@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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@@ -1,245 +0,0 @@
1
- // Cached 3D batons in a perspective meadow. Screen-space rules map onto the camera's play plane,
2
- // keeping taps and swipes aligned while the landscape has real depth, lighting and shadows.
3
- import { effects, type Entity, lathe, merge, type Model, type Quat, quat, type TransformBatch, type Vec3, type World } from '@nayan-ui/engine';
4
- import type { GameTheme } from '../../services/ThemeService';
5
- import { stickBlast } from '../shared/EngineBlasts';
6
- import {
7
- at,
8
- facing,
9
- flowerMesh,
10
- makeView,
11
- pineMesh,
12
- pointSize,
13
- random,
14
- sceneryTint,
15
- spawnWorld,
16
- tuftMesh,
17
- type View3D
18
- } from '../shared/EngineMeadow';
19
- import { createGameMesh as createShape } from '../shared/EngineMeshes';
20
- import { toColor } from '../shared/EngineUtils';
21
- import { type Layout, MAX_STICKS, STICK_COLORS } from './FallingSticksConstants';
22
- import type { Stick } from './FallingSticksRules';
23
-
24
- const DEG = Math.PI / 180;
25
- const TRAIL = 10;
26
- const SIDEWAYS = quat.z(-Math.PI / 2);
27
- let baton: Model | null = null;
28
- let bands: Model | null = null;
29
-
30
- /** A smoothly rounded baton, one unit long along X; shared by the entire pool. */
31
- const batonMesh = () =>
32
- (baton ??= createShape(
33
- merge([
34
- {
35
- geometry: lathe(
36
- [
37
- [0.08, -0.5],
38
- [0.31, -0.49],
39
- [0.44, -0.465],
40
- [0.47, -0.43],
41
- [0.47, 0.43],
42
- [0.44, 0.465],
43
- [0.31, 0.49],
44
- [0.08, 0.5]
45
- ],
46
- { segments: 20 }
47
- ),
48
- rotation: SIDEWAYS
49
- }
50
- ]),
51
- { center: false, shine: 0.35 }
52
- ));
53
-
54
- /** Raised ivory grip rings keep their own color when the main body is tinted. */
55
- const bandMesh = () =>
56
- (bands ??= createShape(
57
- merge(
58
- [-1, 1].map((side) => ({
59
- geometry: lathe(
60
- [
61
- [0.475, -0.038],
62
- [0.51, -0.026],
63
- [0.51, 0.026],
64
- [0.475, 0.038]
65
- ],
66
- { segments: 20 }
67
- ),
68
- rotation: SIDEWAYS,
69
- position: [side * 0.34, 0, 0] as Vec3,
70
- color: toColor('#FFF3D9')
71
- }))
72
- ),
73
- { center: false, shine: 0.25 }
74
- ));
75
-
76
- export type Scene = {
77
- view: View3D;
78
- scenery: Entity[];
79
- sticks: Entity[];
80
- trail: Entity[];
81
- tumble: number[];
82
- };
83
-
84
- const stickColor = (st: Stick) => toColor(STICK_COLORS[st.color % STICK_COLORS.length]!);
85
- const depthFor = (s: Scene, i: number) => s.view.playDepth - i * 0.003;
86
- const stickScale = (l: Layout, s: Scene, i: number): Vec3 => {
87
- const k = pointSize(s.view, depthFor(s, i));
88
- return [l.stickLen * k, l.stickW * k, l.stickW * k];
89
- };
90
-
91
- function meadowView(l: Layout): View3D {
92
- const horizon = Math.min(0.64, l.floorY / l.height - 0.18);
93
- const v = makeView(l.width, l.height, { horizon, eyeHeight: 1, playDepth: 3.6 });
94
- // The landing line meets the actual meadow, instead of leaving landed sticks floating in front of it.
95
- v.eye = [v.eye[0], v.eye[1] + 0.025 - at(v, l.width / 2, l.floorY)[1], v.eye[2]];
96
- return v;
97
- }
98
-
99
- export function buildScene(world: World, l: Layout, theme: GameTheme): Scene {
100
- const view = meadowView(l);
101
- const scenery = spawnWorld(world, view, theme, { sun: [0.8, 0.28], clouds: [0.25, 0.48], groundDetails: false });
102
- const rand = random(73);
103
- const tint = sceneryTint(theme);
104
- // A distant treeline leaves a calm, open backdrop behind the catches.
105
- for (let i = 0; i < 13; i++) {
106
- const z = -(55 + rand() * 40);
107
- const span = -z * view.tanHalf * (l.width / l.height);
108
- const x = ((i / 12) * 2 - 1) * span * 1.15;
109
- const size = 3.5 + rand() * 2.5;
110
- scenery.push(world.spawn({ mesh: pineMesh(), position: [x, 0, z], scale: size, color: tint, pickable: false }));
111
- }
112
- // A restrained fringe marks the landing line; large foreground plants never obscure the batons.
113
- for (let i = 0; i < 28; i++) {
114
- const p = at(view, ((i + rand()) / 28) * l.width, l.floorY + 6 + rand() * 5);
115
- scenery.push(
116
- world.spawn({
117
- mesh: i % 5 === 0 ? flowerMesh() : tuftMesh(),
118
- position: [p[0], 0, p[2]],
119
- rotation: quat.y(rand() * Math.PI * 2),
120
- scale: pointSize(view) * (32 + rand() * 20),
121
- color: tint,
122
- pickable: false
123
- })
124
- );
125
- }
126
- const sticks = Array.from({ length: MAX_STICKS }, () => {
127
- const root = world.spawn({ mesh: batonMesh(), scale: 0, pickable: false });
128
- world.spawn({ mesh: bandMesh(), parent: root, pickable: false });
129
- return root;
130
- });
131
- const trail = Array.from({ length: TRAIL }, () => world.spawn({ mesh: 'roundedBox', scale: 0, pickable: false }));
132
- return { view, scenery, sticks, trail, tumble: sticks.map(() => 0) };
133
- }
134
-
135
- export function removeScene(world: World, s: Scene) {
136
- for (const e of [...s.scenery, ...s.sticks, ...s.trail]) world.despawn(e);
137
- }
138
-
139
- /** Spin in the screen plane, then roll around the baton's length. */
140
- const turn = (v: View3D, rot: number, tumble: number): Quat => quat.multiply(facing(v, -rot * DEG), quat.x(tumble));
141
-
142
- export function placeStick(world: World, _l: Layout, s: Scene, i: number, st: Stick, spinning = true, updates?: TransformBatch) {
143
- const tumble = spinning ? s.tumble[i]! + st.rot * DEG * 0.6 : s.tumble[i]!;
144
- (updates ?? world).set(s.sticks[i]!, { position: at(s.view, st.x, st.y, depthFor(s, i)), rotation: turn(s.view, st.rot, tumble) });
145
- }
146
-
147
- /** Reuse a pooled baton, including its color and native animation state. */
148
- export function showStick(world: World, l: Layout, s: Scene, i: number, st: Stick) {
149
- const e = s.sticks[i]!;
150
- world.stopAnimation(e);
151
- s.tumble[i] = st.color * 0.73;
152
- world.set(e, { scale: stickScale(l, s, i), color: stickColor(st) });
153
- placeStick(world, l, s, i, st);
154
- }
155
-
156
- export function hideStick(world: World, s: Scene, i: number) {
157
- world.stopAnimation(s.sticks[i]!);
158
- world.set(s.sticks[i]!, { scale: 0 });
159
- }
160
-
161
- /** A soft landing bounce followed by a tumble into the grass. */
162
- export function landStick(world: World, l: Layout, s: Scene, i: number, st: Stick) {
163
- const e = s.sticks[i]!;
164
- const bounce = Math.min(st.speed * 6, 24);
165
- const depth = depthFor(s, i);
166
- const restTumble = Math.round((s.tumble[i]! + st.rot * DEG * 0.6) / Math.PI) * Math.PI;
167
- s.tumble[i] = restTumble;
168
- world.animate(
169
- e,
170
- [
171
- { position: at(s.view, st.x, st.restY - bounce, depth), at: 0.3 },
172
- { position: at(s.view, st.x, st.restY, depth), rotation: turn(s.view, st.restRot, restTumble) }
173
- ],
174
- { duration: 0.45, easing: 'easeOut', path: 'smooth' }
175
- );
176
- const k = pointSize(s.view);
177
- effects.shatter(world, {
178
- position: at(s.view, st.x, l.floorY, depth),
179
- count: 7,
180
- mesh: 'sphere',
181
- size: l.stickW * k * 0.3,
182
- speed: 75 * k,
183
- lifetime: 0.45,
184
- gravity: -260 * k,
185
- direction: [0, 1, 0],
186
- spread: 0.9,
187
- colors: [toColor('#8DA35D'), toColor('#5F9141')],
188
- flash: false,
189
- dust: false
190
- });
191
- }
192
-
193
- /** Flash and pop the full baton, with a ring, flying chips and sparks along its length. */
194
- export function popStick(world: World, l: Layout, s: Scene, i: number, st: Stick) {
195
- stickBlast(world, s.sticks[i]!, {
196
- scale: stickScale(l, s, i),
197
- position: at(s.view, st.x, st.y, depthFor(s, i)),
198
- rotation: facing(s.view, -st.rot * DEG),
199
- color: stickColor(st)
200
- });
201
- }
202
-
203
- /** Connected tapered segments stay continuous even when touch events are far apart. */
204
- export function drawTrail(world: World, _l: Layout, s: Scene, points: number[]) {
205
- const updates = world.transforms;
206
- const n = points.length / 2;
207
- const depth = s.view.playDepth - 0.2;
208
- const k = pointSize(s.view, depth);
209
- s.trail.forEach((e, i) => {
210
- world.stopAnimation(e);
211
- const j = n - 1 - i;
212
- if (j < 0) {
213
- updates.scale(e, 0);
214
- return;
215
- }
216
- const ax = points[j * 2]!;
217
- const ay = points[j * 2 + 1]!;
218
- const bx = points[Math.max(0, j - 1) * 2]!;
219
- const by = points[Math.max(0, j - 1) * 2 + 1]!;
220
- const radius = 4 * (1 - i / TRAIL);
221
- const position = at(s.view, (ax + bx) / 2, (ay + by) / 2, depth);
222
- const rotation = facing(s.view, Math.atan2(by - ay, ax - bx));
223
- updates.transform(e, position[0], position[1], position[2], rotation[0], rotation[1], rotation[2], rotation[3]);
224
- updates.scale(e, (Math.hypot(ax - bx, ay - by) + radius) * k, radius * k, radius * k);
225
- updates.color(e, 1.7, 1.6, 1.35, 0.7 * (1 - i / TRAIL));
226
- });
227
- updates.flush();
228
- }
229
-
230
- export function fadeTrail(world: World, s: Scene) {
231
- world.animate(s.trail, { color: [1.7, 1.6, 1.35, 0], scale: 0 }, { duration: 0.18 });
232
- }
233
-
234
- export function celebrate(world: World, l: Layout, s: Scene) {
235
- const k = pointSize(s.view);
236
- effects.confetti(world, {
237
- position: at(s.view, l.width / 2, l.height * 0.45),
238
- count: 64,
239
- size: 5 * k,
240
- speed: l.right * k,
241
- lifetime: 1.2,
242
- gravity: -260 * k,
243
- colors: STICK_COLORS.map((color) => toColor(color))
244
- });
245
- }
@@ -1,74 +0,0 @@
1
- // Find Different Number's screen, on the Nayan engine: the board and its 100 tiles are one 3D scene
2
- // (an orthographic camera leaning back over the board), under Playtura's scoreboard, controls and
3
- // modals. The play is in FindDifferentNumberGame.ts (the puzzle in FindDifferentNumberRules.ts), what
4
- // it draws in FindDifferentNumberScene.ts.
5
- //
6
- // One world serves the whole visit: Start, Stop and Play Again reset it in place (a new round's
7
- // numbers swap onto the same tiles) and a theme change repaints it, so the GPU view is never rebuilt.
8
- import { HapticType } from '../../services/HapticsService';
9
- import { GAME_SOUNDS } from '../../services/SoundsService';
10
- import { GAME_IDS, isTablet } from '../../services/UtilsService';
11
- import { engineGame, EngineGameScreen } from '../shared/EngineGameScreen';
12
- import { scoreColumn, textColumn, timerColumn } from '../shared/EngineHud';
13
- import { useEngineGame } from '../shared/useEngineGame';
14
- import { useLiveState } from '../shared/useLiveState';
15
- import { GAME_DURATION, getLayout, LIGHT } from './FindDifferentNumberConstants';
16
- import { createGame, dispose, drag, type GameEvent, reset, setLayout, setTheme, start, tick } from './FindDifferentNumberGame';
17
- import { DIFFERENT_COUNT } from './FindDifferentNumberRules';
18
-
19
- const SOUNDS = GAME_SOUNDS.FIND_DIFFERENT_NUMBER;
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
- correct: { sound: SOUNDS.CORRECT, haptic: HapticType.SUCCESS },
24
- wrong: { sound: SOUNDS.WRONG, 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 FindDifferentNumber = engineGame(GAME_IDS.FIND_DIFFERENT_NUMBER, (props) => {
30
- const [score, setScore] = useLiveState(0);
31
- const [time, setTime] = useLiveState(GAME_DURATION);
32
- const [left, setLeft] = useLiveState(DIFFERENT_COUNT);
33
-
34
- // Win or lose as the round ends (with the score so far)
35
- const { game, theme, status, screen, gameOver } = useEngineGame(props, {
36
- gameId: GAME_IDS.FIND_DIFFERENT_NUMBER,
37
- create: createGame,
38
- start,
39
- reset,
40
- dispose,
41
- tick,
42
- setTheme,
43
- resize: (g, width, height, offset) => {
44
- const l = getLayout(width, height, offset, isTablet);
45
- setLayout(g, l);
46
- return l.size + l.pad * 2;
47
- },
48
- drag,
49
- sounds: SOUNDS,
50
- onStart: (fx) => fx(SOUNDS.START),
51
- wire: (g, fx) => {
52
- g.onScore = setScore;
53
- g.onTime = setTime;
54
- g.onLeft = setLeft;
55
- g.onEvent = (event) => fx(FEEDBACK[event].sound, FEEDBACK[event].haptic);
56
- }
57
- });
58
-
59
- return (
60
- <EngineGameScreen
61
- {...screen}
62
- light={LIGHT}
63
- columns={[scoreColumn(score), textColumn('LEFT', left), timerColumn(time, theme)]}
64
- subtext="Find the different numbers!"
65
- gameOver={gameOver({
66
- title: status === 'win' ? 'GREAT JOB!' : 'TIME UP!',
67
- message: status === 'win' ? 'You found all the different numbers!' : 'You ran out of time!',
68
- scoreLabel: 'Score',
69
- score: game.score,
70
- buttonText: status === 'win' ? 'Play Again!' : 'Try Again!'
71
- })}
72
- />
73
- );
74
- });
@@ -1,74 +0,0 @@
1
- // Find Different Number's scoring, timings, colors and layout. Rules and scores match the original version
2
- // (games/find-different-number), so scores carry over.
3
- import { getScoreBoardTop } from '../shared/EngineHud';
4
- import type { TiltView } from '../shared/EngineTilt';
5
- import { frontLight, gameWidthFor } from '../shared/EngineUtils';
6
- import { GRID } from './FindDifferentNumberRules';
7
-
8
- // ── Rules and scoring ─────────────────────────────────────────────────
9
-
10
- export const GAME_DURATION = 120; // seconds
11
- export const POINTS_PER_FIND = 500;
12
- export const WRONG_PENALTY = 3; // seconds off the clock
13
-
14
- // ── Colors ────────────────────────────────────────────────────────────
15
-
16
- export const COLORS = {
17
- // Classic: translucent white tiles on a frosted panel, white numbers (as the original board)
18
- CLASSIC_BOARD: 'rgba(255, 255, 255, 0.10)',
19
- CLASSIC_RIM: 'rgba(255, 255, 255, 0.35)',
20
- // Light mode's board, a soft blue-grey so the white tiles stand out on it
21
- LIGHT_BOARD: '#D3DBE8',
22
- LIGHT_RIM: '#AEBBD0',
23
- // Every theme's tiles, as Sudoku's cells
24
- TILE: '#FFFFFF',
25
- TEXT: '#0D1757',
26
- FOUND: '#4FC562',
27
- FOUND_TEXT: '#FFFFFF',
28
- WRONG: '#FF5252'
29
- } as const;
30
-
31
- // ── The scene ─────────────────────────────────────────────────────────
32
-
33
- /** The camera looks straight down at the board. */
34
- export const TILT = 0;
35
- /** Evenly lit, straight from the camera and all ambient: every face keeps its exact color, with no shading anywhere. */
36
- export const LIGHT = frontLight([0, 0, 1], 1);
37
- /** A tile's height, of its width. */
38
- export const TILE_HEIGHT = 0.2;
39
- export const FOUND_SCALE = 1.18;
40
-
41
- // ── Layout (view points) ──────────────────────────────────────────────
42
-
43
- const SCOREBOARD_HEIGHT = 82;
44
- const CONTROLS_HEIGHT = 120;
45
-
46
- export type Layout = TiltView & { tile: number; gap: number; pitch: number; pad: number; size: number };
47
-
48
- /** Tiles as wide as the screen allows (as the original grid), smaller if the screen is short. */
49
- export function getLayout(width: number, height: number, offset: number, tablet: boolean): Layout {
50
- const gap = tablet ? 6 : 4;
51
- const pad = tablet ? 10 : 6;
52
- const top = getScoreBoardTop(offset) + SCOREBOARD_HEIGHT;
53
- const room = Math.max(200, height - top - CONTROLS_HEIGHT);
54
- const fromWidth = (gameWidthFor(width) - pad * 2 - gap * (GRID - 1)) / GRID;
55
- const fromHeight = (room / Math.cos(TILT) - pad * 2 - gap * (GRID - 1)) / GRID;
56
- const tile = Math.max(18, Math.floor(Math.min(fromWidth, fromHeight)));
57
- return { width, height, tilt: TILT, centerY: top + room / 2, tile, gap, pitch: tile + gap, pad, size: tile * GRID + gap * (GRID - 1) };
58
- }
59
-
60
- /** A cell's centre (row 0 along the top), in world units. */
61
- export const cellCentre = (l: Layout, i: number): [number, number] => {
62
- const half = (GRID - 1) / 2;
63
- return [((i % GRID) - half) * l.pitch, (half - Math.floor(i / GRID)) * l.pitch];
64
- };
65
-
66
- /** The cell under a board point (on a tile, not the gap between), or -1. */
67
- export function cellAt(l: Layout, x: number, y: number): number {
68
- const lx = x + l.size / 2;
69
- const ly = l.size / 2 - y;
70
- const col = Math.floor(lx / l.pitch);
71
- const row = Math.floor(ly / l.pitch);
72
- if (row < 0 || row >= GRID || col < 0 || col >= GRID) return -1;
73
- return lx - col * l.pitch <= l.tile && ly - row * l.pitch <= l.tile ? row * GRID + col : -1;
74
- }
@@ -1,174 +0,0 @@
1
- // Find Different Number's play, with no React: build a game with `createGame`, give it a layout,
2
- // `start` it and `tick` it every frame. Every tile shows the same number but ten, which show a
3
- // look-alike: tap those. 500 points each; a wrong tap costs three seconds. Find all ten inside two
4
- // minutes to win (the time saved adds to the score); running out of time loses.
5
- //
6
- // The rules are the original store's (FindDifferentNumberRules.ts); the clock runs on the game's own clock.
7
- import { type Camera, type DragEvent, World } from '@nayan-ui/engine';
8
- import { calculateTimeBasedScore } from '../../services/ScoringService';
9
- import type { GameTheme } from '../../services/ThemeService';
10
- import { aimTilted, unproject } from '../shared/EngineTilt';
11
- import { cellAt, GAME_DURATION, type Layout, POINTS_PER_FIND, TILE_HEIGHT, WRONG_PENALTY } from './FindDifferentNumberConstants';
12
- import { DIFFERENT_COUNT, generatePuzzle, type Puzzle } from './FindDifferentNumberRules';
13
- import {
14
- buildScene,
15
- celebrate,
16
- dim,
17
- intro,
18
- markFound,
19
- markWrong,
20
- paint,
21
- removeScene,
22
- type Scene,
23
- setSceneTheme,
24
- showNumbers
25
- } from './FindDifferentNumberScene';
26
-
27
- export type Phase = 'ready' | 'playing' | 'over';
28
- /** correct / wrong: a tap's verdict; win / lose: how it ended. */
29
- export type GameEvent = 'correct' | 'wrong' | 'win' | 'lose';
30
-
31
- const WORLD_CAPACITY = 500; // 100 tiles with two digits each, the board, and the confetti
32
-
33
- export function createGame(theme: GameTheme) {
34
- const world = new World(WORLD_CAPACITY);
35
- const camera: Camera = { eye: [0, 0, 240], target: [0, 0, 0], fov: 1, ortho: 1 };
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
- puzzle: generatePuzzle() as Puzzle,
44
- found: new Set<number>(),
45
- won: false,
46
- /** Score and the countdown live in the engine (Rust), advanced by world.update. */
47
- get score() {
48
- return world.scoreboard.score;
49
- },
50
- get timeLeft() {
51
- return world.scoreboard.shownSeconds;
52
- },
53
- // UI hooks, set by the screen.
54
- onPhase: (_p: Phase) => {},
55
- onScore: (_s: number) => {},
56
- onTime: (_t: number) => {},
57
- onLeft: (_n: number) => {},
58
- onEvent: (_e: GameEvent) => {}
59
- };
60
- world.scoreboard.reset(0, GAME_DURATION);
61
- world.scoreboard.handlers = {
62
- onSecond: (t) => g.onTime(t),
63
- onTimeUp: () => g.phase === 'playing' && end(g, false)
64
- };
65
- return g;
66
- }
67
- export type Game = ReturnType<typeof createGame>;
68
-
69
- const left = (g: Game) => DIFFERENT_COUNT - g.found.size;
70
-
71
- // ── Scene ─────────────────────────────────────────────────────────────
72
-
73
- /** Lays the board out for the view (first layout, header height, rotation): rebuilt where things stand. */
74
- export function setLayout(g: Game, l: Layout) {
75
- const first = !g.scene;
76
- if (g.scene) removeScene(g.world, g.scene);
77
- g.layout = l;
78
- aimTilted(g.camera, l);
79
- g.scene = buildScene(g.world, l, g.theme, g.puzzle.numbers, g.found);
80
- if (first) intro(g.world, g.scene);
81
- }
82
-
83
- export function setTheme(g: Game, theme: GameTheme) {
84
- g.theme = theme;
85
- if (g.layout && g.scene) setSceneTheme(g.world, g.layout, g.scene, theme, g.found);
86
- }
87
-
88
- // ── Run ───────────────────────────────────────────────────────────────
89
-
90
- /** Starts on the round already shown. */
91
- export function start(g: Game) {
92
- if (g.phase !== 'ready') return;
93
- g.phase = 'playing';
94
- g.world.scoreboard.startCountdown(GAME_DURATION);
95
- g.onPhase('playing');
96
- }
97
-
98
- /** A fresh round, not started (Stop, Play Again, as the original game). */
99
- export function reset(g: Game) {
100
- g.puzzle = generatePuzzle();
101
- g.found = new Set();
102
- g.won = false;
103
- g.world.scoreboard.reset(0, GAME_DURATION);
104
- g.phase = 'ready';
105
- if (g.scene) {
106
- showNumbers(g.world, g.scene, g.puzzle.numbers);
107
- paint(g.world, g.scene, g.theme, g.found);
108
- intro(g.world, g.scene);
109
- }
110
- g.onScore(0);
111
- g.onTime(GAME_DURATION);
112
- g.onLeft(DIFFERENT_COUNT);
113
- g.onPhase('ready');
114
- }
115
-
116
- export function dispose(g: Game) {
117
- g.world.dispose();
118
- }
119
-
120
- export function tick(g: Game, dt: number) {
121
- if (g.world.isDisposed) return;
122
- g.world.update(dt);
123
- }
124
-
125
- function end(g: Game, won: boolean) {
126
- g.world.scoreboard.stop();
127
- g.won = won;
128
- g.phase = 'over';
129
- const { layout: l, scene: s } = g;
130
- if (l && s) {
131
- if (won) celebrate(g.world, l, s);
132
- else dim(g.world, s, g.theme, g.found);
133
- }
134
- g.onPhase('over');
135
- g.onEvent(won ? 'win' : 'lose');
136
- }
137
-
138
- // ── Taps ──────────────────────────────────────────────────────────────
139
-
140
- /** A tap on a cell: a different number found, or a wrong guess (three seconds off). Found cells are ignored. */
141
- export function tapCell(g: Game, i: number) {
142
- if (g.phase !== 'playing' || i < 0 || i >= g.puzzle.numbers.length || g.found.has(i)) return;
143
- const { layout: l, scene: s } = g;
144
- if (g.puzzle.different.has(i)) {
145
- g.found.add(i);
146
- g.world.scoreboard.add(POINTS_PER_FIND);
147
- const done = left(g) <= 0;
148
- if (done) g.world.scoreboard.set(calculateTimeBasedScore(GAME_DURATION - g.timeLeft, GAME_DURATION, g.score));
149
- if (s) markFound(g.world, s, i);
150
- g.onScore(g.score);
151
- g.onLeft(left(g));
152
- g.onEvent('correct');
153
- if (done) end(g, true);
154
- return;
155
- }
156
- g.world.scoreboard.addTime(-Math.min(WRONG_PENALTY, g.world.scoreboard.seconds));
157
- if (l && s) markWrong(g.world, l, s, g.camera, i, g.theme);
158
- g.onTime(g.timeLeft);
159
- g.onEvent('wrong');
160
- if (g.timeLeft <= 0) end(g, false);
161
- }
162
-
163
- /** The cell under a view point (on the tiles' tops), or -1. */
164
- export function cellUnder(g: Game, x: number, y: number): number {
165
- const l = g.layout;
166
- if (!l) return -1;
167
- const [wx, wy] = unproject(l, x, y, 1 + l.tile * TILE_HEIGHT);
168
- return cellAt(l, wx, wy);
169
- }
170
-
171
- /** Taps land on touch-down, as the original grid's did. */
172
- export function drag(g: Game, { phase, x, y }: DragEvent) {
173
- if (phase === 'start') tapCell(g, cellUnder(g, x, y));
174
- }
@@ -1,43 +0,0 @@
1
- // Find Different Number's rules, with no React or engine: a 10 x 10 grid where every cell shows the
2
- // same two-digit number except ten that show a look-alike (one digit swapped for a similar one).
3
- // Ported from the original store (games/find-different-number), with the same random draws in the same order.
4
-
5
- export const GRID = 10;
6
- export const CELLS = GRID * GRID;
7
- export const DIFFERENT_COUNT = 10;
8
-
9
- /** Digits that look like each one. */
10
- const SIMILAR: readonly (readonly number[])[] = [
11
- [8, 9, 6, 3],
12
- [7, 4, 2],
13
- [7, 1, 3],
14
- [8, 9, 5, 0, 2],
15
- [1, 9, 7, 6],
16
- [6, 9, 3, 8],
17
- [9, 5, 0, 8, 4],
18
- [1, 2, 4],
19
- [0, 3, 6, 9, 5],
20
- [6, 0, 4, 3, 8, 5]
21
- ];
22
-
23
- export type Puzzle = { numbers: number[]; different: Set<number> };
24
-
25
- export function generatePuzzle(): Puzzle {
26
- const base = 10 + Math.floor(Math.random() * 90);
27
- const tens = Math.floor(base / 10);
28
- const ones = base % 10;
29
- const candidates: number[] = [];
30
- for (const alt of SIMILAR[tens]!) {
31
- const n = alt * 10 + ones;
32
- if (n >= 10 && n <= 99 && n !== base) candidates.push(n);
33
- }
34
- for (const alt of SIMILAR[ones]!) {
35
- const n = tens * 10 + alt;
36
- if (n >= 10 && n <= 99 && n !== base) candidates.push(n);
37
- }
38
- const diff = candidates[Math.floor(Math.random() * candidates.length)]!;
39
- const different = new Set<number>();
40
- while (different.size < DIFFERENT_COUNT) different.add(Math.floor(Math.random() * CELLS));
41
- const numbers = Array.from({ length: CELLS }, (_, i) => (different.has(i) ? diff : base));
42
- return { numbers, different };
43
- }