@minicode-dev/chat 0.1.6 → 0.1.7

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (52) hide show
  1. package/assets/sounds/tanks/big_explosion.mp3 +0 -0
  2. package/assets/sounds/tanks/big_explosion.ogg +0 -0
  3. package/assets/sounds/tanks/cannon_fire.mp3 +0 -0
  4. package/assets/sounds/tanks/cannon_fire.ogg +0 -0
  5. package/assets/sounds/tanks/defeat.mp3 +0 -0
  6. package/assets/sounds/tanks/defeat.ogg +0 -0
  7. package/assets/sounds/tanks/engine_loop.mp3 +0 -0
  8. package/assets/sounds/tanks/engine_loop.ogg +0 -0
  9. package/assets/sounds/tanks/engine_start.mp3 +0 -0
  10. package/assets/sounds/tanks/engine_start.ogg +0 -0
  11. package/assets/sounds/tanks/projectile_whistle.mp3 +0 -0
  12. package/assets/sounds/tanks/projectile_whistle.ogg +0 -0
  13. package/assets/sounds/tanks/tank_destroyed.mp3 +0 -0
  14. package/assets/sounds/tanks/tank_destroyed.ogg +0 -0
  15. package/assets/sounds/tanks/tank_hit.mp3 +0 -0
  16. package/assets/sounds/tanks/tank_hit.ogg +0 -0
  17. package/assets/sounds/tanks/terrain_impact.mp3 +0 -0
  18. package/assets/sounds/tanks/terrain_impact.ogg +0 -0
  19. package/assets/sounds/tanks/tracks_loop.mp3 +0 -0
  20. package/assets/sounds/tanks/tracks_loop.ogg +0 -0
  21. package/assets/sounds/tanks/turret_loop.mp3 +0 -0
  22. package/assets/sounds/tanks/turret_loop.ogg +0 -0
  23. package/assets/sounds/tanks/victory.mp3 +0 -0
  24. package/assets/sounds/tanks/victory.ogg +0 -0
  25. package/dist/chunks/{BattleshipGameCard-S-UdM6rn.js → BattleshipGameCard-CAWHxqJE.js} +231 -230
  26. package/dist/chunks/{BattleshipGameCard-S-UdM6rn.js.map → BattleshipGameCard-CAWHxqJE.js.map} +1 -1
  27. package/dist/chunks/{BattleshipPrototype-Dm6U_mCr.js → BattleshipPrototype-CmQd5AUO.js} +4 -3
  28. package/dist/chunks/{BattleshipPrototype-Dm6U_mCr.js.map → BattleshipPrototype-CmQd5AUO.js.map} +1 -1
  29. package/dist/chunks/ChatContext-CUiEAMKK.js +90 -0
  30. package/dist/chunks/ChatContext-CUiEAMKK.js.map +1 -0
  31. package/dist/chunks/TanksGameCard-BEnXTz_J.js +1705 -0
  32. package/dist/chunks/TanksGameCard-BEnXTz_J.js.map +1 -0
  33. package/dist/chunks/{battleship-DXKuIZ1I.js → board-DXKuIZ1I.js} +1 -1
  34. package/dist/chunks/board-DXKuIZ1I.js.map +1 -0
  35. package/dist/chunks/connect4Sounds-BDXQAvU1.js +3199 -0
  36. package/dist/chunks/connect4Sounds-BDXQAvU1.js.map +1 -0
  37. package/dist/chunks/core-geo-UJY-tH9L.js +361 -0
  38. package/dist/chunks/core-geo-UJY-tH9L.js.map +1 -0
  39. package/dist/chunks/createBattleScene-L4ZRWDED.js +1265 -0
  40. package/dist/chunks/createBattleScene-L4ZRWDED.js.map +1 -0
  41. package/dist/chunks/createTankScene-BuliAxwR.js +2150 -0
  42. package/dist/chunks/createTankScene-BuliAxwR.js.map +1 -0
  43. package/dist/index.js +2393 -2448
  44. package/dist/index.js.map +1 -1
  45. package/dist/styles.css +1 -1
  46. package/index.d.ts +2 -0
  47. package/package.json +1 -1
  48. package/dist/chunks/battleship-DXKuIZ1I.js.map +0 -1
  49. package/dist/chunks/connect4Sounds-9u0p-dAf.js +0 -1847
  50. package/dist/chunks/connect4Sounds-9u0p-dAf.js.map +0 -1
  51. package/dist/chunks/createBattleScene-HIAvjixn.js +0 -1621
  52. package/dist/chunks/createBattleScene-HIAvjixn.js.map +0 -1
@@ -1,1621 +0,0 @@
1
- import { ACESFilmicToneMapping as e, AdditiveBlending as t, BackSide as n, BufferAttribute as r, BufferGeometry as i, CanvasTexture as a, Clock as o, Color as s, DataTexture as c, DirectionalLight as l, DoubleSide as u, DynamicDrawUsage as d, ExtrudeGeometry as f, FogExp2 as p, Group as m, HemisphereLight as h, InstancedMesh as g, LinearFilter as _, Matrix4 as v, Mesh as y, MeshBasicMaterial as b, MeshStandardMaterial as x, NormalBlending as S, PCFSoftShadowMap as ee, Path as C, PerspectiveCamera as w, Plane as T, PlaneGeometry as E, PointLight as D, Points as te, Quaternion as O, RGBAFormat as k, Raycaster as A, Scene as j, ShaderMaterial as M, ShadowMaterial as N, Shape as P, SphereGeometry as F, Sprite as I, SpriteMaterial as L, Vector2 as ne, Vector3 as R, Vector4 as re, WebGLMultisampleRenderTarget as z, WebGLRenderer as ie, sRGBEncoding as ae } from "three";
2
- import { OrbitControls as B } from "three/examples/jsm/controls/OrbitControls.js";
3
- import { EffectComposer as oe } from "three/examples/jsm/postprocessing/EffectComposer.js";
4
- import { RenderPass as se } from "three/examples/jsm/postprocessing/RenderPass.js";
5
- import { ShaderPass as ce } from "three/examples/jsm/postprocessing/ShaderPass.js";
6
- import { UnrealBloomPass as le } from "three/examples/jsm/postprocessing/UnrealBloomPass.js";
7
- // src/games/battleship/scene/effects.js
8
- var ue = 6, V = 260, de = 90, H = 32, U = 14, W = .22, G = 10, K = new s("#22d3ee"), q = new s("#a78bfa"), fe = new s("#fb923c"), pe = new s("#f43f5e"), me = new s("#e8fbff"), J = new s("#fff3d6");
9
- function he(e = 64) {
10
- let t = new Uint8Array(e * e * 4);
11
- for (let n = 0; n < e; n++) for (let r = 0; r < e; r++) {
12
- let i = (r + .5) / e * 2 - 1, a = (n + .5) / e * 2 - 1, o = 1 - Math.min(1, Math.sqrt(i * i + a * a)), s = Math.min(1, o ** 2.2 + o ** 10 * .8), c = (n * e + r) * 4;
13
- t[c] = 255, t[c + 1] = 255, t[c + 2] = 255, t[c + 3] = Math.round(s * 255);
14
- }
15
- let n = new c(t, e, e, k);
16
- return n.magFilter = _, n.minFilter = _, n.generateMipmaps = !1, n.needsUpdate = !0, n;
17
- }
18
- var ge = (e) => e < 0 ? 0 : e > 1 ? 1 : e, _e = (e) => 1 - (1 - e) * (1 - e) * (1 - e), ve = (e) => {
19
- let t = ge(e);
20
- return t * .45 + (.5 - .5 * Math.cos(Math.PI * t)) * .55;
21
- }, ye = "\nuniform float uTime;\nuniform vec3 uOrigin;\nuniform float uMode; // 0 = splash, 1 = explosion\nuniform float uScale; // drawingBufferHeight * 0.5 * proj[1][1]\nuniform float uSpin;\nuniform float uPower;\nuniform float uLife;\nuniform float uFlicker;\nattribute vec3 aDir;\nattribute vec4 aSeed;\nvarying vec4 vColor;\nconst float G = 9.8;\n\nvec3 rotY(vec3 v, float a) {\n float c = cos(a); float s = sin(a);\n return vec3(c * v.x - s * v.z, v.y, s * v.x + c * v.z);\n}\n\nvoid main() {\n vec3 dir = rotY(aDir, uSpin);\n float t = uTime - aSeed.w * 0.08;\n vec3 offs = vec3(0.0);\n float alpha = 0.0;\n float size = 0.0;\n vec3 col = vec3(1.0);\n\n if (t > 0.0) {\n if (uMode < 0.5) {\n // ---- water splash: central column + flung droplets, ballistic gravity\n float drop = step(0.68, aSeed.z);\n vec2 hd = normalize(dir.xz + vec2(1e-4));\n vec2 h = hd * mix(0.18 + 0.32 * aSeed.x, 0.8 + 0.9 * aSeed.x, drop) * uPower;\n float vy = mix(2.9 + 1.6 * aSeed.y, 1.5 + 1.3 * aSeed.y, drop) * uPower;\n float tl = 2.0 * vy / G;\n float k = clamp(t / tl, 0.0, 1.0);\n offs = vec3(h.x * t, vy * t - 0.5 * G * t * t, h.y * t);\n offs.y = max(offs.y, 0.0);\n alpha = (1.0 - smoothstep(0.7, 1.0, k)) * step(t, tl) * mix(0.5, 0.95, drop);\n size = mix(0.17, 0.06, drop) * (0.7 + 0.6 * aSeed.x) * (1.0 - 0.35 * k);\n col = mix(vec3(0.91, 0.98, 1.0), vec3(0.45, 0.85, 0.95), aSeed.y * 0.55 + drop * 0.25);\n } else {\n float kind = aSeed.z;\n if (kind < 0.58) {\n // ---- fireball: drag-damped burst, buoyant, orange -> red -> smoke gray\n vec3 d = normalize(vec3(dir.x, abs(dir.y) * 0.9 + 0.25, dir.z));\n float sp = (2.0 + 3.2 * aSeed.x) * uPower;\n float life = (0.55 + 0.5 * aSeed.y) * mix(1.0, uLife, 0.5);\n float k = t / life;\n float drag = 3.2;\n offs = d * sp * (1.0 - exp(-drag * t)) / drag + vec3(0.0, 0.35 * t * t, 0.0);\n alpha = (1.0 - smoothstep(0.55, 1.0, k)) * step(t, life);\n size = (0.2 + 0.24 * aSeed.y) * (0.55 + 0.9 * smoothstep(0.0, 0.6, k));\n col = mix(vec3(1.0, 0.95, 0.75), vec3(0.984, 0.573, 0.235), smoothstep(0.0, 0.2, k));\n col = mix(col, vec3(0.957, 0.247, 0.369), smoothstep(0.2, 0.55, k));\n col = mix(col, vec3(0.30, 0.29, 0.34), smoothstep(0.55, 0.95, k));\n } else if (kind < 0.8) {\n // ---- embers: fast sparks falling under gravity, flickering\n vec3 d = normalize(vec3(dir.x, abs(dir.y) + 0.4, dir.z));\n float sp = (3.0 + 3.0 * aSeed.x) * uPower;\n float life = (1.2 + 0.8 * aSeed.y) * uLife;\n float k = t / life;\n float drag = 1.4;\n offs = d * sp * (1.0 - exp(-drag * t)) / drag - vec3(0.0, 1.6 * t * t, 0.0);\n offs.y = max(offs.y, 0.02 - uOrigin.y);\n float fl = mix(1.0, 0.6 + 0.4 * sin(t * 30.0 + aSeed.w * 40.0), uFlicker);\n alpha = (1.0 - k) * step(t, life) * fl;\n size = 0.05 + 0.04 * aSeed.x;\n col = mix(vec3(1.0, 0.82, 0.5), vec3(0.984, 0.45, 0.2), k);\n } else {\n // ---- smoke: slow rise, grows, low alpha\n float life = (1.6 + 0.6 * aSeed.y) * uLife;\n float k = t / life;\n offs = vec3(dir.x * 0.5, 0.0, dir.z * 0.5) * (1.0 - exp(-2.0 * t)) + vec3(0.0, 0.55 * t, 0.0);\n alpha = smoothstep(0.0, 0.15, k) * (1.0 - smoothstep(0.5, 1.0, k)) * 0.26 * step(t, life);\n size = (0.35 + 0.3 * aSeed.x) * (0.6 + 1.4 * k);\n col = mix(vec3(0.55, 0.40, 0.36), vec3(0.30, 0.30, 0.40), k);\n }\n }\n }\n\n vec4 mv = modelViewMatrix * vec4(uOrigin + offs, 1.0);\n gl_Position = projectionMatrix * mv;\n gl_PointSize = alpha > 0.002 ? size * uScale / max(-mv.z, 0.1) : 0.0;\n vColor = vec4(col, alpha);\n}\n", be = "\nvarying vec4 vColor;\nvoid main() {\n float d = length(gl_PointCoord - 0.5) * 2.0;\n if (d > 1.0) discard;\n float f = 1.0 - d;\n float a = pow(f, 1.6);\n gl_FragColor = vec4(vColor.rgb * (1.0 + 0.6 * pow(f, 6.0)), vColor.a * a);\n #include <encodings_fragment>\n}\n", xe = "\nuniform float uScale;\nuniform float uSize;\nattribute float aFade;\nvarying float vFade;\nvoid main() {\n vec4 mv = modelViewMatrix * vec4(position, 1.0);\n gl_Position = projectionMatrix * mv;\n gl_PointSize = uSize * (1.0 - aFade * 0.8) * uScale / max(-mv.z, 0.1);\n vFade = aFade;\n}\n", Se = "\nuniform float uOpacity;\nuniform vec3 uHead;\nuniform vec3 uTail;\nvarying float vFade;\nvoid main() {\n float d = length(gl_PointCoord - 0.5) * 2.0;\n if (d > 1.0) discard;\n float a = pow(1.0 - d, 1.8) * pow(1.0 - vFade, 1.5) * uOpacity;\n gl_FragColor = vec4(mix(uHead, uTail, vFade), a);\n #include <encodings_fragment>\n}\n", Ce = "\nvarying vec2 vUv;\nvoid main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n}\n", we = "\nuniform vec3 uColor;\nuniform vec3 uInner;\nuniform float uOpacity;\nuniform float uWidth;\nuniform float uNoise;\nuniform float uSeed;\nvarying vec2 vUv;\nvoid main() {\n vec2 p = vUv * 2.0 - 1.0;\n float r = length(p);\n if (r > 1.0) discard;\n float band = 1.0 - smoothstep(0.0, uWidth, abs(r - 0.85));\n float ang = atan(p.y, p.x);\n float n = 0.65 + 0.35 * sin(ang * 13.0 + uSeed) * sin(ang * 7.0 - uSeed * 1.7);\n band *= mix(1.0, n, uNoise);\n float fill = smoothstep(0.85, 0.2, r) * 0.18;\n vec3 col = uColor * band + uInner * fill;\n gl_FragColor = vec4(col, (band + fill) * uOpacity);\n #include <encodings_fragment>\n}\n";
22
- function Te(e, { quality: n = "high", reducedMotion: a = !1 } = {}) {
23
- let o = new m();
24
- o.name = "battleship-effects", e.add(o);
25
- let c = { value: 600 }, l = new ne(), u = (e, t, n) => {
26
- e.getDrawingBufferSize(l), c.value = l.y * .5 * n.projectionMatrix.elements[5];
27
- }, f = he(64), p = new E(1, 1), h = new i();
28
- {
29
- let e = V, t = new Float32Array(e * 3), n = new Float32Array(e * 3), i = new Float32Array(e * 4);
30
- for (let t = 0; t < e; t++) {
31
- let e = Math.random() * 2 - 1, r = Math.random() * Math.PI * 2, a = Math.sqrt(1 - e * e);
32
- n[t * 3] = a * Math.cos(r), n[t * 3 + 1] = e, n[t * 3 + 2] = a * Math.sin(r), i[t * 4] = Math.random(), i[t * 4 + 1] = Math.random(), i[t * 4 + 2] = Math.random(), i[t * 4 + 3] = Math.random();
33
- }
34
- h.setAttribute("position", new r(t, 3)), h.setAttribute("aDir", new r(n, 3)), h.setAttribute("aSeed", new r(i, 4));
35
- }
36
- let g = new L({
37
- map: f,
38
- color: K,
39
- blending: t,
40
- transparent: !0,
41
- depthWrite: !1
42
- }), _ = new L({
43
- map: f,
44
- color: 16777215,
45
- blending: t,
46
- transparent: !0,
47
- depthWrite: !1
48
- }), v = new D(fe, 0, 6, 2);
49
- v.castShadow = !1, o.add(v);
50
- let b = -1, x = [], S = [g, _], ee = [p, h];
51
- function C(e) {
52
- let n = new L({
53
- map: f,
54
- color: e,
55
- blending: t,
56
- transparent: !0,
57
- depthWrite: !1,
58
- opacity: 0
59
- });
60
- return S.push(n), n;
61
- }
62
- for (let e = 0; e < ue; e++) {
63
- let n = new I(g), a = new I(_);
64
- n.scale.setScalar(.7), a.scale.setScalar(.24), n.renderOrder = 11, a.renderOrder = 12;
65
- let l = C(K), f = new I(l);
66
- f.renderOrder = 12;
67
- let m = C(J), v = new I(m);
68
- v.renderOrder = 13;
69
- let b = /* @__PURE__ */ new Float32Array(96), w = new Float32Array(H), T = new i(), E = new r(b, 3);
70
- E.setUsage(d), T.setAttribute("position", E), T.setAttribute("aFade", new r(w, 1));
71
- let D = new M({
72
- uniforms: {
73
- uScale: c,
74
- uSize: { value: .16 },
75
- uOpacity: { value: 1 },
76
- uHead: { value: K.clone() },
77
- uTail: { value: q.clone() }
78
- },
79
- vertexShader: xe,
80
- fragmentShader: Se,
81
- blending: t,
82
- transparent: !0,
83
- depthWrite: !1
84
- }), O = new te(T, D);
85
- O.frustumCulled = !1, O.renderOrder = G, O.onBeforeRender = u;
86
- let k = new M({
87
- uniforms: {
88
- uTime: { value: 0 },
89
- uOrigin: { value: new R() },
90
- uMode: { value: 0 },
91
- uScale: c,
92
- uSpin: { value: 0 },
93
- uPower: { value: 1 },
94
- uLife: { value: 1 },
95
- uFlicker: { value: 1 }
96
- },
97
- vertexShader: ye,
98
- fragmentShader: be,
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- blending: t,
100
- transparent: !0,
101
- depthWrite: !1
102
- }), A = new te(h, k);
103
- A.frustumCulled = !1, A.renderOrder = G, A.onBeforeRender = u;
104
- let j = new M({
105
- uniforms: {
106
- uColor: { value: new s() },
107
- uInner: { value: new s() },
108
- uOpacity: { value: 0 },
109
- uWidth: { value: .1 },
110
- uNoise: { value: 0 },
111
- uSeed: { value: 0 }
112
- },
113
- vertexShader: Ce,
114
- fragmentShader: we,
115
- blending: t,
116
- transparent: !0,
117
- depthWrite: !1
118
- }), N = new y(p, j);
119
- N.rotation.x = -Math.PI / 2, N.renderOrder = 9, S.push(D, k, j), ee.push(T);
120
- let P = [
121
- n,
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- a,
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- f,
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- v,
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- O,
126
- A,
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- N
128
- ];
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- for (let e of P) e.visible = !1, o.add(e);
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- x.push({
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- index: e,
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- active: !1,
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- result: "miss",
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- onImpact: null,
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- start: 0,
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- flightDur: .9,
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- impacted: !1,
138
- impactAt: 0,
139
- endAt: 0,
140
- arcHeight: 1.5,
141
- from: new R(),
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- to: new R(),
143
- halo: n,
144
- core: a,
145
- muzzle: f,
146
- muzzleMat: l,
147
- flash: v,
148
- flashMat: m,
149
- trail: O,
150
- trailMat: D,
151
- trailPos: b,
152
- trailPosAttr: E,
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- trailFade: w,
154
- trailGeom: T,
155
- particles: A,
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- partMat: k,
157
- ring: N,
158
- ringMat: j
159
- });
160
- }
161
- let w = n === "low" ? "low" : "high", T = H, O = a ? .65 : .9;
162
- function k() {
163
- let e = w === "low" ? de : V, t = a ? Math.round(e * .5) : e;
164
- h.setDrawRange(0, t), T = w === "low" ? U : H;
165
- for (let e = 0; e < x.length; e++) {
166
- let t = x[e], n = t.trailFade;
167
- for (let e = 0; e < H; e++) n[e] = e < T ? e / (T - 1) : 1;
168
- t.trailGeom.getAttribute("aFade").needsUpdate = !0, t.trailGeom.setDrawRange(0, T), t.trailMat.uniforms.uSize.value = w === "low" ? .2 : .15;
169
- }
170
- }
171
- k();
172
- let A = 0;
173
- function j(e, t, n) {
174
- return n.lerpVectors(e.from, e.to, t), n.y += e.arcHeight * 4 * t * (1 - t), n;
175
- }
176
- function N(e) {
177
- e.halo.visible = !1, e.core.visible = !1, e.muzzle.visible = !1, e.flash.visible = !1, e.trail.visible = !1, e.particles.visible = !1, e.ring.visible = !1;
178
- }
179
- function P(e) {
180
- if (e.impacted) return;
181
- e.impacted = !0, e.impactAt = A;
182
- let t = e.result === "hit", n = e.partMat.uniforms;
183
- n.uOrigin.value.copy(e.to), n.uMode.value = +!!t, n.uSpin.value = Math.random() * Math.PI * 2, n.uPower.value = a ? .7 : 1, n.uLife.value = a ? .6 : 1, n.uFlicker.value = +!a, n.uTime.value = 0, e.particles.visible = !0;
184
- let r = e.ringMat.uniforms;
185
- r.uColor.value.copy(t ? fe : me), r.uInner.value.copy(t ? pe : K), r.uNoise.value = t ? .2 : 1, r.uWidth.value = t ? .09 : .12, r.uSeed.value = Math.random() * 10, e.ring.position.set(e.to.x, e.to.y + .02, e.to.z), e.ring.visible = !0, e.flashMat.color.copy(t ? J : me), e.flash.position.set(e.to.x, e.to.y + (t ? .25 : .1), e.to.z), e.flash.visible = !0, e.endAt = A + (t ? a ? 1.5 : 2.4 : a ? .9 : 1.3), t && (v.position.set(e.to.x, e.to.y + .6, e.to.z), b = A);
186
- let i = e.onImpact;
187
- e.onImpact = null, i && i();
188
- }
189
- function F(e) {
190
- let t = A - e.start, n = t / e.flightDur;
191
- if (!e.impacted && n >= 1 && P(e), n < 1) {
192
- let t = j(e, ve(n), e.halo.position);
193
- e.core.position.copy(t), e.halo.visible = !0, e.core.visible = !0;
194
- } else e.halo.visible = !1, e.core.visible = !1;
195
- if (n < 1.22) {
196
- let t = e.trailPos, r = T - 1;
197
- for (let i = 0; i < T; i++) {
198
- let a = n - i / r * W, o = ve(a < 0 ? 0 : a > 1 ? 1 : a), s = e.from, c = e.to, l = i * 3;
199
- t[l] = s.x + (c.x - s.x) * o, t[l + 1] = s.y + (c.y - s.y) * o + e.arcHeight * 4 * o * (1 - o), t[l + 2] = s.z + (c.z - s.z) * o;
200
- }
201
- e.trailPosAttr.needsUpdate = !0, e.trailMat.uniforms.uOpacity.value = n < 1 ? 1 : 1 - (n - 1) / W, e.trail.visible = !0;
202
- } else e.trail.visible = !1;
203
- let r = a ? .12 : .2;
204
- if (t < r) {
205
- let n = t / r;
206
- e.muzzle.scale.setScalar(.35 + n * (a ? .4 : .9)), e.muzzleMat.opacity = (1 - n) * (1 - n), e.muzzle.visible = !0;
207
- } else e.muzzle.visible = !1;
208
- if (!e.impacted) return;
209
- let i = A - e.impactAt, o = e.result === "hit";
210
- e.partMat.uniforms.uTime.value = i;
211
- let s = o ? .32 : .18;
212
- if (i < s) {
213
- let t = i / s, n = o ? a ? 1.3 : 2.4 : .9;
214
- e.flash.scale.setScalar(.3 + _e(t) * n), e.flashMat.opacity = (1 - t) * (o ? 1 : .6), o && e.flashMat.color.copy(J).lerp(fe, t);
215
- } else e.flash.visible = !1;
216
- let c = o ? .65 : 1;
217
- if (i < c) {
218
- let t = i / c, n = .08 + _e(t) * (o ? a ? .9 : 1.6 : .85);
219
- e.ring.scale.setScalar(n * 2 / .85), e.ringMat.uniforms.uOpacity.value = (1 - t) * (1 - t * .5) * (o ? 1.2 : .8);
220
- } else e.ring.visible = !1;
221
- }
222
- function re() {
223
- if (b < 0) return;
224
- let e = A - b;
225
- if (e > .9) {
226
- v.intensity = 0, b = -1;
227
- return;
228
- }
229
- let t = a ? 2.5 : 4, n = a ? 1 : .85 + .15 * Math.sin(e * 47);
230
- v.intensity = t * Math.exp(-e * 5) * n;
231
- }
232
- function z() {
233
- let e = null;
234
- for (let t = 0; t < x.length; t++) {
235
- let n = x[t];
236
- if (!n.active) return n;
237
- (!e || n.start < e.start) && (e = n);
238
- }
239
- if (!e.impacted) {
240
- let t = e.onImpact;
241
- e.onImpact = null, e.impacted = !0, t && t();
242
- }
243
- return e;
244
- }
245
- let ie = !1;
246
- return {
247
- shoot(e, t, n, r) {
248
- if (ie) return;
249
- let i = z();
250
- N(i), i.active = !0, i.result = n === "hit" ? "hit" : "miss", i.onImpact = typeof r == "function" ? r : null, i.from.copy(e), i.to.copy(t), i.start = A, i.flightDur = O, i.impacted = !1, i.endAt = Infinity;
251
- let o = Math.hypot(t.x - e.x, t.z - e.z);
252
- i.arcHeight = Math.min(5, Math.max(1.2, 1 + o * .35)) * (a ? .7 : 1), i.muzzle.position.copy(e), i.halo.position.copy(e), i.core.position.copy(e);
253
- },
254
- update(e) {
255
- if (!ie) {
256
- A += Math.min(Math.max(e || 0, 0), .1);
257
- for (let e = 0; e < x.length; e++) {
258
- let t = x[e];
259
- t.active && (F(t), t.impacted && A >= t.endAt && (t.active = !1, N(t)));
260
- }
261
- re();
262
- }
263
- },
264
- setQuality(e) {
265
- let t = e === "low" ? "low" : "high";
266
- t !== w && (w = t, k());
267
- },
268
- dispose() {
269
- if (!ie) {
270
- ie = !0;
271
- for (let e of x) e.onImpact = null;
272
- e.remove(o), o.clear();
273
- for (let e of ee) e.dispose();
274
- for (let e of S) e.dispose();
275
- f.dispose(), v.dispose?.(), x.length = 0;
276
- }
277
- }
278
- };
279
- }
280
- // src/games/battleship/scene/radar.js
281
- var Ee = 100, De = (e) => new s(e).convertSRGBToLinear(), Oe = "\nvarying vec2 vUv;\nvoid main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n}\n", ke = "\nuniform float uAngle;\nuniform float uTime;\nuniform float uOpacity;\nuniform vec3 uCyan;\nuniform vec3 uViolet;\nvarying vec2 vUv;\nfloat hash(vec2 p) { return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453); }\nfloat band(float x, float w) { return 1.0 - smoothstep(0.0, w, abs(x)); }\nvoid main() {\n vec2 p = vUv * 2.0 - 1.0;\n float r = length(p);\n if (r > 1.0) discard;\n float aa = max(fwidth(r), 1e-4) * 1.5;\n float ang = atan(p.y, p.x);\n\n float rings = band(r - 0.25, aa) + band(r - 0.5, aa) + band(r - 0.75, aa);\n float outer = band(r - 0.96, aa * 1.6) * 1.4 + band(r - 0.995, aa) * 0.8;\n float hair = (band(p.x, aa) + band(p.y, aa)) * step(r, 0.96) * 0.6;\n float tickPos = abs(fract(ang * 5.729578) - 0.5);\n float ticks = step(0.88, r) * step(r, 0.95) * band(tickPos, 0.08);\n\n float d = mod(uAngle - ang, 6.2831853);\n float trail = exp(-d * 2.4) * step(r, 0.96);\n float lead = band(d, 0.025) * step(r, 0.96);\n float noise = hash(floor(vec2(r * 70.0, ang * 30.0)) + floor(uTime * 14.0));\n float scan = 0.6 + 0.4 * sin(r * 140.0 - uTime * 5.0);\n\n vec3 col = uCyan * (rings * 0.5 + hair * 0.5 + trail * (0.4 + 0.25 * noise) * scan + lead * 1.3);\n col += uCyan * (1.0 - r) * 0.06;\n col += uViolet * (outer + ticks * 0.8 + smoothstep(0.82, 1.0, r) * 0.25);\n gl_FragColor = vec4(col, uOpacity);\n #include <encodings_fragment>\n}\n", Ae = "\nuniform float uAngle;\nuniform float uTime;\nuniform float uScale;\nvarying float vBright;\nvoid main() {\n float ang = atan(position.y, position.x);\n float d = mod(uAngle - ang, 6.2831853);\n vBright = 0.18 + exp(-d * 2.2) * 0.95;\n vec4 mv = modelViewMatrix * vec4(position, 1.0);\n gl_Position = projectionMatrix * mv;\n float size = 0.14 * (0.8 + 0.5 * vBright) * (0.9 + 0.1 * sin(uTime * 4.0 + position.x * 9.0));\n gl_PointSize = size * uScale / max(-mv.z, 0.1);\n}\n", je = "\nuniform vec3 uColor;\nuniform float uOpacity;\nvarying float vBright;\nvoid main() {\n float d = length(gl_PointCoord - 0.5) * 2.0;\n if (d > 1.0) discard;\n float core = pow(1.0 - d, 2.2);\n vec3 col = mix(uColor, vec3(1.0), core * vBright * 0.6) * core * vBright * 1.6;\n gl_FragColor = vec4(col, uOpacity);\n #include <encodings_fragment>\n}\n";
282
- function Me({ quality: e = "high", reducedMotion: n = !1 } = {}) {
283
- let a = new m();
284
- a.name = "battleship-radar";
285
- let o = new m();
286
- o.rotation.x = -Math.PI / 2, a.add(o);
287
- let s = 3 / 2, c = { value: 0 }, l = { value: 0 }, u = { value: 0 }, d = new E(3, 3), f = new M({
288
- uniforms: {
289
- uAngle: l,
290
- uTime: u,
291
- uOpacity: c,
292
- uCyan: { value: De("#22d3ee") },
293
- uViolet: { value: De("#a78bfa") }
294
- },
295
- vertexShader: Oe,
296
- fragmentShader: ke,
297
- blending: t,
298
- transparent: !0,
299
- depthWrite: !1,
300
- extensions: { derivatives: !0 },
301
- toneMapped: !1
302
- }), p = new y(d, f);
303
- p.renderOrder = 8, o.add(p);
304
- let h = /* @__PURE__ */ new Float32Array(300), g = new i();
305
- g.setAttribute("position", new r(h, 3)), g.setDrawRange(0, 0);
306
- let _ = { value: 600 }, v = new ne(), b = new M({
307
- uniforms: {
308
- uAngle: l,
309
- uTime: u,
310
- uScale: _,
311
- uOpacity: c,
312
- uColor: { value: De("#fb923c") }
313
- },
314
- vertexShader: Ae,
315
- fragmentShader: je,
316
- blending: t,
317
- transparent: !0,
318
- depthWrite: !1,
319
- toneMapped: !1
320
- }), x = new te(g, b);
321
- x.frustumCulled = !1, x.renderOrder = 9, x.visible = !1, x.onBeforeRender = (e, t, n) => {
322
- e.getDrawingBufferSize(v), _.value = v.y * .5 * n.projectionMatrix.elements[5];
323
- }, o.add(x);
324
- let S = 0, ee = n ? .7 : 1.8;
325
- return a.visible = !1, {
326
- object: a,
327
- update(e, t) {
328
- if (u.value = t, l.value = (l.value + e * ee) % (Math.PI * 2), c.value !== S) {
329
- let t = e / (n ? .12 : .35);
330
- c.value = S > c.value ? Math.min(S, c.value + t) : Math.max(S, c.value - t);
331
- }
332
- a.visible = c.value > .001;
333
- },
334
- setVisible(e) {
335
- S = +!!e, e && (a.visible = !0);
336
- },
337
- setContacts(e) {
338
- let t = 0;
339
- if (Array.isArray(e)) for (let n = 0; n < e.length && t < Ee; n++) {
340
- let r = e[n];
341
- r && Number.isFinite(r.row) && Number.isFinite(r.col) && (h[t * 3] = (r.col - 4.5) / 5 * .84 * s, h[t * 3 + 1] = -(r.row - 4.5) / 5 * .84 * s, h[t * 3 + 2] = .01, t++);
342
- }
343
- g.attributes.position.needsUpdate = !0, g.setDrawRange(0, t), x.visible = t > 0;
344
- },
345
- dispose() {
346
- a.removeFromParent(), d.dispose(), f.dispose(), g.dispose(), b.dispose();
347
- }
348
- };
349
- }
350
- // src/games/battleship/scene/core-ocean.js
351
- var Ne = -.1, Pe = .55, Fe = .16, Ie = [
352
- [
353
- 1,
354
- .28,
355
- .17,
356
- 9,
357
- 0
358
- ],
359
- [
360
- -.45,
361
- 1,
362
- .13,
363
- 5.6,
364
- 0
365
- ],
366
- [
367
- .72,
368
- -.62,
369
- .1,
370
- 3.3,
371
- 1
372
- ],
373
- [
374
- -.92,
375
- -.3,
376
- .075,
377
- 2.2,
378
- 1
379
- ]
380
- ].map(([e, t, n, r, i]) => {
381
- let a = Math.hypot(e, t), o = Math.PI * 2 / r;
382
- return {
383
- dx: e / a,
384
- dz: t / a,
385
- s: n,
386
- l: r,
387
- f: i,
388
- k: o,
389
- c: Math.sqrt(9.8 / o)
390
- };
391
- }), Y = (e) => new s(e).convertSRGBToLinear(), Le = (e) => e.toFixed(5), X = Ie.map((e) => `off += gerstner(vec4(${Le(e.dx)}, ${Le(e.dz)}, ${Le(e.s)}, ${Le(e.l)}), p, damp${e.f ? " * fine" : ""}, uTime, tg, bn);`).join("\n "), Re = `
392
- uniform float uTime;
393
- uniform float uAmp;
394
- varying vec3 vWorld;
395
- varying vec3 vNormal;
396
- varying float vHeight;
397
- varying float vFogDepth;
398
-
399
- vec3 gerstner(vec4 w, vec2 p, float s, float t, inout vec3 tg, inout vec3 bn) {
400
- float k = 6.2831853 / w.w;
401
- float c = sqrt(9.8 / k);
402
- vec2 d = w.xy;
403
- float st = w.z * s;
404
- float ph = k * (dot(d, p) - c * t);
405
- float a = st / k;
406
- float sf = sin(ph);
407
- float cf = cos(ph);
408
- tg += vec3(-d.x * d.x * st * sf, d.x * st * cf, -d.x * d.y * st * sf);
409
- bn += vec3(-d.x * d.y * st * sf, d.y * st * cf, -d.y * d.y * st * sf);
410
- return vec3(d.x * a * cf, a * sf, d.y * a * cf);
411
- }
412
-
413
- void main() {
414
- vec4 wp = modelMatrix * vec4(position, 1.0);
415
- vec2 p = wp.xz;
416
- vec2 q = abs(p);
417
- float damp = mix(${Le(Fe)}, 1.0, smoothstep(6.0, 10.0, max(q.x, q.y))) * uAmp;
418
- float fine = 1.0 - smoothstep(18.0, 45.0, length(p));
419
- vec3 tg = vec3(1.0, 0.0, 0.0);
420
- vec3 bn = vec3(0.0, 0.0, 1.0);
421
- vec3 off = vec3(0.0);
422
- ${X}
423
- wp.xyz += off;
424
- vHeight = off.y;
425
- vNormal = normalize(cross(bn, tg));
426
- vWorld = wp.xyz;
427
- vec4 mv = viewMatrix * wp;
428
- vFogDepth = -mv.z;
429
- gl_Position = projectionMatrix * mv;
430
- }
431
- `, ze = "\nuniform float uTime;\nuniform float uDetail;\nuniform vec3 uDeep;\nuniform vec3 uShallow;\nuniform vec3 uSky;\nuniform vec3 uHorizon;\nuniform vec3 uFoam;\nuniform vec3 uSunDir;\nuniform vec3 uSunColor;\nuniform vec3 uGlow;\nuniform vec3 uFogColor;\nuniform float uFogDensity;\nvarying vec3 vWorld;\nvarying vec3 vNormal;\nvarying float vHeight;\nvarying float vFogDepth;\n\nvoid main() {\n vec2 q = vWorld.xz;\n vec3 n = normalize(vNormal);\n float r1 = sin(dot(q, vec2(1.7, 0.9)) * 2.3 + uTime * 2.1);\n float r2 = sin(dot(q, vec2(-1.1, 1.9)) * 2.9 - uTime * 1.7);\n float r3 = sin(dot(q, vec2(0.4, -2.3)) * 4.1 + uTime * 2.7);\n n = normalize(n + vec3(r1 * 0.05 + r3 * 0.025, 0.0, r2 * 0.05 - r3 * 0.02) * uDetail);\n\n vec3 v = normalize(cameraPosition - vWorld);\n float ndv = max(dot(n, v), 0.0);\n float fres = 0.03 + 0.97 * pow(1.0 - ndv, 5.0);\n\n vec3 water = mix(uDeep, uShallow, clamp(vHeight * 2.4 + 0.35, 0.0, 1.0));\n vec3 rf = reflect(-v, n);\n vec3 sky = mix(uHorizon, uSky, clamp(rf.y * 1.6, 0.0, 1.0));\n vec3 col = mix(water, sky, fres * 0.9);\n\n float sd = max(dot(rf, uSunDir), 0.0);\n float sparkle = pow(sd, 240.0) * (2.2 + 1.8 * uDetail * max(r1 * r2, 0.0)) + pow(sd, 24.0) * 0.08;\n col += uSunColor * sparkle;\n\n vec2 aq = abs(q);\n float m = max(aq.x, aq.y);\n col *= mix(0.5, 1.0, smoothstep(5.0, 6.6, m));\n col += uGlow * exp(-max(m - 6.3, 0.0) * 0.6) * (0.08 + 0.3 * fres);\n\n float noise = 0.5 + 0.5 * sin(q.x * 3.1 + uTime * 0.7) * sin(q.y * 2.7 - uTime * 0.5);\n float crest = smoothstep(0.12, 0.34, vHeight) * (0.35 + 0.65 * noise);\n float edge = (1.0 - smoothstep(0.0, 0.45, abs(m - 6.42))) * (0.35 + 0.65 * noise);\n col = mix(col, uFoam, clamp(crest * 0.55 + edge * 0.45, 0.0, 1.0));\n\n float fogF = 1.0 - exp(-uFogDensity * uFogDensity * vFogDepth * vFogDepth);\n gl_FragColor = vec4(mix(col, uFogColor, clamp(fogF, 0.0, 1.0)), 1.0);\n #include <tonemapping_fragment>\n #include <encodings_fragment>\n}\n", Be = "\nvarying vec3 vDir;\nvoid main() {\n vDir = normalize(position);\n vec4 p = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n gl_Position = p.xyww;\n}\n", Ve = "\nuniform vec3 uFogColor;\nuniform vec3 uTop;\nuniform vec3 uHaze;\nvarying vec3 vDir;\nfloat hash(vec3 p) { return fract(sin(dot(p, vec3(12.9898, 78.233, 37.719))) * 43758.5453); }\nvoid main() {\n float h = vDir.y;\n vec3 col = mix(uFogColor, uTop, smoothstep(0.0, 0.55, h));\n col += uHaze * exp(-abs(h) * 14.0) * 0.6;\n vec3 cell = floor(vDir * 160.0);\n float s = hash(cell);\n col += vec3(0.75, 0.85, 1.0) * step(0.9975, s) * smoothstep(0.08, 0.4, h) * 0.6;\n gl_FragColor = vec4(col, 1.0);\n #include <tonemapping_fragment>\n #include <encodings_fragment>\n}\n";
432
- function He(e) {
433
- let t = new E(2, 2, e, e);
434
- t.rotateX(-Math.PI / 2);
435
- let n = t.attributes.position, r = (e) => 110 * (.2 * e + .8 * e * e * e);
436
- for (let e = 0; e < n.count; e++) n.setX(e, r(n.getX(e))), n.setZ(e, r(n.getZ(e)));
437
- return t.deleteAttribute("uv"), t.deleteAttribute("normal"), t.computeBoundingSphere(), t;
438
- }
439
- function Ue({ quality: e, reducedMotion: t, fogColor: r, fogDensity: i }) {
440
- let a = r.clone().convertSRGBToLinear(), o = {
441
- uTime: { value: 0 },
442
- uAmp: { value: t ? .3 : 1 },
443
- uDetail: { value: e === "low" ? .4 : 1 },
444
- uDeep: { value: Y("#04101f") },
445
- uShallow: { value: Y("#0f4c5c") },
446
- uSky: { value: Y("#16233d") },
447
- uHorizon: { value: Y("#33507a") },
448
- uFoam: { value: Y("#cfefff") },
449
- uSunDir: { value: new R(-.35, .55, -.75).normalize() },
450
- uSunColor: { value: Y("#e6f6ff") },
451
- uGlow: { value: Y("#22d3ee") },
452
- uFogColor: { value: a },
453
- uFogDensity: { value: i }
454
- }, s = new M({
455
- uniforms: o,
456
- vertexShader: Re,
457
- fragmentShader: ze
458
- }), c = e === "low" ? 64 : 160, l = new y(He(c), s);
459
- l.position.y = Ne, l.frustumCulled = !1, l.renderOrder = -1;
460
- let u = new F(300, 24, 12), d = new M({
461
- uniforms: {
462
- uFogColor: { value: a },
463
- uTop: { value: Y("#03060d") },
464
- uHaze: { value: Y("#123048") }
465
- },
466
- vertexShader: Be,
467
- fragmentShader: Ve,
468
- side: n,
469
- depthWrite: !1
470
- }), f = new y(u, d);
471
- f.frustumCulled = !1, f.renderOrder = -2;
472
- let p = t ? .35 : 1, m = 0, h = o.uAmp.value;
473
- return {
474
- mesh: l,
475
- sky: f,
476
- uniforms: o,
477
- update(e) {
478
- m += e * Pe * p, o.uTime.value = m;
479
- },
480
- heightAt(e, t) {
481
- let n = Math.min(1, Math.max(0, (Math.max(Math.abs(e), Math.abs(t)) - 6) / 4)), r = (Fe + .84 * n * n * (3 - 2 * n)) * h, i = 0;
482
- for (let n = 0; n < Ie.length; n++) {
483
- let a = Ie[n];
484
- i += a.s * r / a.k * Math.sin(a.k * (a.dx * e + a.dz * t - a.c * m));
485
- }
486
- return Ne + i;
487
- },
488
- setQuality(e) {
489
- let t = e === "low" ? 64 : 160;
490
- o.uDetail.value = e === "low" ? .4 : 1, t !== c && (c = t, l.geometry.dispose(), l.geometry = He(t));
491
- },
492
- setReducedMotion(e) {
493
- h = e ? .3 : 1, o.uAmp.value = h;
494
- },
495
- dispose() {
496
- l.geometry.dispose(), s.dispose(), u.dispose(), d.dispose();
497
- }
498
- };
499
- }
500
- // src/games/battleship/scene/core-geo.js
501
- var We = (e) => new s(e).convertSRGBToLinear(), Ge = {
502
- hull: We("#1a2232"),
503
- deck: We("#2c3549"),
504
- sup: We("#3d4962"),
505
- metal: We("#5a6782"),
506
- glow: We("#ffffff")
507
- }, Ke = class {
508
- constructor() {
509
- this.p = [], this.n = [], this.c = [], this.g = [];
510
- }
511
- tri(e, t, n, r, i, a = 0) {
512
- let o = t[0] - e[0], s = t[1] - e[1], c = t[2] - e[2], l = n[0] - e[0], u = n[1] - e[1], d = n[2] - e[2], f = s * d - c * u, p = c * l - o * d, m = o * u - s * l, h = Math.hypot(f, p, m);
513
- if (h < 1e-9) return;
514
- f /= h, p /= h, m /= h;
515
- let g = (e[0] + t[0] + n[0]) / 3 - r[0], _ = (e[1] + t[1] + n[1]) / 3 - r[1], v = (e[2] + t[2] + n[2]) / 3 - r[2], y = t, b = n;
516
- f * g + p * _ + m * v < 0 && (y = n, b = t, f = -f, p = -p, m = -m), this.p.push(e[0], e[1], e[2], y[0], y[1], y[2], b[0], b[1], b[2]);
517
- for (let e = 0; e < 3; e++) this.n.push(f, p, m), this.c.push(i.r, i.g, i.b), this.g.push(a);
518
- }
519
- quad(e, t, n, r, i, a, o = 0) {
520
- this.tri(e, t, n, i, a, o), this.tri(e, n, r, i, a, o);
521
- }
522
- box(e, t, n, r, i, a, o, s = 0) {
523
- let c = e - r / 2, l = e + r / 2, u = t - i / 2, d = t + i / 2, f = n - a / 2, p = n + a / 2, m = [
524
- e,
525
- t,
526
- n
527
- ];
528
- this.quad([
529
- c,
530
- d,
531
- f
532
- ], [
533
- l,
534
- d,
535
- f
536
- ], [
537
- l,
538
- d,
539
- p
540
- ], [
541
- c,
542
- d,
543
- p
544
- ], m, o, s), this.quad([
545
- c,
546
- u,
547
- f
548
- ], [
549
- l,
550
- u,
551
- f
552
- ], [
553
- l,
554
- d,
555
- f
556
- ], [
557
- c,
558
- d,
559
- f
560
- ], m, o, s), this.quad([
561
- c,
562
- u,
563
- p
564
- ], [
565
- l,
566
- u,
567
- p
568
- ], [
569
- l,
570
- d,
571
- p
572
- ], [
573
- c,
574
- d,
575
- p
576
- ], m, o, s), this.quad([
577
- c,
578
- u,
579
- f
580
- ], [
581
- c,
582
- u,
583
- p
584
- ], [
585
- c,
586
- d,
587
- p
588
- ], [
589
- c,
590
- d,
591
- f
592
- ], m, o, s), this.quad([
593
- l,
594
- u,
595
- f
596
- ], [
597
- l,
598
- u,
599
- p
600
- ], [
601
- l,
602
- d,
603
- p
604
- ], [
605
- l,
606
- d,
607
- f
608
- ], m, o, s), this.quad([
609
- c,
610
- u,
611
- f
612
- ], [
613
- l,
614
- u,
615
- f
616
- ], [
617
- l,
618
- u,
619
- p
620
- ], [
621
- c,
622
- u,
623
- p
624
- ], m, o, s);
625
- }
626
- prism(e, t, n, r, i, a, o, s, c = 0, l = 1) {
627
- let u = [
628
- e,
629
- t + a * .5,
630
- n
631
- ], d = [
632
- e,
633
- t + a,
634
- n
635
- ];
636
- for (let f = 0; f < o; f++) {
637
- let p = f / o * Math.PI * 2, m = (f + 1) / o * Math.PI * 2, h = [
638
- e + Math.cos(p) * r,
639
- t,
640
- n + Math.sin(p) * i
641
- ], g = [
642
- e + Math.cos(m) * r,
643
- t,
644
- n + Math.sin(m) * i
645
- ], _ = [
646
- e + Math.cos(p) * r * l,
647
- t + a,
648
- n + Math.sin(p) * i * l
649
- ], v = [
650
- e + Math.cos(m) * r * l,
651
- t + a,
652
- n + Math.sin(m) * i * l
653
- ];
654
- this.quad(h, g, v, _, u, s, c), this.tri(d, _, v, [
655
- e,
656
- t,
657
- n
658
- ], s, c);
659
- }
660
- }
661
- annulus(e, t, n, r, i, a, o, s = 0) {
662
- let c = [
663
- e,
664
- t - 1,
665
- n
666
- ];
667
- for (let l = 0; l < a; l++) {
668
- let u = l / a * Math.PI * 2, d = (l + 1) / a * Math.PI * 2, f = Math.cos(u), p = Math.sin(u), m = Math.cos(d), h = Math.sin(d);
669
- this.quad([
670
- e + f * r,
671
- t,
672
- n + p * r
673
- ], [
674
- e + m * r,
675
- t,
676
- n + h * r
677
- ], [
678
- e + m * i,
679
- t,
680
- n + h * i
681
- ], [
682
- e + f * i,
683
- t,
684
- n + p * i
685
- ], c, o, s);
686
- }
687
- }
688
- build() {
689
- let e = new i();
690
- return e.setAttribute("position", new r(new Float32Array(this.p), 3)), e.setAttribute("normal", new r(new Float32Array(this.n), 3)), e.setAttribute("color", new r(new Float32Array(this.c), 3)), e.setAttribute("aGlow", new r(new Float32Array(this.g), 1)), e.computeBoundingSphere(), e.computeBoundingBox(), e;
691
- }
692
- }, qe = (e, t, n) => {
693
- let r = Math.min(1, Math.max(0, (n - e) / (t - e)));
694
- return r * r * (3 - 2 * r);
695
- };
696
- function Je(e, { L: t, hw: n, H: r, draft: i, bowStart: a = .68, sternScale: o = .82, sternTaper: s = !1, trim: c = !0 }) {
697
- let l = Ge, u = [];
698
- for (let e = 0; e < 10; e++) {
699
- let c = e / 9, l = -t / 2 + c * t, d, f = 0;
700
- if (c > a) {
701
- let e = (c - a) / (1 - a);
702
- d = Math.sqrt(Math.max(0, 1 - e * e)) * .95 + .05, f = e * e;
703
- } else if (s && c < 1 - a) {
704
- let e = (1 - a - c) / (1 - a);
705
- d = Math.sqrt(Math.max(0, 1 - e * e)) * .9 + .1;
706
- } else d = o + (1 - o) * qe(0, .2, c);
707
- let p = r + .05 * f, m = -i * (.5 + .5 * d);
708
- u.push([
709
- [
710
- l,
711
- p,
712
- n * d
713
- ],
714
- [
715
- l,
716
- -i * .45,
717
- n * d * .84
718
- ],
719
- [
720
- l,
721
- m,
722
- 0
723
- ],
724
- [
725
- l,
726
- -i * .45,
727
- -n * d * .84
728
- ],
729
- [
730
- l,
731
- p,
732
- -n * d
733
- ]
734
- ]);
735
- }
736
- for (let t = 0; t < 9; t++) {
737
- let n = u[t], a = u[t + 1], o = (n[0][0] + a[0][0]) / 2, s = [
738
- o,
739
- (r - i) * .3,
740
- 0
741
- ];
742
- for (let t = 0; t < 4; t++) e.quad(n[t], a[t], a[t + 1], n[t + 1], s, l.hull);
743
- e.quad(n[0], a[0], a[4], n[4], [
744
- o,
745
- -1,
746
- 0
747
- ], l.deck);
748
- }
749
- let d = u[0], f = u[9];
750
- for (let t = 1; t < 4; t++) e.tri(d[0], d[t], d[t + 1], [
751
- d[0][0] + 1,
752
- 0,
753
- 0
754
- ], l.hull), e.tri(f[0], f[t], f[t + 1], [
755
- f[0][0] - 1,
756
- 0,
757
- 0
758
- ], l.hull);
759
- if (c) {
760
- let i = t * .56, a = -t / 2 + t * .38;
761
- e.box(a, r + .008, n * .93, i, .014, .018, l.glow, 1), e.box(a, r + .008, -n * .93, i, .014, .018, l.glow, 1);
762
- }
763
- }
764
- function Ye(e, t, n, r) {
765
- let i = Ge;
766
- e.prism(t, n, 0, .095, .085, .06, 8, i.sup, 0, .82), e.box(t + r * .17, n + .035, .028, .22, .022, .022, i.metal), e.box(t + r * .17, n + .035, -.028, .22, .022, .022, i.metal), e.box(t - r * .03, n + .064, 0, .04, .008, .04, i.glow, 1);
767
- }
768
- function Xe(e, t, n, r, i, a = 1) {
769
- let o = Ge;
770
- e.box(t, n + i / 2, 0, r * 1.4, i, r, o.sup), e.box(t + .02, n + i + .05, 0, r * .9, .1, r * .72, o.sup), e.box(t + r * .45 * a + .025, n + i + .055, 0, .012, .026, r * .6, o.glow, 1), e.prism(t - .05, n + i + .1, 0, .012, .012, .2, 4, o.metal), e.box(t - .05, n + i + .27, 0, .012, .012, .16, o.metal), e.box(t - .05, n + i + .3, 0, .02, .02, .02, o.glow, 1);
771
- }
772
- var Ze = {
773
- carrier: "carrier",
774
- battleship: "battleship",
775
- cruiser: "cruiser",
776
- submarine: "submarine",
777
- destroyer: "destroyer"
778
- }, Z = {
779
- 5: "carrier",
780
- 4: "battleship",
781
- 3: "cruiser",
782
- 2: "destroyer",
783
- 1: "destroyer"
784
- };
785
- function Qe(e, t) {
786
- let n = typeof e == "string" ? e.toLowerCase() : "";
787
- for (let e in Ze) if (n.includes(e)) return Ze[e];
788
- return Z[t] || "cruiser";
789
- }
790
- function $e(e, t) {
791
- let n = new Ke(), r = Ge, i = Math.max(1, t) - .14;
792
- switch (e) {
793
- case "carrier":
794
- Je(n, {
795
- L: i,
796
- hw: .22,
797
- H: .12,
798
- draft: .12,
799
- bowStart: .78,
800
- trim: !1
801
- }), n.box(.04, .15, .02, i * .95, .035, .52, r.deck), n.box(0, .16899999999999998, .06, i * .8, .004, .02, r.glow, 1), n.box(0, .16899999999999998, .255, i * .86, .006, .012, r.glow, 1), n.box(0, .16899999999999998, -.215, i * .86, .006, .012, r.glow, 1), n.box(.35, .29000000000000004, -.19, .44, .22, .1, r.sup), n.box(.3, .43, -.19, .26, .08, .09, r.sup), n.box(.58, .36, -.19, .012, .03, .08, r.glow, 1), n.prism(.28, .46, -.19, .012, .012, .22, 4, r.metal), n.box(.28, .68, -.19, .025, .025, .025, r.glow, 1);
802
- for (let e = 0; e < 4; e++) n.box(-1.5 + e * .32, .18, .12, .16, .018, .12, r.metal);
803
- break;
804
- case "battleship": {
805
- let e = .13;
806
- Je(n, {
807
- L: i,
808
- hw: .19,
809
- H: e,
810
- draft: .11
811
- }), Xe(n, -.05, e, .24, .14), n.prism(-.45, e, 0, .07, .06, .2, 7, r.sup, 0, .85), n.box(-.45, .33499999999999996, 0, .1, .01, .08, r.glow, 1), Ye(n, .72, e, 1), Ye(n, 1.08, .15, 1), Ye(n, -1, e, -1);
812
- break;
813
- }
814
- case "submarine": {
815
- let e = .05;
816
- Je(n, {
817
- L: i,
818
- hw: .13,
819
- H: e,
820
- draft: .13,
821
- bowStart: .72,
822
- sternTaper: !0,
823
- trim: !1
824
- }), n.prism(.2, e, 0, .18, .06, .17, 10, r.sup, 0, .85), n.box(.2, .16999999999999998, .052, .18, .012, .01, r.glow, 1), n.box(.2, .16999999999999998, -.052, .18, .012, .01, r.glow, 1), n.box(.22, .16, 0, .04, .012, .32, r.metal), n.box(-i / 2 + .12, 0, 0, .06, .01, .3, r.metal), n.box(-i / 2 + .12, 0, 0, .06, .2, .01, r.metal), n.box(0, .054000000000000006, 0, i * .6, .006, .012, r.glow, 1);
825
- break;
826
- }
827
- case "destroyer": {
828
- let e = .12;
829
- Je(n, {
830
- L: i,
831
- hw: .14,
832
- H: e,
833
- draft: .1
834
- }), Xe(n, .05, e, .17, .1), n.prism(-.3, e, 0, .05, .045, .16, 6, r.sup, 0, .85), Ye(n, .5, e, 1);
835
- break;
836
- }
837
- default: {
838
- let e = .12;
839
- Je(n, {
840
- L: i,
841
- hw: .165,
842
- H: e,
843
- draft: .1
844
- }), Xe(n, .05, e, .2, .12), n.prism(-.32, e, 0, .06, .05, .18, 7, r.sup, 0, .85), Ye(n, .72, e, 1), Ye(n, -.78, e, -1);
845
- }
846
- }
847
- return n.build();
848
- }
849
- function et() {
850
- let e = new Ke(), t = We("#e8f6ff");
851
- return e.prism(0, 0, 0, .065, .065, .2, 8, t, .35, .8), e.annulus(0, .004, 0, .17, .23, 20, t, 1), e.build();
852
- }
853
- function tt() {
854
- let e = new Ke(), t = We("#f43f5e"), n = We("#fb923c");
855
- return e.prism(0, 0, 0, .075, .075, .24, 8, t, .6, .85), e.prism(0, .24, 0, .065, .065, .1, 8, n, 1, .05), e.build();
856
- }
857
- // src/games/battleship/scene/core-board.js
858
- var nt = .035, Q = 5.35, rt = 6.3, $ = (e) => new s(e).convertSRGBToLinear(), it = {
859
- own: {
860
- line: $("#22d3ee").lerp($("#a78bfa"), .55),
861
- accent: $("#a78bfa")
862
- },
863
- target: {
864
- line: $("#22d3ee"),
865
- accent: $("#f43f5e")
866
- }
867
- }, at = "\nvarying vec2 vP;\nvoid main() {\n vP = position.xz;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n}\n", ot = `
868
- uniform vec3 uLine;
869
- uniform vec3 uAccent;
870
- uniform vec2 uHover;
871
- uniform float uHoverAmt;
872
- uniform float uTime;
873
- uniform float uScan;
874
- uniform float uActive;
875
- varying vec2 vP;
876
- void main() {
877
- vec2 p = vP;
878
- vec2 a = abs(p);
879
- float m = max(a.x, a.y);
880
- float inside = 1.0 - step(5.0, m);
881
- vec2 fw = max(fwidth(p), vec2(1e-4));
882
- vec2 g = abs(fract(p + 0.5) - 0.5);
883
- vec2 l = 1.0 - smoothstep(fw * 0.6, fw * 1.9, g);
884
- float line = max(l.x, l.y) * inside;
885
- vec2 gg = exp(-g * 16.0);
886
- float glow = max(gg.x, gg.y) * 0.2 * inside;
887
- float node = l.x * l.y * inside;
888
-
889
- float border = 1.0 - smoothstep(0.0, 0.035 + fw.x * 1.5, abs(m - 5.0));
890
- float borderGlow = exp(-abs(m - 5.0) * 9.0) * 0.45;
891
- float corner = step(3.9, min(a.x, a.y)) * (1.0 - smoothstep(0.0, 0.035 + fw.x * 1.5, abs(m - 5.2)));
892
-
893
- float scan = 0.55 + 0.45 * sin(p.y * 70.0 + uTime * 3.0);
894
- float sweep = exp(-pow((p.y - uScan) * 2.4, 2.0)) * inside;
895
-
896
- vec2 cell = floor(p + 5.0);
897
- vec2 local = fract(p) - 0.5;
898
- float hov = uHoverAmt * inside * (1.0 - step(0.5, abs(cell.x - uHover.x) + abs(cell.y - uHover.y)));
899
- float hEdge = smoothstep(0.36, 0.47, max(abs(local.x), abs(local.y)));
900
- float hPulse = 0.8 + 0.2 * sin(uTime * 6.0);
901
-
902
- vec3 col = uLine * ((line * 0.85 + glow + node * 0.6) * mix(0.55, 1.0, uActive) + inside * 0.045 * scan + sweep * 0.14 * uActive);
903
- col += uAccent * (border * 1.1 + borderGlow + corner * 1.6);
904
- col += mix(uLine, vec3(1.0), 0.35) * hov * (0.16 + hEdge * 0.9) * hPulse;
905
- col *= 1.0 - smoothstep(5.22, ${Q.toFixed(2)}, m);
906
- gl_FragColor = vec4(col, 1.0);
907
- #include <encodings_fragment>
908
- }
909
- `, st = "\nuniform vec3 uColor;\nuniform float uTime;\nuniform float uOpacity;\nvarying vec2 vUv;\nvoid main() {\n vec2 p = vUv * 2.0 - 1.0;\n vec2 a = abs(p);\n float sq = max(a.x, a.y);\n float bracket = (1.0 - smoothstep(0.0, 0.06, abs(sq - 0.8))) * step(0.42, min(a.x, a.y));\n float r = length(p);\n float ang = atan(p.y, p.x);\n float dash = step(0.45, fract(ang * 1.909859 + uTime * 0.25));\n float ring = (1.0 - smoothstep(0.0, 0.04, abs(r - 0.62))) * dash;\n float fill = (1.0 - smoothstep(0.0, 0.7, r)) * 0.12;\n vec3 col = uColor * (bracket * 1.4 + ring * 0.9 + fill);\n gl_FragColor = vec4(col, uOpacity);\n #include <encodings_fragment>\n}\n", ct = "\nvarying vec2 vUv;\nvoid main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n}\n", lt = "\nvarying vec2 vUv;\nvarying float vPhase;\nvoid main() {\n vUv = uv;\n vec4 wp = modelMatrix * instanceMatrix * vec4(position, 1.0);\n vPhase = wp.x * 1.7 + wp.z * 2.3;\n gl_Position = projectionMatrix * viewMatrix * wp;\n}\n", ut = "\nuniform vec3 uColor;\nuniform float uTime;\nvarying vec2 vUv;\nvarying float vPhase;\nvoid main() {\n vec2 p = abs(vUv * 2.0 - 1.0);\n float m = max(p.x, p.y);\n float edge = smoothstep(0.78, 0.95, m) * (1.0 - smoothstep(0.95, 1.0, m));\n float pulse = 0.75 + 0.25 * sin(uTime * 5.0 + vPhase);\n float fill = 0.22 + 0.08 * sin((vUv.y + uTime * 0.6) * 30.0);\n gl_FragColor = vec4(uColor * (edge * 1.3 + fill) * pulse, 1.0);\n #include <encodings_fragment>\n}\n", dt = "\nuniform float uTime;\nuniform vec3 uHot;\nuniform vec3 uRed;\nvarying vec2 vUv;\nvarying float vPhase;\nvoid main() {\n vec2 p = vUv * 2.0 - 1.0;\n float r = length(p);\n float pulse = 0.7 + 0.3 * sin(uTime * 3.2 + vPhase);\n float core = exp(-r * r * 9.0);\n float ring = (1.0 - smoothstep(0.0, 0.06, abs(r - (0.45 + 0.08 * pulse)))) * 0.5;\n vec3 col = mix(uRed, uHot, core) * (core * 0.9 + ring) * pulse;\n col *= 1.0 - smoothstep(0.85, 1.0, r);\n gl_FragColor = vec4(col, 1.0);\n #include <encodings_fragment>\n}\n", ft = "\nvarying vec3 vN;\nvarying vec3 vView;\nvarying float vY;\nvoid main() {\n vec4 wp = modelMatrix * vec4(position, 1.0);\n vN = normalize(mat3(modelMatrix) * normal);\n vView = cameraPosition - wp.xyz;\n vY = wp.y;\n gl_Position = projectionMatrix * viewMatrix * wp;\n}\n", pt = "\nuniform vec3 uColor;\nuniform float uTime;\nvarying vec3 vN;\nvarying vec3 vView;\nvarying float vY;\nvoid main() {\n float f = 1.0 - abs(dot(normalize(vN), normalize(vView)));\n float scan = 0.6 + 0.4 * sin(vY * 120.0 - uTime * 6.0);\n gl_FragColor = vec4(uColor * (0.12 + pow(f, 2.0) * 0.9) * scan, 1.0);\n #include <encodings_fragment>\n}\n";
910
- function mt() {
911
- let e = document.createElement("canvas");
912
- e.width = 512, e.height = 256;
913
- let t = e.getContext("2d");
914
- t.clearRect(0, 0, e.width, e.height), t.textAlign = "center", t.textBaseline = "middle", t.fillStyle = "#ffffff", t.shadowColor = "rgba(255,255,255,0.85)", t.shadowBlur = 7;
915
- let n = [];
916
- for (let e = 0; e < 10; e++) n.push(String.fromCharCode(65 + e));
917
- for (let e = 1; e <= 10; e++) n.push(String(e));
918
- n.forEach((e, n) => {
919
- let r = n % 8 * 64 + 32, i = Math.floor(n / 8) * 64 + 32 + 2;
920
- t.font = `600 ${e.length > 1 ? 34 : 40}px "Inter", "Segoe UI", system-ui, sans-serif`, t.fillText(e, r, i);
921
- });
922
- let r = new a(e);
923
- return r.minFilter = _, r.magFilter = _, r.generateMipmaps = !1, r;
924
- }
925
- function ht() {
926
- let e = .5, t = [], n = [], a = [], o = (r, i, o) => {
927
- let s = o % 8 / 8, c = 1 - Math.floor(o / 8) / 4, l = s + 1 / 8, u = c - 1 / 4, d = t.length / 3;
928
- t.push(r - e / 2, 0, i + e / 2, r + e / 2, 0, i + e / 2, r + e / 2, 0, i - e / 2, r - e / 2, 0, i - e / 2), n.push(s, u, l, u, l, c, s, c), a.push(d, d + 1, d + 2, d, d + 2, d + 3);
929
- };
930
- for (let e = 0; e < 10; e++) o(-5.824999999999999, e - 4.5, e);
931
- for (let e = 0; e < 10; e++) o(e - 4.5, -5.824999999999999, 10 + e);
932
- let s = new i();
933
- return s.setAttribute("position", new r(new Float32Array(t), 3)), s.setAttribute("uv", new r(new Float32Array(n), 2)), s.setIndex(a), s.computeBoundingSphere(), s;
934
- }
935
- function gt() {
936
- let e = new P();
937
- e.moveTo(-6.3, -6.3), e.lineTo(rt, -6.3), e.lineTo(rt, rt), e.lineTo(-6.3, rt), e.lineTo(-6.3, -6.3);
938
- let t = new C();
939
- t.moveTo(-5.35, -5.35), t.lineTo(-5.35, Q), t.lineTo(Q, Q), t.lineTo(Q, -5.35), t.lineTo(-5.35, -5.35), e.holes.push(t);
940
- let n = new f(e, {
941
- depth: .16,
942
- bevelEnabled: !0,
943
- bevelThickness: .025,
944
- bevelSize: .025,
945
- bevelSegments: 1,
946
- curveSegments: 1
947
- });
948
- return n.rotateX(-Math.PI / 2), n.translate(0, -.135, 0), n;
949
- }
950
- function _t({ quality: e }) {
951
- let n = { value: 0 }, r = [], a = [], o = [], c = (e, t) => {
952
- e && a.push(e), t && o.push(t);
953
- }, l = it.target.line.clone(), d = it.target.accent.clone(), f = new E(Q * 2, Q * 2, 1, 1);
954
- f.rotateX(-Math.PI / 2);
955
- let p = {
956
- uLine: { value: l },
957
- uAccent: { value: d },
958
- uHover: { value: new ne(-10, -10) },
959
- uHoverAmt: { value: 0 },
960
- uTime: n,
961
- uScan: { value: -6 },
962
- uActive: { value: 1 }
963
- }, m = new M({
964
- uniforms: p,
965
- vertexShader: at,
966
- fragmentShader: ot,
967
- blending: t,
968
- transparent: !0,
969
- depthWrite: !1,
970
- extensions: { derivatives: !0 },
971
- toneMapped: !1
972
- }), h = new y(f, m);
973
- h.position.y = nt, h.renderOrder = 2, r.push(h), c(f, m);
974
- let _ = gt(), S = new x({
975
- color: $("#151c2b"),
976
- metalness: .75,
977
- roughness: .38,
978
- emissive: d,
979
- emissiveIntensity: .06
980
- }), ee = new y(_, S);
981
- ee.receiveShadow = !0, r.push(ee), c(_, S);
982
- let C = mt(), w = ht(), T = new b({
983
- map: C,
984
- color: l,
985
- transparent: !0,
986
- depthWrite: !1,
987
- blending: t,
988
- toneMapped: !1
989
- }), D = new y(w, T);
990
- D.position.y = .055, D.renderOrder = 3, r.push(D), c(w, T);
991
- let te = new E(Q * 2, Q * 2);
992
- te.rotateX(-Math.PI / 2);
993
- let k = new N({
994
- opacity: .35,
995
- depthWrite: !1
996
- }), A = new y(te, k);
997
- A.position.y = .030000000000000002, A.receiveShadow = !0, A.renderOrder = 1, A.visible = e !== "low", r.push(A), c(te, k);
998
- let j = new E(1.25, 1.25);
999
- j.rotateX(-Math.PI / 2);
1000
- let P = new M({
1001
- uniforms: {
1002
- uColor: { value: d },
1003
- uTime: n,
1004
- uOpacity: { value: 1 }
1005
- },
1006
- vertexShader: ct,
1007
- fragmentShader: st,
1008
- blending: t,
1009
- transparent: !0,
1010
- depthWrite: !1,
1011
- toneMapped: !1
1012
- }), F = new y(j, P);
1013
- F.position.y = .05500000000000001, F.renderOrder = 4, F.visible = !1, r.push(F), c(j, P);
1014
- let I = new E(.92, .92);
1015
- I.rotateX(-Math.PI / 2);
1016
- let L = { value: $("#34d399") }, re = new M({
1017
- uniforms: {
1018
- uColor: L,
1019
- uTime: n
1020
- },
1021
- vertexShader: lt,
1022
- fragmentShader: ut,
1023
- blending: t,
1024
- transparent: !0,
1025
- depthWrite: !1,
1026
- toneMapped: !1
1027
- }), z = new g(I, re, 5);
1028
- z.count = 0, z.visible = !1, z.frustumCulled = !1, z.renderOrder = 4, r.push(z), c(I, re);
1029
- let ie = new M({
1030
- uniforms: {
1031
- uColor: L,
1032
- uTime: n
1033
- },
1034
- vertexShader: ft,
1035
- fragmentShader: pt,
1036
- blending: t,
1037
- transparent: !0,
1038
- depthWrite: !1,
1039
- side: u,
1040
- toneMapped: !1
1041
- }), ae = new i(), B = new y(ae, ie);
1042
- B.visible = !1, B.renderOrder = 5, r.push(B), c(ae, ie);
1043
- let oe = et(), se = tt(), ce = (e, t) => new x({
1044
- vertexColors: !0,
1045
- metalness: .2,
1046
- roughness: .35,
1047
- emissive: e,
1048
- emissiveIntensity: t
1049
- }), le = ce($("#9fe8ff"), .35), ue = ce($("#fb923c"), 1.4), V = new g(oe, le, 100), de = new g(se, ue, 100);
1050
- V.castShadow = de.castShadow = e !== "low";
1051
- let H = new E(1, 1);
1052
- H.rotateX(-Math.PI / 2);
1053
- let U = new M({
1054
- uniforms: {
1055
- uTime: n,
1056
- uHot: { value: $("#fb923c") },
1057
- uRed: { value: $("#f43f5e") }
1058
- },
1059
- vertexShader: lt,
1060
- fragmentShader: dt,
1061
- blending: t,
1062
- transparent: !0,
1063
- depthWrite: !1,
1064
- toneMapped: !1
1065
- }), W = new g(H, U, 100);
1066
- W.renderOrder = 3;
1067
- for (let e of [
1068
- V,
1069
- de,
1070
- W
1071
- ]) e.count = 0, e.visible = !1, e.frustumCulled = !1, r.push(e);
1072
- c(oe, le), c(se, ue), c(H, U);
1073
- let G = new v(), K = new O(), q = new R(), fe = new R(1, 1, 1), pe = {
1074
- line: new s(),
1075
- accent: new s()
1076
- }, me = {
1077
- line: new s(),
1078
- accent: new s()
1079
- }, J = 1, he = null, ge = 0, _e = 0, ve = 0;
1080
- return {
1081
- objects: r,
1082
- uTime: n,
1083
- setMode(e, t) {
1084
- let n = it[e] || it.target;
1085
- pe.line.copy(l), pe.accent.copy(d), me.line.copy(n.line), me.accent.copy(n.accent), J = +!!t, t && (l.copy(n.line), d.copy(n.accent), S.emissive.copy(d), T.color.copy(l));
1086
- },
1087
- setActive(e) {
1088
- p.uActive.value = +!!e;
1089
- },
1090
- setHover(e) {
1091
- e ? (p.uHover.value.x = e.col, p.uHover.value.y = e.row, _e = 1) : _e = 0;
1092
- },
1093
- setSelected(e) {
1094
- e ? (he = e, F.position.x = e.col - 4.5, F.position.z = e.row - 4.5, F.visible = !0, ge = 0) : (he = null, F.visible = !1);
1095
- },
1096
- setPreview(e, t) {
1097
- if (!e || !e.cells || e.cells.length === 0) {
1098
- z.visible = !1, B.visible = !1;
1099
- return;
1100
- }
1101
- L.value.copy(e.valid ? $("#34d399") : $("#f43f5e"));
1102
- let n = Math.min(5, e.cells.length), r = 99, i = -1, a = 99, o = -1;
1103
- for (let t = 0; t < n; t++) {
1104
- let n = e.cells[t];
1105
- q.set(n.col - 4.5, .047, n.row - 4.5), G.compose(q, K, fe), z.setMatrixAt(t, G), n.row < r && (r = n.row), n.row > i && (i = n.row), n.col < a && (a = n.col), n.col > o && (o = n.col);
1106
- }
1107
- z.count = n, z.instanceMatrix.needsUpdate = !0, z.visible = !0, t ? (B.geometry = t, B.position.set((a + o) / 2 - 4.5, .02, (r + i) / 2 - 4.5), B.rotation.set(0, i > r ? -Math.PI / 2 : 0, 0), B.visible = !0) : B.visible = !1;
1108
- },
1109
- setMarkers(e, t) {
1110
- let n = 0, r = 0;
1111
- if (Array.isArray(e)) for (let i = 0; i < 10; i++) {
1112
- let a = e[i];
1113
- if (a) for (let e = 0; e < 10; e++) {
1114
- let o = a[e];
1115
- o !== "hit" && o !== "miss" || t(i * 10 + e) || (o === "miss" ? (q.set(e - 4.5, nt, i - 4.5), G.compose(q, K, fe), V.setMatrixAt(n++, G)) : (q.set(e - 4.5, nt, i - 4.5), G.compose(q, K, fe), de.setMatrixAt(r, G), q.y = .045000000000000005, G.compose(q, K, fe), W.setMatrixAt(r++, G)));
1116
- }
1117
- }
1118
- V.count = n, de.count = r, W.count = r, V.visible = n > 0, de.visible = W.visible = r > 0, V.instanceMatrix.needsUpdate = !0, de.instanceMatrix.needsUpdate = !0, W.instanceMatrix.needsUpdate = !0;
1119
- },
1120
- setQuality(e) {
1121
- A.visible = e !== "low", V.castShadow = de.castShadow = e !== "low";
1122
- },
1123
- update(e, t, r) {
1124
- if (n.value = t, J < 1) {
1125
- J = Math.min(1, J + e / .45);
1126
- let t = J * J * (3 - 2 * J);
1127
- l.copy(pe.line).lerp(me.line, t), d.copy(pe.accent).lerp(me.accent, t), S.emissive.copy(d), T.color.copy(l);
1128
- }
1129
- let i = p.uHoverAmt;
1130
- if (i.value += (_e - i.value) * Math.min(1, e * 14), r ? p.uScan.value = -20 : (ve += e, p.uScan.value = ve * 2.2 % 16 - 8), he) {
1131
- ge += e;
1132
- let n = Math.min(1, ge / .22), i = r ? 1 : 1 + .05 * Math.sin(t * 5), a = (1.35 - .35 * n * (2 - n)) * i;
1133
- F.scale.set(a, 1, a), P.uniforms.uOpacity.value = n;
1134
- }
1135
- },
1136
- dispose() {
1137
- for (let e of a) e.dispose();
1138
- for (let e of o) e.dispose();
1139
- C.dispose();
1140
- }
1141
- };
1142
- }
1143
- // src/games/battleship/scene/core-ships.js
1144
- var vt = 5, yt = 36, bt = 20, xt = (e) => new s(e).convertSRGBToLinear();
1145
- function St(e, { color: t, trim: n, trimIntensity: r, roughness: i }) {
1146
- let a = { value: n }, o = { value: r }, s = new x({
1147
- vertexColors: !0,
1148
- color: t,
1149
- metalness: .6,
1150
- roughness: i
1151
- });
1152
- return s.onBeforeCompile = (e) => {
1153
- e.uniforms.uTrim = a, e.uniforms.uTrimIntensity = o, e.vertexShader = e.vertexShader.replace("#include <common>", "#include <common>\nattribute float aGlow;\nvarying float vGlow;").replace("#include <begin_vertex>", "#include <begin_vertex>\nvGlow = aGlow;"), e.fragmentShader = e.fragmentShader.replace("#include <common>", "#include <common>\nuniform vec3 uTrim;\nuniform float uTrimIntensity;\nvarying float vGlow;").replace("#include <emissivemap_fragment>", "#include <emissivemap_fragment>\ntotalEmissiveRadiance += uTrim * vGlow * uTrimIntensity;\ndiffuseColor.rgb *= 1.0 - vGlow * 0.7;");
1154
- }, s.customProgramCacheKey = () => "bs-ship-" + e, {
1155
- material: s,
1156
- uTrim: a,
1157
- uTrimIntensity: o
1158
- };
1159
- }
1160
- var Ct = `
1161
- uniform vec4 uEmitA[${vt}];
1162
- uniform vec4 uEmitB[${vt}];
1163
- uniform float uTime;
1164
- uniform float uScale;
1165
- uniform float uEmber;
1166
- attribute float aEmitter;
1167
- attribute vec4 aSeed;
1168
- varying vec4 vColor;
1169
- void main() {
1170
- int idx = int(aEmitter + 0.5);
1171
- vec4 A = uEmitA[idx];
1172
- vec4 B = uEmitB[idx];
1173
- float life = mix(2.8 + aSeed.y * 1.6, 1.0 + aSeed.y * 0.8, uEmber);
1174
- float t = fract((uTime + aSeed.w * life) / life);
1175
- vec3 base = A.xyz + vec3(B.x, 0.0, B.y) * (aSeed.x * 2.0 - 1.0) * B.z;
1176
- vec3 pos;
1177
- float alpha;
1178
- float size;
1179
- vec3 col;
1180
- if (uEmber < 0.5) {
1181
- pos = base + vec3((aSeed.z - 0.5) * 0.25 + 0.5 * t * t, t * 1.7, (aSeed.y - 0.5) * 0.25 + 0.25 * t * t);
1182
- alpha = smoothstep(0.0, 0.12, t) * (1.0 - smoothstep(0.5, 1.0, t)) * 0.55;
1183
- size = (0.22 + 0.6 * t) * (0.7 + 0.6 * aSeed.z);
1184
- col = mix(vec3(0.05, 0.045, 0.06), vec3(0.16, 0.17, 0.22), t);
1185
- } else {
1186
- float sway = sin(t * 9.0 + aSeed.x * 20.0) * 0.06;
1187
- pos = base + vec3(sway + 0.2 * t, t * (0.7 + aSeed.z * 0.8), sway * 0.6);
1188
- float flick = 0.55 + 0.45 * sin(uTime * 23.0 + aSeed.w * 50.0);
1189
- alpha = (1.0 - t) * flick;
1190
- size = 0.045 + 0.04 * aSeed.z;
1191
- col = mix(vec3(1.0, 0.75, 0.35), vec3(0.96, 0.25, 0.37), t);
1192
- }
1193
- alpha *= A.w;
1194
- vec4 mv = modelViewMatrix * vec4(pos, 1.0);
1195
- gl_Position = projectionMatrix * mv;
1196
- gl_PointSize = alpha > 0.003 ? size * uScale / max(-mv.z, 0.1) : 0.0;
1197
- vColor = vec4(col, alpha);
1198
- }
1199
- `, wt = "\nvarying vec4 vColor;\nvoid main() {\n float d = length(gl_PointCoord - 0.5) * 2.0;\n if (d > 1.0) discard;\n gl_FragColor = vec4(vColor.rgb, vColor.a * pow(1.0 - d, 1.5));\n #include <encodings_fragment>\n}\n";
1200
- function Tt(e) {
1201
- let t = e * vt, n = new i(), a = new Float32Array(t), o = new Float32Array(t * 4);
1202
- for (let e = 0; e < t; e++) {
1203
- a[e] = e % vt;
1204
- for (let t = 0; t < 4; t++) o[e * 4 + t] = Math.random();
1205
- }
1206
- return n.setAttribute("position", new r(new Float32Array(t * 3), 3)), n.setAttribute("aEmitter", new r(a, 1)), n.setAttribute("aSeed", new r(o, 4)), n;
1207
- }
1208
- function Et({ quality: e, reducedMotion: n, heightAt: r }) {
1209
- let i = new m();
1210
- i.name = "battleship-fleet";
1211
- let a = St("intact", {
1212
- color: new s(1, 1, 1),
1213
- trim: xt("#a78bfa"),
1214
- trimIntensity: 1.6,
1215
- roughness: .42
1216
- }), o = St("wreck", {
1217
- color: new s(.32, .3, .32),
1218
- trim: xt("#fb923c"),
1219
- trimIntensity: .5,
1220
- roughness: .75
1221
- }), c = /* @__PURE__ */ new Map();
1222
- function l(e, t) {
1223
- let n = e + ":" + t, r = c.get(n);
1224
- return r || (r = $e(e, t), c.set(n, r)), r;
1225
- }
1226
- let u = [], d = [];
1227
- for (let e = 0; e < vt; e++) u.push(new re(0, 0, 0, 0)), d.push(new re(1, 0, .5, 0));
1228
- let f = { value: u }, p = { value: d }, h = { value: 0 }, g = { value: 600 }, _ = new ne(), v = (e, t, n) => {
1229
- e.getDrawingBufferSize(_), g.value = _.y * .5 * n.projectionMatrix.elements[5];
1230
- }, b = Tt(yt), x = Tt(bt), ee = (e) => new M({
1231
- uniforms: {
1232
- uEmitA: f,
1233
- uEmitB: p,
1234
- uTime: h,
1235
- uScale: g,
1236
- uEmber: { value: +!!e }
1237
- },
1238
- vertexShader: Ct,
1239
- fragmentShader: wt,
1240
- transparent: !0,
1241
- depthWrite: !1,
1242
- blending: e ? t : S,
1243
- toneMapped: !e
1244
- }), C = ee(!1), w = ee(!0), T = new te(b, C), E = new te(x, w);
1245
- for (let e of [T, E]) e.frustumCulled = !1, e.visible = !1, e.onBeforeRender = v, i.add(e);
1246
- T.renderOrder = 6, E.renderOrder = 7;
1247
- function D(e) {
1248
- let t = e === "low" || n;
1249
- b.setDrawRange(0, (t ? 14 : yt) * vt), x.setDrawRange(0, (t ? 8 : bt) * vt);
1250
- }
1251
- D(e);
1252
- let O = e !== "low", k = /* @__PURE__ */ new Map(), A = n ? .45 : 1.2, j = 0;
1253
- function N(e, t) {
1254
- let n = t.cells || [], r = n.length || t.size || 1, i = 0, a = 0, o = 99, s = -1, c = 99, l = -1;
1255
- for (let e of n) i += e.row, a += e.col, e.row < o && (o = e.row), e.row > s && (s = e.row), e.col < c && (c = e.col), e.col > l && (l = e.col);
1256
- let u = Math.max(1, n.length), d = n.length > 1 ? s > o : t.orientation === "vertical";
1257
- e.x = a / u - 4.5, e.z = i / u - 4.5, e.yaw = d ? -Math.PI / 2 : 0, e.dirX = +!d, e.dirZ = +!!d, e.halfLen = r / 2 - .1, e.size = r;
1258
- }
1259
- function P() {
1260
- for (let e of k.values()) i.remove(e.mesh);
1261
- k.clear();
1262
- }
1263
- return {
1264
- group: i,
1265
- geometryFor: l,
1266
- sync(e, t) {
1267
- let n = /* @__PURE__ */ new Set();
1268
- if (Array.isArray(e)) for (let r of e) {
1269
- if (!r || r.id == null || t.hide(r)) continue;
1270
- let e = String(r.id);
1271
- n.add(e);
1272
- let s = !!r.sunk && !t.forceIntact(r), c = r.size || (r.cells ? r.cells.length : 1), u = Qe(r.id, c), d = k.get(e), f = !d;
1273
- if (d ? (d.cls !== u || d.size !== c) && (d.mesh.geometry = l(u, c), d.cls = u) : (d = {
1274
- id: e,
1275
- mesh: new y(l(u, c), a.material),
1276
- cls: u,
1277
- phase: Math.random() * Math.PI * 2,
1278
- sunk: !1,
1279
- sinkT: 0,
1280
- sinking: !1,
1281
- forcedUntil: 0,
1282
- x: 0,
1283
- z: 0,
1284
- yaw: 0,
1285
- dirX: 1,
1286
- dirZ: 0,
1287
- halfLen: 1,
1288
- size: c
1289
- }, d.mesh.castShadow = O, d.mesh.rotation.order = "YZX", k.set(e, d), i.add(d.mesh)), N(d, r), s && !d.sunk) {
1290
- d.sunk = !0, d.mesh.material = o.material;
1291
- let e = !f || t.sunkAnimate(r);
1292
- d.sinking = e, d.sinkT = +!e;
1293
- } else !s && d.sunk && j > d.forcedUntil && (d.sunk = !1, d.sinking = !1, d.sinkT = 0, d.mesh.material = a.material);
1294
- }
1295
- for (let [e, t] of k) n.has(e) || (i.remove(t.mesh), k.delete(e));
1296
- },
1297
- clear: P,
1298
- sinkAt(e, t) {
1299
- let n = t - 4.5, r = e - 4.5;
1300
- for (let e of k.values()) {
1301
- let t = (n - e.x) * e.dirX + (r - e.z) * e.dirZ;
1302
- if (Math.abs((n - e.x) * e.dirZ - (r - e.z) * e.dirX) < .4 && Math.abs(t) <= e.halfLen + .2) return e.sunk || (e.sunk = !0, e.sinking = !0, e.sinkT = 0, e.forcedUntil = j + 3, e.mesh.material = o.material), !0;
1303
- }
1304
- return !1;
1305
- },
1306
- occupies(e, t) {
1307
- let n = t - 4.5, r = e - 4.5;
1308
- for (let e of k.values()) {
1309
- let t = (n - e.x) * e.dirX + (r - e.z) * e.dirZ;
1310
- if (Math.abs((n - e.x) * e.dirZ - (r - e.z) * e.dirX) < .4 && Math.abs(t) <= e.halfLen + .2) return !0;
1311
- }
1312
- return !1;
1313
- },
1314
- setTrimColor(e) {
1315
- a.uTrim.value.copy(e);
1316
- },
1317
- setQuality(e) {
1318
- O = e !== "low";
1319
- for (let e of k.values()) e.mesh.castShadow = O;
1320
- D(e);
1321
- },
1322
- update(e) {
1323
- j += e, h.value = j;
1324
- let t = 0, i = n ? .3 : 1;
1325
- for (let n of k.values()) {
1326
- n.sinking && (n.sinkT = Math.min(1, n.sinkT + e / A), n.sinkT >= 1 && (n.sinking = !1));
1327
- let a = n.sinkT, o = a * a * (3 - 2 * a), s = n.halfLen, c = r(n.x + n.dirX * s, n.z + n.dirZ * s), l = r(n.x - n.dirX * s, n.z - n.dirZ * s), f = r(n.x + n.dirZ * .3, n.z - n.dirX * .3), p = r(n.x - n.dirZ * .3, n.z + n.dirX * .3), m = (c + l + f + p) * .25, h = Math.sin(j * 1.3 + n.phase) * .012 * i, g = Math.atan2(c - l, 2 * s) * i + .11 * o, _ = Math.atan2(f - p, .6) * i + Math.sin(j * .9 + n.phase) * .02 * i + .3 * o;
1328
- if (n.mesh.position.set(n.x, m + h - .14 * o, n.z), n.mesh.rotation.set(_, n.yaw, g), n.sunk && t < vt) {
1329
- let e = u[t], r = d[t];
1330
- e.set(n.x, m + .08 - .1 * o, n.z, Math.min(1, a * 1.5)), r.set(n.dirX, n.dirZ, s * .7, 0), t++;
1331
- }
1332
- }
1333
- for (let e = t; e < vt; e++) u[e].w = 0;
1334
- T.visible = E.visible = t > 0;
1335
- },
1336
- dispose() {
1337
- P();
1338
- for (let e of c.values()) e.dispose();
1339
- c.clear(), a.material.dispose(), o.material.dispose(), b.dispose(), x.dispose(), C.dispose(), w.dispose();
1340
- }
1341
- };
1342
- }
1343
- // src/games/battleship/scene/createBattleScene.js
1344
- var Dt = "#0b1220", Ot = .018, kt = 38, At = 6, jt = 1 / 20, Mt = (e) => new s(e).convertSRGBToLinear(), Nt = {
1345
- uniforms: { tDiffuse: { value: null } },
1346
- vertexShader: "\n varying vec2 vUv;\n void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); }\n ",
1347
- fragmentShader: "\n uniform sampler2D tDiffuse;\n varying vec2 vUv;\n void main() { gl_FragColor = LinearTosRGB(texture2D(tDiffuse, vUv)); }\n "
1348
- };
1349
- function Pt() {
1350
- if (typeof window > "u") return "low";
1351
- let e = !!(window.matchMedia && window.matchMedia("(pointer: coarse)").matches), t = Math.min(window.innerWidth || 0, window.innerHeight || 0) < 640, n = typeof navigator < "u" && navigator.hardwareConcurrency || 8;
1352
- return e || t || n <= 4 ? "low" : "high";
1353
- }
1354
- function Ft(e) {
1355
- let t = typeof window < "u" && window.devicePixelRatio || 1;
1356
- return e === "high" ? Math.min(t, 1.75) : Math.min(t, t > 1.5 ? 1.25 : 1);
1357
- }
1358
- var It = (e) => e < .5 ? 4 * e * e * e : 1 - (-2 * e + 2) ** 3 / 2, Lt = (e) => e && Number.isInteger(e.row) && Number.isInteger(e.col) && e.row >= 0 && e.row < 10 && e.col >= 0 && e.col < 10;
1359
- function Rt(t, { quality: n = "auto", reducedMotion: r = !1, onCellHover: i, onCellSelect: a } = {}) {
1360
- if (!t) throw Error("createBattleScene: container element required");
1361
- let c = n === "auto", u = c ? Pt() : n === "low" ? "low" : "high", d = !1, f = Ft(u), m = new ie({
1362
- antialias: !(u === "low" && (window.devicePixelRatio || 1) >= 2),
1363
- alpha: !1,
1364
- stencil: !1,
1365
- powerPreference: "high-performance"
1366
- });
1367
- m.outputEncoding = ae, m.toneMapping = e, m.toneMappingExposure = 1.08, m.shadowMap.enabled = !0, m.shadowMap.type = ee, m.setPixelRatio(f), m.setClearColor(Dt, 1);
1368
- let g = m.domElement;
1369
- g.style.display = "block", g.style.width = "100%", g.style.height = "100%", g.style.touchAction = "none", g.style.outline = "none", t.appendChild(g);
1370
- let _ = Math.max(1, t.clientWidth), v = Math.max(1, t.clientHeight);
1371
- m.setSize(_, v, !1);
1372
- let y = new j();
1373
- y.fog = new p(Mt(Dt), Ot);
1374
- let b = new w(kt, _ / v, .1, 500);
1375
- b.position.set(11, 12, 11);
1376
- let x = new B(b, g);
1377
- x.enableDamping = !0, x.dampingFactor = .08, x.enablePan = !1, x.rotateSpeed = .6, x.zoomSpeed = .8, x.minPolarAngle = .32, x.maxPolarAngle = 1.22;
1378
- let S = new h(Mt("#9db8ff"), Mt(Dt), .55), C = new l(Mt("#e8f0ff"), 1.5);
1379
- C.position.set(-5, 14, -7), C.shadow.mapSize.set(1024, 1024);
1380
- let E = C.shadow.camera;
1381
- E.left = -7.5, E.right = 7.5, E.top = 7.5, E.bottom = -7.5, E.near = 4, E.far = 32, E.updateProjectionMatrix(), C.shadow.bias = -4e-4, C.shadow.normalBias = .02, C.castShadow = u === "high";
1382
- let te = new D(Mt("#22d3ee"), 1.1, 22, 2);
1383
- te.position.set(-7.5, 3, 7.5);
1384
- let O = new D(Mt("#a78bfa"), 1, 22, 2);
1385
- O.position.set(7.5, 2.5, -7.5), y.add(S, C, C.target, te, O);
1386
- let M = Ue({
1387
- quality: u,
1388
- reducedMotion: r,
1389
- fogColor: new s(Dt),
1390
- fogDensity: Ot
1391
- });
1392
- y.add(M.sky, M.mesh);
1393
- let N = _t({ quality: u });
1394
- for (let e of N.objects) y.add(e);
1395
- let P = Et({
1396
- quality: u,
1397
- reducedMotion: r,
1398
- heightAt: M.heightAt
1399
- });
1400
- y.add(P.group);
1401
- let F = Me({
1402
- quality: u,
1403
- reducedMotion: r
1404
- });
1405
- F.object.rotation.order = "YXZ", y.add(F.object);
1406
- let I = Te(y, {
1407
- quality: u,
1408
- reducedMotion: r
1409
- }), L = null, re = null, ue = null;
1410
- function V() {
1411
- if (L) return;
1412
- let e;
1413
- m.capabilities.isWebGL2 && (e = new z(_, v, { format: k }), e.samples = 4), L = new oe(m, e), L.setPixelRatio(m.getPixelRatio()), L.setSize(_, v), L.addPass(new se(y, b)), re = new le(new ne(_, v), .6, .45, .7), L.addPass(re), ue = new ce(Nt), L.addPass(ue);
1414
- }
1415
- function de() {
1416
- L && (L.renderTarget1.dispose(), L.renderTarget2.dispose(), re.dispose(), ue.material.dispose(), ue.fsQuad && ue.fsQuad.dispose && ue.fsQuad.dispose(), L.copyPass && (L.copyPass.material.dispose(), L.copyPass.fsQuad && L.copyPass.fsQuad.dispose && L.copyPass.fsQuad.dispose()), L = null, re = null, ue = null);
1417
- }
1418
- u === "high" && V();
1419
- let H = {
1420
- pos: new R(),
1421
- target: new R()
1422
- }, U = {
1423
- active: !1,
1424
- t: 0,
1425
- dur: 1,
1426
- fromPos: new R(),
1427
- fromTarget: new R()
1428
- }, W = new R(), G = !1;
1429
- function K() {
1430
- let e = _ / v, t = e < .85, n = kt / 2 * Math.PI / 180, r = Math.atan(Math.tan(n) * e), i = t ? 6.9 : 9.1, a = t ? 7.6 : 6.2, o = Math.min(52, Math.max(14, Math.max(i / Math.tan(r), a / Math.tan(n)) * 1.06));
1431
- t ? W.set(0, 1.45, 1) : W.set(1, 1.12, 1), W.normalize(), H.target.set(0, 0, t ? .9 : .2), H.pos.copy(H.target).addScaledVector(W, o), x.minDistance = o * .55, x.maxDistance = o * 1.5, t ? (F.object.position.set(-4.4, .25, 8.1), F.object.rotation.set(.45, 0, 0)) : (F.object.position.set(-8.1, .25, 2.6), F.object.rotation.set(.45, Math.PI / 4, 0));
1432
- }
1433
- function q() {
1434
- U.active = !1, b.position.copy(H.pos), x.target.copy(H.target), x.update();
1435
- }
1436
- function fe(e) {
1437
- U.fromPos.copy(b.position), U.fromTarget.copy(x.target), U.t = 0, U.dur = e, U.active = !0;
1438
- }
1439
- K(), r ? q() : (b.position.copy(H.target).addScaledVector(W.copy(H.pos).sub(H.target), 1.45), b.position.y += 4, x.target.copy(H.target), x.update(), fe(1.8)), x.addEventListener("start", () => {
1440
- G = !0, U.active = !1;
1441
- });
1442
- function pe() {
1443
- let e = t.clientWidth, n = t.clientHeight;
1444
- e && n && (_ = e, v = n, m.setSize(e, n, !1), b.aspect = e / n, b.updateProjectionMatrix(), L && (L.setPixelRatio(m.getPixelRatio()), L.setSize(e, n)), K(), !G && !U.active && q());
1445
- }
1446
- let me = typeof ResizeObserver < "u" ? new ResizeObserver(pe) : null;
1447
- me ? me.observe(t) : window.addEventListener("resize", pe);
1448
- let J = typeof document > "u" || !document.hidden, he = !0, ge = typeof IntersectionObserver < "u" ? new IntersectionObserver((e) => {
1449
- he = e[e.length - 1].isIntersecting, Q();
1450
- }) : null;
1451
- ge && ge.observe(t);
1452
- let _e = () => {
1453
- J = !document.hidden, Q();
1454
- };
1455
- document.addEventListener("visibilitychange", _e);
1456
- let ve = null, ye = !1, be = null, xe = /* @__PURE__ */ new Map(), Se = /* @__PURE__ */ new Set(), Ce = [], we = 0, Ee = (e, t) => {
1457
- let n = e.cells;
1458
- if (!Array.isArray(n)) return !1;
1459
- for (let e = 0; e < n.length; e++) if (t(n[e].row * 10 + n[e].col)) return !0;
1460
- return !1;
1461
- }, De = (e) => xe.has(e), Oe = (e) => {
1462
- for (let t = 0; t < Ce.length; t++) if (Ce[t].key === e && we - Ce[t].at < 3) return !0;
1463
- return !1;
1464
- }, ke = {
1465
- hide: (e) => ve === "target" && !!e.sunk && Ee(e, De),
1466
- forceIntact: (e) => Ee(e, De),
1467
- sunkAnimate: (e) => Ee(e, Oe)
1468
- };
1469
- function Ae() {
1470
- P.sync(be ? be.ships : null, ke);
1471
- }
1472
- function je() {
1473
- N.setMarkers(be ? be.shots : null, De);
1474
- }
1475
- let Ne = new A(), Pe = new ne(), Fe = new T(new R(0, 1, 0), -nt), Ie = new R(), Y = -1, Le = "", X = {
1476
- id: -1,
1477
- x: 0,
1478
- y: 0,
1479
- moved: !1
1480
- };
1481
- function Re(e) {
1482
- e !== Le && (Le = e, g.style.cursor = e);
1483
- }
1484
- function ze(e, t) {
1485
- let n = g.getBoundingClientRect();
1486
- if (!n.width || !n.height || (Pe.set((e - n.left) / n.width * 2 - 1, -((t - n.top) / n.height) * 2 + 1), Ne.setFromCamera(Pe, b), !Ne.ray.intersectPlane(Fe, Ie))) return -1;
1487
- let r = Math.floor(Ie.x + 5), i = Math.floor(Ie.z + 5);
1488
- return i < 0 || i > 9 || r < 0 || r > 9 ? -1 : i * 10 + r;
1489
- }
1490
- function Be(e) {
1491
- if (e === Y) return;
1492
- Y = e;
1493
- let t = e < 0 ? null : {
1494
- row: Math.floor(e / 10),
1495
- col: e % 10
1496
- };
1497
- N.setHover(t), Re(t ? "pointer" : ""), typeof i == "function" && i(t);
1498
- }
1499
- function Ve(e) {
1500
- X.id = e.pointerId, X.x = e.clientX, X.y = e.clientY, X.moved = !1;
1501
- }
1502
- function He(e) {
1503
- X.id === e.pointerId && !X.moved && Math.hypot(e.clientX - X.x, e.clientY - X.y) >= At && (X.moved = !0), ye && !X.moved && e.pointerType !== "touch" && Be(ze(e.clientX, e.clientY));
1504
- }
1505
- function We(e) {
1506
- if (X.id !== e.pointerId) return;
1507
- let t = !X.moved && Math.hypot(e.clientX - X.x, e.clientY - X.y) < At;
1508
- if (X.id = -1, !t || !ye) return;
1509
- let n = ze(e.clientX, e.clientY);
1510
- n < 0 || (e.pointerType !== "mouse" && Be(n), typeof a == "function" && a({
1511
- row: Math.floor(n / 10),
1512
- col: n % 10
1513
- }));
1514
- }
1515
- function Ge(e) {
1516
- e.pointerType === "mouse" && Be(-1);
1517
- }
1518
- function Ke() {
1519
- X.id = -1;
1520
- }
1521
- g.addEventListener("pointerdown", Ve), g.addEventListener("pointermove", He), g.addEventListener("pointerup", We), g.addEventListener("pointerleave", Ge), g.addEventListener("pointercancel", Ke);
1522
- let qe = new R(), Je = new R();
1523
- function Ye(e) {
1524
- if (e.done) return;
1525
- e.done = !0, Se.delete(e);
1526
- let t = (xe.get(e.key) || 1) - 1;
1527
- t <= 0 ? xe.delete(e.key) : xe.set(e.key, t), Ce.push({
1528
- key: e.key,
1529
- at: we
1530
- }), Ce.length > 12 && Ce.shift(), d || (je(), e.sunk && (Ae(), e.result === "hit" && P.sinkAt(e.row, e.col))), e.resolve();
1531
- }
1532
- function Xe() {
1533
- for (let e of Array.from(Se)) Ye(e);
1534
- }
1535
- let Ze = new o(!1), Z = 0, $e = 0, et = 0;
1536
- function tt() {
1537
- Z = requestAnimationFrame(tt);
1538
- let e = Ze.getDelta(), t = Math.min(e, jt);
1539
- if (we += t, M.update(t), P.update(t), N.update(t, we, r), F.update(t, we), I.update(t), U.active) {
1540
- U.t += t / U.dur;
1541
- let e = It(Math.min(1, U.t));
1542
- b.position.lerpVectors(U.fromPos, H.pos, e), x.target.lerpVectors(U.fromTarget, H.target, e), U.t >= 1 && (U.active = !1);
1543
- }
1544
- x.update(), L ? L.render(t) : m.render(y, b), c && u === "high" && we > 3 && ($e += Math.min(e, .25), et++, et >= 120 && ($e / et > 1 / 40 && (rt("low"), c = !1), $e = 0, et = 0));
1545
- }
1546
- function Q() {
1547
- let e = !d && J && he;
1548
- e && !Z ? (Ze.start(), Ze.getDelta(), $e = 0, et = 0, Z = requestAnimationFrame(tt)) : !e && Z && (cancelAnimationFrame(Z), Z = 0, Ze.stop(), Xe());
1549
- }
1550
- function rt(e) {
1551
- u = e, m.setPixelRatio(Ft(e)), m.setSize(_, v, !1), C.castShadow = e === "high", M.setQuality(e), N.setQuality(e), P.setQuality(e), I.setQuality(e), e === "high" ? V() : de(), L && (L.setPixelRatio(m.getPixelRatio()), L.setSize(_, v));
1552
- }
1553
- return Q(), {
1554
- setView(e) {
1555
- if (d || !e) return;
1556
- let t = e.mode === "own" ? "own" : "target";
1557
- if (t !== ve) {
1558
- let e = ve === null;
1559
- ve = t, P.clear(), N.setMode(ve, e || r), P.setTrimColor(it[ve].accent);
1560
- }
1561
- ye = !!e.interactive, N.setActive(ye), ye || Be(-1), be = e, Ae(), je();
1562
- let n = e.preview;
1563
- if (n && Array.isArray(n.cells) && n.cells.length) {
1564
- let e = Math.min(5, n.cells.length);
1565
- N.setPreview(n, P.geometryFor(Qe(null, e), e));
1566
- } else N.setPreview(null, null);
1567
- },
1568
- playShot({ row: e, col: t, result: n, sunk: r = !1, incoming: i = !1 } = {}) {
1569
- return new Promise((a) => {
1570
- if (d || !Lt({
1571
- row: e,
1572
- col: t
1573
- })) {
1574
- a();
1575
- return;
1576
- }
1577
- let o = e * 10 + t, s = {
1578
- key: o,
1579
- row: e,
1580
- col: t,
1581
- result: n === "hit" ? "hit" : "miss",
1582
- sunk: !!r,
1583
- done: !1,
1584
- resolve: a
1585
- };
1586
- if (Se.add(s), xe.set(o, (xe.get(o) || 0) + 1), je(), !Z) {
1587
- Ye(s);
1588
- return;
1589
- }
1590
- let c = t - 4.5, l = e - 4.5;
1591
- i ? qe.set(c * .35, 5, -12) : qe.set(c * .3, 4, 9.5);
1592
- let u = s.result === "hit" && P.occupies(e, t);
1593
- Je.set(c, u ? .12 : nt, l), I.shoot(qe, Je, s.result, () => Ye(s));
1594
- });
1595
- },
1596
- selectCell(e) {
1597
- d || N.setSelected(Lt(e) ? e : null);
1598
- },
1599
- setRadarVisible(e) {
1600
- d || F.setVisible(!!e);
1601
- },
1602
- setRadarContacts(e) {
1603
- d || F.setContacts(e);
1604
- },
1605
- resetCamera() {
1606
- d || (G = !1, K(), r ? q() : fe(.9));
1607
- },
1608
- setQuality(e) {
1609
- if (d) return;
1610
- c = !1;
1611
- let t = e === "low" ? "low" : "high";
1612
- t !== u && rt(t);
1613
- },
1614
- dispose() {
1615
- d || (d = !0, Z && cancelAnimationFrame(Z), Z = 0, me ? me.disconnect() : window.removeEventListener("resize", pe), ge && ge.disconnect(), document.removeEventListener("visibilitychange", _e), g.removeEventListener("pointerdown", Ve), g.removeEventListener("pointermove", He), g.removeEventListener("pointerup", We), g.removeEventListener("pointerleave", Ge), g.removeEventListener("pointercancel", Ke), Xe(), x.dispose(), I.dispose(), F.dispose(), P.dispose(), N.dispose(), M.dispose(), de(), C.shadow && C.shadow.map && C.shadow.map.dispose(), y.clear(), m.dispose(), m.forceContextLoss(), g.parentNode && g.parentNode.removeChild(g));
1616
- }
1617
- };
1618
- }
1619
- export { Rt as createBattleScene, Rt as default };
1620
-
1621
- //# sourceMappingURL=createBattleScene-HIAvjixn.js.map