@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 +1,451 @@
1
+ // Ember Vale's screens on og.ui and the skin in assets/skins/ember (the
2
+ // engine's fantasy pack): the title over an orbit of the vale, the HUD
3
+ // (hearts and beacons top-left, the dusk clock and pause top-right, the
4
+ // kindling prompt and its progress at the bottom; on a touch screen a
5
+ // joystick, Jump and Kindle, and a drag on the right half turning the
6
+ // view), the pause menu, the settings dialog and
7
+ // the run's summary. Screens change through a dissolve (a fade with
8
+ // reduced motion). Every string is a key of assets/strings/*.ogt.
9
+ //
10
+ // The Ui system also starts runs, moves the clock (og.DayNight, held by
11
+ // the game so a pause holds it), ends runs (every beacon lit, the hearts
12
+ // gone, or night), holds the world while paused, sets the buses and keeps
13
+ // the settings and the record in og.platform (the record written at the
14
+ // revision read, and merged when another device wrote it first).
15
+
16
+ import { og, defineSystem } from "@origingame/engine";
17
+ import type { Value, World } from "@origingame/engine";
18
+ import { BEACONS, Ending, Game, HEARTS, Phase, Prefs, Sound, Tuning } from "./components.ts";
19
+ import { lazyTuning } from "./hero.ts";
20
+ import { HOURS, must, setHour } from "./world.ts";
21
+
22
+ export const LANGUAGES = [
23
+ { code: "en", key: "lang.en" },
24
+ { code: "zh-CN", key: "lang.zh" },
25
+ ] as const;
26
+
27
+ /** Ticks between a run's end and its summary: the moment plays out first. */
28
+ export const OVER_DELAY = 90;
29
+
30
+ /** The tokens' spacing scale in CSS px. */
31
+ const S = { xxs: 2, xs: 4, sm: 8, md: 12, lg: 16 } as const;
32
+
33
+ type GameV = Value<typeof Game>;
34
+ type PrefsV = Value<typeof Prefs>;
35
+
36
+ export function say(world: World, key: string, args?: Record<string, string | number>): string {
37
+ return og.i18n.t(world, key, args);
38
+ }
39
+
40
+ const grow = { kind: "grow" } as const;
41
+ const px = (n: number) => ({ kind: "fixed", px: n }) as const;
42
+
43
+ /** A new run: the hero at the start, hearts full, the beacons dark, the clock at mid-afternoon. */
44
+ export function startRun(world: World, g: GameV): void {
45
+ g.phase = Phase.Play;
46
+ g.ending = Ending.None;
47
+ g.paused = false;
48
+ g.hearts = HEARTS;
49
+ g.hurts = 0;
50
+ g.lit = 0;
51
+ g.litMask = 0;
52
+ g.time = 0;
53
+ g.hour = HOURS.start;
54
+ g.kindle = 0;
55
+ g.near = -1;
56
+ g.jumps = 0;
57
+ g.splashes = 0;
58
+ g.grabs = 0;
59
+ g.alarms = 0;
60
+ g.overTicks = 0;
61
+ g.newBest = false;
62
+ g.start = true;
63
+ g.runs += 1;
64
+ setHour(world, g.hour);
65
+ saveRecord(world, g);
66
+ }
67
+
68
+ /** Back to the title: the vale reset behind it, the beacons burning. */
69
+ export function toTitle(world: World, g: GameV): void {
70
+ g.phase = Phase.Title;
71
+ g.paused = false;
72
+ g.ending = Ending.None;
73
+ g.start = true;
74
+ g.hour = HOURS.title;
75
+ setHour(world, g.hour);
76
+ }
77
+
78
+ /**
79
+ * The record ({runs, wins, best}) written at the revision last read or
80
+ * written. One call at a time: while a read or a write is in flight the
81
+ * newer record waits (recordDirty) and goes out when that answers, at the
82
+ * revision the answer gives, so a late answer never stands for a newer
83
+ * local record.
84
+ */
85
+ function saveRecord(world: World, g: GameV): void {
86
+ if (g.recordRequest !== 0 || g.recordWrite !== 0) {
87
+ g.recordDirty = true;
88
+ return;
89
+ }
90
+ g.recordDirty = false;
91
+ const r = og.platform.storeSet(world, { key: "record", value: { runs: g.runs, wins: g.wins, best: g.best }, revision: g.recordRevision });
92
+ if (!r.ok) return;
93
+ g.recordWrite = r.value;
94
+ g.recordSentRuns = g.runs;
95
+ g.recordSentWins = g.wins;
96
+ }
97
+
98
+ function applyPrefs(world: World, p: PrefsV): void {
99
+ const audio = world.resource(og.Audio);
100
+ if (audio.ok) {
101
+ audio.value.master = p.master;
102
+ audio.value.music = p.music;
103
+ audio.value.sfx = p.effects;
104
+ audio.value.ui = p.effects;
105
+ }
106
+ }
107
+
108
+ function setLanguage(world: World, p: PrefsV, index: number): void {
109
+ p.language = Math.max(0, Math.min(LANGUAGES.length - 1, index));
110
+ og.i18n.setLocale(world, LANGUAGES[p.language]!.code);
111
+ }
112
+
113
+ function prefsValue(p: PrefsV) {
114
+ return { masterVolume: p.master, musicVolume: p.music, sfxVolume: p.effects, language: LANGUAGES[p.language]!.code, reducedMotion: p.reducedMotion };
115
+ }
116
+
117
+ /**
118
+ * og.platform: the settings and the record asked for on tick 0 and applied
119
+ * when they answer; a record write refused for a stale revision (another
120
+ * device played meanwhile) is read again, merged (the stored counts plus
121
+ * what this device added since it last read or wrote them, the better of
122
+ * the two best times) and written at the new revision.
123
+ */
124
+ function platform(world: World, g: GameV, p: PrefsV): void {
125
+ if (world.tick === 0) {
126
+ p.loadRequest = og.platform.loadSettings(world);
127
+ const r = og.platform.storeGet(world, "record");
128
+ g.recordRequest = r.ok ? r.value : 0;
129
+ return;
130
+ }
131
+ if (p.loadRequest !== 0) {
132
+ const r = og.platform.result(world, p.loadRequest);
133
+ if (r !== null) {
134
+ p.loadRequest = 0;
135
+ const s = ((r.ok ? r.data : null) as { value?: Record<string, unknown> } | null)?.value ?? null;
136
+ if (s && typeof s === "object") {
137
+ if (typeof s.masterVolume === "number") p.master = s.masterVolume;
138
+ if (typeof s.musicVolume === "number") p.music = s.musicVolume;
139
+ if (typeof s.sfxVolume === "number") p.effects = s.sfxVolume;
140
+ if (typeof s.reducedMotion === "boolean") p.reducedMotion = s.reducedMotion;
141
+ const at = LANGUAGES.findIndex((l) => l.code === s.language);
142
+ if (at >= 0) setLanguage(world, p, at);
143
+ applyPrefs(world, p);
144
+ }
145
+ }
146
+ }
147
+ if (g.recordRequest !== 0) {
148
+ const r = og.platform.result(world, g.recordRequest);
149
+ if (r !== null) {
150
+ g.recordRequest = 0;
151
+ const d = (r.ok ? r.data : null) as { value?: { runs?: number; wins?: number; best?: number } | null; revision?: number } | null;
152
+ const runs = d?.value?.runs ?? 0;
153
+ const wins = d?.value?.wins ?? 0;
154
+ const best = d?.value?.best ?? 0;
155
+ g.runs = runs + g.runs - g.recordRuns;
156
+ g.wins = wins + g.wins - g.recordWins;
157
+ if (best > 0 && (g.best === 0 || best < g.best)) g.best = best;
158
+ g.recordRuns = runs;
159
+ g.recordWins = wins;
160
+ if (typeof d?.revision === "number") g.recordRevision = d.revision;
161
+ if (g.recordMerge || g.recordDirty) {
162
+ g.recordMerge = false;
163
+ saveRecord(world, g);
164
+ }
165
+ }
166
+ }
167
+ if (g.recordWrite !== 0) {
168
+ const r = og.platform.result(world, g.recordWrite);
169
+ if (r !== null) {
170
+ g.recordWrite = 0;
171
+ if (r.ok) {
172
+ // The store now holds what was sent, at the revision it answers.
173
+ g.recordRevision = (r.data as { revision: number }).revision;
174
+ g.recordRuns = g.recordSentRuns;
175
+ g.recordWins = g.recordSentWins;
176
+ if (g.recordDirty) saveRecord(world, g);
177
+ } else if (r.error?.code === "conflict") {
178
+ // Someone else wrote the record: read it again and write the merge.
179
+ g.recordConflicts += 1;
180
+ g.recordMerge = true;
181
+ const again = og.platform.storeGet(world, "record");
182
+ g.recordRequest = again.ok ? again.value : 0;
183
+ } else if (g.recordDirty) saveRecord(world, g);
184
+ }
185
+ }
186
+ }
187
+
188
+ /** The clock and the endings: night at HOURS.night, the hearts gone, or (the Beacons system) every beacon lit. */
189
+ function clock(world: World, g: GameV, dt: number): void {
190
+ const t = lazyTuning(world);
191
+ // The summary's moments (its burst) count on from the run's end.
192
+ if (g.phase === Phase.Over) g.overTicks += 1;
193
+ if (g.phase !== Phase.Play) return;
194
+ if (g.ending === Ending.None) {
195
+ g.time += dt;
196
+ g.hour = Math.min(HOURS.night, HOURS.start + (g.time / t.duskSeconds) * (HOURS.night - HOURS.start));
197
+ if (g.hearts <= 0) g.ending = Ending.Caught;
198
+ else if (g.hour >= HOURS.night) {
199
+ g.ending = Ending.Night;
200
+ g.sfx |= Sound.Night;
201
+ }
202
+ }
203
+ setHour(world, g.hour);
204
+ if (g.ending === Ending.None) return;
205
+ g.overTicks += 1;
206
+ if (g.overTicks === OVER_DELAY) {
207
+ g.phase = Phase.Over;
208
+ if (g.ending === Ending.Dawn) {
209
+ g.wins += 1;
210
+ g.newBest = g.best === 0 || g.time < g.best;
211
+ if (g.newBest) g.best = g.time;
212
+ }
213
+ saveRecord(world, g);
214
+ must(og.platform.telemetry(world, "run.over", { ending: ["none", "dawn", "night", "caught"][g.ending]!, time: Math.round(g.time), lit: g.lit, hurts: g.hurts }));
215
+ }
216
+ }
217
+
218
+ function capsule(id: string, build: () => void): void {
219
+ og.ui.row(id, { gap: S.xs, cross: "center", padding: { left: S.sm, top: S.xs, right: S.md, bottom: S.xs }, frame: "capsule", background: { token: "surface" } }, build);
220
+ }
221
+
222
+ function clockText(g: GameV): string {
223
+ const h = Math.floor(g.hour);
224
+ const m = Math.floor((g.hour - h) * 60);
225
+ return `${h}:${m < 10 ? "0" : ""}${m}`;
226
+ }
227
+
228
+ function hud(world: World, g: GameV): void {
229
+ const vp = og.ui.frameViewport();
230
+ const touch = vp.coarsePointer;
231
+ const t = lazyTuning(world);
232
+ og.ui.setNavigation(false);
233
+ og.ui.anchor("Status", { anchor: "topLeft", direction: "column", gap: S.sm }, () => {
234
+ capsule("Hearts", () => {
235
+ for (let i = 0; i < HEARTS; i++) og.ui.icon(`Heart${i}`, "heart", { size: 22, tint: { token: i < g.hearts ? "danger" : "fillStrong" } });
236
+ });
237
+ capsule("Beacons", () => {
238
+ og.ui.icon("Fire", "fire", { size: 22, tint: { token: "accent" } });
239
+ og.ui.label("Count", say(world, "hud.beacons", { n: g.lit, total: BEACONS }), { step: "lg", font: "mono", nowrap: true });
240
+ });
241
+ });
242
+ let paused = false;
243
+ og.ui.anchor("Dusk", { anchor: "topRight", gap: S.sm, cross: "center" }, () => {
244
+ capsule("Clock", () => {
245
+ const left = 1 - (g.hour - HOURS.start) / (HOURS.night - HOURS.start);
246
+ og.ui.icon("Glyph", "clock", { size: 20, tint: { token: left < 0.25 ? "danger" : "fg" } });
247
+ og.ui.label("Hour", clockText(g), { font: "mono", nowrap: true, width: px(48) });
248
+ og.ui.meter("Left", Math.max(0, left), 1, { kind: "accent", width: px(touch ? 70 : 110) });
249
+ });
250
+ if (og.ui.actionButton("Pause", say(world, "hud.pause"), { icon: "pause", size: 48 }).clicked) paused = true;
251
+ });
252
+ if (paused) g.paused = true;
253
+ // The prompt by an unlit beacon, then the kindling's progress.
254
+ if (g.near >= 0 && g.ending === Ending.None) {
255
+ og.ui.anchor("Prompt", { anchor: "bottom", offsetY: touch ? -150 : -24, direction: "column", cross: "center", gap: S.xs }, () => {
256
+ capsule("Hint", () => {
257
+ og.ui.icon("Fire", "fire", { size: 18, tint: { token: "accent" } });
258
+ const pad = must(world.resource(og.Gamepad)).connected();
259
+ og.ui.label("Text", say(world, touch ? "hud.hint.touch" : pad ? "hud.hint.pad" : "hud.hint.keys"), { nowrap: true });
260
+ });
261
+ if (g.kindle > 0) og.ui.progress("Kindle", g.kindle / t.kindleSeconds, { width: px(200) });
262
+ });
263
+ }
264
+ let stickX = 0;
265
+ let stickY = 0;
266
+ let kindle = false;
267
+ if (touch) {
268
+ og.ui.anchor("Move", { anchor: "bottomLeft" }, () => {
269
+ const s = og.ui.joystick("Stick", { size: 140, deadZone: 0.12 });
270
+ // A thumb landing on the stick answers on the ui bus too (Sound.Tap).
271
+ const held = og.ui.memory("Held", 0);
272
+ if (s.active && held === 0) g.sfx |= Sound.Tap;
273
+ if ((s.active ? 1 : 0) !== held) og.ui.remember("Held", s.active ? 1 : 0);
274
+ if (s.active) {
275
+ stickX = s.x;
276
+ stickY = s.y;
277
+ }
278
+ });
279
+ og.ui.anchor("Hands", { anchor: "bottomRight", gap: S.md, cross: "end" }, () => {
280
+ kindle = og.ui.actionButton("Kindle", say(world, "hud.kindle"), { icon: "fire", size: 64, primary: g.near >= 0 }).pressed;
281
+ // Each answers on the ui bus as it is touched (Sound.Tap), then acts.
282
+ if (kindle && !g.padKindle) g.sfx |= Sound.Tap;
283
+ const jump = og.ui.actionButton("Jump", say(world, "hud.jump"), { icon: "play", size: 72 });
284
+ if (jump.clicked) {
285
+ g.padJump = true;
286
+ g.sfx |= Sound.Tap;
287
+ }
288
+ });
289
+ }
290
+ if (stickX !== g.stickX) g.stickX = stickX;
291
+ if (stickY !== g.stickY) g.stickY = stickY;
292
+ if (kindle !== g.padKindle) g.padKindle = kindle;
293
+ look(world, g, touch ? vp : null);
294
+ }
295
+
296
+ /** Radians the view turns per CSS px a finger drags across the look zone. */
297
+ const LOOK_RAD_PER_PX = 0.008;
298
+
299
+ /**
300
+ * The touch view turn: a finger that lands in the look zone (the right
301
+ * half, below the clock and above Jump and Kindle) turns the view as it
302
+ * drags sideways, alongside the stick's thumb, until it lifts. The turn
303
+ * goes to View through Game.lookTurn.
304
+ */
305
+ function look(world: World, g: GameV, vp: ReturnType<typeof og.ui.frameViewport> | null): void {
306
+ let turn = 0;
307
+ let id = g.lookId;
308
+ if (vp === null) id = -1;
309
+ else {
310
+ const ptr = must(world.resource(og.Pointers));
311
+ if (id >= 0 && !ptr.down(id)) id = -1;
312
+ if (id >= 0) {
313
+ const x = ptr.position(id).x;
314
+ turn = (x - g.lookX) * LOOK_RAD_PER_PX;
315
+ if (x !== g.lookX) g.lookX = x;
316
+ } else {
317
+ const top = vp.safeArea.top + 96;
318
+ const bottom = vp.height - vp.safeArea.bottom - 220;
319
+ for (let n = 0; n < ptr.count(); n++) {
320
+ if (!ptr.pressed(n)) continue;
321
+ const at = ptr.start(n);
322
+ if (at.x < vp.width / 2 || at.y < top || at.y > bottom) continue;
323
+ id = n;
324
+ g.lookX = ptr.position(n).x;
325
+ break;
326
+ }
327
+ }
328
+ }
329
+ if (id !== g.lookId) g.lookId = id;
330
+ if (turn !== g.lookTurn) g.lookTurn = turn;
331
+ }
332
+
333
+ function settings(world: World, g: GameV, p: PrefsV): void {
334
+ let done = false;
335
+ const before = JSON.stringify(prefsValue(p));
336
+ const m = og.ui.modal("Settings", g.settingsOpen, { title: say(world, "settings.title"), width: px(Math.min(420, og.ui.frameViewport().width - 32)) }, () => {
337
+ const slider = (id: string, key: string, value: number): number => {
338
+ let out = value;
339
+ og.ui.row(id, { width: grow, gap: S.md, cross: "center" }, () => {
340
+ og.ui.label("Label", say(world, key), { width: px(110), nowrap: true });
341
+ out = og.ui.slider("Slider", value, { step: 0.05 }).value;
342
+ og.ui.label("Value", `${Math.round(out * 100)}`, { width: px(40), align: "end", font: "mono", nowrap: true });
343
+ });
344
+ return out;
345
+ };
346
+ p.master = slider("Master", "settings.master", p.master);
347
+ p.music = slider("Music", "settings.music", p.music);
348
+ p.effects = slider("Effects", "settings.effects", p.effects);
349
+ og.ui.label("LanguageLabel", say(world, "settings.language"), { color: { token: "fgMuted" } });
350
+ const r = og.ui.radio("Language", LANGUAGES.map((l) => say(world, l.key)), p.language, { horizontal: true });
351
+ if (r.selected !== p.language) setLanguage(world, p, r.selected);
352
+ p.reducedMotion = og.ui.toggle("Motion", p.reducedMotion, say(world, "settings.motion")).on;
353
+ og.ui.row("Footer", { width: grow, align: "end" }, () => {
354
+ if (og.ui.button("Done", say(world, "settings.done"), { variant: "primary" }).clicked) done = true;
355
+ });
356
+ });
357
+ if (JSON.stringify(prefsValue(p)) !== before) applyPrefs(world, p);
358
+ if (g.settingsOpen && (done || m.dismissed)) {
359
+ g.settingsOpen = false;
360
+ must(og.platform.saveSettings(world, prefsValue(p)));
361
+ p.saves += 1;
362
+ }
363
+ }
364
+
365
+ function seconds(s: number): string {
366
+ const m = Math.floor(s / 60);
367
+ const r = Math.floor(s % 60);
368
+ return `${m}:${r < 10 ? "0" : ""}${r}`;
369
+ }
370
+
371
+ /** The run's summary: how it ended, how long it took, what was lit and lost, the record. */
372
+ function summary(world: World, g: GameV): "again" | "menu" | null {
373
+ let chose: "again" | "menu" | null = null;
374
+ const won = g.ending === Ending.Dawn;
375
+ const title = won ? "over.won" : g.ending === Ending.Caught ? "over.caught" : "over.night";
376
+ og.ui.modal("Summary", g.phase === Phase.Over, { title: say(world, title), locked: true, width: px(Math.min(400, og.ui.frameViewport().width - 32)) }, () => {
377
+ og.ui.row("Mark", { width: grow, align: "center" }, () => {
378
+ og.ui.transition("Icon", true, { kind: "pop" }, () => og.ui.icon("Glyph", won ? "fire" : g.ending === Ending.Caught ? "skull" : "clock", { size: 48, tint: { token: won ? "accent" : "fgMuted" } }));
379
+ // From a third of a second into the summary, every frame: a burst plays only while it is called.
380
+ if (won && g.overTicks >= OVER_DELAY + 20) og.ui.burst({ count: 14 });
381
+ });
382
+ og.ui.column("Stats", { width: grow, gap: 0 }, () => {
383
+ og.ui.keyValue("Time", say(world, "over.time"), seconds(g.time), true);
384
+ og.ui.keyValue("Beacons", say(world, "over.beacons"), `${g.lit}/${BEACONS}`, true);
385
+ og.ui.keyValue("Hurts", say(world, "over.hurts"), `${g.hurts}`, true);
386
+ og.ui.keyValue("Best", say(world, "over.best"), g.best > 0 ? seconds(g.best) + (g.newBest ? " ★" : "") : say(world, "over.none"), false);
387
+ });
388
+ og.ui.label("Record", say(world, "over.record", { runs: g.runs, wins: g.wins }), { color: { token: "fgMuted" }, align: "center", width: grow });
389
+ og.ui.row("Actions", { width: grow, gap: S.sm }, () => {
390
+ if (og.ui.button("Again", say(world, "over.again"), { variant: "primary", width: grow }).clicked) chose = "again";
391
+ if (og.ui.button("Menu", say(world, "over.menu"), { width: grow }).clicked) chose = "menu";
392
+ });
393
+ });
394
+ return chose;
395
+ }
396
+
397
+ /** The screens, the run's start, clock and end, the hold, the buses, the platform's answers. */
398
+ export const Ui = defineSystem("Ui", { reads: [Tuning, og.Gamepad, og.Pointers], writes: [Game, Prefs, og.Audio, og.DayNight] }, (_q, time, world) => {
399
+ const g = must(world.resource(Game));
400
+ const p = must(world.resource(Prefs));
401
+ platform(world, g, p);
402
+ if (time.tick === 0) applyPrefs(world, p);
403
+ const hold = g.phase === Phase.Play && (g.paused || g.settingsOpen);
404
+ if (hold !== g.held) {
405
+ must(og.time.setScale(world, hold ? 0 : 1));
406
+ g.held = hold;
407
+ }
408
+ clock(world, g, time.scaledDt);
409
+
410
+ const screen = g.phase === Phase.Title ? "title" : g.phase === Phase.Play ? "play" : "over";
411
+ const shown = og.ui.screenTransition("Screens", screen, { kind: p.reducedMotion ? "fade" : "dissolve", durationMs: 600 }).shown;
412
+ if (shown !== "title") g.leftTitle = true;
413
+ if (shown === "title") {
414
+ og.ui.setNavigation(true);
415
+ const r = og.ui.mainMenu("Title", {
416
+ title: say(world, "title.name"),
417
+ subtitle: say(world, "title.tagline"),
418
+ items: [
419
+ { id: "play", label: say(world, "title.play"), primary: true },
420
+ { id: "settings", label: say(world, "title.settings") },
421
+ ],
422
+ footer: say(world, og.ui.frameViewport().coarsePointer ? "title.footer.touch" : "title.footer"),
423
+ // The title the game opens on is built settled: the web draws it behind the play gate, where
424
+ // the skin's entrance would stand part-way until the tap (og-platform-sdk §3). Later titles enter.
425
+ instant: !g.leftTitle,
426
+ });
427
+ if (!g.settingsOpen && r.selected === "play" && g.phase === Phase.Title) startRun(world, g);
428
+ if (r.selected === "settings") g.settingsOpen = true;
429
+ } else if (shown === "play") {
430
+ hud(world, g);
431
+ const m = og.ui.pauseMenu("Pause", {
432
+ open: g.paused && !g.settingsOpen,
433
+ title: say(world, "pause.title"),
434
+ items: [
435
+ { id: "resume", label: say(world, "pause.resume"), primary: true },
436
+ { id: "settings", label: say(world, "pause.settings") },
437
+ { id: "quit", label: say(world, "pause.quit") },
438
+ ],
439
+ });
440
+ if (m.selected === "resume") g.paused = false;
441
+ if (m.selected === "settings") g.settingsOpen = true;
442
+ if (m.selected === "quit") toTitle(world, g);
443
+ } else {
444
+ og.ui.setNavigation(true);
445
+ const c = summary(world, g);
446
+ if (c === "again") startRun(world, g);
447
+ if (c === "menu") toTitle(world, g);
448
+ }
449
+ settings(world, g, p);
450
+ if (g.language !== p.language) g.language = p.language;
451
+ });
@@ -0,0 +1,212 @@
1
+ // The vale itself: the terrain and its collider, the lake, the sky, the sun
2
+ // and its day running down to night, the fog, the post stack, the edge of
3
+ // the world and the four beacons on their knolls (a plinth, an iron bowl,
4
+ // the fire, smoke and embers waiting to be lit, a light, a scorch mark on
5
+ // the ground and a rune on the plinth's face towards the lake).
6
+ //
7
+ // Keep the numbers in step with tools/make-assets.py (BEACONS, LAKE, the
8
+ // knolls' heights) and assets/nav/vale.ogt (the plinths' boxes).
9
+
10
+ import { og, SHAPE_BOX, SHAPE_HEIGHTFIELD, WEATHER_NONE } from "@origingame/engine";
11
+ import type { Entity, Quaternion, TerrainData, Vector3, World } from "@origingame/engine";
12
+ import { Beacon, BEACONS, Game } from "./components.ts";
13
+
14
+ export function must<T>(r: { ok: true; value: T } | { ok: false; reason: string }): T;
15
+ export function must(r: { ok: true } | { ok: false; reason: string }): void;
16
+ export function must<T>(r: { ok: true; value?: T } | { ok: false; reason: string }): T | void {
17
+ if (!r.ok) throw new Error(r.reason);
18
+ return r.value;
19
+ }
20
+
21
+ /** The beacons' knolls (x, z), clockwise from the north-west. */
22
+ export const BEACON_AT: readonly { x: number; z: number }[] = [
23
+ { x: -34, z: -30 },
24
+ { x: 34, z: -32 },
25
+ { x: 36, z: 26 },
26
+ { x: -36, z: 24 },
27
+ ];
28
+ /** The lake's centre and its surface. */
29
+ export const LAKE = { x: 0, z: -6 };
30
+ export const WATER_Y = 1;
31
+ /** Where a run starts: the south end of the spur path. */
32
+ export const START = { x: 0, z: 36 };
33
+ /** The plinth (also the navmesh's box): its size, and its top above the knoll's height. */
34
+ export const PLINTH = { width: 1.6, height: 1.2, top: 1 };
35
+ /** The bowl on the plinth. */
36
+ const BOWL = { width: 1.1, height: 0.34 };
37
+ /** The hours a run spans: the light is low at the start and night falls at the end. */
38
+ export const HOURS = { start: 15.5, night: 19.5, title: 16.6 };
39
+
40
+ /** The decal atlas's regions (textures/decals.png). */
41
+ const ATLAS = {
42
+ scorch: { uvMin: { x: 0, y: 0 }, uvMax: { x: 0.5, y: 0.5 } },
43
+ rune: { uvMin: { x: 0.5, y: 0 }, uvMax: { x: 1, y: 0.5 } },
44
+ } as const;
45
+
46
+ /** The terrain's height and normal at a point. */
47
+ export function ground(world: World, g: { terrain: number }, x: number, z: number): { height: number; normal: Vector3 } {
48
+ const s = og.terrain.sample(world, { data: g.terrain as unknown as TerrainData, origin: { x: 0, y: 0, z: 0 }, x, z });
49
+ return s.ok ? s.value : { height: 0, normal: { x: 0, y: 1, z: 0 } };
50
+ }
51
+
52
+ /** Builds the vale once, in `start`. */
53
+ export function buildVale(world: World): void {
54
+ const g = must(world.resource(Game));
55
+ const info = must(og.terrain.load(world, "terrain/vale.ogt"));
56
+ const vale = must(world.spawn({ name: "vale", position: { x: 0, y: 0, z: 0 } }));
57
+ must(world.insert(vale, og.Terrain, { data: info.data }));
58
+ must(world.insert(vale, og.Collider, { shape: SHAPE_HEIGHTFIELD, mesh: info.geometry }));
59
+ g.terrain = info.data as unknown as number;
60
+ g.nav = must(og.nav.load(world, "nav/vale.ogt")).mesh as unknown as number;
61
+
62
+ const lake = must(world.spawn({ name: "lake", position: { x: LAKE.x, y: WATER_Y, z: LAKE.z } }));
63
+ must(world.insert(lake, og.Water, {
64
+ size: { x: 34, y: 34 },
65
+ segments: 64,
66
+ waveStrength: 0.12,
67
+ waveScale: 0.8,
68
+ planarReflection: 0.5,
69
+ reflectivity: 0.45,
70
+ shadows: 0.8,
71
+ caustics: 1,
72
+ depthFade: 1.2,
73
+ shallow: { r: 0.42, g: 0.7, b: 0.66 },
74
+ deep: { r: 0.04, g: 0.14, b: 0.17 },
75
+ foamWidth: 0.3,
76
+ }));
77
+
78
+ // The edge of the world: walls beyond the cliffs' foot, for a hero who climbs them anyway.
79
+ const walls: [number, number, number, number][] = [[0, -52, 110, 2], [0, 52, 110, 2], [-52, 0, 2, 110], [52, 0, 2, 110]];
80
+ walls.forEach(([x, z, w, d], i) => {
81
+ const e = must(world.spawn({ name: `edge-${i}`, position: { x, y: 10, z } }));
82
+ must(world.insert(e, og.Collider, { shape: SHAPE_BOX, size: { x: w, y: 40, z: d } }));
83
+ });
84
+
85
+ const settings = must(world.resource(og.RenderSettings));
86
+ settings.sky = true;
87
+ settings.bloom = true;
88
+ settings.bloomIntensity = 0.35;
89
+ settings.environmentIntensity = 0.7;
90
+ settings.decalAtlas = must(og.load.texture(world, "textures/decals.png"));
91
+ const post = must(world.resource(og.PostEffects));
92
+ Object.assign(post, {
93
+ ao: true,
94
+ aoRadius: 0.8,
95
+ aoIntensity: 0.9,
96
+ godRays: true,
97
+ godRaysIntensity: 0.35,
98
+ vignette: true,
99
+ vignetteIntensity: 0.3,
100
+ lut: must(og.load.lut(world, "luts/teal-orange.cube")),
101
+ lutIntensity: 0.35,
102
+ filmGrain: 0.035,
103
+ });
104
+ const sky = must(world.resource(og.Sky));
105
+ Object.assign(sky, { enabled: true, sunSize: 1.2, glow: 0.45 });
106
+ const fog = must(world.resource(og.Fog));
107
+ Object.assign(fog, { enabled: true, density: 0.0035, start: 30, heightDensity: 0.02, height: 1, falloff: 0.6, maxOpacity: 0.75, sky: 0.15, color: { r: 0.7, g: 0.62, b: 0.55 } });
108
+ must(world.resource(og.Weather)).kind = WEATHER_NONE;
109
+ const sun = must(world.spawn({ name: "sun", position: { x: 0, y: 40, z: 0 } }));
110
+ must(world.insert(sun, og.DirectionalLight, { intensity: 3, castShadow: true }));
111
+ const day = must(world.resource(og.DayNight));
112
+ Object.assign(day, { enabled: true, start: HOURS.title, speed: 0, tilt: 20, azimuth: 0, lightIntensity: 1, tintFog: true, step: 5 });
113
+
114
+ buildBeacons(world, g.terrain);
115
+ }
116
+
117
+ /**
118
+ * Sets the time of day. og.DayNight counts unscaled ticks (a pause would not
119
+ * hold it), so the clock is held here (speed 0) and moved by the game: the
120
+ * Ui system sets it from the seconds played each tick.
121
+ */
122
+ export function setHour(world: World, hour: number): void {
123
+ const day = must(world.resource(og.DayNight));
124
+ day.speed = 0;
125
+ day.start = hour;
126
+ }
127
+
128
+ function buildBeacons(world: World, terrain: number): void {
129
+ const stone = must(og.render.standardMaterial(world, { color: { r: 0.42, g: 0.4, b: 0.37 }, roughness: 0.92 }));
130
+ const iron = must(og.render.standardMaterial(world, { color: { r: 0.12, g: 0.1, b: 0.09 }, roughness: 0.55, metalness: 0.8 }));
131
+ const coals = must(og.render.standardMaterial(world, { color: { r: 0.05, g: 0.04, b: 0.04 }, roughness: 1, emissive: { r: 1, g: 0.3, b: 0.05 }, emissiveIntensity: 0 }));
132
+ const plinth = must(og.render.boxGeometry(world, { width: PLINTH.width, height: PLINTH.height, depth: PLINTH.width }));
133
+ const bowl = must(og.render.boxGeometry(world, { width: BOWL.width, height: BOWL.height, depth: BOWL.width }));
134
+ const bed = must(og.render.boxGeometry(world, { width: BOWL.width - 0.2, height: 0.04, depth: BOWL.width - 0.2 }));
135
+ const fire = must(og.load.emitter(world, "fx/fire.ogt"));
136
+ const smoke = must(og.load.emitter(world, "fx/smoke.ogt"));
137
+ const burst = must(og.load.emitter(world, "fx/burst.ogt"));
138
+ BEACON_AT.forEach((at, i) => {
139
+ const h = ground(world, { terrain }, at.x, at.z).height;
140
+ const y = h + PLINTH.top - PLINTH.height / 2;
141
+ const b = must(world.spawn({ name: `beacon-${i}`, position: { x: at.x, y, z: at.z } }));
142
+ must(world.insert(b, og.Mesh, { geometry: plinth, material: stone, castShadow: true, receiveShadow: true }));
143
+ must(world.insert(b, og.Collider, { shape: SHAPE_BOX, size: { x: PLINTH.width, y: PLINTH.height, z: PLINTH.width } }));
144
+ const top = PLINTH.height / 2;
145
+ must(world.insert(b, Beacon, { index: i, top: y + top + BOWL.height }));
146
+ const child = (name: string, position: Vector3, quaternion?: Quaternion): Entity => must(world.spawn({ name: `beacon-${i}-${name}`, parent: b, position, ...(quaternion ? { quaternion } : {}) }));
147
+ const pan = child("bowl", { x: 0, y: top + BOWL.height / 2, z: 0 });
148
+ must(world.insert(pan, og.Mesh, { geometry: bowl, material: iron, castShadow: true, receiveShadow: true }));
149
+ must(world.insert(pan, og.Collider, { shape: SHAPE_BOX, size: { x: BOWL.width, y: BOWL.height, z: BOWL.width } }));
150
+ // Each bowl's coals have their own material, so one glowing leaves the others dark.
151
+ const glow = i === 0 ? coals : must(og.render.standardMaterial(world, { color: { r: 0.05, g: 0.04, b: 0.04 }, roughness: 1, emissive: { r: 1, g: 0.3, b: 0.05 }, emissiveIntensity: 0 }));
152
+ const embers = child("coals", { x: 0, y: top + BOWL.height + 0.02, z: 0 });
153
+ must(world.insert(embers, og.Mesh, { geometry: bed, material: glow }));
154
+ const flame = child("fire", { x: 0, y: top + BOWL.height + 0.05, z: 0 });
155
+ must(world.insert(flame, og.ParticleSystem, { emitter: fire, seed: 11 + i, visible: false }));
156
+ const plume = child("smoke", { x: 0, y: top + BOWL.height + 1, z: 0 });
157
+ must(world.insert(plume, og.ParticleSystem, { emitter: smoke, seed: 21 + i, visible: false }));
158
+ const sparks = child("burst", { x: 0, y: top + BOWL.height + 0.2, z: 0 });
159
+ must(world.insert(sparks, og.ParticleSystem, { emitter: burst, seed: 31 + i, visible: false }));
160
+ const light = child("light", { x: 0, y: top + BOWL.height + 1.2, z: 0 });
161
+ must(world.insert(light, og.PointLight, { color: { r: 1, g: 0.56, b: 0.24 }, intensity: 0, distance: 16, castShadow: false }));
162
+ // The scorch on the knoll, projected down; shown once the beacon burns.
163
+ const scorch = child("scorch", { x: 0, y: h - y, z: 0 }, og.transform.fromAxisAngle({ x: 1, y: 0, z: 0 }, -Math.PI / 2));
164
+ must(world.set(scorch, og.Transform, { scale: { x: 4.6, y: 4.6, z: 2.4 } }));
165
+ must(world.insert(scorch, og.Decal, { ...ATLAS.scorch, color: { r: 0.25, g: 0.2, b: 0.18 }, opacity: 0.85, visible: false }));
166
+ // The rune on the face towards the lake: dark stone, then glowing once lit.
167
+ const toLake = { x: LAKE.x - at.x, z: LAKE.z - at.z };
168
+ const face = Math.abs(toLake.x) > Math.abs(toLake.z) ? { x: Math.sign(toLake.x), z: 0 } : { x: 0, z: Math.sign(toLake.z) };
169
+ const yaw = Math.atan2(face.x, face.z);
170
+ const rune = child("rune", { x: (face.x * PLINTH.width) / 2, y: 0.05, z: (face.z * PLINTH.width) / 2 }, og.transform.fromAxisAngle({ x: 0, y: 1, z: 0 }, yaw));
171
+ must(world.set(rune, og.Transform, { scale: { x: 1, y: 1, z: 0.5 } }));
172
+ must(world.insert(rune, og.Decal, { ...ATLAS.rune, color: { r: 0.3, g: 0.27, b: 0.24 }, opacity: 0.9, angleFade: 80 }));
173
+ });
174
+ }
175
+
176
+ /** The beacon's parts, by name. */
177
+ export function part(world: World, i: number, name: string): Entity {
178
+ const e = world.find(`beacon-${i}-${name}`);
179
+ if (e === null) throw new Error(`beacon-${i}-${name} is missing`);
180
+ return e;
181
+ }
182
+
183
+ /** Puts every beacon out (a new run or the title). */
184
+ export function douseBeacons(world: World): void {
185
+ for (let i = 0; i < BEACONS; i++) {
186
+ const b = world.find(`beacon-${i}`);
187
+ if (b === null) continue;
188
+ must(world.set(b, Beacon, { lit: false, litAt: 0 }));
189
+ for (const p of ["fire", "smoke", "burst"]) must(world.set(part(world, i, p), og.ParticleSystem, { visible: false }));
190
+ must(world.set(part(world, i, "light"), og.PointLight, { intensity: 0 }));
191
+ must(world.set(part(world, i, "scorch"), og.Decal, { visible: false }));
192
+ must(world.set(part(world, i, "rune"), og.Decal, { color: { r: 0.3, g: 0.27, b: 0.24 }, emissive: { r: 0, g: 0, b: 0 } }));
193
+ setCoals(world, i, 0);
194
+ }
195
+ }
196
+
197
+ /** Lights beacon i: the fire, the smoke, one burst of embers, the light, the scorch and the rune. */
198
+ export function lightBeacon(world: World, i: number, time: number): void {
199
+ const b = world.find(`beacon-${i}`);
200
+ if (b === null) return;
201
+ must(world.set(b, Beacon, { lit: true, litAt: time }));
202
+ const tick = world.tick;
203
+ for (const p of ["fire", "smoke", "burst"]) must(world.set(part(world, i, p), og.ParticleSystem, { visible: true, startTick: tick }));
204
+ must(world.set(part(world, i, "scorch"), og.Decal, { visible: true }));
205
+ must(world.set(part(world, i, "rune"), og.Decal, { color: { r: 1, g: 0.75, b: 0.45 }, emissive: { r: 2.2, g: 0.9, b: 0.25 } }));
206
+ setCoals(world, i, 3);
207
+ }
208
+
209
+ function setCoals(world: World, i: number, glow: number): void {
210
+ const mesh = world.get(part(world, i, "coals"), og.Mesh);
211
+ if (mesh.ok) must(og.render.updateMaterial(world, mesh.value.material, { emissiveIntensity: glow }));
212
+ }