@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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  321. package/src/games/dots-and-boxes/DotsAndBoxes.tsx +0 -83
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@@ -1,72 +0,0 @@
1
- // Falling Sticks' screen: a perspective meadow and pooled 3D batons, under Playtura's
2
- // scoreboard, controls and modals. The play is in FallingSticksGame.ts (the physics in
3
- // FallingSticksRules.ts), what it draws in FallingSticksScene.ts.
4
- //
5
- // One world serves the whole visit: Start, Stop and Play Again clear it in place, so the GPU view is
6
- // never rebuilt (a theme change rebuilds the scenery for day or night). JS steps the sticks (a few
7
- // numbers each) and the world once a frame; bounces, pops and bursts animate in the engine's Rust core.
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 { livesColumn, scoreColumn, timerColumn } from '../shared/EngineHud';
13
- import { backgroundFor, lightFor } from '../shared/EngineMeadow';
14
- import { useEngineGame } from '../shared/useEngineGame';
15
- import { useLiveState } from '../shared/useLiveState';
16
- import { getLayout, LIVES, TIME_LIMIT } from './FallingSticksConstants';
17
- import { createGame, dispose, drag, type GameEvent, reset, setLayout, setTheme, start, tick } from './FallingSticksGame';
18
-
19
- const SOUNDS = GAME_SOUNDS.FALLING_STICKS;
20
-
21
- /** Each event's sound and haptic, as the original version played them. */
22
- const FEEDBACK: Record<GameEvent, { sound: (typeof SOUNDS)[keyof typeof SOUNDS]; haptic: HapticType }> = {
23
- catch: { sound: SOUNDS.CATCH, haptic: HapticType.LIGHT },
24
- miss: { sound: SOUNDS.MISS, haptic: HapticType.WARNING },
25
- win: { sound: SOUNDS.WIN, haptic: HapticType.SUCCESS },
26
- lose: { sound: SOUNDS.GAME_OVER, haptic: HapticType.ERROR }
27
- };
28
-
29
- export const FallingSticks = engineGame(GAME_IDS.FALLING_STICKS, (props) => {
30
- const [score, setScore] = useLiveState(0);
31
- const [lives, setLives] = useLiveState(LIVES);
32
- const [time, setTime] = useLiveState(TIME_LIMIT);
33
-
34
- // Win when the two minutes are survived, lose when out of lives
35
- const { theme, status, screen, gameOver } = useEngineGame(props, {
36
- gameId: GAME_IDS.FALLING_STICKS,
37
- create: createGame,
38
- start,
39
- reset,
40
- dispose,
41
- tick,
42
- setTheme,
43
- resize: (g, width, height, offset) => setLayout(g, getLayout(width, height, offset)),
44
- resultsDelay: (result) => (result === 'win' ? 650 : 350),
45
- drag,
46
- sounds: SOUNDS,
47
- onStart: (fx) => fx(SOUNDS.START, HapticType.MEDIUM),
48
- wire: (g, fx) => {
49
- g.onScore = setScore;
50
- g.onLives = setLives;
51
- g.onTime = setTime;
52
- g.onEvent = (event) => fx(FEEDBACK[event].sound, FEEDBACK[event].haptic);
53
- }
54
- });
55
-
56
- return (
57
- <EngineGameScreen
58
- {...screen}
59
- light={lightFor(theme)}
60
- background={backgroundFor(theme)}
61
- columns={[scoreColumn(score), livesColumn(lives, LIVES), timerColumn(time, theme, 15)]}
62
- subtext="Catch the falling sticks!"
63
- gameOver={gameOver({
64
- title: status === 'win' ? 'YOU WIN!' : 'GAME OVER',
65
- message: status === 'win' ? 'You survived the 2 minutes!' : 'The sticks got away!',
66
- scoreLabel: 'Final Score',
67
- score,
68
- buttonText: 'Play Again!'
69
- })}
70
- />
71
- );
72
- });
@@ -1,62 +0,0 @@
1
- // Falling Sticks' tuning and layout. Catches retain their original 500-point value.
2
- import { getScoreBoardTop } from '../shared/EngineHud';
3
- import { gameWidthFor } from '../shared/EngineUtils';
4
-
5
- // ── Rules and tuning (per 60 Hz frame, in view points and degrees) ────
6
-
7
- export const TIME_LIMIT = 120; // seconds to survive
8
- export const LIVES = 3;
9
- export const POINTS_PER_CATCH = 500;
10
- export const MAX_STICKS = 18; // the pool: falling sticks plus those lying on the ground
11
- export const BASE_FALL_SPEED = 2.4;
12
- export const SPEED_INC_PER_POINT = 0.00006;
13
- export const MAX_FALL_SPEED = 3.8;
14
- export const BASE_SPAWN_MS = 1450;
15
- export const SPAWN_DEC_PER_POINT = 0.012;
16
- export const MIN_SPAWN_MS = 1000;
17
- export const SPIN_MAX = 2.2; // degrees per frame
18
- export const LAND_TILT_MAX = 6;
19
- /** The first stick of a run drops almost at once. */
20
- export const FIRST_SPAWN_TIMER = BASE_SPAWN_MS - 150;
21
-
22
- export const STEP_MS = 1000 / 60;
23
- export const MAX_PENDING_MS = 50; // a long frame catches up at most three
24
-
25
- // ── Colors ────────────────────────────────────────────────────────────
26
-
27
- export const STICK_COLORS = ['#E53935', '#1E88E5', '#43A047', '#FB8C00', '#8E24AA', '#00ACC1', '#F4511E', '#FDD835'] as const;
28
- // ── Layout (view points) ──────────────────────────────────────────────
29
-
30
- export type Layout = {
31
- width: number;
32
- height: number;
33
- left: number;
34
- right: number;
35
- spawnY: number;
36
- stickLen: number;
37
- stickW: number;
38
- hitRadius: number;
39
- spawnMargin: number;
40
- /** Sticks are missed once their centre passes this line (the grass). */
41
- floorY: number;
42
- };
43
-
44
- /** Keep catches below the HUD, above the controls and inside the centered, capped play width. */
45
- export function getLayout(width: number, height: number, offset = 0): Layout {
46
- const gameW = gameWidthFor(width);
47
- const stickLen = Math.min(108, Math.round(gameW * 0.24));
48
- const stickW = Math.max(12, Math.round(stickLen * 0.15));
49
- const top = getScoreBoardTop(offset) + 82;
50
- return {
51
- width,
52
- height,
53
- left: (width - gameW) / 2,
54
- right: (width + gameW) / 2,
55
- spawnY: top + stickLen * 0.55,
56
- stickLen,
57
- stickW,
58
- hitRadius: Math.max(18, stickW * 1.5),
59
- spawnMargin: stickLen * 0.6,
60
- floorY: height - 145
61
- };
62
- }
@@ -1,220 +0,0 @@
1
- // Falling Sticks' play, with no React: build a game with `createGame`, give it a layout, `start` it and
2
- // `tick` it every frame. Sticks drop from the top, spinning; tap or swipe through them before they hit
3
- // the grass. Each catch scores 500 (and the sticks fall faster and come quicker as the score climbs);
4
- // each one that lands costs a life. Survive the two minutes to win; losing all three lives loses.
5
- //
6
- // Rules run in fixed 60 Hz steps. Landing, catch effects and scenery animation run in the native core.
7
- import { type Camera, type DragEvent, World } from '@nayan-ui/engine';
8
- import type { GameTheme } from '../../services/ThemeService';
9
- import { cameraFor } from '../shared/EngineMeadow';
10
- import { type Layout, LIVES, MAX_PENDING_MS, POINTS_PER_CATCH, STEP_MS, TIME_LIMIT } from './FallingSticksConstants';
11
- import { catchAlong, FALLING, type Field, FREE, newField, step } from './FallingSticksRules';
12
- import {
13
- buildScene,
14
- celebrate,
15
- drawTrail,
16
- fadeTrail,
17
- hideStick,
18
- landStick,
19
- placeStick,
20
- popStick,
21
- removeScene,
22
- type Scene,
23
- showStick
24
- } from './FallingSticksScene';
25
-
26
- export type Phase = 'ready' | 'playing' | 'over';
27
- /** catch: a stick caught (one per stick); miss: one landed (one per stick); win / lose: how it ended. */
28
- export type GameEvent = 'catch' | 'miss' | 'win' | 'lose';
29
-
30
- const WORLD_CAPACITY = 500; // cached meadow, pooled batons/trail, and short-lived native bursts
31
- const TRAIL_POINTS = 10;
32
-
33
- export function createGame(theme: GameTheme) {
34
- const world = new World(WORLD_CAPACITY);
35
- const camera: Camera = { eye: [0, 1, 0], target: [0, 1, -1], fov: 0.9 };
36
- const g = {
37
- world,
38
- camera,
39
- theme,
40
- layout: null as Layout | null,
41
- scene: null as Scene | null,
42
- phase: 'ready' as Phase,
43
- field: newField() as Field,
44
- /** Score, lives and the countdown live in the engine (Rust), advanced by world.update. */
45
- get lives() {
46
- return world.scoreboard.lives;
47
- },
48
- get score() {
49
- return world.scoreboard.score;
50
- },
51
- get timeLeft() {
52
- return world.scoreboard.shownSeconds;
53
- },
54
- won: false,
55
- /** The finger's recent points, for its trail (only while playing). */
56
- trail: [] as number[],
57
- pending: 0,
58
- // UI hooks, set by the screen.
59
- onPhase: (_p: Phase) => {},
60
- onScore: (_s: number) => {},
61
- onLives: (_l: number) => {},
62
- onTime: (_t: number) => {},
63
- onEvent: (_e: GameEvent) => {}
64
- };
65
- world.scoreboard.reset(LIVES, TIME_LIMIT);
66
- world.scoreboard.handlers = {
67
- onScore: (s) => g.onScore(s),
68
- onSecond: (t) => g.onTime(t),
69
- // Survive the two minutes to win
70
- onTimeUp: () => g.phase === 'playing' && end(g, true)
71
- };
72
- return g;
73
- }
74
- export type Game = ReturnType<typeof createGame>;
75
-
76
- // ── Scene ─────────────────────────────────────────────────────────────
77
-
78
- /** Lays the field out for the view (first layout, header height, rotation), or the night sky for a dark theme: rebuilt where things stand. */
79
- export function setLayout(g: Game, l: Layout) {
80
- const old = g.layout;
81
- if (old) {
82
- for (const st of g.field.sticks) {
83
- if (st.state === FREE) continue;
84
- st.x = l.left + ((st.x - old.left) / (old.right - old.left)) * (l.right - l.left);
85
- st.y = l.spawnY + ((st.y - old.spawnY) / Math.max(1, old.floorY - old.spawnY)) * (l.floorY - l.spawnY);
86
- st.restY = l.floorY - (old.floorY - st.restY) * (l.stickLen / old.stickLen);
87
- }
88
- }
89
- if (g.scene) removeScene(g.world, g.scene);
90
- g.layout = l;
91
- g.scene = buildScene(g.world, l, g.theme);
92
- Object.assign(g.camera, cameraFor(g.scene.view));
93
- g.trail = [];
94
- const s = g.scene;
95
- g.field.sticks.forEach((st, i) => {
96
- if (st.state === FREE) return;
97
- showStick(g.world, l, s, i, st);
98
- if (st.state !== FALLING) placeStick(g.world, l, s, i, { ...st, y: st.restY, rot: st.restRot }, false);
99
- });
100
- }
101
-
102
- /** Change the scenery in place while preserving the current run and stick colors. */
103
- export function setTheme(g: Game, theme: GameTheme) {
104
- if (g.theme === theme || g.world.isDisposed) return;
105
- g.theme = theme;
106
- if (g.layout) setLayout(g, g.layout);
107
- }
108
-
109
- // ── Run ───────────────────────────────────────────────────────────────
110
-
111
- function clear(g: Game) {
112
- g.world.cancelTimers();
113
- g.field = newField();
114
- g.world.scoreboard.reset(LIVES, TIME_LIMIT);
115
- g.won = false;
116
- g.pending = 0;
117
- g.trail = [];
118
- if (g.scene) {
119
- for (let i = 0; i < g.scene.sticks.length; i++) hideStick(g.world, g.scene, i);
120
- drawTrail(g.world, g.layout!, g.scene, []);
121
- }
122
- g.onScore(0);
123
- g.onLives(LIVES);
124
- g.onTime(TIME_LIMIT);
125
- }
126
-
127
- export function start(g: Game) {
128
- if (g.phase !== 'ready') return;
129
- clear(g);
130
- g.world.scoreboard.startCountdown(TIME_LIMIT);
131
- g.phase = 'playing';
132
- g.onPhase('playing');
133
- }
134
-
135
- /** Back to an empty field, not started (Stop, Play Again). The world, and the GPU view drawing it, are kept. */
136
- export function reset(g: Game) {
137
- clear(g);
138
- g.phase = 'ready';
139
- g.onPhase('ready');
140
- }
141
-
142
- export function dispose(g: Game) {
143
- g.world.dispose();
144
- }
145
-
146
- export function tick(g: Game, dt: number) {
147
- if (g.world.isDisposed) return;
148
- const elapsed = Math.max(0, Math.min(dt, MAX_PENDING_MS / 1000));
149
- const { layout: l, scene: s } = g;
150
- if (g.phase === 'playing' && l && s) {
151
- // Fixed 60 Hz frames; a long frame catches up at most three
152
- let pending = Math.min(g.pending + elapsed * 1000, MAX_PENDING_MS);
153
- while (g.phase === 'playing' && pending + 1e-6 >= STEP_MS) {
154
- pending -= STEP_MS;
155
- frame(g, l, s);
156
- }
157
- g.pending = Math.max(0, pending);
158
- if (g.phase === 'playing') {
159
- const updates = g.world.transforms;
160
- g.field.sticks.forEach((st, i) => st.state === FALLING && placeStick(g.world, l, s, i, st, true, updates));
161
- updates.flush();
162
- }
163
- }
164
- g.world.update(elapsed);
165
- }
166
-
167
- function frame(g: Game, l: Layout, s: Scene) {
168
- const { landed, spawned } = step(g.field, l, g.lives);
169
- for (const i of landed) landStick(g.world, l, s, i, g.field.sticks[i]!);
170
- if (spawned >= 0) showStick(g.world, l, s, spawned, g.field.sticks[spawned]!);
171
- if (!landed.length) return;
172
- // Each stick that landed is a miss and a life, one by one, as the original game counted them
173
- for (let k = 0; k < landed.length && g.phase === 'playing'; k++) {
174
- g.onEvent('miss');
175
- g.onLives(g.world.scoreboard.addLives(-1));
176
- if (g.lives <= 0) end(g, false);
177
- }
178
- }
179
-
180
- function end(g: Game, won: boolean) {
181
- g.world.scoreboard.stop();
182
- g.won = won;
183
- g.phase = 'over';
184
- if (g.layout && g.scene) {
185
- g.trail = [];
186
- fadeTrail(g.world, g.scene);
187
- if (won) celebrate(g.world, g.layout, g.scene);
188
- }
189
- g.onEvent(won ? 'win' : 'lose');
190
- g.onPhase('over');
191
- }
192
-
193
- // ── The finger ────────────────────────────────────────────────────────
194
-
195
- /** Down catches the sticks under the finger at once; moving catches every stick it passes over, leaving a trail. */
196
- export function drag(g: Game, { phase, x, y, cancelled }: DragEvent) {
197
- const { layout: l, scene: s } = g;
198
- if (!l || !s) return;
199
- if (cancelled) {
200
- g.trail = [];
201
- fadeTrail(g.world, s);
202
- return;
203
- }
204
- if (g.phase !== 'playing') return;
205
- if (phase !== 'start' && g.trail.length < 2) return;
206
- const fromX = phase === 'start' ? x : g.trail[g.trail.length - 2]!;
207
- const fromY = phase === 'start' ? y : g.trail[g.trail.length - 1]!;
208
- g.trail = phase === 'start' ? [x, y] : [...g.trail.slice(-(TRAIL_POINTS - 1) * 2), x, y];
209
- drawTrail(g.world, l, s, g.trail);
210
- const caught = catchAlong(g.field, l, fromX, fromY, x, y);
211
- for (const i of caught) {
212
- popStick(g.world, l, s, i, g.field.sticks[i]!);
213
- g.world.scoreboard.add(POINTS_PER_CATCH);
214
- g.onEvent('catch');
215
- }
216
- if (phase === 'end') {
217
- g.trail = [];
218
- fadeTrail(g.world, s);
219
- }
220
- }
@@ -1,145 +0,0 @@
1
- // Falling Sticks' physics and rules, with no React or engine: a fixed pool of sticks that spawn at the
2
- // top, fall and spin, land on the grass (each one a life) and are caught under the finger (500 each).
3
- // A gradual difficulty ramp and swept finger/rod collision run in fixed 60 Hz frames.
4
- import {
5
- BASE_FALL_SPEED,
6
- BASE_SPAWN_MS,
7
- FIRST_SPAWN_TIMER,
8
- LAND_TILT_MAX,
9
- type Layout,
10
- MAX_FALL_SPEED,
11
- MAX_STICKS,
12
- MIN_SPAWN_MS,
13
- POINTS_PER_CATCH,
14
- SPAWN_DEC_PER_POINT,
15
- SPEED_INC_PER_POINT,
16
- SPIN_MAX,
17
- STEP_MS,
18
- STICK_COLORS
19
- } from './FallingSticksConstants';
20
-
21
- export const FREE = 0;
22
- export const FALLING = 1;
23
- /** Lying on the ground: stays visible, so its slot isn't reused. */
24
- export const LANDED = 2;
25
-
26
- /** One pool slot, in view points (x right, y down) and degrees (clockwise). */
27
- export type Stick = {
28
- state: number;
29
- color: number;
30
- x: number;
31
- y: number;
32
- speed: number;
33
- rot: number;
34
- rotSpeed: number;
35
- restY: number;
36
- restRot: number;
37
- };
38
- export type Field = { sticks: Stick[]; spawnTimer: number; score: number; nextColor: number };
39
-
40
- export const newField = (): Field => ({
41
- sticks: Array.from({ length: MAX_STICKS }, () => ({ state: FREE, color: 0, x: 0, y: 0, speed: 0, rot: 0, rotSpeed: 0, restY: 0, restRot: 0 })),
42
- spawnTimer: FIRST_SPAWN_TIMER,
43
- score: 0,
44
- nextColor: 0
45
- });
46
-
47
- /** A stick at the top, in the first free slot (none if the pool's full). Returns its slot. */
48
- function spawn(f: Field, l: Layout): number {
49
- const slot = f.sticks.findIndex((s) => s.state === FREE);
50
- if (slot < 0) return -1;
51
- const s = f.sticks[slot]!;
52
- s.state = FALLING;
53
- s.color = f.nextColor;
54
- f.nextColor = (f.nextColor + 1 + Math.floor(Math.random() * 3)) % STICK_COLORS.length;
55
- s.x = l.left + l.spawnMargin + Math.random() * Math.max(0, l.right - l.left - l.spawnMargin * 2);
56
- s.y = l.spawnY;
57
- s.speed = Math.min((BASE_FALL_SPEED + f.score * SPEED_INC_PER_POINT) * (0.85 + Math.random() * 0.3), MAX_FALL_SPEED);
58
- s.rot = Math.random() * 360;
59
- s.rotSpeed = (Math.random() * 2 - 1) * SPIN_MAX;
60
- return slot;
61
- }
62
-
63
- /** It hits the ground: where it comes to rest, toppled to the nearest flat with a little tilt. */
64
- function land(s: Stick, l: Layout) {
65
- s.state = LANDED;
66
- s.restRot = Math.round(s.rot / 180) * 180 + (Math.random() * 2 - 1) * LAND_TILT_MAX;
67
- s.restY = l.floorY - l.stickW * 0.55 - Math.abs(Math.sin((s.restRot * Math.PI) / 180)) * l.stickLen * 0.5;
68
- }
69
-
70
- /**
71
- * One 60 Hz frame with `lives` left: sticks fall and spin, land (each a life), and maybe one spawns.
72
- * Returns the slots that landed and spawned, and the lives left.
73
- */
74
- export function step(f: Field, l: Layout, lives: number): { landed: number[]; spawned: number; lives: number } {
75
- const landed: number[] = [];
76
- f.sticks.forEach((s, i) => {
77
- if (s.state !== FALLING) return;
78
- s.y += s.speed;
79
- s.rot += s.rotSpeed;
80
- const bottom = Math.abs(Math.sin((s.rot * Math.PI) / 180)) * l.stickLen * 0.5 + l.stickW * 0.5;
81
- if (s.y + bottom >= l.floorY) {
82
- land(s, l);
83
- landed.push(i);
84
- }
85
- });
86
- lives = Math.max(0, lives - landed.length);
87
- let spawned = -1;
88
- // Spawns after the fall, so a new stick starts exactly at the top (and none once the last life's gone)
89
- if (lives <= 0) return { landed, spawned, lives };
90
- const spawnMs = Math.max(BASE_SPAWN_MS - f.score * SPAWN_DEC_PER_POINT, MIN_SPAWN_MS);
91
- f.spawnTimer += STEP_MS;
92
- if (f.spawnTimer >= spawnMs) {
93
- f.spawnTimer -= spawnMs;
94
- spawned = spawn(f, l);
95
- }
96
- return { landed, spawned, lives };
97
- }
98
-
99
- /** Squared distance from a point to a segment, including a stationary finger. */
100
- const pointDistance = (x: number, y: number, ax: number, ay: number, bx: number, by: number): number => {
101
- const dx = bx - ax;
102
- const dy = by - ay;
103
- const length = dx * dx + dy * dy;
104
- const t = length > 0 ? Math.max(0, Math.min(1, ((x - ax) * dx + (y - ay) * dy) / length)) : 0;
105
- return (x - ax - t * dx) ** 2 + (y - ay - t * dy) ** 2;
106
- };
107
-
108
- function segmentDistance(ax: number, ay: number, bx: number, by: number, cx: number, cy: number, dx: number, dy: number): number {
109
- const cross = (ux: number, uy: number, vx: number, vy: number) => ux * vy - uy * vx;
110
- const abC = cross(bx - ax, by - ay, cx - ax, cy - ay);
111
- const abD = cross(bx - ax, by - ay, dx - ax, dy - ay);
112
- const cdA = cross(dx - cx, dy - cy, ax - cx, ay - cy);
113
- const cdB = cross(dx - cx, dy - cy, bx - cx, by - cy);
114
- const overlap =
115
- Math.max(ax, bx) >= Math.min(cx, dx) &&
116
- Math.max(cx, dx) >= Math.min(ax, bx) &&
117
- Math.max(ay, by) >= Math.min(cy, dy) &&
118
- Math.max(cy, dy) >= Math.min(ay, by);
119
- if (overlap && abC * abD <= 0 && cdA * cdB <= 0) return 0;
120
- return Math.min(
121
- pointDistance(ax, ay, cx, cy, dx, dy),
122
- pointDistance(bx, by, cx, cy, dx, dy),
123
- pointDistance(cx, cy, ax, ay, bx, by),
124
- pointDistance(dx, dy, ax, ay, bx, by)
125
- );
126
- }
127
-
128
- /** Catch along the entire swipe and the stick's rotated length, so fast swipes and tip taps count. */
129
- export function catchAlong(f: Field, l: Layout, fromX: number, fromY: number, x: number, y: number): number[] {
130
- const caught: number[] = [];
131
- const r2 = l.hitRadius * l.hitRadius;
132
- f.sticks.forEach((s, i) => {
133
- if (s.state !== FALLING) return;
134
- const angle = (s.rot * Math.PI) / 180;
135
- const dx = Math.cos(angle) * l.stickLen * 0.5;
136
- const dy = Math.sin(angle) * l.stickLen * 0.5;
137
- if (segmentDistance(fromX, fromY, x, y, s.x - dx, s.y - dy, s.x + dx, s.y + dy) > r2) return;
138
- s.state = FREE;
139
- f.score += POINTS_PER_CATCH;
140
- caught.push(i);
141
- });
142
- return caught;
143
- }
144
-
145
- export const catchAt = (f: Field, l: Layout, x: number, y: number): number[] => catchAlong(f, l, x, y, x, y);