@nayan-ui/games 1.20.0 → 1.21.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (552) hide show
  1. package/lib/module/games/arrows/Arrows.js +1 -1
  2. package/lib/module/games/arrows/ArrowsScene.js +1 -1
  3. package/lib/module/games/balloon-blaster/BalloonBlaster.js +1 -1
  4. package/lib/module/games/balloon-blaster/BalloonBlasterScene.js +1 -1
  5. package/lib/module/games/bike-racing/BikeMeshes.js +1 -1
  6. package/lib/module/games/bike-racing/BikeRacing.js +1 -1
  7. package/lib/module/games/bike-racing/BikeRacingConstants.js +1 -1
  8. package/lib/module/games/bike-racing/BikeRacingScene.js +1 -1
  9. package/lib/module/games/block-blast/BlockBlast.js +1 -1
  10. package/lib/module/games/block-blast/BlockBlastScene.js +1 -1
  11. package/lib/module/games/block-breaker/BlockBreaker.js +1 -1
  12. package/lib/module/games/block-breaker/BlockBreakerScene.js +1 -1
  13. package/lib/module/games/bluk/Bluk.js +1 -1
  14. package/lib/module/games/bluk/BlukScene.js +1 -1
  15. package/lib/module/games/bubble-shooter/BubbleShooter.js +1 -1
  16. package/lib/module/games/bubble-shooter/BubbleShooterScene.js +1 -1
  17. package/lib/module/games/candy-crush/CandyCrush.js +1 -1
  18. package/lib/module/games/candy-crush/CandyCrushScene.js +1 -1
  19. package/lib/module/games/car-racing/CarMeshes.js +1 -1
  20. package/lib/module/games/car-racing/CarRacing.js +1 -1
  21. package/lib/module/games/car-racing/CarRacingScene.js +1 -1
  22. package/lib/module/games/chameleon-run/ChameleonRun.js +1 -1
  23. package/lib/module/games/chameleon-run/ChameleonRunBackdrop.js +1 -1
  24. package/lib/module/games/chameleon-run/ChameleonRunMeshes.js +1 -1
  25. package/lib/module/games/checkers/Checkers.js +1 -1
  26. package/lib/module/games/checkers/CheckersScene.js +1 -1
  27. package/lib/module/games/color-switch/ColorSwitch.js +1 -1
  28. package/lib/module/games/color-switch/ColorSwitchScene.js +1 -1
  29. package/lib/module/games/colors-sort/ColorsSort.js +1 -1
  30. package/lib/module/games/colors-sort/ColorsSortScene.js +1 -1
  31. package/lib/module/games/connect-em-all/ConnectEmAll.js +1 -1
  32. package/lib/module/games/connect-em-all/ConnectEmAllScene.js +1 -1
  33. package/lib/module/games/crossy-road/CrossyRoad.js +1 -1
  34. package/lib/module/games/crossy-road/CrossyRoadMeshes.js +1 -1
  35. package/lib/module/games/crossy-road/CrossyRoadPerson.js +1 -1
  36. package/lib/module/games/dino-jump/DinoJump.js +1 -1
  37. package/lib/module/games/dino-jump/DinoJumpScene.js +1 -1
  38. package/lib/module/games/dots-and-boxes/DotsAndBoxes.js +1 -1
  39. package/lib/module/games/dots-and-boxes/DotsAndBoxesScene.js +1 -1
  40. package/lib/module/games/falling-sticks/FallingSticks.js +1 -1
  41. package/lib/module/games/falling-sticks/FallingSticksScene.js +1 -1
  42. package/lib/module/games/find-different-number/FindDifferentNumber.js +1 -1
  43. package/lib/module/games/find-different-number/FindDifferentNumberScene.js +1 -1
  44. package/lib/module/games/flappy-bird/FlappyBird.js +1 -1
  45. package/lib/module/games/flappy-bird/FlappyBirdScene.js +1 -1
  46. package/lib/module/games/fruit-merger/FruitMerger.js +1 -1
  47. package/lib/module/games/fruit-merger/FruitMergerScene.js +1 -1
  48. package/lib/module/games/fruit-ninja/FruitNinja.js +1 -1
  49. package/lib/module/games/fruit-ninja/FruitNinjaScene.js +1 -1
  50. package/lib/module/games/fruit-ninja/FruitNinjaWorld.js +1 -1
  51. package/lib/module/games/game-2048/Game2048.js +1 -1
  52. package/lib/module/games/game-2048/Game2048Scene.js +1 -1
  53. package/lib/module/games/knife-hit/KnifeHit.js +1 -1
  54. package/lib/module/games/knife-hit/KnifeHitScene.js +1 -1
  55. package/lib/module/games/ludo-king/LudoKing.js +1 -1
  56. package/lib/module/games/ludo-king/LudoKingScene.js +1 -1
  57. package/lib/module/games/maze-runner/MazeRunner.js +1 -1
  58. package/lib/module/games/maze-runner/MazeRunnerScene.js +1 -1
  59. package/lib/module/games/memory-match/MemoryMatch.js +1 -1
  60. package/lib/module/games/memory-match/MemoryMatchScene.js +1 -1
  61. package/lib/module/games/mine-sweeper/MineSweeper.js +1 -1
  62. package/lib/module/games/mine-sweeper/MineSweeperScene.js +1 -1
  63. package/lib/module/games/mob-control/MobControl.js +1 -1
  64. package/lib/module/games/mob-control/MobControlGame.js +1 -1
  65. package/lib/module/games/mob-control/MobControlMeshes.js +1 -1
  66. package/lib/module/games/mob-control/MobControlRenderer.js +1 -1
  67. package/lib/module/games/mob-control/MobControlRules.js +1 -1
  68. package/lib/module/games/mob-control/MobControlScene.js +1 -1
  69. package/lib/module/games/nuts-and-bolts/NutsAndBolts.js +1 -1
  70. package/lib/module/games/nuts-and-bolts/NutsAndBoltsScene.js +1 -1
  71. package/lib/module/games/pac-man/PacMan.js +1 -1
  72. package/lib/module/games/pac-man/PacManGame.js +1 -1
  73. package/lib/module/games/pac-man/PacManScene.js +1 -1
  74. package/lib/module/games/paper-io/PaperIo.js +1 -1
  75. package/lib/module/games/paper-io/PaperIoMeshes.js +1 -1
  76. package/lib/module/games/paper-io/PaperIoScene.js +1 -1
  77. package/lib/module/games/penguin-run/PenguinMeshes.js +1 -1
  78. package/lib/module/games/penguin-run/PenguinRun.js +1 -1
  79. package/lib/module/games/penguin-run/PenguinRunScene.js +1 -1
  80. package/lib/module/games/perfect-circle/PerfectCircle.js +1 -1
  81. package/lib/module/games/perfect-circle/PerfectCircleScene.js +1 -1
  82. package/lib/module/games/pipe-connect/PipeConnect.js +1 -1
  83. package/lib/module/games/pipe-connect/PipeConnectScene.js +1 -1
  84. package/lib/module/games/play-with-tua/PlayWithTua.js +1 -1
  85. package/lib/module/games/popit-fidget/PopitFidget.js +1 -1
  86. package/lib/module/games/popit-fidget/PopitFidgetScene.js +1 -1
  87. package/lib/module/games/reversi/Reversi.js +1 -1
  88. package/lib/module/games/reversi/ReversiScene.js +1 -1
  89. package/lib/module/games/search-grid/SearchGrid.js +1 -1
  90. package/lib/module/games/search-grid/SearchGridScene.js +1 -1
  91. package/lib/module/games/shared/BackdropCard.js +1 -1
  92. package/lib/module/games/shared/EngineBackdrop.js +1 -1
  93. package/lib/module/games/shared/EngineBlasts.js +1 -1
  94. package/lib/module/games/shared/EngineBlocks.js +1 -1
  95. package/lib/module/games/shared/EngineDice.js +1 -1
  96. package/lib/module/games/shared/EngineFruits.js +1 -1
  97. package/lib/module/games/shared/EngineGameLoader.js +1 -1
  98. package/lib/module/games/shared/EngineGameScreen.js +1 -1
  99. package/lib/module/games/shared/EngineGlyphs.js +1 -1
  100. package/lib/module/games/shared/EngineHud.js +1 -1
  101. package/lib/module/games/shared/EngineMeadow.js +1 -1
  102. package/lib/module/games/shared/EngineTouchSurface.js +1 -1
  103. package/lib/module/games/shared/GameActivity.js +1 -1
  104. package/lib/module/games/shared/GameLoading.js +1 -1
  105. package/lib/module/games/shared/GameLoadingTransition.js +1 -1
  106. package/lib/module/games/sliding-numbers/SlidingNumbers.js +1 -1
  107. package/lib/module/games/sliding-numbers/SlidingNumbersScene.js +1 -1
  108. package/lib/module/games/snake-3d/Snake3D.js +1 -1
  109. package/lib/module/games/snake-3d/Snake3DScene.js +1 -1
  110. package/lib/module/games/snakes-and-ladders/SnakesAndLadders.js +1 -1
  111. package/lib/module/games/snakes-and-ladders/SnakesAndLaddersScene.js +1 -1
  112. package/lib/module/games/space-fighter/SpaceFighter.js +1 -1
  113. package/lib/module/games/space-fighter/SpaceFighterScene.js +1 -1
  114. package/lib/module/games/spider-solitaire/SpiderSolitaire.js +1 -1
  115. package/lib/module/games/spider-solitaire/SpiderSolitaireScene.js +1 -1
  116. package/lib/module/games/stack-tower/StackTower.js +1 -1
  117. package/lib/module/games/stack-tower/StackTowerScene.js +1 -1
  118. package/lib/module/games/sudoku/Sudoku.js +1 -1
  119. package/lib/module/games/sudoku/SudokuScene.js +1 -1
  120. package/lib/module/games/tangram/Tangram.js +1 -1
  121. package/lib/module/games/tangram/TangramScene.js +1 -1
  122. package/lib/module/games/tank-1990/Tank1990.js +1 -1
  123. package/lib/module/games/tank-1990/Tank1990Scene.js +1 -1
  124. package/lib/module/games/tic-tac-toe/TicTacToe.js +1 -1
  125. package/lib/module/games/tic-tac-toe/TicTacToeScene.js +1 -1
  126. package/lib/module/games/tile-home/TileHome.js +1 -1
  127. package/lib/module/games/tile-home/TileHomeScene.js +1 -1
  128. package/lib/module/games/treasure-hunt/TreasureHunt.js +1 -1
  129. package/lib/module/games/treasure-hunt/TreasureHuntConstants.js +1 -1
  130. package/lib/module/games/treasure-hunt/TreasureHuntModel.js +1 -1
  131. package/lib/module/games/treasure-hunt/TreasureHuntScene.js +1 -1
  132. package/lib/module/games/whack-a-mole/WhackAMole.js +1 -1
  133. package/lib/module/games/whack-a-mole/WhackAMoleScene.js +1 -1
  134. package/lib/module/helpers/GameSettingsModal.js +1 -1
  135. package/lib/module/helpers/GameTheme.js +1 -1
  136. package/package.json +1 -2
  137. package/src/assets/fonts/Inter-SemiBold.ttf +0 -0
  138. package/src/assets/models/explorer/explorer.glb +0 -0
  139. package/src/assets/models/explorer/params.json +0 -51
  140. package/src/assets/models/explorer/source.json +0 -222
  141. package/src/assets/models/play-with-tua/play-with-tua.glb +0 -0
  142. package/src/assets/models/play-with-tua/sources.json +0 -141
  143. package/src/assets/sfx/balloon_pop.wav +0 -0
  144. package/src/assets/sfx/blocked.wav +0 -0
  145. package/src/assets/sfx/boing.wav +0 -0
  146. package/src/assets/sfx/bonus.wav +0 -0
  147. package/src/assets/sfx/boom.wav +0 -0
  148. package/src/assets/sfx/bump.wav +0 -0
  149. package/src/assets/sfx/cannon.wav +0 -0
  150. package/src/assets/sfx/capture.wav +0 -0
  151. package/src/assets/sfx/card_flip.wav +0 -0
  152. package/src/assets/sfx/card_place.wav +0 -0
  153. package/src/assets/sfx/catch.wav +0 -0
  154. package/src/assets/sfx/chime.wav +0 -0
  155. package/src/assets/sfx/chomp.wav +0 -0
  156. package/src/assets/sfx/chomp_alt.wav +0 -0
  157. package/src/assets/sfx/clack.wav +0 -0
  158. package/src/assets/sfx/clang.wav +0 -0
  159. package/src/assets/sfx/clash.wav +0 -0
  160. package/src/assets/sfx/click.wav +0 -0
  161. package/src/assets/sfx/coin.wav +0 -0
  162. package/src/assets/sfx/combo.wav +0 -0
  163. package/src/assets/sfx/crash.wav +0 -0
  164. package/src/assets/sfx/crunch.wav +0 -0
  165. package/src/assets/sfx/dance.wav +0 -0
  166. package/src/assets/sfx/deselect.wav +0 -0
  167. package/src/assets/sfx/dice_roll.wav +0 -0
  168. package/src/assets/sfx/die.wav +0 -0
  169. package/src/assets/sfx/draw.wav +0 -0
  170. package/src/assets/sfx/drop.wav +0 -0
  171. package/src/assets/sfx/eat.wav +0 -0
  172. package/src/assets/sfx/engine.wav +0 -0
  173. package/src/assets/sfx/error.wav +0 -0
  174. package/src/assets/sfx/flag.wav +0 -0
  175. package/src/assets/sfx/flap.wav +0 -0
  176. package/src/assets/sfx/flip_disc.wav +0 -0
  177. package/src/assets/sfx/footstep_run.wav +0 -0
  178. package/src/assets/sfx/footstep_walk.wav +0 -0
  179. package/src/assets/sfx/game_over.wav +0 -0
  180. package/src/assets/sfx/gate.wav +0 -0
  181. package/src/assets/sfx/hit.wav +0 -0
  182. package/src/assets/sfx/hop.wav +0 -0
  183. package/src/assets/sfx/hurt.wav +0 -0
  184. package/src/assets/sfx/invalid.wav +0 -0
  185. package/src/assets/sfx/jump.wav +0 -0
  186. package/src/assets/sfx/ladder.wav +0 -0
  187. package/src/assets/sfx/land.wav +0 -0
  188. package/src/assets/sfx/laugh.wav +0 -0
  189. package/src/assets/sfx/lose.wav +0 -0
  190. package/src/assets/sfx/merge.wav +0 -0
  191. package/src/assets/sfx/miss.wav +0 -0
  192. package/src/assets/sfx/nitro.wav +0 -0
  193. package/src/assets/sfx/pew.wav +0 -0
  194. package/src/assets/sfx/place.wav +0 -0
  195. package/src/assets/sfx/pling.wav +0 -0
  196. package/src/assets/sfx/point.wav +0 -0
  197. package/src/assets/sfx/pop.wav +0 -0
  198. package/src/assets/sfx/pop_soft.wav +0 -0
  199. package/src/assets/sfx/power_up.wav +0 -0
  200. package/src/assets/sfx/reveal.wav +0 -0
  201. package/src/assets/sfx/robot.wav +0 -0
  202. package/src/assets/sfx/rotate.wav +0 -0
  203. package/src/assets/sfx/run_steps.wav +0 -0
  204. package/src/assets/sfx/select.wav +0 -0
  205. package/src/assets/sfx/shuffle.wav +0 -0
  206. package/src/assets/sfx/six.wav +0 -0
  207. package/src/assets/sfx/slice.wav +0 -0
  208. package/src/assets/sfx/slide.wav +0 -0
  209. package/src/assets/sfx/snake.wav +0 -0
  210. package/src/assets/sfx/snap.wav +0 -0
  211. package/src/assets/sfx/splash.wav +0 -0
  212. package/src/assets/sfx/star.wav +0 -0
  213. package/src/assets/sfx/start.wav +0 -0
  214. package/src/assets/sfx/swoosh.wav +0 -0
  215. package/src/assets/sfx/tap.wav +0 -0
  216. package/src/assets/sfx/thud.wav +0 -0
  217. package/src/assets/sfx/thunk.wav +0 -0
  218. package/src/assets/sfx/tick.wav +0 -0
  219. package/src/assets/sfx/time_up.wav +0 -0
  220. package/src/assets/sfx/tock.wav +0 -0
  221. package/src/assets/sfx/walk_steps.wav +0 -0
  222. package/src/assets/sfx/warning.wav +0 -0
  223. package/src/assets/sfx/whack.wav +0 -0
  224. package/src/assets/sfx/whoosh.wav +0 -0
  225. package/src/assets/sfx/win.wav +0 -0
  226. package/src/assets/sfx/zap.wav +0 -0
  227. package/src/assets/textures/ad_bolt.png +0 -0
  228. package/src/assets/textures/ad_bubbles.png +0 -0
  229. package/src/assets/textures/ad_chevrons.png +0 -0
  230. package/src/assets/textures/asphalt.png +0 -0
  231. package/src/assets/textures/bark.jpg +0 -0
  232. package/src/assets/textures/explorer-atlas.png +0 -0
  233. package/src/assets/textures/facade.png +0 -0
  234. package/src/assets/textures/grass.png +0 -0
  235. package/src/assets/textures/leaves.png +0 -0
  236. package/src/assets/textures/limestone.jpg +0 -0
  237. package/src/assets/textures/meadow.jpg +0 -0
  238. package/src/assets/textures/nature-sources.json +0 -87
  239. package/src/assets/textures/pine.png +0 -0
  240. package/src/assets/textures/river.jpg +0 -0
  241. package/src/assets/textures/soft_glow.png +0 -0
  242. package/src/games/arrows/Arrows.tsx +0 -69
  243. package/src/games/arrows/ArrowsConstants.ts +0 -107
  244. package/src/games/arrows/ArrowsGame.ts +0 -735
  245. package/src/games/arrows/ArrowsScene.ts +0 -395
  246. package/src/games/balloon-blaster/BalloonBlaster.tsx +0 -75
  247. package/src/games/balloon-blaster/BalloonBlasterConstants.ts +0 -79
  248. package/src/games/balloon-blaster/BalloonBlasterGame.ts +0 -287
  249. package/src/games/balloon-blaster/BalloonBlasterPhysics.ts +0 -95
  250. package/src/games/balloon-blaster/BalloonBlasterScene.ts +0 -225
  251. package/src/games/bike-racing/BikeMeshes.ts +0 -273
  252. package/src/games/bike-racing/BikeRacing.tsx +0 -211
  253. package/src/games/bike-racing/BikeRacingConstants.ts +0 -103
  254. package/src/games/bike-racing/BikeRacingGame.ts +0 -557
  255. package/src/games/bike-racing/BikeRacingScene.ts +0 -119
  256. package/src/games/block-blast/BlockBlast.tsx +0 -73
  257. package/src/games/block-blast/BlockBlastConstants.ts +0 -179
  258. package/src/games/block-blast/BlockBlastGame.ts +0 -471
  259. package/src/games/block-blast/BlockBlastScene.ts +0 -156
  260. package/src/games/block-breaker/BlockBreaker.tsx +0 -79
  261. package/src/games/block-breaker/BlockBreakerConstants.ts +0 -139
  262. package/src/games/block-breaker/BlockBreakerGame.ts +0 -459
  263. package/src/games/block-breaker/BlockBreakerScene.ts +0 -257
  264. package/src/games/bluk/Bluk.tsx +0 -82
  265. package/src/games/bluk/BlukConstants.ts +0 -121
  266. package/src/games/bluk/BlukGame.ts +0 -323
  267. package/src/games/bluk/BlukRules.ts +0 -154
  268. package/src/games/bluk/BlukScene.ts +0 -514
  269. package/src/games/bubble-shooter/BubbleShooter.tsx +0 -76
  270. package/src/games/bubble-shooter/BubbleShooterConstants.ts +0 -103
  271. package/src/games/bubble-shooter/BubbleShooterGame.ts +0 -459
  272. package/src/games/bubble-shooter/BubbleShooterScene.ts +0 -158
  273. package/src/games/candy-crush/CandyCrush.tsx +0 -77
  274. package/src/games/candy-crush/CandyCrushConstants.ts +0 -94
  275. package/src/games/candy-crush/CandyCrushGame.ts +0 -477
  276. package/src/games/candy-crush/CandyCrushScene.ts +0 -209
  277. package/src/games/car-racing/CarMeshes.ts +0 -440
  278. package/src/games/car-racing/CarRacing.tsx +0 -211
  279. package/src/games/car-racing/CarRacingConstants.ts +0 -167
  280. package/src/games/car-racing/CarRacingFacade.ts +0 -40
  281. package/src/games/car-racing/CarRacingGame.ts +0 -539
  282. package/src/games/car-racing/CarRacingScene.ts +0 -1026
  283. package/src/games/car-racing/CarRacingScenery.ts +0 -265
  284. package/src/games/chameleon-run/ChameleonRun.tsx +0 -96
  285. package/src/games/chameleon-run/ChameleonRunBackdrop.ts +0 -186
  286. package/src/games/chameleon-run/ChameleonRunConstants.ts +0 -47
  287. package/src/games/chameleon-run/ChameleonRunGame.ts +0 -309
  288. package/src/games/chameleon-run/ChameleonRunMeshes.ts +0 -305
  289. package/src/games/chameleon-run/ChameleonRunRules.ts +0 -252
  290. package/src/games/chameleon-run/ChameleonRunScene.ts +0 -310
  291. package/src/games/checkers/Checkers.tsx +0 -83
  292. package/src/games/checkers/CheckersAI.ts +0 -255
  293. package/src/games/checkers/CheckersConstants.ts +0 -68
  294. package/src/games/checkers/CheckersGame.ts +0 -322
  295. package/src/games/checkers/CheckersRules.ts +0 -167
  296. package/src/games/checkers/CheckersScene.ts +0 -308
  297. package/src/games/color-switch/ColorSwitch.tsx +0 -75
  298. package/src/games/color-switch/ColorSwitchConstants.ts +0 -61
  299. package/src/games/color-switch/ColorSwitchGame.ts +0 -329
  300. package/src/games/color-switch/ColorSwitchScene.ts +0 -220
  301. package/src/games/colors-sort/ColorsSort.tsx +0 -82
  302. package/src/games/colors-sort/ColorsSortConstants.ts +0 -119
  303. package/src/games/colors-sort/ColorsSortGame.ts +0 -246
  304. package/src/games/colors-sort/ColorsSortScene.ts +0 -315
  305. package/src/games/connect-em-all/ConnectEmAll.tsx +0 -70
  306. package/src/games/connect-em-all/ConnectEmAllConstants.ts +0 -77
  307. package/src/games/connect-em-all/ConnectEmAllGame.ts +0 -401
  308. package/src/games/connect-em-all/ConnectEmAllScene.ts +0 -235
  309. package/src/games/crossy-road/CrossyRoad.tsx +0 -74
  310. package/src/games/crossy-road/CrossyRoadCamera.ts +0 -59
  311. package/src/games/crossy-road/CrossyRoadConstants.ts +0 -132
  312. package/src/games/crossy-road/CrossyRoadGame.ts +0 -293
  313. package/src/games/crossy-road/CrossyRoadMeshes.ts +0 -195
  314. package/src/games/crossy-road/CrossyRoadPerson.ts +0 -198
  315. package/src/games/crossy-road/CrossyRoadRules.ts +0 -99
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@@ -1,67 +0,0 @@
1
- // Reversi's scores, timings, colors and layout. Rules and scores match the original version
2
- // (games/reversi), 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 and timing ──────────────────────────────────────────────────
8
-
9
- export const GAME_DURATION = 300; // seconds; running out loses
10
- export const POINTS_PER_FLIP = 200;
11
- export const WIN_BONUS = 5000;
12
- export const AI_DELAY = 0.5; // the robot "thinks" this long
13
- export const TAP_SLOP = 12; // points a finger may wander and still tap
14
-
15
- // A move's captures turn over one ring at a time, outward from the placed disc
16
- export const FLIP_TIME = 0.24;
17
- export const RIPPLE = 0.07;
18
- export const PLACE_LEAD = 0.09; // the placed disc lands before its captures start turning
19
-
20
- // ── Colors ────────────────────────────────────────────────────────────
21
-
22
- export const COLORS = {
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- // Flat felt, grid and star points stay green in every theme.
24
- FELT: '#1F7A46',
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- BOARD_BORDER: '#0F3D24',
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- GRID: '#155a33',
27
- STAR: '#0d3b21',
28
- HINT: 'rgba(255,255,255,0.75)',
29
- LAST_MOVE: 'rgba(255,213,79,0.9)',
30
- BLACK: '#2A2A2A',
31
- WHITE: '#F2F2F2'
32
- } as const;
33
-
34
- // ── The scene ─────────────────────────────────────────────────────────
35
-
36
- /** Directly overhead, like Checkers: a flat board with only the discs raised in 3D. */
37
- export const TILT = 0;
38
- export const BOARD_BORDER_WIDTH = 3;
39
- export const BOARD_SURFACE = 0.2;
40
- /** Lit from the upper left; surfaces facing up off the board (+z) keep their exact color. */
41
- export const LIGHT = frontLight([-0.4, 0.5, 1], 0.45);
42
-
43
- // ── Layout (view points) ──────────────────────────────────────────────
44
-
45
- const SCOREBOARD_HEIGHT = 82;
46
- const CONTROLS_HEIGHT = 120;
47
-
48
- export type Layout = TiltView & { cell: number; size: number };
49
-
50
- /** Use Checkers' centered board sizing, reserving space for the thin outer border. */
51
- export function getLayout(width: number, height: number, offset: number): Layout {
52
- const top = getScoreBoardTop(offset) + SCOREBOARD_HEIGHT;
53
- const room = Math.max(200, height - top - CONTROLS_HEIGHT);
54
- const outer = Math.min(gameWidthFor(width), room / Math.cos(TILT) - 20);
55
- const cell = Math.max(16, Math.floor((outer - BOARD_BORDER_WIDTH * 2) / 8));
56
- return { width, height, tilt: TILT, centerY: top + room / 2, cell, size: cell * 8 };
57
- }
58
-
59
- /** A cell's centre (row 0 along the top), in world units. */
60
- export const cellCentre = (l: Layout, index: number): [number, number] => [((index % 8) - 3.5) * l.cell, (3.5 - Math.floor(index / 8)) * l.cell];
61
-
62
- /** The cell under a board point, or -1. */
63
- export function cellAt(l: Layout, x: number, y: number): number {
64
- const col = Math.floor((x + l.size / 2) / l.cell);
65
- const row = Math.floor((l.size / 2 - y) / l.cell);
66
- return col < 0 || col > 7 || row < 0 || row > 7 ? -1 : row * 8 + col;
67
- }
@@ -1,266 +0,0 @@
1
- // Reversi's play, with no React: build a game with `createGame`, give it a layout, `start` it and
2
- // `tick` it every frame. You play black and go first: tap a ringed cell to place a disc, turning over
3
- // every white line it outflanks (200 points a disc). The robot (white) answers half a second later. A
4
- // side with no move passes; when neither can move, the most discs wins (5,000 bonus). Five minutes,
5
- // then the robot wins.
6
- //
7
- // The rules and the robot are the original store's (ReversiRules.ts), turn for turn; the robot's think and
8
- // the clock run on the game's own clock, so Stop or leaving can't let a late move into the next game.
9
- import { type Camera, type DragEvent, World } from '@nayan-ui/engine';
10
- import type { GameTheme } from '../../services/ThemeService';
11
- import { aimTilted, unproject } from '../shared/EngineTilt';
12
- import { AI_DELAY, BOARD_SURFACE, cellAt, GAME_DURATION, type Layout, POINTS_PER_FLIP, TAP_SLOP, WIN_BONUS } from './ReversiConstants';
13
- import { AI, applyMove, chooseAIMove, counts, flipsFor, HUMAN, initialBoard, type Move, opponent, type Player, validMoves } from './ReversiRules';
14
- import { buildScene, celebrate, flipDiscs, nudge, placeDisc, removeScene, type Scene, setSceneTheme, showHints, showLast } from './ReversiScene';
15
-
16
- export type Phase = 'ready' | 'playing' | 'over';
17
- /** place / robot: a disc down; invalid: a tap off the legal moves; pass: a side couldn't move; win / lose: how it ended (a timeout is silent). */
18
- export type GameEvent = 'place' | 'robot' | 'invalid' | 'pass' | 'win' | 'lose';
19
-
20
- const WORLD_CAPACITY = 300; // the board, felt and grid, 64 discs, the rings, and the confetti
21
-
22
- export function createGame(theme: GameTheme) {
23
- const world = new World(WORLD_CAPACITY);
24
- const camera: Camera = { eye: [0, 0, 240], target: [0, 0, 0], fov: 1, ortho: 1 };
25
- const board = initialBoard();
26
- const g = {
27
- world,
28
- camera,
29
- theme,
30
- layout: null as Layout | null,
31
- scene: null as Scene | null,
32
- phase: 'ready' as Phase,
33
- board,
34
- turn: HUMAN as Player,
35
- /** Your legal moves (shown as rings; none on the robot's turn). */
36
- hints: validMoves(board, HUMAN).map((m) => m.index),
37
- last: -1,
38
- winner: null as Player | null,
39
- timedOut: false,
40
- black: 2,
41
- white: 2,
42
- /** Score and the countdown live in the engine (Rust), advanced by world.update. */
43
- get score() {
44
- return world.scoreboard.score;
45
- },
46
- get timeLeft() {
47
- return world.scoreboard.shownSeconds;
48
- },
49
- press: null as { x: number; y: number } | null,
50
- // UI hooks, set by the screen.
51
- onPhase: (_p: Phase) => {},
52
- onScore: (_s: number) => {},
53
- onCounts: (_black: number, _white: number) => {},
54
- onTurn: (_p: Player) => {},
55
- onTime: (_t: number) => {},
56
- onEvent: (_e: GameEvent) => {}
57
- };
58
- world.scoreboard.reset(0, GAME_DURATION);
59
- world.scoreboard.handlers = {
60
- onSecond: (t) => g.onTime(t),
61
- onTimeUp: () => {
62
- if (g.phase !== 'playing') return;
63
- g.timedOut = true;
64
- g.winner = AI;
65
- end(g);
66
- }
67
- };
68
- return g;
69
- }
70
- export type Game = ReturnType<typeof createGame>;
71
-
72
- // ── Scene ─────────────────────────────────────────────────────────────
73
-
74
- /** Lays the board out for the view (first layout, header height, rotation): rebuilt where things stand. */
75
- export function setLayout(g: Game, l: Layout) {
76
- if (g.scene) removeScene(g.world, g.scene);
77
- g.layout = l;
78
- aimTilted(g.camera, l);
79
- g.scene = buildScene(g.world, l, g.theme, g.board, g.hints, g.last);
80
- }
81
-
82
- export function setTheme(g: Game, theme: GameTheme) {
83
- g.theme = theme;
84
- if (g.scene) setSceneTheme(g.world, g.scene, theme);
85
- }
86
-
87
- const setHints = (g: Game, hints: number[]) => {
88
- g.hints = hints;
89
- if (g.layout && g.scene) showHints(g.world, g.layout, g.scene, hints);
90
- };
91
-
92
- // ── Run ───────────────────────────────────────────────────────────────
93
-
94
- /** The opening four discs, your move, nothing on the clock yet. */
95
- function fresh(g: Game) {
96
- g.world.cancelTimers();
97
- g.board = initialBoard();
98
- g.turn = HUMAN;
99
- g.last = -1;
100
- g.winner = null;
101
- g.timedOut = false;
102
- g.black = 2;
103
- g.white = 2;
104
- g.world.scoreboard.reset(0, GAME_DURATION);
105
- g.press = null;
106
- if (g.layout) setLayout(g, g.layout);
107
- setHints(
108
- g,
109
- validMoves(g.board, HUMAN).map((m) => m.index)
110
- );
111
- g.onScore(0);
112
- g.onCounts(2, 2);
113
- g.onTurn(HUMAN);
114
- g.onTime(GAME_DURATION);
115
- }
116
-
117
- /** A fresh board, your move. */
118
- export function start(g: Game) {
119
- if (g.phase !== 'ready') return;
120
- fresh(g);
121
- g.world.scoreboard.startCountdown(GAME_DURATION);
122
- g.phase = 'playing';
123
- g.onPhase('playing');
124
- }
125
-
126
- /** The opening board, not started (Stop, Play Again). The world, and the GPU view drawing it, are kept. */
127
- export function reset(g: Game) {
128
- fresh(g);
129
- g.phase = 'ready';
130
- g.onPhase('ready');
131
- }
132
-
133
- export function dispose(g: Game) {
134
- g.world.dispose();
135
- }
136
-
137
- export function tick(g: Game, dt: number) {
138
- if (g.world.isDisposed) return;
139
- g.world.update(dt);
140
- }
141
-
142
- function end(g: Game) {
143
- g.world.cancelTimers();
144
- g.world.scoreboard.stop();
145
- g.press = null;
146
- setHints(g, []);
147
- g.phase = 'over';
148
- if (g.winner === HUMAN && g.layout && g.scene) celebrate(g.world, g.layout, g.scene, g.board);
149
- g.onPhase('over');
150
- }
151
-
152
- // ── Moves (the original store's, step for step) ───────────────────────────
153
-
154
- /** A disc down for `who`: its captures turn over, the count and (for you) the score go up. */
155
- function play(g: Game, m: Move, who: Player) {
156
- g.board = applyMove(g.board, m, who);
157
- const c = counts(g.board);
158
- g.black = c.black;
159
- g.white = c.white;
160
- if (who === HUMAN) g.world.scoreboard.add(m.flips.length * POINTS_PER_FLIP);
161
- g.last = m.index;
162
- g.turn = opponent(who);
163
- const { layout: l, scene: s } = g;
164
- if (l && s) {
165
- placeDisc(g.world, l, s, m.index, who);
166
- flipDiscs(g.world, l, s, m.index, m.flips, who);
167
- showLast(g.world, l, s, m.index);
168
- }
169
- setHints(g, []);
170
- g.onCounts(c.black, c.white);
171
- if (who === HUMAN) g.onScore(g.score);
172
- g.onEvent(who === HUMAN ? 'place' : 'robot');
173
- resolveTurn(g);
174
- }
175
-
176
- /** Your move on a cell: a legal one is played, anything else just buzzes. */
177
- export function select(g: Game, index: number) {
178
- if (g.phase !== 'playing' || g.turn !== HUMAN) return;
179
- const flips = flipsFor(g.board, index, HUMAN);
180
- if (flips.length === 0) {
181
- if (g.layout && g.scene) nudge(g.world, g.layout, g.scene, index);
182
- g.onEvent('invalid');
183
- return;
184
- }
185
- play(g, { index, flips }, HUMAN);
186
- }
187
-
188
- function robotMove(g: Game) {
189
- if (g.phase !== 'playing' || g.turn !== AI) return;
190
- const m = chooseAIMove(g.board);
191
- if (!m) {
192
- g.turn = HUMAN;
193
- g.onTurn(HUMAN);
194
- resolveTurn(g);
195
- return;
196
- }
197
- play(g, m, AI);
198
- }
199
-
200
- /** Whose turn it is now: their moves (yours as rings, the robot's after its think), a forced pass, or the end. */
201
- function resolveTurn(g: Game) {
202
- if (g.phase !== 'playing') return;
203
- const player = g.turn;
204
- const moves = validMoves(g.board, player);
205
- if (moves.length > 0) {
206
- g.onTurn(player);
207
- if (player === HUMAN)
208
- setHints(
209
- g,
210
- moves.map((m) => m.index)
211
- );
212
- else {
213
- setHints(g, []);
214
- g.world.cancelTimers();
215
- g.world.after(AI_DELAY, () => robotMove(g));
216
- }
217
- return;
218
- }
219
- const opp = opponent(player);
220
- if (validMoves(g.board, opp).length === 0) return finishByCount(g);
221
- g.turn = opp;
222
- setHints(g, []);
223
- g.onEvent('pass');
224
- resolveTurn(g);
225
- }
226
-
227
- function finishByCount(g: Game) {
228
- const c = counts(g.board);
229
- g.black = c.black;
230
- g.white = c.white;
231
- g.winner = c.black > c.white ? HUMAN : c.white > c.black ? AI : null;
232
- if (g.winner === HUMAN) {
233
- g.onScore(g.world.scoreboard.add(WIN_BONUS));
234
- }
235
- g.onCounts(c.black, c.white);
236
- g.onEvent(g.winner === HUMAN ? 'win' : 'lose');
237
- end(g);
238
- }
239
-
240
- // ── The finger ────────────────────────────────────────────────────────
241
-
242
- /** The cell under a view point (on the felt), or -1. */
243
- export function cellUnder(g: Game, x: number, y: number): number {
244
- const l = g.layout;
245
- if (!l) return -1;
246
- const [wx, wy] = unproject(l, x, y, BOARD_SURFACE);
247
- return cellAt(l, wx, wy);
248
- }
249
-
250
- /** A tap (a finger down and up without wandering) on a cell. */
251
- export function drag(g: Game, { phase, x, y }: DragEvent) {
252
- if (phase === 'start') {
253
- g.press = { x, y };
254
- return;
255
- }
256
- const p = g.press;
257
- if (!p) return;
258
- if (Math.hypot(x - p.x, y - p.y) > TAP_SLOP) {
259
- g.press = null;
260
- return;
261
- }
262
- if (phase !== 'end') return;
263
- g.press = null;
264
- const i = cellUnder(g, x, y);
265
- if (i >= 0) select(g, i);
266
- }
@@ -1,176 +0,0 @@
1
- // Reversi's rules and robot, with no React or engine: legal moves and the discs they flip, playing a
2
- // move, the count, and the robot's choice (a shallow alpha-beta search over a positional table, with
3
- // the odd random move and a random pick among near-best moves). Ported as they were from the original
4
- // store (games/reversi), with the same random draws in the same order.
5
-
6
- export const N = 8;
7
- export type Player = 'black' | 'white';
8
- export type Board = (Player | null)[]; // 64, index = row * 8 + col
9
- export type Move = { index: number; flips: number[] };
10
-
11
- /** You play black and move first; the robot plays white. */
12
- export const HUMAN: Player = 'black';
13
- export const AI: Player = 'white';
14
- export const opponent = (p: Player): Player => (p === 'black' ? 'white' : 'black');
15
-
16
- const AI_DEPTH = 2;
17
- const AI_RANDOM_MOVE_CHANCE = 0.2;
18
- const AI_SCORE_MARGIN = 12;
19
-
20
- const DIRECTIONS = [
21
- [-1, -1],
22
- [-1, 0],
23
- [-1, 1],
24
- [0, -1],
25
- [0, 1],
26
- [1, -1],
27
- [1, 0],
28
- [1, 1]
29
- ] as const;
30
-
31
- // Corners strong, X and C squares risky
32
- const WEIGHTS = [
33
- 120, -20, 20, 5, 5, 20, -20, 120, -20, -40, -5, -5, -5, -5, -40, -20, 20, -5, 15, 3, 3, 15, -5, 20, 5, -5, 3, 3, 3, 3, -5, 5, 5, -5, 3, 3, 3, 3, -5,
34
- 5, 20, -5, 15, 3, 3, 15, -5, 20, -20, -40, -5, -5, -5, -5, -40, -20, 120, -20, 20, 5, 5, 20, -20, 120
35
- ];
36
-
37
- const inBounds = (r: number, c: number) => r >= 0 && r < N && c >= 0 && c < N;
38
-
39
- export function initialBoard(): Board {
40
- const b: Board = new Array(N * N).fill(null);
41
- b[27] = 'white';
42
- b[28] = 'black';
43
- b[35] = 'black';
44
- b[36] = 'white';
45
- return b;
46
- }
47
-
48
- /** The discs a move at `index` would flip (none: not a legal move). */
49
- export function flipsFor(b: Board, index: number, player: Player): number[] {
50
- if (b[index] !== null) return [];
51
- const row = Math.floor(index / N);
52
- const col = index % N;
53
- const opp = opponent(player);
54
- const flips: number[] = [];
55
- for (const [dr, dc] of DIRECTIONS) {
56
- let r = row + dr;
57
- let c = col + dc;
58
- const start = flips.length;
59
- while (inBounds(r, c) && b[r * N + c] === opp) {
60
- flips.push(r * N + c);
61
- r += dr;
62
- c += dc;
63
- }
64
- if (!inBounds(r, c) || b[r * N + c] !== player) flips.length = start;
65
- }
66
- return flips;
67
- }
68
-
69
- export function validMoves(b: Board, player: Player): Move[] {
70
- const moves: Move[] = [];
71
- for (let i = 0; i < b.length; i++) {
72
- if (b[i] !== null) continue;
73
- const flips = flipsFor(b, i, player);
74
- if (flips.length > 0) moves.push({ index: i, flips });
75
- }
76
- return moves;
77
- }
78
-
79
- export function applyMove(b: Board, m: Move, player: Player): Board {
80
- const nb = b.slice();
81
- nb[m.index] = player;
82
- for (const f of m.flips) nb[f] = player;
83
- return nb;
84
- }
85
-
86
- export function counts(b: Board) {
87
- let black = 0;
88
- let white = 0;
89
- for (const c of b) {
90
- if (c === 'black') black++;
91
- else if (c === 'white') white++;
92
- }
93
- return { black, white };
94
- }
95
-
96
- // ── The robot ─────────────────────────────────────────────────────────
97
-
98
- function evaluate(b: Board): number {
99
- let score = 0;
100
- for (let i = 0; i < b.length; i++) {
101
- const c = b[i];
102
- if (!c) continue;
103
- score += c === AI ? WEIGHTS[i]! : -WEIGHTS[i]!;
104
- }
105
- return score + (mobility(b, AI) - mobility(b, HUMAN)) * 5;
106
- }
107
-
108
- /** Leaf evaluation needs only a count, not move objects and eight temporary flip lists per square. */
109
- function mobility(b: Board, player: Player): number {
110
- const opp = opponent(player);
111
- let count = 0;
112
- for (let i = 0; i < b.length; i++) {
113
- if (b[i] !== null) continue;
114
- const row = Math.floor(i / N),
115
- col = i % N;
116
- for (const [dr, dc] of DIRECTIONS) {
117
- let r = row + dr,
118
- c = col + dc,
119
- crossed = false;
120
- while (inBounds(r, c) && b[r * N + c] === opp) {
121
- crossed = true;
122
- r += dr;
123
- c += dc;
124
- }
125
- if (crossed && inBounds(r, c) && b[r * N + c] === player) {
126
- count++;
127
- break;
128
- }
129
- }
130
- }
131
- return count;
132
- }
133
-
134
- function search(b: Board, player: Player, depth: number, alpha: number, beta: number): number {
135
- if (depth === 0) return evaluate(b);
136
- const moves = validMoves(b, player);
137
- if (moves.length === 0) {
138
- if (validMoves(b, opponent(player)).length === 0) return evaluate(b);
139
- return search(b, opponent(player), depth - 1, alpha, beta);
140
- }
141
- if (player === AI) {
142
- let best = -Infinity;
143
- for (const m of moves) {
144
- const v = search(applyMove(b, m, player), opponent(player), depth - 1, alpha, beta);
145
- if (v > best) best = v;
146
- if (best > alpha) alpha = best;
147
- if (beta <= alpha) break;
148
- }
149
- return best;
150
- }
151
- let best = Infinity;
152
- for (const m of moves) {
153
- const v = search(applyMove(b, m, player), opponent(player), depth - 1, alpha, beta);
154
- if (v < best) best = v;
155
- if (best < beta) beta = best;
156
- if (beta <= alpha) break;
157
- }
158
- return best;
159
- }
160
-
161
- /** The robot's move: now and then a random one, otherwise a random pick among those near the best. */
162
- export function chooseAIMove(b: Board): Move | null {
163
- const moves = validMoves(b, AI);
164
- if (moves.length === 0) return null;
165
- if (moves.length === 1) return moves[0]!;
166
- if (Math.random() < AI_RANDOM_MOVE_CHANCE) return moves[Math.floor(Math.random() * moves.length)]!;
167
- let bestScore = -Infinity;
168
- const scored: { move: Move; score: number }[] = [];
169
- for (const m of moves) {
170
- const score = search(applyMove(b, m, AI), HUMAN, AI_DEPTH - 1, -Infinity, Infinity);
171
- scored.push({ move: m, score });
172
- if (score > bestScore) bestScore = score;
173
- }
174
- const good = scored.filter((s) => s.score >= bestScore - AI_SCORE_MARGIN);
175
- return good[Math.floor(Math.random() * good.length)]!.move;
176
- }