@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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// Sudoku's play, with no React: build a game with `createGame`, give it a layout, `start` it and `tick`
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import { completedUnits, newPuzzle, POINTS_PER_CORRECT, type Puzzle, remaining, WIN_BONUS } from './SudokuRules';
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13
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+
import {
|
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14
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+
buildScene,
|
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15
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+
celebrate,
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16
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+
cellTop,
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17
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+
drawGrid,
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18
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+
drawKeys,
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19
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+
flash,
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20
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type Highlight,
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21
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keyTop,
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22
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+
pressKey,
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23
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+
removeScene,
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24
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+
type Scene,
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25
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+
setSceneTheme,
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26
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+
shakeCell
|
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27
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+
} from './SudokuScene';
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28
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+
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29
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+
export type Phase = 'ready' | 'playing' | 'over';
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30
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+
/** place: a right number; wrong: a wrong one; win / lose: how it ended. */
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31
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+
export type GameEvent = 'place' | 'wrong' | 'win' | 'lose';
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32
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+
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33
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+
const WORLD_CAPACITY = 400; // 81 cells and their digits, nine keys with theirs, the board, and the confetti
|
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34
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+
|
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35
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+
export function createGame(theme: GameTheme) {
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36
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+
const world = new World(WORLD_CAPACITY);
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37
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+
const camera: Camera = { eye: [0, 0, 240], target: [0, 0, 0], fov: 1, ortho: 1 };
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38
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+
const g = {
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39
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+
world,
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40
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+
camera,
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41
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+
theme,
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42
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+
layout: null as Layout | null,
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43
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+
scene: null as Scene | null,
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44
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+
phase: 'ready' as Phase,
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45
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+
puzzle: newPuzzle() as Puzzle,
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46
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+
filled: 0,
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47
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+
selRow: -1,
|
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48
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+
selCol: -1,
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49
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+
/** Score and the countdown live in the engine (Rust), advanced by world.update. */
|
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50
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+
get score() {
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51
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+
return world.scoreboard.score;
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52
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+
},
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53
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+
get timeLeft() {
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54
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+
return world.scoreboard.shownSeconds;
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55
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+
},
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56
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+
won: false,
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57
|
+
/** A finger down: where, and on which key (0 on the board). */
|
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58
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+
press: null as { x: number; y: number; key: number } | null,
|
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59
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+
// UI hooks, set by the screen.
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60
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+
onPhase: (_p: Phase) => {},
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61
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+
onScore: (_s: number) => {},
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62
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+
onTime: (_t: number) => {},
|
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63
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+
onEvent: (_e: GameEvent) => {}
|
|
64
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+
};
|
|
65
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+
world.scoreboard.reset(0, TIME_LIMIT);
|
|
66
|
+
world.scoreboard.handlers = {
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+
onSecond: (t) => g.onTime(t),
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68
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+
onTimeUp: () => g.phase === 'playing' && end(g, false)
|
|
69
|
+
};
|
|
70
|
+
return g;
|
|
71
|
+
}
|
|
72
|
+
export type Game = ReturnType<typeof createGame>;
|
|
73
|
+
|
|
74
|
+
/** How a cell is highlighted, by the original board's priorities (selected, then same number, then row / column / box). */
|
|
75
|
+
function highlighter(g: Game) {
|
|
76
|
+
const { selRow: sr, selCol: sc } = g;
|
|
77
|
+
const sel = sr >= 0 && sc >= 0 ? g.puzzle.grid[sr]![sc]!.value : 0;
|
|
78
|
+
return (r: number, c: number): Highlight => {
|
|
79
|
+
if (r === sr && c === sc) return 'selected';
|
|
80
|
+
if (sel > 0 && g.puzzle.grid[r]![c]!.value === sel) return 'same';
|
|
81
|
+
if (sr >= 0 && (r === sr || c === sc || (Math.floor(r / 3) === Math.floor(sr / 3) && Math.floor(c / 3) === Math.floor(sc / 3)))) return 'peer';
|
|
82
|
+
return 'none';
|
|
83
|
+
};
|
|
84
|
+
}
|
|
85
|
+
|
|
86
|
+
function draw(g: Game, pop = -1) {
|
|
87
|
+
const { layout: l, scene: s } = g;
|
|
88
|
+
if (!l || !s) return;
|
|
89
|
+
drawGrid(g.world, l, s, g.puzzle.grid, highlighter(g), pop);
|
|
90
|
+
drawKeys(g.world, l, s, remaining(g.puzzle));
|
|
91
|
+
}
|
|
92
|
+
|
|
93
|
+
// ── Scene ─────────────────────────────────────────────────────────────
|
|
94
|
+
|
|
95
|
+
/** Lays the board out for the view (first layout, header height, rotation): rebuilt where things stand. */
|
|
96
|
+
export function setLayout(g: Game, l: Layout) {
|
|
97
|
+
if (g.scene) removeScene(g.world, g.scene);
|
|
98
|
+
g.layout = l;
|
|
99
|
+
aimTilted(g.camera, l);
|
|
100
|
+
g.scene = buildScene(g.world, l, g.theme);
|
|
101
|
+
draw(g);
|
|
102
|
+
}
|
|
103
|
+
|
|
104
|
+
export function setTheme(g: Game, theme: GameTheme) {
|
|
105
|
+
g.theme = theme;
|
|
106
|
+
if (g.layout && g.scene) setSceneTheme(g.world, g.layout, g.scene, theme);
|
|
107
|
+
}
|
|
108
|
+
|
|
109
|
+
// ── Run ───────────────────────────────────────────────────────────────
|
|
110
|
+
|
|
111
|
+
/** Starts on the puzzle already shown, nothing selected. */
|
|
112
|
+
export function start(g: Game) {
|
|
113
|
+
if (g.phase !== 'ready') return;
|
|
114
|
+
g.world.scoreboard.reset();
|
|
115
|
+
g.world.scoreboard.startCountdown(TIME_LIMIT);
|
|
116
|
+
g.filled = 0;
|
|
117
|
+
g.won = false;
|
|
118
|
+
g.selRow = g.selCol = -1;
|
|
119
|
+
g.phase = 'playing';
|
|
120
|
+
draw(g);
|
|
121
|
+
g.onScore(0);
|
|
122
|
+
g.onTime(TIME_LIMIT);
|
|
123
|
+
g.onPhase('playing');
|
|
124
|
+
}
|
|
125
|
+
|
|
126
|
+
/** A fresh puzzle, not started (Stop, Play Again, as the original game). */
|
|
127
|
+
export function reset(g: Game) {
|
|
128
|
+
g.puzzle = newPuzzle();
|
|
129
|
+
g.filled = 0;
|
|
130
|
+
g.selRow = g.selCol = -1;
|
|
131
|
+
g.world.scoreboard.reset(0, TIME_LIMIT);
|
|
132
|
+
g.won = false;
|
|
133
|
+
g.press = null;
|
|
134
|
+
g.phase = 'ready';
|
|
135
|
+
if (g.layout) setLayout(g, g.layout);
|
|
136
|
+
g.onScore(0);
|
|
137
|
+
g.onTime(TIME_LIMIT);
|
|
138
|
+
g.onPhase('ready');
|
|
139
|
+
}
|
|
140
|
+
|
|
141
|
+
export function dispose(g: Game) {
|
|
142
|
+
g.world.dispose();
|
|
143
|
+
}
|
|
144
|
+
|
|
145
|
+
export function tick(g: Game, dt: number) {
|
|
146
|
+
if (g.world.isDisposed) return;
|
|
147
|
+
g.world.update(dt);
|
|
148
|
+
}
|
|
149
|
+
|
|
150
|
+
function end(g: Game, won: boolean) {
|
|
151
|
+
g.world.scoreboard.stop();
|
|
152
|
+
g.won = won;
|
|
153
|
+
g.phase = 'over';
|
|
154
|
+
if (g.press?.key && g.layout && g.scene) pressKey(g.world, g.layout, g.scene, g.press.key, false);
|
|
155
|
+
g.press = null;
|
|
156
|
+
g.onPhase('over');
|
|
157
|
+
g.onEvent(won ? 'win' : 'lose');
|
|
158
|
+
}
|
|
159
|
+
|
|
160
|
+
// ── Moves ─────────────────────────────────────────────────────────────
|
|
161
|
+
|
|
162
|
+
/** Selects a cell (any cell, given or not). */
|
|
163
|
+
export function select(g: Game, row: number, col: number) {
|
|
164
|
+
if (g.phase !== 'playing') return;
|
|
165
|
+
g.selRow = row;
|
|
166
|
+
g.selCol = col;
|
|
167
|
+
draw(g);
|
|
168
|
+
}
|
|
169
|
+
|
|
170
|
+
/** Places a number in the selected cell (not a given one): checked against the solution and scored. */
|
|
171
|
+
export function enter(g: Game, n: number) {
|
|
172
|
+
if (g.phase !== 'playing' || g.selRow < 0 || g.selCol < 0) return;
|
|
173
|
+
const { selRow: r, selCol: c } = g;
|
|
174
|
+
const cell = g.puzzle.grid[r]![c]!;
|
|
175
|
+
const answer = g.puzzle.solution[r]![c]!;
|
|
176
|
+
// Given, or already right (re-entering it would score and count it twice)
|
|
177
|
+
if (cell.given || (cell.value === answer && !cell.error)) return;
|
|
178
|
+
const right = n === answer;
|
|
179
|
+
cell.value = n;
|
|
180
|
+
cell.error = !right;
|
|
181
|
+
const { layout: l, scene: s } = g;
|
|
182
|
+
const i = r * 9 + c;
|
|
183
|
+
if (!right) {
|
|
184
|
+
draw(g, i);
|
|
185
|
+
if (l && s) shakeCell(g.world, l, s, i);
|
|
186
|
+
g.onEvent('wrong');
|
|
187
|
+
return;
|
|
188
|
+
}
|
|
189
|
+
g.filled += 1;
|
|
190
|
+
g.world.scoreboard.add(POINTS_PER_CORRECT);
|
|
191
|
+
const units = completedUnits(g.puzzle, r, c);
|
|
192
|
+
g.world.scoreboard.add(units.points);
|
|
193
|
+
draw(g, i);
|
|
194
|
+
if (units.cells.length && l && s) flash(g.world, l, s, units.cells, i);
|
|
195
|
+
g.onEvent('place');
|
|
196
|
+
if (g.filled >= g.puzzle.toFill) {
|
|
197
|
+
if (l && s) {
|
|
198
|
+
flash(
|
|
199
|
+
g.world,
|
|
200
|
+
l,
|
|
201
|
+
s,
|
|
202
|
+
Array.from({ length: 81 }, (_, k) => k),
|
|
203
|
+
i
|
|
204
|
+
);
|
|
205
|
+
celebrate(g.world, l);
|
|
206
|
+
}
|
|
207
|
+
g.world.scoreboard.add(WIN_BONUS);
|
|
208
|
+
g.world.scoreboard.set(calculateTimeBasedScore(TIME_LIMIT - g.timeLeft, TIME_LIMIT, g.score));
|
|
209
|
+
g.onScore(g.score);
|
|
210
|
+
end(g, true);
|
|
211
|
+
return;
|
|
212
|
+
}
|
|
213
|
+
g.onScore(g.score);
|
|
214
|
+
}
|
|
215
|
+
|
|
216
|
+
// ── The finger ────────────────────────────────────────────────────────
|
|
217
|
+
|
|
218
|
+
/** What's under a view point: a number key (1..9), a cell, or nothing. */
|
|
219
|
+
export function hitAt(g: Game, x: number, y: number): { key: number } | { cell: [number, number] } | null {
|
|
220
|
+
const l = g.layout;
|
|
221
|
+
if (!l) return null;
|
|
222
|
+
const [kx, ky] = unproject(l, x, y, keyTop(l));
|
|
223
|
+
const key = keyAt(l, kx, ky);
|
|
224
|
+
if (key) return { key };
|
|
225
|
+
const [cx, cy] = unproject(l, x, y, cellTop(l));
|
|
226
|
+
const cell = cellAt(l, cx, cy);
|
|
227
|
+
return cell ? { cell } : null;
|
|
228
|
+
}
|
|
229
|
+
|
|
230
|
+
/** A finger down presses a key in; a tap (lifting without wandering) selects a cell or enters a number. */
|
|
231
|
+
export function drag(g: Game, { phase, x, y }: DragEvent) {
|
|
232
|
+
const { layout: l, scene: s } = g;
|
|
233
|
+
if (phase === 'start') {
|
|
234
|
+
const hit = g.phase === 'playing' ? hitAt(g, x, y) : null;
|
|
235
|
+
const key = hit && 'key' in hit ? hit.key : 0;
|
|
236
|
+
g.press = hit ? { x, y, key } : null;
|
|
237
|
+
if (key && l && s) pressKey(g.world, l, s, key, true);
|
|
238
|
+
return;
|
|
239
|
+
}
|
|
240
|
+
const p = g.press;
|
|
241
|
+
if (!p) return;
|
|
242
|
+
const far = Math.hypot(x - p.x, y - p.y) > TAP_SLOP;
|
|
243
|
+
if (phase !== 'end' && !far) return;
|
|
244
|
+
g.press = null;
|
|
245
|
+
if (p.key && l && s) pressKey(g.world, l, s, p.key, false);
|
|
246
|
+
if (phase !== 'end' || far) return;
|
|
247
|
+
if (p.key) return enter(g, p.key);
|
|
248
|
+
const hit = hitAt(g, x, y);
|
|
249
|
+
if (hit && 'cell' in hit) select(g, hit.cell[0], hit.cell[1]);
|
|
250
|
+
}
|
|
@@ -0,0 +1,125 @@
|
|
|
1
|
+
// Sudoku's rules, with no React or engine: the solved board (random diagonal boxes, then row-major
|
|
2
|
+
// backtracking with shuffled candidates and dead-end pruning), the puzzle (36 clues left at random),
|
|
3
|
+
// placing a number (scored, and checked against the solution), and the row / column / box bonuses.
|
|
4
|
+
// Ported from the original service and store (games/sudoku), with the same random draws, so a seed gives
|
|
5
|
+
// the same puzzle.
|
|
6
|
+
|
|
7
|
+
export const POINTS_PER_CORRECT = 200;
|
|
8
|
+
export const POINTS_PER_UNIT = 500; // a completed row, column or box
|
|
9
|
+
export const WIN_BONUS = 5000;
|
|
10
|
+
export const CLUES = 36;
|
|
11
|
+
|
|
12
|
+
export type Cell = { value: number; given: boolean; error: boolean };
|
|
13
|
+
export type Puzzle = { grid: Cell[][]; solution: number[][]; toFill: number };
|
|
14
|
+
|
|
15
|
+
const DIGITS = [1, 2, 3, 4, 5, 6, 7, 8, 9];
|
|
16
|
+
const ALL_DIGITS = 0x3fe; // bits 1..9
|
|
17
|
+
const BOX_OF = Array.from({ length: 81 }, (_, i) => Math.floor(i / 27) * 3 + Math.floor((i % 9) / 3));
|
|
18
|
+
|
|
19
|
+
function shuffle<T>(arr: T[]): T[] {
|
|
20
|
+
const a = [...arr];
|
|
21
|
+
for (let i = a.length - 1; i > 0; i--) {
|
|
22
|
+
const j = Math.floor(Math.random() * (i + 1));
|
|
23
|
+
[a[i], a[j]] = [a[j]!, a[i]!];
|
|
24
|
+
}
|
|
25
|
+
return a;
|
|
26
|
+
}
|
|
27
|
+
|
|
28
|
+
function deadCell(cells: Uint8Array, rows: Uint16Array, cols: Uint16Array, boxes: Uint16Array, from: number) {
|
|
29
|
+
for (let i = from; i < 81; i++) if (cells[i] === 0 && (rows[(i / 9) | 0]! | cols[i % 9]! | boxes[BOX_OF[i]!]!) === ALL_DIGITS) return true;
|
|
30
|
+
return false;
|
|
31
|
+
}
|
|
32
|
+
|
|
33
|
+
function solve(cells: Uint8Array, rows: Uint16Array, cols: Uint16Array, boxes: Uint16Array, from: number): boolean {
|
|
34
|
+
let i = from;
|
|
35
|
+
while (i < 81 && cells[i] !== 0) i++;
|
|
36
|
+
if (i === 81) return true;
|
|
37
|
+
const r = (i / 9) | 0;
|
|
38
|
+
const c = i % 9;
|
|
39
|
+
const b = BOX_OF[i]!;
|
|
40
|
+
for (const n of shuffle(DIGITS)) {
|
|
41
|
+
const bit = 1 << n;
|
|
42
|
+
if ((rows[r]! | cols[c]! | boxes[b]!) & bit) continue;
|
|
43
|
+
cells[i] = n;
|
|
44
|
+
rows[r]! |= bit;
|
|
45
|
+
cols[c]! |= bit;
|
|
46
|
+
boxes[b]! |= bit;
|
|
47
|
+
if (!deadCell(cells, rows, cols, boxes, i + 1) && solve(cells, rows, cols, boxes, i + 1)) return true;
|
|
48
|
+
cells[i] = 0;
|
|
49
|
+
rows[r]! &= ~bit;
|
|
50
|
+
cols[c]! &= ~bit;
|
|
51
|
+
boxes[b]! &= ~bit;
|
|
52
|
+
}
|
|
53
|
+
return false;
|
|
54
|
+
}
|
|
55
|
+
|
|
56
|
+
function solvedBoard(): number[][] {
|
|
57
|
+
const cells = new Uint8Array(81);
|
|
58
|
+
const rows = new Uint16Array(9);
|
|
59
|
+
const cols = new Uint16Array(9);
|
|
60
|
+
const boxes = new Uint16Array(9);
|
|
61
|
+
for (let box = 0; box < 9; box += 3) {
|
|
62
|
+
const nums = shuffle(DIGITS);
|
|
63
|
+
let k = 0;
|
|
64
|
+
for (let r = box; r < box + 3; r++)
|
|
65
|
+
for (let c = box; c < box + 3; c++) {
|
|
66
|
+
const n = nums[k++]!;
|
|
67
|
+
const bit = 1 << n;
|
|
68
|
+
cells[r * 9 + c] = n;
|
|
69
|
+
rows[r]! |= bit;
|
|
70
|
+
cols[c]! |= bit;
|
|
71
|
+
boxes[BOX_OF[r * 9 + c]!]! |= bit;
|
|
72
|
+
}
|
|
73
|
+
}
|
|
74
|
+
solve(cells, rows, cols, boxes, 0);
|
|
75
|
+
return Array.from({ length: 9 }, (_, r) => Array.from(cells.subarray(r * 9, r * 9 + 9)));
|
|
76
|
+
}
|
|
77
|
+
|
|
78
|
+
/** A fresh puzzle: a solved board with all but 36 cells emptied, at random. */
|
|
79
|
+
export function newPuzzle(): Puzzle {
|
|
80
|
+
const solution = solvedBoard();
|
|
81
|
+
const grid: Cell[][] = solution.map((row) => row.map((value) => ({ value, given: true, error: false })));
|
|
82
|
+
const positions = shuffle(Array.from({ length: 81 }, (_, i) => ({ row: Math.floor(i / 9), col: i % 9 })));
|
|
83
|
+
for (const p of positions.slice(0, 81 - CLUES)) {
|
|
84
|
+
grid[p.row]![p.col]!.value = 0;
|
|
85
|
+
grid[p.row]![p.col]!.given = false;
|
|
86
|
+
}
|
|
87
|
+
return { grid, solution, toFill: 81 - CLUES };
|
|
88
|
+
}
|
|
89
|
+
|
|
90
|
+
/** The cells of the row, column and box through (row, col) that are now all solved, each unit once, and the points for them. */
|
|
91
|
+
export function completedUnits(p: Puzzle, row: number, col: number): { cells: number[]; points: number } {
|
|
92
|
+
const ok = (r: number, c: number) => p.grid[r]![c]!.value === p.solution[r]![c];
|
|
93
|
+
const cells = new Set<number>();
|
|
94
|
+
let points = 0;
|
|
95
|
+
let rowComplete = true,
|
|
96
|
+
colComplete = true;
|
|
97
|
+
for (let i = 0; i < 9; i++) {
|
|
98
|
+
if (!ok(row, i)) rowComplete = false;
|
|
99
|
+
if (!ok(i, col)) colComplete = false;
|
|
100
|
+
}
|
|
101
|
+
if (rowComplete) {
|
|
102
|
+
points += POINTS_PER_UNIT;
|
|
103
|
+
for (let c = 0; c < 9; c++) cells.add(row * 9 + c);
|
|
104
|
+
}
|
|
105
|
+
if (colComplete) {
|
|
106
|
+
points += POINTS_PER_UNIT;
|
|
107
|
+
for (let r = 0; r < 9; r++) cells.add(r * 9 + col);
|
|
108
|
+
}
|
|
109
|
+
const br = Math.floor(row / 3) * 3;
|
|
110
|
+
const bc = Math.floor(col / 3) * 3;
|
|
111
|
+
let box = true;
|
|
112
|
+
for (let r = br; r < br + 3; r++) for (let c = bc; c < bc + 3; c++) if (!ok(r, c)) box = false;
|
|
113
|
+
if (box) {
|
|
114
|
+
points += POINTS_PER_UNIT;
|
|
115
|
+
for (let r = br; r < br + 3; r++) for (let c = bc; c < bc + 3; c++) cells.add(r * 9 + c);
|
|
116
|
+
}
|
|
117
|
+
return { cells: [...cells], points };
|
|
118
|
+
}
|
|
119
|
+
|
|
120
|
+
/** How many of each digit are still to place (9 minus the right-looking ones on the board), as the original pad counted. */
|
|
121
|
+
export function remaining(p: Puzzle): number[] {
|
|
122
|
+
const counts = [0, 9, 9, 9, 9, 9, 9, 9, 9, 9];
|
|
123
|
+
for (const row of p.grid) for (const cell of row) if (cell.value > 0 && !cell.error) counts[cell.value] = Math.max(0, counts[cell.value]! - 1);
|
|
124
|
+
return counts;
|
|
125
|
+
}
|
|
@@ -0,0 +1,304 @@
|
|
|
1
|
+
// Everything Sudoku draws: the board (a wooden board in the classic theme, the theme's board
|
|
2
|
+
// otherwise) with the grid's navy lines showing between 81 raised cells, each tinted as the original
|
|
3
|
+
// cells were (given, selected, same number, same row / column / box, wrong), the digits standing on
|
|
4
|
+
// them in 3D strokes, and a row of nine wooden number keys under the board, each with how many of its
|
|
5
|
+
// digit are left. Seen from a little in front of straight down (shared/EngineTilt: an orthographic
|
|
6
|
+
// camera leaning back, one world unit per point). Cells, keys and each digit share a mesh apiece.
|
|
7
|
+
import { type Color, effects, type Entity, extrude, type Model, Path, type World } from '@nayan-ui/engine';
|
|
8
|
+
import type { GameTheme } from '../../services/ThemeService';
|
|
9
|
+
import { setBackdropTheme, spawnBackdrop } from '../shared/EngineBackdrop';
|
|
10
|
+
import { spawnRaisedBlock } from '../shared/EngineBlocks';
|
|
11
|
+
import { flatGlyphMesh } from '../shared/EngineGlyphs';
|
|
12
|
+
import { cacheGameAsset, createGameMesh as createShape } from '../shared/EngineMeshes';
|
|
13
|
+
import { placeTiltedBackdrop } from '../shared/EngineTilt';
|
|
14
|
+
import { toColor } from '../shared/EngineUtils';
|
|
15
|
+
import { CELL_HEIGHT, cellCentre, COLORS, FLASH_STEP, KEY_HEIGHT, keyCentre, type Layout } from './SudokuConstants';
|
|
16
|
+
import type { Cell } from './SudokuRules';
|
|
17
|
+
|
|
18
|
+
const meshes = new Map<string, Model>();
|
|
19
|
+
const cached = (key: string, build: () => Model) => {
|
|
20
|
+
let m = meshes.get(key);
|
|
21
|
+
if (!m) {
|
|
22
|
+
m = cacheGameAsset('sudoku/SudokuScene:' + key, build);
|
|
23
|
+
meshes.set(key, m);
|
|
24
|
+
}
|
|
25
|
+
return m;
|
|
26
|
+
};
|
|
27
|
+
const BOARD_DEPTH = 10;
|
|
28
|
+
const BACKDROP_DEPTH = 30;
|
|
29
|
+
const SURFACE = 1; // where the cells and keys stand
|
|
30
|
+
|
|
31
|
+
const panelMesh = (w: number, h: number, radius: number, depth: number) =>
|
|
32
|
+
cached(`sd-panel:${w}:${h}:${radius}:${depth}`, () =>
|
|
33
|
+
createShape(extrude(new Path().addRoundedRect(-w / 2, -h / 2, w, h, radius), { depth }), { shine: 0 })
|
|
34
|
+
);
|
|
35
|
+
|
|
36
|
+
/** How a cell reads: selected, wrong, sharing the selected number, in the selected cell's row / column / box, or none. */
|
|
37
|
+
export type Highlight = 'selected' | 'same' | 'peer' | 'none';
|
|
38
|
+
|
|
39
|
+
const cellColor = (cell: Cell, hl: Highlight): Color =>
|
|
40
|
+
toColor(
|
|
41
|
+
hl === 'selected'
|
|
42
|
+
? COLORS.SELECTED
|
|
43
|
+
: cell.error
|
|
44
|
+
? COLORS.ERROR
|
|
45
|
+
: hl === 'same'
|
|
46
|
+
? COLORS.SAME_NUMBER
|
|
47
|
+
: hl === 'peer'
|
|
48
|
+
? COLORS.PEER
|
|
49
|
+
: cell.given
|
|
50
|
+
? COLORS.GIVEN
|
|
51
|
+
: COLORS.CELL
|
|
52
|
+
);
|
|
53
|
+
const digitColor = (cell: Cell): Color => toColor(cell.error ? COLORS.TEXT_ERROR : cell.given ? COLORS.TEXT_GIVEN : COLORS.TEXT_PLACED);
|
|
54
|
+
|
|
55
|
+
// ── Spawning ──────────────────────────────────────────────────────────
|
|
56
|
+
|
|
57
|
+
type Key = { root: Entity; block: Entity; digit: Entity; count: Entity };
|
|
58
|
+
export type Scene = {
|
|
59
|
+
backdrop: Entity;
|
|
60
|
+
board: Entity[];
|
|
61
|
+
cells: Entity[];
|
|
62
|
+
/** The digit on each cell (null while empty), and what it shows. */
|
|
63
|
+
digits: (Entity | null)[];
|
|
64
|
+
shown: string[];
|
|
65
|
+
selected: number;
|
|
66
|
+
keys: Key[];
|
|
67
|
+
keyCounts: number[];
|
|
68
|
+
};
|
|
69
|
+
|
|
70
|
+
/** A key's digit size, and its count's. */
|
|
71
|
+
const keyDigit = (l: Layout) => Math.min(l.key * 0.5, l.keyH * 0.4);
|
|
72
|
+
/** A cell's digit, of the cell: printed flat on its face. */
|
|
73
|
+
const DIGIT = 0.5;
|
|
74
|
+
const cellHeight = (l: Layout, selected: boolean) => l.cell * CELL_HEIGHT * (selected ? 1.8 : 1);
|
|
75
|
+
|
|
76
|
+
const cellTop = (l: Layout) => SURFACE + l.cell * CELL_HEIGHT;
|
|
77
|
+
const keyTop = (l: Layout) => SURFACE + l.key * KEY_HEIGHT;
|
|
78
|
+
|
|
79
|
+
function spawnBoard(world: World, l: Layout, theme: GameTheme): Entity[] {
|
|
80
|
+
const classic = theme.mode === 'classic';
|
|
81
|
+
const out = [
|
|
82
|
+
world.spawn({
|
|
83
|
+
mesh: panelMesh(l.board, l.board, classic ? 14 : 8, BOARD_DEPTH),
|
|
84
|
+
position: [0, l.boardY, -BOARD_DEPTH / 2],
|
|
85
|
+
color: toColor(classic ? COLORS.FRAME : theme.BOARD.SURFACE),
|
|
86
|
+
pickable: false
|
|
87
|
+
}),
|
|
88
|
+
// Under the cells, showing between them as the thin lines and thick box borders: the theme's grid color (navy on classic)
|
|
89
|
+
world.spawn({
|
|
90
|
+
mesh: panelMesh(l.grid, l.grid, 4, 1),
|
|
91
|
+
position: [0, l.boardY, 0.5],
|
|
92
|
+
color: toColor(classic ? COLORS.LINES : theme.BOARD.GRID_LINE),
|
|
93
|
+
pickable: false
|
|
94
|
+
})
|
|
95
|
+
];
|
|
96
|
+
if (classic)
|
|
97
|
+
out.push(
|
|
98
|
+
world.spawn({ mesh: panelMesh(l.grid + 6, l.grid + 6, 8, 1), position: [0, l.boardY, 0.2], color: toColor(COLORS.WELL), pickable: false })
|
|
99
|
+
);
|
|
100
|
+
return out;
|
|
101
|
+
}
|
|
102
|
+
|
|
103
|
+
export function buildScene(world: World, l: Layout, theme: GameTheme): Scene {
|
|
104
|
+
const backdrop = spawnBackdrop(world, l.width, l.height, -BACKDROP_DEPTH, theme);
|
|
105
|
+
placeTiltedBackdrop(world, backdrop, l, BACKDROP_DEPTH);
|
|
106
|
+
const h = l.cell * CELL_HEIGHT;
|
|
107
|
+
const cells: Entity[] = [];
|
|
108
|
+
for (let r = 0; r < 9; r++)
|
|
109
|
+
for (let c = 0; c < 9; c++) {
|
|
110
|
+
const [x, y] = cellCentre(l, r, c);
|
|
111
|
+
cells.push(
|
|
112
|
+
// A matte bevelled block, as 2048's (square, so its scale is its size)
|
|
113
|
+
spawnRaisedBlock(world, {
|
|
114
|
+
position: [x, y, SURFACE + h / 2],
|
|
115
|
+
size: [l.cell, l.cell, h],
|
|
116
|
+
color: toColor(COLORS.CELL),
|
|
117
|
+
gloss: false,
|
|
118
|
+
shadow: false
|
|
119
|
+
})
|
|
120
|
+
);
|
|
121
|
+
}
|
|
122
|
+
const keys: Key[] = [];
|
|
123
|
+
const kh = l.key * KEY_HEIGHT;
|
|
124
|
+
for (let n = 1; n <= 9; n++) {
|
|
125
|
+
const [x, y] = keyCentre(l, n);
|
|
126
|
+
const root = world.spawn({ mesh: 'none', position: [x, y, SURFACE], pickable: false });
|
|
127
|
+
const block = spawnRaisedBlock(world, {
|
|
128
|
+
parent: root,
|
|
129
|
+
position: [0, 0, kh / 2],
|
|
130
|
+
size: [l.key, l.keyH, kh],
|
|
131
|
+
color: toColor(COLORS.KEY),
|
|
132
|
+
gloss: false,
|
|
133
|
+
shadow: false
|
|
134
|
+
});
|
|
135
|
+
const big = keyDigit(l);
|
|
136
|
+
const digit = world.spawn({
|
|
137
|
+
mesh: flatGlyphMesh(String(n)),
|
|
138
|
+
parent: root,
|
|
139
|
+
position: [0, l.keyH * 0.1, kh + 0.6],
|
|
140
|
+
scale: big,
|
|
141
|
+
color: toColor(COLORS.KEY_TEXT),
|
|
142
|
+
pickable: false
|
|
143
|
+
});
|
|
144
|
+
const small = big * 0.42;
|
|
145
|
+
const count = world.spawn({
|
|
146
|
+
mesh: flatGlyphMesh('9'),
|
|
147
|
+
parent: root,
|
|
148
|
+
position: [0, -l.keyH * 0.32, kh + 0.6],
|
|
149
|
+
scale: small,
|
|
150
|
+
color: toColor(COLORS.KEY_REMAINING),
|
|
151
|
+
pickable: false
|
|
152
|
+
});
|
|
153
|
+
keys.push({ root, block, digit, count });
|
|
154
|
+
}
|
|
155
|
+
const s: Scene = {
|
|
156
|
+
backdrop,
|
|
157
|
+
board: spawnBoard(world, l, theme),
|
|
158
|
+
cells,
|
|
159
|
+
digits: Array(81).fill(null),
|
|
160
|
+
shown: Array(81).fill(''),
|
|
161
|
+
selected: -1,
|
|
162
|
+
keys,
|
|
163
|
+
keyCounts: Array(9).fill(-1)
|
|
164
|
+
};
|
|
165
|
+
return s;
|
|
166
|
+
}
|
|
167
|
+
|
|
168
|
+
export function removeScene(world: World, s: Scene) {
|
|
169
|
+
for (const e of [s.backdrop, ...s.board, ...s.cells, ...s.digits, ...s.keys.map((k) => k.root)]) if (e != null) world.despawn(e);
|
|
170
|
+
}
|
|
171
|
+
|
|
172
|
+
export function setSceneTheme(world: World, l: Layout, s: Scene, theme: GameTheme) {
|
|
173
|
+
setBackdropTheme(world, s.backdrop, theme);
|
|
174
|
+
for (const e of s.board) world.despawn(e);
|
|
175
|
+
s.board = spawnBoard(world, l, theme);
|
|
176
|
+
}
|
|
177
|
+
|
|
178
|
+
// ── Drawing the board's state ─────────────────────────────────────────
|
|
179
|
+
|
|
180
|
+
/**
|
|
181
|
+
* Brings every cell up to date: its tint for the highlight, and its digit (spawned, recolored or
|
|
182
|
+
* removed only where it changed). `pop` is the cell just placed: its digit drops in.
|
|
183
|
+
*/
|
|
184
|
+
export function drawGrid(world: World, l: Layout, s: Scene, grid: Cell[][], highlight: (r: number, c: number) => Highlight, pop = -1) {
|
|
185
|
+
const size = l.cell * DIGIT;
|
|
186
|
+
s.selected = -1;
|
|
187
|
+
for (let r = 0; r < 9; r++)
|
|
188
|
+
for (let c = 0; c < 9; c++) {
|
|
189
|
+
const i = r * 9 + c;
|
|
190
|
+
const cell = grid[r]![c]!;
|
|
191
|
+
const hl = highlight(r, c);
|
|
192
|
+
const [x, y] = cellCentre(l, r, c);
|
|
193
|
+
const h = cellHeight(l, hl === 'selected');
|
|
194
|
+
const z = SURFACE + h + 0.6;
|
|
195
|
+
if (hl === 'selected') s.selected = i;
|
|
196
|
+
// A new selection or entry supersedes any completion hop still moving this cell.
|
|
197
|
+
world.stopAnimation(s.cells[i]!);
|
|
198
|
+
world.set(s.cells[i]!, { color: cellColor(cell, hl), position: [x, y, SURFACE + h / 2], scale: [l.cell, l.cell, h] });
|
|
199
|
+
const key = cell.value ? `${cell.value}:${cell.given}:${cell.error}` : '';
|
|
200
|
+
if (key !== s.shown[i]) {
|
|
201
|
+
const old = s.digits[i];
|
|
202
|
+
if (old != null) world.despawn(old);
|
|
203
|
+
s.digits[i] = null;
|
|
204
|
+
if (cell.value) {
|
|
205
|
+
const e = world.spawn({
|
|
206
|
+
mesh: flatGlyphMesh(String(cell.value)),
|
|
207
|
+
position: [x, y, z],
|
|
208
|
+
scale: size,
|
|
209
|
+
color: digitColor(cell),
|
|
210
|
+
pickable: false
|
|
211
|
+
});
|
|
212
|
+
if (i === pop) {
|
|
213
|
+
world.set(e, { scale: size * 0.2, position: [x, y, z + l.cell * 0.5] });
|
|
214
|
+
world.animate(e, { scale: size, position: [x, y, z] }, { duration: 0.22, easing: 'back' });
|
|
215
|
+
}
|
|
216
|
+
s.digits[i] = e;
|
|
217
|
+
}
|
|
218
|
+
s.shown[i] = key;
|
|
219
|
+
} else if (s.digits[i] != null) {
|
|
220
|
+
world.stopAnimation(s.digits[i]!);
|
|
221
|
+
world.set(s.digits[i]!, { position: [x, y, z], scale: size });
|
|
222
|
+
}
|
|
223
|
+
}
|
|
224
|
+
}
|
|
225
|
+
|
|
226
|
+
/** The keys' counts of digits left, greyed out at none. */
|
|
227
|
+
export function drawKeys(world: World, l: Layout, s: Scene, counts: number[]) {
|
|
228
|
+
const small = keyDigit(l) * 0.42;
|
|
229
|
+
s.keys.forEach((k, i) => {
|
|
230
|
+
const left = counts[i + 1]!;
|
|
231
|
+
if (s.keyCounts[i] === left) return;
|
|
232
|
+
s.keyCounts[i] = left;
|
|
233
|
+
world.set(k.block, { color: toColor(left > 0 ? COLORS.KEY : COLORS.KEY_DISABLED) });
|
|
234
|
+
world.set(k.digit, { color: toColor(left > 0 ? COLORS.KEY_TEXT : COLORS.KEY_DISABLED_TEXT) });
|
|
235
|
+
world.set(k.count, { mesh: flatGlyphMesh(String(left)), scale: left > 0 ? small : 0.001 });
|
|
236
|
+
});
|
|
237
|
+
}
|
|
238
|
+
|
|
239
|
+
/** A key pressed down into the board while touched. */
|
|
240
|
+
export function pressKey(world: World, l: Layout, s: Scene, n: number, down: boolean) {
|
|
241
|
+
const k = s.keys[n - 1];
|
|
242
|
+
if (!k) return;
|
|
243
|
+
const [x, y] = keyCentre(l, n);
|
|
244
|
+
world.animate(
|
|
245
|
+
k.root,
|
|
246
|
+
{ position: [x, y, SURFACE - (down ? l.key * KEY_HEIGHT * 0.55 : 0)] },
|
|
247
|
+
{ duration: down ? 0.06 : 0.12, easing: down ? 'easeOut' : 'back' }
|
|
248
|
+
);
|
|
249
|
+
}
|
|
250
|
+
|
|
251
|
+
// ── Feedback ──────────────────────────────────────────────────────────
|
|
252
|
+
|
|
253
|
+
/** A wrong number: the cell shakes. */
|
|
254
|
+
export function shakeCell(world: World, l: Layout, s: Scene, i: number) {
|
|
255
|
+
world.animate(s.cells[i]!, { shake: l.cell * 0.12 }, { duration: 0.28 });
|
|
256
|
+
const d = s.digits[i];
|
|
257
|
+
if (d != null) world.animate(d, { shake: l.cell * 0.12 }, { duration: 0.28 });
|
|
258
|
+
}
|
|
259
|
+
|
|
260
|
+
/** A completed row / column / box (or the whole board): its cells hop and flash in a sweep from `origin`. */
|
|
261
|
+
export function flash(world: World, l: Layout, s: Scene, cells: number[], origin: number) {
|
|
262
|
+
const or = Math.floor(origin / 9);
|
|
263
|
+
const oc = origin % 9;
|
|
264
|
+
for (const i of cells) {
|
|
265
|
+
const h = cellHeight(l, i === s.selected);
|
|
266
|
+
const r = Math.floor(i / 9);
|
|
267
|
+
const c = i % 9;
|
|
268
|
+
const [x, y] = cellCentre(l, r, c);
|
|
269
|
+
const delay = Math.max(Math.abs(r - or), Math.abs(c - oc)) * FLASH_STEP;
|
|
270
|
+
world.animate(s.cells[i]!, [{ position: [x, y, SURFACE + h / 2 + l.cell * 0.3], at: 0.35 }, { position: [x, y, SURFACE + h / 2] }], {
|
|
271
|
+
duration: 0.4,
|
|
272
|
+
delay,
|
|
273
|
+
easing: 'easeOut'
|
|
274
|
+
});
|
|
275
|
+
const d = s.digits[i];
|
|
276
|
+
if (d != null) {
|
|
277
|
+
const size = l.cell * DIGIT;
|
|
278
|
+
const z = SURFACE + h + 0.6;
|
|
279
|
+
world.animate(
|
|
280
|
+
d,
|
|
281
|
+
[
|
|
282
|
+
{ position: [x, y, z + l.cell * 0.3], scale: size * 1.2, at: 0.35 },
|
|
283
|
+
{ position: [x, y, z], scale: size }
|
|
284
|
+
],
|
|
285
|
+
{ duration: 0.4, delay, easing: 'easeOut' }
|
|
286
|
+
);
|
|
287
|
+
}
|
|
288
|
+
}
|
|
289
|
+
}
|
|
290
|
+
|
|
291
|
+
/** Solved: confetti over the board. */
|
|
292
|
+
export function celebrate(world: World, l: Layout) {
|
|
293
|
+
effects.confetti(world, {
|
|
294
|
+
position: [0, l.boardY, l.cell * 2],
|
|
295
|
+
count: 70,
|
|
296
|
+
size: l.cell * 0.2,
|
|
297
|
+
speed: l.board * 1.3,
|
|
298
|
+
lifetime: 1.4,
|
|
299
|
+
gravity: -l.board * 2.2,
|
|
300
|
+
colors: ['#FFD700', '#4CAF50', '#2196F3', '#E74C3C'].map((c) => toColor(c))
|
|
301
|
+
});
|
|
302
|
+
}
|
|
303
|
+
|
|
304
|
+
export { keyTop, cellTop };
|