@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
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@@ -1,81 +0,0 @@
1
- // Tank 1990's rules, physics, timings and layout. Rules, speeds (per 60 Hz tick, in board points) and
2
- // scoring match the original version (games/tank-1990, at its medium difficulty), so scores and feel carry
3
- // over, including its mix of sizes: tank movement and bodies scale with the cell, bullets and the
4
- // fixed sizes below don't.
5
- import { getScoreBoardTop } from '../shared/EngineHud';
6
- import type { TiltView } from '../shared/EngineTilt';
7
- import { frontLight, gameWidthFor } from '../shared/EngineUtils';
8
-
9
- export type Direction = 'up' | 'down' | 'left' | 'right';
10
- export type TileType = 'empty' | 'brick' | 'steel' | 'base';
11
-
12
- // ── Rules ─────────────────────────────────────────────────────────────
13
-
14
- export const GRID_WIDTH = 13;
15
- export const GRID_HEIGHT = 17;
16
- export const LIVES = 3;
17
- export const POINTS_PER_ENEMY = 1000;
18
- export const POINTS_PER_LEVEL = 2000;
19
- export const ENEMIES_PER_LEVEL = 15;
20
- export const MAX_ENEMIES = 4;
21
-
22
- // ── Physics (points per 60 Hz tick; times in ms) ──────────────────────
23
-
24
- export const STEP_MS = 1000 / 60;
25
- export const STEP_TOLERANCE_MS = 2; // absorbs vsync jitter, so a 16.5 ms frame still takes its step
26
- export const MAX_PENDING_MS = 50; // a long frame catches up at most ~3 steps, never a fast-forward
27
-
28
- export const REFERENCE_CELL = 24; // tank speeds are per this cell size, scaled to the real one
29
- export const PLAYER_SPEED = 2;
30
- export const ENEMY_SPEED = 1;
31
- export const TANK_RATIO = 0.8; // a tank's body, of a cell
32
- export const HIT_TANK_SIZE = 20; // bullets hit tanks within (BULLET_SIZE + this) / 2
33
- export const BULLET_SPEED = 6;
34
- export const BULLET_SIZE = 4;
35
- export const PLAYER_FIRE_COOLDOWN = 300;
36
- export const ENEMY_FIRE_COOLDOWN = 1500;
37
- export const SPAWN_PROTECTION = 2000;
38
- export const ENEMY_TURN_INTERVAL = 800; // an enemy only reconsiders its heading this often
39
- export const ENEMY_AIM_TOLERANCE = REFERENCE_CELL * 3; // how near in line the player must be for an aimed shot
40
- export const FIRST_ENEMY = 1000;
41
- export const ENEMY_SPAWN_INTERVAL = 5000;
42
- export const SWIPE_THRESHOLD = 5; // points a finger moves before it steers
43
-
44
- // ── Feel (seconds) ────────────────────────────────────────────────────
45
-
46
- export const TURN_TIME = 0.08; // a tank swings round to its new heading
47
- export const EXPLOSION_TIME = 0.5;
48
-
49
- // ── The scene ─────────────────────────────────────────────────────────
50
-
51
- /** The camera leans back from straight down, so the walls, tanks and turrets stand up off the field. */
52
- export const TILT = 0.42;
53
- /** Lit from the upper left; surfaces facing up off the field (+z) keep their exact color. */
54
- export const LIGHT = frontLight([-0.45, 0.5, 1], 0.45);
55
- export const CLASSIC_FIELD = 'rgba(255, 255, 255, 0.30)';
56
- export const GRID_LINE = 'rgba(0, 0, 0, 0.10)';
57
-
58
- // ── Layout (view points) ──────────────────────────────────────────────
59
-
60
- const SCOREBOARD_HEIGHT = 82;
61
- const CONTROLS_HEIGHT = 110;
62
- /** The steel frame round the field (at most this wide, half a cell on tiny boards): it counts toward the max width. */
63
- export const FRAME = 10;
64
-
65
- export type Layout = TiltView & {
66
- /** Whole points, as the original board used. */
67
- cell: number;
68
- boardWidth: number;
69
- boardHeight: number;
70
- };
71
-
72
- /** A whole-point cell as wide as the game area allows with the frame round it, smaller if the screen is short. */
73
- export function getLayout(width: number, height: number, offset: number): Layout {
74
- const gameWidth = gameWidthFor(width);
75
- const top = getScoreBoardTop(offset) + SCOREBOARD_HEIGHT;
76
- const room = Math.max(240, height - top - CONTROLS_HEIGHT);
77
- // The field foreshortened by the tilt, plus the walls standing up at its far edge
78
- const fitHeight = (room - FRAME * 2 * Math.cos(TILT)) / (GRID_HEIGHT * Math.cos(TILT) + 0.8 * Math.sin(TILT));
79
- const cell = Math.max(8, Math.floor(Math.min((gameWidth - FRAME * 2) / GRID_WIDTH, fitHeight)));
80
- return { width, height, tilt: TILT, centerY: top + room / 2, cell, boardWidth: cell * GRID_WIDTH, boardHeight: cell * GRID_HEIGHT };
81
- }
@@ -1,331 +0,0 @@
1
- // Tank 1990's battle, with no React: build a game with `createGame` (it deals a map), give it a layout,
2
- // `start` it and `tick` it every frame. Hold a swipe to drive your tank (it fires on its own); enemies
3
- // roll in from the top, the first after a second and then one every five, at most four at a time and
4
- // fifteen in all. Destroy them all to win; lose all three lives, or let a shell reach your base, and it's
5
- // over.
6
- //
7
- // The battle steps in fixed 60 Hz ticks, in the same order as the original version's loop, on the game's own
8
- // clock (ms), so cooldowns, spawn shields and the AI's turns pause with it. Each frame then puts the
9
- // tanks and shells where the battle has them.
10
- import { type Camera, type DragEvent, World } from '@nayan-ui/engine';
11
- import type { GameTheme } from '../../services/ThemeService';
12
- import { aimTilted } from '../shared/EngineTilt';
13
- import {
14
- type Direction,
15
- ENEMIES_PER_LEVEL,
16
- ENEMY_SPAWN_INTERVAL,
17
- ENEMY_SPEED,
18
- FIRST_ENEMY,
19
- type Layout,
20
- LIVES,
21
- MAX_ENEMIES,
22
- MAX_PENDING_MS,
23
- PLAYER_SPEED,
24
- POINTS_PER_ENEMY,
25
- POINTS_PER_LEVEL,
26
- STEP_MS,
27
- STEP_TOLERANCE_MS,
28
- SWIPE_THRESHOLD
29
- } from './Tank1990Constants';
30
- import {
31
- type Board,
32
- type Bullet,
33
- bulletClashes,
34
- bulletHit,
35
- createEnemy,
36
- createMap,
37
- createPlayer,
38
- damageTile,
39
- enemyHeading,
40
- enemyWantsToFire,
41
- fire,
42
- moveBullet,
43
- moveTank,
44
- type Tank,
45
- type Tile
46
- } from './Tank1990Rules';
47
- import { buildScene, explode, muzzleFlash, rebuildWalls, removeScene, type Scene, setSceneTheme, syncUnits, updateWall } from './Tank1990Scene';
48
-
49
- export type Phase = 'ready' | 'playing' | 'over';
50
- /** fire: a shot of yours; kill: an enemy destroyed; hit: you were hit. */
51
- export type GameEvent = 'fire' | 'kill' | 'hit';
52
-
53
- const WORLD_CAPACITY = 1200; // up to ~150 walls, tanks and shells, and the bursts of a busy fight
54
-
55
- export function createGame(theme: GameTheme) {
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- const world = new World(WORLD_CAPACITY);
57
- const camera: Camera = { eye: [0, 0, 240], target: [0, 0, 0], fov: 1, ortho: 1 };
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- const g = {
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- world,
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- camera,
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- theme,
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- layout: null as Layout | null,
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- scene: null as Scene | null,
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- phase: 'ready' as Phase,
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- tiles: createMap(),
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- player: null as Tank | null,
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- enemies: [] as Tank[],
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- bullets: [] as Bullet[],
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- /** Score and lives live in the engine (Rust). */
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- get lives() {
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- return world.scoreboard.lives;
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- },
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- get score() {
74
- return world.scoreboard.score;
75
- },
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- /** Enemies still to roll in this level. */
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- enemiesRemaining: ENEMIES_PER_LEVEL,
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- won: false,
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- /** Where the held swipe is steering, if anywhere. */
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- direction: null as Direction | null,
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- /** The game clock (ms), the fixed-step remainder, and the enemy roll-ins: a first one, then a steady interval from the start. */
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- now: 0,
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- pending: 0,
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- firstSpawn: null as number | null,
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- nextSpawn: 0,
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- // UI hooks, set by the screen.
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- onPhase: (_p: Phase) => {},
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- onScore: (_s: number) => {},
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- onLives: (_n: number) => {},
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- onEnemies: (_n: number) => {},
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- onEvent: (_e: GameEvent) => {}
92
- };
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- world.scoreboard.reset(LIVES);
94
- return g;
95
- }
96
- export type Game = ReturnType<typeof createGame>;
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-
98
- const board = (g: Game): Board | null => {
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- const l = g.layout;
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- return l ? { tiles: g.tiles, cell: l.cell, width: l.boardWidth, height: l.boardHeight } : null;
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- };
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-
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- // ── Scene ─────────────────────────────────────────────────────────────
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-
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- /** Lays the battle out for the view (first layout, header height, rotation); a new cell size rescales the tanks and shells. */
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- export function setLayout(g: Game, l: Layout) {
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- const old = g.layout;
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- if (g.scene) removeScene(g.world, g.scene);
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- g.layout = l;
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- aimTilted(g.camera, l);
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- if (old && old.cell !== l.cell) {
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- const k = l.cell / old.cell;
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- for (const t of [...(g.player ? [g.player] : []), ...g.enemies]) {
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- t.x *= k;
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- t.y *= k;
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- }
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- for (const b of g.bullets) {
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- b.x *= k;
119
- b.y *= k;
120
- }
121
- }
122
- if (!g.player) g.player = createPlayer(l.cell, g.now);
123
- g.scene = buildScene(g.world, l, g.theme, g.tiles);
124
- sync(g);
125
- }
126
-
127
- export function setTheme(g: Game, theme: GameTheme) {
128
- g.theme = theme;
129
- if (g.layout && g.scene) setSceneTheme(g.world, g.layout, g.scene, theme);
130
- }
131
-
132
- function sync(g: Game) {
133
- const { layout: l, scene: s } = g;
134
- if (!l || !s) return;
135
- syncUnits(g.world, l, s, [...(g.player ? [g.player] : []), ...g.enemies], g.bullets, g.now);
136
- }
137
-
138
- // ── Run ───────────────────────────────────────────────────────────────
139
-
140
- /** Plays the map that's showing, your tank freshly shielded. */
141
- export function start(g: Game) {
142
- if (g.phase !== 'ready' || !g.layout) return;
143
- g.phase = 'playing';
144
- g.pending = 0;
145
- g.firstSpawn = g.now + FIRST_ENEMY;
146
- g.nextSpawn = g.now + ENEMY_SPAWN_INTERVAL;
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- g.player = createPlayer(g.layout.cell, g.now);
148
- g.onPhase('playing');
149
- }
150
-
151
- /** A new map, not started (Stop, Play Again). The world, and the GPU view drawing it, are kept. */
152
- export function reset(g: Game) {
153
- g.tiles = createMap();
154
- g.enemies = [];
155
- g.bullets = [];
156
- g.world.scoreboard.reset(LIVES);
157
- g.enemiesRemaining = ENEMIES_PER_LEVEL;
158
- g.won = false;
159
- g.direction = null;
160
- g.firstSpawn = null;
161
- g.phase = 'ready';
162
- g.player = g.layout ? createPlayer(g.layout.cell, g.now) : null;
163
- if (g.layout && g.scene) rebuildWalls(g.world, g.layout, g.scene, g.tiles);
164
- sync(g);
165
- g.onScore(0);
166
- g.onLives(LIVES);
167
- g.onEnemies(ENEMIES_PER_LEVEL);
168
- g.onPhase('ready');
169
- }
170
-
171
- export function dispose(g: Game) {
172
- g.world.dispose();
173
- }
174
-
175
- export function tick(g: Game, dt: number) {
176
- if (g.world.isDisposed) return;
177
- if (g.phase === 'playing') {
178
- // Fixed 60 Hz steps; a long frame catches up at most a few
179
- let pending = Math.min(g.pending + dt * 1000, MAX_PENDING_MS);
180
- while (g.phase === 'playing' && pending >= STEP_MS - STEP_TOLERANCE_MS) {
181
- pending -= STEP_MS;
182
- g.now += STEP_MS;
183
- if (g.firstSpawn !== null && g.now >= g.firstSpawn) {
184
- g.firstSpawn = null;
185
- spawnEnemy(g);
186
- }
187
- if (g.now >= g.nextSpawn) {
188
- g.nextSpawn += ENEMY_SPAWN_INTERVAL;
189
- spawnEnemy(g);
190
- }
191
- step(g);
192
- }
193
- g.pending = pending;
194
- } else {
195
- g.now += Math.min(dt, 0.25) * 1000;
196
- }
197
- sync(g);
198
- g.world.update(dt);
199
- }
200
-
201
- /** An enemy at a free spawn point, while fewer than four are out and some are still to come. */
202
- function spawnEnemy(g: Game) {
203
- const l = g.layout;
204
- if (!l || g.enemies.length >= MAX_ENEMIES || g.enemiesRemaining <= 0) return;
205
- const enemy = createEnemy(l.cell, g.enemies, g.now);
206
- if (!enemy) return;
207
- g.enemies.push(enemy);
208
- g.enemiesRemaining -= 1;
209
- g.onEnemies(g.enemiesRemaining);
210
- }
211
-
212
- /** One 60 Hz tick of the battle, in the original loop's order. */
213
- function step(g: Game) {
214
- const b = board(g);
215
- const l = g.layout;
216
- let player = g.player;
217
- if (!b || !l || !player) return;
218
- const now = g.now;
219
- const tanks = [player, ...g.enemies];
220
-
221
- // You drive while a swipe is held, and fire whenever the gun's ready
222
- if (g.direction && player.isAlive) {
223
- player = moveTank(player, g.direction, PLAYER_SPEED, b, tanks);
224
- tanks[0] = player;
225
- }
226
- const bullets = g.bullets.slice();
227
- if (player.isAlive) {
228
- const shot = fire(player, now);
229
- if (shot) {
230
- bullets.push(shot);
231
- muzzleFlash(g.world, l, player);
232
- player = { ...player, lastFireTime: now };
233
- tanks[0] = player;
234
- g.onEvent('fire');
235
- }
236
- }
237
-
238
- // Each enemy: turn if blocked (or now and then), move, maybe fire
239
- const aim = player;
240
- let enemies = g.enemies.map((enemy) => {
241
- if (!enemy.isAlive) return enemy;
242
- const test = moveTank(enemy, enemy.direction, ENEMY_SPEED, b, tanks);
243
- const blocked = test.x === enemy.x && test.y === enemy.y;
244
- const { direction, turned } = enemyHeading(enemy, aim, b, tanks, blocked, now);
245
- const moved = moveTank(enemy, direction, ENEMY_SPEED, b, tanks);
246
- if (turned) moved.lastDirectionChangeTime = now;
247
- if (enemyWantsToFire(moved, aim)) {
248
- const shot = fire(moved, now);
249
- if (shot) {
250
- bullets.push(shot);
251
- muzzleFlash(g.world, l, moved);
252
- moved.lastFireTime = now;
253
- }
254
- }
255
- return moved;
256
- });
257
-
258
- // Shells fly; opposing ones that meet cancel out
259
- for (const shot of bullets) moveBullet(shot);
260
- const clash = bulletClashes(bullets);
261
- for (const [x, y] of clash.points) explode(g.world, l, x, y, false);
262
-
263
- // ...then hit walls, the edge, or tanks
264
- let lives = g.lives;
265
- let baseDestroyed = false;
266
- const hitTanks = [player!, ...enemies];
267
- const flying = clash.remaining.filter((shot) => {
268
- const hit = bulletHit(shot, b, hitTanks, now);
269
- if (!hit.hit) return true;
270
- if (hit.tile) {
271
- const [tx, ty] = hit.tile;
272
- const was = g.tiles[ty]![tx]!.type;
273
- const next = damageTile(g.tiles, tx, ty);
274
- if (next && g.scene) updateWall(g.world, l, g.scene, tx, ty, next as Tile, was);
275
- explode(g.world, l, (tx + 0.5) * l.cell, (ty + 0.5) * l.cell, false);
276
- }
277
- if (hit.base) {
278
- baseDestroyed = true;
279
- explode(g.world, l, shot.x, shot.y, true);
280
- }
281
- const tank = hit.tank;
282
- if (tank) {
283
- explode(g.world, l, tank.x, tank.y, true);
284
- if (tank.isPlayer) {
285
- lives -= 1;
286
- g.onEvent('hit');
287
- player = lives > 0 ? createPlayer(l.cell, now) : { ...player!, isAlive: false };
288
- hitTanks[0] = player;
289
- } else {
290
- enemies = enemies.map((e) => (e.id === tank.id ? { ...e, isAlive: false } : e));
291
- for (let i = 0; i < enemies.length; i++) hitTanks[i + 1] = enemies[i]!;
292
- g.onScore(g.world.scoreboard.add(POINTS_PER_ENEMY));
293
- g.onEvent('kill');
294
- }
295
- }
296
- return false;
297
- });
298
-
299
- g.player = player;
300
- g.enemies = enemies.filter((e) => e.isAlive);
301
- g.bullets = flying;
302
- if (lives !== g.lives) {
303
- g.world.scoreboard.setLives(lives);
304
- g.onLives(lives);
305
- }
306
- if (baseDestroyed || lives <= 0) end(g, false);
307
- else if (g.enemiesRemaining <= 0 && g.enemies.length === 0) end(g, true);
308
- }
309
-
310
- function end(g: Game, won: boolean) {
311
- g.won = won;
312
- if (won) {
313
- g.onScore(g.world.scoreboard.add(POINTS_PER_LEVEL));
314
- }
315
- g.direction = null;
316
- g.phase = 'over';
317
- g.onPhase('over');
318
- }
319
-
320
- // ── The finger ────────────────────────────────────────────────────────
321
-
322
- /** Hold a swipe to drive: the way it's moved furthest from where it started; let go to stop. */
323
- export function drag(g: Game, { phase, dx, dy }: DragEvent) {
324
- if (phase === 'end') {
325
- g.direction = null;
326
- return;
327
- }
328
- if (phase !== 'move' || g.phase !== 'playing') return;
329
- if (Math.abs(dx) < SWIPE_THRESHOLD && Math.abs(dy) < SWIPE_THRESHOLD) return;
330
- g.direction = Math.abs(dx) > Math.abs(dy) ? (dx > 0 ? 'right' : 'left') : dy > 0 ? 'down' : 'up';
331
- }