@nayan-ui/games 1.20.0 → 1.21.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (552) hide show
  1. package/lib/module/games/arrows/Arrows.js +1 -1
  2. package/lib/module/games/arrows/ArrowsScene.js +1 -1
  3. package/lib/module/games/balloon-blaster/BalloonBlaster.js +1 -1
  4. package/lib/module/games/balloon-blaster/BalloonBlasterScene.js +1 -1
  5. package/lib/module/games/bike-racing/BikeMeshes.js +1 -1
  6. package/lib/module/games/bike-racing/BikeRacing.js +1 -1
  7. package/lib/module/games/bike-racing/BikeRacingConstants.js +1 -1
  8. package/lib/module/games/bike-racing/BikeRacingScene.js +1 -1
  9. package/lib/module/games/block-blast/BlockBlast.js +1 -1
  10. package/lib/module/games/block-blast/BlockBlastScene.js +1 -1
  11. package/lib/module/games/block-breaker/BlockBreaker.js +1 -1
  12. package/lib/module/games/block-breaker/BlockBreakerScene.js +1 -1
  13. package/lib/module/games/bluk/Bluk.js +1 -1
  14. package/lib/module/games/bluk/BlukScene.js +1 -1
  15. package/lib/module/games/bubble-shooter/BubbleShooter.js +1 -1
  16. package/lib/module/games/bubble-shooter/BubbleShooterScene.js +1 -1
  17. package/lib/module/games/candy-crush/CandyCrush.js +1 -1
  18. package/lib/module/games/candy-crush/CandyCrushScene.js +1 -1
  19. package/lib/module/games/car-racing/CarMeshes.js +1 -1
  20. package/lib/module/games/car-racing/CarRacing.js +1 -1
  21. package/lib/module/games/car-racing/CarRacingScene.js +1 -1
  22. package/lib/module/games/chameleon-run/ChameleonRun.js +1 -1
  23. package/lib/module/games/chameleon-run/ChameleonRunBackdrop.js +1 -1
  24. package/lib/module/games/chameleon-run/ChameleonRunMeshes.js +1 -1
  25. package/lib/module/games/checkers/Checkers.js +1 -1
  26. package/lib/module/games/checkers/CheckersScene.js +1 -1
  27. package/lib/module/games/color-switch/ColorSwitch.js +1 -1
  28. package/lib/module/games/color-switch/ColorSwitchScene.js +1 -1
  29. package/lib/module/games/colors-sort/ColorsSort.js +1 -1
  30. package/lib/module/games/colors-sort/ColorsSortScene.js +1 -1
  31. package/lib/module/games/connect-em-all/ConnectEmAll.js +1 -1
  32. package/lib/module/games/connect-em-all/ConnectEmAllScene.js +1 -1
  33. package/lib/module/games/crossy-road/CrossyRoad.js +1 -1
  34. package/lib/module/games/crossy-road/CrossyRoadMeshes.js +1 -1
  35. package/lib/module/games/crossy-road/CrossyRoadPerson.js +1 -1
  36. package/lib/module/games/dino-jump/DinoJump.js +1 -1
  37. package/lib/module/games/dino-jump/DinoJumpScene.js +1 -1
  38. package/lib/module/games/dots-and-boxes/DotsAndBoxes.js +1 -1
  39. package/lib/module/games/dots-and-boxes/DotsAndBoxesScene.js +1 -1
  40. package/lib/module/games/falling-sticks/FallingSticks.js +1 -1
  41. package/lib/module/games/falling-sticks/FallingSticksScene.js +1 -1
  42. package/lib/module/games/find-different-number/FindDifferentNumber.js +1 -1
  43. package/lib/module/games/find-different-number/FindDifferentNumberScene.js +1 -1
  44. package/lib/module/games/flappy-bird/FlappyBird.js +1 -1
  45. package/lib/module/games/flappy-bird/FlappyBirdScene.js +1 -1
  46. package/lib/module/games/fruit-merger/FruitMerger.js +1 -1
  47. package/lib/module/games/fruit-merger/FruitMergerScene.js +1 -1
  48. package/lib/module/games/fruit-ninja/FruitNinja.js +1 -1
  49. package/lib/module/games/fruit-ninja/FruitNinjaScene.js +1 -1
  50. package/lib/module/games/fruit-ninja/FruitNinjaWorld.js +1 -1
  51. package/lib/module/games/game-2048/Game2048.js +1 -1
  52. package/lib/module/games/game-2048/Game2048Scene.js +1 -1
  53. package/lib/module/games/knife-hit/KnifeHit.js +1 -1
  54. package/lib/module/games/knife-hit/KnifeHitScene.js +1 -1
  55. package/lib/module/games/ludo-king/LudoKing.js +1 -1
  56. package/lib/module/games/ludo-king/LudoKingScene.js +1 -1
  57. package/lib/module/games/maze-runner/MazeRunner.js +1 -1
  58. package/lib/module/games/maze-runner/MazeRunnerScene.js +1 -1
  59. package/lib/module/games/memory-match/MemoryMatch.js +1 -1
  60. package/lib/module/games/memory-match/MemoryMatchScene.js +1 -1
  61. package/lib/module/games/mine-sweeper/MineSweeper.js +1 -1
  62. package/lib/module/games/mine-sweeper/MineSweeperScene.js +1 -1
  63. package/lib/module/games/mob-control/MobControl.js +1 -1
  64. package/lib/module/games/mob-control/MobControlGame.js +1 -1
  65. package/lib/module/games/mob-control/MobControlMeshes.js +1 -1
  66. package/lib/module/games/mob-control/MobControlRenderer.js +1 -1
  67. package/lib/module/games/mob-control/MobControlRules.js +1 -1
  68. package/lib/module/games/mob-control/MobControlScene.js +1 -1
  69. package/lib/module/games/nuts-and-bolts/NutsAndBolts.js +1 -1
  70. package/lib/module/games/nuts-and-bolts/NutsAndBoltsScene.js +1 -1
  71. package/lib/module/games/pac-man/PacMan.js +1 -1
  72. package/lib/module/games/pac-man/PacManGame.js +1 -1
  73. package/lib/module/games/pac-man/PacManScene.js +1 -1
  74. package/lib/module/games/paper-io/PaperIo.js +1 -1
  75. package/lib/module/games/paper-io/PaperIoMeshes.js +1 -1
  76. package/lib/module/games/paper-io/PaperIoScene.js +1 -1
  77. package/lib/module/games/penguin-run/PenguinMeshes.js +1 -1
  78. package/lib/module/games/penguin-run/PenguinRun.js +1 -1
  79. package/lib/module/games/penguin-run/PenguinRunScene.js +1 -1
  80. package/lib/module/games/perfect-circle/PerfectCircle.js +1 -1
  81. package/lib/module/games/perfect-circle/PerfectCircleScene.js +1 -1
  82. package/lib/module/games/pipe-connect/PipeConnect.js +1 -1
  83. package/lib/module/games/pipe-connect/PipeConnectScene.js +1 -1
  84. package/lib/module/games/play-with-tua/PlayWithTua.js +1 -1
  85. package/lib/module/games/popit-fidget/PopitFidget.js +1 -1
  86. package/lib/module/games/popit-fidget/PopitFidgetScene.js +1 -1
  87. package/lib/module/games/reversi/Reversi.js +1 -1
  88. package/lib/module/games/reversi/ReversiScene.js +1 -1
  89. package/lib/module/games/search-grid/SearchGrid.js +1 -1
  90. package/lib/module/games/search-grid/SearchGridScene.js +1 -1
  91. package/lib/module/games/shared/BackdropCard.js +1 -1
  92. package/lib/module/games/shared/EngineBackdrop.js +1 -1
  93. package/lib/module/games/shared/EngineBlasts.js +1 -1
  94. package/lib/module/games/shared/EngineBlocks.js +1 -1
  95. package/lib/module/games/shared/EngineDice.js +1 -1
  96. package/lib/module/games/shared/EngineFruits.js +1 -1
  97. package/lib/module/games/shared/EngineGameLoader.js +1 -1
  98. package/lib/module/games/shared/EngineGameScreen.js +1 -1
  99. package/lib/module/games/shared/EngineGlyphs.js +1 -1
  100. package/lib/module/games/shared/EngineHud.js +1 -1
  101. package/lib/module/games/shared/EngineMeadow.js +1 -1
  102. package/lib/module/games/shared/EngineTouchSurface.js +1 -1
  103. package/lib/module/games/shared/GameActivity.js +1 -1
  104. package/lib/module/games/shared/GameLoading.js +1 -1
  105. package/lib/module/games/shared/GameLoadingTransition.js +1 -1
  106. package/lib/module/games/sliding-numbers/SlidingNumbers.js +1 -1
  107. package/lib/module/games/sliding-numbers/SlidingNumbersScene.js +1 -1
  108. package/lib/module/games/snake-3d/Snake3D.js +1 -1
  109. package/lib/module/games/snake-3d/Snake3DScene.js +1 -1
  110. package/lib/module/games/snakes-and-ladders/SnakesAndLadders.js +1 -1
  111. package/lib/module/games/snakes-and-ladders/SnakesAndLaddersScene.js +1 -1
  112. package/lib/module/games/space-fighter/SpaceFighter.js +1 -1
  113. package/lib/module/games/space-fighter/SpaceFighterScene.js +1 -1
  114. package/lib/module/games/spider-solitaire/SpiderSolitaire.js +1 -1
  115. package/lib/module/games/spider-solitaire/SpiderSolitaireScene.js +1 -1
  116. package/lib/module/games/stack-tower/StackTower.js +1 -1
  117. package/lib/module/games/stack-tower/StackTowerScene.js +1 -1
  118. package/lib/module/games/sudoku/Sudoku.js +1 -1
  119. package/lib/module/games/sudoku/SudokuScene.js +1 -1
  120. package/lib/module/games/tangram/Tangram.js +1 -1
  121. package/lib/module/games/tangram/TangramScene.js +1 -1
  122. package/lib/module/games/tank-1990/Tank1990.js +1 -1
  123. package/lib/module/games/tank-1990/Tank1990Scene.js +1 -1
  124. package/lib/module/games/tic-tac-toe/TicTacToe.js +1 -1
  125. package/lib/module/games/tic-tac-toe/TicTacToeScene.js +1 -1
  126. package/lib/module/games/tile-home/TileHome.js +1 -1
  127. package/lib/module/games/tile-home/TileHomeScene.js +1 -1
  128. package/lib/module/games/treasure-hunt/TreasureHunt.js +1 -1
  129. package/lib/module/games/treasure-hunt/TreasureHuntConstants.js +1 -1
  130. package/lib/module/games/treasure-hunt/TreasureHuntModel.js +1 -1
  131. package/lib/module/games/treasure-hunt/TreasureHuntScene.js +1 -1
  132. package/lib/module/games/whack-a-mole/WhackAMole.js +1 -1
  133. package/lib/module/games/whack-a-mole/WhackAMoleScene.js +1 -1
  134. package/lib/module/helpers/GameSettingsModal.js +1 -1
  135. package/lib/module/helpers/GameTheme.js +1 -1
  136. package/package.json +1 -2
  137. package/src/assets/fonts/Inter-SemiBold.ttf +0 -0
  138. package/src/assets/models/explorer/explorer.glb +0 -0
  139. package/src/assets/models/explorer/params.json +0 -51
  140. package/src/assets/models/explorer/source.json +0 -222
  141. package/src/assets/models/play-with-tua/play-with-tua.glb +0 -0
  142. package/src/assets/models/play-with-tua/sources.json +0 -141
  143. package/src/assets/sfx/balloon_pop.wav +0 -0
  144. package/src/assets/sfx/blocked.wav +0 -0
  145. package/src/assets/sfx/boing.wav +0 -0
  146. package/src/assets/sfx/bonus.wav +0 -0
  147. package/src/assets/sfx/boom.wav +0 -0
  148. package/src/assets/sfx/bump.wav +0 -0
  149. package/src/assets/sfx/cannon.wav +0 -0
  150. package/src/assets/sfx/capture.wav +0 -0
  151. package/src/assets/sfx/card_flip.wav +0 -0
  152. package/src/assets/sfx/card_place.wav +0 -0
  153. package/src/assets/sfx/catch.wav +0 -0
  154. package/src/assets/sfx/chime.wav +0 -0
  155. package/src/assets/sfx/chomp.wav +0 -0
  156. package/src/assets/sfx/chomp_alt.wav +0 -0
  157. package/src/assets/sfx/clack.wav +0 -0
  158. package/src/assets/sfx/clang.wav +0 -0
  159. package/src/assets/sfx/clash.wav +0 -0
  160. package/src/assets/sfx/click.wav +0 -0
  161. package/src/assets/sfx/coin.wav +0 -0
  162. package/src/assets/sfx/combo.wav +0 -0
  163. package/src/assets/sfx/crash.wav +0 -0
  164. package/src/assets/sfx/crunch.wav +0 -0
  165. package/src/assets/sfx/dance.wav +0 -0
  166. package/src/assets/sfx/deselect.wav +0 -0
  167. package/src/assets/sfx/dice_roll.wav +0 -0
  168. package/src/assets/sfx/die.wav +0 -0
  169. package/src/assets/sfx/draw.wav +0 -0
  170. package/src/assets/sfx/drop.wav +0 -0
  171. package/src/assets/sfx/eat.wav +0 -0
  172. package/src/assets/sfx/engine.wav +0 -0
  173. package/src/assets/sfx/error.wav +0 -0
  174. package/src/assets/sfx/flag.wav +0 -0
  175. package/src/assets/sfx/flap.wav +0 -0
  176. package/src/assets/sfx/flip_disc.wav +0 -0
  177. package/src/assets/sfx/footstep_run.wav +0 -0
  178. package/src/assets/sfx/footstep_walk.wav +0 -0
  179. package/src/assets/sfx/game_over.wav +0 -0
  180. package/src/assets/sfx/gate.wav +0 -0
  181. package/src/assets/sfx/hit.wav +0 -0
  182. package/src/assets/sfx/hop.wav +0 -0
  183. package/src/assets/sfx/hurt.wav +0 -0
  184. package/src/assets/sfx/invalid.wav +0 -0
  185. package/src/assets/sfx/jump.wav +0 -0
  186. package/src/assets/sfx/ladder.wav +0 -0
  187. package/src/assets/sfx/land.wav +0 -0
  188. package/src/assets/sfx/laugh.wav +0 -0
  189. package/src/assets/sfx/lose.wav +0 -0
  190. package/src/assets/sfx/merge.wav +0 -0
  191. package/src/assets/sfx/miss.wav +0 -0
  192. package/src/assets/sfx/nitro.wav +0 -0
  193. package/src/assets/sfx/pew.wav +0 -0
  194. package/src/assets/sfx/place.wav +0 -0
  195. package/src/assets/sfx/pling.wav +0 -0
  196. package/src/assets/sfx/point.wav +0 -0
  197. package/src/assets/sfx/pop.wav +0 -0
  198. package/src/assets/sfx/pop_soft.wav +0 -0
  199. package/src/assets/sfx/power_up.wav +0 -0
  200. package/src/assets/sfx/reveal.wav +0 -0
  201. package/src/assets/sfx/robot.wav +0 -0
  202. package/src/assets/sfx/rotate.wav +0 -0
  203. package/src/assets/sfx/run_steps.wav +0 -0
  204. package/src/assets/sfx/select.wav +0 -0
  205. package/src/assets/sfx/shuffle.wav +0 -0
  206. package/src/assets/sfx/six.wav +0 -0
  207. package/src/assets/sfx/slice.wav +0 -0
  208. package/src/assets/sfx/slide.wav +0 -0
  209. package/src/assets/sfx/snake.wav +0 -0
  210. package/src/assets/sfx/snap.wav +0 -0
  211. package/src/assets/sfx/splash.wav +0 -0
  212. package/src/assets/sfx/star.wav +0 -0
  213. package/src/assets/sfx/start.wav +0 -0
  214. package/src/assets/sfx/swoosh.wav +0 -0
  215. package/src/assets/sfx/tap.wav +0 -0
  216. package/src/assets/sfx/thud.wav +0 -0
  217. package/src/assets/sfx/thunk.wav +0 -0
  218. package/src/assets/sfx/tick.wav +0 -0
  219. package/src/assets/sfx/time_up.wav +0 -0
  220. package/src/assets/sfx/tock.wav +0 -0
  221. package/src/assets/sfx/walk_steps.wav +0 -0
  222. package/src/assets/sfx/warning.wav +0 -0
  223. package/src/assets/sfx/whack.wav +0 -0
  224. package/src/assets/sfx/whoosh.wav +0 -0
  225. package/src/assets/sfx/win.wav +0 -0
  226. package/src/assets/sfx/zap.wav +0 -0
  227. package/src/assets/textures/ad_bolt.png +0 -0
  228. package/src/assets/textures/ad_bubbles.png +0 -0
  229. package/src/assets/textures/ad_chevrons.png +0 -0
  230. package/src/assets/textures/asphalt.png +0 -0
  231. package/src/assets/textures/bark.jpg +0 -0
  232. package/src/assets/textures/explorer-atlas.png +0 -0
  233. package/src/assets/textures/facade.png +0 -0
  234. package/src/assets/textures/grass.png +0 -0
  235. package/src/assets/textures/leaves.png +0 -0
  236. package/src/assets/textures/limestone.jpg +0 -0
  237. package/src/assets/textures/meadow.jpg +0 -0
  238. package/src/assets/textures/nature-sources.json +0 -87
  239. package/src/assets/textures/pine.png +0 -0
  240. package/src/assets/textures/river.jpg +0 -0
  241. package/src/assets/textures/soft_glow.png +0 -0
  242. package/src/games/arrows/Arrows.tsx +0 -69
  243. package/src/games/arrows/ArrowsConstants.ts +0 -107
  244. package/src/games/arrows/ArrowsGame.ts +0 -735
  245. package/src/games/arrows/ArrowsScene.ts +0 -395
  246. package/src/games/balloon-blaster/BalloonBlaster.tsx +0 -75
  247. package/src/games/balloon-blaster/BalloonBlasterConstants.ts +0 -79
  248. package/src/games/balloon-blaster/BalloonBlasterGame.ts +0 -287
  249. package/src/games/balloon-blaster/BalloonBlasterPhysics.ts +0 -95
  250. package/src/games/balloon-blaster/BalloonBlasterScene.ts +0 -225
  251. package/src/games/bike-racing/BikeMeshes.ts +0 -273
  252. package/src/games/bike-racing/BikeRacing.tsx +0 -211
  253. package/src/games/bike-racing/BikeRacingConstants.ts +0 -103
  254. package/src/games/bike-racing/BikeRacingGame.ts +0 -557
  255. package/src/games/bike-racing/BikeRacingScene.ts +0 -119
  256. package/src/games/block-blast/BlockBlast.tsx +0 -73
  257. package/src/games/block-blast/BlockBlastConstants.ts +0 -179
  258. package/src/games/block-blast/BlockBlastGame.ts +0 -471
  259. package/src/games/block-blast/BlockBlastScene.ts +0 -156
  260. package/src/games/block-breaker/BlockBreaker.tsx +0 -79
  261. package/src/games/block-breaker/BlockBreakerConstants.ts +0 -139
  262. package/src/games/block-breaker/BlockBreakerGame.ts +0 -459
  263. package/src/games/block-breaker/BlockBreakerScene.ts +0 -257
  264. package/src/games/bluk/Bluk.tsx +0 -82
  265. package/src/games/bluk/BlukConstants.ts +0 -121
  266. package/src/games/bluk/BlukGame.ts +0 -323
  267. package/src/games/bluk/BlukRules.ts +0 -154
  268. package/src/games/bluk/BlukScene.ts +0 -514
  269. package/src/games/bubble-shooter/BubbleShooter.tsx +0 -76
  270. package/src/games/bubble-shooter/BubbleShooterConstants.ts +0 -103
  271. package/src/games/bubble-shooter/BubbleShooterGame.ts +0 -459
  272. package/src/games/bubble-shooter/BubbleShooterScene.ts +0 -158
  273. package/src/games/candy-crush/CandyCrush.tsx +0 -77
  274. package/src/games/candy-crush/CandyCrushConstants.ts +0 -94
  275. package/src/games/candy-crush/CandyCrushGame.ts +0 -477
  276. package/src/games/candy-crush/CandyCrushScene.ts +0 -209
  277. package/src/games/car-racing/CarMeshes.ts +0 -440
  278. package/src/games/car-racing/CarRacing.tsx +0 -211
  279. package/src/games/car-racing/CarRacingConstants.ts +0 -167
  280. package/src/games/car-racing/CarRacingFacade.ts +0 -40
  281. package/src/games/car-racing/CarRacingGame.ts +0 -539
  282. package/src/games/car-racing/CarRacingScene.ts +0 -1026
  283. package/src/games/car-racing/CarRacingScenery.ts +0 -265
  284. package/src/games/chameleon-run/ChameleonRun.tsx +0 -96
  285. package/src/games/chameleon-run/ChameleonRunBackdrop.ts +0 -186
  286. package/src/games/chameleon-run/ChameleonRunConstants.ts +0 -47
  287. package/src/games/chameleon-run/ChameleonRunGame.ts +0 -309
  288. package/src/games/chameleon-run/ChameleonRunMeshes.ts +0 -305
  289. package/src/games/chameleon-run/ChameleonRunRules.ts +0 -252
  290. package/src/games/chameleon-run/ChameleonRunScene.ts +0 -310
  291. package/src/games/checkers/Checkers.tsx +0 -83
  292. package/src/games/checkers/CheckersAI.ts +0 -255
  293. package/src/games/checkers/CheckersConstants.ts +0 -68
  294. package/src/games/checkers/CheckersGame.ts +0 -322
  295. package/src/games/checkers/CheckersRules.ts +0 -167
  296. package/src/games/checkers/CheckersScene.ts +0 -308
  297. package/src/games/color-switch/ColorSwitch.tsx +0 -75
  298. package/src/games/color-switch/ColorSwitchConstants.ts +0 -61
  299. package/src/games/color-switch/ColorSwitchGame.ts +0 -329
  300. package/src/games/color-switch/ColorSwitchScene.ts +0 -220
  301. package/src/games/colors-sort/ColorsSort.tsx +0 -82
  302. package/src/games/colors-sort/ColorsSortConstants.ts +0 -119
  303. package/src/games/colors-sort/ColorsSortGame.ts +0 -246
  304. package/src/games/colors-sort/ColorsSortScene.ts +0 -315
  305. package/src/games/connect-em-all/ConnectEmAll.tsx +0 -70
  306. package/src/games/connect-em-all/ConnectEmAllConstants.ts +0 -77
  307. package/src/games/connect-em-all/ConnectEmAllGame.ts +0 -401
  308. package/src/games/connect-em-all/ConnectEmAllScene.ts +0 -235
  309. package/src/games/crossy-road/CrossyRoad.tsx +0 -74
  310. package/src/games/crossy-road/CrossyRoadCamera.ts +0 -59
  311. package/src/games/crossy-road/CrossyRoadConstants.ts +0 -132
  312. package/src/games/crossy-road/CrossyRoadGame.ts +0 -293
  313. package/src/games/crossy-road/CrossyRoadMeshes.ts +0 -195
  314. package/src/games/crossy-road/CrossyRoadPerson.ts +0 -198
  315. package/src/games/crossy-road/CrossyRoadRules.ts +0 -99
  316. package/src/games/crossy-road/CrossyRoadScene.ts +0 -355
  317. package/src/games/dino-jump/DinoJump.tsx +0 -77
  318. package/src/games/dino-jump/DinoJumpConstants.ts +0 -80
  319. package/src/games/dino-jump/DinoJumpGame.ts +0 -344
  320. package/src/games/dino-jump/DinoJumpScene.ts +0 -686
  321. package/src/games/dots-and-boxes/DotsAndBoxes.tsx +0 -83
  322. package/src/games/dots-and-boxes/DotsAndBoxesConstants.ts +0 -77
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  331. package/src/games/find-different-number/FindDifferentNumberConstants.ts +0 -74
  332. package/src/games/find-different-number/FindDifferentNumberGame.ts +0 -174
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@@ -1,158 +0,0 @@
1
- // Everything Bubble Shooter draws. Orthographic camera, one world unit per point, looking down -z: x
2
- // right and y up from the view's centre. Positions come in board points (from the board's top-left). Depth (toward the camera): the game background,
3
- // the board panel and its border, the aim dots, the bubbles. Bubbles are glossy spheres (the same mesh
4
- // as Connect Em All's dots) and the aim dots flat discs; both are shared meshes, as mesh ids are
5
- // app-wide and limited.
6
- import { type Color, type Entity, extrude, type Model, Path, shapeGeometry, type Vec3, type World } from '@nayan-ui/engine';
7
- import type { GameTheme } from '../../services/ThemeService';
8
- import { setBackdropTheme, spawnBackdrop } from '../shared/EngineBackdrop';
9
- import { popAndBurst } from '../shared/EngineBlasts';
10
- import { cacheGameAsset, createGameMesh as createShape } from '../shared/EngineMeshes';
11
- import { toColor } from '../shared/EngineUtils';
12
- import {
13
- AIM_ALPHA_FAR,
14
- AIM_ALPHA_NEAR,
15
- AIM_DOT_COUNT,
16
- BUBBLE_COLORS,
17
- BUBBLE_SHINE,
18
- BURST_TIME,
19
- CLASSIC_AIM,
20
- CLASSIC_BOARD,
21
- CLASSIC_BORDER,
22
- CLASSIC_RADIUS,
23
- type Layout,
24
- THEMED_RADIUS,
25
- TOP_BOUNDARY
26
- } from './BubbleShooterConstants';
27
-
28
- const Z_BACKDROP = -20;
29
- const Z_BOARD = 0;
30
- const Z_RIM = 0.2;
31
- const Z_AIM = 0.5;
32
- const HIDDEN = 0;
33
-
34
- /** A board point at depth `z`, in world space. */
35
- export const toWorld = (l: Layout, x: number, y: number, z = 0): Vec3 => [l.boardLeft + x - l.width / 2, l.height / 2 - (l.boardTop + y), z];
36
- const bubbleZ = (l: Layout) => l.radius + 1;
37
- export const bubblePosition = (l: Layout, x: number, y: number) => toWorld(l, x, y, bubbleZ(l));
38
- /** A grid bubble's size (the sphere mesh is one across). */
39
- export const bubbleSize = (l: Layout) => l.radius * 2;
40
-
41
- // ── Meshes (registered once per size: mesh ids are app-wide and limited) ──
42
-
43
- const meshes = new Map<string, Model>();
44
- const mesh = (key: string, build: () => Model) => {
45
- let m = meshes.get(key);
46
- if (!m) {
47
- m = cacheGameAsset('bubble-shooter/BubbleShooterScene:' + key, build);
48
- meshes.set(key, m);
49
- }
50
- return m;
51
- };
52
- /** A glossy unit sphere: Connect Em All's dot mesh (same geometry and shine, so the same mesh id). */
53
- const bubbleMesh = () => mesh('dot', () => createShape(shapeGeometry('sphere'), { shine: BUBBLE_SHINE }));
54
- const discMesh = () => mesh('disc', () => createShape(extrude(new Path().addCircle(0, 0, 0.5), { depth: 0 })));
55
- /** A flat rounded rectangle from its top-left; with `rim`, only its outline. */
56
- const panelMesh = (w: number, h: number, r: number, rim = 0) =>
57
- mesh(`panel:${w}:${h}:${r}:${rim}`, () => {
58
- const path = new Path().addRoundedRect(0, 0, w, h, r);
59
- if (rim > 0) path.addRoundedRect(rim, rim, w - rim * 2, h - rim * 2, r - rim);
60
- return createShape(extrude(path, { depth: 0, fillRule: 'evenodd' }), { center: false });
61
- });
62
-
63
- // ── Colors ────────────────────────────────────────────────────────────
64
-
65
- const BUBBLES = BUBBLE_COLORS.map((c) => toColor(c));
66
- export const bubbleColor = (color: number) => BUBBLES[color % BUBBLES.length]!;
67
- /** White aim dots on classic; light / dark draw them in the theme's text color. */
68
- export const aimColor = (theme: GameTheme): Color => toColor(theme.mode === 'classic' ? CLASSIC_AIM : theme.TEXT);
69
-
70
- // ── Board ─────────────────────────────────────────────────────────────
71
-
72
- export type Scenery = { backdrop: Entity; parts: Entity[] };
73
-
74
- function spawnBoard(world: World, l: Layout, theme: GameTheme): Entity[] {
75
- const classic = theme.mode === 'classic';
76
- const radius = classic ? CLASSIC_RADIUS : THEMED_RADIUS;
77
- const at = (z: number) => toWorld(l, 0, 0, z);
78
- return [
79
- world.spawn({
80
- mesh: panelMesh(l.boardWidth, l.boardHeight, radius),
81
- position: at(Z_BOARD),
82
- color: toColor(classic ? CLASSIC_BOARD : theme.BOARD.SURFACE),
83
- pickable: false
84
- }),
85
- world.spawn({
86
- mesh: panelMesh(l.boardWidth, l.boardHeight, radius, 1.5),
87
- position: at(Z_RIM),
88
- color: toColor(classic ? CLASSIC_BORDER : theme.BOARD.BORDER),
89
- pickable: false
90
- })
91
- ];
92
- }
93
-
94
- export function buildScenery(world: World, l: Layout, theme: GameTheme): Scenery {
95
- return { backdrop: spawnBackdrop(world, l.width, l.height, Z_BACKDROP, theme), parts: spawnBoard(world, l, theme) };
96
- }
97
-
98
- export function removeScenery(world: World, s: Scenery) {
99
- world.despawn(s.backdrop);
100
- for (const e of s.parts) world.despawn(e);
101
- }
102
-
103
- export function setSceneryTheme(world: World, l: Layout, s: Scenery, theme: GameTheme) {
104
- setBackdropTheme(world, s.backdrop, theme);
105
- for (const e of s.parts) world.despawn(e);
106
- s.parts = spawnBoard(world, l, theme);
107
- }
108
-
109
- // ── Bubbles ───────────────────────────────────────────────────────────
110
-
111
- /** A bubble at (x, y), `scale` of its full size. */
112
- export function spawnBubble(world: World, l: Layout, color: number, x: number, y: number, scale = 1): Entity {
113
- return world.spawn({
114
- mesh: bubbleMesh(),
115
- position: bubblePosition(l, x, y),
116
- scale: bubbleSize(l) * scale,
117
- color: bubbleColor(color),
118
- pickable: false
119
- });
120
- }
121
-
122
- /** A popped bubble: it pops (swells, flashes, settles, shrinks away) and bursts in its color, then it's gone. */
123
- export function popBubble(world: World, l: Layout, e: Entity, color: number, x: number, y: number) {
124
- const at = bubblePosition(l, x, y);
125
- popAndBurst(
126
- world,
127
- e,
128
- { scale: bubbleSize(l), color: bubbleColor(color), duration: BURST_TIME },
129
- { position: [at[0], at[1], at[2] + l.radius], size: bubbleSize(l), color: bubbleColor(color), glowZ: Z_RIM + 0.3 }
130
- ).then(() => world.despawn(e));
131
- }
132
-
133
- // ── Aim guide ─────────────────────────────────────────────────────────
134
-
135
- /** The aim dots, hidden until placed. */
136
- export function spawnAimDots(world: World): Entity[] {
137
- return Array.from({ length: AIM_DOT_COUNT }, () => world.spawn({ mesh: discMesh(), scale: HIDDEN, pickable: false }));
138
- }
139
-
140
- /** Shows dots at `points` (x, y, radius triples, nearest first); the rest hide. */
141
- export function placeAimDots(world: World, l: Layout, dots: Entity[], points: number[], color: Color) {
142
- const span = Math.max(1, l.shooterY - TOP_BOUNDARY);
143
- dots.forEach((dot, i) => {
144
- if (i * 3 >= points.length) {
145
- world.set(dot, { scale: HIDDEN });
146
- return;
147
- }
148
- const x = points[i * 3]!;
149
- const y = points[i * 3 + 1]!;
150
- // Fades from near the shooter toward the ceiling, as the original guide's gradient did
151
- const t = Math.max(0, Math.min(1, (l.shooterY - y) / span));
152
- world.set(dot, {
153
- position: toWorld(l, x, y, Z_AIM),
154
- scale: points[i * 3 + 2]! * 2,
155
- color: [color[0], color[1], color[2], AIM_ALPHA_NEAR + (AIM_ALPHA_FAR - AIM_ALPHA_NEAR) * t]
156
- });
157
- });
158
- }
@@ -1,77 +0,0 @@
1
- // Candy Crush's screen, on the Nayan engine: the board, candies and bursts are one 3D scene (an
2
- // orthographic camera over a board of glossy candies), under Playtura's scoreboard, controls and
3
- // modals. The rules are in CandyCrushGame.ts, what it draws in CandyCrushScene.ts.
4
- //
5
- // One world serves the whole visit: Start, Stop and Play Again deal a new board in place and a theme
6
- // change repaints the board, so the GPU view is never rebuilt. Swaps, swells, falls and bursts animate
7
- // in the engine's Rust core; JS only moves the dragged candy, resolves matches and steps the world.
8
- import { HapticType } from '../../services/HapticsService';
9
- import { GAME_SOUNDS } from '../../services/SoundsService';
10
- import { GAME_IDS } from '../../services/UtilsService';
11
- import { engineGame, EngineGameScreen } from '../shared/EngineGameScreen';
12
- import { scoreColumn, timerColumn } from '../shared/EngineHud';
13
- import { useEngineGame } from '../shared/useEngineGame';
14
- import { useLiveState } from '../shared/useLiveState';
15
- import { getLayout, LIGHT, TIME_LIMIT } from './CandyCrushConstants';
16
- import { createGame, dispose, reset, setLayout, setTheme, start, tick, touchEnd, touchMove, touchStart } from './CandyCrushGame';
17
-
18
- const SFX = GAME_SOUNDS.CANDY_CRUSH;
19
- const scoreFormatter = (s: number) => `${s}`;
20
-
21
- export const CandyCrush = engineGame(GAME_IDS.CANDY_CRUSH, (props) => {
22
- const [score, setScore] = useLiveState(0);
23
- const [timeLeft, setTimeLeft] = useLiveState(TIME_LIMIT);
24
-
25
- const { theme, screen, gameOver } = useEngineGame(props, {
26
- gameId: GAME_IDS.CANDY_CRUSH,
27
- create: createGame,
28
- start,
29
- reset,
30
- dispose,
31
- tick,
32
- setTheme,
33
- resize: (g, width, height, offset) => {
34
- const l = getLayout(width, height, offset);
35
- setLayout(g, l);
36
- return l.boardSize;
37
- },
38
- drag: (g, { phase, x, y, dx, dy, cancelled }) => {
39
- if (phase === 'start') touchStart(g, x, y);
40
- else if (phase === 'move') touchMove(g, dx, dy);
41
- else touchEnd(g, dx, dy, cancelled);
42
- },
43
- // The run only ends when time is up, which counts as a win (any score)
44
- outcome: () => 'win',
45
- sounds: SFX,
46
- onStart: (fx) => fx(SFX.START, HapticType.MEDIUM),
47
- wire: (g, fx) => {
48
- g.onScore = setScore;
49
- g.onTime = setTimeLeft;
50
- g.onSelect = () => fx(SFX.SELECT, HapticType.LIGHT);
51
- g.onSwap = () => fx(SFX.SWAP, HapticType.MEDIUM);
52
- g.onInvalid = () => fx(SFX.INVALID_SWAP, HapticType.WARNING);
53
- g.onMatch = (combo) => fx(combo > 1 ? SFX.COMBO : SFX.MATCH, combo > 1 ? HapticType.HEAVY : HapticType.MEDIUM);
54
- g.onBomb = () => fx(SFX.BOMB, HapticType.HEAVY);
55
- g.onBlast = () => fx(SFX.BLAST, HapticType.HEAVY);
56
- g.onWarning = (secondsLeft) => fx(SFX.WARNING, secondsLeft <= 10 ? HapticType.HEAVY : HapticType.MEDIUM);
57
- g.onTimeUp = () => fx(SFX.TIME_UP, HapticType.HEAVY);
58
- }
59
- });
60
-
61
- return (
62
- <EngineGameScreen
63
- {...screen}
64
- light={LIGHT}
65
- columns={[scoreColumn(score), timerColumn(timeLeft, theme, 0)]}
66
- subtext="Match 3 or more"
67
- gameOver={gameOver({
68
- title: 'TIME UP!',
69
- message: 'Great crushing!',
70
- scoreLabel: 'Final Score',
71
- score,
72
- formatter: scoreFormatter,
73
- buttonText: 'Crush Again!'
74
- })}
75
- />
76
- );
77
- });
@@ -1,94 +0,0 @@
1
- // Candy Crush's rules, timings, colors and layout. Rules, scoring and layout match the original version
2
- // (games/candy-crush), so scores and feel carry over.
3
- import { frontLight, gameWidthFor } from '../shared/EngineUtils';
4
-
5
- // ── Rules ─────────────────────────────────────────────────────────────
6
-
7
- export const GRID_SIZE = 7;
8
- export const CANDY_TYPES = 4; // colors in play: the first four of CANDY_COLORS
9
- export const MIN_MATCH = 3;
10
- /** A run this long leaves a color bomb: swap it with any candy to clear every candy of that color (two bombs clear the board). */
11
- export const BOMB_MATCH = 5;
12
- /** A color bomb's type: it has no color, so it never matches. */
13
- export const BOMB = -1;
14
- export const BOMB_MULTIPLIER = 2; // a color bomb's candies score double
15
- export const ZAP_TIME = 0.25; // a color bomb's zaps reach their candies before they crush
16
- export const POINTS_PER_CANDY = 50;
17
- export const COMBO_MULTIPLIER = 1.25; // each cascade after the first scores 1.25x the one before
18
- export const TIME_LIMIT = 300; // seconds
19
- export const WARNING_TIMES = [30, 10] as const; // "Hurry!" at these seconds left
20
-
21
- // Vibrant saturated palette for glossy 3D candies
22
- export const CANDY_COLORS = ['#EF2D36', '#2DC84E', '#3B9FFF', '#FFD020', '#B44CFF', '#FF8820'] as const;
23
-
24
- // ── Feel (seconds) ────────────────────────────────────────────────────
25
-
26
- export const SWAP_TIME = 0.2; // two candies glide past each other; matches are checked after it
27
- export const MATCH_TIME = 0.42; // matched candies pop (swell, flash, settle, shrink away) and burst, as Block Blast's
28
- export const CLEAR_RIPPLE = 0.025; // seconds per cell: clears ripple out from where the swap landed
29
- export const FALL_TIME = 0.4; // survivors drop and new candies fall in, then the board is checked again
30
- export const FALL_SPRING = { damping: 13, stiffness: 170, mass: 0.9 }; // a small bounce on landing
31
- export const LIFT_SPRING = { damping: 14, stiffness: 300 };
32
- export const RETURN_SPRING = { damping: 16, stiffness: 260 };
33
- export const LIFT_SCALE = 1.1;
34
- export const NUDGE_TIME = 0.09; // a rejected swap bumps the candies together...
35
- export const NUDGE_SPRING = { damping: 9, stiffness: 320 }; // ...and they spring back
36
- export const NUDGE_DISTANCE = 0.28; // cells
37
- // Fresh board: candies rain in column by column, bottom rows first
38
- export const INTRO_COL_STAGGER = 0.028;
39
- export const INTRO_ROW_STAGGER = 0.022;
40
-
41
- // ── Look ──────────────────────────────────────────────────────────────
42
-
43
- // Lit from the top-left, like the original sprites' highlight; flat surfaces keep their exact color.
44
- export const LIGHT = frontLight([-0.35, 0.6, 1], 0.5);
45
- export const CANDY_SHINE = 0.55;
46
-
47
- // Classic (no host theme) board colors
48
- export const CLASSIC_BOARD = 'rgba(255, 255, 255, 0.13)';
49
- export const CLASSIC_BORDER = 'rgba(255, 255, 255, 0.25)';
50
- export const CLASSIC_CELL = 'rgba(255, 255, 255, 0.10)';
51
- export const CLASSIC_RADIUS = 16;
52
- export const THEMED_RADIUS = 8;
53
-
54
- // ── Layout (points; same arithmetic as the original version) ──────────────
55
-
56
- export const CELL_GAP = 3;
57
-
58
- export type Layout = {
59
- /** The GameView's size. */
60
- width: number;
61
- height: number;
62
- boardLeft: number;
63
- boardTop: number;
64
- /** The board's side, padding included. */
65
- boardSize: number;
66
- cell: number;
67
- /** From one cell's top-left to the next. */
68
- step: number;
69
- /** A drag this far starts a swap. */
70
- swipeThreshold: number;
71
- };
72
-
73
- /** The board as wide as the game area (360 phones / 500 tablets), centred in the space below the header. */
74
- export function getLayout(width: number, height: number, offset: number): Layout {
75
- const gameWidth = gameWidthFor(width);
76
- const cell = Math.floor((gameWidth - CELL_GAP * (GRID_SIZE + 1)) / GRID_SIZE);
77
- const boardSize = GRID_SIZE * cell + (GRID_SIZE + 1) * CELL_GAP;
78
- return {
79
- width,
80
- height,
81
- boardLeft: (width - boardSize) / 2,
82
- boardTop: offset + (height - offset - boardSize) / 2,
83
- boardSize,
84
- cell,
85
- step: cell + CELL_GAP,
86
- swipeThreshold: cell * 0.3
87
- };
88
- }
89
-
90
- /** Centre of cell (row, col), in view points. `row` may be negative: above the board. */
91
- export const cellCenter = (l: Layout, row: number, col: number): [number, number] => [
92
- l.boardLeft + CELL_GAP + col * l.step + l.cell / 2,
93
- l.boardTop + CELL_GAP + row * l.step + l.cell / 2
94
- ];