@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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@@ -1,74 +0,0 @@
1
- // Perfect Circle's screen, on the Nayan engine: the plate, the guide ring and the drawn neon stroke are
2
- // one 3D scene (an orthographic camera looking straight down, so the guide is a true circle), under
3
- // Playtura's scoreboard, controls and modals. The play is in PerfectCircleGame.ts (the scoring in
4
- // PerfectCircleRules.ts), what it draws in PerfectCircleScene.ts.
5
- //
6
- // One world serves the whole visit: Start, Stop and Try Again clear the plate in place and a theme
7
- // change repaints it, so the GPU view is never rebuilt. The stroke is instances of the engine's
8
- // built-in shapes, so drawing builds no meshes; JS reads the finger and steps the world once a frame.
9
- import { useMemo } from 'react';
10
- import { HapticType } from '../../services/HapticsService';
11
- import { GAME_SOUNDS } from '../../services/SoundsService';
12
- import { GAME_IDS } from '../../services/UtilsService';
13
- import { engineGame, EngineGameScreen } from '../shared/EngineGameScreen';
14
- import { toRgb } from '../shared/EngineUtils';
15
- import { useEngineGame } from '../shared/useEngineGame';
16
- import { useLiveState } from '../shared/useLiveState';
17
- import { COLORS, getLayout, LIGHT } from './PerfectCircleConstants';
18
- import { createGame, dispose, drag, reset, setLayout, setTheme, start, tick } from './PerfectCircleGame';
19
- import { levelOf } from './PerfectCircleRules';
20
-
21
- const SOUNDS = GAME_SOUNDS.PERFECT_CIRCLE;
22
-
23
- export const PerfectCircle = engineGame(GAME_IDS.PERFECT_CIRCLE, (props) => {
24
- const [accuracy, setAccuracy] = useLiveState(0);
25
-
26
- // Win or lose when the round's scored; the score is the accuracy x 100, as before
27
- const { theme, status, screen, gameOver } = useEngineGame(props, {
28
- gameId: GAME_IDS.PERFECT_CIRCLE,
29
- create: createGame,
30
- start,
31
- reset,
32
- dispose,
33
- tick,
34
- setTheme,
35
- resize: (g, width, height, offset) => {
36
- const l = getLayout(width, height, offset);
37
- setLayout(g, l);
38
- return l.radius * 2;
39
- },
40
- drag,
41
- reportScore: (g) => Math.round(g.accuracy * 100),
42
- sounds: SOUNDS,
43
- onStart: (fx) => fx(SOUNDS.START, HapticType.SUCCESS),
44
- onOver: (fx, status) => fx(status === 'win' ? SOUNDS.SUCCESS : SOUNDS.FAIL, status === 'win' ? HapticType.SUCCESS : HapticType.ERROR),
45
- wire: (g, fx) => {
46
- g.onAccuracy = setAccuracy;
47
- g.onEvent = (event) => {
48
- if (event === 'begin') fx(null, HapticType.LIGHT);
49
- else if (event === 'end') fx(SOUNDS.DRAW_END, HapticType.MEDIUM);
50
- };
51
- }
52
- });
53
-
54
- const background = useMemo(() => toRgb(theme.BACKGROUND), [theme.BACKGROUND]);
55
- const level = levelOf(accuracy);
56
-
57
- return (
58
- <EngineGameScreen
59
- {...screen}
60
- light={LIGHT}
61
- background={background}
62
- // The accuracy, cyan once there is one (light mode keeps the theme's dark text, for contrast)
63
- columns={[{ label: 'ACCURACY', value: String(accuracy), valueColor: accuracy > 0 && theme.mode !== 'light' ? COLORS.UI : undefined }]}
64
- subtext="Draw perfect circle!"
65
- gameOver={gameOver({
66
- title: status === 'win' ? level.label.toUpperCase() : 'NOT QUITE!',
67
- message: status === 'win' ? `${accuracy}% accuracy - Amazing circle!` : `${accuracy}% accuracy - Need >70% to win`,
68
- scoreLabel: 'Final Score',
69
- score: accuracy,
70
- buttonText: 'Try Again'
71
- })}
72
- />
73
- );
74
- });
@@ -1,52 +0,0 @@
1
- // Perfect Circle's colors, feel and layout. The guide circle is placed and sized as the original game
2
- // placed it (half the game width across, a little below the middle of the screen), so scores carry over.
3
- import { getScoreBoardTop } from '../shared/EngineHud';
4
- import type { TiltView } from '../shared/EngineTilt';
5
- import { frontLight, gameWidthFor } from '../shared/EngineUtils';
6
-
7
- // ── Feel ──────────────────────────────────────────────────────────────
8
-
9
- export const MIN_POINT_DISTANCE = 4; // points closer than this to the last are skipped, as the original stroke
10
- export const STROKE_RADIUS = 2.5; // the drawn tube's radius (the original stroke was 4 wide)
11
- export const FIT_TRACE_TIME = 0.65; // the best-fit circle traces round after the verdict
12
- export const TINT_TIME = 0.38;
13
-
14
- // ── Colors ────────────────────────────────────────────────────────────
15
-
16
- export const COLORS = {
17
- STROKE: '#00d4ff',
18
- SUCCESS: '#4ecca3',
19
- FAIL: '#ff6b6b',
20
- GUIDE: '#ffffff',
21
- UI: '#00d4ff'
22
- } as const;
23
-
24
- // ── The scene ─────────────────────────────────────────────────────────
25
-
26
- /**
27
- * The camera looks straight down: the guide must be a true circle on screen, since the drawing is
28
- * scored in view points. The depth shows in the plate's bevel, the raised guide ring and the round tube.
29
- */
30
- export const TILT = 0;
31
- export const LIGHT = frontLight([-0.4, 0.55, 1], 0.45);
32
-
33
- // ── Layout (view points) ──────────────────────────────────────────────
34
-
35
- const SCOREBOARD_HEIGHT = 82;
36
- const CONTROLS_HEIGHT = 120;
37
-
38
- export type Layout = TiltView & { cx: number; cy: number; radius: number };
39
-
40
- /**
41
- * The guide circle: half the game width (the view less 30 points, at most 500) across, centred 55
42
- * points below the middle of the screen, as the original canvas put it. On a screen too short for that, it
43
- * shrinks and moves to fit between the scoreboard and the controls.
44
- */
45
- export function getLayout(width: number, height: number, offset: number): Layout {
46
- let radius = gameWidthFor(width) / 2;
47
- const top = getScoreBoardTop(offset) + SCOREBOARD_HEIGHT + 8;
48
- const bottom = height - CONTROLS_HEIGHT;
49
- if (bottom - top < radius * 2) radius = Math.max(60, (bottom - top) / 2);
50
- const cy = Math.min(Math.max(height / 2 + 55, top + radius), bottom - radius);
51
- return { width, height, centerY: height / 2, tilt: TILT, cx: width / 2, cy, radius };
52
- }
@@ -1,153 +0,0 @@
1
- // Perfect Circle's play, with no React: build a game with `createGame`, give it a layout, `start` it and
2
- // `tick` it every frame. Press Start, then draw one circle round the guide with one finger; lifting it
3
- // scores the stroke (original's scoring, in PerfectCircleRules.ts) and ends the round: 80% or more wins.
4
- import { type Camera, type DragEvent, World } from '@nayan-ui/engine';
5
- import type { GameTheme } from '../../services/ThemeService';
6
- import { aimTilted } from '../shared/EngineTilt';
7
- import { type Layout, MIN_POINT_DISTANCE } from './PerfectCircleConstants';
8
- import { accuracyOf, fitCircle, MIN_POINTS, type Point, WIN_ACCURACY } from './PerfectCircleRules';
9
- import { beginStroke, buildScene, clearStroke, endStroke, extendStroke, removeScene, type Scene, setSceneTheme, verdict } from './PerfectCircleScene';
10
-
11
- export type Phase = 'ready' | 'playing' | 'over';
12
- /** begin / end: the finger went down / lifted; scored: the stroke's accuracy is in (not for one too short to count). */
13
- export type GameEvent = 'begin' | 'end' | 'scored';
14
-
15
- const WORLD_CAPACITY = 3000; // two entities a stroke point, the trace, the plate and ring, and the bursts
16
- const MAX_POINTS = 1400; // a stroke stops growing past this (several times round the guide)
17
-
18
- export function createGame(theme: GameTheme) {
19
- const world = new World(WORLD_CAPACITY);
20
- const camera: Camera = { eye: [0, 0, 240], target: [0, 0, 0], fov: 1, ortho: 1 };
21
- return {
22
- world,
23
- camera,
24
- theme,
25
- layout: null as Layout | null,
26
- scene: null as Scene | null,
27
- phase: 'ready' as Phase,
28
- /** The stroke so far (view points, kept inside the guide), and whether a finger is drawing it. */
29
- points: [] as Point[],
30
- drawing: false,
31
- accuracy: 0,
32
- won: false,
33
- fit: null as { cx: number; cy: number; r: number } | null,
34
- // UI hooks, set by the screen.
35
- onPhase: (_p: Phase) => {},
36
- onAccuracy: (_a: number) => {},
37
- onEvent: (_e: GameEvent) => {}
38
- };
39
- }
40
- export type Game = ReturnType<typeof createGame>;
41
-
42
- // ── Scene ─────────────────────────────────────────────────────────────
43
-
44
- /** Lays the plate out for the view (first layout, header height, rotation); a stroke on it is cleared. */
45
- export function setLayout(g: Game, l: Layout) {
46
- if (g.scene) removeScene(g.world, g.scene);
47
- g.layout = l;
48
- aimTilted(g.camera, l);
49
- g.scene = buildScene(g.world, l, g.theme);
50
- // A drawing mid-stroke or on the result belongs to the old layout: start the round's stroke afresh
51
- g.drawing = false;
52
- if (g.phase !== 'over') g.points = [];
53
- }
54
-
55
- export function setTheme(g: Game, theme: GameTheme) {
56
- g.theme = theme;
57
- if (g.scene) setSceneTheme(g.world, g.scene, theme);
58
- }
59
-
60
- // ── Run ───────────────────────────────────────────────────────────────
61
-
62
- export function start(g: Game) {
63
- if (g.phase !== 'ready') return;
64
- reset(g);
65
- g.phase = 'playing';
66
- g.onPhase('playing');
67
- }
68
-
69
- /** An empty plate, not started (Stop, Play Again). The world, and the GPU view drawing it, are kept. */
70
- export function reset(g: Game) {
71
- g.points = [];
72
- g.drawing = false;
73
- g.accuracy = 0;
74
- g.won = false;
75
- g.fit = null;
76
- if (g.scene) clearStroke(g.world, g.scene);
77
- g.onAccuracy(0);
78
- if (g.phase !== 'ready') {
79
- g.phase = 'ready';
80
- g.onPhase('ready');
81
- }
82
- }
83
-
84
- export function dispose(g: Game) {
85
- g.world.dispose();
86
- }
87
-
88
- export function tick(g: Game, dt: number) {
89
- if (g.world.isDisposed) return;
90
- g.world.update(dt);
91
- }
92
-
93
- // ── The finger ────────────────────────────────────────────────────────
94
-
95
- /** A point kept inside the guide circle, as the original stroke clamped it. */
96
- function clamp(l: Layout, x: number, y: number): Point {
97
- const dx = x - l.cx;
98
- const dy = y - l.cy;
99
- const d2 = dx * dx + dy * dy;
100
- if (d2 <= l.radius * l.radius) return { x, y };
101
- const k = l.radius / Math.sqrt(d2);
102
- return { x: l.cx + dx * k, y: l.cy + dy * k };
103
- }
104
-
105
- /** One stroke per round: down starts it, every move of 4 points or more adds to it, lifting scores it. */
106
- export function drag(g: Game, { phase, x, y }: DragEvent) {
107
- const { layout: l, scene: s } = g;
108
- if (!l) return;
109
- if (phase === 'start') {
110
- if (g.phase !== 'playing' || g.drawing) return;
111
- const p = clamp(l, x, y);
112
- g.points = [p];
113
- g.drawing = true;
114
- if (s) beginStroke(g.world, l, s, p);
115
- g.onEvent('begin');
116
- return;
117
- }
118
- if (!g.drawing) return;
119
- if (phase === 'move') {
120
- const last = g.points[g.points.length - 1]!;
121
- // The distance is from the last kept point to the raw finger, as the original stroke measured it
122
- if ((x - last.x) ** 2 + (y - last.y) ** 2 < MIN_POINT_DISTANCE * MIN_POINT_DISTANCE || g.points.length >= MAX_POINTS) return;
123
- const p = clamp(l, x, y);
124
- g.points.push(p);
125
- if (s) extendStroke(g.world, l, s, last, p);
126
- return;
127
- }
128
- // Lifted (or the system took the touch): score what was drawn
129
- g.drawing = false;
130
- if (s) endStroke(g.world, s);
131
- g.onEvent('end');
132
- finish(g);
133
- }
134
-
135
- /** Scores the stroke against the guide and ends the round. */
136
- function finish(g: Game) {
137
- const l = g.layout!;
138
- if (g.points.length < MIN_POINTS) {
139
- // Too short to be a circle: a loss; the shared phase callback supplies the verdict cue.
140
- g.accuracy = 0;
141
- g.won = false;
142
- } else {
143
- g.accuracy = accuracyOf(g.points, { centerX: l.cx, centerY: l.cy, radius: l.radius });
144
- const fit = fitCircle(g.points);
145
- g.fit = Number.isFinite(fit.radius) && fit.radius > 0 ? { cx: fit.centerX, cy: fit.centerY, r: fit.radius } : null;
146
- g.won = g.accuracy >= WIN_ACCURACY;
147
- g.onAccuracy(g.accuracy);
148
- g.onEvent('scored');
149
- }
150
- if (g.scene) verdict(g.world, l, g.scene, g.won, g.fit, g.theme);
151
- g.phase = 'over';
152
- g.onPhase('over');
153
- }
@@ -1,111 +0,0 @@
1
- // Perfect Circle's scoring, with no React or engine: how round a drawn stroke is, against the guide
2
- // circle. Ported line for line from the original service (games/perfect-circle), so scores carry over:
3
- // a least-squares (Kasa) circle fit, then a closed-stroke and coverage check, then a weighted mix of
4
- // shape consistency, radius, centre and closure. Points are view points (y down).
5
-
6
- export type Point = { x: number; y: number };
7
- export type Circle = { centerX: number; centerY: number; radius: number };
8
-
9
- export const MIN_POINTS = 20; // fewer and it isn't a circle at all
10
- export const WIN_ACCURACY = 80; // the result counts as a win from here, as the original game decided
11
- export const SUCCESS_ACCURACY = 70; // and its "success" sound plays from here
12
-
13
- /** The circle that best fits the points (least squares), or the centroid's average radius if they're degenerate. */
14
- export function fitCircle(points: Point[]): Circle {
15
- const n = points.length;
16
- let sumX = 0,
17
- sumY = 0,
18
- sumX2 = 0,
19
- sumY2 = 0,
20
- sumXY = 0,
21
- sumX3 = 0,
22
- sumY3 = 0,
23
- sumX2Y = 0,
24
- sumXY2 = 0;
25
- for (const p of points) {
26
- const x = p.x,
27
- y = p.y;
28
- const x2 = x * x,
29
- y2 = y * y;
30
- sumX += x;
31
- sumY += y;
32
- sumX2 += x2;
33
- sumY2 += y2;
34
- sumXY += x * y;
35
- sumX3 += x2 * x;
36
- sumY3 += y2 * y;
37
- sumX2Y += x2 * y;
38
- sumXY2 += x * y2;
39
- }
40
- const A = n * sumX2 - sumX * sumX;
41
- const B = n * sumXY - sumX * sumY;
42
- const C = n * sumY2 - sumY * sumY;
43
- const D = 0.5 * (n * sumX3 + n * sumXY2 - sumX * sumX2 - sumX * sumY2);
44
- const E = 0.5 * (n * sumX2Y + n * sumY3 - sumY * sumX2 - sumY * sumY2);
45
- const denom = A * C - B * B;
46
- let centerX: number, centerY: number;
47
- if (Math.abs(denom) < 1e-10) {
48
- centerX = sumX / n;
49
- centerY = sumY / n;
50
- } else {
51
- centerX = (D * C - B * E) / denom;
52
- centerY = (A * E - B * D) / denom;
53
- }
54
- let radiusSum = 0;
55
- for (const p of points) radiusSum += Math.sqrt((p.x - centerX) ** 2 + (p.y - centerY) ** 2);
56
- return { centerX, centerY, radius: radiusSum / n };
57
- }
58
-
59
- /** How much of a full turn the stroke went round the centre (0..1). */
60
- function angularCoverage(points: Point[], centerX: number, centerY: number): number {
61
- if (points.length < 2) return 0;
62
- let previous = Math.atan2(points[0]!.y - centerY, points[0]!.x - centerX);
63
- let total = 0;
64
- for (let i = 1; i < points.length; i++) {
65
- const angle = Math.atan2(points[i]!.y - centerY, points[i]!.x - centerX);
66
- let diff = angle - previous;
67
- previous = angle;
68
- while (diff > Math.PI) diff -= 2 * Math.PI;
69
- while (diff < -Math.PI) diff += 2 * Math.PI;
70
- total += Math.abs(diff);
71
- }
72
- return Math.min(total / (2 * Math.PI), 1);
73
- }
74
-
75
- /** The stroke's accuracy (0..100) against the guide circle (centre and radius in view points). */
76
- export function accuracyOf(points: Point[], guide: Circle): number {
77
- if (points.length < MIN_POINTS) return 0;
78
- const { centerX, centerY, radius } = fitCircle(points);
79
- if (radius < 30) return 0;
80
- const start = points[0]!;
81
- const end = points[points.length - 1]!;
82
- // Closed: the ends must meet within 15% of the guide's radius
83
- const closureDistance = Math.sqrt((end.x - start.x) ** 2 + (end.y - start.y) ** 2);
84
- const maxAllowedGap = guide.radius * 0.15;
85
- if (closureDistance > maxAllowedGap) return 0;
86
- // And it must go at least 85% of the way round
87
- if (angularCoverage(points, centerX, centerY) < 0.85) return 0;
88
- const radiusAccuracyScore = Math.max(0, 100 * (1 - Math.abs(radius - guide.radius) / guide.radius));
89
- const centerDiff = Math.sqrt((centerX - guide.centerX) ** 2 + (centerY - guide.centerY) ** 2);
90
- const centerAccuracyScore = Math.max(0, 100 * (1 - centerDiff / guide.radius));
91
- let totalDeviation = 0;
92
- for (const p of points) {
93
- const dist = Math.sqrt((p.x - centerX) ** 2 + (p.y - centerY) ** 2);
94
- totalDeviation += Math.abs(dist - radius) / radius;
95
- }
96
- const shapeConsistencyScore = Math.max(0, 100 * (1 - (totalDeviation / points.length) * 2));
97
- const closureScore = 100 * (1 - closureDistance / maxAllowedGap);
98
- const accuracy = shapeConsistencyScore * 0.6 + radiusAccuracyScore * 0.15 + centerAccuracyScore * 0.15 + closureScore * 0.1;
99
- return Math.round(Math.min(100, Math.max(0, accuracy)));
100
- }
101
-
102
- /** The accuracy levels the game-over card names, best first. */
103
- export const ACCURACY_LEVELS = [
104
- { min: 95, label: 'PERFECT!' },
105
- { min: 90, label: 'EXCELLENT!' },
106
- { min: 85, label: 'GREAT!' },
107
- { min: 80, label: 'GOOD!' },
108
- { min: 70, label: 'NICE TRY!' },
109
- { min: 0, label: 'KEEP TRYING!' }
110
- ] as const;
111
- export const levelOf = (accuracy: number) => ACCURACY_LEVELS.find((l) => accuracy >= l.min) ?? ACCURACY_LEVELS[ACCURACY_LEVELS.length - 1]!;
@@ -1,176 +0,0 @@
1
- // Everything Perfect Circle draws: a round plate (themed, as the original guide's fill) with the guide
2
- // circle standing on it as a raised ring, the stroke drawn as a glowing neon tube (a rounded segment
3
- // for every step of the finger, joined by balls, all instances of the engine's built-in shapes: no
4
- // mesh is built as you draw), a glowing pen tip under the finger, and on the verdict the stroke tinted
5
- // green or red with the best-fit circle of the drawing traced round over it. The camera looks straight
6
- // down (one world unit per point), so the guide is a true circle on screen, as the scoring needs.
7
- import { type Color, effects, type Entity, type Model, quat, tube, type Vec3, type World } from '@nayan-ui/engine';
8
- import type { GameTheme } from '../../services/ThemeService';
9
- import { setBackdropTheme, spawnBackdrop } from '../shared/EngineBackdrop';
10
- import { cacheGameAsset, createGameMesh as createShape } from '../shared/EngineMeshes';
11
- import { placeTiltedBackdrop } from '../shared/EngineTilt';
12
- import { toColor } from '../shared/EngineUtils';
13
- import { COLORS, FIT_TRACE_TIME, type Layout, STROKE_RADIUS, TINT_TIME } from './PerfectCircleConstants';
14
- import type { Point } from './PerfectCircleRules';
15
-
16
- const meshes = new Map<string, Model>();
17
- const cached = (key: string, build: () => Model) => {
18
- let m = meshes.get(key);
19
- if (!m) {
20
- m = cacheGameAsset('perfect-circle/PerfectCircleScene:' + key, build);
21
- meshes.set(key, m);
22
- }
23
- return m;
24
- };
25
- const STAND_UP = quat.x(Math.PI / 2);
26
- const BACKDROP_DEPTH = 30;
27
- const PLATE_DEPTH = 6;
28
- const STROKE_Z = 4; // the tube's centre above the plate
29
- const FIT_SEGMENTS = 72;
30
-
31
- /** The guide: a ring of radius 1 with a tube `thickness` across (of the radius), lying on the plate. */
32
- const ringMesh = (thickness: number) =>
33
- cached(`pc-ring:${thickness.toFixed(4)}`, () => {
34
- const pts: Vec3[] = Array.from({ length: 97 }, (_, i) => {
35
- const a = (i / 96) * Math.PI * 2;
36
- return [Math.cos(a), Math.sin(a), 0];
37
- });
38
- return createShape(tube(pts, { radius: thickness / 2, sides: 12, smoothness: 2, caps: false }), { center: false, shine: 0.5 });
39
- });
40
-
41
- /** A stroke's colour, a little self-lit so it reads as neon (channels above 1 glow). */
42
- const neon = (css: string): Color => {
43
- const [r, g, b] = toColor(css);
44
- return [r * 1.25, g * 1.25, b * 1.25, 1];
45
- };
46
-
47
- // ── Spawning ──────────────────────────────────────────────────────────
48
-
49
- export type Scene = {
50
- backdrop: Entity;
51
- plate: Entity;
52
- ring: Entity;
53
- tip: Entity;
54
- /** The stroke's segments and joints, in drawing order. */
55
- stroke: Entity[];
56
- fit: Entity[];
57
- };
58
-
59
- /** A view point on the plate, in the world. */
60
- export const toWorld = (l: Layout, p: Point, z = STROKE_Z): Vec3 => [p.x - l.width / 2, l.height / 2 - p.y, z];
61
-
62
- const plateColor = (theme: GameTheme): Color => (theme.mode === 'classic' ? toColor(COLORS.GUIDE, 0.2) : toColor(theme.BOARD.SURFACE));
63
- const ringColor = (theme: GameTheme): Color => (theme.mode === 'classic' ? toColor(COLORS.GUIDE, 0.45) : toColor(theme.BOARD.BORDER));
64
-
65
- export function buildScene(world: World, l: Layout, theme: GameTheme): Scene {
66
- const backdrop = spawnBackdrop(world, l.width, l.height, -BACKDROP_DEPTH, theme);
67
- placeTiltedBackdrop(world, backdrop, l, BACKDROP_DEPTH);
68
- const centre = toWorld(l, { x: l.cx, y: l.cy }, 0);
69
- const d = l.radius * 2 + 10;
70
- const plate = world.spawn({
71
- mesh: 'cylinder',
72
- position: [centre[0], centre[1], -PLATE_DEPTH / 2],
73
- rotation: STAND_UP,
74
- scale: [d, PLATE_DEPTH, d],
75
- color: plateColor(theme),
76
- pickable: false
77
- });
78
- const ring = world.spawn({
79
- mesh: ringMesh(3 / l.radius),
80
- position: [centre[0], centre[1], 1.5],
81
- scale: l.radius,
82
- color: ringColor(theme),
83
- pickable: false
84
- });
85
- const tip = world.spawn({ mesh: 'sphere', scale: 0, color: neon(COLORS.STROKE), pickable: false });
86
- return { backdrop, plate, ring, tip, stroke: [], fit: [] };
87
- }
88
-
89
- export function removeScene(world: World, s: Scene) {
90
- for (const e of [s.backdrop, s.plate, s.ring, s.tip, ...s.stroke, ...s.fit]) world.despawn(e);
91
- }
92
-
93
- export function setSceneTheme(world: World, s: Scene, theme: GameTheme) {
94
- setBackdropTheme(world, s.backdrop, theme);
95
- world.set(s.plate, { color: plateColor(theme) });
96
- world.set(s.ring, { color: ringColor(theme) });
97
- }
98
-
99
- // ── The stroke ────────────────────────────────────────────────────────
100
-
101
- /** A rounded bar from a to b (world points in the plate's plane), as a cylinder turned to lie along it. */
102
- function bar(world: World, a: Vec3, b: Vec3, radius: number, color: Color, scale = 1): Entity {
103
- const dx = b[0] - a[0];
104
- const dy = b[1] - a[1];
105
- const len = Math.hypot(dx, dy);
106
- return world.spawn({
107
- mesh: 'cylinder',
108
- position: [(a[0] + b[0]) / 2, (a[1] + b[1]) / 2, a[2]],
109
- rotation: quat.z(Math.atan2(dy, dx) - Math.PI / 2),
110
- scale: [radius * 2 * scale, len * scale, radius * 2 * scale],
111
- color,
112
- pickable: false
113
- });
114
- }
115
-
116
- /** The finger's first point: the pen tip comes down there. */
117
- export function beginStroke(world: World, l: Layout, s: Scene, p: Point) {
118
- clearStroke(world, s);
119
- const at = toWorld(l, p);
120
- s.stroke.push(world.spawn({ mesh: 'sphere', position: at, scale: STROKE_RADIUS * 2, color: neon(COLORS.STROKE), pickable: false }));
121
- world.stopAnimation(s.tip);
122
- world.set(s.tip, { position: [at[0], at[1], at[2] + 1], color: neon(COLORS.STROKE) });
123
- world.animate(s.tip, { scale: STROKE_RADIUS * 3.2 }, { duration: 0.12, easing: 'back' });
124
- }
125
-
126
- /** The stroke reaches a new point: a segment out to it and a joint there; the pen tip follows. */
127
- export function extendStroke(world: World, l: Layout, s: Scene, from: Point, to: Point) {
128
- const a = toWorld(l, from);
129
- const b = toWorld(l, to);
130
- const c = neon(COLORS.STROKE);
131
- s.stroke.push(bar(world, a, b, STROKE_RADIUS, c));
132
- s.stroke.push(world.spawn({ mesh: 'sphere', position: b, scale: STROKE_RADIUS * 2, color: c, pickable: false }));
133
- world.set(s.tip, { position: [b[0], b[1], b[2] + 1] });
134
- }
135
-
136
- /** The finger lifts: the pen tip goes. */
137
- export function endStroke(world: World, s: Scene) {
138
- world.animate(s.tip, { scale: 0 }, { duration: 0.15 });
139
- }
140
-
141
- /** The verdict: the stroke tints to green or red with a pulse, and the best-fit circle traces round over it. */
142
- export function verdict(world: World, l: Layout, s: Scene, won: boolean, fit: { cx: number; cy: number; r: number } | null, theme: GameTheme) {
143
- const c = neon(won ? COLORS.SUCCESS : COLORS.FAIL);
144
- for (const e of s.stroke) world.animate(e, { color: c }, { duration: TINT_TIME, easing: 'easeOut' });
145
- effects.sparkle(world, {
146
- position: toWorld(l, { x: l.cx, y: l.cy }, 10),
147
- count: won ? 50 : 14,
148
- size: 3,
149
- speed: l.radius * (won ? 2.2 : 1),
150
- lifetime: 0.9,
151
- colors: [c, [1, 1, 1, 1]],
152
- flash: won
153
- });
154
- if (!fit) return;
155
- const fitColor: Color = theme.mode === 'classic' ? [1, 1, 1, 0.6] : toColor(theme.TEXT, 0.6);
156
- // From twelve o'clock round, as the original trace
157
- for (let i = 0; i < FIT_SEGMENTS; i++) {
158
- const a0 = -Math.PI / 2 + (i / FIT_SEGMENTS) * Math.PI * 2;
159
- const a1 = -Math.PI / 2 + ((i + 1) / FIT_SEGMENTS) * Math.PI * 2;
160
- const p0 = toWorld(l, { x: fit.cx + Math.cos(a0) * fit.r, y: fit.cy + Math.sin(a0) * fit.r }, STROKE_Z + 3);
161
- const p1 = toWorld(l, { x: fit.cx + Math.cos(a1) * fit.r, y: fit.cy + Math.sin(a1) * fit.r }, STROKE_Z + 3);
162
- const e = bar(world, p0, p1, 0.9, fitColor, 0.001);
163
- const len = Math.hypot(p1[0] - p0[0], p1[1] - p0[1]);
164
- world.animate(e, { scale: [1.8, len * 1.05, 1.8] }, { duration: 0.06, delay: TINT_TIME / 2 + (i / FIT_SEGMENTS) * FIT_TRACE_TIME });
165
- s.fit.push(e);
166
- }
167
- }
168
-
169
- /** Clears the stroke and the trace (a new game). */
170
- export function clearStroke(world: World, s: Scene) {
171
- for (const e of [...s.stroke, ...s.fit]) world.despawn(e);
172
- s.stroke = [];
173
- s.fit = [];
174
- world.stopAnimation(s.tip);
175
- world.set(s.tip, { scale: 0 });
176
- }
@@ -1,69 +0,0 @@
1
- // Pipe Connect's screen, on the Nayan engine: the board, tiles and pipes are one 3D scene (an
2
- // orthographic camera leaning back over the board), under Playtura's scoreboard, controls and modals.
3
- // The play is in PipeConnectGame.ts (the puzzles in PipeConnectRules.ts), what it draws in
4
- // PipeConnectScene.ts.
5
- //
6
- // One world serves the whole visit: Start, Stop and Play Again reset it in place and a theme change
7
- // repaints the board, so the GPU view is never rebuilt. Turns and the water's flow animate in the
8
- // engine's Rust core; JS hit-tests taps and steps the clock and the world once a frame.
9
- import { HapticType } from '../../services/HapticsService';
10
- import { GAME_SOUNDS } from '../../services/SoundsService';
11
- import { GAME_IDS, isTablet } from '../../services/UtilsService';
12
- import { engineGame, EngineGameScreen } from '../shared/EngineGameScreen';
13
- import { timerColumn } from '../shared/EngineHud';
14
- import { useEngineGame } from '../shared/useEngineGame';
15
- import { useLiveState } from '../shared/useLiveState';
16
- import { getLayout, gridSizeFor, LIGHT, TIME_LIMIT } from './PipeConnectConstants';
17
- import { createGame, dispose, reset, setLayout, setTheme, start, tap, tick } from './PipeConnectGame';
18
-
19
- const SOUNDS = GAME_SOUNDS.PIPE_CONNECT;
20
- // As the original game: the grid's size is fixed for the device
21
- const GRID_SIZE = gridSizeFor(isTablet);
22
-
23
- export const PipeConnect = engineGame(GAME_IDS.PIPE_CONNECT, (props) => {
24
- const [time, setTime] = useLiveState(TIME_LIMIT);
25
-
26
- // Win or lose when the puzzle ends
27
- const { game, theme, status, screen, gameOver } = useEngineGame(props, {
28
- gameId: GAME_IDS.PIPE_CONNECT,
29
- create: (t) => createGame(t, GRID_SIZE),
30
- start,
31
- reset,
32
- dispose,
33
- tick,
34
- setTheme,
35
- resize: (g, width, height, offset) => {
36
- const l = getLayout(width, height, offset, GRID_SIZE);
37
- setLayout(g, l);
38
- return l.board;
39
- },
40
- tap,
41
- sounds: SOUNDS,
42
- onStart: (fx) => fx(SOUNDS.START, HapticType.MEDIUM),
43
- onStop: (fx) => fx(null, HapticType.MEDIUM),
44
- // Its sound (and a time-up's haptic)
45
- onOver: (fx, s) => {
46
- if (s !== 'win') fx(SOUNDS.GAME_OVER, HapticType.HEAVY);
47
- },
48
- wire: (g, fx) => {
49
- g.onTime = setTime;
50
- g.onTurn = (solved) => fx(solved ? SOUNDS.COMPLETE : SOUNDS.ROTATE, solved ? HapticType.SUCCESS : HapticType.LIGHT);
51
- }
52
- });
53
-
54
- return (
55
- <EngineGameScreen
56
- {...screen}
57
- light={LIGHT}
58
- columns={[timerColumn(time, theme, 0)]}
59
- subtext="Connect the pipes!"
60
- gameOver={gameOver({
61
- title: status === 'win' ? 'CONNECTED!' : 'TIME UP!',
62
- message: status === 'win' ? 'All pipes connected!' : 'You ran out of time!',
63
- scoreLabel: 'Final Score',
64
- score: game.score,
65
- buttonText: 'Play Again!'
66
- })}
67
- />
68
- );
69
- });