@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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  317. package/src/games/dino-jump/DinoJump.tsx +0 -77
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  321. package/src/games/dots-and-boxes/DotsAndBoxes.tsx +0 -83
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@@ -1,390 +0,0 @@
1
- // Tank 1990's battle rules, as plain functions on board points (x right, y down, from the board's
2
- // top-left): the map, moving, firing, bullets and what they hit, and the enemy AI. Ported step for step
3
- // from the original version's service and UI-thread loop (games/tank-1990), so the battle plays the same.
4
- // Times are the game's own clock in ms, so cooldowns and spawn shields pause with it.
5
- import {
6
- BULLET_SIZE,
7
- BULLET_SPEED,
8
- type Direction,
9
- ENEMY_AIM_TOLERANCE,
10
- ENEMY_FIRE_COOLDOWN,
11
- ENEMY_SPEED,
12
- ENEMY_TURN_INTERVAL,
13
- GRID_HEIGHT,
14
- GRID_WIDTH,
15
- HIT_TANK_SIZE,
16
- PLAYER_FIRE_COOLDOWN,
17
- REFERENCE_CELL,
18
- SPAWN_PROTECTION,
19
- TANK_RATIO,
20
- type TileType
21
- } from './Tank1990Constants';
22
-
23
- export type Tank = {
24
- id: number;
25
- x: number;
26
- y: number;
27
- direction: Direction;
28
- isPlayer: boolean;
29
- isAlive: boolean;
30
- lastFireTime: number;
31
- spawnProtectionEndTime: number;
32
- lastDirectionChangeTime: number;
33
- };
34
- export type Bullet = { id: number; x: number; y: number; direction: Direction; isPlayerBullet: boolean };
35
- export type Tile = { type: TileType; health: number };
36
- export type Board = { tiles: Tile[][]; cell: number; width: number; height: number };
37
-
38
- const DIRECTIONS: Direction[] = ['up', 'down', 'left', 'right'];
39
- const OPPOSITE: Record<Direction, Direction> = { up: 'down', down: 'up', left: 'right', right: 'left' };
40
- const STEP: Record<Direction, [number, number]> = { up: [0, -1], down: [0, 1], left: [-1, 0], right: [1, 0] };
41
- const solid = (t: Tile | undefined) => !!t && (t.type === 'brick' || t.type === 'steel' || t.type === 'base');
42
-
43
- let ids = 0;
44
- const nextId = () => ++ids;
45
-
46
- // ── The map ───────────────────────────────────────────────────────────
47
-
48
- export const BASE_X = Math.floor(GRID_WIDTH / 2);
49
- export const BASE_Y = GRID_HEIGHT - 3;
50
-
51
- /**
52
- * Hand-built arenas, 13 by 17 (`B` brick, `S` steel, `.` open), in the spirit of the original's stages:
53
- * brick columns, bunkers, mazes and crossings with steel strongpoints. The bottom rows (the base and the
54
- * player's start) and the enemies' spawn corners are cleared by createMap whatever a layout has there.
55
- */
56
- const LAYOUTS: readonly (readonly string[])[] = [
57
- // Columns
58
- [
59
- '.............',
60
- '.B.B.B.B.B.B.',
61
- '.B.B.B.B.B.B.',
62
- '.B.B.BSB.B.B.',
63
- '.B.B.B.B.B.B.',
64
- '.B.B.....B.B.',
65
- '.....B.B.....',
66
- 'S.BB.....BB.S',
67
- '.....B.B.....',
68
- '.B.B.BBB.B.B.',
69
- '.B.B.B.B.B.B.',
70
- '.B.B.....B.B.',
71
- '.B.B.BBB.B.B.',
72
- '.............',
73
- '.............',
74
- '.............',
75
- '.............'
76
- ],
77
- // Steel maze
78
- [
79
- '.............',
80
- '..SS.....SS..',
81
- '..S..BBB..S..',
82
- 'BB...B.B...BB',
83
- '..SS.....SS..',
84
- '.....SSS.....',
85
- '.BBB.....BBB.',
86
- '.B.B.BBB.B.B.',
87
- '.BBB.B.B.BBB.',
88
- '.....BBB.....',
89
- 'SS.........SS',
90
- '..BBB.S.BBB..',
91
- '..B.......B..',
92
- '.............',
93
- 'BB.........BB',
94
- '.............',
95
- '.............'
96
- ],
97
- // Waves
98
- [
99
- '.............',
100
- '..B.......B..',
101
- '.BB.SS.SS.BB.',
102
- 'BB.........BB',
103
- 'B..BB...BB..B',
104
- '..BB..S..BB..',
105
- '.BB..BBB..BB.',
106
- 'BB..BB.BB..BB',
107
- '...BB...BB...',
108
- '.SBB..S..BBS.',
109
- '..B..BBB..B..',
110
- '.BB.B...B.BB.',
111
- '....B.S.B....',
112
- '.............',
113
- 'SS.........SS',
114
- '.............',
115
- '.............'
116
- ],
117
- // Bunkers
118
- [
119
- '.............',
120
- '.BBB.....BBB.',
121
- '.B.B.SSS.B.B.',
122
- '.BBB.....BBB.',
123
- '.............',
124
- 'SS.BBB.BBB.SS',
125
- '...B.B.B.B...',
126
- '...BBB.BBB...',
127
- '.B.........B.',
128
- '.BBB.SSS.BBB.',
129
- '.B.B.....B.B.',
130
- '.BBB.BBB.BBB.',
131
- '.....B.B.....',
132
- '.............',
133
- '.BB.......BB.',
134
- '.............',
135
- '.............'
136
- ],
137
- // Crossroads
138
- [
139
- '.............',
140
- '..B..B.B..B..',
141
- '..B..B.B..B..',
142
- 'SSB..B.B..BSS',
143
- '..B.......B..',
144
- '..BBBB.BBBB..',
145
- '......S......',
146
- 'BBBB.SSS.BBBB',
147
- '......S......',
148
- '..BBBB.BBBB..',
149
- '..B.......B..',
150
- 'SSB.BBBBB.BSS',
151
- '..B.......B..',
152
- '.............',
153
- '.B.........B.',
154
- '.............',
155
- '.............'
156
- ],
157
- // Rings
158
- [
159
- '.............',
160
- '.BBBBB.BBBBB.',
161
- '.B.........B.',
162
- '.B.BBB.BBB.B.',
163
- '.B.B.S.S.B.B.',
164
- '...B.....B...',
165
- 'S..BBB.BBB..S',
166
- '.............',
167
- 'BB.SS.B.SS.BB',
168
- '.............',
169
- 'S..BBB.BBB..S',
170
- '...B.....B...',
171
- '.B.B.BBB.B.B.',
172
- '.B.........B.',
173
- '.BB.......BB.',
174
- '.............',
175
- '.............'
176
- ]
177
- ];
178
-
179
- /** A fresh map: one of the arenas (sometimes mirrored), the base walled in steel, the spawns and the player's start kept clear. */
180
- export function createMap(): Tile[][] {
181
- const width = GRID_WIDTH;
182
- const height = GRID_HEIGHT;
183
- const layout = LAYOUTS[Math.floor(Math.random() * LAYOUTS.length)]!;
184
- const mirror = Math.random() < 0.5;
185
- const tiles: Tile[][] = Array.from({ length: height }, (_, y) =>
186
- Array.from({ length: width }, (_, x): Tile => {
187
- const ch = layout[y]?.[mirror ? width - 1 - x : x];
188
- return ch === 'B' ? { type: 'brick', health: 2 } : ch === 'S' ? { type: 'steel', health: 0 } : { type: 'empty', health: 0 };
189
- })
190
- );
191
- const clear = (x: number, y: number) => {
192
- if (tiles[y]?.[x]) tiles[y]![x] = { type: 'empty', health: 0 };
193
- };
194
- // The enemies' spawn corners and middle, and the bottom two rows (the player drives along them)
195
- for (const sx of [0, BASE_X, width - 1]) for (let dx = -1; dx <= 1; dx++) for (let y = 0; y <= 1; y++) clear(sx + dx, y);
196
- for (let y = height - 2; y < height; y++) for (let x = 0; x < width; x++) clear(x, y);
197
- // Around the base, then its steel walls
198
- for (let y = BASE_Y - 2; y < height; y++) for (let x = BASE_X - 2; x <= BASE_X + 2; x++) clear(x, y);
199
- tiles[BASE_Y]![BASE_X] = { type: 'base', health: 1 };
200
- for (const [x, y] of [
201
- [BASE_X - 1, BASE_Y - 1],
202
- [BASE_X, BASE_Y - 1],
203
- [BASE_X + 1, BASE_Y - 1],
204
- [BASE_X - 1, BASE_Y],
205
- [BASE_X + 1, BASE_Y]
206
- ] as const)
207
- tiles[y]![x] = { type: 'steel', health: 0 };
208
- return tiles;
209
- }
210
-
211
- // ── Tanks ─────────────────────────────────────────────────────────────
212
-
213
- /** The player's tank, bottom left (away from the base), shielded for a moment. */
214
- export function createPlayer(cell: number, now: number): Tank {
215
- return {
216
- id: 0,
217
- x: 2 * cell + cell / 2,
218
- y: (GRID_HEIGHT - 1) * cell + cell / 2,
219
- direction: 'up',
220
- isPlayer: true,
221
- isAlive: true,
222
- lastFireTime: -Infinity,
223
- spawnProtectionEndTime: now + SPAWN_PROTECTION,
224
- lastDirectionChangeTime: 0
225
- };
226
- }
227
-
228
- /** An enemy at the first free spawn point along the top (left, middle, right), or null if they're all taken. */
229
- export function createEnemy(cell: number, enemies: Tank[], now: number): Tank | null {
230
- const near = (cell * 2) ** 2;
231
- for (const col of [0, Math.floor(GRID_WIDTH / 2), GRID_WIDTH - 1]) {
232
- const x = col * cell + cell / 2;
233
- const y = cell / 2;
234
- if (enemies.some((e) => (e.x - x) ** 2 + (e.y - y) ** 2 < near)) continue;
235
- return {
236
- id: nextId(),
237
- x,
238
- y,
239
- direction: 'down',
240
- isPlayer: false,
241
- isAlive: true,
242
- lastFireTime: -Infinity,
243
- spawnProtectionEndTime: now + SPAWN_PROTECTION,
244
- lastDirectionChangeTime: now
245
- };
246
- }
247
- return null;
248
- }
249
-
250
- /** Where a tank would be one tick on in `direction`, or null if the edge, a wall or another tank is in the way. */
251
- function nextPosition(tank: Tank, direction: Direction, speed: number, b: Board, tanks: Tank[]): [number, number] | null {
252
- const scaled = speed * (b.cell / REFERENCE_CELL);
253
- const [sx, sy] = STEP[direction];
254
- const x = tank.x + sx * scaled;
255
- const y = tank.y + sy * scaled;
256
- const size = b.cell * TANK_RATIO;
257
- const half = size / 2;
258
- if (x - half < 0 || x + half > b.width || y - half < 0 || y + half > b.height) return null;
259
- for (const [cx, cy] of [
260
- [x - half, y - half],
261
- [x + half, y - half],
262
- [x - half, y + half],
263
- [x + half, y + half]
264
- ] as const) {
265
- if (solid(b.tiles[Math.floor(cy / b.cell)]?.[Math.floor(cx / b.cell)])) return null;
266
- }
267
- const sizeSq = size * size;
268
- for (const other of tanks) {
269
- if (other.id === tank.id || !other.isAlive) continue;
270
- if ((x - other.x) ** 2 + (y - other.y) ** 2 < sizeSq) return null;
271
- }
272
- return [x, y];
273
- }
274
-
275
- /** A tank turned to `direction` and, if the way is clear, moved one tick along it. */
276
- export function moveTank(tank: Tank, direction: Direction, speed: number, b: Board, tanks: Tank[]): Tank {
277
- const to = nextPosition(tank, direction, speed, b, tanks);
278
- return to ? { ...tank, direction, x: to[0], y: to[1] } : { ...tank, direction };
279
- }
280
-
281
- /** A bullet from the tank's muzzle, if its gun has cooled down. */
282
- export function fire(tank: Tank, now: number): Bullet | null {
283
- if (now - tank.lastFireTime < (tank.isPlayer ? PLAYER_FIRE_COOLDOWN : ENEMY_FIRE_COOLDOWN)) return null;
284
- const [sx, sy] = STEP[tank.direction];
285
- const offset = HIT_TANK_SIZE / 2 + 2;
286
- return { id: nextId(), x: tank.x + sx * offset, y: tank.y + sy * offset, direction: tank.direction, isPlayerBullet: tank.isPlayer };
287
- }
288
-
289
- export function moveBullet(bullet: Bullet) {
290
- const [sx, sy] = STEP[bullet.direction];
291
- bullet.x += sx * BULLET_SPEED;
292
- bullet.y += sy * BULLET_SPEED;
293
- }
294
-
295
- export type BulletHit = { hit: boolean; tile?: [number, number]; base?: boolean; tank?: Tank };
296
-
297
- /** What a bullet has hit: the edge, a wall (bricks and the base take damage), or an unshielded tank on the other side. */
298
- export function bulletHit(bullet: Bullet, b: Board, tanks: Tank[], now: number): BulletHit {
299
- if (bullet.x < 0 || bullet.x > b.width || bullet.y < 0 || bullet.y > b.height) return { hit: true };
300
- const tx = Math.floor(bullet.x / b.cell);
301
- const ty = Math.floor(bullet.y / b.cell);
302
- const tile = b.tiles[ty]?.[tx];
303
- if (tile?.type === 'brick') return { hit: true, tile: [tx, ty] };
304
- if (tile?.type === 'steel') return { hit: true };
305
- // Only enemy fire can destroy the base; the player's stops against it
306
- if (tile?.type === 'base') return bullet.isPlayerBullet ? { hit: true } : { hit: true, tile: [tx, ty], base: true };
307
- const reachSq = ((BULLET_SIZE + HIT_TANK_SIZE) / 2) ** 2;
308
- for (const tank of tanks) {
309
- if (!tank.isAlive || bullet.isPlayerBullet === tank.isPlayer || now < tank.spawnProtectionEndTime) continue;
310
- if ((bullet.x - tank.x) ** 2 + (bullet.y - tank.y) ** 2 < reachSq) return { hit: true, tank };
311
- }
312
- return { hit: false };
313
- }
314
-
315
- /** A hit on a tile: a brick loses a layer (two and it's gone); the base is destroyed. Returns its new state. */
316
- export function damageTile(tiles: Tile[][], x: number, y: number): Tile | null {
317
- const tile = tiles[y]?.[x];
318
- if (!tile || (tile.type !== 'brick' && tile.type !== 'base')) return null;
319
- const next: Tile =
320
- tile.type === 'brick' ? { type: tile.health - 1 <= 0 ? 'empty' : 'brick', health: tile.health - 1 } : { type: 'empty', health: tile.health };
321
- tiles[y]![x] = next;
322
- return next;
323
- }
324
-
325
- /** Opposing bullets that meet cancel out; returns the survivors and where each pair met. */
326
- export function bulletClashes(bullets: Bullet[]): { remaining: Bullet[]; points: [number, number][] } {
327
- const gone = new Set<number>();
328
- const points: [number, number][] = [];
329
- const reachSq = (BULLET_SIZE * 2) ** 2;
330
- for (let i = 0; i < bullets.length; i++)
331
- for (let j = i + 1; j < bullets.length; j++) {
332
- const a = bullets[i]!;
333
- const c = bullets[j]!;
334
- if (a.isPlayerBullet === c.isPlayerBullet) continue;
335
- if ((a.x - c.x) ** 2 + (a.y - c.y) ** 2 < reachSq) {
336
- gone.add(i);
337
- gone.add(j);
338
- points.push([(a.x + c.x) / 2, (a.y + c.y) / 2]);
339
- }
340
- }
341
- return { remaining: gone.size ? bullets.filter((_, i) => !gone.has(i)) : bullets, points };
342
- }
343
-
344
- // ── Enemy AI ──────────────────────────────────────────────────────────
345
-
346
- const toward = (from: Tank, to: Tank): Direction => {
347
- const dx = to.x - from.x;
348
- const dy = to.y - from.y;
349
- return Math.abs(dx) > Math.abs(dy) ? (dx > 0 ? 'right' : 'left') : dy > 0 ? 'down' : 'up';
350
- };
351
-
352
- /**
353
- * An enemy's heading: when blocked, a clear way (toward the player if that's one), or straight back;
354
- * otherwise, every 800 ms, toward the player (40%), on as it was (35%) or anywhere (25%).
355
- */
356
- export function enemyHeading(
357
- enemy: Tank,
358
- player: Tank,
359
- b: Board,
360
- tanks: Tank[],
361
- blocked: boolean,
362
- now: number
363
- ): { direction: Direction; turned: boolean } {
364
- if (blocked) {
365
- const open = DIRECTIONS.filter((d) => d !== enemy.direction && nextPosition(enemy, d, ENEMY_SPEED, b, tanks));
366
- if (open.length) {
367
- const want = toward(enemy, player);
368
- return { direction: open.includes(want) ? want : open[Math.floor(Math.random() * open.length)]!, turned: true };
369
- }
370
- return { direction: OPPOSITE[enemy.direction], turned: true };
371
- }
372
- if (now - enemy.lastDirectionChangeTime < ENEMY_TURN_INTERVAL) return { direction: enemy.direction, turned: false };
373
- const roll = Math.random();
374
- const direction = roll < 0.4 ? toward(enemy, player) : roll < 0.75 ? enemy.direction : DIRECTIONS[Math.floor(Math.random() * DIRECTIONS.length)]!;
375
- return { direction, turned: true };
376
- }
377
-
378
- /** Whether an enemy pulls the trigger: always with the player ahead and nearly in line, otherwise 30% of the time. */
379
- export function enemyWantsToFire(enemy: Tank, player: Tank): boolean {
380
- const t = ENEMY_AIM_TOLERANCE;
381
- const ahead =
382
- enemy.direction === 'up'
383
- ? Math.abs(enemy.x - player.x) < t && enemy.y > player.y
384
- : enemy.direction === 'down'
385
- ? Math.abs(enemy.x - player.x) < t && enemy.y < player.y
386
- : enemy.direction === 'left'
387
- ? Math.abs(enemy.y - player.y) < t && enemy.x > player.x
388
- : Math.abs(enemy.y - player.y) < t && enemy.x < player.x;
389
- return ahead || Math.random() < 0.3;
390
- }