@nayan-ui/games 1.20.0 → 1.21.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (552) hide show
  1. package/lib/module/games/arrows/Arrows.js +1 -1
  2. package/lib/module/games/arrows/ArrowsScene.js +1 -1
  3. package/lib/module/games/balloon-blaster/BalloonBlaster.js +1 -1
  4. package/lib/module/games/balloon-blaster/BalloonBlasterScene.js +1 -1
  5. package/lib/module/games/bike-racing/BikeMeshes.js +1 -1
  6. package/lib/module/games/bike-racing/BikeRacing.js +1 -1
  7. package/lib/module/games/bike-racing/BikeRacingConstants.js +1 -1
  8. package/lib/module/games/bike-racing/BikeRacingScene.js +1 -1
  9. package/lib/module/games/block-blast/BlockBlast.js +1 -1
  10. package/lib/module/games/block-blast/BlockBlastScene.js +1 -1
  11. package/lib/module/games/block-breaker/BlockBreaker.js +1 -1
  12. package/lib/module/games/block-breaker/BlockBreakerScene.js +1 -1
  13. package/lib/module/games/bluk/Bluk.js +1 -1
  14. package/lib/module/games/bluk/BlukScene.js +1 -1
  15. package/lib/module/games/bubble-shooter/BubbleShooter.js +1 -1
  16. package/lib/module/games/bubble-shooter/BubbleShooterScene.js +1 -1
  17. package/lib/module/games/candy-crush/CandyCrush.js +1 -1
  18. package/lib/module/games/candy-crush/CandyCrushScene.js +1 -1
  19. package/lib/module/games/car-racing/CarMeshes.js +1 -1
  20. package/lib/module/games/car-racing/CarRacing.js +1 -1
  21. package/lib/module/games/car-racing/CarRacingScene.js +1 -1
  22. package/lib/module/games/chameleon-run/ChameleonRun.js +1 -1
  23. package/lib/module/games/chameleon-run/ChameleonRunBackdrop.js +1 -1
  24. package/lib/module/games/chameleon-run/ChameleonRunMeshes.js +1 -1
  25. package/lib/module/games/checkers/Checkers.js +1 -1
  26. package/lib/module/games/checkers/CheckersScene.js +1 -1
  27. package/lib/module/games/color-switch/ColorSwitch.js +1 -1
  28. package/lib/module/games/color-switch/ColorSwitchScene.js +1 -1
  29. package/lib/module/games/colors-sort/ColorsSort.js +1 -1
  30. package/lib/module/games/colors-sort/ColorsSortScene.js +1 -1
  31. package/lib/module/games/connect-em-all/ConnectEmAll.js +1 -1
  32. package/lib/module/games/connect-em-all/ConnectEmAllScene.js +1 -1
  33. package/lib/module/games/crossy-road/CrossyRoad.js +1 -1
  34. package/lib/module/games/crossy-road/CrossyRoadMeshes.js +1 -1
  35. package/lib/module/games/crossy-road/CrossyRoadPerson.js +1 -1
  36. package/lib/module/games/dino-jump/DinoJump.js +1 -1
  37. package/lib/module/games/dino-jump/DinoJumpScene.js +1 -1
  38. package/lib/module/games/dots-and-boxes/DotsAndBoxes.js +1 -1
  39. package/lib/module/games/dots-and-boxes/DotsAndBoxesScene.js +1 -1
  40. package/lib/module/games/falling-sticks/FallingSticks.js +1 -1
  41. package/lib/module/games/falling-sticks/FallingSticksScene.js +1 -1
  42. package/lib/module/games/find-different-number/FindDifferentNumber.js +1 -1
  43. package/lib/module/games/find-different-number/FindDifferentNumberScene.js +1 -1
  44. package/lib/module/games/flappy-bird/FlappyBird.js +1 -1
  45. package/lib/module/games/flappy-bird/FlappyBirdScene.js +1 -1
  46. package/lib/module/games/fruit-merger/FruitMerger.js +1 -1
  47. package/lib/module/games/fruit-merger/FruitMergerScene.js +1 -1
  48. package/lib/module/games/fruit-ninja/FruitNinja.js +1 -1
  49. package/lib/module/games/fruit-ninja/FruitNinjaScene.js +1 -1
  50. package/lib/module/games/fruit-ninja/FruitNinjaWorld.js +1 -1
  51. package/lib/module/games/game-2048/Game2048.js +1 -1
  52. package/lib/module/games/game-2048/Game2048Scene.js +1 -1
  53. package/lib/module/games/knife-hit/KnifeHit.js +1 -1
  54. package/lib/module/games/knife-hit/KnifeHitScene.js +1 -1
  55. package/lib/module/games/ludo-king/LudoKing.js +1 -1
  56. package/lib/module/games/ludo-king/LudoKingScene.js +1 -1
  57. package/lib/module/games/maze-runner/MazeRunner.js +1 -1
  58. package/lib/module/games/maze-runner/MazeRunnerScene.js +1 -1
  59. package/lib/module/games/memory-match/MemoryMatch.js +1 -1
  60. package/lib/module/games/memory-match/MemoryMatchScene.js +1 -1
  61. package/lib/module/games/mine-sweeper/MineSweeper.js +1 -1
  62. package/lib/module/games/mine-sweeper/MineSweeperScene.js +1 -1
  63. package/lib/module/games/mob-control/MobControl.js +1 -1
  64. package/lib/module/games/mob-control/MobControlGame.js +1 -1
  65. package/lib/module/games/mob-control/MobControlMeshes.js +1 -1
  66. package/lib/module/games/mob-control/MobControlRenderer.js +1 -1
  67. package/lib/module/games/mob-control/MobControlRules.js +1 -1
  68. package/lib/module/games/mob-control/MobControlScene.js +1 -1
  69. package/lib/module/games/nuts-and-bolts/NutsAndBolts.js +1 -1
  70. package/lib/module/games/nuts-and-bolts/NutsAndBoltsScene.js +1 -1
  71. package/lib/module/games/pac-man/PacMan.js +1 -1
  72. package/lib/module/games/pac-man/PacManGame.js +1 -1
  73. package/lib/module/games/pac-man/PacManScene.js +1 -1
  74. package/lib/module/games/paper-io/PaperIo.js +1 -1
  75. package/lib/module/games/paper-io/PaperIoMeshes.js +1 -1
  76. package/lib/module/games/paper-io/PaperIoScene.js +1 -1
  77. package/lib/module/games/penguin-run/PenguinMeshes.js +1 -1
  78. package/lib/module/games/penguin-run/PenguinRun.js +1 -1
  79. package/lib/module/games/penguin-run/PenguinRunScene.js +1 -1
  80. package/lib/module/games/perfect-circle/PerfectCircle.js +1 -1
  81. package/lib/module/games/perfect-circle/PerfectCircleScene.js +1 -1
  82. package/lib/module/games/pipe-connect/PipeConnect.js +1 -1
  83. package/lib/module/games/pipe-connect/PipeConnectScene.js +1 -1
  84. package/lib/module/games/play-with-tua/PlayWithTua.js +1 -1
  85. package/lib/module/games/popit-fidget/PopitFidget.js +1 -1
  86. package/lib/module/games/popit-fidget/PopitFidgetScene.js +1 -1
  87. package/lib/module/games/reversi/Reversi.js +1 -1
  88. package/lib/module/games/reversi/ReversiScene.js +1 -1
  89. package/lib/module/games/search-grid/SearchGrid.js +1 -1
  90. package/lib/module/games/search-grid/SearchGridScene.js +1 -1
  91. package/lib/module/games/shared/BackdropCard.js +1 -1
  92. package/lib/module/games/shared/EngineBackdrop.js +1 -1
  93. package/lib/module/games/shared/EngineBlasts.js +1 -1
  94. package/lib/module/games/shared/EngineBlocks.js +1 -1
  95. package/lib/module/games/shared/EngineDice.js +1 -1
  96. package/lib/module/games/shared/EngineFruits.js +1 -1
  97. package/lib/module/games/shared/EngineGameLoader.js +1 -1
  98. package/lib/module/games/shared/EngineGameScreen.js +1 -1
  99. package/lib/module/games/shared/EngineGlyphs.js +1 -1
  100. package/lib/module/games/shared/EngineHud.js +1 -1
  101. package/lib/module/games/shared/EngineMeadow.js +1 -1
  102. package/lib/module/games/shared/EngineTouchSurface.js +1 -1
  103. package/lib/module/games/shared/GameActivity.js +1 -1
  104. package/lib/module/games/shared/GameLoading.js +1 -1
  105. package/lib/module/games/shared/GameLoadingTransition.js +1 -1
  106. package/lib/module/games/sliding-numbers/SlidingNumbers.js +1 -1
  107. package/lib/module/games/sliding-numbers/SlidingNumbersScene.js +1 -1
  108. package/lib/module/games/snake-3d/Snake3D.js +1 -1
  109. package/lib/module/games/snake-3d/Snake3DScene.js +1 -1
  110. package/lib/module/games/snakes-and-ladders/SnakesAndLadders.js +1 -1
  111. package/lib/module/games/snakes-and-ladders/SnakesAndLaddersScene.js +1 -1
  112. package/lib/module/games/space-fighter/SpaceFighter.js +1 -1
  113. package/lib/module/games/space-fighter/SpaceFighterScene.js +1 -1
  114. package/lib/module/games/spider-solitaire/SpiderSolitaire.js +1 -1
  115. package/lib/module/games/spider-solitaire/SpiderSolitaireScene.js +1 -1
  116. package/lib/module/games/stack-tower/StackTower.js +1 -1
  117. package/lib/module/games/stack-tower/StackTowerScene.js +1 -1
  118. package/lib/module/games/sudoku/Sudoku.js +1 -1
  119. package/lib/module/games/sudoku/SudokuScene.js +1 -1
  120. package/lib/module/games/tangram/Tangram.js +1 -1
  121. package/lib/module/games/tangram/TangramScene.js +1 -1
  122. package/lib/module/games/tank-1990/Tank1990.js +1 -1
  123. package/lib/module/games/tank-1990/Tank1990Scene.js +1 -1
  124. package/lib/module/games/tic-tac-toe/TicTacToe.js +1 -1
  125. package/lib/module/games/tic-tac-toe/TicTacToeScene.js +1 -1
  126. package/lib/module/games/tile-home/TileHome.js +1 -1
  127. package/lib/module/games/tile-home/TileHomeScene.js +1 -1
  128. package/lib/module/games/treasure-hunt/TreasureHunt.js +1 -1
  129. package/lib/module/games/treasure-hunt/TreasureHuntConstants.js +1 -1
  130. package/lib/module/games/treasure-hunt/TreasureHuntModel.js +1 -1
  131. package/lib/module/games/treasure-hunt/TreasureHuntScene.js +1 -1
  132. package/lib/module/games/whack-a-mole/WhackAMole.js +1 -1
  133. package/lib/module/games/whack-a-mole/WhackAMoleScene.js +1 -1
  134. package/lib/module/helpers/GameSettingsModal.js +1 -1
  135. package/lib/module/helpers/GameTheme.js +1 -1
  136. package/package.json +1 -2
  137. package/src/assets/fonts/Inter-SemiBold.ttf +0 -0
  138. package/src/assets/models/explorer/explorer.glb +0 -0
  139. package/src/assets/models/explorer/params.json +0 -51
  140. package/src/assets/models/explorer/source.json +0 -222
  141. package/src/assets/models/play-with-tua/play-with-tua.glb +0 -0
  142. package/src/assets/models/play-with-tua/sources.json +0 -141
  143. package/src/assets/sfx/balloon_pop.wav +0 -0
  144. package/src/assets/sfx/blocked.wav +0 -0
  145. package/src/assets/sfx/boing.wav +0 -0
  146. package/src/assets/sfx/bonus.wav +0 -0
  147. package/src/assets/sfx/boom.wav +0 -0
  148. package/src/assets/sfx/bump.wav +0 -0
  149. package/src/assets/sfx/cannon.wav +0 -0
  150. package/src/assets/sfx/capture.wav +0 -0
  151. package/src/assets/sfx/card_flip.wav +0 -0
  152. package/src/assets/sfx/card_place.wav +0 -0
  153. package/src/assets/sfx/catch.wav +0 -0
  154. package/src/assets/sfx/chime.wav +0 -0
  155. package/src/assets/sfx/chomp.wav +0 -0
  156. package/src/assets/sfx/chomp_alt.wav +0 -0
  157. package/src/assets/sfx/clack.wav +0 -0
  158. package/src/assets/sfx/clang.wav +0 -0
  159. package/src/assets/sfx/clash.wav +0 -0
  160. package/src/assets/sfx/click.wav +0 -0
  161. package/src/assets/sfx/coin.wav +0 -0
  162. package/src/assets/sfx/combo.wav +0 -0
  163. package/src/assets/sfx/crash.wav +0 -0
  164. package/src/assets/sfx/crunch.wav +0 -0
  165. package/src/assets/sfx/dance.wav +0 -0
  166. package/src/assets/sfx/deselect.wav +0 -0
  167. package/src/assets/sfx/dice_roll.wav +0 -0
  168. package/src/assets/sfx/die.wav +0 -0
  169. package/src/assets/sfx/draw.wav +0 -0
  170. package/src/assets/sfx/drop.wav +0 -0
  171. package/src/assets/sfx/eat.wav +0 -0
  172. package/src/assets/sfx/engine.wav +0 -0
  173. package/src/assets/sfx/error.wav +0 -0
  174. package/src/assets/sfx/flag.wav +0 -0
  175. package/src/assets/sfx/flap.wav +0 -0
  176. package/src/assets/sfx/flip_disc.wav +0 -0
  177. package/src/assets/sfx/footstep_run.wav +0 -0
  178. package/src/assets/sfx/footstep_walk.wav +0 -0
  179. package/src/assets/sfx/game_over.wav +0 -0
  180. package/src/assets/sfx/gate.wav +0 -0
  181. package/src/assets/sfx/hit.wav +0 -0
  182. package/src/assets/sfx/hop.wav +0 -0
  183. package/src/assets/sfx/hurt.wav +0 -0
  184. package/src/assets/sfx/invalid.wav +0 -0
  185. package/src/assets/sfx/jump.wav +0 -0
  186. package/src/assets/sfx/ladder.wav +0 -0
  187. package/src/assets/sfx/land.wav +0 -0
  188. package/src/assets/sfx/laugh.wav +0 -0
  189. package/src/assets/sfx/lose.wav +0 -0
  190. package/src/assets/sfx/merge.wav +0 -0
  191. package/src/assets/sfx/miss.wav +0 -0
  192. package/src/assets/sfx/nitro.wav +0 -0
  193. package/src/assets/sfx/pew.wav +0 -0
  194. package/src/assets/sfx/place.wav +0 -0
  195. package/src/assets/sfx/pling.wav +0 -0
  196. package/src/assets/sfx/point.wav +0 -0
  197. package/src/assets/sfx/pop.wav +0 -0
  198. package/src/assets/sfx/pop_soft.wav +0 -0
  199. package/src/assets/sfx/power_up.wav +0 -0
  200. package/src/assets/sfx/reveal.wav +0 -0
  201. package/src/assets/sfx/robot.wav +0 -0
  202. package/src/assets/sfx/rotate.wav +0 -0
  203. package/src/assets/sfx/run_steps.wav +0 -0
  204. package/src/assets/sfx/select.wav +0 -0
  205. package/src/assets/sfx/shuffle.wav +0 -0
  206. package/src/assets/sfx/six.wav +0 -0
  207. package/src/assets/sfx/slice.wav +0 -0
  208. package/src/assets/sfx/slide.wav +0 -0
  209. package/src/assets/sfx/snake.wav +0 -0
  210. package/src/assets/sfx/snap.wav +0 -0
  211. package/src/assets/sfx/splash.wav +0 -0
  212. package/src/assets/sfx/star.wav +0 -0
  213. package/src/assets/sfx/start.wav +0 -0
  214. package/src/assets/sfx/swoosh.wav +0 -0
  215. package/src/assets/sfx/tap.wav +0 -0
  216. package/src/assets/sfx/thud.wav +0 -0
  217. package/src/assets/sfx/thunk.wav +0 -0
  218. package/src/assets/sfx/tick.wav +0 -0
  219. package/src/assets/sfx/time_up.wav +0 -0
  220. package/src/assets/sfx/tock.wav +0 -0
  221. package/src/assets/sfx/walk_steps.wav +0 -0
  222. package/src/assets/sfx/warning.wav +0 -0
  223. package/src/assets/sfx/whack.wav +0 -0
  224. package/src/assets/sfx/whoosh.wav +0 -0
  225. package/src/assets/sfx/win.wav +0 -0
  226. package/src/assets/sfx/zap.wav +0 -0
  227. package/src/assets/textures/ad_bolt.png +0 -0
  228. package/src/assets/textures/ad_bubbles.png +0 -0
  229. package/src/assets/textures/ad_chevrons.png +0 -0
  230. package/src/assets/textures/asphalt.png +0 -0
  231. package/src/assets/textures/bark.jpg +0 -0
  232. package/src/assets/textures/explorer-atlas.png +0 -0
  233. package/src/assets/textures/facade.png +0 -0
  234. package/src/assets/textures/grass.png +0 -0
  235. package/src/assets/textures/leaves.png +0 -0
  236. package/src/assets/textures/limestone.jpg +0 -0
  237. package/src/assets/textures/meadow.jpg +0 -0
  238. package/src/assets/textures/nature-sources.json +0 -87
  239. package/src/assets/textures/pine.png +0 -0
  240. package/src/assets/textures/river.jpg +0 -0
  241. package/src/assets/textures/soft_glow.png +0 -0
  242. package/src/games/arrows/Arrows.tsx +0 -69
  243. package/src/games/arrows/ArrowsConstants.ts +0 -107
  244. package/src/games/arrows/ArrowsGame.ts +0 -735
  245. package/src/games/arrows/ArrowsScene.ts +0 -395
  246. package/src/games/balloon-blaster/BalloonBlaster.tsx +0 -75
  247. package/src/games/balloon-blaster/BalloonBlasterConstants.ts +0 -79
  248. package/src/games/balloon-blaster/BalloonBlasterGame.ts +0 -287
  249. package/src/games/balloon-blaster/BalloonBlasterPhysics.ts +0 -95
  250. package/src/games/balloon-blaster/BalloonBlasterScene.ts +0 -225
  251. package/src/games/bike-racing/BikeMeshes.ts +0 -273
  252. package/src/games/bike-racing/BikeRacing.tsx +0 -211
  253. package/src/games/bike-racing/BikeRacingConstants.ts +0 -103
  254. package/src/games/bike-racing/BikeRacingGame.ts +0 -557
  255. package/src/games/bike-racing/BikeRacingScene.ts +0 -119
  256. package/src/games/block-blast/BlockBlast.tsx +0 -73
  257. package/src/games/block-blast/BlockBlastConstants.ts +0 -179
  258. package/src/games/block-blast/BlockBlastGame.ts +0 -471
  259. package/src/games/block-blast/BlockBlastScene.ts +0 -156
  260. package/src/games/block-breaker/BlockBreaker.tsx +0 -79
  261. package/src/games/block-breaker/BlockBreakerConstants.ts +0 -139
  262. package/src/games/block-breaker/BlockBreakerGame.ts +0 -459
  263. package/src/games/block-breaker/BlockBreakerScene.ts +0 -257
  264. package/src/games/bluk/Bluk.tsx +0 -82
  265. package/src/games/bluk/BlukConstants.ts +0 -121
  266. package/src/games/bluk/BlukGame.ts +0 -323
  267. package/src/games/bluk/BlukRules.ts +0 -154
  268. package/src/games/bluk/BlukScene.ts +0 -514
  269. package/src/games/bubble-shooter/BubbleShooter.tsx +0 -76
  270. package/src/games/bubble-shooter/BubbleShooterConstants.ts +0 -103
  271. package/src/games/bubble-shooter/BubbleShooterGame.ts +0 -459
  272. package/src/games/bubble-shooter/BubbleShooterScene.ts +0 -158
  273. package/src/games/candy-crush/CandyCrush.tsx +0 -77
  274. package/src/games/candy-crush/CandyCrushConstants.ts +0 -94
  275. package/src/games/candy-crush/CandyCrushGame.ts +0 -477
  276. package/src/games/candy-crush/CandyCrushScene.ts +0 -209
  277. package/src/games/car-racing/CarMeshes.ts +0 -440
  278. package/src/games/car-racing/CarRacing.tsx +0 -211
  279. package/src/games/car-racing/CarRacingConstants.ts +0 -167
  280. package/src/games/car-racing/CarRacingFacade.ts +0 -40
  281. package/src/games/car-racing/CarRacingGame.ts +0 -539
  282. package/src/games/car-racing/CarRacingScene.ts +0 -1026
  283. package/src/games/car-racing/CarRacingScenery.ts +0 -265
  284. package/src/games/chameleon-run/ChameleonRun.tsx +0 -96
  285. package/src/games/chameleon-run/ChameleonRunBackdrop.ts +0 -186
  286. package/src/games/chameleon-run/ChameleonRunConstants.ts +0 -47
  287. package/src/games/chameleon-run/ChameleonRunGame.ts +0 -309
  288. package/src/games/chameleon-run/ChameleonRunMeshes.ts +0 -305
  289. package/src/games/chameleon-run/ChameleonRunRules.ts +0 -252
  290. package/src/games/chameleon-run/ChameleonRunScene.ts +0 -310
  291. package/src/games/checkers/Checkers.tsx +0 -83
  292. package/src/games/checkers/CheckersAI.ts +0 -255
  293. package/src/games/checkers/CheckersConstants.ts +0 -68
  294. package/src/games/checkers/CheckersGame.ts +0 -322
  295. package/src/games/checkers/CheckersRules.ts +0 -167
  296. package/src/games/checkers/CheckersScene.ts +0 -308
  297. package/src/games/color-switch/ColorSwitch.tsx +0 -75
  298. package/src/games/color-switch/ColorSwitchConstants.ts +0 -61
  299. package/src/games/color-switch/ColorSwitchGame.ts +0 -329
  300. package/src/games/color-switch/ColorSwitchScene.ts +0 -220
  301. package/src/games/colors-sort/ColorsSort.tsx +0 -82
  302. package/src/games/colors-sort/ColorsSortConstants.ts +0 -119
  303. package/src/games/colors-sort/ColorsSortGame.ts +0 -246
  304. package/src/games/colors-sort/ColorsSortScene.ts +0 -315
  305. package/src/games/connect-em-all/ConnectEmAll.tsx +0 -70
  306. package/src/games/connect-em-all/ConnectEmAllConstants.ts +0 -77
  307. package/src/games/connect-em-all/ConnectEmAllGame.ts +0 -401
  308. package/src/games/connect-em-all/ConnectEmAllScene.ts +0 -235
  309. package/src/games/crossy-road/CrossyRoad.tsx +0 -74
  310. package/src/games/crossy-road/CrossyRoadCamera.ts +0 -59
  311. package/src/games/crossy-road/CrossyRoadConstants.ts +0 -132
  312. package/src/games/crossy-road/CrossyRoadGame.ts +0 -293
  313. package/src/games/crossy-road/CrossyRoadMeshes.ts +0 -195
  314. package/src/games/crossy-road/CrossyRoadPerson.ts +0 -198
  315. package/src/games/crossy-road/CrossyRoadRules.ts +0 -99
  316. package/src/games/crossy-road/CrossyRoadScene.ts +0 -355
  317. package/src/games/dino-jump/DinoJump.tsx +0 -77
  318. package/src/games/dino-jump/DinoJumpConstants.ts +0 -80
  319. package/src/games/dino-jump/DinoJumpGame.ts +0 -344
  320. package/src/games/dino-jump/DinoJumpScene.ts +0 -686
  321. package/src/games/dots-and-boxes/DotsAndBoxes.tsx +0 -83
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@@ -1,315 +0,0 @@
1
- // Paper IO's rules, with no React or engine: the board (who owns each cell, whose trail is on it), the
2
- // players, the AI, head-on blocking, moving, laying trail and the flood-fill capture. Ported step for
3
- // step from the original version's UI-thread physics (games/paper-io/PaperIoPhysics.ts), with the same
4
- // random draws in the same order, so a seeded run plays out identically.
5
- import { type Grid, PLAYER_COUNT, POINTS_PER_CELL, START_TERRITORY } from './PaperIoConstants';
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-
7
- export type Vec = { dx: number; dy: number };
8
- export const DIRECTIONS = {
9
- UP: { dx: 0, dy: -1 },
10
- DOWN: { dx: 0, dy: 1 },
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- LEFT: { dx: -1, dy: 0 },
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- RIGHT: { dx: 1, dy: 0 }
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- } as const;
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- export type DirCode = keyof typeof DIRECTIONS;
15
-
16
- export type Player = {
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- id: number; // 1-based owner id in the grids
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- index: number; // 0 = you, 1 = the AI
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- isBot: boolean;
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- alive: boolean;
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- col: number;
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- row: number;
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- dir: Vec;
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- pendingDir: Vec;
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- trail: number[]; // the trail's cells, in order
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- homeCol: number;
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- homeRow: number;
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- botState: 'expand' | 'return';
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- botStepsOut: number;
30
- botTurned: boolean;
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- };
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-
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- export type Board = Grid & { total: number; owners: number[]; trails: number[]; players: Player[]; counts: number[] };
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-
35
- export type Stats = { score: number; territoryPct: number; aiPct: number; rank: number; alivePlayers: number };
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-
37
- const shuffle = <T>(arr: T[]): T[] => {
38
- const a = arr.slice();
39
- for (let i = a.length - 1; i > 0; i--) {
40
- const j = Math.floor(Math.random() * (i + 1));
41
- const tmp = a[i]!;
42
- a[i] = a[j]!;
43
- a[j] = tmp;
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- }
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- return a;
46
- };
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-
48
- export const countTerritory = (b: Board, id: number) => {
49
- let n = 0;
50
- for (let i = 0; i < b.total; i++) if (b.owners[i] === id) n++;
51
- return n;
52
- };
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-
54
- /** A fresh board: you near the bottom middle, the AI near the top middle, each on a 3 x 3 patch. */
55
- export function newBoard(g: Grid): Board {
56
- const { cols, rows, cell } = g;
57
- const total = cols * rows;
58
- const owners: number[] = new Array(total).fill(0);
59
- const players: Player[] = [];
60
- const s = START_TERRITORY;
61
- const m = s + 1;
62
- const inset = Math.max(m, Math.round(250 / cell));
63
- const midCol = Math.floor(cols / 2);
64
- for (let i = 0; i < PLAYER_COUNT; i++) {
65
- const spawn = i === 0 ? { col: midCol, row: rows - 1 - inset } : { col: midCol, row: inset };
66
- const id = i + 1;
67
- for (let r = spawn.row - s; r <= spawn.row + s; r++)
68
- for (let c = spawn.col - s; c <= spawn.col + s; c++) if (c >= 0 && c < cols && r >= 0 && r < rows) owners[r * cols + c] = id;
69
- players.push({
70
- id,
71
- index: i,
72
- isBot: i !== 0,
73
- alive: true,
74
- col: spawn.col,
75
- row: spawn.row,
76
- dir: DIRECTIONS.RIGHT,
77
- pendingDir: DIRECTIONS.RIGHT,
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- trail: [],
79
- homeCol: spawn.col,
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- homeRow: spawn.row,
81
- botState: 'expand',
82
- botStepsOut: 0,
83
- botTurned: false
84
- });
85
- }
86
- const b: Board = { ...g, total, owners, trails: new Array(total).fill(0), players, counts: [] };
87
- b.counts = players.map((p) => countTerritory(b, p.id));
88
- return b;
89
- }
90
-
91
- export function stats(b: Board): Stats {
92
- const you = b.counts[0] ?? 0;
93
- const ai = b.counts[1] ?? 0;
94
- let rank = 1;
95
- for (const p of b.players) if (p.id !== 1 && (b.counts[p.id - 1] ?? 0) > you) rank++;
96
- return {
97
- score: you * POINTS_PER_CELL,
98
- territoryPct: Math.round((you / b.total) * 1000) / 10,
99
- aiPct: Math.round((ai / b.total) * 1000) / 10,
100
- rank,
101
- alivePlayers: b.players.filter((p) => p.alive).length
102
- };
103
- }
104
-
105
- /** A swipe's turn for you: queued for the next step (no turning straight back). Whether it changed. */
106
- export function turn(b: Board, code: DirCode): boolean {
107
- const p = b.players[0];
108
- if (!p || !p.alive) return false;
109
- const next = DIRECTIONS[code];
110
- if (next.dx === -p.dir.dx && next.dy === -p.dir.dy) return false;
111
- if (next.dx !== p.pendingDir.dx || next.dy !== p.pendingDir.dy) {
112
- p.pendingDir = next;
113
- return true;
114
- }
115
- return false;
116
- }
117
-
118
- // ── The AI ────────────────────────────────────────────────────────────
119
-
120
- const resolvedDir = (p: Player): Vec => (p.pendingDir.dx !== -p.dir.dx || p.pendingDir.dy !== -p.dir.dy ? p.pendingDir : p.dir);
121
-
122
- function pickSafeDir(b: Board, p: Player, options: Vec[]): Vec | null {
123
- for (const d of options) {
124
- if (d.dx === -p.dir.dx && d.dy === -p.dir.dy) continue;
125
- const nc = p.col + d.dx;
126
- const nr = p.row + d.dy;
127
- if (nc < 0 || nc >= b.cols || nr < 0 || nr >= b.rows) continue;
128
- if (b.trails[nr * b.cols + nc] === p.id) continue;
129
- return d;
130
- }
131
- return null;
132
- }
133
-
134
- function roomInDir(b: Board, p: Player, d: Vec): number {
135
- let n = 0;
136
- let c = p.col;
137
- let r = p.row;
138
- while (n < b.cols + b.rows) {
139
- c += d.dx;
140
- r += d.dy;
141
- if (c < 0 || c >= b.cols || r < 0 || r >= b.rows) break;
142
- n++;
143
- }
144
- return n;
145
- }
146
-
147
- function pickOutwardDir(b: Board, p: Player): Vec | null {
148
- const options = shuffle<Vec>([DIRECTIONS.UP, DIRECTIONS.DOWN, DIRECTIONS.LEFT, DIRECTIONS.RIGHT]);
149
- options.sort((x, y) => roomInDir(b, p, y) - roomInDir(b, p, x));
150
- return pickSafeDir(b, p, options);
151
- }
152
-
153
- /** The AI: strike out a long leg, sweep a second one at right angles, then head home to bank it. */
154
- function decideBot(b: Board, p: Player) {
155
- if (p.trail.length === 0) {
156
- p.botState = 'expand';
157
- p.botTurned = false;
158
- p.botStepsOut = 12 + Math.floor(Math.random() * 10);
159
- p.pendingDir = pickOutwardDir(b, p) ?? p.dir;
160
- } else if (p.botState === 'expand') {
161
- p.botStepsOut--;
162
- if (p.trail.length > 90) {
163
- p.botState = 'return';
164
- } else if (p.botStepsOut <= 0) {
165
- if (!p.botTurned) {
166
- const perp: Vec[] = p.dir.dx !== 0 ? [DIRECTIONS.UP, DIRECTIONS.DOWN] : [DIRECTIONS.LEFT, DIRECTIONS.RIGHT];
167
- perp.sort((x, y) => roomInDir(b, p, y) - roomInDir(b, p, x));
168
- const safe = pickSafeDir(b, p, perp);
169
- if (safe) {
170
- p.pendingDir = safe;
171
- p.botTurned = true;
172
- p.botStepsOut = 10 + Math.floor(Math.random() * 10);
173
- } else {
174
- p.botState = 'return';
175
- }
176
- } else {
177
- p.botState = 'return';
178
- }
179
- }
180
- }
181
- if (p.botState === 'return') {
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)) {
186
- if (dCol !== 0) prefer.push(dCol > 0 ? DIRECTIONS.RIGHT : DIRECTIONS.LEFT);
187
- if (dRow !== 0) prefer.push(dRow > 0 ? DIRECTIONS.DOWN : DIRECTIONS.UP);
188
- } else {
189
- if (dRow !== 0) prefer.push(dRow > 0 ? DIRECTIONS.DOWN : DIRECTIONS.UP);
190
- if (dCol !== 0) prefer.push(dCol > 0 ? DIRECTIONS.RIGHT : DIRECTIONS.LEFT);
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
- }
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
- root: Entity;
82
- backdrop: Entity;
83
- board: Entity;
84
- /** Land and trail cells, by cell index (spawned when first needed), and who each shows. */
85
- land: (Entity | null)[];
86
- landOwner: Int8Array;
87
- landCorners: Uint8Array;
88
- trail: (Entity | null)[];
89
- trailOwner: Int8Array;
90
- heads: PersonRig[];
91
- };
92
-
93
- const boardColor = (theme: GameTheme) => toColor(theme.mode === 'classic' ? COLORS.CLASSIC_BOARD : theme.BOARD.SURFACE);
94
- const landColor = (id: number) => toColor(PLAYER_COLORS[id - 1]?.territory ?? '#888888');
95
- const trailColor = (id: number) => toColor(PLAYER_COLORS[id - 1]?.trail ?? '#AAAAAA', 0.6);
96
- const landH = (l: Layout) => l.cell * LAND;
97
- /** Facing a grid direction (x right, y down): people face along local +x and stand along +z. */
98
- const facing = (d: Vec): Quat => quat.z(Math.atan2(-d.dy, d.dx));
99
-
100
- function spawnHead(world: World, l: Layout, index: number, parent: Entity): PersonRig {
101
- const c = PLAYER_COLORS[index]!;
102
- const meshes = personMeshes();
103
- const root = world.spawn({ mesh: 'none', parent, pickable: false });
104
- const visual = world.spawn({ mesh: 'none', parent: root, scale: l.cell * PERSON.SCALE, pickable: false });
105
- const skin = toColor(PERSON_COLORS.SKIN[index % PERSON_COLORS.SKIN.length]!);
106
- world.spawn({ mesh: meshes.shirt, parent: visual, color: toColor(c.head), pickable: false });
107
- world.spawn({ mesh: meshes.skin, parent: visual, color: skin, pickable: false });
108
- world.spawn({ mesh: meshes.details, parent: visual, pickable: false });
109
- const legs = [-1, 1].map((side) => {
110
- const leg = world.spawn({ mesh: 'none', parent: visual, position: [0, side * 0.11, 0.86], pickable: false });
111
- world.spawn({ mesh: meshes.leg, parent: leg, pickable: false });
112
- return leg;
113
- }) as [Entity, Entity];
114
- const arm = world.spawn({ mesh: 'none', parent: visual, position: [0, 0.205, 1.37], pickable: false });
115
- world.spawn({ mesh: meshes.sleeve, parent: arm, color: toColor(c.head), pickable: false });
116
- world.spawn({ mesh: meshes.hand, parent: arm, color: skin, pickable: false });
117
- const hoist = world.spawn({ mesh: 'none', parent: visual, position: [0.24, -0.31, 2.4], pickable: false });
118
- const flag = world.spawn({
119
- mesh: meshes.flags[index % meshes.flags.length]!,
120
- parent: hoist,
121
- rotation: quat.z(-0.055),
122
- color: toColor(c.head),
123
- pickable: false
124
- });
125
- world.animate(flag, { rotation: quat.z(0.055) }, { duration: 0.5 + index * 0.08, repeat: 'forever', yoyo: true, easing: 'easeInOut' });
126
- return { root, visual, legs, arm, flag, stride: index, col: -1, row: -1, walking: false };
127
- }
128
-
129
- function rest(world: World, h: PersonRig) {
130
- for (const joint of [...h.legs, h.arm]) {
131
- world.stopAnimation(joint);
132
- world.animate(joint, { rotation: [0, 0, 0, 1] }, { duration: 0.15 });
133
- }
134
- world.stopAnimation(h.visual);
135
- world.set(h.visual, { position: [0, 0, 0] });
136
- h.walking = false;
137
- }
138
-
139
- export function buildScene(world: World, l: Layout, theme: GameTheme, b: Board): Scene {
140
- const root = world.spawn({ mesh: 'none', scale: WORLD_SCALE, pickable: false });
141
- 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
- }