@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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@@ -1,86 +0,0 @@
1
- // Ludo King's screen, on the Nayan engine: the board, four homes, pawns and die are one 3D scene (an
2
- // orthographic camera leaning back over the cross board), under Playtura's scoreboard, controls and
3
- // modals. The rules are in LudoKingRules.ts, the turns in LudoKingGame.ts, what it draws in
4
- // LudoKingScene.ts.
5
- //
6
- // One world serves the whole visit: Start, Stop and Play Again reset it in place and a theme change
7
- // repaints the backdrop, so the GPU view is never rebuilt. Rolls, hops and captures animate in the
8
- // engine's Rust core; JS steps the turn's clock and the world once a frame.
9
- import { HapticType } from '../../services/HapticsService';
10
- import { GAME_SOUNDS } from '../../services/SoundsService';
11
- import { GAME_IDS } from '../../services/UtilsService';
12
- import { engineGame, EngineGameScreen } from '../shared/EngineGameScreen';
13
- import { textColumn } from '../shared/EngineHud';
14
- import { useEngineGame } from '../shared/useEngineGame';
15
- import { useLiveState } from '../shared/useLiveState';
16
- import { AI_COLOR, getLayout, LIGHT, PLAYER_COLOR, RIM } from './LudoKingConstants';
17
- import { createGame, dispose, type GameEvent, reset, setLayout, setTheme, start, tap, tick, type Turn } from './LudoKingGame';
18
-
19
- const SOUNDS = GAME_SOUNDS.LUDO_KING;
20
-
21
- /** Each turn event's sound and haptic; the AI's quieter ones skip what only made sense for your own move. */
22
- const FEEDBACK: Record<GameEvent, { sound?: keyof typeof SOUNDS; haptic?: HapticType; youOnly?: boolean }> = {
23
- tap: { sound: 'TAP', haptic: HapticType.MEDIUM },
24
- roll: { sound: 'ROLL' },
25
- six: { sound: 'SIX', haptic: HapticType.SUCCESS },
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- penalty: { sound: 'PENALTY', haptic: HapticType.ERROR },
27
- cantMove: { sound: 'CANT_MOVE', haptic: HapticType.WARNING, youOnly: true },
28
- move: { sound: 'MOVE', haptic: HapticType.LIGHT },
29
- capture: { sound: 'CAPTURE', haptic: HapticType.SUCCESS },
30
- finish: { sound: 'FINISH', haptic: HapticType.SUCCESS }
31
- };
32
-
33
- export const LudoKing = engineGame(GAME_IDS.LUDO_KING, (props) => {
34
- const [home, setHome] = useLiveState<[number, number]>([0, 0]);
35
- const [turn, setTurn] = useLiveState<Turn>(0);
36
- const [score, setScore] = useLiveState(0);
37
-
38
- const { status, screen, gameOver } = useEngineGame(props, {
39
- gameId: GAME_IDS.LUDO_KING,
40
- create: createGame,
41
- start,
42
- reset,
43
- dispose,
44
- tick,
45
- setTheme,
46
- resize: (g, width, height, offset) => {
47
- const l = getLayout(width, height, offset);
48
- setLayout(g, l);
49
- return l.size * (1 + RIM * 2);
50
- },
51
- tap,
52
- sounds: SOUNDS,
53
- onStart: (fx) => fx(SOUNDS.START, HapticType.MEDIUM),
54
- onOver: (fx, s) => fx(s === 'win' ? SOUNDS.WIN : SOUNDS.GAME_OVER, s === 'win' ? HapticType.SUCCESS : HapticType.HEAVY),
55
- wire: (g, fx) => {
56
- g.onFinished = (you, ai) => setHome([you, ai]);
57
- g.onScore = setScore;
58
- g.onTurn = setTurn;
59
- g.onEvent = (event, who) => {
60
- const f = FEEDBACK[event];
61
- if (f.youOnly && who !== 0) return;
62
- fx(f.sound ? SOUNDS[f.sound] : null, f.haptic);
63
- };
64
- }
65
- });
66
-
67
- return (
68
- <EngineGameScreen
69
- {...screen}
70
- light={LIGHT}
71
- columns={[
72
- textColumn('YOU', String(home[0]), PLAYER_COLOR),
73
- textColumn(turn === 0 ? 'YOUR TURN' : 'AI TURN', score.toLocaleString()),
74
- textColumn('AI', String(home[1]), AI_COLOR)
75
- ]}
76
- subtext="Roll dice, move tokens!"
77
- gameOver={gameOver({
78
- title: status === 'win' ? 'YOU WON!' : 'YOU LOST!',
79
- message: status === 'win' ? 'All your tokens made it home!' : 'The AI got all four home first!',
80
- scoreLabel: status === 'win' ? 'You Won!' : 'You Lost',
81
- score,
82
- buttonText: status === 'win' ? 'Play Again!' : 'Try Again!'
83
- })}
84
- />
85
- );
86
- });
@@ -1,212 +0,0 @@
1
- // Ludo King's board, rules, timings and layout, on the Nayan engine. You play green (bottom-left), the
2
- // AI plays red (top-right). Roll the die, bring tokens out on a six, race them round the cross and up
3
- // your home column; land on an opponent to send it back. First to get all four tokens home wins. The
4
- // scoring (3,000 a finished token, plus progress) matches the original version so scores carry over.
5
- import { getScoreBoardTop } from '../shared/EngineHud';
6
- import { project } from '../shared/EngineTilt';
7
- import { frontLight, gameWidthFor } from '../shared/EngineUtils';
8
-
9
- export type PlayerColor = 'red' | 'green' | 'yellow' | 'blue';
10
-
11
- export const GRID = 15;
12
- export const TOKENS_PER_PLAYER = 4;
13
- export const TRACK_LENGTH = 56; // steps from a token's entry to home (land on it exactly to finish)
14
- export const MAX_SIXES = 3;
15
-
16
- // ── Colors ────────────────────────────────────────────────────────────
17
-
18
- export const PLAYER_COLORS: Record<PlayerColor, string> = {
19
- red: '#E53935',
20
- green: '#43A047',
21
- yellow: '#D4A017',
22
- blue: '#1E88E5'
23
- };
24
- export const BOARD_WHITE = '#FBF7EC';
25
- export const BOARD_FRAME = '#2A2550';
26
- export const STAR_COLOR = '#8A8AA0';
27
- export const PLAYER_COLOR = PLAYER_COLORS.green; // you
28
- export const AI_COLOR = PLAYER_COLORS.red; // the AI
29
-
30
- // ── Timings (seconds) ─────────────────────────────────────────────────
31
-
32
- export const ROLL_TIME = 0.9; // the die is tossed and bounces to rest
33
- export const MOVE_DELAY = 0.35;
34
- export const HOP_TIME = 0.14; // a cell
35
- export const NEXT_TURN_DELAY = 0.45;
36
- export const PENALTY_DELAY = 0.9;
37
- export const CANT_MOVE_DELAY = 0.6;
38
- export const AI_THINK = 0.7;
39
-
40
- // ── The scene ─────────────────────────────────────────────────────────
41
-
42
- export const TILT = 0.35;
43
- export const LIGHT = frontLight([-0.35, 0.3, 1], 0.5);
44
-
45
- export const RIM = 0.014; // a slim frame round the board, in board units
46
- export const TILE_TOP = 0.012;
47
- export const DIE_SIZE = 0.15;
48
- export const DIE_Y = -0.5 - RIM - 0.06 - DIE_SIZE / 2;
49
- export const TOKEN_HEIGHT = 0.07;
50
-
51
- // ── Entry points, safe cells and the paths (as the original version) ──────
52
-
53
- /** Absolute index on MAIN_PATH where each player joins. */
54
- export const ENTRY: Record<PlayerColor, number> = { blue: 1, red: 14, yellow: 27, green: 40 };
55
- /** Entry cells and stars: no capture here. */
56
- export const SAFE_POSITIONS = [1, 9, 14, 22, 27, 35, 40, 48];
57
-
58
- /** The 52 shared cells, clockwise, as {row, col} on the 15 x 15 grid. */
59
- export const MAIN_PATH: { row: number; col: number }[] = [
60
- { row: 6, col: 0 },
61
- { row: 6, col: 1 },
62
- { row: 6, col: 2 },
63
- { row: 6, col: 3 },
64
- { row: 6, col: 4 },
65
- { row: 6, col: 5 },
66
- { row: 5, col: 6 },
67
- { row: 4, col: 6 },
68
- { row: 3, col: 6 },
69
- { row: 2, col: 6 },
70
- { row: 1, col: 6 },
71
- { row: 0, col: 6 },
72
- { row: 0, col: 7 },
73
- { row: 0, col: 8 },
74
- { row: 1, col: 8 },
75
- { row: 2, col: 8 },
76
- { row: 3, col: 8 },
77
- { row: 4, col: 8 },
78
- { row: 5, col: 8 },
79
- { row: 6, col: 9 },
80
- { row: 6, col: 10 },
81
- { row: 6, col: 11 },
82
- { row: 6, col: 12 },
83
- { row: 6, col: 13 },
84
- { row: 6, col: 14 },
85
- { row: 7, col: 14 },
86
- { row: 8, col: 14 },
87
- { row: 8, col: 13 },
88
- { row: 8, col: 12 },
89
- { row: 8, col: 11 },
90
- { row: 8, col: 10 },
91
- { row: 8, col: 9 },
92
- { row: 9, col: 8 },
93
- { row: 10, col: 8 },
94
- { row: 11, col: 8 },
95
- { row: 12, col: 8 },
96
- { row: 13, col: 8 },
97
- { row: 14, col: 8 },
98
- { row: 14, col: 7 },
99
- { row: 14, col: 6 },
100
- { row: 13, col: 6 },
101
- { row: 12, col: 6 },
102
- { row: 11, col: 6 },
103
- { row: 10, col: 6 },
104
- { row: 9, col: 6 },
105
- { row: 8, col: 5 },
106
- { row: 8, col: 4 },
107
- { row: 8, col: 3 },
108
- { row: 8, col: 2 },
109
- { row: 8, col: 1 },
110
- { row: 8, col: 0 },
111
- { row: 7, col: 0 }
112
- ];
113
-
114
- /** Each player's 6 home-stretch cells, from the first inside the arm to the centre. */
115
- export const HOME_STRETCH: Record<PlayerColor, { row: number; col: number }[]> = {
116
- blue: [
117
- { row: 7, col: 1 },
118
- { row: 7, col: 2 },
119
- { row: 7, col: 3 },
120
- { row: 7, col: 4 },
121
- { row: 7, col: 5 },
122
- { row: 7, col: 6 }
123
- ],
124
- red: [
125
- { row: 1, col: 7 },
126
- { row: 2, col: 7 },
127
- { row: 3, col: 7 },
128
- { row: 4, col: 7 },
129
- { row: 5, col: 7 },
130
- { row: 6, col: 7 }
131
- ],
132
- yellow: [
133
- { row: 7, col: 13 },
134
- { row: 7, col: 12 },
135
- { row: 7, col: 11 },
136
- { row: 7, col: 10 },
137
- { row: 7, col: 9 },
138
- { row: 7, col: 8 }
139
- ],
140
- green: [
141
- { row: 13, col: 7 },
142
- { row: 12, col: 7 },
143
- { row: 11, col: 7 },
144
- { row: 10, col: 7 },
145
- { row: 9, col: 7 },
146
- { row: 8, col: 7 }
147
- ]
148
- };
149
-
150
- /** The four token yards in each player's home base. */
151
- export const HOME_YARDS: Record<PlayerColor, { row: number; col: number }[]> = {
152
- blue: [
153
- { row: 1.5, col: 1.5 },
154
- { row: 1.5, col: 4.5 },
155
- { row: 4.5, col: 1.5 },
156
- { row: 4.5, col: 4.5 }
157
- ],
158
- red: [
159
- { row: 1.5, col: 10.5 },
160
- { row: 1.5, col: 13.5 },
161
- { row: 4.5, col: 10.5 },
162
- { row: 4.5, col: 13.5 }
163
- ],
164
- green: [
165
- { row: 10.5, col: 1.5 },
166
- { row: 10.5, col: 4.5 },
167
- { row: 13.5, col: 1.5 },
168
- { row: 13.5, col: 4.5 }
169
- ],
170
- yellow: [
171
- { row: 10.5, col: 10.5 },
172
- { row: 10.5, col: 13.5 },
173
- { row: 13.5, col: 10.5 },
174
- { row: 13.5, col: 13.5 }
175
- ]
176
- };
177
-
178
- export const CENTER = { row: 7, col: 7 };
179
-
180
- // ── Grid → board units ────────────────────────────────────────────────
181
-
182
- /** A grid cell (row, col; may be fractional for yards) as a board-unit point (x right, y up, centred). */
183
- export function cellPoint(row: number, col: number): [number, number] {
184
- return [-0.5 + (col + 0.5) / GRID, 0.5 - (row + 0.5) / GRID];
185
- }
186
-
187
- // ── Layout (view points) ──────────────────────────────────────────────
188
-
189
- const SCOREBOARD_HEIGHT = 82;
190
- const CONTROLS_HEIGHT = 110;
191
- const TOP_EXTENT = 0.5 + RIM;
192
- const BOTTOM_EXTENT = -DIE_Y + DIE_SIZE * 0.75;
193
-
194
- export type Layout = { width: number; height: number; size: number; centerY: number };
195
-
196
- export function getLayout(width: number, height: number, offset: number): Layout {
197
- const cos = Math.cos(TILT);
198
- const top = getScoreBoardTop(offset) + SCOREBOARD_HEIGHT;
199
- const room = Math.max(200, height - top - CONTROLS_HEIGHT);
200
- // Follow the shared game width, including side margins and the board's frame.
201
- const boardWidth = gameWidthFor(width);
202
- const size = Math.min(boardWidth / (1 + RIM * 2), room / ((TOP_EXTENT + BOTTOM_EXTENT) * cos));
203
- const middle = top + room / 2;
204
- // On screen the board's far edge is TOP_EXTENT above its centre and the die's edge BOTTOM_EXTENT below,
205
- // so the centre sits above the middle by half their difference
206
- return { width, height, size, centerY: middle - ((BOTTOM_EXTENT - TOP_EXTENT) / 2) * size * cos };
207
- }
208
-
209
- /** Where a point on (or `z` above) the board, in board units, appears in the view. */
210
- export function toView(l: Layout, x: number, y: number, z = 0): [number, number] {
211
- return project({ width: l.width, height: l.height, centerY: l.centerY, tilt: TILT }, x * l.size, y * l.size, z * l.size);
212
- }
@@ -1,326 +0,0 @@
1
- // Ludo King's play, with no React: build a game with `createGame`, give it a layout, `start` it and
2
- // `tick` it every frame. You (green) tap the die to roll, then tap a token to move it; the AI (red)
3
- // takes its turn on the game's own clock. A six, a capture or getting a token home earns another roll;
4
- // three sixes lose the turn. First to get all four tokens home wins.
5
- import { type Camera, World } from '@nayan-ui/engine';
6
- import type { GameTheme } from '../../services/ThemeService';
7
- import {
8
- AI_THINK,
9
- CANT_MOVE_DELAY,
10
- HOME_YARDS,
11
- HOP_TIME,
12
- type Layout,
13
- MAX_SIXES,
14
- MOVE_DELAY,
15
- NEXT_TURN_DELAY,
16
- PENALTY_DELAY,
17
- type PlayerColor,
18
- ROLL_TIME
19
- } from './LudoKingConstants';
20
- import {
21
- calculateScore,
22
- canMove,
23
- createPlayers,
24
- getWinner,
25
- isFinished,
26
- isGameOver,
27
- journey,
28
- movableTokens,
29
- moveToken,
30
- type Player,
31
- rollDice,
32
- selectAIMove,
33
- type Token,
34
- tokenCell
35
- } from './LudoKingRules';
36
- import {
37
- aimCamera,
38
- bobToken,
39
- buildScene,
40
- captureBurst,
41
- confetti,
42
- finishBurst,
43
- hopToken,
44
- placeToken,
45
- removeScene,
46
- rollDie,
47
- type Scene,
48
- setSceneTheme,
49
- showHints,
50
- showRollHint
51
- } from './LudoKingScene';
52
-
53
- export type Phase = 'ready' | 'playing' | 'over';
54
- export type Turn = 0 | 1;
55
- /** 'rolling' waits for your die tap, 'await' for your token tap, others animate or are the AI's. */
56
- type Stage = 'rolling' | 'await' | 'busy' | 'thinking';
57
- export type GameEvent = 'tap' | 'roll' | 'six' | 'penalty' | 'cantMove' | 'move' | 'capture' | 'finish';
58
-
59
- const WORLD_CAPACITY = 700;
60
- const MAX_STEP = 0.1;
61
-
62
- export function createGame(theme: GameTheme) {
63
- const world = new World(WORLD_CAPACITY);
64
- const camera: Camera = { eye: [0, 0, 240], target: [0, 0, 0], fov: 1, ortho: 1 };
65
- const players = createPlayers('green', ['red']);
66
- const g = {
67
- world,
68
- camera,
69
- theme,
70
- layout: null as Layout | null,
71
- scene: null as Scene | null,
72
- phase: 'ready' as Phase,
73
- players,
74
- turn: 0 as Turn,
75
- dice: 0,
76
- stage: 'rolling' as Stage,
77
- sixes: 0,
78
- /** The score lives in the engine (Rust). */
79
- get score() {
80
- return world.scoreboard.score;
81
- },
82
- won: false,
83
- onPhase: (_p: Phase) => {},
84
- onFinished: (_you: number, _ai: number) => {},
85
- onScore: (_s: number) => {},
86
- onTurn: (_t: Turn) => {},
87
- onEvent: (_e: GameEvent, _who: Turn) => {}
88
- };
89
- world.scoreboard.reset();
90
- return g;
91
- }
92
- export type Game = ReturnType<typeof createGame>;
93
-
94
- const after = (g: Game, seconds: number, run: () => void) => g.world.after(seconds, run);
95
- const current = (g: Game) => g.players[g.turn]!;
96
-
97
- const tokenIdsOf = (players: Player[]) => players.flatMap((p) => p.tokens.map((t) => ({ id: t.id, color: p.color })));
98
-
99
- // ── Scene ─────────────────────────────────────────────────────────────
100
-
101
- export function setLayout(g: Game, l: Layout) {
102
- if (g.scene) removeScene(g.world, g.scene);
103
- g.layout = l;
104
- aimCamera(g.camera, l);
105
- g.scene = buildScene(g.world, l, g.theme, tokenIdsOf(g.players));
106
- arrange(g);
107
- idle(g);
108
- }
109
-
110
- export function setTheme(g: Game, theme: GameTheme) {
111
- g.theme = theme;
112
- if (g.scene) setSceneTheme(g.world, g.scene, theme);
113
- }
114
-
115
- /** Snaps every token to its cell, nudging those that share one apart. */
116
- function arrange(g: Game) {
117
- const { layout: l, scene: s } = g;
118
- if (!l || !s) return;
119
- const groups = new Map<string, { id: string }[]>();
120
- for (const p of g.players)
121
- for (const t of p.tokens) {
122
- const c = tokenCell(t);
123
- const key = `${c.row},${c.col}`;
124
- (groups.get(key) ?? groups.set(key, []).get(key)!).push({ id: t.id });
125
- }
126
- for (const [key, members] of groups) {
127
- const [row, col] = key.split(',').map(Number) as [number, number];
128
- members.forEach((m, i) => placeToken(g.world, l, s, m.id, { row, col }, members.length > 1 ? (i - (members.length - 1) / 2) * 0.022 : 0));
129
- }
130
- }
131
-
132
- /** Shows the roll hint and bobs the player to move. */
133
- function idle(g: Game) {
134
- const { layout: l, scene: s } = g;
135
- if (!l || !s) return;
136
- const playing = g.phase === 'playing';
137
- showRollHint(g.world, l, s, playing && g.stage === 'rolling' && g.turn === 0);
138
- if (playing && (g.stage === 'rolling' || g.stage === 'thinking' || g.stage === 'await'))
139
- bobToken(
140
- g.world,
141
- l,
142
- s,
143
- current(g).tokens.map((t) => t.id)
144
- );
145
- else bobToken(g.world, l, s, []);
146
- if (playing && g.stage === 'await' && g.turn === 0) {
147
- const cells = movableTokens(current(g), g.dice).map((t) => tokenCell(t));
148
- showHints(g.world, l, s, cells);
149
- } else showHints(g.world, l, s, []);
150
- }
151
-
152
- // ── Run ───────────────────────────────────────────────────────────────
153
-
154
- export function start(g: Game) {
155
- if (g.phase !== 'ready') return;
156
- g.phase = 'playing';
157
- g.onPhase('playing');
158
- beginTurn(g);
159
- }
160
-
161
- export function reset(g: Game) {
162
- g.world.cancelTimers();
163
- g.players = createPlayers('green', ['red']);
164
- g.turn = 0;
165
- g.dice = 0;
166
- g.stage = 'rolling';
167
- g.sixes = 0;
168
- g.world.scoreboard.reset();
169
- g.won = false;
170
- g.phase = 'ready';
171
- arrange(g);
172
- idle(g);
173
- g.onFinished(0, 0);
174
- g.onScore(0);
175
- g.onTurn(0);
176
- g.onPhase('ready');
177
- }
178
-
179
- export function dispose(g: Game) {
180
- g.world.dispose();
181
- }
182
-
183
- export function tick(g: Game, dt: number) {
184
- if (g.world.isDisposed) return;
185
- g.world.update(Math.min(dt, MAX_STEP));
186
- }
187
-
188
- // ── Taps ──────────────────────────────────────────────────────────────
189
-
190
- export function tap(g: Game, x: number, y: number) {
191
- if (g.phase !== 'playing' || !g.scene) return;
192
- const hit = g.world.pick(x, y);
193
- if (!hit) return;
194
- if (hit.entity === g.scene.die) {
195
- if (g.stage === 'rolling' && g.turn === 0) {
196
- g.onEvent('tap', 0);
197
- roll(g);
198
- }
199
- return;
200
- }
201
- const id = g.scene.tokenAt.get(hit.entity);
202
- if (!id || g.stage !== 'await' || g.turn !== 0) return;
203
- const token = current(g).tokens.find((t) => t.id === id);
204
- if (token && canMove(token, g.dice)) applyMove(g, token);
205
- }
206
-
207
- // ── A turn ────────────────────────────────────────────────────────────
208
-
209
- function beginTurn(g: Game) {
210
- g.dice = 0;
211
- if (current(g).isAI) {
212
- g.stage = 'thinking';
213
- idle(g);
214
- after(g, AI_THINK, () => roll(g));
215
- } else {
216
- g.stage = 'rolling';
217
- idle(g);
218
- }
219
- }
220
-
221
- function roll(g: Game) {
222
- const { layout: l, scene: s } = g;
223
- if (!l || !s) return;
224
- g.stage = 'busy';
225
- idle(g);
226
- const value = rollDice();
227
- g.onEvent('roll', g.turn);
228
- rollDie(g.world, l, s, value, ROLL_TIME, () => g.world.isDisposed);
229
- after(g, ROLL_TIME, () => rolled(g, value));
230
- }
231
-
232
- function rolled(g: Game, value: number) {
233
- g.dice = value;
234
- g.sixes = value === 6 ? g.sixes + 1 : 0;
235
- if (g.sixes >= MAX_SIXES) {
236
- g.onEvent('penalty', g.turn);
237
- g.sixes = 0;
238
- after(g, PENALTY_DELAY, () => passTurn(g));
239
- return;
240
- }
241
- if (value === 6) g.onEvent('six', g.turn);
242
- const movable = movableTokens(current(g), value);
243
- if (!movable.length) {
244
- if (g.turn === 0) g.onEvent('cantMove', 0);
245
- after(g, CANT_MOVE_DELAY, () => passTurn(g));
246
- return;
247
- }
248
- if (current(g).isAI) {
249
- after(g, MOVE_DELAY, () => {
250
- const pick = selectAIMove(current(g), value, g.players);
251
- if (pick) applyMove(g, pick);
252
- else passTurn(g);
253
- });
254
- } else {
255
- g.stage = 'await';
256
- idle(g);
257
- }
258
- }
259
-
260
- function applyMove(g: Game, token: Token) {
261
- const { layout: l, scene: s } = g;
262
- if (!l || !s) return;
263
- g.stage = 'busy';
264
- const who = g.turn;
265
- const value = g.dice;
266
- const { moved, captured } = moveToken(token, value, g.players);
267
- const justFinished = isFinished(moved) && !isFinished(token);
268
- const capturedCell = captured ? tokenCell(captured) : null;
269
-
270
- const player = current(g);
271
- player.tokens = player.tokens.map((t) => (t.id === token.id ? moved : t));
272
- player.finishedTokens = player.tokens.filter(isFinished).length;
273
- if (captured) {
274
- const opp = g.players.find((p) => p.color === captured.player)!;
275
- opp.tokens = opp.tokens.map((t) => (t.id === captured.id ? { ...t, progress: -1 } : t));
276
- }
277
- g.world.scoreboard.set(calculateScore(g.players[0]!));
278
- g.onScore(g.score);
279
- g.onFinished(g.players[0]!.finishedTokens, g.players[1]!.finishedTokens);
280
-
281
- const cells = journey(token, value);
282
- const time = Math.max(1, cells.length - 1) * HOP_TIME;
283
- showHints(g.world, l, s, []);
284
- bobToken(g.world, l, s, []);
285
- hopToken(g.world, l, s, token.id, cells, time);
286
- g.onEvent(captured ? 'capture' : justFinished ? 'finish' : 'move', who);
287
-
288
- after(g, time, () => {
289
- const scn = g.scene;
290
- const lay = g.layout;
291
- if (!scn || !lay) return;
292
- if (captured && capturedCell) {
293
- captureBurst(g.world, lay, capturedCell);
294
- const yardIdx = Number(captured.id.split('-')[1]);
295
- const yard = HOME_YARDS[captured.player as PlayerColor][yardIdx]!;
296
- placeToken(g.world, lay, scn, captured.id, yard, 0);
297
- }
298
- if (justFinished) finishBurst(g.world, lay);
299
- arrange(g);
300
-
301
- if (isGameOver(g.players)) {
302
- const winner = getWinner(g.players);
303
- g.won = winner?.color === 'green';
304
- end(g);
305
- if (winner) confetti(g.world, lay, winner.color);
306
- return;
307
- }
308
- const extra = value === 6 || justFinished || !!captured;
309
- after(g, NEXT_TURN_DELAY, () => (extra ? beginTurn(g) : passTurn(g)));
310
- });
311
- }
312
-
313
- function passTurn(g: Game) {
314
- if (g.phase !== 'playing') return;
315
- g.turn = (g.turn === 0 ? 1 : 0) as Turn;
316
- g.sixes = 0;
317
- g.onTurn(g.turn);
318
- beginTurn(g);
319
- }
320
-
321
- function end(g: Game) {
322
- g.phase = 'over';
323
- g.stage = 'busy';
324
- idle(g);
325
- g.onPhase('over');
326
- }