@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
  318. package/src/games/dino-jump/DinoJumpConstants.ts +0 -80
  319. package/src/games/dino-jump/DinoJumpGame.ts +0 -344
  320. package/src/games/dino-jump/DinoJumpScene.ts +0 -686
  321. package/src/games/dots-and-boxes/DotsAndBoxes.tsx +0 -83
  322. package/src/games/dots-and-boxes/DotsAndBoxesConstants.ts +0 -77
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@@ -1,200 +0,0 @@
1
- // Tic Tac Toe's play, with no React: build a game with `createGame`, give it a layout, `start` it and
2
- // `tick` it every frame. You are O and go first: tap an empty cell. The robot (X) answers half a second
3
- // later. Three in a row wins; a full board is a draw; the three-minute clock running out loses.
4
- //
5
- // The rules and the robot are the original store's (TicTacToeRules.ts); the robot's think and the clock run
6
- // on the game's own clock, so Stop or leaving can't let a late move into the next game.
7
- import { type Camera, type DragEvent, World } from '@nayan-ui/engine';
8
- import type { GameTheme } from '../../services/ThemeService';
9
- import { aimTilted, unproject } from '../shared/EngineTilt';
10
- import { cellAt, DRAW_SCORE, type Layout, LOSE_SCORE, ROBOT_DELAY, TIME_BONUS, TIME_LIMIT, WIN_SCORE } from './TicTacToeConstants';
11
- import { type Board, emptyBoard, type Player, robotMove, winningLine } from './TicTacToeRules';
12
- import { buildScene, clearPieces, hideGhost, markWin, place, removeScene, type Scene, setSceneTheme, showGhost, shrug } from './TicTacToeScene';
13
-
14
- export type Phase = 'ready' | 'playing' | 'over';
15
- /** How a game ended. */
16
- export type Result = 'win' | 'lose' | 'draw' | 'timeout';
17
- /** place / robot: a piece down; win / lose / draw: how a move ended it (a timeout is silent, as in the original game). */
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- export type GameEvent = 'place' | 'robot' | 'win' | 'lose' | 'draw';
19
-
20
- const WORLD_CAPACITY = 240; // the board (border, cells, bars ~40), nine pieces and shadows, and the bursts
21
-
22
- export function createGame(theme: GameTheme) {
23
- const world = new World(WORLD_CAPACITY);
24
- const camera: Camera = { eye: [0, 0, 240], target: [0, 0, 0], fov: 1, ortho: 1 };
25
- const g = {
26
- world,
27
- camera,
28
- theme,
29
- layout: null as Layout | null,
30
- scene: null as Scene | null,
31
- phase: 'ready' as Phase,
32
- board: emptyBoard() as Board,
33
- turn: 'O' as Player,
34
- result: null as Result | null,
35
- finalScore: 0,
36
- line: null as readonly [number, number, number] | null,
37
- /** The countdown lives in the engine (Rust), advanced by world.update. */
38
- get timeLeft() {
39
- return world.scoreboard.shownSeconds;
40
- },
41
- /** A finger down on a cell (shown as a ghost O until it lifts). */
42
- press: -1,
43
- // UI hooks, set by the screen.
44
- onPhase: (_p: Phase) => {},
45
- onTurn: (_p: Player) => {},
46
- onTime: (_t: number) => {},
47
- onEvent: (_e: GameEvent) => {}
48
- };
49
- world.scoreboard.reset(0, TIME_LIMIT);
50
- world.scoreboard.handlers = {
51
- onSecond: (t) => g.onTime(t),
52
- onTimeUp: () => g.phase === 'playing' && end(g, 'timeout')
53
- };
54
- return g;
55
- }
56
- export type Game = ReturnType<typeof createGame>;
57
-
58
- /** A finished game's score: the result's points, plus a bonus for the time left (a win's full, a draw's half). */
59
- export const scoreFor = (r: Result | null, timeLeft: number) =>
60
- r === 'win' ? WIN_SCORE + Math.max(0, timeLeft) * TIME_BONUS : r === 'draw' ? DRAW_SCORE + Math.max(0, timeLeft) * (TIME_BONUS / 2) : LOSE_SCORE;
61
- /** The game-over card's score. */
62
- export const shownScore = (g: { result: Result | null; finalScore: number }) => (g.result ? g.finalScore : LOSE_SCORE);
63
-
64
- // ── Scene ─────────────────────────────────────────────────────────────
65
-
66
- /** Lays the board out for the view (first layout, header height, rotation): rebuilt where things stand. */
67
- export function setLayout(g: Game, l: Layout) {
68
- if (g.scene) removeScene(g.world, g.scene);
69
- g.layout = l;
70
- aimTilted(g.camera, l);
71
- g.scene = buildScene(g.world, l, g.theme, g.board);
72
- if (g.line) markWin(g.world, l, g.scene, g.line);
73
- }
74
-
75
- export function setTheme(g: Game, theme: GameTheme) {
76
- g.theme = theme;
77
- if (g.layout && g.scene) setSceneTheme(g.world, g.layout, g.scene, theme);
78
- }
79
-
80
- // ── Run ───────────────────────────────────────────────────────────────
81
-
82
- function clear(g: Game) {
83
- g.world.cancelTimers();
84
- g.board = emptyBoard();
85
- g.turn = 'O';
86
- g.result = null;
87
- g.line = null;
88
- g.world.scoreboard.reset(0, TIME_LIMIT);
89
- g.press = -1;
90
- if (g.scene) clearPieces(g.world, g.scene);
91
- g.onTurn('O');
92
- g.onTime(TIME_LIMIT);
93
- }
94
-
95
- /** A fresh board, your move first. */
96
- export function start(g: Game) {
97
- if (g.phase !== 'ready') return;
98
- clear(g);
99
- g.world.scoreboard.startCountdown(TIME_LIMIT);
100
- g.phase = 'playing';
101
- g.onPhase('playing');
102
- }
103
-
104
- /** An empty board, not started (Stop, Play Again). The world, and the GPU view drawing it, are kept. */
105
- export function reset(g: Game) {
106
- clear(g);
107
- g.phase = 'ready';
108
- g.onPhase('ready');
109
- }
110
-
111
- export function dispose(g: Game) {
112
- g.world.dispose();
113
- }
114
-
115
- export function tick(g: Game, dt: number) {
116
- if (g.world.isDisposed) return;
117
- g.world.update(dt);
118
- }
119
-
120
- function end(g: Game, result: Result) {
121
- g.result = result;
122
- g.world.cancelTimers();
123
- g.world.scoreboard.stop();
124
- g.finalScore = scoreFor(result, g.timeLeft);
125
- g.press = -1;
126
- if (g.scene) hideGhost(g.world, g.scene);
127
- g.phase = 'over';
128
- g.onPhase('over');
129
- }
130
-
131
- // ── Moves ─────────────────────────────────────────────────────────────
132
-
133
- /** A piece on a cell, and what it does: three in a row, a full board, or the other side's turn. */
134
- function put(g: Game, i: number, who: Player) {
135
- g.board[i] = who;
136
- const { layout: l, scene: s } = g;
137
- if (l && s) place(g.world, l, s, i, who);
138
- g.onEvent(who === 'O' ? 'place' : 'robot');
139
- const line = winningLine(g.board);
140
- if (line) {
141
- g.line = line;
142
- if (l && s) markWin(g.world, l, s, line);
143
- g.onEvent(who === 'O' ? 'win' : 'lose');
144
- end(g, who === 'O' ? 'win' : 'lose');
145
- return;
146
- }
147
- if (g.board.every((c) => c !== null)) {
148
- if (l && s) shrug(g.world, l, s);
149
- g.onEvent('draw');
150
- end(g, 'draw');
151
- return;
152
- }
153
- g.turn = who === 'O' ? 'X' : 'O';
154
- g.onTurn(g.turn);
155
- }
156
-
157
- /** Your move on a cell, if it's your turn and the cell is empty; the robot answers after its think. */
158
- export function play(g: Game, i: number) {
159
- if (g.phase !== 'playing' || g.turn !== 'O' || g.board[i] !== null || i < 0 || i > 8) return;
160
- put(g, i, 'O');
161
- if (g.phase !== 'playing') return;
162
- g.world.after(ROBOT_DELAY, () => {
163
- if (g.phase !== 'playing' || g.turn !== 'X') return;
164
- const move = robotMove(g.board);
165
- if (move >= 0) put(g, move, 'X');
166
- });
167
- }
168
-
169
- // ── The finger ────────────────────────────────────────────────────────
170
-
171
- /** The cell under a view point (on the board's surface), or -1. */
172
- export function cellUnder(g: Game, x: number, y: number): number {
173
- const l = g.layout;
174
- if (!l) return -1;
175
- const [wx, wy] = unproject(l, x, y, 1);
176
- return cellAt(l, wx, wy);
177
- }
178
-
179
- /** A finger down on an empty cell shows a ghost O there; lifting on the same cell plays it. */
180
- export function drag(g: Game, { phase, x, y }: DragEvent) {
181
- const { layout: l, scene: s } = g;
182
- const i = cellUnder(g, x, y);
183
- const open = g.phase === 'playing' && g.turn === 'O' && i >= 0 && g.board[i] === null;
184
- if (phase === 'start') {
185
- g.press = open ? i : -1;
186
- } else if (i !== g.press) {
187
- g.press = -1; // slid off: no move
188
- }
189
- if (phase === 'end') {
190
- const at = g.press;
191
- g.press = -1;
192
- if (s) hideGhost(g.world, s);
193
- if (at >= 0) play(g, at);
194
- return;
195
- }
196
- if (l && s) {
197
- if (g.press >= 0) showGhost(g.world, l, s, g.press);
198
- else hideGhost(g.world, s);
199
- }
200
- }
@@ -1,103 +0,0 @@
1
- // Tic Tac Toe's rules, with no React or engine: lines, the winner, and the robot's move. Ported from
2
- // the original store (games/tic-tac-toe): you are O and go first. The robot (X) takes an available win,
3
- // but sometimes overlooks your threats and usually plays casually instead of looking ahead.
4
-
5
- export type Player = 'X' | 'O';
6
- export type Cell = Player | null;
7
- export type Board = Cell[];
8
-
9
- export const LINES = [
10
- [0, 1, 2],
11
- [3, 4, 5],
12
- [6, 7, 8],
13
- [0, 3, 6],
14
- [1, 4, 7],
15
- [2, 5, 8],
16
- [0, 4, 8],
17
- [2, 4, 6]
18
- ] as const;
19
-
20
- export const emptyBoard = (): Board => Array<Cell>(9).fill(null);
21
-
22
- /** The line three in a row, if there is one. */
23
- export function winningLine(b: Board): readonly [number, number, number] | null {
24
- for (const line of LINES) {
25
- const [a, c, d] = line;
26
- if (b[a] && b[a] === b[c] && b[a] === b[d]) return line;
27
- }
28
- return null;
29
- }
30
- export const winnerOf = (b: Board): Player | null => {
31
- const line = winningLine(b);
32
- return line ? b[line[0]]! : null;
33
- };
34
-
35
- const empties = (b: Board) => b.flatMap((c, i) => (c === null ? [i] : []));
36
-
37
- /** How often the robot misses your threat of three in a row. */
38
- const MISS_BLOCK = 0.4;
39
- /** How often the robot, with no win or block on the board, plays any free cell instead of its best. */
40
- const SLIP = 0.7;
41
-
42
- /** The board's worth to the robot with `turn` to move, played out perfectly: sooner wins score higher. */
43
- function minimax(b: Board, turn: Player, depth: number, cache: Map<number, number>): number {
44
- let code = 0;
45
- for (const cell of b) code = code * 3 + (cell === 'X' ? 1 : cell === 'O' ? 2 : 0);
46
- const key = code * 32 + depth * 2 + (turn === 'X' ? 1 : 0);
47
- const cached = cache.get(key);
48
- if (cached !== undefined) return cached;
49
- const w = winnerOf(b);
50
- if (w === 'X') return 10 - depth;
51
- if (w === 'O') return depth - 10;
52
- let best = turn === 'X' ? -Infinity : Infinity;
53
- let found = false;
54
- for (let i = 0; i < b.length; i++) {
55
- if (b[i] !== null) continue;
56
- found = true;
57
- b[i] = turn;
58
- const v = minimax(b, turn === 'X' ? 'O' : 'X', depth + 1, cache);
59
- b[i] = null;
60
- best = turn === 'X' ? Math.max(best, v) : Math.min(best, v);
61
- }
62
- const value = found ? best : 0;
63
- cache.set(key, value);
64
- return value;
65
- }
66
-
67
- const pick = (cells: number[]) => cells[Math.floor(Math.random() * cells.length)]!;
68
-
69
- /** A forgiving opponent that takes wins, sometimes misses blocks, and occasionally looks ahead. */
70
- export function robotMove(b: Board): number {
71
- const free = empties(b);
72
- if (!free.length) return -1;
73
- const completes = (who: Player) =>
74
- free.filter((i) => {
75
- const t = [...b];
76
- t[i] = who;
77
- return winnerOf(t) === who;
78
- });
79
- const win = completes('X')[0];
80
- if (win !== undefined) return win;
81
- const blocks = completes('O');
82
- if (blocks.length) {
83
- const alternatives = free.filter((i) => !blocks.includes(i));
84
- // Commit to an overlooked threat: falling through to minimax would just find the block again.
85
- if (alternatives.length && Math.random() < MISS_BLOCK) return pick(alternatives);
86
- return pick(blocks);
87
- }
88
- if (Math.random() < SLIP) return pick(free);
89
- const t = [...b];
90
- const cache = new Map<number, number>(); // discarded after this decision; no growing app-wide table
91
- let best = -Infinity;
92
- let moves: number[] = [];
93
- for (const i of free) {
94
- t[i] = 'X';
95
- const v = minimax(t, 'O', 1, cache);
96
- t[i] = null;
97
- if (v > best) {
98
- best = v;
99
- moves = [i];
100
- } else if (v === best) moves.push(i);
101
- }
102
- return pick(moves);
103
- }
@@ -1,245 +0,0 @@
1
- // Everything Tic Tac Toe draws: the board (a wooden board with a sunken well and raised wooden grid
2
- // bars in the classic theme, the theme's board and cells otherwise), glossy 3D pieces (an X of two
3
- // rounded bars, an O ring) that drop onto their cells with a little settle, a ghost O under the finger
4
- // before it lifts, and a gold bar laid across a winning line. Seen from a little in front of straight
5
- // down (shared/EngineTilt: an orthographic camera leaning back, one world unit per point).
6
- import { type Color, effects, type Entity, extrude, merge, type Model, Path, quat, tube, type Vec3, type World } from '@nayan-ui/engine';
7
- import type { GameTheme } from '../../services/ThemeService';
8
- import { setBackdropTheme, spawnBackdrop } from '../shared/EngineBackdrop';
9
- import { popBurst } from '../shared/EngineBlasts';
10
- import { cacheGameAsset, createGameMesh as createShape } from '../shared/EngineMeshes';
11
- import { placeTiltedBackdrop } from '../shared/EngineTilt';
12
- import { toColor } from '../shared/EngineUtils';
13
- import { cellCentre, COLORS, type Layout } from './TicTacToeConstants';
14
- import type { Player } from './TicTacToeRules';
15
-
16
- const meshes = new Map<string, Model>();
17
- const cached = (key: string, build: () => Model) => {
18
- let m = meshes.get(key);
19
- if (!m) {
20
- m = cacheGameAsset('tic-tac-toe/TicTacToeScene:' + key, build);
21
- meshes.set(key, m);
22
- }
23
- return m;
24
- };
25
- const BOARD_DEPTH = 12;
26
- const BACKDROP_DEPTH = 30;
27
- const STROKE = 0.075; // a piece's tube radius, of a cell
28
- const SPAN = 0.23; // an X's half-reach, an O's radius, of a cell
29
- const BAR = 0.1; // the grid bars' height above the board, of a cell
30
- const WIN_GOLD = toColor(COLORS.WIN);
31
-
32
- // ── Meshes (one cell across) ──────────────────────────────────────────
33
-
34
- /** An X: two crossed bars with round ends, lying on the board. */
35
- const xMesh = () =>
36
- cached('ttt-x-v2', () => {
37
- const bar = (a: Vec3, b: Vec3) => ({ geometry: tube([a, b], { radius: STROKE, sides: 16, smoothness: 2, caps: true }) });
38
- return createShape(merge([bar([-SPAN, -SPAN, STROKE], [SPAN, SPAN, STROKE]), bar([SPAN, -SPAN, STROKE * 1.02], [-SPAN, SPAN, STROKE * 1.02])]), {
39
- center: false,
40
- shine: 0.75
41
- });
42
- });
43
-
44
- /** An O: a ring lying on the board. */
45
- const oMesh = () =>
46
- cached('ttt-o-v2', () => {
47
- const pts: Vec3[] = Array.from({ length: 41 }, (_, i) => {
48
- const a = (i / 40) * Math.PI * 2;
49
- return [Math.cos(a) * SPAN, Math.sin(a) * SPAN, STROKE];
50
- });
51
- return createShape(tube(pts, { radius: STROKE, sides: 16, smoothness: 2, caps: false }), { center: false, shine: 0.75 });
52
- });
53
-
54
- const panelMesh = (w: number, radius: number, depth: number, shine = 0) =>
55
- cached(`ttt-panel:${w}:${radius}:${depth}:${shine}`, () =>
56
- createShape(extrude(new Path().addRoundedRect(-w / 2, -w / 2, w, w, radius), { depth }), { shine })
57
- );
58
-
59
- // ── Spawning ──────────────────────────────────────────────────────────
60
-
61
- export type Scene = {
62
- backdrop: Entity;
63
- /** The board's frame, well and surface, its cells and grid bars (rebuilt on a theme change). */
64
- board: Entity[];
65
- pieces: (Entity | null)[];
66
- ghost: Entity;
67
- line: Entity | null;
68
- };
69
-
70
- const pieceColor = (p: Player) => toColor(p === 'X' ? COLORS.X : COLORS.O);
71
-
72
- function spawnBoard(world: World, l: Layout, theme: GameTheme): Entity[] {
73
- const out: Entity[] = [];
74
- const add = (o: Parameters<World['spawn']>[0]) => out.push(world.spawn({ pickable: false, ...o }));
75
- const outer = l.size + l.pad * 2;
76
- const classic = theme.mode === 'classic';
77
- const barW = Math.max(6, l.cell * 0.075);
78
- const barH = l.cell * BAR;
79
- if (classic) {
80
- // The classic wooden board, as the original board
81
- add({ mesh: panelMesh(outer, 14, BOARD_DEPTH), position: [0, 0, -BOARD_DEPTH / 2], color: toColor(COLORS.FRAME) });
82
- add({ mesh: panelMesh(l.size + 4, 10, 1), position: [0, 0, 0.4], color: toColor(COLORS.WELL) });
83
- add({ mesh: panelMesh(l.size, 6, 1), position: [0, 0, 0.8], color: toColor(COLORS.SURFACE) });
84
- for (let i = 0; i < 9; i++)
85
- if ((Math.floor(i / 3) + i) % 2 === 1) {
86
- const [x, y] = cellCentre(l, i);
87
- add({ mesh: 'cube', position: [x, y, 1.3], scale: [l.cell, l.cell, 0.02], color: toColor(COLORS.SURFACE_ALT) });
88
- }
89
- } else {
90
- // The theme's board and its raised cells
91
- add({ mesh: panelMesh(outer, 8, BOARD_DEPTH), position: [0, 0, -BOARD_DEPTH / 2], color: toColor(theme.BOARD.SURFACE) });
92
- for (let i = 0; i < 9; i++) {
93
- const [x, y] = cellCentre(l, i);
94
- add({ mesh: panelMesh(Math.round(l.cell - barW * 2), 10, 3), position: [x, y, 1.5], scale: 1, color: toColor(theme.BOARD.CELL_EMPTY) });
95
- }
96
- }
97
- // The grid: two rounded bars each way standing proud of the board, their ends set in from its edge
98
- const grid: Color = toColor(classic ? COLORS.GRID : theme.BOARD.GRID_LINE);
99
- const shadow: Color = [0, 0, 0, 0.18];
100
- const length = l.size - l.cell * 0.16;
101
- const across = quat.z(Math.PI / 2);
102
- for (const k of [-0.5, 0.5]) {
103
- // A soft shadow under each bar, then the bar (a capsule, along its y)
104
- add({ mesh: 'capsule', position: [k * l.cell + barW * 0.25, -barW * 0.25, 1.05], scale: [barW * 1.5, length, 0.6], color: shadow });
105
- add({
106
- mesh: 'capsule',
107
- position: [barW * 0.25, k * l.cell - barW * 0.25, 1.05],
108
- rotation: across,
109
- scale: [barW * 1.5, length, 0.6],
110
- color: shadow
111
- });
112
- add({ mesh: 'capsule', position: [k * l.cell, 0, 1 + barH / 2], scale: [barW, length, barH], color: grid });
113
- add({ mesh: 'capsule', position: [0, k * l.cell, 1 + barH / 2], rotation: across, scale: [barW, length, barH], color: grid });
114
- }
115
- return out;
116
- }
117
-
118
- export function buildScene(world: World, l: Layout, theme: GameTheme, board: (Player | null)[]): Scene {
119
- const backdrop = spawnBackdrop(world, l.width, l.height, -BACKDROP_DEPTH, theme);
120
- placeTiltedBackdrop(world, backdrop, l, BACKDROP_DEPTH);
121
- const ghost = world.spawn({ mesh: oMesh(), scale: 0, color: toColor(COLORS.O, 0.35), pickable: false });
122
- const s: Scene = { backdrop, board: spawnBoard(world, l, theme), pieces: Array(9).fill(null), ghost, line: null };
123
- board.forEach((p, i) => {
124
- if (p) place(world, l, s, i, p, false);
125
- });
126
- return s;
127
- }
128
-
129
- export function removeScene(world: World, s: Scene) {
130
- for (const e of [s.backdrop, ...s.board, ...s.pieces, s.ghost, s.line]) if (e != null) world.despawn(e);
131
- }
132
-
133
- export function setSceneTheme(world: World, l: Layout, s: Scene, theme: GameTheme) {
134
- setBackdropTheme(world, s.backdrop, theme);
135
- for (const e of s.board) world.despawn(e);
136
- s.board = spawnBoard(world, l, theme);
137
- }
138
-
139
- const BOARD_TOP = 1;
140
-
141
- // ── Pieces ────────────────────────────────────────────────────────────
142
-
143
- /** A piece on a cell: it grows out of the cell with a little turn and settles (or is just there). */
144
- export function place(world: World, l: Layout, s: Scene, i: number, p: Player, animate = true) {
145
- const [x, y] = cellCentre(l, i);
146
- const e = world.spawn({
147
- mesh: p === 'X' ? xMesh() : oMesh(),
148
- position: [x, y, BOARD_TOP],
149
- rotation: quat.z(animate ? (p === 'X' ? -0.6 : 0.6) : 0),
150
- scale: animate ? 0 : l.cell,
151
- color: pieceColor(p),
152
- pickable: false
153
- });
154
- // Its soft shadow on the board, riding with it
155
- world.spawn({
156
- mesh: 'sphere',
157
- parent: e,
158
- position: [0.04, -0.04, 0.01],
159
- scale: [SPAN * 2.5, SPAN * 2.5, 0.01],
160
- color: [0, 0, 0, 0.2],
161
- pickable: false
162
- });
163
- if (animate) {
164
- // Grows out of its cell, overshoots a touch and settles, turning straight as it comes
165
- world.animate(e, [{ scale: l.cell * 1.18, at: 0.6 }, { scale: l.cell * 0.94, at: 0.82 }, { scale: l.cell }], {
166
- duration: 0.36,
167
- easing: 'easeOut'
168
- });
169
- world.animate(e, { rotation: [0, 0, 0, 1] }, { duration: 0.3, easing: 'easeOut' });
170
- world.after(0.2, () => popBurst(world, { position: [x, y, BOARD_TOP + l.cell * 0.15], size: l.cell * 0.7, color: pieceColor(p), count: 7 }));
171
- }
172
- s.pieces[i] = e;
173
- hideGhost(world, s);
174
- }
175
-
176
- /** A faint O over an empty cell while a finger rests on it. */
177
- export function showGhost(world: World, l: Layout, s: Scene, i: number) {
178
- const [x, y] = cellCentre(l, i);
179
- world.set(s.ghost, { position: [x, y, BOARD_TOP + 0.5], scale: l.cell * 0.92 });
180
- world.animate(s.ghost, { scale: l.cell * 0.98 }, { duration: 0.5, repeat: 'forever', yoyo: true, easing: 'easeInOut' });
181
- }
182
- export function hideGhost(world: World, s: Scene) {
183
- world.stopAnimation(s.ghost);
184
- world.set(s.ghost, { scale: 0 });
185
- }
186
-
187
- /** Three in a row: they turn gold and hop, and a gold bar is laid across them, glowing softly. */
188
- export function markWin(world: World, l: Layout, s: Scene, line: readonly [number, number, number]) {
189
- line.forEach((i, k) => {
190
- const e = s.pieces[i];
191
- if (e == null) return;
192
- const [x, y] = cellCentre(l, i);
193
- world.animate(e, { color: WIN_GOLD }, { duration: 0.25, delay: k * 0.08 });
194
- world.animate(e, [{ position: [x, y, BOARD_TOP + l.cell * 0.35], at: 0.4 }, { position: [x, y, BOARD_TOP] }], {
195
- duration: 0.45,
196
- delay: k * 0.08,
197
- easing: 'easeOut'
198
- });
199
- });
200
- const [ax, ay] = cellCentre(l, line[0]);
201
- const [bx, by] = cellCentre(l, line[2]);
202
- const len = Math.hypot(bx - ax, by - ay) + l.cell * 0.5;
203
- const angle = Math.atan2(by - ay, bx - ax);
204
- const r = l.cell * 0.07;
205
- const z = BOARD_TOP + STROKE * l.cell * 2 + r;
206
- // A capsule lies along its y; turned to run along the line
207
- const rotation = quat.z(angle - Math.PI / 2);
208
- s.line = world.spawn({
209
- mesh: 'capsule',
210
- position: [(ax + bx) / 2, (ay + by) / 2, z],
211
- rotation,
212
- scale: [r * 2, 0.01, r * 2],
213
- color: [1.6, 1.25, 0.3, 1],
214
- pickable: false
215
- });
216
- world.animate(s.line, { scale: [r * 2, len, r * 2] }, { duration: 0.32, delay: 0.15, easing: 'easeOut' });
217
- world.animate(s.line, { color: [1.2, 0.95, 0.25, 1] }, { duration: 0.6, delay: 0.5, easing: 'easeInOut', repeat: 'forever', yoyo: true });
218
- effects.sparkle(world, {
219
- position: [(ax + bx) / 2, (ay + by) / 2, z + 4],
220
- count: 30,
221
- size: l.cell * 0.06,
222
- speed: l.cell * 2.5,
223
- lifetime: 0.7,
224
- gravity: -l.cell * 2,
225
- colors: ['#FFD54F', '#FFC107', '#FFFFFF'].map((c) => toColor(c))
226
- });
227
- }
228
-
229
- /** A draw: every piece gives a little shrug. */
230
- export function shrug(world: World, l: Layout, s: Scene) {
231
- for (const e of s.pieces) if (e != null) world.animate(e, { shake: l.cell * 0.04 }, { duration: 0.4 });
232
- }
233
-
234
- /** A fresh board: the pieces lift off and fade, and the win bar goes. */
235
- export function clearPieces(world: World, s: Scene) {
236
- for (const e of s.pieces)
237
- if (e != null) {
238
- world.stopAnimation(e);
239
- world.set(e, { lifetime: 0.25 });
240
- }
241
- s.pieces = Array(9).fill(null);
242
- if (s.line != null) world.despawn(s.line);
243
- s.line = null;
244
- hideGhost(world, s);
245
- }
@@ -1,92 +0,0 @@
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- // Tile Home's screen, on the Nayan engine: the board, tray, tiles and their 3D fruit are one scene
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- // (an orthographic camera over raised 3D tiles), under Playtura's scoreboard, controls and modals. The rules
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- // are in TileHomeGame.ts, what it draws in TileHomeScene.ts.
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- //
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- // One world serves the whole visit: Start, Stop and Play Again deal a new board in place and a theme
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- // change repaints the scenery, so the GPU view is never rebuilt. The intro, flights, tray shuffles and
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- // bursts animate in the engine's Rust core; JS only hit-tests taps and steps the world once a frame.
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- import { HapticType } from '../../services/HapticsService';
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- import { GAME_SOUNDS } from '../../services/SoundsService';
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- import { formatTime, GAME_IDS } from '../../services/UtilsService';
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- import { getFruit, isFruitBuilt } from '../shared/EngineFruits';
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- import { engineGame, EngineGameScreen } from '../shared/EngineGameScreen';
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- import { useEngineGame } from '../shared/useEngineGame';
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- import { useLiveState } from '../shared/useLiveState';
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- import { getLayout, LIGHT, POINTS_PER_SET, TILE_TYPES, TIME_LIMIT, TOTAL_SETS } from './TileHomeConstants';
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- import { addFruit, createGame, dispose, reset, setLayout, setTheme, start, tap, tick } from './TileHomeGame';
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-
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- const SFX = GAME_SOUNDS.TILE_HOME;
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- const formatScore = (score: number) => score.toLocaleString();
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- const FRUIT_DETAIL = 0.25;
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-
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- export const TileHome = engineGame(GAME_IDS.TILE_HOME, (props) => {
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- const [score, setScore] = useLiveState(0);
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- const [timeLeft, setTimeLeft] = useLiveState(TIME_LIMIT);
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-
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- // Win on a cleared board, lose on a full tray or time up
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- const { status, screen, gameOver } = useEngineGame(props, {
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- gameId: GAME_IDS.TILE_HOME,
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- create: createGame,
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- start,
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- reset,
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- dispose,
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- tick,
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- setTheme,
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- resize: (g, width, height, offset) => {
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- const l = getLayout(width, height, offset);
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- setLayout(g, l);
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- return l.boardWidth;
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- },
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- tap,
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- onStart: (fx) => fx(SFX.START, HapticType.MEDIUM),
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- wire: (g, fx) => {
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- g.onScore = setScore;
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- g.onTime = setTimeLeft;
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- g.onPick = () => fx(SFX.PICK, HapticType.LIGHT);
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- g.onMatch = () => fx(SFX.MATCH, HapticType.MEDIUM);
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- g.onWin = () => fx(SFX.WIN, HapticType.SUCCESS);
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- g.onLose = () => fx(SFX.GAME_OVER, HapticType.HEAVY);
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- // The board shows at once; each kind of fruit pops onto its tiles as its model is built. Models are
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- // built once per app (already-built ones go straight on), starting on the next frame and
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- // continuing one per frame so construction does not block the whole screen.
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- // 72 fruits about 60 points wide: light meshes (full detail would be over a million triangles).
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- const kinds = [...new Set(TILE_TYPES.map((t) => t.fruit))];
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- for (const kind of kinds) if (isFruitBuilt(kind, FRUIT_DETAIL)) addFruit(g, kind, getFruit(kind, FRUIT_DETAIL));
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- const queue = kinds.filter((kind) => !isFruitBuilt(kind, FRUIT_DETAIL));
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- let frame = 0;
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- const buildNext = () => {
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- const kind = queue.shift();
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- if (!kind || g.world.isDisposed) return;
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- addFruit(g, kind, getFruit(kind, FRUIT_DETAIL));
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- if (queue.length) frame = requestAnimationFrame(buildNext);
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- };
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- if (queue.length) frame = requestAnimationFrame(buildNext);
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- return () => {
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- if (frame) cancelAnimationFrame(frame);
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- };
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- }
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- });
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-
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- const setsLeft = Math.max(0, TOTAL_SETS - Math.floor(score / POINTS_PER_SET));
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-
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- return (
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- <EngineGameScreen
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- {...screen}
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- light={LIGHT}
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- columns={[
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- { label: 'SCORE', value: formatScore(score) },
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- { label: 'SETS', value: String(setsLeft) },
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- { label: 'TIME', value: formatTime(Math.max(0, Math.ceil(timeLeft))) }
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- ]}
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- subtext="Match tiles!"
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- gameOver={gameOver({
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- title: status === 'win' ? 'YOU WON!' : 'TIME UP!',
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- message: status === 'win' ? 'All tiles sorted home!' : 'You ran out of time!',
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- scoreLabel: status === 'win' ? 'You Won!' : 'Game Over',
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- score,
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- formatter: formatScore,
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- buttonText: status === 'win' ? 'Play Again!' : 'Try Again!'
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- })}
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- />
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- );
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- });