@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/ludo-king/LudoKingStore.d.ts +0 -34
- package/lib/typescript/src/games/ludo-king/components/Dice.d.ts +0 -7
- package/lib/typescript/src/games/ludo-king/components/GameBoard.d.ts +0 -7
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- package/lib/typescript/src/games/maze-runner/MazeRunnerStore.d.ts +0 -62
- 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/spider-solitaire/SpiderSolitaireStore.d.ts +0 -71
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- package/lib/typescript/src/games/sudoku/SudokuStore.d.ts +0 -65
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- package/lib/typescript/src/games/tank-1990/components/Controls.d.ts +0 -2
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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
- package/lib/typescript/src/games/tile-home/components/FlyingTile.d.ts +0 -16
- 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/TileItem.d.ts +0 -11
- package/lib/typescript/src/games/tile-home/components/TileSlot.d.ts +0 -7
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- 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/AnimationTracker.d.ts +0 -44
- package/lib/typescript/src/helpers/BlastAnimation.d.ts +0 -16
- package/lib/typescript/src/helpers/ErrorHandler.d.ts +0 -123
- package/lib/typescript/src/helpers/GameBackgroundPattern.d.ts +0 -7
- package/lib/typescript/src/helpers/GameControlButton.d.ts +0 -11
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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
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- package/lib/typescript/src/helpers/assets/broccoli-item.d.ts +0 -4
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- package/lib/typescript/src/helpers/assets/fries-item.d.ts +0 -4
- 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
- package/lib/typescript/src/helpers/assets/index.d.ts +0 -31
- 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
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- package/lib/typescript/src/helpers/assets/watermelon-fruit.d.ts +0 -4
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import { type Entity, type World } from '@nayan-ui/engine';
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import { type Direction, GhostMode, GhostName, type Layout } from './PacManConstants';
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type GhostRig = {
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root: Entity;
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body: Entity;
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eyes: [Entity, Entity];
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};
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export type Scene = {
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backdrop: Entity;
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board: Entity;
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dots: Map<number, Entity>;
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pacman: Entity;
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mouth: Entity;
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/** The mouth's full size (world units): it chomps between almost shut and this. */
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mouthSize: number;
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ghosts: Record<GhostName, GhostRig>;
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fruit: Entity | null;
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};
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export declare function buildScene(world: World, l: Layout, theme: GameTheme): Scene;
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export declare function removeScene(world: World, s: Scene): void;
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export declare function setSceneTheme(world: World, s: Scene, theme: GameTheme): void;
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export declare function eatDot(world: World, s: Scene, x: number, y: number): void;
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export declare function clearDots(world: World, s: Scene): void;
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export declare function placeFruit(world: World, l: Layout, s: Scene, fruit: {
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x: number;
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y: number;
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} | null): void;
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export declare function fruitEaten(world: World, l: Layout, s: Scene, x: number, y: number): void;
|
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/** Moves Pac-Man to a cell: gliding over `time`, or snapping across the side tunnel. */
|
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export declare function movePacman(world: World, l: Layout, s: Scene, cx: number, cy: number, dir: Direction, time: number, snap: boolean): void;
|
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export declare function setPacman(world: World, l: Layout, s: Scene, cx: number, cy: number, dir: Direction): void;
|
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/** The mouth chomps open and shut while Pac-Man moves. */
|
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export declare function startChomp(world: World, s: Scene, chompTime: number): void;
|
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/** The mouth stops, half open (his look at rest). */
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export declare function stopChomp(world: World, s: Scene): void;
|
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|
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/** Pac-Man caught: a flash of yellow sparks where he stood. */
|
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|
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export declare function pacmanHit(world: World, l: Layout, cx: number, cy: number): void;
|
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export declare function moveGhost(world: World, l: Layout, s: Scene, name: GhostName, cx: number, cy: number, time: number, snap: boolean): void;
|
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/** A ghost's colour and body (just the eyes race home when eaten) for its mode. */
|
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export declare function dressGhost(world: World, l: Layout, s: Scene, name: GhostName, mode: GhostMode, flashing: boolean): void;
|
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export declare function ghostEaten(world: World, l: Layout, cx: number, cy: number): void;
|
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export {};
|
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@@ -1,47 +1,67 @@
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readonly START_TERRITORY: 2;
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readonly GAME_DURATION_MS: 120000;
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readonly TOTAL_CELLS: number;
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readonly SCREEN_WIDTH: number;
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readonly SCREEN_HEIGHT: number;
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};
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export interface PlayerColor {
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import type { TiltView } from '../shared/EngineTilt';
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export declare const STEP_MS = 92;
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export declare const PLAYER_COUNT = 2;
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export declare const START_TERRITORY = 1;
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export declare const GAME_DURATION_MS = 120000;
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export declare const LOW_TIME = 10;
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export declare const POINTS_PER_CELL = 10;
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export declare const SWIPE = 10;
|
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export type PlayerColor = {
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territory: string;
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trail: string;
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head: string;
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headDark: string;
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}
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};
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/** 0 = you (green), 1 = the AI (red), as the original game. */
|
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export declare const PLAYER_COLORS: PlayerColor[];
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export declare const
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readonly
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readonly
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readonly
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readonly
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export declare const COLORS: {
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readonly CLASSIC_BOARD: "rgba(0, 0, 0, 0.18)";
|
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readonly FLASH: "#FFFFFF";
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readonly EYE: "#FFFFFF";
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readonly PUPIL: "#2C2C44";
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};
|
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/** A slightly lower tabletop view shows the people and their flags while keeping the grid readable. */
|
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export declare const TILT = 0.48;
|
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|
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/** Render in compact world units so a full-screen board and tall people fit the camera's depth range. */
|
|
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|
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export declare const WORLD_SCALE = 0.25;
|
|
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|
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/** Lit from the upper left; surfaces facing up off the board (+z) keep their exact color. */
|
|
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|
+
export declare const LIGHT: import("@nayan-ui/engine").Light;
|
|
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|
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/** Heights of land and trails, in cells. */
|
|
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|
+
export declare const LAND = 0.32;
|
|
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|
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export declare const TRAIL = 0.22;
|
|
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|
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export declare const PERSON: {
|
|
33
|
+
readonly SCALE: 3.2;
|
|
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|
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readonly STRIDE: 0.38;
|
|
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|
+
readonly HEIGHT: 3.06;
|
|
36
|
+
readonly CELEBRATION_SCALE: 1.5;
|
|
37
|
+
};
|
|
38
|
+
export declare const PERSON_COLORS: {
|
|
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|
+
readonly SKIN: readonly ["#DFAC87", "#A57355"];
|
|
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|
+
readonly HAIR: "#352A24";
|
|
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|
+
readonly PANTS: "#2F3D50";
|
|
42
|
+
readonly SHOE: "#38414A";
|
|
43
|
+
readonly SOLE: "#EEE9DF";
|
|
44
|
+
readonly POLE: "#CCD4D8";
|
|
45
|
+
readonly BADGE: "#E8D4A3";
|
|
46
|
+
};
|
|
47
|
+
export type Grid = {
|
|
48
|
+
cols: number;
|
|
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|
+
rows: number;
|
|
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|
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cell: number;
|
|
28
51
|
};
|
|
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|
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export
|
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readonly dx: 0;
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readonly dy: 1;
|
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|
-
};
|
|
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|
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readonly LEFT: {
|
|
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|
-
readonly dx: -1;
|
|
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|
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readonly dy: 0;
|
|
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|
-
};
|
|
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|
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readonly RIGHT: {
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|
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|
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readonly dx: 1;
|
|
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|
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readonly dy: 0;
|
|
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|
-
};
|
|
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|
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export type Layout = TiltView & Grid & {
|
|
53
|
+
gridW: number;
|
|
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|
+
gridH: number;
|
|
55
|
+
columnWidth: number;
|
|
56
|
+
rowDepth: number;
|
|
57
|
+
eyeDistance: number;
|
|
46
58
|
};
|
|
47
|
-
|
|
59
|
+
/**
|
|
60
|
+
* The original grid: square cells a 32nd of the width (a 44th on a tablet) covering the whole view edge to
|
|
61
|
+
* edge. The grid is fixed by the first layout (as the original game fixed it at load); later layouts only
|
|
62
|
+
* remap those same cells and the camera to fill the view.
|
|
63
|
+
*/
|
|
64
|
+
export declare function gridFor(width: number, height: number, tablet: boolean): Grid;
|
|
65
|
+
export declare function getLayout(width: number, height: number, grid: Grid): Layout;
|
|
66
|
+
/** A cell's centre on the board, in world units (row 0 along the top). */
|
|
67
|
+
export declare const cellCentre: (l: Layout, col: number, row: number) => [number, number];
|
|
@@ -0,0 +1,49 @@
|
|
|
1
|
+
import { type Camera, type DragEvent, World } from '@nayan-ui/engine';
|
|
2
|
+
import type { GameTheme } from '../../services/ThemeService';
|
|
3
|
+
import { type Grid, type Layout } from './PaperIoConstants';
|
|
4
|
+
import { type Board, type DirCode, type Stats } from './PaperIoRules';
|
|
5
|
+
import { type Scene } from './PaperIoScene';
|
|
6
|
+
export type Phase = 'ready' | 'playing' | 'over';
|
|
7
|
+
/** turn: your swipe took; capture: you banked land; over: the round ended. */
|
|
8
|
+
export type GameEvent = 'turn' | 'capture' | 'over';
|
|
9
|
+
export declare function createGame(theme: GameTheme): {
|
|
10
|
+
world: World | null;
|
|
11
|
+
camera: Camera;
|
|
12
|
+
theme: GameTheme;
|
|
13
|
+
grid: Grid | null;
|
|
14
|
+
layout: Layout | null;
|
|
15
|
+
scene: Scene | null;
|
|
16
|
+
phase: Phase;
|
|
17
|
+
board: Board | null;
|
|
18
|
+
stats: Stats | null;
|
|
19
|
+
won: boolean;
|
|
20
|
+
sinceStep: number;
|
|
21
|
+
/** The first frame after starting credits no time (as the original loop's first frame). */
|
|
22
|
+
fresh: boolean;
|
|
23
|
+
/** The swipe in progress: where it went down, and the last turn it asked for. */
|
|
24
|
+
swipe: {
|
|
25
|
+
x: number;
|
|
26
|
+
y: number;
|
|
27
|
+
last: DirCode | null;
|
|
28
|
+
} | null;
|
|
29
|
+
onPhase: (_p: Phase) => void;
|
|
30
|
+
onStats: (_s: Stats) => void;
|
|
31
|
+
onTime: (_t: number) => void;
|
|
32
|
+
onEvent: (_e: GameEvent) => void;
|
|
33
|
+
};
|
|
34
|
+
export type Game = ReturnType<typeof createGame>;
|
|
35
|
+
/**
|
|
36
|
+
* Lays the board out for the view. The first layout fixes the grid (as the original game fixed it at load)
|
|
37
|
+
* and makes the world, sized for every cell's land and trail; later ones (header, rotation) keep the
|
|
38
|
+
* board and only rebuild the scene round it.
|
|
39
|
+
*/
|
|
40
|
+
export declare function setLayout(g: Game, l: Layout): void;
|
|
41
|
+
export declare function setTheme(g: Game, theme: GameTheme): void;
|
|
42
|
+
/** Starts a round on a fresh board, as the original Start did. */
|
|
43
|
+
export declare function start(g: Game): void;
|
|
44
|
+
/** A fresh board, not started (Stop, Play Again). */
|
|
45
|
+
export declare function reset(g: Game): void;
|
|
46
|
+
export declare function dispose(g: Game): void;
|
|
47
|
+
export declare function tick(g: Game, dt: number): void;
|
|
48
|
+
/** Swipes steer: once a drag has gone 10 points from where it went down, its main way is a turn. */
|
|
49
|
+
export declare function drag(g: Game, { phase, x, y }: DragEvent): void;
|
|
@@ -0,0 +1,13 @@
|
|
|
1
|
+
import { type Model } from '@nayan-ui/engine';
|
|
2
|
+
export interface PersonMeshes {
|
|
3
|
+
shirt: Model;
|
|
4
|
+
skin: Model;
|
|
5
|
+
details: Model;
|
|
6
|
+
sleeve: Model;
|
|
7
|
+
hand: Model;
|
|
8
|
+
leg: Model;
|
|
9
|
+
flags: readonly [Model, Model, Model];
|
|
10
|
+
}
|
|
11
|
+
export declare function personMeshes(): PersonMeshes;
|
|
12
|
+
/** Reusable assets; the game loader advances one builder per frame. */
|
|
13
|
+
export declare function warmAssets(): Iterable<() => unknown>;
|
|
@@ -0,0 +1,71 @@
|
|
|
1
|
+
import { type Grid } from './PaperIoConstants';
|
|
2
|
+
export type Vec = {
|
|
3
|
+
dx: number;
|
|
4
|
+
dy: number;
|
|
5
|
+
};
|
|
6
|
+
export declare const DIRECTIONS: {
|
|
7
|
+
readonly UP: {
|
|
8
|
+
readonly dx: 0;
|
|
9
|
+
readonly dy: -1;
|
|
10
|
+
};
|
|
11
|
+
readonly DOWN: {
|
|
12
|
+
readonly dx: 0;
|
|
13
|
+
readonly dy: 1;
|
|
14
|
+
};
|
|
15
|
+
readonly LEFT: {
|
|
16
|
+
readonly dx: -1;
|
|
17
|
+
readonly dy: 0;
|
|
18
|
+
};
|
|
19
|
+
readonly RIGHT: {
|
|
20
|
+
readonly dx: 1;
|
|
21
|
+
readonly dy: 0;
|
|
22
|
+
};
|
|
23
|
+
};
|
|
24
|
+
export type DirCode = keyof typeof DIRECTIONS;
|
|
25
|
+
export type Player = {
|
|
26
|
+
id: number;
|
|
27
|
+
index: number;
|
|
28
|
+
isBot: boolean;
|
|
29
|
+
alive: boolean;
|
|
30
|
+
col: number;
|
|
31
|
+
row: number;
|
|
32
|
+
dir: Vec;
|
|
33
|
+
pendingDir: Vec;
|
|
34
|
+
trail: number[];
|
|
35
|
+
homeCol: number;
|
|
36
|
+
homeRow: number;
|
|
37
|
+
botState: 'expand' | 'return';
|
|
38
|
+
botStepsOut: number;
|
|
39
|
+
botTurned: boolean;
|
|
40
|
+
};
|
|
41
|
+
export type Board = Grid & {
|
|
42
|
+
total: number;
|
|
43
|
+
owners: number[];
|
|
44
|
+
trails: number[];
|
|
45
|
+
players: Player[];
|
|
46
|
+
counts: number[];
|
|
47
|
+
};
|
|
48
|
+
export type Stats = {
|
|
49
|
+
score: number;
|
|
50
|
+
territoryPct: number;
|
|
51
|
+
aiPct: number;
|
|
52
|
+
rank: number;
|
|
53
|
+
alivePlayers: number;
|
|
54
|
+
};
|
|
55
|
+
export declare const countTerritory: (b: Board, id: number) => number;
|
|
56
|
+
/** A fresh board: you near the bottom middle, the AI near the top middle, each on a 3 x 3 patch. */
|
|
57
|
+
export declare function newBoard(g: Grid): Board;
|
|
58
|
+
export declare function stats(b: Board): Stats;
|
|
59
|
+
/** A swipe's turn for you: queued for the next step (no turning straight back). Whether it changed. */
|
|
60
|
+
export declare function turn(b: Board, code: DirCode): boolean;
|
|
61
|
+
/** What one step changed: land (and who captured), trails, and whether the board is full. */
|
|
62
|
+
export type StepResult = {
|
|
63
|
+
trailCells: number[];
|
|
64
|
+
territory: boolean;
|
|
65
|
+
trails: boolean;
|
|
66
|
+
captured: boolean[];
|
|
67
|
+
full: boolean;
|
|
68
|
+
won: boolean;
|
|
69
|
+
};
|
|
70
|
+
/** One grid step: the AI decides, head-on moves are blocked, everyone moves a cell. */
|
|
71
|
+
export declare function step(b: Board): StepResult;
|
|
@@ -0,0 +1,39 @@
|
|
|
1
|
+
import { type Entity, type World } from '@nayan-ui/engine';
|
|
2
|
+
import type { GameTheme } from '../../services/ThemeService';
|
|
3
|
+
import { type Layout } from './PaperIoConstants';
|
|
4
|
+
import type { Board } from './PaperIoRules';
|
|
5
|
+
interface PersonRig {
|
|
6
|
+
root: Entity;
|
|
7
|
+
visual: Entity;
|
|
8
|
+
legs: readonly [Entity, Entity];
|
|
9
|
+
arm: Entity;
|
|
10
|
+
flag: Entity;
|
|
11
|
+
stride: number;
|
|
12
|
+
col: number;
|
|
13
|
+
row: number;
|
|
14
|
+
walking: boolean;
|
|
15
|
+
}
|
|
16
|
+
export type Scene = {
|
|
17
|
+
root: Entity;
|
|
18
|
+
backdrop: Entity;
|
|
19
|
+
board: Entity;
|
|
20
|
+
/** Land and trail cells, by cell index (spawned when first needed), and who each shows. */
|
|
21
|
+
land: (Entity | null)[];
|
|
22
|
+
landOwner: Int8Array;
|
|
23
|
+
landCorners: Uint8Array;
|
|
24
|
+
trail: (Entity | null)[];
|
|
25
|
+
trailOwner: Int8Array;
|
|
26
|
+
heads: PersonRig[];
|
|
27
|
+
};
|
|
28
|
+
export declare function buildScene(world: World, l: Layout, theme: GameTheme, b: Board): Scene;
|
|
29
|
+
export declare function removeScene(world: World, s: Scene): void;
|
|
30
|
+
export declare function setSceneTheme(world: World, l: Layout, s: Scene, theme: GameTheme): void;
|
|
31
|
+
/** Shows each cell's land and trail as the board has them; newly captured land flashes in if `flash`. */
|
|
32
|
+
export declare function syncBoard(world: World, l: Layout, s: Scene, b: Board, flash: boolean, dirty?: readonly number[]): void;
|
|
33
|
+
/** People glide between cells, turn with their feet, and carry their flags through each step. */
|
|
34
|
+
export declare function placeHeads(world: World, l: Layout, s: Scene, b: Board, glide: boolean, popped?: boolean[]): void;
|
|
35
|
+
/** The round's over: walking stops; the winner and their flag lift in celebration. */
|
|
36
|
+
export declare function finish(world: World, l: Layout, s: Scene, won: boolean): void;
|
|
37
|
+
/** Reusable assets; the game loader advances one builder per frame. */
|
|
38
|
+
export declare function warmAssets(): Iterable<() => unknown>;
|
|
39
|
+
export {};
|
|
@@ -0,0 +1,9 @@
|
|
|
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import { type Model } from '@nayan-ui/engine';
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/** The one-piece body: torso, head and every face detail in a single mesh. */
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export declare function bodyMesh(): Model;
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/** A paddle flipper hanging from its shoulder (origin): glossy navy outside, cream inside; `side` -1 is the left. */
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export declare function flipperMesh(side: -1 | 1): Model;
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/** A chunky orange foot from its heel (origin) forward: a rounded pad and three plump toes. */
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export declare function footMesh(): Model;
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/** Reusable assets; the game loader advances one builder per frame. */
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export declare function warmAssets(): Iterable<() => unknown>;
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import { type Color, type Entity, type Vec3, type World } from '@nayan-ui/engine';
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export type PenguinAnim = 'idle' | 'walk' | 'run' | 'punch' | 'jab' | 'jump' | 'slide' | 'hit' | 'dance' | 'dead';
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/** Clips that loop until another one starts. */
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export declare const LOOPING: ReadonlySet<PenguinAnim>;
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/** How long each one-shot clip runs, in seconds. */
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export declare const CLIP_TIME: Record<PenguinAnim, number>;
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export type Penguin = {
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root: Entity;
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pelvis: Entity;
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body: Entity;
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flipperL: Entity;
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flipperR: Entity;
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footL: Entity;
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footR: Entity;
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/** Where the root stands (ground x), kept in step with root moves. */
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x: number;
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/** The yaw the root faces, radians (0 looks at the camera). */
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yaw: number;
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anim: PenguinAnim | null;
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};
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/** Builds the meshes ahead of time (each is made once per app). */
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export declare function preparePenguin(): void;
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/** Spawns a penguin standing at `position` (feet on the ground), `size` units tall, facing the camera. */
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export declare function spawnPenguin(world: World, position: Vec3, size?: number, tint?: Color): Penguin;
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/** Turns the whole bird to `yaw` (0 faces the camera, π/2 faces +x). */
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export declare function facePenguin(world: World, p: Penguin, yaw: number, duration?: number): void;
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/** Walks, runs or slides the root to ground x over `duration` (the limbs play whatever clip is on). */
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export declare function movePenguin(world: World, p: Penguin, x: number, duration: number, easing?: 'linear' | 'easeOut' | 'easeInOut'): Promise<void>;
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/** Snaps the bird to ground x, upright and facing `yaw`, every limb at rest (a new run). */
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export declare function placePenguin(world: World, p: Penguin, x: number, yaw?: number): void;
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/**
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* Plays a clip. Looping clips (idle, walk, run, dance) run until the next call and resolve at once;
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* one-shots resolve when they end. `speed` scales the clip's pace.
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*
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* Every clip is keyed for weight and timing rather than evenly: a beat of anticipation before each
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* action, a fast action, overshoot and a settle after it; feet planted while the body shifts its
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* weight over them; flippers trailing the body's moves (overlapping action); squash on landings and
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* stretch on take-offs. Curves run through the keys smoothly.
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*/
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export declare function playPenguin(world: World, p: Penguin, anim: PenguinAnim, speed?: number): Promise<void>;
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/** Hand position for effects: where a strike lands, in world space, for a bird of `size` at its x and yaw. */
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export declare function strikePoint(p: Penguin, size: number): Vec3;
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1
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export declare const PenguinRun: import("react").FC<import("../..").GameProps>;
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export declare const PENGUIN_SIZE = 1.2;
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/** Lane centres across the temple causeway. */
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export declare const LANE_X: readonly [-1.7, 0, 1.7];
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/** Lane changes follow a critically damped spring (higher = snappier), leaning into the move. */
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export declare const LANE_STIFFNESS = 14;
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export declare const LEAN_ROLL = 0.045;
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export declare const LEAN_YAW = 0.035;
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export declare const MAX_LEAN = 0.32;
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/** How quickly the camera drifts after the penguin's lane. */
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export declare const CAMERA_FOLLOW = 6;
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/** Run speed, held for the whole track. */
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export declare const SPEED_START = 7;
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/** The track is this long; crossing the finish line wins. */
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export declare const TRACK_LENGTH = 1000;
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/** Clear running at the start and before the finish. */
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export declare const START_CLEAR = 14;
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export declare const FINISH_CLEAR = 6;
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/** Paving rows are this long; a gap is one missing slab. */
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export declare const SLAB = 2;
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/** After a crash or a win, the scene plays (fall, dance) for this long before the results card. */
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export declare const RESULTS_DELAY_LOSE = 1700;
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export declare const RESULTS_DELAY_WIN = 2600;
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+
/** The causeway is built from tiles this long; this many stay ahead of the penguin. */
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export declare const TILE_LENGTH = 12;
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export declare const TILES_AHEAD = 9;
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export declare const TILES_BEHIND = 2;
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/** Causeway laid behind the start line (ending at a temple), so the start screen has scenery all round. */
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+
export declare const TILES_BEFORE_START = 3;
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/** Causeway past the finish line before the far temple. */
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+
export declare const TILES_PAST_FINISH = 3;
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/**
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* Jumps and slides cover a set distance rather than a set time: the clips play faster as the run
|
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33
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* speeds up, so a jump timed the same way always clears a gap. Metres spent airborne / ducked, and
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34
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+
* the clip-length limits that keep them from feeling floaty when slow or frantic when fast.
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+
*/
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+
export declare const JUMP_AIR_METRES = 5.5;
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37
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+
export declare const SLIDE_LOW_METRES = 7;
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38
|
+
export declare const JUMP_TIME: [number, number];
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+
export declare const SLIDE_TIME: [number, number];
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40
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+
/**
|
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41
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+
* Fractions of each clip during which the penguin counts as off the ground (clears a gap) or low
|
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42
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+
* enough to pass under a gateway: generous, from just after it springs or drops to just before it lands
|
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* or rises.
|
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44
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+
*/
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45
|
+
export declare const GAP_WINDOW: [number, number];
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46
|
+
export declare const LOW_WINDOW: [number, number];
|
|
47
|
+
/** How far from a gap's centre the penguin falls in (the slab is SLAB long; the broken edges forgive). */
|
|
48
|
+
export declare const GAP_HALF = 0.45;
|
|
49
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+
/** Hits the penguin can take; after one it stumbles on and can't be hurt again for a moment. */
|
|
50
|
+
export declare const MAX_LIVES = 3;
|
|
51
|
+
export declare const HURT_INVULNERABLE = 2.2;
|
|
52
|
+
/** How deep (along z) an obstacle is for collisions, and how close in x counts as the same lane. */
|
|
53
|
+
export declare const HIT_DEPTH = 0.3;
|
|
54
|
+
export declare const LANE_TOLERANCE = 0.7;
|
|
55
|
+
export declare const COIN_RADIUS = 1.1;
|
|
56
|
+
export declare const POINTS_PER_METRE = 2;
|
|
57
|
+
export declare const POINTS_COIN = 20;
|
|
58
|
+
export declare const POINTS_GEM = 200;
|
|
@@ -0,0 +1,64 @@
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1
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+
import { type Camera, World } from '@nayan-ui/engine';
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2
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+
import type { GameTheme } from '../../services/ThemeService';
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3
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+
import { type Tile, type TrackPlan } from './PenguinRunScene';
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4
|
+
export type Phase = 'ready' | 'playing' | 'over';
|
|
5
|
+
type Action = 'jump' | 'slide' | 'hit' | null;
|
|
6
|
+
export declare function createGame(theme: GameTheme): {
|
|
7
|
+
world: World;
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|
8
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+
theme: GameTheme;
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|
9
|
+
penguin: import("./PenguinModel").Penguin;
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10
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+
camera: Camera;
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11
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+
phase: Phase;
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12
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+
won: boolean;
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13
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+
plan: TrackPlan;
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14
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+
tiles: Tile[];
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15
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+
nextTile: number;
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16
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+
lane: number;
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17
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+
x: number;
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18
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+
vx: number;
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+
camX: number;
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+
z: number;
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+
speed: number;
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+
distance: number;
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23
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+
lastDistance: number;
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+
coins: number;
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25
|
+
gems: number;
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26
|
+
score: number;
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27
|
+
lives: number;
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28
|
+
invulnerable: number;
|
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29
|
+
action: Action;
|
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30
|
+
/** A jump / slide swiped while the same one was still playing: it goes as soon as that one ends, if within QUEUE_TIME. */
|
|
31
|
+
queued: "jump" | "slide" | null;
|
|
32
|
+
queuedT: number;
|
|
33
|
+
actionT: number;
|
|
34
|
+
actionDur: number;
|
|
35
|
+
orbit: number;
|
|
36
|
+
onPhase: (phase: Phase) => void;
|
|
37
|
+
onScore: (score: number) => void;
|
|
38
|
+
onCoins: (coins: number) => void;
|
|
39
|
+
onLives: (lives: number) => void;
|
|
40
|
+
onHurt: () => void;
|
|
41
|
+
onDistance: (metres: number) => void;
|
|
42
|
+
onCoin: (gem: boolean) => void;
|
|
43
|
+
onJump: () => void;
|
|
44
|
+
onSlide: () => void;
|
|
45
|
+
onLane: () => void;
|
|
46
|
+
onCrash: () => void;
|
|
47
|
+
onWin: () => void;
|
|
48
|
+
};
|
|
49
|
+
export type Game = ReturnType<typeof createGame>;
|
|
50
|
+
/** A fresh attempt: a newly generated track, the penguin waiting at the start. */
|
|
51
|
+
export declare function reset(g: Game): void;
|
|
52
|
+
export declare function start(g: Game): void;
|
|
53
|
+
export declare function swipe(g: Game, direction: 'left' | 'right' | 'up' | 'down'): void;
|
|
54
|
+
/**
|
|
55
|
+
* Drag controls, as in the other engine games: a move fires mid-stroke as soon as the finger has
|
|
56
|
+
* travelled DRAG_THRESHOLD points (no waiting for release), one move per stroke.
|
|
57
|
+
*/
|
|
58
|
+
export declare function steer(g: Game, phase: 'start' | 'move' | 'end', x: number, y: number): void;
|
|
59
|
+
export declare function tick(g: Game, dt: number): void;
|
|
60
|
+
export declare function setLayout(g: Game, width: number, height: number): void;
|
|
61
|
+
/** Day or night: rebuilds the tiles in view with the new lighting tint (the run carries on). */
|
|
62
|
+
export declare function setTheme(g: Game, theme: GameTheme): void;
|
|
63
|
+
export declare function dispose(g: Game): void;
|
|
64
|
+
export {};
|
|
@@ -0,0 +1,65 @@
|
|
|
1
|
+
import { type Entity, type Light, type Vec3, type World } from '@nayan-ui/engine';
|
|
2
|
+
import type { GameTheme } from '../../services/ThemeService';
|
|
3
|
+
/** The last tile of the causeway: a few past the finish, ending at the far temple. */
|
|
4
|
+
export declare const LAST_TILE: number;
|
|
5
|
+
export declare const lightFor: (theme: GameTheme) => Light;
|
|
6
|
+
/** Hazy jungle air by day, deep blue by night; also the fog's color. */
|
|
7
|
+
export declare const backgroundFor: (theme: GameTheme) => readonly [number, number, number];
|
|
8
|
+
export declare const FOG = 0.02;
|
|
9
|
+
/** Builds every mesh ahead of time (each is made once per app). */
|
|
10
|
+
export declare function prepareRunMeshes(): void;
|
|
11
|
+
/** Each cached scenery mesh can be warmed independently without constructing a track. */
|
|
12
|
+
export declare function warmAssets(): Iterable<() => unknown>;
|
|
13
|
+
export type ObstacleKind = 'gap' | 'beam';
|
|
14
|
+
/** `wide`: part of a row spanning all three lanes (drawn once, as one piece, on the middle lane). */
|
|
15
|
+
export type PlanObstacle = {
|
|
16
|
+
kind: ObstacleKind;
|
|
17
|
+
lane: number;
|
|
18
|
+
z: number;
|
|
19
|
+
wide?: boolean;
|
|
20
|
+
};
|
|
21
|
+
export type PlanPickup = {
|
|
22
|
+
lane: number;
|
|
23
|
+
z: number;
|
|
24
|
+
gem: boolean;
|
|
25
|
+
};
|
|
26
|
+
export type TrackPlan = {
|
|
27
|
+
seed: number;
|
|
28
|
+
obstacles: PlanObstacle[];
|
|
29
|
+
pickups: PlanPickup[];
|
|
30
|
+
};
|
|
31
|
+
/**
|
|
32
|
+
* Lays out the TRACK_LENGTH metres in rows of obstacles. Some rows span the whole causeway (a crack
|
|
33
|
+
* you must jump, or a gateway you must slide under: gateways always span it); the rest break one or
|
|
34
|
+
* two lanes with gaps, never all three. Rows come closer and harder the further along the track, always
|
|
35
|
+
* leaving room to land and react. A trail of coins hops between lanes, steering clear of obstacles.
|
|
36
|
+
* A new seed gives a new layout every attempt.
|
|
37
|
+
*/
|
|
38
|
+
export declare function generateTrack(seed: number): TrackPlan;
|
|
39
|
+
export type Obstacle = PlanObstacle & {
|
|
40
|
+
e: Entity | null;
|
|
41
|
+
};
|
|
42
|
+
export type Pickup = {
|
|
43
|
+
gem: boolean;
|
|
44
|
+
lane: number;
|
|
45
|
+
y: number;
|
|
46
|
+
z: number;
|
|
47
|
+
e: Entity;
|
|
48
|
+
taken: boolean;
|
|
49
|
+
};
|
|
50
|
+
export type Tile = {
|
|
51
|
+
index: number;
|
|
52
|
+
z: number;
|
|
53
|
+
entities: Entity[];
|
|
54
|
+
obstacles: Obstacle[];
|
|
55
|
+
pickups: Pickup[];
|
|
56
|
+
};
|
|
57
|
+
/**
|
|
58
|
+
* Builds tile `index` (its near end at z = -index * TILE_LENGTH) from the run's plan: the causeway
|
|
59
|
+
* slab by slab (broken out where there is a gap), its scenery, and the plan's obstacles, coins and
|
|
60
|
+
* finish line that fall in it.
|
|
61
|
+
*/
|
|
62
|
+
export declare function spawnTile(world: World, index: number, theme: GameTheme, plan: TrackPlan): Tile;
|
|
63
|
+
export declare function despawnTile(world: World, tile: Tile): void;
|
|
64
|
+
export declare function coinSparkle(world: World, position: Vec3, gem: boolean): void;
|
|
65
|
+
export declare function crashDust(world: World, position: Vec3): void;
|
|
@@ -1,51 +1,29 @@
|
|
|
1
|
-
|
|
2
|
-
export declare const
|
|
3
|
-
|
|
4
|
-
|
|
5
|
-
|
|
6
|
-
|
|
7
|
-
readonly GUIDE_CIRCLE_RADIUS_OFFSET: 20;
|
|
8
|
-
};
|
|
9
|
-
export declare const PERFECT_CIRCLE_COLORS: {
|
|
10
|
-
readonly BACKGROUND: "#3a3a5e";
|
|
11
|
-
readonly PRIMARY: "#ffffff";
|
|
12
|
-
readonly CANVAS: "#16213e";
|
|
1
|
+
import type { TiltView } from '../shared/EngineTilt';
|
|
2
|
+
export declare const MIN_POINT_DISTANCE = 4;
|
|
3
|
+
export declare const STROKE_RADIUS = 2.5;
|
|
4
|
+
export declare const FIT_TRACE_TIME = 0.65;
|
|
5
|
+
export declare const TINT_TIME = 0.38;
|
|
6
|
+
export declare const COLORS: {
|
|
13
7
|
readonly STROKE: "#00d4ff";
|
|
14
|
-
readonly GUIDE: "#ffffff";
|
|
15
8
|
readonly SUCCESS: "#4ecca3";
|
|
16
9
|
readonly FAIL: "#ff6b6b";
|
|
10
|
+
readonly GUIDE: "#ffffff";
|
|
17
11
|
readonly UI: "#00d4ff";
|
|
18
|
-
readonly TEXT: "#ffffff";
|
|
19
12
|
};
|
|
20
|
-
|
|
21
|
-
|
|
22
|
-
|
|
23
|
-
|
|
24
|
-
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|
25
|
-
|
|
26
|
-
|
|
27
|
-
|
|
28
|
-
|
|
29
|
-
|
|
30
|
-
};
|
|
31
|
-
readonly GREAT: {
|
|
32
|
-
readonly min: 85;
|
|
33
|
-
readonly label: "GREAT!";
|
|
34
|
-
readonly emoji: "✨";
|
|
35
|
-
};
|
|
36
|
-
readonly GOOD: {
|
|
37
|
-
readonly min: 80;
|
|
38
|
-
readonly label: "GOOD!";
|
|
39
|
-
readonly emoji: "👍";
|
|
40
|
-
};
|
|
41
|
-
readonly NICE: {
|
|
42
|
-
readonly min: 70;
|
|
43
|
-
readonly label: "NICE TRY!";
|
|
44
|
-
readonly emoji: "👌";
|
|
45
|
-
};
|
|
46
|
-
readonly POOR: {
|
|
47
|
-
readonly min: 0;
|
|
48
|
-
readonly label: "KEEP TRYING!";
|
|
49
|
-
readonly emoji: "💪";
|
|
50
|
-
};
|
|
13
|
+
/**
|
|
14
|
+
* The camera looks straight down: the guide must be a true circle on screen, since the drawing is
|
|
15
|
+
* scored in view points. The depth shows in the plate's bevel, the raised guide ring and the round tube.
|
|
16
|
+
*/
|
|
17
|
+
export declare const TILT = 0;
|
|
18
|
+
export declare const LIGHT: import("@nayan-ui/engine").Light;
|
|
19
|
+
export type Layout = TiltView & {
|
|
20
|
+
cx: number;
|
|
21
|
+
cy: number;
|
|
22
|
+
radius: number;
|
|
51
23
|
};
|
|
24
|
+
/**
|
|
25
|
+
* The guide circle: half the game width (the view less 30 points, at most 500) across, centred 55
|
|
26
|
+
* points below the middle of the screen, as the original canvas put it. On a screen too short for that, it
|
|
27
|
+
* shrinks and moves to fit between the scoreboard and the controls.
|
|
28
|
+
*/
|
|
29
|
+
export declare function getLayout(width: number, height: number, offset: number): Layout;
|