@nayan-ui/games 1.20.0 → 1.21.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (552) hide show
  1. package/lib/module/games/arrows/Arrows.js +1 -1
  2. package/lib/module/games/arrows/ArrowsScene.js +1 -1
  3. package/lib/module/games/balloon-blaster/BalloonBlaster.js +1 -1
  4. package/lib/module/games/balloon-blaster/BalloonBlasterScene.js +1 -1
  5. package/lib/module/games/bike-racing/BikeMeshes.js +1 -1
  6. package/lib/module/games/bike-racing/BikeRacing.js +1 -1
  7. package/lib/module/games/bike-racing/BikeRacingConstants.js +1 -1
  8. package/lib/module/games/bike-racing/BikeRacingScene.js +1 -1
  9. package/lib/module/games/block-blast/BlockBlast.js +1 -1
  10. package/lib/module/games/block-blast/BlockBlastScene.js +1 -1
  11. package/lib/module/games/block-breaker/BlockBreaker.js +1 -1
  12. package/lib/module/games/block-breaker/BlockBreakerScene.js +1 -1
  13. package/lib/module/games/bluk/Bluk.js +1 -1
  14. package/lib/module/games/bluk/BlukScene.js +1 -1
  15. package/lib/module/games/bubble-shooter/BubbleShooter.js +1 -1
  16. package/lib/module/games/bubble-shooter/BubbleShooterScene.js +1 -1
  17. package/lib/module/games/candy-crush/CandyCrush.js +1 -1
  18. package/lib/module/games/candy-crush/CandyCrushScene.js +1 -1
  19. package/lib/module/games/car-racing/CarMeshes.js +1 -1
  20. package/lib/module/games/car-racing/CarRacing.js +1 -1
  21. package/lib/module/games/car-racing/CarRacingScene.js +1 -1
  22. package/lib/module/games/chameleon-run/ChameleonRun.js +1 -1
  23. package/lib/module/games/chameleon-run/ChameleonRunBackdrop.js +1 -1
  24. package/lib/module/games/chameleon-run/ChameleonRunMeshes.js +1 -1
  25. package/lib/module/games/checkers/Checkers.js +1 -1
  26. package/lib/module/games/checkers/CheckersScene.js +1 -1
  27. package/lib/module/games/color-switch/ColorSwitch.js +1 -1
  28. package/lib/module/games/color-switch/ColorSwitchScene.js +1 -1
  29. package/lib/module/games/colors-sort/ColorsSort.js +1 -1
  30. package/lib/module/games/colors-sort/ColorsSortScene.js +1 -1
  31. package/lib/module/games/connect-em-all/ConnectEmAll.js +1 -1
  32. package/lib/module/games/connect-em-all/ConnectEmAllScene.js +1 -1
  33. package/lib/module/games/crossy-road/CrossyRoad.js +1 -1
  34. package/lib/module/games/crossy-road/CrossyRoadMeshes.js +1 -1
  35. package/lib/module/games/crossy-road/CrossyRoadPerson.js +1 -1
  36. package/lib/module/games/dino-jump/DinoJump.js +1 -1
  37. package/lib/module/games/dino-jump/DinoJumpScene.js +1 -1
  38. package/lib/module/games/dots-and-boxes/DotsAndBoxes.js +1 -1
  39. package/lib/module/games/dots-and-boxes/DotsAndBoxesScene.js +1 -1
  40. package/lib/module/games/falling-sticks/FallingSticks.js +1 -1
  41. package/lib/module/games/falling-sticks/FallingSticksScene.js +1 -1
  42. package/lib/module/games/find-different-number/FindDifferentNumber.js +1 -1
  43. package/lib/module/games/find-different-number/FindDifferentNumberScene.js +1 -1
  44. package/lib/module/games/flappy-bird/FlappyBird.js +1 -1
  45. package/lib/module/games/flappy-bird/FlappyBirdScene.js +1 -1
  46. package/lib/module/games/fruit-merger/FruitMerger.js +1 -1
  47. package/lib/module/games/fruit-merger/FruitMergerScene.js +1 -1
  48. package/lib/module/games/fruit-ninja/FruitNinja.js +1 -1
  49. package/lib/module/games/fruit-ninja/FruitNinjaScene.js +1 -1
  50. package/lib/module/games/fruit-ninja/FruitNinjaWorld.js +1 -1
  51. package/lib/module/games/game-2048/Game2048.js +1 -1
  52. package/lib/module/games/game-2048/Game2048Scene.js +1 -1
  53. package/lib/module/games/knife-hit/KnifeHit.js +1 -1
  54. package/lib/module/games/knife-hit/KnifeHitScene.js +1 -1
  55. package/lib/module/games/ludo-king/LudoKing.js +1 -1
  56. package/lib/module/games/ludo-king/LudoKingScene.js +1 -1
  57. package/lib/module/games/maze-runner/MazeRunner.js +1 -1
  58. package/lib/module/games/maze-runner/MazeRunnerScene.js +1 -1
  59. package/lib/module/games/memory-match/MemoryMatch.js +1 -1
  60. package/lib/module/games/memory-match/MemoryMatchScene.js +1 -1
  61. package/lib/module/games/mine-sweeper/MineSweeper.js +1 -1
  62. package/lib/module/games/mine-sweeper/MineSweeperScene.js +1 -1
  63. package/lib/module/games/mob-control/MobControl.js +1 -1
  64. package/lib/module/games/mob-control/MobControlGame.js +1 -1
  65. package/lib/module/games/mob-control/MobControlMeshes.js +1 -1
  66. package/lib/module/games/mob-control/MobControlRenderer.js +1 -1
  67. package/lib/module/games/mob-control/MobControlRules.js +1 -1
  68. package/lib/module/games/mob-control/MobControlScene.js +1 -1
  69. package/lib/module/games/nuts-and-bolts/NutsAndBolts.js +1 -1
  70. package/lib/module/games/nuts-and-bolts/NutsAndBoltsScene.js +1 -1
  71. package/lib/module/games/pac-man/PacMan.js +1 -1
  72. package/lib/module/games/pac-man/PacManGame.js +1 -1
  73. package/lib/module/games/pac-man/PacManScene.js +1 -1
  74. package/lib/module/games/paper-io/PaperIo.js +1 -1
  75. package/lib/module/games/paper-io/PaperIoMeshes.js +1 -1
  76. package/lib/module/games/paper-io/PaperIoScene.js +1 -1
  77. package/lib/module/games/penguin-run/PenguinMeshes.js +1 -1
  78. package/lib/module/games/penguin-run/PenguinRun.js +1 -1
  79. package/lib/module/games/penguin-run/PenguinRunScene.js +1 -1
  80. package/lib/module/games/perfect-circle/PerfectCircle.js +1 -1
  81. package/lib/module/games/perfect-circle/PerfectCircleScene.js +1 -1
  82. package/lib/module/games/pipe-connect/PipeConnect.js +1 -1
  83. package/lib/module/games/pipe-connect/PipeConnectScene.js +1 -1
  84. package/lib/module/games/play-with-tua/PlayWithTua.js +1 -1
  85. package/lib/module/games/popit-fidget/PopitFidget.js +1 -1
  86. package/lib/module/games/popit-fidget/PopitFidgetScene.js +1 -1
  87. package/lib/module/games/reversi/Reversi.js +1 -1
  88. package/lib/module/games/reversi/ReversiScene.js +1 -1
  89. package/lib/module/games/search-grid/SearchGrid.js +1 -1
  90. package/lib/module/games/search-grid/SearchGridScene.js +1 -1
  91. package/lib/module/games/shared/BackdropCard.js +1 -1
  92. package/lib/module/games/shared/EngineBackdrop.js +1 -1
  93. package/lib/module/games/shared/EngineBlasts.js +1 -1
  94. package/lib/module/games/shared/EngineBlocks.js +1 -1
  95. package/lib/module/games/shared/EngineDice.js +1 -1
  96. package/lib/module/games/shared/EngineFruits.js +1 -1
  97. package/lib/module/games/shared/EngineGameLoader.js +1 -1
  98. package/lib/module/games/shared/EngineGameScreen.js +1 -1
  99. package/lib/module/games/shared/EngineGlyphs.js +1 -1
  100. package/lib/module/games/shared/EngineHud.js +1 -1
  101. package/lib/module/games/shared/EngineMeadow.js +1 -1
  102. package/lib/module/games/shared/EngineTouchSurface.js +1 -1
  103. package/lib/module/games/shared/GameActivity.js +1 -1
  104. package/lib/module/games/shared/GameLoading.js +1 -1
  105. package/lib/module/games/shared/GameLoadingTransition.js +1 -1
  106. package/lib/module/games/sliding-numbers/SlidingNumbers.js +1 -1
  107. package/lib/module/games/sliding-numbers/SlidingNumbersScene.js +1 -1
  108. package/lib/module/games/snake-3d/Snake3D.js +1 -1
  109. package/lib/module/games/snake-3d/Snake3DScene.js +1 -1
  110. package/lib/module/games/snakes-and-ladders/SnakesAndLadders.js +1 -1
  111. package/lib/module/games/snakes-and-ladders/SnakesAndLaddersScene.js +1 -1
  112. package/lib/module/games/space-fighter/SpaceFighter.js +1 -1
  113. package/lib/module/games/space-fighter/SpaceFighterScene.js +1 -1
  114. package/lib/module/games/spider-solitaire/SpiderSolitaire.js +1 -1
  115. package/lib/module/games/spider-solitaire/SpiderSolitaireScene.js +1 -1
  116. package/lib/module/games/stack-tower/StackTower.js +1 -1
  117. package/lib/module/games/stack-tower/StackTowerScene.js +1 -1
  118. package/lib/module/games/sudoku/Sudoku.js +1 -1
  119. package/lib/module/games/sudoku/SudokuScene.js +1 -1
  120. package/lib/module/games/tangram/Tangram.js +1 -1
  121. package/lib/module/games/tangram/TangramScene.js +1 -1
  122. package/lib/module/games/tank-1990/Tank1990.js +1 -1
  123. package/lib/module/games/tank-1990/Tank1990Scene.js +1 -1
  124. package/lib/module/games/tic-tac-toe/TicTacToe.js +1 -1
  125. package/lib/module/games/tic-tac-toe/TicTacToeScene.js +1 -1
  126. package/lib/module/games/tile-home/TileHome.js +1 -1
  127. package/lib/module/games/tile-home/TileHomeScene.js +1 -1
  128. package/lib/module/games/treasure-hunt/TreasureHunt.js +1 -1
  129. package/lib/module/games/treasure-hunt/TreasureHuntConstants.js +1 -1
  130. package/lib/module/games/treasure-hunt/TreasureHuntModel.js +1 -1
  131. package/lib/module/games/treasure-hunt/TreasureHuntScene.js +1 -1
  132. package/lib/module/games/whack-a-mole/WhackAMole.js +1 -1
  133. package/lib/module/games/whack-a-mole/WhackAMoleScene.js +1 -1
  134. package/lib/module/helpers/GameSettingsModal.js +1 -1
  135. package/lib/module/helpers/GameTheme.js +1 -1
  136. package/package.json +1 -2
  137. package/src/assets/fonts/Inter-SemiBold.ttf +0 -0
  138. package/src/assets/models/explorer/explorer.glb +0 -0
  139. package/src/assets/models/explorer/params.json +0 -51
  140. package/src/assets/models/explorer/source.json +0 -222
  141. package/src/assets/models/play-with-tua/play-with-tua.glb +0 -0
  142. package/src/assets/models/play-with-tua/sources.json +0 -141
  143. package/src/assets/sfx/balloon_pop.wav +0 -0
  144. package/src/assets/sfx/blocked.wav +0 -0
  145. package/src/assets/sfx/boing.wav +0 -0
  146. package/src/assets/sfx/bonus.wav +0 -0
  147. package/src/assets/sfx/boom.wav +0 -0
  148. package/src/assets/sfx/bump.wav +0 -0
  149. package/src/assets/sfx/cannon.wav +0 -0
  150. package/src/assets/sfx/capture.wav +0 -0
  151. package/src/assets/sfx/card_flip.wav +0 -0
  152. package/src/assets/sfx/card_place.wav +0 -0
  153. package/src/assets/sfx/catch.wav +0 -0
  154. package/src/assets/sfx/chime.wav +0 -0
  155. package/src/assets/sfx/chomp.wav +0 -0
  156. package/src/assets/sfx/chomp_alt.wav +0 -0
  157. package/src/assets/sfx/clack.wav +0 -0
  158. package/src/assets/sfx/clang.wav +0 -0
  159. package/src/assets/sfx/clash.wav +0 -0
  160. package/src/assets/sfx/click.wav +0 -0
  161. package/src/assets/sfx/coin.wav +0 -0
  162. package/src/assets/sfx/combo.wav +0 -0
  163. package/src/assets/sfx/crash.wav +0 -0
  164. package/src/assets/sfx/crunch.wav +0 -0
  165. package/src/assets/sfx/dance.wav +0 -0
  166. package/src/assets/sfx/deselect.wav +0 -0
  167. package/src/assets/sfx/dice_roll.wav +0 -0
  168. package/src/assets/sfx/die.wav +0 -0
  169. package/src/assets/sfx/draw.wav +0 -0
  170. package/src/assets/sfx/drop.wav +0 -0
  171. package/src/assets/sfx/eat.wav +0 -0
  172. package/src/assets/sfx/engine.wav +0 -0
  173. package/src/assets/sfx/error.wav +0 -0
  174. package/src/assets/sfx/flag.wav +0 -0
  175. package/src/assets/sfx/flap.wav +0 -0
  176. package/src/assets/sfx/flip_disc.wav +0 -0
  177. package/src/assets/sfx/footstep_run.wav +0 -0
  178. package/src/assets/sfx/footstep_walk.wav +0 -0
  179. package/src/assets/sfx/game_over.wav +0 -0
  180. package/src/assets/sfx/gate.wav +0 -0
  181. package/src/assets/sfx/hit.wav +0 -0
  182. package/src/assets/sfx/hop.wav +0 -0
  183. package/src/assets/sfx/hurt.wav +0 -0
  184. package/src/assets/sfx/invalid.wav +0 -0
  185. package/src/assets/sfx/jump.wav +0 -0
  186. package/src/assets/sfx/ladder.wav +0 -0
  187. package/src/assets/sfx/land.wav +0 -0
  188. package/src/assets/sfx/laugh.wav +0 -0
  189. package/src/assets/sfx/lose.wav +0 -0
  190. package/src/assets/sfx/merge.wav +0 -0
  191. package/src/assets/sfx/miss.wav +0 -0
  192. package/src/assets/sfx/nitro.wav +0 -0
  193. package/src/assets/sfx/pew.wav +0 -0
  194. package/src/assets/sfx/place.wav +0 -0
  195. package/src/assets/sfx/pling.wav +0 -0
  196. package/src/assets/sfx/point.wav +0 -0
  197. package/src/assets/sfx/pop.wav +0 -0
  198. package/src/assets/sfx/pop_soft.wav +0 -0
  199. package/src/assets/sfx/power_up.wav +0 -0
  200. package/src/assets/sfx/reveal.wav +0 -0
  201. package/src/assets/sfx/robot.wav +0 -0
  202. package/src/assets/sfx/rotate.wav +0 -0
  203. package/src/assets/sfx/run_steps.wav +0 -0
  204. package/src/assets/sfx/select.wav +0 -0
  205. package/src/assets/sfx/shuffle.wav +0 -0
  206. package/src/assets/sfx/six.wav +0 -0
  207. package/src/assets/sfx/slice.wav +0 -0
  208. package/src/assets/sfx/slide.wav +0 -0
  209. package/src/assets/sfx/snake.wav +0 -0
  210. package/src/assets/sfx/snap.wav +0 -0
  211. package/src/assets/sfx/splash.wav +0 -0
  212. package/src/assets/sfx/star.wav +0 -0
  213. package/src/assets/sfx/start.wav +0 -0
  214. package/src/assets/sfx/swoosh.wav +0 -0
  215. package/src/assets/sfx/tap.wav +0 -0
  216. package/src/assets/sfx/thud.wav +0 -0
  217. package/src/assets/sfx/thunk.wav +0 -0
  218. package/src/assets/sfx/tick.wav +0 -0
  219. package/src/assets/sfx/time_up.wav +0 -0
  220. package/src/assets/sfx/tock.wav +0 -0
  221. package/src/assets/sfx/walk_steps.wav +0 -0
  222. package/src/assets/sfx/warning.wav +0 -0
  223. package/src/assets/sfx/whack.wav +0 -0
  224. package/src/assets/sfx/whoosh.wav +0 -0
  225. package/src/assets/sfx/win.wav +0 -0
  226. package/src/assets/sfx/zap.wav +0 -0
  227. package/src/assets/textures/ad_bolt.png +0 -0
  228. package/src/assets/textures/ad_bubbles.png +0 -0
  229. package/src/assets/textures/ad_chevrons.png +0 -0
  230. package/src/assets/textures/asphalt.png +0 -0
  231. package/src/assets/textures/bark.jpg +0 -0
  232. package/src/assets/textures/explorer-atlas.png +0 -0
  233. package/src/assets/textures/facade.png +0 -0
  234. package/src/assets/textures/grass.png +0 -0
  235. package/src/assets/textures/leaves.png +0 -0
  236. package/src/assets/textures/limestone.jpg +0 -0
  237. package/src/assets/textures/meadow.jpg +0 -0
  238. package/src/assets/textures/nature-sources.json +0 -87
  239. package/src/assets/textures/pine.png +0 -0
  240. package/src/assets/textures/river.jpg +0 -0
  241. package/src/assets/textures/soft_glow.png +0 -0
  242. package/src/games/arrows/Arrows.tsx +0 -69
  243. package/src/games/arrows/ArrowsConstants.ts +0 -107
  244. package/src/games/arrows/ArrowsGame.ts +0 -735
  245. package/src/games/arrows/ArrowsScene.ts +0 -395
  246. package/src/games/balloon-blaster/BalloonBlaster.tsx +0 -75
  247. package/src/games/balloon-blaster/BalloonBlasterConstants.ts +0 -79
  248. package/src/games/balloon-blaster/BalloonBlasterGame.ts +0 -287
  249. package/src/games/balloon-blaster/BalloonBlasterPhysics.ts +0 -95
  250. package/src/games/balloon-blaster/BalloonBlasterScene.ts +0 -225
  251. package/src/games/bike-racing/BikeMeshes.ts +0 -273
  252. package/src/games/bike-racing/BikeRacing.tsx +0 -211
  253. package/src/games/bike-racing/BikeRacingConstants.ts +0 -103
  254. package/src/games/bike-racing/BikeRacingGame.ts +0 -557
  255. package/src/games/bike-racing/BikeRacingScene.ts +0 -119
  256. package/src/games/block-blast/BlockBlast.tsx +0 -73
  257. package/src/games/block-blast/BlockBlastConstants.ts +0 -179
  258. package/src/games/block-blast/BlockBlastGame.ts +0 -471
  259. package/src/games/block-blast/BlockBlastScene.ts +0 -156
  260. package/src/games/block-breaker/BlockBreaker.tsx +0 -79
  261. package/src/games/block-breaker/BlockBreakerConstants.ts +0 -139
  262. package/src/games/block-breaker/BlockBreakerGame.ts +0 -459
  263. package/src/games/block-breaker/BlockBreakerScene.ts +0 -257
  264. package/src/games/bluk/Bluk.tsx +0 -82
  265. package/src/games/bluk/BlukConstants.ts +0 -121
  266. package/src/games/bluk/BlukGame.ts +0 -323
  267. package/src/games/bluk/BlukRules.ts +0 -154
  268. package/src/games/bluk/BlukScene.ts +0 -514
  269. package/src/games/bubble-shooter/BubbleShooter.tsx +0 -76
  270. package/src/games/bubble-shooter/BubbleShooterConstants.ts +0 -103
  271. package/src/games/bubble-shooter/BubbleShooterGame.ts +0 -459
  272. package/src/games/bubble-shooter/BubbleShooterScene.ts +0 -158
  273. package/src/games/candy-crush/CandyCrush.tsx +0 -77
  274. package/src/games/candy-crush/CandyCrushConstants.ts +0 -94
  275. package/src/games/candy-crush/CandyCrushGame.ts +0 -477
  276. package/src/games/candy-crush/CandyCrushScene.ts +0 -209
  277. package/src/games/car-racing/CarMeshes.ts +0 -440
  278. package/src/games/car-racing/CarRacing.tsx +0 -211
  279. package/src/games/car-racing/CarRacingConstants.ts +0 -167
  280. package/src/games/car-racing/CarRacingFacade.ts +0 -40
  281. package/src/games/car-racing/CarRacingGame.ts +0 -539
  282. package/src/games/car-racing/CarRacingScene.ts +0 -1026
  283. package/src/games/car-racing/CarRacingScenery.ts +0 -265
  284. package/src/games/chameleon-run/ChameleonRun.tsx +0 -96
  285. package/src/games/chameleon-run/ChameleonRunBackdrop.ts +0 -186
  286. package/src/games/chameleon-run/ChameleonRunConstants.ts +0 -47
  287. package/src/games/chameleon-run/ChameleonRunGame.ts +0 -309
  288. package/src/games/chameleon-run/ChameleonRunMeshes.ts +0 -305
  289. package/src/games/chameleon-run/ChameleonRunRules.ts +0 -252
  290. package/src/games/chameleon-run/ChameleonRunScene.ts +0 -310
  291. package/src/games/checkers/Checkers.tsx +0 -83
  292. package/src/games/checkers/CheckersAI.ts +0 -255
  293. package/src/games/checkers/CheckersConstants.ts +0 -68
  294. package/src/games/checkers/CheckersGame.ts +0 -322
  295. package/src/games/checkers/CheckersRules.ts +0 -167
  296. package/src/games/checkers/CheckersScene.ts +0 -308
  297. package/src/games/color-switch/ColorSwitch.tsx +0 -75
  298. package/src/games/color-switch/ColorSwitchConstants.ts +0 -61
  299. package/src/games/color-switch/ColorSwitchGame.ts +0 -329
  300. package/src/games/color-switch/ColorSwitchScene.ts +0 -220
  301. package/src/games/colors-sort/ColorsSort.tsx +0 -82
  302. package/src/games/colors-sort/ColorsSortConstants.ts +0 -119
  303. package/src/games/colors-sort/ColorsSortGame.ts +0 -246
  304. package/src/games/colors-sort/ColorsSortScene.ts +0 -315
  305. package/src/games/connect-em-all/ConnectEmAll.tsx +0 -70
  306. package/src/games/connect-em-all/ConnectEmAllConstants.ts +0 -77
  307. package/src/games/connect-em-all/ConnectEmAllGame.ts +0 -401
  308. package/src/games/connect-em-all/ConnectEmAllScene.ts +0 -235
  309. package/src/games/crossy-road/CrossyRoad.tsx +0 -74
  310. package/src/games/crossy-road/CrossyRoadCamera.ts +0 -59
  311. package/src/games/crossy-road/CrossyRoadConstants.ts +0 -132
  312. package/src/games/crossy-road/CrossyRoadGame.ts +0 -293
  313. package/src/games/crossy-road/CrossyRoadMeshes.ts +0 -195
  314. package/src/games/crossy-road/CrossyRoadPerson.ts +0 -198
  315. package/src/games/crossy-road/CrossyRoadRules.ts +0 -99
  316. package/src/games/crossy-road/CrossyRoadScene.ts +0 -355
  317. package/src/games/dino-jump/DinoJump.tsx +0 -77
  318. package/src/games/dino-jump/DinoJumpConstants.ts +0 -80
  319. package/src/games/dino-jump/DinoJumpGame.ts +0 -344
  320. package/src/games/dino-jump/DinoJumpScene.ts +0 -686
  321. package/src/games/dots-and-boxes/DotsAndBoxes.tsx +0 -83
  322. package/src/games/dots-and-boxes/DotsAndBoxesConstants.ts +0 -77
  323. package/src/games/dots-and-boxes/DotsAndBoxesGame.ts +0 -271
  324. package/src/games/dots-and-boxes/DotsAndBoxesScene.ts +0 -249
  325. package/src/games/falling-sticks/FallingSticks.tsx +0 -72
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  328. package/src/games/falling-sticks/FallingSticksRules.ts +0 -145
  329. package/src/games/falling-sticks/FallingSticksScene.ts +0 -245
  330. package/src/games/find-different-number/FindDifferentNumber.tsx +0 -74
  331. package/src/games/find-different-number/FindDifferentNumberConstants.ts +0 -74
  332. package/src/games/find-different-number/FindDifferentNumberGame.ts +0 -174
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  335. package/src/games/flappy-bird/FlappyBird.tsx +0 -73
  336. package/src/games/flappy-bird/FlappyBirdConstants.ts +0 -95
  337. package/src/games/flappy-bird/FlappyBirdGame.ts +0 -375
  338. package/src/games/flappy-bird/FlappyBirdScene.ts +0 -630
  339. package/src/games/fruit-merger/FruitMerger.tsx +0 -73
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  348. package/src/games/fruit-ninja/FruitNinjaWorld.ts +0 -17
  349. package/src/games/game-2048/Game2048.tsx +0 -84
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@@ -1,539 +0,0 @@
1
- // Car Racing's rules, with no React: build a run with `createGame`, then `start` it and `tick` it every
2
- // frame. Traffic, crashes, sideswipes, scoring, the autoplay bot and the camera. The screen listens
3
- // through the `on…` hooks.
4
- import { audio, type Camera, effects, type Entity, haptics, type Vec3, type Voice, World } from '@nayan-ui/engine';
5
- import { playBankSound } from '../../services/SoundsService';
6
- import { frontHit, overlapAcross } from '../shared/EngineFootprint';
7
- import type { HudFeedback } from '../shared/EngineHud';
8
- import { createChase, updateChase } from '../shared/EngineRacingChase';
9
- import { sideImpactSpeed, smoothSteeringPose, stepSteering } from '../shared/EngineRacingHandling';
10
- import { CAR_FOOTPRINT } from './CarMeshes';
11
- import {
12
- type Assets,
13
- AUTOPLAY,
14
- CAMERA_FOV,
15
- CRASH_SLOWDOWN,
16
- EDGE,
17
- FINISH_CLEAR,
18
- getRacingSounds,
19
- INVULNERABLE,
20
- LANES,
21
- LATERAL_SPEED,
22
- LIVES,
23
- PAINTS,
24
- PLAYER_PAINT,
25
- POINTS_PER_CAR_PASSED,
26
- ROAD_HALF,
27
- SPAWN_AHEAD,
28
- START_SPEED,
29
- STEER_RESPONSE,
30
- TRACK_LENGTH,
31
- TRAFFIC_SPEED
32
- } from './CarRacingConstants';
33
- import {
34
- buildHorizon,
35
- buildRoad,
36
- burn,
37
- burning,
38
- clamp,
39
- explode,
40
- type Fire,
41
- forwardOf,
42
- newSample,
43
- orient,
44
- pick,
45
- placeAt,
46
- placeSegment,
47
- rand,
48
- recycleRoad,
49
- rightOf,
50
- setCarNight,
51
- setHorizonNight,
52
- spawnCar,
53
- spawnProps,
54
- spawnRaceMarkers,
55
- Track
56
- } from './CarRacingScene';
57
-
58
- export type Phase = 'ready' | 'playing' | 'over';
59
-
60
- // Reused per frame, so the game loop doesn't allocate.
61
- const tmp: [number, number, number] = [0, 0, 0];
62
- const driveRotation: [number, number, number, number] = [0, 0, 0, 1];
63
- const at: [number, number, number] = [0, 0, 0];
64
- const sample = newSample();
65
- const look = newSample();
66
-
67
- export function createGame(a: Assets, night: boolean) {
68
- const world = new World(2600);
69
- const camera: Camera = { eye: [6, 3, 6], target: [0, 0.6, 0], fov: CAMERA_FOV };
70
- const segments = buildRoad(world, a);
71
- const horizon = buildHorizon(world, night);
72
- const player = spawnCar(world, a, PLAYER_PAINT, [0, a.car.size[1] / 2, 0], night);
73
- world.listener = player.root;
74
-
75
- const g = {
76
- world,
77
- night,
78
- track: new Track(),
79
- chase: createChase(),
80
- assets: a,
81
- camera,
82
- player,
83
- horizon,
84
- segments,
85
- traffic: [] as Car[],
86
- /** Wrecks on fire. */
87
- burning: [] as Fire[],
88
- phase: 'ready' as Phase,
89
- time: 0,
90
- s: 0,
91
- d: 0,
92
- target: 0, // where the finger wants the car across the road
93
- dragX: 0, // the finger's last dx, so each move steers by its own distance
94
- speed: 0,
95
- lateral: 0,
96
- steeringPose: { yaw: 0, roll: 0 },
97
- steeringGoal: 0,
98
- spawnTimer: 0.5,
99
- invulnerable: 0,
100
- scrape: 0,
101
- orbit: 0,
102
- /** Score, lives and the countdown live in the engine (Rust), advanced by world.update. */
103
- get score() {
104
- return world.scoreboard.score;
105
- },
106
- get lives() {
107
- return world.scoreboard.lives;
108
- },
109
- /** Metres left to the finish gate. */
110
- left: TRACK_LENGTH,
111
- shake: 0,
112
- engine: null as Voice | null,
113
- audible: true,
114
- // UI hooks, set by the screen.
115
- onPhase: (_p: Phase) => {},
116
- onScore: (_s: number) => {},
117
- onLives: (_l: number) => {},
118
- onDistance: (_metres: number) => {},
119
- hudFeedback: {} as HudFeedback
120
- };
121
- for (const seg of segments) {
122
- placeSegment(g, seg);
123
- spawnProps(g, seg);
124
- }
125
- world.scoreboard.reset(LIVES);
126
- spawnRaceMarkers(world, g.track, 0, TRACK_LENGTH, a.font);
127
- return g;
128
- }
129
- export type Game = ReturnType<typeof createGame>;
130
-
131
- export function start(g: Game) {
132
- if (g.world.isDisposed || g.phase !== 'ready') return;
133
- g.phase = 'playing';
134
- g.speed = START_SPEED;
135
- // Fill the road ahead, so the first cars arrive within seconds.
136
- for (let ahead = 50; ahead < Math.min(SPAWN_AHEAD, TRACK_LENGTH - FINISH_CLEAR); ahead += rand(18, 26)) spawnTraffic(g, ahead);
137
- g.engine = g.audible ? getRacingSounds().play('engine', { volume: 0.32, loop: true }) : null;
138
- // Sounds load alongside the scene; if they're still decoding, the engine starts once they're in.
139
- if (!g.engine) {
140
- getRacingSounds().ready.then(() => {
141
- if (!g.world.isDisposed && g.audible && g.phase === 'playing' && !g.engine)
142
- g.engine = getRacingSounds().play('engine', { volume: 0.32, loop: true });
143
- });
144
- }
145
- g.onPhase('playing');
146
- playBankSound(getRacingSounds(), 'nitro', { volume: 0.6 });
147
- haptics.impact(0.6, 0.4);
148
- }
149
-
150
- /** Mirrors the shared screen's audible state without letting an engine loop leak to another screen. */
151
- export function setAudible(g: Game, enabled: boolean) {
152
- g.audible = enabled;
153
- if (!enabled) {
154
- audio.stop(g.engine);
155
- g.engine = null;
156
- return;
157
- }
158
- if (g.phase !== 'playing' || g.engine || g.world.isDisposed) return;
159
- const resume = () => {
160
- if (!g.world.isDisposed && g.audible && g.phase === 'playing' && !g.engine)
161
- g.engine = getRacingSounds().play('engine', { volume: 0.32, loop: true });
162
- };
163
- resume();
164
- if (!g.engine) void getRacingSounds().ready.then(resume);
165
- }
166
-
167
- /** Change only lighting and celestial details; preserve the current race and scenery layout. */
168
- export function setNight(g: Game, night: boolean) {
169
- if (g.world.isDisposed || g.night === night) return;
170
- g.night = night;
171
- setHorizonNight(g.world, g.horizon, night);
172
- setCarNight(g.world, g.player, night, g.assets.car.size[1]);
173
- for (const car of g.traffic) setCarNight(g.world, car, night, g.assets.car.size[1]);
174
- for (const segment of g.segments) for (const lamp of segment.lights) g.world.set(lamp.entity, { color: night ? lamp.night : lamp.day });
175
- }
176
-
177
- /** Steers toward the finger: `dx` is the drag's distance so far, `metresPerPoint` how far that moves the car. */
178
- export function steer(g: Game, phase: 'start' | 'move' | 'end', dx: number, metresPerPoint: number) {
179
- if (g.world.isDisposed || g.phase !== 'playing') return;
180
- if (phase === 'start') g.dragX = 0;
181
- if (phase === 'end') return;
182
- g.target = clamp(g.target + (dx - g.dragX) * metresPerPoint, -EDGE - 0.6, EDGE + 0.6);
183
- g.dragX = dx;
184
- }
185
-
186
- /** Stops the run's sounds and frees its world (the screen unmounting). */
187
- export function dispose(g: Game) {
188
- audio.stop(g.engine);
189
- g.world.dispose();
190
- }
191
-
192
- /** Present the integrated pose exactly once; the engine only simulates independent wrecks. */
193
- function drive(g: Game, root: Entity, s: number, d: number, h: number, yaw = 0, roll = 0) {
194
- const t = g.track.sample(s, sample);
195
- placeAt(t, d, h, at);
196
- g.world.set(root, {
197
- position: at,
198
- velocity: [0, 0, 0],
199
- rotation: orient(t.heading, t.pitch, yaw, roll, driveRotation)
200
- });
201
- }
202
-
203
- function crash(g: Game, car: Car, damagePlayer = true) {
204
- car.crashed = true;
205
- car.passed = true; // no points for a car you hit
206
- // The other car is knocked off the road: real physics from here, with the core thumping on impacts.
207
- const t = g.track.sample(car.s, sample);
208
- const right = rightOf(t.heading);
209
- const side = Math.sign(car.d - g.d) || (Math.random() < 0.5 ? -1 : 1);
210
- const size = g.assets.car.size;
211
- g.world.set(car.root, {
212
- physics: {
213
- type: 'dynamic',
214
- size: [size[0] * 0.95, size[1], size[2] * 0.95],
215
- layer: 8,
216
- mask: 4 | 8,
217
- bounce: 0.25,
218
- friction: 0.6,
219
- density: 0.4
220
- },
221
- spin: [rand(-2, 2), rand(-5, 5), -side * rand(2, 5)],
222
- impact: { sound: getRacingSounds().get('bump'), minSpeed: 2, maxSpeed: 14, volume: 0.8, haptic: 0.3 },
223
- lifetime: 3.6
224
- });
225
- // Thrown on ahead at about the player's new speed, so it tumbles and slides along in view, burning,
226
- // before friction lets the player pass it.
227
- g.speed = damagePlayer ? Math.max(START_SPEED * 0.6, g.speed * CRASH_SLOWDOWN) : g.speed * 0.9;
228
- const ahead = g.speed * 1.1;
229
- // The way the road runs here (toward larger s), measured from the track itself.
230
- const a = g.track.sample(car.s, sample);
231
- const ax = a.x;
232
- const az = a.z;
233
- const b = g.track.sample(car.s + 1, sample);
234
- const len = Math.hypot(b.x - ax, b.z - az) || 1;
235
- const along: Vec3 = [(b.x - ax) / len, 0, (b.z - az) / len];
236
- const sideways = damagePlayer ? 3 : 6;
237
- g.world.set(car.root, {
238
- velocity: [along[0] * ahead + right[0] * side * sideways, damagePlayer ? 4 : 3, along[2] * ahead + right[2] * side * sideways]
239
- });
240
- const p = g.world.position(car.root);
241
- if (p) explode(g.world, p);
242
- g.burning.push(burning(car.root, g.time + 3.2));
243
-
244
- g.shake = 0.5;
245
- if (damagePlayer) g.onLives(g.world.scoreboard.addLives(-1));
246
- g.hudFeedback.flash = true;
247
- playBankSound(getRacingSounds(), 'hit', { volume: 1 });
248
- haptics.impact(1, 0.8);
249
- if (g.lives <= 0) {
250
- // The player's car catches fire too, and keeps burning behind the results.
251
- g.burning.push(burning(g.player.root, Infinity));
252
- end(g);
253
- return;
254
- }
255
- g.invulnerable = INVULNERABLE; // a moment's grace, so one pile-up doesn't cost two lives
256
- }
257
-
258
- /**
259
- * A light sideswipe shoves both cars apart; a solid lateral impact sends the other car rolling
260
- * and burning through the same native wreck animation as a front hit, without a player life loss.
261
- */
262
- function sideswipe(g: Game, car: Car, overlap: number) {
263
- const closing = sideImpactSpeed(g.lateral, car.vd, car.d - g.d);
264
- if (closing >= 2.5) {
265
- car.bumped = true;
266
- g.lateral *= 0.55;
267
- crash(g, car, false);
268
- return;
269
- }
270
- const away = Math.sign(car.d - g.d) || 1;
271
- car.d += away * overlap * 0.65;
272
- g.d -= away * overlap * 0.35;
273
- car.vd = away * (4 + Math.abs(g.lateral) * 0.8);
274
- g.lateral = -away * Math.abs(g.lateral) * 0.3;
275
- car.bumped = true;
276
- g.speed *= 0.97;
277
- g.shake = Math.max(g.shake, 0.15);
278
- if (car.bumpCooldown > 0) return;
279
- car.bumpCooldown = 0.3;
280
- const t = g.track.sample((car.s + g.s) / 2, sample);
281
- placeAt(t, (car.d + g.d) / 2, 0.6, at);
282
- effects.sparks(g.world, {
283
- position: [at[0], at[1], at[2]],
284
- count: 14,
285
- speed: 7,
286
- size: 0.07,
287
- lifetime: 0.4,
288
- gravity: -9.81,
289
- colors: [
290
- [1, 0.9, 0.4],
291
- [1, 0.65, 0.2]
292
- ]
293
- });
294
- playBankSound(getRacingSounds(), 'bump', { volume: 0.9 });
295
- haptics.impact(0.6, 0.7);
296
- }
297
-
298
- function end(g: Game) {
299
- if (g.phase !== 'playing') return;
300
- g.world.scoreboard.stop();
301
- g.phase = 'over';
302
- audio.stop(g.engine);
303
- g.engine = null;
304
- if (g.lives > 0) {
305
- playBankSound(getRacingSounds(), 'win', { volume: 0.8 });
306
- haptics.notify('success');
307
- } else {
308
- playBankSound(getRacingSounds(), 'die', { volume: 0.8 });
309
- haptics.notify('error');
310
- }
311
- g.onPhase('over');
312
- }
313
-
314
- export function tick(g: Game, dt: number) {
315
- if (g.world.isDisposed) return;
316
- dt = Math.max(0, Math.min(dt, 0.05));
317
- g.time += dt;
318
- const playing = g.phase === 'playing';
319
-
320
- if (playing) {
321
- // One cruising speed for the whole race: the launch and crash recoveries ease back up to it
322
- g.speed += (START_SPEED - g.speed) * (1 - Math.exp(-dt * 1.2));
323
- g.invulnerable = Math.max(0, g.invulnerable - dt);
324
- g.spawnTimer -= dt;
325
- if (g.spawnTimer <= 0) {
326
- g.spawnTimer = Math.max(0.4, 1.0 - (g.speed - START_SPEED) * 0.02) * rand(0.8, 1.2);
327
- spawnTraffic(g);
328
- }
329
- if (AUTOPLAY) autopilot(g);
330
- } else if (g.phase === 'over') {
331
- g.speed = Math.max(0, g.speed - 25 * dt); // roll to a stop
332
- }
333
-
334
- // Steering: slide toward the finger, scraping along the rail at the edges.
335
- const goal = clamp(g.target, -EDGE - 0.6, EDGE + 0.6);
336
- // The sideways speed eases toward the target instead of jumping to it, so lane changes curve in and settle.
337
- stepSteering(g, playing ? goal : g.d, dt, LATERAL_SPEED, STEER_RESPONSE, playing);
338
- g.scrape -= dt;
339
- if (Math.abs(g.d) > EDGE) {
340
- g.d = Math.sign(g.d) * EDGE;
341
- if (Math.sign(g.lateral) === Math.sign(g.d)) g.lateral = 0; // the rail stops it; steering away responds at once
342
- if (playing && Math.abs(goal) > EDGE + 0.2 && g.scrape <= 0) {
343
- g.scrape = 0.06;
344
- g.speed *= 0.985;
345
- const t = g.track.sample(g.s + 1.5, sample);
346
- placeAt(t, Math.sign(g.d) * (ROAD_HALF + 0.9), 0.6, at);
347
- effects.sparks(g.world, {
348
- position: [at[0], at[1], at[2]],
349
- count: 6,
350
- speed: 6,
351
- size: 0.08,
352
- lifetime: 0.35,
353
- gravity: -9.81,
354
- colors: [
355
- [1, 0.85, 0.3],
356
- [1, 0.55, 0.1]
357
- ],
358
- flash: false
359
- });
360
- haptics.impact(0.25, 1);
361
- }
362
- }
363
-
364
- g.s += g.speed * dt;
365
- // The distance left to the finish gate; crossing it wins
366
- if (g.phase === 'playing') {
367
- const left = Math.max(0, Math.ceil(TRACK_LENGTH - g.s));
368
- if (left !== g.left) {
369
- g.left = left;
370
- g.onDistance(left);
371
- }
372
- if (g.s >= TRACK_LENGTH) end(g);
373
- }
374
- const size = g.assets.car.size;
375
- smoothSteeringPose(g.steeringPose, g.lateral, g.speed, dt);
376
- drive(g, g.player.root, g.s, g.d, size[1] / 2, g.steeringPose.yaw, g.steeringPose.roll);
377
-
378
- // Traffic drives along its lane; scored once behind the player, gone once far behind.
379
- for (let i = g.traffic.length - 1; i >= 0; i--) {
380
- const car = g.traffic[i]!;
381
- if (car.crashed) {
382
- if (!g.world.has(car.root)) g.traffic.splice(i, 1); // its lifetime ended
383
- continue;
384
- }
385
- const carSize = g.assets.car.size;
386
- car.s += TRAFFIC_SPEED * dt;
387
- // A shove slides it sideways, fading out; the rails bounce it back.
388
- car.bumpCooldown -= dt;
389
- car.d += car.vd * dt;
390
- car.vd *= Math.exp(-dt * 2.5);
391
- if (Math.abs(car.d) > EDGE) {
392
- car.d = Math.sign(car.d) * EDGE;
393
- car.vd = -car.vd * 0.3;
394
- }
395
- drive(g, car.root, car.s, car.d, carSize[1] / 2, Math.atan2(car.vd, TRAFFIC_SPEED) * 0.9);
396
- const ds = car.s - g.s;
397
- const reach = CAR_FOOTPRINT.length;
398
- const gap = Math.abs(car.d - g.d);
399
- if (Math.abs(ds) < reach) car.closest = Math.min(car.closest, gap);
400
- // Touching is the bodies' outlines overlapping, not their lanes. How they met says what happens:
401
- // nose into tail (still apart lengthways a moment ago) is a crash; already alongside, a sideswipe.
402
- const depth = overlapAcross(CAR_FOOTPRINT, CAR_FOOTPRINT, ds, gap);
403
- if (g.phase === 'playing' && depth > 0) {
404
- if (!car.touching && frontHit(CAR_FOOTPRINT, CAR_FOOTPRINT, car.wasAhead, ds)) car.headOn = true;
405
- car.touching = true;
406
- if (!car.headOn) {
407
- sideswipe(g, car, depth);
408
- } else if (g.invulnerable <= 0) {
409
- crash(g, car);
410
- continue;
411
- }
412
- } else {
413
- car.touching = false;
414
- car.headOn = false;
415
- }
416
- car.wasAhead = ds;
417
- if (!car.passed && g.phase === 'playing' && ds < -reach) {
418
- car.passed = true;
419
- g.onScore(g.world.scoreboard.add(POINTS_PER_CAR_PASSED));
420
- playBankSound(getRacingSounds(), 'point', { volume: 0.5 });
421
- haptics.impact(0.25, 0.9);
422
- if (car.closest < 2.9 && !car.bumped) g.hudFeedback.message = 'NEAR MISS!';
423
- }
424
- if (ds < -30) {
425
- g.world.despawn(car.root);
426
- g.traffic.splice(i, 1);
427
- }
428
- }
429
-
430
- burn(g.world, g.camera, g.burning, g.time, dt);
431
- g.world.update(dt);
432
- recycleRoad(g, g.segments, g.s);
433
- followCamera(g, dt);
434
- }
435
-
436
- /** Camera: orbiting the car on the start screen, then low behind it, looking down the road. */
437
- function followCamera(g: Game, dt: number) {
438
- const drawn = g.world.worldPosition(g.player.root, tmp);
439
- if (!drawn) return;
440
- const t = g.track.sample(g.s, look);
441
- const fwd = forwardOf(t.heading);
442
- if (g.phase === 'ready') {
443
- g.orbit += dt * 0.35;
444
- const angle = g.orbit + 0.9;
445
- updateChase(g.chase, g.camera, drawn, [Math.sin(angle) * 9, 3, Math.cos(angle) * 9], [0, 0.2, 0], dt);
446
- } else {
447
- updateChase(
448
- g.chase,
449
- g.camera,
450
- drawn,
451
- [-fwd[0] * 9, 3.2 + Math.max(0, -t.pitch) * 2, -fwd[2] * 9],
452
- [fwd[0] * 12, 0.5 + Math.tan(t.pitch) * 12, fwd[2] * 12],
453
- dt
454
- );
455
- }
456
- g.camera.fov = CAMERA_FOV;
457
- g.shake *= Math.exp(-dt * 6);
458
- g.world.set(g.horizon, { position: [drawn[0], 0, drawn[2]] });
459
- }
460
-
461
- // ── Traffic ───────────────────────────────────────────────────────────
462
-
463
- export type Car = {
464
- root: Entity;
465
- lights: Entity[];
466
- s: number;
467
- d: number;
468
- /** The lane it spawned in (a sideswipe can shove it out of it). */
469
- lane: number;
470
- /** Sideways speed from a sideswipe, fading back to 0. */
471
- vd: number;
472
- passed: boolean;
473
- crashed: boolean;
474
- /** It was sideswiped (no near-miss bonus for it). */
475
- bumped: boolean;
476
- /** Seconds until another sideswipe makes a sound again. */
477
- bumpCooldown: number;
478
- /** Closest it came beside the player, for near misses. */
479
- closest: number;
480
- /** How far ahead of the player it was last frame, and whether it's touching (and met nose to tail). */
481
- wasAhead: number;
482
- touching: boolean;
483
- headOn: boolean;
484
- };
485
-
486
- const spawnSample = newSample();
487
- const spawnAt: [number, number, number] = [0, 0, 0];
488
-
489
- /** Traffic ahead, in a lane that doesn't close the road: cars close together always leave a lane open. */
490
- export function spawnTraffic(g: Game, ahead = SPAWN_AHEAD) {
491
- const s = g.s + ahead;
492
- if (s > TRACK_LENGTH - FINISH_CLEAR) return; // the run-in to the finish stays clear
493
- const window = 14 + g.speed * 0.35;
494
- const blocked = new Set<number>();
495
- for (const car of g.traffic) if (!car.crashed && Math.abs(car.s - s) < window) blocked.add(car.lane);
496
- const open = [0, 1, 2].filter((l) => !blocked.has(l));
497
- if (open.length <= 1) return;
498
- const d = LANES[pick(open)]!;
499
- const t = g.track.sample(s, spawnSample);
500
- placeAt(t, d, g.assets.car.size[1] / 2, spawnAt);
501
- const { root, lights } = spawnCar(g.world, g.assets, pick(PAINTS), [spawnAt[0], spawnAt[1], spawnAt[2]], g.night);
502
- g.world.set(root, { rotation: orient(t.heading, t.pitch) });
503
- g.traffic.push({
504
- root,
505
- lights,
506
- s,
507
- d,
508
- lane: LANES.indexOf(d),
509
- vd: 0,
510
- passed: false,
511
- crashed: false,
512
- bumped: false,
513
- bumpCooldown: 0,
514
- closest: Infinity,
515
- wasAhead: ahead,
516
- touching: false,
517
- headOn: false
518
- });
519
- }
520
-
521
- /** Demo bot: head for the lane whose next car is furthest away. */
522
- export function autopilot(g: Game) {
523
- const nearest = [Infinity, Infinity, Infinity];
524
- for (const car of g.traffic) {
525
- if (car.crashed) continue;
526
- const ahead = car.s - g.s;
527
- const lane = car.lane;
528
- if (ahead > -4 && lane >= 0) nearest[lane] = Math.min(nearest[lane]!, ahead);
529
- }
530
- let current = 0;
531
- for (let l = 1; l < 3; l++) if (Math.abs(LANES[l]! - g.d) < Math.abs(LANES[current]! - g.d)) current = l;
532
- let lane = current;
533
- if (nearest[current]! < 40) {
534
- for (const l of [current - 1, current + 1]) {
535
- if (l >= 0 && l < 3 && nearest[l]! > nearest[lane]! + 6) lane = l;
536
- }
537
- }
538
- g.target = LANES[lane]!;
539
- }