@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.
- package/lib/module/games/arrows/Arrows.js +1 -1
- package/lib/module/games/arrows/ArrowsScene.js +1 -1
- package/lib/module/games/balloon-blaster/BalloonBlaster.js +1 -1
- package/lib/module/games/balloon-blaster/BalloonBlasterScene.js +1 -1
- package/lib/module/games/bike-racing/BikeMeshes.js +1 -1
- package/lib/module/games/bike-racing/BikeRacing.js +1 -1
- package/lib/module/games/bike-racing/BikeRacingConstants.js +1 -1
- package/lib/module/games/bike-racing/BikeRacingScene.js +1 -1
- package/lib/module/games/block-blast/BlockBlast.js +1 -1
- package/lib/module/games/block-blast/BlockBlastScene.js +1 -1
- package/lib/module/games/block-breaker/BlockBreaker.js +1 -1
- package/lib/module/games/block-breaker/BlockBreakerScene.js +1 -1
- package/lib/module/games/bluk/Bluk.js +1 -1
- package/lib/module/games/bluk/BlukScene.js +1 -1
- package/lib/module/games/bubble-shooter/BubbleShooter.js +1 -1
- package/lib/module/games/bubble-shooter/BubbleShooterScene.js +1 -1
- package/lib/module/games/candy-crush/CandyCrush.js +1 -1
- package/lib/module/games/candy-crush/CandyCrushScene.js +1 -1
- package/lib/module/games/car-racing/CarMeshes.js +1 -1
- package/lib/module/games/car-racing/CarRacing.js +1 -1
- package/lib/module/games/car-racing/CarRacingScene.js +1 -1
- package/lib/module/games/chameleon-run/ChameleonRun.js +1 -1
- package/lib/module/games/chameleon-run/ChameleonRunBackdrop.js +1 -1
- package/lib/module/games/chameleon-run/ChameleonRunMeshes.js +1 -1
- package/lib/module/games/checkers/Checkers.js +1 -1
- package/lib/module/games/checkers/CheckersScene.js +1 -1
- package/lib/module/games/color-switch/ColorSwitch.js +1 -1
- package/lib/module/games/color-switch/ColorSwitchScene.js +1 -1
- package/lib/module/games/colors-sort/ColorsSort.js +1 -1
- package/lib/module/games/colors-sort/ColorsSortScene.js +1 -1
- package/lib/module/games/connect-em-all/ConnectEmAll.js +1 -1
- package/lib/module/games/connect-em-all/ConnectEmAllScene.js +1 -1
- package/lib/module/games/crossy-road/CrossyRoad.js +1 -1
- package/lib/module/games/crossy-road/CrossyRoadMeshes.js +1 -1
- package/lib/module/games/crossy-road/CrossyRoadPerson.js +1 -1
- package/lib/module/games/dino-jump/DinoJump.js +1 -1
- package/lib/module/games/dino-jump/DinoJumpScene.js +1 -1
- package/lib/module/games/dots-and-boxes/DotsAndBoxes.js +1 -1
- package/lib/module/games/dots-and-boxes/DotsAndBoxesScene.js +1 -1
- package/lib/module/games/falling-sticks/FallingSticks.js +1 -1
- package/lib/module/games/falling-sticks/FallingSticksScene.js +1 -1
- package/lib/module/games/find-different-number/FindDifferentNumber.js +1 -1
- package/lib/module/games/find-different-number/FindDifferentNumberScene.js +1 -1
- package/lib/module/games/flappy-bird/FlappyBird.js +1 -1
- package/lib/module/games/flappy-bird/FlappyBirdScene.js +1 -1
- package/lib/module/games/fruit-merger/FruitMerger.js +1 -1
- package/lib/module/games/fruit-merger/FruitMergerScene.js +1 -1
- package/lib/module/games/fruit-ninja/FruitNinja.js +1 -1
- package/lib/module/games/fruit-ninja/FruitNinjaScene.js +1 -1
- package/lib/module/games/fruit-ninja/FruitNinjaWorld.js +1 -1
- package/lib/module/games/game-2048/Game2048.js +1 -1
- package/lib/module/games/game-2048/Game2048Scene.js +1 -1
- package/lib/module/games/knife-hit/KnifeHit.js +1 -1
- package/lib/module/games/knife-hit/KnifeHitScene.js +1 -1
- package/lib/module/games/ludo-king/LudoKing.js +1 -1
- package/lib/module/games/ludo-king/LudoKingScene.js +1 -1
- package/lib/module/games/maze-runner/MazeRunner.js +1 -1
- package/lib/module/games/maze-runner/MazeRunnerScene.js +1 -1
- package/lib/module/games/memory-match/MemoryMatch.js +1 -1
- package/lib/module/games/memory-match/MemoryMatchScene.js +1 -1
- package/lib/module/games/mine-sweeper/MineSweeper.js +1 -1
- package/lib/module/games/mine-sweeper/MineSweeperScene.js +1 -1
- package/lib/module/games/mob-control/MobControl.js +1 -1
- package/lib/module/games/mob-control/MobControlGame.js +1 -1
- package/lib/module/games/mob-control/MobControlMeshes.js +1 -1
- package/lib/module/games/mob-control/MobControlRenderer.js +1 -1
- package/lib/module/games/mob-control/MobControlRules.js +1 -1
- package/lib/module/games/mob-control/MobControlScene.js +1 -1
- package/lib/module/games/nuts-and-bolts/NutsAndBolts.js +1 -1
- package/lib/module/games/nuts-and-bolts/NutsAndBoltsScene.js +1 -1
- package/lib/module/games/pac-man/PacMan.js +1 -1
- package/lib/module/games/pac-man/PacManGame.js +1 -1
- package/lib/module/games/pac-man/PacManScene.js +1 -1
- package/lib/module/games/paper-io/PaperIo.js +1 -1
- package/lib/module/games/paper-io/PaperIoMeshes.js +1 -1
- package/lib/module/games/paper-io/PaperIoScene.js +1 -1
- package/lib/module/games/penguin-run/PenguinMeshes.js +1 -1
- package/lib/module/games/penguin-run/PenguinRun.js +1 -1
- package/lib/module/games/penguin-run/PenguinRunScene.js +1 -1
- package/lib/module/games/perfect-circle/PerfectCircle.js +1 -1
- package/lib/module/games/perfect-circle/PerfectCircleScene.js +1 -1
- package/lib/module/games/pipe-connect/PipeConnect.js +1 -1
- package/lib/module/games/pipe-connect/PipeConnectScene.js +1 -1
- package/lib/module/games/play-with-tua/PlayWithTua.js +1 -1
- package/lib/module/games/popit-fidget/PopitFidget.js +1 -1
- package/lib/module/games/popit-fidget/PopitFidgetScene.js +1 -1
- package/lib/module/games/reversi/Reversi.js +1 -1
- package/lib/module/games/reversi/ReversiScene.js +1 -1
- package/lib/module/games/search-grid/SearchGrid.js +1 -1
- package/lib/module/games/search-grid/SearchGridScene.js +1 -1
- package/lib/module/games/shared/BackdropCard.js +1 -1
- package/lib/module/games/shared/EngineBackdrop.js +1 -1
- package/lib/module/games/shared/EngineBlasts.js +1 -1
- package/lib/module/games/shared/EngineBlocks.js +1 -1
- package/lib/module/games/shared/EngineDice.js +1 -1
- package/lib/module/games/shared/EngineFruits.js +1 -1
- package/lib/module/games/shared/EngineGameLoader.js +1 -1
- package/lib/module/games/shared/EngineGameScreen.js +1 -1
- package/lib/module/games/shared/EngineGlyphs.js +1 -1
- package/lib/module/games/shared/EngineHud.js +1 -1
- package/lib/module/games/shared/EngineMeadow.js +1 -1
- package/lib/module/games/shared/EngineTouchSurface.js +1 -1
- package/lib/module/games/shared/GameActivity.js +1 -1
- package/lib/module/games/shared/GameLoading.js +1 -1
- package/lib/module/games/shared/GameLoadingTransition.js +1 -1
- package/lib/module/games/sliding-numbers/SlidingNumbers.js +1 -1
- package/lib/module/games/sliding-numbers/SlidingNumbersScene.js +1 -1
- package/lib/module/games/snake-3d/Snake3D.js +1 -1
- package/lib/module/games/snake-3d/Snake3DScene.js +1 -1
- package/lib/module/games/snakes-and-ladders/SnakesAndLadders.js +1 -1
- package/lib/module/games/snakes-and-ladders/SnakesAndLaddersScene.js +1 -1
- package/lib/module/games/space-fighter/SpaceFighter.js +1 -1
- package/lib/module/games/space-fighter/SpaceFighterScene.js +1 -1
- package/lib/module/games/spider-solitaire/SpiderSolitaire.js +1 -1
- package/lib/module/games/spider-solitaire/SpiderSolitaireScene.js +1 -1
- package/lib/module/games/stack-tower/StackTower.js +1 -1
- package/lib/module/games/stack-tower/StackTowerScene.js +1 -1
- package/lib/module/games/sudoku/Sudoku.js +1 -1
- package/lib/module/games/sudoku/SudokuScene.js +1 -1
- package/lib/module/games/tangram/Tangram.js +1 -1
- package/lib/module/games/tangram/TangramScene.js +1 -1
- package/lib/module/games/tank-1990/Tank1990.js +1 -1
- package/lib/module/games/tank-1990/Tank1990Scene.js +1 -1
- package/lib/module/games/tic-tac-toe/TicTacToe.js +1 -1
- package/lib/module/games/tic-tac-toe/TicTacToeScene.js +1 -1
- package/lib/module/games/tile-home/TileHome.js +1 -1
- package/lib/module/games/tile-home/TileHomeScene.js +1 -1
- package/lib/module/games/treasure-hunt/TreasureHunt.js +1 -1
- package/lib/module/games/treasure-hunt/TreasureHuntConstants.js +1 -1
- package/lib/module/games/treasure-hunt/TreasureHuntModel.js +1 -1
- package/lib/module/games/treasure-hunt/TreasureHuntScene.js +1 -1
- package/lib/module/games/whack-a-mole/WhackAMole.js +1 -1
- package/lib/module/games/whack-a-mole/WhackAMoleScene.js +1 -1
- package/lib/module/helpers/GameSettingsModal.js +1 -1
- package/lib/module/helpers/GameTheme.js +1 -1
- package/package.json +1 -2
- package/src/assets/fonts/Inter-SemiBold.ttf +0 -0
- package/src/assets/models/explorer/explorer.glb +0 -0
- package/src/assets/models/explorer/params.json +0 -51
- package/src/assets/models/explorer/source.json +0 -222
- package/src/assets/models/play-with-tua/play-with-tua.glb +0 -0
- package/src/assets/models/play-with-tua/sources.json +0 -141
- package/src/assets/sfx/balloon_pop.wav +0 -0
- package/src/assets/sfx/blocked.wav +0 -0
- package/src/assets/sfx/boing.wav +0 -0
- package/src/assets/sfx/bonus.wav +0 -0
- package/src/assets/sfx/boom.wav +0 -0
- package/src/assets/sfx/bump.wav +0 -0
- package/src/assets/sfx/cannon.wav +0 -0
- package/src/assets/sfx/capture.wav +0 -0
- package/src/assets/sfx/card_flip.wav +0 -0
- package/src/assets/sfx/card_place.wav +0 -0
- package/src/assets/sfx/catch.wav +0 -0
- package/src/assets/sfx/chime.wav +0 -0
- package/src/assets/sfx/chomp.wav +0 -0
- package/src/assets/sfx/chomp_alt.wav +0 -0
- package/src/assets/sfx/clack.wav +0 -0
- package/src/assets/sfx/clang.wav +0 -0
- package/src/assets/sfx/clash.wav +0 -0
- package/src/assets/sfx/click.wav +0 -0
- package/src/assets/sfx/coin.wav +0 -0
- package/src/assets/sfx/combo.wav +0 -0
- package/src/assets/sfx/crash.wav +0 -0
- package/src/assets/sfx/crunch.wav +0 -0
- package/src/assets/sfx/dance.wav +0 -0
- package/src/assets/sfx/deselect.wav +0 -0
- package/src/assets/sfx/dice_roll.wav +0 -0
- package/src/assets/sfx/die.wav +0 -0
- package/src/assets/sfx/draw.wav +0 -0
- package/src/assets/sfx/drop.wav +0 -0
- package/src/assets/sfx/eat.wav +0 -0
- package/src/assets/sfx/engine.wav +0 -0
- package/src/assets/sfx/error.wav +0 -0
- package/src/assets/sfx/flag.wav +0 -0
- package/src/assets/sfx/flap.wav +0 -0
- package/src/assets/sfx/flip_disc.wav +0 -0
- package/src/assets/sfx/footstep_run.wav +0 -0
- package/src/assets/sfx/footstep_walk.wav +0 -0
- package/src/assets/sfx/game_over.wav +0 -0
- package/src/assets/sfx/gate.wav +0 -0
- package/src/assets/sfx/hit.wav +0 -0
- package/src/assets/sfx/hop.wav +0 -0
- package/src/assets/sfx/hurt.wav +0 -0
- package/src/assets/sfx/invalid.wav +0 -0
- package/src/assets/sfx/jump.wav +0 -0
- package/src/assets/sfx/ladder.wav +0 -0
- package/src/assets/sfx/land.wav +0 -0
- package/src/assets/sfx/laugh.wav +0 -0
- package/src/assets/sfx/lose.wav +0 -0
- package/src/assets/sfx/merge.wav +0 -0
- package/src/assets/sfx/miss.wav +0 -0
- package/src/assets/sfx/nitro.wav +0 -0
- package/src/assets/sfx/pew.wav +0 -0
- package/src/assets/sfx/place.wav +0 -0
- package/src/assets/sfx/pling.wav +0 -0
- package/src/assets/sfx/point.wav +0 -0
- package/src/assets/sfx/pop.wav +0 -0
- package/src/assets/sfx/pop_soft.wav +0 -0
- package/src/assets/sfx/power_up.wav +0 -0
- package/src/assets/sfx/reveal.wav +0 -0
- package/src/assets/sfx/robot.wav +0 -0
- package/src/assets/sfx/rotate.wav +0 -0
- package/src/assets/sfx/run_steps.wav +0 -0
- package/src/assets/sfx/select.wav +0 -0
- package/src/assets/sfx/shuffle.wav +0 -0
- package/src/assets/sfx/six.wav +0 -0
- package/src/assets/sfx/slice.wav +0 -0
- package/src/assets/sfx/slide.wav +0 -0
- package/src/assets/sfx/snake.wav +0 -0
- package/src/assets/sfx/snap.wav +0 -0
- package/src/assets/sfx/splash.wav +0 -0
- package/src/assets/sfx/star.wav +0 -0
- package/src/assets/sfx/start.wav +0 -0
- package/src/assets/sfx/swoosh.wav +0 -0
- package/src/assets/sfx/tap.wav +0 -0
- package/src/assets/sfx/thud.wav +0 -0
- package/src/assets/sfx/thunk.wav +0 -0
- package/src/assets/sfx/tick.wav +0 -0
- package/src/assets/sfx/time_up.wav +0 -0
- package/src/assets/sfx/tock.wav +0 -0
- package/src/assets/sfx/walk_steps.wav +0 -0
- package/src/assets/sfx/warning.wav +0 -0
- package/src/assets/sfx/whack.wav +0 -0
- package/src/assets/sfx/whoosh.wav +0 -0
- package/src/assets/sfx/win.wav +0 -0
- package/src/assets/sfx/zap.wav +0 -0
- package/src/assets/textures/ad_bolt.png +0 -0
- package/src/assets/textures/ad_bubbles.png +0 -0
- package/src/assets/textures/ad_chevrons.png +0 -0
- package/src/assets/textures/asphalt.png +0 -0
- package/src/assets/textures/bark.jpg +0 -0
- package/src/assets/textures/explorer-atlas.png +0 -0
- package/src/assets/textures/facade.png +0 -0
- package/src/assets/textures/grass.png +0 -0
- package/src/assets/textures/leaves.png +0 -0
- package/src/assets/textures/limestone.jpg +0 -0
- package/src/assets/textures/meadow.jpg +0 -0
- package/src/assets/textures/nature-sources.json +0 -87
- package/src/assets/textures/pine.png +0 -0
- package/src/assets/textures/river.jpg +0 -0
- package/src/assets/textures/soft_glow.png +0 -0
- package/src/games/arrows/Arrows.tsx +0 -69
- package/src/games/arrows/ArrowsConstants.ts +0 -107
- package/src/games/arrows/ArrowsGame.ts +0 -735
- package/src/games/arrows/ArrowsScene.ts +0 -395
- package/src/games/balloon-blaster/BalloonBlaster.tsx +0 -75
- package/src/games/balloon-blaster/BalloonBlasterConstants.ts +0 -79
- package/src/games/balloon-blaster/BalloonBlasterGame.ts +0 -287
- package/src/games/balloon-blaster/BalloonBlasterPhysics.ts +0 -95
- package/src/games/balloon-blaster/BalloonBlasterScene.ts +0 -225
- package/src/games/bike-racing/BikeMeshes.ts +0 -273
- package/src/games/bike-racing/BikeRacing.tsx +0 -211
- package/src/games/bike-racing/BikeRacingConstants.ts +0 -103
- package/src/games/bike-racing/BikeRacingGame.ts +0 -557
- package/src/games/bike-racing/BikeRacingScene.ts +0 -119
- package/src/games/block-blast/BlockBlast.tsx +0 -73
- package/src/games/block-blast/BlockBlastConstants.ts +0 -179
- package/src/games/block-blast/BlockBlastGame.ts +0 -471
- package/src/games/block-blast/BlockBlastScene.ts +0 -156
- package/src/games/block-breaker/BlockBreaker.tsx +0 -79
- package/src/games/block-breaker/BlockBreakerConstants.ts +0 -139
- package/src/games/block-breaker/BlockBreakerGame.ts +0 -459
- package/src/games/block-breaker/BlockBreakerScene.ts +0 -257
- package/src/games/bluk/Bluk.tsx +0 -82
- package/src/games/bluk/BlukConstants.ts +0 -121
- package/src/games/bluk/BlukGame.ts +0 -323
- package/src/games/bluk/BlukRules.ts +0 -154
- package/src/games/bluk/BlukScene.ts +0 -514
- package/src/games/bubble-shooter/BubbleShooter.tsx +0 -76
- package/src/games/bubble-shooter/BubbleShooterConstants.ts +0 -103
- package/src/games/bubble-shooter/BubbleShooterGame.ts +0 -459
- package/src/games/bubble-shooter/BubbleShooterScene.ts +0 -158
- package/src/games/candy-crush/CandyCrush.tsx +0 -77
- package/src/games/candy-crush/CandyCrushConstants.ts +0 -94
- package/src/games/candy-crush/CandyCrushGame.ts +0 -477
- package/src/games/candy-crush/CandyCrushScene.ts +0 -209
- package/src/games/car-racing/CarMeshes.ts +0 -440
- package/src/games/car-racing/CarRacing.tsx +0 -211
- package/src/games/car-racing/CarRacingConstants.ts +0 -167
- package/src/games/car-racing/CarRacingFacade.ts +0 -40
- package/src/games/car-racing/CarRacingGame.ts +0 -539
- package/src/games/car-racing/CarRacingScene.ts +0 -1026
- package/src/games/car-racing/CarRacingScenery.ts +0 -265
- package/src/games/chameleon-run/ChameleonRun.tsx +0 -96
- package/src/games/chameleon-run/ChameleonRunBackdrop.ts +0 -186
- package/src/games/chameleon-run/ChameleonRunConstants.ts +0 -47
- package/src/games/chameleon-run/ChameleonRunGame.ts +0 -309
- package/src/games/chameleon-run/ChameleonRunMeshes.ts +0 -305
- package/src/games/chameleon-run/ChameleonRunRules.ts +0 -252
- package/src/games/chameleon-run/ChameleonRunScene.ts +0 -310
- package/src/games/checkers/Checkers.tsx +0 -83
- package/src/games/checkers/CheckersAI.ts +0 -255
- package/src/games/checkers/CheckersConstants.ts +0 -68
- package/src/games/checkers/CheckersGame.ts +0 -322
- package/src/games/checkers/CheckersRules.ts +0 -167
- package/src/games/checkers/CheckersScene.ts +0 -308
- package/src/games/color-switch/ColorSwitch.tsx +0 -75
- package/src/games/color-switch/ColorSwitchConstants.ts +0 -61
- package/src/games/color-switch/ColorSwitchGame.ts +0 -329
- package/src/games/color-switch/ColorSwitchScene.ts +0 -220
- package/src/games/colors-sort/ColorsSort.tsx +0 -82
- package/src/games/colors-sort/ColorsSortConstants.ts +0 -119
- package/src/games/colors-sort/ColorsSortGame.ts +0 -246
- package/src/games/colors-sort/ColorsSortScene.ts +0 -315
- package/src/games/connect-em-all/ConnectEmAll.tsx +0 -70
- package/src/games/connect-em-all/ConnectEmAllConstants.ts +0 -77
- package/src/games/connect-em-all/ConnectEmAllGame.ts +0 -401
- package/src/games/connect-em-all/ConnectEmAllScene.ts +0 -235
- package/src/games/crossy-road/CrossyRoad.tsx +0 -74
- package/src/games/crossy-road/CrossyRoadCamera.ts +0 -59
- package/src/games/crossy-road/CrossyRoadConstants.ts +0 -132
- package/src/games/crossy-road/CrossyRoadGame.ts +0 -293
- package/src/games/crossy-road/CrossyRoadMeshes.ts +0 -195
- package/src/games/crossy-road/CrossyRoadPerson.ts +0 -198
- package/src/games/crossy-road/CrossyRoadRules.ts +0 -99
- package/src/games/crossy-road/CrossyRoadScene.ts +0 -355
- package/src/games/dino-jump/DinoJump.tsx +0 -77
- package/src/games/dino-jump/DinoJumpConstants.ts +0 -80
- package/src/games/dino-jump/DinoJumpGame.ts +0 -344
- package/src/games/dino-jump/DinoJumpScene.ts +0 -686
- package/src/games/dots-and-boxes/DotsAndBoxes.tsx +0 -83
- package/src/games/dots-and-boxes/DotsAndBoxesConstants.ts +0 -77
- package/src/games/dots-and-boxes/DotsAndBoxesGame.ts +0 -271
- package/src/games/dots-and-boxes/DotsAndBoxesScene.ts +0 -249
- package/src/games/falling-sticks/FallingSticks.tsx +0 -72
- package/src/games/falling-sticks/FallingSticksConstants.ts +0 -62
- package/src/games/falling-sticks/FallingSticksGame.ts +0 -220
- package/src/games/falling-sticks/FallingSticksRules.ts +0 -145
- package/src/games/falling-sticks/FallingSticksScene.ts +0 -245
- package/src/games/find-different-number/FindDifferentNumber.tsx +0 -74
- package/src/games/find-different-number/FindDifferentNumberConstants.ts +0 -74
- package/src/games/find-different-number/FindDifferentNumberGame.ts +0 -174
- package/src/games/find-different-number/FindDifferentNumberRules.ts +0 -43
- package/src/games/find-different-number/FindDifferentNumberScene.ts +0 -193
- package/src/games/flappy-bird/FlappyBird.tsx +0 -73
- package/src/games/flappy-bird/FlappyBirdConstants.ts +0 -95
- package/src/games/flappy-bird/FlappyBirdGame.ts +0 -375
- package/src/games/flappy-bird/FlappyBirdScene.ts +0 -630
- package/src/games/fruit-merger/FruitMerger.tsx +0 -73
- package/src/games/fruit-merger/FruitMergerConstants.ts +0 -102
- package/src/games/fruit-merger/FruitMergerGame.ts +0 -285
- package/src/games/fruit-merger/FruitMergerRules.ts +0 -286
- package/src/games/fruit-merger/FruitMergerScene.ts +0 -498
- package/src/games/fruit-ninja/FruitNinja.tsx +0 -129
- package/src/games/fruit-ninja/FruitNinjaConstants.ts +0 -107
- package/src/games/fruit-ninja/FruitNinjaGame.ts +0 -391
- package/src/games/fruit-ninja/FruitNinjaScene.ts +0 -319
- package/src/games/fruit-ninja/FruitNinjaWorld.ts +0 -17
- package/src/games/game-2048/Game2048.tsx +0 -84
- package/src/games/game-2048/Game2048Constants.ts +0 -68
- package/src/games/game-2048/Game2048Game.ts +0 -181
- package/src/games/game-2048/Game2048Rules.ts +0 -101
- package/src/games/game-2048/Game2048Scene.ts +0 -206
- package/src/games/knife-hit/KnifeHit.tsx +0 -78
- package/src/games/knife-hit/KnifeHitConstants.ts +0 -89
- package/src/games/knife-hit/KnifeHitGame.ts +0 -264
- package/src/games/knife-hit/KnifeHitScene.ts +0 -360
- package/src/games/ludo-king/LudoKing.tsx +0 -86
- package/src/games/ludo-king/LudoKingConstants.ts +0 -212
- package/src/games/ludo-king/LudoKingGame.ts +0 -326
- package/src/games/ludo-king/LudoKingRules.ts +0 -143
- package/src/games/ludo-king/LudoKingScene.ts +0 -397
- package/src/games/maze-runner/MazeRunner.tsx +0 -88
- package/src/games/maze-runner/MazeRunnerConstants.ts +0 -65
- package/src/games/maze-runner/MazeRunnerGame.ts +0 -176
- package/src/games/maze-runner/MazeRunnerRules.ts +0 -161
- package/src/games/maze-runner/MazeRunnerScene.ts +0 -245
- package/src/games/memory-match/MemoryMatch.tsx +0 -77
- package/src/games/memory-match/MemoryMatchConstants.ts +0 -105
- package/src/games/memory-match/MemoryMatchGame.ts +0 -222
- package/src/games/memory-match/MemoryMatchRules.ts +0 -38
- package/src/games/memory-match/MemoryMatchScene.ts +0 -268
- package/src/games/mine-sweeper/MineSweeper.tsx +0 -77
- package/src/games/mine-sweeper/MineSweeperConstants.ts +0 -94
- package/src/games/mine-sweeper/MineSweeperGame.ts +0 -234
- package/src/games/mine-sweeper/MineSweeperRules.ts +0 -67
- package/src/games/mine-sweeper/MineSweeperScene.ts +0 -262
- package/src/games/mob-control/MobControl.tsx +0 -73
- package/src/games/mob-control/MobControlConstants.ts +0 -106
- package/src/games/mob-control/MobControlGame.ts +0 -176
- package/src/games/mob-control/MobControlMeshes.ts +0 -85
- package/src/games/mob-control/MobControlRenderer.ts +0 -108
- package/src/games/mob-control/MobControlRules.ts +0 -522
- package/src/games/mob-control/MobControlScene.ts +0 -399
- package/src/games/number-search/NumberSearch.tsx +0 -18
- package/src/games/number-search/NumberSearchNumbers.ts +0 -623
- package/src/games/nuts-and-bolts/NutsAndBolts.tsx +0 -85
- package/src/games/nuts-and-bolts/NutsAndBoltsConstants.ts +0 -75
- package/src/games/nuts-and-bolts/NutsAndBoltsGame.ts +0 -298
- package/src/games/nuts-and-bolts/NutsAndBoltsRules.ts +0 -474
- package/src/games/nuts-and-bolts/NutsAndBoltsScene.ts +0 -498
- package/src/games/pac-man/PacMan.tsx +0 -86
- package/src/games/pac-man/PacManConstants.ts +0 -169
- package/src/games/pac-man/PacManGame.ts +0 -406
- package/src/games/pac-man/PacManRules.ts +0 -255
- package/src/games/pac-man/PacManScene.ts +0 -387
- package/src/games/paper-io/PaperIo.tsx +0 -91
- package/src/games/paper-io/PaperIoConstants.ts +0 -86
- package/src/games/paper-io/PaperIoGame.ts +0 -193
- package/src/games/paper-io/PaperIoMeshes.ts +0 -233
- package/src/games/paper-io/PaperIoRules.ts +0 -315
- package/src/games/paper-io/PaperIoScene.ts +0 -310
- package/src/games/penguin-run/PenguinMeshes.ts +0 -269
- package/src/games/penguin-run/PenguinModel.ts +0 -712
- package/src/games/penguin-run/PenguinRun.tsx +0 -77
- package/src/games/penguin-run/PenguinRunConstants.ts +0 -69
- package/src/games/penguin-run/PenguinRunGame.ts +0 -406
- package/src/games/penguin-run/PenguinRunScene.ts +0 -949
- package/src/games/perfect-circle/PerfectCircle.tsx +0 -74
- package/src/games/perfect-circle/PerfectCircleConstants.ts +0 -52
- package/src/games/perfect-circle/PerfectCircleGame.ts +0 -153
- package/src/games/perfect-circle/PerfectCircleRules.ts +0 -111
- package/src/games/perfect-circle/PerfectCircleScene.ts +0 -176
- package/src/games/pipe-connect/PipeConnect.tsx +0 -69
- package/src/games/pipe-connect/PipeConnectConstants.ts +0 -101
- package/src/games/pipe-connect/PipeConnectGame.ts +0 -179
- package/src/games/pipe-connect/PipeConnectRules.ts +0 -326
- package/src/games/pipe-connect/PipeConnectScene.ts +0 -271
- package/src/games/play-with-tua/PlayWithTua.tsx +0 -123
- package/src/games/play-with-tua/PlayWithTuaConstants.ts +0 -70
- package/src/games/play-with-tua/PlayWithTuaGame.ts +0 -167
- package/src/games/play-with-tua/PlayWithTuaModel.ts +0 -42
- package/src/games/play-with-tua/PlayWithTuaScene.ts +0 -36
- package/src/games/popit-fidget/PopitFidget.tsx +0 -72
- package/src/games/popit-fidget/PopitFidgetConstants.ts +0 -71
- package/src/games/popit-fidget/PopitFidgetGame.ts +0 -148
- package/src/games/popit-fidget/PopitFidgetScene.ts +0 -242
- package/src/games/reversi/Reversi.tsx +0 -94
- package/src/games/reversi/ReversiConstants.ts +0 -67
- package/src/games/reversi/ReversiGame.ts +0 -266
- package/src/games/reversi/ReversiRules.ts +0 -176
- package/src/games/reversi/ReversiScene.ts +0 -240
- package/src/games/search-grid/SearchGrid.tsx +0 -92
- package/src/games/search-grid/SearchGridConstants.ts +0 -178
- package/src/games/search-grid/SearchGridGame.ts +0 -209
- package/src/games/search-grid/SearchGridScene.ts +0 -301
- package/src/games/shared/BackdropCard.tsx +0 -54
- package/src/games/shared/EngineBackdrop.ts +0 -300
- package/src/games/shared/EngineBlasts.ts +0 -136
- package/src/games/shared/EngineBlocks.ts +0 -91
- package/src/games/shared/EngineControlText.ts +0 -17
- package/src/games/shared/EngineDice.ts +0 -250
- package/src/games/shared/EngineFootprint.ts +0 -35
- package/src/games/shared/EngineFruits.ts +0 -1435
- package/src/games/shared/EngineGameLoader.tsx +0 -88
- package/src/games/shared/EngineGameScreen.tsx +0 -325
- package/src/games/shared/EngineGameWidth.ts +0 -3
- package/src/games/shared/EngineGameWidth.web.ts +0 -3
- package/src/games/shared/EngineGlyphs.ts +0 -178
- package/src/games/shared/EngineHud.ts +0 -815
- package/src/games/shared/EngineLoading.ts +0 -477
- package/src/games/shared/EngineMeadow.ts +0 -725
- package/src/games/shared/EngineMeshCache.ts +0 -15
- package/src/games/shared/EngineMeshes.ts +0 -10
- package/src/games/shared/EngineRacingChase.ts +0 -21
- package/src/games/shared/EngineRacingHandling.ts +0 -48
- package/src/games/shared/EngineReadyContext.ts +0 -4
- package/src/games/shared/EngineTilt.ts +0 -44
- package/src/games/shared/EngineTouchSurface.tsx +0 -103
- package/src/games/shared/EngineUtils.ts +0 -52
- package/src/games/shared/GameActivity.ts +0 -13
- package/src/games/shared/GameLoading.tsx +0 -202
- package/src/games/shared/GameLoadingTransition.tsx +0 -61
- package/src/games/shared/ProceduralCacheVersion.ts +0 -2
- package/src/games/shared/useEngineGame.ts +0 -240
- package/src/games/shared/useGameResource.ts +0 -21
- package/src/games/shared/useLiveState.ts +0 -58
- package/src/games/sliding-numbers/SlidingNumbers.tsx +0 -71
- package/src/games/sliding-numbers/SlidingNumbersConstants.ts +0 -65
- package/src/games/sliding-numbers/SlidingNumbersGame.ts +0 -192
- package/src/games/sliding-numbers/SlidingNumbersRules.ts +0 -79
- package/src/games/sliding-numbers/SlidingNumbersScene.ts +0 -193
- package/src/games/snake-3d/Snake3D.tsx +0 -76
- package/src/games/snake-3d/Snake3DConstants.ts +0 -61
- package/src/games/snake-3d/Snake3DGame.ts +0 -192
- package/src/games/snake-3d/Snake3DMotion.ts +0 -22
- package/src/games/snake-3d/Snake3DRules.ts +0 -116
- package/src/games/snake-3d/Snake3DScene.ts +0 -322
- package/src/games/snakes-and-ladders/SnakesAndLadders.tsx +0 -87
- package/src/games/snakes-and-ladders/SnakesAndLaddersConstants.ts +0 -136
- package/src/games/snakes-and-ladders/SnakesAndLaddersGame.ts +0 -310
- package/src/games/snakes-and-ladders/SnakesAndLaddersScene.ts +0 -515
- package/src/games/space-fighter/SpaceFighter.tsx +0 -74
- package/src/games/space-fighter/SpaceFighterConstants.ts +0 -86
- package/src/games/space-fighter/SpaceFighterGame.ts +0 -292
- package/src/games/space-fighter/SpaceFighterScene.ts +0 -550
- package/src/games/spider-solitaire/SpiderSolitaire.tsx +0 -80
- package/src/games/spider-solitaire/SpiderSolitaireConstants.ts +0 -107
- package/src/games/spider-solitaire/SpiderSolitaireGame.ts +0 -387
- package/src/games/spider-solitaire/SpiderSolitaireRules.ts +0 -123
- package/src/games/spider-solitaire/SpiderSolitaireScene.ts +0 -352
- package/src/games/stack-tower/StackTower.tsx +0 -76
- package/src/games/stack-tower/StackTowerConstants.ts +0 -74
- package/src/games/stack-tower/StackTowerGame.ts +0 -236
- package/src/games/stack-tower/StackTowerScene.ts +0 -186
- package/src/games/sudoku/Sudoku.tsx +0 -73
- package/src/games/sudoku/SudokuConstants.ts +0 -127
- package/src/games/sudoku/SudokuGame.ts +0 -250
- package/src/games/sudoku/SudokuRules.ts +0 -125
- package/src/games/sudoku/SudokuScene.ts +0 -304
- package/src/games/tangram/Tangram.tsx +0 -79
- package/src/games/tangram/TangramConstants.ts +0 -64
- package/src/games/tangram/TangramGame.ts +0 -356
- package/src/games/tangram/TangramRules.ts +0 -409
- package/src/games/tangram/TangramScene.ts +0 -203
- package/src/games/tank-1990/Tank1990.tsx +0 -78
- package/src/games/tank-1990/Tank1990Constants.ts +0 -81
- package/src/games/tank-1990/Tank1990Game.ts +0 -331
- package/src/games/tank-1990/Tank1990Rules.ts +0 -390
- package/src/games/tank-1990/Tank1990Scene.ts +0 -434
- package/src/games/tic-tac-toe/TicTacToe.tsx +0 -98
- package/src/games/tic-tac-toe/TicTacToeConstants.ts +0 -69
- package/src/games/tic-tac-toe/TicTacToeGame.ts +0 -200
- package/src/games/tic-tac-toe/TicTacToeRules.ts +0 -103
- package/src/games/tic-tac-toe/TicTacToeScene.ts +0 -245
- package/src/games/tile-home/TileHome.tsx +0 -92
- package/src/games/tile-home/TileHomeConstants.ts +0 -139
- package/src/games/tile-home/TileHomeGame.ts +0 -435
- package/src/games/tile-home/TileHomeScene.ts +0 -154
- package/src/games/treasure-hunt/TreasureHunt.tsx +0 -206
- package/src/games/treasure-hunt/TreasureHuntConstants.ts +0 -266
- package/src/games/treasure-hunt/TreasureHuntControls.ts +0 -280
- package/src/games/treasure-hunt/TreasureHuntGame.ts +0 -402
- package/src/games/treasure-hunt/TreasureHuntMeshes.ts +0 -422
- package/src/games/treasure-hunt/TreasureHuntModel.ts +0 -506
- package/src/games/treasure-hunt/TreasureHuntRules.ts +0 -1210
- package/src/games/treasure-hunt/TreasureHuntScene.ts +0 -586
- package/src/games/whack-a-mole/WhackAMole.tsx +0 -79
- package/src/games/whack-a-mole/WhackAMoleConstants.ts +0 -94
- package/src/games/whack-a-mole/WhackAMoleGame.ts +0 -233
- package/src/games/whack-a-mole/WhackAMoleScene.ts +0 -349
- package/src/games/word-search/WordSearch.tsx +0 -18
- package/src/games/word-search/WordSearchWords.ts +0 -1642
- package/src/helpers/GamePatternData.ts +0 -120
- package/src/helpers/GameSettingsModal.tsx +0 -384
- package/src/helpers/GameTheme.tsx +0 -37
- package/src/helpers/IconPaths.ts +0 -6
- package/src/helpers/index.ts +0 -2
- package/src/index.tsx +0 -60
- package/src/services/GameAssetLoader.ts +0 -111
- package/src/services/GameAssets.ts +0 -149
- package/src/services/GameLoaders.ts +0 -93
- package/src/services/GamesConstants.ts +0 -193
- package/src/services/GamesMetadata.ts +0 -711
- package/src/services/GamesService.ts +0 -116
- package/src/services/HapticsService.ts +0 -48
- package/src/services/ScoringService.ts +0 -19
- package/src/services/SfxSources.ts +0 -81
- package/src/services/SoundsService.ts +0 -582
- package/src/services/ThemeService.ts +0 -281
- package/src/services/UtilsService.ts +0 -134
- package/src/services/index.ts +0 -6
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// Stack Tower's rules, with no React: build a game with `createGame`, give it a layout, `start` it and
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// `tick` it every frame. A block slides across over the tower, from alternate sides; tap to drop it.
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// It stays at full width wherever it lands; at least 40% support scores 500, plus 250 times the streak for a
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// perfect one (within 3 points). Less than 40% support ends the round; surviving the
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// two minutes wins it. As the original version, ported from its service, store and timer.
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//
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// The slide, the clock and every delay run on the game's own clock, so a reset drops whatever's
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// pending and it all pauses with the view.
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import { type Camera, type Entity, World } from '@nayan-ui/engine';
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import type { GameTheme } from '../../services/ThemeService';
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import type { HudFeedback } from '../shared/EngineHud';
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import {
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CAMERA_TIME,
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FRAME_MS,
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GAME_OVER_DELAY,
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type Layout,
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MAX_FRAMES,
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MIN_OVERLAP_RATIO,
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NEXT_BLOCK_DELAY,
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PERFECT_BONUS,
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PERFECT_THRESHOLD,
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TIME_LIMIT
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} from './StackTowerConstants';
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import { buildScene, frame, land, removeScene, type Scene, setSceneTheme, slideBlock, spawnBlock, tumble } from './StackTowerScene';
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export type Phase = 'ready' | 'playing' | 'over';
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/** place / perfect: a block set down; miss: it missed the tower. */
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export type GameEvent = 'place' | 'perfect' | 'miss';
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type Placed = { x: number; y: number; level: number; entity: Entity | null };
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type Moving = { x: number; y: number; direction: number; level: number; entity: Entity | null };
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const WORLD_CAPACITY = 600; // the tower, the backdrop, and the dust and sparkles
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export function createGame(theme: GameTheme) {
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const world = new World(WORLD_CAPACITY);
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const camera: Camera = { eye: [0, 0, 240], target: [0, 0, 0], fov: 1, ortho: 1 };
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const g = {
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world,
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camera,
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theme,
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layout: null as Layout | null,
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scene: null as Scene | null,
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phase: 'ready' as Phase,
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tower: [] as Placed[],
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moving: null as Moving | null,
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falling: null as Entity | null,
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level: 0,
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perfectCount: 0,
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/** Score and the countdown live in the engine (Rust), advanced by world.update. */
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get score() {
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get timeRemaining() {
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},
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won: false,
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offset: 0,
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offsetTarget: 0,
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onPhase: (_p: Phase) => {},
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onScore: (_s: number) => {},
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onTime: (_t: number) => {},
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hudFeedback: {} as HudFeedback,
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onEvent: (_e: GameEvent) => {}
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world.scoreboard.reset(0, TIME_LIMIT);
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world.scoreboard.handlers = {
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onScore: (s) => g.onScore(s),
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onSecond: (t) => g.onTime(t),
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}
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export type Game = ReturnType<typeof createGame>;
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// ── Scene ─────────────────────────────────────────────────────────────
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/** Lays the tower out for the view (first layout, rotation): rebuilt from the game's state. */
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export function setLayout(g: Game, l: Layout) {
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if (g.scene) removeScene(g.world, g.scene);
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g.layout = l;
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g.scene = buildScene(g.world, l, g.theme);
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for (const b of g.tower) b.entity = spawnBlock(g.world, l, b.x, b.y, b.level);
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if (g.moving) g.moving.entity = spawnBlock(g.world, l, g.moving.x, g.moving.y, g.moving.level);
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frame(g.world, l, g.scene, g.camera, g.offset);
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}
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export function setTheme(g: Game, theme: GameTheme) {
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}
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/** The base block, centred in the game area. */
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const base = (l: Layout): Placed => ({ x: l.left + (l.gameWidth - l.blockWidth) / 2, y: l.baseY, level: 0, entity: null });
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// ── Run ───────────────────────────────────────────────────────────────
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export function start(g: Game) {
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g.phase = 'playing';
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g.world.scoreboard.reset();
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g.world.scoreboard.startCountdown(TIME_LIMIT);
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g.onScore(0);
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g.onTime(TIME_LIMIT);
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g.onPhase('playing');
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spawnMoving(g, g.tower[g.tower.length - 1]!);
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}
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/** Back to the base block alone (Stop, Play Again). The world, and the GPU view drawing it, are kept. */
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export function reset(g: Game) {
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g.world.cancelTimers();
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for (const b of g.tower) if (b.entity != null) g.world.despawn(b.entity);
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if (g.moving?.entity != null) g.world.despawn(g.moving.entity);
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if (g.falling != null) g.world.despawn(g.falling);
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g.world.scoreboard.reset(0, TIME_LIMIT);
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const l = g.layout;
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g.tower = l ? [base(l)] : [];
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if (l) for (const b of g.tower) b.entity = spawnBlock(g.world, l, b.x, b.y, b.level);
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g.onScore(0);
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g.onTime(TIME_LIMIT);
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g.onPhase('ready');
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}
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export function dispose(g: Game) {
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g.world.dispose();
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}
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export function tick(g: Game, dt: number) {
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const l = g.layout;
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// The slide, bouncing between the game area's edges
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const m = g.moving;
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if (l && m && g.phase === 'playing') {
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const frames = Math.min((dt * 1000) / FRAME_MS, MAX_FRAMES);
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const maxX = l.left + l.gameWidth - l.blockWidth;
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let x = m.x + m.direction * l.speed * frames;
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if (x <= l.left) {
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m.direction = 1;
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} else if (x >= maxX) {
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m.direction = -1;
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}
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m.x = x;
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if (m.entity != null) slideBlock(g.world, l, m.entity, m.x, m.y);
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}
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// The view follows the tower up, easing in
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if (l && g.scene) {
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g.offset += (g.offsetTarget - g.offset) * Math.min(1, dt / (CAMERA_TIME / 3));
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frame(g.world, l, g.scene, g.camera, g.offset);
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}
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g.world.update(dt);
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}
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function end(g: Game, won: boolean) {
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g.world.scoreboard.stop();
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g.onPhase('over');
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}
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/** The next block, one row up, sliding in from the side the level says. */
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function spawnMoving(g: Game, below: Placed) {
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const l = g.layout;
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if (!l) return;
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g.level += 1;
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const y = below.y - l.blockHeight;
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const direction = g.level % 2 === 0 ? 1 : -1;
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const x = direction === 1 ? l.left : l.left + l.gameWidth - l.blockWidth;
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g.moving = { x, y, direction, level: g.level, entity: spawnBlock(g.world, l, x, y, g.level, true) };
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// Scroll once the new row is above 40% of the way down the screen
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const mid = l.height * 0.4;
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if (y < mid) g.offsetTarget = mid - y;
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}
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// ── The tap ───────────────────────────────────────────────────────────
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/** A tap anywhere drops the sliding block where it is. */
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export function tap(g: Game) {
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const l = g.layout;
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const m = g.moving;
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if (!l || !m || g.phase !== 'playing') return;
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const top = g.tower[g.tower.length - 1]!;
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g.moving = null;
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const overlap = Math.min(m.x + l.blockWidth, top.x + l.blockWidth) - Math.max(m.x, top.x);
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if (overlap < l.blockWidth * MIN_OVERLAP_RATIO) {
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if (m.entity != null) {
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tumble(g.world, l, m.entity, m.x, m.y, m.direction, m.level);
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const e = m.entity;
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g.falling = e;
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after(g, 0.5, () => {
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g.world.despawn(e);
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g.falling = null;
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|
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});
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|
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}
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|
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g.onEvent('miss');
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|
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// The clock stops with the miss: it can't run out into a win before the round ends
|
|
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|
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g.world.scoreboard.stop();
|
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|
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after(g, GAME_OVER_DELAY, () => end(g, false));
|
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|
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return;
|
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|
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}
|
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|
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const perfect = Math.abs(overlap - l.blockWidth) <= PERFECT_THRESHOLD;
|
|
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|
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if (perfect) {
|
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|
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g.perfectCount += 1;
|
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|
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g.hudFeedback.message = 'PERFECT!';
|
|
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|
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g.onEvent('perfect');
|
|
225
|
-
} else {
|
|
226
|
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g.perfectCount = 0;
|
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227
|
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g.onEvent('place');
|
|
228
|
-
}
|
|
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|
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const placed: Placed = { x: m.x, y: m.y, level: m.level, entity: m.entity };
|
|
230
|
-
g.tower.push(placed);
|
|
231
|
-
if (placed.entity != null) land(g.world, l, placed.entity, placed.x, placed.y, placed.level, perfect);
|
|
232
|
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g.world.scoreboard.add(POINTS_PER_BLOCK + (perfect ? PERFECT_BONUS * g.perfectCount : 0));
|
|
233
|
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after(g, NEXT_BLOCK_DELAY, () => {
|
|
234
|
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if (g.phase === 'playing') spawnMoving(g, placed);
|
|
235
|
-
});
|
|
236
|
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}
|
|
@@ -1,186 +0,0 @@
|
|
|
1
|
-
// Everything Stack Tower draws: a tower of glossy, bevelled blocks (each a slab with real depth) on a
|
|
2
|
-
// stone plinth, seen from a little above and in front (shared/EngineTilt: an orthographic camera
|
|
3
|
-
// tipped forward, one world unit per point), over the themed backdrop. The camera scrolls up as the
|
|
4
|
-
// tower grows. A placed block glows and puffs dust; a perfect one rings gold; a miss tumbles away.
|
|
5
|
-
// Every block is the same mesh (one instanced draw), tinted per block.
|
|
6
|
-
//
|
|
7
|
-
// Tower positions are view points with y down (as the rules use, and as the original game drew them);
|
|
8
|
-
// a block's front face is centred where the original game drew the block.
|
|
9
|
-
import {
|
|
10
|
-
type Color,
|
|
11
|
-
effects,
|
|
12
|
-
type Entity,
|
|
13
|
-
extrude,
|
|
14
|
-
type Geometry,
|
|
15
|
-
merge,
|
|
16
|
-
type Model,
|
|
17
|
-
Path,
|
|
18
|
-
recolor,
|
|
19
|
-
shapeGeometry,
|
|
20
|
-
type Vec3,
|
|
21
|
-
type World
|
|
22
|
-
} from '@nayan-ui/engine';
|
|
23
|
-
import type { GameTheme } from '../../services/ThemeService';
|
|
24
|
-
import { setBackdropTheme, spawnBackdrop } from '../shared/EngineBackdrop';
|
|
25
|
-
import { cacheGameAsset, createGameMesh as createShape } from '../shared/EngineMeshes';
|
|
26
|
-
import { aimTilted, placeTiltedBackdrop, type TiltView } from '../shared/EngineTilt';
|
|
27
|
-
import { toColor } from '../shared/EngineUtils';
|
|
28
|
-
import { BLOCK_COLORS, type Layout, MISS_TIME, SPAWN_FADE } from './StackTowerConstants';
|
|
29
|
-
|
|
30
|
-
const meshes = new Map<string, Model>();
|
|
31
|
-
const cached = (key: string, build: () => Model) => {
|
|
32
|
-
let m = meshes.get(key);
|
|
33
|
-
if (!m) {
|
|
34
|
-
m = cacheGameAsset('stack-tower/StackTowerScene:' + key, build);
|
|
35
|
-
meshes.set(key, m);
|
|
36
|
-
}
|
|
37
|
-
return m;
|
|
38
|
-
};
|
|
39
|
-
|
|
40
|
-
/** Shades a solid by which way each face looks: the top brightest, the front its color, the ends and underside darker. */
|
|
41
|
-
const shadeFaces = (g: Geometry) =>
|
|
42
|
-
recolor(g, ({ normal: [x, y, z] }) => {
|
|
43
|
-
const k = y > 0.6 ? 1 : y < -0.6 ? 0.45 : Math.abs(x) > 0.6 ? 0.68 : z > 0.6 ? 0.88 : 0.7;
|
|
44
|
-
return [k, k, k, 1];
|
|
45
|
-
});
|
|
46
|
-
|
|
47
|
-
/**
|
|
48
|
-
* A block `w` x `h` across its face and `d` deep: a solid slab with rounded corners, shaded face by
|
|
49
|
-
* face so its depth reads, with a bevelled lighter cap along the top.
|
|
50
|
-
*/
|
|
51
|
-
const blockMesh = (w: number, h: number, d: number) =>
|
|
52
|
-
cached(`st-block-v2:${w}:${h}:${d.toFixed(1)}`, () => {
|
|
53
|
-
const r = Math.min(4, h / 4);
|
|
54
|
-
const bevel = Math.min(2.5, h * 0.12);
|
|
55
|
-
return createShape(
|
|
56
|
-
merge([
|
|
57
|
-
{ geometry: shadeFaces(extrude(new Path().addRoundedRect(-w / 2, -h / 2, w, h - bevel, r), { depth: d })) },
|
|
58
|
-
// The cap: a little narrower all round, so its edge reads as a bevel catching the light
|
|
59
|
-
{ geometry: shapeGeometry('cube'), position: [0, h / 2 - bevel / 2, 0], scale: [w - bevel * 2, bevel, d - bevel * 2], color: [1, 1, 1, 1] }
|
|
60
|
-
]),
|
|
61
|
-
{ shine: 0.45 }
|
|
62
|
-
);
|
|
63
|
-
});
|
|
64
|
-
|
|
65
|
-
const BACKDROP_DEPTH = 60;
|
|
66
|
-
/** The camera stays this far from the tower in view, wherever it's scrolled: well inside its depth range. */
|
|
67
|
-
const EYE_DISTANCE = 250;
|
|
68
|
-
const PLINTH: Color = toColor('#4A4F66');
|
|
69
|
-
|
|
70
|
-
export type Scene = { frameOffset?: number; backdrop: Entity; plinth: Entity; blocks: Entity[]; moving: Entity | null };
|
|
71
|
-
|
|
72
|
-
/** The view the camera frames, scrolled down by `offset` points as the tower grows. */
|
|
73
|
-
export const viewFor = (l: Layout, offset: number): TiltView => ({ width: l.width, height: l.height, centerY: l.height / 2 + offset, tilt: l.tilt });
|
|
74
|
-
|
|
75
|
-
/** A block's face centre in the world, from its top-left in tower points. */
|
|
76
|
-
export function blockAt(l: Layout, x: number, y: number): Vec3 {
|
|
77
|
-
return [x + l.blockWidth / 2 - l.width / 2, (l.height / 2 - (y + l.blockHeight / 2)) / Math.cos(l.tilt), 0];
|
|
78
|
-
}
|
|
79
|
-
|
|
80
|
-
export const blockColor = (level: number) => toColor(BLOCK_COLORS[level % BLOCK_COLORS.length]!);
|
|
81
|
-
|
|
82
|
-
export function buildScene(world: World, l: Layout, theme: GameTheme): Scene {
|
|
83
|
-
const backdrop = spawnBackdrop(world, l.width, l.height, -BACKDROP_DEPTH, theme);
|
|
84
|
-
// Under the base block: a stone plinth reaching down past the screen's foot
|
|
85
|
-
const [bx, by] = blockAt(l, l.left + (l.gameWidth - l.blockWidth) / 2, l.baseY);
|
|
86
|
-
const plinthHeight = l.height;
|
|
87
|
-
const plinth = world.spawn({
|
|
88
|
-
mesh: 'roundedBox',
|
|
89
|
-
position: [bx, by - l.blockHeight / 2 - plinthHeight / 2, 0],
|
|
90
|
-
scale: [l.blockWidth * 1.35, plinthHeight, l.blockDepth * 1.3],
|
|
91
|
-
color: PLINTH,
|
|
92
|
-
pickable: false
|
|
93
|
-
});
|
|
94
|
-
return { backdrop, plinth, blocks: [], moving: null };
|
|
95
|
-
}
|
|
96
|
-
|
|
97
|
-
export function removeScene(world: World, s: Scene) {
|
|
98
|
-
for (const e of [s.backdrop, s.plinth, ...s.blocks, ...(s.moving != null ? [s.moving] : [])]) world.despawn(e);
|
|
99
|
-
}
|
|
100
|
-
|
|
101
|
-
export function setSceneTheme(world: World, s: Scene, theme: GameTheme) {
|
|
102
|
-
setBackdropTheme(world, s.backdrop, theme);
|
|
103
|
-
}
|
|
104
|
-
|
|
105
|
-
/** Frames the tower: the camera scrolled `offset` down, the backdrop kept fixed behind it. */
|
|
106
|
-
export function frame(world: World, l: Layout, s: Scene, camera: Parameters<typeof aimTilted>[0], offset: number) {
|
|
107
|
-
if (s.frameOffset === offset) return;
|
|
108
|
-
s.frameOffset = offset;
|
|
109
|
-
const v = viewFor(l, offset);
|
|
110
|
-
aimTilted(camera, v);
|
|
111
|
-
// Slide the camera along its own line of sight back onto the tower's plane (z = 0): the picture is
|
|
112
|
-
// the same (it's orthographic) but the tower in view stays a fixed distance away, so blocks high up
|
|
113
|
-
// never cross the near plane and vanish.
|
|
114
|
-
const [ex, ey, ez] = camera.eye;
|
|
115
|
-
const [tx, ty, tz] = camera.target;
|
|
116
|
-
const len = Math.hypot(ex - tx, ey - ty, ez - tz);
|
|
117
|
-
const back: Vec3 = [(ex - tx) / len, (ey - ty) / len, (ez - tz) / len];
|
|
118
|
-
const t = -tz / back[2];
|
|
119
|
-
const q: Vec3 = [tx + back[0] * t, ty + back[1] * t, 0];
|
|
120
|
-
camera.target = [q[0], q[1], q[2]];
|
|
121
|
-
camera.eye = [q[0] + back[0] * EYE_DISTANCE, q[1] + back[1] * EYE_DISTANCE, q[2] + back[2] * EYE_DISTANCE];
|
|
122
|
-
placeTiltedBackdrop(world, s.backdrop, v, BACKDROP_DEPTH);
|
|
123
|
-
}
|
|
124
|
-
|
|
125
|
-
// ── Blocks ────────────────────────────────────────────────────────────
|
|
126
|
-
|
|
127
|
-
export function spawnBlock(world: World, l: Layout, x: number, y: number, level: number, fadeIn = false): Entity {
|
|
128
|
-
const color = blockColor(level);
|
|
129
|
-
const e = world.spawn({
|
|
130
|
-
// As tall as its row on the tilted board (rows are blockHeight / cos apart), so stacked blocks meet with no gap
|
|
131
|
-
mesh: blockMesh(l.blockWidth, Math.round((l.blockHeight / Math.cos(l.tilt)) * 10) / 10, l.blockDepth),
|
|
132
|
-
position: blockAt(l, x, y),
|
|
133
|
-
color: fadeIn ? [color[0], color[1], color[2], 0] : color,
|
|
134
|
-
pickable: false
|
|
135
|
-
});
|
|
136
|
-
if (fadeIn) world.animate(e, { color }, { duration: SPAWN_FADE, easing: 'easeOut' });
|
|
137
|
-
return e;
|
|
138
|
-
}
|
|
139
|
-
|
|
140
|
-
export function slideBlock(world: World, l: Layout, e: Entity, x: number, y: number) {
|
|
141
|
-
world.set(e, { position: blockAt(l, x, y) });
|
|
142
|
-
}
|
|
143
|
-
|
|
144
|
-
/** A block set down: it flashes bright and puffs dust from under its ends; a perfect one also rings gold. */
|
|
145
|
-
export function land(world: World, l: Layout, e: Entity, x: number, y: number, level: number, perfect: boolean) {
|
|
146
|
-
const color = blockColor(level);
|
|
147
|
-
const k = perfect ? 1.7 : 1.35;
|
|
148
|
-
world.animate(e, [{ color: [color[0] * k, color[1] * k, color[2] * k, 1], at: 0.2 }, { color }], { duration: 0.35 });
|
|
149
|
-
world.animate(e, [{ scale: [1.04, 0.92, 1.04], at: 0.3 }, { scale: 1 }], { duration: 0.2 });
|
|
150
|
-
const [cx, cy] = blockAt(l, x, y);
|
|
151
|
-
const foot = cy - l.blockHeight / 2;
|
|
152
|
-
for (const side of [-1, 1])
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effects.dust(world, {
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position: [cx + (side * l.blockWidth) / 2, foot, l.blockDepth * 0.3],
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size: l.blockHeight * 0.7,
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speed: l.blockHeight * 2,
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direction: [side, 0.3, 0],
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spread: 0.8,
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lifetime: 0.4,
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color: [1, 1, 1, 0.55]
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});
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if (perfect)
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effects.sparkle(world, {
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position: [cx, cy, l.blockDepth * 0.55],
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count: 20,
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size: l.blockHeight * 0.3,
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speed: l.blockWidth * 1.4,
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lifetime: 0.5,
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colors: [toColor('#FFD700'), toColor('#FFF59D'), [1, 1, 1, 1]]
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});
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}
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/** A missed block tumbles off the way it was sliding, fading as it goes. */
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export function tumble(world: World, l: Layout, e: Entity, x: number, y: number, direction: number, level: number) {
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const [cx, cy] = blockAt(l, x, y);
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const [r, g, b] = blockColor(level);
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const side = direction >= 0 ? 1 : -1;
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world.animate(
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e,
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{ position: [cx + side * l.blockWidth * 0.5, cy - l.blockHeight * 8, l.blockDepth * 0.3] },
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{ duration: MISS_TIME, easing: 'easeIn' }
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);
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world.animate(e, { turn: [0.6, 0, -side * 1.4] }, { duration: MISS_TIME, easing: 'easeIn' });
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world.animate(e, { color: [r, g, b, 0] }, { duration: MISS_TIME, easing: 'easeIn' });
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}
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@@ -1,73 +0,0 @@
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// Sudoku's screen, on the Nayan engine: the board, its cells and digits and the number keys are one 3D
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2
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// scene (an orthographic camera leaning back over the board), under Playtura's scoreboard, controls and
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// modals. The play is in SudokuGame.ts (the puzzle and scoring in SudokuRules.ts), what it draws in
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// SudokuScene.ts.
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5
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//
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// One world serves the whole visit: Start, Stop and Play Again reset it in place and a theme change
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// rebuilds just the board, so the GPU view is never rebuilt. Digits drop in and units flash in the
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// engine's Rust core; JS reads the finger and steps the clock once a frame.
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import { HapticType } from '../../services/HapticsService';
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import { GAME_SOUNDS } from '../../services/SoundsService';
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import { GAME_IDS } from '../../services/UtilsService';
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import { engineGame, EngineGameScreen } from '../shared/EngineGameScreen';
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import { scoreColumn, timerColumn } from '../shared/EngineHud';
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import { useEngineGame } from '../shared/useEngineGame';
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import { useLiveState } from '../shared/useLiveState';
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import { getLayout, LIGHT, LOW_TIME, TIME_LIMIT } from './SudokuConstants';
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import { createGame, dispose, drag, type GameEvent, reset, setLayout, setTheme, start, tick } from './SudokuGame';
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|
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|
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const SOUNDS = GAME_SOUNDS.SUDOKU;
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|
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|
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/** Each event's sound and haptic, as the original version played them. */
|
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const FEEDBACK: Record<GameEvent, { sound: (typeof SOUNDS)[keyof typeof SOUNDS]; haptic: HapticType }> = {
|
|
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|
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place: { sound: SOUNDS.PLACE, haptic: HapticType.LIGHT },
|
|
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|
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wrong: { sound: SOUNDS.ERROR, haptic: HapticType.ERROR },
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|
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win: { sound: SOUNDS.WIN, haptic: HapticType.SUCCESS },
|
|
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|
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lose: { sound: SOUNDS.GAME_OVER, haptic: HapticType.ERROR }
|
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|
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};
|
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|
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|
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29
|
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export const Sudoku = engineGame(GAME_IDS.SUDOKU, (props) => {
|
|
30
|
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const [score, setScore] = useLiveState(0);
|
|
31
|
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const [time, setTime] = useLiveState(TIME_LIMIT);
|
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32
|
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|
|
33
|
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// Win or lose as the game ends; Stop deals a fresh puzzle, as the original game
|
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|
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const { theme, status, screen, gameOver } = useEngineGame(props, {
|
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gameId: GAME_IDS.SUDOKU,
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create: createGame,
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|
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start,
|
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38
|
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reset,
|
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|
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dispose,
|
|
40
|
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tick,
|
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|
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setTheme,
|
|
42
|
-
resize: (g, width, height, offset) => {
|
|
43
|
-
const l = getLayout(width, height, offset);
|
|
44
|
-
setLayout(g, l);
|
|
45
|
-
return l.board;
|
|
46
|
-
},
|
|
47
|
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drag,
|
|
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|
-
sounds: SOUNDS,
|
|
49
|
-
onStart: (fx) => fx(SOUNDS.START, HapticType.SUCCESS),
|
|
50
|
-
onStop: (fx) => fx(null, HapticType.MEDIUM),
|
|
51
|
-
wire: (g, fx) => {
|
|
52
|
-
g.onScore = setScore;
|
|
53
|
-
g.onTime = setTime;
|
|
54
|
-
g.onEvent = (event) => fx(FEEDBACK[event].sound, FEEDBACK[event].haptic);
|
|
55
|
-
}
|
|
56
|
-
});
|
|
57
|
-
|
|
58
|
-
return (
|
|
59
|
-
<EngineGameScreen
|
|
60
|
-
{...screen}
|
|
61
|
-
light={LIGHT}
|
|
62
|
-
columns={[scoreColumn(score), timerColumn(time, theme, LOW_TIME)]}
|
|
63
|
-
subtext="Complete the number grid!"
|
|
64
|
-
gameOver={gameOver({
|
|
65
|
-
title: status === 'win' ? 'SOLVED!' : 'GAME OVER',
|
|
66
|
-
message: status === 'win' ? 'Puzzle completed!' : 'Time ran out!',
|
|
67
|
-
scoreLabel: 'Final Score',
|
|
68
|
-
score,
|
|
69
|
-
buttonText: 'Solve Again!'
|
|
70
|
-
})}
|
|
71
|
-
/>
|
|
72
|
-
);
|
|
73
|
-
});
|
|
@@ -1,127 +0,0 @@
|
|
|
1
|
-
// Sudoku's timings, colors and layout. Rules and scores (in SudokuRules.ts) match the original version
|
|
2
|
-
// (games/sudoku), so scores carry over.
|
|
3
|
-
import { getScoreBoardTop } from '../shared/EngineHud';
|
|
4
|
-
import type { TiltView } from '../shared/EngineTilt';
|
|
5
|
-
import { frontLight, gameWidthFor } from '../shared/EngineUtils';
|
|
6
|
-
|
|
7
|
-
export const TIME_LIMIT = 15 * 60; // fifteen minutes
|
|
8
|
-
export const LOW_TIME = 60; // the timer turns red from here
|
|
9
|
-
export const FLASH_STEP = 0.028; // a completed unit's flash sweeps out from the cell placed, this much a cell
|
|
10
|
-
export const TAP_SLOP = 12; // points a finger may wander and still tap
|
|
11
|
-
|
|
12
|
-
// ── Colors (the original board's) ─────────────────────────────────────────
|
|
13
|
-
|
|
14
|
-
export const COLORS = {
|
|
15
|
-
CELL: '#ffffff',
|
|
16
|
-
GIVEN: '#E8EAF6',
|
|
17
|
-
SELECTED: '#BBDEFB',
|
|
18
|
-
SAME_NUMBER: '#E3F2FD',
|
|
19
|
-
PEER: '#F3E5F5',
|
|
20
|
-
ERROR: '#FFCDD2',
|
|
21
|
-
TEXT_GIVEN: '#1a237e',
|
|
22
|
-
TEXT_PLACED: '#1565C0',
|
|
23
|
-
TEXT_ERROR: '#D32F2F',
|
|
24
|
-
LINES: '#1a237e', // the thin lines and thick box borders show through between the cells
|
|
25
|
-
FRAME: '#5c4033',
|
|
26
|
-
WELL: '#3a2518',
|
|
27
|
-
KEY: '#e8ddd0',
|
|
28
|
-
KEY_TEXT: '#3e2723',
|
|
29
|
-
KEY_REMAINING: '#8d6e63',
|
|
30
|
-
KEY_DISABLED: '#bdb5ad',
|
|
31
|
-
KEY_DISABLED_TEXT: '#9e9e9e'
|
|
32
|
-
} as const;
|
|
33
|
-
|
|
34
|
-
// ── The scene ─────────────────────────────────────────────────────────
|
|
35
|
-
|
|
36
|
-
/** The camera looks straight down at the board. */
|
|
37
|
-
export const TILT = 0;
|
|
38
|
-
/** Evenly lit, straight from the camera and all ambient: every face keeps its exact color, with no shading anywhere. */
|
|
39
|
-
export const LIGHT = frontLight([0, 0, 1], 1);
|
|
40
|
-
export const CELL_HEIGHT = 0.12; // of a cell
|
|
41
|
-
export const KEY_HEIGHT = 0.3; // of a key's width
|
|
42
|
-
|
|
43
|
-
// ── Layout (view points) ──────────────────────────────────────────────
|
|
44
|
-
|
|
45
|
-
const SCOREBOARD_HEIGHT = 82;
|
|
46
|
-
const CONTROLS_HEIGHT = 120;
|
|
47
|
-
export const SPACING = 1.5; // between cells in a box
|
|
48
|
-
export const BORDER = 3.5; // round and between the boxes
|
|
49
|
-
const PAD = 8; // the board's rim
|
|
50
|
-
const KEY_GAP = 4;
|
|
51
|
-
const PAD_GAP = 16; // between the board and the keys
|
|
52
|
-
|
|
53
|
-
export type Layout = TiltView & {
|
|
54
|
-
cell: number;
|
|
55
|
-
/** The grid's side (cells, lines and borders), the board's (with its rim), where the board's centre is (world y). */
|
|
56
|
-
grid: number;
|
|
57
|
-
board: number;
|
|
58
|
-
boardY: number;
|
|
59
|
-
/** The number keys: their width, height, pitch and the row's centre (world y). */
|
|
60
|
-
key: number;
|
|
61
|
-
keyH: number;
|
|
62
|
-
keyPitch: number;
|
|
63
|
-
keysY: number;
|
|
64
|
-
};
|
|
65
|
-
|
|
66
|
-
const gridSide = (cell: number) => cell * 9 + SPACING * 6 + BORDER * 4;
|
|
67
|
-
|
|
68
|
-
/** Cells as big as the width allows (as the original grid), smaller if the screen is short; the keys spread under the board. */
|
|
69
|
-
export function getLayout(width: number, height: number, offset: number): Layout {
|
|
70
|
-
const top = getScoreBoardTop(offset) + SCOREBOARD_HEIGHT;
|
|
71
|
-
const room = Math.max(260, height - top - CONTROLS_HEIGHT);
|
|
72
|
-
const usable = gameWidthFor(width);
|
|
73
|
-
const fromWidth = (usable - PAD * 2 - SPACING * 6 - BORDER * 4) / 9;
|
|
74
|
-
// The board, the gap and the key row (a key's height about 1.25 of a cell) fill the tilted room
|
|
75
|
-
const fromHeight = (room / Math.cos(TILT) - PAD * 2 - SPACING * 6 - BORDER * 4 - PAD_GAP) / (9 + 1.25);
|
|
76
|
-
const cell = Math.max(18, Math.floor(Math.min(fromWidth, fromHeight)));
|
|
77
|
-
const grid = gridSide(cell);
|
|
78
|
-
const board = grid + PAD * 2;
|
|
79
|
-
const key = Math.floor((board - KEY_GAP * 8) / 9);
|
|
80
|
-
const keyH = Math.round(Math.min(cell * 1.25, key * 1.3));
|
|
81
|
-
const total = board + PAD_GAP + keyH;
|
|
82
|
-
return {
|
|
83
|
-
width,
|
|
84
|
-
height,
|
|
85
|
-
tilt: TILT,
|
|
86
|
-
centerY: top + room / 2,
|
|
87
|
-
cell,
|
|
88
|
-
grid,
|
|
89
|
-
board,
|
|
90
|
-
boardY: total / 2 - board / 2,
|
|
91
|
-
key,
|
|
92
|
-
keyH,
|
|
93
|
-
keyPitch: key + KEY_GAP,
|
|
94
|
-
keysY: -total / 2 + keyH / 2
|
|
95
|
-
};
|
|
96
|
-
}
|
|
97
|
-
|
|
98
|
-
/** A cell's offset from the grid's top-left corner, along a row or down a column. */
|
|
99
|
-
const along = (l: Layout, i: number) => BORDER + i * (l.cell + SPACING) + Math.floor(i / 3) * (BORDER - SPACING);
|
|
100
|
-
|
|
101
|
-
/** A cell's centre, in world units. */
|
|
102
|
-
export function cellCentre(l: Layout, row: number, col: number): [number, number] {
|
|
103
|
-
return [-l.grid / 2 + along(l, col) + l.cell / 2, l.boardY + l.grid / 2 - along(l, row) - l.cell / 2];
|
|
104
|
-
}
|
|
105
|
-
|
|
106
|
-
/** A number key's centre (n = 1..9), in world units. */
|
|
107
|
-
export const keyCentre = (l: Layout, n: number): [number, number] => [(n - 5) * l.keyPitch, l.keysY];
|
|
108
|
-
|
|
109
|
-
/** The cell a board point is on (a line between counts as the nearer cell), or null off the grid. */
|
|
110
|
-
export function cellAt(l: Layout, x: number, y: number): [number, number] | null {
|
|
111
|
-
const gx = x + l.grid / 2;
|
|
112
|
-
const gy = l.boardY + l.grid / 2 - y;
|
|
113
|
-
if (gx < 0 || gy < 0 || gx > l.grid || gy > l.grid) return null;
|
|
114
|
-
const pick = (v: number) => {
|
|
115
|
-
let best = 0;
|
|
116
|
-
for (let i = 1; i < 9; i++) if (Math.abs(along(l, i) + l.cell / 2 - v) < Math.abs(along(l, best) + l.cell / 2 - v)) best = i;
|
|
117
|
-
return best;
|
|
118
|
-
};
|
|
119
|
-
return [pick(gy), pick(gx)];
|
|
120
|
-
}
|
|
121
|
-
|
|
122
|
-
/** The number key a point is on, or 0. */
|
|
123
|
-
export function keyAt(l: Layout, x: number, y: number): number {
|
|
124
|
-
if (Math.abs(y - l.keysY) > l.keyH / 2 + 4) return 0;
|
|
125
|
-
const n = Math.round(x / l.keyPitch) + 5;
|
|
126
|
-
return n >= 1 && n <= 9 && Math.abs(x - (n - 5) * l.keyPitch) <= l.keyPitch / 2 ? n : 0;
|
|
127
|
-
}
|