@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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  321. package/src/games/dots-and-boxes/DotsAndBoxes.tsx +0 -83
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@@ -1,67 +0,0 @@
1
- // Mine Sweeper's board and moves, as plain functions: the grid, mines laid after the first reveal (never
2
- // in the 3 x 3 round it), adjacent counts, and the flood reveal out from an empty cell. Ported from the
3
- // original version's service (games/mine-sweeper), in the same order, so boards play the same.
4
- import type { Board } from './MineSweeperConstants';
5
-
6
- export enum CellState {
7
- HIDDEN = 'hidden',
8
- REVEALED = 'revealed',
9
- FLAGGED = 'flagged'
10
- }
11
-
12
- export type Cell = { row: number; col: number; isMine: boolean; state: CellState; adjacentMines: number };
13
-
14
- export function emptyGrid(b: Board): Cell[][] {
15
- return Array.from({ length: b.rows }, (_, row) =>
16
- Array.from({ length: b.cols }, (_, col): Cell => ({ row, col, isMine: false, state: CellState.HIDDEN, adjacentMines: 0 }))
17
- );
18
- }
19
-
20
- /** Lays the mines anywhere but the 3 x 3 round the first reveal, then counts each cell's neighbours. */
21
- export function placeMines(grid: Cell[][], b: Board, safeRow: number, safeCol: number) {
22
- let placed = 0;
23
- while (placed < b.mines) {
24
- const r = Math.floor(Math.random() * b.rows);
25
- const c = Math.floor(Math.random() * b.cols);
26
- if ((Math.abs(r - safeRow) > 1 || Math.abs(c - safeCol) > 1) && !grid[r]![c]!.isMine) {
27
- grid[r]![c]!.isMine = true;
28
- placed++;
29
- }
30
- }
31
- for (let r = 0; r < b.rows; r++)
32
- for (let c = 0; c < b.cols; c++) {
33
- if (grid[r]![c]!.isMine) continue;
34
- let count = 0;
35
- for (let dr = -1; dr <= 1; dr++)
36
- for (let dc = -1; dc <= 1; dc++) {
37
- if (!dr && !dc) continue;
38
- if (grid[r + dr]?.[c + dc]?.isMine) count++;
39
- }
40
- grid[r]![c]!.adjacentMines = count;
41
- }
42
- }
43
-
44
- /** The cells a reveal opens, breadth first from the tapped one: past every empty cell to its neighbours, stopping at flags and mines. */
45
- export function floodReveal(grid: Cell[][], b: Board, startRow: number, startCol: number): Cell[] {
46
- const queue: [number, number][] = [[startRow, startCol]];
47
- const visited = new Uint8Array(b.rows * b.cols);
48
- visited[startRow * b.cols + startCol] = 1;
49
- const out: Cell[] = [];
50
- for (let head = 0; head < queue.length; head++) {
51
- const [row, col] = queue[head]!;
52
- const cell = grid[row]?.[col];
53
- if (!cell || cell.state !== CellState.HIDDEN || cell.isMine) continue;
54
- out.push(cell);
55
- if (cell.adjacentMines !== 0) continue;
56
- for (let dr = -1; dr <= 1; dr++)
57
- for (let dc = -1; dc <= 1; dc++) {
58
- if (!dr && !dc) continue;
59
- const nr = row + dr;
60
- const nc = col + dc;
61
- if (nr < 0 || nr >= b.rows || nc < 0 || nc >= b.cols || visited[nr * b.cols + nc]) continue;
62
- visited[nr * b.cols + nc] = 1;
63
- queue.push([nr, nc]);
64
- }
65
- }
66
- return out;
67
- }
@@ -1,262 +0,0 @@
1
- // Everything Mine Sweeper draws: a board (themed, as the original board) of raised grass tiles in two
2
- // shades, which sink to sand as they're revealed (rippling out from the tap) showing their count in 3D
3
- // digits, red pennant flags, and black spiked sea mines on red tiles when one goes off. Seen from a
4
- // little in front of straight down (shared/EngineTilt: an orthographic camera leaning back, one world
5
- // unit per point). Tiles, flags, mines and each digit share one mesh apiece (one instanced draw each).
6
- import {
7
- type Camera,
8
- effects,
9
- type Entity,
10
- extrude,
11
- type GeometryPart,
12
- lathe,
13
- merge,
14
- type Model,
15
- Path,
16
- quat,
17
- shapeGeometry,
18
- tube,
19
- type Vec3,
20
- type World
21
- } from '@nayan-ui/engine';
22
- import type { GameTheme } from '../../services/ThemeService';
23
- import { setBackdropTheme, spawnBackdrop } from '../shared/EngineBackdrop';
24
- import { GLYPH_RADIUS, glyphMesh } from '../shared/EngineGlyphs';
25
- import { cacheGameAsset, createGameMesh as createShape } from '../shared/EngineMeshes';
26
- import { placeTiltedBackdrop } from '../shared/EngineTilt';
27
- import { toColor } from '../shared/EngineUtils';
28
- import { cellCentre, COLORS, type Layout, NUMBER_COLORS, REVEAL_STEP } from './MineSweeperConstants';
29
- import { type Cell, CellState } from './MineSweeperRules';
30
-
31
- const meshes = new Map<string, Model>();
32
- const cached = (key: string, build: () => Model) => {
33
- let m = meshes.get(key);
34
- if (!m) {
35
- m = cacheGameAsset('mine-sweeper/MineSweeperScene:' + key, build);
36
- meshes.set(key, m);
37
- }
38
- return m;
39
- };
40
- const STAND_UP = quat.x(Math.PI / 2);
41
- const BOARD_DEPTH = 10;
42
- const BACKDROP_DEPTH = 25;
43
- const RAISED = 0.32; // a hidden tile's height, of a cell
44
- const SUNK = 0.08; // a revealed one's
45
-
46
- // ── Meshes (one cell across) ──────────────────────────────────────────
47
-
48
- /** A sea mine: a black ball with eight spikes and a glint, standing on the origin. */
49
- const mineMesh = () =>
50
- cached('ms-mine', () => {
51
- const spike = lathe(
52
- [
53
- [0.07, 0],
54
- [0.04, 0.14],
55
- [0.001, 0.2]
56
- ],
57
- { segments: 10 }
58
- );
59
- const parts: GeometryPart[] = [{ geometry: shapeGeometry('sphere'), position: [0, 0, 0.32], scale: 0.48, color: [0.12, 0.12, 0.14, 1] }];
60
- for (let i = 0; i < 8; i++) {
61
- const a = (i / 8) * Math.PI * 2;
62
- const tilt = i % 2 ? 0.45 : -0.45;
63
- // Each spike: stood up, leaned out, turned round the ball
64
- const rotation = quat.multiply(quat.z(a), quat.multiply(quat.y(Math.PI / 2 + tilt), STAND_UP));
65
- parts.push({ geometry: spike, position: [Math.cos(a) * 0.2, Math.sin(a) * 0.2, 0.32 + tilt * 0.3], rotation, color: [0.2, 0.2, 0.22, 1] });
66
- }
67
- parts.push({ geometry: shapeGeometry('sphere'), position: [-0.08, 0.08, 0.5], scale: 0.09, color: [0.9, 0.9, 0.95, 1] });
68
- return createShape(merge(parts), { center: false, shine: 0.8 });
69
- });
70
-
71
- /** A flag: a pole on a little base with a red pennant, standing on the origin. */
72
- const flagMesh = () =>
73
- cached('ms-flag', () => {
74
- const cloth = extrude(new Path().moveTo(0, 0).lineTo(0.36, 0.12).lineTo(0, 0.26).close(), { depth: 0.03 });
75
- return createShape(
76
- merge([
77
- {
78
- geometry: lathe(
79
- [
80
- [0.001, 0.05],
81
- [0.18, 0.05],
82
- [0.2, 0],
83
- [0.001, 0]
84
- ],
85
- { segments: 18 }
86
- ),
87
- rotation: STAND_UP,
88
- color: [0.33, 0.33, 0.33, 1]
89
- },
90
- {
91
- geometry: tube(
92
- [
93
- [-0.06, 0, 0.04],
94
- [-0.06, 0, 0.72]
95
- ],
96
- { radius: 0.03, sides: 8 }
97
- ),
98
- color: toColor('#8B4513')
99
- },
100
- { geometry: cloth, position: [-0.06, 0, 0.72], rotation: STAND_UP, color: toColor('#E74C3C') }
101
- ]),
102
- { center: false, shine: 0.4 }
103
- );
104
- });
105
-
106
- const panelMesh = (w: number, h: number, radius: number) =>
107
- cached(`ms-panel:${w}x${h}:${radius}`, () =>
108
- createShape(extrude(new Path().addRoundedRect(-w / 2, -h / 2, w, h, radius), { depth: BOARD_DEPTH }), { shine: 0.2 })
109
- );
110
-
111
- // ── Spawning ──────────────────────────────────────────────────────────
112
-
113
- export type Scene = {
114
- backdrop: Entity;
115
- panel: Entity;
116
- grid: Entity | null;
117
- tiles: Entity[];
118
- /** What sits on each cell: its count, a flag or a mine (null when nothing does). */
119
- marks: (Entity | null)[];
120
- };
121
-
122
- const alt = (row: number, col: number) => (row + col) % 2 === 1;
123
- const hiddenColor = (row: number, col: number) => toColor(alt(row, col) ? COLORS.HIDDEN_ALT : COLORS.HIDDEN);
124
- const revealedColor = (cell: Cell) => toColor(cell.isMine ? COLORS.MINE : alt(cell.row, cell.col) ? COLORS.REVEALED_ALT : COLORS.REVEALED);
125
- const panelColor = (theme: GameTheme) => toColor(theme.mode === 'classic' ? COLORS.CLASSIC_BOARD : theme.BOARD.SURFACE);
126
-
127
- export function buildScene(world: World, l: Layout, theme: GameTheme, grid: Cell[][]): Scene {
128
- const backdrop = spawnBackdrop(world, l.width, l.height, -BACKDROP_DEPTH, theme);
129
- placeTiltedBackdrop(world, backdrop, l, BACKDROP_DEPTH);
130
- const classic = theme.mode === 'classic';
131
- const panel = world.spawn({
132
- mesh: panelMesh(l.boardWidth, l.boardHeight, classic ? 12 : 8),
133
- position: [0, 0, -BOARD_DEPTH / 2],
134
- color: panelColor(theme),
135
- pickable: false
136
- });
137
- const gridBox = classic
138
- ? world.spawn({
139
- mesh: panelMesh(l.gridWidth, l.gridHeight, 8),
140
- position: [0, 0, -BOARD_DEPTH / 2 + 0.3],
141
- color: toColor(COLORS.CLASSIC_GRID),
142
- pickable: false
143
- })
144
- : null;
145
- const tiles: Entity[] = [];
146
- const marks: (Entity | null)[] = [];
147
- for (const row of grid)
148
- for (const cell of row) {
149
- const [x, y] = cellCentre(l, cell.row, cell.col);
150
- const shown = cell.state === CellState.REVEALED;
151
- const h = l.cell * (shown ? SUNK : RAISED);
152
- tiles.push(
153
- world.spawn({
154
- mesh: 'roundedBox',
155
- position: [x, y, h / 2],
156
- scale: [l.cell, l.cell, h],
157
- color: shown ? revealedColor(cell) : hiddenColor(cell.row, cell.col),
158
- pickable: false
159
- })
160
- );
161
- marks.push(null);
162
- }
163
- const s = { backdrop, panel, grid: gridBox, tiles, marks };
164
- for (const row of grid) for (const cell of row) mark(world, l, s, cell, false);
165
- return s;
166
- }
167
-
168
- export function removeScene(world: World, s: Scene) {
169
- for (const e of [s.backdrop, s.panel, s.grid, ...s.tiles, ...s.marks]) if (e != null) world.despawn(e);
170
- }
171
-
172
- export function setSceneTheme(world: World, l: Layout, s: Scene, theme: GameTheme) {
173
- setBackdropTheme(world, s.backdrop, theme);
174
- world.set(s.panel, { mesh: panelMesh(l.boardWidth, l.boardHeight, theme.mode === 'classic' ? 12 : 8), color: panelColor(theme) });
175
- if (s.grid != null) world.set(s.grid, { scale: theme.mode === 'classic' ? 1 : 0 });
176
- }
177
-
178
- const at = (l: Layout, cell: Cell, z: number): Vec3 => {
179
- const [x, y] = cellCentre(l, cell.row, cell.col);
180
- return [x, y, z];
181
- };
182
-
183
- /** Puts what belongs on a cell there: its count once revealed, a flag while flagged, a mine when revealed as one. */
184
- function mark(world: World, l: Layout, s: Scene, cell: Cell, animate: boolean, delay = 0) {
185
- const i = cell.row * l.cols + cell.col;
186
- const old = s.marks[i];
187
- if (old != null) world.despawn(old);
188
- s.marks[i] = null;
189
- let e: Entity | null = null;
190
- if (cell.state === CellState.FLAGGED) {
191
- e = world.spawn({ mesh: flagMesh(), position: at(l, cell, l.cell * RAISED), scale: l.cell * 0.8, pickable: false });
192
- } else if (cell.state === CellState.REVEALED && cell.isMine) {
193
- e = world.spawn({ mesh: mineMesh(), position: at(l, cell, l.cell * SUNK), scale: l.cell * 0.85, pickable: false });
194
- } else if (cell.state === CellState.REVEALED && cell.adjacentMines > 0) {
195
- const size = l.cell * 0.56;
196
- e = world.spawn({
197
- mesh: glyphMesh(String(cell.adjacentMines)),
198
- position: at(l, cell, l.cell * SUNK + GLYPH_RADIUS * size),
199
- scale: size,
200
- color: toColor(NUMBER_COLORS[cell.adjacentMines]!),
201
- pickable: false
202
- });
203
- }
204
- s.marks[i] = e;
205
- if (e != null && animate) {
206
- const full = cell.state === CellState.FLAGGED ? l.cell * 0.8 : cell.state === CellState.REVEALED && cell.isMine ? l.cell * 0.85 : l.cell * 0.56;
207
- world.set(e, { scale: 0.01 });
208
- world.animate(e, { scale: full }, { duration: 0.22, delay, easing: 'back' });
209
- }
210
- }
211
-
212
- // ── Motion ────────────────────────────────────────────────────────────
213
-
214
- /** Revealed cells sink to sand one after another, rippling out from the first, and show what they hold. */
215
- export function reveal(world: World, l: Layout, s: Scene, cells: Cell[], origin: Cell) {
216
- for (const cell of cells) {
217
- const delay = Math.hypot(cell.row - origin.row, cell.col - origin.col) * REVEAL_STEP;
218
- const tile = s.tiles[cell.row * l.cols + cell.col]!;
219
- const h = l.cell * SUNK;
220
- world.animate(
221
- tile,
222
- { position: at(l, cell, h / 2), scale: [l.cell, l.cell, h], color: revealedColor(cell) },
223
- { duration: 0.16, delay, easing: 'easeIn' }
224
- );
225
- mark(world, l, s, cell, true, delay + 0.1);
226
- }
227
- }
228
-
229
- /** A flag goes up, or comes down. */
230
- export function flag(world: World, l: Layout, s: Scene, cell: Cell) {
231
- mark(world, l, s, cell, true);
232
- }
233
-
234
- /** A mine goes off: a fireball, a jolt, and every mine shows. */
235
- export function explode(world: World, l: Layout, s: Scene, camera: Camera, hit: Cell, mines: Cell[]) {
236
- reveal(world, l, s, mines, hit);
237
- const [x, y] = cellCentre(l, hit.row, hit.col);
238
- effects.explosion(world, {
239
- position: [x, y, l.cell * 0.4],
240
- count: 28,
241
- size: l.cell * 0.9,
242
- speed: l.cell * 4,
243
- lifetime: 0.6,
244
- direction: [0, 0, 1],
245
- spread: 1.4,
246
- debris: [toColor('#3E4A58'), toColor('#8D6E63'), toColor('#5A5A5A')]
247
- });
248
- camera.shake = l.cell * 0.25;
249
- }
250
-
251
- /** Every safe cell cleared: confetti over the board. */
252
- export function celebrate(world: World, l: Layout) {
253
- effects.confetti(world, {
254
- position: [0, 0, l.cell],
255
- count: 60,
256
- size: l.cell * 0.2,
257
- speed: l.boardWidth * 1.4,
258
- lifetime: 1.3,
259
- gravity: -l.boardWidth * 2.4,
260
- colors: ['#FFD700', '#4CAF50', '#2196F3', '#E74C3C'].map((c) => toColor(c))
261
- });
262
- }
@@ -1,73 +0,0 @@
1
- import { useMemo } from 'react';
2
- import { HapticType } from '../../services/HapticsService';
3
- import { GAME_SOUNDS, type SoundConfig } from '../../services/SoundsService';
4
- import { GAME_IDS } from '../../services/UtilsService';
5
- import { engineGame, EngineGameScreen } from '../shared/EngineGameScreen';
6
- import { scoreColumn, textColumn } from '../shared/EngineHud';
7
- import { useEngineGame } from '../shared/useEngineGame';
8
- import { useLiveState } from '../shared/useLiveState';
9
- import { DAY_LIGHT, MOB_COLORS, MOB_CONFIG as C, NIGHT_LIGHT, SKY_DAY, SKY_NIGHT } from './MobControlConstants';
10
- import { aim, createGame, dispose, type GameEvent, INITIAL_HUD, replay, reset, setActive, setLayout, setTheme, start, tick } from './MobControlGame';
11
-
12
- const SOUNDS = GAME_SOUNDS.MOB_CONTROL;
13
- const FEEDBACK: Record<GameEvent, { sound?: SoundConfig; haptic?: HapticType }> = {
14
- shoot: { sound: SOUNDS.SHOOT },
15
- gate: { sound: SOUNDS.GATE, haptic: HapticType.LIGHT },
16
- hit: { sound: SOUNDS.HIT },
17
- clash: { sound: SOUNDS.CLASH, haptic: HapticType.LIGHT },
18
- boss: { sound: SOUNDS.LEVEL_UP, haptic: HapticType.SUCCESS },
19
- damage: { sound: SOUNDS.DAMAGE, haptic: HapticType.WARNING },
20
- champion: { sound: SOUNDS.LEVEL_UP, haptic: HapticType.HEAVY },
21
- win: { sound: GAME_SOUNDS.WELL_DONE, haptic: HapticType.SUCCESS },
22
- lose: { sound: SOUNDS.GAME_OVER, haptic: HapticType.ERROR }
23
- };
24
- export const MobControl = engineGame(GAME_IDS.MOB_CONTROL, (props) => {
25
- const [hud, setHud] = useLiveState(INITIAL_HUD, 0);
26
- const { game, theme, status, screen, gameOver } = useEngineGame(props, {
27
- gameId: GAME_IDS.MOB_CONTROL,
28
- create: createGame,
29
- start,
30
- reset,
31
- replay,
32
- dispose,
33
- tick,
34
- setTheme,
35
- setActive,
36
- resize: setLayout,
37
- drag: (g, e) => {
38
- if (!e.cancelled && e.phase !== 'end') aim(g, e.x);
39
- },
40
- sounds: SOUNDS,
41
- onStart: (fx) => fx(SOUNDS.START, HapticType.SUCCESS),
42
- resultsDelay: (result) => (result === 'win' ? 1300 : 650),
43
- wire: (g, fx) => {
44
- g.onHud = setHud;
45
- g.onEvent = (event) => fx(FEEDBACK[event].sound, FEEDBACK[event].haptic);
46
- }
47
- });
48
-
49
- const night = theme.mode === 'dark';
50
- const shield = Math.ceil((hud.hp / C.PLAYER_HP) * 100);
51
- const light = useMemo(() => (night ? NIGHT_LIGHT : DAY_LIGHT), [night]);
52
- return (
53
- <EngineGameScreen
54
- {...screen}
55
- source={game.renderer}
56
- light={light}
57
- background={night ? SKY_NIGHT : SKY_DAY}
58
- fog={0.007}
59
- columns={[scoreColumn(hud.score), textColumn('SHIELD', `${shield}%`, MOB_COLORS.HP_PLAYER), textColumn('ARMY', hud.army)]}
60
- subtext="Aim and grow mobs!"
61
- gameOver={gameOver({
62
- title: status === 'win' ? 'LEVEL CLEARED!' : 'DEFENSE BREACHED',
63
- message:
64
- status === 'win'
65
- ? `Level ${hud.level} conquered! ${shield}% shield remaining.`
66
- : `Your cannon fell in level ${hud.level}. Chain multiplier gates and use your champion to stop the red mob.`,
67
- scoreLabel: 'Battle Score',
68
- score: hud.score,
69
- buttonText: status === 'win' ? 'Next Level!' : 'Try Again!'
70
- })}
71
- />
72
- );
73
- });
@@ -1,106 +0,0 @@
1
- // World-space metres and seconds. These limits bound simulation, rendering and effects separately.
2
- import type { Light } from '@nayan-ui/engine';
3
-
4
- export const MOB_CONFIG = {
5
- HALF_WIDTH: 5.2,
6
- TRACK_NEAR_Z: 30,
7
- TRACK_FAR_Z: -150,
8
- CANNON_LIMIT: 4.25,
9
- CANNON_Z: 1.2,
10
- SPAWN_Z: -0.9,
11
- BASE_Z: -32,
12
- TARGET_LINE: -29.5,
13
- BREACH_Z: 0.15,
14
- PLAYER_HP: 1200,
15
- PLAYER_SLOTS: 640,
16
- ENEMY_SLOTS: 384,
17
- CAPACITY: 1024,
18
- BASE_HP: 1000,
19
- CORE_HP: 1400,
20
- ENEMY_WAVE_SIZE: 14,
21
- ENEMY_WAVE_INTERVAL: 1.35,
22
- ENEMY_SURGE_INTERVAL: 15,
23
- ENEMY_MAX_SURGE: 8,
24
- MAX_STRENGTH: 4096,
25
- PLAYER_SPEED: 4.8,
26
- ENEMY_SPEED: 2.65,
27
- FIRE_INTERVAL: 0.105,
28
- CHAMPION_CHARGE: 100,
29
- CHAMPION_PER_SHOT: 1.6,
30
- CHAMPION_STRENGTH: 42,
31
- CHAMPION_SPEED: 6.2,
32
- BOSS_STRENGTH: 170,
33
- BOSS_SPEED: 1.55,
34
- BOOST_SPEED: 1.65,
35
- BOOST_DURATION: 1.4,
36
- FLIGHT_DURATION: 0.38,
37
- COLLISION_RADIUS: 0.34,
38
- GRID_SIZE: 0.8,
39
- GRID_COLUMNS: 14,
40
- GRID_ROWS: 46,
41
- MAX_COLLISION_VISITS: 48,
42
- MAX_SEPARATION_VISITS: 12,
43
- STEP: 1 / 30,
44
- MAX_FRAME: 0.05,
45
- HUD_INTERVAL: 0.12,
46
- EFFECT_INTERVAL: 0.075,
47
- MAX_EFFECTS: 6,
48
- WORLD_CAPACITY: 640,
49
- KILL_POINTS: 5,
50
- BASE_POINTS: 350,
51
- LEVEL_POINTS: 500
52
- } as const;
53
-
54
- export interface Gate {
55
- id: number;
56
- x: number;
57
- originX: number;
58
- z: number;
59
- halfWidth: number;
60
- factor: number; // positive multiplies, negative divides by its magnitude
61
- operation: 'multiply' | 'add' | 'divide';
62
- moving: boolean;
63
- hits: number;
64
- remainder: number;
65
- }
66
- export interface Barrier {
67
- x: number;
68
- z: number;
69
- halfWidth: number;
70
- hp: number;
71
- maxHp: number;
72
- }
73
- export interface BoostPad {
74
- x: number;
75
- z: number;
76
- halfWidth: number;
77
- halfLength: number;
78
- }
79
- export interface Base {
80
- x: number;
81
- z: number;
82
- hp: number;
83
- maxHp: number;
84
- spawnClock: number;
85
- }
86
- export const MOB_COLORS = {
87
- PLAYER: '#3998FF',
88
- ENEMY: '#F25467',
89
- PLAYER_DARK: '#1D568F',
90
- ENEMY_DARK: '#8D2D42',
91
- GATE: '#29BFFF',
92
- GATE_HIGH: '#A14CF5',
93
- GATE_DANGER: '#F16B68',
94
- FRAME: '#1763A8',
95
- ROAD: '#CDD0D2',
96
- ROAD_EDGE: '#E6BA78',
97
- GROUND: '#D7AB72',
98
- CHAMPION: '#FFC83E',
99
- BOOST: '#7DECF1',
100
- HP_PLAYER: '#54CDA2',
101
- HP_ENEMY: '#F25467'
102
- } as const;
103
- export const SKY_DAY = [0.67, 0.81, 0.88] as const;
104
- export const SKY_NIGHT = [0.035, 0.07, 0.13] as const;
105
- export const DAY_LIGHT: Light = { direction: [-0.45, 0.85, 0.4], ambient: 0.55, color: [1.04, 1.02, 0.98], shadows: true, shadowExtent: 27 };
106
- export const NIGHT_LIGHT: Light = { direction: [-0.3, 0.85, 0.4], ambient: 0.65, color: [0.76, 0.86, 1.1], shadows: true, shadowExtent: 27 };
@@ -1,176 +0,0 @@
1
- import { type Camera, World } from '@nayan-ui/engine';
2
- import type { GameTheme } from '../../services/ThemeService';
3
- import { MOB_CONFIG as C } from './MobControlConstants';
4
- import { unitMeshes } from './MobControlMeshes';
5
- import { MobControlRenderer } from './MobControlRenderer';
6
- import { createSim, step } from './MobControlRules';
7
- import { battleEffect, buildScene, captured, celebrate, makeView, recoil, removeScene, type Scene, syncScene, type View } from './MobControlScene';
8
-
9
- export type Phase = 'ready' | 'playing' | 'over';
10
- export type GameEvent = 'shoot' | 'gate' | 'hit' | 'clash' | 'boss' | 'damage' | 'champion' | 'win' | 'lose';
11
- export interface Hud {
12
- score: number;
13
- hp: number;
14
- army: number;
15
- level: number;
16
- }
17
- export const INITIAL_HUD: Hud = { score: 0, hp: C.PLAYER_HP, army: 0, level: 1 };
18
- export function createGame(theme: GameTheme) {
19
- const world = new World(C.WORLD_CAPACITY);
20
- return {
21
- world,
22
- renderer: new MobControlRenderer(world, unitMeshes()),
23
- sim: createSim(),
24
- camera: { eye: [0, 19, 15], target: [0, 0, -13], fov: 0.9 } as Camera,
25
- night: theme.mode === 'dark',
26
- view: null as View | null,
27
- scene: null as Scene | null,
28
- phase: 'ready' as Phase,
29
- won: false,
30
- active: true,
31
- pending: 0,
32
- clock: 0,
33
- lastHud: -1,
34
- lastEffect: -1,
35
- hudKey: '',
36
- feedback: {} as Partial<Record<GameEvent, number>>,
37
- get score() {
38
- return this.sim.score;
39
- },
40
- onPhase: (_phase: Phase) => {},
41
- onHud: (_hud: Hud) => {},
42
- onEvent: (_event: GameEvent) => {}
43
- };
44
- }
45
- export type Game = ReturnType<typeof createGame>;
46
- export function setLayout(g: Game, width: number, height: number) {
47
- if (g.world.isDisposed || width <= 0 || height <= 0) return;
48
- g.view = makeView(width, height, g.camera);
49
- if (!g.scene) g.scene = buildScene(g.world, g.night, g.sim);
50
- syncScene(g.world, g.scene, g.sim, true);
51
- g.world.update(0);
52
- g.renderer.sync(g.sim, 1, g.clock);
53
- }
54
- export function setTheme(g: Game, theme: GameTheme) {
55
- const night = theme.mode === 'dark';
56
- if (g.world.isDisposed || night === g.night) return;
57
- g.night = night;
58
- if (g.scene) {
59
- removeScene(g.world, g.scene);
60
- g.scene = buildScene(g.world, g.night, g.sim);
61
- }
62
- }
63
- function publish(g: Game, force = false) {
64
- if (!force && g.clock - g.lastHud < C.HUD_INTERVAL) return false;
65
- g.lastHud = g.clock;
66
- const s = g.sim;
67
- const key = `${s.score}/${s.hp}/${s.playerStrength}/${s.level}`;
68
- if (key !== g.hudKey) {
69
- g.hudKey = key;
70
- g.onHud({ score: s.score, hp: s.hp, army: s.playerStrength, level: s.level });
71
- }
72
- return true;
73
- }
74
- export function reset(g: Game) {
75
- resetLevel(g, g.sim.level);
76
- }
77
- export function replay(g: Game) {
78
- resetLevel(g, g.sim.level + (g.won ? 1 : 0));
79
- }
80
- function resetLevel(g: Game, level: number) {
81
- if (g.world.isDisposed) return;
82
- g.sim = createSim(undefined, level);
83
- g.won = false;
84
- g.pending = 0;
85
- g.camera.shake = 0;
86
- g.hudKey = '';
87
- g.feedback = {};
88
- g.world.cancelTimers();
89
- if (g.scene) {
90
- g.world.stopAnimation(g.scene.barrel);
91
- g.world.set(g.scene.barrel, { position: [0, 0.92, -0.1] });
92
- syncScene(g.world, g.scene, g.sim, true);
93
- }
94
- g.phase = 'ready';
95
- publish(g, true);
96
- g.onPhase('ready');
97
- g.world.update(0);
98
- g.renderer.sync(g.sim, 1, g.clock);
99
- }
100
- export function start(g: Game) {
101
- if (g.world.isDisposed || !g.scene || g.phase !== 'ready') return;
102
- g.pending = 0;
103
- g.phase = 'playing';
104
- g.onPhase('playing');
105
- }
106
- export function aim(g: Game, x: number) {
107
- if (g.world.isDisposed || !g.active || g.phase !== 'playing' || !g.view) return;
108
- g.sim.targetX = Math.max(-C.CANNON_LIMIT, Math.min(C.CANNON_LIMIT, (x - g.view.width / 2) / g.view.k));
109
- }
110
- export function setActive(g: Game, active: boolean) {
111
- g.active = active;
112
- g.pending = 0;
113
- }
114
- export function dispose(g: Game) {
115
- if (g.world.isDisposed) return;
116
- g.renderer.dispose();
117
- g.world.dispose();
118
- }
119
- function emit(g: Game, event: GameEvent, interval = 0) {
120
- if (g.clock - (g.feedback[event] ?? -100) < interval) return;
121
- g.feedback[event] = g.clock;
122
- g.onEvent(event);
123
- }
124
- export function tick(g: Game, dt: number) {
125
- if (g.world.isDisposed || !g.active || !Number.isFinite(dt) || dt < 0) return;
126
- dt = Math.min(dt, C.MAX_FRAME);
127
- g.clock += dt;
128
- if (g.phase === 'playing') {
129
- g.pending = Math.min(g.pending + dt, C.MAX_FRAME + C.STEP);
130
- while (g.phase === 'playing' && g.pending + 1e-9 >= C.STEP) {
131
- g.pending = Math.max(0, g.pending - C.STEP);
132
- apply(g);
133
- }
134
- }
135
- const labels = publish(g);
136
- if (g.scene) syncScene(g.world, g.scene, g.sim, labels);
137
- g.world.update(dt);
138
- g.renderer.sync(g.sim, g.phase === 'playing' ? Math.min(1, g.pending / C.STEP) : 1, g.clock);
139
- }
140
- function apply(g: Game) {
141
- const e = step(g.sim, C.STEP),
142
- s = g.scene;
143
- if (e.shots) {
144
- emit(g, 'shoot');
145
- if (s) recoil(g.world, s);
146
- }
147
- if (e.gates) emit(g, 'gate', 0.14);
148
- if (e.champion) emit(g, 'champion');
149
- if (e.bossDefeated && !e.won) {
150
- emit(g, 'boss');
151
- celebrate(g.world);
152
- }
153
- if (e.clashes) emit(g, 'clash', 0.15);
154
- if (e.hits) emit(g, 'hit', 0.13);
155
- if (e.breaches) {
156
- g.camera.shake = 0.18;
157
- emit(g, 'damage', 0.35);
158
- }
159
- if (s && e.captured)
160
- for (let i = 0; i < g.sim.bases.length; i++)
161
- if (g.sim.bases[i]!.hp === 0 && !s.bases[i]!.captured) captured(g.world, g.sim.bases[i]!.x, g.sim.bases[i]!.z);
162
- if (e.won) {
163
- celebrate(g.world);
164
- }
165
- if (e.effectCount && g.clock - g.lastEffect >= C.EFFECT_INTERVAL) {
166
- g.lastEffect = g.clock;
167
- for (let i = 0; i < Math.min(2, e.effectCount); i++) battleEffect(g.world, e.effectX[i]!, e.effectZ[i]!, e.effectTeam[i] === 1);
168
- }
169
- if (e.won || e.lost) {
170
- g.won = e.won;
171
- g.phase = 'over';
172
- publish(g, true);
173
- emit(g, e.won ? 'win' : 'lose');
174
- g.onPhase('over');
175
- }
176
- }