@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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@@ -1,79 +0,0 @@
1
- // Sliding Numbers' rules, with no React or engine: the 3 x 3 board (eight numbered tiles and a gap),
2
- // shuffled by random slides from solved so it's always solvable, which tiles can slide, and whether
3
- // it's solved. Ported from the original store (games/sliding-numbers).
4
-
5
- export const GRID = 3;
6
- const CELLS = GRID * GRID;
7
-
8
- /** Tile ids 0..8 (8 is the gap, value 0); each tile's cell, row-major. */
9
- export type Tile = { id: number; value: number; row: number; col: number };
10
- export type Board = { tiles: Tile[]; emptyRow: number; emptyCol: number };
11
-
12
- const DIRS = [
13
- [-1, 0],
14
- [1, 0],
15
- [0, -1],
16
- [0, 1]
17
- ] as const;
18
- const NEIGHBORS = Array.from({ length: CELLS }, (_, i) => {
19
- const r = Math.floor(i / GRID),
20
- c = i % GRID;
21
- return DIRS.filter(([dr, dc]) => r + dr >= 0 && r + dr < GRID && c + dc >= 0 && c + dc < GRID).map(([dr, dc]) => (r + dr) * GRID + c + dc);
22
- });
23
-
24
- /** A fresh board shuffled by 200 random slides of the gap, as the original store did (the same random draws). */
25
- export function shuffled(): Board {
26
- const tiles: Tile[] = Array.from({ length: CELLS }, (_, i) => ({
27
- id: i,
28
- value: i === CELLS - 1 ? 0 : i + 1,
29
- row: Math.floor(i / GRID),
30
- col: i % GRID
31
- }));
32
- let er = GRID - 1;
33
- let ec = GRID - 1;
34
- const byCell = tiles.slice();
35
- const gap = tiles[CELLS - 1]!;
36
- for (let m = 0; m < 200; m++) {
37
- const empty = er * GRID + ec;
38
- const valid = NEIGHBORS[empty]!;
39
- const next = valid[Math.floor(Math.random() * valid.length)]!;
40
- const nr = Math.floor(next / GRID);
41
- const nc = next % GRID;
42
- const moving = byCell[next]!;
43
- byCell[empty] = moving;
44
- byCell[next] = gap;
45
- gap.row = nr;
46
- gap.col = nc;
47
- moving.row = er;
48
- moving.col = ec;
49
- er = nr;
50
- ec = nc;
51
- }
52
- return { tiles, emptyRow: er, emptyCol: ec };
53
- }
54
-
55
- export const tileAt = (b: Board, row: number, col: number) => b.tiles.find((t) => t.row === row && t.col === col) ?? null;
56
-
57
- /** Whether a tile is beside the gap (and so can slide into it). */
58
- export function canSlide(b: Board, t: Tile) {
59
- if (t.value === 0) return false;
60
- return Math.abs(t.row - b.emptyRow) + Math.abs(t.col - b.emptyCol) === 1;
61
- }
62
-
63
- /** Slides a tile into the gap (already checked). */
64
- export function slide(b: Board, t: Tile) {
65
- const gap = b.tiles.find((x) => x.value === 0)!;
66
- const [r, c] = [t.row, t.col];
67
- t.row = b.emptyRow;
68
- t.col = b.emptyCol;
69
- gap.row = r;
70
- gap.col = c;
71
- b.emptyRow = r;
72
- b.emptyCol = c;
73
- }
74
-
75
- /** Every tile home: 1..8 in reading order, the gap bottom right. */
76
- export const solved = (b: Board) =>
77
- b.tiles.every((t) =>
78
- t.value === 0 ? t.row === GRID - 1 && t.col === GRID - 1 : t.row === Math.floor((t.value - 1) / GRID) && t.col === (t.value - 1) % GRID
79
- );
@@ -1,193 +0,0 @@
1
- // Everything Sliding Numbers draws: the board (a wooden board with a sunken well and nine recessed
2
- // slots in the classic theme, the theme's board and cells otherwise) and the eight raised tiles, each
3
- // in its own color with its number and its word standing on top in 3D letters. Seen from a little in
4
- // front of straight down (shared/EngineTilt: an orthographic camera leaning back, one world unit per
5
- // point). Every tile is a root (unscaled, so its letters keep their shape) carrying its block and letters.
6
- import { type Color, effects, type Entity, extrude, type Model, Path, type Vec3, type World } from '@nayan-ui/engine';
7
- import type { GameTheme } from '../../services/ThemeService';
8
- import { setBackdropTheme, spawnBackdrop } from '../shared/EngineBackdrop';
9
- import { spawnRaisedBlock } from '../shared/EngineBlocks';
10
- import { flatGlyphMesh, GLYPH_ADVANCE } from '../shared/EngineGlyphs';
11
- import { cacheGameAsset, createGameMesh as createShape } from '../shared/EngineMeshes';
12
- import { placeTiltedBackdrop } from '../shared/EngineTilt';
13
- import { toColor } from '../shared/EngineUtils';
14
- import { cellCentre, COLORS, type Layout, NUMBER_WORDS, PRESS_SCALE, SLIDE_TIME, TILE_COLORS, TILE_HEIGHT } from './SlidingNumbersConstants';
15
- import type { Tile } from './SlidingNumbersRules';
16
-
17
- const meshes = new Map<string, Model>();
18
- const cached = (key: string, build: () => Model) => {
19
- let m = meshes.get(key);
20
- if (!m) {
21
- m = cacheGameAsset('sliding-numbers/SlidingNumbersScene:' + key, build);
22
- meshes.set(key, m);
23
- }
24
- return m;
25
- };
26
- const BOARD_DEPTH = 12;
27
- const BACKDROP_DEPTH = 30;
28
- const SURFACE = 1; // the board's top, where the tiles stand
29
-
30
- const panelMesh = (w: number, radius: number, depth: number) =>
31
- cached(`sn-panel:${w}:${radius}:${depth}`, () =>
32
- createShape(extrude(new Path().addRoundedRect(-w / 2, -w / 2, w, w, radius), { depth }), { shine: 0.25 })
33
- );
34
-
35
- // ── Spawning ──────────────────────────────────────────────────────────
36
-
37
- /** A tile: its root (moved), and its block (pressed, tinted). */
38
- type TileView = { root: Entity; block: Entity };
39
- export type Scene = { backdrop: Entity; board: Entity[]; tiles: Map<number, TileView> };
40
-
41
- const tileTop = (l: Layout) => SURFACE + l.tile * TILE_HEIGHT;
42
- const at = (l: Layout, row: number, col: number): Vec3 => {
43
- const [x, y] = cellCentre(l, row, col);
44
- return [x, y, SURFACE];
45
- };
46
-
47
- function spawnBoard(world: World, l: Layout, theme: GameTheme): Entity[] {
48
- const out: Entity[] = [];
49
- const add = (o: Parameters<World['spawn']>[0]) => out.push(world.spawn({ pickable: false, ...o }));
50
- const outer = l.size + l.pad * 2;
51
- const classic = theme.mode === 'classic';
52
- add({
53
- mesh: panelMesh(outer, classic ? 16 : 8, BOARD_DEPTH),
54
- position: [0, 0, -BOARD_DEPTH / 2],
55
- color: toColor(classic ? COLORS.FRAME : theme.BOARD.SURFACE)
56
- });
57
- if (classic) add({ mesh: panelMesh(l.size + 8, 10, 1), position: [0, 0, 0.2], color: toColor(COLORS.WELL) });
58
- // A slot under every cell: where the gap shows
59
- for (let r = 0; r < 3; r++)
60
- for (let c = 0; c < 3; c++) {
61
- const [x, y] = cellCentre(l, r, c);
62
- add({
63
- mesh: panelMesh(l.tile, Math.min(10, l.tile * 0.12), 1),
64
- position: [x, y, 0.5],
65
- color: toColor(classic ? COLORS.SLOT : theme.BOARD.CELL_EMPTY)
66
- });
67
- }
68
- return out;
69
- }
70
-
71
- /** A tile's number (large) and word (small) in solid white 3D letters on its top, each over a dark copy (the tile's own deep shade) offset below it, embossed. */
72
- function spawnLabel(world: World, l: Layout, root: Entity, value: number) {
73
- const white = toColor(COLORS.NUMBER);
74
- const [r, g, b] = toColor(TILE_COLORS[value - 1]!);
75
- const deep: Color = [r * 0.45, g * 0.45, b * 0.45, 1];
76
- // On the block's face
77
- const top = tileTop(l) - SURFACE;
78
- // Printed flat and matte (crisp from straight above), over a dark copy offset down-right
79
- const letter = (ch: string, x: number, y: number, size: number) => {
80
- const off = Math.max(1, size * 0.05);
81
- world.spawn({ mesh: flatGlyphMesh(ch), parent: root, position: [x + off, y - off, top + 0.3], scale: size, color: deep, pickable: false });
82
- world.spawn({ mesh: flatGlyphMesh(ch), parent: root, position: [x, y, top + 0.6], scale: size, color: white, pickable: false });
83
- };
84
- letter(String(value), 0, l.tile * 0.07, l.tile * 0.32);
85
- const word = NUMBER_WORDS[value]!;
86
- const small = l.tile * 0.11;
87
- const step = small * GLYPH_ADVANCE;
88
- [...word].forEach((ch, i) => letter(ch, (i - (word.length - 1) / 2) * step, -l.tile * 0.24, small));
89
- }
90
-
91
- export function buildScene(world: World, l: Layout, theme: GameTheme, tiles: Tile[]): Scene {
92
- const backdrop = spawnBackdrop(world, l.width, l.height, -BACKDROP_DEPTH, theme);
93
- placeTiltedBackdrop(world, backdrop, l, BACKDROP_DEPTH);
94
- const s: Scene = { backdrop, board: spawnBoard(world, l, theme), tiles: new Map() };
95
- const h = l.tile * TILE_HEIGHT;
96
- for (const t of tiles) {
97
- if (t.value === 0) continue;
98
- const root = world.spawn({ mesh: 'none', position: at(l, t.row, t.col), pickable: false });
99
- // A bevelled block, as Candy Crush's (matte), without a shadow
100
- const block = spawnRaisedBlock(world, {
101
- parent: root,
102
- position: [0, 0, h / 2],
103
- size: [l.tile, l.tile, h],
104
- color: toColor(TILE_COLORS[t.value - 1]!),
105
- gloss: false,
106
- shadow: false
107
- });
108
- spawnLabel(world, l, root, t.value);
109
- s.tiles.set(t.id, { root, block });
110
- }
111
- return s;
112
- }
113
-
114
- export function removeScene(world: World, s: Scene) {
115
- for (const e of [s.backdrop, ...s.board, ...Array.from(s.tiles.values(), (t) => t.root)]) world.despawn(e);
116
- }
117
-
118
- export function setSceneTheme(world: World, l: Layout, s: Scene, theme: GameTheme) {
119
- setBackdropTheme(world, s.backdrop, theme);
120
- for (const e of s.board) world.despawn(e);
121
- s.board = spawnBoard(world, l, theme);
122
- }
123
-
124
- // ── Motion ────────────────────────────────────────────────────────────
125
-
126
- /** A tile glides to its cell (or is put there at once). */
127
- export function placeTile(world: World, l: Layout, s: Scene, t: Tile, animate = true) {
128
- const v = s.tiles.get(t.id);
129
- if (!v) return;
130
- if (animate) world.animate(v.root, { position: at(l, t.row, t.col) }, { duration: SLIDE_TIME, easing: 'easeOut' });
131
- else {
132
- world.stopAnimation(v.root);
133
- world.set(v.root, { position: at(l, t.row, t.col) });
134
- }
135
- }
136
-
137
- /** A finger down on a tile sinks it a little; lifting brings it back. */
138
- export function press(world: World, s: Scene, id: number, down: boolean) {
139
- const v = s.tiles.get(id);
140
- if (!v) return;
141
- const k = down ? PRESS_SCALE : 1;
142
- world.animate(v.root, { scale: k }, { duration: down ? 0.08 : 0.14, easing: down ? 'easeOut' : 'back' });
143
- }
144
-
145
- /** A tile that can't move (not beside the gap): a quick shake. */
146
- export function shake(world: World, l: Layout, s: Scene, id: number) {
147
- const v = s.tiles.get(id);
148
- if (v) world.animate(v.root, { shake: l.tile * 0.05 }, { duration: 0.25 });
149
- }
150
-
151
- /** Solved: the tiles hop in a wave across the board, and confetti bursts over it. */
152
- export function celebrate(world: World, l: Layout, s: Scene, tiles: Tile[]) {
153
- for (const t of tiles) {
154
- const v = s.tiles.get(t.id);
155
- if (!v) continue;
156
- const [x, y, z] = at(l, t.row, t.col);
157
- world.animate(
158
- v.root,
159
- [
160
- { position: [x, y, z + l.tile * 0.35], scale: 1.04, at: 0.4 },
161
- { position: [x, y, z], scale: 1 }
162
- ],
163
- { duration: 0.45, delay: SLIDE_TIME + (t.row + t.col) * 0.07, easing: 'easeOut' }
164
- );
165
- }
166
- effects.confetti(world, {
167
- position: [0, 0, l.tile],
168
- count: 60,
169
- size: l.tile * 0.08,
170
- speed: l.size * 1.4,
171
- lifetime: 1.3,
172
- gravity: -l.size * 2.4,
173
- colors: TILE_COLORS.slice(0, 4).map((c) => toColor(c))
174
- });
175
- }
176
-
177
- /** Out of time: the tiles dim. */
178
- export function dim(world: World, s: Scene, tiles: Tile[]) {
179
- for (const t of tiles) {
180
- const v = s.tiles.get(t.id);
181
- if (!v) continue;
182
- const c = toColor(TILE_COLORS[t.value - 1]!);
183
- world.animate(v.block, { color: [c[0] * 0.5, c[1] * 0.5, c[2] * 0.55, 1] }, { duration: 0.4 });
184
- }
185
- }
186
-
187
- /** Back to their own colors (a new game). */
188
- export function undim(world: World, s: Scene, tiles: Tile[]) {
189
- for (const t of tiles) {
190
- const v = s.tiles.get(t.id);
191
- if (v) world.set(v.block, { color: toColor(TILE_COLORS[t.value - 1]!) });
192
- }
193
- }
@@ -1,76 +0,0 @@
1
- // Snake 3D's screen, on the Nayan engine: the board, the snake and its food are one 3D scene (an
2
- // orthographic camera leaning back over the board), under Playtura's scoreboard, controls and modals.
3
- // The play is in Snake3DGame.ts (the rules in Snake3DRules.ts), what it draws in Snake3DScene.ts.
4
- //
5
- // One world serves the whole visit: Start, Stop and Play Again reset it in place and a theme change
6
- // rebuilds just the board, so the GPU view is never rebuilt. JS steps the snake (a few numbers) on the
7
- // game's own clock and glides it every frame; gulps, bursts and the crash animate in the Rust core.
8
- import { HapticType } from '../../services/HapticsService';
9
- import { GAME_SOUNDS } from '../../services/SoundsService';
10
- import { GAME_IDS } from '../../services/UtilsService';
11
- import { engineGame, EngineGameScreen } from '../shared/EngineGameScreen';
12
- import { scoreColumn, timerColumn } from '../shared/EngineHud';
13
- import { useEngineGame } from '../shared/useEngineGame';
14
- import { useLiveState } from '../shared/useLiveState';
15
- import { getLayout, LIGHT, TIME_LIMIT } from './Snake3DConstants';
16
- import { createGame, dispose, drag, type GameEvent, reset, setLayout, setTheme, start, tick } from './Snake3DGame';
17
-
18
- const SOUNDS = GAME_SOUNDS.SNAKE_3D;
19
-
20
- /** Each event's sound and haptic, as the original version played them. */
21
- const FEEDBACK: Record<GameEvent, { sound: (typeof SOUNDS)[keyof typeof SOUNDS]; haptic: HapticType }> = {
22
- eat: { sound: SOUNDS.EAT, haptic: HapticType.MEDIUM },
23
- special: { sound: SOUNDS.SPECIAL, haptic: HapticType.HEAVY },
24
- crash: { sound: SOUNDS.COLLISION, haptic: HapticType.HEAVY }
25
- };
26
-
27
- const scoreText = (s: number) => `${s}`;
28
-
29
- export const Snake3D = engineGame(GAME_IDS.SNAKE_3D, (props) => {
30
- const [score, setScore] = useLiveState(0);
31
- const [time, setTime] = useLiveState(TIME_LIMIT);
32
-
33
- const { theme, screen, gameOver } = useEngineGame(props, {
34
- gameId: GAME_IDS.SNAKE_3D,
35
- create: createGame,
36
- start,
37
- reset,
38
- dispose,
39
- tick,
40
- setTheme,
41
- resize: (g, width, height, offset) => {
42
- const l = getLayout(width, height, offset);
43
- setLayout(g, l);
44
- return l.size + l.cell;
45
- },
46
- drag,
47
- // It always ends as a loss (a crash or time up), as in the original game
48
- outcome: () => 'lose',
49
- sounds: SOUNDS,
50
- onStart: (fx) => fx(SOUNDS.START),
51
- onStop: (fx) => fx(null, HapticType.LIGHT),
52
- onOver: (fx, _status, g) => fx(g.timeLeft <= 0 ? SOUNDS.TIME_UP : SOUNDS.GAME_OVER, HapticType.ERROR),
53
- wire: (g, fx) => {
54
- g.onScore = setScore;
55
- g.onTime = setTime;
56
- g.onEvent = (event) => fx(FEEDBACK[event].sound, FEEDBACK[event].haptic);
57
- }
58
- });
59
-
60
- return (
61
- <EngineGameScreen
62
- {...screen}
63
- light={LIGHT}
64
- columns={[scoreColumn(score), timerColumn(time, theme, 0)]}
65
- subtext="Swipe to steer!"
66
- gameOver={gameOver({
67
- title: 'GAME OVER',
68
- message: 'You hit the wall or yourself!',
69
- scoreLabel: 'Final Score',
70
- score,
71
- formatter: scoreText,
72
- buttonText: 'Play Again!'
73
- })}
74
- />
75
- );
76
- });
@@ -1,61 +0,0 @@
1
- // Snake 3D's timings, colors and layout. Rules and scoring (in Snake3DRules.ts) match the original version
2
- // (games/snake-3d), 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
- import { GRID } from './Snake3DRules';
7
-
8
- // ── Timing ────────────────────────────────────────────────────────────
9
-
10
- export const TIME_LIMIT = 300; // seconds: five minutes
11
- /** One move every 300 ms, the original game's fixed speed. */
12
- export const TICK_MS = 300;
13
- /** A long frame counts for at most this much, so the snake never jumps two cells or fast-forwards. */
14
- export const MAX_FRAME_MS = 100;
15
- export const SWIPE = 15; // points a finger must travel for a turn (the original pan's threshold)
16
-
17
- // ── Colors ────────────────────────────────────────────────────────────
18
-
19
- export const COLORS = {
20
- HEAD: '#00c853',
21
- BODY: '#00a344',
22
- TAIL: '#008035',
23
- BELLY: '#7CF2A8',
24
- EYE: '#FFFFFF',
25
- PUPIL: '#111111',
26
- TONGUE: '#E53935',
27
- SPECIAL: '#ffa502',
28
- CRASH: '#ff4757',
29
- CLASSIC_BOARD: 'rgba(255, 255, 255, 0.30)',
30
- CLASSIC_DARK: 'rgba(255, 255, 255, 0.10)',
31
- CLASSIC_RIM: 'rgba(255, 255, 255, 0.55)'
32
- } as const;
33
-
34
- // ── The scene ─────────────────────────────────────────────────────────
35
-
36
- /** The camera looks straight down at the board. */
37
- export const TILT = 0;
38
- /** Lit from the upper left; surfaces facing up off the board (+z) keep their exact color. */
39
- export const LIGHT = frontLight([-0.4, 0.5, 1], 0.45);
40
-
41
- // ── Layout (view points) ──────────────────────────────────────────────
42
-
43
- const SCOREBOARD_HEIGHT = 82;
44
- const CONTROLS_HEIGHT = 120;
45
- const RIM = 0.5; // the rim round the board, of a cell
46
-
47
- export type Layout = TiltView & { cell: number; size: number };
48
-
49
- /** The board as wide as the screen allows (as the original board, which filled the width), smaller if the screen is short. */
50
- export function getLayout(width: number, height: number, offset: number): Layout {
51
- const top = getScoreBoardTop(offset) + SCOREBOARD_HEIGHT;
52
- const room = Math.max(200, height - top - CONTROLS_HEIGHT);
53
- const fromWidth = gameWidthFor(width) / (GRID + RIM * 2);
54
- const fromHeight = room / (Math.cos(TILT) * (GRID + RIM * 2) + Math.sin(TILT) * 1.5);
55
- // Not rounded to whole points, so the board (rim included) spans exactly the game width when the height allows
56
- const cell = Math.max(8, Math.min(fromWidth, fromHeight));
57
- return { width, height, tilt: TILT, centerY: top + room / 2, cell, size: cell * GRID };
58
- }
59
-
60
- /** A grid point (cells, 0.5 = the middle of the first) on the board, in world units. */
61
- export const gridPoint = (l: Layout, x: number, y: number): [number, number] => [x * l.cell - l.size / 2, l.size / 2 - y * l.cell];
@@ -1,192 +0,0 @@
1
- // Snake 3D's play, with no React: build a game with `createGame`, give it a layout, `start` it and
2
- // `tick` it every frame. Swipe to turn; eat the apple (1,000) or the gold star (2,000, gone after 10
3
- // seconds) to grow; the walls and your own body end the game, and so does the five-minute clock.
4
- //
5
- // The snake moves one cell every 300 ms on the game's own clock, exactly as the original physics stepped it
6
- // (Snake3DRules.ts), and glides between cells every frame.
7
- import { type Camera, type DragEvent, World } from '@nayan-ui/engine';
8
- import type { GameTheme } from '../../services/ThemeService';
9
- import { aimTilted } from '../shared/EngineTilt';
10
- import { type Layout, MAX_FRAME_MS, SWIPE, TICK_MS, TIME_LIMIT } from './Snake3DConstants';
11
- import { freshState, generateFood, POINTS_PER_FOOD, POINTS_PER_SPECIAL_FOOD, step, turn } from './Snake3DRules';
12
- import { buildScene, crash, drawSnake, faceHead, flick, gulp, placeFood, removeScene, resetSnake, type Scene, setSceneTheme } from './Snake3DScene';
13
-
14
- export type Phase = 'ready' | 'playing' | 'over';
15
- /** eat / special: food eaten; crash: a wall or the body. */
16
- export type GameEvent = 'eat' | 'special' | 'crash';
17
-
18
- const WORLD_CAPACITY = 1000; // up to 400 beads and their joints, the board, the food, and bursts
19
-
20
- export function createGame(theme: GameTheme) {
21
- const world = new World(WORLD_CAPACITY);
22
- const camera: Camera = { eye: [0, 0, 240], target: [0, 0, 0], fov: 1, ortho: 1 };
23
- const st = freshState();
24
- const g = {
25
- world,
26
- camera,
27
- theme,
28
- layout: null as Layout | null,
29
- scene: null as Scene | null,
30
- phase: 'ready' as Phase,
31
- st,
32
- /** The cells as of the move before last, for the glide. */
33
- prev: st.snake.slice(),
34
- pending: 0,
35
- /** Score and the countdown live in the engine (Rust), advanced by world.update. */
36
- get score() {
37
- return world.scoreboard.score;
38
- },
39
- get timeLeft() {
40
- return world.scoreboard.shownSeconds;
41
- },
42
- /** Seconds on the game's clock (the bonus food's expiry runs on it, so a pause can't expire it). */
43
- clock: 0,
44
- moves: 0,
45
- /** Where the current drag stretch began (each 15 points one way is a swipe). */
46
- anchor: null as [number, number] | null,
47
- // UI hooks, set by the screen.
48
- onPhase: (_p: Phase) => {},
49
- onScore: (_s: number) => {},
50
- onTime: (_t: number) => {},
51
- onEvent: (_e: GameEvent) => {}
52
- };
53
- world.scoreboard.reset(0, TIME_LIMIT);
54
- world.scoreboard.handlers = {
55
- onScore: (s) => g.onScore(s),
56
- onSecond: (t) => g.onTime(t),
57
- onTimeUp: () => g.phase === 'playing' && end(g)
58
- };
59
- return g;
60
- }
61
- export type Game = ReturnType<typeof createGame>;
62
-
63
- // ── Scene ─────────────────────────────────────────────────────────────
64
-
65
- /** Lays the board out for the view (first layout, header height, rotation): rebuilt where things stand. */
66
- export function setLayout(g: Game, l: Layout) {
67
- if (g.scene) removeScene(g.world, g.scene);
68
- g.layout = l;
69
- aimTilted(g.camera, l);
70
- g.scene = buildScene(g.world, l, g.theme);
71
- faceHead(g.world, g.scene, g.st.direction);
72
- draw(g);
73
- }
74
-
75
- export function setTheme(g: Game, theme: GameTheme) {
76
- g.theme = theme;
77
- if (g.layout && g.scene) setSceneTheme(g.world, g.layout, g.scene, theme);
78
- }
79
-
80
- function draw(g: Game) {
81
- const { layout: l, scene: s } = g;
82
- if (!l || !s) return;
83
- drawSnake(g.world, l, s, g.prev, g.st.snake, g.phase === 'playing' ? g.pending / TICK_MS : 1);
84
- placeFood(g.world, l, s, g.st.food);
85
- }
86
-
87
- // ── Run ───────────────────────────────────────────────────────────────
88
-
89
- /** The snake back in the middle heading right, no food (the idle board, Stop, Play Again). */
90
- function home(g: Game) {
91
- g.st = freshState();
92
- g.prev = g.st.snake.slice();
93
- g.pending = 0;
94
- g.world.scoreboard.reset(0, TIME_LIMIT);
95
- if (g.layout && g.scene) {
96
- resetSnake(g.world, g.layout, g.scene);
97
- faceHead(g.world, g.scene, 'RIGHT');
98
- }
99
- }
100
-
101
- export function start(g: Game) {
102
- if (g.phase !== 'ready') return;
103
- home(g);
104
- g.st.food = generateFood(g.st.snake, false, 1, g.clock);
105
- g.st.nextFoodId = 2;
106
- g.world.scoreboard.startCountdown(TIME_LIMIT);
107
- g.phase = 'playing';
108
- draw(g);
109
- g.onScore(0);
110
- g.onTime(TIME_LIMIT);
111
- g.onPhase('playing');
112
- }
113
-
114
- /** Stop and Play Again: the idle board. The world, and the GPU view drawing it, are kept. */
115
- export function reset(g: Game) {
116
- home(g);
117
- g.phase = 'ready';
118
- g.anchor = null;
119
- draw(g);
120
- g.onScore(0);
121
- g.onTime(TIME_LIMIT);
122
- g.onPhase('ready');
123
- }
124
-
125
- export function dispose(g: Game) {
126
- g.world.dispose();
127
- }
128
-
129
- export function tick(g: Game, dt: number) {
130
- if (g.world.isDisposed) return;
131
- g.clock += Math.min(dt, 0.25);
132
- if (g.phase === 'playing') {
133
- g.pending += Math.min(dt * 1000, MAX_FRAME_MS);
134
- if (g.pending >= TICK_MS) {
135
- g.pending -= TICK_MS;
136
- move(g);
137
- }
138
- draw(g);
139
- }
140
- g.world.update(dt);
141
- }
142
-
143
- function move(g: Game) {
144
- const { layout: l, scene: s } = g;
145
- const before = g.st.snake.slice();
146
- const r = step(g.st, g.clock);
147
- if (r.crash) {
148
- // The snake stays where it was
149
- g.prev = g.st.snake.slice();
150
- g.pending = 0;
151
- if (l && s) {
152
- faceHead(g.world, s, g.st.direction);
153
- crash(g.world, l, s, g.camera);
154
- }
155
- g.onEvent('crash');
156
- end(g);
157
- return;
158
- }
159
- g.prev = before;
160
- if (++g.moves % 9 === 0 && s) flick(g.world, s);
161
- if (r.ate) {
162
- g.world.scoreboard.add(r.ate.isSpecial ? POINTS_PER_SPECIAL_FOOD : POINTS_PER_FOOD);
163
- if (l && s) gulp(g.world, l, s, r.ate);
164
- g.onEvent(r.ate.isSpecial ? 'special' : 'eat');
165
- }
166
- }
167
-
168
- function end(g: Game) {
169
- g.world.scoreboard.stop();
170
- g.phase = 'over';
171
- g.anchor = null;
172
- g.onPhase('over');
173
- }
174
-
175
- // ── The finger ────────────────────────────────────────────────────────
176
-
177
- /** Swipes anywhere turn the snake: each stretch of 15 points one way is a turn, so one drag can chain them. */
178
- export function drag(g: Game, { phase, x, y, cancelled }: DragEvent) {
179
- if (phase === 'start') {
180
- g.anchor = [x, y];
181
- return;
182
- }
183
- const a = g.anchor;
184
- if (phase === 'end') g.anchor = null;
185
- if (phase === 'end' && cancelled) return;
186
- if (!a || g.phase !== 'playing') return;
187
- const dx = x - a[0];
188
- const dy = y - a[1];
189
- if (Math.abs(dx) <= SWIPE && Math.abs(dy) <= SWIPE) return;
190
- turn(g.st, Math.abs(dx) > Math.abs(dy) ? (dx > 0 ? 'RIGHT' : 'LEFT') : dy > 0 ? 'DOWN' : 'UP');
191
- g.anchor = phase === 'end' ? null : [x, y];
192
- }
@@ -1,22 +0,0 @@
1
- import type { Snake } from './Snake3DRules';
2
-
3
- /** A bead's position and travel tangent, in grid units. The body follows the head's curved path. */
4
- export function sampleSnakeMotion(prev: Snake, cur: Snake, index: number, fraction: number): [number, number, number, number] {
5
- const i = index * 2;
6
- const bx = cur[i]!;
7
- const by = cur[i + 1]!;
8
- const ax = prev[i] ?? bx;
9
- const ay = prev[i + 1] ?? by;
10
- const dx = bx - ax;
11
- const dy = by - ay;
12
- // A new tail bead stays put while the snake grows.
13
- if (dx === 0 && dy === 0) return [bx, by, 0, 0];
14
- const ix = prev[i + 2] === undefined ? dx : ax - prev[i + 2]!;
15
- const iy = prev[i + 3] === undefined ? dy : ay - prev[i + 3]!;
16
- const t = Math.max(0, Math.min(1, fraction));
17
- // Cubic Hermite: enter with the previous direction and leave with this move's direction.
18
- // Adjacent moves share their tangent, so neither the head nor the body snaps at a corner.
19
- const a = t * (1 - t) * (1 - t);
20
- const da = 1 - 4 * t + 3 * t * t;
21
- return [ax + dx * t + (ix - dx) * a, ay + dy * t + (iy - dy) * a, dx + (ix - dx) * da, dy + (iy - dy) * da];
22
- }