@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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// Mine Sweeper's board and moves, as plain functions: the grid, mines laid after the first reveal (never
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// in the 3 x 3 round it), adjacent counts, and the flood reveal out from an empty cell. Ported from the
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import type { Board } from './MineSweeperConstants';
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export enum CellState {
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HIDDEN = 'hidden',
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REVEALED = 'revealed',
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FLAGGED = 'flagged'
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}
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export type Cell = { row: number; col: number; isMine: boolean; state: CellState; adjacentMines: number };
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export function emptyGrid(b: Board): Cell[][] {
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return Array.from({ length: b.rows }, (_, row) =>
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|
16
|
+
Array.from({ length: b.cols }, (_, col): Cell => ({ row, col, isMine: false, state: CellState.HIDDEN, adjacentMines: 0 }))
|
|
17
|
+
);
|
|
18
|
+
}
|
|
19
|
+
|
|
20
|
+
/** Lays the mines anywhere but the 3 x 3 round the first reveal, then counts each cell's neighbours. */
|
|
21
|
+
export function placeMines(grid: Cell[][], b: Board, safeRow: number, safeCol: number) {
|
|
22
|
+
let placed = 0;
|
|
23
|
+
while (placed < b.mines) {
|
|
24
|
+
const r = Math.floor(Math.random() * b.rows);
|
|
25
|
+
const c = Math.floor(Math.random() * b.cols);
|
|
26
|
+
if ((Math.abs(r - safeRow) > 1 || Math.abs(c - safeCol) > 1) && !grid[r]![c]!.isMine) {
|
|
27
|
+
grid[r]![c]!.isMine = true;
|
|
28
|
+
placed++;
|
|
29
|
+
}
|
|
30
|
+
}
|
|
31
|
+
for (let r = 0; r < b.rows; r++)
|
|
32
|
+
for (let c = 0; c < b.cols; c++) {
|
|
33
|
+
if (grid[r]![c]!.isMine) continue;
|
|
34
|
+
let count = 0;
|
|
35
|
+
for (let dr = -1; dr <= 1; dr++)
|
|
36
|
+
for (let dc = -1; dc <= 1; dc++) {
|
|
37
|
+
if (!dr && !dc) continue;
|
|
38
|
+
if (grid[r + dr]?.[c + dc]?.isMine) count++;
|
|
39
|
+
}
|
|
40
|
+
grid[r]![c]!.adjacentMines = count;
|
|
41
|
+
}
|
|
42
|
+
}
|
|
43
|
+
|
|
44
|
+
/** The cells a reveal opens, breadth first from the tapped one: past every empty cell to its neighbours, stopping at flags and mines. */
|
|
45
|
+
export function floodReveal(grid: Cell[][], b: Board, startRow: number, startCol: number): Cell[] {
|
|
46
|
+
const queue: [number, number][] = [[startRow, startCol]];
|
|
47
|
+
const visited = new Uint8Array(b.rows * b.cols);
|
|
48
|
+
visited[startRow * b.cols + startCol] = 1;
|
|
49
|
+
const out: Cell[] = [];
|
|
50
|
+
for (let head = 0; head < queue.length; head++) {
|
|
51
|
+
const [row, col] = queue[head]!;
|
|
52
|
+
const cell = grid[row]?.[col];
|
|
53
|
+
if (!cell || cell.state !== CellState.HIDDEN || cell.isMine) continue;
|
|
54
|
+
out.push(cell);
|
|
55
|
+
if (cell.adjacentMines !== 0) continue;
|
|
56
|
+
for (let dr = -1; dr <= 1; dr++)
|
|
57
|
+
for (let dc = -1; dc <= 1; dc++) {
|
|
58
|
+
if (!dr && !dc) continue;
|
|
59
|
+
const nr = row + dr;
|
|
60
|
+
const nc = col + dc;
|
|
61
|
+
if (nr < 0 || nr >= b.rows || nc < 0 || nc >= b.cols || visited[nr * b.cols + nc]) continue;
|
|
62
|
+
visited[nr * b.cols + nc] = 1;
|
|
63
|
+
queue.push([nr, nc]);
|
|
64
|
+
}
|
|
65
|
+
}
|
|
66
|
+
return out;
|
|
67
|
+
}
|
|
@@ -0,0 +1,262 @@
|
|
|
1
|
+
// Everything Mine Sweeper draws: a board (themed, as the original board) of raised grass tiles in two
|
|
2
|
+
// shades, which sink to sand as they're revealed (rippling out from the tap) showing their count in 3D
|
|
3
|
+
// digits, red pennant flags, and black spiked sea mines on red tiles when one goes off. Seen from a
|
|
4
|
+
// little in front of straight down (shared/EngineTilt: an orthographic camera leaning back, one world
|
|
5
|
+
// unit per point). Tiles, flags, mines and each digit share one mesh apiece (one instanced draw each).
|
|
6
|
+
import {
|
|
7
|
+
type Camera,
|
|
8
|
+
effects,
|
|
9
|
+
type Entity,
|
|
10
|
+
extrude,
|
|
11
|
+
type GeometryPart,
|
|
12
|
+
lathe,
|
|
13
|
+
merge,
|
|
14
|
+
type Model,
|
|
15
|
+
Path,
|
|
16
|
+
quat,
|
|
17
|
+
shapeGeometry,
|
|
18
|
+
tube,
|
|
19
|
+
type Vec3,
|
|
20
|
+
type World
|
|
21
|
+
} from '@nayan-ui/engine';
|
|
22
|
+
import type { GameTheme } from '../../services/ThemeService';
|
|
23
|
+
import { setBackdropTheme, spawnBackdrop } from '../shared/EngineBackdrop';
|
|
24
|
+
import { GLYPH_RADIUS, glyphMesh } from '../shared/EngineGlyphs';
|
|
25
|
+
import { cacheGameAsset, createGameMesh as createShape } from '../shared/EngineMeshes';
|
|
26
|
+
import { placeTiltedBackdrop } from '../shared/EngineTilt';
|
|
27
|
+
import { toColor } from '../shared/EngineUtils';
|
|
28
|
+
import { cellCentre, COLORS, type Layout, NUMBER_COLORS, REVEAL_STEP } from './MineSweeperConstants';
|
|
29
|
+
import { type Cell, CellState } from './MineSweeperRules';
|
|
30
|
+
|
|
31
|
+
const meshes = new Map<string, Model>();
|
|
32
|
+
const cached = (key: string, build: () => Model) => {
|
|
33
|
+
let m = meshes.get(key);
|
|
34
|
+
if (!m) {
|
|
35
|
+
m = cacheGameAsset('mine-sweeper/MineSweeperScene:' + key, build);
|
|
36
|
+
meshes.set(key, m);
|
|
37
|
+
}
|
|
38
|
+
return m;
|
|
39
|
+
};
|
|
40
|
+
const STAND_UP = quat.x(Math.PI / 2);
|
|
41
|
+
const BOARD_DEPTH = 10;
|
|
42
|
+
const BACKDROP_DEPTH = 25;
|
|
43
|
+
const RAISED = 0.32; // a hidden tile's height, of a cell
|
|
44
|
+
const SUNK = 0.08; // a revealed one's
|
|
45
|
+
|
|
46
|
+
// ── Meshes (one cell across) ──────────────────────────────────────────
|
|
47
|
+
|
|
48
|
+
/** A sea mine: a black ball with eight spikes and a glint, standing on the origin. */
|
|
49
|
+
const mineMesh = () =>
|
|
50
|
+
cached('ms-mine', () => {
|
|
51
|
+
const spike = lathe(
|
|
52
|
+
[
|
|
53
|
+
[0.07, 0],
|
|
54
|
+
[0.04, 0.14],
|
|
55
|
+
[0.001, 0.2]
|
|
56
|
+
],
|
|
57
|
+
{ segments: 10 }
|
|
58
|
+
);
|
|
59
|
+
const parts: GeometryPart[] = [{ geometry: shapeGeometry('sphere'), position: [0, 0, 0.32], scale: 0.48, color: [0.12, 0.12, 0.14, 1] }];
|
|
60
|
+
for (let i = 0; i < 8; i++) {
|
|
61
|
+
const a = (i / 8) * Math.PI * 2;
|
|
62
|
+
const tilt = i % 2 ? 0.45 : -0.45;
|
|
63
|
+
// Each spike: stood up, leaned out, turned round the ball
|
|
64
|
+
const rotation = quat.multiply(quat.z(a), quat.multiply(quat.y(Math.PI / 2 + tilt), STAND_UP));
|
|
65
|
+
parts.push({ geometry: spike, position: [Math.cos(a) * 0.2, Math.sin(a) * 0.2, 0.32 + tilt * 0.3], rotation, color: [0.2, 0.2, 0.22, 1] });
|
|
66
|
+
}
|
|
67
|
+
parts.push({ geometry: shapeGeometry('sphere'), position: [-0.08, 0.08, 0.5], scale: 0.09, color: [0.9, 0.9, 0.95, 1] });
|
|
68
|
+
return createShape(merge(parts), { center: false, shine: 0.8 });
|
|
69
|
+
});
|
|
70
|
+
|
|
71
|
+
/** A flag: a pole on a little base with a red pennant, standing on the origin. */
|
|
72
|
+
const flagMesh = () =>
|
|
73
|
+
cached('ms-flag', () => {
|
|
74
|
+
const cloth = extrude(new Path().moveTo(0, 0).lineTo(0.36, 0.12).lineTo(0, 0.26).close(), { depth: 0.03 });
|
|
75
|
+
return createShape(
|
|
76
|
+
merge([
|
|
77
|
+
{
|
|
78
|
+
geometry: lathe(
|
|
79
|
+
[
|
|
80
|
+
[0.001, 0.05],
|
|
81
|
+
[0.18, 0.05],
|
|
82
|
+
[0.2, 0],
|
|
83
|
+
[0.001, 0]
|
|
84
|
+
],
|
|
85
|
+
{ segments: 18 }
|
|
86
|
+
),
|
|
87
|
+
rotation: STAND_UP,
|
|
88
|
+
color: [0.33, 0.33, 0.33, 1]
|
|
89
|
+
},
|
|
90
|
+
{
|
|
91
|
+
geometry: tube(
|
|
92
|
+
[
|
|
93
|
+
[-0.06, 0, 0.04],
|
|
94
|
+
[-0.06, 0, 0.72]
|
|
95
|
+
],
|
|
96
|
+
{ radius: 0.03, sides: 8 }
|
|
97
|
+
),
|
|
98
|
+
color: toColor('#8B4513')
|
|
99
|
+
},
|
|
100
|
+
{ geometry: cloth, position: [-0.06, 0, 0.72], rotation: STAND_UP, color: toColor('#E74C3C') }
|
|
101
|
+
]),
|
|
102
|
+
{ center: false, shine: 0.4 }
|
|
103
|
+
);
|
|
104
|
+
});
|
|
105
|
+
|
|
106
|
+
const panelMesh = (w: number, h: number, radius: number) =>
|
|
107
|
+
cached(`ms-panel:${w}x${h}:${radius}`, () =>
|
|
108
|
+
createShape(extrude(new Path().addRoundedRect(-w / 2, -h / 2, w, h, radius), { depth: BOARD_DEPTH }), { shine: 0.2 })
|
|
109
|
+
);
|
|
110
|
+
|
|
111
|
+
// ── Spawning ──────────────────────────────────────────────────────────
|
|
112
|
+
|
|
113
|
+
export type Scene = {
|
|
114
|
+
backdrop: Entity;
|
|
115
|
+
panel: Entity;
|
|
116
|
+
grid: Entity | null;
|
|
117
|
+
tiles: Entity[];
|
|
118
|
+
/** What sits on each cell: its count, a flag or a mine (null when nothing does). */
|
|
119
|
+
marks: (Entity | null)[];
|
|
120
|
+
};
|
|
121
|
+
|
|
122
|
+
const alt = (row: number, col: number) => (row + col) % 2 === 1;
|
|
123
|
+
const hiddenColor = (row: number, col: number) => toColor(alt(row, col) ? COLORS.HIDDEN_ALT : COLORS.HIDDEN);
|
|
124
|
+
const revealedColor = (cell: Cell) => toColor(cell.isMine ? COLORS.MINE : alt(cell.row, cell.col) ? COLORS.REVEALED_ALT : COLORS.REVEALED);
|
|
125
|
+
const panelColor = (theme: GameTheme) => toColor(theme.mode === 'classic' ? COLORS.CLASSIC_BOARD : theme.BOARD.SURFACE);
|
|
126
|
+
|
|
127
|
+
export function buildScene(world: World, l: Layout, theme: GameTheme, grid: Cell[][]): Scene {
|
|
128
|
+
const backdrop = spawnBackdrop(world, l.width, l.height, -BACKDROP_DEPTH, theme);
|
|
129
|
+
placeTiltedBackdrop(world, backdrop, l, BACKDROP_DEPTH);
|
|
130
|
+
const classic = theme.mode === 'classic';
|
|
131
|
+
const panel = world.spawn({
|
|
132
|
+
mesh: panelMesh(l.boardWidth, l.boardHeight, classic ? 12 : 8),
|
|
133
|
+
position: [0, 0, -BOARD_DEPTH / 2],
|
|
134
|
+
color: panelColor(theme),
|
|
135
|
+
pickable: false
|
|
136
|
+
});
|
|
137
|
+
const gridBox = classic
|
|
138
|
+
? world.spawn({
|
|
139
|
+
mesh: panelMesh(l.gridWidth, l.gridHeight, 8),
|
|
140
|
+
position: [0, 0, -BOARD_DEPTH / 2 + 0.3],
|
|
141
|
+
color: toColor(COLORS.CLASSIC_GRID),
|
|
142
|
+
pickable: false
|
|
143
|
+
})
|
|
144
|
+
: null;
|
|
145
|
+
const tiles: Entity[] = [];
|
|
146
|
+
const marks: (Entity | null)[] = [];
|
|
147
|
+
for (const row of grid)
|
|
148
|
+
for (const cell of row) {
|
|
149
|
+
const [x, y] = cellCentre(l, cell.row, cell.col);
|
|
150
|
+
const shown = cell.state === CellState.REVEALED;
|
|
151
|
+
const h = l.cell * (shown ? SUNK : RAISED);
|
|
152
|
+
tiles.push(
|
|
153
|
+
world.spawn({
|
|
154
|
+
mesh: 'roundedBox',
|
|
155
|
+
position: [x, y, h / 2],
|
|
156
|
+
scale: [l.cell, l.cell, h],
|
|
157
|
+
color: shown ? revealedColor(cell) : hiddenColor(cell.row, cell.col),
|
|
158
|
+
pickable: false
|
|
159
|
+
})
|
|
160
|
+
);
|
|
161
|
+
marks.push(null);
|
|
162
|
+
}
|
|
163
|
+
const s = { backdrop, panel, grid: gridBox, tiles, marks };
|
|
164
|
+
for (const row of grid) for (const cell of row) mark(world, l, s, cell, false);
|
|
165
|
+
return s;
|
|
166
|
+
}
|
|
167
|
+
|
|
168
|
+
export function removeScene(world: World, s: Scene) {
|
|
169
|
+
for (const e of [s.backdrop, s.panel, s.grid, ...s.tiles, ...s.marks]) if (e != null) world.despawn(e);
|
|
170
|
+
}
|
|
171
|
+
|
|
172
|
+
export function setSceneTheme(world: World, l: Layout, s: Scene, theme: GameTheme) {
|
|
173
|
+
setBackdropTheme(world, s.backdrop, theme);
|
|
174
|
+
world.set(s.panel, { mesh: panelMesh(l.boardWidth, l.boardHeight, theme.mode === 'classic' ? 12 : 8), color: panelColor(theme) });
|
|
175
|
+
if (s.grid != null) world.set(s.grid, { scale: theme.mode === 'classic' ? 1 : 0 });
|
|
176
|
+
}
|
|
177
|
+
|
|
178
|
+
const at = (l: Layout, cell: Cell, z: number): Vec3 => {
|
|
179
|
+
const [x, y] = cellCentre(l, cell.row, cell.col);
|
|
180
|
+
return [x, y, z];
|
|
181
|
+
};
|
|
182
|
+
|
|
183
|
+
/** Puts what belongs on a cell there: its count once revealed, a flag while flagged, a mine when revealed as one. */
|
|
184
|
+
function mark(world: World, l: Layout, s: Scene, cell: Cell, animate: boolean, delay = 0) {
|
|
185
|
+
const i = cell.row * l.cols + cell.col;
|
|
186
|
+
const old = s.marks[i];
|
|
187
|
+
if (old != null) world.despawn(old);
|
|
188
|
+
s.marks[i] = null;
|
|
189
|
+
let e: Entity | null = null;
|
|
190
|
+
if (cell.state === CellState.FLAGGED) {
|
|
191
|
+
e = world.spawn({ mesh: flagMesh(), position: at(l, cell, l.cell * RAISED), scale: l.cell * 0.8, pickable: false });
|
|
192
|
+
} else if (cell.state === CellState.REVEALED && cell.isMine) {
|
|
193
|
+
e = world.spawn({ mesh: mineMesh(), position: at(l, cell, l.cell * SUNK), scale: l.cell * 0.85, pickable: false });
|
|
194
|
+
} else if (cell.state === CellState.REVEALED && cell.adjacentMines > 0) {
|
|
195
|
+
const size = l.cell * 0.56;
|
|
196
|
+
e = world.spawn({
|
|
197
|
+
mesh: glyphMesh(String(cell.adjacentMines)),
|
|
198
|
+
position: at(l, cell, l.cell * SUNK + GLYPH_RADIUS * size),
|
|
199
|
+
scale: size,
|
|
200
|
+
color: toColor(NUMBER_COLORS[cell.adjacentMines]!),
|
|
201
|
+
pickable: false
|
|
202
|
+
});
|
|
203
|
+
}
|
|
204
|
+
s.marks[i] = e;
|
|
205
|
+
if (e != null && animate) {
|
|
206
|
+
const full = cell.state === CellState.FLAGGED ? l.cell * 0.8 : cell.state === CellState.REVEALED && cell.isMine ? l.cell * 0.85 : l.cell * 0.56;
|
|
207
|
+
world.set(e, { scale: 0.01 });
|
|
208
|
+
world.animate(e, { scale: full }, { duration: 0.22, delay, easing: 'back' });
|
|
209
|
+
}
|
|
210
|
+
}
|
|
211
|
+
|
|
212
|
+
// ── Motion ────────────────────────────────────────────────────────────
|
|
213
|
+
|
|
214
|
+
/** Revealed cells sink to sand one after another, rippling out from the first, and show what they hold. */
|
|
215
|
+
export function reveal(world: World, l: Layout, s: Scene, cells: Cell[], origin: Cell) {
|
|
216
|
+
for (const cell of cells) {
|
|
217
|
+
const delay = Math.hypot(cell.row - origin.row, cell.col - origin.col) * REVEAL_STEP;
|
|
218
|
+
const tile = s.tiles[cell.row * l.cols + cell.col]!;
|
|
219
|
+
const h = l.cell * SUNK;
|
|
220
|
+
world.animate(
|
|
221
|
+
tile,
|
|
222
|
+
{ position: at(l, cell, h / 2), scale: [l.cell, l.cell, h], color: revealedColor(cell) },
|
|
223
|
+
{ duration: 0.16, delay, easing: 'easeIn' }
|
|
224
|
+
);
|
|
225
|
+
mark(world, l, s, cell, true, delay + 0.1);
|
|
226
|
+
}
|
|
227
|
+
}
|
|
228
|
+
|
|
229
|
+
/** A flag goes up, or comes down. */
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230
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export function flag(world: World, l: Layout, s: Scene, cell: Cell) {
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mark(world, l, s, cell, true);
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}
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/** A mine goes off: a fireball, a jolt, and every mine shows. */
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export function explode(world: World, l: Layout, s: Scene, camera: Camera, hit: Cell, mines: Cell[]) {
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236
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reveal(world, l, s, mines, hit);
|
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const [x, y] = cellCentre(l, hit.row, hit.col);
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effects.explosion(world, {
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239
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position: [x, y, l.cell * 0.4],
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count: 28,
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size: l.cell * 0.9,
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speed: l.cell * 4,
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lifetime: 0.6,
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direction: [0, 0, 1],
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spread: 1.4,
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debris: [toColor('#3E4A58'), toColor('#8D6E63'), toColor('#5A5A5A')]
|
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});
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248
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camera.shake = l.cell * 0.25;
|
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}
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250
|
+
|
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251
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+
/** Every safe cell cleared: confetti over the board. */
|
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252
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export function celebrate(world: World, l: Layout) {
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253
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effects.confetti(world, {
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254
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position: [0, 0, l.cell],
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255
|
+
count: 60,
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256
|
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size: l.cell * 0.2,
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speed: l.boardWidth * 1.4,
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258
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lifetime: 1.3,
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259
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+
gravity: -l.boardWidth * 2.4,
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colors: ['#FFD700', '#4CAF50', '#2196F3', '#E74C3C'].map((c) => toColor(c))
|
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});
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262
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+
}
|
|
@@ -0,0 +1,73 @@
|
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1
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+
import { useMemo } from 'react';
|
|
2
|
+
import { HapticType } from '../../services/HapticsService';
|
|
3
|
+
import { GAME_SOUNDS, type SoundConfig } from '../../services/SoundsService';
|
|
4
|
+
import { GAME_IDS } from '../../services/UtilsService';
|
|
5
|
+
import { engineGame, EngineGameScreen } from '../shared/EngineGameScreen';
|
|
6
|
+
import { scoreColumn, textColumn } from '../shared/EngineHud';
|
|
7
|
+
import { useEngineGame } from '../shared/useEngineGame';
|
|
8
|
+
import { useLiveState } from '../shared/useLiveState';
|
|
9
|
+
import { DAY_LIGHT, MOB_COLORS, MOB_CONFIG as C, NIGHT_LIGHT, SKY_DAY, SKY_NIGHT } from './MobControlConstants';
|
|
10
|
+
import { aim, createGame, dispose, type GameEvent, INITIAL_HUD, replay, reset, setActive, setLayout, setTheme, start, tick } from './MobControlGame';
|
|
11
|
+
|
|
12
|
+
const SOUNDS = GAME_SOUNDS.MOB_CONTROL;
|
|
13
|
+
const FEEDBACK: Record<GameEvent, { sound?: SoundConfig; haptic?: HapticType }> = {
|
|
14
|
+
shoot: { sound: SOUNDS.SHOOT },
|
|
15
|
+
gate: { sound: SOUNDS.GATE, haptic: HapticType.LIGHT },
|
|
16
|
+
hit: { sound: SOUNDS.HIT },
|
|
17
|
+
clash: { sound: SOUNDS.CLASH, haptic: HapticType.LIGHT },
|
|
18
|
+
boss: { sound: SOUNDS.LEVEL_UP, haptic: HapticType.SUCCESS },
|
|
19
|
+
damage: { sound: SOUNDS.DAMAGE, haptic: HapticType.WARNING },
|
|
20
|
+
champion: { sound: SOUNDS.LEVEL_UP, haptic: HapticType.HEAVY },
|
|
21
|
+
win: { sound: GAME_SOUNDS.WELL_DONE, haptic: HapticType.SUCCESS },
|
|
22
|
+
lose: { sound: SOUNDS.GAME_OVER, haptic: HapticType.ERROR }
|
|
23
|
+
};
|
|
24
|
+
export const MobControl = engineGame(GAME_IDS.MOB_CONTROL, (props) => {
|
|
25
|
+
const [hud, setHud] = useLiveState(INITIAL_HUD, 0);
|
|
26
|
+
const { game, theme, status, screen, gameOver } = useEngineGame(props, {
|
|
27
|
+
gameId: GAME_IDS.MOB_CONTROL,
|
|
28
|
+
create: createGame,
|
|
29
|
+
start,
|
|
30
|
+
reset,
|
|
31
|
+
replay,
|
|
32
|
+
dispose,
|
|
33
|
+
tick,
|
|
34
|
+
setTheme,
|
|
35
|
+
setActive,
|
|
36
|
+
resize: setLayout,
|
|
37
|
+
drag: (g, e) => {
|
|
38
|
+
if (!e.cancelled && e.phase !== 'end') aim(g, e.x);
|
|
39
|
+
},
|
|
40
|
+
sounds: SOUNDS,
|
|
41
|
+
onStart: (fx) => fx(SOUNDS.START, HapticType.SUCCESS),
|
|
42
|
+
resultsDelay: (result) => (result === 'win' ? 1300 : 650),
|
|
43
|
+
wire: (g, fx) => {
|
|
44
|
+
g.onHud = setHud;
|
|
45
|
+
g.onEvent = (event) => fx(FEEDBACK[event].sound, FEEDBACK[event].haptic);
|
|
46
|
+
}
|
|
47
|
+
});
|
|
48
|
+
|
|
49
|
+
const night = theme.mode === 'dark';
|
|
50
|
+
const shield = Math.ceil((hud.hp / C.PLAYER_HP) * 100);
|
|
51
|
+
const light = useMemo(() => (night ? NIGHT_LIGHT : DAY_LIGHT), [night]);
|
|
52
|
+
return (
|
|
53
|
+
<EngineGameScreen
|
|
54
|
+
{...screen}
|
|
55
|
+
source={game.renderer}
|
|
56
|
+
light={light}
|
|
57
|
+
background={night ? SKY_NIGHT : SKY_DAY}
|
|
58
|
+
fog={0.007}
|
|
59
|
+
columns={[scoreColumn(hud.score), textColumn('SHIELD', `${shield}%`, MOB_COLORS.HP_PLAYER), textColumn('ARMY', hud.army)]}
|
|
60
|
+
subtext="Aim and grow mobs!"
|
|
61
|
+
gameOver={gameOver({
|
|
62
|
+
title: status === 'win' ? 'LEVEL CLEARED!' : 'DEFENSE BREACHED',
|
|
63
|
+
message:
|
|
64
|
+
status === 'win'
|
|
65
|
+
? `Level ${hud.level} conquered! ${shield}% shield remaining.`
|
|
66
|
+
: `Your cannon fell in level ${hud.level}. Chain multiplier gates and use your champion to stop the red mob.`,
|
|
67
|
+
scoreLabel: 'Battle Score',
|
|
68
|
+
score: hud.score,
|
|
69
|
+
buttonText: status === 'win' ? 'Next Level!' : 'Try Again!'
|
|
70
|
+
})}
|
|
71
|
+
/>
|
|
72
|
+
);
|
|
73
|
+
});
|
|
@@ -0,0 +1,106 @@
|
|
|
1
|
+
// World-space metres and seconds. These limits bound simulation, rendering and effects separately.
|
|
2
|
+
import type { Light } from '@nayan-ui/engine';
|
|
3
|
+
|
|
4
|
+
export const MOB_CONFIG = {
|
|
5
|
+
HALF_WIDTH: 5.2,
|
|
6
|
+
TRACK_NEAR_Z: 30,
|
|
7
|
+
TRACK_FAR_Z: -150,
|
|
8
|
+
CANNON_LIMIT: 4.25,
|
|
9
|
+
CANNON_Z: 1.2,
|
|
10
|
+
SPAWN_Z: -0.9,
|
|
11
|
+
BASE_Z: -32,
|
|
12
|
+
TARGET_LINE: -29.5,
|
|
13
|
+
BREACH_Z: 0.15,
|
|
14
|
+
PLAYER_HP: 1200,
|
|
15
|
+
PLAYER_SLOTS: 640,
|
|
16
|
+
ENEMY_SLOTS: 384,
|
|
17
|
+
CAPACITY: 1024,
|
|
18
|
+
BASE_HP: 1000,
|
|
19
|
+
CORE_HP: 1400,
|
|
20
|
+
ENEMY_WAVE_SIZE: 14,
|
|
21
|
+
ENEMY_WAVE_INTERVAL: 1.35,
|
|
22
|
+
ENEMY_SURGE_INTERVAL: 15,
|
|
23
|
+
ENEMY_MAX_SURGE: 8,
|
|
24
|
+
MAX_STRENGTH: 4096,
|
|
25
|
+
PLAYER_SPEED: 4.8,
|
|
26
|
+
ENEMY_SPEED: 2.65,
|
|
27
|
+
FIRE_INTERVAL: 0.105,
|
|
28
|
+
CHAMPION_CHARGE: 100,
|
|
29
|
+
CHAMPION_PER_SHOT: 1.6,
|
|
30
|
+
CHAMPION_STRENGTH: 42,
|
|
31
|
+
CHAMPION_SPEED: 6.2,
|
|
32
|
+
BOSS_STRENGTH: 170,
|
|
33
|
+
BOSS_SPEED: 1.55,
|
|
34
|
+
BOOST_SPEED: 1.65,
|
|
35
|
+
BOOST_DURATION: 1.4,
|
|
36
|
+
FLIGHT_DURATION: 0.38,
|
|
37
|
+
COLLISION_RADIUS: 0.34,
|
|
38
|
+
GRID_SIZE: 0.8,
|
|
39
|
+
GRID_COLUMNS: 14,
|
|
40
|
+
GRID_ROWS: 46,
|
|
41
|
+
MAX_COLLISION_VISITS: 48,
|
|
42
|
+
MAX_SEPARATION_VISITS: 12,
|
|
43
|
+
STEP: 1 / 30,
|
|
44
|
+
MAX_FRAME: 0.05,
|
|
45
|
+
HUD_INTERVAL: 0.12,
|
|
46
|
+
EFFECT_INTERVAL: 0.075,
|
|
47
|
+
MAX_EFFECTS: 6,
|
|
48
|
+
WORLD_CAPACITY: 640,
|
|
49
|
+
KILL_POINTS: 5,
|
|
50
|
+
BASE_POINTS: 350,
|
|
51
|
+
LEVEL_POINTS: 500
|
|
52
|
+
} as const;
|
|
53
|
+
|
|
54
|
+
export interface Gate {
|
|
55
|
+
id: number;
|
|
56
|
+
x: number;
|
|
57
|
+
originX: number;
|
|
58
|
+
z: number;
|
|
59
|
+
halfWidth: number;
|
|
60
|
+
factor: number; // positive multiplies, negative divides by its magnitude
|
|
61
|
+
operation: 'multiply' | 'add' | 'divide';
|
|
62
|
+
moving: boolean;
|
|
63
|
+
hits: number;
|
|
64
|
+
remainder: number;
|
|
65
|
+
}
|
|
66
|
+
export interface Barrier {
|
|
67
|
+
x: number;
|
|
68
|
+
z: number;
|
|
69
|
+
halfWidth: number;
|
|
70
|
+
hp: number;
|
|
71
|
+
maxHp: number;
|
|
72
|
+
}
|
|
73
|
+
export interface BoostPad {
|
|
74
|
+
x: number;
|
|
75
|
+
z: number;
|
|
76
|
+
halfWidth: number;
|
|
77
|
+
halfLength: number;
|
|
78
|
+
}
|
|
79
|
+
export interface Base {
|
|
80
|
+
x: number;
|
|
81
|
+
z: number;
|
|
82
|
+
hp: number;
|
|
83
|
+
maxHp: number;
|
|
84
|
+
spawnClock: number;
|
|
85
|
+
}
|
|
86
|
+
export const MOB_COLORS = {
|
|
87
|
+
PLAYER: '#3998FF',
|
|
88
|
+
ENEMY: '#F25467',
|
|
89
|
+
PLAYER_DARK: '#1D568F',
|
|
90
|
+
ENEMY_DARK: '#8D2D42',
|
|
91
|
+
GATE: '#29BFFF',
|
|
92
|
+
GATE_HIGH: '#A14CF5',
|
|
93
|
+
GATE_DANGER: '#F16B68',
|
|
94
|
+
FRAME: '#1763A8',
|
|
95
|
+
ROAD: '#CDD0D2',
|
|
96
|
+
ROAD_EDGE: '#E6BA78',
|
|
97
|
+
GROUND: '#D7AB72',
|
|
98
|
+
CHAMPION: '#FFC83E',
|
|
99
|
+
BOOST: '#7DECF1',
|
|
100
|
+
HP_PLAYER: '#54CDA2',
|
|
101
|
+
HP_ENEMY: '#F25467'
|
|
102
|
+
} as const;
|
|
103
|
+
export const SKY_DAY = [0.67, 0.81, 0.88] as const;
|
|
104
|
+
export const SKY_NIGHT = [0.035, 0.07, 0.13] as const;
|
|
105
|
+
export const DAY_LIGHT: Light = { direction: [-0.45, 0.85, 0.4], ambient: 0.55, color: [1.04, 1.02, 0.98], shadows: true, shadowExtent: 27 };
|
|
106
|
+
export const NIGHT_LIGHT: Light = { direction: [-0.3, 0.85, 0.4], ambient: 0.65, color: [0.76, 0.86, 1.1], shadows: true, shadowExtent: 27 };
|
|
@@ -0,0 +1,176 @@
|
|
|
1
|
+
import { type Camera, World } from '@nayan-ui/engine';
|
|
2
|
+
import type { GameTheme } from '../../services/ThemeService';
|
|
3
|
+
import { MOB_CONFIG as C } from './MobControlConstants';
|
|
4
|
+
import { unitMeshes } from './MobControlMeshes';
|
|
5
|
+
import { MobControlRenderer } from './MobControlRenderer';
|
|
6
|
+
import { createSim, step } from './MobControlRules';
|
|
7
|
+
import { battleEffect, buildScene, captured, celebrate, makeView, recoil, removeScene, type Scene, syncScene, type View } from './MobControlScene';
|
|
8
|
+
|
|
9
|
+
export type Phase = 'ready' | 'playing' | 'over';
|
|
10
|
+
export type GameEvent = 'shoot' | 'gate' | 'hit' | 'clash' | 'boss' | 'damage' | 'champion' | 'win' | 'lose';
|
|
11
|
+
export interface Hud {
|
|
12
|
+
score: number;
|
|
13
|
+
hp: number;
|
|
14
|
+
army: number;
|
|
15
|
+
level: number;
|
|
16
|
+
}
|
|
17
|
+
export const INITIAL_HUD: Hud = { score: 0, hp: C.PLAYER_HP, army: 0, level: 1 };
|
|
18
|
+
export function createGame(theme: GameTheme) {
|
|
19
|
+
const world = new World(C.WORLD_CAPACITY);
|
|
20
|
+
return {
|
|
21
|
+
world,
|
|
22
|
+
renderer: new MobControlRenderer(world, unitMeshes()),
|
|
23
|
+
sim: createSim(),
|
|
24
|
+
camera: { eye: [0, 19, 15], target: [0, 0, -13], fov: 0.9 } as Camera,
|
|
25
|
+
night: theme.mode === 'dark',
|
|
26
|
+
view: null as View | null,
|
|
27
|
+
scene: null as Scene | null,
|
|
28
|
+
phase: 'ready' as Phase,
|
|
29
|
+
won: false,
|
|
30
|
+
active: true,
|
|
31
|
+
pending: 0,
|
|
32
|
+
clock: 0,
|
|
33
|
+
lastHud: -1,
|
|
34
|
+
lastEffect: -1,
|
|
35
|
+
hudKey: '',
|
|
36
|
+
feedback: {} as Partial<Record<GameEvent, number>>,
|
|
37
|
+
get score() {
|
|
38
|
+
return this.sim.score;
|
|
39
|
+
},
|
|
40
|
+
onPhase: (_phase: Phase) => {},
|
|
41
|
+
onHud: (_hud: Hud) => {},
|
|
42
|
+
onEvent: (_event: GameEvent) => {}
|
|
43
|
+
};
|
|
44
|
+
}
|
|
45
|
+
export type Game = ReturnType<typeof createGame>;
|
|
46
|
+
export function setLayout(g: Game, width: number, height: number) {
|
|
47
|
+
if (g.world.isDisposed || width <= 0 || height <= 0) return;
|
|
48
|
+
g.view = makeView(width, height, g.camera);
|
|
49
|
+
if (!g.scene) g.scene = buildScene(g.world, g.night, g.sim);
|
|
50
|
+
syncScene(g.world, g.scene, g.sim, true);
|
|
51
|
+
g.world.update(0);
|
|
52
|
+
g.renderer.sync(g.sim, 1, g.clock);
|
|
53
|
+
}
|
|
54
|
+
export function setTheme(g: Game, theme: GameTheme) {
|
|
55
|
+
const night = theme.mode === 'dark';
|
|
56
|
+
if (g.world.isDisposed || night === g.night) return;
|
|
57
|
+
g.night = night;
|
|
58
|
+
if (g.scene) {
|
|
59
|
+
removeScene(g.world, g.scene);
|
|
60
|
+
g.scene = buildScene(g.world, g.night, g.sim);
|
|
61
|
+
}
|
|
62
|
+
}
|
|
63
|
+
function publish(g: Game, force = false) {
|
|
64
|
+
if (!force && g.clock - g.lastHud < C.HUD_INTERVAL) return false;
|
|
65
|
+
g.lastHud = g.clock;
|
|
66
|
+
const s = g.sim;
|
|
67
|
+
const key = `${s.score}/${s.hp}/${s.playerStrength}/${s.level}`;
|
|
68
|
+
if (key !== g.hudKey) {
|
|
69
|
+
g.hudKey = key;
|
|
70
|
+
g.onHud({ score: s.score, hp: s.hp, army: s.playerStrength, level: s.level });
|
|
71
|
+
}
|
|
72
|
+
return true;
|
|
73
|
+
}
|
|
74
|
+
export function reset(g: Game) {
|
|
75
|
+
resetLevel(g, g.sim.level);
|
|
76
|
+
}
|
|
77
|
+
export function replay(g: Game) {
|
|
78
|
+
resetLevel(g, g.sim.level + (g.won ? 1 : 0));
|
|
79
|
+
}
|
|
80
|
+
function resetLevel(g: Game, level: number) {
|
|
81
|
+
if (g.world.isDisposed) return;
|
|
82
|
+
g.sim = createSim(undefined, level);
|
|
83
|
+
g.won = false;
|
|
84
|
+
g.pending = 0;
|
|
85
|
+
g.camera.shake = 0;
|
|
86
|
+
g.hudKey = '';
|
|
87
|
+
g.feedback = {};
|
|
88
|
+
g.world.cancelTimers();
|
|
89
|
+
if (g.scene) {
|
|
90
|
+
g.world.stopAnimation(g.scene.barrel);
|
|
91
|
+
g.world.set(g.scene.barrel, { position: [0, 0.92, -0.1] });
|
|
92
|
+
syncScene(g.world, g.scene, g.sim, true);
|
|
93
|
+
}
|
|
94
|
+
g.phase = 'ready';
|
|
95
|
+
publish(g, true);
|
|
96
|
+
g.onPhase('ready');
|
|
97
|
+
g.world.update(0);
|
|
98
|
+
g.renderer.sync(g.sim, 1, g.clock);
|
|
99
|
+
}
|
|
100
|
+
export function start(g: Game) {
|
|
101
|
+
if (g.world.isDisposed || !g.scene || g.phase !== 'ready') return;
|
|
102
|
+
g.pending = 0;
|
|
103
|
+
g.phase = 'playing';
|
|
104
|
+
g.onPhase('playing');
|
|
105
|
+
}
|
|
106
|
+
export function aim(g: Game, x: number) {
|
|
107
|
+
if (g.world.isDisposed || !g.active || g.phase !== 'playing' || !g.view) return;
|
|
108
|
+
g.sim.targetX = Math.max(-C.CANNON_LIMIT, Math.min(C.CANNON_LIMIT, (x - g.view.width / 2) / g.view.k));
|
|
109
|
+
}
|
|
110
|
+
export function setActive(g: Game, active: boolean) {
|
|
111
|
+
g.active = active;
|
|
112
|
+
g.pending = 0;
|
|
113
|
+
}
|
|
114
|
+
export function dispose(g: Game) {
|
|
115
|
+
if (g.world.isDisposed) return;
|
|
116
|
+
g.renderer.dispose();
|
|
117
|
+
g.world.dispose();
|
|
118
|
+
}
|
|
119
|
+
function emit(g: Game, event: GameEvent, interval = 0) {
|
|
120
|
+
if (g.clock - (g.feedback[event] ?? -100) < interval) return;
|
|
121
|
+
g.feedback[event] = g.clock;
|
|
122
|
+
g.onEvent(event);
|
|
123
|
+
}
|
|
124
|
+
export function tick(g: Game, dt: number) {
|
|
125
|
+
if (g.world.isDisposed || !g.active || !Number.isFinite(dt) || dt < 0) return;
|
|
126
|
+
dt = Math.min(dt, C.MAX_FRAME);
|
|
127
|
+
g.clock += dt;
|
|
128
|
+
if (g.phase === 'playing') {
|
|
129
|
+
g.pending = Math.min(g.pending + dt, C.MAX_FRAME + C.STEP);
|
|
130
|
+
while (g.phase === 'playing' && g.pending + 1e-9 >= C.STEP) {
|
|
131
|
+
g.pending = Math.max(0, g.pending - C.STEP);
|
|
132
|
+
apply(g);
|
|
133
|
+
}
|
|
134
|
+
}
|
|
135
|
+
const labels = publish(g);
|
|
136
|
+
if (g.scene) syncScene(g.world, g.scene, g.sim, labels);
|
|
137
|
+
g.world.update(dt);
|
|
138
|
+
g.renderer.sync(g.sim, g.phase === 'playing' ? Math.min(1, g.pending / C.STEP) : 1, g.clock);
|
|
139
|
+
}
|
|
140
|
+
function apply(g: Game) {
|
|
141
|
+
const e = step(g.sim, C.STEP),
|
|
142
|
+
s = g.scene;
|
|
143
|
+
if (e.shots) {
|
|
144
|
+
emit(g, 'shoot');
|
|
145
|
+
if (s) recoil(g.world, s);
|
|
146
|
+
}
|
|
147
|
+
if (e.gates) emit(g, 'gate', 0.14);
|
|
148
|
+
if (e.champion) emit(g, 'champion');
|
|
149
|
+
if (e.bossDefeated && !e.won) {
|
|
150
|
+
emit(g, 'boss');
|
|
151
|
+
celebrate(g.world);
|
|
152
|
+
}
|
|
153
|
+
if (e.clashes) emit(g, 'clash', 0.15);
|
|
154
|
+
if (e.hits) emit(g, 'hit', 0.13);
|
|
155
|
+
if (e.breaches) {
|
|
156
|
+
g.camera.shake = 0.18;
|
|
157
|
+
emit(g, 'damage', 0.35);
|
|
158
|
+
}
|
|
159
|
+
if (s && e.captured)
|
|
160
|
+
for (let i = 0; i < g.sim.bases.length; i++)
|
|
161
|
+
if (g.sim.bases[i]!.hp === 0 && !s.bases[i]!.captured) captured(g.world, g.sim.bases[i]!.x, g.sim.bases[i]!.z);
|
|
162
|
+
if (e.won) {
|
|
163
|
+
celebrate(g.world);
|
|
164
|
+
}
|
|
165
|
+
if (e.effectCount && g.clock - g.lastEffect >= C.EFFECT_INTERVAL) {
|
|
166
|
+
g.lastEffect = g.clock;
|
|
167
|
+
for (let i = 0; i < Math.min(2, e.effectCount); i++) battleEffect(g.world, e.effectX[i]!, e.effectZ[i]!, e.effectTeam[i] === 1);
|
|
168
|
+
}
|
|
169
|
+
if (e.won || e.lost) {
|
|
170
|
+
g.won = e.won;
|
|
171
|
+
g.phase = 'over';
|
|
172
|
+
publish(g, true);
|
|
173
|
+
emit(g, e.won ? 'win' : 'lose');
|
|
174
|
+
g.onPhase('over');
|
|
175
|
+
}
|
|
176
|
+
}
|