@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.
- package/lib/module/games/arrows/Arrows.js +1 -1
- package/lib/module/games/arrows/ArrowsScene.js +1 -1
- package/lib/module/games/balloon-blaster/BalloonBlaster.js +1 -1
- package/lib/module/games/balloon-blaster/BalloonBlasterScene.js +1 -1
- package/lib/module/games/bike-racing/BikeMeshes.js +1 -1
- package/lib/module/games/bike-racing/BikeRacing.js +1 -1
- package/lib/module/games/bike-racing/BikeRacingConstants.js +1 -1
- package/lib/module/games/bike-racing/BikeRacingScene.js +1 -1
- package/lib/module/games/block-blast/BlockBlast.js +1 -1
- package/lib/module/games/block-blast/BlockBlastScene.js +1 -1
- package/lib/module/games/block-breaker/BlockBreaker.js +1 -1
- package/lib/module/games/block-breaker/BlockBreakerScene.js +1 -1
- package/lib/module/games/bluk/Bluk.js +1 -1
- package/lib/module/games/bluk/BlukScene.js +1 -1
- package/lib/module/games/bubble-shooter/BubbleShooter.js +1 -1
- package/lib/module/games/bubble-shooter/BubbleShooterScene.js +1 -1
- package/lib/module/games/candy-crush/CandyCrush.js +1 -1
- package/lib/module/games/candy-crush/CandyCrushScene.js +1 -1
- package/lib/module/games/car-racing/CarMeshes.js +1 -1
- package/lib/module/games/car-racing/CarRacing.js +1 -1
- package/lib/module/games/car-racing/CarRacingScene.js +1 -1
- package/lib/module/games/chameleon-run/ChameleonRun.js +1 -1
- package/lib/module/games/chameleon-run/ChameleonRunBackdrop.js +1 -1
- package/lib/module/games/chameleon-run/ChameleonRunMeshes.js +1 -1
- package/lib/module/games/checkers/Checkers.js +1 -1
- package/lib/module/games/checkers/CheckersScene.js +1 -1
- package/lib/module/games/color-switch/ColorSwitch.js +1 -1
- package/lib/module/games/color-switch/ColorSwitchScene.js +1 -1
- package/lib/module/games/colors-sort/ColorsSort.js +1 -1
- package/lib/module/games/colors-sort/ColorsSortScene.js +1 -1
- package/lib/module/games/connect-em-all/ConnectEmAll.js +1 -1
- package/lib/module/games/connect-em-all/ConnectEmAllScene.js +1 -1
- package/lib/module/games/crossy-road/CrossyRoad.js +1 -1
- package/lib/module/games/crossy-road/CrossyRoadMeshes.js +1 -1
- package/lib/module/games/crossy-road/CrossyRoadPerson.js +1 -1
- package/lib/module/games/dino-jump/DinoJump.js +1 -1
- package/lib/module/games/dino-jump/DinoJumpScene.js +1 -1
- package/lib/module/games/dots-and-boxes/DotsAndBoxes.js +1 -1
- package/lib/module/games/dots-and-boxes/DotsAndBoxesScene.js +1 -1
- package/lib/module/games/falling-sticks/FallingSticks.js +1 -1
- package/lib/module/games/falling-sticks/FallingSticksScene.js +1 -1
- package/lib/module/games/find-different-number/FindDifferentNumber.js +1 -1
- package/lib/module/games/find-different-number/FindDifferentNumberScene.js +1 -1
- package/lib/module/games/flappy-bird/FlappyBird.js +1 -1
- package/lib/module/games/flappy-bird/FlappyBirdScene.js +1 -1
- package/lib/module/games/fruit-merger/FruitMerger.js +1 -1
- package/lib/module/games/fruit-merger/FruitMergerScene.js +1 -1
- package/lib/module/games/fruit-ninja/FruitNinja.js +1 -1
- package/lib/module/games/fruit-ninja/FruitNinjaScene.js +1 -1
- package/lib/module/games/fruit-ninja/FruitNinjaWorld.js +1 -1
- package/lib/module/games/game-2048/Game2048.js +1 -1
- package/lib/module/games/game-2048/Game2048Scene.js +1 -1
- package/lib/module/games/knife-hit/KnifeHit.js +1 -1
- package/lib/module/games/knife-hit/KnifeHitScene.js +1 -1
- package/lib/module/games/ludo-king/LudoKing.js +1 -1
- package/lib/module/games/ludo-king/LudoKingScene.js +1 -1
- package/lib/module/games/maze-runner/MazeRunner.js +1 -1
- package/lib/module/games/maze-runner/MazeRunnerScene.js +1 -1
- package/lib/module/games/memory-match/MemoryMatch.js +1 -1
- package/lib/module/games/memory-match/MemoryMatchScene.js +1 -1
- package/lib/module/games/mine-sweeper/MineSweeper.js +1 -1
- package/lib/module/games/mine-sweeper/MineSweeperScene.js +1 -1
- package/lib/module/games/mob-control/MobControl.js +1 -1
- package/lib/module/games/mob-control/MobControlGame.js +1 -1
- package/lib/module/games/mob-control/MobControlMeshes.js +1 -1
- package/lib/module/games/mob-control/MobControlRenderer.js +1 -1
- package/lib/module/games/mob-control/MobControlRules.js +1 -1
- package/lib/module/games/mob-control/MobControlScene.js +1 -1
- package/lib/module/games/nuts-and-bolts/NutsAndBolts.js +1 -1
- package/lib/module/games/nuts-and-bolts/NutsAndBoltsScene.js +1 -1
- package/lib/module/games/pac-man/PacMan.js +1 -1
- package/lib/module/games/pac-man/PacManGame.js +1 -1
- package/lib/module/games/pac-man/PacManScene.js +1 -1
- package/lib/module/games/paper-io/PaperIo.js +1 -1
- package/lib/module/games/paper-io/PaperIoMeshes.js +1 -1
- package/lib/module/games/paper-io/PaperIoScene.js +1 -1
- package/lib/module/games/penguin-run/PenguinMeshes.js +1 -1
- package/lib/module/games/penguin-run/PenguinRun.js +1 -1
- package/lib/module/games/penguin-run/PenguinRunScene.js +1 -1
- package/lib/module/games/perfect-circle/PerfectCircle.js +1 -1
- package/lib/module/games/perfect-circle/PerfectCircleScene.js +1 -1
- package/lib/module/games/pipe-connect/PipeConnect.js +1 -1
- package/lib/module/games/pipe-connect/PipeConnectScene.js +1 -1
- package/lib/module/games/play-with-tua/PlayWithTua.js +1 -1
- package/lib/module/games/popit-fidget/PopitFidget.js +1 -1
- package/lib/module/games/popit-fidget/PopitFidgetScene.js +1 -1
- package/lib/module/games/reversi/Reversi.js +1 -1
- package/lib/module/games/reversi/ReversiScene.js +1 -1
- package/lib/module/games/search-grid/SearchGrid.js +1 -1
- package/lib/module/games/search-grid/SearchGridScene.js +1 -1
- package/lib/module/games/shared/BackdropCard.js +1 -1
- package/lib/module/games/shared/EngineBackdrop.js +1 -1
- package/lib/module/games/shared/EngineBlasts.js +1 -1
- package/lib/module/games/shared/EngineBlocks.js +1 -1
- package/lib/module/games/shared/EngineDice.js +1 -1
- package/lib/module/games/shared/EngineFruits.js +1 -1
- package/lib/module/games/shared/EngineGameLoader.js +1 -1
- package/lib/module/games/shared/EngineGameScreen.js +1 -1
- package/lib/module/games/shared/EngineGlyphs.js +1 -1
- package/lib/module/games/shared/EngineHud.js +1 -1
- package/lib/module/games/shared/EngineMeadow.js +1 -1
- package/lib/module/games/shared/EngineTouchSurface.js +1 -1
- package/lib/module/games/shared/GameActivity.js +1 -1
- package/lib/module/games/shared/GameLoading.js +1 -1
- package/lib/module/games/shared/GameLoadingTransition.js +1 -1
- package/lib/module/games/sliding-numbers/SlidingNumbers.js +1 -1
- package/lib/module/games/sliding-numbers/SlidingNumbersScene.js +1 -1
- package/lib/module/games/snake-3d/Snake3D.js +1 -1
- package/lib/module/games/snake-3d/Snake3DScene.js +1 -1
- package/lib/module/games/snakes-and-ladders/SnakesAndLadders.js +1 -1
- package/lib/module/games/snakes-and-ladders/SnakesAndLaddersScene.js +1 -1
- package/lib/module/games/space-fighter/SpaceFighter.js +1 -1
- package/lib/module/games/space-fighter/SpaceFighterScene.js +1 -1
- package/lib/module/games/spider-solitaire/SpiderSolitaire.js +1 -1
- package/lib/module/games/spider-solitaire/SpiderSolitaireScene.js +1 -1
- package/lib/module/games/stack-tower/StackTower.js +1 -1
- package/lib/module/games/stack-tower/StackTowerScene.js +1 -1
- package/lib/module/games/sudoku/Sudoku.js +1 -1
- package/lib/module/games/sudoku/SudokuScene.js +1 -1
- package/lib/module/games/tangram/Tangram.js +1 -1
- package/lib/module/games/tangram/TangramScene.js +1 -1
- package/lib/module/games/tank-1990/Tank1990.js +1 -1
- package/lib/module/games/tank-1990/Tank1990Scene.js +1 -1
- package/lib/module/games/tic-tac-toe/TicTacToe.js +1 -1
- package/lib/module/games/tic-tac-toe/TicTacToeScene.js +1 -1
- package/lib/module/games/tile-home/TileHome.js +1 -1
- package/lib/module/games/tile-home/TileHomeScene.js +1 -1
- package/lib/module/games/treasure-hunt/TreasureHunt.js +1 -1
- package/lib/module/games/treasure-hunt/TreasureHuntConstants.js +1 -1
- package/lib/module/games/treasure-hunt/TreasureHuntModel.js +1 -1
- package/lib/module/games/treasure-hunt/TreasureHuntScene.js +1 -1
- package/lib/module/games/whack-a-mole/WhackAMole.js +1 -1
- package/lib/module/games/whack-a-mole/WhackAMoleScene.js +1 -1
- package/lib/module/helpers/GameSettingsModal.js +1 -1
- package/lib/module/helpers/GameTheme.js +1 -1
- package/package.json +1 -2
- package/src/assets/fonts/Inter-SemiBold.ttf +0 -0
- package/src/assets/models/explorer/explorer.glb +0 -0
- package/src/assets/models/explorer/params.json +0 -51
- package/src/assets/models/explorer/source.json +0 -222
- package/src/assets/models/play-with-tua/play-with-tua.glb +0 -0
- package/src/assets/models/play-with-tua/sources.json +0 -141
- package/src/assets/sfx/balloon_pop.wav +0 -0
- package/src/assets/sfx/blocked.wav +0 -0
- package/src/assets/sfx/boing.wav +0 -0
- package/src/assets/sfx/bonus.wav +0 -0
- package/src/assets/sfx/boom.wav +0 -0
- package/src/assets/sfx/bump.wav +0 -0
- package/src/assets/sfx/cannon.wav +0 -0
- package/src/assets/sfx/capture.wav +0 -0
- package/src/assets/sfx/card_flip.wav +0 -0
- package/src/assets/sfx/card_place.wav +0 -0
- package/src/assets/sfx/catch.wav +0 -0
- package/src/assets/sfx/chime.wav +0 -0
- package/src/assets/sfx/chomp.wav +0 -0
- package/src/assets/sfx/chomp_alt.wav +0 -0
- package/src/assets/sfx/clack.wav +0 -0
- package/src/assets/sfx/clang.wav +0 -0
- package/src/assets/sfx/clash.wav +0 -0
- package/src/assets/sfx/click.wav +0 -0
- package/src/assets/sfx/coin.wav +0 -0
- package/src/assets/sfx/combo.wav +0 -0
- package/src/assets/sfx/crash.wav +0 -0
- package/src/assets/sfx/crunch.wav +0 -0
- package/src/assets/sfx/dance.wav +0 -0
- package/src/assets/sfx/deselect.wav +0 -0
- package/src/assets/sfx/dice_roll.wav +0 -0
- package/src/assets/sfx/die.wav +0 -0
- package/src/assets/sfx/draw.wav +0 -0
- package/src/assets/sfx/drop.wav +0 -0
- package/src/assets/sfx/eat.wav +0 -0
- package/src/assets/sfx/engine.wav +0 -0
- package/src/assets/sfx/error.wav +0 -0
- package/src/assets/sfx/flag.wav +0 -0
- package/src/assets/sfx/flap.wav +0 -0
- package/src/assets/sfx/flip_disc.wav +0 -0
- package/src/assets/sfx/footstep_run.wav +0 -0
- package/src/assets/sfx/footstep_walk.wav +0 -0
- package/src/assets/sfx/game_over.wav +0 -0
- package/src/assets/sfx/gate.wav +0 -0
- package/src/assets/sfx/hit.wav +0 -0
- package/src/assets/sfx/hop.wav +0 -0
- package/src/assets/sfx/hurt.wav +0 -0
- package/src/assets/sfx/invalid.wav +0 -0
- package/src/assets/sfx/jump.wav +0 -0
- package/src/assets/sfx/ladder.wav +0 -0
- package/src/assets/sfx/land.wav +0 -0
- package/src/assets/sfx/laugh.wav +0 -0
- package/src/assets/sfx/lose.wav +0 -0
- package/src/assets/sfx/merge.wav +0 -0
- package/src/assets/sfx/miss.wav +0 -0
- package/src/assets/sfx/nitro.wav +0 -0
- package/src/assets/sfx/pew.wav +0 -0
- package/src/assets/sfx/place.wav +0 -0
- package/src/assets/sfx/pling.wav +0 -0
- package/src/assets/sfx/point.wav +0 -0
- package/src/assets/sfx/pop.wav +0 -0
- package/src/assets/sfx/pop_soft.wav +0 -0
- package/src/assets/sfx/power_up.wav +0 -0
- package/src/assets/sfx/reveal.wav +0 -0
- package/src/assets/sfx/robot.wav +0 -0
- package/src/assets/sfx/rotate.wav +0 -0
- package/src/assets/sfx/run_steps.wav +0 -0
- package/src/assets/sfx/select.wav +0 -0
- package/src/assets/sfx/shuffle.wav +0 -0
- package/src/assets/sfx/six.wav +0 -0
- package/src/assets/sfx/slice.wav +0 -0
- package/src/assets/sfx/slide.wav +0 -0
- package/src/assets/sfx/snake.wav +0 -0
- package/src/assets/sfx/snap.wav +0 -0
- package/src/assets/sfx/splash.wav +0 -0
- package/src/assets/sfx/star.wav +0 -0
- package/src/assets/sfx/start.wav +0 -0
- package/src/assets/sfx/swoosh.wav +0 -0
- package/src/assets/sfx/tap.wav +0 -0
- package/src/assets/sfx/thud.wav +0 -0
- package/src/assets/sfx/thunk.wav +0 -0
- package/src/assets/sfx/tick.wav +0 -0
- package/src/assets/sfx/time_up.wav +0 -0
- package/src/assets/sfx/tock.wav +0 -0
- package/src/assets/sfx/walk_steps.wav +0 -0
- package/src/assets/sfx/warning.wav +0 -0
- package/src/assets/sfx/whack.wav +0 -0
- package/src/assets/sfx/whoosh.wav +0 -0
- package/src/assets/sfx/win.wav +0 -0
- package/src/assets/sfx/zap.wav +0 -0
- package/src/assets/textures/ad_bolt.png +0 -0
- package/src/assets/textures/ad_bubbles.png +0 -0
- package/src/assets/textures/ad_chevrons.png +0 -0
- package/src/assets/textures/asphalt.png +0 -0
- package/src/assets/textures/bark.jpg +0 -0
- package/src/assets/textures/explorer-atlas.png +0 -0
- package/src/assets/textures/facade.png +0 -0
- package/src/assets/textures/grass.png +0 -0
- package/src/assets/textures/leaves.png +0 -0
- package/src/assets/textures/limestone.jpg +0 -0
- package/src/assets/textures/meadow.jpg +0 -0
- package/src/assets/textures/nature-sources.json +0 -87
- package/src/assets/textures/pine.png +0 -0
- package/src/assets/textures/river.jpg +0 -0
- package/src/assets/textures/soft_glow.png +0 -0
- package/src/games/arrows/Arrows.tsx +0 -69
- package/src/games/arrows/ArrowsConstants.ts +0 -107
- package/src/games/arrows/ArrowsGame.ts +0 -735
- package/src/games/arrows/ArrowsScene.ts +0 -395
- package/src/games/balloon-blaster/BalloonBlaster.tsx +0 -75
- package/src/games/balloon-blaster/BalloonBlasterConstants.ts +0 -79
- package/src/games/balloon-blaster/BalloonBlasterGame.ts +0 -287
- package/src/games/balloon-blaster/BalloonBlasterPhysics.ts +0 -95
- package/src/games/balloon-blaster/BalloonBlasterScene.ts +0 -225
- package/src/games/bike-racing/BikeMeshes.ts +0 -273
- package/src/games/bike-racing/BikeRacing.tsx +0 -211
- package/src/games/bike-racing/BikeRacingConstants.ts +0 -103
- package/src/games/bike-racing/BikeRacingGame.ts +0 -557
- package/src/games/bike-racing/BikeRacingScene.ts +0 -119
- package/src/games/block-blast/BlockBlast.tsx +0 -73
- package/src/games/block-blast/BlockBlastConstants.ts +0 -179
- package/src/games/block-blast/BlockBlastGame.ts +0 -471
- package/src/games/block-blast/BlockBlastScene.ts +0 -156
- package/src/games/block-breaker/BlockBreaker.tsx +0 -79
- package/src/games/block-breaker/BlockBreakerConstants.ts +0 -139
- package/src/games/block-breaker/BlockBreakerGame.ts +0 -459
- package/src/games/block-breaker/BlockBreakerScene.ts +0 -257
- package/src/games/bluk/Bluk.tsx +0 -82
- package/src/games/bluk/BlukConstants.ts +0 -121
- package/src/games/bluk/BlukGame.ts +0 -323
- package/src/games/bluk/BlukRules.ts +0 -154
- package/src/games/bluk/BlukScene.ts +0 -514
- package/src/games/bubble-shooter/BubbleShooter.tsx +0 -76
- package/src/games/bubble-shooter/BubbleShooterConstants.ts +0 -103
- package/src/games/bubble-shooter/BubbleShooterGame.ts +0 -459
- package/src/games/bubble-shooter/BubbleShooterScene.ts +0 -158
- package/src/games/candy-crush/CandyCrush.tsx +0 -77
- package/src/games/candy-crush/CandyCrushConstants.ts +0 -94
- package/src/games/candy-crush/CandyCrushGame.ts +0 -477
- package/src/games/candy-crush/CandyCrushScene.ts +0 -209
- package/src/games/car-racing/CarMeshes.ts +0 -440
- package/src/games/car-racing/CarRacing.tsx +0 -211
- package/src/games/car-racing/CarRacingConstants.ts +0 -167
- package/src/games/car-racing/CarRacingFacade.ts +0 -40
- package/src/games/car-racing/CarRacingGame.ts +0 -539
- package/src/games/car-racing/CarRacingScene.ts +0 -1026
- package/src/games/car-racing/CarRacingScenery.ts +0 -265
- package/src/games/chameleon-run/ChameleonRun.tsx +0 -96
- package/src/games/chameleon-run/ChameleonRunBackdrop.ts +0 -186
- package/src/games/chameleon-run/ChameleonRunConstants.ts +0 -47
- package/src/games/chameleon-run/ChameleonRunGame.ts +0 -309
- package/src/games/chameleon-run/ChameleonRunMeshes.ts +0 -305
- package/src/games/chameleon-run/ChameleonRunRules.ts +0 -252
- package/src/games/chameleon-run/ChameleonRunScene.ts +0 -310
- package/src/games/checkers/Checkers.tsx +0 -83
- package/src/games/checkers/CheckersAI.ts +0 -255
- package/src/games/checkers/CheckersConstants.ts +0 -68
- package/src/games/checkers/CheckersGame.ts +0 -322
- package/src/games/checkers/CheckersRules.ts +0 -167
- package/src/games/checkers/CheckersScene.ts +0 -308
- package/src/games/color-switch/ColorSwitch.tsx +0 -75
- package/src/games/color-switch/ColorSwitchConstants.ts +0 -61
- package/src/games/color-switch/ColorSwitchGame.ts +0 -329
- package/src/games/color-switch/ColorSwitchScene.ts +0 -220
- package/src/games/colors-sort/ColorsSort.tsx +0 -82
- package/src/games/colors-sort/ColorsSortConstants.ts +0 -119
- package/src/games/colors-sort/ColorsSortGame.ts +0 -246
- package/src/games/colors-sort/ColorsSortScene.ts +0 -315
- package/src/games/connect-em-all/ConnectEmAll.tsx +0 -70
- package/src/games/connect-em-all/ConnectEmAllConstants.ts +0 -77
- package/src/games/connect-em-all/ConnectEmAllGame.ts +0 -401
- package/src/games/connect-em-all/ConnectEmAllScene.ts +0 -235
- package/src/games/crossy-road/CrossyRoad.tsx +0 -74
- package/src/games/crossy-road/CrossyRoadCamera.ts +0 -59
- package/src/games/crossy-road/CrossyRoadConstants.ts +0 -132
- package/src/games/crossy-road/CrossyRoadGame.ts +0 -293
- package/src/games/crossy-road/CrossyRoadMeshes.ts +0 -195
- package/src/games/crossy-road/CrossyRoadPerson.ts +0 -198
- package/src/games/crossy-road/CrossyRoadRules.ts +0 -99
- package/src/games/crossy-road/CrossyRoadScene.ts +0 -355
- package/src/games/dino-jump/DinoJump.tsx +0 -77
- package/src/games/dino-jump/DinoJumpConstants.ts +0 -80
- package/src/games/dino-jump/DinoJumpGame.ts +0 -344
- package/src/games/dino-jump/DinoJumpScene.ts +0 -686
- package/src/games/dots-and-boxes/DotsAndBoxes.tsx +0 -83
- package/src/games/dots-and-boxes/DotsAndBoxesConstants.ts +0 -77
- package/src/games/dots-and-boxes/DotsAndBoxesGame.ts +0 -271
- package/src/games/dots-and-boxes/DotsAndBoxesScene.ts +0 -249
- package/src/games/falling-sticks/FallingSticks.tsx +0 -72
- package/src/games/falling-sticks/FallingSticksConstants.ts +0 -62
- package/src/games/falling-sticks/FallingSticksGame.ts +0 -220
- package/src/games/falling-sticks/FallingSticksRules.ts +0 -145
- package/src/games/falling-sticks/FallingSticksScene.ts +0 -245
- package/src/games/find-different-number/FindDifferentNumber.tsx +0 -74
- package/src/games/find-different-number/FindDifferentNumberConstants.ts +0 -74
- package/src/games/find-different-number/FindDifferentNumberGame.ts +0 -174
- package/src/games/find-different-number/FindDifferentNumberRules.ts +0 -43
- package/src/games/find-different-number/FindDifferentNumberScene.ts +0 -193
- package/src/games/flappy-bird/FlappyBird.tsx +0 -73
- package/src/games/flappy-bird/FlappyBirdConstants.ts +0 -95
- package/src/games/flappy-bird/FlappyBirdGame.ts +0 -375
- package/src/games/flappy-bird/FlappyBirdScene.ts +0 -630
- package/src/games/fruit-merger/FruitMerger.tsx +0 -73
- package/src/games/fruit-merger/FruitMergerConstants.ts +0 -102
- package/src/games/fruit-merger/FruitMergerGame.ts +0 -285
- package/src/games/fruit-merger/FruitMergerRules.ts +0 -286
- package/src/games/fruit-merger/FruitMergerScene.ts +0 -498
- package/src/games/fruit-ninja/FruitNinja.tsx +0 -129
- package/src/games/fruit-ninja/FruitNinjaConstants.ts +0 -107
- package/src/games/fruit-ninja/FruitNinjaGame.ts +0 -391
- package/src/games/fruit-ninja/FruitNinjaScene.ts +0 -319
- package/src/games/fruit-ninja/FruitNinjaWorld.ts +0 -17
- package/src/games/game-2048/Game2048.tsx +0 -84
- package/src/games/game-2048/Game2048Constants.ts +0 -68
- package/src/games/game-2048/Game2048Game.ts +0 -181
- package/src/games/game-2048/Game2048Rules.ts +0 -101
- package/src/games/game-2048/Game2048Scene.ts +0 -206
- package/src/games/knife-hit/KnifeHit.tsx +0 -78
- package/src/games/knife-hit/KnifeHitConstants.ts +0 -89
- package/src/games/knife-hit/KnifeHitGame.ts +0 -264
- package/src/games/knife-hit/KnifeHitScene.ts +0 -360
- package/src/games/ludo-king/LudoKing.tsx +0 -86
- package/src/games/ludo-king/LudoKingConstants.ts +0 -212
- package/src/games/ludo-king/LudoKingGame.ts +0 -326
- package/src/games/ludo-king/LudoKingRules.ts +0 -143
- package/src/games/ludo-king/LudoKingScene.ts +0 -397
- package/src/games/maze-runner/MazeRunner.tsx +0 -88
- package/src/games/maze-runner/MazeRunnerConstants.ts +0 -65
- package/src/games/maze-runner/MazeRunnerGame.ts +0 -176
- package/src/games/maze-runner/MazeRunnerRules.ts +0 -161
- package/src/games/maze-runner/MazeRunnerScene.ts +0 -245
- package/src/games/memory-match/MemoryMatch.tsx +0 -77
- package/src/games/memory-match/MemoryMatchConstants.ts +0 -105
- package/src/games/memory-match/MemoryMatchGame.ts +0 -222
- package/src/games/memory-match/MemoryMatchRules.ts +0 -38
- package/src/games/memory-match/MemoryMatchScene.ts +0 -268
- package/src/games/mine-sweeper/MineSweeper.tsx +0 -77
- package/src/games/mine-sweeper/MineSweeperConstants.ts +0 -94
- package/src/games/mine-sweeper/MineSweeperGame.ts +0 -234
- package/src/games/mine-sweeper/MineSweeperRules.ts +0 -67
- package/src/games/mine-sweeper/MineSweeperScene.ts +0 -262
- package/src/games/mob-control/MobControl.tsx +0 -73
- package/src/games/mob-control/MobControlConstants.ts +0 -106
- package/src/games/mob-control/MobControlGame.ts +0 -176
- package/src/games/mob-control/MobControlMeshes.ts +0 -85
- package/src/games/mob-control/MobControlRenderer.ts +0 -108
- package/src/games/mob-control/MobControlRules.ts +0 -522
- package/src/games/mob-control/MobControlScene.ts +0 -399
- package/src/games/number-search/NumberSearch.tsx +0 -18
- package/src/games/number-search/NumberSearchNumbers.ts +0 -623
- package/src/games/nuts-and-bolts/NutsAndBolts.tsx +0 -85
- package/src/games/nuts-and-bolts/NutsAndBoltsConstants.ts +0 -75
- package/src/games/nuts-and-bolts/NutsAndBoltsGame.ts +0 -298
- package/src/games/nuts-and-bolts/NutsAndBoltsRules.ts +0 -474
- package/src/games/nuts-and-bolts/NutsAndBoltsScene.ts +0 -498
- package/src/games/pac-man/PacMan.tsx +0 -86
- package/src/games/pac-man/PacManConstants.ts +0 -169
- package/src/games/pac-man/PacManGame.ts +0 -406
- package/src/games/pac-man/PacManRules.ts +0 -255
- package/src/games/pac-man/PacManScene.ts +0 -387
- package/src/games/paper-io/PaperIo.tsx +0 -91
- package/src/games/paper-io/PaperIoConstants.ts +0 -86
- package/src/games/paper-io/PaperIoGame.ts +0 -193
- package/src/games/paper-io/PaperIoMeshes.ts +0 -233
- package/src/games/paper-io/PaperIoRules.ts +0 -315
- package/src/games/paper-io/PaperIoScene.ts +0 -310
- package/src/games/penguin-run/PenguinMeshes.ts +0 -269
- package/src/games/penguin-run/PenguinModel.ts +0 -712
- package/src/games/penguin-run/PenguinRun.tsx +0 -77
- package/src/games/penguin-run/PenguinRunConstants.ts +0 -69
- package/src/games/penguin-run/PenguinRunGame.ts +0 -406
- package/src/games/penguin-run/PenguinRunScene.ts +0 -949
- package/src/games/perfect-circle/PerfectCircle.tsx +0 -74
- package/src/games/perfect-circle/PerfectCircleConstants.ts +0 -52
- package/src/games/perfect-circle/PerfectCircleGame.ts +0 -153
- package/src/games/perfect-circle/PerfectCircleRules.ts +0 -111
- package/src/games/perfect-circle/PerfectCircleScene.ts +0 -176
- package/src/games/pipe-connect/PipeConnect.tsx +0 -69
- package/src/games/pipe-connect/PipeConnectConstants.ts +0 -101
- package/src/games/pipe-connect/PipeConnectGame.ts +0 -179
- package/src/games/pipe-connect/PipeConnectRules.ts +0 -326
- package/src/games/pipe-connect/PipeConnectScene.ts +0 -271
- package/src/games/play-with-tua/PlayWithTua.tsx +0 -123
- package/src/games/play-with-tua/PlayWithTuaConstants.ts +0 -70
- package/src/games/play-with-tua/PlayWithTuaGame.ts +0 -167
- package/src/games/play-with-tua/PlayWithTuaModel.ts +0 -42
- package/src/games/play-with-tua/PlayWithTuaScene.ts +0 -36
- package/src/games/popit-fidget/PopitFidget.tsx +0 -72
- package/src/games/popit-fidget/PopitFidgetConstants.ts +0 -71
- package/src/games/popit-fidget/PopitFidgetGame.ts +0 -148
- package/src/games/popit-fidget/PopitFidgetScene.ts +0 -242
- package/src/games/reversi/Reversi.tsx +0 -94
- package/src/games/reversi/ReversiConstants.ts +0 -67
- package/src/games/reversi/ReversiGame.ts +0 -266
- package/src/games/reversi/ReversiRules.ts +0 -176
- package/src/games/reversi/ReversiScene.ts +0 -240
- package/src/games/search-grid/SearchGrid.tsx +0 -92
- package/src/games/search-grid/SearchGridConstants.ts +0 -178
- package/src/games/search-grid/SearchGridGame.ts +0 -209
- package/src/games/search-grid/SearchGridScene.ts +0 -301
- package/src/games/shared/BackdropCard.tsx +0 -54
- package/src/games/shared/EngineBackdrop.ts +0 -300
- package/src/games/shared/EngineBlasts.ts +0 -136
- package/src/games/shared/EngineBlocks.ts +0 -91
- package/src/games/shared/EngineControlText.ts +0 -17
- package/src/games/shared/EngineDice.ts +0 -250
- package/src/games/shared/EngineFootprint.ts +0 -35
- package/src/games/shared/EngineFruits.ts +0 -1435
- package/src/games/shared/EngineGameLoader.tsx +0 -88
- package/src/games/shared/EngineGameScreen.tsx +0 -325
- package/src/games/shared/EngineGameWidth.ts +0 -3
- package/src/games/shared/EngineGameWidth.web.ts +0 -3
- package/src/games/shared/EngineGlyphs.ts +0 -178
- package/src/games/shared/EngineHud.ts +0 -815
- package/src/games/shared/EngineLoading.ts +0 -477
- package/src/games/shared/EngineMeadow.ts +0 -725
- package/src/games/shared/EngineMeshCache.ts +0 -15
- package/src/games/shared/EngineMeshes.ts +0 -10
- package/src/games/shared/EngineRacingChase.ts +0 -21
- package/src/games/shared/EngineRacingHandling.ts +0 -48
- package/src/games/shared/EngineReadyContext.ts +0 -4
- package/src/games/shared/EngineTilt.ts +0 -44
- package/src/games/shared/EngineTouchSurface.tsx +0 -103
- package/src/games/shared/EngineUtils.ts +0 -52
- package/src/games/shared/GameActivity.ts +0 -13
- package/src/games/shared/GameLoading.tsx +0 -202
- package/src/games/shared/GameLoadingTransition.tsx +0 -61
- package/src/games/shared/ProceduralCacheVersion.ts +0 -2
- package/src/games/shared/useEngineGame.ts +0 -240
- package/src/games/shared/useGameResource.ts +0 -21
- package/src/games/shared/useLiveState.ts +0 -58
- package/src/games/sliding-numbers/SlidingNumbers.tsx +0 -71
- package/src/games/sliding-numbers/SlidingNumbersConstants.ts +0 -65
- package/src/games/sliding-numbers/SlidingNumbersGame.ts +0 -192
- package/src/games/sliding-numbers/SlidingNumbersRules.ts +0 -79
- package/src/games/sliding-numbers/SlidingNumbersScene.ts +0 -193
- package/src/games/snake-3d/Snake3D.tsx +0 -76
- package/src/games/snake-3d/Snake3DConstants.ts +0 -61
- package/src/games/snake-3d/Snake3DGame.ts +0 -192
- package/src/games/snake-3d/Snake3DMotion.ts +0 -22
- package/src/games/snake-3d/Snake3DRules.ts +0 -116
- package/src/games/snake-3d/Snake3DScene.ts +0 -322
- package/src/games/snakes-and-ladders/SnakesAndLadders.tsx +0 -87
- package/src/games/snakes-and-ladders/SnakesAndLaddersConstants.ts +0 -136
- package/src/games/snakes-and-ladders/SnakesAndLaddersGame.ts +0 -310
- package/src/games/snakes-and-ladders/SnakesAndLaddersScene.ts +0 -515
- package/src/games/space-fighter/SpaceFighter.tsx +0 -74
- package/src/games/space-fighter/SpaceFighterConstants.ts +0 -86
- package/src/games/space-fighter/SpaceFighterGame.ts +0 -292
- package/src/games/space-fighter/SpaceFighterScene.ts +0 -550
- package/src/games/spider-solitaire/SpiderSolitaire.tsx +0 -80
- package/src/games/spider-solitaire/SpiderSolitaireConstants.ts +0 -107
- package/src/games/spider-solitaire/SpiderSolitaireGame.ts +0 -387
- package/src/games/spider-solitaire/SpiderSolitaireRules.ts +0 -123
- package/src/games/spider-solitaire/SpiderSolitaireScene.ts +0 -352
- package/src/games/stack-tower/StackTower.tsx +0 -76
- package/src/games/stack-tower/StackTowerConstants.ts +0 -74
- package/src/games/stack-tower/StackTowerGame.ts +0 -236
- package/src/games/stack-tower/StackTowerScene.ts +0 -186
- package/src/games/sudoku/Sudoku.tsx +0 -73
- package/src/games/sudoku/SudokuConstants.ts +0 -127
- package/src/games/sudoku/SudokuGame.ts +0 -250
- package/src/games/sudoku/SudokuRules.ts +0 -125
- package/src/games/sudoku/SudokuScene.ts +0 -304
- package/src/games/tangram/Tangram.tsx +0 -79
- package/src/games/tangram/TangramConstants.ts +0 -64
- package/src/games/tangram/TangramGame.ts +0 -356
- package/src/games/tangram/TangramRules.ts +0 -409
- package/src/games/tangram/TangramScene.ts +0 -203
- package/src/games/tank-1990/Tank1990.tsx +0 -78
- package/src/games/tank-1990/Tank1990Constants.ts +0 -81
- package/src/games/tank-1990/Tank1990Game.ts +0 -331
- package/src/games/tank-1990/Tank1990Rules.ts +0 -390
- package/src/games/tank-1990/Tank1990Scene.ts +0 -434
- package/src/games/tic-tac-toe/TicTacToe.tsx +0 -98
- package/src/games/tic-tac-toe/TicTacToeConstants.ts +0 -69
- package/src/games/tic-tac-toe/TicTacToeGame.ts +0 -200
- package/src/games/tic-tac-toe/TicTacToeRules.ts +0 -103
- package/src/games/tic-tac-toe/TicTacToeScene.ts +0 -245
- package/src/games/tile-home/TileHome.tsx +0 -92
- package/src/games/tile-home/TileHomeConstants.ts +0 -139
- package/src/games/tile-home/TileHomeGame.ts +0 -435
- package/src/games/tile-home/TileHomeScene.ts +0 -154
- package/src/games/treasure-hunt/TreasureHunt.tsx +0 -206
- package/src/games/treasure-hunt/TreasureHuntConstants.ts +0 -266
- package/src/games/treasure-hunt/TreasureHuntControls.ts +0 -280
- package/src/games/treasure-hunt/TreasureHuntGame.ts +0 -402
- package/src/games/treasure-hunt/TreasureHuntMeshes.ts +0 -422
- package/src/games/treasure-hunt/TreasureHuntModel.ts +0 -506
- package/src/games/treasure-hunt/TreasureHuntRules.ts +0 -1210
- package/src/games/treasure-hunt/TreasureHuntScene.ts +0 -586
- package/src/games/whack-a-mole/WhackAMole.tsx +0 -79
- package/src/games/whack-a-mole/WhackAMoleConstants.ts +0 -94
- package/src/games/whack-a-mole/WhackAMoleGame.ts +0 -233
- package/src/games/whack-a-mole/WhackAMoleScene.ts +0 -349
- package/src/games/word-search/WordSearch.tsx +0 -18
- package/src/games/word-search/WordSearchWords.ts +0 -1642
- package/src/helpers/GamePatternData.ts +0 -120
- package/src/helpers/GameSettingsModal.tsx +0 -384
- package/src/helpers/GameTheme.tsx +0 -37
- package/src/helpers/IconPaths.ts +0 -6
- package/src/helpers/index.ts +0 -2
- package/src/index.tsx +0 -60
- package/src/services/GameAssetLoader.ts +0 -111
- package/src/services/GameAssets.ts +0 -149
- package/src/services/GameLoaders.ts +0 -93
- package/src/services/GamesConstants.ts +0 -193
- package/src/services/GamesMetadata.ts +0 -711
- package/src/services/GamesService.ts +0 -116
- package/src/services/HapticsService.ts +0 -48
- package/src/services/ScoringService.ts +0 -19
- package/src/services/SfxSources.ts +0 -81
- package/src/services/SoundsService.ts +0 -582
- package/src/services/ThemeService.ts +0 -281
- package/src/services/UtilsService.ts +0 -134
- package/src/services/index.ts +0 -6
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// Paper IO's rules, with no React or engine: the board (who owns each cell, whose trail is on it), the
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// players, the AI, head-on blocking, moving, laying trail and the flood-fill capture. Ported step for
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// step from the original version's UI-thread physics (games/paper-io/PaperIoPhysics.ts), with the same
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// random draws in the same order, so a seeded run plays out identically.
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import { type Grid, PLAYER_COUNT, POINTS_PER_CELL, START_TERRITORY } from './PaperIoConstants';
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export type Vec = { dx: number; dy: number };
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export const DIRECTIONS = {
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UP: { dx: 0, dy: -1 },
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RIGHT: { dx: 1, dy: 0 }
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export type Board = Grid & { total: number; owners: number[]; trails: number[]; players: Player[]; counts: number[] };
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export type Stats = { score: number; territoryPct: number; aiPct: number; rank: number; alivePlayers: number };
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const spawn = i === 0 ? { col: midCol, row: rows - 1 - inset } : { col: midCol, row: inset };
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players.push({
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const b: Board = { ...g, total, owners, trails: new Array(total).fill(0), players, counts: [] };
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export function stats(b: Board): Stats {
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rank,
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/** A swipe's turn for you: queued for the next step (no turning straight back). Whether it changed. */
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export function turn(b: Board, code: DirCode): boolean {
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return true;
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}
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115
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return false;
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116
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}
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117
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|
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118
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// ── The AI ────────────────────────────────────────────────────────────
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119
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120
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const resolvedDir = (p: Player): Vec => (p.pendingDir.dx !== -p.dir.dx || p.pendingDir.dy !== -p.dir.dy ? p.pendingDir : p.dir);
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122
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function pickSafeDir(b: Board, p: Player, options: Vec[]): Vec | null {
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123
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for (const d of options) {
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124
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if (d.dx === -p.dir.dx && d.dy === -p.dir.dy) continue;
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const nc = p.col + d.dx;
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const nr = p.row + d.dy;
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if (nc < 0 || nc >= b.cols || nr < 0 || nr >= b.rows) continue;
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if (b.trails[nr * b.cols + nc] === p.id) continue;
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return d;
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130
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}
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131
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return null;
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}
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133
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134
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function roomInDir(b: Board, p: Player, d: Vec): number {
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135
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let n = 0;
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let c = p.col;
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let r = p.row;
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while (n < b.cols + b.rows) {
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c += d.dx;
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r += d.dy;
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if (c < 0 || c >= b.cols || r < 0 || r >= b.rows) break;
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n++;
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}
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return n;
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145
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}
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function pickOutwardDir(b: Board, p: Player): Vec | null {
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const options = shuffle<Vec>([DIRECTIONS.UP, DIRECTIONS.DOWN, DIRECTIONS.LEFT, DIRECTIONS.RIGHT]);
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149
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options.sort((x, y) => roomInDir(b, p, y) - roomInDir(b, p, x));
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return pickSafeDir(b, p, options);
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}
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153
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/** The AI: strike out a long leg, sweep a second one at right angles, then head home to bank it. */
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function decideBot(b: Board, p: Player) {
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155
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if (p.trail.length === 0) {
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p.botState = 'expand';
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p.botTurned = false;
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158
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p.botStepsOut = 12 + Math.floor(Math.random() * 10);
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p.pendingDir = pickOutwardDir(b, p) ?? p.dir;
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160
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} else if (p.botState === 'expand') {
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p.botStepsOut--;
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if (p.trail.length > 90) {
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p.botState = 'return';
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164
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} else if (p.botStepsOut <= 0) {
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if (!p.botTurned) {
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const perp: Vec[] = p.dir.dx !== 0 ? [DIRECTIONS.UP, DIRECTIONS.DOWN] : [DIRECTIONS.LEFT, DIRECTIONS.RIGHT];
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167
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perp.sort((x, y) => roomInDir(b, p, y) - roomInDir(b, p, x));
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168
|
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const safe = pickSafeDir(b, p, perp);
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169
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if (safe) {
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p.pendingDir = safe;
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p.botTurned = true;
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172
|
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p.botStepsOut = 10 + Math.floor(Math.random() * 10);
|
|
173
|
-
} else {
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174
|
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p.botState = 'return';
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175
|
-
}
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176
|
-
} else {
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177
|
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p.botState = 'return';
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178
|
-
}
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179
|
-
}
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180
|
-
}
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181
|
-
if (p.botState === 'return') {
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182
|
-
const dCol = p.homeCol - p.col;
|
|
183
|
-
const dRow = p.homeRow - p.row;
|
|
184
|
-
const prefer: Vec[] = [];
|
|
185
|
-
if (Math.abs(dCol) >= Math.abs(dRow)) {
|
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186
|
-
if (dCol !== 0) prefer.push(dCol > 0 ? DIRECTIONS.RIGHT : DIRECTIONS.LEFT);
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187
|
-
if (dRow !== 0) prefer.push(dRow > 0 ? DIRECTIONS.DOWN : DIRECTIONS.UP);
|
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188
|
-
} else {
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189
|
-
if (dRow !== 0) prefer.push(dRow > 0 ? DIRECTIONS.DOWN : DIRECTIONS.UP);
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190
|
-
if (dCol !== 0) prefer.push(dCol > 0 ? DIRECTIONS.RIGHT : DIRECTIONS.LEFT);
|
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191
|
-
}
|
|
192
|
-
prefer.push(p.dir);
|
|
193
|
-
const safe = pickSafeDir(b, p, prefer);
|
|
194
|
-
if (safe) p.pendingDir = safe;
|
|
195
|
-
}
|
|
196
|
-
// Never keep a direction off the board or into its own trail
|
|
197
|
-
const nc = p.col + p.pendingDir.dx;
|
|
198
|
-
const nr = p.row + p.pendingDir.dy;
|
|
199
|
-
if (nc < 0 || nc >= b.cols || nr < 0 || nr >= b.rows || b.trails[nr * b.cols + nc] === p.id) {
|
|
200
|
-
const safe = pickSafeDir(b, p, shuffle<Vec>([DIRECTIONS.UP, DIRECTIONS.DOWN, DIRECTIONS.LEFT, DIRECTIONS.RIGHT]));
|
|
201
|
-
if (safe) p.pendingDir = safe;
|
|
202
|
-
}
|
|
203
|
-
}
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|
204
|
-
|
|
205
|
-
// ── Moving and capturing ──────────────────────────────────────────────
|
|
206
|
-
|
|
207
|
-
/** Banks a trail: it becomes land, and so does everything it encloses (not reachable from the edge). */
|
|
208
|
-
function capture(b: Board, p: Player) {
|
|
209
|
-
const { cols, rows, total, owners, trails } = b;
|
|
210
|
-
const id = p.id;
|
|
211
|
-
for (const idx of p.trail) {
|
|
212
|
-
owners[idx] = id;
|
|
213
|
-
trails[idx] = 0;
|
|
214
|
-
}
|
|
215
|
-
p.trail = [];
|
|
216
|
-
const reachable = new Uint8Array(total);
|
|
217
|
-
const queue: number[] = [];
|
|
218
|
-
const enqueue = (c: number, r: number) => {
|
|
219
|
-
if (c < 0 || c >= cols || r < 0 || r >= rows) return;
|
|
220
|
-
const idx = r * cols + c;
|
|
221
|
-
if (reachable[idx] || owners[idx] === id) return;
|
|
222
|
-
reachable[idx] = 1;
|
|
223
|
-
queue.push(idx);
|
|
224
|
-
};
|
|
225
|
-
for (let c = 0; c < cols; c++) {
|
|
226
|
-
enqueue(c, 0);
|
|
227
|
-
enqueue(c, rows - 1);
|
|
228
|
-
}
|
|
229
|
-
for (let r = 0; r < rows; r++) {
|
|
230
|
-
enqueue(0, r);
|
|
231
|
-
enqueue(cols - 1, r);
|
|
232
|
-
}
|
|
233
|
-
while (queue.length > 0) {
|
|
234
|
-
const idx = queue.pop()!;
|
|
235
|
-
const c = idx % cols;
|
|
236
|
-
const r = (idx - c) / cols;
|
|
237
|
-
enqueue(c - 1, r);
|
|
238
|
-
enqueue(c + 1, r);
|
|
239
|
-
enqueue(c, r - 1);
|
|
240
|
-
enqueue(c, r + 1);
|
|
241
|
-
}
|
|
242
|
-
for (let idx = 0; idx < total; idx++) if (!reachable[idx] && owners[idx] !== id) owners[idx] = id;
|
|
243
|
-
}
|
|
244
|
-
|
|
245
|
-
const NONE = 0;
|
|
246
|
-
const TRAIL = 1;
|
|
247
|
-
const CAPTURE = 2;
|
|
248
|
-
|
|
249
|
-
function move(b: Board, p: Player): number {
|
|
250
|
-
if (p.pendingDir.dx !== -p.dir.dx || p.pendingDir.dy !== -p.dir.dy) p.dir = p.pendingDir;
|
|
251
|
-
const nc = p.col + p.dir.dx;
|
|
252
|
-
const nr = p.row + p.dir.dy;
|
|
253
|
-
if (nc < 0 || nc >= b.cols || nr < 0 || nr >= b.rows) return NONE; // bumps the wall: stays put
|
|
254
|
-
const idx = nr * b.cols + nc;
|
|
255
|
-
p.col = nc;
|
|
256
|
-
p.row = nr;
|
|
257
|
-
const closesOwnLoop = b.trails[idx] === p.id;
|
|
258
|
-
if (b.owners[idx] === p.id || closesOwnLoop) {
|
|
259
|
-
if (p.trail.length > 0) {
|
|
260
|
-
capture(b, p);
|
|
261
|
-
return CAPTURE;
|
|
262
|
-
}
|
|
263
|
-
} else if (b.trails[idx] === 0) {
|
|
264
|
-
b.trails[idx] = p.id;
|
|
265
|
-
p.trail.push(idx);
|
|
266
|
-
return TRAIL;
|
|
267
|
-
}
|
|
268
|
-
return NONE;
|
|
269
|
-
}
|
|
270
|
-
|
|
271
|
-
/** What one step changed: land (and who captured), trails, and whether the board is full. */
|
|
272
|
-
export type StepResult = { trailCells: number[]; territory: boolean; trails: boolean; captured: boolean[]; full: boolean; won: boolean };
|
|
273
|
-
|
|
274
|
-
/** One grid step: the AI decides, head-on moves are blocked, everyone moves a cell. */
|
|
275
|
-
export function step(b: Board): StepResult {
|
|
276
|
-
const { players } = b;
|
|
277
|
-
for (const p of players) if (p.alive && p.isBot) decideBot(b, p);
|
|
278
|
-
const targets: number[] = players.map((p) => {
|
|
279
|
-
if (!p.alive) return -1;
|
|
280
|
-
const d = resolvedDir(p);
|
|
281
|
-
const nc = p.col + d.dx;
|
|
282
|
-
const nr = p.row + d.dy;
|
|
283
|
-
return nc >= 0 && nc < b.cols && nr >= 0 && nr < b.rows ? nr * b.cols + nc : -1;
|
|
284
|
-
});
|
|
285
|
-
const out: StepResult = { trailCells: [], territory: false, trails: false, captured: players.map(() => false), full: false, won: false };
|
|
286
|
-
for (let i = 0; i < players.length; i++) {
|
|
287
|
-
const p = players[i]!;
|
|
288
|
-
if (!p.alive) continue;
|
|
289
|
-
const target = targets[i]!;
|
|
290
|
-
// Two heads about to step onto the same cell: both stay put (facing where they meant to go)
|
|
291
|
-
if (target >= 0 && targets.some((t, j) => j !== i && t === target)) {
|
|
292
|
-
p.dir = resolvedDir(p);
|
|
293
|
-
continue;
|
|
294
|
-
}
|
|
295
|
-
const r = move(b, p);
|
|
296
|
-
if (r === TRAIL) {
|
|
297
|
-
out.trails = true;
|
|
298
|
-
out.trailCells.push(p.row * b.cols + p.col);
|
|
299
|
-
} else if (r === CAPTURE) {
|
|
300
|
-
out.territory = true;
|
|
301
|
-
out.trails = true;
|
|
302
|
-
out.captured[i] = true;
|
|
303
|
-
}
|
|
304
|
-
}
|
|
305
|
-
if (out.territory) {
|
|
306
|
-
b.counts = players.map((p) => countTerritory(b, p.id));
|
|
307
|
-
const you = b.counts[0] ?? 0;
|
|
308
|
-
const ai = b.counts[1] ?? 0;
|
|
309
|
-
if (you + ai >= b.total) {
|
|
310
|
-
out.full = true;
|
|
311
|
-
out.won = you > ai;
|
|
312
|
-
}
|
|
313
|
-
}
|
|
314
|
-
return out;
|
|
315
|
-
}
|
|
@@ -1,310 +0,0 @@
|
|
|
1
|
-
// Everything Paper IO draws: the board (themed, as the original board), each player's land as raised slabs
|
|
2
|
-
// in their color, trails as thinner translucent strips laid on top, and people carrying their team's
|
|
3
|
-
// flags. Their clothes, faces and articulated walking limbs are cached code-built meshes. Seen from
|
|
4
|
-
// above with an orthographic camera, using point-based layout inside a compact, scaled world.
|
|
5
|
-
//
|
|
6
|
-
// Land uses cached corner meshes for a smooth outline; interior cells and trails share the built-in cube,
|
|
7
|
-
// spawned the first time it's needed: a board starts with 18 land cells, not one per grid cell. Newly
|
|
8
|
-
// captured land rises in white and settles to its owner's color, as the original flash did.
|
|
9
|
-
import { effects, type Entity, extrude, type Model, Path, type Quat, quat, type World } from '@nayan-ui/engine';
|
|
10
|
-
import type { GameTheme } from '../../services/ThemeService';
|
|
11
|
-
import { setBackdropTheme, spawnBackdrop } from '../shared/EngineBackdrop';
|
|
12
|
-
import { cacheGameAsset, createGameMesh as createShape } from '../shared/EngineMeshes';
|
|
13
|
-
import { placeTiltedBackdrop } from '../shared/EngineTilt';
|
|
14
|
-
import { toColor } from '../shared/EngineUtils';
|
|
15
|
-
import { cellCentre, COLORS, LAND, type Layout, PERSON, PERSON_COLORS, PLAYER_COLORS, STEP_MS, TRAIL, WORLD_SCALE } from './PaperIoConstants';
|
|
16
|
-
import { personMeshes } from './PaperIoMeshes';
|
|
17
|
-
import type { Board, Vec } from './PaperIoRules';
|
|
18
|
-
|
|
19
|
-
const meshes = new Map<string, Model>();
|
|
20
|
-
const cached = (key: string, build: () => Model) => {
|
|
21
|
-
let m = meshes.get(key);
|
|
22
|
-
if (!m) {
|
|
23
|
-
m = cacheGameAsset('paper-io/PaperIoScene:' + key, build);
|
|
24
|
-
meshes.set(key, m);
|
|
25
|
-
}
|
|
26
|
-
return m;
|
|
27
|
-
};
|
|
28
|
-
const BOARD_DEPTH = 8;
|
|
29
|
-
const BACKDROP_DEPTH = 30;
|
|
30
|
-
// A head glides one frame-aligned step, so glides chain without a pause (as the original glide)
|
|
31
|
-
const GLIDE = (Math.ceil(STEP_MS / (1000 / 60)) * (1000 / 60)) / 1000;
|
|
32
|
-
const FLASH = 0.48;
|
|
33
|
-
|
|
34
|
-
const panelMesh = (w: number, h: number, radius: number) =>
|
|
35
|
-
cached(`pio-panel:${w}x${h}:${radius}`, () =>
|
|
36
|
-
createShape(extrude(new Path().addRoundedRect(-w / 2, -h / 2, w, h, radius), { depth: BOARD_DEPTH }), { shine: 0.15 })
|
|
37
|
-
);
|
|
38
|
-
|
|
39
|
-
/** Round only exposed territory corners, keeping neighbouring cells joined without seams. */
|
|
40
|
-
function landCorners(b: Board, col: number, row: number, owner: number): number {
|
|
41
|
-
// Keep the screen edges filled: the outline is rounded only against other cells on the board.
|
|
42
|
-
const matches = (c: number, r: number) => c < 0 || c >= b.cols || r < 0 || r >= b.rows || b.owners[r * b.cols + c] === owner;
|
|
43
|
-
const top = matches(col, row - 1);
|
|
44
|
-
const right = matches(col + 1, row);
|
|
45
|
-
const bottom = matches(col, row + 1);
|
|
46
|
-
const left = matches(col - 1, row);
|
|
47
|
-
return (!top && !left ? 1 : 0) | (!top && !right ? 2 : 0) | (!bottom && !right ? 4 : 0) | (!bottom && !left ? 8 : 0);
|
|
48
|
-
}
|
|
49
|
-
|
|
50
|
-
function landMesh(corners: number): Model | 'cube' {
|
|
51
|
-
if (!corners) return 'cube';
|
|
52
|
-
return cached(`pio-land:${corners}`, () => {
|
|
53
|
-
const radius = (corners & (corners - 1)) === 0 ? 0.95 : 0.48;
|
|
54
|
-
const [tl, tr, br, bl] = [1, 2, 4, 8].map((bit) => (corners & bit ? radius : 0)) as [number, number, number, number];
|
|
55
|
-
const path = new Path().moveTo(-0.5 + tl, -0.5).lineTo(0.5 - tr, -0.5);
|
|
56
|
-
if (tr) path.arcTo(tr, tr, 0, false, true, 0.5, -0.5 + tr);
|
|
57
|
-
path.lineTo(0.5, 0.5 - br);
|
|
58
|
-
if (br) path.arcTo(br, br, 0, false, true, 0.5 - br, 0.5);
|
|
59
|
-
path.lineTo(-0.5 + bl, 0.5);
|
|
60
|
-
if (bl) path.arcTo(bl, bl, 0, false, true, -0.5, 0.5 - bl);
|
|
61
|
-
path.lineTo(-0.5, -0.5 + tl);
|
|
62
|
-
if (tl) path.arcTo(tl, tl, 0, false, true, -0.5 + tl, -0.5);
|
|
63
|
-
return createShape(extrude(path.close(), { depth: 1 }), { center: false });
|
|
64
|
-
});
|
|
65
|
-
}
|
|
66
|
-
|
|
67
|
-
// ── Spawning ──────────────────────────────────────────────────────────
|
|
68
|
-
|
|
69
|
-
interface PersonRig {
|
|
70
|
-
root: Entity;
|
|
71
|
-
visual: Entity;
|
|
72
|
-
legs: readonly [Entity, Entity];
|
|
73
|
-
arm: Entity;
|
|
74
|
-
flag: Entity;
|
|
75
|
-
stride: number;
|
|
76
|
-
col: number;
|
|
77
|
-
row: number;
|
|
78
|
-
walking: boolean;
|
|
79
|
-
}
|
|
80
|
-
export type Scene = {
|
|
81
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root: Entity;
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82
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backdrop: Entity;
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83
|
-
board: Entity;
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84
|
-
/** Land and trail cells, by cell index (spawned when first needed), and who each shows. */
|
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85
|
-
land: (Entity | null)[];
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86
|
-
landOwner: Int8Array;
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87
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-
landCorners: Uint8Array;
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88
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trail: (Entity | null)[];
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89
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trailOwner: Int8Array;
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90
|
-
heads: PersonRig[];
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91
|
-
};
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92
|
-
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93
|
-
const boardColor = (theme: GameTheme) => toColor(theme.mode === 'classic' ? COLORS.CLASSIC_BOARD : theme.BOARD.SURFACE);
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94
|
-
const landColor = (id: number) => toColor(PLAYER_COLORS[id - 1]?.territory ?? '#888888');
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95
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-
const trailColor = (id: number) => toColor(PLAYER_COLORS[id - 1]?.trail ?? '#AAAAAA', 0.6);
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96
|
-
const landH = (l: Layout) => l.cell * LAND;
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97
|
-
/** Facing a grid direction (x right, y down): people face along local +x and stand along +z. */
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98
|
-
const facing = (d: Vec): Quat => quat.z(Math.atan2(-d.dy, d.dx));
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99
|
-
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100
|
-
function spawnHead(world: World, l: Layout, index: number, parent: Entity): PersonRig {
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101
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-
const c = PLAYER_COLORS[index]!;
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102
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const meshes = personMeshes();
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103
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-
const root = world.spawn({ mesh: 'none', parent, pickable: false });
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104
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const visual = world.spawn({ mesh: 'none', parent: root, scale: l.cell * PERSON.SCALE, pickable: false });
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105
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const skin = toColor(PERSON_COLORS.SKIN[index % PERSON_COLORS.SKIN.length]!);
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106
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world.spawn({ mesh: meshes.shirt, parent: visual, color: toColor(c.head), pickable: false });
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107
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world.spawn({ mesh: meshes.skin, parent: visual, color: skin, pickable: false });
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108
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world.spawn({ mesh: meshes.details, parent: visual, pickable: false });
|
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109
|
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const legs = [-1, 1].map((side) => {
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110
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const leg = world.spawn({ mesh: 'none', parent: visual, position: [0, side * 0.11, 0.86], pickable: false });
|
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111
|
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world.spawn({ mesh: meshes.leg, parent: leg, pickable: false });
|
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112
|
-
return leg;
|
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113
|
-
}) as [Entity, Entity];
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114
|
-
const arm = world.spawn({ mesh: 'none', parent: visual, position: [0, 0.205, 1.37], pickable: false });
|
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115
|
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world.spawn({ mesh: meshes.sleeve, parent: arm, color: toColor(c.head), pickable: false });
|
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116
|
-
world.spawn({ mesh: meshes.hand, parent: arm, color: skin, pickable: false });
|
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117
|
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const hoist = world.spawn({ mesh: 'none', parent: visual, position: [0.24, -0.31, 2.4], pickable: false });
|
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118
|
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const flag = world.spawn({
|
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119
|
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mesh: meshes.flags[index % meshes.flags.length]!,
|
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120
|
-
parent: hoist,
|
|
121
|
-
rotation: quat.z(-0.055),
|
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122
|
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color: toColor(c.head),
|
|
123
|
-
pickable: false
|
|
124
|
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});
|
|
125
|
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world.animate(flag, { rotation: quat.z(0.055) }, { duration: 0.5 + index * 0.08, repeat: 'forever', yoyo: true, easing: 'easeInOut' });
|
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126
|
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return { root, visual, legs, arm, flag, stride: index, col: -1, row: -1, walking: false };
|
|
127
|
-
}
|
|
128
|
-
|
|
129
|
-
function rest(world: World, h: PersonRig) {
|
|
130
|
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for (const joint of [...h.legs, h.arm]) {
|
|
131
|
-
world.stopAnimation(joint);
|
|
132
|
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world.animate(joint, { rotation: [0, 0, 0, 1] }, { duration: 0.15 });
|
|
133
|
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}
|
|
134
|
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world.stopAnimation(h.visual);
|
|
135
|
-
world.set(h.visual, { position: [0, 0, 0] });
|
|
136
|
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h.walking = false;
|
|
137
|
-
}
|
|
138
|
-
|
|
139
|
-
export function buildScene(world: World, l: Layout, theme: GameTheme, b: Board): Scene {
|
|
140
|
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const root = world.spawn({ mesh: 'none', scale: WORLD_SCALE, pickable: false });
|
|
141
|
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const backdrop = spawnBackdrop(world, l.width, l.height, -BACKDROP_DEPTH, theme);
|
|
142
|
-
world.set(backdrop, { parent: root });
|
|
143
|
-
placeTiltedBackdrop(world, backdrop, l, BACKDROP_DEPTH);
|
|
144
|
-
const board = world.spawn({
|
|
145
|
-
mesh: panelMesh(l.gridW, l.gridH, theme.mode === 'classic' ? 0 : 8),
|
|
146
|
-
parent: root,
|
|
147
|
-
position: [0, 0, -BOARD_DEPTH / 2],
|
|
148
|
-
color: boardColor(theme),
|
|
149
|
-
pickable: false
|
|
150
|
-
});
|
|
151
|
-
const s: Scene = {
|
|
152
|
-
root,
|
|
153
|
-
backdrop,
|
|
154
|
-
board,
|
|
155
|
-
land: new Array(b.total).fill(null),
|
|
156
|
-
landOwner: new Int8Array(b.total),
|
|
157
|
-
landCorners: new Uint8Array(b.total),
|
|
158
|
-
trail: new Array(b.total).fill(null),
|
|
159
|
-
trailOwner: new Int8Array(b.total),
|
|
160
|
-
heads: b.players.map((_, i) => spawnHead(world, l, i, root))
|
|
161
|
-
};
|
|
162
|
-
syncBoard(world, l, s, b, false);
|
|
163
|
-
placeHeads(world, l, s, b, false);
|
|
164
|
-
return s;
|
|
165
|
-
}
|
|
166
|
-
|
|
167
|
-
export function removeScene(world: World, s: Scene) {
|
|
168
|
-
world.despawn(s.root);
|
|
169
|
-
}
|
|
170
|
-
|
|
171
|
-
export function setSceneTheme(world: World, l: Layout, s: Scene, theme: GameTheme) {
|
|
172
|
-
setBackdropTheme(world, s.backdrop, theme);
|
|
173
|
-
world.set(s.board, { mesh: panelMesh(l.gridW, l.gridH, theme.mode === 'classic' ? 0 : 8), color: boardColor(theme) });
|
|
174
|
-
}
|
|
175
|
-
|
|
176
|
-
// ── Keeping up with the board ─────────────────────────────────────────
|
|
177
|
-
|
|
178
|
-
/** Shows each cell's land and trail as the board has them; newly captured land flashes in if `flash`. */
|
|
179
|
-
export function syncBoard(world: World, l: Layout, s: Scene, b: Board, flash: boolean, dirty?: readonly number[]) {
|
|
180
|
-
const h = landH(l);
|
|
181
|
-
const th = l.cell * TRAIL;
|
|
182
|
-
for (let scan = 0, count = dirty?.length ?? b.total; scan < count; scan++) {
|
|
183
|
-
const i = dirty ? dirty[scan]! : scan;
|
|
184
|
-
const owner = b.owners[i]!;
|
|
185
|
-
const col = i % b.cols;
|
|
186
|
-
const row = (i - col) / b.cols;
|
|
187
|
-
const corners = owner ? landCorners(b, col, row, owner) : 0;
|
|
188
|
-
if (owner !== s.landOwner[i] || corners !== s.landCorners[i]) {
|
|
189
|
-
const [x, y] = cellCentre(l, col, row);
|
|
190
|
-
let e = s.land[i];
|
|
191
|
-
if (owner === 0) {
|
|
192
|
-
if (e != null) world.despawn(e);
|
|
193
|
-
s.land[i] = null;
|
|
194
|
-
} else {
|
|
195
|
-
const color = landColor(owner);
|
|
196
|
-
const mesh = landMesh(corners);
|
|
197
|
-
if (e == null) {
|
|
198
|
-
e = world.spawn({ mesh, parent: s.root, position: [x, y, h / 2], scale: [l.columnWidth, l.rowDepth, h], color, pickable: false });
|
|
199
|
-
s.land[i] = e;
|
|
200
|
-
} else world.set(e, { mesh });
|
|
201
|
-
if (flash && owner !== s.landOwner[i]) {
|
|
202
|
-
world.stopAnimation(e);
|
|
203
|
-
world.set(e, { color: toColor(COLORS.FLASH), position: [x, y, h * 0.75], scale: [l.columnWidth, l.rowDepth, h * 1.5] });
|
|
204
|
-
world.animate(e, { color, position: [x, y, h / 2], scale: [l.columnWidth, l.rowDepth, h] }, { duration: FLASH, easing: 'easeOut' });
|
|
205
|
-
} else world.set(e, { color });
|
|
206
|
-
}
|
|
207
|
-
s.landOwner[i] = owner;
|
|
208
|
-
s.landCorners[i] = corners;
|
|
209
|
-
}
|
|
210
|
-
const trail = b.trails[i]!;
|
|
211
|
-
if (trail !== s.trailOwner[i]) {
|
|
212
|
-
const old = s.trail[i];
|
|
213
|
-
if (old != null) world.despawn(old);
|
|
214
|
-
s.trail[i] = null;
|
|
215
|
-
if (trail !== 0) {
|
|
216
|
-
const col = i % b.cols;
|
|
217
|
-
const row = (i - col) / b.cols;
|
|
218
|
-
const [x, y] = cellCentre(l, col, row);
|
|
219
|
-
const e = world.spawn({
|
|
220
|
-
mesh: 'cube',
|
|
221
|
-
parent: s.root,
|
|
222
|
-
position: [x, y, h + th / 2],
|
|
223
|
-
scale: [l.columnWidth * 0.86, l.rowDepth * 0.86, th],
|
|
224
|
-
color: trailColor(trail),
|
|
225
|
-
pickable: false
|
|
226
|
-
});
|
|
227
|
-
// Laid down with a little pop
|
|
228
|
-
world.set(e, { scale: [l.columnWidth * 0.4, l.rowDepth * 0.4, th] });
|
|
229
|
-
world.animate(e, { scale: [l.columnWidth * 0.86, l.rowDepth * 0.86, th] }, { duration: 0.12, easing: 'back' });
|
|
230
|
-
s.trail[i] = e;
|
|
231
|
-
}
|
|
232
|
-
s.trailOwner[i] = trail;
|
|
233
|
-
}
|
|
234
|
-
}
|
|
235
|
-
}
|
|
236
|
-
|
|
237
|
-
/** People glide between cells, turn with their feet, and carry their flags through each step. */
|
|
238
|
-
export function placeHeads(world: World, l: Layout, s: Scene, b: Board, glide: boolean, popped: boolean[] = []) {
|
|
239
|
-
b.players.forEach((p, i) => {
|
|
240
|
-
const head = s.heads[i];
|
|
241
|
-
if (!head) return;
|
|
242
|
-
const [x, y] = cellCentre(l, p.col, p.row);
|
|
243
|
-
const z = landH(l) + (b.trails[p.row * b.cols + p.col] ? l.cell * TRAIL : 0) + l.cell * 0.02;
|
|
244
|
-
const rotation = facing(p.dir);
|
|
245
|
-
const moved = head.col !== p.col || head.row !== p.row;
|
|
246
|
-
if (glide) {
|
|
247
|
-
world.animate(head.root, { position: [x, y, z] }, { duration: GLIDE, easing: 'linear' });
|
|
248
|
-
world.animate(head.root, { rotation }, { duration: 0.14 });
|
|
249
|
-
if (moved && p.alive) {
|
|
250
|
-
const phase = ++head.stride % 2 === 0 ? 1 : -1;
|
|
251
|
-
head.legs.forEach((leg, legIndex) =>
|
|
252
|
-
world.animate(leg, { rotation: quat.y(PERSON.STRIDE * phase * (legIndex === 0 ? 1 : -1)) }, { duration: GLIDE, easing: 'easeInOut' })
|
|
253
|
-
);
|
|
254
|
-
world.animate(head.arm, { rotation: quat.y(-PERSON.STRIDE * phase * 0.7) }, { duration: GLIDE, easing: 'easeInOut' });
|
|
255
|
-
world.animate(head.visual, [{ position: [0, 0, l.cell * 0.055], at: 0.5 }, { position: [0, 0, 0] }], {
|
|
256
|
-
duration: GLIDE,
|
|
257
|
-
easing: 'easeInOut'
|
|
258
|
-
});
|
|
259
|
-
const flags = personMeshes().flags;
|
|
260
|
-
world.set(head.flag, { mesh: flags[head.stride % flags.length]! });
|
|
261
|
-
head.walking = true;
|
|
262
|
-
} else if (head.walking) rest(world, head);
|
|
263
|
-
} else {
|
|
264
|
-
world.stopAnimation(head.root);
|
|
265
|
-
world.set(head.root, { position: [x, y, z], rotation, scale: p.alive ? 1 : 0 });
|
|
266
|
-
}
|
|
267
|
-
head.col = p.col;
|
|
268
|
-
head.row = p.row;
|
|
269
|
-
if (popped[i]) {
|
|
270
|
-
// A banked trail: the flag bearer celebrates.
|
|
271
|
-
world.animate(head.root, [{ scale: 1.22, at: 0.3 }, { scale: 1 }], { duration: 0.35, easing: 'easeOut' });
|
|
272
|
-
const [cx, cy] = cellCentre(l, p.col, p.row);
|
|
273
|
-
effects.shatter(world, {
|
|
274
|
-
position: [cx * WORLD_SCALE, cy * WORLD_SCALE, (z + l.cell) * WORLD_SCALE],
|
|
275
|
-
count: 14,
|
|
276
|
-
size: l.cell * 0.3 * WORLD_SCALE,
|
|
277
|
-
speed: l.cell * 8 * WORLD_SCALE,
|
|
278
|
-
lifetime: 0.5,
|
|
279
|
-
gravity: -l.cell * 20 * WORLD_SCALE,
|
|
280
|
-
colors: [toColor(PLAYER_COLORS[i]!.head), toColor('#FFFFFF')]
|
|
281
|
-
});
|
|
282
|
-
}
|
|
283
|
-
});
|
|
284
|
-
}
|
|
285
|
-
|
|
286
|
-
/** The round's over: walking stops; the winner and their flag lift in celebration. */
|
|
287
|
-
export function finish(world: World, l: Layout, s: Scene, won: boolean) {
|
|
288
|
-
s.heads.forEach((h, i) => {
|
|
289
|
-
rest(world, h);
|
|
290
|
-
const winner = (i === 0) === won;
|
|
291
|
-
world.stopAnimation(h.root);
|
|
292
|
-
if (winner) world.animate(h.root, [{ scale: PERSON.CELEBRATION_SCALE, at: 0.4 }, { scale: 1.3 }], { duration: 0.5, easing: 'easeOut' });
|
|
293
|
-
else world.animate(h.root, { scale: 0.75 }, { duration: 0.4 });
|
|
294
|
-
});
|
|
295
|
-
if (won)
|
|
296
|
-
effects.confetti(world, {
|
|
297
|
-
position: [0, 0, l.cell * 3 * WORLD_SCALE],
|
|
298
|
-
count: 70,
|
|
299
|
-
size: l.cell * 0.5 * WORLD_SCALE,
|
|
300
|
-
speed: l.gridW * 1.2 * WORLD_SCALE,
|
|
301
|
-
lifetime: 1.4,
|
|
302
|
-
gravity: -l.gridW * 2 * WORLD_SCALE,
|
|
303
|
-
colors: ['#6BCB77', '#FFD93D', '#FFFFFF', '#4CA85B'].map((c) => toColor(c))
|
|
304
|
-
});
|
|
305
|
-
}
|
|
306
|
-
|
|
307
|
-
/** Reusable assets; the game loader advances one builder per frame. */
|
|
308
|
-
export function* warmAssets(): Iterable<() => unknown> {
|
|
309
|
-
for (let corners = 1; corners < 16; corners++) yield () => landMesh(corners);
|
|
310
|
-
}
|