Questions ?

Can we parse image properties (name , width, etc) ?

// set default size
        if (!Sys.isDefined(config.width) || !Sys.isDefined(config.height)) {
            var image = Game.stage.view.animationManager.images[config.image];

            if (Sys.isDefined(image)) {
                config.width = image.width;
                config.height = image.height;
            }
        }

Can we load images in ONE place ? 

.portraitLogo_uri {
    background-image: url('../multimedia/images/960x540/Portrait_logo.jpg');
}

.interface-cardNavigation_indicator.interface-cardNavigation_selectedIndicator {
    background-size: auto 100%;
    background-position: center center;
    background-repeat: no-repeat;

    background: url('../multimedia/images/1280x720/paytable/paytable_navigation_selected.png');
}


  <div id ="fontLoader" style="visibility: hidden">
            <div style="font-family: NetentStandardUI;">.</div>

            <div id="settingsWindowContent"></div>
 <div class="interface-cardNavigation_arrows_next"></div>

Can we use only canvas elements in the game to avoid device specification bugs?

Can we RESET item to default props? 

var a = new Animation.CanvasAnimationItem({
                top: 565,
                left: 137,
                width: 1005
            });

a.prop.operatons = { bla..bla..bla }

a.restore();

//operations are running

a.reset() // <- important for us

var b = a.prop.operations //b - {} without bla..bla..bla 

Item states

var a = new Animation.CanvasAnimationItem();

a.addState({
                state: 'init'
                top: 1,
                left: 2,
                width: 3
            });

a.addState({
                state: 'finished'
                top: 1000,
                left: 1000,
                width: 2000
            });

a.restore('init');

Let's divide mobile and desktop config.json

"reel" : {
 "symbolWidth": 196,
 "symbolHeight": 170
}

VS

"bufferedReel" : {
 "symbolWidth": 196,
 "symbolHeight": 170
}

Can we use only one?

Can we use only lists in lists and don't use list in renderLoop

var list = new Animation.CanvasAnimationList({}),

            item = new Animation.CanvasAnimationItem({
                top : 0, //me.BackgroundBonus.operations.translateUp[0].value.top,
                left : me.BG.left, //me.BackgroundBonus.operations.translateUp[0].value.left
            }),
            itemBonusWheel = new Animation.CanvasAnimationItem({

                top : 0, //me.Background.operations.translateUp[0].value.top,
                left : 0, //me.Background.operations.translateUp[0].value.
            });


list.addItems([item, itemBonusWheel]);

var list2 = new Animation.CanvasAnimationList({}), // other list

list.add(list2);
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