@nayan-ui/games 1.20.0 → 1.21.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (552) hide show
  1. package/lib/module/games/arrows/Arrows.js +1 -1
  2. package/lib/module/games/arrows/ArrowsScene.js +1 -1
  3. package/lib/module/games/balloon-blaster/BalloonBlaster.js +1 -1
  4. package/lib/module/games/balloon-blaster/BalloonBlasterScene.js +1 -1
  5. package/lib/module/games/bike-racing/BikeMeshes.js +1 -1
  6. package/lib/module/games/bike-racing/BikeRacing.js +1 -1
  7. package/lib/module/games/bike-racing/BikeRacingConstants.js +1 -1
  8. package/lib/module/games/bike-racing/BikeRacingScene.js +1 -1
  9. package/lib/module/games/block-blast/BlockBlast.js +1 -1
  10. package/lib/module/games/block-blast/BlockBlastScene.js +1 -1
  11. package/lib/module/games/block-breaker/BlockBreaker.js +1 -1
  12. package/lib/module/games/block-breaker/BlockBreakerScene.js +1 -1
  13. package/lib/module/games/bluk/Bluk.js +1 -1
  14. package/lib/module/games/bluk/BlukScene.js +1 -1
  15. package/lib/module/games/bubble-shooter/BubbleShooter.js +1 -1
  16. package/lib/module/games/bubble-shooter/BubbleShooterScene.js +1 -1
  17. package/lib/module/games/candy-crush/CandyCrush.js +1 -1
  18. package/lib/module/games/candy-crush/CandyCrushScene.js +1 -1
  19. package/lib/module/games/car-racing/CarMeshes.js +1 -1
  20. package/lib/module/games/car-racing/CarRacing.js +1 -1
  21. package/lib/module/games/car-racing/CarRacingScene.js +1 -1
  22. package/lib/module/games/chameleon-run/ChameleonRun.js +1 -1
  23. package/lib/module/games/chameleon-run/ChameleonRunBackdrop.js +1 -1
  24. package/lib/module/games/chameleon-run/ChameleonRunMeshes.js +1 -1
  25. package/lib/module/games/checkers/Checkers.js +1 -1
  26. package/lib/module/games/checkers/CheckersScene.js +1 -1
  27. package/lib/module/games/color-switch/ColorSwitch.js +1 -1
  28. package/lib/module/games/color-switch/ColorSwitchScene.js +1 -1
  29. package/lib/module/games/colors-sort/ColorsSort.js +1 -1
  30. package/lib/module/games/colors-sort/ColorsSortScene.js +1 -1
  31. package/lib/module/games/connect-em-all/ConnectEmAll.js +1 -1
  32. package/lib/module/games/connect-em-all/ConnectEmAllScene.js +1 -1
  33. package/lib/module/games/crossy-road/CrossyRoad.js +1 -1
  34. package/lib/module/games/crossy-road/CrossyRoadMeshes.js +1 -1
  35. package/lib/module/games/crossy-road/CrossyRoadPerson.js +1 -1
  36. package/lib/module/games/dino-jump/DinoJump.js +1 -1
  37. package/lib/module/games/dino-jump/DinoJumpScene.js +1 -1
  38. package/lib/module/games/dots-and-boxes/DotsAndBoxes.js +1 -1
  39. package/lib/module/games/dots-and-boxes/DotsAndBoxesScene.js +1 -1
  40. package/lib/module/games/falling-sticks/FallingSticks.js +1 -1
  41. package/lib/module/games/falling-sticks/FallingSticksScene.js +1 -1
  42. package/lib/module/games/find-different-number/FindDifferentNumber.js +1 -1
  43. package/lib/module/games/find-different-number/FindDifferentNumberScene.js +1 -1
  44. package/lib/module/games/flappy-bird/FlappyBird.js +1 -1
  45. package/lib/module/games/flappy-bird/FlappyBirdScene.js +1 -1
  46. package/lib/module/games/fruit-merger/FruitMerger.js +1 -1
  47. package/lib/module/games/fruit-merger/FruitMergerScene.js +1 -1
  48. package/lib/module/games/fruit-ninja/FruitNinja.js +1 -1
  49. package/lib/module/games/fruit-ninja/FruitNinjaScene.js +1 -1
  50. package/lib/module/games/fruit-ninja/FruitNinjaWorld.js +1 -1
  51. package/lib/module/games/game-2048/Game2048.js +1 -1
  52. package/lib/module/games/game-2048/Game2048Scene.js +1 -1
  53. package/lib/module/games/knife-hit/KnifeHit.js +1 -1
  54. package/lib/module/games/knife-hit/KnifeHitScene.js +1 -1
  55. package/lib/module/games/ludo-king/LudoKing.js +1 -1
  56. package/lib/module/games/ludo-king/LudoKingScene.js +1 -1
  57. package/lib/module/games/maze-runner/MazeRunner.js +1 -1
  58. package/lib/module/games/maze-runner/MazeRunnerScene.js +1 -1
  59. package/lib/module/games/memory-match/MemoryMatch.js +1 -1
  60. package/lib/module/games/memory-match/MemoryMatchScene.js +1 -1
  61. package/lib/module/games/mine-sweeper/MineSweeper.js +1 -1
  62. package/lib/module/games/mine-sweeper/MineSweeperScene.js +1 -1
  63. package/lib/module/games/mob-control/MobControl.js +1 -1
  64. package/lib/module/games/mob-control/MobControlGame.js +1 -1
  65. package/lib/module/games/mob-control/MobControlMeshes.js +1 -1
  66. package/lib/module/games/mob-control/MobControlRenderer.js +1 -1
  67. package/lib/module/games/mob-control/MobControlRules.js +1 -1
  68. package/lib/module/games/mob-control/MobControlScene.js +1 -1
  69. package/lib/module/games/nuts-and-bolts/NutsAndBolts.js +1 -1
  70. package/lib/module/games/nuts-and-bolts/NutsAndBoltsScene.js +1 -1
  71. package/lib/module/games/pac-man/PacMan.js +1 -1
  72. package/lib/module/games/pac-man/PacManGame.js +1 -1
  73. package/lib/module/games/pac-man/PacManScene.js +1 -1
  74. package/lib/module/games/paper-io/PaperIo.js +1 -1
  75. package/lib/module/games/paper-io/PaperIoMeshes.js +1 -1
  76. package/lib/module/games/paper-io/PaperIoScene.js +1 -1
  77. package/lib/module/games/penguin-run/PenguinMeshes.js +1 -1
  78. package/lib/module/games/penguin-run/PenguinRun.js +1 -1
  79. package/lib/module/games/penguin-run/PenguinRunScene.js +1 -1
  80. package/lib/module/games/perfect-circle/PerfectCircle.js +1 -1
  81. package/lib/module/games/perfect-circle/PerfectCircleScene.js +1 -1
  82. package/lib/module/games/pipe-connect/PipeConnect.js +1 -1
  83. package/lib/module/games/pipe-connect/PipeConnectScene.js +1 -1
  84. package/lib/module/games/play-with-tua/PlayWithTua.js +1 -1
  85. package/lib/module/games/popit-fidget/PopitFidget.js +1 -1
  86. package/lib/module/games/popit-fidget/PopitFidgetScene.js +1 -1
  87. package/lib/module/games/reversi/Reversi.js +1 -1
  88. package/lib/module/games/reversi/ReversiScene.js +1 -1
  89. package/lib/module/games/search-grid/SearchGrid.js +1 -1
  90. package/lib/module/games/search-grid/SearchGridScene.js +1 -1
  91. package/lib/module/games/shared/BackdropCard.js +1 -1
  92. package/lib/module/games/shared/EngineBackdrop.js +1 -1
  93. package/lib/module/games/shared/EngineBlasts.js +1 -1
  94. package/lib/module/games/shared/EngineBlocks.js +1 -1
  95. package/lib/module/games/shared/EngineDice.js +1 -1
  96. package/lib/module/games/shared/EngineFruits.js +1 -1
  97. package/lib/module/games/shared/EngineGameLoader.js +1 -1
  98. package/lib/module/games/shared/EngineGameScreen.js +1 -1
  99. package/lib/module/games/shared/EngineGlyphs.js +1 -1
  100. package/lib/module/games/shared/EngineHud.js +1 -1
  101. package/lib/module/games/shared/EngineMeadow.js +1 -1
  102. package/lib/module/games/shared/EngineTouchSurface.js +1 -1
  103. package/lib/module/games/shared/GameActivity.js +1 -1
  104. package/lib/module/games/shared/GameLoading.js +1 -1
  105. package/lib/module/games/shared/GameLoadingTransition.js +1 -1
  106. package/lib/module/games/sliding-numbers/SlidingNumbers.js +1 -1
  107. package/lib/module/games/sliding-numbers/SlidingNumbersScene.js +1 -1
  108. package/lib/module/games/snake-3d/Snake3D.js +1 -1
  109. package/lib/module/games/snake-3d/Snake3DScene.js +1 -1
  110. package/lib/module/games/snakes-and-ladders/SnakesAndLadders.js +1 -1
  111. package/lib/module/games/snakes-and-ladders/SnakesAndLaddersScene.js +1 -1
  112. package/lib/module/games/space-fighter/SpaceFighter.js +1 -1
  113. package/lib/module/games/space-fighter/SpaceFighterScene.js +1 -1
  114. package/lib/module/games/spider-solitaire/SpiderSolitaire.js +1 -1
  115. package/lib/module/games/spider-solitaire/SpiderSolitaireScene.js +1 -1
  116. package/lib/module/games/stack-tower/StackTower.js +1 -1
  117. package/lib/module/games/stack-tower/StackTowerScene.js +1 -1
  118. package/lib/module/games/sudoku/Sudoku.js +1 -1
  119. package/lib/module/games/sudoku/SudokuScene.js +1 -1
  120. package/lib/module/games/tangram/Tangram.js +1 -1
  121. package/lib/module/games/tangram/TangramScene.js +1 -1
  122. package/lib/module/games/tank-1990/Tank1990.js +1 -1
  123. package/lib/module/games/tank-1990/Tank1990Scene.js +1 -1
  124. package/lib/module/games/tic-tac-toe/TicTacToe.js +1 -1
  125. package/lib/module/games/tic-tac-toe/TicTacToeScene.js +1 -1
  126. package/lib/module/games/tile-home/TileHome.js +1 -1
  127. package/lib/module/games/tile-home/TileHomeScene.js +1 -1
  128. package/lib/module/games/treasure-hunt/TreasureHunt.js +1 -1
  129. package/lib/module/games/treasure-hunt/TreasureHuntConstants.js +1 -1
  130. package/lib/module/games/treasure-hunt/TreasureHuntModel.js +1 -1
  131. package/lib/module/games/treasure-hunt/TreasureHuntScene.js +1 -1
  132. package/lib/module/games/whack-a-mole/WhackAMole.js +1 -1
  133. package/lib/module/games/whack-a-mole/WhackAMoleScene.js +1 -1
  134. package/lib/module/helpers/GameSettingsModal.js +1 -1
  135. package/lib/module/helpers/GameTheme.js +1 -1
  136. package/package.json +1 -2
  137. package/src/assets/fonts/Inter-SemiBold.ttf +0 -0
  138. package/src/assets/models/explorer/explorer.glb +0 -0
  139. package/src/assets/models/explorer/params.json +0 -51
  140. package/src/assets/models/explorer/source.json +0 -222
  141. package/src/assets/models/play-with-tua/play-with-tua.glb +0 -0
  142. package/src/assets/models/play-with-tua/sources.json +0 -141
  143. package/src/assets/sfx/balloon_pop.wav +0 -0
  144. package/src/assets/sfx/blocked.wav +0 -0
  145. package/src/assets/sfx/boing.wav +0 -0
  146. package/src/assets/sfx/bonus.wav +0 -0
  147. package/src/assets/sfx/boom.wav +0 -0
  148. package/src/assets/sfx/bump.wav +0 -0
  149. package/src/assets/sfx/cannon.wav +0 -0
  150. package/src/assets/sfx/capture.wav +0 -0
  151. package/src/assets/sfx/card_flip.wav +0 -0
  152. package/src/assets/sfx/card_place.wav +0 -0
  153. package/src/assets/sfx/catch.wav +0 -0
  154. package/src/assets/sfx/chime.wav +0 -0
  155. package/src/assets/sfx/chomp.wav +0 -0
  156. package/src/assets/sfx/chomp_alt.wav +0 -0
  157. package/src/assets/sfx/clack.wav +0 -0
  158. package/src/assets/sfx/clang.wav +0 -0
  159. package/src/assets/sfx/clash.wav +0 -0
  160. package/src/assets/sfx/click.wav +0 -0
  161. package/src/assets/sfx/coin.wav +0 -0
  162. package/src/assets/sfx/combo.wav +0 -0
  163. package/src/assets/sfx/crash.wav +0 -0
  164. package/src/assets/sfx/crunch.wav +0 -0
  165. package/src/assets/sfx/dance.wav +0 -0
  166. package/src/assets/sfx/deselect.wav +0 -0
  167. package/src/assets/sfx/dice_roll.wav +0 -0
  168. package/src/assets/sfx/die.wav +0 -0
  169. package/src/assets/sfx/draw.wav +0 -0
  170. package/src/assets/sfx/drop.wav +0 -0
  171. package/src/assets/sfx/eat.wav +0 -0
  172. package/src/assets/sfx/engine.wav +0 -0
  173. package/src/assets/sfx/error.wav +0 -0
  174. package/src/assets/sfx/flag.wav +0 -0
  175. package/src/assets/sfx/flap.wav +0 -0
  176. package/src/assets/sfx/flip_disc.wav +0 -0
  177. package/src/assets/sfx/footstep_run.wav +0 -0
  178. package/src/assets/sfx/footstep_walk.wav +0 -0
  179. package/src/assets/sfx/game_over.wav +0 -0
  180. package/src/assets/sfx/gate.wav +0 -0
  181. package/src/assets/sfx/hit.wav +0 -0
  182. package/src/assets/sfx/hop.wav +0 -0
  183. package/src/assets/sfx/hurt.wav +0 -0
  184. package/src/assets/sfx/invalid.wav +0 -0
  185. package/src/assets/sfx/jump.wav +0 -0
  186. package/src/assets/sfx/ladder.wav +0 -0
  187. package/src/assets/sfx/land.wav +0 -0
  188. package/src/assets/sfx/laugh.wav +0 -0
  189. package/src/assets/sfx/lose.wav +0 -0
  190. package/src/assets/sfx/merge.wav +0 -0
  191. package/src/assets/sfx/miss.wav +0 -0
  192. package/src/assets/sfx/nitro.wav +0 -0
  193. package/src/assets/sfx/pew.wav +0 -0
  194. package/src/assets/sfx/place.wav +0 -0
  195. package/src/assets/sfx/pling.wav +0 -0
  196. package/src/assets/sfx/point.wav +0 -0
  197. package/src/assets/sfx/pop.wav +0 -0
  198. package/src/assets/sfx/pop_soft.wav +0 -0
  199. package/src/assets/sfx/power_up.wav +0 -0
  200. package/src/assets/sfx/reveal.wav +0 -0
  201. package/src/assets/sfx/robot.wav +0 -0
  202. package/src/assets/sfx/rotate.wav +0 -0
  203. package/src/assets/sfx/run_steps.wav +0 -0
  204. package/src/assets/sfx/select.wav +0 -0
  205. package/src/assets/sfx/shuffle.wav +0 -0
  206. package/src/assets/sfx/six.wav +0 -0
  207. package/src/assets/sfx/slice.wav +0 -0
  208. package/src/assets/sfx/slide.wav +0 -0
  209. package/src/assets/sfx/snake.wav +0 -0
  210. package/src/assets/sfx/snap.wav +0 -0
  211. package/src/assets/sfx/splash.wav +0 -0
  212. package/src/assets/sfx/star.wav +0 -0
  213. package/src/assets/sfx/start.wav +0 -0
  214. package/src/assets/sfx/swoosh.wav +0 -0
  215. package/src/assets/sfx/tap.wav +0 -0
  216. package/src/assets/sfx/thud.wav +0 -0
  217. package/src/assets/sfx/thunk.wav +0 -0
  218. package/src/assets/sfx/tick.wav +0 -0
  219. package/src/assets/sfx/time_up.wav +0 -0
  220. package/src/assets/sfx/tock.wav +0 -0
  221. package/src/assets/sfx/walk_steps.wav +0 -0
  222. package/src/assets/sfx/warning.wav +0 -0
  223. package/src/assets/sfx/whack.wav +0 -0
  224. package/src/assets/sfx/whoosh.wav +0 -0
  225. package/src/assets/sfx/win.wav +0 -0
  226. package/src/assets/sfx/zap.wav +0 -0
  227. package/src/assets/textures/ad_bolt.png +0 -0
  228. package/src/assets/textures/ad_bubbles.png +0 -0
  229. package/src/assets/textures/ad_chevrons.png +0 -0
  230. package/src/assets/textures/asphalt.png +0 -0
  231. package/src/assets/textures/bark.jpg +0 -0
  232. package/src/assets/textures/explorer-atlas.png +0 -0
  233. package/src/assets/textures/facade.png +0 -0
  234. package/src/assets/textures/grass.png +0 -0
  235. package/src/assets/textures/leaves.png +0 -0
  236. package/src/assets/textures/limestone.jpg +0 -0
  237. package/src/assets/textures/meadow.jpg +0 -0
  238. package/src/assets/textures/nature-sources.json +0 -87
  239. package/src/assets/textures/pine.png +0 -0
  240. package/src/assets/textures/river.jpg +0 -0
  241. package/src/assets/textures/soft_glow.png +0 -0
  242. package/src/games/arrows/Arrows.tsx +0 -69
  243. package/src/games/arrows/ArrowsConstants.ts +0 -107
  244. package/src/games/arrows/ArrowsGame.ts +0 -735
  245. package/src/games/arrows/ArrowsScene.ts +0 -395
  246. package/src/games/balloon-blaster/BalloonBlaster.tsx +0 -75
  247. package/src/games/balloon-blaster/BalloonBlasterConstants.ts +0 -79
  248. package/src/games/balloon-blaster/BalloonBlasterGame.ts +0 -287
  249. package/src/games/balloon-blaster/BalloonBlasterPhysics.ts +0 -95
  250. package/src/games/balloon-blaster/BalloonBlasterScene.ts +0 -225
  251. package/src/games/bike-racing/BikeMeshes.ts +0 -273
  252. package/src/games/bike-racing/BikeRacing.tsx +0 -211
  253. package/src/games/bike-racing/BikeRacingConstants.ts +0 -103
  254. package/src/games/bike-racing/BikeRacingGame.ts +0 -557
  255. package/src/games/bike-racing/BikeRacingScene.ts +0 -119
  256. package/src/games/block-blast/BlockBlast.tsx +0 -73
  257. package/src/games/block-blast/BlockBlastConstants.ts +0 -179
  258. package/src/games/block-blast/BlockBlastGame.ts +0 -471
  259. package/src/games/block-blast/BlockBlastScene.ts +0 -156
  260. package/src/games/block-breaker/BlockBreaker.tsx +0 -79
  261. package/src/games/block-breaker/BlockBreakerConstants.ts +0 -139
  262. package/src/games/block-breaker/BlockBreakerGame.ts +0 -459
  263. package/src/games/block-breaker/BlockBreakerScene.ts +0 -257
  264. package/src/games/bluk/Bluk.tsx +0 -82
  265. package/src/games/bluk/BlukConstants.ts +0 -121
  266. package/src/games/bluk/BlukGame.ts +0 -323
  267. package/src/games/bluk/BlukRules.ts +0 -154
  268. package/src/games/bluk/BlukScene.ts +0 -514
  269. package/src/games/bubble-shooter/BubbleShooter.tsx +0 -76
  270. package/src/games/bubble-shooter/BubbleShooterConstants.ts +0 -103
  271. package/src/games/bubble-shooter/BubbleShooterGame.ts +0 -459
  272. package/src/games/bubble-shooter/BubbleShooterScene.ts +0 -158
  273. package/src/games/candy-crush/CandyCrush.tsx +0 -77
  274. package/src/games/candy-crush/CandyCrushConstants.ts +0 -94
  275. package/src/games/candy-crush/CandyCrushGame.ts +0 -477
  276. package/src/games/candy-crush/CandyCrushScene.ts +0 -209
  277. package/src/games/car-racing/CarMeshes.ts +0 -440
  278. package/src/games/car-racing/CarRacing.tsx +0 -211
  279. package/src/games/car-racing/CarRacingConstants.ts +0 -167
  280. package/src/games/car-racing/CarRacingFacade.ts +0 -40
  281. package/src/games/car-racing/CarRacingGame.ts +0 -539
  282. package/src/games/car-racing/CarRacingScene.ts +0 -1026
  283. package/src/games/car-racing/CarRacingScenery.ts +0 -265
  284. package/src/games/chameleon-run/ChameleonRun.tsx +0 -96
  285. package/src/games/chameleon-run/ChameleonRunBackdrop.ts +0 -186
  286. package/src/games/chameleon-run/ChameleonRunConstants.ts +0 -47
  287. package/src/games/chameleon-run/ChameleonRunGame.ts +0 -309
  288. package/src/games/chameleon-run/ChameleonRunMeshes.ts +0 -305
  289. package/src/games/chameleon-run/ChameleonRunRules.ts +0 -252
  290. package/src/games/chameleon-run/ChameleonRunScene.ts +0 -310
  291. package/src/games/checkers/Checkers.tsx +0 -83
  292. package/src/games/checkers/CheckersAI.ts +0 -255
  293. package/src/games/checkers/CheckersConstants.ts +0 -68
  294. package/src/games/checkers/CheckersGame.ts +0 -322
  295. package/src/games/checkers/CheckersRules.ts +0 -167
  296. package/src/games/checkers/CheckersScene.ts +0 -308
  297. package/src/games/color-switch/ColorSwitch.tsx +0 -75
  298. package/src/games/color-switch/ColorSwitchConstants.ts +0 -61
  299. package/src/games/color-switch/ColorSwitchGame.ts +0 -329
  300. package/src/games/color-switch/ColorSwitchScene.ts +0 -220
  301. package/src/games/colors-sort/ColorsSort.tsx +0 -82
  302. package/src/games/colors-sort/ColorsSortConstants.ts +0 -119
  303. package/src/games/colors-sort/ColorsSortGame.ts +0 -246
  304. package/src/games/colors-sort/ColorsSortScene.ts +0 -315
  305. package/src/games/connect-em-all/ConnectEmAll.tsx +0 -70
  306. package/src/games/connect-em-all/ConnectEmAllConstants.ts +0 -77
  307. package/src/games/connect-em-all/ConnectEmAllGame.ts +0 -401
  308. package/src/games/connect-em-all/ConnectEmAllScene.ts +0 -235
  309. package/src/games/crossy-road/CrossyRoad.tsx +0 -74
  310. package/src/games/crossy-road/CrossyRoadCamera.ts +0 -59
  311. package/src/games/crossy-road/CrossyRoadConstants.ts +0 -132
  312. package/src/games/crossy-road/CrossyRoadGame.ts +0 -293
  313. package/src/games/crossy-road/CrossyRoadMeshes.ts +0 -195
  314. package/src/games/crossy-road/CrossyRoadPerson.ts +0 -198
  315. package/src/games/crossy-road/CrossyRoadRules.ts +0 -99
  316. package/src/games/crossy-road/CrossyRoadScene.ts +0 -355
  317. package/src/games/dino-jump/DinoJump.tsx +0 -77
  318. package/src/games/dino-jump/DinoJumpConstants.ts +0 -80
  319. package/src/games/dino-jump/DinoJumpGame.ts +0 -344
  320. package/src/games/dino-jump/DinoJumpScene.ts +0 -686
  321. package/src/games/dots-and-boxes/DotsAndBoxes.tsx +0 -83
  322. package/src/games/dots-and-boxes/DotsAndBoxesConstants.ts +0 -77
  323. package/src/games/dots-and-boxes/DotsAndBoxesGame.ts +0 -271
  324. package/src/games/dots-and-boxes/DotsAndBoxesScene.ts +0 -249
  325. package/src/games/falling-sticks/FallingSticks.tsx +0 -72
  326. package/src/games/falling-sticks/FallingSticksConstants.ts +0 -62
  327. package/src/games/falling-sticks/FallingSticksGame.ts +0 -220
  328. package/src/games/falling-sticks/FallingSticksRules.ts +0 -145
  329. package/src/games/falling-sticks/FallingSticksScene.ts +0 -245
  330. package/src/games/find-different-number/FindDifferentNumber.tsx +0 -74
  331. package/src/games/find-different-number/FindDifferentNumberConstants.ts +0 -74
  332. package/src/games/find-different-number/FindDifferentNumberGame.ts +0 -174
  333. package/src/games/find-different-number/FindDifferentNumberRules.ts +0 -43
  334. package/src/games/find-different-number/FindDifferentNumberScene.ts +0 -193
  335. package/src/games/flappy-bird/FlappyBird.tsx +0 -73
  336. package/src/games/flappy-bird/FlappyBirdConstants.ts +0 -95
  337. package/src/games/flappy-bird/FlappyBirdGame.ts +0 -375
  338. package/src/games/flappy-bird/FlappyBirdScene.ts +0 -630
  339. package/src/games/fruit-merger/FruitMerger.tsx +0 -73
  340. package/src/games/fruit-merger/FruitMergerConstants.ts +0 -102
  341. package/src/games/fruit-merger/FruitMergerGame.ts +0 -285
  342. package/src/games/fruit-merger/FruitMergerRules.ts +0 -286
  343. package/src/games/fruit-merger/FruitMergerScene.ts +0 -498
  344. package/src/games/fruit-ninja/FruitNinja.tsx +0 -129
  345. package/src/games/fruit-ninja/FruitNinjaConstants.ts +0 -107
  346. package/src/games/fruit-ninja/FruitNinjaGame.ts +0 -391
  347. package/src/games/fruit-ninja/FruitNinjaScene.ts +0 -319
  348. package/src/games/fruit-ninja/FruitNinjaWorld.ts +0 -17
  349. package/src/games/game-2048/Game2048.tsx +0 -84
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  354. package/src/games/knife-hit/KnifeHit.tsx +0 -78
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  358. package/src/games/ludo-king/LudoKing.tsx +0 -86
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  360. package/src/games/ludo-king/LudoKingGame.ts +0 -326
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  363. package/src/games/maze-runner/MazeRunner.tsx +0 -88
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  368. package/src/games/memory-match/MemoryMatch.tsx +0 -77
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  394. package/src/games/pac-man/PacManGame.ts +0 -406
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  473. package/src/games/snake-3d/Snake3D.tsx +0 -76
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@@ -1,255 +0,0 @@
1
- // Pac-Man's rules, with no React or engine: the maze, Pac-Man's grid move, the four ghosts' targeting
2
- // AI, dots, pellets and the fruit. Ported from the original version (games/pac-man/PacManService), the same
3
- // moves in the same order, so the game plays and scores the same.
4
- import {
5
- CellType,
6
- COLS,
7
- type Direction,
8
- DIRECTIONS,
9
- GHOST_SCATTER,
10
- GHOST_START,
11
- GhostMode,
12
- GhostName,
13
- OPPOSITE,
14
- PACMAN_MAZE,
15
- PACMAN_START,
16
- ROWS
17
- } from './PacManConstants';
18
-
19
- export type Position = { x: number; y: number };
20
-
21
- export type Pacman = { x: number; y: number; direction: Direction; nextDirection: Direction };
22
-
23
- export type Ghost = {
24
- name: GhostName;
25
- x: number;
26
- y: number;
27
- direction: Direction;
28
- mode: GhostMode;
29
- previousMode: GhostMode;
30
- /** Seconds of fright left. */
31
- frightenedTimer: number;
32
- isFlashing: boolean;
33
- };
34
-
35
- export type Fruit = { x: number; y: number } | null;
36
-
37
- export type Maze = { cells: number[][]; dotsRemaining: number; totalDots: number };
38
-
39
- const GHOST_DIRS: Direction[] = ['UP', 'DOWN', 'LEFT', 'RIGHT'];
40
-
41
- // ── Setup ─────────────────────────────────────────────────────────────
42
-
43
- export function initMaze(): Maze {
44
- const cells = PACMAN_MAZE.map((row) => [...row]);
45
- let dots = 0;
46
- for (const row of cells) for (const c of row) if (c === CellType.DOT || c === CellType.POWER_PELLET) dots++;
47
- return { cells, dotsRemaining: dots, totalDots: dots };
48
- }
49
-
50
- export const initPacman = (): Pacman => ({ x: PACMAN_START.x, y: PACMAN_START.y, direction: 'LEFT', nextDirection: 'LEFT' });
51
-
52
- const makeGhost = (name: GhostName, mode: GhostMode): Ghost => ({
53
- name,
54
- x: GHOST_START[name].x,
55
- y: GHOST_START[name].y,
56
- direction: 'UP',
57
- mode,
58
- previousMode: GhostMode.SCATTER,
59
- frightenedTimer: 0,
60
- isFlashing: false
61
- });
62
-
63
- export const initGhosts = (): Ghost[] => [
64
- makeGhost(GhostName.BLINKY, GhostMode.SCATTER),
65
- makeGhost(GhostName.PINKY, GhostMode.IN_HOUSE),
66
- makeGhost(GhostName.INKY, GhostMode.IN_HOUSE),
67
- makeGhost(GhostName.CLYDE, GhostMode.IN_HOUSE)
68
- ];
69
-
70
- // ── Moving ────────────────────────────────────────────────────────────
71
-
72
- export function canMove(cells: number[][], x: number, y: number): boolean {
73
- if (y < 0 || y >= ROWS) return false;
74
- if (x < 0 || x >= COLS) return true; // the side tunnel
75
- const cell = cells[y]?.[x];
76
- return cell !== CellType.WALL && cell !== CellType.GHOST_DOOR;
77
- }
78
-
79
- export function canGhostMove(cells: number[][], x: number, y: number, ghost: Ghost): boolean {
80
- if (y < 0 || y >= ROWS) return false;
81
- if (x < 0 || x >= COLS) return true;
82
- const cell = cells[y]?.[x];
83
- if (cell === CellType.GHOST_DOOR) return ghost.mode === GhostMode.LEAVING_HOUSE || ghost.mode === GhostMode.EATEN;
84
- return cell !== CellType.WALL;
85
- }
86
-
87
- /** One cell forward, taking the queued turn when it opens up. Returns whether the maze wrapped round the side. */
88
- export function stepPacman(p: Pacman, cells: number[][]): { moved: boolean; wrapped: boolean } {
89
- if (p.nextDirection !== p.direction) {
90
- const nd = DIRECTIONS[p.nextDirection];
91
- if (canMove(cells, p.x + nd.x, p.y + nd.y)) p.direction = p.nextDirection;
92
- }
93
- const dir = DIRECTIONS[p.direction];
94
- let nx = p.x + dir.x;
95
- const ny = p.y + dir.y;
96
- let wrapped = false;
97
- if (nx < 0) {
98
- nx = COLS - 1;
99
- wrapped = true;
100
- } else if (nx >= COLS) {
101
- nx = 0;
102
- wrapped = true;
103
- }
104
- if (canMove(cells, nx, ny)) {
105
- p.x = nx;
106
- p.y = ny;
107
- return { moved: true, wrapped };
108
- }
109
- return { moved: false, wrapped: false };
110
- }
111
-
112
- /** Eats whatever is on a cell. */
113
- export function eatAt(maze: Maze, x: number, y: number): { points: number; pellet: boolean } | null {
114
- const row = maze.cells[y];
115
- if (!row) return null;
116
- if (row[x] === CellType.DOT) {
117
- row[x] = CellType.EMPTY;
118
- maze.dotsRemaining--;
119
- return { points: 100, pellet: false };
120
- }
121
- if (row[x] === CellType.POWER_PELLET) {
122
- row[x] = CellType.EMPTY;
123
- maze.dotsRemaining--;
124
- return { points: 500, pellet: true };
125
- }
126
- return null;
127
- }
128
-
129
- // ── Ghost AI (as the original version) ────────────────────────────────────
130
-
131
- function chaseTarget(ghost: Ghost, pacman: Pacman, blinky: Position | null): Position {
132
- const d = DIRECTIONS[pacman.direction];
133
- switch (ghost.name) {
134
- case GhostName.BLINKY:
135
- return { x: pacman.x, y: pacman.y };
136
- case GhostName.PINKY:
137
- return {
138
- x: Math.max(0, Math.min(COLS - 1, pacman.x + d.x * 4)),
139
- y: Math.max(0, Math.min(ROWS - 1, pacman.y + d.y * 4))
140
- };
141
- case GhostName.INKY:
142
- if (blinky) {
143
- const ax = pacman.x + d.x * 2;
144
- const ay = pacman.y + d.y * 2;
145
- return {
146
- x: Math.max(0, Math.min(COLS - 1, ax + (ax - blinky.x))),
147
- y: Math.max(0, Math.min(ROWS - 1, ay + (ay - blinky.y)))
148
- };
149
- }
150
- return { x: pacman.x, y: pacman.y };
151
- case GhostName.CLYDE: {
152
- const dist = Math.abs(pacman.x - ghost.x) + Math.abs(pacman.y - ghost.y);
153
- return dist > 8 ? { x: pacman.x, y: pacman.y } : GHOST_SCATTER[GhostName.CLYDE];
154
- }
155
- default:
156
- return { x: pacman.x, y: pacman.y };
157
- }
158
- }
159
-
160
- const wrap = (x: number) => (x < 0 ? COLS - 1 : x >= COLS ? 0 : x);
161
-
162
- function candidates(cells: number[][], ghost: Ghost, output: Direction[]): number {
163
- output.length = 0;
164
- const back = OPPOSITE[ghost.direction];
165
- for (const dir of GHOST_DIRS) {
166
- const d = DIRECTIONS[dir];
167
- if (dir !== back && canGhostMove(cells, ghost.x + d.x, ghost.y + d.y, ghost)) output.push(dir);
168
- }
169
- if (!output.length) {
170
- const d = DIRECTIONS[back];
171
- if (canGhostMove(cells, ghost.x + d.x, ghost.y + d.y, ghost)) output.push(back);
172
- }
173
- return output.length;
174
- }
175
- const ghostDirections: Direction[] = [];
176
-
177
- function toward(cells: number[][], ghost: Ghost, tx: number, ty: number): Ghost {
178
- const g = { ...ghost };
179
- if (!candidates(cells, ghost, ghostDirections)) return g;
180
- let best = ghostDirections[0]!,
181
- bestD = Infinity;
182
- for (const dir of ghostDirections) {
183
- const step = DIRECTIONS[dir];
184
- const dx = ghost.x + step.x - tx,
185
- dy = ghost.y + step.y - ty;
186
- const d = dx * dx + dy * dy;
187
- if (d < bestD) {
188
- bestD = d;
189
- best = dir;
190
- }
191
- }
192
- const delta = DIRECTIONS[best];
193
- g.x = wrap(ghost.x + delta.x);
194
- g.y = ghost.y + delta.y;
195
- g.direction = best;
196
- return g;
197
- }
198
-
199
- function randomly(cells: number[][], ghost: Ghost): Ghost {
200
- const g = { ...ghost };
201
- if (!candidates(cells, ghost, ghostDirections)) return g;
202
- const dir = ghostDirections[Math.floor(Math.random() * ghostDirections.length)]!;
203
- const delta = DIRECTIONS[dir];
204
- g.x = wrap(ghost.x + delta.x);
205
- g.y = ghost.y + delta.y;
206
- g.direction = dir;
207
- return g;
208
- }
209
-
210
- /** One cell of ghost movement, by its mode. `blinky` is Blinky's cell before this step (Inky aims off it). */
211
- export function moveGhost(cells: number[][], ghost: Ghost, pacman: Pacman, blinky: Position | null): Ghost {
212
- switch (ghost.mode) {
213
- case GhostMode.IN_HOUSE:
214
- return { ...ghost };
215
- case GhostMode.LEAVING_HOUSE: {
216
- const g = { ...ghost };
217
- if (ghost.y > 7) {
218
- g.y--;
219
- g.direction = 'UP';
220
- } else {
221
- g.mode = GhostMode.SCATTER;
222
- g.direction = 'LEFT';
223
- }
224
- return g;
225
- }
226
- case GhostMode.EATEN:
227
- return toward(cells, ghost, 9, 9);
228
- case GhostMode.FRIGHTENED:
229
- return randomly(cells, ghost);
230
- case GhostMode.SCATTER: {
231
- const t = GHOST_SCATTER[ghost.name];
232
- return toward(cells, ghost, t.x, t.y);
233
- }
234
- case GhostMode.CHASE: {
235
- const t = chaseTarget(ghost, pacman, blinky);
236
- return toward(cells, ghost, t.x, t.y);
237
- }
238
- default:
239
- return { ...ghost };
240
- }
241
- }
242
-
243
- export function frightenGhosts(ghosts: Ghost[], duration: number): Ghost[] {
244
- return ghosts.map((g) =>
245
- g.mode === GhostMode.EATEN || g.mode === GhostMode.IN_HOUSE
246
- ? g
247
- : { ...g, previousMode: g.mode, mode: GhostMode.FRIGHTENED, frightenedTimer: duration, isFlashing: false, direction: OPPOSITE[g.direction] }
248
- );
249
- }
250
-
251
- export const releaseGhost = (g: Ghost): Ghost => (g.mode === GhostMode.IN_HOUSE ? { ...g, mode: GhostMode.LEAVING_HOUSE } : g);
252
-
253
- export const reachedHouse = (g: Ghost): Ghost => (g.mode === GhostMode.EATEN && g.x === 9 && g.y === 9 ? { ...g, mode: GhostMode.LEAVING_HOUSE } : g);
254
-
255
- export const collides = (p: Pacman, g: Ghost) => p.x === g.x && p.y === g.y;
@@ -1,387 +0,0 @@
1
- // Everything Pac-Man draws, on the Nayan engine: a walled maze lying in the world's XY plane seen from
2
- // a little in front of straight down (shared/EngineTilt), the dots and power pellets glinting in its
3
- // corridors, Pac-Man as a solid yellow disc with a chomping wedge of a mouth, the four ghosts as classic
4
- // domed ghosts with wavy skirts and eyes, and the fruit. The maze (base and raised walls) is one static mesh; the dots are small
5
- // spheres despawned as they're eaten; Pac-Man, the ghosts and the fruit are their own little rigs.
6
- import {
7
- effects,
8
- type Entity,
9
- extrude,
10
- type GeometryPart,
11
- merge,
12
- type Model,
13
- Path,
14
- type Quat,
15
- quat,
16
- shapeGeometry,
17
- type Vec3,
18
- type World
19
- } from '@nayan-ui/engine';
20
- import type { GameTheme } from '../../services/ThemeService';
21
- import { setBackdropTheme, spawnBackdrop } from '../shared/EngineBackdrop';
22
- import { createGameMesh as createShape } from '../shared/EngineMeshes';
23
- import { placeTiltedBackdrop } from '../shared/EngineTilt';
24
- import { toColor } from '../shared/EngineUtils';
25
- import {
26
- CellType,
27
- COLORS,
28
- COLS,
29
- type Direction,
30
- GHOST_COLORS,
31
- GHOST_LIST,
32
- GhostMode,
33
- GhostName,
34
- gridPoint,
35
- type Layout,
36
- PACMAN_MAZE,
37
- ROWS
38
- } from './PacManConstants';
39
-
40
- const BOARD_DEPTH = 0.18; // the base slab, in cell units
41
- const WALL_H = 0.62; // raised wall height, in cell units
42
- const BACKDROP_DEPTH = 24;
43
-
44
- const cube = () => shapeGeometry('cube');
45
-
46
- // ── Static maze mesh (cell units; spawned at scale = cell) ────────────
47
-
48
- let boardModel: Model | null = null;
49
- function boardMesh(): Model {
50
- if (boardModel) return boardModel;
51
- const halfX = COLS / 2;
52
- const halfY = ROWS / 2;
53
- const wall = toColor(COLORS.WALL);
54
- const edge = toColor(COLORS.WALL_EDGE);
55
- const base = toColor(COLORS.BOARD);
56
- const parts: GeometryPart[] = [{ geometry: cube(), position: [0, 0, -BOARD_DEPTH / 2], scale: [COLS, ROWS, BOARD_DEPTH], color: base }];
57
- for (let y = 0; y < ROWS; y++) {
58
- for (let x = 0; x < COLS; x++) {
59
- if (PACMAN_MAZE[y]![x] !== CellType.WALL) continue;
60
- const cx = x + 0.5 - halfX;
61
- const cy = halfY - (y + 0.5);
62
- parts.push({ geometry: cube(), position: [cx, cy, WALL_H / 2], scale: [1, 1, WALL_H], color: wall });
63
- parts.push({ geometry: cube(), position: [cx, cy, WALL_H + 0.01], scale: [0.78, 0.78, 0.04], color: edge });
64
- }
65
- }
66
- boardModel = createShape(merge(parts), { center: false, shine: 0.25 });
67
- return boardModel;
68
- }
69
-
70
- // ── Scene ─────────────────────────────────────────────────────────────
71
-
72
- type GhostRig = { root: Entity; body: Entity; eyes: [Entity, Entity]; pupils: [Entity, Entity] };
73
-
74
- export type Scene = {
75
- backdrop: Entity;
76
- board: Entity;
77
- dots: Map<number, Entity>;
78
- pacman: Entity;
79
- mouth: Entity;
80
- /** The mouth's full size (world units): it chomps between almost shut and this. */
81
- mouthSize: number;
82
- ghosts: Record<GhostName, GhostRig>;
83
- fruit: Entity | null;
84
- };
85
-
86
- const dotKey = (x: number, y: number) => y * COLS + x;
87
- const worldAt = (l: Layout, cx: number, cy: number, z: number): Vec3 => {
88
- const [x, y] = gridPoint(l, cx, cy);
89
- return [x, y, z];
90
- };
91
-
92
- /** The mouth wedge turns so it opens the way Pac-Man heads. */
93
- const MOUTH_ANGLE: Record<Direction, number> = { RIGHT: Math.PI / 2, LEFT: -Math.PI / 2, UP: Math.PI, DOWN: 0, NONE: Math.PI / 2 };
94
- const mouthRotation = (d: Direction): Quat => quat.z(MOUTH_ANGLE[d]);
95
-
96
- function spawnDots(world: World, l: Layout, s: Scene) {
97
- const dotZ = l.cell * 0.22;
98
- for (let y = 0; y < ROWS; y++) {
99
- for (let x = 0; x < COLS; x++) {
100
- const cell = PACMAN_MAZE[y]![x];
101
- if (cell === CellType.DOT) {
102
- s.dots.set(
103
- dotKey(x, y),
104
- world.spawn({
105
- mesh: 'sphere',
106
- position: worldAt(l, x + 0.5, y + 0.5, dotZ),
107
- scale: l.cell * 0.17,
108
- color: toColor(COLORS.DOT),
109
- pickable: false
110
- })
111
- );
112
- } else if (cell === CellType.POWER_PELLET) {
113
- s.dots.set(
114
- dotKey(x, y),
115
- world.spawn({
116
- mesh: 'sphere',
117
- position: worldAt(l, x + 0.5, y + 0.5, l.cell * 0.3),
118
- scale: l.cell * 0.46,
119
- color: toColor(COLORS.PELLET),
120
- bob: { amplitude: [0, 0, l.cell * 0.08], speed: 5 },
121
- pickable: false
122
- })
123
- );
124
- }
125
- }
126
- }
127
- }
128
-
129
- // ── Characters: the classic flat shapes lying on the board, in solid colours ──
130
-
131
- /** A colour lit from within at full strength: it shows the same solid hue whatever the light. */
132
- const solid = (css: string): [number, number, number, number] => {
133
- const [r, g, b] = toColor(css);
134
- const k = 2 / Math.max(r, g, b, 0.01);
135
- return [r * k, g * k, b * k, 1];
136
- };
137
- /** How thick the flat characters are, and where their top face sits, as fractions of their size. */
138
- const THICK = 0.3;
139
- /** Each character's root floats half its size up; its flat body sits on the board below it. */
140
- const BODY_Z = -0.5 + THICK / 2;
141
- const TOP_Z = BODY_Z + THICK / 2 + 0.01;
142
-
143
- let pacModel: Model | null = null;
144
- let mouthModel: Model | null = null;
145
- let ghostModel: Model | null = null;
146
- let discModel: Model | null = null;
147
- /** Pac-Man's body: a disc one unit across. */
148
- const pacMesh = () => (pacModel ??= createShape(extrude(new Path().addCircle(0, 0, 0.5), { depth: THICK })));
149
- /** His mouth: a wedge from the centre opening toward -y (turned to face his way), in the board's colour. */
150
- const mouthMesh = () => {
151
- if (mouthModel) return mouthModel;
152
- const path = new Path().moveTo(0, 0);
153
- const half = 0.62; // radians either side
154
- for (let i = 0; i <= 8; i++) {
155
- const a = -half + (i / 8) * half * 2;
156
- path.lineTo(Math.sin(a) * 0.56, Math.cos(a) * 0.56); // the path's y runs down: +y here is -y in the world
157
- }
158
- path.close();
159
- mouthModel = createShape(extrude(path, { depth: 0 }), { center: false });
160
- return mouthModel;
161
- };
162
- /** A ghost: a domed head, straight sides and a wavy skirt, one unit across. */
163
- const ghostMesh = () => {
164
- if (ghostModel) return ghostModel;
165
- const pts: [number, number][] = []; // world-up y
166
- for (let i = 0; i <= 16; i++) {
167
- const a = (i / 16) * Math.PI;
168
- pts.push([Math.cos(a) * 0.5, 0.05 + Math.sin(a) * 0.5]);
169
- }
170
- pts.push([-0.5, -0.38]);
171
- // The skirt: three points hanging down, with notches between
172
- const bumps = 3;
173
- for (let i = 0; i <= bumps * 2; i++) pts.push([-0.5 + (i / (bumps * 2)) * 1, i % 2 ? -0.5 : -0.36]);
174
- pts.push([0.5, -0.38]);
175
- const path = new Path().moveTo(pts[0]![0], -pts[0]![1]);
176
- for (const [x, y] of pts.slice(1)) path.lineTo(x, -y);
177
- path.close();
178
- ghostModel = createShape(extrude(path, { depth: THICK }));
179
- return ghostModel;
180
- };
181
- const flatDisc = () => (discModel ??= createShape(extrude(new Path().addCircle(0, 0, 0.5), { depth: 0 })));
182
-
183
- function spawnPacman(world: World, l: Layout): { pacman: Entity; mouth: Entity } {
184
- const d = l.cell * 0.86;
185
- const pacman = world.spawn({ mesh: 'none', position: worldAt(l, 9.5, 15.5, d / 2), pickable: false });
186
- world.spawn({ mesh: pacMesh(), parent: pacman, position: [0, 0, BODY_Z * d], scale: d, color: solid(COLORS.PACMAN), pickable: false });
187
- const mouth = world.spawn({
188
- mesh: mouthMesh(),
189
- parent: pacman,
190
- position: [0, 0, TOP_Z * d],
191
- rotation: mouthRotation('LEFT'),
192
- scale: d,
193
- color: toColor(COLORS.BOARD),
194
- pickable: false
195
- });
196
- return { pacman, mouth };
197
- }
198
-
199
- function spawnGhost(world: World, l: Layout, name: GhostName): GhostRig {
200
- const d = l.cell * 0.86;
201
- const root = world.spawn({ mesh: 'none', position: worldAt(l, 9.5, 7.5, d * 0.5), pickable: false });
202
- const body = world.spawn({
203
- mesh: ghostMesh(),
204
- parent: root,
205
- position: [0, 0, BODY_Z * d],
206
- scale: d,
207
- color: solid(GHOST_COLORS[name]),
208
- pickable: false
209
- });
210
- const eye = (sx: number) =>
211
- world.spawn({
212
- mesh: flatDisc(),
213
- parent: root,
214
- position: [sx * d * 0.19, d * 0.1, TOP_Z * d],
215
- scale: [d * 0.26, d * 0.32, 1],
216
- color: solid(COLORS.EYE),
217
- pickable: false
218
- });
219
- const pupil = (sx: number) =>
220
- world.spawn({
221
- mesh: flatDisc(),
222
- parent: root,
223
- position: [sx * d * 0.19, d * 0.06, (TOP_Z + 0.01) * d],
224
- scale: d * 0.13,
225
- color: solid(COLORS.PUPIL),
226
- pickable: false
227
- });
228
- return { root, body, eyes: [eye(-1), eye(1)], pupils: [pupil(-1), pupil(1)] };
229
- }
230
-
231
- export function buildScene(world: World, l: Layout, theme: GameTheme): Scene {
232
- const backdrop = spawnBackdrop(world, l.width, l.height, -BACKDROP_DEPTH, theme);
233
- placeTiltedBackdrop(world, backdrop, l, BACKDROP_DEPTH);
234
- const board = world.spawn({ mesh: boardMesh(), scale: l.cell, color: [1, 1, 1, 1], pickable: false });
235
- const { pacman, mouth } = spawnPacman(world, l);
236
- const ghosts = {} as Record<GhostName, GhostRig>;
237
- for (const name of GHOST_LIST) ghosts[name] = spawnGhost(world, l, name);
238
- const scene: Scene = { backdrop, board, dots: new Map(), pacman, mouth, mouthSize: l.cell * 0.86, ghosts, fruit: null };
239
- spawnDots(world, l, scene);
240
- return scene;
241
- }
242
-
243
- export function removeScene(world: World, s: Scene) {
244
- world.despawn(s.backdrop);
245
- world.despawn(s.board);
246
- for (const e of s.dots.values()) world.despawn(e);
247
- world.despawn(s.pacman);
248
- for (const name of GHOST_LIST) world.despawn(s.ghosts[name].root);
249
- if (s.fruit != null) world.despawn(s.fruit);
250
- }
251
-
252
- export function setSceneTheme(world: World, s: Scene, theme: GameTheme) {
253
- setBackdropTheme(world, s.backdrop, theme);
254
- }
255
-
256
- // ── Dots, pellets, fruit ──────────────────────────────────────────────
257
-
258
- export function eatDot(world: World, s: Scene, x: number, y: number) {
259
- const e = s.dots.get(dotKey(x, y));
260
- if (e != null) {
261
- world.despawn(e);
262
- s.dots.delete(dotKey(x, y));
263
- }
264
- }
265
-
266
- export function clearDots(world: World, s: Scene) {
267
- for (const e of s.dots.values()) world.despawn(e);
268
- s.dots.clear();
269
- }
270
-
271
- export function placeFruit(world: World, l: Layout, s: Scene, fruit: { x: number; y: number } | null) {
272
- if (s.fruit != null) {
273
- world.despawn(s.fruit);
274
- s.fruit = null;
275
- }
276
- if (!fruit) return;
277
- const d = l.cell * 0.7;
278
- const root = world.spawn({
279
- mesh: 'none',
280
- position: worldAt(l, fruit.x + 0.5, fruit.y + 0.5, d / 2),
281
- bob: { amplitude: [0, 0, l.cell * 0.1], speed: 4 },
282
- pickable: false
283
- });
284
- world.spawn({ mesh: 'sphere', parent: root, scale: d, color: toColor(COLORS.FRUIT), pickable: false });
285
- world.spawn({
286
- mesh: 'cylinder',
287
- parent: root,
288
- position: [0, d * 0.1, d * 0.5],
289
- scale: [d * 0.08, d * 0.4, d * 0.08],
290
- color: toColor(COLORS.FRUIT_STEM),
291
- pickable: false
292
- });
293
- world.set(root, { scale: 0.01 });
294
- world.animate(root, { scale: 1 }, { duration: 0.25, easing: 'back' });
295
- s.fruit = root;
296
- }
297
-
298
- export function fruitEaten(world: World, l: Layout, s: Scene, x: number, y: number) {
299
- effects.sparkle(world, {
300
- position: worldAt(l, x + 0.5, y + 0.5, l.cell * 0.5),
301
- count: 18,
302
- size: l.cell * 0.12,
303
- speed: l.cell * 5,
304
- lifetime: 0.5,
305
- gravity: -l.cell * 8,
306
- colors: [toColor('#FF5252'), toColor('#FFCDD2'), [1, 1, 1, 1]]
307
- });
308
- placeFruit(world, l, s, null);
309
- }
310
-
311
- // ── Pac-Man ───────────────────────────────────────────────────────────
312
-
313
- /** Moves Pac-Man to a cell: gliding over `time`, or snapping across the side tunnel. */
314
- export function movePacman(world: World, l: Layout, s: Scene, cx: number, cy: number, dir: Direction, time: number, snap: boolean) {
315
- const d = l.cell * 0.86;
316
- const pos = worldAt(l, cx + 0.5, cy + 0.5, d / 2);
317
- world.set(s.mouth, { rotation: mouthRotation(dir) });
318
- if (snap) world.set(s.pacman, { position: pos });
319
- else world.animate(s.pacman, { position: pos }, { duration: time, easing: 'linear' });
320
- }
321
-
322
- export function setPacman(world: World, l: Layout, s: Scene, cx: number, cy: number, dir: Direction) {
323
- const d = l.cell * 0.86;
324
- world.stopAnimation(s.pacman);
325
- world.set(s.pacman, { position: worldAt(l, cx + 0.5, cy + 0.5, d / 2) });
326
- world.set(s.mouth, { rotation: mouthRotation(dir) });
327
- }
328
-
329
- /** The mouth chomps open and shut while Pac-Man moves. */
330
- export function startChomp(world: World, s: Scene, chompTime: number) {
331
- world.stopAnimation(s.mouth);
332
- world.set(s.mouth, { scale: s.mouthSize * 0.05 });
333
- world.animate(s.mouth, { scale: s.mouthSize }, { duration: chompTime, easing: 'easeInOut', repeat: 'forever', yoyo: true });
334
- }
335
-
336
- /** The mouth stops, half open (his look at rest). */
337
- export function stopChomp(world: World, s: Scene) {
338
- world.stopAnimation(s.mouth);
339
- world.set(s.mouth, { scale: s.mouthSize * 0.6 });
340
- }
341
-
342
- /** Pac-Man caught: a flash of yellow sparks where he stood. */
343
- export function pacmanHit(world: World, l: Layout, cx: number, cy: number) {
344
- effects.explosion(world, {
345
- position: worldAt(l, cx + 0.5, cy + 0.5, l.cell * 0.5),
346
- count: 26,
347
- size: l.cell * 0.5,
348
- speed: l.cell * 4,
349
- lifetime: 0.6,
350
- colors: [toColor('#FFE000'), toColor('#FFB000')]
351
- });
352
- }
353
-
354
- // ── Ghosts ────────────────────────────────────────────────────────────
355
-
356
- const ghostLook = (mode: GhostMode, name: GhostName, flashing: boolean) => {
357
- if (mode === GhostMode.FRIGHTENED) return solid(flashing ? COLORS.FRIGHTENED_FLASH : COLORS.FRIGHTENED);
358
- return solid(GHOST_COLORS[name]);
359
- };
360
-
361
- export function moveGhost(world: World, l: Layout, s: Scene, name: GhostName, cx: number, cy: number, time: number, snap: boolean) {
362
- const d = l.cell * 0.86;
363
- const pos = worldAt(l, cx + 0.5, cy + 0.5, d * 0.5);
364
- const rig = s.ghosts[name];
365
- if (snap) world.set(rig.root, { position: pos });
366
- else world.animate(rig.root, { position: pos }, { duration: time, easing: 'linear' });
367
- }
368
-
369
- /** A ghost's colour and body (just the eyes race home when eaten) for its mode. */
370
- export function dressGhost(world: World, l: Layout, s: Scene, name: GhostName, mode: GhostMode, flashing: boolean) {
371
- const d = l.cell * 0.86;
372
- const rig = s.ghosts[name];
373
- const eaten = mode === GhostMode.EATEN;
374
- world.set(rig.body, { scale: eaten ? 0 : d, color: ghostLook(mode, name, flashing) });
375
- }
376
-
377
- export function ghostEaten(world: World, l: Layout, cx: number, cy: number) {
378
- effects.sparkle(world, {
379
- position: worldAt(l, cx + 0.5, cy + 0.5, l.cell * 0.5),
380
- count: 16,
381
- size: l.cell * 0.12,
382
- speed: l.cell * 4,
383
- lifetime: 0.4,
384
- gravity: -l.cell * 6,
385
- colors: [toColor('#80DEFF'), [1, 1, 1, 1]]
386
- });
387
- }