@nayan-ui/games 1.19.0 → 1.21.0
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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"protectedDetails": "Front face, eyes, brows, mouth, hands, internal head lining and white logos, drawstring tips, laces and shoe accents",
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"bodyNormalSmoothing": "80% angle-weighted normals blended with 20% source normals; source-normal discontinuities preserved; protected details and head/hair normals retained",
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"retargeting": "Tua heat-weighted skeleton, fixed fingers, a forward wave and source-mesh eye controls. The original open mouth is static in every action; no mouth joints or facial overlays. An internal head lining prevents facial gaps from revealing the hollow mesh. Standing layers form one seamless 9.6-second clip."
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{
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"generator": "Built-in image_gen tool",
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"assets": [
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{
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"file": "meadow.jpg",
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"transparentBackground": false,
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"prompt": "Use case: photorealistic-natural\nAsset type: seamless repeating ground albedo texture for a realistic 3D exploration game, square image.\nPrimary request: Photorealistic alpine meadow ground seen directly overhead, dense short natural grass blades, moss, tiny patches of earthy soil, subtle scattered fine dried grass. Fine detailed material across the entire image, muted fresh olive and meadow greens.\nComposition: flat orthographic top-down material scan covering about two square meters, perfectly seamless tileable opposite edges, evenly distributed details, no perspective, no horizon, no focal object.\nLighting: completely even diffuse overcast light, no directional or baked cast shadows, no highlights.\nConstraints: texture only, no text, no borders, no large rocks, no flowers, no objects.",
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"runtime": {
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"width": 512,
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"file": "limestone.jpg",
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"transparentBackground": false,
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"prompt": "Use case: photorealistic-natural\nAsset type: square seamless stone albedo texture for realistic 3D cliffs, boulders and cave walls.\nPrimary request: a close orthographic scan of weathered grey limestone with subtle brown mineral streaks, small cracks and natural fine rough grain, faint green moss in crevices. A continuous rock surface fills the whole frame.\nConstraints: tileable seamless opposite edges, flat even diffuse light, no cast shadows or strong highlights, no perspective, no text, no isolated stones, no borders.",
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"runtime": {
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"file": "bark.jpg",
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"transparentBackground": false,
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"prompt": "Use case: photorealistic-natural\nAsset type: square seamless tree bark albedo texture for 3D forest trees.\nPrimary request: realistic grey-brown pine bark seen flat and close, vertical irregular bark ridges, deep narrow fissures, tiny lichen flecks and natural weathering.\nConstraints: completely uniform diffuse lighting, perfectly tileable opposite edges, material fills frame, no perspective, no branches, no text, no border.",
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"file": "pine.png",
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"transparentBackground": true,
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"prompt": "Use case: photorealistic-natural\nAsset type: realistic 3D game foliage alpha card, square transparent PNG.\nPrimary request: one horizontal living pine branch spray seen from directly above, thin brown twig with dense fine deep green and olive pine needles spreading naturally to both sides and a few side shoots. Entire branch isolated on genuine transparency, no ground or background, needle edges sharply detailed, no cast shadows. Flat diffuse lighting, material scan, no text or border, keep all tips inside image.",
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"runtime": {
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"width": 384,
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"height": 384,
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"format": "png",
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"quality": 85,
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"alpha": true,
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"palette": true,
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"colours": 256,
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"dither": 0.5
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}
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},
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{
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"file": "leaves.png",
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"transparentBackground": true,
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"prompt": "Use case: photorealistic-natural\nAsset type: realistic 3D game foliage alpha card, square transparent PNG.\nPrimary request: one airy small birch branch with many natural small green serrated birch leaves on delicate branching twigs, viewed directly from above, distributed to create an irregular organic foliage cluster. Fine photorealistic leaf veins, muted forest and fresh greens, natural variation. Genuine transparent background between every leaf and outside silhouette, no cast shadows, flat diffuse scan lighting, no ground, no text or border.",
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"runtime": {
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"width": 384,
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"format": "png",
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"quality": 85,
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"alpha": true,
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"palette": true,
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"colours": 256,
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}
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{
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"file": "river.jpg",
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"transparentBackground": false,
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"prompt": "Use case: photorealistic-natural\nAsset type: square seamless repeating water surface material for a realistic 3D game river.\nPrimary request: close top-down photograph of gently flowing clear mountain river surface, subtle fine irregular elongated ripples and soft broken reflections, pale neutral grey with delicate silver highlights and medium grey troughs. Monochrome greyscale texture to be tinted teal by the game shader. Continuous texture fills image uniformly.\nConstraints: seamless tileable opposite edges, no perspective, no horizon, no shoreline, no stones, no objects, no distinct large shapes, no text, no border, no hard shadows, no blue color.",
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"runtime": {
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"width": 256,
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"height": 256,
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"format": "jpeg",
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"quality": 70,
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"chromaSubsampling": "4:2:0"
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}
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}
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]
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"use strict";
|
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"use strict";import{HapticType}from"../../services/HapticsService.js";import{GAME_SOUNDS}from"../../services/SoundsService.js";import{GAME_IDS}from"../../services/UtilsService.js";import{engineGame,EngineGameScreen}from"../shared/EngineGameScreen.js";import{scoreColumn,textColumn,timerColumn}from"../shared/EngineHud.js";import{useEngineGame}from"../shared/useEngineGame.js";import{useLiveState}from"../shared/useLiveState.js";import{getLayout,LIGHT,TIME_LIMIT}from"./ArrowsConstants.js";import{createGame,dispose,reset,setLayout,setTheme,start,tap,tick}from"./ArrowsGame.js";import{jsx as _0x153284}from"react/jsx-runtime";const SFX=GAME_SOUNDS.ARROWS;export const Arrows=engineGame(GAME_IDS.ARROWS,e=>{const[t,r]=useLiveState(0),[s,o]=useLiveState(null),[a,i]=useLiveState(TIME_LIMIT),{game:n,theme:m,status:S,screen:u,gameOver:p}=useEngineGame(e,{gameId:GAME_IDS.ARROWS,create:createGame,start:start,reset:reset,dispose:dispose,tick:tick,setTheme:setTheme,resize:(e,t,r,s)=>{const o=getLayout(t,r,s);return setLayout(e,o),o.boardWidth},tap:tap,sounds:SFX,onStart:e=>e(SFX.START,HapticType.MEDIUM),wire:(e,t)=>{e.onScore=r,e.onTime=i,e.onRemaining=o,e.onClear=()=>t(SFX.CLEAR,HapticType.LIGHT),e.onBlocked=()=>t(SFX.BLOCKED,HapticType.WARNING),e.onWin=()=>t(SFX.WIN,HapticType.SUCCESS),e.onLose=()=>t(SFX.GAME_OVER,HapticType.HEAVY)}});return _0x153284(EngineGameScreen,{...u,light:LIGHT,columns:[scoreColumn(t),textColumn("ARROWS",s??n.remaining),timerColumn(a,m)],subtext:"Clear all the arrows!",gameOver:p({title:"win"===S?"CLEARED!":"TIME UP!",message:"win"===S?"You cleared all the arrows!":"You ran out of time!",scoreLabel:"Score",score:t,buttonText:"win"===S?"Play Again!":"Try Again!"})})});
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"use strict";
|
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"use strict";import{getGameDimensions,isTablet}from"../../services/UtilsService.js";import{frontLight,gameWidthFor}from"../shared/EngineUtils.js";export const GRID_COLS=12;export const GRID_ROWS=16;export const TOTAL_CELLS=192;export const TIME_LIMIT=300;export const POINTS_PER_ARROW=500;export let Direction=function(t){return t[t.UP=0]="UP",t[t.RIGHT=1]="RIGHT",t[t.DOWN=2]="DOWN",t[t.LEFT=3]="LEFT",t}({});export const DIR_DR=[-1,0,1,0];export const DIR_DC=[0,1,0,-1];export const FLY_TIME=.8;export const BLOCK_TIME=.32;export const BLOCK_SHAKE=5;export const BLOCKER_TIME=.42;export const DOT_DELAY=.12;export const DOT_SPRING={damping:10,stiffness:260};export const DRAW_IN_TIME=.7;export const DRAW_IN_STAGGER=.35;export const ENTRANCE_TIME=.35;export const COMPLETION_SCALE=1.04;export const COMPLETION_SPRING={damping:9,stiffness:220};export const ARROW_COLOR="#ffffff";export const FLY_COLOR="#22c55e";export const BLOCKED_COLOR="#ef4444";export const BLOCKER_COLOR="#fbbf24";export const EMPTY_DOT_COLOR="rgba(180, 180, 200, 0.5)";export const LIGHT=frontLight([-.45,.6,1],.55);const TILE_GAP=isTablet?5:3,MIN_TILE=28;export function getLayout(t,o,e){const r=gameWidthFor(t),s=Math.floor((r-11*TILE_GAP)/12),n=Math.min(.58*getGameDimensions().height,o-e),i=Math.floor((n-15*TILE_GAP)/16),L=Math.max(1,Math.min(s,Math.max(28,i))),a=Math.max(3,Math.round(.12*L)),_=12*L+11*TILE_GAP,p=16*L+15*TILE_GAP;return{width:t,height:o,boardLeft:(t-_)/2,boardTop:e+(o-e-p)/2,boardWidth:_,boardHeight:p,tile:L,stride:L+TILE_GAP,stroke:a,headLength:.35*L,headHalfWidth:1.8*a,dotRadius:Math.max(3,Math.round(.08*L)),hitMargin:TILE_GAP/2+.1*L}}export const cellCenter=(t,o,e)=>[e*t.stride+t.tile/2,o*t.stride+t.tile/2];export const tipDistance=t=>t.tile/2-Math.ceil(t.stroke/2);
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"use strict";import{World}from"@nayan-ui/engine";import{calculateTimeBasedScore}from"../../services/ScoringService.js";import{setBackdropTheme}from"../shared/EngineBackdrop.js";import{introPlayed}from"../shared/EngineUtils.js";import{DIR_DC,DIR_DR,Direction,DRAW_IN_STAGGER,DRAW_IN_TIME,FLY_TIME,GRID_COLS,GRID_ROWS,POINTS_PER_ARROW,TIME_LIMIT,TOTAL_CELLS}from"./ArrowsConstants.js";import{arrowColor,buildScenery,flashBlocked,pulseBlocker,pulseBoard,setArrowColor,spawnArrow,spawnDot,spawnFlight,stepFlight}from"./ArrowsScene.js";const idx=(o,r)=>o*GRID_COLS+r,shuffle=o=>{for(let r=o.length-1;r>0;r--){const n=Math.floor(Math.random()*(r+1));[o[r],o[n]]=[o[n],o[r]]}return o},isExitClear=(o,r)=>{const n=r.waypoints[r.waypoints.length-1],e=DIR_DR[r.exitDir],t=DIR_DC[r.exitDir];let i=n.row+e,s=n.col+t;for(;i>=0&&i<GRID_ROWS&&s>=0&&s<GRID_COLS;){const n=o[idx(i,s)];if(null!==n&&n!==r.id)return!1;i+=e,s+=t}return!0},dirBetween=(o,r)=>{const n=r.row-o.row,e=r.col-o.col;return-1===n?Direction.UP:1===n?Direction.DOWN:1===e?Direction.RIGHT:Direction.LEFT},dirBetweenCells=(o,r)=>{const n=r-o;return n===-GRID_COLS?Direction.UP:n===GRID_COLS?Direction.DOWN:1===n?Direction.RIGHT:Direction.LEFT},toWaypoint=o=>({row:Math.floor(o/GRID_COLS),col:o%GRID_COLS}),generateBoardOnce=()=>{const o=new Uint8Array(TOTAL_CELLS),r=new Array(TOTAL_CELLS).fill(null),n=[];let e=0,t=TOTAL_CELLS;const i=(r,n,e)=>{const t=DIR_DR[e],i=DIR_DC[e];let s=r+t,l=n+i;for(;s>=0&&s<GRID_ROWS&&l>=0&&l<GRID_COLS;){if(!o[idx(s,l)])return!1;s+=t,l+=i}return!0},s=new Int32Array(TOTAL_CELLS);let l=0;const a=new Int16Array(14),d=new Int16Array(4),f=(o,r)=>{const n=DIR_DR[r],e=DIR_DC[r];let t=Math.floor(o/GRID_COLS)+n,i=o%GRID_COLS+e;for(;t>=0&&t<GRID_ROWS&&i>=0&&i<GRID_COLS;){if(s[idx(t,i)]===l)return!0;t+=n,i+=e}return!1},w=new Int16Array(TOTAL_CELLS),D=new Int16Array(TOTAL_CELLS);let u=0;const I=()=>{u=0;for(let r=0;r<TOTAL_CELLS;r++)!o[r]&&(D[r]=u,w[u++]=r)},R=(o,r)=>{const n=w[o],e=w[r];w[o]=e,w[r]=n,D[e]=o,D[n]=r};for(I();t>0&&0!==u;){let _=!1;for(let I=0;I<u;I++){R(I,I+Math.floor(Math.random()*(u-I)));const p=w[I];l++,a[0]=p,s[p]=l;let h=1,L=p;const S=3+Math.floor(12*Math.random());for(;h<S;){const r=Math.floor(L/GRID_COLS),n=L%GRID_COLS;let e=0;for(let t=0;t<4;t++){const i=r+DIR_DR[t],a=n+DIR_DC[t];if(i<0||i>=GRID_ROWS||a<0||a>=GRID_COLS)continue;const f=idx(i,a);o[f]||s[f]===l||(d[e++]=f)}if(0===e)break;const t=d[Math.floor(Math.random()*e)];a[h++]=t,s[t]=l,L=t}if(h<2)continue;const T=a[h-1],C=a[0];let y=null,g=!1;const O=dirBetweenCells(a[h-2],T);if(i(Math.floor(T/GRID_COLS),T%GRID_COLS,O)&&!f(T,O))y=O;else{const o=dirBetweenCells(a[1],C);i(Math.floor(C/GRID_COLS),C%GRID_COLS,o)&&!f(C,o)&&(y=o,g=!0)}if(null===y)continue;const A=new Array(h);for(let n=0;n<h;n++){const i=a[g?h-1-n:n];A[n]=toWaypoint(i),o[i]=1,r[i]=e,t--,R(D[i],u-1),u--}n.push({id:e,waypoints:A,exitDir:y}),e++,_=!0;break}if(!_){for(let s=0;s<GRID_ROWS;s++)for(let l=0;l<GRID_COLS;l++){const a=idx(s,l);if(o[a])continue;let d=!1;for(const e of shuffle([0,1,2,3])){const i=s+DIR_DR[e],f=l+DIR_DC[e];if(i<0||i>=GRID_ROWS||f<0||f>=GRID_COLS)continue;const w=r[idx(i,f)];if(null==w)continue;const D=n[w],u=D.waypoints[0];if(u.row===i&&u.col===f){D.waypoints.unshift({row:s,col:l}),o[a]=1,r[a]=D.id,t--,d=!0;break}}if(!d)for(const e of shuffle([0,1,2,3])){const f=s+DIR_DR[e],w=l+DIR_DC[e];if(f<0||f>=GRID_ROWS||w<0||w>=GRID_COLS)continue;const D=r[idx(f,w)];if(null==D)continue;const u=n[D],I=u.waypoints[u.waypoints.length-1];if(I.row!==f||I.col!==w)continue;const R=dirBetween(I,{row:s,col:l});if(i(s,l,R)){u.waypoints.push({row:s,col:l}),u.exitDir=R,o[a]=1,r[a]=u.id,t--,d=!0;break}}if(!d){let d=!1;for(const f of shuffle([0,1,2,3])){const w=s+DIR_DR[f],D=l+DIR_DC[f];if(w<0||w>=GRID_ROWS||D<0||D>=GRID_COLS)continue;if(o[idx(w,D)])continue;const u=dirBetween({row:s,col:l},{row:w,col:D});if(i(w,D,u)){const i=[{row:s,col:l},{row:w,col:D}];n.push({id:e,waypoints:i,exitDir:u}),o[a]=1,r[a]=e;const f=idx(w,D);o[f]=1,r[f]=e,t-=2,e++,d=!0;break}}if(!d)for(const e of shuffle([0,1,2,3])){const i=s+DIR_DR[e],f=l+DIR_DC[e];if(i<0||i>=GRID_ROWS||f<0||f>=GRID_COLS)continue;const w=r[idx(i,f)];if(null==w)continue;const D=n[w],u=D.waypoints[0],I=D.waypoints[D.waypoints.length-1];if(u.row===i&&u.col===f){D.waypoints.unshift({row:s,col:l}),o[a]=1,r[a]=D.id,t--,d=!0;break}if(I.row===i&&I.col===f){const n=dirBetween(I,{row:s,col:l});D.waypoints.push({row:s,col:l}),D.exitDir=n,o[a]=1,r[a]=D.id,t--,d=!0;break}}!d&&(o[a]=1,t--)}}I()}}return{arrows:n,cellToArrowId:r,count:n.length}},isBoardSolvable=(o,r)=>{const n=r.slice();let e=o.slice();for(;e.length>0;){const o=[];for(const r of e)if(isExitClear(n,r))for(const o of r.waypoints)n[idx(o.row,o.col)]=null;else o.push(r);if(o.length===e.length)return!1;e=o}return!0},noSelfFacing=o=>{const r=new Int32Array(TOTAL_CELLS);for(let n=0;n<o.length;n++){const e=o[n],t=n+1;for(const o of e.waypoints)r[idx(o.row,o.col)]=t;const i=e.waypoints[e.waypoints.length-1],s=DIR_DR[e.exitDir],l=DIR_DC[e.exitDir];let a=i.row+s,d=i.col+l;for(;a>=0&&a<GRID_ROWS&&d>=0&&d<GRID_COLS;){if(r[idx(a,d)]===t)return!1;a+=s,d+=l}}return!0},countEmptyCells=o=>{let r=0;for(const n of o)null===n&&r++;return r},MIN_ARROW_LEN=2,MAX_BOARD_ATTEMPTS=200,generateBoard=()=>{let o=null,r=1/0;for(let n=0;n<200;n++){const n=generateBoardOnce();if(!n.arrows.every(o=>o.waypoints.length>=2)||!noSelfFacing(n.arrows)||!isBoardSolvable(n.arrows,n.cellToArrowId))continue;const e=countEmptyCells(n.cellToArrowId);if(0===e)return n;e<r&&(o=n,r=e)}return o??generateBoardOnce()},WORLD_CAPACITY=1600;export function createGame(o){const r=new World(1600),n=generateBoard(),e={world:r,camera:{eye:[0,0,400],target:[0,0,0],fov:1,ortho:1},theme:o,color:arrowColor(o),layout:null,scenery:null,phase:"ready",get score(){return r.scoreboard.score},get timeLeft(){return r.scoreboard.shownSeconds},won:!1,arrows:n.arrows,cellToArrowId:n.cellToArrowId,remaining:n.count,views:[],dots:[],flights:[],intro:!0,introAge:-1,onPhase:o=>{},onScore:o=>{},onTime:o=>{},onRemaining:o=>{},onClear:()=>{},onBlocked:()=>{},onWin:()=>{},onLose:()=>{}};return r.scoreboard.reset(0,TIME_LIMIT),r.scoreboard.handlers={onSecond:o=>e.onTime(o),onTimeUp:()=>"playing"===e.phase&&end(e,!1)},e}export function setLayout(o,r){const n=o.world;o.scenery&&(n.despawn(o.scenery.backdrop),n.despawn(o.scenery.board)),o.flights=[],o.layout=r,o.camera.ortho=r.height/2,o.scenery=buildScenery(n,r,o.theme,o.intro),spawnBoard(o)}export function setTheme(o,r){if(o.theme=r,o.color=arrowColor(r),o.scenery&&!o.world.isDisposed){setBackdropTheme(o.world,o.scenery.backdrop,r);for(const r of o.views)r&&setArrowColor(o.world,r,o.color)}}function spawnBoard(o){const r=o.layout,n=o.scenery;if(!r||!n)return;const e=o.intro;e&&(o.introAge=0),o.views=o.arrows.map(t=>t?spawnArrow(o.world,r,n.board,t,o.color,e?introDelay(t):null):null),o.dots=[];for(let e=0;e<TOTAL_CELLS;e++)null===o.cellToArrowId[e]&&o.dots.push(spawnDot(o.world,r,n.board,Math.floor(e/GRID_COLS),e%GRID_COLS))}const introDelay=o=>o.id%12/12*DRAW_IN_STAGGER*DRAW_IN_TIME;function clearBoard(o){const r=o.world;for(const n of o.views)n&&r.despawn(n.root);for(const n of o.dots)r.despawn(n);for(const n of o.flights)r.despawn(n.root);o.views=[],o.dots=[],o.flights=[]}function newBoard(o){clearBoard(o);const r=generateBoard();o.arrows=r.arrows,o.cellToArrowId=r.cellToArrowId,o.remaining=r.count,o.intro=!0,spawnBoard(o)}export function start(o){"ready"===o.phase&&(o.remaining<=0&&(newBoard(o),o.onRemaining(o.remaining)),o.phase="playing",o.world.scoreboard.startCountdown(TIME_LIMIT),o.onPhase("playing"))}export function reset(o){newBoard(o),o.world.scoreboard.reset(0,TIME_LIMIT),o.won=!1,o.phase="ready",o.onScore(0),o.onTime(TIME_LIMIT),o.onRemaining(o.remaining),o.onPhase("ready")}export function dispose(o){o.flights=[],o.world.dispose()}function end(o,r){if(o.world.scoreboard.stop(),o.won=r,o.phase="over",r)o.onWin();else{for(const r of o.flights)o.world.despawn(r.root);o.flights=[],o.world.scoreboard.set(0),o.onScore(0),o.onLose()}o.onPhase("over")}export function tick(o,r){if(o.world.isDisposed)return;introPlayed(o,r);const n=o.layout;if(n&&o.flights.length){const e=Math.min(r,.05);let t=0;for(const r of o.flights)stepFlight(o.world,n,r,e,FLY_TIME)&&(o.flights[t++]=r);o.flights.length=t}o.world.update(r)}function findBlocker(o,r){const n=r.waypoints[r.waypoints.length-1],e=DIR_DR[r.exitDir],t=DIR_DC[r.exitDir];let i=n.row+e,s=n.col+t;for(;i>=0&&i<GRID_ROWS&&s>=0&&s<GRID_COLS;){const n=o.cellToArrowId[idx(i,s)];if(null!=n&&n!==r.id)return o.arrows[n]??null;i+=e,s+=t}return null}export function tap(o,r,n){const e=o.layout,t=o.scenery;if(!e||!t||"playing"!==o.phase)return;const i=r-e.boardLeft+e.hitMargin,s=n-e.boardTop+e.hitMargin;if(i<0||s<0)return;const l=Math.floor(i/e.stride),a=Math.floor(s/e.stride);if(a>=GRID_ROWS||l>=GRID_COLS)return;const d=o.cellToArrowId[idx(a,l)];if(null==d)return;const f=o.arrows[d];if(!f)return;const w=o.world;if(!isExitClear(o.cellToArrowId,f)){const r=o.views[d];r&&flashBlocked(w,r,o.color);const n=findBlocker(o,f),e=n&&o.views[n.id];return e&&pulseBlocker(w,e,o.color),void o.onBlocked()}for(const r of f.waypoints)o.cellToArrowId[idx(r.row,r.col)]=null,o.dots.push(spawnDot(w,e,t.board,r.row,r.col));o.arrows[d]=null;const D=o.views[d];if(D&&w.despawn(D.root),o.views[d]=null,o.flights.push(spawnFlight(w,e,t.board,f)),o.remaining-=1,o.world.scoreboard.add(POINTS_PER_ARROW),o.onRemaining(o.remaining),o.onClear(),o.remaining<=0)return o.world.scoreboard.set(calculateTimeBasedScore(TIME_LIMIT-o.timeLeft,TIME_LIMIT,o.score)),o.onScore(o.score),pulseBoard(w,t.board),void end(o,!0);o.onScore(o.score)}
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"use strict";import{extrude,Path,quat,tube}from"@nayan-ui/engine";import{spawnBackdrop}from"../shared/EngineBackdrop.js";import{cacheGameAsset,createGameMesh as _0x5ee781}from"../shared/EngineMeshes.js";import{toColor}from"../shared/EngineUtils.js";import{ARROW_COLOR,BLOCK_SHAKE,BLOCK_TIME,BLOCKED_COLOR,BLOCKER_COLOR,BLOCKER_TIME,cellCenter,COMPLETION_SCALE,COMPLETION_SPRING,DOT_DELAY,DOT_SPRING,DRAW_IN_STAGGER,DRAW_IN_TIME,EMPTY_DOT_COLOR,ENTRANCE_TIME,FLY_COLOR,tipDistance}from"./ArrowsConstants.js";const Z_BACKDROP=-20,Z_DOTS=.5,HIDDEN=0,toWorld=(e,t,a,o=0)=>[t-e.width/2,e.height/2-a,o],local=(e,[t,a],o)=>[t-e.boardWidth/2,e.boardHeight/2-a,o],arrowZ=e=>e.stroke,flyingZ=e=>3*e.stroke+e.headHalfWidth,meshes=new Map,mesh=(e,t)=>{let a=meshes.get(e);return!a&&(a=cacheGameAsset("arrows/ArrowsScene:"+e,t),meshes.set(e,a)),a},barMesh=()=>mesh("arrow-bar",()=>_0x5ee781(tube([[-.5,0,0],[.5,0,0]],{radius:.5,sides:12,smoothness:1,caps:!1}))),headMesh=()=>mesh("arrow-head",()=>_0x5ee781(tube([[0,0,0],[1,0,0]],{radius:e=>.5*(1-e),sides:16,smoothness:4}))),discMesh=()=>mesh("disc",()=>_0x5ee781(extrude((new Path).addCircle(0,0,.5),{depth:0})));export const arrowColor=e=>toColor("classic"===e.mode?ARROW_COLOR:e.TEXT);const FLY=toColor(FLY_COLOR),BLOCKED=toColor(BLOCKED_COLOR),BLOCKER=toColor(BLOCKER_COLOR),DOT=toColor(EMPTY_DOT_COLOR),withAlpha=(e,t)=>[e[0],e[1],e[2],t],EXIT_X=[0,1,0,-1],EXIT_Y=[-1,0,1,0],exitVector=e=>[EXIT_X[e],EXIT_Y[e]],ANGLES=[Math.PI/2,0,-Math.PI/2,Math.PI],VERTICAL=quat.z(Math.PI/2),HORIZONTAL=quat.z(0);function corners(e){const t=[e[0]];for(let a=1;a<e.length;a++){const o=e[a],s=t[t.length-1];if(o[0]===s[0]&&o[1]===s[1])continue;const n=t[t.length-2];n&&(s[0]-n[0])*(o[1]-s[1])-(s[1]-n[1])*(o[0]-s[0])===0?t[t.length-1]=o:t.push(o)}return t}const segmentLength=(e,t)=>Math.abs(t[0]-e[0])+Math.abs(t[1]-e[1]);function placeBar(e,t,a,o,s,n,r){const i=segmentLength(o,s);i<.01?e.set(a,{scale:0}):e.set(a,{position:local(t,[(o[0]+s[0])/2,(o[1]+s[1])/2],r),rotation:o[0]===s[0]?VERTICAL:HORIZONTAL,scale:[i,n,n]})}function arrowLine(e,t){const a=t.waypoints.map(t=>cellCenter(e,t.row,t.col)),o=a[a.length-1],[s,n]=exitVector(t.exitDir),r=tipDistance(e),i=[o[0]+s*(r-e.headLength),o[1]+n*(r-e.headLength)],l=[o[0]+s*(r-e.headLength/2),o[1]+n*(r-e.headLength/2)];return{centers:a,points:corners([...a,i]),head:l}}const headScale=e=>[e.headLength,2*e.headHalfWidth,2*e.headHalfWidth];export function buildScenery(e,t,a,o){const s=e.spawn({mesh:"none",position:toWorld(t,t.boardLeft+t.boardWidth/2,t.boardTop+t.boardHeight/2),scale:o?.94:1,pickable:!1});return o&&e.animate(s,{scale:1},{duration:ENTRANCE_TIME}),{backdrop:spawnBackdrop(e,t.width,t.height,-20,a),board:s}}export function pulseBoard(e,t){e.animate(t,{scale:COMPLETION_SCALE},{duration:.2}).then(()=>{e.animate(t,{scale:1},{spring:COMPLETION_SPRING})})}export function spawnArrow(e,t,a,o,s,n){const{points:r,head:i}=arrowLine(t,o),l=arrowZ(t),h=t.stroke,p=e.spawn({mesh:"none",parent:a,position:[0,0,0],pickable:!1}),d=[],L=r.reduce((e,t,a)=>a?e+segmentLength(r[a-1],t):0,0)||1,u=DRAW_IN_TIME*(1-DRAW_IN_STAGGER);let g=0;r.forEach((a,o)=>{const i=null===n?0:n+g/L*u,O=e.spawn({mesh:"sphere",parent:p,position:local(t,a,l),scale:null===n?h:0,color:s,pickable:!1});null!==n&&e.animate(O,{scale:h},{duration:.04,delay:i,easing:"linear"}),d.push(O);const m=r[o+1];if(!m)return;const E=segmentLength(a,m),C=e.spawn({mesh:barMesh(),parent:p,color:s,pickable:!1});null===n?placeBar(e,t,C,a,m,h,l):(e.set(C,{position:local(t,a,l),rotation:a[0]===m[0]?VERTICAL:HORIZONTAL,scale:[.001,h,h]}),e.animate(C,{position:local(t,[(a[0]+m[0])/2,(a[1]+m[1])/2],l),scale:[E,h,h]},{duration:E/L*u,delay:i,easing:"linear"})),d.push(C),g+=E});const O=e.spawn({mesh:headMesh(),parent:p,position:local(t,i,l),rotation:quat.z(ANGLES[o.exitDir]),scale:null===n?headScale(t):0,color:s,pickable:!1});return null!==n&&e.animate(O,{scale:headScale(t)},{duration:.25*u,delay:n+.75*u}),d.push(O),{root:p,parts:d}}export function setArrowColor(e,t,a){for(const o of t.parts)e.set(o,{color:a})}export function flashBlocked(e,t,a){e.animate(t.root,{shake:BLOCK_SHAKE},{duration:BLOCK_TIME,easing:"linear"});for(const o of t.parts)e.set(o,{color:BLOCKED}),e.animate(o,{color:a},{duration:.4*BLOCK_TIME,delay:.6*BLOCK_TIME,easing:"linear"})}export function pulseBlocker(e,t,a){for(const o of t.parts)e.animate(o,[{color:BLOCKER,at:.5},{color:a}],{duration:BLOCKER_TIME,easing:"easeInOut"})}export function spawnFlight(e,t,a,o){const{centers:s}=arrowLine(t,o),n=s[s.length-1],[r,i]=exitVector(o.exitDir),l=t.boardWidth+t.boardHeight+t.width+t.height,h=corners([...s,[n[0]+r*l,n[1]+i*l]]),p=[0];for(let e=1;e<h.length;e++)p.push(p[e-1]+segmentLength(h[e-1],h[e]));const d=h[h.length-2],L=p[h.length-2],u=tipDistance(t),g=L+segmentLength(d,n)+u-t.headLength,O=[d[1],t.boardWidth-d[0],t.boardHeight-d[1],d[0]][o.exitDir],m=[t.boardTop,t.width-t.boardLeft-t.boardWidth,t.height-t.boardTop-t.boardHeight,t.boardLeft][o.exitDir],E=1===o.exitDir||3===o.exitDir,C=Math.max(m,4*t.stride,E?.4*t.width:0),f=e.spawn({mesh:"none",parent:a,position:[0,0,0],pickable:!1}),_=(t,a=FLY)=>e.spawn({mesh:t,parent:f,scale:0,color:a,pickable:!1}),T={root:f,bars:h.slice(1).map(()=>_(barMesh())),outside:_(barMesh()),joints:h.map(()=>_("sphere")),head:e.spawn({mesh:headMesh(),parent:f,rotation:quat.z(ANGLES[o.exitDir]),scale:headScale(t),color:FLY,pickable:!1}),points:h,arcs:p,shaft:g,edge:L+O,fade:C,far:l-u,elapsed:0};return placeFlight(e,t,T,0),T}function pointAt(e,t){let a=0;for(;a<e.arcs.length-2&&e.arcs[a+1]<t;)a++;const o=e.points[a],s=e.points[a+1],n=(t-e.arcs[a])/(e.arcs[a+1]-e.arcs[a]);return[o[0]+(s[0]-o[0])*n,o[1]+(s[1]-o[1])*n]}export function stepFlight(e,t,a,o,s){if(a.elapsed+=o,a.elapsed>=s)return e.despawn(a.root),!1;const n=a.elapsed/s;return placeFlight(e,t,a,n*n*a.far),!0}function placeFlight(e,t,a,o){const s=flyingZ(t),n=t.stroke+1,r=o,i=o+a.shaft,l=e=>1-Math.max(0,Math.min(1,(e-a.edge)/a.fade)),h=a.bars.length-1;a.bars.forEach((o,l)=>{const p=Math.max(a.arcs[l],r),d=Math.min(l===h?a.edge:a.arcs[l+1],i);d<=p?e.set(o,{scale:0}):placeBar(e,t,o,pointAt(a,p),pointAt(a,d),n,s)});const p=Math.max(a.edge,r);i<=p?e.set(a.outside,{scale:0}):(placeBar(e,t,a.outside,pointAt(a,p),pointAt(a,i),n,s),e.set(a.outside,{color:withAlpha(FLY,l((p+i)/2))}));const d=a.joints.length-1;a.joints.forEach((o,h)=>{const p=0===h?r:h===d?i:a.arcs[h];p<r||p>i?e.set(o,{scale:0}):e.set(o,{position:local(t,pointAt(a,p),s),scale:n,color:withAlpha(FLY,l(p))})});const L=i+t.headLength/2;e.set(a.head,{position:local(t,pointAt(a,L),s),color:withAlpha(FLY,l(L))})}export function spawnDot(e,t,a,o,s){const n=e.spawn({mesh:discMesh(),parent:a,position:local(t,cellCenter(t,o,s),.5),scale:0,color:DOT,pickable:!1});return e.animate(n,{scale:2*t.dotRadius},{spring:DOT_SPRING,delay:DOT_DELAY}),n}
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