@nayan-ui/games 1.20.0 → 1.21.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (552) hide show
  1. package/lib/module/games/arrows/Arrows.js +1 -1
  2. package/lib/module/games/arrows/ArrowsScene.js +1 -1
  3. package/lib/module/games/balloon-blaster/BalloonBlaster.js +1 -1
  4. package/lib/module/games/balloon-blaster/BalloonBlasterScene.js +1 -1
  5. package/lib/module/games/bike-racing/BikeMeshes.js +1 -1
  6. package/lib/module/games/bike-racing/BikeRacing.js +1 -1
  7. package/lib/module/games/bike-racing/BikeRacingConstants.js +1 -1
  8. package/lib/module/games/bike-racing/BikeRacingScene.js +1 -1
  9. package/lib/module/games/block-blast/BlockBlast.js +1 -1
  10. package/lib/module/games/block-blast/BlockBlastScene.js +1 -1
  11. package/lib/module/games/block-breaker/BlockBreaker.js +1 -1
  12. package/lib/module/games/block-breaker/BlockBreakerScene.js +1 -1
  13. package/lib/module/games/bluk/Bluk.js +1 -1
  14. package/lib/module/games/bluk/BlukScene.js +1 -1
  15. package/lib/module/games/bubble-shooter/BubbleShooter.js +1 -1
  16. package/lib/module/games/bubble-shooter/BubbleShooterScene.js +1 -1
  17. package/lib/module/games/candy-crush/CandyCrush.js +1 -1
  18. package/lib/module/games/candy-crush/CandyCrushScene.js +1 -1
  19. package/lib/module/games/car-racing/CarMeshes.js +1 -1
  20. package/lib/module/games/car-racing/CarRacing.js +1 -1
  21. package/lib/module/games/car-racing/CarRacingScene.js +1 -1
  22. package/lib/module/games/chameleon-run/ChameleonRun.js +1 -1
  23. package/lib/module/games/chameleon-run/ChameleonRunBackdrop.js +1 -1
  24. package/lib/module/games/chameleon-run/ChameleonRunMeshes.js +1 -1
  25. package/lib/module/games/checkers/Checkers.js +1 -1
  26. package/lib/module/games/checkers/CheckersScene.js +1 -1
  27. package/lib/module/games/color-switch/ColorSwitch.js +1 -1
  28. package/lib/module/games/color-switch/ColorSwitchScene.js +1 -1
  29. package/lib/module/games/colors-sort/ColorsSort.js +1 -1
  30. package/lib/module/games/colors-sort/ColorsSortScene.js +1 -1
  31. package/lib/module/games/connect-em-all/ConnectEmAll.js +1 -1
  32. package/lib/module/games/connect-em-all/ConnectEmAllScene.js +1 -1
  33. package/lib/module/games/crossy-road/CrossyRoad.js +1 -1
  34. package/lib/module/games/crossy-road/CrossyRoadMeshes.js +1 -1
  35. package/lib/module/games/crossy-road/CrossyRoadPerson.js +1 -1
  36. package/lib/module/games/dino-jump/DinoJump.js +1 -1
  37. package/lib/module/games/dino-jump/DinoJumpScene.js +1 -1
  38. package/lib/module/games/dots-and-boxes/DotsAndBoxes.js +1 -1
  39. package/lib/module/games/dots-and-boxes/DotsAndBoxesScene.js +1 -1
  40. package/lib/module/games/falling-sticks/FallingSticks.js +1 -1
  41. package/lib/module/games/falling-sticks/FallingSticksScene.js +1 -1
  42. package/lib/module/games/find-different-number/FindDifferentNumber.js +1 -1
  43. package/lib/module/games/find-different-number/FindDifferentNumberScene.js +1 -1
  44. package/lib/module/games/flappy-bird/FlappyBird.js +1 -1
  45. package/lib/module/games/flappy-bird/FlappyBirdScene.js +1 -1
  46. package/lib/module/games/fruit-merger/FruitMerger.js +1 -1
  47. package/lib/module/games/fruit-merger/FruitMergerScene.js +1 -1
  48. package/lib/module/games/fruit-ninja/FruitNinja.js +1 -1
  49. package/lib/module/games/fruit-ninja/FruitNinjaScene.js +1 -1
  50. package/lib/module/games/fruit-ninja/FruitNinjaWorld.js +1 -1
  51. package/lib/module/games/game-2048/Game2048.js +1 -1
  52. package/lib/module/games/game-2048/Game2048Scene.js +1 -1
  53. package/lib/module/games/knife-hit/KnifeHit.js +1 -1
  54. package/lib/module/games/knife-hit/KnifeHitScene.js +1 -1
  55. package/lib/module/games/ludo-king/LudoKing.js +1 -1
  56. package/lib/module/games/ludo-king/LudoKingScene.js +1 -1
  57. package/lib/module/games/maze-runner/MazeRunner.js +1 -1
  58. package/lib/module/games/maze-runner/MazeRunnerScene.js +1 -1
  59. package/lib/module/games/memory-match/MemoryMatch.js +1 -1
  60. package/lib/module/games/memory-match/MemoryMatchScene.js +1 -1
  61. package/lib/module/games/mine-sweeper/MineSweeper.js +1 -1
  62. package/lib/module/games/mine-sweeper/MineSweeperScene.js +1 -1
  63. package/lib/module/games/mob-control/MobControl.js +1 -1
  64. package/lib/module/games/mob-control/MobControlGame.js +1 -1
  65. package/lib/module/games/mob-control/MobControlMeshes.js +1 -1
  66. package/lib/module/games/mob-control/MobControlRenderer.js +1 -1
  67. package/lib/module/games/mob-control/MobControlRules.js +1 -1
  68. package/lib/module/games/mob-control/MobControlScene.js +1 -1
  69. package/lib/module/games/nuts-and-bolts/NutsAndBolts.js +1 -1
  70. package/lib/module/games/nuts-and-bolts/NutsAndBoltsScene.js +1 -1
  71. package/lib/module/games/pac-man/PacMan.js +1 -1
  72. package/lib/module/games/pac-man/PacManGame.js +1 -1
  73. package/lib/module/games/pac-man/PacManScene.js +1 -1
  74. package/lib/module/games/paper-io/PaperIo.js +1 -1
  75. package/lib/module/games/paper-io/PaperIoMeshes.js +1 -1
  76. package/lib/module/games/paper-io/PaperIoScene.js +1 -1
  77. package/lib/module/games/penguin-run/PenguinMeshes.js +1 -1
  78. package/lib/module/games/penguin-run/PenguinRun.js +1 -1
  79. package/lib/module/games/penguin-run/PenguinRunScene.js +1 -1
  80. package/lib/module/games/perfect-circle/PerfectCircle.js +1 -1
  81. package/lib/module/games/perfect-circle/PerfectCircleScene.js +1 -1
  82. package/lib/module/games/pipe-connect/PipeConnect.js +1 -1
  83. package/lib/module/games/pipe-connect/PipeConnectScene.js +1 -1
  84. package/lib/module/games/play-with-tua/PlayWithTua.js +1 -1
  85. package/lib/module/games/popit-fidget/PopitFidget.js +1 -1
  86. package/lib/module/games/popit-fidget/PopitFidgetScene.js +1 -1
  87. package/lib/module/games/reversi/Reversi.js +1 -1
  88. package/lib/module/games/reversi/ReversiScene.js +1 -1
  89. package/lib/module/games/search-grid/SearchGrid.js +1 -1
  90. package/lib/module/games/search-grid/SearchGridScene.js +1 -1
  91. package/lib/module/games/shared/BackdropCard.js +1 -1
  92. package/lib/module/games/shared/EngineBackdrop.js +1 -1
  93. package/lib/module/games/shared/EngineBlasts.js +1 -1
  94. package/lib/module/games/shared/EngineBlocks.js +1 -1
  95. package/lib/module/games/shared/EngineDice.js +1 -1
  96. package/lib/module/games/shared/EngineFruits.js +1 -1
  97. package/lib/module/games/shared/EngineGameLoader.js +1 -1
  98. package/lib/module/games/shared/EngineGameScreen.js +1 -1
  99. package/lib/module/games/shared/EngineGlyphs.js +1 -1
  100. package/lib/module/games/shared/EngineHud.js +1 -1
  101. package/lib/module/games/shared/EngineMeadow.js +1 -1
  102. package/lib/module/games/shared/EngineTouchSurface.js +1 -1
  103. package/lib/module/games/shared/GameActivity.js +1 -1
  104. package/lib/module/games/shared/GameLoading.js +1 -1
  105. package/lib/module/games/shared/GameLoadingTransition.js +1 -1
  106. package/lib/module/games/sliding-numbers/SlidingNumbers.js +1 -1
  107. package/lib/module/games/sliding-numbers/SlidingNumbersScene.js +1 -1
  108. package/lib/module/games/snake-3d/Snake3D.js +1 -1
  109. package/lib/module/games/snake-3d/Snake3DScene.js +1 -1
  110. package/lib/module/games/snakes-and-ladders/SnakesAndLadders.js +1 -1
  111. package/lib/module/games/snakes-and-ladders/SnakesAndLaddersScene.js +1 -1
  112. package/lib/module/games/space-fighter/SpaceFighter.js +1 -1
  113. package/lib/module/games/space-fighter/SpaceFighterScene.js +1 -1
  114. package/lib/module/games/spider-solitaire/SpiderSolitaire.js +1 -1
  115. package/lib/module/games/spider-solitaire/SpiderSolitaireScene.js +1 -1
  116. package/lib/module/games/stack-tower/StackTower.js +1 -1
  117. package/lib/module/games/stack-tower/StackTowerScene.js +1 -1
  118. package/lib/module/games/sudoku/Sudoku.js +1 -1
  119. package/lib/module/games/sudoku/SudokuScene.js +1 -1
  120. package/lib/module/games/tangram/Tangram.js +1 -1
  121. package/lib/module/games/tangram/TangramScene.js +1 -1
  122. package/lib/module/games/tank-1990/Tank1990.js +1 -1
  123. package/lib/module/games/tank-1990/Tank1990Scene.js +1 -1
  124. package/lib/module/games/tic-tac-toe/TicTacToe.js +1 -1
  125. package/lib/module/games/tic-tac-toe/TicTacToeScene.js +1 -1
  126. package/lib/module/games/tile-home/TileHome.js +1 -1
  127. package/lib/module/games/tile-home/TileHomeScene.js +1 -1
  128. package/lib/module/games/treasure-hunt/TreasureHunt.js +1 -1
  129. package/lib/module/games/treasure-hunt/TreasureHuntConstants.js +1 -1
  130. package/lib/module/games/treasure-hunt/TreasureHuntModel.js +1 -1
  131. package/lib/module/games/treasure-hunt/TreasureHuntScene.js +1 -1
  132. package/lib/module/games/whack-a-mole/WhackAMole.js +1 -1
  133. package/lib/module/games/whack-a-mole/WhackAMoleScene.js +1 -1
  134. package/lib/module/helpers/GameSettingsModal.js +1 -1
  135. package/lib/module/helpers/GameTheme.js +1 -1
  136. package/package.json +1 -2
  137. package/src/assets/fonts/Inter-SemiBold.ttf +0 -0
  138. package/src/assets/models/explorer/explorer.glb +0 -0
  139. package/src/assets/models/explorer/params.json +0 -51
  140. package/src/assets/models/explorer/source.json +0 -222
  141. package/src/assets/models/play-with-tua/play-with-tua.glb +0 -0
  142. package/src/assets/models/play-with-tua/sources.json +0 -141
  143. package/src/assets/sfx/balloon_pop.wav +0 -0
  144. package/src/assets/sfx/blocked.wav +0 -0
  145. package/src/assets/sfx/boing.wav +0 -0
  146. package/src/assets/sfx/bonus.wav +0 -0
  147. package/src/assets/sfx/boom.wav +0 -0
  148. package/src/assets/sfx/bump.wav +0 -0
  149. package/src/assets/sfx/cannon.wav +0 -0
  150. package/src/assets/sfx/capture.wav +0 -0
  151. package/src/assets/sfx/card_flip.wav +0 -0
  152. package/src/assets/sfx/card_place.wav +0 -0
  153. package/src/assets/sfx/catch.wav +0 -0
  154. package/src/assets/sfx/chime.wav +0 -0
  155. package/src/assets/sfx/chomp.wav +0 -0
  156. package/src/assets/sfx/chomp_alt.wav +0 -0
  157. package/src/assets/sfx/clack.wav +0 -0
  158. package/src/assets/sfx/clang.wav +0 -0
  159. package/src/assets/sfx/clash.wav +0 -0
  160. package/src/assets/sfx/click.wav +0 -0
  161. package/src/assets/sfx/coin.wav +0 -0
  162. package/src/assets/sfx/combo.wav +0 -0
  163. package/src/assets/sfx/crash.wav +0 -0
  164. package/src/assets/sfx/crunch.wav +0 -0
  165. package/src/assets/sfx/dance.wav +0 -0
  166. package/src/assets/sfx/deselect.wav +0 -0
  167. package/src/assets/sfx/dice_roll.wav +0 -0
  168. package/src/assets/sfx/die.wav +0 -0
  169. package/src/assets/sfx/draw.wav +0 -0
  170. package/src/assets/sfx/drop.wav +0 -0
  171. package/src/assets/sfx/eat.wav +0 -0
  172. package/src/assets/sfx/engine.wav +0 -0
  173. package/src/assets/sfx/error.wav +0 -0
  174. package/src/assets/sfx/flag.wav +0 -0
  175. package/src/assets/sfx/flap.wav +0 -0
  176. package/src/assets/sfx/flip_disc.wav +0 -0
  177. package/src/assets/sfx/footstep_run.wav +0 -0
  178. package/src/assets/sfx/footstep_walk.wav +0 -0
  179. package/src/assets/sfx/game_over.wav +0 -0
  180. package/src/assets/sfx/gate.wav +0 -0
  181. package/src/assets/sfx/hit.wav +0 -0
  182. package/src/assets/sfx/hop.wav +0 -0
  183. package/src/assets/sfx/hurt.wav +0 -0
  184. package/src/assets/sfx/invalid.wav +0 -0
  185. package/src/assets/sfx/jump.wav +0 -0
  186. package/src/assets/sfx/ladder.wav +0 -0
  187. package/src/assets/sfx/land.wav +0 -0
  188. package/src/assets/sfx/laugh.wav +0 -0
  189. package/src/assets/sfx/lose.wav +0 -0
  190. package/src/assets/sfx/merge.wav +0 -0
  191. package/src/assets/sfx/miss.wav +0 -0
  192. package/src/assets/sfx/nitro.wav +0 -0
  193. package/src/assets/sfx/pew.wav +0 -0
  194. package/src/assets/sfx/place.wav +0 -0
  195. package/src/assets/sfx/pling.wav +0 -0
  196. package/src/assets/sfx/point.wav +0 -0
  197. package/src/assets/sfx/pop.wav +0 -0
  198. package/src/assets/sfx/pop_soft.wav +0 -0
  199. package/src/assets/sfx/power_up.wav +0 -0
  200. package/src/assets/sfx/reveal.wav +0 -0
  201. package/src/assets/sfx/robot.wav +0 -0
  202. package/src/assets/sfx/rotate.wav +0 -0
  203. package/src/assets/sfx/run_steps.wav +0 -0
  204. package/src/assets/sfx/select.wav +0 -0
  205. package/src/assets/sfx/shuffle.wav +0 -0
  206. package/src/assets/sfx/six.wav +0 -0
  207. package/src/assets/sfx/slice.wav +0 -0
  208. package/src/assets/sfx/slide.wav +0 -0
  209. package/src/assets/sfx/snake.wav +0 -0
  210. package/src/assets/sfx/snap.wav +0 -0
  211. package/src/assets/sfx/splash.wav +0 -0
  212. package/src/assets/sfx/star.wav +0 -0
  213. package/src/assets/sfx/start.wav +0 -0
  214. package/src/assets/sfx/swoosh.wav +0 -0
  215. package/src/assets/sfx/tap.wav +0 -0
  216. package/src/assets/sfx/thud.wav +0 -0
  217. package/src/assets/sfx/thunk.wav +0 -0
  218. package/src/assets/sfx/tick.wav +0 -0
  219. package/src/assets/sfx/time_up.wav +0 -0
  220. package/src/assets/sfx/tock.wav +0 -0
  221. package/src/assets/sfx/walk_steps.wav +0 -0
  222. package/src/assets/sfx/warning.wav +0 -0
  223. package/src/assets/sfx/whack.wav +0 -0
  224. package/src/assets/sfx/whoosh.wav +0 -0
  225. package/src/assets/sfx/win.wav +0 -0
  226. package/src/assets/sfx/zap.wav +0 -0
  227. package/src/assets/textures/ad_bolt.png +0 -0
  228. package/src/assets/textures/ad_bubbles.png +0 -0
  229. package/src/assets/textures/ad_chevrons.png +0 -0
  230. package/src/assets/textures/asphalt.png +0 -0
  231. package/src/assets/textures/bark.jpg +0 -0
  232. package/src/assets/textures/explorer-atlas.png +0 -0
  233. package/src/assets/textures/facade.png +0 -0
  234. package/src/assets/textures/grass.png +0 -0
  235. package/src/assets/textures/leaves.png +0 -0
  236. package/src/assets/textures/limestone.jpg +0 -0
  237. package/src/assets/textures/meadow.jpg +0 -0
  238. package/src/assets/textures/nature-sources.json +0 -87
  239. package/src/assets/textures/pine.png +0 -0
  240. package/src/assets/textures/river.jpg +0 -0
  241. package/src/assets/textures/soft_glow.png +0 -0
  242. package/src/games/arrows/Arrows.tsx +0 -69
  243. package/src/games/arrows/ArrowsConstants.ts +0 -107
  244. package/src/games/arrows/ArrowsGame.ts +0 -735
  245. package/src/games/arrows/ArrowsScene.ts +0 -395
  246. package/src/games/balloon-blaster/BalloonBlaster.tsx +0 -75
  247. package/src/games/balloon-blaster/BalloonBlasterConstants.ts +0 -79
  248. package/src/games/balloon-blaster/BalloonBlasterGame.ts +0 -287
  249. package/src/games/balloon-blaster/BalloonBlasterPhysics.ts +0 -95
  250. package/src/games/balloon-blaster/BalloonBlasterScene.ts +0 -225
  251. package/src/games/bike-racing/BikeMeshes.ts +0 -273
  252. package/src/games/bike-racing/BikeRacing.tsx +0 -211
  253. package/src/games/bike-racing/BikeRacingConstants.ts +0 -103
  254. package/src/games/bike-racing/BikeRacingGame.ts +0 -557
  255. package/src/games/bike-racing/BikeRacingScene.ts +0 -119
  256. package/src/games/block-blast/BlockBlast.tsx +0 -73
  257. package/src/games/block-blast/BlockBlastConstants.ts +0 -179
  258. package/src/games/block-blast/BlockBlastGame.ts +0 -471
  259. package/src/games/block-blast/BlockBlastScene.ts +0 -156
  260. package/src/games/block-breaker/BlockBreaker.tsx +0 -79
  261. package/src/games/block-breaker/BlockBreakerConstants.ts +0 -139
  262. package/src/games/block-breaker/BlockBreakerGame.ts +0 -459
  263. package/src/games/block-breaker/BlockBreakerScene.ts +0 -257
  264. package/src/games/bluk/Bluk.tsx +0 -82
  265. package/src/games/bluk/BlukConstants.ts +0 -121
  266. package/src/games/bluk/BlukGame.ts +0 -323
  267. package/src/games/bluk/BlukRules.ts +0 -154
  268. package/src/games/bluk/BlukScene.ts +0 -514
  269. package/src/games/bubble-shooter/BubbleShooter.tsx +0 -76
  270. package/src/games/bubble-shooter/BubbleShooterConstants.ts +0 -103
  271. package/src/games/bubble-shooter/BubbleShooterGame.ts +0 -459
  272. package/src/games/bubble-shooter/BubbleShooterScene.ts +0 -158
  273. package/src/games/candy-crush/CandyCrush.tsx +0 -77
  274. package/src/games/candy-crush/CandyCrushConstants.ts +0 -94
  275. package/src/games/candy-crush/CandyCrushGame.ts +0 -477
  276. package/src/games/candy-crush/CandyCrushScene.ts +0 -209
  277. package/src/games/car-racing/CarMeshes.ts +0 -440
  278. package/src/games/car-racing/CarRacing.tsx +0 -211
  279. package/src/games/car-racing/CarRacingConstants.ts +0 -167
  280. package/src/games/car-racing/CarRacingFacade.ts +0 -40
  281. package/src/games/car-racing/CarRacingGame.ts +0 -539
  282. package/src/games/car-racing/CarRacingScene.ts +0 -1026
  283. package/src/games/car-racing/CarRacingScenery.ts +0 -265
  284. package/src/games/chameleon-run/ChameleonRun.tsx +0 -96
  285. package/src/games/chameleon-run/ChameleonRunBackdrop.ts +0 -186
  286. package/src/games/chameleon-run/ChameleonRunConstants.ts +0 -47
  287. package/src/games/chameleon-run/ChameleonRunGame.ts +0 -309
  288. package/src/games/chameleon-run/ChameleonRunMeshes.ts +0 -305
  289. package/src/games/chameleon-run/ChameleonRunRules.ts +0 -252
  290. package/src/games/chameleon-run/ChameleonRunScene.ts +0 -310
  291. package/src/games/checkers/Checkers.tsx +0 -83
  292. package/src/games/checkers/CheckersAI.ts +0 -255
  293. package/src/games/checkers/CheckersConstants.ts +0 -68
  294. package/src/games/checkers/CheckersGame.ts +0 -322
  295. package/src/games/checkers/CheckersRules.ts +0 -167
  296. package/src/games/checkers/CheckersScene.ts +0 -308
  297. package/src/games/color-switch/ColorSwitch.tsx +0 -75
  298. package/src/games/color-switch/ColorSwitchConstants.ts +0 -61
  299. package/src/games/color-switch/ColorSwitchGame.ts +0 -329
  300. package/src/games/color-switch/ColorSwitchScene.ts +0 -220
  301. package/src/games/colors-sort/ColorsSort.tsx +0 -82
  302. package/src/games/colors-sort/ColorsSortConstants.ts +0 -119
  303. package/src/games/colors-sort/ColorsSortGame.ts +0 -246
  304. package/src/games/colors-sort/ColorsSortScene.ts +0 -315
  305. package/src/games/connect-em-all/ConnectEmAll.tsx +0 -70
  306. package/src/games/connect-em-all/ConnectEmAllConstants.ts +0 -77
  307. package/src/games/connect-em-all/ConnectEmAllGame.ts +0 -401
  308. package/src/games/connect-em-all/ConnectEmAllScene.ts +0 -235
  309. package/src/games/crossy-road/CrossyRoad.tsx +0 -74
  310. package/src/games/crossy-road/CrossyRoadCamera.ts +0 -59
  311. package/src/games/crossy-road/CrossyRoadConstants.ts +0 -132
  312. package/src/games/crossy-road/CrossyRoadGame.ts +0 -293
  313. package/src/games/crossy-road/CrossyRoadMeshes.ts +0 -195
  314. package/src/games/crossy-road/CrossyRoadPerson.ts +0 -198
  315. package/src/games/crossy-road/CrossyRoadRules.ts +0 -99
  316. package/src/games/crossy-road/CrossyRoadScene.ts +0 -355
  317. package/src/games/dino-jump/DinoJump.tsx +0 -77
  318. package/src/games/dino-jump/DinoJumpConstants.ts +0 -80
  319. package/src/games/dino-jump/DinoJumpGame.ts +0 -344
  320. package/src/games/dino-jump/DinoJumpScene.ts +0 -686
  321. package/src/games/dots-and-boxes/DotsAndBoxes.tsx +0 -83
  322. package/src/games/dots-and-boxes/DotsAndBoxesConstants.ts +0 -77
  323. package/src/games/dots-and-boxes/DotsAndBoxesGame.ts +0 -271
  324. package/src/games/dots-and-boxes/DotsAndBoxesScene.ts +0 -249
  325. package/src/games/falling-sticks/FallingSticks.tsx +0 -72
  326. package/src/games/falling-sticks/FallingSticksConstants.ts +0 -62
  327. package/src/games/falling-sticks/FallingSticksGame.ts +0 -220
  328. package/src/games/falling-sticks/FallingSticksRules.ts +0 -145
  329. package/src/games/falling-sticks/FallingSticksScene.ts +0 -245
  330. package/src/games/find-different-number/FindDifferentNumber.tsx +0 -74
  331. package/src/games/find-different-number/FindDifferentNumberConstants.ts +0 -74
  332. package/src/games/find-different-number/FindDifferentNumberGame.ts +0 -174
  333. package/src/games/find-different-number/FindDifferentNumberRules.ts +0 -43
  334. package/src/games/find-different-number/FindDifferentNumberScene.ts +0 -193
  335. package/src/games/flappy-bird/FlappyBird.tsx +0 -73
  336. package/src/games/flappy-bird/FlappyBirdConstants.ts +0 -95
  337. package/src/games/flappy-bird/FlappyBirdGame.ts +0 -375
  338. package/src/games/flappy-bird/FlappyBirdScene.ts +0 -630
  339. package/src/games/fruit-merger/FruitMerger.tsx +0 -73
  340. package/src/games/fruit-merger/FruitMergerConstants.ts +0 -102
  341. package/src/games/fruit-merger/FruitMergerGame.ts +0 -285
  342. package/src/games/fruit-merger/FruitMergerRules.ts +0 -286
  343. package/src/games/fruit-merger/FruitMergerScene.ts +0 -498
  344. package/src/games/fruit-ninja/FruitNinja.tsx +0 -129
  345. package/src/games/fruit-ninja/FruitNinjaConstants.ts +0 -107
  346. package/src/games/fruit-ninja/FruitNinjaGame.ts +0 -391
  347. package/src/games/fruit-ninja/FruitNinjaScene.ts +0 -319
  348. package/src/games/fruit-ninja/FruitNinjaWorld.ts +0 -17
  349. package/src/games/game-2048/Game2048.tsx +0 -84
  350. package/src/games/game-2048/Game2048Constants.ts +0 -68
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  358. package/src/games/ludo-king/LudoKing.tsx +0 -86
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  360. package/src/games/ludo-king/LudoKingGame.ts +0 -326
  361. package/src/games/ludo-king/LudoKingRules.ts +0 -143
  362. package/src/games/ludo-king/LudoKingScene.ts +0 -397
  363. package/src/games/maze-runner/MazeRunner.tsx +0 -88
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  368. package/src/games/memory-match/MemoryMatch.tsx +0 -77
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  373. package/src/games/mine-sweeper/MineSweeper.tsx +0 -77
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  380. package/src/games/mob-control/MobControlGame.ts +0 -176
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  428. package/src/games/reversi/Reversi.tsx +0 -94
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  473. package/src/games/snake-3d/Snake3D.tsx +0 -76
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@@ -1,1026 +0,0 @@
1
- // Everything Car Racing draws: the track (where a distance along the road and an offset across it are
2
- // in the world), the cars, the road with its roadside and horizon, and fire.
3
- import {
4
- block,
5
- type Camera,
6
- type Color,
7
- type Entity,
8
- type Font,
9
- merge,
10
- type Model,
11
- type Quat,
12
- type Texture,
13
- tube,
14
- type Vec3,
15
- type World
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- } from '@nayan-ui/engine';
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-
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- type GeometryPart = Parameters<typeof merge>[0][number];
19
- import { cacheGameAsset, createGameMesh as createShape } from '../shared/EngineMeshes';
20
- import { CAR_LAMPS } from './CarMeshes';
21
- import { type Assets, BEHIND, LAMP, LAMP_LIT, LANE_W, LINE, RAIL, ROAD_HALF, RS, SEG_LEN, SEGMENTS } from './CarRacingConstants';
22
- import { sceneryMeshes } from './CarRacingScenery';
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-
24
- export const rand = (min: number, max: number) => min + Math.random() * (max - min);
25
- export const pick = <T>(items: readonly T[]) => items[Math.floor(Math.random() * items.length)]!;
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- export const clamp = (v: number, lo: number, hi: number) => Math.max(lo, Math.min(hi, v));
27
-
28
- // ── Track ─────────────────────────────────────────────────────────────
29
-
30
- /** A straight start, then sweeping bends and rolling hills. */
31
- const fadeIn = (s: number) => Math.min(1, Math.max(0, (s - 60) / 200));
32
- const curvature = (s: number) => (0.0052 * Math.sin(s / 95) + 0.0034 * Math.sin(s / 41 + 1.3)) * fadeIn(s);
33
- const elevation = (s: number) => (7 * Math.sin(s / 150) + 2.5 * Math.sin(s / 57 + 0.7)) * fadeIn(s);
34
-
35
- export type Sample = { x: number; y: number; z: number; heading: number; pitch: number };
36
- export const newSample = (): Sample => ({ x: 0, y: 0, z: 0, heading: 0, pitch: 0 });
37
-
38
- /** The centre line, integrated a metre at a time as the player drives. */
39
- export class Track {
40
- private xs = [0];
41
- private zs = [0];
42
- private hs = [0];
43
-
44
- private ensure(s: number) {
45
- for (let i = this.xs.length; i <= s + 1; i++) {
46
- const h = this.hs[i - 1]! + curvature(i);
47
- this.hs.push(h);
48
- this.xs.push(this.xs[i - 1]! + Math.sin(h));
49
- this.zs.push(this.zs[i - 1]! - Math.cos(h));
50
- }
51
- }
52
-
53
- sample(s: number, out: Sample): Sample {
54
- if (s < 0) {
55
- // Behind the start line the road runs straight back (the start-screen camera sees it).
56
- out.x = 0;
57
- out.y = 0;
58
- out.z = -s;
59
- out.heading = 0;
60
- out.pitch = 0;
61
- return out;
62
- }
63
- const t = s;
64
- this.ensure(t);
65
- const i = Math.floor(t);
66
- const f = t - i;
67
- out.x = this.xs[i]! + (this.xs[i + 1]! - this.xs[i]!) * f;
68
- out.z = this.zs[i]! + (this.zs[i + 1]! - this.zs[i]!) * f;
69
- out.heading = this.hs[i]! + (this.hs[i + 1]! - this.hs[i]!) * f;
70
- out.y = elevation(t);
71
- out.pitch = Math.atan(elevation(t + 0.5) - elevation(t - 0.5));
72
- return out;
73
- }
74
- }
75
-
76
- // Heading 0 drives toward -z with +x on the right; a positive heading bends right.
77
- export const forwardOf = (h: number): Vec3 => [Math.sin(h), 0, -Math.cos(h)];
78
- export const rightOf = (h: number): Vec3 => [Math.cos(h), 0, Math.sin(h)];
79
-
80
- /** The world point at a track sample, `d` to the right and `h` above the road. */
81
- export function placeAt(t: Sample, d: number, h: number, out: [number, number, number]) {
82
- out[0] = t.x + Math.cos(t.heading) * d;
83
- out[1] = t.y + h;
84
- out[2] = t.z + Math.sin(t.heading) * d;
85
- return out;
86
- }
87
-
88
- /** Facing along `heading` (turned `yaw` further right), nose up by `pitch`, rolled left by `roll`. */
89
- export function orient(heading: number, pitch: number, yaw = 0, roll = 0, out: [number, number, number, number] = [0, 0, 0, 1]): Quat {
90
- const a = -(heading + yaw) / 2;
91
- const sy = Math.sin(a),
92
- cy = Math.cos(a),
93
- sx = Math.sin(pitch / 2),
94
- cx = Math.cos(pitch / 2);
95
- const sz = Math.sin(roll / 2),
96
- cz = Math.cos(roll / 2);
97
- const x = cy * sx,
98
- y = sy * cx,
99
- z = -sy * sx,
100
- w = cy * cx;
101
- out[0] = x * cz + y * sz;
102
- out[1] = -x * sz + y * cz;
103
- out[2] = w * sz + z * cz;
104
- out[3] = w * cz - z * sz;
105
- return out;
106
- }
107
-
108
- // ── Cars ──────────────────────────────────────────────────────────────
109
-
110
- /** A car: an invisible root at its middle (the collider's centre once wrecked) with body, glass and trim attached. */
111
- export function spawnCar(world: World, a: Assets, paint: Color, position: Vec3, night: boolean) {
112
- const model = a.car;
113
- const root = world.spawn({ mesh: 'none', position });
114
- const lift = -model.size[1] / 2;
115
- const offset: Vec3 = [0, lift, 0];
116
- const body = world.spawn({ mesh: model.body, parent: root, position: offset, color: paint });
117
- const glass = world.spawn({ mesh: model.glass, parent: root, position: offset });
118
- const trim = world.spawn({ mesh: model.trim, parent: root, position: offset });
119
- const car = { root, body, glass, trim, lights: [] as Entity[] };
120
- setCarNight(world, car, night, model.size[1]);
121
- return car;
122
- }
123
-
124
- /** Toggle lamp meshes in place so switching theme preserves every car's pose and physics. */
125
- export function setCarNight(world: World, car: { root: Entity; lights: Entity[] }, night: boolean, height: number) {
126
- for (const entity of car.lights) world.despawn(entity);
127
- car.lights.length = 0;
128
- if (!night || !world.has(car.root)) return;
129
- const lift = -height / 2;
130
- for (const [x, y, z] of CAR_LAMPS.headlights)
131
- car.lights.push(
132
- world.spawn({
133
- mesh: 'cube',
134
- parent: car.root,
135
- position: [x, lift + y, z],
136
- scale: CAR_LAMPS.headlightSize,
137
- color: [2, 1.95, 1.7],
138
- pickable: false
139
- })
140
- );
141
- const [x, y, z] = CAR_LAMPS.tail;
142
- car.lights.push(
143
- world.spawn({
144
- mesh: 'cube',
145
- parent: car.root,
146
- position: [x, lift + y, z],
147
- scale: CAR_LAMPS.tailSize,
148
- color: [2, 0.16, 0.1],
149
- pickable: false
150
- })
151
- );
152
- }
153
-
154
- // ── Road and scenery ──────────────────────────────────────────────────
155
-
156
- // Segments that leapfrog ahead, the roadside for each zone, and the mountains on the horizon.
157
-
158
- /** A stretch of road; `props` is its scenery, rebuilt for the zone it lands in each time it jumps ahead. */
159
- export type Segment = {
160
- root: Entity;
161
- s: number;
162
- props: Entity[];
163
- lights: { entity: Entity; day: Color; night: Color }[];
164
- };
165
- /** What the scenery needs from the game. */
166
- export type SceneryContext = { world: World; assets: Assets; night: boolean; track: Track };
167
-
168
- const segmentSample = newSample();
169
-
170
- /**
171
- * Road segments: a root carrying the ground collider, with asphalt, curbs, markings, rails and
172
- * scenery attached. Segments that fall behind jump ahead with everything on them.
173
- */
174
- export function buildRoad(world: World, a: Assets): Segment[] {
175
- const segments: Segment[] = [];
176
- for (let i = 0; i < SEGMENTS; i++) {
177
- const root = world.spawn({
178
- mesh: 'none',
179
- physics: { type: 'fixed', size: [90, 0.4, SEG_LEN + 0.4], layer: 4, mask: 0, friction: 0.7 }
180
- });
181
- const add = (mesh: 'cube' | 'cylinder' | Model, position: Vec3, scale: Vec3 | number, color: Color, texture?: Texture) =>
182
- world.spawn({ mesh, parent: root, position, scale, color, texture, pickable: false });
183
- const lift = (i % 2) * 0.004; // overlapping neighbours never z-fight
184
- const len = SEG_LEN + 0.35;
185
- add('cube', [0, RS - 0.05 + lift, 0], [ROAD_HALF * 2 + 0.6, 0.1, len], [1, 1, 1], a.asphalt);
186
- for (const side of [-1, 1]) {
187
- // Wide verge strips need extra overlap where the track bends, so distant ground has no gaps.
188
- add(
189
- a.scenery.grassGround,
190
- [side * (ROAD_HALF + 31), RS - 0.04 + lift, 0],
191
- [62, 1, SEG_LEN + 4],
192
- i % 2 ? [1, 1, 1] : [0.94, 0.97, 0.92],
193
- a.grass
194
- );
195
- for (const z of [-SEG_LEN / 4, SEG_LEN / 4]) {
196
- const red = (i * 2 + (z > 0 ? 1 : 0)) % 2 === 0;
197
- add('cube', [side * (ROAD_HALF + 0.2), RS + 0.01 + lift, z], [0.5, 0.08, SEG_LEN / 2], red ? [0.85, 0.12, 0.1] : [0.95, 0.95, 0.95]);
198
- }
199
- add('cube', [side * (ROAD_HALF - 0.12), RS + 0.004 + lift, 0], [0.14, 0.02, len], LINE);
200
- add('cube', [side * (LANE_W / 2), RS + 0.004 + lift, 0], [0.14, 0.02, 2.6], LINE);
201
- add('cube', [side * (ROAD_HALF + 1.1), RS + 0.55, 0], [0.1, 0.26, len], RAIL);
202
- add('cube', [side * (ROAD_HALF + 1.15), RS + 0.3, 0], [0.12, 0.6, 0.12], [0.45, 0.46, 0.5]);
203
- }
204
- segments.push({ root, s: (i - BEHIND) * SEG_LEN, props: [], lights: [] });
205
- }
206
- return segments;
207
- }
208
-
209
- /** Mountains and rolling hills all around (and, at night, a moon and stars), on a root that rides along with the player so they never get closer. */
210
- export function buildHorizon(world: World, night: boolean): Entity {
211
- const horizon = world.spawn({ mesh: 'none' });
212
- for (let i = 0; i < 26; i++) {
213
- const angle = (i / 26) * Math.PI * 2 + rand(-0.08, 0.08);
214
- const r = rand(150, 210);
215
- const size = rand(40, 75);
216
- world.spawn({
217
- mesh: 'sphere',
218
- parent: horizon,
219
- position: [Math.sin(angle) * r, -size * 0.32, -Math.cos(angle) * r],
220
- scale: [size * 1.6, size * 0.9, size * 1.6],
221
- color: [0.3 + rand(0, 0.06), 0.52 + rand(0, 0.08), 0.24],
222
- pickable: false
223
- });
224
- }
225
- for (let i = 0; i < 18; i++) {
226
- const angle = (i / 18) * Math.PI * 2 + rand(-0.1, 0.1);
227
- const size = rand(45, 80);
228
- world.spawn({
229
- mesh: 'cone',
230
- parent: horizon,
231
- position: [Math.sin(angle) * 330, size * 0.35 - 10, -Math.cos(angle) * 330],
232
- scale: [size * 1.7, size, size * 1.7],
233
- color: [0.45 + rand(0, 0.08), 0.55 + rand(0, 0.06), 0.68],
234
- pickable: false
235
- });
236
- }
237
-
238
- setHorizonNight(world, horizon, night);
239
- return horizon;
240
- }
241
-
242
- const nightSkies = new WeakMap<World, Map<Entity, Entity[]>>();
243
- export function setHorizonNight(world: World, horizon: Entity, night: boolean) {
244
- let skies = nightSkies.get(world);
245
- if (!skies) {
246
- skies = new Map();
247
- nightSkies.set(world, skies);
248
- }
249
- const lights = skies.get(horizon) ?? [];
250
- for (const entity of lights) world.despawn(entity);
251
- lights.length = 0;
252
- // Low-contrast cloud banks sit behind the existing skyline and mountains.
253
- for (let i = 0; i < 5; i++) {
254
- const angle = i * 1.256 + 0.7;
255
- lights.push(
256
- world.spawn({
257
- mesh: sceneryMeshes().cloud,
258
- parent: horizon,
259
- position: [Math.sin(angle) * 160, 35 + (i % 3) * 8, -Math.cos(angle) * 160],
260
- scale: [1.4 + (i % 2) * 0.5, 1, 1.1],
261
- color: night ? [0.55, 0.58, 0.68] : [1.4, 1.43, 1.45],
262
- pickable: false
263
- })
264
- );
265
- }
266
- if (night) {
267
- // A moon and stars, riding along with the horizon.
268
- lights.push(
269
- world.spawn({
270
- mesh: 'sphere',
271
- parent: horizon,
272
- position: [-120, 120, -230],
273
- scale: 26,
274
- color: [2, 1.95, 1.8],
275
- pickable: false
276
- })
277
- );
278
- for (let i = 0; i < 70; i++) {
279
- const angle = rand(0, Math.PI * 2);
280
- lights.push(
281
- world.spawn({
282
- mesh: 'sphere',
283
- parent: horizon,
284
- position: [Math.sin(angle) * 280, rand(50, 190), -Math.cos(angle) * 280],
285
- scale: rand(0.6, 1.4),
286
- color: [2, 2, 2.2],
287
- pickable: false
288
- })
289
- );
290
- }
291
- }
292
- skies.set(horizon, lights);
293
- }
294
-
295
- /** Puts a segment where its distance along the track is. */
296
- export function placeSegment(g: SceneryContext, seg: Segment) {
297
- const t = g.track.sample(seg.s, segmentSample);
298
- g.world.set(seg.root, { position: [t.x, t.y - RS, t.z], rotation: orient(t.heading, t.pitch) });
299
- }
300
-
301
- type Zone = 'city' | 'suburb' | 'country';
302
- /** Every 600 m the roadside changes. */
303
- const zoneAt = (s: number): Zone => (['city', 'suburb', 'country'] as const)[Math.floor(Math.max(0, s + 300) / 600) % 3]!;
304
-
305
- const HOUSE_WALLS: Color[] = [
306
- [0.95, 0.9, 0.78],
307
- [0.86, 0.9, 0.95],
308
- [0.95, 0.82, 0.75],
309
- [0.9, 0.93, 0.82]
310
- ];
311
- const ROOFS: Color[] = [
312
- [0.62, 0.2, 0.15],
313
- [0.35, 0.25, 0.2],
314
- [0.3, 0.32, 0.38]
315
- ];
316
-
317
- /** Fills a segment's roadside for its zone. Positions are in the segment's frame: x across, z along, y up. */
318
- export function spawnProps(g: SceneryContext, seg: Segment) {
319
- const { world, assets: a } = g;
320
- const add = (options: Parameters<World['spawn']>[0] & {}) => {
321
- const entity = world.spawn({ parent: seg.root, pickable: false, ...options });
322
- seg.props.push(entity);
323
- return entity;
324
- };
325
- const addLight = (options: Parameters<World['spawn']>[0], day: Color, night: Color) => {
326
- const entity = add({ ...options, color: g.night ? night : day });
327
- seg.lights.push({ entity, day, night });
328
- };
329
- const index = Math.round(seg.s / SEG_LEN);
330
- const zone = zoneAt(seg.s);
331
- const z = () => rand(-SEG_LEN / 2, SEG_LEN / 2);
332
- const detailIndex = Math.abs(index);
333
- const detail = a.scenery;
334
- const decorateTower = (x: number, zz: number, w: number, h: number, depth: number, style: number) => {
335
- // Keep the original textured tower and silhouette; these are thin architectural layers.
336
- add({ mesh: detail.podium, position: [x, RS, zz], scale: [w, 1, depth] });
337
- add({ mesh: detail.roofs[style % 2], position: [x, RS + h, zz], scale: [w, 1, depth] });
338
- add({ mesh: detail.facades[style % 3], position: [x, RS + h / 2, zz], scale: [w, h, depth] });
339
- addLight({ mesh: detail.windows, position: [x, RS + h / 2, zz], scale: [w, h, depth] }, [1, 1, 1, 0], [1, 1, 1]);
340
- };
341
-
342
- for (const side of [-1, 1]) {
343
- // Bushes along the rail, everywhere.
344
- if (Math.random() < 0.55) {
345
- add({
346
- mesh: 'sphere',
347
- position: [side * (ROAD_HALF + rand(2.2, 3.4)), RS + 0.25, z()],
348
- scale: [rand(1, 1.8), rand(0.7, 1.1), rand(1, 1.8)],
349
- color: [0.18 + rand(0, 0.08), 0.4 + rand(0, 0.12), 0.14]
350
- });
351
- }
352
- if (zone === 'city') {
353
- add({
354
- mesh: detail.pavement,
355
- position: [side * (ROAD_HALF + 3.2), RS + 0.05, 0]
356
- }); // sidewalk
357
- if ((index + (side > 0 ? 1 : 0)) % 2 === 0) {
358
- const h = rand(14, 42);
359
- const tone = rand(0.72, 1);
360
- const x = side * (ROAD_HALF + rand(10, 15)),
361
- zz = rand(-1, 1);
362
- const width = rand(8, 12),
363
- depth = rand(8, 11);
364
- add({
365
- mesh: 'cube',
366
- texture: a.facade,
367
- position: [x, RS + h / 2, zz],
368
- scale: [width, h, depth],
369
- color: [tone, tone * rand(0.92, 1), tone * rand(0.86, 1)]
370
- });
371
- decorateTower(x, zz, width, h, depth, detailIndex + (side > 0 ? 1 : 0));
372
- if (Math.random() < 0.5) {
373
- const h2 = rand(20, 55);
374
- add({
375
- mesh: 'cube',
376
- texture: a.facade,
377
- position: [side * (ROAD_HALF + rand(24, 32)), RS + h2 / 2, rand(-2, 2)],
378
- scale: [rand(9, 14), h2, rand(9, 12)],
379
- color: [0.8, 0.82, 0.88]
380
- });
381
- }
382
- }
383
- const rhythm = detailIndex + (side > 0 ? 2 : 0);
384
- const streetX = side * (ROAD_HALF + 3.2);
385
- if (rhythm % 5 === 1) {
386
- add({ mesh: detail.planter, position: [streetX, RS + 0.1, 0] });
387
- add({
388
- mesh: 'cylinder',
389
- position: [streetX, RS + 1.7, 0],
390
- scale: [0.28, 2.7, 0.28],
391
- color: [0.35, 0.26, 0.16]
392
- });
393
- add({
394
- mesh: 'sphere',
395
- position: [streetX, RS + 3.6, 0],
396
- scale: [2.1, 2.7, 2.0],
397
- color: [0.23, 0.41, 0.19]
398
- });
399
- add({
400
- mesh: 'sphere',
401
- position: [streetX + side * 0.45, RS + 3.2, 0.35],
402
- scale: [1.5, 1.8, 1.5],
403
- color: [0.27, 0.44, 0.2]
404
- });
405
- } else if (rhythm % 5 === 3) {
406
- add({ mesh: detail.planter, position: [streetX, RS + 0.1, 0] });
407
- add({ mesh: detail.flowers, position: [streetX, RS + 0.67, 0], scale: [1.3, 1.2, 1.3] });
408
- }
409
- if (rhythm % 9 === 4) {
410
- add({
411
- mesh: detail.bench,
412
- position: [streetX, RS + 0.12, 0],
413
- rotation: [0, Math.sin((side * Math.PI) / 4), 0, Math.cos((side * Math.PI) / 4)]
414
- });
415
- add({ mesh: detail.bin, position: [streetX, RS + 0.12, 1.8] });
416
- }
417
- if (rhythm % 19 === 8) add({ mesh: detail.shelter, position: [streetX, RS + 0.12, 0] });
418
- } else if (zone === 'suburb') {
419
- if ((index + (side > 0 ? 1 : 0)) % 3 === 0) {
420
- // A house: walls, a door, two windows, a gable roof (a cube turned 45° under a flattened group), a fence.
421
- const x = side * (ROAD_HALF + rand(10, 14));
422
- const wall = pick(HOUSE_WALLS);
423
- const face = x - side * 2.52; // the wall facing the road
424
- add({ mesh: 'cube', position: [x, RS + 1.6, 0], scale: [5, 3.2, 5.6], color: wall });
425
- add({ mesh: detail.house, position: [x, RS, 0] });
426
- add({
427
- mesh: detail.flowers,
428
- position: [face - side * 0.45, RS, -1.0],
429
- scale: [0.8, 1, 1.4]
430
- });
431
- add({
432
- mesh: 'cube',
433
- position: [side * (ROAD_HALF + 7.3), RS - 0.005, 0.9],
434
- scale: [4.5, 0.035, 1.8],
435
- color: [0.48, 0.49, 0.46]
436
- });
437
- add({
438
- mesh: 'cube',
439
- position: [face, RS + 0.95, 0.9],
440
- scale: [0.06, 1.9, 0.9],
441
- color: [0.35, 0.22, 0.14]
442
- });
443
- for (const wz of [-1.4, 2.2])
444
- add({
445
- mesh: 'cube',
446
- position: [face, RS + 2, wz],
447
- scale: [0.06, 0.8, 0.9],
448
- color: [0.55, 0.7, 0.85]
449
- });
450
- const roof = world.spawn({
451
- mesh: 'none',
452
- parent: seg.root,
453
- pickable: false,
454
- position: [x, RS + 3.2, 0],
455
- scale: [1, 0.55, 1]
456
- });
457
- seg.props.push(roof);
458
- seg.props.push(
459
- world.spawn({
460
- mesh: 'cube',
461
- parent: roof,
462
- pickable: false,
463
- rotation: [0, 0, Math.sin(Math.PI / 8), Math.cos(Math.PI / 8)],
464
- scale: [4, 4, 6.2],
465
- color: pick(ROOFS)
466
- })
467
- );
468
- add({
469
- mesh: 'cube',
470
- position: [side * (ROAD_HALF + 6.5), RS + 0.35, 0],
471
- scale: [0.08, 0.6, SEG_LEN],
472
- color: [0.95, 0.95, 0.95]
473
- }); // fence
474
- } else {
475
- const x = side * (ROAD_HALF + rand(7, 16));
476
- const zz = z();
477
- const h = rand(1.6, 2.6);
478
- add({
479
- mesh: 'cylinder',
480
- position: [x, RS + h / 2, zz],
481
- scale: [0.35, h, 0.35],
482
- color: [0.42, 0.29, 0.17]
483
- });
484
- add({
485
- mesh: 'sphere',
486
- position: [x, RS + h + 1.1, zz],
487
- scale: rand(2.6, 3.6),
488
- color: [0.24 + rand(0, 0.08), 0.5 + rand(0, 0.12), 0.2]
489
- });
490
- }
491
- } else {
492
- // Countryside: a pine forest, rocks, a wooden fence and the odd power pole.
493
- for (let t = 0; t < 3; t++)
494
- add({
495
- mesh: a.tree,
496
- position: [side * (ROAD_HALF + rand(5, 28)), RS, z()],
497
- scale: rand(2.4, 4.2),
498
- color: [1, 1, 1]
499
- });
500
- if (Math.random() < 0.35)
501
- add({
502
- mesh: 'sphere',
503
- position: [side * (ROAD_HALF + rand(4, 12)), RS, z()],
504
- scale: [rand(0.8, 1.8), rand(0.5, 0.9), rand(0.8, 1.6)],
505
- color: [0.52, 0.5, 0.48]
506
- });
507
- for (const y of [0.45, 0.85])
508
- add({
509
- mesh: 'cube',
510
- position: [side * (ROAD_HALF + 4.2), RS + y, 0],
511
- scale: [0.07, 0.1, SEG_LEN + 0.3],
512
- color: [0.48, 0.34, 0.2]
513
- });
514
- add({
515
- mesh: 'cube',
516
- position: [side * (ROAD_HALF + 4.2), RS + 0.5, 0],
517
- scale: [0.12, 1, 0.12],
518
- color: [0.4, 0.28, 0.16]
519
- });
520
- if (index % 6 === (side > 0 ? 0 : 3)) {
521
- add({
522
- mesh: 'cylinder',
523
- position: [side * (ROAD_HALF + 7), RS + 4.5, 0],
524
- scale: [0.22, 9, 0.22],
525
- color: [0.38, 0.27, 0.18]
526
- });
527
- add({
528
- mesh: 'cube',
529
- position: [side * (ROAD_HALF + 7), RS + 8.4, 0],
530
- scale: [2.2, 0.14, 0.14],
531
- color: [0.38, 0.27, 0.18]
532
- });
533
- }
534
- }
535
- if (detailIndex % 2 === 0) {
536
- const vergeX = side * (ROAD_HALF + (zone === 'city' ? 1.8 : 3.2));
537
- add({
538
- mesh: detail.grass,
539
- position: [vergeX, RS - 0.025, -1.6],
540
- scale: zone === 'city' ? 0.8 : 1.4
541
- });
542
- if (zone !== 'city') add({ mesh: detail.grass, position: [vergeX + side * 0.8, RS - 0.025, 1.6], scale: 1.1 });
543
- }
544
- if (zone === 'country' && detailIndex % 4 === 1) add({ mesh: detail.flowers, position: [side * (ROAD_HALF + 3.1), RS - 0.02, 0], scale: 1.1 });
545
- if (zone === 'city' && detailIndex % 3 === 0) add({ mesh: detail.drain, position: [side * (ROAD_HALF - 0.4), RS + 0.008, 0] });
546
- if (detailIndex % 2 === 1)
547
- addLight(
548
- {
549
- mesh: 'cube',
550
- position: [side * (ROAD_HALF + 1.04), RS + 0.61, 0],
551
- scale: [0.1, 0.08, 0.07]
552
- },
553
- [0.9, 0.88, 0.75],
554
- [1.45, 1.3, 0.8]
555
- );
556
- }
557
-
558
- // Street lights (closer together in the city) and, now and then, a billboard angled toward traffic.
559
- const side = index % 2 ? 1 : -1;
560
- if (index % (zone === 'city' ? 2 : 4) === 0) {
561
- add({
562
- mesh: 'cylinder',
563
- position: [side * (ROAD_HALF + 1.7), RS + 3.2, 0],
564
- scale: [0.16, 6.4, 0.16],
565
- color: [0.35, 0.36, 0.4]
566
- });
567
- add({
568
- mesh: 'cube',
569
- position: [side * (ROAD_HALF + 0.8), RS + 6.35, 0],
570
- scale: [1.9, 0.1, 0.12],
571
- color: [0.35, 0.36, 0.4]
572
- });
573
- addLight(
574
- {
575
- mesh: 'cube',
576
- position: [side * (ROAD_HALF - 0.05), RS + 6.25, 0],
577
- scale: [0.7, 0.1, 0.32]
578
- },
579
- LAMP,
580
- LAMP_LIT
581
- );
582
- }
583
- if (detailIndex % 17 === 7) {
584
- const signX = side * (ROAD_HALF + 4.6);
585
- for (const dx of [-1.65, 1.65])
586
- add({
587
- mesh: 'cylinder',
588
- position: [signX + dx, RS + 2, 0],
589
- scale: [0.1, 4, 0.1],
590
- color: [0.4, 0.44, 0.42]
591
- });
592
- add({ mesh: detail.routeSign, position: [signX, RS + 4.15, 0] });
593
- addLight(
594
- {
595
- text: zone === 'city' ? 'CITY' : zone === 'suburb' ? 'HILLS' : 'FOREST',
596
- font: a.font,
597
- position: [signX - 0.35, RS + 3.92, 0.09],
598
- scale: 0.48,
599
- letterSpacing: 0.04
600
- },
601
- [0.94, 0.95, 0.88],
602
- [1.4, 1.4, 1.25]
603
- );
604
- }
605
- if (index % 11 === 5) {
606
- const x = -side * (ROAD_HALF + 6);
607
- for (const px of [-2.2, 2.2])
608
- add({
609
- mesh: 'cylinder',
610
- position: [x + px, RS + 2.5, 0],
611
- scale: [0.25, 5, 0.25],
612
- color: [0.3, 0.3, 0.34]
613
- });
614
- addLight(
615
- {
616
- mesh: 'cube',
617
- texture: pick(a.ads),
618
- position: [x, RS + 6, 0],
619
- scale: [7.5, 3.6, 0.25],
620
- rotation: [0, Math.sin((side * 0.35) / 2), 0, Math.cos((side * 0.35) / 2)]
621
- },
622
- [1, 1, 1],
623
- [1.7, 1.7, 1.7]
624
- ); // lit at night
625
- }
626
- }
627
-
628
- /** Segments left behind jump to the front, with fresh scenery. */
629
- export function recycleRoad(g: SceneryContext, segments: Segment[], s: number) {
630
- for (const seg of segments) {
631
- if (seg.s >= s - SEG_LEN * BEHIND) continue;
632
- seg.s += SEGMENTS * SEG_LEN;
633
- placeSegment(g, seg);
634
- for (const e of seg.props) g.world.despawn(e);
635
- seg.props.length = 0;
636
- seg.lights.length = 0;
637
- spawnProps(g, seg);
638
- }
639
- }
640
-
641
- // ── Fire ──────────────────────────────────────────────────────────────
642
-
643
- // Flames are "flame" particles: soft sprites facing the camera that add their light to what's behind
644
- // them, so overlapping flames build up to a hot white core and stay bright over smoke and through fog.
645
- // Each one cools over its life (`endColor`: yellow, orange, then a deep red that fades) while shrinking
646
- // (`endSize`), the way a tongue of fire tapers as it rises. Smoke is "puff" particles, painted over the
647
- // scene: dark and dense at first, swelling and thinning as it climbs. Channels above 1 glow (self-lit).
648
-
649
- const FLASH: Color = [2, 1.95, 1.7, 0.9];
650
- const FIREBALL: Color[] = [
651
- [2, 1.7, 0.8, 0.6],
652
- [2, 1.45, 0.5, 0.6],
653
- [2, 1.2, 0.35, 0.6]
654
- ];
655
- const FLAME_CORE: Color[] = [
656
- [2, 1.85, 1.1, 0.5],
657
- [2, 1.7, 0.75, 0.5]
658
- ];
659
- const FLAME: Color[] = [
660
- [2, 1.6, 0.55, 0.42],
661
- [2, 1.35, 0.38, 0.42],
662
- [2, 1.1, 0.25, 0.42]
663
- ];
664
- const COOLED: Color = [2, 0.35, 0.08, 0]; // a deep red, fading out
665
- const SMOKE: Color[] = [
666
- [0.1, 0.095, 0.09, 0.5],
667
- [0.14, 0.13, 0.12, 0.45],
668
- [0.18, 0.17, 0.16, 0.4]
669
- ];
670
- const SMOKE_END: Color = [0.45, 0.44, 0.43, 0];
671
- const EMBER: Color[] = [
672
- [2, 1.4, 0.5],
673
- [2, 1, 0.25]
674
- ];
675
- const DEBRIS: Color[] = [
676
- [0.06, 0.06, 0.07],
677
- [0.18, 0.18, 0.2]
678
- ];
679
-
680
- /** A wreck on fire: flames and smoke come off it until `until` (game time). */
681
- export type Fire = { root: Entity; until: number; flame: number; smoke: number; ember: number };
682
- export const burning = (root: Entity, until: number): Fire => ({
683
- root,
684
- until,
685
- flame: 0,
686
- smoke: 0,
687
- ember: 0
688
- });
689
-
690
- /**
691
- * A crash: a white-hot flash, a fireball that swells and cools to red, sparks and car bits thrown out,
692
- * and smoke that billows up and thins.
693
- */
694
- export function explode(w: World, at: Vec3) {
695
- const up: Vec3 = [0, 1, 0];
696
- w.burst({
697
- position: at,
698
- mesh: 'flame',
699
- count: 3,
700
- size: 3.2,
701
- speed: 0.5,
702
- lifetime: 0.22,
703
- gravity: 0,
704
- color: FLASH,
705
- endSize: 1.8,
706
- endColor: [2, 1.4, 0.4, 0]
707
- });
708
- w.burst({
709
- position: at,
710
- mesh: 'flame',
711
- count: 30,
712
- size: 1.1,
713
- speed: 4.5,
714
- lifetime: 0.85,
715
- gravity: 3,
716
- color: FIREBALL,
717
- endSize: 2.2,
718
- endColor: COOLED
719
- });
720
- w.burst({
721
- position: [at[0], at[1] + 0.4, at[2]],
722
- mesh: 'flame',
723
- count: 14,
724
- size: 0.9,
725
- speed: 5.5,
726
- lifetime: 0.9,
727
- gravity: 5,
728
- direction: up,
729
- spread: 0.55,
730
- color: FLAME,
731
- endSize: 1.4,
732
- endColor: COOLED
733
- });
734
- w.burst({
735
- position: at,
736
- mesh: 'flame',
737
- count: 30,
738
- size: 0.16,
739
- speed: 14,
740
- lifetime: 0.7,
741
- gravity: -9.81,
742
- color: EMBER,
743
- endSize: 0.3,
744
- endColor: [2, 0.3, 0.05, 0]
745
- }); // sparks fall
746
- w.burst({
747
- position: at,
748
- count: 10,
749
- size: 0.14,
750
- speed: 8,
751
- lifetime: 1.4,
752
- gravity: -9.81,
753
- direction: up,
754
- spread: 1.2,
755
- color: DEBRIS
756
- }); // bits of car
757
- w.burst({
758
- position: [at[0], at[1] + 1.4, at[2]],
759
- mesh: 'puff',
760
- count: 6,
761
- size: 1,
762
- speed: 2,
763
- lifetime: 2,
764
- gravity: 2,
765
- direction: up,
766
- spread: 0.6,
767
- color: SMOKE,
768
- endSize: 3,
769
- endColor: SMOKE_END
770
- });
771
- }
772
-
773
- /**
774
- * Burning wrecks, at a steady rate whatever the frame rate: flame tongues licking up from across the
775
- * car, a hot core low down, embers drifting up, and smoke rolling off the top. They're launched with
776
- * the wreck's own velocity (plus a rise), so they ride along with it and stream off behind. A wreck that
777
- * has dropped back to the camera stops emitting, so fire never fills the screen from up close.
778
- */
779
- const firePosition: [number, number, number] = [0, 0, 0];
780
- const wreckVelocity: [number, number, number] = [0, 0, 0];
781
- const FLAMES_PER_SECOND = 120;
782
- const SMOKE_PER_SECOND = 10;
783
- const EMBERS_PER_SECOND = 14;
784
- const FIRE_MIN_DISTANCE = 5; // metres in front of the camera
785
- type Emit = {
786
- size: number;
787
- lifetime: number;
788
- color: Color[];
789
- endSize: number;
790
- endColor: Color;
791
- spread: number;
792
- mesh: 'flame' | 'puff';
793
- };
794
- export function burn(world: World, camera: Camera, fires: Fire[], time: number, dt: number) {
795
- const { eye, target } = camera;
796
- const fx = target[0] - eye[0];
797
- const fy = target[1] - eye[1];
798
- const fz = target[2] - eye[2];
799
- const fl = Math.hypot(fx, fy, fz) || 1;
800
- for (let i = fires.length - 1; i >= 0; i--) {
801
- const fire = fires[i]!;
802
- const p = world.worldPosition(fire.root, firePosition);
803
- if (!p || time > fire.until) {
804
- fires.splice(i, 1);
805
- continue;
806
- }
807
- const ahead = ((p[0] - eye[0]) * fx + (p[1] - eye[1]) * fy + (p[2] - eye[2]) * fz) / fl;
808
- if (ahead < FIRE_MIN_DISTANCE) continue;
809
- const v = world.velocity(fire.root, wreckVelocity) ?? [0, 0, 0];
810
- const emit = (rise: number, y: number, spreadX: number, spreadZ: number, o: Emit) => {
811
- const dir: Vec3 = [v[0], v[1] + rise, v[2]];
812
- const speed = Math.hypot(dir[0], dir[1], dir[2]);
813
- world.burst({
814
- position: [p[0] + rand(-spreadX, spreadX), p[1] + y, p[2] + rand(-spreadZ, spreadZ)],
815
- mesh: o.mesh,
816
- count: 1,
817
- size: o.size,
818
- speed,
819
- lifetime: o.lifetime,
820
- gravity: rise * 1.5, // keeps climbing, as hot gas does
821
- direction: [dir[0] / speed, dir[1] / speed, dir[2] / speed],
822
- spread: o.spread,
823
- color: o.color,
824
- endSize: o.endSize,
825
- endColor: o.endColor
826
- });
827
- };
828
- fire.flame += dt * FLAMES_PER_SECOND;
829
- while (fire.flame >= 1) {
830
- fire.flame -= 1;
831
- // Tongues: rising fast, so they stretch into columns that taper and redden toward the tips.
832
- emit(4.2, 0.8, 0.75, 1.5, {
833
- mesh: 'flame',
834
- size: rand(0.8, 1.1),
835
- lifetime: rand(0.45, 0.65),
836
- color: FLAME,
837
- endSize: 0.25,
838
- endColor: COOLED,
839
- spread: 0.2
840
- });
841
- // Every other one, the white-yellow heart of the fire, low on the car.
842
- if (Math.random() < 0.5)
843
- emit(1.5, 0.7, 0.55, 1.2, {
844
- mesh: 'flame',
845
- size: rand(0.7, 0.95),
846
- lifetime: rand(0.18, 0.28),
847
- color: FLAME_CORE,
848
- endSize: 0.7,
849
- endColor: [2, 1.4, 0.4, 0],
850
- spread: 0.2
851
- });
852
- }
853
- fire.smoke += dt * SMOKE_PER_SECOND;
854
- while (fire.smoke >= 1) {
855
- fire.smoke -= 1;
856
- emit(2.6, 2, 0.5, 1, {
857
- mesh: 'puff',
858
- size: rand(1, 1.3),
859
- lifetime: rand(1.6, 2.1),
860
- color: SMOKE,
861
- endSize: 3,
862
- endColor: SMOKE_END,
863
- spread: 0.35
864
- });
865
- }
866
- fire.ember += dt * EMBERS_PER_SECOND;
867
- while (fire.ember >= 1) {
868
- fire.ember -= 1;
869
- emit(4.5, 1, 0.6, 1.3, {
870
- mesh: 'flame',
871
- size: 0.14,
872
- lifetime: rand(0.8, 1.3),
873
- color: EMBER,
874
- endSize: 0.3,
875
- endColor: [2, 0.3, 0.05, 0],
876
- spread: 0.6
877
- });
878
- }
879
- }
880
- }
881
-
882
- // ── Start and finish ──────────────────────────────────────────────────
883
-
884
- /** Gantry posts stand outside the rails; the banner and its crossbar span the road between them. */
885
- const GANTRY_X = ROAD_HALF + 1.7;
886
- const GANTRY_H = 6.4;
887
- const BANNER_Y = 5.5;
888
- const markerMeshes = new Map<string, Model>();
889
- const markerMesh = (key: string, build: () => Model) => {
890
- let m = markerMeshes.get(key);
891
- if (!m) markerMeshes.set(key, (m = cacheGameAsset('car-racing/CarRacingScene:' + key, build)));
892
- return m;
893
- };
894
-
895
- /** Twin posts, a crossbar and a banner across the road, over the finish. */
896
- function gantryParts(frame: Color, banner: Color): GeometryPart[] {
897
- const parts: GeometryPart[] = [];
898
- for (const side of [-1, 1]) {
899
- parts.push({
900
- geometry: block(0.55, GANTRY_H, 0.55, 6),
901
- position: [side * GANTRY_X, GANTRY_H / 2, 0],
902
- color: frame
903
- });
904
- parts.push({
905
- geometry: block(0.9, 0.3, 0.9, 6),
906
- position: [side * GANTRY_X, 0.15, 0],
907
- color: frame
908
- }); // footings
909
- }
910
- parts.push(
911
- {
912
- geometry: block(GANTRY_X * 2 + 0.9, 0.45, 0.6),
913
- position: [0, GANTRY_H + 0.1, 0],
914
- color: frame
915
- },
916
- {
917
- geometry: block(GANTRY_X * 2 - 1.4, 1.25, 0.12),
918
- position: [0, BANNER_Y, 0.08],
919
- color: banner
920
- },
921
- {
922
- geometry: block(GANTRY_X * 2 - 2.2, 0.08, 0.04),
923
- position: [0, BANNER_Y - 0.5, 0.15],
924
- color: [1, 0.9, 0.5]
925
- },
926
- {
927
- geometry: block(GANTRY_X * 2 - 2.2, 0.08, 0.04),
928
- position: [0, BANNER_Y + 0.5, 0.15],
929
- color: [1, 0.9, 0.5]
930
- }
931
- );
932
- return parts;
933
- }
934
-
935
- /** The finish: a checkered band across the road under a golden gantry, a red banner and pennants. */
936
- const finishMesh = () =>
937
- markerMesh('finish', () => {
938
- const squares: GeometryPart[] = [];
939
- const size = 0.7;
940
- const across = Math.ceil((ROAD_HALF * 2 + 0.6) / size);
941
- for (let i = 0; i < across; i++)
942
- for (let j = 0; j < 2; j++)
943
- squares.push({
944
- geometry: block(size, 0.03, size, 8),
945
- position: [(i - (across - 1) / 2) * size, 0.016, (j - 0.5) * size],
946
- color: (i + j) % 2 ? [0.96, 0.96, 0.94] : [0.08, 0.08, 0.1]
947
- });
948
- const pennants: GeometryPart[] = [-4, -2, 0, 2, 4].map((x, i) => ({
949
- geometry: tube(
950
- [
951
- [x, GANTRY_H - 0.15, 0.32],
952
- [x + 0.06, GANTRY_H - 0.8, 0.33]
953
- ],
954
- {
955
- radius: (t) => 0.2 * (1 - t),
956
- shape: (a) => 0.2 + 0.8 * Math.abs(Math.cos(a * Math.PI * 2)),
957
- sides: 6
958
- }
959
- ),
960
- color: (
961
- [
962
- [0.2, 0.5, 0.95],
963
- [1, 0.8, 0.15],
964
- [0.2, 0.75, 0.3]
965
- ] as Color[]
966
- )[i % 3]!
967
- }));
968
- return createShape(merge([...squares, ...gantryParts([0.95, 0.72, 0.2], [0.85, 0.12, 0.14]), ...pennants]), { center: false, shine: 0.5 });
969
- });
970
-
971
- /** The start line: a white band across the road. */
972
- const startMesh = () =>
973
- markerMesh('start', () =>
974
- createShape(
975
- merge([
976
- {
977
- geometry: block(ROAD_HALF * 2 + 0.4, 0.03, 0.5, 8),
978
- position: [0, 0.016, 0],
979
- color: [0.96, 0.96, 0.92]
980
- }
981
- ]),
982
- {
983
- center: false,
984
- shine: 0.3
985
- }
986
- )
987
- );
988
-
989
- const markerSample = newSample();
990
- const markerAt: [number, number, number] = [0, 0, 0];
991
-
992
- /**
993
- * The race's start line (at `startS`) and finish gate (at `finishS`), placed on the road and facing the
994
- * driver, with FINISH written on the gate's banner once the HUD's font is in.
995
- */
996
- export function spawnRaceMarkers(world: World, track: Track, startS: number, finishS: number, font: Font) {
997
- const place = (mesh: Model, s: number, label?: string) => {
998
- const t = track.sample(s, markerSample);
999
- placeAt(t, 0, 0, markerAt);
1000
- const root = world.spawn({
1001
- mesh,
1002
- position: [markerAt[0], markerAt[1], markerAt[2]],
1003
- rotation: orient(t.heading, t.pitch),
1004
- pickable: false
1005
- });
1006
- if (!label) return root;
1007
- world.spawn({
1008
- text: label,
1009
- font,
1010
- parent: root,
1011
- position: [0, BANNER_Y - 0.36, 0.16],
1012
- scale: 0.78,
1013
- color: [1, 1, 1],
1014
- letterSpacing: 0.12,
1015
- pickable: false
1016
- });
1017
- return root;
1018
- };
1019
- return { start: place(startMesh(), startS), finish: place(finishMesh(), finishS, 'FINISH') };
1020
- }
1021
-
1022
- /** Reusable assets; the game loader advances one builder per frame. */
1023
- export function* warmAssets(): Iterable<() => unknown> {
1024
- yield finishMesh;
1025
- yield startMesh;
1026
- }