@nayan-ui/games 1.20.0 → 1.21.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (552) hide show
  1. package/lib/module/games/arrows/Arrows.js +1 -1
  2. package/lib/module/games/arrows/ArrowsScene.js +1 -1
  3. package/lib/module/games/balloon-blaster/BalloonBlaster.js +1 -1
  4. package/lib/module/games/balloon-blaster/BalloonBlasterScene.js +1 -1
  5. package/lib/module/games/bike-racing/BikeMeshes.js +1 -1
  6. package/lib/module/games/bike-racing/BikeRacing.js +1 -1
  7. package/lib/module/games/bike-racing/BikeRacingConstants.js +1 -1
  8. package/lib/module/games/bike-racing/BikeRacingScene.js +1 -1
  9. package/lib/module/games/block-blast/BlockBlast.js +1 -1
  10. package/lib/module/games/block-blast/BlockBlastScene.js +1 -1
  11. package/lib/module/games/block-breaker/BlockBreaker.js +1 -1
  12. package/lib/module/games/block-breaker/BlockBreakerScene.js +1 -1
  13. package/lib/module/games/bluk/Bluk.js +1 -1
  14. package/lib/module/games/bluk/BlukScene.js +1 -1
  15. package/lib/module/games/bubble-shooter/BubbleShooter.js +1 -1
  16. package/lib/module/games/bubble-shooter/BubbleShooterScene.js +1 -1
  17. package/lib/module/games/candy-crush/CandyCrush.js +1 -1
  18. package/lib/module/games/candy-crush/CandyCrushScene.js +1 -1
  19. package/lib/module/games/car-racing/CarMeshes.js +1 -1
  20. package/lib/module/games/car-racing/CarRacing.js +1 -1
  21. package/lib/module/games/car-racing/CarRacingScene.js +1 -1
  22. package/lib/module/games/chameleon-run/ChameleonRun.js +1 -1
  23. package/lib/module/games/chameleon-run/ChameleonRunBackdrop.js +1 -1
  24. package/lib/module/games/chameleon-run/ChameleonRunMeshes.js +1 -1
  25. package/lib/module/games/checkers/Checkers.js +1 -1
  26. package/lib/module/games/checkers/CheckersScene.js +1 -1
  27. package/lib/module/games/color-switch/ColorSwitch.js +1 -1
  28. package/lib/module/games/color-switch/ColorSwitchScene.js +1 -1
  29. package/lib/module/games/colors-sort/ColorsSort.js +1 -1
  30. package/lib/module/games/colors-sort/ColorsSortScene.js +1 -1
  31. package/lib/module/games/connect-em-all/ConnectEmAll.js +1 -1
  32. package/lib/module/games/connect-em-all/ConnectEmAllScene.js +1 -1
  33. package/lib/module/games/crossy-road/CrossyRoad.js +1 -1
  34. package/lib/module/games/crossy-road/CrossyRoadMeshes.js +1 -1
  35. package/lib/module/games/crossy-road/CrossyRoadPerson.js +1 -1
  36. package/lib/module/games/dino-jump/DinoJump.js +1 -1
  37. package/lib/module/games/dino-jump/DinoJumpScene.js +1 -1
  38. package/lib/module/games/dots-and-boxes/DotsAndBoxes.js +1 -1
  39. package/lib/module/games/dots-and-boxes/DotsAndBoxesScene.js +1 -1
  40. package/lib/module/games/falling-sticks/FallingSticks.js +1 -1
  41. package/lib/module/games/falling-sticks/FallingSticksScene.js +1 -1
  42. package/lib/module/games/find-different-number/FindDifferentNumber.js +1 -1
  43. package/lib/module/games/find-different-number/FindDifferentNumberScene.js +1 -1
  44. package/lib/module/games/flappy-bird/FlappyBird.js +1 -1
  45. package/lib/module/games/flappy-bird/FlappyBirdScene.js +1 -1
  46. package/lib/module/games/fruit-merger/FruitMerger.js +1 -1
  47. package/lib/module/games/fruit-merger/FruitMergerScene.js +1 -1
  48. package/lib/module/games/fruit-ninja/FruitNinja.js +1 -1
  49. package/lib/module/games/fruit-ninja/FruitNinjaScene.js +1 -1
  50. package/lib/module/games/fruit-ninja/FruitNinjaWorld.js +1 -1
  51. package/lib/module/games/game-2048/Game2048.js +1 -1
  52. package/lib/module/games/game-2048/Game2048Scene.js +1 -1
  53. package/lib/module/games/knife-hit/KnifeHit.js +1 -1
  54. package/lib/module/games/knife-hit/KnifeHitScene.js +1 -1
  55. package/lib/module/games/ludo-king/LudoKing.js +1 -1
  56. package/lib/module/games/ludo-king/LudoKingScene.js +1 -1
  57. package/lib/module/games/maze-runner/MazeRunner.js +1 -1
  58. package/lib/module/games/maze-runner/MazeRunnerScene.js +1 -1
  59. package/lib/module/games/memory-match/MemoryMatch.js +1 -1
  60. package/lib/module/games/memory-match/MemoryMatchScene.js +1 -1
  61. package/lib/module/games/mine-sweeper/MineSweeper.js +1 -1
  62. package/lib/module/games/mine-sweeper/MineSweeperScene.js +1 -1
  63. package/lib/module/games/mob-control/MobControl.js +1 -1
  64. package/lib/module/games/mob-control/MobControlGame.js +1 -1
  65. package/lib/module/games/mob-control/MobControlMeshes.js +1 -1
  66. package/lib/module/games/mob-control/MobControlRenderer.js +1 -1
  67. package/lib/module/games/mob-control/MobControlRules.js +1 -1
  68. package/lib/module/games/mob-control/MobControlScene.js +1 -1
  69. package/lib/module/games/nuts-and-bolts/NutsAndBolts.js +1 -1
  70. package/lib/module/games/nuts-and-bolts/NutsAndBoltsScene.js +1 -1
  71. package/lib/module/games/pac-man/PacMan.js +1 -1
  72. package/lib/module/games/pac-man/PacManGame.js +1 -1
  73. package/lib/module/games/pac-man/PacManScene.js +1 -1
  74. package/lib/module/games/paper-io/PaperIo.js +1 -1
  75. package/lib/module/games/paper-io/PaperIoMeshes.js +1 -1
  76. package/lib/module/games/paper-io/PaperIoScene.js +1 -1
  77. package/lib/module/games/penguin-run/PenguinMeshes.js +1 -1
  78. package/lib/module/games/penguin-run/PenguinRun.js +1 -1
  79. package/lib/module/games/penguin-run/PenguinRunScene.js +1 -1
  80. package/lib/module/games/perfect-circle/PerfectCircle.js +1 -1
  81. package/lib/module/games/perfect-circle/PerfectCircleScene.js +1 -1
  82. package/lib/module/games/pipe-connect/PipeConnect.js +1 -1
  83. package/lib/module/games/pipe-connect/PipeConnectScene.js +1 -1
  84. package/lib/module/games/play-with-tua/PlayWithTua.js +1 -1
  85. package/lib/module/games/popit-fidget/PopitFidget.js +1 -1
  86. package/lib/module/games/popit-fidget/PopitFidgetScene.js +1 -1
  87. package/lib/module/games/reversi/Reversi.js +1 -1
  88. package/lib/module/games/reversi/ReversiScene.js +1 -1
  89. package/lib/module/games/search-grid/SearchGrid.js +1 -1
  90. package/lib/module/games/search-grid/SearchGridScene.js +1 -1
  91. package/lib/module/games/shared/BackdropCard.js +1 -1
  92. package/lib/module/games/shared/EngineBackdrop.js +1 -1
  93. package/lib/module/games/shared/EngineBlasts.js +1 -1
  94. package/lib/module/games/shared/EngineBlocks.js +1 -1
  95. package/lib/module/games/shared/EngineDice.js +1 -1
  96. package/lib/module/games/shared/EngineFruits.js +1 -1
  97. package/lib/module/games/shared/EngineGameLoader.js +1 -1
  98. package/lib/module/games/shared/EngineGameScreen.js +1 -1
  99. package/lib/module/games/shared/EngineGlyphs.js +1 -1
  100. package/lib/module/games/shared/EngineHud.js +1 -1
  101. package/lib/module/games/shared/EngineMeadow.js +1 -1
  102. package/lib/module/games/shared/EngineTouchSurface.js +1 -1
  103. package/lib/module/games/shared/GameActivity.js +1 -1
  104. package/lib/module/games/shared/GameLoading.js +1 -1
  105. package/lib/module/games/shared/GameLoadingTransition.js +1 -1
  106. package/lib/module/games/sliding-numbers/SlidingNumbers.js +1 -1
  107. package/lib/module/games/sliding-numbers/SlidingNumbersScene.js +1 -1
  108. package/lib/module/games/snake-3d/Snake3D.js +1 -1
  109. package/lib/module/games/snake-3d/Snake3DScene.js +1 -1
  110. package/lib/module/games/snakes-and-ladders/SnakesAndLadders.js +1 -1
  111. package/lib/module/games/snakes-and-ladders/SnakesAndLaddersScene.js +1 -1
  112. package/lib/module/games/space-fighter/SpaceFighter.js +1 -1
  113. package/lib/module/games/space-fighter/SpaceFighterScene.js +1 -1
  114. package/lib/module/games/spider-solitaire/SpiderSolitaire.js +1 -1
  115. package/lib/module/games/spider-solitaire/SpiderSolitaireScene.js +1 -1
  116. package/lib/module/games/stack-tower/StackTower.js +1 -1
  117. package/lib/module/games/stack-tower/StackTowerScene.js +1 -1
  118. package/lib/module/games/sudoku/Sudoku.js +1 -1
  119. package/lib/module/games/sudoku/SudokuScene.js +1 -1
  120. package/lib/module/games/tangram/Tangram.js +1 -1
  121. package/lib/module/games/tangram/TangramScene.js +1 -1
  122. package/lib/module/games/tank-1990/Tank1990.js +1 -1
  123. package/lib/module/games/tank-1990/Tank1990Scene.js +1 -1
  124. package/lib/module/games/tic-tac-toe/TicTacToe.js +1 -1
  125. package/lib/module/games/tic-tac-toe/TicTacToeScene.js +1 -1
  126. package/lib/module/games/tile-home/TileHome.js +1 -1
  127. package/lib/module/games/tile-home/TileHomeScene.js +1 -1
  128. package/lib/module/games/treasure-hunt/TreasureHunt.js +1 -1
  129. package/lib/module/games/treasure-hunt/TreasureHuntConstants.js +1 -1
  130. package/lib/module/games/treasure-hunt/TreasureHuntModel.js +1 -1
  131. package/lib/module/games/treasure-hunt/TreasureHuntScene.js +1 -1
  132. package/lib/module/games/whack-a-mole/WhackAMole.js +1 -1
  133. package/lib/module/games/whack-a-mole/WhackAMoleScene.js +1 -1
  134. package/lib/module/helpers/GameSettingsModal.js +1 -1
  135. package/lib/module/helpers/GameTheme.js +1 -1
  136. package/package.json +1 -2
  137. package/src/assets/fonts/Inter-SemiBold.ttf +0 -0
  138. package/src/assets/models/explorer/explorer.glb +0 -0
  139. package/src/assets/models/explorer/params.json +0 -51
  140. package/src/assets/models/explorer/source.json +0 -222
  141. package/src/assets/models/play-with-tua/play-with-tua.glb +0 -0
  142. package/src/assets/models/play-with-tua/sources.json +0 -141
  143. package/src/assets/sfx/balloon_pop.wav +0 -0
  144. package/src/assets/sfx/blocked.wav +0 -0
  145. package/src/assets/sfx/boing.wav +0 -0
  146. package/src/assets/sfx/bonus.wav +0 -0
  147. package/src/assets/sfx/boom.wav +0 -0
  148. package/src/assets/sfx/bump.wav +0 -0
  149. package/src/assets/sfx/cannon.wav +0 -0
  150. package/src/assets/sfx/capture.wav +0 -0
  151. package/src/assets/sfx/card_flip.wav +0 -0
  152. package/src/assets/sfx/card_place.wav +0 -0
  153. package/src/assets/sfx/catch.wav +0 -0
  154. package/src/assets/sfx/chime.wav +0 -0
  155. package/src/assets/sfx/chomp.wav +0 -0
  156. package/src/assets/sfx/chomp_alt.wav +0 -0
  157. package/src/assets/sfx/clack.wav +0 -0
  158. package/src/assets/sfx/clang.wav +0 -0
  159. package/src/assets/sfx/clash.wav +0 -0
  160. package/src/assets/sfx/click.wav +0 -0
  161. package/src/assets/sfx/coin.wav +0 -0
  162. package/src/assets/sfx/combo.wav +0 -0
  163. package/src/assets/sfx/crash.wav +0 -0
  164. package/src/assets/sfx/crunch.wav +0 -0
  165. package/src/assets/sfx/dance.wav +0 -0
  166. package/src/assets/sfx/deselect.wav +0 -0
  167. package/src/assets/sfx/dice_roll.wav +0 -0
  168. package/src/assets/sfx/die.wav +0 -0
  169. package/src/assets/sfx/draw.wav +0 -0
  170. package/src/assets/sfx/drop.wav +0 -0
  171. package/src/assets/sfx/eat.wav +0 -0
  172. package/src/assets/sfx/engine.wav +0 -0
  173. package/src/assets/sfx/error.wav +0 -0
  174. package/src/assets/sfx/flag.wav +0 -0
  175. package/src/assets/sfx/flap.wav +0 -0
  176. package/src/assets/sfx/flip_disc.wav +0 -0
  177. package/src/assets/sfx/footstep_run.wav +0 -0
  178. package/src/assets/sfx/footstep_walk.wav +0 -0
  179. package/src/assets/sfx/game_over.wav +0 -0
  180. package/src/assets/sfx/gate.wav +0 -0
  181. package/src/assets/sfx/hit.wav +0 -0
  182. package/src/assets/sfx/hop.wav +0 -0
  183. package/src/assets/sfx/hurt.wav +0 -0
  184. package/src/assets/sfx/invalid.wav +0 -0
  185. package/src/assets/sfx/jump.wav +0 -0
  186. package/src/assets/sfx/ladder.wav +0 -0
  187. package/src/assets/sfx/land.wav +0 -0
  188. package/src/assets/sfx/laugh.wav +0 -0
  189. package/src/assets/sfx/lose.wav +0 -0
  190. package/src/assets/sfx/merge.wav +0 -0
  191. package/src/assets/sfx/miss.wav +0 -0
  192. package/src/assets/sfx/nitro.wav +0 -0
  193. package/src/assets/sfx/pew.wav +0 -0
  194. package/src/assets/sfx/place.wav +0 -0
  195. package/src/assets/sfx/pling.wav +0 -0
  196. package/src/assets/sfx/point.wav +0 -0
  197. package/src/assets/sfx/pop.wav +0 -0
  198. package/src/assets/sfx/pop_soft.wav +0 -0
  199. package/src/assets/sfx/power_up.wav +0 -0
  200. package/src/assets/sfx/reveal.wav +0 -0
  201. package/src/assets/sfx/robot.wav +0 -0
  202. package/src/assets/sfx/rotate.wav +0 -0
  203. package/src/assets/sfx/run_steps.wav +0 -0
  204. package/src/assets/sfx/select.wav +0 -0
  205. package/src/assets/sfx/shuffle.wav +0 -0
  206. package/src/assets/sfx/six.wav +0 -0
  207. package/src/assets/sfx/slice.wav +0 -0
  208. package/src/assets/sfx/slide.wav +0 -0
  209. package/src/assets/sfx/snake.wav +0 -0
  210. package/src/assets/sfx/snap.wav +0 -0
  211. package/src/assets/sfx/splash.wav +0 -0
  212. package/src/assets/sfx/star.wav +0 -0
  213. package/src/assets/sfx/start.wav +0 -0
  214. package/src/assets/sfx/swoosh.wav +0 -0
  215. package/src/assets/sfx/tap.wav +0 -0
  216. package/src/assets/sfx/thud.wav +0 -0
  217. package/src/assets/sfx/thunk.wav +0 -0
  218. package/src/assets/sfx/tick.wav +0 -0
  219. package/src/assets/sfx/time_up.wav +0 -0
  220. package/src/assets/sfx/tock.wav +0 -0
  221. package/src/assets/sfx/walk_steps.wav +0 -0
  222. package/src/assets/sfx/warning.wav +0 -0
  223. package/src/assets/sfx/whack.wav +0 -0
  224. package/src/assets/sfx/whoosh.wav +0 -0
  225. package/src/assets/sfx/win.wav +0 -0
  226. package/src/assets/sfx/zap.wav +0 -0
  227. package/src/assets/textures/ad_bolt.png +0 -0
  228. package/src/assets/textures/ad_bubbles.png +0 -0
  229. package/src/assets/textures/ad_chevrons.png +0 -0
  230. package/src/assets/textures/asphalt.png +0 -0
  231. package/src/assets/textures/bark.jpg +0 -0
  232. package/src/assets/textures/explorer-atlas.png +0 -0
  233. package/src/assets/textures/facade.png +0 -0
  234. package/src/assets/textures/grass.png +0 -0
  235. package/src/assets/textures/leaves.png +0 -0
  236. package/src/assets/textures/limestone.jpg +0 -0
  237. package/src/assets/textures/meadow.jpg +0 -0
  238. package/src/assets/textures/nature-sources.json +0 -87
  239. package/src/assets/textures/pine.png +0 -0
  240. package/src/assets/textures/river.jpg +0 -0
  241. package/src/assets/textures/soft_glow.png +0 -0
  242. package/src/games/arrows/Arrows.tsx +0 -69
  243. package/src/games/arrows/ArrowsConstants.ts +0 -107
  244. package/src/games/arrows/ArrowsGame.ts +0 -735
  245. package/src/games/arrows/ArrowsScene.ts +0 -395
  246. package/src/games/balloon-blaster/BalloonBlaster.tsx +0 -75
  247. package/src/games/balloon-blaster/BalloonBlasterConstants.ts +0 -79
  248. package/src/games/balloon-blaster/BalloonBlasterGame.ts +0 -287
  249. package/src/games/balloon-blaster/BalloonBlasterPhysics.ts +0 -95
  250. package/src/games/balloon-blaster/BalloonBlasterScene.ts +0 -225
  251. package/src/games/bike-racing/BikeMeshes.ts +0 -273
  252. package/src/games/bike-racing/BikeRacing.tsx +0 -211
  253. package/src/games/bike-racing/BikeRacingConstants.ts +0 -103
  254. package/src/games/bike-racing/BikeRacingGame.ts +0 -557
  255. package/src/games/bike-racing/BikeRacingScene.ts +0 -119
  256. package/src/games/block-blast/BlockBlast.tsx +0 -73
  257. package/src/games/block-blast/BlockBlastConstants.ts +0 -179
  258. package/src/games/block-blast/BlockBlastGame.ts +0 -471
  259. package/src/games/block-blast/BlockBlastScene.ts +0 -156
  260. package/src/games/block-breaker/BlockBreaker.tsx +0 -79
  261. package/src/games/block-breaker/BlockBreakerConstants.ts +0 -139
  262. package/src/games/block-breaker/BlockBreakerGame.ts +0 -459
  263. package/src/games/block-breaker/BlockBreakerScene.ts +0 -257
  264. package/src/games/bluk/Bluk.tsx +0 -82
  265. package/src/games/bluk/BlukConstants.ts +0 -121
  266. package/src/games/bluk/BlukGame.ts +0 -323
  267. package/src/games/bluk/BlukRules.ts +0 -154
  268. package/src/games/bluk/BlukScene.ts +0 -514
  269. package/src/games/bubble-shooter/BubbleShooter.tsx +0 -76
  270. package/src/games/bubble-shooter/BubbleShooterConstants.ts +0 -103
  271. package/src/games/bubble-shooter/BubbleShooterGame.ts +0 -459
  272. package/src/games/bubble-shooter/BubbleShooterScene.ts +0 -158
  273. package/src/games/candy-crush/CandyCrush.tsx +0 -77
  274. package/src/games/candy-crush/CandyCrushConstants.ts +0 -94
  275. package/src/games/candy-crush/CandyCrushGame.ts +0 -477
  276. package/src/games/candy-crush/CandyCrushScene.ts +0 -209
  277. package/src/games/car-racing/CarMeshes.ts +0 -440
  278. package/src/games/car-racing/CarRacing.tsx +0 -211
  279. package/src/games/car-racing/CarRacingConstants.ts +0 -167
  280. package/src/games/car-racing/CarRacingFacade.ts +0 -40
  281. package/src/games/car-racing/CarRacingGame.ts +0 -539
  282. package/src/games/car-racing/CarRacingScene.ts +0 -1026
  283. package/src/games/car-racing/CarRacingScenery.ts +0 -265
  284. package/src/games/chameleon-run/ChameleonRun.tsx +0 -96
  285. package/src/games/chameleon-run/ChameleonRunBackdrop.ts +0 -186
  286. package/src/games/chameleon-run/ChameleonRunConstants.ts +0 -47
  287. package/src/games/chameleon-run/ChameleonRunGame.ts +0 -309
  288. package/src/games/chameleon-run/ChameleonRunMeshes.ts +0 -305
  289. package/src/games/chameleon-run/ChameleonRunRules.ts +0 -252
  290. package/src/games/chameleon-run/ChameleonRunScene.ts +0 -310
  291. package/src/games/checkers/Checkers.tsx +0 -83
  292. package/src/games/checkers/CheckersAI.ts +0 -255
  293. package/src/games/checkers/CheckersConstants.ts +0 -68
  294. package/src/games/checkers/CheckersGame.ts +0 -322
  295. package/src/games/checkers/CheckersRules.ts +0 -167
  296. package/src/games/checkers/CheckersScene.ts +0 -308
  297. package/src/games/color-switch/ColorSwitch.tsx +0 -75
  298. package/src/games/color-switch/ColorSwitchConstants.ts +0 -61
  299. package/src/games/color-switch/ColorSwitchGame.ts +0 -329
  300. package/src/games/color-switch/ColorSwitchScene.ts +0 -220
  301. package/src/games/colors-sort/ColorsSort.tsx +0 -82
  302. package/src/games/colors-sort/ColorsSortConstants.ts +0 -119
  303. package/src/games/colors-sort/ColorsSortGame.ts +0 -246
  304. package/src/games/colors-sort/ColorsSortScene.ts +0 -315
  305. package/src/games/connect-em-all/ConnectEmAll.tsx +0 -70
  306. package/src/games/connect-em-all/ConnectEmAllConstants.ts +0 -77
  307. package/src/games/connect-em-all/ConnectEmAllGame.ts +0 -401
  308. package/src/games/connect-em-all/ConnectEmAllScene.ts +0 -235
  309. package/src/games/crossy-road/CrossyRoad.tsx +0 -74
  310. package/src/games/crossy-road/CrossyRoadCamera.ts +0 -59
  311. package/src/games/crossy-road/CrossyRoadConstants.ts +0 -132
  312. package/src/games/crossy-road/CrossyRoadGame.ts +0 -293
  313. package/src/games/crossy-road/CrossyRoadMeshes.ts +0 -195
  314. package/src/games/crossy-road/CrossyRoadPerson.ts +0 -198
  315. package/src/games/crossy-road/CrossyRoadRules.ts +0 -99
  316. package/src/games/crossy-road/CrossyRoadScene.ts +0 -355
  317. package/src/games/dino-jump/DinoJump.tsx +0 -77
  318. package/src/games/dino-jump/DinoJumpConstants.ts +0 -80
  319. package/src/games/dino-jump/DinoJumpGame.ts +0 -344
  320. package/src/games/dino-jump/DinoJumpScene.ts +0 -686
  321. package/src/games/dots-and-boxes/DotsAndBoxes.tsx +0 -83
  322. package/src/games/dots-and-boxes/DotsAndBoxesConstants.ts +0 -77
  323. package/src/games/dots-and-boxes/DotsAndBoxesGame.ts +0 -271
  324. package/src/games/dots-and-boxes/DotsAndBoxesScene.ts +0 -249
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  330. package/src/games/find-different-number/FindDifferentNumber.tsx +0 -74
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  332. package/src/games/find-different-number/FindDifferentNumberGame.ts +0 -174
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  335. package/src/games/flappy-bird/FlappyBird.tsx +0 -73
  336. package/src/games/flappy-bird/FlappyBirdConstants.ts +0 -95
  337. package/src/games/flappy-bird/FlappyBirdGame.ts +0 -375
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  339. package/src/games/fruit-merger/FruitMerger.tsx +0 -73
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  341. package/src/games/fruit-merger/FruitMergerGame.ts +0 -285
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  346. package/src/games/fruit-ninja/FruitNinjaGame.ts +0 -391
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  348. package/src/games/fruit-ninja/FruitNinjaWorld.ts +0 -17
  349. package/src/games/game-2048/Game2048.tsx +0 -84
  350. package/src/games/game-2048/Game2048Constants.ts +0 -68
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  352. package/src/games/game-2048/Game2048Rules.ts +0 -101
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  358. package/src/games/ludo-king/LudoKing.tsx +0 -86
  359. package/src/games/ludo-king/LudoKingConstants.ts +0 -212
  360. package/src/games/ludo-king/LudoKingGame.ts +0 -326
  361. package/src/games/ludo-king/LudoKingRules.ts +0 -143
  362. package/src/games/ludo-king/LudoKingScene.ts +0 -397
  363. package/src/games/maze-runner/MazeRunner.tsx +0 -88
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  368. package/src/games/memory-match/MemoryMatch.tsx +0 -77
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  390. package/src/games/nuts-and-bolts/NutsAndBoltsRules.ts +0 -474
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  392. package/src/games/pac-man/PacMan.tsx +0 -86
  393. package/src/games/pac-man/PacManConstants.ts +0 -169
  394. package/src/games/pac-man/PacManGame.ts +0 -406
  395. package/src/games/pac-man/PacManRules.ts +0 -255
  396. package/src/games/pac-man/PacManScene.ts +0 -387
  397. package/src/games/paper-io/PaperIo.tsx +0 -91
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  403. package/src/games/penguin-run/PenguinMeshes.ts +0 -269
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  409. package/src/games/perfect-circle/PerfectCircle.tsx +0 -74
  410. package/src/games/perfect-circle/PerfectCircleConstants.ts +0 -52
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  414. package/src/games/pipe-connect/PipeConnect.tsx +0 -69
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  419. package/src/games/play-with-tua/PlayWithTua.tsx +0 -123
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  456. package/src/games/shared/EngineRacingHandling.ts +0 -48
  457. package/src/games/shared/EngineReadyContext.ts +0 -4
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  479. package/src/games/snakes-and-ladders/SnakesAndLadders.tsx +0 -87
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  552. package/src/services/index.ts +0 -6
@@ -1,101 +0,0 @@
1
- // 2048's rules, with no React or engine: the 5 x 5 grid, a random new tile (a 2, or a 4 one time in
2
- // ten), a slide in one direction (equal neighbours merge once, the merged tile keeping the first's id
3
- // and the swallowed one sliding into it), and the win and stuck checks. Ported from the original service
4
- // (games/game-2048), so every slide and every new tile lands as it did there.
5
-
6
- export const GRID = 5;
7
- export const TARGET = 1024; // reaching it wins
8
- const FOUR_CHANCE = 0.1;
9
-
10
- export type Tile = { id: number; value: number; row: number; col: number };
11
- export type Grid = (Tile | null)[][];
12
- /** A tile swallowed by a merge: it slides into its partner's cell, then goes. */
13
- export type Ghost = { id: number; value: number; fromRow: number; fromCol: number; toRow: number; toCol: number };
14
- export type Direction = 'up' | 'down' | 'left' | 'right';
15
-
16
- export const emptyGrid = (): Grid => Array.from({ length: GRID }, () => Array<Tile | null>(GRID).fill(null));
17
-
18
- /** A 2 (or a 4) in a random empty cell, with this id; null if the grid's full. */
19
- export function addRandomTile(grid: Grid, id: number): Tile | null {
20
- let empty = 0;
21
- for (const row of grid) for (const cell of row) if (!cell) empty++;
22
- if (!empty) return null;
23
- let selected = Math.floor(Math.random() * empty);
24
- let row = 0,
25
- col = 0;
26
- outer: for (let r = 0; r < GRID; r++)
27
- for (let c = 0; c < GRID; c++)
28
- if (!grid[r]![c] && selected-- === 0) {
29
- row = r;
30
- col = c;
31
- break outer;
32
- }
33
- const tile: Tile = { id, value: Math.random() < FOUR_CHANCE ? 4 : 2, row, col };
34
- grid[row]![col] = tile;
35
- return tile;
36
- }
37
-
38
- /** Slides every tile one way, merging equal pairs once (in place). */
39
- export function moveTiles(grid: Grid, direction: Direction): { moved: boolean; score: number; ghosts: Ghost[] } {
40
- let moved = false;
41
- let score = 0;
42
- const ghosts: Ghost[] = [];
43
- const horizontal = direction === 'left' || direction === 'right';
44
- const reverse = direction === 'right' || direction === 'down';
45
- const next = emptyGrid();
46
- for (let i = 0; i < GRID; i++) {
47
- const tiles: Tile[] = [];
48
- for (let j = 0; j < GRID; j++) {
49
- const k = reverse ? GRID - 1 - j : j;
50
- const t = horizontal ? grid[i]![k] : grid[k]![i];
51
- if (t) tiles.push(t);
52
- }
53
- const merged: (Tile | null)[] = [];
54
- const swallowed: (Tile | null)[] = [];
55
- for (let j = 0; j < tiles.length;) {
56
- const a = tiles[j]!;
57
- const b = tiles[j + 1];
58
- if (b && a.value === b.value) {
59
- const m = { ...a, value: a.value * 2 };
60
- merged.push(m);
61
- swallowed.push(b);
62
- score += m.value;
63
- j += 2;
64
- } else {
65
- merged.push(a);
66
- swallowed.push(null);
67
- j++;
68
- }
69
- }
70
- while (merged.length < GRID) merged.push(null);
71
- for (let j = 0; j < GRID; j++) {
72
- const t = merged[j]!;
73
- const k = reverse ? GRID - 1 - j : j;
74
- const row = horizontal ? i : k;
75
- const col = horizontal ? k : i;
76
- const was = horizontal ? grid[i]![k] : grid[k]![i];
77
- if (t !== was || (t && (t.row !== row || t.col !== col))) moved = true;
78
- const eaten = swallowed[j];
79
- if (eaten) ghosts.push({ id: eaten.id, value: eaten.value, fromRow: eaten.row, fromCol: eaten.col, toRow: row, toCol: col });
80
- next[row]![col] = t ? { ...t, row, col } : null;
81
- }
82
- }
83
- for (let r = 0; r < GRID; r++) for (let c = 0; c < GRID; c++) grid[r]![c] = next[r]![c] ?? null;
84
- return { moved, score, ghosts };
85
- }
86
-
87
- /** No empty cell and no equal neighbours: no move left. */
88
- export function stuck(grid: Grid): boolean {
89
- for (let r = 0; r < GRID; r++)
90
- for (let c = 0; c < GRID; c++) {
91
- const t = grid[r]![c];
92
- if (!t) return false;
93
- if (c < GRID - 1 && grid[r]![c + 1]?.value === t.value) return false;
94
- if (r < GRID - 1 && grid[r + 1]![c]?.value === t.value) return false;
95
- }
96
- return true;
97
- }
98
-
99
- export const reached = (grid: Grid, target = TARGET) => grid.some((row) => row.some((t) => t !== null && t.value >= target));
100
-
101
- export const tilesOf = (grid: Grid): Tile[] => grid.flatMap((row) => row.filter((t): t is Tile => t !== null));
@@ -1,206 +0,0 @@
1
- // Everything 2048 draws: the board (a wooden board with 25 recessed slots in the classic theme, the
2
- // theme's board and cells otherwise) and the tiles, raised blocks in the original game's colors with their
3
- // value standing on top in 3D digits. Tiles glide to their cells, a swallowed tile slides into its
4
- // partner and goes, the merged tile pops, and new tiles grow in once the slide has landed. Seen from a
5
- // little in front of straight down (shared/EngineTilt: an orthographic camera leaning back, one world
6
- // unit per point). Every tile is a root (unscaled, so its digits keep their shape) carrying its block
7
- // and digits.
8
- import { effects, type Entity, extrude, type Model, Path, type Vec3, type World } from '@nayan-ui/engine';
9
- import type { GameTheme } from '../../services/ThemeService';
10
- import { setBackdropTheme, spawnBackdrop } from '../shared/EngineBackdrop';
11
- import { spawnRaisedBlock } from '../shared/EngineBlocks';
12
- import { flatGlyphMesh, GLYPH_ADVANCE } from '../shared/EngineGlyphs';
13
- import { cacheGameAsset, createGameMesh as createShape } from '../shared/EngineMeshes';
14
- import { placeTiltedBackdrop } from '../shared/EngineTilt';
15
- import { toColor } from '../shared/EngineUtils';
16
- import { cellCentre, COLORS, type Layout, MERGE_POP, SLIDE_TIME, TILE_HEIGHT, tileColors } from './Game2048Constants';
17
- import { type Ghost, GRID, type Tile } from './Game2048Rules';
18
-
19
- const meshes = new Map<string, Model>();
20
- const cached = (key: string, build: () => Model) => {
21
- let m = meshes.get(key);
22
- if (!m) {
23
- m = cacheGameAsset('game-2048/Game2048Scene:' + key, build);
24
- meshes.set(key, m);
25
- }
26
- return m;
27
- };
28
- const BOARD_DEPTH = 12;
29
- const BACKDROP_DEPTH = 30;
30
- const SURFACE = 1; // the board's top, where the tiles stand
31
- const SPAWN_FROM = 0.2;
32
-
33
- const panelMesh = (w: number, radius: number, depth: number) =>
34
- cached(`g2048-panel:${w}:${radius}:${depth}`, () =>
35
- createShape(extrude(new Path().addRoundedRect(-w / 2, -w / 2, w, w, radius), { depth }), { shine: 0 })
36
- );
37
-
38
- // ── Spawning ──────────────────────────────────────────────────────────
39
-
40
- type TileView = { root: Entity; block: Entity; digits: Entity[]; value: number; row: number; col: number };
41
- export type Scene = { backdrop: Entity; board: Entity[]; tiles: Map<number, TileView> };
42
-
43
- const at = (l: Layout, row: number, col: number): Vec3 => {
44
- const [x, y] = cellCentre(l, row, col);
45
- return [x, y, SURFACE];
46
- };
47
-
48
- function spawnBoard(world: World, l: Layout, theme: GameTheme): Entity[] {
49
- const out: Entity[] = [];
50
- const add = (o: Parameters<World['spawn']>[0]) => out.push(world.spawn({ pickable: false, ...o }));
51
- const classic = theme.mode === 'classic';
52
- add({
53
- mesh: panelMesh(l.size + l.pad * 2, classic ? 14 : 8, BOARD_DEPTH),
54
- position: [0, 0, -BOARD_DEPTH / 2],
55
- color: toColor(classic ? COLORS.FRAME : theme.BOARD.SURFACE)
56
- });
57
- for (let r = 0; r < GRID; r++)
58
- for (let c = 0; c < GRID; c++) {
59
- const [x, y] = cellCentre(l, r, c);
60
- add({
61
- mesh: panelMesh(l.tile, Math.min(8, l.tile * 0.12), 1),
62
- position: [x, y, 0.5],
63
- color: toColor(classic ? COLORS.SLOT : theme.BOARD.CELL_EMPTY)
64
- });
65
- }
66
- return out;
67
- }
68
-
69
- /** A value's digits, sized to fit the tile, printed flat and matte on its face (crisp from straight above). */
70
- function spawnDigits(world: World, l: Layout, root: Entity, value: number): Entity[] {
71
- const text = String(value);
72
- const n = text.length;
73
- const size = l.tile * (n <= 2 ? 0.29 : n === 3 ? 0.24 : n === 4 ? 0.19 : 0.155);
74
- const step = size * GLYPH_ADVANCE;
75
- const color = toColor(tileColors(value)[1]);
76
- const z = l.tile * TILE_HEIGHT + 0.6;
77
- return [...text].map((ch, i) =>
78
- world.spawn({ mesh: flatGlyphMesh(ch), parent: root, position: [(i - (n - 1) / 2) * step, 0, z], scale: size, color, pickable: false })
79
- );
80
- }
81
-
82
- function spawnTile(world: World, l: Layout, t: Tile): TileView {
83
- const h = l.tile * TILE_HEIGHT;
84
- const root = world.spawn({ mesh: 'none', position: at(l, t.row, t.col), pickable: false });
85
- const block = spawnRaisedBlock(world, {
86
- parent: root,
87
- position: [0, 0, h / 2],
88
- size: [l.tile, l.tile, h],
89
- color: toColor(tileColors(t.value)[0]),
90
- gloss: false,
91
- shadow: false
92
- });
93
- return { root, block, digits: spawnDigits(world, l, root, t.value), value: t.value, row: t.row, col: t.col };
94
- }
95
-
96
- export function buildScene(world: World, l: Layout, theme: GameTheme, tiles: Tile[]): Scene {
97
- const backdrop = spawnBackdrop(world, l.width, l.height, -BACKDROP_DEPTH, theme);
98
- placeTiltedBackdrop(world, backdrop, l, BACKDROP_DEPTH);
99
- const s: Scene = { backdrop, board: spawnBoard(world, l, theme), tiles: new Map() };
100
- for (const t of tiles) s.tiles.set(t.id, spawnTile(world, l, t));
101
- return s;
102
- }
103
-
104
- export function removeScene(world: World, s: Scene) {
105
- for (const e of [s.backdrop, ...s.board, ...Array.from(s.tiles.values(), (t) => t.root)]) world.despawn(e);
106
- }
107
-
108
- export function setSceneTheme(world: World, l: Layout, s: Scene, theme: GameTheme) {
109
- setBackdropTheme(world, s.backdrop, theme);
110
- for (const e of s.board) world.despawn(e);
111
- s.board = spawnBoard(world, l, theme);
112
- }
113
-
114
- // ── Motion ────────────────────────────────────────────────────────────
115
-
116
- /** A fresh board: the old tiles go, the new ones grow in. */
117
- export function resetTiles(world: World, l: Layout, s: Scene, tiles: Tile[]) {
118
- for (const v of s.tiles.values()) world.despawn(v.root);
119
- s.tiles.clear();
120
- for (const t of tiles) grow(world, s, t, spawnTile(world, l, t), 0);
121
- }
122
-
123
- function grow(world: World, s: Scene, t: Tile, v: TileView, delay: number) {
124
- s.tiles.set(t.id, v);
125
- world.set(v.root, { scale: SPAWN_FROM });
126
- world.animate(v.root, { scale: 1 }, { duration: 0.18, delay, easing: 'back' });
127
- }
128
-
129
- /**
130
- * After a slide: every tile glides to its cell; a swallowed tile slides into its partner and goes; a
131
- * merged tile takes its new value and pops as it lands; a new tile grows in after the slide.
132
- */
133
- export function slideTiles(world: World, l: Layout, s: Scene, tiles: Tile[], ghosts: Ghost[]) {
134
- for (const g of ghosts) {
135
- const v = s.tiles.get(g.id);
136
- if (!v) continue;
137
- s.tiles.delete(g.id);
138
- world
139
- .animate(v.root, { position: at(l, g.toRow, g.toCol) }, { duration: SLIDE_TIME, easing: 'easeOut' })
140
- .then(() => {
141
- if (world.has(v.root)) world.despawn(v.root);
142
- })
143
- .catch(() => {});
144
- }
145
- for (const t of tiles) {
146
- const v = s.tiles.get(t.id);
147
- if (!v) {
148
- grow(world, s, t, spawnTile(world, l, t), SLIDE_TIME);
149
- continue;
150
- }
151
- if (v.row !== t.row || v.col !== t.col) {
152
- world.animate(v.root, { position: at(l, t.row, t.col) }, { duration: SLIDE_TIME, easing: 'easeOut' });
153
- v.row = t.row;
154
- v.col = t.col;
155
- }
156
- if (v.value !== t.value) {
157
- // Merged: the new value, its color as it lands, and a pop
158
- for (const d of v.digits) world.despawn(d);
159
- v.digits = spawnDigits(world, l, v.root, t.value);
160
- v.value = t.value;
161
- world.animate(v.block, { color: toColor(tileColors(t.value)[0]) }, { duration: 0.08, delay: SLIDE_TIME * 0.6 });
162
- world.animate(v.root, [{ scale: MERGE_POP, at: 0.35 }, { scale: 1 }], { duration: 0.22, delay: SLIDE_TIME, easing: 'easeOut' });
163
- }
164
- }
165
- }
166
-
167
- /** A swipe that moves nothing: the board gives a little shake. */
168
- export function bump(world: World, l: Layout, s: Scene) {
169
- world.animate(
170
- Array.from(s.tiles.values(), (v) => v.root),
171
- { shake: l.tile * 0.04 },
172
- { duration: 0.2 }
173
- );
174
- }
175
-
176
- /** The target (1024) reached: the tiles hop in a wave across the board, and confetti bursts over it. */
177
- export function celebrate(world: World, l: Layout, s: Scene) {
178
- for (const v of s.tiles.values()) {
179
- const [x, y, z] = at(l, v.row, v.col);
180
- world.animate(
181
- v.root,
182
- [
183
- { position: [x, y, z + l.tile * 0.3], scale: 1.05, at: 0.4 },
184
- { position: [x, y, z], scale: 1 }
185
- ],
186
- { duration: 0.45, delay: SLIDE_TIME + 0.15 + (v.row + v.col) * 0.05, easing: 'easeOut' }
187
- );
188
- }
189
- effects.confetti(world, {
190
- position: [0, 0, l.tile],
191
- count: 70,
192
- size: l.tile * 0.1,
193
- speed: l.size * 1.4,
194
- lifetime: 1.3,
195
- gravity: -l.size * 2.4,
196
- colors: ['#edc22e', '#f67c5f', '#f2b179', '#FFFFFF'].map((c) => toColor(c))
197
- });
198
- }
199
-
200
- /** Out of time, or out of moves: the tiles dim. */
201
- export function dim(world: World, s: Scene) {
202
- for (const v of s.tiles.values()) {
203
- const c = toColor(tileColors(v.value)[0]);
204
- world.animate(v.block, { color: [c[0] * 0.55, c[1] * 0.55, c[2] * 0.6, 1] }, { duration: 0.4, delay: SLIDE_TIME });
205
- }
206
- }
@@ -1,78 +0,0 @@
1
- // Knife Hit's screen, on the Nayan engine: the log, its knives and apple, and the knife in hand are one
2
- // 3D scene (an orthographic camera looking down a little from in front), under Playtura's scoreboard,
3
- // controls and modals. The play is in KnifeHitGame.ts, what it draws in KnifeHitScene.ts.
4
- //
5
- // One world serves the whole visit: Start, Stop and Play Again reset it in place, so the GPU view is
6
- // never rebuilt. JS steps the log and the knife (a few numbers) and the world once a frame; sticks,
7
- // clashes and bursts animate in the engine's Rust core.
8
- import { HapticType } from '../../services/HapticsService';
9
- import { GAME_SOUNDS } from '../../services/SoundsService';
10
- import { GAME_IDS } from '../../services/UtilsService';
11
- import { engineGame, EngineGameScreen } from '../shared/EngineGameScreen';
12
- import { scoreColumn, textColumn, timerColumn } from '../shared/EngineHud';
13
- import { useEngineGame } from '../shared/useEngineGame';
14
- import { useLiveState } from '../shared/useLiveState';
15
- import { getLayout, KNIVES_PER_ROUND, LIGHT, TIME_LIMIT } from './KnifeHitConstants';
16
- import { createGame, dispose, type GameEvent, reset, setLayout, setTheme, start, throwKnife, tick } from './KnifeHitGame';
17
-
18
- const SOUNDS = GAME_SOUNDS.KNIFE_HIT;
19
-
20
- /** Each event's sound and haptic, as the original version played them. */
21
- const FEEDBACK: Record<GameEvent, { sound: (typeof SOUNDS)[keyof typeof SOUNDS]; haptic: HapticType }> = {
22
- throw: { sound: SOUNDS.THROW, haptic: HapticType.LIGHT },
23
- stick: { sound: SOUNDS.STICK, haptic: HapticType.MEDIUM },
24
- apple: { sound: SOUNDS.APPLE, haptic: HapticType.SUCCESS },
25
- clash: { sound: SOUNDS.HIT, haptic: HapticType.ERROR }
26
- };
27
-
28
- export const KnifeHit = engineGame(GAME_IDS.KNIFE_HIT, (props) => {
29
- const [score, setScore] = useLiveState(0);
30
- const [timeLeft, setTimeLeft] = useLiveState(TIME_LIMIT);
31
- const [knives, setKnives] = useLiveState(KNIVES_PER_ROUND);
32
-
33
- // Win or lose when the round ends
34
- const { theme, status, screen, gameOver } = useEngineGame(props, {
35
- gameId: GAME_IDS.KNIFE_HIT,
36
- create: createGame,
37
- start,
38
- reset,
39
- dispose,
40
- tick,
41
- setTheme,
42
- resize: (g, width, height, offset) => {
43
- const l = getLayout(width, height, offset);
44
- setLayout(g, l);
45
- return l.gameWidth;
46
- },
47
- // Throws on touch-down, as the original game did
48
- drag: (g, e) => {
49
- if (e.phase === 'start') throwKnife(g);
50
- },
51
- sounds: SOUNDS,
52
- onStart: (fx) => fx(SOUNDS.START, HapticType.SUCCESS),
53
- onStop: (fx) => fx(null, HapticType.MEDIUM),
54
- onOver: (fx, s) => fx(s === 'win' ? GAME_SOUNDS.WELL_DONE : SOUNDS.GAME_OVER, s === 'win' ? HapticType.SUCCESS : HapticType.ERROR),
55
- wire: (g, fx) => {
56
- g.onScore = setScore;
57
- g.onTime = setTimeLeft;
58
- g.onKnives = setKnives;
59
- g.onEvent = (event) => fx(FEEDBACK[event].sound, FEEDBACK[event].haptic);
60
- }
61
- });
62
-
63
- return (
64
- <EngineGameScreen
65
- {...screen}
66
- light={LIGHT}
67
- columns={[scoreColumn(score), textColumn('KNIVES', knives), timerColumn(timeLeft, theme)]}
68
- subtext="Tap to throw knives!"
69
- gameOver={gameOver({
70
- title: status === 'win' ? 'PERFECT!' : 'GAME OVER',
71
- message: status === 'win' ? 'All knives stuck!' : 'Hit another knife!',
72
- scoreLabel: 'Final Score',
73
- score,
74
- buttonText: 'Throw Again!'
75
- })}
76
- />
77
- );
78
- });
@@ -1,89 +0,0 @@
1
- // Knife Hit's rules, physics, timings and layout. Rules, speeds (per 60 Hz tick, in points) and scoring
2
- // match the original version (games/knife-hit), so scores and feel carry over.
3
- import type { TiltView } from '../shared/EngineTilt';
4
- import { frontLight, gameWidthFor } from '../shared/EngineUtils';
5
-
6
- // ── Rules ─────────────────────────────────────────────────────────────
7
-
8
- export const TIME_LIMIT = 120; // seconds; running out is a loss
9
- export const KNIVES_PER_ROUND = 8;
10
- export const OBSTACLES = 3; // knives already in the log, evenly round it
11
- export const POINTS_PER_KNIFE = 1500;
12
- export const APPLE_BONUS = 1000;
13
- export const APPLE_CHANCE = 0.4;
14
- export const COLLISION_ANGLE = 0.18; // radians: a knife this near another clashes
15
- export const APPLE_REACH = COLLISION_ANGLE * 1.5;
16
-
17
- // ── Physics (per 60 Hz tick) ──────────────────────────────────────────
18
-
19
- export const STEP_MS = 1000 / 60;
20
- export const STEP_TOLERANCE_MS = 2;
21
- export const MAX_PENDING_MS = 50;
22
- export const ROTATION_SPEED = 0.025; // radians a tick, varied a little each round
23
- export const ROTATION_SPREAD = 0.008;
24
- export const THROW_SPEED = 18; // points a tick
25
- export const FLIP_CHANCE = 0.4; // each turn interval, of the log reversing
26
- export const TURN_INTERVAL = [100, 160] as const; // ticks, picked per round
27
-
28
- // ── Feel (seconds) ────────────────────────────────────────────────────
29
-
30
- export const BOUNCE_TIME = 0.52; // a clashing knife spins away
31
- export const KICK_POINTS = 4; // the log jumps this much at each stick
32
-
33
- // ── The scene ─────────────────────────────────────────────────────────
34
-
35
- /** The camera looks down a touch from in front, so the log's bark and the knives' depth show. */
36
- export const TILT = -0.22;
37
- /** Lit from the upper left; faces toward the camera (+z) keep their exact color. */
38
- export const LIGHT = frontLight([-0.45, 0.55, 1], 0.45);
39
-
40
- // ── Layout (view points; the play area is the original game's canvas, y down) ──
41
-
42
- const TABLET_WIDTH = 640;
43
-
44
- export type Layout = TiltView & {
45
- /** The play area's top in the view, and its size (the original canvas: the game width x 500, 650 on a tablet). */
46
- top: number;
47
- gameWidth: number;
48
- areaHeight: number;
49
- logRadius: number;
50
- /** The log's centre, and where a knife waits to be thrown, in play-area points. */
51
- logX: number;
52
- logY: number;
53
- knifeStartY: number;
54
- knifeLength: number;
55
- knifeWidth: number;
56
- tipLength: number;
57
- appleRadius: number;
58
- };
59
-
60
- /** The play area centred in the view below the header (as the original game laid its canvas out). */
61
- export function getLayout(width: number, height: number, offset: number): Layout {
62
- const tablet = width > TABLET_WIDTH;
63
- const areaHeight = tablet ? 650 : 500;
64
- const top = offset + Math.max(0, (height - offset - areaHeight) / 2);
65
- return {
66
- width,
67
- height,
68
- tilt: TILT,
69
- centerY: height / 2,
70
- top,
71
- gameWidth: gameWidthFor(width),
72
- areaHeight,
73
- logRadius: tablet ? 90 : 70,
74
- logX: width / 2,
75
- logY: areaHeight * (tablet ? 0.26 : 0.24),
76
- knifeStartY: areaHeight - 70,
77
- knifeLength: tablet ? 60 : 50,
78
- knifeWidth: tablet ? 10 : 8,
79
- tipLength: 16,
80
- appleRadius: tablet ? 14 : 11
81
- };
82
- }
83
-
84
- /** An angle in -PI..PI. */
85
- export function normalizeAngle(a: number) {
86
- while (a > Math.PI) a -= 2 * Math.PI;
87
- while (a < -Math.PI) a += 2 * Math.PI;
88
- return a;
89
- }