@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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@@ -1,240 +0,0 @@
1
- // A flat green board with a thin outer border, seen overhead with rounded two-sided 3D discs.
2
- // Captures still flip and hop in a ripple; legal moves and the last-move outline stay flat.
3
- // Unit-sized meshes are cached and shared across layouts and theme changes.
4
- import { effects, type Entity, extrude, lathe, merge, type Model, Path, type Quat, quat, type Vec3, type World } from '@nayan-ui/engine';
5
- import type { GameTheme } from '../../services/ThemeService';
6
- import { setBackdropTheme, spawnBackdrop } from '../shared/EngineBackdrop';
7
- import { cacheGameAsset, createGameMesh as createShape } from '../shared/EngineMeshes';
8
- import { placeTiltedBackdrop } from '../shared/EngineTilt';
9
- import { toColor } from '../shared/EngineUtils';
10
- import { BOARD_BORDER_WIDTH, BOARD_SURFACE, cellCentre, COLORS, FLIP_TIME, type Layout, PLACE_LEAD, RIPPLE } from './ReversiConstants';
11
- import type { Board, Player } from './ReversiRules';
12
-
13
- const meshes = new Map<string, Model>();
14
- const cached = (key: string, build: () => Model) => {
15
- let m = meshes.get(key);
16
- if (!m) {
17
- m = cacheGameAsset('reversi/ReversiScene:' + key, build);
18
- meshes.set(key, m);
19
- }
20
- return m;
21
- };
22
- const STAND_UP = quat.x(Math.PI / 2);
23
- const WHITE_UP: Quat = [0, 0, 0, 1];
24
- const BLACK_UP = quat.x(Math.PI);
25
- const EDGE_ON = quat.x(Math.PI / 2);
26
- const BACKDROP_DEPTH = 30;
27
- const FELT = BOARD_SURFACE;
28
- const DISC = 0.8; // a disc's width, of a cell (as the original discs)
29
- const THICK = 0.16; // its thickness, of a cell
30
-
31
- // ── Meshes ────────────────────────────────────────────────────────────
32
-
33
- /** One rounded disc, white on +z and black on -z, with a subtly recessed ring on each face. */
34
- const discMesh = () =>
35
- cached('rv-disc', () => {
36
- const half = lathe(
37
- [
38
- [0.001, 0.5],
39
- [0.36, 0.5],
40
- [0.385, 0.46],
41
- [0.41, 0.5],
42
- [0.43, 0.5],
43
- [0.465, 0.43],
44
- [0.495, 0.28],
45
- [0.5, 0.1],
46
- [0.5, 0],
47
- [0.001, 0]
48
- ],
49
- {
50
- segments: 36,
51
- color: ({ position: [x, y, z] }) => {
52
- const r = Math.hypot(x, z);
53
- const k = r > 0.43 ? 0.88 : y < 0.49 ? 0.92 : 1;
54
- return [k, k, k, 1];
55
- }
56
- }
57
- );
58
- return createShape(
59
- merge([
60
- { geometry: half, rotation: STAND_UP, color: toColor(COLORS.WHITE) },
61
- { geometry: half, rotation: quat.x(-Math.PI / 2), color: toColor(COLORS.BLACK) }
62
- ]),
63
- { center: false, shine: 0.45 }
64
- );
65
- });
66
- /** A flat ring one unit across (a legal move). */
67
- const ringMesh = () =>
68
- cached('rv-ring', () =>
69
- createShape(extrude(new Path().addCircle(0, 0, 0.5).addCircle(0, 0, 0.38), { depth: 0, fillRule: 'evenodd' }), { center: false })
70
- );
71
- /** A flat square outline one unit across (the last move). */
72
- const frameMesh = () =>
73
- cached('rv-frame', () =>
74
- createShape(extrude(new Path().addRect(-0.5, -0.5, 1, 1).addRect(-0.44, -0.44, 0.88, 0.88), { depth: 0, fillRule: 'evenodd' }), { center: false })
75
- );
76
- const feltMesh = () => cached('rv-felt', () => createShape(extrude(new Path().addRect(-0.5, -0.5, 1, 1), { depth: 0 }), { center: false }));
77
-
78
- /** All grid lines and star points in cell units, contained inside the board edges. */
79
- const gridMesh = () =>
80
- cached('rv-grid', () => {
81
- const lines = new Path();
82
- const w = 0.025;
83
- for (let i = 0; i <= 8; i++) {
84
- const p = Math.max(-4 + w / 2, Math.min(4 - w / 2, i - 4));
85
- lines.addRect(p - w / 2, -4, w, 8).addRect(-4, p - w / 2, 8, w);
86
- }
87
- const stars = new Path();
88
- for (const x of [-2, 2]) for (const y of [-2, 2]) stars.addCircle(x, y, 0.06);
89
- return createShape(
90
- merge([
91
- { geometry: extrude(lines, { depth: 0 }), color: toColor(COLORS.GRID) },
92
- { geometry: extrude(stars, { depth: 0 }), position: [0, 0, 0.01], color: toColor(COLORS.STAR) }
93
- ]),
94
- { center: false }
95
- );
96
- });
97
-
98
- // ── Spawning ──────────────────────────────────────────────────────────
99
-
100
- export type Scene = {
101
- backdrop: Entity;
102
- /** The felt, grid and star points (the same in every theme). */
103
- felt: Entity[];
104
- discs: (Entity | null)[];
105
- hints: Entity[];
106
- last: Entity;
107
- };
108
-
109
- const lying = (l: Layout) => FELT + (l.cell * THICK) / 2;
110
- const at = (l: Layout, i: number, z: number): Vec3 => {
111
- const [x, y] = cellCentre(l, i);
112
- return [x, y, z];
113
- };
114
- const faceUp = (p: Player) => (p === 'white' ? WHITE_UP : BLACK_UP);
115
-
116
- function spawnFelt(world: World, l: Layout): Entity[] {
117
- const out = [
118
- world.spawn({ mesh: feltMesh(), position: [0, 0, FELT], scale: [l.size, l.size, 1], color: toColor(COLORS.FELT), pickable: false }),
119
- world.spawn({ mesh: gridMesh(), position: [0, 0, FELT + 0.02], scale: [l.cell, l.cell, 1], pickable: false })
120
- ];
121
- const edge = BOARD_BORDER_WIDTH;
122
- const color = toColor(COLORS.BOARD_BORDER);
123
- for (const side of [-1, 1]) {
124
- out.push(
125
- world.spawn({
126
- mesh: feltMesh(),
127
- position: [0, (side * (l.size + edge)) / 2, FELT],
128
- scale: [l.size + edge * 2, edge, 1],
129
- color,
130
- pickable: false
131
- })
132
- );
133
- out.push(world.spawn({ mesh: feltMesh(), position: [(side * (l.size + edge)) / 2, 0, FELT], scale: [edge, l.size, 1], color, pickable: false }));
134
- }
135
- return out;
136
- }
137
-
138
- export function buildScene(world: World, l: Layout, theme: GameTheme, board: Board, hints: number[], last: number): Scene {
139
- const backdrop = spawnBackdrop(world, l.width, l.height, -BACKDROP_DEPTH, theme);
140
- placeTiltedBackdrop(world, backdrop, l, BACKDROP_DEPTH);
141
- const s: Scene = {
142
- backdrop,
143
- felt: spawnFelt(world, l),
144
- discs: new Array(64).fill(null),
145
- hints: [],
146
- last: world.spawn({ mesh: frameMesh(), scale: 0, color: toColor(COLORS.LAST_MOVE), pickable: false })
147
- };
148
- board.forEach((p, i) => {
149
- if (p) placeDisc(world, l, s, i, p, false);
150
- });
151
- showHints(world, l, s, hints);
152
- showLast(world, l, s, last);
153
- return s;
154
- }
155
-
156
- export function removeScene(world: World, s: Scene) {
157
- for (const e of [s.backdrop, ...s.felt, ...s.discs, ...s.hints, s.last]) if (e != null) world.despawn(e);
158
- }
159
-
160
- export function setSceneTheme(world: World, s: Scene, theme: GameTheme) {
161
- setBackdropTheme(world, s.backdrop, theme);
162
- }
163
-
164
- // ── Discs ─────────────────────────────────────────────────────────────
165
-
166
- /** A disc set down on a cell: it drops on and settles (or is just there). */
167
- export function placeDisc(world: World, l: Layout, s: Scene, i: number, p: Player, animate = true) {
168
- const old = s.discs[i];
169
- if (old != null) world.despawn(old);
170
- const d = l.cell * DISC;
171
- const z = lying(l);
172
- const e = world.spawn({
173
- mesh: discMesh(),
174
- position: at(l, i, animate ? z + l.cell * 0.7 : z),
175
- rotation: faceUp(p),
176
- scale: [d, d, l.cell * THICK],
177
- pickable: false
178
- });
179
- if (animate) world.animate(e, { position: at(l, i, z) }, { duration: 0.2, easing: 'bounce' });
180
- s.discs[i] = e;
181
- }
182
-
183
- /** Captured discs turn over to `p`, a ring at a time outward from the placed disc at `from`. */
184
- export function flipDiscs(world: World, l: Layout, s: Scene, from: number, flips: number[], p: Player) {
185
- const fr = Math.floor(from / 8);
186
- const fc = from % 8;
187
- const z = lying(l);
188
- for (const i of flips) {
189
- const e = s.discs[i];
190
- if (e == null) continue;
191
- const ring = Math.max(Math.abs(Math.floor(i / 8) - fr), Math.abs((i % 8) - fc));
192
- world.animate(
193
- e,
194
- [
195
- { position: at(l, i, z + l.cell * 0.45), rotation: EDGE_ON, at: 0.5 },
196
- { position: at(l, i, z), rotation: faceUp(p) }
197
- ],
198
- { duration: FLIP_TIME, delay: PLACE_LEAD + (ring - 1) * RIPPLE, easing: 'easeInOut' }
199
- );
200
- }
201
- }
202
-
203
- /** A ring on every legal move. */
204
- export function showHints(world: World, l: Layout, s: Scene, hints: number[]) {
205
- for (const e of s.hints) world.despawn(e);
206
- const c = toColor(COLORS.HINT);
207
- s.hints = hints.map((i) => world.spawn({ mesh: ringMesh(), position: at(l, i, FELT + 0.08), scale: l.cell * 0.32, color: c, pickable: false }));
208
- }
209
-
210
- /** The gold outline on the last move (-1: none). */
211
- export function showLast(world: World, l: Layout, s: Scene, last: number) {
212
- if (last < 0) world.set(s.last, { scale: 0 });
213
- else world.set(s.last, { position: at(l, last, FELT + 0.06), scale: l.cell - 2 });
214
- }
215
-
216
- /** A tap on a cell that isn't a legal move: the cell's disc (if any) shrugs. */
217
- export function nudge(world: World, l: Layout, s: Scene, i: number) {
218
- const e = s.discs[i];
219
- if (e != null) world.animate(e, { shake: l.cell * 0.05 }, { duration: 0.2 });
220
- }
221
-
222
- /** You won: your discs hop in a wave and confetti bursts over the board. */
223
- export function celebrate(world: World, l: Layout, s: Scene, board: Board) {
224
- const z = lying(l);
225
- board.forEach((p, i) => {
226
- const e = s.discs[i];
227
- if (p !== 'black' || e == null) return;
228
- const delay = 0.3 + (Math.floor(i / 8) + (i % 8)) * 0.04;
229
- world.animate(e, [{ position: at(l, i, z + l.cell * 0.4), at: 0.4 }, { position: at(l, i, z) }], { duration: 0.4, delay, easing: 'easeOut' });
230
- });
231
- effects.confetti(world, {
232
- position: [0, 0, l.cell * 2],
233
- count: 60,
234
- size: l.cell * 0.15,
235
- speed: l.size * 1.4,
236
- lifetime: 1.3,
237
- gravity: -l.size * 2.4,
238
- colors: ['#FFD700', '#4CAF50', '#FFFFFF', '#1F7A46'].map((c) => toColor(c))
239
- });
240
- }
@@ -1,92 +0,0 @@
1
- // The screen Word Search and Number Search share, on the Nayan engine: the board, its tiles, the 3D
2
- // lettering and the highlights are one 3D scene (an orthographic camera leaning back over the board),
3
- // under Playtura's scoreboard, the strip of entries to find, the controls and the modals. Each game
4
- // makes its screen with `createSearchGame`, giving its list, alphabet, sounds and words.
5
- //
6
- // One world serves the whole visit: Start, Stop and Play Again reset it in place and a theme change
7
- // repaints the board, so the GPU view is never rebuilt. JS maps the finger to cells and steps the
8
- // clock and the world once a frame; the highlights animate in the engine's Rust core.
9
- import type React from 'react';
10
- import { useMemo } from 'react';
11
- import { HapticType } from '../../services/HapticsService';
12
- import type { SoundConfig } from '../../services/SoundsService';
13
- import type { GAME_IDS, GameProps } from '../../services/UtilsService';
14
- import { engineGame, EngineGameScreen } from '../shared/EngineGameScreen';
15
- import { scoreColumn, timerColumn } from '../shared/EngineHud';
16
- import { toRgb } from '../shared/EngineUtils';
17
- import { useEngineGame } from '../shared/useEngineGame';
18
- import { useLiveState } from '../shared/useLiveState';
19
- import { getLayout, LIGHT, TIME_LIMIT } from './SearchGridConstants';
20
- import { type Content, createGame, dispose, drag, entries, reset, setLayout, setTheme, start, tick } from './SearchGridGame';
21
- import { drawEntryList } from './SearchGridScene';
22
-
23
- export type SearchGameConfig = Content & {
24
- gameId: GAME_IDS;
25
- sounds: { START: SoundConfig; FOUND: SoundConfig; WIN: SoundConfig; GAME_OVER: SoundConfig };
26
- /** 'ALL WORDS FOUND!', 'Great word hunting!', 'Find hidden words!' */
27
- winTitle: string;
28
- winMessage: string;
29
- startSubtext: string;
30
- variant: 'word' | 'number';
31
- displayName: string;
32
- };
33
-
34
- export function createSearchGame(config: SearchGameConfig): React.FC<GameProps> {
35
- const { sounds } = config;
36
-
37
- return engineGame(config.gameId, (props) => {
38
- const [score, setScore] = useLiveState(0);
39
- const [timeLeft, setTimeLeft] = useLiveState(TIME_LIMIT);
40
-
41
- // Win or lose when it ends
42
- const { theme, status, screen, gameOver } = useEngineGame(props, {
43
- gameId: config.gameId,
44
- create: (t) => createGame(t, config),
45
- start,
46
- reset,
47
- dispose,
48
- tick,
49
- hud: (g, hud) => {
50
- if (g.layout) drawEntryList(hud, entries(g), g.found, g.layout);
51
- },
52
- setTheme,
53
- // Lay the scene out for the view and the header above it.
54
- resize: (g, width, height, offset) => {
55
- const l = getLayout(width, height, offset);
56
- setLayout(g, l);
57
- return l.boardSize;
58
- },
59
- drag,
60
- sounds,
61
- onStart: (fx) => fx(sounds.START, HapticType.MEDIUM),
62
- // A time-up's sound and haptic (a win's played with its last find)
63
- onOver: (fx, s) => {
64
- if (s !== 'win') fx(sounds.GAME_OVER, HapticType.HEAVY);
65
- },
66
- wire: (g, fx) => {
67
- g.onScore = setScore;
68
- g.onTime = setTimeLeft;
69
- g.onFind = () => fx(sounds.FOUND, HapticType.MEDIUM);
70
- g.onWin = () => fx(sounds.WIN, HapticType.SUCCESS);
71
- }
72
- });
73
-
74
- const background = useMemo(() => toRgb(theme.BACKGROUND), [theme.BACKGROUND]);
75
- return (
76
- <EngineGameScreen
77
- {...screen}
78
- light={LIGHT}
79
- background={background}
80
- columns={[scoreColumn(score), timerColumn(timeLeft, theme, 0)]}
81
- subtext={config.startSubtext}
82
- gameOver={gameOver({
83
- title: status === 'win' ? config.winTitle : 'TIME UP!',
84
- message: status === 'win' ? config.winMessage : 'You ran out of time!',
85
- scoreLabel: status === 'win' ? 'You Won!' : 'Game Over',
86
- score,
87
- buttonText: status === 'win' ? 'Play Again!' : 'Try Again!'
88
- })}
89
- />
90
- );
91
- });
92
- }
@@ -1,178 +0,0 @@
1
- // What Word Search and Number Search share: the rules, the grid's generation, colors, timings and
2
- // layout. Each game passes its own alphabet and list. Rules, generation and scoring match the original
3
- // versions (games/word-search, games/number-search), so scores carry over.
4
- import { getScoreBoardTop } from '../shared/EngineHud';
5
- import type { TiltView } from '../shared/EngineTilt';
6
- import { frontLight, gameWidthFor } from '../shared/EngineUtils';
7
-
8
- // ── Rules ─────────────────────────────────────────────────────────────
9
-
10
- export const GRID_SIZE = 10;
11
- export const ITEMS = 8; // words (or numbers) hidden in each grid
12
- export const TIME_LIMIT = 300; // seconds
13
- export const FIND_POINTS = 1000;
14
-
15
- export type Cell = { row: number; col: number };
16
- export type Placed = { text: string; cells: Cell[] };
17
-
18
- const DIRECTIONS = [
19
- [1, 0],
20
- [0, 1],
21
- [1, 1],
22
- [-1, 1],
23
- [-1, 0],
24
- [0, -1],
25
- [-1, -1],
26
- [1, -1]
27
- ] as const;
28
-
29
- const shuffle = <T>(items: readonly T[]): T[] => {
30
- const out = [...items];
31
- for (let i = out.length - 1; i > 0; i--) {
32
- const j = Math.floor(Math.random() * (i + 1));
33
- [out[i], out[j]] = [out[j]!, out[i]!];
34
- }
35
- return out;
36
- };
37
-
38
- /**
39
- * A fresh grid: `ITEMS` entries from `list` placed in random directions (each tries the directions,
40
- * then the positions, in a random order, and may cross another where the characters agree), the rest
41
- * filled from `alphabet`.
42
- */
43
- export function generate(list: readonly string[], alphabet: string): { grid: string[][]; placed: Placed[] } {
44
- const grid: string[][] = Array.from({ length: GRID_SIZE }, () => Array<string>(GRID_SIZE).fill(''));
45
- const placed: Placed[] = [];
46
- const positions: Cell[] = [];
47
- for (let row = 0; row < GRID_SIZE; row++) for (let col = 0; col < GRID_SIZE; col++) positions.push({ row, col });
48
- const fits = (text: string, row: number, col: number, dx: number, dy: number) => {
49
- for (let i = 0; i < text.length; i++) {
50
- const r = row + i * dy;
51
- const c = col + i * dx;
52
- if (r < 0 || r >= GRID_SIZE || c < 0 || c >= GRID_SIZE) return false;
53
- const here = grid[r]![c];
54
- if (here && here !== text[i]) return false;
55
- }
56
- return true;
57
- };
58
- for (const text of shuffle([...new Set(list.filter((t) => t.length <= GRID_SIZE))])) {
59
- if (placed.length >= ITEMS) break;
60
- search: for (const [dx, dy] of shuffle(DIRECTIONS)) {
61
- for (const { row, col } of shuffle(positions)) {
62
- if (!fits(text, row, col, dx, dy)) continue;
63
- const cells = Array.from(text, (ch, i) => {
64
- const cell = { row: row + i * dy, col: col + i * dx };
65
- grid[cell.row]![cell.col] = ch;
66
- return cell;
67
- });
68
- placed.push({ text, cells });
69
- break search;
70
- }
71
- }
72
- }
73
- for (const row of grid) for (let c = 0; c < GRID_SIZE; c++) if (!row[c]) row[c] = alphabet[Math.floor(Math.random() * alphabet.length)]!;
74
- return { grid, placed };
75
- }
76
-
77
- /** The cells from one to another along a row, column or diagonal; none if they're not on one line. */
78
- export function lineCells(from: Cell, to: Cell): Cell[] {
79
- const dr = to.row - from.row;
80
- const dc = to.col - from.col;
81
- if (dr !== 0 && dc !== 0 && Math.abs(dr) !== Math.abs(dc)) return [];
82
- const steps = Math.max(Math.abs(dr), Math.abs(dc));
83
- const sr = Math.sign(dr);
84
- const sc = Math.sign(dc);
85
- return Array.from({ length: steps + 1 }, (_, i) => ({ row: from.row + i * sr, col: from.col + i * sc }));
86
- }
87
-
88
- /**
89
- * The not-yet-found entry the selected cells spell exactly (either way along the line), if any. Any line
90
- * spelling it counts, not only where it was hidden: with few characters (Number Search's ten digits) an
91
- * entry often turns up again by chance, and finding that copy is just as right.
92
- */
93
- export function matchOf(cells: Cell[], grid: string[][], placed: Placed[], found: ReadonlySet<string>): Placed | null {
94
- const spelt = cells.map((c) => grid[c.row]?.[c.col] ?? '').join('');
95
- const backwards = [...spelt].reverse().join('');
96
- return placed.find((p) => !found.has(p.text) && (p.text === spelt || p.text === backwards)) ?? null;
97
- }
98
-
99
- // ── Colors ────────────────────────────────────────────────────────────
100
-
101
- /** One per entry, by its place in the list: its found highlight and its chip. */
102
- export const HIGHLIGHT_COLORS = [
103
- 'rgba(255, 59, 59, 1)',
104
- 'rgba(50, 205, 50, 1)',
105
- 'rgba(255, 215, 0, 1)',
106
- 'rgba(77, 166, 255, 1)',
107
- 'rgba(191, 90, 242, 1)',
108
- 'rgba(255, 149, 0, 1)'
109
- ];
110
- export const SELECTION_COLOR = 'rgba(77, 166, 255, 0.85)';
111
- export const TILE_COLOR = '#FFFFFF';
112
- export const INK_COLOR = '#333333';
113
- export const CLASSIC_BOARD = 'rgba(255, 255, 255, 0.3)';
114
-
115
- // ── The scene ─────────────────────────────────────────────────────────
116
-
117
- /** The camera leans back from straight down, so the tiles and the lettering stand up off the board. */
118
- export const TILT = 0.3;
119
- /** Lit from the upper left; surfaces facing up off the board (+z) keep their exact color. */
120
- export const LIGHT = frontLight([-0.4, 0.5, 1], 0.5);
121
- export const SELECT_TIME = 0.12; // the selection bar glides to a new end
122
- export const FIND_TIME = 0.32; // a found entry's tiles bounce, one after another
123
-
124
- // ── Layout (view points) ──────────────────────────────────────────────
125
-
126
- const SCOREBOARD_HEIGHT = 82;
127
- const CONTROLS_HEIGHT = 110;
128
- const PADDING = 8; // from the board's edge to the cells, as the original board
129
- /** Room above the board for the list of entries to find. */
130
- export const LIST_HEIGHT = 52;
131
-
132
- export type Layout = TiltView & {
133
- boardSize: number;
134
- cell: number;
135
- padding: number;
136
- /** Height of the tiles' top faces. */
137
- tileTop: number;
138
- /** Where the list goes (view points, from the top). */
139
- listTop: number;
140
- listWidth: number;
141
- };
142
-
143
- /** The board as wide as the game area (as the original board), the list above it, both centred under the scoreboard. */
144
- export function getLayout(width: number, height: number, offset: number): Layout {
145
- const gameWidth = gameWidthFor(width);
146
- const top = getScoreBoardTop(offset) + SCOREBOARD_HEIGHT;
147
- const room = Math.max(240, height - top - CONTROLS_HEIGHT);
148
- const boardSize = Math.min(gameWidth, (room - LIST_HEIGHT) / Math.cos(TILT));
149
- const used = LIST_HEIGHT + boardSize * Math.cos(TILT);
150
- const listTop = top + (room - used) / 2;
151
- const cell = (boardSize - PADDING * 2) / GRID_SIZE;
152
- return {
153
- width,
154
- height,
155
- tilt: TILT,
156
- centerY: listTop + LIST_HEIGHT + (boardSize * Math.cos(TILT)) / 2,
157
- boardSize,
158
- cell,
159
- padding: PADDING,
160
- tileTop: Math.max(4, cell * 0.16),
161
- listTop,
162
- listWidth: gameWidth
163
- };
164
- }
165
-
166
- /** A cell's centre on the board (row 0 along the top), in world units. */
167
- export function cellCentre(l: Layout, row: number, col: number): [number, number] {
168
- const half = l.boardSize / 2;
169
- return [-half + l.padding + (col + 0.5) * l.cell, half - l.padding - (row + 0.5) * l.cell];
170
- }
171
-
172
- /** The cell under a board point (world units), or null off the grid. */
173
- export function cellAt(l: Layout, x: number, y: number): Cell | null {
174
- const half = l.boardSize / 2;
175
- const col = Math.floor((x + half - l.padding) / l.cell);
176
- const row = Math.floor((half - l.padding - y) / l.cell);
177
- return row >= 0 && row < GRID_SIZE && col >= 0 && col < GRID_SIZE ? { row, col } : null;
178
- }