@nayan-ui/games 1.20.0 → 1.21.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (552) hide show
  1. package/lib/module/games/arrows/Arrows.js +1 -1
  2. package/lib/module/games/arrows/ArrowsScene.js +1 -1
  3. package/lib/module/games/balloon-blaster/BalloonBlaster.js +1 -1
  4. package/lib/module/games/balloon-blaster/BalloonBlasterScene.js +1 -1
  5. package/lib/module/games/bike-racing/BikeMeshes.js +1 -1
  6. package/lib/module/games/bike-racing/BikeRacing.js +1 -1
  7. package/lib/module/games/bike-racing/BikeRacingConstants.js +1 -1
  8. package/lib/module/games/bike-racing/BikeRacingScene.js +1 -1
  9. package/lib/module/games/block-blast/BlockBlast.js +1 -1
  10. package/lib/module/games/block-blast/BlockBlastScene.js +1 -1
  11. package/lib/module/games/block-breaker/BlockBreaker.js +1 -1
  12. package/lib/module/games/block-breaker/BlockBreakerScene.js +1 -1
  13. package/lib/module/games/bluk/Bluk.js +1 -1
  14. package/lib/module/games/bluk/BlukScene.js +1 -1
  15. package/lib/module/games/bubble-shooter/BubbleShooter.js +1 -1
  16. package/lib/module/games/bubble-shooter/BubbleShooterScene.js +1 -1
  17. package/lib/module/games/candy-crush/CandyCrush.js +1 -1
  18. package/lib/module/games/candy-crush/CandyCrushScene.js +1 -1
  19. package/lib/module/games/car-racing/CarMeshes.js +1 -1
  20. package/lib/module/games/car-racing/CarRacing.js +1 -1
  21. package/lib/module/games/car-racing/CarRacingScene.js +1 -1
  22. package/lib/module/games/chameleon-run/ChameleonRun.js +1 -1
  23. package/lib/module/games/chameleon-run/ChameleonRunBackdrop.js +1 -1
  24. package/lib/module/games/chameleon-run/ChameleonRunMeshes.js +1 -1
  25. package/lib/module/games/checkers/Checkers.js +1 -1
  26. package/lib/module/games/checkers/CheckersScene.js +1 -1
  27. package/lib/module/games/color-switch/ColorSwitch.js +1 -1
  28. package/lib/module/games/color-switch/ColorSwitchScene.js +1 -1
  29. package/lib/module/games/colors-sort/ColorsSort.js +1 -1
  30. package/lib/module/games/colors-sort/ColorsSortScene.js +1 -1
  31. package/lib/module/games/connect-em-all/ConnectEmAll.js +1 -1
  32. package/lib/module/games/connect-em-all/ConnectEmAllScene.js +1 -1
  33. package/lib/module/games/crossy-road/CrossyRoad.js +1 -1
  34. package/lib/module/games/crossy-road/CrossyRoadMeshes.js +1 -1
  35. package/lib/module/games/crossy-road/CrossyRoadPerson.js +1 -1
  36. package/lib/module/games/dino-jump/DinoJump.js +1 -1
  37. package/lib/module/games/dino-jump/DinoJumpScene.js +1 -1
  38. package/lib/module/games/dots-and-boxes/DotsAndBoxes.js +1 -1
  39. package/lib/module/games/dots-and-boxes/DotsAndBoxesScene.js +1 -1
  40. package/lib/module/games/falling-sticks/FallingSticks.js +1 -1
  41. package/lib/module/games/falling-sticks/FallingSticksScene.js +1 -1
  42. package/lib/module/games/find-different-number/FindDifferentNumber.js +1 -1
  43. package/lib/module/games/find-different-number/FindDifferentNumberScene.js +1 -1
  44. package/lib/module/games/flappy-bird/FlappyBird.js +1 -1
  45. package/lib/module/games/flappy-bird/FlappyBirdScene.js +1 -1
  46. package/lib/module/games/fruit-merger/FruitMerger.js +1 -1
  47. package/lib/module/games/fruit-merger/FruitMergerScene.js +1 -1
  48. package/lib/module/games/fruit-ninja/FruitNinja.js +1 -1
  49. package/lib/module/games/fruit-ninja/FruitNinjaScene.js +1 -1
  50. package/lib/module/games/fruit-ninja/FruitNinjaWorld.js +1 -1
  51. package/lib/module/games/game-2048/Game2048.js +1 -1
  52. package/lib/module/games/game-2048/Game2048Scene.js +1 -1
  53. package/lib/module/games/knife-hit/KnifeHit.js +1 -1
  54. package/lib/module/games/knife-hit/KnifeHitScene.js +1 -1
  55. package/lib/module/games/ludo-king/LudoKing.js +1 -1
  56. package/lib/module/games/ludo-king/LudoKingScene.js +1 -1
  57. package/lib/module/games/maze-runner/MazeRunner.js +1 -1
  58. package/lib/module/games/maze-runner/MazeRunnerScene.js +1 -1
  59. package/lib/module/games/memory-match/MemoryMatch.js +1 -1
  60. package/lib/module/games/memory-match/MemoryMatchScene.js +1 -1
  61. package/lib/module/games/mine-sweeper/MineSweeper.js +1 -1
  62. package/lib/module/games/mine-sweeper/MineSweeperScene.js +1 -1
  63. package/lib/module/games/mob-control/MobControl.js +1 -1
  64. package/lib/module/games/mob-control/MobControlGame.js +1 -1
  65. package/lib/module/games/mob-control/MobControlMeshes.js +1 -1
  66. package/lib/module/games/mob-control/MobControlRenderer.js +1 -1
  67. package/lib/module/games/mob-control/MobControlRules.js +1 -1
  68. package/lib/module/games/mob-control/MobControlScene.js +1 -1
  69. package/lib/module/games/nuts-and-bolts/NutsAndBolts.js +1 -1
  70. package/lib/module/games/nuts-and-bolts/NutsAndBoltsScene.js +1 -1
  71. package/lib/module/games/pac-man/PacMan.js +1 -1
  72. package/lib/module/games/pac-man/PacManGame.js +1 -1
  73. package/lib/module/games/pac-man/PacManScene.js +1 -1
  74. package/lib/module/games/paper-io/PaperIo.js +1 -1
  75. package/lib/module/games/paper-io/PaperIoMeshes.js +1 -1
  76. package/lib/module/games/paper-io/PaperIoScene.js +1 -1
  77. package/lib/module/games/penguin-run/PenguinMeshes.js +1 -1
  78. package/lib/module/games/penguin-run/PenguinRun.js +1 -1
  79. package/lib/module/games/penguin-run/PenguinRunScene.js +1 -1
  80. package/lib/module/games/perfect-circle/PerfectCircle.js +1 -1
  81. package/lib/module/games/perfect-circle/PerfectCircleScene.js +1 -1
  82. package/lib/module/games/pipe-connect/PipeConnect.js +1 -1
  83. package/lib/module/games/pipe-connect/PipeConnectScene.js +1 -1
  84. package/lib/module/games/play-with-tua/PlayWithTua.js +1 -1
  85. package/lib/module/games/popit-fidget/PopitFidget.js +1 -1
  86. package/lib/module/games/popit-fidget/PopitFidgetScene.js +1 -1
  87. package/lib/module/games/reversi/Reversi.js +1 -1
  88. package/lib/module/games/reversi/ReversiScene.js +1 -1
  89. package/lib/module/games/search-grid/SearchGrid.js +1 -1
  90. package/lib/module/games/search-grid/SearchGridScene.js +1 -1
  91. package/lib/module/games/shared/BackdropCard.js +1 -1
  92. package/lib/module/games/shared/EngineBackdrop.js +1 -1
  93. package/lib/module/games/shared/EngineBlasts.js +1 -1
  94. package/lib/module/games/shared/EngineBlocks.js +1 -1
  95. package/lib/module/games/shared/EngineDice.js +1 -1
  96. package/lib/module/games/shared/EngineFruits.js +1 -1
  97. package/lib/module/games/shared/EngineGameLoader.js +1 -1
  98. package/lib/module/games/shared/EngineGameScreen.js +1 -1
  99. package/lib/module/games/shared/EngineGlyphs.js +1 -1
  100. package/lib/module/games/shared/EngineHud.js +1 -1
  101. package/lib/module/games/shared/EngineMeadow.js +1 -1
  102. package/lib/module/games/shared/EngineTouchSurface.js +1 -1
  103. package/lib/module/games/shared/GameActivity.js +1 -1
  104. package/lib/module/games/shared/GameLoading.js +1 -1
  105. package/lib/module/games/shared/GameLoadingTransition.js +1 -1
  106. package/lib/module/games/sliding-numbers/SlidingNumbers.js +1 -1
  107. package/lib/module/games/sliding-numbers/SlidingNumbersScene.js +1 -1
  108. package/lib/module/games/snake-3d/Snake3D.js +1 -1
  109. package/lib/module/games/snake-3d/Snake3DScene.js +1 -1
  110. package/lib/module/games/snakes-and-ladders/SnakesAndLadders.js +1 -1
  111. package/lib/module/games/snakes-and-ladders/SnakesAndLaddersScene.js +1 -1
  112. package/lib/module/games/space-fighter/SpaceFighter.js +1 -1
  113. package/lib/module/games/space-fighter/SpaceFighterScene.js +1 -1
  114. package/lib/module/games/spider-solitaire/SpiderSolitaire.js +1 -1
  115. package/lib/module/games/spider-solitaire/SpiderSolitaireScene.js +1 -1
  116. package/lib/module/games/stack-tower/StackTower.js +1 -1
  117. package/lib/module/games/stack-tower/StackTowerScene.js +1 -1
  118. package/lib/module/games/sudoku/Sudoku.js +1 -1
  119. package/lib/module/games/sudoku/SudokuScene.js +1 -1
  120. package/lib/module/games/tangram/Tangram.js +1 -1
  121. package/lib/module/games/tangram/TangramScene.js +1 -1
  122. package/lib/module/games/tank-1990/Tank1990.js +1 -1
  123. package/lib/module/games/tank-1990/Tank1990Scene.js +1 -1
  124. package/lib/module/games/tic-tac-toe/TicTacToe.js +1 -1
  125. package/lib/module/games/tic-tac-toe/TicTacToeScene.js +1 -1
  126. package/lib/module/games/tile-home/TileHome.js +1 -1
  127. package/lib/module/games/tile-home/TileHomeScene.js +1 -1
  128. package/lib/module/games/treasure-hunt/TreasureHunt.js +1 -1
  129. package/lib/module/games/treasure-hunt/TreasureHuntConstants.js +1 -1
  130. package/lib/module/games/treasure-hunt/TreasureHuntModel.js +1 -1
  131. package/lib/module/games/treasure-hunt/TreasureHuntScene.js +1 -1
  132. package/lib/module/games/whack-a-mole/WhackAMole.js +1 -1
  133. package/lib/module/games/whack-a-mole/WhackAMoleScene.js +1 -1
  134. package/lib/module/helpers/GameSettingsModal.js +1 -1
  135. package/lib/module/helpers/GameTheme.js +1 -1
  136. package/package.json +1 -2
  137. package/src/assets/fonts/Inter-SemiBold.ttf +0 -0
  138. package/src/assets/models/explorer/explorer.glb +0 -0
  139. package/src/assets/models/explorer/params.json +0 -51
  140. package/src/assets/models/explorer/source.json +0 -222
  141. package/src/assets/models/play-with-tua/play-with-tua.glb +0 -0
  142. package/src/assets/models/play-with-tua/sources.json +0 -141
  143. package/src/assets/sfx/balloon_pop.wav +0 -0
  144. package/src/assets/sfx/blocked.wav +0 -0
  145. package/src/assets/sfx/boing.wav +0 -0
  146. package/src/assets/sfx/bonus.wav +0 -0
  147. package/src/assets/sfx/boom.wav +0 -0
  148. package/src/assets/sfx/bump.wav +0 -0
  149. package/src/assets/sfx/cannon.wav +0 -0
  150. package/src/assets/sfx/capture.wav +0 -0
  151. package/src/assets/sfx/card_flip.wav +0 -0
  152. package/src/assets/sfx/card_place.wav +0 -0
  153. package/src/assets/sfx/catch.wav +0 -0
  154. package/src/assets/sfx/chime.wav +0 -0
  155. package/src/assets/sfx/chomp.wav +0 -0
  156. package/src/assets/sfx/chomp_alt.wav +0 -0
  157. package/src/assets/sfx/clack.wav +0 -0
  158. package/src/assets/sfx/clang.wav +0 -0
  159. package/src/assets/sfx/clash.wav +0 -0
  160. package/src/assets/sfx/click.wav +0 -0
  161. package/src/assets/sfx/coin.wav +0 -0
  162. package/src/assets/sfx/combo.wav +0 -0
  163. package/src/assets/sfx/crash.wav +0 -0
  164. package/src/assets/sfx/crunch.wav +0 -0
  165. package/src/assets/sfx/dance.wav +0 -0
  166. package/src/assets/sfx/deselect.wav +0 -0
  167. package/src/assets/sfx/dice_roll.wav +0 -0
  168. package/src/assets/sfx/die.wav +0 -0
  169. package/src/assets/sfx/draw.wav +0 -0
  170. package/src/assets/sfx/drop.wav +0 -0
  171. package/src/assets/sfx/eat.wav +0 -0
  172. package/src/assets/sfx/engine.wav +0 -0
  173. package/src/assets/sfx/error.wav +0 -0
  174. package/src/assets/sfx/flag.wav +0 -0
  175. package/src/assets/sfx/flap.wav +0 -0
  176. package/src/assets/sfx/flip_disc.wav +0 -0
  177. package/src/assets/sfx/footstep_run.wav +0 -0
  178. package/src/assets/sfx/footstep_walk.wav +0 -0
  179. package/src/assets/sfx/game_over.wav +0 -0
  180. package/src/assets/sfx/gate.wav +0 -0
  181. package/src/assets/sfx/hit.wav +0 -0
  182. package/src/assets/sfx/hop.wav +0 -0
  183. package/src/assets/sfx/hurt.wav +0 -0
  184. package/src/assets/sfx/invalid.wav +0 -0
  185. package/src/assets/sfx/jump.wav +0 -0
  186. package/src/assets/sfx/ladder.wav +0 -0
  187. package/src/assets/sfx/land.wav +0 -0
  188. package/src/assets/sfx/laugh.wav +0 -0
  189. package/src/assets/sfx/lose.wav +0 -0
  190. package/src/assets/sfx/merge.wav +0 -0
  191. package/src/assets/sfx/miss.wav +0 -0
  192. package/src/assets/sfx/nitro.wav +0 -0
  193. package/src/assets/sfx/pew.wav +0 -0
  194. package/src/assets/sfx/place.wav +0 -0
  195. package/src/assets/sfx/pling.wav +0 -0
  196. package/src/assets/sfx/point.wav +0 -0
  197. package/src/assets/sfx/pop.wav +0 -0
  198. package/src/assets/sfx/pop_soft.wav +0 -0
  199. package/src/assets/sfx/power_up.wav +0 -0
  200. package/src/assets/sfx/reveal.wav +0 -0
  201. package/src/assets/sfx/robot.wav +0 -0
  202. package/src/assets/sfx/rotate.wav +0 -0
  203. package/src/assets/sfx/run_steps.wav +0 -0
  204. package/src/assets/sfx/select.wav +0 -0
  205. package/src/assets/sfx/shuffle.wav +0 -0
  206. package/src/assets/sfx/six.wav +0 -0
  207. package/src/assets/sfx/slice.wav +0 -0
  208. package/src/assets/sfx/slide.wav +0 -0
  209. package/src/assets/sfx/snake.wav +0 -0
  210. package/src/assets/sfx/snap.wav +0 -0
  211. package/src/assets/sfx/splash.wav +0 -0
  212. package/src/assets/sfx/star.wav +0 -0
  213. package/src/assets/sfx/start.wav +0 -0
  214. package/src/assets/sfx/swoosh.wav +0 -0
  215. package/src/assets/sfx/tap.wav +0 -0
  216. package/src/assets/sfx/thud.wav +0 -0
  217. package/src/assets/sfx/thunk.wav +0 -0
  218. package/src/assets/sfx/tick.wav +0 -0
  219. package/src/assets/sfx/time_up.wav +0 -0
  220. package/src/assets/sfx/tock.wav +0 -0
  221. package/src/assets/sfx/walk_steps.wav +0 -0
  222. package/src/assets/sfx/warning.wav +0 -0
  223. package/src/assets/sfx/whack.wav +0 -0
  224. package/src/assets/sfx/whoosh.wav +0 -0
  225. package/src/assets/sfx/win.wav +0 -0
  226. package/src/assets/sfx/zap.wav +0 -0
  227. package/src/assets/textures/ad_bolt.png +0 -0
  228. package/src/assets/textures/ad_bubbles.png +0 -0
  229. package/src/assets/textures/ad_chevrons.png +0 -0
  230. package/src/assets/textures/asphalt.png +0 -0
  231. package/src/assets/textures/bark.jpg +0 -0
  232. package/src/assets/textures/explorer-atlas.png +0 -0
  233. package/src/assets/textures/facade.png +0 -0
  234. package/src/assets/textures/grass.png +0 -0
  235. package/src/assets/textures/leaves.png +0 -0
  236. package/src/assets/textures/limestone.jpg +0 -0
  237. package/src/assets/textures/meadow.jpg +0 -0
  238. package/src/assets/textures/nature-sources.json +0 -87
  239. package/src/assets/textures/pine.png +0 -0
  240. package/src/assets/textures/river.jpg +0 -0
  241. package/src/assets/textures/soft_glow.png +0 -0
  242. package/src/games/arrows/Arrows.tsx +0 -69
  243. package/src/games/arrows/ArrowsConstants.ts +0 -107
  244. package/src/games/arrows/ArrowsGame.ts +0 -735
  245. package/src/games/arrows/ArrowsScene.ts +0 -395
  246. package/src/games/balloon-blaster/BalloonBlaster.tsx +0 -75
  247. package/src/games/balloon-blaster/BalloonBlasterConstants.ts +0 -79
  248. package/src/games/balloon-blaster/BalloonBlasterGame.ts +0 -287
  249. package/src/games/balloon-blaster/BalloonBlasterPhysics.ts +0 -95
  250. package/src/games/balloon-blaster/BalloonBlasterScene.ts +0 -225
  251. package/src/games/bike-racing/BikeMeshes.ts +0 -273
  252. package/src/games/bike-racing/BikeRacing.tsx +0 -211
  253. package/src/games/bike-racing/BikeRacingConstants.ts +0 -103
  254. package/src/games/bike-racing/BikeRacingGame.ts +0 -557
  255. package/src/games/bike-racing/BikeRacingScene.ts +0 -119
  256. package/src/games/block-blast/BlockBlast.tsx +0 -73
  257. package/src/games/block-blast/BlockBlastConstants.ts +0 -179
  258. package/src/games/block-blast/BlockBlastGame.ts +0 -471
  259. package/src/games/block-blast/BlockBlastScene.ts +0 -156
  260. package/src/games/block-breaker/BlockBreaker.tsx +0 -79
  261. package/src/games/block-breaker/BlockBreakerConstants.ts +0 -139
  262. package/src/games/block-breaker/BlockBreakerGame.ts +0 -459
  263. package/src/games/block-breaker/BlockBreakerScene.ts +0 -257
  264. package/src/games/bluk/Bluk.tsx +0 -82
  265. package/src/games/bluk/BlukConstants.ts +0 -121
  266. package/src/games/bluk/BlukGame.ts +0 -323
  267. package/src/games/bluk/BlukRules.ts +0 -154
  268. package/src/games/bluk/BlukScene.ts +0 -514
  269. package/src/games/bubble-shooter/BubbleShooter.tsx +0 -76
  270. package/src/games/bubble-shooter/BubbleShooterConstants.ts +0 -103
  271. package/src/games/bubble-shooter/BubbleShooterGame.ts +0 -459
  272. package/src/games/bubble-shooter/BubbleShooterScene.ts +0 -158
  273. package/src/games/candy-crush/CandyCrush.tsx +0 -77
  274. package/src/games/candy-crush/CandyCrushConstants.ts +0 -94
  275. package/src/games/candy-crush/CandyCrushGame.ts +0 -477
  276. package/src/games/candy-crush/CandyCrushScene.ts +0 -209
  277. package/src/games/car-racing/CarMeshes.ts +0 -440
  278. package/src/games/car-racing/CarRacing.tsx +0 -211
  279. package/src/games/car-racing/CarRacingConstants.ts +0 -167
  280. package/src/games/car-racing/CarRacingFacade.ts +0 -40
  281. package/src/games/car-racing/CarRacingGame.ts +0 -539
  282. package/src/games/car-racing/CarRacingScene.ts +0 -1026
  283. package/src/games/car-racing/CarRacingScenery.ts +0 -265
  284. package/src/games/chameleon-run/ChameleonRun.tsx +0 -96
  285. package/src/games/chameleon-run/ChameleonRunBackdrop.ts +0 -186
  286. package/src/games/chameleon-run/ChameleonRunConstants.ts +0 -47
  287. package/src/games/chameleon-run/ChameleonRunGame.ts +0 -309
  288. package/src/games/chameleon-run/ChameleonRunMeshes.ts +0 -305
  289. package/src/games/chameleon-run/ChameleonRunRules.ts +0 -252
  290. package/src/games/chameleon-run/ChameleonRunScene.ts +0 -310
  291. package/src/games/checkers/Checkers.tsx +0 -83
  292. package/src/games/checkers/CheckersAI.ts +0 -255
  293. package/src/games/checkers/CheckersConstants.ts +0 -68
  294. package/src/games/checkers/CheckersGame.ts +0 -322
  295. package/src/games/checkers/CheckersRules.ts +0 -167
  296. package/src/games/checkers/CheckersScene.ts +0 -308
  297. package/src/games/color-switch/ColorSwitch.tsx +0 -75
  298. package/src/games/color-switch/ColorSwitchConstants.ts +0 -61
  299. package/src/games/color-switch/ColorSwitchGame.ts +0 -329
  300. package/src/games/color-switch/ColorSwitchScene.ts +0 -220
  301. package/src/games/colors-sort/ColorsSort.tsx +0 -82
  302. package/src/games/colors-sort/ColorsSortConstants.ts +0 -119
  303. package/src/games/colors-sort/ColorsSortGame.ts +0 -246
  304. package/src/games/colors-sort/ColorsSortScene.ts +0 -315
  305. package/src/games/connect-em-all/ConnectEmAll.tsx +0 -70
  306. package/src/games/connect-em-all/ConnectEmAllConstants.ts +0 -77
  307. package/src/games/connect-em-all/ConnectEmAllGame.ts +0 -401
  308. package/src/games/connect-em-all/ConnectEmAllScene.ts +0 -235
  309. package/src/games/crossy-road/CrossyRoad.tsx +0 -74
  310. package/src/games/crossy-road/CrossyRoadCamera.ts +0 -59
  311. package/src/games/crossy-road/CrossyRoadConstants.ts +0 -132
  312. package/src/games/crossy-road/CrossyRoadGame.ts +0 -293
  313. package/src/games/crossy-road/CrossyRoadMeshes.ts +0 -195
  314. package/src/games/crossy-road/CrossyRoadPerson.ts +0 -198
  315. package/src/games/crossy-road/CrossyRoadRules.ts +0 -99
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@@ -1,91 +0,0 @@
1
- // @refresh reset
2
- // Recreate the native scene after edits; Fast Refresh cannot update meshes already in the world.
3
- // Paper IO's screen, on the Nayan engine: the board, land, trails and flag bearers are one 3D scene (an
4
- // orthographic camera leaning back over the board), under Playtura's scoreboard, controls and modals.
5
- // The play is in PaperIoGame.ts (the rules and the AI in PaperIoRules.ts), what it draws in
6
- // PaperIoScene.ts.
7
- //
8
- // One world serves the whole visit (sized by the first layout, as the original grid was fixed at load):
9
- // Start, Stop and Play Again lay a fresh board in place and a theme change repaints the board, so the
10
- // GPU view is never rebuilt. JS steps the grid ~11 times a second and redraws only the cells that
11
- // changed; people walk, flags wave, and land flashes and bursts play in the engine's Rust core.
12
- import { useMemo } from 'react';
13
- import { HapticType } from '../../services/HapticsService';
14
- import { GAME_SOUNDS } from '../../services/SoundsService';
15
- import { GAME_IDS, isTablet } from '../../services/UtilsService';
16
- import { engineGame, EngineGameScreen } from '../shared/EngineGameScreen';
17
- import { textColumn, timerColumn } from '../shared/EngineHud';
18
- import { toRgb } from '../shared/EngineUtils';
19
- import { useEngineGame } from '../shared/useEngineGame';
20
- import { useLiveState } from '../shared/useLiveState';
21
- import { GAME_DURATION_MS, getLayout, gridFor, LIGHT, LOW_TIME, PLAYER_COLORS } from './PaperIoConstants';
22
- import { createGame, dispose, drag, reset, setLayout, setTheme, start, tick } from './PaperIoGame';
23
- import type { Stats } from './PaperIoRules';
24
-
25
- const SOUNDS = GAME_SOUNDS.PAPER_IO;
26
- const FULL_TIME = Math.round(GAME_DURATION_MS / 1000);
27
- const NO_STATS: Stats = { score: 0, territoryPct: 0, aiPct: 0, rank: 1, alivePlayers: 1 };
28
-
29
- export const PaperIo = engineGame(GAME_IDS.PAPER_IO, (props) => {
30
- const [laidOut, setLaidOut] = useLiveState(false);
31
- const [stats, setStats] = useLiveState<Stats>(NO_STATS);
32
- const [time, setTime] = useLiveState(FULL_TIME);
33
-
34
- // Win or lose as the round ends; the score is your land x 10
35
- const { game, theme, status, screen, gameOver } = useEngineGame(props, {
36
- gameId: GAME_IDS.PAPER_IO,
37
- create: createGame,
38
- start,
39
- reset,
40
- dispose,
41
- tick,
42
- setTheme,
43
- // Lay the board out for the view (the first layout fixes the grid).
44
- resize: (g, width, height) => {
45
- const grid = g.grid ?? gridFor(width, height, isTablet);
46
- setLayout(g, getLayout(width, height, grid));
47
- setLaidOut(true);
48
- },
49
- drag,
50
- reportScore: (g) => g.stats?.score ?? 0,
51
- sounds: SOUNDS,
52
- onStart: (fx) => fx(SOUNDS.START, HapticType.SUCCESS),
53
- onStop: (fx) => fx(null, HapticType.MEDIUM),
54
- wire: (g, fx) => {
55
- g.onStats = setStats;
56
- g.onTime = setTime;
57
- g.onEvent = (event) => {
58
- if (event === 'turn') fx(SOUNDS.TURN, HapticType.SELECTION);
59
- else if (event === 'capture') fx(SOUNDS.CAPTURE, HapticType.MEDIUM);
60
- else fx(g.won ? SOUNDS.WIN : SOUNDS.GAME_OVER, g.won ? HapticType.SUCCESS : HapticType.ERROR);
61
- };
62
- }
63
- });
64
-
65
- const background = useMemo(() => toRgb(theme.BACKGROUND), [theme.BACKGROUND]);
66
-
67
- return (
68
- <EngineGameScreen
69
- {...screen}
70
- source={laidOut && game.world ? game.world : null}
71
- light={LIGHT}
72
- background={background}
73
- columns={[
74
- textColumn('YOU', `${stats.territoryPct}%`, PLAYER_COLORS[0]!.head),
75
- timerColumn(time, theme, LOW_TIME),
76
- textColumn('AI', `${stats.aiPct}%`, PLAYER_COLORS[1]!.head)
77
- ]}
78
- subtext="Claim the most land!"
79
- gameOver={gameOver({
80
- title: status === 'win' ? 'YOU WIN!' : 'GAME OVER',
81
- message:
82
- status === 'win'
83
- ? `You beat the AI ${stats.territoryPct}% to ${stats.aiPct}%!`
84
- : `You ${stats.territoryPct}% vs AI ${stats.aiPct}% — try again!`,
85
- scoreLabel: 'Cells Captured',
86
- score: stats.score,
87
- buttonText: 'Play Again!'
88
- })}
89
- />
90
- );
91
- });
@@ -1,86 +0,0 @@
1
- // Paper IO's rules, colors and layout. The grid, step rate, timer, AI and scoring match the original
2
- // version (games/paper-io), so scores carry over.
3
- import type { TiltView } from '../shared/EngineTilt';
4
- import { frontLight } from '../shared/EngineUtils';
5
-
6
- // ── Rules ─────────────────────────────────────────────────────────────
7
-
8
- export const STEP_MS = 92; // one cell per step, ~11 steps a second
9
- export const PLAYER_COUNT = 2; // you and one AI
10
- export const START_TERRITORY = 1; // half-size: each player starts with a compact 3 x 3 patch
11
- export const GAME_DURATION_MS = 120_000; // 2 minutes: whoever owns more land then wins
12
- export const LOW_TIME = 10; // the timer turns red from here
13
- export const POINTS_PER_CELL = 10;
14
-
15
- // ── Touch ─────────────────────────────────────────────────────────────
16
-
17
- export const SWIPE = 10; // points a finger must travel (from where it went down) to turn
18
-
19
- // ── Colors ────────────────────────────────────────────────────────────
20
-
21
- export type PlayerColor = { territory: string; trail: string; head: string; headDark: string };
22
- /** 0 = you (green), 1 = the AI (red), as the original game. */
23
- export const PLAYER_COLORS: PlayerColor[] = [
24
- { territory: '#62B96E', trail: '#6BCB77', head: '#6BCB77', headDark: '#4CA85B' },
25
- { territory: '#E86262', trail: '#FF6B6B', head: '#FF6B6B', headDark: '#D64C4C' }
26
- ];
27
- export const COLORS = {
28
- CLASSIC_BOARD: 'rgba(0, 0, 0, 0.18)',
29
- FLASH: '#FFFFFF',
30
- EYE: '#FFFFFF',
31
- PUPIL: '#2C2C44'
32
- } as const;
33
-
34
- // ── The scene ─────────────────────────────────────────────────────────
35
-
36
- /** A slightly lower tabletop view shows the people and their flags while keeping the grid readable. */
37
- export const TILT = 0.48;
38
- /** Render in compact world units so a full-screen board and tall people fit the camera's depth range. */
39
- export const WORLD_SCALE = 0.25;
40
- /** Lit from the upper left; surfaces facing up off the board (+z) keep their exact color. */
41
- export const LIGHT = frontLight([-0.4, 0.5, 1], 0.5);
42
- /** Heights of land and trails, in cells. */
43
- export const LAND = 0.32;
44
- export const TRAIL = 0.22;
45
- export const PERSON = { SCALE: 3.2, STRIDE: 0.38, HEIGHT: 3.06, CELEBRATION_SCALE: 1.5 } as const;
46
- export const PERSON_COLORS = {
47
- SKIN: ['#DFAC87', '#A57355'],
48
- HAIR: '#352A24',
49
- PANTS: '#2F3D50',
50
- SHOE: '#38414A',
51
- SOLE: '#EEE9DF',
52
- POLE: '#CCD4D8',
53
- BADGE: '#E8D4A3'
54
- } as const;
55
-
56
- // ── Layout (view points) ──────────────────────────────────────────────
57
-
58
- export type Grid = { cols: number; rows: number; cell: number };
59
- export type Layout = TiltView & Grid & { gridW: number; gridH: number; columnWidth: number; rowDepth: number; eyeDistance: number };
60
-
61
- /**
62
- * The original grid: square cells a 32nd of the width (a 44th on a tablet) covering the whole view edge to
63
- * edge. The grid is fixed by the first layout (as the original game fixed it at load); later layouts only
64
- * remap those same cells and the camera to fill the view.
65
- */
66
- export function gridFor(width: number, height: number, tablet: boolean): Grid {
67
- const cell = Math.round(width / (tablet ? 44 : 32));
68
- return { cols: Math.ceil(width / cell), rows: Math.ceil(height / cell), cell };
69
- }
70
-
71
- export function getLayout(width: number, height: number, grid: Grid): Layout {
72
- // Compensate the tabletop tilt: each projected row is still one cell tall, covering the entire
73
- // view rather than leaving non-playable bands above and below the board.
74
- const columnWidth = width / grid.cols;
75
- const rowDepth = height / grid.rows / Math.cos(TILT);
76
- const gridH = grid.rows * rowDepth;
77
- const personHeight = grid.cell * (LAND + TRAIL + PERSON.SCALE * PERSON.HEIGHT * PERSON.CELEBRATION_SCALE);
78
- const eyeDistance = (gridH * Math.sin(TILT)) / 2 + personHeight * Math.cos(TILT) + 80;
79
- return { ...grid, width, height, tilt: TILT, columnWidth, rowDepth, eyeDistance, centerY: height / 2, gridW: width, gridH };
80
- }
81
-
82
- /** A cell's centre on the board, in world units (row 0 along the top). */
83
- export const cellCentre = (l: Layout, col: number, row: number): [number, number] => [
84
- (col + 0.5) * l.columnWidth - l.gridW / 2,
85
- l.gridH / 2 - (row + 0.5) * l.rowDepth
86
- ];
@@ -1,193 +0,0 @@
1
- // Paper IO's play, with no React: build a game with `createGame`, give it a layout, `start` it and
2
- // `tick` it every frame. Swipe to steer your character; leaving your land lays a trail, and coming back (or
3
- // closing a loop on your own trail) banks everything it encloses. Own more land than the AI when the
4
- // two minutes are up (or when the board fills) to win.
5
- //
6
- // The rules are the original version's (PaperIoRules.ts), stepped the way its frame loop stepped them: one
7
- // grid step on the first frame at least 92 ms after the last (the leftover dropped, so a long frame
8
- // never fast-forwards the board), the countdown checked every frame.
9
- import { type Camera, type DragEvent, World } from '@nayan-ui/engine';
10
- import type { GameTheme } from '../../services/ThemeService';
11
- import { aimTilted } from '../shared/EngineTilt';
12
- import { GAME_DURATION_MS, type Grid, type Layout, STEP_MS, SWIPE, WORLD_SCALE } from './PaperIoConstants';
13
- import { type Board, type DirCode, newBoard, type Stats, stats, step, turn } from './PaperIoRules';
14
- import { buildScene, finish, placeHeads, removeScene, type Scene, setSceneTheme, syncBoard } from './PaperIoScene';
15
-
16
- export type Phase = 'ready' | 'playing' | 'over';
17
- /** turn: your swipe took; capture: you banked land; over: the round ended. */
18
- export type GameEvent = 'turn' | 'capture' | 'over';
19
-
20
- export function createGame(theme: GameTheme) {
21
- return {
22
- world: null as World | null,
23
- camera: { eye: [0, 0, 240], target: [0, 0, 0], fov: 1, ortho: 1 } as Camera,
24
- theme,
25
- grid: null as Grid | null,
26
- layout: null as Layout | null,
27
- scene: null as Scene | null,
28
- phase: 'ready' as Phase,
29
- board: null as Board | null,
30
- stats: null as Stats | null,
31
- won: false,
32
- sinceStep: 0,
33
- /** The first frame after starting credits no time (as the original loop's first frame). */
34
- fresh: true,
35
- /** The swipe in progress: where it went down, and the last turn it asked for. */
36
- swipe: null as { x: number; y: number; last: DirCode | null } | null,
37
- // UI hooks, set by the screen.
38
- onPhase: (_p: Phase) => {},
39
- onStats: (_s: Stats) => {},
40
- onTime: (_t: number) => {},
41
- onEvent: (_e: GameEvent) => {}
42
- };
43
- }
44
- export type Game = ReturnType<typeof createGame>;
45
-
46
- // ── Scene ─────────────────────────────────────────────────────────────
47
-
48
- /**
49
- * Lays the board out for the view. The first layout fixes the grid (as the original game fixed it at load)
50
- * and makes the world, sized for every cell's land and trail; later ones (header, rotation) keep the
51
- * board and only rebuild the scene round it.
52
- */
53
- export function setLayout(g: Game, l: Layout) {
54
- if (!g.world) {
55
- g.world = new World(l.cols * l.rows * 2 + 200);
56
- // The countdown lives in the engine (Rust), advanced by world.update
57
- g.world.scoreboard.reset(0, GAME_DURATION_MS / 1000);
58
- g.world.scoreboard.handlers = {
59
- onSecond: (t) => g.onTime(t),
60
- // Time's up: whoever owns more land wins
61
- onTimeUp: () => g.phase === 'playing' && g.board && end(g, (g.board.counts[0] ?? 0) > (g.board.counts[1] ?? 0))
62
- };
63
- g.grid = { cols: l.cols, rows: l.rows, cell: l.cell };
64
- g.board = newBoard(g.grid);
65
- g.stats = stats(g.board);
66
- g.onStats(g.stats);
67
- }
68
- const world = g.world;
69
- if (g.scene) removeScene(world, g.scene);
70
- g.layout = l;
71
- aimTilted(g.camera, l);
72
- g.camera.eye = [
73
- 0,
74
- (g.camera.target[1] - Math.sin(l.tilt) * l.eyeDistance) * WORLD_SCALE,
75
- (g.camera.target[2] + Math.cos(l.tilt) * l.eyeDistance) * WORLD_SCALE
76
- ];
77
- g.camera.target = [g.camera.target[0] * WORLD_SCALE, g.camera.target[1] * WORLD_SCALE, g.camera.target[2] * WORLD_SCALE];
78
- g.camera.ortho = (l.height * WORLD_SCALE) / 2;
79
- g.scene = buildScene(world, l, g.theme, g.board!);
80
- }
81
-
82
- export function setTheme(g: Game, theme: GameTheme) {
83
- g.theme = theme;
84
- if (g.world && g.layout && g.scene) setSceneTheme(g.world, g.layout, g.scene, theme);
85
- }
86
-
87
- /** A fresh board on the table (the scene rebuilt round it), not started. */
88
- function fresh(g: Game) {
89
- const { world, grid, layout } = g;
90
- if (!world || !grid || !layout) return;
91
- g.board = newBoard(grid);
92
- g.stats = stats(g.board);
93
- if (g.scene) removeScene(world, g.scene);
94
- g.scene = buildScene(world, layout, g.theme, g.board);
95
- world.scoreboard.reset(0, GAME_DURATION_MS / 1000);
96
- g.sinceStep = 0;
97
- g.won = false;
98
- g.swipe = null;
99
- g.onStats(g.stats);
100
- g.onTime(Math.round(GAME_DURATION_MS / 1000));
101
- }
102
-
103
- // ── Run ───────────────────────────────────────────────────────────────
104
-
105
- /** Starts a round on a fresh board, as the original Start did. */
106
- export function start(g: Game) {
107
- if (g.phase !== 'ready' || !g.world) return;
108
- fresh(g);
109
- g.world.scoreboard.startCountdown(GAME_DURATION_MS / 1000);
110
- g.fresh = true;
111
- g.phase = 'playing';
112
- g.onPhase('playing');
113
- }
114
-
115
- /** A fresh board, not started (Stop, Play Again). */
116
- export function reset(g: Game) {
117
- fresh(g);
118
- g.phase = 'ready';
119
- g.onPhase('ready');
120
- }
121
-
122
- export function dispose(g: Game) {
123
- g.world?.dispose();
124
- }
125
-
126
- export function tick(g: Game, dt: number) {
127
- const { world, board } = g;
128
- if (!world || world.isDisposed) return;
129
- if (g.phase === 'playing' && board) {
130
- const ms = g.fresh ? 0 : Math.min(dt, 0.25) * 1000;
131
- g.fresh = false;
132
- advance(g, board, ms);
133
- }
134
- world.update(dt);
135
- }
136
-
137
- /** One frame of the original loop: a grid step if it's due (the countdown is the engine's). */
138
- function advance(g: Game, b: Board, ms: number) {
139
- g.sinceStep += ms;
140
- if (g.sinceStep < STEP_MS) return;
141
- g.sinceStep = 0;
142
- const r = step(b);
143
- const { world, layout: l, scene: s } = g;
144
- if (world && l && s) {
145
- if (r.territory || r.trails) syncBoard(world, l, s, b, r.territory && !r.full, r.territory ? undefined : r.trailCells);
146
- placeHeads(world, l, s, b, true, r.captured);
147
- }
148
- if (r.territory) {
149
- g.stats = stats(b);
150
- g.onStats(g.stats);
151
- }
152
- if (r.captured[0]) g.onEvent('capture');
153
- if (r.full) end(g, r.won);
154
- }
155
-
156
- function end(g: Game, won: boolean) {
157
- g.world?.scoreboard.stop();
158
- g.won = won;
159
- g.phase = 'over';
160
- g.swipe = null;
161
- if (g.board) {
162
- g.stats = stats(g.board);
163
- g.onStats(g.stats);
164
- }
165
- if (g.world && g.layout && g.scene) finish(g.world, g.layout, g.scene, won);
166
- g.onPhase('over');
167
- g.onEvent('over');
168
- }
169
-
170
- // ── The finger ────────────────────────────────────────────────────────
171
-
172
- /** Swipes steer: once a drag has gone 10 points from where it went down, its main way is a turn. */
173
- export function drag(g: Game, { phase, x, y }: DragEvent) {
174
- if (phase === 'start') {
175
- g.swipe = { x, y, last: null };
176
- return;
177
- }
178
- const s = g.swipe;
179
- if (!s || phase === 'end') {
180
- g.swipe = null;
181
- return;
182
- }
183
- if (g.phase !== 'playing' || !g.board) return;
184
- const dx = x - s.x;
185
- const dy = y - s.y;
186
- const ax = Math.abs(dx);
187
- const ay = Math.abs(dy);
188
- if (ax < SWIPE && ay < SWIPE) return;
189
- const code: DirCode = ax >= ay ? (dx > 0 ? 'RIGHT' : 'LEFT') : dy > 0 ? 'DOWN' : 'UP';
190
- if (code === s.last) return;
191
- s.last = code;
192
- if (turn(g.board, code)) g.onEvent('turn');
193
- }
@@ -1,233 +0,0 @@
1
- // People stand on the XY board, with +Z up and +X forward. Normalized models are cached once and
2
- // scaled by the cell size at spawn; skin, clothing and fixed-color details tint independently.
3
- import { block, type Color, ellipsoid, type Geometry, type GeometryPart, loft, merge, type Model, tube, type Vec3 } from '@nayan-ui/engine';
4
- import { cacheGameAsset, createGameMesh as createShape } from '../shared/EngineMeshes';
5
- import { toColor } from '../shared/EngineUtils';
6
- import { COLORS, PERSON_COLORS } from './PaperIoConstants';
7
-
8
- export interface PersonMeshes {
9
- shirt: Model;
10
- skin: Model;
11
- details: Model;
12
- sleeve: Model;
13
- hand: Model;
14
- leg: Model;
15
- flags: readonly [Model, Model, Model];
16
- }
17
- const WHITE: Color = [1, 1, 1, 1];
18
- const part = (geometry: Geometry, position: Vec3, color?: Color): GeometryPart => ({ geometry, position, color });
19
- const orb = (radii: Vec3, position: Vec3, color?: Color, sides = 12): GeometryPart => part(ellipsoid(radii, undefined, sides), position, color);
20
- const pipe = (points: Vec3[], radius: number, color?: Color, sides = 10): GeometryPart => ({
21
- geometry: tube(points, { radius, sides, smoothness: 3, caps: true }),
22
- color
23
- });
24
- const model = (parts: GeometryPart[], shine = 0.12) => createShape(merge(parts), { center: false, shine });
25
-
26
- /** Two-sided, smoothly shaded cloth. Its hoist stays on the pole while the free edge ripples. */
27
- function flagGeometry(phase: number): Geometry {
28
- const columns = 12,
29
- rows = 6;
30
- const vertices: number[] = [],
31
- indices: number[] = [];
32
- for (const side of [1, -1]) {
33
- const start = vertices.length / 11;
34
- for (let row = 0; row <= rows; row++)
35
- for (let col = 0; col <= columns; col++) {
36
- const u = col / columns,
37
- v = row / rows,
38
- a = u * Math.PI * 2.1 - phase + v * 0.7;
39
- const y = Math.sin(a) * u * 0.085;
40
- const dydu = 0.085 * (Math.sin(a) + u * Math.PI * 2.1 * Math.cos(a)),
41
- dydv = 0.085 * u * 0.7 * Math.cos(a);
42
- // Surface derivatives: du = [-.78, dydu, -.045], dv = [0, dydv, .56].
43
- const nx = dydu * 0.56 + 0.045 * dydv,
44
- ny = 0.78 * 0.56,
45
- nz = -0.78 * dydv,
46
- length = Math.hypot(nx, ny, nz);
47
- const hem = col === columns || row === 0 || row === rows ? 0.78 : 1;
48
- vertices.push(-u * 0.78, y, v * 0.56 - u * 0.045, (side * nx) / length, (side * ny) / length, (side * nz) / length, hem, hem, hem, u, v);
49
- }
50
- for (let row = 0; row < rows; row++)
51
- for (let col = 0; col < columns; col++) {
52
- const a = start + row * (columns + 1) + col,
53
- b = a + 1,
54
- c = a + columns + 1,
55
- d = c + 1;
56
- if (side > 0) indices.push(a, b, c, b, d, c);
57
- else indices.push(a, c, b, b, c, d);
58
- }
59
- }
60
- return { vertices: Float32Array.from(vertices), indices: Uint32Array.from(indices) };
61
- }
62
-
63
- let cached: PersonMeshes | null = null;
64
- export function personMeshes(): PersonMeshes {
65
- return cacheGameAsset('paper-io/PaperIoMeshes:personMeshes', () => personMeshesUncached());
66
- }
67
-
68
- function personMeshesUncached(): PersonMeshes {
69
- if (cached) return cached;
70
- const pants = toColor(PERSON_COLORS.PANTS),
71
- hair = toColor(PERSON_COLORS.HAIR),
72
- pole = toColor(PERSON_COLORS.POLE),
73
- shoe = toColor(PERSON_COLORS.SHOE),
74
- sole = toColor(PERSON_COLORS.SOLE),
75
- eye = toColor(COLORS.EYE),
76
- pupil = toColor(COLORS.PUPIL);
77
- const shirt = model([
78
- {
79
- geometry: loft(
80
- [
81
- { z: 0.9, bottom: -0.145, top: 0.145, width: 0.115, square: 2.8 },
82
- { z: 1.04, bottom: -0.155, top: 0.155, width: 0.105, square: 2.8 },
83
- { z: 1.3, bottom: -0.225, top: 0.225, width: 0.13, square: 2.6 },
84
- { z: 1.41, bottom: -0.2, top: 0.2, width: 0.105, square: 2.4 },
85
- { z: 1.47, bottom: -0.07, top: 0.07, width: 0.065, square: 2 }
86
- ],
87
- { around: 16, smoothness: 2 }
88
- )
89
- },
90
- pipe(
91
- [
92
- [0, -0.205, 1.37],
93
- [0.025, -0.27, 1.25],
94
- [0.04, -0.29, 1.18]
95
- ],
96
- 0.075
97
- ),
98
- pipe(
99
- Array.from({ length: 17 }, (_, i): Vec3 => [Math.cos((i * Math.PI) / 8) * 0.06, Math.sin((i * Math.PI) / 8) * 0.07, 1.465]),
100
- 0.015,
101
- [0.74, 0.74, 0.74, 1],
102
- 6
103
- )
104
- ]);
105
- const skin = model([
106
- orb([0.108, 0.108, 0.133], [0.005, 0, 1.65], WHITE, 16),
107
- pipe(
108
- [
109
- [0, 0, 1.45],
110
- [0, 0, 1.55]
111
- ],
112
- 0.052
113
- ),
114
- orb([0.026, 0.023, 0.03], [0.109, 0, 1.64]),
115
- ...[-1, 1].map((side) => orb([0.022, 0.017, 0.036], [-0.012, side * 0.109, 1.65])),
116
- pipe(
117
- [
118
- [0.04, -0.29, 1.18],
119
- [0.13, -0.305, 1.16],
120
- [0.24, -0.31, 1.21]
121
- ],
122
- 0.05
123
- ),
124
- orb([0.046, 0.045, 0.06], [0.24, -0.31, 1.22])
125
- ]);
126
- const details: GeometryPart[] = [
127
- orb([0.11, 0.116, 0.073], [-0.021, 0, 1.744], hair, 16),
128
- orb([0.06, 0.104, 0.077], [-0.065, 0, 1.69], hair),
129
- orb([0.115, 0.173, 0.12], [0, 0, 0.855], pants),
130
- part(block(0.025, 0.055, 0.075), [0.128, -0.065, 1.3], toColor(PERSON_COLORS.BADGE)),
131
- pipe(
132
- [
133
- [0.24, -0.31, 0.05],
134
- [0.24, -0.31, 1.22],
135
- [0.24, -0.31, 3]
136
- ],
137
- 0.013,
138
- pole,
139
- 8
140
- ),
141
- orb([0.025, 0.025, 0.025], [0.24, -0.31, 3.02], pole, 8),
142
- pipe(
143
- [
144
- [0.107, -0.025, 1.603],
145
- [0.115, 0, 1.598],
146
- [0.107, 0.025, 1.603]
147
- ],
148
- 0.004,
149
- [0.36, 0.2, 0.17, 1],
150
- 6
151
- )
152
- ];
153
- for (const side of [-1, 1]) {
154
- details.push(orb([0.018, 0.024, 0.017], [0.101, side * 0.047, 1.678], eye, 8));
155
- details.push(orb([0.009, 0.01, 0.012], [0.117, side * 0.047, 1.678], pupil, 8));
156
- details.push(
157
- pipe(
158
- [
159
- [0.105, side * 0.027, 1.706],
160
- [0.098, side * 0.066, 1.707]
161
- ],
162
- 0.006,
163
- hair,
164
- 6
165
- )
166
- );
167
- }
168
- const sleeve = model([
169
- pipe(
170
- [
171
- [0, 0, 0],
172
- [0.01, 0.04, -0.12],
173
- [0.025, 0.055, -0.23]
174
- ],
175
- 0.073
176
- )
177
- ]);
178
- const hand = model([
179
- pipe(
180
- [
181
- [0.025, 0.055, -0.22],
182
- [0.045, 0.06, -0.35],
183
- [0.075, 0.055, -0.46]
184
- ],
185
- 0.045
186
- ),
187
- orb([0.038, 0.039, 0.06], [0.08, 0.055, -0.475])
188
- ]);
189
- const leg = model([
190
- pipe(
191
- [
192
- [0, 0, 0],
193
- [0.035, 0, -0.34],
194
- [-0.01, 0, -0.72]
195
- ],
196
- 0.072,
197
- pants
198
- ),
199
- orb([0.071, 0.071, 0.085], [0.035, 0, -0.34], pants),
200
- orb([0.142, 0.066, 0.06], [0.065, 0, -0.778], shoe),
201
- part(block(0.275, 0.133, 0.025), [0.065, 0, -0.832], sole),
202
- pipe(
203
- [
204
- [0.11, -0.04, -0.73],
205
- [0.11, 0.04, -0.73]
206
- ],
207
- 0.009,
208
- sole,
209
- 6
210
- ),
211
- pipe(
212
- [
213
- [0.065, -0.04, -0.725],
214
- [0.065, 0.04, -0.725]
215
- ],
216
- 0.009,
217
- sole,
218
- 6
219
- )
220
- ]);
221
- const flags = [0, (Math.PI * 2) / 3, (Math.PI * 4) / 3].map((phase) => createShape(flagGeometry(phase), { center: false, shine: 0.02 })) as [
222
- Model,
223
- Model,
224
- Model
225
- ];
226
- cached = { shirt, skin, details: model(details), sleeve, hand, leg, flags };
227
- return cached;
228
- }
229
-
230
- /** Reusable assets; the game loader advances one builder per frame. */
231
- export function* warmAssets(): Iterable<() => unknown> {
232
- yield personMeshes;
233
- }