@nayan-ui/games 1.18.0 → 1.20.0
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.
- package/README.md +53 -191
- package/lib/module/assets/fonts/Inter-SemiBold.ttf +0 -0
- package/lib/module/assets/models/explorer/explorer.glb +0 -0
- package/lib/module/assets/models/explorer/params.json +51 -0
- package/lib/module/assets/models/explorer/source.json +222 -0
- package/lib/module/assets/models/play-with-tua/play-with-tua.glb +0 -0
- package/lib/module/assets/models/play-with-tua/sources.json +141 -0
- package/lib/module/assets/sfx/balloon_pop.wav +0 -0
- package/lib/module/assets/sfx/blocked.wav +0 -0
- package/lib/module/assets/sfx/boing.wav +0 -0
- package/lib/module/assets/sfx/bonus.wav +0 -0
- package/lib/module/assets/sfx/boom.wav +0 -0
- package/lib/module/assets/sfx/bump.wav +0 -0
- package/lib/module/assets/sfx/cannon.wav +0 -0
- package/lib/module/assets/sfx/capture.wav +0 -0
- package/lib/module/assets/sfx/card_flip.wav +0 -0
- package/lib/module/assets/sfx/card_place.wav +0 -0
- package/lib/module/assets/sfx/catch.wav +0 -0
- package/lib/module/assets/sfx/chime.wav +0 -0
- package/lib/module/assets/sfx/chomp.wav +0 -0
- package/lib/module/assets/sfx/chomp_alt.wav +0 -0
- package/lib/module/assets/sfx/clack.wav +0 -0
- package/lib/module/assets/sfx/clang.wav +0 -0
- package/lib/module/assets/sfx/clash.wav +0 -0
- package/lib/module/assets/sfx/click.wav +0 -0
- package/lib/module/assets/sfx/coin.wav +0 -0
- package/lib/module/assets/sfx/combo.wav +0 -0
- package/lib/module/assets/sfx/crash.wav +0 -0
- package/lib/module/assets/sfx/crunch.wav +0 -0
- package/lib/module/assets/sfx/dance.wav +0 -0
- package/lib/module/assets/sfx/deselect.wav +0 -0
- package/lib/module/assets/sfx/dice_roll.wav +0 -0
- package/lib/module/assets/sfx/die.wav +0 -0
- package/lib/module/assets/sfx/draw.wav +0 -0
- package/lib/module/assets/sfx/drop.wav +0 -0
- package/lib/module/assets/sfx/eat.wav +0 -0
- package/lib/module/assets/sfx/engine.wav +0 -0
- package/lib/module/assets/sfx/error.wav +0 -0
- package/lib/module/assets/sfx/flag.wav +0 -0
- package/lib/module/assets/sfx/flap.wav +0 -0
- package/lib/module/assets/sfx/flip_disc.wav +0 -0
- package/lib/module/assets/sfx/footstep_run.wav +0 -0
- package/lib/module/assets/sfx/footstep_walk.wav +0 -0
- package/lib/module/assets/sfx/game_over.wav +0 -0
- package/lib/module/assets/sfx/gate.wav +0 -0
- package/lib/module/assets/sfx/hit.wav +0 -0
- package/lib/module/assets/sfx/hop.wav +0 -0
- package/lib/module/assets/sfx/hurt.wav +0 -0
- package/lib/module/assets/sfx/invalid.wav +0 -0
- package/lib/module/assets/sfx/jump.wav +0 -0
- package/lib/module/assets/sfx/ladder.wav +0 -0
- package/lib/module/assets/sfx/land.wav +0 -0
- package/lib/module/assets/sfx/laugh.wav +0 -0
- package/lib/module/assets/sfx/lose.wav +0 -0
- package/lib/module/assets/sfx/merge.wav +0 -0
- package/lib/module/assets/sfx/miss.wav +0 -0
- package/lib/module/assets/sfx/nitro.wav +0 -0
- package/lib/module/assets/sfx/pew.wav +0 -0
- package/lib/module/assets/sfx/place.wav +0 -0
- package/lib/module/assets/sfx/pling.wav +0 -0
- package/lib/module/assets/sfx/point.wav +0 -0
- package/lib/module/assets/sfx/pop.wav +0 -0
- package/lib/module/assets/sfx/pop_soft.wav +0 -0
- package/lib/module/assets/sfx/power_up.wav +0 -0
- package/lib/module/assets/sfx/reveal.wav +0 -0
- package/lib/module/assets/sfx/robot.wav +0 -0
- package/lib/module/assets/sfx/rotate.wav +0 -0
- package/lib/module/assets/sfx/run_steps.wav +0 -0
- package/lib/module/assets/sfx/select.wav +0 -0
- package/lib/module/assets/sfx/shuffle.wav +0 -0
- package/lib/module/assets/sfx/six.wav +0 -0
- package/lib/module/assets/sfx/slice.wav +0 -0
- package/lib/module/assets/sfx/slide.wav +0 -0
- package/lib/module/assets/sfx/snake.wav +0 -0
- package/lib/module/assets/sfx/snap.wav +0 -0
- package/lib/module/assets/sfx/splash.wav +0 -0
- package/lib/module/assets/sfx/star.wav +0 -0
- package/lib/module/assets/sfx/start.wav +0 -0
- package/lib/module/assets/sfx/swoosh.wav +0 -0
- package/lib/module/assets/sfx/tap.wav +0 -0
- package/lib/module/assets/sfx/thud.wav +0 -0
- package/lib/module/assets/sfx/thunk.wav +0 -0
- package/lib/module/assets/sfx/tick.wav +0 -0
- package/lib/module/assets/sfx/time_up.wav +0 -0
- package/lib/module/assets/sfx/tock.wav +0 -0
- package/lib/module/assets/sfx/walk_steps.wav +0 -0
- package/lib/module/assets/sfx/warning.wav +0 -0
- package/lib/module/assets/sfx/whack.wav +0 -0
- package/lib/module/assets/sfx/whoosh.wav +0 -0
- package/lib/module/assets/sfx/win.wav +0 -0
- package/lib/module/assets/sfx/zap.wav +0 -0
- package/lib/module/assets/textures/ad_bolt.png +0 -0
- package/lib/module/assets/textures/ad_bubbles.png +0 -0
- package/lib/module/assets/textures/ad_chevrons.png +0 -0
- package/lib/module/assets/textures/asphalt.png +0 -0
- package/lib/module/assets/textures/bark.jpg +0 -0
- package/lib/module/assets/textures/explorer-atlas.png +0 -0
- package/lib/module/assets/textures/facade.png +0 -0
- package/lib/module/assets/textures/grass.png +0 -0
- package/lib/module/assets/textures/leaves.png +0 -0
- package/lib/module/assets/textures/limestone.jpg +0 -0
- package/lib/module/assets/textures/meadow.jpg +0 -0
- package/lib/module/assets/textures/nature-sources.json +87 -0
- package/lib/module/assets/textures/pine.png +0 -0
- package/lib/module/assets/textures/river.jpg +0 -0
- package/lib/module/assets/textures/soft_glow.png +0 -0
- package/lib/module/games/arrows/Arrows.js +1 -1
- package/lib/module/games/arrows/ArrowsConstants.js +1 -1
- package/lib/module/games/arrows/ArrowsGame.js +1 -0
- package/lib/module/games/arrows/ArrowsScene.js +1 -0
- package/lib/module/games/balloon-blaster/BalloonBlaster.js +1 -1
- package/lib/module/games/balloon-blaster/BalloonBlasterConstants.js +1 -1
- package/lib/module/games/balloon-blaster/BalloonBlasterGame.js +1 -0
- package/lib/module/games/balloon-blaster/BalloonBlasterPhysics.js +1 -0
- package/lib/module/games/balloon-blaster/BalloonBlasterScene.js +1 -0
- package/lib/module/games/bike-racing/BikeMeshes.js +1 -0
- package/lib/module/games/bike-racing/BikeRacing.js +1 -1
- package/lib/module/games/bike-racing/BikeRacingConstants.js +1 -1
- package/lib/module/games/bike-racing/BikeRacingGame.js +1 -0
- package/lib/module/games/bike-racing/BikeRacingScene.js +1 -0
- package/lib/module/games/block-blast/BlockBlast.js +1 -1
- package/lib/module/games/block-blast/BlockBlastConstants.js +1 -1
- package/lib/module/games/block-blast/BlockBlastGame.js +1 -0
- package/lib/module/games/block-blast/BlockBlastScene.js +1 -0
- package/lib/module/games/block-breaker/BlockBreaker.js +1 -1
- package/lib/module/games/block-breaker/BlockBreakerConstants.js +1 -1
- package/lib/module/games/block-breaker/BlockBreakerGame.js +1 -0
- package/lib/module/games/block-breaker/BlockBreakerScene.js +1 -0
- package/lib/module/games/bluk/Bluk.js +1 -1
- package/lib/module/games/bluk/BlukConstants.js +1 -1
- package/lib/module/games/bluk/BlukGame.js +1 -0
- package/lib/module/games/bluk/BlukRules.js +1 -0
- package/lib/module/games/bluk/BlukScene.js +1 -0
- package/lib/module/games/bubble-shooter/BubbleShooter.js +1 -1
- package/lib/module/games/bubble-shooter/BubbleShooterConstants.js +1 -1
- package/lib/module/games/bubble-shooter/BubbleShooterGame.js +1 -0
- package/lib/module/games/bubble-shooter/BubbleShooterScene.js +1 -0
- package/lib/module/games/candy-crush/CandyCrush.js +1 -1
- package/lib/module/games/candy-crush/CandyCrushConstants.js +1 -1
- package/lib/module/games/candy-crush/CandyCrushGame.js +1 -0
- package/lib/module/games/candy-crush/CandyCrushScene.js +1 -0
- package/lib/module/games/car-racing/CarMeshes.js +1 -0
- package/lib/module/games/car-racing/CarRacing.js +1 -1
- package/lib/module/games/car-racing/CarRacingConstants.js +1 -1
- package/lib/module/games/car-racing/CarRacingFacade.js +1 -0
- package/lib/module/games/car-racing/CarRacingGame.js +1 -0
- package/lib/module/games/car-racing/CarRacingScene.js +1 -0
- package/lib/module/games/car-racing/CarRacingScenery.js +1 -0
- package/lib/module/games/chameleon-run/ChameleonRun.js +1 -1
- package/lib/module/games/chameleon-run/ChameleonRunBackdrop.js +1 -0
- package/lib/module/games/chameleon-run/ChameleonRunConstants.js +1 -1
- package/lib/module/games/chameleon-run/ChameleonRunGame.js +1 -0
- package/lib/module/games/chameleon-run/ChameleonRunMeshes.js +1 -0
- package/lib/module/games/chameleon-run/ChameleonRunRules.js +1 -0
- package/lib/module/games/chameleon-run/ChameleonRunScene.js +1 -0
- package/lib/module/games/checkers/Checkers.js +1 -1
- package/lib/module/games/checkers/CheckersAI.js +1 -0
- package/lib/module/games/checkers/CheckersConstants.js +1 -1
- package/lib/module/games/checkers/CheckersGame.js +1 -0
- package/lib/module/games/checkers/CheckersRules.js +1 -0
- package/lib/module/games/checkers/CheckersScene.js +1 -0
- package/lib/module/games/color-switch/ColorSwitch.js +1 -1
- package/lib/module/games/color-switch/ColorSwitchConstants.js +1 -1
- package/lib/module/games/color-switch/ColorSwitchGame.js +1 -0
- package/lib/module/games/color-switch/ColorSwitchScene.js +1 -0
- package/lib/module/games/colors-sort/ColorsSort.js +1 -1
- package/lib/module/games/colors-sort/ColorsSortConstants.js +1 -1
- package/lib/module/games/colors-sort/ColorsSortGame.js +1 -0
- package/lib/module/games/colors-sort/ColorsSortScene.js +1 -0
- package/lib/module/games/connect-em-all/ConnectEmAll.js +1 -1
- package/lib/module/games/connect-em-all/ConnectEmAllConstants.js +1 -1
- package/lib/module/games/connect-em-all/ConnectEmAllGame.js +1 -0
- package/lib/module/games/connect-em-all/ConnectEmAllScene.js +1 -0
- package/lib/module/games/crossy-road/CrossyRoad.js +1 -1
- package/lib/module/games/crossy-road/CrossyRoadCamera.js +1 -0
- package/lib/module/games/crossy-road/CrossyRoadConstants.js +1 -1
- package/lib/module/games/crossy-road/CrossyRoadGame.js +1 -0
- package/lib/module/games/crossy-road/CrossyRoadMeshes.js +1 -0
- package/lib/module/games/crossy-road/CrossyRoadPerson.js +1 -0
- package/lib/module/games/crossy-road/CrossyRoadRules.js +1 -0
- package/lib/module/games/crossy-road/CrossyRoadScene.js +1 -0
- package/lib/module/games/dino-jump/DinoJump.js +1 -1
- package/lib/module/games/dino-jump/DinoJumpConstants.js +1 -1
- package/lib/module/games/dino-jump/DinoJumpGame.js +1 -0
- package/lib/module/games/dino-jump/DinoJumpScene.js +1 -0
- package/lib/module/games/dots-and-boxes/DotsAndBoxes.js +1 -1
- package/lib/module/games/dots-and-boxes/DotsAndBoxesConstants.js +1 -1
- package/lib/module/games/dots-and-boxes/DotsAndBoxesGame.js +1 -0
- package/lib/module/games/dots-and-boxes/DotsAndBoxesScene.js +1 -0
- package/lib/module/games/falling-sticks/FallingSticks.js +1 -1
- package/lib/module/games/falling-sticks/FallingSticksConstants.js +1 -1
- package/lib/module/games/falling-sticks/FallingSticksGame.js +1 -0
- package/lib/module/games/falling-sticks/FallingSticksRules.js +1 -0
- package/lib/module/games/falling-sticks/FallingSticksScene.js +1 -0
- package/lib/module/games/find-different-number/FindDifferentNumber.js +1 -1
- package/lib/module/games/find-different-number/FindDifferentNumberConstants.js +1 -1
- package/lib/module/games/find-different-number/FindDifferentNumberGame.js +1 -0
- package/lib/module/games/find-different-number/FindDifferentNumberRules.js +1 -0
- package/lib/module/games/find-different-number/FindDifferentNumberScene.js +1 -0
- package/lib/module/games/flappy-bird/FlappyBird.js +1 -1
- package/lib/module/games/flappy-bird/FlappyBirdConstants.js +1 -1
- package/lib/module/games/flappy-bird/FlappyBirdGame.js +1 -0
- package/lib/module/games/flappy-bird/FlappyBirdScene.js +1 -0
- package/lib/module/games/fruit-merger/FruitMerger.js +1 -1
- package/lib/module/games/fruit-merger/FruitMergerConstants.js +1 -1
- package/lib/module/games/fruit-merger/FruitMergerGame.js +1 -0
- package/lib/module/games/fruit-merger/FruitMergerRules.js +1 -0
- package/lib/module/games/fruit-merger/FruitMergerScene.js +1 -0
- package/lib/module/games/fruit-ninja/FruitNinja.js +1 -1
- package/lib/module/games/fruit-ninja/FruitNinjaConstants.js +1 -1
- package/lib/module/games/fruit-ninja/FruitNinjaGame.js +1 -0
- package/lib/module/games/fruit-ninja/FruitNinjaScene.js +1 -0
- package/lib/module/games/fruit-ninja/FruitNinjaWorld.js +1 -0
- package/lib/module/games/game-2048/Game2048.js +1 -1
- package/lib/module/games/game-2048/Game2048Constants.js +1 -1
- package/lib/module/games/game-2048/Game2048Game.js +1 -0
- package/lib/module/games/game-2048/Game2048Rules.js +1 -0
- package/lib/module/games/game-2048/Game2048Scene.js +1 -0
- package/lib/module/games/knife-hit/KnifeHit.js +1 -1
- package/lib/module/games/knife-hit/KnifeHitConstants.js +1 -1
- package/lib/module/games/knife-hit/KnifeHitGame.js +1 -0
- package/lib/module/games/knife-hit/KnifeHitScene.js +1 -0
- package/lib/module/games/ludo-king/LudoKing.js +1 -1
- package/lib/module/games/ludo-king/LudoKingConstants.js +1 -1
- package/lib/module/games/ludo-king/LudoKingGame.js +1 -0
- package/lib/module/games/ludo-king/LudoKingRules.js +1 -0
- package/lib/module/games/ludo-king/LudoKingScene.js +1 -0
- package/lib/module/games/maze-runner/MazeRunner.js +1 -1
- package/lib/module/games/maze-runner/MazeRunnerConstants.js +1 -1
- package/lib/module/games/maze-runner/MazeRunnerGame.js +1 -0
- package/lib/module/games/maze-runner/MazeRunnerRules.js +1 -0
- package/lib/module/games/maze-runner/MazeRunnerScene.js +1 -0
- package/lib/module/games/memory-match/MemoryMatch.js +1 -1
- package/lib/module/games/memory-match/MemoryMatchConstants.js +1 -1
- package/lib/module/games/memory-match/MemoryMatchGame.js +1 -0
- package/lib/module/games/memory-match/MemoryMatchRules.js +1 -0
- package/lib/module/games/memory-match/MemoryMatchScene.js +1 -0
- package/lib/module/games/mine-sweeper/MineSweeper.js +1 -1
- package/lib/module/games/mine-sweeper/MineSweeperConstants.js +1 -1
- package/lib/module/games/mine-sweeper/MineSweeperGame.js +1 -0
- package/lib/module/games/mine-sweeper/MineSweeperRules.js +1 -0
- package/lib/module/games/mine-sweeper/MineSweeperScene.js +1 -0
- package/lib/module/games/mob-control/MobControl.js +1 -1
- package/lib/module/games/mob-control/MobControlConstants.js +1 -1
- package/lib/module/games/mob-control/MobControlGame.js +1 -0
- package/lib/module/games/mob-control/MobControlMeshes.js +1 -0
- package/lib/module/games/mob-control/MobControlRenderer.js +1 -0
- package/lib/module/games/mob-control/MobControlRules.js +1 -0
- package/lib/module/games/mob-control/MobControlScene.js +1 -0
- package/lib/module/games/number-search/NumberSearch.js +1 -1
- package/lib/module/games/number-search/NumberSearchNumbers.js +1 -0
- package/lib/module/games/nuts-and-bolts/NutsAndBolts.js +1 -1
- package/lib/module/games/nuts-and-bolts/NutsAndBoltsConstants.js +1 -1
- package/lib/module/games/nuts-and-bolts/NutsAndBoltsGame.js +1 -0
- package/lib/module/games/nuts-and-bolts/NutsAndBoltsRules.js +1 -0
- package/lib/module/games/nuts-and-bolts/NutsAndBoltsScene.js +1 -0
- package/lib/module/games/pac-man/PacMan.js +1 -1
- package/lib/module/games/pac-man/PacManConstants.js +1 -1
- package/lib/module/games/pac-man/PacManGame.js +1 -0
- package/lib/module/games/pac-man/PacManRules.js +1 -0
- package/lib/module/games/pac-man/PacManScene.js +1 -0
- package/lib/module/games/paper-io/PaperIo.js +1 -1
- package/lib/module/games/paper-io/PaperIoConstants.js +1 -1
- package/lib/module/games/paper-io/PaperIoGame.js +1 -0
- package/lib/module/games/paper-io/PaperIoMeshes.js +1 -0
- package/lib/module/games/paper-io/PaperIoRules.js +1 -0
- package/lib/module/games/paper-io/PaperIoScene.js +1 -0
- package/lib/module/games/penguin-run/PenguinMeshes.js +1 -0
- package/lib/module/games/penguin-run/PenguinModel.js +1 -0
- package/lib/module/games/penguin-run/PenguinRun.js +1 -0
- package/lib/module/games/penguin-run/PenguinRunConstants.js +1 -0
- package/lib/module/games/penguin-run/PenguinRunGame.js +1 -0
- package/lib/module/games/penguin-run/PenguinRunScene.js +1 -0
- package/lib/module/games/perfect-circle/PerfectCircle.js +1 -1
- package/lib/module/games/perfect-circle/PerfectCircleConstants.js +1 -1
- package/lib/module/games/perfect-circle/PerfectCircleGame.js +1 -0
- package/lib/module/games/perfect-circle/PerfectCircleRules.js +1 -0
- package/lib/module/games/perfect-circle/PerfectCircleScene.js +1 -0
- package/lib/module/games/pipe-connect/PipeConnect.js +1 -1
- package/lib/module/games/pipe-connect/PipeConnectConstants.js +1 -1
- package/lib/module/games/pipe-connect/PipeConnectGame.js +1 -0
- package/lib/module/games/pipe-connect/PipeConnectRules.js +1 -0
- package/lib/module/games/pipe-connect/PipeConnectScene.js +1 -0
- package/lib/module/games/play-with-tua/PlayWithTua.js +1 -0
- package/lib/module/games/play-with-tua/PlayWithTuaConstants.js +1 -0
- package/lib/module/games/play-with-tua/PlayWithTuaGame.js +1 -0
- package/lib/module/games/play-with-tua/PlayWithTuaModel.js +1 -0
- package/lib/module/games/play-with-tua/PlayWithTuaScene.js +1 -0
- package/lib/module/games/popit-fidget/PopitFidget.js +1 -1
- package/lib/module/games/popit-fidget/PopitFidgetConstants.js +1 -1
- package/lib/module/games/popit-fidget/PopitFidgetGame.js +1 -0
- package/lib/module/games/popit-fidget/PopitFidgetScene.js +1 -0
- package/lib/module/games/reversi/Reversi.js +1 -1
- package/lib/module/games/reversi/ReversiConstants.js +1 -1
- package/lib/module/games/reversi/ReversiGame.js +1 -0
- package/lib/module/games/reversi/ReversiRules.js +1 -0
- package/lib/module/games/reversi/ReversiScene.js +1 -0
- package/lib/module/games/search-grid/SearchGrid.js +1 -0
- package/lib/module/games/search-grid/SearchGridConstants.js +1 -0
- package/lib/module/games/search-grid/SearchGridGame.js +1 -0
- package/lib/module/games/search-grid/SearchGridScene.js +1 -0
- package/lib/module/games/shared/BackdropCard.js +1 -0
- package/lib/module/games/shared/EngineBackdrop.js +1 -0
- package/lib/module/games/shared/EngineBlasts.js +1 -0
- package/lib/module/games/shared/EngineBlocks.js +1 -0
- package/lib/module/games/shared/EngineControlText.js +1 -0
- package/lib/module/games/shared/EngineDice.js +1 -0
- package/lib/module/games/shared/EngineFootprint.js +1 -0
- package/lib/module/games/shared/EngineFruits.js +1 -0
- package/lib/module/games/shared/EngineGameLoader.js +1 -0
- package/lib/module/games/shared/EngineGameScreen.js +1 -0
- package/lib/module/games/shared/EngineGameWidth.js +1 -0
- package/lib/module/games/shared/EngineGameWidth.web.js +1 -0
- package/lib/module/games/shared/EngineGlyphs.js +1 -0
- package/lib/module/games/shared/EngineHud.js +1 -0
- package/lib/module/games/shared/EngineLoading.js +1 -0
- package/lib/module/games/shared/EngineMeadow.js +1 -0
- package/lib/module/games/shared/EngineMeshCache.js +1 -0
- package/lib/module/games/shared/EngineMeshes.js +1 -0
- package/lib/module/games/shared/EngineRacingChase.js +1 -0
- package/lib/module/games/shared/EngineRacingHandling.js +1 -0
- package/lib/module/games/shared/EngineReadyContext.js +1 -0
- package/lib/module/games/shared/EngineTilt.js +1 -0
- package/lib/module/games/shared/EngineTouchSurface.js +1 -0
- package/lib/module/games/shared/EngineUtils.js +1 -0
- package/lib/module/games/shared/GameActivity.js +1 -0
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- package/lib/module/games/shared/GameLoadingTransition.js +1 -0
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CAMERA_TIME,
|
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14
|
+
FRAME_MS,
|
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15
|
+
GAME_OVER_DELAY,
|
|
16
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+
type Layout,
|
|
17
|
+
MAX_FRAMES,
|
|
18
|
+
MIN_OVERLAP_RATIO,
|
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19
|
+
NEXT_BLOCK_DELAY,
|
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20
|
+
PERFECT_BONUS,
|
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21
|
+
PERFECT_THRESHOLD,
|
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22
|
+
POINTS_PER_BLOCK,
|
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23
|
+
TIME_LIMIT
|
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24
|
+
} from './StackTowerConstants';
|
|
25
|
+
import { buildScene, frame, land, removeScene, type Scene, setSceneTheme, slideBlock, spawnBlock, tumble } from './StackTowerScene';
|
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26
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+
|
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27
|
+
export type Phase = 'ready' | 'playing' | 'over';
|
|
28
|
+
/** place / perfect: a block set down; miss: it missed the tower. */
|
|
29
|
+
export type GameEvent = 'place' | 'perfect' | 'miss';
|
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30
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+
|
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31
|
+
type Placed = { x: number; y: number; level: number; entity: Entity | null };
|
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32
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+
type Moving = { x: number; y: number; direction: number; level: number; entity: Entity | null };
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33
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+
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34
|
+
const WORLD_CAPACITY = 600; // the tower, the backdrop, and the dust and sparkles
|
|
35
|
+
|
|
36
|
+
export function createGame(theme: GameTheme) {
|
|
37
|
+
const world = new World(WORLD_CAPACITY);
|
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38
|
+
const camera: Camera = { eye: [0, 0, 240], target: [0, 0, 0], fov: 1, ortho: 1 };
|
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39
|
+
const g = {
|
|
40
|
+
world,
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|
41
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+
camera,
|
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42
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+
theme,
|
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43
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+
layout: null as Layout | null,
|
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44
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+
scene: null as Scene | null,
|
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45
|
+
phase: 'ready' as Phase,
|
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46
|
+
tower: [] as Placed[],
|
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47
|
+
moving: null as Moving | null,
|
|
48
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+
falling: null as Entity | null,
|
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49
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+
level: 0,
|
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50
|
+
perfectCount: 0,
|
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51
|
+
/** Score and the countdown live in the engine (Rust), advanced by world.update. */
|
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52
|
+
get score() {
|
|
53
|
+
return world.scoreboard.score;
|
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54
|
+
},
|
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55
|
+
get timeRemaining() {
|
|
56
|
+
return world.scoreboard.shownSeconds;
|
|
57
|
+
},
|
|
58
|
+
won: false,
|
|
59
|
+
/** How far the view has scrolled down to follow the tower, and where it's heading. */
|
|
60
|
+
offset: 0,
|
|
61
|
+
offsetTarget: 0,
|
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62
|
+
// UI hooks, set by the screen.
|
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63
|
+
onPhase: (_p: Phase) => {},
|
|
64
|
+
onScore: (_s: number) => {},
|
|
65
|
+
onTime: (_t: number) => {},
|
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66
|
+
hudFeedback: {} as HudFeedback,
|
|
67
|
+
onEvent: (_e: GameEvent) => {}
|
|
68
|
+
};
|
|
69
|
+
world.scoreboard.reset(0, TIME_LIMIT);
|
|
70
|
+
world.scoreboard.handlers = {
|
|
71
|
+
onScore: (s) => g.onScore(s),
|
|
72
|
+
onSecond: (t) => g.onTime(t),
|
|
73
|
+
// At zero the round is won
|
|
74
|
+
onTimeUp: () => g.phase === 'playing' && end(g, true)
|
|
75
|
+
};
|
|
76
|
+
return g;
|
|
77
|
+
}
|
|
78
|
+
export type Game = ReturnType<typeof createGame>;
|
|
79
|
+
|
|
80
|
+
const after = (g: Game, seconds: number, run: () => void) => g.world.after(seconds, run);
|
|
81
|
+
|
|
82
|
+
// ── Scene ─────────────────────────────────────────────────────────────
|
|
83
|
+
|
|
84
|
+
/** Lays the tower out for the view (first layout, rotation): rebuilt from the game's state. */
|
|
85
|
+
export function setLayout(g: Game, l: Layout) {
|
|
86
|
+
if (g.scene) removeScene(g.world, g.scene);
|
|
87
|
+
g.layout = l;
|
|
88
|
+
g.scene = buildScene(g.world, l, g.theme);
|
|
89
|
+
if (!g.tower.length) g.tower = [base(l)];
|
|
90
|
+
for (const b of g.tower) b.entity = spawnBlock(g.world, l, b.x, b.y, b.level);
|
|
91
|
+
if (g.moving) g.moving.entity = spawnBlock(g.world, l, g.moving.x, g.moving.y, g.moving.level);
|
|
92
|
+
frame(g.world, l, g.scene, g.camera, g.offset);
|
|
93
|
+
}
|
|
94
|
+
|
|
95
|
+
export function setTheme(g: Game, theme: GameTheme) {
|
|
96
|
+
g.theme = theme;
|
|
97
|
+
if (g.scene) setSceneTheme(g.world, g.scene, theme);
|
|
98
|
+
}
|
|
99
|
+
|
|
100
|
+
/** The base block, centred in the game area. */
|
|
101
|
+
const base = (l: Layout): Placed => ({ x: l.left + (l.gameWidth - l.blockWidth) / 2, y: l.baseY, level: 0, entity: null });
|
|
102
|
+
|
|
103
|
+
// ── Run ───────────────────────────────────────────────────────────────
|
|
104
|
+
|
|
105
|
+
export function start(g: Game) {
|
|
106
|
+
if (g.phase !== 'ready' || !g.layout) return;
|
|
107
|
+
g.phase = 'playing';
|
|
108
|
+
g.level = 0;
|
|
109
|
+
g.perfectCount = 0;
|
|
110
|
+
g.world.scoreboard.reset();
|
|
111
|
+
g.world.scoreboard.startCountdown(TIME_LIMIT);
|
|
112
|
+
g.onScore(0);
|
|
113
|
+
g.onTime(TIME_LIMIT);
|
|
114
|
+
g.onPhase('playing');
|
|
115
|
+
spawnMoving(g, g.tower[g.tower.length - 1]!);
|
|
116
|
+
}
|
|
117
|
+
|
|
118
|
+
/** Back to the base block alone (Stop, Play Again). The world, and the GPU view drawing it, are kept. */
|
|
119
|
+
export function reset(g: Game) {
|
|
120
|
+
g.world.cancelTimers();
|
|
121
|
+
for (const b of g.tower) if (b.entity != null) g.world.despawn(b.entity);
|
|
122
|
+
if (g.moving?.entity != null) g.world.despawn(g.moving.entity);
|
|
123
|
+
if (g.falling != null) g.world.despawn(g.falling);
|
|
124
|
+
g.falling = null;
|
|
125
|
+
g.moving = null;
|
|
126
|
+
g.level = 0;
|
|
127
|
+
g.perfectCount = 0;
|
|
128
|
+
g.world.scoreboard.reset(0, TIME_LIMIT);
|
|
129
|
+
g.won = false;
|
|
130
|
+
g.offset = 0;
|
|
131
|
+
g.offsetTarget = 0;
|
|
132
|
+
g.phase = 'ready';
|
|
133
|
+
const l = g.layout;
|
|
134
|
+
g.tower = l ? [base(l)] : [];
|
|
135
|
+
if (l) for (const b of g.tower) b.entity = spawnBlock(g.world, l, b.x, b.y, b.level);
|
|
136
|
+
g.hudFeedback.message = undefined;
|
|
137
|
+
g.onScore(0);
|
|
138
|
+
g.onTime(TIME_LIMIT);
|
|
139
|
+
g.onPhase('ready');
|
|
140
|
+
}
|
|
141
|
+
|
|
142
|
+
export function dispose(g: Game) {
|
|
143
|
+
g.world.dispose();
|
|
144
|
+
}
|
|
145
|
+
|
|
146
|
+
export function tick(g: Game, dt: number) {
|
|
147
|
+
if (g.world.isDisposed) return;
|
|
148
|
+
const l = g.layout;
|
|
149
|
+
// The slide, bouncing between the game area's edges
|
|
150
|
+
const m = g.moving;
|
|
151
|
+
if (l && m && g.phase === 'playing') {
|
|
152
|
+
const frames = Math.min((dt * 1000) / FRAME_MS, MAX_FRAMES);
|
|
153
|
+
const maxX = l.left + l.gameWidth - l.blockWidth;
|
|
154
|
+
let x = m.x + m.direction * l.speed * frames;
|
|
155
|
+
if (x <= l.left) {
|
|
156
|
+
x = l.left;
|
|
157
|
+
m.direction = 1;
|
|
158
|
+
} else if (x >= maxX) {
|
|
159
|
+
x = maxX;
|
|
160
|
+
m.direction = -1;
|
|
161
|
+
}
|
|
162
|
+
m.x = x;
|
|
163
|
+
if (m.entity != null) slideBlock(g.world, l, m.entity, m.x, m.y);
|
|
164
|
+
}
|
|
165
|
+
// The view follows the tower up, easing in
|
|
166
|
+
if (l && g.scene) {
|
|
167
|
+
g.offset += (g.offsetTarget - g.offset) * Math.min(1, dt / (CAMERA_TIME / 3));
|
|
168
|
+
frame(g.world, l, g.scene, g.camera, g.offset);
|
|
169
|
+
}
|
|
170
|
+
g.world.update(dt);
|
|
171
|
+
}
|
|
172
|
+
|
|
173
|
+
function end(g: Game, won: boolean) {
|
|
174
|
+
g.world.scoreboard.stop();
|
|
175
|
+
g.won = won;
|
|
176
|
+
g.phase = 'over';
|
|
177
|
+
g.onPhase('over');
|
|
178
|
+
}
|
|
179
|
+
|
|
180
|
+
/** The next block, one row up, sliding in from the side the level says. */
|
|
181
|
+
function spawnMoving(g: Game, below: Placed) {
|
|
182
|
+
const l = g.layout;
|
|
183
|
+
if (!l) return;
|
|
184
|
+
g.level += 1;
|
|
185
|
+
const y = below.y - l.blockHeight;
|
|
186
|
+
const direction = g.level % 2 === 0 ? 1 : -1;
|
|
187
|
+
const x = direction === 1 ? l.left : l.left + l.gameWidth - l.blockWidth;
|
|
188
|
+
g.moving = { x, y, direction, level: g.level, entity: spawnBlock(g.world, l, x, y, g.level, true) };
|
|
189
|
+
// Scroll once the new row is above 40% of the way down the screen
|
|
190
|
+
const mid = l.height * 0.4;
|
|
191
|
+
if (y < mid) g.offsetTarget = mid - y;
|
|
192
|
+
}
|
|
193
|
+
|
|
194
|
+
// ── The tap ───────────────────────────────────────────────────────────
|
|
195
|
+
|
|
196
|
+
/** A tap anywhere drops the sliding block where it is. */
|
|
197
|
+
export function tap(g: Game) {
|
|
198
|
+
const l = g.layout;
|
|
199
|
+
const m = g.moving;
|
|
200
|
+
if (!l || !m || g.phase !== 'playing') return;
|
|
201
|
+
const top = g.tower[g.tower.length - 1]!;
|
|
202
|
+
g.moving = null;
|
|
203
|
+
const overlap = Math.min(m.x + l.blockWidth, top.x + l.blockWidth) - Math.max(m.x, top.x);
|
|
204
|
+
if (overlap < l.blockWidth * MIN_OVERLAP_RATIO) {
|
|
205
|
+
if (m.entity != null) {
|
|
206
|
+
tumble(g.world, l, m.entity, m.x, m.y, m.direction, m.level);
|
|
207
|
+
const e = m.entity;
|
|
208
|
+
g.falling = e;
|
|
209
|
+
after(g, 0.5, () => {
|
|
210
|
+
g.world.despawn(e);
|
|
211
|
+
g.falling = null;
|
|
212
|
+
});
|
|
213
|
+
}
|
|
214
|
+
g.onEvent('miss');
|
|
215
|
+
// The clock stops with the miss: it can't run out into a win before the round ends
|
|
216
|
+
g.world.scoreboard.stop();
|
|
217
|
+
after(g, GAME_OVER_DELAY, () => end(g, false));
|
|
218
|
+
return;
|
|
219
|
+
}
|
|
220
|
+
const perfect = Math.abs(overlap - l.blockWidth) <= PERFECT_THRESHOLD;
|
|
221
|
+
if (perfect) {
|
|
222
|
+
g.perfectCount += 1;
|
|
223
|
+
g.hudFeedback.message = 'PERFECT!';
|
|
224
|
+
g.onEvent('perfect');
|
|
225
|
+
} else {
|
|
226
|
+
g.perfectCount = 0;
|
|
227
|
+
g.onEvent('place');
|
|
228
|
+
}
|
|
229
|
+
const placed: Placed = { x: m.x, y: m.y, level: m.level, entity: m.entity };
|
|
230
|
+
g.tower.push(placed);
|
|
231
|
+
if (placed.entity != null) land(g.world, l, placed.entity, placed.x, placed.y, placed.level, perfect);
|
|
232
|
+
g.world.scoreboard.add(POINTS_PER_BLOCK + (perfect ? PERFECT_BONUS * g.perfectCount : 0));
|
|
233
|
+
after(g, NEXT_BLOCK_DELAY, () => {
|
|
234
|
+
if (g.phase === 'playing') spawnMoving(g, placed);
|
|
235
|
+
});
|
|
236
|
+
}
|
|
@@ -0,0 +1,186 @@
|
|
|
1
|
+
// Everything Stack Tower draws: a tower of glossy, bevelled blocks (each a slab with real depth) on a
|
|
2
|
+
// stone plinth, seen from a little above and in front (shared/EngineTilt: an orthographic camera
|
|
3
|
+
// tipped forward, one world unit per point), over the themed backdrop. The camera scrolls up as the
|
|
4
|
+
// tower grows. A placed block glows and puffs dust; a perfect one rings gold; a miss tumbles away.
|
|
5
|
+
// Every block is the same mesh (one instanced draw), tinted per block.
|
|
6
|
+
//
|
|
7
|
+
// Tower positions are view points with y down (as the rules use, and as the original game drew them);
|
|
8
|
+
// a block's front face is centred where the original game drew the block.
|
|
9
|
+
import {
|
|
10
|
+
type Color,
|
|
11
|
+
effects,
|
|
12
|
+
type Entity,
|
|
13
|
+
extrude,
|
|
14
|
+
type Geometry,
|
|
15
|
+
merge,
|
|
16
|
+
type Model,
|
|
17
|
+
Path,
|
|
18
|
+
recolor,
|
|
19
|
+
shapeGeometry,
|
|
20
|
+
type Vec3,
|
|
21
|
+
type World
|
|
22
|
+
} from '@nayan-ui/engine';
|
|
23
|
+
import type { GameTheme } from '../../services/ThemeService';
|
|
24
|
+
import { setBackdropTheme, spawnBackdrop } from '../shared/EngineBackdrop';
|
|
25
|
+
import { cacheGameAsset, createGameMesh as createShape } from '../shared/EngineMeshes';
|
|
26
|
+
import { aimTilted, placeTiltedBackdrop, type TiltView } from '../shared/EngineTilt';
|
|
27
|
+
import { toColor } from '../shared/EngineUtils';
|
|
28
|
+
import { BLOCK_COLORS, type Layout, MISS_TIME, SPAWN_FADE } from './StackTowerConstants';
|
|
29
|
+
|
|
30
|
+
const meshes = new Map<string, Model>();
|
|
31
|
+
const cached = (key: string, build: () => Model) => {
|
|
32
|
+
let m = meshes.get(key);
|
|
33
|
+
if (!m) {
|
|
34
|
+
m = cacheGameAsset('stack-tower/StackTowerScene:' + key, build);
|
|
35
|
+
meshes.set(key, m);
|
|
36
|
+
}
|
|
37
|
+
return m;
|
|
38
|
+
};
|
|
39
|
+
|
|
40
|
+
/** Shades a solid by which way each face looks: the top brightest, the front its color, the ends and underside darker. */
|
|
41
|
+
const shadeFaces = (g: Geometry) =>
|
|
42
|
+
recolor(g, ({ normal: [x, y, z] }) => {
|
|
43
|
+
const k = y > 0.6 ? 1 : y < -0.6 ? 0.45 : Math.abs(x) > 0.6 ? 0.68 : z > 0.6 ? 0.88 : 0.7;
|
|
44
|
+
return [k, k, k, 1];
|
|
45
|
+
});
|
|
46
|
+
|
|
47
|
+
/**
|
|
48
|
+
* A block `w` x `h` across its face and `d` deep: a solid slab with rounded corners, shaded face by
|
|
49
|
+
* face so its depth reads, with a bevelled lighter cap along the top.
|
|
50
|
+
*/
|
|
51
|
+
const blockMesh = (w: number, h: number, d: number) =>
|
|
52
|
+
cached(`st-block-v2:${w}:${h}:${d.toFixed(1)}`, () => {
|
|
53
|
+
const r = Math.min(4, h / 4);
|
|
54
|
+
const bevel = Math.min(2.5, h * 0.12);
|
|
55
|
+
return createShape(
|
|
56
|
+
merge([
|
|
57
|
+
{ geometry: shadeFaces(extrude(new Path().addRoundedRect(-w / 2, -h / 2, w, h - bevel, r), { depth: d })) },
|
|
58
|
+
// The cap: a little narrower all round, so its edge reads as a bevel catching the light
|
|
59
|
+
{ geometry: shapeGeometry('cube'), position: [0, h / 2 - bevel / 2, 0], scale: [w - bevel * 2, bevel, d - bevel * 2], color: [1, 1, 1, 1] }
|
|
60
|
+
]),
|
|
61
|
+
{ shine: 0.45 }
|
|
62
|
+
);
|
|
63
|
+
});
|
|
64
|
+
|
|
65
|
+
const BACKDROP_DEPTH = 60;
|
|
66
|
+
/** The camera stays this far from the tower in view, wherever it's scrolled: well inside its depth range. */
|
|
67
|
+
const EYE_DISTANCE = 250;
|
|
68
|
+
const PLINTH: Color = toColor('#4A4F66');
|
|
69
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export type Scene = { frameOffset?: number; backdrop: Entity; plinth: Entity; blocks: Entity[]; moving: Entity | null };
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/** The view the camera frames, scrolled down by `offset` points as the tower grows. */
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export const viewFor = (l: Layout, offset: number): TiltView => ({ width: l.width, height: l.height, centerY: l.height / 2 + offset, tilt: l.tilt });
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+
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/** A block's face centre in the world, from its top-left in tower points. */
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export function blockAt(l: Layout, x: number, y: number): Vec3 {
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return [x + l.blockWidth / 2 - l.width / 2, (l.height / 2 - (y + l.blockHeight / 2)) / Math.cos(l.tilt), 0];
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}
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79
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+
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80
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export const blockColor = (level: number) => toColor(BLOCK_COLORS[level % BLOCK_COLORS.length]!);
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81
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+
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82
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export function buildScene(world: World, l: Layout, theme: GameTheme): Scene {
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83
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const backdrop = spawnBackdrop(world, l.width, l.height, -BACKDROP_DEPTH, theme);
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84
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// Under the base block: a stone plinth reaching down past the screen's foot
|
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const [bx, by] = blockAt(l, l.left + (l.gameWidth - l.blockWidth) / 2, l.baseY);
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const plinthHeight = l.height;
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const plinth = world.spawn({
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mesh: 'roundedBox',
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position: [bx, by - l.blockHeight / 2 - plinthHeight / 2, 0],
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scale: [l.blockWidth * 1.35, plinthHeight, l.blockDepth * 1.3],
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color: PLINTH,
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pickable: false
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});
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return { backdrop, plinth, blocks: [], moving: null };
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}
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+
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97
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export function removeScene(world: World, s: Scene) {
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for (const e of [s.backdrop, s.plinth, ...s.blocks, ...(s.moving != null ? [s.moving] : [])]) world.despawn(e);
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}
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+
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export function setSceneTheme(world: World, s: Scene, theme: GameTheme) {
|
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102
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setBackdropTheme(world, s.backdrop, theme);
|
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103
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+
}
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104
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+
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105
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+
/** Frames the tower: the camera scrolled `offset` down, the backdrop kept fixed behind it. */
|
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export function frame(world: World, l: Layout, s: Scene, camera: Parameters<typeof aimTilted>[0], offset: number) {
|
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107
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+
if (s.frameOffset === offset) return;
|
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108
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s.frameOffset = offset;
|
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109
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const v = viewFor(l, offset);
|
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aimTilted(camera, v);
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111
|
+
// Slide the camera along its own line of sight back onto the tower's plane (z = 0): the picture is
|
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112
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// the same (it's orthographic) but the tower in view stays a fixed distance away, so blocks high up
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113
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// never cross the near plane and vanish.
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const [ex, ey, ez] = camera.eye;
|
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115
|
+
const [tx, ty, tz] = camera.target;
|
|
116
|
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const len = Math.hypot(ex - tx, ey - ty, ez - tz);
|
|
117
|
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const back: Vec3 = [(ex - tx) / len, (ey - ty) / len, (ez - tz) / len];
|
|
118
|
+
const t = -tz / back[2];
|
|
119
|
+
const q: Vec3 = [tx + back[0] * t, ty + back[1] * t, 0];
|
|
120
|
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camera.target = [q[0], q[1], q[2]];
|
|
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|
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camera.eye = [q[0] + back[0] * EYE_DISTANCE, q[1] + back[1] * EYE_DISTANCE, q[2] + back[2] * EYE_DISTANCE];
|
|
122
|
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placeTiltedBackdrop(world, s.backdrop, v, BACKDROP_DEPTH);
|
|
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|
+
}
|
|
124
|
+
|
|
125
|
+
// ── Blocks ────────────────────────────────────────────────────────────
|
|
126
|
+
|
|
127
|
+
export function spawnBlock(world: World, l: Layout, x: number, y: number, level: number, fadeIn = false): Entity {
|
|
128
|
+
const color = blockColor(level);
|
|
129
|
+
const e = world.spawn({
|
|
130
|
+
// As tall as its row on the tilted board (rows are blockHeight / cos apart), so stacked blocks meet with no gap
|
|
131
|
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mesh: blockMesh(l.blockWidth, Math.round((l.blockHeight / Math.cos(l.tilt)) * 10) / 10, l.blockDepth),
|
|
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|
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position: blockAt(l, x, y),
|
|
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color: fadeIn ? [color[0], color[1], color[2], 0] : color,
|
|
134
|
+
pickable: false
|
|
135
|
+
});
|
|
136
|
+
if (fadeIn) world.animate(e, { color }, { duration: SPAWN_FADE, easing: 'easeOut' });
|
|
137
|
+
return e;
|
|
138
|
+
}
|
|
139
|
+
|
|
140
|
+
export function slideBlock(world: World, l: Layout, e: Entity, x: number, y: number) {
|
|
141
|
+
world.set(e, { position: blockAt(l, x, y) });
|
|
142
|
+
}
|
|
143
|
+
|
|
144
|
+
/** A block set down: it flashes bright and puffs dust from under its ends; a perfect one also rings gold. */
|
|
145
|
+
export function land(world: World, l: Layout, e: Entity, x: number, y: number, level: number, perfect: boolean) {
|
|
146
|
+
const color = blockColor(level);
|
|
147
|
+
const k = perfect ? 1.7 : 1.35;
|
|
148
|
+
world.animate(e, [{ color: [color[0] * k, color[1] * k, color[2] * k, 1], at: 0.2 }, { color }], { duration: 0.35 });
|
|
149
|
+
world.animate(e, [{ scale: [1.04, 0.92, 1.04], at: 0.3 }, { scale: 1 }], { duration: 0.2 });
|
|
150
|
+
const [cx, cy] = blockAt(l, x, y);
|
|
151
|
+
const foot = cy - l.blockHeight / 2;
|
|
152
|
+
for (const side of [-1, 1])
|
|
153
|
+
effects.dust(world, {
|
|
154
|
+
position: [cx + (side * l.blockWidth) / 2, foot, l.blockDepth * 0.3],
|
|
155
|
+
count: 4,
|
|
156
|
+
size: l.blockHeight * 0.7,
|
|
157
|
+
speed: l.blockHeight * 2,
|
|
158
|
+
direction: [side, 0.3, 0],
|
|
159
|
+
spread: 0.8,
|
|
160
|
+
lifetime: 0.4,
|
|
161
|
+
color: [1, 1, 1, 0.55]
|
|
162
|
+
});
|
|
163
|
+
if (perfect)
|
|
164
|
+
effects.sparkle(world, {
|
|
165
|
+
position: [cx, cy, l.blockDepth * 0.55],
|
|
166
|
+
count: 20,
|
|
167
|
+
size: l.blockHeight * 0.3,
|
|
168
|
+
speed: l.blockWidth * 1.4,
|
|
169
|
+
lifetime: 0.5,
|
|
170
|
+
colors: [toColor('#FFD700'), toColor('#FFF59D'), [1, 1, 1, 1]]
|
|
171
|
+
});
|
|
172
|
+
}
|
|
173
|
+
|
|
174
|
+
/** A missed block tumbles off the way it was sliding, fading as it goes. */
|
|
175
|
+
export function tumble(world: World, l: Layout, e: Entity, x: number, y: number, direction: number, level: number) {
|
|
176
|
+
const [cx, cy] = blockAt(l, x, y);
|
|
177
|
+
const [r, g, b] = blockColor(level);
|
|
178
|
+
const side = direction >= 0 ? 1 : -1;
|
|
179
|
+
world.animate(
|
|
180
|
+
e,
|
|
181
|
+
{ position: [cx + side * l.blockWidth * 0.5, cy - l.blockHeight * 8, l.blockDepth * 0.3] },
|
|
182
|
+
{ duration: MISS_TIME, easing: 'easeIn' }
|
|
183
|
+
);
|
|
184
|
+
world.animate(e, { turn: [0.6, 0, -side * 1.4] }, { duration: MISS_TIME, easing: 'easeIn' });
|
|
185
|
+
world.animate(e, { color: [r, g, b, 0] }, { duration: MISS_TIME, easing: 'easeIn' });
|
|
186
|
+
}
|
|
@@ -0,0 +1,73 @@
|
|
|
1
|
+
// Sudoku's screen, on the Nayan engine: the board, its cells and digits and the number keys are one 3D
|
|
2
|
+
// scene (an orthographic camera leaning back over the board), under Playtura's scoreboard, controls and
|
|
3
|
+
// modals. The play is in SudokuGame.ts (the puzzle and scoring in SudokuRules.ts), what it draws in
|
|
4
|
+
// SudokuScene.ts.
|
|
5
|
+
//
|
|
6
|
+
// One world serves the whole visit: Start, Stop and Play Again reset it in place and a theme change
|
|
7
|
+
// rebuilds just the board, so the GPU view is never rebuilt. Digits drop in and units flash in the
|
|
8
|
+
// engine's Rust core; JS reads the finger and steps the clock once a frame.
|
|
9
|
+
import { HapticType } from '../../services/HapticsService';
|
|
10
|
+
import { GAME_SOUNDS } from '../../services/SoundsService';
|
|
11
|
+
import { GAME_IDS } from '../../services/UtilsService';
|
|
12
|
+
import { engineGame, EngineGameScreen } from '../shared/EngineGameScreen';
|
|
13
|
+
import { scoreColumn, timerColumn } from '../shared/EngineHud';
|
|
14
|
+
import { useEngineGame } from '../shared/useEngineGame';
|
|
15
|
+
import { useLiveState } from '../shared/useLiveState';
|
|
16
|
+
import { getLayout, LIGHT, LOW_TIME, TIME_LIMIT } from './SudokuConstants';
|
|
17
|
+
import { createGame, dispose, drag, type GameEvent, reset, setLayout, setTheme, start, tick } from './SudokuGame';
|
|
18
|
+
|
|
19
|
+
const SOUNDS = GAME_SOUNDS.SUDOKU;
|
|
20
|
+
|
|
21
|
+
/** Each event's sound and haptic, as the original version played them. */
|
|
22
|
+
const FEEDBACK: Record<GameEvent, { sound: (typeof SOUNDS)[keyof typeof SOUNDS]; haptic: HapticType }> = {
|
|
23
|
+
place: { sound: SOUNDS.PLACE, haptic: HapticType.LIGHT },
|
|
24
|
+
wrong: { sound: SOUNDS.ERROR, haptic: HapticType.ERROR },
|
|
25
|
+
win: { sound: SOUNDS.WIN, haptic: HapticType.SUCCESS },
|
|
26
|
+
lose: { sound: SOUNDS.GAME_OVER, haptic: HapticType.ERROR }
|
|
27
|
+
};
|
|
28
|
+
|
|
29
|
+
export const Sudoku = engineGame(GAME_IDS.SUDOKU, (props) => {
|
|
30
|
+
const [score, setScore] = useLiveState(0);
|
|
31
|
+
const [time, setTime] = useLiveState(TIME_LIMIT);
|
|
32
|
+
|
|
33
|
+
// Win or lose as the game ends; Stop deals a fresh puzzle, as the original game
|
|
34
|
+
const { theme, status, screen, gameOver } = useEngineGame(props, {
|
|
35
|
+
gameId: GAME_IDS.SUDOKU,
|
|
36
|
+
create: createGame,
|
|
37
|
+
start,
|
|
38
|
+
reset,
|
|
39
|
+
dispose,
|
|
40
|
+
tick,
|
|
41
|
+
setTheme,
|
|
42
|
+
resize: (g, width, height, offset) => {
|
|
43
|
+
const l = getLayout(width, height, offset);
|
|
44
|
+
setLayout(g, l);
|
|
45
|
+
return l.board;
|
|
46
|
+
},
|
|
47
|
+
drag,
|
|
48
|
+
sounds: SOUNDS,
|
|
49
|
+
onStart: (fx) => fx(SOUNDS.START, HapticType.SUCCESS),
|
|
50
|
+
onStop: (fx) => fx(null, HapticType.MEDIUM),
|
|
51
|
+
wire: (g, fx) => {
|
|
52
|
+
g.onScore = setScore;
|
|
53
|
+
g.onTime = setTime;
|
|
54
|
+
g.onEvent = (event) => fx(FEEDBACK[event].sound, FEEDBACK[event].haptic);
|
|
55
|
+
}
|
|
56
|
+
});
|
|
57
|
+
|
|
58
|
+
return (
|
|
59
|
+
<EngineGameScreen
|
|
60
|
+
{...screen}
|
|
61
|
+
light={LIGHT}
|
|
62
|
+
columns={[scoreColumn(score), timerColumn(time, theme, LOW_TIME)]}
|
|
63
|
+
subtext="Complete the number grid!"
|
|
64
|
+
gameOver={gameOver({
|
|
65
|
+
title: status === 'win' ? 'SOLVED!' : 'GAME OVER',
|
|
66
|
+
message: status === 'win' ? 'Puzzle completed!' : 'Time ran out!',
|
|
67
|
+
scoreLabel: 'Final Score',
|
|
68
|
+
score,
|
|
69
|
+
buttonText: 'Solve Again!'
|
|
70
|
+
})}
|
|
71
|
+
/>
|
|
72
|
+
);
|
|
73
|
+
});
|
|
@@ -0,0 +1,127 @@
|
|
|
1
|
+
// Sudoku's timings, colors and layout. Rules and scores (in SudokuRules.ts) match the original version
|
|
2
|
+
// (games/sudoku), so scores carry over.
|
|
3
|
+
import { getScoreBoardTop } from '../shared/EngineHud';
|
|
4
|
+
import type { TiltView } from '../shared/EngineTilt';
|
|
5
|
+
import { frontLight, gameWidthFor } from '../shared/EngineUtils';
|
|
6
|
+
|
|
7
|
+
export const TIME_LIMIT = 15 * 60; // fifteen minutes
|
|
8
|
+
export const LOW_TIME = 60; // the timer turns red from here
|
|
9
|
+
export const FLASH_STEP = 0.028; // a completed unit's flash sweeps out from the cell placed, this much a cell
|
|
10
|
+
export const TAP_SLOP = 12; // points a finger may wander and still tap
|
|
11
|
+
|
|
12
|
+
// ── Colors (the original board's) ─────────────────────────────────────────
|
|
13
|
+
|
|
14
|
+
export const COLORS = {
|
|
15
|
+
CELL: '#ffffff',
|
|
16
|
+
GIVEN: '#E8EAF6',
|
|
17
|
+
SELECTED: '#BBDEFB',
|
|
18
|
+
SAME_NUMBER: '#E3F2FD',
|
|
19
|
+
PEER: '#F3E5F5',
|
|
20
|
+
ERROR: '#FFCDD2',
|
|
21
|
+
TEXT_GIVEN: '#1a237e',
|
|
22
|
+
TEXT_PLACED: '#1565C0',
|
|
23
|
+
TEXT_ERROR: '#D32F2F',
|
|
24
|
+
LINES: '#1a237e', // the thin lines and thick box borders show through between the cells
|
|
25
|
+
FRAME: '#5c4033',
|
|
26
|
+
WELL: '#3a2518',
|
|
27
|
+
KEY: '#e8ddd0',
|
|
28
|
+
KEY_TEXT: '#3e2723',
|
|
29
|
+
KEY_REMAINING: '#8d6e63',
|
|
30
|
+
KEY_DISABLED: '#bdb5ad',
|
|
31
|
+
KEY_DISABLED_TEXT: '#9e9e9e'
|
|
32
|
+
} as const;
|
|
33
|
+
|
|
34
|
+
// ── The scene ─────────────────────────────────────────────────────────
|
|
35
|
+
|
|
36
|
+
/** The camera looks straight down at the board. */
|
|
37
|
+
export const TILT = 0;
|
|
38
|
+
/** Evenly lit, straight from the camera and all ambient: every face keeps its exact color, with no shading anywhere. */
|
|
39
|
+
export const LIGHT = frontLight([0, 0, 1], 1);
|
|
40
|
+
export const CELL_HEIGHT = 0.12; // of a cell
|
|
41
|
+
export const KEY_HEIGHT = 0.3; // of a key's width
|
|
42
|
+
|
|
43
|
+
// ── Layout (view points) ──────────────────────────────────────────────
|
|
44
|
+
|
|
45
|
+
const SCOREBOARD_HEIGHT = 82;
|
|
46
|
+
const CONTROLS_HEIGHT = 120;
|
|
47
|
+
export const SPACING = 1.5; // between cells in a box
|
|
48
|
+
export const BORDER = 3.5; // round and between the boxes
|
|
49
|
+
const PAD = 8; // the board's rim
|
|
50
|
+
const KEY_GAP = 4;
|
|
51
|
+
const PAD_GAP = 16; // between the board and the keys
|
|
52
|
+
|
|
53
|
+
export type Layout = TiltView & {
|
|
54
|
+
cell: number;
|
|
55
|
+
/** The grid's side (cells, lines and borders), the board's (with its rim), where the board's centre is (world y). */
|
|
56
|
+
grid: number;
|
|
57
|
+
board: number;
|
|
58
|
+
boardY: number;
|
|
59
|
+
/** The number keys: their width, height, pitch and the row's centre (world y). */
|
|
60
|
+
key: number;
|
|
61
|
+
keyH: number;
|
|
62
|
+
keyPitch: number;
|
|
63
|
+
keysY: number;
|
|
64
|
+
};
|
|
65
|
+
|
|
66
|
+
const gridSide = (cell: number) => cell * 9 + SPACING * 6 + BORDER * 4;
|
|
67
|
+
|
|
68
|
+
/** Cells as big as the width allows (as the original grid), smaller if the screen is short; the keys spread under the board. */
|
|
69
|
+
export function getLayout(width: number, height: number, offset: number): Layout {
|
|
70
|
+
const top = getScoreBoardTop(offset) + SCOREBOARD_HEIGHT;
|
|
71
|
+
const room = Math.max(260, height - top - CONTROLS_HEIGHT);
|
|
72
|
+
const usable = gameWidthFor(width);
|
|
73
|
+
const fromWidth = (usable - PAD * 2 - SPACING * 6 - BORDER * 4) / 9;
|
|
74
|
+
// The board, the gap and the key row (a key's height about 1.25 of a cell) fill the tilted room
|
|
75
|
+
const fromHeight = (room / Math.cos(TILT) - PAD * 2 - SPACING * 6 - BORDER * 4 - PAD_GAP) / (9 + 1.25);
|
|
76
|
+
const cell = Math.max(18, Math.floor(Math.min(fromWidth, fromHeight)));
|
|
77
|
+
const grid = gridSide(cell);
|
|
78
|
+
const board = grid + PAD * 2;
|
|
79
|
+
const key = Math.floor((board - KEY_GAP * 8) / 9);
|
|
80
|
+
const keyH = Math.round(Math.min(cell * 1.25, key * 1.3));
|
|
81
|
+
const total = board + PAD_GAP + keyH;
|
|
82
|
+
return {
|
|
83
|
+
width,
|
|
84
|
+
height,
|
|
85
|
+
tilt: TILT,
|
|
86
|
+
centerY: top + room / 2,
|
|
87
|
+
cell,
|
|
88
|
+
grid,
|
|
89
|
+
board,
|
|
90
|
+
boardY: total / 2 - board / 2,
|
|
91
|
+
key,
|
|
92
|
+
keyH,
|
|
93
|
+
keyPitch: key + KEY_GAP,
|
|
94
|
+
keysY: -total / 2 + keyH / 2
|
|
95
|
+
};
|
|
96
|
+
}
|
|
97
|
+
|
|
98
|
+
/** A cell's offset from the grid's top-left corner, along a row or down a column. */
|
|
99
|
+
const along = (l: Layout, i: number) => BORDER + i * (l.cell + SPACING) + Math.floor(i / 3) * (BORDER - SPACING);
|
|
100
|
+
|
|
101
|
+
/** A cell's centre, in world units. */
|
|
102
|
+
export function cellCentre(l: Layout, row: number, col: number): [number, number] {
|
|
103
|
+
return [-l.grid / 2 + along(l, col) + l.cell / 2, l.boardY + l.grid / 2 - along(l, row) - l.cell / 2];
|
|
104
|
+
}
|
|
105
|
+
|
|
106
|
+
/** A number key's centre (n = 1..9), in world units. */
|
|
107
|
+
export const keyCentre = (l: Layout, n: number): [number, number] => [(n - 5) * l.keyPitch, l.keysY];
|
|
108
|
+
|
|
109
|
+
/** The cell a board point is on (a line between counts as the nearer cell), or null off the grid. */
|
|
110
|
+
export function cellAt(l: Layout, x: number, y: number): [number, number] | null {
|
|
111
|
+
const gx = x + l.grid / 2;
|
|
112
|
+
const gy = l.boardY + l.grid / 2 - y;
|
|
113
|
+
if (gx < 0 || gy < 0 || gx > l.grid || gy > l.grid) return null;
|
|
114
|
+
const pick = (v: number) => {
|
|
115
|
+
let best = 0;
|
|
116
|
+
for (let i = 1; i < 9; i++) if (Math.abs(along(l, i) + l.cell / 2 - v) < Math.abs(along(l, best) + l.cell / 2 - v)) best = i;
|
|
117
|
+
return best;
|
|
118
|
+
};
|
|
119
|
+
return [pick(gy), pick(gx)];
|
|
120
|
+
}
|
|
121
|
+
|
|
122
|
+
/** The number key a point is on, or 0. */
|
|
123
|
+
export function keyAt(l: Layout, x: number, y: number): number {
|
|
124
|
+
if (Math.abs(y - l.keysY) > l.keyH / 2 + 4) return 0;
|
|
125
|
+
const n = Math.round(x / l.keyPitch) + 5;
|
|
126
|
+
return n >= 1 && n <= 9 && Math.abs(x - (n - 5) * l.keyPitch) <= l.keyPitch / 2 ? n : 0;
|
|
127
|
+
}
|