@nayan-ui/games 1.20.0 → 1.21.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/lib/module/games/arrows/Arrows.js +1 -1
- package/lib/module/games/arrows/ArrowsScene.js +1 -1
- package/lib/module/games/balloon-blaster/BalloonBlaster.js +1 -1
- package/lib/module/games/balloon-blaster/BalloonBlasterScene.js +1 -1
- package/lib/module/games/bike-racing/BikeMeshes.js +1 -1
- package/lib/module/games/bike-racing/BikeRacing.js +1 -1
- package/lib/module/games/bike-racing/BikeRacingConstants.js +1 -1
- package/lib/module/games/bike-racing/BikeRacingScene.js +1 -1
- package/lib/module/games/block-blast/BlockBlast.js +1 -1
- package/lib/module/games/block-blast/BlockBlastScene.js +1 -1
- package/lib/module/games/block-breaker/BlockBreaker.js +1 -1
- package/lib/module/games/block-breaker/BlockBreakerScene.js +1 -1
- package/lib/module/games/bluk/Bluk.js +1 -1
- package/lib/module/games/bluk/BlukScene.js +1 -1
- package/lib/module/games/bubble-shooter/BubbleShooter.js +1 -1
- package/lib/module/games/bubble-shooter/BubbleShooterScene.js +1 -1
- package/lib/module/games/candy-crush/CandyCrush.js +1 -1
- package/lib/module/games/candy-crush/CandyCrushScene.js +1 -1
- package/lib/module/games/car-racing/CarMeshes.js +1 -1
- package/lib/module/games/car-racing/CarRacing.js +1 -1
- package/lib/module/games/car-racing/CarRacingScene.js +1 -1
- package/lib/module/games/chameleon-run/ChameleonRun.js +1 -1
- package/lib/module/games/chameleon-run/ChameleonRunBackdrop.js +1 -1
- package/lib/module/games/chameleon-run/ChameleonRunMeshes.js +1 -1
- package/lib/module/games/checkers/Checkers.js +1 -1
- package/lib/module/games/checkers/CheckersScene.js +1 -1
- package/lib/module/games/color-switch/ColorSwitch.js +1 -1
- package/lib/module/games/color-switch/ColorSwitchScene.js +1 -1
- package/lib/module/games/colors-sort/ColorsSort.js +1 -1
- package/lib/module/games/colors-sort/ColorsSortScene.js +1 -1
- package/lib/module/games/connect-em-all/ConnectEmAll.js +1 -1
- package/lib/module/games/connect-em-all/ConnectEmAllScene.js +1 -1
- package/lib/module/games/crossy-road/CrossyRoad.js +1 -1
- package/lib/module/games/crossy-road/CrossyRoadMeshes.js +1 -1
- package/lib/module/games/crossy-road/CrossyRoadPerson.js +1 -1
- package/lib/module/games/dino-jump/DinoJump.js +1 -1
- package/lib/module/games/dino-jump/DinoJumpScene.js +1 -1
- package/lib/module/games/dots-and-boxes/DotsAndBoxes.js +1 -1
- package/lib/module/games/dots-and-boxes/DotsAndBoxesScene.js +1 -1
- package/lib/module/games/falling-sticks/FallingSticks.js +1 -1
- package/lib/module/games/falling-sticks/FallingSticksScene.js +1 -1
- package/lib/module/games/find-different-number/FindDifferentNumber.js +1 -1
- package/lib/module/games/find-different-number/FindDifferentNumberScene.js +1 -1
- package/lib/module/games/flappy-bird/FlappyBird.js +1 -1
- package/lib/module/games/flappy-bird/FlappyBirdScene.js +1 -1
- package/lib/module/games/fruit-merger/FruitMerger.js +1 -1
- package/lib/module/games/fruit-merger/FruitMergerScene.js +1 -1
- package/lib/module/games/fruit-ninja/FruitNinja.js +1 -1
- package/lib/module/games/fruit-ninja/FruitNinjaScene.js +1 -1
- package/lib/module/games/fruit-ninja/FruitNinjaWorld.js +1 -1
- package/lib/module/games/game-2048/Game2048.js +1 -1
- package/lib/module/games/game-2048/Game2048Scene.js +1 -1
- package/lib/module/games/knife-hit/KnifeHit.js +1 -1
- package/lib/module/games/knife-hit/KnifeHitScene.js +1 -1
- package/lib/module/games/ludo-king/LudoKing.js +1 -1
- package/lib/module/games/ludo-king/LudoKingScene.js +1 -1
- package/lib/module/games/maze-runner/MazeRunner.js +1 -1
- package/lib/module/games/maze-runner/MazeRunnerScene.js +1 -1
- package/lib/module/games/memory-match/MemoryMatch.js +1 -1
- package/lib/module/games/memory-match/MemoryMatchScene.js +1 -1
- package/lib/module/games/mine-sweeper/MineSweeper.js +1 -1
- package/lib/module/games/mine-sweeper/MineSweeperScene.js +1 -1
- package/lib/module/games/mob-control/MobControl.js +1 -1
- package/lib/module/games/mob-control/MobControlGame.js +1 -1
- package/lib/module/games/mob-control/MobControlMeshes.js +1 -1
- package/lib/module/games/mob-control/MobControlRenderer.js +1 -1
- package/lib/module/games/mob-control/MobControlRules.js +1 -1
- package/lib/module/games/mob-control/MobControlScene.js +1 -1
- package/lib/module/games/nuts-and-bolts/NutsAndBolts.js +1 -1
- package/lib/module/games/nuts-and-bolts/NutsAndBoltsScene.js +1 -1
- package/lib/module/games/pac-man/PacMan.js +1 -1
- package/lib/module/games/pac-man/PacManGame.js +1 -1
- package/lib/module/games/pac-man/PacManScene.js +1 -1
- package/lib/module/games/paper-io/PaperIo.js +1 -1
- package/lib/module/games/paper-io/PaperIoMeshes.js +1 -1
- package/lib/module/games/paper-io/PaperIoScene.js +1 -1
- package/lib/module/games/penguin-run/PenguinMeshes.js +1 -1
- package/lib/module/games/penguin-run/PenguinRun.js +1 -1
- package/lib/module/games/penguin-run/PenguinRunScene.js +1 -1
- package/lib/module/games/perfect-circle/PerfectCircle.js +1 -1
- package/lib/module/games/perfect-circle/PerfectCircleScene.js +1 -1
- package/lib/module/games/pipe-connect/PipeConnect.js +1 -1
- package/lib/module/games/pipe-connect/PipeConnectScene.js +1 -1
- package/lib/module/games/play-with-tua/PlayWithTua.js +1 -1
- package/lib/module/games/popit-fidget/PopitFidget.js +1 -1
- package/lib/module/games/popit-fidget/PopitFidgetScene.js +1 -1
- package/lib/module/games/reversi/Reversi.js +1 -1
- package/lib/module/games/reversi/ReversiScene.js +1 -1
- package/lib/module/games/search-grid/SearchGrid.js +1 -1
- package/lib/module/games/search-grid/SearchGridScene.js +1 -1
- package/lib/module/games/shared/BackdropCard.js +1 -1
- package/lib/module/games/shared/EngineBackdrop.js +1 -1
- package/lib/module/games/shared/EngineBlasts.js +1 -1
- package/lib/module/games/shared/EngineBlocks.js +1 -1
- package/lib/module/games/shared/EngineDice.js +1 -1
- package/lib/module/games/shared/EngineFruits.js +1 -1
- package/lib/module/games/shared/EngineGameLoader.js +1 -1
- package/lib/module/games/shared/EngineGameScreen.js +1 -1
- package/lib/module/games/shared/EngineGlyphs.js +1 -1
- package/lib/module/games/shared/EngineHud.js +1 -1
- package/lib/module/games/shared/EngineMeadow.js +1 -1
- package/lib/module/games/shared/EngineTouchSurface.js +1 -1
- package/lib/module/games/shared/GameActivity.js +1 -1
- package/lib/module/games/shared/GameLoading.js +1 -1
- package/lib/module/games/shared/GameLoadingTransition.js +1 -1
- package/lib/module/games/sliding-numbers/SlidingNumbers.js +1 -1
- package/lib/module/games/sliding-numbers/SlidingNumbersScene.js +1 -1
- package/lib/module/games/snake-3d/Snake3D.js +1 -1
- package/lib/module/games/snake-3d/Snake3DScene.js +1 -1
- package/lib/module/games/snakes-and-ladders/SnakesAndLadders.js +1 -1
- package/lib/module/games/snakes-and-ladders/SnakesAndLaddersScene.js +1 -1
- package/lib/module/games/space-fighter/SpaceFighter.js +1 -1
- package/lib/module/games/space-fighter/SpaceFighterScene.js +1 -1
- package/lib/module/games/spider-solitaire/SpiderSolitaire.js +1 -1
- package/lib/module/games/spider-solitaire/SpiderSolitaireScene.js +1 -1
- package/lib/module/games/stack-tower/StackTower.js +1 -1
- package/lib/module/games/stack-tower/StackTowerScene.js +1 -1
- package/lib/module/games/sudoku/Sudoku.js +1 -1
- package/lib/module/games/sudoku/SudokuScene.js +1 -1
- package/lib/module/games/tangram/Tangram.js +1 -1
- package/lib/module/games/tangram/TangramScene.js +1 -1
- package/lib/module/games/tank-1990/Tank1990.js +1 -1
- package/lib/module/games/tank-1990/Tank1990Scene.js +1 -1
- package/lib/module/games/tic-tac-toe/TicTacToe.js +1 -1
- package/lib/module/games/tic-tac-toe/TicTacToeScene.js +1 -1
- package/lib/module/games/tile-home/TileHome.js +1 -1
- package/lib/module/games/tile-home/TileHomeScene.js +1 -1
- package/lib/module/games/treasure-hunt/TreasureHunt.js +1 -1
- package/lib/module/games/treasure-hunt/TreasureHuntConstants.js +1 -1
- package/lib/module/games/treasure-hunt/TreasureHuntModel.js +1 -1
- package/lib/module/games/treasure-hunt/TreasureHuntScene.js +1 -1
- package/lib/module/games/whack-a-mole/WhackAMole.js +1 -1
- package/lib/module/games/whack-a-mole/WhackAMoleScene.js +1 -1
- package/lib/module/helpers/GameSettingsModal.js +1 -1
- package/lib/module/helpers/GameTheme.js +1 -1
- package/package.json +1 -2
- package/src/assets/fonts/Inter-SemiBold.ttf +0 -0
- package/src/assets/models/explorer/explorer.glb +0 -0
- package/src/assets/models/explorer/params.json +0 -51
- package/src/assets/models/explorer/source.json +0 -222
- package/src/assets/models/play-with-tua/play-with-tua.glb +0 -0
- package/src/assets/models/play-with-tua/sources.json +0 -141
- package/src/assets/sfx/balloon_pop.wav +0 -0
- package/src/assets/sfx/blocked.wav +0 -0
- package/src/assets/sfx/boing.wav +0 -0
- package/src/assets/sfx/bonus.wav +0 -0
- package/src/assets/sfx/boom.wav +0 -0
- package/src/assets/sfx/bump.wav +0 -0
- package/src/assets/sfx/cannon.wav +0 -0
- package/src/assets/sfx/capture.wav +0 -0
- package/src/assets/sfx/card_flip.wav +0 -0
- package/src/assets/sfx/card_place.wav +0 -0
- package/src/assets/sfx/catch.wav +0 -0
- package/src/assets/sfx/chime.wav +0 -0
- package/src/assets/sfx/chomp.wav +0 -0
- package/src/assets/sfx/chomp_alt.wav +0 -0
- package/src/assets/sfx/clack.wav +0 -0
- package/src/assets/sfx/clang.wav +0 -0
- package/src/assets/sfx/clash.wav +0 -0
- package/src/assets/sfx/click.wav +0 -0
- package/src/assets/sfx/coin.wav +0 -0
- package/src/assets/sfx/combo.wav +0 -0
- package/src/assets/sfx/crash.wav +0 -0
- package/src/assets/sfx/crunch.wav +0 -0
- package/src/assets/sfx/dance.wav +0 -0
- package/src/assets/sfx/deselect.wav +0 -0
- package/src/assets/sfx/dice_roll.wav +0 -0
- package/src/assets/sfx/die.wav +0 -0
- package/src/assets/sfx/draw.wav +0 -0
- package/src/assets/sfx/drop.wav +0 -0
- package/src/assets/sfx/eat.wav +0 -0
- package/src/assets/sfx/engine.wav +0 -0
- package/src/assets/sfx/error.wav +0 -0
- package/src/assets/sfx/flag.wav +0 -0
- package/src/assets/sfx/flap.wav +0 -0
- package/src/assets/sfx/flip_disc.wav +0 -0
- package/src/assets/sfx/footstep_run.wav +0 -0
- package/src/assets/sfx/footstep_walk.wav +0 -0
- package/src/assets/sfx/game_over.wav +0 -0
- package/src/assets/sfx/gate.wav +0 -0
- package/src/assets/sfx/hit.wav +0 -0
- package/src/assets/sfx/hop.wav +0 -0
- package/src/assets/sfx/hurt.wav +0 -0
- package/src/assets/sfx/invalid.wav +0 -0
- package/src/assets/sfx/jump.wav +0 -0
- package/src/assets/sfx/ladder.wav +0 -0
- package/src/assets/sfx/land.wav +0 -0
- package/src/assets/sfx/laugh.wav +0 -0
- package/src/assets/sfx/lose.wav +0 -0
- package/src/assets/sfx/merge.wav +0 -0
- package/src/assets/sfx/miss.wav +0 -0
- package/src/assets/sfx/nitro.wav +0 -0
- package/src/assets/sfx/pew.wav +0 -0
- package/src/assets/sfx/place.wav +0 -0
- package/src/assets/sfx/pling.wav +0 -0
- package/src/assets/sfx/point.wav +0 -0
- package/src/assets/sfx/pop.wav +0 -0
- package/src/assets/sfx/pop_soft.wav +0 -0
- package/src/assets/sfx/power_up.wav +0 -0
- package/src/assets/sfx/reveal.wav +0 -0
- package/src/assets/sfx/robot.wav +0 -0
- package/src/assets/sfx/rotate.wav +0 -0
- package/src/assets/sfx/run_steps.wav +0 -0
- package/src/assets/sfx/select.wav +0 -0
- package/src/assets/sfx/shuffle.wav +0 -0
- package/src/assets/sfx/six.wav +0 -0
- package/src/assets/sfx/slice.wav +0 -0
- package/src/assets/sfx/slide.wav +0 -0
- package/src/assets/sfx/snake.wav +0 -0
- package/src/assets/sfx/snap.wav +0 -0
- package/src/assets/sfx/splash.wav +0 -0
- package/src/assets/sfx/star.wav +0 -0
- package/src/assets/sfx/start.wav +0 -0
- package/src/assets/sfx/swoosh.wav +0 -0
- package/src/assets/sfx/tap.wav +0 -0
- package/src/assets/sfx/thud.wav +0 -0
- package/src/assets/sfx/thunk.wav +0 -0
- package/src/assets/sfx/tick.wav +0 -0
- package/src/assets/sfx/time_up.wav +0 -0
- package/src/assets/sfx/tock.wav +0 -0
- package/src/assets/sfx/walk_steps.wav +0 -0
- package/src/assets/sfx/warning.wav +0 -0
- package/src/assets/sfx/whack.wav +0 -0
- package/src/assets/sfx/whoosh.wav +0 -0
- package/src/assets/sfx/win.wav +0 -0
- package/src/assets/sfx/zap.wav +0 -0
- package/src/assets/textures/ad_bolt.png +0 -0
- package/src/assets/textures/ad_bubbles.png +0 -0
- package/src/assets/textures/ad_chevrons.png +0 -0
- package/src/assets/textures/asphalt.png +0 -0
- package/src/assets/textures/bark.jpg +0 -0
- package/src/assets/textures/explorer-atlas.png +0 -0
- package/src/assets/textures/facade.png +0 -0
- package/src/assets/textures/grass.png +0 -0
- package/src/assets/textures/leaves.png +0 -0
- package/src/assets/textures/limestone.jpg +0 -0
- package/src/assets/textures/meadow.jpg +0 -0
- package/src/assets/textures/nature-sources.json +0 -87
- package/src/assets/textures/pine.png +0 -0
- package/src/assets/textures/river.jpg +0 -0
- package/src/assets/textures/soft_glow.png +0 -0
- package/src/games/arrows/Arrows.tsx +0 -69
- package/src/games/arrows/ArrowsConstants.ts +0 -107
- package/src/games/arrows/ArrowsGame.ts +0 -735
- package/src/games/arrows/ArrowsScene.ts +0 -395
- package/src/games/balloon-blaster/BalloonBlaster.tsx +0 -75
- package/src/games/balloon-blaster/BalloonBlasterConstants.ts +0 -79
- package/src/games/balloon-blaster/BalloonBlasterGame.ts +0 -287
- package/src/games/balloon-blaster/BalloonBlasterPhysics.ts +0 -95
- package/src/games/balloon-blaster/BalloonBlasterScene.ts +0 -225
- package/src/games/bike-racing/BikeMeshes.ts +0 -273
- package/src/games/bike-racing/BikeRacing.tsx +0 -211
- package/src/games/bike-racing/BikeRacingConstants.ts +0 -103
- package/src/games/bike-racing/BikeRacingGame.ts +0 -557
- package/src/games/bike-racing/BikeRacingScene.ts +0 -119
- package/src/games/block-blast/BlockBlast.tsx +0 -73
- package/src/games/block-blast/BlockBlastConstants.ts +0 -179
- package/src/games/block-blast/BlockBlastGame.ts +0 -471
- package/src/games/block-blast/BlockBlastScene.ts +0 -156
- package/src/games/block-breaker/BlockBreaker.tsx +0 -79
- package/src/games/block-breaker/BlockBreakerConstants.ts +0 -139
- package/src/games/block-breaker/BlockBreakerGame.ts +0 -459
- package/src/games/block-breaker/BlockBreakerScene.ts +0 -257
- package/src/games/bluk/Bluk.tsx +0 -82
- package/src/games/bluk/BlukConstants.ts +0 -121
- package/src/games/bluk/BlukGame.ts +0 -323
- package/src/games/bluk/BlukRules.ts +0 -154
- package/src/games/bluk/BlukScene.ts +0 -514
- package/src/games/bubble-shooter/BubbleShooter.tsx +0 -76
- package/src/games/bubble-shooter/BubbleShooterConstants.ts +0 -103
- package/src/games/bubble-shooter/BubbleShooterGame.ts +0 -459
- package/src/games/bubble-shooter/BubbleShooterScene.ts +0 -158
- package/src/games/candy-crush/CandyCrush.tsx +0 -77
- package/src/games/candy-crush/CandyCrushConstants.ts +0 -94
- package/src/games/candy-crush/CandyCrushGame.ts +0 -477
- package/src/games/candy-crush/CandyCrushScene.ts +0 -209
- package/src/games/car-racing/CarMeshes.ts +0 -440
- package/src/games/car-racing/CarRacing.tsx +0 -211
- package/src/games/car-racing/CarRacingConstants.ts +0 -167
- package/src/games/car-racing/CarRacingFacade.ts +0 -40
- package/src/games/car-racing/CarRacingGame.ts +0 -539
- package/src/games/car-racing/CarRacingScene.ts +0 -1026
- package/src/games/car-racing/CarRacingScenery.ts +0 -265
- package/src/games/chameleon-run/ChameleonRun.tsx +0 -96
- package/src/games/chameleon-run/ChameleonRunBackdrop.ts +0 -186
- package/src/games/chameleon-run/ChameleonRunConstants.ts +0 -47
- package/src/games/chameleon-run/ChameleonRunGame.ts +0 -309
- package/src/games/chameleon-run/ChameleonRunMeshes.ts +0 -305
- package/src/games/chameleon-run/ChameleonRunRules.ts +0 -252
- package/src/games/chameleon-run/ChameleonRunScene.ts +0 -310
- package/src/games/checkers/Checkers.tsx +0 -83
- package/src/games/checkers/CheckersAI.ts +0 -255
- package/src/games/checkers/CheckersConstants.ts +0 -68
- package/src/games/checkers/CheckersGame.ts +0 -322
- package/src/games/checkers/CheckersRules.ts +0 -167
- package/src/games/checkers/CheckersScene.ts +0 -308
- package/src/games/color-switch/ColorSwitch.tsx +0 -75
- package/src/games/color-switch/ColorSwitchConstants.ts +0 -61
- package/src/games/color-switch/ColorSwitchGame.ts +0 -329
- package/src/games/color-switch/ColorSwitchScene.ts +0 -220
- package/src/games/colors-sort/ColorsSort.tsx +0 -82
- package/src/games/colors-sort/ColorsSortConstants.ts +0 -119
- package/src/games/colors-sort/ColorsSortGame.ts +0 -246
- package/src/games/colors-sort/ColorsSortScene.ts +0 -315
- package/src/games/connect-em-all/ConnectEmAll.tsx +0 -70
- package/src/games/connect-em-all/ConnectEmAllConstants.ts +0 -77
- package/src/games/connect-em-all/ConnectEmAllGame.ts +0 -401
- package/src/games/connect-em-all/ConnectEmAllScene.ts +0 -235
- package/src/games/crossy-road/CrossyRoad.tsx +0 -74
- package/src/games/crossy-road/CrossyRoadCamera.ts +0 -59
- package/src/games/crossy-road/CrossyRoadConstants.ts +0 -132
- package/src/games/crossy-road/CrossyRoadGame.ts +0 -293
- package/src/games/crossy-road/CrossyRoadMeshes.ts +0 -195
- package/src/games/crossy-road/CrossyRoadPerson.ts +0 -198
- package/src/games/crossy-road/CrossyRoadRules.ts +0 -99
- package/src/games/crossy-road/CrossyRoadScene.ts +0 -355
- package/src/games/dino-jump/DinoJump.tsx +0 -77
- package/src/games/dino-jump/DinoJumpConstants.ts +0 -80
- package/src/games/dino-jump/DinoJumpGame.ts +0 -344
- package/src/games/dino-jump/DinoJumpScene.ts +0 -686
- package/src/games/dots-and-boxes/DotsAndBoxes.tsx +0 -83
- package/src/games/dots-and-boxes/DotsAndBoxesConstants.ts +0 -77
- package/src/games/dots-and-boxes/DotsAndBoxesGame.ts +0 -271
- package/src/games/dots-and-boxes/DotsAndBoxesScene.ts +0 -249
- package/src/games/falling-sticks/FallingSticks.tsx +0 -72
- package/src/games/falling-sticks/FallingSticksConstants.ts +0 -62
- package/src/games/falling-sticks/FallingSticksGame.ts +0 -220
- package/src/games/falling-sticks/FallingSticksRules.ts +0 -145
- package/src/games/falling-sticks/FallingSticksScene.ts +0 -245
- package/src/games/find-different-number/FindDifferentNumber.tsx +0 -74
- package/src/games/find-different-number/FindDifferentNumberConstants.ts +0 -74
- package/src/games/find-different-number/FindDifferentNumberGame.ts +0 -174
- package/src/games/find-different-number/FindDifferentNumberRules.ts +0 -43
- package/src/games/find-different-number/FindDifferentNumberScene.ts +0 -193
- package/src/games/flappy-bird/FlappyBird.tsx +0 -73
- package/src/games/flappy-bird/FlappyBirdConstants.ts +0 -95
- package/src/games/flappy-bird/FlappyBirdGame.ts +0 -375
- package/src/games/flappy-bird/FlappyBirdScene.ts +0 -630
- package/src/games/fruit-merger/FruitMerger.tsx +0 -73
- package/src/games/fruit-merger/FruitMergerConstants.ts +0 -102
- package/src/games/fruit-merger/FruitMergerGame.ts +0 -285
- package/src/games/fruit-merger/FruitMergerRules.ts +0 -286
- package/src/games/fruit-merger/FruitMergerScene.ts +0 -498
- package/src/games/fruit-ninja/FruitNinja.tsx +0 -129
- package/src/games/fruit-ninja/FruitNinjaConstants.ts +0 -107
- package/src/games/fruit-ninja/FruitNinjaGame.ts +0 -391
- package/src/games/fruit-ninja/FruitNinjaScene.ts +0 -319
- package/src/games/fruit-ninja/FruitNinjaWorld.ts +0 -17
- package/src/games/game-2048/Game2048.tsx +0 -84
- package/src/games/game-2048/Game2048Constants.ts +0 -68
- package/src/games/game-2048/Game2048Game.ts +0 -181
- package/src/games/game-2048/Game2048Rules.ts +0 -101
- package/src/games/game-2048/Game2048Scene.ts +0 -206
- package/src/games/knife-hit/KnifeHit.tsx +0 -78
- package/src/games/knife-hit/KnifeHitConstants.ts +0 -89
- package/src/games/knife-hit/KnifeHitGame.ts +0 -264
- package/src/games/knife-hit/KnifeHitScene.ts +0 -360
- package/src/games/ludo-king/LudoKing.tsx +0 -86
- package/src/games/ludo-king/LudoKingConstants.ts +0 -212
- package/src/games/ludo-king/LudoKingGame.ts +0 -326
- package/src/games/ludo-king/LudoKingRules.ts +0 -143
- package/src/games/ludo-king/LudoKingScene.ts +0 -397
- package/src/games/maze-runner/MazeRunner.tsx +0 -88
- package/src/games/maze-runner/MazeRunnerConstants.ts +0 -65
- package/src/games/maze-runner/MazeRunnerGame.ts +0 -176
- package/src/games/maze-runner/MazeRunnerRules.ts +0 -161
- package/src/games/maze-runner/MazeRunnerScene.ts +0 -245
- package/src/games/memory-match/MemoryMatch.tsx +0 -77
- package/src/games/memory-match/MemoryMatchConstants.ts +0 -105
- package/src/games/memory-match/MemoryMatchGame.ts +0 -222
- package/src/games/memory-match/MemoryMatchRules.ts +0 -38
- package/src/games/memory-match/MemoryMatchScene.ts +0 -268
- package/src/games/mine-sweeper/MineSweeper.tsx +0 -77
- package/src/games/mine-sweeper/MineSweeperConstants.ts +0 -94
- package/src/games/mine-sweeper/MineSweeperGame.ts +0 -234
- package/src/games/mine-sweeper/MineSweeperRules.ts +0 -67
- package/src/games/mine-sweeper/MineSweeperScene.ts +0 -262
- package/src/games/mob-control/MobControl.tsx +0 -73
- package/src/games/mob-control/MobControlConstants.ts +0 -106
- package/src/games/mob-control/MobControlGame.ts +0 -176
- package/src/games/mob-control/MobControlMeshes.ts +0 -85
- package/src/games/mob-control/MobControlRenderer.ts +0 -108
- package/src/games/mob-control/MobControlRules.ts +0 -522
- package/src/games/mob-control/MobControlScene.ts +0 -399
- package/src/games/number-search/NumberSearch.tsx +0 -18
- package/src/games/number-search/NumberSearchNumbers.ts +0 -623
- package/src/games/nuts-and-bolts/NutsAndBolts.tsx +0 -85
- package/src/games/nuts-and-bolts/NutsAndBoltsConstants.ts +0 -75
- package/src/games/nuts-and-bolts/NutsAndBoltsGame.ts +0 -298
- package/src/games/nuts-and-bolts/NutsAndBoltsRules.ts +0 -474
- package/src/games/nuts-and-bolts/NutsAndBoltsScene.ts +0 -498
- package/src/games/pac-man/PacMan.tsx +0 -86
- package/src/games/pac-man/PacManConstants.ts +0 -169
- package/src/games/pac-man/PacManGame.ts +0 -406
- package/src/games/pac-man/PacManRules.ts +0 -255
- package/src/games/pac-man/PacManScene.ts +0 -387
- package/src/games/paper-io/PaperIo.tsx +0 -91
- package/src/games/paper-io/PaperIoConstants.ts +0 -86
- package/src/games/paper-io/PaperIoGame.ts +0 -193
- package/src/games/paper-io/PaperIoMeshes.ts +0 -233
- package/src/games/paper-io/PaperIoRules.ts +0 -315
- package/src/games/paper-io/PaperIoScene.ts +0 -310
- package/src/games/penguin-run/PenguinMeshes.ts +0 -269
- package/src/games/penguin-run/PenguinModel.ts +0 -712
- package/src/games/penguin-run/PenguinRun.tsx +0 -77
- package/src/games/penguin-run/PenguinRunConstants.ts +0 -69
- package/src/games/penguin-run/PenguinRunGame.ts +0 -406
- package/src/games/penguin-run/PenguinRunScene.ts +0 -949
- package/src/games/perfect-circle/PerfectCircle.tsx +0 -74
- package/src/games/perfect-circle/PerfectCircleConstants.ts +0 -52
- package/src/games/perfect-circle/PerfectCircleGame.ts +0 -153
- package/src/games/perfect-circle/PerfectCircleRules.ts +0 -111
- package/src/games/perfect-circle/PerfectCircleScene.ts +0 -176
- package/src/games/pipe-connect/PipeConnect.tsx +0 -69
- package/src/games/pipe-connect/PipeConnectConstants.ts +0 -101
- package/src/games/pipe-connect/PipeConnectGame.ts +0 -179
- package/src/games/pipe-connect/PipeConnectRules.ts +0 -326
- package/src/games/pipe-connect/PipeConnectScene.ts +0 -271
- package/src/games/play-with-tua/PlayWithTua.tsx +0 -123
- package/src/games/play-with-tua/PlayWithTuaConstants.ts +0 -70
- package/src/games/play-with-tua/PlayWithTuaGame.ts +0 -167
- package/src/games/play-with-tua/PlayWithTuaModel.ts +0 -42
- package/src/games/play-with-tua/PlayWithTuaScene.ts +0 -36
- package/src/games/popit-fidget/PopitFidget.tsx +0 -72
- package/src/games/popit-fidget/PopitFidgetConstants.ts +0 -71
- package/src/games/popit-fidget/PopitFidgetGame.ts +0 -148
- package/src/games/popit-fidget/PopitFidgetScene.ts +0 -242
- package/src/games/reversi/Reversi.tsx +0 -94
- package/src/games/reversi/ReversiConstants.ts +0 -67
- package/src/games/reversi/ReversiGame.ts +0 -266
- package/src/games/reversi/ReversiRules.ts +0 -176
- package/src/games/reversi/ReversiScene.ts +0 -240
- package/src/games/search-grid/SearchGrid.tsx +0 -92
- package/src/games/search-grid/SearchGridConstants.ts +0 -178
- package/src/games/search-grid/SearchGridGame.ts +0 -209
- package/src/games/search-grid/SearchGridScene.ts +0 -301
- package/src/games/shared/BackdropCard.tsx +0 -54
- package/src/games/shared/EngineBackdrop.ts +0 -300
- package/src/games/shared/EngineBlasts.ts +0 -136
- package/src/games/shared/EngineBlocks.ts +0 -91
- package/src/games/shared/EngineControlText.ts +0 -17
- package/src/games/shared/EngineDice.ts +0 -250
- package/src/games/shared/EngineFootprint.ts +0 -35
- package/src/games/shared/EngineFruits.ts +0 -1435
- package/src/games/shared/EngineGameLoader.tsx +0 -88
- package/src/games/shared/EngineGameScreen.tsx +0 -325
- package/src/games/shared/EngineGameWidth.ts +0 -3
- package/src/games/shared/EngineGameWidth.web.ts +0 -3
- package/src/games/shared/EngineGlyphs.ts +0 -178
- package/src/games/shared/EngineHud.ts +0 -815
- package/src/games/shared/EngineLoading.ts +0 -477
- package/src/games/shared/EngineMeadow.ts +0 -725
- package/src/games/shared/EngineMeshCache.ts +0 -15
- package/src/games/shared/EngineMeshes.ts +0 -10
- package/src/games/shared/EngineRacingChase.ts +0 -21
- package/src/games/shared/EngineRacingHandling.ts +0 -48
- package/src/games/shared/EngineReadyContext.ts +0 -4
- package/src/games/shared/EngineTilt.ts +0 -44
- package/src/games/shared/EngineTouchSurface.tsx +0 -103
- package/src/games/shared/EngineUtils.ts +0 -52
- package/src/games/shared/GameActivity.ts +0 -13
- package/src/games/shared/GameLoading.tsx +0 -202
- package/src/games/shared/GameLoadingTransition.tsx +0 -61
- package/src/games/shared/ProceduralCacheVersion.ts +0 -2
- package/src/games/shared/useEngineGame.ts +0 -240
- package/src/games/shared/useGameResource.ts +0 -21
- package/src/games/shared/useLiveState.ts +0 -58
- package/src/games/sliding-numbers/SlidingNumbers.tsx +0 -71
- package/src/games/sliding-numbers/SlidingNumbersConstants.ts +0 -65
- package/src/games/sliding-numbers/SlidingNumbersGame.ts +0 -192
- package/src/games/sliding-numbers/SlidingNumbersRules.ts +0 -79
- package/src/games/sliding-numbers/SlidingNumbersScene.ts +0 -193
- package/src/games/snake-3d/Snake3D.tsx +0 -76
- package/src/games/snake-3d/Snake3DConstants.ts +0 -61
- package/src/games/snake-3d/Snake3DGame.ts +0 -192
- package/src/games/snake-3d/Snake3DMotion.ts +0 -22
- package/src/games/snake-3d/Snake3DRules.ts +0 -116
- package/src/games/snake-3d/Snake3DScene.ts +0 -322
- package/src/games/snakes-and-ladders/SnakesAndLadders.tsx +0 -87
- package/src/games/snakes-and-ladders/SnakesAndLaddersConstants.ts +0 -136
- package/src/games/snakes-and-ladders/SnakesAndLaddersGame.ts +0 -310
- package/src/games/snakes-and-ladders/SnakesAndLaddersScene.ts +0 -515
- package/src/games/space-fighter/SpaceFighter.tsx +0 -74
- package/src/games/space-fighter/SpaceFighterConstants.ts +0 -86
- package/src/games/space-fighter/SpaceFighterGame.ts +0 -292
- package/src/games/space-fighter/SpaceFighterScene.ts +0 -550
- package/src/games/spider-solitaire/SpiderSolitaire.tsx +0 -80
- package/src/games/spider-solitaire/SpiderSolitaireConstants.ts +0 -107
- package/src/games/spider-solitaire/SpiderSolitaireGame.ts +0 -387
- package/src/games/spider-solitaire/SpiderSolitaireRules.ts +0 -123
- package/src/games/spider-solitaire/SpiderSolitaireScene.ts +0 -352
- package/src/games/stack-tower/StackTower.tsx +0 -76
- package/src/games/stack-tower/StackTowerConstants.ts +0 -74
- package/src/games/stack-tower/StackTowerGame.ts +0 -236
- package/src/games/stack-tower/StackTowerScene.ts +0 -186
- package/src/games/sudoku/Sudoku.tsx +0 -73
- package/src/games/sudoku/SudokuConstants.ts +0 -127
- package/src/games/sudoku/SudokuGame.ts +0 -250
- package/src/games/sudoku/SudokuRules.ts +0 -125
- package/src/games/sudoku/SudokuScene.ts +0 -304
- package/src/games/tangram/Tangram.tsx +0 -79
- package/src/games/tangram/TangramConstants.ts +0 -64
- package/src/games/tangram/TangramGame.ts +0 -356
- package/src/games/tangram/TangramRules.ts +0 -409
- package/src/games/tangram/TangramScene.ts +0 -203
- package/src/games/tank-1990/Tank1990.tsx +0 -78
- package/src/games/tank-1990/Tank1990Constants.ts +0 -81
- package/src/games/tank-1990/Tank1990Game.ts +0 -331
- package/src/games/tank-1990/Tank1990Rules.ts +0 -390
- package/src/games/tank-1990/Tank1990Scene.ts +0 -434
- package/src/games/tic-tac-toe/TicTacToe.tsx +0 -98
- package/src/games/tic-tac-toe/TicTacToeConstants.ts +0 -69
- package/src/games/tic-tac-toe/TicTacToeGame.ts +0 -200
- package/src/games/tic-tac-toe/TicTacToeRules.ts +0 -103
- package/src/games/tic-tac-toe/TicTacToeScene.ts +0 -245
- package/src/games/tile-home/TileHome.tsx +0 -92
- package/src/games/tile-home/TileHomeConstants.ts +0 -139
- package/src/games/tile-home/TileHomeGame.ts +0 -435
- package/src/games/tile-home/TileHomeScene.ts +0 -154
- package/src/games/treasure-hunt/TreasureHunt.tsx +0 -206
- package/src/games/treasure-hunt/TreasureHuntConstants.ts +0 -266
- package/src/games/treasure-hunt/TreasureHuntControls.ts +0 -280
- package/src/games/treasure-hunt/TreasureHuntGame.ts +0 -402
- package/src/games/treasure-hunt/TreasureHuntMeshes.ts +0 -422
- package/src/games/treasure-hunt/TreasureHuntModel.ts +0 -506
- package/src/games/treasure-hunt/TreasureHuntRules.ts +0 -1210
- package/src/games/treasure-hunt/TreasureHuntScene.ts +0 -586
- package/src/games/whack-a-mole/WhackAMole.tsx +0 -79
- package/src/games/whack-a-mole/WhackAMoleConstants.ts +0 -94
- package/src/games/whack-a-mole/WhackAMoleGame.ts +0 -233
- package/src/games/whack-a-mole/WhackAMoleScene.ts +0 -349
- package/src/games/word-search/WordSearch.tsx +0 -18
- package/src/games/word-search/WordSearchWords.ts +0 -1642
- package/src/helpers/GamePatternData.ts +0 -120
- package/src/helpers/GameSettingsModal.tsx +0 -384
- package/src/helpers/GameTheme.tsx +0 -37
- package/src/helpers/IconPaths.ts +0 -6
- package/src/helpers/index.ts +0 -2
- package/src/index.tsx +0 -60
- package/src/services/GameAssetLoader.ts +0 -111
- package/src/services/GameAssets.ts +0 -149
- package/src/services/GameLoaders.ts +0 -93
- package/src/services/GamesConstants.ts +0 -193
- package/src/services/GamesMetadata.ts +0 -711
- package/src/services/GamesService.ts +0 -116
- package/src/services/HapticsService.ts +0 -48
- package/src/services/ScoringService.ts +0 -19
- package/src/services/SfxSources.ts +0 -81
- package/src/services/SoundsService.ts +0 -582
- package/src/services/ThemeService.ts +0 -281
- package/src/services/UtilsService.ts +0 -134
- package/src/services/index.ts +0 -6
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// Perfect Circle's screen, on the Nayan engine: the plate, the guide ring and the drawn neon stroke are
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// one 3D scene (an orthographic camera looking straight down, so the guide is a true circle), under
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// Playtura's scoreboard, controls and modals. The play is in PerfectCircleGame.ts (the scoring in
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// PerfectCircleRules.ts), what it draws in PerfectCircleScene.ts.
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//
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// One world serves the whole visit: Start, Stop and Try Again clear the plate in place and a theme
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// change repaints it, so the GPU view is never rebuilt. The stroke is instances of the engine's
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// built-in shapes, so drawing builds no meshes; JS reads the finger and steps the world once a frame.
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import { useMemo } from 'react';
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import { HapticType } from '../../services/HapticsService';
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import { GAME_SOUNDS } from '../../services/SoundsService';
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import { GAME_IDS } from '../../services/UtilsService';
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import { engineGame, EngineGameScreen } from '../shared/EngineGameScreen';
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import { toRgb } from '../shared/EngineUtils';
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import { useEngineGame } from '../shared/useEngineGame';
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import { useLiveState } from '../shared/useLiveState';
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import { COLORS, getLayout, LIGHT } from './PerfectCircleConstants';
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import { createGame, dispose, drag, reset, setLayout, setTheme, start, tick } from './PerfectCircleGame';
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import { levelOf } from './PerfectCircleRules';
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const SOUNDS = GAME_SOUNDS.PERFECT_CIRCLE;
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export const PerfectCircle = engineGame(GAME_IDS.PERFECT_CIRCLE, (props) => {
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const [accuracy, setAccuracy] = useLiveState(0);
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// Win or lose when the round's scored; the score is the accuracy x 100, as before
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const { theme, status, screen, gameOver } = useEngineGame(props, {
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gameId: GAME_IDS.PERFECT_CIRCLE,
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create: createGame,
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start,
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reset,
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dispose,
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tick,
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setTheme,
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resize: (g, width, height, offset) => {
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const l = getLayout(width, height, offset);
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setLayout(g, l);
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return l.radius * 2;
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},
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drag,
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reportScore: (g) => Math.round(g.accuracy * 100),
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sounds: SOUNDS,
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onStart: (fx) => fx(SOUNDS.START, HapticType.SUCCESS),
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onOver: (fx, status) => fx(status === 'win' ? SOUNDS.SUCCESS : SOUNDS.FAIL, status === 'win' ? HapticType.SUCCESS : HapticType.ERROR),
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wire: (g, fx) => {
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g.onAccuracy = setAccuracy;
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g.onEvent = (event) => {
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if (event === 'begin') fx(null, HapticType.LIGHT);
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else if (event === 'end') fx(SOUNDS.DRAW_END, HapticType.MEDIUM);
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};
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}
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});
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const background = useMemo(() => toRgb(theme.BACKGROUND), [theme.BACKGROUND]);
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const level = levelOf(accuracy);
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return (
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<EngineGameScreen
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{...screen}
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light={LIGHT}
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background={background}
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// The accuracy, cyan once there is one (light mode keeps the theme's dark text, for contrast)
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columns={[{ label: 'ACCURACY', value: String(accuracy), valueColor: accuracy > 0 && theme.mode !== 'light' ? COLORS.UI : undefined }]}
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subtext="Draw perfect circle!"
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gameOver={gameOver({
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title: status === 'win' ? level.label.toUpperCase() : 'NOT QUITE!',
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message: status === 'win' ? `${accuracy}% accuracy - Amazing circle!` : `${accuracy}% accuracy - Need >70% to win`,
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scoreLabel: 'Final Score',
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score: accuracy,
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buttonText: 'Try Again'
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})}
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/>
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);
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});
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// Perfect Circle's colors, feel and layout. The guide circle is placed and sized as the original game
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// placed it (half the game width across, a little below the middle of the screen), so scores carry over.
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import { getScoreBoardTop } from '../shared/EngineHud';
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import type { TiltView } from '../shared/EngineTilt';
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import { frontLight, gameWidthFor } from '../shared/EngineUtils';
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// ── Feel ──────────────────────────────────────────────────────────────
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export const MIN_POINT_DISTANCE = 4; // points closer than this to the last are skipped, as the original stroke
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export const STROKE_RADIUS = 2.5; // the drawn tube's radius (the original stroke was 4 wide)
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export const FIT_TRACE_TIME = 0.65; // the best-fit circle traces round after the verdict
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export const TINT_TIME = 0.38;
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// ── Colors ────────────────────────────────────────────────────────────
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export const COLORS = {
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STROKE: '#00d4ff',
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SUCCESS: '#4ecca3',
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FAIL: '#ff6b6b',
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GUIDE: '#ffffff',
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UI: '#00d4ff'
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} as const;
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// ── The scene ─────────────────────────────────────────────────────────
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/**
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* The camera looks straight down: the guide must be a true circle on screen, since the drawing is
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* scored in view points. The depth shows in the plate's bevel, the raised guide ring and the round tube.
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*/
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export const TILT = 0;
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export const LIGHT = frontLight([-0.4, 0.55, 1], 0.45);
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// ── Layout (view points) ──────────────────────────────────────────────
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const SCOREBOARD_HEIGHT = 82;
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const CONTROLS_HEIGHT = 120;
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export type Layout = TiltView & { cx: number; cy: number; radius: number };
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/**
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* The guide circle: half the game width (the view less 30 points, at most 500) across, centred 55
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* points below the middle of the screen, as the original canvas put it. On a screen too short for that, it
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* shrinks and moves to fit between the scoreboard and the controls.
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*/
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export function getLayout(width: number, height: number, offset: number): Layout {
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let radius = gameWidthFor(width) / 2;
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const top = getScoreBoardTop(offset) + SCOREBOARD_HEIGHT + 8;
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const bottom = height - CONTROLS_HEIGHT;
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if (bottom - top < radius * 2) radius = Math.max(60, (bottom - top) / 2);
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const cy = Math.min(Math.max(height / 2 + 55, top + radius), bottom - radius);
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return { width, height, centerY: height / 2, tilt: TILT, cx: width / 2, cy, radius };
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}
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// Perfect Circle's play, with no React: build a game with `createGame`, give it a layout, `start` it and
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// `tick` it every frame. Press Start, then draw one circle round the guide with one finger; lifting it
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// scores the stroke (original's scoring, in PerfectCircleRules.ts) and ends the round: 80% or more wins.
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import { type Camera, type DragEvent, World } from '@nayan-ui/engine';
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import type { GameTheme } from '../../services/ThemeService';
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import { aimTilted } from '../shared/EngineTilt';
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import { type Layout, MIN_POINT_DISTANCE } from './PerfectCircleConstants';
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import { accuracyOf, fitCircle, MIN_POINTS, type Point, WIN_ACCURACY } from './PerfectCircleRules';
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import { beginStroke, buildScene, clearStroke, endStroke, extendStroke, removeScene, type Scene, setSceneTheme, verdict } from './PerfectCircleScene';
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export type Phase = 'ready' | 'playing' | 'over';
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/** begin / end: the finger went down / lifted; scored: the stroke's accuracy is in (not for one too short to count). */
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export type GameEvent = 'begin' | 'end' | 'scored';
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const WORLD_CAPACITY = 3000; // two entities a stroke point, the trace, the plate and ring, and the bursts
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const MAX_POINTS = 1400; // a stroke stops growing past this (several times round the guide)
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export function createGame(theme: GameTheme) {
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const world = new World(WORLD_CAPACITY);
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const camera: Camera = { eye: [0, 0, 240], target: [0, 0, 0], fov: 1, ortho: 1 };
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return {
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world,
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camera,
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theme,
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layout: null as Layout | null,
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scene: null as Scene | null,
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phase: 'ready' as Phase,
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/** The stroke so far (view points, kept inside the guide), and whether a finger is drawing it. */
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points: [] as Point[],
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drawing: false,
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accuracy: 0,
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won: false,
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fit: null as { cx: number; cy: number; r: number } | null,
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// UI hooks, set by the screen.
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onPhase: (_p: Phase) => {},
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onAccuracy: (_a: number) => {},
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onEvent: (_e: GameEvent) => {}
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};
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}
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export type Game = ReturnType<typeof createGame>;
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// ── Scene ─────────────────────────────────────────────────────────────
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/** Lays the plate out for the view (first layout, header height, rotation); a stroke on it is cleared. */
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export function setLayout(g: Game, l: Layout) {
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if (g.scene) removeScene(g.world, g.scene);
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g.layout = l;
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aimTilted(g.camera, l);
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g.scene = buildScene(g.world, l, g.theme);
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// A drawing mid-stroke or on the result belongs to the old layout: start the round's stroke afresh
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g.drawing = false;
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if (g.phase !== 'over') g.points = [];
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}
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export function setTheme(g: Game, theme: GameTheme) {
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g.theme = theme;
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if (g.scene) setSceneTheme(g.world, g.scene, theme);
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}
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// ── Run ───────────────────────────────────────────────────────────────
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export function start(g: Game) {
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if (g.phase !== 'ready') return;
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reset(g);
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g.phase = 'playing';
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g.onPhase('playing');
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}
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/** An empty plate, not started (Stop, Play Again). The world, and the GPU view drawing it, are kept. */
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export function reset(g: Game) {
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g.points = [];
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g.drawing = false;
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g.accuracy = 0;
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g.won = false;
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g.fit = null;
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if (g.scene) clearStroke(g.world, g.scene);
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g.onAccuracy(0);
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if (g.phase !== 'ready') {
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g.phase = 'ready';
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g.onPhase('ready');
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}
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}
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export function dispose(g: Game) {
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g.world.dispose();
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}
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export function tick(g: Game, dt: number) {
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if (g.world.isDisposed) return;
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g.world.update(dt);
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}
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// ── The finger ────────────────────────────────────────────────────────
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/** A point kept inside the guide circle, as the original stroke clamped it. */
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function clamp(l: Layout, x: number, y: number): Point {
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const dx = x - l.cx;
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const dy = y - l.cy;
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const d2 = dx * dx + dy * dy;
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if (d2 <= l.radius * l.radius) return { x, y };
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const k = l.radius / Math.sqrt(d2);
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return { x: l.cx + dx * k, y: l.cy + dy * k };
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}
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/** One stroke per round: down starts it, every move of 4 points or more adds to it, lifting scores it. */
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|
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export function drag(g: Game, { phase, x, y }: DragEvent) {
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const { layout: l, scene: s } = g;
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if (!l) return;
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if (phase === 'start') {
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if (g.phase !== 'playing' || g.drawing) return;
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const p = clamp(l, x, y);
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|
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g.points = [p];
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|
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g.drawing = true;
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|
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if (s) beginStroke(g.world, l, s, p);
|
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|
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g.onEvent('begin');
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|
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return;
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|
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}
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|
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if (!g.drawing) return;
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|
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if (phase === 'move') {
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|
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const last = g.points[g.points.length - 1]!;
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|
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// The distance is from the last kept point to the raw finger, as the original stroke measured it
|
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|
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if ((x - last.x) ** 2 + (y - last.y) ** 2 < MIN_POINT_DISTANCE * MIN_POINT_DISTANCE || g.points.length >= MAX_POINTS) return;
|
|
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|
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const p = clamp(l, x, y);
|
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|
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g.points.push(p);
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|
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if (s) extendStroke(g.world, l, s, last, p);
|
|
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|
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return;
|
|
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|
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}
|
|
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|
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// Lifted (or the system took the touch): score what was drawn
|
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|
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g.drawing = false;
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|
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if (s) endStroke(g.world, s);
|
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|
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g.onEvent('end');
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|
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finish(g);
|
|
133
|
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}
|
|
134
|
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|
|
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]!;
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// Everything Perfect Circle draws: a round plate (themed, as the original guide's fill) with the guide
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// circle standing on it as a raised ring, the stroke drawn as a glowing neon tube (a rounded segment
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// for every step of the finger, joined by balls, all instances of the engine's built-in shapes: no
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// mesh is built as you draw), a glowing pen tip under the finger, and on the verdict the stroke tinted
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// green or red with the best-fit circle of the drawing traced round over it. The camera looks straight
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// down (one world unit per point), so the guide is a true circle on screen, as the scoring needs.
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import { type Color, effects, type Entity, type Model, quat, tube, type Vec3, type World } from '@nayan-ui/engine';
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import type { GameTheme } from '../../services/ThemeService';
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import { setBackdropTheme, spawnBackdrop } from '../shared/EngineBackdrop';
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import { cacheGameAsset, createGameMesh as createShape } from '../shared/EngineMeshes';
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import { placeTiltedBackdrop } from '../shared/EngineTilt';
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import { toColor } from '../shared/EngineUtils';
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import { COLORS, FIT_TRACE_TIME, type Layout, STROKE_RADIUS, TINT_TIME } from './PerfectCircleConstants';
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import type { Point } from './PerfectCircleRules';
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const meshes = new Map<string, Model>();
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const cached = (key: string, build: () => Model) => {
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let m = meshes.get(key);
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if (!m) {
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m = cacheGameAsset('perfect-circle/PerfectCircleScene:' + key, build);
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meshes.set(key, m);
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}
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return m;
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};
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const STAND_UP = quat.x(Math.PI / 2);
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const BACKDROP_DEPTH = 30;
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const PLATE_DEPTH = 6;
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const STROKE_Z = 4; // the tube's centre above the plate
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const FIT_SEGMENTS = 72;
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/** The guide: a ring of radius 1 with a tube `thickness` across (of the radius), lying on the plate. */
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const ringMesh = (thickness: number) =>
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cached(`pc-ring:${thickness.toFixed(4)}`, () => {
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const pts: Vec3[] = Array.from({ length: 97 }, (_, i) => {
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const a = (i / 96) * Math.PI * 2;
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return [Math.cos(a), Math.sin(a), 0];
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});
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return createShape(tube(pts, { radius: thickness / 2, sides: 12, smoothness: 2, caps: false }), { center: false, shine: 0.5 });
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});
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/** A stroke's colour, a little self-lit so it reads as neon (channels above 1 glow). */
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const neon = (css: string): Color => {
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const [r, g, b] = toColor(css);
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return [r * 1.25, g * 1.25, b * 1.25, 1];
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};
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// ── Spawning ──────────────────────────────────────────────────────────
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export type Scene = {
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backdrop: Entity;
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plate: Entity;
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ring: Entity;
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tip: Entity;
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/** The stroke's segments and joints, in drawing order. */
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stroke: Entity[];
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fit: Entity[];
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};
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/** A view point on the plate, in the world. */
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export const toWorld = (l: Layout, p: Point, z = STROKE_Z): Vec3 => [p.x - l.width / 2, l.height / 2 - p.y, z];
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const plateColor = (theme: GameTheme): Color => (theme.mode === 'classic' ? toColor(COLORS.GUIDE, 0.2) : toColor(theme.BOARD.SURFACE));
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const ringColor = (theme: GameTheme): Color => (theme.mode === 'classic' ? toColor(COLORS.GUIDE, 0.45) : toColor(theme.BOARD.BORDER));
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export function buildScene(world: World, l: Layout, theme: GameTheme): Scene {
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const backdrop = spawnBackdrop(world, l.width, l.height, -BACKDROP_DEPTH, theme);
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placeTiltedBackdrop(world, backdrop, l, BACKDROP_DEPTH);
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const centre = toWorld(l, { x: l.cx, y: l.cy }, 0);
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const d = l.radius * 2 + 10;
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const plate = world.spawn({
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mesh: 'cylinder',
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position: [centre[0], centre[1], -PLATE_DEPTH / 2],
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rotation: STAND_UP,
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scale: [d, PLATE_DEPTH, d],
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color: plateColor(theme),
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pickable: false
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});
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const ring = world.spawn({
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mesh: ringMesh(3 / l.radius),
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position: [centre[0], centre[1], 1.5],
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scale: l.radius,
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color: ringColor(theme),
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pickable: false
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});
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const tip = world.spawn({ mesh: 'sphere', scale: 0, color: neon(COLORS.STROKE), pickable: false });
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return { backdrop, plate, ring, tip, stroke: [], fit: [] };
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}
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export function removeScene(world: World, s: Scene) {
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for (const e of [s.backdrop, s.plate, s.ring, s.tip, ...s.stroke, ...s.fit]) world.despawn(e);
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}
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export function setSceneTheme(world: World, s: Scene, theme: GameTheme) {
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setBackdropTheme(world, s.backdrop, theme);
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world.set(s.plate, { color: plateColor(theme) });
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world.set(s.ring, { color: ringColor(theme) });
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}
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// ── The stroke ────────────────────────────────────────────────────────
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/** A rounded bar from a to b (world points in the plate's plane), as a cylinder turned to lie along it. */
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function bar(world: World, a: Vec3, b: Vec3, radius: number, color: Color, scale = 1): Entity {
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const dx = b[0] - a[0];
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const dy = b[1] - a[1];
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const len = Math.hypot(dx, dy);
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return world.spawn({
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mesh: 'cylinder',
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position: [(a[0] + b[0]) / 2, (a[1] + b[1]) / 2, a[2]],
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rotation: quat.z(Math.atan2(dy, dx) - Math.PI / 2),
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scale: [radius * 2 * scale, len * scale, radius * 2 * scale],
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color,
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pickable: false
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});
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}
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/** The finger's first point: the pen tip comes down there. */
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export function beginStroke(world: World, l: Layout, s: Scene, p: Point) {
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clearStroke(world, s);
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const at = toWorld(l, p);
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s.stroke.push(world.spawn({ mesh: 'sphere', position: at, scale: STROKE_RADIUS * 2, color: neon(COLORS.STROKE), pickable: false }));
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world.stopAnimation(s.tip);
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world.set(s.tip, { position: [at[0], at[1], at[2] + 1], color: neon(COLORS.STROKE) });
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world.animate(s.tip, { scale: STROKE_RADIUS * 3.2 }, { duration: 0.12, easing: 'back' });
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}
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/** The stroke reaches a new point: a segment out to it and a joint there; the pen tip follows. */
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export function extendStroke(world: World, l: Layout, s: Scene, from: Point, to: Point) {
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const a = toWorld(l, from);
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const b = toWorld(l, to);
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const c = neon(COLORS.STROKE);
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s.stroke.push(bar(world, a, b, STROKE_RADIUS, c));
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s.stroke.push(world.spawn({ mesh: 'sphere', position: b, scale: STROKE_RADIUS * 2, color: c, pickable: false }));
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world.set(s.tip, { position: [b[0], b[1], b[2] + 1] });
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}
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/** The finger lifts: the pen tip goes. */
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export function endStroke(world: World, s: Scene) {
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world.animate(s.tip, { scale: 0 }, { duration: 0.15 });
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}
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/** The verdict: the stroke tints to green or red with a pulse, and the best-fit circle traces round over it. */
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export function verdict(world: World, l: Layout, s: Scene, won: boolean, fit: { cx: number; cy: number; r: number } | null, theme: GameTheme) {
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const c = neon(won ? COLORS.SUCCESS : COLORS.FAIL);
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for (const e of s.stroke) world.animate(e, { color: c }, { duration: TINT_TIME, easing: 'easeOut' });
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effects.sparkle(world, {
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position: toWorld(l, { x: l.cx, y: l.cy }, 10),
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count: won ? 50 : 14,
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size: 3,
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speed: l.radius * (won ? 2.2 : 1),
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lifetime: 0.9,
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colors: [c, [1, 1, 1, 1]],
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flash: won
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});
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if (!fit) return;
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const fitColor: Color = theme.mode === 'classic' ? [1, 1, 1, 0.6] : toColor(theme.TEXT, 0.6);
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// From twelve o'clock round, as the original trace
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for (let i = 0; i < FIT_SEGMENTS; i++) {
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const a0 = -Math.PI / 2 + (i / FIT_SEGMENTS) * Math.PI * 2;
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const a1 = -Math.PI / 2 + ((i + 1) / FIT_SEGMENTS) * Math.PI * 2;
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const p0 = toWorld(l, { x: fit.cx + Math.cos(a0) * fit.r, y: fit.cy + Math.sin(a0) * fit.r }, STROKE_Z + 3);
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const p1 = toWorld(l, { x: fit.cx + Math.cos(a1) * fit.r, y: fit.cy + Math.sin(a1) * fit.r }, STROKE_Z + 3);
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const e = bar(world, p0, p1, 0.9, fitColor, 0.001);
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const len = Math.hypot(p1[0] - p0[0], p1[1] - p0[1]);
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world.animate(e, { scale: [1.8, len * 1.05, 1.8] }, { duration: 0.06, delay: TINT_TIME / 2 + (i / FIT_SEGMENTS) * FIT_TRACE_TIME });
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s.fit.push(e);
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}
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}
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/** Clears the stroke and the trace (a new game). */
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export function clearStroke(world: World, s: Scene) {
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for (const e of [...s.stroke, ...s.fit]) world.despawn(e);
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s.stroke = [];
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s.fit = [];
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world.stopAnimation(s.tip);
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world.set(s.tip, { scale: 0 });
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}
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// Pipe Connect's screen, on the Nayan engine: the board, tiles and pipes are one 3D scene (an
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// orthographic camera leaning back over the board), under Playtura's scoreboard, controls and modals.
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// The play is in PipeConnectGame.ts (the puzzles in PipeConnectRules.ts), what it draws in
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// PipeConnectScene.ts.
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//
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// One world serves the whole visit: Start, Stop and Play Again reset it in place and a theme change
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// repaints the board, so the GPU view is never rebuilt. Turns and the water's flow animate in the
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// engine's Rust core; JS hit-tests taps and steps the clock and the world once a frame.
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import { HapticType } from '../../services/HapticsService';
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import { GAME_SOUNDS } from '../../services/SoundsService';
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import { GAME_IDS, isTablet } from '../../services/UtilsService';
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import { engineGame, EngineGameScreen } from '../shared/EngineGameScreen';
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import { timerColumn } from '../shared/EngineHud';
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import { useEngineGame } from '../shared/useEngineGame';
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import { useLiveState } from '../shared/useLiveState';
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import { getLayout, gridSizeFor, LIGHT, TIME_LIMIT } from './PipeConnectConstants';
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import { createGame, dispose, reset, setLayout, setTheme, start, tap, tick } from './PipeConnectGame';
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const SOUNDS = GAME_SOUNDS.PIPE_CONNECT;
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// As the original game: the grid's size is fixed for the device
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const GRID_SIZE = gridSizeFor(isTablet);
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export const PipeConnect = engineGame(GAME_IDS.PIPE_CONNECT, (props) => {
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const [time, setTime] = useLiveState(TIME_LIMIT);
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// Win or lose when the puzzle ends
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const { game, theme, status, screen, gameOver } = useEngineGame(props, {
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gameId: GAME_IDS.PIPE_CONNECT,
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create: (t) => createGame(t, GRID_SIZE),
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start,
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reset,
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dispose,
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tick,
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setTheme,
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resize: (g, width, height, offset) => {
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const l = getLayout(width, height, offset, GRID_SIZE);
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setLayout(g, l);
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return l.board;
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},
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tap,
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sounds: SOUNDS,
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onStart: (fx) => fx(SOUNDS.START, HapticType.MEDIUM),
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onStop: (fx) => fx(null, HapticType.MEDIUM),
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// Its sound (and a time-up's haptic)
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onOver: (fx, s) => {
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if (s !== 'win') fx(SOUNDS.GAME_OVER, HapticType.HEAVY);
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},
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wire: (g, fx) => {
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g.onTime = setTime;
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g.onTurn = (solved) => fx(solved ? SOUNDS.COMPLETE : SOUNDS.ROTATE, solved ? HapticType.SUCCESS : HapticType.LIGHT);
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}
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});
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return (
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<EngineGameScreen
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{...screen}
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light={LIGHT}
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columns={[timerColumn(time, theme, 0)]}
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subtext="Connect the pipes!"
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gameOver={gameOver({
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title: status === 'win' ? 'CONNECTED!' : 'TIME UP!',
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message: status === 'win' ? 'All pipes connected!' : 'You ran out of time!',
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scoreLabel: 'Final Score',
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score: game.score,
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buttonText: 'Play Again!'
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})}
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/>
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);
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});
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