@nayan-ui/games 1.20.0 → 1.21.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (552) hide show
  1. package/lib/module/games/arrows/Arrows.js +1 -1
  2. package/lib/module/games/arrows/ArrowsScene.js +1 -1
  3. package/lib/module/games/balloon-blaster/BalloonBlaster.js +1 -1
  4. package/lib/module/games/balloon-blaster/BalloonBlasterScene.js +1 -1
  5. package/lib/module/games/bike-racing/BikeMeshes.js +1 -1
  6. package/lib/module/games/bike-racing/BikeRacing.js +1 -1
  7. package/lib/module/games/bike-racing/BikeRacingConstants.js +1 -1
  8. package/lib/module/games/bike-racing/BikeRacingScene.js +1 -1
  9. package/lib/module/games/block-blast/BlockBlast.js +1 -1
  10. package/lib/module/games/block-blast/BlockBlastScene.js +1 -1
  11. package/lib/module/games/block-breaker/BlockBreaker.js +1 -1
  12. package/lib/module/games/block-breaker/BlockBreakerScene.js +1 -1
  13. package/lib/module/games/bluk/Bluk.js +1 -1
  14. package/lib/module/games/bluk/BlukScene.js +1 -1
  15. package/lib/module/games/bubble-shooter/BubbleShooter.js +1 -1
  16. package/lib/module/games/bubble-shooter/BubbleShooterScene.js +1 -1
  17. package/lib/module/games/candy-crush/CandyCrush.js +1 -1
  18. package/lib/module/games/candy-crush/CandyCrushScene.js +1 -1
  19. package/lib/module/games/car-racing/CarMeshes.js +1 -1
  20. package/lib/module/games/car-racing/CarRacing.js +1 -1
  21. package/lib/module/games/car-racing/CarRacingScene.js +1 -1
  22. package/lib/module/games/chameleon-run/ChameleonRun.js +1 -1
  23. package/lib/module/games/chameleon-run/ChameleonRunBackdrop.js +1 -1
  24. package/lib/module/games/chameleon-run/ChameleonRunMeshes.js +1 -1
  25. package/lib/module/games/checkers/Checkers.js +1 -1
  26. package/lib/module/games/checkers/CheckersScene.js +1 -1
  27. package/lib/module/games/color-switch/ColorSwitch.js +1 -1
  28. package/lib/module/games/color-switch/ColorSwitchScene.js +1 -1
  29. package/lib/module/games/colors-sort/ColorsSort.js +1 -1
  30. package/lib/module/games/colors-sort/ColorsSortScene.js +1 -1
  31. package/lib/module/games/connect-em-all/ConnectEmAll.js +1 -1
  32. package/lib/module/games/connect-em-all/ConnectEmAllScene.js +1 -1
  33. package/lib/module/games/crossy-road/CrossyRoad.js +1 -1
  34. package/lib/module/games/crossy-road/CrossyRoadMeshes.js +1 -1
  35. package/lib/module/games/crossy-road/CrossyRoadPerson.js +1 -1
  36. package/lib/module/games/dino-jump/DinoJump.js +1 -1
  37. package/lib/module/games/dino-jump/DinoJumpScene.js +1 -1
  38. package/lib/module/games/dots-and-boxes/DotsAndBoxes.js +1 -1
  39. package/lib/module/games/dots-and-boxes/DotsAndBoxesScene.js +1 -1
  40. package/lib/module/games/falling-sticks/FallingSticks.js +1 -1
  41. package/lib/module/games/falling-sticks/FallingSticksScene.js +1 -1
  42. package/lib/module/games/find-different-number/FindDifferentNumber.js +1 -1
  43. package/lib/module/games/find-different-number/FindDifferentNumberScene.js +1 -1
  44. package/lib/module/games/flappy-bird/FlappyBird.js +1 -1
  45. package/lib/module/games/flappy-bird/FlappyBirdScene.js +1 -1
  46. package/lib/module/games/fruit-merger/FruitMerger.js +1 -1
  47. package/lib/module/games/fruit-merger/FruitMergerScene.js +1 -1
  48. package/lib/module/games/fruit-ninja/FruitNinja.js +1 -1
  49. package/lib/module/games/fruit-ninja/FruitNinjaScene.js +1 -1
  50. package/lib/module/games/fruit-ninja/FruitNinjaWorld.js +1 -1
  51. package/lib/module/games/game-2048/Game2048.js +1 -1
  52. package/lib/module/games/game-2048/Game2048Scene.js +1 -1
  53. package/lib/module/games/knife-hit/KnifeHit.js +1 -1
  54. package/lib/module/games/knife-hit/KnifeHitScene.js +1 -1
  55. package/lib/module/games/ludo-king/LudoKing.js +1 -1
  56. package/lib/module/games/ludo-king/LudoKingScene.js +1 -1
  57. package/lib/module/games/maze-runner/MazeRunner.js +1 -1
  58. package/lib/module/games/maze-runner/MazeRunnerScene.js +1 -1
  59. package/lib/module/games/memory-match/MemoryMatch.js +1 -1
  60. package/lib/module/games/memory-match/MemoryMatchScene.js +1 -1
  61. package/lib/module/games/mine-sweeper/MineSweeper.js +1 -1
  62. package/lib/module/games/mine-sweeper/MineSweeperScene.js +1 -1
  63. package/lib/module/games/mob-control/MobControl.js +1 -1
  64. package/lib/module/games/mob-control/MobControlGame.js +1 -1
  65. package/lib/module/games/mob-control/MobControlMeshes.js +1 -1
  66. package/lib/module/games/mob-control/MobControlRenderer.js +1 -1
  67. package/lib/module/games/mob-control/MobControlRules.js +1 -1
  68. package/lib/module/games/mob-control/MobControlScene.js +1 -1
  69. package/lib/module/games/nuts-and-bolts/NutsAndBolts.js +1 -1
  70. package/lib/module/games/nuts-and-bolts/NutsAndBoltsScene.js +1 -1
  71. package/lib/module/games/pac-man/PacMan.js +1 -1
  72. package/lib/module/games/pac-man/PacManGame.js +1 -1
  73. package/lib/module/games/pac-man/PacManScene.js +1 -1
  74. package/lib/module/games/paper-io/PaperIo.js +1 -1
  75. package/lib/module/games/paper-io/PaperIoMeshes.js +1 -1
  76. package/lib/module/games/paper-io/PaperIoScene.js +1 -1
  77. package/lib/module/games/penguin-run/PenguinMeshes.js +1 -1
  78. package/lib/module/games/penguin-run/PenguinRun.js +1 -1
  79. package/lib/module/games/penguin-run/PenguinRunScene.js +1 -1
  80. package/lib/module/games/perfect-circle/PerfectCircle.js +1 -1
  81. package/lib/module/games/perfect-circle/PerfectCircleScene.js +1 -1
  82. package/lib/module/games/pipe-connect/PipeConnect.js +1 -1
  83. package/lib/module/games/pipe-connect/PipeConnectScene.js +1 -1
  84. package/lib/module/games/play-with-tua/PlayWithTua.js +1 -1
  85. package/lib/module/games/popit-fidget/PopitFidget.js +1 -1
  86. package/lib/module/games/popit-fidget/PopitFidgetScene.js +1 -1
  87. package/lib/module/games/reversi/Reversi.js +1 -1
  88. package/lib/module/games/reversi/ReversiScene.js +1 -1
  89. package/lib/module/games/search-grid/SearchGrid.js +1 -1
  90. package/lib/module/games/search-grid/SearchGridScene.js +1 -1
  91. package/lib/module/games/shared/BackdropCard.js +1 -1
  92. package/lib/module/games/shared/EngineBackdrop.js +1 -1
  93. package/lib/module/games/shared/EngineBlasts.js +1 -1
  94. package/lib/module/games/shared/EngineBlocks.js +1 -1
  95. package/lib/module/games/shared/EngineDice.js +1 -1
  96. package/lib/module/games/shared/EngineFruits.js +1 -1
  97. package/lib/module/games/shared/EngineGameLoader.js +1 -1
  98. package/lib/module/games/shared/EngineGameScreen.js +1 -1
  99. package/lib/module/games/shared/EngineGlyphs.js +1 -1
  100. package/lib/module/games/shared/EngineHud.js +1 -1
  101. package/lib/module/games/shared/EngineMeadow.js +1 -1
  102. package/lib/module/games/shared/EngineTouchSurface.js +1 -1
  103. package/lib/module/games/shared/GameActivity.js +1 -1
  104. package/lib/module/games/shared/GameLoading.js +1 -1
  105. package/lib/module/games/shared/GameLoadingTransition.js +1 -1
  106. package/lib/module/games/sliding-numbers/SlidingNumbers.js +1 -1
  107. package/lib/module/games/sliding-numbers/SlidingNumbersScene.js +1 -1
  108. package/lib/module/games/snake-3d/Snake3D.js +1 -1
  109. package/lib/module/games/snake-3d/Snake3DScene.js +1 -1
  110. package/lib/module/games/snakes-and-ladders/SnakesAndLadders.js +1 -1
  111. package/lib/module/games/snakes-and-ladders/SnakesAndLaddersScene.js +1 -1
  112. package/lib/module/games/space-fighter/SpaceFighter.js +1 -1
  113. package/lib/module/games/space-fighter/SpaceFighterScene.js +1 -1
  114. package/lib/module/games/spider-solitaire/SpiderSolitaire.js +1 -1
  115. package/lib/module/games/spider-solitaire/SpiderSolitaireScene.js +1 -1
  116. package/lib/module/games/stack-tower/StackTower.js +1 -1
  117. package/lib/module/games/stack-tower/StackTowerScene.js +1 -1
  118. package/lib/module/games/sudoku/Sudoku.js +1 -1
  119. package/lib/module/games/sudoku/SudokuScene.js +1 -1
  120. package/lib/module/games/tangram/Tangram.js +1 -1
  121. package/lib/module/games/tangram/TangramScene.js +1 -1
  122. package/lib/module/games/tank-1990/Tank1990.js +1 -1
  123. package/lib/module/games/tank-1990/Tank1990Scene.js +1 -1
  124. package/lib/module/games/tic-tac-toe/TicTacToe.js +1 -1
  125. package/lib/module/games/tic-tac-toe/TicTacToeScene.js +1 -1
  126. package/lib/module/games/tile-home/TileHome.js +1 -1
  127. package/lib/module/games/tile-home/TileHomeScene.js +1 -1
  128. package/lib/module/games/treasure-hunt/TreasureHunt.js +1 -1
  129. package/lib/module/games/treasure-hunt/TreasureHuntConstants.js +1 -1
  130. package/lib/module/games/treasure-hunt/TreasureHuntModel.js +1 -1
  131. package/lib/module/games/treasure-hunt/TreasureHuntScene.js +1 -1
  132. package/lib/module/games/whack-a-mole/WhackAMole.js +1 -1
  133. package/lib/module/games/whack-a-mole/WhackAMoleScene.js +1 -1
  134. package/lib/module/helpers/GameSettingsModal.js +1 -1
  135. package/lib/module/helpers/GameTheme.js +1 -1
  136. package/package.json +1 -2
  137. package/src/assets/fonts/Inter-SemiBold.ttf +0 -0
  138. package/src/assets/models/explorer/explorer.glb +0 -0
  139. package/src/assets/models/explorer/params.json +0 -51
  140. package/src/assets/models/explorer/source.json +0 -222
  141. package/src/assets/models/play-with-tua/play-with-tua.glb +0 -0
  142. package/src/assets/models/play-with-tua/sources.json +0 -141
  143. package/src/assets/sfx/balloon_pop.wav +0 -0
  144. package/src/assets/sfx/blocked.wav +0 -0
  145. package/src/assets/sfx/boing.wav +0 -0
  146. package/src/assets/sfx/bonus.wav +0 -0
  147. package/src/assets/sfx/boom.wav +0 -0
  148. package/src/assets/sfx/bump.wav +0 -0
  149. package/src/assets/sfx/cannon.wav +0 -0
  150. package/src/assets/sfx/capture.wav +0 -0
  151. package/src/assets/sfx/card_flip.wav +0 -0
  152. package/src/assets/sfx/card_place.wav +0 -0
  153. package/src/assets/sfx/catch.wav +0 -0
  154. package/src/assets/sfx/chime.wav +0 -0
  155. package/src/assets/sfx/chomp.wav +0 -0
  156. package/src/assets/sfx/chomp_alt.wav +0 -0
  157. package/src/assets/sfx/clack.wav +0 -0
  158. package/src/assets/sfx/clang.wav +0 -0
  159. package/src/assets/sfx/clash.wav +0 -0
  160. package/src/assets/sfx/click.wav +0 -0
  161. package/src/assets/sfx/coin.wav +0 -0
  162. package/src/assets/sfx/combo.wav +0 -0
  163. package/src/assets/sfx/crash.wav +0 -0
  164. package/src/assets/sfx/crunch.wav +0 -0
  165. package/src/assets/sfx/dance.wav +0 -0
  166. package/src/assets/sfx/deselect.wav +0 -0
  167. package/src/assets/sfx/dice_roll.wav +0 -0
  168. package/src/assets/sfx/die.wav +0 -0
  169. package/src/assets/sfx/draw.wav +0 -0
  170. package/src/assets/sfx/drop.wav +0 -0
  171. package/src/assets/sfx/eat.wav +0 -0
  172. package/src/assets/sfx/engine.wav +0 -0
  173. package/src/assets/sfx/error.wav +0 -0
  174. package/src/assets/sfx/flag.wav +0 -0
  175. package/src/assets/sfx/flap.wav +0 -0
  176. package/src/assets/sfx/flip_disc.wav +0 -0
  177. package/src/assets/sfx/footstep_run.wav +0 -0
  178. package/src/assets/sfx/footstep_walk.wav +0 -0
  179. package/src/assets/sfx/game_over.wav +0 -0
  180. package/src/assets/sfx/gate.wav +0 -0
  181. package/src/assets/sfx/hit.wav +0 -0
  182. package/src/assets/sfx/hop.wav +0 -0
  183. package/src/assets/sfx/hurt.wav +0 -0
  184. package/src/assets/sfx/invalid.wav +0 -0
  185. package/src/assets/sfx/jump.wav +0 -0
  186. package/src/assets/sfx/ladder.wav +0 -0
  187. package/src/assets/sfx/land.wav +0 -0
  188. package/src/assets/sfx/laugh.wav +0 -0
  189. package/src/assets/sfx/lose.wav +0 -0
  190. package/src/assets/sfx/merge.wav +0 -0
  191. package/src/assets/sfx/miss.wav +0 -0
  192. package/src/assets/sfx/nitro.wav +0 -0
  193. package/src/assets/sfx/pew.wav +0 -0
  194. package/src/assets/sfx/place.wav +0 -0
  195. package/src/assets/sfx/pling.wav +0 -0
  196. package/src/assets/sfx/point.wav +0 -0
  197. package/src/assets/sfx/pop.wav +0 -0
  198. package/src/assets/sfx/pop_soft.wav +0 -0
  199. package/src/assets/sfx/power_up.wav +0 -0
  200. package/src/assets/sfx/reveal.wav +0 -0
  201. package/src/assets/sfx/robot.wav +0 -0
  202. package/src/assets/sfx/rotate.wav +0 -0
  203. package/src/assets/sfx/run_steps.wav +0 -0
  204. package/src/assets/sfx/select.wav +0 -0
  205. package/src/assets/sfx/shuffle.wav +0 -0
  206. package/src/assets/sfx/six.wav +0 -0
  207. package/src/assets/sfx/slice.wav +0 -0
  208. package/src/assets/sfx/slide.wav +0 -0
  209. package/src/assets/sfx/snake.wav +0 -0
  210. package/src/assets/sfx/snap.wav +0 -0
  211. package/src/assets/sfx/splash.wav +0 -0
  212. package/src/assets/sfx/star.wav +0 -0
  213. package/src/assets/sfx/start.wav +0 -0
  214. package/src/assets/sfx/swoosh.wav +0 -0
  215. package/src/assets/sfx/tap.wav +0 -0
  216. package/src/assets/sfx/thud.wav +0 -0
  217. package/src/assets/sfx/thunk.wav +0 -0
  218. package/src/assets/sfx/tick.wav +0 -0
  219. package/src/assets/sfx/time_up.wav +0 -0
  220. package/src/assets/sfx/tock.wav +0 -0
  221. package/src/assets/sfx/walk_steps.wav +0 -0
  222. package/src/assets/sfx/warning.wav +0 -0
  223. package/src/assets/sfx/whack.wav +0 -0
  224. package/src/assets/sfx/whoosh.wav +0 -0
  225. package/src/assets/sfx/win.wav +0 -0
  226. package/src/assets/sfx/zap.wav +0 -0
  227. package/src/assets/textures/ad_bolt.png +0 -0
  228. package/src/assets/textures/ad_bubbles.png +0 -0
  229. package/src/assets/textures/ad_chevrons.png +0 -0
  230. package/src/assets/textures/asphalt.png +0 -0
  231. package/src/assets/textures/bark.jpg +0 -0
  232. package/src/assets/textures/explorer-atlas.png +0 -0
  233. package/src/assets/textures/facade.png +0 -0
  234. package/src/assets/textures/grass.png +0 -0
  235. package/src/assets/textures/leaves.png +0 -0
  236. package/src/assets/textures/limestone.jpg +0 -0
  237. package/src/assets/textures/meadow.jpg +0 -0
  238. package/src/assets/textures/nature-sources.json +0 -87
  239. package/src/assets/textures/pine.png +0 -0
  240. package/src/assets/textures/river.jpg +0 -0
  241. package/src/assets/textures/soft_glow.png +0 -0
  242. package/src/games/arrows/Arrows.tsx +0 -69
  243. package/src/games/arrows/ArrowsConstants.ts +0 -107
  244. package/src/games/arrows/ArrowsGame.ts +0 -735
  245. package/src/games/arrows/ArrowsScene.ts +0 -395
  246. package/src/games/balloon-blaster/BalloonBlaster.tsx +0 -75
  247. package/src/games/balloon-blaster/BalloonBlasterConstants.ts +0 -79
  248. package/src/games/balloon-blaster/BalloonBlasterGame.ts +0 -287
  249. package/src/games/balloon-blaster/BalloonBlasterPhysics.ts +0 -95
  250. package/src/games/balloon-blaster/BalloonBlasterScene.ts +0 -225
  251. package/src/games/bike-racing/BikeMeshes.ts +0 -273
  252. package/src/games/bike-racing/BikeRacing.tsx +0 -211
  253. package/src/games/bike-racing/BikeRacingConstants.ts +0 -103
  254. package/src/games/bike-racing/BikeRacingGame.ts +0 -557
  255. package/src/games/bike-racing/BikeRacingScene.ts +0 -119
  256. package/src/games/block-blast/BlockBlast.tsx +0 -73
  257. package/src/games/block-blast/BlockBlastConstants.ts +0 -179
  258. package/src/games/block-blast/BlockBlastGame.ts +0 -471
  259. package/src/games/block-blast/BlockBlastScene.ts +0 -156
  260. package/src/games/block-breaker/BlockBreaker.tsx +0 -79
  261. package/src/games/block-breaker/BlockBreakerConstants.ts +0 -139
  262. package/src/games/block-breaker/BlockBreakerGame.ts +0 -459
  263. package/src/games/block-breaker/BlockBreakerScene.ts +0 -257
  264. package/src/games/bluk/Bluk.tsx +0 -82
  265. package/src/games/bluk/BlukConstants.ts +0 -121
  266. package/src/games/bluk/BlukGame.ts +0 -323
  267. package/src/games/bluk/BlukRules.ts +0 -154
  268. package/src/games/bluk/BlukScene.ts +0 -514
  269. package/src/games/bubble-shooter/BubbleShooter.tsx +0 -76
  270. package/src/games/bubble-shooter/BubbleShooterConstants.ts +0 -103
  271. package/src/games/bubble-shooter/BubbleShooterGame.ts +0 -459
  272. package/src/games/bubble-shooter/BubbleShooterScene.ts +0 -158
  273. package/src/games/candy-crush/CandyCrush.tsx +0 -77
  274. package/src/games/candy-crush/CandyCrushConstants.ts +0 -94
  275. package/src/games/candy-crush/CandyCrushGame.ts +0 -477
  276. package/src/games/candy-crush/CandyCrushScene.ts +0 -209
  277. package/src/games/car-racing/CarMeshes.ts +0 -440
  278. package/src/games/car-racing/CarRacing.tsx +0 -211
  279. package/src/games/car-racing/CarRacingConstants.ts +0 -167
  280. package/src/games/car-racing/CarRacingFacade.ts +0 -40
  281. package/src/games/car-racing/CarRacingGame.ts +0 -539
  282. package/src/games/car-racing/CarRacingScene.ts +0 -1026
  283. package/src/games/car-racing/CarRacingScenery.ts +0 -265
  284. package/src/games/chameleon-run/ChameleonRun.tsx +0 -96
  285. package/src/games/chameleon-run/ChameleonRunBackdrop.ts +0 -186
  286. package/src/games/chameleon-run/ChameleonRunConstants.ts +0 -47
  287. package/src/games/chameleon-run/ChameleonRunGame.ts +0 -309
  288. package/src/games/chameleon-run/ChameleonRunMeshes.ts +0 -305
  289. package/src/games/chameleon-run/ChameleonRunRules.ts +0 -252
  290. package/src/games/chameleon-run/ChameleonRunScene.ts +0 -310
  291. package/src/games/checkers/Checkers.tsx +0 -83
  292. package/src/games/checkers/CheckersAI.ts +0 -255
  293. package/src/games/checkers/CheckersConstants.ts +0 -68
  294. package/src/games/checkers/CheckersGame.ts +0 -322
  295. package/src/games/checkers/CheckersRules.ts +0 -167
  296. package/src/games/checkers/CheckersScene.ts +0 -308
  297. package/src/games/color-switch/ColorSwitch.tsx +0 -75
  298. package/src/games/color-switch/ColorSwitchConstants.ts +0 -61
  299. package/src/games/color-switch/ColorSwitchGame.ts +0 -329
  300. package/src/games/color-switch/ColorSwitchScene.ts +0 -220
  301. package/src/games/colors-sort/ColorsSort.tsx +0 -82
  302. package/src/games/colors-sort/ColorsSortConstants.ts +0 -119
  303. package/src/games/colors-sort/ColorsSortGame.ts +0 -246
  304. package/src/games/colors-sort/ColorsSortScene.ts +0 -315
  305. package/src/games/connect-em-all/ConnectEmAll.tsx +0 -70
  306. package/src/games/connect-em-all/ConnectEmAllConstants.ts +0 -77
  307. package/src/games/connect-em-all/ConnectEmAllGame.ts +0 -401
  308. package/src/games/connect-em-all/ConnectEmAllScene.ts +0 -235
  309. package/src/games/crossy-road/CrossyRoad.tsx +0 -74
  310. package/src/games/crossy-road/CrossyRoadCamera.ts +0 -59
  311. package/src/games/crossy-road/CrossyRoadConstants.ts +0 -132
  312. package/src/games/crossy-road/CrossyRoadGame.ts +0 -293
  313. package/src/games/crossy-road/CrossyRoadMeshes.ts +0 -195
  314. package/src/games/crossy-road/CrossyRoadPerson.ts +0 -198
  315. package/src/games/crossy-road/CrossyRoadRules.ts +0 -99
  316. package/src/games/crossy-road/CrossyRoadScene.ts +0 -355
  317. package/src/games/dino-jump/DinoJump.tsx +0 -77
  318. package/src/games/dino-jump/DinoJumpConstants.ts +0 -80
  319. package/src/games/dino-jump/DinoJumpGame.ts +0 -344
  320. package/src/games/dino-jump/DinoJumpScene.ts +0 -686
  321. package/src/games/dots-and-boxes/DotsAndBoxes.tsx +0 -83
  322. package/src/games/dots-and-boxes/DotsAndBoxesConstants.ts +0 -77
  323. package/src/games/dots-and-boxes/DotsAndBoxesGame.ts +0 -271
  324. package/src/games/dots-and-boxes/DotsAndBoxesScene.ts +0 -249
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  329. package/src/games/falling-sticks/FallingSticksScene.ts +0 -245
  330. package/src/games/find-different-number/FindDifferentNumber.tsx +0 -74
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  332. package/src/games/find-different-number/FindDifferentNumberGame.ts +0 -174
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  335. package/src/games/flappy-bird/FlappyBird.tsx +0 -73
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  337. package/src/games/flappy-bird/FlappyBirdGame.ts +0 -375
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  339. package/src/games/fruit-merger/FruitMerger.tsx +0 -73
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  343. package/src/games/fruit-merger/FruitMergerScene.ts +0 -498
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  349. package/src/games/game-2048/Game2048.tsx +0 -84
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@@ -1,293 +0,0 @@
1
- // Crossy Road's play, with no React: build a game with `createGame`, give it a layout, `start` it and
2
- // `tick` it every frame. Tap (or swipe up) to hop forward, swipe down or sideways to hop that way, and
3
- // cross all nine roads to the far grass inside two minutes. A car or bus on your lane where you stand
4
- // ends the run; so does the clock. Every road crossed scores 2,000; a win adds a bonus for time left.
5
- //
6
- // Traffic and hop collisions advance at 60 Hz; native hop animations use the same clamped clock.
7
- import { type Camera, type DragEvent, World } from '@nayan-ui/engine';
8
- import { calculateTimeBasedScore } from '../../services/ScoringService';
9
- import { frameCamera } from './CrossyRoadCamera';
10
- import { GAME_DURATION, type Layout, MAX_PENDING_MS, MOVE_TIME, SCORE_PER_CROSS, STEP_MS, SWIPE, TAP_MAX } from './CrossyRoadConstants';
11
- import { crossyMeshes } from './CrossyRoadMeshes';
12
- import {
13
- buildTraffic,
14
- hit,
15
- type Hop,
16
- hopBack,
17
- hopForward,
18
- hopSide,
19
- moveTraffic,
20
- type Player,
21
- playerX,
22
- scaleFor,
23
- startPlayer,
24
- type Vehicle
25
- } from './CrossyRoadRules';
26
- import { buildScene, celebrate, hop, placePlayer, placeVehicles, removeScene, type Scene, setTraffic, stumble } from './CrossyRoadScene';
27
-
28
- export type Phase = 'ready' | 'playing' | 'over';
29
- /** hop: a hop taken; cross: a road crossed (and the goal reached); crash: hit; timeUp: the clock ran out. */
30
- export type GameEvent = 'hop' | 'cross' | 'crash' | 'timeUp';
31
-
32
- type Dir = 'up' | 'down' | 'left' | 'right';
33
- type MovingHop = { from: Player; to: Player; result: Hop; elapsed: number; direction: Dir };
34
- const WORLD_CAPACITY = 1600; // procedural scenery, four entities per vehicle, the pedestrian and bursts
35
-
36
- export function createGame(night: boolean) {
37
- const world = new World(WORLD_CAPACITY);
38
- const camera: Camera = { eye: [0, -60, 60], target: [0, 0, 0], fov: 0.7 };
39
- const g = {
40
- world,
41
- camera,
42
- assets: crossyMeshes(),
43
- night,
44
- layout: null as Layout | null,
45
- scene: null as Scene | null,
46
- phase: 'ready' as Phase,
47
- traffic: [] as Vehicle[],
48
- nextId: 0,
49
- player: startPlayer() as Player,
50
- hopping: null as MovingHop | null,
51
- queuedHop: null as Dir | null,
52
- alive: true,
53
- won: false,
54
- /** Score and the countdown live in the engine (Rust), advanced by world.update. */
55
- get score() {
56
- return world.scoreboard.score;
57
- },
58
- /** The whole seconds shown. */
59
- timeLeft: GAME_DURATION,
60
- pending: 0,
61
- clock: 0,
62
- /** A finger down: where and when, and whether it's already swiped. */
63
- press: null as { x: number; y: number; at: number; swiped: boolean } | null,
64
- // UI hooks, set by the screen.
65
- onPhase: (_p: Phase) => {},
66
- onScore: (_s: number, _crossings: number) => {},
67
- onTime: (_t: number) => {},
68
- onEvent: (_e: GameEvent) => {}
69
- };
70
- world.scoreboard.reset(0, GAME_DURATION);
71
- world.scoreboard.handlers = {
72
- onSecond: (t) => {
73
- g.timeLeft = t;
74
- g.onTime(t);
75
- },
76
- onTimeUp: () => g.phase === 'playing' && g.alive && timeUp(g)
77
- };
78
- return g;
79
- }
80
- export type Game = ReturnType<typeof createGame>;
81
-
82
- // ── Scene ─────────────────────────────────────────────────────────────
83
-
84
- /** Lays the board out for the view (first layout, header height, rotation): a fresh board is dealt for the new size. */
85
- export function setLayout(g: Game, l: Layout) {
86
- const previous = g.layout;
87
- const resized = !g.layout || g.layout.width !== l.width || g.layout.tile !== l.tile;
88
- if (g.scene) removeScene(g.world, g.scene);
89
- g.layout = l;
90
- frameCamera(g.camera, l);
91
- // The traffic's sizes and wrap are in view points: a new width deals a new board (as the original board was built for its window)
92
- if (resized && g.phase !== 'playing') {
93
- g.traffic = buildTraffic(l, g.nextId);
94
- g.nextId += g.traffic.length;
95
- } else if (resized && previous) {
96
- const ratio = l.tile / previous.tile;
97
- for (const vehicle of g.traffic) {
98
- vehicle.x = l.gridLeft + (vehicle.x - previous.gridLeft) * ratio;
99
- vehicle.width *= ratio;
100
- vehicle.speed *= ratio;
101
- }
102
- }
103
- g.scene = buildScene(g.world, l, g.assets, g.night, g.traffic);
104
- placePlayer(g.world, l, g.scene, g.player.row, g.player.col);
105
- if (g.hopping) {
106
- // Rebuild the interrupted native hop too, so a theme/size change keeps visuals and hits together.
107
- const moving = g.hopping;
108
- moving.elapsed = 0;
109
- hop(g.world, l, g.scene, [moving.from.row, moving.from.col], [moving.to.row, moving.to.col], moving.direction);
110
- }
111
- }
112
-
113
- /** Day or night (the dark theme): the scene is rebuilt where things stand. */
114
- export function setNight(g: Game, night: boolean) {
115
- if (night === g.night) return;
116
- g.night = night;
117
- if (g.layout) setLayout(g, g.layout);
118
- }
119
-
120
- // ── Run ───────────────────────────────────────────────────────────────
121
-
122
- /** A fresh board, the pedestrian back on the start grass, not running (the original game's initialize). */
123
- function deal(g: Game) {
124
- const l = g.layout;
125
- g.player = startPlayer();
126
- g.hopping = null;
127
- g.queuedHop = null;
128
- g.alive = true;
129
- g.won = false;
130
- g.world.scoreboard.reset(0, GAME_DURATION);
131
- g.timeLeft = GAME_DURATION;
132
- g.pending = 0;
133
- g.press = null;
134
- if (l) {
135
- g.traffic = buildTraffic(l, g.nextId);
136
- g.nextId += g.traffic.length;
137
- if (g.scene) {
138
- setTraffic(g.world, l, g.assets, g.scene, g.traffic);
139
- placePlayer(g.world, l, g.scene, 0, g.player.col);
140
- }
141
- }
142
- g.onScore(0, 0);
143
- g.onTime(GAME_DURATION);
144
- }
145
-
146
- /** Start: a fresh board, and the clock running (as the original Start dealt one). */
147
- export function start(g: Game) {
148
- if (g.phase === 'playing') return;
149
- deal(g);
150
- g.world.scoreboard.startCountdown(GAME_DURATION);
151
- g.phase = 'playing';
152
- g.onPhase('playing');
153
- }
154
-
155
- /** Stop and Play Again: a fresh board, waiting. The world, and the GPU view drawing it, are kept. */
156
- export function reset(g: Game) {
157
- deal(g);
158
- g.phase = 'ready';
159
- g.onPhase('ready');
160
- }
161
-
162
- export function dispose(g: Game) {
163
- g.world.dispose();
164
- }
165
-
166
- export function tick(g: Game, dt: number) {
167
- if (g.world.isDisposed) return;
168
- const seconds = Math.max(0, Math.min(dt, MAX_PENDING_MS / 1000));
169
- g.clock += seconds;
170
- const l = g.layout;
171
- let trafficMoved = false;
172
- if (l && g.phase === 'playing' && g.alive) {
173
- // Traffic in 60 Hz frames, then the hit test where the pedestrian stands
174
- let pending = Math.min(g.pending + seconds * 1000, MAX_PENDING_MS);
175
- while (g.alive && pending >= STEP_MS) {
176
- pending -= STEP_MS;
177
- moveTraffic(l, g.traffic, scaleFor(g.player));
178
- trafficMoved = true;
179
- const moving = g.hopping;
180
- if (moving) moving.elapsed = Math.min(MOVE_TIME, moving.elapsed + STEP_MS / 1000);
181
- const t = moving ? moving.elapsed / MOVE_TIME : 0;
182
- const row = moving ? moving.from.row + (moving.to.row - moving.from.row) * t : g.player.row;
183
- const col = moving ? moving.from.col + (moving.to.col - moving.from.col) * t : g.player.col;
184
- const x = playerX(l, g.player) + (col - g.player.col) * l.tile;
185
- if (hit(l, g.traffic, row, x)) crash(g, row, col);
186
- else if (moving && moving.elapsed + 1e-6 >= MOVE_TIME) land(g, moving);
187
- }
188
- g.pending = pending;
189
- }
190
- // Before Start (and once a run is over) the traffic stands still, as in the original game
191
- if (trafficMoved && l && g.scene) placeVehicles(g.world, l, g.scene, g.traffic);
192
- g.world.update(seconds);
193
- }
194
-
195
- function end(g: Game, won: boolean) {
196
- g.world.scoreboard.stop();
197
- g.alive = false;
198
- g.won = won;
199
- g.press = null;
200
- g.hopping = null;
201
- g.queuedHop = null;
202
- g.phase = 'over';
203
- g.onPhase('over');
204
- }
205
-
206
- function crash(g: Game, row: number, col: number) {
207
- const { layout: l, scene: s } = g;
208
- if (l && s) {
209
- placePlayer(g.world, l, s, row, col);
210
- stumble(g.world, l, s, row, col);
211
- }
212
- g.onEvent('crash');
213
- end(g, false);
214
- }
215
-
216
- function timeUp(g: Game) {
217
- g.timeLeft = 0;
218
- g.onTime(0);
219
- g.onEvent('timeUp');
220
- end(g, false);
221
- }
222
-
223
- // ── Hops ──────────────────────────────────────────────────────────────
224
-
225
- /** Finish the active hop before taking one buffered move; taps cannot teleport through traffic. */
226
- export function hopTo(g: Game, dir: Dir) {
227
- const { layout: l, scene: s } = g;
228
- if (g.phase !== 'playing' || !g.alive || !l) return;
229
- if (g.hopping) {
230
- g.queuedHop = dir;
231
- return;
232
- }
233
- const p = { ...g.player };
234
- const from: [number, number] = [p.row, p.col];
235
- const result: Hop = dir === 'up' ? hopForward(p) : dir === 'down' ? hopBack(p) : hopSide(p, dir === 'left' ? -1 : 1);
236
- if (!result.moved) return;
237
- g.hopping = { from: { ...g.player }, to: p, result, elapsed: 0, direction: dir };
238
- if (s) hop(g.world, l, s, from, [p.row, p.col], dir);
239
- g.onEvent('hop');
240
- }
241
-
242
- /** Commit progress and scoring when the pedestrian actually lands. */
243
- function land(g: Game, moving: MovingHop) {
244
- g.player = moving.to;
245
- g.hopping = null;
246
- const p = g.player;
247
- const result = moving.result;
248
- const { layout: l, scene: s } = g;
249
- if (result.crossed) {
250
- g.world.scoreboard.set(p.crossings * SCORE_PER_CROSS);
251
- g.onScore(g.score, p.crossings);
252
- g.onEvent('cross');
253
- }
254
- if (result.goal) {
255
- // Across: the crossings plus a bonus for the time left (whole seconds, as the original win)
256
- const left = Math.floor(Math.max(0, g.world.scoreboard.seconds));
257
- g.timeLeft = left;
258
- g.world.scoreboard.set(calculateTimeBasedScore(GAME_DURATION - left, GAME_DURATION, p.crossings * SCORE_PER_CROSS));
259
- g.onTime(left);
260
- g.onScore(g.score, p.crossings);
261
- if (s && l) celebrate(g.world, l, s, p.row, p.col);
262
- end(g, true);
263
- return;
264
- }
265
- const queued = g.queuedHop;
266
- g.queuedHop = null;
267
- if (queued) hopTo(g, queued);
268
- }
269
-
270
- // ── The finger ────────────────────────────────────────────────────────
271
-
272
- /** A tap hops forward; a swipe hops its way (as soon as it's gone far enough, once per touch). */
273
- export function drag(g: Game, { phase, x, y, cancelled }: DragEvent) {
274
- if (cancelled) {
275
- g.press = null;
276
- return;
277
- }
278
- if (phase === 'start') {
279
- g.press = { x, y, at: g.clock, swiped: false };
280
- return;
281
- }
282
- const p = g.press;
283
- if (!p) return;
284
- const dx = x - p.x;
285
- const dy = y - p.y;
286
- if (!p.swiped && Math.hypot(dx, dy) >= SWIPE) {
287
- p.swiped = true;
288
- hopTo(g, Math.abs(dx) >= Math.abs(dy) ? (dx > 0 ? 'right' : 'left') : dy > 0 ? 'down' : 'up');
289
- }
290
- if (phase !== 'end') return;
291
- g.press = null;
292
- if (!p.swiped && g.clock - p.at <= TAP_MAX) hopTo(g, 'up');
293
- }
@@ -1,195 +0,0 @@
1
- // Crossy Road's own flat-shaded models. +X is forward, +Z is up; lengths are normalized to one.
2
- // Parts are baked into a few instanced meshes, cached once, with no textures or racing-game assets.
3
- import { type Color, type Geometry, type GeometryPart, merge, type Model, type Vec3 } from '@nayan-ui/engine';
4
- import { cacheGameAsset, createGameMesh as createShape } from '../shared/EngineMeshes';
5
-
6
- export type VehicleStyle = 'compact' | 'taxi' | 'pickup' | 'bus';
7
- export interface VehicleMeshes {
8
- body: Model;
9
- details: Model;
10
- lights: Model;
11
- }
12
- export interface CrossyMeshes {
13
- vehicles: Record<VehicleStyle, VehicleMeshes>;
14
- tree: Model;
15
- bush: Model;
16
- rock: Model;
17
- }
18
-
19
- const WHITE: Color = [1, 1, 1, 1];
20
- const GLASS: Color = [0.18, 0.34, 0.42, 1];
21
- const TYRE: Color = [0.11, 0.13, 0.17, 1];
22
- const CHROME: Color = [0.75, 0.81, 0.82, 1];
23
- const CREAM: Color = [0.94, 0.94, 0.86, 1];
24
-
25
- /** A convex solid with crisp, independent face normals and outward winding. */
26
- function solid(points: Vec3[], faces: number[][]): Geometry {
27
- const vertices: number[] = [],
28
- indices: number[] = [];
29
- const centre = [0, 1, 2].map((axis) => points.reduce((sum, p) => sum + p[axis]!, 0) / points.length);
30
- for (const face of faces) {
31
- const [a, b, c] = face.map((i) => points[i]!) as [Vec3, Vec3, Vec3];
32
- const u = b.map((v, i) => v - a[i]!);
33
- const v = c.map((value, i) => value - a[i]!);
34
- let normal = [u[1]! * v[2]! - u[2]! * v[1]!, u[2]! * v[0]! - u[0]! * v[2]!, u[0]! * v[1]! - u[1]! * v[0]!];
35
- const mid = [0, 1, 2].map((axis) => face.reduce((sum, i) => sum + points[i]![axis]!, 0) / face.length);
36
- const flip = normal.reduce((sum, n, axis) => sum + n * (mid[axis]! - centre[axis]!), 0) < 0;
37
- if (flip) normal = normal.map((n) => -n);
38
- const length = Math.hypot(...normal) || 1;
39
- const start = vertices.length / 11;
40
- for (const i of face) vertices.push(...points[i]!, ...normal.map((n) => n / length), 1, 1, 1, 0, 0);
41
- for (let i = 1; i < face.length - 1; i++) indices.push(start, start + (flip ? i + 1 : i), start + (flip ? i : i + 1));
42
- }
43
- return { vertices: Float32Array.from(vertices), indices: Uint32Array.from(indices) };
44
- }
45
-
46
- const FACES = [
47
- [0, 1, 2, 3],
48
- [4, 5, 6, 7],
49
- [0, 1, 5, 4],
50
- [1, 2, 6, 5],
51
- [2, 3, 7, 6],
52
- [3, 0, 4, 7]
53
- ];
54
- const cube = solid(
55
- [
56
- [-0.5, -0.5, -0.5],
57
- [0.5, -0.5, -0.5],
58
- [0.5, 0.5, -0.5],
59
- [-0.5, 0.5, -0.5],
60
- [-0.5, -0.5, 0.5],
61
- [0.5, -0.5, 0.5],
62
- [0.5, 0.5, 0.5],
63
- [-0.5, 0.5, 0.5]
64
- ],
65
- FACES
66
- );
67
- const box = (position: Vec3, scale: Vec3, color: Color = WHITE): GeometryPart => ({ geometry: cube, position, scale, color });
68
- const model = (parts: GeometryPart[]) => createShape(merge(parts), { center: false });
69
-
70
- function cabin(back: number, front: number, bottom: number, top: number): Geometry {
71
- return solid(
72
- [
73
- [back, -0.44, bottom],
74
- [front, -0.44, bottom],
75
- [front, 0.44, bottom],
76
- [back, 0.44, bottom],
77
- [back + 0.07, -0.36, top],
78
- [front - 0.1, -0.36, top],
79
- [front - 0.1, 0.36, top],
80
- [back + 0.07, 0.36, top]
81
- ],
82
- FACES
83
- );
84
- }
85
-
86
- const wheel = (() => {
87
- const points: Vec3[] = [];
88
- for (const side of [-1, 1])
89
- for (let i = 0; i < 8; i++) {
90
- const angle = (i * Math.PI) / 4;
91
- points.push([Math.cos(angle) * 0.13, side * 0.065, Math.sin(angle) * 0.13]);
92
- }
93
- return solid(points, [
94
- Array.from({ length: 8 }, (_, i) => i),
95
- Array.from({ length: 8 }, (_, i) => i + 8),
96
- ...Array.from({ length: 8 }, (_, i) => [i, (i + 1) % 8, ((i + 1) % 8) + 8, i + 8])
97
- ]);
98
- })();
99
-
100
- function vehicle(style: VehicleStyle): VehicleMeshes {
101
- const bus = style === 'bus',
102
- pickup = style === 'pickup',
103
- taxi = style === 'taxi';
104
- const ratio = bus ? 2.4 : pickup ? 1.7 : taxi ? 1.5 : 1.4;
105
- const body: GeometryPart[] = [box([0, 0, 0.3], [0.96, 0.94, 0.26])];
106
- const details: GeometryPart[] = [box([0, 0, 0.17], [0.88, 0.82, 0.07], TYRE)];
107
- if (bus) {
108
- details.push(box([0, 0, 0.65], [0.94, 0.91, 0.48], CREAM));
109
- body.push(box([0, 0, 0.91], [0.96, 0.94, 0.06]));
110
- for (const side of [-1, 1]) {
111
- for (let i = 0; i < 6; i++) details.push(box([-0.375 + i * 0.147, side * 0.462, 0.69], [0.118, 0.015, 0.24], GLASS));
112
- details.push(box([0.2, side * 0.475, 0.36], [0.52, 0.018, 0.055], CREAM));
113
- }
114
- details.push(box([0.478, 0, 0.69], [0.02, 0.78, 0.29], GLASS), box([-0.478, 0, 0.69], [0.02, 0.71, 0.22], GLASS));
115
- details.push(box([0.483, 0, 0.87], [0.025, 0.48, 0.075], TYRE), box([0.49, 0, 0.87], [0.025, 0.3, 0.024], [1, 0.78, 0.3, 1]));
116
- details.push(box([-0.08, 0, 0.97], [0.25, 0.5, 0.07], CHROME));
117
- } else {
118
- const back = pickup ? -0.04 : -0.3,
119
- front = 0.28;
120
- details.push({ geometry: cabin(back, front, 0.43, 0.73), color: GLASS });
121
- body.push(box([(back + front - 0.03) / 2, 0, 0.745], [front - back - 0.13, 0.76, 0.055]));
122
- for (const side of [-1, 1]) {
123
- body.push(box([0.035, side * 0.44, 0.57], [0.034, 0.04, 0.29]));
124
- details.push(box([0.14, side * 0.48, 0.42], [0.065, 0.015, 0.022], CHROME));
125
- }
126
- if (pickup) {
127
- details.push(box([-0.28, 0, 0.438], [0.35, 0.7, 0.018], TYRE));
128
- for (const side of [-1, 1]) body.push(box([-0.28, side * 0.42, 0.49], [0.38, 0.07, 0.15]));
129
- details.push(box([-0.31, 0, 0.51], [0.15, 0.28, 0.14], [0.66, 0.44, 0.25, 1]));
130
- }
131
- if (taxi) {
132
- details.push(box([-0.04, 0, 0.82], [0.16, 0.38, 0.1], [1, 0.83, 0.23, 1]));
133
- for (const side of [-1, 1]) for (let i = 0; i < 5; i++) details.push(box([-0.28 + i * 0.11, side * 0.477, 0.32], [0.055, 0.015, 0.055], TYRE));
134
- }
135
- }
136
- for (const x of [-0.31, 0.3])
137
- for (const side of [-1, 1]) {
138
- details.push({ geometry: wheel, position: [x, side * 0.46, 0.13], scale: [1 / ratio, 1, 1], color: TYRE });
139
- details.push(box([x, side * 0.529, 0.13], [0.11 / ratio, 0.012, 0.11], CHROME));
140
- }
141
- details.push(box([0.485, 0, 0.22], [0.035, 0.8, 0.07], CHROME), box([-0.485, 0, 0.22], [0.035, 0.8, 0.07], CHROME));
142
- details.push(box([0.485, 0, 0.33], [0.028, 0.35, 0.08], TYRE));
143
- const lights: GeometryPart[] = [];
144
- for (const side of [-1, 1]) {
145
- lights.push(box([0.49, side * 0.34, 0.35], [0.03, 0.18, 0.09], [1, 0.94, 0.68, 1]));
146
- lights.push(box([-0.49, side * 0.34, 0.35], [0.03, 0.14, 0.09], [1, 0.12, 0.08, 1]));
147
- }
148
- return { body: model(body), details: model(details), lights: model(lights) };
149
- }
150
-
151
- function pyramid(width: number, bottom: number, top: number): Geometry {
152
- const half = width / 2;
153
- return solid(
154
- [
155
- [-half, -half, bottom],
156
- [half, -half, bottom],
157
- [half, half, bottom],
158
- [-half, half, bottom],
159
- [0, 0, top]
160
- ],
161
- [
162
- [0, 1, 2, 3],
163
- [0, 1, 4],
164
- [1, 2, 4],
165
- [2, 3, 4],
166
- [3, 0, 4]
167
- ]
168
- );
169
- }
170
-
171
- let cached: CrossyMeshes | null = null;
172
- export function crossyMeshes(): CrossyMeshes {
173
- return cacheGameAsset('crossy-road/CrossyRoadMeshes:crossyMeshes', () => crossyMeshesUncached());
174
- }
175
-
176
- function crossyMeshesUncached(): CrossyMeshes {
177
- if (cached) return cached;
178
- cached = {
179
- vehicles: { compact: vehicle('compact'), taxi: vehicle('taxi'), pickup: vehicle('pickup'), bus: vehicle('bus') },
180
- tree: model([
181
- box([0, 0, 0.3], [0.14, 0.14, 0.6], [0.45, 0.28, 0.16, 1]),
182
- { geometry: pyramid(0.9, 0.35, 1.1), color: [0.2, 0.48, 0.3, 1] },
183
- { geometry: pyramid(0.7, 0.75, 1.4), color: [0.26, 0.59, 0.34, 1] },
184
- { geometry: pyramid(0.5, 1.1, 1.65), color: [0.34, 0.67, 0.4, 1] }
185
- ]),
186
- bush: model([box([-0.23, 0, 0.22], [0.44, 0.6, 0.44]), box([0.12, 0.03, 0.3], [0.6, 0.65, 0.6]), box([0.4, -0.03, 0.18], [0.3, 0.45, 0.36])]),
187
- rock: model([{ geometry: cabin(-0.4, 0.4, 0, 0.4) }])
188
- };
189
- return cached;
190
- }
191
-
192
- /** Reusable assets; the game loader advances one builder per frame. */
193
- export function* warmAssets(): Iterable<() => unknown> {
194
- yield crossyMeshes;
195
- }
@@ -1,198 +0,0 @@
1
- // A pedestrian built in code: +Y forward, +Z up, with natural proportions and articulated limbs.
2
- // Four meshes are cached for the whole app; arms, legs and shoes each instance their geometry twice.
3
- import { block, type Color, ellipsoid, type Geometry, type GeometryPart, loft, merge, type Model, tube, type Vec3 } from '@nayan-ui/engine';
4
- import { cacheGameAsset, createGameMesh as createShape } from '../shared/EngineMeshes';
5
- import { toColor } from '../shared/EngineUtils';
6
- import { PERSON_COLORS } from './CrossyRoadConstants';
7
-
8
- export interface PedestrianMeshes {
9
- torso: Model;
10
- arm: Model;
11
- leg: Model;
12
- shoe: Model;
13
- }
14
- const part = (geometry: Geometry, position: Vec3, color: Color): GeometryPart => ({ geometry, position, color });
15
- const orb = (radii: Vec3, position: Vec3, color: Color, sides = 12): GeometryPart => part(ellipsoid(radii, undefined, sides), position, color);
16
- const pipe = (points: Vec3[], radius: number, color: Color, sides = 8): GeometryPart => ({
17
- geometry: tube(points, { radius, sides, smoothness: 3 }),
18
- color
19
- });
20
- const model = (parts: GeometryPart[]) => createShape(merge(parts), { center: false, shine: 0.08 });
21
-
22
- let cached: PedestrianMeshes | null = null;
23
- export function pedestrianMeshes(): PedestrianMeshes {
24
- return cacheGameAsset('crossy-road/CrossyRoadPerson:pedestrianMeshes', () => pedestrianMeshesUncached());
25
- }
26
-
27
- function pedestrianMeshesUncached(): PedestrianMeshes {
28
- if (cached) return cached;
29
- const skin = toColor(PERSON_COLORS.SKIN),
30
- jacket = toColor(PERSON_COLORS.JACKET),
31
- pants = toColor(PERSON_COLORS.PANTS),
32
- hair = toColor(PERSON_COLORS.HAIR),
33
- shoe = toColor(PERSON_COLORS.SHOE),
34
- sole = toColor(PERSON_COLORS.SOLE),
35
- pack = toColor(PERSON_COLORS.BACKPACK),
36
- strap = toColor(PERSON_COLORS.STRAP);
37
- const torso: GeometryPart[] = [
38
- {
39
- geometry: loft(
40
- [
41
- { z: 0.9, bottom: -0.12, top: 0.13, width: 0.15, square: 3 },
42
- { z: 1.05, bottom: -0.135, top: 0.14, width: 0.165, square: 3 },
43
- { z: 1.32, bottom: -0.14, top: 0.15, width: 0.225, square: 2.8 },
44
- { z: 1.43, bottom: -0.105, top: 0.11, width: 0.2, square: 2.6 },
45
- { z: 1.48, bottom: -0.065, top: 0.07, width: 0.075, square: 2.4 }
46
- ],
47
- { around: 16, smoothness: 2 }
48
- ),
49
- color: jacket
50
- },
51
- orb([0.16, 0.135, 0.12], [0, 0, 0.86], pants),
52
- pipe(
53
- [
54
- [0, 0, 1.46],
55
- [0, 0, 1.57]
56
- ],
57
- 0.052,
58
- skin
59
- ),
60
- orb([0.106, 0.105, 0.135], [0, 0.005, 1.65], skin, 16),
61
- orb([0.027, 0.033, 0.031], [0, 0.11, 1.642], skin),
62
- orb([0.111, 0.108, 0.067], [0, -0.012, 1.75], hair, 16),
63
- orb([0.103, 0.052, 0.09], [0, -0.075, 1.685], hair),
64
- // A small canvas backpack and seams make the person readable from the rear camera.
65
- {
66
- geometry: loft(
67
- [
68
- { z: 1.02, bottom: -0.23, top: -0.115, width: 0.13, square: 4 },
69
- { z: 1.08, bottom: -0.27, top: -0.12, width: 0.15, square: 4 },
70
- { z: 1.35, bottom: -0.265, top: -0.115, width: 0.145, square: 4 },
71
- { z: 1.41, bottom: -0.2, top: -0.11, width: 0.1, square: 3 }
72
- ],
73
- { around: 12, smoothness: 2 }
74
- ),
75
- color: pack
76
- },
77
- part(block(0.21, 0.028, 0.11), [0, -0.269, 1.14], strap),
78
- pipe(
79
- [
80
- [-0.09, -0.278, 1.28],
81
- [0.09, -0.278, 1.28]
82
- ],
83
- 0.008,
84
- sole,
85
- 6
86
- ),
87
- pipe(
88
- [
89
- [0, 0.145, 1.02],
90
- [0, 0.155, 1.33],
91
- [0, 0.08, 1.45]
92
- ],
93
- 0.007,
94
- strap,
95
- 6
96
- ),
97
- pipe(
98
- [
99
- [-0.02, 0.107, 1.605],
100
- [0, 0.113, 1.6],
101
- [0.02, 0.107, 1.605]
102
- ],
103
- 0.004,
104
- toColor('#8D5044'),
105
- 6
106
- )
107
- ];
108
- for (const side of [-1, 1]) {
109
- torso.push(orb([0.019, 0.02, 0.035], [side * 0.108, -0.002, 1.65], skin));
110
- torso.push(orb([0.023, 0.013, 0.015], [side * 0.047, 0.099, 1.682], sole, 8));
111
- torso.push(orb([0.01, 0.009, 0.01], [side * 0.047, 0.111, 1.681], toColor('#293341'), 8));
112
- torso.push(
113
- pipe(
114
- [
115
- [side * 0.026, 0.099, 1.709],
116
- [side * 0.065, 0.094, 1.71]
117
- ],
118
- 0.006,
119
- hair,
120
- 6
121
- )
122
- );
123
- torso.push(
124
- pipe(
125
- [
126
- [side * 0.13, -0.16, 1.38],
127
- [side * 0.16, 0.02, 1.44],
128
- [side * 0.13, 0.152, 1.25],
129
- [side * 0.13, 0.14, 1.03]
130
- ],
131
- 0.019,
132
- strap
133
- )
134
- );
135
- }
136
- const arm = model([
137
- pipe(
138
- [
139
- [0, 0, 0],
140
- [0, 0.01, -0.15],
141
- [0, 0.04, -0.28]
142
- ],
143
- 0.071,
144
- jacket
145
- ),
146
- pipe(
147
- [
148
- [0, 0.04, -0.27],
149
- [0, 0.07, -0.38],
150
- [0, 0.085, -0.49]
151
- ],
152
- 0.042,
153
- skin
154
- ),
155
- orb([0.038, 0.044, 0.062], [0, 0.085, -0.49], skin)
156
- ]);
157
- const leg = model([
158
- pipe(
159
- [
160
- [0, 0, 0],
161
- [0, 0.025, -0.33],
162
- [0, -0.01, -0.72]
163
- ],
164
- 0.072,
165
- pants
166
- ),
167
- orb([0.073, 0.075, 0.08], [0, 0.025, -0.33], pants)
168
- ]);
169
- const footwear = model([
170
- orb([0.068, 0.14, 0.063], [0, 0.075, -0.06], shoe),
171
- part(block(0.14, 0.275, 0.025), [0, 0.075, -0.115], sole),
172
- pipe(
173
- [
174
- [-0.04, 0.09, -0.005],
175
- [0.04, 0.09, -0.005]
176
- ],
177
- 0.008,
178
- sole,
179
- 6
180
- ),
181
- pipe(
182
- [
183
- [-0.04, 0.13, -0.01],
184
- [0.04, 0.13, -0.01]
185
- ],
186
- 0.008,
187
- sole,
188
- 6
189
- )
190
- ]);
191
- cached = { torso: model(torso), arm, leg, shoe: footwear };
192
- return cached;
193
- }
194
-
195
- /** Reusable assets; the game loader advances one builder per frame. */
196
- export function* warmAssets(): Iterable<() => unknown> {
197
- yield pedestrianMeshes;
198
- }