@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.
Files changed (1392) hide show
  1. package/README.md +53 -191
  2. package/lib/module/assets/fonts/Inter-SemiBold.ttf +0 -0
  3. package/lib/module/assets/models/explorer/explorer.glb +0 -0
  4. package/lib/module/assets/models/explorer/params.json +51 -0
  5. package/lib/module/assets/models/explorer/source.json +222 -0
  6. package/lib/module/assets/models/play-with-tua/play-with-tua.glb +0 -0
  7. package/lib/module/assets/models/play-with-tua/sources.json +141 -0
  8. package/lib/module/assets/sfx/balloon_pop.wav +0 -0
  9. package/lib/module/assets/sfx/blocked.wav +0 -0
  10. package/lib/module/assets/sfx/boing.wav +0 -0
  11. package/lib/module/assets/sfx/bonus.wav +0 -0
  12. package/lib/module/assets/sfx/boom.wav +0 -0
  13. package/lib/module/assets/sfx/bump.wav +0 -0
  14. package/lib/module/assets/sfx/cannon.wav +0 -0
  15. package/lib/module/assets/sfx/capture.wav +0 -0
  16. package/lib/module/assets/sfx/card_flip.wav +0 -0
  17. package/lib/module/assets/sfx/card_place.wav +0 -0
  18. package/lib/module/assets/sfx/catch.wav +0 -0
  19. package/lib/module/assets/sfx/chime.wav +0 -0
  20. package/lib/module/assets/sfx/chomp.wav +0 -0
  21. package/lib/module/assets/sfx/chomp_alt.wav +0 -0
  22. package/lib/module/assets/sfx/clack.wav +0 -0
  23. package/lib/module/assets/sfx/clang.wav +0 -0
  24. package/lib/module/assets/sfx/clash.wav +0 -0
  25. package/lib/module/assets/sfx/click.wav +0 -0
  26. package/lib/module/assets/sfx/coin.wav +0 -0
  27. package/lib/module/assets/sfx/combo.wav +0 -0
  28. package/lib/module/assets/sfx/crash.wav +0 -0
  29. package/lib/module/assets/sfx/crunch.wav +0 -0
  30. package/lib/module/assets/sfx/dance.wav +0 -0
  31. package/lib/module/assets/sfx/deselect.wav +0 -0
  32. package/lib/module/assets/sfx/dice_roll.wav +0 -0
  33. package/lib/module/assets/sfx/die.wav +0 -0
  34. package/lib/module/assets/sfx/draw.wav +0 -0
  35. package/lib/module/assets/sfx/drop.wav +0 -0
  36. package/lib/module/assets/sfx/eat.wav +0 -0
  37. package/lib/module/assets/sfx/engine.wav +0 -0
  38. package/lib/module/assets/sfx/error.wav +0 -0
  39. package/lib/module/assets/sfx/flag.wav +0 -0
  40. package/lib/module/assets/sfx/flap.wav +0 -0
  41. package/lib/module/assets/sfx/flip_disc.wav +0 -0
  42. package/lib/module/assets/sfx/footstep_run.wav +0 -0
  43. package/lib/module/assets/sfx/footstep_walk.wav +0 -0
  44. package/lib/module/assets/sfx/game_over.wav +0 -0
  45. package/lib/module/assets/sfx/gate.wav +0 -0
  46. package/lib/module/assets/sfx/hit.wav +0 -0
  47. package/lib/module/assets/sfx/hop.wav +0 -0
  48. package/lib/module/assets/sfx/hurt.wav +0 -0
  49. package/lib/module/assets/sfx/invalid.wav +0 -0
  50. package/lib/module/assets/sfx/jump.wav +0 -0
  51. package/lib/module/assets/sfx/ladder.wav +0 -0
  52. package/lib/module/assets/sfx/land.wav +0 -0
  53. package/lib/module/assets/sfx/laugh.wav +0 -0
  54. package/lib/module/assets/sfx/lose.wav +0 -0
  55. package/lib/module/assets/sfx/merge.wav +0 -0
  56. package/lib/module/assets/sfx/miss.wav +0 -0
  57. package/lib/module/assets/sfx/nitro.wav +0 -0
  58. package/lib/module/assets/sfx/pew.wav +0 -0
  59. package/lib/module/assets/sfx/place.wav +0 -0
  60. package/lib/module/assets/sfx/pling.wav +0 -0
  61. package/lib/module/assets/sfx/point.wav +0 -0
  62. package/lib/module/assets/sfx/pop.wav +0 -0
  63. package/lib/module/assets/sfx/pop_soft.wav +0 -0
  64. package/lib/module/assets/sfx/power_up.wav +0 -0
  65. package/lib/module/assets/sfx/reveal.wav +0 -0
  66. package/lib/module/assets/sfx/robot.wav +0 -0
  67. package/lib/module/assets/sfx/rotate.wav +0 -0
  68. package/lib/module/assets/sfx/run_steps.wav +0 -0
  69. package/lib/module/assets/sfx/select.wav +0 -0
  70. package/lib/module/assets/sfx/shuffle.wav +0 -0
  71. package/lib/module/assets/sfx/six.wav +0 -0
  72. package/lib/module/assets/sfx/slice.wav +0 -0
  73. package/lib/module/assets/sfx/slide.wav +0 -0
  74. package/lib/module/assets/sfx/snake.wav +0 -0
  75. package/lib/module/assets/sfx/snap.wav +0 -0
  76. package/lib/module/assets/sfx/splash.wav +0 -0
  77. package/lib/module/assets/sfx/star.wav +0 -0
  78. package/lib/module/assets/sfx/start.wav +0 -0
  79. package/lib/module/assets/sfx/swoosh.wav +0 -0
  80. package/lib/module/assets/sfx/tap.wav +0 -0
  81. package/lib/module/assets/sfx/thud.wav +0 -0
  82. package/lib/module/assets/sfx/thunk.wav +0 -0
  83. package/lib/module/assets/sfx/tick.wav +0 -0
  84. package/lib/module/assets/sfx/time_up.wav +0 -0
  85. package/lib/module/assets/sfx/tock.wav +0 -0
  86. package/lib/module/assets/sfx/walk_steps.wav +0 -0
  87. package/lib/module/assets/sfx/warning.wav +0 -0
  88. package/lib/module/assets/sfx/whack.wav +0 -0
  89. package/lib/module/assets/sfx/whoosh.wav +0 -0
  90. package/lib/module/assets/sfx/win.wav +0 -0
  91. package/lib/module/assets/sfx/zap.wav +0 -0
  92. package/lib/module/assets/textures/ad_bolt.png +0 -0
  93. package/lib/module/assets/textures/ad_bubbles.png +0 -0
  94. package/lib/module/assets/textures/ad_chevrons.png +0 -0
  95. package/lib/module/assets/textures/asphalt.png +0 -0
  96. package/lib/module/assets/textures/bark.jpg +0 -0
  97. package/lib/module/assets/textures/explorer-atlas.png +0 -0
  98. package/lib/module/assets/textures/facade.png +0 -0
  99. package/lib/module/assets/textures/grass.png +0 -0
  100. package/lib/module/assets/textures/leaves.png +0 -0
  101. package/lib/module/assets/textures/limestone.jpg +0 -0
  102. package/lib/module/assets/textures/meadow.jpg +0 -0
  103. package/lib/module/assets/textures/nature-sources.json +87 -0
  104. package/lib/module/assets/textures/pine.png +0 -0
  105. package/lib/module/assets/textures/river.jpg +0 -0
  106. package/lib/module/assets/textures/soft_glow.png +0 -0
  107. package/lib/module/games/arrows/Arrows.js +1 -1
  108. package/lib/module/games/arrows/ArrowsConstants.js +1 -1
  109. package/lib/module/games/arrows/ArrowsGame.js +1 -0
  110. package/lib/module/games/arrows/ArrowsScene.js +1 -0
  111. package/lib/module/games/balloon-blaster/BalloonBlaster.js +1 -1
  112. package/lib/module/games/balloon-blaster/BalloonBlasterConstants.js +1 -1
  113. package/lib/module/games/balloon-blaster/BalloonBlasterGame.js +1 -0
  114. package/lib/module/games/balloon-blaster/BalloonBlasterPhysics.js +1 -0
  115. package/lib/module/games/balloon-blaster/BalloonBlasterScene.js +1 -0
  116. package/lib/module/games/bike-racing/BikeMeshes.js +1 -0
  117. package/lib/module/games/bike-racing/BikeRacing.js +1 -1
  118. package/lib/module/games/bike-racing/BikeRacingConstants.js +1 -1
  119. package/lib/module/games/bike-racing/BikeRacingGame.js +1 -0
  120. package/lib/module/games/bike-racing/BikeRacingScene.js +1 -0
  121. package/lib/module/games/block-blast/BlockBlast.js +1 -1
  122. package/lib/module/games/block-blast/BlockBlastConstants.js +1 -1
  123. package/lib/module/games/block-blast/BlockBlastGame.js +1 -0
  124. package/lib/module/games/block-blast/BlockBlastScene.js +1 -0
  125. package/lib/module/games/block-breaker/BlockBreaker.js +1 -1
  126. package/lib/module/games/block-breaker/BlockBreakerConstants.js +1 -1
  127. package/lib/module/games/block-breaker/BlockBreakerGame.js +1 -0
  128. package/lib/module/games/block-breaker/BlockBreakerScene.js +1 -0
  129. package/lib/module/games/bluk/Bluk.js +1 -1
  130. package/lib/module/games/bluk/BlukConstants.js +1 -1
  131. package/lib/module/games/bluk/BlukGame.js +1 -0
  132. package/lib/module/games/bluk/BlukRules.js +1 -0
  133. package/lib/module/games/bluk/BlukScene.js +1 -0
  134. package/lib/module/games/bubble-shooter/BubbleShooter.js +1 -1
  135. package/lib/module/games/bubble-shooter/BubbleShooterConstants.js +1 -1
  136. package/lib/module/games/bubble-shooter/BubbleShooterGame.js +1 -0
  137. package/lib/module/games/bubble-shooter/BubbleShooterScene.js +1 -0
  138. package/lib/module/games/candy-crush/CandyCrush.js +1 -1
  139. package/lib/module/games/candy-crush/CandyCrushConstants.js +1 -1
  140. package/lib/module/games/candy-crush/CandyCrushGame.js +1 -0
  141. package/lib/module/games/candy-crush/CandyCrushScene.js +1 -0
  142. package/lib/module/games/car-racing/CarMeshes.js +1 -0
  143. package/lib/module/games/car-racing/CarRacing.js +1 -1
  144. package/lib/module/games/car-racing/CarRacingConstants.js +1 -1
  145. package/lib/module/games/car-racing/CarRacingFacade.js +1 -0
  146. package/lib/module/games/car-racing/CarRacingGame.js +1 -0
  147. package/lib/module/games/car-racing/CarRacingScene.js +1 -0
  148. package/lib/module/games/car-racing/CarRacingScenery.js +1 -0
  149. package/lib/module/games/chameleon-run/ChameleonRun.js +1 -1
  150. package/lib/module/games/chameleon-run/ChameleonRunBackdrop.js +1 -0
  151. package/lib/module/games/chameleon-run/ChameleonRunConstants.js +1 -1
  152. package/lib/module/games/chameleon-run/ChameleonRunGame.js +1 -0
  153. package/lib/module/games/chameleon-run/ChameleonRunMeshes.js +1 -0
  154. package/lib/module/games/chameleon-run/ChameleonRunRules.js +1 -0
  155. package/lib/module/games/chameleon-run/ChameleonRunScene.js +1 -0
  156. package/lib/module/games/checkers/Checkers.js +1 -1
  157. package/lib/module/games/checkers/CheckersAI.js +1 -0
  158. package/lib/module/games/checkers/CheckersConstants.js +1 -1
  159. package/lib/module/games/checkers/CheckersGame.js +1 -0
  160. package/lib/module/games/checkers/CheckersRules.js +1 -0
  161. package/lib/module/games/checkers/CheckersScene.js +1 -0
  162. package/lib/module/games/color-switch/ColorSwitch.js +1 -1
  163. package/lib/module/games/color-switch/ColorSwitchConstants.js +1 -1
  164. package/lib/module/games/color-switch/ColorSwitchGame.js +1 -0
  165. package/lib/module/games/color-switch/ColorSwitchScene.js +1 -0
  166. package/lib/module/games/colors-sort/ColorsSort.js +1 -1
  167. package/lib/module/games/colors-sort/ColorsSortConstants.js +1 -1
  168. package/lib/module/games/colors-sort/ColorsSortGame.js +1 -0
  169. package/lib/module/games/colors-sort/ColorsSortScene.js +1 -0
  170. package/lib/module/games/connect-em-all/ConnectEmAll.js +1 -1
  171. package/lib/module/games/connect-em-all/ConnectEmAllConstants.js +1 -1
  172. package/lib/module/games/connect-em-all/ConnectEmAllGame.js +1 -0
  173. package/lib/module/games/connect-em-all/ConnectEmAllScene.js +1 -0
  174. package/lib/module/games/crossy-road/CrossyRoad.js +1 -1
  175. package/lib/module/games/crossy-road/CrossyRoadCamera.js +1 -0
  176. package/lib/module/games/crossy-road/CrossyRoadConstants.js +1 -1
  177. package/lib/module/games/crossy-road/CrossyRoadGame.js +1 -0
  178. package/lib/module/games/crossy-road/CrossyRoadMeshes.js +1 -0
  179. package/lib/module/games/crossy-road/CrossyRoadPerson.js +1 -0
  180. package/lib/module/games/crossy-road/CrossyRoadRules.js +1 -0
  181. package/lib/module/games/crossy-road/CrossyRoadScene.js +1 -0
  182. package/lib/module/games/dino-jump/DinoJump.js +1 -1
  183. package/lib/module/games/dino-jump/DinoJumpConstants.js +1 -1
  184. package/lib/module/games/dino-jump/DinoJumpGame.js +1 -0
  185. package/lib/module/games/dino-jump/DinoJumpScene.js +1 -0
  186. package/lib/module/games/dots-and-boxes/DotsAndBoxes.js +1 -1
  187. package/lib/module/games/dots-and-boxes/DotsAndBoxesConstants.js +1 -1
  188. package/lib/module/games/dots-and-boxes/DotsAndBoxesGame.js +1 -0
  189. package/lib/module/games/dots-and-boxes/DotsAndBoxesScene.js +1 -0
  190. package/lib/module/games/falling-sticks/FallingSticks.js +1 -1
  191. package/lib/module/games/falling-sticks/FallingSticksConstants.js +1 -1
  192. package/lib/module/games/falling-sticks/FallingSticksGame.js +1 -0
  193. package/lib/module/games/falling-sticks/FallingSticksRules.js +1 -0
  194. package/lib/module/games/falling-sticks/FallingSticksScene.js +1 -0
  195. package/lib/module/games/find-different-number/FindDifferentNumber.js +1 -1
  196. package/lib/module/games/find-different-number/FindDifferentNumberConstants.js +1 -1
  197. package/lib/module/games/find-different-number/FindDifferentNumberGame.js +1 -0
  198. package/lib/module/games/find-different-number/FindDifferentNumberRules.js +1 -0
  199. package/lib/module/games/find-different-number/FindDifferentNumberScene.js +1 -0
  200. package/lib/module/games/flappy-bird/FlappyBird.js +1 -1
  201. package/lib/module/games/flappy-bird/FlappyBirdConstants.js +1 -1
  202. package/lib/module/games/flappy-bird/FlappyBirdGame.js +1 -0
  203. package/lib/module/games/flappy-bird/FlappyBirdScene.js +1 -0
  204. package/lib/module/games/fruit-merger/FruitMerger.js +1 -1
  205. package/lib/module/games/fruit-merger/FruitMergerConstants.js +1 -1
  206. package/lib/module/games/fruit-merger/FruitMergerGame.js +1 -0
  207. package/lib/module/games/fruit-merger/FruitMergerRules.js +1 -0
  208. package/lib/module/games/fruit-merger/FruitMergerScene.js +1 -0
  209. package/lib/module/games/fruit-ninja/FruitNinja.js +1 -1
  210. package/lib/module/games/fruit-ninja/FruitNinjaConstants.js +1 -1
  211. package/lib/module/games/fruit-ninja/FruitNinjaGame.js +1 -0
  212. package/lib/module/games/fruit-ninja/FruitNinjaScene.js +1 -0
  213. package/lib/module/games/fruit-ninja/FruitNinjaWorld.js +1 -0
  214. package/lib/module/games/game-2048/Game2048.js +1 -1
  215. package/lib/module/games/game-2048/Game2048Constants.js +1 -1
  216. package/lib/module/games/game-2048/Game2048Game.js +1 -0
  217. package/lib/module/games/game-2048/Game2048Rules.js +1 -0
  218. package/lib/module/games/game-2048/Game2048Scene.js +1 -0
  219. package/lib/module/games/knife-hit/KnifeHit.js +1 -1
  220. package/lib/module/games/knife-hit/KnifeHitConstants.js +1 -1
  221. package/lib/module/games/knife-hit/KnifeHitGame.js +1 -0
  222. package/lib/module/games/knife-hit/KnifeHitScene.js +1 -0
  223. package/lib/module/games/ludo-king/LudoKing.js +1 -1
  224. package/lib/module/games/ludo-king/LudoKingConstants.js +1 -1
  225. package/lib/module/games/ludo-king/LudoKingGame.js +1 -0
  226. package/lib/module/games/ludo-king/LudoKingRules.js +1 -0
  227. package/lib/module/games/ludo-king/LudoKingScene.js +1 -0
  228. package/lib/module/games/maze-runner/MazeRunner.js +1 -1
  229. package/lib/module/games/maze-runner/MazeRunnerConstants.js +1 -1
  230. package/lib/module/games/maze-runner/MazeRunnerGame.js +1 -0
  231. package/lib/module/games/maze-runner/MazeRunnerRules.js +1 -0
  232. package/lib/module/games/maze-runner/MazeRunnerScene.js +1 -0
  233. package/lib/module/games/memory-match/MemoryMatch.js +1 -1
  234. package/lib/module/games/memory-match/MemoryMatchConstants.js +1 -1
  235. package/lib/module/games/memory-match/MemoryMatchGame.js +1 -0
  236. package/lib/module/games/memory-match/MemoryMatchRules.js +1 -0
  237. package/lib/module/games/memory-match/MemoryMatchScene.js +1 -0
  238. package/lib/module/games/mine-sweeper/MineSweeper.js +1 -1
  239. package/lib/module/games/mine-sweeper/MineSweeperConstants.js +1 -1
  240. package/lib/module/games/mine-sweeper/MineSweeperGame.js +1 -0
  241. package/lib/module/games/mine-sweeper/MineSweeperRules.js +1 -0
  242. package/lib/module/games/mine-sweeper/MineSweeperScene.js +1 -0
  243. package/lib/module/games/mob-control/MobControl.js +1 -1
  244. package/lib/module/games/mob-control/MobControlConstants.js +1 -1
  245. package/lib/module/games/mob-control/MobControlGame.js +1 -0
  246. package/lib/module/games/mob-control/MobControlMeshes.js +1 -0
  247. package/lib/module/games/mob-control/MobControlRenderer.js +1 -0
  248. package/lib/module/games/mob-control/MobControlRules.js +1 -0
  249. package/lib/module/games/mob-control/MobControlScene.js +1 -0
  250. package/lib/module/games/number-search/NumberSearch.js +1 -1
  251. package/lib/module/games/number-search/NumberSearchNumbers.js +1 -0
  252. package/lib/module/games/nuts-and-bolts/NutsAndBolts.js +1 -1
  253. package/lib/module/games/nuts-and-bolts/NutsAndBoltsConstants.js +1 -1
  254. package/lib/module/games/nuts-and-bolts/NutsAndBoltsGame.js +1 -0
  255. package/lib/module/games/nuts-and-bolts/NutsAndBoltsRules.js +1 -0
  256. package/lib/module/games/nuts-and-bolts/NutsAndBoltsScene.js +1 -0
  257. package/lib/module/games/pac-man/PacMan.js +1 -1
  258. package/lib/module/games/pac-man/PacManConstants.js +1 -1
  259. package/lib/module/games/pac-man/PacManGame.js +1 -0
  260. package/lib/module/games/pac-man/PacManRules.js +1 -0
  261. package/lib/module/games/pac-man/PacManScene.js +1 -0
  262. package/lib/module/games/paper-io/PaperIo.js +1 -1
  263. package/lib/module/games/paper-io/PaperIoConstants.js +1 -1
  264. package/lib/module/games/paper-io/PaperIoGame.js +1 -0
  265. package/lib/module/games/paper-io/PaperIoMeshes.js +1 -0
  266. package/lib/module/games/paper-io/PaperIoRules.js +1 -0
  267. package/lib/module/games/paper-io/PaperIoScene.js +1 -0
  268. package/lib/module/games/penguin-run/PenguinMeshes.js +1 -0
  269. package/lib/module/games/penguin-run/PenguinModel.js +1 -0
  270. package/lib/module/games/penguin-run/PenguinRun.js +1 -0
  271. package/lib/module/games/penguin-run/PenguinRunConstants.js +1 -0
  272. package/lib/module/games/penguin-run/PenguinRunGame.js +1 -0
  273. package/lib/module/games/penguin-run/PenguinRunScene.js +1 -0
  274. package/lib/module/games/perfect-circle/PerfectCircle.js +1 -1
  275. package/lib/module/games/perfect-circle/PerfectCircleConstants.js +1 -1
  276. package/lib/module/games/perfect-circle/PerfectCircleGame.js +1 -0
  277. package/lib/module/games/perfect-circle/PerfectCircleRules.js +1 -0
  278. package/lib/module/games/perfect-circle/PerfectCircleScene.js +1 -0
  279. package/lib/module/games/pipe-connect/PipeConnect.js +1 -1
  280. package/lib/module/games/pipe-connect/PipeConnectConstants.js +1 -1
  281. package/lib/module/games/pipe-connect/PipeConnectGame.js +1 -0
  282. package/lib/module/games/pipe-connect/PipeConnectRules.js +1 -0
  283. package/lib/module/games/pipe-connect/PipeConnectScene.js +1 -0
  284. package/lib/module/games/play-with-tua/PlayWithTua.js +1 -0
  285. package/lib/module/games/play-with-tua/PlayWithTuaConstants.js +1 -0
  286. package/lib/module/games/play-with-tua/PlayWithTuaGame.js +1 -0
  287. package/lib/module/games/play-with-tua/PlayWithTuaModel.js +1 -0
  288. package/lib/module/games/play-with-tua/PlayWithTuaScene.js +1 -0
  289. package/lib/module/games/popit-fidget/PopitFidget.js +1 -1
  290. package/lib/module/games/popit-fidget/PopitFidgetConstants.js +1 -1
  291. package/lib/module/games/popit-fidget/PopitFidgetGame.js +1 -0
  292. package/lib/module/games/popit-fidget/PopitFidgetScene.js +1 -0
  293. package/lib/module/games/reversi/Reversi.js +1 -1
  294. package/lib/module/games/reversi/ReversiConstants.js +1 -1
  295. package/lib/module/games/reversi/ReversiGame.js +1 -0
  296. package/lib/module/games/reversi/ReversiRules.js +1 -0
  297. package/lib/module/games/reversi/ReversiScene.js +1 -0
  298. package/lib/module/games/search-grid/SearchGrid.js +1 -0
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  1347. package/lib/typescript/src/games/whack-a-mole/components/MoleCharacter.d.ts +0 -6
  1348. package/lib/typescript/src/games/whack-a-mole/components/ScoreBoard.d.ts +0 -6
  1349. package/lib/typescript/src/games/word-search/WordSearchConstants.d.ts +0 -63
  1350. package/lib/typescript/src/games/word-search/WordSearchService.d.ts +0 -34
  1351. package/lib/typescript/src/games/word-search/WordSearchStore.d.ts +0 -70
  1352. package/lib/typescript/src/games/word-search/components/GameBoard.d.ts +0 -7
  1353. package/lib/typescript/src/games/word-search/components/ScoreBoard.d.ts +0 -6
  1354. package/lib/typescript/src/games/word-search/components/WordList.d.ts +0 -2
  1355. package/lib/typescript/src/helpers/AnimatedScore.d.ts +0 -36
  1356. package/lib/typescript/src/helpers/AnimationFrame.d.ts +0 -40
  1357. package/lib/typescript/src/helpers/AnimationTracker.d.ts +0 -44
  1358. package/lib/typescript/src/helpers/BlastAnimation.d.ts +0 -16
  1359. package/lib/typescript/src/helpers/ErrorHandler.d.ts +0 -123
  1360. package/lib/typescript/src/helpers/GameBackgroundPattern.d.ts +0 -7
  1361. package/lib/typescript/src/helpers/GameControlButton.d.ts +0 -11
  1362. package/lib/typescript/src/helpers/GameOverModal.d.ts +0 -15
  1363. package/lib/typescript/src/helpers/GameTimer.d.ts +0 -26
  1364. package/lib/typescript/src/helpers/Icons.d.ts +0 -12
  1365. package/lib/typescript/src/helpers/ParticleBlast.d.ts +0 -11
  1366. package/lib/typescript/src/helpers/ScoreBoardContainer.d.ts +0 -85
  1367. package/lib/typescript/src/helpers/assets/apple-fruit.d.ts +0 -4
  1368. package/lib/typescript/src/helpers/assets/avocado-item.d.ts +0 -4
  1369. package/lib/typescript/src/helpers/assets/banana-fruit.d.ts +0 -4
  1370. package/lib/typescript/src/helpers/assets/bomb-item.d.ts +0 -4
  1371. package/lib/typescript/src/helpers/assets/broccoli-item.d.ts +0 -4
  1372. package/lib/typescript/src/helpers/assets/cherries-fruit.d.ts +0 -4
  1373. package/lib/typescript/src/helpers/assets/donut-item.d.ts +0 -4
  1374. package/lib/typescript/src/helpers/assets/dragonfruit-item.d.ts +0 -4
  1375. package/lib/typescript/src/helpers/assets/fries-item.d.ts +0 -4
  1376. package/lib/typescript/src/helpers/assets/fruit-helpers.d.ts +0 -154
  1377. package/lib/typescript/src/helpers/assets/grapes-fruit.d.ts +0 -4
  1378. package/lib/typescript/src/helpers/assets/icecream-item.d.ts +0 -4
  1379. package/lib/typescript/src/helpers/assets/index.d.ts +0 -31
  1380. package/lib/typescript/src/helpers/assets/kiwi-fruit.d.ts +0 -4
  1381. package/lib/typescript/src/helpers/assets/mango-fruit.d.ts +0 -4
  1382. package/lib/typescript/src/helpers/assets/orange-fruit.d.ts +0 -4
  1383. package/lib/typescript/src/helpers/assets/papaya-fruit.d.ts +0 -4
  1384. package/lib/typescript/src/helpers/assets/papaya-full-fruit.d.ts +0 -4
  1385. package/lib/typescript/src/helpers/assets/peach-fruit.d.ts +0 -4
  1386. package/lib/typescript/src/helpers/assets/pineapple-fruit.d.ts +0 -4
  1387. package/lib/typescript/src/helpers/assets/pomegranate-fruit.d.ts +0 -4
  1388. package/lib/typescript/src/helpers/assets/pumpkin-fruit.d.ts +0 -4
  1389. package/lib/typescript/src/helpers/assets/raspberry-item.d.ts +0 -4
  1390. package/lib/typescript/src/helpers/assets/star-item.d.ts +0 -4
  1391. package/lib/typescript/src/helpers/assets/strawberry-fruit.d.ts +0 -4
  1392. package/lib/typescript/src/helpers/assets/watermelon-fruit.d.ts +0 -4
@@ -0,0 +1,23 @@
1
+ export declare const POINTS_PER_CORRECT = 200;
2
+ export declare const POINTS_PER_UNIT = 500;
3
+ export declare const WIN_BONUS = 5000;
4
+ export declare const CLUES = 36;
5
+ export type Cell = {
6
+ value: number;
7
+ given: boolean;
8
+ error: boolean;
9
+ };
10
+ export type Puzzle = {
11
+ grid: Cell[][];
12
+ solution: number[][];
13
+ toFill: number;
14
+ };
15
+ /** A fresh puzzle: a solved board with all but 36 cells emptied, at random. */
16
+ export declare function newPuzzle(): Puzzle;
17
+ /** The cells of the row, column and box through (row, col) that are now all solved, each unit once, and the points for them. */
18
+ export declare function completedUnits(p: Puzzle, row: number, col: number): {
19
+ cells: number[];
20
+ points: number;
21
+ };
22
+ /** How many of each digit are still to place (9 minus the right-looking ones on the board), as the original pad counted. */
23
+ export declare function remaining(p: Puzzle): number[];
@@ -0,0 +1,44 @@
1
+ import { type Entity, type World } from '@nayan-ui/engine';
2
+ import type { GameTheme } from '../../services/ThemeService';
3
+ import { type Layout } from './SudokuConstants';
4
+ import type { Cell } from './SudokuRules';
5
+ /** How a cell reads: selected, wrong, sharing the selected number, in the selected cell's row / column / box, or none. */
6
+ export type Highlight = 'selected' | 'same' | 'peer' | 'none';
7
+ type Key = {
8
+ root: Entity;
9
+ block: Entity;
10
+ digit: Entity;
11
+ count: Entity;
12
+ };
13
+ export type Scene = {
14
+ backdrop: Entity;
15
+ board: Entity[];
16
+ cells: Entity[];
17
+ /** The digit on each cell (null while empty), and what it shows. */
18
+ digits: (Entity | null)[];
19
+ shown: string[];
20
+ selected: number;
21
+ keys: Key[];
22
+ keyCounts: number[];
23
+ };
24
+ declare const cellTop: (l: Layout) => number;
25
+ declare const keyTop: (l: Layout) => number;
26
+ export declare function buildScene(world: World, l: Layout, theme: GameTheme): Scene;
27
+ export declare function removeScene(world: World, s: Scene): void;
28
+ export declare function setSceneTheme(world: World, l: Layout, s: Scene, theme: GameTheme): void;
29
+ /**
30
+ * Brings every cell up to date: its tint for the highlight, and its digit (spawned, recolored or
31
+ * removed only where it changed). `pop` is the cell just placed: its digit drops in.
32
+ */
33
+ export declare function drawGrid(world: World, l: Layout, s: Scene, grid: Cell[][], highlight: (r: number, c: number) => Highlight, pop?: number): void;
34
+ /** The keys' counts of digits left, greyed out at none. */
35
+ export declare function drawKeys(world: World, l: Layout, s: Scene, counts: number[]): void;
36
+ /** A key pressed down into the board while touched. */
37
+ export declare function pressKey(world: World, l: Layout, s: Scene, n: number, down: boolean): void;
38
+ /** A wrong number: the cell shakes. */
39
+ export declare function shakeCell(world: World, l: Layout, s: Scene, i: number): void;
40
+ /** A completed row / column / box (or the whole board): its cells hop and flash in a sweep from `origin`. */
41
+ export declare function flash(world: World, l: Layout, s: Scene, cells: number[], origin: number): void;
42
+ /** Solved: confetti over the board. */
43
+ export declare function celebrate(world: World, l: Layout): void;
44
+ export { keyTop, cellTop };
@@ -1,3 +1 @@
1
- import React from 'react';
2
- import { type GameProps } from '../../services/UtilsService';
3
- export declare const Tangram: React.FC<GameProps>;
1
+ export declare const Tangram: import("react").FC<import("../..").GameProps>;
@@ -1,54 +1,35 @@
1
- export declare const UNIT: number;
2
- export declare const BOARD_W: number;
3
- export declare const BOARD_H: number;
4
- export declare const SNAP_DIST: number;
5
- export declare const ROT_TOL = 30;
6
- export declare const TRAY_SCALE = 0.55;
7
- export declare const TANGRAM_GAME_CONFIG: {
8
- readonly GAME_DURATION: 120;
9
- readonly POINTS_PER_PIECE: 1000;
10
- readonly TIME_BONUS_PER_SECOND: 10;
11
- readonly TOTAL_PIECES: 7;
1
+ import type { TiltView } from '../shared/EngineTilt';
2
+ export declare const GAME_DURATION = 120;
3
+ export declare const POINTS_PER_PIECE = 1000;
4
+ export { TRAY_SCALE, RIM_RADIUS } from './TangramRules';
5
+ export declare const TAP_MAX = 0.25;
6
+ export declare const TAP_SLOP = 10;
7
+ export declare const ROTATE_STEP = 45;
8
+ export declare const ROTATE_TIME = 0.18;
9
+ export declare const SNAP_TIME = 0.16;
10
+ export declare const ENTRY_STAGGER = 0.045;
11
+ export declare const WIN_DELAY = 0.22;
12
+ export declare const WIN_STAGGER = 0.09;
13
+ export declare const COLORS: {
14
+ readonly CLASSIC_SLOT: "rgba(255, 255, 255, 0.12)";
15
+ readonly CLASSIC_SLOT_EDGE: "rgba(255, 255, 255, 0.30)";
12
16
  };
13
- export type PieceType = 'large' | 'medium' | 'small' | 'square' | 'para';
14
- export interface Pt {
15
- x: number;
16
- y: number;
17
- }
18
- export interface TanTarget {
19
- id: number;
20
- type: PieceType;
21
- color: string;
22
- stroke: string;
23
- localPoints: Pt[];
24
- canvasSize: number;
25
- targetCx: number;
26
- targetCy: number;
27
- targetRot: number;
28
- symmetry: number;
29
- silPath: string;
30
- initialRot: number;
31
- scatterCx: number;
32
- scatterCy: number;
33
- }
34
- export interface TangramLevel {
35
- pieces: TanTarget[];
36
- silhouetteRect: {
37
- x: number;
38
- y: number;
39
- w: number;
40
- h: number;
41
- };
42
- }
43
- export declare const TANGRAM_COLORS: {
44
- readonly BACKGROUND: "#3a3a5e";
45
- readonly PRIMARY: "#ffffff";
46
- readonly SILHOUETTE_FILL: "rgba(255, 255, 255, 0.12)";
47
- readonly SILHOUETTE_STROKE: "rgba(255, 255, 255, 0.30)";
48
- readonly TRAY_HINT: "rgba(255, 255, 255, 0.10)";
49
- readonly TEXT_PRIMARY: "#FFFFFF";
17
+ /** A directly overhead camera and light keep shapes and finger positions aligned. */
18
+ export declare const TILT = 0;
19
+ export declare const LIGHT: import("@nayan-ui/engine").Light;
20
+ /** A tan's thickness, and the gap between stacked tans in the tray, in tan units. */
21
+ export declare const PIECE_DEPTH = 0.2;
22
+ export declare const STACK_STEP = 0.14;
23
+ /** How high a tan rises off the board while held. */
24
+ export declare const HELD_HEIGHT = 1.2;
25
+ export type Layout = TiltView & {
26
+ unit: number;
27
+ boardW: number;
28
+ boardH: number;
50
29
  };
51
- export declare const generateLevel: (levelIndex: number) => TangramLevel;
52
- export declare const isRotationMatched: (cur: number, target: number, sym: number) => boolean;
53
- export declare const snappedRotation: (cur: number, target: number, sym: number) => number;
54
- export declare const localPath: (points: Pt[], cx: number, cy: number) => string;
30
+ /** Fit the entire grid, including its outline, inside the game width. */
31
+ export declare function getLayout(width: number, height: number, offset: number): Layout;
32
+ /** A board point (x right, y down from the board's top-left) in the world (the board centred on the origin, y up). */
33
+ export declare const toWorld: (l: Layout, x: number, y: number) => [number, number];
34
+ /** And back. */
35
+ export declare const toBoard: (l: Layout, wx: number, wy: number) => [number, number];
@@ -0,0 +1,68 @@
1
+ import { type Camera, type DragEvent, World } from '@nayan-ui/engine';
2
+ import type { GameTheme } from '../../services/ThemeService';
3
+ import { type Layout } from './TangramConstants';
4
+ import { type TangramLevel } from './TangramRules';
5
+ import { type Scene } from './TangramScene';
6
+ export type Phase = 'ready' | 'playing' | 'over';
7
+ /** rotate: a tan turned; place: one snapped in; wrong: dropped over its slot at the wrong turn; win / lose: how it ended. */
8
+ export type GameEvent = 'rotate' | 'place' | 'wrong' | 'win' | 'lose';
9
+ /** A tan's state: its centre (board points), its turn (degrees, clockwise), and whether it's in a slot. */
10
+ type Tan = {
11
+ x: number;
12
+ y: number;
13
+ rot: number;
14
+ placed: boolean;
15
+ };
16
+ export declare function createGame(theme: GameTheme): {
17
+ world: World;
18
+ camera: Camera;
19
+ theme: GameTheme;
20
+ layout: Layout | null;
21
+ scene: Scene | null;
22
+ phase: Phase;
23
+ level: number;
24
+ data: TangramLevel | null;
25
+ tans: Tan[];
26
+ occupied: boolean[];
27
+ /** The tan last picked up (shown full size, on top), or -1. */
28
+ active: number;
29
+ /** A finger on a tan: where it went down (view and board points), when, and whether it's dragging. */
30
+ held: {
31
+ id: number;
32
+ sx: number;
33
+ sy: number;
34
+ bx: number;
35
+ by: number;
36
+ ox: number;
37
+ oy: number;
38
+ at: number;
39
+ moved: boolean;
40
+ } | null;
41
+ placed: number;
42
+ /** Score and the countdown live in the engine (Rust), advanced by world.update. */
43
+ readonly score: number;
44
+ readonly timeLeft: number;
45
+ won: boolean;
46
+ /** Seconds since the game was made, for telling taps from holds. */
47
+ clock: number;
48
+ onPhase: (_p: Phase) => void;
49
+ onScore: (_s: number) => void;
50
+ onPlaced: (_n: number) => void;
51
+ onTime: (_t: number) => void;
52
+ onEvent: (_e: GameEvent) => void;
53
+ };
54
+ export type Game = ReturnType<typeof createGame>;
55
+ /** Lays the board out for the view (first layout, header height, rotation): the level is rebuilt for its size. */
56
+ export declare function setLayout(g: Game, l: Layout): void;
57
+ export declare function setTheme(g: Game, theme: GameTheme): void;
58
+ export declare function start(g: Game): void;
59
+ /** Stop: back to the first silhouette, set out afresh (as the original game). */
60
+ export declare function stop(g: Game): void;
61
+ /** Play Again: the next silhouette after a win, the same one again after running out of time. */
62
+ export declare function playAgain(g: Game): void;
63
+ export declare function dispose(g: Game): void;
64
+ export declare function tick(g: Game, dt: number): void;
65
+ /** The tan under a board point: the active one first, then the higher ids (drawn above), never a placed one. */
66
+ export declare function tanAt(g: Game, bx: number, by: number): number;
67
+ export declare function drag(g: Game, e: DragEvent): void;
68
+ export {};
@@ -0,0 +1,61 @@
1
+ export type PieceType = 'large' | 'medium' | 'small' | 'square' | 'para';
2
+ export type Pt = {
3
+ x: number;
4
+ y: number;
5
+ };
6
+ export type TanTarget = {
7
+ id: number;
8
+ type: PieceType;
9
+ color: string;
10
+ /** The tan's shape, centred on its centroid (board points at full size, unrotated). */
11
+ localPoints: Pt[];
12
+ /** Where it goes when solved, and at what turn (degrees, clockwise on screen). */
13
+ targetCx: number;
14
+ targetCy: number;
15
+ targetRot: number;
16
+ /** Its rotational symmetry (degrees). */
17
+ symmetry: number;
18
+ /** Its solved outline, in board points. */
19
+ silPoints: Pt[];
20
+ /** Where it starts, in the tray. */
21
+ initialRot: number;
22
+ scatterCx: number;
23
+ scatterCy: number;
24
+ };
25
+ export type TangramLevel = {
26
+ pieces: TanTarget[];
27
+ mirror: boolean;
28
+ silhouetteRect: {
29
+ x: number;
30
+ y: number;
31
+ w: number;
32
+ h: number;
33
+ };
34
+ };
35
+ /** The board, in tan units: the 4 x 4 square silhouette with the tray in the strip under it. */
36
+ export declare const TOTAL_BOARD_UNITS = 6;
37
+ export declare const TRAY_SCALE = 0.4;
38
+ export declare const RIM_RADIUS = 0.024;
39
+ export declare const ROT_TOL = 30;
40
+ export declare const SNAP_UNITS = 1.8;
41
+ export declare const TOTAL_PIECES = 7;
42
+ export declare const rotatePt: (x: number, y: number, deg: number, ox: number, oy: number) => Pt;
43
+ export declare function canonicalShapes(mirror: boolean): Record<PieceType, Pt[]>;
44
+ /** A level: its silhouette (centred across the board, near its top) and its tray, for a board `unit` points to the tan unit. */
45
+ export declare function generateLevel(levelIndex: number, unit: number, boardW: number, boardH: number): TangramLevel;
46
+ /** Whether a turn matches a target within tolerance, allowing for the tan's symmetry. */
47
+ export declare const isRotationMatched: (cur: number, target: number, sym: number) => boolean;
48
+ /** The turn nearest `cur` that equals the target (modulo symmetry), to snap smoothly to. */
49
+ export declare const snappedRotation: (cur: number, target: number, sym: number) => number;
50
+ /**
51
+ * Where a tan dropped at (x, y) at turn `rot` goes: the nearest free slot of its type within reach at
52
+ * a matching turn (claimed), 'nudge' if it's over one at the wrong turn, or null. As the original board.
53
+ */
54
+ export declare function claimSlot(level: TangramLevel, occupied: boolean[], unit: number, type: PieceType, x: number, y: number, rot: number): {
55
+ slot: number;
56
+ cx: number;
57
+ cy: number;
58
+ rot: number;
59
+ } | 'nudge' | null;
60
+ /** Whether a board point lies inside a tan drawn at (cx, cy), turned `rot`, at `scale`, give or take `margin`. */
61
+ export declare function insidePiece(local: Pt[], cx: number, cy: number, rot: number, scale: number, px: number, py: number, margin?: number): boolean;
@@ -0,0 +1,42 @@
1
+ import { type Entity, type Quat, type World } from '@nayan-ui/engine';
2
+ import type { GameTheme } from '../../services/ThemeService';
3
+ import { type Layout } from './TangramConstants';
4
+ import { type TangramLevel } from './TangramRules';
5
+ /** Where a tan is drawn: its centre (board points), turn (degrees, clockwise on screen), size and height (tan units). */
6
+ export type Pose = {
7
+ x: number;
8
+ y: number;
9
+ rot: number;
10
+ scale: number;
11
+ lift: number;
12
+ };
13
+ type TanView = {
14
+ root: Entity;
15
+ slab: Entity;
16
+ rim: Entity;
17
+ };
18
+ export type Scene = {
19
+ backdrop: Entity;
20
+ slots: Entity[];
21
+ tans: TanView[];
22
+ };
23
+ /** A turn clockwise on screen (y down) is a turn the other way in the world (y up). */
24
+ export declare const turn: (deg: number) => Quat;
25
+ export declare function buildScene(world: World, l: Layout, theme: GameTheme, level: TangramLevel, poses: Pose[]): Scene;
26
+ export declare function removeScene(world: World, s: Scene): void;
27
+ export declare function setSceneTheme(world: World, s: Scene, theme: GameTheme): void;
28
+ /** Puts a tan at a pose at once (following the finger). */
29
+ export declare function setPose(world: World, l: Layout, s: Scene, id: number, p: Pose): void;
30
+ /** Glides a tan to a pose. */
31
+ export declare function moveTo(world: World, l: Layout, s: Scene, id: number, p: Pose, duration: number, easing?: 'easeOut' | 'back'): void;
32
+ /** A new level: every tan grows in on its tray spot, one after another. */
33
+ export declare function enter(world: World, l: Layout, s: Scene, poses: Pose[], stagger: number): void;
34
+ /** A tan snapped into its slot: a small pop as it lands. */
35
+ export declare function pop(world: World, l: Layout, s: Scene, id: number, delay: number): void;
36
+ /** Over a matching slot at the wrong turn: a wiggle. */
37
+ export declare function wiggle(world: World, s: Scene, id: number, rot: number): void;
38
+ /** Solved: a wave of pops round the shape, and confetti over it. */
39
+ export declare function celebrate(world: World, l: Layout, s: Scene, level: TangramLevel, delay: number, stagger: number): void;
40
+ /** Out of time: the tans still in the tray dim. */
41
+ export declare function dim(world: World, s: Scene, ids: number[], colors: string[]): void;
42
+ export {};
@@ -1,3 +1 @@
1
- import React from 'react';
2
- import { type GameProps } from '../../services/UtilsService';
3
- export declare const Tank1990: React.FC<GameProps>;
1
+ export declare const Tank1990: import("react").FC<import("../..").GameProps>;
@@ -1,129 +1,46 @@
1
+ import type { TiltView } from '../shared/EngineTilt';
1
2
  export type Direction = 'up' | 'down' | 'left' | 'right';
2
- export type TileType = 'empty' | 'brick' | 'steel' | 'water' | 'grass' | 'base';
3
- export declare const TANK_1990_COLORS: {
4
- BACKGROUND: string;
5
- GRID_LINE: string;
6
- PLAYER_BODY_TOP: string;
7
- PLAYER_BODY_FACE: string;
8
- PLAYER_BODY_BOTTOM: string;
9
- PLAYER_BODY_SHADOW: string;
10
- PLAYER_TRACK: string;
11
- PLAYER_TRACK_HIGHLIGHT: string;
12
- PLAYER_TURRET: string;
13
- PLAYER_TURRET_SHADOW: string;
14
- PLAYER_BARREL: string;
15
- PLAYER_BARREL_HIGHLIGHT: string;
16
- ENEMY_BODY_TOP: string;
17
- ENEMY_BODY_FACE: string;
18
- ENEMY_BODY_BOTTOM: string;
19
- ENEMY_BODY_SHADOW: string;
20
- ENEMY_TRACK: string;
21
- ENEMY_TRACK_HIGHLIGHT: string;
22
- ENEMY_TURRET: string;
23
- ENEMY_TURRET_SHADOW: string;
24
- ENEMY_BARREL: string;
25
- ENEMY_BARREL_HIGHLIGHT: string;
26
- BULLET_CORE: string;
27
- BULLET_GLOW: string;
28
- BULLET_TRAIL: string;
29
- BRICK_FACE: string;
30
- BRICK_FACE_ALT: string;
31
- BRICK_TOP: string;
32
- BRICK_HIGHLIGHT: string;
33
- BRICK_BOTTOM: string;
34
- BRICK_RIGHT_EDGE: string;
35
- BRICK_MORTAR: string;
36
- BRICK_MORTAR_SHADOW: string;
37
- BRICK_SPECKLE_LIGHT: string;
38
- BRICK_SPECKLE_DARK: string;
39
- BRICK_DAMAGED_FACE: string;
40
- BRICK_DAMAGED_FACE_ALT: string;
41
- BRICK_DAMAGED_TOP: string;
42
- BRICK_DAMAGED_HIGHLIGHT: string;
43
- BRICK_DAMAGED_BOTTOM: string;
44
- BRICK_DAMAGED_RIGHT_EDGE: string;
45
- STEEL_FACE: string;
46
- STEEL_TOP: string;
47
- STEEL_BOTTOM: string;
48
- STEEL_RIVET: string;
49
- STEEL_SHADOW: string;
50
- WATER_DEEP: string;
51
- WATER_MID: string;
52
- WATER_SURFACE: string;
53
- WATER_HIGHLIGHT: string;
54
- WATER_FOAM: string;
55
- GRASS_BASE: string;
56
- GRASS_MID: string;
57
- GRASS_TIP: string;
58
- GRASS_HIGHLIGHT: string;
59
- BASE_OUTER: string;
60
- BASE_FACE: string;
61
- BASE_INNER: string;
62
- BASE_EMBLEM: string;
63
- BASE_SHADOW: string;
64
- EXPLOSION_CORE: string;
65
- EXPLOSION_INNER: string;
66
- EXPLOSION_MID: string;
67
- EXPLOSION_OUTER: string;
68
- EXPLOSION_SMOKE: string;
69
- EXPLOSION_SHRAPNEL: string;
70
- MUZZLE_CORE: string;
71
- MUZZLE_INNER: string;
72
- MUZZLE_OUTER: string;
73
- SPAWN_SHIELD: string;
74
- SPAWN_SHIELD_EDGE: string;
75
- CONTROL_BG: string;
76
- CONTROL_ACTIVE: string;
77
- CONTROL_BORDER: string;
78
- SCORE_TEXT: string;
79
- };
80
- export declare const TANK_1990_GAME_CONFIG: {
81
- GRID_WIDTH: number;
82
- GRID_HEIGHT: number;
83
- CELL_SIZE: number;
84
- PLAYER_SPEED: number;
85
- ENEMY_SPEED: number;
86
- TANK_SIZE: number;
87
- BULLET_SPEED: number;
88
- BULLET_SIZE: number;
89
- PLAYER_FIRE_COOLDOWN: number;
90
- ENEMY_FIRE_COOLDOWN: number;
91
- INITIAL_LIVES: number;
92
- ENEMY_SPAWN_INTERVAL: number;
93
- MAX_ENEMIES: number;
94
- ENEMIES_PER_LEVEL: number;
95
- POINTS_PER_ENEMY: number;
96
- POINTS_PER_LEVEL: number;
97
- EXPLOSION_DURATION: number;
98
- SPAWN_PROTECTION_TIME: number;
99
- };
100
- export declare const TANK_1990_DIFFICULTY_CONFIG: {
101
- readonly easy: {
102
- readonly enemySpeed: 0.6;
103
- readonly enemyFireCooldown: 2000;
104
- readonly maxEnemies: 3;
105
- readonly enemiesPerLevel: 10;
106
- readonly enemySpawnInterval: 6000;
107
- };
108
- readonly medium: {
109
- readonly enemySpeed: 1;
110
- readonly enemyFireCooldown: 1500;
111
- readonly maxEnemies: 4;
112
- readonly enemiesPerLevel: 15;
113
- readonly enemySpawnInterval: 5000;
114
- };
115
- readonly hard: {
116
- readonly enemySpeed: 1.4;
117
- readonly enemyFireCooldown: 1000;
118
- readonly maxEnemies: 5;
119
- readonly enemiesPerLevel: 20;
120
- readonly enemySpawnInterval: 4000;
121
- };
122
- };
123
- export declare const getGameConfig: () => {
124
- readonly enemySpeed: 1;
125
- readonly enemyFireCooldown: 1500;
126
- readonly maxEnemies: 4;
127
- readonly enemiesPerLevel: 15;
128
- readonly enemySpawnInterval: 5000;
3
+ export type TileType = 'empty' | 'brick' | 'steel' | 'base';
4
+ export declare const GRID_WIDTH = 13;
5
+ export declare const GRID_HEIGHT = 17;
6
+ export declare const LIVES = 3;
7
+ export declare const POINTS_PER_ENEMY = 1000;
8
+ export declare const POINTS_PER_LEVEL = 2000;
9
+ export declare const ENEMIES_PER_LEVEL = 15;
10
+ export declare const MAX_ENEMIES = 4;
11
+ export declare const STEP_MS: number;
12
+ export declare const STEP_TOLERANCE_MS = 2;
13
+ export declare const MAX_PENDING_MS = 50;
14
+ export declare const REFERENCE_CELL = 24;
15
+ export declare const PLAYER_SPEED = 2;
16
+ export declare const ENEMY_SPEED = 1;
17
+ export declare const TANK_RATIO = 0.8;
18
+ export declare const HIT_TANK_SIZE = 20;
19
+ export declare const BULLET_SPEED = 6;
20
+ export declare const BULLET_SIZE = 4;
21
+ export declare const PLAYER_FIRE_COOLDOWN = 300;
22
+ export declare const ENEMY_FIRE_COOLDOWN = 1500;
23
+ export declare const SPAWN_PROTECTION = 2000;
24
+ export declare const ENEMY_TURN_INTERVAL = 800;
25
+ export declare const ENEMY_AIM_TOLERANCE: number;
26
+ export declare const FIRST_ENEMY = 1000;
27
+ export declare const ENEMY_SPAWN_INTERVAL = 5000;
28
+ export declare const SWIPE_THRESHOLD = 5;
29
+ export declare const TURN_TIME = 0.08;
30
+ export declare const EXPLOSION_TIME = 0.5;
31
+ /** The camera leans back from straight down, so the walls, tanks and turrets stand up off the field. */
32
+ export declare const TILT = 0.42;
33
+ /** Lit from the upper left; surfaces facing up off the field (+z) keep their exact color. */
34
+ export declare const LIGHT: import("@nayan-ui/engine").Light;
35
+ export declare const CLASSIC_FIELD = "rgba(255, 255, 255, 0.30)";
36
+ export declare const GRID_LINE = "rgba(0, 0, 0, 0.10)";
37
+ /** The steel frame round the field (at most this wide, half a cell on tiny boards): it counts toward the max width. */
38
+ export declare const FRAME = 10;
39
+ export type Layout = TiltView & {
40
+ /** Whole points, as the original board used. */
41
+ cell: number;
42
+ boardWidth: number;
43
+ boardHeight: number;
129
44
  };
45
+ /** A whole-point cell as wide as the game area allows with the frame round it, smaller if the screen is short. */
46
+ export declare function getLayout(width: number, height: number, offset: number): Layout;
@@ -0,0 +1,50 @@
1
+ import { type Camera, type DragEvent, World } from '@nayan-ui/engine';
2
+ import type { GameTheme } from '../../services/ThemeService';
3
+ import { type Direction, type Layout } from './Tank1990Constants';
4
+ import { type Bullet, type Tank, type Tile } from './Tank1990Rules';
5
+ import { type Scene } from './Tank1990Scene';
6
+ export type Phase = 'ready' | 'playing' | 'over';
7
+ /** fire: a shot of yours; kill: an enemy destroyed; hit: you were hit. */
8
+ export type GameEvent = 'fire' | 'kill' | 'hit';
9
+ export declare function createGame(theme: GameTheme): {
10
+ world: World;
11
+ camera: Camera;
12
+ theme: GameTheme;
13
+ layout: Layout | null;
14
+ scene: Scene | null;
15
+ phase: Phase;
16
+ tiles: Tile[][];
17
+ player: Tank | null;
18
+ enemies: Tank[];
19
+ bullets: Bullet[];
20
+ /** Score and lives live in the engine (Rust). */
21
+ readonly lives: number;
22
+ readonly score: number;
23
+ /** Enemies still to roll in this level. */
24
+ enemiesRemaining: number;
25
+ won: boolean;
26
+ /** Where the held swipe is steering, if anywhere. */
27
+ direction: Direction | null;
28
+ /** The game clock (ms), the fixed-step remainder, and the enemy roll-ins: a first one, then a steady interval from the start. */
29
+ now: number;
30
+ pending: number;
31
+ firstSpawn: number | null;
32
+ nextSpawn: number;
33
+ onPhase: (_p: Phase) => void;
34
+ onScore: (_s: number) => void;
35
+ onLives: (_n: number) => void;
36
+ onEnemies: (_n: number) => void;
37
+ onEvent: (_e: GameEvent) => void;
38
+ };
39
+ export type Game = ReturnType<typeof createGame>;
40
+ /** Lays the battle out for the view (first layout, header height, rotation); a new cell size rescales the tanks and shells. */
41
+ export declare function setLayout(g: Game, l: Layout): void;
42
+ export declare function setTheme(g: Game, theme: GameTheme): void;
43
+ /** Plays the map that's showing, your tank freshly shielded. */
44
+ export declare function start(g: Game): void;
45
+ /** A new map, not started (Stop, Play Again). The world, and the GPU view drawing it, are kept. */
46
+ export declare function reset(g: Game): void;
47
+ export declare function dispose(g: Game): void;
48
+ export declare function tick(g: Game, dt: number): void;
49
+ /** Hold a swipe to drive: the way it's moved furthest from where it started; let go to stop. */
50
+ export declare function drag(g: Game, { phase, dx, dy }: DragEvent): void;
@@ -0,0 +1,67 @@
1
+ import { type Direction, type TileType } from './Tank1990Constants';
2
+ export type Tank = {
3
+ id: number;
4
+ x: number;
5
+ y: number;
6
+ direction: Direction;
7
+ isPlayer: boolean;
8
+ isAlive: boolean;
9
+ lastFireTime: number;
10
+ spawnProtectionEndTime: number;
11
+ lastDirectionChangeTime: number;
12
+ };
13
+ export type Bullet = {
14
+ id: number;
15
+ x: number;
16
+ y: number;
17
+ direction: Direction;
18
+ isPlayerBullet: boolean;
19
+ };
20
+ export type Tile = {
21
+ type: TileType;
22
+ health: number;
23
+ };
24
+ export type Board = {
25
+ tiles: Tile[][];
26
+ cell: number;
27
+ width: number;
28
+ height: number;
29
+ };
30
+ export declare const BASE_X: number;
31
+ export declare const BASE_Y: number;
32
+ /** A fresh map: one of the arenas (sometimes mirrored), the base walled in steel, the spawns and the player's start kept clear. */
33
+ export declare function createMap(): Tile[][];
34
+ /** The player's tank, bottom left (away from the base), shielded for a moment. */
35
+ export declare function createPlayer(cell: number, now: number): Tank;
36
+ /** An enemy at the first free spawn point along the top (left, middle, right), or null if they're all taken. */
37
+ export declare function createEnemy(cell: number, enemies: Tank[], now: number): Tank | null;
38
+ /** A tank turned to `direction` and, if the way is clear, moved one tick along it. */
39
+ export declare function moveTank(tank: Tank, direction: Direction, speed: number, b: Board, tanks: Tank[]): Tank;
40
+ /** A bullet from the tank's muzzle, if its gun has cooled down. */
41
+ export declare function fire(tank: Tank, now: number): Bullet | null;
42
+ export declare function moveBullet(bullet: Bullet): void;
43
+ export type BulletHit = {
44
+ hit: boolean;
45
+ tile?: [number, number];
46
+ base?: boolean;
47
+ tank?: Tank;
48
+ };
49
+ /** What a bullet has hit: the edge, a wall (bricks and the base take damage), or an unshielded tank on the other side. */
50
+ export declare function bulletHit(bullet: Bullet, b: Board, tanks: Tank[], now: number): BulletHit;
51
+ /** A hit on a tile: a brick loses a layer (two and it's gone); the base is destroyed. Returns its new state. */
52
+ export declare function damageTile(tiles: Tile[][], x: number, y: number): Tile | null;
53
+ /** Opposing bullets that meet cancel out; returns the survivors and where each pair met. */
54
+ export declare function bulletClashes(bullets: Bullet[]): {
55
+ remaining: Bullet[];
56
+ points: [number, number][];
57
+ };
58
+ /**
59
+ * An enemy's heading: when blocked, a clear way (toward the player if that's one), or straight back;
60
+ * otherwise, every 800 ms, toward the player (40%), on as it was (35%) or anywhere (25%).
61
+ */
62
+ export declare function enemyHeading(enemy: Tank, player: Tank, b: Board, tanks: Tank[], blocked: boolean, now: number): {
63
+ direction: Direction;
64
+ turned: boolean;
65
+ };
66
+ /** Whether an enemy pulls the trigger: always with the player ahead and nearly in line, otherwise 30% of the time. */
67
+ export declare function enemyWantsToFire(enemy: Tank, player: Tank): boolean;