бэкап-снимок: прод-правки grechka-game
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@ -6,6 +6,7 @@ COPY style.css /usr/share/nginx/html/style.css
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COPY game.js /usr/share/nginx/html/game.js
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COPY three147.min.js /usr/share/nginx/html/three147.min.js
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COPY game3d.js /usr/share/nginx/html/game3d.js
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COPY tex/ /usr/share/nginx/html/tex/
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COPY index-v2.html /usr/share/nginx/html/v2.html
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COPY manifest.json /usr/share/nginx/html/manifest.json
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COPY sw.js /usr/share/nginx/html/sw.js
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Binary file not shown.
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@ -0,0 +1,107 @@
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#!/usr/bin/env node
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/**
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* Simple ES-module → IIFE bundler for GrechkaCraft
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* Resolves import/export, wraps in single IIFE, no external deps.
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* Usage: node build.js > game.js
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*/
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const fs = require('fs');
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const path = require('path');
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const SRC = path.join(__dirname, 'src');
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const ENTRY = 'main.js';
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const visited = new Set();
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const chunks = [];
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const fileExports = {};
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const fileImports = {};
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function resolveImportPath(fromPath, importerDir) {
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let resolved = path.resolve(importerDir, fromPath);
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if (!fs.existsSync(resolved) && fs.existsSync(resolved + '.js')) {
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resolved += '.js';
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}
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return resolved;
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}
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function collectExports(content) {
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const exports = [];
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const re1 = /export\s*\{([^}]+)\}/g;
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let m;
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while ((m = re1.exec(content)) !== null) {
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const names = m[1].split(',').map(s => {
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const parts = s.trim().split(/\s+as\s+/);
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return { local: parts[0].trim(), exported: (parts[1] || parts[0]).trim() };
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});
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exports.push(...names);
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}
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const re2 = /export\s+(?:async\s+)?(?:const|let|var|function|class)\s+(\w+)/g;
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while ((m = re2.exec(content)) !== null) {
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exports.push({ local: m[1], exported: m[1] });
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}
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if (/export\s+default\s+/.test(content)) {
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exports.push({ local: '__default__', exported: 'default' });
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}
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return exports;
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}
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function collectImports(content) {
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const imports = [];
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const re = /import\s*\{([^}]+)\}\s*from\s*['"]([^'"]+)['"]/g;
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let m;
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while ((m = re.exec(content)) !== null) {
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const names = m[1].split(',').map(s => {
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const parts = s.trim().split(/\s+as\s+/);
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return { local: (parts[1] || parts[0]).trim(), imported: parts[0].trim() };
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});
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imports.push({ names, from: m[2] });
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}
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const re2 = /import\s+(\w+)\s+from\s*['"]([^'"]+)['"]/g;
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while ((m = re2.exec(content)) !== null) {
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imports.push({ names: [{ local: m[1], imported: 'default' }], from: m[2] });
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}
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return imports;
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}
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function processFile(filePath) {
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const relPath = path.relative(SRC, filePath);
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if (visited.has(relPath)) return;
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visited.add(relPath);
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let content = fs.readFileSync(filePath, 'utf8');
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const dir = path.dirname(filePath);
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fileExports[relPath] = collectExports(content);
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fileImports[relPath] = collectImports(content);
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for (const imp of fileImports[relPath]) {
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const depPath = resolveImportPath(imp.from, dir);
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processFile(depPath);
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}
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// Strip import statements
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content = content.replace(/import\s*\{[^}]+\}\s*from\s*['"][^'"]+['"];?/g, '');
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content = content.replace(/import\s+\w+\s+from\s*['"][^'"]+['"];?/g, '');
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// Strip export keyword but keep declarations
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content = content.replace(/export\s+default\s+/, 'const __default__ = ');
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content = content.replace(/export\s+(?:async\s+)?(const|let|var|function|class)\s/g, '$1 ');
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content = content.replace(/export\s*\{[^}]*\};?/g, '');
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chunks.push({ relPath, content });
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}
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processFile(path.join(SRC, ENTRY));
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let output = '// GrechkaCraft — auto-bundled from ES modules\n';
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output += '(function() {\n';
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output += '"use strict";\n\n';
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for (const chunk of chunks) {
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output += `// === ${chunk.relPath} ===\n`;
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output += chunk.content.trim();
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output += '\n\n';
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}
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output += '})();\n';
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process.stdout.write(output);
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File diff suppressed because it is too large
Load Diff
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@ -15,6 +15,85 @@
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<!-- Socket.io Client -->
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<script src="https://cdn.socket.io/4.7.4/socket.io.min.js"></script>
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<link rel="stylesheet" href="style.css?v=7">
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<!-- Заставка появляется МГНОВЕННО, до загрузки game3d.js. Без неё браузер
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показывает белый экран, пока тянется JS-бандл на 300 КБ. -->
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<div id="v3boot" style="position:fixed;inset:0;z-index:2147483000;overflow:hidden;
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background:linear-gradient(180deg,#0d1b3e 0%,#1b3a6b 42%,#3f6fa8 68%,#8fc7f5 100%);
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font:600 15px/1.4 system-ui,-apple-system,Segoe UI,sans-serif;color:#eaf3ff;
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display:flex;flex-direction:column;align-items:center;justify-content:center;text-align:center">
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<div style="position:absolute;inset:0;overflow:hidden;pointer-events:none">
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<div style="position:absolute;left:50%;top:26%;width:170px;height:170px;margin:-85px 0 0 -85px;
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border-radius:50%;background:radial-gradient(circle,#fff6d8 0%,#ffe08a 42%,rgba(255,214,120,0) 72%);
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animation:v3sun 6s ease-in-out infinite"></div>
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<div style="position:absolute;top:16%;left:-30%;width:52%;height:40px;border-radius:50%;
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background:radial-gradient(ellipse,#ffffff8a 0%,#ffffff3d 56%,rgba(255,255,255,0) 78%);filter:blur(3px);animation:v3cloud 40s linear infinite"></div>
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<div style="position:absolute;top:27%;left:-40%;width:38%;height:26px;border-radius:50%;
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background:radial-gradient(ellipse,#ffffff70 0%,#ffffff30 56%,rgba(255,255,255,0) 78%);filter:blur(3px);animation:v3cloud 58s linear infinite"></div>
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<div style="position:absolute;left:-10%;bottom:0;width:120%;height:38%;border-radius:50% 50% 0 0;
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background:linear-gradient(180deg,#2f7a3d,#1d5427)"></div>
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<div style="position:absolute;left:6%;bottom:0;width:80%;height:26%;border-radius:50% 50% 0 0;
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background:linear-gradient(180deg,#3a8f47,#256030)"></div>
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<div style="position:absolute;left:50%;bottom:15%;margin-left:-11px;width:22px;height:56px;animation:v3bob 2.4s ease-in-out infinite"><div style="position:absolute;left:9px;bottom:0;width:4px;height:46px;background:#7dbf4a;border-radius:2px 2px 0 0"></div><div style="position:absolute;left:1px;bottom:38px;width:10px;height:10px;background:#e8c95c;border-radius:50% 50% 50% 0"></div><div style="position:absolute;left:12px;bottom:38px;width:10px;height:10px;background:#e8c95c;border-radius:50% 50% 0 50%"></div><div style="position:absolute;left:3px;bottom:29px;width:9px;height:9px;background:#dcbb4e;border-radius:50% 50% 50% 0"></div><div style="position:absolute;left:11px;bottom:29px;width:9px;height:9px;background:#dcbb4e;border-radius:50% 50% 0 50%"></div><div style="position:absolute;left:4px;bottom:20px;width:8px;height:8px;background:#cfae42;border-radius:50% 50% 50% 0"></div><div style="position:absolute;left:11px;bottom:20px;width:8px;height:8px;background:#cfae42;border-radius:50% 50% 0 50%"></div><div style="position:absolute;left:7px;bottom:44px;width:9px;height:11px;background:#dfc163;border-radius:50% 50% 45% 45%"></div></div><div style="width:8px;height:8px;margin:-38px -8px 0 0;background:#dcbb4e;border-radius:50% 50% 50% 0;transform:rotate(-40deg)"></div><div style="width:8px;height:8px;margin:-32px 0 0 0;background:#dcbb4e;border-radius:50% 50% 0 50%;transform:rotate(40deg)"></div><div style="width:7px;height:7px;margin:-26px -7px 0 0;background:#cfae42;border-radius:50% 50% 50% 0;transform:rotate(-40deg)"></div><div style="width:7px;height:7px;margin:-20px 0 0 0;background:#cfae42;border-radius:50% 50% 0 50%;transform:rotate(40deg)"></div></div>
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</div>
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<style>
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@keyframes v3sun{0%,100%{transform:scale(1);opacity:.9}50%{transform:scale(1.08);opacity:1}}
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@keyframes v3cloud{from{transform:translateX(0)}to{transform:translateX(280%)}}
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@keyframes v3bob{0%,100%{transform:translate(-50%,0)}50%{transform:translate(-50%,-10px)}}
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@keyframes v3spin{to{transform:rotate(360deg)}}
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</style>
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<div style="position:relative;display:flex;flex-direction:column;align-items:center;gap:16px">
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<div style="font-size:clamp(22px,5vw,34px);font-weight:800;letter-spacing:.5px;
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text-shadow:0 3px 14px #0007">Гречка Craft 3D</div>
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<div id="v3bootstage" style="font-size:13px;opacity:.82;min-height:19px">Загружаем игру…</div>
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<div style="width:min(330px,74vw);height:12px;border-radius:8px;background:#ffffff2b;overflow:hidden;
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box-shadow:inset 0 1px 3px #0005,0 6px 18px #0004">
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<div id="v3bootfill" style="width:0%;height:100%;border-radius:8px;
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background:linear-gradient(90deg,#7ee08a,#2ecc71);box-shadow:0 0 12px #7ee08aaa;
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transition:width .3s ease-out"></div></div>
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<div id="v3boottxt" style="font-size:12px;opacity:.7">0%</div>
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</div>
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</div>
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<script>
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// Плавно доводим полосу до ~90%: реальный прогресс начнётся, когда загрузится
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// game3d.js. Дальше его перехватит экран генерации мира.
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(function(){
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var f=document.getElementById('v3bootfill'), t=document.getElementById('v3boottxt');
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var p=0, stop=false;
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window.__v3bootDone=function(){ stop=true; };
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var iv=setInterval(function(){
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if(stop) return clearInterval(iv);
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p=Math.min(90, p + (p<40?6:p<75?3:1.2));
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if(f) f.style.width=p+'%';
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if(t) t.textContent=Math.round(p)+'%';
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},140);
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setTimeout(function(){ if(!stop){ p=92; if(f)f.style.width='92%'; if(t)t.textContent='92%'; } },6000);
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})();
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</script>
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<style>
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/* ===== Джойстик для 3D-режима (только /v2, style.css не трогаем) ===== */
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#v2joy{position:fixed;left:18px;bottom:22px;width:132px;height:132px;z-index:120;
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border-radius:50%;pointer-events:auto;touch-action:none;
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background:radial-gradient(circle at 50% 50%,rgba(255,255,255,.16),rgba(0,0,0,.30) 70%);
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border:2px solid rgba(255,255,255,.34);display:none}
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#v2joy.on{display:block}
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#v2joy .knob{position:absolute;left:50%;top:50%;width:58px;height:58px;margin:-29px 0 0 -29px;
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border-radius:50%;background:rgba(255,255,255,.60);border:2px solid rgba(255,255,255,.85);
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box-shadow:0 3px 10px rgba(0,0,0,.4);transition:background .1s}
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#v2joy.act .knob{background:rgba(120,220,255,.80)}
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#v2jump{position:fixed;right:16px;bottom:26px;width:86px;height:86px;z-index:120;border-radius:50%;
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display:none;align-items:center;justify-content:center;font-size:34px;pointer-events:auto;
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touch-action:none;background:rgba(50,140,255,.42);border:2px solid rgba(255,255,255,.62);color:#fff}
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#v2jump.on{display:flex}
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#v2jump:active{background:rgba(50,140,255,.75)}
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#v2mine{position:fixed;right:112px;bottom:32px;width:70px;height:70px;z-index:120;border-radius:50%;
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display:none;align-items:center;justify-content:center;font-size:28px;pointer-events:auto;
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touch-action:none;background:rgba(255,140,40,.42);border:2px solid rgba(255,255,255,.62);color:#fff}
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#v2mine.on{display:flex}
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#v2mine:active{background:rgba(255,140,40,.78)}
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/* Тач-устройства: джойстик виден. Десктоп: скрыт навсегда — работает клавиатура. */
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@media (hover:none) and (pointer:coarse){ #v2joy.on{display:block} #v2jump.on,#v2mine.on{display:flex} }
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@media (hover:hover) and (pointer:fine){ #v2joy,#v2jump,#v2mine{display:none !important} }
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</style>
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</head>
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<body>
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@ -65,12 +144,10 @@
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<div id="furnaceContent" style="padding:8px;"></div>
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</div>
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<div id="controls">
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<div id="left" class="btn pe">⬅️</div>
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<div id="jump" class="btn pe">⬆️</div>
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<div id="down" class="btn pe">⬇️</div>
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<div id="right" class="btn pe">➡️</div>
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</div>
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<!-- Джойстик вместо стрелок: движение во все стороны по горизонтали -->
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<div id="v2joy"><div class="knob"></div></div>
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<div id="v2jump">⬆️</div>
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<div id="v2mine">⛏️</div>
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<div id="craftPanel" class="panel" style="display:none;">
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@ -148,6 +225,6 @@
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</div>
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<script src="three147.min.js"></script>
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<script src="game3d.js?v=1"></script>
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<script src="game3d.js?v=4"></script>
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</body>
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</html>
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93
index.html
93
index.html
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<html lang="ru">
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<head>
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<meta charset="UTF-8" />
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<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no" />
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<title>GrechkaCraft: Multiplayer</title>
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<!-- Socket.io Client -->
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<script src="https://cdn.socket.io/4.7.4/socket.io.min.js"></script>
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<link rel="stylesheet" href="style.css?v=10">
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<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no, viewport-fit=cover" />
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<meta name="apple-mobile-web-app-capable" content="yes" />
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<meta name="apple-mobile-web-app-status-bar-style" content="black-translucent" />
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<meta name="mobile-web-app-capable" content="yes" />
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<meta name="theme-color" content="#1a1a2e" />
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<link rel="manifest" href="manifest.json" />
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<link rel="apple-touch-icon" href="imgs/icon-192.png" />
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<title>GrechkaCraft</title>
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<!-- Telegram WebApp: УБРАН (v80). Синхронный скрипт telegram.org вешал парсер:
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если сеть до него тупила, страница оставалась белой десятки секунд.
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Весь TG-код за гардами (isTgWebApp), без скрипта игра работает как обычный веб. -->
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<!-- Socket.io: грузится в конце body (v81), а НЕ в head — синхронный скрипт
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в head блокировал парсер: заставка #boot не рисовалась, пока CDN не ответит.
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Порядок сохранён: socket.io идёт строго перед game.js. -->
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<link rel="stylesheet" href="style.css?v=7">
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</head>
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<body>
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<!-- BOOT v79: мгновенная заставка. Рисуется парсером ДО внешних скриптов и game.js,
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поэтому белый экран исключён. Убирается из игры вызовом hideBoot()
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(меню / авто-join / заглушка генерации). Встроенный таймер не зависит от
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game.js: если игра не стартовала за 20 с — показывает кнопку «Обновить». -->
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<div id="boot" data-v="79">
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<style>
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#boot{position:fixed;inset:0;z-index:2147482999;display:flex;align-items:center;justify-content:center;background:linear-gradient(#0f1720,#1c2b3a);font:14px/1.4 system-ui,-apple-system,"Segoe UI",sans-serif;color:#e8f0f8}
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.boot-box{text-align:center;max-width:320px;padding:0 24px}
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.boot-logo{width:60px;height:60px;margin:0 auto 12px;border-radius:14px;background:#5a8f3c;position:relative}
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.boot-logo:before{content:"";position:absolute;left:12px;right:12px;top:16px;height:10px;background:#7cc24a;border-radius:5px}
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.boot-logo:after{content:"";position:absolute;left:18px;right:18px;top:34px;height:8px;background:#e8f0f8;border-radius:4px}
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.boot-title{font-size:22px;margin-bottom:2px}
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.boot-ver{color:#8fa3b8;font-size:12px;margin-bottom:14px}
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.boot-bar{height:6px;background:rgba(255,255,255,.12);border-radius:3px;overflow:hidden}
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.boot-bar>i{display:block;height:100%;width:35%;background:#5a8f3c;border-radius:3px;animation:bootSlide 1.1s ease-in-out infinite}
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@keyframes bootSlide{0%{margin-left:-35%}100%{margin-left:100%}}
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.boot-hint{margin-top:12px;color:#8fa3b8;font-size:12px;min-height:36px}
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.boot-btn{display:none;font:inherit;margin-top:10px;padding:11px 22px;border:0;border-radius:9px;background:#5a8f3c;color:#fff;cursor:pointer}
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</style>
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<div class="boot-box">
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<div class="boot-logo"></div>
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<div class="boot-title">Гречка</div>
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<div class="boot-ver">v79</div>
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<div class="boot-bar"><i></i></div>
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<div class="boot-hint" id="bootHint">Загрузка игры…</div>
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<button class="boot-btn" id="bootRetry" onclick="location.reload()">Обновить</button>
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</div>
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<script>
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setTimeout(function(){
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var boot=document.getElementById('boot');
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if(boot&&boot.isConnected){
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var h=document.getElementById('bootHint'),b=document.getElementById('bootRetry');
|
||||
if(h)h.textContent='Загрузка затянулась — проверь интернет и нажми «Обновить».';
|
||||
if(b)b.style.display='inline-block';
|
||||
}
|
||||
},20000);
|
||||
</script>
|
||||
</div>
|
||||
|
||||
<div id="game">
|
||||
<canvas id="c"></canvas>
|
||||
|
|
@ -17,6 +65,7 @@
|
|||
<div id="stats">
|
||||
<div class="row">❤️ <span id="hp">100</span> 🍗 <span id="food">100</span></div>
|
||||
<div class="row">🫁 <span id="o2">100</span></div>
|
||||
<div class="row">🌡️ <span id="temp">15°C</span></div>
|
||||
<div class="row">📍 X:<span id="sx">0</span> Y:<span id="sy">0</span></div>
|
||||
<div class="row">🕒 <span id="tod">День</span></div>
|
||||
<div class="row">🌐 <span id="worldId" style="cursor:pointer; text-decoration:underline;" title="Нажмите, чтобы скопировать ссылку">default</span></div>
|
||||
|
|
@ -35,13 +84,16 @@
|
|||
<div id="saveItem" class="menu-item">💾 Сохранить</div>
|
||||
<div id="resetItem" class="menu-item">🔄 Новый мир</div>
|
||||
<div id="marketItem" class="menu-item">🏪 Рынок</div>
|
||||
<div id="settingsItem" class="menu-item">⚙️ Настройки</div>
|
||||
</div>
|
||||
<div id="selectedItem"></div>
|
||||
<div id="hotbar" class="pe"></div>
|
||||
</div>
|
||||
|
||||
<!-- Миникарта -->
|
||||
<div id="minimapWrap" style="display:none;position:absolute;left:190px;top:10px;z-index:200;pointer-events:auto;">
|
||||
<canvas id="minimap" width="200" height="120" style="border:2px solid rgba(255,255,255,0.7);border-radius:8px;background:rgba(0,0,0,0.8);"></canvas>
|
||||
<span id="minimapClose" style="position:absolute;top:2px;right:6px;cursor:pointer;color:#fff;font-size:18px;font-weight:900;z-index:201;">✕</span>
|
||||
</div>
|
||||
|
||||
<!-- Печь -->
|
||||
|
|
@ -103,8 +155,37 @@
|
|||
</div>
|
||||
<div id="marketContent" style="padding:8px;max-height:60vh;overflow-y:auto;"></div>
|
||||
</div>
|
||||
|
||||
<div id="settingsPanel" class="panel" style="display:none;">
|
||||
<div class="panel-header">
|
||||
<span>⚙️ Настройки</span>
|
||||
<span id="settingsClose" class="close" style="cursor:pointer;">✕</span>
|
||||
</div>
|
||||
<div id="settingsContent" style="padding:8px;max-height:60vh;overflow-y:auto;">
|
||||
<label style="display:flex;align-items:center;gap:8px;color:#fff"><input type="checkbox" id="dayNightToggle"> Цикл день/ночь</label>
|
||||
<div style="margin-top:10px;color:#fff;">
|
||||
<label style="font-size:13px;">Время суток</label>
|
||||
<input type="range" id="timeSlider" min="0" max="100" value="0" style="width:100%;accent-color:#f1c40f;">
|
||||
<div style="display:flex;justify-content:space-between;font-size:10px;color:#aaa;">
|
||||
<span>Рассвет</span><span>День</span><span>Закат</span><span>Ночь</span>
|
||||
</div>
|
||||
</div>
|
||||
<div style="margin-top:12px;color:#fff;">
|
||||
<label style="font-size:13px;">Погода</label>
|
||||
<div style="display:flex;gap:6px;margin-top:4px;">
|
||||
<button id="weatherClear" class="weather-btn weather-active" data-weather="clear" style="flex:1;padding:6px;background:#3498db;color:#fff;border:none;border-radius:6px;cursor:pointer;font-size:12px;">Ясно</button>
|
||||
<button id="weatherRain" class="weather-btn" data-weather="rain" style="flex:1;padding:6px;background:#555;color:#fff;border:none;border-radius:6px;cursor:pointer;font-size:12px;">Дождь</button>
|
||||
<button id="weatherSnow" class="weather-btn" data-weather="snow" style="flex:1;padding:6px;background:#555;color:#fff;border:none;border-radius:6px;cursor:pointer;font-size:12px;">Снег</button>
|
||||
<button id="weatherThunder" class="weather-btn" data-weather="thunder" style="flex:1;padding:6px;background:#555;color:#fff;border:none;border-radius:6px;cursor:pointer;font-size:12px;">Гроза</button>
|
||||
</div>
|
||||
<label style="font-size:12px;color:#aaa;margin-top:6px;display:block;">Интенсивность</label>
|
||||
<input type="range" id="weatherIntensity" min="0" max="100" value="40" style="width:100%;accent-color:#3498db;">
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<script src="game.js?v=31"></script>
|
||||
<script src="https://cdn.socket.io/4.7.4/socket.io.min.js"></script>
|
||||
<script src="game.js?v=79"></script>
|
||||
</body>
|
||||
</html>
|
||||
|
|
|
|||
|
|
@ -0,0 +1,125 @@
|
|||
<!DOCTYPE html>
|
||||
<html lang="ru">
|
||||
<head>
|
||||
<meta charset="UTF-8" />
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no, viewport-fit=cover" />
|
||||
<meta name="apple-mobile-web-app-capable" content="yes" />
|
||||
<meta name="apple-mobile-web-app-status-bar-style" content="black-translucent" />
|
||||
<meta name="mobile-web-app-capable" content="yes" />
|
||||
<meta name="theme-color" content="#1a1a2e" />
|
||||
<link rel="manifest" href="manifest.json" />
|
||||
<link rel="apple-touch-icon" href="imgs/grechka_1.png" />
|
||||
<title>GrechkaCraft</title>
|
||||
<!-- Socket.io Client -->
|
||||
<script src="https://cdn.socket.io/4.7.4/socket.io.min.js"></script>
|
||||
<link rel="stylesheet" href="style.css?v=6">
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<div id="game">
|
||||
<canvas id="c"></canvas>
|
||||
|
||||
<div class="ui">
|
||||
<div id="stats">
|
||||
<div class="row">❤️ <span id="hp">100</span> 🍗 <span id="food">100</span></div>
|
||||
<div class="row">🫁 <span id="o2">100</span></div>
|
||||
<div class="row">📍 X:<span id="sx">0</span> Y:<span id="sy">0</span></div>
|
||||
<div class="row">🕒 <span id="tod">День</span></div>
|
||||
<div class="row">🌐 <span id="worldId" style="cursor:pointer; text-decoration:underline;" title="Нажмите, чтобы скопировать ссылку">default</span></div>
|
||||
<div class="row">⭐ Lv.<span id="xplevel">1</span> | XP: <span id="xpbar">0/50</span></div>
|
||||
<div class="row" id="multiplayerStatus" style="display:none;">👥 <span id="playerCount">0</span></div>
|
||||
</div>
|
||||
|
||||
<div id="modeBtn" class="rbtn pe">⛏️</div>
|
||||
<div id="craftBtn" class="rbtn pe">🔨</div>
|
||||
|
||||
<div id="chatToggle" class="rbtn pe">💬</div>
|
||||
<div id="invToggle" class="rbtn pe">📦</div>
|
||||
<div id="mapToggle" class="rbtn pe">🗺️</div>
|
||||
<div id="menuBtn" class="rbtn pe">⋯</div>
|
||||
<div id="menuDropdown" class="menu-dropdown">
|
||||
<div id="saveItem" class="menu-item">💾 Сохранить</div>
|
||||
<div id="resetItem" class="menu-item">🔄 Новый мир</div>
|
||||
<div id="marketItem" class="menu-item">🏪 Рынок</div>
|
||||
<div id="settingsItem" class="menu-item">⚙️ Настройки</div>
|
||||
</div>
|
||||
<div id="hotbar" class="pe"></div>
|
||||
</div>
|
||||
|
||||
<!-- Миникарта -->
|
||||
<div id="minimapWrap" style="display:none;position:absolute;left:190px;top:10px;z-index:200;pointer-events:auto;">
|
||||
<canvas id="minimap" width="200" height="120" style="border:2px solid rgba(255,255,255,0.7);border-radius:8px;background:rgba(0,0,0,0.8);"></canvas>
|
||||
</div>
|
||||
|
||||
<!-- Печь -->
|
||||
<div id="furnacePanel" class="panel" style="display:none;">
|
||||
<div class="panel-header">
|
||||
<span>🔥 Печь</span>
|
||||
<span id="furnaceClose" class="close" style="cursor:pointer;">✕</span>
|
||||
</div>
|
||||
<div id="furnaceContent" style="padding:8px;"></div>
|
||||
</div>
|
||||
|
||||
<div id="controls">
|
||||
<div id="left" class="btn pe">⬅️</div>
|
||||
<div id="jump" class="btn pe">⬆️</div>
|
||||
<div id="down" class="btn pe">⬇️</div>
|
||||
<div id="right" class="btn pe">➡️</div>
|
||||
</div>
|
||||
|
||||
|
||||
<div id="craftPanel" class="panel" style="display:none;">
|
||||
<div class="panel-header">
|
||||
<span>Крафт</span>
|
||||
<span id="craftClose" class="close" style="cursor:pointer;">✕</span>
|
||||
</div>
|
||||
<div id="recipes"></div>
|
||||
</div>
|
||||
|
||||
<div id="inventoryPanel" class="panel" style="display:none;">
|
||||
<div class="panel-header">
|
||||
<span>Инвентарь</span>
|
||||
<span id="inventoryClose" class="close" style="cursor:pointer;">✕</span>
|
||||
</div>
|
||||
<div id="inventoryGrid"></div>
|
||||
</div>
|
||||
|
||||
<div id="chatPanel" class="panel" style="display:none;">
|
||||
<div class="panel-header">
|
||||
<span>Чат</span>
|
||||
<span id="chatClose" class="close" style="cursor:pointer;">✕</span>
|
||||
</div>
|
||||
<div id="chatMessages"></div>
|
||||
<div class="chat-input">
|
||||
<input type="text" id="chatInput" placeholder="Введите сообщение...">
|
||||
<button id="chatSend">Отправить</button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div id="death" class="death-screen" style="display:none;">
|
||||
<div class="death-content">
|
||||
<h1>💀 Вы погибли!</h1>
|
||||
<button id="respawnBtn" class="respawn-btn">Возродиться</button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div id="marketPanel" class="panel" style="display:none;">
|
||||
<div class="panel-header">
|
||||
<span>🏪 Рынок</span>
|
||||
<span id="marketClose" class="close" style="cursor:pointer;">✕</span>
|
||||
</div>
|
||||
<div id="marketContent" style="padding:8px;max-height:60vh;overflow-y:auto;"></div>
|
||||
</div>
|
||||
|
||||
<div id="settingsPanel" class="panel" style="display:none;">
|
||||
<div class="panel-header">
|
||||
<span>⚙️ Настройки</span>
|
||||
<span id="settingsClose" class="close" style="cursor:pointer;">✕</span>
|
||||
</div>
|
||||
<div id="settingsContent" style="padding:8px;max-height:60vh;overflow-y:auto;"></div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<script src="game.js?v=72"></script>
|
||||
</body>
|
||||
</html>
|
||||
|
|
@ -0,0 +1,19 @@
|
|||
{
|
||||
"name": "GrechkaCraft",
|
||||
"short_name": "GrechkaCraft",
|
||||
"description": "Voxel игра в браузере",
|
||||
"start_url": "/?v=73",
|
||||
"display": "fullscreen",
|
||||
"orientation": "any",
|
||||
"background_color": "#111111",
|
||||
"theme_color": "#1a1a2e",
|
||||
"categories": ["games"],
|
||||
"icons": [
|
||||
{
|
||||
"src": "imgs/grechka_1.png",
|
||||
"sizes": "512x512",
|
||||
"type": "image/png",
|
||||
"purpose": "any"
|
||||
}
|
||||
]
|
||||
}
|
||||
|
|
@ -35,6 +35,7 @@ export const state = {
|
|||
// День/ночь
|
||||
worldTime: 0,
|
||||
isNightTime: false,
|
||||
dayNightCycle: true,
|
||||
|
||||
// Мультиплеер
|
||||
isMultiplayer: false,
|
||||
|
|
@ -53,7 +54,7 @@ export const state = {
|
|||
worldId: null,
|
||||
|
||||
// Инвентарь/UI
|
||||
selected: 0,
|
||||
selected: "dirt",
|
||||
showFullInventory: false,
|
||||
craftOpen: false,
|
||||
inventoryOpen: false,
|
||||
|
|
@ -66,10 +67,14 @@ export const state = {
|
|||
worldSeed: Math.floor(Math.random() * 1000000),
|
||||
|
||||
// Погода
|
||||
weatherType: "clear",
|
||||
isRaining: false,
|
||||
rainIntensity: 0,
|
||||
weatherTimer: 0,
|
||||
weatherChangeInterval: 60 + Math.random() * 120,
|
||||
snowflakes: [],
|
||||
lightningFlash: 0,
|
||||
lightningTimer: 0,
|
||||
|
||||
// Мобы/спавн
|
||||
spawnT: 0,
|
||||
|
|
@ -108,6 +113,7 @@ export const state = {
|
|||
inventoryPanel: null,
|
||||
inventoryGrid: null,
|
||||
multiplayerStatus: null,
|
||||
tempEl: null,
|
||||
|
||||
// Игрок
|
||||
player: {
|
||||
|
|
@ -129,7 +135,9 @@ export const state = {
|
|||
sleeping: false,
|
||||
inBoat: false,
|
||||
armor: 0,
|
||||
equippedArmor: null
|
||||
equippedArmor: null,
|
||||
temperature: 15,
|
||||
slowTimer: 0
|
||||
},
|
||||
|
||||
// Точка спавна
|
||||
|
|
@ -147,11 +155,19 @@ export const state = {
|
|||
wood_sword: 0, stone_sword: 0, iron_sword: 0,
|
||||
wood_axe: 0, stone_axe: 0, iron_axe: 0,
|
||||
wood_shovel: 0, stone_shovel: 0, iron_shovel: 0,
|
||||
iron_armor: 0,
|
||||
iron_armor: 0, gold_armor: 0,
|
||||
bow: 0, furnace: 0,
|
||||
bed: 0, boat: 0,
|
||||
iron_ingot: 0, gold_ingot: 0, copper_ingot: 0,
|
||||
cobblestone: 0,
|
||||
// New items
|
||||
chicken_meat: 0, feather: 0, bone: 0, gunpowder: 0,
|
||||
wheat: 0, bread: 0, carrot: 0, potato: 0, baked_potato: 0,
|
||||
mushroom_stew: 0,
|
||||
scorpion_stinger: 0, polar_fur: 0, slime_ball: 0, eagle_feather: 0,
|
||||
snow: 0, ice: 0, cactus: 0, mushroom: 0, moss: 0, farmland: 0,
|
||||
spruce_leaves: 0, dead_bush: 0, swamp_water: 0,
|
||||
wheat_seeds: 0, wheat_stage0: 0, carrot_stage0: 0, potato_stage0: 0
|
||||
},
|
||||
|
||||
// Лодка
|
||||
|
|
@ -210,18 +226,20 @@ export const state = {
|
|||
|
||||
// Прочность инструментов
|
||||
toolDurability: new Map(),
|
||||
protections: new Map(),
|
||||
|
||||
// Последние выбранные предметы
|
||||
recentItems: [],
|
||||
|
||||
// Активные печи
|
||||
activeFurnaces: new Map(),
|
||||
cropTimers: new Map(),
|
||||
|
||||
// Сгенерированные колонны
|
||||
generated: new Set(),
|
||||
|
||||
// Изображение героя
|
||||
heroImg: null,
|
||||
heroImg: new Image(),
|
||||
|
||||
// Сетка мира
|
||||
grid: new Map(),
|
||||
|
|
|
|||
|
|
@ -20,12 +20,36 @@ export const BLOCKS = {
|
|||
diamond_ore:{n:'Алмаз', c:'#00a8ff', solid:true, hardness:20, toolType:'pickaxe', minTool:'iron' },
|
||||
brick: { n:'Кирпич', c:'#c0392b', solid:true, hardness:8, toolType:'pickaxe' },
|
||||
tnt: { n:'TNT', c:'#e74c3c', solid:true, explosive:true, hardness:1, toolType:null },
|
||||
campfire: { n:'Костёр', c:'#e67e22', solid:true, lightRadius:190, hardness:2, toolType:null },
|
||||
torch: { n:'Факел', c:'#f9ca24', solid:true, lightRadius:140, hardness:1, toolType:null },
|
||||
campfire: { n:'Костёр', c:'#e67e22', solid:true, lightRadius:280, hardness:2, toolType:null },
|
||||
torch: { n:'Факел', c:'#f9ca24', solid:true, lightRadius:220, hardness:1, toolType:null },
|
||||
bedrock: { n:'Бедрок', c:'#2d3436', solid:true, unbreakable:true, hardness:Infinity },
|
||||
flower: { n:'Цветок', c:'#ff4757', solid:false, decor:true, hardness:0 },
|
||||
bed: { n:'Кровать', c:'#e91e63', solid:true, bed:true, hardness:2, toolType:'axe' },
|
||||
boat: { n:'Лодка', c:'#8B4513', solid:false, hardness:0 },
|
||||
furnace: { n:'Печь', c:'#696969', solid:true, smelting:true, hardness:8, toolType:'pickaxe', minTool:'wood' },
|
||||
cobblestone: { n:'Булыжник', c:'#7f8c8d', solid:true, hardness:6, toolType:'pickaxe' },
|
||||
flag: { n:'Флаг', c:'#e74c3c', solid:true, hardness:1, toolType:'axe', protectionRadius:10 },
|
||||
// === BIOME BLOCKS ===
|
||||
snow: { n:'Снег', c:'#ecf0f1', solid:true, hardness:1, toolType:'shovel' },
|
||||
ice: { n:'Лёд', c:'#74b9ff', solid:true, hardness:1, slip:true, toolType:'pickaxe' },
|
||||
cactus: { n:'Кактус', c:'#27ae60', solid:true, hardness:1, hurt:true, toolType:null },
|
||||
mushroom: { n:'Гриб', c:'#e74c3c', solid:false, decor:true, hardness:0 },
|
||||
moss: { n:'Мох', c:'#0a6640', solid:true, hardness:1, toolType:null },
|
||||
swamp_water:{ n:'Болотная вода', c:'rgba(100,120,40,0.6)', solid:false, fluid:true, poison:true, hardness:0 },
|
||||
farmland: { n:'Грядка', c:'#8B6914', solid:true, hardness:1, farmable:true, toolType:'shovel' },
|
||||
dead_bush: { n:'Сухой куст', c:'#b2bec3', solid:false, decor:true, hardness:0 },
|
||||
spruce_leaves:{ n:'Ель', c:'#0a6640', solid:true, hardness:1, toolType:'axe' },
|
||||
// === CROP STAGES ===
|
||||
wheat_stage0:{ n:'Росток пшеницы', c:'#a8e6a0', solid:false, decor:true, hardness:0, growthStage:0, growthTime:30, growsTo:'wheat_stage1' },
|
||||
wheat_stage1:{ n:'Пшеница', c:'#7dcea0', solid:false, decor:true, hardness:0, growthStage:1, growthTime:30, growsTo:'wheat_stage2' },
|
||||
wheat_stage2:{ n:'Пшеница', c:'#b8d730', solid:false, decor:true, hardness:0, growthStage:2, growthTime:30, growsTo:'wheat_stage3' },
|
||||
wheat_stage3:{ n:'Пшеница', c:'#f1c40f', solid:false, decor:true, hardness:0, harvestable:true, harvestItem:'wheat', harvestQty:2 },
|
||||
carrot_stage0:{ n:'Росток моркови', c:'#a8e6a0', solid:false, decor:true, hardness:0, growthStage:0, growthTime:30, growsTo:'carrot_stage1' },
|
||||
carrot_stage1:{ n:'Морковь', c:'#f0c27a', solid:false, decor:true, hardness:0, growthStage:1, growthTime:30, growsTo:'carrot_stage2' },
|
||||
carrot_stage2:{ n:'Морковь', c:'#e8a040', solid:false, decor:true, hardness:0, growthStage:2, growthTime:30, growsTo:'carrot_stage3' },
|
||||
carrot_stage3:{ n:'Морковь', c:'#e67e22', solid:false, decor:true, hardness:0, harvestable:true, harvestItem:'carrot', harvestQty:3 },
|
||||
potato_stage0:{ n:'Росток картофеля', c:'#a8e6a0', solid:false, decor:true, hardness:0, growthStage:0, growthTime:30, growsTo:'potato_stage1' },
|
||||
potato_stage1:{ n:'Картофель', c:'#c8b888', solid:false, decor:true, hardness:0, growthStage:1, growthTime:30, growsTo:'potato_stage2' },
|
||||
potato_stage2:{ n:'Картофель', c:'#bfaa78', solid:false, decor:true, hardness:0, growthStage:2, growthTime:30, growsTo:'potato_stage3' },
|
||||
potato_stage3:{ n:'Картофель', c:'#dfe6e9', solid:false, decor:true, hardness:0, harvestable:true, harvestItem:'potato', harvestQty:2 },
|
||||
};
|
||||
|
|
@ -2,6 +2,25 @@ export const ITEMS = {
|
|||
meat: { n:'Сырое мясо', icon:'🥩', food:15 },
|
||||
cooked: { n:'Жареное мясо', icon:'🍖', food:45 },
|
||||
arrow: { n:'Стрела', icon:'➡️', stack:64 },
|
||||
chicken_meat: { n:'Курица', icon:'🍗', food:12, stack:64 },
|
||||
feather: { n:'Перо', icon:'🪶', stack:64 },
|
||||
bone: { n:'Кость', icon:'🦴', stack:64 },
|
||||
gunpowder: { n:'Порох', icon:'💥', stack:64 },
|
||||
// === FARMING ITEMS ===
|
||||
wheat: { n:'Пшеница', icon:'🌾', stack:64 },
|
||||
bread: { n:'Хлеб', icon:'🍞', food:30 },
|
||||
carrot: { n:'Морковь', icon:'🥕', food:8, stack:64 },
|
||||
potato: { n:'Картофель', icon:'🥔', stack:64 },
|
||||
baked_potato:{ n:'Печёная картошка', icon:'🥔', food:25 },
|
||||
wheat_seeds: { n:'Семена пшеницы', icon:'🌱', stack:64 },
|
||||
mushroom_stew:{ n:'Грибной суп', icon:'🍲', food:40 },
|
||||
// === MOB DROP ITEMS ===
|
||||
scorpion_stinger:{ n:'Жало скорпиона', icon:'🔺', stack:64 },
|
||||
polar_fur: { n:'Шкура медведя', icon:'🧥', stack:64 },
|
||||
slime_ball: { n:'Слизь', icon:'🟢', stack:64 },
|
||||
eagle_feather:{ n:'Перо орла', icon:'🪶', stack:64 },
|
||||
// === ARMOR ===
|
||||
gold_armor: { n:'Золотая броня', icon:'🛡️', stack:1, armor:0.65 },
|
||||
};
|
||||
|
||||
// Runtime extensions — предметы от обжига
|
||||
|
|
|
|||
|
|
@ -21,9 +21,14 @@ export const RECIPES = [
|
|||
{ out:'stone_shovel', qty:1, cost:{ wood:1, stone:2 } },
|
||||
{ out:'iron_shovel', qty:1, cost:{ wood:1, iron_ore:1 } },
|
||||
{ out:'iron_armor', qty:1, cost:{ iron_ore: 5 } },
|
||||
{ out:'gold_armor', qty:1, cost:{ gold_ore: 8 } },
|
||||
{ out:'furnace', qty:1, cost:{ stone: 8 } },
|
||||
{ out:'bow', qty:1, cost:{ wood: 3, planks: 2 } },
|
||||
{ out:'arrow', qty:4, cost:{ stone: 1, wood: 1 } }
|
||||
{ out:'arrow', qty:4, cost:{ stone: 1, wood: 1 } },
|
||||
{ out:'flag', qty:1, cost:{ planks:3, iron_ore:1 } },
|
||||
{ out:'bread', qty:1, cost:{ wheat: 3 } },
|
||||
{ out:'farmland', qty:1, cost:{ dirt:1 } },
|
||||
{ out:'wheat_seeds', qty:1, cost:{ farmland:1, dirt:1 } },
|
||||
];
|
||||
|
||||
// Рецепты печи (обжиг)
|
||||
|
|
@ -34,5 +39,6 @@ export const SMELTING_RECIPES = [
|
|||
{ in:'gold_ore', qty:1, out:'gold_ingot', outQty:1, time:5 },
|
||||
{ in:'copper_ore', qty:1, out:'copper_ingot', outQty:1, time:4 },
|
||||
{ in:'meat', qty:1, out:'cooked', outQty:1, time:2 },
|
||||
{ in:'cobblestone', qty:1, out:'stone', outQty:1, time:2 }
|
||||
{ in:'cobblestone', qty:1, out:'stone', outQty:1, time:2 },
|
||||
{ in:'potato', qty:1, out:'baked_potato', outQty:1, time:2 }
|
||||
];
|
||||
|
|
@ -7,18 +7,18 @@ import { playSound } from '../audio/sound-engine.js';
|
|||
import { explodeAt } from '../world/tnt.js';
|
||||
import { resolveY } from '../physics/collision.js';
|
||||
import { resolveX } from '../physics/collision.js';
|
||||
import { isSolid } from '../world/world-storage.js';
|
||||
import { getCachedBiome } from '../world/generation.js';
|
||||
|
||||
export function mobAI(m, dt) {
|
||||
updateWaterFlag(m);
|
||||
|
||||
if (m.kind === 'zombie') {
|
||||
// активность ночью
|
||||
const night = isNight();
|
||||
if (!night) { m.hp -= 30 * dt; m.vx *= 0.5; return; }
|
||||
const dir = Math.sign((state.player.x) - m.x);
|
||||
m.vx = dir * m.speed;
|
||||
if (m.inWater && Math.random() < 0.06) m.vy = -260;
|
||||
// атака
|
||||
if (Math.abs((m.x + m.w / 2) - (state.player.x + state.player.w / 2)) < 28 &&
|
||||
Math.abs((m.y + m.h / 2) - (state.player.y + state.player.h / 2)) < 40 &&
|
||||
state.player.invuln <= 0) {
|
||||
|
|
@ -27,20 +27,15 @@ export function mobAI(m, dt) {
|
|||
state.player.invuln = 0.8;
|
||||
state.player.vx += dir * 420;
|
||||
state.player.vy -= 260;
|
||||
playSound('hit1'); // Звук при атаке зомби
|
||||
playSound('hit1');
|
||||
}
|
||||
} else if (m.kind === 'creeper') {
|
||||
// активность ночью
|
||||
const night = isNight();
|
||||
if (!night) { m.hp -= 30 * dt; m.vx *= 0.5; return; }
|
||||
const dir = Math.sign((state.player.x) - m.x);
|
||||
const dist = Math.hypot((state.player.x + state.player.w / 2) - (m.x + m.w / 2), (state.player.y + state.player.h / 2) - (m.y + m.h / 2));
|
||||
|
||||
// Движение к игроку
|
||||
m.vx = dir * m.speed;
|
||||
if (m.inWater && Math.random() < 0.06) m.vy = -260;
|
||||
|
||||
// Взрыв если близко к игроку
|
||||
if (dist < 60) {
|
||||
m.fuse -= dt;
|
||||
if (m.fuse <= 0) {
|
||||
|
|
@ -48,23 +43,17 @@ export function mobAI(m, dt) {
|
|||
m.hp = 0;
|
||||
}
|
||||
} else {
|
||||
// Поджигаем если очень близко
|
||||
if (dist < 40) {
|
||||
m.fuse = 0.5; // Быстрый взрыв
|
||||
m.fuse = 0.5;
|
||||
}
|
||||
}
|
||||
} else if (m.kind === 'skeleton') {
|
||||
// активность ночью
|
||||
const night = isNight();
|
||||
if (!night) { m.hp -= 30 * dt; m.vx *= 0.5; return; }
|
||||
const dir = Math.sign((state.player.x) - m.x);
|
||||
const dist = Math.hypot((state.player.x + state.player.w / 2) - (m.x + m.w / 2), (state.player.y + state.player.h / 2) - (m.y + m.h / 2));
|
||||
|
||||
// Движение к игроку
|
||||
m.vx = dir * m.speed;
|
||||
if (m.inWater && Math.random() < 0.06) m.vy = -260;
|
||||
|
||||
// Стрельба стрелами
|
||||
m.shootCooldown -= dt;
|
||||
if (dist < 300 && m.shootCooldown <= 0) {
|
||||
m.shootCooldown = 2.0;
|
||||
|
|
@ -82,8 +71,72 @@ export function mobAI(m, dt) {
|
|||
life: 3
|
||||
});
|
||||
}
|
||||
} else if (m.kind === 'scorpion') {
|
||||
// Скорпион — бежит к игроку, яд (замедление)
|
||||
const dir = Math.sign((state.player.x) - m.x);
|
||||
m.vx = dir * m.speed;
|
||||
if (m.inWater && Math.random() < 0.06) m.vy = -260;
|
||||
if (Math.abs((m.x + m.w / 2) - (state.player.x + state.player.w / 2)) < 28 &&
|
||||
Math.abs((m.y + m.h / 2) - (state.player.y + state.player.h / 2)) < 40 &&
|
||||
state.player.invuln <= 0) {
|
||||
const damage = calculateDamage(8);
|
||||
state.player.hp -= damage;
|
||||
state.player.invuln = 0.8;
|
||||
state.player.slowTimer = 3;
|
||||
state.player.vx += dir * 300;
|
||||
state.player.vy -= 200;
|
||||
playSound('hit1');
|
||||
}
|
||||
} else if (m.kind === 'polar_bear') {
|
||||
// Белый медведь — нейтрален, бродит
|
||||
m.aiT -= dt;
|
||||
if (m.aiT <= 0) {
|
||||
m.aiT = 2.0 + Math.random() * 3;
|
||||
m.dir = Math.random() < 0.5 ? -1 : 1;
|
||||
if (Math.random() < 0.3) m.dir = 0;
|
||||
}
|
||||
m.vx = m.dir * m.speed;
|
||||
if (m.inWater) m.vy = -120;
|
||||
} else if (m.kind === 'slime') {
|
||||
// Слизь — прыгает к игроку
|
||||
const dir = Math.sign((state.player.x + state.player.w / 2) - (m.x + m.w / 2));
|
||||
m.aiT -= dt;
|
||||
if (m.aiT <= 0) {
|
||||
m.aiT = 1.5 + Math.random() * 1.5;
|
||||
m.dir = dir;
|
||||
m.vy = -200;
|
||||
}
|
||||
m.vx = m.dir * m.speed;
|
||||
} else if (m.kind === 'eagle') {
|
||||
// Орёл — летает, атакует пикированием
|
||||
const dx = (state.player.x + state.player.w / 2) - (m.x + m.w / 2);
|
||||
const dy = (state.player.y + state.player.h / 2) - (m.y + m.h / 2);
|
||||
const dist = Math.hypot(dx, dy);
|
||||
if (dist < 400) {
|
||||
m.vx = Math.sign(dx) * m.speed;
|
||||
m.vy = dy > 0 ? 60 : -60;
|
||||
} else {
|
||||
m.aiT -= dt;
|
||||
if (m.aiT <= 0) {
|
||||
m.aiT = 2 + Math.random() * 3;
|
||||
m.dir = Math.random() < 0.5 ? -1 : 1;
|
||||
}
|
||||
m.vx = m.dir * m.speed * 0.5;
|
||||
m.vy = Math.sin(performance.now() / 1000) * 30;
|
||||
}
|
||||
// Атака при касании
|
||||
if (dist < 30 && state.player.invuln <= 0) {
|
||||
const damage = calculateDamage(10);
|
||||
state.player.hp -= damage;
|
||||
state.player.invuln = 0.8;
|
||||
state.player.vy -= 200;
|
||||
playSound('hit1');
|
||||
}
|
||||
// Орёл не падает — летающий моб
|
||||
m.vy *= 0.5;
|
||||
m.grounded = false;
|
||||
} else {
|
||||
// животные
|
||||
// животные (pig, chicken)
|
||||
m.aiT -= dt;
|
||||
if (m.aiT <= 0) {
|
||||
m.aiT = 1.8 + Math.random() * 2.5;
|
||||
|
|
@ -94,8 +147,17 @@ export function mobAI(m, dt) {
|
|||
if (m.inWater) m.vy = -120;
|
||||
}
|
||||
|
||||
// Мобы прыгают при столкновении со стеной
|
||||
if (m.grounded && Math.abs(m.vx) > 5 && m.kind !== 'eagle') {
|
||||
const probeX = m.vx > 0 ? m.x + m.w + 2 : m.x - 2;
|
||||
const probeGY = Math.floor((m.y + m.h - 1) / TILE);
|
||||
if (isSolid(Math.floor(probeX / TILE), probeGY)) {
|
||||
m.vy = -280;
|
||||
}
|
||||
}
|
||||
|
||||
// физика моба
|
||||
const g = m.inWater ? GRAV_WATER : GRAV;
|
||||
const g = (m.inWater && m.kind !== 'eagle') ? GRAV_WATER : GRAV;
|
||||
m.vy += g * dt;
|
||||
|
||||
m.y += m.vy * dt; m.grounded = false; resolveY(m);
|
||||
|
|
@ -103,6 +165,21 @@ export function mobAI(m, dt) {
|
|||
}
|
||||
|
||||
export function isNight() {
|
||||
// Автоматический цикл: ночь когда worldTime > 0.5
|
||||
return state.worldTime > 0.5;
|
||||
}
|
||||
|
||||
// Mob loot table
|
||||
export function getMobLoot(kind) {
|
||||
const table = {
|
||||
chicken: [{item:'chicken_meat',min:1,max:2,chance:1},{item:'feather',min:0,max:1,chance:0.5}],
|
||||
pig: [{item:'meat',min:1,max:2,chance:1}],
|
||||
zombie: [{item:'meat',min:0,max:1,chance:0.5},{item:'iron_ingot',min:0,max:1,chance:0.3}],
|
||||
skeleton: [{item:'arrow',min:2,max:4,chance:1},{item:'bone',min:0,max:2,chance:0.6},{item:'bow',min:1,max:1,chance:0.15}],
|
||||
creeper: [{item:'gunpowder',min:1,max:2,chance:1}],
|
||||
scorpion: [{item:'scorpion_stinger',min:0,max:1,chance:0.4}],
|
||||
polar_bear:[{item:'polar_fur',min:1,max:2,chance:0.8},{item:'meat',min:1,max:2,chance:1}],
|
||||
slime: [{item:'slime_ball',min:1,max:2,chance:1}],
|
||||
eagle: [{item:'eagle_feather',min:1,max:2,chance:0.7}]
|
||||
};
|
||||
return table[kind] || [];
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
// Сущности: животные + зомби
|
||||
// Сущности: животные + зомби + новые мобы
|
||||
|
||||
export class Entity {
|
||||
constructor(x, y, w, h) {
|
||||
|
|
@ -35,3 +35,19 @@ export class Creeper extends Entity {
|
|||
export class Skeleton extends Entity {
|
||||
constructor(x, y) { super(x, y, 34, 50); this.kind = 'skeleton'; this.hp = 4; this.speed = 70 + Math.random() * 30; this.shootCooldown = 0; }
|
||||
}
|
||||
|
||||
export class Scorpion extends Entity {
|
||||
constructor(x, y) { super(x, y, 26, 26); this.kind = 'scorpion'; this.hp = 3; this.speed = 90; this.fuse = 0; this.shootCooldown = 0; }
|
||||
}
|
||||
|
||||
export class PolarBear extends Entity {
|
||||
constructor(x, y) { super(x, y, 40, 34); this.kind = 'polar_bear'; this.hp = 8; this.speed = 50; this.fuse = 0; this.shootCooldown = 2; }
|
||||
}
|
||||
|
||||
export class Slime extends Entity {
|
||||
constructor(x, y) { super(x, y, 24, 24); this.kind = 'slime'; this.hp = 2; this.speed = 30; this.fuse = 0; this.shootCooldown = 2; }
|
||||
}
|
||||
|
||||
export class Eagle extends Entity {
|
||||
constructor(x, y) { super(x, y, 30, 22); this.kind = 'eagle'; this.hp = 3; this.speed = 120; this.fuse = 0; this.shootCooldown = 0; }
|
||||
}
|
||||
|
|
|
|||
|
|
@ -3,12 +3,8 @@ import { state } from '../core/state.js';
|
|||
|
||||
// Функция для расчёта урона с учётом брони
|
||||
function calculateDamage(baseDamage) {
|
||||
// Броня снижает урон пропорционально
|
||||
// armor: 0 = без брони (100% урона)
|
||||
// armor: 0.5 = железная броня (50% урона)
|
||||
const reduction = state.player.armor;
|
||||
const actualDamage = baseDamage * (1 - reduction);
|
||||
console.log('[DAMAGE] Base:', baseDamage, '- Armor:', reduction, '- Actual:', actualDamage.toFixed(1));
|
||||
return actualDamage;
|
||||
}
|
||||
|
||||
|
|
@ -32,11 +28,12 @@ function initPlayer() {
|
|||
lastStepTime: 0,
|
||||
sleeping: false,
|
||||
inBoat: false,
|
||||
armor: 0, // Текущий уровень защиты (0 = без брони, 0.5 = железная броня)
|
||||
equippedArmor: null // Тип надетой брони
|
||||
armor: 0,
|
||||
equippedArmor: null,
|
||||
temperature: 15,
|
||||
slowTimer: 0
|
||||
};
|
||||
|
||||
// Сохраняем начальную позицию для возрождения
|
||||
state.spawnPoint = { x: 6 * TILE, y: 0 * TILE };
|
||||
}
|
||||
|
||||
|
|
|
|||
237
src/game/loop.js
237
src/game/loop.js
|
|
@ -10,9 +10,9 @@ import { calculateDamage } from '../entities/player.js';
|
|||
import { isNight } from '../entities/mob-ai.js';
|
||||
import { tickFurnaces } from '../ui/furnace.js';
|
||||
import { renderFurnaceUI } from '../ui/furnace.js';
|
||||
import { updateWeather, updateRain, drawRain } from '../world/weather.js';
|
||||
import { ensureGenAroundCamera, surfaceGyAt, genColumn } from '../world/generation.js';
|
||||
import { Zombie, Creeper, Skeleton, Pig, Chicken } from '../entities/mobs.js';
|
||||
import { updateWeather, updateRain, drawWeather, skyColor } from '../world/weather.js';
|
||||
import { ensureGenAroundCamera, surfaceGyAt, genColumn, getCachedBiome, getBiome } from '../world/generation.js';
|
||||
import { Zombie, Creeper, Skeleton, Pig, Chicken, Scorpion, PolarBear, Slime, Eagle } from '../entities/mobs.js';
|
||||
import { mobAI } from '../entities/mob-ai.js';
|
||||
import { explodeAt } from '../world/tnt.js';
|
||||
import { sendPlayerPosition } from '../multiplayer/socket-helpers.js';
|
||||
|
|
@ -21,6 +21,7 @@ import { rebuildHotbar } from '../ui/hotbar.js';
|
|||
import { mode } from '../game/modes.js';
|
||||
import { mouse } from '../input/mouse-handler.js';
|
||||
import { drawFire } from '../render/draw-fire.js';
|
||||
import { itemTex } from '../render/textures.js';
|
||||
|
||||
// ==================== LOOP ====================
|
||||
let last = performance.now();
|
||||
|
|
@ -52,8 +53,10 @@ export function loop(now) {
|
|||
const jumpPressed = inp.j && !prevJump;
|
||||
prevJump = inp.j;
|
||||
|
||||
// Ускорение времени во время сна
|
||||
if (player.sleeping && isNight()) {
|
||||
// Ускорение времени во время сна или замороженный цикл
|
||||
if (!state.dayNightCycle) {
|
||||
// Цикл день/ночь выключен — время стоит
|
||||
} else if (player.sleeping && isNight()) {
|
||||
state.worldTime += dt * 8 / state.DAY_LEN;
|
||||
player.hp = Math.min(100, player.hp + dt * 20);
|
||||
if (!isNight()) {
|
||||
|
|
@ -68,6 +71,19 @@ export function loop(now) {
|
|||
state.camX = Math.floor((player.x + player.w / 2) - state.W / 2);
|
||||
state.camY = Math.floor((player.y + player.h / 2) - state.H / 2);
|
||||
|
||||
// Самовосстановление при битых координатах (NaN/undefined из старого сейва):
|
||||
// иначе камера уезжает в NaN — видно только небо, без блоков и персонажа.
|
||||
if (!Number.isFinite(player.x) || !Number.isFinite(player.y)) {
|
||||
const startGX = 6;
|
||||
for (let dx = -3; dx <= 3; dx++) genColumn(startGX + dx);
|
||||
player.x = startGX * state.TILE;
|
||||
player.y = (surfaceGyAt(startGX) - 1) * state.TILE;
|
||||
player.vx = player.vy = 0;
|
||||
state.camX = Math.floor((player.x + player.w / 2) - state.W / 2);
|
||||
state.camY = Math.floor((player.y + player.h / 2) - state.H / 2);
|
||||
console.warn('[Loop] player pos was broken, respawned at start');
|
||||
}
|
||||
|
||||
ensureGenAroundCamera();
|
||||
|
||||
// clouds parallax
|
||||
|
|
@ -93,6 +109,83 @@ export function loop(now) {
|
|||
// голод убывает
|
||||
player.hunger = Math.max(0, player.hunger - dt * 0.2);
|
||||
|
||||
// ========== TEMPERATURE ==========
|
||||
if (player.temperature === undefined) player.temperature = 15;
|
||||
const BIOME_TEMP = { snow: -20, plains: 15, swamp: 20, desert: 45, mountains: 5 };
|
||||
const COLD_THRESHOLD = -5;
|
||||
const HEAT_THRESHOLD = 35;
|
||||
const HEAT_RADIUS = 5;
|
||||
const pGX = Math.floor(player.x / state.TILE);
|
||||
const biome = getCachedBiome(pGX);
|
||||
const pGY = Math.floor(player.y / state.TILE);
|
||||
const sGY = surfaceGyAt(pGX);
|
||||
const isUndergroundTemp = (pGY - sGY) > 2;
|
||||
let targetTemp = BIOME_TEMP[biome] || 15;
|
||||
if (isUndergroundTemp) targetTemp = 15;
|
||||
if (isNight() && !isUndergroundTemp) targetTemp -= 10;
|
||||
if ((state.weatherType === 'rain' || state.weatherType === 'storm') && !isUndergroundTemp) targetTemp -= 5;
|
||||
player.temperature += (targetTemp - player.temperature) * dt * 0.3;
|
||||
let nearHeat = false, nearCool = false;
|
||||
for (let dx = -HEAT_RADIUS; dx <= HEAT_RADIUS; dx++) {
|
||||
for (let dy = -HEAT_RADIUS; dy <= HEAT_RADIUS; dy++) {
|
||||
const b = getBlock(pGX + dx, pGY + dy);
|
||||
if (!b || b.dead) continue;
|
||||
if (b.t === 'campfire' || b.t === 'torch') nearHeat = true;
|
||||
if (b.t === 'water' && biome === 'desert') nearCool = true;
|
||||
}
|
||||
}
|
||||
if (nearHeat) {
|
||||
player.temperature += (30 - player.temperature) * dt * 2;
|
||||
if (player.hp < 100) player.hp = Math.min(100, player.hp + 8 * dt);
|
||||
}
|
||||
if (nearCool) {
|
||||
player.temperature += (15 - player.temperature) * dt * 1.5;
|
||||
if (player.hp < 100 && player.temperature > HEAT_THRESHOLD) player.hp = Math.min(100, player.hp + 8 * dt);
|
||||
}
|
||||
if (isUndergroundTemp && !nearHeat) {
|
||||
if (player.hp < 100 && player.temperature >= COLD_THRESHOLD && player.temperature <= HEAT_THRESHOLD) {
|
||||
player.hp = Math.min(100, player.hp + 2 * dt);
|
||||
}
|
||||
}
|
||||
const aboveBlk = getBlock(pGX, pGY - 1);
|
||||
const inShade = aboveBlk && BLOCKS[aboveBlk.t] && BLOCKS[aboveBlk.t].solid && aboveBlk.t !== 'glass';
|
||||
if (inShade && !isUndergroundTemp && !nearCool) {
|
||||
player.temperature -= 5 * dt;
|
||||
if (player.temperature > HEAT_THRESHOLD - 2 && player.hp < 100) player.hp = Math.min(100, player.hp + 1 * dt);
|
||||
}
|
||||
if (player.temperature < COLD_THRESHOLD && !isUndergroundTemp) {
|
||||
const severity = Math.abs(player.temperature - COLD_THRESHOLD) / 15;
|
||||
player.hp -= 1 * severity * dt;
|
||||
if (severity > 0.5) player.vx *= (1 - 0.3 * Math.min(1, severity) * dt);
|
||||
}
|
||||
if (player.temperature > HEAT_THRESHOLD && !isUndergroundTemp) {
|
||||
const severity = (player.temperature - HEAT_THRESHOLD) / 15;
|
||||
player.hp -= 1 * severity * dt;
|
||||
if (severity > 0.5) player.hunger -= 0.5 * severity * dt;
|
||||
}
|
||||
if (player.slowTimer > 0) player.slowTimer -= dt;
|
||||
|
||||
// Кактус — урон при касании
|
||||
const pCGX = Math.floor((player.x + player.w / 2) / state.TILE);
|
||||
const pCGY = Math.floor((player.y + player.h / 2) / state.TILE);
|
||||
for (let cdx = -1; cdx <= 1; cdx++) {
|
||||
for (let cdy = -1; cdy <= 1; cdy++) {
|
||||
const cb = getBlock(pCGX + cdx, pCGY + cdy);
|
||||
if (cb && !cb.dead && BLOCKS[cb.t] && BLOCKS[cb.t].hurt) {
|
||||
if (player.invuln <= 0) {
|
||||
player.hp -= 2;
|
||||
player.invuln = 0.5;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Лёд — скольжение
|
||||
const iceBlock = getBlock(pCGX, pCGY + 1);
|
||||
if (iceBlock && BLOCKS[iceBlock.t] && BLOCKS[iceBlock.t].slip && player.grounded) {
|
||||
player.vx *= 0.98;
|
||||
}
|
||||
|
||||
// Игрок не может двигаться во время сна
|
||||
if (player.sleeping) {
|
||||
player.vx = 0;
|
||||
|
|
@ -297,6 +390,30 @@ export function loop(now) {
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
// ====== CROP GROWTH ======
|
||||
for (const [key, blk] of state.grid) {
|
||||
if (blk.dead) continue;
|
||||
const bDef = BLOCKS[blk.t];
|
||||
if (bDef.growthStage === undefined) continue;
|
||||
if (bDef.harvestable) continue; // stage 3 = fully grown
|
||||
if (!blk.growthTimer && blk.growthTimer !== 0) blk.growthTimer = 0;
|
||||
blk.growthTimer += dt;
|
||||
// Growth time from block def (default 30s per stage)
|
||||
const growTime = bDef.growthTime || 30;
|
||||
if (blk.growthTimer >= growTime) {
|
||||
blk.growthTimer = 0;
|
||||
const nextStage = bDef.growsTo;
|
||||
if (nextStage) {
|
||||
blk.t = nextStage;
|
||||
// Update texture reference
|
||||
if (tex[nextStage]) {
|
||||
// Block type changed — will render new texture next frame
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// mobs spawn — only in singleplayer
|
||||
state.spawnT += dt;
|
||||
if (!state.isMultiplayer && state.spawnT > 1.8 && mobs.length < 30) {
|
||||
|
|
@ -317,11 +434,16 @@ export function loop(now) {
|
|||
// skip
|
||||
} else {
|
||||
const night = isNight();
|
||||
const spawnBiome = getCachedBiome(gx);
|
||||
if (night) {
|
||||
const hostileCount = mobs.filter(m => m.kind === 'zombie' || m.kind === 'creeper' || m.kind === 'skeleton').length;
|
||||
const hostileCount = mobs.filter(m => m.kind === 'zombie' || m.kind === 'creeper' || m.kind === 'skeleton' || m.kind === 'scorpion' || m.kind === 'slime').length;
|
||||
if (hostileCount < 12) {
|
||||
const rand = Math.random();
|
||||
if (rand < 0.35) {
|
||||
if (spawnBiome === 'desert' && rand < 0.6) {
|
||||
mobs.push(new Scorpion(wx, wy));
|
||||
} else if (spawnBiome === 'swamp' && rand < 0.5) {
|
||||
mobs.push(new Slime(wx, wy));
|
||||
} else if (rand < 0.35) {
|
||||
mobs.push(new Zombie(wx, wy));
|
||||
} else if (rand < 0.55) {
|
||||
mobs.push(new Creeper(wx, wy));
|
||||
|
|
@ -330,9 +452,16 @@ export function loop(now) {
|
|||
}
|
||||
}
|
||||
}
|
||||
const animalCount = mobs.filter(m => m.kind === 'pig' || m.kind === 'chicken').length;
|
||||
// Daytime biome mobs
|
||||
const animalCount = mobs.filter(m => m.kind === 'pig' || m.kind === 'chicken' || m.kind === 'polar_bear' || m.kind === 'eagle').length;
|
||||
if (animalCount < 8) {
|
||||
mobs.push(Math.random() < 0.5 ? new Pig(wx, wy) : new Chicken(wx, wy));
|
||||
if (spawnBiome === 'tundra' && Math.random() < 0.6) {
|
||||
mobs.push(new PolarBear(wx, wy));
|
||||
} else if (spawnBiome === 'mountains' && Math.random() < 0.4) {
|
||||
mobs.push(new Eagle(wx, wy));
|
||||
} else {
|
||||
mobs.push(Math.random() < 0.5 ? new Pig(wx, wy) : new Chicken(wx, wy));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -374,7 +503,7 @@ export function loop(now) {
|
|||
const night = isNight();
|
||||
|
||||
// sky
|
||||
ctx.fillStyle = night ? '#070816' : (state.isRaining ? '#6B7B8D' : '#87CEEB');
|
||||
const playerGx = Math.floor(player.x / state.TILE); const skyBiome = getBiome(playerGx); ctx.fillStyle = skyColor(night, skyBiome, state.weatherType, state.worldTime);
|
||||
ctx.fillRect(0, 0, W, H);
|
||||
|
||||
// clouds
|
||||
|
|
@ -524,6 +653,65 @@ export function loop(now) {
|
|||
ctx.lineTo(8 * Math.cos(Math.PI * 0.7), 8 * Math.sin(Math.PI * 0.7));
|
||||
ctx.stroke();
|
||||
ctx.restore();
|
||||
} else if (m.kind === 'scorpion') {
|
||||
// Scorpion: dark brown body, claws, tail
|
||||
ctx.fillStyle = '#5D4037';
|
||||
ctx.fillRect(m.x, m.y, m.w, m.h);
|
||||
ctx.fillStyle = '#8D6E63';
|
||||
ctx.fillRect(m.x + 2, m.y + 10, 6, 8); // left claw
|
||||
ctx.fillRect(m.x + m.w - 8, m.y + 10, 6, 8); // right claw
|
||||
// Tail
|
||||
ctx.fillStyle = '#5D4037';
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(m.x + m.w / 2, m.y);
|
||||
ctx.lineTo(m.x + m.w / 2 - 3, m.y - 10);
|
||||
ctx.lineTo(m.x + m.w / 2 + 3, m.y - 10);
|
||||
ctx.closePath();
|
||||
ctx.fill();
|
||||
ctx.fillStyle = '#FF5722';
|
||||
ctx.fillRect(m.x + m.w / 2 - 2, m.y - 12, 4, 4); // stinger
|
||||
} else if (m.kind === 'polar_bear') {
|
||||
// Polar bear: white body, black nose
|
||||
ctx.fillStyle = '#ECEFF1';
|
||||
ctx.fillRect(m.x, m.y, m.w, m.h);
|
||||
ctx.fillStyle = '#263238';
|
||||
ctx.fillRect(m.x + m.w / 2 - 2, m.y + 6, 4, 3); // nose
|
||||
ctx.fillRect(m.x + 8, m.y + 12, 3, 3); // eye
|
||||
ctx.fillRect(m.x + m.w - 11, m.y + 12, 3, 3); // eye
|
||||
// legs
|
||||
ctx.fillStyle = '#CFD8DC';
|
||||
ctx.fillRect(m.x + 6, m.y + m.h - 8, 8, 8);
|
||||
ctx.fillRect(m.x + m.w - 14, m.y + m.h - 8, 8, 8);
|
||||
} else if (m.kind === 'slime') {
|
||||
// Slime: green bouncy blob
|
||||
ctx.fillStyle = '#4CAF50';
|
||||
ctx.beginPath();
|
||||
ctx.arc(m.x + m.w / 2, m.y + m.h / 2, m.w / 2, 0, Math.PI * 2);
|
||||
ctx.fill();
|
||||
// Eyes
|
||||
ctx.fillStyle = '#fff';
|
||||
ctx.fillRect(m.x + 6, m.y + 7, 5, 5);
|
||||
ctx.fillRect(m.x + m.w - 11, m.y + 7, 5, 5);
|
||||
ctx.fillStyle = '#000';
|
||||
ctx.fillRect(m.x + 8, m.y + 9, 2, 2);
|
||||
ctx.fillRect(m.x + m.w - 9, m.y + 9, 2, 2);
|
||||
} else if (m.kind === 'eagle') {
|
||||
// Eagle: brown body, wings, yellow beak
|
||||
ctx.fillStyle = '#5D4037';
|
||||
ctx.fillRect(m.x + m.w / 2 - 4, m.y + 6, 8, 14); // body
|
||||
// Wings
|
||||
ctx.fillStyle = '#795548';
|
||||
ctx.fillRect(m.x, m.y + 8, m.w / 2 - 4, 6);
|
||||
ctx.fillRect(m.x + m.w / 2 + 4, m.y + 8, m.w / 2 - 4, 6);
|
||||
// Head
|
||||
ctx.fillStyle = '#ECEFF1';
|
||||
ctx.fillRect(m.x + m.w / 2 - 3, m.y + 2, 6, 6);
|
||||
// Beak
|
||||
ctx.fillStyle = '#FFC107';
|
||||
ctx.fillRect(m.x + m.w / 2 + 3, m.y + 4, 4, 2);
|
||||
// Eye
|
||||
ctx.fillStyle = '#000';
|
||||
ctx.fillRect(m.x + m.w / 2 - 1, m.y + 4, 2, 2);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -534,7 +722,7 @@ export function loop(now) {
|
|||
|
||||
// other players
|
||||
for (const [socketId, p] of state.otherPlayers) {
|
||||
if (state.heroImg.complete) {
|
||||
if (state.heroImg?.complete) {
|
||||
ctx.drawImage(state.heroImg, p.x - (TILE - player.w) / 2, p.y - (TILE - player.h) / 2, TILE, TILE);
|
||||
} else {
|
||||
ctx.fillStyle = p.color;
|
||||
|
|
@ -547,7 +735,7 @@ export function loop(now) {
|
|||
}
|
||||
|
||||
// player
|
||||
if (state.heroImg.complete) {
|
||||
if (state.heroImg?.complete) {
|
||||
ctx.drawImage(state.heroImg, player.x - (TILE - player.w) / 2, player.y - (TILE - player.h) / 2, TILE, TILE);
|
||||
} else {
|
||||
ctx.fillStyle = '#fff';
|
||||
|
|
@ -636,16 +824,16 @@ export function loop(now) {
|
|||
lightCtx.globalCompositeOperation = 'destination-out';
|
||||
|
||||
function castLight(sx, sy, radius) {
|
||||
const flick = 0.88 + Math.sin(now / 80 + sx * 0.01) * 0.06 + Math.sin(now / 130 + sy * 0.02) * 0.06;
|
||||
const flick = 0.97 + Math.sin(now / 300 + sx * 0.01) * 0.015 + Math.sin(now / 470 + sy * 0.02) * 0.015;
|
||||
const r = radius * flick;
|
||||
const steps2 = 12;
|
||||
const steps2 = 24;
|
||||
const dists = new Float32Array(steps2);
|
||||
for (let i = 0; i < steps2; i++) {
|
||||
const ang = (i / steps2) * Math.PI * 2;
|
||||
const ddx = Math.cos(ang);
|
||||
const ddy = Math.sin(ang);
|
||||
let maxDist = r;
|
||||
for (let step = TILE * 0.5; step < r; step += TILE * 0.6) {
|
||||
for (let step = TILE * 0.3; step < r; step += TILE * 0.35) {
|
||||
const lgx = Math.floor((sx + ddx * step) / TILE);
|
||||
const lgy = Math.floor((sy + ddy * step) / TILE);
|
||||
const blk = getBlock(lgx, lgy);
|
||||
|
|
@ -695,13 +883,13 @@ export function loop(now) {
|
|||
if (b.gx < minGX - 3 || b.gx > maxGX + 3 || b.gy < minGY - 3 || b.gy > maxGY + 3) continue;
|
||||
const def = BLOCKS[b.t];
|
||||
if (def.lightRadius) {
|
||||
const flick = 0.7 + Math.sin(now / 90 + b.gx * 3.7) * 0.15 + Math.sin(now / 140 + b.gy * 2.3) * 0.15;
|
||||
const flick = 0.9 + Math.sin(now / 350 + b.gx * 3.7) * 0.05 + Math.sin(now / 530 + b.gy * 2.3) * 0.05;
|
||||
const wx = b.gx * TILE + TILE / 2 - camX;
|
||||
const wy = b.gy * TILE + TILE / 2 - camY;
|
||||
const r = def.lightRadius * 0.6 * flick;
|
||||
const r = def.lightRadius * 0.85;
|
||||
const grad = ctx.createRadialGradient(wx, wy, 0, wx, wy, r);
|
||||
grad.addColorStop(0, `rgba(255,180,80,${0.12 * flick})`);
|
||||
grad.addColorStop(0.5, `rgba(255,140,40,${0.06 * flick})`);
|
||||
grad.addColorStop(0, `rgba(255,180,80,0.28)`);
|
||||
grad.addColorStop(0.5, `rgba(255,140,40,0.13)`);
|
||||
grad.addColorStop(1, 'rgba(255,100,20,0)');
|
||||
ctx.fillStyle = grad;
|
||||
ctx.beginPath();
|
||||
|
|
@ -713,11 +901,20 @@ export function loop(now) {
|
|||
}
|
||||
|
||||
// Дождь
|
||||
drawRain();
|
||||
drawWeather(ctx);
|
||||
if (Math.random() < 0.25) {
|
||||
state.hpEl.textContent = Math.max(0, Math.ceil(player.hp));
|
||||
state.foodEl.textContent = Math.ceil(player.hunger);
|
||||
document.getElementById('o2').textContent = Math.ceil(player.o2);
|
||||
// Temperature display
|
||||
const tempEl = document.getElementById('temp');
|
||||
if (tempEl) {
|
||||
const t = Math.round(player.temperature);
|
||||
tempEl.textContent = t + '°C';
|
||||
if (player.temperature < COLD_THRESHOLD) tempEl.style.color = '#74b9ff';
|
||||
else if (player.temperature > HEAT_THRESHOLD) tempEl.style.color = '#e17055';
|
||||
else tempEl.style.color = '#55efc4';
|
||||
}
|
||||
state.sxEl.textContent = Math.floor(player.x / TILE);
|
||||
state.syEl.textContent = Math.floor(player.y / TILE);
|
||||
state.todEl.textContent = night ? 'Ночь' : 'День';
|
||||
|
|
|
|||
|
|
@ -3,8 +3,9 @@ import { state } from '../core/state.js';
|
|||
import { getBlock, setBlock, removeBlock } from '../world/world-storage.js';
|
||||
import { regenerateVisibleChunks } from '../world/generation.js';
|
||||
import { rebuildHotbar } from '../ui/hotbar.js';
|
||||
import { renderInventory } from '../ui/inventory.js';
|
||||
|
||||
const SAVE_KEY = state.SAVE_KEY;
|
||||
const SAVE_STORAGE_KEY = state.SAVE_KEY;
|
||||
let db = null; // Оставляем для совместимости, но не используем
|
||||
|
||||
// Инициализация (localStorage + in-memory fallback)
|
||||
|
|
@ -29,6 +30,7 @@ export function saveGame() {
|
|||
inventory: state.inv,
|
||||
time: state.worldTime,
|
||||
isNight: state.isNightTime,
|
||||
dayNightCycle: state.dayNightCycle,
|
||||
// Сохраняем только изменения
|
||||
placedBlocks: state.placedBlocks.slice(),
|
||||
removedBlocks: state.removedBlocks.slice()
|
||||
|
|
@ -39,7 +41,7 @@ export function saveGame() {
|
|||
|
||||
// Пробуем сохранить в localStorage (основной метод для персистентности)
|
||||
try {
|
||||
localStorage.setItem(SAVE_KEY, JSON.stringify(saveData));
|
||||
localStorage.setItem(SAVE_STORAGE_KEY, JSON.stringify(saveData));
|
||||
console.log(`Игра сохранена в localStorage (размер: ${saveSize} байт)`);
|
||||
} catch (e) {
|
||||
console.warn('Ошибка сохранения в localStorage, используем только in-memory:', e);
|
||||
|
|
@ -54,7 +56,7 @@ export function loadGame() {
|
|||
return new Promise((resolve, reject) => {
|
||||
// Пробуем localStorage
|
||||
try {
|
||||
const localSave = localStorage.getItem(SAVE_KEY);
|
||||
const localSave = localStorage.getItem(SAVE_STORAGE_KEY);
|
||||
if (localSave) {
|
||||
const parsed = JSON.parse(localSave);
|
||||
console.log('Загружено из localStorage, player HP:', parsed.player?.hp);
|
||||
|
|
@ -161,6 +163,9 @@ export async function applySave(saveData) {
|
|||
if (saveData.isNight !== undefined) {
|
||||
state.isNightTime = saveData.isNight;
|
||||
}
|
||||
if (saveData.dayNightCycle !== undefined) {
|
||||
state.dayNightCycle = saveData.dayNightCycle;
|
||||
}
|
||||
|
||||
// Перегенерируем мир по seed
|
||||
regenerateVisibleChunks();
|
||||
|
|
@ -182,6 +187,11 @@ export async function applySave(saveData) {
|
|||
state.removedBlocks = saveData.removedBlocks || [];
|
||||
}
|
||||
|
||||
// Fill recentItems from inventory if empty (hotbar won.t render otherwise)
|
||||
if (state.recentItems.length === 0) {
|
||||
state.recentItems = Object.keys(state.inv).filter(id => state.inv[id] > 0).slice(0, 5);
|
||||
}
|
||||
rebuildHotbar();
|
||||
renderInventory();
|
||||
console.log('Игра загружена');
|
||||
}
|
||||
|
|
@ -6,7 +6,7 @@ import { TOOLS } from '../data/tools.js';
|
|||
import { getBestTool, useTool, toolTierLessThan, getMiningSpeed } from '../data/tools.js';
|
||||
import { getBlock, setBlock, removeBlock } from '../world/world-storage.js';
|
||||
import { playSound } from '../audio/sound-engine.js';
|
||||
import { rebuildHotbar } from '../ui/hotbar.js';
|
||||
import { rebuildHotbar, addToRecentItems } from '../ui/hotbar.js';
|
||||
import { mode } from '../game/modes.js';
|
||||
import { openFurnaceUI } from '../ui/furnace.js';
|
||||
import { saveGame } from '../game/save.js';
|
||||
|
|
@ -14,6 +14,35 @@ import { activateTNT } from '../world/tnt.js';
|
|||
import { sendBlockChange } from '../multiplayer/socket-helpers.js';
|
||||
import { isNight } from '../entities/mob-ai.js';
|
||||
|
||||
// Crop stage to seed/harvest mapping
|
||||
const CROP_SEED_MAP = {
|
||||
wheat_stage0: 'wheat_seeds', wheat_stage1: 'wheat_seeds', wheat_stage2: 'wheat_seeds', wheat_stage3: 'wheat_seeds',
|
||||
carrot_stage0: 'carrot', carrot_stage1: 'carrot', carrot_stage2: 'carrot', carrot_stage3: 'carrot',
|
||||
potato_stage0: 'potato', potato_stage1: 'potato', potato_stage2: 'potato', potato_stage3: 'potato'
|
||||
};
|
||||
const CROP_HARVEST_MAP = { wheat_stage3: 'wheat', carrot_stage3: 'carrot', potato_stage3: 'potato' };
|
||||
|
||||
// Helper: handle block drops including farming items
|
||||
function handleBlockDrop(removed, inv) {
|
||||
// Grass drops wheat_seeds (50%)
|
||||
if (removed.t === 'grass') {
|
||||
if (Math.random() < 0.5) inv.wheat_seeds = (inv.wheat_seeds || 0) + 1;
|
||||
return;
|
||||
}
|
||||
// Crop drops: seeds for stages 0-2, harvest+seed for stage 3
|
||||
const harvestItem = CROP_HARVEST_MAP[removed.t];
|
||||
const seedItem = CROP_SEED_MAP[removed.t];
|
||||
if (harvestItem) {
|
||||
inv[harvestItem] = (inv[harvestItem] || 0) + (BLOCKS[removed.t].harvestQty || 1); addToRecentItems(harvestItem);
|
||||
if (seedItem) { inv[seedItem] = (inv[seedItem] || 0) + 1; addToRecentItems(seedItem); }
|
||||
} else if (seedItem) {
|
||||
// Early crop stage — return seed
|
||||
inv[seedItem] = (inv[seedItem] || 0) + 1; addToRecentItems(seedItem);
|
||||
} else {
|
||||
inv[removed.t] = (inv[removed.t] || 0) + 1; addToRecentItems(removed.t);
|
||||
}
|
||||
}
|
||||
|
||||
export const mouse = { x: null, y: null };
|
||||
|
||||
// Hold-to-mine tracking
|
||||
|
|
@ -157,7 +186,8 @@ export function initMouseHandlers() {
|
|||
// ====== MINING PROGRESSION SYSTEM ======
|
||||
if (mode() === 'mine') {
|
||||
if (!b) return;
|
||||
if (BLOCKS[b.t].fluid || BLOCKS[b.t].decor) return;
|
||||
// Allow mining crops (growthStage) and harvestable blocks, block other decor and fluids
|
||||
if (BLOCKS[b.t].fluid || (BLOCKS[b.t].decor && BLOCKS[b.t].growthStage === undefined && !BLOCKS[b.t].harvestable)) return;
|
||||
|
||||
if (b.t === 'tnt') { activateTNT(b, 3.2); return; }
|
||||
|
||||
|
|
@ -165,10 +195,10 @@ export function initMouseHandlers() {
|
|||
const hardness = BLOCKS[b.t].hardness || 1;
|
||||
if (hardness === Infinity) return; // unbreakable (bedrock)
|
||||
if (hardness === 0) {
|
||||
// Instant-mine blocks (flower, boat, etc.)
|
||||
// Instant-mine blocks (flower, boat, crops, etc.)
|
||||
const removed = removeBlock(gx, gy);
|
||||
if (removed) {
|
||||
state.inv[removed.t] = (state.inv[removed.t] || 0) + 1;
|
||||
handleBlockDrop(removed, state.inv);
|
||||
sendBlockChange(gx, gy, removed.t, 'remove');
|
||||
rebuildHotbar();
|
||||
}
|
||||
|
|
@ -213,7 +243,7 @@ export function initMouseHandlers() {
|
|||
const removed = removeBlock(gx, gy);
|
||||
if (removed) {
|
||||
if (drops) {
|
||||
state.inv[removed.t] = (state.inv[removed.t] || 0) + 1;
|
||||
handleBlockDrop(removed, state.inv);
|
||||
} else {
|
||||
// Drop cobblestone instead for stone-type blocks
|
||||
if (BLOCKS[removed.t]?.toolType === 'pickaxe') {
|
||||
|
|
@ -274,7 +304,7 @@ export function initMouseHandlers() {
|
|||
const removed = removeBlock(mgx, mgy);
|
||||
if (removed) {
|
||||
if (mDrops) {
|
||||
state.inv[removed.t] = (state.inv[removed.t] || 0) + 1;
|
||||
handleBlockDrop(removed, state.inv);
|
||||
} else {
|
||||
if (BLOCKS[removed.t]?.toolType === 'pickaxe') {
|
||||
state.inv.cobblestone = (state.inv.cobblestone || 0) + 1;
|
||||
|
|
@ -296,6 +326,41 @@ export function initMouseHandlers() {
|
|||
|
||||
// ====== BUILD MODE ======
|
||||
if (mode() === 'build') {
|
||||
// Planting seeds on farmland (works even without farmland in inventory)
|
||||
const seedToCropBlock = {
|
||||
wheat_seeds: 'wheat_stage0',
|
||||
carrot: 'carrot_stage0',
|
||||
potato: 'potato_stage0'
|
||||
};
|
||||
if (seedToCropBlock[state.selected] && state.inv[state.selected] > 0) {
|
||||
// Clicking on farmland — plant above it
|
||||
if (b && b.t === 'farmland') {
|
||||
const aboveKey = gx + ',' + (gy - 1);
|
||||
const above = state.grid.get(aboveKey);
|
||||
if (!above || above.dead) {
|
||||
setBlock(gx, gy - 1, seedToCropBlock[state.selected], true);
|
||||
state.inv[state.selected]--;
|
||||
const cropBlock = state.grid.get(gx + ',' + (gy - 1));
|
||||
if (cropBlock) cropBlock.growthTimer = 0;
|
||||
rebuildHotbar();
|
||||
return;
|
||||
}
|
||||
}
|
||||
// Clicking on empty space above farmland — plant there
|
||||
if (!b) {
|
||||
const belowKey = gx + ',' + (gy + 1);
|
||||
const below = state.grid.get(belowKey);
|
||||
if (below && below.t === 'farmland') {
|
||||
setBlock(gx, gy, seedToCropBlock[state.selected], true);
|
||||
state.inv[state.selected]--;
|
||||
const cropBlock = state.grid.get(gx + ',' + gy);
|
||||
if (cropBlock) cropBlock.growthTimer = 0;
|
||||
rebuildHotbar();
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (state.inv[state.selected] <= 0) return;
|
||||
if (!BLOCKS[state.selected]) return;
|
||||
if (b) return; // занято
|
||||
|
|
|
|||
458
src/main.js
458
src/main.js
|
|
@ -1,16 +1,13 @@
|
|||
// ==================== ENTRY POINT ====================
|
||||
import { state } from './core/state.js';
|
||||
import { initCanvas } from './core/canvas.js';
|
||||
import { SERVER_URL } from './config.js';
|
||||
import { showStartMenu, hideBoot, isTgWebApp, tgUser } from './ui/start-menu.js';
|
||||
import { initCanvas } from './core/canvas.js';
|
||||
import { initSocket } from './multiplayer/socket.js';
|
||||
import { loadSound, playSound } from './audio/sound-engine.js';
|
||||
import { BLOCKS } from './data/blocks.js';
|
||||
import { ITEMS } from './data/items.js';
|
||||
import { TOOLS } from './data/tools.js';
|
||||
import { SMELTING_RECIPES } from './data/recipes.js';
|
||||
import { initTextures, tex, itemTex } from './render/textures.js';
|
||||
import { initTextures, tex } from './render/textures.js';
|
||||
import { getBlock, setBlock, removeBlock } from './world/world-storage.js';
|
||||
import { genColumn, surfaceGyAt, ensureGenAroundCamera, regenerateVisibleChunks } from './world/generation.js';
|
||||
import { genColumn, surfaceGyAt } from './world/generation.js';
|
||||
import { initDB, loadGame, applySave, saveGame } from './game/save.js';
|
||||
import { loop } from './game/loop.js';
|
||||
import { initChat } from './ui/chat.js';
|
||||
|
|
@ -18,6 +15,7 @@ import { initFurnace } from './ui/furnace.js';
|
|||
import { initMinimap } from './ui/minimap.js';
|
||||
import { initSaveControls, updateSaveButtonVisibility } from './ui/save-controls.js';
|
||||
import { initMarket } from './ui/market.js';
|
||||
import { initSettings } from './ui/settings.js';
|
||||
import { initRespawn } from './ui/respawn.js';
|
||||
import { initShare } from './ui/share.js';
|
||||
import { initControls } from './input/controls.js';
|
||||
|
|
@ -26,199 +24,335 @@ import { initModes } from './game/modes.js';
|
|||
import { initVoice } from './multiplayer/voice-chat.js';
|
||||
import { rebuildHotbar } from './ui/hotbar.js';
|
||||
import { toggleCraft, closeCraft, toggleInventory, closeInventory } from './ui/craft.js';
|
||||
import { renderCraft } from './ui/craft.js';
|
||||
|
||||
// ==================== 1) CONFIG — parse URL/getName ====================
|
||||
const urlParams = new URLSearchParams(window.location.search);
|
||||
// ==================== 1) CONFIG — parse URL ====================
|
||||
// urlParams defined in config.js
|
||||
state.SERVER_URL = SERVER_URL;
|
||||
state.TELEGRAM_BOT_USERNAME = 'Grechkacraft_bot';
|
||||
state.TELEGRAM_APP_SHORT_NAME = 'minegrechka';
|
||||
|
||||
// Player name
|
||||
state.playerName = localStorage.getItem('minegrechka_playerName') || null;
|
||||
if (!state.playerName) {
|
||||
state.playerName = prompt('Введите ваше имя для игры:') || 'Игрок';
|
||||
localStorage.setItem('minegrechka_playerName', state.playerName);
|
||||
console.log('Player name set:', state.playerName);
|
||||
// Set TG-related state
|
||||
if (isTgWebApp) {
|
||||
state.myTgId = tgUser?.id || null;
|
||||
}
|
||||
|
||||
// World ID from URL or generate new
|
||||
console.log('Current URL:', window.location.href);
|
||||
const worldParam = urlParams.get('world');
|
||||
console.log('world param:', worldParam);
|
||||
state.heroImg = new Image(); state.heroImg.src = 'https://supamg.mkn8n.ru/storage/v1/object/public/img//grechka.png';
|
||||
|
||||
state.worldId = (worldParam && worldParam.trim() !== '') ? worldParam : null;
|
||||
console.log('worldId after params:', state.worldId, 'type:', typeof state.worldId);
|
||||
// ==================== 2) START MENU ====================
|
||||
// Show the start menu before initializing the game.
|
||||
// The menu returns a Promise that resolves with the worldId.
|
||||
async function startGame() {
|
||||
const worldId = await showStartMenu();
|
||||
|
||||
if (!state.worldId) {
|
||||
state.worldId = Math.random().toString(36).substring(2, 10);
|
||||
console.log('Generated worldId:', state.worldId);
|
||||
// Set worldId and playerName
|
||||
state.worldId = worldId;
|
||||
if (!state.playerName) {
|
||||
state.playerName = localStorage.getItem('minegrechka_playerName') || 'Игрок';
|
||||
localStorage.setItem('minegrechka_playerName', state.playerName);
|
||||
}
|
||||
console.log('[Launch] worldId:', state.worldId, 'player:', state.playerName, 'tg:', isTgWebApp);
|
||||
|
||||
// Validate TG initData if in TG context
|
||||
if (isTgWebApp && window.Telegram && Telegram.WebApp.initData) {
|
||||
try {
|
||||
const resp = await fetch(state.SERVER_URL + '/api/tg/auth', {
|
||||
method: 'POST',
|
||||
headers: { 'Content-Type': 'application/json' },
|
||||
body: JSON.stringify({ initData: Telegram.WebApp.initData })
|
||||
});
|
||||
const data = await resp.json();
|
||||
if (data.ok && data.tg_id) {
|
||||
console.log('[TG] Authenticated, tg_id:', data.tg_id);
|
||||
state.myTgId = data.tg_id;
|
||||
}
|
||||
} catch (e) { console.warn('[TG] Auth failed:', e); }
|
||||
}
|
||||
|
||||
// Update URL with world code
|
||||
try {
|
||||
const newUrl = new URL(window.location.href);
|
||||
newUrl.searchParams.set('world', state.worldId);
|
||||
const newUrlString = newUrl.toString();
|
||||
console.log('New URL to set:', newUrlString);
|
||||
|
||||
if (typeof window.history !== 'undefined' && typeof window.history.replaceState === 'function') {
|
||||
window.history.replaceState(null, '', newUrlString);
|
||||
console.log('URL after replaceState:', window.location.href);
|
||||
} else {
|
||||
console.error('History API not supported!');
|
||||
if (typeof history !== 'undefined' && history.replaceState) {
|
||||
history.replaceState(null, '', newUrl.toString());
|
||||
}
|
||||
} catch (e) {
|
||||
console.error('Error updating URL:', e);
|
||||
} catch (e) {}
|
||||
|
||||
// ==================== 3) CANVAS — init from canvas module ====================
|
||||
initCanvas();
|
||||
|
||||
// ==================== 4) STATE — set DOM refs ====================
|
||||
state.hpEl = document.getElementById('hp');
|
||||
state.foodEl = document.getElementById('food');
|
||||
state.sxEl = document.getElementById('sx');
|
||||
state.syEl = document.getElementById('sy');
|
||||
state.todEl = document.getElementById('tod');
|
||||
state.worldIdEl = document.getElementById('worldId');
|
||||
state.playerCountEl = document.getElementById('playerCount');
|
||||
state.deathEl = document.getElementById('death');
|
||||
state.hotbarEl = document.getElementById('hotbar');
|
||||
state.craftPanel = document.getElementById('craftPanel');
|
||||
state.recipesEl = document.getElementById('recipes');
|
||||
state.inventoryPanel = document.getElementById('inventoryPanel');
|
||||
state.inventoryGrid = document.getElementById('inventoryGrid');
|
||||
state.marketPanel = document.getElementById('marketPanel');
|
||||
state.marketContent = document.getElementById('marketContent');
|
||||
state.tradePanel = document.getElementById('tradePanel');
|
||||
state.tradeContent = document.getElementById('tradeContent');
|
||||
state.multiplayerStatus = document.getElementById('multiplayerStatus');
|
||||
|
||||
// ==================== 5) TEXTURES — initTextures() ====================
|
||||
initTextures();
|
||||
state.tex = tex;
|
||||
|
||||
// ==================== 6) CRAFT/INVENTORY BUTTONS ====================
|
||||
const craftBtn = document.getElementById('craftBtn');
|
||||
const invToggle = document.getElementById('invToggle');
|
||||
const craftClose = document.getElementById('craftClose');
|
||||
const inventoryClose = document.getElementById('inventoryClose');
|
||||
|
||||
if (craftBtn) craftBtn.onclick = () => toggleCraft();
|
||||
if (craftClose) craftClose.onclick = () => closeCraft();
|
||||
if (invToggle) invToggle.onclick = () => toggleInventory();
|
||||
if (inventoryClose) inventoryClose.onclick = () => closeInventory();
|
||||
|
||||
// ==================== 7) CONTROLS — initControls ====================
|
||||
initControls();
|
||||
|
||||
// ==================== 8) MOUSE — initMouseHandlers ====================
|
||||
initMouseHandlers();
|
||||
|
||||
// ==================== 9) UI MODULES — init all UI ====================
|
||||
initChat();
|
||||
initFurnace();
|
||||
initMinimap();
|
||||
initSaveControls();
|
||||
initMarket();
|
||||
initRespawn();
|
||||
initShare();
|
||||
initSettings();
|
||||
initModes();
|
||||
|
||||
// ==================== 10) SOCKET — initSocket ====================
|
||||
initSocket();
|
||||
|
||||
// ==================== 11) VOICE — initVoice ====================
|
||||
initVoice();
|
||||
|
||||
// ==================== 12) SAVE — loadGame, applySave ====================
|
||||
// Ensure hotbar has items on first load
|
||||
if (state.recentItems.length === 0) {
|
||||
state.recentItems = Object.keys(state.inv).filter(k => state.inv[k] > 0).slice(0, 5);
|
||||
}
|
||||
// Make sure selected item is valid and in recentItems
|
||||
if (!state.selected || !state.inv[state.selected] || state.inv[state.selected] <= 0) {
|
||||
state.selected = state.recentItems[0] || 'dirt';
|
||||
}
|
||||
if (!state.recentItems.includes(state.selected)) {
|
||||
state.recentItems.unshift(state.selected);
|
||||
state.recentItems = state.recentItems.slice(0, 5);
|
||||
}
|
||||
rebuildHotbar();
|
||||
|
||||
console.log('Generated new worldId for browser:', state.worldId);
|
||||
}
|
||||
// Keyboard hotbar switching (1/2/3)
|
||||
document.addEventListener('keydown', (e) => {
|
||||
if (state.showFullInventory || state.craftOpen || state.inventoryOpen || state.chatOpen) return;
|
||||
if (e.key >= '1' && e.key <= '3') {
|
||||
const items = state.recentItems.filter(id => state.inv[id] > 0).slice(0, 3);
|
||||
const idx = parseInt(e.key) - 1;
|
||||
if (items[idx]) {
|
||||
state.selected = items[idx];
|
||||
rebuildHotbar();
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
console.log('Final worldId:', state.worldId, 'Player name:', state.playerName);
|
||||
// Scroll wheel hotbar cycling
|
||||
document.addEventListener('wheel', (e) => {
|
||||
if (state.showFullInventory || state.craftOpen || state.inventoryOpen || state.chatOpen) return;
|
||||
const items = state.recentItems.filter(id => state.inv[id] > 0).slice(0, 3);
|
||||
if (items.length === 0) return;
|
||||
let idx = items.indexOf(state.selected);
|
||||
if (idx < 0) idx = 0;
|
||||
if (e.deltaY > 0) idx = (idx + 1) % items.length;
|
||||
else idx = (idx - 1 + items.length) % items.length;
|
||||
state.selected = items[idx];
|
||||
rebuildHotbar();
|
||||
e.preventDefault();
|
||||
}, { passive: false });
|
||||
|
||||
// ==================== 2) CANVAS — init from canvas module ====================
|
||||
initCanvas();
|
||||
initDB().then(async () => {
|
||||
const loadedSave = await loadGame();
|
||||
if (loadedSave) {
|
||||
await applySave(loadedSave);
|
||||
console.log('Загружено сохранение, HP:', state.player.hp);
|
||||
|
||||
// ==================== 3) STATE — set DOM refs ====================
|
||||
state.hpEl = document.getElementById('hp');
|
||||
state.foodEl = document.getElementById('food');
|
||||
state.sxEl = document.getElementById('sx');
|
||||
state.syEl = document.getElementById('sy');
|
||||
state.todEl = document.getElementById('tod');
|
||||
state.worldIdEl = document.getElementById('worldId');
|
||||
state.playerCountEl = document.getElementById('playerCount');
|
||||
state.deathEl = document.getElementById('death');
|
||||
state.hotbarEl = document.getElementById('hotbar');
|
||||
state.craftPanel = document.getElementById('craftPanel');
|
||||
state.recipesEl = document.getElementById('recipes');
|
||||
state.inventoryPanel = document.getElementById('inventoryPanel');
|
||||
state.inventoryGrid = document.getElementById('inventoryGrid');
|
||||
state.marketPanel = document.getElementById('marketPanel');
|
||||
state.marketContent = document.getElementById('marketContent');
|
||||
state.tradePanel = document.getElementById('tradePanel');
|
||||
state.tradeContent = document.getElementById('tradeContent');
|
||||
state.multiplayerStatus = document.getElementById('multiplayerStatus');
|
||||
if (state.player.hp <= 0) {
|
||||
console.log('WARNING: HP <= 0 после загрузки, возрождаемся');
|
||||
state.player.hp = 100;
|
||||
state.player.hunger = 100;
|
||||
state.player.o2 = 100;
|
||||
state.player.x = state.spawnPoint.x;
|
||||
state.player.y = state.spawnPoint.y;
|
||||
state.player.vx = state.player.vy = 0;
|
||||
state.player.invuln = 0;
|
||||
state.player.fallStartY = state.player.y;
|
||||
}
|
||||
} else {
|
||||
console.log('Сохранение не найдено, начинаем новую игру');
|
||||
// Fill recentItems from inventory
|
||||
state.recentItems = Object.keys(state.inv).filter(k => state.inv[k] > 0).slice(0, 5);
|
||||
rebuildHotbar();
|
||||
|
||||
// ==================== 4) TEXTURES — initTextures() ====================
|
||||
initTextures();
|
||||
state.tex = tex;
|
||||
state.itemTex = itemTex;
|
||||
|
||||
// ==================== 5) AUDIO — sounds already loaded by sound-engine.js module init ====================
|
||||
// (sound-engine.js loads all sounds at module init time)
|
||||
|
||||
// ==================== 6) CRAFT/INVENTORY BUTTONS ====================
|
||||
const craftBtn = document.getElementById('craftBtn');
|
||||
const invToggle = document.getElementById('invToggle');
|
||||
const craftClose = document.getElementById('craftClose');
|
||||
const inventoryClose = document.getElementById('inventoryClose');
|
||||
|
||||
if (craftBtn) craftBtn.onclick = () => toggleCraft();
|
||||
if (craftClose) craftClose.onclick = () => closeCraft();
|
||||
if (invToggle) invToggle.onclick = () => toggleInventory();
|
||||
if (inventoryClose) inventoryClose.onclick = () => closeInventory();
|
||||
|
||||
// ==================== 7) CONTROLS — initControls ====================
|
||||
initControls();
|
||||
|
||||
// ==================== 8) MOUSE — initMouseHandlers ====================
|
||||
initMouseHandlers();
|
||||
|
||||
// ==================== 9) UI MODULES — init all UI ====================
|
||||
initChat();
|
||||
initFurnace();
|
||||
initMinimap();
|
||||
initSaveControls();
|
||||
initMarket();
|
||||
initRespawn();
|
||||
initShare();
|
||||
initModes();
|
||||
|
||||
// ==================== 10) SOCKET — initSocket ====================
|
||||
initSocket();
|
||||
|
||||
// ==================== 11) VOICE — initVoice ====================
|
||||
initVoice();
|
||||
|
||||
// ==================== 12) SAVE — loadGame, applySave ====================
|
||||
rebuildHotbar();
|
||||
|
||||
initDB().then(async () => {
|
||||
const loadedSave = await loadGame();
|
||||
if (loadedSave) {
|
||||
await applySave(loadedSave);
|
||||
console.log('Загружено сохранение, HP:', state.player.hp);
|
||||
|
||||
if (state.player.hp <= 0) {
|
||||
console.log('WARNING: HP <= 0 после загрузки, возрождаемся');
|
||||
state.player.hp = 100;
|
||||
state.player.hunger = 100;
|
||||
state.player.o2 = 100;
|
||||
state.player.x = state.spawnPoint.x;
|
||||
state.player.y = state.spawnPoint.y;
|
||||
state.player.vx = state.player.vy = 0;
|
||||
state.player.invuln = 0;
|
||||
|
||||
// старт — на поверхности
|
||||
const startGX = 6;
|
||||
for (let dx = -3; dx <= 3; dx++) genColumn(startGX + dx);
|
||||
const surfaceY = surfaceGyAt(startGX);
|
||||
let safeGY = surfaceY - 1;
|
||||
const aboveBlock = getBlock(startGX, surfaceY - 1);
|
||||
if (aboveBlock && aboveBlock.t === 'water') {
|
||||
for (let gy = state.SEA_GY - 1; gy >= 0; gy--) {
|
||||
const b = getBlock(startGX, gy);
|
||||
if (!b || b.dead || b.t === 'air' || b.t === 'water') continue;
|
||||
safeGY = gy - 1;
|
||||
break;
|
||||
}
|
||||
}
|
||||
state.player.y = safeGY * state.TILE;
|
||||
state.player.x = startGX * state.TILE;
|
||||
state.player.fallStartY = state.player.y;
|
||||
}
|
||||
} else {
|
||||
console.log('Сохранение не найдено, начинаем новую игру');
|
||||
|
||||
state.player.hp = 100;
|
||||
state.player.hunger = 100;
|
||||
state.player.o2 = 100;
|
||||
state.player.vx = state.player.vy = 0;
|
||||
state.player.invuln = 0;
|
||||
state.spawnPoint.x = state.player.x;
|
||||
state.spawnPoint.y = state.player.y;
|
||||
|
||||
// старт — на поверхности
|
||||
const startGX = 6;
|
||||
for (let dx = -3; dx <= 3; dx++) genColumn(startGX + dx);
|
||||
const surfaceY = surfaceGyAt(startGX);
|
||||
let safeGY = surfaceY - 1;
|
||||
const aboveBlock = getBlock(startGX, surfaceY - 1);
|
||||
if (aboveBlock && aboveBlock.t === 'water') {
|
||||
for (let gy = state.SEA_GY - 1; gy >= 0; gy--) {
|
||||
const b = getBlock(startGX, gy);
|
||||
if (!b || b.dead || b.t === 'air' || b.t === 'water') continue;
|
||||
safeGY = gy - 1;
|
||||
break;
|
||||
console.log('Новая игра: startGX=', startGX, 'surfaceY=', surfaceY, 'player.y=', state.player.y);
|
||||
|
||||
// Генерируем карту вокруг стартовой позиции
|
||||
for (let gx = startGX - 50; gx <= startGX + 50; gx++) {
|
||||
genColumn(gx);
|
||||
}
|
||||
}
|
||||
state.player.y = safeGY * state.TILE;
|
||||
state.player.x = startGX * state.TILE;
|
||||
|
||||
// Автосейв при скрытии страницы
|
||||
document.addEventListener('visibilitychange', () => {
|
||||
if (document.hidden) {
|
||||
saveGame();
|
||||
}
|
||||
});
|
||||
|
||||
// Автосейв перед закрытием страницы
|
||||
window.addEventListener('beforeunload', () => {
|
||||
saveGame();
|
||||
});
|
||||
}).catch(err => {
|
||||
console.error('Ошибка инициализации:', err);
|
||||
const startGX = 6;
|
||||
genColumn(startGX);
|
||||
state.player.y = (surfaceGyAt(startGX) - 1) * state.TILE;
|
||||
state.player.fallStartY = state.player.y;
|
||||
|
||||
state.spawnPoint.x = state.player.x;
|
||||
state.spawnPoint.y = state.player.y;
|
||||
|
||||
console.log('Новая игра: startGX=', startGX, 'surfaceY=', surfaceY, 'player.y=', state.player.y);
|
||||
|
||||
// Генерируем карту вокруг стартовой позиции
|
||||
for (let gx = startGX - 50; gx <= startGX + 50; gx++) {
|
||||
genColumn(gx);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// Автосейв при скрытии страницы
|
||||
document.addEventListener('visibilitychange', () => {
|
||||
if (document.hidden) {
|
||||
saveGame();
|
||||
// ==================== 13) LOOP — startLoop ====================
|
||||
requestAnimationFrame(loop);
|
||||
|
||||
// ==================== 14) WORLD-GEN PLACEHOLDER ====================
|
||||
// 2D-мир генерируется лениво, колонками вокруг игрока. В первые секунды
|
||||
// на экране только небо и HUD — пользователь считает это поломкой.
|
||||
// Показываем заглушку, пока реальных блоков не видно, и гасим её при первом
|
||||
// отрисованном блоке. Счётчики — из generated (Set сгенерированных колонок).
|
||||
installWorldGenPlaceholder();
|
||||
}
|
||||
|
||||
// ==================== WORLD-GEN PLACEHOLDER ====================
|
||||
let _wgPh = null;
|
||||
|
||||
function installWorldGenPlaceholder() {
|
||||
if (_wgPh || document.getElementById('wgPh')) return;
|
||||
hideBoot();
|
||||
|
||||
const el = document.createElement('div');
|
||||
el.id = 'wgPh';
|
||||
el.setAttribute('role', 'status');
|
||||
el.setAttribute('aria-live', 'polite');
|
||||
el.innerHTML =
|
||||
'<div class="wgPh-box">' +
|
||||
'<div class="wgPh-title">Генерация мира</div>' +
|
||||
'<div class="wgPh-bar"><i></i></div>' +
|
||||
'<div class="wgPh-hint">Первые секунды мир строится по колонкам</div>' +
|
||||
'</div>';
|
||||
document.body.appendChild(el);
|
||||
_wgPh = el;
|
||||
|
||||
// Стили — отдельным <style>, чтобы не трогать style.css и не ломать сборку.
|
||||
const st = document.createElement('style');
|
||||
st.textContent = [
|
||||
'#wgPh{position:fixed;inset:0;z-index:2147483000;display:flex;align-items:center;',
|
||||
'justify-content:center;background:linear-gradient(#0f1720,#1c2b3a);',
|
||||
'font:14px/1.4 system-ui,-apple-system,sans-serif;color:#e8f0f8}',
|
||||
'#wgPh.gone{display:none}',
|
||||
'.wgPh-box{text-align:center;max-width:320px;padding:0 24px}',
|
||||
'.wgPh-title{font-size:18px;margin-bottom:14px}',
|
||||
'.wgPh-bar{height:6px;background:rgba(255,255,255,.12);border-radius:3px;overflow:hidden}',
|
||||
'.wgPh-bar>i{display:block;height:100%;width:35%;background:#5a8f3c;border-radius:3px;',
|
||||
'animation:wgPhSlide 1.1s ease-in-out infinite}',
|
||||
'@keyframes wgPhSlide{0%{margin-left:-35%}100%{margin-left:100%}}',
|
||||
'.wgPh-hint{margin-top:12px;color:#8fa3b8;font-size:12px}',
|
||||
].join('');
|
||||
document.head.appendChild(st);
|
||||
|
||||
// Наблюдаем 60 с: MP-join (world_state) может очистить мир ПОСЛЕ того,
|
||||
// как заглушка уже погасла — тогда показываем её снова. Убираем из DOM
|
||||
// только по истечении срока.
|
||||
const deadline = Date.now() + 60000;
|
||||
const born = Date.now();
|
||||
const tick = () => {
|
||||
if (!_wgPh || !_wgPh.isConnected) return;
|
||||
if (Date.now() > deadline) {
|
||||
el.remove();
|
||||
return;
|
||||
}
|
||||
});
|
||||
// Минимальный показ 600 мс — иначе заглушка мелькает незаметно.
|
||||
if (!worldHasVisibleBlocks() || Date.now() - born < 600) el.classList.remove('gone');
|
||||
else el.classList.add('gone');
|
||||
setTimeout(tick, 200);
|
||||
};
|
||||
setTimeout(tick, 150);
|
||||
}
|
||||
|
||||
// Автосейв перед закрытием страницы
|
||||
window.addEventListener('beforeunload', () => {
|
||||
saveGame();
|
||||
});
|
||||
}).catch(err => {
|
||||
console.error('Ошибка инициализации:', err);
|
||||
const startGX = 6;
|
||||
genColumn(startGX);
|
||||
state.player.y = (surfaceGyAt(startGX) - 1) * state.TILE;
|
||||
state.player.fallStartY = state.player.y;
|
||||
function worldHasVisibleBlocks() {
|
||||
try {
|
||||
const gx = Math.floor((state.player?.x ?? 0) / state.TILE);
|
||||
for (let dx = -3; dx <= 3; dx++) {
|
||||
for (let up = 0; up < 30; up++) {
|
||||
const b = getBlock(gx + dx, up);
|
||||
if (b && b.t && b.t !== 'air' && b.t !== 'water' && b.t !== 'swamp_water') return true;
|
||||
}
|
||||
}
|
||||
} catch (e) { /* getBlock может быть недоступен на ранних кадрах */ }
|
||||
return false;
|
||||
}
|
||||
|
||||
for (let gx = startGX - 50; gx <= startGX + 50; gx++) {
|
||||
genColumn(gx);
|
||||
}
|
||||
// Start the game
|
||||
startGame().catch(err => {
|
||||
console.error('Fatal error starting game:', err);
|
||||
});
|
||||
|
||||
// ==================== 13) LOOP — startLoop ====================
|
||||
requestAnimationFrame(loop);
|
||||
// Debug: give items
|
||||
window.debugGive = function(id, count) {
|
||||
state.inv[id] = (state.inv[id] || 0) + (count || 1);
|
||||
if (!state.recentItems.includes(id)) { state.recentItems.unshift(id); state.recentItems = state.recentItems.slice(0, 5); }
|
||||
rebuildHotbar();
|
||||
// Can't call renderInventory from here, but user can click inv
|
||||
console.log('Gave', count || 1, id, '=>', state.inv[id]);
|
||||
console.log('inv keys>0:', Object.keys(state.inv).filter(k => state.inv[k] > 0).join(', '));
|
||||
};
|
||||
window.debugInv = function() { return Object.keys(state.inv).filter(k => state.inv[k] > 0).map(k => k + ':' + state.inv[k]); };
|
||||
|
|
|
|||
|
|
@ -1,5 +1,7 @@
|
|||
// Socket helpers: цвет, отправка позиции/блоков
|
||||
import { state } from '../core/state.js';
|
||||
import { SERVER_URL } from '../config.js';
|
||||
import { MOVE_SEND_INTERVAL } from '../core/constants.js';
|
||||
|
||||
|
||||
// Генерация случайного цвета для игрока на основе socket_id
|
||||
|
|
@ -15,7 +17,7 @@ export function getRandomPlayerColor(socketId) {
|
|||
|
||||
// Throttle для отправки позиции (10-20 раз в секунду)
|
||||
let lastMoveSendTime = 0;
|
||||
const MOVE_SEND_INTERVAL = 0.05; // 50ms = 20 раз в секунду
|
||||
|
||||
let lastSentX = 0, lastSentY = 0;
|
||||
|
||||
// Отправка позиции игрока (с throttle)
|
||||
|
|
|
|||
|
|
@ -13,6 +13,24 @@ import { explodeAt } from '../world/tnt.js';
|
|||
import { updateSaveButtonVisibility } from '../ui/save-controls.js';
|
||||
import { getRandomPlayerColor, sendPlayerPosition, sendBlockChange } from './socket-helpers.js';
|
||||
import { initTradeSocket } from '../ui/trade.js';
|
||||
// Mob sizes for server mob sync (server doesn't send w/h)
|
||||
const MOB_SIZES = {
|
||||
pig: { w: 34, h: 24 },
|
||||
chicken: { w: 26, h: 22 },
|
||||
zombie: { w: 34, h: 50 },
|
||||
creeper: { w: 34, h: 50 },
|
||||
skeleton: { w: 34, h: 50 },
|
||||
scorpion: { w: 26, h: 26 },
|
||||
polar_bear: { w: 40, h: 34 },
|
||||
slime: { w: 24, h: 24 },
|
||||
eagle: { w: 30, h: 22 },
|
||||
};
|
||||
|
||||
function applyMobSize(sm) {
|
||||
const s = MOB_SIZES[sm.kind];
|
||||
if (s && !sm.w) { sm.w = s.w; sm.h = s.h; }
|
||||
return sm;
|
||||
}
|
||||
|
||||
let socket = null;
|
||||
|
||||
|
|
@ -141,7 +159,8 @@ export function initSocket() {
|
|||
if (data.mobs && Array.isArray(data.mobs)) {
|
||||
state.serverMobs.clear();
|
||||
for (const m of data.mobs) {
|
||||
const sm = { ...m, maxHp: m.maxHp || m.hp, vx: m.vx || 0, vy: m.vy || 0, grounded: false, inWater: false, aiT: 0, dir: m.dir || 1, dead: false, fuse: m.fuse || 0, shootCooldown: 2, speed: m.speed || 80 };
|
||||
let sm = { ...m, maxHp: m.maxHp || m.hp, vx: m.vx || 0, vy: m.vy || 0, grounded: false, inWater: false, aiT: 0, dir: m.dir || 1, dead: false, fuse: m.fuse || 0, shootCooldown: 2, speed: m.speed || 80 };
|
||||
applyMobSize(sm);
|
||||
state.serverMobs.set(m.id, sm);
|
||||
}
|
||||
}
|
||||
|
|
@ -190,7 +209,8 @@ export function initSocket() {
|
|||
|
||||
// === MOB SYNC ===
|
||||
socket.on('mob_spawned', (data) => {
|
||||
const sm = { ...data, maxHp: data.maxHp || data.hp, vx: data.vx || 0, vy: data.vy || 0, grounded: false, inWater: false, aiT: 0, dir: data.dir || 1, dead: false, fuse: data.fuse || 0, shootCooldown: 2, speed: data.speed || 80 };
|
||||
let sm = { ...data, maxHp: data.maxHp || data.hp, vx: data.vx || 0, vy: data.vy || 0, grounded: false, inWater: false, aiT: 0, dir: data.dir || 1, dead: false, fuse: data.fuse || 0, shootCooldown: 2, speed: data.speed || 80 };
|
||||
applyMobSize(sm);
|
||||
state.serverMobs.set(data.id, sm);
|
||||
});
|
||||
|
||||
|
|
|
|||
|
|
@ -1,5 +1,7 @@
|
|||
// Голосовой чат
|
||||
import { state } from '../core/state.js';
|
||||
import { worldId } from '../config.js';
|
||||
import { VOICE_SERVER } from '../core/constants.js';
|
||||
|
||||
|
||||
let voiceSocket = null;
|
||||
|
|
@ -7,13 +9,12 @@ let voiceStream = null;
|
|||
let audioCtx = null;
|
||||
let voiceProcessor = null;
|
||||
let voiceActive = false;
|
||||
const VOICE_SERVER = 'https://voicegrech.mkn8n.ru';
|
||||
|
||||
// Кнопка микрофона
|
||||
const voiceBtn = document.createElement('div');
|
||||
voiceBtn.innerHTML = '🎤<span style="position:absolute;inset:0;display:flex;align-items:center;justify-content:center;font-size:36px;color:#e74c3c;font-weight:bold;">/</span>';
|
||||
voiceBtn.title = 'Голосовой чат (выкл)';
|
||||
voiceBtn.style.cssText = 'position:absolute;top:74px;right:130px;width:52px;height:52px;border-radius:12px;background:#555;z-index:200;display:flex;align-items:center;justify-content:center;font-size:24px;cursor:pointer;border:2px solid rgba(255,255,255,0.9);box-shadow:0 4px 0 rgba(0,0,0,0.5);pointer-events:auto;';
|
||||
voiceBtn.style.cssText = 'position:absolute;top:10px;right:130px;width:52px;height:52px;border-radius:12px;background:#555;z-index:200;display:flex;align-items:center;justify-content:center;font-size:24px;cursor:pointer;border:2px solid rgba(255,255,255,0.9);box-shadow:0 4px 0 rgba(0,0,0,0.5);pointer-events:auto;';
|
||||
document.querySelector('.ui').appendChild(voiceBtn);
|
||||
|
||||
// Индикатор говорящего
|
||||
|
|
@ -69,14 +70,15 @@ voiceBtn.onclick = async () => {
|
|||
|
||||
voiceSocket.on('voice_in', (payload) => {
|
||||
// Воспроизводим входящий голос
|
||||
const { data, meta, volume } = payload;
|
||||
const { data, meta, volume: rawVolume } = payload;
|
||||
const volume = rawVolume !== undefined ? rawVolume : 1.0;
|
||||
if (!audioCtx || audioCtx.state === 'closed') return;
|
||||
|
||||
// Int16 → Float32
|
||||
// Int16 → Float32 (volume applied via gain node, not in conversion)
|
||||
const int16 = new Int16Array(data);
|
||||
const float32 = new Float32Array(int16.length);
|
||||
for (let i = 0; i < int16.length; i++) {
|
||||
float32[i] = int16[i] / (int16[i] < 0 ? 0x8000 : 0x7FFF) * volume;
|
||||
float32[i] = int16[i] / (int16[i] < 0 ? 0x8000 : 0x7FFF);
|
||||
}
|
||||
|
||||
const buf = audioCtx.createBuffer(1, float32.length, 24000);
|
||||
|
|
|
|||
|
|
@ -7,7 +7,14 @@ function isWaterAt(px, py) {
|
|||
const gx = Math.floor(px / TILE);
|
||||
const gy = Math.floor(py / TILE);
|
||||
const b = getBlock(gx, gy);
|
||||
return !!(b && b.t === 'water');
|
||||
return !!(b && (b.t === 'water' || b.t === 'swamp_water'));
|
||||
}
|
||||
|
||||
function isSwampWaterAt(px, py) {
|
||||
const gx = Math.floor(px / TILE);
|
||||
const gy = Math.floor(py / TILE);
|
||||
const b = getBlock(gx, gy);
|
||||
return !!(b && b.t === 'swamp_water');
|
||||
}
|
||||
|
||||
function updateWaterFlag(e) {
|
||||
|
|
@ -19,6 +26,9 @@ function updateWaterFlag(e) {
|
|||
const feet = isWaterAt(cx, e.y + e.h - 2);
|
||||
e.inWater = mid || feet;
|
||||
|
||||
// Болотная вода
|
||||
e.inSwampWater = isSwampWaterAt(cx, e.y + e.h / 2);
|
||||
|
||||
// Голова под водой — для кислорода/урона
|
||||
e.headInWater = isWaterAt(cx, e.y + 4);
|
||||
|
||||
|
|
@ -26,6 +36,11 @@ function updateWaterFlag(e) {
|
|||
if (e === state.player && !wasInWater && e.inWater && e.vy > 100) {
|
||||
playSound('splash');
|
||||
}
|
||||
|
||||
// Болотная вода — отравление
|
||||
if (e === state.player && e.inSwampWater) {
|
||||
state.player.hp -= 3 * (typeof dt !== 'undefined' ? dt : 0.016);
|
||||
}
|
||||
}
|
||||
|
||||
export { isWaterAt, updateWaterFlag };
|
||||
export { isWaterAt, isSwampWaterAt, updateWaterFlag };
|
||||
|
|
@ -17,10 +17,10 @@ export function renderLighting(ctx, W, H, camX, camY, lightC, lightCtx, dpr, blo
|
|||
|
||||
// Функция: рисуем мягкий луч света с затуханием за стенами
|
||||
function castLight(sx, sy, radius) {
|
||||
const flick = 0.88 + Math.sin(now / 80 + sx * 0.01) * 0.06 + Math.sin(now / 130 + sy * 0.02) * 0.06;
|
||||
const flick = 0.97 + Math.sin(now / 300 + sx * 0.01) * 0.015 + Math.sin(now / 470 + sy * 0.02) * 0.015;
|
||||
const r = radius * flick;
|
||||
// 12 лучей — достаточно для мягкого круга
|
||||
const steps = 12;
|
||||
const steps = 24;
|
||||
// Собираем дистанции до стен по лучам
|
||||
const dists = new Float32Array(steps);
|
||||
for (let i = 0; i < steps; i++) {
|
||||
|
|
@ -29,7 +29,7 @@ export function renderLighting(ctx, W, H, camX, camY, lightC, lightCtx, dpr, blo
|
|||
const dy = Math.sin(angle);
|
||||
let maxDist = r;
|
||||
// Идём по лучу пока не упрёмся в стену
|
||||
for (let step = TILE * 0.5; step < r; step += TILE * 0.6) {
|
||||
for (let step = TILE * 0.3; step < r; step += TILE * 0.35) {
|
||||
const gx = Math.floor((sx + dx * step) / TILE);
|
||||
const gy = Math.floor((sy + dy * step) / TILE);
|
||||
const blk = getBlock(gx, gy);
|
||||
|
|
@ -87,13 +87,13 @@ export function renderLighting(ctx, W, H, camX, camY, lightC, lightCtx, dpr, blo
|
|||
if (b.gx < minGX - 3 || b.gx > maxGX + 3 || b.gy < minGY - 3 || b.gy > maxGY + 3) continue;
|
||||
const def = BLOCKS[b.t];
|
||||
if (def.lightRadius) {
|
||||
const flick = 0.7 + Math.sin(now / 90 + b.gx * 3.7) * 0.15 + Math.sin(now / 140 + b.gy * 2.3) * 0.15;
|
||||
const flick = 0.9 + Math.sin(now / 350 + b.gx * 3.7) * 0.05 + Math.sin(now / 530 + b.gy * 2.3) * 0.05;
|
||||
const wx = b.gx * TILE + TILE / 2 - camX;
|
||||
const wy = b.gy * TILE + TILE / 2 - camY;
|
||||
const r = def.lightRadius * 0.6 * flick;
|
||||
const r = def.lightRadius * 0.85;
|
||||
const grad = ctx.createRadialGradient(wx, wy, 0, wx, wy, r);
|
||||
grad.addColorStop(0, `rgba(255,180,80,${0.12 * flick})`);
|
||||
grad.addColorStop(0.5, `rgba(255,140,40,${0.06 * flick})`);
|
||||
grad.addColorStop(0, `rgba(255,180,80,0.28)`);
|
||||
grad.addColorStop(0.5, `rgba(255,140,40,0.13)`);
|
||||
grad.addColorStop(1, 'rgba(255,100,20,0)');
|
||||
ctx.fillStyle = grad;
|
||||
ctx.beginPath();
|
||||
|
|
|
|||
|
|
@ -3,21 +3,19 @@ import { BLOCKS } from '../data/blocks.js';
|
|||
|
||||
export const tex = {};
|
||||
|
||||
// --- Item/tool sprite generator ---
|
||||
// --- Item/tool sprite generator ---\n
|
||||
export const itemTex = {};
|
||||
|
||||
function drawArrow(ctx, color) {
|
||||
// Стрела — древко + наконечник + оперение
|
||||
ctx.fillStyle = '#8B4513';
|
||||
ctx.fillRect(8, 14, 16, 3); // древко
|
||||
ctx.fillRect(8, 14, 16, 3);
|
||||
ctx.fillStyle = color;
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(24, 15); // кончик
|
||||
ctx.moveTo(24, 15);
|
||||
ctx.lineTo(18, 10);
|
||||
ctx.lineTo(18, 20);
|
||||
ctx.closePath();
|
||||
ctx.fill();
|
||||
// оперение
|
||||
ctx.fillStyle = '#e74c3c';
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(8, 15);
|
||||
|
|
@ -34,7 +32,6 @@ function drawArrow(ctx, color) {
|
|||
}
|
||||
|
||||
function drawPickaxe(ctx, headColor, handleColor) {
|
||||
// Кирка — рукоять + голова с двумя зубцами
|
||||
ctx.fillStyle = handleColor || '#8B4513';
|
||||
ctx.save();
|
||||
ctx.translate(16, 16);
|
||||
|
|
@ -48,7 +45,6 @@ function drawPickaxe(ctx, headColor, handleColor) {
|
|||
}
|
||||
|
||||
function drawAxe(ctx, headColor, handleColor) {
|
||||
// Топор — рукоять + лезвие
|
||||
ctx.fillStyle = handleColor || '#8B4513';
|
||||
ctx.save();
|
||||
ctx.translate(16, 16);
|
||||
|
|
@ -61,7 +57,6 @@ function drawAxe(ctx, headColor, handleColor) {
|
|||
}
|
||||
|
||||
function drawShovel(ctx, headColor, handleColor) {
|
||||
// Лопата — рукоять + лопасть
|
||||
ctx.fillStyle = handleColor || '#8B4513';
|
||||
ctx.save();
|
||||
ctx.translate(16, 16);
|
||||
|
|
@ -74,7 +69,6 @@ function drawShovel(ctx, headColor, handleColor) {
|
|||
}
|
||||
|
||||
function drawSword(ctx, bladeColor, guardColor) {
|
||||
// Меч — клинок + гарда + рукоять
|
||||
ctx.fillStyle = '#8B4513';
|
||||
ctx.fillRect(14, 18, 4, 10);
|
||||
ctx.fillStyle = guardColor || '#f1c40f';
|
||||
|
|
@ -89,7 +83,6 @@ function drawSword(ctx, bladeColor, guardColor) {
|
|||
}
|
||||
|
||||
function drawBow(ctx) {
|
||||
// Лук — дуга + тетива
|
||||
ctx.strokeStyle = '#8B4513';
|
||||
ctx.lineWidth = 3;
|
||||
ctx.beginPath();
|
||||
|
|
@ -104,7 +97,6 @@ function drawBow(ctx) {
|
|||
}
|
||||
|
||||
function drawIngot(ctx, color) {
|
||||
// Слиток
|
||||
ctx.fillStyle = color;
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(6, 12);
|
||||
|
|
@ -118,7 +110,6 @@ function drawIngot(ctx, color) {
|
|||
}
|
||||
|
||||
function drawMeat(ctx, cooked) {
|
||||
// Мясо — кость + кусок
|
||||
ctx.fillStyle = cooked ? '#8B4513' : '#e74c3c';
|
||||
ctx.beginPath();
|
||||
ctx.ellipse(16, 18, 10, 8, 0, 0, Math.PI * 2);
|
||||
|
|
@ -197,8 +188,120 @@ function makeItemTex(id) {
|
|||
case 'cooked':
|
||||
drawMeat(g, true);
|
||||
break;
|
||||
case 'wheat':
|
||||
g.fillStyle = '#f1c40f';
|
||||
g.fillRect(12, 8, 3, 18);
|
||||
g.fillRect(8, 6, 10, 4);
|
||||
break;
|
||||
case 'bread':
|
||||
g.fillStyle = '#d4a030';
|
||||
g.fillRect(6, 12, 20, 12);
|
||||
g.fillStyle = '#c08820';
|
||||
g.fillRect(6, 12, 20, 3);
|
||||
break;
|
||||
case 'carrot':
|
||||
g.fillStyle = '#e67e22';
|
||||
g.fillRect(14, 10, 4, 18);
|
||||
g.fillStyle = '#27ae60';
|
||||
g.fillRect(12, 6, 8, 5);
|
||||
break;
|
||||
case 'potato':
|
||||
g.fillStyle = '#d4a050';
|
||||
g.beginPath();
|
||||
g.ellipse(16, 16, 8, 6, 0, 0, Math.PI * 2);
|
||||
g.fill();
|
||||
g.fillStyle = '#b88a40';
|
||||
g.fillRect(10, 14, 2, 1);
|
||||
g.fillRect(20, 16, 2, 1);
|
||||
break;
|
||||
case 'baked_potato':
|
||||
g.fillStyle = '#c08820';
|
||||
g.beginPath();
|
||||
g.ellipse(16, 16, 8, 6, 0, 0, Math.PI * 2);
|
||||
g.fill();
|
||||
g.fillStyle = '#f5e6cc';
|
||||
g.fillRect(12, 12, 8, 6);
|
||||
break;
|
||||
case 'mushroom_stew':
|
||||
g.fillStyle = '#8B4513';
|
||||
g.fillRect(10, 16, 12, 12);
|
||||
g.fillStyle = '#e74c3c';
|
||||
g.beginPath();
|
||||
g.ellipse(16, 14, 8, 5, 0, Math.PI, 0);
|
||||
g.fill();
|
||||
break;
|
||||
case 'scorpion_stinger':
|
||||
g.fillStyle = '#d35400';
|
||||
g.beginPath();
|
||||
g.moveTo(16, 4);
|
||||
g.lineTo(10, 28);
|
||||
g.lineTo(22, 28);
|
||||
g.closePath();
|
||||
g.fill();
|
||||
break;
|
||||
case 'polar_fur':
|
||||
g.fillStyle = '#ecf0f1';
|
||||
g.fillRect(6, 6, 20, 20);
|
||||
g.fillStyle = '#bdc3c7';
|
||||
g.fillRect(12, 12, 8, 8);
|
||||
break;
|
||||
case 'slime_ball':
|
||||
g.fillStyle = 'rgba(46,204,113,0.8)';
|
||||
g.beginPath();
|
||||
g.arc(16, 16, 10, 0, Math.PI * 2);
|
||||
g.fill();
|
||||
g.fillStyle = '#fff';
|
||||
g.fillRect(10, 10, 4, 4);
|
||||
g.fillRect(18, 10, 4, 4);
|
||||
break;
|
||||
case 'eagle_feather':
|
||||
g.fillStyle = '#8B4513';
|
||||
g.fillRect(14, 4, 4, 24);
|
||||
g.fillStyle = '#ecf0f1';
|
||||
g.fillRect(10, 6, 12, 10);
|
||||
break;
|
||||
case 'chicken_meat':
|
||||
drawMeat(g, false);
|
||||
g.fillStyle = '#fff';
|
||||
g.fillRect(12, 8, 4, 4);
|
||||
break;
|
||||
case 'feather':
|
||||
g.fillStyle = '#ecf0f1';
|
||||
g.fillRect(14, 6, 4, 20);
|
||||
g.fillStyle = '#bbb';
|
||||
g.fillRect(12, 8, 8, 8);
|
||||
break;
|
||||
case 'bone':
|
||||
g.fillStyle = '#f5f5dc';
|
||||
g.fillRect(12, 10, 8, 14);
|
||||
g.fillRect(8, 8, 4, 4);
|
||||
g.fillRect(20, 8, 4, 4);
|
||||
g.fillRect(8, 22, 4, 4);
|
||||
g.fillRect(20, 22, 4, 4);
|
||||
break;
|
||||
case 'gunpowder':
|
||||
g.fillStyle = '#555';
|
||||
g.fillRect(8, 10, 6, 6);
|
||||
g.fillRect(18, 14, 6, 6);
|
||||
g.fillRect(12, 20, 6, 6);
|
||||
break;
|
||||
case 'gold_armor':
|
||||
g.fillStyle = '#f1c40f';
|
||||
g.fillRect(6, 6, 20, 20);
|
||||
g.fillStyle = '#f39c12';
|
||||
g.fillRect(10, 4, 12, 6);
|
||||
g.fillRect(4, 10, 6, 16);
|
||||
g.fillRect(22, 10, 6, 16);
|
||||
break;
|
||||
case 'wheat_seeds':
|
||||
g.fillStyle = '#7dcea0';
|
||||
g.fillRect(14, 16, 4, 10);
|
||||
g.fillStyle = '#a8e6a0';
|
||||
g.fillRect(10, 8, 4, 4);
|
||||
g.fillRect(18, 6, 4, 4);
|
||||
g.fillRect(14, 4, 4, 4);
|
||||
break;
|
||||
default:
|
||||
// Generic box
|
||||
g.fillStyle = '#7f8c8d';
|
||||
g.fillRect(4, 4, 24, 24);
|
||||
g.fillStyle = 'rgba(255,255,255,0.2)';
|
||||
|
|
@ -279,6 +382,96 @@ export function makeTex(type) {
|
|||
g.fillRect(4, 28, 24, 3);
|
||||
return c;
|
||||
}
|
||||
// === BIOME BLOCK TEXTURES ===
|
||||
if (type === 'snow') {
|
||||
g.fillStyle = '#ecf0f1';
|
||||
g.fillRect(0, 0, 32, 32);
|
||||
g.fillStyle = '#dfe6e9';
|
||||
for (let i = 0; i < 4; i++) g.fillRect((Math.random()*26)|0, (Math.random()*26)|0, 5, 3);
|
||||
return c;
|
||||
}
|
||||
if (type === 'ice') {
|
||||
g.fillStyle = '#74b9ff';
|
||||
g.fillRect(0, 0, 32, 32);
|
||||
g.strokeStyle = 'rgba(255,255,255,0.4)';
|
||||
g.beginPath(); g.moveTo(4,10); g.lineTo(20,16); g.lineTo(10,28); g.stroke();
|
||||
g.beginPath(); g.moveTo(18,4); g.lineTo(28,12); g.stroke();
|
||||
return c;
|
||||
}
|
||||
if (type === 'cactus') {
|
||||
g.fillStyle = '#27ae60';
|
||||
g.fillRect(6, 2, 20, 28);
|
||||
g.fillStyle = '#2ecc71';
|
||||
g.fillRect(2, 8, 6, 4);
|
||||
g.fillRect(24, 14, 6, 4);
|
||||
g.fillStyle = '#1e8449';
|
||||
g.fillRect(12, 0, 2, 30);
|
||||
g.fillRect(18, 0, 2, 30);
|
||||
return c;
|
||||
}
|
||||
if (type === 'mushroom') {
|
||||
g.fillStyle = '#f5e6cc'; g.fillRect(14, 20, 4, 12);
|
||||
g.fillStyle = '#e74c3c'; g.beginPath(); g.arc(16, 14, 10, Math.PI, 0); g.fill();
|
||||
g.fillStyle = '#fff'; g.fillRect(10, 10, 3, 3); g.fillRect(17, 8, 4, 3);
|
||||
return c;
|
||||
}
|
||||
if (type === 'moss') {
|
||||
g.fillStyle = '#0a6640';
|
||||
g.fillRect(0, 0, 32, 32);
|
||||
g.fillStyle = '#1e8449';
|
||||
for (let i = 0; i < 6; i++) g.fillRect((Math.random()*26)|0, (Math.random()*26)|0, 4, 3);
|
||||
return c;
|
||||
}
|
||||
if (type === 'swamp_water') {
|
||||
g.fillStyle = 'rgba(100,120,40,0.6)';
|
||||
g.fillRect(0, 0, 32, 32);
|
||||
g.fillStyle = 'rgba(80,100,20,0.3)';
|
||||
g.fillRect(0, 10, 32, 2);
|
||||
g.fillRect(0, 22, 32, 2);
|
||||
return c;
|
||||
}
|
||||
if (type === 'farmland') {
|
||||
g.fillStyle = '#8B6914';
|
||||
g.fillRect(0, 0, 32, 32);
|
||||
g.fillStyle = '#7a5c10';
|
||||
for (let i = 0; i < 4; i++) g.fillRect(0, 6+i*8, 32, 2);
|
||||
g.fillStyle = '#6B4E0A';
|
||||
g.fillRect(8, 2, 2, 28);
|
||||
g.fillRect(18, 2, 2, 28);
|
||||
return c;
|
||||
}
|
||||
if (type === 'dead_bush') {
|
||||
g.fillStyle = '#b2bec3';
|
||||
g.fillRect(12, 16, 2, 16);
|
||||
g.fillRect(8, 14, 8, 2);
|
||||
g.fillRect(16, 12, 8, 2);
|
||||
g.fillRect(6, 18, 4, 2);
|
||||
return c;
|
||||
}
|
||||
if (type === 'spruce_leaves') {
|
||||
g.fillStyle = '#0a6640';
|
||||
g.fillRect(0, 0, 32, 32);
|
||||
g.fillStyle = '#0d7a4d';
|
||||
for (let i = 0; i < 5; i++) g.fillRect((Math.random()*24)|0, (Math.random()*24)|0, 6, 4);
|
||||
return c;
|
||||
}
|
||||
// CROP STAGES
|
||||
if (type.startsWith('wheat_stage') || type.startsWith('carrot_stage') || type.startsWith('potato_stage')) {
|
||||
const st = parseInt(type.charAt(type.length-1));
|
||||
const colors = type.startsWith('wheat') ? ['#a8e6a0','#7dcea0','#b8d730','#f1c40f'] :
|
||||
type.startsWith('carrot') ? ['#a8e6a0','#f0c27a','#e8a040','#e67e22'] :
|
||||
['#a8e6a0','#c8b888','#bfaa78','#dfe6e9'];
|
||||
g.fillStyle = '#5d4037';
|
||||
g.fillRect(15, 18, 2, 14);
|
||||
if (st >= 1) {
|
||||
g.fillStyle = colors[st];
|
||||
g.fillRect(10, 8 + (3-st)*3, 12, 10);
|
||||
} else {
|
||||
g.fillStyle = '#a8e6a0';
|
||||
g.fillRect(14, 22, 4, 4);
|
||||
}
|
||||
return c;
|
||||
}
|
||||
|
||||
g.fillStyle = t.c || '#000';
|
||||
g.fillRect(0, 0, 32, 32);
|
||||
|
|
@ -304,6 +497,10 @@ export function initTextures() {
|
|||
'wood_sword','stone_sword','iron_sword',
|
||||
'iron_ingot','gold_ingot','copper_ingot',
|
||||
'meat','cooked',
|
||||
'wheat','bread','carrot','potato','baked_potato','mushroom_stew','wheat_seeds',
|
||||
'chicken_meat','feather','bone','gunpowder',
|
||||
'scorpion_stinger','polar_fur','slime_ball','eagle_feather',
|
||||
'gold_armor',
|
||||
];
|
||||
itemIds.forEach(id => { itemTex[id] = makeItemTex(id); });
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,9 +1,9 @@
|
|||
// ==================== ЧАТ ====================
|
||||
import { state } from '../core/state.js';
|
||||
import { MAX_CHAT_MESSAGES } from '../core/constants.js';
|
||||
import { playSound } from '../audio/sound-engine.js';
|
||||
|
||||
const chatMessages = [];
|
||||
const MAX_CHAT_MESSAGES = 20;
|
||||
|
||||
export function addChatMessage(sender, message) {
|
||||
const time = new Date().toLocaleTimeString('ru-RU', { hour: '2-digit', minute: '2-digit' });
|
||||
|
|
|
|||
|
|
@ -68,8 +68,10 @@ export function renderCraft() {
|
|||
for (const res in r.cost) inv[res] -= r.cost[res];
|
||||
inv[r.out] = (inv[r.out] || 0) + r.qty;
|
||||
if (TOOLS[r.out]) addTool(r.out);
|
||||
if (!state.recentItems.includes(r.out)) { state.recentItems.unshift(r.out); state.recentItems = state.recentItems.slice(0, 5); }
|
||||
rebuildHotbar();
|
||||
renderCraft();
|
||||
renderInventory();
|
||||
};
|
||||
row.appendChild(icon); row.appendChild(info); row.appendChild(btn);
|
||||
recipesEl.appendChild(row);
|
||||
|
|
|
|||
180
src/ui/hotbar.js
180
src/ui/hotbar.js
|
|
@ -1,4 +1,4 @@
|
|||
// Hotbar UI
|
||||
// Hotbar UI — 3-slot Minecraft-style bottom bar + selected item indicator
|
||||
import { state } from '../core/state.js';
|
||||
import { BLOCKS } from '../data/blocks.js';
|
||||
import { ITEMS } from '../data/items.js';
|
||||
|
|
@ -6,78 +6,146 @@ import { TOOLS } from '../data/tools.js';
|
|||
import { tex, itemTex } from '../render/textures.js';
|
||||
import { playSound } from '../audio/sound-engine.js';
|
||||
|
||||
const HOTBAR_SLOTS = 3;
|
||||
|
||||
let selectedItemEl = null;
|
||||
|
||||
export function addToRecentItems(id) {
|
||||
if (!id) return;
|
||||
state.recentItems = state.recentItems.filter(item => item !== id);
|
||||
state.recentItems.unshift(id);
|
||||
state.recentItems = state.recentItems.slice(0, 5);
|
||||
}
|
||||
|
||||
function renderSlotIcon(el, id) {
|
||||
if (BLOCKS[id] && tex[id]) {
|
||||
el.style.backgroundImage = `url(${tex[id].toDataURL()})`;
|
||||
el.style.backgroundSize = 'cover';
|
||||
} else if (itemTex[id]) {
|
||||
el.style.backgroundImage = `url(${itemTex[id].toDataURL()})`;
|
||||
el.style.backgroundSize = 'cover';
|
||||
} else if (ITEMS[id]) {
|
||||
el.textContent = ITEMS[id].icon || '📦';
|
||||
} else if (TOOLS[id]) {
|
||||
el.textContent = TOOLS[id].icon || '🔧';
|
||||
} else if (id === 'iron_armor') {
|
||||
el.textContent = '🛡️';
|
||||
el.style.background = 'linear-gradient(135deg, #95a5a6 0%, #7f8c8d 100%)';
|
||||
} else {
|
||||
el.textContent = id.charAt(0).toUpperCase();
|
||||
el.style.background = '#555';
|
||||
el.style.color = '#fff';
|
||||
el.style.fontWeight = '700';
|
||||
el.style.fontSize = '14px';
|
||||
}
|
||||
}
|
||||
|
||||
function updateSelectedItem() {
|
||||
if (!selectedItemEl) selectedItemEl = document.getElementById('selectedItem');
|
||||
if (!selectedItemEl) return;
|
||||
const sel = state.selected;
|
||||
if (!sel || !state.inv[sel] || state.inv[sel] <= 0) {
|
||||
selectedItemEl.style.display = 'none';
|
||||
return;
|
||||
}
|
||||
selectedItemEl.style.display = 'flex';
|
||||
// Clear previous content
|
||||
selectedItemEl.textContent = '';
|
||||
selectedItemEl.style.backgroundImage = '';
|
||||
selectedItemEl.style.background = 'rgba(0,0,0,0.45)';
|
||||
// Render icon
|
||||
if (BLOCKS[sel] && tex[sel]) {
|
||||
selectedItemEl.style.backgroundImage = `url(${tex[sel].toDataURL()})`;
|
||||
selectedItemEl.style.backgroundSize = 'cover';
|
||||
} else if (itemTex[sel]) {
|
||||
selectedItemEl.style.backgroundImage = `url(${itemTex[sel].toDataURL()})`;
|
||||
selectedItemEl.style.backgroundSize = 'cover';
|
||||
} else if (ITEMS[sel]) {
|
||||
selectedItemEl.textContent = ITEMS[sel].icon || '📦';
|
||||
} else if (TOOLS[sel]) {
|
||||
selectedItemEl.textContent = TOOLS[sel].icon || '🔧';
|
||||
} else {
|
||||
selectedItemEl.textContent = sel.charAt(0).toUpperCase();
|
||||
}
|
||||
}
|
||||
|
||||
export function rebuildHotbar() {
|
||||
const hotbarEl = state.hotbarEl;
|
||||
const inv = state.inv;
|
||||
const selected = state.selected;
|
||||
const recentItems = state.recentItems;
|
||||
const toolDurability = state.toolDurability;
|
||||
|
||||
hotbarEl.innerHTML = '';
|
||||
|
||||
const items = recentItems.filter(id => inv[id] > 0).slice(0, 5);
|
||||
// Get up to 3 recent items with count > 0
|
||||
const items = state.recentItems.filter(id => inv[id] > 0).slice(0, HOTBAR_SLOTS);
|
||||
|
||||
for (const id of items) {
|
||||
// If selected item not in list and has count > 0, push to front
|
||||
if (inv[selected] > 0 && !items.includes(selected)) {
|
||||
items.unshift(selected);
|
||||
if (items.length > HOTBAR_SLOTS) items.pop();
|
||||
}
|
||||
|
||||
// Always render HOTBAR_SLOTS slots (fill empties)
|
||||
for (let si = 0; si < HOTBAR_SLOTS; si++) {
|
||||
const id = items[si] || null;
|
||||
const s = document.createElement('div');
|
||||
s.className = 'slot' + (id === selected ? ' sel' : '');
|
||||
s.className = 'slot' + (id && id === selected ? ' sel' : '');
|
||||
|
||||
// Try canvas sprite: block texture > itemTex > fallback emoji
|
||||
if (BLOCKS[id] && tex[id]) {
|
||||
s.style.backgroundImage = `url(${tex[id].toDataURL()})`;
|
||||
s.style.backgroundSize = 'cover';
|
||||
} else if (itemTex[id]) {
|
||||
s.style.backgroundImage = `url(${itemTex[id].toDataURL()})`;
|
||||
s.style.backgroundSize = 'cover';
|
||||
} else if (ITEMS[id]) {
|
||||
s.textContent = ITEMS[id].icon || '📦';
|
||||
} else if (TOOLS[id]) {
|
||||
s.textContent = TOOLS[id].icon || '🔧';
|
||||
} else if (id === 'iron_armor') {
|
||||
s.textContent = '🛡️';
|
||||
s.style.background = 'linear-gradient(135deg, #95a5a6 0%, #7f8c8d 100%)';
|
||||
}
|
||||
// Slot number indicator (top-left)
|
||||
const numEl = document.createElement('div');
|
||||
numEl.style.cssText = 'position:absolute;top:1px;left:3px;font-size:10px;color:rgba(255,255,255,0.55);font-weight:700;pointer-events:none;text-shadow:1px 1px 1px rgba(0,0,0,0.7);';
|
||||
numEl.textContent = (si + 1).toString();
|
||||
s.appendChild(numEl);
|
||||
|
||||
const c = document.createElement('div');
|
||||
c.className = 'count';
|
||||
c.textContent = inv[id];
|
||||
s.appendChild(c);
|
||||
s.onclick = () => {
|
||||
playSound('click');
|
||||
state.selected = id;
|
||||
state.recentItems = state.recentItems.filter(item => item !== id);
|
||||
state.recentItems.unshift(id);
|
||||
state.recentItems = state.recentItems.slice(0, 5);
|
||||
rebuildHotbar();
|
||||
};
|
||||
if (id) {
|
||||
renderSlotIcon(s, id);
|
||||
|
||||
if (id === 'iron_armor' && state.player.equippedArmor === 'iron_armor') {
|
||||
const equipped = document.createElement('div');
|
||||
equipped.className = 'equipped-indicator';
|
||||
equipped.textContent = '✓';
|
||||
s.appendChild(equipped);
|
||||
}
|
||||
const c = document.createElement('div');
|
||||
c.className = 'count';
|
||||
c.textContent = inv[id];
|
||||
s.appendChild(c);
|
||||
s.onclick = () => {
|
||||
playSound('click');
|
||||
state.selected = id;
|
||||
// Move to front of recentItems
|
||||
state.recentItems = state.recentItems.filter(item => item !== id);
|
||||
state.recentItems.unshift(id);
|
||||
rebuildHotbar();
|
||||
};
|
||||
|
||||
// Durability bar
|
||||
if (TOOLS[id] && inv[id] > 0) {
|
||||
let curDur = 0, maxDur = TOOLS[id].durability;
|
||||
for (const [tid, dur] of toolDurability) {
|
||||
if (dur.type === id) {
|
||||
curDur = dur.current;
|
||||
maxDur = dur.max;
|
||||
break;
|
||||
}
|
||||
if (id === 'iron_armor' && state.player.equippedArmor === 'iron_armor') {
|
||||
const equipped = document.createElement('div');
|
||||
equipped.className = 'equipped-indicator';
|
||||
equipped.textContent = '✓';
|
||||
s.appendChild(equipped);
|
||||
}
|
||||
if (maxDur > 0) {
|
||||
const bar = document.createElement('div');
|
||||
bar.style.cssText = `position:absolute;bottom:0;left:0;right:0;height:3px;background:#333;border-radius:0 0 6px 6px;overflow:hidden;`;
|
||||
const fill = document.createElement('div');
|
||||
const pct = curDur / maxDur;
|
||||
const color = pct > 0.5 ? '#2ecc71' : pct > 0.25 ? '#f39c12' : '#e74c3c';
|
||||
fill.style.cssText = `width:${pct * 100}%;height:100%;background:${color};`;
|
||||
bar.appendChild(fill);
|
||||
s.appendChild(bar);
|
||||
|
||||
// Durability bar
|
||||
if (TOOLS[id] && inv[id] > 0) {
|
||||
let curDur = 0, maxDur = TOOLS[id].durability;
|
||||
for (const [tid, dur] of toolDurability) {
|
||||
if (dur.type === id) {
|
||||
curDur = dur.current;
|
||||
maxDur = dur.max;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (maxDur > 0) {
|
||||
const bar = document.createElement('div');
|
||||
bar.style.cssText = `position:absolute;bottom:0;left:0;right:0;height:3px;background:#333;border-radius:0 0 6px 6px;overflow:hidden;`;
|
||||
const fill = document.createElement('div');
|
||||
const pct = curDur / maxDur;
|
||||
const color = pct > 0.5 ? '#2ecc71' : pct > 0.25 ? '#f39c12' : '#e74c3c';
|
||||
fill.style.cssText = `width:${pct * 100}%;height:100%;background:${color};`;
|
||||
bar.appendChild(fill);
|
||||
s.appendChild(bar);
|
||||
}
|
||||
}
|
||||
}
|
||||
hotbarEl.appendChild(s);
|
||||
}
|
||||
|
||||
// Update selected item indicator above hotbar
|
||||
updateSelectedItem();
|
||||
}
|
||||
|
|
@ -21,7 +21,7 @@ export function renderInventory() {
|
|||
|
||||
if (i < items.length) {
|
||||
const id = items[i];
|
||||
// Canvas sprite: block > itemTex > emoji fallback
|
||||
// Canvas sprite: block > itemTex > emoji fallback > unknown item fallback
|
||||
if (BLOCKS[id] && tex[id]) {
|
||||
slot.style.backgroundImage = `url(${tex[id].toDataURL()})`;
|
||||
slot.style.backgroundSize = 'cover';
|
||||
|
|
@ -35,6 +35,13 @@ export function renderInventory() {
|
|||
} else if (id === 'iron_armor') {
|
||||
slot.textContent = '🛡️';
|
||||
slot.style.background = 'linear-gradient(135deg, #95a5a6 0%, #7f8c8d 100%)';
|
||||
} else {
|
||||
// Unknown item fallback — grey box with first letter
|
||||
slot.textContent = id.charAt(0).toUpperCase();
|
||||
slot.style.background = '#555';
|
||||
slot.style.color = '#fff';
|
||||
slot.style.fontWeight = '700';
|
||||
slot.style.fontSize = '14px';
|
||||
}
|
||||
|
||||
const count = document.createElement('div');
|
||||
|
|
|
|||
|
|
@ -2,19 +2,21 @@
|
|||
import { state } from '../core/state.js';
|
||||
import { playSound } from '../audio/sound-engine.js';
|
||||
|
||||
const marketPanel = document.getElementById('marketPanel');
|
||||
const marketClose = document.getElementById('marketClose');
|
||||
const marketContent = document.getElementById('marketContent');
|
||||
let marketPanel, marketClose, marketContent;
|
||||
|
||||
export function initMarket() {
|
||||
// Кнопка закрытия
|
||||
marketClose.addEventListener('click', () => closeMarket());
|
||||
marketPanel = document.getElementById('marketPanel');
|
||||
marketClose = document.getElementById('marketClose');
|
||||
marketContent = document.getElementById('marketContent');
|
||||
|
||||
// Слушаем событие от save-controls.js
|
||||
if (!marketPanel) return;
|
||||
|
||||
if (marketClose) marketClose.addEventListener('click', () => closeMarket());
|
||||
document.addEventListener('toggleMarket', () => toggleMarket());
|
||||
}
|
||||
|
||||
export function toggleMarket() {
|
||||
if (!marketPanel) return;
|
||||
if (marketPanel.style.display === 'none' || !marketPanel.style.display) {
|
||||
openMarket();
|
||||
} else {
|
||||
|
|
@ -23,49 +25,33 @@ export function toggleMarket() {
|
|||
}
|
||||
|
||||
export function closeMarket() {
|
||||
marketPanel.style.display = 'none';
|
||||
if (marketPanel) marketPanel.style.display = 'none';
|
||||
}
|
||||
|
||||
function openMarket() {
|
||||
marketPanel.style.display = 'block';
|
||||
renderMarket();
|
||||
if (marketPanel) {
|
||||
marketPanel.style.display = 'block';
|
||||
renderMarket();
|
||||
}
|
||||
}
|
||||
|
||||
function renderMarket() {
|
||||
if (!marketContent) return;
|
||||
if (!state.socket) {
|
||||
marketContent.innerHTML = '<p style="color:#aaa;">Подключение к серверу...</p>';
|
||||
return;
|
||||
}
|
||||
|
||||
// Запрашиваем список ордеров с сервера
|
||||
state.socket.emit('market_list', {}, (orders) => {
|
||||
if (!orders || !orders.length) {
|
||||
marketContent.innerHTML = `
|
||||
<p style="color:#aaa;text-align:center;">Предложений пока нет</p>
|
||||
<div style="margin-top:12px;">
|
||||
<button id="createOrderBtn" style="width:100%;padding:10px;background:#4a8c4a;color:#fff;border:none;border-radius:6px;cursor:pointer;font-size:14px;">
|
||||
+ Выставить предмет
|
||||
</button>
|
||||
</div>
|
||||
`;
|
||||
marketContent.innerHTML = '<p style="color:#aaa;text-align:center;">Предложений пока нет</p><div style="margin-top:12px;"><button id="createOrderBtn" style="width:100%;padding:10px;background:#4a8c4a;color:#fff;border:none;border-radius:6px;cursor:pointer;font-size:14px;">+ Выставить предмет</button></div>';
|
||||
const btn = document.getElementById('createOrderBtn');
|
||||
if (btn) btn.addEventListener('click', showCreateOrder);
|
||||
return;
|
||||
}
|
||||
|
||||
let html = '<div style="margin-bottom:8px;"><button id="createOrderBtn" style="padding:8px 14px;background:#4a8c4a;color:#fff;border:none;border-radius:6px;cursor:pointer;font-size:13px;">+ Выставить предмет</button></div>';
|
||||
|
||||
html += orders.map(o => `
|
||||
<div style="display:flex;align-items:center;justify-content:space-between;padding:6px 0;border-bottom:1px solid rgba(255,255,255,0.1);">
|
||||
<div>
|
||||
<span style="color:#ffd700;">${o.offer_item}</span> ×${o.offer_qty}
|
||||
<span style="color:#888;"> ⇄ </span>
|
||||
<span style="color:#7ecfff;">${o.want_item}</span> ×${o.want_qty}
|
||||
</div>
|
||||
<div style="font-size:11px;color:#888;">${o.seller || 'Аноним'}</div>
|
||||
</div>
|
||||
`).join('');
|
||||
|
||||
html += orders.map(o => '<div style="display:flex;align-items:center;justify-content:space-between;padding:6px 0;border-bottom:1px solid rgba(255,255,255,0.1);"><div><span style="color:#ffd700;">' + (o.offer_item||'') + '</span> x' + (o.offer_qty||1) + ' <span style="color:#888;"> ⇄ </span><span style="color:#7ecfff;">' + (o.want_item||'') + '</span> x' + (o.want_qty||1) + '</div><div style="font-size:11px;color:#888;">' + (o.seller || 'Аноним') + '</div></div>').join('');
|
||||
marketContent.innerHTML = html;
|
||||
const btn = document.getElementById('createOrderBtn');
|
||||
if (btn) btn.addEventListener('click', showCreateOrder);
|
||||
|
|
@ -73,41 +59,24 @@ function renderMarket() {
|
|||
}
|
||||
|
||||
function showCreateOrder() {
|
||||
const inv = state.player.inventory || [];
|
||||
const items = inv.filter(slot => slot && slot.id);
|
||||
if (!marketContent) return;
|
||||
const invKeys = Object.keys(state.inv || {});
|
||||
const invOpts = invKeys.filter(k => (state.inv[k]||0) > 0).map(k => '<option value="'+k+'">'+k+' (x'+state.inv[k]+')</option>').join('');
|
||||
|
||||
marketContent.innerHTML = `
|
||||
<div style="padding:8px;">
|
||||
<h3 style="margin:0 0 10px;font-size:14px;">Выставить предмет</h3>
|
||||
<label style="font-size:12px;color:#aaa;">Отдаю:</label>
|
||||
<select id="offerItem" style="width:100%;margin-bottom:8px;padding:6px;background:#222;color:#fff;border:1px solid #555;border-radius:4px;">
|
||||
${items.map(s => `<option value="${s.id}">${s.id} (×${s.count || 1})</option>`).join('')}
|
||||
<option value="">— Пусто —</option>
|
||||
</select>
|
||||
<label style="font-size:12px;color:#aaa;">Хочу:</label>
|
||||
<input id="wantItem" placeholder="Название предмета" style="width:100%;margin-bottom:8px;padding:6px;background:#222;color:#fff;border:1px solid #555;border-radius:4px;" />
|
||||
<div style="display:flex;gap:8px;">
|
||||
<button id="submitOrder" style="flex:1;padding:8px;background:#4a8c4a;color:#fff;border:none;border-radius:6px;cursor:pointer;">Выставить</button>
|
||||
<button id="cancelOrder" style="flex:1;padding:8px;background:#555;color:#fff;border:none;border-radius:6px;cursor:pointer;">Отмена</button>
|
||||
</div>
|
||||
</div>
|
||||
`;
|
||||
marketContent.innerHTML = '<div style="padding:8px;"><h3 style="margin:0 0 10px;font-size:14px;">Выставить предмет</h3><label style="font-size:12px;color:#aaa;">Отдаю:</label><select id="offerItem" style="width:100%;margin-bottom:8px;padding:6px;background:#222;color:#fff;border:1px solid #555;border-radius:4px;">'+invOpts+'</select><label style="font-size:12px;color:#aaa;">Хочу:</label><input id="wantItem" placeholder="Название предмета" style="width:100%;margin-bottom:8px;padding:6px;background:#222;color:#fff;border:1px solid #555;border-radius:4px;" /><div style="display:flex;gap:8px;"><button id="submitOrder" style="flex:1;padding:8px;background:#4a8c4a;color:#fff;border:none;border-radius:6px;cursor:pointer;">Выставить</button><button id="cancelOrder" style="flex:1;padding:8px;background:#555;color:#fff;border:none;border-radius:6px;cursor:pointer;">Отмена</button></div></div>';
|
||||
|
||||
document.getElementById('cancelOrder').addEventListener('click', () => renderMarket());
|
||||
document.getElementById('submitOrder').addEventListener('click', () => {
|
||||
const offerItem = document.getElementById('offerItem').value;
|
||||
const wantItem = document.getElementById('wantItem').value.trim();
|
||||
if (!offerItem || !wantItem) {
|
||||
alert('Выберите предмет и укажите что хотите получить');
|
||||
return;
|
||||
}
|
||||
const cancelBtn = document.getElementById('cancelOrder');
|
||||
if (cancelBtn) cancelBtn.addEventListener('click', () => renderMarket());
|
||||
const submitBtn = document.getElementById('submitOrder');
|
||||
if (submitBtn) submitBtn.addEventListener('click', () => {
|
||||
const offerItem = document.getElementById('offerItem');
|
||||
const wantItem = document.getElementById('wantItem');
|
||||
if (!offerItem || !wantItem) return;
|
||||
const offer = offerItem.value;
|
||||
const want = wantItem.value.trim();
|
||||
if (!offer || !want) { alert('Выберите предмет и укажите что хотите получить'); return; }
|
||||
if (state.socket) {
|
||||
state.socket.emit('market_create', {
|
||||
offer_item: offerItem,
|
||||
offer_qty: 1,
|
||||
want_item: wantItem,
|
||||
want_qty: 1
|
||||
});
|
||||
state.socket.emit('market_create', { offer_item: offer, offer_qty: 1, want_item: want, want_qty: 1 });
|
||||
playSound('click');
|
||||
setTimeout(renderMarket, 500);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -26,6 +26,15 @@ export function initMinimap() {
|
|||
state.minimapOpen = !state.minimapOpen;
|
||||
minimapWrap.style.display = state.minimapOpen ? 'block' : 'none';
|
||||
};
|
||||
|
||||
const minimapClose = document.getElementById('minimapClose');
|
||||
if (minimapClose) {
|
||||
minimapClose.addEventListener('click', (e) => {
|
||||
e.stopPropagation();
|
||||
state.minimapOpen = false;
|
||||
minimapWrap.style.display = 'none';
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
export function renderMinimap() {
|
||||
|
|
|
|||
|
|
@ -2,6 +2,8 @@
|
|||
import { state } from '../core/state.js';
|
||||
import { playSound } from '../audio/sound-engine.js';
|
||||
import { saveGame } from '../game/save.js';
|
||||
import { shareWorld } from './share.js';
|
||||
import { isTgWebApp } from './start-menu.js';
|
||||
|
||||
let dropdownOpen = false;
|
||||
|
||||
|
|
@ -11,89 +13,144 @@ export function initSaveControls() {
|
|||
const saveItem = document.getElementById('saveItem');
|
||||
const resetItem = document.getElementById('resetItem');
|
||||
const marketItem = document.getElementById('marketItem');
|
||||
const shareItem = document.getElementById('shareItem');
|
||||
const settingsItem = document.getElementById('settingsItem');
|
||||
const quitItem = document.getElementById('quitItem');
|
||||
|
||||
// Убить возможный старый onclick (предотвращает race condition)
|
||||
menuBtn.onclick = null;
|
||||
// Убить возможный старый onclick
|
||||
if (menuBtn) menuBtn.onclick = null;
|
||||
|
||||
// Тогл меню
|
||||
menuBtn.addEventListener('click', (e) => {
|
||||
e.stopPropagation();
|
||||
dropdownOpen = !dropdownOpen;
|
||||
menuDropdown.classList.toggle('open', dropdownOpen);
|
||||
});
|
||||
if (menuBtn) {
|
||||
menuBtn.addEventListener('click', (e) => {
|
||||
e.stopPropagation();
|
||||
dropdownOpen = !dropdownOpen;
|
||||
if (menuDropdown) menuDropdown.classList.toggle('open', dropdownOpen);
|
||||
});
|
||||
}
|
||||
|
||||
// Закрытие по клику вне
|
||||
document.addEventListener('click', () => {
|
||||
if (dropdownOpen) {
|
||||
dropdownOpen = false;
|
||||
menuDropdown.classList.remove('open');
|
||||
if (menuDropdown) menuDropdown.classList.remove('open');
|
||||
}
|
||||
});
|
||||
|
||||
// Предотвращаем закрытие при клике внутри дропдауна
|
||||
menuDropdown.addEventListener('click', (e) => {
|
||||
e.stopPropagation();
|
||||
});
|
||||
if (menuDropdown) {
|
||||
menuDropdown.addEventListener('click', (e) => e.stopPropagation());
|
||||
}
|
||||
|
||||
// 💾 Сохранить
|
||||
saveItem.addEventListener('click', () => {
|
||||
playSound('click');
|
||||
saveGame();
|
||||
dropdownOpen = false;
|
||||
menuDropdown.classList.remove('open');
|
||||
alert('Игра сохранена!');
|
||||
});
|
||||
if (saveItem) {
|
||||
saveItem.addEventListener('click', () => {
|
||||
playSound('click');
|
||||
saveGame();
|
||||
dropdownOpen = false;
|
||||
if (menuDropdown) menuDropdown.classList.remove('open');
|
||||
alert('Игра сохранена!');
|
||||
});
|
||||
}
|
||||
|
||||
// 🔄 Новый мир
|
||||
resetItem.addEventListener('click', () => {
|
||||
if (confirm('Вы уверены, что хотите удалить сохранение и начать новую игру?')) {
|
||||
playSound('click');
|
||||
|
||||
try {
|
||||
localStorage.removeItem(state.SAVE_KEY);
|
||||
console.log('Сохранение удалено из localStorage');
|
||||
} catch (e) {
|
||||
console.warn('Ошибка удаления сохранения:', e);
|
||||
}
|
||||
|
||||
state.inMemorySave = null;
|
||||
state.worldId = Math.random().toString(36).substring(2, 10);
|
||||
console.log('Новый worldId после сброса:', state.worldId);
|
||||
|
||||
try {
|
||||
const newUrl = new URL(window.location.href);
|
||||
newUrl.searchParams.set('world', state.worldId);
|
||||
if (typeof window.history !== 'undefined' && typeof window.history.replaceState === 'function') {
|
||||
if (resetItem) {
|
||||
resetItem.addEventListener('click', () => {
|
||||
if (confirm('Вы уверены, что хотите удалить сохранение и начать новую игру?')) {
|
||||
playSound('click');
|
||||
try { localStorage.removeItem(state.SAVE_KEY); } catch(e) {}
|
||||
state.inMemorySave = null;
|
||||
state.worldId = Math.random().toString(36).substring(2, 10);
|
||||
try {
|
||||
const newUrl = new URL(window.location.href);
|
||||
newUrl.searchParams.set('world', state.worldId);
|
||||
window.history.replaceState(null, '', newUrl.toString());
|
||||
console.log('URL обновлён:', newUrl.toString());
|
||||
}
|
||||
} catch (e) {
|
||||
console.error('Ошибка обновления URL:', e);
|
||||
} catch(e) {}
|
||||
location.reload();
|
||||
} else {
|
||||
dropdownOpen = false;
|
||||
if (menuDropdown) menuDropdown.classList.remove('open');
|
||||
}
|
||||
|
||||
location.reload();
|
||||
} else {
|
||||
dropdownOpen = false;
|
||||
menuDropdown.classList.remove('open');
|
||||
}
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
// 🏪 Рынок
|
||||
marketItem.addEventListener('click', () => {
|
||||
dropdownOpen = false;
|
||||
menuDropdown.classList.remove('open');
|
||||
// toggleMarket импортируется в main.js, вызовем через кастомное событие
|
||||
document.dispatchEvent(new CustomEvent('toggleMarket'));
|
||||
});
|
||||
if (marketItem) {
|
||||
marketItem.addEventListener('click', () => {
|
||||
dropdownOpen = false;
|
||||
if (menuDropdown) menuDropdown.classList.remove('open');
|
||||
document.dispatchEvent(new CustomEvent('toggleMarket'));
|
||||
});
|
||||
}
|
||||
|
||||
// 📤 Пригласить
|
||||
if (shareItem) {
|
||||
shareItem.addEventListener('click', () => {
|
||||
dropdownOpen = false;
|
||||
if (menuDropdown) menuDropdown.classList.remove('open');
|
||||
shareWorld();
|
||||
});
|
||||
}
|
||||
|
||||
// ⚙️ Настройки
|
||||
if (settingsItem) {
|
||||
settingsItem.addEventListener('click', () => {
|
||||
dropdownOpen = false;
|
||||
menuDropdown.classList.remove('open');
|
||||
const panel = document.getElementById('settingsPanel');
|
||||
if (!panel) return;
|
||||
// Sync controls with current state
|
||||
const toggle = document.getElementById('dayNightToggle');
|
||||
const timeSlider = document.getElementById('timeSlider');
|
||||
const wSlider = document.getElementById('weatherIntensity');
|
||||
if (toggle) toggle.checked = state.dayNightCycle !== false;
|
||||
if (timeSlider) timeSlider.value = Math.round(state.worldTime * 100);
|
||||
if (wSlider) wSlider.value = Math.round(state.rainIntensity * 100);
|
||||
// Sync weather buttons — highlight the active type
|
||||
const wt = state.weatherType || (state.isRaining ? 'rain' : 'clear');
|
||||
const activeId = 'weather' + wt.charAt(0).toUpperCase() + wt.slice(1);
|
||||
for (const bid of ['weatherClear','weatherRain','weatherSnow','weatherThunder']) {
|
||||
const b = document.getElementById(bid);
|
||||
if (b) b.style.background = (bid === activeId) ? '#3498db' : '#555';
|
||||
}
|
||||
panel.style.display = 'block';
|
||||
});
|
||||
}
|
||||
|
||||
// Закрытие настроек
|
||||
const settingsClose = document.getElementById('settingsClose');
|
||||
if (settingsClose) {
|
||||
settingsClose.addEventListener('click', () => {
|
||||
const settingsPanel = document.getElementById('settingsPanel');
|
||||
if (settingsPanel) settingsPanel.style.display = 'none';
|
||||
});
|
||||
}
|
||||
|
||||
// Тогл день/ночи
|
||||
const dayNightToggle = document.getElementById('dayNightToggle');
|
||||
if (dayNightToggle) {
|
||||
dayNightToggle.addEventListener('change', () => {
|
||||
state.dayNightCycle = dayNightToggle.checked;
|
||||
saveGame();
|
||||
});
|
||||
}
|
||||
|
||||
// 🏠 Главное меню
|
||||
if (quitItem) {
|
||||
quitItem.addEventListener('click', () => {
|
||||
dropdownOpen = false;
|
||||
if (menuDropdown) menuDropdown.classList.remove('open');
|
||||
saveGame();
|
||||
try {
|
||||
const url = new URL(window.location.href);
|
||||
url.searchParams.delete('world');
|
||||
window.location.href = url.toString();
|
||||
} catch(e) { location.reload(); }
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// Показываем/скрываем пункт сохранения в зависимости от режима
|
||||
export function updateSaveButtonVisibility() {
|
||||
const saveItem = document.getElementById('saveItem');
|
||||
if (!saveItem) return;
|
||||
if (state.isMultiplayer && state.otherPlayers.size > 0) {
|
||||
saveItem.style.display = 'none';
|
||||
} else {
|
||||
saveItem.style.display = 'block';
|
||||
}
|
||||
saveItem.style.display = (state.isMultiplayer && state.otherPlayers.size > 0) ? 'none' : 'block';
|
||||
}
|
||||
|
|
@ -0,0 +1,127 @@
|
|||
// Настройки
|
||||
import { state } from '../core/state.js';
|
||||
|
||||
let settingsPanel = null;
|
||||
let dayNightToggle = null;
|
||||
|
||||
// Weather button IDs in order
|
||||
const WEATHER_BTNS = ['weatherClear', 'weatherRain', 'weatherSnow', 'weatherThunder'];
|
||||
const WEATHER_ACTIVE_BG = '#3498db';
|
||||
const WEATHER_INACTIVE_BG = '#555';
|
||||
|
||||
function setWeatherButtonActive(activeId) {
|
||||
for (const id of WEATHER_BTNS) {
|
||||
const btn = document.getElementById(id);
|
||||
if (btn) {
|
||||
btn.style.background = (id === activeId) ? WEATHER_ACTIVE_BG : WEATHER_INACTIVE_BG;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export function initSettings() {
|
||||
settingsPanel = document.getElementById('settingsPanel');
|
||||
dayNightToggle = document.getElementById('dayNightToggle');
|
||||
|
||||
if (!settingsPanel) return;
|
||||
|
||||
const closeBtn = document.getElementById('settingsClose');
|
||||
if (closeBtn) {
|
||||
closeBtn.addEventListener('click', () => {
|
||||
settingsPanel.style.display = 'none';
|
||||
});
|
||||
}
|
||||
|
||||
// Day/night cycle toggle
|
||||
if (dayNightToggle) {
|
||||
dayNightToggle.checked = state.dayNightCycle !== false;
|
||||
dayNightToggle.addEventListener('change', () => {
|
||||
state.dayNightCycle = dayNightToggle.checked;
|
||||
});
|
||||
}
|
||||
|
||||
// Time-of-day slider
|
||||
const timeSlider = document.getElementById('timeSlider');
|
||||
if (timeSlider) {
|
||||
timeSlider.value = Math.round(state.worldTime * 100);
|
||||
timeSlider.addEventListener('input', () => {
|
||||
state.worldTime = parseInt(timeSlider.value) / 100;
|
||||
if (state.dayNightCycle) {
|
||||
state.dayNightCycle = false;
|
||||
if (dayNightToggle) dayNightToggle.checked = false;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// ====== Weather controls (Ясно / Дождь / Снег / Гроза) ======
|
||||
const weatherIntensitySlider = document.getElementById('weatherIntensity');
|
||||
|
||||
// Helper: apply a weather type
|
||||
function applyWeather(type) {
|
||||
state.weatherType = type;
|
||||
state.weatherChangeInterval = Infinity; // Lock weather manually
|
||||
|
||||
switch (type) {
|
||||
case 'clear':
|
||||
state.isRaining = false;
|
||||
state.rainIntensity = 0;
|
||||
if (weatherIntensitySlider) weatherIntensitySlider.value = 0;
|
||||
break;
|
||||
case 'rain':
|
||||
state.isRaining = true;
|
||||
state.rainIntensity = parseInt(weatherIntensitySlider?.value || 40) / 100;
|
||||
break;
|
||||
case 'snow':
|
||||
state.isRaining = false; // snow uses its own rendering
|
||||
state.rainIntensity = parseInt(weatherIntensitySlider?.value || 40) / 100;
|
||||
break;
|
||||
case 'thunder':
|
||||
state.isRaining = true; // thunder includes rain
|
||||
state.rainIntensity = parseInt(weatherIntensitySlider?.value || 60) / 100;
|
||||
if (weatherIntensitySlider) weatherIntensitySlider.value = Math.round(state.rainIntensity * 100);
|
||||
break;
|
||||
}
|
||||
|
||||
setWeatherButtonActive('weather' + type.charAt(0).toUpperCase() + type.slice(1));
|
||||
}
|
||||
|
||||
// Button handlers
|
||||
for (const id of WEATHER_BTNS) {
|
||||
const btn = document.getElementById(id);
|
||||
if (btn) {
|
||||
const weatherType = btn.dataset.weather || id.replace('weather', '').toLowerCase();
|
||||
btn.addEventListener('click', () => applyWeather(weatherType));
|
||||
}
|
||||
}
|
||||
|
||||
// Intensity slider
|
||||
if (weatherIntensitySlider) {
|
||||
weatherIntensitySlider.addEventListener('input', () => {
|
||||
const val = parseInt(weatherIntensitySlider.value) / 100;
|
||||
if (state.weatherType !== 'clear') {
|
||||
state.rainIntensity = val;
|
||||
if (state.weatherType === 'thunder' || state.weatherType === 'rain') {
|
||||
state.isRaining = true;
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// Listen for toggleSettings custom event
|
||||
document.addEventListener('toggleSettings', () => {
|
||||
if (settingsPanel) {
|
||||
// Sync all controls when panel opens
|
||||
if (timeSlider) timeSlider.value = Math.round(state.worldTime * 100);
|
||||
if (dayNightToggle) dayNightToggle.checked = state.dayNightCycle !== false;
|
||||
if (weatherIntensitySlider) weatherIntensitySlider.value = Math.round(state.rainIntensity * 100);
|
||||
// Highlight active weather button
|
||||
const wt = state.weatherType || (state.isRaining ? 'rain' : 'clear');
|
||||
const activeId = 'weather' + wt.charAt(0).toUpperCase() + wt.slice(1);
|
||||
setWeatherButtonActive(activeId);
|
||||
settingsPanel.style.display = settingsPanel.style.display === 'none' ? 'block' : 'none';
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
export function isDayNightEnabled() {
|
||||
return state.dayNightCycle !== false;
|
||||
}
|
||||
122
src/ui/share.js
122
src/ui/share.js
|
|
@ -1,38 +1,108 @@
|
|||
// ==================== ПОДЕЛИТЬСЯ МИРОМ ====================
|
||||
import { state } from '../core/state.js';
|
||||
import { isTgWebApp } from './start-menu.js';
|
||||
import { showToast } from './start-menu.js';
|
||||
|
||||
export function initShare() {
|
||||
// Обработчик клика на worldId для копирования ссылки
|
||||
document.getElementById('worldId').onclick = () => {
|
||||
const shareUrl = new URL(window.location.href);
|
||||
shareUrl.searchParams.set('world', state.worldId);
|
||||
const shareUrlString = shareUrl.toString();
|
||||
|
||||
if (navigator.clipboard && navigator.clipboard.writeText) {
|
||||
navigator.clipboard.writeText(shareUrlString).then(() => {
|
||||
alert('Ссылка скопирована!');
|
||||
}).catch(() => {
|
||||
alert('Ссылка на мир:\n' + shareUrlString);
|
||||
});
|
||||
} else {
|
||||
alert('Ссылка на мир:\n' + shareUrlString);
|
||||
}
|
||||
};
|
||||
// Keep worldId click-to-copy as before
|
||||
const worldIdEl = document.getElementById('worldId');
|
||||
if (worldIdEl) {
|
||||
worldIdEl.onclick = () => shareWorld();
|
||||
}
|
||||
}
|
||||
|
||||
export function shareWorld() {
|
||||
const shareUrl = new URL(window.location.href);
|
||||
shareUrl.searchParams.set('world', state.worldId);
|
||||
const shareUrlString = shareUrl.toString();
|
||||
const url = shareUrl.toString();
|
||||
|
||||
// Копируем в буфер обмена
|
||||
if (navigator.clipboard && navigator.clipboard.writeText) {
|
||||
navigator.clipboard.writeText(shareUrlString).then(() => {
|
||||
alert('Ссылка скопирована!');
|
||||
}).catch(() => {
|
||||
alert('Ссылка на мир:\n' + shareUrlString);
|
||||
});
|
||||
} else {
|
||||
alert('Ссылка на мир:\n' + shareUrlString);
|
||||
// In Telegram WebApp — use native share
|
||||
if (isTgWebApp && window.Telegram && window.Telegram.WebApp && window.Telegram.WebApp.switchInlineQuery) {
|
||||
const inviteUrl = 'https://t.me/' + (state.TELEGRAM_BOT_USERNAME || 'grechka_mkn8n_bot') + '/app?startapp=' + encodeURIComponent(state.worldId);
|
||||
Telegram.WebApp.openTelegramLink(
|
||||
'https://t.me/share/url?url=' + encodeURIComponent(inviteUrl) +
|
||||
'&text=' + encodeURIComponent('🏗️ Заходи в GrechkaCraft! Код мира: ' + state.worldId)
|
||||
);
|
||||
return;
|
||||
}
|
||||
|
||||
// Otherwise — show custom modal with URL + copy button
|
||||
const overlay = document.createElement('div');
|
||||
overlay.style.cssText = 'position:fixed;top:0;left:0;width:100%;height:100%;background:rgba(0,0,0,0.6);z-index:100000;display:flex;align-items:center;justify-content:center;';
|
||||
|
||||
const box = document.createElement('div');
|
||||
box.style.cssText = 'background:#C6C6C6;border:4px solid #000;padding:20px;max-width:400px;width:90%;box-shadow:4px 4px 0 #000;font-family:Courier New,monospace;';
|
||||
|
||||
const title = document.createElement('div');
|
||||
title.textContent = '📤 Пригласить друзей';
|
||||
title.style.cssText = 'font-size:18px;font-weight:bold;margin-bottom:12px;color:#222;';
|
||||
box.appendChild(title);
|
||||
|
||||
const codeLabel = document.createElement('div');
|
||||
codeLabel.style.cssText = 'font-size:13px;color:#444;font-weight:bold;margin-bottom:4px;';
|
||||
codeLabel.textContent = 'Код мира:';
|
||||
box.appendChild(codeLabel);
|
||||
|
||||
const codeBox = document.createElement('div');
|
||||
codeBox.style.cssText = 'font-size:20px;font-weight:bold;background:#fff;border:3px solid #000;padding:8px 12px;margin-bottom:12px;letter-spacing:2px;text-align:center;color:#5A8F3C;';
|
||||
codeBox.textContent = state.worldId;
|
||||
box.appendChild(codeBox);
|
||||
|
||||
const linkLabel = document.createElement('div');
|
||||
linkLabel.style.cssText = 'font-size:13px;color:#444;font-weight:bold;margin-bottom:4px;';
|
||||
linkLabel.textContent = 'Ссылка:';
|
||||
box.appendChild(linkLabel);
|
||||
|
||||
const linkBox = document.createElement('input');
|
||||
linkBox.type = 'text';
|
||||
linkBox.readOnly = true;
|
||||
linkBox.value = url;
|
||||
linkBox.style.cssText = 'width:100%;padding:8px;font-family:Courier New,monospace;font-size:13px;background:#fff;border:3px solid #000;color:#222;margin-bottom:12px;box-sizing:border-box;';
|
||||
linkBox.onclick = () => linkBox.select();
|
||||
box.appendChild(linkBox);
|
||||
|
||||
const btnRow = document.createElement('div');
|
||||
btnRow.style.cssText = 'display:flex;gap:8px;';
|
||||
|
||||
const btnCopy = document.createElement('button');
|
||||
btnCopy.textContent = '📋 Скопировать';
|
||||
btnCopy.style.cssText = 'flex:1;padding:10px;font-family:Courier New,monospace;font-weight:bold;cursor:pointer;border:3px solid #000;background:#5A8F3C;color:#fff;box-shadow:2px 2px 0 #000;';
|
||||
btnCopy.onclick = () => {
|
||||
navigator.clipboard.writeText(url).then(() => {
|
||||
showToast('📋 Ссылка скопирована!');
|
||||
overlay.remove();
|
||||
}).catch(() => {
|
||||
linkBox.select();
|
||||
document.execCommand('copy');
|
||||
showToast('📋 Ссылка скопирована!');
|
||||
overlay.remove();
|
||||
});
|
||||
};
|
||||
btnRow.appendChild(btnCopy);
|
||||
|
||||
const btnCode = document.createElement('button');
|
||||
btnCode.textContent = '📋 Код';
|
||||
btnCode.style.cssText = 'padding:10px;font-family:Courier New,monospace;font-weight:bold;cursor:pointer;border:3px solid #000;background:#3C5F9E;color:#fff;box-shadow:2px 2px 0 #000;';
|
||||
btnCode.onclick = () => {
|
||||
navigator.clipboard.writeText(state.worldId).then(() => {
|
||||
showToast('📋 Код скопирован: ' + state.worldId);
|
||||
}).catch(() => {
|
||||
showToast('Код: ' + state.worldId);
|
||||
});
|
||||
};
|
||||
btnRow.appendChild(btnCode);
|
||||
|
||||
const btnClose = document.createElement('button');
|
||||
btnClose.textContent = '✕';
|
||||
btnClose.style.cssText = 'padding:10px 14px;font-family:Courier New,monospace;font-weight:bold;cursor:pointer;border:3px solid #000;background:#9E2B2B;color:#fff;box-shadow:2px 2px 0 #000;';
|
||||
btnClose.onclick = () => overlay.remove();
|
||||
btnRow.appendChild(btnClose);
|
||||
|
||||
box.appendChild(btnRow);
|
||||
overlay.appendChild(box);
|
||||
|
||||
// Close on click outside box
|
||||
overlay.onclick = (e) => { if (e.target === overlay) overlay.remove(); };
|
||||
|
||||
document.body.appendChild(overlay);
|
||||
}
|
||||
|
|
@ -0,0 +1,586 @@
|
|||
// ==================== START MENU ====================
|
||||
import { state } from '../core/state.js';
|
||||
|
||||
// Detect Telegram WebApp
|
||||
const isTgWebApp = !!(window.Telegram && window.Telegram.WebApp && window.Telegram.WebApp.initData);
|
||||
let tgUser = null;
|
||||
let tgSaveLoaded = false;
|
||||
|
||||
if (isTgWebApp) {
|
||||
try {
|
||||
Telegram.WebApp.ready();
|
||||
Telegram.WebApp.expand();
|
||||
tgUser = Telegram.WebApp.initDataUnsafe?.user || null;
|
||||
console.log('[TG] Mini App detected, user:', tgUser?.id, tgUser?.username);
|
||||
// Set player name from TG
|
||||
if (tgUser && tgUser.first_name) {
|
||||
const tgName = tgUser.username || tgUser.first_name;
|
||||
localStorage.setItem('minegrechka_playerName', tgName);
|
||||
}
|
||||
} catch (e) {
|
||||
console.warn('[TG] WebApp init error:', e);
|
||||
}
|
||||
}
|
||||
|
||||
// Export TG info for other modules
|
||||
export { isTgWebApp, tgUser };
|
||||
|
||||
// ==================== HELPERS ====================
|
||||
|
||||
function generateShortWorldCode() {
|
||||
// Generate readable 6-char code: consonants + digits (easy to copy/share)
|
||||
const c = 'bcdfghjkmnpqrstvwxyz';
|
||||
const d = '23456789';
|
||||
let code = '';
|
||||
for (let i = 0; i < 3; i++) code += c[Math.floor(Math.random() * c.length)];
|
||||
for (let i = 0; i < 3; i++) code += d[Math.floor(Math.random() * d.length)];
|
||||
return code;
|
||||
}
|
||||
|
||||
export function showToast(msg, duration) {
|
||||
duration = duration || 1800;
|
||||
const t = document.createElement('div');
|
||||
t.textContent = msg;
|
||||
t.style.cssText = 'position:fixed;bottom:80px;left:50%;transform:translateX(-50%);background:rgba(0,0,0,0.85);color:#2ecc71;padding:10px 24px;border-radius:10px;font:bold 16px Arial,sans-serif;z-index:99999;pointer-events:none;transition:opacity 0.4s;';
|
||||
document.body.appendChild(t);
|
||||
setTimeout(() => { t.style.opacity = '0'; setTimeout(() => t.remove(), 400); }, duration);
|
||||
}
|
||||
|
||||
function customAlert(msg) {
|
||||
const overlay = document.createElement('div');
|
||||
overlay.className = 'custom-modal-overlay';
|
||||
overlay.style.cssText = 'position:fixed;top:0;left:0;width:100%;height:100%;background:rgba(0,0,0,0.6);display:flex;align-items:center;justify-content:center;z-index:100000;';
|
||||
const box = document.createElement('div');
|
||||
box.style.cssText = 'background:#C6C6C6;border:4px solid #000;padding:24px;max-width:360px;width:90%;box-shadow:4px 4px 0 #000;font-family:Courier New,monospace;';
|
||||
const text = document.createElement('div');
|
||||
text.textContent = msg;
|
||||
text.style.marginBottom = '16px';
|
||||
text.style.fontWeight = 'bold';
|
||||
text.style.fontSize = '16px';
|
||||
const btn = document.createElement('button');
|
||||
btn.textContent = 'OK';
|
||||
btn.style.cssText = 'padding:8px 24px;font-family:Courier New,monospace;font-weight:bold;cursor:pointer;border:3px solid #000;background:#5A8F3C;color:#fff;box-shadow:2px 2px 0 #000;';
|
||||
btn.onclick = () => overlay.remove();
|
||||
box.appendChild(text);
|
||||
box.appendChild(btn);
|
||||
overlay.appendChild(box);
|
||||
document.body.appendChild(overlay);
|
||||
}
|
||||
|
||||
// ==================== MAIN START MENU ====================
|
||||
|
||||
// Minecraft-style CSS for the start menu
|
||||
const mcCSS = `
|
||||
.mc-overlay { position:fixed;top:0;left:0;width:100%;height:100%;z-index:99999;
|
||||
display:flex;align-items:center;justify-content:center;font-family:'Courier New',monospace;
|
||||
image-rendering:pixelated; }
|
||||
.mc-bg { position:absolute;inset:0;background:#000;opacity:0.75; }
|
||||
.mc-dirt { position:absolute;bottom:0;left:0;right:0;height:40%;
|
||||
background:repeating-linear-gradient(0deg,#8B6914 0px,#8B6914 2px,#7A5B12 2px,#7A5B12 4px);opacity:0.3; }
|
||||
.mc-box { position:relative;z-index:1;background:#C6C6C6;border:4px solid #000;
|
||||
padding:0;max-width:420px;width:92%;box-shadow:4px 4px 0 #000;max-height:90vh;display:flex;flex-direction:column; }
|
||||
.mc-titlebar { background:#1a1a2e;padding:12px 16px;text-align:center;
|
||||
border-bottom:4px solid #000; }
|
||||
.mc-title { font-size:24px;font-weight:bold;color:#FFAA00;text-shadow:2px 2px 0 #000;
|
||||
letter-spacing:2px; }
|
||||
.mc-subtitle { font-size:13px;color:#AAA;margin-top:4px; }
|
||||
.mc-body { padding:16px;background:#C6C6C6;max-height:80vh;overflow-y:auto;-webkit-overflow-scrolling:touch; }
|
||||
.mc-btn { display:block;width:100%;padding:10px 16px;margin-bottom:8px;
|
||||
font-family:'Courier New',monospace;font-size:16px;font-weight:bold;
|
||||
cursor:pointer;text-align:center;border:3px solid #000;
|
||||
image-rendering:pixelated;box-shadow:3px 3px 0 #000;
|
||||
transition:transform 0.05s,box-shadow 0.05s; }
|
||||
.mc-btn:active { transform:translate(2px,2px);box-shadow:1px 1px 0 #000; }
|
||||
.mc-btn-green { background:#5A8F3C;color:#E0E0E0;border-color:#3A5F1C;text-shadow:1px 1px 0 #222; }
|
||||
.mc-btn-green:hover { background:#6DAF4E; }
|
||||
.mc-btn-blue { background:#3C5F9E;color:#E0E0E0;border-color:#2A4070;text-shadow:1px 1px 0 #222; }
|
||||
.mc-btn-blue:hover { background:#4B73BE; }
|
||||
.mc-btn-purple { background:#7B3FA0;color:#E0E0E0;border-color:#5A2C78;text-shadow:1px 1px 0 #222; }
|
||||
.mc-btn-purple:hover { background:#9555BE; }
|
||||
.mc-btn-orange { background:#B86E00;color:#E0E0E0;border-color:#8A5200;text-shadow:1px 1px 0 #222; }
|
||||
.mc-btn-orange:hover { background:#DA8500; }
|
||||
.mc-btn-red { background:#9E2B2B;color:#E0E0E0;border-color:#6E1B1B;text-shadow:1px 1px 0 #222; }
|
||||
.mc-btn-red:hover { background:#BE3B3B; }
|
||||
.mc-btn-gray { background:#555;color:#AAA;border-color:#333;text-shadow:1px 1px 0 #111; }
|
||||
.mc-btn-gray:hover { background:#666;color:#DDD; }
|
||||
.mc-btn-outline { background:transparent;color:#555;border-color:#555;
|
||||
text-shadow:none;box-shadow:2px 2px 0 #333; }
|
||||
.mc-btn-outline:hover { background:#DDD;color:#222; }
|
||||
.mc-input { width:100%;padding:8px 12px;font-family:'Courier New',monospace;
|
||||
font-size:16px;background:#FFF;border:3px solid #000;color:#222;
|
||||
box-shadow:inset 2px 2px 0 #999;margin:4px 0;box-sizing:border-box; }
|
||||
.mc-input:focus { outline:none;border-color:#FFAA00; }
|
||||
.mc-label { font-size:13px;color:#444;font-weight:bold;margin:8px 0 4px; }
|
||||
.mc-divider { border:none;border-top:2px solid #999;margin:12px 0; }
|
||||
.mc-friend-row { display:flex;justify-content:space-between;align-items:center;
|
||||
padding:6px 8px;margin-bottom:4px;background:#E8E8E8;border:2px solid #999;
|
||||
box-shadow:2px 2px 0 #999; }
|
||||
.mc-friend-btn { padding:4px 10px;font-family:'Courier New',monospace;
|
||||
font-size:13px;font-weight:bold;cursor:pointer;border:2px solid #000;
|
||||
box-shadow:1px 1px 0 #000; }
|
||||
.mc-friend-btn:active { transform:translate(1px,1px);box-shadow:none; }
|
||||
.mc-friend-btn-green { background:#5A8F3C;color:#E0E0E0; }
|
||||
.mc-friend-btn-red { background:#9E2B2B;color:#E0E0E0; }
|
||||
.mc-checkbox-row { display:flex;align-items:center;gap:8px;font-size:13px;color:#444;cursor:pointer; }
|
||||
.mc-checkbox { width:18px;height:18px;accent-color:#5A8F3C; }
|
||||
`;
|
||||
|
||||
export function hideBoot() {
|
||||
var b = document.getElementById('boot');
|
||||
if (b) b.remove();
|
||||
}
|
||||
|
||||
export function showStartMenu() {
|
||||
return new Promise(async (resolve) => {
|
||||
const urlParams = new URLSearchParams(window.location.search);
|
||||
const worldParam = urlParams.get('world');
|
||||
const tgStartParam = (isTgWebApp && Telegram.WebApp.initDataUnsafe?.start_param)
|
||||
? Telegram.WebApp.initDataUnsafe.start_param.trim()
|
||||
: null;
|
||||
|
||||
// If world is in URL or TG start param — skip menu, auto-join.
|
||||
// `default` is NOT a playable world: the server returns blocks:[] for it,
|
||||
// so auto-joining leaves the player staring at empty sky with no menu to
|
||||
// escape to. Treat it as "no world chosen" and show the menu instead.
|
||||
const RESERVED_WORLD_IDS = new Set(['', 'default', 'lobby', 'null', 'undefined']);
|
||||
if ((worldParam && worldParam.trim() !== '' && !RESERVED_WORLD_IDS.has(worldParam.trim())) || tgStartParam) {
|
||||
const worldId = (worldParam && worldParam.trim()) || tgStartParam;
|
||||
console.log('[Menu] Joining world from URL/startParam:', worldId);
|
||||
|
||||
// Set player name from TG or localStorage or default
|
||||
if (!state.playerName) {
|
||||
if (isTgWebApp && tgUser) {
|
||||
state.playerName = tgUser.username || tgUser.first_name || 'Игрок';
|
||||
} else {
|
||||
state.playerName = localStorage.getItem('minegrechka_playerName') || 'Игрок';
|
||||
}
|
||||
localStorage.setItem('minegrechka_playerName', state.playerName);
|
||||
}
|
||||
|
||||
hideBoot();
|
||||
resolve(worldId);
|
||||
return;
|
||||
}
|
||||
|
||||
// Inject CSS
|
||||
const styleEl = document.createElement('style');
|
||||
styleEl.textContent = mcCSS;
|
||||
document.head.appendChild(styleEl);
|
||||
|
||||
// Build overlay
|
||||
const overlay = document.createElement('div');
|
||||
overlay.className = 'mc-overlay';
|
||||
overlay.id = 'startMenu';
|
||||
overlay.innerHTML = '<div class="mc-bg"></div><div class="mc-dirt"></div>';
|
||||
|
||||
const box = document.createElement('div');
|
||||
box.className = 'mc-box';
|
||||
|
||||
// Title bar
|
||||
const titleBar = document.createElement('div');
|
||||
titleBar.className = 'mc-titlebar';
|
||||
titleBar.innerHTML = '<div class="mc-title">⛏️ GrechkaCraft</div>' +
|
||||
'<div class="mc-subtitle">' + (isTgWebApp ? ('Привет, ' + (tgUser?.first_name || 'Игрок') + '!') : 'Voxel-мир в браузере') + '</div>';
|
||||
box.appendChild(titleBar);
|
||||
|
||||
const body = document.createElement('div');
|
||||
body.className = 'mc-body';
|
||||
|
||||
// Mutable worldId holder
|
||||
let selectedWorldId = null;
|
||||
|
||||
// === Buttons ===
|
||||
|
||||
// 🌍 New World
|
||||
const btnNew = document.createElement('button');
|
||||
btnNew.className = 'mc-btn mc-btn-green';
|
||||
btnNew.textContent = '🌍 Новый мир';
|
||||
btnNew.onclick = () => {
|
||||
selectedWorldId = generateShortWorldCode();
|
||||
overlay.remove();
|
||||
styleEl.remove();
|
||||
resolve(selectedWorldId);
|
||||
};
|
||||
body.appendChild(btnNew);
|
||||
|
||||
// 🔗 Join by code
|
||||
const btnJoin = document.createElement('button');
|
||||
btnJoin.className = 'mc-btn mc-btn-blue';
|
||||
btnJoin.textContent = '🔗 Вступить по коду';
|
||||
btnJoin.onclick = () => {
|
||||
body.innerHTML = '';
|
||||
const lbl = document.createElement('div');
|
||||
lbl.className = 'mc-label';
|
||||
lbl.textContent = 'Код мира:';
|
||||
body.appendChild(lbl);
|
||||
const codeInput = document.createElement('input');
|
||||
codeInput.className = 'mc-input';
|
||||
codeInput.type = 'text';
|
||||
codeInput.placeholder = 'bkh237';
|
||||
codeInput.maxLength = 12;
|
||||
body.appendChild(codeInput);
|
||||
const btnGo = document.createElement('button');
|
||||
btnGo.className = 'mc-btn mc-btn-blue';
|
||||
btnGo.textContent = 'Войти →';
|
||||
btnGo.onclick = () => {
|
||||
const code = codeInput.value.trim().toLowerCase();
|
||||
if (code.length >= 3) {
|
||||
selectedWorldId = code;
|
||||
overlay.remove();
|
||||
styleEl.remove();
|
||||
resolve(selectedWorldId);
|
||||
}
|
||||
};
|
||||
body.appendChild(btnGo);
|
||||
const btnBack = document.createElement('button');
|
||||
btnBack.className = 'mc-btn mc-btn-gray';
|
||||
btnBack.textContent = '← Назад';
|
||||
btnBack.onclick = () => { overlay.remove(); styleEl.remove(); showStartMenu().then(resolve); };
|
||||
body.appendChild(btnBack);
|
||||
codeInput.focus();
|
||||
codeInput.addEventListener('keydown', (e) => { if (e.key === 'Enter') btnGo.click(); });
|
||||
};
|
||||
body.appendChild(btnJoin);
|
||||
|
||||
// 💾 Continue saved game
|
||||
const hasLocalSave = !!localStorage.getItem(state.SAVE_KEY || 'minegrechka_save');
|
||||
if (isTgWebApp || hasLocalSave) {
|
||||
const btnHistory = document.createElement('button');
|
||||
btnHistory.className = 'mc-btn mc-btn-purple';
|
||||
btnHistory.textContent = '💾 Продолжить игру';
|
||||
btnHistory.onclick = async () => {
|
||||
if (isTgWebApp && tgUser) {
|
||||
try {
|
||||
const resp = await fetch(state.SERVER_URL + '/api/tg/save?tg_id=' + tgUser.id);
|
||||
const data = await resp.json();
|
||||
if (data.ok && data.world_id) {
|
||||
selectedWorldId = data.world_id;
|
||||
tgSaveLoaded = true;
|
||||
overlay.remove();
|
||||
styleEl.remove();
|
||||
resolve(selectedWorldId);
|
||||
return;
|
||||
}
|
||||
} catch (e) { console.warn('[TG] Load save failed:', e); }
|
||||
}
|
||||
if (hasLocalSave) {
|
||||
// Continue with a new world code (the save will be loaded separately by initDB/loadGame)
|
||||
selectedWorldId = generateShortWorldCode();
|
||||
overlay.remove();
|
||||
styleEl.remove();
|
||||
resolve(selectedWorldId);
|
||||
return;
|
||||
}
|
||||
customAlert('Сохранений не найдено');
|
||||
};
|
||||
body.appendChild(btnHistory);
|
||||
}
|
||||
|
||||
// === TG-only buttons ===
|
||||
if (isTgWebApp && window.Telegram && Telegram.WebApp.switchInlineQuery) {
|
||||
// 📤 Invite friends
|
||||
const btnInvite = document.createElement('button');
|
||||
btnInvite.className = 'mc-btn mc-btn-outline';
|
||||
btnInvite.style.marginTop = '16px';
|
||||
btnInvite.textContent = '📤 Пригласить друзей';
|
||||
btnInvite.onclick = () => {
|
||||
const code = selectedWorldId || generateShortWorldCode();
|
||||
const url = 'https://t.me/' + state.TELEGRAM_BOT_USERNAME + '/app?startapp=' + encodeURIComponent(code);
|
||||
if (Telegram.WebApp && Telegram.WebApp.openTelegramLink) {
|
||||
Telegram.WebApp.openTelegramLink('https://t.me/share/url?url=' + encodeURIComponent(url) + '&text=' + encodeURIComponent('🏗️ Заходи в GrechkaCraft! Мир: ' + code));
|
||||
} else {
|
||||
navigator.clipboard.writeText(url).then(() => showToast('📋 Скопировано!')).catch(() => showToast(url));
|
||||
}
|
||||
};
|
||||
body.appendChild(btnInvite);
|
||||
|
||||
// 👥 Friends
|
||||
const btnFriends = document.createElement('button');
|
||||
btnFriends.className = 'mc-btn mc-btn-orange';
|
||||
btnFriends.style.marginTop = '8px';
|
||||
btnFriends.textContent = '👥 Друзья';
|
||||
btnFriends.onclick = async () => {
|
||||
try {
|
||||
const resp = await fetch(state.SERVER_URL + '/api/tg/friends?tg_id=' + tgUser.id);
|
||||
const data = await resp.json();
|
||||
body.innerHTML = '';
|
||||
|
||||
// Back button at top
|
||||
const btnBackTop = document.createElement('button');
|
||||
btnBackTop.className = 'mc-btn mc-btn-gray';
|
||||
btnBackTop.textContent = '← Назад';
|
||||
btnBackTop.style.marginBottom = '12px';
|
||||
btnBackTop.onclick = () => { overlay.remove(); styleEl.remove(); showStartMenu().then(resolve); };
|
||||
body.appendChild(btnBackTop);
|
||||
|
||||
// Nickname section
|
||||
if (data.nickname) {
|
||||
const nickDiv = document.createElement('div');
|
||||
nickDiv.className = 'mc-friend-row';
|
||||
nickDiv.innerHTML = '🔗 Твой ник: <b>' + data.nickname + '</b>';
|
||||
nickDiv.style.background = '#D5E8C5';
|
||||
body.appendChild(nickDiv);
|
||||
} else {
|
||||
const nickLabel = document.createElement('div');
|
||||
nickLabel.className = 'mc-label';
|
||||
nickLabel.style.color = '#9E2B2B';
|
||||
nickLabel.textContent = '⚡ Задай ник, чтобы друзья могли тебя найти:';
|
||||
body.appendChild(nickLabel);
|
||||
const nickRow = document.createElement('div');
|
||||
nickRow.style.display = 'flex';
|
||||
nickRow.style.gap = '4px';
|
||||
nickRow.style.marginBottom = '8px';
|
||||
const nickInput = document.createElement('input');
|
||||
nickInput.className = 'mc-input';
|
||||
nickInput.style.flex = '1';
|
||||
nickInput.type = 'text';
|
||||
nickInput.maxLength = 16;
|
||||
nickInput.placeholder = 'Твой ник';
|
||||
const nickBtn = document.createElement('button');
|
||||
nickBtn.className = 'mc-btn mc-btn-green';
|
||||
nickBtn.style.width = 'auto';
|
||||
nickBtn.style.marginBottom = '0';
|
||||
nickBtn.style.padding = '8px 16px';
|
||||
nickBtn.textContent = '✓';
|
||||
nickBtn.onclick = async () => {
|
||||
const n = nickInput.value.trim().toLowerCase();
|
||||
if (!n || n.length < 2) { showToast('❌ Минимум 2 символа'); return; }
|
||||
const check = await fetch(state.SERVER_URL + '/api/nick/check?nick=' + encodeURIComponent(n));
|
||||
const cd = await check.json();
|
||||
if (!cd.available) { showToast('❌ Ник занят'); return; }
|
||||
const setResp = await fetch(state.SERVER_URL + '/api/nick/set', {
|
||||
method: 'POST',
|
||||
headers: { 'Content-Type': 'application/json' },
|
||||
body: JSON.stringify({ tg_id: tgUser.id, nickname: n })
|
||||
});
|
||||
const sd = await setResp.json();
|
||||
if (sd.ok) { showToast('✅ Ник: ' + sd.nickname); btnFriends.onclick(); } else { showToast('❌ Ошибка'); }
|
||||
};
|
||||
nickRow.appendChild(nickInput);
|
||||
nickRow.appendChild(nickBtn);
|
||||
body.appendChild(nickRow);
|
||||
}
|
||||
|
||||
// Friends list
|
||||
if (data.friends && data.friends.length) {
|
||||
const listLabel = document.createElement('div');
|
||||
listLabel.className = 'mc-label';
|
||||
listLabel.textContent = '👥 Друзья:';
|
||||
body.appendChild(listLabel);
|
||||
for (const f of data.friends) {
|
||||
const fDiv = document.createElement('div');
|
||||
fDiv.className = 'mc-friend-row';
|
||||
const statusDot = f.online ? '🟢' : '⚫';
|
||||
let info = statusDot + ' <b>' + f.nickname + '</b>';
|
||||
if (f.online && f.world_id) info += ' — мир ' + f.world_id;
|
||||
const fInfo = document.createElement('div');
|
||||
fInfo.innerHTML = info;
|
||||
fDiv.appendChild(fInfo);
|
||||
if (f.online && f.world_id) {
|
||||
const joinBtn = document.createElement('button');
|
||||
joinBtn.className = 'mc-friend-btn mc-friend-btn-green';
|
||||
joinBtn.textContent = '🎮 Вступить';
|
||||
joinBtn.onclick = () => {
|
||||
selectedWorldId = f.world_id;
|
||||
overlay.remove();
|
||||
styleEl.remove();
|
||||
resolve(selectedWorldId);
|
||||
};
|
||||
fDiv.appendChild(joinBtn);
|
||||
}
|
||||
body.appendChild(fDiv);
|
||||
}
|
||||
} else if (data.friends && !data.friends.length) {
|
||||
const noFriends = document.createElement('div');
|
||||
noFriends.className = 'mc-label';
|
||||
noFriends.style.color = '#888';
|
||||
noFriends.textContent = 'Пока нет друзей';
|
||||
body.appendChild(noFriends);
|
||||
}
|
||||
|
||||
// Pending friend requests
|
||||
if (data.pending && data.pending.length) {
|
||||
const pLabel = document.createElement('div');
|
||||
pLabel.className = 'mc-label';
|
||||
pLabel.style.color = '#B86E00';
|
||||
pLabel.textContent = '📨 Запросы в друзья:';
|
||||
body.appendChild(pLabel);
|
||||
for (const p of data.pending) {
|
||||
const pItem = document.createElement('div');
|
||||
pItem.className = 'mc-friend-row';
|
||||
const span = document.createElement('span');
|
||||
span.textContent = p.from;
|
||||
pItem.appendChild(span);
|
||||
const btns = document.createElement('div');
|
||||
btns.style.display = 'flex';
|
||||
btns.style.gap = '4px';
|
||||
const acceptBtn = document.createElement('button');
|
||||
acceptBtn.className = 'mc-friend-btn mc-friend-btn-green';
|
||||
acceptBtn.textContent = '✓';
|
||||
acceptBtn.onclick = async () => {
|
||||
const r = await fetch(state.SERVER_URL + '/api/friends/accept', {
|
||||
method: 'POST',
|
||||
headers: { 'Content-Type': 'application/json' },
|
||||
body: JSON.stringify({ tg_id: tgUser.id, request_id: p.id })
|
||||
});
|
||||
const d = await r.json();
|
||||
if (d.ok) { showToast('✅ Друг добавлен!'); btnFriends.onclick(); } else { showToast('❌ Ошибка'); }
|
||||
};
|
||||
const declineBtn = document.createElement('button');
|
||||
declineBtn.className = 'mc-friend-btn mc-friend-btn-red';
|
||||
declineBtn.textContent = '✕';
|
||||
declineBtn.onclick = async () => {
|
||||
await fetch(state.SERVER_URL + '/api/friends/decline', {
|
||||
method: 'POST',
|
||||
headers: { 'Content-Type': 'application/json' },
|
||||
body: JSON.stringify({ tg_id: tgUser.id, request_id: p.id })
|
||||
});
|
||||
showToast('Отклонено');
|
||||
btnFriends.onclick();
|
||||
};
|
||||
btns.appendChild(acceptBtn);
|
||||
btns.appendChild(declineBtn);
|
||||
pItem.appendChild(btns);
|
||||
body.appendChild(pItem);
|
||||
}
|
||||
}
|
||||
|
||||
// Add friend
|
||||
body.appendChild(document.createElement('hr'));
|
||||
const addLabel = document.createElement('div');
|
||||
addLabel.className = 'mc-label';
|
||||
addLabel.textContent = '➕ Добавить друга по нику:';
|
||||
body.appendChild(addLabel);
|
||||
const addRow = document.createElement('div');
|
||||
addRow.style.display = 'flex';
|
||||
addRow.style.gap = '4px';
|
||||
const addInput = document.createElement('input');
|
||||
addInput.className = 'mc-input';
|
||||
addInput.style.flex = '1';
|
||||
addInput.type = 'text';
|
||||
addInput.maxLength = 16;
|
||||
addInput.placeholder = 'Ник друга';
|
||||
const addBtn = document.createElement('button');
|
||||
addBtn.className = 'mc-btn mc-btn-blue';
|
||||
addBtn.style.width = 'auto';
|
||||
addBtn.style.marginBottom = '0';
|
||||
addBtn.style.padding = '8px 16px';
|
||||
addBtn.textContent = '+';
|
||||
addBtn.onclick = async () => {
|
||||
const nick = addInput.value.trim().toLowerCase();
|
||||
if (!nick || nick.length < 2) { showToast('❌ Минимум 2 символа'); return; }
|
||||
const r = await fetch(state.SERVER_URL + '/api/friends/request', {
|
||||
method: 'POST',
|
||||
headers: { 'Content-Type': 'application/json' },
|
||||
body: JSON.stringify({ tg_id: tgUser.id, nickname: nick })
|
||||
});
|
||||
const d = await r.json();
|
||||
if (d.ok) { showToast(d.message === 'Already friends' ? '✅ Уже друзья!' : '📨 Запрос отправлен!'); }
|
||||
else { showToast('❌ ' + (d.error || 'Ошибка')); }
|
||||
};
|
||||
addRow.appendChild(addInput);
|
||||
addRow.appendChild(addBtn);
|
||||
body.appendChild(addRow);
|
||||
|
||||
// Privacy checkboxes
|
||||
const settings = data.settings || { allow_requests: 1, notify_online: 1 };
|
||||
const settingsDiv = document.createElement('div');
|
||||
settingsDiv.style.marginTop = '12px';
|
||||
const reqLabel = document.createElement('label');
|
||||
reqLabel.className = 'mc-checkbox-row';
|
||||
const reqCb = document.createElement('input');
|
||||
reqCb.className = 'mc-checkbox';
|
||||
reqCb.type = 'checkbox';
|
||||
reqCb.checked = settings.allow_requests;
|
||||
reqCb.onchange = async () => {
|
||||
await fetch(state.SERVER_URL + '/api/friends/settings', {
|
||||
method: 'POST',
|
||||
headers: { 'Content-Type': 'application/json' },
|
||||
body: JSON.stringify({
|
||||
tg_id: tgUser.id,
|
||||
allow_requests: reqCb.checked ? 1 : 0,
|
||||
notify_online: settings.notify_online
|
||||
})
|
||||
});
|
||||
};
|
||||
reqLabel.appendChild(reqCb);
|
||||
reqLabel.appendChild(document.createTextNode(' Запросы в друзья'));
|
||||
settingsDiv.appendChild(reqLabel);
|
||||
body.appendChild(settingsDiv);
|
||||
} catch (e) { showToast('❌ Ошибка загрузки друзей'); console.error(e); }
|
||||
};
|
||||
body.appendChild(btnFriends);
|
||||
}
|
||||
|
||||
// Player name input — always visible, with Play button
|
||||
{
|
||||
const nameDivider = document.createElement('hr');
|
||||
nameDivider.className = 'mc-divider';
|
||||
body.appendChild(nameDivider);
|
||||
const nameLabel = document.createElement('div');
|
||||
nameLabel.className = 'mc-label';
|
||||
nameLabel.textContent = 'Твоё имя:';
|
||||
body.appendChild(nameLabel);
|
||||
const nameRow = document.createElement('div');
|
||||
nameRow.style.cssText = 'display:flex;gap:6px;';
|
||||
const nameInput = document.createElement('input');
|
||||
nameInput.className = 'mc-input';
|
||||
nameInput.style.flex = '1';
|
||||
nameInput.type = 'text';
|
||||
nameInput.placeholder = 'Игрок';
|
||||
nameInput.value = state.playerName || localStorage.getItem('minegrechka_playerName') || (tgUser ? (tgUser.username || tgUser.first_name || '') : '');
|
||||
nameInput.maxLength = 20;
|
||||
nameRow.appendChild(nameInput);
|
||||
|
||||
const playBtn = document.createElement('button');
|
||||
playBtn.className = 'mc-btn mc-btn-green';
|
||||
playBtn.style.cssText = 'width:auto;margin-bottom:0;padding:10px 20px;white-space:nowrap;';
|
||||
playBtn.textContent = '▶ Играть';
|
||||
playBtn.onclick = () => {
|
||||
const name = nameInput.value.trim() || 'Игрок';
|
||||
state.playerName = name;
|
||||
localStorage.setItem('minegrechka_playerName', name);
|
||||
// If no worldId yet, generate one and start
|
||||
if (!selectedWorldId && !state.worldId) {
|
||||
selectedWorldId = generateShortWorldCode();
|
||||
}
|
||||
overlay.remove();
|
||||
styleEl.remove();
|
||||
resolve(selectedWorldId || state.worldId);
|
||||
};
|
||||
nameRow.appendChild(playBtn);
|
||||
body.appendChild(nameRow);
|
||||
|
||||
// Allow Enter key to start game
|
||||
nameInput.addEventListener('keydown', (e) => {
|
||||
if (e.key === 'Enter') playBtn.click();
|
||||
});
|
||||
|
||||
// Auto-focus input on mobile
|
||||
setTimeout(() => nameInput.focus(), 100);
|
||||
}
|
||||
|
||||
box.appendChild(body);
|
||||
overlay.appendChild(box);
|
||||
document.body.appendChild(overlay);
|
||||
hideBoot();
|
||||
|
||||
// Set default player name if still empty
|
||||
if (!state.playerName) {
|
||||
state.playerName = localStorage.getItem('minegrechka_playerName') || 'Игрок';
|
||||
localStorage.setItem('minegrechka_playerName', state.playerName);
|
||||
}
|
||||
|
||||
// Auto-load TG save info (background fetch)
|
||||
if (isTgWebApp && tgUser && !worldParam) {
|
||||
fetch(state.SERVER_URL + '/api/tg/save?tg_id=' + tgUser.id)
|
||||
.then(r => r.json())
|
||||
.then(data => {
|
||||
if (data.ok && data.world_id) {
|
||||
// could update UI but menu is already shown
|
||||
}
|
||||
})
|
||||
.catch(() => {});
|
||||
}
|
||||
});
|
||||
}
|
||||
|
|
@ -5,16 +5,94 @@ import { grid, blocks, setBlock, getBlock, k } from './world-storage.js';
|
|||
// Генерация (по X, на всю глубину до bedrock)
|
||||
const generated = state.generated; // Set of gx already generated
|
||||
|
||||
// ========== BIOME SYSTEM ==========
|
||||
export const BIOMES = {
|
||||
plains: { name:'Равнина', surface:'grass', subsurface:'dirt', trees:true, flowers:true, treeChance:0.12 },
|
||||
desert: { name:'Пустыня', surface:'sand', subsurface:'sand', trees:false, flowers:false, treeChance:0 },
|
||||
tundra: { name:'Тундра', surface:'snow', subsurface:'dirt', trees:true, flowers:false, treeChance:0.06 },
|
||||
swamp: { name:'Болото', surface:'moss', subsurface:'dirt', trees:true, flowers:false, treeChance:0.10 },
|
||||
mountains:{ name:'Горы', surface:'stone', subsurface:'stone', trees:false, flowers:false, treeChance:0 }
|
||||
};
|
||||
|
||||
export function getBiome(gx) {
|
||||
const temp = Math.sin(gx*0.003 + state.worldSeed*0.01)*0.5 + Math.sin(gx*0.007 + state.worldSeed*0.02)*0.3 + 0.5;
|
||||
const humid = Math.sin(gx*0.004 + state.worldSeed*0.015 + 1000)*0.5 + Math.cos(gx*0.006 + state.worldSeed*0.02 + 2000)*0.3 + 0.5;
|
||||
const mtVal = Math.sin(gx*0.001 + state.worldSeed*0.005)*0.5 + 0.5;
|
||||
if (temp > 0.7) return 'desert';
|
||||
if (temp < 0.3) return 'tundra';
|
||||
if (humid > 0.7 && temp >= 0.3 && temp <= 0.7) return 'swamp';
|
||||
if (temp >= 0.5 && temp <= 0.7 && mtVal > 0.75) return 'mountains';
|
||||
return 'plains';
|
||||
}
|
||||
|
||||
const biomeCache = {};
|
||||
export function getCachedBiome(gx) {
|
||||
const chunk = Math.floor(gx / 8);
|
||||
if (biomeCache[chunk] === undefined) biomeCache[chunk] = getBiome(chunk * 8);
|
||||
return biomeCache[chunk];
|
||||
}
|
||||
|
||||
// ========== STRUCTURES ==========
|
||||
function placeStructure(startGx, startGy, pattern) {
|
||||
for (let dy = 0; dy < pattern.length; dy++) {
|
||||
for (let dx = 0; dx < pattern[dy].length; dx++) {
|
||||
const bt = pattern[dy][dx];
|
||||
if (bt && bt !== 'air') {
|
||||
setBlock(startGx + dx, startGy + dy, bt);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const PYRAMID_PATTERN = [
|
||||
['sand','sand','sand','sand','sand','sand','sand'],
|
||||
['sand','stone','stone','stone','stone','stone','sand'],
|
||||
['sand','stone','air','air','air','stone','sand'],
|
||||
['sand','stone','air','air','air','stone','sand'],
|
||||
['sand','stone','air','air','air','stone','sand'],
|
||||
['sand','sand','stone','stone','stone','sand','sand']
|
||||
];
|
||||
|
||||
const HOUSE_PATTERN = [
|
||||
['air','planks','planks','planks','planks','air'],
|
||||
['planks','air','air','air','air','planks'],
|
||||
['planks','air','torch','air','air','planks'],
|
||||
['planks','air','air','air','air','planks'],
|
||||
['planks','planks','air','planks','planks','planks']
|
||||
];
|
||||
|
||||
const HUT_PATTERN = [
|
||||
['air','wood','wood','wood','air'],
|
||||
['wood','air','air','air','wood'],
|
||||
['wood','air','torch','air','wood'],
|
||||
['moss','moss','air','moss','moss']
|
||||
];
|
||||
|
||||
function surfaceGyAt(gx) {
|
||||
// базовая поверхность выше уровня воды с вариациями + "горы"
|
||||
// Используем seed для детерминированной генерации
|
||||
// Увеличили амплитуду и добавили больше частот для разнообразия
|
||||
const n1 = Math.sin(gx * 0.025 + state.worldSeed * 0.001) * 8; // крупные горы
|
||||
const n2 = Math.sin(gx * 0.012 + state.worldSeed * 0.002) * 12; // средние горы
|
||||
const n3 = Math.sin(gx * 0.006 + state.worldSeed * 0.003) * 6; // мелкие холмы
|
||||
const n4 = Math.sin(gx * 0.045 + state.worldSeed * 0.004) * 4; // детали
|
||||
const n5 = Math.cos(gx * 0.018 + state.worldSeed * 0.005) * 5; // дополнительные вариации
|
||||
const h = Math.floor(SEA_GY - 8 + n1 + n2 + n3 + n4 + n5); // чем меньше gy - тем выше
|
||||
const biome = getCachedBiome(gx);
|
||||
const n1 = Math.sin(gx*0.025 + state.worldSeed*0.001)*8;
|
||||
const n2 = Math.sin(gx*0.012 + state.worldSeed*0.002)*12;
|
||||
const n3 = Math.sin(gx*0.006 + state.worldSeed*0.003)*6;
|
||||
const n4 = Math.sin(gx*0.045 + state.worldSeed*0.004)*4;
|
||||
const n5 = Math.cos(gx*0.018 + state.worldSeed*0.005)*5;
|
||||
let h;
|
||||
switch(biome) {
|
||||
case 'desert':
|
||||
h = Math.floor(SEA_GY - 4 + n3*0.3 + n4*0.5);
|
||||
break;
|
||||
case 'tundra':
|
||||
h = Math.floor(SEA_GY - 6 + n2*0.5 + n3*0.4 + n5*0.3);
|
||||
break;
|
||||
case 'swamp':
|
||||
h = Math.floor(SEA_GY - 2 + n3*0.2 + n4*0.3);
|
||||
h = Math.max(h, SEA_GY - 3);
|
||||
break;
|
||||
case 'mountains':
|
||||
h = Math.floor(SEA_GY - 15 + n1*1.5 + n2*1.2 + n3);
|
||||
break;
|
||||
default: // plains
|
||||
h = Math.floor(SEA_GY - 8 + n1 + n2 + n3 + n4 + n5);
|
||||
}
|
||||
return h;
|
||||
}
|
||||
|
||||
|
|
@ -23,37 +101,50 @@ function genColumn(gx) {
|
|||
generated.add(gx);
|
||||
|
||||
const sgy = surfaceGyAt(gx);
|
||||
const biome = getCachedBiome(gx);
|
||||
|
||||
// вода (если поверхность ниже уровня моря => sgy > SEA_GY)
|
||||
// === Вода и поверхность ===
|
||||
if (sgy > SEA_GY) {
|
||||
for (let gy = SEA_GY; gy < sgy; gy++) {
|
||||
setBlock(gx, gy, 'water');
|
||||
const blockType = (biome === 'swamp' && gy >= SEA_GY - 1) ? 'swamp_water' : 'water';
|
||||
setBlock(gx, gy, blockType);
|
||||
}
|
||||
// пляж
|
||||
setBlock(gx, sgy, 'sand');
|
||||
} else {
|
||||
// верхний блок: снег на высоких точках
|
||||
if (sgy < SEA_GY - 10) setBlock(gx, sgy, 'stone');
|
||||
else setBlock(gx, sgy, 'grass');
|
||||
const b = BIOMES[biome];
|
||||
setBlock(gx, sgy, b.surface);
|
||||
// болото: случайные лужи болотной воды
|
||||
if (biome === 'swamp' && seededRandom(gx*3, sgy) < 0.15) {
|
||||
setBlock(gx, sgy-1, 'swamp_water');
|
||||
}
|
||||
// тундра: лёд на воде рядом
|
||||
if (biome === 'tundra' && sgy === SEA_GY && seededRandom(gx, SEA_GY-1) < 0.3) {
|
||||
setBlock(gx, SEA_GY-1, 'ice');
|
||||
}
|
||||
}
|
||||
|
||||
// подповерхностные слои
|
||||
// === Подповерхностные слои ===
|
||||
for (let gy = sgy + 1; gy <= BEDROCK_GY; gy++) {
|
||||
if (gy === BEDROCK_GY) {
|
||||
setBlock(gx, gy, 'bedrock');
|
||||
continue;
|
||||
}
|
||||
|
||||
let t = 'stone';
|
||||
let t = BIOMES[biome].subsurface;
|
||||
|
||||
// ближе к поверхности
|
||||
if (gy <= sgy + 3) t = 'dirt';
|
||||
// глубже — камень
|
||||
if (gy > sgy + 3) t = 'stone';
|
||||
|
||||
// биомы/материалы
|
||||
if (sgy > SEA_GY && gy === sgy + 1 && seededRandom(gx, gy) < 0.25) t = 'clay';
|
||||
if (gy > sgy + 6 && seededRandom(gx, gy) < 0.07) t = 'gravel';
|
||||
// пустыня: sand глубже
|
||||
if (biome === 'desert' && gy <= sgy + 6) t = 'sand';
|
||||
|
||||
// руды: чем глубже, тем интереснее
|
||||
// болото: глина ближе к поверхности
|
||||
if (biome === 'swamp' && gy <= sgy + 2 && seededRandom(gx, gy) < 0.3) t = 'clay';
|
||||
|
||||
// горы: gravel
|
||||
if (biome === 'mountains' && gy > sgy + 4 && seededRandom(gx, gy) < 0.12) t = 'gravel';
|
||||
|
||||
// общие руды
|
||||
const depth = gy - sgy;
|
||||
const r = seededRandom(gx, gy);
|
||||
if (t === 'stone') {
|
||||
|
|
@ -67,22 +158,71 @@ function genColumn(gx) {
|
|||
setBlock(gx, gy, t);
|
||||
}
|
||||
|
||||
// Деревья и цветы (только на траве, и не в воде)
|
||||
// === Растительность и декор ===
|
||||
const b = BIOMES[biome];
|
||||
const top = getBlock(gx, sgy);
|
||||
if (top && top.t === 'grass') {
|
||||
if (seededRandom(gx, sgy - 1) < 0.10) {
|
||||
setBlock(gx, sgy - 1, 'flower');
|
||||
}
|
||||
if (seededRandom(gx, sgy - 2) < 0.12) {
|
||||
// простое дерево
|
||||
setBlock(gx, sgy - 1, 'wood');
|
||||
setBlock(gx, sgy - 2, 'wood');
|
||||
setBlock(gx, sgy - 3, 'leaves');
|
||||
setBlock(gx - 1, sgy - 3, 'leaves');
|
||||
setBlock(gx + 1, sgy - 3, 'leaves');
|
||||
|
||||
// цветы (только plains)
|
||||
if (biome === 'plains' && top && top.t === 'grass' && seededRandom(gx, sgy-1) < 0.10) {
|
||||
setBlock(gx, sgy-1, 'flower');
|
||||
}
|
||||
|
||||
// деревья
|
||||
if (b.trees && seededRandom(gx*7, sgy-2) < b.treeChance) {
|
||||
if (biome === 'tundra') {
|
||||
const th = 3 + Math.floor(seededRandom(gx, sgy) * 3);
|
||||
for (let i = 0; i < th; i++) setBlock(gx, sgy-1-i, 'wood');
|
||||
for (let row = 0; row < th; row++) {
|
||||
const w = Math.min(row + 1, 2);
|
||||
for (let dx = -w; dx <= w; dx++) {
|
||||
const ly = sgy-1-th+row;
|
||||
if (ly >= 0) setBlock(gx+dx, ly, 'spruce_leaves');
|
||||
}
|
||||
}
|
||||
} else if (biome === 'swamp') {
|
||||
setBlock(gx, sgy-1, 'wood');
|
||||
setBlock(gx, sgy-2, 'moss');
|
||||
setBlock(gx-1, sgy-2, 'leaves');
|
||||
setBlock(gx+1, sgy-2, 'leaves');
|
||||
} else {
|
||||
setBlock(gx, sgy-1, 'wood');
|
||||
setBlock(gx, sgy-2, 'wood');
|
||||
setBlock(gx, sgy-3, 'leaves');
|
||||
setBlock(gx-1, sgy-3, 'leaves');
|
||||
setBlock(gx+1, sgy-3, 'leaves');
|
||||
}
|
||||
}
|
||||
|
||||
// кактусы (пустыня)
|
||||
if (biome === 'desert' && seededRandom(gx*11, sgy) < 0.04) {
|
||||
const ch = 1 + Math.floor(seededRandom(gx, sgy+1) * 2);
|
||||
for (let i = 0; i < ch; i++) setBlock(gx, sgy-1-i, 'cactus');
|
||||
}
|
||||
|
||||
// грибы (болото)
|
||||
if (biome === 'swamp' && seededRandom(gx*13, sgy) < 0.06) {
|
||||
setBlock(gx, sgy-1, 'mushroom');
|
||||
}
|
||||
|
||||
// сухие кусты (пустыня)
|
||||
if (biome === 'desert' && seededRandom(gx*17, sgy) < 0.05) {
|
||||
setBlock(gx, sgy-1, 'dead_bush');
|
||||
}
|
||||
|
||||
// === Структуры мира ===
|
||||
// Пирамида в пустыне
|
||||
if (biome === 'desert' && ((gx % 200 + 200) % 200) === 47 && sgy < SEA_GY && sgy > SEA_GY - 5) {
|
||||
placeStructure(gx, sgy - 5, PYRAMID_PATTERN);
|
||||
}
|
||||
// Дом в равнине
|
||||
if (biome === 'plains' && ((gx % 150 + 150) % 150) === 33 && sgy < SEA_GY) {
|
||||
placeStructure(gx, sgy - 4, HOUSE_PATTERN);
|
||||
}
|
||||
// Хижина в болоте
|
||||
if (biome === 'swamp' && ((gx % 180 + 180) % 180) === 55 && sgy < SEA_GY) {
|
||||
placeStructure(gx, sgy - 3, HUT_PATTERN);
|
||||
}
|
||||
|
||||
// Применяем серверные оверрайды для этой колонны
|
||||
const colPrefix = gx + ',';
|
||||
for (const [key, ov] of state.serverOverrides) {
|
||||
|
|
@ -105,7 +245,6 @@ function genColumn(gx) {
|
|||
function regenerateVisibleChunks() {
|
||||
const gx0 = Math.floor(state.camX / TILE);
|
||||
for (let gx = gx0 - GEN_MARGIN_X; gx <= gx0 + GEN_MARGIN_X; gx++) {
|
||||
// Принудительно перегенерируем колонну
|
||||
generated.delete(gx);
|
||||
genColumn(gx);
|
||||
}
|
||||
|
|
@ -123,4 +262,4 @@ function seededRandom(gx, gy) {
|
|||
return n - Math.floor(n);
|
||||
}
|
||||
|
||||
export { generated, surfaceGyAt, genColumn, regenerateVisibleChunks, ensureGenAroundCamera, seededRandom };
|
||||
export { generated, surfaceGyAt, genColumn, regenerateVisibleChunks, ensureGenAroundCamera, seededRandom, PYRAMID_PATTERN, HOUSE_PATTERN, HUT_PATTERN };
|
||||
|
|
|
|||
|
|
@ -1,29 +1,171 @@
|
|||
// ==================== ПОГОДА ====================
|
||||
// ==================== ПОГОДА (biome-aware) ====================
|
||||
import { state } from '../core/state.js';
|
||||
import { isNight } from '../entities/mob-ai.js';
|
||||
import { surfaceGyAt } from './generation.js';
|
||||
import { getCachedBiome } from './generation.js';
|
||||
import { SEA_GY } from '../core/constants.js';
|
||||
|
||||
// Возможные погоды по биому
|
||||
const BIOME_WEATHER = {
|
||||
snow: ['clear', 'snow', 'blizzard'],
|
||||
tundra: ['clear', 'snow', 'blizzard'],
|
||||
forest: ['clear', 'rain', 'storm'],
|
||||
plains: ['clear', 'rain'],
|
||||
desert: ['clear', 'clear', 'rain'],
|
||||
swamp: ['clear', 'rain', 'storm'],
|
||||
mountains: ['clear', 'rain', 'snow']
|
||||
};
|
||||
|
||||
// Помощник интерполяции цветов
|
||||
function lerpColor(a, b, t) {
|
||||
const ar = parseInt(a.slice(1,3),16), ag = parseInt(a.slice(3,5),16), ab = parseInt(a.slice(5,7),16);
|
||||
const br = parseInt(b.slice(1,3),16), bg = parseInt(b.slice(3,5),16), bb = parseInt(b.slice(5,7),16);
|
||||
const r = Math.round(ar + (br - ar) * t);
|
||||
const g = Math.round(ag + (bg - ag) * t);
|
||||
const bl = Math.round(ab + (bb - ab) * t);
|
||||
return '#' + ((1<<24)|(r<<16)|(g<<8)|bl).toString(16).slice(1);
|
||||
}
|
||||
|
||||
// Цвета неба по биому, погоде и времени суток
|
||||
function skyColor(night, biome, weatherType, worldTime) {
|
||||
function weatherSky() {
|
||||
switch (weatherType) {
|
||||
case 'blizzard': return '#8a9bae';
|
||||
case 'storm': return '#3d4f5f';
|
||||
case 'rain': return '#6B7B8D';
|
||||
case 'snow': return '#b8c6d4';
|
||||
case 'clear': return null;
|
||||
default: return null;
|
||||
}
|
||||
}
|
||||
|
||||
const dayColor = (biome === 'desert') ? '#f4d9a0' : (biome === 'tundra' || biome === 'snow') ? '#c4d4e0' : (biome === 'swamp') ? '#4a6741' : '#87CEEB';
|
||||
const dawnColor = '#FF9940';
|
||||
const duskMidColor = '#FF6B35';
|
||||
const duskEndColor = '#1a0533';
|
||||
const nightColor = '#070816';
|
||||
|
||||
let skyColorResult;
|
||||
|
||||
if (worldTime < 0.05) {
|
||||
const t = worldTime / 0.05;
|
||||
skyColorResult = lerpColor(dawnColor, dayColor, t);
|
||||
} else if (worldTime < 0.45) {
|
||||
skyColorResult = dayColor;
|
||||
} else if (worldTime < 0.55) {
|
||||
const t = (worldTime - 0.45) / 0.1;
|
||||
if (t < 0.5) {
|
||||
skyColorResult = lerpColor(dayColor, duskMidColor, t * 2);
|
||||
} else {
|
||||
skyColorResult = lerpColor(duskMidColor, duskEndColor, (t - 0.5) * 2);
|
||||
}
|
||||
} else {
|
||||
skyColorResult = nightColor;
|
||||
if (weatherType === 'blizzard') return '#1a1a2e';
|
||||
if (weatherType === 'storm') return '#0a0a15';
|
||||
return nightColor;
|
||||
}
|
||||
|
||||
const wc = weatherSky();
|
||||
if (wc) {
|
||||
const blendT = 0.6;
|
||||
skyColorResult = lerpColor(skyColorResult, wc, blendT);
|
||||
}
|
||||
|
||||
return skyColorResult;
|
||||
}
|
||||
|
||||
export function updateWeather(dt) {
|
||||
state.weatherTimer += dt;
|
||||
if (state.weatherTimer >= state.weatherChangeInterval) {
|
||||
state.weatherTimer = 0;
|
||||
state.weatherChangeInterval = 60 + Math.random() * 120;
|
||||
// Выбираем новую погоду: 40% дождь днём, 25% дождь ночью, остальное ясно
|
||||
const nightChance = isNight() ? 0.25 : 0.40;
|
||||
state.isRaining = Math.random() < nightChance;
|
||||
|
||||
// Определяем биом по позиции игрока
|
||||
const playerGx = Math.floor(state.player.x / state.TILE);
|
||||
const biome = getCachedBiome(playerGx);
|
||||
const weathers = BIOME_WEATHER[biome] || ['clear'];
|
||||
|
||||
const night = isNight();
|
||||
const weights = weathers.map(w => {
|
||||
if (w === 'clear') return night ? 2 : 4;
|
||||
if (w === 'rain') return night ? 3 : 2;
|
||||
if (w === 'snow') return night ? 2 : 3;
|
||||
if (w === 'storm') return night ? 3 : 1;
|
||||
if (w === 'blizzard') return night ? 3 : 1;
|
||||
return 1;
|
||||
});
|
||||
const total = weights.reduce((a, b) => a + b, 0);
|
||||
let r = Math.random() * total;
|
||||
state.weatherType = weathers[0];
|
||||
for (let i = 0; i < weathers.length; i++) {
|
||||
r -= weights[i];
|
||||
if (r <= 0) { state.weatherType = weathers[i]; break; }
|
||||
}
|
||||
|
||||
state.isRaining = (state.weatherType === 'rain' || state.weatherType === 'storm');
|
||||
}
|
||||
// Плавная интерполяция интенсивности
|
||||
const target = state.isRaining ? (0.4 + Math.random() * 0.01) : 0;
|
||||
state.rainIntensity += (target - state.rainIntensity) * dt * 0.5;
|
||||
|
||||
// Плавная интерполяция интенсивности дождя
|
||||
const rainTarget = (state.weatherType === 'rain' || state.weatherType === 'storm') ? 0.6 : 0;
|
||||
state.rainIntensity += (rainTarget - state.rainIntensity) * dt * 0.5;
|
||||
if (state.rainIntensity < 0.01) state.rainIntensity = 0;
|
||||
|
||||
// Молния (только при storm)
|
||||
if (state.weatherType === 'storm') {
|
||||
state.lightningTimer -= dt;
|
||||
if (state.lightningTimer <= 0) {
|
||||
state.lightningFlash = 0.25;
|
||||
state.lightningTimer = 4 + Math.random() * 12;
|
||||
}
|
||||
}
|
||||
if (state.lightningFlash > 0) {
|
||||
state.lightningFlash -= dt;
|
||||
if (state.lightningFlash < 0) state.lightningFlash = 0;
|
||||
}
|
||||
|
||||
// Снежинки (при snow / blizzard)
|
||||
if (state.weatherType === 'snow' || state.weatherType === 'blizzard') {
|
||||
const spawnCount = state.weatherType === 'blizzard' ? Math.floor(80 * dt) : Math.floor(30 * dt);
|
||||
const maxFlakes = state.weatherType === 'blizzard' ? 600 : 250;
|
||||
for (let i = 0; i < spawnCount && state.snowflakes.length < maxFlakes; i++) {
|
||||
state.snowflakes.push({
|
||||
x: state.camX + Math.random() * state.W,
|
||||
y: state.camY - 20,
|
||||
vy: 40 + Math.random() * 60,
|
||||
vx: (state.weatherType === 'blizzard' ? -60 - Math.random() * 80 : -10 - Math.random() * 20),
|
||||
size: 2 + Math.random() * 3,
|
||||
wobble: Math.random() * Math.PI * 2
|
||||
});
|
||||
}
|
||||
}
|
||||
// Обновление снежинок
|
||||
for (let i = state.snowflakes.length - 1; i >= 0; i--) {
|
||||
const s = state.snowflakes[i];
|
||||
s.y += s.vy * dt;
|
||||
s.x += s.vx * dt;
|
||||
s.wobble += dt * 3;
|
||||
s.x += Math.sin(s.wobble) * 15 * dt;
|
||||
if (s.y > state.camY + state.H + 20 || s.x < state.camX - 50 || s.x > state.camX + state.W + 50) {
|
||||
state.snowflakes.splice(i, 1);
|
||||
}
|
||||
}
|
||||
// Убираем снег при смене погоды
|
||||
if (state.weatherType !== 'snow' && state.weatherType !== 'blizzard' && !state.isRaining) {
|
||||
if (state.snowflakes.length > 0) {
|
||||
state.snowflakes.splice(0, Math.ceil(state.snowflakes.length * dt * 2));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export function updateRain(dt) {
|
||||
if (!state.isRaining || state.rainIntensity < 0.01) {
|
||||
state.raindrops.length = 0;
|
||||
if (state.raindrops.length > 0) {
|
||||
state.raindrops.splice(0, Math.ceil(state.raindrops.length * dt * 3));
|
||||
}
|
||||
return;
|
||||
}
|
||||
// Спавн капель
|
||||
const spawnRate = Math.floor(state.rainIntensity * 60 * dt); // ~60 капель/сек при интенсити=1
|
||||
const spawnRate = Math.floor(state.rainIntensity * 60 * dt);
|
||||
for (let i = 0; i < spawnRate && state.raindrops.length < state.MAX_RAINDROPS; i++) {
|
||||
state.raindrops.push({
|
||||
x: state.camX + Math.random() * state.W,
|
||||
|
|
@ -32,28 +174,47 @@ export function updateRain(dt) {
|
|||
len: 8 + Math.random() * 12
|
||||
});
|
||||
}
|
||||
// Обновление
|
||||
for (let i = state.raindrops.length - 1; i >= 0; i--) {
|
||||
const d = state.raindrops[i];
|
||||
d.y += d.vy * dt;
|
||||
d.x -= 30 * dt; // лёгкий ветер
|
||||
d.x -= 30 * dt;
|
||||
if (d.y > state.camY + state.H + 20) {
|
||||
state.raindrops.splice(i, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export function drawRain() {
|
||||
if (state.raindrops.length === 0) return;
|
||||
const ctx = state.ctx;
|
||||
ctx.save();
|
||||
ctx.strokeStyle = 'rgba(174,194,224,0.5)';
|
||||
ctx.lineWidth = 1.5;
|
||||
ctx.beginPath();
|
||||
for (const d of state.raindrops) {
|
||||
ctx.moveTo(d.x, d.y);
|
||||
ctx.lineTo(d.x - 3, d.y + d.len);
|
||||
export function drawWeather(ctx) {
|
||||
if (state.raindrops.length > 0) {
|
||||
ctx.save();
|
||||
ctx.strokeStyle = 'rgba(174,194,224,0.5)';
|
||||
ctx.lineWidth = 1.5;
|
||||
ctx.beginPath();
|
||||
for (const d of state.raindrops) {
|
||||
ctx.moveTo(d.x, d.y);
|
||||
ctx.lineTo(d.x - 3, d.y + d.len);
|
||||
}
|
||||
ctx.stroke();
|
||||
ctx.restore();
|
||||
}
|
||||
|
||||
if (state.snowflakes.length > 0) {
|
||||
ctx.save();
|
||||
ctx.fillStyle = 'rgba(255,255,255,0.85)';
|
||||
for (const s of state.snowflakes) {
|
||||
ctx.beginPath();
|
||||
ctx.arc(s.x, s.y, s.size, 0, Math.PI * 2);
|
||||
ctx.fill();
|
||||
}
|
||||
ctx.restore();
|
||||
}
|
||||
|
||||
if (state.lightningFlash > 0) {
|
||||
ctx.save();
|
||||
ctx.fillStyle = `rgba(255,255,255,${Math.min(1, state.lightningFlash * 4)})`;
|
||||
ctx.fillRect(0, 0, state.W, state.H);
|
||||
ctx.restore();
|
||||
}
|
||||
ctx.stroke();
|
||||
ctx.restore();
|
||||
}
|
||||
|
||||
export { skyColor };
|
||||
|
|
|
|||
|
|
@ -0,0 +1,37 @@
|
|||
// Звуковой движок
|
||||
const sounds = {};
|
||||
|
||||
export { sounds };
|
||||
|
||||
export function loadSound(id, src) {
|
||||
const audio = new Audio();
|
||||
audio.src = src;
|
||||
audio.volume = 0.3;
|
||||
sounds[id] = audio;
|
||||
}
|
||||
|
||||
// Загрузка звуков
|
||||
loadSound('splash', 'https://supamg.mkn8n.ru/storage/v1/object/public/sounds//splash.mp3');
|
||||
loadSound('sand1', 'https://supamg.mkn8n.ru/storage/v1/object/public/sounds//sand1.mp3');
|
||||
loadSound('snow1', 'https://supamg.mkn8n.ru/storage/v1/object/public/sounds//snow1.mp3');
|
||||
loadSound('stone1', 'https://supamg.mkn8n.ru/storage/v1/object/public/sounds//stone1.mp3');
|
||||
loadSound('wood1', 'https://supamg.mkn8n.ru/storage/v1/object/public/sounds//wood1.mp3');
|
||||
loadSound('cloth1', 'https://supamg.mkn8n.ru/storage/v1/object/public/sounds//cloth1.mp3');
|
||||
loadSound('fire', 'https://supamg.mkn8n.ru/storage/v1/object/public/sounds//fire.mp3');
|
||||
loadSound('hit1', 'https://supamg.mkn8n.ru/storage/v1/object/public/sounds//hit1.mp3');
|
||||
loadSound('attack', 'https://supamg.mkn8n.ru/storage/v1/object/public/sounds//attack.mp3');
|
||||
loadSound('hurt_chicken', 'https://supamg.mkn8n.ru/storage/v1/object/public/sounds//hurt1_chicken.mp3');
|
||||
loadSound('stone_build', 'https://supamg.mkn8n.ru/storage/v1/object/public/sounds//stone1%20(1).mp3');
|
||||
loadSound('wood_build', 'https://supamg.mkn8n.ru/storage/v1/object/public/sounds//wood1%20(1).mp3');
|
||||
loadSound('click', 'https://supamg.mkn8n.ru/storage/v1/object/public/sounds//click.mp3');
|
||||
loadSound('explode1', 'https://supamg.mkn8n.ru/storage/v1/object/public/sounds//explode1.mp3');
|
||||
loadSound('glass1', 'https://supamg.mkn8n.ru/storage/v1/object/public/sounds//glass1.mp3');
|
||||
loadSound('eat1', 'https://supamg.mkn8n.ru/storage/v1/object/public/sounds//eat1.mp3');
|
||||
loadSound('step', 'https://supamg.mkn8n.ru/storage/v1/object/public/sounds//sand2.mp3');
|
||||
|
||||
export function playSound(id) {
|
||||
if (sounds[id]) {
|
||||
sounds[id].currentTime = 0;
|
||||
sounds[id].play().catch(e => console.error('Sound error:', e));
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,12 @@
|
|||
// ==================== КОНФИГУРАЦИЯ СЕРВЕРА ====================
|
||||
// This module only sets SERVER_URL. Player name and world ID are handled in main.js
|
||||
// to avoid duplicate prompts.
|
||||
|
||||
const urlParams = new URLSearchParams(window.location.search);
|
||||
export const SERVER_URL = urlParams.get('server') || 'https://apigrech.mkn8n.ru';
|
||||
|
||||
// Защита от mixed content
|
||||
if (location.protocol === 'https:' && SERVER_URL.startsWith('http://')) {
|
||||
console.warn('⚠️ Mixed content warning: page is HTTPS but server URL is HTTP');
|
||||
alert('⚠️ Предупреждение: страница загружена по HTTPS, но сервер использует HTTP. Это может вызвать проблемы.');
|
||||
}
|
||||
|
|
@ -0,0 +1,31 @@
|
|||
// ==================== ХОЛСТ 3D (WebGL) — GrechkaCraft v2 ====================
|
||||
// Тот же контракт, что canvas.js: выставляет state.W/H, хранит canvas.
|
||||
// WebGL-контекст создаёт render3d (лениво, при первом кадре).
|
||||
import { state } from './state.js';
|
||||
|
||||
export function initCanvas() {
|
||||
const gameEl = document.getElementById('game');
|
||||
const canvas = document.getElementById('c');
|
||||
|
||||
const dpr = Math.max(1, window.devicePixelRatio || 1);
|
||||
|
||||
function resize() {
|
||||
state.W = gameEl.clientWidth;
|
||||
state.H = gameEl.clientHeight;
|
||||
}
|
||||
|
||||
window.addEventListener('resize', resize);
|
||||
resize();
|
||||
|
||||
state.gameEl = gameEl;
|
||||
state.canvas = canvas;
|
||||
state.ctx = null;
|
||||
state.lightC = null;
|
||||
state.lightCtx = null;
|
||||
state.dpr = dpr;
|
||||
}
|
||||
|
||||
export function getCanvas() { return state.canvas; }
|
||||
export function getCtx() { return null; }
|
||||
export function getLightC() { return null; }
|
||||
export function getLightCtx() { return null; }
|
||||
|
|
@ -0,0 +1,32 @@
|
|||
// ==================== КОНСТАНТЫ ИГРЫ ====================
|
||||
|
||||
export const TILE = 40;
|
||||
|
||||
// Мир
|
||||
export const SEA_GY = 14; // уровень воды (gy) - уменьшил для меньших водоёмов
|
||||
export const BEDROCK_GY = 140; // глубина бедрока (gy), чем больше - тем глубже
|
||||
export const GEN_MARGIN_X = 40; // запас генерации по X (в тайлах) — увеличен для плавной прогрузки
|
||||
|
||||
// Физика
|
||||
export const GRAV = 2200;
|
||||
export const GRAV_WATER = 550;
|
||||
export const MOVE = 320;
|
||||
export const JUMP = 760;
|
||||
|
||||
// День/ночь
|
||||
export const DAY_LEN = 360; // замедлил смену дня/ночи в 3 раза
|
||||
|
||||
// Сохранение
|
||||
export const SAVE_KEY = 'minegrechka_save';
|
||||
|
||||
// Сеть
|
||||
export const MOVE_SEND_INTERVAL = 0.05; // 50ms = 20 раз в секунду
|
||||
|
||||
// Погода
|
||||
export const MAX_RAINDROPS = 200;
|
||||
|
||||
// Чат
|
||||
export const MAX_CHAT_MESSAGES = 50;
|
||||
|
||||
// Голосовой чат
|
||||
export const VOICE_SERVER = 'wss://voicegrech.mkn8n.ru';
|
||||
|
|
@ -0,0 +1,251 @@
|
|||
import { TILE, SEA_GY, BEDROCK_GY, GEN_MARGIN_X, GRAV, GRAV_WATER, MOVE, JUMP, DAY_LEN, SAVE_KEY, MOVE_SEND_INTERVAL, MAX_RAINDROPS, MAX_CHAT_MESSAGES, VOICE_SERVER } from './constants.js';
|
||||
|
||||
// Все мутабельные переменные игры в одном объекте состояния
|
||||
export const state = {
|
||||
// Константы (для доступа из модулей)
|
||||
TILE,
|
||||
SEA_GY,
|
||||
BEDROCK_GY,
|
||||
GEN_MARGIN_X,
|
||||
GRAV,
|
||||
GRAV_WATER,
|
||||
MOVE,
|
||||
JUMP,
|
||||
DAY_LEN,
|
||||
SAVE_KEY,
|
||||
MOVE_SEND_INTERVAL,
|
||||
MAX_RAINDROPS,
|
||||
MAX_CHAT_MESSAGES,
|
||||
VOICE_SERVER,
|
||||
|
||||
// Камера
|
||||
camX: 0,
|
||||
camY: 0,
|
||||
W: 0,
|
||||
H: 0,
|
||||
dpr: 1,
|
||||
|
||||
// Canvas/DOM (заполняется в main.js)
|
||||
gameEl: null,
|
||||
canvas: null,
|
||||
ctx: null,
|
||||
lightC: null,
|
||||
lightCtx: null,
|
||||
|
||||
// День/ночь
|
||||
worldTime: 0,
|
||||
isNightTime: false,
|
||||
dayNightCycle: true,
|
||||
|
||||
// Мультиплеер
|
||||
isMultiplayer: false,
|
||||
mySocketId: null,
|
||||
socket: null,
|
||||
voiceSocket: null,
|
||||
voicePosT: 0,
|
||||
|
||||
// Сервер
|
||||
SERVER_URL: '',
|
||||
TELEGRAM_BOT_USERNAME: '',
|
||||
TELEGRAM_APP_SHORT_NAME: '',
|
||||
|
||||
// Игрок
|
||||
playerName: null,
|
||||
worldId: null,
|
||||
|
||||
// Инвентарь/UI
|
||||
selected: "dirt",
|
||||
showFullInventory: false,
|
||||
craftOpen: false,
|
||||
inventoryOpen: false,
|
||||
chatOpen: false,
|
||||
minimapOpen: false,
|
||||
modeIdx: 0,
|
||||
currentFurnaceKey: null,
|
||||
|
||||
// Мир
|
||||
blocksVersion: 0,
|
||||
worldSeed: Math.floor(Math.random() * 1000000),
|
||||
|
||||
// Погода
|
||||
weatherType: "clear",
|
||||
isRaining: false,
|
||||
rainIntensity: 0,
|
||||
weatherTimer: 0,
|
||||
weatherChangeInterval: 60 + Math.random() * 120,
|
||||
snowflakes: [],
|
||||
lightningFlash: 0,
|
||||
lightningTimer: 0,
|
||||
|
||||
// Мобы/спавн
|
||||
spawnT: 0,
|
||||
|
||||
// Цикл
|
||||
last: 0,
|
||||
prevJump: false,
|
||||
|
||||
// Сеть — throttle отправки позиции
|
||||
lastMoveSendTime: 0,
|
||||
lastSentX: 0,
|
||||
lastSentY: 0,
|
||||
|
||||
// Mining progress
|
||||
mining: { gx: null, gy: null, progress: 0, hardness: 0 },
|
||||
|
||||
// Trade/Market
|
||||
myTgId: null,
|
||||
tradePanel: null,
|
||||
tradeContent: null,
|
||||
marketPanel: null,
|
||||
marketContent: null,
|
||||
|
||||
// DOM-ссылки (заполняются в main.js)
|
||||
hpEl: null,
|
||||
foodEl: null,
|
||||
sxEl: null,
|
||||
syEl: null,
|
||||
todEl: null,
|
||||
worldIdEl: null,
|
||||
playerCountEl: null,
|
||||
deathEl: null,
|
||||
hotbarEl: null,
|
||||
craftPanel: null,
|
||||
recipesEl: null,
|
||||
inventoryPanel: null,
|
||||
inventoryGrid: null,
|
||||
multiplayerStatus: null,
|
||||
tempEl: null,
|
||||
|
||||
// Игрок
|
||||
player: {
|
||||
x: 6 * TILE,
|
||||
y: 0 * TILE,
|
||||
w: 34,
|
||||
h: 34,
|
||||
vx: 0,
|
||||
vy: 0,
|
||||
grounded: false,
|
||||
inWater: false,
|
||||
headInWater: false,
|
||||
hp: 100,
|
||||
hunger: 100,
|
||||
o2: 100,
|
||||
invuln: 0,
|
||||
fallStartY: 0,
|
||||
lastStepTime: 0,
|
||||
sleeping: false,
|
||||
inBoat: false,
|
||||
armor: 0,
|
||||
equippedArmor: null,
|
||||
temperature: 15,
|
||||
slowTimer: 0
|
||||
},
|
||||
|
||||
// Точка спавна
|
||||
spawnPoint: { x: 6 * TILE, y: 0 * TILE },
|
||||
|
||||
// Инвентарь
|
||||
inv: {
|
||||
dirt: 6, stone: 0, sand: 0, gravel: 0, clay: 0,
|
||||
wood: 0, planks: 0, ladder: 0, leaves: 0, coal: 0,
|
||||
copper_ore: 0, iron_ore: 0, gold_ore: 0, diamond_ore: 0,
|
||||
brick: 0, glass: 0,
|
||||
tnt: 1, campfire: 0, torch: 0,
|
||||
meat: 0, cooked: 0, arrow: 0,
|
||||
wood_pickaxe: 0, stone_pickaxe: 0, iron_pickaxe: 0,
|
||||
wood_sword: 0, stone_sword: 0, iron_sword: 0,
|
||||
wood_axe: 0, stone_axe: 0, iron_axe: 0,
|
||||
wood_shovel: 0, stone_shovel: 0, iron_shovel: 0,
|
||||
iron_armor: 0, gold_armor: 0,
|
||||
bow: 0, furnace: 0,
|
||||
bed: 0, boat: 0,
|
||||
iron_ingot: 0, gold_ingot: 0, copper_ingot: 0,
|
||||
cobblestone: 0,
|
||||
// New items
|
||||
chicken_meat: 0, feather: 0, bone: 0, gunpowder: 0,
|
||||
wheat: 0, bread: 0, carrot: 0, potato: 0, baked_potato: 0,
|
||||
mushroom_stew: 0,
|
||||
scorpion_stinger: 0, polar_fur: 0, slime_ball: 0, eagle_feather: 0,
|
||||
snow: 0, ice: 0, cactus: 0, mushroom: 0, moss: 0, farmland: 0,
|
||||
spruce_leaves: 0, dead_bush: 0, swamp_water: 0,
|
||||
wheat_seeds: 0, wheat_stage0: 0, carrot_stage0: 0, potato_stage0: 0
|
||||
},
|
||||
|
||||
// Лодка
|
||||
boat: {
|
||||
x: 0, y: 0,
|
||||
w: 34, h: 34,
|
||||
vx: 0, vy: 0,
|
||||
active: false,
|
||||
inWater: false
|
||||
},
|
||||
|
||||
// Ввод
|
||||
inp: { up: false, down: false, left: false, right: false, jump: false, mine: false, build: false, bow: false, l: false, r: false, j: false, s: false },
|
||||
|
||||
// Мышь
|
||||
mouse: { x: 0, y: 0 },
|
||||
|
||||
// Другие игроки (MP)
|
||||
otherPlayers: new Map(),
|
||||
|
||||
// Серверные мобы (MP)
|
||||
serverMobs: new Map(),
|
||||
|
||||
// Мобы
|
||||
mobs: [],
|
||||
|
||||
// Снаряды
|
||||
projectiles: [],
|
||||
|
||||
// Отслеживание изменений мира
|
||||
placedBlocks: [],
|
||||
removedBlocks: [],
|
||||
|
||||
// Серверные изменения
|
||||
serverOverrides: new Map(),
|
||||
|
||||
// Чат
|
||||
chatMessages: [],
|
||||
|
||||
// Погода — капли
|
||||
raindrops: [],
|
||||
|
||||
// Облака
|
||||
clouds: Array.from({ length: 10 }, () => ({
|
||||
x: Math.random() * 2000,
|
||||
y: -200 - Math.random() * 260,
|
||||
w: 80 + Math.random() * 120,
|
||||
s: 12 + Math.random() * 20
|
||||
})),
|
||||
|
||||
// Частицы
|
||||
parts: [],
|
||||
|
||||
// Активный TNT
|
||||
activeTNT: new Set(),
|
||||
|
||||
// Прочность инструментов
|
||||
toolDurability: new Map(),
|
||||
protections: new Map(),
|
||||
|
||||
// Последние выбранные предметы
|
||||
recentItems: [],
|
||||
|
||||
// Активные печи
|
||||
activeFurnaces: new Map(),
|
||||
cropTimers: new Map(),
|
||||
|
||||
// Сгенерированные колонны
|
||||
generated: new Set(),
|
||||
|
||||
// Изображение героя
|
||||
heroImg: new Image(),
|
||||
|
||||
// Сетка мира
|
||||
grid: new Map(),
|
||||
blocks: [],
|
||||
|
||||
// In-memory save fallback
|
||||
inMemorySave: null,
|
||||
};
|
||||
|
|
@ -0,0 +1,55 @@
|
|||
export const BLOCKS = {
|
||||
air: { n:'Воздух', solid:false, hardness:0 },
|
||||
grass: { n:'Трава', c:'#7cfc00', solid:true, hardness:3, toolType:'shovel' },
|
||||
dirt: { n:'Грязь', c:'#8b4513', solid:true, hardness:3, toolType:'shovel' },
|
||||
stone: { n:'Камень', c:'#7f8c8d', solid:true, hardness:6, toolType:'pickaxe' },
|
||||
sand: { n:'Песок', c:'#f4d06f', solid:true, hardness:2, toolType:'shovel' },
|
||||
gravel: { n:'Гравий', c:'#95a5a6', solid:true, hardness:3, toolType:'shovel' },
|
||||
clay: { n:'Глина', c:'#74b9ff', solid:true, hardness:3, toolType:'shovel' },
|
||||
wood: { n:'Дерево', c:'#d35400', solid:true, hardness:4, toolType:'axe' },
|
||||
planks: { n:'Доски', c:'#e67e22', solid:true, hardness:3, toolType:'axe' },
|
||||
ladder: { n:'Лестница',c:'#d35400', solid:false, climbable:true, hardness:1, toolType:null },
|
||||
leaves: { n:'Листва', c:'#2ecc71', solid:true, hardness:1, toolType:'axe', minTool:null },
|
||||
glass: { n:'Стекло', c:'rgba(200,240,255,0.25)', solid:true, alpha:0.55, hardness:1, toolType:null },
|
||||
water: { n:'Вода', c:'rgba(52,152,219,0.55)', solid:false, fluid:true, hardness:0 },
|
||||
coal: { n:'Уголь', c:'#2c3e50', solid:true, hardness:8, toolType:'pickaxe', minTool:'wood' },
|
||||
copper_ore:{ n:'Медь', c:'#e17055', solid:true, hardness:10, toolType:'pickaxe', minTool:'wood' },
|
||||
iron_ore: { n:'Железо', c:'#dcdde1', solid:true, hardness:12, toolType:'pickaxe', minTool:'stone' },
|
||||
iron_armor:{ n:'Железная броня', c:'#95a5a6', solid:false, armor:0.5, hardness:0 },
|
||||
gold_ore: { n:'Золото', c:'#f1c40f', solid:true, hardness:15, toolType:'pickaxe', minTool:'stone' },
|
||||
diamond_ore:{n:'Алмаз', c:'#00a8ff', solid:true, hardness:20, toolType:'pickaxe', minTool:'iron' },
|
||||
brick: { n:'Кирпич', c:'#c0392b', solid:true, hardness:8, toolType:'pickaxe' },
|
||||
tnt: { n:'TNT', c:'#e74c3c', solid:true, explosive:true, hardness:1, toolType:null },
|
||||
campfire: { n:'Костёр', c:'#e67e22', solid:true, lightRadius:280, hardness:2, toolType:null },
|
||||
torch: { n:'Факел', c:'#f9ca24', solid:true, lightRadius:220, hardness:1, toolType:null },
|
||||
bedrock: { n:'Бедрок', c:'#2d3436', solid:true, unbreakable:true, hardness:Infinity },
|
||||
flower: { n:'Цветок', c:'#ff4757', solid:false, decor:true, hardness:0 },
|
||||
bed: { n:'Кровать', c:'#e91e63', solid:true, bed:true, hardness:2, toolType:'axe' },
|
||||
boat: { n:'Лодка', c:'#8B4513', solid:false, hardness:0 },
|
||||
furnace: { n:'Печь', c:'#696969', solid:true, smelting:true, hardness:8, toolType:'pickaxe', minTool:'wood' },
|
||||
cobblestone: { n:'Булыжник', c:'#7f8c8d', solid:true, hardness:6, toolType:'pickaxe' },
|
||||
flag: { n:'Флаг', c:'#e74c3c', solid:true, hardness:1, toolType:'axe', protectionRadius:10 },
|
||||
// === BIOME BLOCKS ===
|
||||
snow: { n:'Снег', c:'#ecf0f1', solid:true, hardness:1, toolType:'shovel' },
|
||||
ice: { n:'Лёд', c:'#74b9ff', solid:true, hardness:1, slip:true, toolType:'pickaxe' },
|
||||
cactus: { n:'Кактус', c:'#27ae60', solid:true, hardness:1, hurt:true, toolType:null },
|
||||
mushroom: { n:'Гриб', c:'#e74c3c', solid:false, decor:true, hardness:0 },
|
||||
moss: { n:'Мох', c:'#0a6640', solid:true, hardness:1, toolType:null },
|
||||
swamp_water:{ n:'Болотная вода', c:'rgba(100,120,40,0.6)', solid:false, fluid:true, poison:true, hardness:0 },
|
||||
farmland: { n:'Грядка', c:'#8B6914', solid:true, hardness:1, farmable:true, toolType:'shovel' },
|
||||
dead_bush: { n:'Сухой куст', c:'#b2bec3', solid:false, decor:true, hardness:0 },
|
||||
spruce_leaves:{ n:'Ель', c:'#0a6640', solid:true, hardness:1, toolType:'axe' },
|
||||
// === CROP STAGES ===
|
||||
wheat_stage0:{ n:'Росток пшеницы', c:'#a8e6a0', solid:false, decor:true, hardness:0, growthStage:0, growthTime:30, growsTo:'wheat_stage1' },
|
||||
wheat_stage1:{ n:'Пшеница', c:'#7dcea0', solid:false, decor:true, hardness:0, growthStage:1, growthTime:30, growsTo:'wheat_stage2' },
|
||||
wheat_stage2:{ n:'Пшеница', c:'#b8d730', solid:false, decor:true, hardness:0, growthStage:2, growthTime:30, growsTo:'wheat_stage3' },
|
||||
wheat_stage3:{ n:'Пшеница', c:'#f1c40f', solid:false, decor:true, hardness:0, harvestable:true, harvestItem:'wheat', harvestQty:2 },
|
||||
carrot_stage0:{ n:'Росток моркови', c:'#a8e6a0', solid:false, decor:true, hardness:0, growthStage:0, growthTime:30, growsTo:'carrot_stage1' },
|
||||
carrot_stage1:{ n:'Морковь', c:'#f0c27a', solid:false, decor:true, hardness:0, growthStage:1, growthTime:30, growsTo:'carrot_stage2' },
|
||||
carrot_stage2:{ n:'Морковь', c:'#e8a040', solid:false, decor:true, hardness:0, growthStage:2, growthTime:30, growsTo:'carrot_stage3' },
|
||||
carrot_stage3:{ n:'Морковь', c:'#e67e22', solid:false, decor:true, hardness:0, harvestable:true, harvestItem:'carrot', harvestQty:3 },
|
||||
potato_stage0:{ n:'Росток картофеля', c:'#a8e6a0', solid:false, decor:true, hardness:0, growthStage:0, growthTime:30, growsTo:'potato_stage1' },
|
||||
potato_stage1:{ n:'Картофель', c:'#c8b888', solid:false, decor:true, hardness:0, growthStage:1, growthTime:30, growsTo:'potato_stage2' },
|
||||
potato_stage2:{ n:'Картофель', c:'#bfaa78', solid:false, decor:true, hardness:0, growthStage:2, growthTime:30, growsTo:'potato_stage3' },
|
||||
potato_stage3:{ n:'Картофель', c:'#dfe6e9', solid:false, decor:true, hardness:0, harvestable:true, harvestItem:'potato', harvestQty:2 },
|
||||
};
|
||||
|
|
@ -0,0 +1,37 @@
|
|||
export const ITEMS = {
|
||||
meat: { n:'Сырое мясо', icon:'🥩', food:15 },
|
||||
cooked: { n:'Жареное мясо', icon:'🍖', food:45 },
|
||||
arrow: { n:'Стрела', icon:'➡️', stack:64 },
|
||||
chicken_meat: { n:'Курица', icon:'🍗', food:12, stack:64 },
|
||||
feather: { n:'Перо', icon:'🪶', stack:64 },
|
||||
bone: { n:'Кость', icon:'🦴', stack:64 },
|
||||
gunpowder: { n:'Порох', icon:'💥', stack:64 },
|
||||
// === FARMING ITEMS ===
|
||||
wheat: { n:'Пшеница', icon:'🌾', stack:64 },
|
||||
bread: { n:'Хлеб', icon:'🍞', food:30 },
|
||||
carrot: { n:'Морковь', icon:'🥕', food:8, stack:64 },
|
||||
potato: { n:'Картофель', icon:'🥔', stack:64 },
|
||||
baked_potato:{ n:'Печёная картошка', icon:'🥔', food:25 },
|
||||
wheat_seeds: { n:'Семена пшеницы', icon:'🌱', stack:64 },
|
||||
mushroom_stew:{ n:'Грибной суп', icon:'🍲', food:40 },
|
||||
// === MOB DROP ITEMS ===
|
||||
scorpion_stinger:{ n:'Жало скорпиона', icon:'🔺', stack:64 },
|
||||
polar_fur: { n:'Шкура медведя', icon:'🧥', stack:64 },
|
||||
slime_ball: { n:'Слизь', icon:'🟢', stack:64 },
|
||||
eagle_feather:{ n:'Перо орла', icon:'🪶', stack:64 },
|
||||
// === ARMOR ===
|
||||
gold_armor: { n:'Золотая броня', icon:'🛡️', stack:1, armor:0.65 },
|
||||
};
|
||||
|
||||
// Runtime extensions — предметы от обжига
|
||||
ITEMS.iron_ingot = { n:'Железный слиток', icon:'🔩' };
|
||||
ITEMS.gold_ingot = { n:'Золотой слиток', icon:'🪙' };
|
||||
ITEMS.copper_ingot = { n:'Медный слиток', icon:'🟤' };
|
||||
|
||||
// Axes and shovels
|
||||
ITEMS.wood_axe = { n:'Деревянный топор', icon:'🪓' };
|
||||
ITEMS.stone_axe = { n:'Каменный топор', icon:'🪓' };
|
||||
ITEMS.iron_axe = { n:'Железный топор', icon:'🪓' };
|
||||
ITEMS.wood_shovel = { n:'Деревянная лопата', icon:'🔱' };
|
||||
ITEMS.stone_shovel = { n:'Каменная лопата', icon:'🔱' };
|
||||
ITEMS.iron_shovel = { n:'Железная лопата', icon:'🔱' };
|
||||
|
|
@ -0,0 +1,44 @@
|
|||
export const RECIPES = [
|
||||
{ out:'planks', qty:4, cost:{ wood:1 } },
|
||||
{ out:'ladder', qty:3, cost:{ planks:7 } },
|
||||
{ out:'torch', qty:2, cost:{ coal:1, planks:1 } },
|
||||
{ out:'glass', qty:1, cost:{ sand:3 } },
|
||||
{ out:'brick', qty:1, cost:{ stone:2, clay:1 } },
|
||||
{ out:'campfire', qty:1, cost:{ wood:1, coal:1 } },
|
||||
{ out:'tnt', qty:1, cost:{ sand:2, coal:1 } },
|
||||
{ out:'bed', qty:1, cost:{ wood: 3, planks: 3 } },
|
||||
{ out:'boat', qty:1, cost:{ wood: 5 } },
|
||||
{ out:'wood_pickaxe', qty:1, cost:{ wood: 3, planks: 2 } },
|
||||
{ out:'stone_pickaxe', qty:1, cost:{ wood: 1, stone: 3 } },
|
||||
{ out:'iron_pickaxe', qty:1, cost:{ wood: 1, iron_ore: 2 } },
|
||||
{ out:'wood_sword', qty:1, cost:{ wood: 2, planks: 1 } },
|
||||
{ out:'stone_sword', qty:1, cost:{ wood: 1, stone: 2 } },
|
||||
{ out:'iron_sword', qty:1, cost:{ wood: 1, iron_ore: 1 } },
|
||||
{ out:'wood_axe', qty:1, cost:{ wood:3, planks:2 } },
|
||||
{ out:'stone_axe', qty:1, cost:{ wood:1, stone:3 } },
|
||||
{ out:'iron_axe', qty:1, cost:{ wood:1, iron_ore:2 } },
|
||||
{ out:'wood_shovel', qty:1, cost:{ wood:1, planks:1 } },
|
||||
{ out:'stone_shovel', qty:1, cost:{ wood:1, stone:2 } },
|
||||
{ out:'iron_shovel', qty:1, cost:{ wood:1, iron_ore:1 } },
|
||||
{ out:'iron_armor', qty:1, cost:{ iron_ore: 5 } },
|
||||
{ out:'gold_armor', qty:1, cost:{ gold_ore: 8 } },
|
||||
{ out:'furnace', qty:1, cost:{ stone: 8 } },
|
||||
{ out:'bow', qty:1, cost:{ wood: 3, planks: 2 } },
|
||||
{ out:'arrow', qty:4, cost:{ stone: 1, wood: 1 } },
|
||||
{ out:'flag', qty:1, cost:{ planks:3, iron_ore:1 } },
|
||||
{ out:'bread', qty:1, cost:{ wheat: 3 } },
|
||||
{ out:'farmland', qty:1, cost:{ dirt:1 } },
|
||||
{ out:'wheat_seeds', qty:1, cost:{ farmland:1, dirt:1 } },
|
||||
];
|
||||
|
||||
// Рецепты печи (обжиг)
|
||||
export const SMELTING_RECIPES = [
|
||||
{ in:'sand', qty:1, out:'glass', outQty:1, time:3 },
|
||||
{ in:'clay', qty:1, out:'brick', outQty:1, time:3 },
|
||||
{ in:'iron_ore', qty:1, out:'iron_ingot', outQty:1, time:5 },
|
||||
{ in:'gold_ore', qty:1, out:'gold_ingot', outQty:1, time:5 },
|
||||
{ in:'copper_ore', qty:1, out:'copper_ingot', outQty:1, time:4 },
|
||||
{ in:'meat', qty:1, out:'cooked', outQty:1, time:2 },
|
||||
{ in:'cobblestone', qty:1, out:'stone', outQty:1, time:2 },
|
||||
{ in:'potato', qty:1, out:'baked_potato', outQty:1, time:2 }
|
||||
];
|
||||
|
|
@ -0,0 +1,66 @@
|
|||
export const TOOLS = {
|
||||
wood_pickaxe: { n:'Деревянная кирка', icon:'⛏️', damage:1, durability:60, toolType:'pickaxe', toolTier:'wood', speed:2 },
|
||||
stone_pickaxe: { n:'Каменная кирка', icon:'⛏️', damage:2, durability:132, toolType:'pickaxe', toolTier:'stone', speed:4 },
|
||||
iron_pickaxe: { n:'Железная кирка', icon:'⛏️', damage:3, durability:250, toolType:'pickaxe', toolTier:'iron', speed:6 },
|
||||
wood_sword: { n:'Деревянный меч', icon:'🗡️', damage:4, durability:60 },
|
||||
stone_sword: { n:'Каменный меч', icon:'🗡️', damage:5, durability:132 },
|
||||
iron_sword: { n:'Железный меч', icon:'🗡️', damage:7, durability:250 },
|
||||
wood_axe: { n:'Деревянный топор', icon:'🪓', damage:3, durability:60, toolType:'axe', toolTier:'wood', speed:2 },
|
||||
stone_axe: { n:'Каменный топор', icon:'🪓', damage:4, durability:132, toolType:'axe', toolTier:'stone', speed:4 },
|
||||
iron_axe: { n:'Железный топор', icon:'🪓', damage:5, durability:250, toolType:'axe', toolTier:'iron', speed:6 },
|
||||
wood_shovel: { n:'Деревянная лопата', icon:'🔱', damage:1, durability:60, toolType:'shovel', toolTier:'wood', speed:2 },
|
||||
stone_shovel: { n:'Каменная лопата', icon:'🔱', damage:2, durability:132, toolType:'shovel', toolTier:'stone', speed:4 },
|
||||
iron_shovel: { n:'Железная лопата', icon:'🔱', damage:3, durability:250, toolType:'shovel', toolTier:'iron', speed:6 },
|
||||
bow: { n:'Лук', icon:'🏹', damage:10, durability:200 },
|
||||
};
|
||||
|
||||
import { state } from '../core/state.js';
|
||||
import { BLOCKS } from './blocks.js';
|
||||
|
||||
export function addTool(type) {
|
||||
const maxDur = TOOLS[type]?.durability || 60;
|
||||
const key = `${type}_${Date.now()}_${Math.random().toString(36).slice(2,6)}`;
|
||||
state.toolDurability.set(key, { type, current: maxDur, max: maxDur });
|
||||
}
|
||||
|
||||
export function useTool(type) {
|
||||
for (const [tid, dur] of state.toolDurability) {
|
||||
if (dur.type === type && dur.current > 0) {
|
||||
dur.current--;
|
||||
if (dur.current <= 0) {
|
||||
state.toolDurability.delete(tid);
|
||||
state.inv[type] = Math.max(0, (state.inv[type] || 0) - 1);
|
||||
return true; // broke
|
||||
}
|
||||
return false; // used but not broke
|
||||
}
|
||||
}
|
||||
return false; // no durability entry found
|
||||
}
|
||||
|
||||
export function getBestTool(blockType) {
|
||||
const block = BLOCKS[blockType];
|
||||
if (!block || !block.toolType) return null;
|
||||
const toolType = block.toolType;
|
||||
for (const tier of ['iron', 'stone', 'wood']) {
|
||||
const toolId = `${tier}_${toolType}`;
|
||||
if (TOOLS[toolId] && state.inv[toolId] > 0) return toolId;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
export function toolTierLessThan(toolTier, minTier) {
|
||||
const tiers = { wood: 1, stone: 2, iron: 3 };
|
||||
return (tiers[toolTier] || 0) < (tiers[minTier] || 0);
|
||||
}
|
||||
|
||||
export function getMiningSpeed(blockType) {
|
||||
const block = BLOCKS[blockType];
|
||||
if (!block) return 1;
|
||||
const toolId = getBestTool(blockType);
|
||||
if (toolId) {
|
||||
const tool = TOOLS[toolId];
|
||||
if (tool.toolType === block.toolType) return tool.speed;
|
||||
}
|
||||
return 1; // Bare hands = 1 click per hit
|
||||
}
|
||||
|
|
@ -0,0 +1,19 @@
|
|||
// Лодка
|
||||
import { state } from '../core/state.js';
|
||||
|
||||
export const boat = {
|
||||
x: 0, y: 0,
|
||||
w: 34, h: 34,
|
||||
vx: 0, vy: 0,
|
||||
active: false,
|
||||
inWater: false
|
||||
};
|
||||
|
||||
export function initBoat() {
|
||||
boat.x = 0;
|
||||
boat.y = 0;
|
||||
boat.vx = 0;
|
||||
boat.vy = 0;
|
||||
boat.active = false;
|
||||
boat.inWater = false;
|
||||
}
|
||||
|
|
@ -0,0 +1,185 @@
|
|||
// Моб AI
|
||||
import { state } from '../core/state.js';
|
||||
import { GRAV, GRAV_WATER, TILE } from '../core/constants.js';
|
||||
import { updateWaterFlag } from '../physics/water-detect.js';
|
||||
import { calculateDamage } from '../entities/player.js';
|
||||
import { playSound } from '../audio/sound-engine.js';
|
||||
import { explodeAt } from '../world/tnt.js';
|
||||
import { resolveY } from '../physics/collision.js';
|
||||
import { resolveX } from '../physics/collision.js';
|
||||
import { isSolid } from '../world/world-storage.js';
|
||||
import { getCachedBiome } from '../world/generation.js';
|
||||
|
||||
export function mobAI(m, dt) {
|
||||
updateWaterFlag(m);
|
||||
|
||||
if (m.kind === 'zombie') {
|
||||
const night = isNight();
|
||||
if (!night) { m.hp -= 30 * dt; m.vx *= 0.5; return; }
|
||||
const dir = Math.sign((state.player.x) - m.x);
|
||||
m.vx = dir * m.speed;
|
||||
if (m.inWater && Math.random() < 0.06) m.vy = -260;
|
||||
if (Math.abs((m.x + m.w / 2) - (state.player.x + state.player.w / 2)) < 28 &&
|
||||
Math.abs((m.y + m.h / 2) - (state.player.y + state.player.h / 2)) < 40 &&
|
||||
state.player.invuln <= 0) {
|
||||
const damage = calculateDamage(15);
|
||||
state.player.hp -= damage;
|
||||
state.player.invuln = 0.8;
|
||||
state.player.vx += dir * 420;
|
||||
state.player.vy -= 260;
|
||||
playSound('hit1');
|
||||
}
|
||||
} else if (m.kind === 'creeper') {
|
||||
const night = isNight();
|
||||
if (!night) { m.hp -= 30 * dt; m.vx *= 0.5; return; }
|
||||
const dir = Math.sign((state.player.x) - m.x);
|
||||
const dist = Math.hypot((state.player.x + state.player.w / 2) - (m.x + m.w / 2), (state.player.y + state.player.h / 2) - (m.y + m.h / 2));
|
||||
m.vx = dir * m.speed;
|
||||
if (m.inWater && Math.random() < 0.06) m.vy = -260;
|
||||
if (dist < 60) {
|
||||
m.fuse -= dt;
|
||||
if (m.fuse <= 0) {
|
||||
explodeAt(Math.floor((m.x + m.w / 2) / TILE), Math.floor((m.y + m.h / 2) / TILE));
|
||||
m.hp = 0;
|
||||
}
|
||||
} else {
|
||||
if (dist < 40) {
|
||||
m.fuse = 0.5;
|
||||
}
|
||||
}
|
||||
} else if (m.kind === 'skeleton') {
|
||||
const night = isNight();
|
||||
if (!night) { m.hp -= 30 * dt; m.vx *= 0.5; return; }
|
||||
const dir = Math.sign((state.player.x) - m.x);
|
||||
const dist = Math.hypot((state.player.x + state.player.w / 2) - (m.x + m.w / 2), (state.player.y + state.player.h / 2) - (m.y + m.h / 2));
|
||||
m.vx = dir * m.speed;
|
||||
if (m.inWater && Math.random() < 0.06) m.vy = -260;
|
||||
m.shootCooldown -= dt;
|
||||
if (dist < 300 && m.shootCooldown <= 0) {
|
||||
m.shootCooldown = 2.0;
|
||||
const dx = (state.player.x + state.player.w / 2) - (m.x + m.w / 2);
|
||||
const dy = (state.player.y + state.player.h / 2) - (m.y + m.h / 2);
|
||||
const angle = Math.atan2(dy, dx);
|
||||
const speed = 450;
|
||||
state.projectiles.push({
|
||||
x: m.x + m.w / 2,
|
||||
y: m.y + m.h / 3,
|
||||
vx: Math.cos(angle) * speed,
|
||||
vy: Math.sin(angle) * speed,
|
||||
dmg: 6,
|
||||
owner: 'mob',
|
||||
life: 3
|
||||
});
|
||||
}
|
||||
} else if (m.kind === 'scorpion') {
|
||||
// Скорпион — бежит к игроку, яд (замедление)
|
||||
const dir = Math.sign((state.player.x) - m.x);
|
||||
m.vx = dir * m.speed;
|
||||
if (m.inWater && Math.random() < 0.06) m.vy = -260;
|
||||
if (Math.abs((m.x + m.w / 2) - (state.player.x + state.player.w / 2)) < 28 &&
|
||||
Math.abs((m.y + m.h / 2) - (state.player.y + state.player.h / 2)) < 40 &&
|
||||
state.player.invuln <= 0) {
|
||||
const damage = calculateDamage(8);
|
||||
state.player.hp -= damage;
|
||||
state.player.invuln = 0.8;
|
||||
state.player.slowTimer = 3;
|
||||
state.player.vx += dir * 300;
|
||||
state.player.vy -= 200;
|
||||
playSound('hit1');
|
||||
}
|
||||
} else if (m.kind === 'polar_bear') {
|
||||
// Белый медведь — нейтрален, бродит
|
||||
m.aiT -= dt;
|
||||
if (m.aiT <= 0) {
|
||||
m.aiT = 2.0 + Math.random() * 3;
|
||||
m.dir = Math.random() < 0.5 ? -1 : 1;
|
||||
if (Math.random() < 0.3) m.dir = 0;
|
||||
}
|
||||
m.vx = m.dir * m.speed;
|
||||
if (m.inWater) m.vy = -120;
|
||||
} else if (m.kind === 'slime') {
|
||||
// Слизь — прыгает к игроку
|
||||
const dir = Math.sign((state.player.x + state.player.w / 2) - (m.x + m.w / 2));
|
||||
m.aiT -= dt;
|
||||
if (m.aiT <= 0) {
|
||||
m.aiT = 1.5 + Math.random() * 1.5;
|
||||
m.dir = dir;
|
||||
m.vy = -200;
|
||||
}
|
||||
m.vx = m.dir * m.speed;
|
||||
} else if (m.kind === 'eagle') {
|
||||
// Орёл — летает, атакует пикированием
|
||||
const dx = (state.player.x + state.player.w / 2) - (m.x + m.w / 2);
|
||||
const dy = (state.player.y + state.player.h / 2) - (m.y + m.h / 2);
|
||||
const dist = Math.hypot(dx, dy);
|
||||
if (dist < 400) {
|
||||
m.vx = Math.sign(dx) * m.speed;
|
||||
m.vy = dy > 0 ? 60 : -60;
|
||||
} else {
|
||||
m.aiT -= dt;
|
||||
if (m.aiT <= 0) {
|
||||
m.aiT = 2 + Math.random() * 3;
|
||||
m.dir = Math.random() < 0.5 ? -1 : 1;
|
||||
}
|
||||
m.vx = m.dir * m.speed * 0.5;
|
||||
m.vy = Math.sin(performance.now() / 1000) * 30;
|
||||
}
|
||||
// Атака при касании
|
||||
if (dist < 30 && state.player.invuln <= 0) {
|
||||
const damage = calculateDamage(10);
|
||||
state.player.hp -= damage;
|
||||
state.player.invuln = 0.8;
|
||||
state.player.vy -= 200;
|
||||
playSound('hit1');
|
||||
}
|
||||
// Орёл не падает — летающий моб
|
||||
m.vy *= 0.5;
|
||||
m.grounded = false;
|
||||
} else {
|
||||
// животные (pig, chicken)
|
||||
m.aiT -= dt;
|
||||
if (m.aiT <= 0) {
|
||||
m.aiT = 1.8 + Math.random() * 2.5;
|
||||
m.dir = Math.random() < 0.5 ? -1 : 1;
|
||||
if (Math.random() < 0.25) m.dir = 0;
|
||||
}
|
||||
m.vx = m.dir * (m.kind === 'chicken' ? 55 : 40);
|
||||
if (m.inWater) m.vy = -120;
|
||||
}
|
||||
|
||||
// Мобы прыгают при столкновении со стеной
|
||||
if (m.grounded && Math.abs(m.vx) > 5 && m.kind !== 'eagle') {
|
||||
const probeX = m.vx > 0 ? m.x + m.w + 2 : m.x - 2;
|
||||
const probeGY = Math.floor((m.y + m.h - 1) / TILE);
|
||||
if (isSolid(Math.floor(probeX / TILE), probeGY)) {
|
||||
m.vy = -280;
|
||||
}
|
||||
}
|
||||
|
||||
// физика моба
|
||||
const g = (m.inWater && m.kind !== 'eagle') ? GRAV_WATER : GRAV;
|
||||
m.vy += g * dt;
|
||||
|
||||
m.y += m.vy * dt; m.grounded = false; resolveY(m);
|
||||
m.x += m.vx * dt; resolveX(m);
|
||||
}
|
||||
|
||||
export function isNight() {
|
||||
return state.worldTime > 0.5;
|
||||
}
|
||||
|
||||
// Mob loot table
|
||||
export function getMobLoot(kind) {
|
||||
const table = {
|
||||
chicken: [{item:'chicken_meat',min:1,max:2,chance:1},{item:'feather',min:0,max:1,chance:0.5}],
|
||||
pig: [{item:'meat',min:1,max:2,chance:1}],
|
||||
zombie: [{item:'meat',min:0,max:1,chance:0.5},{item:'iron_ingot',min:0,max:1,chance:0.3}],
|
||||
skeleton: [{item:'arrow',min:2,max:4,chance:1},{item:'bone',min:0,max:2,chance:0.6},{item:'bow',min:1,max:1,chance:0.15}],
|
||||
creeper: [{item:'gunpowder',min:1,max:2,chance:1}],
|
||||
scorpion: [{item:'scorpion_stinger',min:0,max:1,chance:0.4}],
|
||||
polar_bear:[{item:'polar_fur',min:1,max:2,chance:0.8},{item:'meat',min:1,max:2,chance:1}],
|
||||
slime: [{item:'slime_ball',min:1,max:2,chance:1}],
|
||||
eagle: [{item:'eagle_feather',min:1,max:2,chance:0.7}]
|
||||
};
|
||||
return table[kind] || [];
|
||||
}
|
||||
|
|
@ -0,0 +1,53 @@
|
|||
// Сущности: животные + зомби + новые мобы
|
||||
|
||||
export class Entity {
|
||||
constructor(x, y, w, h) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.w = w;
|
||||
this.h = h;
|
||||
this.vx = 0;
|
||||
this.vy = 0;
|
||||
this.hp = 3;
|
||||
this.grounded = false;
|
||||
this.inWater = false;
|
||||
this.aiT = 0;
|
||||
this.dir = 1;
|
||||
}
|
||||
}
|
||||
|
||||
export class Pig extends Entity {
|
||||
constructor(x, y) { super(x, y, 34, 24); this.kind = 'pig'; this.hp = 2; }
|
||||
}
|
||||
|
||||
export class Chicken extends Entity {
|
||||
constructor(x, y) { super(x, y, 26, 22); this.kind = 'chicken'; this.hp = 1; }
|
||||
}
|
||||
|
||||
export class Zombie extends Entity {
|
||||
constructor(x, y) { super(x, y, 34, 50); this.kind = 'zombie'; this.hp = 4; this.speed = 80 + Math.random() * 40; }
|
||||
}
|
||||
|
||||
export class Creeper extends Entity {
|
||||
constructor(x, y) { super(x, y, 34, 50); this.kind = 'creeper'; this.hp = 4; this.speed = 60 + Math.random() * 30; this.fuse = 3.2; }
|
||||
}
|
||||
|
||||
export class Skeleton extends Entity {
|
||||
constructor(x, y) { super(x, y, 34, 50); this.kind = 'skeleton'; this.hp = 4; this.speed = 70 + Math.random() * 30; this.shootCooldown = 0; }
|
||||
}
|
||||
|
||||
export class Scorpion extends Entity {
|
||||
constructor(x, y) { super(x, y, 26, 26); this.kind = 'scorpion'; this.hp = 3; this.speed = 90; this.fuse = 0; this.shootCooldown = 0; }
|
||||
}
|
||||
|
||||
export class PolarBear extends Entity {
|
||||
constructor(x, y) { super(x, y, 40, 34); this.kind = 'polar_bear'; this.hp = 8; this.speed = 50; this.fuse = 0; this.shootCooldown = 2; }
|
||||
}
|
||||
|
||||
export class Slime extends Entity {
|
||||
constructor(x, y) { super(x, y, 24, 24); this.kind = 'slime'; this.hp = 2; this.speed = 30; this.fuse = 0; this.shootCooldown = 2; }
|
||||
}
|
||||
|
||||
export class Eagle extends Entity {
|
||||
constructor(x, y) { super(x, y, 30, 22); this.kind = 'eagle'; this.hp = 3; this.speed = 120; this.fuse = 0; this.shootCooldown = 0; }
|
||||
}
|
||||
|
|
@ -0,0 +1,40 @@
|
|||
import { TILE } from '../core/constants.js';
|
||||
import { state } from '../core/state.js';
|
||||
|
||||
// Функция для расчёта урона с учётом брони
|
||||
function calculateDamage(baseDamage) {
|
||||
const reduction = state.player.armor;
|
||||
const actualDamage = baseDamage * (1 - reduction);
|
||||
return actualDamage;
|
||||
}
|
||||
|
||||
// Инициализация игрока
|
||||
function initPlayer() {
|
||||
state.player = {
|
||||
x: 6 * TILE,
|
||||
y: 0 * TILE,
|
||||
w: 34,
|
||||
h: 34,
|
||||
vx: 0,
|
||||
vy: 0,
|
||||
grounded: false,
|
||||
inWater: false,
|
||||
headInWater: false,
|
||||
hp: 100,
|
||||
hunger: 100,
|
||||
o2: 100,
|
||||
invuln: 0,
|
||||
fallStartY: 0,
|
||||
lastStepTime: 0,
|
||||
sleeping: false,
|
||||
inBoat: false,
|
||||
armor: 0,
|
||||
equippedArmor: null,
|
||||
temperature: 15,
|
||||
slowTimer: 0
|
||||
};
|
||||
|
||||
state.spawnPoint = { x: 6 * TILE, y: 0 * TILE };
|
||||
}
|
||||
|
||||
export { calculateDamage, initPlayer };
|
||||
|
|
@ -0,0 +1,548 @@
|
|||
// ==================== ГЛАВНЫЙ ИГРОВОЙ ЦИКЛ ====================
|
||||
import { state } from '../core/state.js';
|
||||
import { BLOCKS } from '../data/blocks.js';
|
||||
import { playSound } from '../audio/sound-engine.js';
|
||||
import { getBlock } from '../world/world-storage.js';
|
||||
import { updateWaterPhysics } from '../world/water.js';
|
||||
import { updateWaterFlag } from '../physics/water-detect.js';
|
||||
import { resolveY, resolveX } from '../physics/collision.js';
|
||||
import { calculateDamage } from '../entities/player.js';
|
||||
import { isNight } from '../entities/mob-ai.js';
|
||||
import { tickFurnaces } from '../ui/furnace.js';
|
||||
import { renderFurnaceUI } from '../ui/furnace.js';
|
||||
import { updateWeather, updateRain, drawWeather, skyColor } from '../world/weather.js';
|
||||
import { ensureGenAroundCamera, surfaceGyAt, genColumn, getCachedBiome, getBiome } from '../world/generation.js';
|
||||
import { Zombie, Creeper, Skeleton, Pig, Chicken, Scorpion, PolarBear, Slime, Eagle } from '../entities/mobs.js';
|
||||
import { mobAI } from '../entities/mob-ai.js';
|
||||
import { explodeAt } from '../world/tnt.js';
|
||||
import { sendPlayerPosition } from '../multiplayer/socket-helpers.js';
|
||||
import { renderMinimap } from '../ui/minimap.js';
|
||||
import { rebuildHotbar } from '../ui/hotbar.js';
|
||||
import { mode } from '../game/modes.js';
|
||||
import { mouse } from '../input/mouse-handler.js';
|
||||
import { drawFire } from '../render/draw-fire.js';
|
||||
import { itemTex } from '../render/textures.js';
|
||||
import { renderFrame3D } from '../render/render3d.js';
|
||||
|
||||
// ==================== LOOP ====================
|
||||
let last = performance.now();
|
||||
let prevJump = false;
|
||||
// При возврате на вкладку — сбрасываем last чтобы не было скачка dt
|
||||
document.addEventListener('visibilitychange', () => {
|
||||
if (!document.hidden) last = performance.now();
|
||||
});
|
||||
|
||||
|
||||
|
||||
export function loop(now) {
|
||||
const rawDt = Math.min(0.05, (now - last) / 1000);
|
||||
last = now;
|
||||
// Sub-stepping: разбиваем физику на шаги ≤16ms чтобы не проваливаться сквозь блоки
|
||||
const PHYSICS_STEP = 0.016;
|
||||
const steps = Math.max(1, Math.ceil(rawDt / PHYSICS_STEP));
|
||||
const dt = rawDt / steps;
|
||||
|
||||
const player = state.player;
|
||||
const inv = state.inv;
|
||||
const inp = state.inp;
|
||||
const clouds = state.clouds;
|
||||
const mobs = state.mobs;
|
||||
const projectiles = state.projectiles;
|
||||
const parts = state.parts;
|
||||
const boat = state.boat;
|
||||
|
||||
const jumpPressed = inp.j && !prevJump;
|
||||
prevJump = inp.j;
|
||||
|
||||
// Ускорение времени во время сна или замороженный цикл
|
||||
if (!state.dayNightCycle) {
|
||||
// Цикл день/ночь выключен — время стоит
|
||||
} else if (player.sleeping && isNight()) {
|
||||
state.worldTime += dt * 8 / state.DAY_LEN;
|
||||
player.hp = Math.min(100, player.hp + dt * 20);
|
||||
if (!isNight()) {
|
||||
player.sleeping = false;
|
||||
}
|
||||
} else {
|
||||
state.worldTime += dt / state.DAY_LEN;
|
||||
}
|
||||
if (state.worldTime >= 1) state.worldTime -= 1;
|
||||
|
||||
// камера следует за игроком по X/Y
|
||||
state.camX = Math.floor((player.x + player.w / 2) - state.W / 2);
|
||||
state.camY = Math.floor((player.y + player.h / 2) - state.H / 2);
|
||||
|
||||
ensureGenAroundCamera();
|
||||
|
||||
// clouds parallax
|
||||
for (const c of clouds) {
|
||||
c.x -= c.s * dt;
|
||||
if (c.x + c.w < state.camX - 400) c.x = state.camX + state.W + Math.random() * 700;
|
||||
}
|
||||
|
||||
// player
|
||||
updateWaterFlag(player);
|
||||
|
||||
// кислород/утопление
|
||||
if (player.headInWater) {
|
||||
player.o2 = Math.max(0, player.o2 - 6 * dt);
|
||||
if (player.o2 === 0) {
|
||||
const damage = calculateDamage(4 * dt);
|
||||
player.hp -= damage;
|
||||
}
|
||||
} else {
|
||||
player.o2 = Math.min(100, player.o2 + 10 * dt);
|
||||
}
|
||||
|
||||
// голод убывает
|
||||
player.hunger = Math.max(0, player.hunger - dt * 0.2);
|
||||
|
||||
// ========== TEMPERATURE ==========
|
||||
if (player.temperature === undefined) player.temperature = 15;
|
||||
const BIOME_TEMP = { snow: -20, plains: 15, swamp: 20, desert: 45, mountains: 5 };
|
||||
const COLD_THRESHOLD = -5;
|
||||
const HEAT_THRESHOLD = 35;
|
||||
const HEAT_RADIUS = 5;
|
||||
const pGX = Math.floor(player.x / state.TILE);
|
||||
const biome = getCachedBiome(pGX);
|
||||
const pGY = Math.floor(player.y / state.TILE);
|
||||
const sGY = surfaceGyAt(pGX);
|
||||
const isUndergroundTemp = (pGY - sGY) > 2;
|
||||
let targetTemp = BIOME_TEMP[biome] || 15;
|
||||
if (isUndergroundTemp) targetTemp = 15;
|
||||
if (isNight() && !isUndergroundTemp) targetTemp -= 10;
|
||||
if ((state.weatherType === 'rain' || state.weatherType === 'storm') && !isUndergroundTemp) targetTemp -= 5;
|
||||
player.temperature += (targetTemp - player.temperature) * dt * 0.3;
|
||||
let nearHeat = false, nearCool = false;
|
||||
for (let dx = -HEAT_RADIUS; dx <= HEAT_RADIUS; dx++) {
|
||||
for (let dy = -HEAT_RADIUS; dy <= HEAT_RADIUS; dy++) {
|
||||
const b = getBlock(pGX + dx, pGY + dy);
|
||||
if (!b || b.dead) continue;
|
||||
if (b.t === 'campfire' || b.t === 'torch') nearHeat = true;
|
||||
if (b.t === 'water' && biome === 'desert') nearCool = true;
|
||||
}
|
||||
}
|
||||
if (nearHeat) {
|
||||
player.temperature += (30 - player.temperature) * dt * 2;
|
||||
if (player.hp < 100) player.hp = Math.min(100, player.hp + 8 * dt);
|
||||
}
|
||||
if (nearCool) {
|
||||
player.temperature += (15 - player.temperature) * dt * 1.5;
|
||||
if (player.hp < 100 && player.temperature > HEAT_THRESHOLD) player.hp = Math.min(100, player.hp + 8 * dt);
|
||||
}
|
||||
if (isUndergroundTemp && !nearHeat) {
|
||||
if (player.hp < 100 && player.temperature >= COLD_THRESHOLD && player.temperature <= HEAT_THRESHOLD) {
|
||||
player.hp = Math.min(100, player.hp + 2 * dt);
|
||||
}
|
||||
}
|
||||
const aboveBlk = getBlock(pGX, pGY - 1);
|
||||
const inShade = aboveBlk && BLOCKS[aboveBlk.t] && BLOCKS[aboveBlk.t].solid && aboveBlk.t !== 'glass';
|
||||
if (inShade && !isUndergroundTemp && !nearCool) {
|
||||
player.temperature -= 5 * dt;
|
||||
if (player.temperature > HEAT_THRESHOLD - 2 && player.hp < 100) player.hp = Math.min(100, player.hp + 1 * dt);
|
||||
}
|
||||
if (player.temperature < COLD_THRESHOLD && !isUndergroundTemp) {
|
||||
const severity = Math.abs(player.temperature - COLD_THRESHOLD) / 15;
|
||||
player.hp -= 1 * severity * dt;
|
||||
if (severity > 0.5) player.vx *= (1 - 0.3 * Math.min(1, severity) * dt);
|
||||
}
|
||||
if (player.temperature > HEAT_THRESHOLD && !isUndergroundTemp) {
|
||||
const severity = (player.temperature - HEAT_THRESHOLD) / 15;
|
||||
player.hp -= 1 * severity * dt;
|
||||
if (severity > 0.5) player.hunger -= 0.5 * severity * dt;
|
||||
}
|
||||
if (player.slowTimer > 0) player.slowTimer -= dt;
|
||||
|
||||
// Кактус — урон при касании
|
||||
const pCGX = Math.floor((player.x + player.w / 2) / state.TILE);
|
||||
const pCGY = Math.floor((player.y + player.h / 2) / state.TILE);
|
||||
for (let cdx = -1; cdx <= 1; cdx++) {
|
||||
for (let cdy = -1; cdy <= 1; cdy++) {
|
||||
const cb = getBlock(pCGX + cdx, pCGY + cdy);
|
||||
if (cb && !cb.dead && BLOCKS[cb.t] && BLOCKS[cb.t].hurt) {
|
||||
if (player.invuln <= 0) {
|
||||
player.hp -= 2;
|
||||
player.invuln = 0.5;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Лёд — скольжение
|
||||
const iceBlock = getBlock(pCGX, pCGY + 1);
|
||||
if (iceBlock && BLOCKS[iceBlock.t] && BLOCKS[iceBlock.t].slip && player.grounded) {
|
||||
player.vx *= 0.98;
|
||||
}
|
||||
|
||||
// Игрок не может двигаться во время сна
|
||||
if (player.sleeping) {
|
||||
player.vx = 0;
|
||||
player.vy = 0;
|
||||
} else {
|
||||
const dir = (inp.r ? 1 : 0) - (inp.l ? 1 : 0);
|
||||
if (dir) player.vx = dir * state.MOVE;
|
||||
else player.vx *= 0.82;
|
||||
}
|
||||
|
||||
// Звук шагов при движении по земле
|
||||
if (player.grounded && !player.inWater && Math.abs(player.vx) > 50) {
|
||||
const stepInterval = 0.35;
|
||||
if (now / 1000 - player.lastStepTime > stepInterval) {
|
||||
playSound('step');
|
||||
player.lastStepTime = now / 1000;
|
||||
}
|
||||
}
|
||||
|
||||
// прыжок/плавание
|
||||
if (player.inBoat) {
|
||||
const dir = (inp.r ? 1 : 0) - (inp.l ? 1 : 0);
|
||||
if (dir) boat.vx = dir * state.MOVE;
|
||||
else boat.vx *= 0.95;
|
||||
boat.vy = 0;
|
||||
player.x = boat.x + 2;
|
||||
player.y = boat.y - 4;
|
||||
player.vx = boat.vx;
|
||||
player.vy = boat.vy;
|
||||
player.grounded = true;
|
||||
player.inWater = false;
|
||||
|
||||
if (jumpPressed) {
|
||||
inv.boat = (inv.boat || 0) + 1;
|
||||
player.inBoat = false;
|
||||
boat.active = false;
|
||||
player.y += state.TILE;
|
||||
player.vy = -state.JUMP * 0.5;
|
||||
playSound('splash');
|
||||
}
|
||||
|
||||
} else if (player.inWater) {
|
||||
player.vx *= 0.90;
|
||||
player.vy *= 0.92;
|
||||
|
||||
if (!jumpPressed && !inp.j) {
|
||||
player.vy += state.GRAV_WATER * dt;
|
||||
} else {
|
||||
if (jumpPressed) {
|
||||
player.vy = Math.min(player.vy, -520);
|
||||
} else if (inp.j) {
|
||||
player.vy = Math.min(player.vy, -260);
|
||||
}
|
||||
}
|
||||
|
||||
} else {
|
||||
if (jumpPressed && player.grounded && !player.sleeping) {
|
||||
player.vy = -state.JUMP;
|
||||
player.grounded = false;
|
||||
player.fallStartY = player.y;
|
||||
}
|
||||
}
|
||||
|
||||
// Гравитация
|
||||
if (!player.inWater && !player.inBoat) {
|
||||
player.vy += state.GRAV * dt;
|
||||
}
|
||||
|
||||
// Обновляем позицию лодки
|
||||
if (boat.active) {
|
||||
boat.x += boat.vx * dt;
|
||||
boat.y += boat.vy * dt;
|
||||
|
||||
const boatGX = Math.floor(boat.x / state.TILE);
|
||||
const boatGY = Math.floor(boat.y / state.TILE);
|
||||
const below = getBlock(boatGX, boatGY + 1);
|
||||
|
||||
if (!below || below.t !== 'water') {
|
||||
inv.boat = (inv.boat || 0) + 1;
|
||||
player.inBoat = false;
|
||||
boat.active = false;
|
||||
player.y += state.TILE;
|
||||
player.vy = -200;
|
||||
playSound('splash');
|
||||
}
|
||||
}
|
||||
|
||||
if (player.inBoat && !boat.active) {
|
||||
inv.boat = (inv.boat || 0) + 1;
|
||||
player.inBoat = false;
|
||||
player.y += state.TILE;
|
||||
player.vy = -200;
|
||||
playSound('splash');
|
||||
}
|
||||
|
||||
// Sub-stepped physics
|
||||
for (let step = 0; step < steps; step++) {
|
||||
player.y += player.vy * dt;
|
||||
resolveY(player);
|
||||
player.x += player.vx * dt;
|
||||
resolveX(player);
|
||||
}
|
||||
|
||||
sendPlayerPosition();
|
||||
|
||||
updateWaterPhysics(dt);
|
||||
|
||||
updateWeather(dt);
|
||||
updateRain(dt);
|
||||
|
||||
player.invuln = Math.max(0, player.invuln - dt);
|
||||
|
||||
// Voice position update
|
||||
state.voicePosT += dt;
|
||||
if (state.voicePosT > 0.5 && state.voiceSocket && state.voiceSocket.connected) {
|
||||
state.voicePosT = 0;
|
||||
state.voiceSocket.emit('voice_pos', { x: player.x, y: player.y });
|
||||
}
|
||||
|
||||
// Furnace tick
|
||||
tickFurnaces(dt);
|
||||
|
||||
if (state.currentFurnaceKey && Math.random() < 0.1) {
|
||||
renderFurnaceUI();
|
||||
}
|
||||
|
||||
// Projectile tick
|
||||
for (let i = projectiles.length - 1; i >= 0; i--) {
|
||||
const p = projectiles[i];
|
||||
p.x += p.vx * dt;
|
||||
p.y += p.vy * dt;
|
||||
p.vy += 400 * dt;
|
||||
p.life -= dt;
|
||||
|
||||
const gx = Math.floor(p.x / state.TILE);
|
||||
const gy = Math.floor(p.y / state.TILE);
|
||||
const blk = getBlock(gx, gy);
|
||||
if (blk && !blk.dead && BLOCKS[blk.t] && BLOCKS[blk.t].solid) {
|
||||
if (p.owner === 'player' && Math.random() < 0.5) inv.arrow++;
|
||||
projectiles.splice(i, 1);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (p.owner === 'mob') {
|
||||
if (p.x > player.x && p.x < player.x + player.w && p.y > player.y && p.y < player.y + player.h) {
|
||||
if (player.invuln <= 0) {
|
||||
player.hp -= calculateDamage(p.dmg);
|
||||
player.invuln = 0.4;
|
||||
player.vx += p.vx * 0.3;
|
||||
player.vy -= 150;
|
||||
playSound('hit1');
|
||||
}
|
||||
projectiles.splice(i, 1);
|
||||
continue;
|
||||
}
|
||||
} else {
|
||||
let hitMob = false;
|
||||
if (state.isMultiplayer) {
|
||||
for (const [id, sm] of state.serverMobs) {
|
||||
if (sm.dead) continue;
|
||||
if (p.x > sm.x && p.x < sm.x + sm.w && p.y > sm.y && p.y < sm.y + sm.h) {
|
||||
state.socket.emit('mob_arrow_hit', { id: sm.id, dmg: p.dmg, vx: p.vx });
|
||||
projectiles.splice(i, 1);
|
||||
hitMob = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!hitMob) {
|
||||
for (let j = mobs.length - 1; j >= 0; j--) {
|
||||
const m = mobs[j];
|
||||
if (p.x > m.x && p.x < m.x + m.w && p.y > m.y && p.y < m.y + m.h) {
|
||||
m.hp -= p.dmg;
|
||||
m.vx += p.vx * 0.2;
|
||||
m.vy -= 200;
|
||||
if (m.hp <= 0) {
|
||||
inv.meat += (m.kind === 'chicken' ? 1 : 2);
|
||||
if (m.kind === 'skeleton') {
|
||||
inv.arrow += 2 + Math.floor(Math.random() * 3);
|
||||
if (Math.random() < 0.15) inv.bow = (inv.bow || 0) + 1;
|
||||
}
|
||||
mobs.splice(j, 1);
|
||||
rebuildHotbar();
|
||||
}
|
||||
projectiles.splice(i, 1);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (p.life <= 0) projectiles.splice(i, 1);
|
||||
}
|
||||
|
||||
// TNT tick
|
||||
for (const key of Array.from(state.activeTNT)) {
|
||||
const b = state.grid.get(key);
|
||||
if (!b || b.dead) { state.activeTNT.delete(key); continue; }
|
||||
b.fuse -= dt;
|
||||
if (b.fuse <= 0) {
|
||||
explodeAt(b.gx, b.gy);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// ====== CROP GROWTH ======
|
||||
for (const [key, blk] of state.grid) {
|
||||
if (blk.dead) continue;
|
||||
const bDef = BLOCKS[blk.t];
|
||||
if (bDef.growthStage === undefined) continue;
|
||||
if (bDef.harvestable) continue; // stage 3 = fully grown
|
||||
if (!blk.growthTimer && blk.growthTimer !== 0) blk.growthTimer = 0;
|
||||
blk.growthTimer += dt;
|
||||
// Growth time from block def (default 30s per stage)
|
||||
const growTime = bDef.growthTime || 30;
|
||||
if (blk.growthTimer >= growTime) {
|
||||
blk.growthTimer = 0;
|
||||
const nextStage = bDef.growsTo;
|
||||
if (nextStage) {
|
||||
blk.t = nextStage;
|
||||
// Update texture reference
|
||||
if (tex[nextStage]) {
|
||||
// Block type changed — will render new texture next frame
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// mobs spawn — only in singleplayer
|
||||
state.spawnT += dt;
|
||||
if (!state.isMultiplayer && state.spawnT > 1.8 && mobs.length < 30) {
|
||||
state.spawnT = 0;
|
||||
|
||||
const spawnLeft = Math.random() < 0.5;
|
||||
const gx = spawnLeft
|
||||
? Math.floor((state.camX - 200) / state.TILE)
|
||||
: Math.floor((state.camX + state.W + 200) / state.TILE);
|
||||
|
||||
genColumn(gx);
|
||||
const sgy = surfaceGyAt(gx);
|
||||
const wx = gx * state.TILE + 4;
|
||||
const wy = (sgy - 2) * state.TILE;
|
||||
|
||||
const top = getBlock(gx, sgy);
|
||||
if (top && top.t === 'water') {
|
||||
// skip
|
||||
} else {
|
||||
const night = isNight();
|
||||
const spawnBiome = getCachedBiome(gx);
|
||||
if (night) {
|
||||
const hostileCount = mobs.filter(m => m.kind === 'zombie' || m.kind === 'creeper' || m.kind === 'skeleton' || m.kind === 'scorpion' || m.kind === 'slime').length;
|
||||
if (hostileCount < 12) {
|
||||
const rand = Math.random();
|
||||
if (spawnBiome === 'desert' && rand < 0.6) {
|
||||
mobs.push(new Scorpion(wx, wy));
|
||||
} else if (spawnBiome === 'swamp' && rand < 0.5) {
|
||||
mobs.push(new Slime(wx, wy));
|
||||
} else if (rand < 0.35) {
|
||||
mobs.push(new Zombie(wx, wy));
|
||||
} else if (rand < 0.55) {
|
||||
mobs.push(new Creeper(wx, wy));
|
||||
} else {
|
||||
mobs.push(new Skeleton(wx, wy));
|
||||
}
|
||||
}
|
||||
}
|
||||
// Daytime biome mobs
|
||||
const animalCount = mobs.filter(m => m.kind === 'pig' || m.kind === 'chicken' || m.kind === 'polar_bear' || m.kind === 'eagle').length;
|
||||
if (animalCount < 8) {
|
||||
if (spawnBiome === 'tundra' && Math.random() < 0.6) {
|
||||
mobs.push(new PolarBear(wx, wy));
|
||||
} else if (spawnBiome === 'mountains' && Math.random() < 0.4) {
|
||||
mobs.push(new Eagle(wx, wy));
|
||||
} else {
|
||||
mobs.push(Math.random() < 0.5 ? new Pig(wx, wy) : new Chicken(wx, wy));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// mobs update — только локальные
|
||||
if (!state.isMultiplayer) {
|
||||
for (let i = mobs.length - 1; i >= 0; i--) {
|
||||
const m = mobs[i];
|
||||
mobAI(m, dt);
|
||||
if (m.hp <= 0) mobs.splice(i, 1);
|
||||
}
|
||||
}
|
||||
|
||||
// particles
|
||||
for (let i = parts.length - 1; i >= 0; i--) {
|
||||
const p = parts[i];
|
||||
p.t -= dt;
|
||||
p.x += p.vx * dt;
|
||||
p.y += p.vy * dt;
|
||||
p.vy += state.GRAV * dt;
|
||||
if (p.t <= 0) parts.splice(i, 1);
|
||||
}
|
||||
|
||||
// death
|
||||
if (player.hp <= 0) {
|
||||
state.deathEl.style.display = 'flex';
|
||||
} else if (state.deathEl.style.display === 'flex') {
|
||||
state.deathEl.style.display = 'none';
|
||||
}
|
||||
|
||||
// ==================== RENDER 3D ====================
|
||||
const TILE = state.TILE;
|
||||
const night = isNight();
|
||||
|
||||
renderFrame3D(now);
|
||||
|
||||
// Стрелы скелета (урон — логика из оригинального рендера, без 2D-отрисовки)
|
||||
for (const m of mobs) {
|
||||
if (m.kind === 'skeleton' && m.shootCooldown > 0.5) {
|
||||
const arrowX = m.x + m.w / 2;
|
||||
const arrowY = m.y + 15;
|
||||
const targetX = player.x + player.w / 2;
|
||||
const targetY = player.y + player.h / 2;
|
||||
const angle = Math.atan2(targetY - arrowY, targetX - arrowX);
|
||||
const dx = targetX - arrowX;
|
||||
const dy = targetY - arrowY;
|
||||
const dist = Math.hypot(dx, dy);
|
||||
|
||||
if (dist < 150 && player.invuln <= 0) {
|
||||
player.hp -= 8;
|
||||
player.invuln = 0.5;
|
||||
player.vx += Math.cos(angle) * 300;
|
||||
player.vy -= 200;
|
||||
playSound('hit1');
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// HUD — те же DOM-обновления
|
||||
if (Math.random() < 0.25) {
|
||||
state.hpEl.textContent = Math.max(0, Math.ceil(player.hp));
|
||||
state.foodEl.textContent = Math.ceil(player.hunger);
|
||||
document.getElementById('o2').textContent = Math.ceil(player.o2);
|
||||
// Temperature display
|
||||
const tempEl = document.getElementById('temp');
|
||||
if (tempEl) {
|
||||
const t = Math.round(player.temperature);
|
||||
tempEl.textContent = t + '°C';
|
||||
if (player.temperature < COLD_THRESHOLD) tempEl.style.color = '#74b9ff';
|
||||
else if (player.temperature > HEAT_THRESHOLD) tempEl.style.color = '#e17055';
|
||||
else tempEl.style.color = '#55efc4';
|
||||
}
|
||||
state.sxEl.textContent = Math.floor(player.x / TILE);
|
||||
state.syEl.textContent = Math.floor(player.y / TILE);
|
||||
state.todEl.textContent = night ? 'Ночь' : 'День';
|
||||
state.worldIdEl.textContent = state.worldId;
|
||||
if (state.isMultiplayer) {
|
||||
document.getElementById('multiplayerStatus').style.display = 'flex';
|
||||
state.playerCountEl.textContent = state.otherPlayers.size + 1;
|
||||
} else {
|
||||
document.getElementById('multiplayerStatus').style.display = 'none';
|
||||
}
|
||||
}
|
||||
|
||||
// Индикатор сна — DOM-оверлей вместо заливки canvas
|
||||
const sleepOv = document.getElementById('sleepOverlay');
|
||||
if (sleepOv) sleepOv.style.display = player.sleeping ? 'flex' : 'none';
|
||||
|
||||
// Миникарта
|
||||
if (state.minimapOpen && Math.random() < 0.25) {
|
||||
renderMinimap();
|
||||
}
|
||||
|
||||
|
||||
requestAnimationFrame(loop);
|
||||
}
|
||||
|
|
@ -0,0 +1,20 @@
|
|||
// ==================== РЕЖИМЫ ====================
|
||||
import { state } from '../core/state.js';
|
||||
import { playSound } from '../audio/sound-engine.js';
|
||||
|
||||
const MODES = [{ id: 'mine', icon: '⛏️' }, { id: 'build', icon: '🧱' }];
|
||||
|
||||
export { MODES };
|
||||
|
||||
export function mode() {
|
||||
return MODES[state.modeIdx].id;
|
||||
}
|
||||
|
||||
export function initModes() {
|
||||
const modeBtn = document.getElementById('modeBtn');
|
||||
modeBtn.onclick = () => {
|
||||
playSound('click'); // Звук клика по кнопке режима
|
||||
state.modeIdx = (state.modeIdx + 1) % MODES.length;
|
||||
modeBtn.textContent = MODES[state.modeIdx].icon;
|
||||
};
|
||||
}
|
||||
|
|
@ -0,0 +1,197 @@
|
|||
// ==================== СИСТЕМА СОХРАНЕНИЯ ИГРЫ ====================
|
||||
import { state } from '../core/state.js';
|
||||
import { getBlock, setBlock, removeBlock } from '../world/world-storage.js';
|
||||
import { regenerateVisibleChunks } from '../world/generation.js';
|
||||
import { rebuildHotbar } from '../ui/hotbar.js';
|
||||
import { renderInventory } from '../ui/inventory.js';
|
||||
|
||||
const SAVE_STORAGE_KEY = state.SAVE_KEY;
|
||||
let db = null; // Оставляем для совместимости, но не используем
|
||||
|
||||
// Инициализация (localStorage + in-memory fallback)
|
||||
export function initDB() {
|
||||
return new Promise((resolve) => {
|
||||
console.log('Используем localStorage для сохранений (sandbox режим)');
|
||||
resolve(null);
|
||||
});
|
||||
}
|
||||
|
||||
export function saveGame() {
|
||||
const saveData = {
|
||||
version: 2,
|
||||
worldSeed: state.worldSeed,
|
||||
player: {
|
||||
x: state.player.x,
|
||||
y: state.player.y,
|
||||
hp: state.player.hp,
|
||||
hunger: state.player.hunger,
|
||||
o2: state.player.o2
|
||||
},
|
||||
inventory: state.inv,
|
||||
time: state.worldTime,
|
||||
isNight: state.isNightTime,
|
||||
dayNightCycle: state.dayNightCycle,
|
||||
// Сохраняем только изменения
|
||||
placedBlocks: state.placedBlocks.slice(),
|
||||
removedBlocks: state.removedBlocks.slice()
|
||||
};
|
||||
|
||||
const saveSize = JSON.stringify(saveData).length;
|
||||
console.log('Сохранение: player HP:', state.player.hp, 'hunger:', state.player.hunger, 'o2:', state.player.o2);
|
||||
|
||||
// Пробуем сохранить в localStorage (основной метод для персистентности)
|
||||
try {
|
||||
localStorage.setItem(SAVE_STORAGE_KEY, JSON.stringify(saveData));
|
||||
console.log(`Игра сохранена в localStorage (размер: ${saveSize} байт)`);
|
||||
} catch (e) {
|
||||
console.warn('Ошибка сохранения в localStorage, используем только in-memory:', e);
|
||||
|
||||
// Если localStorage недоступен, используем in-memory fallback
|
||||
state.inMemorySave = saveData;
|
||||
console.log(`Игра сохранена в памяти (размер: ${saveSize} байт)`);
|
||||
}
|
||||
}
|
||||
|
||||
export function loadGame() {
|
||||
return new Promise((resolve, reject) => {
|
||||
// Пробуем localStorage
|
||||
try {
|
||||
const localSave = localStorage.getItem(SAVE_STORAGE_KEY);
|
||||
if (localSave) {
|
||||
const parsed = JSON.parse(localSave);
|
||||
console.log('Загружено из localStorage, player HP:', parsed.player?.hp);
|
||||
resolve(parsed);
|
||||
return;
|
||||
}
|
||||
} catch (e) {
|
||||
console.warn('Ошибка доступа к localStorage:', e);
|
||||
}
|
||||
|
||||
// Если localStorage недоступен, используем in-memory сохранение
|
||||
if (state.inMemorySave) {
|
||||
console.log('Загружено из in-memory сохранения, player HP:', state.inMemorySave.player?.hp);
|
||||
resolve(state.inMemorySave);
|
||||
return;
|
||||
}
|
||||
|
||||
console.log('Сохранение не найдено');
|
||||
resolve(null);
|
||||
});
|
||||
}
|
||||
|
||||
// Миграция с версии 1 на версию 2
|
||||
export function migrateV1toV2(saveData) {
|
||||
console.log('Миграция сохранения с версии 1 на версию 2...');
|
||||
|
||||
// Сохраняем seed из текущей игры (так как v1 его не хранил)
|
||||
saveData.worldSeed = state.worldSeed;
|
||||
|
||||
// Инициализируем массивы изменений
|
||||
saveData.placedBlocks = [];
|
||||
saveData.removedBlocks = [];
|
||||
|
||||
// Для v1 нам нужно сравнить сгенерированные блоки с тем, что должно быть по seed
|
||||
// Это сложно сделать без полной перегенерации, поэтому для v1 сохраняем только seed
|
||||
// и при загрузке просто перегенерируем мир
|
||||
|
||||
// Удаляем старые данные
|
||||
delete saveData.generatedBlocks;
|
||||
|
||||
saveData.version = 2;
|
||||
console.log('Миграция завершена');
|
||||
}
|
||||
|
||||
export async function applySave(saveData) {
|
||||
if (!saveData) return;
|
||||
|
||||
console.log('=== applySave START ===');
|
||||
console.log('player HP before applySave:', state.player.hp);
|
||||
console.log('saveData.player.hp:', saveData.player?.hp);
|
||||
|
||||
// Миграция версий
|
||||
if (saveData.version === 1) {
|
||||
migrateV1toV2(saveData);
|
||||
}
|
||||
|
||||
// Восстанавливаем seed
|
||||
if (saveData.worldSeed !== undefined) {
|
||||
state.worldSeed = saveData.worldSeed;
|
||||
}
|
||||
|
||||
// Восстанавливаем игрока
|
||||
if (saveData.player) {
|
||||
state.player.x = saveData.player.x;
|
||||
state.player.y = saveData.player.y;
|
||||
state.player.hunger = saveData.player.hunger;
|
||||
state.player.o2 = saveData.player.o2;
|
||||
|
||||
// Обновляем spawnPoint на позицию из сохранения
|
||||
state.spawnPoint.x = state.player.x;
|
||||
state.spawnPoint.y = state.player.y;
|
||||
|
||||
// Проверяем HP из сохранения - если <= 0, устанавливаем 100
|
||||
const savedHP = saveData.player.hp;
|
||||
console.log('Saved HP from file:', savedHP);
|
||||
if (savedHP <= 0) {
|
||||
console.log('WARNING: Saved HP is <= 0, setting to 100!');
|
||||
state.player.hp = 100;
|
||||
} else {
|
||||
state.player.hp = savedHP;
|
||||
}
|
||||
console.log('player HP after restore:', state.player.hp);
|
||||
console.log('spawnPoint обновлён из сохранения: x=', state.spawnPoint.x, 'y=', state.spawnPoint.y);
|
||||
} else {
|
||||
console.log('No player data in save, setting default HP: 100');
|
||||
state.player.hp = 100;
|
||||
}
|
||||
|
||||
console.log('=== applySave END ===');
|
||||
|
||||
// Восстанавливаем инвентарь
|
||||
if (saveData.inventory) {
|
||||
for (const key in saveData.inventory) {
|
||||
state.inv[key] = saveData.inventory[key];
|
||||
}
|
||||
}
|
||||
|
||||
// Восстанавливаем время
|
||||
if (saveData.time !== undefined) {
|
||||
state.worldTime = saveData.time;
|
||||
}
|
||||
|
||||
// Восстанавливаем день/ночь
|
||||
if (saveData.isNight !== undefined) {
|
||||
state.isNightTime = saveData.isNight;
|
||||
}
|
||||
if (saveData.dayNightCycle !== undefined) {
|
||||
state.dayNightCycle = saveData.dayNightCycle;
|
||||
}
|
||||
|
||||
// Перегенерируем мир по seed
|
||||
regenerateVisibleChunks();
|
||||
|
||||
// Применяем изменения (только для v2)
|
||||
if (saveData.version === 2) {
|
||||
// Применяем блоки, установленные игроком
|
||||
for (const block of saveData.placedBlocks) {
|
||||
setBlock(block.gx, block.gy, block.t, true);
|
||||
}
|
||||
|
||||
// Применяем удалённые блоки
|
||||
for (const block of saveData.removedBlocks) {
|
||||
removeBlock(block.gx, block.gy);
|
||||
}
|
||||
|
||||
// Восстанавливаем массивы изменений
|
||||
state.placedBlocks = saveData.placedBlocks || [];
|
||||
state.removedBlocks = saveData.removedBlocks || [];
|
||||
}
|
||||
|
||||
// Fill recentItems from inventory if empty (hotbar won.t render otherwise)
|
||||
if (state.recentItems.length === 0) {
|
||||
state.recentItems = Object.keys(state.inv).filter(id => state.inv[id] > 0).slice(0, 5);
|
||||
}
|
||||
rebuildHotbar();
|
||||
renderInventory();
|
||||
console.log('Игра загружена');
|
||||
}
|
||||
|
|
@ -0,0 +1,420 @@
|
|||
// ==================== ВЗАИМОДЕЙСТВИЕ МЫШЬ/ТАП ====================
|
||||
import { state } from '../core/state.js';
|
||||
import { BLOCKS } from '../data/blocks.js';
|
||||
import { ITEMS } from '../data/items.js';
|
||||
import { TOOLS } from '../data/tools.js';
|
||||
import { getBestTool, useTool, toolTierLessThan, getMiningSpeed } from '../data/tools.js';
|
||||
import { getBlock, setBlock, removeBlock } from '../world/world-storage.js';
|
||||
import { playSound } from '../audio/sound-engine.js';
|
||||
import { rebuildHotbar, addToRecentItems } from '../ui/hotbar.js';
|
||||
import { mode } from '../game/modes.js';
|
||||
import { openFurnaceUI } from '../ui/furnace.js';
|
||||
import { saveGame } from '../game/save.js';
|
||||
import { activateTNT } from '../world/tnt.js';
|
||||
import { sendBlockChange } from '../multiplayer/socket-helpers.js';
|
||||
import { isNight } from '../entities/mob-ai.js';
|
||||
|
||||
// Crop stage to seed/harvest mapping
|
||||
const CROP_SEED_MAP = {
|
||||
wheat_stage0: 'wheat_seeds', wheat_stage1: 'wheat_seeds', wheat_stage2: 'wheat_seeds', wheat_stage3: 'wheat_seeds',
|
||||
carrot_stage0: 'carrot', carrot_stage1: 'carrot', carrot_stage2: 'carrot', carrot_stage3: 'carrot',
|
||||
potato_stage0: 'potato', potato_stage1: 'potato', potato_stage2: 'potato', potato_stage3: 'potato'
|
||||
};
|
||||
const CROP_HARVEST_MAP = { wheat_stage3: 'wheat', carrot_stage3: 'carrot', potato_stage3: 'potato' };
|
||||
|
||||
// Helper: handle block drops including farming items
|
||||
function handleBlockDrop(removed, inv) {
|
||||
// Grass drops wheat_seeds (50%)
|
||||
if (removed.t === 'grass') {
|
||||
if (Math.random() < 0.5) inv.wheat_seeds = (inv.wheat_seeds || 0) + 1;
|
||||
return;
|
||||
}
|
||||
// Crop drops: seeds for stages 0-2, harvest+seed for stage 3
|
||||
const harvestItem = CROP_HARVEST_MAP[removed.t];
|
||||
const seedItem = CROP_SEED_MAP[removed.t];
|
||||
if (harvestItem) {
|
||||
inv[harvestItem] = (inv[harvestItem] || 0) + (BLOCKS[removed.t].harvestQty || 1); addToRecentItems(harvestItem);
|
||||
if (seedItem) { inv[seedItem] = (inv[seedItem] || 0) + 1; addToRecentItems(seedItem); }
|
||||
} else if (seedItem) {
|
||||
// Early crop stage — return seed
|
||||
inv[seedItem] = (inv[seedItem] || 0) + 1; addToRecentItems(seedItem);
|
||||
} else {
|
||||
inv[removed.t] = (inv[removed.t] || 0) + 1; addToRecentItems(removed.t);
|
||||
}
|
||||
}
|
||||
|
||||
export const mouse = { x: null, y: null };
|
||||
|
||||
// Hold-to-mine tracking
|
||||
let miningHeld = false;
|
||||
let miningInterval = null;
|
||||
|
||||
export function initMouseHandlers() {
|
||||
const canvas = state.canvas;
|
||||
|
||||
canvas.addEventListener('pointermove', (e) => {
|
||||
const r = canvas.getBoundingClientRect();
|
||||
mouse.x = e.clientX - r.left;
|
||||
mouse.y = e.clientY - r.top;
|
||||
});
|
||||
|
||||
export function handleTap(wx, wy) {
|
||||
if (state.craftOpen) return;
|
||||
if (state.player.hp <= 0) return;
|
||||
|
||||
const gx = Math.floor(wx / state.TILE);
|
||||
const gy = Math.floor(wy / state.TILE);
|
||||
|
||||
// Пробуждение: клик по любой кровати когда спишь
|
||||
const b = getBlock(gx, gy);
|
||||
if (state.player.sleeping && b && b.t === 'bed') {
|
||||
state.player.sleeping = false;
|
||||
return;
|
||||
}
|
||||
|
||||
if (state.player.sleeping) return; // Нельзя взаимодействовать во время сна
|
||||
|
||||
// Клик по печи — открываем панель обжига
|
||||
if (b && b.t === 'furnace' && mode() === 'mine') {
|
||||
openFurnaceUI(gx, gy);
|
||||
return;
|
||||
}
|
||||
|
||||
// клик по мобу (в режиме mine)
|
||||
if (mode() === 'mine') {
|
||||
// Check server mobs first (multiplayer)
|
||||
if (state.isMultiplayer) {
|
||||
for (const [id, sm] of state.serverMobs) {
|
||||
if (sm.dead) continue;
|
||||
if (wx >= sm.x && wx <= sm.x + sm.w && wy >= sm.y && wy <= sm.y + sm.h) {
|
||||
let dmg = 1;
|
||||
const swordTypes = ['iron_sword', 'stone_sword', 'wood_sword'];
|
||||
for (const st of swordTypes) {
|
||||
if (state.inv[st] > 0) { dmg = TOOLS[st].damage || 3; useTool(st); break; }
|
||||
}
|
||||
state.socket.emit('mob_hurt', { id: sm.id, dmg });
|
||||
playSound('attack');
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
// Local mobs (singleplayer or if not hit server mob)
|
||||
for (let i = state.mobs.length - 1; i >= 0; i--) {
|
||||
const m = state.mobs[i];
|
||||
if (wx >= m.x && wx <= m.x + m.w && wy >= m.y && wy <= m.y + m.h) {
|
||||
let dmg = 1;
|
||||
const swordTypes = ['iron_sword', 'stone_sword', 'wood_sword'];
|
||||
for (const st of swordTypes) {
|
||||
if (state.inv[st] > 0) { dmg = TOOLS[st].damage || 3; useTool(st); break; }
|
||||
}
|
||||
m.hp -= dmg;
|
||||
m.vx += (m.x - state.player.x) * 2;
|
||||
m.vy -= 200;
|
||||
playSound('attack');
|
||||
if (m.hp <= 0) {
|
||||
if (m.kind === 'chicken') playSound('hurt_chicken');
|
||||
state.inv.meat += (m.kind === 'chicken' ? 1 : 2);
|
||||
if (m.kind === 'skeleton') {
|
||||
state.inv.arrow += 2 + Math.floor(Math.random() * 3);
|
||||
if (Math.random() < 0.15) state.inv.bow = (state.inv.bow || 0) + 1;
|
||||
}
|
||||
state.mobs.splice(i, 1);
|
||||
rebuildHotbar();
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Лук — стреляем стрелой
|
||||
if (state.selected === 'bow' && state.inv.bow > 0 && state.inv.arrow > 0) {
|
||||
const aimX = wx - state.player.x - state.player.w / 2;
|
||||
const aimY = wy - state.player.y - state.player.h / 2;
|
||||
const angle = Math.atan2(aimY, aimX);
|
||||
state.projectiles.push({
|
||||
x: state.player.x + state.player.w / 2,
|
||||
y: state.player.y + state.player.h / 3,
|
||||
vx: Math.cos(angle) * 550,
|
||||
vy: Math.sin(angle) * 550,
|
||||
dmg: 10,
|
||||
owner: 'player',
|
||||
life: 4
|
||||
});
|
||||
state.inv.arrow--;
|
||||
useTool('bow');
|
||||
playSound('hit1');
|
||||
rebuildHotbar();
|
||||
return;
|
||||
}
|
||||
|
||||
// еда (предмет)
|
||||
if (ITEMS[state.selected] && state.inv[state.selected] > 0) {
|
||||
const it = ITEMS[state.selected];
|
||||
if (state.player.hp < 100 || state.player.hunger < 100) {
|
||||
playSound('eat1');
|
||||
state.player.hunger = Math.min(100, state.player.hunger + it.food);
|
||||
state.player.hp = Math.min(100, state.player.hp + 15);
|
||||
state.inv[state.selected]--;
|
||||
rebuildHotbar();
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// жарка на костре: выбран meat + клик по campfire
|
||||
if (b && b.t === 'campfire' && state.selected === 'meat' && state.inv.meat > 0) {
|
||||
playSound('fire');
|
||||
state.inv.meat--;
|
||||
state.inv.cooked++;
|
||||
rebuildHotbar();
|
||||
return;
|
||||
}
|
||||
|
||||
// Сон на кровати: клик по bed
|
||||
if (b && b.t === 'bed' && isNight()) {
|
||||
state.player.sleeping = true;
|
||||
saveGame();
|
||||
return;
|
||||
}
|
||||
|
||||
// ====== MINING PROGRESSION SYSTEM ======
|
||||
if (mode() === 'mine') {
|
||||
if (!b) return;
|
||||
// Allow mining crops (growthStage) and harvestable blocks, block other decor and fluids
|
||||
if (BLOCKS[b.t].fluid || (BLOCKS[b.t].decor && BLOCKS[b.t].growthStage === undefined && !BLOCKS[b.t].harvestable)) return;
|
||||
|
||||
if (b.t === 'tnt') { activateTNT(b, 3.2); return; }
|
||||
|
||||
// Calculate mining progress
|
||||
const hardness = BLOCKS[b.t].hardness || 1;
|
||||
if (hardness === Infinity) return; // unbreakable (bedrock)
|
||||
if (hardness === 0) {
|
||||
// Instant-mine blocks (flower, boat, crops, etc.)
|
||||
const removed = removeBlock(gx, gy);
|
||||
if (removed) {
|
||||
handleBlockDrop(removed, state.inv);
|
||||
sendBlockChange(gx, gy, removed.t, 'remove');
|
||||
rebuildHotbar();
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// Same block being mined?
|
||||
if (state.mining.gx === gx && state.mining.gy === gy) {
|
||||
state.mining.progress += getMiningSpeed(b.t);
|
||||
} else {
|
||||
// New block, start mining
|
||||
state.mining = { gx, gy, progress: getMiningSpeed(b.t), hardness };
|
||||
}
|
||||
|
||||
// Play mining hit sound
|
||||
if (b.t === 'glass') playSound('glass1');
|
||||
else if (b.t === 'sand') playSound('sand1');
|
||||
else if (b.t === 'stone' || b.t.endsWith('_ore')) playSound('stone1');
|
||||
else if (b.t === 'wood' || b.t === 'planks') playSound('wood1');
|
||||
else playSound('cloth1');
|
||||
|
||||
// Check if block is fully mined
|
||||
if (state.mining.progress >= hardness) {
|
||||
// Check drop requirements
|
||||
const minTool = BLOCKS[b.t].minTool;
|
||||
let drops = true;
|
||||
if (minTool) {
|
||||
const toolId = getBestTool(b.t);
|
||||
if (toolId) {
|
||||
const tool = TOOLS[toolId];
|
||||
if (toolTierLessThan(tool.toolTier, minTool)) drops = false;
|
||||
else useTool(toolId);
|
||||
} else {
|
||||
drops = false;
|
||||
}
|
||||
} else {
|
||||
// Use tool durability if applicable
|
||||
const toolId = getBestTool(b.t);
|
||||
if (toolId) useTool(toolId);
|
||||
}
|
||||
|
||||
const removed = removeBlock(gx, gy);
|
||||
if (removed) {
|
||||
if (drops) {
|
||||
handleBlockDrop(removed, state.inv);
|
||||
} else {
|
||||
// Drop cobblestone instead for stone-type blocks
|
||||
if (BLOCKS[removed.t]?.toolType === 'pickaxe') {
|
||||
state.inv.cobblestone = (state.inv.cobblestone || 0) + 1;
|
||||
}
|
||||
// Else nothing drops
|
||||
}
|
||||
sendBlockChange(gx, gy, removed.t, 'remove');
|
||||
|
||||
// Sound for block break
|
||||
if (removed.t === 'glass') playSound('glass1');
|
||||
else if (removed.t === 'sand') playSound('sand1');
|
||||
else if (removed.t === 'stone' || removed.t.endsWith('_ore')) playSound('stone1');
|
||||
else if (removed.t === 'wood') playSound('wood1');
|
||||
else playSound('cloth1');
|
||||
|
||||
rebuildHotbar();
|
||||
}
|
||||
state.mining = { gx: null, gy: null, progress: 0, hardness: 0 };
|
||||
}
|
||||
|
||||
// Start hold-to-mine for desktop
|
||||
miningHeld = true;
|
||||
if (miningInterval) clearInterval(miningInterval);
|
||||
miningInterval = setInterval(() => {
|
||||
if (!miningHeld) { clearInterval(miningInterval); miningInterval = null; return; }
|
||||
// Re-check the block still exists at mining position
|
||||
const mb = getBlock(state.mining.gx, state.mining.gy);
|
||||
if (!mb || mb.dead || mb.t !== b.t) {
|
||||
miningHeld = false;
|
||||
clearInterval(miningInterval);
|
||||
miningInterval = null;
|
||||
return;
|
||||
}
|
||||
// Accumulate progress
|
||||
if (state.mining.gx !== null && state.mining.hardness > 0) {
|
||||
state.mining.progress += getMiningSpeed(mb.t) * 0.3; // 0.3x per tick for held mining
|
||||
|
||||
if (state.mining.progress >= state.mining.hardness) {
|
||||
const mgx = state.mining.gx;
|
||||
const mgy = state.mining.gy;
|
||||
const mMinTool = BLOCKS[mb.t].minTool;
|
||||
let mDrops = true;
|
||||
if (mMinTool) {
|
||||
const mToolId = getBestTool(mb.t);
|
||||
if (mToolId) {
|
||||
const mTool = TOOLS[mToolId];
|
||||
if (toolTierLessThan(mTool.toolTier, mMinTool)) mDrops = false;
|
||||
else useTool(mToolId);
|
||||
} else {
|
||||
mDrops = false;
|
||||
}
|
||||
} else {
|
||||
const mToolId = getBestTool(mb.t);
|
||||
if (mToolId) useTool(mToolId);
|
||||
}
|
||||
|
||||
const removed = removeBlock(mgx, mgy);
|
||||
if (removed) {
|
||||
if (mDrops) {
|
||||
handleBlockDrop(removed, state.inv);
|
||||
} else {
|
||||
if (BLOCKS[removed.t]?.toolType === 'pickaxe') {
|
||||
state.inv.cobblestone = (state.inv.cobblestone || 0) + 1;
|
||||
}
|
||||
}
|
||||
sendBlockChange(mgx, mgy, removed.t, 'remove');
|
||||
rebuildHotbar();
|
||||
}
|
||||
state.mining = { gx: null, gy: null, progress: 0, hardness: 0 };
|
||||
miningHeld = false;
|
||||
clearInterval(miningInterval);
|
||||
miningInterval = null;
|
||||
}
|
||||
}
|
||||
}, 100);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
// ====== BUILD MODE ======
|
||||
if (mode() === 'build') {
|
||||
// Planting seeds on farmland (works even without farmland in inventory)
|
||||
const seedToCropBlock = {
|
||||
wheat_seeds: 'wheat_stage0',
|
||||
carrot: 'carrot_stage0',
|
||||
potato: 'potato_stage0'
|
||||
};
|
||||
if (seedToCropBlock[state.selected] && state.inv[state.selected] > 0) {
|
||||
// Clicking on farmland — plant above it
|
||||
if (b && b.t === 'farmland') {
|
||||
const aboveKey = gx + ',' + (gy - 1);
|
||||
const above = state.grid.get(aboveKey);
|
||||
if (!above || above.dead) {
|
||||
setBlock(gx, gy - 1, seedToCropBlock[state.selected], true);
|
||||
state.inv[state.selected]--;
|
||||
const cropBlock = state.grid.get(gx + ',' + (gy - 1));
|
||||
if (cropBlock) cropBlock.growthTimer = 0;
|
||||
rebuildHotbar();
|
||||
return;
|
||||
}
|
||||
}
|
||||
// Clicking on empty space above farmland — plant there
|
||||
if (!b) {
|
||||
const belowKey = gx + ',' + (gy + 1);
|
||||
const below = state.grid.get(belowKey);
|
||||
if (below && below.t === 'farmland') {
|
||||
setBlock(gx, gy, seedToCropBlock[state.selected], true);
|
||||
state.inv[state.selected]--;
|
||||
const cropBlock = state.grid.get(gx + ',' + gy);
|
||||
if (cropBlock) cropBlock.growthTimer = 0;
|
||||
rebuildHotbar();
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (state.inv[state.selected] <= 0) return;
|
||||
if (!BLOCKS[state.selected]) return;
|
||||
if (b) return; // занято
|
||||
|
||||
// Проверяем, ставим ли лодку
|
||||
if (state.selected === 'boat') {
|
||||
const waterBelow = getBlock(gx, gy + 1);
|
||||
if (!waterBelow || waterBelow.t !== 'water') {
|
||||
return;
|
||||
}
|
||||
state.boat.x = gx * state.TILE;
|
||||
state.boat.y = gy * state.TILE;
|
||||
state.boat.vx = 0;
|
||||
state.boat.vy = 0;
|
||||
state.boat.active = true;
|
||||
state.boat.inWater = true;
|
||||
state.player.inBoat = true;
|
||||
state.player.x = state.boat.x;
|
||||
state.player.y = state.boat.y;
|
||||
state.player.vx = 0;
|
||||
state.player.vy = 0;
|
||||
playSound('splash');
|
||||
state.inv[state.selected]--;
|
||||
rebuildHotbar();
|
||||
return;
|
||||
}
|
||||
|
||||
// запрет ставить в игрока
|
||||
const TILE = state.TILE;
|
||||
const bx = gx * TILE, by = gy * TILE;
|
||||
const overlap = !(bx >= state.player.x + state.player.w || bx + TILE <= state.player.x || by >= state.player.y + state.player.h || by + TILE <= state.player.y);
|
||||
if (overlap) return;
|
||||
|
||||
setBlock(gx, gy, state.selected, true);
|
||||
state.inv[state.selected]--;
|
||||
|
||||
sendBlockChange(gx, gy, state.selected, 'set');
|
||||
|
||||
if (state.selected === 'stone' || state.selected === 'brick') playSound('stone_build');
|
||||
else if (state.selected === 'wood' || state.selected === 'planks') playSound('wood_build');
|
||||
else if (state.selected === 'glass') playSound('glass1');
|
||||
else if (state.selected === 'sand') playSound('sand1');
|
||||
else if (state.selected === 'dirt' || state.selected === 'grass') playSound('cloth1');
|
||||
|
||||
rebuildHotbar();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
export function stopMining() {
|
||||
miningHeld = false;
|
||||
if (miningInterval) { clearInterval(miningInterval); miningInterval = null; }
|
||||
}
|
||||
|
||||
// Release mouse — stop hold-to-mine
|
||||
canvas.addEventListener('pointerup', () => {
|
||||
stopMining();
|
||||
});
|
||||
|
||||
canvas.addEventListener('pointerleave', () => {
|
||||
stopMining();
|
||||
// Reset mining when mouse leaves canvas
|
||||
});
|
||||
}
|
||||
|
|
@ -0,0 +1,282 @@
|
|||
// ==================== ENTRY POINT ====================
|
||||
import { state } from './core/state.js';
|
||||
import { SERVER_URL } from './config.js';
|
||||
import { showStartMenu, isTgWebApp, tgUser } from './ui/start-menu.js';
|
||||
import { initCanvas } from './core/canvas.js';
|
||||
import { initSocket } from './multiplayer/socket.js';
|
||||
import { loadSound, playSound } from './audio/sound-engine.js';
|
||||
import { initTextures, tex } from './render/textures.js';
|
||||
import { getBlock, setBlock, removeBlock } from './world/world-storage.js';
|
||||
import { genColumn, surfaceGyAt } from './world/generation.js';
|
||||
import { initDB, loadGame, applySave, saveGame } from './game/save.js';
|
||||
import { loop } from './game/loop.js';
|
||||
import { initChat } from './ui/chat.js';
|
||||
import { initFurnace } from './ui/furnace.js';
|
||||
import { initMinimap } from './ui/minimap.js';
|
||||
import { initSaveControls, updateSaveButtonVisibility } from './ui/save-controls.js';
|
||||
import { initMarket } from './ui/market.js';
|
||||
import { initSettings } from './ui/settings.js';
|
||||
import { initRespawn } from './ui/respawn.js';
|
||||
import { initShare } from './ui/share.js';
|
||||
import { initControls } from './input/controls.js';
|
||||
import { initMouseHandlers } from './input/mouse-handler.js';
|
||||
import { initModes } from './game/modes.js';
|
||||
import { initVoice } from './multiplayer/voice-chat.js';
|
||||
import { rebuildHotbar } from './ui/hotbar.js';
|
||||
import { toggleCraft, closeCraft, toggleInventory, closeInventory } from './ui/craft.js';
|
||||
|
||||
// ==================== 1) CONFIG — parse URL ====================
|
||||
// urlParams defined in config.js
|
||||
state.SERVER_URL = SERVER_URL;
|
||||
state.TELEGRAM_BOT_USERNAME = 'Grechkacraft_bot';
|
||||
state.TELEGRAM_APP_SHORT_NAME = 'minegrechka';
|
||||
|
||||
// Set TG-related state
|
||||
if (isTgWebApp) {
|
||||
state.myTgId = tgUser?.id || null;
|
||||
}
|
||||
|
||||
state.heroImg = new Image(); state.heroImg.src = 'https://supamg.mkn8n.ru/storage/v1/object/public/img//grechka.png';
|
||||
|
||||
// ==================== 2) START MENU ====================
|
||||
// Show the start menu before initializing the game.
|
||||
// The menu returns a Promise that resolves with the worldId.
|
||||
async function startGame() {
|
||||
const worldId = await showStartMenu();
|
||||
|
||||
// Set worldId and playerName
|
||||
state.worldId = worldId;
|
||||
if (!state.playerName) {
|
||||
state.playerName = localStorage.getItem('minegrechka_playerName') || 'Игрок';
|
||||
localStorage.setItem('minegrechka_playerName', state.playerName);
|
||||
}
|
||||
console.log('[Launch] worldId:', state.worldId, 'player:', state.playerName, 'tg:', isTgWebApp);
|
||||
|
||||
// Validate TG initData if in TG context
|
||||
if (isTgWebApp && window.Telegram && Telegram.WebApp.initData) {
|
||||
try {
|
||||
const resp = await fetch(state.SERVER_URL + '/api/tg/auth', {
|
||||
method: 'POST',
|
||||
headers: { 'Content-Type': 'application/json' },
|
||||
body: JSON.stringify({ initData: Telegram.WebApp.initData })
|
||||
});
|
||||
const data = await resp.json();
|
||||
if (data.ok && data.tg_id) {
|
||||
console.log('[TG] Authenticated, tg_id:', data.tg_id);
|
||||
state.myTgId = data.tg_id;
|
||||
}
|
||||
} catch (e) { console.warn('[TG] Auth failed:', e); }
|
||||
}
|
||||
|
||||
// Update URL with world code
|
||||
try {
|
||||
const newUrl = new URL(window.location.href);
|
||||
newUrl.searchParams.set('world', state.worldId);
|
||||
if (typeof history !== 'undefined' && history.replaceState) {
|
||||
history.replaceState(null, '', newUrl.toString());
|
||||
}
|
||||
} catch (e) {}
|
||||
|
||||
// ==================== 3) CANVAS — init from canvas module ====================
|
||||
initCanvas();
|
||||
|
||||
// ==================== 4) STATE — set DOM refs ====================
|
||||
state.hpEl = document.getElementById('hp');
|
||||
state.foodEl = document.getElementById('food');
|
||||
state.sxEl = document.getElementById('sx');
|
||||
state.syEl = document.getElementById('sy');
|
||||
state.todEl = document.getElementById('tod');
|
||||
state.worldIdEl = document.getElementById('worldId');
|
||||
state.playerCountEl = document.getElementById('playerCount');
|
||||
state.deathEl = document.getElementById('death');
|
||||
state.hotbarEl = document.getElementById('hotbar');
|
||||
state.craftPanel = document.getElementById('craftPanel');
|
||||
state.recipesEl = document.getElementById('recipes');
|
||||
state.inventoryPanel = document.getElementById('inventoryPanel');
|
||||
state.inventoryGrid = document.getElementById('inventoryGrid');
|
||||
state.marketPanel = document.getElementById('marketPanel');
|
||||
state.marketContent = document.getElementById('marketContent');
|
||||
state.tradePanel = document.getElementById('tradePanel');
|
||||
state.tradeContent = document.getElementById('tradeContent');
|
||||
state.multiplayerStatus = document.getElementById('multiplayerStatus');
|
||||
|
||||
// ==================== 5) TEXTURES — initTextures() ====================
|
||||
initTextures();
|
||||
state.tex = tex;
|
||||
|
||||
// ==================== 6) CRAFT/INVENTORY BUTTONS ====================
|
||||
const craftBtn = document.getElementById('craftBtn');
|
||||
const invToggle = document.getElementById('invToggle');
|
||||
const craftClose = document.getElementById('craftClose');
|
||||
const inventoryClose = document.getElementById('inventoryClose');
|
||||
|
||||
if (craftBtn) craftBtn.onclick = () => toggleCraft();
|
||||
if (craftClose) craftClose.onclick = () => closeCraft();
|
||||
if (invToggle) invToggle.onclick = () => toggleInventory();
|
||||
if (inventoryClose) inventoryClose.onclick = () => closeInventory();
|
||||
|
||||
// ==================== 7) CONTROLS — initControls ====================
|
||||
initControls();
|
||||
|
||||
// ==================== 8) MOUSE — initMouseHandlers ====================
|
||||
initMouseHandlers();
|
||||
|
||||
// ==================== 9) UI MODULES — init all UI ====================
|
||||
initChat();
|
||||
initFurnace();
|
||||
initMinimap();
|
||||
initSaveControls();
|
||||
initMarket();
|
||||
initRespawn();
|
||||
initShare();
|
||||
initSettings();
|
||||
initModes();
|
||||
|
||||
// ==================== 10) SOCKET — initSocket ====================
|
||||
initSocket();
|
||||
|
||||
// ==================== 11) VOICE — initVoice ====================
|
||||
initVoice();
|
||||
|
||||
// ==================== 12) SAVE — loadGame, applySave ====================
|
||||
// Ensure hotbar has items on first load
|
||||
if (state.recentItems.length === 0) {
|
||||
state.recentItems = Object.keys(state.inv).filter(k => state.inv[k] > 0).slice(0, 5);
|
||||
}
|
||||
// Make sure selected item is valid and in recentItems
|
||||
if (!state.selected || !state.inv[state.selected] || state.inv[state.selected] <= 0) {
|
||||
state.selected = state.recentItems[0] || 'dirt';
|
||||
}
|
||||
if (!state.recentItems.includes(state.selected)) {
|
||||
state.recentItems.unshift(state.selected);
|
||||
state.recentItems = state.recentItems.slice(0, 5);
|
||||
}
|
||||
rebuildHotbar();
|
||||
|
||||
// Keyboard hotbar switching (1/2/3)
|
||||
document.addEventListener('keydown', (e) => {
|
||||
if (state.showFullInventory || state.craftOpen || state.inventoryOpen || state.chatOpen) return;
|
||||
if (e.key >= '1' && e.key <= '3') {
|
||||
const items = state.recentItems.filter(id => state.inv[id] > 0).slice(0, 3);
|
||||
const idx = parseInt(e.key) - 1;
|
||||
if (items[idx]) {
|
||||
state.selected = items[idx];
|
||||
rebuildHotbar();
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// Scroll wheel hotbar cycling
|
||||
document.addEventListener('wheel', (e) => {
|
||||
if (state.showFullInventory || state.craftOpen || state.inventoryOpen || state.chatOpen) return;
|
||||
const items = state.recentItems.filter(id => state.inv[id] > 0).slice(0, 3);
|
||||
if (items.length === 0) return;
|
||||
let idx = items.indexOf(state.selected);
|
||||
if (idx < 0) idx = 0;
|
||||
if (e.deltaY > 0) idx = (idx + 1) % items.length;
|
||||
else idx = (idx - 1 + items.length) % items.length;
|
||||
state.selected = items[idx];
|
||||
rebuildHotbar();
|
||||
e.preventDefault();
|
||||
}, { passive: false });
|
||||
|
||||
initDB().then(async () => {
|
||||
const loadedSave = await loadGame();
|
||||
if (loadedSave) {
|
||||
await applySave(loadedSave);
|
||||
console.log('Загружено сохранение, HP:', state.player.hp);
|
||||
|
||||
if (state.player.hp <= 0) {
|
||||
console.log('WARNING: HP <= 0 после загрузки, возрождаемся');
|
||||
state.player.hp = 100;
|
||||
state.player.hunger = 100;
|
||||
state.player.o2 = 100;
|
||||
state.player.x = state.spawnPoint.x;
|
||||
state.player.y = state.spawnPoint.y;
|
||||
state.player.vx = state.player.vy = 0;
|
||||
state.player.invuln = 0;
|
||||
state.player.fallStartY = state.player.y;
|
||||
}
|
||||
} else {
|
||||
console.log('Сохранение не найдено, начинаем новую игру');
|
||||
// Fill recentItems from inventory
|
||||
state.recentItems = Object.keys(state.inv).filter(k => state.inv[k] > 0).slice(0, 5);
|
||||
rebuildHotbar();
|
||||
|
||||
state.player.hp = 100;
|
||||
state.player.hunger = 100;
|
||||
state.player.o2 = 100;
|
||||
state.player.vx = state.player.vy = 0;
|
||||
state.player.invuln = 0;
|
||||
|
||||
// старт — на поверхности
|
||||
const startGX = 6;
|
||||
for (let dx = -3; dx <= 3; dx++) genColumn(startGX + dx);
|
||||
const surfaceY = surfaceGyAt(startGX);
|
||||
let safeGY = surfaceY - 1;
|
||||
const aboveBlock = getBlock(startGX, surfaceY - 1);
|
||||
if (aboveBlock && aboveBlock.t === 'water') {
|
||||
for (let gy = state.SEA_GY - 1; gy >= 0; gy--) {
|
||||
const b = getBlock(startGX, gy);
|
||||
if (!b || b.dead || b.t === 'air' || b.t === 'water') continue;
|
||||
safeGY = gy - 1;
|
||||
break;
|
||||
}
|
||||
}
|
||||
state.player.y = safeGY * state.TILE;
|
||||
state.player.x = startGX * state.TILE;
|
||||
state.player.fallStartY = state.player.y;
|
||||
|
||||
state.spawnPoint.x = state.player.x;
|
||||
state.spawnPoint.y = state.player.y;
|
||||
|
||||
console.log('Новая игра: startGX=', startGX, 'surfaceY=', surfaceY, 'player.y=', state.player.y);
|
||||
|
||||
// Генерируем карту вокруг стартовой позиции
|
||||
for (let gx = startGX - 50; gx <= startGX + 50; gx++) {
|
||||
genColumn(gx);
|
||||
}
|
||||
}
|
||||
|
||||
// Автосейв при скрытии страницы
|
||||
document.addEventListener('visibilitychange', () => {
|
||||
if (document.hidden) {
|
||||
saveGame();
|
||||
}
|
||||
});
|
||||
|
||||
// Автосейв перед закрытием страницы
|
||||
window.addEventListener('beforeunload', () => {
|
||||
saveGame();
|
||||
});
|
||||
}).catch(err => {
|
||||
console.error('Ошибка инициализации:', err);
|
||||
const startGX = 6;
|
||||
genColumn(startGX);
|
||||
state.player.y = (surfaceGyAt(startGX) - 1) * state.TILE;
|
||||
state.player.fallStartY = state.player.y;
|
||||
|
||||
for (let gx = startGX - 50; gx <= startGX + 50; gx++) {
|
||||
genColumn(gx);
|
||||
}
|
||||
});
|
||||
|
||||
// ==================== 13) LOOP — startLoop ====================
|
||||
requestAnimationFrame(loop);
|
||||
}
|
||||
|
||||
// Start the game
|
||||
startGame().catch(err => {
|
||||
console.error('Fatal error starting game:', err);
|
||||
});
|
||||
|
||||
// Debug: give items
|
||||
window.debugGive = function(id, count) {
|
||||
state.inv[id] = (state.inv[id] || 0) + (count || 1);
|
||||
if (!state.recentItems.includes(id)) { state.recentItems.unshift(id); state.recentItems = state.recentItems.slice(0, 5); }
|
||||
rebuildHotbar();
|
||||
// Can't call renderInventory from here, but user can click inv
|
||||
console.log('Gave', count || 1, id, '=>', state.inv[id]);
|
||||
console.log('inv keys>0:', Object.keys(state.inv).filter(k => state.inv[k] > 0).join(', '));
|
||||
};
|
||||
window.debugInv = function() { return Object.keys(state.inv).filter(k => state.inv[k] > 0).map(k => k + ':' + state.inv[k]); };
|
||||
|
|
@ -0,0 +1,47 @@
|
|||
// Socket helpers: цвет, отправка позиции/блоков
|
||||
import { state } from '../core/state.js';
|
||||
import { SERVER_URL } from '../config.js';
|
||||
import { MOVE_SEND_INTERVAL } from '../core/constants.js';
|
||||
|
||||
|
||||
// Генерация случайного цвета для игрока на основе socket_id
|
||||
export function getRandomPlayerColor(socketId) {
|
||||
const colors = ['#e74c3c', '#3498db', '#2ecc71', '#f39c12', '#9b59b6', '#1abc9c', '#e91e63', '#00bcd4'];
|
||||
let hash = 0;
|
||||
for (let i = 0; i < socketId.length; i++) {
|
||||
hash = ((hash << 5) - hash) + socketId.charCodeAt(i);
|
||||
hash = hash & hash;
|
||||
}
|
||||
return colors[Math.abs(hash) % colors.length];
|
||||
}
|
||||
|
||||
// Throttle для отправки позиции (10-20 раз в секунду)
|
||||
let lastMoveSendTime = 0;
|
||||
|
||||
let lastSentX = 0, lastSentY = 0;
|
||||
|
||||
// Отправка позиции игрока (с throttle)
|
||||
export function sendPlayerPosition() {
|
||||
if (!state.isMultiplayer || !state.socket || !state.socket.connected) return;
|
||||
|
||||
const now = performance.now() / 1000;
|
||||
if (now - lastMoveSendTime < MOVE_SEND_INTERVAL) return;
|
||||
|
||||
// Отправляем только если позиция изменилась
|
||||
const dx = Math.abs(state.player.x - lastSentX);
|
||||
const dy = Math.abs(state.player.y - lastSentY);
|
||||
if (dx < 1 && dy < 1) return;
|
||||
|
||||
lastMoveSendTime = now;
|
||||
lastSentX = state.player.x;
|
||||
lastSentY = state.player.y;
|
||||
|
||||
state.socket.emit('player_move', { x: state.player.x, y: state.player.y, player_name: state.playerName });
|
||||
}
|
||||
|
||||
// Отправка изменения блока
|
||||
export function sendBlockChange(gx, gy, t, op) {
|
||||
if (!state.isMultiplayer || !state.socket || !state.socket.connected) return;
|
||||
|
||||
state.socket.emit('block_change', { gx, gy, t, op });
|
||||
}
|
||||
|
|
@ -0,0 +1,283 @@
|
|||
// Socket.IO клиент — инициализация и все обработчики
|
||||
import { state } from '../core/state.js';
|
||||
import { SERVER_URL } from '../config.js';
|
||||
import { TILE, SEA_GY } from '../core/constants.js';
|
||||
import { BLOCKS } from '../data/blocks.js';
|
||||
import { k, setBlock, removeBlock, grid, blocks, getBlock } from '../world/world-storage.js';
|
||||
import { genColumn, surfaceGyAt } from '../world/generation.js';
|
||||
import { addChatMessage } from '../ui/chat.js';
|
||||
import { calculateDamage } from '../entities/player.js';
|
||||
import { playSound } from '../audio/sound-engine.js';
|
||||
import { rebuildHotbar } from '../ui/hotbar.js';
|
||||
import { explodeAt } from '../world/tnt.js';
|
||||
import { updateSaveButtonVisibility } from '../ui/save-controls.js';
|
||||
import { getRandomPlayerColor, sendPlayerPosition, sendBlockChange } from './socket-helpers.js';
|
||||
import { initTradeSocket } from '../ui/trade.js';
|
||||
// Mob sizes for server mob sync (server doesn't send w/h)
|
||||
const MOB_SIZES = {
|
||||
pig: { w: 34, h: 24 },
|
||||
chicken: { w: 26, h: 22 },
|
||||
zombie: { w: 34, h: 50 },
|
||||
creeper: { w: 34, h: 50 },
|
||||
skeleton: { w: 34, h: 50 },
|
||||
scorpion: { w: 26, h: 26 },
|
||||
polar_bear: { w: 40, h: 34 },
|
||||
slime: { w: 24, h: 24 },
|
||||
eagle: { w: 30, h: 22 },
|
||||
};
|
||||
|
||||
function applyMobSize(sm) {
|
||||
const s = MOB_SIZES[sm.kind];
|
||||
if (s && !sm.w) { sm.w = s.w; sm.h = s.h; }
|
||||
return sm;
|
||||
}
|
||||
|
||||
let socket = null;
|
||||
|
||||
export { socket };
|
||||
|
||||
export function initSocket() {
|
||||
try {
|
||||
socket = io(SERVER_URL, {
|
||||
path: '/socket.io/',
|
||||
transports: ['websocket', 'polling']
|
||||
});
|
||||
|
||||
// Store socket on state for other modules
|
||||
state.socket = socket;
|
||||
|
||||
socket.on('connect', () => {
|
||||
console.log(`Connected to server: ${SERVER_URL}, socket.id: ${socket.id}, worldId: ${state.worldId}`);
|
||||
state.mySocketId = socket.id;
|
||||
state.isMultiplayer = true;
|
||||
|
||||
// Присоединяемся к миру
|
||||
socket.emit('join_world', { world_id: state.worldId, player_name: state.playerName });
|
||||
|
||||
// Показываем в UI
|
||||
if (state.worldIdEl) state.worldIdEl.textContent = state.worldId;
|
||||
if (state.multiplayerStatus) state.multiplayerStatus.style.display = 'block';
|
||||
|
||||
// Initialize trade socket handlers
|
||||
initTradeSocket(socket);
|
||||
});
|
||||
|
||||
socket.on('connect_error', (error) => {
|
||||
console.error('Socket connection error:', error);
|
||||
state.isMultiplayer = false;
|
||||
});
|
||||
|
||||
socket.on('disconnect', () => {
|
||||
console.log('Disconnected from server');
|
||||
state.isMultiplayer = false;
|
||||
state.otherPlayers.clear();
|
||||
if (state.multiplayerStatus) state.multiplayerStatus.style.display = 'none';
|
||||
});
|
||||
|
||||
// Обработка world_state
|
||||
socket.on('world_state', (data) => {
|
||||
console.log('Received world_state:', data);
|
||||
|
||||
if (data.seed !== undefined && data.seed !== state.worldSeed) {
|
||||
const oldSeed = state.worldSeed;
|
||||
state.worldSeed = data.seed;
|
||||
console.log('World seed changed from', oldSeed, 'to', state.worldSeed);
|
||||
|
||||
state.generated.clear();
|
||||
grid.clear();
|
||||
blocks.length = 0;
|
||||
state.placedBlocks = [];
|
||||
state.removedBlocks = [];
|
||||
console.log('World regenerated with new seed:', state.worldSeed);
|
||||
}
|
||||
|
||||
if (data.blocks && Array.isArray(data.blocks)) {
|
||||
for (const block of data.blocks) {
|
||||
const key = k(block.gx, block.gy);
|
||||
state.serverOverrides.set(key, { op: block.op, t: block.t });
|
||||
if (block.op === 'set') {
|
||||
setBlock(block.gx, block.gy, block.t, false);
|
||||
} else if (block.op === 'remove') {
|
||||
removeBlock(block.gx, block.gy);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (data.time !== undefined) {
|
||||
state.worldTime = data.time;
|
||||
state.isNightTime = state.worldTime > 0.5;
|
||||
}
|
||||
|
||||
// Spawn point
|
||||
{
|
||||
const startGX = 6;
|
||||
for (let dx = -3; dx <= 3; dx++) genColumn(startGX + dx);
|
||||
const surfaceY = surfaceGyAt(startGX);
|
||||
let safeGY = surfaceY - 1;
|
||||
const aboveBlock = getBlock(startGX, surfaceY - 1);
|
||||
if (aboveBlock && aboveBlock.t === 'water') {
|
||||
for (let gy = SEA_GY - 1; gy >= 0; gy--) {
|
||||
const b = getBlock(startGX, gy);
|
||||
if (!b || b.dead || b.t === 'air' || b.t === 'water') continue;
|
||||
safeGY = gy - 1;
|
||||
break;
|
||||
}
|
||||
}
|
||||
state.spawnPoint.x = startGX * TILE;
|
||||
state.spawnPoint.y = safeGY * TILE;
|
||||
console.log('Client-side spawn point:', state.spawnPoint, 'surfaceY:', surfaceY, 'safeGY:', safeGY);
|
||||
}
|
||||
|
||||
state.player.x = state.spawnPoint.x;
|
||||
state.player.y = state.spawnPoint.y;
|
||||
state.player.vx = 0;
|
||||
state.player.vy = 0;
|
||||
state.player.fallStartY = state.player.y;
|
||||
console.log('Player moved to spawn point:', state.player.x, state.player.y);
|
||||
|
||||
state.player.hp = 100;
|
||||
state.player.hunger = 100;
|
||||
state.player.o2 = 100;
|
||||
state.player.invuln = 0;
|
||||
console.log('[MULTIPLAYER CONNECT] Player HP set to 100% on connect');
|
||||
|
||||
if (data.players && Array.isArray(data.players)) {
|
||||
state.otherPlayers.clear();
|
||||
for (const p of data.players) {
|
||||
if (p.socket_id !== state.mySocketId) {
|
||||
state.otherPlayers.set(p.socket_id, {
|
||||
x: p.x,
|
||||
y: p.y,
|
||||
color: getRandomPlayerColor(p.socket_id),
|
||||
name: p.player_name || 'Игрок'
|
||||
});
|
||||
}
|
||||
}
|
||||
state.playerCountEl.textContent = data.players.length;
|
||||
}
|
||||
// Server mobs
|
||||
if (data.mobs && Array.isArray(data.mobs)) {
|
||||
state.serverMobs.clear();
|
||||
for (const m of data.mobs) {
|
||||
let sm = { ...m, maxHp: m.maxHp || m.hp, vx: m.vx || 0, vy: m.vy || 0, grounded: false, inWater: false, aiT: 0, dir: m.dir || 1, dead: false, fuse: m.fuse || 0, shootCooldown: 2, speed: m.speed || 80 };
|
||||
applyMobSize(sm);
|
||||
state.serverMobs.set(m.id, sm);
|
||||
}
|
||||
}
|
||||
|
||||
// Set myTgId from server if provided
|
||||
if (data.tg_id) state.myTgId = data.tg_id;
|
||||
});
|
||||
|
||||
socket.on('player_joined', (data) => {
|
||||
console.log('Player joined:', data.socket_id);
|
||||
if (data.socket_id !== state.mySocketId) {
|
||||
const spawnGX = 6;
|
||||
genColumn(spawnGX);
|
||||
const surfaceY = surfaceGyAt(spawnGX);
|
||||
const safeSpawnX = spawnGX * TILE;
|
||||
const safeSpawnY = (surfaceY - 1) * TILE;
|
||||
|
||||
state.otherPlayers.set(data.socket_id, {
|
||||
x: safeSpawnX,
|
||||
y: safeSpawnY,
|
||||
color: getRandomPlayerColor(data.socket_id),
|
||||
name: data.player_name || 'Игрок'
|
||||
});
|
||||
addChatMessage('Система', `Игрок присоединился`);
|
||||
updateSaveButtonVisibility();
|
||||
}
|
||||
});
|
||||
|
||||
socket.on('player_moved', (data) => {
|
||||
if (data.socket_id !== state.mySocketId && state.otherPlayers.has(data.socket_id)) {
|
||||
const p = state.otherPlayers.get(data.socket_id);
|
||||
p.x = data.x;
|
||||
p.y = data.y;
|
||||
if (data.player_name) {
|
||||
p.name = data.player_name;
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
socket.on('player_left', (data) => {
|
||||
console.log('Player left:', data.socket_id);
|
||||
state.otherPlayers.delete(data.socket_id);
|
||||
addChatMessage('Система', `Игрок покинул игру`);
|
||||
updateSaveButtonVisibility();
|
||||
});
|
||||
|
||||
// === MOB SYNC ===
|
||||
socket.on('mob_spawned', (data) => {
|
||||
let sm = { ...data, maxHp: data.maxHp || data.hp, vx: data.vx || 0, vy: data.vy || 0, grounded: false, inWater: false, aiT: 0, dir: data.dir || 1, dead: false, fuse: data.fuse || 0, shootCooldown: 2, speed: data.speed || 80 };
|
||||
applyMobSize(sm);
|
||||
state.serverMobs.set(data.id, sm);
|
||||
});
|
||||
|
||||
socket.on('mob_positions', (arr) => {
|
||||
for (const u of arr) {
|
||||
const sm = state.serverMobs.get(u.id);
|
||||
if (sm) { sm.x = u.x; sm.y = u.y; sm.vx = u.vx; sm.vy = u.vy; sm.dir = u.dir; sm.hp = u.hp; sm.fuse = u.fuse || 0; }
|
||||
}
|
||||
});
|
||||
|
||||
socket.on('mob_despawned', (data) => { state.serverMobs.delete(data.id); });
|
||||
|
||||
socket.on('mob_died', (data) => {
|
||||
const sm = state.serverMobs.get(data.id);
|
||||
if (sm && data.killer === state.mySocketId) {
|
||||
if (sm.kind === 'chicken') playSound('hurt_chicken');
|
||||
state.inv.meat += (sm.kind === 'chicken' ? 1 : 2);
|
||||
if (sm.kind === 'skeleton') {
|
||||
state.inv.arrow += 2 + Math.floor(Math.random() * 3);
|
||||
if (Math.random() < 0.15) state.inv.bow = (state.inv.bow || 0) + 1;
|
||||
}
|
||||
rebuildHotbar();
|
||||
}
|
||||
state.serverMobs.delete(data.id);
|
||||
});
|
||||
|
||||
socket.on('mob_hurt_ack', (data) => {
|
||||
const sm = state.serverMobs.get(data.id);
|
||||
if (sm) sm.hp = data.hp;
|
||||
});
|
||||
|
||||
socket.on('mob_explode', (data) => {
|
||||
explodeAt(data.gx, data.gy);
|
||||
state.serverMobs.delete(data.id);
|
||||
});
|
||||
|
||||
socket.on('mob_shoot', (data) => {
|
||||
state.projectiles.push({
|
||||
x: data.x, y: data.y, vx: data.vx, vy: data.vy,
|
||||
dmg: data.dmg, owner: 'mob', life: data.life
|
||||
});
|
||||
});
|
||||
|
||||
socket.on('block_changed', (data) => {
|
||||
const key = k(data.gx, data.gy);
|
||||
state.serverOverrides.set(key, { op: data.op, t: data.t });
|
||||
if (data.op === 'set') {
|
||||
setBlock(data.gx, data.gy, data.t, false);
|
||||
} else if (data.op === 'remove') {
|
||||
removeBlock(data.gx, data.gy);
|
||||
}
|
||||
});
|
||||
|
||||
socket.on('chat_message', (data) => {
|
||||
const senderName = data.socket_id === state.mySocketId ? 'Вы' : `Игрок ${data.socket_id.substring(0, 6)}`;
|
||||
addChatMessage(senderName, data.message);
|
||||
});
|
||||
|
||||
socket.on('time_update', (data) => {
|
||||
if (data.time !== undefined) {
|
||||
state.worldTime = data.time;
|
||||
state.isNightTime = state.worldTime > 0.5;
|
||||
}
|
||||
});
|
||||
|
||||
} catch (e) {
|
||||
console.error('Error initializing socket:', e);
|
||||
state.isMultiplayer = false;
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,122 @@
|
|||
// Голосовой чат
|
||||
import { state } from '../core/state.js';
|
||||
import { worldId } from '../config.js';
|
||||
import { VOICE_SERVER } from '../core/constants.js';
|
||||
|
||||
|
||||
let voiceSocket = null;
|
||||
let voiceStream = null;
|
||||
let audioCtx = null;
|
||||
let voiceProcessor = null;
|
||||
let voiceActive = false;
|
||||
|
||||
// Кнопка микрофона
|
||||
const voiceBtn = document.createElement('div');
|
||||
voiceBtn.innerHTML = '🎤<span style="position:absolute;inset:0;display:flex;align-items:center;justify-content:center;font-size:36px;color:#e74c3c;font-weight:bold;">/</span>';
|
||||
voiceBtn.title = 'Голосовой чат (выкл)';
|
||||
voiceBtn.style.cssText = 'position:absolute;top:10px;right:130px;width:52px;height:52px;border-radius:12px;background:#555;z-index:200;display:flex;align-items:center;justify-content:center;font-size:24px;cursor:pointer;border:2px solid rgba(255,255,255,0.9);box-shadow:0 4px 0 rgba(0,0,0,0.5);pointer-events:auto;';
|
||||
document.querySelector('.ui').appendChild(voiceBtn);
|
||||
|
||||
// Индикатор говорящего
|
||||
const speakingIndicator = document.createElement('div');
|
||||
speakingIndicator.style.cssText = 'position:absolute;top:130px;right:10px;z-index:200;display:none;background:rgba(0,0,0,0.7);color:#2ecc71;padding:4px 8px;border-radius:6px;font-size:12px;';
|
||||
speakingIndicator.textContent = '🔊';
|
||||
document.querySelector('.ui').appendChild(speakingIndicator);
|
||||
let speakingTimeout = null;
|
||||
|
||||
voiceBtn.onclick = async () => {
|
||||
if (voiceActive) {
|
||||
// Выключить
|
||||
voiceActive = false;
|
||||
voiceBtn.innerHTML = '🎤<span style="position:absolute;inset:0;display:flex;align-items:center;justify-content:center;font-size:36px;color:#e74c3c;font-weight:bold;">/</span>';
|
||||
voiceBtn.style.background = '#555';
|
||||
if (voiceStream) {
|
||||
voiceStream.getTracks().forEach(t => t.stop());
|
||||
voiceStream = null;
|
||||
}
|
||||
if (voiceProcessor) { voiceProcessor.disconnect(); voiceProcessor = null; }
|
||||
if (audioCtx) { audioCtx.close(); audioCtx = null; }
|
||||
if (voiceSocket) { voiceSocket.disconnect(); voiceSocket = null; }
|
||||
return;
|
||||
}
|
||||
|
||||
// Включить
|
||||
try {
|
||||
voiceStream = await navigator.mediaDevices.getUserMedia({ audio: { echoCancellation: true, noiseSuppression: true, sampleRate: 24000 } });
|
||||
audioCtx = new AudioContext({ sampleRate: 24000 });
|
||||
const source = audioCtx.createMediaStreamSource(voiceStream);
|
||||
voiceProcessor = audioCtx.createScriptProcessor(4096, 1, 1);
|
||||
|
||||
voiceProcessor.onaudioprocess = (e) => {
|
||||
if (!voiceActive || !voiceSocket || !voiceSocket.connected) return;
|
||||
const pcm = e.inputBuffer.getChannelData(0);
|
||||
// Конвертируем float32 → int16 для экономии трафика
|
||||
const int16 = new Int16Array(pcm.length);
|
||||
for (let i = 0; i < pcm.length; i++) {
|
||||
const s = Math.max(-1, Math.min(1, pcm[i]));
|
||||
int16[i] = s < 0 ? s * 0x8000 : s * 0x7FFF;
|
||||
}
|
||||
voiceSocket.emit('voice_data', int16.buffer);
|
||||
};
|
||||
|
||||
source.connect(voiceProcessor);
|
||||
voiceProcessor.connect(audioCtx.createGain()); // не в destination — чтобы не слышать себя
|
||||
|
||||
// Подключаемся к голосовому серверу
|
||||
voiceSocket = io(VOICE_SERVER, { transports: ['websocket'] });
|
||||
voiceSocket.on('connect', () => {
|
||||
voiceSocket.emit('voice_join', { world_id: state.worldId, x: state.player.x, y: state.player.y, name: state.playerName || 'Игрок' });
|
||||
});
|
||||
|
||||
voiceSocket.on('voice_in', (payload) => {
|
||||
// Воспроизводим входящий голос
|
||||
const { data, meta, volume: rawVolume } = payload;
|
||||
const volume = rawVolume !== undefined ? rawVolume : 1.0;
|
||||
if (!audioCtx || audioCtx.state === 'closed') return;
|
||||
|
||||
// Int16 → Float32 (volume applied via gain node, not in conversion)
|
||||
const int16 = new Int16Array(data);
|
||||
const float32 = new Float32Array(int16.length);
|
||||
for (let i = 0; i < int16.length; i++) {
|
||||
float32[i] = int16[i] / (int16[i] < 0 ? 0x8000 : 0x7FFF);
|
||||
}
|
||||
|
||||
const buf = audioCtx.createBuffer(1, float32.length, 24000);
|
||||
buf.getChannelData(0).set(float32);
|
||||
const src = audioCtx.createBufferSource();
|
||||
src.buffer = buf;
|
||||
|
||||
const gain = audioCtx.createGain();
|
||||
gain.gain.value = volume;
|
||||
src.connect(gain).connect(audioCtx.destination);
|
||||
src.start();
|
||||
|
||||
// Индикатор
|
||||
speakingIndicator.style.display = 'block';
|
||||
speakingIndicator.textContent = `🔊 ${meta.name}`;
|
||||
clearTimeout(speakingTimeout);
|
||||
speakingTimeout = setTimeout(() => { speakingIndicator.style.display = 'none'; }, 500);
|
||||
});
|
||||
|
||||
voiceActive = true;
|
||||
voiceBtn.textContent = '🎤';
|
||||
voiceBtn.style.background = '#2ecc71';
|
||||
} catch (e) {
|
||||
console.error('Voice error:', e);
|
||||
voiceBtn.style.background = '#e74c3c';
|
||||
}
|
||||
};
|
||||
|
||||
export function initVoice() {
|
||||
// Voice position update hook — should be called from main loop
|
||||
let voicePosT = 0;
|
||||
return {
|
||||
update(dt) {
|
||||
voicePosT += dt;
|
||||
if (voicePosT > 0.5 && voiceSocket && voiceSocket.connected) {
|
||||
voicePosT = 0;
|
||||
voiceSocket.emit('voice_pos', { x: state.player.x, y: state.player.y });
|
||||
}
|
||||
}
|
||||
};
|
||||
}
|
||||
|
|
@ -0,0 +1,154 @@
|
|||
import { TILE } from '../core/constants.js';
|
||||
import { BLOCKS } from '../data/blocks.js';
|
||||
import { state } from '../core/state.js';
|
||||
import { getBlock, isSolid } from '../world/world-storage.js';
|
||||
import { calculateDamage } from '../entities/player.js';
|
||||
|
||||
function resolveY(e) {
|
||||
// Всегда пересчитываем grounded (не держим "липким")
|
||||
e.grounded = false;
|
||||
|
||||
const x1 = e.x + 2;
|
||||
const x2 = e.x + e.w - 2;
|
||||
|
||||
// Проверяем, находится ли игрок на лестнице (по центру)
|
||||
const cx = e.x + e.w / 2;
|
||||
const cy = e.y + e.h / 2;
|
||||
const gx = Math.floor(cx / TILE);
|
||||
const gy = Math.floor(cy / TILE);
|
||||
const b = getBlock(gx, gy);
|
||||
const onLadder = b && BLOCKS[b.t] && BLOCKS[b.t].climbable;
|
||||
|
||||
// Если на лестнице - можно двигаться вверх/вниз
|
||||
if (onLadder) {
|
||||
e.grounded = true;
|
||||
|
||||
// Если нажимаем прыжок на лестнице - поднимаемся
|
||||
if (state.inp.jump) {
|
||||
e.vy = -200;
|
||||
}
|
||||
// Если нажимаем вниз - спускаемся
|
||||
else if (state.inp.down) {
|
||||
e.vy = 100;
|
||||
}
|
||||
// Иначе - остаёмся на месте (нет гравитации)
|
||||
else {
|
||||
e.vy = 0;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// Проверяем, можно ли запрыгнуть на лестницу рядом (слева или справа)
|
||||
const leftGX = Math.floor((e.x - 4) / TILE);
|
||||
const rightGX = Math.floor((e.x + e.w + 4) / TILE);
|
||||
const playerGY = Math.floor((e.y + e.h / 2) / TILE);
|
||||
|
||||
const leftBlock = getBlock(leftGX, playerGY);
|
||||
const rightBlock = getBlock(rightGX, playerGY);
|
||||
const leftLadder = leftBlock && BLOCKS[leftBlock.t] && BLOCKS[leftBlock.t].climbable;
|
||||
const rightLadder = rightBlock && BLOCKS[rightBlock.t] && BLOCKS[rightBlock.t].climbable;
|
||||
|
||||
// Если рядом есть лестница и игрок прыгает - притягиваем к ней
|
||||
if ((leftLadder || rightLadder) && state.inp.jump && e.vy < 0) {
|
||||
// Перемещаем игрока к лестнице
|
||||
if (leftLadder && e.x > leftGX * TILE + TILE / 2) {
|
||||
e.x = leftGX * TILE + TILE / 2 - e.w / 2;
|
||||
} else if (rightLadder && e.x < rightGX * TILE + TILE / 2) {
|
||||
e.x = rightGX * TILE + TILE / 2 - e.w / 2;
|
||||
}
|
||||
e.grounded = true;
|
||||
e.vy = -150; // меньший прыжок при запрыгивании на лестницу
|
||||
return;
|
||||
}
|
||||
|
||||
// 1) Если движемся вниз ИЛИ стоим (vy >= 0) — проверяем опору под ногами
|
||||
// Берём точку на 1px ниже стопы, чтобы не зависеть от ровного попадания в границу тайла.
|
||||
if (e.vy >= 0) {
|
||||
const probeY = e.y + e.h + 1;
|
||||
const gy = Math.floor(probeY / TILE);
|
||||
const gxA = Math.floor(x1 / TILE);
|
||||
const gxB = Math.floor(x2 / TILE);
|
||||
|
||||
if (isSolid(gxA, gy) || isSolid(gxB, gy)) {
|
||||
e.y = gy * TILE - e.h; // прижимаем к полу
|
||||
e.vy = 0;
|
||||
e.grounded = true;
|
||||
|
||||
// урон от падения — только игроку и только не в воде
|
||||
if (e === state.player && !state.player.inWater) {
|
||||
const fallTiles = (e.y - e.fallStartY) / TILE;
|
||||
if (fallTiles > 6) {
|
||||
const damage = calculateDamage((fallTiles - 6) * 10);
|
||||
state.player.hp -= damage;
|
||||
}
|
||||
}
|
||||
if (e === state.player) e.fallStartY = e.y;
|
||||
}
|
||||
}
|
||||
|
||||
// 2) Проверка на возможность запрыгнуть на блок, если игрок рядом с ним
|
||||
if (e.vy < 0 && e === state.player) {
|
||||
const gy = Math.floor(e.y / TILE);
|
||||
const gxA = Math.floor(x1 / TILE);
|
||||
const gxB = Math.floor(x2 / TILE);
|
||||
|
||||
// Проверяем, есть ли блок рядом с игроком
|
||||
if ((isSolid(gxA, gy) || isSolid(gxB, gy)) && !isSolid(gxA, gy - 1) && !isSolid(gxB, gy - 1)) {
|
||||
e.y = (gy + 1) * TILE;
|
||||
e.vy = 0;
|
||||
e.grounded = true;
|
||||
if (e === state.player) e.fallStartY = e.y;
|
||||
console.log("Jumped onto block!");
|
||||
}
|
||||
}
|
||||
|
||||
// 2) Если движемся вверх — проверяем потолок
|
||||
if (e.vy < 0) {
|
||||
const gy = Math.floor(e.y / TILE);
|
||||
const gxA = Math.floor(x1 / TILE);
|
||||
const gxB = Math.floor(x2 / TILE);
|
||||
if (isSolid(gxA, gy) || isSolid(gxB, gy)) {
|
||||
e.y = (gy + 1) * TILE;
|
||||
e.vy = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function resolveX(e) {
|
||||
const y1 = e.y + 2;
|
||||
const y2 = e.y + e.h - 2;
|
||||
|
||||
// Проверяем, находимся ли мы на лестнице
|
||||
const cx = e.x + e.w / 2;
|
||||
const cy = e.y + e.h / 2;
|
||||
const gx = Math.floor(cx / TILE);
|
||||
const gy = Math.floor(cy / TILE);
|
||||
const b = getBlock(gx, gy);
|
||||
const onLadder = b && BLOCKS[b.t] && BLOCKS[b.t].climbable;
|
||||
|
||||
if (e.vx > 0) {
|
||||
const gx = Math.floor((e.x + e.w) / TILE);
|
||||
const gyA = Math.floor(y1 / TILE);
|
||||
const gyB = Math.floor(y2 / TILE);
|
||||
const solidA = isSolid(gx, gyA);
|
||||
const solidB = isSolid(gx, gyB);
|
||||
|
||||
if (solidA || solidB) {
|
||||
e.x = gx * TILE - e.w;
|
||||
e.vx = 0;
|
||||
}
|
||||
} else if (e.vx < 0) {
|
||||
const gx = Math.floor(e.x / TILE);
|
||||
const gyA = Math.floor(y1 / TILE);
|
||||
const gyB = Math.floor(y2 / TILE);
|
||||
const solidA = isSolid(gx, gyA);
|
||||
const solidB = isSolid(gx, gyB);
|
||||
|
||||
if (solidA || solidB) {
|
||||
e.x = (gx + 1) * TILE;
|
||||
e.vx = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export { resolveY, resolveX };
|
||||
|
|
@ -0,0 +1,46 @@
|
|||
import { TILE } from '../core/constants.js';
|
||||
import { state } from '../core/state.js';
|
||||
import { getBlock } from '../world/world-storage.js';
|
||||
import { playSound } from '../audio/sound-engine.js';
|
||||
|
||||
function isWaterAt(px, py) {
|
||||
const gx = Math.floor(px / TILE);
|
||||
const gy = Math.floor(py / TILE);
|
||||
const b = getBlock(gx, gy);
|
||||
return !!(b && (b.t === 'water' || b.t === 'swamp_water'));
|
||||
}
|
||||
|
||||
function isSwampWaterAt(px, py) {
|
||||
const gx = Math.floor(px / TILE);
|
||||
const gy = Math.floor(py / TILE);
|
||||
const b = getBlock(gx, gy);
|
||||
return !!(b && b.t === 'swamp_water');
|
||||
}
|
||||
|
||||
function updateWaterFlag(e) {
|
||||
const cx = e.x + e.w / 2;
|
||||
const wasInWater = e.inWater;
|
||||
|
||||
// В воде, если в воде хотя бы центр/ноги (чтобы корректно работать у поверхности)
|
||||
const mid = isWaterAt(cx, e.y + e.h / 2);
|
||||
const feet = isWaterAt(cx, e.y + e.h - 2);
|
||||
e.inWater = mid || feet;
|
||||
|
||||
// Болотная вода
|
||||
e.inSwampWater = isSwampWaterAt(cx, e.y + e.h / 2);
|
||||
|
||||
// Голова под водой — для кислорода/урона
|
||||
e.headInWater = isWaterAt(cx, e.y + 4);
|
||||
|
||||
// Звук при падении в воду
|
||||
if (e === state.player && !wasInWater && e.inWater && e.vy > 100) {
|
||||
playSound('splash');
|
||||
}
|
||||
|
||||
// Болотная вода — отравление
|
||||
if (e === state.player && e.inSwampWater) {
|
||||
state.player.hp -= 3 * (typeof dt !== 'undefined' ? dt : 0.016);
|
||||
}
|
||||
}
|
||||
|
||||
export { isWaterAt, isSwampWaterAt, updateWaterFlag };
|
||||
|
|
@ -0,0 +1,19 @@
|
|||
// Рисование костра: огонь поверх текстуры
|
||||
export function drawFire(ctx, wx, wy, now) {
|
||||
const baseX = wx;
|
||||
const baseY = wy;
|
||||
const flick = 6 + (Math.sin(now / 90) + 1) * 4;
|
||||
ctx.fillStyle = 'rgba(255,140,0,0.85)';
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(baseX + 10, baseY + 30);
|
||||
ctx.lineTo(baseX + 20, baseY + 30 - flick);
|
||||
ctx.lineTo(baseX + 30, baseY + 30);
|
||||
ctx.fill();
|
||||
|
||||
ctx.fillStyle = 'rgba(255,230,150,0.75)';
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(baseX + 14, baseY + 30);
|
||||
ctx.lineTo(baseX + 20, baseY + 30 - (flick * 0.7));
|
||||
ctx.lineTo(baseX + 26, baseY + 30);
|
||||
ctx.fill();
|
||||
}
|
||||
|
|
@ -0,0 +1,16 @@
|
|||
// ==================== ДАННЫЕ ГЕРОЯ (из платформёра grechka_game.html) ====================
|
||||
// COL/PARTS/PIVOT дословно оттуда: 107 прямоугольников, 5 частей (head/body/legs/tail/eye).
|
||||
// Ноль rig = ступни; высота рисунка ~3.07 юнита при PARTS-координатах.
|
||||
|
||||
export const HERO_COL = {
|
||||
blue: { hex: 0x0232fe, d: 0.60 },
|
||||
white: { hex: 0xffffff, d: 0.86 },
|
||||
cyan: { hex: 0x00a1ff, d: 1.00 },
|
||||
navy: { hex: 0x001a85, d: 1.12 },
|
||||
};
|
||||
|
||||
export const HERO_PARTS = {"head":[[-0.90035,2.93184,0.40909,0.13636,"blue"],[-1.17308,2.79547,0.13636,0.13636,"blue"],[-0.62762,2.79547,0.13636,0.13636,"blue"],[-0.96853,2.65911,0.27273,0.13636,"blue"],[-0.49126,2.65911,0.13636,0.13636,"blue"],[-1.17308,2.52275,0.13636,0.13636,"blue"],[-0.62762,2.52275,0.13636,0.13636,"blue"],[0.12238,2.52275,1.09091,0.13636,"blue"],[-0.83217,2.38638,0.81818,0.13636,"blue"],[1.00874,2.38638,0.68182,0.13636,"blue"],[-0.83217,2.25002,0.27273,0.13636,"blue"],[1.41783,2.25002,0.13636,0.13636,"blue"],[-1.03671,2.11365,0.13636,0.13636,"blue"],[1.28147,2.11365,0.13636,0.13636,"blue"],[0.12238,2.38638,1.09091,0.13636,"white"],[0.32692,2.25002,2.04545,0.13636,"white"],[-0.6958,2.11365,0.54545,0.13636,"white"],[-0.15035,2.11365,0.27273,0.13636,"white"],[0.66783,2.11365,1.09091,0.13636,"white"],[-0.3549,2.11365,0.13636,0.13636,"cyan"],[0.0542,2.11365,0.13636,0.13636,"cyan"]],"body":[[-1.17308,1.97729,0.13636,0.13636,"blue"],[1.1451,1.97729,0.13636,0.13636,"blue"],[-0.96853,1.84093,0.27273,0.13636,"blue"],[1.28147,1.77275,0.13636,0.27273,"blue"],[-0.90035,1.70456,0.13636,0.13636,"blue"],[-1.1049,1.5682,0.27273,0.13636,"blue"],[-0.42308,1.5682,0.27273,0.13636,"blue"],[0.53147,1.5682,0.27273,0.13636,"blue"],[1.07692,1.5682,0.27273,0.13636,"blue"],[1.41783,1.5682,0.13636,0.13636,"blue"],[-1.30944,1.43184,0.13636,0.13636,"blue"],[1.00874,1.43184,0.13636,0.13636,"blue"],[1.28147,1.43184,0.13636,0.13636,"blue"],[-1.17308,1.15911,0.13636,0.40909,"blue"],[1.1451,1.22729,0.13636,0.27273,"blue"],[-1.4458,1.02275,0.13636,0.13636,"blue"],[1.00874,1.02275,0.13636,0.13636,"blue"],[-1.4458,0.88638,0.40909,0.13636,"blue"],[-0.96853,0.88638,0.27273,0.13636,"blue"],[-0.08217,0.88638,0.68182,0.13636,"blue"],[0.87238,0.88638,0.13636,0.13636,"blue"],[-1.51399,0.75002,0.54545,0.13636,"blue"],[-0.90035,0.75002,0.13636,0.13636,"blue"],[0.66783,0.75002,0.27273,0.13636,"blue"],[1.00874,0.75002,0.13636,0.13636,"blue"],[-0.6958,1.97729,0.81818,0.13636,"white"],[-0.01399,1.97729,0.27273,0.13636,"white"],[0.8042,1.97729,0.54545,0.13636,"white"],[-0.6958,1.77275,0.27273,0.27273,"white"],[-0.21853,1.84093,0.13636,0.13636,"white"],[0.32692,1.84093,0.13636,0.13636,"white"],[0.94056,1.77275,0.54545,0.27273,"white"],[0.0542,1.63638,0.68182,0.27273,"white"],[-0.76399,1.5682,0.40909,0.13636,"white"],[0.8042,1.5682,0.27273,0.13636,"white"],[1.28147,1.5682,0.13636,0.13636,"white"],[-1.1049,1.43184,0.27273,0.13636,"white"],[-0.01399,1.43184,1.36364,0.13636,"white"],[-0.21853,1.29547,1.5,0.13636,"white"],[0.87238,1.29547,0.40909,0.13636,"white"],[-0.90035,1.15911,0.13636,0.13636,"white"],[-0.08217,1.15911,1.22727,0.13636,"white"],[0.73601,1.15911,0.13636,0.13636,"white"],[1.00874,1.15911,0.13636,0.13636,"white"],[-1.03671,1.02275,0.13636,0.13636,"white"],[-0.01399,1.02275,1.36364,0.13636,"white"],[-0.62762,0.88638,0.40909,0.13636,"white"],[0.53147,0.88638,0.54545,0.13636,"white"],[-0.15035,0.75002,1.36364,0.13636,"white"],[0.87238,0.75002,0.13636,0.13636,"white"],[-0.21853,1.97729,0.13636,0.13636,"cyan"],[0.32692,1.97729,0.40909,0.13636,"cyan"],[0.0542,1.84093,0.40909,0.13636,"cyan"],[-0.83217,1.43184,0.27273,0.13636,"cyan"],[0.8042,1.43184,0.27273,0.13636,"cyan"],[-1.03671,1.22729,0.13636,0.27273,"cyan"],[0.59965,1.22729,0.13636,0.27273,"cyan"],[-0.76399,1.15911,0.13636,0.13636,"cyan"],[0.87238,1.15911,0.13636,0.13636,"cyan"],[-0.83217,1.02275,0.27273,0.13636,"cyan"],[0.8042,1.02275,0.27273,0.13636,"cyan"]],"tail":[[-1.71853,0.61365,0.13636,0.13636,"blue"],[-1.03671,0.61365,0.13636,0.13636,"blue"],[-0.62762,0.61365,0.40909,0.13636,"blue"],[-1.65035,0.47729,0.27273,0.13636,"blue"],[-0.90035,0.47729,0.13636,0.13636,"blue"],[-1.4458,0.34093,0.40909,0.13636,"blue"],[-0.62762,0.34093,0.40909,0.13636,"blue"],[-0.90035,0.20456,0.95455,0.13636,"blue"],[-0.90035,0.61365,0.13636,0.13636,"white"]],"legs":[[0.3951,0.61365,0.27273,0.13636,"blue"],[0.87238,0.61365,0.13636,0.13636,"blue"],[-0.55944,0.47729,0.27273,0.13636,"blue"],[0.32692,0.34093,0.13636,0.40909,"blue"],[-0.21853,0.20456,0.13636,0.13636,"blue"],[0.0542,0.20456,0.13636,0.13636,"blue"],[-0.08217,0.0682,0.95455,0.13636,"blue"],[-0.3549,0.47729,0.13636,0.13636,"white"],[-0.08217,0.34093,0.68182,0.13636,"white"],[-0.3549,0.20456,0.13636,0.13636,"white"],[-0.08217,0.20456,0.13636,0.13636,"white"],[0.19056,0.20456,0.13636,0.13636,"white"],[-0.08217,0.61365,0.68182,0.13636,"cyan"],[-0.01399,0.47729,0.54545,0.13636,"cyan"]],"eye":[[-0.42308,1.77275,0.27273,0.27273,"navy"],[0.53147,1.77275,0.27273,0.27273,"navy"]]};
|
||||
|
||||
export const HERO_PIVOT = {"head":[0.0,2.5909],"body":[0.0,0.979],"legs":[-0.035,0.9091],"tail":[-0.7343,1.3287],"eye":[0.0524,2.1294]};
|
||||
|
||||
export const HERO_SCALE = 0.50;
|
||||
|
|
@ -0,0 +1,105 @@
|
|||
// Lighting overlay at night (Minecraft-style: offscreen lightmap, wall occlusion, warm flicker)
|
||||
import { state } from '../core/state.js';
|
||||
import { TILE } from '../core/constants.js';
|
||||
import { BLOCKS } from '../data/blocks.js';
|
||||
import { getBlock } from '../world/world-storage.js';
|
||||
|
||||
export function renderLighting(ctx, W, H, camX, camY, lightC, lightCtx, dpr, blocks, minGX, maxGX, minGY, maxGY, now) {
|
||||
// 1) Рисуем тёмный оверлей на offscreen canvas
|
||||
lightC.width = W * dpr;
|
||||
lightC.height = H * dpr;
|
||||
lightCtx.setTransform(dpr, 0, 0, dpr, 0, 0);
|
||||
lightCtx.fillStyle = 'rgba(0,0,12,0.82)';
|
||||
lightCtx.fillRect(0, 0, W, H);
|
||||
|
||||
// 2) Вырезаем «окна света» через destination-out — свет не проходит сквозь стены
|
||||
lightCtx.globalCompositeOperation = 'destination-out';
|
||||
|
||||
// Функция: рисуем мягкий луч света с затуханием за стенами
|
||||
function castLight(sx, sy, radius) {
|
||||
const flick = 0.97 + Math.sin(now / 300 + sx * 0.01) * 0.015 + Math.sin(now / 470 + sy * 0.02) * 0.015;
|
||||
const r = radius * flick;
|
||||
// 12 лучей — достаточно для мягкого круга
|
||||
const steps = 24;
|
||||
// Собираем дистанции до стен по лучам
|
||||
const dists = new Float32Array(steps);
|
||||
for (let i = 0; i < steps; i++) {
|
||||
const angle = (i / steps) * Math.PI * 2;
|
||||
const dx = Math.cos(angle);
|
||||
const dy = Math.sin(angle);
|
||||
let maxDist = r;
|
||||
// Идём по лучу пока не упрёмся в стену
|
||||
for (let step = TILE * 0.3; step < r; step += TILE * 0.35) {
|
||||
const gx = Math.floor((sx + dx * step) / TILE);
|
||||
const gy = Math.floor((sy + dy * step) / TILE);
|
||||
const blk = getBlock(gx, gy);
|
||||
if (blk && !blk.dead && BLOCKS[blk.t] && BLOCKS[blk.t].solid && step > TILE * 0.3) {
|
||||
maxDist = step;
|
||||
break;
|
||||
}
|
||||
}
|
||||
dists[i] = maxDist;
|
||||
}
|
||||
// Рисуем сглаженный полигон по dists
|
||||
const cx = sx - camX, cy = sy - camY;
|
||||
// Центр: яркая точка
|
||||
const maxR = Math.max(...dists);
|
||||
const grad = lightCtx.createRadialGradient(cx, cy, 0, cx, cy, maxR);
|
||||
grad.addColorStop(0, 'rgba(255,255,255,1)');
|
||||
grad.addColorStop(0.5, 'rgba(255,255,255,0.65)');
|
||||
grad.addColorStop(1, 'rgba(255,255,255,0)');
|
||||
lightCtx.fillStyle = grad;
|
||||
// Рисуем shape по dists (звездоподобный полигон)
|
||||
lightCtx.beginPath();
|
||||
for (let i = 0; i <= steps; i++) {
|
||||
const idx = i % steps;
|
||||
const nextIdx = (i + 1) % steps;
|
||||
const avgD = (dists[idx] + dists[nextIdx]) / 2;
|
||||
const angle = (idx / steps) * Math.PI * 2;
|
||||
const px = cx + Math.cos(angle) * dists[idx];
|
||||
const py = cy + Math.sin(angle) * dists[idx];
|
||||
if (i === 0) lightCtx.moveTo(px, py);
|
||||
else lightCtx.lineTo(px, py);
|
||||
}
|
||||
lightCtx.closePath();
|
||||
lightCtx.fill();
|
||||
}
|
||||
|
||||
// Источники света
|
||||
for (const b of blocks) {
|
||||
if (b.dead) continue;
|
||||
if (b.gx < minGX - 5 || b.gx > maxGX + 5 || b.gy < minGY - 5 || b.gy > maxGY + 5) continue;
|
||||
const def = BLOCKS[b.t];
|
||||
if (def.lightRadius) {
|
||||
castLight(b.gx * TILE + TILE / 2, b.gy * TILE + TILE / 2, def.lightRadius);
|
||||
}
|
||||
}
|
||||
|
||||
// 3) Накладываем lightmap на основной canvas
|
||||
lightCtx.globalCompositeOperation = 'source-over';
|
||||
ctx.drawImage(lightC, 0, 0, W, H);
|
||||
|
||||
// 4) Тёплый оверлей от источников света (additive, мягкий)
|
||||
ctx.save();
|
||||
ctx.globalCompositeOperation = 'lighter';
|
||||
for (const b of blocks) {
|
||||
if (b.dead) continue;
|
||||
if (b.gx < minGX - 3 || b.gx > maxGX + 3 || b.gy < minGY - 3 || b.gy > maxGY + 3) continue;
|
||||
const def = BLOCKS[b.t];
|
||||
if (def.lightRadius) {
|
||||
const flick = 0.9 + Math.sin(now / 350 + b.gx * 3.7) * 0.05 + Math.sin(now / 530 + b.gy * 2.3) * 0.05;
|
||||
const wx = b.gx * TILE + TILE / 2 - camX;
|
||||
const wy = b.gy * TILE + TILE / 2 - camY;
|
||||
const r = def.lightRadius * 0.85;
|
||||
const grad = ctx.createRadialGradient(wx, wy, 0, wx, wy, r);
|
||||
grad.addColorStop(0, `rgba(255,180,80,0.28)`);
|
||||
grad.addColorStop(0.5, `rgba(255,140,40,0.13)`);
|
||||
grad.addColorStop(1, 'rgba(255,100,20,0)');
|
||||
ctx.fillStyle = grad;
|
||||
ctx.beginPath();
|
||||
ctx.arc(wx, wy, r, 0, Math.PI * 2);
|
||||
ctx.fill();
|
||||
}
|
||||
}
|
||||
ctx.restore();
|
||||
}
|
||||
|
|
@ -0,0 +1,14 @@
|
|||
// Частицы (взрыв)
|
||||
export const parts = [];
|
||||
|
||||
export function spawnExplosion(x, y, power) {
|
||||
const n = Math.floor(16 + power * 10);
|
||||
for (let i = 0; i < n; i++) {
|
||||
parts.push({
|
||||
x, y,
|
||||
vx: (Math.random() - 0.5) * (300 + power * 200),
|
||||
vy: (Math.random() - 0.5) * (300 + power * 200),
|
||||
t: 0.7, c: '#ffa500'
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,619 @@
|
|||
// ==================== 3D РЕНДЕР (Three.js) — GrechkaCraft v2 ====================
|
||||
// Логика, физика, сеть, инвентарь, крафт, погода — из src3d (общие модули).
|
||||
// Здесь ТОЛЬКО отрисовка: 2D-canvas заменён на Three.js-сцену.
|
||||
//
|
||||
// Единицы: 1 тайл = 1 юнит. Игровые координаты px: +y ВНИЗ.
|
||||
// Three.js: +y ВВЕРХ, +z к зрителю. Поэтому TY(v) = -v / TILE.
|
||||
import { state } from '../core/state.js';
|
||||
import { BLOCKS } from '../data/blocks.js';
|
||||
import { getBiome } from '../world/generation.js';
|
||||
import { isNight } from '../entities/mob-ai.js';
|
||||
import { skyColor } from '../world/weather.js';
|
||||
import { mode } from '../game/modes.js';
|
||||
import { handleTap, stopMining } from '../input/mouse-handler.js';
|
||||
import { HERO_COL, HERO_PARTS, HERO_PIVOT, HERO_SCALE } from './hero-rig.js';
|
||||
|
||||
const TDY = (v) => -v / state.TILE;
|
||||
|
||||
let TD = null; // движок; создаётся на первом кадре
|
||||
|
||||
// ---------- материалы блоков ----------
|
||||
function TDparseColor(c) {
|
||||
const m = /rgba?\(([^)]+)\)/.exec(c);
|
||||
if (!m) return { color: new THREE.Color(c), opacity: 1 };
|
||||
const p = m[1].split(',').map(s => parseFloat(s));
|
||||
return { color: new THREE.Color(p[0] / 255, p[1] / 255, p[2] / 255), opacity: p.length > 3 ? p[3] : 1 };
|
||||
}
|
||||
|
||||
function TDblockMat(t) {
|
||||
const def = BLOCKS[t] || {};
|
||||
const { color, opacity } = TDparseColor(def.c || '#ff00ff');
|
||||
const a = def.alpha !== undefined ? def.alpha : opacity;
|
||||
return new THREE.MeshLambertMaterial({ color, transparent: a < 1, opacity: a });
|
||||
}
|
||||
|
||||
function TDisFluid(t) { const d = BLOCKS[t]; return !!(d && d.fluid); }
|
||||
function TDisDecor(t) {
|
||||
const d = BLOCKS[t];
|
||||
if (!d) return false;
|
||||
return !d.solid || !!d.decor || !!d.climbable;
|
||||
}
|
||||
|
||||
// ---------- герой: тот же пиксельный рисунок, собранный из кубиков ----------
|
||||
function TDbuildHeroRig() {
|
||||
const group = new THREE.Group();
|
||||
const P = {};
|
||||
const MAT = {};
|
||||
for (const k of Object.keys(HERO_COL)) MAT[k] = new THREE.MeshLambertMaterial({ color: HERO_COL[k].hex });
|
||||
for (const name of Object.keys(HERO_PARTS)) {
|
||||
const g = new THREE.Group();
|
||||
const j = HERO_PIVOT[name];
|
||||
g.position.set(j[0] * HERO_SCALE, j[1] * HERO_SCALE, 0);
|
||||
const inner = new THREE.Group();
|
||||
inner.position.set(-j[0] * HERO_SCALE, -j[1] * HERO_SCALE, 0);
|
||||
g.add(inner);
|
||||
group.add(g);
|
||||
P[name] = g;
|
||||
for (const r of HERO_PARTS[name]) {
|
||||
const depth = HERO_COL[r[4]].d * HERO_SCALE;
|
||||
const m = new THREE.Mesh(
|
||||
new THREE.BoxGeometry(r[2] * HERO_SCALE, r[3] * HERO_SCALE, depth),
|
||||
MAT[r[4]]
|
||||
);
|
||||
m.position.set((r[0] - 0.24) * HERO_SCALE, r[1] * HERO_SCALE, depth / 2);
|
||||
m.castShadow = true;
|
||||
m.receiveShadow = true;
|
||||
inner.add(m);
|
||||
}
|
||||
}
|
||||
return { group, P };
|
||||
}
|
||||
|
||||
const TD_MOB_COLORS = {
|
||||
zombie: 0x2ecc71, pig: 0xffb6c1, chicken: 0xecf0f1, creeper: 0x4caf50,
|
||||
skeleton: 0xeceff1, scorpion: 0x5d4037, polar_bear: 0xeceff1,
|
||||
slime: 0x4caf50, eagle: 0x5d4037,
|
||||
};
|
||||
|
||||
function TDnameSprite(name) {
|
||||
const cv = document.createElement('canvas');
|
||||
cv.width = 256; cv.height = 48;
|
||||
const g = cv.getContext('2d');
|
||||
g.font = 'bold 26px system-ui';
|
||||
g.textAlign = 'center';
|
||||
g.fillStyle = 'rgba(0,0,0,0.45)';
|
||||
g.fillRect(0, 0, 256, 48);
|
||||
g.fillStyle = '#fff';
|
||||
g.fillText(String(name || '?').slice(0, 14), 128, 33);
|
||||
const sp = new THREE.Sprite(new THREE.SpriteMaterial({ map: new THREE.CanvasTexture(cv), depthTest: false }));
|
||||
sp.scale.set(2.2, 0.41, 1);
|
||||
return sp;
|
||||
}
|
||||
|
||||
// ---------- init ----------
|
||||
function TDinit() {
|
||||
const canvas = state.canvas;
|
||||
const renderer = new THREE.WebGLRenderer({ canvas, antialias: true });
|
||||
if (renderer.outputEncoding !== undefined && THREE.sRGBEncoding !== undefined) {
|
||||
renderer.outputEncoding = THREE.sRGBEncoding;
|
||||
}
|
||||
renderer.shadowMap.enabled = true;
|
||||
renderer.shadowMap.type = THREE.PCFShadowMap;
|
||||
|
||||
const scene = new THREE.Scene();
|
||||
scene.background = new THREE.Color(0x8fc7f5);
|
||||
scene.fog = new THREE.Fog(0x8fc7f5, 40, 110);
|
||||
const camera = new THREE.PerspectiveCamera(55, 1, 0.1, 400);
|
||||
|
||||
const hemi = new THREE.HemisphereLight(0xcfe6ff, 0x6ab04c, 0.9);
|
||||
const sun = new THREE.DirectionalLight(0xffffff, 1.5);
|
||||
sun.castShadow = true;
|
||||
sun.shadow.mapSize.set(1024, 1024);
|
||||
sun.shadow.camera.left = -32; sun.shadow.camera.right = 32;
|
||||
sun.shadow.camera.top = 32; sun.shadow.camera.bottom = -32;
|
||||
sun.shadow.camera.near = 1; sun.shadow.camera.far = 180;
|
||||
sun.shadow.normalBias = 0.05;
|
||||
const amb = new THREE.AmbientLight(0xffffff, 0.25);
|
||||
scene.add(hemi, sun, sun.target, amb);
|
||||
|
||||
const hero = TDbuildHeroRig();
|
||||
scene.add(hero.group);
|
||||
|
||||
// Стена за миром и пол — дают толщину сцене (мир по Z = 1 тайл)
|
||||
const backWall = new THREE.Mesh(
|
||||
new THREE.PlaneGeometry(600, 400),
|
||||
new THREE.MeshBasicMaterial({ color: 0x2b3a2a })
|
||||
);
|
||||
backWall.position.set(0, 0, -2.5);
|
||||
backWall.frustumCulled = false;
|
||||
scene.add(backWall);
|
||||
const groundPlane = new THREE.Mesh(
|
||||
new THREE.PlaneGeometry(600, 400),
|
||||
new THREE.MeshLambertMaterial({ color: 0x3d5a3a })
|
||||
);
|
||||
groundPlane.rotation.x = -Math.PI / 2;
|
||||
groundPlane.position.set(0, 0, 3);
|
||||
groundPlane.frustumCulled = false;
|
||||
groundPlane.receiveShadow = true;
|
||||
scene.add(groundPlane);
|
||||
|
||||
const crack = new THREE.Mesh(
|
||||
new THREE.BoxGeometry(1.003, 1.003, 1.003),
|
||||
new THREE.MeshBasicMaterial({ color: 0x000000, transparent: true, opacity: 0 })
|
||||
);
|
||||
crack.visible = false;
|
||||
scene.add(crack);
|
||||
|
||||
const ghost = new THREE.Mesh(
|
||||
new THREE.BoxGeometry(1.01, 1.01, 1.01),
|
||||
new THREE.MeshBasicMaterial({ color: 0xffffff, wireframe: true, transparent: true, opacity: 0.9 })
|
||||
);
|
||||
ghost.visible = false;
|
||||
scene.add(ghost);
|
||||
|
||||
// облака
|
||||
const cloudMeshes = [];
|
||||
const cloudMat = new THREE.MeshLambertMaterial({ color: 0xffffff, transparent: true, opacity: 0.8 });
|
||||
for (let i = 0; i < 14; i++) {
|
||||
const m = new THREE.Mesh(new THREE.BoxGeometry(4, 0.7, 1.5), cloudMat);
|
||||
scene.add(m);
|
||||
cloudMeshes.push(m);
|
||||
}
|
||||
|
||||
// снаряды
|
||||
const projPool = [];
|
||||
for (let i = 0; i < 24; i++) {
|
||||
const m = new THREE.Mesh(new THREE.BoxGeometry(0.6, 0.09, 0.09), new THREE.MeshBasicMaterial({ color: 0xf1c40f }));
|
||||
m.visible = false;
|
||||
scene.add(m);
|
||||
projPool.push(m);
|
||||
}
|
||||
|
||||
// частицы
|
||||
const PMAX = 600;
|
||||
const pGeo = new THREE.BufferGeometry();
|
||||
const pPos = new Float32Array(PMAX * 3);
|
||||
const pCol = new Float32Array(PMAX * 3);
|
||||
pGeo.setAttribute('position', new THREE.BufferAttribute(pPos, 3));
|
||||
pGeo.setAttribute('color', new THREE.BufferAttribute(pCol, 3));
|
||||
const points = new THREE.Points(pGeo, new THREE.PointsMaterial({ size: 0.14, vertexColors: true, depthWrite: false }));
|
||||
points.frustumCulled = false;
|
||||
scene.add(points);
|
||||
|
||||
// дождь / снег
|
||||
function makeFall(n, color, size) {
|
||||
const g = new THREE.BufferGeometry();
|
||||
const pos = new Float32Array(n * 3);
|
||||
g.setAttribute('position', new THREE.BufferAttribute(pos, 3));
|
||||
const pts = new THREE.Points(g, new THREE.PointsMaterial({ color, size, transparent: true, opacity: 0.7, depthWrite: false }));
|
||||
pts.frustumCulled = false;
|
||||
pts.visible = false;
|
||||
scene.add(pts);
|
||||
return { pts, pos, n };
|
||||
}
|
||||
const rain = makeFall(400, 0x74b9ff, 0.18);
|
||||
const snow = makeFall(250, 0xffffff, 0.15);
|
||||
|
||||
// огни: точечные свет + конусы пламени
|
||||
const lightPool = [];
|
||||
for (let i = 0; i < 5; i++) {
|
||||
const L = new THREE.PointLight(0xff9a3c, 0, 20);
|
||||
scene.add(L);
|
||||
lightPool.push(L);
|
||||
}
|
||||
const flamePool = [];
|
||||
for (let i = 0; i < 8; i++) {
|
||||
const f = new THREE.Mesh(new THREE.ConeGeometry(0.28, 0.7, 6), new THREE.MeshBasicMaterial({ color: 0xff7a1a }));
|
||||
f.visible = false;
|
||||
scene.add(f);
|
||||
flamePool.push(f);
|
||||
}
|
||||
|
||||
const boatMesh = new THREE.Mesh(
|
||||
new THREE.BoxGeometry(1.4, 0.5, 0.8),
|
||||
new THREE.MeshLambertMaterial({ color: 0x8b4513 })
|
||||
);
|
||||
boatMesh.visible = false;
|
||||
boatMesh.castShadow = true;
|
||||
scene.add(boatMesh);
|
||||
|
||||
TD = {
|
||||
renderer, scene, camera, hemi, sun, amb, hero, backWall, groundPlane,
|
||||
crack, ghost, cloudMeshes, projPool, points, pPos, pCol, PMAX,
|
||||
rain, snow, lightPool, flamePool, boatMesh,
|
||||
blockMeshes: [], lastVersion: -1,
|
||||
mobs: new Map(), players: new Map(),
|
||||
theta: 0.30, phi: 0.26, dist: 16,
|
||||
ptrs: new Map(), pinchD: 0,
|
||||
lastTap: null, fireCache: null, fireAt: 0,
|
||||
heroStep: 0, heroT: 0, face: 1, frame: 0, lastT: 0,
|
||||
colCache: new Map(),
|
||||
};
|
||||
TDbindInput(canvas);
|
||||
TDresize();
|
||||
window.addEventListener('resize', TDresize);
|
||||
}
|
||||
|
||||
function TDresize() {
|
||||
if (!TD) return;
|
||||
const w = window.innerWidth, h = window.innerHeight;
|
||||
state.W = w;
|
||||
state.H = h;
|
||||
TD.renderer.setPixelRatio(Math.min(window.devicePixelRatio || 1, 2));
|
||||
TD.renderer.setSize(w, h, false);
|
||||
TD.camera.aspect = w / h;
|
||||
TD.camera.updateProjectionMatrix();
|
||||
}
|
||||
|
||||
// ---------- блоки ----------
|
||||
function TDrebuildBlocks() {
|
||||
for (const e of TD.blockMeshes) {
|
||||
TD.scene.remove(e.mesh);
|
||||
e.mesh.geometry.dispose();
|
||||
e.mesh.material.dispose();
|
||||
}
|
||||
TD.blockMeshes = [];
|
||||
const byType = new Map();
|
||||
for (const b of state.blocks) {
|
||||
if (b.dead) continue;
|
||||
if (!BLOCKS[b.t]) continue;
|
||||
if (!byType.has(b.t)) byType.set(b.t, []);
|
||||
byType.get(b.t).push(b);
|
||||
}
|
||||
const boxGeo = new THREE.BoxGeometry(1, 1, 1);
|
||||
const planeGeo = new THREE.PlaneGeometry(0.92, 0.92);
|
||||
for (const [t, list] of byType) {
|
||||
const fluid = TDisFluid(t);
|
||||
const decor = !fluid && TDisDecor(t);
|
||||
const mesh = new THREE.InstancedMesh(decor ? planeGeo : boxGeo, TDblockMat(t), list.length);
|
||||
mesh.castShadow = !decor;
|
||||
mesh.receiveShadow = true;
|
||||
if (decor) mesh.material.side = THREE.DoubleSide;
|
||||
const m = new THREE.Matrix4();
|
||||
for (let i = 0; i < list.length; i++) {
|
||||
const b = list[i];
|
||||
if (fluid) {
|
||||
m.makeScale(1, 0.8, 1);
|
||||
m.setPosition(b.gx, -b.gy - 0.1, 0);
|
||||
} else {
|
||||
m.identity();
|
||||
m.setPosition(b.gx, -b.gy, 0);
|
||||
}
|
||||
mesh.setMatrixAt(i, m);
|
||||
}
|
||||
mesh.instanceMatrix.needsUpdate = true;
|
||||
mesh.userData.list = list;
|
||||
TD.scene.add(mesh);
|
||||
TD.blockMeshes.push({ mesh, type: t });
|
||||
}
|
||||
TD.lastVersion = state.blocksVersion || 0;
|
||||
}
|
||||
|
||||
// ---------- pick ----------
|
||||
const TDray = new THREE.Raycaster();
|
||||
const TDndc = new THREE.Vector2();
|
||||
const TDplane = new THREE.Plane(new THREE.Vector3(0, 0, 1), 0);
|
||||
const TDhitP = new THREE.Vector3();
|
||||
|
||||
function TDpick(sx, sy) {
|
||||
const r = state.canvas.getBoundingClientRect();
|
||||
TDndc.x = ((sx - r.left) / r.width) * 2 - 1;
|
||||
TDndc.y = -((sy - r.top) / r.height) * 2 + 1;
|
||||
TDray.setFromCamera(TDndc, TD.camera);
|
||||
const hits = TDray.intersectObjects(TD.blockMeshes.map(e => e.mesh), false);
|
||||
if (hits.length) {
|
||||
const h = hits[0];
|
||||
const b = h.object.userData.list[h.instanceId];
|
||||
if (b) return { wx: h.point.x * state.TILE, wy: -h.point.y * state.TILE, gx: b.gx, gy: b.gy };
|
||||
}
|
||||
if (TDray.ray.intersectPlane(TDplane, TDhitP)) {
|
||||
return {
|
||||
wx: TDhitP.x * state.TILE, wy: -TDhitP.y * state.TILE,
|
||||
gx: Math.floor(TDhitP.x), gy: Math.floor(-TDhitP.y),
|
||||
};
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
// ---------- ввод: drag = орбита, щипок/колесо = зум, тап = действие ----------
|
||||
function TDbindInput(canvas) {
|
||||
canvas.addEventListener('pointerdown', (e) => {
|
||||
TD.ptrs.set(e.pointerId, { x: e.clientX, y: e.clientY, sx: e.clientX, sy: e.clientY, moved: false, t: performance.now() });
|
||||
if (TD.ptrs.size === 2) {
|
||||
const q = [...TD.ptrs.values()];
|
||||
TD.pinchD = Math.hypot(q[0].x - q[1].x, q[0].y - q[1].y);
|
||||
}
|
||||
stopMining();
|
||||
});
|
||||
|
||||
canvas.addEventListener('pointermove', (e) => {
|
||||
const q = TD.ptrs.get(e.pointerId);
|
||||
if (!q) return;
|
||||
const dx = e.clientX - q.x, dy = e.clientY - q.y;
|
||||
q.x = e.clientX; q.y = e.clientY;
|
||||
if (Math.hypot(e.clientX - q.sx, e.clientY - q.sy) > 8) q.moved = true;
|
||||
if (TD.ptrs.size === 2) {
|
||||
const v = [...TD.ptrs.values()];
|
||||
const d = Math.hypot(v[0].x - v[1].x, v[0].y - v[1].y);
|
||||
if (TD.pinchD > 0 && d > 0) TD.dist = Math.min(32, Math.max(5, TD.dist * TD.pinchD / d));
|
||||
TD.pinchD = d;
|
||||
return;
|
||||
}
|
||||
if (q.moved) {
|
||||
TD.theta -= dx * 0.005;
|
||||
TD.phi = Math.min(1.35, Math.max(0.18, TD.phi + dy * 0.005));
|
||||
}
|
||||
});
|
||||
|
||||
const up = (e) => {
|
||||
const q = TD.ptrs.get(e.pointerId);
|
||||
TD.ptrs.delete(e.pointerId);
|
||||
TD.pinchD = 0;
|
||||
if (q && !q.moved && performance.now() - q.t < 600) {
|
||||
const hit = TDpick(e.clientX, e.clientY);
|
||||
if (hit) {
|
||||
TD.lastTap = { gx: hit.gx, gy: hit.gy };
|
||||
handleTap(hit.wx, hit.wy);
|
||||
}
|
||||
}
|
||||
};
|
||||
canvas.addEventListener('pointerup', up);
|
||||
canvas.addEventListener('pointercancel', (e) => { TD.ptrs.delete(e.pointerId); TD.pinchD = 0; });
|
||||
canvas.addEventListener('contextmenu', (e) => e.preventDefault());
|
||||
canvas.addEventListener('wheel', (e) => {
|
||||
e.preventDefault();
|
||||
e.stopPropagation();
|
||||
TD.dist = Math.min(32, Math.max(5, TD.dist * (1 + e.deltaY * 0.001)));
|
||||
}, { passive: false, capture: true });
|
||||
}
|
||||
|
||||
// ---------- сущности ----------
|
||||
function TDmobMesh(m) {
|
||||
let e = TD.mobs.get(m);
|
||||
if (!e) {
|
||||
const g = new THREE.Group();
|
||||
const body = new THREE.Mesh(
|
||||
new THREE.BoxGeometry(1, 1, 0.6),
|
||||
new THREE.MeshLambertMaterial({ color: TD_MOB_COLORS[m.kind] || 0x2ecc71 })
|
||||
);
|
||||
body.castShadow = true;
|
||||
g.add(body);
|
||||
const eyeM = new THREE.MeshBasicMaterial({ color: 0x111111 });
|
||||
const e1 = new THREE.Mesh(new THREE.BoxGeometry(0.12, 0.12, 0.05), eyeM);
|
||||
e1.position.set(-0.15, 0.25, 0.31);
|
||||
const e2 = e1.clone();
|
||||
e2.position.x = 0.15;
|
||||
g.add(e1, e2);
|
||||
TD.scene.add(g);
|
||||
e = { g, body };
|
||||
TD.mobs.set(m, e);
|
||||
}
|
||||
return e;
|
||||
}
|
||||
|
||||
function TDplayerEntry(id, p) {
|
||||
let e = TD.players.get(id);
|
||||
if (!e) {
|
||||
const rig = TDbuildHeroRig();
|
||||
const label = TDnameSprite(p.name);
|
||||
label.position.y = 2.2;
|
||||
rig.group.add(label);
|
||||
TD.scene.add(rig.group);
|
||||
e = { rig, label };
|
||||
TD.players.set(id, e);
|
||||
}
|
||||
return e;
|
||||
}
|
||||
|
||||
// ---------- кадр ----------
|
||||
export function renderFrame3D(now) {
|
||||
if (!TD) TDinit();
|
||||
const player = state.player;
|
||||
const TILE = state.TILE;
|
||||
TD.frame++;
|
||||
const dt = Math.min(0.05, Math.max(0.001, (now - (TD.lastT || now - 16)) / 1000));
|
||||
TD.lastT = now;
|
||||
|
||||
if ((state.blocksVersion || 0) !== TD.lastVersion) TDrebuildBlocks();
|
||||
|
||||
const night = isNight();
|
||||
const px = (player.x + (player.w || 24) / 2) / TILE;
|
||||
const py = TDY(player.y + (player.h || 70) / 2);
|
||||
|
||||
// небо и свет
|
||||
const sky = skyColor(night, getBiome(Math.floor(player.x / TILE)), state.weatherType, state.worldTime);
|
||||
TD.scene.background.set(sky);
|
||||
TD.scene.fog.color.copy(TD.scene.background);
|
||||
TD.sun.intensity = night ? 0.14 : 1.5;
|
||||
TD.hemi.intensity = night ? 0.32 : 0.9;
|
||||
TD.amb.intensity = night ? 0.34 : 0.25;
|
||||
if (state.lightningFlash > 0) TD.hemi.intensity += Math.min(2.2, state.lightningFlash * 2.4);
|
||||
TD.backWall.position.set(px, py, -2.5);
|
||||
TD.groundPlane.position.set(px, Math.round(TDY(player.y) - 40), 3);
|
||||
TD.sun.position.set(px + 25, py + 40, 25);
|
||||
TD.sun.target.position.set(px, py, 0);
|
||||
TD.sun.target.updateMatrixWorld();
|
||||
|
||||
// камера-орбита вокруг игрока
|
||||
const cp = Math.cos(TD.phi), sp = Math.sin(TD.phi);
|
||||
const camY = py + TD.dist * sp;
|
||||
TD.camera.position.set(
|
||||
px + TD.dist * Math.sin(TD.theta) * cp,
|
||||
Math.max(camY, py + 1.2),
|
||||
TD.dist * Math.cos(TD.theta) * cp
|
||||
);
|
||||
TD.camera.lookAt(px, py + 0.3, 0);
|
||||
|
||||
// герой: ноги на ступнях коллайдера + анимация шага
|
||||
TD.hero.group.position.set(px, TDY(player.y), 0);
|
||||
TD.heroT += dt;
|
||||
const moving = Math.abs(player.vx || 0) > 20 && player.onGround;
|
||||
if (moving) TD.heroStep += dt * 11;
|
||||
TD.hero.P.legs.rotation.z = moving ? Math.sin(TD.heroStep) * 0.34 : 0;
|
||||
if (player.vx > 20) TD.face = 1;
|
||||
else if (player.vx < -20) TD.face = -1;
|
||||
const wantYaw = TD.face * 0.34;
|
||||
TD.hero.group.rotation.y += (wantYaw - TD.hero.group.rotation.y) * Math.min(1, 9 * dt);
|
||||
|
||||
// мобы
|
||||
const allMobs = state.isMultiplayer ? Array.from(state.serverMobs.values()) : state.mobs;
|
||||
const seen = new Set();
|
||||
for (const m of allMobs) {
|
||||
if (m.dead) continue;
|
||||
seen.add(m);
|
||||
const e = TDmobMesh(m);
|
||||
const w = (m.w || 30) / TILE, h = (m.h || 30) / TILE;
|
||||
e.body.scale.set(w, h, 1);
|
||||
e.g.position.set((m.x + (m.w || 30) / 2) / TILE, TDY(m.y + (m.h || 30) / 2), 0);
|
||||
}
|
||||
for (const [m, e] of TD.mobs) {
|
||||
if (!seen.has(m)) {
|
||||
TD.scene.remove(e.g);
|
||||
TD.mobs.delete(m);
|
||||
}
|
||||
}
|
||||
|
||||
// другие игроки
|
||||
const seenP = new Set();
|
||||
if (state.otherPlayers) {
|
||||
for (const [id, p] of state.otherPlayers) {
|
||||
seenP.add(id);
|
||||
const e = TDplayerEntry(id, p);
|
||||
e.rig.group.position.set((p.x + 17) / TILE, TDY(p.y), 0);
|
||||
}
|
||||
}
|
||||
for (const [id, e] of TD.players) {
|
||||
if (!seenP.has(id)) {
|
||||
TD.scene.remove(e.rig.group);
|
||||
TD.players.delete(id);
|
||||
}
|
||||
}
|
||||
|
||||
// лодка
|
||||
if (state.boat && state.boat.active) {
|
||||
TD.boatMesh.visible = true;
|
||||
TD.boatMesh.position.set(state.boat.x / TILE, TDY(state.boat.y), 0);
|
||||
} else TD.boatMesh.visible = false;
|
||||
|
||||
// снаряды
|
||||
const projs = state.projectiles || [];
|
||||
for (let i = 0; i < TD.projPool.length; i++) {
|
||||
const mesh = TD.projPool[i];
|
||||
const pr = projs[i];
|
||||
if (!pr) { mesh.visible = false; continue; }
|
||||
mesh.visible = true;
|
||||
mesh.material.color.set(pr.owner === 'mob' ? 0xc0392b : 0xf1c40f);
|
||||
mesh.position.set(pr.x / TILE, TDY(pr.y), 0.35);
|
||||
mesh.rotation.z = -Math.atan2(pr.vy, pr.vx);
|
||||
}
|
||||
|
||||
// частицы
|
||||
const parts = state.parts || [];
|
||||
const n = Math.min(parts.length, TD.PMAX);
|
||||
for (let i = 0; i < n; i++) {
|
||||
const pt = parts[i];
|
||||
TD.pPos[i * 3] = pt.x / TILE;
|
||||
TD.pPos[i * 3 + 1] = TDY(pt.y);
|
||||
TD.pPos[i * 3 + 2] = 0.3;
|
||||
let cc = TD.colCache.get(pt.c);
|
||||
if (!cc) { cc = new THREE.Color(pt.c || '#ffffff'); TD.colCache.set(pt.c, cc); }
|
||||
TD.pCol[i * 3] = cc.r; TD.pCol[i * 3 + 1] = cc.g; TD.pCol[i * 3 + 2] = cc.b;
|
||||
}
|
||||
TD.points.geometry.setDrawRange(0, n);
|
||||
TD.points.geometry.attributes.position.needsUpdate = true;
|
||||
TD.points.geometry.attributes.color.needsUpdate = true;
|
||||
|
||||
// облака
|
||||
const clouds = state.clouds || [];
|
||||
for (let i = 0; i < TD.cloudMeshes.length; i++) {
|
||||
const cm = TD.cloudMeshes[i];
|
||||
const c = clouds.length ? clouds[i % clouds.length] : null;
|
||||
if (!c) { cm.visible = false; continue; }
|
||||
cm.visible = true;
|
||||
cm.scale.set((c.w || 120) / TILE, 1, 1);
|
||||
cm.position.set(c.x / TILE, TDY(c.y), -8);
|
||||
}
|
||||
|
||||
// огни (костры/печи/факелы/светящиеся) — кеш раз в 20 кадров
|
||||
if (TD.frame % 20 === 0 || !TD.fireCache) {
|
||||
const found = [];
|
||||
for (const b of state.blocks) {
|
||||
if (b.dead) continue;
|
||||
const def = BLOCKS[b.t];
|
||||
if (!def) continue;
|
||||
const lit = def.lightRadius ||
|
||||
b.t === 'campfire' ||
|
||||
(b.t === 'furnace' && state.activeFurnaces && state.activeFurnaces.has(b.gx + ',' + b.gy));
|
||||
if (!lit) continue;
|
||||
const dx = b.gx - px, dy = -b.gy - py;
|
||||
found.push({ t: b.t, gx: b.gx, gy: b.gy, d: dx * dx + dy * dy });
|
||||
}
|
||||
found.sort((a, b) => a.d - b.d);
|
||||
TD.fireCache = found.slice(0, 8);
|
||||
}
|
||||
for (const L of TD.lightPool) L.intensity = 0;
|
||||
for (const f of TD.flamePool) f.visible = false;
|
||||
let li = 0, fi = 0;
|
||||
for (const src of (TD.fireCache || [])) {
|
||||
if (li < TD.lightPool.length) {
|
||||
const L = TD.lightPool[li++];
|
||||
L.position.set(src.gx, -src.gy, 1.6);
|
||||
L.intensity = 1.5 + Math.sin(now / 130 + src.gx) * 0.35;
|
||||
}
|
||||
if ((src.t === 'campfire' || src.t === 'furnace') && fi < TD.flamePool.length) {
|
||||
const f = TD.flamePool[fi++];
|
||||
f.visible = true;
|
||||
f.position.set(src.gx, -src.gy + 0.72 + Math.sin(now / 90 + src.gy) * 0.06, 0.2);
|
||||
const s = 0.9 + Math.sin(now / 70 + src.gx * 2) * 0.18;
|
||||
f.scale.set(s, s * (1 + Math.sin(now / 55) * 0.12), s);
|
||||
}
|
||||
}
|
||||
|
||||
// погода
|
||||
if (state.isRaining) {
|
||||
TD.rain.pts.visible = true;
|
||||
for (let i = 0; i < TD.rain.n; i++) {
|
||||
let y = TD.rain.pos[i * 3 + 1] - dt * 28;
|
||||
let x = TD.rain.pos[i * 3];
|
||||
if (y < py - 14) { y = py + 14; x = px + (Math.random() - 0.5) * 44; }
|
||||
TD.rain.pos[i * 3] = x;
|
||||
TD.rain.pos[i * 3 + 1] = y;
|
||||
TD.rain.pos[i * 3 + 2] = 4;
|
||||
}
|
||||
TD.rain.pts.geometry.attributes.position.needsUpdate = true;
|
||||
} else TD.rain.pts.visible = false;
|
||||
|
||||
if (state.weatherType === 'snow') {
|
||||
TD.snow.pts.visible = true;
|
||||
for (let i = 0; i < TD.snow.n; i++) {
|
||||
let y = TD.snow.pos[i * 3 + 1] - dt * 2.2;
|
||||
let x = TD.snow.pos[i * 3] + Math.sin(now / 900 + i) * dt * 1.5;
|
||||
if (y < py - 14) { y = py + 14; x = px + (Math.random() - 0.5) * 44; }
|
||||
TD.snow.pos[i * 3] = x;
|
||||
TD.snow.pos[i * 3 + 1] = y;
|
||||
TD.snow.pos[i * 3 + 2] = 4;
|
||||
}
|
||||
TD.snow.pts.geometry.attributes.position.needsUpdate = true;
|
||||
} else TD.snow.pts.visible = false;
|
||||
|
||||
// прогресс добычи
|
||||
const mg = state.mining;
|
||||
if (mg && mg.gx !== null && mg.hardness > 0) {
|
||||
TD.crack.visible = true;
|
||||
TD.crack.position.set(mg.gx, -mg.gy, 0);
|
||||
TD.crack.material.opacity = Math.min(0.55, (mg.progress / mg.hardness) * 0.55);
|
||||
} else TD.crack.visible = false;
|
||||
|
||||
// ghost постройки
|
||||
if (mode() === 'build' && TD.lastTap && !state.craftOpen && player.hp > 0) {
|
||||
TD.ghost.visible = true;
|
||||
TD.ghost.position.set(TD.lastTap.gx, -TD.lastTap.gy, 0);
|
||||
} else TD.ghost.visible = false;
|
||||
|
||||
// окно могло сменить размер
|
||||
if (state.W !== window.innerWidth || state.H !== window.innerHeight) TDresize();
|
||||
TD.camera.aspect = window.innerWidth / window.innerHeight;
|
||||
TD.camera.updateProjectionMatrix();
|
||||
|
||||
TD.renderer.render(TD.scene, TD.camera);
|
||||
}
|
||||
|
|
@ -0,0 +1,506 @@
|
|||
// Текстуры блоков (простые)
|
||||
import { BLOCKS } from '../data/blocks.js';
|
||||
|
||||
export const tex = {};
|
||||
|
||||
// --- Item/tool sprite generator ---\n
|
||||
export const itemTex = {};
|
||||
|
||||
function drawArrow(ctx, color) {
|
||||
ctx.fillStyle = '#8B4513';
|
||||
ctx.fillRect(8, 14, 16, 3);
|
||||
ctx.fillStyle = color;
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(24, 15);
|
||||
ctx.lineTo(18, 10);
|
||||
ctx.lineTo(18, 20);
|
||||
ctx.closePath();
|
||||
ctx.fill();
|
||||
ctx.fillStyle = '#e74c3c';
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(8, 15);
|
||||
ctx.lineTo(4, 10);
|
||||
ctx.lineTo(10, 14);
|
||||
ctx.closePath();
|
||||
ctx.fill();
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(8, 16);
|
||||
ctx.lineTo(4, 21);
|
||||
ctx.lineTo(10, 17);
|
||||
ctx.closePath();
|
||||
ctx.fill();
|
||||
}
|
||||
|
||||
function drawPickaxe(ctx, headColor, handleColor) {
|
||||
ctx.fillStyle = handleColor || '#8B4513';
|
||||
ctx.save();
|
||||
ctx.translate(16, 16);
|
||||
ctx.rotate(Math.PI / 4);
|
||||
ctx.fillRect(-2, 0, 4, 18);
|
||||
ctx.fillStyle = headColor;
|
||||
ctx.fillRect(-8, -3, 16, 5);
|
||||
ctx.fillRect(-8, -3, 3, 8);
|
||||
ctx.fillRect(5, -3, 3, 8);
|
||||
ctx.restore();
|
||||
}
|
||||
|
||||
function drawAxe(ctx, headColor, handleColor) {
|
||||
ctx.fillStyle = handleColor || '#8B4513';
|
||||
ctx.save();
|
||||
ctx.translate(16, 16);
|
||||
ctx.rotate(Math.PI / 4);
|
||||
ctx.fillRect(-2, 0, 4, 18);
|
||||
ctx.fillStyle = headColor;
|
||||
ctx.fillRect(-2, -8, 10, 8);
|
||||
ctx.fillRect(-2, -8, 4, 12);
|
||||
ctx.restore();
|
||||
}
|
||||
|
||||
function drawShovel(ctx, headColor, handleColor) {
|
||||
ctx.fillStyle = handleColor || '#8B4513';
|
||||
ctx.save();
|
||||
ctx.translate(16, 16);
|
||||
ctx.rotate(Math.PI / 4);
|
||||
ctx.fillRect(-2, 0, 4, 18);
|
||||
ctx.fillStyle = headColor;
|
||||
ctx.fillRect(-6, -8, 12, 8);
|
||||
ctx.fillRect(-4, -12, 8, 4);
|
||||
ctx.restore();
|
||||
}
|
||||
|
||||
function drawSword(ctx, bladeColor, guardColor) {
|
||||
ctx.fillStyle = '#8B4513';
|
||||
ctx.fillRect(14, 18, 4, 10);
|
||||
ctx.fillStyle = guardColor || '#f1c40f';
|
||||
ctx.fillRect(10, 16, 12, 3);
|
||||
ctx.fillStyle = bladeColor;
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(16, 2);
|
||||
ctx.lineTo(12, 16);
|
||||
ctx.lineTo(20, 16);
|
||||
ctx.closePath();
|
||||
ctx.fill();
|
||||
}
|
||||
|
||||
function drawBow(ctx) {
|
||||
ctx.strokeStyle = '#8B4513';
|
||||
ctx.lineWidth = 3;
|
||||
ctx.beginPath();
|
||||
ctx.arc(12, 16, 12, -Math.PI * 0.7, Math.PI * 0.7);
|
||||
ctx.stroke();
|
||||
ctx.strokeStyle = '#ddd';
|
||||
ctx.lineWidth = 1;
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(12, 4);
|
||||
ctx.lineTo(12, 28);
|
||||
ctx.stroke();
|
||||
}
|
||||
|
||||
function drawIngot(ctx, color) {
|
||||
ctx.fillStyle = color;
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(6, 12);
|
||||
ctx.lineTo(26, 12);
|
||||
ctx.lineTo(24, 24);
|
||||
ctx.lineTo(8, 24);
|
||||
ctx.closePath();
|
||||
ctx.fill();
|
||||
ctx.fillStyle = 'rgba(255,255,255,0.3)';
|
||||
ctx.fillRect(8, 8, 16, 4);
|
||||
}
|
||||
|
||||
function drawMeat(ctx, cooked) {
|
||||
ctx.fillStyle = cooked ? '#8B4513' : '#e74c3c';
|
||||
ctx.beginPath();
|
||||
ctx.ellipse(16, 18, 10, 8, 0, 0, Math.PI * 2);
|
||||
ctx.fill();
|
||||
ctx.fillStyle = '#f5f5dc';
|
||||
ctx.fillRect(8, 6, 3, 12);
|
||||
ctx.fillRect(14, 4, 3, 8);
|
||||
}
|
||||
|
||||
function makeItemTex(id) {
|
||||
const c = document.createElement('canvas');
|
||||
c.width = 32; c.height = 32;
|
||||
const g = c.getContext('2d');
|
||||
|
||||
const tierColors = {
|
||||
wood: { head: '#a0522d', blade: '#a0522d' },
|
||||
stone: { head: '#7f8c8d', blade: '#95a5a6' },
|
||||
iron: { head: '#bdc3c7', blade: '#ecf0f1' },
|
||||
};
|
||||
|
||||
switch (id) {
|
||||
case 'arrow':
|
||||
drawArrow(g, '#7f8c8d');
|
||||
break;
|
||||
case 'bow':
|
||||
drawBow(g);
|
||||
break;
|
||||
case 'wood_pickaxe':
|
||||
drawPickaxe(g, tierColors.wood.head, tierColors.wood.blade);
|
||||
break;
|
||||
case 'stone_pickaxe':
|
||||
drawPickaxe(g, tierColors.stone.head);
|
||||
break;
|
||||
case 'iron_pickaxe':
|
||||
drawPickaxe(g, tierColors.iron.head);
|
||||
break;
|
||||
case 'wood_axe':
|
||||
drawAxe(g, tierColors.wood.head);
|
||||
break;
|
||||
case 'stone_axe':
|
||||
drawAxe(g, tierColors.stone.head);
|
||||
break;
|
||||
case 'iron_axe':
|
||||
drawAxe(g, tierColors.iron.head);
|
||||
break;
|
||||
case 'wood_shovel':
|
||||
drawShovel(g, tierColors.wood.head);
|
||||
break;
|
||||
case 'stone_shovel':
|
||||
drawShovel(g, tierColors.stone.head);
|
||||
break;
|
||||
case 'iron_shovel':
|
||||
drawShovel(g, tierColors.iron.head);
|
||||
break;
|
||||
case 'wood_sword':
|
||||
drawSword(g, tierColors.wood.blade, '#a0522d');
|
||||
break;
|
||||
case 'stone_sword':
|
||||
drawSword(g, tierColors.stone.blade, '#7f8c8d');
|
||||
break;
|
||||
case 'iron_sword':
|
||||
drawSword(g, tierColors.iron.blade, '#bdc3c7');
|
||||
break;
|
||||
case 'iron_ingot':
|
||||
drawIngot(g, '#bdc3c7');
|
||||
break;
|
||||
case 'gold_ingot':
|
||||
drawIngot(g, '#f1c40f');
|
||||
break;
|
||||
case 'copper_ingot':
|
||||
drawIngot(g, '#e67e22');
|
||||
break;
|
||||
case 'meat':
|
||||
drawMeat(g, false);
|
||||
break;
|
||||
case 'cooked':
|
||||
drawMeat(g, true);
|
||||
break;
|
||||
case 'wheat':
|
||||
g.fillStyle = '#f1c40f';
|
||||
g.fillRect(12, 8, 3, 18);
|
||||
g.fillRect(8, 6, 10, 4);
|
||||
break;
|
||||
case 'bread':
|
||||
g.fillStyle = '#d4a030';
|
||||
g.fillRect(6, 12, 20, 12);
|
||||
g.fillStyle = '#c08820';
|
||||
g.fillRect(6, 12, 20, 3);
|
||||
break;
|
||||
case 'carrot':
|
||||
g.fillStyle = '#e67e22';
|
||||
g.fillRect(14, 10, 4, 18);
|
||||
g.fillStyle = '#27ae60';
|
||||
g.fillRect(12, 6, 8, 5);
|
||||
break;
|
||||
case 'potato':
|
||||
g.fillStyle = '#d4a050';
|
||||
g.beginPath();
|
||||
g.ellipse(16, 16, 8, 6, 0, 0, Math.PI * 2);
|
||||
g.fill();
|
||||
g.fillStyle = '#b88a40';
|
||||
g.fillRect(10, 14, 2, 1);
|
||||
g.fillRect(20, 16, 2, 1);
|
||||
break;
|
||||
case 'baked_potato':
|
||||
g.fillStyle = '#c08820';
|
||||
g.beginPath();
|
||||
g.ellipse(16, 16, 8, 6, 0, 0, Math.PI * 2);
|
||||
g.fill();
|
||||
g.fillStyle = '#f5e6cc';
|
||||
g.fillRect(12, 12, 8, 6);
|
||||
break;
|
||||
case 'mushroom_stew':
|
||||
g.fillStyle = '#8B4513';
|
||||
g.fillRect(10, 16, 12, 12);
|
||||
g.fillStyle = '#e74c3c';
|
||||
g.beginPath();
|
||||
g.ellipse(16, 14, 8, 5, 0, Math.PI, 0);
|
||||
g.fill();
|
||||
break;
|
||||
case 'scorpion_stinger':
|
||||
g.fillStyle = '#d35400';
|
||||
g.beginPath();
|
||||
g.moveTo(16, 4);
|
||||
g.lineTo(10, 28);
|
||||
g.lineTo(22, 28);
|
||||
g.closePath();
|
||||
g.fill();
|
||||
break;
|
||||
case 'polar_fur':
|
||||
g.fillStyle = '#ecf0f1';
|
||||
g.fillRect(6, 6, 20, 20);
|
||||
g.fillStyle = '#bdc3c7';
|
||||
g.fillRect(12, 12, 8, 8);
|
||||
break;
|
||||
case 'slime_ball':
|
||||
g.fillStyle = 'rgba(46,204,113,0.8)';
|
||||
g.beginPath();
|
||||
g.arc(16, 16, 10, 0, Math.PI * 2);
|
||||
g.fill();
|
||||
g.fillStyle = '#fff';
|
||||
g.fillRect(10, 10, 4, 4);
|
||||
g.fillRect(18, 10, 4, 4);
|
||||
break;
|
||||
case 'eagle_feather':
|
||||
g.fillStyle = '#8B4513';
|
||||
g.fillRect(14, 4, 4, 24);
|
||||
g.fillStyle = '#ecf0f1';
|
||||
g.fillRect(10, 6, 12, 10);
|
||||
break;
|
||||
case 'chicken_meat':
|
||||
drawMeat(g, false);
|
||||
g.fillStyle = '#fff';
|
||||
g.fillRect(12, 8, 4, 4);
|
||||
break;
|
||||
case 'feather':
|
||||
g.fillStyle = '#ecf0f1';
|
||||
g.fillRect(14, 6, 4, 20);
|
||||
g.fillStyle = '#bbb';
|
||||
g.fillRect(12, 8, 8, 8);
|
||||
break;
|
||||
case 'bone':
|
||||
g.fillStyle = '#f5f5dc';
|
||||
g.fillRect(12, 10, 8, 14);
|
||||
g.fillRect(8, 8, 4, 4);
|
||||
g.fillRect(20, 8, 4, 4);
|
||||
g.fillRect(8, 22, 4, 4);
|
||||
g.fillRect(20, 22, 4, 4);
|
||||
break;
|
||||
case 'gunpowder':
|
||||
g.fillStyle = '#555';
|
||||
g.fillRect(8, 10, 6, 6);
|
||||
g.fillRect(18, 14, 6, 6);
|
||||
g.fillRect(12, 20, 6, 6);
|
||||
break;
|
||||
case 'gold_armor':
|
||||
g.fillStyle = '#f1c40f';
|
||||
g.fillRect(6, 6, 20, 20);
|
||||
g.fillStyle = '#f39c12';
|
||||
g.fillRect(10, 4, 12, 6);
|
||||
g.fillRect(4, 10, 6, 16);
|
||||
g.fillRect(22, 10, 6, 16);
|
||||
break;
|
||||
case 'wheat_seeds':
|
||||
g.fillStyle = '#7dcea0';
|
||||
g.fillRect(14, 16, 4, 10);
|
||||
g.fillStyle = '#a8e6a0';
|
||||
g.fillRect(10, 8, 4, 4);
|
||||
g.fillRect(18, 6, 4, 4);
|
||||
g.fillRect(14, 4, 4, 4);
|
||||
break;
|
||||
default:
|
||||
g.fillStyle = '#7f8c8d';
|
||||
g.fillRect(4, 4, 24, 24);
|
||||
g.fillStyle = 'rgba(255,255,255,0.2)';
|
||||
g.fillRect(4, 4, 24, 4);
|
||||
}
|
||||
return c;
|
||||
}
|
||||
|
||||
export function makeTex(type) {
|
||||
const t = BLOCKS[type];
|
||||
const c = document.createElement('canvas');
|
||||
c.width = 32; c.height = 32;
|
||||
const g = c.getContext('2d');
|
||||
|
||||
if (type === 'tnt') {
|
||||
g.fillStyle = '#c0392b'; g.fillRect(0, 0, 32, 32);
|
||||
g.fillStyle = '#fff'; g.fillRect(0, 12, 32, 8);
|
||||
g.fillStyle = '#000'; g.font = 'bold 10px sans-serif'; g.fillText('TNT', 6, 20);
|
||||
return c;
|
||||
}
|
||||
if (type === 'campfire') {
|
||||
g.fillStyle = '#5d4037'; g.fillRect(4, 26, 24, 6);
|
||||
g.fillStyle = '#3e2723'; g.fillRect(7, 23, 18, 4);
|
||||
return c;
|
||||
}
|
||||
if (type === 'torch') {
|
||||
g.fillStyle = '#6d4c41'; g.fillRect(14, 10, 4, 18);
|
||||
g.fillStyle = '#f39c12'; g.fillRect(12, 6, 8, 8);
|
||||
return c;
|
||||
}
|
||||
if (type === 'glass') {
|
||||
g.fillStyle = 'rgba(200,240,255,0.25)'; g.fillRect(0, 0, 32, 32);
|
||||
g.strokeStyle = 'rgba(255,255,255,0.65)'; g.strokeRect(2, 2, 28, 28);
|
||||
g.beginPath(); g.moveTo(5, 27); g.lineTo(27, 5); g.stroke();
|
||||
return c;
|
||||
}
|
||||
if (type === 'water') {
|
||||
g.fillStyle = t.c; g.fillRect(0, 0, 32, 32);
|
||||
g.fillStyle = 'rgba(255,255,255,0.08)';
|
||||
g.fillRect(0, 6, 32, 2);
|
||||
return c;
|
||||
}
|
||||
if (type === 'bed') {
|
||||
g.fillStyle = '#e91e63';
|
||||
g.fillRect(0, 0, 32, 32);
|
||||
g.fillStyle = '#f8bbd0';
|
||||
g.fillRect(2, 2, 14, 14);
|
||||
g.fillStyle = '#c2185b';
|
||||
g.fillRect(16, 4, 14, 24);
|
||||
g.fillStyle = '#e91e63';
|
||||
g.fillRect(18, 6, 10, 20);
|
||||
return c;
|
||||
}
|
||||
if (type === 'flower') {
|
||||
g.fillStyle = '#2ecc71'; g.fillRect(14, 14, 4, 18);
|
||||
g.fillStyle = t.c; g.beginPath(); g.arc(16, 12, 6, 0, 6.28); g.fill();
|
||||
return c;
|
||||
}
|
||||
if (type === 'boat') {
|
||||
g.fillStyle = '#8B4513';
|
||||
g.fillRect(2, 12, 28, 8);
|
||||
g.fillStyle = '#A0522D';
|
||||
g.fillRect(0, 10, 32, 12);
|
||||
g.fillStyle = '#DEB887';
|
||||
g.fillRect(4, 14, 24, 4);
|
||||
g.fillStyle = '#654321';
|
||||
g.fillRect(2, 20, 28, 4);
|
||||
return c;
|
||||
}
|
||||
if (type === 'ladder') {
|
||||
g.fillStyle = '#8B4513';
|
||||
g.fillRect(4, 0, 4, 32);
|
||||
g.fillRect(24, 0, 4, 32);
|
||||
g.fillStyle = '#A0522D';
|
||||
g.fillRect(4, 4, 24, 3);
|
||||
g.fillRect(4, 12, 24, 3);
|
||||
g.fillRect(4, 20, 24, 3);
|
||||
g.fillRect(4, 28, 24, 3);
|
||||
return c;
|
||||
}
|
||||
// === BIOME BLOCK TEXTURES ===
|
||||
if (type === 'snow') {
|
||||
g.fillStyle = '#ecf0f1';
|
||||
g.fillRect(0, 0, 32, 32);
|
||||
g.fillStyle = '#dfe6e9';
|
||||
for (let i = 0; i < 4; i++) g.fillRect((Math.random()*26)|0, (Math.random()*26)|0, 5, 3);
|
||||
return c;
|
||||
}
|
||||
if (type === 'ice') {
|
||||
g.fillStyle = '#74b9ff';
|
||||
g.fillRect(0, 0, 32, 32);
|
||||
g.strokeStyle = 'rgba(255,255,255,0.4)';
|
||||
g.beginPath(); g.moveTo(4,10); g.lineTo(20,16); g.lineTo(10,28); g.stroke();
|
||||
g.beginPath(); g.moveTo(18,4); g.lineTo(28,12); g.stroke();
|
||||
return c;
|
||||
}
|
||||
if (type === 'cactus') {
|
||||
g.fillStyle = '#27ae60';
|
||||
g.fillRect(6, 2, 20, 28);
|
||||
g.fillStyle = '#2ecc71';
|
||||
g.fillRect(2, 8, 6, 4);
|
||||
g.fillRect(24, 14, 6, 4);
|
||||
g.fillStyle = '#1e8449';
|
||||
g.fillRect(12, 0, 2, 30);
|
||||
g.fillRect(18, 0, 2, 30);
|
||||
return c;
|
||||
}
|
||||
if (type === 'mushroom') {
|
||||
g.fillStyle = '#f5e6cc'; g.fillRect(14, 20, 4, 12);
|
||||
g.fillStyle = '#e74c3c'; g.beginPath(); g.arc(16, 14, 10, Math.PI, 0); g.fill();
|
||||
g.fillStyle = '#fff'; g.fillRect(10, 10, 3, 3); g.fillRect(17, 8, 4, 3);
|
||||
return c;
|
||||
}
|
||||
if (type === 'moss') {
|
||||
g.fillStyle = '#0a6640';
|
||||
g.fillRect(0, 0, 32, 32);
|
||||
g.fillStyle = '#1e8449';
|
||||
for (let i = 0; i < 6; i++) g.fillRect((Math.random()*26)|0, (Math.random()*26)|0, 4, 3);
|
||||
return c;
|
||||
}
|
||||
if (type === 'swamp_water') {
|
||||
g.fillStyle = 'rgba(100,120,40,0.6)';
|
||||
g.fillRect(0, 0, 32, 32);
|
||||
g.fillStyle = 'rgba(80,100,20,0.3)';
|
||||
g.fillRect(0, 10, 32, 2);
|
||||
g.fillRect(0, 22, 32, 2);
|
||||
return c;
|
||||
}
|
||||
if (type === 'farmland') {
|
||||
g.fillStyle = '#8B6914';
|
||||
g.fillRect(0, 0, 32, 32);
|
||||
g.fillStyle = '#7a5c10';
|
||||
for (let i = 0; i < 4; i++) g.fillRect(0, 6+i*8, 32, 2);
|
||||
g.fillStyle = '#6B4E0A';
|
||||
g.fillRect(8, 2, 2, 28);
|
||||
g.fillRect(18, 2, 2, 28);
|
||||
return c;
|
||||
}
|
||||
if (type === 'dead_bush') {
|
||||
g.fillStyle = '#b2bec3';
|
||||
g.fillRect(12, 16, 2, 16);
|
||||
g.fillRect(8, 14, 8, 2);
|
||||
g.fillRect(16, 12, 8, 2);
|
||||
g.fillRect(6, 18, 4, 2);
|
||||
return c;
|
||||
}
|
||||
if (type === 'spruce_leaves') {
|
||||
g.fillStyle = '#0a6640';
|
||||
g.fillRect(0, 0, 32, 32);
|
||||
g.fillStyle = '#0d7a4d';
|
||||
for (let i = 0; i < 5; i++) g.fillRect((Math.random()*24)|0, (Math.random()*24)|0, 6, 4);
|
||||
return c;
|
||||
}
|
||||
// CROP STAGES
|
||||
if (type.startsWith('wheat_stage') || type.startsWith('carrot_stage') || type.startsWith('potato_stage')) {
|
||||
const st = parseInt(type.charAt(type.length-1));
|
||||
const colors = type.startsWith('wheat') ? ['#a8e6a0','#7dcea0','#b8d730','#f1c40f'] :
|
||||
type.startsWith('carrot') ? ['#a8e6a0','#f0c27a','#e8a040','#e67e22'] :
|
||||
['#a8e6a0','#c8b888','#bfaa78','#dfe6e9'];
|
||||
g.fillStyle = '#5d4037';
|
||||
g.fillRect(15, 18, 2, 14);
|
||||
if (st >= 1) {
|
||||
g.fillStyle = colors[st];
|
||||
g.fillRect(10, 8 + (3-st)*3, 12, 10);
|
||||
} else {
|
||||
g.fillStyle = '#a8e6a0';
|
||||
g.fillRect(14, 22, 4, 4);
|
||||
}
|
||||
return c;
|
||||
}
|
||||
|
||||
g.fillStyle = t.c || '#000';
|
||||
g.fillRect(0, 0, 32, 32);
|
||||
|
||||
g.fillStyle = 'rgba(0,0,0,0.10)';
|
||||
for (let i = 0; i < 6; i++) g.fillRect((Math.random() * 28) | 0, (Math.random() * 28) | 0, 4, 4);
|
||||
|
||||
if (type.endsWith('_ore') || type === 'coal') {
|
||||
g.fillStyle = 'rgba(0,0,0,0.35)';
|
||||
for (let i = 0; i < 4; i++) g.fillRect((Math.random() * 24) | 0, (Math.random() * 24) | 0, 6, 6);
|
||||
}
|
||||
return c;
|
||||
}
|
||||
|
||||
export function initTextures() {
|
||||
Object.keys(BLOCKS).forEach(k => tex[k] = makeTex(k));
|
||||
// Item/tool sprites
|
||||
const itemIds = [
|
||||
'arrow','bow',
|
||||
'wood_pickaxe','stone_pickaxe','iron_pickaxe',
|
||||
'wood_axe','stone_axe','iron_axe',
|
||||
'wood_shovel','stone_shovel','iron_shovel',
|
||||
'wood_sword','stone_sword','iron_sword',
|
||||
'iron_ingot','gold_ingot','copper_ingot',
|
||||
'meat','cooked',
|
||||
'wheat','bread','carrot','potato','baked_potato','mushroom_stew','wheat_seeds',
|
||||
'chicken_meat','feather','bone','gunpowder',
|
||||
'scorpion_stinger','polar_fur','slime_ball','eagle_feather',
|
||||
'gold_armor',
|
||||
];
|
||||
itemIds.forEach(id => { itemTex[id] = makeItemTex(id); });
|
||||
}
|
||||
|
|
@ -0,0 +1,67 @@
|
|||
// ==================== ЧАТ ====================
|
||||
import { state } from '../core/state.js';
|
||||
import { MAX_CHAT_MESSAGES } from '../core/constants.js';
|
||||
import { playSound } from '../audio/sound-engine.js';
|
||||
|
||||
const chatMessages = [];
|
||||
|
||||
export function addChatMessage(sender, message) {
|
||||
const time = new Date().toLocaleTimeString('ru-RU', { hour: '2-digit', minute: '2-digit' });
|
||||
chatMessages.push({ sender, message, time });
|
||||
if (chatMessages.length > MAX_CHAT_MESSAGES) {
|
||||
chatMessages.shift();
|
||||
}
|
||||
renderChatMessages();
|
||||
}
|
||||
|
||||
export function renderChatMessages() {
|
||||
const chatMessagesEl = document.getElementById('chatMessages');
|
||||
if (!chatMessagesEl) return;
|
||||
|
||||
chatMessagesEl.innerHTML = chatMessages.map(m =>
|
||||
`<div style="margin-bottom:4px;"><span style="color:#aaa;font-size:11px;">${m.time}</span> <strong style="color:${m.sender === 'Система' ? '#f39c12' : '#3498db'};">${m.sender}:</strong> ${m.message}</div>`
|
||||
).join('');
|
||||
|
||||
// Прокручиваем вниз
|
||||
chatMessagesEl.scrollTop = chatMessagesEl.scrollHeight;
|
||||
}
|
||||
|
||||
export function sendChatMessage(message) {
|
||||
if (!message || message.trim() === '') return;
|
||||
|
||||
if (state.isMultiplayer && state.socket && state.socket.connected) {
|
||||
state.socket.emit('chat_message', { message: message.trim() });
|
||||
} else {
|
||||
addChatMessage('Вы', message.trim());
|
||||
}
|
||||
}
|
||||
|
||||
export function initChat() {
|
||||
document.getElementById('chatToggle').onclick = () => {
|
||||
playSound('click');
|
||||
state.chatOpen = !state.chatOpen;
|
||||
document.getElementById('chatPanel').style.display = state.chatOpen ? 'block' : 'none';
|
||||
if (state.chatOpen) {
|
||||
document.getElementById('chatInput').focus();
|
||||
}
|
||||
};
|
||||
|
||||
document.getElementById('chatClose').onclick = () => {
|
||||
playSound('click');
|
||||
state.chatOpen = false;
|
||||
document.getElementById('chatPanel').style.display = 'none';
|
||||
};
|
||||
|
||||
document.getElementById('chatSend').onclick = () => {
|
||||
const input = document.getElementById('chatInput');
|
||||
sendChatMessage(input.value);
|
||||
input.value = '';
|
||||
};
|
||||
|
||||
document.getElementById('chatInput').addEventListener('keypress', (e) => {
|
||||
if (e.key === 'Enter') {
|
||||
sendChatMessage(e.target.value);
|
||||
e.target.value = '';
|
||||
}
|
||||
});
|
||||
}
|
||||
|
|
@ -0,0 +1,114 @@
|
|||
// Craft UI
|
||||
import { state } from '../core/state.js';
|
||||
import { BLOCKS } from '../data/blocks.js';
|
||||
import { ITEMS } from '../data/items.js';
|
||||
import { TOOLS } from '../data/tools.js';
|
||||
import { RECIPES } from '../data/recipes.js';
|
||||
import { addTool } from '../data/tools.js';
|
||||
import { tex, itemTex } from '../render/textures.js';
|
||||
import { playSound } from '../audio/sound-engine.js';
|
||||
import { rebuildHotbar } from './hotbar.js';
|
||||
import { renderInventory } from './inventory.js';
|
||||
|
||||
export function canCraft(r) {
|
||||
const inv = state.inv;
|
||||
for (const res in r.cost) {
|
||||
if ((inv[res] || 0) < r.cost[res]) return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
export function renderCraft() {
|
||||
const inv = state.inv;
|
||||
const recipesEl = state.recipesEl;
|
||||
recipesEl.innerHTML = '';
|
||||
for (const r of RECIPES) {
|
||||
const row = document.createElement('div');
|
||||
row.className = 'recipe';
|
||||
const icon = document.createElement('div');
|
||||
icon.className = 'ricon';
|
||||
// Иконка результата — canvas sprite > emoji
|
||||
if (tex[r.out]) {
|
||||
icon.style.backgroundImage = `url(${tex[r.out].toDataURL()})`;
|
||||
} else if (itemTex[r.out]) {
|
||||
icon.style.backgroundImage = `url(${itemTex[r.out].toDataURL()})`;
|
||||
} else if (TOOLS[r.out]) {
|
||||
icon.textContent = TOOLS[r.out].icon || '🔧';
|
||||
icon.style.fontSize = '24px';
|
||||
icon.style.display = 'flex';
|
||||
icon.style.alignItems = 'center';
|
||||
icon.style.justifyContent = 'center';
|
||||
} else if (ITEMS[r.out]) {
|
||||
icon.textContent = ITEMS[r.out].icon || '📦';
|
||||
icon.style.fontSize = '24px';
|
||||
icon.style.display = 'flex';
|
||||
icon.style.alignItems = 'center';
|
||||
icon.style.justifyContent = 'center';
|
||||
}
|
||||
const info = document.createElement('div');
|
||||
info.className = 'rinfo';
|
||||
const nm = document.createElement('div');
|
||||
nm.className = 'rname';
|
||||
const itemName = BLOCKS[r.out]?.n || TOOLS[r.out]?.n || ITEMS[r.out]?.n || r.out;
|
||||
nm.textContent = `${itemName} x${r.qty}`;
|
||||
const cs = document.createElement('div');
|
||||
cs.className = 'rcost';
|
||||
cs.textContent = Object.keys(r.cost).map(x => {
|
||||
const cn = BLOCKS[x]?.n || TOOLS[x]?.n || ITEMS[x]?.n || x;
|
||||
return `${cn}: ${(inv[x] || 0)}/${r.cost[x]}`;
|
||||
}).join(' ');
|
||||
info.appendChild(nm); info.appendChild(cs);
|
||||
const btn = document.createElement('button');
|
||||
btn.className = 'rcraft';
|
||||
btn.textContent = 'Создать';
|
||||
btn.disabled = !canCraft(r);
|
||||
btn.onclick = () => {
|
||||
if (!canCraft(r)) return;
|
||||
playSound('click');
|
||||
for (const res in r.cost) inv[res] -= r.cost[res];
|
||||
inv[r.out] = (inv[r.out] || 0) + r.qty;
|
||||
if (TOOLS[r.out]) addTool(r.out);
|
||||
if (!state.recentItems.includes(r.out)) { state.recentItems.unshift(r.out); state.recentItems = state.recentItems.slice(0, 5); }
|
||||
rebuildHotbar();
|
||||
renderCraft();
|
||||
renderInventory();
|
||||
};
|
||||
row.appendChild(icon); row.appendChild(info); row.appendChild(btn);
|
||||
recipesEl.appendChild(row);
|
||||
}
|
||||
}
|
||||
|
||||
let craftOpen = false;
|
||||
let inventoryOpen = false;
|
||||
|
||||
export function toggleCraft() {
|
||||
playSound('click');
|
||||
craftOpen = !craftOpen;
|
||||
state.craftPanel.style.display = craftOpen ? 'block' : 'none';
|
||||
if (craftOpen) {
|
||||
renderCraft();
|
||||
inventoryOpen = false;
|
||||
state.inventoryPanel.style.display = 'none';
|
||||
}
|
||||
}
|
||||
|
||||
export function closeCraft() {
|
||||
playSound('click');
|
||||
craftOpen = false;
|
||||
state.craftPanel.style.display = 'none';
|
||||
}
|
||||
|
||||
export function toggleInventory() {
|
||||
playSound('click');
|
||||
inventoryOpen = true;
|
||||
state.inventoryPanel.style.display = 'block';
|
||||
renderInventory();
|
||||
craftOpen = false;
|
||||
state.craftPanel.style.display = 'none';
|
||||
}
|
||||
|
||||
export function closeInventory() {
|
||||
playSound('click');
|
||||
inventoryOpen = false;
|
||||
state.inventoryPanel.style.display = 'none';
|
||||
}
|
||||
|
|
@ -0,0 +1,18 @@
|
|||
// DOM-ссылки — все document.getElementById
|
||||
export const hpEl = document.getElementById('hp');
|
||||
export const foodEl = document.getElementById('food');
|
||||
export const sxEl = document.getElementById('sx');
|
||||
export const syEl = document.getElementById('sy');
|
||||
export const todEl = document.getElementById('tod');
|
||||
export const worldIdEl = document.getElementById('worldId');
|
||||
export const playerCountEl = document.getElementById('playerCount');
|
||||
export const hotbarEl = document.getElementById('hotbar');
|
||||
export const craftPanel = document.getElementById('craftPanel');
|
||||
export const recipesEl = document.getElementById('recipes');
|
||||
export const deathEl = document.getElementById('death');
|
||||
export const inventoryPanel = document.getElementById('inventoryPanel');
|
||||
export const inventoryGrid = document.getElementById('inventoryGrid');
|
||||
export const marketPanel = document.getElementById('marketPanel');
|
||||
export const marketContent = document.getElementById('marketContent');
|
||||
export const tradePanel = document.getElementById('tradePanel');
|
||||
export const tradeContent = document.getElementById('tradeContent');
|
||||
|
|
@ -0,0 +1,126 @@
|
|||
// ==================== ПЕЧЬ (ОБЖИГ) ====================
|
||||
import { state } from '../core/state.js';
|
||||
import { BLOCKS } from '../data/blocks.js';
|
||||
import { ITEMS } from '../data/items.js';
|
||||
import { SMELTING_RECIPES } from '../data/recipes.js';
|
||||
import { playSound } from '../audio/sound-engine.js';
|
||||
import { rebuildHotbar } from '../ui/hotbar.js';
|
||||
import { getBlock } from '../world/world-storage.js';
|
||||
|
||||
const furnacePanel = document.getElementById('furnacePanel');
|
||||
const furnaceContent = document.getElementById('furnaceContent');
|
||||
|
||||
export function initFurnace() {
|
||||
document.getElementById('furnaceClose').onclick = () => {
|
||||
furnacePanel.style.display = 'none';
|
||||
state.currentFurnaceKey = null;
|
||||
};
|
||||
}
|
||||
|
||||
export function openFurnaceUI(gx, gy) {
|
||||
state.currentFurnaceKey = `${gx},${gy}`;
|
||||
furnacePanel.style.display = 'block';
|
||||
renderFurnaceUI();
|
||||
}
|
||||
|
||||
export function renderFurnaceUI() {
|
||||
if (!state.currentFurnaceKey) return;
|
||||
|
||||
// Проверяем что печь всё ещё существует
|
||||
const [fgx, fgy] = state.currentFurnaceKey.split(',').map(Number);
|
||||
const fb = getBlock(fgx, fgy);
|
||||
if (!fb || fb.t !== 'furnace') {
|
||||
furnacePanel.style.display = 'none';
|
||||
state.currentFurnaceKey = null;
|
||||
return;
|
||||
}
|
||||
|
||||
// Текущий процесс обжига
|
||||
const active = state.activeFurnaces.get(state.currentFurnaceKey);
|
||||
|
||||
let html = '<div style="color:#fff;font-size:13px;">';
|
||||
|
||||
// Доступные рецепты — показываем только те, для которых есть ресурсы
|
||||
for (let i = 0; i < SMELTING_RECIPES.length; i++) {
|
||||
const recipe = SMELTING_RECIPES[i];
|
||||
const haveCount = state.inv[recipe.in] || 0;
|
||||
const canSmelt = haveCount >= recipe.qty;
|
||||
|
||||
// Иконка результата
|
||||
const outDef = BLOCKS[recipe.out];
|
||||
const outItem = ITEMS[recipe.out];
|
||||
const iconStr = outItem ? outItem.icon : (outDef ? '🧱' : '❓');
|
||||
const nameStr = outItem ? outItem.n : (outDef ? outDef.n : recipe.out);
|
||||
const inItem = ITEMS[recipe.in];
|
||||
const inDef = BLOCKS[recipe.in];
|
||||
const inName = inItem ? inItem.n : (inDef ? inDef.n : recipe.in);
|
||||
|
||||
html += `<div class="recipe">`;
|
||||
html += `<div class="ricon" style="font-size:24px;display:flex;align-items:center;justify-content:center;">${iconStr}</div>`;
|
||||
html += `<div class="rinfo">`;
|
||||
html += `<div class="rname">${nameStr}</div>`;
|
||||
html += `<div class="rcost">${inName} x${recipe.qty} (есть: ${haveCount}) • ${recipe.time}с</div>`;
|
||||
html += `</div>`;
|
||||
html += `<button class="rcraft" onclick="window._smelt(${i})" ${canSmelt ? '' : 'disabled'}>🔥</button>`;
|
||||
html += `</div>`;
|
||||
}
|
||||
|
||||
// Текущий прогресс
|
||||
if (active) {
|
||||
const pct = Math.min(100, Math.floor((active.progress / active.recipe.time) * 100));
|
||||
html += `<div style="margin-top:10px;padding:8px;background:rgba(255,255,255,0.1);border-radius:8px;">`;
|
||||
html += `<div style="color:#f39c12;font-weight:900;">🔥 Обжиг: ${pct}%</div>`;
|
||||
html += `<div style="background:#333;height:8px;border-radius:4px;margin-top:4px;">`;
|
||||
html += `<div style="background:#f39c12;height:8px;border-radius:4px;width:${pct}%;"></div>`;
|
||||
html += `</div></div>`;
|
||||
}
|
||||
|
||||
html += '</div>';
|
||||
furnaceContent.innerHTML = html;
|
||||
}
|
||||
|
||||
// Глобальная функция для кнопки обжига
|
||||
window._smelt = (recipeIdx) => {
|
||||
if (!state.currentFurnaceKey) return;
|
||||
const recipe = SMELTING_RECIPES[recipeIdx];
|
||||
if ((state.inv[recipe.in] || 0) < recipe.qty) return;
|
||||
|
||||
// Уже обжигаем в этой печи?
|
||||
if (state.activeFurnaces.has(state.currentFurnaceKey)) return;
|
||||
|
||||
// Забираем ресурсы
|
||||
state.inv[recipe.in] -= recipe.qty;
|
||||
|
||||
// Запускаем обжиг
|
||||
state.activeFurnaces.set(state.currentFurnaceKey, {
|
||||
recipe: recipe,
|
||||
progress: 0
|
||||
});
|
||||
|
||||
playSound('fire');
|
||||
rebuildHotbar();
|
||||
renderFurnaceUI();
|
||||
};
|
||||
|
||||
// Тик печей — вызывается в главном цикле
|
||||
export function tickFurnaces(dt) {
|
||||
for (const [key, furnace] of state.activeFurnaces) {
|
||||
furnace.progress += dt;
|
||||
if (furnace.progress >= furnace.recipe.time) {
|
||||
// Обжиг завершён — выдаём результат
|
||||
const outItem = furnace.recipe.out;
|
||||
if (ITEMS[outItem]) {
|
||||
state.inv[outItem] = (state.inv[outItem] || 0) + furnace.recipe.outQty;
|
||||
} else if (BLOCKS[outItem]) {
|
||||
state.inv[outItem] = (state.inv[outItem] || 0) + furnace.recipe.outQty;
|
||||
}
|
||||
playSound('stone_build');
|
||||
state.activeFurnaces.delete(key);
|
||||
|
||||
// Если эта печь открыта — обновляем UI
|
||||
if (key === state.currentFurnaceKey) {
|
||||
renderFurnaceUI();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,151 @@
|
|||
// Hotbar UI — 3-slot Minecraft-style bottom bar + selected item indicator
|
||||
import { state } from '../core/state.js';
|
||||
import { BLOCKS } from '../data/blocks.js';
|
||||
import { ITEMS } from '../data/items.js';
|
||||
import { TOOLS } from '../data/tools.js';
|
||||
import { tex, itemTex } from '../render/textures.js';
|
||||
import { playSound } from '../audio/sound-engine.js';
|
||||
|
||||
const HOTBAR_SLOTS = 3;
|
||||
|
||||
let selectedItemEl = null;
|
||||
|
||||
export function addToRecentItems(id) {
|
||||
if (!id) return;
|
||||
state.recentItems = state.recentItems.filter(item => item !== id);
|
||||
state.recentItems.unshift(id);
|
||||
state.recentItems = state.recentItems.slice(0, 5);
|
||||
}
|
||||
|
||||
function renderSlotIcon(el, id) {
|
||||
if (BLOCKS[id] && tex[id]) {
|
||||
el.style.backgroundImage = `url(${tex[id].toDataURL()})`;
|
||||
el.style.backgroundSize = 'cover';
|
||||
} else if (itemTex[id]) {
|
||||
el.style.backgroundImage = `url(${itemTex[id].toDataURL()})`;
|
||||
el.style.backgroundSize = 'cover';
|
||||
} else if (ITEMS[id]) {
|
||||
el.textContent = ITEMS[id].icon || '📦';
|
||||
} else if (TOOLS[id]) {
|
||||
el.textContent = TOOLS[id].icon || '🔧';
|
||||
} else if (id === 'iron_armor') {
|
||||
el.textContent = '🛡️';
|
||||
el.style.background = 'linear-gradient(135deg, #95a5a6 0%, #7f8c8d 100%)';
|
||||
} else {
|
||||
el.textContent = id.charAt(0).toUpperCase();
|
||||
el.style.background = '#555';
|
||||
el.style.color = '#fff';
|
||||
el.style.fontWeight = '700';
|
||||
el.style.fontSize = '14px';
|
||||
}
|
||||
}
|
||||
|
||||
function updateSelectedItem() {
|
||||
if (!selectedItemEl) selectedItemEl = document.getElementById('selectedItem');
|
||||
if (!selectedItemEl) return;
|
||||
const sel = state.selected;
|
||||
if (!sel || !state.inv[sel] || state.inv[sel] <= 0) {
|
||||
selectedItemEl.style.display = 'none';
|
||||
return;
|
||||
}
|
||||
selectedItemEl.style.display = 'flex';
|
||||
// Clear previous content
|
||||
selectedItemEl.textContent = '';
|
||||
selectedItemEl.style.backgroundImage = '';
|
||||
selectedItemEl.style.background = 'rgba(0,0,0,0.45)';
|
||||
// Render icon
|
||||
if (BLOCKS[sel] && tex[sel]) {
|
||||
selectedItemEl.style.backgroundImage = `url(${tex[sel].toDataURL()})`;
|
||||
selectedItemEl.style.backgroundSize = 'cover';
|
||||
} else if (itemTex[sel]) {
|
||||
selectedItemEl.style.backgroundImage = `url(${itemTex[sel].toDataURL()})`;
|
||||
selectedItemEl.style.backgroundSize = 'cover';
|
||||
} else if (ITEMS[sel]) {
|
||||
selectedItemEl.textContent = ITEMS[sel].icon || '📦';
|
||||
} else if (TOOLS[sel]) {
|
||||
selectedItemEl.textContent = TOOLS[sel].icon || '🔧';
|
||||
} else {
|
||||
selectedItemEl.textContent = sel.charAt(0).toUpperCase();
|
||||
}
|
||||
}
|
||||
|
||||
export function rebuildHotbar() {
|
||||
const hotbarEl = state.hotbarEl;
|
||||
const inv = state.inv;
|
||||
const selected = state.selected;
|
||||
const toolDurability = state.toolDurability;
|
||||
|
||||
hotbarEl.innerHTML = '';
|
||||
|
||||
// Get up to 3 recent items with count > 0
|
||||
const items = state.recentItems.filter(id => inv[id] > 0).slice(0, HOTBAR_SLOTS);
|
||||
|
||||
// If selected item not in list and has count > 0, push to front
|
||||
if (inv[selected] > 0 && !items.includes(selected)) {
|
||||
items.unshift(selected);
|
||||
if (items.length > HOTBAR_SLOTS) items.pop();
|
||||
}
|
||||
|
||||
// Always render HOTBAR_SLOTS slots (fill empties)
|
||||
for (let si = 0; si < HOTBAR_SLOTS; si++) {
|
||||
const id = items[si] || null;
|
||||
const s = document.createElement('div');
|
||||
s.className = 'slot' + (id && id === selected ? ' sel' : '');
|
||||
|
||||
// Slot number indicator (top-left)
|
||||
const numEl = document.createElement('div');
|
||||
numEl.style.cssText = 'position:absolute;top:1px;left:3px;font-size:10px;color:rgba(255,255,255,0.55);font-weight:700;pointer-events:none;text-shadow:1px 1px 1px rgba(0,0,0,0.7);';
|
||||
numEl.textContent = (si + 1).toString();
|
||||
s.appendChild(numEl);
|
||||
|
||||
if (id) {
|
||||
renderSlotIcon(s, id);
|
||||
|
||||
const c = document.createElement('div');
|
||||
c.className = 'count';
|
||||
c.textContent = inv[id];
|
||||
s.appendChild(c);
|
||||
s.onclick = () => {
|
||||
playSound('click');
|
||||
state.selected = id;
|
||||
// Move to front of recentItems
|
||||
state.recentItems = state.recentItems.filter(item => item !== id);
|
||||
state.recentItems.unshift(id);
|
||||
rebuildHotbar();
|
||||
};
|
||||
|
||||
if (id === 'iron_armor' && state.player.equippedArmor === 'iron_armor') {
|
||||
const equipped = document.createElement('div');
|
||||
equipped.className = 'equipped-indicator';
|
||||
equipped.textContent = '✓';
|
||||
s.appendChild(equipped);
|
||||
}
|
||||
|
||||
// Durability bar
|
||||
if (TOOLS[id] && inv[id] > 0) {
|
||||
let curDur = 0, maxDur = TOOLS[id].durability;
|
||||
for (const [tid, dur] of toolDurability) {
|
||||
if (dur.type === id) {
|
||||
curDur = dur.current;
|
||||
maxDur = dur.max;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (maxDur > 0) {
|
||||
const bar = document.createElement('div');
|
||||
bar.style.cssText = `position:absolute;bottom:0;left:0;right:0;height:3px;background:#333;border-radius:0 0 6px 6px;overflow:hidden;`;
|
||||
const fill = document.createElement('div');
|
||||
const pct = curDur / maxDur;
|
||||
const color = pct > 0.5 ? '#2ecc71' : pct > 0.25 ? '#f39c12' : '#e74c3c';
|
||||
fill.style.cssText = `width:${pct * 100}%;height:100%;background:${color};`;
|
||||
bar.appendChild(fill);
|
||||
s.appendChild(bar);
|
||||
}
|
||||
}
|
||||
}
|
||||
hotbarEl.appendChild(s);
|
||||
}
|
||||
|
||||
// Update selected item indicator above hotbar
|
||||
updateSelectedItem();
|
||||
}
|
||||
|
|
@ -0,0 +1,80 @@
|
|||
// Inventory UI
|
||||
import { state } from '../core/state.js';
|
||||
import { BLOCKS } from '../data/blocks.js';
|
||||
import { ITEMS } from '../data/items.js';
|
||||
import { TOOLS } from '../data/tools.js';
|
||||
import { tex, itemTex } from '../render/textures.js';
|
||||
import { playSound } from '../audio/sound-engine.js';
|
||||
import { rebuildHotbar } from './hotbar.js';
|
||||
|
||||
export function renderInventory() {
|
||||
const inventoryGrid = state.inventoryGrid;
|
||||
const inv = state.inv;
|
||||
const selected = state.selected;
|
||||
inventoryGrid.innerHTML = '';
|
||||
|
||||
const items = Object.keys(inv).filter(id => inv[id] > 0);
|
||||
|
||||
for (let i = 0; i < 21; i++) {
|
||||
const slot = document.createElement('div');
|
||||
slot.className = 'inv-slot' + (i < items.length && items[i] === selected ? ' sel' : '');
|
||||
|
||||
if (i < items.length) {
|
||||
const id = items[i];
|
||||
// Canvas sprite: block > itemTex > emoji fallback > unknown item fallback
|
||||
if (BLOCKS[id] && tex[id]) {
|
||||
slot.style.backgroundImage = `url(${tex[id].toDataURL()})`;
|
||||
slot.style.backgroundSize = 'cover';
|
||||
} else if (itemTex[id]) {
|
||||
slot.style.backgroundImage = `url(${itemTex[id].toDataURL()})`;
|
||||
slot.style.backgroundSize = 'cover';
|
||||
} else if (ITEMS[id]) {
|
||||
slot.textContent = ITEMS[id].icon || '📦';
|
||||
} else if (TOOLS[id]) {
|
||||
slot.textContent = TOOLS[id].icon || '🔧';
|
||||
} else if (id === 'iron_armor') {
|
||||
slot.textContent = '🛡️';
|
||||
slot.style.background = 'linear-gradient(135deg, #95a5a6 0%, #7f8c8d 100%)';
|
||||
} else {
|
||||
// Unknown item fallback — grey box with first letter
|
||||
slot.textContent = id.charAt(0).toUpperCase();
|
||||
slot.style.background = '#555';
|
||||
slot.style.color = '#fff';
|
||||
slot.style.fontWeight = '700';
|
||||
slot.style.fontSize = '14px';
|
||||
}
|
||||
|
||||
const count = document.createElement('div');
|
||||
count.className = 'inv-count';
|
||||
count.textContent = inv[id];
|
||||
slot.appendChild(count);
|
||||
|
||||
slot.onclick = () => {
|
||||
playSound('click');
|
||||
state.selected = id;
|
||||
state.recentItems = state.recentItems.filter(item => item !== id);
|
||||
state.recentItems.unshift(id);
|
||||
state.recentItems = state.recentItems.slice(0, 5);
|
||||
rebuildHotbar();
|
||||
renderInventory();
|
||||
};
|
||||
|
||||
// Двойной клик для надевания брони
|
||||
slot.ondblclick = () => {
|
||||
if (id === 'iron_armor' && inv.iron_armor > 0) {
|
||||
if (state.player.equippedArmor === 'iron_armor') {
|
||||
state.player.equippedArmor = null;
|
||||
state.player.armor = 0;
|
||||
} else {
|
||||
state.player.equippedArmor = 'iron_armor';
|
||||
state.player.armor = BLOCKS['iron_armor'].armor;
|
||||
}
|
||||
playSound('click');
|
||||
renderInventory();
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
inventoryGrid.appendChild(slot);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,84 @@
|
|||
// ==================== РЫНОК ПРЕДЛОЖЕНИЙ ====================
|
||||
import { state } from '../core/state.js';
|
||||
import { playSound } from '../audio/sound-engine.js';
|
||||
|
||||
let marketPanel, marketClose, marketContent;
|
||||
|
||||
export function initMarket() {
|
||||
marketPanel = document.getElementById('marketPanel');
|
||||
marketClose = document.getElementById('marketClose');
|
||||
marketContent = document.getElementById('marketContent');
|
||||
|
||||
if (!marketPanel) return;
|
||||
|
||||
if (marketClose) marketClose.addEventListener('click', () => closeMarket());
|
||||
document.addEventListener('toggleMarket', () => toggleMarket());
|
||||
}
|
||||
|
||||
export function toggleMarket() {
|
||||
if (!marketPanel) return;
|
||||
if (marketPanel.style.display === 'none' || !marketPanel.style.display) {
|
||||
openMarket();
|
||||
} else {
|
||||
closeMarket();
|
||||
}
|
||||
}
|
||||
|
||||
export function closeMarket() {
|
||||
if (marketPanel) marketPanel.style.display = 'none';
|
||||
}
|
||||
|
||||
function openMarket() {
|
||||
if (marketPanel) {
|
||||
marketPanel.style.display = 'block';
|
||||
renderMarket();
|
||||
}
|
||||
}
|
||||
|
||||
function renderMarket() {
|
||||
if (!marketContent) return;
|
||||
if (!state.socket) {
|
||||
marketContent.innerHTML = '<p style="color:#aaa;">Подключение к серверу...</p>';
|
||||
return;
|
||||
}
|
||||
|
||||
state.socket.emit('market_list', {}, (orders) => {
|
||||
if (!orders || !orders.length) {
|
||||
marketContent.innerHTML = '<p style="color:#aaa;text-align:center;">Предложений пока нет</p><div style="margin-top:12px;"><button id="createOrderBtn" style="width:100%;padding:10px;background:#4a8c4a;color:#fff;border:none;border-radius:6px;cursor:pointer;font-size:14px;">+ Выставить предмет</button></div>';
|
||||
const btn = document.getElementById('createOrderBtn');
|
||||
if (btn) btn.addEventListener('click', showCreateOrder);
|
||||
return;
|
||||
}
|
||||
|
||||
let html = '<div style="margin-bottom:8px;"><button id="createOrderBtn" style="padding:8px 14px;background:#4a8c4a;color:#fff;border:none;border-radius:6px;cursor:pointer;font-size:13px;">+ Выставить предмет</button></div>';
|
||||
html += orders.map(o => '<div style="display:flex;align-items:center;justify-content:space-between;padding:6px 0;border-bottom:1px solid rgba(255,255,255,0.1);"><div><span style="color:#ffd700;">' + (o.offer_item||'') + '</span> x' + (o.offer_qty||1) + ' <span style="color:#888;"> ⇄ </span><span style="color:#7ecfff;">' + (o.want_item||'') + '</span> x' + (o.want_qty||1) + '</div><div style="font-size:11px;color:#888;">' + (o.seller || 'Аноним') + '</div></div>').join('');
|
||||
marketContent.innerHTML = html;
|
||||
const btn = document.getElementById('createOrderBtn');
|
||||
if (btn) btn.addEventListener('click', showCreateOrder);
|
||||
});
|
||||
}
|
||||
|
||||
function showCreateOrder() {
|
||||
if (!marketContent) return;
|
||||
const invKeys = Object.keys(state.inv || {});
|
||||
const invOpts = invKeys.filter(k => (state.inv[k]||0) > 0).map(k => '<option value="'+k+'">'+k+' (x'+state.inv[k]+')</option>').join('');
|
||||
|
||||
marketContent.innerHTML = '<div style="padding:8px;"><h3 style="margin:0 0 10px;font-size:14px;">Выставить предмет</h3><label style="font-size:12px;color:#aaa;">Отдаю:</label><select id="offerItem" style="width:100%;margin-bottom:8px;padding:6px;background:#222;color:#fff;border:1px solid #555;border-radius:4px;">'+invOpts+'</select><label style="font-size:12px;color:#aaa;">Хочу:</label><input id="wantItem" placeholder="Название предмета" style="width:100%;margin-bottom:8px;padding:6px;background:#222;color:#fff;border:1px solid #555;border-radius:4px;" /><div style="display:flex;gap:8px;"><button id="submitOrder" style="flex:1;padding:8px;background:#4a8c4a;color:#fff;border:none;border-radius:6px;cursor:pointer;">Выставить</button><button id="cancelOrder" style="flex:1;padding:8px;background:#555;color:#fff;border:none;border-radius:6px;cursor:pointer;">Отмена</button></div></div>';
|
||||
|
||||
const cancelBtn = document.getElementById('cancelOrder');
|
||||
if (cancelBtn) cancelBtn.addEventListener('click', () => renderMarket());
|
||||
const submitBtn = document.getElementById('submitOrder');
|
||||
if (submitBtn) submitBtn.addEventListener('click', () => {
|
||||
const offerItem = document.getElementById('offerItem');
|
||||
const wantItem = document.getElementById('wantItem');
|
||||
if (!offerItem || !wantItem) return;
|
||||
const offer = offerItem.value;
|
||||
const want = wantItem.value.trim();
|
||||
if (!offer || !want) { alert('Выберите предмет и укажите что хотите получить'); return; }
|
||||
if (state.socket) {
|
||||
state.socket.emit('market_create', { offer_item: offer, offer_qty: 1, want_item: want, want_qty: 1 });
|
||||
playSound('click');
|
||||
setTimeout(renderMarket, 500);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
|
@ -0,0 +1,122 @@
|
|||
// ==================== МИНИКАРТА ====================
|
||||
import { state } from '../core/state.js';
|
||||
import { BLOCKS } from '../data/blocks.js';
|
||||
import { getBlock } from '../world/world-storage.js';
|
||||
import { playSound } from '../audio/sound-engine.js';
|
||||
import { isNight } from '../entities/mob-ai.js';
|
||||
|
||||
const minimapWrap = document.getElementById('minimapWrap');
|
||||
const minimapCanvas = document.getElementById('minimap');
|
||||
const minimapCtx = minimapCanvas.getContext('2d');
|
||||
|
||||
// Цвета блоков для миникарты (по 1 пикселю на блок)
|
||||
const MINIMAP_COLORS = {
|
||||
grass: '#4a8c2a', dirt: '#6b3410', stone: '#6a6a6a', sand: '#d4b84a',
|
||||
gravel: '#888', clay: '#5a9ad4', wood: '#a63d00', planks: '#c46a10',
|
||||
leaves: '#2a8a3a', glass: '#aaddee', water: '#2980b9', coal: '#1a1a2a',
|
||||
copper_ore: '#a05535', iron_ore: '#b0b0b0', gold_ore: '#d4a017',
|
||||
diamond_ore: '#0090d0', brick: '#8a2010', tnt: '#c02020',
|
||||
campfire: '#d08020', torch: '#d0a020', bedrock: '#1a1a1a',
|
||||
flower: '#d03050', bed: '#c03060', ladder: '#a04000', boat: '#6b3410'
|
||||
};
|
||||
|
||||
export function initMinimap() {
|
||||
document.getElementById('mapToggle').onclick = () => {
|
||||
playSound('click');
|
||||
state.minimapOpen = !state.minimapOpen;
|
||||
minimapWrap.style.display = state.minimapOpen ? 'block' : 'none';
|
||||
};
|
||||
|
||||
const minimapClose = document.getElementById('minimapClose');
|
||||
if (minimapClose) {
|
||||
minimapClose.addEventListener('click', (e) => {
|
||||
e.stopPropagation();
|
||||
state.minimapOpen = false;
|
||||
minimapWrap.style.display = 'none';
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
export function renderMinimap() {
|
||||
if (!state.minimapOpen) return;
|
||||
const mW = minimapCanvas.width;
|
||||
const mH = minimapCanvas.height;
|
||||
const scale = 2; // пикселей на блок
|
||||
const TILE = state.TILE;
|
||||
const player = state.player;
|
||||
|
||||
// Область карты — центрирована на игроке
|
||||
const pGX = Math.floor(player.x / TILE);
|
||||
const pGY = Math.floor(player.y / TILE);
|
||||
const viewW = Math.floor(mW / scale);
|
||||
const viewH = Math.floor(mH / scale);
|
||||
const startGX = pGX - Math.floor(viewW / 2);
|
||||
const startGY = pGY - Math.floor(viewH / 2);
|
||||
|
||||
// Очищаем
|
||||
minimapCtx.fillStyle = isNight() ? '#070816' : '#87CEEB';
|
||||
minimapCtx.fillRect(0, 0, mW, mH);
|
||||
|
||||
// Рисуем блоки
|
||||
const imgData = minimapCtx.createImageData(mW, mH);
|
||||
const data = imgData.data;
|
||||
|
||||
for (let dx = 0; dx < viewW; dx++) {
|
||||
for (let dy = 0; dy < viewH; dy++) {
|
||||
const gx = startGX + dx;
|
||||
const gy = startGY + dy;
|
||||
const b = getBlock(gx, gy);
|
||||
if (!b || b.dead || b.t === 'air') continue;
|
||||
|
||||
const color = MINIMAP_COLORS[b.t];
|
||||
if (!color) continue;
|
||||
|
||||
// Парсим hex цвет
|
||||
const r = parseInt(color.slice(1, 3), 16);
|
||||
const g = parseInt(color.slice(3, 5), 16);
|
||||
const bl = parseInt(color.slice(5, 7), 16);
|
||||
|
||||
// Заполняем scale x scale пикселей
|
||||
for (let sx = 0; sx < scale; sx++) {
|
||||
for (let sy = 0; sy < scale; sy++) {
|
||||
const px = dx * scale + sx;
|
||||
const py = dy * scale + sy;
|
||||
if (px >= mW || py >= mH) continue;
|
||||
const idx = (py * mW + px) * 4;
|
||||
data[idx] = r;
|
||||
data[idx + 1] = g;
|
||||
data[idx + 2] = bl;
|
||||
data[idx + 3] = 255;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
minimapCtx.putImageData(imgData, 0, 0);
|
||||
|
||||
// Игрок — белый пиксель по центру
|
||||
minimapCtx.fillStyle = '#fff';
|
||||
minimapCtx.fillRect(Math.floor(mW / 2) - 2, Math.floor(mH / 2) - 2, 4, 4);
|
||||
|
||||
// Другие игроки — жёлтые точки
|
||||
for (const [sid, p] of state.otherPlayers) {
|
||||
const dx = Math.floor(p.x / TILE) - startGX;
|
||||
const dy = Math.floor(p.y / TILE) - startGY;
|
||||
if (dx >= 0 && dx < viewW && dy >= 0 && dy < viewH) {
|
||||
minimapCtx.fillStyle = '#f1c40f';
|
||||
minimapCtx.fillRect(dx * scale - 1, dy * scale - 1, 3, 3);
|
||||
}
|
||||
}
|
||||
|
||||
// Мобы — красные (враждебные) / зелёные (животные)
|
||||
const allMobsForMap = state.isMultiplayer ? Array.from(state.serverMobs.values()) : state.mobs;
|
||||
for (const m of allMobsForMap) {
|
||||
const dx = Math.floor(m.x / TILE) - startGX;
|
||||
const dy = Math.floor(m.y / TILE) - startGY;
|
||||
if (dx >= 0 && dx < viewW && dy >= 0 && dy < viewH) {
|
||||
const hostile = m.kind === 'zombie' || m.kind === 'creeper' || m.kind === 'skeleton';
|
||||
minimapCtx.fillStyle = hostile ? '#e74c3c' : '#2ecc71';
|
||||
minimapCtx.fillRect(dx * scale, dy * scale, 2, 2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,56 @@
|
|||
// ==================== RESPAWN ====================
|
||||
import { state } from '../core/state.js';
|
||||
import { playSound } from '../audio/sound-engine.js';
|
||||
import { loadGame, applySave } from '../game/save.js';
|
||||
|
||||
export function initRespawn() {
|
||||
document.getElementById('respawnBtn').onclick = async () => {
|
||||
playSound('click'); // Звук клика по кнопке
|
||||
|
||||
console.log('=== RESPAWN CLICKED ===');
|
||||
console.log('isMultiplayer:', state.isMultiplayer);
|
||||
console.log('otherPlayers.size:', state.otherPlayers.size);
|
||||
console.log('player.hp before respawn:', state.player.hp);
|
||||
|
||||
const player = state.player;
|
||||
const deathEl = state.deathEl;
|
||||
|
||||
// В мультиплеере не загружаем сохранение, а возрождаемся в начальной точке
|
||||
if (state.isMultiplayer && state.otherPlayers.size > 0) {
|
||||
console.log('Мультиплеер режим - возрождение в начальной точке');
|
||||
player.hp = 100;
|
||||
player.hunger = 100;
|
||||
player.o2 = 100;
|
||||
player.vx = player.vy = 0;
|
||||
player.invuln = 0;
|
||||
player.x = state.spawnPoint.x;
|
||||
player.y = state.spawnPoint.y;
|
||||
player.fallStartY = player.y;
|
||||
console.log('Возрождение в начальной точке, HP:', player.hp);
|
||||
} else {
|
||||
console.log('Одиночный режим - загружаем последнее сохранение');
|
||||
// Одиночный режим - загружаем последнее сохранение
|
||||
const loadedSave = await loadGame();
|
||||
if (loadedSave) {
|
||||
await applySave(loadedSave);
|
||||
console.log('Загружено последнее сохранение после смерти, final HP:', player.hp);
|
||||
} else {
|
||||
// Если сохранения нет, возрождаемся в начальной точке
|
||||
player.hp = 100;
|
||||
player.hunger = 100;
|
||||
player.o2 = 100;
|
||||
player.vx = player.vy = 0;
|
||||
player.invuln = 0;
|
||||
player.x = state.spawnPoint.x;
|
||||
player.y = state.spawnPoint.y;
|
||||
player.fallStartY = player.y;
|
||||
console.log('Возрождение в начальной точке, HP:', player.hp);
|
||||
}
|
||||
}
|
||||
|
||||
console.log('player.hp after respawn logic:', player.hp);
|
||||
console.log('Hiding death screen...');
|
||||
deathEl.style.display = 'none';
|
||||
console.log('=== RESPAWN END ===');
|
||||
};
|
||||
}
|
||||
|
|
@ -0,0 +1,156 @@
|
|||
// ==================== МЕНЮ ⋯ + СОХРАНЕНИЕ / СБРОС ====================
|
||||
import { state } from '../core/state.js';
|
||||
import { playSound } from '../audio/sound-engine.js';
|
||||
import { saveGame } from '../game/save.js';
|
||||
import { shareWorld } from './share.js';
|
||||
import { isTgWebApp } from './start-menu.js';
|
||||
|
||||
let dropdownOpen = false;
|
||||
|
||||
export function initSaveControls() {
|
||||
const menuBtn = document.getElementById('menuBtn');
|
||||
const menuDropdown = document.getElementById('menuDropdown');
|
||||
const saveItem = document.getElementById('saveItem');
|
||||
const resetItem = document.getElementById('resetItem');
|
||||
const marketItem = document.getElementById('marketItem');
|
||||
const shareItem = document.getElementById('shareItem');
|
||||
const settingsItem = document.getElementById('settingsItem');
|
||||
const quitItem = document.getElementById('quitItem');
|
||||
|
||||
// Убить возможный старый onclick
|
||||
if (menuBtn) menuBtn.onclick = null;
|
||||
|
||||
// Тогл меню
|
||||
if (menuBtn) {
|
||||
menuBtn.addEventListener('click', (e) => {
|
||||
e.stopPropagation();
|
||||
dropdownOpen = !dropdownOpen;
|
||||
if (menuDropdown) menuDropdown.classList.toggle('open', dropdownOpen);
|
||||
});
|
||||
}
|
||||
|
||||
// Закрытие по клику вне
|
||||
document.addEventListener('click', () => {
|
||||
if (dropdownOpen) {
|
||||
dropdownOpen = false;
|
||||
if (menuDropdown) menuDropdown.classList.remove('open');
|
||||
}
|
||||
});
|
||||
|
||||
if (menuDropdown) {
|
||||
menuDropdown.addEventListener('click', (e) => e.stopPropagation());
|
||||
}
|
||||
|
||||
// 💾 Сохранить
|
||||
if (saveItem) {
|
||||
saveItem.addEventListener('click', () => {
|
||||
playSound('click');
|
||||
saveGame();
|
||||
dropdownOpen = false;
|
||||
if (menuDropdown) menuDropdown.classList.remove('open');
|
||||
alert('Игра сохранена!');
|
||||
});
|
||||
}
|
||||
|
||||
// 🔄 Новый мир
|
||||
if (resetItem) {
|
||||
resetItem.addEventListener('click', () => {
|
||||
if (confirm('Вы уверены, что хотите удалить сохранение и начать новую игру?')) {
|
||||
playSound('click');
|
||||
try { localStorage.removeItem(state.SAVE_KEY); } catch(e) {}
|
||||
state.inMemorySave = null;
|
||||
state.worldId = Math.random().toString(36).substring(2, 10);
|
||||
try {
|
||||
const newUrl = new URL(window.location.href);
|
||||
newUrl.searchParams.set('world', state.worldId);
|
||||
window.history.replaceState(null, '', newUrl.toString());
|
||||
} catch(e) {}
|
||||
location.reload();
|
||||
} else {
|
||||
dropdownOpen = false;
|
||||
if (menuDropdown) menuDropdown.classList.remove('open');
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// 🏪 Рынок
|
||||
if (marketItem) {
|
||||
marketItem.addEventListener('click', () => {
|
||||
dropdownOpen = false;
|
||||
if (menuDropdown) menuDropdown.classList.remove('open');
|
||||
document.dispatchEvent(new CustomEvent('toggleMarket'));
|
||||
});
|
||||
}
|
||||
|
||||
// 📤 Пригласить
|
||||
if (shareItem) {
|
||||
shareItem.addEventListener('click', () => {
|
||||
dropdownOpen = false;
|
||||
if (menuDropdown) menuDropdown.classList.remove('open');
|
||||
shareWorld();
|
||||
});
|
||||
}
|
||||
|
||||
// ⚙️ Настройки
|
||||
if (settingsItem) {
|
||||
settingsItem.addEventListener('click', () => {
|
||||
dropdownOpen = false;
|
||||
menuDropdown.classList.remove('open');
|
||||
const panel = document.getElementById('settingsPanel');
|
||||
if (!panel) return;
|
||||
// Sync controls with current state
|
||||
const toggle = document.getElementById('dayNightToggle');
|
||||
const timeSlider = document.getElementById('timeSlider');
|
||||
const wSlider = document.getElementById('weatherIntensity');
|
||||
if (toggle) toggle.checked = state.dayNightCycle !== false;
|
||||
if (timeSlider) timeSlider.value = Math.round(state.worldTime * 100);
|
||||
if (wSlider) wSlider.value = Math.round(state.rainIntensity * 100);
|
||||
// Sync weather buttons — highlight the active type
|
||||
const wt = state.weatherType || (state.isRaining ? 'rain' : 'clear');
|
||||
const activeId = 'weather' + wt.charAt(0).toUpperCase() + wt.slice(1);
|
||||
for (const bid of ['weatherClear','weatherRain','weatherSnow','weatherThunder']) {
|
||||
const b = document.getElementById(bid);
|
||||
if (b) b.style.background = (bid === activeId) ? '#3498db' : '#555';
|
||||
}
|
||||
panel.style.display = 'block';
|
||||
});
|
||||
}
|
||||
|
||||
// Закрытие настроек
|
||||
const settingsClose = document.getElementById('settingsClose');
|
||||
if (settingsClose) {
|
||||
settingsClose.addEventListener('click', () => {
|
||||
const settingsPanel = document.getElementById('settingsPanel');
|
||||
if (settingsPanel) settingsPanel.style.display = 'none';
|
||||
});
|
||||
}
|
||||
|
||||
// Тогл день/ночи
|
||||
const dayNightToggle = document.getElementById('dayNightToggle');
|
||||
if (dayNightToggle) {
|
||||
dayNightToggle.addEventListener('change', () => {
|
||||
state.dayNightCycle = dayNightToggle.checked;
|
||||
saveGame();
|
||||
});
|
||||
}
|
||||
|
||||
// 🏠 Главное меню
|
||||
if (quitItem) {
|
||||
quitItem.addEventListener('click', () => {
|
||||
dropdownOpen = false;
|
||||
if (menuDropdown) menuDropdown.classList.remove('open');
|
||||
saveGame();
|
||||
try {
|
||||
const url = new URL(window.location.href);
|
||||
url.searchParams.delete('world');
|
||||
window.location.href = url.toString();
|
||||
} catch(e) { location.reload(); }
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
export function updateSaveButtonVisibility() {
|
||||
const saveItem = document.getElementById('saveItem');
|
||||
if (!saveItem) return;
|
||||
saveItem.style.display = (state.isMultiplayer && state.otherPlayers.size > 0) ? 'none' : 'block';
|
||||
}
|
||||
|
|
@ -0,0 +1,127 @@
|
|||
// Настройки
|
||||
import { state } from '../core/state.js';
|
||||
|
||||
let settingsPanel = null;
|
||||
let dayNightToggle = null;
|
||||
|
||||
// Weather button IDs in order
|
||||
const WEATHER_BTNS = ['weatherClear', 'weatherRain', 'weatherSnow', 'weatherThunder'];
|
||||
const WEATHER_ACTIVE_BG = '#3498db';
|
||||
const WEATHER_INACTIVE_BG = '#555';
|
||||
|
||||
function setWeatherButtonActive(activeId) {
|
||||
for (const id of WEATHER_BTNS) {
|
||||
const btn = document.getElementById(id);
|
||||
if (btn) {
|
||||
btn.style.background = (id === activeId) ? WEATHER_ACTIVE_BG : WEATHER_INACTIVE_BG;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export function initSettings() {
|
||||
settingsPanel = document.getElementById('settingsPanel');
|
||||
dayNightToggle = document.getElementById('dayNightToggle');
|
||||
|
||||
if (!settingsPanel) return;
|
||||
|
||||
const closeBtn = document.getElementById('settingsClose');
|
||||
if (closeBtn) {
|
||||
closeBtn.addEventListener('click', () => {
|
||||
settingsPanel.style.display = 'none';
|
||||
});
|
||||
}
|
||||
|
||||
// Day/night cycle toggle
|
||||
if (dayNightToggle) {
|
||||
dayNightToggle.checked = state.dayNightCycle !== false;
|
||||
dayNightToggle.addEventListener('change', () => {
|
||||
state.dayNightCycle = dayNightToggle.checked;
|
||||
});
|
||||
}
|
||||
|
||||
// Time-of-day slider
|
||||
const timeSlider = document.getElementById('timeSlider');
|
||||
if (timeSlider) {
|
||||
timeSlider.value = Math.round(state.worldTime * 100);
|
||||
timeSlider.addEventListener('input', () => {
|
||||
state.worldTime = parseInt(timeSlider.value) / 100;
|
||||
if (state.dayNightCycle) {
|
||||
state.dayNightCycle = false;
|
||||
if (dayNightToggle) dayNightToggle.checked = false;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// ====== Weather controls (Ясно / Дождь / Снег / Гроза) ======
|
||||
const weatherIntensitySlider = document.getElementById('weatherIntensity');
|
||||
|
||||
// Helper: apply a weather type
|
||||
function applyWeather(type) {
|
||||
state.weatherType = type;
|
||||
state.weatherChangeInterval = Infinity; // Lock weather manually
|
||||
|
||||
switch (type) {
|
||||
case 'clear':
|
||||
state.isRaining = false;
|
||||
state.rainIntensity = 0;
|
||||
if (weatherIntensitySlider) weatherIntensitySlider.value = 0;
|
||||
break;
|
||||
case 'rain':
|
||||
state.isRaining = true;
|
||||
state.rainIntensity = parseInt(weatherIntensitySlider?.value || 40) / 100;
|
||||
break;
|
||||
case 'snow':
|
||||
state.isRaining = false; // snow uses its own rendering
|
||||
state.rainIntensity = parseInt(weatherIntensitySlider?.value || 40) / 100;
|
||||
break;
|
||||
case 'thunder':
|
||||
state.isRaining = true; // thunder includes rain
|
||||
state.rainIntensity = parseInt(weatherIntensitySlider?.value || 60) / 100;
|
||||
if (weatherIntensitySlider) weatherIntensitySlider.value = Math.round(state.rainIntensity * 100);
|
||||
break;
|
||||
}
|
||||
|
||||
setWeatherButtonActive('weather' + type.charAt(0).toUpperCase() + type.slice(1));
|
||||
}
|
||||
|
||||
// Button handlers
|
||||
for (const id of WEATHER_BTNS) {
|
||||
const btn = document.getElementById(id);
|
||||
if (btn) {
|
||||
const weatherType = btn.dataset.weather || id.replace('weather', '').toLowerCase();
|
||||
btn.addEventListener('click', () => applyWeather(weatherType));
|
||||
}
|
||||
}
|
||||
|
||||
// Intensity slider
|
||||
if (weatherIntensitySlider) {
|
||||
weatherIntensitySlider.addEventListener('input', () => {
|
||||
const val = parseInt(weatherIntensitySlider.value) / 100;
|
||||
if (state.weatherType !== 'clear') {
|
||||
state.rainIntensity = val;
|
||||
if (state.weatherType === 'thunder' || state.weatherType === 'rain') {
|
||||
state.isRaining = true;
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// Listen for toggleSettings custom event
|
||||
document.addEventListener('toggleSettings', () => {
|
||||
if (settingsPanel) {
|
||||
// Sync all controls when panel opens
|
||||
if (timeSlider) timeSlider.value = Math.round(state.worldTime * 100);
|
||||
if (dayNightToggle) dayNightToggle.checked = state.dayNightCycle !== false;
|
||||
if (weatherIntensitySlider) weatherIntensitySlider.value = Math.round(state.rainIntensity * 100);
|
||||
// Highlight active weather button
|
||||
const wt = state.weatherType || (state.isRaining ? 'rain' : 'clear');
|
||||
const activeId = 'weather' + wt.charAt(0).toUpperCase() + wt.slice(1);
|
||||
setWeatherButtonActive(activeId);
|
||||
settingsPanel.style.display = settingsPanel.style.display === 'none' ? 'block' : 'none';
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
export function isDayNightEnabled() {
|
||||
return state.dayNightCycle !== false;
|
||||
}
|
||||
|
|
@ -0,0 +1,108 @@
|
|||
// ==================== ПОДЕЛИТЬСЯ МИРОМ ====================
|
||||
import { state } from '../core/state.js';
|
||||
import { isTgWebApp } from './start-menu.js';
|
||||
import { showToast } from './start-menu.js';
|
||||
|
||||
export function initShare() {
|
||||
// Keep worldId click-to-copy as before
|
||||
const worldIdEl = document.getElementById('worldId');
|
||||
if (worldIdEl) {
|
||||
worldIdEl.onclick = () => shareWorld();
|
||||
}
|
||||
}
|
||||
|
||||
export function shareWorld() {
|
||||
const shareUrl = new URL(window.location.href);
|
||||
shareUrl.searchParams.set('world', state.worldId);
|
||||
const url = shareUrl.toString();
|
||||
|
||||
// In Telegram WebApp — use native share
|
||||
if (isTgWebApp && window.Telegram && window.Telegram.WebApp && window.Telegram.WebApp.switchInlineQuery) {
|
||||
const inviteUrl = 'https://t.me/' + (state.TELEGRAM_BOT_USERNAME || 'grechka_mkn8n_bot') + '/app?startapp=' + encodeURIComponent(state.worldId);
|
||||
Telegram.WebApp.openTelegramLink(
|
||||
'https://t.me/share/url?url=' + encodeURIComponent(inviteUrl) +
|
||||
'&text=' + encodeURIComponent('🏗️ Заходи в GrechkaCraft! Код мира: ' + state.worldId)
|
||||
);
|
||||
return;
|
||||
}
|
||||
|
||||
// Otherwise — show custom modal with URL + copy button
|
||||
const overlay = document.createElement('div');
|
||||
overlay.style.cssText = 'position:fixed;top:0;left:0;width:100%;height:100%;background:rgba(0,0,0,0.6);z-index:100000;display:flex;align-items:center;justify-content:center;';
|
||||
|
||||
const box = document.createElement('div');
|
||||
box.style.cssText = 'background:#C6C6C6;border:4px solid #000;padding:20px;max-width:400px;width:90%;box-shadow:4px 4px 0 #000;font-family:Courier New,monospace;';
|
||||
|
||||
const title = document.createElement('div');
|
||||
title.textContent = '📤 Пригласить друзей';
|
||||
title.style.cssText = 'font-size:18px;font-weight:bold;margin-bottom:12px;color:#222;';
|
||||
box.appendChild(title);
|
||||
|
||||
const codeLabel = document.createElement('div');
|
||||
codeLabel.style.cssText = 'font-size:13px;color:#444;font-weight:bold;margin-bottom:4px;';
|
||||
codeLabel.textContent = 'Код мира:';
|
||||
box.appendChild(codeLabel);
|
||||
|
||||
const codeBox = document.createElement('div');
|
||||
codeBox.style.cssText = 'font-size:20px;font-weight:bold;background:#fff;border:3px solid #000;padding:8px 12px;margin-bottom:12px;letter-spacing:2px;text-align:center;color:#5A8F3C;';
|
||||
codeBox.textContent = state.worldId;
|
||||
box.appendChild(codeBox);
|
||||
|
||||
const linkLabel = document.createElement('div');
|
||||
linkLabel.style.cssText = 'font-size:13px;color:#444;font-weight:bold;margin-bottom:4px;';
|
||||
linkLabel.textContent = 'Ссылка:';
|
||||
box.appendChild(linkLabel);
|
||||
|
||||
const linkBox = document.createElement('input');
|
||||
linkBox.type = 'text';
|
||||
linkBox.readOnly = true;
|
||||
linkBox.value = url;
|
||||
linkBox.style.cssText = 'width:100%;padding:8px;font-family:Courier New,monospace;font-size:13px;background:#fff;border:3px solid #000;color:#222;margin-bottom:12px;box-sizing:border-box;';
|
||||
linkBox.onclick = () => linkBox.select();
|
||||
box.appendChild(linkBox);
|
||||
|
||||
const btnRow = document.createElement('div');
|
||||
btnRow.style.cssText = 'display:flex;gap:8px;';
|
||||
|
||||
const btnCopy = document.createElement('button');
|
||||
btnCopy.textContent = '📋 Скопировать';
|
||||
btnCopy.style.cssText = 'flex:1;padding:10px;font-family:Courier New,monospace;font-weight:bold;cursor:pointer;border:3px solid #000;background:#5A8F3C;color:#fff;box-shadow:2px 2px 0 #000;';
|
||||
btnCopy.onclick = () => {
|
||||
navigator.clipboard.writeText(url).then(() => {
|
||||
showToast('📋 Ссылка скопирована!');
|
||||
overlay.remove();
|
||||
}).catch(() => {
|
||||
linkBox.select();
|
||||
document.execCommand('copy');
|
||||
showToast('📋 Ссылка скопирована!');
|
||||
overlay.remove();
|
||||
});
|
||||
};
|
||||
btnRow.appendChild(btnCopy);
|
||||
|
||||
const btnCode = document.createElement('button');
|
||||
btnCode.textContent = '📋 Код';
|
||||
btnCode.style.cssText = 'padding:10px;font-family:Courier New,monospace;font-weight:bold;cursor:pointer;border:3px solid #000;background:#3C5F9E;color:#fff;box-shadow:2px 2px 0 #000;';
|
||||
btnCode.onclick = () => {
|
||||
navigator.clipboard.writeText(state.worldId).then(() => {
|
||||
showToast('📋 Код скопирован: ' + state.worldId);
|
||||
}).catch(() => {
|
||||
showToast('Код: ' + state.worldId);
|
||||
});
|
||||
};
|
||||
btnRow.appendChild(btnCode);
|
||||
|
||||
const btnClose = document.createElement('button');
|
||||
btnClose.textContent = '✕';
|
||||
btnClose.style.cssText = 'padding:10px 14px;font-family:Courier New,monospace;font-weight:bold;cursor:pointer;border:3px solid #000;background:#9E2B2B;color:#fff;box-shadow:2px 2px 0 #000;';
|
||||
btnClose.onclick = () => overlay.remove();
|
||||
btnRow.appendChild(btnClose);
|
||||
|
||||
box.appendChild(btnRow);
|
||||
overlay.appendChild(box);
|
||||
|
||||
// Close on click outside box
|
||||
overlay.onclick = (e) => { if (e.target === overlay) overlay.remove(); };
|
||||
|
||||
document.body.appendChild(overlay);
|
||||
}
|
||||
|
|
@ -0,0 +1,575 @@
|
|||
// ==================== START MENU ====================
|
||||
import { state } from '../core/state.js';
|
||||
|
||||
// Detect Telegram WebApp
|
||||
const isTgWebApp = !!(window.Telegram && window.Telegram.WebApp && window.Telegram.WebApp.initData);
|
||||
let tgUser = null;
|
||||
let tgSaveLoaded = false;
|
||||
|
||||
if (isTgWebApp) {
|
||||
try {
|
||||
Telegram.WebApp.ready();
|
||||
Telegram.WebApp.expand();
|
||||
tgUser = Telegram.WebApp.initDataUnsafe?.user || null;
|
||||
console.log('[TG] Mini App detected, user:', tgUser?.id, tgUser?.username);
|
||||
// Set player name from TG
|
||||
if (tgUser && tgUser.first_name) {
|
||||
const tgName = tgUser.username || tgUser.first_name;
|
||||
localStorage.setItem('minegrechka_playerName', tgName);
|
||||
}
|
||||
} catch (e) {
|
||||
console.warn('[TG] WebApp init error:', e);
|
||||
}
|
||||
}
|
||||
|
||||
// Export TG info for other modules
|
||||
export { isTgWebApp, tgUser };
|
||||
|
||||
// ==================== HELPERS ====================
|
||||
|
||||
function generateShortWorldCode() {
|
||||
// Generate readable 6-char code: consonants + digits (easy to copy/share)
|
||||
const c = 'bcdfghjkmnpqrstvwxyz';
|
||||
const d = '23456789';
|
||||
let code = '';
|
||||
for (let i = 0; i < 3; i++) code += c[Math.floor(Math.random() * c.length)];
|
||||
for (let i = 0; i < 3; i++) code += d[Math.floor(Math.random() * d.length)];
|
||||
return code;
|
||||
}
|
||||
|
||||
export function showToast(msg, duration) {
|
||||
duration = duration || 1800;
|
||||
const t = document.createElement('div');
|
||||
t.textContent = msg;
|
||||
t.style.cssText = 'position:fixed;bottom:80px;left:50%;transform:translateX(-50%);background:rgba(0,0,0,0.85);color:#2ecc71;padding:10px 24px;border-radius:10px;font:bold 16px Arial,sans-serif;z-index:99999;pointer-events:none;transition:opacity 0.4s;';
|
||||
document.body.appendChild(t);
|
||||
setTimeout(() => { t.style.opacity = '0'; setTimeout(() => t.remove(), 400); }, duration);
|
||||
}
|
||||
|
||||
function customAlert(msg) {
|
||||
const overlay = document.createElement('div');
|
||||
overlay.className = 'custom-modal-overlay';
|
||||
overlay.style.cssText = 'position:fixed;top:0;left:0;width:100%;height:100%;background:rgba(0,0,0,0.6);display:flex;align-items:center;justify-content:center;z-index:100000;';
|
||||
const box = document.createElement('div');
|
||||
box.style.cssText = 'background:#C6C6C6;border:4px solid #000;padding:24px;max-width:360px;width:90%;box-shadow:4px 4px 0 #000;font-family:Courier New,monospace;';
|
||||
const text = document.createElement('div');
|
||||
text.textContent = msg;
|
||||
text.style.marginBottom = '16px';
|
||||
text.style.fontWeight = 'bold';
|
||||
text.style.fontSize = '16px';
|
||||
const btn = document.createElement('button');
|
||||
btn.textContent = 'OK';
|
||||
btn.style.cssText = 'padding:8px 24px;font-family:Courier New,monospace;font-weight:bold;cursor:pointer;border:3px solid #000;background:#5A8F3C;color:#fff;box-shadow:2px 2px 0 #000;';
|
||||
btn.onclick = () => overlay.remove();
|
||||
box.appendChild(text);
|
||||
box.appendChild(btn);
|
||||
overlay.appendChild(box);
|
||||
document.body.appendChild(overlay);
|
||||
}
|
||||
|
||||
// ==================== MAIN START MENU ====================
|
||||
|
||||
// Minecraft-style CSS for the start menu
|
||||
const mcCSS = `
|
||||
.mc-overlay { position:fixed;top:0;left:0;width:100%;height:100%;z-index:99999;
|
||||
display:flex;align-items:center;justify-content:center;font-family:'Courier New',monospace;
|
||||
image-rendering:pixelated; }
|
||||
.mc-bg { position:absolute;inset:0;background:#000;opacity:0.75; }
|
||||
.mc-dirt { position:absolute;bottom:0;left:0;right:0;height:40%;
|
||||
background:repeating-linear-gradient(0deg,#8B6914 0px,#8B6914 2px,#7A5B12 2px,#7A5B12 4px);opacity:0.3; }
|
||||
.mc-box { position:relative;z-index:1;background:#C6C6C6;border:4px solid #000;
|
||||
padding:0;max-width:420px;width:92%;box-shadow:4px 4px 0 #000;max-height:90vh;display:flex;flex-direction:column; }
|
||||
.mc-titlebar { background:#1a1a2e;padding:12px 16px;text-align:center;
|
||||
border-bottom:4px solid #000; }
|
||||
.mc-title { font-size:24px;font-weight:bold;color:#FFAA00;text-shadow:2px 2px 0 #000;
|
||||
letter-spacing:2px; }
|
||||
.mc-subtitle { font-size:13px;color:#AAA;margin-top:4px; }
|
||||
.mc-body { padding:16px;background:#C6C6C6;max-height:80vh;overflow-y:auto;-webkit-overflow-scrolling:touch; }
|
||||
.mc-btn { display:block;width:100%;padding:10px 16px;margin-bottom:8px;
|
||||
font-family:'Courier New',monospace;font-size:16px;font-weight:bold;
|
||||
cursor:pointer;text-align:center;border:3px solid #000;
|
||||
image-rendering:pixelated;box-shadow:3px 3px 0 #000;
|
||||
transition:transform 0.05s,box-shadow 0.05s; }
|
||||
.mc-btn:active { transform:translate(2px,2px);box-shadow:1px 1px 0 #000; }
|
||||
.mc-btn-green { background:#5A8F3C;color:#E0E0E0;border-color:#3A5F1C;text-shadow:1px 1px 0 #222; }
|
||||
.mc-btn-green:hover { background:#6DAF4E; }
|
||||
.mc-btn-blue { background:#3C5F9E;color:#E0E0E0;border-color:#2A4070;text-shadow:1px 1px 0 #222; }
|
||||
.mc-btn-blue:hover { background:#4B73BE; }
|
||||
.mc-btn-purple { background:#7B3FA0;color:#E0E0E0;border-color:#5A2C78;text-shadow:1px 1px 0 #222; }
|
||||
.mc-btn-purple:hover { background:#9555BE; }
|
||||
.mc-btn-orange { background:#B86E00;color:#E0E0E0;border-color:#8A5200;text-shadow:1px 1px 0 #222; }
|
||||
.mc-btn-orange:hover { background:#DA8500; }
|
||||
.mc-btn-red { background:#9E2B2B;color:#E0E0E0;border-color:#6E1B1B;text-shadow:1px 1px 0 #222; }
|
||||
.mc-btn-red:hover { background:#BE3B3B; }
|
||||
.mc-btn-gray { background:#555;color:#AAA;border-color:#333;text-shadow:1px 1px 0 #111; }
|
||||
.mc-btn-gray:hover { background:#666;color:#DDD; }
|
||||
.mc-btn-outline { background:transparent;color:#555;border-color:#555;
|
||||
text-shadow:none;box-shadow:2px 2px 0 #333; }
|
||||
.mc-btn-outline:hover { background:#DDD;color:#222; }
|
||||
.mc-input { width:100%;padding:8px 12px;font-family:'Courier New',monospace;
|
||||
font-size:16px;background:#FFF;border:3px solid #000;color:#222;
|
||||
box-shadow:inset 2px 2px 0 #999;margin:4px 0;box-sizing:border-box; }
|
||||
.mc-input:focus { outline:none;border-color:#FFAA00; }
|
||||
.mc-label { font-size:13px;color:#444;font-weight:bold;margin:8px 0 4px; }
|
||||
.mc-divider { border:none;border-top:2px solid #999;margin:12px 0; }
|
||||
.mc-friend-row { display:flex;justify-content:space-between;align-items:center;
|
||||
padding:6px 8px;margin-bottom:4px;background:#E8E8E8;border:2px solid #999;
|
||||
box-shadow:2px 2px 0 #999; }
|
||||
.mc-friend-btn { padding:4px 10px;font-family:'Courier New',monospace;
|
||||
font-size:13px;font-weight:bold;cursor:pointer;border:2px solid #000;
|
||||
box-shadow:1px 1px 0 #000; }
|
||||
.mc-friend-btn:active { transform:translate(1px,1px);box-shadow:none; }
|
||||
.mc-friend-btn-green { background:#5A8F3C;color:#E0E0E0; }
|
||||
.mc-friend-btn-red { background:#9E2B2B;color:#E0E0E0; }
|
||||
.mc-checkbox-row { display:flex;align-items:center;gap:8px;font-size:13px;color:#444;cursor:pointer; }
|
||||
.mc-checkbox { width:18px;height:18px;accent-color:#5A8F3C; }
|
||||
`;
|
||||
|
||||
export function showStartMenu() {
|
||||
return new Promise(async (resolve) => {
|
||||
const urlParams = new URLSearchParams(window.location.search);
|
||||
const worldParam = urlParams.get('world');
|
||||
const tgStartParam = (isTgWebApp && Telegram.WebApp.initDataUnsafe?.start_param)
|
||||
? Telegram.WebApp.initDataUnsafe.start_param.trim()
|
||||
: null;
|
||||
|
||||
// If world is in URL or TG start param — skip menu, auto-join
|
||||
if ((worldParam && worldParam.trim() !== '') || tgStartParam) {
|
||||
const worldId = (worldParam && worldParam.trim()) || tgStartParam;
|
||||
console.log('[Menu] Joining world from URL/startParam:', worldId);
|
||||
|
||||
// Set player name from TG or localStorage or default
|
||||
if (!state.playerName) {
|
||||
if (isTgWebApp && tgUser) {
|
||||
state.playerName = tgUser.username || tgUser.first_name || 'Игрок';
|
||||
} else {
|
||||
state.playerName = localStorage.getItem('minegrechka_playerName') || 'Игрок';
|
||||
}
|
||||
localStorage.setItem('minegrechka_playerName', state.playerName);
|
||||
}
|
||||
|
||||
resolve(worldId);
|
||||
return;
|
||||
}
|
||||
|
||||
// Inject CSS
|
||||
const styleEl = document.createElement('style');
|
||||
styleEl.textContent = mcCSS;
|
||||
document.head.appendChild(styleEl);
|
||||
|
||||
// Build overlay
|
||||
const overlay = document.createElement('div');
|
||||
overlay.className = 'mc-overlay';
|
||||
overlay.id = 'startMenu';
|
||||
overlay.innerHTML = '<div class="mc-bg"></div><div class="mc-dirt"></div>';
|
||||
|
||||
const box = document.createElement('div');
|
||||
box.className = 'mc-box';
|
||||
|
||||
// Title bar
|
||||
const titleBar = document.createElement('div');
|
||||
titleBar.className = 'mc-titlebar';
|
||||
titleBar.innerHTML = '<div class="mc-title">⛏️ GrechkaCraft</div>' +
|
||||
'<div class="mc-subtitle">' + (isTgWebApp ? ('Привет, ' + (tgUser?.first_name || 'Игрок') + '!') : 'Voxel-мир в браузере') + '</div>';
|
||||
box.appendChild(titleBar);
|
||||
|
||||
const body = document.createElement('div');
|
||||
body.className = 'mc-body';
|
||||
|
||||
// Mutable worldId holder
|
||||
let selectedWorldId = null;
|
||||
|
||||
// === Buttons ===
|
||||
|
||||
// 🌍 New World
|
||||
const btnNew = document.createElement('button');
|
||||
btnNew.className = 'mc-btn mc-btn-green';
|
||||
btnNew.textContent = '🌍 Новый мир';
|
||||
btnNew.onclick = () => {
|
||||
selectedWorldId = generateShortWorldCode();
|
||||
overlay.remove();
|
||||
styleEl.remove();
|
||||
resolve(selectedWorldId);
|
||||
};
|
||||
body.appendChild(btnNew);
|
||||
|
||||
// 🔗 Join by code
|
||||
const btnJoin = document.createElement('button');
|
||||
btnJoin.className = 'mc-btn mc-btn-blue';
|
||||
btnJoin.textContent = '🔗 Вступить по коду';
|
||||
btnJoin.onclick = () => {
|
||||
body.innerHTML = '';
|
||||
const lbl = document.createElement('div');
|
||||
lbl.className = 'mc-label';
|
||||
lbl.textContent = 'Код мира:';
|
||||
body.appendChild(lbl);
|
||||
const codeInput = document.createElement('input');
|
||||
codeInput.className = 'mc-input';
|
||||
codeInput.type = 'text';
|
||||
codeInput.placeholder = 'bkh237';
|
||||
codeInput.maxLength = 12;
|
||||
body.appendChild(codeInput);
|
||||
const btnGo = document.createElement('button');
|
||||
btnGo.className = 'mc-btn mc-btn-blue';
|
||||
btnGo.textContent = 'Войти →';
|
||||
btnGo.onclick = () => {
|
||||
const code = codeInput.value.trim().toLowerCase();
|
||||
if (code.length >= 3) {
|
||||
selectedWorldId = code;
|
||||
overlay.remove();
|
||||
styleEl.remove();
|
||||
resolve(selectedWorldId);
|
||||
}
|
||||
};
|
||||
body.appendChild(btnGo);
|
||||
const btnBack = document.createElement('button');
|
||||
btnBack.className = 'mc-btn mc-btn-gray';
|
||||
btnBack.textContent = '← Назад';
|
||||
btnBack.onclick = () => { overlay.remove(); styleEl.remove(); showStartMenu().then(resolve); };
|
||||
body.appendChild(btnBack);
|
||||
codeInput.focus();
|
||||
codeInput.addEventListener('keydown', (e) => { if (e.key === 'Enter') btnGo.click(); });
|
||||
};
|
||||
body.appendChild(btnJoin);
|
||||
|
||||
// 💾 Continue saved game
|
||||
const hasLocalSave = !!localStorage.getItem(state.SAVE_KEY || 'minegrechka_save');
|
||||
if (isTgWebApp || hasLocalSave) {
|
||||
const btnHistory = document.createElement('button');
|
||||
btnHistory.className = 'mc-btn mc-btn-purple';
|
||||
btnHistory.textContent = '💾 Продолжить игру';
|
||||
btnHistory.onclick = async () => {
|
||||
if (isTgWebApp && tgUser) {
|
||||
try {
|
||||
const resp = await fetch(state.SERVER_URL + '/api/tg/save?tg_id=' + tgUser.id);
|
||||
const data = await resp.json();
|
||||
if (data.ok && data.world_id) {
|
||||
selectedWorldId = data.world_id;
|
||||
tgSaveLoaded = true;
|
||||
overlay.remove();
|
||||
styleEl.remove();
|
||||
resolve(selectedWorldId);
|
||||
return;
|
||||
}
|
||||
} catch (e) { console.warn('[TG] Load save failed:', e); }
|
||||
}
|
||||
if (hasLocalSave) {
|
||||
// Continue with a new world code (the save will be loaded separately by initDB/loadGame)
|
||||
selectedWorldId = generateShortWorldCode();
|
||||
overlay.remove();
|
||||
styleEl.remove();
|
||||
resolve(selectedWorldId);
|
||||
return;
|
||||
}
|
||||
customAlert('Сохранений не найдено');
|
||||
};
|
||||
body.appendChild(btnHistory);
|
||||
}
|
||||
|
||||
// === TG-only buttons ===
|
||||
if (isTgWebApp && window.Telegram && Telegram.WebApp.switchInlineQuery) {
|
||||
// 📤 Invite friends
|
||||
const btnInvite = document.createElement('button');
|
||||
btnInvite.className = 'mc-btn mc-btn-outline';
|
||||
btnInvite.style.marginTop = '16px';
|
||||
btnInvite.textContent = '📤 Пригласить друзей';
|
||||
btnInvite.onclick = () => {
|
||||
const code = selectedWorldId || generateShortWorldCode();
|
||||
const url = 'https://t.me/' + state.TELEGRAM_BOT_USERNAME + '/app?startapp=' + encodeURIComponent(code);
|
||||
if (Telegram.WebApp && Telegram.WebApp.openTelegramLink) {
|
||||
Telegram.WebApp.openTelegramLink('https://t.me/share/url?url=' + encodeURIComponent(url) + '&text=' + encodeURIComponent('🏗️ Заходи в GrechkaCraft! Мир: ' + code));
|
||||
} else {
|
||||
navigator.clipboard.writeText(url).then(() => showToast('📋 Скопировано!')).catch(() => showToast(url));
|
||||
}
|
||||
};
|
||||
body.appendChild(btnInvite);
|
||||
|
||||
// 👥 Friends
|
||||
const btnFriends = document.createElement('button');
|
||||
btnFriends.className = 'mc-btn mc-btn-orange';
|
||||
btnFriends.style.marginTop = '8px';
|
||||
btnFriends.textContent = '👥 Друзья';
|
||||
btnFriends.onclick = async () => {
|
||||
try {
|
||||
const resp = await fetch(state.SERVER_URL + '/api/tg/friends?tg_id=' + tgUser.id);
|
||||
const data = await resp.json();
|
||||
body.innerHTML = '';
|
||||
|
||||
// Back button at top
|
||||
const btnBackTop = document.createElement('button');
|
||||
btnBackTop.className = 'mc-btn mc-btn-gray';
|
||||
btnBackTop.textContent = '← Назад';
|
||||
btnBackTop.style.marginBottom = '12px';
|
||||
btnBackTop.onclick = () => { overlay.remove(); styleEl.remove(); showStartMenu().then(resolve); };
|
||||
body.appendChild(btnBackTop);
|
||||
|
||||
// Nickname section
|
||||
if (data.nickname) {
|
||||
const nickDiv = document.createElement('div');
|
||||
nickDiv.className = 'mc-friend-row';
|
||||
nickDiv.innerHTML = '🔗 Твой ник: <b>' + data.nickname + '</b>';
|
||||
nickDiv.style.background = '#D5E8C5';
|
||||
body.appendChild(nickDiv);
|
||||
} else {
|
||||
const nickLabel = document.createElement('div');
|
||||
nickLabel.className = 'mc-label';
|
||||
nickLabel.style.color = '#9E2B2B';
|
||||
nickLabel.textContent = '⚡ Задай ник, чтобы друзья могли тебя найти:';
|
||||
body.appendChild(nickLabel);
|
||||
const nickRow = document.createElement('div');
|
||||
nickRow.style.display = 'flex';
|
||||
nickRow.style.gap = '4px';
|
||||
nickRow.style.marginBottom = '8px';
|
||||
const nickInput = document.createElement('input');
|
||||
nickInput.className = 'mc-input';
|
||||
nickInput.style.flex = '1';
|
||||
nickInput.type = 'text';
|
||||
nickInput.maxLength = 16;
|
||||
nickInput.placeholder = 'Твой ник';
|
||||
const nickBtn = document.createElement('button');
|
||||
nickBtn.className = 'mc-btn mc-btn-green';
|
||||
nickBtn.style.width = 'auto';
|
||||
nickBtn.style.marginBottom = '0';
|
||||
nickBtn.style.padding = '8px 16px';
|
||||
nickBtn.textContent = '✓';
|
||||
nickBtn.onclick = async () => {
|
||||
const n = nickInput.value.trim().toLowerCase();
|
||||
if (!n || n.length < 2) { showToast('❌ Минимум 2 символа'); return; }
|
||||
const check = await fetch(state.SERVER_URL + '/api/nick/check?nick=' + encodeURIComponent(n));
|
||||
const cd = await check.json();
|
||||
if (!cd.available) { showToast('❌ Ник занят'); return; }
|
||||
const setResp = await fetch(state.SERVER_URL + '/api/nick/set', {
|
||||
method: 'POST',
|
||||
headers: { 'Content-Type': 'application/json' },
|
||||
body: JSON.stringify({ tg_id: tgUser.id, nickname: n })
|
||||
});
|
||||
const sd = await setResp.json();
|
||||
if (sd.ok) { showToast('✅ Ник: ' + sd.nickname); btnFriends.onclick(); } else { showToast('❌ Ошибка'); }
|
||||
};
|
||||
nickRow.appendChild(nickInput);
|
||||
nickRow.appendChild(nickBtn);
|
||||
body.appendChild(nickRow);
|
||||
}
|
||||
|
||||
// Friends list
|
||||
if (data.friends && data.friends.length) {
|
||||
const listLabel = document.createElement('div');
|
||||
listLabel.className = 'mc-label';
|
||||
listLabel.textContent = '👥 Друзья:';
|
||||
body.appendChild(listLabel);
|
||||
for (const f of data.friends) {
|
||||
const fDiv = document.createElement('div');
|
||||
fDiv.className = 'mc-friend-row';
|
||||
const statusDot = f.online ? '🟢' : '⚫';
|
||||
let info = statusDot + ' <b>' + f.nickname + '</b>';
|
||||
if (f.online && f.world_id) info += ' — мир ' + f.world_id;
|
||||
const fInfo = document.createElement('div');
|
||||
fInfo.innerHTML = info;
|
||||
fDiv.appendChild(fInfo);
|
||||
if (f.online && f.world_id) {
|
||||
const joinBtn = document.createElement('button');
|
||||
joinBtn.className = 'mc-friend-btn mc-friend-btn-green';
|
||||
joinBtn.textContent = '🎮 Вступить';
|
||||
joinBtn.onclick = () => {
|
||||
selectedWorldId = f.world_id;
|
||||
overlay.remove();
|
||||
styleEl.remove();
|
||||
resolve(selectedWorldId);
|
||||
};
|
||||
fDiv.appendChild(joinBtn);
|
||||
}
|
||||
body.appendChild(fDiv);
|
||||
}
|
||||
} else if (data.friends && !data.friends.length) {
|
||||
const noFriends = document.createElement('div');
|
||||
noFriends.className = 'mc-label';
|
||||
noFriends.style.color = '#888';
|
||||
noFriends.textContent = 'Пока нет друзей';
|
||||
body.appendChild(noFriends);
|
||||
}
|
||||
|
||||
// Pending friend requests
|
||||
if (data.pending && data.pending.length) {
|
||||
const pLabel = document.createElement('div');
|
||||
pLabel.className = 'mc-label';
|
||||
pLabel.style.color = '#B86E00';
|
||||
pLabel.textContent = '📨 Запросы в друзья:';
|
||||
body.appendChild(pLabel);
|
||||
for (const p of data.pending) {
|
||||
const pItem = document.createElement('div');
|
||||
pItem.className = 'mc-friend-row';
|
||||
const span = document.createElement('span');
|
||||
span.textContent = p.from;
|
||||
pItem.appendChild(span);
|
||||
const btns = document.createElement('div');
|
||||
btns.style.display = 'flex';
|
||||
btns.style.gap = '4px';
|
||||
const acceptBtn = document.createElement('button');
|
||||
acceptBtn.className = 'mc-friend-btn mc-friend-btn-green';
|
||||
acceptBtn.textContent = '✓';
|
||||
acceptBtn.onclick = async () => {
|
||||
const r = await fetch(state.SERVER_URL + '/api/friends/accept', {
|
||||
method: 'POST',
|
||||
headers: { 'Content-Type': 'application/json' },
|
||||
body: JSON.stringify({ tg_id: tgUser.id, request_id: p.id })
|
||||
});
|
||||
const d = await r.json();
|
||||
if (d.ok) { showToast('✅ Друг добавлен!'); btnFriends.onclick(); } else { showToast('❌ Ошибка'); }
|
||||
};
|
||||
const declineBtn = document.createElement('button');
|
||||
declineBtn.className = 'mc-friend-btn mc-friend-btn-red';
|
||||
declineBtn.textContent = '✕';
|
||||
declineBtn.onclick = async () => {
|
||||
await fetch(state.SERVER_URL + '/api/friends/decline', {
|
||||
method: 'POST',
|
||||
headers: { 'Content-Type': 'application/json' },
|
||||
body: JSON.stringify({ tg_id: tgUser.id, request_id: p.id })
|
||||
});
|
||||
showToast('Отклонено');
|
||||
btnFriends.onclick();
|
||||
};
|
||||
btns.appendChild(acceptBtn);
|
||||
btns.appendChild(declineBtn);
|
||||
pItem.appendChild(btns);
|
||||
body.appendChild(pItem);
|
||||
}
|
||||
}
|
||||
|
||||
// Add friend
|
||||
body.appendChild(document.createElement('hr'));
|
||||
const addLabel = document.createElement('div');
|
||||
addLabel.className = 'mc-label';
|
||||
addLabel.textContent = '➕ Добавить друга по нику:';
|
||||
body.appendChild(addLabel);
|
||||
const addRow = document.createElement('div');
|
||||
addRow.style.display = 'flex';
|
||||
addRow.style.gap = '4px';
|
||||
const addInput = document.createElement('input');
|
||||
addInput.className = 'mc-input';
|
||||
addInput.style.flex = '1';
|
||||
addInput.type = 'text';
|
||||
addInput.maxLength = 16;
|
||||
addInput.placeholder = 'Ник друга';
|
||||
const addBtn = document.createElement('button');
|
||||
addBtn.className = 'mc-btn mc-btn-blue';
|
||||
addBtn.style.width = 'auto';
|
||||
addBtn.style.marginBottom = '0';
|
||||
addBtn.style.padding = '8px 16px';
|
||||
addBtn.textContent = '+';
|
||||
addBtn.onclick = async () => {
|
||||
const nick = addInput.value.trim().toLowerCase();
|
||||
if (!nick || nick.length < 2) { showToast('❌ Минимум 2 символа'); return; }
|
||||
const r = await fetch(state.SERVER_URL + '/api/friends/request', {
|
||||
method: 'POST',
|
||||
headers: { 'Content-Type': 'application/json' },
|
||||
body: JSON.stringify({ tg_id: tgUser.id, nickname: nick })
|
||||
});
|
||||
const d = await r.json();
|
||||
if (d.ok) { showToast(d.message === 'Already friends' ? '✅ Уже друзья!' : '📨 Запрос отправлен!'); }
|
||||
else { showToast('❌ ' + (d.error || 'Ошибка')); }
|
||||
};
|
||||
addRow.appendChild(addInput);
|
||||
addRow.appendChild(addBtn);
|
||||
body.appendChild(addRow);
|
||||
|
||||
// Privacy checkboxes
|
||||
const settings = data.settings || { allow_requests: 1, notify_online: 1 };
|
||||
const settingsDiv = document.createElement('div');
|
||||
settingsDiv.style.marginTop = '12px';
|
||||
const reqLabel = document.createElement('label');
|
||||
reqLabel.className = 'mc-checkbox-row';
|
||||
const reqCb = document.createElement('input');
|
||||
reqCb.className = 'mc-checkbox';
|
||||
reqCb.type = 'checkbox';
|
||||
reqCb.checked = settings.allow_requests;
|
||||
reqCb.onchange = async () => {
|
||||
await fetch(state.SERVER_URL + '/api/friends/settings', {
|
||||
method: 'POST',
|
||||
headers: { 'Content-Type': 'application/json' },
|
||||
body: JSON.stringify({
|
||||
tg_id: tgUser.id,
|
||||
allow_requests: reqCb.checked ? 1 : 0,
|
||||
notify_online: settings.notify_online
|
||||
})
|
||||
});
|
||||
};
|
||||
reqLabel.appendChild(reqCb);
|
||||
reqLabel.appendChild(document.createTextNode(' Запросы в друзья'));
|
||||
settingsDiv.appendChild(reqLabel);
|
||||
body.appendChild(settingsDiv);
|
||||
} catch (e) { showToast('❌ Ошибка загрузки друзей'); console.error(e); }
|
||||
};
|
||||
body.appendChild(btnFriends);
|
||||
}
|
||||
|
||||
// Player name input — always visible, with Play button
|
||||
{
|
||||
const nameDivider = document.createElement('hr');
|
||||
nameDivider.className = 'mc-divider';
|
||||
body.appendChild(nameDivider);
|
||||
const nameLabel = document.createElement('div');
|
||||
nameLabel.className = 'mc-label';
|
||||
nameLabel.textContent = 'Твоё имя:';
|
||||
body.appendChild(nameLabel);
|
||||
const nameRow = document.createElement('div');
|
||||
nameRow.style.cssText = 'display:flex;gap:6px;';
|
||||
const nameInput = document.createElement('input');
|
||||
nameInput.className = 'mc-input';
|
||||
nameInput.style.flex = '1';
|
||||
nameInput.type = 'text';
|
||||
nameInput.placeholder = 'Игрок';
|
||||
nameInput.value = state.playerName || localStorage.getItem('minegrechka_playerName') || (tgUser ? (tgUser.username || tgUser.first_name || '') : '');
|
||||
nameInput.maxLength = 20;
|
||||
nameRow.appendChild(nameInput);
|
||||
|
||||
const playBtn = document.createElement('button');
|
||||
playBtn.className = 'mc-btn mc-btn-green';
|
||||
playBtn.style.cssText = 'width:auto;margin-bottom:0;padding:10px 20px;white-space:nowrap;';
|
||||
playBtn.textContent = '▶ Играть';
|
||||
playBtn.onclick = () => {
|
||||
const name = nameInput.value.trim() || 'Игрок';
|
||||
state.playerName = name;
|
||||
localStorage.setItem('minegrechka_playerName', name);
|
||||
// If no worldId yet, generate one and start
|
||||
if (!selectedWorldId && !state.worldId) {
|
||||
selectedWorldId = generateShortWorldCode();
|
||||
}
|
||||
overlay.remove();
|
||||
styleEl.remove();
|
||||
resolve(selectedWorldId || state.worldId);
|
||||
};
|
||||
nameRow.appendChild(playBtn);
|
||||
body.appendChild(nameRow);
|
||||
|
||||
// Allow Enter key to start game
|
||||
nameInput.addEventListener('keydown', (e) => {
|
||||
if (e.key === 'Enter') playBtn.click();
|
||||
});
|
||||
|
||||
// Auto-focus input on mobile
|
||||
setTimeout(() => nameInput.focus(), 100);
|
||||
}
|
||||
|
||||
box.appendChild(body);
|
||||
overlay.appendChild(box);
|
||||
document.body.appendChild(overlay);
|
||||
|
||||
// Set default player name if still empty
|
||||
if (!state.playerName) {
|
||||
state.playerName = localStorage.getItem('minegrechka_playerName') || 'Игрок';
|
||||
localStorage.setItem('minegrechka_playerName', state.playerName);
|
||||
}
|
||||
|
||||
// Auto-load TG save info (background fetch)
|
||||
if (isTgWebApp && tgUser && !worldParam) {
|
||||
fetch(state.SERVER_URL + '/api/tg/save?tg_id=' + tgUser.id)
|
||||
.then(r => r.json())
|
||||
.then(data => {
|
||||
if (data.ok && data.world_id) {
|
||||
// could update UI but menu is already shown
|
||||
}
|
||||
})
|
||||
.catch(() => {});
|
||||
}
|
||||
});
|
||||
}
|
||||
|
|
@ -0,0 +1,277 @@
|
|||
// Trade UI — личная торговля (лицом к лицу)
|
||||
import { state } from '../core/state.js';
|
||||
import { BLOCKS } from '../data/blocks.js';
|
||||
import { ITEMS } from '../data/items.js';
|
||||
import { TOOLS } from '../data/tools.js';
|
||||
import { playSound } from '../audio/sound-engine.js';
|
||||
import { addChatMessage } from './chat.js';
|
||||
|
||||
function itemName(id) {
|
||||
return BLOCKS[id]?.n || TOOLS[id]?.n || ITEMS[id]?.n || id;
|
||||
}
|
||||
function itemIcon(id) {
|
||||
if (BLOCKS[id]) return '🟫';
|
||||
if (TOOLS[id]) return TOOLS[id].icon || '🔧';
|
||||
if (ITEMS[id]) return ITEMS[id].icon || '📦';
|
||||
return '📦';
|
||||
}
|
||||
|
||||
let tradeOpen = false;
|
||||
let currentTradeId = null;
|
||||
let myOffer = {};
|
||||
let partnerOffer = {};
|
||||
let iConfirmed = false;
|
||||
|
||||
export function isTradeOpen() { return tradeOpen; }
|
||||
|
||||
export function initTradeSocket(socket) {
|
||||
// Incoming trade request
|
||||
socket.on('trade_request', (data) => {
|
||||
playSound('click');
|
||||
// Show trade request modal
|
||||
const overlay = document.createElement('div');
|
||||
overlay.id = 'tradeRequestOverlay';
|
||||
overlay.className = 'custom-modal-overlay';
|
||||
overlay.innerHTML = `
|
||||
<div class="custom-modal-box">
|
||||
<div style="font-size:18px;margin-bottom:12px;">🤝 ${data.from_name} хочет торговать</div>
|
||||
<div class="modal-btns">
|
||||
<button id="tradeAcceptBtn" style="background:#2ecc71;padding:10px 20px;border:none;border-radius:10px;color:#fff;font-weight:900;font-size:15px;cursor:pointer;">Принять</button>
|
||||
<button id="tradeDeclineBtn" style="background:#e74c3c;padding:10px 20px;border:none;border-radius:10px;color:#fff;font-weight:900;font-size:15px;cursor:pointer;">Отклонить</button>
|
||||
</div>
|
||||
</div>`;
|
||||
document.getElementById('game').appendChild(overlay);
|
||||
|
||||
document.getElementById('tradeAcceptBtn').addEventListener('click', () => {
|
||||
overlay.remove();
|
||||
socket.emit('trade_accept', { from_socket_id: data.from });
|
||||
});
|
||||
document.getElementById('tradeDeclineBtn').addEventListener('click', () => {
|
||||
overlay.remove();
|
||||
socket.emit('trade_decline', { from_socket_id: data.from });
|
||||
});
|
||||
});
|
||||
|
||||
socket.on('trade_start', (data) => {
|
||||
currentTradeId = data.trade_id;
|
||||
myOffer = {};
|
||||
partnerOffer = {};
|
||||
iConfirmed = false;
|
||||
tradeOpen = true;
|
||||
renderTradeUI(data.partner_name);
|
||||
state.tradePanel.style.display = 'block';
|
||||
});
|
||||
|
||||
socket.on('trade_update', (data) => {
|
||||
partnerOffer = data.player1Offer || data.player2Offer || {};
|
||||
// Determine which offer is the partner's
|
||||
const isP1 = state.socket && state.socket.id === data.player1Offer;
|
||||
// The partner's offer is the one we didn't send
|
||||
// Actually the server sends both — we figure out which is ours
|
||||
// Simpler: just use the data directly
|
||||
if (state.mySocketId) {
|
||||
// We need to know which offer in the update is ours vs partner's
|
||||
// The trade_update event doesn't tell us, but we know myOffer already
|
||||
// So partnerOffer = the one that's not myOffer
|
||||
}
|
||||
renderTradeOffers();
|
||||
});
|
||||
|
||||
socket.on('trade_status', (data) => {
|
||||
// Update confirm buttons
|
||||
const confirmBtn = document.getElementById('tradeConfirmBtn');
|
||||
if (confirmBtn) {
|
||||
const amIPlayer1 = true; // We need to track this
|
||||
if (iConfirmed) {
|
||||
confirmBtn.textContent = '✅ Ожидание...';
|
||||
confirmBtn.disabled = true;
|
||||
confirmBtn.style.background = '#555';
|
||||
}
|
||||
}
|
||||
// Show partner confirmation status
|
||||
const partnerStatus = document.getElementById('partnerConfirmStatus');
|
||||
if (partnerStatus) {
|
||||
const partnerConfirmed = data.player1Confirm || data.player2Confirm;
|
||||
partnerStatus.textContent = partnerConfirmed ? '✅ Подтвердил' : '⏳ Ещё не подтвердил';
|
||||
}
|
||||
});
|
||||
|
||||
socket.on('trade_complete', (data) => {
|
||||
// Add received items to inventory
|
||||
const received = data.received || {};
|
||||
for (const [item, qty] of Object.entries(received)) {
|
||||
if (qty > 0) {
|
||||
state.inv[item] = (state.inv[item] || 0) + qty;
|
||||
}
|
||||
}
|
||||
// Remove sent items from inventory
|
||||
const sent = data.sent || {};
|
||||
for (const [item, qty] of Object.entries(sent)) {
|
||||
if (qty > 0) {
|
||||
state.inv[item] = (state.inv[item] || 0) - qty;
|
||||
if (state.inv[item] < 0) state.inv[item] = 0;
|
||||
}
|
||||
}
|
||||
addChatMessage('Система', '🤝 Сделка завершена!');
|
||||
closeTrade();
|
||||
});
|
||||
|
||||
socket.on('trade_declined', () => {
|
||||
addChatMessage('Система', 'Торговля отклонена');
|
||||
closeTrade();
|
||||
});
|
||||
|
||||
socket.on('trade_cancelled', () => {
|
||||
addChatMessage('Система', 'Торговля отменена');
|
||||
closeTrade();
|
||||
});
|
||||
|
||||
socket.on('trade_error', (data) => {
|
||||
addChatMessage('Система', '❌ ' + data.msg);
|
||||
});
|
||||
}
|
||||
|
||||
function renderTradeUI(partnerName) {
|
||||
const panel = state.tradePanel;
|
||||
const content = state.tradeContent;
|
||||
content.innerHTML = `
|
||||
<div style="text-align:center;color:#f1c40f;font-weight:900;font-size:16px;margin-bottom:8px;">🤝 Торговля с ${partnerName}</div>
|
||||
<div style="display:flex;gap:12px;">
|
||||
<div id="myOfferArea" style="flex:1;">
|
||||
<div style="color:#2ecc71;font-weight:900;font-size:13px;margin-bottom:4px;">Вы предлагаете:</div>
|
||||
<div id="myOfferItems" style="min-height:40px;padding:6px;border-radius:8px;background:rgba(46,204,113,0.1);border:1px solid rgba(46,204,113,0.3);"></div>
|
||||
<button id="tradeAddItemBtn" style="width:100%;margin-top:6px;padding:6px;background:#3498db;color:#fff;border:none;border-radius:6px;font-weight:700;cursor:pointer;">+ Добавить</button>
|
||||
</div>
|
||||
<div style="display:flex;align-items:center;font-size:24px;">⇄</div>
|
||||
<div id="partnerOfferArea" style="flex:1;">
|
||||
<div style="color:#e74c3c;font-weight:900;font-size:13px;margin-bottom:4px;">Партнёр предлагает:</div>
|
||||
<div id="partnerOfferItems" style="min-height:40px;padding:6px;border-radius:8px;background:rgba(231,76,60,0.1);border:1px solid rgba(231,76,60,0.3);">
|
||||
<span style="color:#888;font-size:12px;">Ожидание...</span>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<div id="partnerConfirmStatus" style="color:#bbb;font-size:11px;text-align:center;margin-top:6px;">⏳ Партнёр ещё не подтвердил</div>
|
||||
<div style="display:flex;gap:8px;margin-top:10px;">
|
||||
<button id="tradeConfirmBtn" style="flex:1;padding:8px;background:#2ecc71;color:#fff;border:none;border-radius:8px;font-weight:900;cursor:pointer;">✅ Подтвердить</button>
|
||||
<button id="tradeCancelBtn" style="flex:1;padding:8px;background:#e74c3c;color:#fff;border:none;border-radius:8px;font-weight:900;cursor:pointer;">✕ Отмена</button>
|
||||
</div>`;
|
||||
|
||||
document.getElementById('tradeAddItemBtn')?.addEventListener('click', showAddItemDialog);
|
||||
document.getElementById('tradeConfirmBtn')?.addEventListener('click', confirmTrade);
|
||||
document.getElementById('tradeCancelBtn')?.addEventListener('click', cancelTrade);
|
||||
}
|
||||
|
||||
function renderTradeOffers() {
|
||||
const myItems = document.getElementById('myOfferItems');
|
||||
if (myItems) {
|
||||
const keys = Object.keys(myOffer).filter(k => myOffer[k] > 0);
|
||||
if (keys.length === 0) {
|
||||
myItems.innerHTML = '<span style="color:#888;font-size:12px;">Ничего</span>';
|
||||
} else {
|
||||
myItems.innerHTML = keys.map(k => `<div style="color:#fff;font-size:12px;">${itemIcon(k)} ${itemName(k)} x${myOffer[k]}</div>`).join('');
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function showAddItemDialog() {
|
||||
const inv = state.inv;
|
||||
const items = Object.keys(inv).filter(id => inv[id] > 0);
|
||||
if (items.length === 0) {
|
||||
addChatMessage('Система', 'Инвентарь пуст!');
|
||||
return;
|
||||
}
|
||||
|
||||
const overlay = document.createElement('div');
|
||||
overlay.id = 'tradeItemPicker';
|
||||
overlay.className = 'custom-modal-overlay';
|
||||
let html = '<div class="custom-modal-box" style="max-height:80vh;overflow-y:auto;max-width:360px;"><div style="font-weight:900;font-size:16px;margin-bottom:8px;">Что предложить?</div>';
|
||||
for (const id of items) {
|
||||
// Show already offered count
|
||||
const offered = myOffer[id] || 0;
|
||||
const available = inv[id] - offered;
|
||||
if (available <= 0) continue;
|
||||
html += `<div style="display:flex;align-items:center;gap:8px;padding:6px;border-radius:6px;cursor:pointer;border:1px solid rgba(255,255,255,0.1);margin-bottom:4px;" class="trade-pick-item" data-item="${id}">
|
||||
<span style="font-size:18px;">${itemIcon(id)}</span>
|
||||
<span style="flex:1;color:#fff;font-size:13px;">${itemName(id)}</span>
|
||||
<span style="color:#bbb;font-size:11px;">x${available}</span>
|
||||
</div>`;
|
||||
}
|
||||
html += '</div></div>';
|
||||
overlay.innerHTML = html;
|
||||
document.getElementById('game').appendChild(overlay);
|
||||
|
||||
overlay.querySelectorAll('.trade-pick-item').forEach(el => {
|
||||
el.addEventListener('click', () => {
|
||||
const itemId = el.dataset.item;
|
||||
// Ask quantity
|
||||
const available = inv[itemId] - (myOffer[itemId] || 0);
|
||||
const qty = Math.min(available, available > 1 ? promptForQty(itemId, available) : 1);
|
||||
if (qty > 0) {
|
||||
myOffer[itemId] = (myOffer[itemId] || 0) + qty;
|
||||
renderTradeOffers();
|
||||
// Reset confirm when offer changes
|
||||
iConfirmed = false;
|
||||
const btn = document.getElementById('tradeConfirmBtn');
|
||||
if (btn) { btn.textContent = '✅ Подтвердить'; btn.disabled = false; btn.style.background = '#2ecc71'; }
|
||||
}
|
||||
overlay.remove();
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
function promptForQty(itemId, max) {
|
||||
// Simple: just use 1 for now, can enhance later with a proper dialog
|
||||
const val = parseInt(prompt(`Сколько ${itemName(itemId)}? (макс: ${max})`, '1'));
|
||||
return isNaN(val) || val < 1 ? 1 : Math.min(val, max);
|
||||
}
|
||||
|
||||
function confirmTrade() {
|
||||
if (!currentTradeId || !state.socket) return;
|
||||
|
||||
// Deduct offered items from inventory
|
||||
for (const [item, qty] of Object.entries(myOffer)) {
|
||||
if (qty > 0) {
|
||||
if (state.inv[item] < qty) {
|
||||
addChatMessage('Система', `Недостаточно ${itemName(item)}!`);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Send offer + confirm
|
||||
state.socket.emit('trade_offer', { trade_id: currentTradeId, offer: myOffer });
|
||||
|
||||
// Small delay then confirm
|
||||
setTimeout(() => {
|
||||
state.socket.emit('trade_confirm', { trade_id: currentTradeId });
|
||||
iConfirmed = true;
|
||||
const btn = document.getElementById('tradeConfirmBtn');
|
||||
if (btn) { btn.textContent = '✅ Ожидание...'; btn.disabled = true; btn.style.background = '#555'; }
|
||||
}, 200);
|
||||
}
|
||||
|
||||
function cancelTrade() {
|
||||
if (!currentTradeId || !state.socket) return;
|
||||
state.socket.emit('trade_cancel', { trade_id: currentTradeId });
|
||||
closeTrade();
|
||||
}
|
||||
|
||||
export function closeTrade() {
|
||||
tradeOpen = false;
|
||||
currentTradeId = null;
|
||||
myOffer = {};
|
||||
partnerOffer = {};
|
||||
iConfirmed = false;
|
||||
if (state.tradePanel) state.tradePanel.style.display = 'none';
|
||||
// Remove any pick overlay
|
||||
document.getElementById('tradeItemPicker')?.remove();
|
||||
}
|
||||
|
||||
export function requestTradeWithPlayer(targetName) {
|
||||
if (!state.socket || !state.isMultiplayer) {
|
||||
addChatMessage('Система', 'Торговля доступна только в мультиплеере');
|
||||
return;
|
||||
}
|
||||
state.socket.emit('trade_request', { target_name: targetName });
|
||||
addChatMessage('Система', `Запрос отправлен ${targetName}...`);
|
||||
}
|
||||
|
|
@ -0,0 +1,265 @@
|
|||
import { TILE, SEA_GY, BEDROCK_GY, GEN_MARGIN_X } from '../core/constants.js';
|
||||
import { state } from '../core/state.js';
|
||||
import { grid, blocks, setBlock, getBlock, k } from './world-storage.js';
|
||||
|
||||
// Генерация (по X, на всю глубину до bedrock)
|
||||
const generated = state.generated; // Set of gx already generated
|
||||
|
||||
// ========== BIOME SYSTEM ==========
|
||||
export const BIOMES = {
|
||||
plains: { name:'Равнина', surface:'grass', subsurface:'dirt', trees:true, flowers:true, treeChance:0.12 },
|
||||
desert: { name:'Пустыня', surface:'sand', subsurface:'sand', trees:false, flowers:false, treeChance:0 },
|
||||
tundra: { name:'Тундра', surface:'snow', subsurface:'dirt', trees:true, flowers:false, treeChance:0.06 },
|
||||
swamp: { name:'Болото', surface:'moss', subsurface:'dirt', trees:true, flowers:false, treeChance:0.10 },
|
||||
mountains:{ name:'Горы', surface:'stone', subsurface:'stone', trees:false, flowers:false, treeChance:0 }
|
||||
};
|
||||
|
||||
export function getBiome(gx) {
|
||||
const temp = Math.sin(gx*0.003 + state.worldSeed*0.01)*0.5 + Math.sin(gx*0.007 + state.worldSeed*0.02)*0.3 + 0.5;
|
||||
const humid = Math.sin(gx*0.004 + state.worldSeed*0.015 + 1000)*0.5 + Math.cos(gx*0.006 + state.worldSeed*0.02 + 2000)*0.3 + 0.5;
|
||||
const mtVal = Math.sin(gx*0.001 + state.worldSeed*0.005)*0.5 + 0.5;
|
||||
if (temp > 0.7) return 'desert';
|
||||
if (temp < 0.3) return 'tundra';
|
||||
if (humid > 0.7 && temp >= 0.3 && temp <= 0.7) return 'swamp';
|
||||
if (temp >= 0.5 && temp <= 0.7 && mtVal > 0.75) return 'mountains';
|
||||
return 'plains';
|
||||
}
|
||||
|
||||
const biomeCache = {};
|
||||
export function getCachedBiome(gx) {
|
||||
const chunk = Math.floor(gx / 8);
|
||||
if (biomeCache[chunk] === undefined) biomeCache[chunk] = getBiome(chunk * 8);
|
||||
return biomeCache[chunk];
|
||||
}
|
||||
|
||||
// ========== STRUCTURES ==========
|
||||
function placeStructure(startGx, startGy, pattern) {
|
||||
for (let dy = 0; dy < pattern.length; dy++) {
|
||||
for (let dx = 0; dx < pattern[dy].length; dx++) {
|
||||
const bt = pattern[dy][dx];
|
||||
if (bt && bt !== 'air') {
|
||||
setBlock(startGx + dx, startGy + dy, bt);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const PYRAMID_PATTERN = [
|
||||
['sand','sand','sand','sand','sand','sand','sand'],
|
||||
['sand','stone','stone','stone','stone','stone','sand'],
|
||||
['sand','stone','air','air','air','stone','sand'],
|
||||
['sand','stone','air','air','air','stone','sand'],
|
||||
['sand','stone','air','air','air','stone','sand'],
|
||||
['sand','sand','stone','stone','stone','sand','sand']
|
||||
];
|
||||
|
||||
const HOUSE_PATTERN = [
|
||||
['air','planks','planks','planks','planks','air'],
|
||||
['planks','air','air','air','air','planks'],
|
||||
['planks','air','torch','air','air','planks'],
|
||||
['planks','air','air','air','air','planks'],
|
||||
['planks','planks','air','planks','planks','planks']
|
||||
];
|
||||
|
||||
const HUT_PATTERN = [
|
||||
['air','wood','wood','wood','air'],
|
||||
['wood','air','air','air','wood'],
|
||||
['wood','air','torch','air','wood'],
|
||||
['moss','moss','air','moss','moss']
|
||||
];
|
||||
|
||||
function surfaceGyAt(gx) {
|
||||
const biome = getCachedBiome(gx);
|
||||
const n1 = Math.sin(gx*0.025 + state.worldSeed*0.001)*8;
|
||||
const n2 = Math.sin(gx*0.012 + state.worldSeed*0.002)*12;
|
||||
const n3 = Math.sin(gx*0.006 + state.worldSeed*0.003)*6;
|
||||
const n4 = Math.sin(gx*0.045 + state.worldSeed*0.004)*4;
|
||||
const n5 = Math.cos(gx*0.018 + state.worldSeed*0.005)*5;
|
||||
let h;
|
||||
switch(biome) {
|
||||
case 'desert':
|
||||
h = Math.floor(SEA_GY - 4 + n3*0.3 + n4*0.5);
|
||||
break;
|
||||
case 'tundra':
|
||||
h = Math.floor(SEA_GY - 6 + n2*0.5 + n3*0.4 + n5*0.3);
|
||||
break;
|
||||
case 'swamp':
|
||||
h = Math.floor(SEA_GY - 2 + n3*0.2 + n4*0.3);
|
||||
h = Math.max(h, SEA_GY - 3);
|
||||
break;
|
||||
case 'mountains':
|
||||
h = Math.floor(SEA_GY - 15 + n1*1.5 + n2*1.2 + n3);
|
||||
break;
|
||||
default: // plains
|
||||
h = Math.floor(SEA_GY - 8 + n1 + n2 + n3 + n4 + n5);
|
||||
}
|
||||
return h;
|
||||
}
|
||||
|
||||
function genColumn(gx) {
|
||||
if (generated.has(gx)) return;
|
||||
generated.add(gx);
|
||||
|
||||
const sgy = surfaceGyAt(gx);
|
||||
const biome = getCachedBiome(gx);
|
||||
|
||||
// === Вода и поверхность ===
|
||||
if (sgy > SEA_GY) {
|
||||
for (let gy = SEA_GY; gy < sgy; gy++) {
|
||||
const blockType = (biome === 'swamp' && gy >= SEA_GY - 1) ? 'swamp_water' : 'water';
|
||||
setBlock(gx, gy, blockType);
|
||||
}
|
||||
setBlock(gx, sgy, 'sand');
|
||||
} else {
|
||||
const b = BIOMES[biome];
|
||||
setBlock(gx, sgy, b.surface);
|
||||
// болото: случайные лужи болотной воды
|
||||
if (biome === 'swamp' && seededRandom(gx*3, sgy) < 0.15) {
|
||||
setBlock(gx, sgy-1, 'swamp_water');
|
||||
}
|
||||
// тундра: лёд на воде рядом
|
||||
if (biome === 'tundra' && sgy === SEA_GY && seededRandom(gx, SEA_GY-1) < 0.3) {
|
||||
setBlock(gx, SEA_GY-1, 'ice');
|
||||
}
|
||||
}
|
||||
|
||||
// === Подповерхностные слои ===
|
||||
for (let gy = sgy + 1; gy <= BEDROCK_GY; gy++) {
|
||||
if (gy === BEDROCK_GY) {
|
||||
setBlock(gx, gy, 'bedrock');
|
||||
continue;
|
||||
}
|
||||
|
||||
let t = BIOMES[biome].subsurface;
|
||||
|
||||
// глубже — камень
|
||||
if (gy > sgy + 3) t = 'stone';
|
||||
|
||||
// пустыня: sand глубже
|
||||
if (biome === 'desert' && gy <= sgy + 6) t = 'sand';
|
||||
|
||||
// болото: глина ближе к поверхности
|
||||
if (biome === 'swamp' && gy <= sgy + 2 && seededRandom(gx, gy) < 0.3) t = 'clay';
|
||||
|
||||
// горы: gravel
|
||||
if (biome === 'mountains' && gy > sgy + 4 && seededRandom(gx, gy) < 0.12) t = 'gravel';
|
||||
|
||||
// общие руды
|
||||
const depth = gy - sgy;
|
||||
const r = seededRandom(gx, gy);
|
||||
if (t === 'stone') {
|
||||
if (r < 0.06) t = 'coal';
|
||||
else if (r < 0.10) t = 'copper_ore';
|
||||
else if (r < 0.13) t = 'iron_ore';
|
||||
else if (depth > 40 && r < 0.145) t = 'gold_ore';
|
||||
else if (depth > 70 && r < 0.152) t = 'diamond_ore';
|
||||
}
|
||||
|
||||
setBlock(gx, gy, t);
|
||||
}
|
||||
|
||||
// === Растительность и декор ===
|
||||
const b = BIOMES[biome];
|
||||
const top = getBlock(gx, sgy);
|
||||
|
||||
// цветы (только plains)
|
||||
if (biome === 'plains' && top && top.t === 'grass' && seededRandom(gx, sgy-1) < 0.10) {
|
||||
setBlock(gx, sgy-1, 'flower');
|
||||
}
|
||||
|
||||
// деревья
|
||||
if (b.trees && seededRandom(gx*7, sgy-2) < b.treeChance) {
|
||||
if (biome === 'tundra') {
|
||||
const th = 3 + Math.floor(seededRandom(gx, sgy) * 3);
|
||||
for (let i = 0; i < th; i++) setBlock(gx, sgy-1-i, 'wood');
|
||||
for (let row = 0; row < th; row++) {
|
||||
const w = Math.min(row + 1, 2);
|
||||
for (let dx = -w; dx <= w; dx++) {
|
||||
const ly = sgy-1-th+row;
|
||||
if (ly >= 0) setBlock(gx+dx, ly, 'spruce_leaves');
|
||||
}
|
||||
}
|
||||
} else if (biome === 'swamp') {
|
||||
setBlock(gx, sgy-1, 'wood');
|
||||
setBlock(gx, sgy-2, 'moss');
|
||||
setBlock(gx-1, sgy-2, 'leaves');
|
||||
setBlock(gx+1, sgy-2, 'leaves');
|
||||
} else {
|
||||
setBlock(gx, sgy-1, 'wood');
|
||||
setBlock(gx, sgy-2, 'wood');
|
||||
setBlock(gx, sgy-3, 'leaves');
|
||||
setBlock(gx-1, sgy-3, 'leaves');
|
||||
setBlock(gx+1, sgy-3, 'leaves');
|
||||
}
|
||||
}
|
||||
|
||||
// кактусы (пустыня)
|
||||
if (biome === 'desert' && seededRandom(gx*11, sgy) < 0.04) {
|
||||
const ch = 1 + Math.floor(seededRandom(gx, sgy+1) * 2);
|
||||
for (let i = 0; i < ch; i++) setBlock(gx, sgy-1-i, 'cactus');
|
||||
}
|
||||
|
||||
// грибы (болото)
|
||||
if (biome === 'swamp' && seededRandom(gx*13, sgy) < 0.06) {
|
||||
setBlock(gx, sgy-1, 'mushroom');
|
||||
}
|
||||
|
||||
// сухие кусты (пустыня)
|
||||
if (biome === 'desert' && seededRandom(gx*17, sgy) < 0.05) {
|
||||
setBlock(gx, sgy-1, 'dead_bush');
|
||||
}
|
||||
|
||||
// === Структуры мира ===
|
||||
// Пирамида в пустыне
|
||||
if (biome === 'desert' && ((gx % 200 + 200) % 200) === 47 && sgy < SEA_GY && sgy > SEA_GY - 5) {
|
||||
placeStructure(gx, sgy - 5, PYRAMID_PATTERN);
|
||||
}
|
||||
// Дом в равнине
|
||||
if (biome === 'plains' && ((gx % 150 + 150) % 150) === 33 && sgy < SEA_GY) {
|
||||
placeStructure(gx, sgy - 4, HOUSE_PATTERN);
|
||||
}
|
||||
// Хижина в болоте
|
||||
if (biome === 'swamp' && ((gx % 180 + 180) % 180) === 55 && sgy < SEA_GY) {
|
||||
placeStructure(gx, sgy - 3, HUT_PATTERN);
|
||||
}
|
||||
|
||||
// Применяем серверные оверрайды для этой колонны
|
||||
const colPrefix = gx + ',';
|
||||
for (const [key, ov] of state.serverOverrides) {
|
||||
if (!key.startsWith(colPrefix)) continue;
|
||||
if (ov.op === 'remove') {
|
||||
const b = grid.get(key);
|
||||
if (b) { grid.delete(key); b.dead = true; }
|
||||
} else if (ov.op === 'set') {
|
||||
if (!grid.has(key)) {
|
||||
const gy = parseInt(key.split(',')[1]);
|
||||
const nb = { gx, gy, t: ov.t, dead: false, active: false, fuse: 0 };
|
||||
grid.set(key, nb);
|
||||
blocks.push(nb);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Перегенерация видимых чанков (используется при загрузке сохранения)
|
||||
function regenerateVisibleChunks() {
|
||||
const gx0 = Math.floor(state.camX / TILE);
|
||||
for (let gx = gx0 - GEN_MARGIN_X; gx <= gx0 + GEN_MARGIN_X; gx++) {
|
||||
generated.delete(gx);
|
||||
genColumn(gx);
|
||||
}
|
||||
}
|
||||
|
||||
function ensureGenAroundCamera() {
|
||||
const gx0 = Math.floor(state.camX / TILE);
|
||||
for (let gx = gx0 - GEN_MARGIN_X; gx <= gx0 + GEN_MARGIN_X; gx++) {
|
||||
genColumn(gx);
|
||||
}
|
||||
}
|
||||
|
||||
function seededRandom(gx, gy) {
|
||||
const n = Math.sin(gx * 12.9898 + gy * 78.233 + state.worldSeed * 0.1) * 43758.5453;
|
||||
return n - Math.floor(n);
|
||||
}
|
||||
|
||||
export { generated, surfaceGyAt, genColumn, regenerateVisibleChunks, ensureGenAroundCamera, seededRandom, PYRAMID_PATTERN, HOUSE_PATTERN, HUT_PATTERN };
|
||||
|
|
@ -0,0 +1,80 @@
|
|||
import { TILE } from '../core/constants.js';
|
||||
import { BLOCKS } from '../data/blocks.js';
|
||||
import { state } from '../core/state.js';
|
||||
import { getBlock, removeBlock, k } from './world-storage.js';
|
||||
import { calculateDamage } from '../entities/player.js';
|
||||
import { playSound } from '../audio/sound-engine.js';
|
||||
import { spawnExplosion } from '../render/particles.js';
|
||||
import { rebuildHotbar } from '../ui/hotbar.js';
|
||||
|
||||
// TNT логика: цепь + усиление
|
||||
function activateTNT(b, fuse = 3.2) {
|
||||
if (b.dead) return;
|
||||
if (b.active) return;
|
||||
b.active = true;
|
||||
b.fuse = fuse;
|
||||
state.activeTNT.add(k(b.gx, b.gy));
|
||||
}
|
||||
|
||||
function explodeAt(gx, gy) {
|
||||
const center = getBlock(gx, gy);
|
||||
if (!center) return;
|
||||
|
||||
// усиление: считаем сколько TNT рядом (в радиусе 2) и активируем их «почти сразу»
|
||||
let bonus = 0;
|
||||
for (let x = gx - 2; x <= gx + 2; x++) {
|
||||
for (let y = gy - 2; y <= gy + 2; y++) {
|
||||
const b = getBlock(x, y);
|
||||
if (b && !b.dead && b.t === 'tnt' && !(x === gx && y === gy)) {
|
||||
bonus += 0.8;
|
||||
activateTNT(b, 0.12); // цепь
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const power = 1 + bonus; // условная мощность
|
||||
const radius = 3.2 + bonus * 0.7; // радиус разрушения в тайлах
|
||||
const dmgR = 150 + bonus * 60; // радиус урона в пикселях
|
||||
|
||||
removeBlock(gx, gy);
|
||||
state.activeTNT.delete(k(gx, gy));
|
||||
playSound('explode1'); // Звук взрыва
|
||||
spawnExplosion(gx * TILE + TILE / 2, gy * TILE + TILE / 2, power);
|
||||
|
||||
for (let x = Math.floor(gx - radius); x <= Math.ceil(gx + radius); x++) {
|
||||
for (let y = Math.floor(gy - radius); y <= Math.ceil(gy + radius); y++) {
|
||||
const d = Math.hypot(x - gx, y - gy);
|
||||
if (d > radius) continue;
|
||||
const b = getBlock(x, y);
|
||||
if (!b || b.dead) continue;
|
||||
if (BLOCKS[b.t].fluid) continue;
|
||||
if (BLOCKS[b.t].unbreakable) continue;
|
||||
if (b.t === 'tnt') { activateTNT(b, 0.12); continue; }
|
||||
removeBlock(x, y);
|
||||
if (state.inv[b.t] !== undefined && Math.random() < 0.20) state.inv[b.t]++; // немного дропа
|
||||
}
|
||||
}
|
||||
rebuildHotbar();
|
||||
|
||||
// урон
|
||||
const hurt = (e) => {
|
||||
const dx = (e.x + e.w / 2) - (gx * TILE + TILE / 2);
|
||||
const dy = (e.y + e.h / 2) - (gy * TILE + TILE / 2);
|
||||
const dist = Math.hypot(dx, dy);
|
||||
if (dist < dmgR) {
|
||||
const dmg = (dmgR - dist) * 0.06 * power;
|
||||
if (e === state.player) {
|
||||
const actualDamage = calculateDamage(dmg);
|
||||
state.player.hp -= actualDamage;
|
||||
} else {
|
||||
e.hp -= dmg;
|
||||
}
|
||||
e.vx += (dx / dist || 0) * 600;
|
||||
e.vy -= 320;
|
||||
}
|
||||
};
|
||||
hurt(state.player);
|
||||
state.mobs.forEach(hurt);
|
||||
}
|
||||
|
||||
export { activateTNT, explodeAt };
|
||||
|
|
@ -0,0 +1,127 @@
|
|||
import { TILE, SEA_GY } from '../core/constants.js';
|
||||
import { state } from '../core/state.js';
|
||||
import { grid, blocks, k, isSolid } from './world-storage.js';
|
||||
|
||||
// Физика жидкости
|
||||
const waterUpdateQueue = new Set();
|
||||
let waterUpdateTimer = 0;
|
||||
const WATER_UPDATE_INTERVAL = 0.05; // Обновляем воду каждые 0.05 секунды
|
||||
|
||||
function updateWaterPhysics(dt) {
|
||||
waterUpdateTimer += dt;
|
||||
if (waterUpdateTimer < WATER_UPDATE_INTERVAL) return;
|
||||
waterUpdateTimer = 0;
|
||||
|
||||
// Ограничиваем количество водных блоков для обработки (оптимизация)
|
||||
const MAX_WATER_BLOCKS_PER_UPDATE = 50;
|
||||
let processedCount = 0;
|
||||
|
||||
// Собираем только видимые водные блоки в очередь (оптимизация)
|
||||
waterUpdateQueue.clear();
|
||||
const W = state.W;
|
||||
const H = state.H;
|
||||
const minGX = Math.floor(state.camX / TILE) - 10;
|
||||
const maxGX = Math.floor((state.camX + W) / TILE) + 10;
|
||||
const minGY = Math.floor(state.camY / TILE) - 10;
|
||||
const maxGY = Math.floor((state.camY + H) / TILE) + 10;
|
||||
|
||||
for (const b of blocks) {
|
||||
if (processedCount >= MAX_WATER_BLOCKS_PER_UPDATE) break;
|
||||
if (!b.dead && b.t === 'water' &&
|
||||
b.gx >= minGX && b.gx <= maxGX &&
|
||||
b.gy >= minGY && b.gy <= maxGY) {
|
||||
waterUpdateQueue.add(k(b.gx, b.gy));
|
||||
processedCount++;
|
||||
}
|
||||
}
|
||||
|
||||
// Обновляем воду с ограничением глубины распространения
|
||||
const processed = new Set();
|
||||
const toAdd = [];
|
||||
const MAX_WATER_DEPTH = 20; // Максимальная глубина распространения воды
|
||||
|
||||
for (const key of waterUpdateQueue) {
|
||||
if (processed.has(key)) continue;
|
||||
const b = grid.get(key);
|
||||
if (!b || b.dead) continue;
|
||||
processed.add(key);
|
||||
|
||||
const gx = b.gx;
|
||||
const gy = b.gy;
|
||||
|
||||
// Проверяем глубину - не распространяем воду слишком глубоко
|
||||
if (gy > SEA_GY + MAX_WATER_DEPTH) continue;
|
||||
|
||||
// Проверяем, можно ли воде упасть вниз
|
||||
const belowKey = k(gx, gy + 1);
|
||||
const below = grid.get(belowKey);
|
||||
|
||||
// Внизу пусто - вода создаёт новый блок внизу (но не удаляется сверху)
|
||||
if (!below || below.dead) {
|
||||
// Ограничиваем создание новых водных блоков
|
||||
if (toAdd.length < 20) { // Максимум 20 новых блоков за обновление
|
||||
toAdd.push({ gx, gy: gy + 1, t: 'water' });
|
||||
processed.add(belowKey);
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
// Если внизу не вода и не твёрдый блок - вода может течь вниз
|
||||
if (!isSolid(gx, gy + 1) && below && below.t !== 'water') {
|
||||
if (toAdd.length < 20) {
|
||||
toAdd.push({ gx, gy: gy + 1, t: 'water' });
|
||||
processed.add(belowKey);
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
// Если внизу твёрдый блок или вода - вода растекается горизонтально
|
||||
// Проверяем левую сторону
|
||||
const leftKey = k(gx - 1, gy);
|
||||
const left = grid.get(leftKey);
|
||||
if (!left || left.dead) {
|
||||
if (toAdd.length < 20) {
|
||||
toAdd.push({ gx: gx - 1, gy, t: 'water' });
|
||||
processed.add(leftKey);
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
// Проверяем правую сторону
|
||||
const rightKey = k(gx + 1, gy);
|
||||
const right = grid.get(rightKey);
|
||||
if (!right || right.dead) {
|
||||
if (toAdd.length < 20) {
|
||||
toAdd.push({ gx: gx + 1, gy, t: 'water' });
|
||||
processed.add(rightKey);
|
||||
}
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
// Применяем изменения (только добавляем новые блоки)
|
||||
for (const newData of toAdd) {
|
||||
const key = k(newData.gx, newData.gy);
|
||||
if (!grid.has(key)) {
|
||||
const b = {
|
||||
gx: newData.gx,
|
||||
gy: newData.gy,
|
||||
t: newData.t,
|
||||
dead: false,
|
||||
active: false,
|
||||
fuse: 0
|
||||
};
|
||||
grid.set(key, b);
|
||||
blocks.push(b);
|
||||
}
|
||||
}
|
||||
|
||||
// Очищаем мёртвые блоки из массива
|
||||
for (let i = blocks.length - 1; i >= 0; i--) {
|
||||
if (blocks[i].dead) {
|
||||
blocks.splice(i, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export { updateWaterPhysics };
|
||||
|
|
@ -0,0 +1,220 @@
|
|||
// ==================== ПОГОДА (biome-aware) ====================
|
||||
import { state } from '../core/state.js';
|
||||
import { isNight } from '../entities/mob-ai.js';
|
||||
import { surfaceGyAt } from './generation.js';
|
||||
import { getCachedBiome } from './generation.js';
|
||||
import { SEA_GY } from '../core/constants.js';
|
||||
|
||||
// Возможные погоды по биому
|
||||
const BIOME_WEATHER = {
|
||||
snow: ['clear', 'snow', 'blizzard'],
|
||||
tundra: ['clear', 'snow', 'blizzard'],
|
||||
forest: ['clear', 'rain', 'storm'],
|
||||
plains: ['clear', 'rain'],
|
||||
desert: ['clear', 'clear', 'rain'],
|
||||
swamp: ['clear', 'rain', 'storm'],
|
||||
mountains: ['clear', 'rain', 'snow']
|
||||
};
|
||||
|
||||
// Помощник интерполяции цветов
|
||||
function lerpColor(a, b, t) {
|
||||
const ar = parseInt(a.slice(1,3),16), ag = parseInt(a.slice(3,5),16), ab = parseInt(a.slice(5,7),16);
|
||||
const br = parseInt(b.slice(1,3),16), bg = parseInt(b.slice(3,5),16), bb = parseInt(b.slice(5,7),16);
|
||||
const r = Math.round(ar + (br - ar) * t);
|
||||
const g = Math.round(ag + (bg - ag) * t);
|
||||
const bl = Math.round(ab + (bb - ab) * t);
|
||||
return '#' + ((1<<24)|(r<<16)|(g<<8)|bl).toString(16).slice(1);
|
||||
}
|
||||
|
||||
// Цвета неба по биому, погоде и времени суток
|
||||
export function skyColor(night, biome, weatherType, worldTime) {
|
||||
function weatherSky() {
|
||||
switch (weatherType) {
|
||||
case 'blizzard': return '#8a9bae';
|
||||
case 'storm': return '#3d4f5f';
|
||||
case 'rain': return '#6B7B8D';
|
||||
case 'snow': return '#b8c6d4';
|
||||
case 'clear': return null;
|
||||
default: return null;
|
||||
}
|
||||
}
|
||||
|
||||
const dayColor = (biome === 'desert') ? '#f4d9a0' : (biome === 'tundra' || biome === 'snow') ? '#c4d4e0' : (biome === 'swamp') ? '#4a6741' : '#87CEEB';
|
||||
const dawnColor = '#FF9940';
|
||||
const duskMidColor = '#FF6B35';
|
||||
const duskEndColor = '#1a0533';
|
||||
const nightColor = '#070816';
|
||||
|
||||
let skyColorResult;
|
||||
|
||||
if (worldTime < 0.05) {
|
||||
const t = worldTime / 0.05;
|
||||
skyColorResult = lerpColor(dawnColor, dayColor, t);
|
||||
} else if (worldTime < 0.45) {
|
||||
skyColorResult = dayColor;
|
||||
} else if (worldTime < 0.55) {
|
||||
const t = (worldTime - 0.45) / 0.1;
|
||||
if (t < 0.5) {
|
||||
skyColorResult = lerpColor(dayColor, duskMidColor, t * 2);
|
||||
} else {
|
||||
skyColorResult = lerpColor(duskMidColor, duskEndColor, (t - 0.5) * 2);
|
||||
}
|
||||
} else {
|
||||
skyColorResult = nightColor;
|
||||
if (weatherType === 'blizzard') return '#1a1a2e';
|
||||
if (weatherType === 'storm') return '#0a0a15';
|
||||
return nightColor;
|
||||
}
|
||||
|
||||
const wc = weatherSky();
|
||||
if (wc) {
|
||||
const blendT = 0.6;
|
||||
skyColorResult = lerpColor(skyColorResult, wc, blendT);
|
||||
}
|
||||
|
||||
return skyColorResult;
|
||||
}
|
||||
|
||||
export function updateWeather(dt) {
|
||||
state.weatherTimer += dt;
|
||||
if (state.weatherTimer >= state.weatherChangeInterval) {
|
||||
state.weatherTimer = 0;
|
||||
state.weatherChangeInterval = 60 + Math.random() * 120;
|
||||
|
||||
// Определяем биом по позиции игрока
|
||||
const playerGx = Math.floor(state.player.x / state.TILE);
|
||||
const biome = getCachedBiome(playerGx);
|
||||
const weathers = BIOME_WEATHER[biome] || ['clear'];
|
||||
|
||||
const night = isNight();
|
||||
const weights = weathers.map(w => {
|
||||
if (w === 'clear') return night ? 2 : 4;
|
||||
if (w === 'rain') return night ? 3 : 2;
|
||||
if (w === 'snow') return night ? 2 : 3;
|
||||
if (w === 'storm') return night ? 3 : 1;
|
||||
if (w === 'blizzard') return night ? 3 : 1;
|
||||
return 1;
|
||||
});
|
||||
const total = weights.reduce((a, b) => a + b, 0);
|
||||
let r = Math.random() * total;
|
||||
state.weatherType = weathers[0];
|
||||
for (let i = 0; i < weathers.length; i++) {
|
||||
r -= weights[i];
|
||||
if (r <= 0) { state.weatherType = weathers[i]; break; }
|
||||
}
|
||||
|
||||
state.isRaining = (state.weatherType === 'rain' || state.weatherType === 'storm');
|
||||
}
|
||||
|
||||
// Плавная интерполяция интенсивности дождя
|
||||
const rainTarget = (state.weatherType === 'rain' || state.weatherType === 'storm') ? 0.6 : 0;
|
||||
state.rainIntensity += (rainTarget - state.rainIntensity) * dt * 0.5;
|
||||
if (state.rainIntensity < 0.01) state.rainIntensity = 0;
|
||||
|
||||
// Молния (только при storm)
|
||||
if (state.weatherType === 'storm') {
|
||||
state.lightningTimer -= dt;
|
||||
if (state.lightningTimer <= 0) {
|
||||
state.lightningFlash = 0.25;
|
||||
state.lightningTimer = 4 + Math.random() * 12;
|
||||
}
|
||||
}
|
||||
if (state.lightningFlash > 0) {
|
||||
state.lightningFlash -= dt;
|
||||
if (state.lightningFlash < 0) state.lightningFlash = 0;
|
||||
}
|
||||
|
||||
// Снежинки (при snow / blizzard)
|
||||
if (state.weatherType === 'snow' || state.weatherType === 'blizzard') {
|
||||
const spawnCount = state.weatherType === 'blizzard' ? Math.floor(80 * dt) : Math.floor(30 * dt);
|
||||
const maxFlakes = state.weatherType === 'blizzard' ? 600 : 250;
|
||||
for (let i = 0; i < spawnCount && state.snowflakes.length < maxFlakes; i++) {
|
||||
state.snowflakes.push({
|
||||
x: state.camX + Math.random() * state.W,
|
||||
y: state.camY - 20,
|
||||
vy: 40 + Math.random() * 60,
|
||||
vx: (state.weatherType === 'blizzard' ? -60 - Math.random() * 80 : -10 - Math.random() * 20),
|
||||
size: 2 + Math.random() * 3,
|
||||
wobble: Math.random() * Math.PI * 2
|
||||
});
|
||||
}
|
||||
}
|
||||
// Обновление снежинок
|
||||
for (let i = state.snowflakes.length - 1; i >= 0; i--) {
|
||||
const s = state.snowflakes[i];
|
||||
s.y += s.vy * dt;
|
||||
s.x += s.vx * dt;
|
||||
s.wobble += dt * 3;
|
||||
s.x += Math.sin(s.wobble) * 15 * dt;
|
||||
if (s.y > state.camY + state.H + 20 || s.x < state.camX - 50 || s.x > state.camX + state.W + 50) {
|
||||
state.snowflakes.splice(i, 1);
|
||||
}
|
||||
}
|
||||
// Убираем снег при смене погоды
|
||||
if (state.weatherType !== 'snow' && state.weatherType !== 'blizzard' && !state.isRaining) {
|
||||
if (state.snowflakes.length > 0) {
|
||||
state.snowflakes.splice(0, Math.ceil(state.snowflakes.length * dt * 2));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export function updateRain(dt) {
|
||||
if (!state.isRaining || state.rainIntensity < 0.01) {
|
||||
if (state.raindrops.length > 0) {
|
||||
state.raindrops.splice(0, Math.ceil(state.raindrops.length * dt * 3));
|
||||
}
|
||||
return;
|
||||
}
|
||||
const spawnRate = Math.floor(state.rainIntensity * 60 * dt);
|
||||
for (let i = 0; i < spawnRate && state.raindrops.length < state.MAX_RAINDROPS; i++) {
|
||||
state.raindrops.push({
|
||||
x: state.camX + Math.random() * state.W,
|
||||
y: state.camY - 20,
|
||||
vy: 400 + Math.random() * 200,
|
||||
len: 8 + Math.random() * 12
|
||||
});
|
||||
}
|
||||
for (let i = state.raindrops.length - 1; i >= 0; i--) {
|
||||
const d = state.raindrops[i];
|
||||
d.y += d.vy * dt;
|
||||
d.x -= 30 * dt;
|
||||
if (d.y > state.camY + state.H + 20) {
|
||||
state.raindrops.splice(i, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export function drawWeather(ctx) {
|
||||
if (state.raindrops.length > 0) {
|
||||
ctx.save();
|
||||
ctx.strokeStyle = 'rgba(174,194,224,0.5)';
|
||||
ctx.lineWidth = 1.5;
|
||||
ctx.beginPath();
|
||||
for (const d of state.raindrops) {
|
||||
ctx.moveTo(d.x, d.y);
|
||||
ctx.lineTo(d.x - 3, d.y + d.len);
|
||||
}
|
||||
ctx.stroke();
|
||||
ctx.restore();
|
||||
}
|
||||
|
||||
if (state.snowflakes.length > 0) {
|
||||
ctx.save();
|
||||
ctx.fillStyle = 'rgba(255,255,255,0.85)';
|
||||
for (const s of state.snowflakes) {
|
||||
ctx.beginPath();
|
||||
ctx.arc(s.x, s.y, s.size, 0, Math.PI * 2);
|
||||
ctx.fill();
|
||||
}
|
||||
ctx.restore();
|
||||
}
|
||||
|
||||
if (state.lightningFlash > 0) {
|
||||
ctx.save();
|
||||
ctx.fillStyle = `rgba(255,255,255,${Math.min(1, state.lightningFlash * 4)})`;
|
||||
ctx.fillRect(0, 0, state.W, state.H);
|
||||
ctx.restore();
|
||||
}
|
||||
}
|
||||
|
||||
export { skyColor };
|
||||
|
|
@ -0,0 +1,60 @@
|
|||
import { BLOCKS } from '../data/blocks.js';
|
||||
import { state } from '../core/state.js';
|
||||
|
||||
// Мир-хранилище — используем state.grid и state.blocks для единого источника данных
|
||||
// Это гарантирует, что все модули (включая loop.js) видят одни и те же данные
|
||||
const grid = state.grid; // Map: key "gx,gy" => {gx,gy,t, ...}
|
||||
const blocks = state.blocks; // Array для рендера/перебора видимых
|
||||
|
||||
function k(gx, gy) { return gx + ',' + gy; }
|
||||
|
||||
function getBlock(gx, gy) { return grid.get(k(gx, gy)); }
|
||||
|
||||
function hasBlock(gx, gy) { return grid.has(k(gx, gy)); }
|
||||
|
||||
function isSolid(gx, gy) {
|
||||
const b = getBlock(gx, gy);
|
||||
if (!b || b.dead) return false;
|
||||
const def = BLOCKS[b.t];
|
||||
return !!def.solid && !def.fluid && !def.decor;
|
||||
}
|
||||
|
||||
function setBlock(gx, gy, t, isPlayerPlaced = false) {
|
||||
const key = k(gx, gy);
|
||||
if (grid.has(key)) return false;
|
||||
const b = { gx, gy, t, dead: false, active: false, fuse: 0 };
|
||||
grid.set(key, b);
|
||||
blocks.push(b);
|
||||
state.blocksVersion = (state.blocksVersion || 0) + 1;
|
||||
|
||||
// Отслеживаем блоки, установленные игроком
|
||||
if (isPlayerPlaced) {
|
||||
state.placedBlocks.push({ gx, gy, t });
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
function removeBlock(gx, gy) {
|
||||
const key = k(gx, gy);
|
||||
const b = grid.get(key);
|
||||
if (!b) return null;
|
||||
if (BLOCKS[b.t].unbreakable) return null;
|
||||
grid.delete(key);
|
||||
b.dead = true;
|
||||
state.blocksVersion = (state.blocksVersion || 0) + 1;
|
||||
|
||||
// Отслеживаем удалённые блоки
|
||||
const wasPlayerPlaced = state.placedBlocks.some(pb => pb.gx === gx && pb.gy === gy);
|
||||
if (wasPlayerPlaced) {
|
||||
// Удаляем из placedBlocks
|
||||
state.placedBlocks = state.placedBlocks.filter(pb => !(pb.gx === gx && pb.gy === gy));
|
||||
} else {
|
||||
// Это природный блок - добавляем в removedBlocks
|
||||
state.removedBlocks.push({ gx, gy });
|
||||
}
|
||||
|
||||
return b;
|
||||
}
|
||||
|
||||
export { grid, blocks, k, getBlock, hasBlock, isSolid, setBlock, removeBlock };
|
||||
|
|
@ -3,7 +3,12 @@
|
|||
export const TILE = 40;
|
||||
|
||||
// Мир
|
||||
export const SEA_GY = 14; // уровень воды (gy) - уменьшил для меньших водоёмов
|
||||
// Уровень моря. Было 14 при фактической поверхности 4..12: вода была ВЫШЕ
|
||||
// всей суши, заливала мир, игрок всегда стоял в воде (gy=6 под водой 7..9),
|
||||
// камера схлопывалась в первое лицо, и кадр показывал пустое небо.
|
||||
// Ставим 3 — заметно ниже любой реальной поверхности, вода появляется
|
||||
// только в настоящих низинах, а не везде.
|
||||
export const SEA_GY = 3;
|
||||
export const BEDROCK_GY = 140; // глубина бедрока (gy), чем больше - тем глубже
|
||||
export const GEN_MARGIN_X = 40; // запас генерации по X (в тайлах) — увеличен для плавной прогрузки
|
||||
|
||||
|
|
|
|||
|
|
@ -141,7 +141,12 @@ export const state = {
|
|||
armor: 0,
|
||||
equippedArmor: null,
|
||||
temperature: 15,
|
||||
slowTimer: 0
|
||||
slowTimer: 0,
|
||||
// Опыт и уровень. Раньше этих полей не было вовсе: элементы #xplevel
|
||||
// и #xpbar были в HTML, но player.xp нигде не рос, и HUD вечно показывал
|
||||
// «Lv.1 | 0/50». Порог уровня — 50 * level.
|
||||
xp: 0,
|
||||
level: 1
|
||||
},
|
||||
|
||||
// Точка спавна
|
||||
|
|
@ -184,7 +189,10 @@ export const state = {
|
|||
},
|
||||
|
||||
// Ввод
|
||||
inp: { up: false, down: false, left: false, right: false, jump: false, mine: false, build: false, bow: false, l: false, r: false, j: false, s: false },
|
||||
inp: { up: false, down: false, left: false, right: false, jump: false, mine: false, build: false, bow: false, l: false, r: false, j: false, s: false,
|
||||
ax: 0, ay: 0, // аналоговые оси джойстика (-1..1)
|
||||
kfwd: 0, kside: 0, // клавиатура: вперёд/назад и влево/вправо (-1..1)
|
||||
mineHeld: false },
|
||||
|
||||
// Мышь
|
||||
mouse: { x: 0, y: 0 },
|
||||
|
|
|
|||
|
|
@ -1,9 +1,9 @@
|
|||
export const BLOCKS = {
|
||||
air: { n:'Воздух', solid:false, hardness:0 },
|
||||
grass: { n:'Трава', c:'#7cfc00', solid:true, hardness:3, toolType:'shovel' },
|
||||
dirt: { n:'Грязь', c:'#8b4513', solid:true, hardness:3, toolType:'shovel' },
|
||||
grass: { n:'Трава', c:'#5da42a', solid:true, hardness:3, toolType:'shovel' },
|
||||
dirt: { n:'Грязь', c:'#8a5a2b', solid:true, hardness:3, toolType:'shovel' },
|
||||
stone: { n:'Камень', c:'#7f8c8d', solid:true, hardness:6, toolType:'pickaxe' },
|
||||
sand: { n:'Песок', c:'#f4d06f', solid:true, hardness:2, toolType:'shovel' },
|
||||
sand: { n:'Песок', c:'#e0c070', solid:true, hardness:2, toolType:'shovel' },
|
||||
gravel: { n:'Гравий', c:'#95a5a6', solid:true, hardness:3, toolType:'shovel' },
|
||||
clay: { n:'Глина', c:'#74b9ff', solid:true, hardness:3, toolType:'shovel' },
|
||||
wood: { n:'Дерево', c:'#d35400', solid:true, hardness:4, toolType:'axe' },
|
||||
|
|
@ -30,7 +30,7 @@ export const BLOCKS = {
|
|||
cobblestone: { n:'Булыжник', c:'#7f8c8d', solid:true, hardness:6, toolType:'pickaxe' },
|
||||
flag: { n:'Флаг', c:'#e74c3c', solid:true, hardness:1, toolType:'axe', protectionRadius:10 },
|
||||
// === BIOME BLOCKS ===
|
||||
snow: { n:'Снег', c:'#ecf0f1', solid:true, hardness:1, toolType:'shovel' },
|
||||
snow: { n:'Снег', c:'#cfdbe4', solid:true, hardness:1, toolType:'shovel' },
|
||||
ice: { n:'Лёд', c:'#74b9ff', solid:true, hardness:1, slip:true, toolType:'pickaxe' },
|
||||
cactus: { n:'Кактус', c:'#27ae60', solid:true, hardness:1, hurt:true, toolType:null },
|
||||
mushroom: { n:'Гриб', c:'#e74c3c', solid:false, decor:true, hardness:0 },
|
||||
|
|
|
|||
|
|
@ -9,6 +9,7 @@ import { playSound } from '../audio/sound-engine.js';
|
|||
import { explodeTNT3D } from '../world/tnt3d.js';
|
||||
import { resolveY, resolveX, resolveZ } from '../physics/collision3d.js';
|
||||
import { getBlock } from '../world/world-storage3d.js';
|
||||
import { rebuildHotbar } from '../ui/hotbar.js';
|
||||
|
||||
export function isNight() {
|
||||
return state.worldTime > 0.5;
|
||||
|
|
@ -62,14 +63,21 @@ export function mobAI(m, dt) {
|
|||
const night = isNight();
|
||||
|
||||
// ---------- ночные мобы днём горят ----------
|
||||
if ((m.kind === 'zombie' || m.kind === 'creeper' || m.kind === 'skeleton') && !night) {
|
||||
// ВАЖНО: не делаем ранний return — иначе моб зависает в воздухе
|
||||
// (физика ниже не выполняется). Ставим флаг и идём дальше.
|
||||
const burning = (m.kind === 'zombie' || m.kind === 'creeper' || m.kind === 'skeleton') && !night;
|
||||
if (burning) {
|
||||
m.burning = true;
|
||||
m.hp -= 30 * dt;
|
||||
m.vx *= 0.5;
|
||||
m.vz *= 0.5;
|
||||
return;
|
||||
} else {
|
||||
m.burning = false;
|
||||
}
|
||||
|
||||
if (m.kind === 'zombie') {
|
||||
if (burning) {
|
||||
// горящий моб только падает и горит — никакого ИИ
|
||||
} else if (m.kind === 'zombie') {
|
||||
steerToPlayer(m, pc);
|
||||
if (m.inWater && Math.random() < 0.06) m.vy = -260;
|
||||
touchPlayer(m, pc, 15);
|
||||
|
|
@ -138,6 +146,7 @@ export function mobAI(m, dt) {
|
|||
} else if (m.kind === 'eagle') {
|
||||
// летает, пикирует
|
||||
const d = dist3({ x: cx(m), y: cy(m), z: cz(m) }, pc);
|
||||
m.flying = true; // флаг ДО физики, иначе орёл получает гравитацию
|
||||
if (d < 20) {
|
||||
const dx = pc.x - cx(m), dz = pc.z - cz(m), dy = pc.y - cy(m);
|
||||
const hl = Math.hypot(dx, dz) || 1;
|
||||
|
|
@ -163,7 +172,6 @@ export function mobAI(m, dt) {
|
|||
playSound('hit1');
|
||||
}
|
||||
m.vy *= 0.5;
|
||||
m.flying = true;
|
||||
} else {
|
||||
// животные (pig, chicken): бродят
|
||||
m.aiT -= dt;
|
||||
|
|
@ -184,12 +192,18 @@ export function mobAI(m, dt) {
|
|||
if (m.grounded && !m.flying && m.kind !== 'eagle') {
|
||||
const speed = Math.hypot(m.vx || 0, m.vz || 0);
|
||||
if (speed > 5) {
|
||||
const gx = Math.floor((m.x + (m.vx > 0 ? m.w + 2 : -2)) / TILE);
|
||||
const gz = Math.floor(((m.z || 0) + (m.vz > 0 ? (m.d || m.w) + 2 : -2)) / TILE);
|
||||
const gy = Math.floor((m.y + m.h - 1) / TILE);
|
||||
const bx = getBlock(gx, gy, Math.floor(cz(m)));
|
||||
const bz = getBlock(Math.floor(cx(m)), gy, gz);
|
||||
if (bx || bz) m.vy = -280;
|
||||
// Проверяем отдельно по X и по Z, каждая на своей оси:
|
||||
// препятствие по X смотрим в колонке Z моба, и наоборот.
|
||||
const feetGY = Math.floor((m.y + m.h - 1) / TILE);
|
||||
const bodyGY = Math.floor((m.y + m.h / 2) / TILE);
|
||||
const mcz = Math.floor(cz(m));
|
||||
let blocked = false;
|
||||
if (m.vx > 0) blocked = blocked || !!getBlock(Math.floor((m.x + m.w + 2) / TILE), bodyGY, mcz);
|
||||
if (m.vx < 0) blocked = blocked || !!getBlock(Math.floor((m.x - 2) / TILE), bodyGY, mcz);
|
||||
if (m.vz > 0) blocked = blocked || !!getBlock(Math.floor(cx(m)), bodyGY, Math.floor(((m.z || 0) + (m.d || m.w) + 2) / TILE));
|
||||
if (m.vz < 0) blocked = blocked || !!getBlock(Math.floor(cx(m)), bodyGY, Math.floor(((m.z || 0) - 2) / TILE));
|
||||
if (blocked) m.vy = -280;
|
||||
void feetGY;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -224,3 +238,40 @@ export function getMobLoot(kind) {
|
|||
};
|
||||
return table[kind] || [];
|
||||
}
|
||||
|
||||
// Выдаёт лут моба в инвентарь. Возвращает список выданных предметов.
|
||||
export function grantMobLoot(kind) {
|
||||
const granted = [];
|
||||
for (const drop of getMobLoot(kind)) {
|
||||
if (Math.random() > drop.chance) continue;
|
||||
const qty = drop.min + Math.floor(Math.random() * (drop.max - drop.min + 1));
|
||||
if (qty <= 0) continue;
|
||||
if (state.inv[drop.item] === undefined) state.inv[drop.item] = 0;
|
||||
state.inv[drop.item] += qty;
|
||||
granted.push({ item: drop.item, qty });
|
||||
}
|
||||
if (granted.length) rebuildHotbar();
|
||||
return granted;
|
||||
}
|
||||
|
||||
// Убийство моба: помечает мёртвым, даёт лут, чистит из массива.
|
||||
// Вызывается из mouse-handler (удар) и из цикла (смерть от урона/взрыва).
|
||||
export function killMob(m) {
|
||||
if (m.dead) return [];
|
||||
m.dead = true;
|
||||
m.hp = 0;
|
||||
const granted = grantMobLoot(m.kind);
|
||||
if (m.kind === 'chicken') playSound('hurt_chicken');
|
||||
else playSound('attack');
|
||||
const i = state.mobs.indexOf(m);
|
||||
if (i >= 0) state.mobs.splice(i, 1);
|
||||
return granted;
|
||||
}
|
||||
|
||||
// Смерть от урона (взрыв, падение в лаву и т.п.) — вызывается из цикла каждый кадр.
|
||||
export function reapDeadMobs() {
|
||||
for (let i = state.mobs.length - 1; i >= 0; i--) {
|
||||
const m = state.mobs[i];
|
||||
if (m.hp <= 0) killMob(m);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -0,0 +1,62 @@
|
|||
// Точные копии мобов 2D-игры (game.js, fillRect-композиции) для 3D.
|
||||
// НИЧЕГО НЕ ВЫДУМАНО: те же прямоугольники, те же цвета, те же пропорции.
|
||||
// Координаты локальные: x вправо от левого края, y ВВЕРХ от низа, в пикселях
|
||||
// (TILE=40). Конвертировано из 2D (y вниз): y3d = h - dy - rh.
|
||||
// Глубина выдавливания задаётся при построении (доля от ширины).
|
||||
const MOB_SPRITES = {
|
||||
zombie: { w: 34, h: 50, rects: [
|
||||
[0, 0, 34, 50, '#2ecc71'],
|
||||
[6, 32, 6, 6, '#c0392b'], [22, 32, 6, 6, '#c0392b'],
|
||||
]},
|
||||
pig: { w: 34, h: 24, rects: [
|
||||
[0, 0, 34, 24, '#ffb6c1'],
|
||||
[22, 16, 3, 3, '#000000'],
|
||||
[28, 6, 6, 6, '#ff69b4'],
|
||||
]},
|
||||
chicken: { w: 26, h: 22, rects: [
|
||||
[0, 0, 26, 22, '#ecf0f1'],
|
||||
[18, 8, 6, 4, '#f39c12'],
|
||||
[8, 13, 3, 3, '#000000'],
|
||||
]},
|
||||
creeper: { w: 34, h: 50, rects: [
|
||||
[0, 0, 34, 50, '#4caf50'],
|
||||
[8, 38, 4, 4, '#000000'], [22, 38, 4, 4, '#000000'],
|
||||
[12, 26, 10, 4, '#000000'],
|
||||
[4, 0, 6, 20, '#4caf50'], [24, 0, 6, 20, '#4caf50'],
|
||||
]},
|
||||
skeleton: { w: 34, h: 50, rects: [
|
||||
[10, 18, 14, 12, '#eceff1'],
|
||||
[8, 32, 18, 18, '#eceff1'],
|
||||
[10, 40, 4, 4, '#000000'], [20, 40, 4, 4, '#000000'],
|
||||
[15, 36, 4, 2, '#000000'],
|
||||
[2, 16, 6, 14, '#eceff1'], [26, 16, 6, 14, '#eceff1'],
|
||||
[10, 0, 6, 18, '#eceff1'], [18, 0, 6, 18, '#eceff1'],
|
||||
[30, 20, 2, 16, '#8b4513'],
|
||||
]},
|
||||
scorpion: { w: 26, h: 26, rects: [
|
||||
[0, 0, 26, 26, '#5d4037'],
|
||||
[2, 8, 6, 8, '#8d6e63'], [18, 8, 6, 8, '#8d6e63'],
|
||||
[10, 26, 6, 10, '#5d4037'],
|
||||
[11, 34, 4, 4, '#ff5722'],
|
||||
]},
|
||||
polar_bear: { w: 40, h: 34, rects: [
|
||||
[0, 0, 40, 34, '#eceff1'],
|
||||
[18, 25, 4, 3, '#263238'],
|
||||
[8, 19, 3, 3, '#263238'], [29, 19, 3, 3, '#263238'],
|
||||
[6, 0, 8, 8, '#cfd8dc'], [26, 0, 8, 8, '#cfd8dc'],
|
||||
]},
|
||||
slime: { w: 24, h: 24, rects: [
|
||||
[0, 0, 24, 24, '#4caf50'],
|
||||
[6, 12, 5, 5, '#ffffff'], [13, 12, 5, 5, '#ffffff'],
|
||||
[8, 13, 2, 2, '#000000'], [15, 13, 2, 2, '#000000'],
|
||||
]},
|
||||
eagle: { w: 30, h: 22, rects: [
|
||||
[11, 2, 8, 14, '#5d4037'],
|
||||
[0, 8, 11, 6, '#795548'], [19, 8, 11, 6, '#795548'],
|
||||
[12, 14, 6, 6, '#eceff1'],
|
||||
[18, 16, 4, 2, '#ffc107'],
|
||||
[14, 16, 2, 2, '#000000'],
|
||||
]},
|
||||
};
|
||||
|
||||
export { MOB_SPRITES };
|
||||
|
|
@ -0,0 +1,35 @@
|
|||
// NN-текстуры мобов (нарисованы в anymodel/nano-banana, одобрены игроком).
|
||||
// Фас/профиль/спина натягиваются на грани бокса в TDmobMesh.
|
||||
// Героя НЕ трогаем — он оригинальная пиксель-экструзия из hero-rig.js.
|
||||
// Верх/низ бокса — плоский средний цвет спрайта.
|
||||
const MOB_TEX = {
|
||||
zombie: { top: '#3da027' },
|
||||
pig: { top: '#ea77a1' },
|
||||
chicken: { top: '#dcc8bf' },
|
||||
creeper: { top: '#4a7f3e' },
|
||||
skeleton: { top: '#b5b3b1' },
|
||||
scorpion: { top: '#37221a' },
|
||||
polar_bear: { top: '#dcdcdb' },
|
||||
slime: { top: '#7caa71' },
|
||||
eagle: { top: '#806041' },
|
||||
};
|
||||
|
||||
const MOB_TEX_V = '3';
|
||||
|
||||
const _mobTexCache = {};
|
||||
|
||||
function TDmobTex(kind, view, mirror) {
|
||||
const key = kind + '_' + view + (mirror ? '_m' : '');
|
||||
let t = _mobTexCache[key];
|
||||
if (!t) {
|
||||
t = new THREE.TextureLoader().load('tex/' + kind + '_' + view + '.png?v=' + MOB_TEX_V);
|
||||
if (mirror) {
|
||||
t.wrapS = THREE.RepeatWrapping;
|
||||
t.repeat.x = -1;
|
||||
}
|
||||
_mobTexCache[key] = t;
|
||||
}
|
||||
return t;
|
||||
}
|
||||
|
||||
export { MOB_TEX, MOB_TEX_V, TDmobTex };
|
||||
|
|
@ -4,14 +4,14 @@
|
|||
import { state } from '../core/state.js';
|
||||
import { BLOCKS } from '../data/blocks.js';
|
||||
import { playSound } from '../audio/sound-engine.js';
|
||||
import { getBlock } from '../world/world-storage3d.js';
|
||||
import { getBlock, isSolid } from '../world/world-storage3d.js';
|
||||
import { updateWaterFlag3 } from '../physics/water-detect3d.js';
|
||||
import { resolveY, resolveX, resolveZ, onLadder } from '../physics/collision3d.js';
|
||||
import { calculateDamage } from '../entities/player.js';
|
||||
import { tickFurnaces } from '../ui/furnace.js';
|
||||
import { renderFurnaceUI } from '../ui/furnace.js';
|
||||
import { updateWeather, updateRain } from '../world/weather.js';
|
||||
import { ensureGenAroundCamera, surfaceGyAt, getCachedBiome, WORLD_DEPTH } from '../world/generation3d.js';
|
||||
import { ensureGenAroundCamera, isWorldReady, worldGenProgress, surfaceGyAt, getCachedBiome, WORLD_DEPTH } from '../world/generation3d.js';
|
||||
import { Zombie, Creeper, Skeleton, Pig, Chicken, Scorpion, PolarBear, Slime, Eagle } from '../entities/mobs3d.js';
|
||||
import { isNight, mobAI } from '../entities/mob-ai3d.js';
|
||||
import { sendPlayerPosition } from '../multiplayer/socket-helpers.js';
|
||||
|
|
@ -28,7 +28,34 @@ document.addEventListener('visibilitychange', () => {
|
|||
// Направление взгляда камеры (задаётся рендером) — WASD относительно него
|
||||
export const camDir = { yaw: 0, pitch: 0 };
|
||||
|
||||
export function loop(now) {
|
||||
function loop(now) {
|
||||
// ---------- поверхность: верх ТВЁРДОГО блока в колонке ----------
|
||||
// surfaceGyAt может вернуть тайл, который сам занят блоком (например под
|
||||
// «травой»). Тогда ноги оказываются внутри блока: grounded держится, но
|
||||
// прыжок гасится столкновением на первом же шаге вверх.
|
||||
// Верхний ТВЁРДЫЙ тайл колонки (ось Y вниз: чем больше gy, тем ниже).
|
||||
// Полный скан колонки — единственный надёжный способ: любые эвристики
|
||||
// вида «шагни вверх, пока твёрдые» уходили за границу мира (gy = -1).
|
||||
// Опора = ПОСЛЕДНИЙ твёрдый блок колонки (поверхность земли).
|
||||
// Ось Y вниз, поэтому чем больше gy, тем ниже; поверхность — максимальный
|
||||
// твёрдый gy, перед которым уже вода/воздух.
|
||||
function TDsolidTop(cx, cz) {
|
||||
// ВЕРХНИЙ твёрдый блок колонны = поверхность, на которой можно стоять.
|
||||
// Раньше брался ПОСЛЕДНИЙ (самый нижый, bedrock) — игрока ставило
|
||||
// в фундамент, тело оказывалось внутри блока, камера входила в текстуру.
|
||||
// Обход СВЕРХУ ВНИЗ: первый твёрдый блок, до которого дошли сверху — это и
|
||||
// есть поверхность. Раньше цикл шёл снизу (gy=0) и возвращал ДНО мира
|
||||
// (stone на gy=0), после чего страховка безопасности уносила игрока на
|
||||
// BEDROCK_GY-6 = 133 — то есть глубоко под мир, где только воздух.
|
||||
const TOP = Math.min(state.BEDROCK_GY + 2, 220);
|
||||
for (let gy = TOP; gy >= 0; gy--) {
|
||||
if (isSolid(cx, gy, cz)) return gy;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
|
||||
|
||||
const rawDt = Math.min(0.05, (now - last) / 1000);
|
||||
last = now;
|
||||
const PHYSICS_STEP = 0.016;
|
||||
|
|
@ -41,6 +68,10 @@ export function loop(now) {
|
|||
const projectiles = state.projectiles;
|
||||
const boat = state.boat;
|
||||
|
||||
// на компе джойстик не трогают — полная скорость с клавиатуры
|
||||
const keyboardOnly = Math.abs(inp.kfwd || 0) > 0 || Math.abs(inp.kside || 0) > 0;
|
||||
|
||||
|
||||
const jumpPressed = inp.j && !prevJump;
|
||||
prevJump = inp.j;
|
||||
|
||||
|
|
@ -57,7 +88,10 @@ export function loop(now) {
|
|||
if (state.worldTime >= 1) state.worldTime -= 1;
|
||||
|
||||
// ---------- генерация мира ----------
|
||||
// Мир один и фиксированный: строится целиком порциями, ничего не вычищается.
|
||||
ensureGenAroundCamera();
|
||||
state.worldGenReady = isWorldReady();
|
||||
state.worldGenProgress = worldGenProgress();
|
||||
|
||||
// ---------- кислород/утопление ----------
|
||||
if (player.headInWater) {
|
||||
|
|
@ -150,12 +184,15 @@ export function loop(now) {
|
|||
if (player.sleeping) {
|
||||
player.vx = player.vy = player.vz = 0;
|
||||
} else {
|
||||
// локальные оси ввода
|
||||
let fwd = 0, side = 0;
|
||||
if (inp.up) fwd -= 1;
|
||||
if (inp.r || inp.right) side += 1;
|
||||
// Оси ввода -1..1. Джойстик даёт аналог (ax/ay), клавиатура — дискретно (kfwd/kside).
|
||||
let fwd = (inp.ay || 0) + (inp.kfwd || 0);
|
||||
let side = (inp.ax || 0) + (inp.kside || 0);
|
||||
if (inp.l || inp.left) side -= 1;
|
||||
if (inp.r || inp.right) side += 1;
|
||||
if (inp.d || inp.back) fwd += 1;
|
||||
if (inp.up) fwd -= 1;
|
||||
fwd = Math.max(-1, Math.min(1, fwd));
|
||||
side = Math.max(-1, Math.min(1, side));
|
||||
|
||||
// в мировых осях через угол камеры
|
||||
const cy = Math.cos(camDir.yaw), sy = Math.sin(camDir.yaw);
|
||||
|
|
@ -163,9 +200,11 @@ export function loop(now) {
|
|||
let dz = side * sy + fwd * cy;
|
||||
const len = Math.hypot(dx, dz);
|
||||
if (len > 0.0001) {
|
||||
// аналоговое управление: чем дальше наклонён джойстик, тем быстрее
|
||||
const speed = state.MOVE * (keyboardOnly ? 1 : Math.max(0.45, Math.min(1, len)));
|
||||
dx /= len; dz /= len;
|
||||
player.vx = dx * state.MOVE;
|
||||
player.vz = dz * state.MOVE;
|
||||
player.vx = dx * speed;
|
||||
player.vz = dz * speed;
|
||||
player.facing = Math.atan2(dz, dx);
|
||||
} else {
|
||||
player.vx *= 0.82;
|
||||
|
|
@ -252,12 +291,56 @@ export function loop(now) {
|
|||
if (player.z < -maxZ) { player.z = -maxZ; player.vz = 0; }
|
||||
if (player.z > maxZ) { player.z = maxZ; player.vz = 0; }
|
||||
|
||||
// ---------- страховка: не проваливаемся в пустоту ----------
|
||||
// Две проверки:
|
||||
// 1) ушёл глубже бедрока — физически дно мира, телепорт наверх;
|
||||
// 2) стоял и медленно «уезжал» вниз (протухший коллайдер) — тоже наверх.
|
||||
{
|
||||
const feetGY = Math.floor((player.y + player.h) / state.TILE);
|
||||
const headGY = Math.floor(player.y / state.TILE);
|
||||
const cx = Math.floor((player.x + player.w / 2) / state.TILE);
|
||||
const cz = Math.floor((player.z + player.d / 2) / state.TILE);
|
||||
// Спасать только когда под ногами ПУСТОТА (обрыв, провал, bedrock),
|
||||
// а не по близости к «поверхности». Проверка feetGY < sGY - 12 срабатывала
|
||||
// на любом холме и телепортировала игрока наверх — отсюда «улетел».
|
||||
const groundUnder = isSolid(cx, feetGY, cz);
|
||||
const groundNext = isSolid(cx, feetGY - 1, cz);
|
||||
const FLOOR = Math.max(state.BEDROCK_GY - 1, 0);
|
||||
if (feetGY > FLOOR + 2 || headGY > FLOOR || (!groundUnder && !groundNext)) {
|
||||
// ВАЖНО: player.y — ВЕРХ коллайдера, ноги = y + h.
|
||||
// Стоять на поверхности sGY значит: ноги на верхней грани блока,
|
||||
// то есть y + h = sGY * TILE => y = sGY * TILE - h.
|
||||
// Раньше было y = (sGY+1) * TILE — ноги уезжали на h пикселей
|
||||
// в тело блока: игрок тонул, grounded был всегда false.
|
||||
// -1 = под колонкой пусто (обрыв). Тогда оставляем игрока падать: внизу
|
||||
// bedrock, он встанет сам. Раньше тут был FLOOR-6 = 133 — игрока
|
||||
// выносило в пустоту над миром.
|
||||
const safeY = TDsolidTop(cx, cz);
|
||||
// safeY < 0 = под колонкой пусто (обрыв над миром). Тогда игрока не
|
||||
// трогаем: пусть падает, внизу bedrock.
|
||||
if (safeY >= 0) {
|
||||
// Ось Y направлена ВНИЗ. Верхняя грань блока safeY = safeY * TILE,
|
||||
// Ось Y направлена ВНИЗ. Тайл safeY занимает [safeY*T, (safeY+1)*T].
|
||||
// Верхняя грань = (safeY+1)*T. Ноги (y + h) стоят РОВНО на ней:
|
||||
// y = (safeY+1)*T - h. Раньше было safeY*T - h, и ноги оказывались
|
||||
// внутри тайла safeY: игрок тонул, grounded был false, камера уходила
|
||||
// в блок и кадр показывал пустое небо.
|
||||
player.y = (safeY + 1) * state.TILE - player.h;
|
||||
player.vy = 0;
|
||||
player.grounded = true;
|
||||
player.fallStartY = player.y;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ---------- ФИЗИКА: X → Z → Y ----------
|
||||
const sub = dt;
|
||||
// ВАЖНО: координаты НЕ двигаем здесь. resolveX/Z/Y сами применяют
|
||||
// смещение через moveAxis (там же проверка столкновения и автошаг).
|
||||
// Двойное применение смещения ломало прыжок: вверх тело смещалось
|
||||
// вручную, а moveAxis проверял ту же позицию и откатывал обратно,
|
||||
// обнуляя vy в тот же кадр.
|
||||
for (let step = 0; step < steps; step++) {
|
||||
player.x += player.vx * sub;
|
||||
player.z += player.vz * sub;
|
||||
player.y += player.vy * sub;
|
||||
resolveX(player, sub);
|
||||
resolveZ(player, sub);
|
||||
resolveY(player, sub);
|
||||
|
|
@ -357,6 +440,24 @@ export function loop(now) {
|
|||
state.syEl.textContent = pGY;
|
||||
state.todEl.textContent = isNight() ? 'Ночь' : 'День';
|
||||
state.worldIdEl.textContent = state.worldId;
|
||||
// XP-бар: в 3D считается ЗДЕСЬ. Раньше элементы #xplevel и #xpbar были
|
||||
// в HTML, но не имели обработчика вообще — ни в 2D, ни в 3D, и висели
|
||||
// вечно на «Lv.1 | 0/50». Порог уровня: 50 * level.
|
||||
const xpEl = document.getElementById('xpbar');
|
||||
const lvlEl = document.getElementById('xplevel');
|
||||
if (xpEl && lvlEl) {
|
||||
const lvl = player.level || 1;
|
||||
const need = 50 * lvl;
|
||||
const xp = player.xp || 0;
|
||||
// И уровень, и бар пишем КАЖДЫЙ раз: раньше lvlEl.textContent
|
||||
// только читалcя, но никогда не присваивался, и на экране вечно
|
||||
// висело «Lv.1» независимо от реального уровня.
|
||||
lvlEl.textContent = String(lvl);
|
||||
xpEl.textContent = Math.min(xp, need) + '/' + need;
|
||||
if (lvlEl.parentElement) {
|
||||
lvlEl.parentElement.style.color = xp >= need ? '#7ee08a' : '';
|
||||
}
|
||||
}
|
||||
if (state.isMultiplayer) {
|
||||
const st = document.getElementById('multiplayerStatus');
|
||||
if (st) st.style.display = 'flex';
|
||||
|
|
|
|||
|
|
@ -120,14 +120,17 @@ export async function applySave(saveData) {
|
|||
|
||||
// Восстанавливаем игрока
|
||||
if (saveData.player) {
|
||||
state.player.x = saveData.player.x;
|
||||
state.player.y = saveData.player.y;
|
||||
// ВАЖНО: в 3D координаты из сейва НЕ применяем. Сейв 2D-версии содержит
|
||||
// y в другой системе (там игрок мог стоять на 2D-поверхности), из-за чего
|
||||
// после загрузки player.y улетал на +119 тайлов (5286 вместо 526) — игрок
|
||||
// оказывался под миром и падал на дно. Позицию ставит ensurePlayerOnGround
|
||||
// после генерации, а из сейва берём только состояние.
|
||||
state.player.hunger = saveData.player.hunger;
|
||||
state.player.o2 = saveData.player.o2;
|
||||
|
||||
// Обновляем spawnPoint на позицию из сохранения
|
||||
state.spawnPoint.x = state.player.x;
|
||||
state.spawnPoint.y = state.player.y;
|
||||
// Опыт и уровень восстанавливаем с проверкой: старые сейвы полей не
|
||||
// содержат, и undefined в player.xp ломает арифметику уровня.
|
||||
state.player.xp = Number(saveData.player.xp) || 0;
|
||||
state.player.level = Number(saveData.player.level) || 1;
|
||||
|
||||
// Проверяем HP из сохранения - если <= 0, устанавливаем 100
|
||||
const savedHP = saveData.player.hp;
|
||||
|
|
@ -139,7 +142,7 @@ export async function applySave(saveData) {
|
|||
state.player.hp = savedHP;
|
||||
}
|
||||
console.log('player HP after restore:', state.player.hp);
|
||||
console.log('spawnPoint обновлён из сохранения: x=', state.spawnPoint.x, 'y=', state.spawnPoint.y);
|
||||
console.log('Сохранение: координаты игрока НЕ применяются в 3D (позицию ставит ensurePlayerOnGround)');
|
||||
} else {
|
||||
console.log('No player data in save, setting default HP: 100');
|
||||
state.player.hp = 100;
|
||||
|
|
|
|||
|
|
@ -0,0 +1,66 @@
|
|||
// ==================== УПРАВЛЕНИЕ 3D — клавиатура + мышь ====================
|
||||
// Клавиши работают напрямую через state.inp.fwd / state.inp.side (аналоговые оси -1..1),
|
||||
// поэтому движение на компе идёт по той же схеме, что и джойстик на телефоне.
|
||||
import { state } from '../core/state.js';
|
||||
|
||||
// клавиши, которые не должны скроллить страницу/открывать меню
|
||||
const SWALLOW = new Set([
|
||||
'Space', 'ArrowUp', 'ArrowDown', 'ArrowLeft', 'ArrowRight',
|
||||
'KeyW', 'KeyA', 'KeyS', 'KeyD',
|
||||
]);
|
||||
|
||||
// истина, если игрок сейчас печатает в поле ввода
|
||||
function typing() {
|
||||
const el = document.activeElement;
|
||||
if (!el) return false;
|
||||
const t = el.tagName;
|
||||
return t === 'INPUT' || t === 'TEXTAREA' || el.isContentEditable;
|
||||
}
|
||||
|
||||
function applyKey(code, down) {
|
||||
const inp = state.inp;
|
||||
switch (code) {
|
||||
// движение вперёд/назад и влево/вправо — по камере
|
||||
case 'KeyW': case 'ArrowUp': inp.kfwd = down ? -1 : 0; break;
|
||||
case 'KeyS': case 'ArrowDown': inp.kfwd = down ? 1 : 0; break;
|
||||
case 'KeyA': case 'ArrowLeft': inp.kside = down ? -1 : 0; break;
|
||||
case 'KeyD': case 'ArrowRight': inp.kside = down ? 1 : 0; break;
|
||||
// прыжок
|
||||
case 'Space': case 'KeyZ': inp.j = down; break;
|
||||
// спуск по лестнице / вниз
|
||||
case 'ShiftLeft': case 'KeyC': inp.s = down; break;
|
||||
default: return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
export function initControls() {
|
||||
window.addEventListener('keydown', (e) => {
|
||||
if (typing()) return;
|
||||
if (e.repeat) return;
|
||||
if (SWALLOW.has(e.code)) e.preventDefault();
|
||||
applyKey(e.code, true);
|
||||
});
|
||||
|
||||
window.addEventListener('keyup', (e) => {
|
||||
if (typing()) return;
|
||||
applyKey(e.code, false);
|
||||
});
|
||||
|
||||
// если окно потеряло фокус — сбрасываем всё, иначе персонаж «убегает» сам
|
||||
window.addEventListener('blur', () => {
|
||||
const inp = state.inp;
|
||||
inp.kfwd = 0; inp.kside = 0; inp.j = false; inp.s = false;
|
||||
});
|
||||
|
||||
// на всякий случай дублируем на document (фокус может быть на канвасе)
|
||||
document.addEventListener('keydown', (e) => {
|
||||
if (typing()) return;
|
||||
if (e.repeat) return;
|
||||
applyKey(e.code, true);
|
||||
});
|
||||
document.addEventListener('keyup', (e) => {
|
||||
if (typing()) return;
|
||||
applyKey(e.code, false);
|
||||
});
|
||||
}
|
||||
|
|
@ -0,0 +1,192 @@
|
|||
// ==================== ДЖОЙСТИК 3D — GrechkaCraft v3 ====================
|
||||
// Аналоговый джойстик: движение во все стороны по горизонтали (X и Z),
|
||||
// камера вращается вторым пальцем по экрану. Кнопки прыжка и копки рядом.
|
||||
import { state } from '../core/state.js';
|
||||
|
||||
let joyEl = null, knobEl = null, jumpEl = null, mineEl = null;
|
||||
let joyId = null; // активный pointer на джойстике
|
||||
let jcx = 0, jcy = 0, jrad = 56; // центр джойстика и рабочий радиус в px
|
||||
let touchSeated = false; // джойстик сейчас показан
|
||||
let hideT = 0; // таймер скрытия
|
||||
|
||||
function setKnob(dx, dy) {
|
||||
if (!knobEl) return;
|
||||
knobEl.style.transform = `translate(${dx}px, ${dy}px)`;
|
||||
}
|
||||
|
||||
function resetAxes() {
|
||||
state.inp.ax = 0;
|
||||
state.inp.ay = 0;
|
||||
setKnob(0, 0);
|
||||
if (joyEl) joyEl.classList.remove('act');
|
||||
}
|
||||
|
||||
export function initJoystick() {
|
||||
joyEl = document.getElementById('v2joy');
|
||||
knobEl = joyEl ? joyEl.querySelector('.knob') : null;
|
||||
jumpEl = document.getElementById('v2jump');
|
||||
mineEl = document.getElementById('v2mine');
|
||||
if (!joyEl) return;
|
||||
|
||||
const rectCenter = () => {
|
||||
const r = joyEl.getBoundingClientRect();
|
||||
jcx = r.left + r.width / 2;
|
||||
jcy = r.top + r.height / 2;
|
||||
jrad = r.width / 2 - 12;
|
||||
};
|
||||
|
||||
joyEl.addEventListener('pointerdown', (e) => {
|
||||
e.preventDefault();
|
||||
rectCenter();
|
||||
joyId = e.pointerId;
|
||||
joyEl.setPointerCapture(joyId);
|
||||
joyEl.classList.add('act');
|
||||
update(e);
|
||||
});
|
||||
|
||||
joyEl.addEventListener('pointermove', (e) => {
|
||||
if (e.pointerId !== joyId) return;
|
||||
e.preventDefault();
|
||||
update(e);
|
||||
});
|
||||
|
||||
const end = (e) => {
|
||||
if (e.pointerId !== joyId) return;
|
||||
joyId = null;
|
||||
resetAxes();
|
||||
};
|
||||
joyEl.addEventListener('pointerup', end);
|
||||
joyEl.addEventListener('pointercancel', end);
|
||||
|
||||
function update(e) {
|
||||
let dx = e.clientX - jcx;
|
||||
let dy = e.clientY - jcy;
|
||||
const len = Math.hypot(dx, dy);
|
||||
if (len > jrad) { // не даём уйти за круг
|
||||
dx = (dx / len) * jrad;
|
||||
dy = (dy / len) * jrad;
|
||||
}
|
||||
setKnob(dx, dy);
|
||||
// мёртвая зона — чтобы лёгкое касание не дёргало персонажа
|
||||
const nx = dx / jrad, ny = dy / jrad;
|
||||
const mag = Math.hypot(nx, ny);
|
||||
const DEAD = 0.18;
|
||||
if (mag < DEAD) {
|
||||
state.inp.ax = 0;
|
||||
state.inp.ay = 0;
|
||||
} else {
|
||||
// нормализуем так, чтобы край джойстика давал полную скорость
|
||||
const k = (mag - DEAD) / (1 - DEAD) / mag;
|
||||
state.inp.ax = nx * k;
|
||||
state.inp.ay = ny * k;
|
||||
}
|
||||
}
|
||||
|
||||
// прыжок
|
||||
if (jumpEl) {
|
||||
jumpEl.addEventListener('pointerdown', (e) => {
|
||||
e.preventDefault();
|
||||
state.inp.j = true;
|
||||
});
|
||||
const up = (e) => { e.preventDefault(); state.inp.j = false; };
|
||||
jumpEl.addEventListener('pointerup', up);
|
||||
jumpEl.addEventListener('pointercancel', up);
|
||||
jumpEl.addEventListener('pointerleave', up);
|
||||
}
|
||||
|
||||
// копка: добыча/установка — удержание
|
||||
if (mineEl) {
|
||||
mineEl.addEventListener('pointerdown', (e) => {
|
||||
e.preventDefault();
|
||||
state.inp.mineHeld = true;
|
||||
window.dispatchEvent(new CustomEvent('v2-mine', { detail: { down: true } }));
|
||||
});
|
||||
const up = (e) => {
|
||||
e.preventDefault();
|
||||
state.inp.mineHeld = false;
|
||||
window.dispatchEvent(new CustomEvent('v2-mine', { detail: { down: false } }));
|
||||
};
|
||||
mineEl.addEventListener('pointerup', up);
|
||||
mineEl.addEventListener('pointercancel', up);
|
||||
mineEl.addEventListener('pointerleave', up);
|
||||
}
|
||||
|
||||
// держим джойстик в нуле, если палец ушёл за экран
|
||||
window.addEventListener('pointerup', (e) => {
|
||||
if (joyId !== null && e.pointerId === joyId) { joyId = null; resetAxes(); }
|
||||
});
|
||||
window.addEventListener('blur', resetAxes);
|
||||
|
||||
// ---------- джойстик: только если палец в левой нижней четверти экрана ----------
|
||||
// Показываем при касании, прячем через 0.6 с после отпускания — чтобы
|
||||
// не перекрывать хотбар с избранными блоками.
|
||||
const ZONE = () => ({ w: window.innerWidth * 0.5, h: window.innerHeight * 0.5 });
|
||||
const inZone = (x, y) => {
|
||||
const z = ZONE();
|
||||
return x < z.w && y > window.innerHeight - z.h;
|
||||
};
|
||||
|
||||
const wake = () => {
|
||||
clearTimeout(hideT);
|
||||
// Кнопки прыжка и копки видны ВСЕГДА на тач-устройствах: без прыжка
|
||||
// и добычи играть невозможно, и требование контекстного показа
|
||||
// касалось только джойстика.
|
||||
[jumpEl, mineEl].forEach(e => e && e.classList.add('on'));
|
||||
if (touchSeated) return;
|
||||
touchSeated = true;
|
||||
if (joyEl) joyEl.classList.add('on');
|
||||
};
|
||||
const sleepSoon = () => {
|
||||
clearTimeout(hideT);
|
||||
hideT = setTimeout(() => {
|
||||
if (joyId === null) {
|
||||
touchSeated = false;
|
||||
// Прячем ТОЛЬКО джойстик. Раньше класс 'on' снимался со всех
|
||||
// элементов или не снимался вовсе: в первом случае исчезали
|
||||
// кнопки прыжка и копки, во втором джойстик висел поверх
|
||||
// хотбара всё время.
|
||||
if (joyEl) joyEl.classList.remove('on');
|
||||
[jumpEl, mineEl].forEach(e => e && e.classList.add('on'));
|
||||
}
|
||||
}, 600);
|
||||
};
|
||||
|
||||
// Первый контакт с зоной — сажаем джойстик под палец
|
||||
window.addEventListener('pointerdown', (e) => {
|
||||
if (e.pointerType === 'mouse') return;
|
||||
if (!inZone(e.clientX, e.clientY)) return;
|
||||
wake();
|
||||
if (joyId !== null) return;
|
||||
// если палец попал в кнопки — не мешаем им
|
||||
// contains() бросает исключение, если e.target — не Node (например,
|
||||
// window при синтетическом событии). Проверяем instanceof.
|
||||
const isNode = e.target && typeof e.target === 'object' && 'nodeType' in e.target;
|
||||
if (isNode && ((jumpEl && jumpEl.contains(e.target)) || (mineEl && mineEl.contains(e.target)))) return;
|
||||
// ищем ближайшую точку джойстика к пальцу
|
||||
const r = joyEl.getBoundingClientRect();
|
||||
const cxr = r.left + r.width / 2, cyr = r.top + r.height / 2;
|
||||
const far = Math.hypot(e.clientX - cxr, e.clientY - cyr) > r.width * 0.75;
|
||||
if (far) { jcx = e.clientX; jcy = e.clientY; }
|
||||
// Запоминаем палец СРАЗУ: без этого joyId оставался null, update()
|
||||
// не считал смещение, и inp.ax/inp.ay всегда были 0 — джойстик
|
||||
// показывался, но игрок не двигался. Обработчик самого джойстика
|
||||
// тоже ставит joyEl.classList.add('act').
|
||||
if (joyId === null) {
|
||||
joyId = e.pointerId;
|
||||
joyEl.classList.add('act');
|
||||
update(e);
|
||||
}
|
||||
}, { passive: true, capture: true });
|
||||
|
||||
window.addEventListener('pointerup', sleepSoon, { passive: true });
|
||||
window.addEventListener('pointercancel', sleepSoon, { passive: true });
|
||||
window.addEventListener('blur', () => { touchSeated = false; });
|
||||
|
||||
// десктоп: всё скрыто, клавиатура
|
||||
if (window.matchMedia('(hover: hover) and (pointer: fine)').matches) {
|
||||
[joyEl, jumpEl, mineEl].forEach(e => e && e.classList.remove('on'));
|
||||
}
|
||||
// Автопоказ на старте УБРАН: джойстик должен появляться только по
|
||||
// касанию левой нижней зоны, а не висеть поверх хотбара сразу.
|
||||
sleepSoon();
|
||||
}
|
||||
|
|
@ -6,7 +6,7 @@ import { BLOCKS } from '../data/blocks.js';
|
|||
import { ITEMS } from '../data/items.js';
|
||||
import { TOOLS } from '../data/tools.js';
|
||||
import { getBestTool, useTool, toolTierLessThan, getMiningSpeed } from '../data/tools.js';
|
||||
import { getBlock, setBlock, removeBlock } from '../world/world-storage3d.js';
|
||||
import { getBlock, setBlock, removeBlock, isSolid, isOpaque, hasBlock } from '../world/world-storage3d.js';
|
||||
import { playSound } from '../audio/sound-engine.js';
|
||||
import { rebuildHotbar, addToRecentItems } from '../ui/hotbar.js';
|
||||
import { mode } from '../game/modes.js';
|
||||
|
|
@ -57,7 +57,24 @@ const CROP_SEED_MAP = {
|
|||
};
|
||||
const CROP_HARVEST_MAP = { wheat_stage3: 'wheat', carrot_stage3: 'carrot', potato_stage3: 'potato' };
|
||||
|
||||
// Начисление опыта. В 3D XP не считался вообще: элементы #xplevel/#xpbar
|
||||
// были в HTML, но без обработчика, а player.xp нигде не рос. Теперь опыт
|
||||
// даётся за добычу блока, и порог на уровень — XP_PER_LEVEL * level.
|
||||
export function addXP(amount) {
|
||||
const pr = state.player;
|
||||
if (!pr) return;
|
||||
pr.xp = (pr.xp || 0) + (amount || 0);
|
||||
const per = 50;
|
||||
pr.level = pr.level || 1;
|
||||
while (pr.xp >= per * pr.level) {
|
||||
pr.xp -= per * pr.level;
|
||||
pr.level++;
|
||||
}
|
||||
}
|
||||
|
||||
function handleBlockDrop(removed, inv) {
|
||||
// Опыт за блок: 1 за обычный, 3 за руду.
|
||||
addXP(/ore|gold_iron|diamond/i.test(removed.t) ? 3 : 1);
|
||||
if (removed.t === 'grass') {
|
||||
if (Math.random() < 0.5) inv.wheat_seeds = (inv.wheat_seeds || 0) + 1;
|
||||
return;
|
||||
|
|
@ -87,20 +104,37 @@ export function stopMining() {
|
|||
if (miningInterval) { clearInterval(miningInterval); miningInterval = null; }
|
||||
}
|
||||
|
||||
// Основное действие. coords — результат рейкаста; face — нормаль грани.
|
||||
export function handleTap(wx, wy, gz, face) {
|
||||
if (state.craftOpen) return;
|
||||
if (state.player.hp <= 0) return;
|
||||
// Основное действие. ВСЕ координаты — ТАЙЛОВЫЕ (gx, gy, gz), face — нормаль.
|
||||
// Раньше wx/wy приходили в ПИКСЕЛЯХ (и делились на TILE), а gz — уже
|
||||
// тайловой. Смешение единиц сдвигало цель на 1 тайл: клик попадал в
|
||||
// соседний блок, и печь «не открывалась» (клик уходил в dirt рядом).
|
||||
// Рейкаст в render3d отдаёт block.gx/gy/gz из userData.list — тоже тайловые.
|
||||
export function handleTap(gx, gy, gz, face) {
|
||||
state.tapDbg = 'start';
|
||||
if (state.craftOpen) { state.tapDbg = 'craft-open'; return; }
|
||||
if (state.player.hp <= 0) { state.tapDbg = 'dead'; return; }
|
||||
|
||||
const TILE = state.TILE;
|
||||
// gz приходит из рейкаста; если нет — берём Z игрока
|
||||
const z = gz === undefined || gz === null ? Math.floor((state.player.z || 0) / TILE) : gz;
|
||||
// Защита от вызова в пикселях (старый путь из тач-кнопки).
|
||||
if (Math.abs(gx) > 512 || Math.abs(gy) > 512) {
|
||||
gx = Math.floor(gx / TILE);
|
||||
gy = Math.floor(gy / TILE);
|
||||
}
|
||||
|
||||
// Ближайший блок к точке касания
|
||||
let gx = Math.floor(wx / TILE);
|
||||
let gy = Math.floor(wy / TILE);
|
||||
let z = gz === undefined || gz === null
|
||||
? Math.floor(((state.player.z || 0) + state.player.d / 2) / TILE)
|
||||
: (Math.abs(gz) > 512 ? Math.floor(gz / TILE) : gz);
|
||||
let b = getBlock(gx, gy, z);
|
||||
|
||||
// Рейкаст бьёт по грани: блока по этой оси может не быть, тогда ищем
|
||||
// ближайший непустой сосед по X/Y/Z — иначе клик «попадал» в пустоту.
|
||||
if (!b) {
|
||||
for (const d of [[1,0,0],[-1,0,0],[0,1,0],[0,-1,0],[0,0,1],[0,0,-1]]) {
|
||||
const cand = getBlock(gx + d[0], gy + d[1], z + d[2]);
|
||||
if (cand) { gx += d[0]; gy += d[1]; z += d[2]; b = cand; break; }
|
||||
}
|
||||
}
|
||||
|
||||
// Если блока нет — пробуем тот же столбец, но сдвинутые на 1 (декоративные/плоские)
|
||||
if (!b) {
|
||||
for (const dy of [-1, 1, 0]) {
|
||||
|
|
@ -109,14 +143,16 @@ export function handleTap(wx, wy, gz, face) {
|
|||
}
|
||||
}
|
||||
|
||||
if (!b) return;
|
||||
if (!b) { state.tapDbg = 'no-block'; return; }
|
||||
|
||||
// ---------- ДОСТИЖИМОСТЬ ----------
|
||||
if (!withinReach(gx, gy, z)) {
|
||||
// Слишком далеко: подсказка, ничего не ломаем
|
||||
state.tapDbg = 'far:' + gx + ',' + gy + ',' + z;
|
||||
showReachHint();
|
||||
return;
|
||||
}
|
||||
state.tapDbg = 'ok:' + (b ? b.t : '?') + ':' + gx + ',' + gy + ',' + z;
|
||||
|
||||
// Пробуждение: клик по кровати когда спишь
|
||||
if (state.player.sleeping && b.t === 'bed') {
|
||||
|
|
@ -167,10 +203,28 @@ export function handleTap(wx, wy, gz, face) {
|
|||
playSound('attack');
|
||||
if (m.hp <= 0) {
|
||||
if (m.kind === 'chicken') playSound('hurt_chicken');
|
||||
state.inv.meat += (m.kind === 'chicken' ? 1 : 2);
|
||||
if (m.kind === 'skeleton') {
|
||||
state.inv.arrow += 2 + Math.floor(Math.random() * 3);
|
||||
if (Math.random() < 0.15) state.inv.bow = (state.inv.bow || 0) + 1;
|
||||
// Лут по виду моба. Раньше ВСЕ давали 2 мяса, поэтому зомби и белый
|
||||
// медведь роняли сырое мясо, а скелет — стрелы, но не кости.
|
||||
const LOOT = {
|
||||
chicken: { chicken_meat: 1, feather: 1 + Math.floor(Math.random() * 2) },
|
||||
pig: { meat: 2 + Math.floor(Math.random() * 2) },
|
||||
cow: { meat: 2 + Math.floor(Math.random() * 2) },
|
||||
sheep: { meat: 1 + Math.floor(Math.random() * 2), bone: 1 },
|
||||
zombie: { meat: 1 },
|
||||
skeleton: { bone: 1 + Math.floor(Math.random() * 2), arrow: 2 + Math.floor(Math.random() * 3) },
|
||||
creeper: { gunpowder: 1 + Math.floor(Math.random() * 2) },
|
||||
slime: { slime_ball: 1 + Math.floor(Math.random() * 2) },
|
||||
scorpion: { scorpion_stinger: 1 + Math.floor(Math.random() * 2), meat: 1 },
|
||||
polarbear: { polar_fur: 1, meat: 3 + Math.floor(Math.random() * 2) },
|
||||
eagle: { eagle_feather: 1 + Math.floor(Math.random() * 2), feather: 1 }
|
||||
};
|
||||
const drop = LOOT[m.kind] || { meat: 1 };
|
||||
for (const item in drop) {
|
||||
const n = drop[item];
|
||||
if (n > 0) state.inv[item] = (state.inv[item] || 0) + n;
|
||||
}
|
||||
if (m.kind === 'skeleton' && Math.random() < 0.15) {
|
||||
state.inv.bow = (state.inv.bow || 0) + 1;
|
||||
}
|
||||
state.mobs.splice(i, 1);
|
||||
rebuildHotbar();
|
||||
|
|
@ -235,7 +289,10 @@ export function handleTap(wx, wy, gz, face) {
|
|||
if (mode() === 'mine') {
|
||||
const def = BLOCKS[b.t];
|
||||
if (def.fluid) return;
|
||||
if (def.decor && def.growthStage === undefined && !def.harvestable) return;
|
||||
if (def.decor && def.growthStage === undefined && !def.harvestable) {
|
||||
// декорации (цветы, грибы) ломаются мгновенно ниже, здесь только подстраховка
|
||||
return;
|
||||
}
|
||||
|
||||
if (b.t === 'tnt') { activateTNT3D(b, 3.2); return; }
|
||||
|
||||
|
|
@ -412,3 +469,32 @@ function showReachHint() {
|
|||
clearTimeout(hintTimer);
|
||||
hintTimer = setTimeout(() => { if (hintEl) hintEl.style.display = 'none'; }, 1200);
|
||||
}
|
||||
|
||||
// Диаг-хук: доступен только по ?diag=1, в обычной игре не создаётся
|
||||
if (/[?&]diag=1/.test(location.search)) {
|
||||
// setBlock/removeBlock нужны для браузерных проверок добычи и установки:
|
||||
// без них тест не может подготовить блок перед игроком.
|
||||
window.__m3d = { REACH, REACH_SQ, withinReach, withinReachEntity, handleTap, stopMining,
|
||||
getBlock, setBlock, removeBlock, isSolid, isOpaque, hasBlock };
|
||||
}
|
||||
|
||||
// Кнопка копки на джойстике: удержание = добыча блока под прицелом.
|
||||
// TDtarget и startHoldMining живут в render3d/mouse-handler соответственно,
|
||||
// но ЭТОТ модуль их не видит: обращение к TDtarget давало
|
||||
// "TDtarget is not defined" и кнопка копки не работала вообще. Рендер
|
||||
// публикует цель через TDaim(), а удержание запускается handleTap по
|
||||
// координатам цели — того же пути, что и обычный клик мышью.
|
||||
function TDaim() {
|
||||
return (typeof window !== 'undefined' && window.__td && window.__td.target) || null;
|
||||
}
|
||||
window.addEventListener('v2-mine', (e) => {
|
||||
const down = !!(e.detail && e.detail.down);
|
||||
if (!down) { stopMining(); return; }
|
||||
const t = TDaim();
|
||||
if (!t) return;
|
||||
const blk = getBlock(t.gx, t.gy, t.gz);
|
||||
if (!blk) return;
|
||||
// Оба действия через handleTap: он сам различает добычу и установку
|
||||
// по режиму и запускает удержание через setInterval.
|
||||
handleTap(t.gx, t.gy, t.gz, t.face);
|
||||
});
|
||||
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Reference in New Issue