@nayan-ui/games 1.20.0 → 1.21.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (552) hide show
  1. package/lib/module/games/arrows/Arrows.js +1 -1
  2. package/lib/module/games/arrows/ArrowsScene.js +1 -1
  3. package/lib/module/games/balloon-blaster/BalloonBlaster.js +1 -1
  4. package/lib/module/games/balloon-blaster/BalloonBlasterScene.js +1 -1
  5. package/lib/module/games/bike-racing/BikeMeshes.js +1 -1
  6. package/lib/module/games/bike-racing/BikeRacing.js +1 -1
  7. package/lib/module/games/bike-racing/BikeRacingConstants.js +1 -1
  8. package/lib/module/games/bike-racing/BikeRacingScene.js +1 -1
  9. package/lib/module/games/block-blast/BlockBlast.js +1 -1
  10. package/lib/module/games/block-blast/BlockBlastScene.js +1 -1
  11. package/lib/module/games/block-breaker/BlockBreaker.js +1 -1
  12. package/lib/module/games/block-breaker/BlockBreakerScene.js +1 -1
  13. package/lib/module/games/bluk/Bluk.js +1 -1
  14. package/lib/module/games/bluk/BlukScene.js +1 -1
  15. package/lib/module/games/bubble-shooter/BubbleShooter.js +1 -1
  16. package/lib/module/games/bubble-shooter/BubbleShooterScene.js +1 -1
  17. package/lib/module/games/candy-crush/CandyCrush.js +1 -1
  18. package/lib/module/games/candy-crush/CandyCrushScene.js +1 -1
  19. package/lib/module/games/car-racing/CarMeshes.js +1 -1
  20. package/lib/module/games/car-racing/CarRacing.js +1 -1
  21. package/lib/module/games/car-racing/CarRacingScene.js +1 -1
  22. package/lib/module/games/chameleon-run/ChameleonRun.js +1 -1
  23. package/lib/module/games/chameleon-run/ChameleonRunBackdrop.js +1 -1
  24. package/lib/module/games/chameleon-run/ChameleonRunMeshes.js +1 -1
  25. package/lib/module/games/checkers/Checkers.js +1 -1
  26. package/lib/module/games/checkers/CheckersScene.js +1 -1
  27. package/lib/module/games/color-switch/ColorSwitch.js +1 -1
  28. package/lib/module/games/color-switch/ColorSwitchScene.js +1 -1
  29. package/lib/module/games/colors-sort/ColorsSort.js +1 -1
  30. package/lib/module/games/colors-sort/ColorsSortScene.js +1 -1
  31. package/lib/module/games/connect-em-all/ConnectEmAll.js +1 -1
  32. package/lib/module/games/connect-em-all/ConnectEmAllScene.js +1 -1
  33. package/lib/module/games/crossy-road/CrossyRoad.js +1 -1
  34. package/lib/module/games/crossy-road/CrossyRoadMeshes.js +1 -1
  35. package/lib/module/games/crossy-road/CrossyRoadPerson.js +1 -1
  36. package/lib/module/games/dino-jump/DinoJump.js +1 -1
  37. package/lib/module/games/dino-jump/DinoJumpScene.js +1 -1
  38. package/lib/module/games/dots-and-boxes/DotsAndBoxes.js +1 -1
  39. package/lib/module/games/dots-and-boxes/DotsAndBoxesScene.js +1 -1
  40. package/lib/module/games/falling-sticks/FallingSticks.js +1 -1
  41. package/lib/module/games/falling-sticks/FallingSticksScene.js +1 -1
  42. package/lib/module/games/find-different-number/FindDifferentNumber.js +1 -1
  43. package/lib/module/games/find-different-number/FindDifferentNumberScene.js +1 -1
  44. package/lib/module/games/flappy-bird/FlappyBird.js +1 -1
  45. package/lib/module/games/flappy-bird/FlappyBirdScene.js +1 -1
  46. package/lib/module/games/fruit-merger/FruitMerger.js +1 -1
  47. package/lib/module/games/fruit-merger/FruitMergerScene.js +1 -1
  48. package/lib/module/games/fruit-ninja/FruitNinja.js +1 -1
  49. package/lib/module/games/fruit-ninja/FruitNinjaScene.js +1 -1
  50. package/lib/module/games/fruit-ninja/FruitNinjaWorld.js +1 -1
  51. package/lib/module/games/game-2048/Game2048.js +1 -1
  52. package/lib/module/games/game-2048/Game2048Scene.js +1 -1
  53. package/lib/module/games/knife-hit/KnifeHit.js +1 -1
  54. package/lib/module/games/knife-hit/KnifeHitScene.js +1 -1
  55. package/lib/module/games/ludo-king/LudoKing.js +1 -1
  56. package/lib/module/games/ludo-king/LudoKingScene.js +1 -1
  57. package/lib/module/games/maze-runner/MazeRunner.js +1 -1
  58. package/lib/module/games/maze-runner/MazeRunnerScene.js +1 -1
  59. package/lib/module/games/memory-match/MemoryMatch.js +1 -1
  60. package/lib/module/games/memory-match/MemoryMatchScene.js +1 -1
  61. package/lib/module/games/mine-sweeper/MineSweeper.js +1 -1
  62. package/lib/module/games/mine-sweeper/MineSweeperScene.js +1 -1
  63. package/lib/module/games/mob-control/MobControl.js +1 -1
  64. package/lib/module/games/mob-control/MobControlGame.js +1 -1
  65. package/lib/module/games/mob-control/MobControlMeshes.js +1 -1
  66. package/lib/module/games/mob-control/MobControlRenderer.js +1 -1
  67. package/lib/module/games/mob-control/MobControlRules.js +1 -1
  68. package/lib/module/games/mob-control/MobControlScene.js +1 -1
  69. package/lib/module/games/nuts-and-bolts/NutsAndBolts.js +1 -1
  70. package/lib/module/games/nuts-and-bolts/NutsAndBoltsScene.js +1 -1
  71. package/lib/module/games/pac-man/PacMan.js +1 -1
  72. package/lib/module/games/pac-man/PacManGame.js +1 -1
  73. package/lib/module/games/pac-man/PacManScene.js +1 -1
  74. package/lib/module/games/paper-io/PaperIo.js +1 -1
  75. package/lib/module/games/paper-io/PaperIoMeshes.js +1 -1
  76. package/lib/module/games/paper-io/PaperIoScene.js +1 -1
  77. package/lib/module/games/penguin-run/PenguinMeshes.js +1 -1
  78. package/lib/module/games/penguin-run/PenguinRun.js +1 -1
  79. package/lib/module/games/penguin-run/PenguinRunScene.js +1 -1
  80. package/lib/module/games/perfect-circle/PerfectCircle.js +1 -1
  81. package/lib/module/games/perfect-circle/PerfectCircleScene.js +1 -1
  82. package/lib/module/games/pipe-connect/PipeConnect.js +1 -1
  83. package/lib/module/games/pipe-connect/PipeConnectScene.js +1 -1
  84. package/lib/module/games/play-with-tua/PlayWithTua.js +1 -1
  85. package/lib/module/games/popit-fidget/PopitFidget.js +1 -1
  86. package/lib/module/games/popit-fidget/PopitFidgetScene.js +1 -1
  87. package/lib/module/games/reversi/Reversi.js +1 -1
  88. package/lib/module/games/reversi/ReversiScene.js +1 -1
  89. package/lib/module/games/search-grid/SearchGrid.js +1 -1
  90. package/lib/module/games/search-grid/SearchGridScene.js +1 -1
  91. package/lib/module/games/shared/BackdropCard.js +1 -1
  92. package/lib/module/games/shared/EngineBackdrop.js +1 -1
  93. package/lib/module/games/shared/EngineBlasts.js +1 -1
  94. package/lib/module/games/shared/EngineBlocks.js +1 -1
  95. package/lib/module/games/shared/EngineDice.js +1 -1
  96. package/lib/module/games/shared/EngineFruits.js +1 -1
  97. package/lib/module/games/shared/EngineGameLoader.js +1 -1
  98. package/lib/module/games/shared/EngineGameScreen.js +1 -1
  99. package/lib/module/games/shared/EngineGlyphs.js +1 -1
  100. package/lib/module/games/shared/EngineHud.js +1 -1
  101. package/lib/module/games/shared/EngineMeadow.js +1 -1
  102. package/lib/module/games/shared/EngineTouchSurface.js +1 -1
  103. package/lib/module/games/shared/GameActivity.js +1 -1
  104. package/lib/module/games/shared/GameLoading.js +1 -1
  105. package/lib/module/games/shared/GameLoadingTransition.js +1 -1
  106. package/lib/module/games/sliding-numbers/SlidingNumbers.js +1 -1
  107. package/lib/module/games/sliding-numbers/SlidingNumbersScene.js +1 -1
  108. package/lib/module/games/snake-3d/Snake3D.js +1 -1
  109. package/lib/module/games/snake-3d/Snake3DScene.js +1 -1
  110. package/lib/module/games/snakes-and-ladders/SnakesAndLadders.js +1 -1
  111. package/lib/module/games/snakes-and-ladders/SnakesAndLaddersScene.js +1 -1
  112. package/lib/module/games/space-fighter/SpaceFighter.js +1 -1
  113. package/lib/module/games/space-fighter/SpaceFighterScene.js +1 -1
  114. package/lib/module/games/spider-solitaire/SpiderSolitaire.js +1 -1
  115. package/lib/module/games/spider-solitaire/SpiderSolitaireScene.js +1 -1
  116. package/lib/module/games/stack-tower/StackTower.js +1 -1
  117. package/lib/module/games/stack-tower/StackTowerScene.js +1 -1
  118. package/lib/module/games/sudoku/Sudoku.js +1 -1
  119. package/lib/module/games/sudoku/SudokuScene.js +1 -1
  120. package/lib/module/games/tangram/Tangram.js +1 -1
  121. package/lib/module/games/tangram/TangramScene.js +1 -1
  122. package/lib/module/games/tank-1990/Tank1990.js +1 -1
  123. package/lib/module/games/tank-1990/Tank1990Scene.js +1 -1
  124. package/lib/module/games/tic-tac-toe/TicTacToe.js +1 -1
  125. package/lib/module/games/tic-tac-toe/TicTacToeScene.js +1 -1
  126. package/lib/module/games/tile-home/TileHome.js +1 -1
  127. package/lib/module/games/tile-home/TileHomeScene.js +1 -1
  128. package/lib/module/games/treasure-hunt/TreasureHunt.js +1 -1
  129. package/lib/module/games/treasure-hunt/TreasureHuntConstants.js +1 -1
  130. package/lib/module/games/treasure-hunt/TreasureHuntModel.js +1 -1
  131. package/lib/module/games/treasure-hunt/TreasureHuntScene.js +1 -1
  132. package/lib/module/games/whack-a-mole/WhackAMole.js +1 -1
  133. package/lib/module/games/whack-a-mole/WhackAMoleScene.js +1 -1
  134. package/lib/module/helpers/GameSettingsModal.js +1 -1
  135. package/lib/module/helpers/GameTheme.js +1 -1
  136. package/package.json +1 -2
  137. package/src/assets/fonts/Inter-SemiBold.ttf +0 -0
  138. package/src/assets/models/explorer/explorer.glb +0 -0
  139. package/src/assets/models/explorer/params.json +0 -51
  140. package/src/assets/models/explorer/source.json +0 -222
  141. package/src/assets/models/play-with-tua/play-with-tua.glb +0 -0
  142. package/src/assets/models/play-with-tua/sources.json +0 -141
  143. package/src/assets/sfx/balloon_pop.wav +0 -0
  144. package/src/assets/sfx/blocked.wav +0 -0
  145. package/src/assets/sfx/boing.wav +0 -0
  146. package/src/assets/sfx/bonus.wav +0 -0
  147. package/src/assets/sfx/boom.wav +0 -0
  148. package/src/assets/sfx/bump.wav +0 -0
  149. package/src/assets/sfx/cannon.wav +0 -0
  150. package/src/assets/sfx/capture.wav +0 -0
  151. package/src/assets/sfx/card_flip.wav +0 -0
  152. package/src/assets/sfx/card_place.wav +0 -0
  153. package/src/assets/sfx/catch.wav +0 -0
  154. package/src/assets/sfx/chime.wav +0 -0
  155. package/src/assets/sfx/chomp.wav +0 -0
  156. package/src/assets/sfx/chomp_alt.wav +0 -0
  157. package/src/assets/sfx/clack.wav +0 -0
  158. package/src/assets/sfx/clang.wav +0 -0
  159. package/src/assets/sfx/clash.wav +0 -0
  160. package/src/assets/sfx/click.wav +0 -0
  161. package/src/assets/sfx/coin.wav +0 -0
  162. package/src/assets/sfx/combo.wav +0 -0
  163. package/src/assets/sfx/crash.wav +0 -0
  164. package/src/assets/sfx/crunch.wav +0 -0
  165. package/src/assets/sfx/dance.wav +0 -0
  166. package/src/assets/sfx/deselect.wav +0 -0
  167. package/src/assets/sfx/dice_roll.wav +0 -0
  168. package/src/assets/sfx/die.wav +0 -0
  169. package/src/assets/sfx/draw.wav +0 -0
  170. package/src/assets/sfx/drop.wav +0 -0
  171. package/src/assets/sfx/eat.wav +0 -0
  172. package/src/assets/sfx/engine.wav +0 -0
  173. package/src/assets/sfx/error.wav +0 -0
  174. package/src/assets/sfx/flag.wav +0 -0
  175. package/src/assets/sfx/flap.wav +0 -0
  176. package/src/assets/sfx/flip_disc.wav +0 -0
  177. package/src/assets/sfx/footstep_run.wav +0 -0
  178. package/src/assets/sfx/footstep_walk.wav +0 -0
  179. package/src/assets/sfx/game_over.wav +0 -0
  180. package/src/assets/sfx/gate.wav +0 -0
  181. package/src/assets/sfx/hit.wav +0 -0
  182. package/src/assets/sfx/hop.wav +0 -0
  183. package/src/assets/sfx/hurt.wav +0 -0
  184. package/src/assets/sfx/invalid.wav +0 -0
  185. package/src/assets/sfx/jump.wav +0 -0
  186. package/src/assets/sfx/ladder.wav +0 -0
  187. package/src/assets/sfx/land.wav +0 -0
  188. package/src/assets/sfx/laugh.wav +0 -0
  189. package/src/assets/sfx/lose.wav +0 -0
  190. package/src/assets/sfx/merge.wav +0 -0
  191. package/src/assets/sfx/miss.wav +0 -0
  192. package/src/assets/sfx/nitro.wav +0 -0
  193. package/src/assets/sfx/pew.wav +0 -0
  194. package/src/assets/sfx/place.wav +0 -0
  195. package/src/assets/sfx/pling.wav +0 -0
  196. package/src/assets/sfx/point.wav +0 -0
  197. package/src/assets/sfx/pop.wav +0 -0
  198. package/src/assets/sfx/pop_soft.wav +0 -0
  199. package/src/assets/sfx/power_up.wav +0 -0
  200. package/src/assets/sfx/reveal.wav +0 -0
  201. package/src/assets/sfx/robot.wav +0 -0
  202. package/src/assets/sfx/rotate.wav +0 -0
  203. package/src/assets/sfx/run_steps.wav +0 -0
  204. package/src/assets/sfx/select.wav +0 -0
  205. package/src/assets/sfx/shuffle.wav +0 -0
  206. package/src/assets/sfx/six.wav +0 -0
  207. package/src/assets/sfx/slice.wav +0 -0
  208. package/src/assets/sfx/slide.wav +0 -0
  209. package/src/assets/sfx/snake.wav +0 -0
  210. package/src/assets/sfx/snap.wav +0 -0
  211. package/src/assets/sfx/splash.wav +0 -0
  212. package/src/assets/sfx/star.wav +0 -0
  213. package/src/assets/sfx/start.wav +0 -0
  214. package/src/assets/sfx/swoosh.wav +0 -0
  215. package/src/assets/sfx/tap.wav +0 -0
  216. package/src/assets/sfx/thud.wav +0 -0
  217. package/src/assets/sfx/thunk.wav +0 -0
  218. package/src/assets/sfx/tick.wav +0 -0
  219. package/src/assets/sfx/time_up.wav +0 -0
  220. package/src/assets/sfx/tock.wav +0 -0
  221. package/src/assets/sfx/walk_steps.wav +0 -0
  222. package/src/assets/sfx/warning.wav +0 -0
  223. package/src/assets/sfx/whack.wav +0 -0
  224. package/src/assets/sfx/whoosh.wav +0 -0
  225. package/src/assets/sfx/win.wav +0 -0
  226. package/src/assets/sfx/zap.wav +0 -0
  227. package/src/assets/textures/ad_bolt.png +0 -0
  228. package/src/assets/textures/ad_bubbles.png +0 -0
  229. package/src/assets/textures/ad_chevrons.png +0 -0
  230. package/src/assets/textures/asphalt.png +0 -0
  231. package/src/assets/textures/bark.jpg +0 -0
  232. package/src/assets/textures/explorer-atlas.png +0 -0
  233. package/src/assets/textures/facade.png +0 -0
  234. package/src/assets/textures/grass.png +0 -0
  235. package/src/assets/textures/leaves.png +0 -0
  236. package/src/assets/textures/limestone.jpg +0 -0
  237. package/src/assets/textures/meadow.jpg +0 -0
  238. package/src/assets/textures/nature-sources.json +0 -87
  239. package/src/assets/textures/pine.png +0 -0
  240. package/src/assets/textures/river.jpg +0 -0
  241. package/src/assets/textures/soft_glow.png +0 -0
  242. package/src/games/arrows/Arrows.tsx +0 -69
  243. package/src/games/arrows/ArrowsConstants.ts +0 -107
  244. package/src/games/arrows/ArrowsGame.ts +0 -735
  245. package/src/games/arrows/ArrowsScene.ts +0 -395
  246. package/src/games/balloon-blaster/BalloonBlaster.tsx +0 -75
  247. package/src/games/balloon-blaster/BalloonBlasterConstants.ts +0 -79
  248. package/src/games/balloon-blaster/BalloonBlasterGame.ts +0 -287
  249. package/src/games/balloon-blaster/BalloonBlasterPhysics.ts +0 -95
  250. package/src/games/balloon-blaster/BalloonBlasterScene.ts +0 -225
  251. package/src/games/bike-racing/BikeMeshes.ts +0 -273
  252. package/src/games/bike-racing/BikeRacing.tsx +0 -211
  253. package/src/games/bike-racing/BikeRacingConstants.ts +0 -103
  254. package/src/games/bike-racing/BikeRacingGame.ts +0 -557
  255. package/src/games/bike-racing/BikeRacingScene.ts +0 -119
  256. package/src/games/block-blast/BlockBlast.tsx +0 -73
  257. package/src/games/block-blast/BlockBlastConstants.ts +0 -179
  258. package/src/games/block-blast/BlockBlastGame.ts +0 -471
  259. package/src/games/block-blast/BlockBlastScene.ts +0 -156
  260. package/src/games/block-breaker/BlockBreaker.tsx +0 -79
  261. package/src/games/block-breaker/BlockBreakerConstants.ts +0 -139
  262. package/src/games/block-breaker/BlockBreakerGame.ts +0 -459
  263. package/src/games/block-breaker/BlockBreakerScene.ts +0 -257
  264. package/src/games/bluk/Bluk.tsx +0 -82
  265. package/src/games/bluk/BlukConstants.ts +0 -121
  266. package/src/games/bluk/BlukGame.ts +0 -323
  267. package/src/games/bluk/BlukRules.ts +0 -154
  268. package/src/games/bluk/BlukScene.ts +0 -514
  269. package/src/games/bubble-shooter/BubbleShooter.tsx +0 -76
  270. package/src/games/bubble-shooter/BubbleShooterConstants.ts +0 -103
  271. package/src/games/bubble-shooter/BubbleShooterGame.ts +0 -459
  272. package/src/games/bubble-shooter/BubbleShooterScene.ts +0 -158
  273. package/src/games/candy-crush/CandyCrush.tsx +0 -77
  274. package/src/games/candy-crush/CandyCrushConstants.ts +0 -94
  275. package/src/games/candy-crush/CandyCrushGame.ts +0 -477
  276. package/src/games/candy-crush/CandyCrushScene.ts +0 -209
  277. package/src/games/car-racing/CarMeshes.ts +0 -440
  278. package/src/games/car-racing/CarRacing.tsx +0 -211
  279. package/src/games/car-racing/CarRacingConstants.ts +0 -167
  280. package/src/games/car-racing/CarRacingFacade.ts +0 -40
  281. package/src/games/car-racing/CarRacingGame.ts +0 -539
  282. package/src/games/car-racing/CarRacingScene.ts +0 -1026
  283. package/src/games/car-racing/CarRacingScenery.ts +0 -265
  284. package/src/games/chameleon-run/ChameleonRun.tsx +0 -96
  285. package/src/games/chameleon-run/ChameleonRunBackdrop.ts +0 -186
  286. package/src/games/chameleon-run/ChameleonRunConstants.ts +0 -47
  287. package/src/games/chameleon-run/ChameleonRunGame.ts +0 -309
  288. package/src/games/chameleon-run/ChameleonRunMeshes.ts +0 -305
  289. package/src/games/chameleon-run/ChameleonRunRules.ts +0 -252
  290. package/src/games/chameleon-run/ChameleonRunScene.ts +0 -310
  291. package/src/games/checkers/Checkers.tsx +0 -83
  292. package/src/games/checkers/CheckersAI.ts +0 -255
  293. package/src/games/checkers/CheckersConstants.ts +0 -68
  294. package/src/games/checkers/CheckersGame.ts +0 -322
  295. package/src/games/checkers/CheckersRules.ts +0 -167
  296. package/src/games/checkers/CheckersScene.ts +0 -308
  297. package/src/games/color-switch/ColorSwitch.tsx +0 -75
  298. package/src/games/color-switch/ColorSwitchConstants.ts +0 -61
  299. package/src/games/color-switch/ColorSwitchGame.ts +0 -329
  300. package/src/games/color-switch/ColorSwitchScene.ts +0 -220
  301. package/src/games/colors-sort/ColorsSort.tsx +0 -82
  302. package/src/games/colors-sort/ColorsSortConstants.ts +0 -119
  303. package/src/games/colors-sort/ColorsSortGame.ts +0 -246
  304. package/src/games/colors-sort/ColorsSortScene.ts +0 -315
  305. package/src/games/connect-em-all/ConnectEmAll.tsx +0 -70
  306. package/src/games/connect-em-all/ConnectEmAllConstants.ts +0 -77
  307. package/src/games/connect-em-all/ConnectEmAllGame.ts +0 -401
  308. package/src/games/connect-em-all/ConnectEmAllScene.ts +0 -235
  309. package/src/games/crossy-road/CrossyRoad.tsx +0 -74
  310. package/src/games/crossy-road/CrossyRoadCamera.ts +0 -59
  311. package/src/games/crossy-road/CrossyRoadConstants.ts +0 -132
  312. package/src/games/crossy-road/CrossyRoadGame.ts +0 -293
  313. package/src/games/crossy-road/CrossyRoadMeshes.ts +0 -195
  314. package/src/games/crossy-road/CrossyRoadPerson.ts +0 -198
  315. package/src/games/crossy-road/CrossyRoadRules.ts +0 -99
  316. package/src/games/crossy-road/CrossyRoadScene.ts +0 -355
  317. package/src/games/dino-jump/DinoJump.tsx +0 -77
  318. package/src/games/dino-jump/DinoJumpConstants.ts +0 -80
  319. package/src/games/dino-jump/DinoJumpGame.ts +0 -344
  320. package/src/games/dino-jump/DinoJumpScene.ts +0 -686
  321. package/src/games/dots-and-boxes/DotsAndBoxes.tsx +0 -83
  322. package/src/games/dots-and-boxes/DotsAndBoxesConstants.ts +0 -77
  323. package/src/games/dots-and-boxes/DotsAndBoxesGame.ts +0 -271
  324. package/src/games/dots-and-boxes/DotsAndBoxesScene.ts +0 -249
  325. package/src/games/falling-sticks/FallingSticks.tsx +0 -72
  326. package/src/games/falling-sticks/FallingSticksConstants.ts +0 -62
  327. package/src/games/falling-sticks/FallingSticksGame.ts +0 -220
  328. package/src/games/falling-sticks/FallingSticksRules.ts +0 -145
  329. package/src/games/falling-sticks/FallingSticksScene.ts +0 -245
  330. package/src/games/find-different-number/FindDifferentNumber.tsx +0 -74
  331. package/src/games/find-different-number/FindDifferentNumberConstants.ts +0 -74
  332. package/src/games/find-different-number/FindDifferentNumberGame.ts +0 -174
  333. package/src/games/find-different-number/FindDifferentNumberRules.ts +0 -43
  334. package/src/games/find-different-number/FindDifferentNumberScene.ts +0 -193
  335. package/src/games/flappy-bird/FlappyBird.tsx +0 -73
  336. package/src/games/flappy-bird/FlappyBirdConstants.ts +0 -95
  337. package/src/games/flappy-bird/FlappyBirdGame.ts +0 -375
  338. package/src/games/flappy-bird/FlappyBirdScene.ts +0 -630
  339. package/src/games/fruit-merger/FruitMerger.tsx +0 -73
  340. package/src/games/fruit-merger/FruitMergerConstants.ts +0 -102
  341. package/src/games/fruit-merger/FruitMergerGame.ts +0 -285
  342. package/src/games/fruit-merger/FruitMergerRules.ts +0 -286
  343. package/src/games/fruit-merger/FruitMergerScene.ts +0 -498
  344. package/src/games/fruit-ninja/FruitNinja.tsx +0 -129
  345. package/src/games/fruit-ninja/FruitNinjaConstants.ts +0 -107
  346. package/src/games/fruit-ninja/FruitNinjaGame.ts +0 -391
  347. package/src/games/fruit-ninja/FruitNinjaScene.ts +0 -319
  348. package/src/games/fruit-ninja/FruitNinjaWorld.ts +0 -17
  349. package/src/games/game-2048/Game2048.tsx +0 -84
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  354. package/src/games/knife-hit/KnifeHit.tsx +0 -78
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  358. package/src/games/ludo-king/LudoKing.tsx +0 -86
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  363. package/src/games/maze-runner/MazeRunner.tsx +0 -88
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@@ -1,323 +0,0 @@
1
- // Bluk's play, with no React: build a game with `createGame`, give it the view's size, `start` it and
2
- // `tick` it every frame. Drag to aim (a dotted arc shows the jump), let go to launch the block toward the
3
- // next pillar. Landing scores 1,000; landing in the gold sweet spot is a perfect landing worth 500 more
4
- // and builds a combo. Falling off ends the run; surviving the two minutes wins it.
5
- //
6
- // The rules are the original version's (BlukRules.ts): the same launches, flights, landings and pillars,
7
- // stepped at a fixed 60 Hz on the game's own clock (the original flight stepped once per display frame,
8
- // scaled to 60 Hz).
9
- import { type Camera, type DragEvent, World } from '@nayan-ui/engine';
10
- import type { GameTheme } from '../../services/ThemeService';
11
- import type { HudFeedback } from '../shared/EngineHud';
12
- import { type Config, FALL_DELAY, GAME_DURATION, MAX_PENDING_MS, START_COLOR, STEP_MS, STEP_TOLERANCE_MS } from './BlukConstants';
13
- import {
14
- type Course,
15
- type Flight,
16
- landingPoints,
17
- landOn,
18
- launchVelocity,
19
- newCourse,
20
- type Pillar,
21
- stepFlight,
22
- targetsAhead,
23
- tiltFor,
24
- trajectory
25
- } from './BlukRules';
26
- import {
27
- buildScene,
28
- fall,
29
- frame,
30
- hideArc,
31
- land,
32
- placeBlock,
33
- relax,
34
- removeScene,
35
- resetBlock,
36
- type Scene,
37
- showArc,
38
- squash,
39
- stretch,
40
- syncPillars
41
- } from './BlukScene';
42
-
43
- export type Phase = 'ready' | 'playing' | 'over';
44
- /** jump / land / perfect: the block's moves; fall: it went over the edge; gameOver: the run's lost a beat later. */
45
- export type GameEvent = 'jump' | 'land' | 'perfect' | 'fall' | 'gameOver';
46
- type Block = 'resting' | 'flying' | 'dead';
47
-
48
- const WORLD_CAPACITY = 600; // the sky and towers, the pillars, the block, the arc, and the bursts
49
- const CAMERA_TIME = 0.3; // the camera sliding on to a new pillar
50
-
51
- export function createGame(theme: GameTheme) {
52
- const world = new World(WORLD_CAPACITY);
53
- const camera: Camera = { eye: [0, 0, 300], target: [0, 0, 0], fov: 1, ortho: 1 };
54
- const g = {
55
- world,
56
- camera,
57
- theme,
58
- config: null as Config | null,
59
- scene: null as Scene | null,
60
- phase: 'ready' as Phase,
61
- course: null as Course | null,
62
- block: 'resting' as Block,
63
- flight: { x: 0, y: 0, vx: 0, vy: 0 } as Flight,
64
- /** The pillars this jump can land on (fixed at launch, as the original flight's were). */
65
- targets: [] as Pillar[],
66
- tilt: 0,
67
- /** Whether the board on screen has been played on (Start deals a fresh one if so). */
68
- dirty: false,
69
- /** Score and the countdown live in the engine (Rust), advanced by world.update. */
70
- get score() {
71
- return world.scoreboard.score;
72
- },
73
- combo: 0,
74
- colorIndex: START_COLOR,
75
- won: false,
76
- get timeLeft() {
77
- return world.scoreboard.shownSeconds;
78
- },
79
- /** The camera: where it is, and where it's sliding to (from, to, when it started). */
80
- camX: 0,
81
- camMove: null as { from: number; to: number; at: number } | null,
82
- /** Whether the finger has moved far enough to be aiming (the original pan only began after it moved). */
83
- aiming: false,
84
- pending: 0,
85
- /** Seconds on the game's clock, for the camera's slide. */
86
- clock: 0,
87
- // UI hooks, set by the screen.
88
- onPhase: (_p: Phase) => {},
89
- onScore: (_s: number) => {},
90
- onCombo: (_c: number) => {},
91
- onTime: (_t: number) => {},
92
- hudFeedback: {} as HudFeedback,
93
- onEvent: (_e: GameEvent) => {}
94
- };
95
- world.scoreboard.reset(0, GAME_DURATION);
96
- world.scoreboard.handlers = {
97
- onSecond: (t) => g.onTime(t),
98
- // Two minutes survived is a win
99
- onTimeUp: () => g.phase === 'playing' && g.block !== 'dead' && end(g, true)
100
- };
101
- return g;
102
- }
103
- export type Game = ReturnType<typeof createGame>;
104
-
105
- // ── Scene ─────────────────────────────────────────────────────────────
106
-
107
- /** Sizes the course for the view: a fresh board if none was played on yet, else the board rebuilt where it stands. */
108
- export function setLayout(g: Game, c: Config) {
109
- const changed = !g.config || g.config.width !== c.width || g.config.height !== c.height;
110
- g.config = c;
111
- if (!g.course || (changed && !g.dirty && g.phase === 'ready')) {
112
- deal(g);
113
- return;
114
- }
115
- rebuild(g);
116
- }
117
-
118
- export function setTheme(g: Game, theme: GameTheme) {
119
- g.theme = theme;
120
- if (g.config && g.scene) rebuild(g);
121
- }
122
-
123
- function rebuild(g: Game) {
124
- const { config: c, course: k } = g;
125
- if (!c || !k) return;
126
- if (g.scene) removeScene(g.world, g.scene);
127
- g.scene = buildScene(g.world, c, g.theme, k.pillars, [g.flight.x, g.flight.y], g.colorIndex);
128
- placeBlock(g.world, g.scene, g.flight.x, g.flight.y, g.tilt);
129
- frame(g.world, c, g.scene, g.camera, g.camX);
130
- }
131
-
132
- /** A fresh board: the first pillar under the anchor, the block resting on it, the camera at the start. */
133
- function deal(g: Game) {
134
- const c = g.config;
135
- if (!c) return;
136
- g.course = newCourse(c);
137
- const first = g.course.pillars[0]!;
138
- g.flight = { x: first.worldX, y: first.topY - c.blockSize / 2, vx: 0, vy: 0 };
139
- g.block = 'resting';
140
- g.tilt = 0;
141
- g.dirty = false;
142
- g.colorIndex = START_COLOR;
143
- g.camX = 0;
144
- g.camMove = null;
145
- g.pending = 0;
146
- g.world.cancelTimers();
147
- rebuild(g);
148
- if (g.scene) resetBlock(g.world, c, g.scene, g.colorIndex);
149
- }
150
-
151
- // ── Run ───────────────────────────────────────────────────────────────
152
-
153
- /** Starts play: on the board shown if it's fresh, on a fresh one if not (as the original game). */
154
- export function start(g: Game) {
155
- if (g.phase === 'playing' || !g.config) return;
156
- if (g.dirty || g.phase === 'over') deal(g);
157
- g.world.scoreboard.reset();
158
- g.world.scoreboard.startCountdown(GAME_DURATION);
159
- g.combo = 0;
160
- g.won = false;
161
- g.colorIndex = START_COLOR;
162
- g.phase = 'playing';
163
- g.onScore(0);
164
- g.onCombo(0);
165
- g.onTime(GAME_DURATION);
166
- g.hudFeedback.message = undefined;
167
- g.onPhase('playing');
168
- }
169
-
170
- /** A fresh board, not started (Stop, Play Again). The world, and the GPU view drawing it, are kept. */
171
- export function reset(g: Game) {
172
- g.world.scoreboard.reset(0, GAME_DURATION);
173
- g.combo = 0;
174
- g.won = false;
175
- g.phase = 'ready';
176
- deal(g);
177
- g.onScore(0);
178
- g.onCombo(0);
179
- g.onTime(GAME_DURATION);
180
- g.hudFeedback.message = undefined;
181
- g.onPhase('ready');
182
- }
183
-
184
- export function dispose(g: Game) {
185
- g.world.dispose();
186
- }
187
-
188
- export function tick(g: Game, dt: number) {
189
- if (g.world.isDisposed) return;
190
- g.clock += Math.min(dt, 0.25);
191
- // The flight, in fixed 60 Hz steps
192
- if (g.phase === 'playing' && g.block === 'flying') {
193
- let pending = Math.min(g.pending + dt * 1000, MAX_PENDING_MS);
194
- while (g.block === 'flying' && pending >= STEP_MS - STEP_TOLERANCE_MS) {
195
- pending -= STEP_MS;
196
- step(g);
197
- }
198
- g.pending = pending;
199
- if (g.block === 'flying' && g.scene) placeBlock(g.world, g.scene, g.flight.x, g.flight.y, g.tilt);
200
- }
201
- // The camera sliding on (an ease-out over 0.3 s)
202
- const m = g.camMove;
203
- if (m) {
204
- const t = Math.min(1, (g.clock - m.at) / CAMERA_TIME);
205
- g.camX = m.from + (m.to - m.from) * (1 - (1 - t) ** 3);
206
- if (t >= 1) g.camMove = null;
207
- }
208
- if (g.config && g.scene) frame(g.world, g.config, g.scene, g.camera, g.camX);
209
- g.world.update(dt);
210
- }
211
-
212
- function end(g: Game, won: boolean) {
213
- g.world.scoreboard.stop();
214
- g.won = won;
215
- g.phase = 'over';
216
- if (g.config && g.scene) hideArc(g.world, g.config, g.scene);
217
- g.onPhase('over');
218
- }
219
-
220
- function step(g: Game) {
221
- const c = g.config!;
222
- const k = g.course!;
223
- const { landed, fell } = stepFlight(c, g.flight, g.targets);
224
- g.tilt = tiltFor(g.flight.vy);
225
- if (landed >= 0) return arrive(g, k.current + 1 + landed);
226
- if (fell) {
227
- g.block = 'dead';
228
- // The clock stops with the block: a fall can't run out into a win
229
- g.world.scoreboard.stop();
230
- if (g.scene) fall(g.world, g.scene, g.tilt, g.colorIndex);
231
- g.onEvent('fall');
232
- g.world.after(FALL_DELAY, () => {
233
- if (g.phase !== 'playing') return;
234
- g.onEvent('gameOver');
235
- end(g, false);
236
- });
237
- }
238
- }
239
-
240
- /** Landed on a pillar: scored (perfect or not), the board moves on, the camera slides after it. */
241
- function arrive(g: Game, index: number) {
242
- const c = g.config!;
243
- const k = g.course!;
244
- const p = k.pillars[index]!;
245
- const x = g.flight.x;
246
- const { perfect, points, combo } = landingPoints(c, p, x, g.combo);
247
- const tilt = g.tilt;
248
- g.block = 'resting';
249
- g.flight.vx = 0;
250
- g.flight.vy = 0;
251
- g.tilt = 0;
252
- g.world.scoreboard.add(points);
253
- g.combo = combo;
254
- g.colorIndex = p.colorIndex;
255
- landOn(c, k, index);
256
- const { scene: s } = g;
257
- if (s) {
258
- placeBlock(g.world, s, x, g.flight.y, tilt); // snapped onto the top; the landing eases the tilt out
259
- land(g.world, c, s, x, p.topY, perfect, g.colorIndex);
260
- syncPillars(g.world, c, s, k.pillars);
261
- }
262
- g.camMove = { from: g.camX, to: p.worldX - c.anchorX, at: g.clock };
263
- g.onScore(g.score);
264
- g.onCombo(g.combo);
265
- if (perfect) {
266
- g.hudFeedback.message = 'PERFECT!';
267
- g.onEvent('perfect');
268
- } else g.onEvent('land');
269
- }
270
-
271
- // ── The finger ────────────────────────────────────────────────────────
272
-
273
- const PAN_SLOP = 10;
274
- const aimable = (g: Game) => g.phase === 'playing' && g.block === 'resting' && !!g.config && !!g.course;
275
-
276
- /** Dragging aims (the arc and a crouch follow the drag); letting go launches, if the drag was enough. */
277
- export function drag(g: Game, { phase, dx, dy, cancelled }: DragEvent) {
278
- const { config: c, scene: s } = g;
279
- if (!c || !s) return;
280
- if (phase === 'start') {
281
- g.aiming = false;
282
- return;
283
- }
284
- // A drag only aims once it's gone PAN_SLOP points (a tap never jumps, as the original pan didn't start for one)
285
- if (!g.aiming && Math.hypot(dx, dy) >= PAN_SLOP) g.aiming = true;
286
- if (!g.aiming) return;
287
- if (phase === 'end') g.aiming = false;
288
- if (!aimable(g)) {
289
- hideArc(g.world, c, s);
290
- return;
291
- }
292
- const v = launchVelocity(c, dx, dy);
293
- if (phase === 'move') {
294
- if (!v) {
295
- hideArc(g.world, c, s);
296
- squash(g.world, c, s, 0);
297
- return;
298
- }
299
- showArc(g.world, c, s, trajectory(c, v, g.flight.x, g.flight.y, targetsAhead(g.course!)));
300
- squash(g.world, c, s, (-0.16 * Math.hypot(v.vx, v.vy)) / c.maxLaunchSpeed);
301
- return;
302
- }
303
- hideArc(g.world, c, s);
304
- if (!v || cancelled) {
305
- relax(g.world, c, s);
306
- return;
307
- }
308
- launch(g, v.vx, v.vy);
309
- }
310
-
311
- /** The block leaves the pillar. */
312
- export function launch(g: Game, vx: number, vy: number) {
313
- const c = g.config;
314
- if (!c || !aimable(g)) return;
315
- g.flight.vx = vx;
316
- g.flight.vy = vy;
317
- g.targets = targetsAhead(g.course!);
318
- g.block = 'flying';
319
- g.dirty = true;
320
- g.pending = 0;
321
- if (g.scene) stretch(g.world, c, g.scene);
322
- g.onEvent('jump');
323
- }
@@ -1,154 +0,0 @@
1
- // Bluk's rules, with no React or engine: the launch from a drag, the flight one 60 Hz step at a time,
2
- // the landing test, the preview arc, and the pillars ahead. Ported from the original version's UI-thread
3
- // flight and its service (games/bluk), with the same random draws in the same order. Coordinates are
4
- // the original game's: view points, y down, x along the world.
5
- import {
6
- type Config,
7
- GRAVITY,
8
- LOOKAHEAD,
9
- MIN_LAUNCH_SPEED,
10
- PERFECT_BONUS,
11
- POINTS_PER_LAND,
12
- POWER_MULTIPLIER,
13
- TRAJECTORY_DOTS,
14
- TRAJECTORY_STEP
15
- } from './BlukConstants';
16
-
17
- export type Pillar = { id: string; worldX: number; topY: number; width: number; colorIndex: number };
18
- export type Velocity = { vx: number; vy: number };
19
-
20
- /** The launch for a drag (it always goes forward and up), or null for a drag too small to count. */
21
- export function launchVelocity(c: Config, dx: number, dy: number): Velocity | null {
22
- let vx = Math.max(dx * POWER_MULTIPLIER, 0);
23
- let vy = Math.min(dy * POWER_MULTIPLIER, -3);
24
- let speed = Math.sqrt(vx * vx + vy * vy);
25
- if (speed < 1) return null;
26
- if (speed < MIN_LAUNCH_SPEED) {
27
- const s = MIN_LAUNCH_SPEED / speed;
28
- vx *= s;
29
- vy *= s;
30
- speed = MIN_LAUNCH_SPEED;
31
- }
32
- if (speed > c.maxLaunchSpeed) {
33
- const s = c.maxLaunchSpeed / speed;
34
- vx *= s;
35
- vy *= s;
36
- }
37
- return { vx, vy };
38
- }
39
-
40
- /** The pillar a descending block (centre x, from prevY to y) lands on, if any: it must cross the top with enough overlap. */
41
- export function landingOn(c: Config, targets: Pillar[], x: number, prevY: number, y: number): number {
42
- const half = c.blockSize / 2;
43
- for (let j = 0; j < targets.length; j++) {
44
- const p = targets[j]!;
45
- if (!(prevY + half <= p.topY && y + half >= p.topY)) continue;
46
- if (Math.abs(x - p.worldX) <= p.width / 2 + half * 0.4) return j;
47
- }
48
- return -1;
49
- }
50
-
51
- /** The block's flight: centre and velocity. */
52
- export type Flight = { x: number; y: number; vx: number; vy: number };
53
-
54
- /** One 60 Hz step: falls, moves; says which target it landed on (the block snapped onto it), or that it fell, or neither. */
55
- export function stepFlight(c: Config, f: Flight, targets: Pillar[]): { landed: number; fell: boolean } {
56
- const prevY = f.y;
57
- f.vy += GRAVITY;
58
- f.x += f.vx;
59
- f.y += f.vy;
60
- if (f.vy > 0) {
61
- const j = landingOn(c, targets, f.x, prevY, f.y);
62
- if (j >= 0) {
63
- f.y = targets[j]!.topY - c.blockSize / 2;
64
- return { landed: j, fell: false };
65
- }
66
- }
67
- return { landed: -1, fell: f.y > c.fallThresholdY };
68
- }
69
-
70
- /** The tilt in flight: leaning forward going up, back coming down. */
71
- export const tiltFor = (vy: number) => Math.max(-0.35, Math.min(0.35, vy * 0.025));
72
-
73
- /** The preview arc's points [x0, y0, x1, y1, ...] (world x, view y), ending where it would land. */
74
- export function trajectory(c: Config, v: Velocity, startX: number, startY: number, targets: Pillar[]): number[] {
75
- const pts: number[] = [];
76
- let px = startX;
77
- let py = startY;
78
- let pvy = v.vy;
79
- for (let i = 0; i < TRAJECTORY_DOTS * TRAJECTORY_STEP; i++) {
80
- const prev = py;
81
- pvy += GRAVITY;
82
- px += v.vx;
83
- py += pvy;
84
- if (pvy > 0) {
85
- const j = landingOn(c, targets, px, prev, py);
86
- if (j >= 0) {
87
- pts.push(px, targets[j]!.topY - c.blockSize / 2);
88
- break;
89
- }
90
- }
91
- if (i % TRAJECTORY_STEP === 0) pts.push(px, py);
92
- if (py > c.fallThresholdY) break;
93
- }
94
- return pts;
95
- }
96
-
97
- /** The run of pillars: where you stand, how many you've landed on (it gets harder), and the ids handed out. */
98
- export type Course = { pillars: Pillar[]; current: number; landed: number; seq: number };
99
-
100
- function makePillar(c: Config, k: Course, worldX: number, width: number): Pillar {
101
- const topY = c.pillarTopMin + Math.random() * (c.pillarTopMax - c.pillarTopMin);
102
- const p = { id: `pillar-${k.seq}`, worldX, topY: Math.round(topY), width: Math.round(width), colorIndex: k.seq % 8 };
103
- k.seq++;
104
- return p;
105
- }
106
-
107
- function appendPillar(c: Config, k: Course) {
108
- const last = k.pillars[k.pillars.length - 1]!;
109
- // Narrower as the run goes on
110
- const shrink = Math.min(k.landed * c.widthShrinkPerScore, c.widthShrinkMax);
111
- const max = Math.max(c.pillarMinWidth, c.pillarMaxWidth - shrink);
112
- const width = c.pillarMinWidth + Math.random() * (max - c.pillarMinWidth);
113
- // Wider gaps as it goes on, but never so far the next pillar leaves the screen
114
- const growth = Math.min(k.landed * c.gapGrowthPerScore, c.gapGrowthMax);
115
- const wanted = c.gapMin + growth + Math.random() * (c.gapMax - c.gapMin);
116
- const visible = c.width - c.viewportMargin - c.pillarDepth - width - (c.anchorX + last.width / 2);
117
- const gap = Math.max(c.gapMin, Math.min(wanted, visible));
118
- k.pillars.push(makePillar(c, k, last.worldX + last.width / 2 + gap + width / 2, width));
119
- }
120
-
121
- function ensureAhead(c: Config, k: Course) {
122
- while (k.pillars.length - 1 - k.current < LOOKAHEAD) appendPillar(c, k);
123
- }
124
-
125
- /** A fresh run: the first pillar (at its widest) under the view's anchor, and four ahead. */
126
- export function newCourse(c: Config): Course {
127
- const k: Course = { pillars: [], current: 0, landed: 0, seq: 0 };
128
- k.pillars.push(makePillar(c, k, c.anchorX, c.pillarMaxWidth));
129
- ensureAhead(c, k);
130
- return k;
131
- }
132
-
133
- /** The pillars a jump can land on: everything ahead of the current one. */
134
- export const targetsAhead = (k: Course) => k.pillars.slice(k.current + 1);
135
-
136
- /** Landed on a pillar: it's the current one now; more are made ahead and old ones behind dropped (one kept). */
137
- export function landOn(c: Config, k: Course, index: number) {
138
- k.current = index;
139
- k.landed++;
140
- ensureAhead(c, k);
141
- const keepFrom = Math.max(0, k.current - 1);
142
- if (keepFrom > 0) {
143
- k.pillars.splice(0, keepFrom);
144
- k.current -= keepFrom;
145
- }
146
- }
147
-
148
- /** A landing's points: perfect (within the sweet spot) adds the bonus and grows the combo. */
149
- export function landingPoints(c: Config, p: Pillar, x: number, combo: number): { perfect: boolean; points: number; combo: number } {
150
- const perfect = Math.abs(x - p.worldX) <= c.sweetSpotWidth / 2;
151
- if (!perfect) return { perfect, points: POINTS_PER_LAND, combo: 0 };
152
- const next = combo + 1;
153
- return { perfect, points: POINTS_PER_LAND + PERFECT_BONUS + (next - 1) * 5, combo: next };
154
- }