@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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@@ -1,70 +0,0 @@
1
- // Connect Em All's screen, on the Nayan engine: dots, chain lines and bursts are one 3D scene (an
2
- // orthographic camera over a flat board of glossy dots), under Playtura's scoreboard, controls and
3
- // modals. The rules are in ConnectEmAllGame.ts, what it draws in ConnectEmAllScene.ts.
4
- //
5
- // One world serves the whole visit: Start, Stop and Play Again reset it in place and a theme change
6
- // repaints the board, so the GPU view is never rebuilt. Pops, falls and bursts animate in the engine's
7
- // Rust core; JS only hit-tests the finger and steps the world once a frame.
8
- import { HapticType } from '../../services/HapticsService';
9
- import { GAME_SOUNDS } from '../../services/SoundsService';
10
- import { GAME_IDS } from '../../services/UtilsService';
11
- import { engineGame, EngineGameScreen } from '../shared/EngineGameScreen';
12
- import { scoreColumn, timerColumn } from '../shared/EngineHud';
13
- import { useEngineGame } from '../shared/useEngineGame';
14
- import { useLiveState } from '../shared/useLiveState';
15
- import { getLayout, LIGHT, TIME_LIMIT } from './ConnectEmAllConstants';
16
- import { createGame, dispose, reset, setLayout, setTheme, start, tick, touchEnd, touchMove, touchStart } from './ConnectEmAllGame';
17
-
18
- const SFX = GAME_SOUNDS.CONNECT_EM_ALL;
19
- const formatScore = (score: number) => score.toLocaleString();
20
-
21
- export const ConnectEmAll = engineGame(GAME_IDS.CONNECT_EM_ALL, (props) => {
22
- const [score, setScore] = useLiveState(0);
23
- const [timeLeft, setTimeLeft] = useLiveState(TIME_LIMIT);
24
-
25
- // Win with any score when the timer runs out, lose with none
26
- const { theme, status, screen, gameOver } = useEngineGame(props, {
27
- gameId: GAME_IDS.CONNECT_EM_ALL,
28
- create: createGame,
29
- start,
30
- reset,
31
- dispose,
32
- tick,
33
- setTheme,
34
- resize: (g, width, height, offset) => {
35
- const l = getLayout(width, height, offset);
36
- setLayout(g, l);
37
- return l.boardSize;
38
- },
39
- drag: (g, { phase, x, y }) => {
40
- if (phase === 'start') touchStart(g, x, y);
41
- else if (phase === 'move') touchMove(g, x, y);
42
- else touchEnd(g);
43
- },
44
- sounds: SFX,
45
- onStart: (fx) => fx(SFX.START, HapticType.MEDIUM),
46
- onOver: (fx, status) => fx(status === 'win' ? SFX.WIN : SFX.GAME_OVER, status === 'win' ? HapticType.SUCCESS : HapticType.HEAVY),
47
- wire: (g, fx) => {
48
- g.onScore = setScore;
49
- g.onTime = setTimeLeft;
50
- g.onConnect = () => fx(SFX.CONNECT, HapticType.LIGHT);
51
- g.onClear = () => fx(SFX.CLEAR, HapticType.MEDIUM);
52
- }
53
- });
54
-
55
- return (
56
- <EngineGameScreen
57
- {...screen}
58
- light={LIGHT}
59
- columns={[scoreColumn(score, 'SCORE', formatScore), timerColumn(timeLeft, theme)]}
60
- subtext="Connect matching dots!"
61
- gameOver={gameOver({
62
- title: status === 'win' ? 'WELL DONE!' : 'TIME UP!',
63
- message: status === 'win' ? 'All connections made!' : 'You ran out of time!',
64
- scoreLabel: status === 'win' ? 'Great Job!' : 'Game Over',
65
- score,
66
- buttonText: status === 'win' ? 'Play Again!' : 'Try Again!'
67
- })}
68
- />
69
- );
70
- });
@@ -1,77 +0,0 @@
1
- // Connect Em All's rules, colors and layout. Rules, scoring and layout match the original version
2
- // (games/connect-em-all), so scores and feel carry over.
3
- import { frontLight, gameWidthFor } from '../shared/EngineUtils';
4
-
5
- // ── Rules ─────────────────────────────────────────────────────────────
6
-
7
- export const GRID_SIZE = 7;
8
- export const MIN_CONNECT = 3;
9
- export const TIME_LIMIT = 300; // seconds
10
- export const LOOP_BONUS = 250;
11
-
12
- export const DOT_COLORS = ['#FF3B3B', '#32CD32', '#FFD700', '#4DA6FF', '#BF5AF2'] as const;
13
-
14
- /** 50 a dot, plus 75 for every dot past the third. */
15
- export const scoreFor = (dots: number) => (dots < 2 ? 0 : dots * 50 + (dots >= 4 ? (dots - 3) * 75 : 0));
16
-
17
- // ── Feel ──────────────────────────────────────────────────────────────
18
-
19
- export const FALL_TIME = 0.35; // seconds: survivors drop and new dots fall in, overshooting a little
20
- // A new board rains in: dots drop from above column by column, bottom rows first, landing with a bounce
21
- export const INTRO_COL_STAGGER = 0.035;
22
- export const INTRO_ROW_STAGGER = 0.03;
23
- export const INTRO_SPRING = { damping: 12, stiffness: 190, mass: 0.9 };
24
- export const POP_SCALE = 1.24; // a dot joining the chain pops to this...
25
- export const CONNECTED_SCALE = 1.08; // ...and settles here
26
- export const POP_TIME = 0.2;
27
- export const RELEASE_TIME = 0.14;
28
- export const CLEAR_TIME = 0.45; // a cleared dot's pop: swell, flash, settle, shrink away
29
- export const TRAIL_ALPHA = 0.75;
30
- /** The halo round a connected dot: its size as a share of the dot, and its opacity at the dot's edge (it fades smoothly to nothing). */
31
- export const GLOW_SIZE = 1.6;
32
- export const GLOW_ALPHA = 0.38;
33
- export const GLOW_IN_TIME = 0.2; // seconds for the halo to bloom when a dot joins the chain
34
- export const GLOW_OUT_TIME = 0.12; // seconds for it to fade when the dot leaves
35
-
36
- /** The board panel's corner radius (points), as Block Blast's. */
37
- export const BOARD_RADIUS = 8;
38
-
39
- // Lit from the top and front, so every dot is lit evenly all round (no dark side melting into the
40
- // board) with its highlight near the top; flat surfaces keep their exact color.
41
- export const LIGHT = frontLight([0, 0.35, 1], 0.6);
42
- export const DOT_SHINE = 0.4;
43
-
44
- // ── Layout (points) ───────────────────────────────────────────────────
45
-
46
- export type Layout = {
47
- /** The GameView's size. */
48
- width: number;
49
- height: number;
50
- boardLeft: number;
51
- boardTop: number;
52
- boardSize: number;
53
- /** From the board's edge to the outer dots' centres. */
54
- padding: number;
55
- spacing: number;
56
- radius: number;
57
- hitRadius: number;
58
- };
59
-
60
- /** Board as wide as the game area (360 phones / 500 tablets), centred in the space below the header. */
61
- export function getLayout(width: number, height: number, offset: number): Layout {
62
- const boardSize = gameWidthFor(width);
63
- const padding = boardSize / GRID_SIZE / 2 + 5;
64
- const spacing = (boardSize - padding * 2) / (GRID_SIZE - 1);
65
- const radius = spacing * 0.44;
66
- return {
67
- width,
68
- height,
69
- boardLeft: (width - boardSize) / 2,
70
- boardTop: offset + (height - offset - boardSize) / 2,
71
- boardSize,
72
- padding,
73
- spacing,
74
- radius,
75
- hitRadius: radius * 1.5
76
- };
77
- }
@@ -1,401 +0,0 @@
1
- // Connect Em All's rules, with no React: build a run with `createGame`, give it a layout, `start` it
2
- // and `tick` it every frame. Drag through adjacent dots of one color (diagonals count); let go on 3 or
3
- // more to clear them. A loop (4+ dots, last next to the first) clears every dot of that color. Dots
4
- // above fall into the gaps and new ones drop in. Score anything before the timer runs out to win.
5
- import { type Camera, type Entity, World } from '@nayan-ui/engine';
6
- import type { GameTheme } from '../../services/ThemeService';
7
- import { popAndBurst } from '../shared/EngineBlasts';
8
- import { introPlayed } from '../shared/EngineUtils';
9
- import {
10
- CLEAR_TIME,
11
- CONNECTED_SCALE,
12
- DOT_COLORS,
13
- FALL_TIME,
14
- GRID_SIZE,
15
- INTRO_COL_STAGGER,
16
- INTRO_ROW_STAGGER,
17
- INTRO_SPRING,
18
- type Layout,
19
- LOOP_BONUS,
20
- MIN_CONNECT,
21
- POP_SCALE,
22
- POP_TIME,
23
- RELEASE_TIME,
24
- scoreFor,
25
- TIME_LIMIT,
26
- TRAIL_ALPHA
27
- } from './ConnectEmAllConstants';
28
- import {
29
- type Board,
30
- buildBoard,
31
- DOT_COUNT,
32
- dotBurst,
33
- dotColor,
34
- dotPoint,
35
- dotPosition,
36
- dotScale,
37
- hideSegment,
38
- hideTrail,
39
- lineColor,
40
- removeBoard,
41
- type Segment,
42
- showGlow,
43
- showSegment,
44
- showTrail,
45
- spawnDot,
46
- spawnSegment,
47
- spawnTrail,
48
- type Trail
49
- } from './ConnectEmAllScene';
50
-
51
- export type Phase = 'ready' | 'playing' | 'over';
52
-
53
- type Dot = { colorIndex: number; entity: Entity | null; glow: Entity | null };
54
-
55
- const NO_DOT = -1;
56
- const WORLD_CAPACITY = 1200; // dots and their halos (49 x 5), chain lines (~100), board, and bursts
57
-
58
- const randomColor = () => Math.floor(Math.random() * DOT_COLORS.length);
59
- const rowOf = (i: number) => Math.floor(i / GRID_SIZE);
60
- const colOf = (i: number) => i % GRID_SIZE;
61
- const adjacent = (a: number, b: number) => {
62
- const dr = Math.abs(rowOf(a) - rowOf(b));
63
- const dc = Math.abs(colOf(a) - colOf(b));
64
- return dr <= 1 && dc <= 1 && dr + dc > 0;
65
- };
66
-
67
- export function createGame(theme: GameTheme) {
68
- const world = new World(WORLD_CAPACITY);
69
- const camera: Camera = { eye: [0, 0, 400], target: [0, 0, 0], fov: 1, ortho: 1 };
70
- const g = {
71
- world,
72
- camera,
73
- theme,
74
- layout: null as Layout | null,
75
- board: null as Board | null,
76
- phase: 'ready' as Phase,
77
- /** Score and the countdown live in the engine (Rust), advanced by world.update. */
78
- get score() {
79
- return world.scoreboard.score;
80
- },
81
- get timeLeft() {
82
- return world.scoreboard.shownSeconds;
83
- },
84
- won: false,
85
- /** Row-major, `GRID_SIZE` x `GRID_SIZE`. */
86
- dots: Array.from({ length: DOT_COUNT }, (): Dot => ({ colorIndex: randomColor(), entity: null, glow: null })),
87
- /** Dot indices, in the order they were joined. */
88
- chain: [] as number[],
89
- touching: false,
90
- lastIndex: NO_DOT,
91
- finger: [0, 0] as [number, number],
92
- segments: [] as Segment[],
93
- trail: null as Trail | null,
94
- /** The next board to appear rains in. */
95
- intro: true,
96
- /** Game seconds the current intro has been playing (-1 until its board spawns). */
97
- introAge: -1,
98
- // UI hooks, set by the screen.
99
- onPhase: (_p: Phase) => {},
100
- onScore: (_s: number) => {},
101
- onTime: (_t: number) => {},
102
- onConnect: () => {},
103
- onClear: () => {}
104
- };
105
- world.scoreboard.reset(0, TIME_LIMIT);
106
- world.scoreboard.handlers = {
107
- onSecond: (t) => g.onTime(t),
108
- onTimeUp: () => g.phase === 'playing' && end(g)
109
- };
110
- return g;
111
- }
112
- export type Game = ReturnType<typeof createGame>;
113
-
114
- // ── Scene ─────────────────────────────────────────────────────────────
115
-
116
- /** Lays the scene out for the view (first layout, header height, rotation): rebuilt from the run's state. */
117
- export function setLayout(g: Game, l: Layout) {
118
- const w = g.world;
119
- releaseChain(g);
120
- if (g.board) removeBoard(w, g.board);
121
- for (const d of g.dots) if (d.entity != null) w.despawn(d.entity); // its glow goes with it
122
- g.layout = l;
123
- g.camera.ortho = l.height / 2;
124
- g.board = buildBoard(w, l, g.theme);
125
- spawnAll(g);
126
- if (!g.trail) g.trail = spawnTrail(w);
127
- }
128
-
129
- /** A new theme: the background and board are rebuilt; the dots and the run carry on. */
130
- export function setTheme(g: Game, theme: GameTheme) {
131
- g.theme = theme;
132
- const l = g.layout;
133
- if (!l) return;
134
- if (g.board) removeBoard(g.world, g.board);
135
- g.board = buildBoard(g.world, l, theme);
136
- }
137
-
138
- /** Spawns every dot; a new board rains in, column by column, bottom rows first. */
139
- function spawnAll(g: Game) {
140
- const l = g.layout;
141
- if (!l) return;
142
- const intro = g.intro;
143
- if (intro) g.introAge = 0;
144
- g.dots.forEach((d, i) => {
145
- if (!intro) return spawnInto(g, d, i);
146
- const { entity, glow } = spawnDot(g.world, l, rowOf(i) - 2, colOf(i), d.colorIndex);
147
- d.entity = entity;
148
- d.glow = glow;
149
- const delay = colOf(i) * INTRO_COL_STAGGER + (GRID_SIZE - 1 - rowOf(i)) * INTRO_ROW_STAGGER;
150
- g.world.set(entity, { scale: 0 });
151
- g.world.animate(entity, { position: dotPosition(l, rowOf(i), colOf(i)) }, { spring: INTRO_SPRING, delay });
152
- g.world.animate(entity, { scale: l.radius * 2 }, { duration: FALL_TIME, delay, easing: 'back' });
153
- });
154
- }
155
-
156
- /** Spawns a dot at its place, or (refills) a row above it, growing from nothing as it drops in. */
157
- function spawnInto(g: Game, d: Dot, i: number, dropIn = false) {
158
- const l = g.layout;
159
- if (!l) return;
160
- const { entity, glow } = spawnDot(g.world, l, dropIn ? rowOf(i) - 1 : rowOf(i), colOf(i), d.colorIndex);
161
- d.entity = entity;
162
- d.glow = glow;
163
- if (!dropIn) return;
164
- g.world.set(entity, { scale: 0 });
165
- g.world.animate(entity, { scale: l.radius * 2 }, { duration: FALL_TIME, easing: 'back' });
166
- fall(g, d, i);
167
- }
168
-
169
- /** Drops a dot to its resting place, overshooting slightly so it settles rather than stops dead. */
170
- function fall(g: Game, d: Dot, i: number) {
171
- if (d.entity == null || !g.layout) return;
172
- g.world.animate(d.entity, { position: dotPosition(g.layout, rowOf(i), colOf(i)) }, { duration: FALL_TIME, easing: 'back' });
173
- }
174
-
175
- // ── Run ───────────────────────────────────────────────────────────────
176
-
177
- export function start(g: Game) {
178
- if (g.phase !== 'ready') return;
179
- g.phase = 'playing';
180
- g.world.scoreboard.startCountdown(TIME_LIMIT);
181
- g.onPhase('playing');
182
- }
183
-
184
- /** A fresh board and timer (Stop, Play Again). The world, and the GPU view drawing it, are kept. */
185
- export function reset(g: Game) {
186
- releaseChain(g);
187
- for (const d of g.dots) if (d.entity != null) g.world.despawn(d.entity);
188
- g.dots = g.dots.map(() => ({ colorIndex: randomColor(), entity: null, glow: null }));
189
- g.intro = true;
190
- spawnAll(g);
191
- g.world.scoreboard.reset(0, TIME_LIMIT);
192
- g.won = false;
193
- g.phase = 'ready';
194
- g.onScore(0);
195
- g.onTime(TIME_LIMIT);
196
- g.onPhase('ready');
197
- }
198
-
199
- export function dispose(g: Game) {
200
- g.world.dispose();
201
- }
202
-
203
- export function tick(g: Game, dt: number) {
204
- if (g.world.isDisposed) return;
205
- introPlayed(g, dt);
206
- g.world.update(dt);
207
- }
208
-
209
- function end(g: Game) {
210
- g.world.scoreboard.stop();
211
- releaseChain(g);
212
- g.won = g.score > 0;
213
- g.phase = 'over';
214
- g.onPhase('over');
215
- }
216
-
217
- // ── Touch ─────────────────────────────────────────────────────────────
218
-
219
- /** The dot under a view point (within 1.5 radii of its centre), or NO_DOT. */
220
- function dotAt(l: Layout, x: number, y: number) {
221
- const col = Math.round((x - l.boardLeft - l.padding) / l.spacing);
222
- const row = Math.round((y - l.boardTop - l.padding) / l.spacing);
223
- if (row < 0 || row >= GRID_SIZE || col < 0 || col >= GRID_SIZE) return NO_DOT;
224
- const [cx, cy] = dotPoint(l, row, col);
225
- return (x - cx) ** 2 + (y - cy) ** 2 <= l.hitRadius ** 2 ? row * GRID_SIZE + col : NO_DOT;
226
- }
227
-
228
- export function touchStart(g: Game, x: number, y: number) {
229
- const l = g.layout;
230
- if (!l) return;
231
- g.touching = true;
232
- g.finger = [x, y];
233
- g.lastIndex = dotAt(l, x, y);
234
- if (g.phase !== 'playing' || g.lastIndex === NO_DOT) return;
235
- releaseChain(g);
236
- g.chain = [g.lastIndex];
237
- connected(g, g.lastIndex, true);
238
- drawChain(g);
239
- }
240
-
241
- export function touchMove(g: Game, x: number, y: number) {
242
- const l = g.layout;
243
- if (!l || !g.touching) return;
244
- g.finger = [x, y];
245
- const index = dotAt(l, x, y);
246
- if (index !== NO_DOT && index !== g.lastIndex) {
247
- g.lastIndex = index;
248
- if (g.phase === 'playing' && extend(g, index)) {
249
- g.onConnect();
250
- drawChain(g);
251
- }
252
- }
253
- drawTrail(g);
254
- }
255
-
256
- export function touchEnd(g: Game) {
257
- g.touching = false;
258
- g.lastIndex = NO_DOT;
259
- if (g.trail) hideTrail(g.world, g.trail);
260
- if (g.phase === 'playing' && g.chain.length >= MIN_CONNECT) clearChain(g);
261
- else releaseChain(g);
262
- }
263
-
264
- /** Joins `index` to the chain, or steps back off the last dot. Returns whether the chain changed. */
265
- function extend(g: Game, index: number) {
266
- const chain = g.chain;
267
- const last = chain[chain.length - 1];
268
- if (last === undefined || index === last) return false;
269
- if (chain.length >= 2 && index === chain[chain.length - 2]) {
270
- connected(g, chain.pop()!, false);
271
- return true;
272
- }
273
- if (chain.includes(index) || g.dots[index]!.colorIndex !== g.dots[last]!.colorIndex || !adjacent(index, last)) return false;
274
- chain.push(index);
275
- connected(g, index, true);
276
- return true;
277
- }
278
-
279
- /** A dot joining (pop, glow) or leaving (back to size) the chain. */
280
- function connected(g: Game, index: number, on: boolean) {
281
- const l = g.layout;
282
- const d = g.dots[index]!;
283
- if (!l || d.entity == null || d.glow == null) return;
284
- const size = l.radius * 2;
285
- if (on) {
286
- g.world.animate(d.entity, [{ scale: size * POP_SCALE, at: 0.45 }, { scale: size * CONNECTED_SCALE }], { duration: POP_TIME });
287
- } else {
288
- g.world.animate(d.entity, { scale: size }, { duration: RELEASE_TIME });
289
- }
290
- showGlow(g.world, d.glow, on);
291
- }
292
-
293
- /** Lets go of the chain without clearing it. */
294
- function releaseChain(g: Game) {
295
- for (const i of g.chain) connected(g, i, false);
296
- g.chain = [];
297
- drawChain(g);
298
- if (g.trail) hideTrail(g.world, g.trail);
299
- }
300
-
301
- function clearChain(g: Game) {
302
- const l = g.layout!;
303
- const w = g.world;
304
- const chain = g.chain;
305
- const color = g.dots[chain[0]!]!.colorIndex;
306
- const loop = chain.length >= 4 && adjacent(chain[0]!, chain[chain.length - 1]!);
307
- const removed = loop ? g.dots.flatMap((d, i) => (d.colorIndex === color ? [i] : [])) : chain.slice();
308
- g.chain = [];
309
- drawChain(g);
310
-
311
- // Cleared dots pop and burst (the shared pop).
312
- for (const i of removed) {
313
- const d = g.dots[i]!;
314
- const e = d.entity;
315
- if (e != null) {
316
- popAndBurst(
317
- w,
318
- e,
319
- { scale: dotScale(l), color: dotColor(d.colorIndex), duration: CLEAR_TIME },
320
- dotBurst(l, rowOf(i), colOf(i), d.colorIndex)
321
- ).then(() => w.despawn(e));
322
- }
323
- d.entity = null;
324
- d.glow = null;
325
- }
326
-
327
- // Gravity per column: the dots left fall to the bottom, new ones drop in from above the board.
328
- const gone = new Set(removed);
329
- for (let col = 0; col < GRID_SIZE; col++) {
330
- const kept: { dot: Dot; from: number }[] = [];
331
- for (let row = GRID_SIZE - 1; row >= 0; row--)
332
- if (!gone.has(row * GRID_SIZE + col)) kept.push({ dot: g.dots[row * GRID_SIZE + col]!, from: row });
333
- kept.forEach(({ dot, from }, k) => {
334
- const row = GRID_SIZE - 1 - k;
335
- g.dots[row * GRID_SIZE + col] = dot;
336
- if (from !== row) fall(g, dot, row * GRID_SIZE + col);
337
- });
338
- // New dots fill the top of the column.
339
- const fresh = GRID_SIZE - kept.length;
340
- for (let row = 0; row < fresh; row++) {
341
- const d: Dot = { colorIndex: randomColor(), entity: null, glow: null };
342
- g.dots[row * GRID_SIZE + col] = d;
343
- spawnInto(g, d, row * GRID_SIZE + col, true);
344
- }
345
- }
346
-
347
- g.onScore(g.world.scoreboard.add(scoreFor(removed.length) + (loop ? LOOP_BONUS : 0)));
348
- g.onClear();
349
- }
350
-
351
- // ── Lines ─────────────────────────────────────────────────────────────
352
-
353
- /** Chain lines between joined dots, from a pool that grows to the longest chain seen. */
354
- function drawChain(g: Game) {
355
- const l = g.layout;
356
- if (!l) return;
357
- const w = g.world;
358
- const chain = g.chain;
359
- const color = chain.length ? lineColor(g.dots[chain[0]!]!.colorIndex) : null;
360
- for (let s = 0; s < Math.max(chain.length - 1, g.segments.length); s++) {
361
- if (s < chain.length - 1 && color) {
362
- const segment = g.segments[s] ?? (g.segments[s] = spawnSegment(w));
363
- const a = chain[s]!;
364
- const b = chain[s + 1]!;
365
- showSegment(w, l, segment, dotPoint(l, rowOf(a), colOf(a)), dotPoint(l, rowOf(b), colOf(b)), color);
366
- } else if (g.segments[s]) {
367
- hideSegment(w, g.segments[s]!);
368
- }
369
- }
370
- drawTrail(g);
371
- }
372
-
373
- /** The line from the last joined dot to the finger, while dragging. */
374
- function drawTrail(g: Game) {
375
- const l = g.layout;
376
- const t = g.trail;
377
- if (!l || !t) return;
378
- const last = g.chain[g.chain.length - 1];
379
- if (!g.touching || last === undefined) {
380
- hideTrail(g.world, t);
381
- return;
382
- }
383
- const [r, gr, b] = lineColor(g.dots[last]!.colorIndex);
384
- const from = dotPoint(l, rowOf(last), colOf(last));
385
- showTrail(g.world, l, t, from, insideBoard(l, from, g.finger), [r, gr, b, TRAIL_ALPHA]);
386
- }
387
-
388
- /** Where the line from `from` (on the board) toward `to` leaves the board, or `to` if it doesn't. */
389
- function insideBoard(l: Layout, from: [number, number], to: [number, number]): [number, number] {
390
- let t = 1;
391
- const edges: [number, number, number][] = [
392
- [0, l.boardLeft, l.boardLeft + l.boardSize],
393
- [1, l.boardTop, l.boardTop + l.boardSize]
394
- ];
395
- for (const [axis, lo, hi] of edges) {
396
- const d = to[axis]! - from[axis]!;
397
- if (to[axis]! < lo) t = Math.min(t, (lo - from[axis]!) / d);
398
- if (to[axis]! > hi) t = Math.min(t, (hi - from[axis]!) / d);
399
- }
400
- return [from[0] + (to[0] - from[0]) * t, from[1] + (to[1] - from[1]) * t];
401
- }