@nayan-ui/games 1.20.0 → 1.21.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/lib/module/games/arrows/Arrows.js +1 -1
- package/lib/module/games/arrows/ArrowsScene.js +1 -1
- package/lib/module/games/balloon-blaster/BalloonBlaster.js +1 -1
- package/lib/module/games/balloon-blaster/BalloonBlasterScene.js +1 -1
- package/lib/module/games/bike-racing/BikeMeshes.js +1 -1
- package/lib/module/games/bike-racing/BikeRacing.js +1 -1
- package/lib/module/games/bike-racing/BikeRacingConstants.js +1 -1
- package/lib/module/games/bike-racing/BikeRacingScene.js +1 -1
- package/lib/module/games/block-blast/BlockBlast.js +1 -1
- package/lib/module/games/block-blast/BlockBlastScene.js +1 -1
- package/lib/module/games/block-breaker/BlockBreaker.js +1 -1
- package/lib/module/games/block-breaker/BlockBreakerScene.js +1 -1
- package/lib/module/games/bluk/Bluk.js +1 -1
- package/lib/module/games/bluk/BlukScene.js +1 -1
- package/lib/module/games/bubble-shooter/BubbleShooter.js +1 -1
- package/lib/module/games/bubble-shooter/BubbleShooterScene.js +1 -1
- package/lib/module/games/candy-crush/CandyCrush.js +1 -1
- package/lib/module/games/candy-crush/CandyCrushScene.js +1 -1
- package/lib/module/games/car-racing/CarMeshes.js +1 -1
- package/lib/module/games/car-racing/CarRacing.js +1 -1
- package/lib/module/games/car-racing/CarRacingScene.js +1 -1
- package/lib/module/games/chameleon-run/ChameleonRun.js +1 -1
- package/lib/module/games/chameleon-run/ChameleonRunBackdrop.js +1 -1
- package/lib/module/games/chameleon-run/ChameleonRunMeshes.js +1 -1
- package/lib/module/games/checkers/Checkers.js +1 -1
- package/lib/module/games/checkers/CheckersScene.js +1 -1
- package/lib/module/games/color-switch/ColorSwitch.js +1 -1
- package/lib/module/games/color-switch/ColorSwitchScene.js +1 -1
- package/lib/module/games/colors-sort/ColorsSort.js +1 -1
- package/lib/module/games/colors-sort/ColorsSortScene.js +1 -1
- package/lib/module/games/connect-em-all/ConnectEmAll.js +1 -1
- package/lib/module/games/connect-em-all/ConnectEmAllScene.js +1 -1
- package/lib/module/games/crossy-road/CrossyRoad.js +1 -1
- package/lib/module/games/crossy-road/CrossyRoadMeshes.js +1 -1
- package/lib/module/games/crossy-road/CrossyRoadPerson.js +1 -1
- package/lib/module/games/dino-jump/DinoJump.js +1 -1
- package/lib/module/games/dino-jump/DinoJumpScene.js +1 -1
- package/lib/module/games/dots-and-boxes/DotsAndBoxes.js +1 -1
- package/lib/module/games/dots-and-boxes/DotsAndBoxesScene.js +1 -1
- package/lib/module/games/falling-sticks/FallingSticks.js +1 -1
- package/lib/module/games/falling-sticks/FallingSticksScene.js +1 -1
- package/lib/module/games/find-different-number/FindDifferentNumber.js +1 -1
- package/lib/module/games/find-different-number/FindDifferentNumberScene.js +1 -1
- package/lib/module/games/flappy-bird/FlappyBird.js +1 -1
- package/lib/module/games/flappy-bird/FlappyBirdScene.js +1 -1
- package/lib/module/games/fruit-merger/FruitMerger.js +1 -1
- package/lib/module/games/fruit-merger/FruitMergerScene.js +1 -1
- package/lib/module/games/fruit-ninja/FruitNinja.js +1 -1
- package/lib/module/games/fruit-ninja/FruitNinjaScene.js +1 -1
- package/lib/module/games/fruit-ninja/FruitNinjaWorld.js +1 -1
- package/lib/module/games/game-2048/Game2048.js +1 -1
- package/lib/module/games/game-2048/Game2048Scene.js +1 -1
- package/lib/module/games/knife-hit/KnifeHit.js +1 -1
- package/lib/module/games/knife-hit/KnifeHitScene.js +1 -1
- package/lib/module/games/ludo-king/LudoKing.js +1 -1
- package/lib/module/games/ludo-king/LudoKingScene.js +1 -1
- package/lib/module/games/maze-runner/MazeRunner.js +1 -1
- package/lib/module/games/maze-runner/MazeRunnerScene.js +1 -1
- package/lib/module/games/memory-match/MemoryMatch.js +1 -1
- package/lib/module/games/memory-match/MemoryMatchScene.js +1 -1
- package/lib/module/games/mine-sweeper/MineSweeper.js +1 -1
- package/lib/module/games/mine-sweeper/MineSweeperScene.js +1 -1
- package/lib/module/games/mob-control/MobControl.js +1 -1
- package/lib/module/games/mob-control/MobControlGame.js +1 -1
- package/lib/module/games/mob-control/MobControlMeshes.js +1 -1
- package/lib/module/games/mob-control/MobControlRenderer.js +1 -1
- package/lib/module/games/mob-control/MobControlRules.js +1 -1
- package/lib/module/games/mob-control/MobControlScene.js +1 -1
- package/lib/module/games/nuts-and-bolts/NutsAndBolts.js +1 -1
- package/lib/module/games/nuts-and-bolts/NutsAndBoltsScene.js +1 -1
- package/lib/module/games/pac-man/PacMan.js +1 -1
- package/lib/module/games/pac-man/PacManGame.js +1 -1
- package/lib/module/games/pac-man/PacManScene.js +1 -1
- package/lib/module/games/paper-io/PaperIo.js +1 -1
- package/lib/module/games/paper-io/PaperIoMeshes.js +1 -1
- package/lib/module/games/paper-io/PaperIoScene.js +1 -1
- package/lib/module/games/penguin-run/PenguinMeshes.js +1 -1
- package/lib/module/games/penguin-run/PenguinRun.js +1 -1
- package/lib/module/games/penguin-run/PenguinRunScene.js +1 -1
- package/lib/module/games/perfect-circle/PerfectCircle.js +1 -1
- package/lib/module/games/perfect-circle/PerfectCircleScene.js +1 -1
- package/lib/module/games/pipe-connect/PipeConnect.js +1 -1
- package/lib/module/games/pipe-connect/PipeConnectScene.js +1 -1
- package/lib/module/games/play-with-tua/PlayWithTua.js +1 -1
- package/lib/module/games/popit-fidget/PopitFidget.js +1 -1
- package/lib/module/games/popit-fidget/PopitFidgetScene.js +1 -1
- package/lib/module/games/reversi/Reversi.js +1 -1
- package/lib/module/games/reversi/ReversiScene.js +1 -1
- package/lib/module/games/search-grid/SearchGrid.js +1 -1
- package/lib/module/games/search-grid/SearchGridScene.js +1 -1
- package/lib/module/games/shared/BackdropCard.js +1 -1
- package/lib/module/games/shared/EngineBackdrop.js +1 -1
- package/lib/module/games/shared/EngineBlasts.js +1 -1
- package/lib/module/games/shared/EngineBlocks.js +1 -1
- package/lib/module/games/shared/EngineDice.js +1 -1
- package/lib/module/games/shared/EngineFruits.js +1 -1
- package/lib/module/games/shared/EngineGameLoader.js +1 -1
- package/lib/module/games/shared/EngineGameScreen.js +1 -1
- package/lib/module/games/shared/EngineGlyphs.js +1 -1
- package/lib/module/games/shared/EngineHud.js +1 -1
- package/lib/module/games/shared/EngineMeadow.js +1 -1
- package/lib/module/games/shared/EngineTouchSurface.js +1 -1
- package/lib/module/games/shared/GameActivity.js +1 -1
- package/lib/module/games/shared/GameLoading.js +1 -1
- package/lib/module/games/shared/GameLoadingTransition.js +1 -1
- package/lib/module/games/sliding-numbers/SlidingNumbers.js +1 -1
- package/lib/module/games/sliding-numbers/SlidingNumbersScene.js +1 -1
- package/lib/module/games/snake-3d/Snake3D.js +1 -1
- package/lib/module/games/snake-3d/Snake3DScene.js +1 -1
- package/lib/module/games/snakes-and-ladders/SnakesAndLadders.js +1 -1
- package/lib/module/games/snakes-and-ladders/SnakesAndLaddersScene.js +1 -1
- package/lib/module/games/space-fighter/SpaceFighter.js +1 -1
- package/lib/module/games/space-fighter/SpaceFighterScene.js +1 -1
- package/lib/module/games/spider-solitaire/SpiderSolitaire.js +1 -1
- package/lib/module/games/spider-solitaire/SpiderSolitaireScene.js +1 -1
- package/lib/module/games/stack-tower/StackTower.js +1 -1
- package/lib/module/games/stack-tower/StackTowerScene.js +1 -1
- package/lib/module/games/sudoku/Sudoku.js +1 -1
- package/lib/module/games/sudoku/SudokuScene.js +1 -1
- package/lib/module/games/tangram/Tangram.js +1 -1
- package/lib/module/games/tangram/TangramScene.js +1 -1
- package/lib/module/games/tank-1990/Tank1990.js +1 -1
- package/lib/module/games/tank-1990/Tank1990Scene.js +1 -1
- package/lib/module/games/tic-tac-toe/TicTacToe.js +1 -1
- package/lib/module/games/tic-tac-toe/TicTacToeScene.js +1 -1
- package/lib/module/games/tile-home/TileHome.js +1 -1
- package/lib/module/games/tile-home/TileHomeScene.js +1 -1
- package/lib/module/games/treasure-hunt/TreasureHunt.js +1 -1
- package/lib/module/games/treasure-hunt/TreasureHuntConstants.js +1 -1
- package/lib/module/games/treasure-hunt/TreasureHuntModel.js +1 -1
- package/lib/module/games/treasure-hunt/TreasureHuntScene.js +1 -1
- package/lib/module/games/whack-a-mole/WhackAMole.js +1 -1
- package/lib/module/games/whack-a-mole/WhackAMoleScene.js +1 -1
- package/lib/module/helpers/GameSettingsModal.js +1 -1
- package/lib/module/helpers/GameTheme.js +1 -1
- package/package.json +1 -2
- package/src/assets/fonts/Inter-SemiBold.ttf +0 -0
- package/src/assets/models/explorer/explorer.glb +0 -0
- package/src/assets/models/explorer/params.json +0 -51
- package/src/assets/models/explorer/source.json +0 -222
- package/src/assets/models/play-with-tua/play-with-tua.glb +0 -0
- package/src/assets/models/play-with-tua/sources.json +0 -141
- package/src/assets/sfx/balloon_pop.wav +0 -0
- package/src/assets/sfx/blocked.wav +0 -0
- package/src/assets/sfx/boing.wav +0 -0
- package/src/assets/sfx/bonus.wav +0 -0
- package/src/assets/sfx/boom.wav +0 -0
- package/src/assets/sfx/bump.wav +0 -0
- package/src/assets/sfx/cannon.wav +0 -0
- package/src/assets/sfx/capture.wav +0 -0
- package/src/assets/sfx/card_flip.wav +0 -0
- package/src/assets/sfx/card_place.wav +0 -0
- package/src/assets/sfx/catch.wav +0 -0
- package/src/assets/sfx/chime.wav +0 -0
- package/src/assets/sfx/chomp.wav +0 -0
- package/src/assets/sfx/chomp_alt.wav +0 -0
- package/src/assets/sfx/clack.wav +0 -0
- package/src/assets/sfx/clang.wav +0 -0
- package/src/assets/sfx/clash.wav +0 -0
- package/src/assets/sfx/click.wav +0 -0
- package/src/assets/sfx/coin.wav +0 -0
- package/src/assets/sfx/combo.wav +0 -0
- package/src/assets/sfx/crash.wav +0 -0
- package/src/assets/sfx/crunch.wav +0 -0
- package/src/assets/sfx/dance.wav +0 -0
- package/src/assets/sfx/deselect.wav +0 -0
- package/src/assets/sfx/dice_roll.wav +0 -0
- package/src/assets/sfx/die.wav +0 -0
- package/src/assets/sfx/draw.wav +0 -0
- package/src/assets/sfx/drop.wav +0 -0
- package/src/assets/sfx/eat.wav +0 -0
- package/src/assets/sfx/engine.wav +0 -0
- package/src/assets/sfx/error.wav +0 -0
- package/src/assets/sfx/flag.wav +0 -0
- package/src/assets/sfx/flap.wav +0 -0
- package/src/assets/sfx/flip_disc.wav +0 -0
- package/src/assets/sfx/footstep_run.wav +0 -0
- package/src/assets/sfx/footstep_walk.wav +0 -0
- package/src/assets/sfx/game_over.wav +0 -0
- package/src/assets/sfx/gate.wav +0 -0
- package/src/assets/sfx/hit.wav +0 -0
- package/src/assets/sfx/hop.wav +0 -0
- package/src/assets/sfx/hurt.wav +0 -0
- package/src/assets/sfx/invalid.wav +0 -0
- package/src/assets/sfx/jump.wav +0 -0
- package/src/assets/sfx/ladder.wav +0 -0
- package/src/assets/sfx/land.wav +0 -0
- package/src/assets/sfx/laugh.wav +0 -0
- package/src/assets/sfx/lose.wav +0 -0
- package/src/assets/sfx/merge.wav +0 -0
- package/src/assets/sfx/miss.wav +0 -0
- package/src/assets/sfx/nitro.wav +0 -0
- package/src/assets/sfx/pew.wav +0 -0
- package/src/assets/sfx/place.wav +0 -0
- package/src/assets/sfx/pling.wav +0 -0
- package/src/assets/sfx/point.wav +0 -0
- package/src/assets/sfx/pop.wav +0 -0
- package/src/assets/sfx/pop_soft.wav +0 -0
- package/src/assets/sfx/power_up.wav +0 -0
- package/src/assets/sfx/reveal.wav +0 -0
- package/src/assets/sfx/robot.wav +0 -0
- package/src/assets/sfx/rotate.wav +0 -0
- package/src/assets/sfx/run_steps.wav +0 -0
- package/src/assets/sfx/select.wav +0 -0
- package/src/assets/sfx/shuffle.wav +0 -0
- package/src/assets/sfx/six.wav +0 -0
- package/src/assets/sfx/slice.wav +0 -0
- package/src/assets/sfx/slide.wav +0 -0
- package/src/assets/sfx/snake.wav +0 -0
- package/src/assets/sfx/snap.wav +0 -0
- package/src/assets/sfx/splash.wav +0 -0
- package/src/assets/sfx/star.wav +0 -0
- package/src/assets/sfx/start.wav +0 -0
- package/src/assets/sfx/swoosh.wav +0 -0
- package/src/assets/sfx/tap.wav +0 -0
- package/src/assets/sfx/thud.wav +0 -0
- package/src/assets/sfx/thunk.wav +0 -0
- package/src/assets/sfx/tick.wav +0 -0
- package/src/assets/sfx/time_up.wav +0 -0
- package/src/assets/sfx/tock.wav +0 -0
- package/src/assets/sfx/walk_steps.wav +0 -0
- package/src/assets/sfx/warning.wav +0 -0
- package/src/assets/sfx/whack.wav +0 -0
- package/src/assets/sfx/whoosh.wav +0 -0
- package/src/assets/sfx/win.wav +0 -0
- package/src/assets/sfx/zap.wav +0 -0
- package/src/assets/textures/ad_bolt.png +0 -0
- package/src/assets/textures/ad_bubbles.png +0 -0
- package/src/assets/textures/ad_chevrons.png +0 -0
- package/src/assets/textures/asphalt.png +0 -0
- package/src/assets/textures/bark.jpg +0 -0
- package/src/assets/textures/explorer-atlas.png +0 -0
- package/src/assets/textures/facade.png +0 -0
- package/src/assets/textures/grass.png +0 -0
- package/src/assets/textures/leaves.png +0 -0
- package/src/assets/textures/limestone.jpg +0 -0
- package/src/assets/textures/meadow.jpg +0 -0
- package/src/assets/textures/nature-sources.json +0 -87
- package/src/assets/textures/pine.png +0 -0
- package/src/assets/textures/river.jpg +0 -0
- package/src/assets/textures/soft_glow.png +0 -0
- package/src/games/arrows/Arrows.tsx +0 -69
- package/src/games/arrows/ArrowsConstants.ts +0 -107
- package/src/games/arrows/ArrowsGame.ts +0 -735
- package/src/games/arrows/ArrowsScene.ts +0 -395
- package/src/games/balloon-blaster/BalloonBlaster.tsx +0 -75
- package/src/games/balloon-blaster/BalloonBlasterConstants.ts +0 -79
- package/src/games/balloon-blaster/BalloonBlasterGame.ts +0 -287
- package/src/games/balloon-blaster/BalloonBlasterPhysics.ts +0 -95
- package/src/games/balloon-blaster/BalloonBlasterScene.ts +0 -225
- package/src/games/bike-racing/BikeMeshes.ts +0 -273
- package/src/games/bike-racing/BikeRacing.tsx +0 -211
- package/src/games/bike-racing/BikeRacingConstants.ts +0 -103
- package/src/games/bike-racing/BikeRacingGame.ts +0 -557
- package/src/games/bike-racing/BikeRacingScene.ts +0 -119
- package/src/games/block-blast/BlockBlast.tsx +0 -73
- package/src/games/block-blast/BlockBlastConstants.ts +0 -179
- package/src/games/block-blast/BlockBlastGame.ts +0 -471
- package/src/games/block-blast/BlockBlastScene.ts +0 -156
- package/src/games/block-breaker/BlockBreaker.tsx +0 -79
- package/src/games/block-breaker/BlockBreakerConstants.ts +0 -139
- package/src/games/block-breaker/BlockBreakerGame.ts +0 -459
- package/src/games/block-breaker/BlockBreakerScene.ts +0 -257
- package/src/games/bluk/Bluk.tsx +0 -82
- package/src/games/bluk/BlukConstants.ts +0 -121
- package/src/games/bluk/BlukGame.ts +0 -323
- package/src/games/bluk/BlukRules.ts +0 -154
- package/src/games/bluk/BlukScene.ts +0 -514
- package/src/games/bubble-shooter/BubbleShooter.tsx +0 -76
- package/src/games/bubble-shooter/BubbleShooterConstants.ts +0 -103
- package/src/games/bubble-shooter/BubbleShooterGame.ts +0 -459
- package/src/games/bubble-shooter/BubbleShooterScene.ts +0 -158
- package/src/games/candy-crush/CandyCrush.tsx +0 -77
- package/src/games/candy-crush/CandyCrushConstants.ts +0 -94
- package/src/games/candy-crush/CandyCrushGame.ts +0 -477
- package/src/games/candy-crush/CandyCrushScene.ts +0 -209
- package/src/games/car-racing/CarMeshes.ts +0 -440
- package/src/games/car-racing/CarRacing.tsx +0 -211
- package/src/games/car-racing/CarRacingConstants.ts +0 -167
- package/src/games/car-racing/CarRacingFacade.ts +0 -40
- package/src/games/car-racing/CarRacingGame.ts +0 -539
- package/src/games/car-racing/CarRacingScene.ts +0 -1026
- package/src/games/car-racing/CarRacingScenery.ts +0 -265
- package/src/games/chameleon-run/ChameleonRun.tsx +0 -96
- package/src/games/chameleon-run/ChameleonRunBackdrop.ts +0 -186
- package/src/games/chameleon-run/ChameleonRunConstants.ts +0 -47
- package/src/games/chameleon-run/ChameleonRunGame.ts +0 -309
- package/src/games/chameleon-run/ChameleonRunMeshes.ts +0 -305
- package/src/games/chameleon-run/ChameleonRunRules.ts +0 -252
- package/src/games/chameleon-run/ChameleonRunScene.ts +0 -310
- package/src/games/checkers/Checkers.tsx +0 -83
- package/src/games/checkers/CheckersAI.ts +0 -255
- package/src/games/checkers/CheckersConstants.ts +0 -68
- package/src/games/checkers/CheckersGame.ts +0 -322
- package/src/games/checkers/CheckersRules.ts +0 -167
- package/src/games/checkers/CheckersScene.ts +0 -308
- package/src/games/color-switch/ColorSwitch.tsx +0 -75
- package/src/games/color-switch/ColorSwitchConstants.ts +0 -61
- package/src/games/color-switch/ColorSwitchGame.ts +0 -329
- package/src/games/color-switch/ColorSwitchScene.ts +0 -220
- package/src/games/colors-sort/ColorsSort.tsx +0 -82
- package/src/games/colors-sort/ColorsSortConstants.ts +0 -119
- package/src/games/colors-sort/ColorsSortGame.ts +0 -246
- package/src/games/colors-sort/ColorsSortScene.ts +0 -315
- package/src/games/connect-em-all/ConnectEmAll.tsx +0 -70
- package/src/games/connect-em-all/ConnectEmAllConstants.ts +0 -77
- package/src/games/connect-em-all/ConnectEmAllGame.ts +0 -401
- package/src/games/connect-em-all/ConnectEmAllScene.ts +0 -235
- package/src/games/crossy-road/CrossyRoad.tsx +0 -74
- package/src/games/crossy-road/CrossyRoadCamera.ts +0 -59
- package/src/games/crossy-road/CrossyRoadConstants.ts +0 -132
- package/src/games/crossy-road/CrossyRoadGame.ts +0 -293
- package/src/games/crossy-road/CrossyRoadMeshes.ts +0 -195
- package/src/games/crossy-road/CrossyRoadPerson.ts +0 -198
- package/src/games/crossy-road/CrossyRoadRules.ts +0 -99
- package/src/games/crossy-road/CrossyRoadScene.ts +0 -355
- package/src/games/dino-jump/DinoJump.tsx +0 -77
- package/src/games/dino-jump/DinoJumpConstants.ts +0 -80
- package/src/games/dino-jump/DinoJumpGame.ts +0 -344
- package/src/games/dino-jump/DinoJumpScene.ts +0 -686
- package/src/games/dots-and-boxes/DotsAndBoxes.tsx +0 -83
- package/src/games/dots-and-boxes/DotsAndBoxesConstants.ts +0 -77
- package/src/games/dots-and-boxes/DotsAndBoxesGame.ts +0 -271
- package/src/games/dots-and-boxes/DotsAndBoxesScene.ts +0 -249
- package/src/games/falling-sticks/FallingSticks.tsx +0 -72
- package/src/games/falling-sticks/FallingSticksConstants.ts +0 -62
- package/src/games/falling-sticks/FallingSticksGame.ts +0 -220
- package/src/games/falling-sticks/FallingSticksRules.ts +0 -145
- package/src/games/falling-sticks/FallingSticksScene.ts +0 -245
- package/src/games/find-different-number/FindDifferentNumber.tsx +0 -74
- package/src/games/find-different-number/FindDifferentNumberConstants.ts +0 -74
- package/src/games/find-different-number/FindDifferentNumberGame.ts +0 -174
- package/src/games/find-different-number/FindDifferentNumberRules.ts +0 -43
- package/src/games/find-different-number/FindDifferentNumberScene.ts +0 -193
- package/src/games/flappy-bird/FlappyBird.tsx +0 -73
- package/src/games/flappy-bird/FlappyBirdConstants.ts +0 -95
- package/src/games/flappy-bird/FlappyBirdGame.ts +0 -375
- package/src/games/flappy-bird/FlappyBirdScene.ts +0 -630
- package/src/games/fruit-merger/FruitMerger.tsx +0 -73
- package/src/games/fruit-merger/FruitMergerConstants.ts +0 -102
- package/src/games/fruit-merger/FruitMergerGame.ts +0 -285
- package/src/games/fruit-merger/FruitMergerRules.ts +0 -286
- package/src/games/fruit-merger/FruitMergerScene.ts +0 -498
- package/src/games/fruit-ninja/FruitNinja.tsx +0 -129
- package/src/games/fruit-ninja/FruitNinjaConstants.ts +0 -107
- package/src/games/fruit-ninja/FruitNinjaGame.ts +0 -391
- package/src/games/fruit-ninja/FruitNinjaScene.ts +0 -319
- package/src/games/fruit-ninja/FruitNinjaWorld.ts +0 -17
- package/src/games/game-2048/Game2048.tsx +0 -84
- package/src/games/game-2048/Game2048Constants.ts +0 -68
- package/src/games/game-2048/Game2048Game.ts +0 -181
- package/src/games/game-2048/Game2048Rules.ts +0 -101
- package/src/games/game-2048/Game2048Scene.ts +0 -206
- package/src/games/knife-hit/KnifeHit.tsx +0 -78
- package/src/games/knife-hit/KnifeHitConstants.ts +0 -89
- package/src/games/knife-hit/KnifeHitGame.ts +0 -264
- package/src/games/knife-hit/KnifeHitScene.ts +0 -360
- package/src/games/ludo-king/LudoKing.tsx +0 -86
- package/src/games/ludo-king/LudoKingConstants.ts +0 -212
- package/src/games/ludo-king/LudoKingGame.ts +0 -326
- package/src/games/ludo-king/LudoKingRules.ts +0 -143
- package/src/games/ludo-king/LudoKingScene.ts +0 -397
- package/src/games/maze-runner/MazeRunner.tsx +0 -88
- package/src/games/maze-runner/MazeRunnerConstants.ts +0 -65
- package/src/games/maze-runner/MazeRunnerGame.ts +0 -176
- package/src/games/maze-runner/MazeRunnerRules.ts +0 -161
- package/src/games/maze-runner/MazeRunnerScene.ts +0 -245
- package/src/games/memory-match/MemoryMatch.tsx +0 -77
- package/src/games/memory-match/MemoryMatchConstants.ts +0 -105
- package/src/games/memory-match/MemoryMatchGame.ts +0 -222
- package/src/games/memory-match/MemoryMatchRules.ts +0 -38
- package/src/games/memory-match/MemoryMatchScene.ts +0 -268
- package/src/games/mine-sweeper/MineSweeper.tsx +0 -77
- package/src/games/mine-sweeper/MineSweeperConstants.ts +0 -94
- package/src/games/mine-sweeper/MineSweeperGame.ts +0 -234
- package/src/games/mine-sweeper/MineSweeperRules.ts +0 -67
- package/src/games/mine-sweeper/MineSweeperScene.ts +0 -262
- package/src/games/mob-control/MobControl.tsx +0 -73
- package/src/games/mob-control/MobControlConstants.ts +0 -106
- package/src/games/mob-control/MobControlGame.ts +0 -176
- package/src/games/mob-control/MobControlMeshes.ts +0 -85
- package/src/games/mob-control/MobControlRenderer.ts +0 -108
- package/src/games/mob-control/MobControlRules.ts +0 -522
- package/src/games/mob-control/MobControlScene.ts +0 -399
- package/src/games/number-search/NumberSearch.tsx +0 -18
- package/src/games/number-search/NumberSearchNumbers.ts +0 -623
- package/src/games/nuts-and-bolts/NutsAndBolts.tsx +0 -85
- package/src/games/nuts-and-bolts/NutsAndBoltsConstants.ts +0 -75
- package/src/games/nuts-and-bolts/NutsAndBoltsGame.ts +0 -298
- package/src/games/nuts-and-bolts/NutsAndBoltsRules.ts +0 -474
- package/src/games/nuts-and-bolts/NutsAndBoltsScene.ts +0 -498
- package/src/games/pac-man/PacMan.tsx +0 -86
- package/src/games/pac-man/PacManConstants.ts +0 -169
- package/src/games/pac-man/PacManGame.ts +0 -406
- package/src/games/pac-man/PacManRules.ts +0 -255
- package/src/games/pac-man/PacManScene.ts +0 -387
- package/src/games/paper-io/PaperIo.tsx +0 -91
- package/src/games/paper-io/PaperIoConstants.ts +0 -86
- package/src/games/paper-io/PaperIoGame.ts +0 -193
- package/src/games/paper-io/PaperIoMeshes.ts +0 -233
- package/src/games/paper-io/PaperIoRules.ts +0 -315
- package/src/games/paper-io/PaperIoScene.ts +0 -310
- package/src/games/penguin-run/PenguinMeshes.ts +0 -269
- package/src/games/penguin-run/PenguinModel.ts +0 -712
- package/src/games/penguin-run/PenguinRun.tsx +0 -77
- package/src/games/penguin-run/PenguinRunConstants.ts +0 -69
- package/src/games/penguin-run/PenguinRunGame.ts +0 -406
- package/src/games/penguin-run/PenguinRunScene.ts +0 -949
- package/src/games/perfect-circle/PerfectCircle.tsx +0 -74
- package/src/games/perfect-circle/PerfectCircleConstants.ts +0 -52
- package/src/games/perfect-circle/PerfectCircleGame.ts +0 -153
- package/src/games/perfect-circle/PerfectCircleRules.ts +0 -111
- package/src/games/perfect-circle/PerfectCircleScene.ts +0 -176
- package/src/games/pipe-connect/PipeConnect.tsx +0 -69
- package/src/games/pipe-connect/PipeConnectConstants.ts +0 -101
- package/src/games/pipe-connect/PipeConnectGame.ts +0 -179
- package/src/games/pipe-connect/PipeConnectRules.ts +0 -326
- package/src/games/pipe-connect/PipeConnectScene.ts +0 -271
- package/src/games/play-with-tua/PlayWithTua.tsx +0 -123
- package/src/games/play-with-tua/PlayWithTuaConstants.ts +0 -70
- package/src/games/play-with-tua/PlayWithTuaGame.ts +0 -167
- package/src/games/play-with-tua/PlayWithTuaModel.ts +0 -42
- package/src/games/play-with-tua/PlayWithTuaScene.ts +0 -36
- package/src/games/popit-fidget/PopitFidget.tsx +0 -72
- package/src/games/popit-fidget/PopitFidgetConstants.ts +0 -71
- package/src/games/popit-fidget/PopitFidgetGame.ts +0 -148
- package/src/games/popit-fidget/PopitFidgetScene.ts +0 -242
- package/src/games/reversi/Reversi.tsx +0 -94
- package/src/games/reversi/ReversiConstants.ts +0 -67
- package/src/games/reversi/ReversiGame.ts +0 -266
- package/src/games/reversi/ReversiRules.ts +0 -176
- package/src/games/reversi/ReversiScene.ts +0 -240
- package/src/games/search-grid/SearchGrid.tsx +0 -92
- package/src/games/search-grid/SearchGridConstants.ts +0 -178
- package/src/games/search-grid/SearchGridGame.ts +0 -209
- package/src/games/search-grid/SearchGridScene.ts +0 -301
- package/src/games/shared/BackdropCard.tsx +0 -54
- package/src/games/shared/EngineBackdrop.ts +0 -300
- package/src/games/shared/EngineBlasts.ts +0 -136
- package/src/games/shared/EngineBlocks.ts +0 -91
- package/src/games/shared/EngineControlText.ts +0 -17
- package/src/games/shared/EngineDice.ts +0 -250
- package/src/games/shared/EngineFootprint.ts +0 -35
- package/src/games/shared/EngineFruits.ts +0 -1435
- package/src/games/shared/EngineGameLoader.tsx +0 -88
- package/src/games/shared/EngineGameScreen.tsx +0 -325
- package/src/games/shared/EngineGameWidth.ts +0 -3
- package/src/games/shared/EngineGameWidth.web.ts +0 -3
- package/src/games/shared/EngineGlyphs.ts +0 -178
- package/src/games/shared/EngineHud.ts +0 -815
- package/src/games/shared/EngineLoading.ts +0 -477
- package/src/games/shared/EngineMeadow.ts +0 -725
- package/src/games/shared/EngineMeshCache.ts +0 -15
- package/src/games/shared/EngineMeshes.ts +0 -10
- package/src/games/shared/EngineRacingChase.ts +0 -21
- package/src/games/shared/EngineRacingHandling.ts +0 -48
- package/src/games/shared/EngineReadyContext.ts +0 -4
- package/src/games/shared/EngineTilt.ts +0 -44
- package/src/games/shared/EngineTouchSurface.tsx +0 -103
- package/src/games/shared/EngineUtils.ts +0 -52
- package/src/games/shared/GameActivity.ts +0 -13
- package/src/games/shared/GameLoading.tsx +0 -202
- package/src/games/shared/GameLoadingTransition.tsx +0 -61
- package/src/games/shared/ProceduralCacheVersion.ts +0 -2
- package/src/games/shared/useEngineGame.ts +0 -240
- package/src/games/shared/useGameResource.ts +0 -21
- package/src/games/shared/useLiveState.ts +0 -58
- package/src/games/sliding-numbers/SlidingNumbers.tsx +0 -71
- package/src/games/sliding-numbers/SlidingNumbersConstants.ts +0 -65
- package/src/games/sliding-numbers/SlidingNumbersGame.ts +0 -192
- package/src/games/sliding-numbers/SlidingNumbersRules.ts +0 -79
- package/src/games/sliding-numbers/SlidingNumbersScene.ts +0 -193
- package/src/games/snake-3d/Snake3D.tsx +0 -76
- package/src/games/snake-3d/Snake3DConstants.ts +0 -61
- package/src/games/snake-3d/Snake3DGame.ts +0 -192
- package/src/games/snake-3d/Snake3DMotion.ts +0 -22
- package/src/games/snake-3d/Snake3DRules.ts +0 -116
- package/src/games/snake-3d/Snake3DScene.ts +0 -322
- package/src/games/snakes-and-ladders/SnakesAndLadders.tsx +0 -87
- package/src/games/snakes-and-ladders/SnakesAndLaddersConstants.ts +0 -136
- package/src/games/snakes-and-ladders/SnakesAndLaddersGame.ts +0 -310
- package/src/games/snakes-and-ladders/SnakesAndLaddersScene.ts +0 -515
- package/src/games/space-fighter/SpaceFighter.tsx +0 -74
- package/src/games/space-fighter/SpaceFighterConstants.ts +0 -86
- package/src/games/space-fighter/SpaceFighterGame.ts +0 -292
- package/src/games/space-fighter/SpaceFighterScene.ts +0 -550
- package/src/games/spider-solitaire/SpiderSolitaire.tsx +0 -80
- package/src/games/spider-solitaire/SpiderSolitaireConstants.ts +0 -107
- package/src/games/spider-solitaire/SpiderSolitaireGame.ts +0 -387
- package/src/games/spider-solitaire/SpiderSolitaireRules.ts +0 -123
- package/src/games/spider-solitaire/SpiderSolitaireScene.ts +0 -352
- package/src/games/stack-tower/StackTower.tsx +0 -76
- package/src/games/stack-tower/StackTowerConstants.ts +0 -74
- package/src/games/stack-tower/StackTowerGame.ts +0 -236
- package/src/games/stack-tower/StackTowerScene.ts +0 -186
- package/src/games/sudoku/Sudoku.tsx +0 -73
- package/src/games/sudoku/SudokuConstants.ts +0 -127
- package/src/games/sudoku/SudokuGame.ts +0 -250
- package/src/games/sudoku/SudokuRules.ts +0 -125
- package/src/games/sudoku/SudokuScene.ts +0 -304
- package/src/games/tangram/Tangram.tsx +0 -79
- package/src/games/tangram/TangramConstants.ts +0 -64
- package/src/games/tangram/TangramGame.ts +0 -356
- package/src/games/tangram/TangramRules.ts +0 -409
- package/src/games/tangram/TangramScene.ts +0 -203
- package/src/games/tank-1990/Tank1990.tsx +0 -78
- package/src/games/tank-1990/Tank1990Constants.ts +0 -81
- package/src/games/tank-1990/Tank1990Game.ts +0 -331
- package/src/games/tank-1990/Tank1990Rules.ts +0 -390
- package/src/games/tank-1990/Tank1990Scene.ts +0 -434
- package/src/games/tic-tac-toe/TicTacToe.tsx +0 -98
- package/src/games/tic-tac-toe/TicTacToeConstants.ts +0 -69
- package/src/games/tic-tac-toe/TicTacToeGame.ts +0 -200
- package/src/games/tic-tac-toe/TicTacToeRules.ts +0 -103
- package/src/games/tic-tac-toe/TicTacToeScene.ts +0 -245
- package/src/games/tile-home/TileHome.tsx +0 -92
- package/src/games/tile-home/TileHomeConstants.ts +0 -139
- package/src/games/tile-home/TileHomeGame.ts +0 -435
- package/src/games/tile-home/TileHomeScene.ts +0 -154
- package/src/games/treasure-hunt/TreasureHunt.tsx +0 -206
- package/src/games/treasure-hunt/TreasureHuntConstants.ts +0 -266
- package/src/games/treasure-hunt/TreasureHuntControls.ts +0 -280
- package/src/games/treasure-hunt/TreasureHuntGame.ts +0 -402
- package/src/games/treasure-hunt/TreasureHuntMeshes.ts +0 -422
- package/src/games/treasure-hunt/TreasureHuntModel.ts +0 -506
- package/src/games/treasure-hunt/TreasureHuntRules.ts +0 -1210
- package/src/games/treasure-hunt/TreasureHuntScene.ts +0 -586
- package/src/games/whack-a-mole/WhackAMole.tsx +0 -79
- package/src/games/whack-a-mole/WhackAMoleConstants.ts +0 -94
- package/src/games/whack-a-mole/WhackAMoleGame.ts +0 -233
- package/src/games/whack-a-mole/WhackAMoleScene.ts +0 -349
- package/src/games/word-search/WordSearch.tsx +0 -18
- package/src/games/word-search/WordSearchWords.ts +0 -1642
- package/src/helpers/GamePatternData.ts +0 -120
- package/src/helpers/GameSettingsModal.tsx +0 -384
- package/src/helpers/GameTheme.tsx +0 -37
- package/src/helpers/IconPaths.ts +0 -6
- package/src/helpers/index.ts +0 -2
- package/src/index.tsx +0 -60
- package/src/services/GameAssetLoader.ts +0 -111
- package/src/services/GameAssets.ts +0 -149
- package/src/services/GameLoaders.ts +0 -93
- package/src/services/GamesConstants.ts +0 -193
- package/src/services/GamesMetadata.ts +0 -711
- package/src/services/GamesService.ts +0 -116
- package/src/services/HapticsService.ts +0 -48
- package/src/services/ScoringService.ts +0 -19
- package/src/services/SfxSources.ts +0 -81
- package/src/services/SoundsService.ts +0 -582
- package/src/services/ThemeService.ts +0 -281
- package/src/services/UtilsService.ts +0 -134
- package/src/services/index.ts +0 -6
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// Bubble Shooter's rules, timings, colors and layout. Rules, scoring, physics and layout match the original
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// version (games/bubble-shooter), so scores and feel carry over.
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import { isTablet } from '../../services/UtilsService';
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import { getSceneInputInsets } from '../shared/EngineHud';
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import { frontLight, gameWidthFor } from '../shared/EngineUtils';
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// ── Rules ─────────────────────────────────────────────────────────────
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export const ROW_COUNT = 5; // pyramid rows: 9 bubbles on top, one fewer each row down
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export const COLS_PER_ROW = 9;
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export const COLOR_COUNT = 4; // the first four of BUBBLE_COLORS
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export const MIN_MATCH = 3;
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export const POINTS_PER_BUBBLE = 200;
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export const TIME_LIMIT = 300; // seconds
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export const BUBBLE_COLORS = ['#FF3B3B', '#32CD32', '#FFD700', '#4DA6FF', '#BF5AF2'] as const;
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// ── Physics (points; tuned per 60 fps frame, as the original version) ────
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export const SHOT_SPEED = 20; // points per frame
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export const FRAME_TIME = 1 / 60;
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export const MAX_AIM_ANGLE = Math.PI * 0.4;
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export const TOP_BOUNDARY = 10; // the ceiling, from the board's top
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const BUBBLE_SPACING = 2;
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// ── Feel (seconds) ────────────────────────────────────────────────────
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export const SNAP_FROM = 0.55; // a landed bubble pops up from this much of its size
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export const POP_SPRING = { damping: 9, stiffness: 280 };
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export const INTRO_SPRING = { damping: 12, stiffness: 200 };
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export const INTRO_ROW_STAGGER = 0.055; // a fresh board fills from the top row down...
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export const INTRO_SWEEP = 0.0006; // ...sweeping out from the centre (seconds per point)
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export const LOAD_FROM = 0.4; // the shooter's bubble springs up from this much as it's loaded
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export const NEXT_DELAY = 0.08;
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export const BURST_TIME = 0.45; // a popped bubble's pop: swell, flash, settle, shrink away
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// Aim guide: dots from the shooter, brighter near it
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export const AIM_DOT_COUNT = 40;
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export const AIM_DOT_SPACING = 18;
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export const AIM_DOT_RADIUS_START = 3;
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export const AIM_DOT_RADIUS_END = 1.5;
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export const AIM_ALPHA_NEAR = 0.6;
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export const AIM_ALPHA_FAR = 0.3;
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// ── Look ──────────────────────────────────────────────────────────────
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// Lit from the top-left like the original sprites' highlight; flat surfaces keep their exact color.
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export const LIGHT = frontLight([-0.45, 0.6, 1], 0.45);
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export const BUBBLE_SHINE = 0.4; // same as Connect Em All's dots (the meshes are shared)
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export const CLASSIC_BOARD = 'rgba(255, 255, 255, 0.30)';
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export const CLASSIC_BORDER = 'rgba(255, 255, 255, 0.35)';
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export const CLASSIC_AIM = '#ffffff';
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export const CLASSIC_RADIUS = 16;
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export const THEMED_RADIUS = 8;
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// ── Layout (points; same arithmetic as the original version) ──────────────
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const GRID_HEIGHT = isTablet ? 650 : 500;
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export type Layout = {
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/** The GameView's size. */
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width: number;
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height: number;
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/** The board fits between the shared HUD and controls, independently of its full-width background. */
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boardLeft: number;
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boardTop: number;
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boardWidth: number;
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boardHeight: number;
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radius: number;
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/** From one bubble's centre to its neighbour's. */
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diameter: number;
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/** Where shots leave from and aim is measured. All positions are board points, from its top-left. */
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shooterX: number;
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shooterY: number;
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/** Where a shot's centre stays between (it bounces off the side walls). */
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minX: number;
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maxX: number;
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};
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export function getLayout(width: number, height: number, offset: number): Layout {
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const boardWidth = gameWidthFor(width);
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const insets = getSceneInputInsets(offset);
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const top = insets.top + 4;
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const room = Math.max(1, height - top - insets.bottom - 10);
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const boardLeft = (width - boardWidth) / 2;
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const radius = Math.floor(boardWidth / COLS_PER_ROW / 2 - BUBBLE_SPACING);
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const boardHeight = Math.min(GRID_HEIGHT, room);
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return {
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width,
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height,
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boardLeft,
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boardTop: top + (room - boardHeight) / 2,
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boardWidth,
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boardHeight,
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radius,
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diameter: (radius + BUBBLE_SPACING) * 2,
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shooterX: boardWidth / 2,
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shooterY: boardHeight - 40,
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minX: radius,
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maxX: boardWidth - radius
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};
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}
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// Bubble Shooter's rules, with no React: build a run with `createGame`, give it a layout, `start` it
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// and `tick` it every frame. Aim from the shooter at the bottom and let go (or tap) to fire; the shot
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// bounces off the side walls and sticks where it touches a bubble or the ceiling. Three or more
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// touching bubbles of one color pop for 200 each. Clear the board to win; when time runs out it's
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// over. The shooter only ever loads colors still on the board. Positions are board points (from its
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// top-left), and the shot's physics and snapping are the original version's.
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7
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import { type Camera, type Entity, World } from '@nayan-ui/engine';
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8
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import type { GameTheme } from '../../services/ThemeService';
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9
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import { introPlayed } from '../shared/EngineUtils';
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10
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import {
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11
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AIM_DOT_COUNT,
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12
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AIM_DOT_RADIUS_END,
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13
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AIM_DOT_RADIUS_START,
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14
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AIM_DOT_SPACING,
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15
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COLOR_COUNT,
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16
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COLS_PER_ROW,
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17
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FRAME_TIME,
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18
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INTRO_ROW_STAGGER,
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19
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INTRO_SPRING,
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20
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INTRO_SWEEP,
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21
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type Layout,
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22
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LOAD_FROM,
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23
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MAX_AIM_ANGLE,
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24
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MIN_MATCH,
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25
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NEXT_DELAY,
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26
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POINTS_PER_BUBBLE,
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27
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POP_SPRING,
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28
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ROW_COUNT,
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29
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SHOT_SPEED,
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30
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SNAP_FROM,
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31
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TIME_LIMIT,
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32
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TOP_BOUNDARY
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33
|
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} from './BubbleShooterConstants';
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34
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import {
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35
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aimColor,
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36
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bubbleColor,
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37
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bubblePosition,
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38
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bubbleSize,
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39
|
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buildScenery,
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40
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placeAimDots,
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41
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popBubble,
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42
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removeScenery,
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43
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type Scenery,
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44
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setSceneryTheme,
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45
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spawnAimDots,
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46
|
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spawnBubble
|
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47
|
-
} from './BubbleShooterScene';
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48
|
-
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49
|
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export type Phase = 'ready' | 'playing' | 'over';
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50
|
-
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51
|
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type Bubble = { x: number; y: number; color: number; row: number; entity: Entity | null };
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52
|
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type Shot = { x: number; y: number; vx: number; vy: number; color: number; entity: Entity };
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53
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-
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54
|
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const WORLD_CAPACITY = 600; // bubbles, aim dots, shooter, scenery, bursts
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55
|
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const NEXT_SCALE = 0.6;
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56
|
-
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57
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const pick = <T>(items: readonly T[]) => items[Math.floor(Math.random() * items.length)]!;
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58
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const randomColor = () => Math.floor(Math.random() * COLOR_COUNT);
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59
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-
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60
|
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/** The starting pyramid: 9 bubbles across the top, one fewer each row, each row nested into the gaps above. */
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61
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function generateBoard(l: Layout): Bubble[] {
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62
|
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const d = l.diameter;
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63
|
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const startX = (l.boardWidth - COLS_PER_ROW * d) / 2 + l.radius;
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64
|
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const bubbles: Bubble[] = [];
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65
|
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for (let row = 0; row < ROW_COUNT; row++) {
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66
|
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for (let col = 0; col < COLS_PER_ROW - row; col++) {
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67
|
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bubbles.push({ x: startX + row * (d / 2) + col * d, y: row * d * 0.866 + l.radius + 5, color: randomColor(), row, entity: null });
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68
|
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}
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69
|
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}
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70
|
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return bubbles;
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71
|
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}
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72
|
-
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73
|
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export function createGame(theme: GameTheme) {
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74
|
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const world = new World(WORLD_CAPACITY);
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75
|
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const camera: Camera = { eye: [0, 0, 400], target: [0, 0, 0], fov: 1, ortho: 1 };
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76
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const g = {
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77
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world,
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78
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camera,
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79
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theme,
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80
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layout: null as Layout | null,
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81
|
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scenery: null as Scenery | null,
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82
|
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phase: 'ready' as Phase,
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83
|
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/** Score and the countdown live in the engine (Rust), advanced by world.update. */
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84
|
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get score() {
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|
85
|
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return world.scoreboard.score;
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86
|
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},
|
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87
|
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get timeLeft() {
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|
88
|
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return world.scoreboard.shownSeconds;
|
|
89
|
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},
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90
|
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won: false,
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91
|
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/** Built for the first layout (positions depend on the bubble size). */
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92
|
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bubbles: null as Bubble[] | null,
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93
|
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/** The shooter's loaded color and the one after it. */
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94
|
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current: 0,
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95
|
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next: 0,
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96
|
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currentEntity: null as Entity | null,
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97
|
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nextEntity: null as Entity | null,
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98
|
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aimDots: [] as Entity[],
|
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99
|
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/** Aim, radians from straight up (right is positive). */
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100
|
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angle: 0,
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101
|
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shot: null as Shot | null,
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102
|
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/** The next board to appear fills in. */
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103
|
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intro: true,
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104
|
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/** Game seconds the current intro has been playing (-1 until its board spawns). */
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105
|
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introAge: -1,
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106
|
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// UI hooks, set by the screen.
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107
|
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onPhase: (_p: Phase) => {},
|
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108
|
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onScore: (_s: number) => {},
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109
|
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onTime: (_t: number) => {},
|
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110
|
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onBubbles: (_n: number) => {},
|
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111
|
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onShoot: () => {},
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112
|
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onPop: () => {},
|
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113
|
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onWin: () => {},
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114
|
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onLose: () => {}
|
|
115
|
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};
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|
116
|
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world.scoreboard.reset(0, TIME_LIMIT);
|
|
117
|
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world.scoreboard.handlers = {
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118
|
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onSecond: (t) => g.onTime(t),
|
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119
|
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onTimeUp: () => g.phase === 'playing' && end(g, false)
|
|
120
|
-
};
|
|
121
|
-
return g;
|
|
122
|
-
}
|
|
123
|
-
export type Game = ReturnType<typeof createGame>;
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124
|
-
|
|
125
|
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// ── Scene ─────────────────────────────────────────────────────────────
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126
|
-
|
|
127
|
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/** 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) {
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129
|
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const w = g.world;
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130
|
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const old = g.layout;
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131
|
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if (g.scenery) removeScenery(w, g.scenery);
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132
|
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for (const e of [...g.aimDots, g.currentEntity, g.nextEntity]) if (e != null) w.despawn(e);
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133
|
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cancelShot(g);
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134
|
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g.layout = l;
|
|
135
|
-
g.camera.ortho = l.height / 2;
|
|
136
|
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g.scenery = buildScenery(w, l, g.theme);
|
|
137
|
-
g.aimDots = spawnAimDots(w);
|
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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
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placeAimDots(g.world, l, g.aimDots, points, aimColor(g.theme));
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311
|
-
}
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312
|
-
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|
313
|
-
/** Fires the loaded bubble along the aim; the next one loads, from the colors on the board. */
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314
|
-
export function fire(g: Game) {
|
|
315
|
-
const l = g.layout;
|
|
316
|
-
if (!l || g.phase !== 'playing' || g.shot) return;
|
|
317
|
-
g.shot = {
|
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318
|
-
x: l.shooterX,
|
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319
|
-
y: l.shooterY,
|
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320
|
-
vx: Math.sin(g.angle) * SHOT_SPEED,
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321
|
-
vy: -Math.cos(g.angle) * SHOT_SPEED,
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322
|
-
color: g.current,
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323
|
-
entity: spawnBubble(g.world, l, g.current, l.shooterX, l.shooterY)
|
|
324
|
-
};
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|
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
|
-
}
|