@nayan-ui/games 1.20.0 → 1.21.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (552) hide show
  1. package/lib/module/games/arrows/Arrows.js +1 -1
  2. package/lib/module/games/arrows/ArrowsScene.js +1 -1
  3. package/lib/module/games/balloon-blaster/BalloonBlaster.js +1 -1
  4. package/lib/module/games/balloon-blaster/BalloonBlasterScene.js +1 -1
  5. package/lib/module/games/bike-racing/BikeMeshes.js +1 -1
  6. package/lib/module/games/bike-racing/BikeRacing.js +1 -1
  7. package/lib/module/games/bike-racing/BikeRacingConstants.js +1 -1
  8. package/lib/module/games/bike-racing/BikeRacingScene.js +1 -1
  9. package/lib/module/games/block-blast/BlockBlast.js +1 -1
  10. package/lib/module/games/block-blast/BlockBlastScene.js +1 -1
  11. package/lib/module/games/block-breaker/BlockBreaker.js +1 -1
  12. package/lib/module/games/block-breaker/BlockBreakerScene.js +1 -1
  13. package/lib/module/games/bluk/Bluk.js +1 -1
  14. package/lib/module/games/bluk/BlukScene.js +1 -1
  15. package/lib/module/games/bubble-shooter/BubbleShooter.js +1 -1
  16. package/lib/module/games/bubble-shooter/BubbleShooterScene.js +1 -1
  17. package/lib/module/games/candy-crush/CandyCrush.js +1 -1
  18. package/lib/module/games/candy-crush/CandyCrushScene.js +1 -1
  19. package/lib/module/games/car-racing/CarMeshes.js +1 -1
  20. package/lib/module/games/car-racing/CarRacing.js +1 -1
  21. package/lib/module/games/car-racing/CarRacingScene.js +1 -1
  22. package/lib/module/games/chameleon-run/ChameleonRun.js +1 -1
  23. package/lib/module/games/chameleon-run/ChameleonRunBackdrop.js +1 -1
  24. package/lib/module/games/chameleon-run/ChameleonRunMeshes.js +1 -1
  25. package/lib/module/games/checkers/Checkers.js +1 -1
  26. package/lib/module/games/checkers/CheckersScene.js +1 -1
  27. package/lib/module/games/color-switch/ColorSwitch.js +1 -1
  28. package/lib/module/games/color-switch/ColorSwitchScene.js +1 -1
  29. package/lib/module/games/colors-sort/ColorsSort.js +1 -1
  30. package/lib/module/games/colors-sort/ColorsSortScene.js +1 -1
  31. package/lib/module/games/connect-em-all/ConnectEmAll.js +1 -1
  32. package/lib/module/games/connect-em-all/ConnectEmAllScene.js +1 -1
  33. package/lib/module/games/crossy-road/CrossyRoad.js +1 -1
  34. package/lib/module/games/crossy-road/CrossyRoadMeshes.js +1 -1
  35. package/lib/module/games/crossy-road/CrossyRoadPerson.js +1 -1
  36. package/lib/module/games/dino-jump/DinoJump.js +1 -1
  37. package/lib/module/games/dino-jump/DinoJumpScene.js +1 -1
  38. package/lib/module/games/dots-and-boxes/DotsAndBoxes.js +1 -1
  39. package/lib/module/games/dots-and-boxes/DotsAndBoxesScene.js +1 -1
  40. package/lib/module/games/falling-sticks/FallingSticks.js +1 -1
  41. package/lib/module/games/falling-sticks/FallingSticksScene.js +1 -1
  42. package/lib/module/games/find-different-number/FindDifferentNumber.js +1 -1
  43. package/lib/module/games/find-different-number/FindDifferentNumberScene.js +1 -1
  44. package/lib/module/games/flappy-bird/FlappyBird.js +1 -1
  45. package/lib/module/games/flappy-bird/FlappyBirdScene.js +1 -1
  46. package/lib/module/games/fruit-merger/FruitMerger.js +1 -1
  47. package/lib/module/games/fruit-merger/FruitMergerScene.js +1 -1
  48. package/lib/module/games/fruit-ninja/FruitNinja.js +1 -1
  49. package/lib/module/games/fruit-ninja/FruitNinjaScene.js +1 -1
  50. package/lib/module/games/fruit-ninja/FruitNinjaWorld.js +1 -1
  51. package/lib/module/games/game-2048/Game2048.js +1 -1
  52. package/lib/module/games/game-2048/Game2048Scene.js +1 -1
  53. package/lib/module/games/knife-hit/KnifeHit.js +1 -1
  54. package/lib/module/games/knife-hit/KnifeHitScene.js +1 -1
  55. package/lib/module/games/ludo-king/LudoKing.js +1 -1
  56. package/lib/module/games/ludo-king/LudoKingScene.js +1 -1
  57. package/lib/module/games/maze-runner/MazeRunner.js +1 -1
  58. package/lib/module/games/maze-runner/MazeRunnerScene.js +1 -1
  59. package/lib/module/games/memory-match/MemoryMatch.js +1 -1
  60. package/lib/module/games/memory-match/MemoryMatchScene.js +1 -1
  61. package/lib/module/games/mine-sweeper/MineSweeper.js +1 -1
  62. package/lib/module/games/mine-sweeper/MineSweeperScene.js +1 -1
  63. package/lib/module/games/mob-control/MobControl.js +1 -1
  64. package/lib/module/games/mob-control/MobControlGame.js +1 -1
  65. package/lib/module/games/mob-control/MobControlMeshes.js +1 -1
  66. package/lib/module/games/mob-control/MobControlRenderer.js +1 -1
  67. package/lib/module/games/mob-control/MobControlRules.js +1 -1
  68. package/lib/module/games/mob-control/MobControlScene.js +1 -1
  69. package/lib/module/games/nuts-and-bolts/NutsAndBolts.js +1 -1
  70. package/lib/module/games/nuts-and-bolts/NutsAndBoltsScene.js +1 -1
  71. package/lib/module/games/pac-man/PacMan.js +1 -1
  72. package/lib/module/games/pac-man/PacManGame.js +1 -1
  73. package/lib/module/games/pac-man/PacManScene.js +1 -1
  74. package/lib/module/games/paper-io/PaperIo.js +1 -1
  75. package/lib/module/games/paper-io/PaperIoMeshes.js +1 -1
  76. package/lib/module/games/paper-io/PaperIoScene.js +1 -1
  77. package/lib/module/games/penguin-run/PenguinMeshes.js +1 -1
  78. package/lib/module/games/penguin-run/PenguinRun.js +1 -1
  79. package/lib/module/games/penguin-run/PenguinRunScene.js +1 -1
  80. package/lib/module/games/perfect-circle/PerfectCircle.js +1 -1
  81. package/lib/module/games/perfect-circle/PerfectCircleScene.js +1 -1
  82. package/lib/module/games/pipe-connect/PipeConnect.js +1 -1
  83. package/lib/module/games/pipe-connect/PipeConnectScene.js +1 -1
  84. package/lib/module/games/play-with-tua/PlayWithTua.js +1 -1
  85. package/lib/module/games/popit-fidget/PopitFidget.js +1 -1
  86. package/lib/module/games/popit-fidget/PopitFidgetScene.js +1 -1
  87. package/lib/module/games/reversi/Reversi.js +1 -1
  88. package/lib/module/games/reversi/ReversiScene.js +1 -1
  89. package/lib/module/games/search-grid/SearchGrid.js +1 -1
  90. package/lib/module/games/search-grid/SearchGridScene.js +1 -1
  91. package/lib/module/games/shared/BackdropCard.js +1 -1
  92. package/lib/module/games/shared/EngineBackdrop.js +1 -1
  93. package/lib/module/games/shared/EngineBlasts.js +1 -1
  94. package/lib/module/games/shared/EngineBlocks.js +1 -1
  95. package/lib/module/games/shared/EngineDice.js +1 -1
  96. package/lib/module/games/shared/EngineFruits.js +1 -1
  97. package/lib/module/games/shared/EngineGameLoader.js +1 -1
  98. package/lib/module/games/shared/EngineGameScreen.js +1 -1
  99. package/lib/module/games/shared/EngineGlyphs.js +1 -1
  100. package/lib/module/games/shared/EngineHud.js +1 -1
  101. package/lib/module/games/shared/EngineMeadow.js +1 -1
  102. package/lib/module/games/shared/EngineTouchSurface.js +1 -1
  103. package/lib/module/games/shared/GameActivity.js +1 -1
  104. package/lib/module/games/shared/GameLoading.js +1 -1
  105. package/lib/module/games/shared/GameLoadingTransition.js +1 -1
  106. package/lib/module/games/sliding-numbers/SlidingNumbers.js +1 -1
  107. package/lib/module/games/sliding-numbers/SlidingNumbersScene.js +1 -1
  108. package/lib/module/games/snake-3d/Snake3D.js +1 -1
  109. package/lib/module/games/snake-3d/Snake3DScene.js +1 -1
  110. package/lib/module/games/snakes-and-ladders/SnakesAndLadders.js +1 -1
  111. package/lib/module/games/snakes-and-ladders/SnakesAndLaddersScene.js +1 -1
  112. package/lib/module/games/space-fighter/SpaceFighter.js +1 -1
  113. package/lib/module/games/space-fighter/SpaceFighterScene.js +1 -1
  114. package/lib/module/games/spider-solitaire/SpiderSolitaire.js +1 -1
  115. package/lib/module/games/spider-solitaire/SpiderSolitaireScene.js +1 -1
  116. package/lib/module/games/stack-tower/StackTower.js +1 -1
  117. package/lib/module/games/stack-tower/StackTowerScene.js +1 -1
  118. package/lib/module/games/sudoku/Sudoku.js +1 -1
  119. package/lib/module/games/sudoku/SudokuScene.js +1 -1
  120. package/lib/module/games/tangram/Tangram.js +1 -1
  121. package/lib/module/games/tangram/TangramScene.js +1 -1
  122. package/lib/module/games/tank-1990/Tank1990.js +1 -1
  123. package/lib/module/games/tank-1990/Tank1990Scene.js +1 -1
  124. package/lib/module/games/tic-tac-toe/TicTacToe.js +1 -1
  125. package/lib/module/games/tic-tac-toe/TicTacToeScene.js +1 -1
  126. package/lib/module/games/tile-home/TileHome.js +1 -1
  127. package/lib/module/games/tile-home/TileHomeScene.js +1 -1
  128. package/lib/module/games/treasure-hunt/TreasureHunt.js +1 -1
  129. package/lib/module/games/treasure-hunt/TreasureHuntConstants.js +1 -1
  130. package/lib/module/games/treasure-hunt/TreasureHuntModel.js +1 -1
  131. package/lib/module/games/treasure-hunt/TreasureHuntScene.js +1 -1
  132. package/lib/module/games/whack-a-mole/WhackAMole.js +1 -1
  133. package/lib/module/games/whack-a-mole/WhackAMoleScene.js +1 -1
  134. package/lib/module/helpers/GameSettingsModal.js +1 -1
  135. package/lib/module/helpers/GameTheme.js +1 -1
  136. package/package.json +1 -2
  137. package/src/assets/fonts/Inter-SemiBold.ttf +0 -0
  138. package/src/assets/models/explorer/explorer.glb +0 -0
  139. package/src/assets/models/explorer/params.json +0 -51
  140. package/src/assets/models/explorer/source.json +0 -222
  141. package/src/assets/models/play-with-tua/play-with-tua.glb +0 -0
  142. package/src/assets/models/play-with-tua/sources.json +0 -141
  143. package/src/assets/sfx/balloon_pop.wav +0 -0
  144. package/src/assets/sfx/blocked.wav +0 -0
  145. package/src/assets/sfx/boing.wav +0 -0
  146. package/src/assets/sfx/bonus.wav +0 -0
  147. package/src/assets/sfx/boom.wav +0 -0
  148. package/src/assets/sfx/bump.wav +0 -0
  149. package/src/assets/sfx/cannon.wav +0 -0
  150. package/src/assets/sfx/capture.wav +0 -0
  151. package/src/assets/sfx/card_flip.wav +0 -0
  152. package/src/assets/sfx/card_place.wav +0 -0
  153. package/src/assets/sfx/catch.wav +0 -0
  154. package/src/assets/sfx/chime.wav +0 -0
  155. package/src/assets/sfx/chomp.wav +0 -0
  156. package/src/assets/sfx/chomp_alt.wav +0 -0
  157. package/src/assets/sfx/clack.wav +0 -0
  158. package/src/assets/sfx/clang.wav +0 -0
  159. package/src/assets/sfx/clash.wav +0 -0
  160. package/src/assets/sfx/click.wav +0 -0
  161. package/src/assets/sfx/coin.wav +0 -0
  162. package/src/assets/sfx/combo.wav +0 -0
  163. package/src/assets/sfx/crash.wav +0 -0
  164. package/src/assets/sfx/crunch.wav +0 -0
  165. package/src/assets/sfx/dance.wav +0 -0
  166. package/src/assets/sfx/deselect.wav +0 -0
  167. package/src/assets/sfx/dice_roll.wav +0 -0
  168. package/src/assets/sfx/die.wav +0 -0
  169. package/src/assets/sfx/draw.wav +0 -0
  170. package/src/assets/sfx/drop.wav +0 -0
  171. package/src/assets/sfx/eat.wav +0 -0
  172. package/src/assets/sfx/engine.wav +0 -0
  173. package/src/assets/sfx/error.wav +0 -0
  174. package/src/assets/sfx/flag.wav +0 -0
  175. package/src/assets/sfx/flap.wav +0 -0
  176. package/src/assets/sfx/flip_disc.wav +0 -0
  177. package/src/assets/sfx/footstep_run.wav +0 -0
  178. package/src/assets/sfx/footstep_walk.wav +0 -0
  179. package/src/assets/sfx/game_over.wav +0 -0
  180. package/src/assets/sfx/gate.wav +0 -0
  181. package/src/assets/sfx/hit.wav +0 -0
  182. package/src/assets/sfx/hop.wav +0 -0
  183. package/src/assets/sfx/hurt.wav +0 -0
  184. package/src/assets/sfx/invalid.wav +0 -0
  185. package/src/assets/sfx/jump.wav +0 -0
  186. package/src/assets/sfx/ladder.wav +0 -0
  187. package/src/assets/sfx/land.wav +0 -0
  188. package/src/assets/sfx/laugh.wav +0 -0
  189. package/src/assets/sfx/lose.wav +0 -0
  190. package/src/assets/sfx/merge.wav +0 -0
  191. package/src/assets/sfx/miss.wav +0 -0
  192. package/src/assets/sfx/nitro.wav +0 -0
  193. package/src/assets/sfx/pew.wav +0 -0
  194. package/src/assets/sfx/place.wav +0 -0
  195. package/src/assets/sfx/pling.wav +0 -0
  196. package/src/assets/sfx/point.wav +0 -0
  197. package/src/assets/sfx/pop.wav +0 -0
  198. package/src/assets/sfx/pop_soft.wav +0 -0
  199. package/src/assets/sfx/power_up.wav +0 -0
  200. package/src/assets/sfx/reveal.wav +0 -0
  201. package/src/assets/sfx/robot.wav +0 -0
  202. package/src/assets/sfx/rotate.wav +0 -0
  203. package/src/assets/sfx/run_steps.wav +0 -0
  204. package/src/assets/sfx/select.wav +0 -0
  205. package/src/assets/sfx/shuffle.wav +0 -0
  206. package/src/assets/sfx/six.wav +0 -0
  207. package/src/assets/sfx/slice.wav +0 -0
  208. package/src/assets/sfx/slide.wav +0 -0
  209. package/src/assets/sfx/snake.wav +0 -0
  210. package/src/assets/sfx/snap.wav +0 -0
  211. package/src/assets/sfx/splash.wav +0 -0
  212. package/src/assets/sfx/star.wav +0 -0
  213. package/src/assets/sfx/start.wav +0 -0
  214. package/src/assets/sfx/swoosh.wav +0 -0
  215. package/src/assets/sfx/tap.wav +0 -0
  216. package/src/assets/sfx/thud.wav +0 -0
  217. package/src/assets/sfx/thunk.wav +0 -0
  218. package/src/assets/sfx/tick.wav +0 -0
  219. package/src/assets/sfx/time_up.wav +0 -0
  220. package/src/assets/sfx/tock.wav +0 -0
  221. package/src/assets/sfx/walk_steps.wav +0 -0
  222. package/src/assets/sfx/warning.wav +0 -0
  223. package/src/assets/sfx/whack.wav +0 -0
  224. package/src/assets/sfx/whoosh.wav +0 -0
  225. package/src/assets/sfx/win.wav +0 -0
  226. package/src/assets/sfx/zap.wav +0 -0
  227. package/src/assets/textures/ad_bolt.png +0 -0
  228. package/src/assets/textures/ad_bubbles.png +0 -0
  229. package/src/assets/textures/ad_chevrons.png +0 -0
  230. package/src/assets/textures/asphalt.png +0 -0
  231. package/src/assets/textures/bark.jpg +0 -0
  232. package/src/assets/textures/explorer-atlas.png +0 -0
  233. package/src/assets/textures/facade.png +0 -0
  234. package/src/assets/textures/grass.png +0 -0
  235. package/src/assets/textures/leaves.png +0 -0
  236. package/src/assets/textures/limestone.jpg +0 -0
  237. package/src/assets/textures/meadow.jpg +0 -0
  238. package/src/assets/textures/nature-sources.json +0 -87
  239. package/src/assets/textures/pine.png +0 -0
  240. package/src/assets/textures/river.jpg +0 -0
  241. package/src/assets/textures/soft_glow.png +0 -0
  242. package/src/games/arrows/Arrows.tsx +0 -69
  243. package/src/games/arrows/ArrowsConstants.ts +0 -107
  244. package/src/games/arrows/ArrowsGame.ts +0 -735
  245. package/src/games/arrows/ArrowsScene.ts +0 -395
  246. package/src/games/balloon-blaster/BalloonBlaster.tsx +0 -75
  247. package/src/games/balloon-blaster/BalloonBlasterConstants.ts +0 -79
  248. package/src/games/balloon-blaster/BalloonBlasterGame.ts +0 -287
  249. package/src/games/balloon-blaster/BalloonBlasterPhysics.ts +0 -95
  250. package/src/games/balloon-blaster/BalloonBlasterScene.ts +0 -225
  251. package/src/games/bike-racing/BikeMeshes.ts +0 -273
  252. package/src/games/bike-racing/BikeRacing.tsx +0 -211
  253. package/src/games/bike-racing/BikeRacingConstants.ts +0 -103
  254. package/src/games/bike-racing/BikeRacingGame.ts +0 -557
  255. package/src/games/bike-racing/BikeRacingScene.ts +0 -119
  256. package/src/games/block-blast/BlockBlast.tsx +0 -73
  257. package/src/games/block-blast/BlockBlastConstants.ts +0 -179
  258. package/src/games/block-blast/BlockBlastGame.ts +0 -471
  259. package/src/games/block-blast/BlockBlastScene.ts +0 -156
  260. package/src/games/block-breaker/BlockBreaker.tsx +0 -79
  261. package/src/games/block-breaker/BlockBreakerConstants.ts +0 -139
  262. package/src/games/block-breaker/BlockBreakerGame.ts +0 -459
  263. package/src/games/block-breaker/BlockBreakerScene.ts +0 -257
  264. package/src/games/bluk/Bluk.tsx +0 -82
  265. package/src/games/bluk/BlukConstants.ts +0 -121
  266. package/src/games/bluk/BlukGame.ts +0 -323
  267. package/src/games/bluk/BlukRules.ts +0 -154
  268. package/src/games/bluk/BlukScene.ts +0 -514
  269. package/src/games/bubble-shooter/BubbleShooter.tsx +0 -76
  270. package/src/games/bubble-shooter/BubbleShooterConstants.ts +0 -103
  271. package/src/games/bubble-shooter/BubbleShooterGame.ts +0 -459
  272. package/src/games/bubble-shooter/BubbleShooterScene.ts +0 -158
  273. package/src/games/candy-crush/CandyCrush.tsx +0 -77
  274. package/src/games/candy-crush/CandyCrushConstants.ts +0 -94
  275. package/src/games/candy-crush/CandyCrushGame.ts +0 -477
  276. package/src/games/candy-crush/CandyCrushScene.ts +0 -209
  277. package/src/games/car-racing/CarMeshes.ts +0 -440
  278. package/src/games/car-racing/CarRacing.tsx +0 -211
  279. package/src/games/car-racing/CarRacingConstants.ts +0 -167
  280. package/src/games/car-racing/CarRacingFacade.ts +0 -40
  281. package/src/games/car-racing/CarRacingGame.ts +0 -539
  282. package/src/games/car-racing/CarRacingScene.ts +0 -1026
  283. package/src/games/car-racing/CarRacingScenery.ts +0 -265
  284. package/src/games/chameleon-run/ChameleonRun.tsx +0 -96
  285. package/src/games/chameleon-run/ChameleonRunBackdrop.ts +0 -186
  286. package/src/games/chameleon-run/ChameleonRunConstants.ts +0 -47
  287. package/src/games/chameleon-run/ChameleonRunGame.ts +0 -309
  288. package/src/games/chameleon-run/ChameleonRunMeshes.ts +0 -305
  289. package/src/games/chameleon-run/ChameleonRunRules.ts +0 -252
  290. package/src/games/chameleon-run/ChameleonRunScene.ts +0 -310
  291. package/src/games/checkers/Checkers.tsx +0 -83
  292. package/src/games/checkers/CheckersAI.ts +0 -255
  293. package/src/games/checkers/CheckersConstants.ts +0 -68
  294. package/src/games/checkers/CheckersGame.ts +0 -322
  295. package/src/games/checkers/CheckersRules.ts +0 -167
  296. package/src/games/checkers/CheckersScene.ts +0 -308
  297. package/src/games/color-switch/ColorSwitch.tsx +0 -75
  298. package/src/games/color-switch/ColorSwitchConstants.ts +0 -61
  299. package/src/games/color-switch/ColorSwitchGame.ts +0 -329
  300. package/src/games/color-switch/ColorSwitchScene.ts +0 -220
  301. package/src/games/colors-sort/ColorsSort.tsx +0 -82
  302. package/src/games/colors-sort/ColorsSortConstants.ts +0 -119
  303. package/src/games/colors-sort/ColorsSortGame.ts +0 -246
  304. package/src/games/colors-sort/ColorsSortScene.ts +0 -315
  305. package/src/games/connect-em-all/ConnectEmAll.tsx +0 -70
  306. package/src/games/connect-em-all/ConnectEmAllConstants.ts +0 -77
  307. package/src/games/connect-em-all/ConnectEmAllGame.ts +0 -401
  308. package/src/games/connect-em-all/ConnectEmAllScene.ts +0 -235
  309. package/src/games/crossy-road/CrossyRoad.tsx +0 -74
  310. package/src/games/crossy-road/CrossyRoadCamera.ts +0 -59
  311. package/src/games/crossy-road/CrossyRoadConstants.ts +0 -132
  312. package/src/games/crossy-road/CrossyRoadGame.ts +0 -293
  313. package/src/games/crossy-road/CrossyRoadMeshes.ts +0 -195
  314. package/src/games/crossy-road/CrossyRoadPerson.ts +0 -198
  315. package/src/games/crossy-road/CrossyRoadRules.ts +0 -99
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@@ -1,107 +0,0 @@
1
- import { isTablet } from '../../services/UtilsService';
2
- // Fruit Ninja's rules, physics, timings and layout. Rules, scoring, physics and layout match the original
3
- // version (games/fruit-ninja), so scores and feel carry over.
4
- import type { FruitKind } from '../shared/EngineFruits';
5
- import { gameWidthFor } from '../shared/EngineUtils';
6
-
7
- // ── Rules ─────────────────────────────────────────────────────────────
8
-
9
- export const TIME_LIMIT = 120; // seconds; lasting it out counts as a win
10
- export const MAX_LIVES = 3;
11
- export const POINTS_PER_FRUIT = 100;
12
- export const POINTS_PER_STAR = 500; // and a life back
13
- export const BOMB_CHANCE = 0.18;
14
- export const STAR_CHANCE = 0.07;
15
-
16
- /** The fruits that fly, as the original version's set (all modelled in EngineFruits). */
17
- export const FRUIT_KINDS: readonly FruitKind[] = [
18
- 'apple',
19
- 'orange',
20
- 'banana',
21
- 'grapes',
22
- 'kiwi',
23
- 'strawberry',
24
- 'mango',
25
- 'peach',
26
- 'cherries',
27
- 'pineapple',
28
- 'watermelon',
29
- 'pomegranate',
30
- 'papaya'
31
- ];
32
-
33
- // ── Spawning (seconds) ────────────────────────────────────────────────
34
-
35
- export const FIRST_WAVE = 1;
36
- export const WAVE_SIZE = 2;
37
- export const WAVE_STAGGER = 0.7; // between the items of a wave
38
- export const WAVE_INTERVAL = 1.8; // ± WAVE_JITTER / 2, at least WAVE_MIN
39
- export const WAVE_JITTER = 0.4;
40
- export const WAVE_MIN = 0.5;
41
-
42
- // ── Physics (points per 60 fps frame, as the original version) ───────────
43
-
44
- export const FRAME_TIME = 1 / 60;
45
- export const MAX_FRAMES = 2;
46
- export const FRUIT_SIZE = isTablet ? 90 : 60;
47
- /** Mesh detail for fruit this small (EngineFruits: 0.35 still looks round at 60 points); about level² the vertices of full detail. */
48
- export const FRUIT_DETAIL = isTablet ? 0.7 : 0.5;
49
- /** Fruit built back to back when the screen opens (enough to play); the rest follow one every FRUIT_BUILD_GAP ms. */
50
- export const FIRST_FRUITS = 3;
51
- export const FRUIT_BUILD_GAP = 300;
52
- const GRAVITY = isTablet ? 0.15 : 0.12;
53
- const VX_RANGE = isTablet ? 1.5 : 1;
54
- const SPAWN_ABOVE_BOTTOM = 50;
55
- const PEAK = 0.15; // fruit arcs up to the top 15% of the screen
56
- export const WALL_BOUNCE = 0.8;
57
- export const SPIN_RANGE = 0.2; // radians per frame, ± half
58
- export const BLADE_WINDOW = 0.07; // seconds: only this recent a stroke cuts, so the fading trail can't
59
- export const BLADE_POINTS = 10;
60
-
61
- // ── Feel (seconds) ────────────────────────────────────────────────────
62
-
63
- export const SPAWN_FROM = 0.55; // a fruit pops up to full size as it's thrown
64
- export const SPAWN_SPRING = { damping: 11, stiffness: 220 };
65
- export const TRAIL_FADE = 0.22;
66
- export const PIECE_LIFETIME = 1.1;
67
- export const PIECE_SPREAD = 2.5; // points per frame the halves part at
68
-
69
- // ── Look ──────────────────────────────────────────────────────────────
70
-
71
- export const BOMB_COLORS = ['#1f2937', '#374151', '#f97316', '#fde047'] as const;
72
- export const STAR_COLORS = ['#fbbf24', '#f59e0b', '#fef3c7', '#ffffff'] as const;
73
-
74
- // ── Layout (points) ───────────────────────────────────────────────────
75
-
76
- export type Layout = {
77
- /** The GameView's size: the whole screen, as the original game area. */
78
- width: number;
79
- height: number;
80
- offset: number;
81
- /** Fruits fly within the game area's width, centred (the original version used its left part). */
82
- fieldLeft: number;
83
- fieldWidth: number;
84
- size: number;
85
- gravity: number;
86
- /** Launch speed up, so a fruit peaks near the top on any screen height. */
87
- launchVy: number;
88
- launchVxRange: number;
89
- spawnY: number;
90
- };
91
-
92
- export function getLayout(width: number, height: number, offset: number): Layout {
93
- const fieldWidth = gameWidthFor(width);
94
- const rise = height * (1 - PEAK) - SPAWN_ABOVE_BOTTOM;
95
- return {
96
- width,
97
- height,
98
- offset,
99
- fieldLeft: (width - fieldWidth) / 2,
100
- fieldWidth,
101
- size: FRUIT_SIZE,
102
- gravity: GRAVITY,
103
- launchVy: -Math.sqrt(2 * GRAVITY * rise),
104
- launchVxRange: VX_RANGE,
105
- spawnY: height - SPAWN_ABOVE_BOTTOM
106
- };
107
- }
@@ -1,391 +0,0 @@
1
- // Fruit Ninja's rules and physics, with no React: build a run with `createGame`, hand it the models
2
- // and a layout, `start` it and `tick` it every frame. Fruit, bombs and stars are thrown up from the
3
- // bottom in waves of two. Swipe through them: a fruit scores 100, a star 500 and a life back, a bomb
4
- // costs a life. Last out the timer to win; lose all three lives and it's over. Missed fruit cost
5
- // nothing. The physics and blade are the original version's: moves are per 60 fps frame, scaled by the
6
- // frame's length, and a stroke only cuts for 70 ms after it's drawn.
7
- import { type Camera, type Entity, World } from '@nayan-ui/engine';
8
- import type { GameTheme } from '../../services/ThemeService';
9
- import type { Fruit, FruitKind } from '../shared/EngineFruits';
10
- import {
11
- BLADE_POINTS,
12
- BLADE_WINDOW,
13
- BOMB_CHANCE,
14
- FIRST_WAVE,
15
- FRAME_TIME,
16
- type Layout,
17
- MAX_FRAMES,
18
- MAX_LIVES,
19
- POINTS_PER_FRUIT,
20
- POINTS_PER_STAR,
21
- SPIN_RANGE,
22
- STAR_CHANCE,
23
- TIME_LIMIT,
24
- WALL_BOUNCE,
25
- WAVE_INTERVAL,
26
- WAVE_JITTER,
27
- WAVE_MIN,
28
- WAVE_SIZE,
29
- WAVE_STAGGER
30
- } from './FruitNinjaConstants';
31
- import {
32
- buildModels,
33
- drawTrail,
34
- fadeTrail,
35
- hideTrail,
36
- type ItemKind,
37
- type Models,
38
- placeItem,
39
- removeTrail,
40
- sliceItem,
41
- spawnItem,
42
- spawnTrail,
43
- type Trail
44
- } from './FruitNinjaScene';
45
- import { cameraFor, makeView, spawnWorld, type View3D } from './FruitNinjaWorld';
46
-
47
- export type Phase = 'ready' | 'playing' | 'over';
48
-
49
- /** A thrown item: its box's top-left (field points across, screen points down) and its velocity per frame. */
50
- type Item = { what: ItemKind; x: number; y: number; vx: number; vy: number; root: Entity };
51
-
52
- const WORLD_CAPACITY = 1400; // the world's scenery (~450), a few items, sliced halves, the trail, splashes and bursts
53
-
54
- export function createGame(theme: GameTheme) {
55
- const world = new World(WORLD_CAPACITY);
56
- // Placed for the view on the first layout; GameView reads this object every frame
57
- const camera: Camera = { eye: [0, 1.6, 0], target: [0, 1.6, -1], fov: 0.9 };
58
- const g = {
59
- world,
60
- camera,
61
- theme,
62
- layout: null as Layout | null,
63
- view: null as View3D | null,
64
- /** Everything in the world around the play area (sky, hills, trees, ...). */
65
- scenery: [] as Entity[],
66
- models: null as Models | null,
67
- trail: null as Trail | null,
68
- phase: 'ready' as Phase,
69
- /** Score, lives and the countdown live in the engine (Rust), advanced by world.update. */
70
- get score() {
71
- return world.scoreboard.score;
72
- },
73
- get lives() {
74
- return world.scoreboard.lives;
75
- },
76
- get timeLeft() {
77
- return world.scoreboard.shownSeconds;
78
- },
79
- won: false,
80
- /** Game clock, seconds: drives the waves and the blade's window (they pause with the frame loop). */
81
- time: 0,
82
- items: [] as Item[],
83
- /** The fruit built so far (whole and halves): only these are thrown, so a throw or a cut never builds a mesh. */
84
- kinds: [] as FruitKind[],
85
- /** The blade's recent touch points (screen x, y and the game time, oldest first), in fixed buffers. */
86
- bladeX: new Float64Array(BLADE_POINTS),
87
- bladeY: new Float64Array(BLADE_POINTS),
88
- bladeT: new Float64Array(BLADE_POINTS),
89
- bladeLen: 0,
90
- /** A finger is down: moves extend the stroke (after it lifts, the stroke only cuts for BLADE_WINDOW). */
91
- touching: false,
92
- /** The trail needs drawing: touches mark it, the next tick draws it once. */
93
- trailDirty: false,
94
- // UI hooks, set by the screen.
95
- onPhase: (_p: Phase) => {},
96
- onScore: (_s: number) => {},
97
- onLives: (_n: number) => {},
98
- onTime: (_t: number) => {},
99
- onTouch: () => {},
100
- onSlice: () => {},
101
- onBomb: () => {},
102
- onWin: () => {},
103
- onLose: () => {}
104
- };
105
- world.scoreboard.reset(MAX_LIVES, TIME_LIMIT);
106
- world.scoreboard.handlers = {
107
- onSecond: (t) => g.onTime(t),
108
- onTimeUp: () => g.phase === 'playing' && end(g, true)
109
- };
110
- return g;
111
- }
112
- export type Game = ReturnType<typeof createGame>;
113
-
114
- const after = (g: Game, seconds: number, run: () => void) => g.world.after(seconds, run);
115
-
116
- // ── Scene ─────────────────────────────────────────────────────────────
117
-
118
- /** The fruit models are ready (built once per app, after the screen has opened). */
119
- export function setModels(g: Game, fruits: Record<FruitKind, Fruit>) {
120
- g.models = buildModels(fruits);
121
- if (g.layout && !g.trail) g.trail = spawnTrail(g.world);
122
- }
123
-
124
- /** A fruit is built (whole and halves) and can be thrown from now on. */
125
- export function addFruit(g: Game, kind: FruitKind) {
126
- if (!g.kinds.includes(kind)) g.kinds.push(kind);
127
- }
128
-
129
- /** Lays the scene out for the view (first layout, header height, rotation). Items in the air are cleared. */
130
- export function setLayout(g: Game, l: Layout) {
131
- const w = g.world;
132
- clearItems(g);
133
- for (const e of g.scenery) w.despawn(e);
134
- if (g.trail) removeTrail(w, g.trail);
135
- g.layout = l;
136
- const v = makeView(l.width, l.height);
137
- g.view = v;
138
- const cam = cameraFor(v);
139
- g.camera.eye = cam.eye;
140
- g.camera.target = cam.target;
141
- g.camera.fov = cam.fov;
142
- g.scenery = spawnWorld(w, v, g.theme);
143
- g.trail = g.models ? spawnTrail(w) : null;
144
- }
145
-
146
- /** A new theme: day or night outside (the screen swaps the light); the run carries on. */
147
- export function setTheme(g: Game, theme: GameTheme) {
148
- if (theme === g.theme && g.scenery.length) return;
149
- g.theme = theme;
150
- const v = g.view;
151
- if (!v || g.world.isDisposed) return;
152
- for (const e of g.scenery) g.world.despawn(e);
153
- g.scenery = spawnWorld(g.world, v, theme);
154
- }
155
-
156
- function clearItems(g: Game) {
157
- for (const it of g.items) g.world.despawn(it.root);
158
- g.items = [];
159
- }
160
-
161
- // ── Run ───────────────────────────────────────────────────────────────
162
-
163
- export function start(g: Game) {
164
- if (g.phase !== 'ready') return;
165
- g.phase = 'playing';
166
- g.world.scoreboard.startCountdown(TIME_LIMIT);
167
- g.onPhase('playing');
168
- after(g, FIRST_WAVE, () => wave(g));
169
- }
170
-
171
- /** Two items a little apart, then the next wave after about 1.8 s. */
172
- function wave(g: Game) {
173
- if (g.phase !== 'playing') return;
174
- for (let i = 0; i < WAVE_SIZE; i++) after(g, i * WAVE_STAGGER, () => throwItem(g));
175
- after(g, Math.max(WAVE_MIN, WAVE_INTERVAL + (Math.random() - 0.5) * WAVE_JITTER), () => wave(g));
176
- }
177
-
178
- /** 18% a bomb, 7% a star, otherwise a random fruit, thrown up from the bottom. */
179
- function throwItem(g: Game) {
180
- const l = g.layout;
181
- const v = g.view;
182
- const m = g.models;
183
- if (!l || !v || !m || g.phase !== 'playing') return;
184
- const roll = Math.random();
185
- const what: ItemKind =
186
- roll < BOMB_CHANCE
187
- ? { kind: 'bomb' }
188
- : roll < BOMB_CHANCE + STAR_CHANCE
189
- ? { kind: 'star' }
190
- : g.kinds.length
191
- ? { kind: 'fruit', fruit: g.kinds[Math.floor(Math.random() * g.kinds.length)]! }
192
- : { kind: 'star' };
193
- const x = Math.random() * (l.fieldWidth - l.size);
194
- const y = l.spawnY;
195
- const half = l.size / 2;
196
- g.items.push({
197
- what,
198
- x,
199
- y,
200
- vx: (Math.random() - 0.5) * l.launchVxRange,
201
- vy: l.launchVy + (Math.random() - 0.5),
202
- root: spawnItem(g.world, v, l, m, what, l.fieldLeft + x + half, y + half, (Math.random() - 0.5) * SPIN_RANGE)
203
- });
204
- }
205
-
206
- /** A fresh run (Stop, Play Again). The world, and the GPU view drawing it, are kept. */
207
- export function reset(g: Game) {
208
- g.world.cancelTimers();
209
- clearItems(g);
210
- endStroke(g);
211
- g.bladeLen = 0;
212
- g.world.scoreboard.reset(MAX_LIVES, TIME_LIMIT);
213
- g.won = false;
214
- g.phase = 'ready';
215
- g.onScore(0);
216
- g.onLives(MAX_LIVES);
217
- g.onTime(TIME_LIMIT);
218
- g.onPhase('ready');
219
- }
220
-
221
- export function dispose(g: Game) {
222
- g.world.cancelTimers();
223
- g.world.dispose();
224
- }
225
-
226
- /** Time up (a win) or out of lives: the waves stop and what's in the air is cleared. */
227
- function end(g: Game, won: boolean) {
228
- g.world.scoreboard.stop();
229
- g.world.cancelTimers();
230
- clearItems(g);
231
- g.bladeLen = 0;
232
- g.touching = false;
233
- g.trailDirty = false;
234
- if (g.trail) hideTrail(g.world, g.trail);
235
- g.won = won;
236
- g.phase = 'over';
237
- if (won) g.onWin();
238
- else g.onLose();
239
- g.onPhase('over');
240
- }
241
-
242
- export function tick(g: Game, dt: number) {
243
- if (g.world.isDisposed) return;
244
- g.time += dt;
245
- if (g.phase === 'playing' && g.items.length) step(g, Math.min(dt / FRAME_TIME, MAX_FRAMES));
246
- if (g.trailDirty) {
247
- g.trailDirty = false;
248
- if (g.view && g.trail) drawTrail(g.world, g.view, g.trail, g.bladeX, g.bladeY, g.bladeLen);
249
- }
250
- g.world.update(dt);
251
- }
252
-
253
- // ── Blade ─────────────────────────────────────────────────────────────
254
-
255
- /** Finger down: the blade starts here. */
256
- export function touchStart(g: Game, x: number, y: number) {
257
- if (g.phase !== 'playing') return;
258
- g.bladeLen = 0;
259
- g.touching = true;
260
- addPoint(g, x, y);
261
- g.onTouch();
262
- }
263
-
264
- export function touchMove(g: Game, x: number, y: number) {
265
- if (g.phase !== 'playing' || !g.touching) return;
266
- // Several moves can arrive in one frame; a point that hasn't moved adds nothing to the cut or the trail
267
- const last = g.bladeLen - 1;
268
- if (last >= 0 && g.bladeX[last] === x && g.bladeY[last] === y) return;
269
- addPoint(g, x, y);
270
- }
271
-
272
- /** Appends a point, dropping the oldest once the buffers are full (shifted in place: no allocation). */
273
- function addPoint(g: Game, x: number, y: number) {
274
- if (g.bladeLen === BLADE_POINTS) {
275
- g.bladeX.copyWithin(0, 1);
276
- g.bladeY.copyWithin(0, 1);
277
- g.bladeT.copyWithin(0, 1);
278
- g.bladeLen--;
279
- }
280
- g.bladeX[g.bladeLen] = x;
281
- g.bladeY[g.bladeLen] = y;
282
- g.bladeT[g.bladeLen] = g.time;
283
- g.bladeLen++;
284
- g.trailDirty = true;
285
- }
286
-
287
- /** Finger up: the trail fades; the stroke can still cut for its last few milliseconds. */
288
- export function touchEnd(g: Game) {
289
- endStroke(g);
290
- }
291
-
292
- function endStroke(g: Game) {
293
- g.touching = false;
294
- if (!g.trail) return;
295
- // A pending redraw goes first, so a quick swipe that lifts within a frame still fades from where it ended
296
- if (g.trailDirty && g.view) drawTrail(g.world, g.view, g.trail, g.bladeX, g.bladeY, g.bladeLen);
297
- g.trailDirty = false;
298
- if (g.bladeLen > 1) fadeTrail(g.world, g.trail);
299
- else hideTrail(g.world, g.trail);
300
- }
301
-
302
- const segmentDistSq = (px: number, py: number, ax: number, ay: number, bx: number, by: number) => {
303
- const dx = bx - ax;
304
- const dy = by - ay;
305
- const lenSq = dx * dx + dy * dy;
306
- const t = lenSq > 0 ? Math.max(0, Math.min(1, ((px - ax) * dx + (py - ay) * dy) / lenSq)) : 0;
307
- return (ax + dx * t - px) ** 2 + (ay + dy * t - py) ** 2;
308
- };
309
-
310
- /** The recent stroke segment that passes within a fruit's radius of (cx, cy), as its direction, or null. */
311
- function cutBy(g: Game, cx: number, cy: number, radius: number): [number, number] | null {
312
- const { bladeX: xs, bladeY: ys, bladeT: ts, bladeLen: n } = g;
313
- const cutoff = g.time - BLADE_WINDOW;
314
- const r2 = radius * radius;
315
- if (n === 1) return ts[0]! >= cutoff && (xs[0]! - cx) ** 2 + (ys[0]! - cy) ** 2 <= r2 ? [1, 0] : null;
316
- // Newest segments last: skip straight to the ones still inside the cutting window
317
- for (let i = n - 2; i >= 0; i--) {
318
- if (ts[i + 1]! < cutoff) break;
319
- if (segmentDistSq(cx, cy, xs[i]!, ys[i]!, xs[i + 1]!, ys[i + 1]!) <= r2) return [xs[i + 1]! - xs[i]!, ys[i + 1]! - ys[i]!];
320
- }
321
- return null;
322
- }
323
-
324
- // ── Physics ───────────────────────────────────────────────────────────
325
-
326
- /** One step of `dt` 60 fps frames: the blade cuts, then everything in the air moves (as the original version). */
327
- function step(g: Game, dt: number) {
328
- const l = g.layout!;
329
- const half = l.size / 2;
330
- const right = l.fieldWidth - l.size;
331
- const items = g.items;
332
- const updates = g.world.transforms;
333
- let kept = 0;
334
- for (const it of items) {
335
- const cx = l.fieldLeft + it.x + half;
336
- const cy = it.y + half;
337
- const cut = cutBy(g, cx, cy, half);
338
- if (cut) {
339
- slice(g, it, cx, cy, cut);
340
- if (g.phase !== 'playing') {
341
- updates.clear();
342
- return;
343
- } // the bomb took the last life
344
- continue;
345
- }
346
- it.vy += l.gravity * dt;
347
- let x = it.x + it.vx * dt;
348
- let y = it.y + it.vy * dt;
349
- // Fell off the bottom: gone, no penalty
350
- if (y > l.height + 100) {
351
- g.world.despawn(it.root);
352
- continue;
353
- }
354
- // Kept from flying off the top, and bounced off the field's sides
355
- if (y < -50) {
356
- it.vy = Math.max(it.vy, 0.5);
357
- y = -50;
358
- } else if (x <= 0) {
359
- x = 0;
360
- it.vx = Math.abs(it.vx) * WALL_BOUNCE;
361
- } else if (x >= right) {
362
- x = right;
363
- it.vx = -Math.abs(it.vx) * WALL_BOUNCE;
364
- }
365
- it.x = x;
366
- it.y = y;
367
- placeItem(g.world, g.view!, it.root, l.fieldLeft + x + half, y + half, updates);
368
- items[kept++] = it;
369
- }
370
- items.length = kept;
371
- updates.flush();
372
- }
373
-
374
- function slice(g: Game, it: Item, cx: number, cy: number, [dx, dy]: [number, number]) {
375
- sliceItem(g.world, g.view!, g.layout!, g.models!, it.root, it.what, cx, cy, it.vx, it.vy, dx, dy);
376
- if (it.what.kind === 'bomb') {
377
- g.onBomb();
378
- g.onLives(g.world.scoreboard.addLives(-1));
379
- if (g.lives <= 0) end(g, false);
380
- return;
381
- }
382
- g.onSlice();
383
- if (it.what.kind === 'star') {
384
- g.world.scoreboard.setLives(Math.min(g.lives + 1, MAX_LIVES));
385
- g.onLives(g.lives);
386
- g.world.scoreboard.add(POINTS_PER_STAR);
387
- } else {
388
- g.world.scoreboard.add(POINTS_PER_FRUIT);
389
- }
390
- g.onScore(g.score);
391
- }