@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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  321. package/src/games/dots-and-boxes/DotsAndBoxes.tsx +0 -83
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@@ -1,101 +0,0 @@
1
- // Pipe Connect's rules, pieces, timings and layout. Rules, puzzles and scoring match the original version
2
- // (games/pipe-connect), 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
- // ── Rules ─────────────────────────────────────────────────────────────
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-
9
- export const TIME_LIMIT = 120; // seconds
10
- export const POINTS_PER_PUZZLE = 5000; // the base calculateTimeBasedScore adds the time bonus to
11
-
12
- /** The grid is 7 x 7 on a phone, 8 x 8 on a tablet (as the original game decided it). */
13
- export const gridSizeFor = (tablet: boolean) => (tablet ? 8 : 7);
14
-
15
- export enum PipeType {
16
- EMPTY = 'empty',
17
- STRAIGHT = 'straight',
18
- CORNER = 'corner',
19
- CROSS = 'cross',
20
- T_SHAPE = 't-shape',
21
- SOURCE = 'source',
22
- SINK = 'sink'
23
- }
24
-
25
- /** Open sides, as a bitmask. */
26
- export const DIRECTION = { TOP: 1, RIGHT: 2, BOTTOM: 4, LEFT: 8 } as const;
27
- const ALL = DIRECTION.TOP | DIRECTION.RIGHT | DIRECTION.BOTTOM | DIRECTION.LEFT;
28
-
29
- /** Each piece's open sides at rotations 0..3 (a quarter turn clockwise each). */
30
- export const PIPE_OPENINGS: Record<PipeType, number[]> = {
31
- [PipeType.EMPTY]: [0, 0, 0, 0],
32
- [PipeType.STRAIGHT]: [
33
- DIRECTION.TOP | DIRECTION.BOTTOM,
34
- DIRECTION.LEFT | DIRECTION.RIGHT,
35
- DIRECTION.TOP | DIRECTION.BOTTOM,
36
- DIRECTION.LEFT | DIRECTION.RIGHT
37
- ],
38
- [PipeType.CORNER]: [
39
- DIRECTION.TOP | DIRECTION.RIGHT,
40
- DIRECTION.RIGHT | DIRECTION.BOTTOM,
41
- DIRECTION.BOTTOM | DIRECTION.LEFT,
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- DIRECTION.LEFT | DIRECTION.TOP
43
- ],
44
- [PipeType.CROSS]: [ALL, ALL, ALL, ALL],
45
- [PipeType.T_SHAPE]: [
46
- DIRECTION.TOP | DIRECTION.RIGHT | DIRECTION.BOTTOM,
47
- DIRECTION.RIGHT | DIRECTION.BOTTOM | DIRECTION.LEFT,
48
- DIRECTION.BOTTOM | DIRECTION.LEFT | DIRECTION.TOP,
49
- DIRECTION.LEFT | DIRECTION.TOP | DIRECTION.RIGHT
50
- ],
51
- [PipeType.SOURCE]: [ALL, ALL, ALL, ALL],
52
- [PipeType.SINK]: [ALL, ALL, ALL, ALL]
53
- };
54
-
55
- // ── Feel (seconds) ────────────────────────────────────────────────────
56
-
57
- export const TURN_TIME = 0.2; // a pipe swings round a quarter turn, overshooting a touch
58
- export const FLOW_STEP = 0.045; // water reaches each newly joined pipe this long after the last
59
- export const WIN_STEP = 0.03; // the win pulse runs out from the source
60
-
61
- // ── The scene ─────────────────────────────────────────────────────────
62
-
63
- /** The camera leans back from straight down, so the pipes stand up off their tiles. */
64
- export const TILT = 0.32;
65
- /** Lit from the upper left; surfaces facing up off the board (+z) keep their exact color. */
66
- export const LIGHT = frontLight([-0.4, 0.5, 1], 0.45);
67
- export const COLORS = {
68
- PIPE: '#8B9DC3',
69
- WATER: '#4FC3F7',
70
- SOURCE: '#4CAF50',
71
- SINK: '#FF7043',
72
- CLASSIC_BOARD: 'rgba(255, 255, 255, 0.30)',
73
- CLASSIC_CELL: 'rgba(255, 255, 255, 0.10)'
74
- } as const;
75
-
76
- // ── Layout (view points) ──────────────────────────────────────────────
77
-
78
- const SCOREBOARD_HEIGHT = 82;
79
- const CONTROLS_HEIGHT = 110;
80
- const TABLET_WIDTH = 640;
81
-
82
- export type Layout = TiltView & { size: number; cell: number; padding: number; board: number };
83
-
84
- /** Whole-point cells as wide as the game area allows (as the original board), smaller if the screen is short. */
85
- export function getLayout(width: number, height: number, offset: number, size: number): Layout {
86
- const tablet = width > TABLET_WIDTH;
87
- const padding = tablet ? 6 : 4;
88
- const gameWidth = gameWidthFor(width);
89
- const top = getScoreBoardTop(offset) + SCOREBOARD_HEIGHT;
90
- const room = Math.max(200, height - top - CONTROLS_HEIGHT);
91
- const cell = Math.max(10, Math.floor(Math.min((gameWidth - padding * 2) / size, (room / Math.cos(TILT) - padding * 2) / size)));
92
- return { width, height, tilt: TILT, centerY: top + room / 2, size, cell, padding, board: cell * size + padding * 2 };
93
- }
94
-
95
- export const isTabletWidth = (width: number) => width > TABLET_WIDTH;
96
-
97
- /** A cell's centre on the board (row 0 along the top), in world units. */
98
- export function cellCentre(l: Layout, row: number, col: number): [number, number] {
99
- const half = l.board / 2;
100
- return [-half + l.padding + (col + 0.5) * l.cell, half - l.padding - (row + 0.5) * l.cell];
101
- }
@@ -1,179 +0,0 @@
1
- // Pipe Connect's play, with no React: build a game with `createGame` (it deals a puzzle), give it a
2
- // layout, `start` it and `tick` it every frame. Tap a pipe to turn it a quarter turn clockwise; the
3
- // water runs from the source through every pipe joined up to it. Reach the sink inside five minutes to
4
- // win (scored by the time it took, as the original version did). The store's rules, ported as they were.
5
- import { type Camera, World } from '@nayan-ui/engine';
6
- import { calculateTimeBasedScore } from '../../services/ScoringService';
7
- import type { GameTheme } from '../../services/ThemeService';
8
- import { aimTilted, unproject } from '../shared/EngineTilt';
9
- import { type Layout, PipeType, POINTS_PER_PUZZLE, TIME_LIMIT } from './PipeConnectConstants';
10
- import { findConnectedPath, generatePuzzle, isPuzzleCompleteFromSet, type PipeCell, rotatePipe } from './PipeConnectRules';
11
- import { buildScene, flow, removeScene, type Scene, setSceneTheme, splash, turnPiece, winPulse } from './PipeConnectScene';
12
-
13
- export type Phase = 'ready' | 'playing' | 'over';
14
-
15
- const WORLD_CAPACITY = 300; // 64 tiles and pipes at most, the board, and the splash
16
-
17
- /** The cells the water reaches, each with its place along the way out from the source (1 = the source). */
18
- const reach = (grid: PipeCell[][], connected = findConnectedPath(grid)) => {
19
- const order = new Map<string, number>();
20
- for (const id of connected) order.set(id, order.size + 1);
21
- return order;
22
- };
23
-
24
- export function createGame(theme: GameTheme, size: number) {
25
- const world = new World(WORLD_CAPACITY);
26
- const camera: Camera = { eye: [0, 0, 240], target: [0, 0, 0], fov: 1, ortho: 1 };
27
- const grid = generatePuzzle(size);
28
- const g = {
29
- world,
30
- camera,
31
- theme,
32
- size,
33
- layout: null as Layout | null,
34
- scene: null as Scene | null,
35
- phase: 'ready' as Phase,
36
- grid,
37
- wet: reach(grid),
38
- /** Score and the countdown live in the engine (Rust), advanced by world.update. */
39
- get score() {
40
- return world.scoreboard.score;
41
- },
42
- get time() {
43
- return world.scoreboard.shownSeconds;
44
- },
45
- won: false,
46
- // UI hooks, set by the screen.
47
- onPhase: (_p: Phase) => {},
48
- onTime: (_t: number) => {},
49
- /** A pipe turned; `solved` when that turn reached the sink. */
50
- onTurn: (_solved: boolean) => {}
51
- };
52
- world.scoreboard.reset(0, TIME_LIMIT);
53
- world.scoreboard.handlers = {
54
- onSecond: (t) => g.onTime(t),
55
- onTimeUp: () => {
56
- if (g.phase !== 'playing') return;
57
- g.won = false;
58
- g.phase = 'over';
59
- g.onPhase('over');
60
- }
61
- };
62
- return g;
63
- }
64
- export type Game = ReturnType<typeof createGame>;
65
-
66
- const index = (g: Game, row: number, col: number) => row * g.size + col;
67
-
68
- // ── Scene ─────────────────────────────────────────────────────────────
69
-
70
- /** Lays the board out for the view (first layout, header height, rotation): rebuilt from the puzzle's state. */
71
- export function setLayout(g: Game, l: Layout) {
72
- if (g.scene) removeScene(g.world, g.scene);
73
- g.layout = l;
74
- aimTilted(g.camera, l);
75
- g.scene = buildScene(g.world, l, g.theme, g.grid, new Set(g.wet.keys()));
76
- }
77
-
78
- export function setTheme(g: Game, theme: GameTheme) {
79
- g.theme = theme;
80
- if (g.layout && g.scene) setSceneTheme(g.world, g.layout, g.scene, theme);
81
- }
82
-
83
- // ── Run ───────────────────────────────────────────────────────────────
84
-
85
- /** Plays the puzzle that's showing. */
86
- export function start(g: Game) {
87
- if (g.phase !== 'ready') return;
88
- g.phase = 'playing';
89
- g.world.scoreboard.startCountdown(TIME_LIMIT);
90
- g.onPhase('playing');
91
- }
92
-
93
- /** A fresh puzzle, not started (Stop, Play Again). The world, and the GPU view drawing it, are kept. */
94
- export function reset(g: Game) {
95
- g.grid = generatePuzzle(g.size);
96
- g.wet = reach(g.grid);
97
- g.world.scoreboard.reset(0, TIME_LIMIT);
98
- g.won = false;
99
- g.phase = 'ready';
100
- if (g.layout) setLayout(g, g.layout);
101
- g.onTime(TIME_LIMIT);
102
- g.onPhase('ready');
103
- }
104
-
105
- export function dispose(g: Game) {
106
- g.world.dispose();
107
- }
108
-
109
- export function tick(g: Game, dt: number) {
110
- if (g.world.isDisposed) return;
111
- g.world.update(dt);
112
- }
113
-
114
- // ── Taps ──────────────────────────────────────────────────────────────
115
-
116
- /** The cell under a view point (as seen on the pipes, a little above the tiles). */
117
- export function cellAt(g: Game, x: number, y: number): [number, number] | null {
118
- const l = g.layout;
119
- if (!l) return null;
120
- const [wx, wy] = unproject(l, x, y, l.cell * 0.15);
121
- const half = l.board / 2;
122
- const col = Math.floor((wx + half - l.padding) / l.cell);
123
- const row = Math.floor((half - l.padding - wy) / l.cell);
124
- return row >= 0 && row < g.size && col >= 0 && col < g.size ? [row, col] : null;
125
- }
126
-
127
- export function tap(g: Game, x: number, y: number) {
128
- const at = cellAt(g, x, y);
129
- if (at) rotateAt(g, at[0], at[1]);
130
- }
131
-
132
- /** Turns the pipe in a cell (not the source, sink or an empty one), then lets the water find its way. */
133
- export function rotateAt(g: Game, row: number, col: number) {
134
- if (g.phase !== 'playing') return;
135
- const cell = g.grid[row]?.[col];
136
- if (!cell || cell.fixed || cell.type === PipeType.EMPTY) return;
137
- const rotated = rotatePipe(cell);
138
- g.grid[row]![col] = rotated;
139
- const before = g.wet;
140
- const connected = findConnectedPath(g.grid);
141
- const complete = isPuzzleCompleteFromSet(g.grid, connected);
142
- g.wet = reach(g.grid, connected);
143
-
144
- const { layout: l, scene: s } = g;
145
- if (l && s) {
146
- const e = s.pieces[index(g, row, col)];
147
- if (e != null) turnPiece(g.world, e, rotated.rotation);
148
- // The first newly reached pipe's place along the path: the rest follow on from it
149
- let base = 0;
150
- for (const [id, order] of g.wet) if (!before.has(id) && (!base || order < base)) base = order;
151
- for (const r of g.grid)
152
- for (const c of r) {
153
- const piece = s.pieces[index(g, c.row, c.col)];
154
- if (piece == null) continue;
155
- const now = g.wet.get(c.id);
156
- if (!!now !== before.has(c.id)) flow(g.world, l, piece, c, !!now, now ?? 0, base);
157
- }
158
- if (complete) {
159
- for (const [id, order] of g.wet) {
160
- const [r, c] = id.split('-').map(Number) as [number, number];
161
- const piece = s.pieces[index(g, r, c)];
162
- if (piece != null) winPulse(g.world, l, piece, order);
163
- }
164
- const sink = g.grid.flat().find((c) => c.type === PipeType.SINK);
165
- if (sink) splash(g.world, l, sink.row, sink.col);
166
- }
167
- }
168
-
169
- if (complete) {
170
- g.world.scoreboard.set(calculateTimeBasedScore(TIME_LIMIT - g.time, TIME_LIMIT, g.score + POINTS_PER_PUZZLE));
171
- g.world.scoreboard.stop();
172
- g.won = true;
173
- g.phase = 'over';
174
- g.onTurn(true);
175
- g.onPhase('over');
176
- return;
177
- }
178
- g.onTurn(false);
179
- }
@@ -1,326 +0,0 @@
1
- // Pipe Connect's puzzles and moves, as plain functions: a winding path of pipes from a source on the
2
- // left edge to a sink on the right, every other cell filled with a decoy, all scrambled; turning a pipe;
3
- // and which pipes the water reaches. The original version's service (games/pipe-connect), unchanged but for
4
- // taking the grid size as an argument, so every puzzle plays the same.
5
- import { DIRECTION, PIPE_OPENINGS, PipeType } from './PipeConnectConstants';
6
-
7
- export interface PipeCell {
8
- id: string;
9
- row: number;
10
- col: number;
11
- type: PipeType;
12
- rotation: number; // 0-3 (0°, 90°, 180°, 270°)
13
- filled: boolean; // water flowing through
14
- fixed: boolean; // source/sink — cannot rotate
15
- }
16
-
17
- // Get the open directions for a pipe cell
18
- export const getOpenDirections = (cell: PipeCell): number => {
19
- const openings = PIPE_OPENINGS[cell.type];
20
- if (!openings) return 0;
21
- return openings[cell.rotation % 4] ?? 0;
22
- };
23
-
24
- // Check if two adjacent cells are connected
25
- const areConnected = (cellA: PipeCell, cellB: PipeCell): boolean => {
26
- const openA = getOpenDirections(cellA);
27
- const openB = getOpenDirections(cellB);
28
-
29
- const dRow = cellB.row - cellA.row;
30
- const dCol = cellB.col - cellA.col;
31
-
32
- if (dRow === -1 && dCol === 0) {
33
- return (openA & DIRECTION.TOP) !== 0 && (openB & DIRECTION.BOTTOM) !== 0;
34
- }
35
- if (dRow === 1 && dCol === 0) {
36
- return (openA & DIRECTION.BOTTOM) !== 0 && (openB & DIRECTION.TOP) !== 0;
37
- }
38
- if (dRow === 0 && dCol === -1) {
39
- return (openA & DIRECTION.LEFT) !== 0 && (openB & DIRECTION.RIGHT) !== 0;
40
- }
41
- if (dRow === 0 && dCol === 1) {
42
- return (openA & DIRECTION.RIGHT) !== 0 && (openB & DIRECTION.LEFT) !== 0;
43
- }
44
- return false;
45
- };
46
-
47
- // BFS to find all cells connected to the source via properly connected pipes
48
- export const findConnectedPath = (grid: PipeCell[][]): Set<string> => {
49
- const connected = new Set<string>();
50
- const queue: PipeCell[] = [];
51
-
52
- for (const row of grid) {
53
- for (const cell of row) {
54
- if (cell.type === PipeType.SOURCE) {
55
- queue.push(cell);
56
- connected.add(cell.id);
57
- }
58
- }
59
- }
60
-
61
- for (let head = 0; head < queue.length; head++) {
62
- const current = queue[head]!;
63
- const neighbors = getNeighbors(grid, current.row, current.col);
64
-
65
- for (const neighbor of neighbors) {
66
- if (connected.has(neighbor.id)) continue;
67
- if (neighbor.type === PipeType.EMPTY) continue;
68
-
69
- if (areConnected(current, neighbor)) {
70
- connected.add(neighbor.id);
71
- queue.push(neighbor);
72
- }
73
- }
74
- }
75
-
76
- return connected;
77
- };
78
-
79
- // Check completion using pre-computed connected set (avoids double BFS)
80
- export const isPuzzleCompleteFromSet = (grid: PipeCell[][], connected: Set<string>): boolean => {
81
- for (const row of grid) {
82
- for (const cell of row) {
83
- if (cell.type === PipeType.SINK && connected.has(cell.id)) {
84
- return true;
85
- }
86
- }
87
- }
88
- return false;
89
- };
90
-
91
- // Check if source is connected to sink
92
- export const isPuzzleComplete = (grid: PipeCell[][]): boolean => {
93
- const connected = findConnectedPath(grid);
94
- return isPuzzleCompleteFromSet(grid, connected);
95
- };
96
-
97
- // Get adjacent cells
98
- const getNeighbors = (grid: PipeCell[][], row: number, col: number): PipeCell[] => {
99
- const neighbors: PipeCell[] = [];
100
- if (row > 0) neighbors.push(grid[row - 1]![col]!);
101
- if (row < grid.length - 1) neighbors.push(grid[row + 1]![col]!);
102
- if (col > 0) neighbors.push(grid[row]![col - 1]!);
103
- if (col < (grid[0]?.length ?? 0) - 1) neighbors.push(grid[row]![col + 1]!);
104
- return neighbors;
105
- };
106
-
107
- interface PathNode {
108
- row: number;
109
- col: number;
110
- }
111
-
112
- // A short, near-straight run from source to sink could be completed in a handful of taps, so the
113
- // two ends are kept well apart in row and the walk between them is left free to wander.
114
- const minEndRowGap = (rows: number) => Math.max(2, Math.floor(rows / 2));
115
-
116
- // Generate a solvable puzzle — fills entire grid with pipes
117
- export const generatePuzzle = (size: number): PipeCell[][] => {
118
- const rows = size;
119
- const cols = size;
120
-
121
- // Create empty grid
122
- const grid: PipeCell[][] = [];
123
- for (let r = 0; r < rows; r++) {
124
- const row: PipeCell[] = [];
125
- for (let c = 0; c < cols; c++) {
126
- row.push({
127
- id: `${r}-${c}`,
128
- row: r,
129
- col: c,
130
- type: PipeType.EMPTY,
131
- rotation: 0,
132
- filled: false,
133
- fixed: false
134
- });
135
- }
136
- grid.push(row);
137
- }
138
-
139
- // Source and sink sit on opposite edges, and far enough apart in row that no straight shot exists
140
- const sourceRow = Math.floor(Math.random() * rows);
141
- let sinkRow = Math.floor(Math.random() * rows);
142
- const gap = minEndRowGap(rows);
143
- if (Math.abs(sinkRow - sourceRow) < gap) {
144
- sinkRow = sourceRow < rows / 2 ? Math.min(rows - 1, sourceRow + gap) : Math.max(0, sourceRow - gap);
145
- }
146
-
147
- grid[sourceRow]![0] = {
148
- ...grid[sourceRow]![0]!,
149
- type: PipeType.SOURCE,
150
- fixed: true
151
- };
152
-
153
- grid[sinkRow]![cols - 1] = {
154
- ...grid[sinkRow]![cols - 1]!,
155
- type: PipeType.SINK,
156
- fixed: true
157
- };
158
-
159
- // Build a random winding path from source to sink
160
- const path = buildRandomPath(sourceRow, 0, sinkRow, cols - 1, rows, cols);
161
-
162
- // Place pipes along the main path
163
- placePipesAlongPath(grid, path);
164
-
165
- // Fill ALL remaining empty cells with pipes to make the grid dense
166
- fillEmptyCells(grid, rows, cols);
167
-
168
- // Scramble all non-fixed pipe rotations
169
- scrambleRotations(grid);
170
-
171
- return grid;
172
- };
173
-
174
- // Build a random winding path from source to sink
175
- const buildRandomPath = (startRow: number, startCol: number, endRow: number, endCol: number, rows: number, cols: number): PathNode[] => {
176
- const visited = new Set<string>();
177
- const path: PathNode[] = [];
178
-
179
- const dfs = (r: number, c: number): boolean => {
180
- if (r === endRow && c === endCol) {
181
- path.push({ row: r, col: c });
182
- return true;
183
- }
184
-
185
- visited.add(`${r}-${c}`);
186
- path.push({ row: r, col: c });
187
-
188
- // Unsorted on purpose: the walk used to be pulled straight at the sink, which produced a short,
189
- // obvious run. Picking freely at random lets it wander far off the direct line, and the
190
- // backtracking below still guarantees it reaches the sink.
191
- const dirs = shuffleArray([
192
- { dr: -1, dc: 0 },
193
- { dr: 1, dc: 0 },
194
- { dr: 0, dc: -1 },
195
- { dr: 0, dc: 1 }
196
- ]);
197
-
198
- for (const dir of dirs) {
199
- const nr = r + dir.dr;
200
- const nc = c + dir.dc;
201
-
202
- if (nr >= 0 && nr < rows && nc >= 0 && nc < cols && !visited.has(`${nr}-${nc}`)) {
203
- if (dfs(nr, nc)) return true;
204
- }
205
- }
206
-
207
- path.pop();
208
- return false;
209
- };
210
-
211
- dfs(startRow, startCol);
212
- return path;
213
- };
214
-
215
- // Determine pipe type and correct rotation for each cell in the path
216
- const placePipesAlongPath = (grid: PipeCell[][], path: PathNode[]) => {
217
- for (let i = 0; i < path.length; i++) {
218
- const node = path[i]!;
219
- const cell = grid[node.row]![node.col]!;
220
-
221
- if (cell.type === PipeType.SOURCE || cell.type === PipeType.SINK) continue;
222
-
223
- let openDirs = 0;
224
- if (i > 0) {
225
- const prev = path[i - 1]!;
226
- const dr = prev.row - node.row;
227
- const dc = prev.col - node.col;
228
- if (dr === -1) openDirs |= DIRECTION.TOP;
229
- if (dr === 1) openDirs |= DIRECTION.BOTTOM;
230
- if (dc === -1) openDirs |= DIRECTION.LEFT;
231
- if (dc === 1) openDirs |= DIRECTION.RIGHT;
232
- }
233
- if (i < path.length - 1) {
234
- const next = path[i + 1]!;
235
- const dr = next.row - node.row;
236
- const dc = next.col - node.col;
237
- if (dr === -1) openDirs |= DIRECTION.TOP;
238
- if (dr === 1) openDirs |= DIRECTION.BOTTOM;
239
- if (dc === -1) openDirs |= DIRECTION.LEFT;
240
- if (dc === 1) openDirs |= DIRECTION.RIGHT;
241
- }
242
-
243
- const match = findPipeForOpenings(openDirs);
244
- cell.type = match.type;
245
- cell.rotation = match.rotation;
246
- }
247
- };
248
-
249
- // Find which pipe type + rotation produces the given openings bitmask
250
- const findPipeForOpenings = (openDirs: number): { type: PipeType; rotation: number } => {
251
- const types = [PipeType.STRAIGHT, PipeType.CORNER, PipeType.T_SHAPE, PipeType.CROSS];
252
- for (const type of types) {
253
- const openings = PIPE_OPENINGS[type]!;
254
- for (let rot = 0; rot < 4; rot++) {
255
- if (openings[rot] === openDirs) {
256
- return { type, rotation: rot };
257
- }
258
- }
259
- }
260
- return { type: PipeType.STRAIGHT, rotation: 0 };
261
- };
262
-
263
- // Fill all remaining empty cells with random pipe types
264
- const fillEmptyCells = (grid: PipeCell[][], rows: number, cols: number) => {
265
- // No CROSS filler: it is open on all four sides at every rotation, so each one was a free joint
266
- // that let water find the sink by accident. T pieces are kept rare for the same reason.
267
- const pipeTypes = [PipeType.STRAIGHT, PipeType.CORNER, PipeType.T_SHAPE];
268
- const weights = [0.45, 0.45, 0.1];
269
-
270
- for (let r = 0; r < rows; r++) {
271
- for (let c = 0; c < cols; c++) {
272
- const cell = grid[r]![c]!;
273
- if (cell.type !== PipeType.EMPTY) continue;
274
-
275
- // Pick weighted random type
276
- const rand = Math.random();
277
- let cumulative = 0;
278
- let chosenType = PipeType.STRAIGHT;
279
- for (let i = 0; i < pipeTypes.length; i++) {
280
- cumulative += weights[i]!;
281
- if (rand < cumulative) {
282
- chosenType = pipeTypes[i]!;
283
- break;
284
- }
285
- }
286
-
287
- cell.type = chosenType;
288
- cell.rotation = Math.floor(Math.random() * 4);
289
- }
290
- }
291
- };
292
-
293
- // Scramble all non-fixed pipe rotations
294
- const scrambleRotations = (grid: PipeCell[][]) => {
295
- for (const row of grid) {
296
- for (const cell of row) {
297
- if (cell.fixed || cell.type === PipeType.EMPTY) continue;
298
- if (cell.type === PipeType.CROSS) continue;
299
- const originalRotation = cell.rotation;
300
- let newRotation = originalRotation;
301
- while (newRotation === originalRotation) {
302
- newRotation = Math.floor(Math.random() * 4);
303
- }
304
- cell.rotation = newRotation;
305
- }
306
- }
307
- };
308
-
309
- // Rotate a pipe 90° clockwise
310
- export const rotatePipe = (cell: PipeCell): PipeCell => {
311
- if (cell.fixed || cell.type === PipeType.EMPTY) return cell;
312
- return {
313
- ...cell,
314
- rotation: (cell.rotation + 1) % 4
315
- };
316
- };
317
-
318
- // Utility: shuffle array (Fisher-Yates)
319
- const shuffleArray = <T>(arr: T[]): T[] => {
320
- const result = [...arr];
321
- for (let i = result.length - 1; i > 0; i--) {
322
- const j = Math.floor(Math.random() * (i + 1));
323
- [result[i], result[j]] = [result[j]!, result[i]!];
324
- }
325
- return result;
326
- };