@nayan-ui/games 1.19.0 → 1.20.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +53 -191
- package/lib/module/assets/fonts/Inter-SemiBold.ttf +0 -0
- package/lib/module/assets/models/explorer/explorer.glb +0 -0
- package/lib/module/assets/models/explorer/params.json +51 -0
- package/lib/module/assets/models/explorer/source.json +222 -0
- package/lib/module/assets/models/play-with-tua/play-with-tua.glb +0 -0
- package/lib/module/assets/models/play-with-tua/sources.json +141 -0
- package/lib/module/assets/sfx/balloon_pop.wav +0 -0
- package/lib/module/assets/sfx/blocked.wav +0 -0
- package/lib/module/assets/sfx/boing.wav +0 -0
- package/lib/module/assets/sfx/bonus.wav +0 -0
- package/lib/module/assets/sfx/boom.wav +0 -0
- package/lib/module/assets/sfx/bump.wav +0 -0
- package/lib/module/assets/sfx/cannon.wav +0 -0
- package/lib/module/assets/sfx/capture.wav +0 -0
- package/lib/module/assets/sfx/card_flip.wav +0 -0
- package/lib/module/assets/sfx/card_place.wav +0 -0
- package/lib/module/assets/sfx/catch.wav +0 -0
- package/lib/module/assets/sfx/chime.wav +0 -0
- package/lib/module/assets/sfx/chomp.wav +0 -0
- package/lib/module/assets/sfx/chomp_alt.wav +0 -0
- package/lib/module/assets/sfx/clack.wav +0 -0
- package/lib/module/assets/sfx/clang.wav +0 -0
- package/lib/module/assets/sfx/clash.wav +0 -0
- package/lib/module/assets/sfx/click.wav +0 -0
- package/lib/module/assets/sfx/coin.wav +0 -0
- package/lib/module/assets/sfx/combo.wav +0 -0
- package/lib/module/assets/sfx/crash.wav +0 -0
- package/lib/module/assets/sfx/crunch.wav +0 -0
- package/lib/module/assets/sfx/dance.wav +0 -0
- package/lib/module/assets/sfx/deselect.wav +0 -0
- package/lib/module/assets/sfx/dice_roll.wav +0 -0
- package/lib/module/assets/sfx/die.wav +0 -0
- package/lib/module/assets/sfx/draw.wav +0 -0
- package/lib/module/assets/sfx/drop.wav +0 -0
- package/lib/module/assets/sfx/eat.wav +0 -0
- package/lib/module/assets/sfx/engine.wav +0 -0
- package/lib/module/assets/sfx/error.wav +0 -0
- package/lib/module/assets/sfx/flag.wav +0 -0
- package/lib/module/assets/sfx/flap.wav +0 -0
- package/lib/module/assets/sfx/flip_disc.wav +0 -0
- package/lib/module/assets/sfx/footstep_run.wav +0 -0
- package/lib/module/assets/sfx/footstep_walk.wav +0 -0
- package/lib/module/assets/sfx/game_over.wav +0 -0
- package/lib/module/assets/sfx/gate.wav +0 -0
- package/lib/module/assets/sfx/hit.wav +0 -0
- package/lib/module/assets/sfx/hop.wav +0 -0
- package/lib/module/assets/sfx/hurt.wav +0 -0
- package/lib/module/assets/sfx/invalid.wav +0 -0
- package/lib/module/assets/sfx/jump.wav +0 -0
- package/lib/module/assets/sfx/ladder.wav +0 -0
- package/lib/module/assets/sfx/land.wav +0 -0
- package/lib/module/assets/sfx/laugh.wav +0 -0
- package/lib/module/assets/sfx/lose.wav +0 -0
- package/lib/module/assets/sfx/merge.wav +0 -0
- package/lib/module/assets/sfx/miss.wav +0 -0
- package/lib/module/assets/sfx/nitro.wav +0 -0
- package/lib/module/assets/sfx/pew.wav +0 -0
- package/lib/module/assets/sfx/place.wav +0 -0
- package/lib/module/assets/sfx/pling.wav +0 -0
- package/lib/module/assets/sfx/point.wav +0 -0
- package/lib/module/assets/sfx/pop.wav +0 -0
- package/lib/module/assets/sfx/pop_soft.wav +0 -0
- package/lib/module/assets/sfx/power_up.wav +0 -0
- package/lib/module/assets/sfx/reveal.wav +0 -0
- package/lib/module/assets/sfx/robot.wav +0 -0
- package/lib/module/assets/sfx/rotate.wav +0 -0
- package/lib/module/assets/sfx/run_steps.wav +0 -0
- package/lib/module/assets/sfx/select.wav +0 -0
- package/lib/module/assets/sfx/shuffle.wav +0 -0
- package/lib/module/assets/sfx/six.wav +0 -0
- package/lib/module/assets/sfx/slice.wav +0 -0
- package/lib/module/assets/sfx/slide.wav +0 -0
- package/lib/module/assets/sfx/snake.wav +0 -0
- package/lib/module/assets/sfx/snap.wav +0 -0
- package/lib/module/assets/sfx/splash.wav +0 -0
- package/lib/module/assets/sfx/star.wav +0 -0
- package/lib/module/assets/sfx/start.wav +0 -0
- package/lib/module/assets/sfx/swoosh.wav +0 -0
- package/lib/module/assets/sfx/tap.wav +0 -0
- package/lib/module/assets/sfx/thud.wav +0 -0
- package/lib/module/assets/sfx/thunk.wav +0 -0
- package/lib/module/assets/sfx/tick.wav +0 -0
- package/lib/module/assets/sfx/time_up.wav +0 -0
- package/lib/module/assets/sfx/tock.wav +0 -0
- package/lib/module/assets/sfx/walk_steps.wav +0 -0
- package/lib/module/assets/sfx/warning.wav +0 -0
- package/lib/module/assets/sfx/whack.wav +0 -0
- package/lib/module/assets/sfx/whoosh.wav +0 -0
- package/lib/module/assets/sfx/win.wav +0 -0
- package/lib/module/assets/sfx/zap.wav +0 -0
- package/lib/module/assets/textures/ad_bolt.png +0 -0
- package/lib/module/assets/textures/ad_bubbles.png +0 -0
- package/lib/module/assets/textures/ad_chevrons.png +0 -0
- package/lib/module/assets/textures/asphalt.png +0 -0
- package/lib/module/assets/textures/bark.jpg +0 -0
- package/lib/module/assets/textures/explorer-atlas.png +0 -0
- package/lib/module/assets/textures/facade.png +0 -0
- package/lib/module/assets/textures/grass.png +0 -0
- package/lib/module/assets/textures/leaves.png +0 -0
- package/lib/module/assets/textures/limestone.jpg +0 -0
- package/lib/module/assets/textures/meadow.jpg +0 -0
- package/lib/module/assets/textures/nature-sources.json +87 -0
- package/lib/module/assets/textures/pine.png +0 -0
- package/lib/module/assets/textures/river.jpg +0 -0
- package/lib/module/assets/textures/soft_glow.png +0 -0
- package/lib/module/games/arrows/Arrows.js +1 -1
- package/lib/module/games/arrows/ArrowsConstants.js +1 -1
- package/lib/module/games/arrows/ArrowsGame.js +1 -0
- package/lib/module/games/arrows/ArrowsScene.js +1 -0
- package/lib/module/games/balloon-blaster/BalloonBlaster.js +1 -1
- package/lib/module/games/balloon-blaster/BalloonBlasterConstants.js +1 -1
- package/lib/module/games/balloon-blaster/BalloonBlasterGame.js +1 -0
- package/lib/module/games/balloon-blaster/BalloonBlasterPhysics.js +1 -0
- package/lib/module/games/balloon-blaster/BalloonBlasterScene.js +1 -0
- package/lib/module/games/bike-racing/BikeMeshes.js +1 -0
- package/lib/module/games/bike-racing/BikeRacing.js +1 -1
- package/lib/module/games/bike-racing/BikeRacingConstants.js +1 -1
- package/lib/module/games/bike-racing/BikeRacingGame.js +1 -0
- package/lib/module/games/bike-racing/BikeRacingScene.js +1 -0
- package/lib/module/games/block-blast/BlockBlast.js +1 -1
- package/lib/module/games/block-blast/BlockBlastConstants.js +1 -1
- package/lib/module/games/block-blast/BlockBlastGame.js +1 -0
- package/lib/module/games/block-blast/BlockBlastScene.js +1 -0
- package/lib/module/games/block-breaker/BlockBreaker.js +1 -1
- package/lib/module/games/block-breaker/BlockBreakerConstants.js +1 -1
- package/lib/module/games/block-breaker/BlockBreakerGame.js +1 -0
- package/lib/module/games/block-breaker/BlockBreakerScene.js +1 -0
- package/lib/module/games/bluk/Bluk.js +1 -1
- package/lib/module/games/bluk/BlukConstants.js +1 -1
- package/lib/module/games/bluk/BlukGame.js +1 -0
- package/lib/module/games/bluk/BlukRules.js +1 -0
- package/lib/module/games/bluk/BlukScene.js +1 -0
- package/lib/module/games/bubble-shooter/BubbleShooter.js +1 -1
- package/lib/module/games/bubble-shooter/BubbleShooterConstants.js +1 -1
- package/lib/module/games/bubble-shooter/BubbleShooterGame.js +1 -0
- package/lib/module/games/bubble-shooter/BubbleShooterScene.js +1 -0
- package/lib/module/games/candy-crush/CandyCrush.js +1 -1
- package/lib/module/games/candy-crush/CandyCrushConstants.js +1 -1
- package/lib/module/games/candy-crush/CandyCrushGame.js +1 -0
- package/lib/module/games/candy-crush/CandyCrushScene.js +1 -0
- package/lib/module/games/car-racing/CarMeshes.js +1 -0
- package/lib/module/games/car-racing/CarRacing.js +1 -1
- package/lib/module/games/car-racing/CarRacingConstants.js +1 -1
- package/lib/module/games/car-racing/CarRacingFacade.js +1 -0
- package/lib/module/games/car-racing/CarRacingGame.js +1 -0
- package/lib/module/games/car-racing/CarRacingScene.js +1 -0
- package/lib/module/games/car-racing/CarRacingScenery.js +1 -0
- package/lib/module/games/chameleon-run/ChameleonRun.js +1 -1
- package/lib/module/games/chameleon-run/ChameleonRunBackdrop.js +1 -0
- package/lib/module/games/chameleon-run/ChameleonRunConstants.js +1 -1
- package/lib/module/games/chameleon-run/ChameleonRunGame.js +1 -0
- package/lib/module/games/chameleon-run/ChameleonRunMeshes.js +1 -0
- package/lib/module/games/chameleon-run/ChameleonRunRules.js +1 -0
- package/lib/module/games/chameleon-run/ChameleonRunScene.js +1 -0
- package/lib/module/games/checkers/Checkers.js +1 -1
- package/lib/module/games/checkers/CheckersAI.js +1 -0
- package/lib/module/games/checkers/CheckersConstants.js +1 -1
- package/lib/module/games/checkers/CheckersGame.js +1 -0
- package/lib/module/games/checkers/CheckersRules.js +1 -0
- package/lib/module/games/checkers/CheckersScene.js +1 -0
- package/lib/module/games/color-switch/ColorSwitch.js +1 -1
- package/lib/module/games/color-switch/ColorSwitchConstants.js +1 -1
- package/lib/module/games/color-switch/ColorSwitchGame.js +1 -0
- package/lib/module/games/color-switch/ColorSwitchScene.js +1 -0
- package/lib/module/games/colors-sort/ColorsSort.js +1 -1
- package/lib/module/games/colors-sort/ColorsSortConstants.js +1 -1
- package/lib/module/games/colors-sort/ColorsSortGame.js +1 -0
- package/lib/module/games/colors-sort/ColorsSortScene.js +1 -0
- package/lib/module/games/connect-em-all/ConnectEmAll.js +1 -1
- package/lib/module/games/connect-em-all/ConnectEmAllConstants.js +1 -1
- package/lib/module/games/connect-em-all/ConnectEmAllGame.js +1 -0
- package/lib/module/games/connect-em-all/ConnectEmAllScene.js +1 -0
- package/lib/module/games/crossy-road/CrossyRoad.js +1 -1
- package/lib/module/games/crossy-road/CrossyRoadCamera.js +1 -0
- package/lib/module/games/crossy-road/CrossyRoadConstants.js +1 -1
- package/lib/module/games/crossy-road/CrossyRoadGame.js +1 -0
- package/lib/module/games/crossy-road/CrossyRoadMeshes.js +1 -0
- package/lib/module/games/crossy-road/CrossyRoadPerson.js +1 -0
- package/lib/module/games/crossy-road/CrossyRoadRules.js +1 -0
- package/lib/module/games/crossy-road/CrossyRoadScene.js +1 -0
- package/lib/module/games/dino-jump/DinoJump.js +1 -1
- package/lib/module/games/dino-jump/DinoJumpConstants.js +1 -1
- package/lib/module/games/dino-jump/DinoJumpGame.js +1 -0
- package/lib/module/games/dino-jump/DinoJumpScene.js +1 -0
- package/lib/module/games/dots-and-boxes/DotsAndBoxes.js +1 -1
- package/lib/module/games/dots-and-boxes/DotsAndBoxesConstants.js +1 -1
- package/lib/module/games/dots-and-boxes/DotsAndBoxesGame.js +1 -0
- package/lib/module/games/dots-and-boxes/DotsAndBoxesScene.js +1 -0
- package/lib/module/games/falling-sticks/FallingSticks.js +1 -1
- package/lib/module/games/falling-sticks/FallingSticksConstants.js +1 -1
- package/lib/module/games/falling-sticks/FallingSticksGame.js +1 -0
- package/lib/module/games/falling-sticks/FallingSticksRules.js +1 -0
- package/lib/module/games/falling-sticks/FallingSticksScene.js +1 -0
- package/lib/module/games/find-different-number/FindDifferentNumber.js +1 -1
- package/lib/module/games/find-different-number/FindDifferentNumberConstants.js +1 -1
- package/lib/module/games/find-different-number/FindDifferentNumberGame.js +1 -0
- package/lib/module/games/find-different-number/FindDifferentNumberRules.js +1 -0
- package/lib/module/games/find-different-number/FindDifferentNumberScene.js +1 -0
- package/lib/module/games/flappy-bird/FlappyBird.js +1 -1
- package/lib/module/games/flappy-bird/FlappyBirdConstants.js +1 -1
- package/lib/module/games/flappy-bird/FlappyBirdGame.js +1 -0
- package/lib/module/games/flappy-bird/FlappyBirdScene.js +1 -0
- package/lib/module/games/fruit-merger/FruitMerger.js +1 -1
- package/lib/module/games/fruit-merger/FruitMergerConstants.js +1 -1
- package/lib/module/games/fruit-merger/FruitMergerGame.js +1 -0
- package/lib/module/games/fruit-merger/FruitMergerRules.js +1 -0
- package/lib/module/games/fruit-merger/FruitMergerScene.js +1 -0
- package/lib/module/games/fruit-ninja/FruitNinja.js +1 -1
- package/lib/module/games/fruit-ninja/FruitNinjaConstants.js +1 -1
- package/lib/module/games/fruit-ninja/FruitNinjaGame.js +1 -0
- package/lib/module/games/fruit-ninja/FruitNinjaScene.js +1 -0
- package/lib/module/games/fruit-ninja/FruitNinjaWorld.js +1 -0
- package/lib/module/games/game-2048/Game2048.js +1 -1
- package/lib/module/games/game-2048/Game2048Constants.js +1 -1
- package/lib/module/games/game-2048/Game2048Game.js +1 -0
- package/lib/module/games/game-2048/Game2048Rules.js +1 -0
- package/lib/module/games/game-2048/Game2048Scene.js +1 -0
- package/lib/module/games/knife-hit/KnifeHit.js +1 -1
- package/lib/module/games/knife-hit/KnifeHitConstants.js +1 -1
- package/lib/module/games/knife-hit/KnifeHitGame.js +1 -0
- package/lib/module/games/knife-hit/KnifeHitScene.js +1 -0
- package/lib/module/games/ludo-king/LudoKing.js +1 -1
- package/lib/module/games/ludo-king/LudoKingConstants.js +1 -1
- package/lib/module/games/ludo-king/LudoKingGame.js +1 -0
- package/lib/module/games/ludo-king/LudoKingRules.js +1 -0
- package/lib/module/games/ludo-king/LudoKingScene.js +1 -0
- package/lib/module/games/maze-runner/MazeRunner.js +1 -1
- package/lib/module/games/maze-runner/MazeRunnerConstants.js +1 -1
- package/lib/module/games/maze-runner/MazeRunnerGame.js +1 -0
- package/lib/module/games/maze-runner/MazeRunnerRules.js +1 -0
- package/lib/module/games/maze-runner/MazeRunnerScene.js +1 -0
- package/lib/module/games/memory-match/MemoryMatch.js +1 -1
- package/lib/module/games/memory-match/MemoryMatchConstants.js +1 -1
- package/lib/module/games/memory-match/MemoryMatchGame.js +1 -0
- package/lib/module/games/memory-match/MemoryMatchRules.js +1 -0
- package/lib/module/games/memory-match/MemoryMatchScene.js +1 -0
- package/lib/module/games/mine-sweeper/MineSweeper.js +1 -1
- package/lib/module/games/mine-sweeper/MineSweeperConstants.js +1 -1
- package/lib/module/games/mine-sweeper/MineSweeperGame.js +1 -0
- package/lib/module/games/mine-sweeper/MineSweeperRules.js +1 -0
- package/lib/module/games/mine-sweeper/MineSweeperScene.js +1 -0
- package/lib/module/games/mob-control/MobControl.js +1 -1
- package/lib/module/games/mob-control/MobControlConstants.js +1 -1
- package/lib/module/games/mob-control/MobControlGame.js +1 -0
- package/lib/module/games/mob-control/MobControlMeshes.js +1 -0
- package/lib/module/games/mob-control/MobControlRenderer.js +1 -0
- package/lib/module/games/mob-control/MobControlRules.js +1 -0
- package/lib/module/games/mob-control/MobControlScene.js +1 -0
- package/lib/module/games/number-search/NumberSearch.js +1 -1
- package/lib/module/games/number-search/NumberSearchNumbers.js +1 -0
- package/lib/module/games/nuts-and-bolts/NutsAndBolts.js +1 -1
- package/lib/module/games/nuts-and-bolts/NutsAndBoltsConstants.js +1 -1
- package/lib/module/games/nuts-and-bolts/NutsAndBoltsGame.js +1 -0
- package/lib/module/games/nuts-and-bolts/NutsAndBoltsRules.js +1 -0
- package/lib/module/games/nuts-and-bolts/NutsAndBoltsScene.js +1 -0
- package/lib/module/games/pac-man/PacMan.js +1 -1
- package/lib/module/games/pac-man/PacManConstants.js +1 -1
- package/lib/module/games/pac-man/PacManGame.js +1 -0
- package/lib/module/games/pac-man/PacManRules.js +1 -0
- package/lib/module/games/pac-man/PacManScene.js +1 -0
- package/lib/module/games/paper-io/PaperIo.js +1 -1
- package/lib/module/games/paper-io/PaperIoConstants.js +1 -1
- package/lib/module/games/paper-io/PaperIoGame.js +1 -0
- package/lib/module/games/paper-io/PaperIoMeshes.js +1 -0
- package/lib/module/games/paper-io/PaperIoRules.js +1 -0
- package/lib/module/games/paper-io/PaperIoScene.js +1 -0
- package/lib/module/games/penguin-run/PenguinMeshes.js +1 -0
- package/lib/module/games/penguin-run/PenguinModel.js +1 -0
- package/lib/module/games/penguin-run/PenguinRun.js +1 -0
- package/lib/module/games/penguin-run/PenguinRunConstants.js +1 -0
- package/lib/module/games/penguin-run/PenguinRunGame.js +1 -0
- package/lib/module/games/penguin-run/PenguinRunScene.js +1 -0
- package/lib/module/games/perfect-circle/PerfectCircle.js +1 -1
- package/lib/module/games/perfect-circle/PerfectCircleConstants.js +1 -1
- package/lib/module/games/perfect-circle/PerfectCircleGame.js +1 -0
- package/lib/module/games/perfect-circle/PerfectCircleRules.js +1 -0
- package/lib/module/games/perfect-circle/PerfectCircleScene.js +1 -0
- package/lib/module/games/pipe-connect/PipeConnect.js +1 -1
- package/lib/module/games/pipe-connect/PipeConnectConstants.js +1 -1
- package/lib/module/games/pipe-connect/PipeConnectGame.js +1 -0
- package/lib/module/games/pipe-connect/PipeConnectRules.js +1 -0
- package/lib/module/games/pipe-connect/PipeConnectScene.js +1 -0
- package/lib/module/games/play-with-tua/PlayWithTua.js +1 -0
- package/lib/module/games/play-with-tua/PlayWithTuaConstants.js +1 -0
- package/lib/module/games/play-with-tua/PlayWithTuaGame.js +1 -0
- package/lib/module/games/play-with-tua/PlayWithTuaModel.js +1 -0
- package/lib/module/games/play-with-tua/PlayWithTuaScene.js +1 -0
- package/lib/module/games/popit-fidget/PopitFidget.js +1 -1
- package/lib/module/games/popit-fidget/PopitFidgetConstants.js +1 -1
- package/lib/module/games/popit-fidget/PopitFidgetGame.js +1 -0
- package/lib/module/games/popit-fidget/PopitFidgetScene.js +1 -0
- package/lib/module/games/reversi/Reversi.js +1 -1
- package/lib/module/games/reversi/ReversiConstants.js +1 -1
- package/lib/module/games/reversi/ReversiGame.js +1 -0
- package/lib/module/games/reversi/ReversiRules.js +1 -0
- package/lib/module/games/reversi/ReversiScene.js +1 -0
- package/lib/module/games/search-grid/SearchGrid.js +1 -0
- package/lib/module/games/search-grid/SearchGridConstants.js +1 -0
- package/lib/module/games/search-grid/SearchGridGame.js +1 -0
- package/lib/module/games/search-grid/SearchGridScene.js +1 -0
- package/lib/module/games/shared/BackdropCard.js +1 -0
- package/lib/module/games/shared/EngineBackdrop.js +1 -0
- package/lib/module/games/shared/EngineBlasts.js +1 -0
- package/lib/module/games/shared/EngineBlocks.js +1 -0
- package/lib/module/games/shared/EngineControlText.js +1 -0
- package/lib/module/games/shared/EngineDice.js +1 -0
- package/lib/module/games/shared/EngineFootprint.js +1 -0
- package/lib/module/games/shared/EngineFruits.js +1 -0
- package/lib/module/games/shared/EngineGameLoader.js +1 -0
- package/lib/module/games/shared/EngineGameScreen.js +1 -0
- package/lib/module/games/shared/EngineGameWidth.js +1 -0
- package/lib/module/games/shared/EngineGameWidth.web.js +1 -0
- package/lib/module/games/shared/EngineGlyphs.js +1 -0
- package/lib/module/games/shared/EngineHud.js +1 -0
- package/lib/module/games/shared/EngineLoading.js +1 -0
- package/lib/module/games/shared/EngineMeadow.js +1 -0
- package/lib/module/games/shared/EngineMeshCache.js +1 -0
- package/lib/module/games/shared/EngineMeshes.js +1 -0
- package/lib/module/games/shared/EngineRacingChase.js +1 -0
- package/lib/module/games/shared/EngineRacingHandling.js +1 -0
- package/lib/module/games/shared/EngineReadyContext.js +1 -0
- package/lib/module/games/shared/EngineTilt.js +1 -0
- package/lib/module/games/shared/EngineTouchSurface.js +1 -0
- package/lib/module/games/shared/EngineUtils.js +1 -0
- package/lib/module/games/shared/GameActivity.js +1 -0
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- package/lib/module/games/shared/GameLoadingTransition.js +1 -0
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- package/lib/typescript/src/games/maze-runner/components/EnhancedBallComponent.d.ts +0 -10
- package/lib/typescript/src/games/maze-runner/components/EnhancedGameArea.d.ts +0 -33
- package/lib/typescript/src/games/maze-runner/components/ScoreBoard.d.ts +0 -24
- package/lib/typescript/src/games/maze-runner/components/SkiaPipeComponent.d.ts +0 -24
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- package/lib/typescript/src/games/tank-1990/components/ScoreBoard.d.ts +0 -6
- package/lib/typescript/src/games/tic-tac-toe/TicTacToeService.d.ts +0 -0
- package/lib/typescript/src/games/tic-tac-toe/TicTacToeStore.d.ts +0 -51
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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/whack-a-mole/WhackAMoleStore.d.ts +0 -39
- package/lib/typescript/src/games/whack-a-mole/components/GameBackground.d.ts +0 -7
- package/lib/typescript/src/games/whack-a-mole/components/GameGrid.d.ts +0 -10
- package/lib/typescript/src/games/whack-a-mole/components/GameHole.d.ts +0 -11
- package/lib/typescript/src/games/whack-a-mole/components/MoleCharacter.d.ts +0 -6
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- package/lib/typescript/src/helpers/assets/avocado-item.d.ts +0 -4
- package/lib/typescript/src/helpers/assets/banana-fruit.d.ts +0 -4
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- package/lib/typescript/src/helpers/assets/broccoli-item.d.ts +0 -4
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- package/lib/typescript/src/helpers/assets/fruit-helpers.d.ts +0 -154
- package/lib/typescript/src/helpers/assets/grapes-fruit.d.ts +0 -4
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- package/lib/typescript/src/helpers/assets/mango-fruit.d.ts +0 -4
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- package/lib/typescript/src/helpers/assets/peach-fruit.d.ts +0 -4
- package/lib/typescript/src/helpers/assets/pineapple-fruit.d.ts +0 -4
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- package/lib/typescript/src/helpers/assets/star-item.d.ts +0 -4
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import { type Entity, type MutableQuat, type Quat, type Vec3, type World } from '@nayan-ui/engine';
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import { type Layout } from './SpaceFighterConstants';
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/** A screen point on the play plane (or `depth` ahead), in world units. */
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export declare const toWorld: (l: Layout, x: number, y: number, depth?: number) => Vec3;
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/** The ship's lean and bank; pass `out` to reuse it (the result is only valid until the next call with it). */
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export declare const shipRotation: (bank: number, out?: MutableQuat) => Quat;
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export type Ship = {
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root: Entity;
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body: Entity;
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flames: Entity[];
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};
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export declare function spawnShip(world: World, l: Layout, x: number): Ship;
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/** The exhausts flicker; dragging (thrusters on) burns them bigger and white-blue. */
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export declare function flicker(world: World, _l: Layout, s: Ship, boost: boolean): void;
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/** A run starts: the ship zooms up into place from below the screen. */
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export declare function launchShip(world: World, l: Layout, s: Ship): void;
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export declare function placeShip(world: World, l: Layout, s: Ship, x: number, bank: number): void;
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/** Hit: the ship barrel-rolls off the blow and blinks through its safe spell. */
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export declare function blinkShip(world: World, s: Ship): void;
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export declare function steadyShip(world: World, s: Ship): void;
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export type Belt = {
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root: Entity;
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};
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/**
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* A pair's two belts of tumbling asteroids, its top edge at screen y: one from the left edge to the
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* gap's left side, one from its right side to the right edge. The rocks reach the gap's edges exactly,
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* as the belts' hitboxes do, with smaller ones filling the corners; sizes vary along each belt.
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*/
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export declare function spawnBelts(world: World, l: Layout, top: number, gapLeft: number, seed: number): Belt;
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export declare function placeBelts(world: World, l: Layout, b: Belt, top: number): void;
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/** A hit: fire and debris where the ship struck. */
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export declare function explode(world: World, l: Layout, x: number, y: number): void;
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/** A ringed ice planet: banded in pale blues and teals, its rings tilted round it. */
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export type Space = {
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all: Entity[];
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/** The sun (day) or the moon (night), with its glow. */ sky: Entity[];
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stars: {
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e: Entity;
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x: number;
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y: number;
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z: number;
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since: number;
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}[];
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};
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export declare const STAR_DRIFT = 5;
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/** A new theme: the sun comes out by day, the moon by night. */
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export declare function setSpaceTheme(world: World, l: Layout, space: Space, day: boolean): void;
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export declare function spawnSpace(world: World, l: Layout, clock: number, day: boolean): Space;
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/** Stars that have drifted below the view come back in above it. */
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export declare function wrapStars(world: World, s: Space, clock: number): void;
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export declare function removeAll(world: World, entities: Entity[]): void;
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@@ -1,37 +1,54 @@
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export declare const
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export declare const
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export declare const
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export declare const
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import { type TiltView } from '../shared/EngineTilt';
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import type { Suit } from './SpiderSolitaireRules';
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/** A win scores by its time against ten minutes, as the original game did. */
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export declare const EXPECTED_TIME = 600;
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export declare const BASE_SCORE = 100;
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export declare const TAP_SLOP = 10;
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export declare const MOVE_TIME = 0.24;
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export declare const DEAL_STAGGER = 0.05;
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export declare const RUN_STAGGER = 0.045;
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export declare const WIN_DELAY = 1.1;
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export declare const COLORS: {
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readonly FACE: "#FFFFFF";
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readonly BACK: "#1565C0";
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readonly BACK_LIGHT: "#3B82D6";
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readonly BACK_FRAME: "#E3F2FD";
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readonly RED: "#DC2626";
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readonly BLACK: "#1F2937";
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readonly SELECTED: "#FFE082";
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readonly CLASSIC_SLOT: "rgba(255, 255, 255, 0.35)";
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};
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export declare const SPIDER_SOLITAIRE_GAME_CONFIG: {
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SCREEN_WIDTH: number;
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SCREEN_HEIGHT: number;
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CARD_WIDTH: number;
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CARD_HEIGHT: number;
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CARD_OVERLAP: number;
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CARD_FACE_DOWN_OVERLAP: number;
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PILE_SPACING: number;
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FOUNDATION_TOP: number;
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TABLEAU_TOP: number;
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};
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export declare const SPIDER_SOLITAIRE_CONSTANTS: {
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|
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maxTime: number;
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-
};
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export declare const SUITS: readonly ["hearts", "diamonds", "clubs", "spades"];
|
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|
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export declare const VALUES: readonly ["A", "2", "3", "4", "5", "6", "7", "8", "9", "10", "J", "Q", "K"];
|
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|
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export type Suit = (typeof SUITS)[number];
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export type Value = (typeof VALUES)[number];
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export declare const SUIT_SYMBOLS: Record<Suit, string>;
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21
|
export declare const SUIT_COLORS: Record<Suit, string>;
|
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|
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/** The camera leans back a little from straight down, so the cards' thickness and the stacks read as 3D. */
|
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|
+
export declare const TILT = 0.2;
|
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|
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/** Lit from the upper left; surfaces facing up off the table (+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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/** A card is 1.4 times as tall as it is wide, and this thin (of its width). */
|
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|
+
export declare const CARD_RATIO = 1.4;
|
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|
+
export declare const THICKNESS = 0.024;
|
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|
+
/** How far down a pile each card shows below the one under it (of a card's height), as the original piles. */
|
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30
|
+
export declare const FACE_DOWN_STEP = 0.15;
|
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|
+
export declare const FACE_UP_STEP = 0.25;
|
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|
+
/** The deck and the finished runs along the bottom are drawn at this size. */
|
|
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|
+
export declare const SMALL = 0.74;
|
|
34
|
+
export type Layout = TiltView & {
|
|
35
|
+
/** A tableau card's width and height. */
|
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|
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card: number;
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cardH: number;
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|
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/** Each pile's centre (world x). */
|
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|
+
columns: number[];
|
|
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|
+
pitch: number;
|
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|
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/** The top edge of a pile's first card, and the lowest a pile may reach (world y). */
|
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|
+
pileTop: number;
|
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|
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pileBottom: number;
|
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+
/** The bottom row: its centre (world y), the deck's right edge and the first finished run's centre (world x). */
|
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|
+
rowY: number;
|
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|
+
stockRight: number;
|
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|
+
foundationX: number;
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|
+
/** Heights between stacked cards (world z). */
|
|
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|
+
dz: number;
|
|
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|
+
};
|
|
51
|
+
/** All ten piles side by side across the game area (the original piles scrolled sideways), the deck and runs below. */
|
|
52
|
+
export declare function getLayout(width: number, height: number, offset: number, tablet: boolean): Layout;
|
|
53
|
+
/** Where a table point at height z shows in the view. */
|
|
54
|
+
export declare const onScreen: (l: Layout, x: number, y: number, z: number) => [number, number];
|
|
@@ -0,0 +1,67 @@
|
|
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1
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import { type Camera, type DragEvent, World } from '@nayan-ui/engine';
|
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2
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import type { GameTheme } from '../../services/ThemeService';
|
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3
|
+
import { type Layout } from './SpiderSolitaireConstants';
|
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4
|
+
import { type Board } from './SpiderSolitaireRules';
|
|
5
|
+
import { type Held, type Scene } from './SpiderSolitaireScene';
|
|
6
|
+
export type Phase = 'ready' | 'playing' | 'over';
|
|
7
|
+
/** select / deselect: a run picked up or put back; invalid: a move or deal not allowed; place: a run moved; deal: a row dealt; complete: a run lifted off; win: the eighth. */
|
|
8
|
+
export type GameEvent = 'select' | 'deselect' | 'invalid' | 'place' | 'deal' | 'complete' | 'win';
|
|
9
|
+
/** What a finger is on: a pile's card, a pile (its empty place or below its cards), or the deck. */
|
|
10
|
+
type Hit = {
|
|
11
|
+
kind: 'card';
|
|
12
|
+
pile: number;
|
|
13
|
+
index: number;
|
|
14
|
+
} | {
|
|
15
|
+
kind: 'pile';
|
|
16
|
+
pile: number;
|
|
17
|
+
} | {
|
|
18
|
+
kind: 'stock';
|
|
19
|
+
} | null;
|
|
20
|
+
export declare function createGame(theme: GameTheme): {
|
|
21
|
+
world: World;
|
|
22
|
+
camera: Camera;
|
|
23
|
+
theme: GameTheme;
|
|
24
|
+
layout: Layout | null;
|
|
25
|
+
scene: Scene | null;
|
|
26
|
+
phase: Phase;
|
|
27
|
+
board: Board;
|
|
28
|
+
/** The run picked up (tapped), or being dragged. */
|
|
29
|
+
held: Held;
|
|
30
|
+
/** A finger down: where, on what, and (once it's moved off) where it grabbed the dragged run. */
|
|
31
|
+
press: {
|
|
32
|
+
x: number;
|
|
33
|
+
y: number;
|
|
34
|
+
hit: Hit;
|
|
35
|
+
grab: [number, number] | null;
|
|
36
|
+
dragging: boolean;
|
|
37
|
+
} | null;
|
|
38
|
+
/** Seconds since the start (the original game's elapsed clock), and the score a win reports: both in the engine (Rust). */
|
|
39
|
+
readonly time: number;
|
|
40
|
+
readonly score: number;
|
|
41
|
+
won: boolean;
|
|
42
|
+
onPhase: (_p: Phase) => void;
|
|
43
|
+
onDeals: (_n: number) => void;
|
|
44
|
+
onCompleted: (_n: number) => void;
|
|
45
|
+
onEvent: (_e: GameEvent) => void;
|
|
46
|
+
};
|
|
47
|
+
export type Game = ReturnType<typeof createGame>;
|
|
48
|
+
/** Lays the table out for the view (first layout, header height, rotation); the first deal glides out of the deck. */
|
|
49
|
+
export declare function setLayout(g: Game, l: Layout): void;
|
|
50
|
+
export declare function setTheme(g: Game, theme: GameTheme): void;
|
|
51
|
+
/** Starts play on the deal already on the table. */
|
|
52
|
+
export declare function start(g: Game): void;
|
|
53
|
+
/** A fresh shuffle dealt out, not started (Stop, Play Again). The world, and the GPU view drawing it, are kept. */
|
|
54
|
+
export declare function reset(g: Game): void;
|
|
55
|
+
export declare function dispose(g: Game): void;
|
|
56
|
+
export declare function tick(g: Game, dt: number): void;
|
|
57
|
+
/** What's under a view point: the top-most card there, a pile's column, or the deck. */
|
|
58
|
+
export declare function hitAt(g: Game, sx: number, sy: number): Hit;
|
|
59
|
+
/** A quick tap does what it did in the original game; a finger that moves off a face-up run drags it. */
|
|
60
|
+
export declare function drag(g: Game, e: DragEvent): void;
|
|
61
|
+
/** A card tapped: put back the run if it's the one picked up, move the picked-up run here, or pick up from here. */
|
|
62
|
+
export declare function select(g: Game, pile: number, index: number): void;
|
|
63
|
+
/** Puts the picked-up run on a pile, if it may go there. */
|
|
64
|
+
export declare function moveTo(g: Game, to: number): void;
|
|
65
|
+
/** One card onto every pile from the deck (not while a pile is empty). */
|
|
66
|
+
export declare function deal(g: Game): void;
|
|
67
|
+
export {};
|
|
@@ -0,0 +1,39 @@
|
|
|
1
|
+
export declare const SUITS: readonly ["hearts", "diamonds", "clubs", "spades"];
|
|
2
|
+
export declare const VALUES: readonly ["A", "2", "3", "4", "5", "6", "7", "8", "9", "10", "J", "Q", "K"];
|
|
3
|
+
export type Suit = (typeof SUITS)[number];
|
|
4
|
+
export type Value = (typeof VALUES)[number];
|
|
5
|
+
export type Card = {
|
|
6
|
+
id: string;
|
|
7
|
+
suit: Suit;
|
|
8
|
+
value: Value;
|
|
9
|
+
faceUp: boolean;
|
|
10
|
+
};
|
|
11
|
+
/** The 10 piles, the stock (dealt from its end) and the runs lifted out so far (each K first). */
|
|
12
|
+
export type Board = {
|
|
13
|
+
tableau: Card[][];
|
|
14
|
+
stock: Card[];
|
|
15
|
+
completed: Card[][];
|
|
16
|
+
};
|
|
17
|
+
export declare const PILES = 10;
|
|
18
|
+
export declare const RUNS_TO_WIN = 8;
|
|
19
|
+
/** As the original game: always two suits. */
|
|
20
|
+
export declare const SUIT_COUNT = 2;
|
|
21
|
+
export declare const rank: (v: Value) => number;
|
|
22
|
+
/** A fresh deal: six cards in each of the first four piles, five in the rest, only the top ones face up; 50 left to deal. */
|
|
23
|
+
export declare function newBoard(): Board;
|
|
24
|
+
/** Descending by one all the way down (any suit), so it can be picked up together. */
|
|
25
|
+
export declare function isValidSequence(cards: Card[]): boolean;
|
|
26
|
+
/** Whether a run can go on a pile: anything on an empty one, else one rank below its face-up top card. */
|
|
27
|
+
export declare function canMove(b: Board, cards: Card[], to: number): boolean;
|
|
28
|
+
/** The run from `index` down, if it may be picked up (a single face-up card always may). */
|
|
29
|
+
export declare function pickable(b: Board, pile: number, index: number): Card[] | null;
|
|
30
|
+
/** Moves the run from `from` at `index` onto `to` (already checked), turning up the card it uncovers. */
|
|
31
|
+
export declare function moveRun(b: Board, from: number, index: number, to: number): void;
|
|
32
|
+
/** Why a row can't be dealt (an empty pile, or nothing left), or null if it can. */
|
|
33
|
+
export declare const dealBlocked: (b: Board) => "empty-pile" | "no-stock" | null;
|
|
34
|
+
/** One card face up onto every pile, from the stock's end. */
|
|
35
|
+
export declare function dealRow(b: Board): void;
|
|
36
|
+
/** Lifts a finished King-to-Ace run of one suit off the end of a pile, if there is one; returns it. */
|
|
37
|
+
export declare function takeCompletedRun(b: Board, pile: number): Card[] | null;
|
|
38
|
+
/** Deals left (each a row of 10). */
|
|
39
|
+
export declare const dealsLeft: (b: Board) => number;
|
|
@@ -0,0 +1,60 @@
|
|
|
1
|
+
import { type Entity, type World } from '@nayan-ui/engine';
|
|
2
|
+
import type { GameTheme } from '../../services/ThemeService';
|
|
3
|
+
import { type Layout } from './SpiderSolitaireConstants';
|
|
4
|
+
import { type Board, type Card } from './SpiderSolitaireRules';
|
|
5
|
+
/** Where a card should be: its centre on the table, its height, face up or down, its size, picked up or not. */
|
|
6
|
+
export type Spot = {
|
|
7
|
+
x: number;
|
|
8
|
+
y: number;
|
|
9
|
+
z: number;
|
|
10
|
+
faceUp: boolean;
|
|
11
|
+
small: boolean;
|
|
12
|
+
selected: boolean;
|
|
13
|
+
};
|
|
14
|
+
type CardView = {
|
|
15
|
+
body: Entity;
|
|
16
|
+
spot: Spot | null;
|
|
17
|
+
};
|
|
18
|
+
type Slot = {
|
|
19
|
+
ring: Entity;
|
|
20
|
+
fill: Entity | null;
|
|
21
|
+
};
|
|
22
|
+
export type Scene = {
|
|
23
|
+
backdrop: Entity;
|
|
24
|
+
piles: Slot[];
|
|
25
|
+
stock: Slot;
|
|
26
|
+
foundation: Slot;
|
|
27
|
+
cards: Map<string, CardView>;
|
|
28
|
+
};
|
|
29
|
+
/** The table: the backdrop, an outline for each pile, the deck's place and the first run's, and all 104 cards. */
|
|
30
|
+
export declare function buildScene(world: World, l: Layout, theme: GameTheme, cards: Card[]): Scene;
|
|
31
|
+
export declare function removeScene(world: World, s: Scene): void;
|
|
32
|
+
export declare function setSceneTheme(world: World, s: Scene, theme: GameTheme): void;
|
|
33
|
+
/** How far down from the pile's top edge each card's top edge is: the original steps, squeezed if the pile would run too long. */
|
|
34
|
+
export declare function pileOffsets(l: Layout, pile: Card[]): number[];
|
|
35
|
+
/** A pile card's place: its centre and height (each card a little above the one under it). */
|
|
36
|
+
export declare function pileSpot(l: Layout, column: number, offset: number, index: number): [number, number, number];
|
|
37
|
+
/** What the player holds: a picked-up run (lifted), or a dragged one (following the finger, its top card's centre at x, y). */
|
|
38
|
+
export type Held = {
|
|
39
|
+
pile: number;
|
|
40
|
+
index: number;
|
|
41
|
+
drag: {
|
|
42
|
+
x: number;
|
|
43
|
+
y: number;
|
|
44
|
+
} | null;
|
|
45
|
+
} | null;
|
|
46
|
+
/** Every card's place on the table, from the board and what's held. */
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export declare function layoutCards(l: Layout, b: Board, held: Held, onlyHeld?: boolean): Map<string, Spot>;
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/**
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* Moves every card that's changed place to its new one: it glides (rising over the cards between and
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* turning over on the way if it flips), after `delay(id)` seconds. `instant` puts them there at once
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* (a dragged run following the finger).
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*/
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export declare function placeCards(world: World, l: Layout, s: Scene, spots: Map<string, Spot>, delay?: (id: string) => number, instant?: boolean): void;
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/** A move that isn't allowed: the cards shake where they are. */
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export declare function shakeCards(world: World, s: Scene, ids: string[]): void;
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/** A finished run lifted off: a sparkle where it was. */
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export declare function sparkle(world: World, l: Layout, x: number, y: number): void;
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/** All eight runs home: confetti over the table. */
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export declare function celebrate(world: World, l: Layout): void;
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export {};
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@@ -1,25 +1,33 @@
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export declare const
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readonly MAX_BLOCK_SPEED: 3.5 | 4.5;
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readonly BASE_Y: number;
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readonly VISIBLE_STACK_COUNT: number;
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readonly GAME_WIDTH: number;
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readonly POINTS_PER_BLOCK: 500;
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readonly PERFECT_BONUS: 250;
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readonly PERFECT_THRESHOLD: 3;
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};
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import type { TiltView } from '../shared/EngineTilt';
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export declare const TIME_LIMIT = 120;
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export declare const POINTS_PER_BLOCK = 500;
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export declare const PERFECT_BONUS = 250;
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export declare const PERFECT_THRESHOLD = 3;
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export declare const MIN_OVERLAP_RATIO = 0.4;
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/** Cycled up the tower. */
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export declare const BLOCK_COLORS: readonly ["#FF4757", "#FFA502", "#2ED573", "#1E90FF", "#FF6BD6", "#A55EEA", "#00D2D3", "#FF6348"];
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export declare const
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export declare const
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export declare const FRAME_MS = 16.67;
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export declare const MAX_FRAMES = 2;
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export declare const NEXT_BLOCK_DELAY = 0.2;
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export declare const MISS_TIME = 0.45;
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export declare const GAME_OVER_DELAY = 0.3;
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export declare const SPAWN_FADE = 0.2;
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export declare const PERFECT_SHOW = 0.6;
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export declare const CAMERA_TIME = 0.35;
|
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|
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/** The camera looks down a little from in front, so the tower's top and its depth show. */
|
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export declare const TILT = -0.24;
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|
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/** Lit from the upper left; faces toward the camera (+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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/** The slide's bounds: the game area, 30 narrower than the screen and at most 500 across. */
|
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left: number;
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|
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gameWidth: number;
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blockWidth: number;
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blockHeight: number;
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/** Front to back. */
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blockDepth: number;
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speed: number;
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|
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/** The base block's top. */
|
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baseY: number;
|
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25
32
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};
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export declare function getLayout(width: number, height: number): Layout;
|
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@@ -0,0 +1,58 @@
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import { type Camera, type Entity, World } from '@nayan-ui/engine';
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import type { GameTheme } from '../../services/ThemeService';
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import type { HudFeedback } from '../shared/EngineHud';
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|
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import { type Layout } from './StackTowerConstants';
|
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|
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import { type Scene } from './StackTowerScene';
|
|
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|
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export type Phase = 'ready' | 'playing' | 'over';
|
|
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|
+
/** place / perfect: a block set down; miss: it missed the tower. */
|
|
8
|
+
export type GameEvent = 'place' | 'perfect' | 'miss';
|
|
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|
+
type Placed = {
|
|
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|
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x: number;
|
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|
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y: number;
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|
+
level: number;
|
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13
|
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entity: Entity | null;
|
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|
+
};
|
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|
+
type Moving = {
|
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|
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x: number;
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|
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y: number;
|
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|
+
direction: number;
|
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+
level: number;
|
|
20
|
+
entity: Entity | null;
|
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|
+
};
|
|
22
|
+
export declare function createGame(theme: GameTheme): {
|
|
23
|
+
world: World;
|
|
24
|
+
camera: Camera;
|
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|
+
theme: GameTheme;
|
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|
+
layout: Layout | null;
|
|
27
|
+
scene: Scene | null;
|
|
28
|
+
phase: Phase;
|
|
29
|
+
tower: Placed[];
|
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30
|
+
moving: Moving | null;
|
|
31
|
+
falling: Entity | null;
|
|
32
|
+
level: number;
|
|
33
|
+
perfectCount: number;
|
|
34
|
+
/** Score and the countdown live in the engine (Rust), advanced by world.update. */
|
|
35
|
+
readonly score: number;
|
|
36
|
+
readonly timeRemaining: number;
|
|
37
|
+
won: boolean;
|
|
38
|
+
/** How far the view has scrolled down to follow the tower, and where it's heading. */
|
|
39
|
+
offset: number;
|
|
40
|
+
offsetTarget: number;
|
|
41
|
+
onPhase: (_p: Phase) => void;
|
|
42
|
+
onScore: (_s: number) => void;
|
|
43
|
+
onTime: (_t: number) => void;
|
|
44
|
+
hudFeedback: HudFeedback;
|
|
45
|
+
onEvent: (_e: GameEvent) => void;
|
|
46
|
+
};
|
|
47
|
+
export type Game = ReturnType<typeof createGame>;
|
|
48
|
+
/** Lays the tower out for the view (first layout, rotation): rebuilt from the game's state. */
|
|
49
|
+
export declare function setLayout(g: Game, l: Layout): void;
|
|
50
|
+
export declare function setTheme(g: Game, theme: GameTheme): void;
|
|
51
|
+
export declare function start(g: Game): void;
|
|
52
|
+
/** Back to the base block alone (Stop, Play Again). The world, and the GPU view drawing it, are kept. */
|
|
53
|
+
export declare function reset(g: Game): void;
|
|
54
|
+
export declare function dispose(g: Game): void;
|
|
55
|
+
export declare function tick(g: Game, dt: number): void;
|
|
56
|
+
/** A tap anywhere drops the sliding block where it is. */
|
|
57
|
+
export declare function tap(g: Game): void;
|
|
58
|
+
export {};
|
|
@@ -0,0 +1,27 @@
|
|
|
1
|
+
import { type Color, type Entity, type Vec3, type World } from '@nayan-ui/engine';
|
|
2
|
+
import type { GameTheme } from '../../services/ThemeService';
|
|
3
|
+
import { aimTilted, type TiltView } from '../shared/EngineTilt';
|
|
4
|
+
import { type Layout } from './StackTowerConstants';
|
|
5
|
+
export type Scene = {
|
|
6
|
+
frameOffset?: number;
|
|
7
|
+
backdrop: Entity;
|
|
8
|
+
plinth: Entity;
|
|
9
|
+
blocks: Entity[];
|
|
10
|
+
moving: Entity | null;
|
|
11
|
+
};
|
|
12
|
+
/** The view the camera frames, scrolled down by `offset` points as the tower grows. */
|
|
13
|
+
export declare const viewFor: (l: Layout, offset: number) => TiltView;
|
|
14
|
+
/** A block's face centre in the world, from its top-left in tower points. */
|
|
15
|
+
export declare function blockAt(l: Layout, x: number, y: number): Vec3;
|
|
16
|
+
export declare const blockColor: (level: number) => Color;
|
|
17
|
+
export declare function buildScene(world: World, l: Layout, theme: GameTheme): Scene;
|
|
18
|
+
export declare function removeScene(world: World, s: Scene): void;
|
|
19
|
+
export declare function setSceneTheme(world: World, s: Scene, theme: GameTheme): void;
|
|
20
|
+
/** Frames the tower: the camera scrolled `offset` down, the backdrop kept fixed behind it. */
|
|
21
|
+
export declare function frame(world: World, l: Layout, s: Scene, camera: Parameters<typeof aimTilted>[0], offset: number): void;
|
|
22
|
+
export declare function spawnBlock(world: World, l: Layout, x: number, y: number, level: number, fadeIn?: boolean): Entity;
|
|
23
|
+
export declare function slideBlock(world: World, l: Layout, e: Entity, x: number, y: number): void;
|
|
24
|
+
/** A block set down: it flashes bright and puffs dust from under its ends; a perfect one also rings gold. */
|
|
25
|
+
export declare function land(world: World, l: Layout, e: Entity, x: number, y: number, level: number, perfect: boolean): void;
|
|
26
|
+
/** A missed block tumbles off the way it was sliding, fading as it goes. */
|
|
27
|
+
export declare function tumble(world: World, l: Layout, e: Entity, x: number, y: number, direction: number, level: number): void;
|
|
@@ -1,59 +1,54 @@
|
|
|
1
|
-
|
|
2
|
-
export declare const
|
|
3
|
-
export declare const
|
|
4
|
-
export declare const
|
|
5
|
-
|
|
6
|
-
|
|
7
|
-
readonly
|
|
8
|
-
readonly
|
|
9
|
-
readonly
|
|
10
|
-
readonly
|
|
11
|
-
readonly
|
|
12
|
-
readonly
|
|
13
|
-
readonly WIN_BONUS: 5000;
|
|
14
|
-
readonly CLUES_COUNT: 36;
|
|
15
|
-
};
|
|
16
|
-
export declare const SUDOKU_TIME_LIMIT = 600;
|
|
17
|
-
export declare const BOARD_3D: {
|
|
18
|
-
readonly DEPTH: 10 | 8;
|
|
19
|
-
readonly PADDING: 10 | 8;
|
|
20
|
-
readonly RADIUS: 16 | 12;
|
|
21
|
-
};
|
|
22
|
-
export declare const SUDOKU_COLORS: {
|
|
23
|
-
readonly BACKGROUND: "#1a237e";
|
|
24
|
-
readonly PRIMARY: "#ffffff";
|
|
25
|
-
readonly CELL_BG: "#ffffff";
|
|
26
|
-
readonly CELL_GIVEN: "#E8EAF6";
|
|
27
|
-
readonly CELL_SELECTED: "#BBDEFB";
|
|
28
|
-
readonly CELL_SAME_NUMBER: "#E3F2FD";
|
|
29
|
-
readonly CELL_SAME_ROW_COL: "#F3E5F5";
|
|
30
|
-
readonly CELL_ERROR: "#FFCDD2";
|
|
1
|
+
import type { TiltView } from '../shared/EngineTilt';
|
|
2
|
+
export declare const TIME_LIMIT: number;
|
|
3
|
+
export declare const LOW_TIME = 60;
|
|
4
|
+
export declare const FLASH_STEP = 0.028;
|
|
5
|
+
export declare const TAP_SLOP = 12;
|
|
6
|
+
export declare const COLORS: {
|
|
7
|
+
readonly CELL: "#ffffff";
|
|
8
|
+
readonly GIVEN: "#E8EAF6";
|
|
9
|
+
readonly SELECTED: "#BBDEFB";
|
|
10
|
+
readonly SAME_NUMBER: "#E3F2FD";
|
|
11
|
+
readonly PEER: "#F3E5F5";
|
|
12
|
+
readonly ERROR: "#FFCDD2";
|
|
31
13
|
readonly TEXT_GIVEN: "#1a237e";
|
|
32
14
|
readonly TEXT_PLACED: "#1565C0";
|
|
33
15
|
readonly TEXT_ERROR: "#D32F2F";
|
|
34
|
-
readonly
|
|
35
|
-
readonly
|
|
36
|
-
readonly
|
|
37
|
-
readonly
|
|
38
|
-
readonly
|
|
39
|
-
readonly
|
|
40
|
-
readonly
|
|
41
|
-
readonly
|
|
42
|
-
|
|
43
|
-
|
|
44
|
-
|
|
45
|
-
|
|
46
|
-
|
|
47
|
-
|
|
48
|
-
|
|
49
|
-
|
|
50
|
-
|
|
51
|
-
|
|
52
|
-
|
|
53
|
-
|
|
54
|
-
|
|
55
|
-
|
|
56
|
-
|
|
57
|
-
|
|
58
|
-
|
|
16
|
+
readonly LINES: "#1a237e";
|
|
17
|
+
readonly FRAME: "#5c4033";
|
|
18
|
+
readonly WELL: "#3a2518";
|
|
19
|
+
readonly KEY: "#e8ddd0";
|
|
20
|
+
readonly KEY_TEXT: "#3e2723";
|
|
21
|
+
readonly KEY_REMAINING: "#8d6e63";
|
|
22
|
+
readonly KEY_DISABLED: "#bdb5ad";
|
|
23
|
+
readonly KEY_DISABLED_TEXT: "#9e9e9e";
|
|
24
|
+
};
|
|
25
|
+
/** The camera looks straight down at the board. */
|
|
26
|
+
export declare const TILT = 0;
|
|
27
|
+
/** Evenly lit, straight from the camera and all ambient: every face keeps its exact color, with no shading anywhere. */
|
|
28
|
+
export declare const LIGHT: import("@nayan-ui/engine").Light;
|
|
29
|
+
export declare const CELL_HEIGHT = 0.12;
|
|
30
|
+
export declare const KEY_HEIGHT = 0.3;
|
|
31
|
+
export declare const SPACING = 1.5;
|
|
32
|
+
export declare const BORDER = 3.5;
|
|
33
|
+
export type Layout = TiltView & {
|
|
34
|
+
cell: number;
|
|
35
|
+
/** The grid's side (cells, lines and borders), the board's (with its rim), where the board's centre is (world y). */
|
|
36
|
+
grid: number;
|
|
37
|
+
board: number;
|
|
38
|
+
boardY: number;
|
|
39
|
+
/** The number keys: their width, height, pitch and the row's centre (world y). */
|
|
40
|
+
key: number;
|
|
41
|
+
keyH: number;
|
|
42
|
+
keyPitch: number;
|
|
43
|
+
keysY: number;
|
|
59
44
|
};
|
|
45
|
+
/** Cells as big as the width allows (as the original grid), smaller if the screen is short; the keys spread under the board. */
|
|
46
|
+
export declare function getLayout(width: number, height: number, offset: number): Layout;
|
|
47
|
+
/** A cell's centre, in world units. */
|
|
48
|
+
export declare function cellCentre(l: Layout, row: number, col: number): [number, number];
|
|
49
|
+
/** A number key's centre (n = 1..9), in world units. */
|
|
50
|
+
export declare const keyCentre: (l: Layout, n: number) => [number, number];
|
|
51
|
+
/** The cell a board point is on (a line between counts as the nearer cell), or null off the grid. */
|
|
52
|
+
export declare function cellAt(l: Layout, x: number, y: number): [number, number] | null;
|
|
53
|
+
/** The number key a point is on, or 0. */
|
|
54
|
+
export declare function keyAt(l: Layout, x: number, y: number): number;
|
|
@@ -0,0 +1,56 @@
|
|
|
1
|
+
import { type Camera, type DragEvent, World } from '@nayan-ui/engine';
|
|
2
|
+
import type { GameTheme } from '../../services/ThemeService';
|
|
3
|
+
import { type Layout } from './SudokuConstants';
|
|
4
|
+
import { type Puzzle } from './SudokuRules';
|
|
5
|
+
import { type Scene } from './SudokuScene';
|
|
6
|
+
export type Phase = 'ready' | 'playing' | 'over';
|
|
7
|
+
/** place: a right number; wrong: a wrong one; win / lose: how it ended. */
|
|
8
|
+
export type GameEvent = 'place' | 'wrong' | '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
|
+
puzzle: Puzzle;
|
|
17
|
+
filled: number;
|
|
18
|
+
selRow: number;
|
|
19
|
+
selCol: number;
|
|
20
|
+
/** Score and the countdown live in the engine (Rust), advanced by world.update. */
|
|
21
|
+
readonly score: number;
|
|
22
|
+
readonly timeLeft: number;
|
|
23
|
+
won: boolean;
|
|
24
|
+
/** A finger down: where, and on which key (0 on the board). */
|
|
25
|
+
press: {
|
|
26
|
+
x: number;
|
|
27
|
+
y: number;
|
|
28
|
+
key: number;
|
|
29
|
+
} | null;
|
|
30
|
+
onPhase: (_p: Phase) => void;
|
|
31
|
+
onScore: (_s: number) => void;
|
|
32
|
+
onTime: (_t: number) => void;
|
|
33
|
+
onEvent: (_e: GameEvent) => void;
|
|
34
|
+
};
|
|
35
|
+
export type Game = ReturnType<typeof createGame>;
|
|
36
|
+
/** Lays the board out for the view (first layout, header height, rotation): rebuilt where things stand. */
|
|
37
|
+
export declare function setLayout(g: Game, l: Layout): void;
|
|
38
|
+
export declare function setTheme(g: Game, theme: GameTheme): void;
|
|
39
|
+
/** Starts on the puzzle already shown, nothing selected. */
|
|
40
|
+
export declare function start(g: Game): void;
|
|
41
|
+
/** A fresh puzzle, not started (Stop, Play Again, as the original game). */
|
|
42
|
+
export declare function reset(g: Game): void;
|
|
43
|
+
export declare function dispose(g: Game): void;
|
|
44
|
+
export declare function tick(g: Game, dt: number): void;
|
|
45
|
+
/** Selects a cell (any cell, given or not). */
|
|
46
|
+
export declare function select(g: Game, row: number, col: number): void;
|
|
47
|
+
/** Places a number in the selected cell (not a given one): checked against the solution and scored. */
|
|
48
|
+
export declare function enter(g: Game, n: number): void;
|
|
49
|
+
/** What's under a view point: a number key (1..9), a cell, or nothing. */
|
|
50
|
+
export declare function hitAt(g: Game, x: number, y: number): {
|
|
51
|
+
key: number;
|
|
52
|
+
} | {
|
|
53
|
+
cell: [number, number];
|
|
54
|
+
} | null;
|
|
55
|
+
/** A finger down presses a key in; a tap (lifting without wandering) selects a cell or enters a number. */
|
|
56
|
+
export declare function drag(g: Game, { phase, x, y }: DragEvent): void;
|