@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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@@ -1,103 +0,0 @@
1
- // Bubble Shooter's rules, timings, colors and layout. Rules, scoring, physics and layout match the original
2
- // version (games/bubble-shooter), so scores and feel carry over.
3
- import { isTablet } from '../../services/UtilsService';
4
- import { getSceneInputInsets } from '../shared/EngineHud';
5
- import { frontLight, gameWidthFor } from '../shared/EngineUtils';
6
-
7
- // ── Rules ─────────────────────────────────────────────────────────────
8
-
9
- export const ROW_COUNT = 5; // pyramid rows: 9 bubbles on top, one fewer each row down
10
- export const COLS_PER_ROW = 9;
11
- export const COLOR_COUNT = 4; // the first four of BUBBLE_COLORS
12
- export const MIN_MATCH = 3;
13
- export const POINTS_PER_BUBBLE = 200;
14
- export const TIME_LIMIT = 300; // seconds
15
-
16
- export const BUBBLE_COLORS = ['#FF3B3B', '#32CD32', '#FFD700', '#4DA6FF', '#BF5AF2'] as const;
17
-
18
- // ── Physics (points; tuned per 60 fps frame, as the original version) ────
19
-
20
- export const SHOT_SPEED = 20; // points per frame
21
- export const FRAME_TIME = 1 / 60;
22
- export const MAX_AIM_ANGLE = Math.PI * 0.4;
23
- export const TOP_BOUNDARY = 10; // the ceiling, from the board's top
24
- const BUBBLE_SPACING = 2;
25
-
26
- // ── Feel (seconds) ────────────────────────────────────────────────────
27
-
28
- export const SNAP_FROM = 0.55; // a landed bubble pops up from this much of its size
29
- export const POP_SPRING = { damping: 9, stiffness: 280 };
30
- export const INTRO_SPRING = { damping: 12, stiffness: 200 };
31
- export const INTRO_ROW_STAGGER = 0.055; // a fresh board fills from the top row down...
32
- export const INTRO_SWEEP = 0.0006; // ...sweeping out from the centre (seconds per point)
33
- export const LOAD_FROM = 0.4; // the shooter's bubble springs up from this much as it's loaded
34
- export const NEXT_DELAY = 0.08;
35
- export const BURST_TIME = 0.45; // a popped bubble's pop: swell, flash, settle, shrink away
36
-
37
- // Aim guide: dots from the shooter, brighter near it
38
- export const AIM_DOT_COUNT = 40;
39
- export const AIM_DOT_SPACING = 18;
40
- export const AIM_DOT_RADIUS_START = 3;
41
- export const AIM_DOT_RADIUS_END = 1.5;
42
- export const AIM_ALPHA_NEAR = 0.6;
43
- export const AIM_ALPHA_FAR = 0.3;
44
-
45
- // ── Look ──────────────────────────────────────────────────────────────
46
-
47
- // Lit from the top-left like the original sprites' highlight; flat surfaces keep their exact color.
48
- export const LIGHT = frontLight([-0.45, 0.6, 1], 0.45);
49
- export const BUBBLE_SHINE = 0.4; // same as Connect Em All's dots (the meshes are shared)
50
-
51
- export const CLASSIC_BOARD = 'rgba(255, 255, 255, 0.30)';
52
- export const CLASSIC_BORDER = 'rgba(255, 255, 255, 0.35)';
53
- export const CLASSIC_AIM = '#ffffff';
54
- export const CLASSIC_RADIUS = 16;
55
- export const THEMED_RADIUS = 8;
56
-
57
- // ── Layout (points; same arithmetic as the original version) ──────────────
58
-
59
- const GRID_HEIGHT = isTablet ? 650 : 500;
60
-
61
- export type Layout = {
62
- /** The GameView's size. */
63
- width: number;
64
- height: number;
65
- /** The board fits between the shared HUD and controls, independently of its full-width background. */
66
- boardLeft: number;
67
- boardTop: number;
68
- boardWidth: number;
69
- boardHeight: number;
70
- radius: number;
71
- /** From one bubble's centre to its neighbour's. */
72
- diameter: number;
73
- /** Where shots leave from and aim is measured. All positions are board points, from its top-left. */
74
- shooterX: number;
75
- shooterY: number;
76
- /** Where a shot's centre stays between (it bounces off the side walls). */
77
- minX: number;
78
- maxX: number;
79
- };
80
-
81
- export function getLayout(width: number, height: number, offset: number): Layout {
82
- const boardWidth = gameWidthFor(width);
83
- const insets = getSceneInputInsets(offset);
84
- const top = insets.top + 4;
85
- const room = Math.max(1, height - top - insets.bottom - 10);
86
- const boardLeft = (width - boardWidth) / 2;
87
- const radius = Math.floor(boardWidth / COLS_PER_ROW / 2 - BUBBLE_SPACING);
88
- const boardHeight = Math.min(GRID_HEIGHT, room);
89
- return {
90
- width,
91
- height,
92
- boardLeft,
93
- boardTop: top + (room - boardHeight) / 2,
94
- boardWidth,
95
- boardHeight,
96
- radius,
97
- diameter: (radius + BUBBLE_SPACING) * 2,
98
- shooterX: boardWidth / 2,
99
- shooterY: boardHeight - 40,
100
- minX: radius,
101
- maxX: boardWidth - radius
102
- };
103
- }
@@ -1,459 +0,0 @@
1
- // Bubble Shooter's rules, with no React: build a run with `createGame`, give it a layout, `start` it
2
- // and `tick` it every frame. Aim from the shooter at the bottom and let go (or tap) to fire; the shot
3
- // bounces off the side walls and sticks where it touches a bubble or the ceiling. Three or more
4
- // touching bubbles of one color pop for 200 each. Clear the board to win; when time runs out it's
5
- // over. The shooter only ever loads colors still on the board. Positions are board points (from its
6
- // top-left), and the shot's physics and snapping are the original version's.
7
- import { type Camera, type Entity, World } from '@nayan-ui/engine';
8
- import type { GameTheme } from '../../services/ThemeService';
9
- import { introPlayed } from '../shared/EngineUtils';
10
- import {
11
- AIM_DOT_COUNT,
12
- AIM_DOT_RADIUS_END,
13
- AIM_DOT_RADIUS_START,
14
- AIM_DOT_SPACING,
15
- COLOR_COUNT,
16
- COLS_PER_ROW,
17
- FRAME_TIME,
18
- INTRO_ROW_STAGGER,
19
- INTRO_SPRING,
20
- INTRO_SWEEP,
21
- type Layout,
22
- LOAD_FROM,
23
- MAX_AIM_ANGLE,
24
- MIN_MATCH,
25
- NEXT_DELAY,
26
- POINTS_PER_BUBBLE,
27
- POP_SPRING,
28
- ROW_COUNT,
29
- SHOT_SPEED,
30
- SNAP_FROM,
31
- TIME_LIMIT,
32
- TOP_BOUNDARY
33
- } from './BubbleShooterConstants';
34
- import {
35
- aimColor,
36
- bubbleColor,
37
- bubblePosition,
38
- bubbleSize,
39
- buildScenery,
40
- placeAimDots,
41
- popBubble,
42
- removeScenery,
43
- type Scenery,
44
- setSceneryTheme,
45
- spawnAimDots,
46
- spawnBubble
47
- } from './BubbleShooterScene';
48
-
49
- export type Phase = 'ready' | 'playing' | 'over';
50
-
51
- type Bubble = { x: number; y: number; color: number; row: number; entity: Entity | null };
52
- type Shot = { x: number; y: number; vx: number; vy: number; color: number; entity: Entity };
53
-
54
- const WORLD_CAPACITY = 600; // bubbles, aim dots, shooter, scenery, bursts
55
- const NEXT_SCALE = 0.6;
56
-
57
- const pick = <T>(items: readonly T[]) => items[Math.floor(Math.random() * items.length)]!;
58
- const randomColor = () => Math.floor(Math.random() * COLOR_COUNT);
59
-
60
- /** The starting pyramid: 9 bubbles across the top, one fewer each row, each row nested into the gaps above. */
61
- function generateBoard(l: Layout): Bubble[] {
62
- const d = l.diameter;
63
- const startX = (l.boardWidth - COLS_PER_ROW * d) / 2 + l.radius;
64
- const bubbles: Bubble[] = [];
65
- for (let row = 0; row < ROW_COUNT; row++) {
66
- for (let col = 0; col < COLS_PER_ROW - row; col++) {
67
- bubbles.push({ x: startX + row * (d / 2) + col * d, y: row * d * 0.866 + l.radius + 5, color: randomColor(), row, entity: null });
68
- }
69
- }
70
- return bubbles;
71
- }
72
-
73
- export function createGame(theme: GameTheme) {
74
- const world = new World(WORLD_CAPACITY);
75
- const camera: Camera = { eye: [0, 0, 400], target: [0, 0, 0], fov: 1, ortho: 1 };
76
- const g = {
77
- world,
78
- camera,
79
- theme,
80
- layout: null as Layout | null,
81
- scenery: null as Scenery | null,
82
- phase: 'ready' as Phase,
83
- /** Score and the countdown live in the engine (Rust), advanced by world.update. */
84
- get score() {
85
- return world.scoreboard.score;
86
- },
87
- get timeLeft() {
88
- return world.scoreboard.shownSeconds;
89
- },
90
- won: false,
91
- /** Built for the first layout (positions depend on the bubble size). */
92
- bubbles: null as Bubble[] | null,
93
- /** The shooter's loaded color and the one after it. */
94
- current: 0,
95
- next: 0,
96
- currentEntity: null as Entity | null,
97
- nextEntity: null as Entity | null,
98
- aimDots: [] as Entity[],
99
- /** Aim, radians from straight up (right is positive). */
100
- angle: 0,
101
- shot: null as Shot | null,
102
- /** The next board to appear fills in. */
103
- intro: true,
104
- /** Game seconds the current intro has been playing (-1 until its board spawns). */
105
- introAge: -1,
106
- // UI hooks, set by the screen.
107
- onPhase: (_p: Phase) => {},
108
- onScore: (_s: number) => {},
109
- onTime: (_t: number) => {},
110
- onBubbles: (_n: number) => {},
111
- onShoot: () => {},
112
- onPop: () => {},
113
- onWin: () => {},
114
- onLose: () => {}
115
- };
116
- world.scoreboard.reset(0, TIME_LIMIT);
117
- world.scoreboard.handlers = {
118
- onSecond: (t) => g.onTime(t),
119
- onTimeUp: () => g.phase === 'playing' && end(g, false)
120
- };
121
- return g;
122
- }
123
- export type Game = ReturnType<typeof createGame>;
124
-
125
- // ── Scene ─────────────────────────────────────────────────────────────
126
-
127
- /** Lays the scene out for the view (first layout, header height, rotation): rebuilt from the run's state. */
128
- export function setLayout(g: Game, l: Layout) {
129
- const w = g.world;
130
- const old = g.layout;
131
- if (g.scenery) removeScenery(w, g.scenery);
132
- for (const e of [...g.aimDots, g.currentEntity, g.nextEntity]) if (e != null) w.despawn(e);
133
- cancelShot(g);
134
- g.layout = l;
135
- g.camera.ortho = l.height / 2;
136
- g.scenery = buildScenery(w, l, g.theme);
137
- g.aimDots = spawnAimDots(w);
138
- if (!g.bubbles) {
139
- newBoard(g);
140
- } else {
141
- // A new bubble size (rotation) scales the board's positions with it
142
- const k = old ? l.diameter / old.diameter : 1;
143
- for (const b of g.bubbles) {
144
- if (b.entity != null) w.despawn(b.entity);
145
- b.x *= k;
146
- b.y *= k;
147
- }
148
- spawnBubbles(g);
149
- }
150
- spawnShooter(g);
151
- drawAim(g);
152
- }
153
-
154
- /** A new theme: the background, board and aim dots are repainted; the run carries on. */
155
- export function setTheme(g: Game, theme: GameTheme) {
156
- g.theme = theme;
157
- if (!g.layout || !g.scenery || g.world.isDisposed) return;
158
- setSceneryTheme(g.world, g.layout, g.scenery, theme);
159
- drawAim(g);
160
- }
161
-
162
- /** Spawns every bubble; a new board fills in from the top row down, sweeping out from the centre. */
163
- function spawnBubbles(g: Game) {
164
- const l = g.layout;
165
- if (!l || !g.bubbles) return;
166
- const intro = g.intro;
167
- if (intro) g.introAge = 0;
168
- for (const b of g.bubbles) {
169
- b.entity = spawnBubble(g.world, l, b.color, b.x, b.y, intro ? 0 : 1);
170
- if (intro) {
171
- const delay = b.row * INTRO_ROW_STAGGER + Math.abs(b.x - l.shooterX) * INTRO_SWEEP;
172
- g.world.animate(b.entity, { scale: bubbleSize(l) }, { spring: INTRO_SPRING, delay });
173
- }
174
- }
175
- }
176
-
177
- function spawnShooter(g: Game) {
178
- const l = g.layout!;
179
- const w = g.world;
180
- g.currentEntity = spawnBubble(w, l, g.current, l.shooterX, l.shooterY + 20);
181
- g.nextEntity = spawnBubble(w, l, g.next, l.shooterX + 50, l.shooterY + 20, NEXT_SCALE);
182
- }
183
-
184
- /** The shooter shows its (new) colors; `load` springs them up as they're loaded. */
185
- function showShooter(g: Game, load: boolean) {
186
- const l = g.layout;
187
- const w = g.world;
188
- if (!l || g.currentEntity == null || g.nextEntity == null) return;
189
- const size = bubbleSize(l);
190
- w.set(g.currentEntity, { color: bubbleColor(g.current) });
191
- w.set(g.nextEntity, { color: bubbleColor(g.next) });
192
- if (!load) return;
193
- w.set(g.currentEntity, { scale: size * LOAD_FROM });
194
- w.animate(g.currentEntity, { scale: size }, { spring: POP_SPRING });
195
- w.set(g.nextEntity, { scale: 0 });
196
- w.animate(g.nextEntity, { scale: size * NEXT_SCALE }, { spring: POP_SPRING, delay: NEXT_DELAY });
197
- }
198
-
199
- /** Deals a fresh pyramid and loads the shooter from its colors. */
200
- function newBoard(g: Game) {
201
- const l = g.layout;
202
- if (!l) {
203
- g.bubbles = null;
204
- return;
205
- }
206
- if (g.bubbles) for (const b of g.bubbles) if (b.entity != null) g.world.despawn(b.entity);
207
- g.bubbles = generateBoard(l);
208
- const colors = boardColors(g);
209
- g.current = pick(colors);
210
- g.next = pick(colors);
211
- g.intro = true;
212
- spawnBubbles(g);
213
- g.onBubbles(g.bubbles.length);
214
- }
215
-
216
- const boardColors = (g: Game) => [...new Set((g.bubbles ?? []).map((b) => b.color))];
217
-
218
- // ── Run ───────────────────────────────────────────────────────────────
219
-
220
- export function start(g: Game) {
221
- if (g.phase !== 'ready') return;
222
- if (g.layout && !g.bubbles?.length) {
223
- newBoard(g);
224
- showShooter(g, false);
225
- }
226
- g.phase = 'playing';
227
- g.world.scoreboard.startCountdown(TIME_LIMIT);
228
- g.onPhase('playing');
229
- }
230
-
231
- /** A new board and timer (Stop, Play Again). The world, and the GPU view drawing it, are kept. */
232
- export function reset(g: Game) {
233
- cancelShot(g);
234
- newBoard(g);
235
- showShooter(g, false);
236
- g.angle = 0;
237
- drawAim(g);
238
- g.world.scoreboard.reset(0, TIME_LIMIT);
239
- g.won = false;
240
- g.phase = 'ready';
241
- g.onScore(0);
242
- g.onTime(TIME_LIMIT);
243
- g.onPhase('ready');
244
- }
245
-
246
- export function dispose(g: Game) {
247
- g.shot = null;
248
- g.world.dispose();
249
- }
250
-
251
- function end(g: Game, won: boolean) {
252
- g.world.scoreboard.stop();
253
- cancelShot(g);
254
- g.won = won;
255
- g.phase = 'over';
256
- g.angle = 0;
257
- drawAim(g);
258
- if (won) g.onWin();
259
- else g.onLose();
260
- g.onPhase('over');
261
- }
262
-
263
- export function tick(g: Game, dt: number) {
264
- if (g.world.isDisposed) return;
265
- introPlayed(g, dt);
266
- // The shot's speed is per 60 fps frame; clamped so a resume can't fling it through the board
267
- if (g.shot) stepShot(g, Math.min(dt, FRAME_TIME * 3) / FRAME_TIME);
268
- g.world.update(dt);
269
- }
270
-
271
- // ── Aiming and firing ─────────────────────────────────────────────────
272
-
273
- /** Aims at a view point (a finger), clamped to ±72° from straight up. */
274
- export function aimAt(g: Game, x: number, y: number) {
275
- const l = g.layout;
276
- if (!l || g.phase !== 'playing') return;
277
- const dx = x - l.boardLeft - l.shooterX;
278
- const dy = y - l.boardTop - l.shooterY;
279
- g.angle = Math.max(-MAX_AIM_ANGLE, Math.min(MAX_AIM_ANGLE, Math.atan2(dx, -dy)));
280
- drawAim(g);
281
- }
282
-
283
- /** The dotted guide from the shooter along the aim: bounces off the walls, stops at the ceiling or a bubble. */
284
- function drawAim(g: Game) {
285
- const l = g.layout;
286
- if (!l) return;
287
- const points: number[] = [];
288
- if (!g.shot) {
289
- const hitSq = (l.radius * 2) ** 2;
290
- let x = l.shooterX;
291
- let y = l.shooterY;
292
- let angle = g.angle;
293
- for (let i = 1; i <= AIM_DOT_COUNT; i++) {
294
- let nx = x + Math.sin(angle) * AIM_DOT_SPACING;
295
- const ny = y - Math.cos(angle) * AIM_DOT_SPACING;
296
- if (nx < l.minX) {
297
- nx = l.minX + (l.minX - nx);
298
- angle = -angle;
299
- } else if (nx > l.maxX) {
300
- nx = l.maxX - (nx - l.maxX);
301
- angle = -angle;
302
- }
303
- if (ny < TOP_BOUNDARY) break;
304
- points.push(nx, ny, AIM_DOT_RADIUS_START - (i / AIM_DOT_COUNT) * (AIM_DOT_RADIUS_START - AIM_DOT_RADIUS_END));
305
- if (g.bubbles?.some((b) => (nx - b.x) ** 2 + (ny - b.y) ** 2 < hitSq)) break;
306
- x = nx;
307
- y = ny;
308
- }
309
- }
310
- placeAimDots(g.world, l, g.aimDots, points, aimColor(g.theme));
311
- }
312
-
313
- /** Fires the loaded bubble along the aim; the next one loads, from the colors on the board. */
314
- export function fire(g: Game) {
315
- const l = g.layout;
316
- if (!l || g.phase !== 'playing' || g.shot) return;
317
- g.shot = {
318
- x: l.shooterX,
319
- y: l.shooterY,
320
- vx: Math.sin(g.angle) * SHOT_SPEED,
321
- vy: -Math.cos(g.angle) * SHOT_SPEED,
322
- color: g.current,
323
- entity: spawnBubble(g.world, l, g.current, l.shooterX, l.shooterY)
324
- };
325
- const colors = boardColors(g);
326
- g.current = g.next;
327
- if (colors.length) {
328
- if (!colors.includes(g.current)) g.current = pick(colors);
329
- g.next = pick(colors);
330
- }
331
- showShooter(g, true);
332
- drawAim(g); // hidden while the shot flies
333
- g.onShoot();
334
- }
335
-
336
- function cancelShot(g: Game) {
337
- if (g.shot) g.world.despawn(g.shot.entity);
338
- g.shot = null;
339
- }
340
-
341
- /** Moves the shot `frames` 60 fps frames on, in sub-steps of half a radius so it can't skip a bubble. */
342
- function stepShot(g: Game, frames: number) {
343
- const l = g.layout!;
344
- const s = g.shot!;
345
- const hitSq = (l.radius * 2) ** 2;
346
- const mx = s.vx * frames;
347
- const my = s.vy * frames;
348
- const steps = Math.max(1, Math.ceil(Math.hypot(mx, my) / (l.radius * 0.5)));
349
- let sign = 1;
350
- for (let i = 0; i < steps; i++) {
351
- s.x += (mx / steps) * sign;
352
- s.y += my / steps;
353
- // Off a side wall: reflect what overshot and carry on the other way
354
- if (s.x < l.minX) {
355
- s.x = l.minX + (l.minX - s.x);
356
- sign = -sign;
357
- } else if (s.x > l.maxX) {
358
- s.x = l.maxX - (s.x - l.maxX);
359
- sign = -sign;
360
- }
361
- let hit = s.y - l.radius <= TOP_BOUNDARY;
362
- if (hit) s.y = TOP_BOUNDARY + l.radius;
363
- else hit = g.bubbles!.some((b) => (s.x - b.x) ** 2 + (s.y - b.y) ** 2 <= hitSq);
364
- if (hit) {
365
- land(g, s.x, s.y);
366
- return;
367
- }
368
- }
369
- if (sign < 0) s.vx = -s.vx;
370
- g.world.set(s.entity, { position: bubblePosition(l, s.x, s.y) });
371
- }
372
-
373
- // ── Landing ───────────────────────────────────────────────────────────
374
-
375
- /**
376
- * Where a shot that stopped at (x, y) settles: a bubble's width out from the nearest bubble, toward
377
- * where it hit; where it is if that's the ceiling with nothing near (the original version's snapping).
378
- */
379
- function snapPoint(g: Game, x: number, y: number): [number, number] {
380
- const l = g.layout!;
381
- const d = l.diameter;
382
- const minY = TOP_BOUNDARY + l.radius;
383
- const cx = Math.max(l.minX, Math.min(l.maxX, x));
384
- const cy = Math.max(minY, y);
385
- let nearest: Bubble | null = null;
386
- let best = Infinity;
387
- for (const b of g.bubbles!) {
388
- const dist = (cx - b.x) ** 2 + (cy - b.y) ** 2;
389
- if (dist < best) {
390
- best = dist;
391
- nearest = b;
392
- }
393
- }
394
- if (!nearest || best > (d * 2) ** 2) return [cx, cy];
395
- const dx = cx - nearest.x;
396
- const dy = cy - nearest.y;
397
- const dist = Math.hypot(dx, dy);
398
- let sx = dist < 0.1 ? nearest.x : nearest.x + (dx / dist) * d;
399
- let sy = dist < 0.1 ? nearest.y + d : nearest.y + (dy / dist) * d;
400
- sx = Math.max(l.minX, Math.min(l.maxX, sx));
401
- sy = Math.max(minY, Math.min(nearest.y + d * 2, sy));
402
- return [sx, sy];
403
- }
404
-
405
- /** Bubbles of `start`'s color joined to it through each other (centres within 2.5 radii). */
406
- function connected(g: Game, start: Bubble): Bubble[] {
407
- const reach = (g.layout!.radius * 2.5) ** 2;
408
- const found = new Set<Bubble>([start]);
409
- const queue = [start];
410
- for (let head = 0; head < queue.length; head++) {
411
- const c = queue[head]!;
412
- for (const b of g.bubbles!) {
413
- if (b.color !== start.color || found.has(b)) continue;
414
- if ((c.x - b.x) ** 2 + (c.y - b.y) ** 2 < reach) {
415
- found.add(b);
416
- queue.push(b);
417
- }
418
- }
419
- }
420
- return [...found];
421
- }
422
-
423
- function land(g: Game, x: number, y: number) {
424
- const l = g.layout!;
425
- const w = g.world;
426
- const shot = g.shot!;
427
- g.shot = null;
428
- const [sx, sy] = snapPoint(g, x, y);
429
- // The shot becomes the board's bubble, popping into place
430
- const bubble: Bubble = { x: sx, y: sy, color: shot.color, row: 0, entity: shot.entity };
431
- w.set(shot.entity, { position: bubblePosition(l, sx, sy), scale: bubbleSize(l) * SNAP_FROM });
432
- w.animate(shot.entity, { scale: bubbleSize(l) }, { spring: POP_SPRING });
433
- g.bubbles!.push(bubble);
434
-
435
- const group = connected(g, bubble);
436
- if (group.length >= MIN_MATCH) {
437
- const gone = new Set(group);
438
- g.bubbles = g.bubbles!.filter((b) => !gone.has(b));
439
- for (const b of group) {
440
- if (b.entity != null) popBubble(w, l, b.entity, b.color, b.x, b.y);
441
- b.entity = null;
442
- }
443
- g.onScore(g.world.scoreboard.add(group.length * POINTS_PER_BUBBLE));
444
- g.onPop();
445
- // The shooter only holds colors still on the board
446
- const colors = boardColors(g);
447
- if (colors.length && (!colors.includes(g.current) || !colors.includes(g.next))) {
448
- if (!colors.includes(g.current)) g.current = pick(colors);
449
- if (!colors.includes(g.next)) g.next = pick(colors);
450
- showShooter(g, true);
451
- }
452
- }
453
- g.onBubbles(g.bubbles!.length);
454
- if (g.bubbles!.length === 0 && g.phase === 'playing') {
455
- end(g, true);
456
- return;
457
- }
458
- drawAim(g);
459
- }