@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
  316. package/src/games/crossy-road/CrossyRoadScene.ts +0 -355
  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
  323. package/src/games/dots-and-boxes/DotsAndBoxesGame.ts +0 -271
  324. package/src/games/dots-and-boxes/DotsAndBoxesScene.ts +0 -249
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  328. package/src/games/falling-sticks/FallingSticksRules.ts +0 -145
  329. package/src/games/falling-sticks/FallingSticksScene.ts +0 -245
  330. package/src/games/find-different-number/FindDifferentNumber.tsx +0 -74
  331. package/src/games/find-different-number/FindDifferentNumberConstants.ts +0 -74
  332. package/src/games/find-different-number/FindDifferentNumberGame.ts +0 -174
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  335. package/src/games/flappy-bird/FlappyBird.tsx +0 -73
  336. package/src/games/flappy-bird/FlappyBirdConstants.ts +0 -95
  337. package/src/games/flappy-bird/FlappyBirdGame.ts +0 -375
  338. package/src/games/flappy-bird/FlappyBirdScene.ts +0 -630
  339. package/src/games/fruit-merger/FruitMerger.tsx +0 -73
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  341. package/src/games/fruit-merger/FruitMergerGame.ts +0 -285
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  343. package/src/games/fruit-merger/FruitMergerScene.ts +0 -498
  344. package/src/games/fruit-ninja/FruitNinja.tsx +0 -129
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  346. package/src/games/fruit-ninja/FruitNinjaGame.ts +0 -391
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  348. package/src/games/fruit-ninja/FruitNinjaWorld.ts +0 -17
  349. package/src/games/game-2048/Game2048.tsx +0 -84
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  358. package/src/games/ludo-king/LudoKing.tsx +0 -86
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  360. package/src/games/ludo-king/LudoKingGame.ts +0 -326
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  363. package/src/games/maze-runner/MazeRunner.tsx +0 -88
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  368. package/src/games/memory-match/MemoryMatch.tsx +0 -77
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@@ -1,154 +0,0 @@
1
- // Everything Tile Home draws. Orthographic camera, one world unit per point, looking down -z: x right
2
- // and y up from the view's centre. Each tile is an invisible root at its centre carrying its body (a
3
- // rounded raised block shared with Candy Crush), its 3D fruit and its "covered" shade. Layers
4
- // sit far enough apart in depth that a tile always draws over the fruit of the tile under it.
5
- import { type Entity, extrude, type Geometry, type Model, Path, type Vec3, type World } from '@nayan-ui/engine';
6
- import type { GameTheme } from '../../services/ThemeService';
7
- import { spawnBackdrop } from '../shared/EngineBackdrop';
8
- import { spawnRaisedBlock } from '../shared/EngineBlocks';
9
- import type { Fruit, FruitKind } from '../shared/EngineFruits';
10
- import { cacheGameAsset, createGameMesh as createShape } from '../shared/EngineMeshes';
11
- import { toColor } from '../shared/EngineUtils';
12
- import {
13
- CLASSIC_BOARD,
14
- CLASSIC_SLOT,
15
- CLASSIC_SLOT_BORDER,
16
- CLASSIC_TRAY,
17
- CLASSIC_TRAY_BORDER,
18
- type Layout,
19
- SLOT_CAPACITY,
20
- slotOrigin,
21
- TILE_FACE,
22
- TILE_THICKNESS
23
- } from './TileHomeConstants';
24
-
25
- // Depth, toward the camera (the camera sits at 500 and sees 500 deep)
26
- export const Z_BACKDROP = 1;
27
- const Z_PANELS = 4;
28
- const Z_LAYER = 120; // between board layers: more than a fruit is deep
29
- const Z_TILE_BASE = 20;
30
- export const Z_FLYING = 420;
31
- const FRUIT_LIFT = 32; // the fruit's centre above its tile's face
32
- const SHADE_LIFT = 70; // the covered shade, over the fruit
33
-
34
- export const layerZ = (layer: number) => Z_TILE_BASE + layer * Z_LAYER;
35
- export const trayZ = Z_TILE_BASE;
36
-
37
- /** A view point (from the top-left) at depth `z`, in world space. */
38
- export const toWorld = (l: Layout, x: number, y: number, z = 0): Vec3 => [x - l.width / 2, l.height / 2 - y, z];
39
-
40
- // ── Meshes (made once per size: mesh ids are app-wide and limited) ────
41
-
42
- const meshes = new Map<string, Model>();
43
- const cached = (key: string, build: () => Model) => {
44
- let m = meshes.get(key);
45
- if (!m) {
46
- m = cacheGameAsset('tile-home/TileHomeScene:' + key, build);
47
- meshes.set(key, m);
48
- }
49
- return m;
50
- };
51
-
52
- type Rgb = [number, number, number];
53
- /** Flat geometry for a path drawn in points (y down), each vertex painted by `paint(x, y)`, at depth z. */
54
- function flatLayer(path: Path, z: number, paint: (x: number, y: number) => Rgb): Geometry {
55
- const g = extrude(path, { depth: 0, fillRule: 'evenodd' });
56
- const v = g.vertices;
57
- for (let i = 0; i < v.length; i += 11) {
58
- const [r, gr, b] = paint(v[i]!, -v[i + 1]!);
59
- v[i + 2] = z;
60
- v[i + 6] = r;
61
- v[i + 7] = gr;
62
- v[i + 8] = b;
63
- }
64
- return g;
65
- }
66
-
67
- const shadeMesh = (t: number) =>
68
- cached(`shade:${t}`, () =>
69
- createShape(
70
- flatLayer(new Path().addRoundedRect(0, 0, t, t, 8), 0, () => [1, 1, 1]),
71
- { center: false }
72
- )
73
- );
74
- /** A flat rounded rectangle from its top-left; with `rim`, only its outline. */
75
- const panelMesh = (w: number, h: number, r: number, rim = 0) =>
76
- cached(`panel:${w}:${h}:${r}:${rim}`, () => {
77
- const path = new Path().addRoundedRect(0, 0, w, h, r);
78
- if (rim > 0) path.addRoundedRect(rim, rim, w - rim * 2, h - rim * 2, r - rim);
79
- return createShape(
80
- flatLayer(path, 0, () => [1, 1, 1]),
81
- { center: false }
82
- );
83
- });
84
-
85
- // ── Board and tray ────────────────────────────────────────────────────
86
-
87
- export type Scenery = Entity[];
88
-
89
- /** The background, the board panel and the tray with its empty slots, for a theme. */
90
- export function buildScenery(world: World, l: Layout, theme: GameTheme): Scenery {
91
- const classic = theme.mode === 'classic';
92
- const out: Entity[] = [spawnBackdrop(world, l.width, l.height, Z_BACKDROP, theme)];
93
- const panel = (x: number, y: number, w: number, h: number, r: number, color: string, rim = 0, z = Z_PANELS) =>
94
- out.push(world.spawn({ mesh: panelMesh(w, h, r, rim), position: toWorld(l, x, y, z), color: toColor(color), pickable: false }));
95
-
96
- const boardRadius = classic ? 16 : 8;
97
- panel(l.boardLeft, l.boardTop, l.boardWidth, l.boardHeight, boardRadius, classic ? CLASSIC_BOARD : theme.BOARD.SURFACE);
98
- if (!classic) panel(l.boardLeft, l.boardTop, l.boardWidth, l.boardHeight, boardRadius, theme.BOARD.BORDER, 1, Z_PANELS + 0.2);
99
-
100
- const trayRadius = classic ? 12 : 8;
101
- panel(l.trayLeft, l.trayTop, l.trayWidth, l.trayHeight, trayRadius, classic ? CLASSIC_TRAY : theme.BOARD.SURFACE);
102
- panel(l.trayLeft, l.trayTop, l.trayWidth, l.trayHeight, trayRadius, classic ? CLASSIC_TRAY_BORDER : theme.BOARD.BORDER, 1, Z_PANELS + 0.2);
103
- for (let i = 0; i < SLOT_CAPACITY; i++) {
104
- const [x, y] = slotOrigin(l, i);
105
- panel(x, y, l.slot, l.slot, 8, classic ? CLASSIC_SLOT : theme.BOARD.CELL_EMPTY, 0, Z_PANELS + 0.4);
106
- panel(x, y, l.slot, l.slot, 8, classic ? CLASSIC_SLOT_BORDER : theme.BOARD.BORDER, 1.5, Z_PANELS + 0.6);
107
- }
108
- return out;
109
- }
110
-
111
- // ── Tiles ─────────────────────────────────────────────────────────────
112
-
113
- export type TileEntities = { root: Entity; shade: Entity; fruit: Entity | null; /** Body and fruit, for the match flash. */ parts: Entity[] };
114
-
115
- /**
116
- * A tile at view point (cx, cy) (its centre), depth z: body, fruit and a hidden shade. Without its
117
- * fruit model yet (still being built), the tile shows straight away and the fruit is added later.
118
- */
119
- export function spawnTile(world: World, l: Layout, fruit: Fruit | undefined, cx: number, cy: number, z: number, scale: number): TileEntities {
120
- const t = l.tile;
121
- const corner: Vec3 = [-t / 2, t / 2, 0]; // children are drawn from the tile's top-left
122
- const depth = t * TILE_THICKNESS;
123
- const root = world.spawn({ mesh: 'none', position: toWorld(l, cx, cy, z), scale, pickable: false });
124
- // The face sits at the root's depth (the fruit and shade are placed from it); the body runs back from it.
125
- const body = spawnRaisedBlock(world, {
126
- parent: root,
127
- position: [0, 0, -depth / 2],
128
- size: [t, t, depth],
129
- color: toColor(TILE_FACE),
130
- gloss: false,
131
- shadow: false
132
- });
133
- const shade = world.spawn({ mesh: shadeMesh(t), parent: root, position: [corner[0], corner[1], SHADE_LIFT], color: [0, 0, 0, 0], pickable: false });
134
- const fruitEntity = fruit ? addTileFruit(world, l, root, fruit, false) : null;
135
- return { root, shade, fruit: fruitEntity, parts: fruitEntity == null ? [body] : [body, fruitEntity] };
136
- }
137
-
138
- /** Puts `fruit` on a tile's face (filling it, centred on its bounding box, a point above the middle like the original icon); `pop` springs it in. */
139
- export function addTileFruit(world: World, l: Layout, root: Entity, fruit: Fruit, pop: boolean): Entity {
140
- const s = l.fruit / Math.max(fruit.whole.size[0], fruit.whole.size[1]);
141
- const e = world.spawn({
142
- mesh: fruit.whole,
143
- parent: root,
144
- position: [-fruit.center[0] * s, 1 - fruit.center[1] * s, FRUIT_LIFT - fruit.center[2] * s],
145
- scale: pop ? 0 : s,
146
- color: [1, 1, 1, 1],
147
- pickable: false
148
- });
149
- if (pop) world.animate(e, { scale: s }, { duration: 0.22, easing: 'back' });
150
- return e;
151
- }
152
-
153
- /** The fruit models built so far (they arrive one kind at a time). */
154
- export type FruitModels = Partial<Record<FruitKind, Fruit>>;
@@ -1,206 +0,0 @@
1
- // Treasure Hunt: Shared screen, minimap and swipe surface.
2
- import { memo, useCallback, useEffect, useMemo, useState } from 'react';
3
- import { StyleSheet, View } from 'react-native';
4
- import { haptics } from '@nayan-ui/engine';
5
- import { GAME_SOUNDS } from '../../services/SoundsService';
6
- import { GAME_IDS, type GameProps } from '../../services/UtilsService';
7
- import { engineGame, EngineGameScreen } from '../shared/EngineGameScreen';
8
- import { getSceneInputInsets, livesColumn, scoreColumn, textColumn } from '../shared/EngineHud';
9
- import { type EngineContact, EngineTouchSurface } from '../shared/EngineTouchSurface';
10
- import { GameLoading } from '../shared/GameLoading';
11
- import { GameLoadingTransition } from '../shared/GameLoadingTransition';
12
- import { useEngineGame } from '../shared/useEngineGame';
13
- import { useLiveState } from '../shared/useLiveState';
14
- import {
15
- ENEMY_COUNT,
16
- type GameAssets,
17
- GEM_GOAL,
18
- getCachedAssets,
19
- loadAssets,
20
- MAX_HEALTH,
21
- MINIMAP_SIZE,
22
- NATURE_LIGHT,
23
- NIGHT_LIGHT,
24
- NIGHT_SKY,
25
- SKY
26
- } from './TreasureHuntConstants';
27
- import { endSwipe, moveSwipe, resetSwipe, startSwipe, type SwipeInput } from './TreasureHuntControls';
28
- import { clearInput, createGame, dispose, punch, reset, start, update } from './TreasureHuntGame';
29
- import { type NatureState } from './TreasureHuntRules';
30
- import { drawMiniMap } from './TreasureHuntScene';
31
-
32
- // Shared game screen.
33
-
34
- type RunProps = GameProps & { settings: NonNullable<GameProps['settings']>; assets: GameAssets };
35
-
36
- const Run = memo(function TreasureHuntRun(props: RunProps) {
37
- const { settings } = props;
38
- const [hud, setHud] = useLiveState<HudState | null>(null, 0);
39
- const [error, setError] = useState<string | null>(null);
40
- const { game, theme, phase, status, screen, gameOver } = useEngineGame(props, {
41
- gameId: GAME_IDS.TREASURE_HUNT,
42
- create: () => createGame(props.assets),
43
- start,
44
- reset,
45
- dispose,
46
- tick: update,
47
- hud: (g, hud) => drawMiniMap(hud, g.state),
48
- resultsDelay: (result) => (result === 'win' ? 1500 : 1200),
49
- reportData: (g) => ({ gems: g.state.gems, defeated: g.state.defeated, seconds: Math.floor(g.state.time) }),
50
- sounds: GAME_SOUNDS.TREASURE_HUNT,
51
- onStart: (fx) => fx(GAME_SOUNDS.TREASURE_HUNT.START),
52
- onOver: (fx, result) => {
53
- if (result !== 'win') fx(GAME_SOUNDS.TREASURE_HUNT.LOSE);
54
- },
55
- wire: (g) => {
56
- g.onChange = () => setHud({ ...snapshot(g.state), preparing: g.preparing });
57
- g.onChange();
58
- }
59
- });
60
-
61
- useEffect(() => {
62
- haptics.enabled = settings.enableHaptics;
63
- }, [settings.enableHaptics]);
64
- useEffect(
65
- () => () => {
66
- haptics.enabled = true;
67
- },
68
- []
69
- );
70
-
71
- const onAudioChange = useCallback(
72
- (audible: boolean) => {
73
- if (audible) return;
74
- clearInput(game);
75
- game.footsteps.stop();
76
- game.movementReference.active = false;
77
- },
78
- [game]
79
- );
80
-
81
- const onTap = useCallback(() => punch(game), [game]);
82
- const onError = useCallback((failure: Error) => setError(failure.message), []);
83
- const inputInsets = useMemo(() => getSceneInputInsets(settings.offset), [settings.offset]);
84
- const night = theme.mode === 'dark';
85
- const preparing = game.preparing;
86
- const loading = preparing && !!game.nextRun;
87
- const playing = phase === 'playing' && !preparing;
88
-
89
- return (
90
- <EngineGameScreen
91
- {...screen}
92
- onStart={() => {
93
- if (!game.preparing) screen.onStart();
94
- }}
95
- hudCapacity={MINIMAP_SIZE * MINIMAP_SIZE + 1024}
96
- light={night ? NIGHT_LIGHT : NATURE_LIGHT}
97
- background={night ? NIGHT_SKY : SKY}
98
- fog={0.006}
99
- errorMessage={error ?? undefined}
100
- onAudioChange={onAudioChange}
101
- onError={onError}
102
- columns={[
103
- scoreColumn(hud?.score ?? 0),
104
- livesColumn(hud?.health ?? MAX_HEALTH, MAX_HEALTH, 'HEALTH'),
105
- textColumn('GEMS', `${hud?.gems ?? 0}/${GEM_GOAL}`),
106
- textColumn('ROBOTS', `${hud?.defeated ?? 0}/${ENEMY_COUNT}`)
107
- ]}
108
- subtext="Swipe to explore · Tap to punch"
109
- gameOver={gameOver({
110
- title: status === 'win' ? 'FOREST EXPLORED!' : 'EXPEDITION OVER',
111
- message: `${hud?.gems ?? 0} diamonds found and ${hud?.defeated ?? 0} robots defeated.`,
112
- scoreLabel: 'Adventure score',
113
- score: hud?.score ?? 0,
114
- buttonText: 'Explore Again!'
115
- })}>
116
- <SwipeNavigation input={game.swipe} enabled={playing && !settings.isVisible && !error} onTap={onTap} insets={inputInsets} />
117
- <View pointerEvents={loading ? 'auto' : 'none'} style={StyleSheet.absoluteFill}>
118
- <GameLoadingTransition
119
- ready={!loading}
120
- loader={<GameLoading gameId={GAME_IDS.TREASURE_HUNT} theme={settings.theme} offset={settings.offset} visible={!settings.isVisible} />}>
121
- {null}
122
- </GameLoadingTransition>
123
- </View>
124
- </EngineGameScreen>
125
- );
126
- });
127
-
128
- /** Shared Playtura chrome and lifecycle around the imported explorer and procedural wilderness. */
129
- export const TreasureHunt = engineGame(GAME_IDS.TREASURE_HUNT, (props) => {
130
- const [assets, setAssets] = useState<GameAssets | null>(getCachedAssets);
131
- const [error, setError] = useState<string | null>(null);
132
- useEffect(() => {
133
- if (assets) return;
134
- let alive = true;
135
- loadAssets()
136
- .then((loaded) => {
137
- if (alive) setAssets(loaded);
138
- })
139
- .catch((failure: unknown) => {
140
- if (alive) setError(failure instanceof Error ? failure.message : String(failure));
141
- });
142
- return () => {
143
- alive = false;
144
- };
145
- }, [assets]);
146
- return (
147
- <GameLoadingTransition
148
- ready={!!assets}
149
- loader={
150
- <GameLoading
151
- gameId={GAME_IDS.TREASURE_HUNT}
152
- theme={props.settings.theme}
153
- offset={props.settings.offset}
154
- error={!!error}
155
- message={error ?? undefined}
156
- />
157
- }>
158
- {assets && <Run {...props} assets={assets} />}
159
- </GameLoadingTransition>
160
- );
161
- });
162
-
163
- // HUD metrics.
164
-
165
- interface HudState {
166
- preparing?: boolean;
167
- health: number;
168
- gems: number;
169
- defeated: number;
170
- score: number;
171
- }
172
- function snapshot(state: NatureState): HudState {
173
- return { health: state.health, gems: state.gems, defeated: state.defeated, score: state.score };
174
- }
175
-
176
- // Touch surface.
177
-
178
- interface SwipeNavigationProps {
179
- input: SwipeInput;
180
- enabled: boolean;
181
- onTap: () => void;
182
- insets: { top: number; bottom: number };
183
- }
184
-
185
- const SwipeNavigation = memo(function SwipeNavigation({ input, enabled, onTap, insets }: SwipeNavigationProps) {
186
- const onStart = useCallback(
187
- (contact: EngineContact) => {
188
- startSwipe(input, contact, contact.timeStamp);
189
- },
190
- [input]
191
- );
192
- const onMove = useCallback(
193
- (contact: EngineContact) => {
194
- moveSwipe(input, contact);
195
- },
196
- [input]
197
- );
198
- const onEnd = useCallback(
199
- (contact: EngineContact) => {
200
- if (endSwipe(input, contact, contact.timeStamp) && enabled) onTap();
201
- },
202
- [input, enabled, onTap]
203
- );
204
- const onCancel = useCallback(() => resetSwipe(input), [input]);
205
- return <EngineTouchSurface enabled={enabled} insets={insets} onStart={onStart} onMove={onMove} onEnd={onEnd} onCancel={onCancel} />;
206
- });
@@ -1,266 +0,0 @@
1
- // Treasure Hunt: Tuning, animation metadata and cached assets.
2
- import { type Light, type SoundBank, type Texture } from '@nayan-ui/engine';
3
- import source from '../../assets/models/explorer/source.json';
4
- import type { HumanAssets } from './TreasureHuntModel';
5
-
6
- // Combat poses and timing.
7
- /** Shared strike timing and offline skeletal choreography for the imported explorer. */
8
- export const HUMAN_PUNCH_TIME = 0.52;
9
-
10
- export const HUMAN_CONTACT_TIME = 0.16;
11
-
12
- export const HUMAN_GUARD_TIME = 1.15;
13
-
14
- type Vector = [number, number, number];
15
-
16
- interface HandTarget {
17
- pos: Vector;
18
- pole: Vector;
19
- dir: Vector;
20
- palm: Vector;
21
- }
22
-
23
- export interface CombatPose {
24
- bones: Record<string, Vector>;
25
- root: { ground: boolean };
26
- ik?: { Left: HandTarget; Right: HandTarget };
27
- thumbs?: { Left: number; Right: number };
28
- blend?: { sample: CombatPose; w: number };
29
- }
30
-
31
- interface CombatClip {
32
- id: string;
33
- name: string;
34
- category: 'Actions';
35
- duration: number;
36
- loop: boolean;
37
- sample(time: number): CombatPose;
38
- }
39
-
40
- const smooth = (value: number) => {
41
- const t = Math.max(0, Math.min(1, value));
42
- return t * t * (3 - 2 * t);
43
- };
44
-
45
- function curve(time: number, times: number[], values: number[]) {
46
- if (time <= times[0]!) return values[0]!;
47
- for (let i = 1; i < times.length; i++)
48
- if (time <= times[i]!) {
49
- const t = smooth((time - times[i - 1]!) / (times[i]! - times[i - 1]!));
50
- return values[i - 1]! + (values[i]! - values[i - 1]!) * t;
51
- }
52
- return values.at(-1)!;
53
- }
54
-
55
- /** Both hands share a planted stance. Only the striking shoulder, torso and arm change sides. */
56
- export function fightingPose(hand: 'Left' | 'Right' | null, time: number): CombatPose {
57
- const times = [0, 0.075, HUMAN_CONTACT_TIME, 0.185, 0.32, 0.44, HUMAN_PUNCH_TIME];
58
- const extension = hand ? curve(time, times, [0, -0.06, 1, 0.96, 0.18, 0, 0]) : 0;
59
- const turn = hand ? curve(time, times, [0, -7, 18, 16, 4, 0, 0]) * (hand === 'Right' ? 1 : -1) : 0;
60
- const breathing = hand ? 0 : Math.sin((time / 1.3) * Math.PI * 2) * 0.35;
61
- const bones: Record<string, Vector> = {
62
- Hips: [0, 0, 0],
63
- Spine: [3 + Math.max(0, extension) * 5, 0, 0],
64
- Spine1: [4 + Math.max(0, extension) * 2 + breathing, turn * 0.65, 0],
65
- Spine2: [2 + breathing * 0.5, turn * 0.35, -Math.max(0, extension) * (hand === 'Right' ? -1.5 : 1.5)],
66
- Neck: [-2, -turn * 0.3, 0],
67
- Head: [-4, -turn * 0.7, 0],
68
- LeftUpLeg: [9, 0, 3],
69
- RightUpLeg: [-5, 0, -3],
70
- LeftLeg: [-14, 0, 0],
71
- RightLeg: [-9, 0, 0],
72
- LeftFoot: [5, 0, 0],
73
- RightFoot: [7, 0, 0]
74
- };
75
- for (const side of ['Left', 'Right'] as const) {
76
- for (const finger of ['Index', 'Middle', 'Ring', 'Pinky']) {
77
- bones[`${side}Hand${finger}1`] = [80, 0, 0];
78
- bones[`${side}Hand${finger}2`] = [100, 0, 0];
79
- bones[`${side}Hand${finger}3`] = [65, 0, 0];
80
- }
81
- bones[`${side}HandThumb2`] = [45, 0, 0];
82
- bones[`${side}HandThumb3`] = [55, 0, 0];
83
- }
84
- const target = (side: 'Left' | 'Right'): HandTarget => {
85
- const sign = side === 'Left' ? 1 : -1,
86
- strike = hand === side ? extension : 0;
87
- return {
88
- pos: [sign * (0.155 - strike * 0.075), 0.015 - Math.max(0, strike) * 0.05, 0.235 + strike * 0.37],
89
- pole: [sign * 0.7, -0.65, 0.12],
90
- dir: [0, 0.15 * (1 - Math.max(0, strike)), 1],
91
- palm: [-sign * (1 - Math.max(0, strike)), -Math.max(0, strike), 0]
92
- };
93
- };
94
- return { bones, root: { ground: true }, ik: { Left: target('Left'), Right: target('Right') }, thumbs: { Left: 1, Right: 1 } };
95
- }
96
-
97
- export function createCombatClips(idle: { sample(time: number): CombatPose }): CombatClip[] {
98
- const punch = (side: 'Left' | 'Right', entry = false): CombatClip => ({
99
- id: entry ? 'explorer_punch_start' : `explorer_punch_${side.toLowerCase()}`,
100
- name: entry ? 'Fight entry punch' : `${side} straight punch`,
101
- category: 'Actions',
102
- duration: HUMAN_PUNCH_TIME,
103
- loop: false,
104
- sample: (time) => {
105
- const pose = fightingPose(side, time);
106
- return entry && time < 0.075 ? { ...pose, blend: { sample: idle.sample(0), w: 1 - smooth(time / 0.075) } } : pose;
107
- }
108
- });
109
- return [
110
- punch('Right', true),
111
- punch('Right'),
112
- punch('Left'),
113
- { id: 'explorer_guard', name: 'Boxing guard', category: 'Actions', duration: 1.3, loop: true, sample: (time) => fightingPose(null, time) },
114
- {
115
- id: 'explorer_guard_exit',
116
- name: 'Lower guard',
117
- category: 'Actions',
118
- duration: 0.18,
119
- loop: false,
120
- sample: (time) => ({ ...fightingPose(null, 0), blend: { sample: idle.sample(0), w: smooth(time / 0.18) } })
121
- }
122
- ];
123
- }
124
- // Explorer animation clips and cadence.
125
-
126
- export const HUMAN_HEIGHT = source.height;
127
-
128
- export const HUMAN_CAMERA_HEIGHT = source.cameraHeight;
129
-
130
- export const HUMAN_CLIPS = source.clips;
131
-
132
- export type HumanAnimation = keyof typeof HUMAN_CLIPS;
133
-
134
- export const HUMAN_CLIP_TIME = Object.fromEntries(Object.entries(HUMAN_CLIPS).map(([name, clip]) => [name, clip.duration])) as Record<
135
- HumanAnimation,
136
- number
137
- >;
138
-
139
- export const HUMAN_LOOPS = new Set<HumanAnimation>((Object.keys(HUMAN_CLIPS) as HumanAnimation[]).filter((name) => HUMAN_CLIPS[name].loop));
140
-
141
- /** Hysteresis stops tiny gesture changes from repeatedly switching walk and run. */
142
- export function locomotionAnimation(speed: number, previous: HumanAnimation | null = null): 'idle' | 'walk' | 'run' {
143
- if (speed < 0.05) return 'idle';
144
- return speed >= (previous === 'run' ? 3.2 : 3.8) ? 'run' : 'walk';
145
- }
146
-
147
- /** A margin around cadence buckets prevents finger noise from repeatedly rebuilding native tracks. */
148
- export function locomotionRate(speed: number, previous?: number): number {
149
- const bounded = Math.max(0.65, Math.min(1.6, speed));
150
- if (previous !== undefined && Math.abs(bounded - previous) < 0.18) return previous;
151
- return Math.max(0.65, Math.min(1.6, Math.round(speed * 4) / 4));
152
- }
153
-
154
- // Game tuning and lighting.
155
-
156
- export const WORLD_EDGE = 128;
157
-
158
- export const TERRAIN_PROFILES = 16;
159
- export const MINIMAP_SIZE = 124;
160
-
161
- export const MAX_HEALTH = 5;
162
-
163
- export const GEM_GOAL = 24;
164
-
165
- export const POINTS_GEM = 200;
166
- export const POINTS_ROBOT_HIT = 50;
167
- export const POINTS_ROBOT_DEFEAT = 300;
168
- export const POINTS_HEALTH_BONUS = 400;
169
-
170
- export const PLAYER_SPEED = 6;
171
-
172
- export const PLAYER_RADIUS = 0.5;
173
-
174
- export const MOVEMENT_START = 0.08;
175
-
176
- export const MOVEMENT_STOP = 0.04;
177
-
178
- export const ATTACK_RANGE = 1.9;
179
-
180
- export const ATTACK_COOLDOWN = HUMAN_PUNCH_TIME;
181
-
182
- export const ATTACK_HIT_TIME = HUMAN_CONTACT_TIME;
183
-
184
- export const ENEMY_COUNT = 8;
185
-
186
- export const SKY = [0.62, 0.77, 0.86] as const;
187
-
188
- export const NATURE_LIGHT: Light = {
189
- direction: [-0.55, 0.85, -0.3],
190
- ambient: 0.5,
191
- shadows: true,
192
- shadowExtent: 30,
193
- color: [1.15, 1.09, 0.94]
194
- };
195
-
196
- export const NIGHT_SKY = [0.07, 0.13, 0.2] as const;
197
-
198
- export const NIGHT_LIGHT: Light = {
199
- ...NATURE_LIGHT,
200
- ambient: 0.52,
201
- color: [0.8, 0.95, 1.08]
202
- };
203
-
204
- export interface Point {
205
- x: number;
206
- z: number;
207
- }
208
-
209
- // Cached textures, model and sounds, shared by every run.
210
- export interface NatureAssets {
211
- meadow: Texture;
212
- stone: Texture;
213
- bark: Texture;
214
- pine: Texture;
215
- leaves: Texture;
216
- water: Texture;
217
- }
218
- export interface GameAssets extends NatureAssets {
219
- human: HumanAssets;
220
- }
221
- type SoundName = 'gem' | 'punch' | 'impact' | 'defeat' | 'hurt' | 'win' | 'footstepWalk' | 'footstepRun';
222
- export let sounds: SoundBank<SoundName> | undefined;
223
- let assetsLoading: Promise<GameAssets> | undefined;
224
- let cachedAssets: GameAssets | null = null;
225
- /** Use fulfilled prepared resources on the first render, without another loading frame. */
226
- export const getCachedAssets = (): GameAssets | null => cachedAssets;
227
- /** Load native resources once; tuning and rules remain usable without a native renderer. */
228
- export function loadAssets(): Promise<GameAssets> {
229
- assetsLoading ??= (async () => {
230
- const [{ audio, loadTexture }, { loadHumanAssets }] = await Promise.all([import('@nayan-ui/engine'), import('./TreasureHuntModel')]);
231
- sounds ??= audio.load({
232
- gem: require('../../assets/sfx/coin.wav'),
233
- punch: require('../../assets/sfx/swoosh.wav'),
234
- impact: require('../../assets/sfx/clang.wav'),
235
- defeat: require('../../assets/sfx/boom.wav'),
236
- hurt: require('../../assets/sfx/hurt.wav'),
237
- win: require('../../assets/sfx/win.wav'),
238
- footstepWalk: require('../../assets/sfx/footstep_walk.wav'),
239
- footstepRun: require('../../assets/sfx/footstep_run.wav')
240
- });
241
- // The mixer reports individual decode failures; audio is optional for the visual loader.
242
- void sounds.ready.catch(() => {});
243
- const [meadow, stone, bark, pine, leaves, water, human] = await Promise.all([
244
- loadTexture(require('../../assets/textures/meadow.jpg')),
245
- loadTexture(require('../../assets/textures/limestone.jpg')),
246
- loadTexture(require('../../assets/textures/bark.jpg')),
247
- loadTexture(require('../../assets/textures/pine.png')),
248
- loadTexture(require('../../assets/textures/leaves.png')),
249
- loadTexture(require('../../assets/textures/river.jpg')),
250
- loadHumanAssets()
251
- ]);
252
- // SoundBank starts loading above and safely ignores voices until ready. It must not hold up
253
- // the explorer and landscape; the game loading screen awaits audio after the visual builders.
254
- cachedAssets = { meadow, stone, bark, pine, leaves, water, human };
255
- return cachedAssets;
256
- })().catch((error: unknown) => {
257
- assetsLoading = undefined;
258
- throw error;
259
- });
260
- return assetsLoading;
261
- }
262
-
263
- /** Start the explorer and terrain downloads together, without serial idle/network round trips. */
264
- export function* warmAssets(): Iterable<() => unknown> {
265
- yield loadAssets;
266
- }