add-cocos-collabs-feature
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README.md
24
README.md
@ -5,13 +5,13 @@ This website is built using [Docusaurus](https://docusaurus.io/), a modern stati
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### Installation
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```
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$ yarn
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$ npm install
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```
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### Local Development
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```
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$ yarn start
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$ npm start
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```
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This command starts a local development server and opens up a browser window. Most changes are reflected live without having to restart the server.
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@ -19,23 +19,7 @@ This command starts a local development server and opens up a browser window. Mo
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### Build
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```
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$ yarn build
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$ npm build
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```
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This command generates static content into the `build` directory and can be served using any static contents hosting service.
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### Deployment
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Using SSH:
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```
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$ USE_SSH=true yarn deploy
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```
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Not using SSH:
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```
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$ GIT_USER=<Your GitHub username> yarn deploy
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```
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If you are using GitHub pages for hosting, this command is a convenient way to build the website and push to the `gh-pages` branch.
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This command generates static content into the `build` directory and can be served using any static contents hosting service.
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@ -4,6 +4,10 @@ sidebar_position: 1
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# Game Configuration
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The initial configuration requirements from the Slot Core.
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---
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While the core logic is responsible for calculations and maintaining the game state, it's the client's responsibility to define all game-specific information.
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Let’s go step-by-step to define these elements.
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@ -4,6 +4,10 @@ sidebar_position: 2
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# Preview Scene
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Local login configuration.
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---
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The login simulator scene allows you to run the game using a session account during development, enabling easier testing and debugging.
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This scene includes a `login-hyper-gaming` object used to establish a connection with a running environment of your choice.
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@ -4,6 +4,10 @@ sidebar_position: 3
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# Preload Scene
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Setup configuration for asset loading.
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---
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The Preload Scene is where you define which assets will be downloaded **before** and **after** the game starts.
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Setting up the preload system involves several steps, depending on the types of assets and specific download requirements.
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@ -4,6 +4,10 @@ sidebar_position: 4
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# Loading Scene
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Generate asset loading scene layout.
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---
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This is where the actual preload asset downloading begins, accompanied by a progress bar to indicate loading status.
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In addition to loading assets, Hyper Slot Game also uses this scene to showcase the game’s main features through in-game advertisements.
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@ -6,6 +6,8 @@ sidebar_position: 5
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This is where all the magic happen.
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---
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Main scene is the most complicated scene with hundreds of object, script and config.
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@ -20,8 +20,6 @@ It comes with a **visual editor**, **built-in animation tools**, **component-bas
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PixiJS, on the other hand, is a lightweight, high-performance **rendering engine**. While it's excellent for raw rendering, it lacks out-of-the-box support for essential features like UI systems, animation tools, and scene management. These must be built or integrated separately, adding **unnecessary overhead**, **longer development time**, and **reduced team efficiency**.
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---
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## Cocos Creator Meets All the Goals PixiJS Aims to Solve
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PixiJS is often considered for the following reasons:
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@ -43,8 +41,31 @@ PixiJS is often considered for the following reasons:
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Even though PixiJS may have an edge in raw performance, we've **never hit performance limits** in Cocos Creator that would require switching to PixiJS.
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## Cocos Creator Empowers Cross-Department Collaboration
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Unlike PixiJS, which is primarily geared toward developers, Cocos Creator is a full-fledged game engine designed to support collaboration across the entire game development team — including developers, designers, and artists.
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The visual editor is a powerful tool that enables non-programmers to contribute meaningfully throughout the development process. Instead of working separately on isolated parts, teams can work together directly within the same environment.
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---
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🎮 Game Designers (GD) Can:
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- Build wireframes and prototypes to define early gameplay concepts.
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- Design and position UI layouts without writing code.
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- Configure enemy formations and movement patterns (e.g., for fish or shooting games).
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- Set up animations using the timeline editor.
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- Create and adjust level design elements for casual or social games.
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🎨 Artists Can:
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- Import and organize assets directly into the editor.
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- Use built-in color picking tools for visual adjustments.
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- Preview and tweak animations (Spine, frame-by-frame, or custom).
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- Design multi-resolution UI that works across various screen sizes and devices.
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## Publishers Are Choosing Cocos Creator Over PixiJS
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Across the industry, publishers use a wide variety of engines: Cocos Creator, PixiJS, Phaser, Cocos2dJS, and various custom JavaScript/HTML5 frameworks.
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@ -54,7 +75,7 @@ Among these, **Cocos Creator stands out as the dominant choice**.
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### Top 10 Publishers on Juad – Engine Usage:
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| Publisher | Engine | Version(s) |
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|------------------|----------------------------|------------------------------------|
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|  | Cocos Creator | 2.4.4 / 2.4.10 / 3.8.2 |
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|  | PixiJS | 3.0.2 |
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|  | Cocos Creator | Custom |
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@ -67,13 +88,10 @@ Among these, **Cocos Creator stands out as the dominant choice**.
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| | Cocos Creator / React-PixiJS| 3.8.2 / 16.13.1-7.1.1 |
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|  | Cocos Creator | 2.0.9 |
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:::info
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- Latest PixiJS version: **8.8**
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- Pragmatic is still using **PixiJS 3.0.2**, released over **10 years ago**
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- Latest Cocos Creator versions: **2.4.15** and **3.8.6**
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:::
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---
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> Info:
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> - Latest PixiJS version: **8.8**
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> - Pragmatic is still using **PixiJS 3.0.2**, released over **10 years ago**
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> - Latest Cocos Creator versions: **2.4.15** and **3.8.6**
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## We're Deep Into Cocos Creator
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@ -87,8 +105,6 @@ Switching to PixiJS would require:
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The cost and complexity of such a transition far outweigh the potential benefits.
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---
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## Technical Struggles With PixiJS
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While evaluating PixiJS (v8.8), we encountered several **critical limitations and technical issues**:
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@ -100,8 +116,6 @@ While evaluating PixiJS (v8.8), we encountered several **critical limitations an
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🔗 [Issue #211 – pixijs-userland/particle-emitter](https://github.com/pixijs-userland/particle-emitter/issues/211)
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---
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### ❌ Container Auto-Size Issues
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- `Container` components automatically resize based on their children.
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- This behavior makes it difficult to implement fixed-size layouts.
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@ -109,8 +123,6 @@ While evaluating PixiJS (v8.8), we encountered several **critical limitations an
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🔗 [Issue #7 – pixijs/layout](https://github.com/pixijs/layout/issues/7)
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---
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### ❌ No RichText Support
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- No built-in rich text support.
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- `HTMLText` doesn't support the `<img>` tag or texture atlas integration.
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@ -118,32 +130,24 @@ While evaluating PixiJS (v8.8), we encountered several **critical limitations an
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---
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### ❌ No Built-In Text Shrinking
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- Overflow mode for text shrinking is not supported.
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- Current vs expected output:
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| Current | Expected |
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|----------------------------------------|----------------------------------------|
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|  |  |
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---
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### ❌ Missing ScrollBar in ScrollBox
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- The `ScrollBox` component lacks built-in scrollbar rendering.
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- We had to manually modify its source to add this feature.
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---
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### ❌ Asset Cache Key Conflict
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- Pixi uses asset names (not unique IDs) as cache keys.
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- Duplicate names (e.g. `btn-start.png`) cause conflicts and unexpected behavior during asset loading.
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---
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## Wasted Effort on Contributing to PixiJS
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Each technical issue required deep debugging, community searching, and sometimes direct contributions to the PixiJS GitHub repository.
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@ -160,8 +164,6 @@ While we’re happy to contribute, this **slowed down our internal development**
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---
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- **Font Family Cache Bug**
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- Severity: MINOR
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- Status: FIXED in v8.6.5
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@ -170,8 +172,6 @@ While we’re happy to contribute, this **slowed down our internal development**
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---
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- **AssetPack Power of Two Issue**
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- Severity: MINOR
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- Status: FIXED in `assetpack` v1.3.0
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@ -180,8 +180,6 @@ While we’re happy to contribute, this **slowed down our internal development**
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---
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## The Oppinions of our PixiJS Game Developers
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While the development team is genuinely excited about exploring a new framework, even they do not recommend building or using the framework based on PixiJS.
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{
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"label": "Engine",
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"label": "Engine Option",
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"collapsible": true,
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"collapsed": false,
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"link": {
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"title": "Engine"
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"title": "Engine Option"
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}
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}
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label: 'Tutorial',
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},
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{
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href: 'https://github.com/facebook/docusaurus',
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label: 'GitHub',
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href: 'https://gitea.plp19.com/dev-public/doc-slot-core-manual',
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label: 'Gitea',
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position: 'right',
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},
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],
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},
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footer: {
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style: 'dark',
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copyright: `Copyright © ${new Date().getFullYear()} My Project, Inc. Built with Docusaurus.`,
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copyright: `Copyright © ${new Date().getFullYear()} Mercury, Inc.`,
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},
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prism: {
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theme: prismThemes.github,
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