.0);\n\
                vec3 X = normalize(cross(up, Z));\n\
                vec3 Y = cross(Z, X);\n\
                vec3 N = norm;\n\
                vec3 N_view = vec3(\n\
                    dot(N, X),\n\
                    dot(N, Y),\n\
                    dot(N, Z)\n\
                );\n\
                return N_view.xy * .5 + vec2(.5);\n\
            }",
    "varying vec3 camToFrag;",
    "uniform sampler2D matCap_texture;",
    "uniform float matCap_additive;"
], "vec2 matUV = matCapUV(normalize(camToFrag), normalize(NORMAL));\n\
        vec4 sample = texture2D(matCap_texture, matUV);\n\
        fragment = mix(fragment * sample, vec4(fragment.rgb + sample.rgb, fragment.a), matCap_additive);", [nc.effectControllers.matCap_texture, nc.effectControllers.matCap_additive]);
CODE.runBeforeInit___end;


Assets/CodeAssets/NormalMap.codeAsset.js
------------------------------------------------------------
"use strict";
CODE.runBeforeInit___begin;
nc.defineEffectController("normalMap_texture", nc.constants.effectControllerBaseTypes.Texture, ["normalMap_texture"], nc.textures.WhiteBox, "addition");
nc.defineEffectController("normalMap_strength", "number", ["normalMap_strength"], [1], "addition", [[0, 1]], "The strength of the per-fragment normal perturbation caused by the normal map.");
nc.defineEffectController("normalMap_isLeftHanded", "number", ["normalMap_isLeftHanded"], [0], "addition", [[0, 1]], "Normal maps created using the DirectX left handed convention will have inverted Y values. Set this value to 1 to corrent this.");
nc.defineEffectNode("NormalMap", ["varying vec3 camToFrag;", "varying vec3 vertPos;"], "vertPos = (modelMatrix * vec4(vertex, 1.0)).xyz;", [
    "uniform float normalMap_strength;",
    "uniform float normalMap_isLeftHanded;",
    "uniform sampler2D normalMap_texture;",
    "varying vec3 vertPos;"
], "vec4 normalSample = texture2D(normalMap_texture, UV);\n\
        vec3 Q1 = dFdx(vertPos);\n\
        vec3 Q2 = dFdy(vertPos);\n\
        vec2 st1 = dFdx(UV);\n\
        vec2 st2 = dFdy(UV);\n\
        vec3 N = normalize(NORMAL);\n\
        vec3 T = normalize(Q1 * st2.t - Q2 * st1.t);\n\
        vec3 B = -normalize(cross(N, T));\n\
        mat3 TBN = mat3(T, B, N);\n\
        vec3 n = normalSample.xyz;\n\
        n.xy = (n.xy * 2.0 - vec2(1.0)) * normalMap_strength;\n\
        n.y = normalMap_isLeftHanded > 0.5 ? -n.y : n.y;\n\
        n = gl_FrontFacing ? n : -n;\n\
        n = normalize(n);\n\
        NORMAL = normalize(TBN * n);", [nc.effectControllers.normalMap_texture, nc.effectControllers.normalMap_strength, nc.effectControllers.normalMap_isLeftHanded], true);
CODE.runBeforeInit___end;


Assets/CodeAssets/Sway.codeAsset.js
------------------------------------------------------------
"use strict";
CODE.runBeforeInit___begin;
/** Define the motion function.
* @param {Motion} motion
*/
var sway_motionTypeFunction = function (motion) {
    if (motion.workspace.speedRandomizer0 === undefined) {
        motion.workspace.speedRandomizer0 = [];
        motion.workspace.speedRandomizer1 = [];
        motion.workspace.offsetRandomizer0 = [];
        motion.workspace.offsetRandomizer1 = [];
        for (let i = 0; i < motion.numProperties; ++i) {
            motion.workspace.speedRandomizer0[i] = Math.random() * .7 + .65;
            motion.workspace.speedRandomizer1[i] = Math.random() * .7 + .65;
            motion.workspace.offsetRandomizer0[i] = Math.random() * 100;
            motion.workspace.offsetRandomizer1[i] = Math.random() * 100;
        }
    }
    for (let i = 0; i < motion.numProperties; ++i) {
        let t = .5 + (.5 * (Math.sin(Math.PI * motion.progress * motion.workspace.speedRandomizer0[i] + motion.workspace.offsetRandomizer0[i]) * Math.sin(Math.PI * motion.progress * motion.workspace.speedRandomizer1[i] + motion.workspace.offsetRandomizer1[i])));
        motion.currentValues[i] = motion.lowerBounds[i] + (motion.upperBounds[i] - motion.lowerBounds[i]) * t;
    }
};
// Define 'Sway' Motion
nc.defineMotionType("Sway", sway_motionTypeFunction, undefined, undefined, "This MotionType sways a value/all values with different randomness applied to each oscillation.");
// Example Usage:
// let graphicObject = new GraphicObject();
// let motion = graphicObject.position.addMotion.each([-500,-500,0],[500,500,0],1,nc.motionTypes.Sway);
// motion.swoopInfluence(0,10);
CODE.runBeforeInit___end;


Assets/CodeAssets/WindupOvershoot.codeAsset.js
------------------------------------------------------------
"use strict";
CODE.runBeforeInit___begin;
/** Define the tween function.
* @param {Swooper} swooper
*/
var windupOvershoot_tweenTypeFunction = function (swooper) {
    let progress = swooper.progress;
    progress = -.35 * Math.sin(progress * 2 * Math.PI) + progress;
    for (let i = 0; i < swooper.numProperties; i++) {
        swooper.currentValues[i] = swooper.startValues[i] * (1 - progress) + swooper.endValues[i] * progress;
    }
};
//Define 'WindupOvershoot' TweenType
nc.defineTweenType("WindupOvershoot", windupOvershoot_tweenTypeFunction, [], [], "This TweenType initially moves away from the end value, then moves past the end value, then reaches it.", []);
// Example of how to use this TweenType
// let graphicObject = new GraphicObject();
// let swooper = graphicObject.position.swoop.x(200,2,nc.tweenTypes.WindupOvershoot;
CODE.runBeforeInit___end;


Assets/General (autoloaded)/General/Arrow.png.ncData
------------------------------------------------------------
Deviations from default ncData:

- assetConfigurationFilters is {} instead of the default null.

Assets/General (autoloaded)/General/Ball.png.ncData
------------------------------------------------------------
Deviations from default ncData:

- assetConfigurationFilters is {} instead of the default null.

Assets/General (autoloaded)/General/ExampleFont.ncData
------------------------------------------------------------
Deviations from default ncData:

- assetConfigurationFilters is {} instead of the default null.
- imageConfigurations.resolutionScaleX is 0.25 instead of the default null.
- imageConfigurations.resolutionScaleY is 0.25 instead of the default null.
- imageConfigurations.spriteSheet is "ExampleFontSpriteSheet" instead of the default null.

Assets/General (autoloaded)/General/ExampleViewerConstruct.construct
------------------------------------------------------------
{
	"blueprint":{
		"type":"Blueprint",
		"hierarchy":{
			"0":{
				"1":{},
				"2":{},
				"3":{},
				"4":{},
				"5":{}
			},
			"6":{},
			"7":{},
			"8":{},
			"9":{},
			"10":{},
			"11":{},
			"12":{},
			"13":{},
			"14":{},
			"15":{},
			"16":{}
		},
		"objects":[
			{"i":0,"name":"HeaderContainer","uid":"9324943410865637"},
			{
				"i":1,
				"type":"GraphicObject",
				"name":"Logo",
				"uid":"3155806767424395",
				"position":[-322.8258760557877,929.3606657694763,0],
				"graphicAsset":"Logo",
				"layer":"ExampleViewBack",
				"subLayer":0.2,
				"materials":[
					{"effectNodes":["SampleMainTexture","ColorMultiply"]}
				]
			},
			{
				"i":2,
				"type":"TextBox",
				"name":"Header",
				"uid":"8601968333464712",
				"position":[144.8887430159829,967.6435132049863,0],
				"layer":"ExampleViewBack",
				"subLayer":0.2,
				"string":"INCISOR®",
				"boxWidth":680,
				"boxHeight":60,
				"wrapToFit":false,
				"textFormat":{
					"fontName":"ExampleFont",
					"characterScaleX":0.2,
					"characterScaleY":0.2,
					"kerning":0.2911999999999997,
					"lineHeightMultiplier":0.7055999999999985,
					"characterMaterial":{
						"effectNodes":["SampleMainTexture","ColorMultiply"],
						"effectControllerValues":{}
					}
				},
				"materials":[
					{"effectNodes":["SampleMainTexture","ColorMultiply"]}
				]
			},
			{
				"i":3,
				"type":"TextBox",
				"name":"Header2",
				"uid":"8243299883454200",
				"position":[144.8887430159829,888.1744640099448,0],
				"layer":"ExampleViewBack",
				"subLayer":0.2,
				"string":"EXAMPLE GALLERY",
				"boxWidth":680,
				"boxHeight":60,
				"wrapToFit":false,
				"textFormat":{
					"fontName":"ExampleFont",
					"characterScaleX":0.2,
					"characterScaleY":0.2,
					"kerning":0.2911999999999997,
					"lineHeightMultiplier":0.7055999999999985,
					"characterMaterial":{
						"effectNodes":["SampleMainTexture","ColorMultiply"],
						"effectControllerValues":{}
					}
				},
				"materials":[
					{"effectNodes":["SampleMainTexture","ColorMultiply"]}
				]
			},
			{
				"i":4,
				"type":"GraphicObject",
				"name":"FrameTopMask",
				"uid":"9294529578273990",
				"position":[-176.20000000000002,971.9998746733619,0],
				"scale":[5.8,1,1],
				"graphicAsset":"WhiteBox",
				"layer":"ExampleViewBack",
				"masking":{"enabled":true,"type":"mask","maskGroups":["MainMaskGroup"]},
				"materials":[
					{"effectNodes":["MaskingReturn","FillColor","ColorMultiply"]}
				]
			},
			{
				"i":5,
				"type":"GraphicObject",
				"name":"FrameTop",
				"uid":"1210444123396127",
				"position":[0,810,0],
				"graphicAsset":"Frame",
				"layer":"ExampleViewBack",
				"masking":{"enabled":true,"invert":true,"maskGroups":["MainMaskGroup"]},
				"materials":[
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					"propertyPath":["position","x"],
					"keyframes":[
						{"time":0,"value":3},
						{"time":0.5333333333333333,"value":-6.18},
						{"time":2.6,"value":-6.18},
						{"time":2.65,"value":3},
						{"time":4,"value":3}
					]
				},
				{
					"sceneObject":[2,0,1,0,1,2],
					"sceneObjectUid":"9581766268073749",
					"propertyPath":["position","y"],
					"keyframes":[
						{"time":0,"value":-1},
						{"time":2.65,"value":-1},
						{"time":4,"value":-1}
					]
				},
				{
					"type":"binary",
					"sceneObject":[3],
					"sceneObjectUid":"3201523667536051",
					"propertyPath":["enabled"],
					"keyframes":[
						{"time":2.333333333333321,"value":false}
					]
				},
				{
					"sceneObject":[3],
					"sceneObjectUid":"3201523667536051",
					"propertyPath":["scale","y"],
					"keyframes":[
						{"time":0,"value":1}
					]
				},
				{"sceneObject":[2],"sceneObjectUid":"6320565315338379","propertyPath":["position","y"],"keyframes":[]},
				{
					"sceneObject":[2],
					"sceneObjectUid":"6320565315338379",
					"propertyPath":["scale","y"],
					"keyframes":[
						{"time":0,"value":1.1},
						{"time":0.18333333333333332,"value":0.9},
						{"time":0.5,"value":1.1},
						{"time":0.6833333333333333,"value":0.9},
						{"time":1,"value":1.1},
						{"time":1.1833333333333333,"value":0.9},
						{"time":1.5,"value":1.1},
						{"time":1.6833333333333333,"value":0.9},
						{"time":2,"value":1.1},
						{"time":2.183333333333333,"value":0.9},
						{"time":2.5,"value":1.1},
						{"time":2.6833333333333336,"value":0.9},
						{"time":3,"value":1.1},
						{"time":3.183333333333333,"value":0.9},
						{"time":3.5,"value":1.1},
						{"time":3.6833333333333336,"value":0.9},
						{"time":4,"value":1.1}
					]
				},
				{"sceneObject":[2],"sceneObjectUid":"6320565315338379","propertyPath":["scale","x"],"keyframes":[]},
				{
					"sceneObject":[2,0],
					"sceneObjectUid":"8391582935630722",
					"propertyPath":["rotation","z"],
					"keyframes":[
						{"time":0,"value":16.999999999999943},
						{"time":0.16666666666666666,"value":-0.8991862025184969},
						{"time":0.5,"value":16.999999999999943,"leftHandleValue":0,"leftHandleSpan":0.4},
						{"time":0.6666666666666666,"value":-0.8991862025184969},
						{"time":1,"value":16.999999999999943,"leftHandleValue":0,"leftHandleSpan":0.4},
						{"time":1.1666666666666667,"value":-0.8991862025184969},
						{"time":1.5,"value":16.999999999999943,"leftHandleValue":0,"leftHandleSpan":0.4},
						{"time":1.6666666666666667,"value":-0.8991862025184969},
						{"time":2,"value":16.999999999999943,"leftHandleValue":0,"leftHandleSpan":0.4},
						{"time":2.1666666666666665,"value":-0.8991862025184969},
						{"time":2.166666666666667,"value":-0.8991862025184969},
						{"time":2.5,"value":16.999999999999943,"leftHandleValue":0,"leftHandleSpan":0.4},
						{"time":2.666666666666667,"value":-0.8991862025184969},
						{"time":3,"value":16.999999999999943,"leftHandleValue":0,"leftHandleSpan":0.4},
						{"time":3.166666666666667,"value":-0.8991862025184969},
						{"time":3.5,"value":16.999999999999943,"leftHandleValue":0,"leftHandleSpan":0.4},
						{"time":3.666666666666667,"value":-0.8991862025184969},
						{"time":4,"value":16.999999999999943,"leftHandleValue":0,"leftHandleSpan":0.4}
					]
				},
				{
					"sceneObject":[2,0],
					"sceneObjectUid":"8391582935630722",
					"propertyPath":["position","x"],
					"keyframes":[
						{"time":0,"value":0},
						{"time":0.18333333333333332,"value":24.999999999999943},
						{"time":0.5,"value":0},
						{"time":0.6833333333333333,"value":24.999999999999943},
						{"time":1,"value":0},
						{"time":1.1833333333333333,"value":24.999999999999943},
						{"time":1.5,"value":0},
						{"time":1.6833333333333333,"value":24.999999999999943},
						{"time":2,"value":0},
						{"time":2.183333333333333,"value":24.999999999999943},
						{"time":2.5,"value":0},
						{"time":2.6833333333333336,"value":24.999999999999943},
						{"time":3,"value":0},
						{"time":3.183333333333333,"value":24.999999999999943},
						{"time":3.5,"value":0},
						{"time":3.6833333333333336,"value":24.999999999999943},
						{"time":4,"value":0}
					]
				}
			]
		}
	},
	"layers":[],
	"constructSettings":{"targetScene":"MainScene","defaultTimeline":"NeutralState"}
}

Assets/General (autoloaded)/SampleAssets/IncisorsaurusAnim/Incisorsaurus.construct.ncData
------------------------------------------------------------
Deviations from default ncData:

- assetConfigurationFilters is {} instead of the default null.

Assets/General (autoloaded)/SampleAssets/IncisorsaurusAnim/PNGs.ncData
------------------------------------------------------------
Deviations from default ncData:

- assetConfigurationFilters is {} instead of the default null.

Assets/General (autoloaded)/SampleAssets/SampleParticles/SampleParticle.png.ncData
------------------------------------------------------------
Deviations from default ncData:

- assetConfigurationFilters is {} instead of the default null.
- imageConfigurations.alphaThreshold is 0 instead of the default null.
- imageConfigurations.spriteSheet is "SampleParticles" instead of the default null.
- imageConfigurations.trimMode is "none" instead of the default null.

Assets/General (autoloaded)/SampleAssets/SampleParticles/SampleParticle2.png.ncData
------------------------------------------------------------
Deviations from default ncData:

- assetConfigurationFilters is {} instead of the default null.
- imageConfigurations.spriteSheet is "SampleParticles" instead of the default null.

Assets/General (autoloaded)/SampleAssets/icons.ncData
------------------------------------------------------------
Deviations from default ncData:

- assetConfigurationFilters is {} instead of the default null.
- imageConfigurations.shapify is true instead of the default null.
- imageConfigurations.shapifyOptimizationLevel is 0.5 instead of the default null.
- imageConfigurations.spriteSheet is "icons_sheet" instead of the default null.

Assets/General (autoloaded)/SampleAssets/IncisorsaurusAnim.ncData
------------------------------------------------------------
Deviations from default ncData:

- assetConfigurationFilters is {} instead of the default null.
- imageConfigurations.resolutionScaleX is 1 instead of the default null.
- imageConfigurations.resolutionScaleY is 1 instead of the default null.

Assets/General (autoloaded)/SampleAssets/SampleFont.ttf.ncData
------------------------------------------------------------
Deviations from default ncData:

- assetConfigurationFilters is {} instead of the default null.
- imageConfigurations.allowAdditiveTrimBuffer is true instead of the default null.
- imageConfigurations.applyAssetPackageScaling is false instead of the default null.
- imageConfigurations.shapify is true instead of the default null.
- imageConfigurations.shapifyEdgeRange is 10 instead of the default null.
- imageConfigurations.spriteSheet is "SampleFont" instead of the default null.
- imageConfigurations.trimBuffer is 10 instead of the default null.
- imageConfigurations.unitsPerPixelX is 0.2 instead of the default null.
- imageConfigurations.unitsPerPixelY is 0.2 instead of the default null.
- imageConfigurations.unitsPerPixelZ is 0.2 instead of the default null.

Assets/General (autoloaded)/SampleAssets/SampleParticles.ncData
------------------------------------------------------------
Deviations from default ncData:

- assetConfigurationFilters is {} instead of the default null.

Assets/General (autoloaded)/stone-granite-4/stone-granite-4-NORM.png.ncData
------------------------------------------------------------
default ncData file

Assets/General (autoloaded)/stone-granite-4/stone-granite-4-TEX.png.ncData
------------------------------------------------------------
default ncData file

Assets/General (autoloaded)/Coin.obj.ncData
------------------------------------------------------------
Deviations from default ncData:

- imageConfigurations.unitsPerPixelX is 300 instead of the default null.
- imageConfigurations.unitsPerPixelY is 300 instead of the default null.
- imageConfigurations.unitsPerPixelZ is 300 instead of the default null.

Assets/General (autoloaded)/CoinDiffuse.png.ncData
------------------------------------------------------------
default ncData file

Assets/General (autoloaded)/CoinFountain.particleSysDef.ncData
------------------------------------------------------------
default ncData file

Assets/General (autoloaded)/CoinNormals.png.ncData
------------------------------------------------------------
Deviations from default ncData:

- imageConfigurations.downscalingMode is "mipmapLinear" instead of the default null.
- imageConfigurations.resolutionScaleX is 0.5 instead of the default null.
- imageConfigurations.resolutionScaleY is 0.5 instead of the default null.

Assets/General (autoloaded)/ExampleParticleSystem.particleSysDef.ncData
------------------------------------------------------------
Deviations from default ncData:

- assetConfigurationFilters is {} instead of the default null.

Assets/General (autoloaded)/General.ncData
------------------------------------------------------------
Deviations from default ncData:

- assetConfigurationFilters is {} instead of the default null.

Assets/General (autoloaded)/MainScene.layers
------------------------------------------------------------
{"layers":["ExampleViewBack","Examples","ExampleViewFront"]}

Assets/General (autoloaded)/MainScene.layers.ncData
------------------------------------------------------------
Deviations from default ncData:

- assetConfigurationFilters is {} instead of the default null.

Assets/General (autoloaded)/matcap.png.ncData
------------------------------------------------------------
default ncData file

Assets/General (autoloaded)/SampleAssets.ncData
------------------------------------------------------------
Deviations from default ncData:

- assetConfigurationFilters is {} instead of the default null.

Assets/General (autoloaded)/Sound0.wav.ncData
------------------------------------------------------------
Deviations from default ncData:

- assetConfigurationFilters is {} instead of the default null.

Assets/General (autoloaded)/Sound1.wav.ncData
------------------------------------------------------------
Deviations from default ncData:

- assetConfigurationFilters is {} instead of the default null.

Assets/General (autoloaded)/stone-granite-4.ncData
------------------------------------------------------------
Deviations from default ncData:

- imageConfigurations.resolutionScaleX is 0.25 instead of the default null.
- imageConfigurations.resolutionScaleY is 0.25 instead of the default null.
- imageConfigurations.wrapModeH is "repeat" instead of the default null.
- imageConfigurations.wrapModeV is "repeat" instead of the default null.

Assets/General (autoloaded)/suzanne.obj.ncData
------------------------------------------------------------
default ncData file

Assets/002 TextBox.ncData
------------------------------------------------------------
Deviations from default ncData:

- assetConfigurationFilters is {} instead of the default null.
- loadingTier is 2 instead of the default null.

Assets/005 Sprite Setter.ncData
------------------------------------------------------------
Deviations from default ncData:

- assetConfigurationFilters is {} instead of the default null.
- loadingTier is 5 instead of the default null.

Assets/CodeAssets.ncData
------------------------------------------------------------
Deviations from default ncData:

- assetConfigurationFilters is {} instead of the default null.

Assets/General (autoloaded).ncData
------------------------------------------------------------
Deviations from default ncData:

- assetConfigurationFilters is {} instead of the default null.
- loadingTier is 0.25 instead of the default null.

ProjectCode/IncisorExamples/001 TextAssembly.js
------------------------------------------------------------
"use strict";
class TextAssemblyExample extends IncisorExample {
    constructor(parent, name) {
        // Super
        super(parent, name);
        // Description
        this.descriptionText = "A TextAssembly is a specialized SceneObject that presents a group of GraphicObjects as text. TextAssemblies can be less efficient than TextBoxes, as they result in more SceneObjects being rendered, but TextAssemblies have the advantage of being able to manipulate individual characters freely. The example below uses WaitThens and Motions to move the characters.";
        // Content
        this.setupTextAssembly();
    }
    setupTextAssembly() {
        // Create a new text assembly using the TextAssembly class.
        this.textAssembly = new TextAssembly(this, "TextAssemblyExample");
        // Create a new TextFormat for our text assembly and set it.
        let textAssemblyFormat = new TextFormat(nc.fontNames.SampleFont, 2.5, 2.5);
        this.textAssembly.setTextFormat(textAssemblyFormat);
        // Format various paramaters of the text assembly to values of our choosing.
        this.textAssembly.horizontalJustification = "center";
        this.textAssembly.verticalJustification = "center";
        this.textAssembly.wrapToFit = false;
        this.textAssembly.boxHeight = 300;
        this.textAssembly.boxWidth = 700;
        this.textAssembly.string = "Text Assembly!!";
        // Scale up the entire animation using a swoop.
        // Check out the Swoopers and Motions example for a closer look into this functionality.
        this.textAssembly.scale.swoop.all(2);
        this.moveCharacters();
    }
    moveCharacters() {
        // The getCharacters function returns an array containing the list of GraphicObjects that comprise the TextAssembly's current string.
        this.characters = this.textAssembly.getCharacters();
        let stagger = 0;
        // Loop through all of the characters and add a motion to them, staggering the motion using a waitThen.
        for (let i = 0; i < this.characters.length; i++) {
            let yPosition = this.characters[0].position.y;
            nc.waitThen(stagger, nc, "addMotion", [this.characters[i].position, "y", yPosition - 50, yPosition + 50, 1, nc.motionTypes.Pendulum]);
            stagger += .1;
        }
    }
}
CODE.runBeforeInit___begin;
if (pr.exampleList === undefined) {
    pr.exampleList = [];
}
pr.exampleList.push({ classDefinition: TextAssemblyExample, displayName: "001 TextAssembly", name: "TextAssembly" });
CODE.runBeforeInit___end;


ProjectCode/IncisorExamples/002 TextBox.js
------------------------------------------------------------
"use strict";
class TextBoxExample extends IncisorExample {
    constructor(parent, name) {
        // Super
        super(parent, name);
        // Description
        this.descriptionText = "A TextBox is a specialized Button that that renders text directly to the GraphicAsset/RenderTarget it is connected to. This example demonstrates how a TextBox's string can be constantly updated using an AppEvent, and reset using a Button callback.";
        // Content
        nc.loadTier(nc.loadingTiers[2]);
        nc.addTierLoadedCallback(nc.loadingTiers[2], this, "setupTextBox");
    }
    setupTextBox() {
        // Create a new text box using the TextBox class.
        this.exampleTextBox = new TextBox(this, "exampleTextBox");
        // create a new TextFormat for our text box and set it. 
        let textBoxMeterFormat = new TextFormat(nc.fontNames.CenterWinFont);
        this.exampleTextBox.setTextFormat(textBoxMeterFormat);
        // Format various paramaters of the text assembly to values of our choosing.
        this.exampleTextBox.boxWidth = 600;
        this.exampleTextBox.boxHeight = 300;
        this.exampleTextBox.horizontalJustification = "center";
        this.exampleTextBox.verticalJustification = "center";
        this.exampleTextBox.numHorizontalGridSegments = 40;
        this.exampleTextBox.numVerticalGridSegments = 20;
        // Define an initial value for the text box and convert it to a string. 
        this.textBoxValue = 0;
        this.exampleTextBox.string = this.textBoxValue.toString();
        // Enable the button functionality of the text box.
        this.exampleTextBox.buttonActive = true;
        // Add an updater to change the value of the text box using the built-in "fixedUpdate" app event. "Fixedupdate" by default is called once every frame.
        nc.appEvents.fixedUpdate.addCallback(this, "increment");
        // Add a button press callback that resets the text box.
        this.exampleTextBox.addPressCallback(this, "resetCallback", [this.exampleTextBox]);
        // Scale up the text box using a swoop.
        // Check out the Swoopers and Motions example for a closer look into this functionality.
        this.exampleTextBox.scale.swoop.all(2);
        // nc.effectNodes.
    }
    // This is the callback function we gave to the "fixedUpdate" app event.
    increment() {
        this.textBoxValue += 1;
        this.exampleTextBox.string = this.textBoxValue.toString();
    }
    // This is the function we defined as the button press callback.
    resetCallback(event, camera, textBoxReference) {
        this.textBoxValue = 0;
        textBoxReference.string = this.textBoxValue.toString();
    }
}
CODE.runBeforeInit___begin;
if (pr.exampleList === undefined) {
    pr.exampleList = [];
}
pr.exampleList.push({ classDefinition: TextBoxExample, displayName: "002 TextBox", name: "TextBox" });
CODE.runBeforeInit___end;


ProjectCode/IncisorExamples/003 SwoopersAndMotions.js
------------------------------------------------------------
"use strict";
class SwoopersAndMotionsExample extends IncisorExample {
    constructor(parent, name) {
        // Super
        super(parent, name);
        // Description
        this.descriptionText = "Swooping and Motion are both ways to interpolate numeric values over time. Motion initiates a perpetual movement while swooping is finite. Swooping and Motion can be applied to any numeric value or property. TweenTypes and MotionTypes can also be used to customize interpolation. Additional TweenTypes and MotionTypes can be added to the project via the Library menu. Click on the icons below for examples of Swooping, Motion, TweenTypes and MotionTypes.";
        // Setup for example functionality.
        this.setup();
    }
    // These functions use the swoop method on the button's scale property. Calling swoop.all will apply the swoop to each parameter of the property at once.
    swoopScaleUp() {
        // Using swoop's callback function, we'll add a new press callback to our button that scales it back down.
        this.swoopObject0.scale.swoop.all(1.5, .3, undefined, this.swoopObject0, "addPressCallback", [this, "swoopScaleDown"]);
        // In each function we need to remove the respective press callback from the button so that the callbacks don't conflict with each other.      
        this.swoopObject0.removePressCallback(this, "swoopScaleUp");
    }
    swoopScaleDown() {
        this.swoopObject0.scale.swoop.all(1, .3, undefined, this.swoopObject0, "addPressCallback", [this, "swoopScaleUp"]);
        this.swoopObject0.removePressCallback(this, "swoopScaleDown");
    }
    // These functions use the swoop method on the button's position property. This time we are only swooping the x position of our button.
    swoopPosition() {
        // We can also use tweenTypes to customize our swoops. In these swoops, the tweenType is no longer undefined, and has been set to "WindUpOvershoot." 
        // TweenTypes can be added to the project via the Library menu in the inspector.
        this.swoopObject1.position.swoop.x(400, .3, nc.tweenTypes.WindupOvershoot, this.swoopObject1, "addPressCallback", [this, "returnPosition"]);
        this.swoopObject1.removePressCallback(this, "swoopPosition");
    }
    returnPosition() {
        this.swoopObject1.position.swoop.x(200, .3, nc.tweenTypes.WindupOvershoot, this.swoopObject1, "addPressCallback", [this, "swoopPosition"]);
        this.swoopObject1.removePressCallback(this, "returnPosition");
    }
    // This function uses motions instead of swoopers. Motions are added the same way as swoopers. The major difference between the two is that motions are perpetual and swoopers are finite.
    startColorMotion() {
        // By varying the motion speed of each motion, we can can create a sense of randomness.
        this.swoopObject2.colorMultiply.addMotion.red(0, 1, 0.04);
        this.swoopObject2.colorMultiply.addMotion.green(0, 1, 0.09);
        this.swoopObject2.colorMultiply.addMotion.blue(0, 1, 1.5);
    }
    // This function uses the swoop method on a value independent of the GraphicObject's built-in properties via swoopValue. In this case, we'll swoop the speed of a motion to make it progressively more extreme. 
    startRotation() {
        // In order to swoop any parameters of our motion, we need to get an object instance of the motion.
        let motion = this.swoopObject3.rotation.addMotion.z(-180, 180, .1, nc.motionTypes.Pendulum);
        // Now that we have our motion instance, we'll use swoopValue on the motionSpeed parameter of the motion. 
        nc.swoopValue(motion, "motionSpeed", 1, 5);
    }
    // -- THIS IS SETUP FOR BUTTON FUNCTIONALITY -- //
    setup() {
        // Create a new Button using the Button class.
        this.swoopObject0 = new Button(nc.graphicAssets.Logo, this, "SwoopObject0");
        // Position.swoop.each with a duration of 0 is a convenient way to set all of the object's position parameters at once using a single line of code.
        this.swoopObject0.position.swoop.each([-200, 200, 0], 0);
        // Add a press callback to our button.
        this.swoopObject0.addPressCallback(this, "swoopScaleUp");
        // Repeat this process for a few more buttons.
        this.swoopObject1 = new Button(nc.graphicAssets.Logo, this, "SwoopObject1");
        this.swoopObject1.position.swoop.each([200, 200, 0], 0);
        this.swoopObject1.addPressCallback(this, "swoopPosition");
        this.swoopObject2 = new Button(nc.graphicAssets.Logo, this, "SwoopObject2");
        this.swoopObject2.position.swoop.each([-200, -200, 0], 0);
        this.swoopObject2.addPressCallback(this, "startColorMotion");
        this.swoopObject3 = new Button(nc.graphicAssets.Logo, this, "SwoopObject3");
        this.swoopObject3.position.swoop.each([200, -200, 0], 0);
        this.swoopObject3.addPressCallback(this, "startRotation");
    }
}
CODE.runBeforeInit___begin;
if (pr.exampleList === undefined) {
    pr.exampleList = [];
}
pr.exampleList.push({ classDefinition: SwoopersAndMotionsExample, displayName: "003 SwoopersAndMotions", name: "SwoopersAndMotions" });
CODE.runBeforeInit___end;


ProjectCode/IncisorExamples/004 Sounds.js
------------------------------------------------------------
"use strict";
class SoundsExample extends IncisorExample {
    constructor(parent, name) {
        // Super
        super(parent, name);
        // Description
        this.descriptionText = "A Sound is a specialized playback controller that manages the playback of sound assets. Click on the Buttons below to explore some different functionalities of Sounds.";
        // Setup for example functionality.
        this.setup();
    }
    playSoundOnce() {
        // PlayOnce will play the sound from the beginning one time only and then stop the sound. 
        // PlayOnce also takes a completion callback to be executed once the sound has played through. We'll use this to swoop the background color of the button back to normal. 
        nc.sounds.Sound0.playOnce(this.playOnceButtonBackground.colorMultiply.swoop, "all", [1]);
        // Swoop the background color of the button to indicate it's been pressed.
        // Check out the Swoopers and Motions example for a closer look into this functionality.
        this.playOnceButtonBackground.colorMultiply.swoop.each([.5, 1, .5, 1]);
        // Return the colors of the other buttons to normal. 
        this.playButtonBackground.colorMultiply.swoop.all(1);
        this.pauseButtonBackground.colorMultiply.swoop.all(1);
    }
    playSound() {
        // Play will play the sound continuously in a loop. If the sound is paused, play will resume it from the point at which it was paused.
        nc.sounds.Sound0.play();
        // If this button was pressed during "playOnce", the lazyStop parameter of the sound will still be set to true. 
        // We need to change it back to false so that the sound plays continuously without stopping.
        // However, if the sound was paused, we want our play button to resume the sound from the point it was paused. We don't stop and restart the sound in this case.
        // We can check this against the sound's playbackState parameter.
        if (nc.sounds.Sound0.playbackState !== "paused") {
            nc.sounds.Sound0.lazyStop = false;
            // We also need to make sure the pause button's functionality is reset appropriately. 
            this.pauseButton.removePressCallback(this, "unPauseSound");
            this.pauseButton.addPressCallback(this, "pauseSound");
        }
        // Swoop the color of the button to indicate it's been pressed.
        this.playButtonBackground.colorMultiply.swoop.each([.5, 1, .5, 1]);
        // Return the colors of the other buttons to normal. 
        this.playOnceButtonBackground.colorMultiply.swoop.all(1);
        this.pauseButtonBackground.colorMultiply.swoop.all(1);
    }
    stopSound() {
        // Stop immediately stops the sound and sets the time value to start time, so when it is played again, it will start from its beginning. 
        nc.sounds.Sound0.stop();
        // Swoop the background color of the button to indicate it's been pressed.
        this.stopButtonBackground.colorMultiply.swoop.each([.5, 1, .5, 1], .05, undefined, this.stopButtonBackground.colorMultiply.swoop, "all", [1, .05]);
        // Return the colors of the other buttons to normal. 
        this.playOnceButtonBackground.colorMultiply.swoop.all(1);
        this.playButtonBackground.colorMultiply.swoop.all(1);
        this.pauseButtonBackground.colorMultiply.swoop.all(1);
    }
    pauseSound() {
        // Only pause the sound if it is already playing. Otherwise nothing should happen. 
        if (nc.sounds.Sound0.playbackState === "playing") {
            // Pause will pause the progression of the time value, so when it is played again it will resume from the point at which it was paused.
            nc.sounds.Sound0.pause();
            // We need to remove this button press callback and add a new one so that the button resumes the sound when pressed again. 
            this.pauseButton.removePressCallback(this, "pauseSound");
            this.pauseButton.addPressCallback(this, "unPauseSound");
            // Swoop the background color of the button to indicate it's been pressed.
            this.pauseButtonBackground.colorMultiply.swoop.each([.5, 1, .5, 1]);
        }
    }
    unPauseSound() {
        // Resume playing the sound.
        nc.sounds.Sound0.play();
        // We need to remove this button press callback and add a new one so that the button pauses the sound when pressed again. 
        this.pauseButton.removePressCallback(this, "unPauseSound");
        this.pauseButton.addPressCallback(this, "pauseSound");
        // Return the color of the button to normal.
        this.pauseButtonBackground.colorMultiply.swoop.all(1);
    }
    fadeSound() {
        // Other than the basic playback functions, we can also influence sound paramaters through things such as swooping. 
        // We'll use the swoopValue function on the mainVolume parameter of the sound to fade it out. Then we can use the callback function of the swoop to stop the sound and reset its volume.
        // If the sound is paused or stopped, there's nothing to fade, so we'll only exexute the swoop if the sound is playing. 
        if (nc.sounds.Sound0.playbackState === "playing") {
            nc.swoopValue(nc.sounds.Sound0, "mainVolume", 0, 2, undefined, this, "stopAndResetVolume");
            // Swoop the background color of the button to indicate it's been pressed.
            this.fadeButtonBackground.colorMultiply.swoop.each([.5, 1, .5, 1]);
        }
    }
    stopAndResetVolume() {
        // Stop the sound and set its volume back to 1.
        nc.sounds.Sound0.stop();
        nc.sounds.Sound0.mainVolume = 1;
        // Return the colors of the buttons to normal. 
        this.fadeButtonBackground.colorMultiply.swoop.all(1);
        this.playOnceButtonBackground.colorMultiply.swoop.all(1);
        this.playButtonBackground.colorMultiply.swoop.all(1);
        this.pauseButtonBackground.colorMultiply.swoop.all(1);
    }
    // -- THIS IS SETUP FOR BUTTON FUNCTIONALITY -- //
    setup() {
        // In this example we'll be using text boxes as buttons to switch around the playback functionality of our main button.
        // Create a new text box using the TextBox class.
        this.playOnceButton = new TextBox(this, "Play Once");
        this.playOnceButton.string = "PlayOnce";
        this.playOnceButton.boxWidth = 500;
        this.playOnceButton.horizontalJustification = nc.constants.justifications.center;
        this.playOnceButton.position.swoop.each([-315, 200, 1]);
        // Enable the button functionality of the text box.
        this.playOnceButton.buttonActive = true;
        // Add a press callback function to the button.
        this.playOnceButton.addPressCallback(this, "playSoundOnce");
        // Create a graphic expanded background to make the button look a bit nicer.
        this.playOnceButtonBackground = nc.addGraphicObject(nc.graphicAssets.NeonButton, this.playOnceButton, "PlayOnceButtonBackground");
        this.playOnceButtonBackground.configureGraphicExpander();
        this.playOnceButtonBackground.graphicExpander.expandedWidth = 500;
        this.playOnceButtonBackground.graphicExpander.expandedHeight = 75;
        this.playOnceButtonBackground.subLayer = -.1;
        // Repeat this process for the rest of the buttons.
        this.playButton = new TextBox(this, "Play");
        this.playButton.string = "Play";
        this.playButton.boxWidth = 500;
        this.playButton.horizontalJustification = nc.constants.justifications.center;
        this.playButton.position.swoop.each([315, 200, 1]);
        this.playButton.buttonActive = true;
        this.playButton.addPressCallback(this, "playSound");
        this.playButtonBackground = nc.addGraphicObject(nc.graphicAssets.NeonButton, this.playButton, "PlayButtonBackground");
        this.playButtonBackground.configureGraphicExpander();
        this.playButtonBackground.graphicExpander.expandedWidth = 500;
        this.playButtonBackground.graphicExpander.expandedHeight = 75;
        this.playButtonBackground.subLayer = -.1;
        this.stopButton = new TextBox(this, "Stop");
        this.stopButton.string = "Stop";
        this.stopButton.boxWidth = 500;
        this.stopButton.horizontalJustification = nc.constants.justifications.center;
        this.stopButton.position.swoop.each([-315, 0, 1]);
        this.stopButton.buttonActive = true;
        this.stopButton.addPressCallback(this, "stopSound");
        this.stopButtonBackground = nc.addGraphicObject(nc.graphicAssets.NeonButton, this.stopButton, "StopButtonBackground");
        this.stopButtonBackground.configureGraphicExpander();
        this.stopButtonBackground.graphicExpander.expandedWidth = 500;
        this.stopButtonBackground.graphicExpander.expandedHeight = 75;
        this.stopButtonBackground.subLayer = -.1;
        this.pauseButton = new TextBox(this, "Pause");
        this.pauseButton.string = "Pause";
        this.pauseButton.boxWidth = 500;
        this.pauseButton.horizontalJustification = nc.constants.justifications.center;
        this.pauseButton.position.swoop.each([315, 0, 1]);
        this.pauseButton.buttonActive = true;
        this.pauseButton.addPressCallback(this, "pauseSound");
        this.pauseButtonBackground = nc.addGraphicObject(nc.graphicAssets.NeonButton, this.pauseButton, "PauseButtonBackground");
        this.pauseButtonBackground.configureGraphicExpander();
        this.pauseButtonBackground.graphicExpander.expandedWidth = 500;
        this.pauseButtonBackground.graphicExpander.expandedHeight = 75;
        this.pauseButtonBackground.subLayer = -.1;
        this.fadeButton = new TextBox(this, "Fade");
        this.fadeButton.string = "FadeOut";
        this.fadeButton.boxWidth = 500;
        this.fadeButton.horizontalJustification = nc.constants.justifications.center;
        this.fadeButton.position.swoop.each([0, -200, 1]);
        this.fadeButton.buttonActive = true;
        this.fadeButton.addPressCallback(this, "fadeSound");
        this.fadeButtonBackground = nc.addGraphicObject(nc.graphicAssets.NeonButton, this.fadeButton, "FadeButtonBackground");
        this.fadeButtonBackground.configureGraphicExpander();
        this.fadeButtonBackground.graphicExpander.expandedWidth = 500;
        this.fadeButtonBackground.graphicExpander.expandedHeight = 75;
        this.fadeButtonBackground.subLayer = -.1;
        // Create a new text format for our text boxes using the TextFormat class.
        this.buttonTextFormat = new TextFormat(nc.fontNames.ExampleFont, .25, .25, .2);
        this.buttonTextFormat.characterMaterial.colorMultiply.swoop.each([1, .8, .8, 1]);
        // Apply our text format to all of the buttons.
        this.playOnceButton.setTextFormat(this.buttonTextFormat);
        this.playButton.setTextFormat(this.buttonTextFormat);
        this.stopButton.setTextFormat(this.buttonTextFormat);
        this.pauseButton.setTextFormat(this.buttonTextFormat);
        this.fadeButton.setTextFormat(this.buttonTextFormat);
        // When the example is disabled, stop any sound that's playing.
        this.addEnabledStateChangeCallback(this, "enabledStateChangeCallback");
    }
    enabledStateChangeCallback(state) {
        if (state === false) {
            nc.sounds.Sound0.stop();
        }
    }
}
CODE.runBeforeInit___begin;
if (pr.exampleList === undefined) {
    pr.exampleList = [];
}
pr.exampleList.push({ classDefinition: SoundsExample, displayName: "004 Sounds", name: "Sounds" });
CODE.runBeforeInit___end;


ProjectCode/IncisorExamples/005 SpriteSetter.js
------------------------------------------------------------
"use strict";
class SpriteSetterExample extends IncisorExample {
    constructor(parent, name) {
        // Super
        super(parent, name);
        // Description
        this.descriptionText = "A SpriteSetter is a PlaybackController that switches a GraphicObject's graphicAsset between numerically sequential GraphicAssets. The resulting animation can be inspected and manipulated under 'SpriteSetter' within the 'Object' panel.";
        // Content
        nc.loadTier(nc.loadingTiers[5]);
        nc.addTierLoadedCallback(nc.loadingTiers[5], this, "setupSpriteAnim");
    }
    setupSpriteAnim() {
        // // Make a new GraphicObject using the first frame of the animation as the graphic asset.
        // // Check out Assets/Tier4 - SpriteSetter/CoinSequence for an example of how to name your assets for use as a sprite animation.
        this.spriteAnim = nc.addGraphicObject(nc.graphicAssets.CoinFlip_0, this, "SpriteSetterExample");
        // Call the configureSpriteSetter function on the graphic object and specify the key graphic asset.
        this.spriteAnim.configureSpriteSetter(nc.graphicAssets.CoinFlip_0, 60);
        // The play function plays the animation continuously without stopping.
        this.spriteAnim.spriteSetter.play();
        // Scale up the entire animation using a swoop.
        // Check out the Swoopers and Motions example for a closer look into this functionality.
        this.spriteAnim.scale.swoop.all(2);
    }
}
CODE.runBeforeInit___begin;
if (pr.exampleList === undefined) {
    pr.exampleList = [];
}
pr.exampleList.push({ classDefinition: SpriteSetterExample, displayName: "005 SpriteSetter", name: "SpriteSetter" });
CODE.runBeforeInit___end;


ProjectCode/IncisorExamples/006 ConstructWithTimelines.js
------------------------------------------------------------
"use strict";
class ConstructWithTimelinesExample extends IncisorExample {
    constructor(parent, name) {
        // Super
        super(parent, name);
        // Description
        this.descriptionText = "A Construct is a predefined collection of SceneObjects that can be built and arranged from within the inspector using the Construct panel without coding. Open a Construct panel and select 'Incisorsaurus' to edit this Construct. Constructs can be animated using Timelines, by assigning keyframes to properties associated with objects within the Construct. When a Timeline panel is open, selecting one of a Construct's Timelines will populate that Timeline in the Timeline panel. Constructs can have multiple Timelines and the transitions between the associated animations can be completely seamless, even with variable timing. Click the Buttons below to watch 'Incisorsaurus' switch between states smoothly.";
        // Setup for example functionality.
        this.setup();
    }
    addConstruct() {
        // Add a new instance of the Incisorsaurus construct.
        this.incisorSaurus = nc.constructDefs.Incisorsaurus.add(this, "IncisorSaurus");
        // Access any timelines associated with the construct using .timelines.
        // The default timeline of a construct is NeutralState. In order for playback controller functions to work, we need to set the influence of the timeline we want to manipulate. 
        // If no influence is set, calling playback controller functions won't result in any visual changes. 
        this.incisorSaurus.timelines.Idle.influence = 1;
        this.incisorSaurus.timelines.Idle.play();
        // Scale up the construce using a swoop. 
        // Check out the Swoopers and Motions example for a closer look into this functionality.
        this.incisorSaurus.scale.swoop.all(2);
    }
    playWalk() {
        // We can use the _swoopInfluence functions to play and swoop the influnence of a new timeline without having to set the influence seperately. 
        // Swooping the timeline influence will interpolate the animated values of objects within the construct from one timeline to another.
        // Play_swoopInfluence will tween to the designated timeline over a given duration, then continuously loop it.
        this.incisorSaurus.timelines.Walk.play_swoopInfluence(1);
        // Swoop the background color of the button to indicate it's been pressed.
        this.walkButtonBackground.colorMultiply.swoop.each([.5, 1, .5, 1]);
        // Return the colors of the other buttons to normal. 
        this.runButtonBackground.colorMultiply.swoop.all(1);
        this.growlButtonBackground.colorMultiply.swoop.all(1);
        this.idleButtonBackground.colorMultiply.swoop.all(1);
    }
    playRun() {
        this.incisorSaurus.timelines.Run.play_swoopInfluence(.5);
        // Swoop the background color of the button to indicate it's been pressed.
        this.runButtonBackground.colorMultiply.swoop.each([.5, 1, .5, 1]);
        // Return the colors of the other buttons to normal. 
        this.walkButtonBackground.colorMultiply.swoop.all(1);
        this.growlButtonBackground.colorMultiply.swoop.all(1);
        this.idleButtonBackground.colorMultiply.swoop.all(1);
    }
    playGrowl() {
        // PlayOnce_swoopInfluence will tween to the designated timeline and play it once, then return to a designated timeline. 
        // If returnToTimeline is left undefined, it will return to the timeline that was playing before PlayOnce_swoopInfluence was called.
        this.incisorSaurus.timelines.Growl.playOnce_swoopInfluence(.25, .25, undefined, this.growlButtonBackground.colorMultiply.swoop, "all", [1]);
        // Swoop the background color of the button to indicate it's been pressed.
        this.growlButtonBackground.colorMultiply.swoop.each([.5, 1, .5, 1]);
    }
    playIdle() {
        this.incisorSaurus.timelines.Idle.play_swoopInfluence(1);
        // Swoop the background color of the button to indicate it's been pressed.
        this.idleButtonBackground.colorMultiply.swoop.each([.5, 1, .5, 1]);
        // Return the colors of the other buttons to normal. 
        this.runButtonBackground.colorMultiply.swoop.all(1);
        this.growlButtonBackground.colorMultiply.swoop.all(1);
        ;
        this.walkButtonBackground.colorMultiply.swoop.all(1);
    }
    // -- THIS IS SETUP FOR BUTTON FUNCTIONALITY -- //
    setup() {
        // Call the function to set up the Incisorsaurus construct. 
        this.addConstruct();
        // In this example we'll be using text boxes as buttons to play with tweening between various timelines.
        this.walkButton = new TextBox(this.incisorSaurus, "PlayWalk");
        this.walkButton.string = "Walk";
        this.walkButton.boxWidth = 220;
        this.walkButton.horizontalJustification = nc.constants.justifications.center;
        this.walkButton.position.swoop.each([-300, -275, 1]);
        this.walkButton.buttonActive = true;
        this.walkButton.scale.scaleByFactor(.6);
        // Add a press callback to our button that executes a function to change the timeline.
        this.walkButton.addPressCallback(this, "playWalk");
        // Create a graphic expanded background to make the button look a bit nicer.
        this.walkButtonBackground = nc.addGraphicObject(nc.graphicAssets.NeonButton, this.walkButton, "WalkButtonBackground");
        this.walkButtonBackground.configureGraphicExpander();
        this.walkButtonBackground.graphicExpander.expandedWidth = 200;
        this.walkButtonBackground.graphicExpander.expandedHeight = 50;
        this.walkButtonBackground.subLayer = -.1;
        // Repeat this process for the rest of the buttons.
        this.runButton = new TextBox(this.incisorSaurus, "PlayWalk");
        this.runButton.string = "Run";
        this.runButton.boxWidth = 220;
        this.runButton.horizontalJustification = nc.constants.justifications.center;
        this.runButton.position.swoop.each([-99, -275, 1]);
        this.runButton.buttonActive = true;
        this.runButton.scale.scaleByFactor(.6);
        this.runButton.addPressCallback(this, "playRun");
        this.runButtonBackground = nc.addGraphicObject(nc.graphicAssets.NeonButton, this.runButton, "RunButtonBackground");
        this.runButtonBackground.configureGraphicExpander();
        this.runButtonBackground.graphicExpander.expandedWidth = 200;
        this.runButtonBackground.graphicExpander.expandedHeight = 50;
        this.runButtonBackground.subLayer = -.1;
        this.growlButton = new TextBox(this.incisorSaurus, "PlayWalk");
        this.growlButton.string = "Growl";
        this.growlButton.boxWidth = 220;
        this.growlButton.horizontalJustification = nc.constants.justifications.center;
        this.growlButton.position.swoop.each([99, -275, 1]);
        this.growlButton.buttonActive = true;
        this.growlButton.scale.scaleByFactor(.6);
        this.growlButton.addPressCallback(this, "playGrowl");
        this.growlButtonBackground = nc.addGraphicObject(nc.graphicAssets.NeonButton, this.growlButton, "GrowlButtonBackground");
        this.growlButtonBackground.configureGraphicExpander();
        this.growlButtonBackground.graphicExpander.expandedWidth = 200;
        this.growlButtonBackground.graphicExpander.expandedHeight = 50;
        this.growlButtonBackground.subLayer = -.1;
        this.idleButton = new TextBox(this.incisorSaurus, "PlayWalk");
        this.idleButton.string = "Idle";
        this.idleButton.boxWidth = 220;
        this.idleButton.horizontalJustification = nc.constants.justifications.center;
        this.idleButton.position.swoop.each([300, -275, 1]);
        this.idleButton.buttonActive = true;
        this.idleButton.scale.scaleByFactor(.6);
        this.idleButton.addPressCallback(this, "playIdle");
        this.idleButtonBackground = nc.addGraphicObject(nc.graphicAssets.NeonButton, this.idleButton, "IdleButtonBackground");
        this.idleButtonBackground.configureGraphicExpander();
        this.idleButtonBackground.graphicExpander.expandedWidth = 200;
        this.idleButtonBackground.graphicExpander.expandedHeight = 50;
        this.idleButtonBackground.subLayer = -.1;
        this.idleButtonBackground.colorMultiply.swoop.each([.5, 1, .5, 1]);
        // Create a new text format for our text boxes using the TextFormat class.
        this.buttonTextFormat = new TextFormat(nc.fontNames.ExampleFont, .2, .2, .2);
        this.buttonTextFormat.characterMaterial.colorMultiply.swoop.each([1, .8, .8, 1]);
        // Apply our text format to all of the buttons.
        this.walkButton.setTextFormat(this.buttonTextFormat);
        this.runButton.setTextFormat(this.buttonTextFormat);
        this.growlButton.setTextFormat(this.buttonTextFormat);
        this.idleButton.setTextFormat(this.buttonTextFormat);
    }
}
CODE.runBeforeInit___begin;
if (pr.exampleList === undefined) {
    pr.exampleList = [];
}
pr.exampleList.push({ classDefinition: ConstructWithTimelinesExample, displayName: "006 ConstructWithTimelines", name: "ConstructWithTimelines" });
CODE.runBeforeInit___end;


ProjectCode/IncisorExamples/007 ParticleSystem.js
------------------------------------------------------------
"use strict";
class ParticleSystemExample extends IncisorExample {
    constructor(parent, name) {
        // Super
        super(parent, name);
        // Description
        this.descriptionText = "A ParticleSystem is an extremely efficient way to create GPU effects with Incisor. It uses the Geometry and EffectNode created by a ParticleSystemDefinition to manage the behavior of many particles contained within a single SceneObject. ParticleSystems can be defined and edited using the ParticleSystem panel in the inspector, where every aspect of the particle system can be manipulated.";
        // Content
        this.setupParticles();
    }
    setupParticles() {
        // Create a new particle system using the ParticleSystem class. Particle systems can be defined and edited using the Particle System panel in the inspector.
        // Note: an emission time of 0 will emit particles perpetually.
        this.exampleParticles = new ParticleSystem(nc.particleSystemDefs.ExampleParticleSystem, this, "Demo Particles");
        // The play function will play the system continuously without stopping.
        this.exampleParticles.playbackController.play();
        // Scale up the entire particle system using a swoop.
        // Check out the Swoopers and Motions example for a closer look into this functionality.
        this.exampleParticles.scale.swoop.all(2);
    }
}
CODE.runBeforeInit___begin;
if (pr.exampleList === undefined) {
    pr.exampleList = [];
}
pr.exampleList.push({ classDefinition: ParticleSystemExample, displayName: "007 ParticleSystem", name: "ParticleSystem" });
CODE.runBeforeInit___end;


ProjectCode/IncisorExamples/008 Precomp.js
------------------------------------------------------------
"use strict";
class PrecompExample extends IncisorExample {
    constructor(parent, name) {
        // Super
        super(parent, name);
        // Description
        this.descriptionText = "A Precomp, short for 'precomposition', is an object with its own Scene, Camera, RenderTarget, and GraphicAsset. When the Precomp's Camera renders, it informs the associated GraphicAsset, which can be connected to multiple GraphicObjects. Precomps can be used for optimization in many ways. In the example below, we can see three dynamic GraphicObjects generated using only one Precomp.";
        // Content
        this.setupPrecomp();
    }
    setupPrecomp() {
        // Create a new precomp using the precomp class.
        // Since we'll have moving elements in our precomp, we'll set autorender to true so the precomp renders every frame rather than just once. 
        this.precomp = new Precomp("Bouncing Ball Precomp", 400, 400, true);
        // Changing the background color of the precomp's camera will make it easier to see the camera bounds.
        this.precomp.camera.backgroundColor = new Color(.1, .1, .1, 1);
        // Setup and add the ball graphic using our precomp's scene as the parent.
        let precompBall = nc.addGraphicObject(nc.graphicAssets.Ball, this.precomp.scene, "Bouncing Ball");
        precompBall.position.z = 1000;
        precompBall.position.x = 450;
        // Add swoopers to the x position and z rotation of the ball. Swoopers take a callback function that will be executed at the end of the duration of the swoop.
        // Check out the Swoopers and Motions example for a closer look into this functionality.
        precompBall.position.swoop.x(-225, 3, undefined, this, "resetBall", [precompBall]);
        precompBall.rotation.swoop.z(720, 3.35);
        // Add a motion to the position of the ball. Motion types can be added to the project via the Library menu in the inspector.
        precompBall.position.addMotion.y(-250, 50, 1.5, nc.motionTypes.Bounce);
        // Add an position a number of new graphic objects using the graphic asset generated by the precomp that we created.
        // We'll alter each one in different ways to demonstrate that they are independent objects.
        this.myNewPrecomp0 = nc.addGraphicObject(nc.graphicAssets["Bouncing Ball Precomp"], this, "PrecompGraphicObject0");
        this.myNewPrecomp0.position.swoop.each([-300, 150, 0], 0);
        // Flip this object on its x axis.
        this.myNewPrecomp0.scale.x = -1;
        this.myNewPrecomp1 = nc.addGraphicObject(nc.graphicAssets["Bouncing Ball Precomp"], this, "PrecompGraphicObject1");
        this.myNewPrecomp1.position.swoop.each([300, 150, 0], 0);
        // Scale this object down.
        this.myNewPrecomp1.scale.swoop.all(.6);
        this.myNewPrecomp2 = nc.addGraphicObject(nc.graphicAssets["Bouncing Ball Precomp"], this, "PrecompGraphicObject2");
        this.myNewPrecomp2.position.swoop.each([0, -400, 0], 0);
        // Add a swaying motion to this object.
        this.myNewPrecomp2.rotation.addMotion.each([-45, -45, 0], [45, 45, 0], 0.25, nc.motionTypes.Sway);
    }
    // This is the callback function we gave to the swooper. 
    resetBall(precompBall) {
        precompBall.position.x = 450;
        // Another swooper within the function is using a callback to call the function again. This creates a looping effect.
        precompBall.position.swoop.x(-450, 3, undefined, this, "resetBall", [precompBall]);
        precompBall.rotation.z = 0;
        precompBall.rotation.swoop.z(720, 3.35);
    }
}
CODE.runBeforeInit___begin;
if (pr.exampleList === undefined) {
    pr.exampleList = [];
}
pr.exampleList.push({ classDefinition: PrecompExample, displayName: "008 Precomp", name: "Precomp" });
CODE.runBeforeInit___end;


ProjectCode/IncisorExamples/009 OBJ.js
------------------------------------------------------------
"use strict";
class OBJExample extends IncisorExample {
    constructor(parent, name) {
        // Super
        super(parent, name);
        // Description
        this.descriptionText = "OBJ files are 3D models containing geometry and material properties exported from a 3D content creation tool. OBJ files in the Assets directory will automatically create GraphicAssets that can be added to a Scene. Below, the coin model uses the MatCap EffectNode to create a reflection from a MatCap texture asset. The monkey model uses the BlinnPhongLighting Addon to create a material surface dynamically lit by moving lights.";
        // Content
        this.setupOBJs();
    }
    setupOBJs() {
        // Create a container to help rotation the coin
        this.coinContainer = new SceneObject(this, "coinContainer");
        // add the Coin graphic asset created from the OBJ file
        this.coin = new GraphicObject(nc.graphicAssets.Coin, this.coinContainer, "Coin");
        // give it normal map and matcap effect nodes to give it some interesting lighting effects
        this.coin.setEffectNodes([nc.effectNodes.SampleMainTexture, nc.effectNodes.ColorMultiply, nc.effectNodes.NormalMap, nc.effectNodes.MatCap]);
        // brighten the coin
        this.coin.colorMultiply.alpha = 1.4;
        // set up the normal map and matcap textures
        let coinMaterials = this.coin.getMaterials();
        coinMaterials[0].normalMap_texture = nc.textures.CoinNormals;
        coinMaterials[0].matCap_texture = nc.textures.matcap;
        // rotation the coin
        this.coin.rotation.addMotion.x(-30, 30, .1);
        this.coinContainer.rotation.addMotion.y(0, 720, .05);
        // coin goes on the left
        this.coinContainer.position.x = -350;
        // Create a container to help rotation the monkey
        this.monkeyContainer = new SceneObject(this, "monkeyContainer");
        // add the monkey graphic asset created from the OBJ file
        this.monkey = new GraphicObject(nc.graphicAssets.suzanne, this.monkeyContainer, "Coin");
        // create the addon.  we don't really need the reference unless we want to change the light numbers or material properties
        let addon = new BlinnPhongLighting(this.monkey);
        // grab some variables we'll need to update the light direction
        let monkeyMaterials = this.monkey.getMaterials();
        this.time = 0;
        this.lightDirection = monkeyMaterials[0]["directionalLightDirection0"];
        // make the lights brighter
        monkeyMaterials[0]["directionalLightColor0"].alpha = 2;
        monkeyMaterials[0]["ambientLightColor"].alpha = 1.2;
        // add a fixed update where we'll change the light direction
        nc.appEvents.fixedUpdate.addCallback(this, "updateLight");
        //rotate the monkey around
        this.monkey.rotation.addMotion.x(-30, 30, .1);
        this.monkeyContainer.rotation.addMotion.y(-10, 30, .05);
        // monkey goes on the right
        this.monkeyContainer.position.x = 350;
        this.monkeyContainer.scale.swoop.all(2.7);
    }
    updateLight() {
        // keey the light rotating over time
        this.time += .02;
        this.lightDirection.x = Math.sin(this.time);
        this.lightDirection.z = Math.cos(this.time);
    }
}
CODE.runBeforeInit___begin;
if (pr.exampleList === undefined) {
    pr.exampleList = [];
}
pr.exampleList.push({ classDefinition: OBJExample, displayName: "009 OBJ", name: "OBJ" });
CODE.runBeforeInit___end;


ProjectCode/IncisorExamples/010 ObjParticles.js
------------------------------------------------------------
"use strict";
class OBJParticlesExample extends IncisorExample {
    constructor(parent, name) {
        // Super
        super(parent, name);
        // Description
        this.descriptionText = "OBJ files are 3D models containing geometry and material properties exported from a 3D content creation tool. GraphicAssets created from OBJ files are compatible with ParticleSystems. The ParticleSystem seen below uses the MatCap EffectNode and BlinnPhongLighting addon.";
        // Content
        this.setupParticles();
    }
    setupParticles() {
        // Create a new particle system using the ParticleSystem class. Particle systems can be defined and edited using the Particle System panel in the inspector.
        // Note: an emission time of 0 will emit particles perpetually.
        this.coinParticles = new ParticleSystem(nc.particleSystemDefs.CoinFountain, this, "Coin Particles");
        // The play function will play the system continuously without stopping.
        this.coinParticles.playbackController.play();
        // create a lighting addon.  we don't really need the reference unless we want to change the light numbers or material properties
        let addon = new BlinnPhongLighting(this.coinParticles);
        let materials = this.coinParticles.getMaterials();
        this.time = 0;
        this.lightDirection = materials[0]["directionalLightDirection0"];
        // add a fixed update where we'll change the light direction
        nc.appEvents.fixedUpdate.addCallback(this, "updateLight");
        let effectNodes = this.coinParticles.getMaterials()[0].getEffectNodes();
        effectNodes.splice(effectNodes.length - 1, 0, nc.effectNodes.MatCap);
        this.coinParticles.getMaterials()[0].matCap_texture = nc.textures.matcap;
        this.coinParticles.position.y = -650;
        materials[0]["directionalLightColor0"].swoop.each([1.05, 1, .8, 2.2]);
        materials[0]["ambientLightColor"].swoop.each([.8, .8, 1.0, .8]);
    }
    updateLight() {
        // keey the light rotating over time
        this.time += .04;
        this.lightDirection.x = -Math.sin(this.time);
        //this.lightDirection.z = -Math.abs(Math.cos(this.time));
        this.lightDirection.y = -.3;
        this.lightDirection.z = -1;
    }
}
CODE.runBeforeInit___begin;
if (pr.exampleList === undefined) {
    pr.exampleList = [];
}
pr.exampleList.push({ classDefinition: OBJParticlesExample, displayName: "010 OBJ Particles", name: "OBJ Particles" });
CODE.runBeforeInit___end;


ProjectCode/PreloadConfiguration/PreloadConfiguration.js
------------------------------------------------------------
// The 'preloadConfiguration' function below will be called before the target software is loaded and 
// can be used to customize asset loading. For example, you can custimize the code in this function
// to perform device detection, and use that information to update the
// 'projectConfiguration.assetConfiguration.assetPackageScale' value, which would result in a 
// change to which set of assets are loaded in the target software. Without customization, the 
// value of each asset configuration will be set to the values listed in the 0th element of the 
// 'supportedAssetConfigurations' of the current configuration defined in the ProjectSettings.
//
// The loading of the main Incisor resources (such as the main "..._habitat.js" file and the 
// "assetData...js" files) can be customized by manipulating the 'resourceLoadingOverride' function below.
// 
// The 'canvasPositionOverride' function below can also be changed to customize the positioning of the 
// canvas within the page. If defined, it will be called whenever the browser window is resized.
// 
// For reference, the code below will be executed within, and called by the main projectConfiguration object.




/** This function is called before the target software is loaded.
 * Customize this function to configure the project at the beginning of runtime.
 * @param {ProjectConfiguration} projectConfiguration 
 */
function preloadConfiguration(projectConfiguration)
{
    CODE.includeIf___published;
        // Preserving the drawing buffer enables several useful development features, 
        // but may cause performance issues in published software on some devices.
        projectConfiguration.preserveDrawingBuffer = false;
    CODE.includeEnd___published;
    projectConfiguration.canvasParent = document.body;
// define resource loading override function (this is optional)
    this.resourceLoadingOverride=function(filename)
    {
        if(filename.endsWith("_assetList.js")===true || filename.endsWith("_assetData.js")===true){filename = projectConfiguration.projectName+String.fromCharCode(95)+projectConfiguration.publishTimestamp+"_loadedAssets/" + filename;}
        var s=document.createElement('script'); 
        s.setAttribute('src',filename); 
        document.body.appendChild(s);
    };
// define canvas positioning function (this is optional)
    this.canvasPositionOverride=function(canvas,left,top,width,height)
    {
        canvas.style.width = width+'px';
        canvas.style.height = height+'px';
        canvas.style.left = left+'px';
        canvas.style.top = top+'px';
    };
};

ProjectCode/IncisorExampleBaseClass.js
------------------------------------------------------------
"use strict";
class IncisorExample extends SceneObject {
    constructor(parent, name) {
        super(parent, name);
    }
}


ProjectCode/ProjectMain.js
------------------------------------------------------------
"use strict";
// This is the main entry point for this Incisor® project. 
// Throughout the project, this object can be referenced as 'pr'.
class ProjectMain {
    init() {
        nc.mainCamera.adaptiveCameraMode = constants.adaptiveCameraModes.maximizeSafeZone;
        nc.useNearestPixelRenderingForAllUiItems = false;
        this.exampleViewer = new ExampleViewer(nc.mainScene, "exampleViewer");
        this.exampleViewer.init();
        nc.mainCamera.backgroundColor = new Color(.05, .05, .05, 1);
    }
}
class ExampleViewer extends SceneObject {
    constructor(parent, name) {
        // super
        super(parent, name);
        // gallery viewer construct
        this.galleryViewerConstruct = nc.constructDefs.ExampleViewerConstruct.add(this, "galleryViewerConstruct");
        this.galleryViewerConstruct.descendantsByName.CopyrightLine.string = "© " + (new Date()).getFullYear() + " Incisor®";
        CODE.includeIf___unpublished;
        this.galleryViewerConstruct.descendantsByName.PublishedProjectNote.disable();
        CODE.includeEnd___unpublished;
        // persistent state file name
        this.persistentStateFileName = "PersistentDevState.txt";
        // sort example list
        pr.exampleList.sort(function (a, b) { return (a.displayName - b.displayName); });
        // add/configure exampleSelectorDropDownMenu
        this.exampleSelector = new UiDropDownMenu(this.galleryViewerConstruct.descendantsByName.DropDownContainer);
        this.exampleSelector.displayLabel = true;
        this.exampleSelector.position.x -= 520;
        this.exampleSelector.position.y = 15;
        let textFormat = new TextFormat(nc.fontNames.ExampleFont, .1, .1, .25);
        this.exampleSelector.label.textFormat = textFormat;
        this.exampleSelector.label.string = "Select Example:";
        this.exampleSelector.mainText.textFormat = textFormat;
        this.exampleSelector.mainText.boxWidth = 900;
        this.exampleSelector.buttonBackgroundColor = new Color(.5, 0, 0, 1);
        this.exampleSelector.highlightedButtonBackgroundColor = new Color(.6, 0, 0, 1);
        this.exampleSelector.uiMenu.textFormat = textFormat;
        this.exampleSelector.uiMenu.searchBarMenuItem.leftIconScaleFactor = 6;
        this.exampleSelector.uiMenu.textBuffer = 15;
        // set selection menu options
        for (let i = 0; i < pr.exampleList.length; i++) {
            let menuItem = this.exampleSelector.uiMenu.addMenuItem(pr.exampleList[i].displayName);
        }
        this.exampleSelector.uiMenu.searchBarMenuItem.mainMenuItem.mainText.boxWidth = 600;
        this.exampleSelector.uiMenu.addMenuItemTriggerCallback(this, "selectionMenuCallback");
        // set the angles of the PerspectiveCamera
        nc.mainCamera.coreViewAngleHorizontal = 97;
        nc.mainCamera.coreViewAngleVertical = 97;
    }
    async init() {
        // index
        this.currentExampleIndex = 0;
        // add button callbacks
        this.galleryViewerConstruct.descendantsByName.ArrowRight.addPressCallback(this, "gotoNext");
        this.galleryViewerConstruct.descendantsByName.ArrowLeft.addPressCallback(this, "gotoPrevious");
        // populate current example
        this.currentExample = this.getExampleObject(this.currentExampleIndex);
        this.currentExample.parent = this.galleryViewerConstruct.descendantsByName.ExampleContainer;
        this.currentExample.enabled = true;
        this.exampleSelector.mainText.string = this.currentExample.displayName;
        this.galleryViewerConstruct.descendantsByName.InfoText.string = this.currentExample.descriptionText;
    }
    selectionMenuCallback(uiMenuItem) {
        let index = -1;
        for (let i = 0; i < pr.exampleList.length; i++) {
            if (pr.exampleList[i].displayName === uiMenuItem.name) {
                index = i;
                break;
            }
        }
        this.currentExampleIndex = index;
        // set selector string
        this.exampleSelector.mainText.string = uiMenuItem.name;
        // proceed to desired example
        this.goToExampleObject(this.getExampleObject(index), true);
    }
    gotoNext() {
        try {
            this.galleryViewerConstruct.descendantsByName.ArrowRight.position.y = -195;
            this.galleryViewerConstruct.descendantsByName.ArrowRight.position.swoop.y(-180, .1);
            this.currentExampleIndex++;
            while (this.currentExampleIndex >= pr.exampleList.length) {
                this.currentExampleIndex -= pr.exampleList.length;
            }
            // proceed to desired example
            let nextExampleObject = this.getExampleObject(this.currentExampleIndex);
            this.goToExampleObject(nextExampleObject, true);
        }
        catch (error) {
            let thing = new TextBox();
            thing.string = error.toString();
        }
    }
    gotoPrevious() {
        this.galleryViewerConstruct.descendantsByName.ArrowLeft.position.y = -195;
        this.galleryViewerConstruct.descendantsByName.ArrowLeft.position.swoop.y(-180, .1);
        this.currentExampleIndex--;
        while (this.currentExampleIndex < 0) {
            this.currentExampleIndex += pr.exampleList.length;
        }
        // proceed to desired example
        let nextExampleObject = this.getExampleObject(this.currentExampleIndex);
        this.goToExampleObject(nextExampleObject, false);
    }
    getExampleObject(index) {
        let classDefinition = pr.exampleList[index].classDefinition;
        if (pr.exampleList[index].exampleObject === undefined) {
            pr.exampleList[index].exampleObject = new classDefinition(this, pr.exampleList[index].name);
            pr.exampleList[index].exampleObject.displayName = pr.exampleList[index].displayName;
        }
        pr.exampleList[index].exampleObject.enabled = false;
        return (pr.exampleList[index].exampleObject);
    }
    goToExampleObject(exampleObject, rightToLeft) {
        if (rightToLeft === true) {
            this.galleryViewerConstruct.timelines.NextRight.playbackRate = 1;
        }
        else {
            this.galleryViewerConstruct.timelines.NextRight.playbackRate = -1;
        }
        this.galleryViewerConstruct.timelines.NextRight.playOnce();
        nc.waitThen(.25, this, "swap", exampleObject);
    }
    swap(newExampleObject) {
        this.currentExample.enabled = false;
        this.currentExample.parent = nc.mainScene;
        this.currentExample = newExampleObject;
        this.currentExample.enabled = true;
        this.currentExample.parent = this.galleryViewerConstruct.descendantsByName.ExampleContainer;
        this.galleryViewerConstruct.descendantsByName.InfoText.string = this.currentExample.descriptionText;
        this.exampleSelector.mainText.string = newExampleObject.displayName;
    }
}
// class IncisorExample extends SceneObject
// {
//     descriptionText:string;
//     displayName:string;
//     constructor(parent:SceneObject,name:string)
//     {
//         super(parent,name);
//     }
// }


Utilities/MinificationLists/DoNotMinifyLists/DoNotMinifyList.json
------------------------------------------------------------
{
	"minificationList":
    [
        "thisSymbolWillNotBeMinified",
        "thisSymbolWillAlsoNotBeMinified"
    ]
}

Utilities/MinificationLists/MinifyLists/MinifyList.json
------------------------------------------------------------
{
	"minificationList":
    [
        "thisSymbolWillBeMinified",
        "thisSymbolWillAlsoBeMinified"
    ]
}

Utilities/ProjectState.json
------------------------------------------------------------
{"docFormatVersion":0,"panelLayout":{"subPanels":[{"subPanels":[{"subPanels":[],"panelType":"Tool Tips","isColumns":true,"divisionLocation":0.5,"stateInfo":""},{"subPanels":[{"subPanels":[],"panelType":"Object","isColumns":true,"divisionLocation":0.5,"stateInfo":""},{"subPanels":[],"panelType":"Hierarchy","isColumns":true,"divisionLocation":0.5,"stateInfo":""}],"isColumns":true,"divisionLocation":0.5,"stateInfo":""}],"isColumns":false,"divisionLocation":0.12,"stateInfo":""},{"subPanels":[],"panelType":"Live View","isColumns":true,"divisionLocation":0.5,"stateInfo":""}],"isColumns":true,"divisionLocation":0.33,"stateInfo":""},"selectionState":{"sceneObject":["[[-1,\"Timeline Editor Scene: Incisorsaurus→Run\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"]]"]},"hierarchyExpansionInfo":{"MainScene":["[[-1,\"MainScene\"],[0,\"MainCamera\"]]","[[-1,\"MainScene\"],[1,\"exampleViewer\"]]","[[-1,\"MainScene\"],[1,\"exampleViewer\"],[0,\"galleryViewerConstruct\"]]","[[-1,\"MainScene\"],[1,\"exampleViewer\"],[0,\"galleryViewerConstruct\"],[0,\"HeaderContainer\"]]","[[-1,\"MainScene\"],[1,\"exampleViewer\"],[0,\"galleryViewerConstruct\"],[1,\"DropDownContainer\"]]","[[-1,\"MainScene\"],[1,\"exampleViewer\"],[0,\"galleryViewerConstruct\"],[2,\"InfoText\"]]","[[-1,\"MainScene\"],[1,\"exampleViewer\"],[0,\"galleryViewerConstruct\"],[3,\"ArrowLeft\"]]","[[-1,\"MainScene\"],[1,\"exampleViewer\"],[0,\"galleryViewerConstruct\"],[4,\"ArrowLeftMask\"]]","[[-1,\"MainScene\"],[1,\"exampleViewer\"],[0,\"galleryViewerConstruct\"],[5,\"ArrowRight\"]]","[[-1,\"MainScene\"],[1,\"exampleViewer\"],[0,\"galleryViewerConstruct\"],[6,\"ArrowRightMask\"]]","[[-1,\"MainScene\"],[1,\"exampleViewer\"],[0,\"galleryViewerConstruct\"],[7,\"ExampleContainer\"]]","[[-1,\"MainScene\"],[1,\"exampleViewer\"],[0,\"galleryViewerConstruct\"],[8,\"FrameGallery\"]]","[[-1,\"MainScene\"],[1,\"exampleViewer\"],[0,\"galleryViewerConstruct\"],[11,\"CopyrightLine\"]]","[[-1,\"MainScene\"],[1,\"exampleViewer\"],[0,\"galleryViewerConstruct\"],[0,\"HeaderContainer\"],[0,\"Logo\"]]","[[-1,\"MainScene\"],[1,\"exampleViewer\"],[0,\"galleryViewerConstruct\"],[0,\"HeaderContainer\"],[1,\"Header\"]]","[[-1,\"MainScene\"],[1,\"exampleViewer\"],[0,\"galleryViewerConstruct\"],[0,\"HeaderContainer\"],[2,\"Header2\"]]","[[-1,\"MainScene\"],[1,\"exampleViewer\"],[0,\"galleryViewerConstruct\"],[0,\"HeaderContainer\"],[3,\"FrameTopMask\"]]","[[-1,\"MainScene\"],[1,\"exampleViewer\"],[0,\"galleryViewerConstruct\"],[0,\"HeaderContainer\"],[4,\"FrameTop\"]]","[[-1,\"MainScene\"],[1,\"exampleViewer\"],[0,\"galleryViewerConstruct\"],[1,\"DropDownContainer\"],[0,\"UiDropDownMenu\"]]","[[-1,\"MainScene\"],[1,\"exampleViewer\"],[0,\"galleryViewerConstruct\"],[7,\"ExampleContainer\"],[0,\"TextAssembly\"]]","[[-1,\"MainScene\"],[1,\"exampleViewer\"],[0,\"galleryViewerConstruct\"],[1,\"DropDownContainer\"],[0,\"UiDropDownMenu\"],[0,\"UiButton ButtonBackground\"]]","[[-1,\"MainScene\"],[1,\"exampleViewer\"],[0,\"galleryViewerConstruct\"],[1,\"DropDownContainer\"],[0,\"UiDropDownMenu\"],[1,\"UiButton TextBox\"]]","[[-1,\"MainScene\"],[1,\"exampleViewer\"],[0,\"galleryViewerConstruct\"],[1,\"DropDownContainer\"],[0,\"UiDropDownMenu\"],[3,\"Label UiText\"]]","[[-1,\"MainScene\"],[1,\"exampleViewer\"],[0,\"galleryViewerConstruct\"],[7,\"ExampleContainer\"],[0,\"TextAssembly\"],[0,\"TextAssemblyExample\"]]","[[-1,\"MainScene\"],[1,\"exampleViewer\"],[0,\"galleryViewerConstruct\"],[7,\"ExampleContainer\"],[0,\"TextAssembly\"],[0,\"TextAssemblyExample\"],[1,\"T\"]]","[[-1,\"MainScene\"],[1,\"exampleViewer\"],[0,\"galleryViewerConstruct\"],[7,\"ExampleContainer\"],[0,\"TextAssembly\"],[0,\"TextAssemblyExample\"],[2,\"e\"]]","[[-1,\"MainScene\"],[1,\"exampleViewer\"],[0,\"galleryViewerConstruct\"],[7,\"ExampleContainer\"],[0,\"TextAssembly\"],[0,\"TextAssemblyExample\"],[3,\"x\"]]","[[-1,\"MainScene\"],[1,\"exampleViewer\"],[0,\"galleryViewerConstruct\"],[7,\"ExampleContainer\"],[0,\"TextAssembly\"],[0,\"TextAssemblyExample\"],[4,\"t\"]]","[[-1,\"MainScene\"],[1,\"exampleViewer\"],[0,\"galleryViewerConstruct\"],[7,\"ExampleContainer\"],[0,\"TextAssembly\"],[0,\"TextAssemblyExample\"],[6,\"A\"]]","[[-1,\"MainScene\"],[1,\"exampleViewer\"],[0,\"galleryViewerConstruct\"],[7,\"ExampleContainer\"],[0,\"TextAssembly\"],[0,\"TextAssemblyExample\"],[7,\"s\"]]","[[-1,\"MainScene\"],[1,\"exampleViewer\"],[0,\"galleryViewerConstruct\"],[7,\"ExampleContainer\"],[0,\"TextAssembly\"],[0,\"TextAssemblyExample\"],[8,\"s\"]]","[[-1,\"MainScene\"],[1,\"exampleViewer\"],[0,\"galleryViewerConstruct\"],[7,\"ExampleContainer\"],[0,\"TextAssembly\"],[0,\"TextAssemblyExample\"],[9,\"e\"]]","[[-1,\"MainScene\"],[1,\"exampleViewer\"],[0,\"galleryViewerConstruct\"],[7,\"ExampleContainer\"],[0,\"TextAssembly\"],[0,\"TextAssemblyExample\"],[10,\"m\"]]","[[-1,\"MainScene\"],[1,\"exampleViewer\"],[0,\"galleryViewerConstruct\"],[7,\"ExampleContainer\"],[0,\"TextAssembly\"],[0,\"TextAssemblyExample\"],[11,\"b\"]]","[[-1,\"MainScene\"],[1,\"exampleViewer\"],[0,\"galleryViewerConstruct\"],[7,\"ExampleContainer\"],[0,\"TextAssembly\"],[0,\"TextAssemblyExample\"],[12,\"l\"]]","[[-1,\"MainScene\"],[1,\"exampleViewer\"],[0,\"galleryViewerConstruct\"],[7,\"ExampleContainer\"],[0,\"TextAssembly\"],[0,\"TextAssemblyExample\"],[13,\"y\"]]","[[-1,\"MainScene\"],[1,\"exampleViewer\"],[0,\"galleryViewerConstruct\"],[7,\"ExampleContainer\"],[0,\"TextAssembly\"],[0,\"TextAssemblyExample\"],[14,\"!\"]]","[[-1,\"MainScene\"],[1,\"exampleViewer\"],[0,\"galleryViewerConstruct\"],[7,\"ExampleContainer\"],[0,\"TextAssembly\"],[0,\"TextAssemblyExample\"],[15,\"!\"]]","[[-1,\"MainScene\"]]"],"Construct Editor Scene: ExampleViewerConstruct":["[[-1,\"Construct Editor Scene: ExampleViewerConstruct\"],[0,\"ExampleViewerConstruct\"]]","[[-1,\"Construct Editor Scene: ExampleViewerConstruct\"],[0,\"ExampleViewerConstruct\"],[0,\"HeaderContainer\"]]","[[-1,\"Construct Editor Scene: ExampleViewerConstruct\"],[0,\"ExampleViewerConstruct\"],[5,\"DropDownContainer\"]]","[[-1,\"Construct Editor Scene: ExampleViewerConstruct\"],[0,\"ExampleViewerConstruct\"],[7,\"FrameGallery\"]]","[[-1,\"Construct Editor Scene: ExampleViewerConstruct\"]]"],"Construct Editor Scene: Incisorsaurus":["[[-1,\"Construct Editor Scene: Incisorsaurus\"],[0,\"Incisorsaurus\"]]","[[-1,\"Construct Editor Scene: Incisorsaurus\"],[0,\"Incisorsaurus\"],[2,\"Controller\"]]","[[-1,\"Construct Editor Scene: Incisorsaurus\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"]]","[[-1,\"Construct Editor Scene: Incisorsaurus\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"],[0,\"Incisorsaurus_0004_Sleeve\"]]","[[-1,\"Construct Editor Scene: Incisorsaurus\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"],[0,\"Incisorsaurus_0004_Sleeve\"],[0,\"Incisorsaurus_0005_UpperArm\"]]","[[-1,\"Construct Editor Scene: Incisorsaurus\"]]"],"Timeline Editor Scene: Incisorsaurus→Walk":["[[-1,\"Timeline Editor Scene: Incisorsaurus→Walk\"],[0,\"Incisorsaurus\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→Walk\"]]"],"Timeline Editor Scene: Incisorsaurus→Run":["[[-1,\"Timeline Editor Scene: Incisorsaurus→Run\"],[0,\"Incisorsaurus\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→Run\"],[0,\"Incisorsaurus\"],[2,\"Controller\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→Run\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→Run\"]]"]},"timelineSceneRepExpansionInfo":{"Timeline Editor Scene: ExampleViewerConstruct→NextRight":["[[-1,\"Timeline Editor Scene: ExampleViewerConstruct→NextRight\"],[1,\"ExampleViewerConstruct\"],[5,\"ExampleContainer\"]]"],"Timeline Editor Scene: Incisorsaurus→RunCycle":["[[-1,\"Timeline Editor Scene: Incisorsaurus→RunCycle\"],[0,\"Incisorsaurus\"],[0,\"REF2\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→RunCycle\"],[0,\"Incisorsaurus\"],[1,\"REF1\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→RunCycle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→RunCycle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→RunCycle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"],[0,\"Incisorsaurus_0004_Sleeve\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→RunCycle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"],[0,\"Incisorsaurus_0004_Sleeve\"],[0,\"Incisorsaurus_0005_UpperArm\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→RunCycle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"],[0,\"Incisorsaurus_0004_Sleeve\"],[0,\"Incisorsaurus_0005_UpperArm\"],[0,\"Incisorsaurus_0002_Forearm\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→RunCycle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"],[0,\"Incisorsaurus_0004_Sleeve\"],[0,\"Incisorsaurus_0005_UpperArm\"],[0,\"Incisorsaurus_0002_Forearm\"],[0,\"Incisorsaurus_0000_Finger\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→RunCycle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"],[0,\"Incisorsaurus_0004_Sleeve\"],[0,\"Incisorsaurus_0005_UpperArm\"],[0,\"Incisorsaurus_0002_Forearm\"],[1,\"Incisorsaurus_0001_Finger2\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→RunCycle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"],[0,\"Incisorsaurus_0004_Sleeve\"],[0,\"Incisorsaurus_0005_UpperArm\"],[0,\"Incisorsaurus_0002_Forearm\"],[2,\"Incisorsaurus_0003_Thumb\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→RunCycle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"],[1,\"Incisorsaurus_0016_Neck\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→RunCycle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"],[1,\"Incisorsaurus_0016_Neck\"],[0,\"Incisorsaurus_0011_Head\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→RunCycle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"],[1,\"Incisorsaurus_0016_Neck\"],[0,\"Incisorsaurus_0011_Head\"],[0,\"Incisorsaurus_0014_LowerJaw\"]]","[[-1,\"Timeline Editor Scene: 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Incisorsaurus→RunCycle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"],[1,\"Incisorsaurus_0016_Neck\"],[0,\"Incisorsaurus_0011_Head\"],[1,\"Incisorsaurus_0009_Eye\"],[1,\"Incisorsaurus_0034_EyeLidBot\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→RunCycle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"],[1,\"Incisorsaurus_0016_Neck\"],[0,\"Incisorsaurus_0011_Head\"],[1,\"Incisorsaurus_0009_Eye\"],[2,\"Incisorsaurus_0006_Pupil\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→RunCycle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"],[1,\"Incisorsaurus_0016_Neck\"],[0,\"Incisorsaurus_0011_Head\"],[1,\"Incisorsaurus_0009_Eye\"],[3,\"Incisorsaurus_0008_Eyebrow\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→RunCycle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"],[1,\"Incisorsaurus_0016_Neck\"],[0,\"Incisorsaurus_0011_Head\"],[2,\"Incisorsaurus_0013_Eye\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→RunCycle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"],[1,\"Incisorsaurus_0016_Neck\"],[0,\"Incisorsaurus_0011_Head\"],[2,\"Incisorsaurus_0013_Eye\"],[0,\"Incisorsaurus_0033_EyeLidTop2\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→RunCycle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"],[1,\"Incisorsaurus_0016_Neck\"],[0,\"Incisorsaurus_0011_Head\"],[2,\"Incisorsaurus_0013_Eye\"],[1,\"Incisorsaurus_0034_EyeLidBot2\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→RunCycle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"],[1,\"Incisorsaurus_0016_Neck\"],[0,\"Incisorsaurus_0011_Head\"],[2,\"Incisorsaurus_0013_Eye\"],[2,\"Incisorsaurus_0012_Pupil\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→RunCycle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"],[1,\"Incisorsaurus_0016_Neck\"],[0,\"Incisorsaurus_0011_Head\"],[2,\"Incisorsaurus_0013_Eye\"],[3,\"Incisorsaurus_0007_Eyebrow\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→RunCycle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"],[2,\"Incisorsaurus_0017_Shorts\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→RunCycle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"],[2,\"Incisorsaurus_0017_Shorts\"],[0,\"Incisorsaurus_0019_LowerLeg\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→RunCycle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"],[2,\"Incisorsaurus_0017_Shorts\"],[0,\"Incisorsaurus_0019_LowerLeg\"],[0,\"Incisorsaurus_0018_Sneaker\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→RunCycle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"],[3,\"Incisorsaurus_0026_Shorts\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→RunCycle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"],[3,\"Incisorsaurus_0026_Shorts\"],[0,\"Incisorsaurus_0028_LowerLeg\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→RunCycle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"],[3,\"Incisorsaurus_0026_Shorts\"],[0,\"Incisorsaurus_0028_LowerLeg\"],[0,\"Incisorsaurus_0027_Sneaker\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→RunCycle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"],[4,\"Incisorsaurus_0024_Sleeve\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→RunCycle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"],[4,\"Incisorsaurus_0024_Sleeve\"],[0,\"Incisorsaurus_0025_UpperArm\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→RunCycle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"],[4,\"Incisorsaurus_0024_Sleeve\"],[0,\"Incisorsaurus_0025_UpperArm\"],[0,\"Incisorsaurus_0023_Forearm\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→RunCycle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"],[4,\"Incisorsaurus_0024_Sleeve\"],[0,\"Incisorsaurus_0025_UpperArm\"],[0,\"Incisorsaurus_0023_Forearm\"],[0,\"Incisorsaurus_0020_Thumb\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→RunCycle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"],[4,\"Incisorsaurus_0024_Sleeve\"],[0,\"Incisorsaurus_0025_UpperArm\"],[0,\"Incisorsaurus_0023_Forearm\"],[1,\"Incisorsaurus_0021_Finger1\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→RunCycle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"],[4,\"Incisorsaurus_0024_Sleeve\"],[0,\"Incisorsaurus_0025_UpperArm\"],[0,\"Incisorsaurus_0023_Forearm\"],[2,\"Incisorsaurus_0022_Finger2\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→RunCycle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"],[5,\"Incisorsaurus_0029_Tail1\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→RunCycle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"],[5,\"Incisorsaurus_0029_Tail1\"],[0,\"Incisorsaurus_0030_Tail2\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→RunCycle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"],[5,\"Incisorsaurus_0029_Tail1\"],[0,\"Incisorsaurus_0030_Tail2\"],[0,\"Incisorsaurus_0031_Tail3\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→RunCycle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[1,\"Incisorsaurus_0032_Background\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→RunCycle\"],[0,\"Incisorsaurus\"],[3,\"Floor\"]]"],"Timeline Editor Scene: Incisorsaurus→Idle":["[[-1,\"Timeline Editor Scene: Incisorsaurus→Idle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→Idle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"],[0,\"Incisorsaurus_0004_Sleeve\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→Idle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"],[0,\"Incisorsaurus_0004_Sleeve\"],[0,\"Incisorsaurus_0005_UpperArm\"],[0,\"Incisorsaurus_0002_Forearm\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→Idle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"],[0,\"Incisorsaurus_0004_Sleeve\"],[0,\"Incisorsaurus_0005_UpperArm\"],[0,\"Incisorsaurus_0002_Forearm\"],[0,\"Incisorsaurus_0000_Finger\"]]","[[-1,\"Timeline Editor Scene: 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Incisorsaurus→Idle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"],[1,\"Incisorsaurus_0016_Neck\"],[0,\"Incisorsaurus_0011_Head\"],[0,\"Incisorsaurus_0014_LowerJaw\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→Idle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"],[1,\"Incisorsaurus_0016_Neck\"],[0,\"Incisorsaurus_0011_Head\"],[0,\"Incisorsaurus_0014_LowerJaw\"],[0,\"Incisorsaurus_0010_IncisorTooth\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→Idle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"],[1,\"Incisorsaurus_0016_Neck\"],[0,\"Incisorsaurus_0011_Head\"],[1,\"Incisorsaurus_0009_Eye\"],[0,\"Incisorsaurus_0033_EyeLidTop\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→Idle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"],[1,\"Incisorsaurus_0016_Neck\"],[0,\"Incisorsaurus_0011_Head\"],[1,\"Incisorsaurus_0009_Eye\"],[1,\"Incisorsaurus_0034_EyeLidBot\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→Idle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"],[1,\"Incisorsaurus_0016_Neck\"],[0,\"Incisorsaurus_0011_Head\"],[2,\"Incisorsaurus_0013_Eye\"],[0,\"Incisorsaurus_0033_EyeLidTop2\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→Idle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"],[1,\"Incisorsaurus_0016_Neck\"],[0,\"Incisorsaurus_0011_Head\"],[2,\"Incisorsaurus_0013_Eye\"],[1,\"Incisorsaurus_0034_EyeLidBot2\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→Idle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"],[2,\"Incisorsaurus_0017_Shorts\"]]","[[-1,\"Timeline Editor Scene: 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Incisorsaurus→Idle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"],[4,\"Incisorsaurus_0024_Sleeve\"],[0,\"Incisorsaurus_0025_UpperArm\"],[0,\"Incisorsaurus_0023_Forearm\"],[1,\"Incisorsaurus_0021_Finger1\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→Idle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"],[4,\"Incisorsaurus_0024_Sleeve\"],[0,\"Incisorsaurus_0025_UpperArm\"],[0,\"Incisorsaurus_0023_Forearm\"],[2,\"Incisorsaurus_0022_Finger2\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→Idle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"],[5,\"Incisorsaurus_0029_Tail1\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→Idle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"],[5,\"Incisorsaurus_0029_Tail1\"],[0,\"Incisorsaurus_0030_Tail2\"]]","[[-1,\"Timeline Editor Scene: Incisorsaurus→Idle\"],[0,\"Incisorsaurus\"],[2,\"Controller\"],[0,\"Incisorsaurus_0015_Body\"],[5,\"Incisorsaurus_0029_Tail1\"],[0,\"Incisorsaurus_0030_Tail2\"],[0,\"Incisorsaurus_0031_Tail3\"]]"]},"animatedPropertyGraphEditorStateInfo":{"Timeline Editor Scene: ExampleViewerConstruct→NextRight":[["[[-1,\"Timeline Editor Scene: ExampleViewerConstruct→NextRight\"],[1,\"ExampleViewerConstruct\"]]","NextRight",0]],"Timeline Editor Scene: Incisorsaurus→RunCycle":[],"Timeline Editor Scene: Incisorsaurus→Idle":[]},"assetSelections":[],"recentPermissions":"v1,enterprise","publishingPopupStateInfo":{"currentConfiguration":"DevMode"}}

Utilities/ProjectTranscript.json
------------------------------------------------------------
{
	"docFormatVersion":0,
	"transcriptPhrases":{
		"Hello World":{
			"en":"Hello World",
			"es":"Hola Mundo"
		},
        "Goodbye World":{
			"en":"Goodbye World",
			"es":"Adiós Mundo"
		}
	}
}

Assets.ncData
------------------------------------------------------------
Deviations from default ncData:

- assetConfigurationFilters is {} instead of the default null.
- loadingTier is 0.25 instead of the default null.

jsconfig.json
------------------------------------------------------------
{
    "exclude": ["Publishing","Utilities/AuxiliaryPublishingSupport"]
}

ProjectSettings.json
------------------------------------------------------------
{"docFormatVersion":0,"publicProjectName":"Incisor Example Gallery JS","projectCodeName":"IncisorExampleGalleryJS","latestIncisorVersionSetUsed":"Red","requiredPermissions":"","latestIncisorVersionUsed":"2026.01.27.16.26.36","usingTypescript":false,"assetConfigurationDefinitions":{"assetPackageScale":["100","50"],"soundQuality":["stereo_115","mono_55"],"language":["en","es"]},"assetConfigurationDataOrder":["assetPackageScale","soundQuality","language"],"conditionalCodeTagDefinitions":["MyConditionalCodeTag"],"coreCanvasResolutionX":2160,"coreCanvasResolutionY":2160,"canvasTransparency":false,"mainCameraType":"perspective","maskingMode":"overlapping","preserveDrawingBuffer":true,"defaultGraphicAssetEffectNodes":["ColorMultiply"],"devModeConfiguration":"DevMode","configurations":{"DevMode":{"publishIndexFile":true,"supportedAssetConfigurations":[{"assetPackageScale":"100","soundQuality":"stereo_115","language":"en"}],"conditionalCodeTagsIncluded":["MyConditionalCodeTag"],"optionalCodeModulesExcluded":[],"minification":{"enableMinification":false,"automaticallyMinifyAllKeywords":false,"minifyPrefix":"minify_","minifySuffix":"_minify","doNotMinifyPrefix":"doNotMinify_","doNotMinifySuffix":"_doNotMinify","minifyIncisorApiKeywords":false,"minifyAssetNames":false,"substitutionAssignment":"deterministicRandom","keywordAndStringPairTreatment":"minifyBoth"},"removeComments":false,"removeWhiteSpace":false,"spriteSheetDimensionLimit":4096}},"autoClearMetaFiles":true,"limitPublishedBuildsKept":2,"enableDynamicDocumentation":true,"screenShotDestination":"ScreenShots","additionalLiveViewModes":["16x9_maximize","9x16_maximize","1920x1080","1080x1920"],"fontDefinitions":[{"fontName":"ExampleFont","kerningAdjustment":0,"lineHeight":475,"characterWidth":90,"alwaysIncludeTheseCharacters":[174],"phrasesUsingThisFont":[]},{"fontName":"SampleFont","kerningAdjustment":0,"lineHeight":82,"characterWidth":16,"alwaysIncludeTheseCharacters":[174,169],"phrasesUsingThisFont":[]},{"fontName":"CenterWinFont","kerningAdjustment":0,"lineHeight":600,"characterWidth":90,"alwaysIncludeTheseCharacters":[48,49,50,51,52,53,54,55,56,57],"phrasesUsingThisFont":[]}],"loadingTierDefinitions":[{"loadingTier":0.25,"isAutoLoaded":true,"incrementalContentProcessing":false,"assetDataFileSizeLimitKB":800,"performDuplicateRemoval":true},{"loadingTier":5,"isAutoLoaded":false,"incrementalContentProcessing":false,"assetDataFileSizeLimitKB":800,"performDuplicateRemoval":true},{"loadingTier":2,"isAutoLoaded":false,"incrementalContentProcessing":false,"assetDataFileSizeLimitKB":800,"performDuplicateRemoval":true}],"fontReduction":{"includeStandardCharactersWhenUnPublished":true,"includeStandardCharactersWhenPublished":true,"includeTranscriptCharacters":true,"limitTranscriptCharactersByLanguage":true,"limitTranscriptCharactersByPhrase":true,"standardFontCharacters":[33,34,35,36,37,38,39,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112,113,114,115,116,117,118,119,120,121,122,123,124,125,126]}}

ReleaseNotes.json
------------------------------------------------------------
{
    "2026.01.27.00.00.00":
    {
        "changeList":
        [
            {
                "name":"Added OBJs Example",
                "description":"Example showing OBJs with the BlinnPhongLighting CustomAddOn, and the MatCap CustomAddOn."
            },
            {
                "name":"Updates Slot Template Publisher",
                "description":"Certain ts files were being left in the js build - this has been updated."
            },
            {
                "name":"Minification Settings Restored",
                "description":"Minification settings for the template have been reduced for better 'getting started' setup."
            },
            {
                "name":"Added OBJ Particle System Example",
                "description":"Example showing OBJs with the BlinnPhongLighting CustomAddOn, and the MatCap EffectNode."
            }
        ]
    },
    "2025.10.19.00.00.00":
    {
        "changeList":
        [
            {
                "name":"Added release notes.",
                "description":"... the same notes you are currently looking at..."
            }
        ]
    }
}












----------------------------------------------------------
Section 2: IncisorSlotTemplateJS_textMap
----------------------------------------------------------


INCISOR PROJECT PLAIN TEXT MAP
============================================================
Project: Incisor Slot Template JS
Generated: 2026-09-25T19:48:49.659Z
Project Language: JavaScript

Excluded:
- AssetCache and its contents
- Publishing
- AutoSave
- IncisorAPI.js
- IncisorAPI.d.ts
- Additional file contents omitted for 1 user-specified path(s)

TABLE OF CONTENTS
============================================================
Incisor Slot Template JS
    Assets/
        CodeAssets/
            BrightnessContrast.codeAsset.js
            BulletTimeDoubleArc.codeAsset.js
            ExtremeEaseIn.codeAsset.js
            ExtremeEaseOut.codeAsset.js
            InfiniteAdd.codeAsset.js
            Sheen.codeAsset.js
            StretchBetween2D.codeAsset.js
        Dashboard/
            AutoPlayButton.png
            AutoPlayButton.png.ncData
            Circle.png
            Circle.png.ncData
            Dashboard.construct
            Dashboard.construct.ncData
            MenuButton.png
            MenuButton.png.ncData
            PanelBox.png
            PanelBox.png.ncData
            SoundButton.png
            SoundButton.png.ncData
            SoundMute.png
            SoundMute.png.ncData
            SpinButtonCenter.png
            SpinButtonCenter.png.ncData
        Fonts/
            ThemedFont/
                ThemedFont_Char{0000-8482}.png (112 files)
                ThemedFont_Char{0000-8482}.png.ncData (112 files)
            SampleFont.otf
            SampleFont.otf.ncData
            ThemedFont.ncData
        GameLayout/
            GameIntroAnimation/
                GameIntroAnimation.construct
                GameIntroAnimation.construct.ncData
            Background.png
            Background.png.ncData
            CenterWinMeterShadow.png
            CenterWinMeterShadow.png.ncData
            GameIntroAnimation.ncData
            GameLayout.construct
            GameLayout.construct.ncData
            GameTitle.png
            GameTitle.png.ncData
            InnerShadow.png
            InnerShadow.png.ncData
            ReelBackground.png
            ReelBackground.png.ncData
        LayersAndMasks/
            main.maskGroups
            main.maskGroups.ncData
            MainScene.layers
            MainScene.layers.ncData
        ParticleSystems/
            FallingStars.particleSysDef
            FallingStars.particleSysDef.ncData
            SampleParticle.png
            SampleParticle.png.ncData
            StarBurst.particleSysDef
            StarBurst.particleSysDef.ncData
            StarParticle.png
            StarParticle.png.ncData
        Sounds/
            ReelSpinSound.wav
            ReelSpinSound.wav.ncData
            ReelStop.wav
            ReelStop.wav.ncData
            SpinBegin.wav
            SpinBegin.wav.ncData
        SymbolImages/
            Bonus.png
            Bonus.png.ncData
            Major1.png
            Major1.png.ncData
            Major2.png
            Major2.png.ncData
            Major3.png
            Major3.png.ncData
            Minor1.png
            Minor1.png.ncData
            Minor2.png
            Minor2.png.ncData
            Minor3.png
            Minor3.png.ncData
            Wild.png
            Wild.png.ncData
        CodeAssets.ncData
        Dashboard.ncData
        Fonts.ncData
        GameLayout.ncData
        LayersAndMasks.ncData
        ParticleSystems.ncData
        Sounds.ncData
        SymbolImages.ncData
    ProjectCode/
        FlowStates/
            00 GameIntro.js
            01 GameIdle.js
            02 StartGame.js
            03 SpinReels.js
            05 WinCelebration.js
        PreloadConfiguration/
            PreloadConfiguration.js
        DashboardManager.js
        GameSystemManager.js
        GameSystemReplica.js
        GrpcConnection.js
        Payline.js
        ProjectMain.js
        ReelSymbol.js
    Utilities/
        AuxiliaryPublishingSupport/
            ElectronEgmPublish/
                ElectronExtras/
                    ConnectionDefinition.proto
                ElectronMain/
                    ElectronMain.js
                    GRPC.js
                ElectronPackage/
                    package.json
                ElectronPreload/
                    ElectronPreload.js
                Example GRPC Servers/
                    NodeExample/
                        ConnectionDefinition.proto
                        GrpcServer.js
                    Windows Cpp Example/
                        Compiled exe/
                            abseil_dll.dll
                            cares.dll
                            connection_proto.lib
                            game_data.json
                            grpc_cpp_server.exe
                            libcrypto-3-x64.dll
                            libprotobuf.dll
                            libssl-3-x64.dll
                            re2.dll
                            zlib1.dll
                        SourceProject/
                            data/
                                game_data.json
                            proto/
                                ConnectionDefinition.proto
                            src/
                                server_main.cpp
                            CMakeLists.txt
                            README.txt
            ElectronLocalDev/
                ElectronMain/
                    ElectronMain.js
                ElectronPackage/
                    package.json
                ElectronPreload/
                    ElectronPreload.js
        MinificationLists/
            DoNotMinifyLists/
                DoNotMinifyList.json
            MinifyLists/
                MinifyList.json
        ProjectState.json
        ProjectTranscript.json
    Assets.ncData
    jsconfig.json
    ProjectSettings.json
    ReleaseNotes.json

GROUPED REPETITIVE FILES
============================================================
Assets/Fonts/ThemedFont/ThemedFont_Char{0000-8482}.png (112 files) -> grouped repetitive non-text files (112 files)
Assets/Fonts/ThemedFont/ThemedFont_Char{0000-8482}.png.ncData (112 files) -> grouped repetitive text files (112 files)

TEXT FILE CONTENTS
============================================================
Assets/CodeAssets/BrightnessContrast.codeAsset.js
------------------------------------------------------------
"use strict";
CODE.runBeforeInit___begin;
let brightnessContrast_def = nc.defineEffectController("brightnessContrast", "Vector2", ["brightness", "contrast"], [0, 0], nc.constants.effectControllerMixModes.addition, [[0, 1], [0, 1]], "EffectController for the BrightnessContrast EffectNode, which adjusts the brightness and contrast of the fragments (pixels) on the Material it is applied to.", ["Brightness Adjustment", "Contrast Adjustment"]);
nc.defineEffectNode("BrightnessContrast", [], "", ["uniform vec2 brightnessContrast;"], "fragment.rgb /= max(fragment.a, .001);\n\
        fragment.rgb = (fragment.rgb - vec3(.5)) * (brightnessContrast.y + 1.0) + vec3(.5);\n\
        fragment.rgb += vec3(brightnessContrast.x);\n\
        fragment.rgb *= fragment.a;", [brightnessContrast_def]);
CODE.runBeforeInit___end;


Assets/CodeAssets/BulletTimeDoubleArc.codeAsset.js
------------------------------------------------------------
"use strict";
CODE.runBeforeInit___begin;
/** Define the tween function.
* @param {Swooper} swooper
*/
var bulletTimeDoubleArc_tweenTypeFunction = function (swooper) {
    let progress = swooper.progress;
    let params = swooper.controllers.BulletTimeDoubleArc;
    progress = (.5 * Math.pow((progress - .5) * 2, 5) + .5) * params.bulletTimeAmount + (1 - params.bulletTimeAmount) * progress;
    var oneMinus = 1 - progress;
    for (var i = 0; i < swooper.startValues.length; i++) {
        if (i === 0) {
            swooper.currentValues[i] = swooper.startValues[i] * oneMinus + swooper.endValues[i] * progress + Math.sin(progress * Math.PI) * params.x;
        }
        else if (i === 1) {
            swooper.currentValues[i] = swooper.startValues[i] * oneMinus + swooper.endValues[i] * progress + Math.sin(progress * Math.PI) * params.y;
        }
        else {
            swooper.currentValues[i] = swooper.startValues[i] * oneMinus + swooper.endValues[i] * progress;
        }
    }
};
//Define 'bulletTimeDoubleArc_tweenTypeFunction' TweenType
nc.defineTweenType("BulletTimeDoubleArc", bulletTimeDoubleArc_tweenTypeFunction, ["bulletTimeAmount", "x", "y"], [.5, 100, 100], "This TweenType in intended for use with position swoops.  It arcs the movements toward an offset position, and slows down the movement in the middle of the movement.", ["The amount to slow down the progression.  0 means no slow down, and 1 brings the progression to a standstill in the middle.", "The amound of X arc.", "The amount of Y arc."]);
CODE.runBeforeInit___end;


Assets/CodeAssets/ExtremeEaseIn.codeAsset.js
------------------------------------------------------------
"use strict";
CODE.runBeforeInit___begin;
/** Define the tween function.
* @param {Swooper} swooper
*/
var extremeEaseIn_tweenTypeFunction = function (swooper) {
    let progress = Math.pow(Math.sin(.5 * Math.PI * swooper.progress), .3);
    for (let i = 0; i < swooper.numProperties; i++) {
        swooper.currentValues[i] = swooper.startValues[i] * (1 - progress) + swooper.endValues[i] * progress;
    }
};
//Define 'ExtremeEaseIn' TweenType
nc.defineTweenType("ExtremeEaseIn", extremeEaseIn_tweenTypeFunction, [], [], "This TweenType changes very quickly at first and slows down.", []);
CODE.runBeforeInit___end;


Assets/CodeAssets/ExtremeEaseOut.codeAsset.js
------------------------------------------------------------
"use strict";
CODE.runBeforeInit___begin;
/** Define the tween function.
* @param {Swooper} swooper
*/
var extremeEaseOut_tweenTypeFunction = function (swooper) {
    let progress = Math.pow(1 - Math.cos(.5 * Math.PI * swooper.progress), 3.33);
    for (let i = 0; i < swooper.numProperties; i++) {
        swooper.currentValues[i] = swooper.startValues[i] * (1 - progress) + swooper.endValues[i] * progress;
    }
};
//Define 'ExtremeEaseOut' TweenType
nc.defineTweenType("ExtremeEaseOut", extremeEaseOut_tweenTypeFunction, [], [], "This TweenType changes very slowly at first and speeds up.", []);
CODE.runBeforeInit___end;


Assets/CodeAssets/InfiniteAdd.codeAsset.js
------------------------------------------------------------
"use strict";
CODE.runBeforeInit___begin;
/** Define the motion function.
* @param {Motion} motion
*/
var infiniteAdd_motionTypeFunction = function (motion) {
    for (let i = 0; i < motion.numProperties; ++i) {
        motion.currentValues[i] = motion.lowerBounds[i] + motion.progress * (motion.upperBounds[i] - motion.lowerBounds[i]);
    }
};
// Define 'InfiniteAdd' Motion
nc.defineMotionType("InfiniteAdd", infiniteAdd_motionTypeFunction, undefined, undefined, "This MotionType adds to the value/values indefinitely.");
CODE.runBeforeInit___end;


Assets/CodeAssets/Sheen.codeAsset.js
------------------------------------------------------------
"use strict";
CODE.runBeforeInit___begin;
let sheen_def = nc.defineEffectController("sheen", "Vector4", ["progress", "angle", "thickness", "feather"], [0, 45, 100, 100], nc.constants.effectControllerMixModes.addition, [[0, 500], [0, 180], [0, 100], [0, 100]], "EffectController for the Sheen EffectNode, which adds a movable band of bright color to the Material it is applied to.", ["The offset of the bright band.", "The angle of the bright band.", "The thickness of the bright band.", "The fuzziness of the edges of the bright band."]);
let sheen_color_def = nc.defineEffectController("sheen_color", "Vector4", ["red", "green", "blue", "alpha"], [1, 1, 1, 1], nc.constants.effectControllerMixModes.addition, [[0, 1], [0, 1], [0, 1], [0, 1]], "EffectController for the Sheen EffectNode, which adds a movable band of bright color to the Material it is applied to.", ["The red value of the Sheen color.", "The green value of the Sheen color.", "The blue value of the Sheen color.", "The alpha value of the Sheen color."]);
let sheen_luminance_def = nc.defineEffectController("sheen_luminance", "number", [""], [1], nc.constants.effectControllerMixModes.addition, [[0, 1]], "EffectController for the Sheen EffectNode, which adds a movable band of bright color to the Material it is applied to.", "The luminance of the bright band.");
nc.defineEffectNode("Sheen", ["varying vec2 pos;"], "pos = vertex.xy;", ["varying vec2 pos;", "uniform vec4 sheen;", "uniform vec4 sheen_color;", "uniform float sheen_luminance;"], "float sheen_angle=sheen.y*3.14159/180.0;\n\
        float sheen_progress=sheen.x;\n\
        float sheen_thickness=sheen.z;\n\
        float sheen_feather=sheen.w;\n\
        vec2 sheen_axisOfTravel=vec2(cos(sheen_angle),sin(sheen_angle));\n\
        float sheen_newUV=dot(pos,sheen_axisOfTravel);\n\
        float sheen_sheenBand=smoothstep(sheen_progress-sheen_thickness*.5-sheen_feather,sheen_progress-sheen_thickness*.5,sheen_newUV)*smoothstep(sheen_progress+sheen_thickness*.5+sheen_feather,sheen_progress+max(sheen_feather, .001),sheen_newUV);\n\
        vec3 sheen_addColor = fragment.rgb+sheen_sheenBand*fragment.a*sheen_color.rgb*sheen_color.a;\n\
        vec3 sheen_normalColor = mix(fragment.rgb, fragment.a*sheen_color.rgb, sheen_color.a * sheen_sheenBand);\n\
        fragment.rgb = mix(sheen_normalColor, sheen_addColor, sheen_luminance);", [sheen_def, sheen_color_def, sheen_luminance_def]);
CODE.runBeforeInit___end;


Assets/CodeAssets/StretchBetween2D.codeAsset.js
------------------------------------------------------------
"use strict";
/** A CustomAddOn that will take any GraphicObject and stretch it from the middle between any two points using a GraphicExpander.
 */
class StretchBetween2D extends CustomAddOn_GraphicObject {
    constructor(owner) {
        // call the super constructor
        super(owner);
        // configure the GraphicExpander if it's not already configured
        if (this.owner.graphicExpander === undefined) {
            this.owner.configureGraphicExpander();
            this.owner.graphicExpander.expandedHeight = 0;
            this.owner.graphicExpander.expandedWidth = 0;
        }
        // initial var values
        this.internalUseGlobalCoordinates = false;
        this.internalStretchDirection = "horizontal";
        this.internalFirstPointX = 0;
        this.internalFirstPointY = 0;
        this.internalFirstPointBuffer = 0;
        this.internalSecondPointX = 0;
        this.internalSecondPointY = 0;
        this.internalSecondPointBuffer = 0;
        this.internalOneOverPi = 1 / Math.PI;
    }
    // refreshes the owner's position and rotation based on the values for the points
    refreshLayout() {
        let distanceX = (this.internalSecondPointX - this.internalFirstPointX);
        let distanceY = (this.internalSecondPointY - this.internalFirstPointY);
        let length = Math.pow(distanceX * distanceX + distanceY * distanceY, .5);
        let ratio = (1 + (-this.internalFirstPointBuffer + this.internalSecondPointBuffer) / length) * .5;
        let oneMinusRatio = (1 - ratio);
        let destX = (this.internalFirstPointX * ratio + this.internalSecondPointX * oneMinusRatio);
        let destY = (this.internalFirstPointY * ratio + this.internalSecondPointY * oneMinusRatio);
        let rotationZ = Math.atan2(distanceY, distanceX) * 180 * this.internalOneOverPi;
        if (this.internalStretchDirection === "horizontal") {
            this.owner.graphicExpander.expandedWidth = length - this.internalFirstPointBuffer - this.internalSecondPointBuffer;
            this.owner.graphicExpander.expandedHeight = 0;
        }
        else {
            this.owner.graphicExpander.expandedWidth = 0;
            this.owner.graphicExpander.expandedHeight = length - this.internalFirstPointBuffer - this.internalSecondPointBuffer;
            rotationZ += 90;
        }
        if (this.internalUseGlobalCoordinates === true) {
            this.owner.swoopGlobalPosition([destX, destY, 0], 0);
            this.owner.swoopGlobalRotation([0, 0, rotationZ], 0);
            this.owner.swoopGlobalScale([1, 1, 1], 0);
        }
        else {
            this.owner.position.x = destX;
            this.owner.position.y = destY;
            this.owner.rotation.z = rotationZ;
        }
    }
}
CODE.runBeforeInit___begin;
// Add getters/setters onto the CustomAddOn prototype, so that setting these values also triggers a refresh.
Object.defineProperty(StretchBetween2D.prototype, "useGlobalCoordinates", {
    set: function (_val) {
        this.internalUseGlobalCoordinates = _val;
        this.refreshLayout();
    },
    get: function () { return (this.internalUseGlobalCoordinates); }
});
Object.defineProperty(StretchBetween2D.prototype, "stretchDirection", {
    set: function (_val) {
        this.internalStretchDirection = _val;
        this.refreshLayout();
    },
    get: function () { return (this.internalStretchDirection); }
});
Object.defineProperty(StretchBetween2D.prototype, "firstPointX", {
    set: function (_val) {
        this.internalFirstPointX = _val;
        this.refreshLayout();
    },
    get: function () { return (this.internalFirstPointX); }
});
Object.defineProperty(StretchBetween2D.prototype, "firstPointY", {
    set: function (_val) {
        this.internalFirstPointY = _val;
        this.refreshLayout();
    },
    get: function () { return (this.internalFirstPointY); }
});
Object.defineProperty(StretchBetween2D.prototype, "firstPointBuffer", {
    set: function (_val) {
        this.internalFirstPointBuffer = _val;
        this.refreshLayout();
    },
    get: function () { return (this.internalFirstPointBuffer); }
});
Object.defineProperty(StretchBetween2D.prototype, "secondPointX", {
    set: function (_val) {
        this.internalSecondPointX = _val;
        this.refreshLayout();
    },
    get: function () { return (this.internalSecondPointX); }
});
Object.defineProperty(StretchBetween2D.prototype, "secondPointY", {
    set: function (_val) {
        this.internalSecondPointY = _val;
        this.refreshLayout();
    },
    get: function () { return (this.internalSecondPointY); }
});
Object.defineProperty(StretchBetween2D.prototype, "secondPointBuffer", {
    set: function (_val) {
        this.internalSecondPointBuffer = _val;
        this.refreshLayout();
    },
    get: function () { return (this.internalSecondPointBuffer); }
});
// register the CustomAddOn and its properties with the Incisor inspector, so that it can be added within the GUI.
nc.registerCustomAddOn(StretchBetween2D);
let stretchBetween2D_registeredProperty = nc.registerCustomAddOnProperty(StretchBetween2D, "boolean", "useGlobalCoordinates");
stretchBetween2D_registeredProperty = nc.registerCustomAddOnProperty(StretchBetween2D, "string", "stretchDirection");
stretchBetween2D_registeredProperty.validationList = ["horizontal", "vertical"];
stretchBetween2D_registeredProperty = nc.registerCustomAddOnProperty(StretchBetween2D, "number", "firstPointX");
stretchBetween2D_registeredProperty = nc.registerCustomAddOnProperty(StretchBetween2D, "number", "firstPointY");
stretchBetween2D_registeredProperty = nc.registerCustomAddOnProperty(StretchBetween2D, "number", "firstPointBuffer");
stretchBetween2D_registeredProperty = nc.registerCustomAddOnProperty(StretchBetween2D, "number", "secondPointX");
stretchBetween2D_registeredProperty = nc.registerCustomAddOnProperty(StretchBetween2D, "number", "secondPointY");
stretchBetween2D_registeredProperty = nc.registerCustomAddOnProperty(StretchBetween2D, "number", "secondPointBuffer");
CODE.runBeforeInit___end;


Assets/Dashboard/AutoPlayButton.png.ncData
------------------------------------------------------------
Deviations from default ncData:

- imageConfigurations.resolutionScaleX is 0.6 instead of the default null.
- imageConfigurations.resolutionScaleY is 0.6 instead of the default null.
- imageConfigurations.trimMode is "none" instead of the default null.

Assets/Dashboard/Circle.png.ncData
------------------------------------------------------------
default ncData file

Assets/Dashboard/Dashboard.construct
------------------------------------------------------------
{
	"blueprint":{
		"type":"Blueprint",
		"hierarchy":{
			"0":{},
			"1":{},
			"2":{},
			"3":{
				"4":{},
				"5":{},
				"6":{},
				"7":{},
				"8":{},
				"9":{},
				"10":{},
				"11":{},
				"12":{},
				"13":{},
				"14":{
					"15":{},
					"16":{
						"17":{}
					},
					"18":{
						"19":{}
					}
				}
			},
			"20":{
				"21":{
					"22":{}
				}
			},
			"23":{
				"24":{},
				"25":{}
			}
		},
		"objects":[
			{
				"i":0,
				"type":"GraphicObject",
				"name":"ViewArea",
				"uid":"0255217279399595",
				"scale":[21.6,43.2,1],
				"graphicAsset":"WhiteBox",
				"subLayer":0.95,
				"effectControllerValues":{"colorMultiply":[0,1,0,0.1]},
				"materials":[
					{"effectNodes":["FillColor","ColorMultiply"]}
				]
			},
			{
				"i":1,
				"type":"Button",
				"name":"MenuBackgroundDimmer",
				"uid":"3692856201945776",
				"enabled":false,
				"scale":[21.6,43.2,1],
				"graphicAsset":"WhiteBox",
				"layer":"GameMenus",
				"subLayer":-0.9,
				"effectControllerValues":{"colorMultiply":[0,0,0,0.7]},
				"materials":[
					{"effectNodes":["FillColor","ColorMultiply"]}
				]
			},
			{
				"i":2,
				"type":"GraphicObject",
				"name":"BottomBarBackground",
				"uid":"5152859927566143",
				"position":[0,-2060,0],
				"scale":[21.6,2,1],
				"graphicAsset":"WhiteBox",
				"layer":"Dashboard",
				"subLayer":-0.2,
				"effectControllerValues":{"colorMultiply":[0,0,0,0.5]},
				"materials":[
					{"effectNodes":["FillColor","ColorMultiply"]}
				]
			},
			{"i":3,"name":"BottomBarContainer","uid":"6056396671095576","position":[0,-2060,0]},
			{
				"i":4,
				"type":"GraphicObject",
				"name":"BottomBarBorder",
				"uid":"1046200249065111",
				"position":[0,100,0],
				"scale":[21.6,0.049,1],
				"graphicAsset":"WhiteBox",
				"layer":"Dashboard",
				"effectControllerValues":{"colorMultiply":[0.2,0.2,0.22,1]},
				"materials":[
					{"effectNodes":["FillColor","ColorMultiply"]}
				]
			},
			{
				"i":5,
				"type":"TextBox",
				"name":"BalanceLabel",
				"uid":"3062810463762450",
				"position":[-300,40,0],
				"layer":"Dashboard",
				"masking":{"enabled":false,"maskGroups":["MainMaskGroup"]},
				"phraseID":"CreditMeterLabel",
				"textFormat":{
					"fontName":"SampleFont",
					"characterScaleX":0.75,
					"characterScaleY":0.75,
					"lineHeightMultiplier":1,
					"characterMaterial":{
						"effectNodes":["SampleMainTexture","Shapify","ColorMultiply"],
						"effectControllerValues":{}
					}
				},
				"materials":[
					{
						"effectNodes":["SampleMainTexture","ColorMultiply"],
						"effectControllerValues":{"colorMultiply":[0.6352941176470588,0.6352941176470588,0.7058823529411765,1]}
					}
				]
			},
			{
				"i":6,
				"type":"TextBox",
				"name":"BalanceMeter",
				"uid":"6366022433512107",
				"position":[-300,-20,0],
				"layer":"Dashboard",
				"masking":{"enabled":false,"maskGroups":["MainMaskGroup"]},
				"string":"$2,100.85",
				"textFormat":{
					"fontName":"SampleFont",
					"lineHeightMultiplier":1,
					"characterMaterial":{
						"effectNodes":["SampleMainTexture","Shapify","ColorMultiply"],
						"effectControllerValues":{}
					}
				},
				"materials":[
					{
						"effectNodes":["SampleMainTexture","ColorMultiply"],
						"effectControllerValues":{"colorMultiply":[0.8901960784313725,0.8901960784313725,0.9176470588235294,1]}
					}
				]
			},
			{
				"i":7,
				"type":"TextBox",
				"name":"BetLabel",
				"uid":"7533959443301057",
				"position":[300,40,0],
				"layer":"Dashboard",
				"phraseID":"BetMeterLabel",
				"textFormat":{
					"fontName":"SampleFont",
					"characterScaleX":0.75,
					"characterScaleY":0.75,
					"lineHeightMultiplier":1,
					"characterMaterial":{
						"effectNodes":["SampleMainTexture","Shapify","ColorMultiply"],
						"effectControllerValues":{}
					}
				},
				"materials":[
					{
						"effectNodes":["SampleMainTexture","ColorMultiply"],
						"effectControllerValues":{"colorMultiply":[0.6352941176470588,0.6352941176470588,0.7058823529411765,1]}
					}
				]
			},
			{
				"i":8,
				"type":"TextBox",
				"name":"BetMeter",
				"uid":"3552817982372254",
				"position":[300,-20,0],
				"layer":"Dashboard",
				"string":"$1.50",
				"textFormat":{
					"fontName":"SampleFont",
					"lineHeightMultiplier":1,
					"characterMaterial":{
						"effectNodes":["SampleMainTexture","Shapify","ColorMultiply"],
						"effectControllerValues":{}
					}
				},
				"materials":[
					{
						"effectNodes":["SampleMainTexture","ColorMultiply"],
						"effectControllerValues":{"colorMultiply":[0.8897692222222225,0.8897692222222225,0.9188666666666669,1]}
					}
				]
			},
			{
				"i":9,
				"type":"TextBox",
				"name":"WinMeter",
				"uid":"7770006718721982",
				"position":[0,-20,0],
				"layer":"Dashboard",
				"string":"$1.50",
				"textFormat":{
					"fontName":"SampleFont",
					"lineHeightMultiplier":1,
					"characterMaterial":{
						"effectNodes":["SampleMainTexture","Shapify","ColorMultiply"],
						"effectControllerValues":{}
					}
				},
				"materials":[
					{
						"effectNodes":["SampleMainTexture","ColorMultiply"],
						"effectControllerValues":{"colorMultiply":[0.8897692222222225,0.8897692222222225,0.9188666666666669,1]}
					}
				]
			},
			{
				"i":10,
				"type":"TextBox",
				"name":"WinLabel",
				"uid":"0316236576295246",
				"position":[0,40,0],
				"layer":"Dashboard",
				"phraseID":"WinMeterLabel",
				"textFormat":{
					"fontName":"SampleFont",
					"characterScaleX":0.75,
					"characterScaleY":0.75,
					"lineHeightMultiplier":1,
					"characterMaterial":{
						"effectNodes":["SampleMainTexture","Shapify","ColorMultiply"],
						"effectControllerValues":{}
					}
				},
				"materials":[
					{
						"effectNodes":["SampleMainTexture","ColorMultiply"],
						"effectControllerValues":{"colorMultiply":[0.6352941176470588,0.6352941176470588,0.7058823529411765,1]}
					}
				]
			},
			{
				"i":11,
				"type":"TextBox",
				"name":"BottomBarTitle",
				"uid":"1744208700345465",
				"position":[1030,0,0],
				"layer":"Dashboard",
				"phraseID":"BottomBarGameTitle",
				"textFormat":{
					"fontName":"SampleFont",
					"characterScaleX":1.25,
					"characterScaleY":1.25,
					"lineHeightMultiplier":1,
					"characterMaterial":{
						"effectNodes":["SampleMainTexture","Shapify","ColorMultiply"],
						"effectControllerValues":{}
					}
				},
				"pivotPoint":[0.5,0],
				"materials":[
					{
						"effectNodes":["SampleMainTexture","ColorMultiply"],
						"effectControllerValues":{"colorMultiply":[0.8901960784313725,0.8901960784313725,0.9176470588235294,1]}
					}
				]
			},
			{
				"i":12,
				"type":"Button",
				"name":"MenuButton",
				"uid":"2990403768905400",
				"position":[-960,0,0],
				"scale":[0.6,0.6,1],
				"graphicAsset":"MenuButton",
				"layer":"Dashboard",
				"materials":[
					{
						"effectNodes":["SampleMainTexture","ColorMultiply","BrightnessContrast"],
						"effectControllerValues":{"colorMultiply":[0.89,0.89,0.916,1]}
					}
				]
			},
			{
				"i":13,
				"type":"Button",
				"name":"SoundButton",
				"uid":"0451180212965326",
				"position":[-800,0,0],
				"scale":[0.6,0.6,1],
				"graphicAsset":"SoundButton",
				"layer":"Dashboard",
				"materials":[
					{
						"effectNodes":["SampleMainTexture","ColorMultiply","BrightnessContrast"],
						"effectControllerValues":{"colorMultiply":[0.8901960784313725,0.8901960784313725,0.9176470588235294,1]}
					}
				]
			},
			{"i":14,"name":"AutplayContainer","uid":"7287341036502203","position":[-640,0,0]},
			{
				"i":15,
				"type":"Button",
				"name":"Autoplay Button",
				"uid":"2188549410786908",
				"scale":[0.6,0.6,1],
				"graphicAsset":"AutoPlayButton",
				"layer":"Dashboard",
				"subLayer":0.05,
				"materials":[
					{
						"effectNodes":["SampleMainTexture","ColorMultiply","BrightnessContrast"],
						"effectControllerValues":{"colorMultiply":[0.8901960784313725,0.8901960784313725,0.9176470588235294,1]}
					}
				]
			},
			{
				"i":16,
				"type":"Button",
				"name":"Autoplay Menu",
				"uid":"1431752518849777",
				"enabled":false,
				"graphicAsset":"PanelBox",
				"layer":"GameMenus",
				"materials":[
					{"effectNodes":["SampleMainTexture","ColorMultiply"]}
				],
				"graphicExpander":{"symmetric":false,"expandableArea":[0,0,0,0],"expandedArea":[-115,115,-80,675]}
			},
			{
				"i":17,
				"type":"TextBox",
				"name":"BalanceLabel",
				"uid":"9717852305388767",
				"position":[0,80,0],
				"layer":"GameMenus",
				"subLayer":0.05,
				"phraseID":"AutoplayLabel",
				"textFormat":{
					"fontName":"SampleFont",
					"characterScaleX":0.75,
					"characterScaleY":0.75,
					"lineHeightMultiplier":1,
					"characterMaterial":{
						"effectNodes":["SampleMainTexture","Shapify","ColorMultiply"],
						"effectControllerValues":{}
					}
				},
				"materials":[
					{
						"effectNodes":["SampleMainTexture","ColorMultiply"],
						"effectControllerValues":{"colorMultiply":[0.6352941176470588,0.6352941176470588,0.7058823529411765,1]}
					}
				]
			},
			{
				"i":18,
				"type":"GraphicObject",
				"name":"AutoplayCountdownBackground",
				"uid":"7311747112657510",
				"enabled":false,
				"graphicAsset":"PanelBox",
				"layer":"GameMenus",
				"materials":[
					{"effectNodes":["SampleMainTexture","ColorMultiply"]}
				],
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Assets/Dashboard/Dashboard.construct.ncData
------------------------------------------------------------
default ncData file

Assets/Dashboard/MenuButton.png.ncData
------------------------------------------------------------
Deviations from default ncData:

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Assets/Dashboard/PanelBox.png.ncData
------------------------------------------------------------
default ncData file

Assets/Dashboard/SoundButton.png.ncData
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Assets/Dashboard/SoundMute.png.ncData
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Assets/Dashboard/SpinButtonCenter.png.ncData
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Assets/Fonts/SampleFont.otf.ncData
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Assets/Fonts/ThemedFont.ncData
------------------------------------------------------------
default ncData file

Assets/GameLayout/GameIntroAnimation/GameIntroAnimation.construct
------------------------------------------------------------
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Assets/GameLayout/GameIntroAnimation/GameIntroAnimation.construct.ncData
------------------------------------------------------------
default ncData file

Assets/GameLayout/Background.png.ncData
------------------------------------------------------------
default ncData file

Assets/GameLayout/CenterWinMeterShadow.png.ncData
------------------------------------------------------------
default ncData file

Assets/GameLayout/GameIntroAnimation.ncData
------------------------------------------------------------
default ncData file

Assets/GameLayout/GameLayout.construct
------------------------------------------------------------
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default ncData file

Assets/GameLayout/ReelBackground.png.ncData
------------------------------------------------------------
default ncData file

Assets/LayersAndMasks/main.maskGroups.ncData
------------------------------------------------------------
default ncData file

Assets/LayersAndMasks/MainScene.layers
------------------------------------------------------------
{"layers":["GameBackground","Reels","WinningSymbols","GameTitle","Dashboard","GameIntro","GameMenus"]}

Assets/LayersAndMasks/MainScene.layers.ncData
------------------------------------------------------------
default ncData file

Assets/ParticleSystems/FallingStars.particleSysDef.ncData
------------------------------------------------------------
default ncData file

Assets/ParticleSystems/SampleParticle.png.ncData
------------------------------------------------------------
default ncData file

Assets/ParticleSystems/StarBurst.particleSysDef.ncData
------------------------------------------------------------
default ncData file

Assets/ParticleSystems/StarParticle.png.ncData
------------------------------------------------------------
default ncData file

Assets/Sounds/ReelSpinSound.wav.ncData
------------------------------------------------------------
default ncData file

Assets/Sounds/ReelStop.wav.ncData
------------------------------------------------------------
default ncData file

Assets/Sounds/SpinBegin.wav.ncData
------------------------------------------------------------
default ncData file

Assets/SymbolImages/Bonus.png.ncData
------------------------------------------------------------
default ncData file

Assets/SymbolImages/Major1.png.ncData
------------------------------------------------------------
default ncData file

Assets/SymbolImages/Major2.png.ncData
------------------------------------------------------------
default ncData file

Assets/SymbolImages/Major3.png.ncData
------------------------------------------------------------
default ncData file

Assets/SymbolImages/Minor1.png.ncData
------------------------------------------------------------
default ncData file

Assets/SymbolImages/Minor2.png.ncData
------------------------------------------------------------
default ncData file

Assets/SymbolImages/Minor3.png.ncData
------------------------------------------------------------
default ncData file

Assets/SymbolImages/Wild.png.ncData
------------------------------------------------------------
default ncData file

Assets/CodeAssets.ncData
------------------------------------------------------------
default ncData file

Assets/Dashboard.ncData
------------------------------------------------------------
default ncData file

Assets/Fonts.ncData
------------------------------------------------------------
default ncData file

Assets/GameLayout.ncData
------------------------------------------------------------
default ncData file

Assets/LayersAndMasks.ncData
------------------------------------------------------------
default ncData file

Assets/ParticleSystems.ncData
------------------------------------------------------------
default ncData file

Assets/Sounds.ncData
------------------------------------------------------------
default ncData file

Assets/SymbolImages.ncData
------------------------------------------------------------
default ncData file

ProjectCode/FlowStates/00 GameIntro.js
------------------------------------------------------------
"use strict";
class GameIntro extends FlowState {
    constructor() {
        super();
        this.userTouchedScreen = false;
        this.addElement(0, "startGameIntro");
        this.addPause(1, "waitForUserToTouchScreen");
        this.addElement(1.05, "playIntroOutro");
        // this.addElement(3,"fadeIntroBackground")
    }
    startGameIntro() {
        pr.gameLayout.descendantsByName.GameIntroBackground.addReleaseCallback(this, "userTouchedScreenCallback");
        pr.gameLayout.descendantsByName.GameIntroAnimation.enable();
        pr.gameLayout.descendantsByName.GameIntroAnimation.timelines.Intro.playOnce();
    }
    userTouchedScreenCallback() {
        this.userTouchedScreen = true;
        pr.gameLayout.descendantsByName.GameIntroAnimation.timelines.Outro.playOnceAndTakeWeight(.15, undefined, pr.gameLayout.descendantsByName.GameIntroAnimation.timelines.Outro, pr.gameLayout.descendantsByName.GameIntroAnimation, "disable");
        pr.gameLayout.descendantsByName.GameIntroBackground.removeReleaseCallback(this, "userTouchedScreenCallback");
        pr.gameLayout.descendantsByName.GameIntroBackground.buttonActive = false;
    }
    waitForUserToTouchScreen() {
        return (this.userTouchedScreen);
    }
    playIntroOutro() {
        pr.gameLayout.descendantsByName.GameIntroBackground.colorMultiply.swoop.alpha(0, .75, undefined, pr.gameLayout.descendantsByName.GameIntroBackground, "disable");
        nc.flows.MainGameFlow.GameIdle.setToCurrentState();
    }
}


ProjectCode/FlowStates/01 GameIdle.js
------------------------------------------------------------
"use strict";
class GameIdle extends FlowState {
    constructor() {
        super();
        this.addElement(0, "startIdle");
    }
    startIdle() {
    }
}


ProjectCode/FlowStates/02 StartGame.js
------------------------------------------------------------
"use strict";
class StartGame extends FlowState {
    constructor() {
        super();
        this.addElement(0, "startGame");
    }
    async startGame() {
        // update the balance and clear the win meter
        pr.dashboard.descendantsByName.WinMeter.string = "";
        if (gameSystemManager.currentGameOutcome !== undefined) {
            let balanceString = gameSystemManager.formatCurrency(gameSystemManager.currentGameOutcome.balanceAfter);
            pr.dashboard.descendantsByName.BalanceMeter.string = balanceString;
        }
        // start a new game if the local info in the gameSystemManager indicates that's possible
        if (gameSystemManager.attemptBet(pr, "processNewGameOutcome") === true) {
            nc.flows.MainGameFlow.SpinReels.setToCurrentState(true);
            gameSystemManager.gameStarted();
        }
        else {
            console.log("GameOutcome could not be requested.");
            nc.flows.MainGameFlow.GameIdle.setToCurrentState();
        }
        // reset items that may have been in progress when the game started
        pr.payline.colorMultiply.swoop.alpha(0, .5);
    }
}


ProjectCode/FlowStates/03 SpinReels.js
------------------------------------------------------------
"use strict";
class SpinReels extends FlowState {
    constructor() {
        super();
        this.addElement(0, "startSpin", undefined);
        this.addElement(.05, "startReelSpinSound");
        for (let i = 0; i < pr.symbolReels.length; i++) {
            this.addElement(.01 + .05 * i, "spinReel", i);
        }
        this.addPause(1.5, "waitForGameOutcome");
        for (let i = 0; i < pr.symbolReels.length; i++) {
            this.addElement(1.51 + .2 * i, "stopReel", i, "offset");
        }
    }
    startSpin() {
        nc.sounds.SpinBegin.playOnce();
        this.allReelsHaveStarted = false;
        nc.appEvents.fixedUpdate.addCallback(this, "fixedUpdate");
        pr.dashboard.descendantsByName.SpinButtonCenter.rotation.swoop.z(0, 0);
        pr.dashboard.descendantsByName.SpinButtonCenter.rotation.swoop.z(-360, .75, nc.tweenTypes.ExtremeEaseIn);
    }
    startReelSpinSound() {
        nc.sounds.ReelSpinSound.play();
    }
    fixedUpdate() {
        // check to see that all reels have spun and stopped...
        if (this.allReelsHaveStarted === true) {
            let allReelsAreStopped = true;
            for (let i = 0; i < pr.symbolReels.length; i++) {
                if (pr.symbolReels[i].reelState !== "stopped" && pr.symbolReels[i].reelState !== "bounce") {
                    allReelsAreStopped = false;
                    break;
                }
            }
            if (allReelsAreStopped === true) {
                nc.sounds.ReelSpinSound.pause();
                nc.appEvents.fixedUpdate.removeCallback(this, "fixedUpdate");
                nc.flows.MainGameFlow.WinCelebration.setToCurrentState();
            }
        }
    }
    spinReel(reelIdx) {
        pr.symbolReels[reelIdx].beginSpin();
        if (reelIdx === pr.symbolReels.length - 1) {
            this.allReelsHaveStarted = true;
        }
    }
    waitForGameOutcome() {
        if (gameSystemManager.currentGameOutcome !== undefined) {
            return (true);
        }
    }
    stopReel(reelIdx) {
        pr.symbolReels[reelIdx].beginStop(true);
    }
}


ProjectCode/FlowStates/05 WinCelebration.js
------------------------------------------------------------
"use strict";
class WinCelebration extends FlowState {
    constructor() {
        super();
        this.centerWinMeter = pr.gameLayout.descendantsByName.CenterWinMeter;
        this.winRollupAmount = 0;
        this.addElement(0, "startWinCelebration");
        this.addElement(.2, "highlightWin");
        this.addElement(1.1, "unhighlightWinSymbols");
        this.addElement(1.2, "goToNextWin");
    }
    updateCenterWinMeterValue() {
        let meterString = gameSystemManager.formatCurrency(this.winRollupAmount);
        this.centerWinMeter.string = meterString;
        pr.dashboard.descendantsByName.WinMeter.string = meterString;
    }
    winRollupComplete() {
        this.winRollupAmount = gameSystemManager.currentGameOutcome.totalWin;
        nc.swoopValue(this, "winRollupAmount", gameSystemManager.currentGameOutcome.totalWin, 0);
        this.updateCenterWinMeterValue();
        this.centerWinMeter.colorMultiply.swoop.alpha(0, 1.5, nc.tweenTypes.ExtremeEaseOut, this.centerWinMeter, "disable");
        gameSystemManager.gameEnded();
    }
    startWinCelebration() {
        if (gameSystemManager.currentGameOutcome.totalWin === 0) {
            nc.flows.MainGameFlow.GameIdle.setToCurrentState(true);
            gameSystemManager.gameEnded();
            return;
        }
        this.winHighlightIndex = 0;
        this.winRollupAmount = 0;
        this.centerWinMeter.enable();
        this.centerWinMeter.colorMultiply.alpha = 1;
        this.centerWinMeter.string = "";
        this.centerWinMeter.scale.swoop.all(0, 0);
        this.centerWinMeter.position.swoop.y(-100, 0);
        this.centerWinMeter.position.swoop.y(200, 8, nc.tweenTypes.ExtremeEaseIn);
        pr.gameLayout.descendantsByName.CenterWinMeterShadow.enabled = true;
        pr.gameLayout.descendantsByName.CenterWinMeterShadow.colorMultiply.alpha = 0;
        let shadowAlpha = 0;
        let rollupTime = 0;
        let winMultiplier = gameSystemManager.currentGameOutcome.totalWin / gameSystemManager.currentGameOutcome.bet;
        if (winMultiplier <= 1) {
            this.centerWinMeter.scale.swoop.all(.5, .1);
            rollupTime = .25;
            shadowAlpha = .4;
        }
        else if (winMultiplier <= 5) {
            this.centerWinMeter.scale.swoop.all(.65, .1);
            rollupTime = .5;
            shadowAlpha = .5;
        }
        else if (winMultiplier <= 15) {
            this.centerWinMeter.scale.swoop.all(.75, .1);
            rollupTime = 1.25;
            shadowAlpha = .6;
        }
        else if (winMultiplier <= 25) {
            this.centerWinMeter.scale.swoop.all(.85, .1);
            rollupTime = 2;
            shadowAlpha = .7;
        }
        else {
            this.centerWinMeter.scale.swoop.all(1, .1);
            rollupTime = 4;
            shadowAlpha = .8;
        }
        pr.gameLayout.descendantsByName.CenterWinMeterShadow.colorMultiply.swoop.alpha(shadowAlpha, 3, nc.tweenTypes.ExtremeEaseIn);
        nc.swoopValue(this, "winRollupAmount", gameSystemManager.currentGameOutcome.totalWin, rollupTime, undefined, this, "winRollupComplete", undefined, undefined, undefined, this, "updateCenterWinMeterValue");
    }
    highlightWin() {
        let symbol;
        if (this.winHighlightIndex < gameSystemManager.currentGameOutcome.wins.length) {
            pr.gameLayout.descendantsByName.ReelBackground.brightnessContrast.swoop.brightness(-.1, .5);
            pr.gameLayout.descendantsByName.GameBackgroundPattern.brightnessContrast.swoop.brightness(-.15, .55);
            let winDescription = gameSystemManager.currentGameOutcome.wins[this.winHighlightIndex];
            if (winDescription.winType === "line") {
                pr.payline.displayPayline(winDescription.line, .35, .1);
            }
            else {
                pr.payline.colorMultiply.alpha = 0;
            }
            for (let i = 0; i < pr.symbolReels.length; i++) {
                for (let j = 0; j < pr.symbolReels[i].numMainSymbols; j++) {
                    let isSymbolWinning = false;
                    for (let k = 0; k < winDescription.winningSymbols.length; k++) {
                        if (winDescription.winningSymbols[k][0] === i && winDescription.winningSymbols[k][1] === j) {
                            isSymbolWinning = true;
                            break;
                        }
                    }
                    symbol = pr.symbolReels[i].getSymbol(j);
                    if (isSymbolWinning === true) {
                        symbol.brightnessContrast.swoop.brightness(.1, 1, nc.tweenTypes.ExtremeEaseIn);
                        symbol.scale.swoop.all(1.2, 2, nc.tweenTypes.ExtremeEaseIn);
                        symbol.layer = nc.layers.WinningSymbols;
                    }
                    else {
                        symbol.scale.swoop.all(1, .5, nc.tweenTypes.Ease);
                        symbol.brightnessContrast.swoop.brightness(-.3, 1, nc.tweenTypes.ExtremeEaseIn);
                        symbol.layer = nc.layers.Reels;
                    }
                }
            }
        }
        else {
            pr.payline.colorMultiply.swoop.alpha(0, .7);
            pr.gameLayout.descendantsByName.ReelBackground.brightnessContrast.swoop.brightness(0, .25);
            pr.gameLayout.descendantsByName.GameBackgroundPattern.brightnessContrast.swoop.brightness(0, .35);
        }
        this.winHighlightIndex++;
        this.winHighlightIndex = this.winHighlightIndex % (gameSystemManager.currentGameOutcome.wins.length + 1);
    }
    unhighlightWinSymbols() {
        for (let i = 0; i < pr.symbolReels.length; i++) {
            for (let j = 0; j < pr.symbolReels[i].numMainSymbols; j++) {
                pr.symbolReels[i].getSymbol(j).scale.swoop.all(1, .5, nc.tweenTypes.Ease);
                pr.symbolReels[i].getSymbol(j).brightnessContrast.swoop.brightness(0, 1, nc.tweenTypes.Ease);
            }
        }
    }
    goToNextWin() {
        this.setTime(.1, true);
    }
    cleanUpWinCelebration() {
        this.unhighlightWinSymbols();
        pr.gameLayout.descendantsByName.ReelBackground.brightnessContrast.swoop.brightness(0, .25);
        pr.gameLayout.descendantsByName.GameBackgroundPattern.brightnessContrast.swoop.brightness(0, .35);
    }
}


ProjectCode/PreloadConfiguration/PreloadConfiguration.js
------------------------------------------------------------
"use strict";
async function preloadConfiguration(projectConfiguration) {
    CODE.includeIf___published;
    // Preserving the drawing buffer enables several useful development features, 
    // but may cause performance issues in published software on some devices.
    projectConfiguration.preserveDrawingBuffer = false;
    CODE.includeEnd___published;
    projectConfiguration.canvasParent = document.body;
    // define resource loading override function (this is optional)
    this.resourceLoadingOverride = function (filename) {
        if (filename.endsWith("_assetList.js") === true || filename.endsWith("_assetData.js") === true) {
            filename = projectConfiguration.projectName + String.fromCharCode(95) + projectConfiguration.publishTimestamp + "_loadedAssets/" + filename;
        }
        var s = document.createElement('script');
        s.setAttribute('src', filename);
        document.body.appendChild(s);
    };
    // define canvas positioning function (this is optional)
    this.canvasPositionOverride = function (canvas, left, top, width, height) {
        canvas.style.width = width + 'px';
        canvas.style.height = height + 'px';
        canvas.style.left = left + 'px';
        canvas.style.top = top + 'px';
    };
}
;


ProjectCode/DashboardManager.js
------------------------------------------------------------
"use strict";
class DashboardManager {
    constructor() {
        // initial values
        this.autoplaySpinsRemaining = 0;
        // create shortcuts to key items
        this.dashboard = pr.gameLayout.descendantsByName.Dashboard;
        this.spinButton = this.dashboard.descendantsByName.SpinButton;
        this.soundButton = this.dashboard.descendantsByName.SoundButton;
        this.autoplayButton = this.dashboard.descendantsByName["Autoplay Button"];
        this.menuButton = this.dashboard.descendantsByName.MenuButton;
        this.mainMenuContainer = this.dashboard.descendantsByName.MainMenuContainer;
        this.mainMenuBackground = this.dashboard.descendantsByName.MainMenuBackground;
        this.menuBackgroundDimmer = this.dashboard.descendantsByName.MenuBackgroundDimmer;
        this.autoplayMenu = this.dashboard.descendantsByName["Autoplay Menu"];
        // make the gamelayout view area invisible
        this.dashboard.descendantsByName.ViewArea.enabled = false;
        // add button callbacks
        this.spinButton.addReleaseCallback(this, "spinButtonReleaseCallback");
        this.soundButton.addReleaseCallback(this, "soundButtonReleaseCallback");
        this.autoplayButton.addReleaseCallback(this, "autoplayButtonReleaseCallback");
        this.menuButton.addReleaseCallback(this, "menuButtonReleaseCallback");
        // populate autoplay options
        this.populateAutoplayOptions();
        // set up autoplay rotation motion
        this.autoplayRotationMotion = this.dashboard.descendantsByName["Autoplay Button"].rotation.addMotion.z(100, -100, 1, nc.motionTypes.InfiniteAdd);
        this.autoplayRotationMotion.influence = 0;
        // create the WaitThen responsible for starting autoplay
        this.autoplayStartDelay = new WaitThen("autoplayStartDelay");
    }
    populateAutoplayOptions() {
        if (gameSystemManager.autoplayOptions !== undefined && gameSystemManager.autoplayOptions.length > 0) {
            this.autoplayOptionButtons = [];
            this.autoplayMenu.graphicExpander.expandedAreaTop = 175 + 175 * gameSystemManager.autoplayOptions.length;
            for (let i = 0; i < gameSystemManager.autoplayOptions.length; i++) {
                let newButton = new TextBox(this.autoplayMenu, "Autoplay Option Button");
                let numSpins = gameSystemManager.autoplayOptions[i];
                newButton.string = nc.getPhrase(nc.phraseIDs.AutoplaySelection, { nSpins: numSpins });
                newButton["numSpins"] = numSpins;
                newButton.position.y = 225 + 175 * i;
                newButton.buttonActive = true;
                newButton.horizontalJustification = constants.justifications.center;
                newButton.textFormat.lineHeightMultiplier = .8;
                newButton.colorMultiply.red = .89;
                newButton.colorMultiply.green = .89;
                newButton.colorMultiply.blue = .92;
                newButton.addReleaseCallback(this, "autoplayOptionButtonCallback", newButton);
            }
        }
        else {
            this.autoplayButton.disable();
        }
    }
    spinButtonReleaseCallback() {
        // bounce the spin button when released
        this.spinButton.position.y = -25;
        this.spinButton.position.swoop.y(0, .1);
        this.spinButton.scale.swoop.all(1.35, 0);
        this.spinButton.scale.swoop.all(1.5, .15);
        // trigger the mainPlayer input function
        pr.mainPlayerInput();
    }
    menuButtonReleaseCallback() {
        if (this.mainMenuContainer.enabled === false) {
            this.showMainMenu();
        }
        else {
            this.hideMainMenu();
        }
    }
    showMainMenu() {
        let container = this.dashboard.descendantsByName.MainMenuContainer;
        container.enabled = true;
        this.dashboard.descendantsByName.MenuBackgroundDimmer.enabled = true;
        container.scale.swoop.y(0, 0);
        container.scale.swoop.y(1, .07, nc.tweenTypes.ExtremeEaseIn);
        this.menuBackgroundDimmer.addReleaseCallback(this, "hideMainMenu");
    }
    hideMainMenu() {
        this.dashboard.descendantsByName.MainMenuContainer.enabled = false;
        this.dashboard.descendantsByName.MenuBackgroundDimmer.enabled = false;
        this.menuBackgroundDimmer.removeReleaseCallback(this, "hideMainMenu");
    }
    processGameStarted() {
        // dim the menu button
        this.dashboard.descendantsByName.MenuButton.buttonActive = false;
        this.dashboard.descendantsByName.MenuButton.brightnessContrast.brightness = -.5;
        // dim the autoplay button
        if (this.autoplaySpinsRemaining === 0) {
            this.autoplayButton.buttonActive = false;
            this.autoplayButton.brightnessContrast.brightness = -.5;
        }
    }
    processGameEnded() {
        // undim the menu button
        this.dashboard.descendantsByName.MenuButton.buttonActive = true;
        this.dashboard.descendantsByName.MenuButton.brightnessContrast.brightness = 0;
        // undim the autoplay button
        this.autoplayButton.buttonActive = true;
        this.autoplayButton.brightnessContrast.brightness = 0;
    }
    autoplayButtonReleaseCallback() {
        if (this.autoplaySpinsRemaining === 0) {
            if (!this.autoplayMenu.enabled) {
                this.showAutoplayMenu();
            }
            else {
                this.hideAutoplayMenu();
            }
        }
        else {
            this.stopAutoplay();
        }
    }
    showAutoplayMenu() {
        this.menuBackgroundDimmer.enabled = true;
        this.autoplayMenu.enabled = true;
        this.autoplayButton.layer = nc.layers.GameMenus;
        this.autoplayMenu.scale.swoop.y(0, 0);
        this.autoplayMenu.scale.swoop.y(1, .07, nc.tweenTypes.ExtremeEaseIn);
        this.menuBackgroundDimmer.addReleaseCallback(this, "hideAutoplayMenu");
    }
    hideAutoplayMenu() {
        this.menuBackgroundDimmer.enabled = false;
        this.autoplayMenu.enabled = false;
        this.autoplayButton.layer = nc.layers.Dashboard;
        this.menuBackgroundDimmer.removeReleaseCallback(this, "hideAutoplayMenu");
    }
    autoplayOptionButtonCallback(event, camera, button) {
        this.startAutoplay(button["numSpins"]);
        this.hideAutoplayMenu();
    }
    startAutoplay(numSpins) {
        this.autoplaySpinsRemaining = numSpins;
        this.autoplayRotationMotion.influence = 1;
        this.dashboard.descendantsByName.AutoplayCountdownBackground.enabled = true;
        this.dashboard.descendantsByName.AutoplayCountdown.string = this.autoplaySpinsRemaining.toString();
        this.autoplayIfApplicable();
    }
    stopAutoplay() {
        this.autoplayStartDelay.stop(false);
        this.autoplaySpinsRemaining = 0;
        this.autoplayRotationMotion.influence = 0;
        this.autoplayButton.rotation.z = 0;
        this.dashboard.descendantsByName.AutoplayCountdownBackground.enabled = false;
        if (gameSystemManager.gameInProgress === true) {
            this.autoplayButton.buttonActive = false;
            this.autoplayButton.brightnessContrast.brightness = -.5;
        }
    }
    autoplayIfApplicable() {
        if (this.autoplaySpinsRemaining > 0) {
            this.autoplayStartDelay.activate(.5, pr, "mainPlayerInput");
        }
    }
    decrementAutoplay() {
        this.autoplayStartDelay.stop(false);
        if (this.autoplaySpinsRemaining > 0) {
            if (this.autoplaySpinsRemaining === 1) {
                pr.dashboardManager.stopAutoplay();
            }
            else {
                // decrement the autoplay spins and update the autoplay countdown
                this.autoplaySpinsRemaining--;
                pr.dashboard.descendantsByName.AutoplayCountdown.string = this.autoplaySpinsRemaining.toString();
            }
        }
    }
    soundButtonReleaseCallback() {
        if (pr.dashboard.descendantsByName.SoundButton.graphicAsset === nc.graphicAssets.SoundButton) {
            // toggle to muted  
            pr.dashboard.descendantsByName.SoundButton.graphicAsset = nc.graphicAssets.SoundMute;
            nc.volumeControls.MainVolumeControl.volume = 0;
        }
        else {
            // toggle to sound on  
            pr.dashboard.descendantsByName.SoundButton.graphicAsset = nc.graphicAssets.SoundButton;
            nc.volumeControls.MainVolumeControl.volume = 1;
        }
    }
}


ProjectCode/GameSystemManager.js
------------------------------------------------------------
"use strict";
class GameSystemManager {
    async init() {
        // initial values
        this.gameInProgress = false;
        // if in LocalDev...
        CODE.includeIf___LocalDev;
        this.gameSystemReplica = new GameSystemReplica();
        CODE.includeEnd___LocalDev;
        // if in EgmPublish...
        CODE.includeIf___EgmPublish;
        this.grpcConnection = new GrpcConnection();
        await this.grpcConnection.init();
        CODE.includeEnd___EgmPublish;
    }
    async fetchGameSystemInfo(processPreloadGameSystemInfoCallbackOwner, processPreloadGameSystemInfoCallbackName) {
        let gameSystemInfoFromExternalSource;
        let initialGameLogicDataFromExternalSource;
        // if in LocalDev...
        CODE.includeIf___LocalDev;
        // fetch game system info from 'external' source...
        gameSystemInfoFromExternalSource = await this.gameSystemReplica.getPostloadInfo();
        // populate local properties from fetched data
        this.unitBet = gameSystemInfoFromExternalSource["unitBet"];
        this.currentBet = gameSystemInfoFromExternalSource["currentBet"];
        this.currentBalance = gameSystemInfoFromExternalSource["currentBalance"];
        this.availableBets = gameSystemInfoFromExternalSource["availableBets"];
        this.autoplayOptions = gameSystemInfoFromExternalSource["autoplayOptions"];
        // fetch inital game logic data from 'external' source...
        initialGameLogicDataFromExternalSource = await this.gameSystemReplica.getInitialLogicData();
        // populate local properties from fetched data
        this.initialGameLogicData = new InitialGameLogicData();
        this.initialGameLogicData.initialSymbolWindow = initialGameLogicDataFromExternalSource["initialSymbolWindow"];
        this.initialGameLogicData.reelData = initialGameLogicDataFromExternalSource["reelData"];
        this.initialGameLogicData.paylines = initialGameLogicDataFromExternalSource["paylines"];
        CODE.includeEnd___LocalDev;
        // if in WebPublish
        CODE.includeIf___WebPublish;
        CODE.includeEnd___WebPublish;
        // if in EgmPublish
        CODE.includeIf___EgmPublish;
        gameSystemInfoFromExternalSource = await this.grpcConnection.makeRequestToRemoteProcess({ type: "getPostLoadInfo" });
        if (gameSystemInfoFromExternalSource !== undefined) {
            // populate local properties from fetched data
            this.unitBet = gameSystemInfoFromExternalSource["unitBet"];
            this.currentBet = gameSystemInfoFromExternalSource["currentBet"];
            this.currentBalance = gameSystemInfoFromExternalSource["currentBalance"];
            this.availableBets = gameSystemInfoFromExternalSource["availableBets"];
            this.autoplayOptions = gameSystemInfoFromExternalSource["autoplayOptions"];
        }
        // fetch inital game logic data from 'external' source...
        initialGameLogicDataFromExternalSource = await this.grpcConnection.makeRequestToRemoteProcess({ type: "getInitialLogicData" });
        if (gameSystemInfoFromExternalSource !== undefined) {
            // populate local properties from fetched data
            this.initialGameLogicData = new InitialGameLogicData();
            this.initialGameLogicData.initialSymbolWindow = initialGameLogicDataFromExternalSource["initialSymbolWindow"];
            this.initialGameLogicData.reelData = initialGameLogicDataFromExternalSource["reelData"];
            this.initialGameLogicData.paylines = initialGameLogicDataFromExternalSource["paylines"];
        }
        CODE.includeEnd___EgmPublish;
        // perform 'processPreloadGameSystemInfo' callback
        if (processPreloadGameSystemInfoCallbackOwner !== undefined && processPreloadGameSystemInfoCallbackName !== undefined) {
            processPreloadGameSystemInfoCallbackOwner[processPreloadGameSystemInfoCallbackName]();
        }
    }
    attemptBet(processNewGameOutcomeCallbackOwner, processNewGameOutcomeCallbackName) {
        if (this.currentBalance >= this.currentBet) {
            // clear the current game outcome
            this.currentGameOutcome = undefined;
            // first, update the balance based on what we think we know locally
            this.currentBalance -= this.currentBet;
            // informing the external system of an attempted bet - this is intentially not awaited so that this function can immediately return "true", which allows the reels to begin spinning.
            this.requestBetFromExternalSystem(processNewGameOutcomeCallbackOwner, processNewGameOutcomeCallbackName);
            return (true);
        }
        else {
            return (false);
        }
    }
    async requestBetFromExternalSystem(processNewGameOutcomeCallbackOwner, processNewGameOutcomeCallbackName) {
        let gameOutcomeFromExternalSource;
        // assemble bet request
        let betRequest = new BetRequest();
        betRequest.betAmount = this.currentBet;
        // if in LocalDev...
        CODE.includeIf___LocalDev;
        // get game outcome from 'external' source...
        gameOutcomeFromExternalSource = await this.gameSystemReplica.getGameOutcome(betRequest);
        // map external gameOutcome properties to the gameOutcome object
        this.currentGameOutcome = new GameOutcome();
        this.currentGameOutcome.bet = gameOutcomeFromExternalSource.bet;
        this.currentGameOutcome.reelStops = gameOutcomeFromExternalSource.reelStops;
        this.currentGameOutcome.wins = gameOutcomeFromExternalSource.wins;
        this.currentGameOutcome.totalWin = gameOutcomeFromExternalSource.totalWin;
        this.currentGameOutcome.balanceBefore = gameOutcomeFromExternalSource.balanceBefore;
        this.currentGameOutcome.balanceAfter = gameOutcomeFromExternalSource.balanceAfter;
        // update current balance
        this.currentBalance = this.currentGameOutcome.balanceAfter;
        CODE.includeEnd___LocalDev;
        // if in WebPublish
        CODE.includeIf___WebPublish;
        // contact webAPI for gameOutcome...
        CODE.includeEnd___WebPublish;
        // if in EgmPublish
        CODE.includeIf___EgmPublish;
        // get game outcome from source...
        gameOutcomeFromExternalSource = await this.grpcConnection.makeRequestToRemoteProcess({ type: "getGameOutcome", payload: betRequest });
        // map external gameOutcome properties to the gameOutcome object
        this.currentGameOutcome = new GameOutcome();
        this.currentGameOutcome.bet = gameOutcomeFromExternalSource.bet;
        this.currentGameOutcome.reelStops = gameOutcomeFromExternalSource.reelStops;
        this.currentGameOutcome.wins = gameOutcomeFromExternalSource.wins;
        this.currentGameOutcome.totalWin = gameOutcomeFromExternalSource.totalWin;
        this.currentGameOutcome.balanceBefore = gameOutcomeFromExternalSource.balanceBefore;
        this.currentGameOutcome.balanceAfter = gameOutcomeFromExternalSource.balanceAfter;
        // update current balance
        this.currentBalance = this.currentGameOutcome.balanceAfter;
        CODE.includeEnd___EgmPublish;
        // perform 'processNewGameOutcome' callback
        if (processNewGameOutcomeCallbackOwner !== undefined && processNewGameOutcomeCallbackName !== undefined) {
            processNewGameOutcomeCallbackOwner[processNewGameOutcomeCallbackName]();
        }
    }
    gameStarted() {
        this.gameInProgress = true;
        pr.dashboardManager.processGameStarted();
        pr.dashboardManager.decrementAutoplay();
    }
    gameEnded() {
        this.gameInProgress = false;
        pr.dashboardManager.processGameEnded();
        pr.dashboardManager.autoplayIfApplicable();
    }
    formatCurrency(val) {
        const formattedValue = new Intl.NumberFormat('en-US', { style: 'currency', currency: 'USD' }).format(val);
        return (formattedValue);
    }
}
class InitialGameLogicData {
}
class GameOutcome {
    constructor() {
        this.bet = null;
        this.reelStops = null;
        this.wins = null;
        this.totalWin = null;
        this.balanceBefore = null;
        this.balanceAfter = null;
    }
}
class BetRequest {
    constructor() {
        this.betAmount = null;
    }
}
class WinDescription {
    constructor() {
        this.winType = null;
        this.line = null;
        this.winAmount = null;
        this.winningSymbols = null;
        this.featureFlags = null;
    }
}


ProjectCode/GameSystemReplica.js
------------------------------------------------------------
"use strict";
class GameSystemReplica {
    constructor() {
        this.unitBet = 0.25;
        this.currentBet = 1.5;
        this.availableBets = [0.25, 0.50, 0.75, 1.00, 1.50, 2.50, 3.00, 5.00, 7.50, 10.00, 15.00, 20.00, 25.00, 50.00, 75.00, 100.00];
        this.currentBalance = 1000.0;
        this.autoplayOptions = [25, 50, 100, 500];
        this.populateBulkData();
    }
    async simulateServerResponseTime(base, variation) {
        let simulatedServerResponseTime = base + Math.floor(variation * Math.random());
        await new Promise(resolve => setTimeout(resolve, simulatedServerResponseTime));
    }
    async getPostloadInfo() {
        await this.simulateServerResponseTime(25, 50);
        let info = {};
        info["unitBet"] = this.unitBet;
        info["currentBet"] = this.currentBet;
        info["currentBalance"] = this.currentBalance;
        info["availableBets"] = this.availableBets;
        info["autoplayOptions"] = this.autoplayOptions;
        return (info);
    }
    async getInitialLogicData() {
        // simulate server response time...
        await this.simulateServerResponseTime(50, 150);
        //create initial gameData
        let initialGameData = {};
        initialGameData["reelData"] = this.reelData;
        initialGameData["availableBets"] = this.availableBets;
        initialGameData["initialSymbolWindow"] = this.initialSymbolWindow;
        initialGameData["currentBet"] = this.currentBet;
        initialGameData["unitBet"] = this.unitBet;
        initialGameData["currentBalance"] = this.currentBalance;
        initialGameData["paylines"] = this.paylines;
        return (initialGameData);
    }
    async getGameOutcome(betRequest) {
        // simulate server response time...
        await this.simulateServerResponseTime(100, 300);
        // create new gameOutcome
        let gameOutcome = this.outcomes[Math.floor((this.outcomes.length) * Math.random())];
        gameOutcome["bet"] = betRequest.betAmount;
        gameOutcome["balanceBefore"] = this.currentBalance;
        this.currentBalance -= betRequest.betAmount;
        this.currentBalance += gameOutcome["totalWin"];
        gameOutcome["balanceAfter"] = this.currentBalance;
        return (gameOutcome);
    }
    populateBulkData() {
        this.initialSymbolWindow = [
            ["Major1", "Minor1", "Wild", "Minor2", "Major2", "Major2"],
            ["Major2", "Minor3", "Bonus", "Minor1", "Major3", "Major3"],
            ["Minor1", "Major3", "Major3", "Minor2", "Major1", "Major1"],
            ["Major2", "Major2", "Minor3", "Bonus", "Minor1", "Major3"],
            ["Major1", "Major1", "Minor1", "Wild", "Minor2", "Major2"]
        ];
        this.reelData = [
            ["Major1", "Major1", "Major1", "Minor1", "Minor1", "Major2", "Major2", "Major2", "Minor3", "Minor3", "Bonus", "Minor1", "Minor1", "Wild", "Minor3", "Minor3", "Major3", "Major3", "Major3", "Minor2", "Minor2", "Minor1", "Minor1", "Major1", "Major1", "Major1", "Minor3", "Minor3", "Major2", "Major2", "Major2", "Minor1", "Minor1", "Major1", "Major1", "Major1", "Minor3", "Minor3", "Major3", "Major3", "Major3", "Minor1", "Minor1", "Wild", "Minor3", "Minor3", "Major2", "Major2", "Major2", "Minor2", "Minor2", "Minor1", "Minor1", "Minor3", "Minor3", "Wild", "Minor2", "Minor2", "Bonus", "Minor1", "Minor1", "Major1", "Major1", "Major1", "Minor3", "Minor3", "Wild", "Minor2", "Minor2", "Bonus", "Minor1", "Minor1", "Major2", "Major2", "Major2", "Minor2", "Minor2", "Minor3", "Minor3", "Wild", "Minor1", "Minor1", "Major3", "Major3", "Major3", "Minor3", "Minor3", "Wild", "Minor2", "Minor2", "Minor1", "Minor1", "Major2", "Major2", "Major2", "Minor3", "Minor3", "Major1", "Major1", "Major1", "Minor1", "Minor1", "Major3", "Major3", "Major3", "Minor3", "Minor3", "Wild", "Minor2", "Minor2", "Minor1", "Minor1", "Major2", "Major2", "Major2", "Minor3", "Minor3", "Wild", "Minor1", "Minor1", "Major3", "Major3", "Major3", "Minor2", "Minor2", "Major2", "Major2", "Major2", "Minor3", "Minor3"], ["Minor2", "Wild", "Minor3", "Minor3", "Major2", "Major2", "Major2", "Minor1", "Minor1", "Wild", "Minor2", "Minor2", "Major2", "Major2", "Major2", "Minor3", "Minor3", "Major1", "Major1", "Major1", "Minor2", "Minor2", "Wild", "Minor3", "Minor3", "Major3", "Major3", "Major3", "Minor2", "Minor2", "Wild", "Minor1", "Minor1", "Major3", "Major3", "Major3", "Minor2", "Minor2", "Major1", "Major1", "Major1", "Minor1", "Minor1", "Bonus", "Minor2", "Minor2", "Major2", "Major2", "Major2", "Minor3", "Minor3", "Major1", "Major1", "Major1", "Minor2", "Minor2", "Wild", "Minor3", "Minor3", "Major1", "Major1", "Major1", "Minor2", "Minor2", "Bonus", "Minor1", "Minor1", "Major2", "Major2", "Major2", "Minor2", "Minor2", "Major3", "Major3", "Major3", "Major1", "Major1", "Major1", "Minor1", "Minor1", "Wild", "Minor2", "Minor2", "Minor3", "Minor3", "Major3", "Major3", "Major3", "Minor1", "Minor1", "Bonus", "Minor2", "Minor2", "Wild", "Minor1", "Minor1", "Major2", "Major2", "Major2", "Minor2", "Minor2", "Major1", "Major1", "Major1", "Minor1", "Minor1", "Major3", "Major3", "Major3", "Minor2", "Minor2", "Wild", "Minor3", "Minor3", "Major3", "Major3", "Major3", "Minor2", "Minor2", "Major1", "Major1", "Major1", "Minor3", "Minor3", "Major3", "Major3", "Major3"], ["Wild", "Minor1", "Minor1", "Major3", "Major3", "Major3", "Minor3", "Minor3", "Major2", "Major2", "Major2", "Minor1", "Minor1", "Wild", "Minor2", "Minor2", "Minor3", "Minor3", "Bonus", "Minor1", "Minor1", "Major1", "Major1", "Major1", "Minor3", "Minor3", "Major2", "Major2", "Major2", "Minor2", "Minor2", "Major1", "Major1", "Major1", "Minor1", "Minor1", "Major2", "Major2", "Major2", "Minor3", "Minor3", "Wild", "Minor1", "Minor1", "Major1", "Major1", "Major1", "Minor3", "Minor3", "Bonus", "Minor1", "Minor1", "Minor2", "Minor2", "Wild", "Minor3", "Minor3", "Major2", "Major2", "Major2", "Minor1", "Minor1", "Wild", "Minor3", "Minor3", "Major2", "Major2", "Major2", "Minor2", "Minor2", "Minor1", "Minor1", "Major1", "Major1", "Major1", "Minor3", "Minor3", "Major2", "Major2", "Major2", "Minor2", "Minor2", "Minor1", "Minor1", "Minor3", "Minor3", "Wild", "Minor2", "Minor2", "Major3", "Major3", "Major3", "Minor1", "Minor1", "Major1", "Major1", "Major1", "Minor3", "Minor3", "Wild", "Minor2", "Minor2", "Minor1", "Minor1", "Major3", "Major3", "Major3", "Minor3", "Minor3", "Major2", "Major2", "Major2", "Minor1", "Minor1", "Major3", "Major3", "Major3", "Minor2", "Minor2", "Bonus", "Minor3", "Minor3", "Wild", "Minor1", "Minor1", "Major3", "Major3", "Major3", "Minor3", "Minor3"], ["Minor2", "Major3", "Major3", "Major3", "Minor3", "Minor3", "Major1", "Major1", "Major1", "Minor2", "Minor2", "Wild", "Minor3", "Minor3", "Major3", "Major3", "Major3", "Minor2", "Minor2", "Wild", "Minor3", "Minor3", "Major2", "Major2", "Major2", "Minor2", "Minor2", "Major3", "Major3", "Major3", "Minor1", "Minor1", "Wild", "Minor2", "Minor2", "Major1", "Major1", "Major1", "Minor3", "Minor3", "Major3", "Major3", "Major3", "Minor2", "Minor2", "Major1", "Major1", "Major1", "Minor1", "Minor1", "Major3", "Major3", "Major3", "Minor2", "Minor2", "Major1", "Major1", "Major1", "Wild", "Minor1", "Minor1", "Major3", "Major3", "Major3", "Minor2", "Minor2", "Bonus", "Minor3", "Minor3", "Major1", "Major1", "Major1", "Minor1", "Minor1", "Wild", "Minor2", "Minor2", "Major2", "Major2", "Major2", "Minor1", "Minor1", "Bonus", "Minor2", "Minor2", "Major3", "Major3", "Major3", "Minor3", "Minor3", "Major2", "Major2", "Major2", "Minor2", "Minor2", "Minor1", "Minor1", "Wild", "Minor3", "Minor3", "Major2", "Major2", "Major2", "Minor2", "Minor2", "Bonus", "Minor3", "Minor3", "Wild", "Minor2", "Minor2", "Major1", "Major1", "Major1", "Minor1", "Minor1", "Wild", "Minor2", "Minor2", "Major1", "Major1", "Major1", "Minor1", "Minor1", "Major2", "Major2", "Major2"], ["Major2", "Major2", "Major2", "Minor3", "Minor3", "Bonus", "Minor1", "Minor1", "Major3", "Major3", "Major3", "Minor2", "Minor2", "Wild", "Minor3", "Minor3", "Major3", "Major3", "Major3", "Minor1", "Minor1", "Minor2", "Minor2", "Bonus", "Minor3", "Minor3", "Major2", "Major2", "Major2", "Minor1", "Minor1", "Major1", "Major1", "Major1", "Minor3", "Minor3", "Major3", "Major3", "Major3", "Minor1", "Minor1", "Wild", "Minor3", "Minor3", "Major3", "Major3", "Major3", "Minor1", "Minor1", "Wild", "Minor2", "Minor2", "Major1", "Major1", "Major1", "Minor3", "Minor3", "Minor1", "Minor1", "Major2", "Major2", "Major2", "Minor2", "Minor2", "Minor3", "Minor3", "Major3", "Major3", "Major3", "Minor1", "Minor1", "Minor2", "Minor2", "Major2", "Major2", "Major2", "Minor3", "Minor3", "Major1", "Major1", "Major1", "Minor1", "Minor1", "Minor2", "Minor2", "Major2", "Major2", "Major2", "Minor3", "Minor3", "Minor1", "Minor1", "Wild", "Minor2", "Minor2", "Major2", "Major2", "Major2", "Minor3", "Minor3", "Wild", "Minor1", "Minor1", "Major2", "Major2", "Major2", "Minor3", "Minor3", "Major1", "Major1", "Major1", "Minor2", "Minor2", "Wild", "Minor1", "Minor1", "Bonus", "Minor3", "Minor3", "Wild", "Minor1", "Minor1", "Major1", "Major1", "Major1", "Minor3", "Minor3", "Wild", "Minor1", "Minor1"]
        ];
        this.paylines = [
            [0, 0, 0, 0, 0],
            [1, 1, 1, 1, 1],
            [2, 2, 2, 2, 2],
            [3, 3, 3, 3, 3],
            [0, 1, 1, 1, 0],
            [1, 2, 2, 2, 1],
            [2, 3, 3, 3, 2],
            [1, 0, 0, 0, 1],
            [2, 1, 1, 1, 2],
            [3, 2, 2, 2, 3],
            [0, 1, 0, 1, 0],
            [1, 2, 1, 2, 1],
            [2, 3, 2, 3, 2],
            [1, 0, 1, 0, 1],
            [2, 1, 2, 1, 2],
            [3, 2, 3, 2, 3],
            [0, 0, 1, 0, 0],
            [1, 1, 2, 1, 1],
            [2, 2, 3, 2, 2],
            [1, 1, 0, 1, 1],
            [2, 2, 1, 2, 2],
            [3, 3, 2, 3, 3]
        ];
        this.outcomes = [
            { "reelStops": [98, 53, 101, 61, 98], "totalWin": 0.96, "wins": [{ "winningSymbols": [[0, 2], [1, 3], [2, 2]], "line": 12, "winType": "line", "winAmount": 0.48, "featureFlags": [] }, { "winningSymbols": [[0, 3], [1, 3], [2, 2]], "line": 21, "winType": "line", "winAmount": 0.48, "featureFlags": [] }] },
            { "reelStops": [35, 12, 25, 44, 115], "totalWin": 0, "wins": [] },
            { "reelStops": [23, 53, 103, 26, 18], "totalWin": 0, "wins": [] },
            { "reelStops": [64, 40, 55, 83, 29], "totalWin": 0, "wins": [] },
            { "reelStops": [43, 22, 72, 65, 123], "totalWin": 3, "wins": [{ "winningSymbols": [[0, 2], [1, 2], [2, 3], [3, 2], [4, 2]], "line": 18, "winType": "line", "winAmount": 1.8, "featureFlags": [] }, { "winningSymbols": [[0, 0], [1, 0], [2, 0]], "line": 0, "winType": "line", "winAmount": 0.6, "featureFlags": [] }, { "winningSymbols": [[0, 0], [1, 0], [2, 1]], "line": 16, "winType": "line", "winAmount": 0.6, "featureFlags": [] }] },
            { "reelStops": [55, 99, 95, 61, 115], "totalWin": 0, "wins": [] },
            { "reelStops": [55, 39, 23, 17, 78], "totalWin": 1.2, "wins": [{ "winningSymbols": [[0, 0], [1, 0], [2, 0]], "line": 0, "winType": "line", "winAmount": 0.6, "featureFlags": [] }, { "winningSymbols": [[0, 0], [1, 1], [2, 0]], "line": 10, "winType": "line", "winAmount": 0.6, "featureFlags": [] }] },
            { "reelStops": [41, 27, 102, 1, 76], "totalWin": 1.2, "wins": [{ "winningSymbols": [[0, 2], [1, 3], [2, 3]], "line": 6, "winType": "line", "winAmount": 0.6, "featureFlags": [] }, { "winningSymbols": [[0, 2], [1, 3], [2, 2]], "line": 12, "winType": "line", "winAmount": 0.6, "featureFlags": [] }] },
            { "reelStops": [90, 46, 7, 116, 48], "totalWin": 4.2, "wins": [{ "winningSymbols": [[0, 2], [1, 2], [2, 2]], "line": 2, "winType": "line", "winAmount": 0.6, "featureFlags": [] }, { "winningSymbols": [[0, 2], [1, 1], [2, 1]], "line": 8, "winType": "line", "winAmount": 0.6, "featureFlags": [] }, { "winningSymbols": [[0, 3], [1, 2], [2, 2]], "line": 9, "winType": "line", "winAmount": 0.6, "featureFlags": [] }, { "winningSymbols": [[0, 2], [1, 1], [2, 2]], "line": 14, "winType": "line", "winAmount": 0.6, "featureFlags": [] }, { "winningSymbols": [[0, 3], [1, 2], [2, 3]], "line": 15, "winType": "line", "winAmount": 0.6, "featureFlags": [] }, { "winningSymbols": [[0, 2], [1, 2], [2, 3]], "line": 18, "winType": "line", "winAmount": 0.6, "featureFlags": [] }, { "winningSymbols": [[0, 2], [1, 2], [2, 1]], "line": 20, "winType": "line", "winAmount": 0.6, "featureFlags": [] }] },
            { "reelStops": [54, 0, 58, 22, 80], "totalWin": 2.88, "wins": [{ "winningSymbols": [[0, 1], [1, 1], [2, 1], [3, 1]], "line": 1, "winType": "line", "winAmount": 1.2, "featureFlags": [] }, { "winningSymbols": [[0, 1], [1, 1], [2, 0], [3, 1]], "line": 19, "winType": "line", "winAmount": 1.2, "featureFlags": [] }, { "winningSymbols": [[0, 1], [1, 1], [2, 2]], "line": 17, "winType": "line", "winAmount": 0.48, "featureFlags": [] }] },
            { "reelStops": [112, 19, 66, 46, 39], "totalWin": 0, "wins": [] },
            { "reelStops": [52, 49, 113, 79, 92], "totalWin": 0, "wins": [] },
            { "reelStops": [128, 28, 17, 111, 109], "totalWin": 0, "wins": [] },
            { "reelStops": [113, 109, 37, 61, 29], "totalWin": 4.44, "wins": [{ "winningSymbols": [[0, 1], [1, 2], [2, 1]], "line": 11, "winType": "line", "winAmount": 0.6, "featureFlags": [] }, { "winningSymbols": [[0, 2], [1, 2], [2, 2]], "line": 2, "winType": "line", "winAmount": 0.48, "featureFlags": [] }, { "winningSymbols": [[0, 3], [1, 3], [2, 3]], "line": 3, "winType": "line", "winAmount": 0.48, "featureFlags": [] }, { "winningSymbols": [[0, 2], [1, 3], [2, 3]], "line": 6, "winType": "line", "winAmount": 0.48, "featureFlags": [] }, { "winningSymbols": [[0, 3], [1, 2], [2, 2]], "line": 9, "winType": "line", "winAmount": 0.48, "featureFlags": [] }, { "winningSymbols": [[0, 2], [1, 3], [2, 2]], "line": 12, "winType": "line", "winAmount": 0.48, "featureFlags": [] }, { "winningSymbols": [[0, 3], [1, 2], [2, 3]], "line": 15, "winType": "line", "winAmount": 0.48, "featureFlags": [] }, { "winningSymbols": [[0, 2], [1, 2], [2, 3]], "line": 18, "winType": "line", "winAmount": 0.48, "featureFlags": [] }, { "winningSymbols": [[0, 3], [1, 3], [2, 2]], "line": 21, "winType": "line", "winAmount": 0.48, "featureFlags": [] }] },
            { "reelStops": [128, 66, 116, 21, 48], "totalWin": 0, "wins": [] },
            { "reelStops": [11, 120, 47, 119, 67], "totalWin": 0.48, "wins": [{ "winningSymbols": [[0, 2], [1, 2], [2, 1]], "line": 20, "winType": "line", "winAmount": 0.48, "featureFlags": [] }] },
            { "reelStops": [84, 85, 127, 81, 65], "totalWin": 2.28, "wins": [{ "winningSymbols": [[0, 0], [1, 0], [2, 0]], "line": 0, "winType": "line", "winAmount": 0.6, "featureFlags": [] }, { "winningSymbols": [[0, 0], [1, 1], [2, 0]], "line": 10, "winType": "line", "winAmount": 0.6, "featureFlags": [] }, { "winningSymbols": [[0, 3], [1, 2], [2, 3]], "line": 15, "winType": "line", "winAmount": 0.6, "featureFlags": [] }, { "winningSymbols": [[0, 3], [1, 3], [2, 3]], "line": 3, "winType": "line", "winAmount": 0.48, "featureFlags": [] }] },
            { "reelStops": [5, 80, 53, 47, 48], "totalWin": 2.16, "wins": [{ "winningSymbols": [[0, 1], [1, 0], [2, 1]], "line": 13, "winType": "line", "winAmount": 0.6, "featureFlags": [] }, { "winningSymbols": [[0, 0], [1, 0], [2, 1]], "line": 16, "winType": "line", "winAmount": 0.6, "featureFlags": [] }, { "winningSymbols": [[0, 3], [1, 3], [2, 3]], "line": 3, "winType": "line", "winAmount": 0.48, "featureFlags": [] }, { "winningSymbols": [[0, 3], [1, 3], [2, 2]], "line": 21, "winType": "line", "winAmount": 0.48, "featureFlags": [] }] },
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            { "reelStops": [84, 36, 52, 21, 67], "totalWin": 1.2, "wins": [{ "winningSymbols": [[0, 3], [1, 2], [2, 2]], "line": 9, "winType": "line", "winAmount": 0.6, "featureFlags": [] }, { "winningSymbols": [[0, 3], [1, 3], [2, 2]], "line": 21, "winType": "line", "winAmount": 0.6, "featureFlags": [] }] },
            { "reelStops": [93, 33, 118, 94, 36], "totalWin": 0, "wins": [] },
            { "reelStops": [86, 125, 113, 58, 43], "totalWin": 4.2, "wins": [{ "winningSymbols": [[0, 1], [1, 0], [2, 1], [3, 0], [4, 1]], "line": 13, "winType": "line", "winAmount": 3, "featureFlags": [] }, { "winningSymbols": [[0, 1], [1, 1], [2, 1]], "line": 1, "winType": "line", "winAmount": 0.6, "featureFlags": [] }, { "winningSymbols": [[0, 1], [1, 1], [2, 2]], "line": 17, "winType": "line", "winAmount": 0.6, "featureFlags": [] }] },
            { "reelStops": [53, 68, 65, 10, 84], "totalWin": 7.92, "wins": [{ "winningSymbols": [[0, 2], [1, 1], [2, 1], [3, 1], [4, 2]], "line": 8, "winType": "line", "winAmount": 3, "featureFlags": [] }, { "winningSymbols": [[0, 2], [1, 1], [2, 2], [3, 1], [4, 2]], "line": 14, "winType": "line", "winAmount": 3, "featureFlags": [] }, { "winningSymbols": [[0, 3], [1, 3], [2, 3]], "line": 3, "winType": "line", "winAmount": 0.48, "featureFlags": [] }, { "winningSymbols": [[0, 2], [1, 3], [2, 3]], "line": 6, "winType": "line", "winAmount": 0.48, "featureFlags": [] }, { "winningSymbols": [[0, 3], [1, 2], [2, 3]], "line": 15, "winType": "line", "winAmount": 0.48, "featureFlags": [] }, { "winningSymbols": [[0, 2], [1, 2], [2, 3]], "line": 18, "winType": "line", "winAmount": 0.48, "featureFlags": [] }] },
            { "reelStops": [79, 120, 117, 102, 50], "totalWin": 0, "wins": [] },
            { "reelStops": [106, 76, 55, 70, 59], "totalWin": 0, "wins": [] },
            { "reelStops": [18, 113, 10, 43, 126], "totalWin": 0, "wins": [] },
            { "reelStops": [36, 55, 53, 10, 5], "totalWin": 5.7, "wins": [{ "winningSymbols": [[0, 2], [1, 1], [2, 1], [3, 1]], "line": 8, "winType": "line", "winAmount": 1.2, "featureFlags": [] }, { "winningSymbols": [[0, 1], [1, 1], [2, 1], [3, 1]], "line": 1, "winType": "line", "winAmount": 0.9, "featureFlags": [] }, { "winningSymbols": [[0, 0], [1, 1], [2, 1], [3, 1]], "line": 4, "winType": "line", "winAmount": 0.9, "featureFlags": [] }, { "winningSymbols": [[0, 1], [1, 2], [2, 2], [3, 2]], "line": 5, "winType": "line", "winAmount": 0.9, "featureFlags": [] }, { "winningSymbols": [[0, 1], [1, 2], [2, 1], [3, 2]], "line": 11, "winType": "line", "winAmount": 0.9, "featureFlags": [] }, { "winningSymbols": [[0, 1], [1, 1], [2, 2], [3, 1]], "line": 17, "winType": "line", "winAmount": 0.9, "featureFlags": [] }] },
            { "reelStops": [84, 18, 1, 91, 9], "totalWin": 0, "wins": [] },
            { "reelStops": [74, 13, 48, 7, 0], "totalWin": 0, "wins": [] },
            { "reelStops": [15, 20, 22, 123, 66], "totalWin": 0, "wins": [] },
            { "reelStops": [3, 118, 38, 20, 26], "totalWin": 0, "wins": [] },
            { "reelStops": [62, 1, 46, 37, 18], "totalWin": 6.9, "wins": [{ "winningSymbols": [[0, 0], [1, 0], [2, 0], [3, 0]], "line": 0, "winType": "line", "winAmount": 1.2, "featureFlags": [] }, { "winningSymbols": [[0, 1], [1, 0], [2, 0], [3, 0]], "line": 7, "winType": "line", "winAmount": 1.2, "featureFlags": [] }, { "winningSymbols": [[0, 2], [1, 2], [2, 2], [3, 2]], "line": 2, "winType": "line", "winAmount": 0.9, "featureFlags": [] }, { "winningSymbols": [[0, 2], [1, 1], [2, 1], [3, 1]], "line": 8, "winType": "line", "winAmount": 0.9, "featureFlags": [] }, { "winningSymbols": [[0, 3], [1, 2], [2, 2], [3, 2]], "line": 9, "winType": "line", "winAmount": 0.9, "featureFlags": [] }, { "winningSymbols": [[0, 2], [1, 1], [2, 2], [3, 1]], "line": 14, "winType": "line", "winAmount": 0.9, "featureFlags": [] }, { "winningSymbols": [[0, 2], [1, 2], [2, 1], [3, 2]], "line": 20, "winType": "line", "winAmount": 0.9, "featureFlags": [] }] },
            { "reelStops": [61, 47, 37, 94, 68], "totalWin": 2.76, "wins": [{ "winningSymbols": [[0, 3], [1, 3], [2, 3], [3, 3]], "line": 3, "winType": "line", "winAmount": 0.9, "featureFlags": [] }, { "winningSymbols": [[0, 3], [1, 3], [2, 2], [3, 3]], "line": 21, "winType": "line", "winAmount": 0.9, "featureFlags": [] }, { "winningSymbols": [[0, 3], [1, 2], [2, 2]], "line": 9, "winType": "line", "winAmount": 0.48, "featureFlags": [] }, { "winningSymbols": [[0, 3], [1, 2], [2, 3]], "line": 15, "winType": "line", "winAmount": 0.48, "featureFlags": [] }] },
            { "reelStops": [55, 37, 115, 33, 76], "totalWin": 0, "wins": [] },
            { "reelStops": [8, 83, 74, 34, 91], "totalWin": 2.4, "wins": [{ "winningSymbols": [[0, 1], [1, 1], [2, 1]], "line": 1, "winType": "line", "winAmount": 0.48, "featureFlags": [] }, { "winningSymbols": [[0, 0], [1, 1], [2, 1]], "line": 4, "winType": "line", "winAmount": 0.48, "featureFlags": [] }, { "winningSymbols": [[0, 1], [1, 0], [2, 1]], "line": 13, "winType": "line", "winAmount": 0.48, "featureFlags": [] }, { "winningSymbols": [[0, 0], [1, 0], [2, 1]], "line": 16, "winType": "line", "winAmount": 0.48, "featureFlags": [] }, { "winningSymbols": [[0, 1], [1, 1], [2, 2]], "line": 17, "winType": "line", "winAmount": 0.48, "featureFlags": [] }] },
            { "reelStops": [110, 54, 128, 52, 25], "totalWin": 1.68, "wins": [{ "winningSymbols": [[0, 2], [1, 2], [2, 2]], "line": 2, "winType": "line", "winAmount": 0.6, "featureFlags": [] }, { "winningSymbols": [[0, 3], [1, 2], [2, 2]], "line": 9, "winType": "line", "winAmount": 0.6, "featureFlags": [] }, { "winningSymbols": [[0, 1], [1, 2], [2, 2]], "line": 5, "winType": "line", "winAmount": 0.48, "featureFlags": [] }] },
            { "reelStops": [123, 95, 55, 19, 113], "totalWin": 7.8, "wins": [{ "winningSymbols": [[0, 3], [1, 3], [2, 3], [3, 3]], "line": 3, "winType": "line", "winAmount": 1.2, "featureFlags": [] }, { "winningSymbols": [[0, 2], [1, 3], [2, 3], [3, 3]], "line": 6, "winType": "line", "winAmount": 1.2, "featureFlags": [] }, { "winningSymbols": [[0, 2], [1, 3], [2, 2], [3, 3]], "line": 12, "winType": "line", "winAmount": 1.2, "featureFlags": [] }, { "winningSymbols": [[0, 3], [1, 3], [2, 2], [3, 3]], "line": 21, "winType": "line", "winAmount": 1.2, "featureFlags": [] }, { "winningSymbols": [[0, 2], [1, 2], [2, 2]], "line": 2, "winType": "line", "winAmount": 0.6, "featureFlags": [] }, { "winningSymbols": [[0, 3], [1, 2], [2, 2]], "line": 9, "winType": "line", "winAmount": 0.6, "featureFlags": [] }, { "winningSymbols": [[0, 2], [1, 1], [2, 2]], "line": 14, "winType": "line", "winAmount": 0.6, "featureFlags": [] }, { "winningSymbols": [[0, 3], [1, 2], [2, 3]], "line": 15, "winType": "line", "winAmount": 0.6, "featureFlags": [] }, { "winningSymbols": [[0, 2], [1, 2], [2, 3]], "line": 18, "winType": "line", "winAmount": 0.6, "featureFlags": [] }] },
            { "reelStops": [37, 47, 6, 92, 54], "totalWin": 0, "wins": [] },
            { "reelStops": [124, 90, 120, 114, 100], "totalWin": 1.2, "wins": [{ "winningSymbols": [[0, 2], [1, 3], [2, 2]], "line": 12, "winType": "line", "winAmount": 0.6, "featureFlags": [] }, { "winningSymbols": [[0, 3], [1, 3], [2, 2]], "line": 21, "winType": "line", "winAmount": 0.6, "featureFlags": [] }] },
            { "reelStops": [52, 22, 67, 78, 70], "totalWin": 0, "wins": [] },
            { "reelStops": [76, 20, 58, 92, 20], "totalWin": 0.96, "wins": [{ "winningSymbols": [[0, 3], [1, 2], [2, 2]], "line": 9, "winType": "line", "winAmount": 0.48, "featureFlags": [] }, { "winningSymbols": [[0, 3], [1, 2], [2, 3]], "line": 15, "winType": "line", "winAmount": 0.48, "featureFlags": [] }] },
            { "reelStops": [96, 36, 7, 20, 18], "totalWin": 0, "wins": [] },
            { "reelStops": [10, 55, 113, 100, 73], "totalWin": 0.48, "wins": [{ "winningSymbols": [[0, 1], [1, 1], [2, 0]], "line": 19, "winType": "line", "winAmount": 0.48, "featureFlags": [] }] },
            { "reelStops": [122, 117, 109, 108, 77], "totalWin": 0, "wins": [] },
            { "reelStops": [47, 111, 25, 19, 69], "totalWin": 2.4, "wins": [{ "winningSymbols": [[0, 1], [1, 0], [2, 1], [3, 0]], "line": 13, "winType": "line", "winAmount": 1.2, "featureFlags": [] }, { "winningSymbols": [[0, 0], [1, 0], [2, 1], [3, 0]], "line": 16, "winType": "line", "winAmount": 1.2, "featureFlags": [] }] },
            { "reelStops": [115, 102, 32, 118, 57], "totalWin": 5.04, "wins": [{ "winningSymbols": [[0, 2], [1, 1], [2, 1], [3, 1]], "line": 8, "winType": "line", "winAmount": 1.2, "featureFlags": [] }, { "winningSymbols": [[0, 2], [1, 2], [2, 2]], "line": 2, "winType": "line", "winAmount": 0.48, "featureFlags": [] }, { "winningSymbols": [[0, 3], [1, 3], [2, 3]], "line": 3, "winType": "line", "winAmount": 0.48, "featureFlags": [] }, { "winningSymbols": [[0, 2], [1, 3], [2, 3]], "line": 6, "winType": "line", "winAmount": 0.48, "featureFlags": [] }, { "winningSymbols": [[0, 3], [1, 2], [2, 2]], "line": 9, "winType": "line", "winAmount": 0.48, "featureFlags": [] }, { "winningSymbols": [[0, 2], [1, 3], [2, 2]], "line": 12, "winType": "line", "winAmount": 0.48, "featureFlags": [] }, { "winningSymbols": [[0, 3], [1, 2], [2, 3]], "line": 15, "winType": "line", "winAmount": 0.48, "featureFlags": [] }, { "winningSymbols": [[0, 2], [1, 2], [2, 3]], "line": 18, "winType": "line", "winAmount": 0.48, "featureFlags": [] }, { "winningSymbols": [[0, 3], [1, 3], [2, 2]], "line": 21, "winType": "line", "winAmount": 0.48, "featureFlags": [] }] },
            { "reelStops": [23, 21, 32, 105, 61], "totalWin": 3, "wins": [{ "winningSymbols": [[0, 1], [1, 1], [2, 1]], "line": 1, "winType": "line", "winAmount": 0.6, "featureFlags": [] }, { "winningSymbols": [[0, 0], [1, 1], [2, 1]], "line": 4, "winType": "line", "winAmount": 0.6, "featureFlags": [] }, { "winningSymbols": [[0, 2], [1, 1], [2, 1]], "line": 8, "winType": "line", "winAmount": 0.6, "featureFlags": [] }, { "winningSymbols": [[0, 0], [1, 1], [2, 0]], "line": 10, "winType": "line", "winAmount": 0.6, "featureFlags": [] }, { "winningSymbols": [[0, 1], [1, 1], [2, 0]], "line": 19, "winType": "line", "winAmount": 0.6, "featureFlags": [] }] },
            { "reelStops": [124, 109, 93, 58, 6], "totalWin": 0, "wins": [] },
            { "reelStops": [68, 23, 119, 68, 15], "totalWin": 0, "wins": [] },
            { "reelStops": [63, 113, 82, 97, 55], "totalWin": 0, "wins": [] },
            { "reelStops": [76, 109, 49, 113, 86], "totalWin": 1.38, "wins": [{ "winningSymbols": [[0, 3], [1, 2], [2, 2], [3, 2]], "line": 9, "winType": "line", "winAmount": 0.9, "featureFlags": [] }, { "winningSymbols": [[0, 3], [1, 2], [2, 3]], "line": 15, "winType": "line", "winAmount": 0.48, "featureFlags": [] }] },
            { "reelStops": [53, 102, 8, 77, 111], "totalWin": 2.28, "wins": [{ "winningSymbols": [[0, 2], [1, 3], [2, 3], [3, 3], [4, 2]], "line": 6, "winType": "line", "winAmount": 1.8, "featureFlags": [] }, { "winningSymbols": [[0, 2], [1, 2], [2, 3]], "line": 18, "winType": "line", "winAmount": 0.48, "featureFlags": [] }] }
        ];
    }
}


ProjectCode/GrpcConnection.js
------------------------------------------------------------
"use strict";
CODE.includeIf___EgmPublish;
class GrpcConnection {
    constructor() { }
    async init() {
        await this.beginHandlingRequestsFromRemoteProcess();
    }
    // call this with 'await' to make a request of the associated remote process and wait for the response
    async makeRequestToRemoteProcess(request) {
        let response = await window["GrpcService"].requestAndResponse(JSON.stringify(request));
        if (response.type === "error") {
            console.log("Error performing GRPC requestAndResponse: " + JSON.stringify(response.value));
        }
        else if (response.type === "data") {
            return JSON.parse(response.value.message);
        }
    }
    // this method (which is automatically invoked upon 'init'), opens the connection with the associated remote process, enabling it to trigger the 'handleRequestFromRemoteProcess' method below.
    async beginHandlingRequestsFromRemoteProcess() {
        let resultStringified = await window["GrpcService"].createTwoWayStream();
        let result = JSON.parse(resultStringified);
        window["GrpcService"].setResponseCallback((event) => this.handleRequestFromRemoteProcess(event));
        return (result);
    }
    // populate this method with the functionality to react to any requests that could come from the associated remote process
    handleRequestFromRemoteProcess(event) {
        if (event === undefined) {
            console.log("undefined response event");
        }
        else {
            if (event.type === "data") {
                if (event.value.message === "spin") {
                    pr.mainPlayerInput();
                }
            }
            else if (event.type === "error") {
                console.log("Unknown error occured: " + event.value.code);
            }
            else if (event.type === "status") {
                if (event.value.code === 14) {
                    console.log("Input server unavailable: " + event.value.details);
                }
                else {
                    console.log("Unknown status change occured");
                }
            }
            else if (event.type === "end") {
                console.log("End occured");
            }
            else {
                console.log("Unknown event type:" + event.type);
            }
        }
    }
}
CODE.includeEnd___EgmPublish;


ProjectCode/Payline.js
------------------------------------------------------------
"use strict";
/** Dynamic payline object that generates a series of line segments (GraphicObjects with the 'StretchBetween' CustomAddOns),
 * that are dynamically stretched to span between symbol positions to form the given payline.
 */
class Payline extends SceneObject {
    constructor(parent, name) {
        super(parent, name);
        this.paylineSegments = [];
        this.stretchBetweenAddOns = [];
        this.paylineData = gameSystemManager.initialGameLogicData.paylines;
        // create the payline segments
        for (let i = 0; i <= pr.symbolReels.length; i++) {
            let newPaylineSegment = new GraphicObject(nc.graphicAssets.SampleParticle, this, "PaylineSegment" + i);
            // set the layer and sub-layer of the payline
            newPaylineSegment.layer = nc.layers.Reels;
            newPaylineSegment.subLayer = .5;
            // change the blending mode to 'add'
            newPaylineSegment.materialMaster.blending = constants.blendingModes.add;
            // add the 'StretchBetween' CustomAddOn
            let newStretchBetweenAddOn = new StretchBetween2D(newPaylineSegment);
            newStretchBetweenAddOn.firstPointBuffer = 5;
            newStretchBetweenAddOn.secondPointBuffer = 5;
            this.stretchBetweenAddOns.push(newStretchBetweenAddOn);
        }
        this.displayPayline(0, 0, 0);
        this.enabled = false;
    }
    displayPayline(paylineNumber, motionDuration, fadeDuration) {
        if (motionDuration === undefined) {
            motionDuration = 0;
        }
        this.enabled = true;
        this.colorMultiply.swoop.alpha(0, 0);
        this.colorMultiply.swoop.alpha(1, fadeDuration);
        let globalSymbolPositions = [];
        // first get global position
        for (let i = 0; i < pr.symbolReels.length; i++) {
            let symbol = pr.symbolReels[i].getSymbol(this.paylineData[paylineNumber][i]);
            globalSymbolPositions.push(symbol.getGlobalPosition());
        }
        // left line tab
        let posx = globalSymbolPositions[0].x;
        let posy = globalSymbolPositions[0].y;
        let tweenType = nc.tweenTypes.ExtremeEaseIn;
        let addOn = this.stretchBetweenAddOns[0];
        nc.swoopValue(addOn, "firstPointX", posx - 250, motionDuration, tweenType);
        nc.swoopValue(addOn, "firstPointY", posy, motionDuration, tweenType);
        nc.swoopValue(addOn, "secondPointX", posx, motionDuration, tweenType);
        nc.swoopValue(addOn, "secondPointY", posy, motionDuration, tweenType);
        // right line tab
        let idx = pr.symbolReels.length - 1;
        posx = globalSymbolPositions[idx].x;
        posy = globalSymbolPositions[idx].y;
        addOn = this.stretchBetweenAddOns[idx + 1];
        nc.swoopValue(addOn, "firstPointX", posx + 250, motionDuration, tweenType);
        nc.swoopValue(addOn, "firstPointY", posy, motionDuration, tweenType);
        nc.swoopValue(addOn, "secondPointX", posx, motionDuration, tweenType);
        nc.swoopValue(addOn, "secondPointY", posy, motionDuration, tweenType);
        // position all of the segments between the symbols
        for (let i = 0; i < pr.symbolReels.length - 1; i++) {
            addOn = this.stretchBetweenAddOns[i + 1];
            nc.swoopValue(addOn, "firstPointX", globalSymbolPositions[i].x, motionDuration, tweenType);
            nc.swoopValue(addOn, "firstPointY", globalSymbolPositions[i].y, motionDuration, tweenType);
            nc.swoopValue(addOn, "secondPointX", globalSymbolPositions[i + 1].x, motionDuration, tweenType);
            nc.swoopValue(addOn, "secondPointY", globalSymbolPositions[i + 1].y, motionDuration, tweenType);
        }
    }
}


ProjectCode/ProjectMain.js
------------------------------------------------------------
"use strict";
// This is the main entry point for this Incisor® project. 
// Throughout the project, this object can be referenced as 'pr'.
var gameSystemManager;
class ProjectMain {
    async init() {
        // create a shortcut to the gameSystemManager
        gameSystemManager = new GameSystemManager();
        await gameSystemManager.init();
        await gameSystemManager.fetchGameSystemInfo();
        // put the main camera into 'maximizeSafeZone' mode
        nc.mainCamera.adaptiveCameraMode = constants.adaptiveCameraModes.maximizeSafeZone;
        // setup main GameLayout Construct
        this.gameLayout = nc.constructDefs.GameLayout.add(nc.mainScene, "GameLayout");
        // create shortcut to Dashboard
        this.dashboard = this.gameLayout.descendantsByName.Dashboard;
        // make the gamelayout view area invisible
        this.gameLayout.descendantsByName.ViewArea.enabled = false;
        // enable game intro brackground immediately, and add press callback
        this.gameLayout.descendantsByName.GameIntroBackground.enable();
        // add callback for keyDown 
        nc.appEvents.keyDown.addCallback(this, "keyDownCallback");
        // create canvas resize callback to adjust the aspect ratio of the GameLayout Construct
        nc.appEvents.canvasResize.addCallback(this, "adjustGameLayoutAspectRatio");
        this.adjustGameLayoutAspectRatio();
        // create instance of DashboardManager
        this.dashboardManager = new DashboardManager();
        // set bet and balance
        this.dashboard.descendantsByName.BetMeter.string = gameSystemManager.formatCurrency(gameSystemManager.currentBet);
        this.dashboard.descendantsByName.BalanceMeter.string = gameSystemManager.formatCurrency(gameSystemManager.currentBalance);
        // the SymbolReels are laid out within the GameLayout Construct, so they are collected rather than created here
        this.symbolReels = [];
        for (let i = 0; i < gameSystemManager.initialGameLogicData.reelData.length; i++) {
            let symbolReel = this.gameLayout.descendantsByName["SymbolReel" + i];
            // supply the symbol class, which replaces the stand-in symbols the reel was laid out with
            symbolReel.symbolClassDefinition = ReelSymbol;
            // the game system supplies a full reel strip, so the reel does not assemble its data as it spins
            symbolReel.assembleReelDataOnTheFly = false;
            symbolReel.setReelData(gameSystemManager.initialGameLogicData.reelData[i]);
            symbolReel.addReelStateChangeCallback(this, "reelStateChangeCallback", i);
            this.symbolReels.push(symbolReel);
        }
        // create Payline
        this.payline = new Payline(nc.mainScene, "Payline");
        // create main game FlowController
        nc.defineFlowController("MainGameFlow");
        nc.flows.MainGameFlow.addFlowState(GameIntro);
        nc.flows.MainGameFlow.addFlowState(GameIdle);
        nc.flows.MainGameFlow.addFlowState(StartGame);
        nc.flows.MainGameFlow.addFlowState(SpinReels);
        nc.flows.MainGameFlow.addFlowState(WinCelebration);
        nc.flows.MainGameFlow.GameIntro.setToCurrentState(true);
    }
    adjustGameLayoutAspectRatio() {
        // acquire aspect ratio
        let canvasResolution = nc.getCanvasPixelResolution();
        let aspectRatio = canvasResolution.x / canvasResolution.y;
        // set GameLayout construct's time based on aspect ratio
        if (aspectRatio <= 1) {
            this.gameLayout.timelines.BaseLayout_Mobile.time = -1 / aspectRatio;
        }
        else {
            this.gameLayout.timelines.BaseLayout_Mobile.time = aspectRatio;
        }
    }
    keyDownCallback(event) {
        if (event.key === " ") {
            this.mainPlayerInput();
        }
    }
    mainPlayerInput() {
        // if in GameIdle, move to StartGame FlowState
        if (nc.flows.MainGameFlow.currentFlowState.name === "GameIdle") {
            nc.flows.MainGameFlow.StartGame.setToCurrentState(true);
        }
        // if in SpinReels, and if the conditions are met, slam the reels
        if (nc.flows.MainGameFlow.currentFlowState.name === "SpinReels") {
            // slam the reels if the game outcome has been populated 
            if (gameSystemManager.currentGameOutcome !== undefined && nc.flows.MainGameFlow.SpinReels.allReelsHaveStarted === true) {
                for (let i = 0; i < pr.symbolReels.length; i++) {
                    pr.symbolReels[i].slam();
                }
            }
        }
        // if in WinCelebration, slam the win meter if it's rolling, otherwise move to StartGame FlowState
        if (nc.flows.MainGameFlow.currentFlowState.name === "WinCelebration") {
            // slam the win meters if needed
            if (nc.flows.MainGameFlow.WinCelebration.winRollupAmount !== gameSystemManager.currentGameOutcome.totalWin) {
                nc.flows.MainGameFlow.WinCelebration.winRollupComplete();
            }
            // move to StartGame FlowState
            else {
                nc.flows.MainGameFlow.WinCelebration.cleanUpWinCelebration();
                nc.flows.MainGameFlow.StartGame.setToCurrentState(true);
            }
        }
    }
    processNewGameOutcome() {
        // inform the symbol reels of their target stops
        for (let i = 0; i < pr.symbolReels.length; i++) {
            pr.symbolReels[i].setTarget(gameSystemManager.currentGameOutcome.reelStops[i]);
        }
        // sync the balance meter 
        let newBalanceString = gameSystemManager.formatCurrency(gameSystemManager.currentBalance);
        pr.gameLayout.descendantsByName.Dashboard.descendantsByName.BalanceMeter.string = newBalanceString;
    }
    reelStateChangeCallback(newState, oldState, reelIndex) {
        if (newState === "bounce") {
            nc.sounds.ReelStop.playOnce();
        }
    }
}


ProjectCode/ReelSymbol.js
------------------------------------------------------------
"use strict";
/** The symbol class for the SymbolReels laid out in the GameLayout Construct. A SymbolReel constructs one of these
 * for every position on its reel path, and calls 'setSymbol' whenever the symbol a given object represents changes.
 * The class is handed to each reel in code, through 'SymbolReel.symbolClassDefinition'.
 */
class ReelSymbol extends GraphicObject {
    constructor(parent, name) {
        // a SymbolReel constructs its symbols with a parent and a name only, so the graphic arrives through 'setSymbol'
        super(undefined, parent, name);
        // make the symbol 'masked' by the ReelMask masking group
        this.masking.makeMasked(nc.maskGroups.ReelMask, false);
        this.layer = nc.layers.Reels;
        // give the symbol a BrightnessContrast EffectNode for easy 'dimming'
        this.setEffectNodes([nc.effectNodes.SampleMainTexture, nc.effectNodes.ColorMultiply, nc.effectNodes.BrightnessContrast]);
    }
    // called by the owning SymbolReel whenever the symbol this object represents changes
    setSymbol(symbol) {
        // a reel position with no data, or a symbol naming no GraphicAsset, falls back to the WhiteBox so the reel stays visible
        let graphicAsset;
        if (symbol !== undefined) {
            graphicAsset = nc.graphicAssets[symbol];
        }
        if (graphicAsset === undefined) {
            graphicAsset = nc.graphicAssets.WhiteBox;
        }
        this.setGraphicAsset(graphicAsset, true, false);
    }
}


Utilities/AuxiliaryPublishingSupport/ElectronEgmPublish/ElectronMain/ElectronMain.js
------------------------------------------------------------
// a new set of parameters is populated based on the given 'auxiliaryPublishingPackage' as defined in the Incisor ProjectSettings
var incisorBrowserWindowParameters = IncisorBrowserParameters; // these are populated by Incisor from the associated auxiliaryPublishingPackages

const { app, BrowserWindow} = require('electron');
const path = require('path');
const url = require('url');
var win;

function createWindow() 
{
    incisorBrowserWindowParameters.webPreferences.preload = path.join(__dirname, 'preload.js');
    incisorBrowserWindowParameters.show = false;

    // the window is created
    win = new BrowserWindow(incisorBrowserWindowParameters);
    win.setAlwaysOnTop(incisorBrowserWindowParameters.alwaysOnTop, incisorBrowserWindowParameters.level);
    win.setVisibleOnAllWorkspaces(incisorBrowserWindowParameters.visibleOnAllWorkspaces); 
    

    // load the page created
    win.loadURL
    (
        url.format
        (
            {
                pathname: path.join(__dirname, 'index.html'),
                protocol: 'file',
                slashes: true
            }
        )
    );

    // window positioning
    var windowPositioning = function () 
    {
        const bp = incisorBrowserWindowParameters;

        win.show();
        // win.setMenuBarVisibility(false); - this may be needed by some implementation of linux

        // set capabilities first
        win.setResizable(true);
        win.setMovable(true);
        win.setFullScreenable(true);

        // bounds only if not entering any fullscreen-like mode
        const wantsFullscreen = !!bp.postDelayFullscreen;
        const wantsKiosk = !!bp.postDelayKiosk;
        const wantsSimple = !!bp.postDelaySimpleFullscreen && process.platform === "darwin";

        if (!wantsFullscreen && !wantsKiosk && !wantsSimple) 
        {
            win.setBounds({ x: bp.postDelayX, y: bp.postDelayY, width: bp.postDelayWidth, height: bp.postDelayHeight });
        }

        // only call the mode we want
        if (wantsKiosk) {win.setKiosk(true);} 
        else if (wantsSimple) {win.setSimpleFullScreen(true);} 
        else if (wantsFullscreen) 
        {
            win.setFullScreen(true);
            // setImmediate(() => win.setFullScreen(true));
        } 
        else 
        {
            // optionally ensure we aren't in any mode
            win.setFullScreen(false);
            if (process.platform === "darwin") win.setSimpleFullScreen(false);
            win.setKiosk(false);
        }

        // now apply final locks
        win.setFullScreenable(bp.postDelayFullscreenable);
        win.setResizable(bp.postDelayResizable);
        win.setMovable(bp.postDelayMovable);
        win.setMenuBarVisibility(bp.postDelayMenuBarVisible);
        win.setAutoHideMenuBar(bp.postDelayAutoHideMenuBar);
    };

    // function called when window is ready to show
    var readyToShowFunction = function()
    {
        setTimeout(windowPositioning, incisorBrowserWindowParameters.windowPositionDelay, [win,incisorBrowserWindowParameters] );
    };
    win.once('ready-to-show',readyToShowFunction);

    // set win to null on close
    win.on('closed', ()=>{win = null;});
}

app.on('ready', createWindow);

app.on('window-all-closed', () => {app.quit();});

app.on('activate', () => { if (win === null) {createWindow();}});


// a simple example of a context (right click) menu.
if(incisorBrowserWindowParameters.enableContextMenu===true)
{
    const {Menu} = require('electron');
    const contextMenu = Menu.buildFromTemplate([
            { label: 'Inspect Element', click() { win.webContents.openDevTools(); } },
            { label: 'Reload', click() { win.reload(); } },
            { type: 'separator' },
            { label: 'Close', click() { win.close(); } }
        ]);

    function registerContextMenu()
    {
        if (win) { win.webContents.on('context-menu', (e, params) => { contextMenu.popup({ window: win }); }); }
    }

    app.on('ready', registerContextMenu);
}





Utilities/AuxiliaryPublishingSupport/ElectronEgmPublish/ElectronMain/GRPC.js
------------------------------------------------------------
const { ipcMain } = require('electron');
const grpc = require('@grpc/grpc-js');
const protoLoader = require('@grpc/proto-loader');
let service;
let twoWayStream;


ipcMain.handle('GrpcService.requestAndResponse', async (event, args) => {
    let promise = new Promise((resolve, reject) => {
        service.requestAndResponse(args,
            (err, response) => {
                if (err)
                {
                    return reject({value: err, type: "error"});
                }
                resolve({value: response, type: "data"});
            }
        );
    });
    try
    {
        let response = await promise;
        return response;
    }
    catch (error)
    {
        return error;
    }
});


ipcMain.handle('GrpcService.createTwoWayStream', async (event, args) => {
    twoWayStream = service.createTwoWayStream(args,
        (err, response) => {}
    );
    try
    {
        twoWayStream.on('data', async value => {
            win.webContents.send("GrpcService.message", {value:value, type:'data'});
        });
        twoWayStream.on('error', async value => {
            win.webContents.send("GrpcService.message", {value:value, type:'error'});
        });
        twoWayStream.on('status', async value => {
            win.webContents.send("GrpcService.message", {value:value, type:'status'});
        });
        twoWayStream.on('end', async value => {
            win.webContents.send("GrpcService.message", {value:value, type:'end'});
        });
        return true;
    }
    catch (error)
    {
        return error;
    }
});


function createGrpcClient()
{
    let loadParams = {
        keepCase: true,
        longs: String,
        enums: String,
        defaults: true,
        oneofs: true,
    };
    const grpcConnectionPackageDefinitionString = protoLoader.loadSync(path.join(__dirname,'ConnectionDefinition.proto'), loadParams);
    const grpcConnectionPackageDefinition = grpc.loadPackageDefinition(grpcConnectionPackageDefinitionString);
    service = new grpcConnectionPackageDefinition.grpcConnection.GrpcService(
        'localhost:50051',
        grpc.credentials.createInsecure()
    );
}
app.on('ready', createGrpcClient);



Utilities/AuxiliaryPublishingSupport/ElectronEgmPublish/ElectronPackage/package.json
------------------------------------------------------------
{
    "name": "IncisorSlotTemplateTS",
    "productName": "Incisor Slot Template TS",
    "version": "1.0.0",
    "description": "Incisor Slot Template TS",
    "author": 
    {
        "name": "Incisor Slot Template TS",
        "email": "dev@example.com"
    },
    "main": "main.js",
    "devDependencies": 
    {
        "electron": "33.0.2",
        "electron-builder": "25.1.8"
    },
    "dependencies": 
    {
        "@grpc/grpc-js": "^1.14.3",
        "@grpc/proto-loader": "^0.8.0"
    },
    "build": 
    {
        "appId": "com.example.IncisorSlotTemplateTS",
        "productName": "IncisorSlotTemplateTS",
        "files": 
        [
            "./**/*",
            "main.js",
            "!publish/"
        ],
        "linux": 
        {
            "target": 
            [
                "AppImage",
                "deb"
            ],
            "category": "Game",
            "maintainer": "IncisorSlotTemplateTS <dev@example.com>"
        },
        "mac":
        {
            "target": ["dmg"]
        },
        "win": 
        {
            "target": ["nsis"]
        }
    }
}

Utilities/AuxiliaryPublishingSupport/ElectronEgmPublish/ElectronPreload/ElectronPreload.js
------------------------------------------------------------
// This preload.js file runs in Electron's renderer process before the web page loads and is 
// used as a secure bridge between the UI and Electron/Node functionality. It is the 
// recommended place to expose a small, controlled API to the renderer (for example via 
// contextBridge) and to set up safe IPC communication with the main process while keeping 
// nodeIntegration disabled and contextIsolation enabled for better security. Only 
// functionality that the renderer truly needs should be exposed here, and it should be done 
// in a way that avoids giving the page direct access to full Node or Electron internals.


const { contextBridge, ipcRenderer, ipcMain } = require('electron');
contextBridge.exposeInMainWorld('GrpcService', {
    createTwoWayStream: async () => { return ipcRenderer.invoke('GrpcService.createTwoWayStream', {}); },
    requestAndResponse: async (message) => { return ipcRenderer.invoke('GrpcService.requestAndResponse', { message }); },
    setResponseCallback: (callback) => ipcRenderer.on('GrpcService.message', (event, ...args) => callback(...args))
});


Utilities/AuxiliaryPublishingSupport/ElectronLocalDev/ElectronMain/ElectronMain.js
------------------------------------------------------------
// a new set of parameters is populated based on the given 'auxiliaryPublishingPackage' as defined in the Incisor ProjectSettings
var incisorBrowserWindowParameters = IncisorBrowserParameters; // these are populated by Incisor from the associated auxiliaryPublishingPackages

const { app, BrowserWindow} = require('electron');
const path = require('path');
const url = require('url');
var win;

function createWindow() 
{
    incisorBrowserWindowParameters.webPreferences.preload = path.join(__dirname, 'preload.js');
    incisorBrowserWindowParameters.show = false;

    // the window is created
    win = new BrowserWindow(incisorBrowserWindowParameters);
    win.setAlwaysOnTop(incisorBrowserWindowParameters.alwaysOnTop, incisorBrowserWindowParameters.level);
    win.setVisibleOnAllWorkspaces(incisorBrowserWindowParameters.visibleOnAllWorkspaces); 
    

    // load the page created
    win.loadURL
    (
        url.format
        (
            {
                pathname: path.join(__dirname, 'index.html'),
                protocol: 'file',
                slashes: true
            }
        )
    );

    // window positioning
    var windowPositioning = function () 
    {
        const bp = incisorBrowserWindowParameters;

        win.show();
        // win.setMenuBarVisibility(false); - this may be needed by some implementation of linux

        // set capabilities first
        win.setResizable(true);
        win.setMovable(true);
        win.setFullScreenable(true);

        // bounds only if not entering any fullscreen-like mode
        const wantsFullscreen = !!bp.postDelayFullscreen;
        const wantsKiosk = !!bp.postDelayKiosk;
        const wantsSimple = !!bp.postDelaySimpleFullscreen && process.platform === "darwin";

        if (!wantsFullscreen && !wantsKiosk && !wantsSimple) 
        {
            win.setBounds({ x: bp.postDelayX, y: bp.postDelayY, width: bp.postDelayWidth, height: bp.postDelayHeight });
        }

        // only call the mode we want
        if (wantsKiosk) {win.setKiosk(true);} 
        else if (wantsSimple) {win.setSimpleFullScreen(true);} 
        else if (wantsFullscreen) 
        {
            win.setFullScreen(true);
            // setImmediate(() => win.setFullScreen(true));
        } 
        else 
        {
            // optionally ensure we aren't in any mode
            win.setFullScreen(false);
            if (process.platform === "darwin") win.setSimpleFullScreen(false);
            win.setKiosk(false);
        }

        // now apply final locks
        win.setFullScreenable(bp.postDelayFullscreenable);
        win.setResizable(bp.postDelayResizable);
        win.setMovable(bp.postDelayMovable);
        win.setMenuBarVisibility(bp.postDelayMenuBarVisible);
        win.setAutoHideMenuBar(bp.postDelayAutoHideMenuBar);
    };

    // function called when window is ready to show
    var readyToShowFunction = function()
    {
        setTimeout(windowPositioning, incisorBrowserWindowParameters.windowPositionDelay, [win,incisorBrowserWindowParameters] );
    };
    win.once('ready-to-show',readyToShowFunction);

    // set win to null on close
    win.on('closed', ()=>{win = null;});
}

app.on('ready', createWindow);

app.on('window-all-closed', () => {app.quit();});

app.on('activate', () => { if (win === null) {createWindow();}});


// a simple example of a context (right click) menu.
if(incisorBrowserWindowParameters.enableContextMenu===true)
{
    const {Menu} = require('electron');
    const contextMenu = Menu.buildFromTemplate([
            { label: 'Inspect Element', click() { win.webContents.openDevTools(); } },
            { label: 'Reload', click() { win.reload(); } },
            { type: 'separator' },
            { label: 'Close', click() { win.close(); } }
        ]);

    function registerContextMenu()
    {
        if (win) { win.webContents.on('context-menu', (e, params) => { contextMenu.popup({ window: win }); }); }
    }

    app.on('ready', registerContextMenu);
}





Utilities/AuxiliaryPublishingSupport/ElectronLocalDev/ElectronPackage/package.json
------------------------------------------------------------
{
    "name": "__PROJECT_CODE_NAME__",
    "productName": "__PROJECT_NAME__",
    "version": "1.0.0",
    "description": "Description for __PROJECT_NAME__",
    "author": 
    {
        "name": "__PROJECT_NAME__",
        "email": "dev@example.com"
    },
    "main": "main.js",
    "devDependencies": 
    {
        "electron": "33.0.2",
        "electron-builder": "^25.1.8"
    },
    "build": 
    {
        "appId": "com.example.__PROJECT_CODE_NAME__",
        "productName": "__PROJECT_CODE_NAME__",
        "files": 
        [
            "./**/*",
            "main.js",
            "!publish/"
        ],
        "linux": 
        {
            "target": 
            [
                "AppImage",
                "deb"
            ],
            "category": "Game",
            "maintainer": "__PROJECT_CODE_NAME__ <dev@example.com>"
        },
        "mac":
        {
            "target": ["dmg"]
        },
        "win": 
        {
            "target": ["nsis"]
        }
    }
}

Utilities/AuxiliaryPublishingSupport/ElectronLocalDev/ElectronPreload/ElectronPreload.js
------------------------------------------------------------
// This preload.js file runs in Electron's renderer process before the web page loads and is 
// used as a secure bridge between the UI and Electron/Node functionality. It is the 
// recommended place to expose a small, controlled API to the renderer (for example via 
// contextBridge) and to set up safe IPC communication with the main process while keeping 
// nodeIntegration disabled and contextIsolation enabled for better security. Only 
// functionality that the renderer truly needs should be exposed here, and it should be done 
// in a way that avoids giving the page direct access to full Node or Electron internals.

// Example uses of context bridge:
// const { contextBridge } = require('electron');
// contextBridge.exposeInMainWorld('preloadObjectExposedOnMainWindow', {"note":"This object has been added to the main window from within the Electron 'preload' context."});
// contextBridge.exposeInMainWorld('preloadFunctionExposedOnMainWindow',  async () => { console.log("This is a preload function made accessable within the main window runtime.");});

Utilities/MinificationLists/DoNotMinifyLists/DoNotMinifyList.json
------------------------------------------------------------
{
	"minificationList":
    [
        "thisSymbolWillNotBeMinified",
        "thisSymbolWillAlsoNotBeMinified"
    ]
}

Utilities/MinificationLists/MinifyLists/MinifyList.json
------------------------------------------------------------
{
	"minificationList":
    [
        "thisSymbolWillBeMinified",
        "thisSymbolWillAlsoBeMinified"
    ]
}

Utilities/ProjectState.json
------------------------------------------------------------
{"docFormatVersion":0,"panelLayout":{"subPanels":[{"subPanels":[{"subPanels":[],"panelType":"Tool Tips","isColumns":true,"divisionLocation":0.5,"stateInfo":""},{"subPanels":[{"subPanels":[{"subPanels":[],"panelType":"Object","isColumns":true,"divisionLocation":0.5,"stateInfo":""},{"subPanels":[],"panelType":"Hierarchy","isColumns":true,"divisionLocation":0.5,"stateInfo":""}],"isColumns":false,"divisionLocation":0.5,"stateInfo":""},{"subPanels":[],"panelType":"Flows","isColumns":true,"divisionLocation":0.5,"stateInfo":""}],"isColumns":true,"divisionLocation":0.4659931794086369,"stateInfo":""}],"isColumns":false,"divisionLocation":0.12,"stateInfo":""},{"subPanels":[],"panelType":"Live View","isColumns":true,"divisionLocation":0.5,"stateInfo":""}],"isColumns":true,"divisionLocation":0.41349433641404976,"stateInfo":""},"selectionState":{"sceneObject":["[[-1,\"MainScene\"],[1,\"GameLayout\"],[1,\"GameTitleContainer\"],[0,\"GameTitle\"]]"]},"hierarchyExpansionInfo":{"Construct Editor Scene: GameLayout":["[[-1,\"Construct Editor Scene: GameLayout\"],[0,\"GameLayout\"]]","[[-1,\"Construct Editor Scene: GameLayout\"],[1,\"Construct Editor Camera\"]]","[[-1,\"Construct Editor Scene: GameLayout\"],[0,\"GameLayout\"],[0,\"ViewArea\"]]","[[-1,\"Construct Editor Scene: GameLayout\"],[0,\"GameLayout\"],[2,\"ReelsContainer\"]]","[[-1,\"Construct Editor Scene: GameLayout\"],[0,\"GameLayout\"],[3,\"Dashboard\"]]","[[-1,\"Construct Editor Scene: GameLayout\"],[0,\"GameLayout\"],[6,\"BackgroundShadow\"]]","[[-1,\"Construct Editor Scene: GameLayout\"],[0,\"GameLayout\"],[7,\"GameBackgroundPattern\"]]","[[-1,\"Construct Editor Scene: GameLayout\"],[0,\"GameLayout\"],[2,\"ReelsContainer\"],[0,\"ReelBackground\"]]","[[-1,\"Construct Editor Scene: GameLayout\"],[0,\"GameLayout\"],[2,\"ReelsContainer\"],[2,\"ReelContainer1\"]]","[[-1,\"Construct Editor Scene: GameLayout\"],[0,\"GameLayout\"],[2,\"ReelsContainer\"],[5,\"ReelContainer4\"]]","[[-1,\"Construct Editor Scene: GameLayout\"],[0,\"GameLayout\"],[3,\"Dashboard\"],[1,\"BottomBarBackground\"]]","[[-1,\"Construct Editor Scene: GameLayout\"],[0,\"GameLayout\"],[3,\"Dashboard\"],[2,\"BottomBarContainer\"]]","[[-1,\"Construct Editor Scene: GameLayout\"],[0,\"GameLayout\"],[3,\"Dashboard\"],[3,\"SpinButtonContainer\"]]","[[-1,\"Construct Editor Scene: GameLayout\"],[0,\"GameLayout\"],[2,\"ReelsContainer\"],[1,\"ReelContainer0\"],[0,\"ReelMask\"]]","[[-1,\"Construct Editor Scene: GameLayout\"],[0,\"GameLayout\"],[2,\"ReelsContainer\"],[2,\"ReelContainer1\"],[0,\"ReelMask\"]]","[[-1,\"Construct Editor Scene: GameLayout\"],[0,\"GameLayout\"],[2,\"ReelsContainer\"],[3,\"ReelContainer2\"],[0,\"ReelMask\"]]","[[-1,\"Construct Editor Scene: GameLayout\"],[0,\"GameLayout\"],[2,\"ReelsContainer\"],[4,\"ReelContainer3\"],[0,\"ReelMask\"]]","[[-1,\"Construct Editor Scene: GameLayout\"],[0,\"GameLayout\"],[2,\"ReelsContainer\"],[5,\"ReelContainer4\"],[0,\"ReelMask\"]]","[[-1,\"Construct Editor Scene: GameLayout\"],[0,\"GameLayout\"],[3,\"Dashboard\"],[2,\"BottomBarContainer\"],[0,\"BalanceLabel\"]]","[[-1,\"Construct Editor Scene: GameLayout\"],[0,\"GameLayout\"],[3,\"Dashboard\"],[2,\"BottomBarContainer\"],[1,\"BalanceMeter\"]]","[[-1,\"Construct Editor Scene: GameLayout\"],[0,\"GameLayout\"],[3,\"Dashboard\"],[2,\"BottomBarContainer\"],[2,\"BetLabel\"]]","[[-1,\"Construct Editor Scene: GameLayout\"],[0,\"GameLayout\"],[3,\"Dashboard\"],[2,\"BottomBarContainer\"],[3,\"BetMeter\"]]","[[-1,\"Construct Editor Scene: GameLayout\"],[0,\"GameLayout\"],[3,\"Dashboard\"],[2,\"BottomBarContainer\"],[4,\"WinMeter\"]]","[[-1,\"Construct Editor Scene: GameLayout\"],[0,\"GameLayout\"],[3,\"Dashboard\"],[2,\"BottomBarContainer\"],[5,\"WinLabel\"]]","[[-1,\"Construct Editor Scene: GameLayout\"],[0,\"GameLayout\"],[3,\"Dashboard\"],[2,\"BottomBarContainer\"],[6,\"BottomBarTitle\"]]","[[-1,\"Construct Editor Scene: GameLayout\"],[0,\"GameLayout\"],[3,\"Dashboard\"],[2,\"BottomBarContainer\"],[7,\"MenuButton\"]]","[[-1,\"Construct Editor Scene: GameLayout\"],[0,\"GameLayout\"],[3,\"Dashboard\"],[2,\"BottomBarContainer\"],[8,\"SoundButton\"]]","[[-1,\"Construct Editor Scene: GameLayout\"],[0,\"GameLayout\"],[3,\"Dashboard\"],[3,\"SpinButtonContainer\"],[0,\"SpinButton\"]]","[[-1,\"Construct Editor Scene: GameLayout\"]]"],"Timeline Editor Scene: Dashboard→Layout_Mobile":["[[-1,\"Timeline Editor Scene: Dashboard→Layout_Mobile\"],[0,\"Dashboard\"]]","[[-1,\"Timeline Editor Scene: Dashboard→Layout_Mobile\"],[0,\"Dashboard\"],[3,\"BottomBarContainer\"]]","[[-1,\"Timeline Editor Scene: Dashboard→Layout_Mobile\"],[0,\"Dashboard\"],[3,\"BottomBarContainer\"],[10,\"AutplayContainer\"]]","[[-1,\"Timeline Editor Scene: Dashboard→Layout_Mobile\"]]"],"Construct Editor Scene: Dashboard":["[[-1,\"Construct Editor Scene: Dashboard\"],[1,\"Construct Editor Camera\"]]","[[-1,\"Construct Editor Scene: Dashboard\"],[0,\"Dashboard\"],[0,\"ViewArea\"]]","[[-1,\"Construct Editor Scene: Dashboard\"],[0,\"Dashboard\"],[2,\"BottomBarBackground\"]]","[[-1,\"Construct Editor Scene: Dashboard\"],[0,\"Dashboard\"],[3,\"BottomBarContainer\"],[1,\"BalanceLabel\"]]","[[-1,\"Construct Editor Scene: Dashboard\"],[0,\"Dashboard\"],[3,\"BottomBarContainer\"],[2,\"BalanceMeter\"]]","[[-1,\"Construct Editor Scene: Dashboard\"],[0,\"Dashboard\"],[3,\"BottomBarContainer\"],[3,\"BetLabel\"]]","[[-1,\"Construct Editor Scene: Dashboard\"],[0,\"Dashboard\"],[3,\"BottomBarContainer\"],[4,\"BetMeter\"]]","[[-1,\"Construct Editor Scene: Dashboard\"],[0,\"Dashboard\"],[3,\"BottomBarContainer\"],[5,\"WinMeter\"]]","[[-1,\"Construct Editor Scene: Dashboard\"],[0,\"Dashboard\"],[3,\"BottomBarContainer\"],[6,\"WinLabel\"]]","[[-1,\"Construct Editor Scene: Dashboard\"],[0,\"Dashboard\"],[3,\"BottomBarContainer\"],[7,\"BottomBarTitle\"]]","[[-1,\"Construct Editor Scene: Dashboard\"],[0,\"Dashboard\"],[3,\"BottomBarContainer\"],[8,\"MenuButton\"]]","[[-1,\"Construct Editor Scene: Dashboard\"],[0,\"Dashboard\"],[3,\"BottomBarContainer\"],[9,\"SoundButton\"]]","[[-1,\"Construct Editor Scene: Dashboard\"],[0,\"Dashboard\"],[4,\"SpinButtonContainer\"],[0,\"SpinButton\"]]","[[-1,\"Construct Editor Scene: Dashboard\"],[0,\"Dashboard\"],[4,\"SpinButtonContainer\"],[0,\"SpinButton\"],[0,\"SpinButtonCenter\"]]","[[-1,\"Construct Editor Scene: Dashboard\"]]"],"Construct Editor Scene: GameIntroAnimation":["[[-1,\"Construct Editor Scene: GameIntroAnimation\"],[0,\"GameIntroAnimation\"]]","[[-1,\"Construct Editor Scene: GameIntroAnimation\"],[0,\"GameIntroAnimation\"],[0,\"GameIntroTitle\"]]","[[-1,\"Construct Editor Scene: GameIntroAnimation\"]]"],"Timeline Editor Scene: GameLayout→BaseLayout_Mobile":["[[-1,\"Timeline Editor Scene: GameLayout→BaseLayout_Mobile\"],[0,\"GameLayout\"]]","[[-1,\"Timeline Editor Scene: GameLayout→BaseLayout_Mobile\"]]"],"MainScene":["[[-1,\"MainScene\"],[1,\"GameLayout\"]]","[[-1,\"MainScene\"],[1,\"GameLayout\"],[1,\"GameTitleContainer\"]]","[[-1,\"MainScene\"],[1,\"GameLayout\"],[2,\"ReelsContainer\"]]","[[-1,\"MainScene\"]]"],"Construct Editor Scene: PaylineConstruct":["[[-1,\"Construct Editor Scene: PaylineConstruct\"],[0,\"PaylineConstruct\"]]","[[-1,\"Construct Editor Scene: PaylineConstruct\"]]"]},"timelineSceneRepExpansionInfo":{"Timeline Editor Scene: GameLayout→BaseLayout":["[[-1,\"Timeline Editor Scene: GameLayout→BaseLayout\"],[1,\"GameLayout\"],[0,\"ViewArea\"]]","[[-1,\"Timeline Editor Scene: GameLayout→BaseLayout\"],[1,\"GameLayout\"],[1,\"GameTitleContainer\"]]","[[-1,\"Timeline Editor Scene: GameLayout→BaseLayout\"],[1,\"GameLayout\"],[2,\"ReelsContainer\"]]","[[-1,\"Timeline Editor Scene: GameLayout→BaseLayout\"],[1,\"GameLayout\"],[2,\"ReelsContainer\"],[1,\"ReelBackground\"]]"],"Timeline Editor Scene: GameLayout→BaseLayout_Mobile":["[[-1,\"Timeline Editor Scene: GameLayout→BaseLayout_Mobile\"],[0,\"GameLayout\"],[0,\"ViewArea\"]]","[[-1,\"Timeline Editor Scene: GameLayout→BaseLayout_Mobile\"],[0,\"GameLayout\"],[1,\"GameTitleContainer\"]]","[[-1,\"Timeline Editor Scene: GameLayout→BaseLayout_Mobile\"],[0,\"GameLayout\"],[2,\"ReelsContainer\"]]","[[-1,\"Timeline Editor Scene: GameLayout→BaseLayout_Mobile\"],[0,\"GameLayout\"],[2,\"ReelsContainer\"],[0,\"ReelBackground\"]]","[[-1,\"Timeline Editor Scene: GameLayout→BaseLayout_Mobile\"],[0,\"GameLayout\"],[3,\"Dashboard\"]]","[[-1,\"Timeline Editor Scene: GameLayout→BaseLayout_Mobile\"],[0,\"GameLayout\"],[6,\"BackgroundShadow\"]]","[[-1,\"Timeline Editor Scene: GameLayout→BaseLayout_Mobile\"],[0,\"GameLayout\"],[7,\"GameBackgroundPattern\"]]"],"Timeline Editor Scene: Dashboard→Layout_Mobile":["[[-1,\"Timeline Editor Scene: Dashboard→Layout_Mobile\"],[0,\"Dashboard\"],[0,\"ViewArea\"]]","[[-1,\"Timeline Editor Scene: Dashboard→Layout_Mobile\"],[0,\"Dashboard\"],[1,\"MenuBackgroundDimmer\"]]","[[-1,\"Timeline Editor Scene: Dashboard→Layout_Mobile\"],[0,\"Dashboard\"],[2,\"BottomBarBackground\"]]","[[-1,\"Timeline Editor Scene: Dashboard→Layout_Mobile\"],[0,\"Dashboard\"],[3,\"BottomBarContainer\"]]","[[-1,\"Timeline Editor Scene: Dashboard→Layout_Mobile\"],[0,\"Dashboard\"],[3,\"BottomBarContainer\"],[0,\"BottomBarBorder\"]]","[[-1,\"Timeline Editor Scene: Dashboard→Layout_Mobile\"],[0,\"Dashboard\"],[3,\"BottomBarContainer\"],[1,\"BalanceLabel\"]]","[[-1,\"Timeline Editor Scene: Dashboard→Layout_Mobile\"],[0,\"Dashboard\"],[3,\"BottomBarContainer\"],[2,\"BalanceMeter\"]]","[[-1,\"Timeline Editor Scene: Dashboard→Layout_Mobile\"],[0,\"Dashboard\"],[3,\"BottomBarContainer\"],[3,\"BetLabel\"]]","[[-1,\"Timeline Editor Scene: Dashboard→Layout_Mobile\"],[0,\"Dashboard\"],[3,\"BottomBarContainer\"],[4,\"BetMeter\"]]","[[-1,\"Timeline Editor Scene: Dashboard→Layout_Mobile\"],[0,\"Dashboard\"],[3,\"BottomBarContainer\"],[5,\"WinMeter\"]]","[[-1,\"Timeline Editor Scene: Dashboard→Layout_Mobile\"],[0,\"Dashboard\"],[3,\"BottomBarContainer\"],[6,\"WinLabel\"]]","[[-1,\"Timeline Editor Scene: Dashboard→Layout_Mobile\"],[0,\"Dashboard\"],[3,\"BottomBarContainer\"],[7,\"BottomBarTitle\"]]","[[-1,\"Timeline Editor Scene: Dashboard→Layout_Mobile\"],[0,\"Dashboard\"],[3,\"BottomBarContainer\"],[8,\"MenuButton\"]]","[[-1,\"Timeline Editor Scene: Dashboard→Layout_Mobile\"],[0,\"Dashboard\"],[3,\"BottomBarContainer\"],[9,\"SoundButton\"]]","[[-1,\"Timeline Editor Scene: Dashboard→Layout_Mobile\"],[0,\"Dashboard\"],[3,\"BottomBarContainer\"],[10,\"AutplayContainer\"]]","[[-1,\"Timeline Editor Scene: Dashboard→Layout_Mobile\"],[0,\"Dashboard\"],[3,\"BottomBarContainer\"],[10,\"AutplayContainer\"],[0,\"Autoplay Button\"]]","[[-1,\"Timeline Editor Scene: Dashboard→Layout_Mobile\"],[0,\"Dashboard\"],[3,\"BottomBarContainer\"],[10,\"AutplayContainer\"],[1,\"Autoplay Menu\"]]","[[-1,\"Timeline Editor Scene: Dashboard→Layout_Mobile\"],[0,\"Dashboard\"],[4,\"SpinButtonContainer\"]]","[[-1,\"Timeline Editor Scene: Dashboard→Layout_Mobile\"],[0,\"Dashboard\"],[4,\"SpinButtonContainer\"],[0,\"SpinButton\"]]","[[-1,\"Timeline Editor Scene: Dashboard→Layout_Mobile\"],[0,\"Dashboard\"],[4,\"SpinButtonContainer\"],[0,\"SpinButton\"],[0,\"SpinButtonCenter\"]]","[[-1,\"Timeline Editor Scene: Dashboard→Layout_Mobile\"],[0,\"Dashboard\"],[5,\"MainMenuContainer\"]]","[[-1,\"Timeline Editor Scene: Dashboard→Layout_Mobile\"],[0,\"Dashboard\"],[5,\"MainMenuContainer\"],[0,\"MainMenuBackground\"]]"],"Timeline Editor Scene: GameIntroAnimation→Intro":["[[-1,\"Timeline Editor Scene: GameIntroAnimation→Intro\"],[0,\"GameIntroAnimation\"],[0,\"GameIntroTitle\"]]","[[-1,\"Timeline Editor Scene: GameIntroAnimation→Intro\"],[0,\"GameIntroAnimation\"],[0,\"GameIntroTitle\"],[0,\"PressToContinueText\"]]","[[-1,\"Timeline Editor Scene: GameIntroAnimation→Intro\"],[0,\"GameIntroAnimation\"],[1,\"GameIntroParticles\"]]"],"Timeline Editor Scene: GameIntroAnimation→Outro":["[[-1,\"Timeline Editor Scene: GameIntroAnimation→Outro\"],[0,\"GameIntroAnimation\"],[0,\"GameIntroTitle\"]]","[[-1,\"Timeline Editor Scene: GameIntroAnimation→Outro\"],[0,\"GameIntroAnimation\"],[0,\"GameIntroTitle\"],[0,\"PressToContinueText\"]]","[[-1,\"Timeline Editor Scene: GameIntroAnimation→Outro\"],[0,\"GameIntroAnimation\"],[1,\"GameIntroParticles\"]]"]},"animatedPropertyGraphEditorStateInfo":{"Timeline Editor Scene: GameLayout→BaseLayout":[],"Timeline Editor Scene: GameLayout→BaseLayout_Mobile":[],"Timeline Editor Scene: Dashboard→Layout_Mobile":[],"Timeline Editor Scene: GameIntroAnimation→Intro":[["[[-1,\"Timeline Editor Scene: GameIntroAnimation→Intro\"],[0,\"GameIntroAnimation\"]]","Intro",0],["[[-1,\"Timeline Editor Scene: GameIntroAnimation→Intro\"],[0,\"GameIntroAnimation\"]]","Intro",1]],"Timeline Editor Scene: GameIntroAnimation→Outro":[]},"assetSelections":[],"helloThere":false,"spineImportHistory":[],"recentPermissions":"v1,enterprise","publishingPopupStateInfo":{"currentConfiguration":"LocalDev","hostPublishedProject":true}}

Utilities/ProjectTranscript.json
------------------------------------------------------------
{
	"docFormatVersion":0,
	"transcriptPhrases":{
		"CreditMeterLabel":{"en":"BALANCE","es":"CRÉDITO"},
		"WinMeterLabel":{"en":"WIN","es":"GANANCIA"},
		"BetMeterLabel":{"en":"BET","es":"APUESTA"},
		"BottomBarGameTitle":{"en":"INCISOR 7s™","es":"INCISOR 7s™"},
		"IntroPromptButton":{"en":"PRESS TO CONTINUE","es":"PRESIONE PARA CONTINUAR"},
		"AutoplaySelection":{"en":"{value:nSpins}\nSPINS","es":"{value:nSpins}\nTIRADAS"},
		"AutoplayLabel":{"en":"AUTOPLAY","es":"AUTOJUGAR"}
	}
}

Assets.ncData
------------------------------------------------------------
Deviations from default ncData:

- allowDuplicateRemoval is true instead of the default null.
- assetConfigurationFilters is {} instead of the default null.
- fontFamily is "" instead of the default null.
- imageConfigurations.allowAdditiveTrimBuffer is false instead of the default null.
- imageConfigurations.alphaThreshold is 0.015 instead of the default null.
- imageConfigurations.applyAssetPackageScaling is true instead of the default null.
- imageConfigurations.compression is "paletted" instead of the default null.
- imageConfigurations.downscalingMode is "linear" instead of the default null.
- imageConfigurations.imageScalingAffectsHugging is false instead of the default null.
- imageConfigurations.mirroring is "none" instead of the default null.
- imageConfigurations.pivotPointOffsetX is 0 instead of the default null.
- imageConfigurations.pivotPointOffsetY is 0 instead of the default null.
- imageConfigurations.pivotPointOffsetZ is 0 instead of the default null.
- imageConfigurations.premultiplyAlpha is true instead of the default null.
- imageConfigurations.resolutionScaleX is 1 instead of the default null.
- imageConfigurations.resolutionScaleY is 1 instead of the default null.
- imageConfigurations.shapify is false instead of the default null.
- imageConfigurations.shapifyEdgeRange is 10 instead of the default null.
- imageConfigurations.shapifyOptimizationLevel is 0.85 instead of the default null.
- imageConfigurations.spriteSheet is "" instead of the default null.
- imageConfigurations.spriteSheetDimensionLimit is 2048 instead of the default null.
- imageConfigurations.spriteSheetPlacementBuffer is 2 instead of the default null.
- imageConfigurations.trimBuffer is 2 instead of the default null.
- imageConfigurations.trimMode is "hugged" instead of the default null.
- imageConfigurations.unitsPerPixelX is 1 instead of the default null.
- imageConfigurations.unitsPerPixelY is 1 instead of the default null.
- imageConfigurations.unitsPerPixelZ is 1 instead of the default null.
- imageConfigurations.upscalingMode is "linear" instead of the default null.
- imageConfigurations.wrapModeH is "clamp" instead of the default null.
- imageConfigurations.wrapModeV is "clamp" instead of the default null.
- includeWhenBuilt is true instead of the default null.
- loadingTier is 100 instead of the default null.
- typeFontScale is 5 instead of the default null.

jsconfig.json
------------------------------------------------------------
{
    "exclude": ["Publishing","Utilities/AuxiliaryPublishingSupport"]
}

ProjectSettings.json
------------------------------------------------------------
{"docFormatVersion":0,"publicProjectName":"Incisor Slot Template JS","projectCodeName":"IncisorSlotTemplateJS","latestIncisorVersionSetUsed":"Red","latestIncisorVersionUsed":"2026.08.12.10.20.44","requiredPermissions":"proGaming","usingTypescript":false,"assetConfigurationDefinitions":{"assetPackageScale":["100","50"],"soundQuality":["stereo_115","mono_55"],"language":["en","es"]},"assetConfigurationDataOrder":["assetPackageScale","soundQuality","language"],"conditionalCodeTagDefinitions":["LocalDev","WebPublish","EgmPublish"],"coreCanvasResolutionX":2160,"coreCanvasResolutionY":2160,"canvasTransparency":false,"mainCameraType":"orthographic","maskingMode":"overlapping","defaultTimelineTimeSnap":0.02,"preserveDrawingBuffer":true,"defaultGraphicAssetEffectNodes":["ColorMultiply"],"devModeConfiguration":"LocalDev","configurations":{"LocalDev":{"publishIndexFile":true,"supportedAssetConfigurations":[{"assetPackageScale":"100","soundQuality":"stereo_115","language":"en"}],"conditionalCodeTagsIncluded":["LocalDev"],"optionalCodeModulesExcluded":[],"minification":{"enableMinification":false,"automaticallyMinifyAllKeywords":false,"minifyPrefix":"minify_","minifySuffix":"_minify","doNotMinifyPrefix":"doNotMinify_","doNotMinifySuffix":"_doNotMinify","minifyIncisorApiKeywords":false,"minifyAssetNames":false,"substitutionAssignment":"deterministicRandom","keywordAndStringPairTreatment":"minifyBoth"},"removeComments":false,"removeWhiteSpace":false,"spriteSheetDimensionLimit":4096,"auxiliaryPublishingPackages":[]},"EgmPublish":{"publishIndexFile":true,"supportedAssetConfigurations":[{"assetPackageScale":"100","soundQuality":"stereo_115","language":"en"}],"conditionalCodeTagsIncluded":["EgmPublish"],"optionalCodeModulesExcluded":[],"minification":{"enableMinification":false,"automaticallyMinifyAllKeywords":true,"minifyPrefix":"minify_","minifySuffix":"_minify","doNotMinifyPrefix":"doNotMinify_","doNotMinifySuffix":"_doNotMinify","minifyIncisorApiKeywords":false,"minifyAssetNames":false,"substitutionAssignment":"deterministicRandom","keywordAndStringPairTreatment":"minifyBoth"},"removeComments":false,"removeWhiteSpace":false,"spriteSheetDimensionLimit":4096,"auxiliaryPublishingPackages":["ElectronEgmPublish"]}},"auxiliaryPublishingPackageDefinitions":{"electron":{"ElectronLocalDev":{"os":"--win --x64","width":800,"height":800,"x":0,"y":0,"windowPositionDelay":0,"center":false,"minWidth":0,"minHeight":0,"maxWidth":0,"maxHeight":0,"resizable":true,"movable":true,"minimizable":true,"maximizable":true,"closable":true,"focusable":true,"level":"normal","fullscreen":false,"fullscreenable":true,"simpleFullscreen":false,"skipTaskbar":false,"kiosk":false,"icon":"","frame":true,"menuBarVisible":false,"autoHideMenuBar":true,"transparent":false,"type":"normal","backgroundColor":"#FFF","hasShadow":true,"opacity":1,"visualEffectState":"followWindow","darkTheme":false,"vibrancy":"default","zoomToPageWidth":false,"enableContextMenu":false,"incisorFileIoLayer":true,"allowUniversalFileIO":false,"webPreferences":{"nodeIntegration":false,"contextIsolation":true,"enableRemoteModule":false,"preload":"","sandbox":false,"devTools":true,"zoomFactor":1,"javascript":true,"webSecurity":true,"allowRunningInsecureContent":false,"experimentalFeatures":false,"backgroundThrottling":true,"webviewTag":false,"nativeWindowOpen":false,"scrollBounce":false,"offscreen":false,"plugins":false,"webaudio":false,"disableDialogs":false}},"ElectronEgmPublish":{"os":"--win --x64","width":800,"height":800,"x":0,"y":0,"windowPositionDelay":0,"center":false,"minWidth":0,"minHeight":0,"maxWidth":0,"maxHeight":0,"resizable":true,"movable":true,"minimizable":true,"maximizable":true,"closable":true,"focusable":true,"level":"normal","fullscreen":false,"fullscreenable":true,"simpleFullscreen":false,"skipTaskbar":false,"kiosk":false,"icon":"","frame":true,"menuBarVisible":true,"autoHideMenuBar":false,"transparent":false,"type":"normal","backgroundColor":"#FFF","hasShadow":true,"opacity":1,"visualEffectState":"followWindow","darkTheme":false,"vibrancy":"default","zoomToPageWidth":false,"enableContextMenu":true,"incisorFileIoLayer":true,"allowUniversalFileIO":false,"webPreferences":{"nodeIntegration":false,"contextIsolation":true,"enableRemoteModule":false,"preload":"","sandbox":false,"devTools":true,"zoomFactor":1,"javascript":true,"webSecurity":true,"allowRunningInsecureContent":false,"experimentalFeatures":false,"backgroundThrottling":true,"webviewTag":false,"nativeWindowOpen":false,"scrollBounce":false,"offscreen":false,"plugins":false,"webaudio":false,"disableDialogs":false}}}},"autoClearMetaFiles":true,"limitPublishedBuildsKept":0,"enableDynamicDocumentation":true,"screenShotDestination":"ScreenShots","additionalLiveViewModes":["16x9_maximize","9x16_maximize","1920x1080","1080x1920"],"fontDefinitions":[{"fontName":"ThemedFont","kerningAdjustment":0,"lineHeight":600,"characterWidth":90,"alwaysIncludeTheseCharacters":[],"phrasesUsingThisFont":["IntroPromptButton"]},{"fontName":"SampleFont","kerningAdjustment":0,"lineHeight":72,"characterWidth":12,"alwaysIncludeTheseCharacters":[],"phrasesUsingThisFont":["CreditMeterLabel","WinMeterLabel","New Phrase 1","AutoplaySelection","AutoplayLabel"]}],"loadingTierDefinitions":[{"loadingTier":100,"isAutoLoaded":true,"incrementalContentProcessing":false,"assetDataFileSizeLimitKB":800,"performDuplicateRemoval":true}],"fontReduction":{"includeStandardCharactersWhenUnPublished":true,"includeStandardCharactersWhenPublished":true,"includeTranscriptCharacters":true,"limitTranscriptCharactersByLanguage":true,"limitTranscriptCharactersByPhrase":true,"standardFontCharacters":[33,34,35,36,37,38,39,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,8482]}}

ReleaseNotes.json
------------------------------------------------------------
{
    "2026.08.12.00.00.00":
    {
        "changeList":
        [
            {
                "name":"Reels upgraded from SlotReel to SymbolReel",
                "description":"The five reels are now SymbolReels rather than SlotReels. A SymbolReel drives any property of its symbols from a KeyframedValue sampled along the reel path, so the symbol spacing and the reverse shingled sub-layering are authored as curves rather than written in code, and the windup and bounce motion are curves owned by the reel rather than tween functions."
            },
            {
                "name":"The reels are laid out in the GameLayout Construct",
                "description":"Each ReelContainer now holds its own SymbolReel, with its symbol counts, spin speed, windup duration, symbol path and starting symbols all authored in the Construct and editable in the Incisor inspector. ProjectMain collects the reels from the Construct and hands each one its symbol class and its reel strip, rather than building them from scratch."
            },
            {
                "name":"SlotReelSymbol codeAsset replaced by the ReelSymbol class",
                "description":"The symbol class is now an ordinary project class in 'TypescriptProjectCode/ReelSymbol.ts', supplied to each reel through 'SymbolReel.symbolClassDefinition'. It is no longer a CustomObject registered with the Incisor inspector, since a SymbolReel owns and builds its own symbols."
            },
            {
                "name":"The reels are fed a full reel strip",
                "description":"The reels now take their reel strips from the game system through 'setReelData' with 'assembleReelDataOnTheFly' turned off, which is the arrangement that matches a game system supplying stop indices."
            }
        ]
    },
    "2026.03.03.00.00.00":
    {
        "changeList":
        [
            {
                "name":"GRPC Refactored to be Agnostic",
                "description":"For simpler integrations with external systems, now the GRPC just sends any messages between the project and outside GRPC processes generically, with the details of the messaging stored inside of the messages themselves. This way, the GRPC protocol does not need to be edited each time a new type of message is needed, instead the message handling can just be extended directly in each context."
            }
        ]
    },
    "2026.02.07.00.00.00":
    {
        "changeList":
        [
            {
                "name":"Added support auxiliary publishing packages",
                "description":"Added two electron publishing packages to the ProjectSettings.json"
            },
            {
                "name":"Added conditional code to support GRPC server interactions within the EgmPublish configuraiton",
                "description":"Now, initial game info and game outcomes are pulled from a GRPC server when the game is published in the 'EgmPublish' configuration."
            },
            {
                "name":"Added Sample GRPC servers to the auxiliary publishing support directories",
                "description":"These servers, when runnning, will supply the published game (using the 'EgmPublish' config), with it's initial game info and game outcomes."
            }
        ]
    },
    "2026.01.27.00.00.00":
    {
        "changeList":
        [
            {
                "name":"Updates Slot Template Publisher",
                "description":"Certain ts files were being left in the js build - this has been updated."
            },
            {
                "name":"Stray Project Extension Removed",
                "description":"Extra menu that was accidently added has been removed."
            },
            {
                "name":"Minification Settings Restored",
                "description":"Minification settings for the template have been reduced for better 'getting started' setup."
            }
        ]
    },
    "2025.10.23.00.00.00":
    {
        "changeList":
        [
            {
                "name":"The GameLogicManager has become the GameSystemManager",
                "description":"It is now the manager for not just game logic, but also game configurations etc..."
            },
            {
                "name":"Autoplay Functionality Added",
                "description":"Button, menu, options driven by the GameSystemManager, and the actual functionality for autoplay have all been added."
            },
            {
                "name":"Main Menu Stub Added",
                "description":"Now you can press the button to see a main menu stub."
            }
        ]
    },
    "2025.10.19.00.00.00":
    {
        "changeList":
        [
            {
                "name":"Translated 'PRESS TO CONTINUE'",
                "description":"Now using the transcript..."
            }
        ]
    },
    "2025.10.15.00.00.00":
    {
        "changeList":
        [
            {
                "name":"Updated GameLogicManager/LocalGameServiceStub Interface",
                "description":"In order to provide a better example of how the GameLogicManager communicates with externally fetched items."
            },
            {
                "name":"Changed the SlotReels to use CustomObjects instead of CustomAddons",
                "description":"By request to make a cleaner and less verbose implementation."
            }
        ]
    },
    "2025.09.30.00.00.00":
    {
        "changeList":
        [
            {
                "name":"Added Initial Translations.",
                "description":"For basic dashboard items."
            }
        ]
    },
    "2025.09.29.00.00.00":
    {
        "changeList":
        [
            {
                "name":"Added the Payline class and implementation.",
                "description":"Using the 'StretchBetween2d' CustomAddOn..."
            }
        ]
    }
}












----------------------------------------------------------
Section 3: IncisorSlotTemplateTS_textMap
----------------------------------------------------------


INCISOR PROJECT PLAIN TEXT MAP
============================================================
Project: Incisor Slot Template TS
Generated: 2026-09-25T19:48:48.483Z
Project Language: TypeScript

Excluded:
- AssetCache and its contents
- Publishing
- AutoSave
- IncisorAPI.js
- IncisorAPI.d.ts
- ProjectCode file contents omitted because ProjectSettings.usingTypescript is true
- Additional file contents omitted for 1 user-specified path(s)

TABLE OF CONTENTS
============================================================
Incisor Slot Template TS
    Assets/
        CodeAssets/
            BrightnessContrast.codeAsset.ts
            BulletTimeDoubleArc.codeAsset.ts
            ExtremeEaseIn.codeAsset.ts
            ExtremeEaseOut.codeAsset.ts
            InfiniteAdd.codeAsset.ts
            Sheen.codeAsset.ts
            StretchBetween2D.codeAsset.ts
        Dashboard/
            AutoPlayButton.png
            AutoPlayButton.png.ncData
            Circle.png
            Circle.png.ncData
            Dashboard.construct
            Dashboard.construct.ncData
            MenuButton.png
            MenuButton.png.ncData
            PanelBox.png
            PanelBox.png.ncData
            SoundButton.png
            SoundButton.png.ncData
            SoundMute.png
            SoundMute.png.ncData
            SpinButtonCenter.png
            SpinButtonCenter.png.ncData
        Fonts/
            ThemedFont/
                ThemedFont_Char{0000-8482}.png (112 files)
                ThemedFont_Char{0000-8482}.png.ncData (112 files)
            SampleFont.otf
            SampleFont.otf.ncData
            ThemedFont.ncData
        GameLayout/
            GameIntroAnimation/
                GameIntroAnimation.construct
                GameIntroAnimation.construct.ncData
            Background.png
            Background.png.ncData
            CenterWinMeterShadow.png
            CenterWinMeterShadow.png.ncData
            GameIntroAnimation.ncData
            GameLayout.construct
            GameLayout.construct.ncData
            GameTitle.png
            GameTitle.png.ncData
            InnerShadow.png
            InnerShadow.png.ncData
            ReelBackground.png
            ReelBackground.png.ncData
        LayersAndMasks/
            main.maskGroups
            main.maskGroups.ncData
            MainScene.layers
            MainScene.layers.ncData
        ParticleSystems/
            FallingStars.particleSysDef
            FallingStars.particleSysDef.ncData
            SampleParticle.png
            SampleParticle.png.ncData
            StarBurst.particleSysDef
            StarBurst.particleSysDef.ncData
            StarParticle.png
            StarParticle.png.ncData
        Sounds/
            ReelSpinSound.wav
            ReelSpinSound.wav.ncData
            ReelStop.wav
            ReelStop.wav.ncData
            SpinBegin.wav
            SpinBegin.wav.ncData
        SymbolImages/
            Bonus.png
            Bonus.png.ncData
            Major1.png
            Major1.png.ncData
            Major2.png
            Major2.png.ncData
            Major3.png
            Major3.png.ncData
            Minor1.png
            Minor1.png.ncData
            Minor2.png
            Minor2.png.ncData
            Minor3.png
            Minor3.png.ncData
            Wild.png
            Wild.png.ncData
        CodeAssets.ncData
        Dashboard.ncData
        Fonts.ncData
        GameLayout.ncData
        LayersAndMasks.ncData
        ParticleSystems.ncData
        Sounds.ncData
        SymbolImages.ncData
    ProjectCode/
        TypescriptGeneratedJS/
            Assets/
                CodeAssets/
                    BrightnessContrast.codeAsset.js
                    BulletTimeDoubleArc.codeAsset.js
                    ExtremeEaseIn.codeAsset.js
                    ExtremeEaseOut.codeAsset.js
                    InfiniteAdd.codeAsset.js
                    Sheen.codeAsset.js
                    StretchBetween2D.codeAsset.js
            TypescriptProjectCode/
                FlowStates/
                    00 GameIntro.js
                    01 GameIdle.js
                    02 StartGame.js
                    03 SpinReels.js
                    05 WinCelebration.js
                PreloadConfiguration/
                    PreloadConfiguration.js
                DashboardManager.js
                GameSystemManager.js
                GameSystemReplica.js
                GrpcConnection.js
                Payline.js
                ProjectMain.js
                ReelSymbol.js
    TypescriptProjectCode/
        FlowStates/
            00 GameIntro.ts
            01 GameIdle.ts
            02 StartGame.ts
            03 SpinReels.ts
            05 WinCelebration.ts
        PreloadConfiguration/
            PreloadConfiguration.ts
        DashboardManager.ts
        GameSystemManager.ts
        GameSystemReplica.ts
        GrpcConnection.ts
        Payline.ts
        ProjectMain.ts
        ReelSymbol.ts
    Utilities/
        AuxiliaryPublishingSupport/
            ElectronEgmPublish/
                ElectronExtras/
                    ConnectionDefinition.proto
                ElectronMain/
                    ElectronMain.js
                    GRPC.js
                ElectronPackage/
                    package.json
                ElectronPreload/
                    ElectronPreload.js
                Example GRPC Servers/
                    NodeExample/
                        ConnectionDefinition.proto
                        GrpcServer.js
                    Windows Cpp Example/
                        Compiled exe/
                            abseil_dll.dll
                            cares.dll
                            connection_proto.lib
                            game_data.json
                            grpc_cpp_server.exe
                            libcrypto-3-x64.dll
                            libprotobuf.dll
                            libssl-3-x64.dll
                            re2.dll
                            zlib1.dll
                        SourceProject/
                            data/
                                game_data.json
                            proto/
                                ConnectionDefinition.proto
                            src/
                                server_main.cpp
                            CMakeLists.txt
                            README.txt
            ElectronLocalDev/
                ElectronMain/
                    ElectronMain.js
                ElectronPackage/
                    package.json
                ElectronPreload/
                    ElectronPreload.js
        MinificationLists/
            DoNotMinifyLists/
                DoNotMinifyList.json
            MinifyLists/
                MinifyList.json
        ProjectState.json
        ProjectTranscript.json
    Assets.ncData
    package.json
    ProjectSettings.json
    ReleaseNotes.json
    tsconfig.json

GROUPED REPETITIVE FILES
============================================================
Assets/Fonts/ThemedFont/ThemedFont_Char{0000-8482}.png (112 files) -> grouped repetitive non-text files (112 files)
Assets/Fonts/ThemedFont/ThemedFont_Char{0000-8482}.png.ncData (112 files) -> grouped repetitive text files (112 files)

TEXT FILE CONTENTS
============================================================
Assets/CodeAssets/BrightnessContrast.codeAsset.ts
------------------------------------------------------------
CODE.runBeforeInit___begin;
    let brightnessContrast_def = nc.defineEffectController("brightnessContrast", "Vector2", ["brightness", "contrast"], [0, 0], nc.constants.effectControllerMixModes.addition, [[0, 1], [0, 1]], "EffectController for the BrightnessContrast EffectNode, which adjusts the brightness and contrast of the fragments (pixels) on the Material it is applied to.", ["Brightness Adjustment", "Contrast Adjustment"]);
    nc.defineEffectNode("BrightnessContrast",
        [],
        "",
        ["uniform vec2 brightnessContrast;"],
        "fragment.rgb /= max(fragment.a, .001);\n\
        fragment.rgb = (fragment.rgb - vec3(.5)) * (brightnessContrast.y + 1.0) + vec3(.5);\n\
        fragment.rgb += vec3(brightnessContrast.x);\n\
        fragment.rgb *= fragment.a;",
        [brightnessContrast_def]
    );
CODE.runBeforeInit___end;

Assets/CodeAssets/BulletTimeDoubleArc.codeAsset.ts
------------------------------------------------------------
CODE.runBeforeInit___begin;
    /** Define the tween function.
    * @param {Swooper} swooper 
    */
    var bulletTimeDoubleArc_tweenTypeFunction = function(swooper)
    {
        let progress = swooper.progress;
        let params = swooper.controllers.BulletTimeDoubleArc;
        progress = (.5*Math.pow((progress-.5)*2,5)+.5)*params.bulletTimeAmount+(1-params.bulletTimeAmount)*progress;
        var oneMinus = 1-progress;
        for(var i=0; i<swooper.startValues.length; i++)
        {
            if(i===0)       {swooper.currentValues[i] = swooper.startValues[i]*oneMinus+swooper.endValues[i]*progress+Math.sin(progress*Math.PI)*params.x;}
            else if(i===1)  {swooper.currentValues[i] = swooper.startValues[i]*oneMinus+swooper.endValues[i]*progress+Math.sin(progress*Math.PI)*params.y;}
            else{swooper.currentValues[i] = swooper.startValues[i]*oneMinus+swooper.endValues[i]*progress;}
        }
    };

    //Define 'bulletTimeDoubleArc_tweenTypeFunction' TweenType
    nc.defineTweenType(
        "BulletTimeDoubleArc",
        bulletTimeDoubleArc_tweenTypeFunction,
        ["bulletTimeAmount", "x", "y"],
        [.5, 100, 100],
        "This TweenType in intended for use with position swoops.  It arcs the movements toward an offset position, and slows down the movement in the middle of the movement.",
        ["The amount to slow down the progression.  0 means no slow down, and 1 brings the progression to a standstill in the middle.", "The amound of X arc.", "The amount of Y arc."]
    );
CODE.runBeforeInit___end;


Assets/CodeAssets/ExtremeEaseIn.codeAsset.ts
------------------------------------------------------------
CODE.runBeforeInit___begin;
    /** Define the tween function.
    * @param {Swooper} swooper 
    */
    var extremeEaseIn_tweenTypeFunction = function(swooper)
    {
        let progress = Math.pow(Math.sin(.5*Math.PI*swooper.progress),.3);
        for(let i=0; i<swooper.numProperties; i++)
        {
            swooper.currentValues[i] = swooper.startValues[i]*(1-progress) + swooper.endValues[i]*progress;
        }
    };

    //Define 'ExtremeEaseIn' TweenType
    nc.defineTweenType(
        "ExtremeEaseIn",
        extremeEaseIn_tweenTypeFunction,
        [],
        [],
        "This TweenType changes very quickly at first and slows down.",
        []
    );
CODE.runBeforeInit___end;


Assets/CodeAssets/ExtremeEaseOut.codeAsset.ts
------------------------------------------------------------
CODE.runBeforeInit___begin;
    /** Define the tween function.
    * @param {Swooper} swooper 
    */
    var extremeEaseOut_tweenTypeFunction = function(swooper)
    {
        let progress = Math.pow(1-Math.cos(.5*Math.PI*swooper.progress),3.33);
        for(let i=0; i<swooper.numProperties; i++)
        {
            swooper.currentValues[i] = swooper.startValues[i]*(1-progress) + swooper.endValues[i]*progress;
        }
    };

    //Define 'ExtremeEaseOut' TweenType
    nc.defineTweenType(
        "ExtremeEaseOut",
        extremeEaseOut_tweenTypeFunction,
        [],
        [],
        "This TweenType changes very slowly at first and speeds up.",
        []
    );
CODE.runBeforeInit___end;


Assets/CodeAssets/InfiniteAdd.codeAsset.ts
------------------------------------------------------------
CODE.runBeforeInit___begin;
    /** Define the motion function.
    * @param {Motion} motion
    */
    var infiniteAdd_motionTypeFunction = function(motion)
    {
        for (let i = 0; i < motion.numProperties; ++i)
        {
            motion.currentValues[i] = motion.lowerBounds[i] + motion.progress * (motion.upperBounds[i] - motion.lowerBounds[i] );
        }
    };

    // Define 'InfiniteAdd' Motion
    nc.defineMotionType(
        "InfiniteAdd",
        infiniteAdd_motionTypeFunction,
        undefined,
        undefined,
        "This MotionType adds to the value/values indefinitely."
    );
CODE.runBeforeInit___end;

Assets/CodeAssets/Sheen.codeAsset.ts
------------------------------------------------------------
CODE.runBeforeInit___begin;
    let sheen_def = nc.defineEffectController("sheen","Vector4",["progress","angle","thickness","feather"],[0,45,100,100],nc.constants.effectControllerMixModes.addition,[[0,500],[0,180],[0,100],[0,100]],"EffectController for the Sheen EffectNode, which adds a movable band of bright color to the Material it is applied to.",["The offset of the bright band.","The angle of the bright band.","The thickness of the bright band.","The fuzziness of the edges of the bright band."]);
    let sheen_color_def = nc.defineEffectController("sheen_color","Vector4",["red","green","blue","alpha"],[1,1,1,1],nc.constants.effectControllerMixModes.addition,[[0,1],[0,1],[0,1],[0,1]],"EffectController for the Sheen EffectNode, which adds a movable band of bright color to the Material it is applied to.",["The red value of the Sheen color.","The green value of the Sheen color.","The blue value of the Sheen color.","The alpha value of the Sheen color."]);
    let sheen_luminance_def = nc.defineEffectController("sheen_luminance","number",[""],[1],nc.constants.effectControllerMixModes.addition,[[0,1]],"EffectController for the Sheen EffectNode, which adds a movable band of bright color to the Material it is applied to.","The luminance of the bright band.");
    nc.defineEffectNode("Sheen",
        ["varying vec2 pos;"],
        "pos = vertex.xy;",
        ["varying vec2 pos;", "uniform vec4 sheen;","uniform vec4 sheen_color;", "uniform float sheen_luminance;"],
        "float sheen_angle=sheen.y*3.14159/180.0;\n\
        float sheen_progress=sheen.x;\n\
        float sheen_thickness=sheen.z;\n\
        float sheen_feather=sheen.w;\n\
        vec2 sheen_axisOfTravel=vec2(cos(sheen_angle),sin(sheen_angle));\n\
        float sheen_newUV=dot(pos,sheen_axisOfTravel);\n\
        float sheen_sheenBand=smoothstep(sheen_progress-sheen_thickness*.5-sheen_feather,sheen_progress-sheen_thickness*.5,sheen_newUV)*smoothstep(sheen_progress+sheen_thickness*.5+sheen_feather,sheen_progress+max(sheen_feather, .001),sheen_newUV);\n\
        vec3 sheen_addColor = fragment.rgb+sheen_sheenBand*fragment.a*sheen_color.rgb*sheen_color.a;\n\
        vec3 sheen_normalColor = mix(fragment.rgb, fragment.a*sheen_color.rgb, sheen_color.a * sheen_sheenBand);\n\
        fragment.rgb = mix(sheen_normalColor, sheen_addColor, sheen_luminance);",
        [sheen_def,sheen_color_def,sheen_luminance_def]
    );
CODE.runBeforeInit___end;

Assets/CodeAssets/StretchBetween2D.codeAsset.ts
------------------------------------------------------------
/** A CustomAddOn that will take any GraphicObject and stretch it from the middle between any two points using a GraphicExpander.
 */
class StretchBetween2D extends CustomAddOn_GraphicObject
{
    
    internalUseGlobalCoordinates:boolean;
    internalStretchDirection:string;
    internalFirstPointX:number;
    internalFirstPointY:number;
    internalFirstPointBuffer:number;
    internalSecondPointX:number;
    internalSecondPointY:number;
    internalSecondPointBuffer:number;
    internalOneOverPi:number;
    useGlobalCoordinates:boolean;
    stretchDirection:string;
    firstPointX:number;
    firstPointY:number;
    firstPointBuffer:number;
    secondPointX:number;
    secondPointY:number;
    secondPointBuffer:number;
    


    constructor(owner)
    {
        // call the super constructor
        super(owner);

        // configure the GraphicExpander if it's not already configured
        if(this.owner.graphicExpander===undefined)
        {
            this.owner.configureGraphicExpander();
            this.owner.graphicExpander.expandedHeight = 0;
            this.owner.graphicExpander.expandedWidth = 0;
        }

        // initial var values
        this.internalUseGlobalCoordinates = false;
        this.internalStretchDirection = "horizontal";
        this.internalFirstPointX = 0;
        this.internalFirstPointY = 0;
        this.internalFirstPointBuffer = 0;
        this.internalSecondPointX = 0;
        this.internalSecondPointY = 0;
        this.internalSecondPointBuffer = 0;
        this.internalOneOverPi = 1/Math.PI;
    }


    // refreshes the owner's position and rotation based on the values for the points
    refreshLayout()
    {
        let distanceX = (this.internalSecondPointX-this.internalFirstPointX);
        let distanceY = (this.internalSecondPointY-this.internalFirstPointY);
        let length = Math.pow( distanceX*distanceX + distanceY*distanceY ,.5);
        let ratio = (1+(-this.internalFirstPointBuffer+this.internalSecondPointBuffer)/length)*.5;
        let oneMinusRatio = (1-ratio);
        let destX = (this.internalFirstPointX*ratio+this.internalSecondPointX*oneMinusRatio);
        let destY = (this.internalFirstPointY*ratio+this.internalSecondPointY*oneMinusRatio);
        let rotationZ = Math.atan2(distanceY,distanceX)*180*this.internalOneOverPi;
        if(this.internalStretchDirection==="horizontal")
        {
            this.owner.graphicExpander.expandedWidth = length-this.internalFirstPointBuffer-this.internalSecondPointBuffer;
            this.owner.graphicExpander.expandedHeight = 0;
        }
        else
        {
            this.owner.graphicExpander.expandedWidth = 0;
            this.owner.graphicExpander.expandedHeight = length-this.internalFirstPointBuffer-this.internalSecondPointBuffer;
            rotationZ+=90;
        }
        if(this.internalUseGlobalCoordinates===true)
        {
            this.owner.swoopGlobalPosition([destX,destY,0],0);
            this.owner.swoopGlobalRotation([0,0,rotationZ],0);
            this.owner.swoopGlobalScale([1,1,1],0);
        }
        else
        {
            this.owner.position.x = destX;
            this.owner.position.y = destY;
            this.owner.rotation.z = rotationZ;
        }
    }
}


CODE.runBeforeInit___begin;
// Add getters/setters onto the CustomAddOn prototype, so that setting these values also triggers a refresh.
    Object.defineProperty(StretchBetween2D.prototype,"useGlobalCoordinates",{
        set:function(_val)
        {
            this.internalUseGlobalCoordinates = _val;
            this.refreshLayout();
        },
        get:function(){return(this.internalUseGlobalCoordinates);}
    });
    Object.defineProperty(StretchBetween2D.prototype,"stretchDirection",{
        set:function(_val)
        {
            this.internalStretchDirection = _val;
            this.refreshLayout();
        },
        get:function(){return(this.internalStretchDirection);}
    });
    Object.defineProperty(StretchBetween2D.prototype,"firstPointX",{
        set:function(_val)
        {
            this.internalFirstPointX = _val;
            this.refreshLayout();
        },
        get:function(){return(this.internalFirstPointX);}
    });
    Object.defineProperty(StretchBetween2D.prototype,"firstPointY",{
        set:function(_val)
        {
            this.internalFirstPointY = _val;
            this.refreshLayout();
        },
        get:function(){return(this.internalFirstPointY);}
    });
    Object.defineProperty(StretchBetween2D.prototype,"firstPointBuffer",{
        set:function(_val)
        {
            this.internalFirstPointBuffer = _val;
            this.refreshLayout();
        },
        get:function(){return(this.internalFirstPointBuffer);}
    });
    Object.defineProperty(StretchBetween2D.prototype,"secondPointX",{
        set:function(_val)
        {
            this.internalSecondPointX = _val;
            this.refreshLayout();
        },
        get:function(){return(this.internalSecondPointX);}
    });
    Object.defineProperty(StretchBetween2D.prototype,"secondPointY",{
        set:function(_val)
        {
            this.internalSecondPointY = _val;
            this.refreshLayout();
        },
        get:function(){return(this.internalSecondPointY);}
    });
    Object.defineProperty(StretchBetween2D.prototype,"secondPointBuffer",{
        set:function(_val)
        {
            this.internalSecondPointBuffer = _val;
            this.refreshLayout();
        },
        get:function(){return(this.internalSecondPointBuffer);}
    });

    // register the CustomAddOn and its properties with the Incisor inspector, so that it can be added within the GUI.
    nc.registerCustomAddOn(StretchBetween2D);
    let stretchBetween2D_registeredProperty = nc.registerCustomAddOnProperty(StretchBetween2D,"boolean","useGlobalCoordinates");
    stretchBetween2D_registeredProperty = nc.registerCustomAddOnProperty(StretchBetween2D,"string","stretchDirection");
    stretchBetween2D_registeredProperty.validationList = ["horizontal","vertical"];
    stretchBetween2D_registeredProperty = nc.registerCustomAddOnProperty(StretchBetween2D,"number","firstPointX");
    stretchBetween2D_registeredProperty = nc.registerCustomAddOnProperty(StretchBetween2D,"number","firstPointY");
    stretchBetween2D_registeredProperty = nc.registerCustomAddOnProperty(StretchBetween2D,"number","firstPointBuffer");
    stretchBetween2D_registeredProperty = nc.registerCustomAddOnProperty(StretchBetween2D,"number","secondPointX");
    stretchBetween2D_registeredProperty = nc.registerCustomAddOnProperty(StretchBetween2D,"number","secondPointY");
    stretchBetween2D_registeredProperty = nc.registerCustomAddOnProperty(StretchBetween2D,"number","secondPointBuffer");
CODE.runBeforeInit___end;


Assets/Dashboard/AutoPlayButton.png.ncData
------------------------------------------------------------
Deviations from default ncData:

- imageConfigurations.resolutionScaleX is 0.6 instead of the default null.
- imageConfigurations.resolutionScaleY is 0.6 instead of the default null.
- imageConfigurations.trimMode is "none" instead of the default null.

Assets/Dashboard/Circle.png.ncData
------------------------------------------------------------
default ncData file

Assets/Dashboard/Dashboard.construct
------------------------------------------------------------
{
	"blueprint":{
		"type":"Blueprint",
		"hierarchy":{
			"0":{},
			"1":{},
			"2":{},
			"3":{
				"4":{},
				"5":{},
				"6":{},
				"7":{},
				"8":{},
				"9":{},
				"10":{},
				"11":{},
				"12":{},
				"13":{},
				"14":{
					"15":{},
					"16":{
						"17":{}
					},
					"18":{
						"19":{}
					}
				}
			},
			"20":{
				"21":{
					"22":{}
				}
			},
			"23":{
				"24":{},
				"25":{}
			}
		},
		"objects":[
			{
				"i":0,
				"type":"GraphicObject",
				"name":"ViewArea",
				"uid":"0255217279399595",
				"scale":[21.6,43.2,1],
				"graphicAsset":"WhiteBox",
				"subLayer":0.95,
				"effectControllerValues":{"colorMultiply":[0,1,0,0.1]},
				"materials":[
					{"effectNodes":["FillColor","ColorMultiply"]}
				]
			},
			{
				"i":1,
				"type":"Button",
				"name":"MenuBackgroundDimmer",
				"uid":"3692856201945776",
				"enabled":false,
				"scale":[21.6,43.2,1],
				"graphicAsset":"WhiteBox",
				"layer":"GameMenus",
				"subLayer":-0.9,
				"effectControllerValues":{"colorMultiply":[0,0,0,0.7]},
				"materials":[
					{"effectNodes":["FillColor","ColorMultiply"]}
				]
			},
			{
				"i":2,
				"type":"GraphicObject",
				"name":"BottomBarBackground",
				"uid":"5152859927566143",
				"position":[0,-2060,0],
				"scale":[21.6,2,1],
				"graphicAsset":"WhiteBox",
				"layer":"Dashboard",
				"subLayer":-0.2,
				"effectControllerValues":{"colorMultiply":[0,0,0,0.5]},
				"materials":[
					{"effectNodes":["FillColor","ColorMultiply"]}
				]
			},
			{"i":3,"name":"BottomBarContainer","uid":"6056396671095576","position":[0,-2060,0]},
			{
				"i":4,
				"type":"GraphicObject",
				"name":"BottomBarBorder",
				"uid":"1046200249065111",
				"position":[0,100,0],
				"scale":[21.6,0.049,1],
				"graphicAsset":"WhiteBox",
				"layer":"Dashboard",
				"effectControllerValues":{"colorMultiply":[0.2,0.2,0.22,1]},
				"materials":[
					{"effectNodes":["FillColor","ColorMultiply"]}
				]
			},
			{
				"i":5,
				"type":"TextBox",
				"name":"BalanceLabel",
				"uid":"3062810463762450",
				"position":[-300,40,0],
				"layer":"Dashboard",
				"masking":{"enabled":false,"maskGroups":["MainMaskGroup"]},
				"phraseID":"CreditMeterLabel",
				"textFormat":{
					"fontName":"SampleFont",
					"characterScaleX":0.75,
					"characterScaleY":0.75,
					"lineHeightMultiplier":1,
					"characterMaterial":{
						"effectNodes":["SampleMainTexture","Shapify","ColorMultiply"],
						"effectControllerValues":{}
					}
				},
				"materials":[
					{
						"effectNodes":["SampleMainTexture","ColorMultiply"],
						"effectControllerValues":{"colorMultiply":[0.6352941176470588,0.6352941176470588,0.7058823529411765,1]}
					}
				]
			},
			{
				"i":6,
				"type":"TextBox",
				"name":"BalanceMeter",
				"uid":"6366022433512107",
				"position":[-300,-20,0],
				"layer":"Dashboard",
				"masking":{"enabled":false,"maskGroups":["MainMaskGroup"]},
				"string":"$2,100.85",
				"textFormat":{
					"fontName":"SampleFont",
					"lineHeightMultiplier":1,
					"characterMaterial":{
						"effectNodes":["SampleMainTexture","Shapify","ColorMultiply"],
						"effectControllerValues":{}
					}
				},
				"materials":[
					{
						"effectNodes":["SampleMainTexture","ColorMultiply"],
						"effectControllerValues":{"colorMultiply":[0.8901960784313725,0.8901960784313725,0.9176470588235294,1]}
					}
				]
			},
			{
				"i":7,
				"type":"TextBox",
				"name":"BetLabel",
				"uid":"7533959443301057",
				"position":[300,40,0],
				"layer":"Dashboard",
				"phraseID":"BetMeterLabel",
				"textFormat":{
					"fontName":"SampleFont",
					"characterScaleX":0.75,
					"characterScaleY":0.75,
					"lineHeightMultiplier":1,
					"characterMaterial":{
						"effectNodes":["SampleMainTexture","Shapify","ColorMultiply"],
						"effectControllerValues":{}
					}
				},
				"materials":[
					{
						"effectNodes":["SampleMainTexture","ColorMultiply"],
						"effectControllerValues":{"colorMultiply":[0.6352941176470588,0.6352941176470588,0.7058823529411765,1]}
					}
				]
			},
			{
				"i":8,
				"type":"TextBox",
				"name":"BetMeter",
				"uid":"3552817982372254",
				"position":[300,-20,0],
				"layer":"Dashboard",
				"string":"$1.50",
				"textFormat":{
					"fontName":"SampleFont",
					"lineHeightMultiplier":1,
					"characterMaterial":{
						"effectNodes":["SampleMainTexture","Shapify","ColorMultiply"],
						"effectControllerValues":{}
					}
				},
				"materials":[
					{
						"effectNodes":["SampleMainTexture","ColorMultiply"],
						"effectControllerValues":{"colorMultiply":[0.8897692222222225,0.8897692222222225,0.9188666666666669,1]}
					}
				]
			},
			{
				"i":9,
				"type":"TextBox",
				"name":"WinMeter",
				"uid":"7770006718721982",
				"position":[0,-20,0],
				"layer":"Dashboard",
				"string":"$1.50",
				"textFormat":{
					"fontName":"SampleFont",
					"lineHeightMultiplier":1,
					"characterMaterial":{
						"effectNodes":["SampleMainTexture","Shapify","ColorMultiply"],
						"effectControllerValues":{}
					}
				},
				"materials":[
					{
						"effectNodes":["SampleMainTexture","ColorMultiply"],
						"effectControllerValues":{"colorMultiply":[0.8897692222222225,0.8897692222222225,0.9188666666666669,1]}
					}
				]
			},
			{
				"i":10,
				"type":"TextBox",
				"name":"WinLabel",
				"uid":"0316236576295246",
				"position":[0,40,0],
				"layer":"Dashboard",
				"phraseID":"WinMeterLabel",
				"textFormat":{
					"fontName":"SampleFont",
					"characterScaleX":0.75,
					"characterScaleY":0.75,
					"lineHeightMultiplier":1,
					"characterMaterial":{
						"effectNodes":["SampleMainTexture","Shapify","ColorMultiply"],
						"effectControllerValues":{}
					}
				},
				"materials":[
					{
						"effectNodes":["SampleMainTexture","ColorMultiply"],
						"effectControllerValues":{"colorMultiply":[0.6352941176470588,0.6352941176470588,0.7058823529411765,1]}
					}
				]
			},
			{
				"i":11,
				"type":"TextBox",
				"name":"BottomBarTitle",
				"uid":"1744208700345465",
				"position":[1030,0,0],
				"layer":"Dashboard",
				"phraseID":"BottomBarGameTitle",
				"textFormat":{
					"fontName":"SampleFont",
					"characterScaleX":1.25,
					"characterScaleY":1.25,
					"lineHeightMultiplier":1,
					"characterMaterial":{
						"effectNodes":["SampleMainTexture","Shapify","ColorMultiply"],
						"effectControllerValues":{}
					}
				},
				"pivotPoint":[0.5,0],
				"materials":[
					{
						"effectNodes":["SampleMainTexture","ColorMultiply"],
						"effectControllerValues":{"colorMultiply":[0.8901960784313725,0.8901960784313725,0.9176470588235294,1]}
					}
				]
			},
			{
				"i":12,
				"type":"Button",
				"name":"MenuButton",
				"uid":"2990403768905400",
				"position":[-960,0,0],
				"scale":[0.6,0.6,1],
				"graphicAsset":"MenuButton",
				"layer":"Dashboard",
				"materials":[
					{
						"effectNodes":["SampleMainTexture","ColorMultiply","BrightnessContrast"],
						"effectControllerValues":{"colorMultiply":[0.89,0.89,0.916,1]}
					}
				]
			},
			{
				"i":13,
				"type":"Button",
				"name":"SoundButton",
				"uid":"0451180212965326",
				"position":[-800,0,0],
				"scale":[0.6,0.6,1],
				"graphicAsset":"SoundButton",
				"layer":"Dashboard",
				"materials":[
					{
						"effectNodes":["SampleMainTexture","ColorMultiply","BrightnessContrast"],
						"effectControllerValues":{"colorMultiply":[0.8901960784313725,0.8901960784313725,0.9176470588235294,1]}
					}
				]
			},
			{"i":14,"name":"AutplayContainer","uid":"7287341036502203","position":[-640,0,0]},
			{
				"i":15,
				"type":"Button",
				"name":"Autoplay Button",
				"uid":"2188549410786908",
				"scale":[0.6,0.6,1],
				"graphicAsset":"AutoPlayButton",
				"layer":"Dashboard",
				"subLayer":0.05,
				"materials":[
					{
						"effectNodes":["SampleMainTexture","ColorMultiply","BrightnessContrast"],
						"effectControllerValues":{"colorMultiply":[0.8901960784313725,0.8901960784313725,0.9176470588235294,1]}
					}
				]
			},
			{
				"i":16,
				"type":"Button",
				"name":"Autoplay Menu",
				"uid":"1431752518849777",
				"enabled":false,
				"graphicAsset":"PanelBox",
				"layer":"GameMenus",
				"materials":[
					{"effectNodes":["SampleMainTexture","ColorMultiply"]}
				],
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Assets/Dashboard/Dashboard.construct.ncData
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Assets/Dashboard/MenuButton.png.ncData
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Assets/Dashboard/PanelBox.png.ncData
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Assets/Dashboard/SoundButton.png.ncData
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Assets/Dashboard/SoundMute.png.ncData
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Assets/Dashboard/SpinButtonCenter.png.ncData
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Assets/Fonts/SampleFont.otf.ncData
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Assets/Fonts/ThemedFont.ncData
------------------------------------------------------------
default ncData file

Assets/GameLayout/GameIntroAnimation/GameIntroAnimation.construct
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Assets/GameLayout/GameIntroAnimation/GameIntroAnimation.construct.ncData
------------------------------------------------------------
default ncData file

Assets/GameLayout/Background.png.ncData
------------------------------------------------------------
default ncData file

Assets/GameLayout/CenterWinMeterShadow.png.ncData
------------------------------------------------------------
default ncData file

Assets/GameLayout/GameIntroAnimation.ncData
------------------------------------------------------------
default ncData file

Assets/GameLayout/GameLayout.construct
------------------------------------------------------------
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					"sceneObjectUid":"4773984937761232"
				},
				{
					"keyframes":[
						{"time":0.9833333333333333,"value":2}
					],
					"propertyPath":["scale","y"],
					"sceneObjectUid":"4773984937761232"
				},
				{
					"keyframes":[
						{"time":-2,"value":5.4},
						{"time":-1,"value":5.4},
						{"time":1,"value":5.4},
						{"time":2,"value":10.8}
					],
					"propertyPath":["scale","x"],
					"sceneObjectUid":"7365576968087144"
				},
				{
					"keyframes":[
						{"time":-2,"value":10.8},
						{"time":-1,"value":5.4},
						{"time":1,"value":5.4}
					],
					"propertyPath":["scale","y"],
					"sceneObjectUid":"7365576968087144"
				}
			]
		}
	},
	"layers":[],
	"constructSettings":{"targetScene":"MainScene","defaultTimeline":"BaseLayout_Mobile"}
}

Assets/GameLayout/GameLayout.construct.ncData
------------------------------------------------------------
default ncData file

Assets/GameLayout/GameTitle.png.ncData
------------------------------------------------------------
default ncData file

Assets/GameLayout/InnerShadow.png.ncData
------------------------------------------------------------
default ncData file

Assets/GameLayout/ReelBackground.png.ncData
------------------------------------------------------------
default ncData file

Assets/LayersAndMasks/main.maskGroups.ncData
------------------------------------------------------------
default ncData file

Assets/LayersAndMasks/MainScene.layers
------------------------------------------------------------
{"layers":["GameBackground","Reels","WinningSymbols","GameTitle","Dashboard","GameIntro","GameMenus"]}

Assets/LayersAndMasks/MainScene.layers.ncData
------------------------------------------------------------
default ncData file

Assets/ParticleSystems/FallingStars.particleSysDef.ncData
------------------------------------------------------------
default ncData file

Assets/ParticleSystems/SampleParticle.png.ncData
------------------------------------------------------------
default ncData file

Assets/ParticleSystems/StarBurst.particleSysDef.ncData
------------------------------------------------------------
default ncData file

Assets/ParticleSystems/StarParticle.png.ncData
------------------------------------------------------------
default ncData file

Assets/Sounds/ReelSpinSound.wav.ncData
------------------------------------------------------------
default ncData file

Assets/Sounds/ReelStop.wav.ncData
------------------------------------------------------------
default ncData file

Assets/Sounds/SpinBegin.wav.ncData
------------------------------------------------------------
default ncData file

Assets/SymbolImages/Bonus.png.ncData
------------------------------------------------------------
default ncData file

Assets/SymbolImages/Major1.png.ncData
------------------------------------------------------------
default ncData file

Assets/SymbolImages/Major2.png.ncData
------------------------------------------------------------
default ncData file

Assets/SymbolImages/Major3.png.ncData
------------------------------------------------------------
default ncData file

Assets/SymbolImages/Minor1.png.ncData
------------------------------------------------------------
default ncData file

Assets/SymbolImages/Minor2.png.ncData
------------------------------------------------------------
default ncData file

Assets/SymbolImages/Minor3.png.ncData
------------------------------------------------------------
default ncData file

Assets/SymbolImages/Wild.png.ncData
------------------------------------------------------------
default ncData file

Assets/CodeAssets.ncData
------------------------------------------------------------
default ncData file

Assets/Dashboard.ncData
------------------------------------------------------------
default ncData file

Assets/Fonts.ncData
------------------------------------------------------------
default ncData file

Assets/GameLayout.ncData
------------------------------------------------------------
default ncData file

Assets/LayersAndMasks.ncData
------------------------------------------------------------
default ncData file

Assets/ParticleSystems.ncData
------------------------------------------------------------
default ncData file

Assets/Sounds.ncData
------------------------------------------------------------
default ncData file

Assets/SymbolImages.ncData
------------------------------------------------------------
default ncData file

TypescriptProjectCode/FlowStates/00 GameIntro.ts
------------------------------------------------------------
class GameIntro extends FlowState
{
    userTouchedScreen:boolean;
    constructor()
    {
        super()
        this.userTouchedScreen = false;
        this.addElement(0,"startGameIntro");
        this.addPause(1,"waitForUserToTouchScreen");
        this.addElement(1.05,"playIntroOutro")
        // this.addElement(3,"fadeIntroBackground")
    }


    startGameIntro()
    {
        pr.gameLayout.descendantsByName.GameIntroBackground.addReleaseCallback(this,"userTouchedScreenCallback");
        pr.gameLayout.descendantsByName.GameIntroAnimation.enable();
        pr.gameLayout.descendantsByName.GameIntroAnimation.timelines.Intro.playOnce();
    }


    userTouchedScreenCallback()
    {
        this.userTouchedScreen = true;
        pr.gameLayout.descendantsByName.GameIntroAnimation.timelines.Outro.playOnceAndTakeWeight(.15,undefined,pr.gameLayout.descendantsByName.GameIntroAnimation.timelines.Outro,pr.gameLayout.descendantsByName.GameIntroAnimation,"disable");
        pr.gameLayout.descendantsByName.GameIntroBackground.removeReleaseCallback(this,"userTouchedScreenCallback")
        pr.gameLayout.descendantsByName.GameIntroBackground.buttonActive = false;
    }


    waitForUserToTouchScreen()
    {
        return(this.userTouchedScreen);
    }


    playIntroOutro()
    {
        pr.gameLayout.descendantsByName.GameIntroBackground.colorMultiply.swoop.alpha(0,.75,undefined,pr.gameLayout.descendantsByName.GameIntroBackground,"disable");
        nc.flows.MainGameFlow.GameIdle.setToCurrentState();
    }
}




TypescriptProjectCode/FlowStates/01 GameIdle.ts
------------------------------------------------------------
class GameIdle extends FlowState
{
    constructor()
    {
        super()
        this.addElement(0,"startIdle");
    }


    startIdle()
    {

    }
}

TypescriptProjectCode/FlowStates/02 StartGame.ts
------------------------------------------------------------
class StartGame extends FlowState
{
    constructor()
    {
        super()
        this.addElement(0,"startGame");
    }


    async startGame()
    {
        // update the balance and clear the win meter
        pr.dashboard.descendantsByName.WinMeter.string = "";
        if(gameSystemManager.currentGameOutcome!==undefined)
        {
            let balanceString = gameSystemManager.formatCurrency(gameSystemManager.currentGameOutcome.balanceAfter);
            pr.dashboard.descendantsByName.BalanceMeter.string = balanceString;
        }

        // start a new game if the local info in the gameSystemManager indicates that's possible
        if(gameSystemManager.attemptBet(pr,"processNewGameOutcome")===true)
        {
            nc.flows.MainGameFlow.SpinReels.setToCurrentState(true); 
            gameSystemManager.gameStarted();
        }
        else
        {
            console.log("GameOutcome could not be requested.");
            nc.flows.MainGameFlow.GameIdle.setToCurrentState();
        }

        // reset items that may have been in progress when the game started
        pr.payline.colorMultiply.swoop.alpha(0,.5);
    }
}

TypescriptProjectCode/FlowStates/03 SpinReels.ts
------------------------------------------------------------
class SpinReels extends FlowState
{
    allReelsHaveStarted:boolean
    offset:number
    constructor()
    {
        super()
        this.addElement(0,"startSpin",undefined);
        this.addElement(.05,"startReelSpinSound");
        for(let i=0; i<pr.symbolReels.length; i++)
        {
            this.addElement(.01+.05*i,"spinReel",i);
        }
        this.addPause(1.5,"waitForGameOutcome")
        for(let i=0; i<pr.symbolReels.length; i++)
        {
            this.addElement(1.51+.2*i,"stopReel",i,"offset");
        }
    }


    startSpin()
    {
        nc.sounds.SpinBegin.playOnce();
        this.allReelsHaveStarted = false;
        nc.appEvents.fixedUpdate.addCallback(this,"fixedUpdate");
        pr.dashboard.descendantsByName.SpinButtonCenter.rotation.swoop.z(0,0);
        pr.dashboard.descendantsByName.SpinButtonCenter.rotation.swoop.z(-360,.75,nc.tweenTypes.ExtremeEaseIn);
    }


    startReelSpinSound()
    {
        nc.sounds.ReelSpinSound.play();
    }


    fixedUpdate()
    {
    // check to see that all reels have spun and stopped...
        if(this.allReelsHaveStarted===true)
        {
            let allReelsAreStopped = true;
            for(let i=0; i<pr.symbolReels.length; i++)
            {
                if(pr.symbolReels[i].reelState!=="stopped" && pr.symbolReels[i].reelState!=="bounce")
                {
                    allReelsAreStopped=false;
                    break;
                }
            }
            if(allReelsAreStopped===true)
            {
                nc.sounds.ReelSpinSound.pause();
                nc.appEvents.fixedUpdate.removeCallback(this,"fixedUpdate");
                nc.flows.MainGameFlow.WinCelebration.setToCurrentState();
            }
        }
    }


    spinReel(reelIdx)
    {
        pr.symbolReels[reelIdx].beginSpin();
        if(reelIdx===pr.symbolReels.length-1){this.allReelsHaveStarted=true;}
    }


    waitForGameOutcome()
    {
        if(gameSystemManager.currentGameOutcome!==undefined){return(true);}
    }


    stopReel(reelIdx)
    {
        pr.symbolReels[reelIdx].beginStop(true);
    }
}

TypescriptProjectCode/FlowStates/05 WinCelebration.ts
------------------------------------------------------------
class WinCelebration extends FlowState
{
    winRollupAmount:number;
    centerWinMeter:TextBox;
    winHighlightIndex:number;
    constructor()
    {
        super()
        this.centerWinMeter = pr.gameLayout.descendantsByName.CenterWinMeter;
        this.winRollupAmount = 0;
        this.addElement(0,"startWinCelebration");
        this.addElement(.2,"highlightWin");
        this.addElement(1.1,"unhighlightWinSymbols");
        this.addElement(1.2,"goToNextWin");
    }


    updateCenterWinMeterValue()
    {
        let meterString = gameSystemManager.formatCurrency(this.winRollupAmount);
        this.centerWinMeter.string = meterString;
        pr.dashboard.descendantsByName.WinMeter.string = meterString;
    }


    winRollupComplete()
    {
        this.winRollupAmount = gameSystemManager.currentGameOutcome.totalWin;
        nc.swoopValue(this,"winRollupAmount",gameSystemManager.currentGameOutcome.totalWin,0);
        this.updateCenterWinMeterValue();
        this.centerWinMeter.colorMultiply.swoop.alpha(0,1.5,nc.tweenTypes.ExtremeEaseOut,this.centerWinMeter,"disable");
        gameSystemManager.gameEnded();
    }


    startWinCelebration()
    {
        if(gameSystemManager.currentGameOutcome.totalWin===0)
        {
            nc.flows.MainGameFlow.GameIdle.setToCurrentState(true);
            gameSystemManager.gameEnded();
            return;
        }
        this.winHighlightIndex = 0;
        this.winRollupAmount = 0;
        this.centerWinMeter.enable();
        this.centerWinMeter.colorMultiply.alpha = 1;
        this.centerWinMeter.string = "";
        this.centerWinMeter.scale.swoop.all(0,0)
        this.centerWinMeter.position.swoop.y(-100,0)
        this.centerWinMeter.position.swoop.y(200,8,nc.tweenTypes.ExtremeEaseIn);
        pr.gameLayout.descendantsByName.CenterWinMeterShadow.enabled = true;
        pr.gameLayout.descendantsByName.CenterWinMeterShadow.colorMultiply.alpha = 0;
        let shadowAlpha = 0;
        let rollupTime = 0;
        let winMultiplier = gameSystemManager.currentGameOutcome.totalWin/gameSystemManager.currentGameOutcome.bet;
        if(winMultiplier<=1)
        {
            this.centerWinMeter.scale.swoop.all(.5,.1);
            rollupTime = .25;
            shadowAlpha = .4;
        }
        else if(winMultiplier<=5)
        {
            this.centerWinMeter.scale.swoop.all(.65,.1);
            rollupTime = .5;
            shadowAlpha = .5;
        }
        else if(winMultiplier<=15)
        {
            this.centerWinMeter.scale.swoop.all(.75,.1);
            rollupTime = 1.25;
            shadowAlpha = .6;
        }
        else if(winMultiplier<=25)
        {
            this.centerWinMeter.scale.swoop.all(.85,.1);
            rollupTime = 2;
            shadowAlpha = .7;
        }
        else
        {
            this.centerWinMeter.scale.swoop.all(1,.1);
            rollupTime = 4;
            shadowAlpha = .8;
        }
        pr.gameLayout.descendantsByName.CenterWinMeterShadow.colorMultiply.swoop.alpha(shadowAlpha,3,nc.tweenTypes.ExtremeEaseIn);
        nc.swoopValue(this,"winRollupAmount",gameSystemManager.currentGameOutcome.totalWin,rollupTime,undefined,this,"winRollupComplete",undefined,undefined,undefined,this,"updateCenterWinMeterValue");
    }


    highlightWin()
    {   
        let symbol;
        if(this.winHighlightIndex<gameSystemManager.currentGameOutcome.wins.length)
        {
            pr.gameLayout.descendantsByName.ReelBackground.brightnessContrast.swoop.brightness(-.1,.5);
            pr.gameLayout.descendantsByName.GameBackgroundPattern.brightnessContrast.swoop.brightness(-.15,.55);
            let winDescription = gameSystemManager.currentGameOutcome.wins[this.winHighlightIndex];
            if(winDescription.winType==="line"){pr.payline.displayPayline(winDescription.line,.35,.1);}
            else{pr.payline.colorMultiply.alpha = 0;}
            for(let i=0; i<pr.symbolReels.length; i++)
            {
                for(let j=0; j<pr.symbolReels[i].numMainSymbols; j++)
                {
                    let isSymbolWinning = false;
                    for(let k=0; k<winDescription.winningSymbols.length; k++)
                    {
                        if(winDescription.winningSymbols[k][0]===i && winDescription.winningSymbols[k][1]===j)
                        {
                            isSymbolWinning=true;
                            break;
                        }
                    }
                    symbol = pr.symbolReels[i].getSymbol(j);
                    if(isSymbolWinning===true)
                    {
                        symbol.brightnessContrast.swoop.brightness(.1,1,nc.tweenTypes.ExtremeEaseIn);
                        symbol.scale.swoop.all(1.2,2,nc.tweenTypes.ExtremeEaseIn);
                        symbol.layer = nc.layers.WinningSymbols;
                    }
                    else
                    {
                        symbol.scale.swoop.all(1,.5,nc.tweenTypes.Ease);
                        symbol.brightnessContrast.swoop.brightness(-.3,1,nc.tweenTypes.ExtremeEaseIn);
                        symbol.layer = nc.layers.Reels;
                    }
                }
            }
        }
        else
        {
            pr.payline.colorMultiply.swoop.alpha(0,.7);
            pr.gameLayout.descendantsByName.ReelBackground.brightnessContrast.swoop.brightness(0,.25);
            pr.gameLayout.descendantsByName.GameBackgroundPattern.brightnessContrast.swoop.brightness(0,.35);
        }
        this.winHighlightIndex++;
        this.winHighlightIndex=this.winHighlightIndex%(gameSystemManager.currentGameOutcome.wins.length+1);
    }


    unhighlightWinSymbols()
    {
        for(let i=0; i<pr.symbolReels.length; i++)
        {
            for(let j=0; j<pr.symbolReels[i].numMainSymbols; j++)
            {
                pr.symbolReels[i].getSymbol(j).scale.swoop.all(1,.5,nc.tweenTypes.Ease);
                pr.symbolReels[i].getSymbol(j).brightnessContrast.swoop.brightness(0,1,nc.tweenTypes.Ease);
            }
        }
    }


    goToNextWin()
    {
        this.setTime(.1,true);
    }


    cleanUpWinCelebration()
    {
        this.unhighlightWinSymbols();
        pr.gameLayout.descendantsByName.ReelBackground.brightnessContrast.swoop.brightness(0,.25);
        pr.gameLayout.descendantsByName.GameBackgroundPattern.brightnessContrast.swoop.brightness(0,.35);
    }
}

TypescriptProjectCode/PreloadConfiguration/PreloadConfiguration.ts
------------------------------------------------------------
async function preloadConfiguration(projectConfiguration)
{
    CODE.includeIf___published;
        // Preserving the drawing buffer enables several useful development features, 
        // but may cause performance issues in published software on some devices.
        projectConfiguration.preserveDrawingBuffer = false;
    CODE.includeEnd___published;
    projectConfiguration.canvasParent = document.body;
// define resource loading override function (this is optional)
    this.resourceLoadingOverride=function(filename)
    {
        if(filename.endsWith("_assetList.js")===true || filename.endsWith("_assetData.js")===true){filename = projectConfiguration.projectName+String.fromCharCode(95)+projectConfiguration.publishTimestamp+"_loadedAssets/" + filename;}
        var s=document.createElement('script'); 
        s.setAttribute('src',filename); 
        document.body.appendChild(s);
    };
// define canvas positioning function (this is optional)
    this.canvasPositionOverride=function(canvas,left,top,width,height)
    {
        canvas.style.width = width+'px';
        canvas.style.height = height+'px';
        canvas.style.left = left+'px';
        canvas.style.top = top+'px';
    };
};

TypescriptProjectCode/DashboardManager.ts
------------------------------------------------------------
class DashboardManager
{
    dashboard:Dashboard;
    spinButton:Button;
    soundButton:Button;
    autoplayButton:Button;
    autoplayRotationMotion:Motion;
    mainMenuContainer:SceneObject;
    mainMenuBackground:Button
    menuBackgroundDimmer:Button
    autoplayMenu:Button;
    menuButton:Button;
    autoplayOptionButtons:Button[];
    autoplaySpinsRemaining:number;
    autoplayStartDelay:WaitThen;

    constructor()
    {
        // initial values
        this.autoplaySpinsRemaining=0;

        // create shortcuts to key items
        this.dashboard = pr.gameLayout.descendantsByName.Dashboard;
        this.spinButton = this.dashboard.descendantsByName.SpinButton;
        this.soundButton =  this.dashboard.descendantsByName.SoundButton;
        this.autoplayButton = this.dashboard.descendantsByName["Autoplay Button"];
        this.menuButton = this.dashboard.descendantsByName.MenuButton;
        this.mainMenuContainer = this.dashboard.descendantsByName.MainMenuContainer;
        this.mainMenuBackground = this.dashboard.descendantsByName.MainMenuBackground;
        this.menuBackgroundDimmer = this.dashboard.descendantsByName.MenuBackgroundDimmer;
        this.autoplayMenu = this.dashboard.descendantsByName["Autoplay Menu"];

        // make the gamelayout view area invisible
        this.dashboard.descendantsByName.ViewArea.enabled = false;

        // add button callbacks
        this.spinButton.addReleaseCallback(this,"spinButtonReleaseCallback");
        this.soundButton.addReleaseCallback(this,"soundButtonReleaseCallback");
        this.autoplayButton.addReleaseCallback(this,"autoplayButtonReleaseCallback");
        this.menuButton.addReleaseCallback(this,"menuButtonReleaseCallback");

        // populate autoplay options
        this.populateAutoplayOptions();
        // set up autoplay rotation motion
        this.autoplayRotationMotion = this.dashboard.descendantsByName["Autoplay Button"].rotation.addMotion.z(100,-100,1,nc.motionTypes.InfiniteAdd);
        this.autoplayRotationMotion.influence = 0;
        // create the WaitThen responsible for starting autoplay
        this.autoplayStartDelay = new WaitThen("autoplayStartDelay");
    }


    populateAutoplayOptions()
    {
        if(gameSystemManager.autoplayOptions!==undefined && gameSystemManager.autoplayOptions.length>0)
        {
            this.autoplayOptionButtons = [];
            this.autoplayMenu.graphicExpander.expandedAreaTop = 175 + 175*gameSystemManager.autoplayOptions.length;
            for(let i=0; i<gameSystemManager.autoplayOptions.length; i++)
            {
                let newButton = new TextBox(this.autoplayMenu,"Autoplay Option Button");
                let numSpins = gameSystemManager.autoplayOptions[i];
                newButton.string = nc.getPhrase(nc.phraseIDs.AutoplaySelection,{nSpins:numSpins});
                newButton["numSpins"] = numSpins;
                newButton.position.y = 225+175*i
                newButton.buttonActive = true;
                newButton.horizontalJustification = constants.justifications.center;
                newButton.textFormat.lineHeightMultiplier = .8;
                newButton.colorMultiply.red = .89;
                newButton.colorMultiply.green = .89;
                newButton.colorMultiply.blue = .92;
                newButton.addReleaseCallback(this,"autoplayOptionButtonCallback",newButton);
            }
        }
        else
        {
            this.autoplayButton.disable();
        }
    }


    spinButtonReleaseCallback()
    {
        // bounce the spin button when released
        this.spinButton.position.y = -25;
        this.spinButton.position.swoop.y(0,.1);
        this.spinButton.scale.swoop.all(1.35,0);
        this.spinButton.scale.swoop.all(1.5,.15);

        // trigger the mainPlayer input function
        pr.mainPlayerInput();
    }


    menuButtonReleaseCallback()
    {
        if(this.mainMenuContainer.enabled===false)
        {
            this.showMainMenu();
        }
        else
        {
            this.hideMainMenu();
        }
    }


    showMainMenu()
    {
        let container = this.dashboard.descendantsByName.MainMenuContainer;
        container.enabled = true;
        this.dashboard.descendantsByName.MenuBackgroundDimmer.enabled = true;
        container.scale.swoop.y(0,0);
        container.scale.swoop.y(1,.07,nc.tweenTypes.ExtremeEaseIn);
        this.menuBackgroundDimmer.addReleaseCallback(this,"hideMainMenu");
    }


    hideMainMenu()
    {
        this.dashboard.descendantsByName.MainMenuContainer.enabled = false;
        this.dashboard.descendantsByName.MenuBackgroundDimmer.enabled = false;
        this.menuBackgroundDimmer.removeReleaseCallback(this,"hideMainMenu");
    }


    processGameStarted()
    {
        // dim the menu button
        this.dashboard.descendantsByName.MenuButton.buttonActive = false;
        this.dashboard.descendantsByName.MenuButton.brightnessContrast.brightness = -.5;

        // dim the autoplay button
        if(this.autoplaySpinsRemaining===0)
        {
            this.autoplayButton.buttonActive = false;
            this.autoplayButton.brightnessContrast.brightness = -.5;
        }
    }


    processGameEnded()
    {
        // undim the menu button
        this.dashboard.descendantsByName.MenuButton.buttonActive = true;
        this.dashboard.descendantsByName.MenuButton.brightnessContrast.brightness = 0;

        // undim the autoplay button
        this.autoplayButton.buttonActive = true;
        this.autoplayButton.brightnessContrast.brightness = 0;
    }


    autoplayButtonReleaseCallback()
    {
        if(this.autoplaySpinsRemaining===0)
        {
            if(!this.autoplayMenu.enabled){this.showAutoplayMenu();}
            else{this.hideAutoplayMenu();}
        }
        else
        {
            this.stopAutoplay();
        }
    }


    showAutoplayMenu()
    {
        this.menuBackgroundDimmer.enabled = true;
        this.autoplayMenu.enabled = true;
        this.autoplayButton.layer = nc.layers.GameMenus;
        this.autoplayMenu.scale.swoop.y(0,0);
        this.autoplayMenu.scale.swoop.y(1,.07,nc.tweenTypes.ExtremeEaseIn);
        this.menuBackgroundDimmer.addReleaseCallback(this,"hideAutoplayMenu");
    }


    hideAutoplayMenu()
    {
        this.menuBackgroundDimmer.enabled = false;
        this.autoplayMenu.enabled = false;
        this.autoplayButton.layer = nc.layers.Dashboard;
        this.menuBackgroundDimmer.removeReleaseCallback(this,"hideAutoplayMenu");
    }


    autoplayOptionButtonCallback(event:object,camera:Camera,button:Button)
    {
        this.startAutoplay(button["numSpins"])
        this.hideAutoplayMenu();
    }


    startAutoplay(numSpins:number)
    {
        this.autoplaySpinsRemaining = numSpins;
        this.autoplayRotationMotion.influence = 1;
        this.dashboard.descendantsByName.AutoplayCountdownBackground.enabled = true;
        this.dashboard.descendantsByName.AutoplayCountdown.string = this.autoplaySpinsRemaining.toString();
        this.autoplayIfApplicable();
    }


    stopAutoplay()
    {
        this.autoplayStartDelay.stop(false);
        this.autoplaySpinsRemaining = 0;
        this.autoplayRotationMotion.influence = 0;
        this.autoplayButton.rotation.z=0;
        this.dashboard.descendantsByName.AutoplayCountdownBackground.enabled = false;
        if(gameSystemManager.gameInProgress===true)
        {
            this.autoplayButton.buttonActive = false;
            this.autoplayButton.brightnessContrast.brightness = -.5;
        }
    }


    autoplayIfApplicable()
    {
        if(this.autoplaySpinsRemaining>0)
        {
            this.autoplayStartDelay.activate(.5,pr,"mainPlayerInput");
        }
    }


    decrementAutoplay()
    {
        this.autoplayStartDelay.stop(false);
        if(this.autoplaySpinsRemaining>0)
        {
            if(this.autoplaySpinsRemaining===1)
            {
                pr.dashboardManager.stopAutoplay();
            }
            else
            {
                // decrement the autoplay spins and update the autoplay countdown
                this.autoplaySpinsRemaining--;
                pr.dashboard.descendantsByName.AutoplayCountdown.string = this.autoplaySpinsRemaining.toString();
            }
        }
    }


    soundButtonReleaseCallback()
    {
        if(pr.dashboard.descendantsByName.SoundButton.graphicAsset === nc.graphicAssets.SoundButton)
        {
            // toggle to muted  
            pr.dashboard.descendantsByName.SoundButton.graphicAsset = nc.graphicAssets.SoundMute;
            nc.volumeControls.MainVolumeControl.volume = 0;
        }
        else
        {
            // toggle to sound on  
            pr.dashboard.descendantsByName.SoundButton.graphicAsset = nc.graphicAssets.SoundButton;
            nc.volumeControls.MainVolumeControl.volume = 1;
        }
    }
}

TypescriptProjectCode/GameSystemManager.ts
------------------------------------------------------------
class GameSystemManager
{
    unitBet:number;
    currentBet:number;
    availableBets:number[];
    currentBalance:number;   
    autoplayOptions:number[];
    initialGameLogicData:InitialGameLogicData;
    currentGameOutcome:GameOutcome;
    gameSystemReplica:GameSystemReplica;
    grpcConnection:GrpcConnection
    gameInProgress:boolean;


    async init()
    {
        // initial values
        this.gameInProgress = false;

        // if in LocalDev...
        CODE.includeIf___LocalDev;
            this.gameSystemReplica = new GameSystemReplica();
        CODE.includeEnd___LocalDev;
        
        // if in EgmPublish...
        CODE.includeIf___EgmPublish;
            this.grpcConnection = new GrpcConnection();
            await this.grpcConnection.init();
        CODE.includeEnd___EgmPublish;
    }
    

    async fetchGameSystemInfo(processPreloadGameSystemInfoCallbackOwner?:object,processPreloadGameSystemInfoCallbackName?:string)
    {
        let gameSystemInfoFromExternalSource;
        let initialGameLogicDataFromExternalSource;


        // if in LocalDev...
        CODE.includeIf___LocalDev;
            // fetch game system info from 'external' source...
            gameSystemInfoFromExternalSource = await this.gameSystemReplica.getPostloadInfo()
            // populate local properties from fetched data
            this.unitBet = gameSystemInfoFromExternalSource["unitBet"];
            this.currentBet = gameSystemInfoFromExternalSource["currentBet"];
            this.currentBalance = gameSystemInfoFromExternalSource["currentBalance"];
            this.availableBets = gameSystemInfoFromExternalSource["availableBets"];
            this.autoplayOptions = gameSystemInfoFromExternalSource["autoplayOptions"];

            // fetch inital game logic data from 'external' source...
            initialGameLogicDataFromExternalSource = await this.gameSystemReplica.getInitialLogicData()
            // populate local properties from fetched data
            this.initialGameLogicData = new InitialGameLogicData();
            this.initialGameLogicData.initialSymbolWindow = initialGameLogicDataFromExternalSource["initialSymbolWindow"];
            this.initialGameLogicData.reelData = initialGameLogicDataFromExternalSource["reelData"];
            this.initialGameLogicData.paylines = initialGameLogicDataFromExternalSource["paylines"];
        CODE.includeEnd___LocalDev;

        // if in WebPublish
        CODE.includeIf___WebPublish;

        CODE.includeEnd___WebPublish;

        // if in EgmPublish
        CODE.includeIf___EgmPublish;
            gameSystemInfoFromExternalSource = await this.grpcConnection.makeRequestToRemoteProcess({type:"getPostLoadInfo"});
            if (gameSystemInfoFromExternalSource !== undefined)
            {
                // populate local properties from fetched data
                this.unitBet = gameSystemInfoFromExternalSource["unitBet"];
                this.currentBet = gameSystemInfoFromExternalSource["currentBet"];
                this.currentBalance = gameSystemInfoFromExternalSource["currentBalance"];
                this.availableBets = gameSystemInfoFromExternalSource["availableBets"];
                this.autoplayOptions = gameSystemInfoFromExternalSource["autoplayOptions"];
            }
            // fetch inital game logic data from 'external' source...
            initialGameLogicDataFromExternalSource = await this.grpcConnection.makeRequestToRemoteProcess({type:"getInitialLogicData"});
            if (gameSystemInfoFromExternalSource !== undefined)
            {
                // populate local properties from fetched data
                this.initialGameLogicData = new InitialGameLogicData();
                this.initialGameLogicData.initialSymbolWindow = initialGameLogicDataFromExternalSource["initialSymbolWindow"];
                this.initialGameLogicData.reelData = initialGameLogicDataFromExternalSource["reelData"];
                this.initialGameLogicData.paylines = initialGameLogicDataFromExternalSource["paylines"];
            }
        CODE.includeEnd___EgmPublish;

        // perform 'processPreloadGameSystemInfo' callback
        if(processPreloadGameSystemInfoCallbackOwner!==undefined && processPreloadGameSystemInfoCallbackName!==undefined)
        {
            processPreloadGameSystemInfoCallbackOwner[processPreloadGameSystemInfoCallbackName]();
        }
    }


    attemptBet(processNewGameOutcomeCallbackOwner?:object, processNewGameOutcomeCallbackName?:string)
    {   
        if(this.currentBalance>=this.currentBet)
        {
            // clear the current game outcome
            this.currentGameOutcome = undefined;

            // first, update the balance based on what we think we know locally
            this.currentBalance-=this.currentBet;

            // informing the external system of an attempted bet - this is intentially not awaited so that this function can immediately return "true", which allows the reels to begin spinning.
            this.requestBetFromExternalSystem(processNewGameOutcomeCallbackOwner, processNewGameOutcomeCallbackName);
          
            return(true);
        }
        else
        {
            return(false);
        }
    }


    private async requestBetFromExternalSystem(processNewGameOutcomeCallbackOwner?:object, processNewGameOutcomeCallbackName?:string)
    {
        let gameOutcomeFromExternalSource;

        // assemble bet request
        let betRequest = new BetRequest();
        betRequest.betAmount = this.currentBet;

        // if in LocalDev...
        CODE.includeIf___LocalDev;
            // get game outcome from 'external' source...
            gameOutcomeFromExternalSource = await this.gameSystemReplica.getGameOutcome(betRequest);
            
            // map external gameOutcome properties to the gameOutcome object
            this.currentGameOutcome = new GameOutcome();
            this.currentGameOutcome.bet = gameOutcomeFromExternalSource.bet;
            this.currentGameOutcome.reelStops = gameOutcomeFromExternalSource.reelStops;
            this.currentGameOutcome.wins = gameOutcomeFromExternalSource.wins;
            this.currentGameOutcome.totalWin = gameOutcomeFromExternalSource.totalWin;
            this.currentGameOutcome.balanceBefore = gameOutcomeFromExternalSource.balanceBefore;
            this.currentGameOutcome.balanceAfter = gameOutcomeFromExternalSource.balanceAfter;

            // update current balance
            this.currentBalance = this.currentGameOutcome.balanceAfter;
        CODE.includeEnd___LocalDev;


        // if in WebPublish
        CODE.includeIf___WebPublish;
            // contact webAPI for gameOutcome...
        CODE.includeEnd___WebPublish;


        // if in EgmPublish
        CODE.includeIf___EgmPublish;
        // get game outcome from source...
            gameOutcomeFromExternalSource = await this.grpcConnection.makeRequestToRemoteProcess({type:"getGameOutcome",payload:betRequest});
        // map external gameOutcome properties to the gameOutcome object
            this.currentGameOutcome = new GameOutcome();
            this.currentGameOutcome.bet = gameOutcomeFromExternalSource.bet;
            this.currentGameOutcome.reelStops = gameOutcomeFromExternalSource.reelStops;
            this.currentGameOutcome.wins = gameOutcomeFromExternalSource.wins;
            this.currentGameOutcome.totalWin = gameOutcomeFromExternalSource.totalWin;
            this.currentGameOutcome.balanceBefore = gameOutcomeFromExternalSource.balanceBefore;
            this.currentGameOutcome.balanceAfter = gameOutcomeFromExternalSource.balanceAfter;
        // update current balance
            this.currentBalance = this.currentGameOutcome.balanceAfter;
        CODE.includeEnd___EgmPublish;


        // perform 'processNewGameOutcome' callback
        if(processNewGameOutcomeCallbackOwner!==undefined && processNewGameOutcomeCallbackName!==undefined)
        {
            processNewGameOutcomeCallbackOwner[processNewGameOutcomeCallbackName]();
        }
    }


    gameStarted()
    {
        this.gameInProgress = true;
        pr.dashboardManager.processGameStarted();
        pr.dashboardManager.decrementAutoplay();
    }
    

    gameEnded()
    {
        this.gameInProgress = false;
        pr.dashboardManager.processGameEnded();
        pr.dashboardManager.autoplayIfApplicable();
    }


    formatCurrency(val:number):string
    {
        const formattedValue = new Intl.NumberFormat('en-US', {style: 'currency',currency: 'USD'}).format(val);
        return(formattedValue);
    }
}


class InitialGameLogicData
{
    initialSymbolWindow:string[][];
    reelData:string[][];
    paylines:number[][];
}


class GameOutcome
{
    bet:number;
    reelStops:number[];
    wins:WinDescription[];
    totalWin:number;
    balanceBefore:number;
    balanceAfter:number;

    constructor()
    {
        this.bet=null;
        this.reelStops=null;
        this.wins=null;
        this.totalWin=null;
        this.balanceBefore=null;
        this.balanceAfter=null;
    }
}


class BetRequest
{
    betAmount:number;

    constructor()
    {
        this.betAmount=null;
    }
}
  

class WinDescription
{
    winType:string;
    line:number;
    winAmount:number;
    winningSymbols:number[][];
    featureFlags:string[];

    constructor()
    {
        this.winType=null;
        this.line=null;
        this.winAmount=null;
        this.winningSymbols=null;
        this.featureFlags=null;
    }
}



TypescriptProjectCode/GameSystemReplica.ts
------------------------------------------------------------
class GameSystemReplica
{
    unitBet:number
    currentBet:number
    availableBets:number[]
    currentBalance:number
    autoplayOptions:number[]

    initialSymbolWindow:string[][];
    reelData:string[][]
    paylines:number[][];
    outcomes:any
    

    constructor()
    {
        this.unitBet = 0.25;
        this.currentBet = 1.5;
        this.availableBets = [0.25,0.50,0.75,1.00,1.50,2.50,3.00,5.00,7.50,10.00,15.00,20.00,25.00,50.00,75.00,100.00];
        this.currentBalance = 1000.0;
        this.autoplayOptions = [25,50,100,500];
        this.populateBulkData();
    }


    async simulateServerResponseTime(base:number,variation:number)
    {
        let simulatedServerResponseTime = base+Math.floor(variation*Math.random());
        await new Promise(resolve => setTimeout(resolve,simulatedServerResponseTime));
    }


    async getPostloadInfo()
    {
        await this.simulateServerResponseTime(25,50);
        let info = {};
        info["unitBet"] = this.unitBet;
        info["currentBet"] = this.currentBet;
        info["currentBalance"] = this.currentBalance;
        info["availableBets"] = this.availableBets;
        info["autoplayOptions"] = this.autoplayOptions;
        return(info);
    }


    async getInitialLogicData()
    {
        // simulate server response time...
        await this.simulateServerResponseTime(50,150);

        //create initial gameData
        let initialGameData = {};
        initialGameData["reelData"] = this.reelData;
        initialGameData["availableBets"] = this.availableBets;
        initialGameData["initialSymbolWindow"] = this.initialSymbolWindow;
        initialGameData["currentBet"] = this.currentBet;
        initialGameData["unitBet"] = this.unitBet;
        initialGameData["currentBalance"] = this.currentBalance;
        initialGameData["paylines"] = this.paylines;
        return(initialGameData);
    }


    async getGameOutcome(betRequest)
    {
        // simulate server response time...
        await this.simulateServerResponseTime(100,300);

        // create new gameOutcome
        let gameOutcome = this.outcomes[Math.floor ((this.outcomes.length) * Math.random())];
        gameOutcome["bet"] = betRequest.betAmount;
        gameOutcome["balanceBefore"] = this.currentBalance;
        this.currentBalance-=betRequest.betAmount;        
        this.currentBalance+=gameOutcome["totalWin"];
        gameOutcome["balanceAfter"] = this.currentBalance;
        return(gameOutcome);
    }


    populateBulkData()
    {
        this.initialSymbolWindow = [
            ["Major1","Minor1","Wild","Minor2","Major2","Major2"],
            ["Major2","Minor3","Bonus","Minor1","Major3","Major3"],
            ["Minor1","Major3","Major3","Minor2","Major1","Major1"],
            ["Major2","Major2","Minor3","Bonus","Minor1","Major3"],
            ["Major1","Major1","Minor1","Wild","Minor2","Major2"]
        ];
        this.reelData = [
            ["Major1","Major1","Major1","Minor1","Minor1","Major2","Major2","Major2","Minor3","Minor3","Bonus","Minor1","Minor1","Wild","Minor3","Minor3","Major3","Major3","Major3","Minor2","Minor2","Minor1","Minor1","Major1","Major1","Major1","Minor3","Minor3","Major2","Major2","Major2","Minor1","Minor1","Major1","Major1","Major1","Minor3","Minor3","Major3","Major3","Major3","Minor1","Minor1","Wild","Minor3","Minor3","Major2","Major2","Major2","Minor2","Minor2","Minor1","Minor1","Minor3","Minor3","Wild","Minor2","Minor2","Bonus","Minor1","Minor1","Major1","Major1","Major1","Minor3","Minor3","Wild","Minor2","Minor2","Bonus","Minor1","Minor1","Major2","Major2","Major2","Minor2","Minor2","Minor3","Minor3","Wild","Minor1","Minor1","Major3","Major3","Major3","Minor3","Minor3","Wild","Minor2","Minor2","Minor1","Minor1","Major2","Major2","Major2","Minor3","Minor3","Major1","Major1","Major1","Minor1","Minor1","Major3","Major3","Major3","Minor3","Minor3","Wild","Minor2","Minor2","Minor1","Minor1","Major2","Major2","Major2","Minor3","Minor3","Wild","Minor1","Minor1","Major3","Major3","Major3","Minor2","Minor2","Major2","Major2","Major2","Minor3","Minor3"],["Minor2","Wild","Minor3","Minor3","Major2","Major2","Major2","Minor1","Minor1","Wild","Minor2","Minor2","Major2","Major2","Major2","Minor3","Minor3","Major1","Major1","Major1","Minor2","Minor2","Wild","Minor3","Minor3","Major3","Major3","Major3","Minor2","Minor2","Wild","Minor1","Minor1","Major3","Major3","Major3","Minor2","Minor2","Major1","Major1","Major1","Minor1","Minor1","Bonus","Minor2","Minor2","Major2","Major2","Major2","Minor3","Minor3","Major1","Major1","Major1","Minor2","Minor2","Wild","Minor3","Minor3","Major1","Major1","Major1","Minor2","Minor2","Bonus","Minor1","Minor1","Major2","Major2","Major2","Minor2","Minor2","Major3","Major3","Major3","Major1","Major1","Major1","Minor1","Minor1","Wild","Minor2","Minor2","Minor3","Minor3","Major3","Major3","Major3","Minor1","Minor1","Bonus","Minor2","Minor2","Wild","Minor1","Minor1","Major2","Major2","Major2","Minor2","Minor2","Major1","Major1","Major1","Minor1","Minor1","Major3","Major3","Major3","Minor2","Minor2","Wild","Minor3","Minor3","Major3","Major3","Major3","Minor2","Minor2","Major1","Major1","Major1","Minor3","Minor3","Major3","Major3","Major3"],["Wild","Minor1","Minor1","Major3","Major3","Major3","Minor3","Minor3","Major2","Major2","Major2","Minor1","Minor1","Wild","Minor2","Minor2","Minor3","Minor3","Bonus","Minor1","Minor1","Major1","Major1","Major1","Minor3","Minor3","Major2","Major2","Major2","Minor2","Minor2","Major1","Major1","Major1","Minor1","Minor1","Major2","Major2","Major2","Minor3","Minor3","Wild","Minor1","Minor1","Major1","Major1","Major1","Minor3","Minor3","Bonus","Minor1","Minor1","Minor2","Minor2","Wild","Minor3","Minor3","Major2","Major2","Major2","Minor1","Minor1","Wild","Minor3","Minor3","Major2","Major2","Major2","Minor2","Minor2","Minor1","Minor1","Major1","Major1","Major1","Minor3","Minor3","Major2","Major2","Major2","Minor2","Minor2","Minor1","Minor1","Minor3","Minor3","Wild","Minor2","Minor2","Major3","Major3","Major3","Minor1","Minor1","Major1","Major1","Major1","Minor3","Minor3","Wild","Minor2","Minor2","Minor1","Minor1","Major3","Major3","Major3","Minor3","Minor3","Major2","Major2","Major2","Minor1","Minor1","Major3","Major3","Major3","Minor2","Minor2","Bonus","Minor3","Minor3","Wild","Minor1","Minor1","Major3","Major3","Major3","Minor3","Minor3"],["Minor2","Major3","Major3","Major3","Minor3","Minor3","Major1","Major1","Major1","Minor2","Minor2","Wild","Minor3","Minor3","Major3","Major3","Major3","Minor2","Minor2","Wild","Minor3","Minor3","Major2","Major2","Major2","Minor2","Minor2","Major3","Major3","Major3","Minor1","Minor1","Wild","Minor2","Minor2","Major1","Major1","Major1","Minor3","Minor3","Major3","Major3","Major3","Minor2","Minor2","Major1","Major1","Major1","Minor1","Minor1","Major3","Major3","Major3","Minor2","Minor2","Major1","Major1","Major1","Wild","Minor1","Minor1","Major3","Major3","Major3","Minor2","Minor2","Bonus","Minor3","Minor3","Major1","Major1","Major1","Minor1","Minor1","Wild","Minor2","Minor2","Major2","Major2","Major2","Minor1","Minor1","Bonus","Minor2","Minor2","Major3","Major3","Major3","Minor3","Minor3","Major2","Major2","Major2","Minor2","Minor2","Minor1","Minor1","Wild","Minor3","Minor3","Major2","Major2","Major2","Minor2","Minor2","Bonus","Minor3","Minor3","Wild","Minor2","Minor2","Major1","Major1","Major1","Minor1","Minor1","Wild","Minor2","Minor2","Major1","Major1","Major1","Minor1","Minor1","Major2","Major2","Major2"],["Major2","Major2","Major2","Minor3","Minor3","Bonus","Minor1","Minor1","Major3","Major3","Major3","Minor2","Minor2","Wild","Minor3","Minor3","Major3","Major3","Major3","Minor1","Minor1","Minor2","Minor2","Bonus","Minor3","Minor3","Major2","Major2","Major2","Minor1","Minor1","Major1","Major1","Major1","Minor3","Minor3","Major3","Major3","Major3","Minor1","Minor1","Wild","Minor3","Minor3","Major3","Major3","Major3","Minor1","Minor1","Wild","Minor2","Minor2","Major1","Major1","Major1","Minor3","Minor3","Minor1","Minor1","Major2","Major2","Major2","Minor2","Minor2","Minor3","Minor3","Major3","Major3","Major3","Minor1","Minor1","Minor2","Minor2","Major2","Major2","Major2","Minor3","Minor3","Major1","Major1","Major1","Minor1","Minor1","Minor2","Minor2","Major2","Major2","Major2","Minor3","Minor3","Minor1","Minor1","Wild","Minor2","Minor2","Major2","Major2","Major2","Minor3","Minor3","Wild","Minor1","Minor1","Major2","Major2","Major2","Minor3","Minor3","Major1","Major1","Major1","Minor2","Minor2","Wild","Minor1","Minor1","Bonus","Minor3","Minor3","Wild","Minor1","Minor1","Major1","Major1","Major1","Minor3","Minor3","Wild","Minor1","Minor1"]
        ];
        this.paylines = [
            [0, 0, 0, 0, 0],
            [1, 1, 1, 1, 1],
            [2, 2, 2, 2, 2],
            [3, 3, 3, 3, 3],
            [0, 1, 1, 1, 0],
            [1, 2, 2, 2, 1],
            [2, 3, 3, 3, 2],
            [1, 0, 0, 0, 1],
            [2, 1, 1, 1, 2],
            [3, 2, 2, 2, 3],
            [0, 1, 0, 1, 0],
            [1, 2, 1, 2, 1],
            [2, 3, 2, 3, 2],
            [1, 0, 1, 0, 1],
            [2, 1, 2, 1, 2],
            [3, 2, 3, 2, 3],
            [0, 0, 1, 0, 0],
            [1, 1, 2, 1, 1],
            [2, 2, 3, 2, 2],
            [1, 1, 0, 1, 1],
            [2, 2, 1, 2, 2],
            [3, 3, 2, 3, 3]
        ]
        this.outcomes = [
            {"reelStops":[98,53,101,61,98],"totalWin":0.96,"wins":[{"winningSymbols":[[0,2],[1,3],[2,2]],"line":12,"winType":"line","winAmount":0.48,"featureFlags":[]},{"winningSymbols":[[0,3],[1,3],[2,2]],"line":21,"winType":"line","winAmount":0.48,"featureFlags":[]}]},
            {"reelStops":[35,12,25,44,115],"totalWin":0,"wins":[]},
            {"reelStops":[23,53,103,26,18],"totalWin":0,"wins":[]},
            {"reelStops":[64,40,55,83,29],"totalWin":0,"wins":[]},
            {"reelStops":[43,22,72,65,123],"totalWin":3,"wins":[{"winningSymbols":[[0,2],[1,2],[2,3],[3,2],[4,2]],"line":18,"winType":"line","winAmount":1.8,"featureFlags":[]},{"winningSymbols":[[0,0],[1,0],[2,0]],"line":0,"winType":"line","winAmount":0.6,"featureFlags":[]},{"winningSymbols":[[0,0],[1,0],[2,1]],"line":16,"winType":"line","winAmount":0.6,"featureFlags":[]}]},
            {"reelStops":[55,99,95,61,115],"totalWin":0,"wins":[]},
            {"reelStops":[55,39,23,17,78],"totalWin":1.2,"wins":[{"winningSymbols":[[0,0],[1,0],[2,0]],"line":0,"winType":"line","winAmount":0.6,"featureFlags":[]},{"winningSymbols":[[0,0],[1,1],[2,0]],"line":10,"winType":"line","winAmount":0.6,"featureFlags":[]}]},
            {"reelStops":[41,27,102,1,76],"totalWin":1.2,"wins":[{"winningSymbols":[[0,2],[1,3],[2,3]],"line":6,"winType":"line","winAmount":0.6,"featureFlags":[]},{"winningSymbols":[[0,2],[1,3],[2,2]],"line":12,"winType":"line","winAmount":0.6,"featureFlags":[]}]},
            {"reelStops":[90,46,7,116,48],"totalWin":4.2,"wins":[{"winningSymbols":[[0,2],[1,2],[2,2]],"line":2,"winType":"line","winAmount":0.6,"featureFlags":[]},{"winningSymbols":[[0,2],[1,1],[2,1]],"line":8,"winType":"line","winAmount":0.6,"featureFlags":[]},{"winningSymbols":[[0,3],[1,2],[2,2]],"line":9,"winType":"line","winAmount":0.6,"featureFlags":[]},{"winningSymbols":[[0,2],[1,1],[2,2]],"line":14,"winType":"line","winAmount":0.6,"featureFlags":[]},{"winningSymbols":[[0,3],[1,2],[2,3]],"line":15,"winType":"line","winAmount":0.6,"featureFlags":[]},{"winningSymbols":[[0,2],[1,2],[2,3]],"line":18,"winType":"line","winAmount":0.6,"featureFlags":[]},{"winningSymbols":[[0,2],[1,2],[2,1]],"line":20,"winType":"line","winAmount":0.6,"featureFlags":[]}]},
            {"reelStops":[54,0,58,22,80],"totalWin":2.88,"wins":[{"winningSymbols":[[0,1],[1,1],[2,1],[3,1]],"line":1,"winType":"line","winAmount":1.2,"featureFlags":[]},{"winningSymbols":[[0,1],[1,1],[2,0],[3,1]],"line":19,"winType":"line","winAmount":1.2,"featureFlags":[]},{"winningSymbols":[[0,1],[1,1],[2,2]],"line":17,"winType":"line","winAmount":0.48,"featureFlags":[]}]},
            {"reelStops":[112,19,66,46,39],"totalWin":0,"wins":[]},
            {"reelStops":[52,49,113,79,92],"totalWin":0,"wins":[]},
            {"reelStops":[128,28,17,111,109],"totalWin":0,"wins":[]},
            {"reelStops":[113,109,37,61,29],"totalWin":4.44,"wins":[{"winningSymbols":[[0,1],[1,2],[2,1]],"line":11,"winType":"line","winAmount":0.6,"featureFlags":[]},{"winningSymbols":[[0,2],[1,2],[2,2]],"line":2,"winType":"line","winAmount":0.48,"featureFlags":[]},{"winningSymbols":[[0,3],[1,3],[2,3]],"line":3,"winType":"line","winAmount":0.48,"featureFlags":[]},{"winningSymbols":[[0,2],[1,3],[2,3]],"line":6,"winType":"line","winAmount":0.48,"featureFlags":[]},{"winningSymbols":[[0,3],[1,2],[2,2]],"line":9,"winType":"line","winAmount":0.48,"featureFlags":[]},{"winningSymbols":[[0,2],[1,3],[2,2]],"line":12,"winType":"line","winAmount":0.48,"featureFlags":[]},{"winningSymbols":[[0,3],[1,2],[2,3]],"line":15,"winType":"line","winAmount":0.48,"featureFlags":[]},{"winningSymbols":[[0,2],[1,2],[2,3]],"line":18,"winType":"line","winAmount":0.48,"featureFlags":[]},{"winningSymbols":[[0,3],[1,3],[2,2]],"line":21,"winType":"line","winAmount":0.48,"featureFlags":[]}]},
            {"reelStops":[128,66,116,21,48],"totalWin":0,"wins":[]},
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        ];
    }

}

TypescriptProjectCode/GrpcConnection.ts
------------------------------------------------------------
CODE.includeIf___EgmPublish;

class GrpcConnection
{
    constructor(){}


    async init()
    {
        await this.beginHandlingRequestsFromRemoteProcess();
    }


    // call this with 'await' to make a request of the associated remote process and wait for the response
    async makeRequestToRemoteProcess(request)
    {
        let response = await window["GrpcService"].requestAndResponse(JSON.stringify(request));
        if (response.type === "error")
        {
            console.log("Error performing GRPC requestAndResponse: " + JSON.stringify(response.value));
        }
        else if (response.type === "data")
        {
            return JSON.parse(response.value.message);
        }
    }   


    // this method (which is automatically invoked upon 'init'), opens the connection with the associated remote process, enabling it to trigger the 'handleRequestFromRemoteProcess' method below.
    async beginHandlingRequestsFromRemoteProcess()
    {
        let resultStringified = await window["GrpcService"].createTwoWayStream();
        let result = JSON.parse(resultStringified);
        window["GrpcService"].setResponseCallback((event) => this.handleRequestFromRemoteProcess(event));
        return (result);
    }


    // populate this method with the functionality to react to any requests that could come from the associated remote process
    handleRequestFromRemoteProcess(event)
    {
        if (event === undefined)
        {
            console.log("undefined response event");
        }
        else
        {
            if (event.type === "data")
            {
                if (event.value.message === "spin")
                {
                    pr.mainPlayerInput();
                }
            }
            else if (event.type === "error")
            {
                console.log("Unknown error occured: " + event.value.code);
            }
            else if (event.type === "status")
            {
                if (event.value.code === 14)
                {
                    console.log("Input server unavailable: " + event.value.details);
                }
                else
                {
                    console.log("Unknown status change occured");
                }
            }
            else if (event.type === "end")
            {
                console.log("End occured");
            }
            else
            {
                console.log("Unknown event type:" + event.type);
            }
        }
    }
}

CODE.includeEnd___EgmPublish;

TypescriptProjectCode/Payline.ts
------------------------------------------------------------
/** Dynamic payline object that generates a series of line segments (GraphicObjects with the 'StretchBetween' CustomAddOns),
 * that are dynamically stretched to span between symbol positions to form the given payline.
 */
class Payline extends SceneObject
{
    paylineSegments:GraphicObject[];
    stretchBetweenAddOns:StretchBetween2D[];
    paylineData:number[][]
    constructor(parent,name)
    {
        super(parent,name);
        this.paylineSegments = [];
        this.stretchBetweenAddOns = [];
        this.paylineData = gameSystemManager.initialGameLogicData.paylines;
    
        // create the payline segments
        for(let i=0; i<=pr.symbolReels.length; i++)
        {
            let newPaylineSegment = new GraphicObject(nc.graphicAssets.SampleParticle,this,"PaylineSegment"+i);

            // set the layer and sub-layer of the payline
            newPaylineSegment.layer = nc.layers.Reels;
            newPaylineSegment.subLayer =.5;

            // change the blending mode to 'add'
            newPaylineSegment.materialMaster.blending = constants.blendingModes.add;

            // add the 'StretchBetween' CustomAddOn
            let newStretchBetweenAddOn = new StretchBetween2D(newPaylineSegment);
            newStretchBetweenAddOn.firstPointBuffer = 5;
            newStretchBetweenAddOn.secondPointBuffer = 5;
            this.stretchBetweenAddOns.push(newStretchBetweenAddOn);
        }
        this.displayPayline(0,0,0);
        this.enabled = false;
    }


    displayPayline(paylineNumber:number,motionDuration:number,fadeDuration:number)
    {
        if(motionDuration===undefined){motionDuration=0;}
        this.enabled = true;
        this.colorMultiply.swoop.alpha(0,0);
        this.colorMultiply.swoop.alpha(1,fadeDuration);
        let globalSymbolPositions = [];
        
        // first get global position
        for(let i=0; i<pr.symbolReels.length; i++)
        {
            let symbol = pr.symbolReels[i].getSymbol(this.paylineData[paylineNumber][i]);
            globalSymbolPositions.push(symbol.getGlobalPosition());
        }

        // left line tab
        let posx = globalSymbolPositions[0].x;
        let posy = globalSymbolPositions[0].y;
        let tweenType = nc.tweenTypes.ExtremeEaseIn;
        let addOn = this.stretchBetweenAddOns[0];
        nc.swoopValue(addOn,"firstPointX",posx-250,motionDuration,tweenType);
        nc.swoopValue(addOn,"firstPointY",posy,motionDuration,tweenType);
        nc.swoopValue(addOn,"secondPointX",posx,motionDuration,tweenType);
        nc.swoopValue(addOn,"secondPointY",posy,motionDuration,tweenType);

        // right line tab
        let idx = pr.symbolReels.length-1;
        posx = globalSymbolPositions[idx].x;
        posy = globalSymbolPositions[idx].y;
        addOn = this.stretchBetweenAddOns[idx+1];
        nc.swoopValue(addOn,"firstPointX",posx+250,motionDuration,tweenType);
        nc.swoopValue(addOn,"firstPointY",posy,motionDuration,tweenType);
        nc.swoopValue(addOn,"secondPointX",posx,motionDuration,tweenType);
        nc.swoopValue(addOn,"secondPointY",posy,motionDuration,tweenType);

        // position all of the segments between the symbols
        for(let i=0; i<pr.symbolReels.length-1; i++)
        {
            addOn = this.stretchBetweenAddOns[i+1];
            nc.swoopValue(addOn,"firstPointX",globalSymbolPositions[i].x,motionDuration,tweenType);
            nc.swoopValue(addOn,"firstPointY",globalSymbolPositions[i].y,motionDuration,tweenType);
            nc.swoopValue(addOn,"secondPointX",globalSymbolPositions[i+1].x,motionDuration,tweenType);
            nc.swoopValue(addOn,"secondPointY",globalSymbolPositions[i+1].y,motionDuration,tweenType);
        }
    }
}

TypescriptProjectCode/ProjectMain.ts
------------------------------------------------------------
// This is the main entry point for this Incisor® project. 
// Throughout the project, this object can be referenced as 'pr'.
var gameSystemManager:GameSystemManager;


class ProjectMain
{
    gameLayout:GameLayout;
    dashboard:Dashboard;
    symbolReels:SymbolReel[];
    payline:Payline;
    dashboardManager:DashboardManager;
    

    async init()
    {
        // create a shortcut to the gameSystemManager
        gameSystemManager = new GameSystemManager();
        await gameSystemManager.init();
        await gameSystemManager.fetchGameSystemInfo();

        // put the main camera into 'maximizeSafeZone' mode
        nc.mainCamera.adaptiveCameraMode = constants.adaptiveCameraModes.maximizeSafeZone;

        // setup main GameLayout Construct
        this.gameLayout = nc.constructDefs.GameLayout.add(nc.mainScene,"GameLayout");
        // create shortcut to Dashboard
        this.dashboard = this.gameLayout.descendantsByName.Dashboard;
        // make the gamelayout view area invisible
        this.gameLayout.descendantsByName.ViewArea.enabled = false;
        // enable game intro brackground immediately, and add press callback
        this.gameLayout.descendantsByName.GameIntroBackground.enable();

        // add callback for keyDown 
        nc.appEvents.keyDown.addCallback(this,"keyDownCallback")

        // create canvas resize callback to adjust the aspect ratio of the GameLayout Construct
        nc.appEvents.canvasResize.addCallback(this,"adjustGameLayoutAspectRatio");
        this.adjustGameLayoutAspectRatio();

        // create instance of DashboardManager
        this.dashboardManager = new DashboardManager();

        // set bet and balance
        this.dashboard.descendantsByName.BetMeter.string = gameSystemManager.formatCurrency(gameSystemManager.currentBet);
        this.dashboard.descendantsByName.BalanceMeter.string = gameSystemManager.formatCurrency(gameSystemManager.currentBalance);
        
        // the SymbolReels are laid out within the GameLayout Construct, so they are collected rather than created here
        this.symbolReels = [];
        for(let i=0; i<gameSystemManager.initialGameLogicData.reelData.length; i++)
        {
            let symbolReel:SymbolReel = this.gameLayout.descendantsByName["SymbolReel"+i];
            // supply the symbol class, which replaces the stand-in symbols the reel was laid out with
            symbolReel.symbolClassDefinition = ReelSymbol;
            // the game system supplies a full reel strip, so the reel does not assemble its data as it spins
            symbolReel.assembleReelDataOnTheFly = false;
            symbolReel.setReelData(gameSystemManager.initialGameLogicData.reelData[i]);
            symbolReel.addReelStateChangeCallback(this,"reelStateChangeCallback",i);
            this.symbolReels.push(symbolReel);
        }

        // create Payline
        this.payline = new Payline(nc.mainScene,"Payline");

        // create main game FlowController
        nc.defineFlowController("MainGameFlow");
        nc.flows.MainGameFlow.addFlowState(GameIntro);
        nc.flows.MainGameFlow.addFlowState(GameIdle);
        nc.flows.MainGameFlow.addFlowState(StartGame);
        nc.flows.MainGameFlow.addFlowState(SpinReels);
        nc.flows.MainGameFlow.addFlowState(WinCelebration);
        nc.flows.MainGameFlow.GameIntro.setToCurrentState(true);
    }


    adjustGameLayoutAspectRatio()
    {
        // acquire aspect ratio
        let canvasResolution = nc.getCanvasPixelResolution();
        let aspectRatio = canvasResolution.x/canvasResolution.y;

        // set GameLayout construct's time based on aspect ratio
        if(aspectRatio<=1)
        {
            this.gameLayout.timelines.BaseLayout_Mobile.time=-1/aspectRatio;
        }
        else
        {
            this.gameLayout.timelines.BaseLayout_Mobile.time=aspectRatio;
        }
    }


    keyDownCallback(event)
    {
        if(event.key===" ")
        {
            this.mainPlayerInput();
        }
    }


    mainPlayerInput()
    {
        // if in GameIdle, move to StartGame FlowState
        if(nc.flows.MainGameFlow.currentFlowState.name==="GameIdle")
        {
            nc.flows.MainGameFlow.StartGame.setToCurrentState(true);
        }
        // if in SpinReels, and if the conditions are met, slam the reels
        if(nc.flows.MainGameFlow.currentFlowState.name==="SpinReels")
        {
            // slam the reels if the game outcome has been populated 
            if(gameSystemManager.currentGameOutcome!==undefined && nc.flows.MainGameFlow.SpinReels.allReelsHaveStarted===true)
            {
                for(let i=0; i<pr.symbolReels.length; i++)
                {
                    pr.symbolReels[i].slam();
                }
            }
        }
        // if in WinCelebration, slam the win meter if it's rolling, otherwise move to StartGame FlowState
        if(nc.flows.MainGameFlow.currentFlowState.name==="WinCelebration")
        {
            // slam the win meters if needed
            if(nc.flows.MainGameFlow.WinCelebration.winRollupAmount!==gameSystemManager.currentGameOutcome.totalWin)
            {
                nc.flows.MainGameFlow.WinCelebration.winRollupComplete();
            }
            // move to StartGame FlowState
            else
            {
                nc.flows.MainGameFlow.WinCelebration.cleanUpWinCelebration();
                nc.flows.MainGameFlow.StartGame.setToCurrentState(true);
            }
        }
    }


    processNewGameOutcome()
    {
        // inform the symbol reels of their target stops
        for(let i=0; i<pr.symbolReels.length; i++)
        {
            pr.symbolReels[i].setTarget(gameSystemManager.currentGameOutcome.reelStops[i]);
        }

        // sync the balance meter 
        let newBalanceString = gameSystemManager.formatCurrency(gameSystemManager.currentBalance);
        pr.gameLayout.descendantsByName.Dashboard.descendantsByName.BalanceMeter.string = newBalanceString;
    }

    
    reelStateChangeCallback(newState,oldState,reelIndex)
    {
        if(newState==="bounce")
        {
            nc.sounds.ReelStop.playOnce();
        }
    }
}

TypescriptProjectCode/ReelSymbol.ts
------------------------------------------------------------
/** The symbol class for the SymbolReels laid out in the GameLayout Construct. A SymbolReel constructs one of these
 * for every position on its reel path, and calls 'setSymbol' whenever the symbol a given object represents changes.
 * The class is handed to each reel in code, through 'SymbolReel.symbolClassDefinition'.
 */
class ReelSymbol extends GraphicObject
{
    /** Written by the owning SymbolReel every time the reel lays out - where this symbol sits along the reel path. */
    pathPosition:number;


    constructor(parent:SceneObject,name:string)
    {
        // a SymbolReel constructs its symbols with a parent and a name only, so the graphic arrives through 'setSymbol'
        super(undefined,parent,name);

        // make the symbol 'masked' by the ReelMask masking group
        this.masking.makeMasked(nc.maskGroups.ReelMask,false);
        this.layer = nc.layers.Reels;

        // give the symbol a BrightnessContrast EffectNode for easy 'dimming'
        this.setEffectNodes([nc.effectNodes.SampleMainTexture,nc.effectNodes.ColorMultiply,nc.effectNodes.BrightnessContrast]);
    }


    // called by the owning SymbolReel whenever the symbol this object represents changes
    setSymbol(symbol:string)
    {
        // a reel position with no data, or a symbol naming no GraphicAsset, falls back to the WhiteBox so the reel stays visible
        let graphicAsset:GraphicAsset;
        if(symbol!==undefined){graphicAsset = nc.graphicAssets[symbol];}
        if(graphicAsset===undefined){graphicAsset = nc.graphicAssets.WhiteBox;}
        this.setGraphicAsset(graphicAsset,true,false);
    }
}


Utilities/AuxiliaryPublishingSupport/ElectronEgmPublish/ElectronMain/ElectronMain.js
------------------------------------------------------------
// a new set of parameters is populated based on the given 'auxiliaryPublishingPackage' as defined in the Incisor ProjectSettings
var incisorBrowserWindowParameters = IncisorBrowserParameters; // these are populated by Incisor from the associated auxiliaryPublishingPackages

const { app, BrowserWindow} = require('electron');
const path = require('path');
const url = require('url');
var win;

function createWindow() 
{
    incisorBrowserWindowParameters.webPreferences.preload = path.join(__dirname, 'preload.js');
    incisorBrowserWindowParameters.show = false;

    // the window is created
    win = new BrowserWindow(incisorBrowserWindowParameters);
    win.setAlwaysOnTop(incisorBrowserWindowParameters.alwaysOnTop, incisorBrowserWindowParameters.level);
    win.setVisibleOnAllWorkspaces(incisorBrowserWindowParameters.visibleOnAllWorkspaces); 
    

    // load the page created
    win.loadURL
    (
        url.format
        (
            {
                pathname: path.join(__dirname, 'index.html'),
                protocol: 'file',
                slashes: true
            }
        )
    );

    // window positioning
    var windowPositioning = function () 
    {
        const bp = incisorBrowserWindowParameters;

        win.show();
        // win.setMenuBarVisibility(false); - this may be needed by some implementation of linux

        // set capabilities first
        win.setResizable(true);
        win.setMovable(true);
        win.setFullScreenable(true);

        // bounds only if not entering any fullscreen-like mode
        const wantsFullscreen = !!bp.postDelayFullscreen;
        const wantsKiosk = !!bp.postDelayKiosk;
        const wantsSimple = !!bp.postDelaySimpleFullscreen && process.platform === "darwin";

        if (!wantsFullscreen && !wantsKiosk && !wantsSimple) 
        {
            win.setBounds({ x: bp.postDelayX, y: bp.postDelayY, width: bp.postDelayWidth, height: bp.postDelayHeight });
        }

        // only call the mode we want
        if (wantsKiosk) {win.setKiosk(true);} 
        else if (wantsSimple) {win.setSimpleFullScreen(true);} 
        else if (wantsFullscreen) 
        {
            win.setFullScreen(true);
            // setImmediate(() => win.setFullScreen(true));
        } 
        else 
        {
            // optionally ensure we aren't in any mode
            win.setFullScreen(false);
            if (process.platform === "darwin") win.setSimpleFullScreen(false);
            win.setKiosk(false);
        }

        // now apply final locks
        win.setFullScreenable(bp.postDelayFullscreenable);
        win.setResizable(bp.postDelayResizable);
        win.setMovable(bp.postDelayMovable);
        win.setMenuBarVisibility(bp.postDelayMenuBarVisible);
        win.setAutoHideMenuBar(bp.postDelayAutoHideMenuBar);
    };

    // function called when window is ready to show
    var readyToShowFunction = function()
    {
        setTimeout(windowPositioning, incisorBrowserWindowParameters.windowPositionDelay, [win,incisorBrowserWindowParameters] );
    };
    win.once('ready-to-show',readyToShowFunction);

    // set win to null on close
    win.on('closed', ()=>{win = null;});
}

app.on('ready', createWindow);

app.on('window-all-closed', () => {app.quit();});

app.on('activate', () => { if (win === null) {createWindow();}});


// a simple example of a context (right click) menu.
if(incisorBrowserWindowParameters.enableContextMenu===true)
{
    const {Menu} = require('electron');
    const contextMenu = Menu.buildFromTemplate([
            { label: 'Inspect Element', click() { win.webContents.openDevTools(); } },
            { label: 'Reload', click() { win.reload(); } },
            { type: 'separator' },
            { label: 'Close', click() { win.close(); } }
        ]);

    function registerContextMenu()
    {
        if (win) { win.webContents.on('context-menu', (e, params) => { contextMenu.popup({ window: win }); }); }
    }

    app.on('ready', registerContextMenu);
}





Utilities/AuxiliaryPublishingSupport/ElectronEgmPublish/ElectronMain/GRPC.js
------------------------------------------------------------
const { ipcMain } = require('electron');
const grpc = require('@grpc/grpc-js');
const protoLoader = require('@grpc/proto-loader');
let service;
let twoWayStream;


ipcMain.handle('GrpcService.requestAndResponse', async (event, args) => {
    let promise = new Promise((resolve, reject) => {
        service.requestAndResponse(args,
            (err, response) => {
                if (err)
                {
                    return reject({value: err, type: "error"});
                }
                resolve({value: response, type: "data"});
            }
        );
    });
    try
    {
        let response = await promise;
        return response;
    }
    catch (error)
    {
        return error;
    }
});


ipcMain.handle('GrpcService.createTwoWayStream', async (event, args) => {
    twoWayStream = service.createTwoWayStream(args,
        (err, response) => {}
    );
    try
    {
        twoWayStream.on('data', async value => {
            win.webContents.send("GrpcService.message", {value:value, type:'data'});
        });
        twoWayStream.on('error', async value => {
            win.webContents.send("GrpcService.message", {value:value, type:'error'});
        });
        twoWayStream.on('status', async value => {
            win.webContents.send("GrpcService.message", {value:value, type:'status'});
        });
        twoWayStream.on('end', async value => {
            win.webContents.send("GrpcService.message", {value:value, type:'end'});
        });
        return true;
    }
    catch (error)
    {
        return error;
    }
});


function createGrpcClient()
{
    let loadParams = {
        keepCase: true,
        longs: String,
        enums: String,
        defaults: true,
        oneofs: true,
    };
    const grpcConnectionPackageDefinitionString = protoLoader.loadSync(path.join(__dirname,'ConnectionDefinition.proto'), loadParams);
    const grpcConnectionPackageDefinition = grpc.loadPackageDefinition(grpcConnectionPackageDefinitionString);
    service = new grpcConnectionPackageDefinition.grpcConnection.GrpcService(
        'localhost:50051',
        grpc.credentials.createInsecure()
    );
}
app.on('ready', createGrpcClient);



Utilities/AuxiliaryPublishingSupport/ElectronEgmPublish/ElectronPackage/package.json
------------------------------------------------------------
{
    "name": "IncisorSlotTemplateTS",
    "productName": "Incisor Slot Template TS",
    "version": "1.0.0",
    "description": "Incisor Slot Template TS",
    "author": 
    {
        "name": "Incisor Slot Template TS",
        "email": "dev@example.com"
    },
    "main": "main.js",
    "devDependencies": 
    {
        "electron": "33.0.2",
        "electron-builder": "25.1.8"
    },
    "dependencies": 
    {
        "@grpc/grpc-js": "^1.14.3",
        "@grpc/proto-loader": "^0.8.0"
    },
    "build": 
    {
        "appId": "com.example.IncisorSlotTemplateTS",
        "productName": "IncisorSlotTemplateTS",
        "files": 
        [
            "./**/*",
            "main.js",
            "!publish/"
        ],
        "linux": 
        {
            "target": 
            [
                "AppImage",
                "deb"
            ],
            "category": "Game",
            "maintainer": "IncisorSlotTemplateTS <dev@example.com>"
        },
        "mac":
        {
            "target": ["dmg"]
        },
        "win": 
        {
            "target": ["nsis"]
        }
    }
}

Utilities/AuxiliaryPublishingSupport/ElectronEgmPublish/ElectronPreload/ElectronPreload.js
------------------------------------------------------------
// This preload.js file runs in Electron's renderer process before the web page loads and is 
// used as a secure bridge between the UI and Electron/Node functionality. It is the 
// recommended place to expose a small, controlled API to the renderer (for example via 
// contextBridge) and to set up safe IPC communication with the main process while keeping 
// nodeIntegration disabled and contextIsolation enabled for better security. Only 
// functionality that the renderer truly needs should be exposed here, and it should be done 
// in a way that avoids giving the page direct access to full Node or Electron internals.


const { contextBridge, ipcRenderer, ipcMain } = require('electron');
contextBridge.exposeInMainWorld('GrpcService', {
    createTwoWayStream: async () => { return ipcRenderer.invoke('GrpcService.createTwoWayStream', {}); },
    requestAndResponse: async (message) => { return ipcRenderer.invoke('GrpcService.requestAndResponse', { message }); },
    setResponseCallback: (callback) => ipcRenderer.on('GrpcService.message', (event, ...args) => callback(...args))
});


Utilities/AuxiliaryPublishingSupport/ElectronLocalDev/ElectronMain/ElectronMain.js
------------------------------------------------------------
// a new set of parameters is populated based on the given 'auxiliaryPublishingPackage' as defined in the Incisor ProjectSettings
var incisorBrowserWindowParameters = IncisorBrowserParameters; // these are populated by Incisor from the associated auxiliaryPublishingPackages

const { app, BrowserWindow} = require('electron');
const path = require('path');
const url = require('url');
var win;

function createWindow() 
{
    incisorBrowserWindowParameters.webPreferences.preload = path.join(__dirname, 'preload.js');
    incisorBrowserWindowParameters.show = false;

    // the window is created
    win = new BrowserWindow(incisorBrowserWindowParameters);
    win.setAlwaysOnTop(incisorBrowserWindowParameters.alwaysOnTop, incisorBrowserWindowParameters.level);
    win.setVisibleOnAllWorkspaces(incisorBrowserWindowParameters.visibleOnAllWorkspaces); 
    

    // load the page created
    win.loadURL
    (
        url.format
        (
            {
                pathname: path.join(__dirname, 'index.html'),
                protocol: 'file',
                slashes: true
            }
        )
    );

    // window positioning
    var windowPositioning = function () 
    {
        const bp = incisorBrowserWindowParameters;

        win.show();
        // win.setMenuBarVisibility(false); - this may be needed by some implementation of linux

        // set capabilities first
        win.setResizable(true);
        win.setMovable(true);
        win.setFullScreenable(true);

        // bounds only if not entering any fullscreen-like mode
        const wantsFullscreen = !!bp.postDelayFullscreen;
        const wantsKiosk = !!bp.postDelayKiosk;
        const wantsSimple = !!bp.postDelaySimpleFullscreen && process.platform === "darwin";

        if (!wantsFullscreen && !wantsKiosk && !wantsSimple) 
        {
            win.setBounds({ x: bp.postDelayX, y: bp.postDelayY, width: bp.postDelayWidth, height: bp.postDelayHeight });
        }

        // only call the mode we want
        if (wantsKiosk) {win.setKiosk(true);} 
        else if (wantsSimple) {win.setSimpleFullScreen(true);} 
        else if (wantsFullscreen) 
        {
            win.setFullScreen(true);
            // setImmediate(() => win.setFullScreen(true));
        } 
        else 
        {
            // optionally ensure we aren't in any mode
            win.setFullScreen(false);
            if (process.platform === "darwin") win.setSimpleFullScreen(false);
            win.setKiosk(false);
        }

        // now apply final locks
        win.setFullScreenable(bp.postDelayFullscreenable);
        win.setResizable(bp.postDelayResizable);
        win.setMovable(bp.postDelayMovable);
        win.setMenuBarVisibility(bp.postDelayMenuBarVisible);
        win.setAutoHideMenuBar(bp.postDelayAutoHideMenuBar);
    };

    // function called when window is ready to show
    var readyToShowFunction = function()
    {
        setTimeout(windowPositioning, incisorBrowserWindowParameters.windowPositionDelay, [win,incisorBrowserWindowParameters] );
    };
    win.once('ready-to-show',readyToShowFunction);

    // set win to null on close
    win.on('closed', ()=>{win = null;});
}

app.on('ready', createWindow);

app.on('window-all-closed', () => {app.quit();});

app.on('activate', () => { if (win === null) {createWindow();}});


// a simple example of a context (right click) menu.
if(incisorBrowserWindowParameters.enableContextMenu===true)
{
    const {Menu} = require('electron');
    const contextMenu = Menu.buildFromTemplate([
            { label: 'Inspect Element', click() { win.webContents.openDevTools(); } },
            { label: 'Reload', click() { win.reload(); } },
            { type: 'separator' },
            { label: 'Close', click() { win.close(); } }
        ]);

    function registerContextMenu()
    {
        if (win) { win.webContents.on('context-menu', (e, params) => { contextMenu.popup({ window: win }); }); }
    }

    app.on('ready', registerContextMenu);
}





Utilities/AuxiliaryPublishingSupport/ElectronLocalDev/ElectronPackage/package.json
------------------------------------------------------------
{
    "name": "__PROJECT_CODE_NAME__",
    "productName": "__PROJECT_NAME__",
    "version": "1.0.0",
    "description": "Description for __PROJECT_NAME__",
    "author": 
    {
        "name": "__PROJECT_NAME__",
        "email": "dev@example.com"
    },
    "main": "main.js",
    "devDependencies": 
    {
        "electron": "33.0.2",
        "electron-builder": "^25.1.8"
    },
    "build": 
    {
        "appId": "com.example.__PROJECT_CODE_NAME__",
        "productName": "__PROJECT_CODE_NAME__",
        "files": 
        [
            "./**/*",
            "main.js",
            "!publish/"
        ],
        "linux": 
        {
            "target": 
            [
                "AppImage",
                "deb"
            ],
            "category": "Game",
            "maintainer": "__PROJECT_CODE_NAME__ <dev@example.com>"
        },
        "mac":
        {
            "target": ["dmg"]
        },
        "win": 
        {
            "target": ["nsis"]
        }
    }
}

Utilities/AuxiliaryPublishingSupport/ElectronLocalDev/ElectronPreload/ElectronPreload.js
------------------------------------------------------------
// This preload.js file runs in Electron's renderer process before the web page loads and is 
// used as a secure bridge between the UI and Electron/Node functionality. It is the 
// recommended place to expose a small, controlled API to the renderer (for example via 
// contextBridge) and to set up safe IPC communication with the main process while keeping 
// nodeIntegration disabled and contextIsolation enabled for better security. Only 
// functionality that the renderer truly needs should be exposed here, and it should be done 
// in a way that avoids giving the page direct access to full Node or Electron internals.

// Example uses of context bridge:
// const { contextBridge } = require('electron');
// contextBridge.exposeInMainWorld('preloadObjectExposedOnMainWindow', {"note":"This object has been added to the main window from within the Electron 'preload' context."});
// contextBridge.exposeInMainWorld('preloadFunctionExposedOnMainWindow',  async () => { console.log("This is a preload function made accessable within the main window runtime.");});

Utilities/MinificationLists/DoNotMinifyLists/DoNotMinifyList.json
------------------------------------------------------------
{
	"minificationList":
    [
        "thisSymbolWillNotBeMinified",
        "thisSymbolWillAlsoNotBeMinified"
    ]
}

Utilities/MinificationLists/MinifyLists/MinifyList.json
------------------------------------------------------------
{
	"minificationList":
    [
        "thisSymbolWillBeMinified",
        "thisSymbolWillAlsoBeMinified"
    ]
}

Utilities/ProjectState.json
------------------------------------------------------------
{"docFormatVersion":0,"panelLayout":{"subPanels":[{"subPanels":[{"subPanels":[],"panelType":"Tool Tips","isColumns":true,"divisionLocation":0.5,"stateInfo":""},{"subPanels":[{"subPanels":[{"subPanels":[],"panelType":"Object","isColumns":true,"divisionLocation":0.5,"stateInfo":""},{"subPanels":[],"panelType":"Hierarchy","isColumns":true,"divisionLocation":0.5,"stateInfo":""}],"isColumns":false,"divisionLocation":0.5,"stateInfo":""},{"subPanels":[],"panelType":"Flows","isColumns":true,"divisionLocation":0.5,"stateInfo":""}],"isColumns":true,"divisionLocation":0.4659931794086369,"stateInfo":""}],"isColumns":false,"divisionLocation":0.12,"stateInfo":""},{"subPanels":[],"panelType":"Live View","isColumns":true,"divisionLocation":0.5,"stateInfo":""}],"isColumns":true,"divisionLocation":0.41349433641404976,"stateInfo":""},"selectionState":{"sceneObject":["[[-1,\"MainScene\"],[1,\"GameLayout\"],[1,\"GameTitleContainer\"],[0,\"GameTitle\"]]"]},"hierarchyExpansionInfo":{"Construct Editor Scene: GameLayout":["[[-1,\"Construct Editor Scene: GameLayout\"],[0,\"GameLayout\"]]","[[-1,\"Construct Editor Scene: GameLayout\"],[1,\"Construct Editor Camera\"]]","[[-1,\"Construct Editor Scene: GameLayout\"],[0,\"GameLayout\"],[0,\"ViewArea\"]]","[[-1,\"Construct Editor Scene: GameLayout\"],[0,\"GameLayout\"],[2,\"ReelsContainer\"]]","[[-1,\"Construct Editor Scene: GameLayout\"],[0,\"GameLayout\"],[3,\"Dashboard\"]]","[[-1,\"Construct Editor Scene: GameLayout\"],[0,\"GameLayout\"],[6,\"BackgroundShadow\"]]","[[-1,\"Construct Editor Scene: GameLayout\"],[0,\"GameLayout\"],[7,\"GameBackgroundPattern\"]]","[[-1,\"Construct Editor Scene: GameLayout\"],[0,\"GameLayout\"],[2,\"ReelsContainer\"],[0,\"ReelBackground\"]]","[[-1,\"Construct Editor Scene: GameLayout\"],[0,\"GameLayout\"],[2,\"ReelsContainer\"],[2,\"ReelContainer1\"]]","[[-1,\"Construct Editor Scene: GameLayout\"],[0,\"GameLayout\"],[2,\"ReelsContainer\"],[5,\"ReelContainer4\"]]","[[-1,\"Construct Editor Scene: 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GameLayout→BaseLayout_Mobile":["[[-1,\"Timeline Editor Scene: GameLayout→BaseLayout_Mobile\"],[0,\"GameLayout\"],[0,\"ViewArea\"]]","[[-1,\"Timeline Editor Scene: GameLayout→BaseLayout_Mobile\"],[0,\"GameLayout\"],[1,\"GameTitleContainer\"]]","[[-1,\"Timeline Editor Scene: GameLayout→BaseLayout_Mobile\"],[0,\"GameLayout\"],[2,\"ReelsContainer\"]]","[[-1,\"Timeline Editor Scene: GameLayout→BaseLayout_Mobile\"],[0,\"GameLayout\"],[2,\"ReelsContainer\"],[0,\"ReelBackground\"]]","[[-1,\"Timeline Editor Scene: GameLayout→BaseLayout_Mobile\"],[0,\"GameLayout\"],[3,\"Dashboard\"]]","[[-1,\"Timeline Editor Scene: GameLayout→BaseLayout_Mobile\"],[0,\"GameLayout\"],[6,\"BackgroundShadow\"]]","[[-1,\"Timeline Editor Scene: GameLayout→BaseLayout_Mobile\"],[0,\"GameLayout\"],[7,\"GameBackgroundPattern\"]]"],"Timeline Editor Scene: Dashboard→Layout_Mobile":["[[-1,\"Timeline Editor Scene: Dashboard→Layout_Mobile\"],[0,\"Dashboard\"],[0,\"ViewArea\"]]","[[-1,\"Timeline Editor Scene: 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Dashboard→Layout_Mobile\"],[0,\"Dashboard\"],[3,\"BottomBarContainer\"],[5,\"WinMeter\"]]","[[-1,\"Timeline Editor Scene: Dashboard→Layout_Mobile\"],[0,\"Dashboard\"],[3,\"BottomBarContainer\"],[6,\"WinLabel\"]]","[[-1,\"Timeline Editor Scene: Dashboard→Layout_Mobile\"],[0,\"Dashboard\"],[3,\"BottomBarContainer\"],[7,\"BottomBarTitle\"]]","[[-1,\"Timeline Editor Scene: Dashboard→Layout_Mobile\"],[0,\"Dashboard\"],[3,\"BottomBarContainer\"],[8,\"MenuButton\"]]","[[-1,\"Timeline Editor Scene: Dashboard→Layout_Mobile\"],[0,\"Dashboard\"],[3,\"BottomBarContainer\"],[9,\"SoundButton\"]]","[[-1,\"Timeline Editor Scene: Dashboard→Layout_Mobile\"],[0,\"Dashboard\"],[3,\"BottomBarContainer\"],[10,\"AutplayContainer\"]]","[[-1,\"Timeline Editor Scene: Dashboard→Layout_Mobile\"],[0,\"Dashboard\"],[3,\"BottomBarContainer\"],[10,\"AutplayContainer\"],[0,\"Autoplay Button\"]]","[[-1,\"Timeline Editor Scene: Dashboard→Layout_Mobile\"],[0,\"Dashboard\"],[3,\"BottomBarContainer\"],[10,\"AutplayContainer\"],[1,\"Autoplay Menu\"]]","[[-1,\"Timeline Editor Scene: Dashboard→Layout_Mobile\"],[0,\"Dashboard\"],[4,\"SpinButtonContainer\"]]","[[-1,\"Timeline Editor Scene: Dashboard→Layout_Mobile\"],[0,\"Dashboard\"],[4,\"SpinButtonContainer\"],[0,\"SpinButton\"]]","[[-1,\"Timeline Editor Scene: Dashboard→Layout_Mobile\"],[0,\"Dashboard\"],[4,\"SpinButtonContainer\"],[0,\"SpinButton\"],[0,\"SpinButtonCenter\"]]","[[-1,\"Timeline Editor Scene: Dashboard→Layout_Mobile\"],[0,\"Dashboard\"],[5,\"MainMenuContainer\"]]","[[-1,\"Timeline Editor Scene: Dashboard→Layout_Mobile\"],[0,\"Dashboard\"],[5,\"MainMenuContainer\"],[0,\"MainMenuBackground\"]]"],"Timeline Editor Scene: GameIntroAnimation→Intro":["[[-1,\"Timeline Editor Scene: GameIntroAnimation→Intro\"],[0,\"GameIntroAnimation\"],[0,\"GameIntroTitle\"]]","[[-1,\"Timeline Editor Scene: 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GameIntroAnimation→Intro\"],[0,\"GameIntroAnimation\"]]","Intro",0],["[[-1,\"Timeline Editor Scene: GameIntroAnimation→Intro\"],[0,\"GameIntroAnimation\"]]","Intro",1]],"Timeline Editor Scene: GameIntroAnimation→Outro":[]},"assetSelections":[],"helloThere":false,"spineImportHistory":[],"recentPermissions":"v1,enterprise","publishingPopupStateInfo":{"currentConfiguration":"LocalDev","hostPublishedProject":true}}

Utilities/ProjectTranscript.json
------------------------------------------------------------
{
	"docFormatVersion":0,
	"transcriptPhrases":{
		"CreditMeterLabel":{"en":"BALANCE","es":"CRÉDITO"},
		"WinMeterLabel":{"en":"WIN","es":"GANANCIA"},
		"BetMeterLabel":{"en":"BET","es":"APUESTA"},
		"BottomBarGameTitle":{"en":"INCISOR 7s™","es":"INCISOR 7s™"},
		"IntroPromptButton":{"en":"PRESS TO CONTINUE","es":"PRESIONE PARA CONTINUAR"},
		"AutoplaySelection":{"en":"{value:nSpins}\nSPINS","es":"{value:nSpins}\nTIRADAS"},
		"AutoplayLabel":{"en":"AUTOPLAY","es":"AUTOJUGAR"}
	}
}

Assets.ncData
------------------------------------------------------------
Deviations from default ncData:

- allowDuplicateRemoval is true instead of the default null.
- assetConfigurationFilters is {} instead of the default null.
- fontFamily is "" instead of the default null.
- imageConfigurations.allowAdditiveTrimBuffer is false instead of the default null.
- imageConfigurations.alphaThreshold is 0.015 instead of the default null.
- imageConfigurations.applyAssetPackageScaling is true instead of the default null.
- imageConfigurations.compression is "paletted" instead of the default null.
- imageConfigurations.downscalingMode is "linear" instead of the default null.
- imageConfigurations.imageScalingAffectsHugging is false instead of the default null.
- imageConfigurations.mirroring is "none" instead of the default null.
- imageConfigurations.pivotPointOffsetX is 0 instead of the default null.
- imageConfigurations.pivotPointOffsetY is 0 instead of the default null.
- imageConfigurations.pivotPointOffsetZ is 0 instead of the default null.
- imageConfigurations.premultiplyAlpha is true instead of the default null.
- imageConfigurations.resolutionScaleX is 1 instead of the default null.
- imageConfigurations.resolutionScaleY is 1 instead of the default null.
- imageConfigurations.shapify is false instead of the default null.
- imageConfigurations.shapifyEdgeRange is 10 instead of the default null.
- imageConfigurations.shapifyOptimizationLevel is 0.85 instead of the default null.
- imageConfigurations.spriteSheet is "" instead of the default null.
- imageConfigurations.spriteSheetDimensionLimit is 2048 instead of the default null.
- imageConfigurations.spriteSheetPlacementBuffer is 2 instead of the default null.
- imageConfigurations.trimBuffer is 2 instead of the default null.
- imageConfigurations.trimMode is "hugged" instead of the default null.
- imageConfigurations.unitsPerPixelX is 1 instead of the default null.
- imageConfigurations.unitsPerPixelY is 1 instead of the default null.
- imageConfigurations.unitsPerPixelZ is 1 instead of the default null.
- imageConfigurations.upscalingMode is "linear" instead of the default null.
- imageConfigurations.wrapModeH is "clamp" instead of the default null.
- imageConfigurations.wrapModeV is "clamp" instead of the default null.
- includeWhenBuilt is true instead of the default null.
- loadingTier is 100 instead of the default null.
- typeFontScale is 5 instead of the default null.

package.json
------------------------------------------------------------
{
    "name": "incisortypescript",
    "version": "1.0.0",
    "main": "ProjectMain.js",
    "scripts": {
        "prebuild": "npx rimraf ./ProjectCode/TypescriptGeneratedJS",
        "build": "tsc"
    },
    "keywords": [],
    "author": "",
    "license": "ISC",
    "description": ""
}


ProjectSettings.json
------------------------------------------------------------
{"docFormatVersion":0,"publicProjectName":"Incisor Slot Template TS","projectCodeName":"IncisorSlotTemplateTS","latestIncisorVersionSetUsed":"Red","latestIncisorVersionUsed":"2026.08.12.10.20.44","requiredPermissions":"proGaming","usingTypescript":true,"assetConfigurationDefinitions":{"assetPackageScale":["100","50"],"soundQuality":["stereo_115","mono_55"],"language":["en","es"]},"assetConfigurationDataOrder":["assetPackageScale","soundQuality","language"],"conditionalCodeTagDefinitions":["LocalDev","WebPublish","EgmPublish"],"coreCanvasResolutionX":2160,"coreCanvasResolutionY":2160,"canvasTransparency":false,"mainCameraType":"orthographic","maskingMode":"overlapping","defaultTimelineTimeSnap":0.02,"preserveDrawingBuffer":true,"defaultGraphicAssetEffectNodes":["ColorMultiply"],"devModeConfiguration":"LocalDev","configurations":{"LocalDev":{"publishIndexFile":true,"supportedAssetConfigurations":[{"assetPackageScale":"100","soundQuality":"stereo_115","language":"en"}],"conditionalCodeTagsIncluded":["LocalDev"],"optionalCodeModulesExcluded":[],"minification":{"enableMinification":false,"automaticallyMinifyAllKeywords":false,"minifyPrefix":"minify_","minifySuffix":"_minify","doNotMinifyPrefix":"doNotMinify_","doNotMinifySuffix":"_doNotMinify","minifyIncisorApiKeywords":false,"minifyAssetNames":false,"substitutionAssignment":"deterministicRandom","keywordAndStringPairTreatment":"minifyBoth"},"removeComments":false,"removeWhiteSpace":false,"spriteSheetDimensionLimit":4096,"auxiliaryPublishingPackages":[]},"EgmPublish":{"publishIndexFile":true,"supportedAssetConfigurations":[{"assetPackageScale":"100","soundQuality":"stereo_115","language":"en"}],"conditionalCodeTagsIncluded":["EgmPublish"],"optionalCodeModulesExcluded":[],"minification":{"enableMinification":false,"automaticallyMinifyAllKeywords":true,"minifyPrefix":"minify_","minifySuffix":"_minify","doNotMinifyPrefix":"doNotMinify_","doNotMinifySuffix":"_doNotMinify","minifyIncisorApiKeywords":false,"minifyAssetNames":false,"substitutionAssignment":"deterministicRandom","keywordAndStringPairTreatment":"minifyBoth"},"removeComments":false,"removeWhiteSpace":false,"spriteSheetDimensionLimit":4096,"auxiliaryPublishingPackages":["ElectronEgmPublish"]}},"auxiliaryPublishingPackageDefinitions":{"electron":{"ElectronLocalDev":{"os":"--win --x64","width":800,"height":800,"x":0,"y":0,"windowPositionDelay":0,"center":false,"minWidth":0,"minHeight":0,"maxWidth":0,"maxHeight":0,"resizable":true,"movable":true,"minimizable":true,"maximizable":true,"closable":true,"focusable":true,"level":"normal","fullscreen":false,"fullscreenable":true,"simpleFullscreen":false,"skipTaskbar":false,"kiosk":false,"icon":"","frame":true,"menuBarVisible":false,"autoHideMenuBar":true,"transparent":false,"type":"normal","backgroundColor":"#FFF","hasShadow":true,"opacity":1,"visualEffectState":"followWindow","darkTheme":false,"vibrancy":"default","zoomToPageWidth":false,"enableContextMenu":false,"incisorFileIoLayer":true,"allowUniversalFileIO":false,"webPreferences":{"nodeIntegration":false,"contextIsolation":true,"enableRemoteModule":false,"preload":"","sandbox":false,"devTools":true,"zoomFactor":1,"javascript":true,"webSecurity":true,"allowRunningInsecureContent":false,"experimentalFeatures":false,"backgroundThrottling":true,"webviewTag":false,"nativeWindowOpen":false,"scrollBounce":false,"offscreen":false,"plugins":false,"webaudio":false,"disableDialogs":false}},"ElectronEgmPublish":{"os":"--win --x64","width":800,"height":800,"x":0,"y":0,"windowPositionDelay":0,"center":false,"minWidth":0,"minHeight":0,"maxWidth":0,"maxHeight":0,"resizable":true,"movable":true,"minimizable":true,"maximizable":true,"closable":true,"focusable":true,"level":"normal","fullscreen":false,"fullscreenable":true,"simpleFullscreen":false,"skipTaskbar":false,"kiosk":false,"icon":"","frame":true,"menuBarVisible":true,"autoHideMenuBar":false,"transparent":false,"type":"normal","backgroundColor":"#FFF","hasShadow":true,"opacity":1,"visualEffectState":"followWindow","darkTheme":false,"vibrancy":"default","zoomToPageWidth":false,"enableContextMenu":true,"incisorFileIoLayer":true,"allowUniversalFileIO":false,"webPreferences":{"nodeIntegration":false,"contextIsolation":true,"enableRemoteModule":false,"preload":"","sandbox":false,"devTools":true,"zoomFactor":1,"javascript":true,"webSecurity":true,"allowRunningInsecureContent":false,"experimentalFeatures":false,"backgroundThrottling":true,"webviewTag":false,"nativeWindowOpen":false,"scrollBounce":false,"offscreen":false,"plugins":false,"webaudio":false,"disableDialogs":false}}}},"autoClearMetaFiles":true,"limitPublishedBuildsKept":0,"enableDynamicDocumentation":true,"screenShotDestination":"ScreenShots","additionalLiveViewModes":["16x9_maximize","9x16_maximize","1920x1080","1080x1920"],"fontDefinitions":[{"fontName":"ThemedFont","kerningAdjustment":0,"lineHeight":600,"characterWidth":90,"alwaysIncludeTheseCharacters":[],"phrasesUsingThisFont":["IntroPromptButton"]},{"fontName":"SampleFont","kerningAdjustment":0,"lineHeight":72,"characterWidth":12,"alwaysIncludeTheseCharacters":[],"phrasesUsingThisFont":["CreditMeterLabel","WinMeterLabel","New Phrase 1","AutoplaySelection","AutoplayLabel"]}],"loadingTierDefinitions":[{"loadingTier":100,"isAutoLoaded":true,"incrementalContentProcessing":false,"assetDataFileSizeLimitKB":800,"performDuplicateRemoval":true}],"fontReduction":{"includeStandardCharactersWhenUnPublished":true,"includeStandardCharactersWhenPublished":true,"includeTranscriptCharacters":true,"limitTranscriptCharactersByLanguage":true,"limitTranscriptCharactersByPhrase":true,"standardFontCharacters":[33,34,35,36,37,38,39,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,8482]}}

ReleaseNotes.json
------------------------------------------------------------
{
    "2026.08.12.00.00.00":
    {
        "changeList":
        [
            {
                "name":"Reels upgraded from SlotReel to SymbolReel",
                "description":"The five reels are now SymbolReels rather than SlotReels. A SymbolReel drives any property of its symbols from a KeyframedValue sampled along the reel path, so the symbol spacing and the reverse shingled sub-layering are authored as curves rather than written in code, and the windup and bounce motion are curves owned by the reel rather than tween functions."
            },
            {
                "name":"The reels are laid out in the GameLayout Construct",
                "description":"Each ReelContainer now holds its own SymbolReel, with its symbol counts, spin speed, windup duration, symbol path and starting symbols all authored in the Construct and editable in the Incisor inspector. ProjectMain collects the reels from the Construct and hands each one its symbol class and its reel strip, rather than building them from scratch."
            },
            {
                "name":"SlotReelSymbol codeAsset replaced by the ReelSymbol class",
                "description":"The symbol class is now an ordinary project class in 'TypescriptProjectCode/ReelSymbol.ts', supplied to each reel through 'SymbolReel.symbolClassDefinition'. It is no longer a CustomObject registered with the Incisor inspector, since a SymbolReel owns and builds its own symbols."
            },
            {
                "name":"The reels are fed a full reel strip",
                "description":"The reels now take their reel strips from the game system through 'setReelData' with 'assembleReelDataOnTheFly' turned off, which is the arrangement that matches a game system supplying stop indices."
            }
        ]
    },
    "2026.03.03.00.00.00":
    {
        "changeList":
        [
            {
                "name":"GRPC Refactored to be Agnostic",
                "description":"For simpler integrations with external systems, now the GRPC just sends any messages between the project and outside GRPC processes generically, with the details of the messaging stored inside of the messages themselves. This way, the GRPC protocol does not need to be edited each time a new type of message is needed, instead the message handling can just be extended directly in each context."
            }
        ]
    },
    "2026.02.07.00.00.00":
    {
        "changeList":
        [
            {
                "name":"Added support auxiliary publishing packages",
                "description":"Added two electron publishing packages to the ProjectSettings.json"
            },
            {
                "name":"Added conditional code to support GRPC server interactions within the EgmPublish configuraiton",
                "description":"Now, initial game info and game outcomes are pulled from a GRPC server when the game is published in the 'EgmPublish' configuration."
            },
            {
                "name":"Added Sample GRPC servers to the auxiliary publishing support directories",
                "description":"These servers, when runnning, will supply the published game (using the 'EgmPublish' config), with it's initial game info and game outcomes."
            }
        ]
    },
    "2026.01.27.00.00.00":
    {
        "changeList":
        [
            {
                "name":"Updates Slot Template Publisher",
                "description":"Certain ts files were being left in the js build - this has been updated."
            },
            {
                "name":"Stray Project Extension Removed",
                "description":"Extra menu that was accidently added has been removed."
            },
            {
                "name":"Minification Settings Restored",
                "description":"Minification settings for the template have been reduced for better 'getting started' setup."
            }
        ]
    },
    "2025.10.23.00.00.00":
    {
        "changeList":
        [
            {
                "name":"The GameLogicManager has become the GameSystemManager",
                "description":"It is now the manager for not just game logic, but also game configurations etc..."
            },
            {
                "name":"Autoplay Functionality Added",
                "description":"Button, menu, options driven by the GameSystemManager, and the actual functionality for autoplay have all been added."
            },
            {
                "name":"Main Menu Stub Added",
                "description":"Now you can press the button to see a main menu stub."
            }
        ]
    },
    "2025.10.19.00.00.00":
    {
        "changeList":
        [
            {
                "name":"Translated 'PRESS TO CONTINUE'",
                "description":"Now using the transcript..."
            }
        ]
    },
    "2025.10.15.00.00.00":
    {
        "changeList":
        [
            {
                "name":"Updated GameLogicManager/LocalGameServiceStub Interface",
                "description":"In order to provide a better example of how the GameLogicManager communicates with externally fetched items."
            },
            {
                "name":"Changed the SlotReels to use CustomObjects instead of CustomAddons",
                "description":"By request to make a cleaner and less verbose implementation."
            }
        ]
    },
    "2025.09.30.00.00.00":
    {
        "changeList":
        [
            {
                "name":"Added Initial Translations.",
                "description":"For basic dashboard items."
            }
        ]
    },
    "2025.09.29.00.00.00":
    {
        "changeList":
        [
            {
                "name":"Added the Payline class and implementation.",
                "description":"Using the 'StretchBetween2d' CustomAddOn..."
            }
        ]
    }
}


tsconfig.json
------------------------------------------------------------
{
    "compilerOptions": {
        "outDir": "./ProjectCode/TypescriptGeneratedJS",
        "rootDir": "./",
        "target" : "ES2017",
        "module" : "ES6",
        "sourceMap": false,
        "types": [],
        "noImplicitAny": false,
        "strict": false
    },
    "include": ["**/*.ts","Utilities/IncisorAPI.d.ts"],
    "exclude": ["Publishing","AutoSave"]
}
