@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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- package/lib/typescript/src/games/maze-runner/components/EnhancedBallComponent.d.ts +0 -10
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- package/lib/typescript/src/games/maze-runner/components/ScoreBoard.d.ts +0 -24
- package/lib/typescript/src/games/maze-runner/components/SkiaPipeComponent.d.ts +0 -24
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- package/lib/typescript/src/games/tank-1990/components/ScoreBoard.d.ts +0 -6
- package/lib/typescript/src/games/tic-tac-toe/TicTacToeService.d.ts +0 -0
- package/lib/typescript/src/games/tic-tac-toe/TicTacToeStore.d.ts +0 -51
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- package/lib/typescript/src/games/tile-home/TileHomeService.d.ts +0 -1
- package/lib/typescript/src/games/tile-home/TileHomeStore.d.ts +0 -57
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- package/lib/typescript/src/games/whack-a-mole/components/GameHole.d.ts +0 -11
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import { type Color, type Entity, type Vec3, type World } from '@nayan-ui/engine';
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import type { GameTheme } from '../../services/ThemeService';
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import type { PopBurstOptions } from '../shared/EngineBlasts';
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import { type Layout } from './ConnectEmAllConstants';
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/** A view point (from the top-left) at depth `z`, in world space. */
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export declare const toWorld: (l: Layout, x: number, y: number, z?: number) => Vec3;
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/** Centre of the dot at (row, col), in view points. `row` may be negative: above the board, falling in. */
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export declare const dotPoint: (l: Layout, row: number, col: number) => [number, number];
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export declare const dotPosition: (l: Layout, row: number, col: number) => Vec3;
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export type Board = {
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backdrop: Entity;
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panel: Entity;
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rim: Entity;
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};
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/** The game background, and behind the whole grid the board panel and its rim, as Block Blast's: in the theme's board colors. */
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export declare function buildBoard(world: World, l: Layout, theme: GameTheme): Board;
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export declare function removeBoard(world: World, b: Board): void;
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export declare const dotColor: (colorIndex: number) => Color;
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export declare function loadGlowTexture(): void;
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/** A dot and its glow: a soft halo behind it, shown while it's in the chain. */
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export declare function spawnDot(world: World, l: Layout, row: number, col: number, colorIndex: number): {
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entity: Entity;
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glow: Entity;
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/** The halo blooms in (overshooting a touch) and stays steady while the dot is in the chain, or fades away. */
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export declare function showGlow(world: World, glow: Entity, on: boolean): void;
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/** Where a cleared dot's burst flies from (in front of it) and glows (behind it, over the chain lines). */
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export declare function dotBurst(l: Layout, row: number, col: number, colorIndex: number): PopBurstOptions;
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/** A dot's scale at rest (for popping it away). */
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export declare const dotScale: (l: Layout) => number;
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/** A chain segment: its drop shadow and the line itself. */
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export type Segment = {
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shadow: Entity;
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export declare function spawnSegment(world: World): Segment;
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export declare function showSegment(world: World, l: Layout, s: Segment, a: [number, number], b: [number, number], color: Color): void;
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export declare function hideSegment(world: World, s: Segment): void;
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/** The line from the chain's last dot to the finger, with a round end at the finger. */
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export type Trail = {
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line: Entity;
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cap: Entity;
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};
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export declare function spawnTrail(world: World): Trail;
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export declare function showTrail(world: World, l: Layout, t: Trail, from: [number, number], to: [number, number], color: Color): void;
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export declare function hideTrail(world: World, t: Trail): void;
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export declare const DOT_COUNT: number;
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@@ -0,0 +1,14 @@
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import type { Camera } from '@nayan-ui/engine';
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import { type Layout } from './CrossyRoadConstants';
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type V3 = [number, number, number];
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/** The view point of a world point, for a camera at `eye` looking along +y tilted down by the pitch. */
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export declare function viewPoint(l: Layout, eye: V3, p: V3): [number, number];
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/**
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* Places the camera to frame the board (world units, a tenth of view points). With the pitch fixed, a
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* board point a distance `a` ahead of the eye shows at view height n (-1 bottom .. 1 top) when
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* a = h * g(n), h the eye's height; so the near and far edges' wanted heights give h and the eye's place
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* exactly. The far constraint includes the pedestrian's head, so the scoreboard cannot hide them at
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* the goal. If the nine columns wouldn't fit across the nearest lane, the band is narrowed until they do.
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*/
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export declare function frameCamera(camera: Camera, l: Layout): void;
|
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export {};
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@@ -1,52 +1,84 @@
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export type LaneType = 'grass' | 'road' | 'water' | 'rail';
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export declare const CROSSY_COLORS: {
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readonly BACKGROUND: "#3a3a5e";
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readonly PRIMARY: "#ffffff";
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readonly GRASS_LIGHT: "#7EC850";
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readonly GRASS_DARK: "#6FBF44";
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readonly ROAD: "#4A4A55";
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readonly ROAD_LINE: "rgba(255,255,255,0.35)";
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import type { Light } from '@nayan-ui/engine';
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export declare const COLS = 9;
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export declare const TOTAL_ROADS = 9;
|
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4
|
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export type LaneType = 'grass' | 'road';
|
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5
|
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/** A grass start lane, nine roads with a grass rest lane after every three, a grass goal lane (bottom to top). */
|
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6
|
+
export declare const LANE_TYPES: LaneType[];
|
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7
|
+
export declare const TOTAL_LANES: number;
|
|
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|
+
export declare const GOAL_ROW: number;
|
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|
+
export declare const GAME_DURATION = 120;
|
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|
+
export declare const SCORE_PER_CROSS = 2000;
|
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|
+
export declare const LOW_TIME = 10;
|
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|
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export declare const CAR_SPEED_MIN: number;
|
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export declare const CAR_SPEED_MAX: number;
|
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export declare const STEP_MS: number;
|
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|
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export declare const MAX_PENDING_MS = 50;
|
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|
+
/** Traffic speeds up a little with every road crossed. */
|
|
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|
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export declare const speedScale: (crossings: number) => number;
|
|
18
|
+
export declare const MOVE_TIME = 0.2;
|
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|
+
export declare const SWIPE = 18;
|
|
20
|
+
export declare const TAP_MAX = 0.25;
|
|
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|
+
export declare const COLORS: {
|
|
22
|
+
readonly GRASS_LIGHT: "#95CF69";
|
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|
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readonly GRASS_DARK: "#83BF5C";
|
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|
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readonly GRASS_TUFT: "#4E9A2E";
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readonly ROAD: "#4B5667";
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readonly ROAD_EDGE: "#3C3C46";
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|
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|
+
readonly ROAD_LINE: "#C9C9CF";
|
|
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|
+
readonly CAR_COLORS: readonly ["#FF5C5C", "#FFD93D", "#6BCB77", "#A66CFF", "#FF9F45", "#4D96FF", "#37C7C2", "#F2EEE2", "#EF7CAB"];
|
|
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|
+
readonly WHEEL: "#15151A";
|
|
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|
+
readonly WINDOW: "#2A3442";
|
|
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|
+
readonly PLAYER: "#3B82C4";
|
|
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|
+
readonly TRUNK: "#7A4E2D";
|
|
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|
+
readonly LEAVES: "#3FA34D";
|
|
34
|
+
readonly FLOWERS: readonly ["#FFFFFF", "#FFD1EC", "#C7B3FF", "#FFF2B0"];
|
|
35
|
+
readonly CURB: "#C9C6BE";
|
|
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|
+
readonly LINE: "#F2F2EE";
|
|
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|
+
readonly BUSH: "#3E8E3A";
|
|
38
|
+
readonly ROCK: "#8E8C88";
|
|
39
|
+
};
|
|
40
|
+
export declare const PERSON: {
|
|
41
|
+
readonly SCALE: 0.82;
|
|
42
|
+
readonly HEIGHT: 1.817;
|
|
43
|
+
readonly STRIDE: 0.5;
|
|
44
|
+
};
|
|
45
|
+
export declare const PERSON_COLORS: {
|
|
46
|
+
readonly SKIN: "#DCA67D";
|
|
47
|
+
readonly JACKET: "#3B82C4";
|
|
48
|
+
readonly PANTS: "#3B4558";
|
|
49
|
+
readonly HAIR: "#352B27";
|
|
50
|
+
readonly SHOE: "#39434C";
|
|
51
|
+
readonly SOLE: "#F0ECE1";
|
|
52
|
+
readonly BACKPACK: "#CE8248";
|
|
53
|
+
readonly STRAP: "#72513A";
|
|
54
|
+
};
|
|
55
|
+
/**
|
|
56
|
+
* The rules are in view points (a lane is about 40 of them), but the engine draws only what's within
|
|
57
|
+
* 500 units of the camera and shadows a few dozen units round it, so the whole scene hangs off a root
|
|
58
|
+
* scaled to a tenth: one world unit is ten points.
|
|
59
|
+
*/
|
|
60
|
+
export declare const WORLD_SCALE = 0.1;
|
|
61
|
+
/** A perspective camera behind and above the start lane, looking up the board at this angle below level. */
|
|
62
|
+
export declare const CAMERA_PITCH = 0.92;
|
|
63
|
+
export declare const CAMERA_FOV = 0.7;
|
|
64
|
+
export declare const SKY_DAY: readonly [0.62, 0.78, 0.95];
|
|
65
|
+
export declare const SKY_NIGHT: readonly [0.227, 0.192, 0.376];
|
|
66
|
+
/** The sun high to the front left (z is up off the board), shadows falling up and right; the night's dim bluish moonlight. */
|
|
67
|
+
export declare const DAY_LIGHT: Light;
|
|
68
|
+
export declare const NIGHT_LIGHT: Light;
|
|
69
|
+
export type Layout = {
|
|
70
|
+
width: number;
|
|
71
|
+
height: number;
|
|
72
|
+
/** A column's width, a lane's depth, the player grid's width and its left edge (view x). */
|
|
73
|
+
tile: number;
|
|
74
|
+
laneH: number;
|
|
75
|
+
gridW: number;
|
|
76
|
+
gridLeft: number;
|
|
77
|
+
/** The view's band between the scoreboard and the controls, where the board is framed (view y). */
|
|
78
|
+
top: number;
|
|
79
|
+
bottom: number;
|
|
52
80
|
};
|
|
81
|
+
/** Wider lanes fill more of the view while the camera keeps all nine columns reachable. */
|
|
82
|
+
export declare function getLayout(width: number, height: number, offset: number): Layout;
|
|
83
|
+
/** A column's centre (view x). */
|
|
84
|
+
export declare const colX: (l: Layout, col: number) => number;
|
|
@@ -0,0 +1,64 @@
|
|
|
1
|
+
import { type Camera, type DragEvent, World } from '@nayan-ui/engine';
|
|
2
|
+
import { type Layout } from './CrossyRoadConstants';
|
|
3
|
+
import { type Hop, type Player, type Vehicle } from './CrossyRoadRules';
|
|
4
|
+
import { type Scene } from './CrossyRoadScene';
|
|
5
|
+
export type Phase = 'ready' | 'playing' | 'over';
|
|
6
|
+
/** hop: a hop taken; cross: a road crossed (and the goal reached); crash: hit; timeUp: the clock ran out. */
|
|
7
|
+
export type GameEvent = 'hop' | 'cross' | 'crash' | 'timeUp';
|
|
8
|
+
type Dir = 'up' | 'down' | 'left' | 'right';
|
|
9
|
+
type MovingHop = {
|
|
10
|
+
from: Player;
|
|
11
|
+
to: Player;
|
|
12
|
+
result: Hop;
|
|
13
|
+
elapsed: number;
|
|
14
|
+
direction: Dir;
|
|
15
|
+
};
|
|
16
|
+
export declare function createGame(night: boolean): {
|
|
17
|
+
world: World;
|
|
18
|
+
camera: Camera;
|
|
19
|
+
assets: import("./CrossyRoadMeshes").CrossyMeshes;
|
|
20
|
+
night: boolean;
|
|
21
|
+
layout: Layout | null;
|
|
22
|
+
scene: Scene | null;
|
|
23
|
+
phase: Phase;
|
|
24
|
+
traffic: Vehicle[];
|
|
25
|
+
nextId: number;
|
|
26
|
+
player: Player;
|
|
27
|
+
hopping: MovingHop | null;
|
|
28
|
+
queuedHop: Dir | null;
|
|
29
|
+
alive: boolean;
|
|
30
|
+
won: boolean;
|
|
31
|
+
/** Score and the countdown live in the engine (Rust), advanced by world.update. */
|
|
32
|
+
readonly score: number;
|
|
33
|
+
/** The whole seconds shown. */
|
|
34
|
+
timeLeft: number;
|
|
35
|
+
pending: number;
|
|
36
|
+
clock: number;
|
|
37
|
+
/** A finger down: where and when, and whether it's already swiped. */
|
|
38
|
+
press: {
|
|
39
|
+
x: number;
|
|
40
|
+
y: number;
|
|
41
|
+
at: number;
|
|
42
|
+
swiped: boolean;
|
|
43
|
+
} | null;
|
|
44
|
+
onPhase: (_p: Phase) => void;
|
|
45
|
+
onScore: (_s: number, _crossings: number) => void;
|
|
46
|
+
onTime: (_t: number) => void;
|
|
47
|
+
onEvent: (_e: GameEvent) => void;
|
|
48
|
+
};
|
|
49
|
+
export type Game = ReturnType<typeof createGame>;
|
|
50
|
+
/** Lays the board out for the view (first layout, header height, rotation): a fresh board is dealt for the new size. */
|
|
51
|
+
export declare function setLayout(g: Game, l: Layout): void;
|
|
52
|
+
/** Day or night (the dark theme): the scene is rebuilt where things stand. */
|
|
53
|
+
export declare function setNight(g: Game, night: boolean): void;
|
|
54
|
+
/** Start: a fresh board, and the clock running (as the original Start dealt one). */
|
|
55
|
+
export declare function start(g: Game): void;
|
|
56
|
+
/** Stop and Play Again: a fresh board, waiting. The world, and the GPU view drawing it, are kept. */
|
|
57
|
+
export declare function reset(g: Game): void;
|
|
58
|
+
export declare function dispose(g: Game): void;
|
|
59
|
+
export declare function tick(g: Game, dt: number): void;
|
|
60
|
+
/** Finish the active hop before taking one buffered move; taps cannot teleport through traffic. */
|
|
61
|
+
export declare function hopTo(g: Game, dir: Dir): void;
|
|
62
|
+
/** A tap hops forward; a swipe hops its way (as soon as it's gone far enough, once per touch). */
|
|
63
|
+
export declare function drag(g: Game, { phase, x, y, cancelled }: DragEvent): void;
|
|
64
|
+
export {};
|
|
@@ -0,0 +1,16 @@
|
|
|
1
|
+
import { type Model } from '@nayan-ui/engine';
|
|
2
|
+
export type VehicleStyle = 'compact' | 'taxi' | 'pickup' | 'bus';
|
|
3
|
+
export interface VehicleMeshes {
|
|
4
|
+
body: Model;
|
|
5
|
+
details: Model;
|
|
6
|
+
lights: Model;
|
|
7
|
+
}
|
|
8
|
+
export interface CrossyMeshes {
|
|
9
|
+
vehicles: Record<VehicleStyle, VehicleMeshes>;
|
|
10
|
+
tree: Model;
|
|
11
|
+
bush: Model;
|
|
12
|
+
rock: Model;
|
|
13
|
+
}
|
|
14
|
+
export declare function crossyMeshes(): CrossyMeshes;
|
|
15
|
+
/** Reusable assets; the game loader advances one builder per frame. */
|
|
16
|
+
export declare function warmAssets(): Iterable<() => unknown>;
|
|
@@ -0,0 +1,10 @@
|
|
|
1
|
+
import { type Model } from '@nayan-ui/engine';
|
|
2
|
+
export interface PedestrianMeshes {
|
|
3
|
+
torso: Model;
|
|
4
|
+
arm: Model;
|
|
5
|
+
leg: Model;
|
|
6
|
+
shoe: Model;
|
|
7
|
+
}
|
|
8
|
+
export declare function pedestrianMeshes(): PedestrianMeshes;
|
|
9
|
+
/** Reusable assets; the game loader advances one builder per frame. */
|
|
10
|
+
export declare function warmAssets(): Iterable<() => unknown>;
|
|
@@ -0,0 +1,36 @@
|
|
|
1
|
+
import { type Layout } from './CrossyRoadConstants';
|
|
2
|
+
import type { VehicleStyle } from './CrossyRoadMeshes';
|
|
3
|
+
export type Vehicle = {
|
|
4
|
+
id: number;
|
|
5
|
+
row: number;
|
|
6
|
+
x: number;
|
|
7
|
+
width: number;
|
|
8
|
+
speed: number;
|
|
9
|
+
colorIndex: number;
|
|
10
|
+
style: VehicleStyle;
|
|
11
|
+
};
|
|
12
|
+
/** Every road's traffic: one bus (sometimes two) or two cars (sometimes three), evenly spaced, all one way. */
|
|
13
|
+
export declare function buildTraffic(l: Layout, firstId?: number): Vehicle[];
|
|
14
|
+
/** One 60 Hz frame of traffic, wrapping off one side onto the other. */
|
|
15
|
+
export declare function moveTraffic(l: Layout, vs: Vehicle[], scale: number): void;
|
|
16
|
+
/** Whether traffic overlaps the pedestrian, including fractional rows while a step is in progress. */
|
|
17
|
+
export declare function hit(l: Layout, vs: Vehicle[], row: number, x: number): boolean;
|
|
18
|
+
/** The player: its lane and column, the furthest lane it's reached, and the roads crossed. */
|
|
19
|
+
export type Player = {
|
|
20
|
+
row: number;
|
|
21
|
+
col: number;
|
|
22
|
+
maxRow: number;
|
|
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crossings: number;
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};
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export declare const startPlayer: () => Player;
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/** A hop's outcome: whether it moved, whether it crossed a road, whether it reached the goal. */
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export type Hop = {
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moved: boolean;
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crossed: boolean;
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goal: boolean;
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};
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export declare function hopForward(p: Player): Hop;
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export declare const playerX: (l: Layout, p: Player) => number;
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export declare const scaleFor: (p: Player) => number;
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import { type Entity, type World } from '@nayan-ui/engine';
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import { type Layout } from './CrossyRoadConstants';
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import type { Vehicle } from './CrossyRoadRules';
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/** A lane's centre (world y) and its surface height. */
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export declare const laneY: (l: Layout, row: number) => number;
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export declare const laneTop: (row: number) => number;
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/** A view x on the board as world x. */
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export declare const worldX: (l: Layout, x: number) => number;
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export type Scene = {
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/** Everything hangs off this root, scaled to the world. */
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root: Entity;
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ground: Entity[];
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vehicles: Map<number, Entity>;
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player: {
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root: Entity;
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body: Entity;
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legs: [Entity, Entity];
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feet: [Entity, Entity];
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night: boolean;
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};
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/** Keeps every vehicle where the rules have it. */
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export declare function placeVehicles(world: World, l: Layout, s: Scene, vs: Vehicle[]): void;
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/** The pedestrian on a lane and column, at once (a new board). */
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export declare function placePlayer(world: World, l: Layout, s: Scene, row: number, col: number): void;
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/** Grounded translation with alternating strides. Ankles counter-rotate so shoes stay level. */
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export declare function hop(world: World, l: Layout, s: Scene, from: [number, number], to: [number, number], facing: 'up' | 'down' | 'left' | 'right'): void;
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/** Run over: a non-graphic stumble and a small puff of road dust. */
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export declare function stumble(world: World, l: Layout, s: Scene, row: number, col: number): void;
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/** Made it across: a wave and confetti, standing on the finish lane. */
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export declare function celebrate(world: World, l: Layout, s: Scene, row: number, col: number): void;
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export declare function buildScene(world: World, l: Layout, a: CrossyMeshes, night: boolean, vs: Vehicle[]): Scene;
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/** Replaces the traffic with a new board's (its vehicles are new ones, so recolored and resized). */
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export declare function setTraffic(world: World, l: Layout, a: CrossyMeshes, s: Scene, vs: Vehicle[]): void;
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/** Everything goes with the root. */
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export declare function removeScene(world: World, s: Scene): void;
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@@ -1,73 +1,49 @@
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readonly SKY_TOP: "#3a3a5e";
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readonly SKY_BOTTOM: "#FECFEF";
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|
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readonly GROUND: "#FFD93D";
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readonly GROUND_LINE: "#FF6B6B";
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readonly DINOSAUR_PRIMARY: "#4ECDC4";
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readonly DINOSAUR_SECONDARY: "#45B7D1";
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readonly DINOSAUR_OUTLINE: "#2C3E50";
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readonly OBSTACLE_PRIMARY: "#2ECC71";
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readonly OBSTACLE_SECONDARY: "#27AE60";
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readonly OBSTACLE_OUTLINE: "#1E8449";
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readonly TEXT_PRIMARY: "#FFFFFF";
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readonly TEXT_SECONDARY: "#ECF0F1";
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|
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readonly CLOUD_COLOR: "#FFFFFF";
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|
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readonly CLOUD_SHADOW: "rgba(52, 152, 219, 0.2)";
|
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|
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};
|
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|
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export declare const DINOSAUR_STATES: {
|
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|
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readonly RUNNING: "running";
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|
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readonly JUMPING: "jumping";
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|
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readonly DUCKING: "ducking";
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|
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readonly DEAD: "dead";
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|
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};
|
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|
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export declare const OBSTACLE_TYPES: {
|
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|
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readonly CACTUS_SMALL: "cactus_small";
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|
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readonly CACTUS_LARGE: "cactus_large";
|
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|
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readonly BIRD: "bird";
|
|
1
|
+
import type { MeadowOptions, Rig } from '../shared/EngineMeadow';
|
|
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|
+
export declare const TIME_LIMIT = 120;
|
|
3
|
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export declare const LIVES = 3;
|
|
4
|
+
export declare const POINTS_PER_SECOND = 200;
|
|
5
|
+
export declare const MUSHROOM_POINTS = 1000;
|
|
6
|
+
export type ObstacleKind = 'cactus_small' | 'cactus_large' | 'mushroom';
|
|
7
|
+
/** Each obstacle's size in screen points (its collision box, and what's drawn). */
|
|
8
|
+
export declare const OBSTACLE_SIZE: Record<ObstacleKind, {
|
|
9
|
+
width: number;
|
|
10
|
+
height: number;
|
|
11
|
+
}>;
|
|
12
|
+
export declare const MUSHROOM_CHANCE = 0.05;
|
|
13
|
+
export declare const SMALL_CHANCE = 0.5;
|
|
14
|
+
export declare const STEP: number;
|
|
15
|
+
export declare const STEP_TOLERANCE = 0.002;
|
|
16
|
+
export declare const MAX_PENDING = 0.05;
|
|
17
|
+
export declare const GRAVITY = 1.4;
|
|
18
|
+
export declare const JUMP_FORCE = -28;
|
|
19
|
+
export declare const RUN_SPEED = 6;
|
|
20
|
+
export declare const DINO_X = 50;
|
|
21
|
+
export declare const DINO_WIDTH = 70;
|
|
22
|
+
export declare const DINO_HEIGHT = 75;
|
|
23
|
+
export declare const DINO_HIT_WIDTH = 50;
|
|
24
|
+
export declare const DINO_HIT_HEIGHT = 60;
|
|
25
|
+
export declare const MAX_OBSTACLES = 5;
|
|
26
|
+
export declare const MIN_OBSTACLE_GAP = 300;
|
|
27
|
+
export declare const REMOVE_X = -100;
|
|
28
|
+
export declare const FIRST_OBSTACLE = 1.5;
|
|
29
|
+
export declare const SPAWN_MIN = 2.5;
|
|
30
|
+
export declare const SPAWN_SPREAD = 2;
|
|
31
|
+
export declare const STRIDE_TIME = 0.16;
|
|
32
|
+
export declare const DUST_INTERVAL = 0.24;
|
|
33
|
+
/** The screen line the dino runs on: higher with no header, as the original ground strip was. */
|
|
34
|
+
export declare const groundLine: (height: number, offset: number) => number;
|
|
35
|
+
/**
|
|
36
|
+
* A low camera over the desert floor, at the height that puts the real ground under the play plane
|
|
37
|
+
* exactly on the original game's ground line: the dino runs on the sand, which runs on to the horizon.
|
|
38
|
+
*/
|
|
39
|
+
export declare function rigFor(height: number, offset: number): Rig;
|
|
40
|
+
export declare const MEADOW: MeadowOptions;
|
|
41
|
+
/** The scrolling desert floor comes in tiles this many metres wide (three cover any view). */
|
|
42
|
+
export declare const TILE = 80;
|
|
43
|
+
export type Layout = {
|
|
44
|
+
width: number;
|
|
45
|
+
height: number;
|
|
46
|
+
offset: number;
|
|
47
|
+
groundY: number;
|
|
73
48
|
};
|
|
49
|
+
export declare const getLayout: (width: number, height: number, offset: number) => Layout;
|
|
@@ -0,0 +1,60 @@
|
|
|
1
|
+
import { type Camera, type Color, type Entity, World } from '@nayan-ui/engine';
|
|
2
|
+
import type { GameTheme } from '../../services/ThemeService';
|
|
3
|
+
import { type View3D } from '../shared/EngineMeadow';
|
|
4
|
+
import { type Layout, type ObstacleKind } from './DinoJumpConstants';
|
|
5
|
+
import { type DinoView, type Tiles } from './DinoJumpScene';
|
|
6
|
+
export type Phase = 'ready' | 'playing' | 'over';
|
|
7
|
+
/** An obstacle: its box's left edge (screen points). */
|
|
8
|
+
type Obstacle = {
|
|
9
|
+
kind: ObstacleKind;
|
|
10
|
+
x: number;
|
|
11
|
+
root: Entity;
|
|
12
|
+
};
|
|
13
|
+
export declare function createGame(theme: GameTheme): {
|
|
14
|
+
world: World;
|
|
15
|
+
camera: Camera;
|
|
16
|
+
theme: GameTheme;
|
|
17
|
+
tint: Color;
|
|
18
|
+
layout: Layout | null;
|
|
19
|
+
view: View3D | null;
|
|
20
|
+
scenery: Entity[];
|
|
21
|
+
desert: Tiles | null;
|
|
22
|
+
dino: DinoView | null;
|
|
23
|
+
phase: Phase;
|
|
24
|
+
/** Score, lives and the countdown live in the engine (Rust), advanced by world.update. */
|
|
25
|
+
readonly score: number;
|
|
26
|
+
readonly lives: number;
|
|
27
|
+
readonly timeLeft: number;
|
|
28
|
+
won: boolean;
|
|
29
|
+
/** Game clock, seconds: drives the spawns and the dust (it pauses with the frame loop). */
|
|
30
|
+
time: number;
|
|
31
|
+
pending: number;
|
|
32
|
+
/** The dino's height above the ground (points, negative is up) and its vertical speed. */
|
|
33
|
+
jumpY: number;
|
|
34
|
+
velocity: number;
|
|
35
|
+
jumping: boolean;
|
|
36
|
+
/** How far the desert has scrolled, in points at the play plane. */
|
|
37
|
+
scroll: number;
|
|
38
|
+
dustTimer: number;
|
|
39
|
+
obstacles: Obstacle[];
|
|
40
|
+
onPhase: (_p: Phase) => void;
|
|
41
|
+
onScore: (_s: number) => void;
|
|
42
|
+
onLives: (_n: number) => void;
|
|
43
|
+
onTime: (_t: number) => void;
|
|
44
|
+
onJump: () => void;
|
|
45
|
+
onHit: (_last: boolean) => void;
|
|
46
|
+
onCollect: () => void;
|
|
47
|
+
};
|
|
48
|
+
export type Game = ReturnType<typeof createGame>;
|
|
49
|
+
/** Lays the world out for the view and header (the camera height follows the ground line). */
|
|
50
|
+
export declare function setLayout(g: Game, l: Layout): void;
|
|
51
|
+
/** A new theme: day or night (the screen swaps the light); the run carries on. */
|
|
52
|
+
export declare function setTheme(g: Game, theme: GameTheme): void;
|
|
53
|
+
export declare function start(g: Game): void;
|
|
54
|
+
/** A fresh run (Stop, Play Again): the dino back on the ground, standing. The world is kept. */
|
|
55
|
+
export declare function reset(g: Game): void;
|
|
56
|
+
export declare function dispose(g: Game): void;
|
|
57
|
+
export declare function tick(g: Game, dt: number): void;
|
|
58
|
+
/** Finger down: jump, if on the ground. */
|
|
59
|
+
export declare function jump(g: Game): void;
|
|
60
|
+
export {};
|
|
@@ -0,0 +1,35 @@
|
|
|
1
|
+
import { type Color, type Entity, type TransformBatch, type World } from '@nayan-ui/engine';
|
|
2
|
+
import type { GameTheme } from '../../services/ThemeService';
|
|
3
|
+
import { type View3D } from '../shared/EngineMeadow';
|
|
4
|
+
import { type Layout, type ObstacleKind } from './DinoJumpConstants';
|
|
5
|
+
/** An obstacle standing on the ground line, its box's left edge at screen x. */
|
|
6
|
+
export declare function spawnObstacle(world: World, v: View3D, l: Layout, kind: ObstacleKind, x: number, tint: Color): Entity;
|
|
7
|
+
export declare function placeObstacle(world: World, v: View3D, l: Layout, e: Entity, kind: ObstacleKind, x: number, updates?: TransformBatch): void;
|
|
8
|
+
export type DinoView = {
|
|
9
|
+
root: Entity;
|
|
10
|
+
body: Entity;
|
|
11
|
+
near: Entity;
|
|
12
|
+
far: Entity;
|
|
13
|
+
};
|
|
14
|
+
/** The dino, its feet on screen point (x, y) (its box's bottom middle). */
|
|
15
|
+
export declare function spawnDino(world: World, v: View3D, x: number, y: number, tint: Color): DinoView;
|
|
16
|
+
export declare const dinoCentre: (x: number) => number;
|
|
17
|
+
export declare function placeDino(world: World, v: View3D, d: DinoView, x: number, y: number): void;
|
|
18
|
+
/** Running: the legs swing in turn and the body bobs; otherwise they hold a pose (tucked in the air). */
|
|
19
|
+
export declare function setGait(world: World, v: View3D, d: DinoView, gait: 'stand' | 'run' | 'air'): void;
|
|
20
|
+
/** A hit: the dino flashes red and shakes. */
|
|
21
|
+
export declare function hurtDino(world: World, d: DinoView, tint: Color): void;
|
|
22
|
+
/** A mushroom eaten: a golden glow. */
|
|
23
|
+
export declare function cheerDino(world: World, d: DinoView, tint: Color): void;
|
|
24
|
+
/** A puff of sand at screen point (x, y): kicked up running, or a bigger one landing. */
|
|
25
|
+
export declare function dust(world: World, v: View3D, x: number, y: number, big: boolean): void;
|
|
26
|
+
/** Bits fly where the dino hit an obstacle (green and sand for a cactus, red and white for a mushroom). */
|
|
27
|
+
export declare function hitBurst(world: World, v: View3D, x: number, y: number, mushroom: boolean): void;
|
|
28
|
+
export type Tiles = {
|
|
29
|
+
roots: Entity[];
|
|
30
|
+
};
|
|
31
|
+
/** Three desert tiles side by side, each its floor with its plants and rocks as children. */
|
|
32
|
+
export declare function spawnDesert(world: World, theme: GameTheme, runZ: number): Tiles;
|
|
33
|
+
/** Scrolls the desert `travelled` metres: each tile wraps round to the far side once it's well out of view. */
|
|
34
|
+
export declare function placeDesert(world: World, t: Tiles, travelled: number): void;
|
|
35
|
+
export declare function removeDesert(world: World, t: Tiles): void;
|