@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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@@ -1,77 +0,0 @@
1
- // Memory Match's screen, on the Nayan engine: the table, its twenty cards and their fruit are one 3D
2
- // scene (an orthographic camera leaning back over the table), under Playtura's scoreboard, controls and
3
- // modals. The play is in MemoryMatchGame.ts (the deck in MemoryMatchRules.ts), what it draws in
4
- // MemoryMatchScene.ts.
5
- //
6
- // One world serves the whole visit: Start, Stop and Play Again re-deal it in place and a theme change
7
- // repaints the backdrop, so the GPU view is never rebuilt. Cards flip, pulse and shake in the engine's
8
- // Rust core; JS reads the finger and steps the clock once a frame.
9
- import { HapticType } from '../../services/HapticsService';
10
- import { GAME_SOUNDS } from '../../services/SoundsService';
11
- import { GAME_IDS, isTablet } from '../../services/UtilsService';
12
- import { engineGame, EngineGameScreen } from '../shared/EngineGameScreen';
13
- import { scoreColumn, textColumn, timerColumn } from '../shared/EngineHud';
14
- import { useEngineGame } from '../shared/useEngineGame';
15
- import { useLiveState } from '../shared/useLiveState';
16
- import { GAME_DURATION, getLayout, LIGHT } from './MemoryMatchConstants';
17
- import { createGame, dispose, drag, type GameEvent, reset, setLayout, setTheme, start, tick } from './MemoryMatchGame';
18
-
19
- const SOUNDS = GAME_SOUNDS.MEMORY_MATCH;
20
-
21
- /** Each event's sound and haptic, as the original version played them. */
22
- const FEEDBACK: Record<GameEvent, { sound: (typeof SOUNDS)[keyof typeof SOUNDS]; haptic: HapticType }> = {
23
- flip: { sound: SOUNDS.FLIP, haptic: HapticType.LIGHT },
24
- match: { sound: SOUNDS.MATCH, haptic: HapticType.SUCCESS },
25
- wrong: { sound: SOUNDS.WRONG, haptic: HapticType.WARNING },
26
- win: { sound: SOUNDS.WIN, haptic: HapticType.SUCCESS },
27
- lose: { sound: SOUNDS.GAME_OVER, haptic: HapticType.ERROR }
28
- };
29
-
30
- export const MemoryMatch = engineGame(GAME_IDS.MEMORY_MATCH, (props) => {
31
- const [score, setScore] = useLiveState(0);
32
- const [pairs, setPairs] = useLiveState<{ matched: number; total: number } | null>(null);
33
- const [time, setTime] = useLiveState(GAME_DURATION);
34
-
35
- // Win or lose as the round ends
36
- const { game, theme, status, screen, gameOver } = useEngineGame(props, {
37
- gameId: GAME_IDS.MEMORY_MATCH,
38
- create: createGame,
39
- start,
40
- reset,
41
- dispose,
42
- tick,
43
- setTheme,
44
- resize: (g, width, height, offset) => {
45
- const l = getLayout(width, height, offset, isTablet);
46
- setLayout(g, l);
47
- return l.boardW;
48
- },
49
- drag,
50
- sounds: SOUNDS,
51
- onStart: (fx) => fx(SOUNDS.START, HapticType.MEDIUM),
52
- wire: (g, fx) => {
53
- g.onScore = setScore;
54
- g.onPairs = (matched, total) => setPairs({ matched, total });
55
- g.onTime = setTime;
56
- g.onEvent = (event) => fx(FEEDBACK[event].sound, FEEDBACK[event].haptic);
57
- }
58
- });
59
-
60
- const { matched, total } = pairs ?? { matched: 0, total: game.totalPairs };
61
-
62
- return (
63
- <EngineGameScreen
64
- {...screen}
65
- light={LIGHT}
66
- columns={[scoreColumn(score), textColumn('PAIRS', `${matched}/${total}`), timerColumn(time, theme)]}
67
- subtext="Find every matching pair!"
68
- gameOver={gameOver({
69
- title: status === 'win' ? 'ALL MATCHED!' : 'TIME UP!',
70
- message: status === 'win' ? 'You found every pair!' : 'You ran out of time!',
71
- scoreLabel: 'Score',
72
- score,
73
- buttonText: 'Play Again!'
74
- })}
75
- />
76
- );
77
- });
@@ -1,105 +0,0 @@
1
- // Memory Match's rules, timings, colors and layout. Rules and scores match the original version
2
- // (games/memory-match), so scores carry over.
3
- import { isTablet } from '../../services/UtilsService';
4
- import { getScoreBoardTop } from '../shared/EngineHud';
5
- import type { TiltView } from '../shared/EngineTilt';
6
- import { frontLight, gameWidthFor } from '../shared/EngineUtils';
7
- import { COLS, ROWS } from './MemoryMatchRules';
8
-
9
- // ── Rules and timing ──────────────────────────────────────────────────
10
-
11
- export const GAME_DURATION = 300; // seconds; running out loses the round
12
- export const MISMATCH_DELAY = 0.8; // seconds the two cards stay revealed on a miss
13
- export const POINTS_PER_MATCH = 1000;
14
- export const WIN_BONUS = 5000;
15
- export const FLIP_TIME = 0.22; // a card turning over, as the original flip
16
- export const TAP_SLOP = 12; // points a finger may wander and still tap
17
-
18
- // ── Colors ────────────────────────────────────────────────────────────
19
-
20
- export const COLORS = {
21
- CARD_FRONT: '#FFFDF7',
22
- CARD_MATCHED: '#E5F7EC',
23
- FRONT_BORDER: '#DFE3F1',
24
- MATCHED_BORDER: '#8BD3AD',
25
- MATCHED_BADGE: '#32A875',
26
- BACK_TOP: '#6378E0',
27
- BACK_BOTTOM: '#3E4EAE',
28
- BACK_BORDER: '#97A7EF',
29
- BACK_HALO: '#6072CE',
30
- BACK_MOTIF: '#EAF0FF',
31
- BACK_PAIR: '#B9CCFF'
32
- } as const;
33
-
34
- // ── The scene ─────────────────────────────────────────────────────────
35
-
36
- /** The camera leans back a little from straight down, so the cards and fruit stand up. */
37
- export const TILT = 0.2;
38
- /** Lit from the upper left; surfaces facing up off the table (+z) keep their exact color. */
39
- export const LIGHT = frontLight([-0.4, 0.5, 1], 0.45);
40
- /** A card's thickness, and its fruit's size, of its width. */
41
- export const THICKNESS = 0.28;
42
- /** The flat face of EngineBlocks' bevel occupies 78% of the block's width. */
43
- export const FACE_SIZE = 0.78;
44
- export const FRUIT_SIZE = 0.62;
45
- /**
46
- * Mesh detail for the card fruit (EngineFruits): about as big on screen as Fruit Ninja's, so the same
47
- * lighter models serve both games; ten full-detail fruit would be built in one frame on the first deal.
48
- */
49
- export const FRUIT_DETAIL = isTablet ? 0.7 : 0.5;
50
-
51
- // ── Layout (view points) ──────────────────────────────────────────────
52
-
53
- const SCOREBOARD_HEIGHT = 82;
54
- const CONTROLS_HEIGHT = 120;
55
- /** The shared block's smoothed bevel extends slightly beyond its nominal unit square. */
56
- const CARD_BOUNDS = 1.01;
57
-
58
- export type Layout = TiltView & { rows: number; cols: number; card: number; gap: number; pitch: number; boardW: number; boardH: number };
59
-
60
- /** Fill the shared game width without outer gutters; fit shorter screens inside the available height. */
61
- export function getLayout(width: number, height: number, offset: number, tablet: boolean): Layout {
62
- const gap = tablet ? 12 : 10;
63
- const top = getScoreBoardTop(offset) + SCOREBOARD_HEIGHT;
64
- const room = Math.max(1, height - top - CONTROLS_HEIGHT);
65
- const gameWidth = gameWidthFor(width);
66
- const cos = Math.cos(TILT);
67
- const sin = Math.sin(TILT);
68
- const byWidth = (gameWidth - gap * (COLS - 1)) / (COLS - 1 + CARD_BOUNDS);
69
- const byHeight = (room - gap * (ROWS - 1) * cos) / ((ROWS - 1 + CARD_BOUNDS) * cos + THICKNESS * sin);
70
- const card = Math.max(1, Math.min(byWidth, byHeight));
71
- const pitch = card + gap;
72
- return {
73
- width,
74
- height,
75
- tilt: TILT,
76
- centerY: top + room / 2 + (card * THICKNESS * sin) / 2,
77
- rows: ROWS,
78
- cols: COLS,
79
- card,
80
- gap,
81
- pitch,
82
- boardW: card * (COLS - 1 + CARD_BOUNDS) + gap * (COLS - 1),
83
- boardH: card * (ROWS - 1 + CARD_BOUNDS) + gap * (ROWS - 1)
84
- };
85
- }
86
-
87
- /** A card's centre on the table (index row-major, row 0 along the top), in world units. */
88
- export function cardCentre(l: Layout, i: number): [number, number] {
89
- const r = Math.floor(i / l.cols);
90
- const c = i % l.cols;
91
- return [(c - (l.cols - 1) / 2) * l.pitch, ((l.rows - 1) / 2 - r) * l.pitch];
92
- }
93
-
94
- /** The card under a table point (not in the gaps), or -1. */
95
- export function cardAt(l: Layout, x: number, y: number): number {
96
- const lx = x + (l.cols * l.pitch) / 2;
97
- const ly = (l.rows * l.pitch) / 2 - y;
98
- const c = Math.floor(lx / l.pitch);
99
- const r = Math.floor(ly / l.pitch);
100
- if (r < 0 || r >= l.rows || c < 0 || c >= l.cols) return -1;
101
- const half = l.gap / 2;
102
- const ix = lx - c * l.pitch;
103
- const iy = ly - r * l.pitch;
104
- return ix >= half && ix <= l.pitch - half && iy >= half && iy <= l.pitch - half ? r * l.cols + c : -1;
105
- }
@@ -1,222 +0,0 @@
1
- // Memory Match's play, with no React: build a game with `createGame`, give it a layout, `start` it and
2
- // `tick` it every frame. Tap a card to turn it over, then another: a pair stays up (1,000 points), a
3
- // miss shows both for 0.8 s and turns them back. Find all ten pairs inside five minutes to win (5,000
4
- // more, and the quicker the better).
5
- //
6
- // Ported step for step from the original store (games/memory-match); the miss's delay and the clock run on
7
- // the game's own clock, so Stop or leaving can't let a late flip into the next game.
8
- import { type Camera, type DragEvent, World } from '@nayan-ui/engine';
9
- import { calculateTimeBasedScore } from '../../services/ScoringService';
10
- import type { GameTheme } from '../../services/ThemeService';
11
- import { aimTilted, unproject } from '../shared/EngineTilt';
12
- import { cardAt, GAME_DURATION, type Layout, MISMATCH_DELAY, POINTS_PER_MATCH, TAP_SLOP, THICKNESS, WIN_BONUS } from './MemoryMatchConstants';
13
- import { buildDeck, type Card } from './MemoryMatchRules';
14
- import { buildScene, celebrate, deal, flip, matched, mismatch, removeScene, type Scene, setSceneTheme, timeUp } from './MemoryMatchScene';
15
-
16
- export type Phase = 'ready' | 'playing' | 'over';
17
- /** flip: a first card turned; match / wrong: how a pair went; win / lose: how it ended. */
18
- export type GameEvent = 'flip' | 'match' | 'wrong' | 'win' | 'lose';
19
-
20
- const WORLD_CAPACITY = 240; // twenty seven-entity cards, backdrop and celebration particles, with headroom
21
-
22
- export function createGame(theme: GameTheme) {
23
- const world = new World(WORLD_CAPACITY);
24
- const camera: Camera = { eye: [0, 0, 240], target: [0, 0, 0], fov: 1, ortho: 1 };
25
- const { cards, totalPairs } = buildDeck();
26
- const g = {
27
- world,
28
- camera,
29
- theme,
30
- layout: null as Layout | null,
31
- scene: null as Scene | null,
32
- phase: 'ready' as Phase,
33
- cards,
34
- totalPairs,
35
- firstIndex: -1,
36
- /** Input is locked while a miss is shown. */
37
- lock: false,
38
- matchedPairs: 0,
39
- moves: 0,
40
- /** Score and the countdown live in the engine (Rust), advanced by world.update. */
41
- get score() {
42
- return world.scoreboard.score;
43
- },
44
- get timeLeft() {
45
- return world.scoreboard.shownSeconds;
46
- },
47
- won: false,
48
- press: null as { x: number; y: number; index: number } | null,
49
- // UI hooks, set by the screen.
50
- onPhase: (_p: Phase) => {},
51
- onScore: (_s: number) => {},
52
- onPairs: (_matched: number, _total: number) => {},
53
- onTime: (_t: number) => {},
54
- onEvent: (_e: GameEvent) => {}
55
- };
56
- world.scoreboard.reset(0, GAME_DURATION);
57
- world.scoreboard.handlers = {
58
- onScore: (s) => g.onScore(s),
59
- onSecond: (t) => g.onTime(t),
60
- onTimeUp: () => g.phase === 'playing' && end(g, false)
61
- };
62
- return g;
63
- }
64
- export type Game = ReturnType<typeof createGame>;
65
-
66
- // ── Scene ─────────────────────────────────────────────────────────────
67
-
68
- /** Lays the table out for the view (first layout, header height, rotation): rebuilt where things stand. */
69
- export function setLayout(g: Game, l: Layout) {
70
- if (g.scene) removeScene(g.world, g.scene);
71
- g.layout = l;
72
- aimTilted(g.camera, l);
73
- g.scene = buildScene(g.world, l, g.theme, g.cards);
74
- }
75
-
76
- export function setTheme(g: Game, theme: GameTheme) {
77
- g.theme = theme;
78
- if (g.scene) setSceneTheme(g.world, g.scene, theme);
79
- }
80
-
81
- // ── Run ───────────────────────────────────────────────────────────────
82
-
83
- /** Starts play on the deal already on the table. */
84
- export function start(g: Game) {
85
- if (g.phase !== 'ready') return;
86
- g.phase = 'playing';
87
- g.world.scoreboard.startCountdown(GAME_DURATION);
88
- g.onPhase('playing');
89
- }
90
-
91
- /** A fresh deal, not started (Stop, Play Again), as the original store's reset. The world is kept. */
92
- export function reset(g: Game) {
93
- g.world.cancelTimers();
94
- const { cards, totalPairs } = buildDeck();
95
- g.cards = cards;
96
- g.totalPairs = totalPairs;
97
- g.firstIndex = -1;
98
- g.lock = false;
99
- g.matchedPairs = 0;
100
- g.moves = 0;
101
- g.world.scoreboard.reset(0, GAME_DURATION);
102
- g.won = false;
103
- g.press = null;
104
- g.phase = 'ready';
105
- if (g.layout && g.scene) deal(g.world, g.layout, g.scene, g.cards);
106
- g.onScore(0);
107
- g.onPairs(0, totalPairs);
108
- g.onTime(GAME_DURATION);
109
- g.onPhase('ready');
110
- }
111
-
112
- export function dispose(g: Game) {
113
- g.world.dispose();
114
- }
115
-
116
- export function tick(g: Game, dt: number) {
117
- if (g.world.isDisposed) return;
118
- g.world.update(dt);
119
- }
120
-
121
- function end(g: Game, won: boolean) {
122
- g.world.scoreboard.stop();
123
- g.won = won;
124
- g.phase = 'over';
125
- g.press = null;
126
- const { layout: l, scene: s } = g;
127
- if (l && s) {
128
- if (won) celebrate(g.world, l, s);
129
- else timeUp(g.world, s, g.cards);
130
- }
131
- g.onPhase('over');
132
- g.onEvent(won ? 'win' : 'lose');
133
- }
134
-
135
- const setState = (g: Game, i: number, state: Card['state']) => {
136
- g.cards[i] = { ...g.cards[i]!, state };
137
- };
138
-
139
- // ── Flips (the original store's, step for step) ───────────────────────────
140
-
141
- /** Turns a card over: the first of a pair waits, the second matches or misses. */
142
- export function flipCard(g: Game, index: number) {
143
- if (g.phase !== 'playing' || g.won || g.lock) return;
144
- const card = g.cards[index];
145
- if (!card || card.state !== 'down') return;
146
- const { layout: l, scene: s } = g;
147
- if (g.firstIndex === -1) {
148
- setState(g, index, 'up');
149
- g.firstIndex = index;
150
- if (l && s) flip(g.world, l, s, index, true);
151
- g.onEvent('flip');
152
- return;
153
- }
154
- const first = g.firstIndex;
155
- if (first === index) return;
156
- g.moves += 1;
157
- g.firstIndex = -1;
158
- if (g.cards[first]!.symbol === card.symbol) {
159
- setState(g, first, 'matched');
160
- setState(g, index, 'matched');
161
- g.matchedPairs += 1;
162
- g.world.scoreboard.add(POINTS_PER_MATCH);
163
- if (l && s) {
164
- flip(g.world, l, s, index, true);
165
- matched(g.world, l, s, first);
166
- matched(g.world, l, s, index);
167
- }
168
- const won = g.matchedPairs >= g.totalPairs;
169
- if (won) g.world.scoreboard.set(calculateTimeBasedScore(GAME_DURATION - g.timeLeft, GAME_DURATION, g.score + WIN_BONUS));
170
- g.onPairs(g.matchedPairs, g.totalPairs);
171
- g.onEvent('match');
172
- if (won) end(g, true);
173
- return;
174
- }
175
- // A miss: show the second card, lock input, then turn both back
176
- setState(g, index, 'up');
177
- g.lock = true;
178
- if (l && s) {
179
- flip(g.world, l, s, index, true);
180
- mismatch(g.world, l, s, first);
181
- mismatch(g.world, l, s, index);
182
- }
183
- g.onEvent('wrong');
184
- g.world.after(MISMATCH_DELAY, () => {
185
- if (g.phase !== 'playing') return;
186
- for (const i of [first, index]) {
187
- if (g.cards[i]!.state !== 'up') continue;
188
- setState(g, i, 'down');
189
- if (g.layout && g.scene) flip(g.world, g.layout, g.scene, i, false);
190
- }
191
- g.lock = false;
192
- });
193
- }
194
-
195
- // ── The finger ────────────────────────────────────────────────────────
196
-
197
- /** The card under a view point (on the cards' tops), or -1. */
198
- export function cardUnder(g: Game, x: number, y: number): number {
199
- const l = g.layout;
200
- if (!l) return -1;
201
- const [wx, wy] = unproject(l, x, y, l.card * THICKNESS);
202
- return cardAt(l, wx, wy);
203
- }
204
-
205
- /** A tap (down and up without wandering, however long) turns the card under it. */
206
- export function drag(g: Game, { phase, x, y }: DragEvent) {
207
- if (phase === 'start') {
208
- g.press = { x, y, index: cardUnder(g, x, y) };
209
- return;
210
- }
211
- const p = g.press;
212
- if (!p) return;
213
- if (Math.hypot(x - p.x, y - p.y) > TAP_SLOP) {
214
- g.press = null;
215
- return;
216
- }
217
- if (phase !== 'end') return;
218
- g.press = null;
219
- // Where the finger lifted, as the original tap's end
220
- const index = cardUnder(g, x, y);
221
- if (index >= 0) flipCard(g, index);
222
- }
@@ -1,38 +0,0 @@
1
- // Memory Match's rules, with no React or engine: the deck (ten pairs of fruit, shuffled) and what a
2
- // flip does. Ported from the original store (games/memory-match), so a deal and every flip play out as
3
- // they did there.
4
-
5
- export const ROWS = 5;
6
- export const COLS = 4;
7
-
8
- export type FruitSymbol =
9
- 'apple' | 'orange' | 'banana' | 'grapes' | 'kiwi' | 'strawberry' | 'mango' | 'peach' | 'cherries' | 'pineapple' | 'watermelon' | 'pomegranate';
10
- export const FRUIT_SYMBOLS: FruitSymbol[] = [
11
- 'apple',
12
- 'orange',
13
- 'banana',
14
- 'grapes',
15
- 'kiwi',
16
- 'strawberry',
17
- 'mango',
18
- 'peach',
19
- 'cherries',
20
- 'pineapple',
21
- 'watermelon',
22
- 'pomegranate'
23
- ];
24
-
25
- export type CardState = 'down' | 'up' | 'matched';
26
- export type Card = { symbol: number; state: CardState };
27
-
28
- /** A fresh deck: a pair of each of the first ten fruits, Fisher-Yates shuffled (the same draws as the original store). */
29
- export function buildDeck(): { cards: Card[]; totalPairs: number } {
30
- const totalPairs = Math.min((ROWS * COLS) / 2, FRUIT_SYMBOLS.length);
31
- const symbols: number[] = [];
32
- for (let i = 0; i < totalPairs; i++) symbols.push(i, i);
33
- for (let i = symbols.length - 1; i > 0; i--) {
34
- const j = Math.floor(Math.random() * (i + 1));
35
- [symbols[i], symbols[j]] = [symbols[j]!, symbols[i]!];
36
- }
37
- return { cards: symbols.map((symbol) => ({ symbol, state: 'down' as CardState })), totalPairs };
38
- }