@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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minZ: Math.min(...points.map((p) => p.z)),
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maxZ: Math.max(...points.map((p) => p.z))
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};
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}
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export function boxSolid(tag: SolidTag, x: number, z: number, halfX: number, halfZ: number, yaw: number, bottom: number, top: number) {
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const cos = Math.cos(yaw),
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sin = Math.sin(yaw);
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const points = [
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[-halfX, -halfZ],
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[halfX, -halfZ],
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[halfX, halfZ],
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[-halfX, halfZ]
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].map(([u, v]) => ({ x: x + cos * u! + sin * v!, z: z - sin * u! + cos * v! }));
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return polygonSolid(tag, x, z, points, bottom, top);
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}
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export function rockSolid(x: number, y: number, z: number, scale: readonly [number, number, number], yaw: number, style: number) {
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const hull = rockHull(style),
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cos = Math.cos(yaw),
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sin = Math.sin(yaw);
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const points = hull.points.map((p) => ({ x: x + cos * p.x * scale[0] + sin * p.z * scale[2], z: z - sin * p.x * scale[0] + cos * p.z * scale[2] }));
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return polygonSolid('rock', x, z, points, y + hull.bottom * scale[1], y + hull.top * scale[1]);
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}
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/** Signed distance to the full visible footprint, including rounded corners around an actor. */
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export function solidDistance(solid: Solid, x: number, z: number) {
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if (solid.shape === 'circle') return Math.hypot(x - solid.x, z - solid.z) - solid.radius;
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let distance2 = Infinity,
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inside = true;
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for (let i = 0; i < solid.points.length; i++) {
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const a = solid.points[i]!,
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b = solid.points[(i + 1) % solid.points.length]!;
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const dx = b.x - a.x,
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dz = b.z - a.z,
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length2 = dx * dx + dz * dz;
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if (dx * (z - a.z) - dz * (x - a.x) < -1e-10) inside = false;
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const t = Math.max(0, Math.min(1, ((x - a.x) * dx + (z - a.z) * dz) / length2));
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distance2 = Math.min(distance2, (x - a.x - dx * t) ** 2 + (z - a.z - dz * t) ** 2);
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}
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return Math.sqrt(distance2) * (inside ? -1 : 1);
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}
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export function indexSolid(cells: SolidCells, solid: Solid) {
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for (let ix = Math.floor((solid.minX - INDEX_MARGIN) / SOLID_CELL); ix <= Math.floor((solid.maxX + INDEX_MARGIN) / SOLID_CELL); ix++)
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for (let iz = Math.floor((solid.minZ - INDEX_MARGIN) / SOLID_CELL); iz <= Math.floor((solid.maxZ + INDEX_MARGIN) / SOLID_CELL); iz++) {
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const key = `${ix},${iz}`,
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bucket = cells.get(key) ?? [];
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bucket.push(solid);
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cells.set(key, bucket);
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}
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}
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export function solidClearance(cells: SolidCells, x: number, z: number, radius: number, bottom: number, top: number) {
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let clearance = Infinity;
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for (const solid of cells.get(`${Math.floor(x / SOLID_CELL)},${Math.floor(z / SOLID_CELL)}`) ?? []) {
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if (solid.top <= bottom + 0.001 || solid.bottom >= top) continue;
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clearance = Math.min(clearance, solidDistance(solid, x, z) - radius);
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}
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return clearance;
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}
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export interface BridgeBarrier extends Point {
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kind: 'rail' | 'post';
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halfX: number;
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halfZ: number;
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}
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/** The renderer and collision system share every railing and post position. */
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export function bridgeBarriers(bridge: { halfLength: number; halfWidth: number }): BridgeBarrier[] {
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const result: BridgeBarrier[] = [];
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for (const side of [-1, 1]) {
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const z = side * (bridge.halfWidth - BRIDGE_RAIL_INSET);
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result.push({ kind: 'rail', x: 0, z, halfX: bridge.halfLength, halfZ: BRIDGE_RAIL_DEPTH / 2 });
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for (let x = -bridge.halfLength + 0.2; x <= bridge.halfLength; x += 2)
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result.push({ kind: 'post', x, z, halfX: BRIDGE_POST_WIDTH / 2, halfZ: BRIDGE_POST_WIDTH / 2 });
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}
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return result;
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}
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// Seeded terrain and navigation.
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export interface Hill extends Point {
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height: number;
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width: number;
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depth: number;
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yaw: number;
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}
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export interface Cave extends Point {
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y: number;
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length: number;
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}
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export interface Bridge extends Point {
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halfLength: number;
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halfWidth: number;
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y: number;
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}
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export type TerrainSurface = 'grass' | 'hill' | 'river' | 'shore' | 'cave' | 'bridge';
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export const TERRAIN_STEP = 1.6;
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|
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// A coarse outer apron supports distant scenery while the playable ground keeps its fine grid.
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|
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export const TERRAIN_EDGE = WORLD_EDGE + 48;
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const APRON_CELLS = 8;
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const PLAYABLE_CELLS = Math.round((WORLD_EDGE * 2) / TERRAIN_STEP);
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|
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|
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export const TERRAIN_GRID = Float32Array.from([
|
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|
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...Array.from({ length: APRON_CELLS }, (_, i) => -TERRAIN_EDGE + i * 6),
|
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|
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...Array.from({ length: PLAYABLE_CELLS + 1 }, (_, i) => -WORLD_EDGE + (i * WORLD_EDGE * 2) / PLAYABLE_CELLS),
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|
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...Array.from({ length: APRON_CELLS }, (_, i) => WORLD_EDGE + (i + 1) * 6)
|
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|
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]);
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|
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235
|
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const terrainSamples = new WeakMap<Landscape, Float32Array>();
|
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|
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237
|
-
export interface NatureProp extends Point {
|
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238
|
-
kind: 'pine' | 'birch' | 'rock';
|
|
239
|
-
scale: number;
|
|
240
|
-
yaw: number;
|
|
241
|
-
style: number;
|
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242
|
-
}
|
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|
-
|
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244
|
-
export interface NatureDecoration extends Point {
|
|
245
|
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kind: 'rock' | 'pine';
|
|
246
|
-
area: 'horizon' | 'cave-roof' | 'cave-entrance';
|
|
247
|
-
y: number;
|
|
248
|
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scale: [number, number, number];
|
|
249
|
-
yaw: number;
|
|
250
|
-
style: number;
|
|
251
|
-
}
|
|
252
|
-
|
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253
|
-
export interface Landscape {
|
|
254
|
-
profile: number;
|
|
255
|
-
phase: number;
|
|
256
|
-
hills: Hill[];
|
|
257
|
-
caves: Cave[];
|
|
258
|
-
bridges: Bridge[];
|
|
259
|
-
}
|
|
260
|
-
|
|
261
|
-
export interface NatureMap {
|
|
262
|
-
seed: number;
|
|
263
|
-
edge: number;
|
|
264
|
-
rotation: number;
|
|
265
|
-
landscape: Landscape;
|
|
266
|
-
spawn: Point;
|
|
267
|
-
props: NatureProp[];
|
|
268
|
-
decorations: NatureDecoration[];
|
|
269
|
-
obstacleCells: SolidCells;
|
|
270
|
-
reachable: Point[];
|
|
271
|
-
gems: Point[];
|
|
272
|
-
enemies: Point[];
|
|
273
|
-
}
|
|
274
|
-
|
|
275
|
-
let cursor = (Math.random() * 0xffffffff) >>> 0;
|
|
276
|
-
|
|
277
|
-
export function random(seed: number) {
|
|
278
|
-
let value = seed >>> 0;
|
|
279
|
-
return () => {
|
|
280
|
-
value += 0x6d2b79f5;
|
|
281
|
-
let t = Math.imul(value ^ (value >>> 15), 1 | value);
|
|
282
|
-
t ^= t + Math.imul(t ^ (t >>> 7), 61 | t);
|
|
283
|
-
return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
|
|
284
|
-
};
|
|
285
|
-
}
|
|
286
|
-
|
|
287
|
-
const profiles = new Map<number, Landscape>();
|
|
288
|
-
const hillAxes = new WeakMap<Landscape, { hill: Hill; cos: number; sin: number }[]>();
|
|
289
|
-
const rotations = new WeakMap<object, { angle: number; cos: number; sin: number }>();
|
|
290
|
-
// The centre plus the same eight footprint samples used by collision and navigation.
|
|
291
|
-
const FOOTPRINT = Array.from({ length: 9 }, (_, i) => {
|
|
292
|
-
const angle = ((i - 1) / 8) * Math.PI * 2;
|
|
293
|
-
return [i ? Math.cos(angle) : 0, i ? Math.sin(angle) : 0] as const;
|
|
294
|
-
});
|
|
295
|
-
|
|
296
|
-
const smooth = (n: number) => {
|
|
297
|
-
const t = Math.max(0, Math.min(1, n));
|
|
298
|
-
return t * t * (3 - 2 * t);
|
|
299
|
-
};
|
|
300
|
-
|
|
301
|
-
const gap = (a: Point, b: Point) => Math.hypot(a.x - b.x, a.z - b.z);
|
|
302
|
-
|
|
303
|
-
/** Bounded geometry library: native mesh IDs live for the app's lifetime. Seeds also rotate the
|
|
304
|
-
* landscape and independently scatter vegetation, formations, enemies and treasure each run. */
|
|
305
|
-
export function landscapeFor(profile: number): Landscape {
|
|
306
|
-
const cached = profiles.get(profile);
|
|
307
|
-
if (cached) return cached;
|
|
308
|
-
const rng = random(profile * 7919 + 314159);
|
|
309
|
-
const landscape: Landscape = {
|
|
310
|
-
profile,
|
|
311
|
-
phase: rng() * Math.PI * 2,
|
|
312
|
-
hills: Array.from({ length: 9 }, (_, i) => ({
|
|
313
|
-
x: (i % 2 ? -1 : 1) * (34 + rng() * 65),
|
|
314
|
-
z: -95 + rng() * 190,
|
|
315
|
-
height: 2 + rng() * 4,
|
|
316
|
-
width: 16 + rng() * 22,
|
|
317
|
-
depth: 16 + rng() * 22,
|
|
318
|
-
yaw: rng() * Math.PI * 2
|
|
319
|
-
})),
|
|
320
|
-
caves: [],
|
|
321
|
-
bridges: []
|
|
322
|
-
};
|
|
323
|
-
for (const [x, z] of [
|
|
324
|
-
[-36 - rng() * 12, 15 + rng() * 13],
|
|
325
|
-
[47 + rng() * 12, -45 + rng() * 12]
|
|
326
|
-
]) {
|
|
327
|
-
const cave = { x: x!, z: z!, y: waterLevel(landscape, z!) + 1 + meadowRolling(landscape, x!, z!), length: 20 };
|
|
328
|
-
landscape.caves.push(cave);
|
|
329
|
-
}
|
|
330
|
-
for (const z of [-46, -2, 58])
|
|
331
|
-
landscape.bridges.push({
|
|
332
|
-
x: riverX(landscape, z),
|
|
333
|
-
z,
|
|
334
|
-
halfLength: riverWidth(landscape, z) + 4.5,
|
|
335
|
-
halfWidth: 2.8,
|
|
336
|
-
y: waterLevel(landscape, z) + 1.08
|
|
337
|
-
});
|
|
338
|
-
profiles.set(profile, landscape);
|
|
339
|
-
return landscape;
|
|
340
|
-
}
|
|
341
|
-
|
|
342
|
-
export function riverX(landscape: Landscape, z: number) {
|
|
343
|
-
return 10 + Math.sin(z * 0.035 + landscape.phase) * 11 + Math.sin(z * 0.073) * 2;
|
|
344
|
-
}
|
|
345
|
-
|
|
346
|
-
export function riverWidth(landscape: Landscape, z: number) {
|
|
347
|
-
return 4.8 + Math.sin(z * 0.05 + landscape.phase) * 0.6;
|
|
348
|
-
}
|
|
349
|
-
|
|
350
|
-
export function waterLevel(_landscape: Landscape, z: number) {
|
|
351
|
-
return 0.018 * z;
|
|
352
|
-
}
|
|
353
|
-
|
|
354
|
-
/** Compact rocky hills leave broad, gently rolling grassland between their distinct foothills. */
|
|
355
|
-
export function hillRise(landscape: Landscape, x: number, z: number) {
|
|
356
|
-
let axes = hillAxes.get(landscape);
|
|
357
|
-
if (!axes) {
|
|
358
|
-
axes = landscape.hills.map((hill) => ({ hill, cos: Math.cos(hill.yaw), sin: Math.sin(hill.yaw) }));
|
|
359
|
-
hillAxes.set(landscape, axes);
|
|
360
|
-
}
|
|
361
|
-
let height = 0;
|
|
362
|
-
for (const { hill, cos, sin } of axes) {
|
|
363
|
-
const radius = hill.width * 0.8;
|
|
364
|
-
const dx = x - hill.x,
|
|
365
|
-
dz = z - hill.z;
|
|
366
|
-
const u = (dx * cos + dz * sin) / radius,
|
|
367
|
-
v = (-dx * sin + dz * cos) / (hill.depth * 0.8);
|
|
368
|
-
const influence = Math.max(0, 1 - u * u - v * v);
|
|
369
|
-
height += hill.height * influence ** 2;
|
|
370
|
-
}
|
|
371
|
-
// Most of the map is open meadow. Fading a zero hill contribution cannot change its height.
|
|
372
|
-
const edge = 6 * smooth((Math.hypot(x, z) - 111) / 17);
|
|
373
|
-
if (height === 0) return edge;
|
|
374
|
-
const bankDistance = Math.abs(x - riverX(landscape, z)) - riverWidth(landscape, z);
|
|
375
|
-
for (const bridge of landscape.bridges) {
|
|
376
|
-
const end = Math.max(0, Math.abs(x - bridge.x) - bridge.halfLength - 3);
|
|
377
|
-
const distance = Math.hypot(end, z - bridge.z);
|
|
378
|
-
height *= smooth((distance - bridge.halfWidth - 2) / 6);
|
|
379
|
-
}
|
|
380
|
-
for (const cave of landscape.caves) height *= smooth((caveDistance(cave, x, z) - 8.5) / 5);
|
|
381
|
-
return height * smooth((bankDistance - 3) / 10) + edge;
|
|
382
|
-
}
|
|
383
|
-
|
|
384
|
-
function meadowRolling(landscape: Landscape, x: number, z: number) {
|
|
385
|
-
return 0.08 * Math.sin(x * 0.12 + landscape.phase) * Math.cos(z * 0.11);
|
|
386
|
-
}
|
|
387
|
-
|
|
388
|
-
function baseHeight(landscape: Landscape, x: number, z: number) {
|
|
389
|
-
const distance = Math.abs(x - riverX(landscape, z)),
|
|
390
|
-
width = riverWidth(landscape, z);
|
|
391
|
-
const level = waterLevel(landscape, z);
|
|
392
|
-
if (distance <= width) return level - 1.8 * (1 - (distance / width) ** 4);
|
|
393
|
-
const bank = smooth((distance - width) / 1.4);
|
|
394
|
-
const rolling = meadowRolling(landscape, x, z);
|
|
395
|
-
return level + bank * (1 + rolling + hillRise(landscape, x, z));
|
|
396
|
-
}
|
|
397
|
-
|
|
398
|
-
export function terrainHeight(landscape: Landscape, x: number, z: number) {
|
|
399
|
-
let height = baseHeight(landscape, x, z);
|
|
400
|
-
for (const cave of landscape.caves) {
|
|
401
|
-
const weight = 1 - smooth((caveDistance(cave, x, z) - 5.8) / 4);
|
|
402
|
-
height += (cave.y - height) * weight;
|
|
403
|
-
}
|
|
404
|
-
return height;
|
|
405
|
-
}
|
|
406
|
-
|
|
407
|
-
/** Sample the same triangle planes the renderer draws, including clipped material boundaries. */
|
|
408
|
-
export function terrainMeshHeight(landscape: Landscape, x: number, z: number): number {
|
|
409
|
-
let heights = terrainSamples.get(landscape);
|
|
410
|
-
const width = TERRAIN_GRID.length;
|
|
411
|
-
if (!heights) {
|
|
412
|
-
heights = Float32Array.from({ length: width * width }, (_, i) =>
|
|
413
|
-
terrainHeight(landscape, TERRAIN_GRID[i % width]!, TERRAIN_GRID[Math.floor(i / width)]!)
|
|
414
|
-
);
|
|
415
|
-
terrainSamples.set(landscape, heights);
|
|
416
|
-
}
|
|
417
|
-
const cell = (value: number) =>
|
|
418
|
-
Math.max(
|
|
419
|
-
0,
|
|
420
|
-
Math.min(
|
|
421
|
-
width - 2,
|
|
422
|
-
value < -WORLD_EDGE
|
|
423
|
-
? Math.floor((value + TERRAIN_EDGE) / 6)
|
|
424
|
-
: value < WORLD_EDGE
|
|
425
|
-
? APRON_CELLS + Math.floor((value + WORLD_EDGE) / TERRAIN_STEP)
|
|
426
|
-
: APRON_CELLS + PLAYABLE_CELLS + Math.floor((value - WORLD_EDGE) / 6)
|
|
427
|
-
)
|
|
428
|
-
);
|
|
429
|
-
const col = cell(x),
|
|
430
|
-
row = cell(z),
|
|
431
|
-
at = row * width + col;
|
|
432
|
-
const u = Math.max(0, Math.min(1, (x - TERRAIN_GRID[col]!) / (TERRAIN_GRID[col + 1]! - TERRAIN_GRID[col]!))),
|
|
433
|
-
v = Math.max(0, Math.min(1, (z - TERRAIN_GRID[row]!) / (TERRAIN_GRID[row + 1]! - TERRAIN_GRID[row]!)));
|
|
434
|
-
return u + v <= 1
|
|
435
|
-
? heights[at]! + u * (heights[at + 1]! - heights[at]!) + v * (heights[at + width]! - heights[at]!)
|
|
436
|
-
: heights[at + width + 1]! +
|
|
437
|
-
(1 - u) * (heights[at + width]! - heights[at + width + 1]!) +
|
|
438
|
-
(1 - v) * (heights[at + 1]! - heights[at + width + 1]!);
|
|
439
|
-
}
|
|
440
|
-
|
|
441
|
-
/** Rounded cave surrounds avoid rectangular terrain cutouts at the entrances. */
|
|
442
|
-
export function caveDistance(cave: Cave, x: number, z: number) {
|
|
443
|
-
return Math.hypot(x - cave.x, Math.max(0, Math.abs(z - cave.z) - cave.length / 2 + 3.5));
|
|
444
|
-
}
|
|
445
|
-
|
|
446
|
-
export function caveClearance(landscape: Landscape, x: number, z: number) {
|
|
447
|
-
return Math.min(...landscape.caves.map((cave) => caveDistance(cave, x, z) - 7), Infinity);
|
|
448
|
-
}
|
|
449
|
-
|
|
450
|
-
/** Continuous contours are shared by visible terrain, movement and contact normals. */
|
|
451
|
-
export function terrainSurface(landscape: Landscape, x: number, z: number): Exclude<TerrainSurface, 'bridge'> {
|
|
452
|
-
const distance = Math.abs(x - riverX(landscape, z)),
|
|
453
|
-
width = riverWidth(landscape, z);
|
|
454
|
-
if (distance <= width) return 'river';
|
|
455
|
-
if (distance < width + 1.4) return 'shore';
|
|
456
|
-
if (caveClearance(landscape, x, z) < 0) return 'cave';
|
|
457
|
-
return hillRise(landscape, x, z) > 0.35 ? 'hill' : 'grass';
|
|
458
|
-
}
|
|
459
|
-
|
|
460
|
-
export function toWorld(map: Pick<NatureMap, 'rotation'>, x: number, z: number): Point {
|
|
461
|
-
const { sin, cos } = rotationAxes(map);
|
|
462
|
-
return { x: cos * x + sin * z, z: -sin * x + cos * z };
|
|
463
|
-
}
|
|
464
|
-
|
|
465
|
-
export function toLocal(map: Pick<NatureMap, 'rotation'>, x: number, z: number): Point {
|
|
466
|
-
const { sin, cos } = rotationAxes(map);
|
|
467
|
-
return { x: cos * x - sin * z, z: sin * x + cos * z };
|
|
468
|
-
}
|
|
469
|
-
|
|
470
|
-
function rotationAxes(map: Pick<NatureMap, 'rotation'>) {
|
|
471
|
-
let axes = rotations.get(map);
|
|
472
|
-
if (!axes || axes.angle !== map.rotation) {
|
|
473
|
-
axes = { angle: map.rotation, sin: Math.sin(map.rotation), cos: Math.cos(map.rotation) };
|
|
474
|
-
rotations.set(map, axes);
|
|
475
|
-
}
|
|
476
|
-
return axes;
|
|
477
|
-
}
|
|
478
|
-
|
|
479
|
-
export function groundHeight(map: NatureMap, x: number, z: number) {
|
|
480
|
-
const p = toLocal(map, x, z);
|
|
481
|
-
return bridgeAtLocal(map.landscape, p.x, p.z)?.y ?? terrainMeshHeight(map.landscape, p.x, p.z);
|
|
482
|
-
}
|
|
483
|
-
|
|
484
|
-
/** Surface tilt in a parent's yaw basis, for contact shadows that lie against the ground. */
|
|
485
|
-
export function groundTilt(map: NatureMap, x: number, z: number, yaw = 0): Quat {
|
|
486
|
-
const c = Math.cos(yaw) * 0.12,
|
|
487
|
-
s = Math.sin(yaw) * 0.12;
|
|
488
|
-
const dx = (groundHeight(map, x + c, z - s) - groundHeight(map, x - c, z + s)) / 0.24,
|
|
489
|
-
dz = (groundHeight(map, x + s, z + c) - groundHeight(map, x - s, z - c)) / 0.24;
|
|
490
|
-
const length = Math.hypot(dx, 1, dz);
|
|
491
|
-
const q = [-dz / length, 0, dx / length, 1 + 1 / length];
|
|
492
|
-
const norm = Math.hypot(...q);
|
|
493
|
-
return [q[0]! / norm, 0, q[2]! / norm, q[3]! / norm];
|
|
494
|
-
}
|
|
495
|
-
|
|
496
|
-
function bridgeAtLocal(landscape: Landscape, x: number, z: number) {
|
|
497
|
-
return landscape.bridges.find((bridge) => Math.abs(x - bridge.x) <= bridge.halfLength && Math.abs(z - bridge.z) <= bridge.halfWidth);
|
|
498
|
-
}
|
|
499
|
-
|
|
500
|
-
export function bridgeAt(map: NatureMap, x: number, z: number) {
|
|
501
|
-
const p = toLocal(map, x, z);
|
|
502
|
-
return bridgeAtLocal(map.landscape, p.x, p.z);
|
|
503
|
-
}
|
|
504
|
-
|
|
505
|
-
export function surfaceAt(map: NatureMap, x: number, z: number): TerrainSurface {
|
|
506
|
-
const p = toLocal(map, x, z);
|
|
507
|
-
return bridgeAtLocal(map.landscape, p.x, p.z) ? 'bridge' : terrainSurface(map.landscape, p.x, p.z);
|
|
508
|
-
}
|
|
509
|
-
|
|
510
|
-
interface Overview {
|
|
511
|
-
row: number;
|
|
512
|
-
cells: (TerrainSurface | null)[];
|
|
513
|
-
}
|
|
514
|
-
const overviews = new WeakMap<NatureMap, Map<number, Overview>>();
|
|
515
|
-
function overviewFor(map: NatureMap, size: number): Overview {
|
|
516
|
-
let sizes = overviews.get(map);
|
|
517
|
-
if (!sizes) {
|
|
518
|
-
sizes = new Map();
|
|
519
|
-
overviews.set(map, sizes);
|
|
520
|
-
}
|
|
521
|
-
let overview = sizes.get(size);
|
|
522
|
-
if (!overview) {
|
|
523
|
-
overview = { row: 0, cells: Array(size * size).fill(null) };
|
|
524
|
-
sizes.set(size, overview);
|
|
525
|
-
}
|
|
526
|
-
return overview;
|
|
527
|
-
}
|
|
528
|
-
function sampleOverviewRows(map: NatureMap, size: number, overview: Overview, count: number) {
|
|
529
|
-
const end = Math.min(size, overview.row + count);
|
|
530
|
-
for (; overview.row < end; overview.row++) {
|
|
531
|
-
const z = (((overview.row + 0.5) / size) * 2 - 1) * WORLD_EDGE;
|
|
532
|
-
for (let col = 0; col < size; col++) {
|
|
533
|
-
const x = (((col + 0.5) / size) * 2 - 1) * WORLD_EDGE;
|
|
534
|
-
overview.cells[overview.row * size + col] = Math.hypot(x, z) > map.edge - 4 ? null : surfaceAt(map, x, z);
|
|
535
|
-
}
|
|
536
|
-
}
|
|
537
|
-
}
|
|
538
|
-
|
|
539
|
-
/** Immutable terrain samples; the screen owns colours, paths and live objective markers. */
|
|
540
|
-
export function mapOverview(map: NatureMap, size: number): readonly (TerrainSurface | null)[] {
|
|
541
|
-
const overview = overviewFor(map, size);
|
|
542
|
-
sampleOverviewRows(map, size, overview, size);
|
|
543
|
-
return overview.cells;
|
|
544
|
-
}
|
|
545
|
-
|
|
546
|
-
export function waterDepth(map: NatureMap, x: number, z: number) {
|
|
547
|
-
const p = toLocal(map, x, z);
|
|
548
|
-
return Math.abs(p.x - riverX(map.landscape, p.z)) <= riverWidth(map.landscape, p.z)
|
|
549
|
-
? Math.max(0, waterLevel(map.landscape, p.z) - terrainHeight(map.landscape, p.x, p.z))
|
|
550
|
-
: 0;
|
|
551
|
-
}
|
|
552
|
-
|
|
553
|
-
export function caveAt(map: NatureMap, x: number, z: number) {
|
|
554
|
-
const p = toLocal(map, x, z);
|
|
555
|
-
return map.landscape.caves.find((c) => Math.abs(p.x - c.x) < 5.8 && Math.abs(p.z - c.z) < c.length / 2 + 0.2);
|
|
556
|
-
}
|
|
557
|
-
|
|
558
|
-
/** Passage width accounts for the explorer's height beneath the actual curved arch. */
|
|
559
|
-
export function cavePassageClearance(landscape: Landscape, x: number, z: number) {
|
|
560
|
-
const halfWidth = CAVE_INNER_WIDTH * 0.975 * Math.sqrt(1 - ((HUMAN_HEIGHT + 0.12) / (CAVE_INNER_HEIGHT * 0.975)) ** 2);
|
|
561
|
-
let clearance = -Infinity;
|
|
562
|
-
for (const cave of landscape.caves)
|
|
563
|
-
clearance = Math.max(clearance, Math.min(halfWidth - Math.abs(x - cave.x), cave.length / 2 + 5 - Math.abs(z - cave.z)));
|
|
564
|
-
return clearance;
|
|
565
|
-
}
|
|
566
|
-
|
|
567
|
-
function terrainClearance(land: Landscape, x: number, z: number) {
|
|
568
|
-
const grass = Math.min(Math.abs(x - riverX(land, z)) - riverWidth(land, z) - 1.4, 0.35 - hillRise(land, x, z), caveClearance(land, x, z));
|
|
569
|
-
let clearance = Math.max(grass, cavePassageClearance(land, x, z));
|
|
570
|
-
for (const bridge of land.bridges)
|
|
571
|
-
clearance = Math.max(clearance, Math.min(bridge.halfLength - Math.abs(x - bridge.x), bridge.halfWidth - Math.abs(z - bridge.z)));
|
|
572
|
-
return clearance;
|
|
573
|
-
}
|
|
574
|
-
|
|
575
|
-
/** Terrain and visible solids supply the same contact normals used by swept movement. */
|
|
576
|
-
export function navigationClearance(map: NatureMap, x: number, z: number, radius = PLAYER_RADIUS) {
|
|
577
|
-
let clearance = map.edge - 4 - radius - Math.hypot(x, z);
|
|
578
|
-
for (const [dx, dz] of FOOTPRINT) {
|
|
579
|
-
const p = toLocal(map, x + dx * radius, z + dz * radius);
|
|
580
|
-
clearance = Math.min(clearance, terrainClearance(map.landscape, p.x, p.z));
|
|
581
|
-
}
|
|
582
|
-
const floor = groundHeight(map, x, z);
|
|
583
|
-
return Math.min(clearance, solidClearance(map.obstacleCells, x, z, radius, floor + 0.02, floor + HUMAN_HEIGHT));
|
|
584
|
-
}
|
|
585
|
-
|
|
586
|
-
/** Grass, bridge decks and cave passages are walkable; complete body footprints stay outside solids. */
|
|
587
|
-
export function isWalkable(map: NatureMap, x: number, z: number, radius = PLAYER_RADIUS) {
|
|
588
|
-
if (!Number.isFinite(x + z) || Math.hypot(x, z) + radius > map.edge - 4) return false;
|
|
589
|
-
const y = groundHeight(map, x, z);
|
|
590
|
-
for (const [dx, dz] of FOOTPRINT) {
|
|
591
|
-
const sx = x + dx * radius,
|
|
592
|
-
sz = z + dz * radius;
|
|
593
|
-
const p = toLocal(map, sx, sz);
|
|
594
|
-
if (terrainClearance(map.landscape, p.x, p.z) < -1e-8) return false;
|
|
595
|
-
if (Math.abs(groundHeight(map, sx, sz) - y) > Math.max(0.25, radius * 0.5)) return false;
|
|
596
|
-
}
|
|
597
|
-
return solidClearance(map.obstacleCells, x, z, radius, y + 0.02, y + HUMAN_HEIGHT) >= -1e-8;
|
|
598
|
-
}
|
|
599
|
-
|
|
600
|
-
function indexProp(map: NatureMap, prop: NatureProp) {
|
|
601
|
-
const y = groundHeight(map, prop.x, prop.z) - 0.07;
|
|
602
|
-
indexSolid(
|
|
603
|
-
map.obstacleCells,
|
|
604
|
-
prop.kind === 'rock'
|
|
605
|
-
? rockSolid(prop.x, y, prop.z, [prop.scale, prop.scale, prop.scale], prop.yaw, prop.style)
|
|
606
|
-
: circleSolid('tree', prop.x, prop.z, 0.32 * prop.scale, y - 0.45 * prop.scale, y + (prop.kind === 'pine' ? 9.4 : 8.2) * prop.scale)
|
|
607
|
-
);
|
|
608
|
-
}
|
|
609
|
-
|
|
610
|
-
/** All decorative rocks and trees are generated before navigation, then rendered from this same data. */
|
|
611
|
-
function generateScenery(map: NatureMap) {
|
|
612
|
-
const rng = random(map.seed ^ 0x679be3);
|
|
613
|
-
const add = (decoration: NatureDecoration) => {
|
|
614
|
-
map.decorations.push(decoration);
|
|
615
|
-
indexSolid(
|
|
616
|
-
map.obstacleCells,
|
|
617
|
-
decoration.kind === 'rock'
|
|
618
|
-
? rockSolid(decoration.x, decoration.y, decoration.z, decoration.scale, decoration.yaw, decoration.style)
|
|
619
|
-
: circleSolid(
|
|
620
|
-
'tree',
|
|
621
|
-
decoration.x,
|
|
622
|
-
decoration.z,
|
|
623
|
-
0.32 * decoration.scale[0],
|
|
624
|
-
decoration.y - 0.45 * decoration.scale[1],
|
|
625
|
-
decoration.y + 9.4 * decoration.scale[1]
|
|
626
|
-
)
|
|
627
|
-
);
|
|
628
|
-
};
|
|
629
|
-
for (const bridge of map.landscape.bridges)
|
|
630
|
-
for (const part of bridgeBarriers(bridge)) {
|
|
631
|
-
const p = toWorld(map, bridge.x + part.x, bridge.z + part.z);
|
|
632
|
-
indexSolid(
|
|
633
|
-
map.obstacleCells,
|
|
634
|
-
boxSolid(
|
|
635
|
-
part.kind === 'rail' ? 'bridge-rail' : 'bridge-post',
|
|
636
|
-
p.x,
|
|
637
|
-
p.z,
|
|
638
|
-
part.halfX,
|
|
639
|
-
part.halfZ,
|
|
640
|
-
map.rotation,
|
|
641
|
-
bridge.y + (part.kind === 'rail' ? 0.445 : 0),
|
|
642
|
-
bridge.y + (part.kind === 'rail' ? 1.025 : BRIDGE_POST_HEIGHT)
|
|
643
|
-
)
|
|
644
|
-
);
|
|
645
|
-
}
|
|
646
|
-
for (let i = 0; i < 90; i++) {
|
|
647
|
-
const a = (i / 90) * Math.PI * 2,
|
|
648
|
-
r = map.edge + 7 + rng() * 18,
|
|
649
|
-
x = Math.cos(a) * r,
|
|
650
|
-
z = Math.sin(a) * r;
|
|
651
|
-
add({
|
|
652
|
-
kind: 'rock',
|
|
653
|
-
area: 'horizon',
|
|
654
|
-
x,
|
|
655
|
-
z,
|
|
656
|
-
y: groundHeight(map, x, z) - 2,
|
|
657
|
-
scale: [5 + rng() * 5, 3 + rng() * 4, 5 + rng() * 5],
|
|
658
|
-
yaw: a,
|
|
659
|
-
style: i % 4
|
|
660
|
-
});
|
|
661
|
-
add({
|
|
662
|
-
kind: 'pine',
|
|
663
|
-
area: 'horizon',
|
|
664
|
-
x: x * 0.92,
|
|
665
|
-
z: z * 0.92,
|
|
666
|
-
y: groundHeight(map, x * 0.92, z * 0.92),
|
|
667
|
-
scale: [1.8, 1.8, 1.8],
|
|
668
|
-
yaw: a,
|
|
669
|
-
style: i % 4
|
|
670
|
-
});
|
|
671
|
-
}
|
|
672
|
-
for (const cave of map.landscape.caves) {
|
|
673
|
-
for (let i = 0; i < 14; i++) {
|
|
674
|
-
const q = toWorld(map, cave.x + (rng() - 0.5) * 5, cave.z - 8 + (i % 7) * 2.6);
|
|
675
|
-
const y = cave.y + 5.5 + rng() * 0.4,
|
|
676
|
-
scale: [number, number, number] = [2 + rng(), 1 + rng(), 1.7 + rng()];
|
|
677
|
-
add({ kind: 'rock', area: 'cave-roof', ...q, y, scale, yaw: rng() * Math.PI * 2, style: i % 4 });
|
|
678
|
-
}
|
|
679
|
-
for (const side of [-1, 1])
|
|
680
|
-
for (let i = 0; i < 7; i++) {
|
|
681
|
-
const q = toWorld(map, cave.x + side * (5.4 + rng() * 1.6), cave.z - 9 + i * 3);
|
|
682
|
-
add({ kind: 'rock', area: 'cave-entrance', ...q, y: cave.y - 0.2, scale: [1.5, 1.8 + rng(), 2], yaw: i, style: i % 4 });
|
|
683
|
-
}
|
|
684
|
-
}
|
|
685
|
-
}
|
|
686
|
-
|
|
687
|
-
/** A conservative connected navigation grid prevents unreachable treasure behind cliffs or rocks. */
|
|
688
|
-
function* reachableFromSpawn(map: NatureMap): Generator<void, Point[]> {
|
|
689
|
-
const size = 3,
|
|
690
|
-
visited = new Set<string>(['0,0']),
|
|
691
|
-
queue: [number, number][] = [[0, 0]],
|
|
692
|
-
points: Point[] = [];
|
|
693
|
-
// Navigation edges share a half-unit lattice. Cache complete footprint/solid checks only for
|
|
694
|
-
// this flood fill; live movement still samples the current map at its exact position.
|
|
695
|
-
const minX = Math.floor((-map.edge - map.spawn.x) * 2),
|
|
696
|
-
minZ = Math.floor((-map.edge - map.spawn.z) * 2),
|
|
697
|
-
width = Math.ceil(map.edge * 4) + 3,
|
|
698
|
-
walkable = new Uint8Array(width * width);
|
|
699
|
-
const clearAt = (x: number, z: number) => {
|
|
700
|
-
const col = x - minX,
|
|
701
|
-
row = z - minZ;
|
|
702
|
-
if (col < 0 || row < 0 || col >= width || row >= width) return false;
|
|
703
|
-
const index = row * width + col;
|
|
704
|
-
let value = walkable[index]!;
|
|
705
|
-
if (!value) {
|
|
706
|
-
value = isWalkable(map, map.spawn.x + x * 0.5, map.spawn.z + z * 0.5, 0.75) ? 1 : 2;
|
|
707
|
-
walkable[index] = value;
|
|
708
|
-
}
|
|
709
|
-
return value === 1;
|
|
710
|
-
};
|
|
711
|
-
for (let index = 0; index < queue.length; index++) {
|
|
712
|
-
if (index && index % 64 === 0) yield;
|
|
713
|
-
const [cx, cz] = queue[index]!;
|
|
714
|
-
const current = { x: map.spawn.x + cx * size, z: map.spawn.z + cz * size };
|
|
715
|
-
points.push(current);
|
|
716
|
-
for (const [dx, dz] of [
|
|
717
|
-
[1, 0],
|
|
718
|
-
[-1, 0],
|
|
719
|
-
[0, 1],
|
|
720
|
-
[0, -1],
|
|
721
|
-
[1, 1],
|
|
722
|
-
[-1, 1],
|
|
723
|
-
[1, -1],
|
|
724
|
-
[-1, -1]
|
|
725
|
-
]) {
|
|
726
|
-
const nx = cx + dx!,
|
|
727
|
-
nz = cz + dz!,
|
|
728
|
-
key = `${nx},${nz}`;
|
|
729
|
-
if (visited.has(key)) continue;
|
|
730
|
-
if (!clearAt(nx * 6, nz * 6)) {
|
|
731
|
-
visited.add(key);
|
|
732
|
-
continue;
|
|
733
|
-
}
|
|
734
|
-
let clear = true;
|
|
735
|
-
for (let step = 1; step < 6; step++)
|
|
736
|
-
if (!clearAt(cx * 6 + dx! * step, cz * 6 + dz! * step)) {
|
|
737
|
-
clear = false;
|
|
738
|
-
break;
|
|
739
|
-
}
|
|
740
|
-
if (clear) {
|
|
741
|
-
visited.add(key);
|
|
742
|
-
queue.push([nx, nz]);
|
|
743
|
-
}
|
|
744
|
-
}
|
|
745
|
-
}
|
|
746
|
-
return points;
|
|
747
|
-
}
|
|
748
|
-
|
|
749
|
-
function* generateNatureSteps(seed: number): Generator<void, NatureMap> {
|
|
750
|
-
const rng = random(seed),
|
|
751
|
-
landscape = landscapeFor((seed >>> 0) % TERRAIN_PROFILES);
|
|
752
|
-
const map: NatureMap = {
|
|
753
|
-
seed,
|
|
754
|
-
edge: WORLD_EDGE,
|
|
755
|
-
rotation: rng() * Math.PI * 2,
|
|
756
|
-
landscape,
|
|
757
|
-
spawn: { x: 0, z: 0 },
|
|
758
|
-
props: [],
|
|
759
|
-
decorations: [],
|
|
760
|
-
obstacleCells: new Map(),
|
|
761
|
-
reachable: [],
|
|
762
|
-
gems: [],
|
|
763
|
-
enemies: []
|
|
764
|
-
};
|
|
765
|
-
// A level grass clearing near the central bridge faces upstream.
|
|
766
|
-
const preferred = { x: riverX(landscape, -16) - 13, z: -16 };
|
|
767
|
-
let spawn = toWorld(map, preferred.x, preferred.z);
|
|
768
|
-
for (let ring = 0; ring < 30 && !isWalkable(map, spawn.x, spawn.z, 1.2); ring++) {
|
|
769
|
-
for (let i = 0; i < 24; i++) {
|
|
770
|
-
const candidate = toWorld(map, preferred.x + Math.cos((i / 24) * Math.PI * 2) * ring, preferred.z + Math.sin((i / 24) * Math.PI * 2) * ring);
|
|
771
|
-
if (surfaceAt(map, candidate.x, candidate.z) === 'grass' && isWalkable(map, candidate.x, candidate.z, 1.2)) {
|
|
772
|
-
spawn = candidate;
|
|
773
|
-
break;
|
|
774
|
-
}
|
|
775
|
-
}
|
|
776
|
-
}
|
|
777
|
-
map.spawn = spawn;
|
|
778
|
-
generateScenery(map);
|
|
779
|
-
yield;
|
|
780
|
-
for (let i = 0; i < 700; i++) {
|
|
781
|
-
if (i && i % 100 === 0) yield;
|
|
782
|
-
const angle = rng() * Math.PI * 2,
|
|
783
|
-
r = Math.sqrt(rng()) * (WORLD_EDGE - 7);
|
|
784
|
-
const x = Math.cos(angle) * r,
|
|
785
|
-
z = Math.sin(angle) * r,
|
|
786
|
-
local = toLocal(map, x, z);
|
|
787
|
-
if (gap({ x, z }, map.spawn) < 9 || Math.abs(local.x - riverX(landscape, local.z)) < riverWidth(landscape, local.z) + 2.5) continue;
|
|
788
|
-
if (
|
|
789
|
-
landscape.bridges.some((bridge) => Math.abs(local.z - bridge.z) < bridge.halfWidth + 3 && Math.abs(local.x - bridge.x) < bridge.halfLength + 5)
|
|
790
|
-
)
|
|
791
|
-
continue;
|
|
792
|
-
if (landscape.caves.some((c) => Math.abs(local.x - c.x) < 10 && Math.abs(local.z - c.z) < 18)) continue;
|
|
793
|
-
if (!isWalkable(map, x, z, 1.1)) continue;
|
|
794
|
-
const kind = rng() < 0.24 ? 'rock' : rng() < 0.65 ? 'pine' : 'birch';
|
|
795
|
-
const scale = kind === 'rock' ? 0.65 + rng() * 2.2 : 0.75 + rng() * 1.05;
|
|
796
|
-
const prop: NatureProp = {
|
|
797
|
-
x,
|
|
798
|
-
z,
|
|
799
|
-
kind,
|
|
800
|
-
scale,
|
|
801
|
-
yaw: rng() * Math.PI * 2,
|
|
802
|
-
style: Math.floor(rng() * 4)
|
|
803
|
-
};
|
|
804
|
-
map.props.push(prop);
|
|
805
|
-
indexProp(map, prop);
|
|
806
|
-
}
|
|
807
|
-
map.reachable = yield* reachableFromSpawn(map);
|
|
808
|
-
const candidates = [...map.reachable];
|
|
809
|
-
for (let i = candidates.length - 1; i > 0; i--) {
|
|
810
|
-
const at = Math.floor(rng() * (i + 1));
|
|
811
|
-
[candidates[i], candidates[at]] = [candidates[at]!, candidates[i]!];
|
|
812
|
-
}
|
|
813
|
-
const place = (target: Point[], count: number, spacing: number, fromSpawn: number) => {
|
|
814
|
-
for (const p of candidates) {
|
|
815
|
-
if (target.length === count) break;
|
|
816
|
-
if (gap(p, map.spawn) >= fromSpawn && target.every((other) => gap(p, other) >= spacing)) target.push({ ...p });
|
|
817
|
-
}
|
|
818
|
-
if (target.length !== count) throw new Error('The wilderness needs more reachable objective positions');
|
|
819
|
-
};
|
|
820
|
-
place(map.gems, GEM_GOAL, 12, 6);
|
|
821
|
-
place(map.enemies, ENEMY_COUNT, 24, 22);
|
|
822
|
-
return map;
|
|
823
|
-
}
|
|
824
|
-
|
|
825
|
-
function finishMap(builder: Generator<void, NatureMap>): NatureMap {
|
|
826
|
-
let next = builder.next();
|
|
827
|
-
while (!next.done) next = builder.next();
|
|
828
|
-
return next.value;
|
|
829
|
-
}
|
|
830
|
-
|
|
831
|
-
const nextSeed = () => (cursor = (cursor + 0x9e3779b9) >>> 0);
|
|
832
|
-
export function generateNature(seed = nextSeed()): NatureMap {
|
|
833
|
-
return finishMap(generateNatureSteps(seed));
|
|
834
|
-
}
|
|
835
|
-
|
|
836
|
-
interface PendingMap {
|
|
837
|
-
seed: number;
|
|
838
|
-
builder: Generator<void, NatureMap>;
|
|
839
|
-
done: boolean;
|
|
840
|
-
map?: NatureMap;
|
|
841
|
-
}
|
|
842
|
-
let nextMap: PendingMap | undefined;
|
|
843
|
-
|
|
844
|
-
/** Prepare one fresh layout in bounded batches, without creating a world, actors or game state. */
|
|
845
|
-
export function* warmNextMap(): Iterable<() => void> {
|
|
846
|
-
if (!nextMap) {
|
|
847
|
-
const seed = nextSeed();
|
|
848
|
-
nextMap = { seed, builder: generateNatureSteps(seed), done: false };
|
|
849
|
-
}
|
|
850
|
-
const pending = nextMap;
|
|
851
|
-
while (!pending.done)
|
|
852
|
-
yield () => {
|
|
853
|
-
if (pending.done) return;
|
|
854
|
-
let step: IteratorResult<void, NatureMap>;
|
|
855
|
-
try {
|
|
856
|
-
step = pending.builder.next();
|
|
857
|
-
} catch (error) {
|
|
858
|
-
pending.builder = generateNatureSteps(pending.seed);
|
|
859
|
-
throw error;
|
|
860
|
-
}
|
|
861
|
-
if (step.done) {
|
|
862
|
-
pending.map = step.value;
|
|
863
|
-
pending.done = true;
|
|
864
|
-
}
|
|
865
|
-
};
|
|
866
|
-
if (nextMap !== pending) return;
|
|
867
|
-
const map = pending.map!;
|
|
868
|
-
const overview = overviewFor(map, MINIMAP_SIZE);
|
|
869
|
-
while (nextMap === pending && overview.row < MINIMAP_SIZE) yield () => sampleOverviewRows(map, MINIMAP_SIZE, overview, 4);
|
|
870
|
-
}
|
|
871
|
-
|
|
872
|
-
export const peekNextMap = (): NatureMap | undefined => nextMap?.map;
|
|
873
|
-
|
|
874
|
-
function takeNextMap(): NatureMap {
|
|
875
|
-
const pending = nextMap;
|
|
876
|
-
nextMap = undefined;
|
|
877
|
-
if (!pending) return generateNature();
|
|
878
|
-
if (!pending.done) {
|
|
879
|
-
pending.map = finishMap(pending.builder);
|
|
880
|
-
pending.done = true;
|
|
881
|
-
}
|
|
882
|
-
return pending.map!;
|
|
883
|
-
}
|
|
884
|
-
// Movement, combat and objectives.
|
|
885
|
-
|
|
886
|
-
export type Phase = 'ready' | 'playing' | 'won' | 'lost';
|
|
887
|
-
|
|
888
|
-
export interface Enemy extends Point {
|
|
889
|
-
id: number;
|
|
890
|
-
home: Point;
|
|
891
|
-
health: number;
|
|
892
|
-
yaw: number;
|
|
893
|
-
windup: number;
|
|
894
|
-
recovery: number;
|
|
895
|
-
stagger: number;
|
|
896
|
-
moving: boolean;
|
|
897
|
-
}
|
|
898
|
-
|
|
899
|
-
export interface Gem extends Point {
|
|
900
|
-
id: number;
|
|
901
|
-
taken: boolean;
|
|
902
|
-
}
|
|
903
|
-
|
|
904
|
-
export interface NatureState {
|
|
905
|
-
map: NatureMap;
|
|
906
|
-
phase: Phase;
|
|
907
|
-
player: Point;
|
|
908
|
-
yaw: number;
|
|
909
|
-
health: number;
|
|
910
|
-
gems: number;
|
|
911
|
-
defeated: number;
|
|
912
|
-
score: number;
|
|
913
|
-
time: number;
|
|
914
|
-
attackCooldown: number;
|
|
915
|
-
attackPending: number;
|
|
916
|
-
invulnerable: number;
|
|
917
|
-
moving: boolean;
|
|
918
|
-
speed: number;
|
|
919
|
-
velocity: Point;
|
|
920
|
-
yawVelocity: number;
|
|
921
|
-
enemies: Enemy[];
|
|
922
|
-
pickups: Gem[];
|
|
923
|
-
}
|
|
924
|
-
|
|
925
|
-
export interface NatureInput {
|
|
926
|
-
x: number;
|
|
927
|
-
y: number;
|
|
928
|
-
attack: boolean;
|
|
929
|
-
}
|
|
930
|
-
|
|
931
|
-
export interface NatureEvent {
|
|
932
|
-
kind: 'attack' | 'hit' | 'defeated' | 'gem' | 'hurt' | 'won' | 'lost';
|
|
933
|
-
x: number;
|
|
934
|
-
z: number;
|
|
935
|
-
id?: number;
|
|
936
|
-
}
|
|
937
|
-
|
|
938
|
-
export const distance = (a: Point, b: Point) => Math.hypot(a.x - b.x, a.z - b.z);
|
|
939
|
-
|
|
940
|
-
export function createState(seed?: number): NatureState {
|
|
941
|
-
const map = seed === undefined ? takeNextMap() : generateNature(seed);
|
|
942
|
-
return {
|
|
943
|
-
map,
|
|
944
|
-
phase: 'ready',
|
|
945
|
-
player: { ...map.spawn },
|
|
946
|
-
yaw: map.rotation,
|
|
947
|
-
health: MAX_HEALTH,
|
|
948
|
-
gems: 0,
|
|
949
|
-
defeated: 0,
|
|
950
|
-
score: 0,
|
|
951
|
-
time: 0,
|
|
952
|
-
attackCooldown: 0,
|
|
953
|
-
attackPending: 0,
|
|
954
|
-
invulnerable: 0,
|
|
955
|
-
moving: false,
|
|
956
|
-
speed: 0,
|
|
957
|
-
velocity: { x: 0, z: 0 },
|
|
958
|
-
yawVelocity: 0,
|
|
959
|
-
enemies: map.enemies.map((p, id) => ({
|
|
960
|
-
...p,
|
|
961
|
-
home: { ...p },
|
|
962
|
-
id,
|
|
963
|
-
health: 2,
|
|
964
|
-
yaw: 0,
|
|
965
|
-
windup: 0,
|
|
966
|
-
recovery: 0,
|
|
967
|
-
stagger: 0,
|
|
968
|
-
moving: false
|
|
969
|
-
})),
|
|
970
|
-
pickups: map.gems.map((p, id) => ({ ...p, id, taken: false }))
|
|
971
|
-
};
|
|
972
|
-
}
|
|
973
|
-
|
|
974
|
-
/** Sweep the full direction, settle just before contact, then slide along its continuous normal. */
|
|
975
|
-
export interface ActorBody extends Point {
|
|
976
|
-
radius: number;
|
|
977
|
-
}
|
|
978
|
-
|
|
979
|
-
export function moveActor(map: NatureMap, point: Point, dx: number, dz: number, radius = PLAYER_RADIUS, bodies: readonly ActorBody[] = []) {
|
|
980
|
-
const clear = (x: number, z: number) =>
|
|
981
|
-
isWalkable(map, x, z, radius) &&
|
|
982
|
-
bodies.every((body) => {
|
|
983
|
-
const next = Math.hypot(x - body.x, z - body.z),
|
|
984
|
-
current = Math.hypot(point.x - body.x, point.z - body.z);
|
|
985
|
-
return next >= radius + body.radius - 1e-8 || (current < radius + body.radius && next > current + 1e-8);
|
|
986
|
-
});
|
|
987
|
-
const clearance = (x: number, z: number) =>
|
|
988
|
-
Math.min(navigationClearance(map, x, z, radius), ...bodies.map((body) => Math.hypot(x - body.x, z - body.z) - body.radius - radius));
|
|
989
|
-
const steps = Math.max(1, Math.ceil(Math.hypot(dx, dz) / 0.2));
|
|
990
|
-
const sx = dx / steps,
|
|
991
|
-
sz = dz / steps,
|
|
992
|
-
length = Math.hypot(sx, sz);
|
|
993
|
-
if (length < 1e-8) return;
|
|
994
|
-
for (let i = 0; i < steps; i++) {
|
|
995
|
-
if (clear(point.x + sx, point.z + sz)) {
|
|
996
|
-
point.x += sx;
|
|
997
|
-
point.z += sz;
|
|
998
|
-
continue;
|
|
999
|
-
}
|
|
1000
|
-
let low = 0,
|
|
1001
|
-
high = 1;
|
|
1002
|
-
for (let search = 0; search < 9; search++) {
|
|
1003
|
-
const t = (low + high) / 2;
|
|
1004
|
-
if (clear(point.x + sx * t, point.z + sz * t)) low = t;
|
|
1005
|
-
else high = t;
|
|
1006
|
-
}
|
|
1007
|
-
const fraction = Math.max(0, low - 0.003 / length);
|
|
1008
|
-
point.x += sx * fraction;
|
|
1009
|
-
point.z += sz * fraction;
|
|
1010
|
-
const probe = 0.08;
|
|
1011
|
-
const nx = clearance(point.x + probe, point.z) - clearance(point.x - probe, point.z);
|
|
1012
|
-
const nz = clearance(point.x, point.z + probe) - clearance(point.x, point.z - probe);
|
|
1013
|
-
const norm = Math.hypot(nx, nz);
|
|
1014
|
-
if (norm < 1e-8) continue;
|
|
1015
|
-
const normalX = nx / norm,
|
|
1016
|
-
normalZ = nz / norm,
|
|
1017
|
-
dot = Math.min(0, sx * normalX + sz * normalZ);
|
|
1018
|
-
const slideX = (sx - dot * normalX) * (1 - fraction),
|
|
1019
|
-
slideZ = (sz - dot * normalZ) * (1 - fraction);
|
|
1020
|
-
if (Math.hypot(slideX, slideZ) < 0.002) continue;
|
|
1021
|
-
for (const amount of [1, 0.5, 0.25]) {
|
|
1022
|
-
if (clear(point.x + slideX * amount, point.z + slideZ * amount)) {
|
|
1023
|
-
point.x += slideX * amount;
|
|
1024
|
-
point.z += slideZ * amount;
|
|
1025
|
-
break;
|
|
1026
|
-
}
|
|
1027
|
-
}
|
|
1028
|
-
}
|
|
1029
|
-
}
|
|
1030
|
-
|
|
1031
|
-
function actorBodies(state: NatureState, moving: Point): ActorBody[] {
|
|
1032
|
-
const bodies = state.enemies.filter((enemy) => enemy !== moving && enemy.health > 0).map((enemy) => ({ x: enemy.x, z: enemy.z, radius: 0.5 }));
|
|
1033
|
-
if (moving !== state.player) bodies.push({ ...state.player, radius: PLAYER_RADIUS });
|
|
1034
|
-
return bodies;
|
|
1035
|
-
}
|
|
1036
|
-
|
|
1037
|
-
function canSee(map: NatureMap, a: Point, b: Point) {
|
|
1038
|
-
if (Math.abs(groundHeight(map, a.x, a.z) - groundHeight(map, b.x, b.z)) > 1.6) return false;
|
|
1039
|
-
const steps = Math.ceil(distance(a, b) / 0.4);
|
|
1040
|
-
for (let i = 1; i < steps; i++) {
|
|
1041
|
-
const t = i / steps;
|
|
1042
|
-
if (!isWalkable(map, a.x + (b.x - a.x) * t, a.z + (b.z - a.z) * t, 0.25)) return false;
|
|
1043
|
-
}
|
|
1044
|
-
return true;
|
|
1045
|
-
}
|
|
1046
|
-
|
|
1047
|
-
/** No React or native calls: rules emit events for the engine's effects and HUD. */
|
|
1048
|
-
export function step(state: NatureState, input: NatureInput, elapsed: number): NatureEvent[] {
|
|
1049
|
-
if (state.phase !== 'playing') return [];
|
|
1050
|
-
const dt = Math.min(0.05, Math.max(0, elapsed));
|
|
1051
|
-
if (dt === 0) return [];
|
|
1052
|
-
const events: NatureEvent[] = [];
|
|
1053
|
-
const emit = (kind: NatureEvent['kind'], point: Point, id?: number) => events.push({ kind, ...point, id });
|
|
1054
|
-
state.time += dt;
|
|
1055
|
-
state.attackCooldown = Math.max(0, state.attackCooldown - dt);
|
|
1056
|
-
state.invulnerable = Math.max(0, state.invulnerable - dt);
|
|
1057
|
-
const magnitude = Math.hypot(input.x, input.y);
|
|
1058
|
-
const moving = magnitude >= (state.moving ? MOVEMENT_STOP : MOVEMENT_START);
|
|
1059
|
-
const dx = moving ? input.x / Math.max(1, magnitude) : 0;
|
|
1060
|
-
const dz = moving ? -input.y / Math.max(1, magnitude) : 0;
|
|
1061
|
-
if (input.attack && state.attackCooldown === 0) {
|
|
1062
|
-
const target = state.enemies
|
|
1063
|
-
.filter((e) => e.health > 0 && distance(e, state.player) <= ATTACK_RANGE && canSee(state.map, state.player, e))
|
|
1064
|
-
.sort((a, b) => distance(a, state.player) - distance(b, state.player))[0];
|
|
1065
|
-
if (target) {
|
|
1066
|
-
state.yaw = Math.atan2(target.x - state.player.x, target.z - state.player.z);
|
|
1067
|
-
state.yawVelocity = 0;
|
|
1068
|
-
}
|
|
1069
|
-
state.attackCooldown = ATTACK_COOLDOWN;
|
|
1070
|
-
state.attackPending = ATTACK_HIT_TIME;
|
|
1071
|
-
emit('attack', state.player);
|
|
1072
|
-
}
|
|
1073
|
-
const previousX = state.player.x;
|
|
1074
|
-
const previousZ = state.player.z;
|
|
1075
|
-
const speed = PLAYER_SPEED * (state.attackPending > 0 ? 0.3 : 1);
|
|
1076
|
-
const blend = 1 - Math.exp(-dt / 0.065);
|
|
1077
|
-
if (!moving) {
|
|
1078
|
-
state.velocity.x = 0;
|
|
1079
|
-
state.velocity.z = 0;
|
|
1080
|
-
state.yawVelocity = 0;
|
|
1081
|
-
}
|
|
1082
|
-
if (moving && state.attackPending <= 0) {
|
|
1083
|
-
const targetYaw = Math.atan2(dx, dz);
|
|
1084
|
-
const difference = Math.atan2(Math.sin(targetYaw - state.yaw), Math.cos(targetYaw - state.yaw));
|
|
1085
|
-
// A critically damped heading spring eases angular acceleration and braking without orbit jitter.
|
|
1086
|
-
const omega = 12,
|
|
1087
|
-
decay = Math.exp(-omega * dt),
|
|
1088
|
-
impulse = (state.yawVelocity - omega * difference) * dt;
|
|
1089
|
-
const nextError = (-difference + impulse) * decay;
|
|
1090
|
-
let change = Math.max(-5 * dt, Math.min(5 * dt, difference + nextError));
|
|
1091
|
-
state.yawVelocity = Math.max(-5, Math.min(5, (state.yawVelocity - omega * impulse) * decay));
|
|
1092
|
-
if (change * difference > 0 && Math.abs(change) > Math.abs(difference)) {
|
|
1093
|
-
change = difference;
|
|
1094
|
-
state.yawVelocity = 0;
|
|
1095
|
-
}
|
|
1096
|
-
state.yaw += change;
|
|
1097
|
-
}
|
|
1098
|
-
if (moving) {
|
|
1099
|
-
const forwardX = Math.sin(state.yaw),
|
|
1100
|
-
forwardZ = Math.cos(state.yaw);
|
|
1101
|
-
// Slow into sharp turns and pivot before reversing, rather than playing a forward gait backwards.
|
|
1102
|
-
const alignment = Math.max(0, (dx * forwardX + dz * forwardZ) / Math.max(1e-8, Math.hypot(dx, dz)));
|
|
1103
|
-
const turnSpeed = speed * alignment * alignment;
|
|
1104
|
-
state.velocity.x += (dx * turnSpeed - state.velocity.x) * blend;
|
|
1105
|
-
state.velocity.z += (dz * turnSpeed - state.velocity.z) * blend;
|
|
1106
|
-
const backward = Math.min(0, state.velocity.x * forwardX + state.velocity.z * forwardZ);
|
|
1107
|
-
state.velocity.x -= backward * forwardX;
|
|
1108
|
-
state.velocity.z -= backward * forwardZ;
|
|
1109
|
-
}
|
|
1110
|
-
moveActor(state.map, state.player, state.velocity.x * dt, state.velocity.z * dt, PLAYER_RADIUS, actorBodies(state, state.player));
|
|
1111
|
-
state.velocity.x = (state.player.x - previousX) / dt;
|
|
1112
|
-
state.velocity.z = (state.player.z - previousZ) / dt;
|
|
1113
|
-
state.speed = Math.hypot(state.player.x - previousX, state.player.z - previousZ) / dt;
|
|
1114
|
-
state.moving = state.speed > 0.001;
|
|
1115
|
-
|
|
1116
|
-
if (state.attackPending > 0) {
|
|
1117
|
-
state.attackPending = Math.max(0, state.attackPending - dt);
|
|
1118
|
-
if (state.attackPending === 0) {
|
|
1119
|
-
for (const enemy of state.enemies) {
|
|
1120
|
-
const d = distance(enemy, state.player);
|
|
1121
|
-
if (enemy.health <= 0 || d > ATTACK_RANGE || !canSee(state.map, state.player, enemy)) continue;
|
|
1122
|
-
const facing = ((enemy.x - state.player.x) * Math.sin(state.yaw) + (enemy.z - state.player.z) * Math.cos(state.yaw)) / (d || 1);
|
|
1123
|
-
if (facing < 0.15 && d > 0.8) continue;
|
|
1124
|
-
enemy.health--;
|
|
1125
|
-
enemy.stagger = 0.35;
|
|
1126
|
-
enemy.windup = 0;
|
|
1127
|
-
moveActor(state.map, enemy, Math.sin(state.yaw) * 0.65, Math.cos(state.yaw) * 0.65, 0.65, actorBodies(state, enemy));
|
|
1128
|
-
emit(enemy.health === 0 ? 'defeated' : 'hit', enemy, enemy.id);
|
|
1129
|
-
state.score += enemy.health === 0 ? POINTS_ROBOT_DEFEAT : POINTS_ROBOT_HIT;
|
|
1130
|
-
if (enemy.health === 0) {
|
|
1131
|
-
state.defeated++;
|
|
1132
|
-
// Enemies leave a bonus gem; collecting 24 of the available 32 completes the gem objective.
|
|
1133
|
-
state.pickups.push({
|
|
1134
|
-
x: enemy.x,
|
|
1135
|
-
z: enemy.z,
|
|
1136
|
-
id: state.pickups.length,
|
|
1137
|
-
taken: false
|
|
1138
|
-
});
|
|
1139
|
-
}
|
|
1140
|
-
}
|
|
1141
|
-
}
|
|
1142
|
-
}
|
|
1143
|
-
|
|
1144
|
-
for (const enemy of state.enemies) {
|
|
1145
|
-
enemy.moving = false;
|
|
1146
|
-
if (enemy.health <= 0) continue;
|
|
1147
|
-
enemy.recovery = Math.max(0, enemy.recovery - dt);
|
|
1148
|
-
enemy.stagger = Math.max(0, enemy.stagger - dt);
|
|
1149
|
-
if (enemy.stagger > 0) continue;
|
|
1150
|
-
const d = distance(enemy, state.player);
|
|
1151
|
-
if (enemy.windup > 0) {
|
|
1152
|
-
enemy.windup = Math.max(0, enemy.windup - dt);
|
|
1153
|
-
if (enemy.windup === 0) {
|
|
1154
|
-
enemy.recovery = 1.2;
|
|
1155
|
-
if (d < 2.1 && state.invulnerable === 0 && canSee(state.map, enemy, state.player)) {
|
|
1156
|
-
state.health--;
|
|
1157
|
-
state.invulnerable = 1.2;
|
|
1158
|
-
emit('hurt', state.player);
|
|
1159
|
-
if (state.health === 0) {
|
|
1160
|
-
state.phase = 'lost';
|
|
1161
|
-
emit('lost', state.player);
|
|
1162
|
-
return events;
|
|
1163
|
-
}
|
|
1164
|
-
}
|
|
1165
|
-
}
|
|
1166
|
-
continue;
|
|
1167
|
-
}
|
|
1168
|
-
const visible = d < 13 && canSee(state.map, enemy, state.player);
|
|
1169
|
-
if (visible && d < 1.25 && enemy.recovery === 0) {
|
|
1170
|
-
enemy.windup = 0.6;
|
|
1171
|
-
enemy.yaw = Math.atan2(state.player.x - enemy.x, state.player.z - enemy.z);
|
|
1172
|
-
} else {
|
|
1173
|
-
const patrol = {
|
|
1174
|
-
x: enemy.home.x + Math.sin(state.time * 0.45 + enemy.id) * 1.8,
|
|
1175
|
-
z: enemy.home.z + Math.cos(state.time * 0.45 + enemy.id) * 1.8
|
|
1176
|
-
};
|
|
1177
|
-
const target = visible ? state.player : patrol;
|
|
1178
|
-
const tx = target.x - enemy.x;
|
|
1179
|
-
const tz = target.z - enemy.z;
|
|
1180
|
-
const length = Math.hypot(tx, tz);
|
|
1181
|
-
if (length > (visible ? 1.05 : 0.2)) {
|
|
1182
|
-
const speed = visible ? 2.7 : 1.1;
|
|
1183
|
-
const previous = { x: enemy.x, z: enemy.z };
|
|
1184
|
-
moveActor(state.map, enemy, (tx / length) * speed * dt, (tz / length) * speed * dt, 0.65, actorBodies(state, enemy));
|
|
1185
|
-
enemy.yaw = Math.atan2(tx, tz);
|
|
1186
|
-
enemy.moving = distance(previous, enemy) / dt > 0.05;
|
|
1187
|
-
}
|
|
1188
|
-
}
|
|
1189
|
-
}
|
|
1190
|
-
|
|
1191
|
-
for (const gem of state.pickups) {
|
|
1192
|
-
if (
|
|
1193
|
-
!gem.taken &&
|
|
1194
|
-
distance(gem, state.player) < 1.2 &&
|
|
1195
|
-
Math.abs(groundHeight(state.map, gem.x, gem.z) - groundHeight(state.map, state.player.x, state.player.z)) < 1.2 &&
|
|
1196
|
-
canSee(state.map, state.player, gem)
|
|
1197
|
-
) {
|
|
1198
|
-
gem.taken = true;
|
|
1199
|
-
state.gems++;
|
|
1200
|
-
state.score += POINTS_GEM;
|
|
1201
|
-
emit('gem', gem, gem.id);
|
|
1202
|
-
}
|
|
1203
|
-
}
|
|
1204
|
-
if (state.gems >= GEM_GOAL && state.defeated === state.enemies.length) {
|
|
1205
|
-
state.phase = 'won';
|
|
1206
|
-
state.score += state.health * POINTS_HEALTH_BONUS;
|
|
1207
|
-
emit('won', state.player);
|
|
1208
|
-
}
|
|
1209
|
-
return events;
|
|
1210
|
-
}
|