@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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// A sunlit 3D meadow for the Nayan engine games, seen through a perspective camera at eye height and
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// built to scale in metres (the engine's depth range is 500 and its shadows cover tens of metres).
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// The game itself plays on a plane a few metres in front of the camera, mapped so one screen point
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// there is exactly where a 2D game drew it: gameplay stays in screen points while everything around it
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// is real 3D. Each game frames it with a `Rig` (eye height, where the horizon sits, how far the play
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// plane is) and picks what's in it with `MeadowOptions`.
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//
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// The scene, back to front: a sky dome (its color gradient by elevation), the sun with a soft corona
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// (the moon and stars at night), drifting clouds, hot-air balloons far off, three hill ranges fading
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// into the haze, the grass meadow out to the horizon, a treeline, two big framing trees, bushes and
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// rocks, grass tufts and flowers. The sun casts shadows. Fog is off: the haze is painted into the hills
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12
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+
// and ground, which keeps the sky its own color.
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13
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+
import {
|
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14
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+
type Camera,
|
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15
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+
type Color,
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16
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+
type Entity,
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17
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+
type Geometry,
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18
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+
lathe,
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19
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+
type Light,
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20
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+
merge,
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21
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+
type Model,
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22
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+
type Quat,
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23
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+
quat,
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24
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+
recolor,
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25
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+
shapeGeometry,
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26
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+
tube,
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27
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+
type Vec3,
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28
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+
type World
|
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29
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+
} from '@nayan-ui/engine';
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30
|
+
import { type GameTheme, NIGHT_SCENE } from '../../services/ThemeService';
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31
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+
import { toColor } from '../shared/EngineUtils';
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32
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+
import { cacheGameAsset, createGameMesh as createShape } from './EngineMeshes';
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33
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+
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34
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+
// ── The camera rig ────────────────────────────────────────────────────
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35
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+
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36
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+
const FOV = 0.9; // vertical, radians
|
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37
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+
|
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38
|
+
/** How a game frames the meadow. */
|
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39
|
+
export type Rig = {
|
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40
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+
/** Metres from the ground to the eye. Default 1.6. */
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41
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+
eyeHeight?: number;
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42
|
+
/** How far down the screen the horizon sits, 0..1. Default 0.62. */
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43
|
+
horizon?: number;
|
|
44
|
+
/** Metres from the eye to the play plane; keep it nearer than the ground at the screen's bottom edge. Default 3.6. */
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|
45
|
+
playDepth?: number;
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46
|
+
};
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47
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+
|
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48
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+
export type View3D = {
|
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49
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+
width: number;
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50
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+
height: number;
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51
|
+
eye: Vec3;
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52
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+
/** Camera axes: looking along `forward`, `up` and `right` span the screen. */
|
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53
|
+
forward: Vec3;
|
|
54
|
+
up: Vec3;
|
|
55
|
+
/** tan(fov / 2). */
|
|
56
|
+
tanHalf: number;
|
|
57
|
+
/** The camera's pitch up, radians. */
|
|
58
|
+
pitch: number;
|
|
59
|
+
horizon: number;
|
|
60
|
+
playDepth: number;
|
|
61
|
+
};
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|
62
|
+
|
|
63
|
+
export function makeView(width: number, height: number, rig: Rig = {}): View3D {
|
|
64
|
+
const horizon = rig.horizon ?? 0.62;
|
|
65
|
+
const tanHalf = Math.tan(FOV / 2);
|
|
66
|
+
// A level horizon below centre: tilt up until the horizon's ray lands that far down the screen
|
|
67
|
+
const pitch = Math.atan((horizon - 0.5) * 2 * tanHalf);
|
|
68
|
+
return {
|
|
69
|
+
width,
|
|
70
|
+
height,
|
|
71
|
+
eye: [0, rig.eyeHeight ?? 1.6, 0],
|
|
72
|
+
forward: [0, Math.sin(pitch), -Math.cos(pitch)],
|
|
73
|
+
up: [0, Math.cos(pitch), Math.sin(pitch)],
|
|
74
|
+
tanHalf,
|
|
75
|
+
pitch,
|
|
76
|
+
horizon,
|
|
77
|
+
playDepth: rig.playDepth ?? 3.6
|
|
78
|
+
};
|
|
79
|
+
}
|
|
80
|
+
|
|
81
|
+
export function cameraFor(v: View3D): Camera {
|
|
82
|
+
const [x, y, z] = add(v.eye, scale(v.forward, v.playDepth));
|
|
83
|
+
return { eye: [v.eye[0], v.eye[1], v.eye[2]], target: [x, y, z], fov: FOV };
|
|
84
|
+
}
|
|
85
|
+
|
|
86
|
+
/** Metres per screen point on a plane `depth` metres ahead. */
|
|
87
|
+
export const pointSize = (v: View3D, depth = v.playDepth) => (2 * depth * v.tanHalf) / v.height;
|
|
88
|
+
|
|
89
|
+
/** Where screen point (x, y) lands on the plane `depth` metres ahead. */
|
|
90
|
+
export function at(v: View3D, x: number, y: number, depth = v.playDepth): Vec3 {
|
|
91
|
+
const k = pointSize(v, depth);
|
|
92
|
+
const centre = add(v.eye, scale(v.forward, depth));
|
|
93
|
+
return [centre[0] + (x - v.width / 2) * k, centre[1] + (v.height / 2 - y) * k * v.up[1], centre[2] + (v.height / 2 - y) * k * v.up[2]];
|
|
94
|
+
}
|
|
95
|
+
|
|
96
|
+
/** A screen-plane vector (points per second, y down) in world metres per second at the play plane. */
|
|
97
|
+
export function planeVector(v: View3D, dx: number, dy: number): Vec3 {
|
|
98
|
+
const k = pointSize(v);
|
|
99
|
+
return [dx * k, -dy * k * v.up[1], -dy * k * v.up[2]];
|
|
100
|
+
}
|
|
101
|
+
|
|
102
|
+
/** Turns something drawn facing +z to face the camera, then by `angle` in the screen's plane. */
|
|
103
|
+
export function facing(v: View3D, angle = 0): Quat {
|
|
104
|
+
return quat.multiply(quat.x(v.pitch), quat.z(angle));
|
|
105
|
+
}
|
|
106
|
+
|
|
107
|
+
/** The direction from the eye through screen point (x, y). */
|
|
108
|
+
export function rayThrough(v: View3D, x: number, y: number): Vec3 {
|
|
109
|
+
const sx = ((x - v.width / 2) / (v.height / 2)) * v.tanHalf;
|
|
110
|
+
const sy = ((v.height / 2 - y) / (v.height / 2)) * v.tanHalf;
|
|
111
|
+
return normalize(add(add(v.forward, [sx, 0, 0]), scale(v.up, sy)));
|
|
112
|
+
}
|
|
113
|
+
|
|
114
|
+
// ── Vectors ───────────────────────────────────────────────────────────
|
|
115
|
+
|
|
116
|
+
export const add = (a: Vec3, b: Vec3): Vec3 => [a[0] + b[0], a[1] + b[1], a[2] + b[2]];
|
|
117
|
+
export const scale = (a: Vec3, k: number): Vec3 => [a[0] * k, a[1] * k, a[2] * k];
|
|
118
|
+
const normalize = (a: Vec3): Vec3 => scale(a, 1 / (Math.hypot(a[0], a[1], a[2]) || 1));
|
|
119
|
+
|
|
120
|
+
// ── Light and palette (day for classic and light, night for dark) ────
|
|
121
|
+
|
|
122
|
+
const night = (theme: GameTheme) => theme.mode === 'dark';
|
|
123
|
+
|
|
124
|
+
const DAY_LIGHT: Light = { direction: [0.55, 0.8, 0.45], ambient: 0.42, color: [1.08, 1.02, 0.94], shadows: true, shadowExtent: 22 };
|
|
125
|
+
const NIGHT_LIGHT: Light = { direction: [-0.45, 0.75, 0.4], ambient: 0.64, color: [0.92, 0.95, 1.06], shadows: true, shadowExtent: 22 };
|
|
126
|
+
export const lightFor = (theme: GameTheme): Light => (night(theme) ? NIGHT_LIGHT : DAY_LIGHT);
|
|
127
|
+
|
|
128
|
+
type RGB = [number, number, number];
|
|
129
|
+
const rgb = (css: string): RGB => {
|
|
130
|
+
const [r, g, b] = toColor(css);
|
|
131
|
+
return [r, g, b];
|
|
132
|
+
};
|
|
133
|
+
const mix = (a: RGB, b: RGB, t: number): RGB => [a[0] + (b[0] - a[0]) * t, a[1] + (b[1] - a[1]) * t, a[2] + (b[2] - a[2]) * t];
|
|
134
|
+
|
|
135
|
+
const SKY_DAY = { zenith: rgb('#2a73c0'), mid: rgb('#6aaee0'), horizon: rgb('#d8edf6') };
|
|
136
|
+
const SKY_NIGHT = { zenith: rgb('#07061a'), mid: rgb(NIGHT_SCENE.SKY[1]), horizon: rgb(NIGHT_SCENE.SKY[3]) };
|
|
137
|
+
/** What far-off things fade toward. */
|
|
138
|
+
export const HAZE = rgb('#c6e0ec');
|
|
139
|
+
/** Scenery is painted in day colors; at night it is dimmed and cooled on top of the moonlight. */
|
|
140
|
+
const NIGHT_TINT: Color = [0.72, 0.76, 0.92, 1];
|
|
141
|
+
const DAY_TINT: Color = [1, 1, 1, 1];
|
|
142
|
+
/** The color multiplier scenery takes for a theme (night dims and cools it), for games adding their own. */
|
|
143
|
+
export const sceneryTint = (theme: GameTheme): Color => (night(theme) ? NIGHT_TINT : DAY_TINT);
|
|
144
|
+
|
|
145
|
+
// ── Deterministic noise (the same meadow every visit) ────────────────
|
|
146
|
+
|
|
147
|
+
const hash = (x: number, y: number) => {
|
|
148
|
+
const s = Math.sin(x * 127.1 + y * 311.7) * 43758.5453;
|
|
149
|
+
return s - Math.floor(s);
|
|
150
|
+
};
|
|
151
|
+
const smooth = (t: number) => t * t * (3 - 2 * t);
|
|
152
|
+
/** Value noise, 0..1. */
|
|
153
|
+
export function noise(x: number, y: number) {
|
|
154
|
+
const ix = Math.floor(x);
|
|
155
|
+
const iy = Math.floor(y);
|
|
156
|
+
const fx = smooth(x - ix);
|
|
157
|
+
const fy = smooth(y - iy);
|
|
158
|
+
const a = hash(ix, iy);
|
|
159
|
+
const b = hash(ix + 1, iy);
|
|
160
|
+
const c = hash(ix, iy + 1);
|
|
161
|
+
const d = hash(ix + 1, iy + 1);
|
|
162
|
+
return a + (b - a) * fx + (c - a) * fy + (a - b - c + d) * fx * fy;
|
|
163
|
+
}
|
|
164
|
+
export const fbm = (x: number, y: number) => noise(x, y) * 0.55 + noise(x * 2.1, y * 2.1) * 0.3 + noise(x * 4.3, y * 4.3) * 0.15;
|
|
165
|
+
export function random(seed: number) {
|
|
166
|
+
let s = seed >>> 0;
|
|
167
|
+
return () => {
|
|
168
|
+
s = (s + 0x6d2b79f5) >>> 0;
|
|
169
|
+
let t = s;
|
|
170
|
+
t = Math.imul(t ^ (t >>> 15), t | 1);
|
|
171
|
+
t ^= t + Math.imul(t ^ (t >>> 7), t | 61);
|
|
172
|
+
return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
|
|
173
|
+
};
|
|
174
|
+
}
|
|
175
|
+
|
|
176
|
+
// ── Geometry helpers ──────────────────────────────────────────────────
|
|
177
|
+
|
|
178
|
+
class Mesh {
|
|
179
|
+
vertices: number[] = [];
|
|
180
|
+
indices: number[] = [];
|
|
181
|
+
vertex(p: Vec3, n: Vec3, c: RGB) {
|
|
182
|
+
this.vertices.push(p[0], p[1], p[2], n[0], n[1], n[2], c[0], c[1], c[2], 0, 0);
|
|
183
|
+
return this.vertices.length / 11 - 1;
|
|
184
|
+
}
|
|
185
|
+
/** A grid of rows x cols vertices from `point(i, j)`, triangles facing the camera (+z) or up. */
|
|
186
|
+
grid(rows: number, cols: number, point: (i: number, j: number) => { p: Vec3; n: Vec3; c: RGB }) {
|
|
187
|
+
const first = this.vertices.length / 11;
|
|
188
|
+
for (let i = 0; i < rows; i++)
|
|
189
|
+
for (let j = 0; j < cols; j++) {
|
|
190
|
+
const { p, n, c } = point(i, j);
|
|
191
|
+
this.vertex(p, n, c);
|
|
192
|
+
}
|
|
193
|
+
const id = (i: number, j: number) => first + i * cols + j;
|
|
194
|
+
for (let i = 0; i + 1 < rows; i++)
|
|
195
|
+
for (let j = 0; j + 1 < cols; j++) this.indices.push(id(i, j), id(i, j + 1), id(i + 1, j + 1), id(i, j), id(i + 1, j + 1), id(i + 1, j));
|
|
196
|
+
}
|
|
197
|
+
geometry(): Geometry {
|
|
198
|
+
return { vertices: new Float32Array(this.vertices), indices: new Uint32Array(this.indices) };
|
|
199
|
+
}
|
|
200
|
+
}
|
|
201
|
+
|
|
202
|
+
const meshes = new Map<string, Model>();
|
|
203
|
+
const cached = (key: string, build: () => Model) => {
|
|
204
|
+
let m = meshes.get(key);
|
|
205
|
+
if (!m) {
|
|
206
|
+
m = cacheGameAsset('shared/EngineMeadow:' + key, build);
|
|
207
|
+
meshes.set(key, m);
|
|
208
|
+
}
|
|
209
|
+
return m;
|
|
210
|
+
};
|
|
211
|
+
|
|
212
|
+
// ── Sky ───────────────────────────────────────────────────────────────
|
|
213
|
+
|
|
214
|
+
const SKY_RADIUS = 420;
|
|
215
|
+
|
|
216
|
+
/**
|
|
217
|
+
* The sky: a curved band around the eye, its color by elevation. Its normals point at the light, so
|
|
218
|
+
* the shading the renderer applies is a known factor, divided out of the colors: it shows exactly them.
|
|
219
|
+
*/
|
|
220
|
+
function skyMesh(theme: GameTheme): Model {
|
|
221
|
+
const isNight = night(theme);
|
|
222
|
+
return cached(`meadow-sky:${isNight ? 'night' : 'day'}`, () => {
|
|
223
|
+
const light = lightFor(theme);
|
|
224
|
+
const n = normalize(light.direction);
|
|
225
|
+
const hemisphere = 0.6 + 0.4 * (n[1] * 0.5 + 0.5);
|
|
226
|
+
const lit = light.ambient * hemisphere + (1 - light.ambient);
|
|
227
|
+
const lc = light.color ?? [1, 1, 1];
|
|
228
|
+
const sky = isNight ? SKY_NIGHT : SKY_DAY;
|
|
229
|
+
const m = new Mesh();
|
|
230
|
+
const rows = 14;
|
|
231
|
+
const cols = 24;
|
|
232
|
+
m.grid(rows, cols, (i, j) => {
|
|
233
|
+
const elevation = -0.12 + (i / (rows - 1)) * 1.2; // radians, from just below the horizon up
|
|
234
|
+
const azimuth = -1.25 + (j / (cols - 1)) * 2.5;
|
|
235
|
+
const t = Math.max(0, elevation) / 1.08;
|
|
236
|
+
const c = t < 0.25 ? mix(sky.horizon, sky.mid, smooth(t / 0.25)) : mix(sky.mid, sky.zenith, smooth((t - 0.25) / 0.75));
|
|
237
|
+
return {
|
|
238
|
+
p: [
|
|
239
|
+
Math.sin(azimuth) * Math.cos(elevation) * SKY_RADIUS,
|
|
240
|
+
Math.sin(elevation) * SKY_RADIUS,
|
|
241
|
+
-Math.cos(azimuth) * Math.cos(elevation) * SKY_RADIUS
|
|
242
|
+
],
|
|
243
|
+
n,
|
|
244
|
+
c: [Math.min(1, c[0] / (lit * lc[0])), Math.min(1, c[1] / (lit * lc[1])), Math.min(1, c[2] / (lit * lc[2]))]
|
|
245
|
+
};
|
|
246
|
+
});
|
|
247
|
+
// Rows run up and columns left to right as the eye sees them: the grid's winding already faces it
|
|
248
|
+
return createShape(m.geometry(), { center: false });
|
|
249
|
+
});
|
|
250
|
+
}
|
|
251
|
+
|
|
252
|
+
// ── Hills and ground ──────────────────────────────────────────────────
|
|
253
|
+
|
|
254
|
+
/** Where the scene is: green rolling hills and a grass meadow, or sandstone mesas over a desert. */
|
|
255
|
+
export type Biome = 'meadow' | 'desert';
|
|
256
|
+
|
|
257
|
+
const HILLS: Record<Biome, { distance: number; height: number; roughness: number; colors: [string, string]; haze: number; mesa?: boolean }[]> = {
|
|
258
|
+
meadow: [
|
|
259
|
+
{ distance: 250, height: 34, roughness: 0.012, colors: ['#5f8a6e', '#4b7560'], haze: 0.62 },
|
|
260
|
+
{ distance: 150, height: 20, roughness: 0.02, colors: ['#4f8a4a', '#3b6e3c'], haze: 0.4 },
|
|
261
|
+
{ distance: 85, height: 11, roughness: 0.035, colors: ['#4a8f3c', '#356f2c'], haze: 0.2 }
|
|
262
|
+
],
|
|
263
|
+
// Flat-topped sandstone mesas, redder up close, paler and bluer far off
|
|
264
|
+
desert: [
|
|
265
|
+
{ distance: 250, height: 40, roughness: 0.014, colors: ['#c7a07e', '#a9846a'], haze: 0.58, mesa: true },
|
|
266
|
+
{ distance: 150, height: 26, roughness: 0.022, colors: ['#c9875a', '#a5643d'], haze: 0.36, mesa: true },
|
|
267
|
+
{ distance: 85, height: 9, roughness: 0.04, colors: ['#ddb27a', '#c4925a'], haze: 0.16 }
|
|
268
|
+
]
|
|
269
|
+
};
|
|
270
|
+
|
|
271
|
+
/** A range of hills: a wavy ridge `distance` metres out, shaded lighter at the ridge, faded into the haze. */
|
|
272
|
+
function hillMesh(index: number, biome: Biome = 'meadow'): Model {
|
|
273
|
+
return cached(`meadow-hill:${biome}:${index}`, () => {
|
|
274
|
+
const h = HILLS[biome][index]!;
|
|
275
|
+
const ridge = rgb(h.colors[0]!);
|
|
276
|
+
const foot = rgb(h.colors[1]!);
|
|
277
|
+
const m = new Mesh();
|
|
278
|
+
const cols = 90;
|
|
279
|
+
const span = h.distance * 1.3;
|
|
280
|
+
m.grid(3, cols, (i, j) => {
|
|
281
|
+
const x = -span + (j / (cols - 1)) * span * 2;
|
|
282
|
+
const n = fbm(x * h.roughness + index * 7, index * 3.1);
|
|
283
|
+
// Mesas: steep sides and flat tops where the noise runs high
|
|
284
|
+
const top = h.height * (h.mesa ? Math.min(1, 0.25 + Math.max(0, n - 0.35) * 3.2) : 0.35 + 0.65 * n);
|
|
285
|
+
const y = i === 0 ? top : i === 1 ? top * 0.45 : -2;
|
|
286
|
+
const z = -h.distance - fbm(x * 0.01, index) * 20 + (i === 0 ? 0 : 4 * i);
|
|
287
|
+
const base = i === 0 ? ridge : mix(ridge, foot, i / 2);
|
|
288
|
+
return { p: [x, y, z], n: normalize([0, 0.55, 0.85]), c: mix(base, HAZE, h.haze) };
|
|
289
|
+
});
|
|
290
|
+
const g = m.geometry();
|
|
291
|
+
// The rows run down the hill: flip the winding so the faces look at the camera
|
|
292
|
+
for (let k = 0; k < g.indices.length; k += 3) {
|
|
293
|
+
const a = g.indices[k + 1]!;
|
|
294
|
+
g.indices[k + 1] = g.indices[k + 2]!;
|
|
295
|
+
g.indices[k + 2] = a;
|
|
296
|
+
}
|
|
297
|
+
return createShape(g, { center: false });
|
|
298
|
+
});
|
|
299
|
+
}
|
|
300
|
+
|
|
301
|
+
/** The meadow: grass patches in a few greens, fading into the haze toward the horizon. */
|
|
302
|
+
function groundMesh(): Model {
|
|
303
|
+
return cached('meadow-ground', () => {
|
|
304
|
+
const light = rgb('#5fae3e');
|
|
305
|
+
const dark = rgb('#3c7f2a');
|
|
306
|
+
const dry = rgb('#9bb24a');
|
|
307
|
+
const m = new Mesh();
|
|
308
|
+
const rows = 46;
|
|
309
|
+
const cols = 40;
|
|
310
|
+
m.grid(rows, cols, (i, j) => {
|
|
311
|
+
// Dense near the camera, sparse far away; starting just ahead of the eye, so a game looking down
|
|
312
|
+
// steeply (Whack a Mole's lawn) still has grass under its nearest pieces
|
|
313
|
+
const z = -(Math.pow(1.13, i) - 1) * (246 / 243) - 0.3;
|
|
314
|
+
const half = 12 + -z * 1.25;
|
|
315
|
+
const x = -half + (j / (cols - 1)) * half * 2;
|
|
316
|
+
const n1 = fbm(x * 0.08, z * 0.08);
|
|
317
|
+
const n2 = noise(x * 0.5, z * 0.5);
|
|
318
|
+
let c = mix(dark, light, n1);
|
|
319
|
+
c = mix(c, dry, Math.max(0, n2 - 0.7) * 1.5);
|
|
320
|
+
const haze = 1 - Math.exp(-((-z / 170) ** 2));
|
|
321
|
+
return { p: [x, 0, z], n: [0, 1, 0], c: mix(c, HAZE, haze * 0.75) };
|
|
322
|
+
});
|
|
323
|
+
// Rows run away from the camera (up the screen), columns left to right: the grid's winding faces it
|
|
324
|
+
return createShape(m.geometry(), { center: false });
|
|
325
|
+
});
|
|
326
|
+
}
|
|
327
|
+
|
|
328
|
+
// ── Plants and rocks (each one unit-ish, scaled where they're placed) ──
|
|
329
|
+
|
|
330
|
+
/** Leafy color: a few greens, darker underneath and toward the inside. */
|
|
331
|
+
const leafy =
|
|
332
|
+
(light: RGB, dark: RGB, seed: number) =>
|
|
333
|
+
({ position: p }: { position: Vec3 }): Color => {
|
|
334
|
+
const n = noise(p[0] * 9 + seed, p[1] * 9 + p[2] * 7);
|
|
335
|
+
return mix(dark, light, Math.min(1, Math.max(0, 0.25 + p[1] * 0.6 + n * 0.5)));
|
|
336
|
+
};
|
|
337
|
+
|
|
338
|
+
/** A broad-leaved tree about one unit tall: a tapering trunk and a cloud of leafy clumps. */
|
|
339
|
+
const oakMesh = () =>
|
|
340
|
+
cached('meadow-oak', () => {
|
|
341
|
+
const bark = rgb('#6b4423');
|
|
342
|
+
const sphere = shapeGeometry('sphere');
|
|
343
|
+
const clumps: [Vec3, number][] = [
|
|
344
|
+
[[0, 0.62, 0], 0.46],
|
|
345
|
+
[[-0.2, 0.54, 0.06], 0.32],
|
|
346
|
+
[[0.22, 0.56, -0.04], 0.34],
|
|
347
|
+
[[0.04, 0.82, 0.03], 0.32],
|
|
348
|
+
[[-0.12, 0.74, -0.14], 0.28],
|
|
349
|
+
[[0.14, 0.72, 0.16], 0.28],
|
|
350
|
+
[[-0.24, 0.68, -0.02], 0.24]
|
|
351
|
+
];
|
|
352
|
+
const canopy = clumps.map(([position, size], i) => ({
|
|
353
|
+
geometry: recolor(shapeGeometry('sphere'), leafy(rgb('#6fbf4a'), rgb('#24602a'), i * 3.7)),
|
|
354
|
+
position,
|
|
355
|
+
scale: size
|
|
356
|
+
}));
|
|
357
|
+
return createShape(
|
|
358
|
+
merge([
|
|
359
|
+
{
|
|
360
|
+
geometry: tube(
|
|
361
|
+
[
|
|
362
|
+
[0, 0, 0],
|
|
363
|
+
[0.01, 0.25, 0],
|
|
364
|
+
[-0.02, 0.5, 0.01]
|
|
365
|
+
],
|
|
366
|
+
{ radius: (t) => 0.055 - t * 0.025, color: bark }
|
|
367
|
+
)
|
|
368
|
+
},
|
|
369
|
+
...canopy,
|
|
370
|
+
{ geometry: sphere, position: [0, 0.01, 0], scale: [0.14, 0.03, 0.14], color: rgb('#5a3a1e') }
|
|
371
|
+
]),
|
|
372
|
+
{ center: false, shine: 0.05 }
|
|
373
|
+
);
|
|
374
|
+
});
|
|
375
|
+
|
|
376
|
+
/** A pine about one unit tall: a trunk and stacked cones, each a little narrower. */
|
|
377
|
+
export const pineMesh = () =>
|
|
378
|
+
cached('meadow-pine', () => {
|
|
379
|
+
const tiers = [0, 1, 2, 3].map((i) => {
|
|
380
|
+
const base = 0.18 + i * 0.19;
|
|
381
|
+
const r = 0.3 - i * 0.06;
|
|
382
|
+
return {
|
|
383
|
+
geometry: recolor(
|
|
384
|
+
lathe(
|
|
385
|
+
[
|
|
386
|
+
[r, base],
|
|
387
|
+
[r * 0.55, base + 0.12],
|
|
388
|
+
[0.001, base + 0.3]
|
|
389
|
+
],
|
|
390
|
+
{ segments: 14 }
|
|
391
|
+
),
|
|
392
|
+
leafy(rgb('#3f8a45'), rgb('#123d1d'), i * 5.1)
|
|
393
|
+
)
|
|
394
|
+
};
|
|
395
|
+
});
|
|
396
|
+
return createShape(
|
|
397
|
+
merge([
|
|
398
|
+
{
|
|
399
|
+
geometry: tube(
|
|
400
|
+
[
|
|
401
|
+
[0, 0, 0],
|
|
402
|
+
[0, 0.4, 0]
|
|
403
|
+
],
|
|
404
|
+
{ radius: (t) => 0.045 - t * 0.02, color: rgb('#5a3a22') }
|
|
405
|
+
)
|
|
406
|
+
},
|
|
407
|
+
...tiers
|
|
408
|
+
]),
|
|
409
|
+
{ center: false }
|
|
410
|
+
);
|
|
411
|
+
});
|
|
412
|
+
|
|
413
|
+
/** A bush about half a unit tall: a few overlapping leafy clumps. */
|
|
414
|
+
export const bushMesh = () =>
|
|
415
|
+
cached('meadow-bush', () =>
|
|
416
|
+
createShape(
|
|
417
|
+
merge(
|
|
418
|
+
(
|
|
419
|
+
[
|
|
420
|
+
[[0, 0.22, 0], 0.5],
|
|
421
|
+
[[-0.24, 0.16, 0.05], 0.36],
|
|
422
|
+
[[0.25, 0.17, -0.03], 0.38],
|
|
423
|
+
[[0.05, 0.36, 0.04], 0.34]
|
|
424
|
+
] as [Vec3, number][]
|
|
425
|
+
).map(([position, size], i) => ({
|
|
426
|
+
geometry: recolor(shapeGeometry('sphere'), leafy(rgb('#77c24f'), rgb('#2d6b2a'), i * 2.3)),
|
|
427
|
+
position,
|
|
428
|
+
scale: [size, size * 0.8, size] as Vec3
|
|
429
|
+
}))
|
|
430
|
+
),
|
|
431
|
+
{ center: false, shine: 0.08 }
|
|
432
|
+
)
|
|
433
|
+
);
|
|
434
|
+
|
|
435
|
+
/** A weathered grey boulder, one unit across. */
|
|
436
|
+
export const rockMesh = () =>
|
|
437
|
+
cached('meadow-rock', () =>
|
|
438
|
+
createShape(
|
|
439
|
+
merge([
|
|
440
|
+
{
|
|
441
|
+
geometry: recolor(shapeGeometry('sphere'), ({ position: p }) => {
|
|
442
|
+
const g = 0.48 + noise(p[0] * 6, p[1] * 6 + p[2] * 4) * 0.22;
|
|
443
|
+
return [g, g * 0.98, g * 0.92];
|
|
444
|
+
}),
|
|
445
|
+
scale: [1, 0.55, 0.8],
|
|
446
|
+
position: [0, 0.18, 0]
|
|
447
|
+
}
|
|
448
|
+
]),
|
|
449
|
+
{ center: false, shine: 0.15 }
|
|
450
|
+
)
|
|
451
|
+
);
|
|
452
|
+
|
|
453
|
+
/** A tuft of grass blades, about a third of a unit tall, dark at the root and sunlit at the tips. */
|
|
454
|
+
export const tuftMesh = () =>
|
|
455
|
+
cached('meadow-tuft', () => {
|
|
456
|
+
const rand = random(7);
|
|
457
|
+
const blades = Array.from({ length: 7 }, () => {
|
|
458
|
+
const a = rand() * Math.PI * 2;
|
|
459
|
+
const lean = 0.05 + rand() * 0.08;
|
|
460
|
+
const h = 0.22 + rand() * 0.14;
|
|
461
|
+
const ox = (rand() - 0.5) * 0.08;
|
|
462
|
+
const oz = (rand() - 0.5) * 0.08;
|
|
463
|
+
return {
|
|
464
|
+
geometry: recolor(
|
|
465
|
+
tube(
|
|
466
|
+
[
|
|
467
|
+
[ox, 0, oz],
|
|
468
|
+
[ox + Math.cos(a) * lean * 0.4, h * 0.55, oz + Math.sin(a) * lean * 0.4],
|
|
469
|
+
[ox + Math.cos(a) * lean, h, oz + Math.sin(a) * lean]
|
|
470
|
+
],
|
|
471
|
+
{ radius: (t) => 0.014 * (1 - t), sides: 4, smoothness: 3 }
|
|
472
|
+
),
|
|
473
|
+
({ position: p }) => mix(rgb('#2f6e22'), rgb('#9ad466'), Math.min(1, p[1] / 0.3))
|
|
474
|
+
)
|
|
475
|
+
};
|
|
476
|
+
});
|
|
477
|
+
return createShape(merge(blades), { center: false });
|
|
478
|
+
});
|
|
479
|
+
|
|
480
|
+
/** A little flower: white petals (tinted where it's placed) round a golden centre. */
|
|
481
|
+
export const flowerMesh = () =>
|
|
482
|
+
cached('meadow-flower', () => {
|
|
483
|
+
const sphere = shapeGeometry('sphere');
|
|
484
|
+
const petals = [0, 1, 2, 3, 4].map((i) => {
|
|
485
|
+
const a = (i / 5) * Math.PI * 2;
|
|
486
|
+
return {
|
|
487
|
+
geometry: sphere,
|
|
488
|
+
position: [Math.cos(a) * 0.05, 0.2, Math.sin(a) * 0.05] as Vec3,
|
|
489
|
+
scale: [0.06, 0.025, 0.06] as Vec3,
|
|
490
|
+
color: [1, 1, 1] as Color
|
|
491
|
+
};
|
|
492
|
+
});
|
|
493
|
+
return createShape(
|
|
494
|
+
merge([
|
|
495
|
+
{
|
|
496
|
+
geometry: tube(
|
|
497
|
+
[
|
|
498
|
+
[0, 0, 0],
|
|
499
|
+
[0.01, 0.2, 0]
|
|
500
|
+
],
|
|
501
|
+
{ radius: 0.006, sides: 4, color: rgb('#3d7a2a') }
|
|
502
|
+
)
|
|
503
|
+
},
|
|
504
|
+
...petals,
|
|
505
|
+
{ geometry: sphere, position: [0, 0.21, 0], scale: 0.04, color: rgb('#ffd23f') }
|
|
506
|
+
]),
|
|
507
|
+
{ center: false }
|
|
508
|
+
);
|
|
509
|
+
});
|
|
510
|
+
|
|
511
|
+
/** Hot-air balloon envelopes: alternating stripe colors round the envelope. */
|
|
512
|
+
const HOT_AIR_PATTERNS: [string, string][] = [
|
|
513
|
+
['#e8433b', '#ffd34d'],
|
|
514
|
+
['#2f7ae5', '#ffffff'],
|
|
515
|
+
['#7b4fd6', '#ff8a3d']
|
|
516
|
+
];
|
|
517
|
+
|
|
518
|
+
/** A hot-air balloon about one unit tall: a striped envelope, ropes and a wicker basket. */
|
|
519
|
+
const hotAirBalloonMesh = (pattern: number) =>
|
|
520
|
+
cached(`meadow-hot-air:${pattern}`, () => {
|
|
521
|
+
const [a, b] = HOT_AIR_PATTERNS[pattern]!.map(rgb) as [RGB, RGB];
|
|
522
|
+
const envelope = lathe(
|
|
523
|
+
[
|
|
524
|
+
[0.08, 0.28],
|
|
525
|
+
[0.16, 0.36],
|
|
526
|
+
[0.3, 0.52],
|
|
527
|
+
[0.36, 0.66],
|
|
528
|
+
[0.35, 0.8],
|
|
529
|
+
[0.27, 0.93],
|
|
530
|
+
[0.12, 1],
|
|
531
|
+
[0.001, 1.01]
|
|
532
|
+
],
|
|
533
|
+
{ segments: 24, color: ({ u }) => (Math.floor(u * 12) % 2 ? a : b) }
|
|
534
|
+
);
|
|
535
|
+
const ropes = [0, 1, 2, 3].map((i) => {
|
|
536
|
+
const t = (i / 4) * Math.PI * 2 + Math.PI / 4;
|
|
537
|
+
return {
|
|
538
|
+
geometry: tube(
|
|
539
|
+
[
|
|
540
|
+
[Math.cos(t) * 0.075, 0.28, Math.sin(t) * 0.075],
|
|
541
|
+
[Math.cos(t) * 0.05, 0.12, Math.sin(t) * 0.05]
|
|
542
|
+
],
|
|
543
|
+
{ radius: 0.004, sides: 3, color: rgb('#5a4630') }
|
|
544
|
+
)
|
|
545
|
+
};
|
|
546
|
+
});
|
|
547
|
+
return createShape(
|
|
548
|
+
merge([
|
|
549
|
+
{ geometry: envelope },
|
|
550
|
+
...ropes,
|
|
551
|
+
{ geometry: shapeGeometry('roundedBox'), position: [0, 0.08, 0], scale: [0.11, 0.08, 0.11], color: rgb('#8a5a2b') }
|
|
552
|
+
]),
|
|
553
|
+
{ center: false, shine: 0.25 }
|
|
554
|
+
);
|
|
555
|
+
});
|
|
556
|
+
|
|
557
|
+
// ── The scene ─────────────────────────────────────────────────────────
|
|
558
|
+
|
|
559
|
+
const FLOWER_COLORS: Color[] = ['#FF6B9D', '#FF5A5A', '#B784FF', '#6FA8FF', '#FF9F43', '#FFFFFF'].map((c) => toColor(c));
|
|
560
|
+
|
|
561
|
+
/** What's in a game's meadow, and where the sun and clouds sit on its screen. */
|
|
562
|
+
export type MeadowOptions = {
|
|
563
|
+
/** The sun (or moon), as fractions of the screen. Default [0.8, 0.2]. */
|
|
564
|
+
sun?: readonly [number, number];
|
|
565
|
+
/** The band of sky the clouds sit in, as fractions down the screen. Default [0.1, 0.42]. */
|
|
566
|
+
clouds?: readonly [number, number];
|
|
567
|
+
/** The big oak and pine framing the play area. Default true. */
|
|
568
|
+
framingTrees?: boolean;
|
|
569
|
+
/** Grass tufts and flowers right in front. Default true. */
|
|
570
|
+
foreground?: boolean;
|
|
571
|
+
/** Hot-air balloons drifting far off. Default 0. */
|
|
572
|
+
hotAirBalloons?: number;
|
|
573
|
+
/** Meadow (default) or desert. */
|
|
574
|
+
biome?: Biome;
|
|
575
|
+
/**
|
|
576
|
+
* The ground and everything standing on it (treeline, framing trees, bushes, rocks, foreground).
|
|
577
|
+
* Default true; a game that scrolls its own ground passes false and gets only the sky and far hills.
|
|
578
|
+
*/
|
|
579
|
+
near?: boolean;
|
|
580
|
+
/** Trees, bushes, rocks and foreground plants on the ground. Default true. */
|
|
581
|
+
groundDetails?: boolean;
|
|
582
|
+
};
|
|
583
|
+
|
|
584
|
+
/** Spawns the whole world for a view and theme; returns every entity, to despawn on a new layout or theme. */
|
|
585
|
+
export function spawnWorld(world: World, v: View3D, theme: GameTheme, options: MeadowOptions = {}): Entity[] {
|
|
586
|
+
const [sunX, sunY] = options.sun ?? [0.8, 0.2];
|
|
587
|
+
const [cloudTop, cloudBottom] = options.clouds ?? [0.1, 0.42];
|
|
588
|
+
const isNight = night(theme);
|
|
589
|
+
const tint = isNight ? NIGHT_TINT : DAY_TINT;
|
|
590
|
+
const shade = (c: Color): Color => [c[0] * tint[0], c[1] * tint[1], c[2] * tint[2], c[3] ?? 1];
|
|
591
|
+
const out: Entity[] = [];
|
|
592
|
+
const spawn = (mesh: Model | 'sphere' | 'puff', position: Vec3, size: Vec3 | number, color: Color, rotation?: Quat) =>
|
|
593
|
+
out.push(world.spawn({ mesh, position, scale: size, color, ...(rotation ? { rotation } : {}), pickable: false }));
|
|
594
|
+
const rand = random(42);
|
|
595
|
+
const yaw = (a: number) => quat.y(a);
|
|
596
|
+
|
|
597
|
+
// Sky, then the sun (or moon and stars) in it, up to the right as in the original scene
|
|
598
|
+
spawn(skyMesh(theme), v.eye, 1, [1, 1, 1, 1]);
|
|
599
|
+
const sunDir = rayThrough(v, v.width * sunX, v.height * sunY);
|
|
600
|
+
const sunAt = add(v.eye, scale(sunDir, 380));
|
|
601
|
+
if (isNight) {
|
|
602
|
+
spawn('puff', sunAt, 90, [1.3, 1.3, 1.9, 0.35]);
|
|
603
|
+
spawn('sphere', sunAt, 15, [2.1, 2.1, 2.3]);
|
|
604
|
+
for (let i = 0; i < 46; i++) {
|
|
605
|
+
const dir = rayThrough(v, rand() * v.width, rand() * v.height * v.horizon * 0.82);
|
|
606
|
+
spawn('sphere', add(v.eye, scale(dir, 395)), 0.7 + rand() * 1.1, [2, 2, 2.2]);
|
|
607
|
+
}
|
|
608
|
+
} else {
|
|
609
|
+
spawn('puff', sunAt, 170, [2.2, 1.9, 1.2, 0.5]);
|
|
610
|
+
spawn('puff', sunAt, 70, [2.4, 2.2, 1.6, 0.85]);
|
|
611
|
+
spawn('sphere', sunAt, 22, [2.6, 2.35, 1.7]);
|
|
612
|
+
}
|
|
613
|
+
|
|
614
|
+
// Clouds: soft puffs bunched together, drifting slowly
|
|
615
|
+
const cloudColor: Color = isNight ? [0.66, 0.68, 0.84, 0.88] : [1.18, 1.18, 1.22, 0.92];
|
|
616
|
+
for (let c = 0; c < 7; c++) {
|
|
617
|
+
const dir = rayThrough(
|
|
618
|
+
v,
|
|
619
|
+
(c / 6) * v.width * 1.1 - v.width * 0.05 + (rand() - 0.5) * 60,
|
|
620
|
+
v.height * (cloudTop + rand() * (cloudBottom - cloudTop))
|
|
621
|
+
);
|
|
622
|
+
const centre = add(v.eye, scale(dir, 200 + rand() * 120));
|
|
623
|
+
const size = 22 + rand() * 18;
|
|
624
|
+
for (let p = 0; p < 7; p++) {
|
|
625
|
+
const offset: Vec3 = [(rand() - 0.5) * size * 2.2, (rand() - 0.3) * size * 0.5, (rand() - 0.5) * size * 0.6];
|
|
626
|
+
out.push(
|
|
627
|
+
world.spawn({
|
|
628
|
+
mesh: 'puff',
|
|
629
|
+
position: add(centre, offset),
|
|
630
|
+
scale: size * (0.8 + rand() * 0.7),
|
|
631
|
+
color: cloudColor,
|
|
632
|
+
velocity: [0.12, 0, 0],
|
|
633
|
+
pickable: false
|
|
634
|
+
})
|
|
635
|
+
);
|
|
636
|
+
}
|
|
637
|
+
}
|
|
638
|
+
|
|
639
|
+
// Hills, far to near, then the meadow
|
|
640
|
+
const biome = options.biome ?? 'meadow';
|
|
641
|
+
HILLS[biome].forEach((_, i) => spawn(hillMesh(i, biome), [0, 0, 0], 1, shade([1, 1, 1, 1])));
|
|
642
|
+
const near = options.near ?? true;
|
|
643
|
+
const groundDetails = near && (options.groundDetails ?? true);
|
|
644
|
+
if (near) spawn(groundMesh(), [0, 0, 0], 1, shade([1, 1, 1, 1]));
|
|
645
|
+
|
|
646
|
+
// A treeline across the middle distance
|
|
647
|
+
for (let i = 0; groundDetails && i < 26; i++) {
|
|
648
|
+
const z = -(26 + rand() * 50);
|
|
649
|
+
const x = (rand() * 2 - 1) * (-z * 0.62 + 6);
|
|
650
|
+
const pine = rand() < 0.45;
|
|
651
|
+
const h = (pine ? 8 : 6) + rand() * 5;
|
|
652
|
+
spawn(
|
|
653
|
+
pine ? pineMesh() : oakMesh(),
|
|
654
|
+
[x, 0, z],
|
|
655
|
+
[h * (0.85 + rand() * 0.3), h, h * (0.85 + rand() * 0.3)],
|
|
656
|
+
shade([1, 1, 1, 1]),
|
|
657
|
+
yaw(rand() * 6.3)
|
|
658
|
+
);
|
|
659
|
+
}
|
|
660
|
+
// The two big trees framing the play area: an oak to the left, a pine to the right
|
|
661
|
+
if (groundDetails && (options.framingTrees ?? true)) {
|
|
662
|
+
spawn(oakMesh(), [-4.6, 0, -11], [8.5, 8, 8.5], shade([1, 1, 1, 1]), yaw(0.6));
|
|
663
|
+
spawn(pineMesh(), [5.2, 0, -14], [8, 12, 8], shade([1, 1, 1, 1]), yaw(1.9));
|
|
664
|
+
}
|
|
665
|
+
|
|
666
|
+
// Bushes and rocks in the middle ground
|
|
667
|
+
for (let i = 0; groundDetails && i < 16; i++) {
|
|
668
|
+
const z = -(7 + rand() * 24);
|
|
669
|
+
const x = (rand() * 2 - 1) * (-z * 0.55 + 2);
|
|
670
|
+
const s = 1 + rand() * 1.4;
|
|
671
|
+
spawn(bushMesh(), [x, 0, z], [s * 1.2, s, s * 1.2], shade([0.9 + rand() * 0.2, 1, 0.9, 1]), yaw(rand() * 6.3));
|
|
672
|
+
}
|
|
673
|
+
for (let i = 0; groundDetails && i < 7; i++) {
|
|
674
|
+
const z = -(6 + rand() * 20);
|
|
675
|
+
const x = (rand() * 2 - 1) * (-z * 0.5 + 1.5);
|
|
676
|
+
const s = 0.35 + rand() * 0.8;
|
|
677
|
+
spawn(rockMesh(), [x, 0, z], s, shade([1, 1, 1, 1]), yaw(rand() * 6.3));
|
|
678
|
+
}
|
|
679
|
+
|
|
680
|
+
// Hot-air balloons far off, drifting with the breeze and bobbing gently
|
|
681
|
+
for (let i = 0; i < (options.hotAirBalloons ?? 0); i++) {
|
|
682
|
+
const dir = rayThrough(v, v.width * (0.15 + 0.7 * rand()), v.height * (cloudTop + 0.05 + rand() * (cloudBottom - cloudTop)));
|
|
683
|
+
const where = add(v.eye, scale(dir, 70 + rand() * 60));
|
|
684
|
+
const size = 9 + rand() * 4;
|
|
685
|
+
out.push(
|
|
686
|
+
world.spawn({
|
|
687
|
+
mesh: hotAirBalloonMesh(i % HOT_AIR_PATTERNS.length),
|
|
688
|
+
position: where,
|
|
689
|
+
scale: size,
|
|
690
|
+
rotation: yaw(rand() * 6.3),
|
|
691
|
+
color: shade([1, 1, 1, 1]),
|
|
692
|
+
velocity: [0.25 + rand() * 0.2, 0, 0],
|
|
693
|
+
bob: { amplitude: [0, size * 0.06, 0], speed: 0.6 + rand() * 0.3, phase: rand() * 6.3 },
|
|
694
|
+
pickable: false
|
|
695
|
+
})
|
|
696
|
+
);
|
|
697
|
+
}
|
|
698
|
+
|
|
699
|
+
if (!groundDetails || !(options.foreground ?? true)) return out;
|
|
700
|
+
// Grass tufts and flowers in the foreground
|
|
701
|
+
for (let i = 0; i < 150; i++) {
|
|
702
|
+
const z = -(4.4 + Math.pow(rand(), 1.6) * 16);
|
|
703
|
+
const x = (rand() * 2 - 1) * (-z * 0.52 + 0.8);
|
|
704
|
+
const s = 0.9 + rand() * 0.9;
|
|
705
|
+
spawn(tuftMesh(), [x, 0, z], s, shade([1, 1, 1, 1]), yaw(rand() * 6.3));
|
|
706
|
+
}
|
|
707
|
+
for (let i = 0; i < 55; i++) {
|
|
708
|
+
const z = -(4.6 + Math.pow(rand(), 1.4) * 14);
|
|
709
|
+
const x = (rand() * 2 - 1) * (-z * 0.5 + 0.6);
|
|
710
|
+
const color = FLOWER_COLORS[Math.floor(rand() * FLOWER_COLORS.length)]!;
|
|
711
|
+
spawn(flowerMesh(), [x, 0, z], 0.9 + rand() * 0.6, shade(color), yaw(rand() * 6.3));
|
|
712
|
+
}
|
|
713
|
+
return out;
|
|
714
|
+
}
|
|
715
|
+
|
|
716
|
+
/** The clear color behind everything (only ever peeks out at the very edges). */
|
|
717
|
+
export const backgroundFor = (theme: GameTheme): readonly [number, number, number] => (night(theme) ? SKY_NIGHT.horizon : SKY_DAY.horizon);
|
|
718
|
+
|
|
719
|
+
/** Fixed scenery shared by the meadow games; seeded placement remains per run. */
|
|
720
|
+
export function* warmAssets(theme: GameTheme, biomes: readonly Biome[] = ['meadow', 'desert']): Iterable<() => unknown> {
|
|
721
|
+
yield () => skyMesh(theme);
|
|
722
|
+
for (const biome of biomes) for (let i = 0; i < HILLS[biome].length; i++) yield () => hillMesh(i, biome);
|
|
723
|
+
for (const build of [groundMesh, oakMesh, pineMesh, bushMesh, rockMesh, tuftMesh, flowerMesh]) yield build;
|
|
724
|
+
for (let i = 0; i < HOT_AIR_PATTERNS.length; i++) yield () => hotAirBalloonMesh(i);
|
|
725
|
+
}
|