// Zuma — pure game engine (no Phaser, no DOM, no timers). // A marble-shooter: one or more chains of colored balls roll along curved // paths toward their own bottomless pits; the player fires balls from one // shared frog into whichever chain a shot lands nearest to, popping runs of // 3+. The scene (or a headless script) drives all timing through step(); // every transition returns an ordered event list the renderer replays as FX. // // Multi-path levels (def.paths.length > 1) are N fully independent chains — // each with its own path, tunnels, spawner and quota — sharing exactly one // frog, one shot queue, and one score. There is no mechanism to aim at a // particular path: physics decides which chain a shot lands on, purely by // proximity, which is why levels with more than one path are expected to keep // their lanes apart (opposite sides of the screen, or staggered by tunnels) // rather than relying on some "switch target" input. Losing on any one path // loses the whole level; winning requires clearing every path. // // All geometry lives in path-space: each chain ball has an arc-length position // `s` along its path's Catmull-Rom curve (front of chain = largest s). // Segments are derived, never stored — a gap exists between neighbors more // than BALL_SPACING + GAP_EPS apart. Screen positions are cached on each ball // (b.x, b.y) every tick for flight collision and rendering. // Marble size is set by the frog art: assets/images/zuma/frog.png is a 200x200 // disc whose mouth slot is 43px wide, so drawing it at FROG_SCALE seats a // marble of radius 21.5 * FROG_SCALE. BALL_RADIUS 32 <=> FROG_SCALE 1.488. // FROG_MUZZLE is where that marble sits in the slot. Measured off the art's // alpha channel: at art y 39.8 (60.2px forward of the disc centre) frame 1 // covers a third of the marble, so it reads as held in the mouth rather than // balanced on the rim. Seated any deeper in the slot and nothing overlaps at // all — the slot walls are exactly one ball wide. export const TUNING = { BALL_RADIUS: 32, // px, marble radius BALL_SPACING: 64, // px along the path between chain neighbors SHOT_SPEED: 1600, // px/s, fired ball ACCURACY_SHOT_MULT: 1.35, // shot speed multiplier while accuracy is active HIT_PAD: 0.85, // collision distance = BALL_SPACING * HIT_PAD GAP_EPS: 1, // px slack when deciding "contiguous vs gap" CATCHUP_SPEED: 347, // px/s, rear segment closing a non-matching gap PULLBACK_SPEED: 427, // px/s, front segment retreating to a matching gap INTRO_SPEED_MULT: 9, // chain streams in fast before play begins SLOW_MS: 6000, SLOW_MULT: 0.4, REVERSE_MS: 1800, REVERSE_SPEED: 213, // px/s, whole chain rolls backward ACCURACY_MS: 8000, EXPLOSION_RADIUS: 147, // px, screen-space blast around the popped ball MATCH_MIN: 3, LASTCALL_COUNT: 6, // final spawns only use colors still on the board HOLE_GRACE: 8, // px before path end that counts as "in the hole" FROG_MUZZLE: 90, // px from frog center to the mouth (60.2 * FROG_SCALE) FROG_SCALE: 1.488, // frog.png draw scale — 200px art -> 298px disc FROG_CLEARANCE: 200, // px the frog center must keep off its own path SCORE_BALL: 10, SCORE_CHAIN_BONUS: 100, // extra per chain-reaction pop TIME_PAR_MS_PER_BALL: 1500, // par clear time = quota * this TIME_BONUS_PER_SEC: 25, // per second under par MAX_STEP_MS: 50, // dt clamp so background tabs can't teleport BOUNDS_PAD: 80, // flights are discarded this far off the canvas BOUNDS_W: 1920, BOUNDS_H: 1080, }; export const POWER_KINDS = ['slow', 'reverse', 'accuracy', 'explosion']; // ── Tunnels ────────────────────────────────────────────────────────────────── // A tunnel is an arc-length interval [enter, exit] a path runs through // underground. Nothing about chain movement changes — balls keep their `s` and // keep rolling — but while a ball is strictly inside the interval it is // *submerged*: not drawn, not hit by flights, not seen by the laser sight, not // caught by an explosion. The renderer also stops drawing the path itself over // the interval, which is what makes a tunnelled section read as passing UNDER // any live section of path that crosses it: the buried run is drawn as a faint // trace beneath the path layer, so the visible path always wins the overlap. export const TUNNEL = { // Both maws reach inward from their mouths (ZumaPortal.PORTAL_REACH, 184px), // so a tunnel shorter than twice that would have its own two stone heads // growing through each other. 6 * BALL_SPACING clears it with room to spare. MIN_LEN: 384, MIN_GAP: 192, // open path required between two tunnels MAX_HIDDEN_FRAC: 0.4, // beyond this the frog has nothing left to shoot at MOUTH_CLEAR: 200, // keep both mouths off the lead-in and off the hole FADE: 28, // render-only: px just inside a mouth over which a // marble fades out. Purely cosmetic — the hit rule is // the hard interval, and the portal art covers this // strip anyway, so the two never disagree on screen. }; // Accepts [[enter, exit], ...] or [{enter, exit}, ...]; returns a clamped, // ordered, well-formed list. Degenerate entries are dropped, which is how // validateLevel notices them (the count changes). export function normalizeTunnels(list, length) { if (!Array.isArray(list)) return []; return list .map((t) => (Array.isArray(t) ? { enter: t[0], exit: t[1] } : { enter: t?.enter, exit: t?.exit })) .filter((t) => Number.isFinite(t.enter) && Number.isFinite(t.exit)) .map((t) => ({ enter: Math.max(0, Math.min(length, t.enter)), exit: Math.max(0, Math.min(length, t.exit)), })) .filter((t) => t.exit > t.enter) .sort((a, b) => a.enter - b.enter); } // The gameplay predicate: submerged balls are inert. Open interval, so a ball // sitting exactly on a mouth is still fair game. export function isHidden(tunnels, s) { for (const t of tunnels) { if (t.enter >= s) break; // sorted — nothing later can contain s if (s < t.exit) return true; } return false; } // The rendering ramp: 1 fully visible, 0 fully swallowed. export function visibilityAt(tunnels, s) { for (const t of tunnels) { if (t.enter >= s) break; if (s >= t.exit) continue; const d = Math.min(s - t.enter, t.exit - s); return d >= TUNNEL.FADE ? 0 : 1 - d / TUNNEL.FADE; } return 1; } // Split [0, length] into the runs that are drawn and the runs that are buried. export function pathSpans(length, tunnels) { const visible = []; const hidden = []; let cur = 0; for (const t of tunnels) { if (t.enter > cur) visible.push([cur, t.enter]); hidden.push([Math.max(cur, t.enter), t.exit]); cur = Math.max(cur, t.exit); } if (cur < length) visible.push([cur, length]); return { visible, hidden }; } // Points along [s0, s1], snapped to the path's own samples but with exact // endpoints so a span stops dead on its tunnel mouth. export function sampleRange(path, s0, s1) { const out = [path.pointAt(s0)]; for (const p of path.samples) { if (p.s > s0 && p.s < s1) out.push(p); } out.push(path.pointAt(s1)); return out; } // Nearest arc-length position to a screen point — the editor's "click on the // path to drop a mouth here" helper. export function nearestS(path, x, y) { let s = 0; let best = Infinity; for (const p of path.samples) { const d = (p.x - x) ** 2 + (p.y - y) ** 2; if (d < best) { best = d; s = p.s; } } return { s, dist: Math.sqrt(best) }; } // Marble palette, indexed by ball.color. A level's `colors` field takes the // first N of these. Lives here so the scene and the editor share one list. export const BALL_COLORS = [0xd9403a, 0xeec23d, 0x3f7fdb, 0x43b059, 0x9b59d0, 0xd9dde3]; // The path is drawn as nested strokes on one centerline, widest first — each // narrower band paints over the middle of the last, leaving only its outer // edge showing as a ring. Ordered outer to inner it fakes a concave channel's // cross-section (dark contrast border -> lit embankment lip -> shadowed wall // -> the floor's own shadow/lit/core bands) with plain solid-color strokes, // no per-sample normals needed since the profile is symmetric across the // centerline. Shared by ZumaGame (draw) and ZumaEditor (preview, scaled by K). export const PATH_STYLE = { bands: [ { w: 96, color: 0x0a0704 }, // outer contrast border, pops off any bg { w: 84, color: 0x362615 }, // embankment lip catching light { w: 80, color: 0x241b0e }, // embankment wall, in shadow { w: 71, color: 0x2e2313 }, // shadow where the wall meets the floor { w: 67, color: 0x4a3a26 }, // main floor { w: 42, color: 0x6c5735 }, // floor lit by bounced light { w: 20, color: 0x8f7a52 }, // pale core along the concave bottom ], grooveStep: 48, // px between center-groove dots grooveColor: 0x4a3a1f, grooveAlpha: 0.4, grooveRadius: 4, }; // ── Seeded RNG (mulberry32, matches genRushHour.js) ───────────────────────── export function makeRng(seed) { let a = seed >>> 0; return () => { a |= 0; a = (a + 0x6d2b79f5) | 0; let t = Math.imul(a ^ (a >>> 15), 1 | a); t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t; return ((t ^ (t >>> 14)) >>> 0) / 4294967296; }; } // ── Path: Catmull-Rom through control points, arc-length parameterized ────── function crPoint(p0, p1, p2, p3, t) { const t2 = t * t, t3 = t2 * t; return { x: 0.5 * ((2 * p1.x) + (-p0.x + p2.x) * t + (2 * p0.x - 5 * p1.x + 4 * p2.x - p3.x) * t2 + (-p0.x + 3 * p1.x - 3 * p2.x + p3.x) * t3), y: 0.5 * ((2 * p1.y) + (-p0.y + p2.y) * t + (2 * p0.y - 5 * p1.y + 4 * p2.y - p3.y) * t2 + (-p0.y + 3 * p1.y - 3 * p2.y + p3.y) * t3), }; } // buildPath(points, step) -> { length, samples: [{x,y,s}], pointAt(s) } // pointAt returns { x, y, tx, ty } with a unit tangent; s is clamped to [0, length]. export function buildPath(points, step = 4) { const pts = points.map(([x, y]) => ({ x, y })); const P = [pts[0], ...pts, pts[pts.length - 1]]; // phantom endpoints const samples = []; let s = 0; let prev = null; for (let i = 0; i < pts.length - 1; i++) { const chord = Math.hypot(pts[i + 1].x - pts[i].x, pts[i + 1].y - pts[i].y); const n = Math.max(8, Math.ceil((chord * 1.5) / step)); for (let k = (i === 0 ? 0 : 1); k <= n; k++) { const pt = crPoint(P[i], P[i + 1], P[i + 2], P[i + 3], k / n); if (prev) s += Math.hypot(pt.x - prev.x, pt.y - prev.y); samples.push({ x: pt.x, y: pt.y, s }); prev = pt; } } const length = s; return { length, samples, pointAt(q) { const qq = Math.max(0, Math.min(length, q)); let lo = 0, hi = samples.length - 1; while (lo < hi) { const mid = (lo + hi) >> 1; if (samples[mid].s < qq) lo = mid + 1; else hi = mid; } const j = Math.max(1, lo); const a = samples[j - 1], b = samples[j]; const span = b.s - a.s || 1; const f = (qq - a.s) / span; const dx = b.x - a.x, dy = b.y - a.y; const len = Math.hypot(dx, dy) || 1; return { x: a.x + dx * f, y: a.y + dy * f, tx: dx / len, ty: dy / len }; }, }; } // ── Level geometry lint ────────────────────────────────────────────────────── // One implementation shared by genZuma.js (which refuses to write a failing // bank), verifyZuma.js and the editor's live validation strip, so the three // can't drift. All thresholds derive from TUNING — they move with ball size. // Runs once per path in def.paths; a multi-path level's frog has to clear // EVERY path, and each path independently needs enough length for its own // quota and enough curve radius throughout. export const LEVEL_BOUNDS = { x0: 40, y0: 40, x1: 1880, y1: 1040 }; const LEADIN_S = 200; // the off-screen lead-in is exempt from the bounds check function validateOnePath(pd, frog) { const errs = []; const path = buildPath(pd.points); const need = pd.quota * TUNING.BALL_SPACING * 1.6; if (path.length < need) { errs.push(`path ${path.length.toFixed(0)}px too short for quota ${pd.quota} (needs ${need.toFixed(0)})`); } let minFrog = Infinity; let minRadius = Infinity; let minRadiusS = 0; let outOfBounds = null; for (let i = 0; i < path.samples.length; i++) { const s = path.samples[i]; minFrog = Math.min(minFrog, Math.hypot(s.x - frog[0], s.y - frog[1])); if (!outOfBounds && s.s > LEADIN_S && (s.x < LEVEL_BOUNDS.x0 || s.x > LEVEL_BOUNDS.x1 || s.y < LEVEL_BOUNDS.y0 || s.y > LEVEL_BOUNDS.y1)) { outOfBounds = s; } if (i > 0 && i < path.samples.length - 1 && s.s > LEADIN_S) { const a = path.samples[i - 1], c = path.samples[i + 1]; const v1x = s.x - a.x, v1y = s.y - a.y, v2x = c.x - s.x, v2y = c.y - s.y; const l1 = Math.hypot(v1x, v1y), l2 = Math.hypot(v2x, v2y); if (l1 > 0.01 && l2 > 0.01) { const cos = Math.max(-1, Math.min(1, (v1x * v2x + v1y * v2y) / (l1 * l2))); const theta = Math.acos(cos); if (theta > 1e-4 && l1 / theta < minRadius) { minRadius = l1 / theta; minRadiusS = s.s; } } } } if (outOfBounds) { errs.push(`sample out of bounds at s=${outOfBounds.s.toFixed(0)} (${outOfBounds.x.toFixed(0)},${outOfBounds.y.toFixed(0)})`); } if (minFrog < TUNING.FROG_CLEARANCE) { errs.push(`frog only ${minFrog.toFixed(0)}px from path (needs ${TUNING.FROG_CLEARANCE})`); } const minR = TUNING.BALL_RADIUS * 1.7; if (minRadius < minR) { errs.push(`min curve radius ${minRadius.toFixed(0)}px at s=${minRadiusS.toFixed(0)} (needs ${minR.toFixed(0)})`); } // Tunnels. The mouths have to sit on real, on-screen path (not the lead-in, // not on top of the hole), tunnels may not touch each other, and enough of // the chain has to stay above ground for the frog to have targets at all. const tunnels = normalizeTunnels(pd.tunnels, path.length); if (Array.isArray(pd.tunnels) && pd.tunnels.length !== tunnels.length) { errs.push('a tunnel has exit <= enter'); } let hiddenLen = 0; let prevExit = -Infinity; for (const t of tunnels) { const len = t.exit - t.enter; hiddenLen += len; if (len < TUNNEL.MIN_LEN) { errs.push(`tunnel at s=${t.enter.toFixed(0)} only ${len.toFixed(0)}px long (needs ${TUNNEL.MIN_LEN})`); } if (t.enter < TUNNEL.MOUTH_CLEAR) { errs.push(`tunnel entrance at s=${t.enter.toFixed(0)} is in the spawn lead-in (needs s ≥ ${TUNNEL.MOUTH_CLEAR})`); } if (t.exit > path.length - TUNNEL.MOUTH_CLEAR) { errs.push(`tunnel exit at s=${t.exit.toFixed(0)} crowds the hole (needs s ≤ ${(path.length - TUNNEL.MOUTH_CLEAR).toFixed(0)})`); } if (t.enter - prevExit < TUNNEL.MIN_GAP) { errs.push(`tunnels crowd at s=${t.enter.toFixed(0)} (needs ${TUNNEL.MIN_GAP}px of open path between)`); } prevExit = t.exit; } const hiddenFrac = path.length ? hiddenLen / path.length : 0; if (hiddenFrac > TUNNEL.MAX_HIDDEN_FRAC) { errs.push(`${(hiddenFrac * 100).toFixed(0)}% of the path is tunnelled (max ${TUNNEL.MAX_HIDDEN_FRAC * 100}%)`); } return { errs, length: path.length, minFrog, minRadius, minRadiusS, tunnels, hiddenFrac }; } // Returns { errs, paths } where `paths` is one validateOnePath() result per // def.paths entry (each error therein prefixed "path N: " once there is more // than one), plus path[0]'s stats spread at the top level for callers written // before multi-path existed (genZuma.js's console summary) — new callers // (the editor) should read `paths[activeIdx]` instead. export function validateLevel(def) { const results = (def.paths ?? []).map((pd) => validateOnePath(pd, def.frog)); const multi = results.length > 1; const errs = results.flatMap((r, i) => r.errs.map((e) => (multi ? `path ${i + 1}: ${e}` : e))); const first = results[0] ?? { length: 0, minFrog: 0, minRadius: 0, minRadiusS: 0, tunnels: [], hiddenFrac: 0 }; return { errs, paths: results, length: first.length, minFrog: first.minFrog, minRadius: first.minRadius, minRadiusS: first.minRadiusS, tunnels: first.tunnels, hiddenFrac: first.hiddenFrac, }; } // Range check on the non-geometric fields, shared with verifyZuma.js. Colors // and starScores are level-wide; quota/introBalls/pushSpeed/powerUpRate are // checked per path. export function validateLevelParams(def) { const errs = []; if (!(def.colors >= 4 && def.colors <= 6)) errs.push('colors must be 4..6'); if (!(Array.isArray(def.starScores) && def.starScores.length === 3 && def.starScores[0] < def.starScores[1] && def.starScores[1] < def.starScores[2])) { errs.push('starScores must be 3 ascending values'); } const paths = def.paths ?? []; if (!paths.length) errs.push('level must have at least one path'); const multi = paths.length > 1; paths.forEach((pd, i) => { const tag = (m) => (multi ? `path ${i + 1}: ${m}` : m); if (!(pd.quota >= 20)) errs.push(tag('quota must be >= 20')); if (!(pd.introBalls < pd.quota)) errs.push(tag('introBalls must be < quota')); if (!(pd.pushSpeed >= 10 && pd.pushSpeed <= 400)) errs.push(tag('pushSpeed must be 10..400')); if (!(pd.powerUpRate >= 0 && pd.powerUpRate <= 0.2)) errs.push(tag('powerUpRate must be 0..0.2')); }); return errs; } // ── Level / state construction ─────────────────────────────────────────────── export function createLevel(def, seed) { const paths = def.paths.map((pd, idx) => { const path = buildPath(pd.points); return { idx, path, tunnels: normalizeTunnels(pd.tunnels, path.length), quota: pd.quota, introBalls: pd.introBalls ?? 8, pushSpeed: pd.pushSpeed, powerUpRate: pd.powerUpRate ?? 0, spawned: 0, balls: [], // front-first: balls[0] has the largest s }; }); const state = { def, paths, frog: { x: def.frog[0], y: def.frog[1] }, flights: [], // fired balls in screen space — shared by every path rng: makeRng((seed ?? def.seed ?? 1) >>> 0), status: 'intro', // 'intro' | 'playing' | 'won' | 'lost' score: 0, elapsedMs: 0, combo: 0, // pops chained from the current shot effects: { slowUntil: 0, reverseUntil: 0, accuracyUntil: 0 }, nextId: 1, current: 0, next: 0, }; state.current = levelColor(state); state.next = levelColor(state); return state; } function levelColor(state) { return Math.floor(state.rng() * state.def.colors); } // Union of colors still on the board across every path — this, not any one // path's own chain, is what the shooter draws from. It's the reason firing at // whichever path a shot happens to land nearest never strands the player with // an unmatchable color: as long as SOME path still carries a color, current/ // next can be recolored to it. export function colorsPresent(state) { const set = new Set(); for (const p of state.paths) for (const b of p.balls) set.add(b.color); return set; } function pickPresent(state, present) { const list = [...present].sort((a, b) => a - b); return list[Math.floor(state.rng() * list.length)]; } // Shooter only deals colors still on the board (any level color when empty). function shooterColor(state) { const present = colorsPresent(state); return present.size ? pickPresent(state, present) : levelColor(state); } // ── Segments (derived from spacing, never stored) ──────────────────────────── export function segmentsOf(balls) { const T = TUNING; const segs = []; if (!balls.length) return segs; let start = 0; for (let i = 0; i < balls.length - 1; i++) { if (balls[i].s - balls[i + 1].s > T.BALL_SPACING + T.GAP_EPS) { segs.push({ start, end: i }); start = i + 1; } } segs.push({ start, end: balls.length - 1 }); return segs; } // Contiguous same-color run containing idx (never crosses a gap). export function findRun(balls, idx) { const T = TUNING; const c = balls[idx].color; let lo = idx, hi = idx; while (lo > 0 && balls[lo - 1].color === c && balls[lo - 1].s - balls[lo].s <= T.BALL_SPACING + T.GAP_EPS) lo--; while (hi < balls.length - 1 && balls[hi + 1].color === c && balls[hi].s - balls[hi + 1].s <= T.BALL_SPACING + T.GAP_EPS) hi++; return { lo, hi }; } // Screen positions, plus the two tunnel flags the renderer reads: `hidden` is // the gameplay truth (inert while submerged) and `vis` the cosmetic ramp that // sinks a marble into the maw instead of blinking it away. One path at a time. function syncPositions(p) { const tun = p.tunnels ?? []; for (const b of p.balls) { const pt = p.path.pointAt(b.s); b.x = pt.x; b.y = pt.y; b.hidden = tun.length ? isHidden(tun, b.s) : false; b.vis = tun.length ? visibilityAt(tun, b.s) : 1; } } // ── Chain movement ──────────────────────────────────────────────────────────── // Per path, per tick: the rearmost (spawner-fed) segment drives forward; per // gap, a matching pair pulls the front side backward, a non-matching pair // sends the rear side forward to catch up. Reverse overrides everything // backward. Contacts merge implicitly (exact spacing); closed gaps clank + // match-check. Every path moves independently — no cross-path interaction. function moveSegments(state, p, dtMs, events) { const T = TUNING; const balls = p.balls; if (!balls.length) return; const dt = dtMs / 1000; const now = state.elapsedMs; const segs = segmentsOf(balls); const vel = new Array(segs.length).fill(0); if (now < state.effects.reverseUntil) { vel.fill(-T.REVERSE_SPEED); } else { let base = p.pushSpeed; if (p.spawned < p.introBalls) base *= T.INTRO_SPEED_MULT; if (now < state.effects.slowUntil) base *= T.SLOW_MULT; vel[segs.length - 1] += base; for (let g = 0; g < segs.length - 1; g++) { const frontEdge = balls[segs[g].end]; // rear ball of front segment const rearEdge = balls[segs[g + 1].start]; // front ball of rear segment if (frontEdge.color === rearEdge.color) vel[g] -= T.PULLBACK_SPEED; else vel[g + 1] = Math.max(vel[g + 1], T.CATCHUP_SPEED); } } // remember which pairs were gaps so we can clank when they close const gapPairs = []; for (let g = 0; g < segs.length - 1; g++) { gapPairs.push([balls[segs[g].end].id, balls[segs[g + 1].start].id]); } // apply movement front→rear: forward motion clamps against the (already // moved) segment ahead; backward motion against the unmoved one behind. for (let k = 0; k < segs.length; k++) { let ds = vel[k] * dt; if (ds === 0) continue; if (ds > 0 && k > 0) { const maxFront = balls[segs[k - 1].end].s - T.BALL_SPACING; ds = Math.min(ds, maxFront - balls[segs[k].start].s); if (ds < 0) ds = 0; } if (ds < 0) { const floor = k < segs.length - 1 ? balls[segs[k + 1].start].s + T.BALL_SPACING // segment behind : 0; // path start ds = Math.max(ds, floor - balls[segs[k].end].s); if (ds > 0) ds = 0; } for (let i = segs[k].start; i <= segs[k].end; i++) balls[i].s += ds; } // closed gaps: snap exact, clank, and match-check matching junctions for (const [frontId, rearId] of gapPairs) { const fi = balls.findIndex((b) => b.id === frontId); if (fi < 0 || fi + 1 >= balls.length || balls[fi + 1].id !== rearId) continue; const gap = balls[fi].s - balls[fi + 1].s; if (gap > T.BALL_SPACING + T.GAP_EPS) continue; if (gap < T.BALL_SPACING) balls[fi + 1].s = balls[fi].s - T.BALL_SPACING; const pt = p.path.pointAt(balls[fi].s); events.push({ type: 'clank', pathIdx: p.idx, x: pt.x, y: pt.y }); if (balls[fi].color === balls[fi + 1].color) { const run = findRun(balls, fi); if (run.hi - run.lo + 1 >= T.MATCH_MIN) { state.combo += 1; popRun(state, p, run.lo, run.hi, 'chain', events); } } } } // ── Spawning ────────────────────────────────────────────────────────────────── // Last-call colors are drawn from the whole board (every path), same as the // shooter — the guarantee is "the player can still find a match somewhere," // not "this path's own chain still has one." function spawnColor(state, p) { if (p.quota - p.spawned <= TUNING.LASTCALL_COUNT) { const present = colorsPresent(state); if (present.size) return pickPresent(state, present); } return levelColor(state); } function spawnBalls(state, p, events) { const T = TUNING; while (p.spawned < p.quota) { const rear = p.balls[p.balls.length - 1]; if (rear && rear.s < T.BALL_SPACING) break; const color = spawnColor(state, p); let power = null; if (state.rng() < p.powerUpRate) { power = POWER_KINDS[Math.floor(state.rng() * POWER_KINDS.length)]; } const b = { id: state.nextId++, color, power, s: rear ? rear.s - T.BALL_SPACING : 0, x: 0, y: 0 }; const pt = p.path.pointAt(b.s); b.x = pt.x; b.y = pt.y; p.balls.push(b); p.spawned++; events.push({ type: 'spawn', pathIdx: p.idx, id: b.id }); } } // The level-wide intro→playing switch: every path fast-feeds independently // (see moveSegments) until ITS OWN spawned count clears its own introBalls, // but firing/swapping stay locked until ALL paths have — one shared 'ready' // moment rather than the frog going live mid-fast-forward on a path that // finished its intro early. function checkReady(state, events) { if (state.status !== 'intro') return; if (state.paths.every((p) => p.spawned >= p.introBalls)) { state.status = 'playing'; events.push({ type: 'ready' }); } } // ── Popping, power-ups, scoring ─────────────────────────────────────────────── export function popRun(state, p, lo, hi, cause, events) { const T = TUNING; const popped = p.balls.splice(lo, hi - lo + 1); const mid = popped[Math.floor(popped.length / 2)]; let score = popped.length * T.SCORE_BALL * Math.max(1, state.combo); if (cause === 'chain') score += T.SCORE_CHAIN_BONUS; state.score += score; events.push({ type: 'pop', pathIdx: p.idx, ids: popped.map((b) => b.id), color: mid.color, score, combo: state.combo, x: mid.x, y: mid.y, cause, }); const powers = popped.filter((b) => b.power); for (const b of powers) applyPower(state, p, b, events); recolorShooter(state, events); } // Explosion blasts stay scoped to the path the popped ball belonged to — a // chain reaction cannot hop to a different path, same as it cannot reach // through a tunnel. function applyPower(state, p, ball, events) { const T = TUNING; events.push({ type: 'powerup', pathIdx: p.idx, kind: ball.power, x: ball.x, y: ball.y }); if (ball.power === 'slow') state.effects.slowUntil = state.elapsedMs + T.SLOW_MS; else if (ball.power === 'reverse') state.effects.reverseUntil = state.elapsedMs + T.REVERSE_MS; else if (ball.power === 'accuracy') state.effects.accuracyUntil = state.elapsedMs + T.ACCURACY_MS; else if (ball.power === 'explosion') { // blast radius around the popped ball; chained power balls trigger too. // A blast is stopped dead by a tunnel mouth — submerged marbles are out of // play, so the chain reaction cannot reach through the ground to them. const tun = p.tunnels ?? []; const queue = [ball]; while (queue.length) { const src = queue.shift(); const caught = p.balls.filter( (b) => !(tun.length && isHidden(tun, b.s)) && Math.hypot(b.x - src.x, b.y - src.y) <= T.EXPLOSION_RADIUS ); if (!caught.length) continue; const ids = new Set(caught.map((b) => b.id)); // splice in place: callers hold references to p.balls across popRun for (let i = p.balls.length - 1; i >= 0; i--) { if (ids.has(p.balls[i].id)) p.balls.splice(i, 1); } const score = caught.length * T.SCORE_BALL * Math.max(1, state.combo); state.score += score; events.push({ type: 'explosion', pathIdx: p.idx, ids: [...ids], score, x: src.x, y: src.y }); for (const b of caught) { if (b.power === 'explosion') queue.push(b); else if (b.power) applyPower(state, p, b, events); } } } } function recolorShooter(state, events) { const present = colorsPresent(state); if (!present.size) return; for (const slot of ['current', 'next']) { if (!present.has(state[slot])) { state[slot] = pickPresent(state, present); events.push({ type: 'recolor', slot, color: state[slot] }); } } } // ── Firing & insertion ──────────────────────────────────────────────────────── // Returns the flight object (renderer needs id + color), or null if rejected. export function fireBall(state, angle) { if (state.status !== 'playing') return null; const T = TUNING; const dx = Math.cos(angle), dy = Math.sin(angle); const speed = T.SHOT_SPEED * (state.elapsedMs < state.effects.accuracyUntil ? T.ACCURACY_SHOT_MULT : 1); const flight = { id: state.nextId++, color: state.current, x: state.frog.x + dx * T.FROG_MUZZLE, y: state.frog.y + dy * T.FROG_MUZZLE, dx, dy, speed, }; state.flights.push(flight); state.current = state.next; state.next = shooterColor(state); return flight; } export function swapBalls(state) { if (state.status !== 'playing') return; const t = state.current; state.current = state.next; state.next = t; } // Wedge a fired ball into path p's chain at hitIdx. side: +1 in front of the // hit ball (higher s), -1 behind. The front portion is shoved toward the // hole — shoves can slam segments together (clank + junction match) and can // lose the level by pushing the front ball into the pit. export function insertBall(state, p, color, hitIdx, side, events) { const T = TUNING; const balls = p.balls; const hit = balls[hitIdx]; let insertIdx, s, push = true; if (side >= 0) { insertIdx = hitIdx; s = hit.s + T.BALL_SPACING; } else { insertIdx = hitIdx + 1; const behind = balls[hitIdx + 1]; if (!behind || hit.s - T.BALL_SPACING - behind.s >= T.BALL_SPACING - T.GAP_EPS) { s = hit.s - T.BALL_SPACING; // tail attach: nothing moves push = false; } else { s = hit.s; // wedge: hit ball and everything ahead shift } } // pairs that were gaps before the shove (to clank/match if the shove closes them) const prevGaps = []; for (let i = 0; i < balls.length - 1; i++) { if (balls[i].s - balls[i + 1].s > T.BALL_SPACING + T.GAP_EPS) prevGaps.push(balls[i].id); } const ball = { id: state.nextId++, color, power: null, s, x: 0, y: 0 }; balls.splice(insertIdx, 0, ball); if (push) { for (let i = insertIdx - 1; i >= 0; i--) { const minS = balls[i + 1].s + T.BALL_SPACING; if (balls[i].s >= minS - 1e-7) break; balls[i].s = minS; } } syncPositions(p); events.push({ type: 'inserted', pathIdx: p.idx, id: ball.id, idx: insertIdx, x: ball.x, y: ball.y }); // shove-closed gaps for (const frontId of prevGaps) { const fi = balls.findIndex((b) => b.id === frontId); if (fi < 0 || fi + 1 >= balls.length) continue; if (balls[fi].s - balls[fi + 1].s > T.BALL_SPACING + T.GAP_EPS) continue; events.push({ type: 'clank', pathIdx: p.idx, x: balls[fi].x, y: balls[fi].y }); if (balls[fi].color === balls[fi + 1].color) { const run = findRun(balls, fi); if (run.hi - run.lo + 1 >= T.MATCH_MIN) { state.combo += 1; popRun(state, p, run.lo, run.hi, 'chain', events); } } } // match at the inserted ball (it may already be gone via a junction pop) const idx = balls.indexOf(ball); if (idx >= 0) { const run = findRun(balls, idx); if (run.hi - run.lo + 1 >= T.MATCH_MIN) { state.combo = 1; popRun(state, p, run.lo, run.hi, 'shot', events); } else { state.combo = 0; } } checkLose(state, events); } // Steps every fired ball, checking every path's chain for the nearest hit — // this is the entire "aiming" story for multi-path levels: a shot lands on // whichever ball it physically reaches first, regardless of which path that // ball is on. function stepFlights(state, dtMs, events) { const T = TUNING; for (let f = state.flights.length - 1; f >= 0; f--) { const fl = state.flights[f]; const dist = fl.speed * (dtMs / 1000); const steps = Math.max(1, Math.ceil(dist / T.BALL_RADIUS)); const stepLen = dist / steps; let hitPath = null; let hitIdx = -1; for (let k = 0; k < steps && hitIdx < 0; k++) { fl.x += fl.dx * stepLen; fl.y += fl.dy * stepLen; let best = Infinity; for (const p of state.paths) { const tun = p.tunnels; for (let i = 0; i < p.balls.length; i++) { const b = p.balls[i]; if (tun.length && isHidden(tun, b.s)) continue; // underground: shots pass over const d = Math.hypot(fl.x - b.x, fl.y - b.y); if (d < T.BALL_SPACING * T.HIT_PAD && d < best) { best = d; hitPath = p; hitIdx = i; } } } } if (hitIdx >= 0) { state.flights.splice(f, 1); const b = hitPath.balls[hitIdx]; const pt = hitPath.path.pointAt(b.s); const side = ((fl.x - b.x) * pt.tx + (fl.y - b.y) * pt.ty) >= 0 ? 1 : -1; insertBall(state, hitPath, fl.color, hitIdx, side, events); } else if (fl.x < -T.BOUNDS_PAD || fl.x > T.BOUNDS_W + T.BOUNDS_PAD || fl.y < -T.BOUNDS_PAD || fl.y > T.BOUNDS_H + T.BOUNDS_PAD) { state.flights.splice(f, 1); events.push({ type: 'missed', id: fl.id }); } } } // Aiming helper for the laser sight: first chain hit along a ray from the // frog, across every path. export function rayHit(state, angle) { const T = TUNING; const dx = Math.cos(angle), dy = Math.sin(angle); const max = Math.hypot(T.BOUNDS_W, T.BOUNDS_H); const stepLen = T.BALL_RADIUS / 2; let x = state.frog.x + dx * T.FROG_MUZZLE; let y = state.frog.y + dy * T.FROG_MUZZLE; for (let d = 0; d < max; d += stepLen) { for (const p of state.paths) { const tun = p.tunnels; for (const b of p.balls) { if (tun.length && isHidden(tun, b.s)) continue; if (Math.hypot(x - b.x, y - b.y) < T.BALL_SPACING * T.HIT_PAD) return { x, y, hit: true }; } } x += dx * stepLen; y += dy * stepLen; } return { x, y, hit: false }; } // ── Win / lose ──────────────────────────────────────────────────────────────── // Any one path's chain reaching its own pit loses the whole level. function checkLose(state, events) { if (state.status === 'won' || state.status === 'lost') return; for (const p of state.paths) { const front = p.balls[0]; if (front && front.s >= p.path.length - TUNING.HOLE_GRACE) { state.status = 'lost'; events.push({ type: 'lost' }); return; } } } // Every path's chain must be gone, plus the shared shot queue empty. function checkWin(state, events) { if (state.status !== 'playing') return; const allCleared = state.paths.every((p) => p.spawned >= p.quota && !p.balls.length); if (allCleared && !state.flights.length) { const T = TUNING; const totalQuota = state.paths.reduce((a, p) => a + p.quota, 0); const parMs = totalQuota * T.TIME_PAR_MS_PER_BALL; const timeBonus = Math.max(0, Math.ceil((parMs - state.elapsedMs) / 1000)) * T.TIME_BONUS_PER_SEC; state.score += timeBonus; state.status = 'won'; events.push({ type: 'won', timeBonus }); } } // ── Frame orchestrator ──────────────────────────────────────────────────────── export function step(state, dtMs) { const events = []; if (state.status === 'won' || state.status === 'lost') return events; const dt = Math.min(dtMs, TUNING.MAX_STEP_MS); state.elapsedMs += dt; for (const p of state.paths) moveSegments(state, p, dt, events); for (const p of state.paths) spawnBalls(state, p, events); checkReady(state, events); for (const p of state.paths) syncPositions(p); checkLose(state, events); if (state.status === 'lost') return events; stepFlights(state, dt, events); checkWin(state, events); return events; }