@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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// The robot's search, ported unchanged from the original version (games/checkers/CheckersAI.ts): fail-soft
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// alpha-beta minimax on one mutable board, picking the same moves for the same position.
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import type { CheckersBoard, FullMove } from './CheckersRules';
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// The board's side (CheckersRules imports this file, so it's not imported back from there).
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// ===========================================================================
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// AI search — fail-soft alpha-beta minimax (black maximizes) on one mutable
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// Int8Array board with make / unmake and reused per-ply move buffers, so a
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// search allocates nothing per node. Move order, scores and pruning match the
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// object-board rules in CheckersStore exactly (same move picked every time).
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// ===========================================================================
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const SQUARES = BOARD_N * BOARD_N;
|
|
16
|
+
const LAST_ROW_START = SQUARES - BOARD_N;
|
|
17
|
+
|
|
18
|
+
// Cell codes: 0 empty, +1 black man, +2 black king, -1 red man, -2 red king.
|
|
19
|
+
// Sign is the owner: black (AI) = +1, red (human) = -1.
|
|
20
|
+
const AI_SIDE = 1;
|
|
21
|
+
const HUMAN_SIDE = -1;
|
|
22
|
+
|
|
23
|
+
// Directions in the original order: up-left, up-right, down-left, down-right.
|
|
24
|
+
// Kings use 0..3, red men 0..1 (move up), black men 2..3 (move down).
|
|
25
|
+
const DIR_R = [-1, -1, 1, 1] as const;
|
|
26
|
+
const DIR_C = [-1, 1, -1, 1] as const;
|
|
27
|
+
// STEP[sq * 4 + d] = adjacent square (-1 off board); JUMP = landing square two away.
|
|
28
|
+
const STEP = new Int8Array(SQUARES * 4);
|
|
29
|
+
const JUMP = new Int8Array(SQUARES * 4);
|
|
30
|
+
for (let sq = 0; sq < SQUARES; sq++) {
|
|
31
|
+
const row = Math.floor(sq / BOARD_N);
|
|
32
|
+
const col = sq % BOARD_N;
|
|
33
|
+
for (let d = 0; d < 4; d++) {
|
|
34
|
+
const r1 = row + DIR_R[d]!;
|
|
35
|
+
const c1 = col + DIR_C[d]!;
|
|
36
|
+
const r2 = row + DIR_R[d]! * 2;
|
|
37
|
+
const c2 = col + DIR_C[d]! * 2;
|
|
38
|
+
STEP[sq * 4 + d] = r1 >= 0 && r1 < BOARD_N && c1 >= 0 && c1 < BOARD_N ? r1 * BOARD_N + c1 : -1;
|
|
39
|
+
JUMP[sq * 4 + d] = r2 >= 0 && r2 < BOARD_N && c2 >= 0 && c2 < BOARD_N ? r2 * BOARD_N + c2 : -1;
|
|
40
|
+
}
|
|
41
|
+
}
|
|
42
|
+
const dirLo = (code: number): number => (code === 1 ? 2 : 0);
|
|
43
|
+
const dirHi = (code: number): number => (code === -1 ? 2 : 4);
|
|
44
|
+
const promotes = (code: number, to: number): boolean => (code === 1 && to >= LAST_ROW_START) || (code === -1 && to < BOARD_N);
|
|
45
|
+
|
|
46
|
+
// Static evaluation per (code, square): material + advancement bonus for men.
|
|
47
|
+
const MAN_VALUE = 100;
|
|
48
|
+
const KING_VALUE = 175;
|
|
49
|
+
const EVAL = new Int16Array(5 * SQUARES);
|
|
50
|
+
for (let sq = 0; sq < SQUARES; sq++) {
|
|
51
|
+
const row = Math.floor(sq / BOARD_N);
|
|
52
|
+
EVAL[(1 + 2) * SQUARES + sq] = MAN_VALUE + row * 2;
|
|
53
|
+
EVAL[(2 + 2) * SQUARES + sq] = KING_VALUE;
|
|
54
|
+
EVAL[(-1 + 2) * SQUARES + sq] = -(MAN_VALUE + (BOARD_N - 1 - row) * 2);
|
|
55
|
+
EVAL[(-2 + 2) * SQUARES + sq] = -KING_VALUE;
|
|
56
|
+
}
|
|
57
|
+
|
|
58
|
+
// Move record layout in a buffer: from, to, promoted (0/1), capture count,
|
|
59
|
+
// then (square, captured code) pairs. 12 captures max (one side's pieces).
|
|
60
|
+
const MAX_CAPTURES = 12;
|
|
61
|
+
const STRIDE = 4 + MAX_CAPTURES * 2;
|
|
62
|
+
|
|
63
|
+
const board = new Int8Array(SQUARES);
|
|
64
|
+
const plyBuffers: number[][] = [];
|
|
65
|
+
// Scratch state for capture-sequence expansion (avoids closures / args).
|
|
66
|
+
let genBuf: number[] = [];
|
|
67
|
+
let genCount = 0;
|
|
68
|
+
const capSq = new Int8Array(MAX_CAPTURES);
|
|
69
|
+
const capCode = new Int8Array(MAX_CAPTURES);
|
|
70
|
+
|
|
71
|
+
const record = (from: number, to: number, promoted: boolean, nCap: number) => {
|
|
72
|
+
let o = genCount * STRIDE;
|
|
73
|
+
genBuf[o++] = from;
|
|
74
|
+
genBuf[o++] = to;
|
|
75
|
+
genBuf[o++] = promoted ? 1 : 0;
|
|
76
|
+
genBuf[o++] = nCap;
|
|
77
|
+
for (let k = 0; k < nCap; k++) {
|
|
78
|
+
genBuf[o++] = capSq[k]!;
|
|
79
|
+
genBuf[o++] = capCode[k]!;
|
|
80
|
+
}
|
|
81
|
+
genCount++;
|
|
82
|
+
};
|
|
83
|
+
|
|
84
|
+
// Depth-first multi-jump expansion, hopping on the real board and undoing —
|
|
85
|
+
// same order and same mid-sequence board as the original applyStep chain.
|
|
86
|
+
const expandJumps = (origin: number, cur: number, code: number, side: number, nCap: number, lo: number, hi: number) => {
|
|
87
|
+
let found = false;
|
|
88
|
+
for (let d = lo; d < hi; d++) {
|
|
89
|
+
const land = JUMP[cur * 4 + d]!;
|
|
90
|
+
if (land < 0 || board[land] !== 0) continue;
|
|
91
|
+
const mid = STEP[cur * 4 + d]!;
|
|
92
|
+
const midCode = board[mid]!;
|
|
93
|
+
if (midCode * side >= 0) continue; // empty or own piece
|
|
94
|
+
found = true;
|
|
95
|
+
board[cur] = 0;
|
|
96
|
+
board[mid] = 0;
|
|
97
|
+
board[land] = code;
|
|
98
|
+
capSq[nCap] = mid;
|
|
99
|
+
capCode[nCap] = midCode;
|
|
100
|
+
if (promotes(code, land))
|
|
101
|
+
record(origin, land, true, nCap + 1); // promotion ends the move
|
|
102
|
+
else expandJumps(origin, land, code, side, nCap + 1, lo, hi);
|
|
103
|
+
board[land] = 0;
|
|
104
|
+
board[mid] = midCode;
|
|
105
|
+
board[cur] = code;
|
|
106
|
+
}
|
|
107
|
+
if (!found && nCap > 0) record(origin, cur, false, nCap);
|
|
108
|
+
};
|
|
109
|
+
|
|
110
|
+
// All legal full moves for `side` into `buf` (captures mandatory); returns count.
|
|
111
|
+
const generateMoves = (side: number, buf: number[]): number => {
|
|
112
|
+
genBuf = buf;
|
|
113
|
+
genCount = 0;
|
|
114
|
+
for (let i = 0; i < SQUARES; i++) {
|
|
115
|
+
const code = board[i]!;
|
|
116
|
+
if (code * side > 0) expandJumps(i, i, code, side, 0, dirLo(code), dirHi(code));
|
|
117
|
+
}
|
|
118
|
+
if (genCount > 0) return genCount;
|
|
119
|
+
for (let i = 0; i < SQUARES; i++) {
|
|
120
|
+
const code = board[i]!;
|
|
121
|
+
if (code * side <= 0) continue;
|
|
122
|
+
const hi = dirHi(code);
|
|
123
|
+
for (let d = dirLo(code); d < hi; d++) {
|
|
124
|
+
const to = STEP[i * 4 + d]!;
|
|
125
|
+
if (to >= 0 && board[to] === 0) record(i, to, promotes(code, to), 0);
|
|
126
|
+
}
|
|
127
|
+
}
|
|
128
|
+
return genCount;
|
|
129
|
+
};
|
|
130
|
+
|
|
131
|
+
// Equivalent to generateMoves(...) > 0 without building the list (depth-0 leaves).
|
|
132
|
+
const hasAnyMove = (side: number): boolean => {
|
|
133
|
+
for (let i = 0; i < SQUARES; i++) {
|
|
134
|
+
const code = board[i]!;
|
|
135
|
+
if (code * side <= 0) continue;
|
|
136
|
+
const hi = dirHi(code);
|
|
137
|
+
for (let d = dirLo(code); d < hi; d++) {
|
|
138
|
+
const to = STEP[i * 4 + d]!;
|
|
139
|
+
if (to < 0) continue;
|
|
140
|
+
const t = board[to]!;
|
|
141
|
+
if (t === 0) return true;
|
|
142
|
+
if (t * side < 0) {
|
|
143
|
+
const land = JUMP[i * 4 + d]!;
|
|
144
|
+
if (land >= 0 && board[land] === 0) return true;
|
|
145
|
+
}
|
|
146
|
+
}
|
|
147
|
+
}
|
|
148
|
+
return false;
|
|
149
|
+
};
|
|
150
|
+
|
|
151
|
+
const evaluate = (): number => {
|
|
152
|
+
let score = 0;
|
|
153
|
+
for (let i = 0; i < SQUARES; i++) {
|
|
154
|
+
const code = board[i]!;
|
|
155
|
+
if (code !== 0) score += EVAL[(code + 2) * SQUARES + i]!;
|
|
156
|
+
}
|
|
157
|
+
return score;
|
|
158
|
+
};
|
|
159
|
+
|
|
160
|
+
const makeMove = (buf: number[], o: number) => {
|
|
161
|
+
const from = buf[o]!;
|
|
162
|
+
const code = board[from]!;
|
|
163
|
+
board[from] = 0;
|
|
164
|
+
const nCap = buf[o + 3]!;
|
|
165
|
+
for (let k = 0; k < nCap; k++) board[buf[o + 4 + k * 2]!] = 0;
|
|
166
|
+
board[buf[o + 1]!] = buf[o + 2] ? code * 2 : code;
|
|
167
|
+
};
|
|
168
|
+
|
|
169
|
+
const unmakeMove = (buf: number[], o: number) => {
|
|
170
|
+
const to = buf[o + 1]!;
|
|
171
|
+
const code = buf[o + 2] ? board[to]! / 2 : board[to]!;
|
|
172
|
+
board[to] = 0; // before restoring `from` (a king's loop can end where it began)
|
|
173
|
+
const nCap = buf[o + 3]!;
|
|
174
|
+
for (let k = 0; k < nCap; k++) board[buf[o + 4 + k * 2]!] = buf[o + 5 + k * 2]!;
|
|
175
|
+
board[buf[o]!] = code;
|
|
176
|
+
};
|
|
177
|
+
|
|
178
|
+
const minimax = (depth: number, maximizing: boolean, alpha: number, beta: number, ply: number): number => {
|
|
179
|
+
const side = maximizing ? AI_SIDE : HUMAN_SIDE;
|
|
180
|
+
if (depth === 0) {
|
|
181
|
+
if (!hasAnyMove(side)) return maximizing ? -100000 : 100000; // side to move loses
|
|
182
|
+
return evaluate();
|
|
183
|
+
}
|
|
184
|
+
const buf = plyBuffers[ply] ?? (plyBuffers[ply] = []);
|
|
185
|
+
const count = generateMoves(side, buf);
|
|
186
|
+
if (count === 0) return maximizing ? -100000 + depth : 100000 - depth;
|
|
187
|
+
|
|
188
|
+
if (maximizing) {
|
|
189
|
+
let best = -Infinity;
|
|
190
|
+
for (let m = 0; m < count; m++) {
|
|
191
|
+
makeMove(buf, m * STRIDE);
|
|
192
|
+
const val = minimax(depth - 1, false, alpha, beta, ply + 1);
|
|
193
|
+
unmakeMove(buf, m * STRIDE);
|
|
194
|
+
if (val > best) best = val;
|
|
195
|
+
if (best > alpha) alpha = best;
|
|
196
|
+
if (beta <= alpha) break;
|
|
197
|
+
}
|
|
198
|
+
return best;
|
|
199
|
+
}
|
|
200
|
+
let best = Infinity;
|
|
201
|
+
for (let m = 0; m < count; m++) {
|
|
202
|
+
makeMove(buf, m * STRIDE);
|
|
203
|
+
const val = minimax(depth - 1, true, alpha, beta, ply + 1);
|
|
204
|
+
unmakeMove(buf, m * STRIDE);
|
|
205
|
+
if (val < best) best = val;
|
|
206
|
+
if (best < beta) beta = best;
|
|
207
|
+
if (beta <= alpha) break;
|
|
208
|
+
}
|
|
209
|
+
return best;
|
|
210
|
+
};
|
|
211
|
+
|
|
212
|
+
const rootBuf: number[] = [];
|
|
213
|
+
|
|
214
|
+
/**
|
|
215
|
+
* Pick the AI's move among `moves` (the legal list for black on `src`).
|
|
216
|
+
* Returns every root move whose depth-`depth` minimax score equals the best.
|
|
217
|
+
*
|
|
218
|
+
* Each root child used to be searched with a full (-Inf, Inf) window. Here the
|
|
219
|
+
* window is (bestSoFar - 1, Inf): scores are integers, so fail-soft alpha-beta
|
|
220
|
+
* still returns the exact score for any move >= bestSoFar and a value
|
|
221
|
+
* <= bestSoFar - 1 for any worse move — the same best set, far fewer nodes.
|
|
222
|
+
*/
|
|
223
|
+
export const bestAIMoves = (src: CheckersBoard, moves: FullMove[], depth: number): FullMove[] => {
|
|
224
|
+
for (let i = 0; i < SQUARES; i++) {
|
|
225
|
+
const p = src[i];
|
|
226
|
+
board[i] = p ? (p.player === 'black' ? 1 : -1) * (p.king ? 2 : 1) : 0;
|
|
227
|
+
}
|
|
228
|
+
let bestScore = -Infinity;
|
|
229
|
+
let best: FullMove[] = [];
|
|
230
|
+
for (const m of moves) {
|
|
231
|
+
// Encode the root move in the buffer layout so make / unmake can apply it.
|
|
232
|
+
const last = m.steps[m.steps.length - 1]!;
|
|
233
|
+
let nCap = 0;
|
|
234
|
+
for (const s of m.steps) {
|
|
235
|
+
if (s.captured === null) continue;
|
|
236
|
+
rootBuf[4 + nCap * 2] = s.captured;
|
|
237
|
+
rootBuf[5 + nCap * 2] = board[s.captured]!;
|
|
238
|
+
nCap++;
|
|
239
|
+
}
|
|
240
|
+
rootBuf[0] = m.from;
|
|
241
|
+
rootBuf[1] = last.to;
|
|
242
|
+
rootBuf[2] = promotes(board[m.from]!, last.to) ? 1 : 0;
|
|
243
|
+
rootBuf[3] = nCap;
|
|
244
|
+
makeMove(rootBuf, 0);
|
|
245
|
+
const score = minimax(depth - 1, false, bestScore - 1, Infinity, 0);
|
|
246
|
+
unmakeMove(rootBuf, 0);
|
|
247
|
+
if (score > bestScore) {
|
|
248
|
+
bestScore = score;
|
|
249
|
+
best = [m];
|
|
250
|
+
} else if (score === bestScore) {
|
|
251
|
+
best.push(m);
|
|
252
|
+
}
|
|
253
|
+
}
|
|
254
|
+
return best;
|
|
255
|
+
};
|
|
@@ -0,0 +1,68 @@
|
|
|
1
|
+
// Checkers' scores, timings, colors and layout. Rules and scores match the original version
|
|
2
|
+
// (games/checkers), so scores carry over.
|
|
3
|
+
import { getScoreBoardTop } from '../shared/EngineHud';
|
|
4
|
+
import type { TiltView } from '../shared/EngineTilt';
|
|
5
|
+
import { frontLight, gameWidthFor } from '../shared/EngineUtils';
|
|
6
|
+
|
|
7
|
+
// ── Rules and scoring ─────────────────────────────────────────────────
|
|
8
|
+
|
|
9
|
+
export const GAME_DURATION = 300; // 5 minutes; running out loses
|
|
10
|
+
export const POINTS_PER_CAPTURE = 500;
|
|
11
|
+
export const KING_BONUS = 500; // more for capturing a king
|
|
12
|
+
export const WIN_BONUS = 5000;
|
|
13
|
+
export const AI_MOVE_DELAY = 0.55; // seconds the robot "thinks"
|
|
14
|
+
|
|
15
|
+
// ── Motion ────────────────────────────────────────────────────────────
|
|
16
|
+
|
|
17
|
+
export const SLIDE_TIME = 0.22; // a piece gliding one square
|
|
18
|
+
export const HOP_TIME = 0.3; // a piece jumping over another
|
|
19
|
+
|
|
20
|
+
// ── Colors ────────────────────────────────────────────────────────────
|
|
21
|
+
|
|
22
|
+
export const COLORS = {
|
|
23
|
+
LIGHT_SQ: '#EED9B6',
|
|
24
|
+
DARK_SQ: '#A9744F',
|
|
25
|
+
BOARD_BORDER: '#61412E',
|
|
26
|
+
RED: '#E53935',
|
|
27
|
+
BLACK: '#37474F',
|
|
28
|
+
GOLD: '#FFC107',
|
|
29
|
+
SELECT: '#FFD54F',
|
|
30
|
+
MOVE: '#4CAF50',
|
|
31
|
+
CAPTURE: '#F44336'
|
|
32
|
+
} as const;
|
|
33
|
+
|
|
34
|
+
// ── The scene ─────────────────────────────────────────────────────────
|
|
35
|
+
|
|
36
|
+
/** A directly overhead view keeps the board flat while the turned pawns retain their depth. */
|
|
37
|
+
export const TILT = 0;
|
|
38
|
+
export const BOARD_BORDER_WIDTH = 3;
|
|
39
|
+
/** Lit from the upper left; surfaces facing up off the board (+z) keep their exact color. */
|
|
40
|
+
export const LIGHT = frontLight([-0.4, 0.5, 1], 0.45);
|
|
41
|
+
/** A piece's height, of a square (a king is two stacked). */
|
|
42
|
+
export const PIECE_HEIGHT = 0.16;
|
|
43
|
+
|
|
44
|
+
// ── Layout (view points) ──────────────────────────────────────────────
|
|
45
|
+
|
|
46
|
+
const SCOREBOARD_HEIGHT = 82;
|
|
47
|
+
const CONTROLS_HEIGHT = 120;
|
|
48
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export type Layout = TiltView & { cell: number; size: number };
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+
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/** The board as wide as the original board (the game width, at most 460 points, 560 on a tablet), smaller if the screen is short. */
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export function getLayout(width: number, height: number, offset: number): Layout {
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const top = getScoreBoardTop(offset) + SCOREBOARD_HEIGHT;
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const room = Math.max(200, height - top - CONTROLS_HEIGHT);
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const outer = Math.min(gameWidthFor(width), room / Math.cos(TILT) - 20);
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const cell = Math.max(16, Math.floor((outer - BOARD_BORDER_WIDTH * 2) / 8));
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return { width, height, tilt: TILT, centerY: top + room / 2, cell, size: cell * 8 };
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}
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+
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/** A square's centre (row 0 along the top, the robot's side), in world units. */
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export const squareCentre = (l: Layout, index: number): [number, number] => [((index % 8) - 3.5) * l.cell, (3.5 - Math.floor(index / 8)) * l.cell];
|
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+
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63
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/** The square under a board point, or -1. */
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+
export function squareAt(l: Layout, x: number, y: number): number {
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+
const col = Math.floor(x / l.cell + 4);
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const row = Math.floor(4 - y / l.cell);
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return col < 0 || col > 7 || row < 0 || row > 7 ? -1 : row * 8 + col;
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}
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|
@@ -0,0 +1,322 @@
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1
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// Checkers' play, with no React: build a game with `createGame`, give it a layout, `start` it and `tick`
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2
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+
// it every frame. You are red and move first: tap one of your pieces to see where it can go, then tap a
|
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3
|
+
// square. Captures are forced and chain (keep tapping while the piece can jump); a man reaching the far
|
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4
|
+
// row is crowned. The robot (black) answers after a short think. Take or block all its pieces to win;
|
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5
|
+
// losing all yours, being blocked, or the five-minute clock running out loses.
|
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6
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+
//
|
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7
|
+
// The rules and the robot are the original store's (CheckersRules.ts, CheckersAI.ts); the robot's think and
|
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8
|
+
// the clock run on the game's own clock, so Stop or leaving can't let a late move into the next game.
|
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9
|
+
import { type Camera, type DragEvent, World } from '@nayan-ui/engine';
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10
|
+
import type { GameTheme } from '../../services/ThemeService';
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11
|
+
import { aimTilted, unproject } from '../shared/EngineTilt';
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12
|
+
import { AI_MOVE_DELAY, GAME_DURATION, KING_BONUS, type Layout, PIECE_HEIGHT, POINTS_PER_CAPTURE, squareAt, WIN_BONUS } from './CheckersConstants';
|
|
13
|
+
import {
|
|
14
|
+
AI,
|
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15
|
+
allSteps,
|
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16
|
+
applyFullMove,
|
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17
|
+
applyStep,
|
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18
|
+
type CheckerPlayer,
|
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|
+
type CheckersBoard,
|
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20
|
+
chooseAIMove,
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|
+
countPieces,
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22
|
+
createInitialBoard,
|
|
23
|
+
generateMoves,
|
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|
+
HUMAN,
|
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+
playerHasCapture,
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singleJumps,
|
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|
+
singleSlides,
|
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|
+
type Step
|
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|
+
} from './CheckersRules';
|
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|
+
import { buildScene, celebrate, lift, movePiece, removeScene, resetPieces, type Scene, setSceneTheme, showHints, stepScene } from './CheckersScene';
|
|
31
|
+
|
|
32
|
+
export type Phase = 'ready' | 'playing' | 'over';
|
|
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|
+
/** select: a piece picked up; move / capture: a hop (yours or the robot's); king: crowned; win / lose: the end (a timeout is silent, as in the original game). */
|
|
34
|
+
export type GameEvent = 'select' | 'move' | 'capture' | 'king' | 'win' | 'lose';
|
|
35
|
+
|
|
36
|
+
const WORLD_CAPACITY = 300; // the board's 64 squares, 24 pieces with their crowns, hints, and the bursts
|
|
37
|
+
const TAP_SLOP = 12;
|
|
38
|
+
|
|
39
|
+
export function createGame(theme: GameTheme) {
|
|
40
|
+
const world = new World(WORLD_CAPACITY);
|
|
41
|
+
const camera: Camera = { eye: [0, 0, 240], target: [0, 0, 0], fov: 1, ortho: 1 };
|
|
42
|
+
const g = {
|
|
43
|
+
world,
|
|
44
|
+
camera,
|
|
45
|
+
theme,
|
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|
+
layout: null as Layout | null,
|
|
47
|
+
scene: null as Scene | null,
|
|
48
|
+
phase: 'ready' as Phase,
|
|
49
|
+
board: createInitialBoard() as CheckersBoard,
|
|
50
|
+
turn: HUMAN as CheckerPlayer,
|
|
51
|
+
selected: -1,
|
|
52
|
+
targets: [] as number[],
|
|
53
|
+
captures: [] as number[],
|
|
54
|
+
/** Mid multi-jump: the piece that must keep jumping (-1 when not). */
|
|
55
|
+
mustContinueFrom: -1,
|
|
56
|
+
winner: null as CheckerPlayer | null,
|
|
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|
+
timedOut: false,
|
|
58
|
+
redCaptured: 0,
|
|
59
|
+
blackCaptured: 0,
|
|
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|
+
/** Score and the countdown live in the engine (Rust), advanced by world.update. */
|
|
61
|
+
get score() {
|
|
62
|
+
return world.scoreboard.score;
|
|
63
|
+
},
|
|
64
|
+
moves: 0,
|
|
65
|
+
get timeLeft() {
|
|
66
|
+
return world.scoreboard.shownSeconds;
|
|
67
|
+
},
|
|
68
|
+
press: null as { x: number; y: number } | null,
|
|
69
|
+
// UI hooks, set by the screen.
|
|
70
|
+
onPhase: (_p: Phase) => {},
|
|
71
|
+
onScore: (_s: number) => {},
|
|
72
|
+
onCaptured: (_n: number) => {},
|
|
73
|
+
onTime: (_t: number) => {},
|
|
74
|
+
onEvent: (_e: GameEvent) => {}
|
|
75
|
+
};
|
|
76
|
+
world.scoreboard.reset(0, GAME_DURATION);
|
|
77
|
+
world.scoreboard.handlers = {
|
|
78
|
+
onSecond: (t) => g.onTime(t),
|
|
79
|
+
onTimeUp: () => {
|
|
80
|
+
if (g.phase !== 'playing') return;
|
|
81
|
+
g.timedOut = true;
|
|
82
|
+
g.winner = AI;
|
|
83
|
+
end(g);
|
|
84
|
+
}
|
|
85
|
+
};
|
|
86
|
+
return g;
|
|
87
|
+
}
|
|
88
|
+
export type Game = ReturnType<typeof createGame>;
|
|
89
|
+
|
|
90
|
+
// ── Scene ─────────────────────────────────────────────────────────────
|
|
91
|
+
|
|
92
|
+
/** Lays the board out for the view (first layout, header height, rotation): rebuilt where things stand. */
|
|
93
|
+
export function setLayout(g: Game, l: Layout) {
|
|
94
|
+
if (g.scene) removeScene(g.world, g.scene);
|
|
95
|
+
g.layout = l;
|
|
96
|
+
aimTilted(g.camera, l);
|
|
97
|
+
g.scene = buildScene(g.world, l, g.theme, g.board);
|
|
98
|
+
hints(g);
|
|
99
|
+
}
|
|
100
|
+
|
|
101
|
+
export function setTheme(g: Game, theme: GameTheme) {
|
|
102
|
+
g.theme = theme;
|
|
103
|
+
if (g.layout && g.scene) setSceneTheme(g.world, g.layout, g.scene, theme);
|
|
104
|
+
}
|
|
105
|
+
|
|
106
|
+
function hints(g: Game) {
|
|
107
|
+
if (g.layout && g.scene) showHints(g.world, g.layout, g.scene, g.selected, g.targets, g.captures);
|
|
108
|
+
}
|
|
109
|
+
|
|
110
|
+
/** Picks a piece up (or puts it down): its hints, and it lifts. */
|
|
111
|
+
function setSelection(g: Game, selected: number, targets: number[], captures: number[]) {
|
|
112
|
+
const { layout: l, scene: s } = g;
|
|
113
|
+
if (l && s && g.selected !== selected) {
|
|
114
|
+
if (g.selected >= 0 && g.board[g.selected]) lift(g.world, l, s, g.selected, false);
|
|
115
|
+
if (selected >= 0) lift(g.world, l, s, selected, true);
|
|
116
|
+
}
|
|
117
|
+
g.selected = selected;
|
|
118
|
+
g.targets = targets;
|
|
119
|
+
g.captures = captures;
|
|
120
|
+
hints(g);
|
|
121
|
+
}
|
|
122
|
+
|
|
123
|
+
// ── Run ───────────────────────────────────────────────────────────────
|
|
124
|
+
|
|
125
|
+
function fresh(g: Game) {
|
|
126
|
+
g.world.cancelTimers();
|
|
127
|
+
g.board = createInitialBoard();
|
|
128
|
+
g.turn = HUMAN;
|
|
129
|
+
g.selected = -1;
|
|
130
|
+
g.targets = [];
|
|
131
|
+
g.captures = [];
|
|
132
|
+
g.mustContinueFrom = -1;
|
|
133
|
+
g.winner = null;
|
|
134
|
+
g.timedOut = false;
|
|
135
|
+
g.redCaptured = 0;
|
|
136
|
+
g.blackCaptured = 0;
|
|
137
|
+
g.world.scoreboard.reset(0, GAME_DURATION);
|
|
138
|
+
g.moves = 0;
|
|
139
|
+
g.press = null;
|
|
140
|
+
if (g.layout && g.scene) resetPieces(g.world, g.layout, g.scene, g.board);
|
|
141
|
+
hints(g);
|
|
142
|
+
g.onScore(0);
|
|
143
|
+
g.onCaptured(0);
|
|
144
|
+
g.onTime(GAME_DURATION);
|
|
145
|
+
}
|
|
146
|
+
|
|
147
|
+
/** A fresh board, your move. */
|
|
148
|
+
export function start(g: Game) {
|
|
149
|
+
if (g.phase !== 'ready') return;
|
|
150
|
+
fresh(g);
|
|
151
|
+
g.world.scoreboard.startCountdown(GAME_DURATION);
|
|
152
|
+
g.phase = 'playing';
|
|
153
|
+
g.onPhase('playing');
|
|
154
|
+
}
|
|
155
|
+
|
|
156
|
+
/** A fresh board, not started (Stop, Play Again). The world, and the GPU view drawing it, are kept. */
|
|
157
|
+
export function reset(g: Game) {
|
|
158
|
+
fresh(g);
|
|
159
|
+
g.phase = 'ready';
|
|
160
|
+
g.onPhase('ready');
|
|
161
|
+
}
|
|
162
|
+
|
|
163
|
+
export function dispose(g: Game) {
|
|
164
|
+
g.world.dispose();
|
|
165
|
+
}
|
|
166
|
+
|
|
167
|
+
export function tick(g: Game, dt: number) {
|
|
168
|
+
if (g.world.isDisposed) return;
|
|
169
|
+
if (g.scene) stepScene(g.scene, dt);
|
|
170
|
+
g.world.update(dt);
|
|
171
|
+
}
|
|
172
|
+
|
|
173
|
+
function end(g: Game) {
|
|
174
|
+
g.world.cancelTimers();
|
|
175
|
+
g.world.scoreboard.stop();
|
|
176
|
+
setSelection(g, -1, [], []);
|
|
177
|
+
g.mustContinueFrom = -1;
|
|
178
|
+
g.phase = 'over';
|
|
179
|
+
g.onPhase('over');
|
|
180
|
+
}
|
|
181
|
+
|
|
182
|
+
/** The game decided: the win bonus, its sound, and the end. */
|
|
183
|
+
function finish(g: Game, winner: CheckerPlayer) {
|
|
184
|
+
g.winner = winner;
|
|
185
|
+
if (winner === HUMAN) {
|
|
186
|
+
g.onScore(g.world.scoreboard.add(WIN_BONUS));
|
|
187
|
+
if (g.layout && g.scene) celebrate(g.world, g.layout, g.scene, g.board);
|
|
188
|
+
}
|
|
189
|
+
g.onEvent(winner === HUMAN ? 'win' : 'lose');
|
|
190
|
+
end(g);
|
|
191
|
+
}
|
|
192
|
+
|
|
193
|
+
// ── Your moves (the original store's handleSelect, step for step) ─────────
|
|
194
|
+
|
|
195
|
+
/** A square tapped: pick up one of your pieces, put it down, or move the picked one there. */
|
|
196
|
+
export function select(g: Game, index: number) {
|
|
197
|
+
if (g.phase !== 'playing' || g.turn !== HUMAN) return;
|
|
198
|
+
const board = g.board;
|
|
199
|
+
// Mid multi-jump: only the jumping piece may go on
|
|
200
|
+
if (g.mustContinueFrom >= 0) {
|
|
201
|
+
if (index !== g.mustContinueFrom && g.targets.includes(index)) playerStep(g, g.mustContinueFrom, index);
|
|
202
|
+
return;
|
|
203
|
+
}
|
|
204
|
+
if (g.selected >= 0 && g.targets.includes(index)) return playerStep(g, g.selected, index);
|
|
205
|
+
const piece = board[index];
|
|
206
|
+
if (piece && piece.player === HUMAN) {
|
|
207
|
+
const steps = playerHasCapture(board, HUMAN) ? singleJumps(board, index, HUMAN, piece.king) : allSteps(board, index, HUMAN, piece.king);
|
|
208
|
+
if (steps.length === 0) return setSelection(g, -1, [], []);
|
|
209
|
+
setSelection(
|
|
210
|
+
g,
|
|
211
|
+
index,
|
|
212
|
+
steps.map((s) => s.to),
|
|
213
|
+
steps.filter((s) => s.captured !== null).map((s) => s.to)
|
|
214
|
+
);
|
|
215
|
+
g.onEvent('select');
|
|
216
|
+
return;
|
|
217
|
+
}
|
|
218
|
+
if (g.selected >= 0) setSelection(g, -1, [], []);
|
|
219
|
+
}
|
|
220
|
+
|
|
221
|
+
/** One hop of yours: a slide ends the turn; a jump chains while the piece can keep jumping. */
|
|
222
|
+
function playerStep(g: Game, from: number, to: number) {
|
|
223
|
+
const board = g.board;
|
|
224
|
+
const piece = board[from];
|
|
225
|
+
if (!piece) return;
|
|
226
|
+
const step: Step | undefined =
|
|
227
|
+
singleJumps(board, from, piece.player, piece.king).find((s) => s.to === to) ??
|
|
228
|
+
singleSlides(board, from, piece.player, piece.king).find((s) => s.to === to);
|
|
229
|
+
if (!step) return;
|
|
230
|
+
const applied = applyStep(board, from, step, piece.player);
|
|
231
|
+
const captured = step.captured !== null;
|
|
232
|
+
const capturedKing = captured && board[step.captured!]?.king === true;
|
|
233
|
+
const moved = applied.board[to]!;
|
|
234
|
+
const canContinue = captured && !applied.promoted && singleJumps(applied.board, to, piece.player, moved.king).length > 0;
|
|
235
|
+
|
|
236
|
+
// The piece was lifted when picked: set it down as it goes
|
|
237
|
+
if (g.layout && g.scene) movePiece(g.world, g.layout, g.scene, from, [to], captured ? [step.captured!] : [], applied.promoted ? moved : null);
|
|
238
|
+
g.board = applied.board;
|
|
239
|
+
g.selected = -1;
|
|
240
|
+
if (captured) {
|
|
241
|
+
g.redCaptured += 1;
|
|
242
|
+
g.onScore(g.world.scoreboard.add(POINTS_PER_CAPTURE + (capturedKing ? KING_BONUS : 0)));
|
|
243
|
+
g.onCaptured(g.redCaptured);
|
|
244
|
+
}
|
|
245
|
+
if (canContinue) {
|
|
246
|
+
const targets = singleJumps(applied.board, to, piece.player, moved.king).map((s) => s.to);
|
|
247
|
+
g.mustContinueFrom = to;
|
|
248
|
+
g.selected = to;
|
|
249
|
+
g.targets = targets;
|
|
250
|
+
g.captures = targets.slice();
|
|
251
|
+
hints(g);
|
|
252
|
+
} else {
|
|
253
|
+
g.moves += 1;
|
|
254
|
+
g.mustContinueFrom = -1;
|
|
255
|
+
setSelection(g, -1, [], []);
|
|
256
|
+
g.turn = AI;
|
|
257
|
+
}
|
|
258
|
+
g.onEvent(captured ? 'capture' : 'move');
|
|
259
|
+
if (applied.promoted) g.onEvent('king');
|
|
260
|
+
if (canContinue) return;
|
|
261
|
+
// The robot's turn: did you just win?
|
|
262
|
+
if (countPieces(applied.board, AI) === 0 || generateMoves(applied.board, AI).length === 0) return finish(g, HUMAN);
|
|
263
|
+
g.world.after(AI_MOVE_DELAY, () => robotMove(g));
|
|
264
|
+
}
|
|
265
|
+
|
|
266
|
+
/** The robot's whole move (every hop of a multi-jump), and whether it leaves you beaten. */
|
|
267
|
+
function robotMove(g: Game) {
|
|
268
|
+
if (g.phase !== 'playing' || g.turn !== AI) return;
|
|
269
|
+
const move = chooseAIMove(g.board);
|
|
270
|
+
if (!move) return finish(g, HUMAN);
|
|
271
|
+
const start = g.board;
|
|
272
|
+
const finalBoard = applyFullMove(start, move);
|
|
273
|
+
const captured = move.steps.filter((s) => s.captured !== null).map((s) => s.captured!);
|
|
274
|
+
const dest = move.steps[move.steps.length - 1]!.to;
|
|
275
|
+
const crowned = !start[move.from]!.king && finalBoard[dest]!.king;
|
|
276
|
+
if (g.layout && g.scene)
|
|
277
|
+
movePiece(
|
|
278
|
+
g.world,
|
|
279
|
+
g.layout,
|
|
280
|
+
g.scene,
|
|
281
|
+
move.from,
|
|
282
|
+
move.steps.map((s) => s.to),
|
|
283
|
+
captured,
|
|
284
|
+
crowned ? finalBoard[dest]! : null
|
|
285
|
+
);
|
|
286
|
+
g.board = finalBoard;
|
|
287
|
+
g.blackCaptured += captured.length;
|
|
288
|
+
g.moves += 1;
|
|
289
|
+
g.turn = HUMAN;
|
|
290
|
+
g.mustContinueFrom = -1;
|
|
291
|
+
setSelection(g, -1, [], []);
|
|
292
|
+
g.onEvent(captured.length ? 'capture' : 'move');
|
|
293
|
+
if (countPieces(finalBoard, HUMAN) === 0 || generateMoves(finalBoard, HUMAN).length === 0) finish(g, AI);
|
|
294
|
+
}
|
|
295
|
+
|
|
296
|
+
// ── The finger ────────────────────────────────────────────────────────
|
|
297
|
+
|
|
298
|
+
/** The square under a view point (on the pieces' tops), or -1. */
|
|
299
|
+
export function squareUnder(g: Game, x: number, y: number): number {
|
|
300
|
+
const l = g.layout;
|
|
301
|
+
if (!l) return -1;
|
|
302
|
+
const [wx, wy] = unproject(l, x, y, 1.2 + l.cell * PIECE_HEIGHT * 0.6);
|
|
303
|
+
return squareAt(l, wx, wy);
|
|
304
|
+
}
|
|
305
|
+
|
|
306
|
+
/** A tap (a finger down and up without wandering) selects the square under it. */
|
|
307
|
+
export function drag(g: Game, { phase, x, y }: DragEvent) {
|
|
308
|
+
if (phase === 'start') {
|
|
309
|
+
g.press = { x, y };
|
|
310
|
+
return;
|
|
311
|
+
}
|
|
312
|
+
const p = g.press;
|
|
313
|
+
if (!p) return;
|
|
314
|
+
if (Math.hypot(x - p.x, y - p.y) > TAP_SLOP) {
|
|
315
|
+
g.press = null;
|
|
316
|
+
return;
|
|
317
|
+
}
|
|
318
|
+
if (phase !== 'end') return;
|
|
319
|
+
g.press = null;
|
|
320
|
+
const i = squareUnder(g, x, y);
|
|
321
|
+
if (i >= 0) select(g, i);
|
|
322
|
+
}
|