diff --git a/docs/01-setup-the-project/03-set-custom-engine.md b/docs/01-setup-the-project/03-setup-custom-engine.md
similarity index 87%
rename from docs/01-setup-the-project/03-set-custom-engine.md
rename to docs/01-setup-the-project/03-setup-custom-engine.md
index ba53f3b..2c7ad3f 100644
--- a/docs/01-setup-the-project/03-set-custom-engine.md
+++ b/docs/01-setup-the-project/03-setup-custom-engine.md
@@ -2,9 +2,9 @@
sidebar_position: 3
---
-# Set Custom Cocos Engine
+# Setup Custom Cocos Engine
-Link project to a custom Cocos Engine.
+Set **Javascript Engine Path** to a **custom Cocos Engine**.
Thank to the open source nature of Cocos Creator, we are able to customize some of the function in the source code to meet the requirement for Hyper Slot Game.
diff --git a/docs/02-setup-main-game/01-add-game-config.md b/docs/02-setup-main-game/01-game-config.md
similarity index 95%
rename from docs/02-setup-main-game/01-add-game-config.md
rename to docs/02-setup-main-game/01-game-config.md
index 7524701..293f1f0 100644
--- a/docs/02-setup-main-game/01-add-game-config.md
+++ b/docs/02-setup-main-game/01-game-config.md
@@ -2,7 +2,7 @@
sidebar_position: 1
---
-# Adding Game Configuration
+# Game Configuration
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.
@@ -55,7 +55,7 @@ To establish this mapping, use the following configuration script:
```jsx title="assets/game-assets/scripts/configs/extend-hyper-gaming-config.js"
var HyperGamingConfig = require('hyper-gaming-config');
-var SlottyItem = require("slotty-item");
+var SlottyItem = require('slotty-item');
HyperGamingConfig.itemMapper['BONUS'] = SlottyItem.Bonus;
HyperGamingConfig.itemMapper['PIC1'] = SlottyItem.Pic1;
@@ -147,7 +147,9 @@ To connect and interact with the Hyper Gaming server, we need to register two ke
To register these, add the `_registerInjection` function in `extend-slotty-setting.js`:
```jsx title="assets/game-assets/scripts/slotty-settings/extend-slotty-setting.js"
-SlottySetting.prototype._registerInjection = function () {
+var DIContainer = p4fcore.require('di-container');
+
+BaseSlottySetting.prototype._registerInjection = function () {
DIContainer.Register('serverConfig', require('hyper-gaming-config'));
DIContainer.Register('serverHandler', p4fslot.require('hyper-gaming-server-handler'));
};
@@ -158,12 +160,12 @@ In addition to server modules, all Hyper Gaming projects should initialize the f
In the same `extend-slotty-setting.js`, add this function:
```jsx title="assets/game-assets/scripts/slotty-settings/extend-slotty-setting.js"
-var HyperSoundHandler = require('extend-sound-handler');
+var HyperSoundHandler = require('sound-handler');
var UISoundHandler = require('ui-sound-handler');
var HyperHotkeyHandler = require('hyper-hotkey-handler');
var HyperNotificationHandler = require('hyper-notification-handler');
-SlottySetting.prototype._initializeParameter = function () {
+BaseSlottySetting.prototype._initializeParameter = function () {
new UISoundHandler();
new HyperSoundHandler();
new HyperHotkeyHandler();
diff --git a/docs/02-setup-main-game/02-preview-scene.md b/docs/02-setup-main-game/02-preview-scene.md
index 4964218..236e7a3 100644
--- a/docs/02-setup-main-game/02-preview-scene.md
+++ b/docs/02-setup-main-game/02-preview-scene.md
@@ -12,8 +12,8 @@ This scene includes a `login-hyper-gaming` object used to establish a connection
Available environments:
-- **DEMO** : similar to [ https://gaming-world.joker88.club/]( https://gaming-world.joker88.club/). This environment uses a demo account, so no login is required. Some features are disabled, but the outcome feature is enabled, allowing you to select specific outcomes for testing purposes.
-- **SAT** : similar to [http://fns.joker88.club/] (http://fns.joker88.club/). This environment requires a valid account to log in. Except for the outcome feature, all other features are enabled, including replay and resume functionality.
+- **DEMO** : similar to [https://gaming-world.joker88.club]( https://gaming-world.joker88.club/). This environment uses a demo account, so no login is required. Some features are disabled, but the outcome feature is enabled, allowing you to select specific outcomes for testing purposes.
+- **SAT** : similar to [http://fns.joker88.club](http://fns.joker88.club/). This environment requires a valid account to log in. Except for the outcome feature, all other features are enabled, including replay and resume functionality.
- **LOCAL** : Use this only if other environments are unavailable. By manually setting up session data, you can run the game locally. Not recommended for regular use.
To use preview scene, simply choose an Enviroment and put in the Game ID, then save the scene.
diff --git a/docs/02-setup-main-game/03-preload-scene.md b/docs/02-setup-main-game/03-preload-scene.md
index bb203dd..e66aabe 100644
--- a/docs/02-setup-main-game/03-preload-scene.md
+++ b/docs/02-setup-main-game/03-preload-scene.md
@@ -8,7 +8,7 @@ The Preload Scene is where you define which assets will be downloaded **before**
Setting up the preload system involves several steps, depending on the types of assets and specific download requirements.
-Check out the [Game Assets Structure](./) for more detail.
+Check out the [Game Assets Structure](../category/game-asset-structure) for more detail.
## Preload vs Postload
@@ -45,9 +45,9 @@ Hyper Slot Game supports localization through both text and raw asset replacemen
Based on the selected language configuration, the game will download the corresponding localized assets instead of the default English versions.
-| Assets | EN | ZH | TH |
-|-----------------------|---------------|--------------|----|
-| Text Buy Bonus |  |  | |
+| Assets | EN | ZH | TH |
+|---------------|-----------------------------------------|---------------------------------------------|---------------------------------------------|
+|Text Buy Bonus||||
## Setting Up the Preload Scene
diff --git a/docs/02-setup-main-game/04-loading-scene.md b/docs/02-setup-main-game/04-loading-scene.md
new file mode 100644
index 0000000..73e243e
--- /dev/null
+++ b/docs/02-setup-main-game/04-loading-scene.md
@@ -0,0 +1,55 @@
+---
+sidebar_position: 4
+---
+
+# Loading Scene
+
+This is where the actual preload asset downloading begins, accompanied by a progress bar to indicate loading status.
+
+In addition to loading assets, Hyper Slot Game also uses this scene to showcase the game’s main features through in-game advertisements.
+
+
+
+## Loading Hyper vs New Loading Hyper
+
+In Hyper Slot games, there are 2 styles of loading scene:
+
+- **loading-hyper**: The default loading setup. Displays all advertising features on a single screen, with an option to automatically launch the game once all preload assets are downloaded.
+- **new-hyper-loading**: A newer loading style that presents advertising features in a paginated layout. This version does not include an option to start the game automatically.
+
+| loading-hyper | new-loading-hyper |
+|-------------------------------------------------------|-----------------------------------------------------------------|
+|||
+
+## Setup loading scene
+
+To set up the loading scene, use the appropriate command from the `P4F Editor` package: `loading-hyper` or `new-loading-hyper`, depending on your requirements.
+
+ 
+
+Running either command will generate a complete loading scene, including both landscape and portrait layouts.
+
+Once the scene is generated, you can customize it by positioning UI elements and assigning the appropriate assets.
+
+
+
+One of the best features of these commands is that they can also automatically load all required assets for the loading scene.
+
+If you run the command without setting up the assets, you’ll see an empty loading scene like this:
+
+
+
+However, with a proper asset setup, the loading scene will appear fully populated, like this:
+
+
+
+:::info
+For detailed guidelines on how to set up loading assets, refer to the [Game Asset Structure](../category/game-asset-structure) manual.
+:::
+
+:::tip
+For testing purposes, you don’t need a full asset setup. \
+Just set up the ***btn-start*** node in the Node Tree and you’re good to go.
+
+
+:::
\ No newline at end of file
diff --git a/docs/02-setup-main-game/05-main-scene.md b/docs/02-setup-main-game/05-main-scene.md
new file mode 100644
index 0000000..fd536d8
--- /dev/null
+++ b/docs/02-setup-main-game/05-main-scene.md
@@ -0,0 +1,26 @@
+---
+sidebar_position: 5
+---
+
+# Main Scene
+
+This is where all the magic happen.
+
+Main scene is the most complicated scene with hundreds of object, script and config.
+
+
+
+Yet it is suprisingly simple to use.
+
+By following step by step setup, you'll have a working main scene in no time.
+
+:::info
+In fact, if all of the other scenes are setup properly, you can even run test the game without any setup on main scene.
+
+Try to run the project, you'll the result as below. It doesn't look like much but it is actually a game running without visual assets.
+
+
+:::
+
+## Setup Reel Slot
+
diff --git a/docs/02-setup-main-game/img/Mecury - Gamedev Slotty Core Guideline/MecuryGamedevSlottyCoreGuideline.html b/docs/02-setup-main-game/img/Mecury - Gamedev Slotty Core Guideline/MecuryGamedevSlottyCoreGuideline.html
deleted file mode 100644
index a26a785..0000000
--- a/docs/02-setup-main-game/img/Mecury - Gamedev Slotty Core Guideline/MecuryGamedevSlottyCoreGuideline.html
+++ /dev/null
@@ -1 +0,0 @@
-

Game Developer
Slotty Core
Guideline



- Clone git repository and create new project
- CREATE NEW PROJECT GAME SLOTTY
Step 1: Clone repository at http://git.mecury.com.vn:7990/projects/COCCOR, using software SourceTree

- Then, the browser will direct to open SourceTrees software. Set name folder project follow name folder of repository Example: “coc-roma-legacy”

Step 2: Create an empty Cocos project. Set location to any path beside the one from repository (since Cocos doesn’t allow creating project on a non-empty folder)

- Then, move all files in that empty project to the repository folder, EXCEPT file .gitignore and folder packages

Step 3: Add core slotty and template game slotty
- To add submodules, open SourceTree Terminal and type these commands to add submodules.

Core game consists of many submodules:
- Use these following commands to clone main submodules :
- git submodule add -f ../../coccor/hyper-editor-package.git packages
- git submodule add -f ../../coccor/game-core-template.git assets/core-assets/game-core
- git submodule add -f ../../coccor/hyper-slot-template.git assets/core-assets/hyper-core
- git submodule add -f ../../coccor/base-slot-template.git assets/core-assets/slotty-core
- Hyper games have 2 styles: chinese theme and international theme.
These are commands for submodules of sound, dialog, coin shower for game chinese style:
- git submodule add -f ../../coccor/hyper-wintune-chinese.git assets/core-assets/hyper-wintune-chinese
- git submodule add -f ../../coccor/hyper-coin-shower-chinese.git assets/core-assets/hyper-coin-shower-chinese
- git submodule add -f ../../coccor/hyper-dialog-chinese.git assets/core-assets/hyper-dialog-chinese
These are commands for submodules of sound, dialog, coin shower for game international style:
- git submodule add -f ../../coccor/hyper-wintune-international.git assets/core-assets/hyper-wintune-international
- git submodule add -f ../../coccor/hyper-coin-shower-international.git assets/core-assets/hyper-coin-shower-international
- git submodule add -f ../../coccor/hyper-dialog-international.git assets/core-assets/hyper-dialog-international
- These are commands for submodules of landing sound, effect win border and border tension, hyper jackpot. Depends on game design, some modules are not needed:
- git submodule add -f ../../coccor/hyper-jackpot-package.git assets/core-assets/hyper-jackpot
- git submodule add -f ../../coccor/hyper-win-border-and-tension.git assets/core-assets/hyper-win-border-and-tension
- git submodule add -f ../../coccor/hyper-scatter-landing-sound.git assets/core-assets/hyper-scatter-landing-sound
- All submodules need to use master branch to be stable and safe for development. Use these git command to fetch all master branch for all submodules:
- git submodule foreach git checkout master
- git submodule foreach git pull
- After adding submodules, commit and push all submodules just cloned. SourceTree look like:1
Step 4: Set up custom Cocos engine for new project
- Clone custom engine repository from this link.
- Open the project. To configure custom engine for Cocos, select menu Project > Project Settings

- Choose Custom Engine and set path to the custom engine. Click Save and restart Cocos.

Step 5: Set up game-assets folder
- Create folder game-assets includes many folders: editor, fonts, messages, prefabs, scenes, scripts, sounds, textures

- Copy all scenes from assets/core-assets/hyper-core/scenes to assets/game-assets/scenes. And remove ‘template’ in name of all scenes

- Create script custom-scale-data.js in assets/game-assets/scripts/custom-scaler. The script save values scale of atlas, they are used to calculate original size after developer optimize asset by scaling down atlas.

- ASSETS
- File naming convention
- Sound sfx: sfx-[name]
- Song background: bgm-[name]
- All font bitmap and ttf: fnt-[name]
- Name of image put in the following form: abc-def-..... Can add more ‘-’ for clear meaning
- Name of animation put in the following form: anim-[name animation]_[xx]. [xx] is ordinal numbers
Some special case must follow
- Image for symbol: [name symbol] depends on server game
- sym-[name symbol] : file name for symbol

- sym-mini-[name symbol]: use to show win line on notification

- anim-sym-[name symbol]_xx: usually for naming animation symbol when show win line

- anim-landing-[name symbol]_xx: usually for naming animation symbol scatter, bonus appear when stop spin

- Folder structure of raw assets
- Create folder raw-assets at C:\Projects\coc-name-project.
- Folder raw-assets contains fonts, textures, tps folders.

- Folder fonts contain raw images to create fonts.
- Folder textures contain raw images to pack into atlases:
- Basic structure for normal game assets

- Folder tps contain file .tps of software Texture Packer. Tree folder can same as tree folder of texture
- Asset folder path
- Format: …\assets\game-assets\textures\[platform]\[type download]\[Scene name or feature group]
- Platform : mobile or desktop
- Type download:
preload: the necessary assets of that scene/feature, they need to be downloaded before we load scene/feature

postload: the other assets of that scene/feature, it will be downloaded after the scene/feature is loaded.

- Scene name or feature group: some basic name: loading, main-game, free-game, gamble, pickup, bonus
- Custom scale
- We need to take the game platform into consideration, which is desktop and mobile. We need to have separate scaling for each platform. Texture Packer Scaling Variants feature can help us setup asset scaling more easily.
- The scaling values are set as following:
Platform | Normal Scale | Optimized Scale |
Desktop | 1 | 0.75 |
Mobile | 0.7 | 0.58 |
- Normal Scale use for assets that need to be displayed as clearly as possible. For example: text image, static image of animation, symbols… NOTE: If atlas uses Normal Scale, asset folder path need to change: …\assets\game-assets\textures\[platform]\[type download]\ [Scene name or feature group]\custom-scale\<atlas-name>
- Optimized Scale use for big assets: background, reel frame, animation… Most of them don’t need to be displayed clearly to every tiny detail, thus are scaled down more to reduce game size
- Pack asset
- Software: Texture Packer 4.8.0
- There are several steps to pack assets into an atlas. Take this symbol asset as an example
- Step 1: Put raw assets into folder raw-assets/textures

- Step 2: Open Texture Packer, create file .tps to pack atlas in folder raw-assets/tps
Scaling variants: Assets of symbols need to be cleared, so we set the scaling variant to normal scale.
Data file: Specified in asset folder path. Variant name similar folder platform, so it can be replaced into {v} . Example: C:\ProjectCocos2022\coc-roma-legacy\ assets\game-assets\textures\desktop\preloads\main-game\custom-scale
Algorithm : MaxRects.
Max size : 2048.
Trim mode: Trim

Press button Publish sprite sheet to begin packing process. When it is done, the dialog should notify that the process is completed. There should be a plist and a png appear in the folder according to the Data file path described above

NOTE: After packing ALL assets into atlases, we open the project to config data for new assets to use in-game.

_ Custom scale data: Choose menu P4FEditor > asset-manager > Generate Custom Scale

_ Merge Json Files: Choose menu P4FEditor > asset-manager > Merge Json Files

_ Remove Packable Texture: Choose menu P4FEditor > asset-manager > Remove Packable Texture
_Compress Texture: Choose menu P4FEditor > asset-manager > Compress Texture Format

- SCENES:
- Preview scene
- This scene is only used during game development. It supports setting up connection to specified Environment: LOCAL, SAT, DEMO.

- LOCAL:
- DEMO: This is the environment similar to https://gaming-world.joker88.club/ . Game will run using a demo account. In this environment, game outcomes can be selected to force the game server to return certain results for testing purposes. Some features will not be available such as: history, jackpot, etc…
- SAT: This is the environment similar to http://fns.joker88.club/. Game will run using a specified account available on SAT. All server features are available with the exception of setting outcome.
- Preload scene
- This scene contains data to be used to load game assets. The loading assets process can be divided into 2 phases: preload and postload. Based on the selected platform (desktop or mobile) and locale settings, the game may load different assets.

- After packing a new atlas, we must update data for scene preload. Choose menu P4F Editor > preload-hyper > Load All Above

- Loading scene
- The scene is shown when the game starts and downloads assets of the main game.
- Here are the steps to create the loading scene:
- Step 1: Prepare raw assets. Copy raw assets to ...\raw-assets\textures\loading and divide into 4 folders: animation, loading-background, loading, loading-extra

- animation: contains all animations in the loading scene. File name of a frame is “image1_xx”. Example: image1_00.


- loading: includes assets for loading bar, button, check box

\
- loading-extra: includes asset logo, image static of description

- loading-background: includes image background for desktop and mobile

- Step 2: Set up file .tps and pack atlas
_ File image1.tps:
- Data file: …./assets/game-assets/textures/{v}/preloads/loading/image1_{n}.plist
- Scaling variants: Optimized Scale

_ File loading-background.tps: If all asset dont have transparent, we should pack atlas with type JPG, and quality = 100
- Data file: …./assets/game-assets/textures/{v}/preloads/loading/background.plist
- Texture format: JPG
- Scaling variants: Optimized Scale

_ File loading.tps: includes assets in folder loading and loading-extra
- Data file: …./assets/game-assets/textures/{v}/preloads/loading/loading.plist
- Scaling variants: Optimized Scale

- Step 3: Set up scene loading
After packing assets, we open scene loading. Choose menu P4F Editor > loading-hyper > Create Loading 2 / 3 Items For New Games
- Step4: Check scene loading and Save scene

- Normal spin on MAIN SCENE
- The scene has many game objects enough to implement a game slotty.
- Handle popup panel

- Step 1: Prepare raw assets of popup panel



- Step 2: Pack atlas of popup panel
_ File pop-up-panel.tps:
+Data file:
…./assets/game-assets/textures/{v}/preloads/main-game/custom-scale/pop-up-panel.plist
+Scaling variants: normal scale. Popup panel only displays on desktop, so we only pack for desktop:

_ Set up popup panel.

_And then deactivate node content in node popup-panel/hyper-confirm-dialog


- Step 1: Prepare raw assets background game. Background game have 2 images for landscape and portrait scene

- Step 2: Pack atlas background
_ File background.tps for desktop:
+Sprites: only image background use for desktop

+Data file:
…./assets/game-assets/textures/{v}/preloads/main-game/background-main-game.plist
+Scaling variants: optimized scale. Atlas only displays on desktop, so we only pack for desktop:


_ File background-mobile.tps for mobile:
+Sprites: include 2 images background use for landscape and portrait scene

+Data file:
…./assets/game-assets/textures/{v}/preloads/main-game/background-main-game.plist
+Scaling variants: optimized scale. Atlas only displays on mobile, so we only pack for mobile:


- Step 3: Drag sprite background to component sprite frame
_ Use sprite background of desktop for 2 node background-container/background and gamble-loader/background-container/gamble-background-landscape

_ Use sprite background-portrait of mobile for 2 node mobile-background-portrait/node/ background and gamble-loader/background-container/ gamble-background-portrait



- Set up background of spin panel: node reels-frame and spin-panel-frame
_ Prepare raw asset and pack atlas
+ Raw asset: Path ….\raw-assets\textures\main-game-ui\spin-panel

+ Pack atlas
Data file: …./assets/game-assets/textures/{v}/preloads/main-game/spin-panel.plist
Scaling variants: Optimized Scale

_ Drag sprite frame spin-panel-frame in atlas spin-panel.plist to node Canvas/main-view/game-view/spin-panel-frame/frame

_ Step 1: Add script config for spin-panel
+ Create script slotty-item.js in folder assets/game-assets/scripts/slotty-data. Add code to init enum items. NOTE: SlottyItem.Wild and SlottyItem.Scatter was registered in core, so we don’t register again.
var SlottyItem = p4fslot.require('slotty-item'); var Enum = p4fslot.require('extendable-enum');
Enum.InitEnum(SlottyItem, [ 'Pic1', 'Pic2', 'Pic3', 'Pic4', 'Pic5', 'Pic6', 'Pic7', 'Bonus' ]);
module.exports = SlottyItem; |
+Create script extend-slotty-setting.js in folder assets/game-assets/scripts/slotty-settings. Add code to config type pay line , and pattern not win
var DIContainer = p4fcore.require('di-container');
var BaseSlottySetting = p4fslot.require('slotty-setting');
var SlottyItem = require('slotty-item');
var SlottyParameter = p4fslot.require('slotty-parameter');
BaseSlottySetting.prototype._getDefaultTypePayline = function () {
return SlottyParameter.TypePayline.Line;
};
BaseSlottySetting.prototype._getPatternNotWin = function () {
return [
[SlottyItem.Pic5, SlottyItem.Pic3, SlottyItem.Pic5, SlottyItem.Pic1, SlottyItem.Pic5,
SlottyItem.Bonus, SlottyItem.Pic6, SlottyItem.Pic5, SlottyItem.Pic1, SlottyItem.Pic5,
SlottyItem.Pic2, SlottyItem.Pic6, SlottyItem.Pic2, SlottyItem.Pic1, SlottyItem.Pic2
],
[SlottyItem.Pic4, SlottyItem.Pic7, SlottyItem.Pic2, SlottyItem.Pic5, SlottyItem.Pic7,
SlottyItem.Pic4, SlottyItem.Pic7, SlottyItem.Pic6, SlottyItem.Pic5, SlottyItem.Pic7,
SlottyItem.Pic7, SlottyItem.Pic3, SlottyItem.Bonus, SlottyItem.Pic2, SlottyItem.Pic3
],
[SlottyItem.Pic1, SlottyItem.Pic2, SlottyItem.Pic3, SlottyItem.Pic7, SlottyItem.Pic3,
SlottyItem.Pic2, SlottyItem.Pic7, SlottyItem.Pic4, SlottyItem.Pic3, SlottyItem.Pic2,
SlottyItem.Pic1, SlottyItem.Pic7, SlottyItem.Pic4, SlottyItem.Pic3, SlottyItem.Bonus
]
];
};
_ Step 2: Set sprite of symbols in Canvas/system/sprite-frame-provider by drag sprite frame of all symbols to array Sprite Frames

_ Step 3: Config reel-scroller-helper:
+ At node Canvas/main-view/game-view/spin-panel, set value for component reel-scroller-helper

+Cell Item Script Name: script attach for node cell-item

+ Scroller Script Name: script attach for node reel-scroller

+ Reel count and Row count: amount reel and row of spin panel
+ Cell Size: size of cell item
+ Cell Dim Color: color of image symbol on lose cell when show win line
+ Top Count, Bot Count: amount cell on top and bottom to fake scoll
_Step 4: Click checkbox Generate Panel to generate spin panel


_Step 5: Then, we will generate all other panels of spin panels: landing-panel, present-win-cell-panel, present-win-border-panel, tension-panel

+ landing-panel

+ present-win-cell-panel

+ present-win-border-panel

+tension-panel
Frame: Sprite frame of animation tension.
Size: Often equal size of a reel. Canvas/main-view/game-view/spin-panel/content/ reel-scroller-0

- Set up bottom bar desktop
_ Prepare raw asset
+ Raw asset includes 2 parts: static image and text image. Path ….\raw-assets\textures\bottom-ui-desktop

_ Pack atlas
+ Data file: …./assets/game-assets/textures/{v}/preloads/main-game/spin-panel.plist
+ Scaling variants: Optimized Scale
- Scripting
- Config slotty setting, slotty item, server-handler
- Preview normal game
\ No newline at end of file
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index 0000000..c00e83b
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diff --git a/docs/02-setup-main-game/img/run-test.png b/docs/02-setup-main-game/img/run-test.png
new file mode 100644
index 0000000..ea9976d
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diff --git a/docs/02-setup-main-game/img/win-pattern.png b/docs/02-setup-main-game/img/win-pattern.png
index a95bd77..04fb93f 100644
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diff --git a/docs/faqs/01-engine.md b/docs/faqs/01-engine.md
new file mode 100644
index 0000000..8f0b422
--- /dev/null
+++ b/docs/faqs/01-engine.md
@@ -0,0 +1,5 @@
+---
+sidebar_position: 1
+---
+
+# Engine
diff --git a/docs/game-asset-structure/_category_.json b/docs/game-asset-structure/_category_.json
new file mode 100644
index 0000000..5e0d1f8
--- /dev/null
+++ b/docs/game-asset-structure/_category_.json
@@ -0,0 +1,17 @@
+{
+ "position": 2,
+ "label": "Game Asset Structure",
+ "collapsible": true,
+ "collapsed": false,
+ "link": {
+ "type": "generated-index",
+ "title": "Game Asset Structure",
+ "description": "Asset folder structure for Hyper Slot Game",
+ "keywords": [
+ "setup",
+ "main game",
+ "game logic",
+ "structure"
+ ]
+ }
+}
\ No newline at end of file
diff --git a/docs/game-asset-structure/default-assets-structure.md b/docs/game-asset-structure/default-assets-structure.md
new file mode 100644
index 0000000..be34501
--- /dev/null
+++ b/docs/game-asset-structure/default-assets-structure.md
@@ -0,0 +1 @@
+# Default Asset Structure
\ No newline at end of file
diff --git a/docusaurus.config.ts b/docusaurus.config.ts
index 4ca131e..87e4bfc 100644
--- a/docusaurus.config.ts
+++ b/docusaurus.config.ts
@@ -17,8 +17,8 @@ const config: Config = {
// GitHub pages deployment config.
// If you aren't using GitHub pages, you don't need these.
- organizationName: 'facebook', // Usually your GitHub org/user name.
- projectName: 'docusaurus', // Usually your repo name.
+ organizationName: 'Mercury', // Usually your GitHub org/user name.
+ projectName: 'doc-slot-core-manual', // Usually your repo name.
onBrokenLinks: 'throw',
onBrokenMarkdownLinks: 'warn',
@@ -42,21 +42,6 @@ const config: Config = {
editUrl:
'https://github.com/facebook/docusaurus/tree/main/packages/create-docusaurus/templates/shared/',
},
- blog: {
- showReadingTime: true,
- feedOptions: {
- type: ['rss', 'atom'],
- xslt: true,
- },
- // Please change this to your repo.
- // Remove this to remove the "edit this page" links.
- editUrl:
- 'https://github.com/facebook/docusaurus/tree/main/packages/create-docusaurus/templates/shared/',
- // Useful options to enforce blogging best practices
- onInlineTags: 'warn',
- onInlineAuthors: 'warn',
- onUntruncatedBlogPosts: 'warn',
- },
theme: {
customCss: './src/css/custom.css',
},
@@ -80,7 +65,6 @@ const config: Config = {
position: 'left',
label: 'Tutorial',
},
- { to: '/blog', label: 'Blog', position: 'left' },
{
href: 'https://github.com/facebook/docusaurus',
label: 'GitHub',
@@ -90,47 +74,6 @@ const config: Config = {
},
footer: {
style: 'dark',
- links: [
- {
- title: 'Docs',
- items: [
- {
- label: 'Tutorial',
- to: '/docs/intro',
- },
- ],
- },
- {
- title: 'Community',
- items: [
- {
- label: 'Stack Overflow',
- href: 'https://stackoverflow.com/questions/tagged/docusaurus',
- },
- {
- label: 'Discord',
- href: 'https://discordapp.com/invite/docusaurus',
- },
- {
- label: 'X',
- href: 'https://x.com/docusaurus',
- },
- ],
- },
- {
- title: 'More',
- items: [
- {
- label: 'Blog',
- to: '/blog',
- },
- {
- label: 'GitHub',
- href: 'https://github.com/facebook/docusaurus',
- },
- ],
- },
- ],
copyright: `Copyright © ${new Date().getFullYear()} My Project, Inc. Built with Docusaurus.`,
},
prism: {