@nayan-ui/games 1.19.0 → 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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+
import { HapticType } from '../../services/HapticsService';
|
|
14
|
+
import { GAME_SOUNDS } from '../../services/SoundsService';
|
|
15
|
+
import { GAME_IDS, isTablet } from '../../services/UtilsService';
|
|
16
|
+
import { engineGame, EngineGameScreen } from '../shared/EngineGameScreen';
|
|
17
|
+
import { textColumn, timerColumn } from '../shared/EngineHud';
|
|
18
|
+
import { toRgb } from '../shared/EngineUtils';
|
|
19
|
+
import { useEngineGame } from '../shared/useEngineGame';
|
|
20
|
+
import { useLiveState } from '../shared/useLiveState';
|
|
21
|
+
import { GAME_DURATION_MS, getLayout, gridFor, LIGHT, LOW_TIME, PLAYER_COLORS } from './PaperIoConstants';
|
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22
|
+
import { createGame, dispose, drag, reset, setLayout, setTheme, start, tick } from './PaperIoGame';
|
|
23
|
+
import type { Stats } from './PaperIoRules';
|
|
24
|
+
|
|
25
|
+
const SOUNDS = GAME_SOUNDS.PAPER_IO;
|
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26
|
+
const FULL_TIME = Math.round(GAME_DURATION_MS / 1000);
|
|
27
|
+
const NO_STATS: Stats = { score: 0, territoryPct: 0, aiPct: 0, rank: 1, alivePlayers: 1 };
|
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28
|
+
|
|
29
|
+
export const PaperIo = engineGame(GAME_IDS.PAPER_IO, (props) => {
|
|
30
|
+
const [laidOut, setLaidOut] = useLiveState(false);
|
|
31
|
+
const [stats, setStats] = useLiveState<Stats>(NO_STATS);
|
|
32
|
+
const [time, setTime] = useLiveState(FULL_TIME);
|
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33
|
+
|
|
34
|
+
// Win or lose as the round ends; the score is your land x 10
|
|
35
|
+
const { game, theme, status, screen, gameOver } = useEngineGame(props, {
|
|
36
|
+
gameId: GAME_IDS.PAPER_IO,
|
|
37
|
+
create: createGame,
|
|
38
|
+
start,
|
|
39
|
+
reset,
|
|
40
|
+
dispose,
|
|
41
|
+
tick,
|
|
42
|
+
setTheme,
|
|
43
|
+
// Lay the board out for the view (the first layout fixes the grid).
|
|
44
|
+
resize: (g, width, height) => {
|
|
45
|
+
const grid = g.grid ?? gridFor(width, height, isTablet);
|
|
46
|
+
setLayout(g, getLayout(width, height, grid));
|
|
47
|
+
setLaidOut(true);
|
|
48
|
+
},
|
|
49
|
+
drag,
|
|
50
|
+
reportScore: (g) => g.stats?.score ?? 0,
|
|
51
|
+
sounds: SOUNDS,
|
|
52
|
+
onStart: (fx) => fx(SOUNDS.START, HapticType.SUCCESS),
|
|
53
|
+
onStop: (fx) => fx(null, HapticType.MEDIUM),
|
|
54
|
+
wire: (g, fx) => {
|
|
55
|
+
g.onStats = setStats;
|
|
56
|
+
g.onTime = setTime;
|
|
57
|
+
g.onEvent = (event) => {
|
|
58
|
+
if (event === 'turn') fx(SOUNDS.TURN, HapticType.SELECTION);
|
|
59
|
+
else if (event === 'capture') fx(SOUNDS.CAPTURE, HapticType.MEDIUM);
|
|
60
|
+
else fx(g.won ? SOUNDS.WIN : SOUNDS.GAME_OVER, g.won ? HapticType.SUCCESS : HapticType.ERROR);
|
|
61
|
+
};
|
|
62
|
+
}
|
|
63
|
+
});
|
|
64
|
+
|
|
65
|
+
const background = useMemo(() => toRgb(theme.BACKGROUND), [theme.BACKGROUND]);
|
|
66
|
+
|
|
67
|
+
return (
|
|
68
|
+
<EngineGameScreen
|
|
69
|
+
{...screen}
|
|
70
|
+
source={laidOut && game.world ? game.world : null}
|
|
71
|
+
light={LIGHT}
|
|
72
|
+
background={background}
|
|
73
|
+
columns={[
|
|
74
|
+
textColumn('YOU', `${stats.territoryPct}%`, PLAYER_COLORS[0]!.head),
|
|
75
|
+
timerColumn(time, theme, LOW_TIME),
|
|
76
|
+
textColumn('AI', `${stats.aiPct}%`, PLAYER_COLORS[1]!.head)
|
|
77
|
+
]}
|
|
78
|
+
subtext="Claim the most land!"
|
|
79
|
+
gameOver={gameOver({
|
|
80
|
+
title: status === 'win' ? 'YOU WIN!' : 'GAME OVER',
|
|
81
|
+
message:
|
|
82
|
+
status === 'win'
|
|
83
|
+
? `You beat the AI ${stats.territoryPct}% to ${stats.aiPct}%!`
|
|
84
|
+
: `You ${stats.territoryPct}% vs AI ${stats.aiPct}% — try again!`,
|
|
85
|
+
scoreLabel: 'Cells Captured',
|
|
86
|
+
score: stats.score,
|
|
87
|
+
buttonText: 'Play Again!'
|
|
88
|
+
})}
|
|
89
|
+
/>
|
|
90
|
+
);
|
|
91
|
+
});
|
|
@@ -0,0 +1,86 @@
|
|
|
1
|
+
// Paper IO's rules, colors and layout. The grid, step rate, timer, AI and scoring match the original
|
|
2
|
+
// version (games/paper-io), so scores carry over.
|
|
3
|
+
import type { TiltView } from '../shared/EngineTilt';
|
|
4
|
+
import { frontLight } from '../shared/EngineUtils';
|
|
5
|
+
|
|
6
|
+
// ── Rules ─────────────────────────────────────────────────────────────
|
|
7
|
+
|
|
8
|
+
export const STEP_MS = 92; // one cell per step, ~11 steps a second
|
|
9
|
+
export const PLAYER_COUNT = 2; // you and one AI
|
|
10
|
+
export const START_TERRITORY = 1; // half-size: each player starts with a compact 3 x 3 patch
|
|
11
|
+
export const GAME_DURATION_MS = 120_000; // 2 minutes: whoever owns more land then wins
|
|
12
|
+
export const LOW_TIME = 10; // the timer turns red from here
|
|
13
|
+
export const POINTS_PER_CELL = 10;
|
|
14
|
+
|
|
15
|
+
// ── Touch ─────────────────────────────────────────────────────────────
|
|
16
|
+
|
|
17
|
+
export const SWIPE = 10; // points a finger must travel (from where it went down) to turn
|
|
18
|
+
|
|
19
|
+
// ── Colors ────────────────────────────────────────────────────────────
|
|
20
|
+
|
|
21
|
+
export type PlayerColor = { territory: string; trail: string; head: string; headDark: string };
|
|
22
|
+
/** 0 = you (green), 1 = the AI (red), as the original game. */
|
|
23
|
+
export const PLAYER_COLORS: PlayerColor[] = [
|
|
24
|
+
{ territory: '#62B96E', trail: '#6BCB77', head: '#6BCB77', headDark: '#4CA85B' },
|
|
25
|
+
{ territory: '#E86262', trail: '#FF6B6B', head: '#FF6B6B', headDark: '#D64C4C' }
|
|
26
|
+
];
|
|
27
|
+
export const COLORS = {
|
|
28
|
+
CLASSIC_BOARD: 'rgba(0, 0, 0, 0.18)',
|
|
29
|
+
FLASH: '#FFFFFF',
|
|
30
|
+
EYE: '#FFFFFF',
|
|
31
|
+
PUPIL: '#2C2C44'
|
|
32
|
+
} as const;
|
|
33
|
+
|
|
34
|
+
// ── The scene ─────────────────────────────────────────────────────────
|
|
35
|
+
|
|
36
|
+
/** A slightly lower tabletop view shows the people and their flags while keeping the grid readable. */
|
|
37
|
+
export const TILT = 0.48;
|
|
38
|
+
/** Render in compact world units so a full-screen board and tall people fit the camera's depth range. */
|
|
39
|
+
export const WORLD_SCALE = 0.25;
|
|
40
|
+
/** Lit from the upper left; surfaces facing up off the board (+z) keep their exact color. */
|
|
41
|
+
export const LIGHT = frontLight([-0.4, 0.5, 1], 0.5);
|
|
42
|
+
/** Heights of land and trails, in cells. */
|
|
43
|
+
export const LAND = 0.32;
|
|
44
|
+
export const TRAIL = 0.22;
|
|
45
|
+
export const PERSON = { SCALE: 3.2, STRIDE: 0.38, HEIGHT: 3.06, CELEBRATION_SCALE: 1.5 } as const;
|
|
46
|
+
export const PERSON_COLORS = {
|
|
47
|
+
SKIN: ['#DFAC87', '#A57355'],
|
|
48
|
+
HAIR: '#352A24',
|
|
49
|
+
PANTS: '#2F3D50',
|
|
50
|
+
SHOE: '#38414A',
|
|
51
|
+
SOLE: '#EEE9DF',
|
|
52
|
+
POLE: '#CCD4D8',
|
|
53
|
+
BADGE: '#E8D4A3'
|
|
54
|
+
} as const;
|
|
55
|
+
|
|
56
|
+
// ── Layout (view points) ──────────────────────────────────────────────
|
|
57
|
+
|
|
58
|
+
export type Grid = { cols: number; rows: number; cell: number };
|
|
59
|
+
export type Layout = TiltView & Grid & { gridW: number; gridH: number; columnWidth: number; rowDepth: number; eyeDistance: number };
|
|
60
|
+
|
|
61
|
+
/**
|
|
62
|
+
* The original grid: square cells a 32nd of the width (a 44th on a tablet) covering the whole view edge to
|
|
63
|
+
* edge. The grid is fixed by the first layout (as the original game fixed it at load); later layouts only
|
|
64
|
+
* remap those same cells and the camera to fill the view.
|
|
65
|
+
*/
|
|
66
|
+
export function gridFor(width: number, height: number, tablet: boolean): Grid {
|
|
67
|
+
const cell = Math.round(width / (tablet ? 44 : 32));
|
|
68
|
+
return { cols: Math.ceil(width / cell), rows: Math.ceil(height / cell), cell };
|
|
69
|
+
}
|
|
70
|
+
|
|
71
|
+
export function getLayout(width: number, height: number, grid: Grid): Layout {
|
|
72
|
+
// Compensate the tabletop tilt: each projected row is still one cell tall, covering the entire
|
|
73
|
+
// view rather than leaving non-playable bands above and below the board.
|
|
74
|
+
const columnWidth = width / grid.cols;
|
|
75
|
+
const rowDepth = height / grid.rows / Math.cos(TILT);
|
|
76
|
+
const gridH = grid.rows * rowDepth;
|
|
77
|
+
const personHeight = grid.cell * (LAND + TRAIL + PERSON.SCALE * PERSON.HEIGHT * PERSON.CELEBRATION_SCALE);
|
|
78
|
+
const eyeDistance = (gridH * Math.sin(TILT)) / 2 + personHeight * Math.cos(TILT) + 80;
|
|
79
|
+
return { ...grid, width, height, tilt: TILT, columnWidth, rowDepth, eyeDistance, centerY: height / 2, gridW: width, gridH };
|
|
80
|
+
}
|
|
81
|
+
|
|
82
|
+
/** A cell's centre on the board, in world units (row 0 along the top). */
|
|
83
|
+
export const cellCentre = (l: Layout, col: number, row: number): [number, number] => [
|
|
84
|
+
(col + 0.5) * l.columnWidth - l.gridW / 2,
|
|
85
|
+
l.gridH / 2 - (row + 0.5) * l.rowDepth
|
|
86
|
+
];
|
|
@@ -0,0 +1,193 @@
|
|
|
1
|
+
// Paper IO's play, with no React: build a game with `createGame`, give it a layout, `start` it and
|
|
2
|
+
// `tick` it every frame. Swipe to steer your character; leaving your land lays a trail, and coming back (or
|
|
3
|
+
// closing a loop on your own trail) banks everything it encloses. Own more land than the AI when the
|
|
4
|
+
// two minutes are up (or when the board fills) to win.
|
|
5
|
+
//
|
|
6
|
+
// The rules are the original version's (PaperIoRules.ts), stepped the way its frame loop stepped them: one
|
|
7
|
+
// grid step on the first frame at least 92 ms after the last (the leftover dropped, so a long frame
|
|
8
|
+
// never fast-forwards the board), the countdown checked every frame.
|
|
9
|
+
import { type Camera, type DragEvent, World } from '@nayan-ui/engine';
|
|
10
|
+
import type { GameTheme } from '../../services/ThemeService';
|
|
11
|
+
import { aimTilted } from '../shared/EngineTilt';
|
|
12
|
+
import { GAME_DURATION_MS, type Grid, type Layout, STEP_MS, SWIPE, WORLD_SCALE } from './PaperIoConstants';
|
|
13
|
+
import { type Board, type DirCode, newBoard, type Stats, stats, step, turn } from './PaperIoRules';
|
|
14
|
+
import { buildScene, finish, placeHeads, removeScene, type Scene, setSceneTheme, syncBoard } from './PaperIoScene';
|
|
15
|
+
|
|
16
|
+
export type Phase = 'ready' | 'playing' | 'over';
|
|
17
|
+
/** turn: your swipe took; capture: you banked land; over: the round ended. */
|
|
18
|
+
export type GameEvent = 'turn' | 'capture' | 'over';
|
|
19
|
+
|
|
20
|
+
export function createGame(theme: GameTheme) {
|
|
21
|
+
return {
|
|
22
|
+
world: null as World | null,
|
|
23
|
+
camera: { eye: [0, 0, 240], target: [0, 0, 0], fov: 1, ortho: 1 } as Camera,
|
|
24
|
+
theme,
|
|
25
|
+
grid: null as Grid | null,
|
|
26
|
+
layout: null as Layout | null,
|
|
27
|
+
scene: null as Scene | null,
|
|
28
|
+
phase: 'ready' as Phase,
|
|
29
|
+
board: null as Board | null,
|
|
30
|
+
stats: null as Stats | null,
|
|
31
|
+
won: false,
|
|
32
|
+
sinceStep: 0,
|
|
33
|
+
/** The first frame after starting credits no time (as the original loop's first frame). */
|
|
34
|
+
fresh: true,
|
|
35
|
+
/** The swipe in progress: where it went down, and the last turn it asked for. */
|
|
36
|
+
swipe: null as { x: number; y: number; last: DirCode | null } | null,
|
|
37
|
+
// UI hooks, set by the screen.
|
|
38
|
+
onPhase: (_p: Phase) => {},
|
|
39
|
+
onStats: (_s: Stats) => {},
|
|
40
|
+
onTime: (_t: number) => {},
|
|
41
|
+
onEvent: (_e: GameEvent) => {}
|
|
42
|
+
};
|
|
43
|
+
}
|
|
44
|
+
export type Game = ReturnType<typeof createGame>;
|
|
45
|
+
|
|
46
|
+
// ── Scene ─────────────────────────────────────────────────────────────
|
|
47
|
+
|
|
48
|
+
/**
|
|
49
|
+
* Lays the board out for the view. The first layout fixes the grid (as the original game fixed it at load)
|
|
50
|
+
* and makes the world, sized for every cell's land and trail; later ones (header, rotation) keep the
|
|
51
|
+
* board and only rebuild the scene round it.
|
|
52
|
+
*/
|
|
53
|
+
export function setLayout(g: Game, l: Layout) {
|
|
54
|
+
if (!g.world) {
|
|
55
|
+
g.world = new World(l.cols * l.rows * 2 + 200);
|
|
56
|
+
// The countdown lives in the engine (Rust), advanced by world.update
|
|
57
|
+
g.world.scoreboard.reset(0, GAME_DURATION_MS / 1000);
|
|
58
|
+
g.world.scoreboard.handlers = {
|
|
59
|
+
onSecond: (t) => g.onTime(t),
|
|
60
|
+
// Time's up: whoever owns more land wins
|
|
61
|
+
onTimeUp: () => g.phase === 'playing' && g.board && end(g, (g.board.counts[0] ?? 0) > (g.board.counts[1] ?? 0))
|
|
62
|
+
};
|
|
63
|
+
g.grid = { cols: l.cols, rows: l.rows, cell: l.cell };
|
|
64
|
+
g.board = newBoard(g.grid);
|
|
65
|
+
g.stats = stats(g.board);
|
|
66
|
+
g.onStats(g.stats);
|
|
67
|
+
}
|
|
68
|
+
const world = g.world;
|
|
69
|
+
if (g.scene) removeScene(world, g.scene);
|
|
70
|
+
g.layout = l;
|
|
71
|
+
aimTilted(g.camera, l);
|
|
72
|
+
g.camera.eye = [
|
|
73
|
+
0,
|
|
74
|
+
(g.camera.target[1] - Math.sin(l.tilt) * l.eyeDistance) * WORLD_SCALE,
|
|
75
|
+
(g.camera.target[2] + Math.cos(l.tilt) * l.eyeDistance) * WORLD_SCALE
|
|
76
|
+
];
|
|
77
|
+
g.camera.target = [g.camera.target[0] * WORLD_SCALE, g.camera.target[1] * WORLD_SCALE, g.camera.target[2] * WORLD_SCALE];
|
|
78
|
+
g.camera.ortho = (l.height * WORLD_SCALE) / 2;
|
|
79
|
+
g.scene = buildScene(world, l, g.theme, g.board!);
|
|
80
|
+
}
|
|
81
|
+
|
|
82
|
+
export function setTheme(g: Game, theme: GameTheme) {
|
|
83
|
+
g.theme = theme;
|
|
84
|
+
if (g.world && g.layout && g.scene) setSceneTheme(g.world, g.layout, g.scene, theme);
|
|
85
|
+
}
|
|
86
|
+
|
|
87
|
+
/** A fresh board on the table (the scene rebuilt round it), not started. */
|
|
88
|
+
function fresh(g: Game) {
|
|
89
|
+
const { world, grid, layout } = g;
|
|
90
|
+
if (!world || !grid || !layout) return;
|
|
91
|
+
g.board = newBoard(grid);
|
|
92
|
+
g.stats = stats(g.board);
|
|
93
|
+
if (g.scene) removeScene(world, g.scene);
|
|
94
|
+
g.scene = buildScene(world, layout, g.theme, g.board);
|
|
95
|
+
world.scoreboard.reset(0, GAME_DURATION_MS / 1000);
|
|
96
|
+
g.sinceStep = 0;
|
|
97
|
+
g.won = false;
|
|
98
|
+
g.swipe = null;
|
|
99
|
+
g.onStats(g.stats);
|
|
100
|
+
g.onTime(Math.round(GAME_DURATION_MS / 1000));
|
|
101
|
+
}
|
|
102
|
+
|
|
103
|
+
// ── Run ───────────────────────────────────────────────────────────────
|
|
104
|
+
|
|
105
|
+
/** Starts a round on a fresh board, as the original Start did. */
|
|
106
|
+
export function start(g: Game) {
|
|
107
|
+
if (g.phase !== 'ready' || !g.world) return;
|
|
108
|
+
fresh(g);
|
|
109
|
+
g.world.scoreboard.startCountdown(GAME_DURATION_MS / 1000);
|
|
110
|
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g.fresh = true;
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g.phase = 'playing';
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g.onPhase('playing');
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}
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+
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115
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+
/** A fresh board, not started (Stop, Play Again). */
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116
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+
export function reset(g: Game) {
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+
fresh(g);
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g.phase = 'ready';
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+
g.onPhase('ready');
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+
}
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+
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export function dispose(g: Game) {
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+
g.world?.dispose();
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}
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+
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126
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export function tick(g: Game, dt: number) {
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const { world, board } = g;
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+
if (!world || world.isDisposed) return;
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+
if (g.phase === 'playing' && board) {
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const ms = g.fresh ? 0 : Math.min(dt, 0.25) * 1000;
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g.fresh = false;
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advance(g, board, ms);
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}
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world.update(dt);
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}
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+
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/** One frame of the original loop: a grid step if it's due (the countdown is the engine's). */
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+
function advance(g: Game, b: Board, ms: number) {
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+
g.sinceStep += ms;
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+
if (g.sinceStep < STEP_MS) return;
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+
g.sinceStep = 0;
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+
const r = step(b);
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+
const { world, layout: l, scene: s } = g;
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+
if (world && l && s) {
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+
if (r.territory || r.trails) syncBoard(world, l, s, b, r.territory && !r.full, r.territory ? undefined : r.trailCells);
|
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146
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+
placeHeads(world, l, s, b, true, r.captured);
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+
}
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+
if (r.territory) {
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+
g.stats = stats(b);
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+
g.onStats(g.stats);
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+
}
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+
if (r.captured[0]) g.onEvent('capture');
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+
if (r.full) end(g, r.won);
|
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+
}
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+
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+
function end(g: Game, won: boolean) {
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+
g.world?.scoreboard.stop();
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+
g.won = won;
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+
g.phase = 'over';
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+
g.swipe = null;
|
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+
if (g.board) {
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g.stats = stats(g.board);
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+
g.onStats(g.stats);
|
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+
}
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|
+
if (g.world && g.layout && g.scene) finish(g.world, g.layout, g.scene, won);
|
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g.onPhase('over');
|
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|
+
g.onEvent('over');
|
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|
+
}
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+
|
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|
+
// ── The finger ────────────────────────────────────────────────────────
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+
|
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172
|
+
/** Swipes steer: once a drag has gone 10 points from where it went down, its main way is a turn. */
|
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|
+
export function drag(g: Game, { phase, x, y }: DragEvent) {
|
|
174
|
+
if (phase === 'start') {
|
|
175
|
+
g.swipe = { x, y, last: null };
|
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|
+
return;
|
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|
+
}
|
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|
+
const s = g.swipe;
|
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|
+
if (!s || phase === 'end') {
|
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|
+
g.swipe = null;
|
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181
|
+
return;
|
|
182
|
+
}
|
|
183
|
+
if (g.phase !== 'playing' || !g.board) return;
|
|
184
|
+
const dx = x - s.x;
|
|
185
|
+
const dy = y - s.y;
|
|
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|
+
const ax = Math.abs(dx);
|
|
187
|
+
const ay = Math.abs(dy);
|
|
188
|
+
if (ax < SWIPE && ay < SWIPE) return;
|
|
189
|
+
const code: DirCode = ax >= ay ? (dx > 0 ? 'RIGHT' : 'LEFT') : dy > 0 ? 'DOWN' : 'UP';
|
|
190
|
+
if (code === s.last) return;
|
|
191
|
+
s.last = code;
|
|
192
|
+
if (turn(g.board, code)) g.onEvent('turn');
|
|
193
|
+
}
|
|
@@ -0,0 +1,233 @@
|
|
|
1
|
+
// People stand on the XY board, with +Z up and +X forward. Normalized models are cached once and
|
|
2
|
+
// scaled by the cell size at spawn; skin, clothing and fixed-color details tint independently.
|
|
3
|
+
import { block, type Color, ellipsoid, type Geometry, type GeometryPart, loft, merge, type Model, tube, type Vec3 } from '@nayan-ui/engine';
|
|
4
|
+
import { cacheGameAsset, createGameMesh as createShape } from '../shared/EngineMeshes';
|
|
5
|
+
import { toColor } from '../shared/EngineUtils';
|
|
6
|
+
import { COLORS, PERSON_COLORS } from './PaperIoConstants';
|
|
7
|
+
|
|
8
|
+
export interface PersonMeshes {
|
|
9
|
+
shirt: Model;
|
|
10
|
+
skin: Model;
|
|
11
|
+
details: Model;
|
|
12
|
+
sleeve: Model;
|
|
13
|
+
hand: Model;
|
|
14
|
+
leg: Model;
|
|
15
|
+
flags: readonly [Model, Model, Model];
|
|
16
|
+
}
|
|
17
|
+
const WHITE: Color = [1, 1, 1, 1];
|
|
18
|
+
const part = (geometry: Geometry, position: Vec3, color?: Color): GeometryPart => ({ geometry, position, color });
|
|
19
|
+
const orb = (radii: Vec3, position: Vec3, color?: Color, sides = 12): GeometryPart => part(ellipsoid(radii, undefined, sides), position, color);
|
|
20
|
+
const pipe = (points: Vec3[], radius: number, color?: Color, sides = 10): GeometryPart => ({
|
|
21
|
+
geometry: tube(points, { radius, sides, smoothness: 3, caps: true }),
|
|
22
|
+
color
|
|
23
|
+
});
|
|
24
|
+
const model = (parts: GeometryPart[], shine = 0.12) => createShape(merge(parts), { center: false, shine });
|
|
25
|
+
|
|
26
|
+
/** Two-sided, smoothly shaded cloth. Its hoist stays on the pole while the free edge ripples. */
|
|
27
|
+
function flagGeometry(phase: number): Geometry {
|
|
28
|
+
const columns = 12,
|
|
29
|
+
rows = 6;
|
|
30
|
+
const vertices: number[] = [],
|
|
31
|
+
indices: number[] = [];
|
|
32
|
+
for (const side of [1, -1]) {
|
|
33
|
+
const start = vertices.length / 11;
|
|
34
|
+
for (let row = 0; row <= rows; row++)
|
|
35
|
+
for (let col = 0; col <= columns; col++) {
|
|
36
|
+
const u = col / columns,
|
|
37
|
+
v = row / rows,
|
|
38
|
+
a = u * Math.PI * 2.1 - phase + v * 0.7;
|
|
39
|
+
const y = Math.sin(a) * u * 0.085;
|
|
40
|
+
const dydu = 0.085 * (Math.sin(a) + u * Math.PI * 2.1 * Math.cos(a)),
|
|
41
|
+
dydv = 0.085 * u * 0.7 * Math.cos(a);
|
|
42
|
+
// Surface derivatives: du = [-.78, dydu, -.045], dv = [0, dydv, .56].
|
|
43
|
+
const nx = dydu * 0.56 + 0.045 * dydv,
|
|
44
|
+
ny = 0.78 * 0.56,
|
|
45
|
+
nz = -0.78 * dydv,
|
|
46
|
+
length = Math.hypot(nx, ny, nz);
|
|
47
|
+
const hem = col === columns || row === 0 || row === rows ? 0.78 : 1;
|
|
48
|
+
vertices.push(-u * 0.78, y, v * 0.56 - u * 0.045, (side * nx) / length, (side * ny) / length, (side * nz) / length, hem, hem, hem, u, v);
|
|
49
|
+
}
|
|
50
|
+
for (let row = 0; row < rows; row++)
|
|
51
|
+
for (let col = 0; col < columns; col++) {
|
|
52
|
+
const a = start + row * (columns + 1) + col,
|
|
53
|
+
b = a + 1,
|
|
54
|
+
c = a + columns + 1,
|
|
55
|
+
d = c + 1;
|
|
56
|
+
if (side > 0) indices.push(a, b, c, b, d, c);
|
|
57
|
+
else indices.push(a, c, b, b, c, d);
|
|
58
|
+
}
|
|
59
|
+
}
|
|
60
|
+
return { vertices: Float32Array.from(vertices), indices: Uint32Array.from(indices) };
|
|
61
|
+
}
|
|
62
|
+
|
|
63
|
+
let cached: PersonMeshes | null = null;
|
|
64
|
+
export function personMeshes(): PersonMeshes {
|
|
65
|
+
return cacheGameAsset('paper-io/PaperIoMeshes:personMeshes', () => personMeshesUncached());
|
|
66
|
+
}
|
|
67
|
+
|
|
68
|
+
function personMeshesUncached(): PersonMeshes {
|
|
69
|
+
if (cached) return cached;
|
|
70
|
+
const pants = toColor(PERSON_COLORS.PANTS),
|
|
71
|
+
hair = toColor(PERSON_COLORS.HAIR),
|
|
72
|
+
pole = toColor(PERSON_COLORS.POLE),
|
|
73
|
+
shoe = toColor(PERSON_COLORS.SHOE),
|
|
74
|
+
sole = toColor(PERSON_COLORS.SOLE),
|
|
75
|
+
eye = toColor(COLORS.EYE),
|
|
76
|
+
pupil = toColor(COLORS.PUPIL);
|
|
77
|
+
const shirt = model([
|
|
78
|
+
{
|
|
79
|
+
geometry: loft(
|
|
80
|
+
[
|
|
81
|
+
{ z: 0.9, bottom: -0.145, top: 0.145, width: 0.115, square: 2.8 },
|
|
82
|
+
{ z: 1.04, bottom: -0.155, top: 0.155, width: 0.105, square: 2.8 },
|
|
83
|
+
{ z: 1.3, bottom: -0.225, top: 0.225, width: 0.13, square: 2.6 },
|
|
84
|
+
{ z: 1.41, bottom: -0.2, top: 0.2, width: 0.105, square: 2.4 },
|
|
85
|
+
{ z: 1.47, bottom: -0.07, top: 0.07, width: 0.065, square: 2 }
|
|
86
|
+
],
|
|
87
|
+
{ around: 16, smoothness: 2 }
|
|
88
|
+
)
|
|
89
|
+
},
|
|
90
|
+
pipe(
|
|
91
|
+
[
|
|
92
|
+
[0, -0.205, 1.37],
|
|
93
|
+
[0.025, -0.27, 1.25],
|
|
94
|
+
[0.04, -0.29, 1.18]
|
|
95
|
+
],
|
|
96
|
+
0.075
|
|
97
|
+
),
|
|
98
|
+
pipe(
|
|
99
|
+
Array.from({ length: 17 }, (_, i): Vec3 => [Math.cos((i * Math.PI) / 8) * 0.06, Math.sin((i * Math.PI) / 8) * 0.07, 1.465]),
|
|
100
|
+
0.015,
|
|
101
|
+
[0.74, 0.74, 0.74, 1],
|
|
102
|
+
6
|
|
103
|
+
)
|
|
104
|
+
]);
|
|
105
|
+
const skin = model([
|
|
106
|
+
orb([0.108, 0.108, 0.133], [0.005, 0, 1.65], WHITE, 16),
|
|
107
|
+
pipe(
|
|
108
|
+
[
|
|
109
|
+
[0, 0, 1.45],
|
|
110
|
+
[0, 0, 1.55]
|
|
111
|
+
],
|
|
112
|
+
0.052
|
|
113
|
+
),
|
|
114
|
+
orb([0.026, 0.023, 0.03], [0.109, 0, 1.64]),
|
|
115
|
+
...[-1, 1].map((side) => orb([0.022, 0.017, 0.036], [-0.012, side * 0.109, 1.65])),
|
|
116
|
+
pipe(
|
|
117
|
+
[
|
|
118
|
+
[0.04, -0.29, 1.18],
|
|
119
|
+
[0.13, -0.305, 1.16],
|
|
120
|
+
[0.24, -0.31, 1.21]
|
|
121
|
+
],
|
|
122
|
+
0.05
|
|
123
|
+
),
|
|
124
|
+
orb([0.046, 0.045, 0.06], [0.24, -0.31, 1.22])
|
|
125
|
+
]);
|
|
126
|
+
const details: GeometryPart[] = [
|
|
127
|
+
orb([0.11, 0.116, 0.073], [-0.021, 0, 1.744], hair, 16),
|
|
128
|
+
orb([0.06, 0.104, 0.077], [-0.065, 0, 1.69], hair),
|
|
129
|
+
orb([0.115, 0.173, 0.12], [0, 0, 0.855], pants),
|
|
130
|
+
part(block(0.025, 0.055, 0.075), [0.128, -0.065, 1.3], toColor(PERSON_COLORS.BADGE)),
|
|
131
|
+
pipe(
|
|
132
|
+
[
|
|
133
|
+
[0.24, -0.31, 0.05],
|
|
134
|
+
[0.24, -0.31, 1.22],
|
|
135
|
+
[0.24, -0.31, 3]
|
|
136
|
+
],
|
|
137
|
+
0.013,
|
|
138
|
+
pole,
|
|
139
|
+
8
|
|
140
|
+
),
|
|
141
|
+
orb([0.025, 0.025, 0.025], [0.24, -0.31, 3.02], pole, 8),
|
|
142
|
+
pipe(
|
|
143
|
+
[
|
|
144
|
+
[0.107, -0.025, 1.603],
|
|
145
|
+
[0.115, 0, 1.598],
|
|
146
|
+
[0.107, 0.025, 1.603]
|
|
147
|
+
],
|
|
148
|
+
0.004,
|
|
149
|
+
[0.36, 0.2, 0.17, 1],
|
|
150
|
+
6
|
|
151
|
+
)
|
|
152
|
+
];
|
|
153
|
+
for (const side of [-1, 1]) {
|
|
154
|
+
details.push(orb([0.018, 0.024, 0.017], [0.101, side * 0.047, 1.678], eye, 8));
|
|
155
|
+
details.push(orb([0.009, 0.01, 0.012], [0.117, side * 0.047, 1.678], pupil, 8));
|
|
156
|
+
details.push(
|
|
157
|
+
pipe(
|
|
158
|
+
[
|
|
159
|
+
[0.105, side * 0.027, 1.706],
|
|
160
|
+
[0.098, side * 0.066, 1.707]
|
|
161
|
+
],
|
|
162
|
+
0.006,
|
|
163
|
+
hair,
|
|
164
|
+
6
|
|
165
|
+
)
|
|
166
|
+
);
|
|
167
|
+
}
|
|
168
|
+
const sleeve = model([
|
|
169
|
+
pipe(
|
|
170
|
+
[
|
|
171
|
+
[0, 0, 0],
|
|
172
|
+
[0.01, 0.04, -0.12],
|
|
173
|
+
[0.025, 0.055, -0.23]
|
|
174
|
+
],
|
|
175
|
+
0.073
|
|
176
|
+
)
|
|
177
|
+
]);
|
|
178
|
+
const hand = model([
|
|
179
|
+
pipe(
|
|
180
|
+
[
|
|
181
|
+
[0.025, 0.055, -0.22],
|
|
182
|
+
[0.045, 0.06, -0.35],
|
|
183
|
+
[0.075, 0.055, -0.46]
|
|
184
|
+
],
|
|
185
|
+
0.045
|
|
186
|
+
),
|
|
187
|
+
orb([0.038, 0.039, 0.06], [0.08, 0.055, -0.475])
|
|
188
|
+
]);
|
|
189
|
+
const leg = model([
|
|
190
|
+
pipe(
|
|
191
|
+
[
|
|
192
|
+
[0, 0, 0],
|
|
193
|
+
[0.035, 0, -0.34],
|
|
194
|
+
[-0.01, 0, -0.72]
|
|
195
|
+
],
|
|
196
|
+
0.072,
|
|
197
|
+
pants
|
|
198
|
+
),
|
|
199
|
+
orb([0.071, 0.071, 0.085], [0.035, 0, -0.34], pants),
|
|
200
|
+
orb([0.142, 0.066, 0.06], [0.065, 0, -0.778], shoe),
|
|
201
|
+
part(block(0.275, 0.133, 0.025), [0.065, 0, -0.832], sole),
|
|
202
|
+
pipe(
|
|
203
|
+
[
|
|
204
|
+
[0.11, -0.04, -0.73],
|
|
205
|
+
[0.11, 0.04, -0.73]
|
|
206
|
+
],
|
|
207
|
+
0.009,
|
|
208
|
+
sole,
|
|
209
|
+
6
|
|
210
|
+
),
|
|
211
|
+
pipe(
|
|
212
|
+
[
|
|
213
|
+
[0.065, -0.04, -0.725],
|
|
214
|
+
[0.065, 0.04, -0.725]
|
|
215
|
+
],
|
|
216
|
+
0.009,
|
|
217
|
+
sole,
|
|
218
|
+
6
|
|
219
|
+
)
|
|
220
|
+
]);
|
|
221
|
+
const flags = [0, (Math.PI * 2) / 3, (Math.PI * 4) / 3].map((phase) => createShape(flagGeometry(phase), { center: false, shine: 0.02 })) as [
|
|
222
|
+
Model,
|
|
223
|
+
Model,
|
|
224
|
+
Model
|
|
225
|
+
];
|
|
226
|
+
cached = { shirt, skin, details: model(details), sleeve, hand, leg, flags };
|
|
227
|
+
return cached;
|
|
228
|
+
}
|
|
229
|
+
|
|
230
|
+
/** Reusable assets; the game loader advances one builder per frame. */
|
|
231
|
+
export function* warmAssets(): Iterable<() => unknown> {
|
|
232
|
+
yield personMeshes;
|
|
233
|
+
}
|