@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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- package/lib/typescript/src/games/tile-home/TileHomeService.d.ts +0 -1
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- package/lib/typescript/src/helpers/assets/grapes-fruit.d.ts +0 -4
- package/lib/typescript/src/helpers/assets/icecream-item.d.ts +0 -4
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- package/lib/typescript/src/helpers/assets/orange-fruit.d.ts +0 -4
- package/lib/typescript/src/helpers/assets/papaya-fruit.d.ts +0 -4
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- package/lib/typescript/src/helpers/assets/peach-fruit.d.ts +0 -4
- package/lib/typescript/src/helpers/assets/pineapple-fruit.d.ts +0 -4
- package/lib/typescript/src/helpers/assets/pomegranate-fruit.d.ts +0 -4
- package/lib/typescript/src/helpers/assets/pumpkin-fruit.d.ts +0 -4
- package/lib/typescript/src/helpers/assets/raspberry-item.d.ts +0 -4
- package/lib/typescript/src/helpers/assets/star-item.d.ts +0 -4
- package/lib/typescript/src/helpers/assets/strawberry-fruit.d.ts +0 -4
- package/lib/typescript/src/helpers/assets/watermelon-fruit.d.ts +0 -4
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// Paper IO's rules, with no React or engine: the board (who owns each cell, whose trail is on it), the
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// players, the AI, head-on blocking, moving, laying trail and the flood-fill capture. Ported step for
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// step from the original version's UI-thread physics (games/paper-io/PaperIoPhysics.ts), with the same
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// random draws in the same order, so a seeded run plays out identically.
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import { type Grid, PLAYER_COUNT, POINTS_PER_CELL, START_TERRITORY } from './PaperIoConstants';
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export type Vec = { dx: number; dy: number };
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export const DIRECTIONS = {
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LEFT: { dx: -1, dy: 0 },
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} as const;
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+
export type DirCode = keyof typeof DIRECTIONS;
|
|
15
|
+
|
|
16
|
+
export type Player = {
|
|
17
|
+
id: number; // 1-based owner id in the grids
|
|
18
|
+
index: number; // 0 = you, 1 = the AI
|
|
19
|
+
isBot: boolean;
|
|
20
|
+
alive: boolean;
|
|
21
|
+
col: number;
|
|
22
|
+
row: number;
|
|
23
|
+
dir: Vec;
|
|
24
|
+
pendingDir: Vec;
|
|
25
|
+
trail: number[]; // the trail's cells, in order
|
|
26
|
+
homeCol: number;
|
|
27
|
+
homeRow: number;
|
|
28
|
+
botState: 'expand' | 'return';
|
|
29
|
+
botStepsOut: number;
|
|
30
|
+
botTurned: boolean;
|
|
31
|
+
};
|
|
32
|
+
|
|
33
|
+
export type Board = Grid & { total: number; owners: number[]; trails: number[]; players: Player[]; counts: number[] };
|
|
34
|
+
|
|
35
|
+
export type Stats = { score: number; territoryPct: number; aiPct: number; rank: number; alivePlayers: number };
|
|
36
|
+
|
|
37
|
+
const shuffle = <T>(arr: T[]): T[] => {
|
|
38
|
+
const a = arr.slice();
|
|
39
|
+
for (let i = a.length - 1; i > 0; i--) {
|
|
40
|
+
const j = Math.floor(Math.random() * (i + 1));
|
|
41
|
+
const tmp = a[i]!;
|
|
42
|
+
a[i] = a[j]!;
|
|
43
|
+
a[j] = tmp;
|
|
44
|
+
}
|
|
45
|
+
return a;
|
|
46
|
+
};
|
|
47
|
+
|
|
48
|
+
export const countTerritory = (b: Board, id: number) => {
|
|
49
|
+
let n = 0;
|
|
50
|
+
for (let i = 0; i < b.total; i++) if (b.owners[i] === id) n++;
|
|
51
|
+
return n;
|
|
52
|
+
};
|
|
53
|
+
|
|
54
|
+
/** A fresh board: you near the bottom middle, the AI near the top middle, each on a 3 x 3 patch. */
|
|
55
|
+
export function newBoard(g: Grid): Board {
|
|
56
|
+
const { cols, rows, cell } = g;
|
|
57
|
+
const total = cols * rows;
|
|
58
|
+
const owners: number[] = new Array(total).fill(0);
|
|
59
|
+
const players: Player[] = [];
|
|
60
|
+
const s = START_TERRITORY;
|
|
61
|
+
const m = s + 1;
|
|
62
|
+
const inset = Math.max(m, Math.round(250 / cell));
|
|
63
|
+
const midCol = Math.floor(cols / 2);
|
|
64
|
+
for (let i = 0; i < PLAYER_COUNT; i++) {
|
|
65
|
+
const spawn = i === 0 ? { col: midCol, row: rows - 1 - inset } : { col: midCol, row: inset };
|
|
66
|
+
const id = i + 1;
|
|
67
|
+
for (let r = spawn.row - s; r <= spawn.row + s; r++)
|
|
68
|
+
for (let c = spawn.col - s; c <= spawn.col + s; c++) if (c >= 0 && c < cols && r >= 0 && r < rows) owners[r * cols + c] = id;
|
|
69
|
+
players.push({
|
|
70
|
+
id,
|
|
71
|
+
index: i,
|
|
72
|
+
isBot: i !== 0,
|
|
73
|
+
alive: true,
|
|
74
|
+
col: spawn.col,
|
|
75
|
+
row: spawn.row,
|
|
76
|
+
dir: DIRECTIONS.RIGHT,
|
|
77
|
+
pendingDir: DIRECTIONS.RIGHT,
|
|
78
|
+
trail: [],
|
|
79
|
+
homeCol: spawn.col,
|
|
80
|
+
homeRow: spawn.row,
|
|
81
|
+
botState: 'expand',
|
|
82
|
+
botStepsOut: 0,
|
|
83
|
+
botTurned: false
|
|
84
|
+
});
|
|
85
|
+
}
|
|
86
|
+
const b: Board = { ...g, total, owners, trails: new Array(total).fill(0), players, counts: [] };
|
|
87
|
+
b.counts = players.map((p) => countTerritory(b, p.id));
|
|
88
|
+
return b;
|
|
89
|
+
}
|
|
90
|
+
|
|
91
|
+
export function stats(b: Board): Stats {
|
|
92
|
+
const you = b.counts[0] ?? 0;
|
|
93
|
+
const ai = b.counts[1] ?? 0;
|
|
94
|
+
let rank = 1;
|
|
95
|
+
for (const p of b.players) if (p.id !== 1 && (b.counts[p.id - 1] ?? 0) > you) rank++;
|
|
96
|
+
return {
|
|
97
|
+
score: you * POINTS_PER_CELL,
|
|
98
|
+
territoryPct: Math.round((you / b.total) * 1000) / 10,
|
|
99
|
+
aiPct: Math.round((ai / b.total) * 1000) / 10,
|
|
100
|
+
rank,
|
|
101
|
+
alivePlayers: b.players.filter((p) => p.alive).length
|
|
102
|
+
};
|
|
103
|
+
}
|
|
104
|
+
|
|
105
|
+
/** A swipe's turn for you: queued for the next step (no turning straight back). Whether it changed. */
|
|
106
|
+
export function turn(b: Board, code: DirCode): boolean {
|
|
107
|
+
const p = b.players[0];
|
|
108
|
+
if (!p || !p.alive) return false;
|
|
109
|
+
const next = DIRECTIONS[code];
|
|
110
|
+
if (next.dx === -p.dir.dx && next.dy === -p.dir.dy) return false;
|
|
111
|
+
if (next.dx !== p.pendingDir.dx || next.dy !== p.pendingDir.dy) {
|
|
112
|
+
p.pendingDir = next;
|
|
113
|
+
return true;
|
|
114
|
+
}
|
|
115
|
+
return false;
|
|
116
|
+
}
|
|
117
|
+
|
|
118
|
+
// ── The AI ────────────────────────────────────────────────────────────
|
|
119
|
+
|
|
120
|
+
const resolvedDir = (p: Player): Vec => (p.pendingDir.dx !== -p.dir.dx || p.pendingDir.dy !== -p.dir.dy ? p.pendingDir : p.dir);
|
|
121
|
+
|
|
122
|
+
function pickSafeDir(b: Board, p: Player, options: Vec[]): Vec | null {
|
|
123
|
+
for (const d of options) {
|
|
124
|
+
if (d.dx === -p.dir.dx && d.dy === -p.dir.dy) continue;
|
|
125
|
+
const nc = p.col + d.dx;
|
|
126
|
+
const nr = p.row + d.dy;
|
|
127
|
+
if (nc < 0 || nc >= b.cols || nr < 0 || nr >= b.rows) continue;
|
|
128
|
+
if (b.trails[nr * b.cols + nc] === p.id) continue;
|
|
129
|
+
return d;
|
|
130
|
+
}
|
|
131
|
+
return null;
|
|
132
|
+
}
|
|
133
|
+
|
|
134
|
+
function roomInDir(b: Board, p: Player, d: Vec): number {
|
|
135
|
+
let n = 0;
|
|
136
|
+
let c = p.col;
|
|
137
|
+
let r = p.row;
|
|
138
|
+
while (n < b.cols + b.rows) {
|
|
139
|
+
c += d.dx;
|
|
140
|
+
r += d.dy;
|
|
141
|
+
if (c < 0 || c >= b.cols || r < 0 || r >= b.rows) break;
|
|
142
|
+
n++;
|
|
143
|
+
}
|
|
144
|
+
return n;
|
|
145
|
+
}
|
|
146
|
+
|
|
147
|
+
function pickOutwardDir(b: Board, p: Player): Vec | null {
|
|
148
|
+
const options = shuffle<Vec>([DIRECTIONS.UP, DIRECTIONS.DOWN, DIRECTIONS.LEFT, DIRECTIONS.RIGHT]);
|
|
149
|
+
options.sort((x, y) => roomInDir(b, p, y) - roomInDir(b, p, x));
|
|
150
|
+
return pickSafeDir(b, p, options);
|
|
151
|
+
}
|
|
152
|
+
|
|
153
|
+
/** The AI: strike out a long leg, sweep a second one at right angles, then head home to bank it. */
|
|
154
|
+
function decideBot(b: Board, p: Player) {
|
|
155
|
+
if (p.trail.length === 0) {
|
|
156
|
+
p.botState = 'expand';
|
|
157
|
+
p.botTurned = false;
|
|
158
|
+
p.botStepsOut = 12 + Math.floor(Math.random() * 10);
|
|
159
|
+
p.pendingDir = pickOutwardDir(b, p) ?? p.dir;
|
|
160
|
+
} else if (p.botState === 'expand') {
|
|
161
|
+
p.botStepsOut--;
|
|
162
|
+
if (p.trail.length > 90) {
|
|
163
|
+
p.botState = 'return';
|
|
164
|
+
} else if (p.botStepsOut <= 0) {
|
|
165
|
+
if (!p.botTurned) {
|
|
166
|
+
const perp: Vec[] = p.dir.dx !== 0 ? [DIRECTIONS.UP, DIRECTIONS.DOWN] : [DIRECTIONS.LEFT, DIRECTIONS.RIGHT];
|
|
167
|
+
perp.sort((x, y) => roomInDir(b, p, y) - roomInDir(b, p, x));
|
|
168
|
+
const safe = pickSafeDir(b, p, perp);
|
|
169
|
+
if (safe) {
|
|
170
|
+
p.pendingDir = safe;
|
|
171
|
+
p.botTurned = true;
|
|
172
|
+
p.botStepsOut = 10 + Math.floor(Math.random() * 10);
|
|
173
|
+
} else {
|
|
174
|
+
p.botState = 'return';
|
|
175
|
+
}
|
|
176
|
+
} else {
|
|
177
|
+
p.botState = 'return';
|
|
178
|
+
}
|
|
179
|
+
}
|
|
180
|
+
}
|
|
181
|
+
if (p.botState === 'return') {
|
|
182
|
+
const dCol = p.homeCol - p.col;
|
|
183
|
+
const dRow = p.homeRow - p.row;
|
|
184
|
+
const prefer: Vec[] = [];
|
|
185
|
+
if (Math.abs(dCol) >= Math.abs(dRow)) {
|
|
186
|
+
if (dCol !== 0) prefer.push(dCol > 0 ? DIRECTIONS.RIGHT : DIRECTIONS.LEFT);
|
|
187
|
+
if (dRow !== 0) prefer.push(dRow > 0 ? DIRECTIONS.DOWN : DIRECTIONS.UP);
|
|
188
|
+
} else {
|
|
189
|
+
if (dRow !== 0) prefer.push(dRow > 0 ? DIRECTIONS.DOWN : DIRECTIONS.UP);
|
|
190
|
+
if (dCol !== 0) prefer.push(dCol > 0 ? DIRECTIONS.RIGHT : DIRECTIONS.LEFT);
|
|
191
|
+
}
|
|
192
|
+
prefer.push(p.dir);
|
|
193
|
+
const safe = pickSafeDir(b, p, prefer);
|
|
194
|
+
if (safe) p.pendingDir = safe;
|
|
195
|
+
}
|
|
196
|
+
// Never keep a direction off the board or into its own trail
|
|
197
|
+
const nc = p.col + p.pendingDir.dx;
|
|
198
|
+
const nr = p.row + p.pendingDir.dy;
|
|
199
|
+
if (nc < 0 || nc >= b.cols || nr < 0 || nr >= b.rows || b.trails[nr * b.cols + nc] === p.id) {
|
|
200
|
+
const safe = pickSafeDir(b, p, shuffle<Vec>([DIRECTIONS.UP, DIRECTIONS.DOWN, DIRECTIONS.LEFT, DIRECTIONS.RIGHT]));
|
|
201
|
+
if (safe) p.pendingDir = safe;
|
|
202
|
+
}
|
|
203
|
+
}
|
|
204
|
+
|
|
205
|
+
// ── Moving and capturing ──────────────────────────────────────────────
|
|
206
|
+
|
|
207
|
+
/** Banks a trail: it becomes land, and so does everything it encloses (not reachable from the edge). */
|
|
208
|
+
function capture(b: Board, p: Player) {
|
|
209
|
+
const { cols, rows, total, owners, trails } = b;
|
|
210
|
+
const id = p.id;
|
|
211
|
+
for (const idx of p.trail) {
|
|
212
|
+
owners[idx] = id;
|
|
213
|
+
trails[idx] = 0;
|
|
214
|
+
}
|
|
215
|
+
p.trail = [];
|
|
216
|
+
const reachable = new Uint8Array(total);
|
|
217
|
+
const queue: number[] = [];
|
|
218
|
+
const enqueue = (c: number, r: number) => {
|
|
219
|
+
if (c < 0 || c >= cols || r < 0 || r >= rows) return;
|
|
220
|
+
const idx = r * cols + c;
|
|
221
|
+
if (reachable[idx] || owners[idx] === id) return;
|
|
222
|
+
reachable[idx] = 1;
|
|
223
|
+
queue.push(idx);
|
|
224
|
+
};
|
|
225
|
+
for (let c = 0; c < cols; c++) {
|
|
226
|
+
enqueue(c, 0);
|
|
227
|
+
enqueue(c, rows - 1);
|
|
228
|
+
}
|
|
229
|
+
for (let r = 0; r < rows; r++) {
|
|
230
|
+
enqueue(0, r);
|
|
231
|
+
enqueue(cols - 1, r);
|
|
232
|
+
}
|
|
233
|
+
while (queue.length > 0) {
|
|
234
|
+
const idx = queue.pop()!;
|
|
235
|
+
const c = idx % cols;
|
|
236
|
+
const r = (idx - c) / cols;
|
|
237
|
+
enqueue(c - 1, r);
|
|
238
|
+
enqueue(c + 1, r);
|
|
239
|
+
enqueue(c, r - 1);
|
|
240
|
+
enqueue(c, r + 1);
|
|
241
|
+
}
|
|
242
|
+
for (let idx = 0; idx < total; idx++) if (!reachable[idx] && owners[idx] !== id) owners[idx] = id;
|
|
243
|
+
}
|
|
244
|
+
|
|
245
|
+
const NONE = 0;
|
|
246
|
+
const TRAIL = 1;
|
|
247
|
+
const CAPTURE = 2;
|
|
248
|
+
|
|
249
|
+
function move(b: Board, p: Player): number {
|
|
250
|
+
if (p.pendingDir.dx !== -p.dir.dx || p.pendingDir.dy !== -p.dir.dy) p.dir = p.pendingDir;
|
|
251
|
+
const nc = p.col + p.dir.dx;
|
|
252
|
+
const nr = p.row + p.dir.dy;
|
|
253
|
+
if (nc < 0 || nc >= b.cols || nr < 0 || nr >= b.rows) return NONE; // bumps the wall: stays put
|
|
254
|
+
const idx = nr * b.cols + nc;
|
|
255
|
+
p.col = nc;
|
|
256
|
+
p.row = nr;
|
|
257
|
+
const closesOwnLoop = b.trails[idx] === p.id;
|
|
258
|
+
if (b.owners[idx] === p.id || closesOwnLoop) {
|
|
259
|
+
if (p.trail.length > 0) {
|
|
260
|
+
capture(b, p);
|
|
261
|
+
return CAPTURE;
|
|
262
|
+
}
|
|
263
|
+
} else if (b.trails[idx] === 0) {
|
|
264
|
+
b.trails[idx] = p.id;
|
|
265
|
+
p.trail.push(idx);
|
|
266
|
+
return TRAIL;
|
|
267
|
+
}
|
|
268
|
+
return NONE;
|
|
269
|
+
}
|
|
270
|
+
|
|
271
|
+
/** What one step changed: land (and who captured), trails, and whether the board is full. */
|
|
272
|
+
export type StepResult = { trailCells: number[]; territory: boolean; trails: boolean; captured: boolean[]; full: boolean; won: boolean };
|
|
273
|
+
|
|
274
|
+
/** One grid step: the AI decides, head-on moves are blocked, everyone moves a cell. */
|
|
275
|
+
export function step(b: Board): StepResult {
|
|
276
|
+
const { players } = b;
|
|
277
|
+
for (const p of players) if (p.alive && p.isBot) decideBot(b, p);
|
|
278
|
+
const targets: number[] = players.map((p) => {
|
|
279
|
+
if (!p.alive) return -1;
|
|
280
|
+
const d = resolvedDir(p);
|
|
281
|
+
const nc = p.col + d.dx;
|
|
282
|
+
const nr = p.row + d.dy;
|
|
283
|
+
return nc >= 0 && nc < b.cols && nr >= 0 && nr < b.rows ? nr * b.cols + nc : -1;
|
|
284
|
+
});
|
|
285
|
+
const out: StepResult = { trailCells: [], territory: false, trails: false, captured: players.map(() => false), full: false, won: false };
|
|
286
|
+
for (let i = 0; i < players.length; i++) {
|
|
287
|
+
const p = players[i]!;
|
|
288
|
+
if (!p.alive) continue;
|
|
289
|
+
const target = targets[i]!;
|
|
290
|
+
// Two heads about to step onto the same cell: both stay put (facing where they meant to go)
|
|
291
|
+
if (target >= 0 && targets.some((t, j) => j !== i && t === target)) {
|
|
292
|
+
p.dir = resolvedDir(p);
|
|
293
|
+
continue;
|
|
294
|
+
}
|
|
295
|
+
const r = move(b, p);
|
|
296
|
+
if (r === TRAIL) {
|
|
297
|
+
out.trails = true;
|
|
298
|
+
out.trailCells.push(p.row * b.cols + p.col);
|
|
299
|
+
} else if (r === CAPTURE) {
|
|
300
|
+
out.territory = true;
|
|
301
|
+
out.trails = true;
|
|
302
|
+
out.captured[i] = true;
|
|
303
|
+
}
|
|
304
|
+
}
|
|
305
|
+
if (out.territory) {
|
|
306
|
+
b.counts = players.map((p) => countTerritory(b, p.id));
|
|
307
|
+
const you = b.counts[0] ?? 0;
|
|
308
|
+
const ai = b.counts[1] ?? 0;
|
|
309
|
+
if (you + ai >= b.total) {
|
|
310
|
+
out.full = true;
|
|
311
|
+
out.won = you > ai;
|
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|
+
}
|
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|
+
}
|
|
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|
+
return out;
|
|
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|
+
}
|
|
@@ -0,0 +1,310 @@
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1
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+
// Everything Paper IO draws: the board (themed, as the original board), each player's land as raised slabs
|
|
2
|
+
// in their color, trails as thinner translucent strips laid on top, and people carrying their team's
|
|
3
|
+
// flags. Their clothes, faces and articulated walking limbs are cached code-built meshes. Seen from
|
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4
|
+
// above with an orthographic camera, using point-based layout inside a compact, scaled world.
|
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5
|
+
//
|
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6
|
+
// Land uses cached corner meshes for a smooth outline; interior cells and trails share the built-in cube,
|
|
7
|
+
// spawned the first time it's needed: a board starts with 18 land cells, not one per grid cell. Newly
|
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8
|
+
// captured land rises in white and settles to its owner's color, as the original flash did.
|
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9
|
+
import { effects, type Entity, extrude, type Model, Path, type Quat, quat, type World } from '@nayan-ui/engine';
|
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10
|
+
import type { GameTheme } from '../../services/ThemeService';
|
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11
|
+
import { setBackdropTheme, spawnBackdrop } from '../shared/EngineBackdrop';
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12
|
+
import { cacheGameAsset, createGameMesh as createShape } from '../shared/EngineMeshes';
|
|
13
|
+
import { placeTiltedBackdrop } from '../shared/EngineTilt';
|
|
14
|
+
import { toColor } from '../shared/EngineUtils';
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15
|
+
import { cellCentre, COLORS, LAND, type Layout, PERSON, PERSON_COLORS, PLAYER_COLORS, STEP_MS, TRAIL, WORLD_SCALE } from './PaperIoConstants';
|
|
16
|
+
import { personMeshes } from './PaperIoMeshes';
|
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17
|
+
import type { Board, Vec } from './PaperIoRules';
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18
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+
|
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19
|
+
const meshes = new Map<string, Model>();
|
|
20
|
+
const cached = (key: string, build: () => Model) => {
|
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21
|
+
let m = meshes.get(key);
|
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|
+
if (!m) {
|
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23
|
+
m = cacheGameAsset('paper-io/PaperIoScene:' + key, build);
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|
+
meshes.set(key, m);
|
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|
+
}
|
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|
+
return m;
|
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|
+
};
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28
|
+
const BOARD_DEPTH = 8;
|
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29
|
+
const BACKDROP_DEPTH = 30;
|
|
30
|
+
// A head glides one frame-aligned step, so glides chain without a pause (as the original glide)
|
|
31
|
+
const GLIDE = (Math.ceil(STEP_MS / (1000 / 60)) * (1000 / 60)) / 1000;
|
|
32
|
+
const FLASH = 0.48;
|
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33
|
+
|
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34
|
+
const panelMesh = (w: number, h: number, radius: number) =>
|
|
35
|
+
cached(`pio-panel:${w}x${h}:${radius}`, () =>
|
|
36
|
+
createShape(extrude(new Path().addRoundedRect(-w / 2, -h / 2, w, h, radius), { depth: BOARD_DEPTH }), { shine: 0.15 })
|
|
37
|
+
);
|
|
38
|
+
|
|
39
|
+
/** Round only exposed territory corners, keeping neighbouring cells joined without seams. */
|
|
40
|
+
function landCorners(b: Board, col: number, row: number, owner: number): number {
|
|
41
|
+
// Keep the screen edges filled: the outline is rounded only against other cells on the board.
|
|
42
|
+
const matches = (c: number, r: number) => c < 0 || c >= b.cols || r < 0 || r >= b.rows || b.owners[r * b.cols + c] === owner;
|
|
43
|
+
const top = matches(col, row - 1);
|
|
44
|
+
const right = matches(col + 1, row);
|
|
45
|
+
const bottom = matches(col, row + 1);
|
|
46
|
+
const left = matches(col - 1, row);
|
|
47
|
+
return (!top && !left ? 1 : 0) | (!top && !right ? 2 : 0) | (!bottom && !right ? 4 : 0) | (!bottom && !left ? 8 : 0);
|
|
48
|
+
}
|
|
49
|
+
|
|
50
|
+
function landMesh(corners: number): Model | 'cube' {
|
|
51
|
+
if (!corners) return 'cube';
|
|
52
|
+
return cached(`pio-land:${corners}`, () => {
|
|
53
|
+
const radius = (corners & (corners - 1)) === 0 ? 0.95 : 0.48;
|
|
54
|
+
const [tl, tr, br, bl] = [1, 2, 4, 8].map((bit) => (corners & bit ? radius : 0)) as [number, number, number, number];
|
|
55
|
+
const path = new Path().moveTo(-0.5 + tl, -0.5).lineTo(0.5 - tr, -0.5);
|
|
56
|
+
if (tr) path.arcTo(tr, tr, 0, false, true, 0.5, -0.5 + tr);
|
|
57
|
+
path.lineTo(0.5, 0.5 - br);
|
|
58
|
+
if (br) path.arcTo(br, br, 0, false, true, 0.5 - br, 0.5);
|
|
59
|
+
path.lineTo(-0.5 + bl, 0.5);
|
|
60
|
+
if (bl) path.arcTo(bl, bl, 0, false, true, -0.5, 0.5 - bl);
|
|
61
|
+
path.lineTo(-0.5, -0.5 + tl);
|
|
62
|
+
if (tl) path.arcTo(tl, tl, 0, false, true, -0.5 + tl, -0.5);
|
|
63
|
+
return createShape(extrude(path.close(), { depth: 1 }), { center: false });
|
|
64
|
+
});
|
|
65
|
+
}
|
|
66
|
+
|
|
67
|
+
// ── Spawning ──────────────────────────────────────────────────────────
|
|
68
|
+
|
|
69
|
+
interface PersonRig {
|
|
70
|
+
root: Entity;
|
|
71
|
+
visual: Entity;
|
|
72
|
+
legs: readonly [Entity, Entity];
|
|
73
|
+
arm: Entity;
|
|
74
|
+
flag: Entity;
|
|
75
|
+
stride: number;
|
|
76
|
+
col: number;
|
|
77
|
+
row: number;
|
|
78
|
+
walking: boolean;
|
|
79
|
+
}
|
|
80
|
+
export type Scene = {
|
|
81
|
+
root: Entity;
|
|
82
|
+
backdrop: Entity;
|
|
83
|
+
board: Entity;
|
|
84
|
+
/** Land and trail cells, by cell index (spawned when first needed), and who each shows. */
|
|
85
|
+
land: (Entity | null)[];
|
|
86
|
+
landOwner: Int8Array;
|
|
87
|
+
landCorners: Uint8Array;
|
|
88
|
+
trail: (Entity | null)[];
|
|
89
|
+
trailOwner: Int8Array;
|
|
90
|
+
heads: PersonRig[];
|
|
91
|
+
};
|
|
92
|
+
|
|
93
|
+
const boardColor = (theme: GameTheme) => toColor(theme.mode === 'classic' ? COLORS.CLASSIC_BOARD : theme.BOARD.SURFACE);
|
|
94
|
+
const landColor = (id: number) => toColor(PLAYER_COLORS[id - 1]?.territory ?? '#888888');
|
|
95
|
+
const trailColor = (id: number) => toColor(PLAYER_COLORS[id - 1]?.trail ?? '#AAAAAA', 0.6);
|
|
96
|
+
const landH = (l: Layout) => l.cell * LAND;
|
|
97
|
+
/** Facing a grid direction (x right, y down): people face along local +x and stand along +z. */
|
|
98
|
+
const facing = (d: Vec): Quat => quat.z(Math.atan2(-d.dy, d.dx));
|
|
99
|
+
|
|
100
|
+
function spawnHead(world: World, l: Layout, index: number, parent: Entity): PersonRig {
|
|
101
|
+
const c = PLAYER_COLORS[index]!;
|
|
102
|
+
const meshes = personMeshes();
|
|
103
|
+
const root = world.spawn({ mesh: 'none', parent, pickable: false });
|
|
104
|
+
const visual = world.spawn({ mesh: 'none', parent: root, scale: l.cell * PERSON.SCALE, pickable: false });
|
|
105
|
+
const skin = toColor(PERSON_COLORS.SKIN[index % PERSON_COLORS.SKIN.length]!);
|
|
106
|
+
world.spawn({ mesh: meshes.shirt, parent: visual, color: toColor(c.head), pickable: false });
|
|
107
|
+
world.spawn({ mesh: meshes.skin, parent: visual, color: skin, pickable: false });
|
|
108
|
+
world.spawn({ mesh: meshes.details, parent: visual, pickable: false });
|
|
109
|
+
const legs = [-1, 1].map((side) => {
|
|
110
|
+
const leg = world.spawn({ mesh: 'none', parent: visual, position: [0, side * 0.11, 0.86], pickable: false });
|
|
111
|
+
world.spawn({ mesh: meshes.leg, parent: leg, pickable: false });
|
|
112
|
+
return leg;
|
|
113
|
+
}) as [Entity, Entity];
|
|
114
|
+
const arm = world.spawn({ mesh: 'none', parent: visual, position: [0, 0.205, 1.37], pickable: false });
|
|
115
|
+
world.spawn({ mesh: meshes.sleeve, parent: arm, color: toColor(c.head), pickable: false });
|
|
116
|
+
world.spawn({ mesh: meshes.hand, parent: arm, color: skin, pickable: false });
|
|
117
|
+
const hoist = world.spawn({ mesh: 'none', parent: visual, position: [0.24, -0.31, 2.4], pickable: false });
|
|
118
|
+
const flag = world.spawn({
|
|
119
|
+
mesh: meshes.flags[index % meshes.flags.length]!,
|
|
120
|
+
parent: hoist,
|
|
121
|
+
rotation: quat.z(-0.055),
|
|
122
|
+
color: toColor(c.head),
|
|
123
|
+
pickable: false
|
|
124
|
+
});
|
|
125
|
+
world.animate(flag, { rotation: quat.z(0.055) }, { duration: 0.5 + index * 0.08, repeat: 'forever', yoyo: true, easing: 'easeInOut' });
|
|
126
|
+
return { root, visual, legs, arm, flag, stride: index, col: -1, row: -1, walking: false };
|
|
127
|
+
}
|
|
128
|
+
|
|
129
|
+
function rest(world: World, h: PersonRig) {
|
|
130
|
+
for (const joint of [...h.legs, h.arm]) {
|
|
131
|
+
world.stopAnimation(joint);
|
|
132
|
+
world.animate(joint, { rotation: [0, 0, 0, 1] }, { duration: 0.15 });
|
|
133
|
+
}
|
|
134
|
+
world.stopAnimation(h.visual);
|
|
135
|
+
world.set(h.visual, { position: [0, 0, 0] });
|
|
136
|
+
h.walking = false;
|
|
137
|
+
}
|
|
138
|
+
|
|
139
|
+
export function buildScene(world: World, l: Layout, theme: GameTheme, b: Board): Scene {
|
|
140
|
+
const root = world.spawn({ mesh: 'none', scale: WORLD_SCALE, pickable: false });
|
|
141
|
+
const backdrop = spawnBackdrop(world, l.width, l.height, -BACKDROP_DEPTH, theme);
|
|
142
|
+
world.set(backdrop, { parent: root });
|
|
143
|
+
placeTiltedBackdrop(world, backdrop, l, BACKDROP_DEPTH);
|
|
144
|
+
const board = world.spawn({
|
|
145
|
+
mesh: panelMesh(l.gridW, l.gridH, theme.mode === 'classic' ? 0 : 8),
|
|
146
|
+
parent: root,
|
|
147
|
+
position: [0, 0, -BOARD_DEPTH / 2],
|
|
148
|
+
color: boardColor(theme),
|
|
149
|
+
pickable: false
|
|
150
|
+
});
|
|
151
|
+
const s: Scene = {
|
|
152
|
+
root,
|
|
153
|
+
backdrop,
|
|
154
|
+
board,
|
|
155
|
+
land: new Array(b.total).fill(null),
|
|
156
|
+
landOwner: new Int8Array(b.total),
|
|
157
|
+
landCorners: new Uint8Array(b.total),
|
|
158
|
+
trail: new Array(b.total).fill(null),
|
|
159
|
+
trailOwner: new Int8Array(b.total),
|
|
160
|
+
heads: b.players.map((_, i) => spawnHead(world, l, i, root))
|
|
161
|
+
};
|
|
162
|
+
syncBoard(world, l, s, b, false);
|
|
163
|
+
placeHeads(world, l, s, b, false);
|
|
164
|
+
return s;
|
|
165
|
+
}
|
|
166
|
+
|
|
167
|
+
export function removeScene(world: World, s: Scene) {
|
|
168
|
+
world.despawn(s.root);
|
|
169
|
+
}
|
|
170
|
+
|
|
171
|
+
export function setSceneTheme(world: World, l: Layout, s: Scene, theme: GameTheme) {
|
|
172
|
+
setBackdropTheme(world, s.backdrop, theme);
|
|
173
|
+
world.set(s.board, { mesh: panelMesh(l.gridW, l.gridH, theme.mode === 'classic' ? 0 : 8), color: boardColor(theme) });
|
|
174
|
+
}
|
|
175
|
+
|
|
176
|
+
// ── Keeping up with the board ─────────────────────────────────────────
|
|
177
|
+
|
|
178
|
+
/** Shows each cell's land and trail as the board has them; newly captured land flashes in if `flash`. */
|
|
179
|
+
export function syncBoard(world: World, l: Layout, s: Scene, b: Board, flash: boolean, dirty?: readonly number[]) {
|
|
180
|
+
const h = landH(l);
|
|
181
|
+
const th = l.cell * TRAIL;
|
|
182
|
+
for (let scan = 0, count = dirty?.length ?? b.total; scan < count; scan++) {
|
|
183
|
+
const i = dirty ? dirty[scan]! : scan;
|
|
184
|
+
const owner = b.owners[i]!;
|
|
185
|
+
const col = i % b.cols;
|
|
186
|
+
const row = (i - col) / b.cols;
|
|
187
|
+
const corners = owner ? landCorners(b, col, row, owner) : 0;
|
|
188
|
+
if (owner !== s.landOwner[i] || corners !== s.landCorners[i]) {
|
|
189
|
+
const [x, y] = cellCentre(l, col, row);
|
|
190
|
+
let e = s.land[i];
|
|
191
|
+
if (owner === 0) {
|
|
192
|
+
if (e != null) world.despawn(e);
|
|
193
|
+
s.land[i] = null;
|
|
194
|
+
} else {
|
|
195
|
+
const color = landColor(owner);
|
|
196
|
+
const mesh = landMesh(corners);
|
|
197
|
+
if (e == null) {
|
|
198
|
+
e = world.spawn({ mesh, parent: s.root, position: [x, y, h / 2], scale: [l.columnWidth, l.rowDepth, h], color, pickable: false });
|
|
199
|
+
s.land[i] = e;
|
|
200
|
+
} else world.set(e, { mesh });
|
|
201
|
+
if (flash && owner !== s.landOwner[i]) {
|
|
202
|
+
world.stopAnimation(e);
|
|
203
|
+
world.set(e, { color: toColor(COLORS.FLASH), position: [x, y, h * 0.75], scale: [l.columnWidth, l.rowDepth, h * 1.5] });
|
|
204
|
+
world.animate(e, { color, position: [x, y, h / 2], scale: [l.columnWidth, l.rowDepth, h] }, { duration: FLASH, easing: 'easeOut' });
|
|
205
|
+
} else world.set(e, { color });
|
|
206
|
+
}
|
|
207
|
+
s.landOwner[i] = owner;
|
|
208
|
+
s.landCorners[i] = corners;
|
|
209
|
+
}
|
|
210
|
+
const trail = b.trails[i]!;
|
|
211
|
+
if (trail !== s.trailOwner[i]) {
|
|
212
|
+
const old = s.trail[i];
|
|
213
|
+
if (old != null) world.despawn(old);
|
|
214
|
+
s.trail[i] = null;
|
|
215
|
+
if (trail !== 0) {
|
|
216
|
+
const col = i % b.cols;
|
|
217
|
+
const row = (i - col) / b.cols;
|
|
218
|
+
const [x, y] = cellCentre(l, col, row);
|
|
219
|
+
const e = world.spawn({
|
|
220
|
+
mesh: 'cube',
|
|
221
|
+
parent: s.root,
|
|
222
|
+
position: [x, y, h + th / 2],
|
|
223
|
+
scale: [l.columnWidth * 0.86, l.rowDepth * 0.86, th],
|
|
224
|
+
color: trailColor(trail),
|
|
225
|
+
pickable: false
|
|
226
|
+
});
|
|
227
|
+
// Laid down with a little pop
|
|
228
|
+
world.set(e, { scale: [l.columnWidth * 0.4, l.rowDepth * 0.4, th] });
|
|
229
|
+
world.animate(e, { scale: [l.columnWidth * 0.86, l.rowDepth * 0.86, th] }, { duration: 0.12, easing: 'back' });
|
|
230
|
+
s.trail[i] = e;
|
|
231
|
+
}
|
|
232
|
+
s.trailOwner[i] = trail;
|
|
233
|
+
}
|
|
234
|
+
}
|
|
235
|
+
}
|
|
236
|
+
|
|
237
|
+
/** People glide between cells, turn with their feet, and carry their flags through each step. */
|
|
238
|
+
export function placeHeads(world: World, l: Layout, s: Scene, b: Board, glide: boolean, popped: boolean[] = []) {
|
|
239
|
+
b.players.forEach((p, i) => {
|
|
240
|
+
const head = s.heads[i];
|
|
241
|
+
if (!head) return;
|
|
242
|
+
const [x, y] = cellCentre(l, p.col, p.row);
|
|
243
|
+
const z = landH(l) + (b.trails[p.row * b.cols + p.col] ? l.cell * TRAIL : 0) + l.cell * 0.02;
|
|
244
|
+
const rotation = facing(p.dir);
|
|
245
|
+
const moved = head.col !== p.col || head.row !== p.row;
|
|
246
|
+
if (glide) {
|
|
247
|
+
world.animate(head.root, { position: [x, y, z] }, { duration: GLIDE, easing: 'linear' });
|
|
248
|
+
world.animate(head.root, { rotation }, { duration: 0.14 });
|
|
249
|
+
if (moved && p.alive) {
|
|
250
|
+
const phase = ++head.stride % 2 === 0 ? 1 : -1;
|
|
251
|
+
head.legs.forEach((leg, legIndex) =>
|
|
252
|
+
world.animate(leg, { rotation: quat.y(PERSON.STRIDE * phase * (legIndex === 0 ? 1 : -1)) }, { duration: GLIDE, easing: 'easeInOut' })
|
|
253
|
+
);
|
|
254
|
+
world.animate(head.arm, { rotation: quat.y(-PERSON.STRIDE * phase * 0.7) }, { duration: GLIDE, easing: 'easeInOut' });
|
|
255
|
+
world.animate(head.visual, [{ position: [0, 0, l.cell * 0.055], at: 0.5 }, { position: [0, 0, 0] }], {
|
|
256
|
+
duration: GLIDE,
|
|
257
|
+
easing: 'easeInOut'
|
|
258
|
+
});
|
|
259
|
+
const flags = personMeshes().flags;
|
|
260
|
+
world.set(head.flag, { mesh: flags[head.stride % flags.length]! });
|
|
261
|
+
head.walking = true;
|
|
262
|
+
} else if (head.walking) rest(world, head);
|
|
263
|
+
} else {
|
|
264
|
+
world.stopAnimation(head.root);
|
|
265
|
+
world.set(head.root, { position: [x, y, z], rotation, scale: p.alive ? 1 : 0 });
|
|
266
|
+
}
|
|
267
|
+
head.col = p.col;
|
|
268
|
+
head.row = p.row;
|
|
269
|
+
if (popped[i]) {
|
|
270
|
+
// A banked trail: the flag bearer celebrates.
|
|
271
|
+
world.animate(head.root, [{ scale: 1.22, at: 0.3 }, { scale: 1 }], { duration: 0.35, easing: 'easeOut' });
|
|
272
|
+
const [cx, cy] = cellCentre(l, p.col, p.row);
|
|
273
|
+
effects.shatter(world, {
|
|
274
|
+
position: [cx * WORLD_SCALE, cy * WORLD_SCALE, (z + l.cell) * WORLD_SCALE],
|
|
275
|
+
count: 14,
|
|
276
|
+
size: l.cell * 0.3 * WORLD_SCALE,
|
|
277
|
+
speed: l.cell * 8 * WORLD_SCALE,
|
|
278
|
+
lifetime: 0.5,
|
|
279
|
+
gravity: -l.cell * 20 * WORLD_SCALE,
|
|
280
|
+
colors: [toColor(PLAYER_COLORS[i]!.head), toColor('#FFFFFF')]
|
|
281
|
+
});
|
|
282
|
+
}
|
|
283
|
+
});
|
|
284
|
+
}
|
|
285
|
+
|
|
286
|
+
/** The round's over: walking stops; the winner and their flag lift in celebration. */
|
|
287
|
+
export function finish(world: World, l: Layout, s: Scene, won: boolean) {
|
|
288
|
+
s.heads.forEach((h, i) => {
|
|
289
|
+
rest(world, h);
|
|
290
|
+
const winner = (i === 0) === won;
|
|
291
|
+
world.stopAnimation(h.root);
|
|
292
|
+
if (winner) world.animate(h.root, [{ scale: PERSON.CELEBRATION_SCALE, at: 0.4 }, { scale: 1.3 }], { duration: 0.5, easing: 'easeOut' });
|
|
293
|
+
else world.animate(h.root, { scale: 0.75 }, { duration: 0.4 });
|
|
294
|
+
});
|
|
295
|
+
if (won)
|
|
296
|
+
effects.confetti(world, {
|
|
297
|
+
position: [0, 0, l.cell * 3 * WORLD_SCALE],
|
|
298
|
+
count: 70,
|
|
299
|
+
size: l.cell * 0.5 * WORLD_SCALE,
|
|
300
|
+
speed: l.gridW * 1.2 * WORLD_SCALE,
|
|
301
|
+
lifetime: 1.4,
|
|
302
|
+
gravity: -l.gridW * 2 * WORLD_SCALE,
|
|
303
|
+
colors: ['#6BCB77', '#FFD93D', '#FFFFFF', '#4CA85B'].map((c) => toColor(c))
|
|
304
|
+
});
|
|
305
|
+
}
|
|
306
|
+
|
|
307
|
+
/** Reusable assets; the game loader advances one builder per frame. */
|
|
308
|
+
export function* warmAssets(): Iterable<() => unknown> {
|
|
309
|
+
for (let corners = 1; corners < 16; corners++) yield () => landMesh(corners);
|
|
310
|
+
}
|