@nayan-ui/games 1.20.0 → 1.21.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (552) hide show
  1. package/lib/module/games/arrows/Arrows.js +1 -1
  2. package/lib/module/games/arrows/ArrowsScene.js +1 -1
  3. package/lib/module/games/balloon-blaster/BalloonBlaster.js +1 -1
  4. package/lib/module/games/balloon-blaster/BalloonBlasterScene.js +1 -1
  5. package/lib/module/games/bike-racing/BikeMeshes.js +1 -1
  6. package/lib/module/games/bike-racing/BikeRacing.js +1 -1
  7. package/lib/module/games/bike-racing/BikeRacingConstants.js +1 -1
  8. package/lib/module/games/bike-racing/BikeRacingScene.js +1 -1
  9. package/lib/module/games/block-blast/BlockBlast.js +1 -1
  10. package/lib/module/games/block-blast/BlockBlastScene.js +1 -1
  11. package/lib/module/games/block-breaker/BlockBreaker.js +1 -1
  12. package/lib/module/games/block-breaker/BlockBreakerScene.js +1 -1
  13. package/lib/module/games/bluk/Bluk.js +1 -1
  14. package/lib/module/games/bluk/BlukScene.js +1 -1
  15. package/lib/module/games/bubble-shooter/BubbleShooter.js +1 -1
  16. package/lib/module/games/bubble-shooter/BubbleShooterScene.js +1 -1
  17. package/lib/module/games/candy-crush/CandyCrush.js +1 -1
  18. package/lib/module/games/candy-crush/CandyCrushScene.js +1 -1
  19. package/lib/module/games/car-racing/CarMeshes.js +1 -1
  20. package/lib/module/games/car-racing/CarRacing.js +1 -1
  21. package/lib/module/games/car-racing/CarRacingScene.js +1 -1
  22. package/lib/module/games/chameleon-run/ChameleonRun.js +1 -1
  23. package/lib/module/games/chameleon-run/ChameleonRunBackdrop.js +1 -1
  24. package/lib/module/games/chameleon-run/ChameleonRunMeshes.js +1 -1
  25. package/lib/module/games/checkers/Checkers.js +1 -1
  26. package/lib/module/games/checkers/CheckersScene.js +1 -1
  27. package/lib/module/games/color-switch/ColorSwitch.js +1 -1
  28. package/lib/module/games/color-switch/ColorSwitchScene.js +1 -1
  29. package/lib/module/games/colors-sort/ColorsSort.js +1 -1
  30. package/lib/module/games/colors-sort/ColorsSortScene.js +1 -1
  31. package/lib/module/games/connect-em-all/ConnectEmAll.js +1 -1
  32. package/lib/module/games/connect-em-all/ConnectEmAllScene.js +1 -1
  33. package/lib/module/games/crossy-road/CrossyRoad.js +1 -1
  34. package/lib/module/games/crossy-road/CrossyRoadMeshes.js +1 -1
  35. package/lib/module/games/crossy-road/CrossyRoadPerson.js +1 -1
  36. package/lib/module/games/dino-jump/DinoJump.js +1 -1
  37. package/lib/module/games/dino-jump/DinoJumpScene.js +1 -1
  38. package/lib/module/games/dots-and-boxes/DotsAndBoxes.js +1 -1
  39. package/lib/module/games/dots-and-boxes/DotsAndBoxesScene.js +1 -1
  40. package/lib/module/games/falling-sticks/FallingSticks.js +1 -1
  41. package/lib/module/games/falling-sticks/FallingSticksScene.js +1 -1
  42. package/lib/module/games/find-different-number/FindDifferentNumber.js +1 -1
  43. package/lib/module/games/find-different-number/FindDifferentNumberScene.js +1 -1
  44. package/lib/module/games/flappy-bird/FlappyBird.js +1 -1
  45. package/lib/module/games/flappy-bird/FlappyBirdScene.js +1 -1
  46. package/lib/module/games/fruit-merger/FruitMerger.js +1 -1
  47. package/lib/module/games/fruit-merger/FruitMergerScene.js +1 -1
  48. package/lib/module/games/fruit-ninja/FruitNinja.js +1 -1
  49. package/lib/module/games/fruit-ninja/FruitNinjaScene.js +1 -1
  50. package/lib/module/games/fruit-ninja/FruitNinjaWorld.js +1 -1
  51. package/lib/module/games/game-2048/Game2048.js +1 -1
  52. package/lib/module/games/game-2048/Game2048Scene.js +1 -1
  53. package/lib/module/games/knife-hit/KnifeHit.js +1 -1
  54. package/lib/module/games/knife-hit/KnifeHitScene.js +1 -1
  55. package/lib/module/games/ludo-king/LudoKing.js +1 -1
  56. package/lib/module/games/ludo-king/LudoKingScene.js +1 -1
  57. package/lib/module/games/maze-runner/MazeRunner.js +1 -1
  58. package/lib/module/games/maze-runner/MazeRunnerScene.js +1 -1
  59. package/lib/module/games/memory-match/MemoryMatch.js +1 -1
  60. package/lib/module/games/memory-match/MemoryMatchScene.js +1 -1
  61. package/lib/module/games/mine-sweeper/MineSweeper.js +1 -1
  62. package/lib/module/games/mine-sweeper/MineSweeperScene.js +1 -1
  63. package/lib/module/games/mob-control/MobControl.js +1 -1
  64. package/lib/module/games/mob-control/MobControlGame.js +1 -1
  65. package/lib/module/games/mob-control/MobControlMeshes.js +1 -1
  66. package/lib/module/games/mob-control/MobControlRenderer.js +1 -1
  67. package/lib/module/games/mob-control/MobControlRules.js +1 -1
  68. package/lib/module/games/mob-control/MobControlScene.js +1 -1
  69. package/lib/module/games/nuts-and-bolts/NutsAndBolts.js +1 -1
  70. package/lib/module/games/nuts-and-bolts/NutsAndBoltsScene.js +1 -1
  71. package/lib/module/games/pac-man/PacMan.js +1 -1
  72. package/lib/module/games/pac-man/PacManGame.js +1 -1
  73. package/lib/module/games/pac-man/PacManScene.js +1 -1
  74. package/lib/module/games/paper-io/PaperIo.js +1 -1
  75. package/lib/module/games/paper-io/PaperIoMeshes.js +1 -1
  76. package/lib/module/games/paper-io/PaperIoScene.js +1 -1
  77. package/lib/module/games/penguin-run/PenguinMeshes.js +1 -1
  78. package/lib/module/games/penguin-run/PenguinRun.js +1 -1
  79. package/lib/module/games/penguin-run/PenguinRunScene.js +1 -1
  80. package/lib/module/games/perfect-circle/PerfectCircle.js +1 -1
  81. package/lib/module/games/perfect-circle/PerfectCircleScene.js +1 -1
  82. package/lib/module/games/pipe-connect/PipeConnect.js +1 -1
  83. package/lib/module/games/pipe-connect/PipeConnectScene.js +1 -1
  84. package/lib/module/games/play-with-tua/PlayWithTua.js +1 -1
  85. package/lib/module/games/popit-fidget/PopitFidget.js +1 -1
  86. package/lib/module/games/popit-fidget/PopitFidgetScene.js +1 -1
  87. package/lib/module/games/reversi/Reversi.js +1 -1
  88. package/lib/module/games/reversi/ReversiScene.js +1 -1
  89. package/lib/module/games/search-grid/SearchGrid.js +1 -1
  90. package/lib/module/games/search-grid/SearchGridScene.js +1 -1
  91. package/lib/module/games/shared/BackdropCard.js +1 -1
  92. package/lib/module/games/shared/EngineBackdrop.js +1 -1
  93. package/lib/module/games/shared/EngineBlasts.js +1 -1
  94. package/lib/module/games/shared/EngineBlocks.js +1 -1
  95. package/lib/module/games/shared/EngineDice.js +1 -1
  96. package/lib/module/games/shared/EngineFruits.js +1 -1
  97. package/lib/module/games/shared/EngineGameLoader.js +1 -1
  98. package/lib/module/games/shared/EngineGameScreen.js +1 -1
  99. package/lib/module/games/shared/EngineGlyphs.js +1 -1
  100. package/lib/module/games/shared/EngineHud.js +1 -1
  101. package/lib/module/games/shared/EngineMeadow.js +1 -1
  102. package/lib/module/games/shared/EngineTouchSurface.js +1 -1
  103. package/lib/module/games/shared/GameActivity.js +1 -1
  104. package/lib/module/games/shared/GameLoading.js +1 -1
  105. package/lib/module/games/shared/GameLoadingTransition.js +1 -1
  106. package/lib/module/games/sliding-numbers/SlidingNumbers.js +1 -1
  107. package/lib/module/games/sliding-numbers/SlidingNumbersScene.js +1 -1
  108. package/lib/module/games/snake-3d/Snake3D.js +1 -1
  109. package/lib/module/games/snake-3d/Snake3DScene.js +1 -1
  110. package/lib/module/games/snakes-and-ladders/SnakesAndLadders.js +1 -1
  111. package/lib/module/games/snakes-and-ladders/SnakesAndLaddersScene.js +1 -1
  112. package/lib/module/games/space-fighter/SpaceFighter.js +1 -1
  113. package/lib/module/games/space-fighter/SpaceFighterScene.js +1 -1
  114. package/lib/module/games/spider-solitaire/SpiderSolitaire.js +1 -1
  115. package/lib/module/games/spider-solitaire/SpiderSolitaireScene.js +1 -1
  116. package/lib/module/games/stack-tower/StackTower.js +1 -1
  117. package/lib/module/games/stack-tower/StackTowerScene.js +1 -1
  118. package/lib/module/games/sudoku/Sudoku.js +1 -1
  119. package/lib/module/games/sudoku/SudokuScene.js +1 -1
  120. package/lib/module/games/tangram/Tangram.js +1 -1
  121. package/lib/module/games/tangram/TangramScene.js +1 -1
  122. package/lib/module/games/tank-1990/Tank1990.js +1 -1
  123. package/lib/module/games/tank-1990/Tank1990Scene.js +1 -1
  124. package/lib/module/games/tic-tac-toe/TicTacToe.js +1 -1
  125. package/lib/module/games/tic-tac-toe/TicTacToeScene.js +1 -1
  126. package/lib/module/games/tile-home/TileHome.js +1 -1
  127. package/lib/module/games/tile-home/TileHomeScene.js +1 -1
  128. package/lib/module/games/treasure-hunt/TreasureHunt.js +1 -1
  129. package/lib/module/games/treasure-hunt/TreasureHuntConstants.js +1 -1
  130. package/lib/module/games/treasure-hunt/TreasureHuntModel.js +1 -1
  131. package/lib/module/games/treasure-hunt/TreasureHuntScene.js +1 -1
  132. package/lib/module/games/whack-a-mole/WhackAMole.js +1 -1
  133. package/lib/module/games/whack-a-mole/WhackAMoleScene.js +1 -1
  134. package/lib/module/helpers/GameSettingsModal.js +1 -1
  135. package/lib/module/helpers/GameTheme.js +1 -1
  136. package/package.json +1 -2
  137. package/src/assets/fonts/Inter-SemiBold.ttf +0 -0
  138. package/src/assets/models/explorer/explorer.glb +0 -0
  139. package/src/assets/models/explorer/params.json +0 -51
  140. package/src/assets/models/explorer/source.json +0 -222
  141. package/src/assets/models/play-with-tua/play-with-tua.glb +0 -0
  142. package/src/assets/models/play-with-tua/sources.json +0 -141
  143. package/src/assets/sfx/balloon_pop.wav +0 -0
  144. package/src/assets/sfx/blocked.wav +0 -0
  145. package/src/assets/sfx/boing.wav +0 -0
  146. package/src/assets/sfx/bonus.wav +0 -0
  147. package/src/assets/sfx/boom.wav +0 -0
  148. package/src/assets/sfx/bump.wav +0 -0
  149. package/src/assets/sfx/cannon.wav +0 -0
  150. package/src/assets/sfx/capture.wav +0 -0
  151. package/src/assets/sfx/card_flip.wav +0 -0
  152. package/src/assets/sfx/card_place.wav +0 -0
  153. package/src/assets/sfx/catch.wav +0 -0
  154. package/src/assets/sfx/chime.wav +0 -0
  155. package/src/assets/sfx/chomp.wav +0 -0
  156. package/src/assets/sfx/chomp_alt.wav +0 -0
  157. package/src/assets/sfx/clack.wav +0 -0
  158. package/src/assets/sfx/clang.wav +0 -0
  159. package/src/assets/sfx/clash.wav +0 -0
  160. package/src/assets/sfx/click.wav +0 -0
  161. package/src/assets/sfx/coin.wav +0 -0
  162. package/src/assets/sfx/combo.wav +0 -0
  163. package/src/assets/sfx/crash.wav +0 -0
  164. package/src/assets/sfx/crunch.wav +0 -0
  165. package/src/assets/sfx/dance.wav +0 -0
  166. package/src/assets/sfx/deselect.wav +0 -0
  167. package/src/assets/sfx/dice_roll.wav +0 -0
  168. package/src/assets/sfx/die.wav +0 -0
  169. package/src/assets/sfx/draw.wav +0 -0
  170. package/src/assets/sfx/drop.wav +0 -0
  171. package/src/assets/sfx/eat.wav +0 -0
  172. package/src/assets/sfx/engine.wav +0 -0
  173. package/src/assets/sfx/error.wav +0 -0
  174. package/src/assets/sfx/flag.wav +0 -0
  175. package/src/assets/sfx/flap.wav +0 -0
  176. package/src/assets/sfx/flip_disc.wav +0 -0
  177. package/src/assets/sfx/footstep_run.wav +0 -0
  178. package/src/assets/sfx/footstep_walk.wav +0 -0
  179. package/src/assets/sfx/game_over.wav +0 -0
  180. package/src/assets/sfx/gate.wav +0 -0
  181. package/src/assets/sfx/hit.wav +0 -0
  182. package/src/assets/sfx/hop.wav +0 -0
  183. package/src/assets/sfx/hurt.wav +0 -0
  184. package/src/assets/sfx/invalid.wav +0 -0
  185. package/src/assets/sfx/jump.wav +0 -0
  186. package/src/assets/sfx/ladder.wav +0 -0
  187. package/src/assets/sfx/land.wav +0 -0
  188. package/src/assets/sfx/laugh.wav +0 -0
  189. package/src/assets/sfx/lose.wav +0 -0
  190. package/src/assets/sfx/merge.wav +0 -0
  191. package/src/assets/sfx/miss.wav +0 -0
  192. package/src/assets/sfx/nitro.wav +0 -0
  193. package/src/assets/sfx/pew.wav +0 -0
  194. package/src/assets/sfx/place.wav +0 -0
  195. package/src/assets/sfx/pling.wav +0 -0
  196. package/src/assets/sfx/point.wav +0 -0
  197. package/src/assets/sfx/pop.wav +0 -0
  198. package/src/assets/sfx/pop_soft.wav +0 -0
  199. package/src/assets/sfx/power_up.wav +0 -0
  200. package/src/assets/sfx/reveal.wav +0 -0
  201. package/src/assets/sfx/robot.wav +0 -0
  202. package/src/assets/sfx/rotate.wav +0 -0
  203. package/src/assets/sfx/run_steps.wav +0 -0
  204. package/src/assets/sfx/select.wav +0 -0
  205. package/src/assets/sfx/shuffle.wav +0 -0
  206. package/src/assets/sfx/six.wav +0 -0
  207. package/src/assets/sfx/slice.wav +0 -0
  208. package/src/assets/sfx/slide.wav +0 -0
  209. package/src/assets/sfx/snake.wav +0 -0
  210. package/src/assets/sfx/snap.wav +0 -0
  211. package/src/assets/sfx/splash.wav +0 -0
  212. package/src/assets/sfx/star.wav +0 -0
  213. package/src/assets/sfx/start.wav +0 -0
  214. package/src/assets/sfx/swoosh.wav +0 -0
  215. package/src/assets/sfx/tap.wav +0 -0
  216. package/src/assets/sfx/thud.wav +0 -0
  217. package/src/assets/sfx/thunk.wav +0 -0
  218. package/src/assets/sfx/tick.wav +0 -0
  219. package/src/assets/sfx/time_up.wav +0 -0
  220. package/src/assets/sfx/tock.wav +0 -0
  221. package/src/assets/sfx/walk_steps.wav +0 -0
  222. package/src/assets/sfx/warning.wav +0 -0
  223. package/src/assets/sfx/whack.wav +0 -0
  224. package/src/assets/sfx/whoosh.wav +0 -0
  225. package/src/assets/sfx/win.wav +0 -0
  226. package/src/assets/sfx/zap.wav +0 -0
  227. package/src/assets/textures/ad_bolt.png +0 -0
  228. package/src/assets/textures/ad_bubbles.png +0 -0
  229. package/src/assets/textures/ad_chevrons.png +0 -0
  230. package/src/assets/textures/asphalt.png +0 -0
  231. package/src/assets/textures/bark.jpg +0 -0
  232. package/src/assets/textures/explorer-atlas.png +0 -0
  233. package/src/assets/textures/facade.png +0 -0
  234. package/src/assets/textures/grass.png +0 -0
  235. package/src/assets/textures/leaves.png +0 -0
  236. package/src/assets/textures/limestone.jpg +0 -0
  237. package/src/assets/textures/meadow.jpg +0 -0
  238. package/src/assets/textures/nature-sources.json +0 -87
  239. package/src/assets/textures/pine.png +0 -0
  240. package/src/assets/textures/river.jpg +0 -0
  241. package/src/assets/textures/soft_glow.png +0 -0
  242. package/src/games/arrows/Arrows.tsx +0 -69
  243. package/src/games/arrows/ArrowsConstants.ts +0 -107
  244. package/src/games/arrows/ArrowsGame.ts +0 -735
  245. package/src/games/arrows/ArrowsScene.ts +0 -395
  246. package/src/games/balloon-blaster/BalloonBlaster.tsx +0 -75
  247. package/src/games/balloon-blaster/BalloonBlasterConstants.ts +0 -79
  248. package/src/games/balloon-blaster/BalloonBlasterGame.ts +0 -287
  249. package/src/games/balloon-blaster/BalloonBlasterPhysics.ts +0 -95
  250. package/src/games/balloon-blaster/BalloonBlasterScene.ts +0 -225
  251. package/src/games/bike-racing/BikeMeshes.ts +0 -273
  252. package/src/games/bike-racing/BikeRacing.tsx +0 -211
  253. package/src/games/bike-racing/BikeRacingConstants.ts +0 -103
  254. package/src/games/bike-racing/BikeRacingGame.ts +0 -557
  255. package/src/games/bike-racing/BikeRacingScene.ts +0 -119
  256. package/src/games/block-blast/BlockBlast.tsx +0 -73
  257. package/src/games/block-blast/BlockBlastConstants.ts +0 -179
  258. package/src/games/block-blast/BlockBlastGame.ts +0 -471
  259. package/src/games/block-blast/BlockBlastScene.ts +0 -156
  260. package/src/games/block-breaker/BlockBreaker.tsx +0 -79
  261. package/src/games/block-breaker/BlockBreakerConstants.ts +0 -139
  262. package/src/games/block-breaker/BlockBreakerGame.ts +0 -459
  263. package/src/games/block-breaker/BlockBreakerScene.ts +0 -257
  264. package/src/games/bluk/Bluk.tsx +0 -82
  265. package/src/games/bluk/BlukConstants.ts +0 -121
  266. package/src/games/bluk/BlukGame.ts +0 -323
  267. package/src/games/bluk/BlukRules.ts +0 -154
  268. package/src/games/bluk/BlukScene.ts +0 -514
  269. package/src/games/bubble-shooter/BubbleShooter.tsx +0 -76
  270. package/src/games/bubble-shooter/BubbleShooterConstants.ts +0 -103
  271. package/src/games/bubble-shooter/BubbleShooterGame.ts +0 -459
  272. package/src/games/bubble-shooter/BubbleShooterScene.ts +0 -158
  273. package/src/games/candy-crush/CandyCrush.tsx +0 -77
  274. package/src/games/candy-crush/CandyCrushConstants.ts +0 -94
  275. package/src/games/candy-crush/CandyCrushGame.ts +0 -477
  276. package/src/games/candy-crush/CandyCrushScene.ts +0 -209
  277. package/src/games/car-racing/CarMeshes.ts +0 -440
  278. package/src/games/car-racing/CarRacing.tsx +0 -211
  279. package/src/games/car-racing/CarRacingConstants.ts +0 -167
  280. package/src/games/car-racing/CarRacingFacade.ts +0 -40
  281. package/src/games/car-racing/CarRacingGame.ts +0 -539
  282. package/src/games/car-racing/CarRacingScene.ts +0 -1026
  283. package/src/games/car-racing/CarRacingScenery.ts +0 -265
  284. package/src/games/chameleon-run/ChameleonRun.tsx +0 -96
  285. package/src/games/chameleon-run/ChameleonRunBackdrop.ts +0 -186
  286. package/src/games/chameleon-run/ChameleonRunConstants.ts +0 -47
  287. package/src/games/chameleon-run/ChameleonRunGame.ts +0 -309
  288. package/src/games/chameleon-run/ChameleonRunMeshes.ts +0 -305
  289. package/src/games/chameleon-run/ChameleonRunRules.ts +0 -252
  290. package/src/games/chameleon-run/ChameleonRunScene.ts +0 -310
  291. package/src/games/checkers/Checkers.tsx +0 -83
  292. package/src/games/checkers/CheckersAI.ts +0 -255
  293. package/src/games/checkers/CheckersConstants.ts +0 -68
  294. package/src/games/checkers/CheckersGame.ts +0 -322
  295. package/src/games/checkers/CheckersRules.ts +0 -167
  296. package/src/games/checkers/CheckersScene.ts +0 -308
  297. package/src/games/color-switch/ColorSwitch.tsx +0 -75
  298. package/src/games/color-switch/ColorSwitchConstants.ts +0 -61
  299. package/src/games/color-switch/ColorSwitchGame.ts +0 -329
  300. package/src/games/color-switch/ColorSwitchScene.ts +0 -220
  301. package/src/games/colors-sort/ColorsSort.tsx +0 -82
  302. package/src/games/colors-sort/ColorsSortConstants.ts +0 -119
  303. package/src/games/colors-sort/ColorsSortGame.ts +0 -246
  304. package/src/games/colors-sort/ColorsSortScene.ts +0 -315
  305. package/src/games/connect-em-all/ConnectEmAll.tsx +0 -70
  306. package/src/games/connect-em-all/ConnectEmAllConstants.ts +0 -77
  307. package/src/games/connect-em-all/ConnectEmAllGame.ts +0 -401
  308. package/src/games/connect-em-all/ConnectEmAllScene.ts +0 -235
  309. package/src/games/crossy-road/CrossyRoad.tsx +0 -74
  310. package/src/games/crossy-road/CrossyRoadCamera.ts +0 -59
  311. package/src/games/crossy-road/CrossyRoadConstants.ts +0 -132
  312. package/src/games/crossy-road/CrossyRoadGame.ts +0 -293
  313. package/src/games/crossy-road/CrossyRoadMeshes.ts +0 -195
  314. package/src/games/crossy-road/CrossyRoadPerson.ts +0 -198
  315. package/src/games/crossy-road/CrossyRoadRules.ts +0 -99
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@@ -1,252 +0,0 @@
1
- // Pure 500 m course generation, swept landings and three-life runner rules.
2
- import {
3
- BASE_SPEED,
4
- COLOR_GRACE,
5
- type Config,
6
- COYOTE_TIME,
7
- HURT_INVULNERABLE,
8
- JUMP_BUFFER,
9
- MAX_JUMPS,
10
- MAX_LIVES,
11
- POINTS_PER_METRE,
12
- type RunColor,
13
- STAR_POINTS,
14
- TRACK_LENGTH
15
- } from './ChameleonRunConstants';
16
-
17
- export interface Platform {
18
- id: number;
19
- start: number;
20
- end: number;
21
- height: number;
22
- color: RunColor | null;
23
- star: boolean;
24
- starCollected: boolean;
25
- }
26
-
27
- export type Failure = 'fall' | 'color';
28
- export type JumpKind = 'jump' | 'double';
29
-
30
- export interface Run {
31
- seed: number;
32
- platforms: Platform[];
33
- seq: number;
34
- distance: number;
35
- y: number;
36
- vy: number;
37
- onGround: boolean;
38
- jumpsUsed: number;
39
- currentPlatformId: number;
40
- color: RunColor;
41
- coyote: number;
42
- jumpBuffer: number;
43
- mismatchTime: number;
44
- score: number;
45
- stars: number;
46
- combo: number;
47
- bestCombo: number;
48
- lives: number;
49
- invulnerable: number;
50
- failure: Failure | null;
51
- finished: boolean;
52
- }
53
-
54
- // Readable phrases: neutral rest islands, same-color runs, alternating jumps and stairs.
55
- // The opening stays gentle; a new seed changes the gaps, heights and color phrases each attempt.
56
- const PHRASES: readonly (readonly (RunColor | null)[])[] = [
57
- [null, 'yellow', 'yellow', 'pink', 'pink', null],
58
- ['yellow', 'pink', 'yellow', 'pink', null, 'yellow'],
59
- ['pink', 'pink', 'yellow', null, 'pink', 'yellow']
60
- ];
61
- const noise = (n: number) => {
62
- const x = Math.sin(n * 127.1 + 19.7) * 43758.5453;
63
- return x - Math.floor(x);
64
- };
65
-
66
- /** Single-jump range at the slowest speed; generation keeps an extra reaction margin. */
67
- export function jumpReach(c: Config, rise: number) {
68
- const disc = c.jump * c.jump - 2 * c.gravity * rise;
69
- return disc <= 0 ? 0 : (BASE_SPEED * (c.jump + Math.sqrt(disc))) / c.gravity;
70
- }
71
-
72
- export function ensureAhead(c: Config, r: Run) {
73
- let last = r.platforms[r.platforms.length - 1]!;
74
- while (last.end < Math.min(TRACK_LENGTH + 18, r.distance + c.lookAhead)) {
75
- const id = r.seq++;
76
- const difficulty = Math.min(1, last.end / TRACK_LENGTH);
77
- const rise = id < 4 ? 0 : (noise(id + 4 + r.seed) - 0.5) * (0.35 + difficulty * 0.5);
78
- const height = Math.max(-0.45, Math.min(0.9, last.height + rise));
79
- const gap = Math.min(1.7 + noise(id + 1 + r.seed) * (0.6 + difficulty * 0.9), jumpReach(c, height - last.height) - 1.8);
80
- let start = last.end + gap;
81
- let end = start + (id < 4 ? 11 : 7.5 + noise(id + 2 + r.seed) * 4.5 - difficulty);
82
- let color: RunColor | null = PHRASES[(Math.floor(id / 6) + (id < 4 ? 0 : r.seed)) % PHRASES.length]![id % 6] ?? null;
83
- if (end >= TRACK_LENGTH - 20) {
84
- start = Math.min(start, TRACK_LENGTH - 20);
85
- end = TRACK_LENGTH + 18;
86
- color = null;
87
- }
88
- r.platforms.push({ id, start, end, height, color, star: id > 1 && color !== null, starCollected: false });
89
- last = r.platforms[r.platforms.length - 1]!;
90
- }
91
- }
92
-
93
- export function newRun(c: Config, seed = Math.floor(Math.random() * 1e9)): Run {
94
- const r: Run = {
95
- seed,
96
- platforms: [{ id: 0, start: -10, end: 12, height: 0, color: null, star: false, starCollected: false }],
97
- seq: 1,
98
- distance: 0,
99
- y: 0,
100
- vy: 0,
101
- onGround: true,
102
- jumpsUsed: 0,
103
- currentPlatformId: 0,
104
- color: 'yellow',
105
- coyote: COYOTE_TIME,
106
- jumpBuffer: 0,
107
- mismatchTime: 0,
108
- score: 0,
109
- stars: 0,
110
- combo: 0,
111
- bestCombo: 0,
112
- lives: MAX_LIVES,
113
- invulnerable: 0,
114
- failure: null,
115
- finished: false
116
- };
117
- ensureAhead(c, r);
118
- return r;
119
- }
120
-
121
- export const platformUnder = (r: Run, distance = r.distance) => r.platforms.find((p) => distance >= p.start && distance <= p.end) ?? null;
122
- // Keep the landing target visible while flying over its leading edge.
123
- export const nextPlatform = (r: Run) => r.platforms.find((p) => p.end >= r.distance && p.id !== r.currentPlatformId) ?? null;
124
-
125
- export function switchColor(r: Run) {
126
- if (r.failure || r.finished) return;
127
- r.color = r.color === 'yellow' ? 'pink' : 'yellow';
128
- r.mismatchTime = 0;
129
- }
130
-
131
- export function jump(c: Config, r: Run): JumpKind | null {
132
- if (r.failure || r.finished) return null;
133
- if (r.jumpsUsed >= MAX_JUMPS) {
134
- r.jumpBuffer = JUMP_BUFFER;
135
- return null;
136
- }
137
- const first = r.onGround || (r.coyote > 0 && r.jumpsUsed === 0);
138
- r.vy = first ? c.jump : c.doubleJump;
139
- r.jumpsUsed = first ? 1 : MAX_JUMPS;
140
- r.onGround = false;
141
- r.coyote = 0;
142
- r.jumpBuffer = 0;
143
- r.mismatchTime = 0;
144
- return first ? 'jump' : 'double';
145
- }
146
-
147
- export interface StepEvents {
148
- landed: Platform | null;
149
- star: Platform | null;
150
- jumped: JumpKind | null;
151
- failure: Failure | null;
152
- hurt: Failure | null;
153
- won: boolean;
154
- }
155
-
156
- export function step(c: Config, r: Run, dt: number): StepEvents {
157
- const ev: StepEvents = { landed: null, star: null, jumped: null, failure: null, hurt: null, won: false };
158
- if (dt <= 0 || r.failure || r.finished) return ev;
159
- const previousDistance = r.distance;
160
- const previousY = r.y;
161
- r.jumpBuffer = Math.max(0, r.jumpBuffer - dt);
162
- r.coyote = Math.max(0, r.coyote - dt);
163
- r.invulnerable = Math.max(0, r.invulnerable - dt);
164
- r.distance = Math.min(TRACK_LENGTH, r.distance + BASE_SPEED * dt);
165
- let under = platformUnder(r);
166
- if (r.onGround && !under) {
167
- r.onGround = false;
168
- r.coyote = COYOTE_TIME;
169
- r.vy = 0;
170
- }
171
- if (!r.onGround) {
172
- r.vy -= c.gravity * dt;
173
- r.y += r.vy * dt;
174
- if (r.vy <= 0) {
175
- // Intersect the falling feet with each platform's top along this step's motion.
176
- for (const p of r.platforms) {
177
- if (previousY < p.height || r.y > p.height) continue;
178
- const fraction = (previousY - p.height) / Math.max(0.000001, previousY - r.y);
179
- const atLanding = previousDistance + (r.distance - previousDistance) * fraction;
180
- if (atLanding < p.start || atLanding > p.end || r.distance > p.end) continue;
181
- r.y = p.height;
182
- r.vy = 0;
183
- r.onGround = true;
184
- r.coyote = COYOTE_TIME;
185
- r.jumpsUsed = 0;
186
- r.currentPlatformId = p.id;
187
- ev.landed = p;
188
- under = p;
189
- break;
190
- }
191
- }
192
- }
193
- if (r.onGround && under?.color && under.color !== r.color && r.invulnerable === 0) {
194
- r.mismatchTime += dt;
195
- } else r.mismatchTime = 0;
196
- // A buffered jump swipe fires only on a safe landing.
197
- if (ev.landed && r.jumpBuffer > 0 && (!ev.landed.color || ev.landed.color === r.color)) ev.jumped = jump(c, r);
198
-
199
- for (const p of r.platforms) {
200
- const starDistance = (p.start + p.end) / 2;
201
- if (p.star && !p.starCollected && Math.abs(r.distance - starDistance) < 0.7 && Math.abs(r.y + 0.5 - (p.height + 1.05)) < 0.95 && !r.failure) {
202
- p.starCollected = true;
203
- r.stars++;
204
- r.combo = Math.min(5, r.combo + 1);
205
- r.bestCombo = Math.max(r.bestCombo, r.combo);
206
- r.score += STAR_POINTS * r.combo;
207
- ev.star = p;
208
- }
209
- if (p.star && !p.starCollected && previousDistance <= starDistance + 0.7 && r.distance > starDistance + 0.7) r.combo = 0;
210
- }
211
- const fault: Failure | null = r.y < c.fallY ? 'fall' : r.mismatchTime >= COLOR_GRACE ? 'color' : null;
212
- if (fault) {
213
- if (r.invulnerable === 0) {
214
- r.lives = Math.max(0, r.lives - 1);
215
- r.combo = 0;
216
- r.mismatchTime = 0;
217
- if (r.lives === 0) r.failure = fault;
218
- else {
219
- r.invulnerable = HURT_INVULNERABLE;
220
- ev.hurt = fault;
221
- }
222
- }
223
- // Penguin Run continues through a gap after a nonfatal hit. Here, restore the feet
224
- // to the next safe surface so the physical fall cannot drain another life.
225
- if (fault === 'fall' && !r.failure) recover(r);
226
- }
227
- // Resolve the hit first: losing the final life at the line is never a win.
228
- if (r.failure) ev.failure = r.failure;
229
- else if (r.distance >= TRACK_LENGTH) {
230
- r.finished = true;
231
- ev.won = true;
232
- }
233
- r.score += (Math.floor(r.distance) - Math.floor(previousDistance)) * POINTS_PER_METRE;
234
- ensureAhead(c, r);
235
- while (r.platforms.length > 1 && r.platforms[0]!.end < r.distance - 18) r.platforms.shift();
236
- return ev;
237
- }
238
-
239
- /** Recover on the current island, or at the next island's leading edge if still above a gap. */
240
- function recover(r: Run) {
241
- const target = platformUnder(r) ?? nextPlatform(r);
242
- if (!target) return;
243
- r.distance = Math.min(TRACK_LENGTH, Math.max(r.distance, target.start + 0.5));
244
- r.y = target.height;
245
- r.vy = 0;
246
- r.onGround = true;
247
- r.jumpsUsed = 0;
248
- r.jumpBuffer = 0;
249
- r.coyote = COYOTE_TIME;
250
- r.currentPlatformId = target.id;
251
- if (target.color) r.color = target.color;
252
- }
@@ -1,310 +0,0 @@
1
- // A forward-moving 3D sky course. Only the course root scrolls; the chase camera and player
2
- // stay near the origin so long runs retain precision. All geometry is cached, all animation native.
3
- import { type Camera, type Color, effects, type Entity, type Quat, quat, type Vec3, type World } from '@nayan-ui/engine';
4
- import type { GameTheme } from '../../services/ThemeService';
5
- import { popAndBurst } from '../shared/EngineBlasts';
6
- import { sceneryTint } from '../shared/EngineMeadow';
7
- import { toColor } from '../shared/EngineUtils';
8
- import { type Backdrop, removeBackdrop, spawnBackdrop } from './ChameleonRunBackdrop';
9
- import { COLORS, type Config, RUN_COLORS, type RunColor, TRACK_LENGTH } from './ChameleonRunConstants';
10
- import { bodyMesh, detailsMesh, eyeDetailsMesh, eyeMesh, legMesh, LIMBS, starMesh, tailMesh } from './ChameleonRunMeshes';
11
- import { type Platform, platformUnder, type Run } from './ChameleonRunRules';
12
-
13
- const FORWARD = quat.y(Math.PI / 2);
14
- const WHITE: Color = [1, 1, 1, 1];
15
- const NEUTRAL = toColor(COLORS.NEUTRAL);
16
- interface PlatformView {
17
- root: Entity;
18
- star: Entity | null;
19
- }
20
- export interface Scene {
21
- syncedFirst?: number;
22
- syncedLast?: number;
23
- syncedCount?: number;
24
- backdrop: Backdrop;
25
- field: Entity;
26
- chameleon: Entity;
27
- skin: Entity[];
28
- legs: Entity[];
29
- tail: Entity;
30
- shadow: Entity;
31
- platforms: Map<number, PlatformView>;
32
- tint: Color;
33
- color: RunColor;
34
- stride: boolean;
35
- }
36
-
37
- const shade = (color: Color, tint: Color): Color => [color[0] * tint[0], color[1] * tint[1], color[2] * tint[2], color[3] ?? 1];
38
- const surfaceColor = (p: Platform): Color => (p.color ? toColor(RUN_COLORS[p.color]) : NEUTRAL);
39
- export const starPosition = (p: Platform, distance: number): Vec3 => [0, p.height + 1.05, distance - (p.start + p.end) / 2];
40
-
41
- /** A centered chase camera keeps the runner and course on the screen centerline. */
42
- export function frameCamera(camera: Camera, c: Config, lift = 0) {
43
- camera.eye = [0, 3.1 + lift, 5.4];
44
- camera.target = [0, 1.1 + lift, -6];
45
- camera.fov = c.width / Math.max(1, c.height) < 0.7 ? 1 : 0.85;
46
- }
47
-
48
- export function buildScene(world: World, theme: GameTheme): Scene {
49
- const backdrop = spawnBackdrop(world, theme);
50
- const tint = sceneryTint(theme);
51
- const field = world.spawn({ mesh: 'none', pickable: false });
52
- const chameleon = world.spawn({ mesh: 'none', rotation: FORWARD, pickable: false });
53
- const skinColor = toColor(RUN_COLORS.yellow);
54
- const bodyModel = bodyMesh();
55
- const body = world.spawn({ mesh: bodyModel, parent: chameleon, color: skinColor, bob: { amplitude: [0, 0.004, 0], speed: 2.2 }, pickable: false });
56
- world.spawn({ mesh: detailsMesh(), parent: chameleon, pickable: false });
57
- const tailModel = tailMesh();
58
- const tail = world.spawn({ mesh: tailModel, parent: chameleon, position: [-0.5, -0.015, 0], color: skinColor, pickable: false });
59
- const eyeLids: Entity[] = [];
60
- for (const side of [-1, 1]) {
61
- const yaw = side > 0 ? 0.27 : Math.PI - 0.27;
62
- const eye = world.spawn({
63
- mesh: 'none',
64
- parent: chameleon,
65
- position: [0.575, 0.205, side * 0.125],
66
- rotation: quat.y(yaw),
67
- pickable: false
68
- });
69
- const eyeModel = eyeMesh();
70
- const lid = world.spawn({ mesh: eyeModel, parent: eye, color: skinColor, pickable: false });
71
- eyeLids.push(lid);
72
- world.spawn({ mesh: eyeDetailsMesh(), parent: eye, pickable: false });
73
- // Separate native tracks give the eyes independent, subtle scanning motion.
74
- world.animate(
75
- eye,
76
- { rotation: quat.y(yaw + side * 0.13) },
77
- { duration: side > 0 ? 2.7 : 3.4, repeat: 'forever', yoyo: true, easing: 'easeInOut' }
78
- );
79
- }
80
- const legs: Entity[] = [];
81
- for (const limb of LIMBS) {
82
- const mesh = legMesh(limb.side, limb.hind);
83
- const entity = world.spawn({ mesh, parent: chameleon, position: [limb.x, limb.y, limb.side * 0.13], color: skinColor, pickable: false });
84
- legs.push(entity);
85
- }
86
- const shadow = world.spawn({ mesh: 'sphere', scale: [0.72, 0.012, 1.8], color: [0.12, 0.19, 0.25, 0.22], pickable: false });
87
- const scene: Scene = {
88
- backdrop,
89
- field,
90
- chameleon,
91
- skin: [body, tail, ...legs, ...eyeLids],
92
- legs,
93
- tail,
94
- shadow,
95
- platforms: new Map(),
96
- tint,
97
- color: 'yellow',
98
- stride: false
99
- };
100
- return scene;
101
- }
102
-
103
- export function removeScene(world: World, s: Scene) {
104
- removeBackdrop(world, s.backdrop);
105
- for (const e of [s.field, s.chameleon, s.shadow]) world.despawn(e);
106
- }
107
-
108
- export function syncPlatforms(world: World, c: Config, s: Scene, platforms: Platform[]) {
109
- const first = platforms[0]?.id,
110
- last = platforms[platforms.length - 1]?.id;
111
- if (s.syncedFirst === first && s.syncedLast === last && s.syncedCount === platforms.length) return;
112
- s.syncedFirst = first;
113
- s.syncedLast = last;
114
- s.syncedCount = platforms.length;
115
- const live = new Set(platforms.map((p) => p.id));
116
- for (const p of platforms) {
117
- if (s.platforms.has(p.id)) continue;
118
- const length = p.end - p.start;
119
- const root = world.spawn({ mesh: 'none', parent: s.field, position: [0, p.height, -(p.start + p.end) / 2], pickable: false });
120
- const spawn = (mesh: 'roundedBox' | 'sphere' | 'cube', position: Vec3, scale: Vec3, color: Color, rotation?: Quat) =>
121
- world.spawn({ mesh, parent: root, position, scale, color: shade(color, s.tint), rotation, pickable: false });
122
- spawn('roundedBox', [0, -0.65, 0], [c.trackWidth, 1.2, length], toColor(COLORS.STONE));
123
- spawn('roundedBox', [0, -1.4, 0], [c.trackWidth * 0.8, 0.7, length * 0.94], toColor(COLORS.STONE_DARK));
124
- spawn('roundedBox', [0, -0.105, 0], [c.trackWidth + 0.08, 0.21, length + 0.025], surfaceColor(p));
125
- // Two edge rails sit below the running surface, leaving take-off and landing unobstructed.
126
- for (const side of [-1, 1]) spawn('roundedBox', [side * (c.trackWidth / 2 - 0.08), -0.22, 0], [0.08, 0.08, length], toColor(COLORS.RIM));
127
- // Stripes vs dots distinguish colors even without hue; both repeat to the far end.
128
- const marks = Math.max(2, Math.floor(length / 1.5));
129
- for (let j = 0; j < marks; j++) {
130
- const z = -length / 2 + 0.75 + j * 1.5;
131
- if (p.color === 'yellow') spawn('roundedBox', [-c.trackWidth * 0.32, 0.012, z], [0.55, 0.018, 0.12], [1, 0.98, 0.8]);
132
- if (p.color === 'pink')
133
- for (const x of [-0.16, 0.16]) spawn('sphere', [-c.trackWidth * 0.32 + x, 0.018, z], [0.16, 0.025, 0.16], [1, 0.85, 0.96]);
134
- }
135
- // Take-off line and forward arrow on each island.
136
- spawn('roundedBox', [0, 0.015, -length / 2 + 0.35], [c.trackWidth * 0.8, 0.018, 0.09], WHITE);
137
- for (const side of [-1, 1]) spawn('roundedBox', [side * 0.18, 0.018, length / 2 - 1.2], [0.1, 0.025, 0.55], WHITE, quat.y(side * -0.65));
138
- let star: Entity | null = null;
139
- if (p.star && !p.starCollected) {
140
- star = world.spawn({
141
- mesh: starMesh(),
142
- parent: root,
143
- position: [0, 1.05, 0],
144
- scale: 0.68,
145
- color: [1.6, 1.35, 0.48, 1],
146
- spin: [0, 2.2, 0],
147
- bob: { amplitude: [0, 0.09, 0], speed: 3.2 },
148
- pickable: false
149
- });
150
- }
151
- if (p.end > TRACK_LENGTH) {
152
- const z = (p.start + p.end) / 2 - TRACK_LENGTH;
153
- for (const side of [-1, 1]) spawn('roundedBox', [side * (c.trackWidth / 2 + 0.1), 1.7, z], [0.22, 3.4, 0.3], WHITE);
154
- spawn('roundedBox', [0, 3.25, z], [c.trackWidth + 0.5, 0.55, 0.3], toColor('#20354A'));
155
- for (let j = 0; j < 10; j++) spawn('cube', [(j - 4.5) * 0.36, 3.25, z + 0.16], [0.35, 0.36, 0.02], j % 2 ? WHITE : toColor('#20354A'));
156
- }
157
- s.platforms.set(p.id, { root, star });
158
- }
159
- for (const [id, pv] of s.platforms)
160
- if (!live.has(id)) {
161
- world.despawn(pv.root);
162
- s.platforms.delete(id);
163
- }
164
- }
165
-
166
- export function drawScene(world: World, c: Config, s: Scene, r: Run) {
167
- const updates = world.transforms;
168
- updates.position(s.field, 0, 0, r.distance);
169
- updates.position(s.chameleon, 0, r.y + 0.5, 0);
170
- const under = platformUnder(r);
171
- const altitude = under ? Math.max(0, r.y - under.height) : 0;
172
- updates.position(s.shadow, 0, (under?.height ?? -10) + 0.018, 0.15);
173
- updates.scale(s.shadow, 0.72 + altitude * 0.08, 0.012, 1.8 + altitude * 0.12);
174
- updates.color(s.shadow, 0.12, 0.19, 0.25, under ? 0.2 / (1 + altitude) : 0);
175
- updates.flush();
176
- syncPlatforms(world, c, s, r.platforms);
177
- }
178
-
179
- export function setStride(world: World, s: Scene, running: boolean) {
180
- if (s.stride === running) return;
181
- s.stride = running;
182
- world.set(s.chameleon, { bob: running ? { amplitude: [0, 0.009, 0], speed: 16 } : null });
183
- s.legs.forEach((leg, i) => {
184
- world.stopAnimation(leg);
185
- const sign = i === 0 || i === 3 ? 1 : -1;
186
- if (running) {
187
- world.set(leg, { rotation: quat.z(-0.28 * sign) });
188
- world.animate(leg, { rotation: quat.z(0.28 * sign) }, { duration: 0.2, easing: 'easeInOut', repeat: 'forever', yoyo: true });
189
- } else world.animate(leg, { rotation: quat.z(sign * 0.18) }, { duration: 0.12 });
190
- });
191
- world.stopAnimation(s.tail);
192
- world.animate(s.tail, { rotation: quat.x(running ? 0.1 : 0.035) }, { duration: 0.32, repeat: 'forever', yoyo: true, easing: 'easeInOut' });
193
- }
194
-
195
- export function tintChameleon(world: World, s: Scene, color: RunColor, y = 0) {
196
- if (color === s.color) return;
197
- s.color = color;
198
- for (const e of s.skin) world.set(e, { color: toColor(RUN_COLORS[color]) });
199
- effects.sparkle(world, {
200
- position: [0, y + 0.65, 0],
201
- colors: toColor(RUN_COLORS[color]),
202
- size: 0.06,
203
- speed: 1.3,
204
- count: 7,
205
- lifetime: 0.22,
206
- flash: false
207
- });
208
- }
209
-
210
- export function hop(world: World, s: Scene, double: boolean) {
211
- world.animate(s.chameleon, [{ scale: [0.97, 1.06, 0.97], at: 0.3 }, { scale: 1 }], { duration: 0.25 });
212
- if (double) {
213
- world.set(s.chameleon, { rotation: FORWARD });
214
- world.animate(s.chameleon, { turn: [0, 0, -Math.PI * 2] }, { duration: 0.4, easing: 'easeOut' });
215
- }
216
- }
217
-
218
- export function land(world: World, s: Scene, p: Platform) {
219
- world.stopAnimation(s.chameleon);
220
- world.set(s.chameleon, { rotation: FORWARD, scale: 1 });
221
- world.animate(s.chameleon, [{ scale: [1.04, 0.94, 1.03], at: 0.25 }, { scale: 1 }], { duration: 0.2 });
222
- effects.dust(world, {
223
- position: [0, p.height + 0.05, 0],
224
- count: 7,
225
- size: 0.13,
226
- speed: 1.5,
227
- lifetime: 0.3,
228
- color: [0.85, 0.93, 1, 0.45],
229
- endSize: 1.8,
230
- direction: [0, 1, 0],
231
- spread: 1.4
232
- });
233
- }
234
-
235
- export function collectStar(world: World, s: Scene, p: Platform, distance: number) {
236
- const pv = s.platforms.get(p.id);
237
- if (pv?.star == null) return;
238
- const star = pv.star;
239
- pv.star = null;
240
- // Detach before popping so resetting or recycling the course cannot move the effect.
241
- const position = starPosition(p, distance);
242
- world.set(star, { parent: null, position, bob: null, spin: [0, 0, 0] });
243
- popAndBurst(
244
- world,
245
- star,
246
- { scale: 0.68, color: [1.6, 1.35, 0.48, 1], duration: 0.3 },
247
- { position, size: 0.5, color: toColor(COLORS.STAR), count: 12 }
248
- ).then(() => {
249
- if (world.has(star)) world.despawn(star);
250
- });
251
- }
252
-
253
- /** A nonfatal stumble; the course keeps moving while the player is invulnerable. */
254
- export function stumble(world: World, s: Scene, r: Run) {
255
- world.animate(s.chameleon, { shake: 0.12 }, { duration: 0.4 });
256
- effects.sparkle(world, {
257
- position: [0, r.y + 0.4, 0],
258
- colors: [toColor(RUN_COLORS[r.color]), WHITE],
259
- size: 0.08,
260
- speed: 2,
261
- count: 10,
262
- lifetime: 0.35
263
- });
264
- }
265
-
266
- export function tumble(world: World, s: Scene, r: Run) {
267
- setStride(world, s, false);
268
- world.animate(s.chameleon, { moveBy: [0, -2.8, 0], turn: [1.2, 0, 0.7], scale: 0.25 }, { duration: 0.65, easing: 'easeIn' });
269
- if (r.failure === 'color')
270
- effects.sparkle(world, {
271
- position: [0, r.y + 0.4, 0],
272
- colors: [toColor(RUN_COLORS[r.color]), WHITE],
273
- size: 0.1,
274
- speed: 3.2,
275
- count: 20,
276
- lifetime: 0.45
277
- });
278
- }
279
-
280
- export function cheer(world: World, s: Scene, r: Run) {
281
- setStride(world, s, false);
282
- effects.confetti(world, {
283
- position: [0, r.y + 1, 0],
284
- colors: [toColor(RUN_COLORS.pink), toColor(RUN_COLORS.yellow), WHITE],
285
- count: 55,
286
- size: 0.1,
287
- speed: 4,
288
- gravity: -3,
289
- lifetime: 1.6
290
- });
291
- world.animate(s.chameleon, [{ moveBy: [0, 0.35, 0], at: 0.5 }, { moveBy: [0, 0, 0] }], { duration: 0.65, repeat: 3 });
292
- world.animate(s.chameleon, { rotation: quat.y(-Math.PI / 2) }, { duration: 0.5, delay: 0.5, easing: 'easeInOut' });
293
- }
294
-
295
- export function clearPlatforms(world: World, s: Scene) {
296
- for (const pv of s.platforms.values()) world.despawn(pv.root);
297
- s.platforms.clear();
298
- s.syncedCount = undefined;
299
- }
300
-
301
- export function resetChameleon(world: World, s: Scene) {
302
- world.stopAnimation(s.chameleon);
303
- setStride(world, s, false);
304
- world.set(s.chameleon, { scale: 1, rotation: FORWARD, bob: null });
305
- s.color = 'yellow';
306
- for (const e of s.skin) {
307
- world.stopAnimation(e);
308
- world.set(e, { color: toColor(RUN_COLORS.yellow) });
309
- }
310
- }
@@ -1,83 +0,0 @@
1
- // Checkers' screen, on the Nayan engine: the board, pieces and hints are one 3D scene (an orthographic
2
- // camera directly above the flat board), under Playtura's scoreboard, controls and modals. The play is in
3
- // CheckersGame.ts (the rules in CheckersRules.ts, the robot in CheckersAI.ts), what it draws in
4
- // CheckersScene.ts.
5
- //
6
- // One world serves the whole visit: Start, Stop and Play Again set the board up again in place and a
7
- // theme change rebuilds just the board, so the GPU view is never rebuilt. Pieces slide, hop and are
8
- // crowned in the engine's Rust core; JS reads the finger and steps the clock and the robot.
9
- import { HapticType } from '../../services/HapticsService';
10
- import { GAME_SOUNDS } from '../../services/SoundsService';
11
- import { GAME_IDS } from '../../services/UtilsService';
12
- import { engineGame, EngineGameScreen } from '../shared/EngineGameScreen';
13
- import { scoreColumn, textColumn, timerColumn } from '../shared/EngineHud';
14
- import { useEngineGame } from '../shared/useEngineGame';
15
- import { useLiveState } from '../shared/useLiveState';
16
- import { BOARD_BORDER_WIDTH, GAME_DURATION, getLayout, LIGHT } from './CheckersConstants';
17
- import { createGame, dispose, drag, type GameEvent, reset, setLayout, setTheme, start, tick } from './CheckersGame';
18
- import { HUMAN, PIECES_PER_SIDE } from './CheckersRules';
19
-
20
- const SOUNDS = GAME_SOUNDS.CHECKERS;
21
-
22
- /** Selection, moves, captures, promotion and results each have their own feedback. */
23
- const FEEDBACK: Record<GameEvent, { sound?: (typeof SOUNDS)[keyof typeof SOUNDS]; haptic?: HapticType }> = {
24
- select: { sound: SOUNDS.SELECT, haptic: HapticType.LIGHT },
25
- move: { sound: SOUNDS.MOVE, haptic: HapticType.LIGHT },
26
- capture: { sound: SOUNDS.CAPTURE, haptic: HapticType.MEDIUM },
27
- king: { sound: SOUNDS.KING },
28
- win: { sound: SOUNDS.WIN, haptic: HapticType.SUCCESS },
29
- lose: { sound: SOUNDS.LOSE, haptic: HapticType.ERROR }
30
- };
31
-
32
- export const Checkers = engineGame(GAME_IDS.CHECKERS, (props) => {
33
- const [score, setScore] = useLiveState(0);
34
- const [captured, setCaptured] = useLiveState(0);
35
- const [time, setTime] = useLiveState(GAME_DURATION);
36
-
37
- // Win or lose (a timeout loses) as it ends
38
- const { game, theme, status, screen, gameOver } = useEngineGame(props, {
39
- gameId: GAME_IDS.CHECKERS,
40
- create: createGame,
41
- start,
42
- reset,
43
- dispose,
44
- tick,
45
- setTheme,
46
- resize: (g, width, height, offset) => {
47
- const l = getLayout(width, height, offset);
48
- setLayout(g, l);
49
- return l.size + BOARD_BORDER_WIDTH * 2;
50
- },
51
- drag,
52
- outcome: (g) => (g.winner === HUMAN ? 'win' : 'lose'),
53
- sounds: SOUNDS,
54
- onStart: (fx) => fx(SOUNDS.START, HapticType.MEDIUM),
55
- onOver: (fx, _status, g) => {
56
- if (g.timedOut) fx(SOUNDS.TIME_UP, HapticType.ERROR);
57
- },
58
- wire: (g, fx) => {
59
- g.onScore = setScore;
60
- g.onCaptured = setCaptured;
61
- g.onTime = setTime;
62
- g.onEvent = (event) => fx(FEEDBACK[event].sound, FEEDBACK[event].haptic);
63
- }
64
- });
65
-
66
- const timedOut = game.timedOut;
67
-
68
- return (
69
- <EngineGameScreen
70
- {...screen}
71
- light={LIGHT}
72
- columns={[scoreColumn(score), textColumn('CAPTURED', `${captured}/${PIECES_PER_SIDE}`), timerColumn(time, theme)]}
73
- subtext="Capture the robot's pieces!"
74
- gameOver={gameOver({
75
- title: status === 'win' ? 'YOU WON!' : timedOut ? 'TIME UP!' : 'YOU LOST!',
76
- message: status === 'win' ? 'You beat the robot!' : timedOut ? 'You ran out of time!' : 'The robot wins this round!',
77
- scoreLabel: 'Score',
78
- score,
79
- buttonText: 'Play Again!'
80
- })}
81
- />
82
- );
83
- });