@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.
- package/lib/module/games/arrows/Arrows.js +1 -1
- package/lib/module/games/arrows/ArrowsScene.js +1 -1
- package/lib/module/games/balloon-blaster/BalloonBlaster.js +1 -1
- package/lib/module/games/balloon-blaster/BalloonBlasterScene.js +1 -1
- package/lib/module/games/bike-racing/BikeMeshes.js +1 -1
- package/lib/module/games/bike-racing/BikeRacing.js +1 -1
- package/lib/module/games/bike-racing/BikeRacingConstants.js +1 -1
- package/lib/module/games/bike-racing/BikeRacingScene.js +1 -1
- package/lib/module/games/block-blast/BlockBlast.js +1 -1
- package/lib/module/games/block-blast/BlockBlastScene.js +1 -1
- package/lib/module/games/block-breaker/BlockBreaker.js +1 -1
- package/lib/module/games/block-breaker/BlockBreakerScene.js +1 -1
- package/lib/module/games/bluk/Bluk.js +1 -1
- package/lib/module/games/bluk/BlukScene.js +1 -1
- package/lib/module/games/bubble-shooter/BubbleShooter.js +1 -1
- package/lib/module/games/bubble-shooter/BubbleShooterScene.js +1 -1
- package/lib/module/games/candy-crush/CandyCrush.js +1 -1
- package/lib/module/games/candy-crush/CandyCrushScene.js +1 -1
- package/lib/module/games/car-racing/CarMeshes.js +1 -1
- package/lib/module/games/car-racing/CarRacing.js +1 -1
- package/lib/module/games/car-racing/CarRacingScene.js +1 -1
- package/lib/module/games/chameleon-run/ChameleonRun.js +1 -1
- package/lib/module/games/chameleon-run/ChameleonRunBackdrop.js +1 -1
- package/lib/module/games/chameleon-run/ChameleonRunMeshes.js +1 -1
- package/lib/module/games/checkers/Checkers.js +1 -1
- package/lib/module/games/checkers/CheckersScene.js +1 -1
- package/lib/module/games/color-switch/ColorSwitch.js +1 -1
- package/lib/module/games/color-switch/ColorSwitchScene.js +1 -1
- package/lib/module/games/colors-sort/ColorsSort.js +1 -1
- package/lib/module/games/colors-sort/ColorsSortScene.js +1 -1
- package/lib/module/games/connect-em-all/ConnectEmAll.js +1 -1
- package/lib/module/games/connect-em-all/ConnectEmAllScene.js +1 -1
- package/lib/module/games/crossy-road/CrossyRoad.js +1 -1
- package/lib/module/games/crossy-road/CrossyRoadMeshes.js +1 -1
- package/lib/module/games/crossy-road/CrossyRoadPerson.js +1 -1
- package/lib/module/games/dino-jump/DinoJump.js +1 -1
- package/lib/module/games/dino-jump/DinoJumpScene.js +1 -1
- package/lib/module/games/dots-and-boxes/DotsAndBoxes.js +1 -1
- package/lib/module/games/dots-and-boxes/DotsAndBoxesScene.js +1 -1
- package/lib/module/games/falling-sticks/FallingSticks.js +1 -1
- package/lib/module/games/falling-sticks/FallingSticksScene.js +1 -1
- package/lib/module/games/find-different-number/FindDifferentNumber.js +1 -1
- package/lib/module/games/find-different-number/FindDifferentNumberScene.js +1 -1
- package/lib/module/games/flappy-bird/FlappyBird.js +1 -1
- package/lib/module/games/flappy-bird/FlappyBirdScene.js +1 -1
- package/lib/module/games/fruit-merger/FruitMerger.js +1 -1
- package/lib/module/games/fruit-merger/FruitMergerScene.js +1 -1
- package/lib/module/games/fruit-ninja/FruitNinja.js +1 -1
- package/lib/module/games/fruit-ninja/FruitNinjaScene.js +1 -1
- package/lib/module/games/fruit-ninja/FruitNinjaWorld.js +1 -1
- package/lib/module/games/game-2048/Game2048.js +1 -1
- package/lib/module/games/game-2048/Game2048Scene.js +1 -1
- package/lib/module/games/knife-hit/KnifeHit.js +1 -1
- package/lib/module/games/knife-hit/KnifeHitScene.js +1 -1
- package/lib/module/games/ludo-king/LudoKing.js +1 -1
- package/lib/module/games/ludo-king/LudoKingScene.js +1 -1
- package/lib/module/games/maze-runner/MazeRunner.js +1 -1
- package/lib/module/games/maze-runner/MazeRunnerScene.js +1 -1
- package/lib/module/games/memory-match/MemoryMatch.js +1 -1
- package/lib/module/games/memory-match/MemoryMatchScene.js +1 -1
- package/lib/module/games/mine-sweeper/MineSweeper.js +1 -1
- package/lib/module/games/mine-sweeper/MineSweeperScene.js +1 -1
- package/lib/module/games/mob-control/MobControl.js +1 -1
- package/lib/module/games/mob-control/MobControlGame.js +1 -1
- package/lib/module/games/mob-control/MobControlMeshes.js +1 -1
- package/lib/module/games/mob-control/MobControlRenderer.js +1 -1
- package/lib/module/games/mob-control/MobControlRules.js +1 -1
- package/lib/module/games/mob-control/MobControlScene.js +1 -1
- package/lib/module/games/nuts-and-bolts/NutsAndBolts.js +1 -1
- package/lib/module/games/nuts-and-bolts/NutsAndBoltsScene.js +1 -1
- package/lib/module/games/pac-man/PacMan.js +1 -1
- package/lib/module/games/pac-man/PacManGame.js +1 -1
- package/lib/module/games/pac-man/PacManScene.js +1 -1
- package/lib/module/games/paper-io/PaperIo.js +1 -1
- package/lib/module/games/paper-io/PaperIoMeshes.js +1 -1
- package/lib/module/games/paper-io/PaperIoScene.js +1 -1
- package/lib/module/games/penguin-run/PenguinMeshes.js +1 -1
- package/lib/module/games/penguin-run/PenguinRun.js +1 -1
- package/lib/module/games/penguin-run/PenguinRunScene.js +1 -1
- package/lib/module/games/perfect-circle/PerfectCircle.js +1 -1
- package/lib/module/games/perfect-circle/PerfectCircleScene.js +1 -1
- package/lib/module/games/pipe-connect/PipeConnect.js +1 -1
- package/lib/module/games/pipe-connect/PipeConnectScene.js +1 -1
- package/lib/module/games/play-with-tua/PlayWithTua.js +1 -1
- package/lib/module/games/popit-fidget/PopitFidget.js +1 -1
- package/lib/module/games/popit-fidget/PopitFidgetScene.js +1 -1
- package/lib/module/games/reversi/Reversi.js +1 -1
- package/lib/module/games/reversi/ReversiScene.js +1 -1
- package/lib/module/games/search-grid/SearchGrid.js +1 -1
- package/lib/module/games/search-grid/SearchGridScene.js +1 -1
- package/lib/module/games/shared/BackdropCard.js +1 -1
- package/lib/module/games/shared/EngineBackdrop.js +1 -1
- package/lib/module/games/shared/EngineBlasts.js +1 -1
- package/lib/module/games/shared/EngineBlocks.js +1 -1
- package/lib/module/games/shared/EngineDice.js +1 -1
- package/lib/module/games/shared/EngineFruits.js +1 -1
- package/lib/module/games/shared/EngineGameLoader.js +1 -1
- package/lib/module/games/shared/EngineGameScreen.js +1 -1
- package/lib/module/games/shared/EngineGlyphs.js +1 -1
- package/lib/module/games/shared/EngineHud.js +1 -1
- package/lib/module/games/shared/EngineMeadow.js +1 -1
- package/lib/module/games/shared/EngineTouchSurface.js +1 -1
- package/lib/module/games/shared/GameActivity.js +1 -1
- package/lib/module/games/shared/GameLoading.js +1 -1
- package/lib/module/games/shared/GameLoadingTransition.js +1 -1
- package/lib/module/games/sliding-numbers/SlidingNumbers.js +1 -1
- package/lib/module/games/sliding-numbers/SlidingNumbersScene.js +1 -1
- package/lib/module/games/snake-3d/Snake3D.js +1 -1
- package/lib/module/games/snake-3d/Snake3DScene.js +1 -1
- package/lib/module/games/snakes-and-ladders/SnakesAndLadders.js +1 -1
- package/lib/module/games/snakes-and-ladders/SnakesAndLaddersScene.js +1 -1
- package/lib/module/games/space-fighter/SpaceFighter.js +1 -1
- package/lib/module/games/space-fighter/SpaceFighterScene.js +1 -1
- package/lib/module/games/spider-solitaire/SpiderSolitaire.js +1 -1
- package/lib/module/games/spider-solitaire/SpiderSolitaireScene.js +1 -1
- package/lib/module/games/stack-tower/StackTower.js +1 -1
- package/lib/module/games/stack-tower/StackTowerScene.js +1 -1
- package/lib/module/games/sudoku/Sudoku.js +1 -1
- package/lib/module/games/sudoku/SudokuScene.js +1 -1
- package/lib/module/games/tangram/Tangram.js +1 -1
- package/lib/module/games/tangram/TangramScene.js +1 -1
- package/lib/module/games/tank-1990/Tank1990.js +1 -1
- package/lib/module/games/tank-1990/Tank1990Scene.js +1 -1
- package/lib/module/games/tic-tac-toe/TicTacToe.js +1 -1
- package/lib/module/games/tic-tac-toe/TicTacToeScene.js +1 -1
- package/lib/module/games/tile-home/TileHome.js +1 -1
- package/lib/module/games/tile-home/TileHomeScene.js +1 -1
- package/lib/module/games/treasure-hunt/TreasureHunt.js +1 -1
- package/lib/module/games/treasure-hunt/TreasureHuntConstants.js +1 -1
- package/lib/module/games/treasure-hunt/TreasureHuntModel.js +1 -1
- package/lib/module/games/treasure-hunt/TreasureHuntScene.js +1 -1
- package/lib/module/games/whack-a-mole/WhackAMole.js +1 -1
- package/lib/module/games/whack-a-mole/WhackAMoleScene.js +1 -1
- package/lib/module/helpers/GameSettingsModal.js +1 -1
- package/lib/module/helpers/GameTheme.js +1 -1
- package/package.json +1 -2
- package/src/assets/fonts/Inter-SemiBold.ttf +0 -0
- package/src/assets/models/explorer/explorer.glb +0 -0
- package/src/assets/models/explorer/params.json +0 -51
- package/src/assets/models/explorer/source.json +0 -222
- package/src/assets/models/play-with-tua/play-with-tua.glb +0 -0
- package/src/assets/models/play-with-tua/sources.json +0 -141
- package/src/assets/sfx/balloon_pop.wav +0 -0
- package/src/assets/sfx/blocked.wav +0 -0
- package/src/assets/sfx/boing.wav +0 -0
- package/src/assets/sfx/bonus.wav +0 -0
- package/src/assets/sfx/boom.wav +0 -0
- package/src/assets/sfx/bump.wav +0 -0
- package/src/assets/sfx/cannon.wav +0 -0
- package/src/assets/sfx/capture.wav +0 -0
- package/src/assets/sfx/card_flip.wav +0 -0
- package/src/assets/sfx/card_place.wav +0 -0
- package/src/assets/sfx/catch.wav +0 -0
- package/src/assets/sfx/chime.wav +0 -0
- package/src/assets/sfx/chomp.wav +0 -0
- package/src/assets/sfx/chomp_alt.wav +0 -0
- package/src/assets/sfx/clack.wav +0 -0
- package/src/assets/sfx/clang.wav +0 -0
- package/src/assets/sfx/clash.wav +0 -0
- package/src/assets/sfx/click.wav +0 -0
- package/src/assets/sfx/coin.wav +0 -0
- package/src/assets/sfx/combo.wav +0 -0
- package/src/assets/sfx/crash.wav +0 -0
- package/src/assets/sfx/crunch.wav +0 -0
- package/src/assets/sfx/dance.wav +0 -0
- package/src/assets/sfx/deselect.wav +0 -0
- package/src/assets/sfx/dice_roll.wav +0 -0
- package/src/assets/sfx/die.wav +0 -0
- package/src/assets/sfx/draw.wav +0 -0
- package/src/assets/sfx/drop.wav +0 -0
- package/src/assets/sfx/eat.wav +0 -0
- package/src/assets/sfx/engine.wav +0 -0
- package/src/assets/sfx/error.wav +0 -0
- package/src/assets/sfx/flag.wav +0 -0
- package/src/assets/sfx/flap.wav +0 -0
- package/src/assets/sfx/flip_disc.wav +0 -0
- package/src/assets/sfx/footstep_run.wav +0 -0
- package/src/assets/sfx/footstep_walk.wav +0 -0
- package/src/assets/sfx/game_over.wav +0 -0
- package/src/assets/sfx/gate.wav +0 -0
- package/src/assets/sfx/hit.wav +0 -0
- package/src/assets/sfx/hop.wav +0 -0
- package/src/assets/sfx/hurt.wav +0 -0
- package/src/assets/sfx/invalid.wav +0 -0
- package/src/assets/sfx/jump.wav +0 -0
- package/src/assets/sfx/ladder.wav +0 -0
- package/src/assets/sfx/land.wav +0 -0
- package/src/assets/sfx/laugh.wav +0 -0
- package/src/assets/sfx/lose.wav +0 -0
- package/src/assets/sfx/merge.wav +0 -0
- package/src/assets/sfx/miss.wav +0 -0
- package/src/assets/sfx/nitro.wav +0 -0
- package/src/assets/sfx/pew.wav +0 -0
- package/src/assets/sfx/place.wav +0 -0
- package/src/assets/sfx/pling.wav +0 -0
- package/src/assets/sfx/point.wav +0 -0
- package/src/assets/sfx/pop.wav +0 -0
- package/src/assets/sfx/pop_soft.wav +0 -0
- package/src/assets/sfx/power_up.wav +0 -0
- package/src/assets/sfx/reveal.wav +0 -0
- package/src/assets/sfx/robot.wav +0 -0
- package/src/assets/sfx/rotate.wav +0 -0
- package/src/assets/sfx/run_steps.wav +0 -0
- package/src/assets/sfx/select.wav +0 -0
- package/src/assets/sfx/shuffle.wav +0 -0
- package/src/assets/sfx/six.wav +0 -0
- package/src/assets/sfx/slice.wav +0 -0
- package/src/assets/sfx/slide.wav +0 -0
- package/src/assets/sfx/snake.wav +0 -0
- package/src/assets/sfx/snap.wav +0 -0
- package/src/assets/sfx/splash.wav +0 -0
- package/src/assets/sfx/star.wav +0 -0
- package/src/assets/sfx/start.wav +0 -0
- package/src/assets/sfx/swoosh.wav +0 -0
- package/src/assets/sfx/tap.wav +0 -0
- package/src/assets/sfx/thud.wav +0 -0
- package/src/assets/sfx/thunk.wav +0 -0
- package/src/assets/sfx/tick.wav +0 -0
- package/src/assets/sfx/time_up.wav +0 -0
- package/src/assets/sfx/tock.wav +0 -0
- package/src/assets/sfx/walk_steps.wav +0 -0
- package/src/assets/sfx/warning.wav +0 -0
- package/src/assets/sfx/whack.wav +0 -0
- package/src/assets/sfx/whoosh.wav +0 -0
- package/src/assets/sfx/win.wav +0 -0
- package/src/assets/sfx/zap.wav +0 -0
- package/src/assets/textures/ad_bolt.png +0 -0
- package/src/assets/textures/ad_bubbles.png +0 -0
- package/src/assets/textures/ad_chevrons.png +0 -0
- package/src/assets/textures/asphalt.png +0 -0
- package/src/assets/textures/bark.jpg +0 -0
- package/src/assets/textures/explorer-atlas.png +0 -0
- package/src/assets/textures/facade.png +0 -0
- package/src/assets/textures/grass.png +0 -0
- package/src/assets/textures/leaves.png +0 -0
- package/src/assets/textures/limestone.jpg +0 -0
- package/src/assets/textures/meadow.jpg +0 -0
- package/src/assets/textures/nature-sources.json +0 -87
- package/src/assets/textures/pine.png +0 -0
- package/src/assets/textures/river.jpg +0 -0
- package/src/assets/textures/soft_glow.png +0 -0
- package/src/games/arrows/Arrows.tsx +0 -69
- package/src/games/arrows/ArrowsConstants.ts +0 -107
- package/src/games/arrows/ArrowsGame.ts +0 -735
- package/src/games/arrows/ArrowsScene.ts +0 -395
- package/src/games/balloon-blaster/BalloonBlaster.tsx +0 -75
- package/src/games/balloon-blaster/BalloonBlasterConstants.ts +0 -79
- package/src/games/balloon-blaster/BalloonBlasterGame.ts +0 -287
- package/src/games/balloon-blaster/BalloonBlasterPhysics.ts +0 -95
- package/src/games/balloon-blaster/BalloonBlasterScene.ts +0 -225
- package/src/games/bike-racing/BikeMeshes.ts +0 -273
- package/src/games/bike-racing/BikeRacing.tsx +0 -211
- package/src/games/bike-racing/BikeRacingConstants.ts +0 -103
- package/src/games/bike-racing/BikeRacingGame.ts +0 -557
- package/src/games/bike-racing/BikeRacingScene.ts +0 -119
- package/src/games/block-blast/BlockBlast.tsx +0 -73
- package/src/games/block-blast/BlockBlastConstants.ts +0 -179
- package/src/games/block-blast/BlockBlastGame.ts +0 -471
- package/src/games/block-blast/BlockBlastScene.ts +0 -156
- package/src/games/block-breaker/BlockBreaker.tsx +0 -79
- package/src/games/block-breaker/BlockBreakerConstants.ts +0 -139
- package/src/games/block-breaker/BlockBreakerGame.ts +0 -459
- package/src/games/block-breaker/BlockBreakerScene.ts +0 -257
- package/src/games/bluk/Bluk.tsx +0 -82
- package/src/games/bluk/BlukConstants.ts +0 -121
- package/src/games/bluk/BlukGame.ts +0 -323
- package/src/games/bluk/BlukRules.ts +0 -154
- package/src/games/bluk/BlukScene.ts +0 -514
- package/src/games/bubble-shooter/BubbleShooter.tsx +0 -76
- package/src/games/bubble-shooter/BubbleShooterConstants.ts +0 -103
- package/src/games/bubble-shooter/BubbleShooterGame.ts +0 -459
- package/src/games/bubble-shooter/BubbleShooterScene.ts +0 -158
- package/src/games/candy-crush/CandyCrush.tsx +0 -77
- package/src/games/candy-crush/CandyCrushConstants.ts +0 -94
- package/src/games/candy-crush/CandyCrushGame.ts +0 -477
- package/src/games/candy-crush/CandyCrushScene.ts +0 -209
- package/src/games/car-racing/CarMeshes.ts +0 -440
- package/src/games/car-racing/CarRacing.tsx +0 -211
- package/src/games/car-racing/CarRacingConstants.ts +0 -167
- package/src/games/car-racing/CarRacingFacade.ts +0 -40
- package/src/games/car-racing/CarRacingGame.ts +0 -539
- package/src/games/car-racing/CarRacingScene.ts +0 -1026
- package/src/games/car-racing/CarRacingScenery.ts +0 -265
- package/src/games/chameleon-run/ChameleonRun.tsx +0 -96
- package/src/games/chameleon-run/ChameleonRunBackdrop.ts +0 -186
- package/src/games/chameleon-run/ChameleonRunConstants.ts +0 -47
- package/src/games/chameleon-run/ChameleonRunGame.ts +0 -309
- package/src/games/chameleon-run/ChameleonRunMeshes.ts +0 -305
- package/src/games/chameleon-run/ChameleonRunRules.ts +0 -252
- package/src/games/chameleon-run/ChameleonRunScene.ts +0 -310
- package/src/games/checkers/Checkers.tsx +0 -83
- package/src/games/checkers/CheckersAI.ts +0 -255
- package/src/games/checkers/CheckersConstants.ts +0 -68
- package/src/games/checkers/CheckersGame.ts +0 -322
- package/src/games/checkers/CheckersRules.ts +0 -167
- package/src/games/checkers/CheckersScene.ts +0 -308
- package/src/games/color-switch/ColorSwitch.tsx +0 -75
- package/src/games/color-switch/ColorSwitchConstants.ts +0 -61
- package/src/games/color-switch/ColorSwitchGame.ts +0 -329
- package/src/games/color-switch/ColorSwitchScene.ts +0 -220
- package/src/games/colors-sort/ColorsSort.tsx +0 -82
- package/src/games/colors-sort/ColorsSortConstants.ts +0 -119
- package/src/games/colors-sort/ColorsSortGame.ts +0 -246
- package/src/games/colors-sort/ColorsSortScene.ts +0 -315
- package/src/games/connect-em-all/ConnectEmAll.tsx +0 -70
- package/src/games/connect-em-all/ConnectEmAllConstants.ts +0 -77
- package/src/games/connect-em-all/ConnectEmAllGame.ts +0 -401
- package/src/games/connect-em-all/ConnectEmAllScene.ts +0 -235
- package/src/games/crossy-road/CrossyRoad.tsx +0 -74
- package/src/games/crossy-road/CrossyRoadCamera.ts +0 -59
- package/src/games/crossy-road/CrossyRoadConstants.ts +0 -132
- package/src/games/crossy-road/CrossyRoadGame.ts +0 -293
- package/src/games/crossy-road/CrossyRoadMeshes.ts +0 -195
- package/src/games/crossy-road/CrossyRoadPerson.ts +0 -198
- package/src/games/crossy-road/CrossyRoadRules.ts +0 -99
- package/src/games/crossy-road/CrossyRoadScene.ts +0 -355
- package/src/games/dino-jump/DinoJump.tsx +0 -77
- package/src/games/dino-jump/DinoJumpConstants.ts +0 -80
- package/src/games/dino-jump/DinoJumpGame.ts +0 -344
- package/src/games/dino-jump/DinoJumpScene.ts +0 -686
- package/src/games/dots-and-boxes/DotsAndBoxes.tsx +0 -83
- package/src/games/dots-and-boxes/DotsAndBoxesConstants.ts +0 -77
- package/src/games/dots-and-boxes/DotsAndBoxesGame.ts +0 -271
- package/src/games/dots-and-boxes/DotsAndBoxesScene.ts +0 -249
- package/src/games/falling-sticks/FallingSticks.tsx +0 -72
- package/src/games/falling-sticks/FallingSticksConstants.ts +0 -62
- package/src/games/falling-sticks/FallingSticksGame.ts +0 -220
- package/src/games/falling-sticks/FallingSticksRules.ts +0 -145
- package/src/games/falling-sticks/FallingSticksScene.ts +0 -245
- package/src/games/find-different-number/FindDifferentNumber.tsx +0 -74
- package/src/games/find-different-number/FindDifferentNumberConstants.ts +0 -74
- package/src/games/find-different-number/FindDifferentNumberGame.ts +0 -174
- package/src/games/find-different-number/FindDifferentNumberRules.ts +0 -43
- package/src/games/find-different-number/FindDifferentNumberScene.ts +0 -193
- package/src/games/flappy-bird/FlappyBird.tsx +0 -73
- package/src/games/flappy-bird/FlappyBirdConstants.ts +0 -95
- package/src/games/flappy-bird/FlappyBirdGame.ts +0 -375
- package/src/games/flappy-bird/FlappyBirdScene.ts +0 -630
- package/src/games/fruit-merger/FruitMerger.tsx +0 -73
- package/src/games/fruit-merger/FruitMergerConstants.ts +0 -102
- package/src/games/fruit-merger/FruitMergerGame.ts +0 -285
- package/src/games/fruit-merger/FruitMergerRules.ts +0 -286
- package/src/games/fruit-merger/FruitMergerScene.ts +0 -498
- package/src/games/fruit-ninja/FruitNinja.tsx +0 -129
- package/src/games/fruit-ninja/FruitNinjaConstants.ts +0 -107
- package/src/games/fruit-ninja/FruitNinjaGame.ts +0 -391
- package/src/games/fruit-ninja/FruitNinjaScene.ts +0 -319
- package/src/games/fruit-ninja/FruitNinjaWorld.ts +0 -17
- package/src/games/game-2048/Game2048.tsx +0 -84
- package/src/games/game-2048/Game2048Constants.ts +0 -68
- package/src/games/game-2048/Game2048Game.ts +0 -181
- package/src/games/game-2048/Game2048Rules.ts +0 -101
- package/src/games/game-2048/Game2048Scene.ts +0 -206
- package/src/games/knife-hit/KnifeHit.tsx +0 -78
- package/src/games/knife-hit/KnifeHitConstants.ts +0 -89
- package/src/games/knife-hit/KnifeHitGame.ts +0 -264
- package/src/games/knife-hit/KnifeHitScene.ts +0 -360
- package/src/games/ludo-king/LudoKing.tsx +0 -86
- package/src/games/ludo-king/LudoKingConstants.ts +0 -212
- package/src/games/ludo-king/LudoKingGame.ts +0 -326
- package/src/games/ludo-king/LudoKingRules.ts +0 -143
- package/src/games/ludo-king/LudoKingScene.ts +0 -397
- package/src/games/maze-runner/MazeRunner.tsx +0 -88
- package/src/games/maze-runner/MazeRunnerConstants.ts +0 -65
- package/src/games/maze-runner/MazeRunnerGame.ts +0 -176
- package/src/games/maze-runner/MazeRunnerRules.ts +0 -161
- package/src/games/maze-runner/MazeRunnerScene.ts +0 -245
- package/src/games/memory-match/MemoryMatch.tsx +0 -77
- package/src/games/memory-match/MemoryMatchConstants.ts +0 -105
- package/src/games/memory-match/MemoryMatchGame.ts +0 -222
- package/src/games/memory-match/MemoryMatchRules.ts +0 -38
- package/src/games/memory-match/MemoryMatchScene.ts +0 -268
- package/src/games/mine-sweeper/MineSweeper.tsx +0 -77
- package/src/games/mine-sweeper/MineSweeperConstants.ts +0 -94
- package/src/games/mine-sweeper/MineSweeperGame.ts +0 -234
- package/src/games/mine-sweeper/MineSweeperRules.ts +0 -67
- package/src/games/mine-sweeper/MineSweeperScene.ts +0 -262
- package/src/games/mob-control/MobControl.tsx +0 -73
- package/src/games/mob-control/MobControlConstants.ts +0 -106
- package/src/games/mob-control/MobControlGame.ts +0 -176
- package/src/games/mob-control/MobControlMeshes.ts +0 -85
- package/src/games/mob-control/MobControlRenderer.ts +0 -108
- package/src/games/mob-control/MobControlRules.ts +0 -522
- package/src/games/mob-control/MobControlScene.ts +0 -399
- package/src/games/number-search/NumberSearch.tsx +0 -18
- package/src/games/number-search/NumberSearchNumbers.ts +0 -623
- package/src/games/nuts-and-bolts/NutsAndBolts.tsx +0 -85
- package/src/games/nuts-and-bolts/NutsAndBoltsConstants.ts +0 -75
- package/src/games/nuts-and-bolts/NutsAndBoltsGame.ts +0 -298
- package/src/games/nuts-and-bolts/NutsAndBoltsRules.ts +0 -474
- package/src/games/nuts-and-bolts/NutsAndBoltsScene.ts +0 -498
- package/src/games/pac-man/PacMan.tsx +0 -86
- package/src/games/pac-man/PacManConstants.ts +0 -169
- package/src/games/pac-man/PacManGame.ts +0 -406
- package/src/games/pac-man/PacManRules.ts +0 -255
- package/src/games/pac-man/PacManScene.ts +0 -387
- package/src/games/paper-io/PaperIo.tsx +0 -91
- package/src/games/paper-io/PaperIoConstants.ts +0 -86
- package/src/games/paper-io/PaperIoGame.ts +0 -193
- package/src/games/paper-io/PaperIoMeshes.ts +0 -233
- package/src/games/paper-io/PaperIoRules.ts +0 -315
- package/src/games/paper-io/PaperIoScene.ts +0 -310
- package/src/games/penguin-run/PenguinMeshes.ts +0 -269
- package/src/games/penguin-run/PenguinModel.ts +0 -712
- package/src/games/penguin-run/PenguinRun.tsx +0 -77
- package/src/games/penguin-run/PenguinRunConstants.ts +0 -69
- package/src/games/penguin-run/PenguinRunGame.ts +0 -406
- package/src/games/penguin-run/PenguinRunScene.ts +0 -949
- package/src/games/perfect-circle/PerfectCircle.tsx +0 -74
- package/src/games/perfect-circle/PerfectCircleConstants.ts +0 -52
- package/src/games/perfect-circle/PerfectCircleGame.ts +0 -153
- package/src/games/perfect-circle/PerfectCircleRules.ts +0 -111
- package/src/games/perfect-circle/PerfectCircleScene.ts +0 -176
- package/src/games/pipe-connect/PipeConnect.tsx +0 -69
- package/src/games/pipe-connect/PipeConnectConstants.ts +0 -101
- package/src/games/pipe-connect/PipeConnectGame.ts +0 -179
- package/src/games/pipe-connect/PipeConnectRules.ts +0 -326
- package/src/games/pipe-connect/PipeConnectScene.ts +0 -271
- package/src/games/play-with-tua/PlayWithTua.tsx +0 -123
- package/src/games/play-with-tua/PlayWithTuaConstants.ts +0 -70
- package/src/games/play-with-tua/PlayWithTuaGame.ts +0 -167
- package/src/games/play-with-tua/PlayWithTuaModel.ts +0 -42
- package/src/games/play-with-tua/PlayWithTuaScene.ts +0 -36
- package/src/games/popit-fidget/PopitFidget.tsx +0 -72
- package/src/games/popit-fidget/PopitFidgetConstants.ts +0 -71
- package/src/games/popit-fidget/PopitFidgetGame.ts +0 -148
- package/src/games/popit-fidget/PopitFidgetScene.ts +0 -242
- package/src/games/reversi/Reversi.tsx +0 -94
- package/src/games/reversi/ReversiConstants.ts +0 -67
- package/src/games/reversi/ReversiGame.ts +0 -266
- package/src/games/reversi/ReversiRules.ts +0 -176
- package/src/games/reversi/ReversiScene.ts +0 -240
- package/src/games/search-grid/SearchGrid.tsx +0 -92
- package/src/games/search-grid/SearchGridConstants.ts +0 -178
- package/src/games/search-grid/SearchGridGame.ts +0 -209
- package/src/games/search-grid/SearchGridScene.ts +0 -301
- package/src/games/shared/BackdropCard.tsx +0 -54
- package/src/games/shared/EngineBackdrop.ts +0 -300
- package/src/games/shared/EngineBlasts.ts +0 -136
- package/src/games/shared/EngineBlocks.ts +0 -91
- package/src/games/shared/EngineControlText.ts +0 -17
- package/src/games/shared/EngineDice.ts +0 -250
- package/src/games/shared/EngineFootprint.ts +0 -35
- package/src/games/shared/EngineFruits.ts +0 -1435
- package/src/games/shared/EngineGameLoader.tsx +0 -88
- package/src/games/shared/EngineGameScreen.tsx +0 -325
- package/src/games/shared/EngineGameWidth.ts +0 -3
- package/src/games/shared/EngineGameWidth.web.ts +0 -3
- package/src/games/shared/EngineGlyphs.ts +0 -178
- package/src/games/shared/EngineHud.ts +0 -815
- package/src/games/shared/EngineLoading.ts +0 -477
- package/src/games/shared/EngineMeadow.ts +0 -725
- package/src/games/shared/EngineMeshCache.ts +0 -15
- package/src/games/shared/EngineMeshes.ts +0 -10
- package/src/games/shared/EngineRacingChase.ts +0 -21
- package/src/games/shared/EngineRacingHandling.ts +0 -48
- package/src/games/shared/EngineReadyContext.ts +0 -4
- package/src/games/shared/EngineTilt.ts +0 -44
- package/src/games/shared/EngineTouchSurface.tsx +0 -103
- package/src/games/shared/EngineUtils.ts +0 -52
- package/src/games/shared/GameActivity.ts +0 -13
- package/src/games/shared/GameLoading.tsx +0 -202
- package/src/games/shared/GameLoadingTransition.tsx +0 -61
- package/src/games/shared/ProceduralCacheVersion.ts +0 -2
- package/src/games/shared/useEngineGame.ts +0 -240
- package/src/games/shared/useGameResource.ts +0 -21
- package/src/games/shared/useLiveState.ts +0 -58
- package/src/games/sliding-numbers/SlidingNumbers.tsx +0 -71
- package/src/games/sliding-numbers/SlidingNumbersConstants.ts +0 -65
- package/src/games/sliding-numbers/SlidingNumbersGame.ts +0 -192
- package/src/games/sliding-numbers/SlidingNumbersRules.ts +0 -79
- package/src/games/sliding-numbers/SlidingNumbersScene.ts +0 -193
- package/src/games/snake-3d/Snake3D.tsx +0 -76
- package/src/games/snake-3d/Snake3DConstants.ts +0 -61
- package/src/games/snake-3d/Snake3DGame.ts +0 -192
- package/src/games/snake-3d/Snake3DMotion.ts +0 -22
- package/src/games/snake-3d/Snake3DRules.ts +0 -116
- package/src/games/snake-3d/Snake3DScene.ts +0 -322
- package/src/games/snakes-and-ladders/SnakesAndLadders.tsx +0 -87
- package/src/games/snakes-and-ladders/SnakesAndLaddersConstants.ts +0 -136
- package/src/games/snakes-and-ladders/SnakesAndLaddersGame.ts +0 -310
- package/src/games/snakes-and-ladders/SnakesAndLaddersScene.ts +0 -515
- package/src/games/space-fighter/SpaceFighter.tsx +0 -74
- package/src/games/space-fighter/SpaceFighterConstants.ts +0 -86
- package/src/games/space-fighter/SpaceFighterGame.ts +0 -292
- package/src/games/space-fighter/SpaceFighterScene.ts +0 -550
- package/src/games/spider-solitaire/SpiderSolitaire.tsx +0 -80
- package/src/games/spider-solitaire/SpiderSolitaireConstants.ts +0 -107
- package/src/games/spider-solitaire/SpiderSolitaireGame.ts +0 -387
- package/src/games/spider-solitaire/SpiderSolitaireRules.ts +0 -123
- package/src/games/spider-solitaire/SpiderSolitaireScene.ts +0 -352
- package/src/games/stack-tower/StackTower.tsx +0 -76
- package/src/games/stack-tower/StackTowerConstants.ts +0 -74
- package/src/games/stack-tower/StackTowerGame.ts +0 -236
- package/src/games/stack-tower/StackTowerScene.ts +0 -186
- package/src/games/sudoku/Sudoku.tsx +0 -73
- package/src/games/sudoku/SudokuConstants.ts +0 -127
- package/src/games/sudoku/SudokuGame.ts +0 -250
- package/src/games/sudoku/SudokuRules.ts +0 -125
- package/src/games/sudoku/SudokuScene.ts +0 -304
- package/src/games/tangram/Tangram.tsx +0 -79
- package/src/games/tangram/TangramConstants.ts +0 -64
- package/src/games/tangram/TangramGame.ts +0 -356
- package/src/games/tangram/TangramRules.ts +0 -409
- package/src/games/tangram/TangramScene.ts +0 -203
- package/src/games/tank-1990/Tank1990.tsx +0 -78
- package/src/games/tank-1990/Tank1990Constants.ts +0 -81
- package/src/games/tank-1990/Tank1990Game.ts +0 -331
- package/src/games/tank-1990/Tank1990Rules.ts +0 -390
- package/src/games/tank-1990/Tank1990Scene.ts +0 -434
- package/src/games/tic-tac-toe/TicTacToe.tsx +0 -98
- package/src/games/tic-tac-toe/TicTacToeConstants.ts +0 -69
- package/src/games/tic-tac-toe/TicTacToeGame.ts +0 -200
- package/src/games/tic-tac-toe/TicTacToeRules.ts +0 -103
- package/src/games/tic-tac-toe/TicTacToeScene.ts +0 -245
- package/src/games/tile-home/TileHome.tsx +0 -92
- package/src/games/tile-home/TileHomeConstants.ts +0 -139
- package/src/games/tile-home/TileHomeGame.ts +0 -435
- package/src/games/tile-home/TileHomeScene.ts +0 -154
- package/src/games/treasure-hunt/TreasureHunt.tsx +0 -206
- package/src/games/treasure-hunt/TreasureHuntConstants.ts +0 -266
- package/src/games/treasure-hunt/TreasureHuntControls.ts +0 -280
- package/src/games/treasure-hunt/TreasureHuntGame.ts +0 -402
- package/src/games/treasure-hunt/TreasureHuntMeshes.ts +0 -422
- package/src/games/treasure-hunt/TreasureHuntModel.ts +0 -506
- package/src/games/treasure-hunt/TreasureHuntRules.ts +0 -1210
- package/src/games/treasure-hunt/TreasureHuntScene.ts +0 -586
- package/src/games/whack-a-mole/WhackAMole.tsx +0 -79
- package/src/games/whack-a-mole/WhackAMoleConstants.ts +0 -94
- package/src/games/whack-a-mole/WhackAMoleGame.ts +0 -233
- package/src/games/whack-a-mole/WhackAMoleScene.ts +0 -349
- package/src/games/word-search/WordSearch.tsx +0 -18
- package/src/games/word-search/WordSearchWords.ts +0 -1642
- package/src/helpers/GamePatternData.ts +0 -120
- package/src/helpers/GameSettingsModal.tsx +0 -384
- package/src/helpers/GameTheme.tsx +0 -37
- package/src/helpers/IconPaths.ts +0 -6
- package/src/helpers/index.ts +0 -2
- package/src/index.tsx +0 -60
- package/src/services/GameAssetLoader.ts +0 -111
- package/src/services/GameAssets.ts +0 -149
- package/src/services/GameLoaders.ts +0 -93
- package/src/services/GamesConstants.ts +0 -193
- package/src/services/GamesMetadata.ts +0 -711
- package/src/services/GamesService.ts +0 -116
- package/src/services/HapticsService.ts +0 -48
- package/src/services/ScoringService.ts +0 -19
- package/src/services/SfxSources.ts +0 -81
- package/src/services/SoundsService.ts +0 -582
- package/src/services/ThemeService.ts +0 -281
- package/src/services/UtilsService.ts +0 -134
- package/src/services/index.ts +0 -6
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// Tic Tac Toe's play, with no React: build a game with `createGame`, give it a layout, `start` it and
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// `tick` it every frame. You are O and go first: tap an empty cell. The robot (X) answers half a second
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// later. Three in a row wins; a full board is a draw; the three-minute clock running out loses.
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//
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// The rules and the robot are the original store's (TicTacToeRules.ts); the robot's think and the clock run
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// on the game's own clock, so Stop or leaving can't let a late move into the next game.
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import { type Camera, type DragEvent, World } from '@nayan-ui/engine';
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import type { GameTheme } from '../../services/ThemeService';
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import { aimTilted, unproject } from '../shared/EngineTilt';
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import { cellAt, DRAW_SCORE, type Layout, LOSE_SCORE, ROBOT_DELAY, TIME_BONUS, TIME_LIMIT, WIN_SCORE } from './TicTacToeConstants';
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import { type Board, emptyBoard, type Player, robotMove, winningLine } from './TicTacToeRules';
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import { buildScene, clearPieces, hideGhost, markWin, place, removeScene, type Scene, setSceneTheme, showGhost, shrug } from './TicTacToeScene';
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export type Phase = 'ready' | 'playing' | 'over';
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/** How a game ended. */
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export type Result = 'win' | 'lose' | 'draw' | 'timeout';
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/** 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';
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const WORLD_CAPACITY = 240; // the board (border, cells, bars ~40), nine pieces and shadows, and the bursts
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export function createGame(theme: GameTheme) {
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const world = new World(WORLD_CAPACITY);
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const camera: Camera = { eye: [0, 0, 240], target: [0, 0, 0], fov: 1, ortho: 1 };
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const g = {
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world,
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camera,
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theme,
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layout: null as Layout | null,
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scene: null as Scene | null,
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phase: 'ready' as Phase,
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board: emptyBoard() as Board,
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turn: 'O' as Player,
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result: null as Result | null,
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finalScore: 0,
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line: null as readonly [number, number, number] | null,
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/** The countdown lives in the engine (Rust), advanced by world.update. */
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get timeLeft() {
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return world.scoreboard.shownSeconds;
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},
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/** A finger down on a cell (shown as a ghost O until it lifts). */
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press: -1,
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// UI hooks, set by the screen.
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onPhase: (_p: Phase) => {},
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onTurn: (_p: Player) => {},
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onTime: (_t: number) => {},
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onEvent: (_e: GameEvent) => {}
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world.scoreboard.reset(0, TIME_LIMIT);
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onSecond: (t) => g.onTime(t),
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onTimeUp: () => g.phase === 'playing' && end(g, 'timeout')
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};
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return g;
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export type Game = ReturnType<typeof createGame>;
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/** A finished game's score: the result's points, plus a bonus for the time left (a win's full, a draw's half). */
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export const scoreFor = (r: Result | null, timeLeft: number) =>
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r === 'win' ? WIN_SCORE + Math.max(0, timeLeft) * TIME_BONUS : r === 'draw' ? DRAW_SCORE + Math.max(0, timeLeft) * (TIME_BONUS / 2) : LOSE_SCORE;
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/** The game-over card's score. */
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// ── Scene ─────────────────────────────────────────────────────────────
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/** Lays the board out for the view (first layout, header height, rotation): rebuilt where things stand. */
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export function setLayout(g: Game, l: Layout) {
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g.layout = l;
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aimTilted(g.camera, l);
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}
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export function setTheme(g: Game, theme: GameTheme) {
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// ── Run ───────────────────────────────────────────────────────────────
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function clear(g: Game) {
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g.onTurn('O');
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g.onTime(TIME_LIMIT);
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}
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/** A fresh board, your move first. */
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export function start(g: Game) {
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clear(g);
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g.world.scoreboard.startCountdown(TIME_LIMIT);
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g.onPhase('playing');
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}
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/** An empty board, not started (Stop, Play Again). The world, and the GPU view drawing it, are kept. */
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export function reset(g: Game) {
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clear(g);
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g.phase = 'ready';
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g.onPhase('ready');
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}
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export function dispose(g: Game) {
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g.world.dispose();
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}
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115
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export function tick(g: Game, dt: number) {
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if (g.world.isDisposed) return;
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g.world.update(dt);
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}
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function end(g: Game, result: Result) {
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g.result = result;
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g.world.cancelTimers();
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g.world.scoreboard.stop();
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g.finalScore = scoreFor(result, g.timeLeft);
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g.press = -1;
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if (g.scene) hideGhost(g.world, g.scene);
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g.phase = 'over';
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g.onPhase('over');
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}
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// ── Moves ─────────────────────────────────────────────────────────────
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/** A piece on a cell, and what it does: three in a row, a full board, or the other side's turn. */
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function put(g: Game, i: number, who: Player) {
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g.board[i] = who;
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const { layout: l, scene: s } = g;
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if (l && s) place(g.world, l, s, i, who);
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g.onEvent(who === 'O' ? 'place' : 'robot');
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const line = winningLine(g.board);
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if (line) {
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g.line = line;
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if (l && s) markWin(g.world, l, s, line);
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g.onEvent(who === 'O' ? 'win' : 'lose');
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end(g, who === 'O' ? 'win' : 'lose');
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return;
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}
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if (g.board.every((c) => c !== null)) {
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if (l && s) shrug(g.world, l, s);
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g.onEvent('draw');
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end(g, 'draw');
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return;
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}
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g.turn = who === 'O' ? 'X' : 'O';
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g.onTurn(g.turn);
|
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}
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|
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157
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/** Your move on a cell, if it's your turn and the cell is empty; the robot answers after its think. */
|
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export function play(g: Game, i: number) {
|
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if (g.phase !== 'playing' || g.turn !== 'O' || g.board[i] !== null || i < 0 || i > 8) return;
|
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put(g, i, 'O');
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if (g.phase !== 'playing') return;
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g.world.after(ROBOT_DELAY, () => {
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if (g.phase !== 'playing' || g.turn !== 'X') return;
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const move = robotMove(g.board);
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if (move >= 0) put(g, move, 'X');
|
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});
|
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}
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|
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// ── The finger ────────────────────────────────────────────────────────
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|
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|
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/** The cell under a view point (on the board's surface), or -1. */
|
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|
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export function cellUnder(g: Game, x: number, y: number): number {
|
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const l = g.layout;
|
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|
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if (!l) return -1;
|
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|
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const [wx, wy] = unproject(l, x, y, 1);
|
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|
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return cellAt(l, wx, wy);
|
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177
|
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}
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|
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|
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|
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/** A finger down on an empty cell shows a ghost O there; lifting on the same cell plays it. */
|
|
180
|
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export function drag(g: Game, { phase, x, y }: DragEvent) {
|
|
181
|
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const { layout: l, scene: s } = g;
|
|
182
|
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const i = cellUnder(g, x, y);
|
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183
|
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const open = g.phase === 'playing' && g.turn === 'O' && i >= 0 && g.board[i] === null;
|
|
184
|
-
if (phase === 'start') {
|
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185
|
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g.press = open ? i : -1;
|
|
186
|
-
} else if (i !== g.press) {
|
|
187
|
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g.press = -1; // slid off: no move
|
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|
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}
|
|
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|
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if (phase === 'end') {
|
|
190
|
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const at = g.press;
|
|
191
|
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g.press = -1;
|
|
192
|
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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);
|
|
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|
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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) });
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for (let i = 0; i < 9; i++) {
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const [x, y] = cellCentre(l, i);
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add({ mesh: panelMesh(Math.round(l.cell - barW * 2), 10, 3), position: [x, y, 1.5], scale: 1, color: toColor(theme.BOARD.CELL_EMPTY) });
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}
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}
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// The grid: two rounded bars each way standing proud of the board, their ends set in from its edge
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const grid: Color = toColor(classic ? COLORS.GRID : theme.BOARD.GRID_LINE);
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const shadow: Color = [0, 0, 0, 0.18];
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const length = l.size - l.cell * 0.16;
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const across = quat.z(Math.PI / 2);
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for (const k of [-0.5, 0.5]) {
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// A soft shadow under each bar, then the bar (a capsule, along its y)
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add({ mesh: 'capsule', position: [k * l.cell + barW * 0.25, -barW * 0.25, 1.05], scale: [barW * 1.5, length, 0.6], color: shadow });
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add({
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mesh: 'capsule',
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position: [barW * 0.25, k * l.cell - barW * 0.25, 1.05],
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rotation: across,
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scale: [barW * 1.5, length, 0.6],
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color: shadow
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});
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add({ mesh: 'capsule', position: [k * l.cell, 0, 1 + barH / 2], scale: [barW, length, barH], color: grid });
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add({ mesh: 'capsule', position: [0, k * l.cell, 1 + barH / 2], rotation: across, scale: [barW, length, barH], color: grid });
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}
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return out;
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}
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export function buildScene(world: World, l: Layout, theme: GameTheme, board: (Player | null)[]): Scene {
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const backdrop = spawnBackdrop(world, l.width, l.height, -BACKDROP_DEPTH, theme);
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placeTiltedBackdrop(world, backdrop, l, BACKDROP_DEPTH);
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const ghost = world.spawn({ mesh: oMesh(), scale: 0, color: toColor(COLORS.O, 0.35), pickable: false });
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const s: Scene = { backdrop, board: spawnBoard(world, l, theme), pieces: Array(9).fill(null), ghost, line: null };
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board.forEach((p, i) => {
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if (p) place(world, l, s, i, p, false);
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});
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return s;
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}
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export function removeScene(world: World, s: Scene) {
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for (const e of [s.backdrop, ...s.board, ...s.pieces, s.ghost, s.line]) if (e != null) world.despawn(e);
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}
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export function setSceneTheme(world: World, l: Layout, s: Scene, theme: GameTheme) {
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setBackdropTheme(world, s.backdrop, theme);
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for (const e of s.board) world.despawn(e);
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s.board = spawnBoard(world, l, theme);
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}
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const BOARD_TOP = 1;
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// ── Pieces ────────────────────────────────────────────────────────────
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/** A piece on a cell: it grows out of the cell with a little turn and settles (or is just there). */
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export function place(world: World, l: Layout, s: Scene, i: number, p: Player, animate = true) {
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const [x, y] = cellCentre(l, i);
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const e = world.spawn({
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mesh: p === 'X' ? xMesh() : oMesh(),
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position: [x, y, BOARD_TOP],
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rotation: quat.z(animate ? (p === 'X' ? -0.6 : 0.6) : 0),
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scale: animate ? 0 : l.cell,
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color: pieceColor(p),
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pickable: false
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});
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// Its soft shadow on the board, riding with it
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world.spawn({
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mesh: 'sphere',
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parent: e,
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position: [0.04, -0.04, 0.01],
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scale: [SPAN * 2.5, SPAN * 2.5, 0.01],
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color: [0, 0, 0, 0.2],
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pickable: false
|
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});
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if (animate) {
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// Grows out of its cell, overshoots a touch and settles, turning straight as it comes
|
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world.animate(e, [{ scale: l.cell * 1.18, at: 0.6 }, { scale: l.cell * 0.94, at: 0.82 }, { scale: l.cell }], {
|
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duration: 0.36,
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easing: 'easeOut'
|
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|
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});
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|
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world.animate(e, { rotation: [0, 0, 0, 1] }, { duration: 0.3, easing: 'easeOut' });
|
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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 }));
|
|
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|
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}
|
|
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|
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s.pieces[i] = e;
|
|
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|
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hideGhost(world, s);
|
|
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|
-
}
|
|
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|
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|
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|
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/** A faint O over an empty cell while a finger rests on it. */
|
|
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|
-
export function showGhost(world: World, l: Layout, s: Scene, i: number) {
|
|
178
|
-
const [x, y] = cellCentre(l, i);
|
|
179
|
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world.set(s.ghost, { position: [x, y, BOARD_TOP + 0.5], scale: l.cell * 0.92 });
|
|
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|
-
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 @@
|
|
|
1
|
-
// Tile Home's screen, on the Nayan engine: the board, tray, tiles and their 3D fruit are one scene
|
|
2
|
-
// (an orthographic camera over raised 3D tiles), under Playtura's scoreboard, controls and modals. The rules
|
|
3
|
-
// are in TileHomeGame.ts, what it draws in TileHomeScene.ts.
|
|
4
|
-
//
|
|
5
|
-
// One world serves the whole visit: Start, Stop and Play Again deal a new board in place and a theme
|
|
6
|
-
// change repaints the scenery, so the GPU view is never rebuilt. The intro, flights, tray shuffles and
|
|
7
|
-
// bursts animate in the engine's Rust core; JS only hit-tests taps and steps the world once a frame.
|
|
8
|
-
import { HapticType } from '../../services/HapticsService';
|
|
9
|
-
import { GAME_SOUNDS } from '../../services/SoundsService';
|
|
10
|
-
import { formatTime, GAME_IDS } from '../../services/UtilsService';
|
|
11
|
-
import { getFruit, isFruitBuilt } from '../shared/EngineFruits';
|
|
12
|
-
import { engineGame, EngineGameScreen } from '../shared/EngineGameScreen';
|
|
13
|
-
import { useEngineGame } from '../shared/useEngineGame';
|
|
14
|
-
import { useLiveState } from '../shared/useLiveState';
|
|
15
|
-
import { getLayout, LIGHT, POINTS_PER_SET, TILE_TYPES, TIME_LIMIT, TOTAL_SETS } from './TileHomeConstants';
|
|
16
|
-
import { addFruit, createGame, dispose, reset, setLayout, setTheme, start, tap, tick } from './TileHomeGame';
|
|
17
|
-
|
|
18
|
-
const SFX = GAME_SOUNDS.TILE_HOME;
|
|
19
|
-
const formatScore = (score: number) => score.toLocaleString();
|
|
20
|
-
const FRUIT_DETAIL = 0.25;
|
|
21
|
-
|
|
22
|
-
export const TileHome = engineGame(GAME_IDS.TILE_HOME, (props) => {
|
|
23
|
-
const [score, setScore] = useLiveState(0);
|
|
24
|
-
const [timeLeft, setTimeLeft] = useLiveState(TIME_LIMIT);
|
|
25
|
-
|
|
26
|
-
// Win on a cleared board, lose on a full tray or time up
|
|
27
|
-
const { status, screen, gameOver } = useEngineGame(props, {
|
|
28
|
-
gameId: GAME_IDS.TILE_HOME,
|
|
29
|
-
create: createGame,
|
|
30
|
-
start,
|
|
31
|
-
reset,
|
|
32
|
-
dispose,
|
|
33
|
-
tick,
|
|
34
|
-
setTheme,
|
|
35
|
-
resize: (g, width, height, offset) => {
|
|
36
|
-
const l = getLayout(width, height, offset);
|
|
37
|
-
setLayout(g, l);
|
|
38
|
-
return l.boardWidth;
|
|
39
|
-
},
|
|
40
|
-
tap,
|
|
41
|
-
onStart: (fx) => fx(SFX.START, HapticType.MEDIUM),
|
|
42
|
-
wire: (g, fx) => {
|
|
43
|
-
g.onScore = setScore;
|
|
44
|
-
g.onTime = setTimeLeft;
|
|
45
|
-
g.onPick = () => fx(SFX.PICK, HapticType.LIGHT);
|
|
46
|
-
g.onMatch = () => fx(SFX.MATCH, HapticType.MEDIUM);
|
|
47
|
-
g.onWin = () => fx(SFX.WIN, HapticType.SUCCESS);
|
|
48
|
-
g.onLose = () => fx(SFX.GAME_OVER, HapticType.HEAVY);
|
|
49
|
-
// The board shows at once; each kind of fruit pops onto its tiles as its model is built. Models are
|
|
50
|
-
// built once per app (already-built ones go straight on), starting on the next frame and
|
|
51
|
-
// continuing one per frame so construction does not block the whole screen.
|
|
52
|
-
// 72 fruits about 60 points wide: light meshes (full detail would be over a million triangles).
|
|
53
|
-
const kinds = [...new Set(TILE_TYPES.map((t) => t.fruit))];
|
|
54
|
-
for (const kind of kinds) if (isFruitBuilt(kind, FRUIT_DETAIL)) addFruit(g, kind, getFruit(kind, FRUIT_DETAIL));
|
|
55
|
-
const queue = kinds.filter((kind) => !isFruitBuilt(kind, FRUIT_DETAIL));
|
|
56
|
-
let frame = 0;
|
|
57
|
-
const buildNext = () => {
|
|
58
|
-
const kind = queue.shift();
|
|
59
|
-
if (!kind || g.world.isDisposed) return;
|
|
60
|
-
addFruit(g, kind, getFruit(kind, FRUIT_DETAIL));
|
|
61
|
-
if (queue.length) frame = requestAnimationFrame(buildNext);
|
|
62
|
-
};
|
|
63
|
-
if (queue.length) frame = requestAnimationFrame(buildNext);
|
|
64
|
-
return () => {
|
|
65
|
-
if (frame) cancelAnimationFrame(frame);
|
|
66
|
-
};
|
|
67
|
-
}
|
|
68
|
-
});
|
|
69
|
-
|
|
70
|
-
const setsLeft = Math.max(0, TOTAL_SETS - Math.floor(score / POINTS_PER_SET));
|
|
71
|
-
|
|
72
|
-
return (
|
|
73
|
-
<EngineGameScreen
|
|
74
|
-
{...screen}
|
|
75
|
-
light={LIGHT}
|
|
76
|
-
columns={[
|
|
77
|
-
{ label: 'SCORE', value: formatScore(score) },
|
|
78
|
-
{ label: 'SETS', value: String(setsLeft) },
|
|
79
|
-
{ label: 'TIME', value: formatTime(Math.max(0, Math.ceil(timeLeft))) }
|
|
80
|
-
]}
|
|
81
|
-
subtext="Match tiles!"
|
|
82
|
-
gameOver={gameOver({
|
|
83
|
-
title: status === 'win' ? 'YOU WON!' : 'TIME UP!',
|
|
84
|
-
message: status === 'win' ? 'All tiles sorted home!' : 'You ran out of time!',
|
|
85
|
-
scoreLabel: status === 'win' ? 'You Won!' : 'Game Over',
|
|
86
|
-
score,
|
|
87
|
-
formatter: formatScore,
|
|
88
|
-
buttonText: status === 'win' ? 'Play Again!' : 'Try Again!'
|
|
89
|
-
})}
|
|
90
|
-
/>
|
|
91
|
-
);
|
|
92
|
-
});
|