@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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@@ -1,550 +0,0 @@
1
- // Everything Space Fighter draws, in deep space seen through a perspective camera at the origin looking
2
- // down -z. The game plays on a plane `PLAY_DEPTH` ahead, where one screen point maps to `layout.k` world
3
- // units, so the rules stay in screen points while the ship banks and the asteroids tumble in 3D. Behind
4
- // it: a starfield drifting past at many depths (real parallax), nebula clouds and a galaxy band, a
5
- // cratered moon. Each kind of thing is one shared mesh (one instanced draw):
6
- // mesh ids are app-wide and limited, so each is built once.
7
- import {
8
- type Color,
9
- effects,
10
- ellipsoid,
11
- type Entity,
12
- extrude,
13
- type Keyframe,
14
- lathe,
15
- loft,
16
- type LoftSection as Section,
17
- merge,
18
- type Model,
19
- type MutableQuat,
20
- Path,
21
- type Quat,
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- quat,
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- tube,
24
- type Vec3,
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- type World
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- } from '@nayan-ui/engine';
27
- import { noise, random } from '../shared/EngineMeadow';
28
- import { cacheGameAsset, createGameMesh as createShape } from '../shared/EngineMeshes';
29
- import { toColor } from '../shared/EngineUtils';
30
- import { FOV, HIT_COOLDOWN, type Layout, PLAY_DEPTH } from './SpaceFighterConstants';
31
-
32
- // ── Helpers ───────────────────────────────────────────────────────────
33
-
34
- const meshes = new Map<string, Model>();
35
- const cached = (key: string, build: () => Model) => {
36
- let m = meshes.get(key);
37
- if (!m) {
38
- m = cacheGameAsset('space-fighter/SpaceFighterScene:' + key, build);
39
- meshes.set(key, m);
40
- }
41
- return m;
42
- };
43
- type RGB = [number, number, number];
44
- const rgb = (css: string): RGB => {
45
- const [r, g, b] = toColor(css);
46
- return [r, g, b];
47
- };
48
- const mix = (a: RGB, b: RGB, t: number): RGB => [a[0] + (b[0] - a[0]) * t, a[1] + (b[1] - a[1]) * t, a[2] + (b[2] - a[2]) * t];
49
- const shade = (c: RGB, k: number): RGB => [c[0] * k, c[1] * k, c[2] * k];
50
- const smooth = (a: number, b: number, x: number) => {
51
- const t = Math.min(1, Math.max(0, (x - a) / (b - a)));
52
- return t * t * (3 - 2 * t);
53
- };
54
- const TAN_HALF = Math.tan(FOV / 2);
55
-
56
- /** A screen point on the play plane (or `depth` ahead), in world units. */
57
- export const toWorld = (l: Layout, x: number, y: number, depth = PLAY_DEPTH): Vec3 => {
58
- const k = (l.k * depth) / PLAY_DEPTH;
59
- return [(x - l.width / 2) * k, (l.height / 2 - y) * k, -depth];
60
- };
61
-
62
- // ── The ship (1 unit = its hitbox; nose up the screen, top toward the camera) ──
63
-
64
- /**
65
- * A sleek fighter: a sculpted fuselage (raised spine, pointed nose, darker belly, cyan racing stripe)
66
- * under a glass canopy, thick swept wings with dark leading edges and cannons at their tips, twin
67
- * canted tail fins and two engine nacelles with flared nozzles. Built along +z, then stood nose-up.
68
- */
69
- const shipMesh = () =>
70
- cached('sf-ship', () => {
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- const hull = rgb('#E3EAF3');
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- const belly = rgb('#8A97A8');
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- const cyan = rgb('#00C8FF');
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- const steel = rgb('#55606F');
75
- const navy = rgb('#0B3A5A');
76
- // Fuselage sections along z (nose at +z): wide and low at the tail, a raised spine over the
77
- // cockpit, tapering to a sharp nose
78
- const sections: Section[] = [
79
- { z: -0.62, bottom: -0.1, top: 0.12, width: 0.15, square: 3 },
80
- { z: -0.42, bottom: -0.14, top: 0.2, width: 0.22, square: 3.2 },
81
- { z: -0.05, bottom: -0.15, top: 0.24, width: 0.24, square: 3 },
82
- { z: 0.22, bottom: -0.12, top: 0.25, width: 0.19, square: 2.6 },
83
- { z: 0.46, bottom: -0.08, top: 0.15, width: 0.11, square: 2.4 },
84
- { z: 0.64, bottom: -0.03, top: 0.05, width: 0.04, square: 2.2 },
85
- { z: 0.73, bottom: -0.004, top: 0.004, width: 0.004, square: 2 }
86
- ];
87
- const fuselage = loft(sections, {
88
- around: 36,
89
- smoothness: 4,
90
- color: ([, y, z], n) => {
91
- let c = mix(belly, hull, smooth(-0.5, 0.4, n[1]));
92
- c = mix(c, cyan, smooth(0.03, 0, Math.abs(z - 0.02) - 0.035) * smooth(0.3, 0.7, n[1])); // the stripe over the top
93
- if (z > 0.6) c = mix(c, cyan, 0.5); // a painted nose
94
- return [...shade(c, 0.9 + 0.1 * smooth(-0.1, 0.15, y)), 1] as Color;
95
- }
96
- });
97
- const canopy = ellipsoid([0.1, 0.09, 0.2], [0.07, 0.16, 0.32, 1], 24);
98
- const glint = ellipsoid([0.025, 0.012, 0.06], [0.8, 0.92, 1, 1], 12);
99
- // Thick swept wings in the hull's mid-plane (y), each from the root to its tip
100
- const wing = (side: number): Section[] => {
101
- const root = 0.15;
102
- const tip = 0.95;
103
- return [
104
- { z: side * root, bottom: -0.06, top: 0.06, width: 0.32, square: 2.4 },
105
- { z: side * (root + 0.4), bottom: -0.04, top: 0.04, width: 0.21, square: 2.4 },
106
- { z: side * tip, bottom: -0.025, top: 0.025, width: 0.11, square: 2.2 }
107
- ].sort((a, b) => a.z - b.z);
108
- };
109
- // A wing lofts across (x) from root to tip; built along z, it turns to run across, its chord swept back
110
- const wingPart = (side: number) => ({
111
- geometry: loft(wing(side), { around: 20, smoothness: 3, color: [...hull, 1] as Color }),
112
- rotation: quat.y(Math.PI / 2),
113
- position: [0, 0, -0.08] as Vec3
114
- });
115
- const leading = (side: number) =>
116
- tube(
117
- [
118
- [side * 0.17, 0.015, 0.2],
119
- [side * 0.95, 0.01, -0.02]
120
- ],
121
- { radius: 0.022, sides: 8, color: [...navy, 1] as Color }
122
- );
123
- const cannon = (side: number) =>
124
- tube(
125
- [
126
- [side * 0.95, 0, -0.18],
127
- [side * 0.95, 0, 0.24]
128
- ],
129
- { radius: (t: number) => 0.035 - t * 0.012, sides: 10, color: [...steel, 1] as Color }
130
- );
131
- const nacelle = (side: number) =>
132
- tube(
133
- [
134
- [side * 0.3, -0.02, 0.08],
135
- [side * 0.3, -0.02, -0.56]
136
- ],
137
- { radius: (t: number) => 0.09 + 0.025 * t, sides: 18, color: [...steel, 1] as Color }
138
- );
139
- const nozzle = (side: number) => ({
140
- geometry: lathe(
141
- [
142
- [0.08, 0.02],
143
- [0.125, -0.02],
144
- [0.13, -0.07],
145
- [0.095, -0.07]
146
- ],
147
- { segments: 18, color: [...shade(steel, 0.7), 1] as Color }
148
- ),
149
- position: [side * 0.3, -0.02, -0.56] as Vec3,
150
- rotation: quat.x(Math.PI / 2)
151
- });
152
- const tailFin = (side: number) => ({
153
- geometry: extrude(new Path().moveTo(0, 0).lineTo(0.2, 0).lineTo(0.05, -0.18).lineTo(-0.04, -0.18).close(), { depth: 0.025 }),
154
- position: [side * 0.12, 0.17, -0.5] as Vec3,
155
- rotation: quat.multiply(quat.z(side * 0.35), quat.y(Math.PI / 2)),
156
- color: [...navy, 1] as Color
157
- });
158
- const body = merge([
159
- { geometry: fuselage },
160
- { geometry: canopy, position: [0, 0.21, 0.2] },
161
- { geometry: glint, position: [-0.035, 0.29, 0.26] },
162
- wingPart(1),
163
- wingPart(-1),
164
- { geometry: leading(1) },
165
- { geometry: leading(-1) },
166
- { geometry: cannon(1) },
167
- { geometry: cannon(-1) },
168
- { geometry: nacelle(1) },
169
- { geometry: nacelle(-1) },
170
- nozzle(1),
171
- nozzle(-1),
172
- tailFin(1),
173
- tailFin(-1)
174
- ]);
175
- // Stand it up: nose (+z) up the screen (+y), its top (+y) toward the camera (+z)
176
- return createShape(merge([{ geometry: body, rotation: quat.multiply(quat.y(Math.PI), quat.x(-Math.PI / 2)) }]), { center: false, shine: 0.65 });
177
- });
178
-
179
- const LIGHT_RED: Color = [2.2, 0.35, 0.3, 1];
180
- const LIGHT_GREEN: Color = [0.35, 2.2, 0.6, 1];
181
- const FLAME_IDLE: Color = [2.2, 1.25, 0.45, 0.9];
182
- const FLAME_BOOST: Color = [1.9, 2.2, 2.6, 0.95];
183
- /** The ship leans away from the camera a little, so its depth shows; then banks into a turn. */
184
- const LEAN = quat.x(-0.32);
185
- const shipTurn: MutableQuat = [0, 0, 0, 1];
186
- /** The ship's lean and bank; pass `out` to reuse it (the result is only valid until the next call with it). */
187
- export const shipRotation = (bank: number, out?: MutableQuat): Quat => quat.multiply(LEAN, quat.y(bank, out), out);
188
-
189
- export type Ship = { root: Entity; body: Entity; flames: Entity[] };
190
-
191
- export function spawnShip(world: World, l: Layout, x: number): Ship {
192
- const size = l.shipSize * l.k;
193
- const root = world.spawn({ mesh: 'none', position: toWorld(l, x, l.shipY), rotation: shipRotation(0), pickable: false });
194
- // A gentle hover
195
- const body = world.spawn({
196
- mesh: shipMesh(),
197
- parent: root,
198
- scale: size,
199
- color: [1, 1, 1, 1],
200
- bob: { amplitude: [size * 0.02, size * 0.04, 0], speed: 2.2 },
201
- pickable: false
202
- });
203
- const flames = [
204
- [0.3, 0.28],
205
- [-0.3, 0.28],
206
- [0, 0.16]
207
- ].map(([fx, s]) =>
208
- world.spawn({
209
- mesh: 'puff',
210
- parent: body,
211
- position: [fx!, -0.66, 0.02],
212
- scale: s!,
213
- color: FLAME_IDLE,
214
- pickable: false
215
- })
216
- );
217
- // Navigation lights at the cannon tips, blinking in turn
218
- [1, -1].forEach((side, i) => {
219
- const color = i === 0 ? LIGHT_GREEN : LIGHT_RED;
220
- const light = world.spawn({ mesh: 'sphere', parent: body, position: [side * 0.95, 0.24, 0], scale: 0.07, color, pickable: false });
221
- world.animate(
222
- light,
223
- [
224
- { color, at: 0.15 },
225
- { color: [color[0] * 0.25, color[1] * 0.25, color[2] * 0.25, 1], at: 0.3 },
226
- { color: [color[0] * 0.25, color[1] * 0.25, color[2] * 0.25, 1] }
227
- ],
228
- {
229
- duration: 1.2,
230
- delay: i * 0.6,
231
- repeat: 'forever',
232
- easing: 'linear'
233
- }
234
- );
235
- });
236
- flicker(world, l, { root, body, flames }, false);
237
- return { root, body, flames };
238
- }
239
-
240
- /** The exhausts flicker; dragging (thrusters on) burns them bigger and white-blue. */
241
- export function flicker(world: World, _l: Layout, s: Ship, boost: boolean) {
242
- s.flames.forEach((f, i) => {
243
- const base = (i === 2 ? 0.16 : 0.28) * (boost ? 1.55 : 1);
244
- world.stopAnimation(f);
245
- world.set(f, { scale: base, color: boost ? FLAME_BOOST : FLAME_IDLE });
246
- world.animate(f, { scale: base * 1.35 }, { duration: 0.06 + i * 0.015, repeat: 'forever', yoyo: true, easing: 'easeInOut' });
247
- });
248
- }
249
-
250
- /** A run starts: the ship zooms up into place from below the screen. */
251
- export function launchShip(world: World, l: Layout, s: Ship) {
252
- const size = l.shipSize * l.k;
253
- world.set(s.body, { position: [0, -size * 4, 0] });
254
- world.animate(s.body, { position: [0, 0, 0] }, { spring: { stiffness: 140, damping: 14 } });
255
- }
256
-
257
- export function placeShip(world: World, l: Layout, s: Ship, x: number, bank: number) {
258
- world.set(s.root, { position: toWorld(l, x, l.shipY), rotation: shipRotation(bank, shipTurn) });
259
- }
260
-
261
- /** Hit: the ship barrel-rolls off the blow and blinks through its safe spell. */
262
- export function blinkShip(world: World, s: Ship) {
263
- const steps = Math.round(HIT_COOLDOWN / 0.1);
264
- const keys: Keyframe[] = Array.from({ length: steps }, (_, i) => ({ color: i % 2 ? [1, 1, 1, 1] : [1, 1, 1, 0.3], at: (i + 1) / steps }));
265
- world.stopAnimation(s.body);
266
- world.set(s.body, { position: [0, 0, 0] });
267
- world.animate(s.body, keys, { duration: HIT_COOLDOWN, easing: 'linear' });
268
- world.animate(s.body, { turn: [0, Math.PI * 2, 0] }, { duration: 0.55, easing: 'easeOut' });
269
- }
270
-
271
- export function steadyShip(world: World, s: Ship) {
272
- world.stopAnimation(s.body);
273
- world.set(s.body, { color: [1, 1, 1, 1], position: [0, 0, 0], rotation: [0, 0, 0, 1] });
274
- }
275
-
276
- // ── Asteroids ─────────────────────────────────────────────────────────
277
-
278
- const ROCK_VARIANTS = 4;
279
- /** Each kind of rock: its body colour and the colour of its craters and crevices. */
280
- const ROCK_KINDS: [string, string][] = [
281
- ['#7A5230', '#2A1508'], // iron-rich brown
282
- ['#6E6A66', '#25221F'], // grey stone
283
- ['#3E3B40', '#121014'], // dark basalt
284
- ['#9FB3C4', '#3A4A5A'] // icy
285
- ];
286
- /**
287
- * A detailed asteroid one unit across: big lumps, smaller bumps and grit, and craters punched in
288
- * with raised rims, dark in the hollows; four kinds for variety.
289
- */
290
- const rockMesh = (variant: number) =>
291
- cached(`sf-rock-${variant}`, () => {
292
- const seed = variant * 7.3 + 1;
293
- const [bodyHex, darkHex] = ROCK_KINDS[variant % ROCK_KINDS.length]!;
294
- const body = rgb(bodyHex);
295
- const dark = rgb(darkHex);
296
- const rand = random(40 + variant);
297
- // Craters: centres on the sphere (u around, v down), radii
298
- const craters = Array.from({ length: 6 }, () => ({ u: rand(), v: 0.2 + rand() * 0.6, r: 0.06 + rand() * 0.08 }));
299
- const around = (u: number) => [Math.cos(u * Math.PI * 2), Math.sin(u * Math.PI * 2)] as const;
300
- const craterAt = (u: number, v: number) => {
301
- let dent = 0;
302
- for (const c of craters) {
303
- const du = Math.min(Math.abs(u - c.u), 1 - Math.abs(u - c.u)) * Math.sin(v * Math.PI) * 2;
304
- const d = Math.hypot(du, v - c.v) / c.r;
305
- if (d < 1) dent -= 0.07 * (1 - d * d);
306
- else if (d < 1.35) dent += 0.025 * (1 - (d - 1) / 0.35);
307
- }
308
- return dent;
309
- };
310
- const shape = (u: number, v: number) => {
311
- const [cx, cy] = around(u);
312
- const lumps =
313
- noise(cx * 1.4 + seed, cy * 1.4 + v * 2.6 + seed) * 0.22 +
314
- noise(cx * 3.5 + seed, cy * 3.5 + v * 6) * 0.08 +
315
- noise(cx * 9, cy * 9 + v * 14 + seed) * 0.025 -
316
- 0.14;
317
- return (lumps + craterAt(u, v)) * Math.sin(v * Math.PI);
318
- };
319
- const profile: [number, number][] = Array.from({ length: 19 }, (_, i) => {
320
- const a = -Math.PI / 2 + (i / 18) * Math.PI;
321
- return [Math.max(0.001, Math.cos(a) * 0.5), Math.sin(a) * 0.5];
322
- });
323
- return createShape(
324
- lathe(profile, {
325
- segments: 32,
326
- displace: shape,
327
- color: ({ u, v, position: p }) => {
328
- const hollow = smooth(0, -0.06, craterAt(u, v)); // crater floors
329
- const rim = smooth(0.005, 0.02, craterAt(u, v));
330
- const crevice = smooth(0.55, 0.75, noise(p[0] * 6 + seed, p[1] * 6 + p[2] * 4));
331
- const grit = 0.8 + 0.32 * noise(p[0] * 24 + p[2] * 9, p[1] * 24 + seed);
332
- const c = mix(mix(body, dark, Math.max(hollow * 0.85, crevice * 0.45)), shade(body, 1.25), rim * 0.6);
333
- return [...shade(c, grit), 1] as Color;
334
- }
335
- }),
336
- { shine: 0.1 }
337
- );
338
- });
339
-
340
- export type Belt = { root: Entity };
341
-
342
- /**
343
- * A pair's two belts of tumbling asteroids, its top edge at screen y: one from the left edge to the
344
- * gap's left side, one from its right side to the right edge. The rocks reach the gap's edges exactly,
345
- * as the belts' hitboxes do, with smaller ones filling the corners; sizes vary along each belt.
346
- */
347
- export function spawnBelts(world: World, l: Layout, top: number, gapLeft: number, seed: number): Belt {
348
- const root = world.spawn({ mesh: 'none', position: toWorld(l, l.width / 2, top), pickable: false });
349
- const rand = random(seed);
350
- const h = l.beltHeight;
351
- const k = l.k;
352
- const rock = (x: number, y: number, d: number) =>
353
- world.spawn({
354
- mesh: rockMesh(Math.floor(rand() * ROCK_VARIANTS)),
355
- parent: root,
356
- position: [(x - l.width / 2) * k, -(y - top) * k, (rand() - 0.5) * h * 0.35 * k],
357
- scale: [d * k * (0.9 + rand() * 0.25), d * k * (0.85 + rand() * 0.2), d * k * (0.9 + rand() * 0.2)],
358
- rotation: quat.multiply(quat.z(rand() * 6.3), quat.x(rand() * 6.3)),
359
- spin: [(rand() - 0.5) * 1.6, (rand() - 0.5) * 1.6, (rand() - 0.5) * 1.2],
360
- pickable: false
361
- });
362
- const d = h * 1.08;
363
- const belt = (from: number, to: number, towardGap: 1 | -1) => {
364
- if (to - from < 2) return;
365
- // From the gap's edge outward, past the screen's edge
366
- const edge = towardGap === 1 ? to : from;
367
- const length = to - from + d;
368
- for (let s = d / 2; s < length;) {
369
- const size = d * (0.7 + rand() * 0.5);
370
- rock(edge - towardGap * s, top + h / 2 + (rand() - 0.5) * h * 0.12, size);
371
- s += size * 0.66;
372
- }
373
- // Fill the hitbox's corners at the gap
374
- rock(edge - towardGap * d * 0.22, top + h * 0.18, d * 0.42);
375
- rock(edge - towardGap * d * 0.22, top + h * 0.82, d * 0.42);
376
- };
377
- belt(-d / 2, gapLeft, 1);
378
- belt(gapLeft + l.gap, l.width + d / 2, -1);
379
- return { root };
380
- }
381
-
382
- export function placeBelts(world: World, l: Layout, b: Belt, top: number) {
383
- world.set(b.root, { position: toWorld(l, l.width / 2, top) });
384
- }
385
-
386
- /** A hit: fire and debris where the ship struck. */
387
- export function explode(world: World, l: Layout, x: number, y: number) {
388
- const at = toWorld(l, x, y);
389
- const size = l.shipSize * l.k;
390
- effects.explosion(world, {
391
- position: at,
392
- count: 24,
393
- size: size * 0.9,
394
- speed: size * 3,
395
- lifetime: 0.6,
396
- colors: [
397
- [2.4, 1.6, 0.5, 0.95],
398
- [2.2, 0.8, 0.3, 0.9],
399
- [1.4, 0.4, 0.2, 0.8]
400
- ],
401
- smoke: [0.3, 0.25, 0.3, 0.5],
402
- debris: [toColor('#C9D3DE'), toColor('#00C8FF')]
403
- });
404
- }
405
-
406
- // ── Deep space ────────────────────────────────────────────────────────
407
-
408
- /** The view's half extents at a depth, in world units. */
409
- const halfAt = (l: Layout, depth: number): [number, number] => [depth * TAN_HALF * (l.width / l.height), depth * TAN_HALF];
410
-
411
- const moonMesh = () =>
412
- cached('sf-moon', () =>
413
- createShape(
414
- merge([
415
- {
416
- geometry: lathe(
417
- Array.from({ length: 17 }, (_, i) => {
418
- const a = -Math.PI / 2 + (i / 16) * Math.PI;
419
- return [Math.max(0.001, Math.cos(a) * 0.5), Math.sin(a) * 0.5] as [number, number];
420
- }),
421
- {
422
- segments: 40,
423
- color: ({ position: p }) => {
424
- const maria = smooth(0.55, 0.7, noise(p[0] * 3 + 4, p[1] * 3 + p[2] * 2));
425
- const crater = smooth(0.7, 0.8, noise(p[0] * 9 + 1, p[1] * 9 - p[2] * 4));
426
- return shade(mix(rgb('#E8E4D8'), rgb('#8A8070'), maria * 0.7 + crater * 0.5), 0.9 + 0.15 * noise(p[0] * 30, p[1] * 30));
427
- }
428
- }
429
- )
430
- }
431
- ]),
432
- { shine: 0.05 }
433
- )
434
- );
435
-
436
- /** A ringed ice planet: banded in pale blues and teals, its rings tilted round it. */
437
- export type Space = {
438
- all: Entity[];
439
- /** The sun (day) or the moon (night), with its glow. */ sky: Entity[];
440
- stars: { e: Entity; x: number; y: number; z: number; since: number }[];
441
- };
442
-
443
- export const STAR_DRIFT = 5; // world units per second down past the camera
444
-
445
- /** By day a blazing sun with its warm glow; by night the moon and a faint glow from a distant sun. */
446
- function spawnSky(world: World, l: Layout, day: boolean): Entity[] {
447
- const out: Entity[] = [];
448
- const [hx, hy] = halfAt(l, 170);
449
- const at: Vec3 = [-hx * 0.55, hy * 0.38, -170];
450
- if (day) {
451
- const size = hy * 0.26;
452
- out.push(world.spawn({ mesh: 'puff', position: [at[0], at[1], at[2] - 2], scale: size * 4.2, color: [1.8, 1.25, 0.6, 0.16], pickable: false }));
453
- out.push(world.spawn({ mesh: 'puff', position: [at[0], at[1], at[2] - 1], scale: size * 2.2, color: [2, 1.6, 0.8, 0.35], pickable: false }));
454
- out.push(world.spawn({ mesh: 'sphere', position: at, scale: size, color: [2.4, 2.05, 1.1, 1], pickable: false })); // self-lit
455
- return out;
456
- }
457
- const [gx, gy] = halfAt(l, 400);
458
- out.push(world.spawn({ mesh: 'puff', position: [-gx * 0.9, gy * 0.75, -400], scale: gy * 0.7, color: [1.6, 1.2, 0.9, 0.18], pickable: false }));
459
- out.push(world.spawn({ mesh: moonMesh(), position: at, scale: hy * 0.32, spin: [0, 0.05, 0], pickable: false }));
460
- return out;
461
- }
462
-
463
- /** A new theme: the sun comes out by day, the moon by night. */
464
- export function setSpaceTheme(world: World, l: Layout, space: Space, day: boolean) {
465
- for (const e of space.sky) world.despawn(e);
466
- space.all = space.all.filter((e) => !space.sky.includes(e));
467
- space.sky = spawnSky(world, l, day);
468
- space.all.push(...space.sky);
469
- }
470
-
471
- export function spawnSpace(world: World, l: Layout, clock: number, day: boolean): Space {
472
- const all: Entity[] = [];
473
- const rand = random(3);
474
- // Nebula clouds and a faint galaxy band, far back
475
- const nebula: Color[] = [
476
- [0.55, 0.25, 0.95, 0.1],
477
- [0.25, 0.4, 1, 0.08],
478
- [0.85, 0.3, 0.75, 0.07]
479
- ];
480
- for (let i = 0; i < 16; i++) {
481
- const depth = 430 + rand() * 50;
482
- const [hx, hy] = halfAt(l, depth);
483
- all.push(
484
- world.spawn({
485
- mesh: 'puff',
486
- position: [(rand() * 2 - 1) * hx * 1.1, (rand() * 2 - 1) * hy, -depth],
487
- scale: hy * (0.5 + rand() * 0.6),
488
- color: nebula[i % 3]!,
489
- pickable: false
490
- })
491
- );
492
- }
493
- for (let i = 0; i < 36; i++) {
494
- const depth = 470;
495
- const [hx, hy] = halfAt(l, depth);
496
- const t = i / 35;
497
- all.push(
498
- world.spawn({
499
- mesh: 'puff',
500
- position: [(-1.1 + t * 2.2) * hx, (0.75 - t * 1.3 + (rand() - 0.5) * 0.15) * hy, -depth],
501
- scale: hy * (0.12 + rand() * 0.14),
502
- color: [0.85, 0.8, 1.2, 0.06],
503
- pickable: false
504
- })
505
- );
506
- }
507
- // The sun by day, the moon by night
508
- const sky = spawnSky(world, l, day);
509
- all.push(...sky);
510
- // Stars at every depth, drifting down at one speed: the near ones stream past, the far ones crawl
511
- const stars: Space['stars'] = [];
512
- const tints: Color[] = [
513
- [2.2, 2.2, 2.4, 1],
514
- [2.3, 2.1, 1.8, 1],
515
- [1.9, 2.1, 2.6, 1]
516
- ];
517
- for (let i = 0; i < 260; i++) {
518
- const z = 30 + Math.pow(rand(), 0.7) * 300;
519
- const [hx, hy] = halfAt(l, z);
520
- const x = (rand() * 2 - 1) * hx * 1.05;
521
- const y = (rand() * 2 - 1) * (hy + 1);
522
- const e = world.spawn({
523
- mesh: 'sphere',
524
- position: [x, y, -z],
525
- scale: z * 0.0028 * (0.6 + rand() * 1.1),
526
- color: tints[i % 3]!,
527
- velocity: [0, -STAR_DRIFT, 0],
528
- pickable: false
529
- });
530
- all.push(e);
531
- stars.push({ e, x, y, z, since: clock });
532
- }
533
- return { all, sky, stars };
534
- }
535
-
536
- /** Stars that have drifted below the view come back in above it. */
537
- export function wrapStars(world: World, s: Space, clock: number) {
538
- for (const star of s.stars) {
539
- const hy = star.z * TAN_HALF + 1;
540
- if (star.y - STAR_DRIFT * (clock - star.since) < -hy) {
541
- star.y = hy;
542
- star.since = clock;
543
- world.set(star.e, { position: [star.x, hy, -star.z] });
544
- }
545
- }
546
- }
547
-
548
- export function removeAll(world: World, entities: Entity[]) {
549
- for (const e of entities) world.despawn(e);
550
- }
@@ -1,80 +0,0 @@
1
- // Spider Solitaire's screen, on the Nayan engine: the table, the ten piles, the deck and the finished
2
- // runs are one 3D scene (an orthographic camera leaning back over the cards), under Playtura's
3
- // scoreboard, controls and modals. The play is in SpiderSolitaireGame.ts (the rules in
4
- // SpiderSolitaireRules.ts), what it draws in SpiderSolitaireScene.ts.
5
- //
6
- // One world serves the whole visit: Start, Stop and Play Again re-deal it in place and a theme change
7
- // repaints the table, so the GPU view is never rebuilt. Cards glide and flip in the engine's Rust core;
8
- // JS reads the finger and steps the clock and the world once a frame.
9
- import { HapticType } from '../../services/HapticsService';
10
- import { GAME_SOUNDS } from '../../services/SoundsService';
11
- import { formatTime, GAME_IDS, isTablet } from '../../services/UtilsService';
12
- import { engineGame, EngineGameScreen } from '../shared/EngineGameScreen';
13
- import { textColumn } from '../shared/EngineHud';
14
- import { useEngineGame } from '../shared/useEngineGame';
15
- import { useLiveState } from '../shared/useLiveState';
16
- import { getLayout, LIGHT } from './SpiderSolitaireConstants';
17
- import { createGame, dispose, drag, type GameEvent, reset, setLayout, setTheme, start, tick } from './SpiderSolitaireGame';
18
- import { dealsLeft, RUNS_TO_WIN } from './SpiderSolitaireRules';
19
-
20
- const SOUNDS = GAME_SOUNDS.SPIDER_SOLITAIRE;
21
-
22
- /** Each event's sound and haptic, as the original version played them. */
23
- const FEEDBACK: Record<GameEvent, { sound: (typeof SOUNDS)[keyof typeof SOUNDS]; haptic: HapticType }> = {
24
- select: { sound: SOUNDS.SELECT, haptic: HapticType.LIGHT },
25
- deselect: { sound: SOUNDS.DESELECT, haptic: HapticType.LIGHT },
26
- invalid: { sound: SOUNDS.INVALID, haptic: HapticType.LIGHT },
27
- place: { sound: SOUNDS.PLACE, haptic: HapticType.MEDIUM },
28
- deal: { sound: SOUNDS.DRAW, haptic: HapticType.MEDIUM },
29
- complete: { sound: SOUNDS.COMPLETE, haptic: HapticType.SUCCESS },
30
- win: { sound: SOUNDS.WIN, haptic: HapticType.SUCCESS }
31
- };
32
-
33
- const tryAgain = () => 'Try again!';
34
-
35
- export const SpiderSolitaire = engineGame(GAME_IDS.SPIDER_SOLITAIRE, (props) => {
36
- const [deals, setDeals] = useLiveState<number | null>(null);
37
- const [completed, setCompleted] = useLiveState(0);
38
-
39
- // A win when the last run lifts off (its sound played as it did), scored by its time
40
- const { game, status, screen, gameOver } = useEngineGame(props, {
41
- gameId: GAME_IDS.SPIDER_SOLITAIRE,
42
- create: createGame,
43
- start,
44
- reset,
45
- dispose,
46
- tick,
47
- setTheme,
48
- resize: (g, width, height, offset) => {
49
- const l = getLayout(width, height, offset, isTablet);
50
- setLayout(g, l);
51
- return l.pitch * 9 + l.card;
52
- },
53
- drag,
54
- reportScore: (g, s) => (s === 'win' ? g.score : 0),
55
- sounds: SOUNDS,
56
- onStart: (fx) => fx(SOUNDS.START, HapticType.MEDIUM),
57
- wire: (g, fx) => {
58
- g.onDeals = setDeals;
59
- g.onCompleted = setCompleted;
60
- g.onEvent = (event) => fx(FEEDBACK[event].sound, FEEDBACK[event].haptic);
61
- }
62
- });
63
-
64
- return (
65
- <EngineGameScreen
66
- {...screen}
67
- light={LIGHT}
68
- columns={[textColumn('DEALS', deals ?? dealsLeft(game.board)), textColumn('COMPLETED', `${completed}/${RUNS_TO_WIN}`)]}
69
- subtext="Deal the cards!"
70
- gameOver={gameOver({
71
- title: status === 'win' ? 'YOU WON!' : 'NO MOVES LEFT',
72
- message: status === 'win' ? 'All suits completed!' : 'No more valid moves!',
73
- scoreLabel: status === 'win' ? 'Completion Time' : 'No Moves Left!',
74
- score: game.time,
75
- formatter: status === 'win' ? formatTime : tryAgain,
76
- buttonText: 'Play Again!'
77
- })}
78
- />
79
- );
80
- });