@origingame/create-game 0.0.0-stage → 0.1.1

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 (590) hide show
  1. package/README.md +57 -2
  2. package/archetypes/README.md +99 -0
  3. package/archetypes/idle/.origin/setup +14 -0
  4. package/archetypes/idle/LICENSES.md +12 -0
  5. package/archetypes/idle/README.md +234 -0
  6. package/archetypes/idle/assets/audio/buy.wav +0 -0
  7. package/archetypes/idle/assets/audio/milestone.wav +0 -0
  8. package/archetypes/idle/assets/audio/nova.wav +0 -0
  9. package/archetypes/idle/assets/audio/orbit.wav +0 -0
  10. package/archetypes/idle/assets/audio/tap.wav +0 -0
  11. package/archetypes/idle/assets/audio/ui-close.ogt +9 -0
  12. package/archetypes/idle/assets/audio/ui-error.ogt +9 -0
  13. package/archetypes/idle/assets/audio/ui-open.ogt +9 -0
  14. package/archetypes/idle/assets/audio/ui-press.ogt +9 -0
  15. package/archetypes/idle/assets/audio/ui-success.ogt +9 -0
  16. package/archetypes/idle/assets/fonts/NotoSansSC-subset.ttf +0 -0
  17. package/archetypes/idle/assets/fonts/NotoSansSC-subset.ttf.ogt +10 -0
  18. package/archetypes/idle/assets/fonts/OFL.txt +93 -0
  19. package/archetypes/idle/assets/fx/drift.ogt +21 -0
  20. package/archetypes/idle/assets/fx/milestone.ogt +21 -0
  21. package/archetypes/idle/assets/fx/nova.ogt +22 -0
  22. package/archetypes/idle/assets/fx/stars.ogt +20 -0
  23. package/archetypes/idle/assets/fx/tap.ogt +23 -0
  24. package/archetypes/idle/assets/looks/idle.ogt +17 -0
  25. package/archetypes/idle/assets/skins/sparkorb/ChakraPetch-BoldItalic.ttf +0 -0
  26. package/archetypes/idle/assets/skins/sparkorb/ChakraPetch-BoldItalic.ttf.ogt +9 -0
  27. package/archetypes/idle/assets/skins/sparkorb/LICENSES.md +19 -0
  28. package/archetypes/idle/assets/skins/sparkorb/OFL.txt +95 -0
  29. package/archetypes/idle/assets/skins/sparkorb/Orbitron-Medium.ttf +0 -0
  30. package/archetypes/idle/assets/skins/sparkorb/Orbitron-Medium.ttf.ogt +9 -0
  31. package/archetypes/idle/assets/skins/sparkorb/Rajdhani-Bold.ttf +0 -0
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  37. package/archetypes/idle/assets/skins/sparkorb/skin.ogt +113 -0
  38. package/archetypes/idle/assets/sprites/glow.png +0 -0
  39. package/archetypes/idle/assets/sprites/glow.png.ogt +8 -0
  40. package/archetypes/idle/assets/sprites/mote-crystal.png +0 -0
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  42. package/archetypes/idle/assets/sprites/mote-ember.png +0 -0
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  44. package/archetypes/idle/assets/sprites/mote-star.png +0 -0
  45. package/archetypes/idle/assets/sprites/mote-star.png.ogt +7 -0
  46. package/archetypes/idle/assets/sprites/mote-storm.png +0 -0
  47. package/archetypes/idle/assets/sprites/mote-storm.png.ogt +7 -0
  48. package/archetypes/idle/assets/sprites/orb.png +0 -0
  49. package/archetypes/idle/assets/sprites/orb.png.ogt +7 -0
  50. package/archetypes/idle/assets/sprites/spark.png +0 -0
  51. package/archetypes/idle/assets/sprites/spark.png.ogt +7 -0
  52. package/archetypes/idle/assets/strings/en.ogt +62 -0
  53. package/archetypes/idle/assets/strings/zh-CN.ogt +62 -0
  54. package/archetypes/idle/gitattributes +22 -0
  55. package/archetypes/idle/gitignore +8 -0
  56. package/archetypes/idle/host.d.ts +46 -0
  57. package/archetypes/idle/package.json +18 -0
  58. package/archetypes/idle/project.ogt +14 -0
  59. package/archetypes/idle/references/metal/card.png +0 -0
  60. package/archetypes/idle/references/metal/orbit.png +0 -0
  61. package/archetypes/idle/references/metal/title.png +0 -0
  62. package/archetypes/idle/src/components.ts +139 -0
  63. package/archetypes/idle/src/main.ts +247 -0
  64. package/archetypes/idle/src/numbers.ts +126 -0
  65. package/archetypes/idle/src/systems.ts +340 -0
  66. package/archetypes/idle/src/ui.ts +412 -0
  67. package/archetypes/idle/tests/away.og.ts +42 -0
  68. package/archetypes/idle/tests/flow.og.ts +57 -0
  69. package/archetypes/idle/tests/frames.og.ts +33 -0
  70. package/archetypes/idle/tests/frames.ts +134 -0
  71. package/archetypes/idle/tests/lib.ts +74 -0
  72. package/archetypes/idle/tests/milestone.og.ts +32 -0
  73. package/archetypes/idle/tests/nova.og.ts +52 -0
  74. package/archetypes/idle/tests/offline.og.ts +60 -0
  75. package/archetypes/idle/tests/pad.og.ts +55 -0
  76. package/archetypes/idle/tests/pause.og.ts +68 -0
  77. package/archetypes/idle/tests/phone.og.ts +50 -0
  78. package/archetypes/idle/tests/replay.og.ts +28 -0
  79. package/archetypes/idle/tools/make-assets.py +448 -0
  80. package/archetypes/idle/tools/oglite.py +285 -0
  81. package/archetypes/idle/tsconfig.json +17 -0
  82. package/archetypes/match3/.origin/setup +14 -0
  83. package/archetypes/match3/LICENSES.md +7 -0
  84. package/archetypes/match3/README.md +205 -0
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  89. package/archetypes/match3/assets/audio/select.wav +0 -0
  90. package/archetypes/match3/assets/audio/swap.wav +0 -0
  91. package/archetypes/match3/assets/audio/won.wav +0 -0
  92. package/archetypes/match3/assets/fonts/OFL.txt +93 -0
  93. package/archetypes/match3/assets/fonts/ui.ttf +0 -0
  94. package/archetypes/match3/assets/fonts/ui.ttf.ogt +11 -0
  95. package/archetypes/match3/assets/scenes/main.ogt +24 -0
  96. package/archetypes/match3/assets/sprites/backdrop.png +0 -0
  97. package/archetypes/match3/assets/sprites/board.ogt +21 -0
  98. package/archetypes/match3/assets/sprites/cells.ogt +7 -0
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  100. package/archetypes/match3/assets/sprites/cells.png.ogt +7 -0
  101. package/archetypes/match3/assets/sprites/gems.ogt +75 -0
  102. package/archetypes/match3/assets/sprites/gems.png +0 -0
  103. package/archetypes/match3/assets/sprites/panel.png +0 -0
  104. package/archetypes/match3/assets/sprites/ring.png +0 -0
  105. package/archetypes/match3/gitattributes +22 -0
  106. package/archetypes/match3/gitignore +8 -0
  107. package/archetypes/match3/host.d.ts +46 -0
  108. package/archetypes/match3/package.json +18 -0
  109. package/archetypes/match3/project.ogt +18 -0
  110. package/archetypes/match3/references/metal/cascade.png +0 -0
  111. package/archetypes/match3/references/metal/clearing.png +0 -0
  112. package/archetypes/match3/references/metal/dealt.png +0 -0
  113. package/archetypes/match3/src/art.ts +54 -0
  114. package/archetypes/match3/src/board.ts +112 -0
  115. package/archetypes/match3/src/components.ts +95 -0
  116. package/archetypes/match3/src/layout.ts +25 -0
  117. package/archetypes/match3/src/main.ts +199 -0
  118. package/archetypes/match3/src/systems.ts +631 -0
  119. package/archetypes/match3/tests/drag.og.ts +31 -0
  120. package/archetypes/match3/tests/endings.og.ts +40 -0
  121. package/archetypes/match3/tests/frames.og.ts +49 -0
  122. package/archetypes/match3/tests/frames.ts +134 -0
  123. package/archetypes/match3/tests/hidpi.og.ts +41 -0
  124. package/archetypes/match3/tests/lib.ts +64 -0
  125. package/archetypes/match3/tests/replay.og.ts +28 -0
  126. package/archetypes/match3/tests/sounds.og.ts +50 -0
  127. package/archetypes/match3/tests/swap.og.ts +67 -0
  128. package/archetypes/match3/tools/make-assets.py +404 -0
  129. package/archetypes/match3/tools/oglite.py +285 -0
  130. package/archetypes/match3/tsconfig.json +17 -0
  131. package/archetypes/rhythm/.origin/setup +14 -0
  132. package/archetypes/rhythm/LICENSES.md +13 -0
  133. package/archetypes/rhythm/README.md +235 -0
  134. package/archetypes/rhythm/assets/audio/bass0.wav +0 -0
  135. package/archetypes/rhythm/assets/audio/bass1.wav +0 -0
  136. package/archetypes/rhythm/assets/audio/bass2.wav +0 -0
  137. package/archetypes/rhythm/assets/audio/bass3.wav +0 -0
  138. package/archetypes/rhythm/assets/audio/chords0.wav +0 -0
  139. package/archetypes/rhythm/assets/audio/chords1.wav +0 -0
  140. package/archetypes/rhythm/assets/audio/chords2.wav +0 -0
  141. package/archetypes/rhythm/assets/audio/chords3.wav +0 -0
  142. package/archetypes/rhythm/assets/audio/clear.wav +0 -0
  143. package/archetypes/rhythm/assets/audio/click.wav +0 -0
  144. package/archetypes/rhythm/assets/audio/drums.wav +0 -0
  145. package/archetypes/rhythm/assets/audio/fail.wav +0 -0
  146. package/archetypes/rhythm/assets/audio/leadA.wav +0 -0
  147. package/archetypes/rhythm/assets/audio/leadB.wav +0 -0
  148. package/archetypes/rhythm/assets/audio/miss.wav +0 -0
  149. package/archetypes/rhythm/assets/audio/tap0.wav +0 -0
  150. package/archetypes/rhythm/assets/audio/tap1.wav +0 -0
  151. package/archetypes/rhythm/assets/audio/tap2.wav +0 -0
  152. package/archetypes/rhythm/assets/audio/ui-close.ogt +9 -0
  153. package/archetypes/rhythm/assets/audio/ui-error.ogt +9 -0
  154. package/archetypes/rhythm/assets/audio/ui-open.ogt +9 -0
  155. package/archetypes/rhythm/assets/audio/ui-press.ogt +9 -0
  156. package/archetypes/rhythm/assets/audio/ui-success.ogt +9 -0
  157. package/archetypes/rhythm/assets/charts/neon-pulse.ogt +919 -0
  158. package/archetypes/rhythm/assets/fonts/NotoSansSC-subset.ttf +0 -0
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  160. package/archetypes/rhythm/assets/fonts/OFL.txt +93 -0
  161. package/archetypes/rhythm/assets/fx/hit.ogt +22 -0
  162. package/archetypes/rhythm/assets/skins/lanebeat/ChakraPetch-Medium.ttf +0 -0
  163. package/archetypes/rhythm/assets/skins/lanebeat/ChakraPetch-Medium.ttf.ogt +9 -0
  164. package/archetypes/rhythm/assets/skins/lanebeat/JetBrainsMono-Regular.ttf +0 -0
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  166. package/archetypes/rhythm/assets/skins/lanebeat/LICENSES.md +17 -0
  167. package/archetypes/rhythm/assets/skins/lanebeat/OFL.txt +95 -0
  168. package/archetypes/rhythm/assets/skins/lanebeat/Orbitron-Bold.ttf +0 -0
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  186. package/archetypes/rhythm/gitignore +8 -0
  187. package/archetypes/rhythm/host.d.ts +46 -0
  188. package/archetypes/rhythm/package.json +18 -0
  189. package/archetypes/rhythm/project.ogt +14 -0
  190. package/archetypes/rhythm/references/metal/highway.png +0 -0
  191. package/archetypes/rhythm/references/metal/results.png +0 -0
  192. package/archetypes/rhythm/references/metal/title.png +0 -0
  193. package/archetypes/rhythm/src/components.ts +147 -0
  194. package/archetypes/rhythm/src/main.ts +202 -0
  195. package/archetypes/rhythm/src/systems.ts +490 -0
  196. package/archetypes/rhythm/src/ui.ts +421 -0
  197. package/archetypes/rhythm/tests/band.og.ts +45 -0
  198. package/archetypes/rhythm/tests/calibrate.og.ts +49 -0
  199. package/archetypes/rhythm/tests/clear.og.ts +51 -0
  200. package/archetypes/rhythm/tests/fail.og.ts +40 -0
  201. package/archetypes/rhythm/tests/flow.og.ts +54 -0
  202. package/archetypes/rhythm/tests/frames.og.ts +35 -0
  203. package/archetypes/rhythm/tests/frames.ts +134 -0
  204. package/archetypes/rhythm/tests/lib.ts +123 -0
  205. package/archetypes/rhythm/tests/pad.og.ts +41 -0
  206. package/archetypes/rhythm/tests/pause.og.ts +77 -0
  207. package/archetypes/rhythm/tests/phone.og.ts +44 -0
  208. package/archetypes/rhythm/tests/replay.og.ts +27 -0
  209. package/archetypes/rhythm/tests/timing.og.ts +37 -0
  210. package/archetypes/rhythm/tools/make-assets.py +383 -0
  211. package/archetypes/rhythm/tools/oglite.py +285 -0
  212. package/archetypes/rhythm/tsconfig.json +17 -0
  213. package/archetypes/roguelike/.origin/setup +14 -0
  214. package/archetypes/roguelike/LICENSES.md +14 -0
  215. package/archetypes/roguelike/README.md +256 -0
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  273. package/archetypes/roguelike/src/systems.ts +620 -0
  274. package/archetypes/roguelike/src/ui.ts +350 -0
  275. package/archetypes/roguelike/tests/flow.og.ts +54 -0
  276. package/archetypes/roguelike/tests/foes.og.ts +45 -0
  277. package/archetypes/roguelike/tests/frames.og.ts +32 -0
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  279. package/archetypes/roguelike/tests/lib.ts +83 -0
  280. package/archetypes/roguelike/tests/lose.og.ts +44 -0
  281. package/archetypes/roguelike/tests/pad.og.ts +54 -0
  282. package/archetypes/roguelike/tests/pause.og.ts +59 -0
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  287. package/archetypes/roguelike/tools/oglite.py +285 -0
  288. package/archetypes/roguelike/tsconfig.json +17 -0
  289. package/archetypes/runner/.origin/setup +14 -0
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@@ -0,0 +1,631 @@
1
+ // The match3 systems, in tick order: Flow (title, rounds, the end cards),
2
+ // Pick (taps and drags choose a swap), Resolve (swap, clear, fall, cascade,
3
+ // refill, the end of a round), Voices (the sounds Pick and Resolve asked
4
+ // for), Animate (what each row shows) and Hud.
5
+ //
6
+ // Each system sees the rows through its typed views. The board row
7
+ // (Piece.kind === Kind.Board) carries the round's state and tuning for every
8
+ // system (src/components.ts says why).
9
+ //
10
+ // Motion is tweens, not per-tick code: a swap, a clear and a fall each start
11
+ // one tween group with a Tag, and the phase waits (Match.wait) for that
12
+ // group's og.TweenCompleted. Tweens advance by scaled time, so a hit stop
13
+ // holds the board too, and they are world state, so a replay lands on the
14
+ // same bits.
15
+
16
+ import { og, defineSystem } from "@origingame/engine";
17
+ import type { ArchetypeView, Query, Rng, TweenDesc, View, World } from "@origingame/engine";
18
+ import { IDLE_CYCLE, clearClip, idleClip } from "./art.ts";
19
+ import { adjacent, cellOf, colOf, count, deal, findLines, hasMove, rowOf } from "./board.ts";
20
+ import type { Grid } from "./board.ts";
21
+ import { Hud, Kind, Match, Phase, Piece, Sfx, Sound, Sounds, Tag, Tuning } from "./components.ts";
22
+ import { BOARD_TOP, GEM_SIZE, PITCH, SIZE, cellAt, cellCentre } from "./layout.ts";
23
+
24
+ /** Ticks an end card holds before a press starts the next round. */
25
+ const END_HOLD = 40;
26
+
27
+ interface Row {
28
+ readonly a: ArchetypeView;
29
+ readonly i: number;
30
+ }
31
+
32
+ function boardRow(q: Query): Row | null {
33
+ for (const a of q.archetypes()) {
34
+ const kind = a.column(Piece).kind;
35
+ for (let i = 0; i < a.count; i++) if (kind[i] === Kind.Board) return { a, i };
36
+ }
37
+ return null;
38
+ }
39
+
40
+ /** Every tile row, in query order. */
41
+ function tileRows(q: Query): Row[] {
42
+ const out: Row[] = [];
43
+ for (const a of q.archetypes()) {
44
+ const kind = a.column(Piece).kind;
45
+ for (let i = 0; i < a.count; i++) if (kind[i] === Kind.Tile) out.push({ a, i });
46
+ }
47
+ return out;
48
+ }
49
+
50
+ /** The colour grid and which tile row sits on each cell. */
51
+ function gridOf(tiles: readonly Row[]): { grid: Grid; at: (Row | null)[] } {
52
+ const grid = new Int32Array(SIZE * SIZE).fill(-1);
53
+ const at: (Row | null)[] = new Array(SIZE * SIZE).fill(null);
54
+ for (const t of tiles) {
55
+ const p = t.a.column(Piece);
56
+ const cell = cellOf(p.col[t.i]!, p.row[t.i]!);
57
+ grid[cell] = p.colour[t.i]!;
58
+ at[cell] = t;
59
+ }
60
+ return { grid, at };
61
+ }
62
+
63
+ function anyPress(i: { pressed(k: string): boolean; buttonPressed(b: "left"): boolean }): boolean {
64
+ return i.buttonPressed("left") || i.pressed("Space") || i.pressed("Enter");
65
+ }
66
+
67
+ /** A new round: the moves refilled, a fresh deal from the dice placed on the tiles, popping in from the top. */
68
+ function newRound(q: Query, board: Row, rng: Rng, world: World): void {
69
+ const m = board.a.column(Match);
70
+ const tune = board.a.column(Tuning);
71
+ const b = board.i;
72
+ m.phase[b] = Phase.Idle;
73
+ m.phaseTicks[b] = 0;
74
+ m.score[b] = 0;
75
+ m.movesLeft[b] = tune.moves[b]!;
76
+ m.chain[b] = 0;
77
+ m.maxChain[b] = 0;
78
+ m.cleared[b] = 0;
79
+ m.lastCleared[b] = 0;
80
+ m.shuffles[b] = 0;
81
+ m.rounds[b] = m.rounds[b]! + 1;
82
+ m.selected[b] = -1;
83
+ m.dragFrom[b] = -1;
84
+ m.swapA[b] = -1;
85
+ m.swapB[b] = -1;
86
+ const grid = deal(rng, tune.colours[b]!);
87
+ tileRows(q).forEach((t, k) => {
88
+ const p = t.a.column(Piece);
89
+ p.col[t.i] = colOf(k);
90
+ p.row[t.i] = rowOf(k);
91
+ p.colour[t.i] = grid[k]!;
92
+ p.marked[t.i] = 0;
93
+ const c = cellCentre(colOf(k), rowOf(k));
94
+ const tr = t.a.column(og.Transform);
95
+ tr.position[t.i * 3] = c.x;
96
+ tr.position[t.i * 3 + 1] = c.y;
97
+ tr.scale[t.i * 3] = 0;
98
+ tr.scale[t.i * 3 + 1] = 0;
99
+ const entity = t.a.entity(t.i);
100
+ og.tween.cancelEntity(world, entity);
101
+ og.tween.to(world, {
102
+ entity,
103
+ field: "scale",
104
+ to: [1, 1, 1],
105
+ duration: 0.28,
106
+ delay: (SIZE - 1 - rowOf(k)) * 0.035 + colOf(k) * 0.02,
107
+ ease: "backOut",
108
+ tag: Tag.Deal,
109
+ });
110
+ });
111
+ }
112
+
113
+ /** The title and the end cards: a press (after the card's hold) deals a new round. */
114
+ export const Flow = defineSystem(
115
+ "Flow",
116
+ { reads: [og.Input, Tuning], writes: [og.Rng, Match, Piece, og.Transform, Sounds] },
117
+ (q, _time, world) => {
118
+ const board = boardRow(q);
119
+ const input = world.resource(og.Input);
120
+ const rng = world.resource(og.Rng);
121
+ const sounds = world.resource(Sounds);
122
+ if (board === null || !input.ok || !rng.ok) return;
123
+ const m = board.a.column(Match);
124
+ const b = board.i;
125
+ m.phaseTicks[b] = m.phaseTicks[b]! + 1;
126
+ const phase = m.phase[b];
127
+ const waiting = phase === Phase.Title || ((phase === Phase.Won || phase === Phase.Lost) && m.phaseTicks[b]! >= END_HOLD);
128
+ if (waiting && anyPress(input.value)) {
129
+ newRound(q, board, rng.value, world);
130
+ // The press that deals is answered by a sound too (og-taste §6).
131
+ if (sounds.ok) sounds.value.sfx |= Sound.Select;
132
+ }
133
+ },
134
+ );
135
+
136
+ /** Begin a swap of two neighbouring cells (Resolve moves the tiles). */
137
+ function startSwap(m: View<typeof Match>, b: number, a: number, c: number): void {
138
+ m.swapA[b] = a;
139
+ m.swapB[b] = c;
140
+ m.selected[b] = -1;
141
+ m.dragFrom[b] = -1;
142
+ m.phase[b] = Phase.Swap;
143
+ m.phaseTicks[b] = 0;
144
+ }
145
+
146
+ /** Taps and drags: tap a tile, then a neighbour; or press a tile and drag towards a neighbour. */
147
+ export const Pick = defineSystem(
148
+ "Pick",
149
+ { reads: [og.Input, Piece], writes: [Match, Sounds], after: ["Flow"] },
150
+ (q, _time, world) => {
151
+ const board = boardRow(q);
152
+ const input = world.resource(og.Input);
153
+ if (board === null || !input.ok) return;
154
+ const m = board.a.column(Match);
155
+ const b = board.i;
156
+ const i = input.value;
157
+ // Where the world lands on the play surface this tick: the orthographic view is
158
+ // viewHeight metres tall over the play surface, measured like the pointer in CSS
159
+ // pixels (og.ui.viewport), so a phone's device pixel ratio does not move the taps.
160
+ const vp = og.ui.viewport(world);
161
+ if (vp.width > 0 && vp.height > 0) {
162
+ m.pxPerM[b] = vp.height / m.viewHeight[b]!;
163
+ m.screenX0[b] = vp.width / 2;
164
+ m.screenY0[b] = vp.height / 2 + m.viewCentreY[b]! * m.pxPerM[b]!;
165
+ }
166
+ if (i.buttonReleased("left")) m.dragFrom[b] = -1;
167
+ // The press that dealt the round does not also select.
168
+ if (m.phase[b] !== Phase.Idle || m.phaseTicks[b] === 0) return;
169
+ // A swap asked for by the `swap` command.
170
+ if (m.swapA[b]! >= 0 && adjacent(m.swapA[b]!, m.swapB[b]!)) return startSwap(m, b, m.swapA[b]!, m.swapB[b]!);
171
+ const wx = (i.pointer.x - m.screenX0[b]!) / m.pxPerM[b]!;
172
+ const wy = (m.screenY0[b]! - i.pointer.y) / m.pxPerM[b]!;
173
+ const cell = cellAt(wx, wy);
174
+ if (i.buttonPressed("left")) {
175
+ const sel = m.selected[b]!;
176
+ if (cell < 0) {
177
+ m.selected[b] = -1;
178
+ } else if (sel >= 0 && adjacent(sel, cell)) {
179
+ startSwap(m, b, sel, cell);
180
+ } else {
181
+ m.selected[b] = sel === cell ? -1 : cell;
182
+ if (sel !== cell) ask(world, Sound.Select);
183
+ m.dragFrom[b] = cell;
184
+ m.pressX[b] = wx;
185
+ m.pressY[b] = wy;
186
+ }
187
+ return;
188
+ }
189
+ const from = m.dragFrom[b]!;
190
+ if (from < 0 || !i.buttonDown("left")) return;
191
+ const dx = wx - m.pressX[b]!;
192
+ const dy = wy - m.pressY[b]!;
193
+ if (Math.max(Math.abs(dx), Math.abs(dy)) < PITCH * 0.45) return;
194
+ const dc = Math.abs(dx) >= Math.abs(dy) ? Math.sign(dx) : 0;
195
+ const dr = Math.abs(dx) >= Math.abs(dy) ? 0 : Math.sign(dy);
196
+ const col = colOf(from) + dc;
197
+ const row = rowOf(from) + dr;
198
+ m.dragFrom[b] = -1;
199
+ if (col < 0 || col >= SIZE || row < 0 || row >= SIZE) return;
200
+ startSwap(m, b, from, cellOf(col, row));
201
+ },
202
+ );
203
+
204
+ /** Start one tween group the phase waits for; with nothing to move, nothing to wait for. */
205
+ function waitFor(world: World, m: View<typeof Match>, b: number, tweens: readonly TweenDesc[], tag: number): void {
206
+ m.wait[b] = 0;
207
+ if (tweens.length === 0) return;
208
+ const r = og.tween.parallel(world, tweens, { tag });
209
+ if (!r.ok) throw new Error(`tween group ${tag}: ${r.reason}`);
210
+ m.wait[b] = tag;
211
+ }
212
+
213
+ /** The colour grid with cells a and b exchanged. */
214
+ function swapped(grid: Grid, a: number, b: number): Grid {
215
+ const g = grid.slice();
216
+ g[a] = grid[b]!;
217
+ g[b] = grid[a]!;
218
+ return g;
219
+ }
220
+
221
+ /** Exchange the cells of the tiles on cells a and b. */
222
+ function exchange(at: (Row | null)[], a: number, b: number): void {
223
+ const ta = at[a];
224
+ const tb = at[b];
225
+ if (!ta || !tb) return;
226
+ const pa = ta.a.column(Piece);
227
+ const pb = tb.a.column(Piece);
228
+ pa.col[ta.i] = colOf(b);
229
+ pa.row[ta.i] = rowOf(b);
230
+ pb.col[tb.i] = colOf(a);
231
+ pb.row[tb.i] = rowOf(a);
232
+ }
233
+
234
+ /** Mark the tiles on the lines; returns how many. */
235
+ function mark(tiles: readonly Row[]): number {
236
+ const { grid, at } = gridOf(tiles);
237
+ const lines = findLines(grid);
238
+ lines.forEach((on, cell) => {
239
+ const t = at[cell];
240
+ if (on && t) t.a.column(Piece).marked[t.i] = 1;
241
+ });
242
+ return count(lines);
243
+ }
244
+
245
+ /** The marked cells in groups: touching cells of one colour (an L or a T is one group). */
246
+ function groupsOf(tiles: readonly Row[]): number[][] {
247
+ const { grid, at } = gridOf(tiles);
248
+ const marked = (cell: number) => {
249
+ const t = at[cell];
250
+ return t !== null && t !== undefined && t.a.column(Piece).marked[t.i] === 1;
251
+ };
252
+ const seen = new Uint8Array(SIZE * SIZE);
253
+ const out: number[][] = [];
254
+ for (let start = 0; start < SIZE * SIZE; start++) {
255
+ if (seen[start] || !marked(start)) continue;
256
+ const group: number[] = [];
257
+ const stack = [start];
258
+ seen[start] = 1;
259
+ while (stack.length > 0) {
260
+ const cell = stack.pop()!;
261
+ group.push(cell);
262
+ const c = colOf(cell);
263
+ const r = rowOf(cell);
264
+ for (const [dc, dr] of [[1, 0], [-1, 0], [0, 1], [0, -1]] as const) {
265
+ const nc = c + dc;
266
+ const nr = r + dr;
267
+ if (nc < 0 || nc >= SIZE || nr < 0 || nr >= SIZE) continue;
268
+ const n = cellOf(nc, nr);
269
+ if (!seen[n] && marked(n) && grid[n] === grid[cell]) {
270
+ seen[n] = 1;
271
+ stack.push(n);
272
+ }
273
+ }
274
+ }
275
+ out.push(group.sort((x, y) => x - y));
276
+ }
277
+ return out;
278
+ }
279
+
280
+ /** The floating score's colour per gem (linear): the gem's own light. */
281
+ const GEM_LIGHT = [
282
+ { r: 1, g: 0.32, b: 0.38 },
283
+ { r: 0.42, g: 0.68, b: 1 },
284
+ { r: 0.4, g: 1, b: 0.55 },
285
+ { r: 1, g: 0.82, b: 0.25 },
286
+ { r: 0.78, g: 0.5, b: 1 },
287
+ { r: 1, g: 0.55, b: 0.3 },
288
+ ];
289
+ const GOLD_LIN = { r: 1, g: 0.62, b: 0.08 };
290
+
291
+ /**
292
+ * The lines just marked start clearing: each group's score floats up (a crit
293
+ * on a cascade), the gems flash, play their burst and squash away; four or
294
+ * more punch the camera in, a cascade shakes it, a third cascade stops time
295
+ * for a beat.
296
+ */
297
+ function startClear(world: World, tiles: readonly Row[], m: View<typeof Match>, tune: View<typeof Tuning>, b: number): void {
298
+ const chain = m.chain[b]!;
299
+ const font = m.font[b] as never;
300
+ const { grid } = gridOf(tiles);
301
+ let biggest = 0;
302
+ for (const group of groupsOf(tiles)) {
303
+ biggest = Math.max(biggest, group.length);
304
+ let x = 0;
305
+ let y = 0;
306
+ for (const cell of group) {
307
+ const c = cellCentre(colOf(cell), rowOf(cell));
308
+ x += c.x / group.length;
309
+ y += c.y / group.length;
310
+ }
311
+ og.render.floatingText(world, {
312
+ font,
313
+ text: `+${group.length * tune.tileScore[b]! * chain}`,
314
+ position: { x, y: y + 0.1, z: 5 },
315
+ size: 0.6,
316
+ color: chain >= 2 ? GOLD_LIN : (GEM_LIGHT[grid[group[0]!]!] ?? GOLD_LIN),
317
+ crit: chain >= 2,
318
+ rise: 1.1,
319
+ spread: 0.15,
320
+ lifetime: 0.9,
321
+ });
322
+ }
323
+ if (biggest >= 4) og.camera.punch(world, Math.min(0.12, 0.05 + 0.02 * (biggest - 4)));
324
+ if (chain >= 2) og.camera.shake(world, Math.min(0.6, 0.16 * chain));
325
+ if (chain >= 3) og.time.hitStop(world, 3);
326
+ ask(world, chain >= 2 ? Sound.Cascade : Sound.Clear);
327
+ const seconds = Math.max(1, tune.clearTicks[b]!) / 60;
328
+ const tweens: TweenDesc[] = [];
329
+ for (const t of tiles) {
330
+ if (!t.a.column(Piece).marked[t.i]) continue;
331
+ const entity = t.a.entity(t.i);
332
+ og.tween.flash(world, { entity, amount: 0.85, duration: 0.12 });
333
+ tweens.push({ entity, field: "scale", to: [0, 0, 1], duration: seconds, ease: "backIn" });
334
+ tweens.push({ entity, component: og.Sprite, field: "opacity", to: [0], duration: seconds, ease: "quartIn" });
335
+ }
336
+ waitFor(world, m, b, tweens, Tag.Clear);
337
+ }
338
+
339
+ /** bounceOut first touches the ground this far into its duration. */
340
+ const BOUNCE_CONTACT = 1 / 2.75;
341
+
342
+ /**
343
+ * Cleared tiles leave their columns: the rest fall, and the cleared ones come
344
+ * back above the board with new colours and drop in. Each column starts a
345
+ * little after the one to its left; every gem squashes as it lands.
346
+ */
347
+ function collapse(world: World, tiles: readonly Row[], rng: Rng, colours: number, fallSpeed: number): TweenDesc[] {
348
+ const tweens: TweenDesc[] = [];
349
+ for (let c = 0; c < SIZE; c++) {
350
+ const column = tiles
351
+ .filter((t) => t.a.column(Piece).col[t.i] === c)
352
+ .sort((x, y) => x.a.column(Piece).row[x.i]! - y.a.column(Piece).row[y.i]!);
353
+ const kept = column.filter((t) => !t.a.column(Piece).marked[t.i]);
354
+ const gone = column.filter((t) => t.a.column(Piece).marked[t.i]);
355
+ kept.forEach((t, r) => (t.a.column(Piece).row[t.i] = r));
356
+ gone.forEach((t, k) => {
357
+ const p = t.a.column(Piece);
358
+ p.row[t.i] = kept.length + k;
359
+ p.marked[t.i] = 0;
360
+ p.colour[t.i] = rng.integer(0, colours - 1);
361
+ const tr = t.a.column(og.Transform);
362
+ tr.position[t.i * 3 + 1] = cellCentre(c, SIZE + k).y;
363
+ tr.scale[t.i * 3] = 1;
364
+ tr.scale[t.i * 3 + 1] = 1;
365
+ });
366
+ let order = 0;
367
+ for (const t of column) {
368
+ const p = t.a.column(Piece);
369
+ const goal = cellCentre(c, p.row[t.i]!).y;
370
+ const from = t.a.column(og.Transform).position[t.i * 3 + 1]!;
371
+ const drop = from - goal;
372
+ if (drop <= 1e-4) continue;
373
+ const entity = t.a.entity(t.i);
374
+ const delay = c * 0.025 + order * 0.03;
375
+ const duration = 0.12 + drop / Math.max(0.1, fallSpeed * PITCH);
376
+ order += 1;
377
+ tweens.push({ entity, field: "position.y", to: [goal], duration, delay, ease: "bounceOut" });
378
+ og.tween.to(world, { entity, field: "scale", from: [1.16, 0.84, 1], to: [1, 1, 1], duration: 0.2, delay: delay + duration * BOUNCE_CONTACT, ease: "backOut" });
379
+ }
380
+ }
381
+ return tweens;
382
+ }
383
+
384
+ /** Ask for a sound this tick (Voices plays it). */
385
+ function ask(world: World, bit: number): void {
386
+ const sounds = world.resource(Sounds);
387
+ if (sounds.ok) sounds.value.sfx |= bit;
388
+ }
389
+
390
+ /** Swap, clear, fall and cascade; then the end of the round or the next move. */
391
+ export const Resolve = defineSystem(
392
+ "Resolve",
393
+ { reads: [Tuning, og.TweenCompleted], writes: [og.Rng, Match, Piece, og.Transform, Sounds], after: ["Pick"] },
394
+ (q, _time, world) => {
395
+ const board = boardRow(q);
396
+ const rng = world.resource(og.Rng);
397
+ if (board === null || !rng.ok) return;
398
+ const m = board.a.column(Match);
399
+ const tune = board.a.column(Tuning);
400
+ const b = board.i;
401
+ for (const done of world.events(og.TweenCompleted)) if (done.tag === m.wait[b]) m.wait[b] = 0;
402
+ const phase = m.phase[b];
403
+ if (phase !== Phase.Swap && phase !== Phase.SwapBack && phase !== Phase.Clear && phase !== Phase.Fall) return;
404
+ const tiles = tileRows(q);
405
+ const enter = (next: number) => {
406
+ m.phase[b] = next;
407
+ m.phaseTicks[b] = 0;
408
+ if (next === Phase.Idle) {
409
+ m.swapA[b] = -1;
410
+ m.swapB[b] = -1;
411
+ }
412
+ };
413
+ if (phase === Phase.Swap && m.phaseTicks[b] === 0) {
414
+ // Pick chose the pair this tick: slide them past each other, or there and back when no line comes of it.
415
+ const { grid, at } = gridOf(tiles);
416
+ const a = m.swapA[b]!;
417
+ const c = m.swapB[b]!;
418
+ const ta = at[a];
419
+ const tc = at[c];
420
+ if (!ta || !tc) return enter(Phase.Idle);
421
+ const seconds = Math.max(1, tune.swapTicks[b]!) / 60;
422
+ const to = (cell: number) => {
423
+ const p = cellCentre(colOf(cell), rowOf(cell));
424
+ return [p.x, p.y, 0];
425
+ };
426
+ const refused = count(findLines(swapped(grid, a, c))) === 0;
427
+ const slide = (t: Row, cell: number): TweenDesc => ({
428
+ entity: t.a.entity(t.i),
429
+ field: "position",
430
+ to: to(cell),
431
+ duration: seconds,
432
+ ease: "cubicInOut",
433
+ ...(refused ? { loops: 1, yoyo: true } : {}),
434
+ });
435
+ ask(world, refused ? Sound.Refused : Sound.Swap);
436
+ if (refused) {
437
+ // A swap that makes no line goes there and back (one yoyo) and costs nothing.
438
+ waitFor(world, m, b, [slide(ta, c), slide(tc, a)], Tag.SwapBack);
439
+ return enter(Phase.SwapBack);
440
+ }
441
+ exchange(at, a, c);
442
+ waitFor(world, m, b, [slide(ta, c), slide(tc, a)], Tag.Swap);
443
+ return;
444
+ }
445
+ if (m.wait[b] !== Tag.None) return;
446
+ if (phase === Phase.SwapBack) return enter(Phase.Idle);
447
+ if (phase === Phase.Swap) {
448
+ for (const t of tiles) {
449
+ const p = t.a.column(Piece);
450
+ const cell = cellOf(p.col[t.i]!, p.row[t.i]!);
451
+ if (cell === m.swapA[b] || cell === m.swapB[b]) og.tween.squash(world, { entity: t.a.entity(t.i), impact: { x: 1.12, y: 0.9 }, duration: 0.14 });
452
+ }
453
+ mark(tiles);
454
+ m.movesLeft[b] = Math.max(0, m.movesLeft[b]! - 1);
455
+ m.chain[b] = 1;
456
+ m.maxChain[b] = Math.max(m.maxChain[b]!, 1);
457
+ enter(Phase.Clear);
458
+ return startClear(world, tiles, m, tune, b);
459
+ }
460
+ if (phase === Phase.Clear) {
461
+ let n = 0;
462
+ for (const t of tiles) n += t.a.column(Piece).marked[t.i]!;
463
+ m.score[b] = m.score[b]! + n * tune.tileScore[b]! * m.chain[b]!;
464
+ m.cleared[b] = m.cleared[b]! + n;
465
+ m.lastCleared[b] = n;
466
+ waitFor(world, m, b, collapse(world, tiles, rng.value, tune.colours[b]!, tune.fallSpeed[b]!), Tag.Fall);
467
+ return enter(Phase.Fall);
468
+ }
469
+ // Fall: every gem has landed.
470
+ if (mark(tiles) > 0) {
471
+ m.chain[b] = m.chain[b]! + 1;
472
+ m.maxChain[b] = Math.max(m.maxChain[b]!, m.chain[b]!);
473
+ enter(Phase.Clear);
474
+ return startClear(world, tiles, m, tune, b);
475
+ }
476
+ m.chain[b] = 0;
477
+ if (m.score[b]! >= tune.target[b]! || m.movesLeft[b] === 0) {
478
+ m.best[b] = Math.max(m.best[b]!, m.score[b]!);
479
+ const won = m.score[b]! >= tune.target[b]!;
480
+ ask(world, won ? Sound.Won : Sound.Lost);
481
+ return enter(won ? Phase.Won : Phase.Lost);
482
+ }
483
+ if (!hasMove(gridOf(tiles).grid)) {
484
+ // No swap makes a line: deal the colours again where the gems stand, with a jolt.
485
+ const grid = deal(rng.value, tune.colours[b]!);
486
+ for (const t of tiles) {
487
+ const p = t.a.column(Piece);
488
+ p.colour[t.i] = grid[cellOf(p.col[t.i]!, p.row[t.i]!)]!;
489
+ og.tween.squash(world, { entity: t.a.entity(t.i), impact: { x: 0.7, y: 1.3 }, duration: 0.3 });
490
+ }
491
+ m.shuffles[b] = m.shuffles[b]! + 1;
492
+ }
493
+ enter(Phase.Idle);
494
+ },
495
+ );
496
+
497
+ /** Opacity of a gem by height: it fades in over the top half cell as it drops onto the board. */
498
+ function entering(y: number): number {
499
+ return Math.min(1, Math.max(0, (BOARD_TOP - y) / (0.5 * PITCH)));
500
+ }
501
+
502
+ /** Plays each requested sound once: a voice already playing is stopped this tick and restarted the next. */
503
+ export const Voices = defineSystem("Voices", { writes: [Sfx, Sounds, og.AudioSource], after: ["Resolve"] }, (q, _time, world) => {
504
+ const sounds = world.resource(Sounds);
505
+ if (!sounds.ok || sounds.value.sfx === 0) return;
506
+ const s = sounds.value;
507
+ let left = s.sfx;
508
+ for (const a of q.archetypes()) {
509
+ const sfx = a.column(Sfx);
510
+ const src = a.column(og.AudioSource);
511
+ for (let i = 0; i < a.count; i++) {
512
+ const b = sfx.bit[i]!;
513
+ if ((s.sfx & b) === 0) continue;
514
+ if (src.playing[i]) {
515
+ src.playing[i] = 0;
516
+ } else {
517
+ src.playing[i] = 1;
518
+ sfx.plays[i] = sfx.plays[i]! + 1;
519
+ left &= ~b;
520
+ }
521
+ }
522
+ }
523
+ s.sfx = left;
524
+ });
525
+
526
+ /**
527
+ * What each row shows: each gem's clip (its colour's idle loop, or the burst
528
+ * while it clears), visibility and fade-in, the selected gem's pulse, the
529
+ * selection frame's cell. Tweens write after the game's systems, so a running
530
+ * tween of a field wins over what this writes.
531
+ */
532
+ export const Animate = defineSystem(
533
+ "Animate",
534
+ { reads: [Match, Piece, Tuning], writes: [og.Sprite, og.Flipbook, og.Transform], after: ["Resolve"] },
535
+ (q, time) => {
536
+ const board = boardRow(q);
537
+ if (board === null) return;
538
+ const m = board.a.column(Match);
539
+ const b = board.i;
540
+ const phase = m.phase[b];
541
+ const sel = phase === Phase.Idle ? m.selected[b]! : -1;
542
+ const ended = phase === Phase.Won || phase === Phase.Lost;
543
+ // A triangle wave from the tick: deterministic on every host.
544
+ const pulse = 1.02 + 0.06 * Math.abs(((time.tick % 30) / 30) * 2 - 1);
545
+ for (const a of q.archetypes()) {
546
+ const piece = a.column(Piece);
547
+ const sprite = a.column(og.Sprite);
548
+ const book = a.column(og.Flipbook);
549
+ const t = a.column(og.Transform);
550
+ for (let i = 0; i < a.count; i++) {
551
+ const kind = piece.kind[i];
552
+ if (kind === Kind.Tile) {
553
+ const colour = piece.colour[i]!;
554
+ const cell = cellOf(piece.col[i]!, piece.row[i]!);
555
+ // Hidden on the title; dimmed under the end cards.
556
+ sprite.visible[i] = colour >= 0 && phase !== Phase.Title ? 1 : 0;
557
+ if (!piece.marked[i]) sprite.opacity[i] = (ended ? 0.05 : 1) * entering(t.position[i * 3 + 1]!);
558
+ const size = GEM_SIZE * PITCH * (cell === sel ? pulse : 1);
559
+ sprite.width[i] = size;
560
+ sprite.height[i] = size;
561
+ if (colour >= 0) {
562
+ const clip = piece.marked[i] && phase === Phase.Clear ? clearClip(colour) : idleClip(colour);
563
+ if (book.clip[i] !== clip) {
564
+ book.clip[i] = clip;
565
+ // Each gem's glint at its own moment: seek the idle loop by the cell.
566
+ if (clip === idleClip(colour)) book.time[i] = (cell * 0.37) % IDLE_CYCLE;
567
+ }
568
+ }
569
+ } else if (kind === Kind.Cursor) {
570
+ sprite.visible[i] = sel >= 0 ? 1 : 0;
571
+ if (sel >= 0) {
572
+ const c = cellCentre(colOf(sel), rowOf(sel));
573
+ t.position[i * 3] = c.x;
574
+ t.position[i * 3 + 1] = c.y;
575
+ }
576
+ }
577
+ }
578
+ }
579
+ },
580
+ );
581
+
582
+ const WHITE = { r: 1, g: 1, b: 1 };
583
+ /** The brand ink #14161b, linear: the text's outline. */
584
+ const INK_LIN = { r: 0.007, g: 0.008, b: 0.0103 };
585
+ const GOLD = { r: 1, g: 0.66, b: 0.05 };
586
+ const MINT = { r: 0.3, g: 0.85, b: 0.75 };
587
+ const CORAL = { r: 1, g: 0.25, b: 0.18 };
588
+ const MUTED = { r: 0.55, g: 0.6, b: 0.75 };
589
+
590
+ /** The HUD: score, moves and target; the title, won and lost cards. */
591
+ export const HudText = defineSystem("Hud", { reads: [Match, Hud, Tuning], after: ["Animate"] }, (q, _time, world) => {
592
+ for (const a of q.archetypes()) {
593
+ const m = a.column(Match);
594
+ const hud = a.column(Hud);
595
+ const tune = a.column(Tuning);
596
+ for (let i = 0; i < a.count; i++) {
597
+ const font = hud.font[i] as never;
598
+ const top = hud.top[i]!;
599
+ const text = (s: string, x: number, y: number, size: number, color = WHITE, align: "start" | "center" | "end" = "start") =>
600
+ og.render.text(world, { font, text: s, position: { x, y, z: 10 }, size, color, layer: 10, align, outline: 0.5, outlineColor: INK_LIN });
601
+ const centred = (s: string, y: number, size: number, color = WHITE) => text(s, 0, y, size, color, "center");
602
+ const phase = m.phase[i];
603
+ if (phase === Phase.Title) {
604
+ centred("TILE SWAP", top - 1.5, 1.1, GOLD);
605
+ centred("三消", top - 2.4, 0.6, WHITE);
606
+ if (Math.floor(m.phaseTicks[i]! / 30) % 2 === 0) centred("Tap to start · 点击开始游戏", BOARD_TOP - 3.2, 0.42, MINT);
607
+ centred(`Reach ${tune.target[i]} in ${tune.moves[i]} moves`, BOARD_TOP - 4.1, 0.38, MUTED);
608
+ // Two lines: on a portrait phone the view is narrower than the pair.
609
+ centred("Tap two neighbours, or drag", BOARD_TOP - 4.5, 0.34, MUTED);
610
+ centred("点击或拖动交换相邻方块", BOARD_TOP - 5.05, 0.34, MUTED);
611
+ continue;
612
+ }
613
+ const half = 3.5 * PITCH;
614
+ text(`SCORE ${m.score[i]}`, -half, top - 1, 0.5);
615
+ const moves = `MOVES ${m.movesLeft[i]}`;
616
+ text(moves, half, top - 1, 0.5, m.movesLeft[i]! <= 3 ? CORAL : MINT, "end");
617
+ const target = `TARGET ${tune.target[i]}`;
618
+ text(target, -half, top - 1.7, 0.36, MUTED);
619
+ const best = `BEST ${m.best[i]}`;
620
+ text(best, half, top - 1.7, 0.36, MUTED, "end");
621
+ if (m.chain[i]! >= 2) centred(`CASCADE x${m.chain[i]}`, BOARD_TOP + 0.6, 0.45, GOLD);
622
+ if (phase === Phase.Won || phase === Phase.Lost) {
623
+ const won = phase === Phase.Won;
624
+ centred(won ? "YOU WIN" : "OUT OF MOVES", BOARD_TOP - 2.6, 1, won ? GOLD : CORAL);
625
+ centred(won ? "胜利" : "失败", BOARD_TOP - 3.5, 0.6, WHITE);
626
+ centred(`Score ${m.score[i]} Best ${m.best[i]}`, BOARD_TOP - 4.3, 0.5, WHITE);
627
+ if (m.phaseTicks[i]! >= END_HOLD) centred("Tap to play again · 再来一次", BOARD_TOP - 5.1, 0.4, MINT);
628
+ }
629
+ }
630
+ }
631
+ });
@@ -0,0 +1,31 @@
1
+ // Swapping by a drag: press on (2,1), move half a cell down while held,
2
+ // release. The same line as the tap-tap swap clears.
3
+ import { playtest } from "@origingame/engine/playtest";
4
+ import { CASCADE_BOARD, PHASE, checkMapping, matchOf, px, tap } from "./lib.ts";
5
+
6
+ export default playtest({
7
+ name: "a drag onto a neighbour swaps like two taps",
8
+ commands: [
9
+ tap(0.5),
10
+ `0.8:deal:${CASCADE_BOARD}`,
11
+ `1.0:touch_move:${px(2, 1)}`,
12
+ "1.0:touch_start",
13
+ `1.05:touch_move:${px(2, 1, 0, -0.3)}`,
14
+ "1.1:dump_entity:board:short.json",
15
+ `1.15:touch_move:${px(2, 1, 0, -0.6)}`,
16
+ "1.25:dump_entity:board:dragged.json",
17
+ "1.3:touch_end",
18
+ "3.0:dump_entity:board:settled.json",
19
+ "3.1:quit",
20
+ ].join(";"),
21
+ check(run, t) {
22
+ t.equal(run.warnings.join("; "), "", "the script ran without warnings");
23
+ const short = matchOf(run, "short.json");
24
+ checkMapping(short, t);
25
+ t.equal(short.phase, PHASE.idle, "a drag shorter than half a cell does not swap yet");
26
+ t.equal(matchOf(run, "dragged.json").phase, PHASE.swap, "dragging past half a cell swaps");
27
+ const settled = matchOf(run, "settled.json");
28
+ t.equal(settled.movesLeft, 19, "the drag spent one move");
29
+ t.ok(settled.cleared >= 3 && settled.score >= 30, `the line cleared (${settled.cleared} tiles, score ${settled.score})`);
30
+ },
31
+ });