@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/ScoreBoard.d.ts +0 -24
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- package/lib/typescript/src/games/tangram/TangramStore.d.ts +0 -34
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- 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
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- package/lib/typescript/src/games/tile-home/TileHomeService.d.ts +0 -1
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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/games/word-search/WordSearchConstants.d.ts +0 -63
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export declare const GAME_DURATION = 300;
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export declare const POINTS_PER_FLIP = 200;
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export declare const WIN_BONUS = 5000;
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export declare const AI_DELAY = 0.5;
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export declare const TAP_SLOP = 12;
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export declare const FLIP_TIME = 0.24;
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export declare const RIPPLE = 0.07;
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export declare const PLACE_LEAD = 0.09;
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export declare const COLORS: {
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readonly FELT: "#1F7A46";
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readonly
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readonly
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readonly
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readonly BOARD_BORDER: "#0F3D24";
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readonly GRID: "#155a33";
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readonly STAR: "#0d3b21";
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readonly HINT: "rgba(255,255,255,0.75)";
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readonly LAST_MOVE: "rgba(255,213,79,0.9)";
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readonly BLACK: "#2A2A2A";
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readonly WHITE: "#F2F2F2";
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};
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readonly bottom: string;
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readonly rim: string;
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readonly highlight: "#FFFFFF";
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readonly shadow: "rgba(0,0,0,0.4)";
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};
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export declare const REVERSI_CONFIG: {
|
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readonly BOARD_N: 8;
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readonly GAME_DURATION: 240;
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readonly POINTS_PER_FLIP: 200;
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readonly WIN_BONUS: 5000;
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readonly AI_MOVE_DELAY: 500;
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readonly AI_DEPTH: 2;
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readonly AI_RANDOM_MOVE_CHANCE: 0.2;
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readonly AI_SCORE_MARGIN: 12;
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};
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export type ReversiPlayer = 'black' | 'white';
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export interface Disc {
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player: ReversiPlayer;
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}
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export type Cell = Disc | null;
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|
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export type ReversiBoard = Cell[];
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|
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export interface Move {
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index: number;
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flips: number[];
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}
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export declare const rc: (index: number) => {
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row: number;
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col: number;
|
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/** Directly overhead, like Checkers: a flat board with only the discs raised in 3D. */
|
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export declare const TILT = 0;
|
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|
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export declare const BOARD_BORDER_WIDTH = 3;
|
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export declare const BOARD_SURFACE = 0.2;
|
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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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export type Layout = TiltView & {
|
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cell: number;
|
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size: number;
|
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};
|
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|
-
|
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64
|
-
export declare
|
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65
|
-
|
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66
|
-
export declare const
|
|
30
|
+
/** Use Checkers' centered board sizing, reserving space for the thin outer border. */
|
|
31
|
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export declare function getLayout(width: number, height: number, offset: number): Layout;
|
|
32
|
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/** A cell's centre (row 0 along the top), in world units. */
|
|
33
|
+
export declare const cellCentre: (l: Layout, index: number) => [number, number];
|
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34
|
+
/** The cell under a board point, or -1. */
|
|
35
|
+
export declare function cellAt(l: Layout, x: number, y: number): number;
|
|
@@ -0,0 +1,54 @@
|
|
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1
|
+
import { type Camera, type DragEvent, World } from '@nayan-ui/engine';
|
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2
|
+
import type { GameTheme } from '../../services/ThemeService';
|
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3
|
+
import { type Layout } from './ReversiConstants';
|
|
4
|
+
import { type Player } from './ReversiRules';
|
|
5
|
+
import { type Scene } from './ReversiScene';
|
|
6
|
+
export type Phase = 'ready' | 'playing' | 'over';
|
|
7
|
+
/** place / robot: a disc down; invalid: a tap off the legal moves; pass: a side couldn't move; win / lose: how it ended (a timeout is silent). */
|
|
8
|
+
export type GameEvent = 'place' | 'robot' | 'invalid' | 'pass' | 'win' | 'lose';
|
|
9
|
+
export declare function createGame(theme: GameTheme): {
|
|
10
|
+
world: World;
|
|
11
|
+
camera: Camera;
|
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12
|
+
theme: GameTheme;
|
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13
|
+
layout: Layout | null;
|
|
14
|
+
scene: Scene | null;
|
|
15
|
+
phase: Phase;
|
|
16
|
+
board: import("./ReversiRules").Board;
|
|
17
|
+
turn: Player;
|
|
18
|
+
/** Your legal moves (shown as rings; none on the robot's turn). */
|
|
19
|
+
hints: number[];
|
|
20
|
+
last: number;
|
|
21
|
+
winner: Player | null;
|
|
22
|
+
timedOut: boolean;
|
|
23
|
+
black: number;
|
|
24
|
+
white: number;
|
|
25
|
+
/** Score and the countdown live in the engine (Rust), advanced by world.update. */
|
|
26
|
+
readonly score: number;
|
|
27
|
+
readonly timeLeft: number;
|
|
28
|
+
press: {
|
|
29
|
+
x: number;
|
|
30
|
+
y: number;
|
|
31
|
+
} | null;
|
|
32
|
+
onPhase: (_p: Phase) => void;
|
|
33
|
+
onScore: (_s: number) => void;
|
|
34
|
+
onCounts: (_black: number, _white: number) => void;
|
|
35
|
+
onTurn: (_p: Player) => void;
|
|
36
|
+
onTime: (_t: number) => void;
|
|
37
|
+
onEvent: (_e: GameEvent) => void;
|
|
38
|
+
};
|
|
39
|
+
export type Game = ReturnType<typeof createGame>;
|
|
40
|
+
/** Lays the board out for the view (first layout, header height, rotation): rebuilt where things stand. */
|
|
41
|
+
export declare function setLayout(g: Game, l: Layout): void;
|
|
42
|
+
export declare function setTheme(g: Game, theme: GameTheme): void;
|
|
43
|
+
/** A fresh board, your move. */
|
|
44
|
+
export declare function start(g: Game): void;
|
|
45
|
+
/** The opening board, not started (Stop, Play Again). The world, and the GPU view drawing it, are kept. */
|
|
46
|
+
export declare function reset(g: Game): void;
|
|
47
|
+
export declare function dispose(g: Game): void;
|
|
48
|
+
export declare function tick(g: Game, dt: number): void;
|
|
49
|
+
/** Your move on a cell: a legal one is played, anything else just buzzes. */
|
|
50
|
+
export declare function select(g: Game, index: number): void;
|
|
51
|
+
/** The cell under a view point (on the felt), or -1. */
|
|
52
|
+
export declare function cellUnder(g: Game, x: number, y: number): number;
|
|
53
|
+
/** A tap (a finger down and up without wandering) on a cell. */
|
|
54
|
+
export declare function drag(g: Game, { phase, x, y }: DragEvent): void;
|
|
@@ -0,0 +1,22 @@
|
|
|
1
|
+
export declare const N = 8;
|
|
2
|
+
export type Player = 'black' | 'white';
|
|
3
|
+
export type Board = (Player | null)[];
|
|
4
|
+
export type Move = {
|
|
5
|
+
index: number;
|
|
6
|
+
flips: number[];
|
|
7
|
+
};
|
|
8
|
+
/** You play black and move first; the robot plays white. */
|
|
9
|
+
export declare const HUMAN: Player;
|
|
10
|
+
export declare const AI: Player;
|
|
11
|
+
export declare const opponent: (p: Player) => Player;
|
|
12
|
+
export declare function initialBoard(): Board;
|
|
13
|
+
/** The discs a move at `index` would flip (none: not a legal move). */
|
|
14
|
+
export declare function flipsFor(b: Board, index: number, player: Player): number[];
|
|
15
|
+
export declare function validMoves(b: Board, player: Player): Move[];
|
|
16
|
+
export declare function applyMove(b: Board, m: Move, player: Player): Board;
|
|
17
|
+
export declare function counts(b: Board): {
|
|
18
|
+
black: number;
|
|
19
|
+
white: number;
|
|
20
|
+
};
|
|
21
|
+
/** The robot's move: now and then a random one, otherwise a random pick among those near the best. */
|
|
22
|
+
export declare function chooseAIMove(b: Board): Move | null;
|
|
@@ -0,0 +1,27 @@
|
|
|
1
|
+
import { type Entity, type World } from '@nayan-ui/engine';
|
|
2
|
+
import type { GameTheme } from '../../services/ThemeService';
|
|
3
|
+
import { type Layout } from './ReversiConstants';
|
|
4
|
+
import type { Board, Player } from './ReversiRules';
|
|
5
|
+
export type Scene = {
|
|
6
|
+
backdrop: Entity;
|
|
7
|
+
/** The felt, grid and star points (the same in every theme). */
|
|
8
|
+
felt: Entity[];
|
|
9
|
+
discs: (Entity | null)[];
|
|
10
|
+
hints: Entity[];
|
|
11
|
+
last: Entity;
|
|
12
|
+
};
|
|
13
|
+
export declare function buildScene(world: World, l: Layout, theme: GameTheme, board: Board, hints: number[], last: number): Scene;
|
|
14
|
+
export declare function removeScene(world: World, s: Scene): void;
|
|
15
|
+
export declare function setSceneTheme(world: World, s: Scene, theme: GameTheme): void;
|
|
16
|
+
/** A disc set down on a cell: it drops on and settles (or is just there). */
|
|
17
|
+
export declare function placeDisc(world: World, l: Layout, s: Scene, i: number, p: Player, animate?: boolean): void;
|
|
18
|
+
/** Captured discs turn over to `p`, a ring at a time outward from the placed disc at `from`. */
|
|
19
|
+
export declare function flipDiscs(world: World, l: Layout, s: Scene, from: number, flips: number[], p: Player): void;
|
|
20
|
+
/** A ring on every legal move. */
|
|
21
|
+
export declare function showHints(world: World, l: Layout, s: Scene, hints: number[]): void;
|
|
22
|
+
/** The gold outline on the last move (-1: none). */
|
|
23
|
+
export declare function showLast(world: World, l: Layout, s: Scene, last: number): void;
|
|
24
|
+
/** A tap on a cell that isn't a legal move: the cell's disc (if any) shrugs. */
|
|
25
|
+
export declare function nudge(world: World, l: Layout, s: Scene, i: number): void;
|
|
26
|
+
/** You won: your discs hop in a wave and confetti bursts over the board. */
|
|
27
|
+
export declare function celebrate(world: World, l: Layout, s: Scene, board: Board): void;
|
|
@@ -0,0 +1,20 @@
|
|
|
1
|
+
import type React from 'react';
|
|
2
|
+
import type { SoundConfig } from '../../services/SoundsService';
|
|
3
|
+
import type { GAME_IDS, GameProps } from '../../services/UtilsService';
|
|
4
|
+
import { type Content } from './SearchGridGame';
|
|
5
|
+
export type SearchGameConfig = Content & {
|
|
6
|
+
gameId: GAME_IDS;
|
|
7
|
+
sounds: {
|
|
8
|
+
START: SoundConfig;
|
|
9
|
+
FOUND: SoundConfig;
|
|
10
|
+
WIN: SoundConfig;
|
|
11
|
+
GAME_OVER: SoundConfig;
|
|
12
|
+
};
|
|
13
|
+
/** 'ALL WORDS FOUND!', 'Great word hunting!', 'Find hidden words!' */
|
|
14
|
+
winTitle: string;
|
|
15
|
+
winMessage: string;
|
|
16
|
+
startSubtext: string;
|
|
17
|
+
variant: 'word' | 'number';
|
|
18
|
+
displayName: string;
|
|
19
|
+
};
|
|
20
|
+
export declare function createSearchGame(config: SearchGameConfig): React.FC<GameProps>;
|
|
@@ -0,0 +1,60 @@
|
|
|
1
|
+
import type { TiltView } from '../shared/EngineTilt';
|
|
2
|
+
export declare const GRID_SIZE = 10;
|
|
3
|
+
export declare const ITEMS = 8;
|
|
4
|
+
export declare const TIME_LIMIT = 300;
|
|
5
|
+
export declare const FIND_POINTS = 1000;
|
|
6
|
+
export type Cell = {
|
|
7
|
+
row: number;
|
|
8
|
+
col: number;
|
|
9
|
+
};
|
|
10
|
+
export type Placed = {
|
|
11
|
+
text: string;
|
|
12
|
+
cells: Cell[];
|
|
13
|
+
};
|
|
14
|
+
/**
|
|
15
|
+
* A fresh grid: `ITEMS` entries from `list` placed in random directions (each tries the directions,
|
|
16
|
+
* then the positions, in a random order, and may cross another where the characters agree), the rest
|
|
17
|
+
* filled from `alphabet`.
|
|
18
|
+
*/
|
|
19
|
+
export declare function generate(list: readonly string[], alphabet: string): {
|
|
20
|
+
grid: string[][];
|
|
21
|
+
placed: Placed[];
|
|
22
|
+
};
|
|
23
|
+
/** The cells from one to another along a row, column or diagonal; none if they're not on one line. */
|
|
24
|
+
export declare function lineCells(from: Cell, to: Cell): Cell[];
|
|
25
|
+
/**
|
|
26
|
+
* The not-yet-found entry the selected cells spell exactly (either way along the line), if any. Any line
|
|
27
|
+
* spelling it counts, not only where it was hidden: with few characters (Number Search's ten digits) an
|
|
28
|
+
* entry often turns up again by chance, and finding that copy is just as right.
|
|
29
|
+
*/
|
|
30
|
+
export declare function matchOf(cells: Cell[], grid: string[][], placed: Placed[], found: ReadonlySet<string>): Placed | null;
|
|
31
|
+
/** One per entry, by its place in the list: its found highlight and its chip. */
|
|
32
|
+
export declare const HIGHLIGHT_COLORS: string[];
|
|
33
|
+
export declare const SELECTION_COLOR = "rgba(77, 166, 255, 0.85)";
|
|
34
|
+
export declare const TILE_COLOR = "#FFFFFF";
|
|
35
|
+
export declare const INK_COLOR = "#333333";
|
|
36
|
+
export declare const CLASSIC_BOARD = "rgba(255, 255, 255, 0.3)";
|
|
37
|
+
/** The camera leans back from straight down, so the tiles and the lettering stand up off the board. */
|
|
38
|
+
export declare const TILT = 0.3;
|
|
39
|
+
/** Lit from the upper left; surfaces facing up off the board (+z) keep their exact color. */
|
|
40
|
+
export declare const LIGHT: import("@nayan-ui/engine").Light;
|
|
41
|
+
export declare const SELECT_TIME = 0.12;
|
|
42
|
+
export declare const FIND_TIME = 0.32;
|
|
43
|
+
/** Room above the board for the list of entries to find. */
|
|
44
|
+
export declare const LIST_HEIGHT = 52;
|
|
45
|
+
export type Layout = TiltView & {
|
|
46
|
+
boardSize: number;
|
|
47
|
+
cell: number;
|
|
48
|
+
padding: number;
|
|
49
|
+
/** Height of the tiles' top faces. */
|
|
50
|
+
tileTop: number;
|
|
51
|
+
/** Where the list goes (view points, from the top). */
|
|
52
|
+
listTop: number;
|
|
53
|
+
listWidth: number;
|
|
54
|
+
};
|
|
55
|
+
/** The board as wide as the game area (as the original board), the list above it, both centred under the scoreboard. */
|
|
56
|
+
export declare function getLayout(width: number, height: number, offset: number): Layout;
|
|
57
|
+
/** A cell's centre on the board (row 0 along the top), in world units. */
|
|
58
|
+
export declare function cellCentre(l: Layout, row: number, col: number): [number, number];
|
|
59
|
+
/** The cell under a board point (world units), or null off the grid. */
|
|
60
|
+
export declare function cellAt(l: Layout, x: number, y: number): Cell | null;
|
|
@@ -0,0 +1,52 @@
|
|
|
1
|
+
import { type Camera, type DragEvent, World } from '@nayan-ui/engine';
|
|
2
|
+
import type { GameTheme } from '../../services/ThemeService';
|
|
3
|
+
import { type Cell, type Layout, type Placed } from './SearchGridConstants';
|
|
4
|
+
import { type Scene } from './SearchGridScene';
|
|
5
|
+
export type Phase = 'ready' | 'playing' | 'over';
|
|
6
|
+
export type Content = {
|
|
7
|
+
list: readonly string[];
|
|
8
|
+
alphabet: string;
|
|
9
|
+
};
|
|
10
|
+
export declare function createGame(theme: GameTheme, content: Content): {
|
|
11
|
+
world: World;
|
|
12
|
+
camera: Camera;
|
|
13
|
+
theme: GameTheme;
|
|
14
|
+
content: Content;
|
|
15
|
+
layout: Layout | null;
|
|
16
|
+
scene: Scene | null;
|
|
17
|
+
phase: Phase;
|
|
18
|
+
grid: string[][];
|
|
19
|
+
placed: Placed[];
|
|
20
|
+
found: Set<string>;
|
|
21
|
+
/** The line being dragged: its first cell and where it ends now. */
|
|
22
|
+
start: Cell | null;
|
|
23
|
+
end: Cell | null;
|
|
24
|
+
/** Score and the countdown live in the engine (Rust), advanced by world.update. */
|
|
25
|
+
readonly score: number;
|
|
26
|
+
readonly timeLeft: number;
|
|
27
|
+
won: boolean;
|
|
28
|
+
onPhase: (_p: Phase) => void;
|
|
29
|
+
onScore: (_s: number) => void;
|
|
30
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onTime: (_t: number) => void;
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/** A new grid's entries, in placement order (their colors follow it). */
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onEntries: (_entries: string[]) => void;
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onFound: (_found: ReadonlySet<string>) => void;
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/** One more entry found (its sound and haptic), then `onWin` if it was the last. */
|
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onFind: () => void;
|
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onWin: () => void;
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};
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export type Game = ReturnType<typeof createGame>;
|
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/** Lays the scene out for the view (first layout, header height, rotation): rebuilt from the game's state. */
|
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|
+
export declare function setLayout(g: Game, l: Layout): void;
|
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+
export declare function setTheme(g: Game, theme: GameTheme): void;
|
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/** Plays the grid that's showing. */
|
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43
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+
export declare function start(g: Game): void;
|
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+
/** A fresh grid, not started (Stop, Play Again). The world, and the GPU view drawing it, are kept. */
|
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45
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+
export declare function reset(g: Game): void;
|
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+
export declare const entries: (g: Game) => string[];
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+
export declare function dispose(g: Game): void;
|
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48
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export declare function tick(g: Game, dt: number): void;
|
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49
|
+
/** The cell under a view point, as seen on the tiles' tops. */
|
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|
+
export declare function cellUnder(g: Game, x: number, y: number): Cell | null;
|
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+
/** Start a line on the cell under the finger, stretch it along a row, column or diagonal, check it on release. */
|
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export declare function drag(g: Game, { phase, x, y }: DragEvent): void;
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@@ -0,0 +1,43 @@
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import { type Entity, type World } from '@nayan-ui/engine';
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2
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import type { GameTheme } from '../../services/ThemeService';
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import type { EngineHud } from '../shared/EngineHud';
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+
import { type Cell, type Layout } from './SearchGridConstants';
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/** A pill: its middle and two round ends. */
|
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export type Pill = [Entity, Entity, Entity];
|
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/** The live selection's ends: where they're drawn now and where they're heading (world x, y). */
|
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type Ends = {
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ax: number;
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ay: number;
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bx: number;
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by: number;
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tax: number;
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tay: number;
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tbx: number;
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tby: number;
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on: boolean;
|
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+
};
|
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+
export type Scene = {
|
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backdrop: Entity;
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panel: Entity;
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tiles: Entity[];
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glyphs: Entity[];
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selection: Pill;
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+
ends: Ends;
|
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26
|
+
found: Pill[];
|
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|
+
};
|
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|
+
export declare function buildScene(world: World, l: Layout, theme: GameTheme, grid: string[][]): Scene;
|
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29
|
+
/** A new grid's characters on the same tiles. */
|
|
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|
+
export declare function relabel(world: World, l: Layout, s: Scene, grid: string[][]): void;
|
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31
|
+
export declare function removeScene(world: World, s: Scene): void;
|
|
32
|
+
export declare function setSceneTheme(world: World, l: Layout, s: Scene, theme: GameTheme): void;
|
|
33
|
+
/** The live selection, from its first cell to where the finger is now: `fresh` snaps it there, else it glides (followSelection). */
|
|
34
|
+
export declare function showSelection(world: World, l: Layout, s: Scene, from: Cell, to: Cell, fresh: boolean): void;
|
|
35
|
+
/** Eases the live selection's ends toward their targets each frame (frame-rate independent), redrawing it only while it moves. */
|
|
36
|
+
export declare function followSelection(world: World, l: Layout, s: Scene, dt: number): void;
|
|
37
|
+
export declare function hideSelection(world: World, s: Scene): void;
|
|
38
|
+
/** A found entry: circled in its color, its tiles bouncing one after another, a few sparkles. */
|
|
39
|
+
export declare function markFound(world: World, l: Layout, s: Scene, cells: Cell[], colorIndex: number, animate: boolean): void;
|
|
40
|
+
/** Confetti over the board when everything's found. */
|
|
41
|
+
export declare function celebrate(world: World, l: Layout): void;
|
|
42
|
+
export declare function drawEntryList(hud: EngineHud, entries: readonly string[], found: ReadonlySet<string>, layout: Layout): void;
|
|
43
|
+
export {};
|
|
@@ -0,0 +1,19 @@
|
|
|
1
|
+
import { type Entity, type Model, type World } from '@nayan-ui/engine';
|
|
2
|
+
import type { GameTheme } from '../../services/ThemeService';
|
|
3
|
+
/** Any front light works: these flat meshes face the camera, which it lights at exactly 1. */
|
|
4
|
+
export declare const BACKDROP_LIGHT: import("@nayan-ui/engine").Light;
|
|
5
|
+
/** The background mesh in pattern space: x right, y up from the window's top-left (y runs to -height). */
|
|
6
|
+
export declare function backdropMesh(theme: GameTheme): Model;
|
|
7
|
+
/**
|
|
8
|
+
* A modal card's background: the window pattern's top-left `width` x `height` (its gradients and
|
|
9
|
+
* shapes, without the grid lines), cut to a rounded rectangle of corner `radius`. Same space as
|
|
10
|
+
* `backdropMesh` (from the top-left, y up).
|
|
11
|
+
*/
|
|
12
|
+
export declare function cardBackdropMesh(theme: GameTheme, width: number, height: number, radius: number): Model;
|
|
13
|
+
/**
|
|
14
|
+
* The background behind a centred, one-unit-per-point scene `width` x `height` (the view's size), at
|
|
15
|
+
* depth `z`: the pattern starts at the view's top-left, as the original screens draw it.
|
|
16
|
+
*/
|
|
17
|
+
export declare function spawnBackdrop(world: World, width: number, height: number, z: number, theme: GameTheme): Entity;
|
|
18
|
+
/** Repaints a backdrop for a new theme. */
|
|
19
|
+
export declare function setBackdropTheme(world: World, backdrop: Entity, theme: GameTheme): void;
|
|
@@ -0,0 +1,26 @@
|
|
|
1
|
+
import { type Color, type Entity, type PopOptions, type Quat, type Vec3, type World } from '@nayan-ui/engine';
|
|
2
|
+
export type PopBurstOptions = {
|
|
3
|
+
/** Where the beads fly out from (a little in front of the piece reads best). */
|
|
4
|
+
position: Vec3;
|
|
5
|
+
/** The piece's size across, which the burst scales with. */
|
|
6
|
+
size: number;
|
|
7
|
+
/** The piece's color. */
|
|
8
|
+
color: Color;
|
|
9
|
+
/** Depth of the glow (behind the piece, in front of the board). Default the burst's own depth. */
|
|
10
|
+
glowZ?: number;
|
|
11
|
+
/** Beads and glints, about. Default 8. */
|
|
12
|
+
count?: number;
|
|
13
|
+
};
|
|
14
|
+
/** Bright beads and glints in the piece's color and white, over a glow that swells and fades behind it. */
|
|
15
|
+
export declare function popBurst(world: World, o: PopBurstOptions): void;
|
|
16
|
+
/** Both: the piece pops away and bursts as it swells. Resolves when it's gone (despawning it is the caller's). */
|
|
17
|
+
export declare function popAndBurst(world: World, entity: Entity, pop: PopOptions, burst: PopBurstOptions): Promise<void>;
|
|
18
|
+
/** A baton catch: a full-body pop, expanding ring, colorful splinters and two tip sprays. */
|
|
19
|
+
export declare function stickBlast(world: World, entity: Entity, o: {
|
|
20
|
+
position: Vec3;
|
|
21
|
+
rotation: Quat;
|
|
22
|
+
scale: Vec3;
|
|
23
|
+
color: Color;
|
|
24
|
+
}): Promise<void>;
|
|
25
|
+
/** Reusable assets; the game loader advances one builder per frame. */
|
|
26
|
+
export declare function warmAssets(): Iterable<() => unknown>;
|
|
@@ -0,0 +1,19 @@
|
|
|
1
|
+
import { type Color, type Entity, type Vec3, type World } from '@nayan-ui/engine';
|
|
2
|
+
/** The scale that makes a block `size` (width, height, depth): for animating one back to full size (pops, grow-ins). */
|
|
3
|
+
export declare const raisedBlockScale: (size: Vec3) => Vec3;
|
|
4
|
+
export type BlockOptions = {
|
|
5
|
+
/** The block's centre. */
|
|
6
|
+
position: Vec3;
|
|
7
|
+
/** Width, height and depth. */
|
|
8
|
+
size: Vec3;
|
|
9
|
+
color: Color;
|
|
10
|
+
parent?: Entity;
|
|
11
|
+
/** The block's scale as a fraction of `size` (0 to grow it in). Default 1. */
|
|
12
|
+
grow?: number;
|
|
13
|
+
/** A glossy finish (else matte). Default true. */
|
|
14
|
+
gloss?: boolean;
|
|
15
|
+
/** Its soft shadow on the board. Default true. */
|
|
16
|
+
shadow?: boolean;
|
|
17
|
+
};
|
|
18
|
+
/** A block and its shadow; the block is returned (scale, move, tint and despawn it as one). */
|
|
19
|
+
export declare function spawnRaisedBlock(world: World, { position, size, color, parent, grow, gloss, shadow }: BlockOptions): Entity;
|
|
@@ -0,0 +1,24 @@
|
|
|
1
|
+
import { type Entity, type Model, type Quat, type Vec3, type World } from '@nayan-ui/engine';
|
|
2
|
+
/** The die, one unit across, centred. Made once per app. */
|
|
3
|
+
export declare function dieMesh(): Model;
|
|
4
|
+
/** The die showing `value` toward a camera leaning back by `tilt`, turned `twist` round its up axis. */
|
|
5
|
+
export declare const dieRotation: (tilt: number, value: number, twist?: number) => Quat;
|
|
6
|
+
export type DieRoll = {
|
|
7
|
+
die: Entity;
|
|
8
|
+
shadow: Entity;
|
|
9
|
+
/** Where the die rests (its centre), and its shadow's place and size there. */
|
|
10
|
+
rest: Vec3;
|
|
11
|
+
shadowAt: Vec3;
|
|
12
|
+
shadowScale: Vec3;
|
|
13
|
+
/** The die's edge, in world units. */
|
|
14
|
+
size: number;
|
|
15
|
+
/** The camera's lean (the rolled face ends up facing it). */
|
|
16
|
+
tilt: number;
|
|
17
|
+
value: number;
|
|
18
|
+
/** Seconds, from the toss to the die at rest. */
|
|
19
|
+
duration: number;
|
|
20
|
+
/** For delayed effects (the landing dust): whether the scene is gone. */
|
|
21
|
+
disposed?: () => boolean;
|
|
22
|
+
};
|
|
23
|
+
/** Rolls the die to `value`: tossed up, tumbling, bouncing to rest on its spot showing `value`. */
|
|
24
|
+
export declare function rollDie(world: World, r: DieRoll): void;
|
|
@@ -0,0 +1,17 @@
|
|
|
1
|
+
/** A vehicle's outline from above: its length, and its half width at each point along it (model z, front at -length / 2). */
|
|
2
|
+
export type Footprint = {
|
|
3
|
+
length: number;
|
|
4
|
+
halfWidth: (z: number) => number;
|
|
5
|
+
};
|
|
6
|
+
/**
|
|
7
|
+
* How far two footprints overlap sideways (> 0 when they touch): `b` is `ahead` metres in front of
|
|
8
|
+
* `a` along the road and `gap` across it, both facing down the road. Sampled along the stretch where
|
|
9
|
+
* they overlap lengthways; -Infinity when they don't.
|
|
10
|
+
*/
|
|
11
|
+
export declare function overlapAcross(a: Footprint, b: Footprint, ahead: number, gap: number, samples?: number): number;
|
|
12
|
+
/**
|
|
13
|
+
* Whether a contact that just began was nose to tail (a front hit) rather than side by side: they were
|
|
14
|
+
* still (almost) clear lengthways a frame ago. `wasAhead` and `ahead` are the gap along the road then
|
|
15
|
+
* and now. Allows for how far they closed in the frame and for tapered noses and tails.
|
|
16
|
+
*/
|
|
17
|
+
export declare function frontHit(a: Footprint, b: Footprint, wasAhead: number, ahead: number, taper?: number): boolean;
|
|
@@ -0,0 +1,27 @@
|
|
|
1
|
+
import { type Color, type Model, type Vec3 } from '@nayan-ui/engine';
|
|
2
|
+
export type FruitKind = 'apple' | 'orange' | 'lemon' | 'pear' | 'strawberry' | 'watermelon' | 'banana' | 'cherries' | 'grapes' | 'kiwi' | 'mango' | 'peach' | 'pineapple' | 'pomegranate' | 'papaya';
|
|
3
|
+
export type Fruit = {
|
|
4
|
+
whole: Model;
|
|
5
|
+
/** The left and right pieces after a slice. */
|
|
6
|
+
pieces: [Model, Model];
|
|
7
|
+
/** Color of its juice (for splashes). */
|
|
8
|
+
juice: Color;
|
|
9
|
+
/** Centre of the whole fruit's bounding box (stems and leaves included), in its own units. */
|
|
10
|
+
center: Vec3;
|
|
11
|
+
};
|
|
12
|
+
/**
|
|
13
|
+
* One fruit, built on first use (mesh ids last for the whole app). Needs the native core.
|
|
14
|
+
* `level` < 1 builds a lighter mesh for fruit shown small (0.35 still looks round at 60 points).
|
|
15
|
+
*/
|
|
16
|
+
export declare function getFruit(kind: FruitKind, level?: number): Fruit;
|
|
17
|
+
/** Whether `kind` is cached at `level`, including its sliced models when `withSlices` is true. */
|
|
18
|
+
export declare const isFruitBuilt: (kind: FruitKind, level?: number, withSlices?: boolean) => boolean;
|
|
19
|
+
/**
|
|
20
|
+
* Builds `kinds` one per frame, so the screen keeps animating while they're made, then calls `done`.
|
|
21
|
+
* Already built fruit cost nothing. Returns a cancel function.
|
|
22
|
+
*/
|
|
23
|
+
export declare function loadFruits(kinds: readonly FruitKind[], done: () => void, level?: number): () => void;
|
|
24
|
+
/** Every fruit, built once (mesh ids last for the whole app). Needs the native core. */
|
|
25
|
+
export declare function getFruits(): Record<FruitKind, Fruit>;
|
|
26
|
+
/** Whole bodies and cut pieces are separate jobs; board games never build unused slices. */
|
|
27
|
+
export declare function warmAssets(kinds: readonly FruitKind[], level: number, pieces?: boolean): Iterable<() => unknown>;
|
|
@@ -0,0 +1,4 @@
|
|
|
1
|
+
import { type ComponentType } from 'react';
|
|
2
|
+
import { type GAME_IDS, type GameProps } from '../../services/UtilsService';
|
|
3
|
+
/** The game module and its world are evaluated after the native loading animation is visible. */
|
|
4
|
+
export declare function withGameLoading(id: GAME_IDS, load: () => ComponentType<GameProps>): ComponentType<GameProps>;
|
|
@@ -0,0 +1,48 @@
|
|
|
1
|
+
import React from 'react';
|
|
2
|
+
import { GameView } from '@nayan-ui/engine';
|
|
3
|
+
import { type GAME_IDS, type GameProps } from '../../services/UtilsService';
|
|
4
|
+
import { EngineHud, type GameOverCard, type HudChoice, type HudColumn, type HudFeedback } from './EngineHud';
|
|
5
|
+
/** Everything GameView takes, but the HUD's overlay and the frame hooks this screen owns. */
|
|
6
|
+
type SceneProps = Omit<React.ComponentProps<typeof GameView>, 'overlay' | 'onOverlayTouch' | 'onUpdate' | 'onStats' | 'background' | 'source'> & {
|
|
7
|
+
/** What to draw; null until the game has made its world (the view waits for it). */
|
|
8
|
+
source: React.ComponentProps<typeof GameView>['source'] | null;
|
|
9
|
+
/** The clear color; the theme's background by default. */
|
|
10
|
+
background?: React.ComponentProps<typeof GameView>['background'];
|
|
11
|
+
};
|
|
12
|
+
export type EngineGameScreenProps = SceneProps & Pick<GameProps, 'settings' | 'onSettingsChange' | 'onShare' | 'onShowLeaderboard' | 'bannerAd'> & {
|
|
13
|
+
gameId: string;
|
|
14
|
+
/** Reserve overlay entities for dense engine-drawn interfaces. */
|
|
15
|
+
hudCapacity?: number;
|
|
16
|
+
/** Host fallback when the rendering surface reports an error. */
|
|
17
|
+
errorMessage?: string;
|
|
18
|
+
/** Transient game feedback rendered and animated by the engine HUD. */
|
|
19
|
+
feedback?: HudFeedback;
|
|
20
|
+
choices?: HudChoice[];
|
|
21
|
+
/** Suspend/resume a game-owned audio loop with app activity, pause and sound settings. */
|
|
22
|
+
onAudioChange?: (audible: boolean) => void;
|
|
23
|
+
onActiveChange?: (active: boolean) => void;
|
|
24
|
+
/** Called every frame before the HUD animates (the game's tick). */
|
|
25
|
+
onUpdate?: (dt: number, hud: EngineHud) => void;
|
|
26
|
+
/** The view's size and the header offset, whenever they change: lay the scene out for them. */
|
|
27
|
+
onResize?: (width: number, height: number, offset: number) => number | void;
|
|
28
|
+
/** The scoreboard's columns. */
|
|
29
|
+
columns: HudColumn[];
|
|
30
|
+
playing: boolean;
|
|
31
|
+
/** The line under the controls while playing. */
|
|
32
|
+
subtext?: string;
|
|
33
|
+
onStart: () => void;
|
|
34
|
+
onStop: () => void;
|
|
35
|
+
/** The game-over card, or null while there's none. Android back plays again on it. */
|
|
36
|
+
gameOver: GameOverCard | null;
|
|
37
|
+
/** React Native views over the scene (under the settings modal). */
|
|
38
|
+
children?: React.ReactNode;
|
|
39
|
+
};
|
|
40
|
+
export declare const EngineGameScreen: React.FC<EngineGameScreenProps>;
|
|
41
|
+
/**
|
|
42
|
+
* Makes an engine game's component: memoised, with default settings, inside the game theme and a
|
|
43
|
+
* container and the selected game's loader while the engine warms up.
|
|
44
|
+
*/
|
|
45
|
+
export declare function engineGame(id: GAME_IDS, Game: React.FC<GameProps & {
|
|
46
|
+
settings: NonNullable<GameProps['settings']>;
|
|
47
|
+
}>): React.FC<GameProps>;
|
|
48
|
+
export {};
|
|
@@ -0,0 +1,15 @@
|
|
|
1
|
+
import { type Model } from '@nayan-ui/engine';
|
|
2
|
+
/** A stroke's tube radius, and the space a character takes in a run of text (both in glyph heights). */
|
|
3
|
+
export declare const GLYPH_RADIUS = 0.1;
|
|
4
|
+
export declare const GLYPH_ADVANCE = 0.72;
|
|
5
|
+
export declare const GLYPH_WIDTH = 0.6;
|
|
6
|
+
/** Whether a character has a glyph. */
|
|
7
|
+
export declare const hasGlyph: (char: string) => boolean;
|
|
8
|
+
/** A character's mesh, one glyph height tall at scale 1 (spawn it with `scale` = the height you want). */
|
|
9
|
+
export declare function glyphMesh(char: string): Model;
|
|
10
|
+
/**
|
|
11
|
+
* A character printed flat and matte (numbers on a board, not standing up): the glyph pressed to a
|
|
12
|
+
* twentieth of its depth, with no highlight, so it reads evenly everywhere on a flat surface. `weight`
|
|
13
|
+
* thickens its strokes (1 is the usual; bolder reads better small).
|
|
14
|
+
*/
|
|
15
|
+
export declare function flatGlyphMesh(char: string, weight?: number): Model;
|