@nayan-ui/games 1.19.0 → 1.20.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +53 -191
- package/lib/module/assets/fonts/Inter-SemiBold.ttf +0 -0
- package/lib/module/assets/models/explorer/explorer.glb +0 -0
- package/lib/module/assets/models/explorer/params.json +51 -0
- package/lib/module/assets/models/explorer/source.json +222 -0
- package/lib/module/assets/models/play-with-tua/play-with-tua.glb +0 -0
- package/lib/module/assets/models/play-with-tua/sources.json +141 -0
- package/lib/module/assets/sfx/balloon_pop.wav +0 -0
- package/lib/module/assets/sfx/blocked.wav +0 -0
- package/lib/module/assets/sfx/boing.wav +0 -0
- package/lib/module/assets/sfx/bonus.wav +0 -0
- package/lib/module/assets/sfx/boom.wav +0 -0
- package/lib/module/assets/sfx/bump.wav +0 -0
- package/lib/module/assets/sfx/cannon.wav +0 -0
- package/lib/module/assets/sfx/capture.wav +0 -0
- package/lib/module/assets/sfx/card_flip.wav +0 -0
- package/lib/module/assets/sfx/card_place.wav +0 -0
- package/lib/module/assets/sfx/catch.wav +0 -0
- package/lib/module/assets/sfx/chime.wav +0 -0
- package/lib/module/assets/sfx/chomp.wav +0 -0
- package/lib/module/assets/sfx/chomp_alt.wav +0 -0
- package/lib/module/assets/sfx/clack.wav +0 -0
- package/lib/module/assets/sfx/clang.wav +0 -0
- package/lib/module/assets/sfx/clash.wav +0 -0
- package/lib/module/assets/sfx/click.wav +0 -0
- package/lib/module/assets/sfx/coin.wav +0 -0
- package/lib/module/assets/sfx/combo.wav +0 -0
- package/lib/module/assets/sfx/crash.wav +0 -0
- package/lib/module/assets/sfx/crunch.wav +0 -0
- package/lib/module/assets/sfx/dance.wav +0 -0
- package/lib/module/assets/sfx/deselect.wav +0 -0
- package/lib/module/assets/sfx/dice_roll.wav +0 -0
- package/lib/module/assets/sfx/die.wav +0 -0
- package/lib/module/assets/sfx/draw.wav +0 -0
- package/lib/module/assets/sfx/drop.wav +0 -0
- package/lib/module/assets/sfx/eat.wav +0 -0
- package/lib/module/assets/sfx/engine.wav +0 -0
- package/lib/module/assets/sfx/error.wav +0 -0
- package/lib/module/assets/sfx/flag.wav +0 -0
- package/lib/module/assets/sfx/flap.wav +0 -0
- package/lib/module/assets/sfx/flip_disc.wav +0 -0
- package/lib/module/assets/sfx/footstep_run.wav +0 -0
- package/lib/module/assets/sfx/footstep_walk.wav +0 -0
- package/lib/module/assets/sfx/game_over.wav +0 -0
- package/lib/module/assets/sfx/gate.wav +0 -0
- package/lib/module/assets/sfx/hit.wav +0 -0
- package/lib/module/assets/sfx/hop.wav +0 -0
- package/lib/module/assets/sfx/hurt.wav +0 -0
- package/lib/module/assets/sfx/invalid.wav +0 -0
- package/lib/module/assets/sfx/jump.wav +0 -0
- package/lib/module/assets/sfx/ladder.wav +0 -0
- package/lib/module/assets/sfx/land.wav +0 -0
- package/lib/module/assets/sfx/laugh.wav +0 -0
- package/lib/module/assets/sfx/lose.wav +0 -0
- package/lib/module/assets/sfx/merge.wav +0 -0
- package/lib/module/assets/sfx/miss.wav +0 -0
- package/lib/module/assets/sfx/nitro.wav +0 -0
- package/lib/module/assets/sfx/pew.wav +0 -0
- package/lib/module/assets/sfx/place.wav +0 -0
- package/lib/module/assets/sfx/pling.wav +0 -0
- package/lib/module/assets/sfx/point.wav +0 -0
- package/lib/module/assets/sfx/pop.wav +0 -0
- package/lib/module/assets/sfx/pop_soft.wav +0 -0
- package/lib/module/assets/sfx/power_up.wav +0 -0
- package/lib/module/assets/sfx/reveal.wav +0 -0
- package/lib/module/assets/sfx/robot.wav +0 -0
- package/lib/module/assets/sfx/rotate.wav +0 -0
- package/lib/module/assets/sfx/run_steps.wav +0 -0
- package/lib/module/assets/sfx/select.wav +0 -0
- package/lib/module/assets/sfx/shuffle.wav +0 -0
- package/lib/module/assets/sfx/six.wav +0 -0
- package/lib/module/assets/sfx/slice.wav +0 -0
- package/lib/module/assets/sfx/slide.wav +0 -0
- package/lib/module/assets/sfx/snake.wav +0 -0
- package/lib/module/assets/sfx/snap.wav +0 -0
- package/lib/module/assets/sfx/splash.wav +0 -0
- package/lib/module/assets/sfx/star.wav +0 -0
- package/lib/module/assets/sfx/start.wav +0 -0
- package/lib/module/assets/sfx/swoosh.wav +0 -0
- package/lib/module/assets/sfx/tap.wav +0 -0
- package/lib/module/assets/sfx/thud.wav +0 -0
- package/lib/module/assets/sfx/thunk.wav +0 -0
- package/lib/module/assets/sfx/tick.wav +0 -0
- package/lib/module/assets/sfx/time_up.wav +0 -0
- package/lib/module/assets/sfx/tock.wav +0 -0
- package/lib/module/assets/sfx/walk_steps.wav +0 -0
- package/lib/module/assets/sfx/warning.wav +0 -0
- package/lib/module/assets/sfx/whack.wav +0 -0
- package/lib/module/assets/sfx/whoosh.wav +0 -0
- package/lib/module/assets/sfx/win.wav +0 -0
- package/lib/module/assets/sfx/zap.wav +0 -0
- package/lib/module/assets/textures/ad_bolt.png +0 -0
- package/lib/module/assets/textures/ad_bubbles.png +0 -0
- package/lib/module/assets/textures/ad_chevrons.png +0 -0
- package/lib/module/assets/textures/asphalt.png +0 -0
- package/lib/module/assets/textures/bark.jpg +0 -0
- package/lib/module/assets/textures/explorer-atlas.png +0 -0
- package/lib/module/assets/textures/facade.png +0 -0
- package/lib/module/assets/textures/grass.png +0 -0
- package/lib/module/assets/textures/leaves.png +0 -0
- package/lib/module/assets/textures/limestone.jpg +0 -0
- package/lib/module/assets/textures/meadow.jpg +0 -0
- package/lib/module/assets/textures/nature-sources.json +87 -0
- package/lib/module/assets/textures/pine.png +0 -0
- package/lib/module/assets/textures/river.jpg +0 -0
- package/lib/module/assets/textures/soft_glow.png +0 -0
- package/lib/module/games/arrows/Arrows.js +1 -1
- package/lib/module/games/arrows/ArrowsConstants.js +1 -1
- package/lib/module/games/arrows/ArrowsGame.js +1 -0
- package/lib/module/games/arrows/ArrowsScene.js +1 -0
- package/lib/module/games/balloon-blaster/BalloonBlaster.js +1 -1
- package/lib/module/games/balloon-blaster/BalloonBlasterConstants.js +1 -1
- package/lib/module/games/balloon-blaster/BalloonBlasterGame.js +1 -0
- package/lib/module/games/balloon-blaster/BalloonBlasterPhysics.js +1 -0
- package/lib/module/games/balloon-blaster/BalloonBlasterScene.js +1 -0
- package/lib/module/games/bike-racing/BikeMeshes.js +1 -0
- package/lib/module/games/bike-racing/BikeRacing.js +1 -1
- package/lib/module/games/bike-racing/BikeRacingConstants.js +1 -1
- package/lib/module/games/bike-racing/BikeRacingGame.js +1 -0
- package/lib/module/games/bike-racing/BikeRacingScene.js +1 -0
- package/lib/module/games/block-blast/BlockBlast.js +1 -1
- package/lib/module/games/block-blast/BlockBlastConstants.js +1 -1
- package/lib/module/games/block-blast/BlockBlastGame.js +1 -0
- package/lib/module/games/block-blast/BlockBlastScene.js +1 -0
- package/lib/module/games/block-breaker/BlockBreaker.js +1 -1
- package/lib/module/games/block-breaker/BlockBreakerConstants.js +1 -1
- package/lib/module/games/block-breaker/BlockBreakerGame.js +1 -0
- package/lib/module/games/block-breaker/BlockBreakerScene.js +1 -0
- package/lib/module/games/bluk/Bluk.js +1 -1
- package/lib/module/games/bluk/BlukConstants.js +1 -1
- package/lib/module/games/bluk/BlukGame.js +1 -0
- package/lib/module/games/bluk/BlukRules.js +1 -0
- package/lib/module/games/bluk/BlukScene.js +1 -0
- package/lib/module/games/bubble-shooter/BubbleShooter.js +1 -1
- package/lib/module/games/bubble-shooter/BubbleShooterConstants.js +1 -1
- package/lib/module/games/bubble-shooter/BubbleShooterGame.js +1 -0
- package/lib/module/games/bubble-shooter/BubbleShooterScene.js +1 -0
- package/lib/module/games/candy-crush/CandyCrush.js +1 -1
- package/lib/module/games/candy-crush/CandyCrushConstants.js +1 -1
- package/lib/module/games/candy-crush/CandyCrushGame.js +1 -0
- package/lib/module/games/candy-crush/CandyCrushScene.js +1 -0
- package/lib/module/games/car-racing/CarMeshes.js +1 -0
- package/lib/module/games/car-racing/CarRacing.js +1 -1
- package/lib/module/games/car-racing/CarRacingConstants.js +1 -1
- package/lib/module/games/car-racing/CarRacingFacade.js +1 -0
- package/lib/module/games/car-racing/CarRacingGame.js +1 -0
- package/lib/module/games/car-racing/CarRacingScene.js +1 -0
- package/lib/module/games/car-racing/CarRacingScenery.js +1 -0
- package/lib/module/games/chameleon-run/ChameleonRun.js +1 -1
- package/lib/module/games/chameleon-run/ChameleonRunBackdrop.js +1 -0
- package/lib/module/games/chameleon-run/ChameleonRunConstants.js +1 -1
- package/lib/module/games/chameleon-run/ChameleonRunGame.js +1 -0
- package/lib/module/games/chameleon-run/ChameleonRunMeshes.js +1 -0
- package/lib/module/games/chameleon-run/ChameleonRunRules.js +1 -0
- package/lib/module/games/chameleon-run/ChameleonRunScene.js +1 -0
- package/lib/module/games/checkers/Checkers.js +1 -1
- package/lib/module/games/checkers/CheckersAI.js +1 -0
- package/lib/module/games/checkers/CheckersConstants.js +1 -1
- package/lib/module/games/checkers/CheckersGame.js +1 -0
- package/lib/module/games/checkers/CheckersRules.js +1 -0
- package/lib/module/games/checkers/CheckersScene.js +1 -0
- package/lib/module/games/color-switch/ColorSwitch.js +1 -1
- package/lib/module/games/color-switch/ColorSwitchConstants.js +1 -1
- package/lib/module/games/color-switch/ColorSwitchGame.js +1 -0
- package/lib/module/games/color-switch/ColorSwitchScene.js +1 -0
- package/lib/module/games/colors-sort/ColorsSort.js +1 -1
- package/lib/module/games/colors-sort/ColorsSortConstants.js +1 -1
- package/lib/module/games/colors-sort/ColorsSortGame.js +1 -0
- package/lib/module/games/colors-sort/ColorsSortScene.js +1 -0
- package/lib/module/games/connect-em-all/ConnectEmAll.js +1 -1
- package/lib/module/games/connect-em-all/ConnectEmAllConstants.js +1 -1
- package/lib/module/games/connect-em-all/ConnectEmAllGame.js +1 -0
- package/lib/module/games/connect-em-all/ConnectEmAllScene.js +1 -0
- package/lib/module/games/crossy-road/CrossyRoad.js +1 -1
- package/lib/module/games/crossy-road/CrossyRoadCamera.js +1 -0
- package/lib/module/games/crossy-road/CrossyRoadConstants.js +1 -1
- package/lib/module/games/crossy-road/CrossyRoadGame.js +1 -0
- package/lib/module/games/crossy-road/CrossyRoadMeshes.js +1 -0
- package/lib/module/games/crossy-road/CrossyRoadPerson.js +1 -0
- package/lib/module/games/crossy-road/CrossyRoadRules.js +1 -0
- package/lib/module/games/crossy-road/CrossyRoadScene.js +1 -0
- package/lib/module/games/dino-jump/DinoJump.js +1 -1
- package/lib/module/games/dino-jump/DinoJumpConstants.js +1 -1
- package/lib/module/games/dino-jump/DinoJumpGame.js +1 -0
- package/lib/module/games/dino-jump/DinoJumpScene.js +1 -0
- package/lib/module/games/dots-and-boxes/DotsAndBoxes.js +1 -1
- package/lib/module/games/dots-and-boxes/DotsAndBoxesConstants.js +1 -1
- package/lib/module/games/dots-and-boxes/DotsAndBoxesGame.js +1 -0
- package/lib/module/games/dots-and-boxes/DotsAndBoxesScene.js +1 -0
- package/lib/module/games/falling-sticks/FallingSticks.js +1 -1
- package/lib/module/games/falling-sticks/FallingSticksConstants.js +1 -1
- package/lib/module/games/falling-sticks/FallingSticksGame.js +1 -0
- package/lib/module/games/falling-sticks/FallingSticksRules.js +1 -0
- package/lib/module/games/falling-sticks/FallingSticksScene.js +1 -0
- package/lib/module/games/find-different-number/FindDifferentNumber.js +1 -1
- package/lib/module/games/find-different-number/FindDifferentNumberConstants.js +1 -1
- package/lib/module/games/find-different-number/FindDifferentNumberGame.js +1 -0
- package/lib/module/games/find-different-number/FindDifferentNumberRules.js +1 -0
- package/lib/module/games/find-different-number/FindDifferentNumberScene.js +1 -0
- package/lib/module/games/flappy-bird/FlappyBird.js +1 -1
- package/lib/module/games/flappy-bird/FlappyBirdConstants.js +1 -1
- package/lib/module/games/flappy-bird/FlappyBirdGame.js +1 -0
- package/lib/module/games/flappy-bird/FlappyBirdScene.js +1 -0
- package/lib/module/games/fruit-merger/FruitMerger.js +1 -1
- package/lib/module/games/fruit-merger/FruitMergerConstants.js +1 -1
- package/lib/module/games/fruit-merger/FruitMergerGame.js +1 -0
- package/lib/module/games/fruit-merger/FruitMergerRules.js +1 -0
- package/lib/module/games/fruit-merger/FruitMergerScene.js +1 -0
- package/lib/module/games/fruit-ninja/FruitNinja.js +1 -1
- package/lib/module/games/fruit-ninja/FruitNinjaConstants.js +1 -1
- package/lib/module/games/fruit-ninja/FruitNinjaGame.js +1 -0
- package/lib/module/games/fruit-ninja/FruitNinjaScene.js +1 -0
- package/lib/module/games/fruit-ninja/FruitNinjaWorld.js +1 -0
- package/lib/module/games/game-2048/Game2048.js +1 -1
- package/lib/module/games/game-2048/Game2048Constants.js +1 -1
- package/lib/module/games/game-2048/Game2048Game.js +1 -0
- package/lib/module/games/game-2048/Game2048Rules.js +1 -0
- package/lib/module/games/game-2048/Game2048Scene.js +1 -0
- package/lib/module/games/knife-hit/KnifeHit.js +1 -1
- package/lib/module/games/knife-hit/KnifeHitConstants.js +1 -1
- package/lib/module/games/knife-hit/KnifeHitGame.js +1 -0
- package/lib/module/games/knife-hit/KnifeHitScene.js +1 -0
- package/lib/module/games/ludo-king/LudoKing.js +1 -1
- package/lib/module/games/ludo-king/LudoKingConstants.js +1 -1
- package/lib/module/games/ludo-king/LudoKingGame.js +1 -0
- package/lib/module/games/ludo-king/LudoKingRules.js +1 -0
- package/lib/module/games/ludo-king/LudoKingScene.js +1 -0
- package/lib/module/games/maze-runner/MazeRunner.js +1 -1
- package/lib/module/games/maze-runner/MazeRunnerConstants.js +1 -1
- package/lib/module/games/maze-runner/MazeRunnerGame.js +1 -0
- package/lib/module/games/maze-runner/MazeRunnerRules.js +1 -0
- package/lib/module/games/maze-runner/MazeRunnerScene.js +1 -0
- package/lib/module/games/memory-match/MemoryMatch.js +1 -1
- package/lib/module/games/memory-match/MemoryMatchConstants.js +1 -1
- package/lib/module/games/memory-match/MemoryMatchGame.js +1 -0
- package/lib/module/games/memory-match/MemoryMatchRules.js +1 -0
- package/lib/module/games/memory-match/MemoryMatchScene.js +1 -0
- package/lib/module/games/mine-sweeper/MineSweeper.js +1 -1
- package/lib/module/games/mine-sweeper/MineSweeperConstants.js +1 -1
- package/lib/module/games/mine-sweeper/MineSweeperGame.js +1 -0
- package/lib/module/games/mine-sweeper/MineSweeperRules.js +1 -0
- package/lib/module/games/mine-sweeper/MineSweeperScene.js +1 -0
- package/lib/module/games/mob-control/MobControl.js +1 -1
- package/lib/module/games/mob-control/MobControlConstants.js +1 -1
- package/lib/module/games/mob-control/MobControlGame.js +1 -0
- package/lib/module/games/mob-control/MobControlMeshes.js +1 -0
- package/lib/module/games/mob-control/MobControlRenderer.js +1 -0
- package/lib/module/games/mob-control/MobControlRules.js +1 -0
- package/lib/module/games/mob-control/MobControlScene.js +1 -0
- package/lib/module/games/number-search/NumberSearch.js +1 -1
- package/lib/module/games/number-search/NumberSearchNumbers.js +1 -0
- package/lib/module/games/nuts-and-bolts/NutsAndBolts.js +1 -1
- package/lib/module/games/nuts-and-bolts/NutsAndBoltsConstants.js +1 -1
- package/lib/module/games/nuts-and-bolts/NutsAndBoltsGame.js +1 -0
- package/lib/module/games/nuts-and-bolts/NutsAndBoltsRules.js +1 -0
- package/lib/module/games/nuts-and-bolts/NutsAndBoltsScene.js +1 -0
- package/lib/module/games/pac-man/PacMan.js +1 -1
- package/lib/module/games/pac-man/PacManConstants.js +1 -1
- package/lib/module/games/pac-man/PacManGame.js +1 -0
- package/lib/module/games/pac-man/PacManRules.js +1 -0
- package/lib/module/games/pac-man/PacManScene.js +1 -0
- package/lib/module/games/paper-io/PaperIo.js +1 -1
- package/lib/module/games/paper-io/PaperIoConstants.js +1 -1
- package/lib/module/games/paper-io/PaperIoGame.js +1 -0
- package/lib/module/games/paper-io/PaperIoMeshes.js +1 -0
- package/lib/module/games/paper-io/PaperIoRules.js +1 -0
- package/lib/module/games/paper-io/PaperIoScene.js +1 -0
- package/lib/module/games/penguin-run/PenguinMeshes.js +1 -0
- package/lib/module/games/penguin-run/PenguinModel.js +1 -0
- package/lib/module/games/penguin-run/PenguinRun.js +1 -0
- package/lib/module/games/penguin-run/PenguinRunConstants.js +1 -0
- package/lib/module/games/penguin-run/PenguinRunGame.js +1 -0
- package/lib/module/games/penguin-run/PenguinRunScene.js +1 -0
- package/lib/module/games/perfect-circle/PerfectCircle.js +1 -1
- package/lib/module/games/perfect-circle/PerfectCircleConstants.js +1 -1
- package/lib/module/games/perfect-circle/PerfectCircleGame.js +1 -0
- package/lib/module/games/perfect-circle/PerfectCircleRules.js +1 -0
- package/lib/module/games/perfect-circle/PerfectCircleScene.js +1 -0
- package/lib/module/games/pipe-connect/PipeConnect.js +1 -1
- package/lib/module/games/pipe-connect/PipeConnectConstants.js +1 -1
- package/lib/module/games/pipe-connect/PipeConnectGame.js +1 -0
- package/lib/module/games/pipe-connect/PipeConnectRules.js +1 -0
- package/lib/module/games/pipe-connect/PipeConnectScene.js +1 -0
- package/lib/module/games/play-with-tua/PlayWithTua.js +1 -0
- package/lib/module/games/play-with-tua/PlayWithTuaConstants.js +1 -0
- package/lib/module/games/play-with-tua/PlayWithTuaGame.js +1 -0
- package/lib/module/games/play-with-tua/PlayWithTuaModel.js +1 -0
- package/lib/module/games/play-with-tua/PlayWithTuaScene.js +1 -0
- package/lib/module/games/popit-fidget/PopitFidget.js +1 -1
- package/lib/module/games/popit-fidget/PopitFidgetConstants.js +1 -1
- package/lib/module/games/popit-fidget/PopitFidgetGame.js +1 -0
- package/lib/module/games/popit-fidget/PopitFidgetScene.js +1 -0
- package/lib/module/games/reversi/Reversi.js +1 -1
- package/lib/module/games/reversi/ReversiConstants.js +1 -1
- package/lib/module/games/reversi/ReversiGame.js +1 -0
- package/lib/module/games/reversi/ReversiRules.js +1 -0
- package/lib/module/games/reversi/ReversiScene.js +1 -0
- package/lib/module/games/search-grid/SearchGrid.js +1 -0
- package/lib/module/games/search-grid/SearchGridConstants.js +1 -0
- package/lib/module/games/search-grid/SearchGridGame.js +1 -0
- package/lib/module/games/search-grid/SearchGridScene.js +1 -0
- package/lib/module/games/shared/BackdropCard.js +1 -0
- package/lib/module/games/shared/EngineBackdrop.js +1 -0
- package/lib/module/games/shared/EngineBlasts.js +1 -0
- package/lib/module/games/shared/EngineBlocks.js +1 -0
- package/lib/module/games/shared/EngineControlText.js +1 -0
- package/lib/module/games/shared/EngineDice.js +1 -0
- package/lib/module/games/shared/EngineFootprint.js +1 -0
- package/lib/module/games/shared/EngineFruits.js +1 -0
- package/lib/module/games/shared/EngineGameLoader.js +1 -0
- package/lib/module/games/shared/EngineGameScreen.js +1 -0
- package/lib/module/games/shared/EngineGameWidth.js +1 -0
- package/lib/module/games/shared/EngineGameWidth.web.js +1 -0
- package/lib/module/games/shared/EngineGlyphs.js +1 -0
- package/lib/module/games/shared/EngineHud.js +1 -0
- package/lib/module/games/shared/EngineLoading.js +1 -0
- package/lib/module/games/shared/EngineMeadow.js +1 -0
- package/lib/module/games/shared/EngineMeshCache.js +1 -0
- package/lib/module/games/shared/EngineMeshes.js +1 -0
- package/lib/module/games/shared/EngineRacingChase.js +1 -0
- package/lib/module/games/shared/EngineRacingHandling.js +1 -0
- package/lib/module/games/shared/EngineReadyContext.js +1 -0
- package/lib/module/games/shared/EngineTilt.js +1 -0
- package/lib/module/games/shared/EngineTouchSurface.js +1 -0
- package/lib/module/games/shared/EngineUtils.js +1 -0
- package/lib/module/games/shared/GameActivity.js +1 -0
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- package/lib/module/games/shared/GameLoadingTransition.js +1 -0
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- package/lib/typescript/src/games/maze-runner/components/EnhancedBallComponent.d.ts +0 -10
- package/lib/typescript/src/games/maze-runner/components/EnhancedGameArea.d.ts +0 -33
- package/lib/typescript/src/games/maze-runner/components/ScoreBoard.d.ts +0 -24
- package/lib/typescript/src/games/maze-runner/components/SkiaPipeComponent.d.ts +0 -24
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- package/lib/typescript/src/games/tank-1990/components/ScoreBoard.d.ts +0 -6
- package/lib/typescript/src/games/tic-tac-toe/TicTacToeService.d.ts +0 -0
- package/lib/typescript/src/games/tic-tac-toe/TicTacToeStore.d.ts +0 -51
- package/lib/typescript/src/games/tic-tac-toe/components/GameBoard.d.ts +0 -6
- package/lib/typescript/src/games/tic-tac-toe/components/ScoreBoard.d.ts +0 -6
- package/lib/typescript/src/games/tile-home/TileHomeService.d.ts +0 -1
- package/lib/typescript/src/games/tile-home/TileHomeStore.d.ts +0 -57
- package/lib/typescript/src/games/tile-home/components/AnimatingTile.d.ts +0 -9
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- package/lib/typescript/src/games/tile-home/components/GameBoard.d.ts +0 -7
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- package/lib/typescript/src/games/tile-home/components/TileSlot.d.ts +0 -7
- package/lib/typescript/src/games/whack-a-mole/WhackAMoleService.d.ts +0 -32
- package/lib/typescript/src/games/whack-a-mole/WhackAMoleStore.d.ts +0 -39
- package/lib/typescript/src/games/whack-a-mole/components/GameBackground.d.ts +0 -7
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- package/lib/typescript/src/games/whack-a-mole/components/GameHole.d.ts +0 -11
- package/lib/typescript/src/games/whack-a-mole/components/MoleCharacter.d.ts +0 -6
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- package/lib/typescript/src/helpers/assets/avocado-item.d.ts +0 -4
- package/lib/typescript/src/helpers/assets/banana-fruit.d.ts +0 -4
- package/lib/typescript/src/helpers/assets/bomb-item.d.ts +0 -4
- package/lib/typescript/src/helpers/assets/broccoli-item.d.ts +0 -4
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- package/lib/typescript/src/helpers/assets/fruit-helpers.d.ts +0 -154
- package/lib/typescript/src/helpers/assets/grapes-fruit.d.ts +0 -4
- package/lib/typescript/src/helpers/assets/icecream-item.d.ts +0 -4
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- package/lib/typescript/src/helpers/assets/kiwi-fruit.d.ts +0 -4
- package/lib/typescript/src/helpers/assets/mango-fruit.d.ts +0 -4
- package/lib/typescript/src/helpers/assets/orange-fruit.d.ts +0 -4
- package/lib/typescript/src/helpers/assets/papaya-fruit.d.ts +0 -4
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- package/lib/typescript/src/helpers/assets/peach-fruit.d.ts +0 -4
- package/lib/typescript/src/helpers/assets/pineapple-fruit.d.ts +0 -4
- package/lib/typescript/src/helpers/assets/pomegranate-fruit.d.ts +0 -4
- package/lib/typescript/src/helpers/assets/pumpkin-fruit.d.ts +0 -4
- package/lib/typescript/src/helpers/assets/raspberry-item.d.ts +0 -4
- package/lib/typescript/src/helpers/assets/star-item.d.ts +0 -4
- package/lib/typescript/src/helpers/assets/strawberry-fruit.d.ts +0 -4
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import { type Color, type Entity, type Vec3, type World } from '@nayan-ui/engine';
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import type { GameTheme } from '../../services/ThemeService';
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import { type Layout, type PowerUpType } from './BlockBreakerConstants';
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/** A board point at depth `z`, in world space. */
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export declare const toWorld: (l: Layout, x: number, y: number, z?: number) => Vec3;
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export declare const brickColor: (row: number) => Color;
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/** Ball, trail and paddle colors: white reads on classic and dark; light mode draws them in its text color. */
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export type PieceColors = {
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ball: Color;
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trail: Color;
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paddle: Color;
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};
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export declare function pieceColors(theme: GameTheme): PieceColors;
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export type Scenery = {
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backdrop: Entity;
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parts: Entity[];
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};
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export declare function buildScenery(world: World, l: Layout, theme: GameTheme): Scenery;
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export declare function removeScenery(world: World, s: Scenery): void;
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export declare function setSceneryTheme(world: World, l: Layout, s: Scenery, theme: GameTheme): void;
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/** A brick by its top-left; with `intro`, it drops into place `intro` seconds in, with a bounce. */
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export declare function spawnBrick(world: World, l: Layout, x: number, y: number, row: number, intro: number | null): Entity;
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/** A broken brick: it pops (swells, flashes, settles, shrinks away) and bursts in its color, then it's gone. */
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export declare function breakBrick(world: World, l: Layout, brick: Entity, x: number, y: number, row: number): void;
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/** A brick that took a hit but stands: a quick shake. */
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export declare function hitBrick(world: World, brick: Entity): void;
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/** The paddle: a root that squashes (about its centre) carrying the body, which widens. */
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export type Paddle = {
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root: Entity;
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body: Entity;
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};
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export declare function spawnPaddle(world: World, l: Layout, x: number, width: number, color: Color): Paddle;
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export declare function placePaddle(world: World, l: Layout, p: Paddle, x: number): void;
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export declare function setPaddleWidth(world: World, l: Layout, p: Paddle, width: number, animate: boolean): void;
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/** Squash and stretch when the ball (strength 1) or a power-up (1.4) lands on it. */
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export declare function bumpPaddle(world: World, p: Paddle, strength: number): void;
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/** A ball and the three fading dots trailing it. */
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export type BallView = {
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ball: Entity;
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trail: Entity[];
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};
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export declare function spawnBall(world: World, l: Layout, x: number, y: number, colors: PieceColors): BallView;
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export declare function placeBall(world: World, l: Layout, v: BallView, x: number, y: number, vx: number, vy: number): void;
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export declare function colorBall(world: World, v: BallView, colors: PieceColors): void;
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export declare function removeBall(world: World, v: BallView): void;
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/** A falling power-up: a sphere in its color with a breathing glow behind it. */
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export declare function spawnPowerUp(world: World, l: Layout, type: PowerUpType, x: number, y: number): Entity;
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export declare function placePowerUp(world: World, l: Layout, e: Entity, x: number, y: number): void;
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@@ -1,59 +1,70 @@
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export declare const GAME_DURATION = 120;
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export declare const POINTS_PER_LAND = 1000;
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export declare const PERFECT_BONUS = 500;
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export declare const LOOKAHEAD = 4;
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export declare const PERFECT_SHOW = 0.6;
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export declare const FALL_DELAY = 0.25;
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export declare const GRAVITY = 0.62;
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export declare const POWER_MULTIPLIER = 0.16;
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export declare const MIN_LAUNCH_SPEED = 6;
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export declare const STEP_MS: number;
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export declare const STEP_TOLERANCE_MS = 2;
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export declare const MAX_PENDING_MS = 34;
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export declare const TRAJECTORY_DOTS = 16;
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export declare const TRAJECTORY_STEP = 3;
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/** Everything sized from the view (the original game sized it from the screen). */
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export type Config = {
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width: number;
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height: number;
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blockSize: number;
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pillarMinWidth: number;
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pillarMaxWidth: number;
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pillarTopMin: number;
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pillarTopMax: number;
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pillarDepth: number;
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gapMin: number;
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gapMax: number;
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gapGrowthPerScore: number;
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gapGrowthMax: number;
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widthShrinkPerScore: number;
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widthShrinkMax: number;
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viewportMargin: number;
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anchorX: number;
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maxLaunchSpeed: number;
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sweetSpotWidth: number;
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fallThresholdY: number;
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};
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export declare function getConfig(width: number, height: number, tablet: boolean): Config;
|
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|
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/** The block's colors, cycling as you go. */
|
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39
|
export declare const BLOCK_COLORS: readonly ["#FF6B6B", "#4ECDC4", "#FFD93D", "#6BCB77", "#4D96FF", "#FF6FB5", "#A66CFF", "#FF9F45"];
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export
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frontBottom: string;
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topLight: string;
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top: string;
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right: string;
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|
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}
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|
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export declare const BLOCK_3D_CACHE: Block3DColors[];
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|
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export declare const BLUK_COLORS: {
|
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|
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readonly BACKGROUND: "#3a3a5e";
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|
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readonly PRIMARY: "#ffffff";
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|
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readonly UI: "#ffffff";
|
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40
|
+
export declare const START_COLOR = 2;
|
|
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|
+
export declare const COLORS: {
|
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|
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readonly PILLAR: "#537A8D";
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readonly PILLAR_TOP: "#84AFC0";
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readonly PILLAR_BAND: "rgba(0, 0, 0, 0.22)";
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|
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readonly SWEET_SPOT_RECESS: "rgba(8, 18, 24, 0.72)";
|
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|
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readonly PILLAR_EDGE: "#CDEBF5";
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readonly PILLAR_BAND: "#365463";
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readonly ROCK: "#7C8A93";
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readonly GRASS: "#5DAE4A";
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|
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readonly GRASS_DARK: "#3E8A35";
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readonly MOSS: "#4A7A3A";
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readonly SWEET_RECESS: "#0C1B22";
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readonly SWEET_SPOT: "#FFDD22";
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|
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|
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|
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readonly TRAJECTORY: "#64D2FF";
|
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|
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readonly SKIN: "#F5C99A";
|
|
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|
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readonly PUPIL: "#2C2C2C";
|
|
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|
+
readonly SMILE: "#C0785A";
|
|
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|
+
readonly PERFECT: "#FFD700";
|
|
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57
|
};
|
|
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|
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/** Each theme's sky (top to bottom), whether it has stars, and its far towers' tint. */
|
|
59
|
+
export type Sky = {
|
|
60
|
+
stops: string[];
|
|
61
|
+
stars: boolean;
|
|
62
|
+
tower: string;
|
|
63
|
+
};
|
|
64
|
+
export declare const SKIES: Record<'classic' | 'light' | 'dark', Sky>;
|
|
65
|
+
export declare const SKY_POSITIONS: number[];
|
|
66
|
+
/** The camera looks down from above and round from the right, so the pillars' tops, sides and depth all show. */
|
|
67
|
+
export declare const PITCH = 0.3;
|
|
68
|
+
export declare const YAW = 0.42;
|
|
69
|
+
/** Lit from the upper left front. */
|
|
70
|
+
export declare const LIGHT: import("@nayan-ui/engine").Light;
|
|
@@ -0,0 +1,65 @@
|
|
|
1
|
+
import { type Camera, type DragEvent, World } from '@nayan-ui/engine';
|
|
2
|
+
import type { GameTheme } from '../../services/ThemeService';
|
|
3
|
+
import type { HudFeedback } from '../shared/EngineHud';
|
|
4
|
+
import { type Config } from './BlukConstants';
|
|
5
|
+
import { type Course, type Flight, type Pillar } from './BlukRules';
|
|
6
|
+
import { type Scene } from './BlukScene';
|
|
7
|
+
export type Phase = 'ready' | 'playing' | 'over';
|
|
8
|
+
/** jump / land / perfect: the block's moves; fall: it went over the edge; gameOver: the run's lost a beat later. */
|
|
9
|
+
export type GameEvent = 'jump' | 'land' | 'perfect' | 'fall' | 'gameOver';
|
|
10
|
+
type Block = 'resting' | 'flying' | 'dead';
|
|
11
|
+
export declare function createGame(theme: GameTheme): {
|
|
12
|
+
world: World;
|
|
13
|
+
camera: Camera;
|
|
14
|
+
theme: GameTheme;
|
|
15
|
+
config: Config | null;
|
|
16
|
+
scene: Scene | null;
|
|
17
|
+
phase: Phase;
|
|
18
|
+
course: Course | null;
|
|
19
|
+
block: Block;
|
|
20
|
+
flight: Flight;
|
|
21
|
+
/** The pillars this jump can land on (fixed at launch, as the original flight's were). */
|
|
22
|
+
targets: Pillar[];
|
|
23
|
+
tilt: number;
|
|
24
|
+
/** Whether the board on screen has been played on (Start deals a fresh one if so). */
|
|
25
|
+
dirty: boolean;
|
|
26
|
+
/** Score and the countdown live in the engine (Rust), advanced by world.update. */
|
|
27
|
+
readonly score: number;
|
|
28
|
+
combo: number;
|
|
29
|
+
colorIndex: number;
|
|
30
|
+
won: boolean;
|
|
31
|
+
readonly timeLeft: number;
|
|
32
|
+
/** The camera: where it is, and where it's sliding to (from, to, when it started). */
|
|
33
|
+
camX: number;
|
|
34
|
+
camMove: {
|
|
35
|
+
from: number;
|
|
36
|
+
to: number;
|
|
37
|
+
at: number;
|
|
38
|
+
} | null;
|
|
39
|
+
/** Whether the finger has moved far enough to be aiming (the original pan only began after it moved). */
|
|
40
|
+
aiming: boolean;
|
|
41
|
+
pending: number;
|
|
42
|
+
/** Seconds on the game's clock, for the camera's slide. */
|
|
43
|
+
clock: number;
|
|
44
|
+
onPhase: (_p: Phase) => void;
|
|
45
|
+
onScore: (_s: number) => void;
|
|
46
|
+
onCombo: (_c: number) => void;
|
|
47
|
+
onTime: (_t: number) => void;
|
|
48
|
+
hudFeedback: HudFeedback;
|
|
49
|
+
onEvent: (_e: GameEvent) => void;
|
|
50
|
+
};
|
|
51
|
+
export type Game = ReturnType<typeof createGame>;
|
|
52
|
+
/** Sizes the course for the view: a fresh board if none was played on yet, else the board rebuilt where it stands. */
|
|
53
|
+
export declare function setLayout(g: Game, c: Config): void;
|
|
54
|
+
export declare function setTheme(g: Game, theme: GameTheme): void;
|
|
55
|
+
/** Starts play: on the board shown if it's fresh, on a fresh one if not (as the original game). */
|
|
56
|
+
export declare function start(g: Game): void;
|
|
57
|
+
/** A fresh board, not started (Stop, Play Again). The world, and the GPU view drawing it, are kept. */
|
|
58
|
+
export declare function reset(g: Game): void;
|
|
59
|
+
export declare function dispose(g: Game): void;
|
|
60
|
+
export declare function tick(g: Game, dt: number): void;
|
|
61
|
+
/** Dragging aims (the arc and a crouch follow the drag); letting go launches, if the drag was enough. */
|
|
62
|
+
export declare function drag(g: Game, { phase, dx, dy, cancelled }: DragEvent): void;
|
|
63
|
+
/** The block leaves the pillar. */
|
|
64
|
+
export declare function launch(g: Game, vx: number, vy: number): void;
|
|
65
|
+
export {};
|
|
@@ -0,0 +1,51 @@
|
|
|
1
|
+
import { type Config } from './BlukConstants';
|
|
2
|
+
export type Pillar = {
|
|
3
|
+
id: string;
|
|
4
|
+
worldX: number;
|
|
5
|
+
topY: number;
|
|
6
|
+
width: number;
|
|
7
|
+
colorIndex: number;
|
|
8
|
+
};
|
|
9
|
+
export type Velocity = {
|
|
10
|
+
vx: number;
|
|
11
|
+
vy: number;
|
|
12
|
+
};
|
|
13
|
+
/** The launch for a drag (it always goes forward and up), or null for a drag too small to count. */
|
|
14
|
+
export declare function launchVelocity(c: Config, dx: number, dy: number): Velocity | null;
|
|
15
|
+
/** The pillar a descending block (centre x, from prevY to y) lands on, if any: it must cross the top with enough overlap. */
|
|
16
|
+
export declare function landingOn(c: Config, targets: Pillar[], x: number, prevY: number, y: number): number;
|
|
17
|
+
/** The block's flight: centre and velocity. */
|
|
18
|
+
export type Flight = {
|
|
19
|
+
x: number;
|
|
20
|
+
y: number;
|
|
21
|
+
vx: number;
|
|
22
|
+
vy: number;
|
|
23
|
+
};
|
|
24
|
+
/** One 60 Hz step: falls, moves; says which target it landed on (the block snapped onto it), or that it fell, or neither. */
|
|
25
|
+
export declare function stepFlight(c: Config, f: Flight, targets: Pillar[]): {
|
|
26
|
+
landed: number;
|
|
27
|
+
fell: boolean;
|
|
28
|
+
};
|
|
29
|
+
/** The tilt in flight: leaning forward going up, back coming down. */
|
|
30
|
+
export declare const tiltFor: (vy: number) => number;
|
|
31
|
+
/** The preview arc's points [x0, y0, x1, y1, ...] (world x, view y), ending where it would land. */
|
|
32
|
+
export declare function trajectory(c: Config, v: Velocity, startX: number, startY: number, targets: Pillar[]): number[];
|
|
33
|
+
/** The run of pillars: where you stand, how many you've landed on (it gets harder), and the ids handed out. */
|
|
34
|
+
export type Course = {
|
|
35
|
+
pillars: Pillar[];
|
|
36
|
+
current: number;
|
|
37
|
+
landed: number;
|
|
38
|
+
seq: number;
|
|
39
|
+
};
|
|
40
|
+
/** A fresh run: the first pillar (at its widest) under the view's anchor, and four ahead. */
|
|
41
|
+
export declare function newCourse(c: Config): Course;
|
|
42
|
+
/** The pillars a jump can land on: everything ahead of the current one. */
|
|
43
|
+
export declare const targetsAhead: (k: Course) => Pillar[];
|
|
44
|
+
/** Landed on a pillar: it's the current one now; more are made ahead and old ones behind dropped (one kept). */
|
|
45
|
+
export declare function landOn(c: Config, k: Course, index: number): void;
|
|
46
|
+
/** A landing's points: perfect (within the sweet spot) adds the bonus and grows the combo. */
|
|
47
|
+
export declare function landingPoints(c: Config, p: Pillar, x: number, combo: number): {
|
|
48
|
+
perfect: boolean;
|
|
49
|
+
points: number;
|
|
50
|
+
combo: number;
|
|
51
|
+
};
|
|
@@ -0,0 +1,54 @@
|
|
|
1
|
+
import { type Camera, type Entity, type Vec3, type World } from '@nayan-ui/engine';
|
|
2
|
+
import type { GameTheme } from '../../services/ThemeService';
|
|
3
|
+
import { type Config, type Sky } from './BlukConstants';
|
|
4
|
+
import type { Pillar } from './BlukRules';
|
|
5
|
+
/** The theme's sky: the built-in one, its base following the theme's background (as the original scene). */
|
|
6
|
+
export declare function skyFor(theme: GameTheme): Sky;
|
|
7
|
+
type PillarView = {
|
|
8
|
+
root: Entity;
|
|
9
|
+
};
|
|
10
|
+
type Decor = {
|
|
11
|
+
entity: Entity;
|
|
12
|
+
x: number;
|
|
13
|
+
y: number;
|
|
14
|
+
z: number;
|
|
15
|
+
};
|
|
16
|
+
export type Scene = {
|
|
17
|
+
sky: Entity;
|
|
18
|
+
towers: Decor[];
|
|
19
|
+
frameX?: number;
|
|
20
|
+
frameWidth?: number;
|
|
21
|
+
frameHeight?: number;
|
|
22
|
+
pillars: Map<string, PillarView>;
|
|
23
|
+
block: Entity;
|
|
24
|
+
figure: Entity;
|
|
25
|
+
body: Entity;
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dots: Entity[];
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ring: Entity;
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};
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/** World point for a course point (x along the world, y down in the view). */
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export declare const toWorld: (x: number, y: number, z?: number) => Vec3;
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export declare function buildScene(world: World, c: Config, theme: GameTheme, pillars: Pillar[], block: [number, number], colorIndex: number): Scene;
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export declare function removeScene(world: World, s: Scene): void;
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/** Keeps the pillars in step with the course: new ones appear, dropped ones go. */
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export declare function syncPillars(world: World, c: Config, s: Scene, pillars: Pillar[]): void;
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/** Points the camera at the course scrolled `camX` along, the sky and towers following. */
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export declare function frame(world: World, c: Config, s: Scene, camera: Camera, camX: number): void;
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/** The block at its centre (course point), tilted `tilt` (radians, clockwise on screen). */
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export declare function placeBlock(world: World, s: Scene, x: number, y: number, tilt: number): void;
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/** The character's squash (above 0 stretches it tall, below squashes it flat), set at once. */
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export declare function squash(world: World, c: Config, s: Scene, q: number): void;
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/** Springing out of the crouch into a quick stretch, for a launch. */
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export declare function stretch(world: World, c: Config, s: Scene): void;
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/** Relaxing a crouch that didn't jump. */
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export declare function relax(world: World, c: Config, s: Scene): void;
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/** A landing: the tilt eases out, the character squashes and springs back, dust puffs up, and on a perfect one a gold ring spreads. */
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export declare function land(world: World, c: Config, s: Scene, x: number, topY: number, perfect: boolean, colorIndex: number): void;
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/** Off the edge: the block tumbles forward and fades as it drops into the void. */
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export declare function fall(world: World, s: Scene, tilt: number, colorIndex: number): void;
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/** The block whole again, at rest and in a color (a new board). */
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export declare function resetBlock(world: World, c: Config, s: Scene, colorIndex: number): void;
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/** The preview arc: a dot at each point (course coordinates), shrinking along it; the rest hidden. */
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export declare function showArc(world: World, c: Config, s: Scene, pts: number[]): void;
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export declare const hideArc: (world: World, c: Config, s: Scene) => void;
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export {};
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@@ -1,26 +1,58 @@
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export declare const
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export declare const
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readonly POINTS_PER_BUBBLE: 200;
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readonly POINTS_PER_DROP: 100;
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readonly MIN_MATCH_COUNT: 3;
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readonly COLS_PER_ROW: 9;
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readonly ROW_OFFSET: 0.5;
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};
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export declare const ROW_COUNT = 5;
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export declare const COLS_PER_ROW = 9;
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export declare const COLOR_COUNT = 4;
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export declare const MIN_MATCH = 3;
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export declare const POINTS_PER_BUBBLE = 200;
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export declare const TIME_LIMIT = 300;
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export declare const BUBBLE_COLORS: readonly ["#FF3B3B", "#32CD32", "#FFD700", "#4DA6FF", "#BF5AF2"];
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export declare const
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export declare const
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export declare const
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export declare const
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export declare const SHOT_SPEED = 20;
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export declare const FRAME_TIME: number;
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export declare const MAX_AIM_ANGLE: number;
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export declare const TOP_BOUNDARY = 10;
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export declare const SNAP_FROM = 0.55;
|
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|
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export declare const POP_SPRING: {
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damping: number;
|
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stiffness: number;
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};
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export declare const INTRO_SPRING: {
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damping: number;
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stiffness: number;
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};
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export declare const INTRO_ROW_STAGGER = 0.055;
|
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export declare const INTRO_SWEEP = 0.0006;
|
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|
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export declare const LOAD_FROM = 0.4;
|
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|
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export declare const NEXT_DELAY = 0.08;
|
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|
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export declare const BURST_TIME = 0.45;
|
|
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|
+
export declare const AIM_DOT_COUNT = 40;
|
|
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|
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export declare const AIM_DOT_SPACING = 18;
|
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|
+
export declare const AIM_DOT_RADIUS_START = 3;
|
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|
+
export declare const AIM_DOT_RADIUS_END = 1.5;
|
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|
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export declare const AIM_ALPHA_NEAR = 0.6;
|
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|
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export declare const AIM_ALPHA_FAR = 0.3;
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|
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export declare const LIGHT: import("@nayan-ui/engine").Light;
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|
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export declare const BUBBLE_SHINE = 0.4;
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|
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export declare const CLASSIC_BOARD = "rgba(255, 255, 255, 0.30)";
|
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|
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export declare const CLASSIC_BORDER = "rgba(255, 255, 255, 0.35)";
|
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|
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export declare const CLASSIC_AIM = "#ffffff";
|
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|
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export declare const CLASSIC_RADIUS = 16;
|
|
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|
+
export declare const THEMED_RADIUS = 8;
|
|
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|
+
export type Layout = {
|
|
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|
+
/** The GameView's size. */
|
|
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|
+
width: number;
|
|
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|
+
height: number;
|
|
43
|
+
/** The board fits between the shared HUD and controls, independently of its full-width background. */
|
|
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|
+
boardLeft: number;
|
|
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|
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boardTop: number;
|
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boardWidth: number;
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|
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boardHeight: number;
|
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|
+
radius: number;
|
|
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|
+
/** From one bubble's centre to its neighbour's. */
|
|
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|
+
diameter: number;
|
|
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|
+
/** Where shots leave from and aim is measured. All positions are board points, from its top-left. */
|
|
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|
+
shooterX: number;
|
|
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|
+
shooterY: number;
|
|
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|
+
/** Where a shot's centre stays between (it bounces off the side walls). */
|
|
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|
+
minX: number;
|
|
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|
+
maxX: number;
|
|
26
57
|
};
|
|
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|
+
export declare function getLayout(width: number, height: number, offset: number): Layout;
|
|
@@ -0,0 +1,70 @@
|
|
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|
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import { type Camera, type Entity, World } from '@nayan-ui/engine';
|
|
2
|
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import type { GameTheme } from '../../services/ThemeService';
|
|
3
|
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import { type Layout } from './BubbleShooterConstants';
|
|
4
|
+
import { type Scenery } from './BubbleShooterScene';
|
|
5
|
+
export type Phase = 'ready' | 'playing' | 'over';
|
|
6
|
+
type Bubble = {
|
|
7
|
+
x: number;
|
|
8
|
+
y: number;
|
|
9
|
+
color: number;
|
|
10
|
+
row: number;
|
|
11
|
+
entity: Entity | null;
|
|
12
|
+
};
|
|
13
|
+
type Shot = {
|
|
14
|
+
x: number;
|
|
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|
+
y: number;
|
|
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|
+
vx: number;
|
|
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|
+
vy: number;
|
|
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|
+
color: number;
|
|
19
|
+
entity: Entity;
|
|
20
|
+
};
|
|
21
|
+
export declare function createGame(theme: GameTheme): {
|
|
22
|
+
world: World;
|
|
23
|
+
camera: Camera;
|
|
24
|
+
theme: GameTheme;
|
|
25
|
+
layout: Layout | null;
|
|
26
|
+
scenery: Scenery | null;
|
|
27
|
+
phase: Phase;
|
|
28
|
+
/** Score and the countdown live in the engine (Rust), advanced by world.update. */
|
|
29
|
+
readonly score: number;
|
|
30
|
+
readonly timeLeft: number;
|
|
31
|
+
won: boolean;
|
|
32
|
+
/** Built for the first layout (positions depend on the bubble size). */
|
|
33
|
+
bubbles: Bubble[] | null;
|
|
34
|
+
/** The shooter's loaded color and the one after it. */
|
|
35
|
+
current: number;
|
|
36
|
+
next: number;
|
|
37
|
+
currentEntity: Entity | null;
|
|
38
|
+
nextEntity: Entity | null;
|
|
39
|
+
aimDots: Entity[];
|
|
40
|
+
/** Aim, radians from straight up (right is positive). */
|
|
41
|
+
angle: number;
|
|
42
|
+
shot: Shot | null;
|
|
43
|
+
/** The next board to appear fills in. */
|
|
44
|
+
intro: boolean;
|
|
45
|
+
/** Game seconds the current intro has been playing (-1 until its board spawns). */
|
|
46
|
+
introAge: number;
|
|
47
|
+
onPhase: (_p: Phase) => void;
|
|
48
|
+
onScore: (_s: number) => void;
|
|
49
|
+
onTime: (_t: number) => void;
|
|
50
|
+
onBubbles: (_n: number) => void;
|
|
51
|
+
onShoot: () => void;
|
|
52
|
+
onPop: () => void;
|
|
53
|
+
onWin: () => void;
|
|
54
|
+
onLose: () => void;
|
|
55
|
+
};
|
|
56
|
+
export type Game = ReturnType<typeof createGame>;
|
|
57
|
+
/** Lays the scene out for the view (first layout, header height, rotation): rebuilt from the run's state. */
|
|
58
|
+
export declare function setLayout(g: Game, l: Layout): void;
|
|
59
|
+
/** A new theme: the background, board and aim dots are repainted; the run carries on. */
|
|
60
|
+
export declare function setTheme(g: Game, theme: GameTheme): void;
|
|
61
|
+
export declare function start(g: Game): void;
|
|
62
|
+
/** A new board and timer (Stop, Play Again). The world, and the GPU view drawing it, are kept. */
|
|
63
|
+
export declare function reset(g: Game): void;
|
|
64
|
+
export declare function dispose(g: Game): void;
|
|
65
|
+
export declare function tick(g: Game, dt: number): void;
|
|
66
|
+
/** Aims at a view point (a finger), clamped to ±72° from straight up. */
|
|
67
|
+
export declare function aimAt(g: Game, x: number, y: number): void;
|
|
68
|
+
/** Fires the loaded bubble along the aim; the next one loads, from the colors on the board. */
|
|
69
|
+
export declare function fire(g: Game): void;
|
|
70
|
+
export {};
|
|
@@ -0,0 +1,26 @@
|
|
|
1
|
+
import { type Color, type Entity, type Vec3, type World } from '@nayan-ui/engine';
|
|
2
|
+
import type { GameTheme } from '../../services/ThemeService';
|
|
3
|
+
import { type Layout } from './BubbleShooterConstants';
|
|
4
|
+
/** A board point at depth `z`, in world space. */
|
|
5
|
+
export declare const toWorld: (l: Layout, x: number, y: number, z?: number) => Vec3;
|
|
6
|
+
export declare const bubblePosition: (l: Layout, x: number, y: number) => Vec3;
|
|
7
|
+
/** A grid bubble's size (the sphere mesh is one across). */
|
|
8
|
+
export declare const bubbleSize: (l: Layout) => number;
|
|
9
|
+
export declare const bubbleColor: (color: number) => Color;
|
|
10
|
+
/** White aim dots on classic; light / dark draw them in the theme's text color. */
|
|
11
|
+
export declare const aimColor: (theme: GameTheme) => Color;
|
|
12
|
+
export type Scenery = {
|
|
13
|
+
backdrop: Entity;
|
|
14
|
+
parts: Entity[];
|
|
15
|
+
};
|
|
16
|
+
export declare function buildScenery(world: World, l: Layout, theme: GameTheme): Scenery;
|
|
17
|
+
export declare function removeScenery(world: World, s: Scenery): void;
|
|
18
|
+
export declare function setSceneryTheme(world: World, l: Layout, s: Scenery, theme: GameTheme): void;
|
|
19
|
+
/** A bubble at (x, y), `scale` of its full size. */
|
|
20
|
+
export declare function spawnBubble(world: World, l: Layout, color: number, x: number, y: number, scale?: number): Entity;
|
|
21
|
+
/** A popped bubble: it pops (swells, flashes, settles, shrinks away) and bursts in its color, then it's gone. */
|
|
22
|
+
export declare function popBubble(world: World, l: Layout, e: Entity, color: number, x: number, y: number): void;
|
|
23
|
+
/** The aim dots, hidden until placed. */
|
|
24
|
+
export declare function spawnAimDots(world: World): Entity[];
|
|
25
|
+
/** Shows dots at `points` (x, y, radius triples, nearest first); the rest hide. */
|
|
26
|
+
export declare function placeAimDots(world: World, l: Layout, dots: Entity[], points: number[], color: Color): void;
|
|
@@ -1,35 +1,66 @@
|
|
|
1
|
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export declare const
|
|
2
|
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|
|
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|
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|
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
|
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|
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|
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|
|
13
|
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|
|
1
|
+
export declare const GRID_SIZE = 7;
|
|
2
|
+
export declare const CANDY_TYPES = 4;
|
|
3
|
+
export declare const MIN_MATCH = 3;
|
|
4
|
+
/** A run this long leaves a color bomb: swap it with any candy to clear every candy of that color (two bombs clear the board). */
|
|
5
|
+
export declare const BOMB_MATCH = 5;
|
|
6
|
+
/** A color bomb's type: it has no color, so it never matches. */
|
|
7
|
+
export declare const BOMB = -1;
|
|
8
|
+
export declare const BOMB_MULTIPLIER = 2;
|
|
9
|
+
export declare const ZAP_TIME = 0.25;
|
|
10
|
+
export declare const POINTS_PER_CANDY = 50;
|
|
11
|
+
export declare const COMBO_MULTIPLIER = 1.25;
|
|
12
|
+
export declare const TIME_LIMIT = 300;
|
|
13
|
+
export declare const WARNING_TIMES: readonly [30, 10];
|
|
14
14
|
export declare const CANDY_COLORS: readonly ["#EF2D36", "#2DC84E", "#3B9FFF", "#FFD020", "#B44CFF", "#FF8820"];
|
|
15
|
-
export declare const
|
|
16
|
-
|
|
17
|
-
|
|
18
|
-
|
|
19
|
-
|
|
20
|
-
|
|
15
|
+
export declare const SWAP_TIME = 0.2;
|
|
16
|
+
export declare const MATCH_TIME = 0.42;
|
|
17
|
+
export declare const CLEAR_RIPPLE = 0.025;
|
|
18
|
+
export declare const FALL_TIME = 0.4;
|
|
19
|
+
export declare const FALL_SPRING: {
|
|
20
|
+
damping: number;
|
|
21
|
+
stiffness: number;
|
|
22
|
+
mass: number;
|
|
23
|
+
};
|
|
24
|
+
export declare const LIFT_SPRING: {
|
|
25
|
+
damping: number;
|
|
26
|
+
stiffness: number;
|
|
27
|
+
};
|
|
28
|
+
export declare const RETURN_SPRING: {
|
|
29
|
+
damping: number;
|
|
30
|
+
stiffness: number;
|
|
31
|
+
};
|
|
32
|
+
export declare const LIFT_SCALE = 1.1;
|
|
33
|
+
export declare const NUDGE_TIME = 0.09;
|
|
34
|
+
export declare const NUDGE_SPRING: {
|
|
35
|
+
damping: number;
|
|
36
|
+
stiffness: number;
|
|
21
37
|
};
|
|
22
|
-
export declare const
|
|
23
|
-
|
|
24
|
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|
|
25
|
-
|
|
26
|
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|
|
27
|
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|
|
28
|
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|
|
29
|
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|
|
30
|
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|
|
31
|
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|
|
32
|
-
|
|
38
|
+
export declare const NUDGE_DISTANCE = 0.28;
|
|
39
|
+
export declare const INTRO_COL_STAGGER = 0.028;
|
|
40
|
+
export declare const INTRO_ROW_STAGGER = 0.022;
|
|
41
|
+
export declare const LIGHT: import("@nayan-ui/engine").Light;
|
|
42
|
+
export declare const CANDY_SHINE = 0.55;
|
|
43
|
+
export declare const CLASSIC_BOARD = "rgba(255, 255, 255, 0.13)";
|
|
44
|
+
export declare const CLASSIC_BORDER = "rgba(255, 255, 255, 0.25)";
|
|
45
|
+
export declare const CLASSIC_CELL = "rgba(255, 255, 255, 0.10)";
|
|
46
|
+
export declare const CLASSIC_RADIUS = 16;
|
|
47
|
+
export declare const THEMED_RADIUS = 8;
|
|
48
|
+
export declare const CELL_GAP = 3;
|
|
49
|
+
export type Layout = {
|
|
50
|
+
/** The GameView's size. */
|
|
51
|
+
width: number;
|
|
52
|
+
height: number;
|
|
53
|
+
boardLeft: number;
|
|
54
|
+
boardTop: number;
|
|
55
|
+
/** The board's side, padding included. */
|
|
56
|
+
boardSize: number;
|
|
57
|
+
cell: number;
|
|
58
|
+
/** From one cell's top-left to the next. */
|
|
59
|
+
step: number;
|
|
60
|
+
/** A drag this far starts a swap. */
|
|
61
|
+
swipeThreshold: number;
|
|
33
62
|
};
|
|
34
|
-
|
|
35
|
-
export declare
|
|
63
|
+
/** The board as wide as the game area (360 phones / 500 tablets), centred in the space below the header. */
|
|
64
|
+
export declare function getLayout(width: number, height: number, offset: number): Layout;
|
|
65
|
+
/** Centre of cell (row, col), in view points. `row` may be negative: above the board. */
|
|
66
|
+
export declare const cellCenter: (l: Layout, row: number, col: number) => [number, number];
|