@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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  318. package/src/games/dino-jump/DinoJumpConstants.ts +0 -80
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  321. package/src/games/dots-and-boxes/DotsAndBoxes.tsx +0 -83
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@@ -1,586 +0,0 @@
1
- // Treasure Hunt: Builds the wilderness and its bridges from cached meshes.
2
- import {
3
- type Color,
4
- type Entity,
5
- extrude,
6
- type GeometryPart,
7
- merge,
8
- type Model,
9
- Path,
10
- quat,
11
- shapeGeometry,
12
- type Texture,
13
- tube,
14
- type Vec3,
15
- type World
16
- } from '@nayan-ui/engine';
17
- import type { EngineHud } from '../shared/EngineHud';
18
- import { getSceneInputInsets } from '../shared/EngineHud';
19
- import { cacheGameAsset, createGameMesh as createShape } from '../shared/EngineMeshes';
20
- import { toColor } from '../shared/EngineUtils';
21
- import { MINIMAP_SIZE, type NatureAssets, WORLD_EDGE } from './TreasureHuntConstants';
22
- import {
23
- boulderGeometry,
24
- caveGeometry,
25
- diamondGeometry,
26
- foliageGeometry,
27
- grassGeometry,
28
- riverGeometry,
29
- type TerrainGeometry,
30
- terrainGeometrySteps
31
- } from './TreasureHuntMeshes';
32
- import { placeContactShadow, spawnContactShadow } from './TreasureHuntModel';
33
- import {
34
- type Bridge,
35
- BRIDGE_POST_HEIGHT,
36
- BRIDGE_POST_WIDTH,
37
- bridgeBarriers,
38
- groundHeight,
39
- groundTilt,
40
- isWalkable,
41
- landscapeFor,
42
- mapOverview,
43
- type NatureMap,
44
- type NatureState,
45
- random,
46
- riverWidth,
47
- riverX,
48
- surfaceAt,
49
- toWorld
50
- } from './TreasureHuntRules';
51
-
52
- // Bridge construction.
53
-
54
- let meshes: { plank: Model; post: Model } | undefined;
55
-
56
- const part = (mesh: 'roundedBox' | 'cube' | 'cylinder', position: Vec3, scale: Vec3, color: Color): GeometryPart => ({
57
- geometry: shapeGeometry(mesh),
58
- position,
59
- scale,
60
- color
61
- });
62
-
63
- function prepareBridge() {
64
- return cacheGameAsset('treasure-hunt/TreasureHuntScene:prepareBridge', () => prepareBridgeUncached());
65
- }
66
-
67
- function prepareBridgeUncached() {
68
- meshes ??= {
69
- plank: createShape(merge([part('roundedBox', [0, -0.08, 0], [0.43, 0.16, 5.6], [1, 1, 1])]), { center: false, shine: 0.12 }),
70
- post: createShape(
71
- merge([
72
- part('roundedBox', [0, 0.5, 0], [0.16, BRIDGE_POST_HEIGHT, 0.16], [0.31, 0.35, 0.33]),
73
- part('cube', [0, 0.04, 0], [BRIDGE_POST_WIDTH, 0.08, BRIDGE_POST_WIDTH], [0.16, 0.2, 0.2]),
74
- part('roundedBox', [0, 1.08, 0], [0.2, 0.08, 0.2], [0.54, 0.57, 0.51]),
75
- ...[-1, 1].flatMap((x) => [-1, 1].map((z) => part('cylinder', [x * 0.09, 0.09, z * 0.09], [0.035, 0.02, 0.035], [0.64, 0.64, 0.56])))
76
- ]),
77
- { center: false, shine: 0.55 }
78
- )
79
- };
80
- return meshes;
81
- }
82
-
83
- /** Decks, supports and guardrails use the exact span and height sampled by movement. */
84
- export function spawnBridge(world: World, owner: Entity, map: NatureMap, bridge: Bridge, assets: NatureAssets) {
85
- const mesh = prepareBridge(),
86
- p = toWorld(map, bridge.x, bridge.z);
87
- const root = world.spawn({ mesh: 'none', parent: owner, position: [p.x, bridge.y, p.z], rotation: quat.y(map.rotation), pickable: false });
88
- const count = Math.ceil((bridge.halfLength * 2) / 0.43),
89
- step = (bridge.halfLength * 2) / count;
90
- for (let i = 0; i < count; i++)
91
- world.spawn({
92
- mesh: mesh.plank,
93
- texture: assets.bark,
94
- parent: root,
95
- position: [-bridge.halfLength + (i + 0.5) * step, 0, 0],
96
- scale: [step / 0.43, 1, (bridge.halfWidth * 2) / 5.6],
97
- color: [1.4, 1.13, 0.81, 1],
98
- pickable: false
99
- });
100
- for (const side of [-1, 1]) {
101
- world.spawn({
102
- mesh: 'cube',
103
- parent: root,
104
- position: [0, -0.28, side * 1.85],
105
- scale: [bridge.halfLength * 2, 0.34, 0.22],
106
- color: [0.23, 0.26, 0.24, 1],
107
- pickable: false
108
- });
109
- for (const end of [-1, 1])
110
- world.spawn({
111
- mesh: 'cube',
112
- parent: root,
113
- position: [end * (bridge.halfLength - 0.65), -0.7, side * 1.85],
114
- scale: [0.85, 1.3, 0.85],
115
- texture: assets.stone,
116
- color: [0.72, 0.75, 0.66, 1],
117
- pickable: false
118
- });
119
- }
120
- for (const barrier of bridgeBarriers(bridge)) {
121
- if (barrier.kind === 'post') world.spawn({ mesh: mesh.post, parent: root, position: [barrier.x, 0, barrier.z], pickable: false });
122
- else
123
- for (const y of [0.48, 0.98])
124
- world.spawn({
125
- mesh: 'cube',
126
- parent: root,
127
- position: [barrier.x, y, barrier.z],
128
- scale: [barrier.halfX * 2, 0.07, barrier.halfZ * 2],
129
- color: [0.39, 0.43, 0.4, 1],
130
- pickable: false
131
- });
132
- }
133
- }
134
- // Wilderness scene.
135
-
136
- export { spawnRobot, placeRobot } from './TreasureHuntModel';
137
-
138
- export type { RobotVisual } from './TreasureHuntModel';
139
-
140
- const WHITE: Color = [1, 1, 1, 1];
141
-
142
- interface NatureMeshes {
143
- gem: Model;
144
- trunks: Model[];
145
- pine: Model[];
146
- birch: Model[];
147
- rocks: Model[];
148
- grass: Model[];
149
- cave: Model;
150
- }
151
-
152
- let natureMeshes: NatureMeshes | undefined;
153
-
154
- type TerrainModels = { meadow: Model; stone: Model; shore: Model; water: Model };
155
- const terrainMeshes = new Map<number, TerrainModels>();
156
- interface TerrainPreparation {
157
- builder: Generator<void, TerrainGeometry>;
158
- geometry?: TerrainGeometry;
159
- models: Partial<TerrainModels>;
160
- }
161
- const terrainPreparations = new Map<number, TerrainPreparation>();
162
- function terrainPreparation(profile: number): TerrainPreparation {
163
- let pending = terrainPreparations.get(profile);
164
- if (!pending) {
165
- pending = { builder: terrainGeometrySteps(profile), models: {} };
166
- terrainPreparations.set(profile, pending);
167
- }
168
- return pending;
169
- }
170
- function advanceTerrain(pending: TerrainPreparation) {
171
- if (pending.geometry) return;
172
- const next = pending.builder.next();
173
- if (next.done) pending.geometry = next.value;
174
- }
175
- function terrainPart(profile: number, pending: TerrainPreparation, part: keyof TerrainModels): Model {
176
- return (pending.models[part] ??= cacheGameAsset(`treasure-terrain:${profile}:${part}`, () => {
177
- if (part === 'water') return createShape(riverGeometry(landscapeFor(profile)), { center: false, shine: 0.85 });
178
- while (!pending.geometry) advanceTerrain(pending);
179
- return createShape(pending.geometry[part], { center: false });
180
- }));
181
- }
182
- function* warmTerrain(profile: number): Iterable<() => void> {
183
- if (terrainMeshes.has(profile)) return;
184
- const pending = terrainPreparation(profile);
185
- while (!pending.geometry) {
186
- yield () => advanceTerrain(pending);
187
- if (terrainMeshes.has(profile)) return;
188
- }
189
- for (const part of ['meadow', 'stone', 'shore', 'water'] as const) {
190
- yield () => {
191
- terrainPart(profile, pending, part);
192
- };
193
- if (terrainMeshes.has(profile)) return;
194
- }
195
- terrainMeshes.set(profile, pending.models as TerrainModels);
196
- terrainPreparations.delete(profile);
197
- }
198
-
199
- function trunk(pine: boolean, style: number) {
200
- const height = pine ? 9.4 : 8.2,
201
- parts: GeometryPart[] = [
202
- {
203
- geometry: tube(
204
- [
205
- [0, -0.45, 0],
206
- [0, -0.08, 0],
207
- [0.03, 0.35, 0.02],
208
- [0.08, 2, 0.08],
209
- [-0.08, 4.4, 0],
210
- [0.2, height, 0.1]
211
- ],
212
- { radius: (t) => 0.32 * (1 - t * 0.95), sides: 9, smoothness: 2 }
213
- )
214
- }
215
- ];
216
- for (let i = 0; i < 12; i++) {
217
- const a = i * 2.4 + style,
218
- y = 4.8 + i * (pine ? 0.33 : 0.24),
219
- reach = pine ? (1 - i / 16) * 2.1 : 1.6;
220
- parts.push({
221
- geometry: tube(
222
- [
223
- [0, y, 0],
224
- [Math.cos(a) * reach * 0.55, y + 0.15, Math.sin(a) * reach * 0.55],
225
- [Math.cos(a) * reach, y + (pine ? -0.1 : 0.9), Math.sin(a) * reach]
226
- ],
227
- { radius: (t) => 0.065 * (1 - t * 0.98), sides: 5, smoothness: 1 }
228
- )
229
- });
230
- }
231
- return createShape(merge(parts), { center: false });
232
- }
233
-
234
- const natureCache = new Map<string, Model>();
235
- function natureMesh(key: string, build: () => Model): Model {
236
- let model = natureCache.get(key);
237
- if (!model) {
238
- model = cacheGameAsset('treasure-hunt/TreasureHuntScene:' + key, build);
239
- natureCache.set(key, model);
240
- }
241
- return model;
242
- }
243
- const gemMesh = () => natureMesh('gem', () => createShape(diamondGeometry(), { center: false, shine: 0.98 }));
244
- const trunkMesh = (pine: boolean, style: number) => natureMesh(`trunk:${pine}:${style}`, () => trunk(pine, style));
245
- const foliageMesh = (pine: boolean, style: number) =>
246
- natureMesh(`foliage:${pine}:${style}`, () => createShape(foliageGeometry(pine, style), { center: false }));
247
- const rockMesh = (style: number) => natureMesh(`rock:${style}`, () => createShape(boulderGeometry(style), { center: false }));
248
- const grassMesh = (style: number) => natureMesh(`grass:${style}`, () => createShape(grassGeometry(style), { center: false }));
249
- const caveMesh = () => natureMesh('cave', () => createShape(caveGeometry(), { center: false }));
250
-
251
- export function prepareNature(): NatureMeshes {
252
- natureMeshes ??= {
253
- gem: gemMesh(),
254
- trunks: [trunkMesh(true, 0), trunkMesh(false, 1)],
255
- pine: Array.from({ length: 4 }, (_, i) => foliageMesh(true, i)),
256
- birch: Array.from({ length: 4 }, (_, i) => foliageMesh(false, i)),
257
- rocks: Array.from({ length: 4 }, (_, i) => rockMesh(i)),
258
- grass: Array.from({ length: 4 }, (_, i) => grassMesh(i)),
259
- cave: caveMesh()
260
- };
261
- return natureMeshes;
262
- }
263
-
264
- /** Reusable scenery only: terrain profiles and seeded maps are built for the chosen run. */
265
- export function* warmAssets(): Iterable<() => unknown> {
266
- yield prepareBridge;
267
- yield gemMesh;
268
- yield () => trunkMesh(true, 0);
269
- yield () => trunkMesh(false, 1);
270
- for (let i = 0; i < 4; i++) {
271
- yield () => foliageMesh(true, i);
272
- yield () => foliageMesh(false, i);
273
- yield () => rockMesh(i);
274
- yield () => grassMesh(i);
275
- }
276
- yield caveMesh;
277
- }
278
-
279
- export function terrainModels(profile: number) {
280
- let models = terrainMeshes.get(profile);
281
- if (!models) {
282
- const pending = terrainPreparation(profile);
283
- models = {
284
- meadow: terrainPart(profile, pending, 'meadow'),
285
- stone: terrainPart(profile, pending, 'stone'),
286
- shore: terrainPart(profile, pending, 'shore'),
287
- water: terrainPart(profile, pending, 'water')
288
- };
289
- terrainMeshes.set(profile, models);
290
- terrainPreparations.delete(profile);
291
- }
292
- return models;
293
- }
294
-
295
- export interface NatureVisual {
296
- root: Entity;
297
- water: Entity;
298
- flow: number;
299
- }
300
-
301
- interface GrassPlacement {
302
- position: Vec3;
303
- scale: number;
304
- yaw: number;
305
- style: number;
306
- }
307
- interface GrassPreparation {
308
- builder: Generator<void, GrassPlacement[]>;
309
- placements?: GrassPlacement[];
310
- }
311
- const grassPlacements = new WeakMap<NatureMap, GrassPreparation>();
312
-
313
- function* scatterGrass(map: NatureMap): Generator<void, GrassPlacement[]> {
314
- const rng = random(map.seed ^ 0x679be3);
315
- const placements: GrassPlacement[] = [];
316
- const cos = Math.cos(map.rotation),
317
- sin = Math.sin(map.rotation);
318
- for (let i = 0; i < 1900; i++) {
319
- if (i && i % 64 === 0) yield;
320
- const at = map.reachable[Math.floor(rng() * map.reachable.length)]!;
321
- const x = at.x + (rng() - 0.5) * 2,
322
- z = at.z + (rng() - 0.5) * 2;
323
- const local = { x: x * cos - z * sin, z: x * sin + z * cos };
324
- if (
325
- surfaceAt(map, x, z) !== 'grass' ||
326
- !isWalkable(map, x, z, 0.9) ||
327
- Math.abs(local.x - riverX(map.landscape, local.z)) < riverWidth(map.landscape, local.z) + 1 ||
328
- map.landscape.caves.some((c) => Math.abs(local.x - c.x) < 6 && Math.abs(local.z - c.z) < 11)
329
- )
330
- continue;
331
- placements.push({ position: [x, groundHeight(map, x, z) - 0.02, z], scale: 0.7 + rng() * 0.7, yaw: rng() * Math.PI * 2, style: i % 4 });
332
- }
333
- return placements;
334
- }
335
-
336
- function grassPreparation(map: NatureMap): GrassPreparation {
337
- let pending = grassPlacements.get(map);
338
- if (!pending) {
339
- pending = { builder: scatterGrass(map) };
340
- grassPlacements.set(map, pending);
341
- }
342
- return pending;
343
- }
344
-
345
- function advanceGrass(pending: GrassPreparation) {
346
- if (pending.placements) return;
347
- const step = pending.builder.next();
348
- if (step.done) pending.placements = step.value;
349
- }
350
-
351
- /** No second world or native entities: prepare only the next run's immutable scenery data. */
352
- export function* warmMapScenery(map: NatureMap): Iterable<() => void> {
353
- const pending = grassPreparation(map);
354
- while (!pending.placements) yield () => advanceGrass(pending);
355
- yield () => {
356
- minimapTiles(map);
357
- };
358
- yield* warmTerrain(map.landscape.profile);
359
- }
360
-
361
- /** A single owner root makes replay cleanup include every tree, grass blade and bridge. */
362
- export function spawnNature(world: World, map: NatureMap, assets: NatureAssets): NatureVisual {
363
- const meshes = prepareNature(),
364
- terrain = terrainModels(map.landscape.profile);
365
- const root = world.spawn({ mesh: 'none', pickable: false });
366
- const add = (mesh: Model | 'sphere', position: Vec3, scale: Vec3 | number = 1, color: Color = WHITE, texture?: Texture, yaw = 0) =>
367
- world.spawn({ mesh, position, scale, color, texture, rotation: quat.y(yaw), parent: root, pickable: false });
368
- const treeContact = (position: Vec3, scale: Vec3 | number) => {
369
- const sx = typeof scale === 'number' ? scale : scale[0],
370
- sz = typeof scale === 'number' ? scale : scale[2];
371
- placeContactShadow(
372
- world,
373
- spawnContactShadow(world, root),
374
- [position[0], groundHeight(map, position[0], position[2]) + 0.006, position[2]],
375
- groundTilt(map, position[0], position[2]),
376
- sx * 0.27,
377
- sz * 0.27,
378
- 0.065
379
- );
380
- };
381
- add(terrain.meadow, [0, 0, 0], 1, [0.85, 0.96, 0.77, 1], assets.meadow, map.rotation);
382
- add(terrain.stone, [0, 0, 0], 1, [0.9, 0.94, 0.92, 1], assets.stone, map.rotation);
383
- add(terrain.shore, [0, 0, 0], 1, [0.96, 0.78, 0.53, 1], assets.stone, map.rotation);
384
- for (const bridge of map.landscape.bridges) spawnBridge(world, root, map, bridge, assets);
385
- const water = add(terrain.water, [0, 0, 0], 1, [1.3, 1.3, 1.3, 0.94], assets.water, map.rotation);
386
- for (const prop of map.props) {
387
- const position: Vec3 = [prop.x, groundHeight(map, prop.x, prop.z) - 0.07, prop.z];
388
- if (prop.kind === 'rock') add(meshes.rocks[prop.style]!, position, prop.scale, WHITE, assets.stone, prop.yaw);
389
- else {
390
- add(
391
- meshes.trunks[prop.kind === 'pine' ? 0 : 1]!,
392
- position,
393
- prop.scale,
394
- prop.kind === 'pine' ? [0.7, 0.65, 0.52, 1] : [1.35, 1.35, 1.24, 1],
395
- assets.bark,
396
- prop.yaw
397
- );
398
- add(meshes[prop.kind][prop.style]!, position, prop.scale, WHITE, prop.kind === 'pine' ? assets.pine : assets.leaves, prop.yaw);
399
- treeContact(position, prop.scale);
400
- }
401
- }
402
- for (const prop of map.decorations) {
403
- const position: Vec3 = [prop.x, prop.y, prop.z];
404
- if (prop.kind === 'rock') {
405
- const color: Color = prop.area === 'horizon' ? [0.62, 0.69, 0.65, 1] : prop.area === 'cave-roof' ? [0.85, 0.9, 0.84, 1] : [0.8, 0.88, 0.8, 1];
406
- add(meshes.rocks[prop.style]!, position, prop.scale, color, assets.stone, prop.yaw);
407
- } else {
408
- add(meshes.trunks[0]!, position, prop.scale, [0.7, 0.65, 0.52, 1], assets.bark, prop.yaw);
409
- add(meshes.pine[prop.style]!, position, prop.scale, [0.7, 0.8, 0.74, 1], assets.pine, prop.yaw);
410
- treeContact(position, prop.scale);
411
- }
412
- }
413
- const grass = grassPreparation(map);
414
- while (!grass.placements) advanceGrass(grass);
415
- for (const placement of grass.placements) add(meshes.grass[placement.style]!, placement.position, placement.scale, WHITE, undefined, placement.yaw);
416
- for (const cave of map.landscape.caves) {
417
- const p = toWorld(map, cave.x, cave.z);
418
- add(meshes.cave, [p.x, cave.y, p.z], 1, WHITE, assets.stone, map.rotation);
419
- }
420
- return { root, water, flow: 0 };
421
- }
422
-
423
- /** River motion shares the engine's existing frame tick. */
424
- export function animateNature(world: World, nature: NatureVisual, dt: number) {
425
- nature.flow = (nature.flow + dt * 0.08) % 1;
426
- world.set(nature.water, { textureRegion: [0, nature.flow, 1, 1 + nature.flow] });
427
- }
428
-
429
- export function spawnGem(world: World, x: number, y: number, z: number) {
430
- return world.spawn({
431
- mesh: prepareNature().gem,
432
- position: [x, y + 0.9, z],
433
- scale: 0.7,
434
- color: [0.92, 1.02, 1.12, 1],
435
- spin: [0, 0.85, 0],
436
- bob: { amplitude: [0, 0.16, 0], speed: 2.5, phase: x + z },
437
- pickable: false
438
- });
439
- }
440
-
441
- // Screen-space minimap: the engine renders terrain, bridges and objective markers in its HUD world.
442
- const MAP_COLORS = { grass: '#649452', hill: '#b3b8ac', cave: '#777f77', river: '#38b8ee', shore: '#cdb785', bridge: '#f7d79a' };
443
- interface MinimapTile {
444
- x: number;
445
- y: number;
446
- width: number;
447
- height: number;
448
- color: Color;
449
- }
450
- const mapTiles = new WeakMap<NatureMap, MinimapTile[]>();
451
- interface MinimapMarker {
452
- entity: Entity;
453
- x: number;
454
- z: number;
455
- visible: boolean;
456
- }
457
- interface MinimapView {
458
- map: NatureMap;
459
- root: Entity;
460
- player: Entity;
461
- width: number;
462
- offset: number;
463
- x: number;
464
- z: number;
465
- yaw: number;
466
- enemies: Map<number, MinimapMarker>;
467
- gems: Map<number, MinimapMarker>;
468
- }
469
- const miniMaps = new WeakMap<EngineHud, MinimapView>();
470
- const mapAt = (value: number) => ((value + WORLD_EDGE) / (WORLD_EDGE * 2)) * MINIMAP_SIZE;
471
- let mapDot: Model | undefined;
472
- let mapArrow: Model | undefined;
473
- function minimapTiles(map: NatureMap): MinimapTile[] {
474
- const cached = mapTiles.get(map);
475
- if (cached) return cached;
476
- const samples = mapOverview(map, MINIMAP_SIZE),
477
- tiles: MinimapTile[] = [];
478
- let previous = new Map<string, MinimapTile>();
479
- for (let row = 0; row < MINIMAP_SIZE; row++) {
480
- const next = new Map<string, MinimapTile>();
481
- let start = 0;
482
- while (start < MINIMAP_SIZE) {
483
- const surface = samples[row * MINIMAP_SIZE + start];
484
- let end = start + 1;
485
- while (end < MINIMAP_SIZE && samples[row * MINIMAP_SIZE + end] === surface) end++;
486
- if (surface) {
487
- const key = `${start}:${end}:${surface}`,
488
- above = previous.get(key);
489
- if (above) {
490
- above.height++;
491
- next.set(key, above);
492
- } else {
493
- const tile = { x: start, y: row, width: end - start, height: 1, color: toColor(MAP_COLORS[surface]) };
494
- tiles.push(tile);
495
- next.set(key, tile);
496
- }
497
- }
498
- start = end;
499
- }
500
- previous = next;
501
- }
502
- mapTiles.set(map, tiles);
503
- return tiles;
504
- }
505
- export function drawMiniMap(hud: EngineHud, state: NatureState) {
506
- if (!hud.ready) return;
507
- let view = miniMaps.get(hud);
508
- if (view?.map !== state.map) {
509
- hud.clearLayer('minimap');
510
- const root = hud.layer('minimap');
511
- for (const tile of minimapTiles(state.map))
512
- hud.rectangle(root, tile.x + tile.width / 2, -tile.y - tile.height / 2, tile.width, tile.height, tile.color);
513
- for (const bridge of state.map.landscape.bridges) {
514
- const p = toWorld(state.map, bridge.x, bridge.z);
515
- const entity = hud.rectangle(
516
- root,
517
- mapAt(p.x),
518
- -mapAt(p.z),
519
- (bridge.halfLength / WORLD_EDGE) * MINIMAP_SIZE,
520
- Math.max(3, (bridge.halfWidth / WORLD_EDGE) * MINIMAP_SIZE),
521
- toColor(MAP_COLORS.bridge),
522
- 1
523
- );
524
- hud.world.set(entity, { rotation: quat.z(state.map.rotation) });
525
- }
526
- mapDot ??= cacheGameAsset('treasure-map-dot', () => createShape(extrude(new Path().addCircle(0, 0, 0.5), { depth: 0 }), { center: false }));
527
- mapArrow ??= cacheGameAsset('treasure-map-arrow', () => createShape(extrude(Path.fromSVG('M-3 0H3L0 5Z'), { depth: 0 }), { center: false }));
528
- const player = hud.world.spawn({ mesh: 'none', parent: root, pickable: false });
529
- hud.world.spawn({ mesh: mapDot, parent: player, scale: 10, color: [1, 1, 1, 1], pickable: false });
530
- hud.world.spawn({ mesh: mapDot, parent: player, position: [0, 0, 1], scale: 6, color: toColor('#173d28'), pickable: false });
531
- hud.world.spawn({ mesh: mapArrow, parent: player, position: [0, 7, 1], color: [1, 1, 1, 1], pickable: false });
532
- hud.text(root, 'N', MINIMAP_SIZE - 8, -8, 10, [1, 1, 1, 1]);
533
- view = { map: state.map, root, player, width: NaN, offset: NaN, x: NaN, z: NaN, yaw: NaN, enemies: new Map(), gems: new Map() };
534
- miniMaps.set(hud, view);
535
- }
536
- const { width, offset } = hud.viewport;
537
- const updates = hud.world.transforms;
538
- if (view.width !== width || view.offset !== offset) {
539
- updates.position(view.root, width - MINIMAP_SIZE - 18, -(getSceneInputInsets(offset).top + 6), 5);
540
- view.width = width;
541
- view.offset = offset;
542
- }
543
- if (view.x !== state.player.x || view.z !== state.player.z || view.yaw !== state.yaw) {
544
- const yaw = state.yaw - Math.PI;
545
- updates.transform(view.player, mapAt(state.player.x), -mapAt(state.player.z), 4, 0, 0, Math.sin(yaw / 2), Math.cos(yaw / 2));
546
- view.x = state.player.x;
547
- view.z = state.player.z;
548
- view.yaw = state.yaw;
549
- }
550
- for (const enemy of state.enemies) {
551
- let marker = view.enemies.get(enemy.id);
552
- if (!marker) {
553
- marker = {
554
- entity: hud.world.spawn({ mesh: mapDot!, parent: view.root, scale: 6, color: toColor('#ff6355'), pickable: false }),
555
- x: NaN,
556
- z: NaN,
557
- visible: true
558
- };
559
- view.enemies.set(enemy.id, marker);
560
- }
561
- const visible = enemy.health > 0;
562
- if (marker.x !== enemy.x || marker.z !== enemy.z || marker.visible !== visible) {
563
- updates.position(marker.entity, mapAt(enemy.x), -mapAt(enemy.z), 2);
564
- updates.scale(marker.entity, visible ? 6 : 0);
565
- marker.x = enemy.x;
566
- marker.z = enemy.z;
567
- marker.visible = visible;
568
- }
569
- }
570
- for (const gem of state.pickups) {
571
- let marker = view.gems.get(gem.id);
572
- if (!marker) {
573
- const entity = hud.rectangle(view.root, mapAt(gem.x), -mapAt(gem.z), 5, 5, toColor('#bdffff'), 3);
574
- updates.rotation(entity, 0, 0, Math.sin(Math.PI / 8), Math.cos(Math.PI / 8));
575
- if (gem.taken) updates.scale(entity, 0);
576
- else updates.scale(entity, 5, 5, 1);
577
- marker = { entity, x: gem.x, z: gem.z, visible: !gem.taken };
578
- view.gems.set(gem.id, marker);
579
- } else if (marker.visible !== !gem.taken) {
580
- if (gem.taken) updates.scale(marker.entity, 0);
581
- else updates.scale(marker.entity, 5, 5, 1);
582
- marker.visible = !gem.taken;
583
- }
584
- }
585
- updates.flush();
586
- }
@@ -1,79 +0,0 @@
1
- // Whack a Mole's screen, on the Nayan engine: the meadow, the lawn of holes, the moles and the mallet
2
- // are one 3D scene (a perspective camera at eye height looking across the lawn), under Playtura's
3
- // scoreboard, controls and modals. The rules are in WhackAMoleGame.ts, what it draws in
4
- // WhackAMoleScene.ts.
5
- //
6
- // One world serves the whole visit: Start, Stop and Play Again reset it in place, so the GPU view is
7
- // never rebuilt. Moles, the mallet and the bursts animate in the engine's Rust core; JS runs the
8
- // game's clock, 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 { scoreColumn, timerColumn } from '../shared/EngineHud';
15
- import { backgroundFor, lightFor } from '../shared/EngineMeadow';
16
- import { useEngineGame } from '../shared/useEngineGame';
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- import { useLiveState } from '../shared/useLiveState';
18
- import { getLayout, TIME_LIMIT } from './WhackAMoleConstants';
19
- import { createGame, dispose, type GameEvent, reset, setLayout, setTheme, start, tap, tick } from './WhackAMoleGame';
20
-
21
- const SOUNDS = GAME_SOUNDS.WHACK_A_MOLE;
22
-
23
- /** Each event's sound and haptic, as the original version played them. */
24
- const FEEDBACK: Record<GameEvent, { sound: (typeof SOUNDS)[keyof typeof SOUNDS]; haptic: HapticType }> = {
25
- spawn: { sound: SOUNDS.SPAWN, haptic: HapticType.LIGHT },
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- hit: { sound: SOUNDS.HIT, haptic: HapticType.HEAVY },
27
- miss: { sound: SOUNDS.MISS, haptic: HapticType.LIGHT },
28
- empty: { sound: SOUNDS.EMPTY_TAP, haptic: HapticType.MEDIUM },
29
- warning: { sound: SOUNDS.TIME_WARNING, haptic: HapticType.WARNING }
30
- };
31
-
32
- export const WhackAMole = engineGame(GAME_IDS.WHACK_A_MOLE, (props) => {
33
- const [score, setScore] = useLiveState(0);
34
- const [timeLeft, setTimeLeft] = useLiveState(TIME_LIMIT);
35
-
36
- const { theme, screen, gameOver } = useEngineGame(props, {
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- gameId: GAME_IDS.WHACK_A_MOLE,
38
- create: createGame,
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- start,
40
- reset,
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- dispose,
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- tick,
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- setTheme,
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- resize: (g, width, height, offset) => setLayout(g, getLayout(width, height, offset)),
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- tap,
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- // A win (whatever was scored) when the time runs out
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- outcome: () => 'win',
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- sounds: SOUNDS,
49
- onStart: (fx) => fx(SOUNDS.START, HapticType.SUCCESS),
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- onStop: (fx) => fx(null, HapticType.MEDIUM),
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- onOver: (fx) => fx(SOUNDS.GAME_OVER, HapticType.ERROR),
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- wire: (g, fx) => {
53
- g.onScore = setScore;
54
- g.onTime = setTimeLeft;
55
- g.onEvent = (event) => fx(FEEDBACK[event].sound, FEEDBACK[event].haptic);
56
- }
57
- });
58
-
59
- // Sunlight by day, moonlight at night (the world's colors follow the theme too)
60
- const light = useMemo(() => lightFor(theme), [theme]);
61
- const background = useMemo(() => backgroundFor(theme), [theme]);
62
-
63
- return (
64
- <EngineGameScreen
65
- {...screen}
66
- light={light}
67
- background={background}
68
- columns={[scoreColumn(score), timerColumn(timeLeft, theme, 0)]}
69
- subtext="Whack moles to score!"
70
- gameOver={gameOver({
71
- title: 'TIME UP!',
72
- message: 'Great whacking!',
73
- scoreLabel: 'Final Score',
74
- score,
75
- buttonText: 'Whack Again!'
76
- })}
77
- />
78
- );
79
- });