@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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  318. package/src/games/dino-jump/DinoJumpConstants.ts +0 -80
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  321. package/src/games/dots-and-boxes/DotsAndBoxes.tsx +0 -83
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  349. package/src/games/game-2048/Game2048.tsx +0 -84
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@@ -1,434 +0,0 @@
1
- // Everything Tank 1990 draws: a battlefield (themed, as the original board, with its faint grid) seen from a
2
- // little in front of straight down (shared/EngineTilt: an orthographic camera leaning back, one world
3
- // unit per point) inside a thick riveted steel frame, brick walls that crumble a layer at a time, riveted steel blocks, the golden base,
4
- // and tanks with tracks, turret and barrel that swing round to face where they drive. Shells are
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- // glowing tracers; muzzle flashes and explosions are particle bursts. Every wall, tank and shell kind
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- // is one shared mesh, so each is one instanced draw.
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- //
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- // Board points (x right, y down, from the board's top-left; as the rules use) map to the world with the
9
- // board centred on the origin, y up and z up off the field.
10
- import {
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- type Color,
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- effects,
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- type Entity,
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- extrude,
15
- type GeometryPart,
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- lathe,
17
- merge,
18
- type Model,
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- Path,
20
- quat,
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- shapeGeometry,
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- tube,
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- type Vec3,
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- type World
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- } from '@nayan-ui/engine';
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- import type { GameTheme } from '../../services/ThemeService';
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- import { setBackdropTheme, spawnBackdrop } from '../shared/EngineBackdrop';
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- import { cacheGameAsset, createGameMesh as createShape } from '../shared/EngineMeshes';
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- import { placeTiltedBackdrop } from '../shared/EngineTilt';
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- import { toColor } from '../shared/EngineUtils';
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- import {
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- CLASSIC_FIELD,
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- type Direction,
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- EXPLOSION_TIME,
35
- FRAME,
36
- GRID_HEIGHT,
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- GRID_LINE,
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- GRID_WIDTH,
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- type Layout,
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- TANK_RATIO,
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- TURN_TIME
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- } from './Tank1990Constants';
43
- import type { Bullet, Tank, Tile } from './Tank1990Rules';
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-
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- const meshes = new Map<string, Model>();
46
- const cached = (key: string, build: () => Model) => {
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- let m = meshes.get(key);
48
- if (!m) {
49
- m = cacheGameAsset('tank-1990/Tank1990Scene:' + key, build);
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- meshes.set(key, m);
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- }
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- return m;
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- };
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- type RGB = [number, number, number];
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- const rgb = (css: string): RGB => {
56
- const [r, g, b] = toColor(css);
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- return [r, g, b];
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- };
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- const c4 = (css: string): Color => toColor(css);
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- const cube = () => shapeGeometry('cube');
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- const sphere = () => shapeGeometry('sphere');
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- const STAND_UP = quat.x(Math.PI / 2);
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- const HEADING: Record<Direction, number> = { up: 0, left: Math.PI / 2, down: Math.PI, right: -Math.PI / 2 };
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- export const heading = (d: Direction) => quat.z(HEADING[d]);
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- const FIELD_DEPTH = 8;
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- const BACKDROP_DEPTH = 25;
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-
68
- /** Board points to the world, at height z. */
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- export const toWorld = (l: Layout, x: number, y: number, z = 0): Vec3 => [x - l.boardWidth / 2, l.boardHeight / 2 - y, z];
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-
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- // ── Meshes (walls in cells, tanks in tank lengths) ────────────────────
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-
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- /** A brick wall one cell square: brick-red sides, a running bond of bricks on top over dark mortar. Damaged, it's one layer lower and darker. */
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- const brickMesh = (damaged: boolean) =>
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- cached(`t90-brick-${damaged ? 1 : 2}`, () => {
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- const h = damaged ? 0.34 : 0.56;
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- const face = rgb(damaged ? '#7A3F1E' : '#A0522D');
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- const top = rgb(damaged ? '#9A6040' : '#C0764A');
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- const parts: GeometryPart[] = [
80
- { geometry: cube(), position: [0, 0, h / 2], scale: [0.96, 0.96, h], color: [...rgb('#2E1A0C'), 1] },
81
- { geometry: cube(), position: [0, 0, (h - 0.04) / 2], scale: [0.98, 0.98, h - 0.04], color: [...face, 1] }
82
- ];
83
- // A running bond: half-cell bricks, every other row shifted by a quarter
84
- const rows = 4;
85
- for (let r = 0; r < rows; r++) {
86
- const y = -0.5 + (r + 0.5) / rows;
87
- const shift = r % 2 ? -0.25 : 0;
88
- for (let k = 0; k < 3; k++) {
89
- const x0 = Math.max(-0.48, -0.5 + shift + k * 0.5 + 0.02);
90
- const x1 = Math.min(0.48, -0.5 + shift + (k + 1) * 0.5 - 0.02);
91
- if (x1 - x0 < 0.06) continue;
92
- if (damaged && (r + k) % 3 === 0) continue; // chunks knocked out
93
- const tint = 0.9 + ((r * 7 + k * 3) % 5) * 0.04;
94
- parts.push({
95
- geometry: cube(),
96
- position: [(x0 + x1) / 2, y, h + 0.025],
97
- scale: [x1 - x0, 1 / rows - 0.05, 0.05],
98
- color: [top[0] * tint, top[1] * tint, top[2] * tint, 1]
99
- });
100
- }
101
- }
102
- return createShape(merge(parts), { center: false, shine: 0.1 });
103
- });
104
-
105
- /** Gunmetal steel, for the blocks and the frame. */
106
- const STEEL = { edge: '#252B33', body: '#5F6B7A', plate: '#9AA6B4', rivet: '#E6EBF1' };
107
-
108
- /** A steel block one cell square: polished sides, a raised plate and four rivets on top. */
109
- const steelMesh = () =>
110
- cached('t90-steel-v2', () => {
111
- const h = 0.6;
112
- const parts: GeometryPart[] = [
113
- // A dark outline under gunmetal sides: it reads against a light field and a dark one alike
114
- { geometry: cube(), position: [0, 0, (h - 0.02) / 2], scale: [0.98, 0.98, h - 0.02], color: [...rgb(STEEL.edge), 1] },
115
- { geometry: cube(), position: [0, 0, h / 2], scale: [0.9, 0.9, h], color: [...rgb(STEEL.body), 1] },
116
- { geometry: cube(), position: [0, 0, h + 0.02], scale: [0.62, 0.62, 0.04], color: [...rgb(STEEL.plate), 1] },
117
- { geometry: cube(), position: [0, 0, h + 0.045], scale: [0.5, 0.5, 0.01], color: [...rgb(STEEL.body), 1] }
118
- ];
119
- for (const [x, y] of [
120
- [-0.36, -0.36],
121
- [0.36, -0.36],
122
- [-0.36, 0.36],
123
- [0.36, 0.36]
124
- ])
125
- parts.push({ geometry: sphere(), position: [x!, y!, h], scale: [0.12, 0.12, 0.08], color: [...rgb(STEEL.rivet), 1] });
126
- return createShape(merge(parts), { center: false, shine: 0.85 });
127
- });
128
-
129
- /** The base: a golden plinth with a star standing proud on it. */
130
- const baseMesh = () =>
131
- cached('t90-base', () =>
132
- createShape(
133
- merge([
134
- { geometry: shapeGeometry('roundedBox'), position: [0, 0, 0.14], scale: [0.92, 0.92, 0.28], color: [...rgb('#FFC107'), 1] },
135
- { geometry: cube(), position: [0, 0, 0.29], scale: [0.7, 0.7, 0.03], color: [...rgb('#FF8F00'), 1] },
136
- { geometry: extrude(new Path().addStar(0, 0, 0.32, 0.14), { depth: 0.12 }), position: [0, 0, 0.36], color: [...rgb('#FFE082'), 1] }
137
- ]),
138
- { center: false, shine: 0.7 }
139
- )
140
- );
141
-
142
- const PLAYER_PAINT = { hull: '#FFD700', top: '#FFE44D', track: '#8B7209', turret: '#FFF176', barrel: '#B8860B' };
143
- const ENEMY_PAINT = { hull: '#6B7D94', top: '#8A9AAE', track: '#2E3C4E', turret: '#7A8EA4', barrel: '#4A5E74' };
144
-
145
- /** A tank one unit long, facing +y: hull on two tracks with tread bars, a domed turret, and a barrel reaching past its nose. */
146
- const tankMesh = (player: boolean) =>
147
- cached(`t90-tank-${player ? 'player' : 'enemy'}`, () => {
148
- const p = player ? PLAYER_PAINT : ENEMY_PAINT;
149
- const parts: GeometryPart[] = [];
150
- for (const side of [1, -1]) {
151
- parts.push({ geometry: shapeGeometry('roundedBox'), position: [side * 0.37, 0, 0.13], scale: [0.24, 1, 0.26], color: c4(p.track) });
152
- for (let i = 0; i < 6; i++)
153
- parts.push({ geometry: cube(), position: [side * 0.37, -0.42 + i * 0.168, 0.265], scale: [0.25, 0.06, 0.02], color: [0.12, 0.12, 0.12, 1] });
154
- }
155
- parts.push(
156
- { geometry: shapeGeometry('roundedBox'), position: [0, 0, 0.22], scale: [0.56, 0.84, 0.24], color: c4(p.hull) },
157
- { geometry: cube(), position: [0, -0.08, 0.345], scale: [0.46, 0.5, 0.02], color: c4(p.top) },
158
- {
159
- geometry: lathe(
160
- [
161
- [0.001, 0.2],
162
- [0.12, 0.19],
163
- [0.2, 0.14],
164
- [0.23, 0.06],
165
- [0.23, 0]
166
- ],
167
- { segments: 24 }
168
- ),
169
- position: [0, -0.04, 0.34],
170
- rotation: STAND_UP,
171
- color: c4(p.turret)
172
- },
173
- {
174
- geometry: tube(
175
- [
176
- [0, 0.12, 0.43],
177
- [0, 0.66, 0.43]
178
- ],
179
- { radius: 0.055, sides: 12 }
180
- ),
181
- color: c4(p.barrel)
182
- },
183
- {
184
- geometry: tube(
185
- [
186
- [0, 0.6, 0.43],
187
- [0, 0.68, 0.43]
188
- ],
189
- { radius: 0.075, sides: 12 }
190
- ),
191
- color: c4(p.barrel)
192
- }
193
- );
194
- return createShape(merge(parts), { center: false, shine: player ? 0.55 : 0.4 });
195
- });
196
-
197
- /** The field: a slab (themed) with the faint grid between cells. */
198
- const fieldMesh = (l: Layout, radius: number) =>
199
- cached(`t90-field:${l.boardWidth}x${l.boardHeight}:${radius}`, () =>
200
- createShape(
201
- extrude(new Path().addRoundedRect(-l.boardWidth / 2, -l.boardHeight / 2, l.boardWidth, l.boardHeight, radius), { depth: FIELD_DEPTH }),
202
- {
203
- shine: 0.1
204
- }
205
- )
206
- );
207
- const gridMesh = (l: Layout) =>
208
- cached(`t90-grid:${l.cell}`, () => {
209
- const parts: GeometryPart[] = [];
210
- for (let x = 1; x < GRID_WIDTH; x++)
211
- parts.push({ geometry: cube(), position: [x * l.cell - l.boardWidth / 2, 0, 0], scale: [1, l.boardHeight, 0.2] });
212
- for (let y = 1; y < GRID_HEIGHT; y++)
213
- parts.push({ geometry: cube(), position: [0, l.boardHeight / 2 - y * l.cell, 0], scale: [l.boardWidth, 1, 0.2] });
214
- return createShape(merge(parts), { center: false });
215
- });
216
-
217
- const frameWidth = (l: Layout) => Math.min(FRAME, l.cell * 0.5);
218
- /**
219
- * A thick steel frame round the field, as the steel blocks: a raised polished band hugging the board's
220
- * edge, a lighter plate along its top, and a rivet at every cell.
221
- */
222
- const frameMesh = (l: Layout) =>
223
- cached(`t90-frame:${l.boardWidth}x${l.boardHeight}`, () => {
224
- const f = frameWidth(l);
225
- const h = l.cell * 0.6;
226
- const w = l.boardWidth;
227
- const H = l.boardHeight;
228
- const ring = (inset: number, depth: number, color: string, z: number): GeometryPart => ({
229
- geometry: extrude(
230
- new Path()
231
- .addRoundedRect(-w / 2 - f + inset, -H / 2 - f + inset, w + (f - inset) * 2, H + (f - inset) * 2, Math.max(1, f * 0.5 - inset))
232
- .addRect(-w / 2 - inset * 0.2, -H / 2 - inset * 0.2, w + inset * 0.4, H + inset * 0.4),
233
- { depth, fillRule: 'evenodd' }
234
- ),
235
- position: [0, 0, z],
236
- color: [...rgb(color), 1]
237
- });
238
- const parts: GeometryPart[] = [ring(0, h, STEEL.body, h / 2), ring(f * 0.22, h * 0.06, STEEL.plate, h + h * 0.03)];
239
- const rivet = (x: number, y: number) =>
240
- parts.push({ geometry: sphere(), position: [x, y, h + h * 0.06], scale: [f * 0.3, f * 0.3, f * 0.2], color: [...rgb(STEEL.rivet), 1] });
241
- const mid = f / 2;
242
- for (let i = 0; i <= GRID_WIDTH; i++) {
243
- const x = -w / 2 + i * l.cell;
244
- rivet(x, H / 2 + mid);
245
- rivet(x, -H / 2 - mid);
246
- }
247
- for (let j = 1; j < GRID_HEIGHT; j++) {
248
- const y = -H / 2 + j * l.cell;
249
- rivet(-w / 2 - mid, y);
250
- rivet(w / 2 + mid, y);
251
- }
252
- return createShape(merge(parts), { center: false, shine: 0.85 });
253
- });
254
-
255
- // ── Spawning ──────────────────────────────────────────────────────────
256
-
257
- export type TankView = { body: Entity; shield: Entity; direction: Direction; shielded: boolean; x: number; y: number };
258
- export type Scene = {
259
- backdrop: Entity;
260
- field: Entity;
261
- frame: Entity;
262
- grid: Entity;
263
- /** Each tile's wall, row by row (null where it's open ground). */
264
- walls: (Entity | null)[][];
265
- tanks: Map<number, TankView>;
266
- bullets: Map<number, Entity>;
267
- };
268
-
269
- const fieldColor = (theme: GameTheme) => toColor(theme.mode === 'classic' ? CLASSIC_FIELD : theme.BOARD.SURFACE);
270
- const wallMesh = (t: Tile) =>
271
- t.type === 'brick' ? brickMesh(t.health < 2) : t.type === 'steel' ? steelMesh() : t.type === 'base' ? baseMesh() : null;
272
-
273
- export function buildScene(world: World, l: Layout, theme: GameTheme, tiles: Tile[][]): Scene {
274
- const backdrop = spawnBackdrop(world, l.width, l.height, -BACKDROP_DEPTH, theme);
275
- placeTiltedBackdrop(world, backdrop, l, BACKDROP_DEPTH);
276
- const field = world.spawn({
277
- mesh: fieldMesh(l, theme.mode === 'classic' ? 10 : 6),
278
- position: [0, 0, -FIELD_DEPTH / 2],
279
- color: fieldColor(theme),
280
- pickable: false
281
- });
282
- const frame = world.spawn({ mesh: frameMesh(l), position: [0, 0, 0], pickable: false });
283
- const grid = world.spawn({ mesh: gridMesh(l), position: [0, 0, 0.15], color: toColor(GRID_LINE), pickable: false });
284
- const walls = tiles.map((row, y) => row.map((t, x) => spawnWall(world, l, t, x, y)));
285
- return { backdrop, field, frame, grid, walls, tanks: new Map(), bullets: new Map() };
286
- }
287
-
288
- function spawnWall(world: World, l: Layout, t: Tile, x: number, y: number): Entity | null {
289
- const mesh = wallMesh(t);
290
- return mesh ? world.spawn({ mesh, position: toWorld(l, (x + 0.5) * l.cell, (y + 0.5) * l.cell), scale: l.cell, pickable: false }) : null;
291
- }
292
-
293
- export function removeScene(world: World, s: Scene) {
294
- const units = [...Array.from(s.tanks.values(), (t) => t.body), ...Array.from(s.bullets.values())];
295
- for (const e of [s.backdrop, s.field, s.frame, s.grid, ...units, ...s.walls.flat()]) if (e != null) world.despawn(e);
296
- }
297
-
298
- export function setSceneTheme(world: World, l: Layout, s: Scene, theme: GameTheme) {
299
- setBackdropTheme(world, s.backdrop, theme);
300
- world.set(s.field, { mesh: fieldMesh(l, theme.mode === 'classic' ? 10 : 6), color: fieldColor(theme) });
301
- }
302
-
303
- /** A tile's wall after a hit: a layer down, or gone in a shower of rubble. */
304
- export function updateWall(world: World, l: Layout, s: Scene, x: number, y: number, t: Tile, was: Tile['type']) {
305
- const e = s.walls[y]![x];
306
- const mesh = wallMesh(t);
307
- if (e != null && mesh) world.set(e, { mesh });
308
- else if (e != null) {
309
- world.despawn(e);
310
- s.walls[y]![x] = null;
311
- }
312
- effects.shatter(world, {
313
- position: toWorld(l, (x + 0.5) * l.cell, (y + 0.5) * l.cell, l.cell * 0.5),
314
- count: mesh ? 6 : 12,
315
- size: l.cell * 0.14,
316
- speed: l.cell * 3,
317
- direction: [0, 0, 1],
318
- spread: 1.2,
319
- lifetime: 0.5,
320
- gravity: -l.cell * 9,
321
- colors: was === 'base' ? [c4('#FFC107'), c4('#FF8F00'), c4('#5A5A5A')] : [c4('#A0522D'), c4('#6B3410'), c4('#C0764A')],
322
- flash: false
323
- });
324
- }
325
-
326
- /** Builds a fresh map's walls (a new board). */
327
- export function rebuildWalls(world: World, l: Layout, s: Scene, tiles: Tile[][]) {
328
- for (const e of s.walls.flat()) if (e != null) world.despawn(e);
329
- s.walls = tiles.map((row, y) => row.map((t, x) => spawnWall(world, l, t, x, y)));
330
- }
331
-
332
- // ── Tanks and shells ──────────────────────────────────────────────────
333
-
334
- const SHIELD: Color = [0.12, 0.55, 1, 0.28];
335
- const SHELL: Color = [2.4, 1.5, 0.45, 1];
336
- const SHELL_GLOW: Color = [2.2, 1.1, 0.3, 0.45];
337
-
338
- /** Puts every live tank and shell where the battle has them (spawning newcomers, clearing the gone). */
339
- export function syncUnits(world: World, l: Layout, s: Scene, tanks: Tank[], bullets: Bullet[], now: number) {
340
- const size = l.cell * TANK_RATIO;
341
- const seen = new Set<number>();
342
- for (const t of tanks) {
343
- if (!t.isAlive) continue;
344
- seen.add(t.id);
345
- let view = s.tanks.get(t.id);
346
- const at = toWorld(l, t.x, t.y);
347
- if (!view) {
348
- const body = world.spawn({ mesh: tankMesh(t.isPlayer), position: at, rotation: heading(t.direction), scale: size, pickable: false });
349
- const shield = world.spawn({ mesh: 'sphere', parent: body, position: [0, 0, 0.3], scale: 0, color: SHIELD, pickable: false });
350
- view = { body, shield, direction: t.direction, shielded: false, x: t.x, y: t.y };
351
- s.tanks.set(t.id, view);
352
- // A new tank grows in
353
- world.set(body, { scale: size * 0.3 });
354
- world.animate(body, { scale: size }, { duration: 0.25, easing: 'back' });
355
- }
356
- if (view.x !== t.x || view.y !== t.y) {
357
- world.set(view.body, { position: at });
358
- view.x = t.x;
359
- view.y = t.y;
360
- }
361
- if (view.direction !== t.direction) {
362
- view.direction = t.direction;
363
- world.animate(view.body, { rotation: heading(t.direction) }, { duration: TURN_TIME, easing: 'easeOut' });
364
- }
365
- const shielded = now < t.spawnProtectionEndTime;
366
- if (shielded !== view.shielded) {
367
- view.shielded = shielded;
368
- world.stopAnimation(view.shield);
369
- world.set(view.shield, { scale: shielded ? 1.45 : 0 });
370
- if (shielded) world.animate(view.shield, { scale: 1.6 }, { duration: 0.35, repeat: 'forever', yoyo: true, easing: 'easeInOut' });
371
- }
372
- }
373
- for (const [id, view] of s.tanks)
374
- if (!seen.has(id)) {
375
- world.despawn(view.body);
376
- s.tanks.delete(id);
377
- }
378
-
379
- const live = new Set<number>();
380
- const updates = world.transforms;
381
- for (const b of bullets) {
382
- live.add(b.id);
383
- const at = toWorld(l, b.x, b.y, l.cell * 0.34);
384
- const e = s.bullets.get(b.id);
385
- if (e == null) {
386
- const shell = world.spawn({ mesh: 'sphere', position: at, scale: l.cell * 0.24, color: SHELL, pickable: false });
387
- world.spawn({ mesh: 'puff', parent: shell, scale: 2.4, color: SHELL_GLOW, pickable: false });
388
- s.bullets.set(b.id, shell);
389
- } else updates.position(e, at[0], at[1], at[2]);
390
- }
391
- updates.flush();
392
- for (const [id, e] of s.bullets)
393
- if (!live.has(id)) {
394
- world.despawn(e);
395
- s.bullets.delete(id);
396
- }
397
- }
398
-
399
- /** A muzzle flash at the end of a tank's barrel. */
400
- export function muzzleFlash(world: World, l: Layout, t: Tank) {
401
- const size = l.cell * TANK_RATIO;
402
- const reach = size / 2 + size * 0.5;
403
- const [sx, sy] = t.direction === 'up' ? [0, -1] : t.direction === 'down' ? [0, 1] : t.direction === 'left' ? [-1, 0] : [1, 0];
404
- effects.dust(world, {
405
- position: toWorld(l, t.x + sx * reach, t.y + sy * reach, size * 0.43),
406
- count: 3,
407
- size: size * 0.35,
408
- speed: size * 1.5,
409
- direction: [sx, -sy, 0.3],
410
- spread: 0.5,
411
- lifetime: 0.1,
412
- color: [
413
- [2.6, 2.6, 2.2, 0.95],
414
- [2.4, 2, 0.8, 0.8]
415
- ],
416
- endSize: 1.8
417
- });
418
- }
419
-
420
- /** An explosion at a board point: a fireball and smoke, bigger for a tank. */
421
- export function explode(world: World, l: Layout, x: number, y: number, big: boolean) {
422
- const size = l.cell * (big ? 0.9 : 0.5);
423
- effects.explosion(world, {
424
- position: toWorld(l, x, y, l.cell * 0.4),
425
- count: big ? 22 : 10,
426
- size,
427
- speed: size * (big ? 3 : 2),
428
- lifetime: EXPLOSION_TIME,
429
- direction: [0, 0, 1],
430
- spread: 1.3,
431
- gravity: -l.cell * 10,
432
- debris: big ? [c4('#3E4A58'), c4('#FFB74D'), c4('#5A5A5A')] : undefined
433
- });
434
- }
@@ -1,98 +0,0 @@
1
- // Tic Tac Toe's screen, on the Nayan engine: the board and pieces are one 3D scene (an orthographic
2
- // camera leaning back over the board), under Playtura's scoreboard (you, the turn and the clock, the
3
- // robot), controls and modals. The play is in TicTacToeGame.ts (the rules and the robot in
4
- // TicTacToeRules.ts), what it draws in TicTacToeScene.ts.
5
- //
6
- // One world serves the whole visit: Start, Stop and Play Again clear the board in place and a theme
7
- // change rebuilds just the board, so the GPU view is never rebuilt. Pieces drop and the win bar glows in
8
- // the engine's Rust core; JS reads the finger and steps the clock and the world once a frame.
9
- import { useMemo } from 'react';
10
- import { HapticType } from '../../services/HapticsService';
11
- import { GAME_SOUNDS } from '../../services/SoundsService';
12
- import { GAME_IDS, isTablet } from '../../services/UtilsService';
13
- import { engineGame, EngineGameScreen } from '../shared/EngineGameScreen';
14
- import { textColumn, timerColumn } from '../shared/EngineHud';
15
- import { toRgb } from '../shared/EngineUtils';
16
- import { useEngineGame } from '../shared/useEngineGame';
17
- import { useLiveState } from '../shared/useLiveState';
18
- import { COLORS, getLayout, LIGHT, TIME_LIMIT } from './TicTacToeConstants';
19
- import { createGame, dispose, drag, type GameEvent, reset, type Result, setLayout, setTheme, shownScore, start, tick } from './TicTacToeGame';
20
- import type { Player } from './TicTacToeRules';
21
-
22
- const SOUNDS = GAME_SOUNDS.TIC_TAC_TOE;
23
- const LOW_TIME = 30;
24
-
25
- /** Each event's sound and haptic, as the original version played them. */
26
- const FEEDBACK: Record<GameEvent, { sound: (typeof SOUNDS)[keyof typeof SOUNDS]; haptic: HapticType }> = {
27
- place: { sound: SOUNDS.PLACE, haptic: HapticType.LIGHT },
28
- robot: { sound: SOUNDS.ROBOT, haptic: HapticType.LIGHT },
29
- win: { sound: SOUNDS.WIN, haptic: HapticType.SUCCESS },
30
- lose: { sound: SOUNDS.LOSE, haptic: HapticType.ERROR },
31
- draw: { sound: SOUNDS.DRAW, haptic: HapticType.MEDIUM }
32
- };
33
-
34
- const TITLES: Record<Result, [string, string]> = {
35
- win: ['YOU WON!', 'You beat the robot!'],
36
- lose: ['YOU LOST!', 'The robot wins!'],
37
- draw: ['DRAW!', 'Nobody wins this round!'],
38
- timeout: ['TIME UP!', 'You ran out of time!']
39
- };
40
-
41
- export const TicTacToe = engineGame(GAME_IDS.TIC_TAC_TOE, (props) => {
42
- const [turn, setTurn] = useLiveState<Player>('O');
43
- const [time, setTime] = useLiveState(TIME_LIMIT);
44
-
45
- // As the original game did: a win 10,000; a loss or a timeout 0; a draw (and a stop) as a cancel
46
- const { game, theme, screen, gameOver } = useEngineGame(props, {
47
- gameId: GAME_IDS.TIC_TAC_TOE,
48
- create: createGame,
49
- start,
50
- reset,
51
- dispose,
52
- tick,
53
- setTheme,
54
- resize: (g, width, height, offset) => {
55
- const l = getLayout(width, height, offset, isTablet);
56
- setLayout(g, l);
57
- return l.size + l.pad * 2;
58
- },
59
- drag,
60
- outcome: (g) => (g.result === 'win' ? 'win' : g.result === 'draw' ? 'draw' : 'lose'),
61
- reportScore: (g, s) => (s === 'win' ? g.finalScore : 0),
62
- sounds: SOUNDS,
63
- onStart: (fx) => fx(SOUNDS.START, HapticType.MEDIUM),
64
- onOver: (fx, _status, g) => {
65
- if (g.result === 'timeout') fx(SOUNDS.TIME_UP, HapticType.ERROR);
66
- },
67
- wire: (g, fx) => {
68
- g.onTurn = setTurn;
69
- g.onTime = setTime;
70
- g.onEvent = (event) => fx(FEEDBACK[event].sound, FEEDBACK[event].haptic);
71
- }
72
- });
73
-
74
- const background = useMemo(() => toRgb(theme.BACKGROUND), [theme.BACKGROUND]);
75
- const [title, message] = TITLES[game.result ?? 'timeout'];
76
-
77
- return (
78
- <EngineGameScreen
79
- {...screen}
80
- light={LIGHT}
81
- background={background}
82
- // You, whose turn it is and the clock, the robot (as the original scoreboard)
83
- columns={[
84
- textColumn('YOU', 'O', COLORS.O_BADGE),
85
- timerColumn(time, theme, LOW_TIME, turn === 'O' ? 'YOUR TURN' : 'AI THINKING...'),
86
- textColumn('AI', 'X', COLORS.X_BADGE)
87
- ]}
88
- subtext="Play vs Robot!"
89
- gameOver={gameOver({
90
- title,
91
- message,
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- scoreLabel: 'Final Score',
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- score: shownScore(game),
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- buttonText: 'Play Again!'
95
- })}
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- />
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- );
98
- });
@@ -1,69 +0,0 @@
1
- // Tic Tac Toe's scores, timings, colors and layout. Rules and scores match the original version
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- // (games/tic-tac-toe), so scores carry over.
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- import { getScoreBoardTop } from '../shared/EngineHud';
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- import type { TiltView } from '../shared/EngineTilt';
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- import { frontLight, gameWidthFor } from '../shared/EngineUtils';
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-
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- // ── Rules and scoring ─────────────────────────────────────────────────
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-
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- export const TIME_LIMIT = 120; // seconds
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- export const WIN_SCORE = 10000;
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- export const DRAW_SCORE = 5000;
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- export const LOSE_SCORE = 0;
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- /** Points for every second still on the clock when a game is won (half this for a draw). */
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- export const TIME_BONUS = 50;
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- export const ROBOT_DELAY = 0.5; // the robot "thinks" this long
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-
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- // ── Colors ────────────────────────────────────────────────────────────
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-
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- export const COLORS = {
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- X: '#E53935',
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- O: '#2E7D32',
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- WIN: '#FFC107',
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- // The wooden board (classic), as the original board
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- FRAME: '#5c4033',
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- WELL: '#3a2518',
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- SURFACE: '#6b4c3b',
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- SURFACE_ALT: '#735342',
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- GRID: '#8d6e5a',
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- // The scoreboard's badges
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- X_BADGE: '#F44336',
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- O_BADGE: '#4CAF50'
32
- } as const;
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-
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- // ── The scene ─────────────────────────────────────────────────────────
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-
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- /** The camera leans back from straight down, so the board's depth and the pieces stand up. */
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- export const TILT = 0.42;
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- /** Lit from the upper left; surfaces facing up off the board (+z) keep their exact color. */
39
- export const LIGHT = frontLight([-0.4, 0.5, 1], 0.45);
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-
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- // ── Layout (view points) ──────────────────────────────────────────────
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-
43
- const SCOREBOARD_HEIGHT = 92;
44
- const CONTROLS_HEIGHT = 120;
45
-
46
- export type Layout = TiltView & { cell: number; size: number; pad: number };
47
-
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- /** The board as big as the original board (85% of the width, at most 350 points, 420 on a tablet), smaller if the screen is short. */
49
- export function getLayout(width: number, height: number, offset: number, tablet: boolean): Layout {
50
- const pad = tablet ? 10 : 8;
51
- const top = getScoreBoardTop(offset) + SCOREBOARD_HEIGHT;
52
- const room = Math.max(180, height - top - CONTROLS_HEIGHT);
53
- const fromHeight = room / Math.cos(TILT) - pad * 2 - 30;
54
- // The board, frame included, as wide as the game area (30 narrower than the screen, at most 500), shorter if the screen is
55
- const size = Math.floor(Math.max(150, Math.min(gameWidthFor(width) - pad * 2, fromHeight)) / 3) * 3;
56
- return { width, height, tilt: TILT, centerY: top + room / 2, cell: size / 3, size, pad };
57
- }
58
-
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- /** A cell's centre (0 top left, row by row), in world units. */
60
- export function cellCentre(l: Layout, i: number): [number, number] {
61
- return [((i % 3) - 1) * l.cell, (1 - Math.floor(i / 3)) * l.cell];
62
- }
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-
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- /** The cell under a board point, or -1. */
65
- export function cellAt(l: Layout, x: number, y: number): number {
66
- const col = Math.floor((x + l.size / 2) / l.cell);
67
- const row = Math.floor((l.size / 2 - y) / l.cell);
68
- return col < 0 || col > 2 || row < 0 || row > 2 ? -1 : row * 3 + col;
69
- }