@nayan-ui/games 1.20.0 → 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 (552) hide show
  1. package/lib/module/games/arrows/Arrows.js +1 -1
  2. package/lib/module/games/arrows/ArrowsScene.js +1 -1
  3. package/lib/module/games/balloon-blaster/BalloonBlaster.js +1 -1
  4. package/lib/module/games/balloon-blaster/BalloonBlasterScene.js +1 -1
  5. package/lib/module/games/bike-racing/BikeMeshes.js +1 -1
  6. package/lib/module/games/bike-racing/BikeRacing.js +1 -1
  7. package/lib/module/games/bike-racing/BikeRacingConstants.js +1 -1
  8. package/lib/module/games/bike-racing/BikeRacingScene.js +1 -1
  9. package/lib/module/games/block-blast/BlockBlast.js +1 -1
  10. package/lib/module/games/block-blast/BlockBlastScene.js +1 -1
  11. package/lib/module/games/block-breaker/BlockBreaker.js +1 -1
  12. package/lib/module/games/block-breaker/BlockBreakerScene.js +1 -1
  13. package/lib/module/games/bluk/Bluk.js +1 -1
  14. package/lib/module/games/bluk/BlukScene.js +1 -1
  15. package/lib/module/games/bubble-shooter/BubbleShooter.js +1 -1
  16. package/lib/module/games/bubble-shooter/BubbleShooterScene.js +1 -1
  17. package/lib/module/games/candy-crush/CandyCrush.js +1 -1
  18. package/lib/module/games/candy-crush/CandyCrushScene.js +1 -1
  19. package/lib/module/games/car-racing/CarMeshes.js +1 -1
  20. package/lib/module/games/car-racing/CarRacing.js +1 -1
  21. package/lib/module/games/car-racing/CarRacingScene.js +1 -1
  22. package/lib/module/games/chameleon-run/ChameleonRun.js +1 -1
  23. package/lib/module/games/chameleon-run/ChameleonRunBackdrop.js +1 -1
  24. package/lib/module/games/chameleon-run/ChameleonRunMeshes.js +1 -1
  25. package/lib/module/games/checkers/Checkers.js +1 -1
  26. package/lib/module/games/checkers/CheckersScene.js +1 -1
  27. package/lib/module/games/color-switch/ColorSwitch.js +1 -1
  28. package/lib/module/games/color-switch/ColorSwitchScene.js +1 -1
  29. package/lib/module/games/colors-sort/ColorsSort.js +1 -1
  30. package/lib/module/games/colors-sort/ColorsSortScene.js +1 -1
  31. package/lib/module/games/connect-em-all/ConnectEmAll.js +1 -1
  32. package/lib/module/games/connect-em-all/ConnectEmAllScene.js +1 -1
  33. package/lib/module/games/crossy-road/CrossyRoad.js +1 -1
  34. package/lib/module/games/crossy-road/CrossyRoadMeshes.js +1 -1
  35. package/lib/module/games/crossy-road/CrossyRoadPerson.js +1 -1
  36. package/lib/module/games/dino-jump/DinoJump.js +1 -1
  37. package/lib/module/games/dino-jump/DinoJumpScene.js +1 -1
  38. package/lib/module/games/dots-and-boxes/DotsAndBoxes.js +1 -1
  39. package/lib/module/games/dots-and-boxes/DotsAndBoxesScene.js +1 -1
  40. package/lib/module/games/falling-sticks/FallingSticks.js +1 -1
  41. package/lib/module/games/falling-sticks/FallingSticksScene.js +1 -1
  42. package/lib/module/games/find-different-number/FindDifferentNumber.js +1 -1
  43. package/lib/module/games/find-different-number/FindDifferentNumberScene.js +1 -1
  44. package/lib/module/games/flappy-bird/FlappyBird.js +1 -1
  45. package/lib/module/games/flappy-bird/FlappyBirdScene.js +1 -1
  46. package/lib/module/games/fruit-merger/FruitMerger.js +1 -1
  47. package/lib/module/games/fruit-merger/FruitMergerScene.js +1 -1
  48. package/lib/module/games/fruit-ninja/FruitNinja.js +1 -1
  49. package/lib/module/games/fruit-ninja/FruitNinjaScene.js +1 -1
  50. package/lib/module/games/fruit-ninja/FruitNinjaWorld.js +1 -1
  51. package/lib/module/games/game-2048/Game2048.js +1 -1
  52. package/lib/module/games/game-2048/Game2048Scene.js +1 -1
  53. package/lib/module/games/knife-hit/KnifeHit.js +1 -1
  54. package/lib/module/games/knife-hit/KnifeHitScene.js +1 -1
  55. package/lib/module/games/ludo-king/LudoKing.js +1 -1
  56. package/lib/module/games/ludo-king/LudoKingScene.js +1 -1
  57. package/lib/module/games/maze-runner/MazeRunner.js +1 -1
  58. package/lib/module/games/maze-runner/MazeRunnerScene.js +1 -1
  59. package/lib/module/games/memory-match/MemoryMatch.js +1 -1
  60. package/lib/module/games/memory-match/MemoryMatchScene.js +1 -1
  61. package/lib/module/games/mine-sweeper/MineSweeper.js +1 -1
  62. package/lib/module/games/mine-sweeper/MineSweeperScene.js +1 -1
  63. package/lib/module/games/mob-control/MobControl.js +1 -1
  64. package/lib/module/games/mob-control/MobControlGame.js +1 -1
  65. package/lib/module/games/mob-control/MobControlMeshes.js +1 -1
  66. package/lib/module/games/mob-control/MobControlRenderer.js +1 -1
  67. package/lib/module/games/mob-control/MobControlRules.js +1 -1
  68. package/lib/module/games/mob-control/MobControlScene.js +1 -1
  69. package/lib/module/games/nuts-and-bolts/NutsAndBolts.js +1 -1
  70. package/lib/module/games/nuts-and-bolts/NutsAndBoltsScene.js +1 -1
  71. package/lib/module/games/pac-man/PacMan.js +1 -1
  72. package/lib/module/games/pac-man/PacManGame.js +1 -1
  73. package/lib/module/games/pac-man/PacManScene.js +1 -1
  74. package/lib/module/games/paper-io/PaperIo.js +1 -1
  75. package/lib/module/games/paper-io/PaperIoMeshes.js +1 -1
  76. package/lib/module/games/paper-io/PaperIoScene.js +1 -1
  77. package/lib/module/games/penguin-run/PenguinMeshes.js +1 -1
  78. package/lib/module/games/penguin-run/PenguinRun.js +1 -1
  79. package/lib/module/games/penguin-run/PenguinRunScene.js +1 -1
  80. package/lib/module/games/perfect-circle/PerfectCircle.js +1 -1
  81. package/lib/module/games/perfect-circle/PerfectCircleScene.js +1 -1
  82. package/lib/module/games/pipe-connect/PipeConnect.js +1 -1
  83. package/lib/module/games/pipe-connect/PipeConnectScene.js +1 -1
  84. package/lib/module/games/play-with-tua/PlayWithTua.js +1 -1
  85. package/lib/module/games/popit-fidget/PopitFidget.js +1 -1
  86. package/lib/module/games/popit-fidget/PopitFidgetScene.js +1 -1
  87. package/lib/module/games/reversi/Reversi.js +1 -1
  88. package/lib/module/games/reversi/ReversiScene.js +1 -1
  89. package/lib/module/games/search-grid/SearchGrid.js +1 -1
  90. package/lib/module/games/search-grid/SearchGridScene.js +1 -1
  91. package/lib/module/games/shared/BackdropCard.js +1 -1
  92. package/lib/module/games/shared/EngineBackdrop.js +1 -1
  93. package/lib/module/games/shared/EngineBlasts.js +1 -1
  94. package/lib/module/games/shared/EngineBlocks.js +1 -1
  95. package/lib/module/games/shared/EngineDice.js +1 -1
  96. package/lib/module/games/shared/EngineFruits.js +1 -1
  97. package/lib/module/games/shared/EngineGameLoader.js +1 -1
  98. package/lib/module/games/shared/EngineGameScreen.js +1 -1
  99. package/lib/module/games/shared/EngineGlyphs.js +1 -1
  100. package/lib/module/games/shared/EngineHud.js +1 -1
  101. package/lib/module/games/shared/EngineMeadow.js +1 -1
  102. package/lib/module/games/shared/EngineTouchSurface.js +1 -1
  103. package/lib/module/games/shared/GameActivity.js +1 -1
  104. package/lib/module/games/shared/GameLoading.js +1 -1
  105. package/lib/module/games/shared/GameLoadingTransition.js +1 -1
  106. package/lib/module/games/sliding-numbers/SlidingNumbers.js +1 -1
  107. package/lib/module/games/sliding-numbers/SlidingNumbersScene.js +1 -1
  108. package/lib/module/games/snake-3d/Snake3D.js +1 -1
  109. package/lib/module/games/snake-3d/Snake3DScene.js +1 -1
  110. package/lib/module/games/snakes-and-ladders/SnakesAndLadders.js +1 -1
  111. package/lib/module/games/snakes-and-ladders/SnakesAndLaddersScene.js +1 -1
  112. package/lib/module/games/space-fighter/SpaceFighter.js +1 -1
  113. package/lib/module/games/space-fighter/SpaceFighterScene.js +1 -1
  114. package/lib/module/games/spider-solitaire/SpiderSolitaire.js +1 -1
  115. package/lib/module/games/spider-solitaire/SpiderSolitaireScene.js +1 -1
  116. package/lib/module/games/stack-tower/StackTower.js +1 -1
  117. package/lib/module/games/stack-tower/StackTowerScene.js +1 -1
  118. package/lib/module/games/sudoku/Sudoku.js +1 -1
  119. package/lib/module/games/sudoku/SudokuScene.js +1 -1
  120. package/lib/module/games/tangram/Tangram.js +1 -1
  121. package/lib/module/games/tangram/TangramScene.js +1 -1
  122. package/lib/module/games/tank-1990/Tank1990.js +1 -1
  123. package/lib/module/games/tank-1990/Tank1990Scene.js +1 -1
  124. package/lib/module/games/tic-tac-toe/TicTacToe.js +1 -1
  125. package/lib/module/games/tic-tac-toe/TicTacToeScene.js +1 -1
  126. package/lib/module/games/tile-home/TileHome.js +1 -1
  127. package/lib/module/games/tile-home/TileHomeScene.js +1 -1
  128. package/lib/module/games/treasure-hunt/TreasureHunt.js +1 -1
  129. package/lib/module/games/treasure-hunt/TreasureHuntConstants.js +1 -1
  130. package/lib/module/games/treasure-hunt/TreasureHuntModel.js +1 -1
  131. package/lib/module/games/treasure-hunt/TreasureHuntScene.js +1 -1
  132. package/lib/module/games/whack-a-mole/WhackAMole.js +1 -1
  133. package/lib/module/games/whack-a-mole/WhackAMoleScene.js +1 -1
  134. package/lib/module/helpers/GameSettingsModal.js +1 -1
  135. package/lib/module/helpers/GameTheme.js +1 -1
  136. package/package.json +1 -2
  137. package/src/assets/fonts/Inter-SemiBold.ttf +0 -0
  138. package/src/assets/models/explorer/explorer.glb +0 -0
  139. package/src/assets/models/explorer/params.json +0 -51
  140. package/src/assets/models/explorer/source.json +0 -222
  141. package/src/assets/models/play-with-tua/play-with-tua.glb +0 -0
  142. package/src/assets/models/play-with-tua/sources.json +0 -141
  143. package/src/assets/sfx/balloon_pop.wav +0 -0
  144. package/src/assets/sfx/blocked.wav +0 -0
  145. package/src/assets/sfx/boing.wav +0 -0
  146. package/src/assets/sfx/bonus.wav +0 -0
  147. package/src/assets/sfx/boom.wav +0 -0
  148. package/src/assets/sfx/bump.wav +0 -0
  149. package/src/assets/sfx/cannon.wav +0 -0
  150. package/src/assets/sfx/capture.wav +0 -0
  151. package/src/assets/sfx/card_flip.wav +0 -0
  152. package/src/assets/sfx/card_place.wav +0 -0
  153. package/src/assets/sfx/catch.wav +0 -0
  154. package/src/assets/sfx/chime.wav +0 -0
  155. package/src/assets/sfx/chomp.wav +0 -0
  156. package/src/assets/sfx/chomp_alt.wav +0 -0
  157. package/src/assets/sfx/clack.wav +0 -0
  158. package/src/assets/sfx/clang.wav +0 -0
  159. package/src/assets/sfx/clash.wav +0 -0
  160. package/src/assets/sfx/click.wav +0 -0
  161. package/src/assets/sfx/coin.wav +0 -0
  162. package/src/assets/sfx/combo.wav +0 -0
  163. package/src/assets/sfx/crash.wav +0 -0
  164. package/src/assets/sfx/crunch.wav +0 -0
  165. package/src/assets/sfx/dance.wav +0 -0
  166. package/src/assets/sfx/deselect.wav +0 -0
  167. package/src/assets/sfx/dice_roll.wav +0 -0
  168. package/src/assets/sfx/die.wav +0 -0
  169. package/src/assets/sfx/draw.wav +0 -0
  170. package/src/assets/sfx/drop.wav +0 -0
  171. package/src/assets/sfx/eat.wav +0 -0
  172. package/src/assets/sfx/engine.wav +0 -0
  173. package/src/assets/sfx/error.wav +0 -0
  174. package/src/assets/sfx/flag.wav +0 -0
  175. package/src/assets/sfx/flap.wav +0 -0
  176. package/src/assets/sfx/flip_disc.wav +0 -0
  177. package/src/assets/sfx/footstep_run.wav +0 -0
  178. package/src/assets/sfx/footstep_walk.wav +0 -0
  179. package/src/assets/sfx/game_over.wav +0 -0
  180. package/src/assets/sfx/gate.wav +0 -0
  181. package/src/assets/sfx/hit.wav +0 -0
  182. package/src/assets/sfx/hop.wav +0 -0
  183. package/src/assets/sfx/hurt.wav +0 -0
  184. package/src/assets/sfx/invalid.wav +0 -0
  185. package/src/assets/sfx/jump.wav +0 -0
  186. package/src/assets/sfx/ladder.wav +0 -0
  187. package/src/assets/sfx/land.wav +0 -0
  188. package/src/assets/sfx/laugh.wav +0 -0
  189. package/src/assets/sfx/lose.wav +0 -0
  190. package/src/assets/sfx/merge.wav +0 -0
  191. package/src/assets/sfx/miss.wav +0 -0
  192. package/src/assets/sfx/nitro.wav +0 -0
  193. package/src/assets/sfx/pew.wav +0 -0
  194. package/src/assets/sfx/place.wav +0 -0
  195. package/src/assets/sfx/pling.wav +0 -0
  196. package/src/assets/sfx/point.wav +0 -0
  197. package/src/assets/sfx/pop.wav +0 -0
  198. package/src/assets/sfx/pop_soft.wav +0 -0
  199. package/src/assets/sfx/power_up.wav +0 -0
  200. package/src/assets/sfx/reveal.wav +0 -0
  201. package/src/assets/sfx/robot.wav +0 -0
  202. package/src/assets/sfx/rotate.wav +0 -0
  203. package/src/assets/sfx/run_steps.wav +0 -0
  204. package/src/assets/sfx/select.wav +0 -0
  205. package/src/assets/sfx/shuffle.wav +0 -0
  206. package/src/assets/sfx/six.wav +0 -0
  207. package/src/assets/sfx/slice.wav +0 -0
  208. package/src/assets/sfx/slide.wav +0 -0
  209. package/src/assets/sfx/snake.wav +0 -0
  210. package/src/assets/sfx/snap.wav +0 -0
  211. package/src/assets/sfx/splash.wav +0 -0
  212. package/src/assets/sfx/star.wav +0 -0
  213. package/src/assets/sfx/start.wav +0 -0
  214. package/src/assets/sfx/swoosh.wav +0 -0
  215. package/src/assets/sfx/tap.wav +0 -0
  216. package/src/assets/sfx/thud.wav +0 -0
  217. package/src/assets/sfx/thunk.wav +0 -0
  218. package/src/assets/sfx/tick.wav +0 -0
  219. package/src/assets/sfx/time_up.wav +0 -0
  220. package/src/assets/sfx/tock.wav +0 -0
  221. package/src/assets/sfx/walk_steps.wav +0 -0
  222. package/src/assets/sfx/warning.wav +0 -0
  223. package/src/assets/sfx/whack.wav +0 -0
  224. package/src/assets/sfx/whoosh.wav +0 -0
  225. package/src/assets/sfx/win.wav +0 -0
  226. package/src/assets/sfx/zap.wav +0 -0
  227. package/src/assets/textures/ad_bolt.png +0 -0
  228. package/src/assets/textures/ad_bubbles.png +0 -0
  229. package/src/assets/textures/ad_chevrons.png +0 -0
  230. package/src/assets/textures/asphalt.png +0 -0
  231. package/src/assets/textures/bark.jpg +0 -0
  232. package/src/assets/textures/explorer-atlas.png +0 -0
  233. package/src/assets/textures/facade.png +0 -0
  234. package/src/assets/textures/grass.png +0 -0
  235. package/src/assets/textures/leaves.png +0 -0
  236. package/src/assets/textures/limestone.jpg +0 -0
  237. package/src/assets/textures/meadow.jpg +0 -0
  238. package/src/assets/textures/nature-sources.json +0 -87
  239. package/src/assets/textures/pine.png +0 -0
  240. package/src/assets/textures/river.jpg +0 -0
  241. package/src/assets/textures/soft_glow.png +0 -0
  242. package/src/games/arrows/Arrows.tsx +0 -69
  243. package/src/games/arrows/ArrowsConstants.ts +0 -107
  244. package/src/games/arrows/ArrowsGame.ts +0 -735
  245. package/src/games/arrows/ArrowsScene.ts +0 -395
  246. package/src/games/balloon-blaster/BalloonBlaster.tsx +0 -75
  247. package/src/games/balloon-blaster/BalloonBlasterConstants.ts +0 -79
  248. package/src/games/balloon-blaster/BalloonBlasterGame.ts +0 -287
  249. package/src/games/balloon-blaster/BalloonBlasterPhysics.ts +0 -95
  250. package/src/games/balloon-blaster/BalloonBlasterScene.ts +0 -225
  251. package/src/games/bike-racing/BikeMeshes.ts +0 -273
  252. package/src/games/bike-racing/BikeRacing.tsx +0 -211
  253. package/src/games/bike-racing/BikeRacingConstants.ts +0 -103
  254. package/src/games/bike-racing/BikeRacingGame.ts +0 -557
  255. package/src/games/bike-racing/BikeRacingScene.ts +0 -119
  256. package/src/games/block-blast/BlockBlast.tsx +0 -73
  257. package/src/games/block-blast/BlockBlastConstants.ts +0 -179
  258. package/src/games/block-blast/BlockBlastGame.ts +0 -471
  259. package/src/games/block-blast/BlockBlastScene.ts +0 -156
  260. package/src/games/block-breaker/BlockBreaker.tsx +0 -79
  261. package/src/games/block-breaker/BlockBreakerConstants.ts +0 -139
  262. package/src/games/block-breaker/BlockBreakerGame.ts +0 -459
  263. package/src/games/block-breaker/BlockBreakerScene.ts +0 -257
  264. package/src/games/bluk/Bluk.tsx +0 -82
  265. package/src/games/bluk/BlukConstants.ts +0 -121
  266. package/src/games/bluk/BlukGame.ts +0 -323
  267. package/src/games/bluk/BlukRules.ts +0 -154
  268. package/src/games/bluk/BlukScene.ts +0 -514
  269. package/src/games/bubble-shooter/BubbleShooter.tsx +0 -76
  270. package/src/games/bubble-shooter/BubbleShooterConstants.ts +0 -103
  271. package/src/games/bubble-shooter/BubbleShooterGame.ts +0 -459
  272. package/src/games/bubble-shooter/BubbleShooterScene.ts +0 -158
  273. package/src/games/candy-crush/CandyCrush.tsx +0 -77
  274. package/src/games/candy-crush/CandyCrushConstants.ts +0 -94
  275. package/src/games/candy-crush/CandyCrushGame.ts +0 -477
  276. package/src/games/candy-crush/CandyCrushScene.ts +0 -209
  277. package/src/games/car-racing/CarMeshes.ts +0 -440
  278. package/src/games/car-racing/CarRacing.tsx +0 -211
  279. package/src/games/car-racing/CarRacingConstants.ts +0 -167
  280. package/src/games/car-racing/CarRacingFacade.ts +0 -40
  281. package/src/games/car-racing/CarRacingGame.ts +0 -539
  282. package/src/games/car-racing/CarRacingScene.ts +0 -1026
  283. package/src/games/car-racing/CarRacingScenery.ts +0 -265
  284. package/src/games/chameleon-run/ChameleonRun.tsx +0 -96
  285. package/src/games/chameleon-run/ChameleonRunBackdrop.ts +0 -186
  286. package/src/games/chameleon-run/ChameleonRunConstants.ts +0 -47
  287. package/src/games/chameleon-run/ChameleonRunGame.ts +0 -309
  288. package/src/games/chameleon-run/ChameleonRunMeshes.ts +0 -305
  289. package/src/games/chameleon-run/ChameleonRunRules.ts +0 -252
  290. package/src/games/chameleon-run/ChameleonRunScene.ts +0 -310
  291. package/src/games/checkers/Checkers.tsx +0 -83
  292. package/src/games/checkers/CheckersAI.ts +0 -255
  293. package/src/games/checkers/CheckersConstants.ts +0 -68
  294. package/src/games/checkers/CheckersGame.ts +0 -322
  295. package/src/games/checkers/CheckersRules.ts +0 -167
  296. package/src/games/checkers/CheckersScene.ts +0 -308
  297. package/src/games/color-switch/ColorSwitch.tsx +0 -75
  298. package/src/games/color-switch/ColorSwitchConstants.ts +0 -61
  299. package/src/games/color-switch/ColorSwitchGame.ts +0 -329
  300. package/src/games/color-switch/ColorSwitchScene.ts +0 -220
  301. package/src/games/colors-sort/ColorsSort.tsx +0 -82
  302. package/src/games/colors-sort/ColorsSortConstants.ts +0 -119
  303. package/src/games/colors-sort/ColorsSortGame.ts +0 -246
  304. package/src/games/colors-sort/ColorsSortScene.ts +0 -315
  305. package/src/games/connect-em-all/ConnectEmAll.tsx +0 -70
  306. package/src/games/connect-em-all/ConnectEmAllConstants.ts +0 -77
  307. package/src/games/connect-em-all/ConnectEmAllGame.ts +0 -401
  308. package/src/games/connect-em-all/ConnectEmAllScene.ts +0 -235
  309. package/src/games/crossy-road/CrossyRoad.tsx +0 -74
  310. package/src/games/crossy-road/CrossyRoadCamera.ts +0 -59
  311. package/src/games/crossy-road/CrossyRoadConstants.ts +0 -132
  312. package/src/games/crossy-road/CrossyRoadGame.ts +0 -293
  313. package/src/games/crossy-road/CrossyRoadMeshes.ts +0 -195
  314. package/src/games/crossy-road/CrossyRoadPerson.ts +0 -198
  315. package/src/games/crossy-road/CrossyRoadRules.ts +0 -99
  316. package/src/games/crossy-road/CrossyRoadScene.ts +0 -355
  317. package/src/games/dino-jump/DinoJump.tsx +0 -77
  318. package/src/games/dino-jump/DinoJumpConstants.ts +0 -80
  319. package/src/games/dino-jump/DinoJumpGame.ts +0 -344
  320. package/src/games/dino-jump/DinoJumpScene.ts +0 -686
  321. package/src/games/dots-and-boxes/DotsAndBoxes.tsx +0 -83
  322. package/src/games/dots-and-boxes/DotsAndBoxesConstants.ts +0 -77
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  329. package/src/games/falling-sticks/FallingSticksScene.ts +0 -245
  330. package/src/games/find-different-number/FindDifferentNumber.tsx +0 -74
  331. package/src/games/find-different-number/FindDifferentNumberConstants.ts +0 -74
  332. package/src/games/find-different-number/FindDifferentNumberGame.ts +0 -174
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  335. package/src/games/flappy-bird/FlappyBird.tsx +0 -73
  336. package/src/games/flappy-bird/FlappyBirdConstants.ts +0 -95
  337. package/src/games/flappy-bird/FlappyBirdGame.ts +0 -375
  338. package/src/games/flappy-bird/FlappyBirdScene.ts +0 -630
  339. package/src/games/fruit-merger/FruitMerger.tsx +0 -73
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  341. package/src/games/fruit-merger/FruitMergerGame.ts +0 -285
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  343. package/src/games/fruit-merger/FruitMergerScene.ts +0 -498
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  346. package/src/games/fruit-ninja/FruitNinjaGame.ts +0 -391
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  348. package/src/games/fruit-ninja/FruitNinjaWorld.ts +0 -17
  349. package/src/games/game-2048/Game2048.tsx +0 -84
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@@ -1,250 +0,0 @@
1
- // Sudoku's play, with no React: build a game with `createGame`, give it a layout, `start` it and `tick`
2
- // it every frame. Tap a cell to select it, then a number key to place that number there: right scores
3
- // 200 (and 500 more for each row, column or box it completes), wrong shows red until replaced. Fill
4
- // every cell inside fifteen minutes to win (a 5,000 bonus, then scored by the time it took).
5
- //
6
- // The puzzle and scoring are the original service's and store's (SudokuRules.ts).
7
- import { type Camera, type DragEvent, World } from '@nayan-ui/engine';
8
- import { calculateTimeBasedScore } from '../../services/ScoringService';
9
- import type { GameTheme } from '../../services/ThemeService';
10
- import { aimTilted, unproject } from '../shared/EngineTilt';
11
- import { cellAt, keyAt, type Layout, TAP_SLOP, TIME_LIMIT } from './SudokuConstants';
12
- import { completedUnits, newPuzzle, POINTS_PER_CORRECT, type Puzzle, remaining, WIN_BONUS } from './SudokuRules';
13
- import {
14
- buildScene,
15
- celebrate,
16
- cellTop,
17
- drawGrid,
18
- drawKeys,
19
- flash,
20
- type Highlight,
21
- keyTop,
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- pressKey,
23
- removeScene,
24
- type Scene,
25
- setSceneTheme,
26
- shakeCell
27
- } from './SudokuScene';
28
-
29
- export type Phase = 'ready' | 'playing' | 'over';
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- /** place: a right number; wrong: a wrong one; win / lose: how it ended. */
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- export type GameEvent = 'place' | 'wrong' | 'win' | 'lose';
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-
33
- const WORLD_CAPACITY = 400; // 81 cells and their digits, nine keys with theirs, the board, and the confetti
34
-
35
- export function createGame(theme: GameTheme) {
36
- const world = new World(WORLD_CAPACITY);
37
- const camera: Camera = { eye: [0, 0, 240], target: [0, 0, 0], fov: 1, ortho: 1 };
38
- const g = {
39
- world,
40
- camera,
41
- theme,
42
- layout: null as Layout | null,
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- scene: null as Scene | null,
44
- phase: 'ready' as Phase,
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- puzzle: newPuzzle() as Puzzle,
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- filled: 0,
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- selRow: -1,
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- selCol: -1,
49
- /** Score and the countdown live in the engine (Rust), advanced by world.update. */
50
- get score() {
51
- return world.scoreboard.score;
52
- },
53
- get timeLeft() {
54
- return world.scoreboard.shownSeconds;
55
- },
56
- won: false,
57
- /** A finger down: where, and on which key (0 on the board). */
58
- press: null as { x: number; y: number; key: number } | null,
59
- // UI hooks, set by the screen.
60
- onPhase: (_p: Phase) => {},
61
- onScore: (_s: number) => {},
62
- onTime: (_t: number) => {},
63
- onEvent: (_e: GameEvent) => {}
64
- };
65
- world.scoreboard.reset(0, TIME_LIMIT);
66
- world.scoreboard.handlers = {
67
- onSecond: (t) => g.onTime(t),
68
- onTimeUp: () => g.phase === 'playing' && end(g, false)
69
- };
70
- return g;
71
- }
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- export type Game = ReturnType<typeof createGame>;
73
-
74
- /** How a cell is highlighted, by the original board's priorities (selected, then same number, then row / column / box). */
75
- function highlighter(g: Game) {
76
- const { selRow: sr, selCol: sc } = g;
77
- const sel = sr >= 0 && sc >= 0 ? g.puzzle.grid[sr]![sc]!.value : 0;
78
- return (r: number, c: number): Highlight => {
79
- if (r === sr && c === sc) return 'selected';
80
- if (sel > 0 && g.puzzle.grid[r]![c]!.value === sel) return 'same';
81
- if (sr >= 0 && (r === sr || c === sc || (Math.floor(r / 3) === Math.floor(sr / 3) && Math.floor(c / 3) === Math.floor(sc / 3)))) return 'peer';
82
- return 'none';
83
- };
84
- }
85
-
86
- function draw(g: Game, pop = -1) {
87
- const { layout: l, scene: s } = g;
88
- if (!l || !s) return;
89
- drawGrid(g.world, l, s, g.puzzle.grid, highlighter(g), pop);
90
- drawKeys(g.world, l, s, remaining(g.puzzle));
91
- }
92
-
93
- // ── Scene ─────────────────────────────────────────────────────────────
94
-
95
- /** Lays the board out for the view (first layout, header height, rotation): rebuilt where things stand. */
96
- export function setLayout(g: Game, l: Layout) {
97
- if (g.scene) removeScene(g.world, g.scene);
98
- g.layout = l;
99
- aimTilted(g.camera, l);
100
- g.scene = buildScene(g.world, l, g.theme);
101
- draw(g);
102
- }
103
-
104
- export function setTheme(g: Game, theme: GameTheme) {
105
- g.theme = theme;
106
- if (g.layout && g.scene) setSceneTheme(g.world, g.layout, g.scene, theme);
107
- }
108
-
109
- // ── Run ───────────────────────────────────────────────────────────────
110
-
111
- /** Starts on the puzzle already shown, nothing selected. */
112
- export function start(g: Game) {
113
- if (g.phase !== 'ready') return;
114
- g.world.scoreboard.reset();
115
- g.world.scoreboard.startCountdown(TIME_LIMIT);
116
- g.filled = 0;
117
- g.won = false;
118
- g.selRow = g.selCol = -1;
119
- g.phase = 'playing';
120
- draw(g);
121
- g.onScore(0);
122
- g.onTime(TIME_LIMIT);
123
- g.onPhase('playing');
124
- }
125
-
126
- /** A fresh puzzle, not started (Stop, Play Again, as the original game). */
127
- export function reset(g: Game) {
128
- g.puzzle = newPuzzle();
129
- g.filled = 0;
130
- g.selRow = g.selCol = -1;
131
- g.world.scoreboard.reset(0, TIME_LIMIT);
132
- g.won = false;
133
- g.press = null;
134
- g.phase = 'ready';
135
- if (g.layout) setLayout(g, g.layout);
136
- g.onScore(0);
137
- g.onTime(TIME_LIMIT);
138
- g.onPhase('ready');
139
- }
140
-
141
- export function dispose(g: Game) {
142
- g.world.dispose();
143
- }
144
-
145
- export function tick(g: Game, dt: number) {
146
- if (g.world.isDisposed) return;
147
- g.world.update(dt);
148
- }
149
-
150
- function end(g: Game, won: boolean) {
151
- g.world.scoreboard.stop();
152
- g.won = won;
153
- g.phase = 'over';
154
- if (g.press?.key && g.layout && g.scene) pressKey(g.world, g.layout, g.scene, g.press.key, false);
155
- g.press = null;
156
- g.onPhase('over');
157
- g.onEvent(won ? 'win' : 'lose');
158
- }
159
-
160
- // ── Moves ─────────────────────────────────────────────────────────────
161
-
162
- /** Selects a cell (any cell, given or not). */
163
- export function select(g: Game, row: number, col: number) {
164
- if (g.phase !== 'playing') return;
165
- g.selRow = row;
166
- g.selCol = col;
167
- draw(g);
168
- }
169
-
170
- /** Places a number in the selected cell (not a given one): checked against the solution and scored. */
171
- export function enter(g: Game, n: number) {
172
- if (g.phase !== 'playing' || g.selRow < 0 || g.selCol < 0) return;
173
- const { selRow: r, selCol: c } = g;
174
- const cell = g.puzzle.grid[r]![c]!;
175
- const answer = g.puzzle.solution[r]![c]!;
176
- // Given, or already right (re-entering it would score and count it twice)
177
- if (cell.given || (cell.value === answer && !cell.error)) return;
178
- const right = n === answer;
179
- cell.value = n;
180
- cell.error = !right;
181
- const { layout: l, scene: s } = g;
182
- const i = r * 9 + c;
183
- if (!right) {
184
- draw(g, i);
185
- if (l && s) shakeCell(g.world, l, s, i);
186
- g.onEvent('wrong');
187
- return;
188
- }
189
- g.filled += 1;
190
- g.world.scoreboard.add(POINTS_PER_CORRECT);
191
- const units = completedUnits(g.puzzle, r, c);
192
- g.world.scoreboard.add(units.points);
193
- draw(g, i);
194
- if (units.cells.length && l && s) flash(g.world, l, s, units.cells, i);
195
- g.onEvent('place');
196
- if (g.filled >= g.puzzle.toFill) {
197
- if (l && s) {
198
- flash(
199
- g.world,
200
- l,
201
- s,
202
- Array.from({ length: 81 }, (_, k) => k),
203
- i
204
- );
205
- celebrate(g.world, l);
206
- }
207
- g.world.scoreboard.add(WIN_BONUS);
208
- g.world.scoreboard.set(calculateTimeBasedScore(TIME_LIMIT - g.timeLeft, TIME_LIMIT, g.score));
209
- g.onScore(g.score);
210
- end(g, true);
211
- return;
212
- }
213
- g.onScore(g.score);
214
- }
215
-
216
- // ── The finger ────────────────────────────────────────────────────────
217
-
218
- /** What's under a view point: a number key (1..9), a cell, or nothing. */
219
- export function hitAt(g: Game, x: number, y: number): { key: number } | { cell: [number, number] } | null {
220
- const l = g.layout;
221
- if (!l) return null;
222
- const [kx, ky] = unproject(l, x, y, keyTop(l));
223
- const key = keyAt(l, kx, ky);
224
- if (key) return { key };
225
- const [cx, cy] = unproject(l, x, y, cellTop(l));
226
- const cell = cellAt(l, cx, cy);
227
- return cell ? { cell } : null;
228
- }
229
-
230
- /** A finger down presses a key in; a tap (lifting without wandering) selects a cell or enters a number. */
231
- export function drag(g: Game, { phase, x, y }: DragEvent) {
232
- const { layout: l, scene: s } = g;
233
- if (phase === 'start') {
234
- const hit = g.phase === 'playing' ? hitAt(g, x, y) : null;
235
- const key = hit && 'key' in hit ? hit.key : 0;
236
- g.press = hit ? { x, y, key } : null;
237
- if (key && l && s) pressKey(g.world, l, s, key, true);
238
- return;
239
- }
240
- const p = g.press;
241
- if (!p) return;
242
- const far = Math.hypot(x - p.x, y - p.y) > TAP_SLOP;
243
- if (phase !== 'end' && !far) return;
244
- g.press = null;
245
- if (p.key && l && s) pressKey(g.world, l, s, p.key, false);
246
- if (phase !== 'end' || far) return;
247
- if (p.key) return enter(g, p.key);
248
- const hit = hitAt(g, x, y);
249
- if (hit && 'cell' in hit) select(g, hit.cell[0], hit.cell[1]);
250
- }
@@ -1,125 +0,0 @@
1
- // Sudoku's rules, with no React or engine: the solved board (random diagonal boxes, then row-major
2
- // backtracking with shuffled candidates and dead-end pruning), the puzzle (36 clues left at random),
3
- // placing a number (scored, and checked against the solution), and the row / column / box bonuses.
4
- // Ported from the original service and store (games/sudoku), with the same random draws, so a seed gives
5
- // the same puzzle.
6
-
7
- export const POINTS_PER_CORRECT = 200;
8
- export const POINTS_PER_UNIT = 500; // a completed row, column or box
9
- export const WIN_BONUS = 5000;
10
- export const CLUES = 36;
11
-
12
- export type Cell = { value: number; given: boolean; error: boolean };
13
- export type Puzzle = { grid: Cell[][]; solution: number[][]; toFill: number };
14
-
15
- const DIGITS = [1, 2, 3, 4, 5, 6, 7, 8, 9];
16
- const ALL_DIGITS = 0x3fe; // bits 1..9
17
- const BOX_OF = Array.from({ length: 81 }, (_, i) => Math.floor(i / 27) * 3 + Math.floor((i % 9) / 3));
18
-
19
- function shuffle<T>(arr: T[]): T[] {
20
- const a = [...arr];
21
- for (let i = a.length - 1; i > 0; i--) {
22
- const j = Math.floor(Math.random() * (i + 1));
23
- [a[i], a[j]] = [a[j]!, a[i]!];
24
- }
25
- return a;
26
- }
27
-
28
- function deadCell(cells: Uint8Array, rows: Uint16Array, cols: Uint16Array, boxes: Uint16Array, from: number) {
29
- for (let i = from; i < 81; i++) if (cells[i] === 0 && (rows[(i / 9) | 0]! | cols[i % 9]! | boxes[BOX_OF[i]!]!) === ALL_DIGITS) return true;
30
- return false;
31
- }
32
-
33
- function solve(cells: Uint8Array, rows: Uint16Array, cols: Uint16Array, boxes: Uint16Array, from: number): boolean {
34
- let i = from;
35
- while (i < 81 && cells[i] !== 0) i++;
36
- if (i === 81) return true;
37
- const r = (i / 9) | 0;
38
- const c = i % 9;
39
- const b = BOX_OF[i]!;
40
- for (const n of shuffle(DIGITS)) {
41
- const bit = 1 << n;
42
- if ((rows[r]! | cols[c]! | boxes[b]!) & bit) continue;
43
- cells[i] = n;
44
- rows[r]! |= bit;
45
- cols[c]! |= bit;
46
- boxes[b]! |= bit;
47
- if (!deadCell(cells, rows, cols, boxes, i + 1) && solve(cells, rows, cols, boxes, i + 1)) return true;
48
- cells[i] = 0;
49
- rows[r]! &= ~bit;
50
- cols[c]! &= ~bit;
51
- boxes[b]! &= ~bit;
52
- }
53
- return false;
54
- }
55
-
56
- function solvedBoard(): number[][] {
57
- const cells = new Uint8Array(81);
58
- const rows = new Uint16Array(9);
59
- const cols = new Uint16Array(9);
60
- const boxes = new Uint16Array(9);
61
- for (let box = 0; box < 9; box += 3) {
62
- const nums = shuffle(DIGITS);
63
- let k = 0;
64
- for (let r = box; r < box + 3; r++)
65
- for (let c = box; c < box + 3; c++) {
66
- const n = nums[k++]!;
67
- const bit = 1 << n;
68
- cells[r * 9 + c] = n;
69
- rows[r]! |= bit;
70
- cols[c]! |= bit;
71
- boxes[BOX_OF[r * 9 + c]!]! |= bit;
72
- }
73
- }
74
- solve(cells, rows, cols, boxes, 0);
75
- return Array.from({ length: 9 }, (_, r) => Array.from(cells.subarray(r * 9, r * 9 + 9)));
76
- }
77
-
78
- /** A fresh puzzle: a solved board with all but 36 cells emptied, at random. */
79
- export function newPuzzle(): Puzzle {
80
- const solution = solvedBoard();
81
- const grid: Cell[][] = solution.map((row) => row.map((value) => ({ value, given: true, error: false })));
82
- const positions = shuffle(Array.from({ length: 81 }, (_, i) => ({ row: Math.floor(i / 9), col: i % 9 })));
83
- for (const p of positions.slice(0, 81 - CLUES)) {
84
- grid[p.row]![p.col]!.value = 0;
85
- grid[p.row]![p.col]!.given = false;
86
- }
87
- return { grid, solution, toFill: 81 - CLUES };
88
- }
89
-
90
- /** The cells of the row, column and box through (row, col) that are now all solved, each unit once, and the points for them. */
91
- export function completedUnits(p: Puzzle, row: number, col: number): { cells: number[]; points: number } {
92
- const ok = (r: number, c: number) => p.grid[r]![c]!.value === p.solution[r]![c];
93
- const cells = new Set<number>();
94
- let points = 0;
95
- let rowComplete = true,
96
- colComplete = true;
97
- for (let i = 0; i < 9; i++) {
98
- if (!ok(row, i)) rowComplete = false;
99
- if (!ok(i, col)) colComplete = false;
100
- }
101
- if (rowComplete) {
102
- points += POINTS_PER_UNIT;
103
- for (let c = 0; c < 9; c++) cells.add(row * 9 + c);
104
- }
105
- if (colComplete) {
106
- points += POINTS_PER_UNIT;
107
- for (let r = 0; r < 9; r++) cells.add(r * 9 + col);
108
- }
109
- const br = Math.floor(row / 3) * 3;
110
- const bc = Math.floor(col / 3) * 3;
111
- let box = true;
112
- for (let r = br; r < br + 3; r++) for (let c = bc; c < bc + 3; c++) if (!ok(r, c)) box = false;
113
- if (box) {
114
- points += POINTS_PER_UNIT;
115
- for (let r = br; r < br + 3; r++) for (let c = bc; c < bc + 3; c++) cells.add(r * 9 + c);
116
- }
117
- return { cells: [...cells], points };
118
- }
119
-
120
- /** How many of each digit are still to place (9 minus the right-looking ones on the board), as the original pad counted. */
121
- export function remaining(p: Puzzle): number[] {
122
- const counts = [0, 9, 9, 9, 9, 9, 9, 9, 9, 9];
123
- for (const row of p.grid) for (const cell of row) if (cell.value > 0 && !cell.error) counts[cell.value] = Math.max(0, counts[cell.value]! - 1);
124
- return counts;
125
- }
@@ -1,304 +0,0 @@
1
- // Everything Sudoku draws: the board (a wooden board in the classic theme, the theme's board
2
- // otherwise) with the grid's navy lines showing between 81 raised cells, each tinted as the original
3
- // cells were (given, selected, same number, same row / column / box, wrong), the digits standing on
4
- // them in 3D strokes, and a row of nine wooden number keys under the board, each with how many of its
5
- // digit are left. Seen from a little in front of straight down (shared/EngineTilt: an orthographic
6
- // camera leaning back, one world unit per point). Cells, keys and each digit share a mesh apiece.
7
- import { type Color, effects, type Entity, extrude, type Model, Path, type World } from '@nayan-ui/engine';
8
- import type { GameTheme } from '../../services/ThemeService';
9
- import { setBackdropTheme, spawnBackdrop } from '../shared/EngineBackdrop';
10
- import { spawnRaisedBlock } from '../shared/EngineBlocks';
11
- import { flatGlyphMesh } from '../shared/EngineGlyphs';
12
- import { cacheGameAsset, createGameMesh as createShape } from '../shared/EngineMeshes';
13
- import { placeTiltedBackdrop } from '../shared/EngineTilt';
14
- import { toColor } from '../shared/EngineUtils';
15
- import { CELL_HEIGHT, cellCentre, COLORS, FLASH_STEP, KEY_HEIGHT, keyCentre, type Layout } from './SudokuConstants';
16
- import type { Cell } from './SudokuRules';
17
-
18
- const meshes = new Map<string, Model>();
19
- const cached = (key: string, build: () => Model) => {
20
- let m = meshes.get(key);
21
- if (!m) {
22
- m = cacheGameAsset('sudoku/SudokuScene:' + key, build);
23
- meshes.set(key, m);
24
- }
25
- return m;
26
- };
27
- const BOARD_DEPTH = 10;
28
- const BACKDROP_DEPTH = 30;
29
- const SURFACE = 1; // where the cells and keys stand
30
-
31
- const panelMesh = (w: number, h: number, radius: number, depth: number) =>
32
- cached(`sd-panel:${w}:${h}:${radius}:${depth}`, () =>
33
- createShape(extrude(new Path().addRoundedRect(-w / 2, -h / 2, w, h, radius), { depth }), { shine: 0 })
34
- );
35
-
36
- /** How a cell reads: selected, wrong, sharing the selected number, in the selected cell's row / column / box, or none. */
37
- export type Highlight = 'selected' | 'same' | 'peer' | 'none';
38
-
39
- const cellColor = (cell: Cell, hl: Highlight): Color =>
40
- toColor(
41
- hl === 'selected'
42
- ? COLORS.SELECTED
43
- : cell.error
44
- ? COLORS.ERROR
45
- : hl === 'same'
46
- ? COLORS.SAME_NUMBER
47
- : hl === 'peer'
48
- ? COLORS.PEER
49
- : cell.given
50
- ? COLORS.GIVEN
51
- : COLORS.CELL
52
- );
53
- const digitColor = (cell: Cell): Color => toColor(cell.error ? COLORS.TEXT_ERROR : cell.given ? COLORS.TEXT_GIVEN : COLORS.TEXT_PLACED);
54
-
55
- // ── Spawning ──────────────────────────────────────────────────────────
56
-
57
- type Key = { root: Entity; block: Entity; digit: Entity; count: Entity };
58
- export type Scene = {
59
- backdrop: Entity;
60
- board: Entity[];
61
- cells: Entity[];
62
- /** The digit on each cell (null while empty), and what it shows. */
63
- digits: (Entity | null)[];
64
- shown: string[];
65
- selected: number;
66
- keys: Key[];
67
- keyCounts: number[];
68
- };
69
-
70
- /** A key's digit size, and its count's. */
71
- const keyDigit = (l: Layout) => Math.min(l.key * 0.5, l.keyH * 0.4);
72
- /** A cell's digit, of the cell: printed flat on its face. */
73
- const DIGIT = 0.5;
74
- const cellHeight = (l: Layout, selected: boolean) => l.cell * CELL_HEIGHT * (selected ? 1.8 : 1);
75
-
76
- const cellTop = (l: Layout) => SURFACE + l.cell * CELL_HEIGHT;
77
- const keyTop = (l: Layout) => SURFACE + l.key * KEY_HEIGHT;
78
-
79
- function spawnBoard(world: World, l: Layout, theme: GameTheme): Entity[] {
80
- const classic = theme.mode === 'classic';
81
- const out = [
82
- world.spawn({
83
- mesh: panelMesh(l.board, l.board, classic ? 14 : 8, BOARD_DEPTH),
84
- position: [0, l.boardY, -BOARD_DEPTH / 2],
85
- color: toColor(classic ? COLORS.FRAME : theme.BOARD.SURFACE),
86
- pickable: false
87
- }),
88
- // Under the cells, showing between them as the thin lines and thick box borders: the theme's grid color (navy on classic)
89
- world.spawn({
90
- mesh: panelMesh(l.grid, l.grid, 4, 1),
91
- position: [0, l.boardY, 0.5],
92
- color: toColor(classic ? COLORS.LINES : theme.BOARD.GRID_LINE),
93
- pickable: false
94
- })
95
- ];
96
- if (classic)
97
- out.push(
98
- world.spawn({ mesh: panelMesh(l.grid + 6, l.grid + 6, 8, 1), position: [0, l.boardY, 0.2], color: toColor(COLORS.WELL), pickable: false })
99
- );
100
- return out;
101
- }
102
-
103
- export function buildScene(world: World, l: Layout, theme: GameTheme): Scene {
104
- const backdrop = spawnBackdrop(world, l.width, l.height, -BACKDROP_DEPTH, theme);
105
- placeTiltedBackdrop(world, backdrop, l, BACKDROP_DEPTH);
106
- const h = l.cell * CELL_HEIGHT;
107
- const cells: Entity[] = [];
108
- for (let r = 0; r < 9; r++)
109
- for (let c = 0; c < 9; c++) {
110
- const [x, y] = cellCentre(l, r, c);
111
- cells.push(
112
- // A matte bevelled block, as 2048's (square, so its scale is its size)
113
- spawnRaisedBlock(world, {
114
- position: [x, y, SURFACE + h / 2],
115
- size: [l.cell, l.cell, h],
116
- color: toColor(COLORS.CELL),
117
- gloss: false,
118
- shadow: false
119
- })
120
- );
121
- }
122
- const keys: Key[] = [];
123
- const kh = l.key * KEY_HEIGHT;
124
- for (let n = 1; n <= 9; n++) {
125
- const [x, y] = keyCentre(l, n);
126
- const root = world.spawn({ mesh: 'none', position: [x, y, SURFACE], pickable: false });
127
- const block = spawnRaisedBlock(world, {
128
- parent: root,
129
- position: [0, 0, kh / 2],
130
- size: [l.key, l.keyH, kh],
131
- color: toColor(COLORS.KEY),
132
- gloss: false,
133
- shadow: false
134
- });
135
- const big = keyDigit(l);
136
- const digit = world.spawn({
137
- mesh: flatGlyphMesh(String(n)),
138
- parent: root,
139
- position: [0, l.keyH * 0.1, kh + 0.6],
140
- scale: big,
141
- color: toColor(COLORS.KEY_TEXT),
142
- pickable: false
143
- });
144
- const small = big * 0.42;
145
- const count = world.spawn({
146
- mesh: flatGlyphMesh('9'),
147
- parent: root,
148
- position: [0, -l.keyH * 0.32, kh + 0.6],
149
- scale: small,
150
- color: toColor(COLORS.KEY_REMAINING),
151
- pickable: false
152
- });
153
- keys.push({ root, block, digit, count });
154
- }
155
- const s: Scene = {
156
- backdrop,
157
- board: spawnBoard(world, l, theme),
158
- cells,
159
- digits: Array(81).fill(null),
160
- shown: Array(81).fill(''),
161
- selected: -1,
162
- keys,
163
- keyCounts: Array(9).fill(-1)
164
- };
165
- return s;
166
- }
167
-
168
- export function removeScene(world: World, s: Scene) {
169
- for (const e of [s.backdrop, ...s.board, ...s.cells, ...s.digits, ...s.keys.map((k) => k.root)]) if (e != null) world.despawn(e);
170
- }
171
-
172
- export function setSceneTheme(world: World, l: Layout, s: Scene, theme: GameTheme) {
173
- setBackdropTheme(world, s.backdrop, theme);
174
- for (const e of s.board) world.despawn(e);
175
- s.board = spawnBoard(world, l, theme);
176
- }
177
-
178
- // ── Drawing the board's state ─────────────────────────────────────────
179
-
180
- /**
181
- * Brings every cell up to date: its tint for the highlight, and its digit (spawned, recolored or
182
- * removed only where it changed). `pop` is the cell just placed: its digit drops in.
183
- */
184
- export function drawGrid(world: World, l: Layout, s: Scene, grid: Cell[][], highlight: (r: number, c: number) => Highlight, pop = -1) {
185
- const size = l.cell * DIGIT;
186
- s.selected = -1;
187
- for (let r = 0; r < 9; r++)
188
- for (let c = 0; c < 9; c++) {
189
- const i = r * 9 + c;
190
- const cell = grid[r]![c]!;
191
- const hl = highlight(r, c);
192
- const [x, y] = cellCentre(l, r, c);
193
- const h = cellHeight(l, hl === 'selected');
194
- const z = SURFACE + h + 0.6;
195
- if (hl === 'selected') s.selected = i;
196
- // A new selection or entry supersedes any completion hop still moving this cell.
197
- world.stopAnimation(s.cells[i]!);
198
- world.set(s.cells[i]!, { color: cellColor(cell, hl), position: [x, y, SURFACE + h / 2], scale: [l.cell, l.cell, h] });
199
- const key = cell.value ? `${cell.value}:${cell.given}:${cell.error}` : '';
200
- if (key !== s.shown[i]) {
201
- const old = s.digits[i];
202
- if (old != null) world.despawn(old);
203
- s.digits[i] = null;
204
- if (cell.value) {
205
- const e = world.spawn({
206
- mesh: flatGlyphMesh(String(cell.value)),
207
- position: [x, y, z],
208
- scale: size,
209
- color: digitColor(cell),
210
- pickable: false
211
- });
212
- if (i === pop) {
213
- world.set(e, { scale: size * 0.2, position: [x, y, z + l.cell * 0.5] });
214
- world.animate(e, { scale: size, position: [x, y, z] }, { duration: 0.22, easing: 'back' });
215
- }
216
- s.digits[i] = e;
217
- }
218
- s.shown[i] = key;
219
- } else if (s.digits[i] != null) {
220
- world.stopAnimation(s.digits[i]!);
221
- world.set(s.digits[i]!, { position: [x, y, z], scale: size });
222
- }
223
- }
224
- }
225
-
226
- /** The keys' counts of digits left, greyed out at none. */
227
- export function drawKeys(world: World, l: Layout, s: Scene, counts: number[]) {
228
- const small = keyDigit(l) * 0.42;
229
- s.keys.forEach((k, i) => {
230
- const left = counts[i + 1]!;
231
- if (s.keyCounts[i] === left) return;
232
- s.keyCounts[i] = left;
233
- world.set(k.block, { color: toColor(left > 0 ? COLORS.KEY : COLORS.KEY_DISABLED) });
234
- world.set(k.digit, { color: toColor(left > 0 ? COLORS.KEY_TEXT : COLORS.KEY_DISABLED_TEXT) });
235
- world.set(k.count, { mesh: flatGlyphMesh(String(left)), scale: left > 0 ? small : 0.001 });
236
- });
237
- }
238
-
239
- /** A key pressed down into the board while touched. */
240
- export function pressKey(world: World, l: Layout, s: Scene, n: number, down: boolean) {
241
- const k = s.keys[n - 1];
242
- if (!k) return;
243
- const [x, y] = keyCentre(l, n);
244
- world.animate(
245
- k.root,
246
- { position: [x, y, SURFACE - (down ? l.key * KEY_HEIGHT * 0.55 : 0)] },
247
- { duration: down ? 0.06 : 0.12, easing: down ? 'easeOut' : 'back' }
248
- );
249
- }
250
-
251
- // ── Feedback ──────────────────────────────────────────────────────────
252
-
253
- /** A wrong number: the cell shakes. */
254
- export function shakeCell(world: World, l: Layout, s: Scene, i: number) {
255
- world.animate(s.cells[i]!, { shake: l.cell * 0.12 }, { duration: 0.28 });
256
- const d = s.digits[i];
257
- if (d != null) world.animate(d, { shake: l.cell * 0.12 }, { duration: 0.28 });
258
- }
259
-
260
- /** A completed row / column / box (or the whole board): its cells hop and flash in a sweep from `origin`. */
261
- export function flash(world: World, l: Layout, s: Scene, cells: number[], origin: number) {
262
- const or = Math.floor(origin / 9);
263
- const oc = origin % 9;
264
- for (const i of cells) {
265
- const h = cellHeight(l, i === s.selected);
266
- const r = Math.floor(i / 9);
267
- const c = i % 9;
268
- const [x, y] = cellCentre(l, r, c);
269
- const delay = Math.max(Math.abs(r - or), Math.abs(c - oc)) * FLASH_STEP;
270
- world.animate(s.cells[i]!, [{ position: [x, y, SURFACE + h / 2 + l.cell * 0.3], at: 0.35 }, { position: [x, y, SURFACE + h / 2] }], {
271
- duration: 0.4,
272
- delay,
273
- easing: 'easeOut'
274
- });
275
- const d = s.digits[i];
276
- if (d != null) {
277
- const size = l.cell * DIGIT;
278
- const z = SURFACE + h + 0.6;
279
- world.animate(
280
- d,
281
- [
282
- { position: [x, y, z + l.cell * 0.3], scale: size * 1.2, at: 0.35 },
283
- { position: [x, y, z], scale: size }
284
- ],
285
- { duration: 0.4, delay, easing: 'easeOut' }
286
- );
287
- }
288
- }
289
- }
290
-
291
- /** Solved: confetti over the board. */
292
- export function celebrate(world: World, l: Layout) {
293
- effects.confetti(world, {
294
- position: [0, l.boardY, l.cell * 2],
295
- count: 70,
296
- size: l.cell * 0.2,
297
- speed: l.board * 1.3,
298
- lifetime: 1.4,
299
- gravity: -l.board * 2.2,
300
- colors: ['#FFD700', '#4CAF50', '#2196F3', '#E74C3C'].map((c) => toColor(c))
301
- });
302
- }
303
-
304
- export { keyTop, cellTop };