@nayan-ui/games 1.19.0 → 1.20.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +53 -191
- package/lib/module/assets/fonts/Inter-SemiBold.ttf +0 -0
- package/lib/module/assets/models/explorer/explorer.glb +0 -0
- package/lib/module/assets/models/explorer/params.json +51 -0
- package/lib/module/assets/models/explorer/source.json +222 -0
- package/lib/module/assets/models/play-with-tua/play-with-tua.glb +0 -0
- package/lib/module/assets/models/play-with-tua/sources.json +141 -0
- package/lib/module/assets/sfx/balloon_pop.wav +0 -0
- package/lib/module/assets/sfx/blocked.wav +0 -0
- package/lib/module/assets/sfx/boing.wav +0 -0
- package/lib/module/assets/sfx/bonus.wav +0 -0
- package/lib/module/assets/sfx/boom.wav +0 -0
- package/lib/module/assets/sfx/bump.wav +0 -0
- package/lib/module/assets/sfx/cannon.wav +0 -0
- package/lib/module/assets/sfx/capture.wav +0 -0
- package/lib/module/assets/sfx/card_flip.wav +0 -0
- package/lib/module/assets/sfx/card_place.wav +0 -0
- package/lib/module/assets/sfx/catch.wav +0 -0
- package/lib/module/assets/sfx/chime.wav +0 -0
- package/lib/module/assets/sfx/chomp.wav +0 -0
- package/lib/module/assets/sfx/chomp_alt.wav +0 -0
- package/lib/module/assets/sfx/clack.wav +0 -0
- package/lib/module/assets/sfx/clang.wav +0 -0
- package/lib/module/assets/sfx/clash.wav +0 -0
- package/lib/module/assets/sfx/click.wav +0 -0
- package/lib/module/assets/sfx/coin.wav +0 -0
- package/lib/module/assets/sfx/combo.wav +0 -0
- package/lib/module/assets/sfx/crash.wav +0 -0
- package/lib/module/assets/sfx/crunch.wav +0 -0
- package/lib/module/assets/sfx/dance.wav +0 -0
- package/lib/module/assets/sfx/deselect.wav +0 -0
- package/lib/module/assets/sfx/dice_roll.wav +0 -0
- package/lib/module/assets/sfx/die.wav +0 -0
- package/lib/module/assets/sfx/draw.wav +0 -0
- package/lib/module/assets/sfx/drop.wav +0 -0
- package/lib/module/assets/sfx/eat.wav +0 -0
- package/lib/module/assets/sfx/engine.wav +0 -0
- package/lib/module/assets/sfx/error.wav +0 -0
- package/lib/module/assets/sfx/flag.wav +0 -0
- package/lib/module/assets/sfx/flap.wav +0 -0
- package/lib/module/assets/sfx/flip_disc.wav +0 -0
- package/lib/module/assets/sfx/footstep_run.wav +0 -0
- package/lib/module/assets/sfx/footstep_walk.wav +0 -0
- package/lib/module/assets/sfx/game_over.wav +0 -0
- package/lib/module/assets/sfx/gate.wav +0 -0
- package/lib/module/assets/sfx/hit.wav +0 -0
- package/lib/module/assets/sfx/hop.wav +0 -0
- package/lib/module/assets/sfx/hurt.wav +0 -0
- package/lib/module/assets/sfx/invalid.wav +0 -0
- package/lib/module/assets/sfx/jump.wav +0 -0
- package/lib/module/assets/sfx/ladder.wav +0 -0
- package/lib/module/assets/sfx/land.wav +0 -0
- package/lib/module/assets/sfx/laugh.wav +0 -0
- package/lib/module/assets/sfx/lose.wav +0 -0
- package/lib/module/assets/sfx/merge.wav +0 -0
- package/lib/module/assets/sfx/miss.wav +0 -0
- package/lib/module/assets/sfx/nitro.wav +0 -0
- package/lib/module/assets/sfx/pew.wav +0 -0
- package/lib/module/assets/sfx/place.wav +0 -0
- package/lib/module/assets/sfx/pling.wav +0 -0
- package/lib/module/assets/sfx/point.wav +0 -0
- package/lib/module/assets/sfx/pop.wav +0 -0
- package/lib/module/assets/sfx/pop_soft.wav +0 -0
- package/lib/module/assets/sfx/power_up.wav +0 -0
- package/lib/module/assets/sfx/reveal.wav +0 -0
- package/lib/module/assets/sfx/robot.wav +0 -0
- package/lib/module/assets/sfx/rotate.wav +0 -0
- package/lib/module/assets/sfx/run_steps.wav +0 -0
- package/lib/module/assets/sfx/select.wav +0 -0
- package/lib/module/assets/sfx/shuffle.wav +0 -0
- package/lib/module/assets/sfx/six.wav +0 -0
- package/lib/module/assets/sfx/slice.wav +0 -0
- package/lib/module/assets/sfx/slide.wav +0 -0
- package/lib/module/assets/sfx/snake.wav +0 -0
- package/lib/module/assets/sfx/snap.wav +0 -0
- package/lib/module/assets/sfx/splash.wav +0 -0
- package/lib/module/assets/sfx/star.wav +0 -0
- package/lib/module/assets/sfx/start.wav +0 -0
- package/lib/module/assets/sfx/swoosh.wav +0 -0
- package/lib/module/assets/sfx/tap.wav +0 -0
- package/lib/module/assets/sfx/thud.wav +0 -0
- package/lib/module/assets/sfx/thunk.wav +0 -0
- package/lib/module/assets/sfx/tick.wav +0 -0
- package/lib/module/assets/sfx/time_up.wav +0 -0
- package/lib/module/assets/sfx/tock.wav +0 -0
- package/lib/module/assets/sfx/walk_steps.wav +0 -0
- package/lib/module/assets/sfx/warning.wav +0 -0
- package/lib/module/assets/sfx/whack.wav +0 -0
- package/lib/module/assets/sfx/whoosh.wav +0 -0
- package/lib/module/assets/sfx/win.wav +0 -0
- package/lib/module/assets/sfx/zap.wav +0 -0
- package/lib/module/assets/textures/ad_bolt.png +0 -0
- package/lib/module/assets/textures/ad_bubbles.png +0 -0
- package/lib/module/assets/textures/ad_chevrons.png +0 -0
- package/lib/module/assets/textures/asphalt.png +0 -0
- package/lib/module/assets/textures/bark.jpg +0 -0
- package/lib/module/assets/textures/explorer-atlas.png +0 -0
- package/lib/module/assets/textures/facade.png +0 -0
- package/lib/module/assets/textures/grass.png +0 -0
- package/lib/module/assets/textures/leaves.png +0 -0
- package/lib/module/assets/textures/limestone.jpg +0 -0
- package/lib/module/assets/textures/meadow.jpg +0 -0
- package/lib/module/assets/textures/nature-sources.json +87 -0
- package/lib/module/assets/textures/pine.png +0 -0
- package/lib/module/assets/textures/river.jpg +0 -0
- package/lib/module/assets/textures/soft_glow.png +0 -0
- package/lib/module/games/arrows/Arrows.js +1 -1
- package/lib/module/games/arrows/ArrowsConstants.js +1 -1
- package/lib/module/games/arrows/ArrowsGame.js +1 -0
- package/lib/module/games/arrows/ArrowsScene.js +1 -0
- package/lib/module/games/balloon-blaster/BalloonBlaster.js +1 -1
- package/lib/module/games/balloon-blaster/BalloonBlasterConstants.js +1 -1
- package/lib/module/games/balloon-blaster/BalloonBlasterGame.js +1 -0
- package/lib/module/games/balloon-blaster/BalloonBlasterPhysics.js +1 -0
- package/lib/module/games/balloon-blaster/BalloonBlasterScene.js +1 -0
- package/lib/module/games/bike-racing/BikeMeshes.js +1 -0
- package/lib/module/games/bike-racing/BikeRacing.js +1 -1
- package/lib/module/games/bike-racing/BikeRacingConstants.js +1 -1
- package/lib/module/games/bike-racing/BikeRacingGame.js +1 -0
- package/lib/module/games/bike-racing/BikeRacingScene.js +1 -0
- package/lib/module/games/block-blast/BlockBlast.js +1 -1
- package/lib/module/games/block-blast/BlockBlastConstants.js +1 -1
- package/lib/module/games/block-blast/BlockBlastGame.js +1 -0
- package/lib/module/games/block-blast/BlockBlastScene.js +1 -0
- package/lib/module/games/block-breaker/BlockBreaker.js +1 -1
- package/lib/module/games/block-breaker/BlockBreakerConstants.js +1 -1
- package/lib/module/games/block-breaker/BlockBreakerGame.js +1 -0
- package/lib/module/games/block-breaker/BlockBreakerScene.js +1 -0
- package/lib/module/games/bluk/Bluk.js +1 -1
- package/lib/module/games/bluk/BlukConstants.js +1 -1
- package/lib/module/games/bluk/BlukGame.js +1 -0
- package/lib/module/games/bluk/BlukRules.js +1 -0
- package/lib/module/games/bluk/BlukScene.js +1 -0
- package/lib/module/games/bubble-shooter/BubbleShooter.js +1 -1
- package/lib/module/games/bubble-shooter/BubbleShooterConstants.js +1 -1
- package/lib/module/games/bubble-shooter/BubbleShooterGame.js +1 -0
- package/lib/module/games/bubble-shooter/BubbleShooterScene.js +1 -0
- package/lib/module/games/candy-crush/CandyCrush.js +1 -1
- package/lib/module/games/candy-crush/CandyCrushConstants.js +1 -1
- package/lib/module/games/candy-crush/CandyCrushGame.js +1 -0
- package/lib/module/games/candy-crush/CandyCrushScene.js +1 -0
- package/lib/module/games/car-racing/CarMeshes.js +1 -0
- package/lib/module/games/car-racing/CarRacing.js +1 -1
- package/lib/module/games/car-racing/CarRacingConstants.js +1 -1
- package/lib/module/games/car-racing/CarRacingFacade.js +1 -0
- package/lib/module/games/car-racing/CarRacingGame.js +1 -0
- package/lib/module/games/car-racing/CarRacingScene.js +1 -0
- package/lib/module/games/car-racing/CarRacingScenery.js +1 -0
- package/lib/module/games/chameleon-run/ChameleonRun.js +1 -1
- package/lib/module/games/chameleon-run/ChameleonRunBackdrop.js +1 -0
- package/lib/module/games/chameleon-run/ChameleonRunConstants.js +1 -1
- package/lib/module/games/chameleon-run/ChameleonRunGame.js +1 -0
- package/lib/module/games/chameleon-run/ChameleonRunMeshes.js +1 -0
- package/lib/module/games/chameleon-run/ChameleonRunRules.js +1 -0
- package/lib/module/games/chameleon-run/ChameleonRunScene.js +1 -0
- package/lib/module/games/checkers/Checkers.js +1 -1
- package/lib/module/games/checkers/CheckersAI.js +1 -0
- package/lib/module/games/checkers/CheckersConstants.js +1 -1
- package/lib/module/games/checkers/CheckersGame.js +1 -0
- package/lib/module/games/checkers/CheckersRules.js +1 -0
- package/lib/module/games/checkers/CheckersScene.js +1 -0
- package/lib/module/games/color-switch/ColorSwitch.js +1 -1
- package/lib/module/games/color-switch/ColorSwitchConstants.js +1 -1
- package/lib/module/games/color-switch/ColorSwitchGame.js +1 -0
- package/lib/module/games/color-switch/ColorSwitchScene.js +1 -0
- package/lib/module/games/colors-sort/ColorsSort.js +1 -1
- package/lib/module/games/colors-sort/ColorsSortConstants.js +1 -1
- package/lib/module/games/colors-sort/ColorsSortGame.js +1 -0
- package/lib/module/games/colors-sort/ColorsSortScene.js +1 -0
- package/lib/module/games/connect-em-all/ConnectEmAll.js +1 -1
- package/lib/module/games/connect-em-all/ConnectEmAllConstants.js +1 -1
- package/lib/module/games/connect-em-all/ConnectEmAllGame.js +1 -0
- package/lib/module/games/connect-em-all/ConnectEmAllScene.js +1 -0
- package/lib/module/games/crossy-road/CrossyRoad.js +1 -1
- package/lib/module/games/crossy-road/CrossyRoadCamera.js +1 -0
- package/lib/module/games/crossy-road/CrossyRoadConstants.js +1 -1
- package/lib/module/games/crossy-road/CrossyRoadGame.js +1 -0
- package/lib/module/games/crossy-road/CrossyRoadMeshes.js +1 -0
- package/lib/module/games/crossy-road/CrossyRoadPerson.js +1 -0
- package/lib/module/games/crossy-road/CrossyRoadRules.js +1 -0
- package/lib/module/games/crossy-road/CrossyRoadScene.js +1 -0
- package/lib/module/games/dino-jump/DinoJump.js +1 -1
- package/lib/module/games/dino-jump/DinoJumpConstants.js +1 -1
- package/lib/module/games/dino-jump/DinoJumpGame.js +1 -0
- package/lib/module/games/dino-jump/DinoJumpScene.js +1 -0
- package/lib/module/games/dots-and-boxes/DotsAndBoxes.js +1 -1
- package/lib/module/games/dots-and-boxes/DotsAndBoxesConstants.js +1 -1
- package/lib/module/games/dots-and-boxes/DotsAndBoxesGame.js +1 -0
- package/lib/module/games/dots-and-boxes/DotsAndBoxesScene.js +1 -0
- package/lib/module/games/falling-sticks/FallingSticks.js +1 -1
- package/lib/module/games/falling-sticks/FallingSticksConstants.js +1 -1
- package/lib/module/games/falling-sticks/FallingSticksGame.js +1 -0
- package/lib/module/games/falling-sticks/FallingSticksRules.js +1 -0
- package/lib/module/games/falling-sticks/FallingSticksScene.js +1 -0
- package/lib/module/games/find-different-number/FindDifferentNumber.js +1 -1
- package/lib/module/games/find-different-number/FindDifferentNumberConstants.js +1 -1
- package/lib/module/games/find-different-number/FindDifferentNumberGame.js +1 -0
- package/lib/module/games/find-different-number/FindDifferentNumberRules.js +1 -0
- package/lib/module/games/find-different-number/FindDifferentNumberScene.js +1 -0
- package/lib/module/games/flappy-bird/FlappyBird.js +1 -1
- package/lib/module/games/flappy-bird/FlappyBirdConstants.js +1 -1
- package/lib/module/games/flappy-bird/FlappyBirdGame.js +1 -0
- package/lib/module/games/flappy-bird/FlappyBirdScene.js +1 -0
- package/lib/module/games/fruit-merger/FruitMerger.js +1 -1
- package/lib/module/games/fruit-merger/FruitMergerConstants.js +1 -1
- package/lib/module/games/fruit-merger/FruitMergerGame.js +1 -0
- package/lib/module/games/fruit-merger/FruitMergerRules.js +1 -0
- package/lib/module/games/fruit-merger/FruitMergerScene.js +1 -0
- package/lib/module/games/fruit-ninja/FruitNinja.js +1 -1
- package/lib/module/games/fruit-ninja/FruitNinjaConstants.js +1 -1
- package/lib/module/games/fruit-ninja/FruitNinjaGame.js +1 -0
- package/lib/module/games/fruit-ninja/FruitNinjaScene.js +1 -0
- package/lib/module/games/fruit-ninja/FruitNinjaWorld.js +1 -0
- package/lib/module/games/game-2048/Game2048.js +1 -1
- package/lib/module/games/game-2048/Game2048Constants.js +1 -1
- package/lib/module/games/game-2048/Game2048Game.js +1 -0
- package/lib/module/games/game-2048/Game2048Rules.js +1 -0
- package/lib/module/games/game-2048/Game2048Scene.js +1 -0
- package/lib/module/games/knife-hit/KnifeHit.js +1 -1
- package/lib/module/games/knife-hit/KnifeHitConstants.js +1 -1
- package/lib/module/games/knife-hit/KnifeHitGame.js +1 -0
- package/lib/module/games/knife-hit/KnifeHitScene.js +1 -0
- package/lib/module/games/ludo-king/LudoKing.js +1 -1
- package/lib/module/games/ludo-king/LudoKingConstants.js +1 -1
- package/lib/module/games/ludo-king/LudoKingGame.js +1 -0
- package/lib/module/games/ludo-king/LudoKingRules.js +1 -0
- package/lib/module/games/ludo-king/LudoKingScene.js +1 -0
- package/lib/module/games/maze-runner/MazeRunner.js +1 -1
- package/lib/module/games/maze-runner/MazeRunnerConstants.js +1 -1
- package/lib/module/games/maze-runner/MazeRunnerGame.js +1 -0
- package/lib/module/games/maze-runner/MazeRunnerRules.js +1 -0
- package/lib/module/games/maze-runner/MazeRunnerScene.js +1 -0
- package/lib/module/games/memory-match/MemoryMatch.js +1 -1
- package/lib/module/games/memory-match/MemoryMatchConstants.js +1 -1
- package/lib/module/games/memory-match/MemoryMatchGame.js +1 -0
- package/lib/module/games/memory-match/MemoryMatchRules.js +1 -0
- package/lib/module/games/memory-match/MemoryMatchScene.js +1 -0
- package/lib/module/games/mine-sweeper/MineSweeper.js +1 -1
- package/lib/module/games/mine-sweeper/MineSweeperConstants.js +1 -1
- package/lib/module/games/mine-sweeper/MineSweeperGame.js +1 -0
- package/lib/module/games/mine-sweeper/MineSweeperRules.js +1 -0
- package/lib/module/games/mine-sweeper/MineSweeperScene.js +1 -0
- package/lib/module/games/mob-control/MobControl.js +1 -1
- package/lib/module/games/mob-control/MobControlConstants.js +1 -1
- package/lib/module/games/mob-control/MobControlGame.js +1 -0
- package/lib/module/games/mob-control/MobControlMeshes.js +1 -0
- package/lib/module/games/mob-control/MobControlRenderer.js +1 -0
- package/lib/module/games/mob-control/MobControlRules.js +1 -0
- package/lib/module/games/mob-control/MobControlScene.js +1 -0
- package/lib/module/games/number-search/NumberSearch.js +1 -1
- package/lib/module/games/number-search/NumberSearchNumbers.js +1 -0
- package/lib/module/games/nuts-and-bolts/NutsAndBolts.js +1 -1
- package/lib/module/games/nuts-and-bolts/NutsAndBoltsConstants.js +1 -1
- package/lib/module/games/nuts-and-bolts/NutsAndBoltsGame.js +1 -0
- package/lib/module/games/nuts-and-bolts/NutsAndBoltsRules.js +1 -0
- package/lib/module/games/nuts-and-bolts/NutsAndBoltsScene.js +1 -0
- package/lib/module/games/pac-man/PacMan.js +1 -1
- package/lib/module/games/pac-man/PacManConstants.js +1 -1
- package/lib/module/games/pac-man/PacManGame.js +1 -0
- package/lib/module/games/pac-man/PacManRules.js +1 -0
- package/lib/module/games/pac-man/PacManScene.js +1 -0
- package/lib/module/games/paper-io/PaperIo.js +1 -1
- package/lib/module/games/paper-io/PaperIoConstants.js +1 -1
- package/lib/module/games/paper-io/PaperIoGame.js +1 -0
- package/lib/module/games/paper-io/PaperIoMeshes.js +1 -0
- package/lib/module/games/paper-io/PaperIoRules.js +1 -0
- package/lib/module/games/paper-io/PaperIoScene.js +1 -0
- package/lib/module/games/penguin-run/PenguinMeshes.js +1 -0
- package/lib/module/games/penguin-run/PenguinModel.js +1 -0
- package/lib/module/games/penguin-run/PenguinRun.js +1 -0
- package/lib/module/games/penguin-run/PenguinRunConstants.js +1 -0
- package/lib/module/games/penguin-run/PenguinRunGame.js +1 -0
- package/lib/module/games/penguin-run/PenguinRunScene.js +1 -0
- package/lib/module/games/perfect-circle/PerfectCircle.js +1 -1
- package/lib/module/games/perfect-circle/PerfectCircleConstants.js +1 -1
- package/lib/module/games/perfect-circle/PerfectCircleGame.js +1 -0
- package/lib/module/games/perfect-circle/PerfectCircleRules.js +1 -0
- package/lib/module/games/perfect-circle/PerfectCircleScene.js +1 -0
- package/lib/module/games/pipe-connect/PipeConnect.js +1 -1
- package/lib/module/games/pipe-connect/PipeConnectConstants.js +1 -1
- package/lib/module/games/pipe-connect/PipeConnectGame.js +1 -0
- package/lib/module/games/pipe-connect/PipeConnectRules.js +1 -0
- package/lib/module/games/pipe-connect/PipeConnectScene.js +1 -0
- package/lib/module/games/play-with-tua/PlayWithTua.js +1 -0
- package/lib/module/games/play-with-tua/PlayWithTuaConstants.js +1 -0
- package/lib/module/games/play-with-tua/PlayWithTuaGame.js +1 -0
- package/lib/module/games/play-with-tua/PlayWithTuaModel.js +1 -0
- package/lib/module/games/play-with-tua/PlayWithTuaScene.js +1 -0
- package/lib/module/games/popit-fidget/PopitFidget.js +1 -1
- package/lib/module/games/popit-fidget/PopitFidgetConstants.js +1 -1
- package/lib/module/games/popit-fidget/PopitFidgetGame.js +1 -0
- package/lib/module/games/popit-fidget/PopitFidgetScene.js +1 -0
- package/lib/module/games/reversi/Reversi.js +1 -1
- package/lib/module/games/reversi/ReversiConstants.js +1 -1
- package/lib/module/games/reversi/ReversiGame.js +1 -0
- package/lib/module/games/reversi/ReversiRules.js +1 -0
- package/lib/module/games/reversi/ReversiScene.js +1 -0
- package/lib/module/games/search-grid/SearchGrid.js +1 -0
- package/lib/module/games/search-grid/SearchGridConstants.js +1 -0
- package/lib/module/games/search-grid/SearchGridGame.js +1 -0
- package/lib/module/games/search-grid/SearchGridScene.js +1 -0
- package/lib/module/games/shared/BackdropCard.js +1 -0
- package/lib/module/games/shared/EngineBackdrop.js +1 -0
- package/lib/module/games/shared/EngineBlasts.js +1 -0
- package/lib/module/games/shared/EngineBlocks.js +1 -0
- package/lib/module/games/shared/EngineControlText.js +1 -0
- package/lib/module/games/shared/EngineDice.js +1 -0
- package/lib/module/games/shared/EngineFootprint.js +1 -0
- package/lib/module/games/shared/EngineFruits.js +1 -0
- package/lib/module/games/shared/EngineGameLoader.js +1 -0
- package/lib/module/games/shared/EngineGameScreen.js +1 -0
- package/lib/module/games/shared/EngineGameWidth.js +1 -0
- package/lib/module/games/shared/EngineGameWidth.web.js +1 -0
- package/lib/module/games/shared/EngineGlyphs.js +1 -0
- package/lib/module/games/shared/EngineHud.js +1 -0
- package/lib/module/games/shared/EngineLoading.js +1 -0
- package/lib/module/games/shared/EngineMeadow.js +1 -0
- package/lib/module/games/shared/EngineMeshCache.js +1 -0
- package/lib/module/games/shared/EngineMeshes.js +1 -0
- package/lib/module/games/shared/EngineRacingChase.js +1 -0
- package/lib/module/games/shared/EngineRacingHandling.js +1 -0
- package/lib/module/games/shared/EngineReadyContext.js +1 -0
- package/lib/module/games/shared/EngineTilt.js +1 -0
- package/lib/module/games/shared/EngineTouchSurface.js +1 -0
- package/lib/module/games/shared/EngineUtils.js +1 -0
- package/lib/module/games/shared/GameActivity.js +1 -0
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- package/lib/module/games/shared/GameLoadingTransition.js +1 -0
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- package/lib/typescript/src/games/maze-runner/components/EnhancedBallComponent.d.ts +0 -10
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- package/lib/typescript/src/games/maze-runner/components/ScoreBoard.d.ts +0 -24
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import { type Color, type Entity, type Font, World } from '@nayan-ui/engine';
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label: string;
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lives?: {
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};
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/** Top edge of the scoreboard; `offset` is the height of the host app's header, 0 when there is none. */
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export declare const getScoreBoardTop: (offset?: number) => number;
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/** Insets for a React touch surface over the scene, leaving the native HUD's controls reachable. */
|
|
17
|
+
export declare const getSceneInputInsets: (offset?: number) => {
|
|
18
|
+
top: number;
|
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19
|
+
bottom: number;
|
|
20
|
+
};
|
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21
|
+
/** The usual columns. */
|
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22
|
+
export declare const scoreColumn: (score: number, label?: string, format?: (n: number) => string) => HudColumn;
|
|
23
|
+
/** Time as m:ss, red at or under `lowAt` seconds (0: only at zero). */
|
|
24
|
+
export declare const timerColumn: (seconds: number, theme: GameTheme, lowAt?: number, label?: string) => HudColumn;
|
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25
|
+
export declare const livesColumn: (count: number, max: number, label?: string) => HudColumn;
|
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26
|
+
export declare const textColumn: (label: string, value: string | number, color?: string) => HudColumn;
|
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27
|
+
export type HudButton = 'main' | 'leaderboard' | 'share' | 'choice';
|
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28
|
+
export type HudActions = {
|
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29
|
+
onStart: () => void;
|
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30
|
+
onStop: () => void;
|
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31
|
+
onShare?: () => void;
|
|
32
|
+
onShowLeaderboard?: () => void;
|
|
33
|
+
};
|
|
34
|
+
export type GameOverCard = {
|
|
35
|
+
title: string;
|
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36
|
+
message?: string;
|
|
37
|
+
scoreLabel: string;
|
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38
|
+
score: number;
|
|
39
|
+
formatter?: (score: number) => string;
|
|
40
|
+
buttonText: string;
|
|
41
|
+
onPlayAgain: () => void;
|
|
42
|
+
onShare?: () => void;
|
|
43
|
+
};
|
|
44
|
+
export interface HudChoice {
|
|
45
|
+
id: string;
|
|
46
|
+
label: string;
|
|
47
|
+
selected?: boolean;
|
|
48
|
+
onPress: () => void;
|
|
49
|
+
}
|
|
50
|
+
/** Events coalesce until the next engine frame; consuming them never triggers a React render. */
|
|
51
|
+
export interface HudFeedback {
|
|
52
|
+
flash?: boolean;
|
|
53
|
+
message?: string;
|
|
54
|
+
}
|
|
55
|
+
type Fonts = {
|
|
56
|
+
semi: Font;
|
|
57
|
+
regular: Font;
|
|
58
|
+
};
|
|
59
|
+
/** Inter SemiBold for all HUD text, flat (depth 0) like normal text: loaded once per app. */
|
|
60
|
+
export declare function loadHudFonts(): Promise<Fonts>;
|
|
61
|
+
/** The engine-drawn scoreboard and controls. Feed it state; pass `world` as GameView's `overlay`. */
|
|
62
|
+
export declare class EngineHud {
|
|
63
|
+
readonly world: World;
|
|
64
|
+
private theme;
|
|
65
|
+
private size;
|
|
66
|
+
private columns;
|
|
67
|
+
private playing;
|
|
68
|
+
private subtext;
|
|
69
|
+
private actions;
|
|
70
|
+
private board;
|
|
71
|
+
private controls;
|
|
72
|
+
private values;
|
|
73
|
+
private buttons;
|
|
74
|
+
private pressed;
|
|
75
|
+
private over;
|
|
76
|
+
private overReserve;
|
|
77
|
+
private disposed;
|
|
78
|
+
private feedback;
|
|
79
|
+
private waiting;
|
|
80
|
+
private layers;
|
|
81
|
+
private choices;
|
|
82
|
+
private choiceRoot;
|
|
83
|
+
private choiceButtons;
|
|
84
|
+
private choicePage;
|
|
85
|
+
get ready(): boolean;
|
|
86
|
+
get viewport(): {
|
|
87
|
+
width: number;
|
|
88
|
+
height: number;
|
|
89
|
+
offset: number;
|
|
90
|
+
};
|
|
91
|
+
layer(key: string): Entity;
|
|
92
|
+
clearLayer(key: string): void;
|
|
93
|
+
text(parent: Entity, text: string, x: number, y: number, size: number, color: Color): Entity;
|
|
94
|
+
rectangle(parent: Entity, x: number, y: number, width: number, height: number, color: Color, z?: number): Entity;
|
|
95
|
+
setChoices(choices: HudChoice[]): void;
|
|
96
|
+
private buildChoices;
|
|
97
|
+
constructor(theme: GameTheme, capacity?: number);
|
|
98
|
+
setActions(actions: HudActions): void;
|
|
99
|
+
layout(width: number, height: number, offset: number): void;
|
|
100
|
+
setTheme(theme: GameTheme): void;
|
|
101
|
+
/** The scoreboard's columns; only values that changed are redrawn. */
|
|
102
|
+
setColumns(columns: HudColumn[]): void;
|
|
103
|
+
setPlaying(playing: boolean, subtext?: string): void;
|
|
104
|
+
update(dt: number, feedback?: HudFeedback): void;
|
|
105
|
+
private showFeedback;
|
|
106
|
+
private layoutFeedback;
|
|
107
|
+
private clearFeedback;
|
|
108
|
+
/** Shows the game-over card over everything (it takes every touch until hidden). */
|
|
109
|
+
showGameOver(card: GameOverCard): void;
|
|
110
|
+
hideGameOver(): void;
|
|
111
|
+
/** Where an RN banner ad sits under the card's buttons (null: no card). */
|
|
112
|
+
get gameOverBanner(): {
|
|
113
|
+
top: number;
|
|
114
|
+
width: number;
|
|
115
|
+
} | null;
|
|
116
|
+
/** Room left in the card for the banner ad (its measured height), in points. */
|
|
117
|
+
setGameOverReserve(height: number): void;
|
|
118
|
+
/** GameView's onOverlayTouch: true when a button took the touch. */
|
|
119
|
+
touch: (phase: "start" | "move" | "end" | "cancel", x: number, y: number) => boolean;
|
|
120
|
+
dispose(): void;
|
|
121
|
+
private release;
|
|
122
|
+
private pulse;
|
|
123
|
+
private fire;
|
|
124
|
+
/** A themed button panel (border behind the face) under a root at its centre. */
|
|
125
|
+
private panel;
|
|
126
|
+
private setOverScore;
|
|
127
|
+
/** The card, laid out top to bottom as GameOverModal; `animate` plays its entrance. */
|
|
128
|
+
private buildOver;
|
|
129
|
+
private buildBoard;
|
|
130
|
+
/** The same primary control for keyboard input, including the results card. */
|
|
131
|
+
activatePrimary(): void;
|
|
132
|
+
/** A column's value: its text, or a row of hearts. */
|
|
133
|
+
private spawnValue;
|
|
134
|
+
private buildControls;
|
|
135
|
+
}
|
|
136
|
+
/** Reusable assets; the game loader advances one builder per frame. */
|
|
137
|
+
export declare function warmAssets(): Iterable<() => unknown>;
|
|
138
|
+
export {};
|
|
@@ -0,0 +1,77 @@
|
|
|
1
|
+
import { type Camera, type Font, World } from '@nayan-ui/engine';
|
|
2
|
+
import { GAME_IDS, type GameThemeMode } from '../../services/UtilsService';
|
|
3
|
+
export type LoadingScene = 'forest' | 'penguin' | 'car' | 'bike' | 'ninja' | 'merger' | 'tiles' | 'tua' | 'chameleon' | 'paper' | 'crossing';
|
|
4
|
+
export interface LoadingColours {
|
|
5
|
+
sky: string;
|
|
6
|
+
horizon: string;
|
|
7
|
+
ground: string;
|
|
8
|
+
accent: string;
|
|
9
|
+
second: string;
|
|
10
|
+
text: string;
|
|
11
|
+
muted: string;
|
|
12
|
+
}
|
|
13
|
+
interface Look {
|
|
14
|
+
scene: LoadingScene;
|
|
15
|
+
tag: string;
|
|
16
|
+
message: string;
|
|
17
|
+
dark: LoadingColours;
|
|
18
|
+
light: LoadingColours;
|
|
19
|
+
}
|
|
20
|
+
export declare function loadingLook(gameId: GAME_IDS, mode?: GameThemeMode): Look & {
|
|
21
|
+
colours: LoadingColours;
|
|
22
|
+
};
|
|
23
|
+
export declare const LOADING_LIGHT: import("@nayan-ui/engine").Light;
|
|
24
|
+
export declare function loadingPlacement(width: number, height: number, offset?: number): {
|
|
25
|
+
scale: number;
|
|
26
|
+
top: number;
|
|
27
|
+
retryBounds: {
|
|
28
|
+
left: number;
|
|
29
|
+
top: number;
|
|
30
|
+
width: number;
|
|
31
|
+
height: number;
|
|
32
|
+
};
|
|
33
|
+
};
|
|
34
|
+
export interface LoadingStatus {
|
|
35
|
+
label: string;
|
|
36
|
+
error: boolean;
|
|
37
|
+
message?: string;
|
|
38
|
+
retry: boolean;
|
|
39
|
+
reducedMotion: boolean;
|
|
40
|
+
}
|
|
41
|
+
export declare class EngineLoading {
|
|
42
|
+
private font;
|
|
43
|
+
readonly world: World;
|
|
44
|
+
readonly camera: Camera;
|
|
45
|
+
readonly look: ReturnType<typeof loadingLook>;
|
|
46
|
+
readonly clearColor: readonly [number, number, number];
|
|
47
|
+
private backdrop;
|
|
48
|
+
private content;
|
|
49
|
+
private progress;
|
|
50
|
+
private retryButton;
|
|
51
|
+
private statusText;
|
|
52
|
+
private messageText;
|
|
53
|
+
private motions;
|
|
54
|
+
private status;
|
|
55
|
+
private disposed;
|
|
56
|
+
private retryBox;
|
|
57
|
+
constructor(gameId: GAME_IDS, mode: GameThemeMode | undefined, font: Font);
|
|
58
|
+
private box;
|
|
59
|
+
private disc;
|
|
60
|
+
private path;
|
|
61
|
+
private text;
|
|
62
|
+
private motion;
|
|
63
|
+
private tree;
|
|
64
|
+
private fruit;
|
|
65
|
+
private drawHero;
|
|
66
|
+
layout(width: number, height: number, offset?: number): void;
|
|
67
|
+
get retryBounds(): {
|
|
68
|
+
left: number;
|
|
69
|
+
top: number;
|
|
70
|
+
width: number;
|
|
71
|
+
height: number;
|
|
72
|
+
};
|
|
73
|
+
setStatus(status: LoadingStatus): void;
|
|
74
|
+
update(dt: number): void;
|
|
75
|
+
dispose(): void;
|
|
76
|
+
}
|
|
77
|
+
export {};
|
|
@@ -0,0 +1,90 @@
|
|
|
1
|
+
import { type Camera, type Color, type Entity, type Light, type Model, type Quat, type Vec3, type World } from '@nayan-ui/engine';
|
|
2
|
+
import { type GameTheme } from '../../services/ThemeService';
|
|
3
|
+
/** How a game frames the meadow. */
|
|
4
|
+
export type Rig = {
|
|
5
|
+
/** Metres from the ground to the eye. Default 1.6. */
|
|
6
|
+
eyeHeight?: number;
|
|
7
|
+
/** How far down the screen the horizon sits, 0..1. Default 0.62. */
|
|
8
|
+
horizon?: number;
|
|
9
|
+
/** Metres from the eye to the play plane; keep it nearer than the ground at the screen's bottom edge. Default 3.6. */
|
|
10
|
+
playDepth?: number;
|
|
11
|
+
};
|
|
12
|
+
export type View3D = {
|
|
13
|
+
width: number;
|
|
14
|
+
height: number;
|
|
15
|
+
eye: Vec3;
|
|
16
|
+
/** Camera axes: looking along `forward`, `up` and `right` span the screen. */
|
|
17
|
+
forward: Vec3;
|
|
18
|
+
up: Vec3;
|
|
19
|
+
/** tan(fov / 2). */
|
|
20
|
+
tanHalf: number;
|
|
21
|
+
/** The camera's pitch up, radians. */
|
|
22
|
+
pitch: number;
|
|
23
|
+
horizon: number;
|
|
24
|
+
playDepth: number;
|
|
25
|
+
};
|
|
26
|
+
export declare function makeView(width: number, height: number, rig?: Rig): View3D;
|
|
27
|
+
export declare function cameraFor(v: View3D): Camera;
|
|
28
|
+
/** Metres per screen point on a plane `depth` metres ahead. */
|
|
29
|
+
export declare const pointSize: (v: View3D, depth?: number) => number;
|
|
30
|
+
/** Where screen point (x, y) lands on the plane `depth` metres ahead. */
|
|
31
|
+
export declare function at(v: View3D, x: number, y: number, depth?: number): Vec3;
|
|
32
|
+
/** A screen-plane vector (points per second, y down) in world metres per second at the play plane. */
|
|
33
|
+
export declare function planeVector(v: View3D, dx: number, dy: number): Vec3;
|
|
34
|
+
/** Turns something drawn facing +z to face the camera, then by `angle` in the screen's plane. */
|
|
35
|
+
export declare function facing(v: View3D, angle?: number): Quat;
|
|
36
|
+
/** The direction from the eye through screen point (x, y). */
|
|
37
|
+
export declare function rayThrough(v: View3D, x: number, y: number): Vec3;
|
|
38
|
+
export declare const add: (a: Vec3, b: Vec3) => Vec3;
|
|
39
|
+
export declare const scale: (a: Vec3, k: number) => Vec3;
|
|
40
|
+
export declare const lightFor: (theme: GameTheme) => Light;
|
|
41
|
+
type RGB = [number, number, number];
|
|
42
|
+
/** What far-off things fade toward. */
|
|
43
|
+
export declare const HAZE: RGB;
|
|
44
|
+
/** The color multiplier scenery takes for a theme (night dims and cools it), for games adding their own. */
|
|
45
|
+
export declare const sceneryTint: (theme: GameTheme) => Color;
|
|
46
|
+
/** Value noise, 0..1. */
|
|
47
|
+
export declare function noise(x: number, y: number): number;
|
|
48
|
+
export declare const fbm: (x: number, y: number) => number;
|
|
49
|
+
export declare function random(seed: number): () => number;
|
|
50
|
+
/** Where the scene is: green rolling hills and a grass meadow, or sandstone mesas over a desert. */
|
|
51
|
+
export type Biome = 'meadow' | 'desert';
|
|
52
|
+
/** A pine about one unit tall: a trunk and stacked cones, each a little narrower. */
|
|
53
|
+
export declare const pineMesh: () => Model;
|
|
54
|
+
/** A bush about half a unit tall: a few overlapping leafy clumps. */
|
|
55
|
+
export declare const bushMesh: () => Model;
|
|
56
|
+
/** A weathered grey boulder, one unit across. */
|
|
57
|
+
export declare const rockMesh: () => Model;
|
|
58
|
+
/** A tuft of grass blades, about a third of a unit tall, dark at the root and sunlit at the tips. */
|
|
59
|
+
export declare const tuftMesh: () => Model;
|
|
60
|
+
/** A little flower: white petals (tinted where it's placed) round a golden centre. */
|
|
61
|
+
export declare const flowerMesh: () => Model;
|
|
62
|
+
/** What's in a game's meadow, and where the sun and clouds sit on its screen. */
|
|
63
|
+
export type MeadowOptions = {
|
|
64
|
+
/** The sun (or moon), as fractions of the screen. Default [0.8, 0.2]. */
|
|
65
|
+
sun?: readonly [number, number];
|
|
66
|
+
/** The band of sky the clouds sit in, as fractions down the screen. Default [0.1, 0.42]. */
|
|
67
|
+
clouds?: readonly [number, number];
|
|
68
|
+
/** The big oak and pine framing the play area. Default true. */
|
|
69
|
+
framingTrees?: boolean;
|
|
70
|
+
/** Grass tufts and flowers right in front. Default true. */
|
|
71
|
+
foreground?: boolean;
|
|
72
|
+
/** Hot-air balloons drifting far off. Default 0. */
|
|
73
|
+
hotAirBalloons?: number;
|
|
74
|
+
/** Meadow (default) or desert. */
|
|
75
|
+
biome?: Biome;
|
|
76
|
+
/**
|
|
77
|
+
* The ground and everything standing on it (treeline, framing trees, bushes, rocks, foreground).
|
|
78
|
+
* Default true; a game that scrolls its own ground passes false and gets only the sky and far hills.
|
|
79
|
+
*/
|
|
80
|
+
near?: boolean;
|
|
81
|
+
/** Trees, bushes, rocks and foreground plants on the ground. Default true. */
|
|
82
|
+
groundDetails?: boolean;
|
|
83
|
+
};
|
|
84
|
+
/** Spawns the whole world for a view and theme; returns every entity, to despawn on a new layout or theme. */
|
|
85
|
+
export declare function spawnWorld(world: World, v: View3D, theme: GameTheme, options?: MeadowOptions): Entity[];
|
|
86
|
+
/** The clear color behind everything (only ever peeks out at the very edges). */
|
|
87
|
+
export declare const backgroundFor: (theme: GameTheme) => readonly [number, number, number];
|
|
88
|
+
/** Fixed scenery shared by the meadow games; seeded placement remains per run. */
|
|
89
|
+
export declare function warmAssets(theme: GameTheme, biomes?: readonly Biome[]): Iterable<() => unknown>;
|
|
90
|
+
export {};
|
|
@@ -0,0 +1,11 @@
|
|
|
1
|
+
import type { Camera, Vec3 } from '@nayan-ui/engine';
|
|
2
|
+
type Vector = [number, number, number];
|
|
3
|
+
export declare const createChase: () => {
|
|
4
|
+
eye: Vector;
|
|
5
|
+
target: Vector;
|
|
6
|
+
initialized: boolean;
|
|
7
|
+
};
|
|
8
|
+
export type Chase = ReturnType<typeof createChase>;
|
|
9
|
+
/** Filter camera offsets only: translation stays locked to the exact displayed car pose. */
|
|
10
|
+
export declare function updateChase(chase: Chase, camera: Camera, anchor: Vec3, eye: Vec3, target: Vec3, dt: number): void;
|
|
11
|
+
export {};
|
|
@@ -0,0 +1,15 @@
|
|
|
1
|
+
/** Responsive lane targeting with filtered input and an analytically damped movement curve. */
|
|
2
|
+
export type SteeringState = {
|
|
3
|
+
d: number;
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target: number;
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lateral: number;
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steeringGoal?: number;
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};
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export declare function stepSteering(state: SteeringState, goal: number, dt: number, maxSpeed?: number, response?: number, playing?: boolean): void;
|
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|
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/** Closing speed across the road: moving away or travelling alongside does not trigger a wreck. */
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export declare function sideImpactSpeed(playerLateral: number, trafficLateral: number, offset: number): number;
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/** Ease the displayed yaw and lean independently so quick input changes do not snap the body. */
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export declare function smoothSteeringPose(pose: {
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yaw: number;
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roll: number;
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}, lateral: number, speed: number, dt: number): void;
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@@ -0,0 +1,19 @@
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import type { Camera, Entity, World } from '@nayan-ui/engine';
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export type TiltView = {
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width: number;
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height: number;
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centerY: number;
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tilt: number;
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};
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/** Where a world point appears in the view. */
|
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export declare function project(v: TiltView, x: number, y: number, z?: number): [number, number];
|
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/** The world point at height `z` under a view point (a finger on the board). */
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export declare function unproject(v: TiltView, sx: number, sy: number, z?: number): [number, number];
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/** Points the camera so the board lands where the view puts it. */
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export declare function aimTilted(camera: Camera, v: TiltView): void;
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/**
|
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* Lays a game backdrop (shared/EngineBackdrop, drawn from its top-left) flat `depth` below the board,
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* stretched so it fills the view from its top-left as the original screens drew it. Lying flat, it faces
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* up (+z) like the board, so a front light keeps its exact colors.
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*/
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export declare function placeTiltedBackdrop(world: World, backdrop: Entity, v: TiltView, depth: number): void;
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export interface EngineContact {
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identifier: number;
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pageX: number;
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pageY: number;
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timeStamp: number;
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}
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interface EngineTouchSurfaceProps {
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enabled: boolean;
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insets: {
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top: number;
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bottom: number;
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};
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onStart: (contact: EngineContact) => void;
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onMove: (contact: EngineContact) => void;
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onEnd: (contact: EngineContact) => void;
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onCancel: () => void;
|
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}
|
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/** Host adapter for simultaneous contacts until GameView exposes raw multi-touch itself. */
|
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export declare const EngineTouchSurface: import("react").MemoExoticComponent<({ enabled, insets, onStart, onMove, onEnd, onCancel }: EngineTouchSurfaceProps) => import("react").JSX.Element>;
|
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export {};
|
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@@ -0,0 +1,18 @@
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1
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+
import type { Color, Light } from '@nayan-ui/engine';
|
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2
|
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/** A theme color ('#RRGGBB', '#RRGGBBAA', 'rgb(a)(…)' or 'transparent') as an engine color, 0..1. */
|
|
3
|
+
export declare function toColor(css: string, alpha?: number): Color;
|
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|
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/** A theme color's RGB, for GameView's `background`. */
|
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|
+
export declare function toRgb(css: string): readonly [number, number, number];
|
|
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|
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/**
|
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7
|
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* A light whose brightness is set so a surface facing the camera (normal +z) is lit at exactly 1: flat
|
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8
|
+
* panels, lines and masks show their theme color unchanged, while rounded shapes keep their shading
|
|
9
|
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* (lighter toward the light, darker away). Mirrors the engine's shading: ambient × hemisphere (0.8 for
|
|
10
|
+
* a sideways normal) plus diffuse. Shadows are off: these are flat, point-sized board scenes.
|
|
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|
+
*/
|
|
12
|
+
export declare function frontLight(direction: [number, number, number], ambient: number): Light;
|
|
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|
+
export { MAX_GAME_WIDTH, gameWidthFor } from './EngineGameWidth';
|
|
14
|
+
/** Ages a due intro by `dt`; once it's played long enough, clears `intro` so later rebuilds show the board at rest. */
|
|
15
|
+
export declare function introPlayed(g: {
|
|
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|
+
intro: boolean;
|
|
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|
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introAge: number;
|
|
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|
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}, dt: number): void;
|
|
@@ -0,0 +1,14 @@
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1
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import type { GAME_IDS, GameThemeMode } from '../../services/UtilsService';
|
|
2
|
+
interface GameLoadingProps {
|
|
3
|
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gameId: GAME_IDS;
|
|
4
|
+
theme?: GameThemeMode;
|
|
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+
label?: string;
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|
+
error?: boolean;
|
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|
+
message?: string;
|
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8
|
+
onRetry?: () => void;
|
|
9
|
+
offset?: number;
|
|
10
|
+
visible?: boolean;
|
|
11
|
+
}
|
|
12
|
+
/** Shared engine loading world; only engine-unavailable/bootstrap failures use the text fallback. */
|
|
13
|
+
export declare const GameLoading: import("react").MemoExoticComponent<({ gameId, theme, label, error, message, onRetry, offset, visible }: GameLoadingProps) => import("react").JSX.Element>;
|
|
14
|
+
export {};
|
|
@@ -0,0 +1,9 @@
|
|
|
1
|
+
import { type ReactNode } from 'react';
|
|
2
|
+
interface GameLoadingTransitionProps {
|
|
3
|
+
ready: boolean;
|
|
4
|
+
loader: ReactNode;
|
|
5
|
+
children: ReactNode;
|
|
6
|
+
}
|
|
7
|
+
/** Keep the loading surface over the first game frame, then release it after fading. */
|
|
8
|
+
export declare const GameLoadingTransition: import("react").MemoExoticComponent<({ ready, loader, children }: GameLoadingTransitionProps) => import("react").JSX.Element>;
|
|
9
|
+
export {};
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
export declare const PROCEDURAL_CACHE_VERSION = "6db8360ff38ef1524ff6b80f67938974";
|
|
@@ -0,0 +1,69 @@
|
|
|
1
|
+
import type { Camera, DragEvent, World } from '@nayan-ui/engine';
|
|
2
|
+
import { type HapticType } from '../../services/HapticsService';
|
|
3
|
+
import { type SoundConfig } from '../../services/SoundsService';
|
|
4
|
+
import { type GameTheme } from '../../services/ThemeService';
|
|
5
|
+
import type { GameProps } from '../../services/UtilsService';
|
|
6
|
+
import type { EngineGameScreenProps } from './EngineGameScreen';
|
|
7
|
+
import type { EngineHud, GameOverCard, HudFeedback } from './EngineHud';
|
|
8
|
+
type Phase = 'ready' | 'playing' | 'over';
|
|
9
|
+
/** How an ended game came out; a draw is reported as a cancel. */
|
|
10
|
+
export type GameResult = 'win' | 'lose' | 'draw';
|
|
11
|
+
/** What every engine game's state exposes to its screen. */
|
|
12
|
+
export type EngineGameModel = {
|
|
13
|
+
world: World | null;
|
|
14
|
+
camera: Camera;
|
|
15
|
+
score?: number;
|
|
16
|
+
phase: Phase;
|
|
17
|
+
won?: boolean;
|
|
18
|
+
onPhase: (phase: Phase) => void;
|
|
19
|
+
hudFeedback?: HudFeedback;
|
|
20
|
+
};
|
|
21
|
+
/** Plays a sound and/or a haptic, each only if the player has it switched on. */
|
|
22
|
+
export type Feedback = (sound?: SoundConfig | null, haptic?: HapticType | null) => void;
|
|
23
|
+
export type EngineGameSpec<G extends EngineGameModel> = {
|
|
24
|
+
gameId: string;
|
|
25
|
+
create: (theme: GameTheme) => G;
|
|
26
|
+
start: (g: G) => void;
|
|
27
|
+
reset: (g: G) => void;
|
|
28
|
+
/** What Play Again does; `reset` by default. */
|
|
29
|
+
replay?: (g: G) => void;
|
|
30
|
+
dispose: (g: G) => void;
|
|
31
|
+
tick?: (g: G, dt: number) => void;
|
|
32
|
+
hud?: (g: G, hud: EngineHud) => void;
|
|
33
|
+
setTheme?: (g: G, theme: GameTheme) => void;
|
|
34
|
+
setActive?: (g: G, active: boolean) => void;
|
|
35
|
+
resize?: (g: G, width: number, height: number, offset: number) => number | void;
|
|
36
|
+
drag?: (g: G, e: DragEvent) => void;
|
|
37
|
+
tap?: (g: G, x: number, y: number) => void;
|
|
38
|
+
/** How an ended game came out (reported, and returned as `status`); from `g.won` by default. */
|
|
39
|
+
outcome?: (g: G) => GameResult;
|
|
40
|
+
/** The score reported with a result; `g.score` by default. */
|
|
41
|
+
reportScore?: (g: G, status: 'win' | 'lose' | 'cancel') => number;
|
|
42
|
+
/** Optional game-specific completion metrics, sampled at the same time as the final score. */
|
|
43
|
+
reportData?: (g: G, status: 'win' | 'lose' | 'cancel') => Record<string, unknown>;
|
|
44
|
+
/** Hooks the game's events up to React state and feedback; called once. May return a cleanup, run on leaving. */
|
|
45
|
+
wire?: (g: G, fx: Feedback) => void | (() => void);
|
|
46
|
+
/** Cached ahead of the first sound. */
|
|
47
|
+
sounds?: Record<string, SoundConfig>;
|
|
48
|
+
/** Feedback on Start / Stop. */
|
|
49
|
+
onStart?: (fx: Feedback) => void;
|
|
50
|
+
onStop?: (fx: Feedback) => void;
|
|
51
|
+
onPlayAgain?: (fx: Feedback) => void;
|
|
52
|
+
/** Feedback as the game ends, beyond what its own events play. */
|
|
53
|
+
onOver?: (fx: Feedback, status: GameResult, game: G) => void;
|
|
54
|
+
/** Lets an ending play out (ms) before the game-over card covers it. */
|
|
55
|
+
resultsDelay?: (status: GameResult) => number;
|
|
56
|
+
};
|
|
57
|
+
type ScreenProps = Pick<EngineGameScreenProps, 'onActiveChange' | 'feedback' | 'gameId' | 'settings' | 'onSettingsChange' | 'onShare' | 'onShowLeaderboard' | 'bannerAd' | 'source' | 'camera' | 'onUpdate' | 'onResize' | 'onDrag' | 'onTap' | 'playing' | 'onStart' | 'onStop'>;
|
|
58
|
+
export declare function useEngineGame<G extends EngineGameModel>(props: GameProps & {
|
|
59
|
+
settings: NonNullable<GameProps['settings']>;
|
|
60
|
+
}, spec: EngineGameSpec<G>): {
|
|
61
|
+
game: G;
|
|
62
|
+
theme: GameTheme;
|
|
63
|
+
phase: Phase;
|
|
64
|
+
status: GameResult;
|
|
65
|
+
fx: Feedback;
|
|
66
|
+
screen: ScreenProps;
|
|
67
|
+
gameOver: (card: Omit<GameOverCard, "onPlayAgain" | "onShare">) => GameOverCard | null;
|
|
68
|
+
};
|
|
69
|
+
export {};
|
|
@@ -0,0 +1,4 @@
|
|
|
1
|
+
type SetState<T> = (next: T | ((previous: T) => T)) => void;
|
|
2
|
+
/** Like `useState`, but its updates show at once even while the frame loop keeps the JS thread busy (see above). */
|
|
3
|
+
export declare function useLiveState<T>(initial: T | (() => T), minInterval?: number): [T, SetState<T>];
|
|
4
|
+
export {};
|
|
@@ -1,42 +1,34 @@
|
|
|
1
|
-
|
|
2
|
-
export declare const
|
|
3
|
-
export declare const
|
|
4
|
-
|
|
5
|
-
|
|
6
|
-
|
|
7
|
-
|
|
8
|
-
|
|
9
|
-
|
|
10
|
-
|
|
11
|
-
readonly
|
|
12
|
-
readonly
|
|
13
|
-
readonly
|
|
1
|
+
import type { TiltView } from '../shared/EngineTilt';
|
|
2
|
+
export declare const GAME_DURATION = 300;
|
|
3
|
+
export declare const SLIDE_TIME = 0.2;
|
|
4
|
+
export declare const PRESS_SCALE = 0.92;
|
|
5
|
+
export declare const TAP_SLOP = 10;
|
|
6
|
+
export declare const SWIPE = 18;
|
|
7
|
+
/** Tiles 1..8, as the original tiles. */
|
|
8
|
+
export declare const TILE_COLORS: readonly ["#FF6B6B", "#51CF66", "#339AF0", "#FCC419", "#CC5DE8", "#FF922B", "#22B8CF", "#F06595"];
|
|
9
|
+
export declare const NUMBER_WORDS: readonly ["", "ONE", "TWO", "THREE", "FOUR", "FIVE", "SIX", "SEVEN", "EIGHT"];
|
|
10
|
+
export declare const COLORS: {
|
|
11
|
+
readonly FRAME: "#5c4033";
|
|
12
|
+
readonly WELL: "#3a2518";
|
|
13
|
+
readonly SLOT: "#2e1d12";
|
|
14
|
+
readonly NUMBER: "#FFFFFF";
|
|
14
15
|
};
|
|
15
|
-
|
|
16
|
-
|
|
17
|
-
|
|
18
|
-
|
|
16
|
+
/** The camera leans back from straight down, so the tiles stand up off the board. */
|
|
17
|
+
export declare const TILT = 0;
|
|
18
|
+
/** Lit straight on, with no light falling from the top: every face toward the camera keeps its exact color. */
|
|
19
|
+
export declare const LIGHT: import("@nayan-ui/engine").Light;
|
|
20
|
+
/** A tile's height, of its width. */
|
|
21
|
+
export declare const TILE_HEIGHT = 0.4;
|
|
22
|
+
export type Layout = TiltView & {
|
|
23
|
+
tile: number;
|
|
24
|
+
gap: number;
|
|
25
|
+
pitch: number;
|
|
26
|
+
pad: number;
|
|
27
|
+
size: number;
|
|
19
28
|
};
|
|
20
|
-
|
|
21
|
-
|
|
22
|
-
|
|
23
|
-
|
|
24
|
-
|
|
25
|
-
|
|
26
|
-
text: string;
|
|
27
|
-
number: string;
|
|
28
|
-
}
|
|
29
|
-
export declare const getTile3DColors: (tileValue: number) => Tile3DColors;
|
|
30
|
-
export declare const SLIDING_NUMBERS_COLORS: {
|
|
31
|
-
readonly BACKGROUND: "#3a3a5e";
|
|
32
|
-
readonly PRIMARY: "#ffffff";
|
|
33
|
-
readonly BOARD_TOP: "#5c4033";
|
|
34
|
-
readonly BOARD_FRONT: "#4a3228";
|
|
35
|
-
readonly BOARD_INNER: "#3a2518";
|
|
36
|
-
readonly BOARD_HIGHLIGHT: "#7a5a45";
|
|
37
|
-
readonly SLOT_BG: "rgba(0, 0, 0, 0.25)";
|
|
38
|
-
readonly TIMER_TEXT: "#f59e0b";
|
|
39
|
-
readonly TEXT_PRIMARY: "#FFFFFF";
|
|
40
|
-
};
|
|
41
|
-
export declare const NUMBER_WORDS: Record<number, string>;
|
|
42
|
-
export {};
|
|
29
|
+
/** The board as big as the original board (88% of the width, at most 340 points, 420 on a tablet), smaller if the screen is short. */
|
|
30
|
+
export declare function getLayout(width: number, height: number, offset: number, tablet: boolean): Layout;
|
|
31
|
+
/** A cell's centre on the board (row 0 along the top), in world units. */
|
|
32
|
+
export declare const cellCentre: (l: Layout, row: number, col: number) => [number, number];
|
|
33
|
+
/** The cell under a board point, or null. */
|
|
34
|
+
export declare function cellAt(l: Layout, x: number, y: number): [number, number] | null;
|
|
@@ -0,0 +1,48 @@
|
|
|
1
|
+
import { type Camera, type DragEvent, World } from '@nayan-ui/engine';
|
|
2
|
+
import type { GameTheme } from '../../services/ThemeService';
|
|
3
|
+
import { type Layout } from './SlidingNumbersConstants';
|
|
4
|
+
import { type Board, type Tile } from './SlidingNumbersRules';
|
|
5
|
+
import { type Scene } from './SlidingNumbersScene';
|
|
6
|
+
export type Phase = 'ready' | 'playing' | 'over';
|
|
7
|
+
/** move: a tile slid; blocked: a tile that can't move; win / lose: how it ended. */
|
|
8
|
+
export type GameEvent = 'move' | 'blocked' | 'win' | 'lose';
|
|
9
|
+
export declare function createGame(theme: GameTheme): {
|
|
10
|
+
world: World;
|
|
11
|
+
camera: Camera;
|
|
12
|
+
theme: GameTheme;
|
|
13
|
+
layout: Layout | null;
|
|
14
|
+
scene: Scene | null;
|
|
15
|
+
phase: Phase;
|
|
16
|
+
board: Board;
|
|
17
|
+
won: boolean;
|
|
18
|
+
/** Score and the countdown live in the engine (Rust), advanced by world.update. */
|
|
19
|
+
readonly score: number;
|
|
20
|
+
readonly timeLeft: number;
|
|
21
|
+
/** A finger down on a tile: where, and which. */
|
|
22
|
+
press: {
|
|
23
|
+
x: number;
|
|
24
|
+
y: number;
|
|
25
|
+
id: number;
|
|
26
|
+
} | null;
|
|
27
|
+
onPhase: (_p: Phase) => void;
|
|
28
|
+
onTime: (_t: number) => void;
|
|
29
|
+
onEvent: (_e: GameEvent) => void;
|
|
30
|
+
};
|
|
31
|
+
export type Game = ReturnType<typeof createGame>;
|
|
32
|
+
/** Lays the board out for the view (first layout, header height, rotation): rebuilt where things stand. */
|
|
33
|
+
export declare function setLayout(g: Game, l: Layout): void;
|
|
34
|
+
export declare function setTheme(g: Game, theme: GameTheme): void;
|
|
35
|
+
/** Starts on the board already shown. */
|
|
36
|
+
export declare function start(g: Game): void;
|
|
37
|
+
/** Stop: the same board, the clock back to five minutes (as the original game). */
|
|
38
|
+
export declare function stop(g: Game): void;
|
|
39
|
+
/** Play Again: a fresh shuffle, the tiles gliding to their new places. */
|
|
40
|
+
export declare function newBoard(g: Game): void;
|
|
41
|
+
export declare function dispose(g: Game): void;
|
|
42
|
+
export declare function tick(g: Game, dt: number): void;
|
|
43
|
+
/** Slides a tile into the gap if it's beside it; shakes it if not. A solved board wins. */
|
|
44
|
+
export declare function move(g: Game, t: Tile): void;
|
|
45
|
+
/** The tile under a view point (on the tiles' tops), or null. */
|
|
46
|
+
export declare function tileUnder(g: Game, x: number, y: number): Tile | null;
|
|
47
|
+
/** A finger down sinks the tile under it; a tap slides it, and so does a swipe toward the gap. */
|
|
48
|
+
export declare function drag(g: Game, { phase, x, y }: DragEvent): void;
|