@nayan-ui/games 1.20.0 → 1.21.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (552) hide show
  1. package/lib/module/games/arrows/Arrows.js +1 -1
  2. package/lib/module/games/arrows/ArrowsScene.js +1 -1
  3. package/lib/module/games/balloon-blaster/BalloonBlaster.js +1 -1
  4. package/lib/module/games/balloon-blaster/BalloonBlasterScene.js +1 -1
  5. package/lib/module/games/bike-racing/BikeMeshes.js +1 -1
  6. package/lib/module/games/bike-racing/BikeRacing.js +1 -1
  7. package/lib/module/games/bike-racing/BikeRacingConstants.js +1 -1
  8. package/lib/module/games/bike-racing/BikeRacingScene.js +1 -1
  9. package/lib/module/games/block-blast/BlockBlast.js +1 -1
  10. package/lib/module/games/block-blast/BlockBlastScene.js +1 -1
  11. package/lib/module/games/block-breaker/BlockBreaker.js +1 -1
  12. package/lib/module/games/block-breaker/BlockBreakerScene.js +1 -1
  13. package/lib/module/games/bluk/Bluk.js +1 -1
  14. package/lib/module/games/bluk/BlukScene.js +1 -1
  15. package/lib/module/games/bubble-shooter/BubbleShooter.js +1 -1
  16. package/lib/module/games/bubble-shooter/BubbleShooterScene.js +1 -1
  17. package/lib/module/games/candy-crush/CandyCrush.js +1 -1
  18. package/lib/module/games/candy-crush/CandyCrushScene.js +1 -1
  19. package/lib/module/games/car-racing/CarMeshes.js +1 -1
  20. package/lib/module/games/car-racing/CarRacing.js +1 -1
  21. package/lib/module/games/car-racing/CarRacingScene.js +1 -1
  22. package/lib/module/games/chameleon-run/ChameleonRun.js +1 -1
  23. package/lib/module/games/chameleon-run/ChameleonRunBackdrop.js +1 -1
  24. package/lib/module/games/chameleon-run/ChameleonRunMeshes.js +1 -1
  25. package/lib/module/games/checkers/Checkers.js +1 -1
  26. package/lib/module/games/checkers/CheckersScene.js +1 -1
  27. package/lib/module/games/color-switch/ColorSwitch.js +1 -1
  28. package/lib/module/games/color-switch/ColorSwitchScene.js +1 -1
  29. package/lib/module/games/colors-sort/ColorsSort.js +1 -1
  30. package/lib/module/games/colors-sort/ColorsSortScene.js +1 -1
  31. package/lib/module/games/connect-em-all/ConnectEmAll.js +1 -1
  32. package/lib/module/games/connect-em-all/ConnectEmAllScene.js +1 -1
  33. package/lib/module/games/crossy-road/CrossyRoad.js +1 -1
  34. package/lib/module/games/crossy-road/CrossyRoadMeshes.js +1 -1
  35. package/lib/module/games/crossy-road/CrossyRoadPerson.js +1 -1
  36. package/lib/module/games/dino-jump/DinoJump.js +1 -1
  37. package/lib/module/games/dino-jump/DinoJumpScene.js +1 -1
  38. package/lib/module/games/dots-and-boxes/DotsAndBoxes.js +1 -1
  39. package/lib/module/games/dots-and-boxes/DotsAndBoxesScene.js +1 -1
  40. package/lib/module/games/falling-sticks/FallingSticks.js +1 -1
  41. package/lib/module/games/falling-sticks/FallingSticksScene.js +1 -1
  42. package/lib/module/games/find-different-number/FindDifferentNumber.js +1 -1
  43. package/lib/module/games/find-different-number/FindDifferentNumberScene.js +1 -1
  44. package/lib/module/games/flappy-bird/FlappyBird.js +1 -1
  45. package/lib/module/games/flappy-bird/FlappyBirdScene.js +1 -1
  46. package/lib/module/games/fruit-merger/FruitMerger.js +1 -1
  47. package/lib/module/games/fruit-merger/FruitMergerScene.js +1 -1
  48. package/lib/module/games/fruit-ninja/FruitNinja.js +1 -1
  49. package/lib/module/games/fruit-ninja/FruitNinjaScene.js +1 -1
  50. package/lib/module/games/fruit-ninja/FruitNinjaWorld.js +1 -1
  51. package/lib/module/games/game-2048/Game2048.js +1 -1
  52. package/lib/module/games/game-2048/Game2048Scene.js +1 -1
  53. package/lib/module/games/knife-hit/KnifeHit.js +1 -1
  54. package/lib/module/games/knife-hit/KnifeHitScene.js +1 -1
  55. package/lib/module/games/ludo-king/LudoKing.js +1 -1
  56. package/lib/module/games/ludo-king/LudoKingScene.js +1 -1
  57. package/lib/module/games/maze-runner/MazeRunner.js +1 -1
  58. package/lib/module/games/maze-runner/MazeRunnerScene.js +1 -1
  59. package/lib/module/games/memory-match/MemoryMatch.js +1 -1
  60. package/lib/module/games/memory-match/MemoryMatchScene.js +1 -1
  61. package/lib/module/games/mine-sweeper/MineSweeper.js +1 -1
  62. package/lib/module/games/mine-sweeper/MineSweeperScene.js +1 -1
  63. package/lib/module/games/mob-control/MobControl.js +1 -1
  64. package/lib/module/games/mob-control/MobControlGame.js +1 -1
  65. package/lib/module/games/mob-control/MobControlMeshes.js +1 -1
  66. package/lib/module/games/mob-control/MobControlRenderer.js +1 -1
  67. package/lib/module/games/mob-control/MobControlRules.js +1 -1
  68. package/lib/module/games/mob-control/MobControlScene.js +1 -1
  69. package/lib/module/games/nuts-and-bolts/NutsAndBolts.js +1 -1
  70. package/lib/module/games/nuts-and-bolts/NutsAndBoltsScene.js +1 -1
  71. package/lib/module/games/pac-man/PacMan.js +1 -1
  72. package/lib/module/games/pac-man/PacManGame.js +1 -1
  73. package/lib/module/games/pac-man/PacManScene.js +1 -1
  74. package/lib/module/games/paper-io/PaperIo.js +1 -1
  75. package/lib/module/games/paper-io/PaperIoMeshes.js +1 -1
  76. package/lib/module/games/paper-io/PaperIoScene.js +1 -1
  77. package/lib/module/games/penguin-run/PenguinMeshes.js +1 -1
  78. package/lib/module/games/penguin-run/PenguinRun.js +1 -1
  79. package/lib/module/games/penguin-run/PenguinRunScene.js +1 -1
  80. package/lib/module/games/perfect-circle/PerfectCircle.js +1 -1
  81. package/lib/module/games/perfect-circle/PerfectCircleScene.js +1 -1
  82. package/lib/module/games/pipe-connect/PipeConnect.js +1 -1
  83. package/lib/module/games/pipe-connect/PipeConnectScene.js +1 -1
  84. package/lib/module/games/play-with-tua/PlayWithTua.js +1 -1
  85. package/lib/module/games/popit-fidget/PopitFidget.js +1 -1
  86. package/lib/module/games/popit-fidget/PopitFidgetScene.js +1 -1
  87. package/lib/module/games/reversi/Reversi.js +1 -1
  88. package/lib/module/games/reversi/ReversiScene.js +1 -1
  89. package/lib/module/games/search-grid/SearchGrid.js +1 -1
  90. package/lib/module/games/search-grid/SearchGridScene.js +1 -1
  91. package/lib/module/games/shared/BackdropCard.js +1 -1
  92. package/lib/module/games/shared/EngineBackdrop.js +1 -1
  93. package/lib/module/games/shared/EngineBlasts.js +1 -1
  94. package/lib/module/games/shared/EngineBlocks.js +1 -1
  95. package/lib/module/games/shared/EngineDice.js +1 -1
  96. package/lib/module/games/shared/EngineFruits.js +1 -1
  97. package/lib/module/games/shared/EngineGameLoader.js +1 -1
  98. package/lib/module/games/shared/EngineGameScreen.js +1 -1
  99. package/lib/module/games/shared/EngineGlyphs.js +1 -1
  100. package/lib/module/games/shared/EngineHud.js +1 -1
  101. package/lib/module/games/shared/EngineMeadow.js +1 -1
  102. package/lib/module/games/shared/EngineTouchSurface.js +1 -1
  103. package/lib/module/games/shared/GameActivity.js +1 -1
  104. package/lib/module/games/shared/GameLoading.js +1 -1
  105. package/lib/module/games/shared/GameLoadingTransition.js +1 -1
  106. package/lib/module/games/sliding-numbers/SlidingNumbers.js +1 -1
  107. package/lib/module/games/sliding-numbers/SlidingNumbersScene.js +1 -1
  108. package/lib/module/games/snake-3d/Snake3D.js +1 -1
  109. package/lib/module/games/snake-3d/Snake3DScene.js +1 -1
  110. package/lib/module/games/snakes-and-ladders/SnakesAndLadders.js +1 -1
  111. package/lib/module/games/snakes-and-ladders/SnakesAndLaddersScene.js +1 -1
  112. package/lib/module/games/space-fighter/SpaceFighter.js +1 -1
  113. package/lib/module/games/space-fighter/SpaceFighterScene.js +1 -1
  114. package/lib/module/games/spider-solitaire/SpiderSolitaire.js +1 -1
  115. package/lib/module/games/spider-solitaire/SpiderSolitaireScene.js +1 -1
  116. package/lib/module/games/stack-tower/StackTower.js +1 -1
  117. package/lib/module/games/stack-tower/StackTowerScene.js +1 -1
  118. package/lib/module/games/sudoku/Sudoku.js +1 -1
  119. package/lib/module/games/sudoku/SudokuScene.js +1 -1
  120. package/lib/module/games/tangram/Tangram.js +1 -1
  121. package/lib/module/games/tangram/TangramScene.js +1 -1
  122. package/lib/module/games/tank-1990/Tank1990.js +1 -1
  123. package/lib/module/games/tank-1990/Tank1990Scene.js +1 -1
  124. package/lib/module/games/tic-tac-toe/TicTacToe.js +1 -1
  125. package/lib/module/games/tic-tac-toe/TicTacToeScene.js +1 -1
  126. package/lib/module/games/tile-home/TileHome.js +1 -1
  127. package/lib/module/games/tile-home/TileHomeScene.js +1 -1
  128. package/lib/module/games/treasure-hunt/TreasureHunt.js +1 -1
  129. package/lib/module/games/treasure-hunt/TreasureHuntConstants.js +1 -1
  130. package/lib/module/games/treasure-hunt/TreasureHuntModel.js +1 -1
  131. package/lib/module/games/treasure-hunt/TreasureHuntScene.js +1 -1
  132. package/lib/module/games/whack-a-mole/WhackAMole.js +1 -1
  133. package/lib/module/games/whack-a-mole/WhackAMoleScene.js +1 -1
  134. package/lib/module/helpers/GameSettingsModal.js +1 -1
  135. package/lib/module/helpers/GameTheme.js +1 -1
  136. package/package.json +1 -2
  137. package/src/assets/fonts/Inter-SemiBold.ttf +0 -0
  138. package/src/assets/models/explorer/explorer.glb +0 -0
  139. package/src/assets/models/explorer/params.json +0 -51
  140. package/src/assets/models/explorer/source.json +0 -222
  141. package/src/assets/models/play-with-tua/play-with-tua.glb +0 -0
  142. package/src/assets/models/play-with-tua/sources.json +0 -141
  143. package/src/assets/sfx/balloon_pop.wav +0 -0
  144. package/src/assets/sfx/blocked.wav +0 -0
  145. package/src/assets/sfx/boing.wav +0 -0
  146. package/src/assets/sfx/bonus.wav +0 -0
  147. package/src/assets/sfx/boom.wav +0 -0
  148. package/src/assets/sfx/bump.wav +0 -0
  149. package/src/assets/sfx/cannon.wav +0 -0
  150. package/src/assets/sfx/capture.wav +0 -0
  151. package/src/assets/sfx/card_flip.wav +0 -0
  152. package/src/assets/sfx/card_place.wav +0 -0
  153. package/src/assets/sfx/catch.wav +0 -0
  154. package/src/assets/sfx/chime.wav +0 -0
  155. package/src/assets/sfx/chomp.wav +0 -0
  156. package/src/assets/sfx/chomp_alt.wav +0 -0
  157. package/src/assets/sfx/clack.wav +0 -0
  158. package/src/assets/sfx/clang.wav +0 -0
  159. package/src/assets/sfx/clash.wav +0 -0
  160. package/src/assets/sfx/click.wav +0 -0
  161. package/src/assets/sfx/coin.wav +0 -0
  162. package/src/assets/sfx/combo.wav +0 -0
  163. package/src/assets/sfx/crash.wav +0 -0
  164. package/src/assets/sfx/crunch.wav +0 -0
  165. package/src/assets/sfx/dance.wav +0 -0
  166. package/src/assets/sfx/deselect.wav +0 -0
  167. package/src/assets/sfx/dice_roll.wav +0 -0
  168. package/src/assets/sfx/die.wav +0 -0
  169. package/src/assets/sfx/draw.wav +0 -0
  170. package/src/assets/sfx/drop.wav +0 -0
  171. package/src/assets/sfx/eat.wav +0 -0
  172. package/src/assets/sfx/engine.wav +0 -0
  173. package/src/assets/sfx/error.wav +0 -0
  174. package/src/assets/sfx/flag.wav +0 -0
  175. package/src/assets/sfx/flap.wav +0 -0
  176. package/src/assets/sfx/flip_disc.wav +0 -0
  177. package/src/assets/sfx/footstep_run.wav +0 -0
  178. package/src/assets/sfx/footstep_walk.wav +0 -0
  179. package/src/assets/sfx/game_over.wav +0 -0
  180. package/src/assets/sfx/gate.wav +0 -0
  181. package/src/assets/sfx/hit.wav +0 -0
  182. package/src/assets/sfx/hop.wav +0 -0
  183. package/src/assets/sfx/hurt.wav +0 -0
  184. package/src/assets/sfx/invalid.wav +0 -0
  185. package/src/assets/sfx/jump.wav +0 -0
  186. package/src/assets/sfx/ladder.wav +0 -0
  187. package/src/assets/sfx/land.wav +0 -0
  188. package/src/assets/sfx/laugh.wav +0 -0
  189. package/src/assets/sfx/lose.wav +0 -0
  190. package/src/assets/sfx/merge.wav +0 -0
  191. package/src/assets/sfx/miss.wav +0 -0
  192. package/src/assets/sfx/nitro.wav +0 -0
  193. package/src/assets/sfx/pew.wav +0 -0
  194. package/src/assets/sfx/place.wav +0 -0
  195. package/src/assets/sfx/pling.wav +0 -0
  196. package/src/assets/sfx/point.wav +0 -0
  197. package/src/assets/sfx/pop.wav +0 -0
  198. package/src/assets/sfx/pop_soft.wav +0 -0
  199. package/src/assets/sfx/power_up.wav +0 -0
  200. package/src/assets/sfx/reveal.wav +0 -0
  201. package/src/assets/sfx/robot.wav +0 -0
  202. package/src/assets/sfx/rotate.wav +0 -0
  203. package/src/assets/sfx/run_steps.wav +0 -0
  204. package/src/assets/sfx/select.wav +0 -0
  205. package/src/assets/sfx/shuffle.wav +0 -0
  206. package/src/assets/sfx/six.wav +0 -0
  207. package/src/assets/sfx/slice.wav +0 -0
  208. package/src/assets/sfx/slide.wav +0 -0
  209. package/src/assets/sfx/snake.wav +0 -0
  210. package/src/assets/sfx/snap.wav +0 -0
  211. package/src/assets/sfx/splash.wav +0 -0
  212. package/src/assets/sfx/star.wav +0 -0
  213. package/src/assets/sfx/start.wav +0 -0
  214. package/src/assets/sfx/swoosh.wav +0 -0
  215. package/src/assets/sfx/tap.wav +0 -0
  216. package/src/assets/sfx/thud.wav +0 -0
  217. package/src/assets/sfx/thunk.wav +0 -0
  218. package/src/assets/sfx/tick.wav +0 -0
  219. package/src/assets/sfx/time_up.wav +0 -0
  220. package/src/assets/sfx/tock.wav +0 -0
  221. package/src/assets/sfx/walk_steps.wav +0 -0
  222. package/src/assets/sfx/warning.wav +0 -0
  223. package/src/assets/sfx/whack.wav +0 -0
  224. package/src/assets/sfx/whoosh.wav +0 -0
  225. package/src/assets/sfx/win.wav +0 -0
  226. package/src/assets/sfx/zap.wav +0 -0
  227. package/src/assets/textures/ad_bolt.png +0 -0
  228. package/src/assets/textures/ad_bubbles.png +0 -0
  229. package/src/assets/textures/ad_chevrons.png +0 -0
  230. package/src/assets/textures/asphalt.png +0 -0
  231. package/src/assets/textures/bark.jpg +0 -0
  232. package/src/assets/textures/explorer-atlas.png +0 -0
  233. package/src/assets/textures/facade.png +0 -0
  234. package/src/assets/textures/grass.png +0 -0
  235. package/src/assets/textures/leaves.png +0 -0
  236. package/src/assets/textures/limestone.jpg +0 -0
  237. package/src/assets/textures/meadow.jpg +0 -0
  238. package/src/assets/textures/nature-sources.json +0 -87
  239. package/src/assets/textures/pine.png +0 -0
  240. package/src/assets/textures/river.jpg +0 -0
  241. package/src/assets/textures/soft_glow.png +0 -0
  242. package/src/games/arrows/Arrows.tsx +0 -69
  243. package/src/games/arrows/ArrowsConstants.ts +0 -107
  244. package/src/games/arrows/ArrowsGame.ts +0 -735
  245. package/src/games/arrows/ArrowsScene.ts +0 -395
  246. package/src/games/balloon-blaster/BalloonBlaster.tsx +0 -75
  247. package/src/games/balloon-blaster/BalloonBlasterConstants.ts +0 -79
  248. package/src/games/balloon-blaster/BalloonBlasterGame.ts +0 -287
  249. package/src/games/balloon-blaster/BalloonBlasterPhysics.ts +0 -95
  250. package/src/games/balloon-blaster/BalloonBlasterScene.ts +0 -225
  251. package/src/games/bike-racing/BikeMeshes.ts +0 -273
  252. package/src/games/bike-racing/BikeRacing.tsx +0 -211
  253. package/src/games/bike-racing/BikeRacingConstants.ts +0 -103
  254. package/src/games/bike-racing/BikeRacingGame.ts +0 -557
  255. package/src/games/bike-racing/BikeRacingScene.ts +0 -119
  256. package/src/games/block-blast/BlockBlast.tsx +0 -73
  257. package/src/games/block-blast/BlockBlastConstants.ts +0 -179
  258. package/src/games/block-blast/BlockBlastGame.ts +0 -471
  259. package/src/games/block-blast/BlockBlastScene.ts +0 -156
  260. package/src/games/block-breaker/BlockBreaker.tsx +0 -79
  261. package/src/games/block-breaker/BlockBreakerConstants.ts +0 -139
  262. package/src/games/block-breaker/BlockBreakerGame.ts +0 -459
  263. package/src/games/block-breaker/BlockBreakerScene.ts +0 -257
  264. package/src/games/bluk/Bluk.tsx +0 -82
  265. package/src/games/bluk/BlukConstants.ts +0 -121
  266. package/src/games/bluk/BlukGame.ts +0 -323
  267. package/src/games/bluk/BlukRules.ts +0 -154
  268. package/src/games/bluk/BlukScene.ts +0 -514
  269. package/src/games/bubble-shooter/BubbleShooter.tsx +0 -76
  270. package/src/games/bubble-shooter/BubbleShooterConstants.ts +0 -103
  271. package/src/games/bubble-shooter/BubbleShooterGame.ts +0 -459
  272. package/src/games/bubble-shooter/BubbleShooterScene.ts +0 -158
  273. package/src/games/candy-crush/CandyCrush.tsx +0 -77
  274. package/src/games/candy-crush/CandyCrushConstants.ts +0 -94
  275. package/src/games/candy-crush/CandyCrushGame.ts +0 -477
  276. package/src/games/candy-crush/CandyCrushScene.ts +0 -209
  277. package/src/games/car-racing/CarMeshes.ts +0 -440
  278. package/src/games/car-racing/CarRacing.tsx +0 -211
  279. package/src/games/car-racing/CarRacingConstants.ts +0 -167
  280. package/src/games/car-racing/CarRacingFacade.ts +0 -40
  281. package/src/games/car-racing/CarRacingGame.ts +0 -539
  282. package/src/games/car-racing/CarRacingScene.ts +0 -1026
  283. package/src/games/car-racing/CarRacingScenery.ts +0 -265
  284. package/src/games/chameleon-run/ChameleonRun.tsx +0 -96
  285. package/src/games/chameleon-run/ChameleonRunBackdrop.ts +0 -186
  286. package/src/games/chameleon-run/ChameleonRunConstants.ts +0 -47
  287. package/src/games/chameleon-run/ChameleonRunGame.ts +0 -309
  288. package/src/games/chameleon-run/ChameleonRunMeshes.ts +0 -305
  289. package/src/games/chameleon-run/ChameleonRunRules.ts +0 -252
  290. package/src/games/chameleon-run/ChameleonRunScene.ts +0 -310
  291. package/src/games/checkers/Checkers.tsx +0 -83
  292. package/src/games/checkers/CheckersAI.ts +0 -255
  293. package/src/games/checkers/CheckersConstants.ts +0 -68
  294. package/src/games/checkers/CheckersGame.ts +0 -322
  295. package/src/games/checkers/CheckersRules.ts +0 -167
  296. package/src/games/checkers/CheckersScene.ts +0 -308
  297. package/src/games/color-switch/ColorSwitch.tsx +0 -75
  298. package/src/games/color-switch/ColorSwitchConstants.ts +0 -61
  299. package/src/games/color-switch/ColorSwitchGame.ts +0 -329
  300. package/src/games/color-switch/ColorSwitchScene.ts +0 -220
  301. package/src/games/colors-sort/ColorsSort.tsx +0 -82
  302. package/src/games/colors-sort/ColorsSortConstants.ts +0 -119
  303. package/src/games/colors-sort/ColorsSortGame.ts +0 -246
  304. package/src/games/colors-sort/ColorsSortScene.ts +0 -315
  305. package/src/games/connect-em-all/ConnectEmAll.tsx +0 -70
  306. package/src/games/connect-em-all/ConnectEmAllConstants.ts +0 -77
  307. package/src/games/connect-em-all/ConnectEmAllGame.ts +0 -401
  308. package/src/games/connect-em-all/ConnectEmAllScene.ts +0 -235
  309. package/src/games/crossy-road/CrossyRoad.tsx +0 -74
  310. package/src/games/crossy-road/CrossyRoadCamera.ts +0 -59
  311. package/src/games/crossy-road/CrossyRoadConstants.ts +0 -132
  312. package/src/games/crossy-road/CrossyRoadGame.ts +0 -293
  313. package/src/games/crossy-road/CrossyRoadMeshes.ts +0 -195
  314. package/src/games/crossy-road/CrossyRoadPerson.ts +0 -198
  315. package/src/games/crossy-road/CrossyRoadRules.ts +0 -99
  316. package/src/games/crossy-road/CrossyRoadScene.ts +0 -355
  317. package/src/games/dino-jump/DinoJump.tsx +0 -77
  318. package/src/games/dino-jump/DinoJumpConstants.ts +0 -80
  319. package/src/games/dino-jump/DinoJumpGame.ts +0 -344
  320. package/src/games/dino-jump/DinoJumpScene.ts +0 -686
  321. package/src/games/dots-and-boxes/DotsAndBoxes.tsx +0 -83
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@@ -1,498 +0,0 @@
1
- // Everything Nuts and Bolts draws: a board (themed, as the original board) with a socket at each bolt's
2
- // home and three green swap sockets below a separator, wooden and metal planks stacked across it (each
3
- // with a hole at every grid point), and bolts with a washer, a domed head with a cross slot and a
4
- // threaded shank. Seen from a little in front of straight down (shared/EngineTilt: an orthographic
5
- // camera leaning back, one world unit per point). A picked-up bolt unscrews and hovers in gold; a move
6
- // flies it over and screws it in; a freed plank swings down off the board.
7
- import {
8
- type Color,
9
- effects,
10
- type Entity,
11
- extrude,
12
- type Geometry,
13
- type GeometryPart,
14
- lathe,
15
- merge,
16
- type Model,
17
- Path,
18
- quat,
19
- recolor,
20
- shapeGeometry,
21
- type Vec3,
22
- type World
23
- } from '@nayan-ui/engine';
24
- import type { GameTheme } from '../../services/ThemeService';
25
- import { setBackdropTheme, spawnBackdrop } from '../shared/EngineBackdrop';
26
- import { cacheGameAsset, createGameMesh as createShape } from '../shared/EngineMeshes';
27
- import { placeTiltedBackdrop } from '../shared/EngineTilt';
28
- import { toColor } from '../shared/EngineUtils';
29
- import { CLASSIC_BOARD, CLASSIC_SEPARATOR, FALL_TIME, type Layout, LIFT_TIME, MOVE_TIME, pointAt, separatorY, swapAt } from './NutsAndBoltsConstants';
30
- import { getPlankPositions, type Plank } from './NutsAndBoltsRules';
31
-
32
- const meshes = new Map<string, Model>();
33
- const cached = (key: string, build: () => Model) => {
34
- let m = meshes.get(key);
35
- if (!m) {
36
- m = cacheGameAsset('nuts-and-bolts/NutsAndBoltsScene:' + key, build);
37
- meshes.set(key, m);
38
- }
39
- return m;
40
- };
41
- const STAND_UP = quat.x(Math.PI / 2);
42
- const ACROSS = quat.z(0);
43
- const DOWN = quat.z(Math.PI / 2);
44
- const BOARD_DEPTH = 10;
45
- const BACKDROP_DEPTH = 25;
46
- const PLANK_PAD = 10; // past the end points, as the original planks
47
- const PLANK_WIDTH = 26;
48
- const PLANK_DEPTH = 10; // the plank's body
49
- const PLANK_CAP = 1.6; // the raised, bevelled top on it
50
- const PLANK_TOP = PLANK_DEPTH + PLANK_CAP;
51
- const PLANK_STEP = 4; // each plank in the stack sits this much above the one before
52
- const WOOD = toColor('#8B4513');
53
- const METAL = toColor('#B8BEC6');
54
- const SILVER: Color = [0.78, 0.8, 0.84, 1];
55
- const GOLD = toColor('#FFD700');
56
-
57
- export const holeRadius = (l: Layout) => Math.min(18, l.cell * 0.3);
58
- export const boltRadius = (l: Layout) => Math.min(16, l.cell * 0.27);
59
- const plankZ = (p: Plank) => (p.zIndex - 1) * PLANK_STEP;
60
- /** Where a bolt sits: on top of the highest plank at its point (or the board). */
61
- export const boltRest = (planks: Plank[], row: number, col: number) =>
62
- planks.reduce((z, p) => (getPlankPositions(p).some((q) => q.row === row && q.col === col) ? Math.max(z, plankZ(p) + PLANK_TOP) : z), 0);
63
-
64
- // ── Meshes ────────────────────────────────────────────────────────────
65
-
66
- const panelMesh = (w: number, h: number, radius: number) =>
67
- cached(`nb-panel:${w.toFixed(1)}x${h.toFixed(1)}:${radius}`, () =>
68
- createShape(extrude(new Path().addRoundedRect(-w / 2, -h / 2, w, h, radius), { depth: BOARD_DEPTH }), { shine: 0.2 })
69
- );
70
-
71
- /** A plank `length` points long along x, rounded at its ends, with a hole at each of its grid points. */
72
- const cube = () => shapeGeometry('cube');
73
-
74
- /** Shades a plank's faces: tops full, sides darker, the underside darkest, so its thickness reads. */
75
- const faceShade = (top: number, side: number) => (g: Geometry) =>
76
- recolor(g, ({ normal: n }) => {
77
- const k = n[2] > 0.6 ? top : n[2] < -0.6 ? side * 0.6 : side;
78
- return [k, k, k, 1];
79
- });
80
-
81
- /**
82
- * A plank `length` points long (along x, its top at z = PLANK_DEPTH / 2 + PLANK_CAP): a thick body with
83
- * shaded sides, a bevelled top a little inset on it, round bolt holes through both, and its surface:
84
- * wood grain running between the holes, or brushed streaks on metal. Tinted by the entity (wood or metal).
85
- */
86
- const plankMesh = (length: number, cell: number, holeR: number, metal: boolean) =>
87
- cached(`nb-plank-v2:${metal ? 'm' : 'w'}:${length}:${cell.toFixed(2)}:${holeR.toFixed(1)}`, () => {
88
- const span = (length - 1) * cell;
89
- const W = PLANK_WIDTH;
90
- const w = span + PLANK_PAD * 2 + W;
91
- const hole = holeR * 0.62;
92
- const outline = (inset: number) => {
93
- const path = new Path().addRoundedRect(-w / 2 + inset, -W / 2 + inset, w - inset * 2, W - inset * 2, W / 2 - inset);
94
- for (let i = 0; i < length; i++) path.addCircle(-span / 2 + i * cell, 0, hole + inset);
95
- return path;
96
- };
97
- const holes = Array.from({ length }, (_, i) => -span / 2 + i * cell);
98
- const parts: GeometryPart[] = [
99
- { geometry: faceShade(0.82, 0.62)(extrude(outline(0), { depth: PLANK_DEPTH, fillRule: 'evenodd' })) },
100
- {
101
- geometry: faceShade(1, 0.8)(extrude(outline(1.6), { depth: PLANK_CAP, fillRule: 'evenodd' })),
102
- position: [0, 0, PLANK_DEPTH / 2 + PLANK_CAP / 2]
103
- }
104
- ];
105
- // Lines along the top, broken where they'd cross a hole or run off the rounded ends
106
- const z = PLANK_DEPTH / 2 + PLANK_CAP + 0.05;
107
- const lines = metal ? [-7.5, -3, 4, 8.5] : [-8.5, -5.5, -2.5, 3, 6, 9];
108
- lines.forEach((y, li) => {
109
- const end = w / 2 - W / 2 + Math.sqrt(Math.max(0, (W / 2 - 2) ** 2 - y * y));
110
- const cuts: [number, number][] = [];
111
- for (const x of holes)
112
- if (Math.abs(y) < hole + 3) {
113
- const c = Math.sqrt((hole + 3) ** 2 - y * y);
114
- cuts.push([x - c, x + c]);
115
- }
116
- let from = -end;
117
- for (const [a, b] of [...cuts, [end, end] as [number, number]]) {
118
- if (a - from > 2) {
119
- const k = metal ? 1.18 : 0.62 + (li % 3) * 0.06;
120
- // Wood grain wanders a little in width along the plank
121
- parts.push({
122
- geometry: cube(),
123
- position: [(from + a) / 2, y, z],
124
- scale: [a - from, metal ? 0.35 : 0.6 + (li % 2) * 0.4, 0.1],
125
- color: [k, k, k, 1]
126
- });
127
- }
128
- from = b;
129
- }
130
- });
131
- return createShape(merge(parts), { center: false, shine: metal ? 0.8 : 0.2 });
132
- });
133
-
134
- /**
135
- * A swap hole one unit across, as a real bolt's seat: a green anodised hex nut set into the board, its
136
- * top edges chamfered, and a dark threaded bore going down through it.
137
- */
138
- const nutSocketMesh = () =>
139
- cached('nb-socket-nut', () => {
140
- const hex = new Path();
141
- for (let k = 0; k < 6; k++) {
142
- const a = (k / 6) * Math.PI * 2 + Math.PI / 6;
143
- if (k === 0) hex.moveTo(0.48 * Math.cos(a), 0.48 * Math.sin(a));
144
- else hex.lineTo(0.48 * Math.cos(a), 0.48 * Math.sin(a));
145
- }
146
- hex.close().addCircle(0, 0, 0.24);
147
- const green = toColor('#2E9E5B');
148
- const chamfer = toColor('#6FD39A');
149
- const bore = toColor('#16301F');
150
- return createShape(
151
- merge([
152
- // The nut: a hex ring standing on the board (extruded along z, stood up into the lathe's +y)
153
- {
154
- geometry: extrude(hex, { depth: 0.18, fillRule: 'evenodd' }),
155
- rotation: quat.x(-Math.PI / 2),
156
- position: [0, 0.09, 0],
157
- color: [green[0], green[1], green[2], 1]
158
- },
159
- // A bright chamfered collar round the hole's mouth
160
- {
161
- geometry: lathe(
162
- [
163
- [0.24, 0.17],
164
- [0.3, 0.181]
165
- ],
166
- { segments: 48 }
167
- ),
168
- color: [chamfer[0], chamfer[1], chamfer[2], 1]
169
- },
170
- // The bore, its thread spiralling down (run from the centre out, so its inside faces up)
171
- {
172
- geometry: lathe(
173
- [
174
- [0.001, -0.06],
175
- [0.24, -0.06],
176
- [0.24, 0.17]
177
- ],
178
- { segments: 40, displace: (u, v) => (v > 0.5 ? 0.02 * Math.sin((u + v * 5) * Math.PI * 2) : 0) }
179
- ),
180
- color: [bore[0], bore[1], bore[2], 1]
181
- }
182
- ]),
183
- { center: false, shine: 0.6 }
184
- );
185
- });
186
-
187
- /** A socket one unit across: a sunken dish in a raised lip (`swap` sockets are green, the bolts' homes tan). */
188
- const socketMesh = (swap: boolean) =>
189
- swap
190
- ? nutSocketMesh()
191
- : cached(`nb-socket-${swap ? 'swap' : 'grid'}`, () => {
192
- const [rim, depth, inner] = swap ? ['#3CB371', '#228B22', '#90EE90'] : ['#D2B48C', '#B8956A', '#F5DEB3'];
193
- const r = toColor(rim);
194
- const d = toColor(depth);
195
- const i = toColor(inner);
196
- return createShape(
197
- lathe(
198
- [
199
- [0.001, 0.04],
200
- [0.26, 0.05],
201
- [0.38, 0.1],
202
- [0.46, 0.2],
203
- [0.5, 0.24],
204
- [0.56, 0.18],
205
- [0.6, 0]
206
- ],
207
- {
208
- segments: 28,
209
- color: ({ position: p }) => {
210
- const radius = Math.hypot(p[0], p[2]);
211
- const c = radius < 0.3 ? i : radius < 0.45 ? d : r;
212
- return [c[0], c[1], c[2]];
213
- }
214
- }
215
- ),
216
- { center: false, shine: 0.3 }
217
- );
218
- });
219
-
220
- /**
221
- * A hex bolt one unit across its flange: a round flange washer, a chamfered hex head (a six-sided
222
- * lathe), and a shank with a real helical thread running down to a chamfered tip.
223
- */
224
- const boltMesh = () =>
225
- cached('nb-bolt-v2', () => {
226
- const head = lathe(
227
- [
228
- [0.001, 0.4],
229
- [0.3, 0.4],
230
- [0.38, 0.35],
231
- [0.38, 0.12],
232
- [0.36, 0.1]
233
- ],
234
- { segments: 6 }
235
- );
236
- const flange = lathe(
237
- [
238
- [0.36, 0.12],
239
- [0.48, 0.1],
240
- [0.5, 0.06],
241
- [0.5, 0.02],
242
- [0.47, 0],
243
- [0.14, 0]
244
- ],
245
- { segments: 48 }
246
- );
247
- // The thread: the shank's surface pushed out along a helix, seven turns down its length
248
- const shank = lathe(
249
- [
250
- [0.15, 0],
251
- [0.15, -0.62],
252
- [0.1, -0.7],
253
- [0.001, -0.7]
254
- ],
255
- { segments: 32, displace: (u, v) => (v < 0.85 ? 0.03 * Math.sin((u + v * 7) * Math.PI * 2) : 0) }
256
- );
257
- return createShape(
258
- merge([{ geometry: shank, color: [0.62, 0.64, 0.68, 1] }, { geometry: flange, color: [0.92, 0.93, 0.95, 1] }, { geometry: head }]),
259
- { center: false, shine: 0.9 }
260
- );
261
- });
262
-
263
- // ── Spawning ──────────────────────────────────────────────────────────
264
-
265
- export type Scene = {
266
- backdrop: Entity;
267
- panel: Entity;
268
- rim: Entity | null;
269
- separator: Entity;
270
- sockets: Entity[];
271
- swaps: Entity[];
272
- planks: Map<string, Entity>;
273
- /** Each bolt: an unturned pivot (position and spin about z) carrying the standing bolt (its color). */
274
- bolts: Map<string, { pivot: Entity; body: Entity }>;
275
- };
276
-
277
- const panelColor = (theme: GameTheme) => toColor(theme.mode === 'classic' ? CLASSIC_BOARD : theme.BOARD.SURFACE);
278
- const separatorColor = (theme: GameTheme) => toColor(theme.mode === 'classic' ? CLASSIC_SEPARATOR : theme.BOARD.BORDER);
279
-
280
- export function buildScene(world: World, l: Layout, theme: GameTheme, homes: { row: number; col: number }[]): Scene {
281
- const backdrop = spawnBackdrop(world, l.width, l.height, -BACKDROP_DEPTH, theme);
282
- placeTiltedBackdrop(world, backdrop, l, BACKDROP_DEPTH);
283
- const classic = theme.mode === 'classic';
284
- const radius = classic ? 16 : 8;
285
- const panel = world.spawn({
286
- mesh: panelMesh(l.boardWidth, l.boardHeight, radius),
287
- position: [0, 0, -BOARD_DEPTH / 2],
288
- color: panelColor(theme),
289
- pickable: false
290
- });
291
- const border = toColor(theme.BOARD.BORDER);
292
- const rim =
293
- !classic && border[3]! > 0
294
- ? world.spawn({
295
- mesh: cached(`nb-rim:${l.boardWidth.toFixed(1)}x${l.boardHeight.toFixed(1)}`, () =>
296
- createShape(
297
- extrude(
298
- new Path()
299
- .addRoundedRect(-l.boardWidth / 2, -l.boardHeight / 2, l.boardWidth, l.boardHeight, 8)
300
- .addRoundedRect(-l.boardWidth / 2 + 1, -l.boardHeight / 2 + 1, l.boardWidth - 2, l.boardHeight - 2, 7),
301
- { depth: 0, fillRule: 'evenodd' }
302
- )
303
- )
304
- ),
305
- position: [0, 0, 0.3],
306
- color: border,
307
- pickable: false
308
- })
309
- : null;
310
- const separator = world.spawn({
311
- mesh: 'cube',
312
- position: [0, separatorY(l), 0.2],
313
- scale: [l.boardWidth - l.padding * 2, 1.5, 0.3],
314
- color: separatorColor(theme),
315
- pickable: false
316
- });
317
- const hr = holeRadius(l);
318
- const sockets = homes.map(({ row, col }) => {
319
- const [x, y] = pointAt(l, row, col);
320
- return world.spawn({ mesh: socketMesh(false), position: [x, y, 0], rotation: STAND_UP, scale: hr * 2, pickable: false });
321
- });
322
- const swaps = [0, 1, 2].map((i) => {
323
- const [x, y] = swapAt(l, i);
324
- return world.spawn({ mesh: socketMesh(true), position: [x, y, 0], rotation: STAND_UP, scale: hr * 2, pickable: false });
325
- });
326
- return { backdrop, panel, rim, separator, sockets, swaps, planks: new Map(), bolts: new Map() };
327
- }
328
-
329
- export function removeScene(world: World, s: Scene) {
330
- const all = [
331
- s.backdrop,
332
- s.panel,
333
- s.separator,
334
- ...s.sockets,
335
- ...s.swaps,
336
- ...Array.from(s.planks.values()),
337
- ...Array.from(s.bolts.values(), (b) => b.pivot)
338
- ];
339
- for (const e of s.rim != null ? [...all, s.rim] : all) world.despawn(e);
340
- }
341
-
342
- export function setSceneTheme(world: World, l: Layout, s: Scene, theme: GameTheme) {
343
- setBackdropTheme(world, s.backdrop, theme);
344
- world.set(s.panel, { mesh: panelMesh(l.boardWidth, l.boardHeight, theme.mode === 'classic' ? 16 : 8), color: panelColor(theme) });
345
- world.set(s.separator, { color: separatorColor(theme) });
346
- }
347
-
348
- /** The sockets at the bolts' homes (a new puzzle). */
349
- export function placeSockets(world: World, l: Layout, s: Scene, homes: { row: number; col: number }[]) {
350
- for (const e of s.sockets) world.despawn(e);
351
- const hr = holeRadius(l);
352
- s.sockets = homes.map(({ row, col }) => {
353
- const [x, y] = pointAt(l, row, col);
354
- return world.spawn({ mesh: socketMesh(false), position: [x, y, 0], rotation: STAND_UP, scale: hr * 2, pickable: false });
355
- });
356
- }
357
-
358
- // ── Planks ────────────────────────────────────────────────────────────
359
-
360
- const plankCentre = (l: Layout, p: Plank): Vec3 => {
361
- const [ax, ay] = pointAt(l, p.startRow, p.startCol);
362
- const [bx, by] =
363
- p.orientation === 'horizontal' ? pointAt(l, p.startRow, p.startCol + p.length - 1) : pointAt(l, p.startRow + p.length - 1, p.startCol);
364
- return [(ax + bx) / 2, (ay + by) / 2, plankZ(p) + PLANK_DEPTH / 2];
365
- };
366
-
367
- export function spawnPlank(world: World, l: Layout, s: Scene, p: Plank) {
368
- s.planks.set(
369
- p.id,
370
- world.spawn({
371
- mesh: plankMesh(p.length, l.cell, holeRadius(l), p.orientation !== 'horizontal'),
372
- position: plankCentre(l, p),
373
- rotation: p.orientation === 'horizontal' ? ACROSS : DOWN,
374
- color: p.orientation === 'horizontal' ? WOOD : METAL,
375
- pickable: false
376
- })
377
- );
378
- }
379
-
380
- /** A freed plank swings down off the board and fades, then goes. Returns how long that takes. */
381
- export function dropPlank(world: World, l: Layout, s: Scene, p: Plank): number {
382
- const e = s.planks.get(p.id);
383
- if (e == null) return 0;
384
- s.planks.delete(p.id);
385
- const [x, y, z] = plankCentre(l, p);
386
- const swing = (p.zIndex % 2 ? 1 : -1) * 0.5;
387
- const [r, g, b] = p.orientation === 'horizontal' ? WOOD : METAL;
388
- world.animate(e, { position: [x + swing * l.cell * 0.4, y - l.cell * 2.5, z - 30] }, { duration: FALL_TIME, easing: 'easeIn' });
389
- world.animate(e, { turn: [0.4 * swing, 0, swing] }, { duration: FALL_TIME, easing: 'easeIn' });
390
- world.animate(e, { color: [r, g, b, 0] }, { duration: FALL_TIME, easing: 'easeIn' });
391
- return FALL_TIME;
392
- }
393
-
394
- // ── Bolts ─────────────────────────────────────────────────────────────
395
-
396
- export function spawnBolt(world: World, l: Layout, s: Scene, id: string, at: Vec3) {
397
- const pivot = world.spawn({ mesh: 'none', position: at, pickable: false });
398
- const body = world.spawn({ mesh: boltMesh(), parent: pivot, rotation: STAND_UP, scale: boltRadius(l) * 2, color: SILVER, pickable: false });
399
- s.bolts.set(id, { pivot, body });
400
- }
401
-
402
- export function removeBolts(world: World, s: Scene) {
403
- for (const b of s.bolts.values()) world.despawn(b.pivot);
404
- s.bolts.clear();
405
- }
406
-
407
- const lifted = (l: Layout, at: Vec3): Vec3 => [at[0], at[1], at[2] + boltRadius(l) * 1.6];
408
- /** Turns of the thread a bolt makes while it rises or sinks its own height (counterclockwise is out). */
409
- const SCREW_TURNS = 2.5;
410
-
411
- /** Hovering once picked up: a gentle bob and a slow idle turn, as if held loosely between fingers. */
412
- function hover(world: World, l: Layout, b: { pivot: Entity }, at: Vec3, delay: number) {
413
- const up = lifted(l, at);
414
- world.animate(
415
- b.pivot,
416
- { position: [up[0], up[1], up[2] + boltRadius(l) * 0.25] },
417
- { duration: 0.7, delay, repeat: 'forever', yoyo: true, easing: 'easeInOut' }
418
- );
419
- world.animate(b.pivot, { turn: [0, 0, Math.PI * 0.3] }, { duration: 1.1, delay, repeat: 'forever', yoyo: true, easing: 'easeInOut' });
420
- }
421
-
422
- /** Picked up: the bolt turns gold and unscrews up out of its hole (turning as it rises), then hovers. */
423
- export function liftBolt(world: World, l: Layout, s: Scene, id: string, at: Vec3) {
424
- const b = s.bolts.get(id);
425
- if (!b) return;
426
- world.stopAnimation(b.pivot);
427
- world.animate(b.pivot, { position: lifted(l, at) }, { duration: LIFT_TIME, easing: 'easeOut' });
428
- world.animate(b.pivot, { turn: [0, 0, Math.PI * 2 * SCREW_TURNS] }, { duration: LIFT_TIME, easing: 'easeOut' });
429
- world.animate(b.body, { color: GOLD }, { duration: LIFT_TIME });
430
- hover(world, l, b, at, LIFT_TIME);
431
- }
432
-
433
- /** The last moment of screwing in: a little sink and spring as it seats tight against the plank. */
434
- function seat(world: World, l: Layout, b: { pivot: Entity }, at: Vec3, delay: number) {
435
- const d = boltRadius(l) * 0.12;
436
- world.animate(
437
- b.pivot,
438
- [
439
- { position: [at[0], at[1], at[2] - d], at: 0.4 },
440
- { position: at, at: 1 }
441
- ],
442
- { duration: 0.14, delay, easing: 'easeOut' }
443
- );
444
- }
445
-
446
- /** Put back where it was: it screws back down (turning clockwise as it sinks) and seats, in silver. */
447
- export function lowerBolt(world: World, l: Layout, s: Scene, id: string, at: Vec3) {
448
- const b = s.bolts.get(id);
449
- if (!b) return;
450
- world.stopAnimation(b.pivot);
451
- world.animate(b.pivot, { position: at }, { duration: LIFT_TIME, easing: 'easeIn' });
452
- world.animate(b.pivot, { turn: [0, 0, -Math.PI * 2 * SCREW_TURNS] }, { duration: LIFT_TIME, easing: 'easeIn' });
453
- world.animate(b.body, { color: SILVER }, { duration: LIFT_TIME });
454
- seat(world, l, b, at, LIFT_TIME);
455
- }
456
-
457
- /** A bolt whose plank underneath fell: it drops onto the next one down. */
458
- export function settleBolt(world: World, s: Scene, id: string, at: Vec3) {
459
- const b = s.bolts.get(id);
460
- if (b) world.animate(b.pivot, { position: at }, { duration: 0.25, delay: 0.1, easing: 'bounce' });
461
- }
462
-
463
- /** Moved: it lifts clear, arcs over above the planks, then screws down into its new hole and seats. */
464
- export function moveBolt(world: World, l: Layout, s: Scene, id: string, from: Vec3, to: Vec3) {
465
- const b = s.bolts.get(id);
466
- if (!b) return;
467
- const high = Math.max(from[2], to[2]) + boltRadius(l) * 2.4;
468
- const above = lifted(l, to);
469
- const fly = MOVE_TIME * 0.55;
470
- const screw = MOVE_TIME - fly;
471
- world.stopAnimation(b.pivot);
472
- world.animate(
473
- b.pivot,
474
- [
475
- { position: [from[0], from[1], high], at: 0.3 },
476
- { position: [(from[0] + to[0]) / 2, (from[1] + to[1]) / 2, high + boltRadius(l) * 0.6], at: 0.6 },
477
- { position: [above[0], above[1], above[2]], at: 1 }
478
- ],
479
- { duration: fly, path: 'smooth', easing: 'easeInOut' }
480
- );
481
- world.animate(b.pivot, { position: to }, { duration: screw, delay: fly, easing: 'easeIn' });
482
- world.animate(b.pivot, { turn: [0, 0, -Math.PI * 2 * SCREW_TURNS] }, { duration: screw, delay: fly, easing: 'easeIn' });
483
- world.animate(b.body, { color: SILVER }, { duration: MOVE_TIME });
484
- seat(world, l, b, to, MOVE_TIME);
485
- }
486
-
487
- /** Confetti over the board when every plank's down. */
488
- export function celebrate(world: World, l: Layout) {
489
- effects.confetti(world, {
490
- position: [0, l.cell, l.cell],
491
- count: 60,
492
- size: l.cell * 0.12,
493
- speed: l.boardWidth * 1.4,
494
- lifetime: 1.3,
495
- gravity: -l.boardWidth * 2.4,
496
- colors: ['#FFD700', '#3CB371', '#C4733B', '#4DA6FF'].map((c) => toColor(c))
497
- });
498
- }
@@ -1,86 +0,0 @@
1
- // Pac-Man's screen, on the Nayan engine: the maze, Pac-Man, the ghosts and the fruit are one 3D scene
2
- // (an orthographic camera leaning back over the board), under Playtura's scoreboard, controls and
3
- // modals. The play is in PacManGame.ts (the rules in PacManRules.ts), what it draws in PacManScene.ts.
4
- //
5
- // One world serves the whole visit: Start, Stop and Play Again reset it in place and a theme change
6
- // repaints the backdrop, so the GPU view is never rebuilt. JS steps Pac-Man and the ghosts on the
7
- // game's own clock and glides them; chomps, frights and bursts animate in the Rust core.
8
- import { HapticType } from '../../services/HapticsService';
9
- import { GAME_SOUNDS } from '../../services/SoundsService';
10
- import { GAME_IDS } from '../../services/UtilsService';
11
- import { engineGame, EngineGameScreen } from '../shared/EngineGameScreen';
12
- import { livesColumn, scoreColumn, timerColumn } from '../shared/EngineHud';
13
- import { useEngineGame } from '../shared/useEngineGame';
14
- import { useLiveState } from '../shared/useLiveState';
15
- import { getLayout, INITIAL_LIVES, LIGHT, TIME_LIMIT } from './PacManConstants';
16
- import { createGame, dispose, drag, type GameEvent, reset, setLayout, setTheme, start, tick } from './PacManGame';
17
-
18
- const SOUNDS = GAME_SOUNDS.PAC_MAN;
19
-
20
- /** Each in-play event's sound and haptic. */
21
- const FEEDBACK: Record<GameEvent, { sound: (typeof SOUNDS)[keyof typeof SOUNDS]; haptic?: HapticType }> = {
22
- chomp: { sound: SOUNDS.CHOMP },
23
- pellet: { sound: SOUNDS.POWER_PELLET, haptic: HapticType.MEDIUM },
24
- fruit: { sound: SOUNDS.FRUIT, haptic: HapticType.MEDIUM },
25
- eatGhost: { sound: SOUNDS.EAT_GHOST, haptic: HapticType.HEAVY },
26
- eatGhostCombo: { sound: SOUNDS.EAT_GHOST_COMBO, haptic: HapticType.HEAVY },
27
- lifeLost: { sound: SOUNDS.LIFE_LOST, haptic: HapticType.ERROR }
28
- };
29
-
30
- const scoreText = (s: number) => `${s}`;
31
-
32
- export const PacMan = engineGame(GAME_IDS.PAC_MAN, (props) => {
33
- const [score, setScore] = useLiveState(0);
34
- const [lives, setLives] = useLiveState(INITIAL_LIVES);
35
- const [time, setTime] = useLiveState(TIME_LIMIT);
36
-
37
- // Win on clearing the maze, lose on a death or time up
38
- const { theme, status, screen, gameOver } = useEngineGame(props, {
39
- gameId: GAME_IDS.PAC_MAN,
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.sizeX;
50
- },
51
- drag,
52
- sounds: SOUNDS,
53
- onStart: (fx) => fx(SOUNDS.START),
54
- onStop: (fx) => fx(null, HapticType.LIGHT),
55
- onOver: (fx, s) => fx(s === 'win' ? SOUNDS.LEVEL_COMPLETE : SOUNDS.DEATH, s === 'win' ? HapticType.SUCCESS : HapticType.HEAVY),
56
- wire: (g, fx) => {
57
- let alternate = false;
58
- g.onScore = setScore;
59
- g.onLives = setLives;
60
- g.onTime = setTime;
61
- g.onEvent = (event) => {
62
- if (event === 'chomp') {
63
- alternate = !alternate;
64
- fx(alternate ? SOUNDS.CHOMP : SOUNDS.CHOMP_ALT);
65
- } else fx(FEEDBACK[event].sound, FEEDBACK[event].haptic);
66
- };
67
- }
68
- });
69
-
70
- return (
71
- <EngineGameScreen
72
- {...screen}
73
- light={LIGHT}
74
- columns={[scoreColumn(score), livesColumn(lives, INITIAL_LIVES), timerColumn(time, theme, 0)]}
75
- subtext="Eat dots, dodge ghosts!"
76
- gameOver={gameOver({
77
- title: status === 'win' ? 'MAZE CLEARED!' : 'GAME OVER',
78
- message: status === 'win' ? 'You cleared the maze!' : 'The ghosts got you!',
79
- scoreLabel: 'Final Score',
80
- score,
81
- formatter: scoreText,
82
- buttonText: 'Play Again!'
83
- })}
84
- />
85
- );
86
- });