@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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  318. package/src/games/dino-jump/DinoJumpConstants.ts +0 -80
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  321. package/src/games/dots-and-boxes/DotsAndBoxes.tsx +0 -83
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@@ -1,119 +0,0 @@
1
- // Colors Sort's rules, sizes, timings and layout. Rules, scoring and sizes match the original version
2
- // (games/colors-sort), so scores carry over.
3
- import { getScoreBoardTop } from '../shared/EngineHud';
4
- import type { TiltView } from '../shared/EngineTilt';
5
- import { frontLight, gameWidthFor } from '../shared/EngineUtils';
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-
7
- // ── Rules ─────────────────────────────────────────────────────────────
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-
9
- export const COLORS = ['#FF4444', '#32CD32', '#4169E1', '#FFD700', '#00CED1'] as const; // red, green, blue, yellow, cyan
10
- export const PIECES_PER_COLOR = 4;
11
- export const TUBES = 6; // five full, one empty
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- export const CAPACITY = PIECES_PER_COLOR + 1; // a spare slot to shuffle with
13
- export const TIME_LIMIT = 120; // seconds
14
- export const SCORE_BASE = 100; // calculateTimeBasedScore's base, as before
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-
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- // ── Sizes (points; tablets get the original version's larger set) ─────────
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-
18
- const PHONE = {
19
- tubeWidth: 80,
20
- tubeHeight: 240,
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- border: 4,
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- pieceWidth: 64,
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- pieceHeight: 35,
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- pieceGap: 5,
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- padBottom: 4,
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- columnGap: 15,
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- rowGap: 15,
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- lift: 15
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- };
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- const TABLET = {
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- tubeWidth: 112,
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- tubeHeight: 336,
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- border: 5,
34
- pieceWidth: 82,
35
- pieceHeight: 50,
36
- pieceGap: 7,
37
- padBottom: 6,
38
- columnGap: 20,
39
- rowGap: 20,
40
- lift: 20
41
- };
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- const TABLET_WIDTH = 640;
43
- const COLUMNS = 3;
44
-
45
- // ── Feel (seconds) ────────────────────────────────────────────────────
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-
47
- export const LIFT_TIME = 0.18;
48
- export const MOVE_TIME = 0.36; // up out of one tube, across, and down into the other
49
- export const SHAKE_TIME = 0.3;
50
-
51
- // ── The scene ─────────────────────────────────────────────────────────
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-
53
- /** The camera looks down a little from in front, so the tubes' mouths and the pieces' tops show. */
54
- export const TILT = -0.3;
55
- /** Lit from the upper left; surfaces facing the camera (+z) keep their exact color. */
56
- export const LIGHT = frontLight([-0.4, 0.55, 1], 0.5);
57
-
58
- // ── Layout ────────────────────────────────────────────────────────────
59
-
60
- const SCOREBOARD_HEIGHT = 82;
61
- const CONTROLS_HEIGHT = 110;
62
- const SHELF_HEIGHT = 12; // the rack each row stands on
63
-
64
- export type Layout = TiltView & {
65
- /** Every size below is already scaled to fit. */
66
- tubeRadius: number;
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- tubeHeight: number;
68
- pieceRadius: number;
69
- pieceHeight: number;
70
- pieceGap: number;
71
- padBottom: number;
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- lift: number;
73
- shelfHeight: number;
74
- /** Each tube's base centre in the world (x right, y up, z toward the camera). */
75
- tubes: [number, number][];
76
- /** The rows' shelves: their top-face y and width. */
77
- shelves: { y: number; width: number }[];
78
- };
79
-
80
- /** Two rows of three tubes on shelves, as big as the original grid (smaller if the screen is short), centred under the scoreboard. */
81
- export function getLayout(width: number, height: number, offset: number): Layout {
82
- const base = width > TABLET_WIDTH ? TABLET : PHONE;
83
- const tilt = TILT;
84
- const cos = Math.cos(tilt);
85
- const top = getScoreBoardTop(offset) + SCOREBOARD_HEIGHT + 16;
86
- const room = Math.max(240, height - top - CONTROLS_HEIGHT);
87
- const gridWidth = COLUMNS * base.tubeWidth + (COLUMNS - 1) * base.columnGap;
88
- // Rows: each a tube (plus the lifted piece's headroom) on a shelf
89
- const rowHeight = base.tubeHeight + base.lift + base.pieceHeight * 0.6 + SHELF_HEIGHT;
90
- // ...plus what the tilt shows of the tubes' and shelves' depth (front edge down, back edge up)
91
- const gridHeight = (2 * rowHeight + base.rowGap) * cos + base.tubeWidth * 1.6 * Math.abs(Math.sin(tilt));
92
- const s = Math.min(1, gameWidthFor(width) / (gridWidth + base.columnGap * 2), room / gridHeight);
93
- const centerY = top + room / 2;
94
- const view: TiltView = { width, height, centerY, tilt };
95
- const gridSpan = (2 * rowHeight + base.rowGap) * s;
96
- // World y of each row's tube bases, from the top row down (the grid centred on the origin)
97
- const bases = [gridSpan / 2 - rowHeight * s + SHELF_HEIGHT * s, gridSpan / 2 - rowHeight * s * 2 - base.rowGap * s + SHELF_HEIGHT * s];
98
- const pitch = (base.tubeWidth + base.columnGap) * s;
99
- const tubes: [number, number][] = [];
100
- for (const y of bases) for (let c = 0; c < COLUMNS; c++) tubes.push([(c - 1) * pitch, y]);
101
- return {
102
- ...view,
103
- tubeRadius: (base.tubeWidth / 2) * s,
104
- tubeHeight: base.tubeHeight * s,
105
- pieceRadius: (base.pieceWidth / 2) * s,
106
- pieceHeight: base.pieceHeight * s,
107
- pieceGap: base.pieceGap * s,
108
- padBottom: (base.border + base.padBottom) * s,
109
- lift: base.lift * s,
110
- shelfHeight: SHELF_HEIGHT * s,
111
- tubes,
112
- shelves: bases.map((y) => ({ y, width: gridWidth * s + base.columnGap * s * 2 }))
113
- };
114
- }
115
-
116
- /** Where the piece `slot` places up from a tube's bottom sits (its base), in world y. */
117
- export const slotY = (l: Layout, tube: number, slot: number) => l.tubes[tube]![1] + l.padBottom + slot * (l.pieceHeight + l.pieceGap);
118
- /** Where a picked-up piece hovers: just out of its tube's mouth. */
119
- export const hoverY = (l: Layout, tube: number) => l.tubes[tube]![1] + l.tubeHeight + l.lift;
@@ -1,246 +0,0 @@
1
- // Colors Sort's rules, with no React: build a game with `createGame` (it deals a shuffled board), give
2
- // it a layout, `start` it and `tick` it every frame. Five colors of four pucks are shuffled into five
3
- // tubes, with a sixth left empty; each holds five. Tap a tube to pick up its top puck, tap another to
4
- // drop it there (any color on any color, as long as the tube isn't full), or the same one to put it
5
- // back. Gather every color into a tube of its own within two minutes to win.
6
- import { type Camera, type Entity, World } from '@nayan-ui/engine';
7
- import type { GameTheme } from '../../services/ThemeService';
8
- import { aimTilted, unproject } from '../shared/EngineTilt';
9
- import { CAPACITY, COLORS, hoverY, type Layout, PIECES_PER_COLOR, TIME_LIMIT, TUBES } from './ColorsSortConstants';
10
- import {
11
- buildScene,
12
- celebrate,
13
- completeTube,
14
- liftPiece,
15
- lowerPiece,
16
- movePiece,
17
- removeScene,
18
- type Scene,
19
- setSceneTheme,
20
- shakeTube,
21
- showCork,
22
- spawnPiece
23
- } from './ColorsSortScene';
24
-
25
- export type Phase = 'ready' | 'playing' | 'over';
26
- /** pick: a puck lifted; drop: a puck put back; move: one moved; refuse: an empty pick-up or a full tube; complete: all sorted. */
27
- export type GameEvent = 'pick' | 'drop' | 'move' | 'refuse' | 'complete';
28
-
29
- const WORLD_CAPACITY = 300; // tubes (6 parts each), pucks, the backdrop, and bursts
30
-
31
- /** A fresh shuffle: color indices, bottom to top, in each tube. */
32
- function deal(): number[][] {
33
- const pieces = COLORS.flatMap((_, c) => Array<number>(PIECES_PER_COLOR).fill(c));
34
- for (let i = pieces.length - 1; i > 0; i--) {
35
- const j = Math.floor(Math.random() * (i + 1));
36
- [pieces[i], pieces[j]] = [pieces[j]!, pieces[i]!];
37
- }
38
- return Array.from({ length: TUBES }, (_, t) => (t < COLORS.length ? pieces.splice(0, PIECES_PER_COLOR) : []));
39
- }
40
-
41
- export function createGame(theme: GameTheme) {
42
- const world = new World(WORLD_CAPACITY);
43
- const camera: Camera = { eye: [0, 0, 240], target: [0, 0, 0], fov: 1, ortho: 1 };
44
- const g = {
45
- world,
46
- camera,
47
- theme,
48
- layout: null as Layout | null,
49
- scene: null as Scene | null,
50
- phase: 'ready' as Phase,
51
- tubes: deal(),
52
- /** Each tube's puck entities, parallel to `tubes`. */
53
- pieces: [] as Entity[][],
54
- selected: null as number | null,
55
- /** Seconds played, and left: the countdown lives in the engine (Rust), advanced by world.update. */
56
- get time() {
57
- return TIME_LIMIT - world.scoreboard.shownSeconds;
58
- },
59
- get timeLeft() {
60
- return world.scoreboard.shownSeconds;
61
- },
62
- timedOut: false,
63
- // UI hooks, set by the screen.
64
- onPhase: (_p: Phase) => {},
65
- onTime: (_t: number) => {},
66
- onEvent: (_e: GameEvent) => {}
67
- };
68
- world.scoreboard.reset(0, TIME_LIMIT);
69
- world.scoreboard.handlers = {
70
- onSecond: (t) => g.onTime(t),
71
- onTimeUp: () => {
72
- if (g.phase !== 'playing') return;
73
- g.timedOut = true;
74
- end(g);
75
- }
76
- };
77
- return g;
78
- }
79
- export type Game = ReturnType<typeof createGame>;
80
-
81
- /** A tube holding a whole color (and nothing else). */
82
- const sorted = (tube: number[]) => tube.length === PIECES_PER_COLOR && tube.every((c) => c === tube[0]);
83
-
84
- /** Every color gathered: each tube empty, or one color only and all of it (or a full tube of it). */
85
- function solved(tubes: number[][]) {
86
- const totals = new Map<number, number>();
87
- for (const t of tubes) {
88
- if (!t.length) continue;
89
- if (!t.every((c) => c === t[0])) return false;
90
- totals.set(t[0]!, (totals.get(t[0]!) ?? 0) + t.length);
91
- }
92
- return tubes.every((t) => !t.length || t.length === CAPACITY || t.length === totals.get(t[0]!));
93
- }
94
-
95
- // ── Scene ─────────────────────────────────────────────────────────────
96
-
97
- /** Lays the scene out for the view (first layout, header height, rotation): rebuilt from the board. */
98
- export function setLayout(g: Game, l: Layout) {
99
- if (g.scene) removeScene(g.world, g.scene);
100
- for (const e of g.pieces.flat()) g.world.despawn(e);
101
- g.layout = l;
102
- aimTilted(g.camera, l);
103
- g.scene = buildScene(g.world, l, g.theme);
104
- spawnPieces(g);
105
- }
106
-
107
- export function setTheme(g: Game, theme: GameTheme) {
108
- g.theme = theme;
109
- if (g.scene) setSceneTheme(g.world, g.scene, theme);
110
- }
111
-
112
- function spawnPieces(g: Game) {
113
- const { layout: l, scene: s } = g;
114
- if (!l || !s) return;
115
- g.pieces = g.tubes.map((tube, t) => tube.map((color, slot) => spawnPiece(g.world, l, color, t, slot)));
116
- // A picked-up puck stays up through a relayout
117
- if (g.selected != null) {
118
- const top = g.pieces[g.selected]![g.pieces[g.selected]!.length - 1];
119
- if (top != null) liftPiece(g.world, l, top, g.selected);
120
- }
121
- g.tubes.forEach((tube, t) => showCork(g.world, l, s.tubes[t]!, t, sorted(tube)));
122
- }
123
-
124
- // ── Run ───────────────────────────────────────────────────────────────
125
-
126
- /** Plays the board that's showing. */
127
- export function start(g: Game) {
128
- if (g.phase !== 'ready') return;
129
- g.phase = 'playing';
130
- g.world.scoreboard.startCountdown(TIME_LIMIT);
131
- g.onTime(TIME_LIMIT);
132
- g.onPhase('playing');
133
- }
134
-
135
- /** A freshly shuffled board, not started (Stop, Play Again). The world, and the GPU view drawing it, are kept. */
136
- export function reset(g: Game) {
137
- for (const e of g.pieces.flat()) g.world.despawn(e);
138
- g.tubes = deal();
139
- g.selected = null;
140
- g.world.scoreboard.reset(0, TIME_LIMIT);
141
- g.timedOut = false;
142
- g.phase = 'ready';
143
- spawnPieces(g);
144
- g.onTime(TIME_LIMIT);
145
- g.onPhase('ready');
146
- }
147
-
148
- export function dispose(g: Game) {
149
- g.world.dispose();
150
- }
151
-
152
- export function tick(g: Game, dt: number) {
153
- if (g.world.isDisposed) return;
154
- g.world.update(dt);
155
- }
156
-
157
- function end(g: Game) {
158
- g.world.scoreboard.stop();
159
- // A puck still in the air goes back into its tube
160
- const { layout: l } = g;
161
- if (l && g.selected != null) {
162
- const t = g.selected;
163
- const top = g.pieces[t]![g.pieces[t]!.length - 1];
164
- if (top != null) lowerPiece(g.world, l, top, t, g.tubes[t]!.length - 1);
165
- }
166
- g.selected = null;
167
- g.phase = 'over';
168
- g.onPhase('over');
169
- }
170
-
171
- // ── Taps ──────────────────────────────────────────────────────────────
172
-
173
- /** The tube under a view point: its column, from just under its shelf to above its mouth (where a puck hovers). */
174
- export function tubeAt(g: Game, x: number, y: number): number | null {
175
- const l = g.layout;
176
- if (!l) return null;
177
- const [wx, wy] = unproject(l, x, y, 0);
178
- const pitch = l.tubes.length > 1 ? Math.abs(l.tubes[1]![0] - l.tubes[0]![0]) : l.tubeRadius * 3;
179
- let best: number | null = null;
180
- let bestDistance = Infinity;
181
- l.tubes.forEach(([tx, ty], i) => {
182
- if (Math.abs(wx - tx) > pitch / 2) return;
183
- if (wy < ty - l.shelfHeight * 2 || wy > hoverY(l, i) + l.pieceHeight * 1.2) return;
184
- const distance = Math.abs(wx - tx);
185
- if (distance < bestDistance) {
186
- best = i;
187
- bestDistance = distance;
188
- }
189
- });
190
- return best;
191
- }
192
-
193
- export function tap(g: Game, x: number, y: number) {
194
- if (g.phase !== 'playing') return;
195
- const t = tubeAt(g, x, y);
196
- if (t != null) choose(g, t);
197
- }
198
-
199
- /** The tube tapped: pick up from it, put back into it, or move the lifted puck onto it. */
200
- export function choose(g: Game, t: number) {
201
- const { layout: l, scene: s } = g;
202
- if (!l || !s || g.phase !== 'playing') return;
203
- const tube = g.tubes[t]!;
204
- const pieces = g.pieces[t]!;
205
- if (g.selected == null) {
206
- if (!tube.length) {
207
- shakeTube(g.world, l, s.tubes[t]!, pieces);
208
- g.onEvent('refuse');
209
- return;
210
- }
211
- g.selected = t;
212
- liftPiece(g.world, l, pieces[pieces.length - 1]!, t);
213
- g.onEvent('pick');
214
- return;
215
- }
216
- const from = g.selected;
217
- g.selected = null;
218
- if (from === t) {
219
- lowerPiece(g.world, l, pieces[pieces.length - 1]!, t, tube.length - 1);
220
- g.onEvent('drop');
221
- return;
222
- }
223
- // A full tube takes nothing more: the lifted puck goes home and the full tube shakes
224
- if (tube.length >= CAPACITY) {
225
- const home = g.pieces[from]!;
226
- lowerPiece(g.world, l, home[home.length - 1]!, from, g.tubes[from]!.length - 1);
227
- shakeTube(g.world, l, s.tubes[t]!, pieces);
228
- g.onEvent('refuse');
229
- return;
230
- }
231
- const color = g.tubes[from]!.pop()!;
232
- const piece = g.pieces[from]!.pop()!;
233
- tube.push(color);
234
- pieces.push(piece);
235
- movePiece(g.world, l, piece, from, t, tube.length - 1);
236
- // Corks: on a tube that's just become a whole color, off one that no longer is
237
- if (sorted(tube)) completeTube(g.world, l, s.tubes[t]!, t, color);
238
- if (!sorted(g.tubes[from]!)) showCork(g.world, l, s.tubes[from]!, from, false);
239
- if (solved(g.tubes)) {
240
- g.onEvent('complete');
241
- celebrate(g.world, l);
242
- end(g);
243
- return;
244
- }
245
- g.onEvent('move');
246
- }
@@ -1,315 +0,0 @@
1
- // Everything Colors Sort draws: two wooden shelves of glass tubes, each holding a stack of glossy
2
- // colored pucks, seen from a little above (shared/EngineTilt: an orthographic camera tipped forward,
3
- // one world unit per point, y up, z toward the camera). A picked-up puck rises out of its tube and
4
- // hovers; a move flies it across into the other tube; a tube that holds a whole color gets a cork.
5
- // Each kind of thing is one shared mesh (one instanced draw): mesh ids are app-wide and limited.
6
- import { type Color, effects, type Entity, extrude, lathe, type Model, Path, type Vec3, type World } from '@nayan-ui/engine';
7
- import type { GameTheme } from '../../services/ThemeService';
8
- import { setBackdropTheme, spawnBackdrop } from '../shared/EngineBackdrop';
9
- import { noise } from '../shared/EngineMeadow';
10
- import { cacheGameAsset, createGameMesh as createShape } from '../shared/EngineMeshes';
11
- import { placeTiltedBackdrop } from '../shared/EngineTilt';
12
- import { toColor } from '../shared/EngineUtils';
13
- import { COLORS, hoverY, type Layout, LIFT_TIME, MOVE_TIME, SHAKE_TIME, slotY } from './ColorsSortConstants';
14
-
15
- // ── Meshes (unit sizes, scaled per entity) ────────────────────────────
16
-
17
- const meshes = new Map<string, Model>();
18
- const cached = (key: string, build: () => Model) => {
19
- let m = meshes.get(key);
20
- if (!m) {
21
- m = cacheGameAsset('colors-sort/ColorsSortScene:' + key, build);
22
- meshes.set(key, m);
23
- }
24
- return m;
25
- };
26
- type RGB = [number, number, number];
27
- const shade = (c: RGB, k: number): RGB => [c[0] * k, c[1] * k, c[2] * k];
28
- const smooth = (a: number, b: number, x: number) => {
29
- const t = Math.min(1, Math.max(0, (x - a) / (b - a)));
30
- return t * t * (3 - 2 * t);
31
- };
32
-
33
- /** A test tube: an open glass cylinder with a rounded bottom, one unit across and tall. */
34
- const glassMesh = () => cached('cs-glass', () => createShape(lathe(GLASS_PROFILE, { segments: 96 }), { center: false, shine: 0.9 }));
35
- /** The glass's profile (radius, height), bottom centre to mouth: the tube is this, turned. */
36
- const GLASS_PROFILE: [number, number][] = [
37
- // The rounded bottom: a quarter ellipse, finely stepped so it (and the outline round it) curve smoothly
38
- ...Array.from({ length: 25 }, (_, i): [number, number] => {
39
- const a = (i / 24) * (Math.PI / 2);
40
- return [Math.max(0.001, 0.5 * Math.sin(a)), 0.09 * (1 - Math.cos(a))];
41
- }),
42
- [0.5, 1]
43
- ];
44
- /**
45
- * The jar's outline from the front: a flat band hugging its sides and rounded bottom, open at the mouth.
46
- * In units of the tube's width (`tall` is its height over its width), so the band is even all round.
47
- */
48
- const outlineMesh = (tall: number) =>
49
- cached(`cs-outline:${tall.toFixed(2)}`, () => {
50
- const w = 0.035;
51
- const inner = GLASS_PROFILE.map(([r, y]) => [r, y * tall] as [number, number]);
52
- const curve = [
53
- ...inner
54
- .slice()
55
- .reverse()
56
- .map(([x, y]) => [-x, y] as [number, number]),
57
- ...inner.slice(1)
58
- ];
59
- // Pushed out along each corner's normal (the bisector of its two edges)
60
- const outer = curve.map(([x, y], i) => {
61
- const [ax, ay] = curve[Math.max(0, i - 1)]!;
62
- const [bx, by] = curve[Math.min(curve.length - 1, i + 1)]!;
63
- const tx = bx - ax;
64
- const ty = by - ay;
65
- const len = Math.hypot(tx, ty) || 1;
66
- return [x + (ty / len) * w, y - (tx / len) * w] as [number, number];
67
- });
68
- const ring = [...outer, ...curve.slice().reverse()].map(([x, y]) => [x, -y] as [number, number]);
69
- return createShape(extrude(new Path().addPolygon(ring), { depth: 0 }), { center: false });
70
- });
71
- /** A thin ring round the outside of a tube's mouth (one unit across, as tall as the entity's y scale). */
72
- const mouthRingMesh = () =>
73
- cached('cs-mouth-ring', () =>
74
- createShape(
75
- lathe(
76
- // A round tube in cross-section (a torus), so its edge reads as one soft line
77
- Array.from({ length: 17 }, (_, i): [number, number] => {
78
- const a = (i / 16) * Math.PI * 2;
79
- return [0.59 + 0.03 * Math.cos(a), 0.5 + 0.5 * Math.sin(a)];
80
- }),
81
- { segments: 120 }
82
- ),
83
- { center: false, shine: 0.3 }
84
- )
85
- );
86
- /** The lip round a tube's mouth (a ring one unit across, its thickness set by the entity's y scale). */
87
- const rimMesh = () =>
88
- cached('cs-rim', () =>
89
- createShape(
90
- lathe(
91
- [
92
- [0.5, 0],
93
- [0.56, 0.1],
94
- [0.56, 0.9],
95
- [0.5, 1],
96
- [0.5, 0]
97
- ],
98
- { segments: 96 }
99
- ),
100
- { center: false, shine: 0.8 }
101
- )
102
- );
103
- /** A puck: a rounded disc one unit across and tall, a touch brighter on top. */
104
- const puckMesh = () =>
105
- cached('cs-puck', () =>
106
- createShape(
107
- lathe(
108
- [
109
- [0.001, 0],
110
- [0.42, 0],
111
- [0.5, 0.14],
112
- [0.5, 0.86],
113
- [0.42, 1],
114
- [0.001, 1]
115
- ],
116
- { segments: 32, color: ({ position: p, normal: n }) => shade([1, 1, 1], 0.82 + 0.18 * smooth(0.2, 0.95, p[1]) + 0.12 * Math.max(0, n[1])) }
117
- ),
118
- { center: false, shine: 0.6 }
119
- )
120
- );
121
- /** A cork stopper: a tapered plug under a wider cap, one unit across and tall. */
122
- const corkMesh = () =>
123
- cached('cs-cork', () =>
124
- createShape(
125
- lathe(
126
- [
127
- [0.001, 0],
128
- [0.42, 0],
129
- [0.46, 0.55],
130
- [0.56, 0.58],
131
- [0.58, 0.68],
132
- [0.56, 1],
133
- [0.001, 1]
134
- ],
135
- {
136
- segments: 28,
137
- color: ({ position: p }) => shade([0.78, 0.56, 0.34], 0.82 + 0.3 * noise(p[0] * 30 + p[1] * 9, p[2] * 30 + p[1] * 40))
138
- }
139
- ),
140
- { center: false, shine: 0.1 }
141
- )
142
- );
143
-
144
- // ── Colors ────────────────────────────────────────────────────────────
145
-
146
- /** Clear glass: barely tinted, so the gems inside show at full color; the rim and glint outline the jar. */
147
- const glassColor = (theme: GameTheme): Color => (theme.mode === 'dark' ? [1, 1, 1, 0.05] : [1, 1, 1, 0.08]);
148
- /** The jar's outline: dark on light themes, light on dark, so the clear glass's edges always read. */
149
- const edgeColor = (theme: GameTheme): Color => (theme.mode === 'dark' ? [1, 1, 1, 0.55] : [0.1, 0.14, 0.22, 0.45]);
150
- const rimColor = (theme: GameTheme): Color => {
151
- if (theme.mode === 'classic') return [1, 1, 1, 0.6];
152
- const border = toColor(theme.BOARD.BORDER);
153
- const [r, g, b, a] = border[3]! > 0 ? border : toColor(theme.BOARD.CELL_EMPTY);
154
- return [r, g, b, Math.max(0.45, a ?? 0)];
155
- };
156
- export const pieceColor = (colorIndex: number) => toColor(COLORS[colorIndex]!);
157
-
158
- // ── Spawning ──────────────────────────────────────────────────────────
159
-
160
- const BACKDROP_DEPTH = 60;
161
-
162
- export type Tube = { glass: Entity; rim: Entity; streak: Entity; edges: Entity[]; cork: Entity };
163
- export type Scene = { backdrop: Entity; tubes: Tube[] };
164
-
165
- export function buildScene(world: World, l: Layout, theme: GameTheme): Scene {
166
- const backdrop = spawnBackdrop(world, l.width, l.height, -BACKDROP_DEPTH, theme);
167
- placeTiltedBackdrop(world, backdrop, l, BACKDROP_DEPTH);
168
- const d = l.tubeRadius * 2;
169
- const tubes = l.tubes.map(([x, y]) => ({
170
- glass: world.spawn({ mesh: glassMesh(), position: [x, y, 0], scale: [d, l.tubeHeight, d], color: glassColor(theme), pickable: false }),
171
- rim: world.spawn({
172
- mesh: rimMesh(),
173
- position: [x, y + l.tubeHeight - l.tubeRadius * 0.12, 0],
174
- scale: [d, l.tubeRadius * 0.16, d],
175
- color: rimColor(theme),
176
- pickable: false
177
- }),
178
- // A glint running down the glass, front left
179
- streak: world.spawn({
180
- mesh: 'cube',
181
- position: [x - l.tubeRadius * 0.55, y + l.tubeHeight * 0.55, l.tubeRadius * 0.86],
182
- scale: [l.tubeRadius * 0.08, l.tubeHeight * 0.72, 0.5],
183
- color: [1, 1, 1, 0.2],
184
- pickable: false
185
- }),
186
- // Its outline: a band round the sides and rounded bottom, and a ring round the mouth
187
- edges: [
188
- world.spawn({ mesh: outlineMesh(l.tubeHeight / d), position: [x, y, 0], scale: [d, d, 1], color: edgeColor(theme), pickable: false }),
189
- world.spawn({
190
- mesh: mouthRingMesh(),
191
- position: [x, y + l.tubeHeight - l.tubeRadius * 0.06, 0],
192
- scale: [d, l.tubeRadius * 0.12, d],
193
- color: edgeColor(theme),
194
- pickable: false
195
- })
196
- ],
197
- cork: world.spawn({ mesh: corkMesh(), position: [x, y + l.tubeHeight, 0], scale: 0, pickable: false })
198
- }));
199
- return { backdrop, tubes };
200
- }
201
-
202
- export function removeScene(world: World, s: Scene) {
203
- for (const e of [s.backdrop, ...s.tubes.flatMap((t) => [t.glass, t.rim, t.streak, ...t.edges, t.cork])]) world.despawn(e);
204
- }
205
-
206
- export function setSceneTheme(world: World, s: Scene, theme: GameTheme) {
207
- setBackdropTheme(world, s.backdrop, theme);
208
- for (const t of s.tubes) {
209
- world.set(t.glass, { color: glassColor(theme) });
210
- world.set(t.rim, { color: rimColor(theme) });
211
- for (const e of t.edges) world.set(e, { color: edgeColor(theme) });
212
- }
213
- }
214
-
215
- // ── Pieces ────────────────────────────────────────────────────────────
216
-
217
- const pieceScale = (l: Layout): Vec3 => [l.pieceRadius * 2, l.pieceHeight, l.pieceRadius * 2];
218
- const at = (l: Layout, tube: number, y: number): Vec3 => [l.tubes[tube]![0], y, 0];
219
-
220
- export function spawnPiece(world: World, l: Layout, colorIndex: number, tube: number, slot: number): Entity {
221
- return world.spawn({
222
- mesh: puckMesh(),
223
- position: at(l, tube, slotY(l, tube, slot)),
224
- scale: pieceScale(l),
225
- color: pieceColor(colorIndex),
226
- pickable: false
227
- });
228
- }
229
-
230
- /** Picked up: the top puck springs up out of its tube and hovers. */
231
- export function liftPiece(world: World, l: Layout, piece: Entity, tube: number) {
232
- world.stopAnimation(piece);
233
- world.animate(piece, { position: at(l, tube, hoverY(l, tube)) }, { spring: { stiffness: 260, damping: 18 } });
234
- world.set(piece, { bob: { amplitude: [0, l.pieceHeight * 0.08, 0], speed: 5 } });
235
- }
236
-
237
- /** Put back: it drops into its own slot again. */
238
- export function lowerPiece(world: World, l: Layout, piece: Entity, tube: number, slot: number) {
239
- world.set(piece, { bob: null });
240
- world.stopAnimation(piece);
241
- world.animate(piece, { position: at(l, tube, slotY(l, tube, slot)) }, { duration: LIFT_TIME, easing: 'easeIn' });
242
- }
243
-
244
- /** Moved: it flies over to the other tube's mouth, then drops in and settles with a bounce. */
245
- export function movePiece(world: World, l: Layout, piece: Entity, from: number, to: number, slot: number) {
246
- world.set(piece, { bob: null });
247
- world.stopAnimation(piece);
248
- const high = Math.max(hoverY(l, from), hoverY(l, to));
249
- world.animate(
250
- piece,
251
- [
252
- { position: at(l, from, high), at: 0.2 },
253
- { position: at(l, to, high), at: 0.55 },
254
- { position: at(l, to, slotY(l, to, slot)), at: 1 }
255
- ],
256
- { duration: MOVE_TIME, path: 'smooth', easing: 'easeInOut' }
257
- );
258
- }
259
-
260
- // ── Feedback ──────────────────────────────────────────────────────────
261
-
262
- /** A refused tap: the tube and what's in it shake. */
263
- export function shakeTube(world: World, l: Layout, t: Tube, pieces: Entity[]) {
264
- world.animate([t.glass, t.rim, t.streak, ...t.edges, ...pieces], { shake: l.tubeRadius * 0.14 }, { duration: SHAKE_TIME });
265
- }
266
-
267
- /** A whole color in one tube: it pops, sparkles in that color and a cork drops into its mouth. */
268
- export function completeTube(world: World, l: Layout, t: Tube, tube: number, colorIndex: number) {
269
- const [x, y] = l.tubes[tube]!;
270
- const d = l.tubeRadius * 2;
271
- world.animate(t.glass, [{ scale: [d * 1.06, l.tubeHeight * 1.03, d * 1.06], at: 0.4 }, { scale: [d, l.tubeHeight, d] }], { duration: 0.3 });
272
- effects.sparkle(world, {
273
- position: [x, y + l.tubeHeight, l.tubeRadius],
274
- count: 16,
275
- size: l.tubeRadius * 0.16,
276
- speed: l.tubeRadius * 4,
277
- direction: [0, 1, 0],
278
- spread: 1,
279
- lifetime: 0.6,
280
- gravity: -l.tubeRadius * 6,
281
- colors: [pieceColor(colorIndex), [1, 1, 1, 1], [1, 0.85, 0.3, 1]]
282
- });
283
- showCork(world, l, t, tube, true, true);
284
- }
285
-
286
- /** The cork in a sorted tube's mouth (dropping in, or simply there), or taken away. */
287
- export function showCork(world: World, l: Layout, t: Tube, tube: number, on: boolean, animate = false) {
288
- const [x, y] = l.tubes[tube]!;
289
- const size: Vec3 = [l.tubeRadius * 1.9, l.tubeRadius * 0.95, l.tubeRadius * 1.9];
290
- const rest: Vec3 = [x, y + l.tubeHeight - size[1] * 0.5, 0];
291
- world.stopAnimation(t.cork);
292
- if (!on) {
293
- world.set(t.cork, { scale: 0 });
294
- return;
295
- }
296
- if (!animate) {
297
- world.set(t.cork, { position: rest, scale: size });
298
- return;
299
- }
300
- world.set(t.cork, { position: [x, rest[1] + l.tubeRadius * 2.5, 0], scale: size });
301
- world.animate(t.cork, { position: rest }, { duration: 0.35, delay: 0.15, easing: 'bounce' });
302
- }
303
-
304
- /** Confetti over the shelves when everything's sorted. */
305
- export function celebrate(world: World, l: Layout) {
306
- effects.confetti(world, {
307
- position: [0, l.tubeHeight * 0.4, l.tubeRadius * 2],
308
- count: 60,
309
- size: l.tubeRadius * 0.2,
310
- speed: l.tubeHeight * 2.2,
311
- lifetime: 1.3,
312
- gravity: -l.tubeHeight * 3.5,
313
- colors: COLORS.slice(0, 4).map((c) => toColor(c))
314
- });
315
- }