@nayan-ui/games 1.20.0 → 1.21.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (552) hide show
  1. package/lib/module/games/arrows/Arrows.js +1 -1
  2. package/lib/module/games/arrows/ArrowsScene.js +1 -1
  3. package/lib/module/games/balloon-blaster/BalloonBlaster.js +1 -1
  4. package/lib/module/games/balloon-blaster/BalloonBlasterScene.js +1 -1
  5. package/lib/module/games/bike-racing/BikeMeshes.js +1 -1
  6. package/lib/module/games/bike-racing/BikeRacing.js +1 -1
  7. package/lib/module/games/bike-racing/BikeRacingConstants.js +1 -1
  8. package/lib/module/games/bike-racing/BikeRacingScene.js +1 -1
  9. package/lib/module/games/block-blast/BlockBlast.js +1 -1
  10. package/lib/module/games/block-blast/BlockBlastScene.js +1 -1
  11. package/lib/module/games/block-breaker/BlockBreaker.js +1 -1
  12. package/lib/module/games/block-breaker/BlockBreakerScene.js +1 -1
  13. package/lib/module/games/bluk/Bluk.js +1 -1
  14. package/lib/module/games/bluk/BlukScene.js +1 -1
  15. package/lib/module/games/bubble-shooter/BubbleShooter.js +1 -1
  16. package/lib/module/games/bubble-shooter/BubbleShooterScene.js +1 -1
  17. package/lib/module/games/candy-crush/CandyCrush.js +1 -1
  18. package/lib/module/games/candy-crush/CandyCrushScene.js +1 -1
  19. package/lib/module/games/car-racing/CarMeshes.js +1 -1
  20. package/lib/module/games/car-racing/CarRacing.js +1 -1
  21. package/lib/module/games/car-racing/CarRacingScene.js +1 -1
  22. package/lib/module/games/chameleon-run/ChameleonRun.js +1 -1
  23. package/lib/module/games/chameleon-run/ChameleonRunBackdrop.js +1 -1
  24. package/lib/module/games/chameleon-run/ChameleonRunMeshes.js +1 -1
  25. package/lib/module/games/checkers/Checkers.js +1 -1
  26. package/lib/module/games/checkers/CheckersScene.js +1 -1
  27. package/lib/module/games/color-switch/ColorSwitch.js +1 -1
  28. package/lib/module/games/color-switch/ColorSwitchScene.js +1 -1
  29. package/lib/module/games/colors-sort/ColorsSort.js +1 -1
  30. package/lib/module/games/colors-sort/ColorsSortScene.js +1 -1
  31. package/lib/module/games/connect-em-all/ConnectEmAll.js +1 -1
  32. package/lib/module/games/connect-em-all/ConnectEmAllScene.js +1 -1
  33. package/lib/module/games/crossy-road/CrossyRoad.js +1 -1
  34. package/lib/module/games/crossy-road/CrossyRoadMeshes.js +1 -1
  35. package/lib/module/games/crossy-road/CrossyRoadPerson.js +1 -1
  36. package/lib/module/games/dino-jump/DinoJump.js +1 -1
  37. package/lib/module/games/dino-jump/DinoJumpScene.js +1 -1
  38. package/lib/module/games/dots-and-boxes/DotsAndBoxes.js +1 -1
  39. package/lib/module/games/dots-and-boxes/DotsAndBoxesScene.js +1 -1
  40. package/lib/module/games/falling-sticks/FallingSticks.js +1 -1
  41. package/lib/module/games/falling-sticks/FallingSticksScene.js +1 -1
  42. package/lib/module/games/find-different-number/FindDifferentNumber.js +1 -1
  43. package/lib/module/games/find-different-number/FindDifferentNumberScene.js +1 -1
  44. package/lib/module/games/flappy-bird/FlappyBird.js +1 -1
  45. package/lib/module/games/flappy-bird/FlappyBirdScene.js +1 -1
  46. package/lib/module/games/fruit-merger/FruitMerger.js +1 -1
  47. package/lib/module/games/fruit-merger/FruitMergerScene.js +1 -1
  48. package/lib/module/games/fruit-ninja/FruitNinja.js +1 -1
  49. package/lib/module/games/fruit-ninja/FruitNinjaScene.js +1 -1
  50. package/lib/module/games/fruit-ninja/FruitNinjaWorld.js +1 -1
  51. package/lib/module/games/game-2048/Game2048.js +1 -1
  52. package/lib/module/games/game-2048/Game2048Scene.js +1 -1
  53. package/lib/module/games/knife-hit/KnifeHit.js +1 -1
  54. package/lib/module/games/knife-hit/KnifeHitScene.js +1 -1
  55. package/lib/module/games/ludo-king/LudoKing.js +1 -1
  56. package/lib/module/games/ludo-king/LudoKingScene.js +1 -1
  57. package/lib/module/games/maze-runner/MazeRunner.js +1 -1
  58. package/lib/module/games/maze-runner/MazeRunnerScene.js +1 -1
  59. package/lib/module/games/memory-match/MemoryMatch.js +1 -1
  60. package/lib/module/games/memory-match/MemoryMatchScene.js +1 -1
  61. package/lib/module/games/mine-sweeper/MineSweeper.js +1 -1
  62. package/lib/module/games/mine-sweeper/MineSweeperScene.js +1 -1
  63. package/lib/module/games/mob-control/MobControl.js +1 -1
  64. package/lib/module/games/mob-control/MobControlGame.js +1 -1
  65. package/lib/module/games/mob-control/MobControlMeshes.js +1 -1
  66. package/lib/module/games/mob-control/MobControlRenderer.js +1 -1
  67. package/lib/module/games/mob-control/MobControlRules.js +1 -1
  68. package/lib/module/games/mob-control/MobControlScene.js +1 -1
  69. package/lib/module/games/nuts-and-bolts/NutsAndBolts.js +1 -1
  70. package/lib/module/games/nuts-and-bolts/NutsAndBoltsScene.js +1 -1
  71. package/lib/module/games/pac-man/PacMan.js +1 -1
  72. package/lib/module/games/pac-man/PacManGame.js +1 -1
  73. package/lib/module/games/pac-man/PacManScene.js +1 -1
  74. package/lib/module/games/paper-io/PaperIo.js +1 -1
  75. package/lib/module/games/paper-io/PaperIoMeshes.js +1 -1
  76. package/lib/module/games/paper-io/PaperIoScene.js +1 -1
  77. package/lib/module/games/penguin-run/PenguinMeshes.js +1 -1
  78. package/lib/module/games/penguin-run/PenguinRun.js +1 -1
  79. package/lib/module/games/penguin-run/PenguinRunScene.js +1 -1
  80. package/lib/module/games/perfect-circle/PerfectCircle.js +1 -1
  81. package/lib/module/games/perfect-circle/PerfectCircleScene.js +1 -1
  82. package/lib/module/games/pipe-connect/PipeConnect.js +1 -1
  83. package/lib/module/games/pipe-connect/PipeConnectScene.js +1 -1
  84. package/lib/module/games/play-with-tua/PlayWithTua.js +1 -1
  85. package/lib/module/games/popit-fidget/PopitFidget.js +1 -1
  86. package/lib/module/games/popit-fidget/PopitFidgetScene.js +1 -1
  87. package/lib/module/games/reversi/Reversi.js +1 -1
  88. package/lib/module/games/reversi/ReversiScene.js +1 -1
  89. package/lib/module/games/search-grid/SearchGrid.js +1 -1
  90. package/lib/module/games/search-grid/SearchGridScene.js +1 -1
  91. package/lib/module/games/shared/BackdropCard.js +1 -1
  92. package/lib/module/games/shared/EngineBackdrop.js +1 -1
  93. package/lib/module/games/shared/EngineBlasts.js +1 -1
  94. package/lib/module/games/shared/EngineBlocks.js +1 -1
  95. package/lib/module/games/shared/EngineDice.js +1 -1
  96. package/lib/module/games/shared/EngineFruits.js +1 -1
  97. package/lib/module/games/shared/EngineGameLoader.js +1 -1
  98. package/lib/module/games/shared/EngineGameScreen.js +1 -1
  99. package/lib/module/games/shared/EngineGlyphs.js +1 -1
  100. package/lib/module/games/shared/EngineHud.js +1 -1
  101. package/lib/module/games/shared/EngineMeadow.js +1 -1
  102. package/lib/module/games/shared/EngineTouchSurface.js +1 -1
  103. package/lib/module/games/shared/GameActivity.js +1 -1
  104. package/lib/module/games/shared/GameLoading.js +1 -1
  105. package/lib/module/games/shared/GameLoadingTransition.js +1 -1
  106. package/lib/module/games/sliding-numbers/SlidingNumbers.js +1 -1
  107. package/lib/module/games/sliding-numbers/SlidingNumbersScene.js +1 -1
  108. package/lib/module/games/snake-3d/Snake3D.js +1 -1
  109. package/lib/module/games/snake-3d/Snake3DScene.js +1 -1
  110. package/lib/module/games/snakes-and-ladders/SnakesAndLadders.js +1 -1
  111. package/lib/module/games/snakes-and-ladders/SnakesAndLaddersScene.js +1 -1
  112. package/lib/module/games/space-fighter/SpaceFighter.js +1 -1
  113. package/lib/module/games/space-fighter/SpaceFighterScene.js +1 -1
  114. package/lib/module/games/spider-solitaire/SpiderSolitaire.js +1 -1
  115. package/lib/module/games/spider-solitaire/SpiderSolitaireScene.js +1 -1
  116. package/lib/module/games/stack-tower/StackTower.js +1 -1
  117. package/lib/module/games/stack-tower/StackTowerScene.js +1 -1
  118. package/lib/module/games/sudoku/Sudoku.js +1 -1
  119. package/lib/module/games/sudoku/SudokuScene.js +1 -1
  120. package/lib/module/games/tangram/Tangram.js +1 -1
  121. package/lib/module/games/tangram/TangramScene.js +1 -1
  122. package/lib/module/games/tank-1990/Tank1990.js +1 -1
  123. package/lib/module/games/tank-1990/Tank1990Scene.js +1 -1
  124. package/lib/module/games/tic-tac-toe/TicTacToe.js +1 -1
  125. package/lib/module/games/tic-tac-toe/TicTacToeScene.js +1 -1
  126. package/lib/module/games/tile-home/TileHome.js +1 -1
  127. package/lib/module/games/tile-home/TileHomeScene.js +1 -1
  128. package/lib/module/games/treasure-hunt/TreasureHunt.js +1 -1
  129. package/lib/module/games/treasure-hunt/TreasureHuntConstants.js +1 -1
  130. package/lib/module/games/treasure-hunt/TreasureHuntModel.js +1 -1
  131. package/lib/module/games/treasure-hunt/TreasureHuntScene.js +1 -1
  132. package/lib/module/games/whack-a-mole/WhackAMole.js +1 -1
  133. package/lib/module/games/whack-a-mole/WhackAMoleScene.js +1 -1
  134. package/lib/module/helpers/GameSettingsModal.js +1 -1
  135. package/lib/module/helpers/GameTheme.js +1 -1
  136. package/package.json +1 -2
  137. package/src/assets/fonts/Inter-SemiBold.ttf +0 -0
  138. package/src/assets/models/explorer/explorer.glb +0 -0
  139. package/src/assets/models/explorer/params.json +0 -51
  140. package/src/assets/models/explorer/source.json +0 -222
  141. package/src/assets/models/play-with-tua/play-with-tua.glb +0 -0
  142. package/src/assets/models/play-with-tua/sources.json +0 -141
  143. package/src/assets/sfx/balloon_pop.wav +0 -0
  144. package/src/assets/sfx/blocked.wav +0 -0
  145. package/src/assets/sfx/boing.wav +0 -0
  146. package/src/assets/sfx/bonus.wav +0 -0
  147. package/src/assets/sfx/boom.wav +0 -0
  148. package/src/assets/sfx/bump.wav +0 -0
  149. package/src/assets/sfx/cannon.wav +0 -0
  150. package/src/assets/sfx/capture.wav +0 -0
  151. package/src/assets/sfx/card_flip.wav +0 -0
  152. package/src/assets/sfx/card_place.wav +0 -0
  153. package/src/assets/sfx/catch.wav +0 -0
  154. package/src/assets/sfx/chime.wav +0 -0
  155. package/src/assets/sfx/chomp.wav +0 -0
  156. package/src/assets/sfx/chomp_alt.wav +0 -0
  157. package/src/assets/sfx/clack.wav +0 -0
  158. package/src/assets/sfx/clang.wav +0 -0
  159. package/src/assets/sfx/clash.wav +0 -0
  160. package/src/assets/sfx/click.wav +0 -0
  161. package/src/assets/sfx/coin.wav +0 -0
  162. package/src/assets/sfx/combo.wav +0 -0
  163. package/src/assets/sfx/crash.wav +0 -0
  164. package/src/assets/sfx/crunch.wav +0 -0
  165. package/src/assets/sfx/dance.wav +0 -0
  166. package/src/assets/sfx/deselect.wav +0 -0
  167. package/src/assets/sfx/dice_roll.wav +0 -0
  168. package/src/assets/sfx/die.wav +0 -0
  169. package/src/assets/sfx/draw.wav +0 -0
  170. package/src/assets/sfx/drop.wav +0 -0
  171. package/src/assets/sfx/eat.wav +0 -0
  172. package/src/assets/sfx/engine.wav +0 -0
  173. package/src/assets/sfx/error.wav +0 -0
  174. package/src/assets/sfx/flag.wav +0 -0
  175. package/src/assets/sfx/flap.wav +0 -0
  176. package/src/assets/sfx/flip_disc.wav +0 -0
  177. package/src/assets/sfx/footstep_run.wav +0 -0
  178. package/src/assets/sfx/footstep_walk.wav +0 -0
  179. package/src/assets/sfx/game_over.wav +0 -0
  180. package/src/assets/sfx/gate.wav +0 -0
  181. package/src/assets/sfx/hit.wav +0 -0
  182. package/src/assets/sfx/hop.wav +0 -0
  183. package/src/assets/sfx/hurt.wav +0 -0
  184. package/src/assets/sfx/invalid.wav +0 -0
  185. package/src/assets/sfx/jump.wav +0 -0
  186. package/src/assets/sfx/ladder.wav +0 -0
  187. package/src/assets/sfx/land.wav +0 -0
  188. package/src/assets/sfx/laugh.wav +0 -0
  189. package/src/assets/sfx/lose.wav +0 -0
  190. package/src/assets/sfx/merge.wav +0 -0
  191. package/src/assets/sfx/miss.wav +0 -0
  192. package/src/assets/sfx/nitro.wav +0 -0
  193. package/src/assets/sfx/pew.wav +0 -0
  194. package/src/assets/sfx/place.wav +0 -0
  195. package/src/assets/sfx/pling.wav +0 -0
  196. package/src/assets/sfx/point.wav +0 -0
  197. package/src/assets/sfx/pop.wav +0 -0
  198. package/src/assets/sfx/pop_soft.wav +0 -0
  199. package/src/assets/sfx/power_up.wav +0 -0
  200. package/src/assets/sfx/reveal.wav +0 -0
  201. package/src/assets/sfx/robot.wav +0 -0
  202. package/src/assets/sfx/rotate.wav +0 -0
  203. package/src/assets/sfx/run_steps.wav +0 -0
  204. package/src/assets/sfx/select.wav +0 -0
  205. package/src/assets/sfx/shuffle.wav +0 -0
  206. package/src/assets/sfx/six.wav +0 -0
  207. package/src/assets/sfx/slice.wav +0 -0
  208. package/src/assets/sfx/slide.wav +0 -0
  209. package/src/assets/sfx/snake.wav +0 -0
  210. package/src/assets/sfx/snap.wav +0 -0
  211. package/src/assets/sfx/splash.wav +0 -0
  212. package/src/assets/sfx/star.wav +0 -0
  213. package/src/assets/sfx/start.wav +0 -0
  214. package/src/assets/sfx/swoosh.wav +0 -0
  215. package/src/assets/sfx/tap.wav +0 -0
  216. package/src/assets/sfx/thud.wav +0 -0
  217. package/src/assets/sfx/thunk.wav +0 -0
  218. package/src/assets/sfx/tick.wav +0 -0
  219. package/src/assets/sfx/time_up.wav +0 -0
  220. package/src/assets/sfx/tock.wav +0 -0
  221. package/src/assets/sfx/walk_steps.wav +0 -0
  222. package/src/assets/sfx/warning.wav +0 -0
  223. package/src/assets/sfx/whack.wav +0 -0
  224. package/src/assets/sfx/whoosh.wav +0 -0
  225. package/src/assets/sfx/win.wav +0 -0
  226. package/src/assets/sfx/zap.wav +0 -0
  227. package/src/assets/textures/ad_bolt.png +0 -0
  228. package/src/assets/textures/ad_bubbles.png +0 -0
  229. package/src/assets/textures/ad_chevrons.png +0 -0
  230. package/src/assets/textures/asphalt.png +0 -0
  231. package/src/assets/textures/bark.jpg +0 -0
  232. package/src/assets/textures/explorer-atlas.png +0 -0
  233. package/src/assets/textures/facade.png +0 -0
  234. package/src/assets/textures/grass.png +0 -0
  235. package/src/assets/textures/leaves.png +0 -0
  236. package/src/assets/textures/limestone.jpg +0 -0
  237. package/src/assets/textures/meadow.jpg +0 -0
  238. package/src/assets/textures/nature-sources.json +0 -87
  239. package/src/assets/textures/pine.png +0 -0
  240. package/src/assets/textures/river.jpg +0 -0
  241. package/src/assets/textures/soft_glow.png +0 -0
  242. package/src/games/arrows/Arrows.tsx +0 -69
  243. package/src/games/arrows/ArrowsConstants.ts +0 -107
  244. package/src/games/arrows/ArrowsGame.ts +0 -735
  245. package/src/games/arrows/ArrowsScene.ts +0 -395
  246. package/src/games/balloon-blaster/BalloonBlaster.tsx +0 -75
  247. package/src/games/balloon-blaster/BalloonBlasterConstants.ts +0 -79
  248. package/src/games/balloon-blaster/BalloonBlasterGame.ts +0 -287
  249. package/src/games/balloon-blaster/BalloonBlasterPhysics.ts +0 -95
  250. package/src/games/balloon-blaster/BalloonBlasterScene.ts +0 -225
  251. package/src/games/bike-racing/BikeMeshes.ts +0 -273
  252. package/src/games/bike-racing/BikeRacing.tsx +0 -211
  253. package/src/games/bike-racing/BikeRacingConstants.ts +0 -103
  254. package/src/games/bike-racing/BikeRacingGame.ts +0 -557
  255. package/src/games/bike-racing/BikeRacingScene.ts +0 -119
  256. package/src/games/block-blast/BlockBlast.tsx +0 -73
  257. package/src/games/block-blast/BlockBlastConstants.ts +0 -179
  258. package/src/games/block-blast/BlockBlastGame.ts +0 -471
  259. package/src/games/block-blast/BlockBlastScene.ts +0 -156
  260. package/src/games/block-breaker/BlockBreaker.tsx +0 -79
  261. package/src/games/block-breaker/BlockBreakerConstants.ts +0 -139
  262. package/src/games/block-breaker/BlockBreakerGame.ts +0 -459
  263. package/src/games/block-breaker/BlockBreakerScene.ts +0 -257
  264. package/src/games/bluk/Bluk.tsx +0 -82
  265. package/src/games/bluk/BlukConstants.ts +0 -121
  266. package/src/games/bluk/BlukGame.ts +0 -323
  267. package/src/games/bluk/BlukRules.ts +0 -154
  268. package/src/games/bluk/BlukScene.ts +0 -514
  269. package/src/games/bubble-shooter/BubbleShooter.tsx +0 -76
  270. package/src/games/bubble-shooter/BubbleShooterConstants.ts +0 -103
  271. package/src/games/bubble-shooter/BubbleShooterGame.ts +0 -459
  272. package/src/games/bubble-shooter/BubbleShooterScene.ts +0 -158
  273. package/src/games/candy-crush/CandyCrush.tsx +0 -77
  274. package/src/games/candy-crush/CandyCrushConstants.ts +0 -94
  275. package/src/games/candy-crush/CandyCrushGame.ts +0 -477
  276. package/src/games/candy-crush/CandyCrushScene.ts +0 -209
  277. package/src/games/car-racing/CarMeshes.ts +0 -440
  278. package/src/games/car-racing/CarRacing.tsx +0 -211
  279. package/src/games/car-racing/CarRacingConstants.ts +0 -167
  280. package/src/games/car-racing/CarRacingFacade.ts +0 -40
  281. package/src/games/car-racing/CarRacingGame.ts +0 -539
  282. package/src/games/car-racing/CarRacingScene.ts +0 -1026
  283. package/src/games/car-racing/CarRacingScenery.ts +0 -265
  284. package/src/games/chameleon-run/ChameleonRun.tsx +0 -96
  285. package/src/games/chameleon-run/ChameleonRunBackdrop.ts +0 -186
  286. package/src/games/chameleon-run/ChameleonRunConstants.ts +0 -47
  287. package/src/games/chameleon-run/ChameleonRunGame.ts +0 -309
  288. package/src/games/chameleon-run/ChameleonRunMeshes.ts +0 -305
  289. package/src/games/chameleon-run/ChameleonRunRules.ts +0 -252
  290. package/src/games/chameleon-run/ChameleonRunScene.ts +0 -310
  291. package/src/games/checkers/Checkers.tsx +0 -83
  292. package/src/games/checkers/CheckersAI.ts +0 -255
  293. package/src/games/checkers/CheckersConstants.ts +0 -68
  294. package/src/games/checkers/CheckersGame.ts +0 -322
  295. package/src/games/checkers/CheckersRules.ts +0 -167
  296. package/src/games/checkers/CheckersScene.ts +0 -308
  297. package/src/games/color-switch/ColorSwitch.tsx +0 -75
  298. package/src/games/color-switch/ColorSwitchConstants.ts +0 -61
  299. package/src/games/color-switch/ColorSwitchGame.ts +0 -329
  300. package/src/games/color-switch/ColorSwitchScene.ts +0 -220
  301. package/src/games/colors-sort/ColorsSort.tsx +0 -82
  302. package/src/games/colors-sort/ColorsSortConstants.ts +0 -119
  303. package/src/games/colors-sort/ColorsSortGame.ts +0 -246
  304. package/src/games/colors-sort/ColorsSortScene.ts +0 -315
  305. package/src/games/connect-em-all/ConnectEmAll.tsx +0 -70
  306. package/src/games/connect-em-all/ConnectEmAllConstants.ts +0 -77
  307. package/src/games/connect-em-all/ConnectEmAllGame.ts +0 -401
  308. package/src/games/connect-em-all/ConnectEmAllScene.ts +0 -235
  309. package/src/games/crossy-road/CrossyRoad.tsx +0 -74
  310. package/src/games/crossy-road/CrossyRoadCamera.ts +0 -59
  311. package/src/games/crossy-road/CrossyRoadConstants.ts +0 -132
  312. package/src/games/crossy-road/CrossyRoadGame.ts +0 -293
  313. package/src/games/crossy-road/CrossyRoadMeshes.ts +0 -195
  314. package/src/games/crossy-road/CrossyRoadPerson.ts +0 -198
  315. package/src/games/crossy-road/CrossyRoadRules.ts +0 -99
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  317. package/src/games/dino-jump/DinoJump.tsx +0 -77
  318. package/src/games/dino-jump/DinoJumpConstants.ts +0 -80
  319. package/src/games/dino-jump/DinoJumpGame.ts +0 -344
  320. package/src/games/dino-jump/DinoJumpScene.ts +0 -686
  321. package/src/games/dots-and-boxes/DotsAndBoxes.tsx +0 -83
  322. package/src/games/dots-and-boxes/DotsAndBoxesConstants.ts +0 -77
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@@ -1,395 +0,0 @@
1
- // Everything Arrows draws. Orthographic camera, one world unit per point, looking down -z: x right and
2
- // y up from the view's centre. The board is an invisible root at its centre (so the win pulse scales
3
- // about the middle); each arrow under it is a root carrying its line, built from shared meshes: a round
4
- // tube for every straight run, a ball at the tail, each turn and the shaft's end (round caps and joins),
5
- // and a cone for the head. Mesh ids are app-wide and limited, so arrows never get a mesh of their own.
6
- // The engine doesn't clip, so flying arrows leave the board and fade out past its edge, as the original
7
- // overlay let them.
8
- import { type Color, type Entity, extrude, type Model, Path, quat, tube, type Vec3, type World } from '@nayan-ui/engine';
9
- import type { GameTheme } from '../../services/ThemeService';
10
- import { spawnBackdrop } from '../shared/EngineBackdrop';
11
- import { cacheGameAsset, createGameMesh as createShape } from '../shared/EngineMeshes';
12
- import { toColor } from '../shared/EngineUtils';
13
- import {
14
- ARROW_COLOR,
15
- BLOCK_SHAKE,
16
- BLOCK_TIME,
17
- BLOCKED_COLOR,
18
- BLOCKER_COLOR,
19
- BLOCKER_TIME,
20
- cellCenter,
21
- COMPLETION_SCALE,
22
- COMPLETION_SPRING,
23
- type Direction,
24
- DOT_DELAY,
25
- DOT_SPRING,
26
- DRAW_IN_STAGGER,
27
- DRAW_IN_TIME,
28
- EMPTY_DOT_COLOR,
29
- ENTRANCE_TIME,
30
- FLY_COLOR,
31
- type Layout,
32
- tipDistance
33
- } from './ArrowsConstants';
34
-
35
- const Z_BACKDROP = -20;
36
- const Z_DOTS = 0.5;
37
- const HIDDEN = 0;
38
-
39
- /** A view point (from the top-left) at depth `z`, in world space. */
40
- const toWorld = (l: Layout, x: number, y: number, z = 0): Vec3 => [x - l.width / 2, l.height / 2 - y, z];
41
- /** A board point (from the board's top-left, y down) relative to the board root. */
42
- const local = (l: Layout, [x, y]: Pt, z: number): Vec3 => [x - l.boardWidth / 2, l.boardHeight / 2 - y, z];
43
-
44
- const arrowZ = (l: Layout) => l.stroke;
45
- const flyingZ = (l: Layout) => l.stroke * 3 + l.headHalfWidth;
46
-
47
- // ── Meshes (registered once: mesh ids are app-wide and limited) ───────
48
-
49
- const meshes = new Map<string, Model>();
50
- const mesh = (key: string, build: () => Model) => {
51
- let m = meshes.get(key);
52
- if (!m) {
53
- m = cacheGameAsset('arrows/ArrowsScene:' + key, build);
54
- meshes.set(key, m);
55
- }
56
- return m;
57
- };
58
- /** A unit-long, unit-thick round tube along x, open ended (balls cover the ends). */
59
- const barMesh = () =>
60
- mesh('arrow-bar', () =>
61
- createShape(
62
- tube(
63
- [
64
- [-0.5, 0, 0],
65
- [0.5, 0, 0]
66
- ],
67
- { radius: 0.5, sides: 12, smoothness: 1, caps: false }
68
- )
69
- )
70
- );
71
- /** A unit cone pointing along +x, centred. */
72
- const headMesh = () =>
73
- mesh('arrow-head', () =>
74
- createShape(
75
- tube(
76
- [
77
- [0, 0, 0],
78
- [1, 0, 0]
79
- ],
80
- { radius: (t) => 0.5 * (1 - t), sides: 16, smoothness: 4 }
81
- )
82
- )
83
- );
84
- /** A flat unit disc facing the camera. */
85
- const discMesh = () => mesh('disc', () => createShape(extrude(new Path().addCircle(0, 0, 0.5), { depth: 0 })));
86
-
87
- // ── Colors ────────────────────────────────────────────────────────────
88
-
89
- /** White line art on classic indigo; light / dark draw it in the theme's text color. */
90
- export const arrowColor = (theme: GameTheme): Color => toColor(theme.mode === 'classic' ? ARROW_COLOR : theme.TEXT);
91
- const FLY: Color = toColor(FLY_COLOR);
92
- const BLOCKED: Color = toColor(BLOCKED_COLOR);
93
- const BLOCKER: Color = toColor(BLOCKER_COLOR);
94
- const DOT: Color = toColor(EMPTY_DOT_COLOR);
95
- const withAlpha = (c: Color, a: number): Color => [c[0], c[1], c[2], a];
96
-
97
- // ── Geometry ──────────────────────────────────────────────────────────
98
-
99
- type Pt = [number, number];
100
-
101
- const EXIT_X = [0, 1, 0, -1];
102
- const EXIT_Y = [-1, 0, 1, 0]; // board points run down
103
- /** The direction's unit step in board points. */
104
- const exitVector = (dir: Direction): Pt => [EXIT_X[dir]!, EXIT_Y[dir]!];
105
- /** Turns a +x mesh to face the direction (world y runs up). */
106
- const ANGLES = [Math.PI / 2, 0, -Math.PI / 2, Math.PI];
107
- const VERTICAL = quat.z(Math.PI / 2);
108
- const HORIZONTAL = quat.z(0);
109
-
110
- /** Drops points that don't turn the line (and repeats), keeping both ends. */
111
- function corners(pts: Pt[]): Pt[] {
112
- const out: Pt[] = [pts[0]!];
113
- for (let i = 1; i < pts.length; i++) {
114
- const p = pts[i]!;
115
- const prev = out[out.length - 1]!;
116
- if (p[0] === prev[0] && p[1] === prev[1]) continue;
117
- const before = out[out.length - 2];
118
- if (before && (prev[0] - before[0]) * (p[1] - prev[1]) - (prev[1] - before[1]) * (p[0] - prev[0]) === 0) out[out.length - 1] = p;
119
- else out.push(p);
120
- }
121
- return out;
122
- }
123
-
124
- const segmentLength = (a: Pt, b: Pt) => Math.abs(b[0] - a[0]) + Math.abs(b[1] - a[1]); // runs are straight
125
-
126
- /** Places a bar from a to b (board points, one axis), `width` thick, or hides it if it's empty. */
127
- function placeBar(world: World, l: Layout, bar: Entity, a: Pt, b: Pt, width: number, z: number) {
128
- const length = segmentLength(a, b);
129
- if (length < 0.01) {
130
- world.set(bar, { scale: HIDDEN });
131
- return;
132
- }
133
- world.set(bar, {
134
- position: local(l, [(a[0] + b[0]) / 2, (a[1] + b[1]) / 2], z),
135
- rotation: a[0] === b[0] ? VERTICAL : HORIZONTAL,
136
- scale: [length, width, width]
137
- });
138
- }
139
-
140
- export type ArrowShape = { waypoints: readonly { row: number; col: number }[]; exitDir: Direction };
141
-
142
- /** Where the arrow's line runs (tail, turns, the shaft's end) and where its head sits. */
143
- function arrowLine(l: Layout, a: ArrowShape) {
144
- const centers = a.waypoints.map((w) => cellCenter(l, w.row, w.col));
145
- const last = centers[centers.length - 1]!;
146
- const [ex, ey] = exitVector(a.exitDir);
147
- const tip = tipDistance(l);
148
- const shaftEnd: Pt = [last[0] + ex * (tip - l.headLength), last[1] + ey * (tip - l.headLength)];
149
- const head: Pt = [last[0] + ex * (tip - l.headLength / 2), last[1] + ey * (tip - l.headLength / 2)];
150
- return { centers, points: corners([...centers, shaftEnd]), head };
151
- }
152
-
153
- const headScale = (l: Layout): Vec3 => [l.headLength, l.headHalfWidth * 2, l.headHalfWidth * 2];
154
-
155
- // ── Board ─────────────────────────────────────────────────────────────
156
-
157
- export type Scenery = { backdrop: Entity; board: Entity };
158
-
159
- /** The game background and the (invisible) board root the arrows and dots hang from. */
160
- export function buildScenery(world: World, l: Layout, theme: GameTheme, entrance: boolean): Scenery {
161
- const board = world.spawn({
162
- mesh: 'none',
163
- position: toWorld(l, l.boardLeft + l.boardWidth / 2, l.boardTop + l.boardHeight / 2),
164
- scale: entrance ? 0.94 : 1,
165
- pickable: false
166
- });
167
- if (entrance) world.animate(board, { scale: 1 }, { duration: ENTRANCE_TIME });
168
- return { backdrop: spawnBackdrop(world, l.width, l.height, Z_BACKDROP, theme), board };
169
- }
170
-
171
- /** The board's little bounce when the last arrow leaves. */
172
- export function pulseBoard(world: World, board: Entity) {
173
- world.animate(board, { scale: COMPLETION_SCALE }, { duration: 0.2 }).then(() => {
174
- world.animate(board, { scale: 1 }, { spring: COMPLETION_SPRING });
175
- });
176
- }
177
-
178
- // ── Arrows on the board ───────────────────────────────────────────────
179
-
180
- export type ArrowView = { root: Entity; parts: Entity[] };
181
-
182
- /**
183
- * An arrow at rest. With `intro`, it draws itself along its path from the tail, its start `intro`
184
- * seconds in (the original board's draw-in): each run grows after the one before, the head pops in last.
185
- */
186
- export function spawnArrow(world: World, l: Layout, board: Entity, a: ArrowShape, color: Color, intro: number | null): ArrowView {
187
- const { points, head } = arrowLine(l, a);
188
- const z = arrowZ(l);
189
- const w = l.stroke;
190
- const root = world.spawn({ mesh: 'none', parent: board, position: [0, 0, 0], pickable: false });
191
- const parts: Entity[] = [];
192
- const total = points.reduce((sum, p, i) => (i ? sum + segmentLength(points[i - 1]!, p) : 0), 0) || 1;
193
- const drawTime = DRAW_IN_TIME * (1 - DRAW_IN_STAGGER);
194
- let arc = 0;
195
- points.forEach((p, i) => {
196
- const at = intro === null ? 0 : intro + (arc / total) * drawTime;
197
- const joint = world.spawn({ mesh: 'sphere', parent: root, position: local(l, p, z), scale: intro === null ? w : HIDDEN, color, pickable: false });
198
- if (intro !== null) world.animate(joint, { scale: w }, { duration: 0.04, delay: at, easing: 'linear' });
199
- parts.push(joint);
200
- const next = points[i + 1];
201
- if (!next) return;
202
- const length = segmentLength(p, next);
203
- const bar = world.spawn({ mesh: barMesh(), parent: root, color, pickable: false });
204
- if (intro === null) {
205
- placeBar(world, l, bar, p, next, w, z);
206
- } else {
207
- // Grows from p: the far end runs out to `next` while the bar stays anchored at p.
208
- world.set(bar, { position: local(l, p, z), rotation: p[0] === next[0] ? VERTICAL : HORIZONTAL, scale: [0.001, w, w] });
209
- world.animate(
210
- bar,
211
- { position: local(l, [(p[0] + next[0]) / 2, (p[1] + next[1]) / 2], z), scale: [length, w, w] },
212
- {
213
- duration: (length / total) * drawTime,
214
- delay: at,
215
- easing: 'linear'
216
- }
217
- );
218
- }
219
- parts.push(bar);
220
- arc += length;
221
- });
222
- const cone = world.spawn({
223
- mesh: headMesh(),
224
- parent: root,
225
- position: local(l, head, z),
226
- rotation: quat.z(ANGLES[a.exitDir]!),
227
- scale: intro === null ? headScale(l) : HIDDEN,
228
- color,
229
- pickable: false
230
- });
231
- if (intro !== null) world.animate(cone, { scale: headScale(l) }, { duration: drawTime * 0.25, delay: intro + drawTime * 0.75 });
232
- parts.push(cone);
233
- return { root, parts };
234
- }
235
-
236
- export function setArrowColor(world: World, view: ArrowView, color: Color) {
237
- for (const p of view.parts) world.set(p, { color });
238
- }
239
-
240
- /** A blocked tap: the arrow flashes red with a decaying wobble, then fades back to its color. */
241
- export function flashBlocked(world: World, view: ArrowView, color: Color) {
242
- world.animate(view.root, { shake: BLOCK_SHAKE }, { duration: BLOCK_TIME, easing: 'linear' });
243
- for (const p of view.parts) {
244
- world.set(p, { color: BLOCKED });
245
- world.animate(p, { color }, { duration: BLOCK_TIME * 0.4, delay: BLOCK_TIME * 0.6, easing: 'linear' });
246
- }
247
- }
248
-
249
- /** The arrow in the way of a blocked tap pulses amber once, so the player sees what to clear first. */
250
- export function pulseBlocker(world: World, view: ArrowView, color: Color) {
251
- for (const p of view.parts) world.animate(p, [{ color: BLOCKER, at: 0.5 }, { color }], { duration: BLOCKER_TIME, easing: 'easeInOut' });
252
- }
253
-
254
- // ── Flying arrows ─────────────────────────────────────────────────────
255
-
256
- /**
257
- * An arrow on its way out. It slithers ALONG its own path: the head leads straight out of the board
258
- * and the body follows through the turns, opaque inside the board and fading once past its edge.
259
- * The path is a polyline from the tail through the turns to a point far off screen; `travel` slides
260
- * the arrow's span of it forward each frame.
261
- */
262
- export type Flight = {
263
- root: Entity;
264
- /** One per run of the path; the last run's part beyond the board edge is `outside`. */
265
- bars: Entity[];
266
- outside: Entity;
267
- /** The tail, every turn, the shaft's end. */
268
- joints: Entity[];
269
- head: Entity;
270
- points: Pt[];
271
- /** Arc length at each point. */
272
- arcs: number[];
273
- /** The shaft's length, tail to the head's base. */
274
- shaft: number;
275
- /** Arc length where the path crosses the board edge, and how far past it the arrow fades out. */
276
- edge: number;
277
- fade: number;
278
- /** How far the arrow travels in its flight. */
279
- far: number;
280
- elapsed: number;
281
- };
282
-
283
- export function spawnFlight(world: World, l: Layout, board: Entity, a: ArrowShape): Flight {
284
- const { centers } = arrowLine(l, a);
285
- const last = centers[centers.length - 1]!;
286
- const [ex, ey] = exitVector(a.exitDir);
287
- const far = l.boardWidth + l.boardHeight + l.width + l.height;
288
- const points = corners([...centers, [last[0] + ex * far, last[1] + ey * far]]);
289
- const arcs = [0];
290
- for (let i = 1; i < points.length; i++) arcs.push(arcs[i - 1]! + segmentLength(points[i - 1]!, points[i]!));
291
-
292
- // The final run starts at the last turn (or the tail) and carries the head out.
293
- const runStart = points[points.length - 2]!;
294
- const runArc = arcs[points.length - 2]!;
295
- const tip = tipDistance(l);
296
- const shaft = runArc + segmentLength(runStart, last) + tip - l.headLength;
297
- const toEdge = [runStart[1], l.boardWidth - runStart[0], l.boardHeight - runStart[1], runStart[0]][a.exitDir]!;
298
- // Fade over the space between the board and the view's edge (at least four cells)
299
- const margin = [l.boardTop, l.width - l.boardLeft - l.boardWidth, l.height - l.boardTop - l.boardHeight, l.boardLeft][a.exitDir]!;
300
- const horizontal = a.exitDir === 1 || a.exitDir === 3;
301
- const fade = Math.max(margin, l.stride * 4, horizontal ? l.width * 0.4 : 0);
302
-
303
- const root = world.spawn({ mesh: 'none', parent: board, position: [0, 0, 0], pickable: false });
304
- const part = (shape: Model | 'sphere', color = FLY) => world.spawn({ mesh: shape, parent: root, scale: HIDDEN, color, pickable: false });
305
- const flight: Flight = {
306
- root,
307
- bars: points.slice(1).map(() => part(barMesh())),
308
- outside: part(barMesh()),
309
- joints: points.map(() => part('sphere')),
310
- head: world.spawn({ mesh: headMesh(), parent: root, rotation: quat.z(ANGLES[a.exitDir]!), scale: headScale(l), color: FLY, pickable: false }),
311
- points,
312
- arcs,
313
- shaft,
314
- edge: runArc + toEdge,
315
- fade,
316
- far: far - tip,
317
- elapsed: 0
318
- };
319
- placeFlight(world, l, flight, 0);
320
- return flight;
321
- }
322
-
323
- /** The point `s` along the flight's path (past the end it carries on along the last run). */
324
- function pointAt(f: Flight, s: number): Pt {
325
- let i = 0;
326
- while (i < f.arcs.length - 2 && f.arcs[i + 1]! < s) i++;
327
- const a = f.points[i]!;
328
- const b = f.points[i + 1]!;
329
- const t = (s - f.arcs[i]!) / (f.arcs[i + 1]! - f.arcs[i]!);
330
- return [a[0] + (b[0] - a[0]) * t, a[1] + (b[1] - a[1]) * t];
331
- }
332
-
333
- /** Advances a flight by `dt` seconds; returns false once it has finished (and despawned). */
334
- export function stepFlight(world: World, l: Layout, f: Flight, dt: number, duration: number): boolean {
335
- f.elapsed += dt;
336
- if (f.elapsed >= duration) {
337
- world.despawn(f.root);
338
- return false;
339
- }
340
- const p = f.elapsed / duration;
341
- placeFlight(world, l, f, p * p * f.far); // accelerates out from rest
342
- return true;
343
- }
344
-
345
- function placeFlight(world: World, l: Layout, f: Flight, travel: number) {
346
- const z = flyingZ(l);
347
- const w = l.stroke + 1;
348
- const from = travel;
349
- const to = travel + f.shaft;
350
- const alphaAt = (s: number) => 1 - Math.max(0, Math.min(1, (s - f.edge) / f.fade));
351
- const lastRun = f.bars.length - 1;
352
-
353
- f.bars.forEach((bar, i) => {
354
- const start = Math.max(f.arcs[i]!, from);
355
- const end = Math.min(i === lastRun ? f.edge : f.arcs[i + 1]!, to);
356
- if (end <= start) world.set(bar, { scale: HIDDEN });
357
- else placeBar(world, l, bar, pointAt(f, start), pointAt(f, end), w, z);
358
- });
359
- const outStart = Math.max(f.edge, from);
360
- if (to <= outStart) {
361
- world.set(f.outside, { scale: HIDDEN });
362
- } else {
363
- placeBar(world, l, f.outside, pointAt(f, outStart), pointAt(f, to), w, z);
364
- world.set(f.outside, { color: withAlpha(FLY, alphaAt((outStart + to) / 2)) });
365
- }
366
-
367
- const lastJoint = f.joints.length - 1;
368
- f.joints.forEach((joint, i) => {
369
- const s = i === 0 ? from : i === lastJoint ? to : f.arcs[i]!;
370
- if (s < from || s > to) {
371
- world.set(joint, { scale: HIDDEN });
372
- return;
373
- }
374
- world.set(joint, { position: local(l, pointAt(f, s), z), scale: w, color: withAlpha(FLY, alphaAt(s)) });
375
- });
376
-
377
- const headAt = to + l.headLength / 2;
378
- world.set(f.head, { position: local(l, pointAt(f, headAt), z), color: withAlpha(FLY, alphaAt(headAt)) });
379
- }
380
-
381
- // ── Empty cells ───────────────────────────────────────────────────────
382
-
383
- /** The dot an empty cell shows, popping in just after an arrow's tail has left it. */
384
- export function spawnDot(world: World, l: Layout, board: Entity, row: number, col: number): Entity {
385
- const dot = world.spawn({
386
- mesh: discMesh(),
387
- parent: board,
388
- position: local(l, cellCenter(l, row, col), Z_DOTS),
389
- scale: HIDDEN,
390
- color: DOT,
391
- pickable: false
392
- });
393
- world.animate(dot, { scale: l.dotRadius * 2 }, { spring: DOT_SPRING, delay: DOT_DELAY });
394
- return dot;
395
- }
@@ -1,75 +0,0 @@
1
- // Balloon Blaster's screen, on the Nayan engine: a 3D meadow under an open sky seen through a perspective
2
- // camera, with glossy rubber balloons rising in front of it, under Playtura's scoreboard, controls and
3
- // modals. The rules are in BalloonBlasterGame.ts, the world in shared/EngineMeadow.ts, the balloons in
4
- // BalloonBlasterScene.ts.
5
- //
6
- // One world serves the whole visit: Start, Stop and Play Again reset it in place and a theme change
7
- // swaps day for night, so the GPU view is never rebuilt. Spins, swaying strings, pops and bursts move in
8
- // the engine's Rust core; JS rises a handful of balloons, hit-tests taps and steps the world once a frame.
9
- import { useMemo } from 'react';
10
- import { HapticType } from '../../services/HapticsService';
11
- import { GAME_SOUNDS } from '../../services/SoundsService';
12
- import { GAME_IDS } from '../../services/UtilsService';
13
- import { engineGame, EngineGameScreen } from '../shared/EngineGameScreen';
14
- import { livesColumn, scoreColumn, timerColumn } from '../shared/EngineHud';
15
- import { backgroundFor, lightFor } from '../shared/EngineMeadow';
16
- import { useEngineGame } from '../shared/useEngineGame';
17
- import { useLiveState } from '../shared/useLiveState';
18
- import { getLayout, MAX_LIVES, TIME_LIMIT } from './BalloonBlasterConstants';
19
- import { createGame, dispose, reset, setLayout, setTheme, start, tick, touch } from './BalloonBlasterGame';
20
-
21
- const SFX = GAME_SOUNDS.BALLOON_BLASTER;
22
-
23
- export const BalloonBlaster = engineGame(GAME_IDS.BALLOON_BLASTER, (props) => {
24
- const [score, setScore] = useLiveState(0);
25
- const [lives, setLives] = useLiveState(MAX_LIVES);
26
- const [timeLeft, setTimeLeft] = useLiveState(TIME_LIMIT);
27
-
28
- // Lasting out the timer is a win, losing every life a loss
29
- const { theme, status, screen, gameOver } = useEngineGame(props, {
30
- gameId: GAME_IDS.BALLOON_BLASTER,
31
- create: createGame,
32
- start,
33
- reset,
34
- dispose,
35
- tick,
36
- setTheme,
37
- resize: (g, width, height) => setLayout(g, getLayout(width, height)),
38
- // Pops on touch-down: waiting for the finger to lift let the rising balloon drift away from it
39
- drag: (g, { phase, x, y }) => {
40
- if (phase === 'start') touch(g, x, y);
41
- },
42
- sounds: SFX,
43
- onStart: (fx) => fx(SFX.START),
44
- wire: (g, fx) => {
45
- g.onScore = setScore;
46
- g.onLives = setLives;
47
- g.onTime = setTimeLeft;
48
- g.onPop = () => fx(SFX.POP, HapticType.LIGHT);
49
- g.onBomb = () => fx(SFX.BOMB, HapticType.HEAVY);
50
- g.onWin = () => fx(GAME_SOUNDS.WELL_DONE);
51
- g.onLose = () => fx(SFX.GAME_OVER);
52
- }
53
- });
54
-
55
- // Sunlight by day, moonlight at night (the world's colors follow the theme too)
56
- const light = useMemo(() => lightFor(theme), [theme]);
57
- const background = useMemo(() => backgroundFor(theme), [theme]);
58
-
59
- return (
60
- <EngineGameScreen
61
- {...screen}
62
- light={light}
63
- background={background}
64
- columns={[scoreColumn(score), livesColumn(lives, MAX_LIVES), timerColumn(timeLeft, theme)]}
65
- subtext="Pop balloons to score!"
66
- gameOver={gameOver({
67
- title: status === 'win' ? 'TIME UP!' : 'GAME OVER',
68
- message: status === 'win' ? 'Great popping!' : 'You ran out of lives!',
69
- scoreLabel: 'Final Score',
70
- score,
71
- buttonText: 'Pop Again!'
72
- })}
73
- />
74
- );
75
- });
@@ -1,79 +0,0 @@
1
- import { isTablet } from '../../services/UtilsService';
2
- // Balloon Blaster's rules, physics, timings and layout. Rules, scoring, physics and layout match the
3
- // original version (games/balloon-blaster), so scores and feel carry over.
4
- import type { MeadowOptions, Rig } from '../shared/EngineMeadow';
5
-
6
- // ── Rules ─────────────────────────────────────────────────────────────
7
-
8
- export const TIME_LIMIT = 120; // seconds; lasting it out counts as a win
9
- export const MAX_LIVES = 3;
10
- export const POINTS_PER_BALLOON = 100;
11
- export const SPECIAL_CHANCE = 0.2; // half bombs (black), half lives (multicolored)
12
-
13
- /** The ordinary balloon colors (the multicolored one is the life balloon, not one of these). */
14
- export const BALLOON_COLORS = [
15
- '#FF0040',
16
- '#0080FF',
17
- '#FFD700',
18
- '#00FF80',
19
- '#8000FF',
20
- '#FF0080',
21
- '#FF4000',
22
- '#00FFFF',
23
- '#FF00FF',
24
- '#FFB000',
25
- '#00FF00'
26
- ] as const;
27
- export type BalloonColor = (typeof BALLOON_COLORS)[number];
28
- /** The life balloon's bands, knot to crown. */
29
- export const RAINBOW = ['#FF0080', '#8000FF', '#0080FF', '#00FF80', '#FFD700', '#FF4000'] as const;
30
-
31
- // ── Spawning (seconds) ────────────────────────────────────────────────
32
-
33
- export const FIRST_BALLOONS = 3;
34
- export const FIRST_STAGGER = 0.1;
35
- export const SPAWN_INTERVAL = 0.8;
36
-
37
- // ── Physics (points per 60 fps frame, as the original version) ───────────
38
-
39
- export const FRAME_TIME = 1 / 60;
40
- export const MAX_FRAMES = 3;
41
- export const BALLOON_SIZE = isTablet ? 92 : 60;
42
- export const RISE_SPEED = -1.2;
43
- export const LIFT = -0.005; // helium: a gentle pull upward that builds
44
- export const DRIFT_RANGE = 0.5;
45
- export const SPIN_RANGE = 0.02; // radians per frame, ± half
46
- export const WALL_BOUNCE = 0.8;
47
- export const BALLOON_BOUNCE = 0.5; // balloons bumping each other: soft
48
- export const BALLOON_HIT = 1.6; // conservative body bounds include rocking, knots and perspective
49
- export const BALLOON_GAP = 6;
50
- export const TOUCH_PAD = 10;
51
-
52
- // ── Feel (seconds) ────────────────────────────────────────────────────
53
-
54
- export const POP_TIME = 0.2; // a quick swell, then gone
55
- export const POP_SWELL = 1.22;
56
-
57
- // ── The world ─────────────────────────────────────────────────────────
58
-
59
- /** Eye height with the horizon low on the screen: open sky to float up through, the meadow below. */
60
- export const RIG: Rig = { eyeHeight: 1.6, horizon: 0.8, playDepth: 5 };
61
- export const MEADOW: MeadowOptions = { sun: [0.8, 0.18], clouds: [0.14, 0.62], framingTrees: false, foreground: false, hotAirBalloons: 3 };
62
-
63
- // ── Layout (screen points) ────────────────────────────────────────────
64
-
65
- export type Layout = {
66
- /** The GameView's size: the whole screen, as the original game area. */
67
- width: number;
68
- height: number;
69
- size: number;
70
- /** The balloon's body (it's taller than wide) and its whole height with the string. */
71
- bodyHeight: number;
72
- totalHeight: number;
73
- };
74
-
75
- export function getLayout(width: number, height: number): Layout {
76
- const size = BALLOON_SIZE;
77
- const bodyHeight = size * 1.25;
78
- return { width, height, size, bodyHeight, totalHeight: bodyHeight + Math.round((size / 60) * 30) };
79
- }