@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
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  335. package/src/games/flappy-bird/FlappyBird.tsx +0 -73
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  349. package/src/games/game-2048/Game2048.tsx +0 -84
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@@ -1,498 +0,0 @@
1
- import {
2
- type Camera,
3
- type Color,
4
- effects,
5
- type Entity,
6
- extrude,
7
- lathe,
8
- merge,
9
- type Model,
10
- type MutableQuat,
11
- Path,
12
- quat,
13
- tube,
14
- type Vec3,
15
- type World
16
- } from '@nayan-ui/engine';
17
- import type { GameTheme } from '../../services/ThemeService';
18
- import { setBackdropTheme, spawnBackdrop } from '../shared/EngineBackdrop';
19
- import { type FruitKind, getFruits } from '../shared/EngineFruits';
20
- import { noise } from '../shared/EngineMeadow';
21
- import { cacheGameAsset, createGameMesh as createShape } from '../shared/EngineMeshes';
22
- // Everything Fruit Merger draws: a glass tank (a back pane, side walls and a floor with depth, themed as
23
- // the original glass), the dashed danger line that warms and pulses as the pile nears the top, the aimed
24
- // fruit with its dotted drop guide, and the fruits themselves: the shared 3D fruit models (and a pumpkin,
25
- // built here), rolling as they roll. Merges pop the new fruit in with a ring and a burst of its color.
26
- //
27
- // The play area's points map to the world one to one (x right, y up, z out of the glass); the camera
28
- // frames it as the original glass sat on the screen, looking from a little above.
29
- import { toColor } from '../shared/EngineUtils';
30
- import {
31
- COLLISION_SCALE,
32
- COLORS,
33
- CORNER,
34
- FRUIT_TYPES,
35
- JAR_DEPTH,
36
- type Layout,
37
- OVERFLOW_Y,
38
- PLAY_HEIGHT,
39
- PLAY_WIDTH,
40
- toWorld,
41
- WALL
42
- } from './FruitMergerConstants';
43
- import type { Body } from './FruitMergerRules';
44
-
45
- const EYE_DISTANCE = 260;
46
- const BACKDROP_DEPTH = 220;
47
- const DASHES = 24;
48
- const DOTS = 12;
49
- const WHITE: Color = [1, 1, 1, 1];
50
-
51
- // ── The pumpkin (the shared fruits have no pumpkin) ───────────────────
52
-
53
- let pumpkin: { model: Model; center: Vec3 } | undefined;
54
- function pumpkinModel() {
55
- return cacheGameAsset('fruit-merger/FruitMergerScene:pumpkinModel', () => pumpkinModelUncached());
56
- }
57
-
58
- function pumpkinModelUncached() {
59
- if (pumpkin) return pumpkin;
60
- // An oblate, ribbed round, dimpled at the top: the profile runs top to bottom
61
- const profile: [number, number][] = Array.from({ length: 41 }, (_, i) => {
62
- const a = (Math.PI * i) / 40;
63
- const r = 0.5 * Math.sin(a);
64
- const y = 0.4 * Math.cos(a) - 0.06 * Math.exp(-Math.pow(a / 0.45, 2)) + 0.04 * Math.exp(-Math.pow((Math.PI - a) / 0.45, 2));
65
- return [Math.max(0.0005, r), y];
66
- });
67
- const groove = (u: number) => 1 - Math.pow(Math.abs(Math.sin(u * Math.PI * 8)), 0.4);
68
- const body = lathe(profile, {
69
- segments: 64,
70
- displace: (u, v) => -0.045 * groove(u) * Math.sin(Math.PI * v),
71
- color: ({ u, v }) => {
72
- const g = groove(u);
73
- const k = 1 - 0.35 * g - 0.12 * Math.pow(Math.abs(v - 0.5) * 2, 3);
74
- return [0.98 * k, (0.52 - 0.08 * g) * k, 0.08 * k, 1];
75
- }
76
- });
77
- const stem = tube(
78
- [
79
- [0, 0.3, 0],
80
- [0.01, 0.4, 0],
81
- [0.05, 0.48, 0],
82
- [0.09, 0.5, 0]
83
- ],
84
- { radius: (t) => 0.05 * (1 - 0.45 * t), sides: 10, color: [0.36, 0.42, 0.16, 1] }
85
- );
86
- const whole = merge([{ geometry: body }, { geometry: stem }]);
87
- pumpkin = { model: createShape(whole, { center: false, shine: 0.55 }), center: [0, 0.04, 0] };
88
- return pumpkin;
89
- }
90
-
91
- // ── The lemon (round, to fill its circle like every fruit here) ──────
92
-
93
- let lemon: { model: Model; center: Vec3 } | undefined;
94
- function lemonModel() {
95
- return cacheGameAsset('fruit-merger/FruitMergerScene:lemonModel', () => lemonModelUncached());
96
- }
97
-
98
- function lemonModelUncached() {
99
- if (lemon) return lemon;
100
- // A plump round body with a small pointed tip at each end: the profile runs top to bottom
101
- const profile: [number, number][] = Array.from({ length: 49 }, (_, i) => {
102
- const a = (Math.PI * i) / 48;
103
- const tip = 0.07 * (Math.exp(-Math.pow(a / 0.22, 2)) + Math.exp(-Math.pow((Math.PI - a) / 0.22, 2)));
104
- return [Math.max(0.0005, 0.47 * Math.sin(a)), (0.45 + tip) * Math.cos(a)];
105
- });
106
- const body = lathe(profile, {
107
- segments: 56,
108
- // A dimpled peel
109
- displace: (u, v) => 0.006 * noise(u * 40, v * 30) * Math.sin(Math.PI * v),
110
- color: ({ v, position: p }) => {
111
- const pole = Math.pow(Math.abs(v - 0.5) * 2, 3);
112
- const k = 1 - 0.18 * pole + 0.05 * noise(p[0] * 30, p[1] * 30);
113
- return [0.99 * k, (0.84 - 0.1 * pole) * k, 0.18 * k, 1];
114
- }
115
- });
116
- const stem = tube(
117
- [
118
- [0, 0.5, 0],
119
- [0.02, 0.56, 0]
120
- ],
121
- { radius: 0.025, sides: 8, color: [0.38, 0.45, 0.16, 1] }
122
- );
123
- const leaf = lathe(
124
- [
125
- [0.0005, 0],
126
- [0.05, 0.03],
127
- [0.06, 0.1],
128
- [0.03, 0.17],
129
- [0.0005, 0.2]
130
- ],
131
- { segments: 10, color: [0.25, 0.55, 0.2, 1] }
132
- );
133
- const whole = merge([
134
- { geometry: body },
135
- { geometry: stem },
136
- { geometry: leaf, position: [0.03, 0.53, 0], rotation: quat.z(-1.1), scale: [1, 1, 0.35] }
137
- ]);
138
- lemon = { model: createShape(whole, { center: false, shine: 0.6 }), center: [0, 0.02, 0] };
139
- return lemon;
140
- }
141
-
142
- /** A fruit's model and its centre, by chain position. */
143
- function fruitModel(typeId: number): { model: Model; center: Vec3 } {
144
- const name = FRUIT_TYPES[typeId]!.name;
145
- if (name === 'pumpkin') return pumpkinModel();
146
- if (name === 'lemon') return lemonModel();
147
- const f = getFruits()[name as FruitKind];
148
- return { model: f.whole, center: f.center };
149
- }
150
-
151
- /** Smooth oval fruits drawn rounder here, to sit better in their circles. */
152
- const ROUNDER = new Set<string>(['papaya']);
153
-
154
- /** A fruit, `size` across: a root (moved and turned) with the model inside, centred and fitted. */
155
- function spawnFruit(world: World, typeId: number, position: Vec3, scale = 1): Entity {
156
- const size = FRUIT_TYPES[typeId]!.size;
157
- const { model, center } = fruitModel(typeId);
158
- // Fitted so its average width across is just inside its collision circle: fruits touch where they collide,
159
- // and a bulgy one's widest side doesn't push into its neighbour
160
- const [w, h] = model.size;
161
- const avg = (w + h) / 2;
162
- const s = (size * COLLISION_SCALE * 0.97) / avg;
163
- // A smooth oval fruit (the papaya) is rounded halfway toward its circle, its long side eased in
164
- const round = ROUNDER.has(FRUIT_TYPES[typeId]!.name);
165
- const k: Vec3 = round ? [(s * (w + avg)) / 2 / w, (s * (h + avg)) / 2 / h, s] : [s, s, s];
166
- const root = world.spawn({ mesh: 'none', position, scale, pickable: false });
167
- world.spawn({
168
- mesh: model,
169
- parent: root,
170
- position: [-center[0] * k[0], -center[1] * k[1], -center[2] * k[2]],
171
- scale: k,
172
- color: WHITE,
173
- pickable: false
174
- });
175
- return root;
176
- }
177
-
178
- // ── Spawning ──────────────────────────────────────────────────────────
179
-
180
- export type Scene = {
181
- backdrop: Entity;
182
- jar: Entity[];
183
- dashes: Entity[];
184
- dots: Entity[];
185
- preview: Entity | null;
186
- previewId: string | null;
187
- previewX: number;
188
- previewY: number;
189
- /** The next fruit, small, just above the aimed one, and which fruit it shows. */
190
- next: Entity | null;
191
- nextType: number;
192
- fruits: Map<string, Entity>;
193
- danger: number;
194
- hot: boolean;
195
- };
196
-
197
- const guideColor = (t: GameTheme): Color => (t.mode === 'light' ? toColor(t.TEXT) : [1, 1, 1, 1]);
198
-
199
- /** Frames the glass where the layout puts it, looking from a little above. */
200
- export function aim(camera: Camera, l: Layout) {
201
- const c = Math.cos(l.tilt);
202
- const sn = Math.sin(l.tilt);
203
- // The play area's centre sits 2 points above the glass's (its floor is the glass's bottom border)
204
- const ty = (l.centerY - 2 * l.k - l.height / 2) / (l.k * c);
205
- camera.target = [-(l.centerX - l.width / 2) / l.k, ty, 0];
206
- camera.eye = [camera.target[0], ty + sn * EYE_DISTANCE, c * EYE_DISTANCE];
207
- camera.ortho = l.height / (2 * l.k);
208
- }
209
-
210
- const meshes = new Map<string, Model>();
211
- const cached = (key: string, build: () => Model) => {
212
- let m = meshes.get(key);
213
- if (!m) {
214
- m = cacheGameAsset('fruit-merger/FruitMergerScene:' + key, build);
215
- meshes.set(key, m);
216
- }
217
- return m;
218
- };
219
-
220
- /**
221
- * The glass's outline at `o` points outside the play area (x right, y down from its top-left), as path
222
- * points (the path's y runs down; extruding flips it up, so a point lands where toWorld puts it): down
223
- * the left wall, round the bottom-left corner, along the floor, round the other corner, up the right.
224
- */
225
- function outline(o: number): [number, number][] {
226
- const W = PLAY_WIDTH;
227
- const H = PLAY_HEIGHT;
228
- const R = CORNER + o;
229
- const pts: [number, number][] = [[-o, 0]];
230
- const arc = (cx: number, from: number, to: number) => {
231
- for (let i = 0; i <= 12; i++) {
232
- const a = from + ((to - from) * i) / 12;
233
- pts.push([cx + Math.cos(a) * R, H - CORNER + Math.sin(a) * R]);
234
- }
235
- };
236
- arc(CORNER, Math.PI, Math.PI / 2);
237
- arc(W - CORNER, Math.PI / 2, 0);
238
- pts.push([W + o, 0]);
239
- return pts.map(([x, y]) => [x - W / 2, y - H / 2]);
240
- }
241
- /** A band of the glass from `inner` to `outer` points outside the play area, `depth` deep. */
242
- const bandMesh = (inner: number, outer: number, depth: number, shine: number) =>
243
- cached(`fm-band:${inner}:${outer}:${depth.toFixed(1)}:${shine}`, () => {
244
- const ring = [...outline(outer), ...outline(inner).reverse()];
245
- return createShape(extrude(new Path().addPolygon(ring), { depth }), { center: false, shine });
246
- });
247
- /** The back pane: the whole glass's shape, flat. */
248
- const backMesh = () =>
249
- cached('fm-back', () => createShape(extrude(new Path().addPolygon(outline(WALL)), { depth: 1.5 }), { center: false, shine: 0.1 }));
250
-
251
- const CLASSIC_BACK: Color = [1, 1, 1, 0.3];
252
- const CLASSIC_WALL: Color = [1, 1, 1, 0.35];
253
- const backColor = (t: GameTheme): Color => (t.mode === 'classic' ? CLASSIC_BACK : toColor(t.BOARD.SURFACE));
254
- const wallColor = (t: GameTheme): Color => (t.mode === 'classic' ? CLASSIC_WALL : toColor(t.BOARD.BORDER));
255
-
256
- /**
257
- * The tank, in the theme's colors: its body (rounded bottom corners, a back pane of the same shape) all
258
- * in the board's color, and its border a single thin line traced round its inside edge at the front.
259
- */
260
- function spawnJar(world: World, theme: GameTheme): Entity[] {
261
- const front = JAR_DEPTH / 2;
262
- const back = backColor(theme);
263
- const line = wallColor(theme);
264
- return [
265
- world.spawn({ mesh: backMesh(), position: [0, 0, -front - 1], color: back, pickable: false }),
266
- world.spawn({ mesh: bandMesh(0, WALL, JAR_DEPTH, 0), position: [0, 0, 0], color: back, pickable: false }),
267
- world.spawn({ mesh: bandMesh(0, 1.6, 0.6, 0), position: [0, 0, front + 0.3], color: line, pickable: false })
268
- ];
269
- }
270
-
271
- export function buildScene(world: World, l: Layout, theme: GameTheme): Scene {
272
- const backdrop = spawnBackdrop(world, l.width, l.height, -BACKDROP_DEPTH, theme);
273
- placeBackdrop(world, backdrop, l);
274
- const dashW = (PLAY_WIDTH - 8) / (DASHES * 1.75);
275
- const dashes = Array.from({ length: DASHES }, (_, i) =>
276
- world.spawn({
277
- mesh: 'cube',
278
- position: toWorld(4 + dashW / 2 + i * dashW * 1.75, OVERFLOW_Y, -JAR_DEPTH / 2 + 1.2),
279
- scale: [dashW, 1.5, 0.6],
280
- color: dangerColor(theme, 0),
281
- pickable: false
282
- })
283
- );
284
- const g = guideColor(theme);
285
- const dots = Array.from({ length: DOTS }, (_, i) =>
286
- world.spawn({ mesh: 'sphere', scale: 0, color: [g[0], g[1], g[2], Math.max(0.6 - i * 0.04, 0.15)], pickable: false })
287
- );
288
- return {
289
- backdrop,
290
- jar: spawnJar(world, theme),
291
- dashes,
292
- dots,
293
- preview: null,
294
- previewId: null,
295
- previewX: NaN,
296
- previewY: NaN,
297
- next: null,
298
- nextType: -1,
299
- fruits: new Map(),
300
- danger: 0,
301
- hot: false
302
- };
303
- }
304
-
305
- /** The backdrop drawn from the view's top-left, behind the glass, filling the view. */
306
- function placeBackdrop(world: World, backdrop: Entity, l: Layout) {
307
- const c = Math.cos(l.tilt);
308
- const ty = (l.centerY - 2 * l.k - l.height / 2) / (l.k * c);
309
- world.set(backdrop, {
310
- position: [
311
- -(l.centerX - l.width / 2) / l.k - l.width / (2 * l.k),
312
- ty + (l.height / (2 * l.k) - BACKDROP_DEPTH * Math.sin(l.tilt)) / c,
313
- -BACKDROP_DEPTH
314
- ],
315
- scale: [1 / l.k, 1 / (l.k * c), 1]
316
- });
317
- }
318
-
319
- export function removeScene(world: World, s: Scene) {
320
- for (const e of [s.backdrop, ...s.jar, ...s.dashes, ...s.dots, s.preview, s.next, ...s.fruits.values()]) if (e != null) world.despawn(e);
321
- }
322
-
323
- export function setSceneTheme(world: World, s: Scene, theme: GameTheme) {
324
- setBackdropTheme(world, s.backdrop, theme);
325
- for (const e of s.jar) world.despawn(e);
326
- s.jar = spawnJar(world, theme);
327
- for (const e of s.dashes) world.set(e, { color: dangerColor(theme, s.danger) });
328
- const g = guideColor(theme);
329
- s.dots.forEach((e, i) => world.set(e, { color: [g[0], g[1], g[2], Math.max(0.6 - i * 0.04, 0.15)] }));
330
- }
331
-
332
- // ── The danger line ───────────────────────────────────────────────────
333
-
334
- function dangerColor(theme: GameTheme, d: number): Color {
335
- const g = guideColor(theme);
336
- const safe: Color = theme.mode === 'light' ? [g[0], g[1], g[2], 0.28] : toColor(COLORS.DANGER_SAFE);
337
- const hot = toColor(COLORS.DANGER_HOT);
338
- const mix = (i: number) => (safe[i] ?? 1) + ((hot[i] ?? 1) - (safe[i] ?? 1)) * d;
339
- return [mix(0), mix(1), mix(2), mix(3)];
340
- }
341
-
342
- /** Warms the line toward red as the pile nears it (thicker as it does), pulsing once it's close. */
343
- export function setDanger(world: World, s: Scene, theme: GameTheme, d: number) {
344
- if (d === s.danger) return;
345
- s.danger = d;
346
- const color = dangerColor(theme, d);
347
- const hot = d > 0.35;
348
- for (const e of s.dashes) {
349
- world.stopAnimation(e);
350
- world.set(e, { color, scale: [(PLAY_WIDTH - 8) / (DASHES * 1.75), 1.5 + d * 1.5, 0.6] });
351
- if (hot)
352
- world.animate(
353
- e,
354
- { color: [color[0], color[1], color[2], (color[3] ?? 1) * 0.35] },
355
- { duration: 0.38, easing: 'easeInOut', repeat: 'forever', yoyo: true }
356
- );
357
- }
358
- s.hot = hot;
359
- }
360
-
361
- // ── Fruits ────────────────────────────────────────────────────────────
362
-
363
- // Scratch for each fruit's roll (the batch copies it).
364
- const SPIN: MutableQuat = [0, 0, 0, 1];
365
-
366
- /** Keeps the fruit entities in step with the bodies: each where its body is, turned by its roll. */
367
- export function drawFruits(world: World, s: Scene, bodies: Body[]) {
368
- const updates = world.transforms;
369
- for (const b of bodies) {
370
- let e = s.fruits.get(b.id);
371
- if (e == null) {
372
- e = spawnFruit(world, b.typeId, toWorld(b.x, b.y));
373
- s.fruits.set(b.id, e);
374
- }
375
- quat.z(-b.angle, SPIN);
376
- updates.transform(e, b.x - PLAY_WIDTH / 2, PLAY_HEIGHT / 2 - b.y, 0, SPIN[0], SPIN[1], SPIN[2], SPIN[3]);
377
- }
378
- updates.flush();
379
- }
380
-
381
- /** Two fruits merge: they shrink into the spot, the new one pops in there, with a ring and a burst. */
382
- export function mergeFx(world: World, s: Scene, a: Body, b: Body, made: Body) {
383
- const at = toWorld(made.x, made.y);
384
- for (const f of [a, b]) {
385
- const e = s.fruits.get(f.id);
386
- if (e == null) continue;
387
- s.fruits.delete(f.id);
388
- world.animate(e, { position: at, scale: 0.2 }, { duration: 0.12, easing: 'easeIn' }).then(() => {
389
- if (world.has(e)) world.despawn(e);
390
- });
391
- }
392
- const e = spawnFruit(world, made.typeId, at, 0.5);
393
- world.animate(e, { scale: 1 }, { spring: 'bouncy' });
394
- s.fruits.set(made.id, e);
395
- const t = FRUIT_TYPES[made.typeId]!;
396
- const c = toColor(t.color);
397
- const ring = world.spawn({
398
- mesh: 'torus',
399
- position: [at[0], at[1], JAR_DEPTH / 2 - 2],
400
- rotation: quat.x(Math.PI / 2),
401
- scale: t.size * 0.6,
402
- color: [c[0], c[1], c[2], 0.9],
403
- pickable: false
404
- });
405
- world.animate(ring, { scale: t.size * 1.5, color: [c[0], c[1], c[2], 0] }, { duration: 0.42, easing: 'easeOut' }).then(() => {
406
- if (world.has(ring)) world.despawn(ring);
407
- });
408
- effects.sparkle(world, {
409
- position: [at[0], at[1], 10],
410
- count: 18,
411
- size: t.size * 0.08,
412
- speed: t.size * 2.2,
413
- lifetime: 0.5,
414
- gravity: -t.size * 3,
415
- colors: [c, [1, 1, 1, 1]],
416
- flash: false
417
- });
418
- }
419
-
420
- /** Clears every fruit (a new game). */
421
- export function clearFruits(world: World, s: Scene) {
422
- for (const e of s.fruits.values()) world.despawn(e);
423
- s.fruits.clear();
424
- }
425
-
426
- /** How big the next fruit's preview is, of its real size. */
427
- const NEXT_SCALE = 0.4;
428
-
429
- /**
430
- * The aimed fruit at the top (growing in when it's new), with its drop guide down the glass and the next
431
- * fruit, small, just above it; null hides them.
432
- */
433
- export function drawPreview(world: World, s: Scene, fruit: { id: string; typeId: number; x: number; y: number } | null, nextType = -1) {
434
- if (!fruit && s.previewId === null && s.nextType === -1) return;
435
- if (fruit && s.previewId === fruit.id && s.previewX === fruit.x && s.previewY === fruit.y && s.nextType === nextType) return;
436
- if (fruit) {
437
- s.previewX = fruit.x;
438
- s.previewY = fruit.y;
439
- }
440
- if (!fruit) {
441
- if (s.preview != null) world.despawn(s.preview);
442
- s.preview = null;
443
- s.previewId = null;
444
- if (s.next != null) world.despawn(s.next);
445
- s.next = null;
446
- s.nextType = -1;
447
- for (const d of s.dots) world.set(d, { scale: 0 });
448
- return;
449
- }
450
- if (s.previewId !== fruit.id) {
451
- if (s.preview != null) world.despawn(s.preview);
452
- s.preview = spawnFruit(world, fruit.typeId, toWorld(fruit.x, fruit.y, 4), 0.3);
453
- world.animate(s.preview, { scale: 1 }, { spring: { stiffness: 240, damping: 11 } });
454
- s.previewId = fruit.id;
455
- }
456
- world.set(s.preview!, { position: toWorld(fruit.x, fruit.y, 4) });
457
- // The next fruit, small, above the aimed one
458
- if (nextType !== s.nextType) {
459
- if (s.next != null) world.despawn(s.next);
460
- s.next = nextType >= 0 ? spawnFruit(world, nextType, [0, 0, 4], NEXT_SCALE * 0.4) : null;
461
- if (s.next != null) world.animate(s.next, { scale: NEXT_SCALE }, { spring: { stiffness: 240, damping: 12 } });
462
- s.nextType = nextType;
463
- }
464
- if (s.next != null) {
465
- // Fixed at the top centre, above where the aimed fruit waits: it stays put while that one is dragged
466
- const above = fruit.y - FRUIT_TYPES[fruit.typeId]!.size / 2 - (FRUIT_TYPES[nextType]!.size * NEXT_SCALE) / 2 - 4;
467
- world.set(s.next, { position: toWorld(PLAY_WIDTH / 2, above, 4) });
468
- }
469
- const start = fruit.y + FRUIT_TYPES[fruit.typeId]!.size / 2 + 15;
470
- const spacing = (PLAY_HEIGHT - 10 - start) / DOTS;
471
- s.dots.forEach((d, i) => world.set(d, { position: toWorld(fruit.x, start + i * spacing, 2), scale: Math.max(4 - i * 0.2, 1.5) * 2 }));
472
- }
473
-
474
- /** The pumpkin: confetti over the glass. */
475
- export function celebrate(world: World) {
476
- effects.confetti(world, {
477
- position: toWorld(PLAY_WIDTH / 2, PLAY_HEIGHT * 0.35, 20),
478
- count: 70,
479
- size: 7,
480
- speed: PLAY_WIDTH * 1.3,
481
- lifetime: 1.4,
482
- gravity: -PLAY_WIDTH * 2,
483
- colors: ['#FFD700', '#FF9800', '#4CAF50', '#E91E63'].map((c) => toColor(c))
484
- });
485
- }
486
-
487
- /** The pile gave out (overflow or time): a jolt. */
488
- export function jolt(camera: Camera) {
489
- camera.shake = 6;
490
- }
491
-
492
- /** Reusable assets; the game loader advances one builder per frame. */
493
- export function* warmAssets(): Iterable<() => unknown> {
494
- yield backMesh;
495
- for (let type = 0; type < FRUIT_TYPES.length; type++) yield () => fruitModel(type);
496
- yield () => bandMesh(0, WALL, JAR_DEPTH, 0);
497
- yield () => bandMesh(0, 1.6, 0.6, 0);
498
- }
@@ -1,129 +0,0 @@
1
- // Fruit Ninja's screen, on the Nayan engine: a 3D meadow seen through a perspective camera, with the
2
- // fruit, bombs and stars, their sliced halves and the blade trail flying in front of it, under
3
- // Playtura's scoreboard, controls and modals. The rules are in FruitNinjaGame.ts, the world in
4
- // FruitNinjaWorld.ts, what the game throws and slices in FruitNinjaScene.ts.
5
- //
6
- // One world serves the whole visit: Start, Stop and Play Again reset it in place and a theme change
7
- // swaps day for night, so the GPU view is never rebuilt. Spins, halves, splashes and bursts move in the
8
- // engine's Rust core; JS throws, moves and cuts a handful of items and steps the world once a frame.
9
- import { useMemo } from 'react';
10
- import { HapticType } from '../../services/HapticsService';
11
- import { GAME_SOUNDS } from '../../services/SoundsService';
12
- import { GAME_IDS } from '../../services/UtilsService';
13
- import { type Fruit, type FruitKind, getFruit, isFruitBuilt } from '../shared/EngineFruits';
14
- import { engineGame, EngineGameScreen } from '../shared/EngineGameScreen';
15
- import { livesColumn, scoreColumn, timerColumn } from '../shared/EngineHud';
16
- import { useEngineGame } from '../shared/useEngineGame';
17
- import { useLiveState } from '../shared/useLiveState';
18
- import { FIRST_FRUITS, FRUIT_BUILD_GAP, FRUIT_DETAIL, FRUIT_KINDS, getLayout, MAX_LIVES, TIME_LIMIT } from './FruitNinjaConstants';
19
- import { addFruit, createGame, dispose, reset, setLayout, setModels, setTheme, start, tick, touchEnd, touchMove, touchStart } from './FruitNinjaGame';
20
- import { backgroundFor, lightFor } from './FruitNinjaWorld';
21
-
22
- const SFX = GAME_SOUNDS.FRUIT_NINJA;
23
-
24
- export const FruitNinja = engineGame(GAME_IDS.FRUIT_NINJA, (props) => {
25
- const [score, setScore] = useLiveState(0);
26
- const [lives, setLives] = useLiveState(MAX_LIVES);
27
- const [timeLeft, setTimeLeft] = useLiveState(TIME_LIMIT);
28
-
29
- // Lasting out the timer is a win, losing every life a loss
30
- const { theme, screen, gameOver } = useEngineGame(props, {
31
- gameId: GAME_IDS.FRUIT_NINJA,
32
- create: createGame,
33
- start,
34
- reset,
35
- dispose,
36
- tick,
37
- setTheme,
38
- resize: (g, width, height, offset) => {
39
- const l = getLayout(width, height, offset);
40
- setLayout(g, l);
41
- return l.fieldWidth;
42
- },
43
- // Swipe to slice; a tap cuts where it lands
44
- drag: (g, { phase, x, y }) => {
45
- if (phase === 'start') touchStart(g, x, y);
46
- else if (phase === 'move') touchMove(g, x, y);
47
- else touchEnd(g);
48
- },
49
- tap: (g, x, y) => {
50
- touchStart(g, x, y);
51
- touchEnd(g);
52
- },
53
- sounds: SFX,
54
- onStart: (fx) => fx(SFX.START),
55
- wire: (g, fx) => {
56
- g.onScore = setScore;
57
- g.onLives = setLives;
58
- g.onTime = setTimeLeft;
59
- g.onTouch = () => fx(null, HapticType.LIGHT);
60
- g.onSlice = () => fx(SFX.SLICE, HapticType.LIGHT);
61
- g.onBomb = () => fx(SFX.BOMB, HapticType.HEAVY);
62
- g.onWin = () => fx(GAME_SOUNDS.WELL_DONE);
63
- g.onLose = () => fx(SFX.GAME_OVER);
64
- // The fruit models are built once per app (cached by EngineFruits), after the screen has opened, at
65
- // the light detail their size needs: one mesh per frame (a whole fruit, then its halves), and each
66
- // fruit thrown only once both are built, so a build never lands inside a throw or a cut. The first
67
- // few come back to back; the rest are spaced out so the frames between them stay smooth.
68
- const fruits = {} as Record<FruitKind, Fruit>;
69
- // Reopening the game uses every ready model immediately, rather than waiting
70
- // through another sequence of frames and build-gap timers for cached fruit.
71
- for (const kind of FRUIT_KINDS) {
72
- if (!isFruitBuilt(kind, FRUIT_DETAIL, true)) continue;
73
- fruits[kind] = getFruit(kind, FRUIT_DETAIL);
74
- addFruit(g, kind);
75
- }
76
- if (g.kinds.length) setModels(g, fruits);
77
- const pending = FRUIT_KINDS.filter((kind) => !isFruitBuilt(kind, FRUIT_DETAIL, true));
78
- let next = 0;
79
- let halves = pending.length > 0 && isFruitBuilt(pending[0]!, FRUIT_DETAIL);
80
- let frame = 0;
81
- let timer: ReturnType<typeof setTimeout> | undefined;
82
- const build = () => {
83
- if (g.world.isDisposed) return;
84
- const kind = pending[next]!;
85
- const fruit = getFruit(kind, FRUIT_DETAIL);
86
- if (!halves) {
87
- void fruit.whole;
88
- } else {
89
- void fruit.pieces;
90
- fruits[kind] = fruit;
91
- if (!g.models) setModels(g, fruits);
92
- addFruit(g, kind);
93
- next++;
94
- }
95
- halves = !halves;
96
- if (next >= pending.length) return;
97
- if (!halves) halves = isFruitBuilt(pending[next]!, FRUIT_DETAIL);
98
- if (halves || next < FIRST_FRUITS) frame = requestAnimationFrame(build);
99
- else timer = setTimeout(() => (frame = requestAnimationFrame(build)), FRUIT_BUILD_GAP);
100
- };
101
- if (pending.length) frame = requestAnimationFrame(build);
102
- return () => {
103
- cancelAnimationFrame(frame);
104
- clearTimeout(timer);
105
- };
106
- }
107
- });
108
-
109
- // Sunlight by day, moonlight at night (the world's colors follow the theme too)
110
- const light = useMemo(() => lightFor(theme), [theme]);
111
- const background = useMemo(() => backgroundFor(theme), [theme]);
112
-
113
- return (
114
- <EngineGameScreen
115
- {...screen}
116
- light={light}
117
- background={background}
118
- columns={[scoreColumn(score), livesColumn(lives, MAX_LIVES), timerColumn(timeLeft, theme)]}
119
- subtext="Slice fruits to score!"
120
- gameOver={gameOver({
121
- title: 'GAME OVER',
122
- message: 'You ran out of lives!',
123
- scoreLabel: 'Final Score',
124
- score,
125
- buttonText: 'Slice Again!'
126
- })}
127
- />
128
- );
129
- });