@nayan-ui/games 1.20.0 → 1.21.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (552) hide show
  1. package/lib/module/games/arrows/Arrows.js +1 -1
  2. package/lib/module/games/arrows/ArrowsScene.js +1 -1
  3. package/lib/module/games/balloon-blaster/BalloonBlaster.js +1 -1
  4. package/lib/module/games/balloon-blaster/BalloonBlasterScene.js +1 -1
  5. package/lib/module/games/bike-racing/BikeMeshes.js +1 -1
  6. package/lib/module/games/bike-racing/BikeRacing.js +1 -1
  7. package/lib/module/games/bike-racing/BikeRacingConstants.js +1 -1
  8. package/lib/module/games/bike-racing/BikeRacingScene.js +1 -1
  9. package/lib/module/games/block-blast/BlockBlast.js +1 -1
  10. package/lib/module/games/block-blast/BlockBlastScene.js +1 -1
  11. package/lib/module/games/block-breaker/BlockBreaker.js +1 -1
  12. package/lib/module/games/block-breaker/BlockBreakerScene.js +1 -1
  13. package/lib/module/games/bluk/Bluk.js +1 -1
  14. package/lib/module/games/bluk/BlukScene.js +1 -1
  15. package/lib/module/games/bubble-shooter/BubbleShooter.js +1 -1
  16. package/lib/module/games/bubble-shooter/BubbleShooterScene.js +1 -1
  17. package/lib/module/games/candy-crush/CandyCrush.js +1 -1
  18. package/lib/module/games/candy-crush/CandyCrushScene.js +1 -1
  19. package/lib/module/games/car-racing/CarMeshes.js +1 -1
  20. package/lib/module/games/car-racing/CarRacing.js +1 -1
  21. package/lib/module/games/car-racing/CarRacingScene.js +1 -1
  22. package/lib/module/games/chameleon-run/ChameleonRun.js +1 -1
  23. package/lib/module/games/chameleon-run/ChameleonRunBackdrop.js +1 -1
  24. package/lib/module/games/chameleon-run/ChameleonRunMeshes.js +1 -1
  25. package/lib/module/games/checkers/Checkers.js +1 -1
  26. package/lib/module/games/checkers/CheckersScene.js +1 -1
  27. package/lib/module/games/color-switch/ColorSwitch.js +1 -1
  28. package/lib/module/games/color-switch/ColorSwitchScene.js +1 -1
  29. package/lib/module/games/colors-sort/ColorsSort.js +1 -1
  30. package/lib/module/games/colors-sort/ColorsSortScene.js +1 -1
  31. package/lib/module/games/connect-em-all/ConnectEmAll.js +1 -1
  32. package/lib/module/games/connect-em-all/ConnectEmAllScene.js +1 -1
  33. package/lib/module/games/crossy-road/CrossyRoad.js +1 -1
  34. package/lib/module/games/crossy-road/CrossyRoadMeshes.js +1 -1
  35. package/lib/module/games/crossy-road/CrossyRoadPerson.js +1 -1
  36. package/lib/module/games/dino-jump/DinoJump.js +1 -1
  37. package/lib/module/games/dino-jump/DinoJumpScene.js +1 -1
  38. package/lib/module/games/dots-and-boxes/DotsAndBoxes.js +1 -1
  39. package/lib/module/games/dots-and-boxes/DotsAndBoxesScene.js +1 -1
  40. package/lib/module/games/falling-sticks/FallingSticks.js +1 -1
  41. package/lib/module/games/falling-sticks/FallingSticksScene.js +1 -1
  42. package/lib/module/games/find-different-number/FindDifferentNumber.js +1 -1
  43. package/lib/module/games/find-different-number/FindDifferentNumberScene.js +1 -1
  44. package/lib/module/games/flappy-bird/FlappyBird.js +1 -1
  45. package/lib/module/games/flappy-bird/FlappyBirdScene.js +1 -1
  46. package/lib/module/games/fruit-merger/FruitMerger.js +1 -1
  47. package/lib/module/games/fruit-merger/FruitMergerScene.js +1 -1
  48. package/lib/module/games/fruit-ninja/FruitNinja.js +1 -1
  49. package/lib/module/games/fruit-ninja/FruitNinjaScene.js +1 -1
  50. package/lib/module/games/fruit-ninja/FruitNinjaWorld.js +1 -1
  51. package/lib/module/games/game-2048/Game2048.js +1 -1
  52. package/lib/module/games/game-2048/Game2048Scene.js +1 -1
  53. package/lib/module/games/knife-hit/KnifeHit.js +1 -1
  54. package/lib/module/games/knife-hit/KnifeHitScene.js +1 -1
  55. package/lib/module/games/ludo-king/LudoKing.js +1 -1
  56. package/lib/module/games/ludo-king/LudoKingScene.js +1 -1
  57. package/lib/module/games/maze-runner/MazeRunner.js +1 -1
  58. package/lib/module/games/maze-runner/MazeRunnerScene.js +1 -1
  59. package/lib/module/games/memory-match/MemoryMatch.js +1 -1
  60. package/lib/module/games/memory-match/MemoryMatchScene.js +1 -1
  61. package/lib/module/games/mine-sweeper/MineSweeper.js +1 -1
  62. package/lib/module/games/mine-sweeper/MineSweeperScene.js +1 -1
  63. package/lib/module/games/mob-control/MobControl.js +1 -1
  64. package/lib/module/games/mob-control/MobControlGame.js +1 -1
  65. package/lib/module/games/mob-control/MobControlMeshes.js +1 -1
  66. package/lib/module/games/mob-control/MobControlRenderer.js +1 -1
  67. package/lib/module/games/mob-control/MobControlRules.js +1 -1
  68. package/lib/module/games/mob-control/MobControlScene.js +1 -1
  69. package/lib/module/games/nuts-and-bolts/NutsAndBolts.js +1 -1
  70. package/lib/module/games/nuts-and-bolts/NutsAndBoltsScene.js +1 -1
  71. package/lib/module/games/pac-man/PacMan.js +1 -1
  72. package/lib/module/games/pac-man/PacManGame.js +1 -1
  73. package/lib/module/games/pac-man/PacManScene.js +1 -1
  74. package/lib/module/games/paper-io/PaperIo.js +1 -1
  75. package/lib/module/games/paper-io/PaperIoMeshes.js +1 -1
  76. package/lib/module/games/paper-io/PaperIoScene.js +1 -1
  77. package/lib/module/games/penguin-run/PenguinMeshes.js +1 -1
  78. package/lib/module/games/penguin-run/PenguinRun.js +1 -1
  79. package/lib/module/games/penguin-run/PenguinRunScene.js +1 -1
  80. package/lib/module/games/perfect-circle/PerfectCircle.js +1 -1
  81. package/lib/module/games/perfect-circle/PerfectCircleScene.js +1 -1
  82. package/lib/module/games/pipe-connect/PipeConnect.js +1 -1
  83. package/lib/module/games/pipe-connect/PipeConnectScene.js +1 -1
  84. package/lib/module/games/play-with-tua/PlayWithTua.js +1 -1
  85. package/lib/module/games/popit-fidget/PopitFidget.js +1 -1
  86. package/lib/module/games/popit-fidget/PopitFidgetScene.js +1 -1
  87. package/lib/module/games/reversi/Reversi.js +1 -1
  88. package/lib/module/games/reversi/ReversiScene.js +1 -1
  89. package/lib/module/games/search-grid/SearchGrid.js +1 -1
  90. package/lib/module/games/search-grid/SearchGridScene.js +1 -1
  91. package/lib/module/games/shared/BackdropCard.js +1 -1
  92. package/lib/module/games/shared/EngineBackdrop.js +1 -1
  93. package/lib/module/games/shared/EngineBlasts.js +1 -1
  94. package/lib/module/games/shared/EngineBlocks.js +1 -1
  95. package/lib/module/games/shared/EngineDice.js +1 -1
  96. package/lib/module/games/shared/EngineFruits.js +1 -1
  97. package/lib/module/games/shared/EngineGameLoader.js +1 -1
  98. package/lib/module/games/shared/EngineGameScreen.js +1 -1
  99. package/lib/module/games/shared/EngineGlyphs.js +1 -1
  100. package/lib/module/games/shared/EngineHud.js +1 -1
  101. package/lib/module/games/shared/EngineMeadow.js +1 -1
  102. package/lib/module/games/shared/EngineTouchSurface.js +1 -1
  103. package/lib/module/games/shared/GameActivity.js +1 -1
  104. package/lib/module/games/shared/GameLoading.js +1 -1
  105. package/lib/module/games/shared/GameLoadingTransition.js +1 -1
  106. package/lib/module/games/sliding-numbers/SlidingNumbers.js +1 -1
  107. package/lib/module/games/sliding-numbers/SlidingNumbersScene.js +1 -1
  108. package/lib/module/games/snake-3d/Snake3D.js +1 -1
  109. package/lib/module/games/snake-3d/Snake3DScene.js +1 -1
  110. package/lib/module/games/snakes-and-ladders/SnakesAndLadders.js +1 -1
  111. package/lib/module/games/snakes-and-ladders/SnakesAndLaddersScene.js +1 -1
  112. package/lib/module/games/space-fighter/SpaceFighter.js +1 -1
  113. package/lib/module/games/space-fighter/SpaceFighterScene.js +1 -1
  114. package/lib/module/games/spider-solitaire/SpiderSolitaire.js +1 -1
  115. package/lib/module/games/spider-solitaire/SpiderSolitaireScene.js +1 -1
  116. package/lib/module/games/stack-tower/StackTower.js +1 -1
  117. package/lib/module/games/stack-tower/StackTowerScene.js +1 -1
  118. package/lib/module/games/sudoku/Sudoku.js +1 -1
  119. package/lib/module/games/sudoku/SudokuScene.js +1 -1
  120. package/lib/module/games/tangram/Tangram.js +1 -1
  121. package/lib/module/games/tangram/TangramScene.js +1 -1
  122. package/lib/module/games/tank-1990/Tank1990.js +1 -1
  123. package/lib/module/games/tank-1990/Tank1990Scene.js +1 -1
  124. package/lib/module/games/tic-tac-toe/TicTacToe.js +1 -1
  125. package/lib/module/games/tic-tac-toe/TicTacToeScene.js +1 -1
  126. package/lib/module/games/tile-home/TileHome.js +1 -1
  127. package/lib/module/games/tile-home/TileHomeScene.js +1 -1
  128. package/lib/module/games/treasure-hunt/TreasureHunt.js +1 -1
  129. package/lib/module/games/treasure-hunt/TreasureHuntConstants.js +1 -1
  130. package/lib/module/games/treasure-hunt/TreasureHuntModel.js +1 -1
  131. package/lib/module/games/treasure-hunt/TreasureHuntScene.js +1 -1
  132. package/lib/module/games/whack-a-mole/WhackAMole.js +1 -1
  133. package/lib/module/games/whack-a-mole/WhackAMoleScene.js +1 -1
  134. package/lib/module/helpers/GameSettingsModal.js +1 -1
  135. package/lib/module/helpers/GameTheme.js +1 -1
  136. package/package.json +1 -2
  137. package/src/assets/fonts/Inter-SemiBold.ttf +0 -0
  138. package/src/assets/models/explorer/explorer.glb +0 -0
  139. package/src/assets/models/explorer/params.json +0 -51
  140. package/src/assets/models/explorer/source.json +0 -222
  141. package/src/assets/models/play-with-tua/play-with-tua.glb +0 -0
  142. package/src/assets/models/play-with-tua/sources.json +0 -141
  143. package/src/assets/sfx/balloon_pop.wav +0 -0
  144. package/src/assets/sfx/blocked.wav +0 -0
  145. package/src/assets/sfx/boing.wav +0 -0
  146. package/src/assets/sfx/bonus.wav +0 -0
  147. package/src/assets/sfx/boom.wav +0 -0
  148. package/src/assets/sfx/bump.wav +0 -0
  149. package/src/assets/sfx/cannon.wav +0 -0
  150. package/src/assets/sfx/capture.wav +0 -0
  151. package/src/assets/sfx/card_flip.wav +0 -0
  152. package/src/assets/sfx/card_place.wav +0 -0
  153. package/src/assets/sfx/catch.wav +0 -0
  154. package/src/assets/sfx/chime.wav +0 -0
  155. package/src/assets/sfx/chomp.wav +0 -0
  156. package/src/assets/sfx/chomp_alt.wav +0 -0
  157. package/src/assets/sfx/clack.wav +0 -0
  158. package/src/assets/sfx/clang.wav +0 -0
  159. package/src/assets/sfx/clash.wav +0 -0
  160. package/src/assets/sfx/click.wav +0 -0
  161. package/src/assets/sfx/coin.wav +0 -0
  162. package/src/assets/sfx/combo.wav +0 -0
  163. package/src/assets/sfx/crash.wav +0 -0
  164. package/src/assets/sfx/crunch.wav +0 -0
  165. package/src/assets/sfx/dance.wav +0 -0
  166. package/src/assets/sfx/deselect.wav +0 -0
  167. package/src/assets/sfx/dice_roll.wav +0 -0
  168. package/src/assets/sfx/die.wav +0 -0
  169. package/src/assets/sfx/draw.wav +0 -0
  170. package/src/assets/sfx/drop.wav +0 -0
  171. package/src/assets/sfx/eat.wav +0 -0
  172. package/src/assets/sfx/engine.wav +0 -0
  173. package/src/assets/sfx/error.wav +0 -0
  174. package/src/assets/sfx/flag.wav +0 -0
  175. package/src/assets/sfx/flap.wav +0 -0
  176. package/src/assets/sfx/flip_disc.wav +0 -0
  177. package/src/assets/sfx/footstep_run.wav +0 -0
  178. package/src/assets/sfx/footstep_walk.wav +0 -0
  179. package/src/assets/sfx/game_over.wav +0 -0
  180. package/src/assets/sfx/gate.wav +0 -0
  181. package/src/assets/sfx/hit.wav +0 -0
  182. package/src/assets/sfx/hop.wav +0 -0
  183. package/src/assets/sfx/hurt.wav +0 -0
  184. package/src/assets/sfx/invalid.wav +0 -0
  185. package/src/assets/sfx/jump.wav +0 -0
  186. package/src/assets/sfx/ladder.wav +0 -0
  187. package/src/assets/sfx/land.wav +0 -0
  188. package/src/assets/sfx/laugh.wav +0 -0
  189. package/src/assets/sfx/lose.wav +0 -0
  190. package/src/assets/sfx/merge.wav +0 -0
  191. package/src/assets/sfx/miss.wav +0 -0
  192. package/src/assets/sfx/nitro.wav +0 -0
  193. package/src/assets/sfx/pew.wav +0 -0
  194. package/src/assets/sfx/place.wav +0 -0
  195. package/src/assets/sfx/pling.wav +0 -0
  196. package/src/assets/sfx/point.wav +0 -0
  197. package/src/assets/sfx/pop.wav +0 -0
  198. package/src/assets/sfx/pop_soft.wav +0 -0
  199. package/src/assets/sfx/power_up.wav +0 -0
  200. package/src/assets/sfx/reveal.wav +0 -0
  201. package/src/assets/sfx/robot.wav +0 -0
  202. package/src/assets/sfx/rotate.wav +0 -0
  203. package/src/assets/sfx/run_steps.wav +0 -0
  204. package/src/assets/sfx/select.wav +0 -0
  205. package/src/assets/sfx/shuffle.wav +0 -0
  206. package/src/assets/sfx/six.wav +0 -0
  207. package/src/assets/sfx/slice.wav +0 -0
  208. package/src/assets/sfx/slide.wav +0 -0
  209. package/src/assets/sfx/snake.wav +0 -0
  210. package/src/assets/sfx/snap.wav +0 -0
  211. package/src/assets/sfx/splash.wav +0 -0
  212. package/src/assets/sfx/star.wav +0 -0
  213. package/src/assets/sfx/start.wav +0 -0
  214. package/src/assets/sfx/swoosh.wav +0 -0
  215. package/src/assets/sfx/tap.wav +0 -0
  216. package/src/assets/sfx/thud.wav +0 -0
  217. package/src/assets/sfx/thunk.wav +0 -0
  218. package/src/assets/sfx/tick.wav +0 -0
  219. package/src/assets/sfx/time_up.wav +0 -0
  220. package/src/assets/sfx/tock.wav +0 -0
  221. package/src/assets/sfx/walk_steps.wav +0 -0
  222. package/src/assets/sfx/warning.wav +0 -0
  223. package/src/assets/sfx/whack.wav +0 -0
  224. package/src/assets/sfx/whoosh.wav +0 -0
  225. package/src/assets/sfx/win.wav +0 -0
  226. package/src/assets/sfx/zap.wav +0 -0
  227. package/src/assets/textures/ad_bolt.png +0 -0
  228. package/src/assets/textures/ad_bubbles.png +0 -0
  229. package/src/assets/textures/ad_chevrons.png +0 -0
  230. package/src/assets/textures/asphalt.png +0 -0
  231. package/src/assets/textures/bark.jpg +0 -0
  232. package/src/assets/textures/explorer-atlas.png +0 -0
  233. package/src/assets/textures/facade.png +0 -0
  234. package/src/assets/textures/grass.png +0 -0
  235. package/src/assets/textures/leaves.png +0 -0
  236. package/src/assets/textures/limestone.jpg +0 -0
  237. package/src/assets/textures/meadow.jpg +0 -0
  238. package/src/assets/textures/nature-sources.json +0 -87
  239. package/src/assets/textures/pine.png +0 -0
  240. package/src/assets/textures/river.jpg +0 -0
  241. package/src/assets/textures/soft_glow.png +0 -0
  242. package/src/games/arrows/Arrows.tsx +0 -69
  243. package/src/games/arrows/ArrowsConstants.ts +0 -107
  244. package/src/games/arrows/ArrowsGame.ts +0 -735
  245. package/src/games/arrows/ArrowsScene.ts +0 -395
  246. package/src/games/balloon-blaster/BalloonBlaster.tsx +0 -75
  247. package/src/games/balloon-blaster/BalloonBlasterConstants.ts +0 -79
  248. package/src/games/balloon-blaster/BalloonBlasterGame.ts +0 -287
  249. package/src/games/balloon-blaster/BalloonBlasterPhysics.ts +0 -95
  250. package/src/games/balloon-blaster/BalloonBlasterScene.ts +0 -225
  251. package/src/games/bike-racing/BikeMeshes.ts +0 -273
  252. package/src/games/bike-racing/BikeRacing.tsx +0 -211
  253. package/src/games/bike-racing/BikeRacingConstants.ts +0 -103
  254. package/src/games/bike-racing/BikeRacingGame.ts +0 -557
  255. package/src/games/bike-racing/BikeRacingScene.ts +0 -119
  256. package/src/games/block-blast/BlockBlast.tsx +0 -73
  257. package/src/games/block-blast/BlockBlastConstants.ts +0 -179
  258. package/src/games/block-blast/BlockBlastGame.ts +0 -471
  259. package/src/games/block-blast/BlockBlastScene.ts +0 -156
  260. package/src/games/block-breaker/BlockBreaker.tsx +0 -79
  261. package/src/games/block-breaker/BlockBreakerConstants.ts +0 -139
  262. package/src/games/block-breaker/BlockBreakerGame.ts +0 -459
  263. package/src/games/block-breaker/BlockBreakerScene.ts +0 -257
  264. package/src/games/bluk/Bluk.tsx +0 -82
  265. package/src/games/bluk/BlukConstants.ts +0 -121
  266. package/src/games/bluk/BlukGame.ts +0 -323
  267. package/src/games/bluk/BlukRules.ts +0 -154
  268. package/src/games/bluk/BlukScene.ts +0 -514
  269. package/src/games/bubble-shooter/BubbleShooter.tsx +0 -76
  270. package/src/games/bubble-shooter/BubbleShooterConstants.ts +0 -103
  271. package/src/games/bubble-shooter/BubbleShooterGame.ts +0 -459
  272. package/src/games/bubble-shooter/BubbleShooterScene.ts +0 -158
  273. package/src/games/candy-crush/CandyCrush.tsx +0 -77
  274. package/src/games/candy-crush/CandyCrushConstants.ts +0 -94
  275. package/src/games/candy-crush/CandyCrushGame.ts +0 -477
  276. package/src/games/candy-crush/CandyCrushScene.ts +0 -209
  277. package/src/games/car-racing/CarMeshes.ts +0 -440
  278. package/src/games/car-racing/CarRacing.tsx +0 -211
  279. package/src/games/car-racing/CarRacingConstants.ts +0 -167
  280. package/src/games/car-racing/CarRacingFacade.ts +0 -40
  281. package/src/games/car-racing/CarRacingGame.ts +0 -539
  282. package/src/games/car-racing/CarRacingScene.ts +0 -1026
  283. package/src/games/car-racing/CarRacingScenery.ts +0 -265
  284. package/src/games/chameleon-run/ChameleonRun.tsx +0 -96
  285. package/src/games/chameleon-run/ChameleonRunBackdrop.ts +0 -186
  286. package/src/games/chameleon-run/ChameleonRunConstants.ts +0 -47
  287. package/src/games/chameleon-run/ChameleonRunGame.ts +0 -309
  288. package/src/games/chameleon-run/ChameleonRunMeshes.ts +0 -305
  289. package/src/games/chameleon-run/ChameleonRunRules.ts +0 -252
  290. package/src/games/chameleon-run/ChameleonRunScene.ts +0 -310
  291. package/src/games/checkers/Checkers.tsx +0 -83
  292. package/src/games/checkers/CheckersAI.ts +0 -255
  293. package/src/games/checkers/CheckersConstants.ts +0 -68
  294. package/src/games/checkers/CheckersGame.ts +0 -322
  295. package/src/games/checkers/CheckersRules.ts +0 -167
  296. package/src/games/checkers/CheckersScene.ts +0 -308
  297. package/src/games/color-switch/ColorSwitch.tsx +0 -75
  298. package/src/games/color-switch/ColorSwitchConstants.ts +0 -61
  299. package/src/games/color-switch/ColorSwitchGame.ts +0 -329
  300. package/src/games/color-switch/ColorSwitchScene.ts +0 -220
  301. package/src/games/colors-sort/ColorsSort.tsx +0 -82
  302. package/src/games/colors-sort/ColorsSortConstants.ts +0 -119
  303. package/src/games/colors-sort/ColorsSortGame.ts +0 -246
  304. package/src/games/colors-sort/ColorsSortScene.ts +0 -315
  305. package/src/games/connect-em-all/ConnectEmAll.tsx +0 -70
  306. package/src/games/connect-em-all/ConnectEmAllConstants.ts +0 -77
  307. package/src/games/connect-em-all/ConnectEmAllGame.ts +0 -401
  308. package/src/games/connect-em-all/ConnectEmAllScene.ts +0 -235
  309. package/src/games/crossy-road/CrossyRoad.tsx +0 -74
  310. package/src/games/crossy-road/CrossyRoadCamera.ts +0 -59
  311. package/src/games/crossy-road/CrossyRoadConstants.ts +0 -132
  312. package/src/games/crossy-road/CrossyRoadGame.ts +0 -293
  313. package/src/games/crossy-road/CrossyRoadMeshes.ts +0 -195
  314. package/src/games/crossy-road/CrossyRoadPerson.ts +0 -198
  315. package/src/games/crossy-road/CrossyRoadRules.ts +0 -99
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@@ -1,712 +0,0 @@
1
- // A rigged 3D cartoon penguin for the Nayan engine, with its own animation library. The engine draws
2
- // glTF meshes but not skins, so the rig is built from attached entities instead of bones: a root on
3
- // the ground (moves and turns the whole bird), a pelvis (waddle, lean, crouch), the one-piece body
4
- // (PenguinMeshes.ts: head, face, eyes, beak, belly, tufts, tail and scarf in one mesh), two flippers hinged at the
5
- // shoulders and two feet. Every clip runs as keyframes in the engine's Rust core: no per-frame JS.
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- //
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- // const p = spawnPenguin(world, [0, 0, 0], 1.6);
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- // playPenguin(world, p, 'walk'); // loops until another clip
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- // await playPenguin(world, p, 'punch'); // one-shots resolve when done
10
- import { type Color, type Entity, type Keyframe, type Quat, quat, type Vec3, type World } from '@nayan-ui/engine';
11
- import { bodyMesh, flipperMesh, footMesh } from './PenguinMeshes';
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-
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- export type PenguinAnim = 'idle' | 'walk' | 'run' | 'punch' | 'jab' | 'jump' | 'slide' | 'hit' | 'dance' | 'dead';
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-
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- /** Clips that loop until another one starts. */
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- export const LOOPING: ReadonlySet<PenguinAnim> = new Set(['idle', 'walk', 'run', 'dance']);
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-
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- /** How long each one-shot clip runs, in seconds. */
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- export const CLIP_TIME: Record<PenguinAnim, number> = {
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- idle: 5,
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- walk: 0.9,
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- run: 0.44,
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- punch: 0.52,
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- jab: 0.4,
25
- jump: 0.95,
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- slide: 1.35,
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- hit: 0.75,
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- dance: 1.1,
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- dead: 1.7
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- };
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-
32
- export type Penguin = {
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- root: Entity;
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- pelvis: Entity;
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- body: Entity;
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- flipperL: Entity;
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- flipperR: Entity;
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- footL: Entity;
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- footR: Entity;
40
- /** Where the root stands (ground x), kept in step with root moves. */
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- x: number;
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- /** The yaw the root faces, radians (0 looks at the camera). */
43
- yaw: number;
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- anim: PenguinAnim | null;
45
- };
46
-
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- // ── Rest pose (model units: the bird is about 1 tall) ────────────────
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-
49
- const PELVIS_Y = 0.39;
50
- const BODY_SCALE: Vec3 = [0.94, 1.15, 0.94];
51
- const SHOULDER: Vec3 = [0.246, 0.18, 0.0];
52
- const FOOT: Vec3 = [0.12, 0.0, 0.06];
53
- const IDENTITY: Quat = [0, 0, 0, 1];
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-
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- /** Left flipper: positive `out` swings it away from the body (around z), `fwd` forward (around x, negative is forward). */
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- const flipL = (fwd: number, out: number, twist = 0) => quat.fromEuler(fwd, twist, -out);
57
- const flipR = (fwd: number, out: number, twist = 0) => quat.fromEuler(fwd, -twist, out);
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- const REST_L = flipL(0, 0.14);
59
- const REST_R = flipR(0, 0.14);
60
- const pelvisAt = (y = 0, z = 0): Vec3 => [0, PELVIS_Y + y, z];
61
- const footLAt = (y = 0, z = 0): Vec3 => [-FOOT[0], FOOT[1] + y, FOOT[2] + z];
62
- const footRAt = (y = 0, z = 0): Vec3 => [FOOT[0], FOOT[1] + y, FOOT[2] + z];
63
- const FOOT_L_REST = quat.y(-0.18);
64
- const FOOT_R_REST = quat.y(0.18);
65
-
66
- /** Builds the meshes ahead of time (each is made once per app). */
67
- export function preparePenguin() {
68
- bodyMesh();
69
- flipperMesh(-1);
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- flipperMesh(1);
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- footMesh();
72
- }
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-
74
- // ── Rig ───────────────────────────────────────────────────────────────
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-
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- /** Spawns a penguin standing at `position` (feet on the ground), `size` units tall, facing the camera. */
77
- export function spawnPenguin(world: World, position: Vec3, size = 1, tint: Color = [1, 1, 1, 1]): Penguin {
78
- const root = world.spawn({ mesh: 'none', position, scale: size, pickable: false });
79
- const pelvis = world.spawn({ mesh: 'none', parent: root, position: pelvisAt(), pickable: false });
80
- const body = world.spawn({ mesh: bodyMesh(), parent: pelvis, position: [0, 0, 0], scale: BODY_SCALE, color: tint, pickable: false });
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- const flipperL = world.spawn({
82
- mesh: flipperMesh(-1),
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- parent: pelvis,
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- position: [-SHOULDER[0], SHOULDER[1], SHOULDER[2]],
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- rotation: REST_L,
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- color: tint,
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- pickable: false
88
- });
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- const flipperR = world.spawn({
90
- mesh: flipperMesh(1),
91
- parent: pelvis,
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- position: [SHOULDER[0], SHOULDER[1], SHOULDER[2]],
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- rotation: REST_R,
94
- color: tint,
95
- pickable: false
96
- });
97
- const footL = world.spawn({ mesh: footMesh(), parent: root, position: footLAt(), rotation: FOOT_L_REST, color: tint, pickable: false });
98
- const footR = world.spawn({ mesh: footMesh(), parent: root, position: footRAt(), rotation: FOOT_R_REST, color: tint, pickable: false });
99
- return { root, pelvis, body, flipperL, flipperR, footL, footR, x: position[0], yaw: 0, anim: null };
100
- }
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-
102
- const parts = (p: Penguin) => [p.pelvis, p.flipperL, p.flipperR, p.footL, p.footR];
103
-
104
- /** Puts every limb back in its rest pose over `duration` seconds (0 snaps). */
105
- function toRest(world: World, p: Penguin, duration: number) {
106
- for (const e of parts(p)) world.stopAnimation(e);
107
- const rest: [Entity, Vec3, Quat][] = [
108
- [p.pelvis, pelvisAt(), IDENTITY],
109
- [p.flipperL, [-SHOULDER[0], SHOULDER[1], SHOULDER[2]], REST_L],
110
- [p.flipperR, [SHOULDER[0], SHOULDER[1], SHOULDER[2]], REST_R],
111
- [p.footL, footLAt(), FOOT_L_REST],
112
- [p.footR, footRAt(), FOOT_R_REST]
113
- ];
114
- for (const [e, position, rotation] of rest) {
115
- if (duration <= 0) world.set(e, { position, rotation, ...(e === p.pelvis && { scale: 1 }) });
116
- else world.animate(e, { position, rotation, ...(e === p.pelvis && { scale: 1 }) }, { duration, easing: 'easeOut' });
117
- }
118
- }
119
-
120
- /** Turns the whole bird to `yaw` (0 faces the camera, π/2 faces +x). */
121
- export function facePenguin(world: World, p: Penguin, yaw: number, duration = 0.12) {
122
- p.yaw = yaw;
123
- if (duration <= 0) world.set(p.root, { rotation: quat.y(yaw) });
124
- else world.animate(p.root, { rotation: quat.y(yaw) }, { duration });
125
- }
126
-
127
- /** Walks, runs or slides the root to ground x over `duration` (the limbs play whatever clip is on). */
128
- export function movePenguin(world: World, p: Penguin, x: number, duration: number, easing: 'linear' | 'easeOut' | 'easeInOut' = 'linear') {
129
- p.x = x;
130
- return world.animate(p.root, { position: [x, 0, 0] }, { duration, easing });
131
- }
132
-
133
- /** Snaps the bird to ground x, upright and facing `yaw`, every limb at rest (a new run). */
134
- export function placePenguin(world: World, p: Penguin, x: number, yaw = 0) {
135
- world.stopAnimation(p.root);
136
- p.x = x;
137
- world.set(p.root, { position: [x, 0, 0] });
138
- facePenguin(world, p, yaw, 0);
139
- toRest(world, p, 0);
140
- p.anim = null;
141
- }
142
-
143
- const BLEND = 0.12;
144
-
145
- // Pose helpers for the clips: pelvis offset and lean, foot placement with toe pitch
146
- const hip = (x: number, y: number, z: number): Vec3 => [x, PELVIS_Y + y, z];
147
- const lean = (rx: number, ry: number, rz: number) => quat.fromEuler(rx, ry, rz);
148
- const footRot = (side: -1 | 1, pitch: number, yaw = 0) => quat.fromEuler(pitch, side * 0.18 + yaw, 0);
149
- const k = (at: number, frame: Omit<Keyframe, 'at'>): Keyframe => ({ ...frame, at });
150
- /** The jump's height (model units) through the clip: on the ground until take-off at 0.26, landing at 0.78. */
151
- const AIR: [number, number][] = [
152
- [0, 0],
153
- [0.26, 0],
154
- [0.4, 0.72],
155
- [0.52, 0.95],
156
- [0.64, 0.72],
157
- [0.78, 0],
158
- [1, 0]
159
- ];
160
- const airAt = (t: number) => {
161
- for (let i = 1; i < AIR.length; i++) {
162
- const [t1, h1] = AIR[i]!;
163
- const [t0, h0] = AIR[i - 1]!;
164
- if (t <= t1) return h0 + ((h1 - h0) * (t - t0)) / Math.max(1e-6, t1 - t0);
165
- }
166
- return 0;
167
- };
168
-
169
- /**
170
- * Plays a clip. Looping clips (idle, walk, run, dance) run until the next call and resolve at once;
171
- * one-shots resolve when they end. `speed` scales the clip's pace.
172
- *
173
- * Every clip is keyed for weight and timing rather than evenly: a beat of anticipation before each
174
- * action, a fast action, overshoot and a settle after it; feet planted while the body shifts its
175
- * weight over them; flippers trailing the body's moves (overlapping action); squash on landings and
176
- * stretch on take-offs. Curves run through the keys smoothly.
177
- */
178
- export function playPenguin(world: World, p: Penguin, anim: PenguinAnim, speed = 1): Promise<void> {
179
- if (p.anim === anim && LOOPING.has(anim)) return Promise.resolve();
180
- p.anim = anim;
181
- toRest(world, p, BLEND);
182
- const T = CLIP_TIME[anim] / speed;
183
- const loop = { duration: T, repeat: 'forever' as const, delay: BLEND, easing: 'linear' as const, path: 'smooth' as const };
184
- const once = { duration: T, delay: BLEND, easing: 'linear' as const, path: 'smooth' as const };
185
- const a = (e: Entity, keys: Keyframe[], o: Parameters<World['animate']>[2]) => world.animate(e, keys, o);
186
- const { pelvis, flipperL: fl, flipperR: fr, footL, footR } = p;
187
-
188
- switch (anim) {
189
- case 'idle': {
190
- // A slow, alive stand: breathing, a glance left, a glance right, a flipper twitch, a weight shift
191
- a(
192
- pelvis,
193
- [
194
- k(0, { position: hip(0, 0, 0), rotation: IDENTITY, scale: 1 }),
195
- k(0.12, { position: hip(0, 0.012, 0), rotation: lean(-0.02, 0, 0), scale: [1.01, 1.03, 1.01] }),
196
- k(0.26, { position: hip(0, 0, 0), rotation: IDENTITY, scale: 1 }),
197
- k(0.36, { position: hip(0.006, 0, 0), rotation: lean(0.04, 0.42, -0.04), scale: 1 }),
198
- k(0.5, { position: hip(0.006, 0.01, 0), rotation: lean(0.02, 0.38, -0.04), scale: [1.01, 1.025, 1.01] }),
199
- k(0.58, { position: hip(-0.006, 0, 0), rotation: lean(0.04, -0.36, 0.04), scale: 1 }),
200
- k(0.72, { position: hip(-0.006, 0.01, 0), rotation: lean(0.02, -0.33, 0.04), scale: [1.01, 1.025, 1.01] }),
201
- k(0.8, { position: hip(-0.012, 0, 0), rotation: lean(0, 0, 0.05), scale: 1 }),
202
- k(0.9, { position: hip(0, 0.012, 0), rotation: lean(-0.02, 0, 0), scale: [1.01, 1.03, 1.01] }),
203
- k(1, { position: hip(0, 0, 0), rotation: IDENTITY, scale: 1 })
204
- ],
205
- loop
206
- );
207
- a(
208
- fl,
209
- [
210
- k(0, { rotation: REST_L }),
211
- k(0.12, { rotation: flipL(0.02, 0.2) }),
212
- k(0.26, { rotation: REST_L }),
213
- k(0.4, { rotation: REST_L }),
214
- k(0.44, { rotation: flipL(-0.1, 0.55) }),
215
- k(0.48, { rotation: flipL(0, 0.25) }),
216
- k(0.51, { rotation: flipL(-0.05, 0.45) }),
217
- k(0.58, { rotation: REST_L }),
218
- k(0.9, { rotation: flipL(0.02, 0.2) }),
219
- k(1, { rotation: REST_L })
220
- ],
221
- loop
222
- );
223
- a(
224
- fr,
225
- [
226
- k(0, { rotation: REST_R }),
227
- k(0.12, { rotation: flipR(0.02, 0.2) }),
228
- k(0.26, { rotation: REST_R }),
229
- k(0.64, { rotation: REST_R }),
230
- k(0.68, { rotation: flipR(0.15, 0.5) }),
231
- k(0.74, { rotation: REST_R }),
232
- k(0.9, { rotation: flipR(0.02, 0.2) }),
233
- k(1, { rotation: REST_R })
234
- ],
235
- loop
236
- );
237
- // Settling the weight: one foot shuffles as the body shifts onto the other
238
- a(
239
- footR,
240
- [
241
- k(0, { position: footRAt() }),
242
- k(0.78, { position: footRAt() }),
243
- k(0.82, { position: footRAt(0.025, 0.02) }),
244
- k(0.86, { position: footRAt() }),
245
- k(1, { position: footRAt() })
246
- ],
247
- loop
248
- );
249
- return Promise.resolve();
250
- }
251
-
252
- case 'walk':
253
- case 'run': {
254
- const run = anim === 'run';
255
- // The waddle: the body rolls and slides over whichever foot is planted, twisting a little with
256
- // each step; the free foot lifts low (walk) or high (run), swings forward and lands flat.
257
- const sway = run ? 0.025 : 0.04;
258
- const roll = run ? 0.09 : 0.15;
259
- const twist = run ? 0.04 : 0.08;
260
- const pitch = run ? 0.4 : 0.05;
261
- const low = run ? -0.025 : -0.005;
262
- const high = run ? 0.06 : 0.025;
263
- a(
264
- pelvis,
265
- [
266
- k(0, { position: hip(-sway, low, 0), rotation: lean(pitch, twist, roll) }),
267
- k(0.25, { position: hip(0, high, 0), rotation: lean(pitch + 0.02, 0, 0) }),
268
- k(0.5, { position: hip(sway, low, 0), rotation: lean(pitch, -twist, -roll) }),
269
- k(0.75, { position: hip(0, high, 0), rotation: lean(pitch + 0.02, 0, 0) }),
270
- k(1, { position: hip(-sway, low, 0), rotation: lean(pitch, twist, roll) })
271
- ],
272
- loop
273
- );
274
- const lift = run ? 0.09 : 0.045;
275
- const stride = run ? 0.11 : 0.06;
276
- // A foot's cycle: planted and sliding back under the body, then a quick swing forward
277
- const stepKeys = (side: -1 | 1, at: (y?: number, z?: number) => Vec3, phase: number): Keyframe[] => {
278
- const frames: [number, Vec3, Quat][] = [
279
- [0, at(0, -stride), footRot(side, 0)],
280
- [0.12, at(lift * 0.6, -stride * 0.4), footRot(side, 0.35)],
281
- [0.25, at(lift, stride * 0.4), footRot(side, -0.1)],
282
- [0.4, at(0, stride), footRot(side, -0.15)],
283
- [0.46, at(0, stride * 0.9), footRot(side, 0)],
284
- [1, at(0, -stride), footRot(side, 0)]
285
- ];
286
- // Shift the cycle by `phase` (0 or 0.5) so the feet alternate
287
- const shifted = frames.map(([t, position, rotation]) => [(t + phase) % 1, position, rotation] as const).sort((x, y) => x[0] - y[0]);
288
- const first = shifted[0]!;
289
- const keys = shifted.map(([t, position, rotation]) => k(t, { position, rotation }));
290
- if (first[0] > 0) {
291
- const last = shifted[shifted.length - 1]!;
292
- keys.unshift(k(0, { position: last[1], rotation: last[2] }));
293
- }
294
- if (keys[keys.length - 1]!.at! < 1) keys.push(k(1, { position: keys[0]!.position!, rotation: keys[0]!.rotation! }));
295
- return keys;
296
- };
297
- a(footR, stepKeys(1, footRAt, 0), loop);
298
- a(footL, stepKeys(-1, footLAt, 0.5), loop);
299
- // Flippers: held out for balance, rising on the side away from the planted foot; swept back
300
- // and beating when running
301
- const [fwd, outLo, outHi] = run ? [0.95, 0.55, 0.85] : [0.15, 0.3, 0.55];
302
- a(
303
- fl,
304
- [
305
- k(0, { rotation: flipL(fwd, outLo) }),
306
- k(0.25, { rotation: flipL(fwd - 0.08, (outLo + outHi) / 2) }),
307
- k(0.5, { rotation: flipL(fwd, outHi) }),
308
- k(0.75, { rotation: flipL(fwd - 0.08, (outLo + outHi) / 2) }),
309
- k(1, { rotation: flipL(fwd, outLo) })
310
- ],
311
- loop
312
- );
313
- a(
314
- fr,
315
- [
316
- k(0, { rotation: flipR(fwd, outHi) }),
317
- k(0.25, { rotation: flipR(fwd - 0.08, (outLo + outHi) / 2) }),
318
- k(0.5, { rotation: flipR(fwd, outLo) }),
319
- k(0.75, { rotation: flipR(fwd - 0.08, (outLo + outHi) / 2) }),
320
- k(1, { rotation: flipR(fwd, outHi) })
321
- ],
322
- loop
323
- );
324
- return Promise.resolve();
325
- }
326
-
327
- case 'punch':
328
- case 'jab': {
329
- // Wind up (twist back, crouch, cock the flipper), snap forward with the hips leading, overshoot,
330
- // hold the extension a beat, then recover slowly. The lead foot steps in; the rear foot pivots.
331
- const right = anim === 'punch';
332
- const s = right ? 1 : -1;
333
- const power = right ? 1 : 0.7;
334
- const strike = right ? fr : fl;
335
- const guard = right ? fl : fr;
336
- const f = right ? flipR : flipL;
337
- const g = right ? flipL : flipR;
338
- const lead = right ? footL : footR;
339
- const rear = right ? footR : footL;
340
- const leadAt = right ? footLAt : footRAt;
341
- const rearSide: -1 | 1 = right ? 1 : -1;
342
- a(
343
- pelvis,
344
- [
345
- k(0, { position: hip(0, 0, 0), rotation: IDENTITY }),
346
- k(0.3, { position: hip(0, -0.035 * power, -0.03), rotation: lean(-0.12, 0.45 * s * power, 0) }),
347
- k(0.4, { position: hip(0, -0.04 * power, 0.1 * power), rotation: lean(0.32 * power, -0.38 * s * power, 0) }),
348
- k(0.48, { position: hip(0, -0.04 * power, 0.12 * power), rotation: lean(0.38 * power, -0.46 * s * power, 0) }),
349
- k(0.64, { position: hip(0, -0.03 * power, 0.09 * power), rotation: lean(0.26 * power, -0.32 * s * power, 0) }),
350
- k(1, { position: hip(0, 0, 0), rotation: IDENTITY })
351
- ],
352
- once
353
- );
354
- a(
355
- strike,
356
- [
357
- k(0, { rotation: right ? REST_R : REST_L }),
358
- k(0.3, { rotation: f(0.95, 0.55) }),
359
- k(0.4, { rotation: f(-1.6, 0.2, 0.15) }),
360
- k(0.48, { rotation: f(-1.85, 0.12, 0.2) }),
361
- k(0.64, { rotation: f(-1.55, 0.2, 0.1) }),
362
- k(1, { rotation: right ? REST_R : REST_L })
363
- ],
364
- once
365
- );
366
- a(
367
- guard,
368
- [
369
- k(0, { rotation: right ? REST_L : REST_R }),
370
- k(0.3, { rotation: g(-0.5, 0.35) }),
371
- k(0.42, { rotation: g(0.7, 0.55) }),
372
- k(0.64, { rotation: g(0.5, 0.45) }),
373
- k(1, { rotation: right ? REST_L : REST_R })
374
- ],
375
- once
376
- );
377
- a(
378
- lead,
379
- [
380
- k(0, { position: leadAt() }),
381
- k(0.3, { position: leadAt() }),
382
- k(0.36, { position: leadAt(0.035, 0.07) }),
383
- k(0.42, { position: leadAt(0, 0.13 * power) }),
384
- k(0.7, { position: leadAt(0, 0.12 * power) }),
385
- k(0.85, { position: leadAt(0.02, 0.05) }),
386
- k(1, { position: leadAt() })
387
- ],
388
- once
389
- );
390
- return a(
391
- rear,
392
- [
393
- k(0, { rotation: footRot(rearSide, 0) }),
394
- k(0.4, { rotation: footRot(rearSide, -0.15, -0.45 * s) }),
395
- k(0.7, { rotation: footRot(rearSide, -0.1, -0.35 * s) }),
396
- k(1, { rotation: footRot(rearSide, 0) })
397
- ],
398
- once
399
- );
400
- }
401
-
402
- case 'jump': {
403
- // Deep crouch with flippers swung back, explode up stretching, flap hard at the top, tuck the
404
- // feet, reach for the ground, land in a squash and bounce back up past standing to settle.
405
- // The whole bird rises (pelvis and feet together), so whatever moves the root can keep moving it
406
- const lift = (keys: Keyframe[]): Keyframe[] =>
407
- keys.map((key) => (key.position ? { ...key, position: [key.position[0], key.position[1] + airAt(key.at ?? 0), key.position[2]] } : key));
408
- const done = a(
409
- pelvis,
410
- lift([
411
- k(0, { position: hip(0, 0, 0), rotation: IDENTITY, scale: 1 }),
412
- k(0.22, { position: hip(0, -0.09, 0.02), rotation: lean(0.22, 0, 0), scale: [1.14, 0.84, 1.14] }),
413
- k(0.3, { position: hip(0, 0.02, 0), rotation: lean(-0.06, 0, 0), scale: [0.9, 1.16, 0.9] }),
414
- k(0.4, { position: hip(0, 0.02, 0), rotation: lean(0.02, 0, 0), scale: 1 }),
415
- k(0.52, { position: hip(0, 0.02, 0), rotation: lean(0.05, 0, 0), scale: 1 }),
416
- k(0.64, { position: hip(0, 0.01, 0), rotation: lean(0, 0, 0), scale: 1 }),
417
- k(0.72, { position: hip(0, 0.01, 0), rotation: lean(-0.04, 0, 0), scale: [0.95, 1.07, 0.95] }),
418
- k(0.8, { position: hip(0, -0.09, 0.01), rotation: lean(0.18, 0, 0), scale: [1.16, 0.82, 1.16] }),
419
- k(0.9, { position: hip(0, 0.015, 0), rotation: lean(-0.03, 0, 0), scale: [0.96, 1.05, 0.96] }),
420
- k(1, { position: hip(0, 0, 0), rotation: IDENTITY, scale: 1 })
421
- ]),
422
- once
423
- );
424
- const flap = (fn: typeof flipL, rest: Quat): Keyframe[] => [
425
- k(0, { rotation: rest }),
426
- k(0.22, { rotation: fn(1.1, 0.5) }),
427
- k(0.32, { rotation: fn(-0.2, 2.3) }),
428
- k(0.42, { rotation: fn(0.1, 1.0) }),
429
- k(0.52, { rotation: fn(-0.1, 2.1) }),
430
- k(0.66, { rotation: fn(0.1, 1.1) }),
431
- k(0.8, { rotation: fn(-0.2, 1.7) }),
432
- k(0.9, { rotation: fn(0, 0.5) }),
433
- k(1, { rotation: rest })
434
- ];
435
- a(fl, flap(flipL, REST_L), once);
436
- a(fr, flap(flipR, REST_R), once);
437
- for (const [foot, at, side] of [
438
- [footL, footLAt, -1],
439
- [footR, footRAt, 1]
440
- ] as const)
441
- a(
442
- foot,
443
- lift([
444
- k(0, { position: at(), rotation: footRot(side, 0) }),
445
- k(0.28, { position: at(), rotation: footRot(side, -0.3) }),
446
- k(0.42, { position: at(0.07, -0.05), rotation: footRot(side, 0.6) }),
447
- k(0.52, { position: at(0.07, -0.04), rotation: footRot(side, 0.5) }),
448
- k(0.62, { position: at(0.06, -0.03), rotation: footRot(side, 0.4) }),
449
- k(0.76, { position: at(0.01, 0.02), rotation: footRot(side, -0.25) }),
450
- k(0.8, { position: at(), rotation: footRot(side, 0) }),
451
- k(1, { position: at(), rotation: footRot(side, 0) })
452
- ]),
453
- once
454
- );
455
- return done;
456
- }
457
-
458
- case 'slide': {
459
- // Drop back into a low, feet-first slide leaning backwards, flippers out for balance,
460
- // glide under the obstacle with a slight sway, then rock forward back onto the feet.
461
- a(
462
- pelvis,
463
- [
464
- k(0, { position: hip(0, 0, 0), rotation: IDENTITY, scale: 1 }),
465
- k(0.12, { position: hip(0, -0.06, -0.03), rotation: lean(-0.35, 0, 0), scale: [1.04, 0.92, 1.04] }),
466
- k(0.24, { position: hip(0, -0.13, -0.08), rotation: lean(-1.05, 0, 0), scale: [1.06, 0.88, 1.06] }),
467
- k(0.45, { position: hip(0, -0.13, -0.08), rotation: lean(-1.02, 0.04, 0.04), scale: [1.06, 0.88, 1.06] }),
468
- k(0.6, { position: hip(0, -0.13, -0.08), rotation: lean(-1.05, -0.04, -0.04), scale: [1.06, 0.88, 1.06] }),
469
- k(0.74, { position: hip(0, -0.13, -0.08), rotation: lean(-1.02, 0.03, 0.02), scale: [1.06, 0.88, 1.06] }),
470
- k(0.86, { position: hip(0, -0.05, -0.03), rotation: lean(-0.3, 0, 0), scale: [1.03, 0.95, 1.03] }),
471
- k(0.93, { position: hip(0, 0.01, 0), rotation: lean(0.06, 0, 0), scale: [0.98, 1.02, 0.98] }),
472
- k(1, { position: hip(0, 0, 0), rotation: IDENTITY, scale: 1 })
473
- ],
474
- once
475
- );
476
- const paddle = (fn: typeof flipL, rest: Quat, offset: number): Keyframe[] => [
477
- k(0, { rotation: rest }),
478
- k(0.12, { rotation: fn(-0.3, 0.6) }),
479
- k(0.24, { rotation: fn(-0.5, 0.9) }),
480
- k(0.4 + offset, { rotation: fn(-0.45, 1.0) }),
481
- k(0.55 + offset, { rotation: fn(-0.55, 0.9) }),
482
- k(0.74, { rotation: fn(-0.5, 0.95) }),
483
- k(0.86, { rotation: fn(-0.15, 0.5) }),
484
- k(1, { rotation: rest })
485
- ];
486
- a(fl, paddle(flipL, REST_L, 0), once);
487
- a(fr, paddle(flipR, REST_R, 0.04), once);
488
- for (const [foot, at, side, offset] of [
489
- [footL, footLAt, -1, 0],
490
- [footR, footRAt, 1, 0.05]
491
- ] as const)
492
- a(
493
- foot,
494
- [
495
- k(0, { position: at(), rotation: footRot(side, 0) }),
496
- k(0.12, { position: at(0.01, 0.08), rotation: footRot(side, -0.3) }),
497
- k(0.24, { position: at(0.03, 0.18), rotation: footRot(side, -0.55) }),
498
- k(0.5 + offset, { position: at(0.03, 0.18), rotation: footRot(side, -0.5) }),
499
- k(0.76, { position: at(0.03, 0.18), rotation: footRot(side, -0.55) }),
500
- k(0.88, { position: at(0.01, 0.05), rotation: footRot(side, -0.1) }),
501
- k(1, { position: at(), rotation: footRot(side, 0) })
502
- ],
503
- once
504
- );
505
- return a(p.body, [k(0, { scale: 1 }), k(1, { scale: 1 })], once);
506
- }
507
-
508
- case 'hit': {
509
- // Snapped back by the blow, flippers flung up, a stumble back, then a damped wobble to standing
510
- world.animate(p.root, { shake: 0.045 }, { duration: T * 0.4 });
511
- a(
512
- pelvis,
513
- [
514
- k(0, { position: hip(0, 0, 0), rotation: IDENTITY, scale: 1 }),
515
- k(0.1, { position: hip(0, -0.02, -0.08), rotation: lean(-0.55, 0, 0.15), scale: [1.06, 0.93, 1.06] }),
516
- k(0.26, { position: hip(0, 0, -0.05), rotation: lean(0.22, 0, -0.08), scale: 1 }),
517
- k(0.42, { position: hip(0, 0, -0.03), rotation: lean(-0.12, 0, 0.05), scale: 1 }),
518
- k(0.58, { position: hip(0, 0, -0.01), rotation: lean(0.06, 0, -0.02), scale: 1 }),
519
- k(0.75, { position: hip(0, 0, 0), rotation: lean(-0.02, 0, 0), scale: 1 }),
520
- k(1, { position: hip(0, 0, 0), rotation: IDENTITY, scale: 1 })
521
- ],
522
- once
523
- );
524
- a(
525
- fl,
526
- [
527
- k(0, { rotation: REST_L }),
528
- k(0.1, { rotation: flipL(-0.4, 1.9) }),
529
- k(0.28, { rotation: flipL(0.2, 0.6) }),
530
- k(0.44, { rotation: flipL(-0.1, 1.0) }),
531
- k(0.62, { rotation: flipL(0, 0.4) }),
532
- k(1, { rotation: REST_L })
533
- ],
534
- once
535
- );
536
- a(
537
- fr,
538
- [
539
- k(0, { rotation: REST_R }),
540
- k(0.12, { rotation: flipR(-0.4, 1.8) }),
541
- k(0.3, { rotation: flipR(0.2, 0.55) }),
542
- k(0.46, { rotation: flipR(-0.1, 0.95) }),
543
- k(0.64, { rotation: flipR(0, 0.4) }),
544
- k(1, { rotation: REST_R })
545
- ],
546
- once
547
- );
548
- a(
549
- footL,
550
- [
551
- k(0, { position: footLAt() }),
552
- k(0.14, { position: footLAt(0.04, -0.06) }),
553
- k(0.24, { position: footLAt(0, -0.1) }),
554
- k(0.7, { position: footLAt(0, -0.06) }),
555
- k(1, { position: footLAt() })
556
- ],
557
- once
558
- );
559
- return a(
560
- footR,
561
- [
562
- k(0, { position: footRAt() }),
563
- k(0.3, { position: footRAt() }),
564
- k(0.4, { position: footRAt(0.03, -0.04) }),
565
- k(0.5, { position: footRAt(0, -0.07) }),
566
- k(1, { position: footRAt() })
567
- ],
568
- once
569
- );
570
- }
571
-
572
- case 'dance': {
573
- // A happy shuffle: hop from foot to foot with a body roll, both flippers waving overhead
574
- a(
575
- pelvis,
576
- [
577
- k(0, { position: hip(-0.03, 0, 0), rotation: lean(0, 0.35, 0.18), scale: [1.04, 0.95, 1.04] }),
578
- k(0.12, { position: hip(-0.01, 0.07, 0), rotation: lean(0, 0.2, 0.08), scale: [0.97, 1.05, 0.97] }),
579
- k(0.25, { position: hip(0, 0.09, 0), rotation: lean(-0.05, 0, 0), scale: 1 }),
580
- k(0.38, { position: hip(0.01, 0.07, 0), rotation: lean(0, -0.2, -0.08), scale: [0.97, 1.05, 0.97] }),
581
- k(0.5, { position: hip(0.03, 0, 0), rotation: lean(0, -0.35, -0.18), scale: [1.04, 0.95, 1.04] }),
582
- k(0.62, { position: hip(0.01, 0.07, 0), rotation: lean(0, -0.2, -0.08), scale: [0.97, 1.05, 0.97] }),
583
- k(0.75, { position: hip(0, 0.09, 0), rotation: lean(-0.05, 0, 0), scale: 1 }),
584
- k(0.88, { position: hip(-0.01, 0.07, 0), rotation: lean(0, 0.2, 0.08), scale: [0.97, 1.05, 0.97] }),
585
- k(1, { position: hip(-0.03, 0, 0), rotation: lean(0, 0.35, 0.18), scale: [1.04, 0.95, 1.04] })
586
- ],
587
- loop
588
- );
589
- a(
590
- fl,
591
- [
592
- k(0, { rotation: flipL(0, 2.6) }),
593
- k(0.25, { rotation: flipL(-0.35, 1.9) }),
594
- k(0.5, { rotation: flipL(0, 2.6) }),
595
- k(0.75, { rotation: flipL(-0.35, 1.9) }),
596
- k(1, { rotation: flipL(0, 2.6) })
597
- ],
598
- loop
599
- );
600
- a(
601
- fr,
602
- [
603
- k(0, { rotation: flipR(-0.35, 1.9) }),
604
- k(0.25, { rotation: flipR(0, 2.6) }),
605
- k(0.5, { rotation: flipR(-0.35, 1.9) }),
606
- k(0.75, { rotation: flipR(0, 2.6) }),
607
- k(1, { rotation: flipR(-0.35, 1.9) })
608
- ],
609
- loop
610
- );
611
- a(
612
- footL,
613
- [
614
- k(0, { position: footLAt() }),
615
- k(0.6, { position: footLAt() }),
616
- k(0.75, { position: footLAt(0.07, 0.03) }),
617
- k(0.9, { position: footLAt() }),
618
- k(1, { position: footLAt() })
619
- ],
620
- loop
621
- );
622
- a(
623
- footR,
624
- [
625
- k(0, { position: footRAt() }),
626
- k(0.1, { position: footRAt() }),
627
- k(0.25, { position: footRAt(0.07, 0.03) }),
628
- k(0.4, { position: footRAt() }),
629
- k(1, { position: footRAt() })
630
- ],
631
- loop
632
- );
633
- return Promise.resolve();
634
- }
635
-
636
- case 'dead': {
637
- // Rocked by the hit, staggers dizzily from side to side, then topples onto its back, bounces
638
- // once and lies still with the flippers splayed and the feet in the air.
639
- a(
640
- pelvis,
641
- [
642
- k(0, { position: hip(0, 0, 0), rotation: IDENTITY }),
643
- k(0.08, { position: hip(0, -0.02, -0.05), rotation: lean(-0.35, 0, 0.08) }),
644
- k(0.2, { position: hip(0.02, 0, 0), rotation: lean(0.18, 0.15, 0.14) }),
645
- k(0.34, { position: hip(-0.02, 0, 0), rotation: lean(-0.05, -0.2, -0.16) }),
646
- k(0.48, { position: hip(0.015, 0, 0), rotation: lean(0.08, 0.15, 0.12) }),
647
- k(0.6, { position: hip(0, -0.02, -0.03), rotation: lean(-0.3, 0, 0.05) }),
648
- k(0.76, { position: [0, 0.3, -0.26], rotation: lean(-1.55, 0, 0.1) }),
649
- k(0.84, { position: [0, 0.36, -0.24], rotation: lean(-1.38, 0, 0.12) }),
650
- k(0.92, { position: [0, 0.3, -0.26], rotation: lean(-1.55, 0, 0.1) }),
651
- k(1, { position: [0, 0.3, -0.26], rotation: lean(-1.55, 0, 0.1) })
652
- ],
653
- once
654
- );
655
- a(
656
- fl,
657
- [
658
- k(0, { rotation: REST_L }),
659
- k(0.08, { rotation: flipL(-0.3, 1.2) }),
660
- k(0.3, { rotation: flipL(0.2, 0.8) }),
661
- k(0.6, { rotation: flipL(-0.4, 1.6) }),
662
- k(0.8, { rotation: flipL(-0.2, 1.45) }),
663
- k(0.88, { rotation: flipL(-0.3, 1.7) }),
664
- k(1, { rotation: flipL(-0.2, 1.4) })
665
- ],
666
- once
667
- );
668
- a(
669
- fr,
670
- [
671
- k(0, { rotation: REST_R }),
672
- k(0.1, { rotation: flipR(-0.3, 1.1) }),
673
- k(0.36, { rotation: flipR(0.2, 0.9) }),
674
- k(0.62, { rotation: flipR(-0.4, 1.5) }),
675
- k(0.8, { rotation: flipR(-0.2, 1.4) }),
676
- k(0.88, { rotation: flipR(-0.3, 1.65) }),
677
- k(1, { rotation: flipR(-0.2, 1.35) })
678
- ],
679
- once
680
- );
681
- a(
682
- footL,
683
- [
684
- k(0, { position: footLAt(), rotation: footRot(-1, 0) }),
685
- k(0.2, { position: footLAt(0.03, 0.03), rotation: footRot(-1, 0) }),
686
- k(0.26, { position: footLAt(0, 0.04), rotation: footRot(-1, 0) }),
687
- k(0.6, { position: footLAt(), rotation: footRot(-1, 0) }),
688
- k(0.78, { position: footLAt(0.2, 0.05), rotation: footRot(-1, -1.2) }),
689
- k(1, { position: footLAt(0.18, 0.04), rotation: footRot(-1, -1.3) })
690
- ],
691
- once
692
- );
693
- return a(
694
- footR,
695
- [
696
- k(0, { position: footRAt(), rotation: footRot(1, 0) }),
697
- k(0.34, { position: footRAt(0.03, -0.03), rotation: footRot(1, 0) }),
698
- k(0.4, { position: footRAt(0, -0.04), rotation: footRot(1, 0) }),
699
- k(0.6, { position: footRAt(), rotation: footRot(1, 0) }),
700
- k(0.8, { position: footRAt(0.22, 0.03), rotation: footRot(1, -1.1) }),
701
- k(1, { position: footRAt(0.2, 0.02), rotation: footRot(1, -1.25) })
702
- ],
703
- once
704
- );
705
- }
706
- }
707
- }
708
-
709
- /** Hand position for effects: where a strike lands, in world space, for a bird of `size` at its x and yaw. */
710
- export function strikePoint(p: Penguin, size: number): Vec3 {
711
- return [p.x + Math.sin(p.yaw) * 0.45 * size, 0.55 * size, Math.cos(p.yaw) * 0.45 * size];
712
- }