v3: полностью 3D мир (генерация по XYZ, физика по 3 осям, добыча по близости)

This commit is contained in:
hermes 2026-09-27 00:09:10 +03:00
parent 547ad86989
commit d008995a41
111 changed files with 29075 additions and 21878 deletions

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.gitignore vendored Normal file
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backup/
backup_v*/
*.bak*
node_modules/

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@ -4,6 +4,11 @@ COPY nginx.conf /etc/nginx/conf.d/default.conf
COPY index.html /usr/share/nginx/html/index.html
COPY style.css /usr/share/nginx/html/style.css
COPY game.js /usr/share/nginx/html/game.js
COPY three147.min.js /usr/share/nginx/html/three147.min.js
COPY game3d.js /usr/share/nginx/html/game3d.js
COPY index-v2.html /usr/share/nginx/html/v2.html
COPY manifest.json /usr/share/nginx/html/manifest.json
COPY sw.js /usr/share/nginx/html/sw.js
COPY src/ /usr/share/nginx/html/src/
EXPOSE 80

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FROM nginx:alpine
# Копируем файлы игры в директорию nginx
COPY index.html /usr/share/nginx/html/index.html
COPY style.css /usr/share/nginx/html/style.css
COPY game.js /usr/share/nginx/html/game.js
# Используем конфигурацию nginx по умолчанию
EXPOSE 80
CMD ["nginx", "-g", "daemon off;"]

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FROM nginx:alpine
# Копируем файлы игры в директорию nginx
COPY index.html /usr/share/nginx/html/index.html
COPY style.css /usr/share/nginx/html/style.css
COPY game.js /usr/share/nginx/html/game.js
# Используем конфигурацию nginx по умолчанию
EXPOSE 80
CMD ["nginx", "-g", "daemon off;"]

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name: grechka-game
services:
grechka-game:
build:
context: .
dockerfile: Dockerfile
container_name: grechka-game
restart: unless-stopped
networks:
- shared_network
labels:
# Включаем Traefik для этого сервиса
- "traefik.enable=true"
- "traefik.docker.network=shared_network"
# HTTPS роутер
- "traefik.http.routers.grechka-game.entrypoints=websecure"
- "traefik.http.routers.grechka-game.rule=Host(`grechka.mkn8n.ru`)"
- "traefik.http.routers.grechka-game.tls=true"
- "traefik.http.routers.grechka-game.tls.certresolver=mytlschallenge"
# Сервис
- "traefik.http.services.grechka-game.loadbalancer.server.port=80"
networks:
shared_network:
external: true

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<!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" />
<title>GrechkaCraft: Multiplayer</title>
<!-- Socket.io Client -->
<script src="https://cdn.socket.io/4.7.4/socket.io.min.js"></script>
<link rel="stylesheet" href="style.css">
</head>
<body>
<div id="game">
<canvas id="c"></canvas>
<div class="ui">
<div id="stats">
<div class="row">❤️ <span id="hp">100</span> &nbsp; 🍗 <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" id="multiplayerStatus" style="display:none;">👥 <span id="playerCount">0</span></div>
</div>
<div id="modeBtn" class="rbtn pe">🏃</div>
<div id="saveBtn" class="rbtn pe">💾</div>
<div id="craftBtn" class="rbtn pe">🔨</div>
<div id="resetBtn" class="rbtn pe">🔄</div>
<div id="craftPanel">
<div class="top">
<div style="font-weight:900;font-size:18px;">Крафт</div>
<button class="close" id="craftClose">Закрыть</button>
</div>
<div id="recipes"></div>
</div>
<div id="inventoryPanel">
<div class="top">
<div style="font-weight:900;font-size:18px;">Инвентарь</div>
<button class="close" id="inventoryClose">Закрыть</button>
</div>
<div id="inventoryGrid"></div>
</div>
<div id="death">
<div style="font-size:22px;font-weight:900;">ВЫ ПОГИБЛИ</div>
<button id="respawnBtn">ВОЗРОДИТЬСЯ</button>
</div>
<div id="hotbar" class="pe"></div>
<div id="invToggle" class="rbtn pe" style="bottom:10px; left:10px; background:#3498db;">🎒</div>
</div>
<!-- Chat UI -->
<div id="chatPanel" style="display:none; position:absolute; left:10px; right:10px; top:60px; bottom:160px; background:rgba(0,0,0,0.85); border:2px solid rgba(255,255,255,0.8); border-radius:12px; pointer-events:auto; z-index:50; padding:10px; overflow:hidden;">
<div style="display:flex; justify-content:space-between; align-items:center; color:#fff; margin-bottom:10px;">
<div style="font-weight:900;font-size:18px;">💬 Чат</div>
<button id="chatClose" style="background:#c0392b; border:none; color:#fff; font-weight:900; padding:6px 10px; border-radius:8px; cursor:pointer;">✕</button>
</div>
<div id="chatMessages" style="flex:1; overflow-y:auto; color:#fff; font-size:13px; margin-bottom:8px; max-height:calc(100% - 40px);"></div>
<div style="display:flex; gap:6px;">
<input id="chatInput" type="text" placeholder="Введите сообщение..." style="flex:1; padding:8px; border:2px solid rgba(255,255,255,0.5); border-radius:8px; background:rgba(255,255,255,0.1); color:#fff; font-size:13px;" />
<button id="chatSend" style="background:#2ecc71; border:none; color:#fff; font-weight:900; padding:8px 16px; border-radius:8px; cursor:pointer;">➤</button>
</div>
</div>
<div id="chatToggle" class="rbtn pe">💬</div>
</div>
<div id="controls">
<div id="left" class="cbtn">←</div>
<div id="right" class="cbtn">→</div>
<div id="jump" class="cbtn">↑</div>
</div>
<script src="game.js"></script>
</body>
</html>

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name: grechka-game
services:
grechka-game:
build:
context: .
dockerfile: Dockerfile
container_name: grechka-game
restart: unless-stopped
networks:
- shared_network
labels:
# Включаем Traefik для этого сервиса
- "traefik.enable=true"
- "traefik.docker.network=shared_network"
# HTTPS роутер
- "traefik.http.routers.grechka-game.entrypoints=websecure"
- "traefik.http.routers.grechka-game.rule=Host(`grechka.mkn8n.ru`)"
- "traefik.http.routers.grechka-game.tls=true"
- "traefik.http.routers.grechka-game.tls.certresolver=mytlschallenge"
# Сервис
- "traefik.http.services.grechka-game.loadbalancer.server.port=80"
networks:
shared_network:
external: true

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<!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" />
<title>GrechkaCraft: Multiplayer</title>
<!-- Socket.io Client -->
<script src="https://cdn.socket.io/4.7.4/socket.io.min.js"></script>
<link rel="stylesheet" href="style.css">
</head>
<body>
<div id="game">
<canvas id="c"></canvas>
<div class="ui">
<div id="stats">
<div class="row">❤️ <span id="hp">100</span> &nbsp; 🍗 <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" id="multiplayerStatus" style="display:none;">👥 <span id="playerCount">0</span></div>
</div>
<div id="modeBtn" class="rbtn pe">🏃</div>
<div id="saveBtn" class="rbtn pe">💾</div>
<div id="craftBtn" class="rbtn pe">🔨</div>
<div id="resetBtn" class="rbtn pe">🔄</div>
<div id="craftPanel">
<div class="top">
<div style="font-weight:900;font-size:18px;">Крафт</div>
<button class="close" id="craftClose">Закрыть</button>
</div>
<div id="recipes"></div>
</div>
<div id="inventoryPanel">
<div class="top">
<div style="font-weight:900;font-size:18px;">Инвентарь</div>
<button class="close" id="inventoryClose">Закрыть</button>
</div>
<div id="inventoryGrid"></div>
</div>
<div id="death">
<div style="font-size:22px;font-weight:900;">ВЫ ПОГИБЛИ</div>
<button id="respawnBtn">ВОЗРОДИТЬСЯ</button>
</div>
<div id="hotbar" class="pe"></div>
<div id="invToggle" class="rbtn pe" style="bottom:10px; left:10px; background:#3498db;">🎒</div>
</div>
<!-- Chat UI -->
<div id="chatPanel" style="display:none; position:absolute; left:10px; right:10px; top:60px; bottom:160px; background:rgba(0,0,0,0.85); border:2px solid rgba(255,255,255,0.8); border-radius:12px; pointer-events:auto; z-index:50; padding:10px; overflow:hidden;">
<div style="display:flex; justify-content:space-between; align-items:center; color:#fff; margin-bottom:10px;">
<div style="font-weight:900;font-size:18px;">💬 Чат</div>
<button id="chatClose" style="background:#c0392b; border:none; color:#fff; font-weight:900; padding:6px 10px; border-radius:8px; cursor:pointer;">✕</button>
</div>
<div id="chatMessages" style="flex:1; overflow-y:auto; color:#fff; font-size:13px; margin-bottom:8px; max-height:calc(100% - 40px);"></div>
<div style="display:flex; gap:6px;">
<input id="chatInput" type="text" placeholder="Введите сообщение..." style="flex:1; padding:8px; border:2px solid rgba(255,255,255,0.5); border-radius:8px; background:rgba(255,255,255,0.1); color:#fff; font-size:13px;" />
<button id="chatSend" style="background:#2ecc71; border:none; color:#fff; font-weight:900; padding:8px 16px; border-radius:8px; cursor:pointer;">➤</button>
</div>
</div>
<div id="chatToggle" class="rbtn pe">💬</div>
</div>
<div id="controls">
<div id="left" class="cbtn">←</div>
<div id="right" class="cbtn">→</div>
<div id="jump" class="cbtn">↑</div>
</div>
<script src="game.js"></script>
</body>
</html>

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/* Minegrechka Game Styles - v1.2 */
html, body { margin:0; padding:0; width:100%; height:100%; overflow:hidden; background:#111; font-family: system-ui, sans-serif; user-select:none; -webkit-user-select:none; touch-action:none; }
#game { position:absolute; top:0; left:0; right:0; bottom:140px; background:#87CEEB; overflow:hidden; }
canvas { display:block; width:100%; height:100%; image-rendering:pixelated; }
#controls { position:absolute; left:0; right:0; bottom:0; height:140px; background:#222; border-top:4px solid #444; z-index:10; }
.ui { position:absolute; inset:0; pointer-events:none; z-index:20; }
.pe { pointer-events:auto; }
#stats { position:absolute; left:10px; top:10px; color:#fff; font-weight:800; font-size:14px;
background: rgba(0,0,0,0.55); padding:8px; border-radius:10px; text-shadow:1px 1px 0 #000; }
#stats .row{ display:flex; gap:10px; align-items:center; }
.rbtn { position:absolute; right:10px; width:52px; height:52px; border-radius:12px;
display:flex; align-items:center; justify-content:center; border:2px solid rgba(255,255,255,0.9);
font-size:24px; cursor:pointer; pointer-events:auto; box-shadow:0 4px 0 rgba(0,0,0,0.5); }
.rbtn:active { transform: translateY(4px); box-shadow:none; }
#modeBtn { top:10px; background:#f39c12; }
#saveBtn { top:10px; right:70px !important; background:#27ae60; }
#resetBtn { top:10px; right:130px !important; background:#e74c3c; }
#craftBtn { top:74px; right:10px !important; background:#9b59b6; }
#chatToggle { top:10px; right:190px !important; background:#9b59b6; }
#hotbar { position:absolute; left:50%; transform:translateX(-50%); bottom:10px; display:flex; gap:6px;
background: rgba(0,0,0,0.60); padding:6px; border-radius:12px; pointer-events:auto;
overflow-x: auto; overflow-y: hidden; max-width: 80%; }
.slot { width:38px; height:38px; border:2px solid rgba(255,255,255,0.22); border-radius:10px;
position:relative; overflow:hidden; cursor:pointer; background: rgba(255,255,255,0.07);
display:flex; align-items:center; justify-content:center; font-size:18px; }
.slot.sel { border-color:#f1c40f; box-shadow: 0 0 0 2px rgba(241,196,15,0.18) inset; }
.count { position:absolute; right:3px; bottom:1px; font-size:10px; color:#fff; font-weight:900; text-shadow:1px 1px 0 #000; }
/* Craft modal */
#craftPanel { display:none; position:absolute; left:14px; right:14px; top:14px; bottom:14px;
background: rgba(10,10,12,0.92); border:2px solid rgba(255,255,255,0.85); border-radius:14px;
pointer-events:auto; padding:12px; overflow:auto; }
/* Inventory modal */
#inventoryPanel { display:none; position:absolute; left:50%; top:50%; transform: translate(-50%, -50%);
width: 420px; max-width: 90%; background: rgba(10,10,12,0.92); border:2px solid rgba(255,255,255,0.85);
border-radius:14px; pointer-events:auto; padding:12px; z-index: 100; }
#inventoryPanel .top { display:flex; justify-content:space-between; align-items:center; color:#fff; margin-bottom:10px; }
#inventoryGrid { display: grid; grid-template-columns: repeat(6, 1fr); gap: 6px; margin-top: 10px; }
.inv-slot { width: 48px; height: 48px; border: 2px solid rgba(255,255,255,0.22); border-radius: 8px;
position: relative; overflow: hidden; cursor: pointer; background: rgba(255,255,255,0.07);
display: flex; align-items: center; justify-content: center; font-size: 24px; }
.inv-slot.sel { border-color: #f1c40f; box-shadow: 0 0 0 2px rgba(241,196,15,0.18) inset; }
.inv-count { position: absolute; right: 3px; bottom: 1px; font-size: 12px; color: #fff;
font-weight: 900; text-shadow: 1px 1px 0 #000; background: rgba(0,0,0,0.5); padding: 1px 3px; border-radius: 4px; }
#craftPanel .top { display:flex; justify-content:space-between; align-items:center; color:#fff; margin-bottom:10px; }
#craftPanel .close { background:#c0392b; border:none; color:#fff; font-weight:900; padding:8px 10px; border-radius:10px; cursor:pointer; }
.recipe { display:flex; align-items:center; gap:10px; padding:10px; border-radius:12px;
background: rgba(255,255,255,0.06); border:1px solid rgba(255,255,255,0.10); margin-bottom:8px; }
.ricon { width:32px; height:32px; border-radius:8px; background-size:cover; image-rendering:pixelated; }
.rinfo { flex:1; }
.rname { color:#fff; font-weight:900; font-size:14px; }
.rcost { color:#bbb; font-size:11px; line-height:1.25; }
.rcraft { background:#2ecc71; border:none; color:#fff; font-weight:900; padding:8px 10px; border-radius:10px; cursor:pointer; }
.rcraft:disabled { background:#444; color:#888; cursor:not-allowed; }
/* Controls buttons */
.cbtn { position:absolute; top:50%; transform:translateY(-50%); width:74px; height:74px; border-radius:14px;
background:#333; border:3px solid #555; color:#fff; font-size:32px; display:flex; align-items:center; justify-content:center;
box-shadow:0 7px 0 #111; pointer-events:auto; }
.cbtn:active { transform:translateY(-46%); box-shadow:0 3px 0 #111; background:#444; }
#left { left:18px; }
#right { left:102px; }
#jump { right:18px; background:#d35400; border-color:#e67e22; }
#death { display:none; position:absolute; inset:0; background: rgba(60,0,0,0.88);
z-index:200; color:#fff; pointer-events:auto; align-items:center; justify-content:center; flex-direction:column; gap:12px; }
#death button { padding:12px 18px; font-size:18px; font-weight:900; border:none; border-radius:12px; cursor:pointer; }

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#!/usr/bin/env node
/**
* Simple ES-module → IIFE bundler for GrechkaCraft
* Resolves import/export, wraps in single IIFE, no external deps.
* Usage: node build.js > game.js
*/
const fs = require('fs');
const path = require('path');
const SRC = path.join(__dirname, 'srcv3');
const ENTRY = 'main3d.js';
const visited = new Set();
const chunks = [];
const fileExports = {};
const fileImports = {};
function resolveImportPath(fromPath, importerDir) {
let resolved = path.resolve(importerDir, fromPath);
if (!fs.existsSync(resolved) && fs.existsSync(resolved + '.js')) {
resolved += '.js';
}
return resolved;
}
function collectExports(content) {
const exports = [];
const re1 = /export\s*\{([^}]+)\}/g;
let m;
while ((m = re1.exec(content)) !== null) {
const names = m[1].split(',').map(s => {
const parts = s.trim().split(/\s+as\s+/);
return { local: parts[0].trim(), exported: (parts[1] || parts[0]).trim() };
});
exports.push(...names);
}
const re2 = /export\s+(?:async\s+)?(?:const|let|var|function|class)\s+(\w+)/g;
while ((m = re2.exec(content)) !== null) {
exports.push({ local: m[1], exported: m[1] });
}
if (/export\s+default\s+/.test(content)) {
exports.push({ local: '__default__', exported: 'default' });
}
return exports;
}
function collectImports(content) {
const imports = [];
const re = /import\s*\{([^}]+)\}\s*from\s*['"]([^'"]+)['"]/g;
let m;
while ((m = re.exec(content)) !== null) {
const names = m[1].split(',').map(s => {
const parts = s.trim().split(/\s+as\s+/);
return { local: (parts[1] || parts[0]).trim(), imported: parts[0].trim() };
});
imports.push({ names, from: m[2] });
}
const re2 = /import\s+(\w+)\s+from\s*['"]([^'"]+)['"]/g;
while ((m = re2.exec(content)) !== null) {
imports.push({ names: [{ local: m[1], imported: 'default' }], from: m[2] });
}
return imports;
}
function processFile(filePath) {
const relPath = path.relative(SRC, filePath);
if (visited.has(relPath)) return;
visited.add(relPath);
let content = fs.readFileSync(filePath, 'utf8');
const dir = path.dirname(filePath);
fileExports[relPath] = collectExports(content);
fileImports[relPath] = collectImports(content);
for (const imp of fileImports[relPath]) {
const depPath = resolveImportPath(imp.from, dir);
processFile(depPath);
}
// Strip import statements
content = content.replace(/import\s*\{[^}]+\}\s*from\s*['"][^'"]+['"];?/g, '');
content = content.replace(/import\s+\w+\s+from\s*['"][^'"]+['"];?/g, '');
// Strip export keyword but keep declarations
content = content.replace(/export\s+default\s+/, 'const __default__ = ');
content = content.replace(/export\s+(?:async\s+)?(const|let|var|function|class)\s/g, '$1 ');
content = content.replace(/export\s*\{[^}]*\};?/g, '');
chunks.push({ relPath, content });
}
processFile(path.join(SRC, ENTRY));
let output = '// GrechkaCraft — auto-bundled from ES modules\n';
output += '(function() {\n';
output += '"use strict";\n\n';
for (const chunk of chunks) {
output += `// === ${chunk.relPath} ===\n`;
output += chunk.content.trim();
output += '\n\n';
}
output += '})();\n';
process.stdout.write(output);

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<!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/icon-192.png" />
<title>GrechkaCraft</title>
<!-- Telegram WebApp -->
<script src="https://telegram.org/js/telegram-web-app.js"></script>
<!-- Socket.io Client -->
<script src="https://cdn.socket.io/4.7.4/socket.io.min.js"></script>
<link rel="stylesheet" href="style.css?v=7">
</head>
<body>
<div id="game">
<canvas id="c"></canvas>
<div class="ui">
<div id="stats" title="Тяни по экрану — поворот камеры · колесо/щипок — зум · тап по блоку — добыча/стройка">
<div class="row">❤️ <span id="hp">100</span> &nbsp; 🍗 <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>
<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="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 -->
<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;">
<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 id="sleepOverlay" style="display:none;position:absolute;inset:0;z-index:9;align-items:center;justify-content:center;flex-direction:column;background:rgba(0,0,0,0.7);color:#fff;font:700 32px system-ui;">💤 Спим...<div style="font:400 18px system-ui;margin-top:10px;">Нажмите на кровать чтобы проснуться</div>
</div>
</div>
<script src="three147.min.js"></script>
<script src="game3d.js?v=1"></script>
</body>
</html>

View File

@ -5,9 +5,8 @@
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no" />
<title>GrechkaCraft: Multiplayer</title>
<!-- Socket.io Client -->
<script src="https://telegram.org/js/telegram-web-app.js"></script>
<script src="https://cdn.socket.io/4.7.4/socket.io.min.js"></script>
<link rel="stylesheet" href="style.css?v=6">
<link rel="stylesheet" href="style.css?v=10">
</head>
<body>
@ -18,7 +17,6 @@
<div id="stats">
<div class="row">❤️ <span id="hp">100</span> &nbsp; 🍗 <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>
@ -27,13 +25,17 @@
</div>
<div id="modeBtn" class="rbtn pe">⛏️</div>
<div id="saveBtn" class="rbtn pe">💾</div>
<div id="craftBtn" class="rbtn pe">🔨</div>
<div id="resetBtn" 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>
<div id="hotbar" class="pe"></div>
</div>
@ -93,8 +95,16 @@
<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>
<script src="game.js?v=51"></script>
<script src="game.js?v=31"></script>
</body>
</html>

110
index.html.bak.v30 Normal file
View File

@ -0,0 +1,110 @@
<!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" />
<title>GrechkaCraft: Multiplayer</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=10">
</head>
<body>
<div id="game">
<canvas id="c"></canvas>
<div class="ui">
<div id="stats">
<div class="row">❤️ <span id="hp">100</span> &nbsp; 🍗 <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>
<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>
<script src="game.js?v=30"></script>
</body>
</html>

View File

@ -5,6 +5,15 @@ server {
add_header Access-Control-Allow-Origin *;
location = /v2 {
rewrite ^ /v2.html last;
}
location = /v2.html {
add_header Cache-Control "no-cache, no-store, must-revalidate";
add_header Access-Control-Allow-Origin *;
}
location ~* \.(js|mjs|css)$ {
add_header Cache-Control "no-cache, no-store, must-revalidate";
add_header Pragma "no-cache";
@ -13,7 +22,15 @@ server {
default_type application/javascript;
}
location /src/ {
add_header Cache-Control "no-cache, no-store, must-revalidate";
add_header Pragma "no-cache";
add_header Access-Control-Allow-Origin *;
add_header Content-Type "application/javascript; charset=utf-8";
expires 0;
}
location / {
try_files $uri $uri/ /index.html;
}
}
}

1
node_modules/.bin/esbuild generated vendored Symbolic link
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@ -0,0 +1 @@
../esbuild/bin/esbuild

64
node_modules/.package-lock.json generated vendored Normal file
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@ -0,0 +1,64 @@
{
"name": "grechka-game",
"lockfileVersion": 3,
"requires": true,
"packages": {
"node_modules/@esbuild/linux-x64": {
"version": "0.28.0",
"resolved": "https://registry.npmjs.org/@esbuild/linux-x64/-/linux-x64-0.28.0.tgz",
"integrity": "sha512-us0dSb9iFxIi8srnpl931Nvs65it/Jd2a2K3qs7fz2WfGPHqzfzZTfec7oxZJRNPXPnNYZtanmRc4AL/JwVzHQ==",
"cpu": [
"x64"
],
"license": "MIT",
"optional": true,
"os": [
"linux"
],
"engines": {
"node": ">=18"
}
},
"node_modules/esbuild": {
"version": "0.28.0",
"resolved": "https://registry.npmjs.org/esbuild/-/esbuild-0.28.0.tgz",
"integrity": "sha512-sNR9MHpXSUV/XB4zmsFKN+QgVG82Cc7+/aaxJ8Adi8hyOac+EXptIp45QBPaVyX3N70664wRbTcLTOemCAnyqw==",
"hasInstallScript": true,
"license": "MIT",
"bin": {
"esbuild": "bin/esbuild"
},
"engines": {
"node": ">=18"
},
"optionalDependencies": {
"@esbuild/aix-ppc64": "0.28.0",
"@esbuild/android-arm": "0.28.0",
"@esbuild/android-arm64": "0.28.0",
"@esbuild/android-x64": "0.28.0",
"@esbuild/darwin-arm64": "0.28.0",
"@esbuild/darwin-x64": "0.28.0",
"@esbuild/freebsd-arm64": "0.28.0",
"@esbuild/freebsd-x64": "0.28.0",
"@esbuild/linux-arm": "0.28.0",
"@esbuild/linux-arm64": "0.28.0",
"@esbuild/linux-ia32": "0.28.0",
"@esbuild/linux-loong64": "0.28.0",
"@esbuild/linux-mips64el": "0.28.0",
"@esbuild/linux-ppc64": "0.28.0",
"@esbuild/linux-riscv64": "0.28.0",
"@esbuild/linux-s390x": "0.28.0",
"@esbuild/linux-x64": "0.28.0",
"@esbuild/netbsd-arm64": "0.28.0",
"@esbuild/netbsd-x64": "0.28.0",
"@esbuild/openbsd-arm64": "0.28.0",
"@esbuild/openbsd-x64": "0.28.0",
"@esbuild/openharmony-arm64": "0.28.0",
"@esbuild/sunos-x64": "0.28.0",
"@esbuild/win32-arm64": "0.28.0",
"@esbuild/win32-ia32": "0.28.0",
"@esbuild/win32-x64": "0.28.0"
}
}
}
}

3
node_modules/@esbuild/linux-x64/README.md generated vendored Normal file
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@ -0,0 +1,3 @@
# esbuild
This is the Linux 64-bit binary for esbuild, a JavaScript bundler and minifier. See https://github.com/evanw/esbuild for details.

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node_modules/@esbuild/linux-x64/package.json generated vendored Normal file
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@ -0,0 +1,20 @@
{
"name": "@esbuild/linux-x64",
"version": "0.28.0",
"description": "The Linux 64-bit binary for esbuild, a JavaScript bundler.",
"repository": {
"type": "git",
"url": "git+https://github.com/evanw/esbuild.git"
},
"license": "MIT",
"preferUnplugged": true,
"engines": {
"node": ">=18"
},
"os": [
"linux"
],
"cpu": [
"x64"
]
}

21
node_modules/esbuild/LICENSE.md generated vendored Normal file
View File

@ -0,0 +1,21 @@
MIT License
Copyright (c) 2020 Evan Wallace
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

3
node_modules/esbuild/README.md generated vendored Normal file
View File

@ -0,0 +1,3 @@
# esbuild
This is a JavaScript bundler and minifier. See https://github.com/evanw/esbuild and the [JavaScript API documentation](https://esbuild.github.io/api/) for details.

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300
node_modules/esbuild/install.js generated vendored Normal file
View File

@ -0,0 +1,300 @@
"use strict";
var __create = Object.create;
var __defProp = Object.defineProperty;
var __getOwnPropDesc = Object.getOwnPropertyDescriptor;
var __getOwnPropNames = Object.getOwnPropertyNames;
var __getProtoOf = Object.getPrototypeOf;
var __hasOwnProp = Object.prototype.hasOwnProperty;
var __copyProps = (to, from, except, desc) => {
if (from && typeof from === "object" || typeof from === "function") {
for (let key of __getOwnPropNames(from))
if (!__hasOwnProp.call(to, key) && key !== except)
__defProp(to, key, { get: () => from[key], enumerable: !(desc = __getOwnPropDesc(from, key)) || desc.enumerable });
}
return to;
};
var __toESM = (mod, isNodeMode, target) => (target = mod != null ? __create(__getProtoOf(mod)) : {}, __copyProps(
// If the importer is in node compatibility mode or this is not an ESM
// file that has been converted to a CommonJS file using a Babel-
// compatible transform (i.e. "__esModule" has not been set), then set
// "default" to the CommonJS "module.exports" for node compatibility.
isNodeMode || !mod || !mod.__esModule ? __defProp(target, "default", { value: mod, enumerable: true }) : target,
mod
));
// lib/npm/node-platform.ts
var fs = require("fs");
var os = require("os");
var path = require("path");
var ESBUILD_BINARY_PATH = process.env.ESBUILD_BINARY_PATH || ESBUILD_BINARY_PATH;
var isValidBinaryPath = (x) => !!x && x !== "/usr/bin/esbuild";
var knownWindowsPackages = {
"win32 arm64 LE": "@esbuild/win32-arm64",
"win32 ia32 LE": "@esbuild/win32-ia32",
"win32 x64 LE": "@esbuild/win32-x64"
};
var knownUnixlikePackages = {
"aix ppc64 BE": "@esbuild/aix-ppc64",
"android arm64 LE": "@esbuild/android-arm64",
"darwin arm64 LE": "@esbuild/darwin-arm64",
"darwin x64 LE": "@esbuild/darwin-x64",
"freebsd arm64 LE": "@esbuild/freebsd-arm64",
"freebsd x64 LE": "@esbuild/freebsd-x64",
"linux arm LE": "@esbuild/linux-arm",
"linux arm64 LE": "@esbuild/linux-arm64",
"linux ia32 LE": "@esbuild/linux-ia32",
"linux mips64el LE": "@esbuild/linux-mips64el",
"linux ppc64 LE": "@esbuild/linux-ppc64",
"linux riscv64 LE": "@esbuild/linux-riscv64",
"linux s390x BE": "@esbuild/linux-s390x",
"linux x64 LE": "@esbuild/linux-x64",
"linux loong64 LE": "@esbuild/linux-loong64",
"netbsd arm64 LE": "@esbuild/netbsd-arm64",
"netbsd x64 LE": "@esbuild/netbsd-x64",
"openbsd arm64 LE": "@esbuild/openbsd-arm64",
"openbsd x64 LE": "@esbuild/openbsd-x64",
"sunos x64 LE": "@esbuild/sunos-x64"
};
var knownWebAssemblyFallbackPackages = {
"android arm LE": "@esbuild/android-arm",
"android x64 LE": "@esbuild/android-x64",
"openharmony arm64 LE": "@esbuild/openharmony-arm64"
};
function pkgAndSubpathForCurrentPlatform() {
let pkg;
let subpath;
let isWASM = false;
let platformKey = `${process.platform} ${os.arch()} ${os.endianness()}`;
if (platformKey in knownWindowsPackages) {
pkg = knownWindowsPackages[platformKey];
subpath = "esbuild.exe";
} else if (platformKey in knownUnixlikePackages) {
pkg = knownUnixlikePackages[platformKey];
subpath = "bin/esbuild";
} else if (platformKey in knownWebAssemblyFallbackPackages) {
pkg = knownWebAssemblyFallbackPackages[platformKey];
subpath = "bin/esbuild";
isWASM = true;
} else {
throw new Error(`Unsupported platform: ${platformKey}`);
}
return { pkg, subpath, isWASM };
}
function downloadedBinPath(pkg, subpath) {
const esbuildLibDir = path.dirname(require.resolve("esbuild"));
return path.join(esbuildLibDir, `downloaded-${pkg.replace("/", "-")}-${path.basename(subpath)}`);
}
// lib/npm/node-install.ts
var fs2 = require("fs");
var os2 = require("os");
var path2 = require("path");
var zlib = require("zlib");
var https = require("https");
var crypto = require("crypto");
var child_process = require("child_process");
var packageJSON = require(path2.join(__dirname, "package.json"));
var toPath = path2.join(__dirname, "bin", "esbuild");
var isToPathJS = true;
function validateBinaryVersion(...command) {
command.push("--version");
let stdout;
try {
stdout = child_process.execFileSync(command.shift(), command, {
// Without this, this install script strangely crashes with the error
// "EACCES: permission denied, write" but only on Ubuntu Linux when node is
// installed from the Snap Store. This is not a problem when you download
// the official version of node. The problem appears to be that stderr
// (i.e. file descriptor 2) isn't writable?
//
// More info:
// - https://snapcraft.io/ (what the Snap Store is)
// - https://nodejs.org/dist/ (download the official version of node)
// - https://github.com/evanw/esbuild/issues/1711#issuecomment-1027554035
//
stdio: "pipe"
}).toString().trim();
} catch (err) {
if (os2.platform() === "darwin" && /_SecTrustEvaluateWithError/.test(err + "")) {
let os3 = "this version of macOS";
try {
os3 = "macOS " + child_process.execFileSync("sw_vers", ["-productVersion"]).toString().trim();
} catch {
}
throw new Error(`The "esbuild" package cannot be installed because ${os3} is too outdated.
The Go compiler (which esbuild relies on) no longer supports ${os3},
which means the "esbuild" binary executable can't be run. You can either:
* Update your version of macOS to one that the Go compiler supports
* Use the "esbuild-wasm" package instead of the "esbuild" package
* Build esbuild yourself using an older version of the Go compiler
`);
}
throw err;
}
if (stdout !== packageJSON.version) {
throw new Error(`Expected ${JSON.stringify(packageJSON.version)} but got ${JSON.stringify(stdout)}`);
}
}
function isYarn() {
const { npm_config_user_agent } = process.env;
if (npm_config_user_agent) {
return /\byarn\//.test(npm_config_user_agent);
}
return false;
}
function fetch(url) {
return new Promise((resolve, reject) => {
https.get(url, (res) => {
if ((res.statusCode === 301 || res.statusCode === 302) && res.headers.location)
return fetch(res.headers.location).then(resolve, reject);
if (res.statusCode !== 200)
return reject(new Error(`Server responded with ${res.statusCode}`));
let chunks = [];
res.on("data", (chunk) => chunks.push(chunk));
res.on("end", () => resolve(Buffer.concat(chunks)));
}).on("error", reject);
});
}
function extractFileFromTarGzip(buffer, subpath) {
try {
buffer = zlib.unzipSync(buffer);
} catch (err) {
throw new Error(`Invalid gzip data in archive: ${err && err.message || err}`);
}
let str = (i, n) => String.fromCharCode(...buffer.subarray(i, i + n)).replace(/\0.*$/, "");
let offset = 0;
subpath = `package/${subpath}`;
while (offset < buffer.length) {
let name = str(offset, 100);
let size = parseInt(str(offset + 124, 12), 8);
offset += 512;
if (!isNaN(size)) {
if (name === subpath) return buffer.subarray(offset, offset + size);
offset += size + 511 & ~511;
}
}
throw new Error(`Could not find ${JSON.stringify(subpath)} in archive`);
}
function installUsingNPM(pkg, subpath, binPath) {
const env = { ...process.env, npm_config_global: void 0 };
const esbuildLibDir = path2.dirname(require.resolve("esbuild"));
const installDir = path2.join(esbuildLibDir, "npm-install");
fs2.mkdirSync(installDir);
try {
fs2.writeFileSync(path2.join(installDir, "package.json"), "{}");
child_process.execSync(
`npm install --loglevel=error --prefer-offline --no-audit --progress=false ${pkg}@${packageJSON.version}`,
{ cwd: installDir, stdio: "pipe", env }
);
const installedBinPath = path2.join(installDir, "node_modules", pkg, subpath);
binaryIntegrityCheck(pkg, subpath, fs2.readFileSync(installedBinPath));
fs2.renameSync(installedBinPath, binPath);
} finally {
try {
removeRecursive(installDir);
} catch {
}
}
}
function removeRecursive(dir) {
for (const entry of fs2.readdirSync(dir)) {
const entryPath = path2.join(dir, entry);
let stats;
try {
stats = fs2.lstatSync(entryPath);
} catch {
continue;
}
if (stats.isDirectory()) removeRecursive(entryPath);
else fs2.unlinkSync(entryPath);
}
fs2.rmdirSync(dir);
}
function applyManualBinaryPathOverride(overridePath) {
const pathString = JSON.stringify(overridePath);
fs2.writeFileSync(toPath, `#!/usr/bin/env node
require('child_process').execFileSync(${pathString}, process.argv.slice(2), { stdio: 'inherit' });
`);
const libMain = path2.join(__dirname, "lib", "main.js");
const code = fs2.readFileSync(libMain, "utf8");
fs2.writeFileSync(libMain, `var ESBUILD_BINARY_PATH = ${pathString};
${code}`);
}
function maybeOptimizePackage(binPath, isWASM) {
if (os2.platform() !== "win32" && !isYarn() && !isWASM) {
const tempPath = path2.join(__dirname, "bin-esbuild");
try {
fs2.linkSync(binPath, tempPath);
fs2.renameSync(tempPath, toPath);
isToPathJS = false;
fs2.unlinkSync(tempPath);
} catch {
}
}
}
function binaryIntegrityCheck(pkg, subpath, bytes) {
const hash = crypto.createHash("sha256").update(bytes).digest("hex");
const key = `${pkg}/${subpath}`;
const expected = packageJSON["esbuild.binaryHashes"][key];
if (!expected) throw new Error(`Missing hash for "${key}"`);
if (hash !== expected) throw new Error(`"${hash.slice(0, 8)}..." doesn't match "${expected.slice(0, 8)}..."`);
}
async function downloadDirectlyFromNPM(pkg, subpath, binPath) {
const url = `https://registry.npmjs.org/${pkg}/-/${pkg.replace("@esbuild/", "")}-${packageJSON.version}.tgz`;
console.error(`[esbuild] Trying to download ${JSON.stringify(url)}`);
try {
const bytes = extractFileFromTarGzip(await fetch(url), subpath);
binaryIntegrityCheck(pkg, subpath, bytes);
fs2.writeFileSync(binPath, bytes);
fs2.chmodSync(binPath, 493);
} catch (e) {
console.error(`[esbuild] Failed to download ${JSON.stringify(url)}: ${e && e.message || e}`);
throw e;
}
}
async function checkAndPreparePackage() {
if (isValidBinaryPath(ESBUILD_BINARY_PATH)) {
if (!fs2.existsSync(ESBUILD_BINARY_PATH)) {
console.warn(`[esbuild] Ignoring bad configuration: ESBUILD_BINARY_PATH=${ESBUILD_BINARY_PATH}`);
} else {
applyManualBinaryPathOverride(ESBUILD_BINARY_PATH);
return;
}
}
const { pkg, subpath, isWASM } = pkgAndSubpathForCurrentPlatform();
let binPath;
try {
binPath = require.resolve(`${pkg}/${subpath}`);
} catch (e) {
console.error(`[esbuild] Failed to find package "${pkg}" on the file system
This can happen if you use the "--no-optional" flag. The "optionalDependencies"
package.json feature is used by esbuild to install the correct binary executable
for your current platform. This install script will now attempt to work around
this. If that fails, you need to remove the "--no-optional" flag to use esbuild.
`);
if (isWASM) throw new Error(`Failed to install package "${pkg}"`);
binPath = downloadedBinPath(pkg, subpath);
try {
console.error(`[esbuild] Trying to install package "${pkg}" using npm`);
installUsingNPM(pkg, subpath, binPath);
} catch (e2) {
console.error(`[esbuild] Failed to install package "${pkg}" using npm: ${e2 && e2.message || e2}`);
try {
await downloadDirectlyFromNPM(pkg, subpath, binPath);
} catch (e3) {
throw new Error(`Failed to install package "${pkg}"`);
}
}
}
maybeOptimizePackage(binPath, isWASM);
}
checkAndPreparePackage().then(() => {
if (isToPathJS) {
validateBinaryVersion(process.execPath, toPath);
} else {
validateBinaryVersion(toPath);
}
});

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node_modules/esbuild/lib/main.d.ts generated vendored Normal file
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export type Platform = 'browser' | 'node' | 'neutral'
export type Format = 'iife' | 'cjs' | 'esm'
export type Loader = 'base64' | 'binary' | 'copy' | 'css' | 'dataurl' | 'default' | 'empty' | 'file' | 'js' | 'json' | 'jsx' | 'local-css' | 'text' | 'ts' | 'tsx'
export type LogLevel = 'verbose' | 'debug' | 'info' | 'warning' | 'error' | 'silent'
export type Charset = 'ascii' | 'utf8'
export type Drop = 'console' | 'debugger'
export type AbsPaths = 'code' | 'log' | 'metafile'
interface CommonOptions {
/** Documentation: https://esbuild.github.io/api/#sourcemap */
sourcemap?: boolean | 'linked' | 'inline' | 'external' | 'both'
/** Documentation: https://esbuild.github.io/api/#legal-comments */
legalComments?: 'none' | 'inline' | 'eof' | 'linked' | 'external'
/** Documentation: https://esbuild.github.io/api/#source-root */
sourceRoot?: string
/** Documentation: https://esbuild.github.io/api/#sources-content */
sourcesContent?: boolean
/** Documentation: https://esbuild.github.io/api/#format */
format?: Format
/** Documentation: https://esbuild.github.io/api/#global-name */
globalName?: string
/** Documentation: https://esbuild.github.io/api/#target */
target?: string | string[]
/** Documentation: https://esbuild.github.io/api/#supported */
supported?: Record<string, boolean>
/** Documentation: https://esbuild.github.io/api/#platform */
platform?: Platform
/** Documentation: https://esbuild.github.io/api/#mangle-props */
mangleProps?: RegExp
/** Documentation: https://esbuild.github.io/api/#mangle-props */
reserveProps?: RegExp
/** Documentation: https://esbuild.github.io/api/#mangle-props */
mangleQuoted?: boolean
/** Documentation: https://esbuild.github.io/api/#mangle-props */
mangleCache?: Record<string, string | false>
/** Documentation: https://esbuild.github.io/api/#drop */
drop?: Drop[]
/** Documentation: https://esbuild.github.io/api/#drop-labels */
dropLabels?: string[]
/** Documentation: https://esbuild.github.io/api/#minify */
minify?: boolean
/** Documentation: https://esbuild.github.io/api/#minify */
minifyWhitespace?: boolean
/** Documentation: https://esbuild.github.io/api/#minify */
minifyIdentifiers?: boolean
/** Documentation: https://esbuild.github.io/api/#minify */
minifySyntax?: boolean
/** Documentation: https://esbuild.github.io/api/#line-limit */
lineLimit?: number
/** Documentation: https://esbuild.github.io/api/#charset */
charset?: Charset
/** Documentation: https://esbuild.github.io/api/#tree-shaking */
treeShaking?: boolean
/** Documentation: https://esbuild.github.io/api/#ignore-annotations */
ignoreAnnotations?: boolean
/** Documentation: https://esbuild.github.io/api/#jsx */
jsx?: 'transform' | 'preserve' | 'automatic'
/** Documentation: https://esbuild.github.io/api/#jsx-factory */
jsxFactory?: string
/** Documentation: https://esbuild.github.io/api/#jsx-fragment */
jsxFragment?: string
/** Documentation: https://esbuild.github.io/api/#jsx-import-source */
jsxImportSource?: string
/** Documentation: https://esbuild.github.io/api/#jsx-development */
jsxDev?: boolean
/** Documentation: https://esbuild.github.io/api/#jsx-side-effects */
jsxSideEffects?: boolean
/** Documentation: https://esbuild.github.io/api/#define */
define?: { [key: string]: string }
/** Documentation: https://esbuild.github.io/api/#pure */
pure?: string[]
/** Documentation: https://esbuild.github.io/api/#keep-names */
keepNames?: boolean
/** Documentation: https://esbuild.github.io/api/#abs-paths */
absPaths?: AbsPaths[]
/** Documentation: https://esbuild.github.io/api/#color */
color?: boolean
/** Documentation: https://esbuild.github.io/api/#log-level */
logLevel?: LogLevel
/** Documentation: https://esbuild.github.io/api/#log-limit */
logLimit?: number
/** Documentation: https://esbuild.github.io/api/#log-override */
logOverride?: Record<string, LogLevel>
/** Documentation: https://esbuild.github.io/api/#tsconfig-raw */
tsconfigRaw?: string | TsconfigRaw
}
export interface TsconfigRaw {
compilerOptions?: {
alwaysStrict?: boolean
baseUrl?: string
experimentalDecorators?: boolean
importsNotUsedAsValues?: 'remove' | 'preserve' | 'error'
jsx?: 'preserve' | 'react-native' | 'react' | 'react-jsx' | 'react-jsxdev'
jsxFactory?: string
jsxFragmentFactory?: string
jsxImportSource?: string
paths?: Record<string, string[]>
preserveValueImports?: boolean
strict?: boolean
target?: string
useDefineForClassFields?: boolean
verbatimModuleSyntax?: boolean
}
}
export interface BuildOptions extends CommonOptions {
/** Documentation: https://esbuild.github.io/api/#bundle */
bundle?: boolean
/** Documentation: https://esbuild.github.io/api/#splitting */
splitting?: boolean
/** Documentation: https://esbuild.github.io/api/#preserve-symlinks */
preserveSymlinks?: boolean
/** Documentation: https://esbuild.github.io/api/#outfile */
outfile?: string
/** Documentation: https://esbuild.github.io/api/#metafile */
metafile?: boolean
/** Documentation: https://esbuild.github.io/api/#outdir */
outdir?: string
/** Documentation: https://esbuild.github.io/api/#outbase */
outbase?: string
/** Documentation: https://esbuild.github.io/api/#external */
external?: string[]
/** Documentation: https://esbuild.github.io/api/#packages */
packages?: 'bundle' | 'external'
/** Documentation: https://esbuild.github.io/api/#alias */
alias?: Record<string, string>
/** Documentation: https://esbuild.github.io/api/#loader */
loader?: { [ext: string]: Loader }
/** Documentation: https://esbuild.github.io/api/#resolve-extensions */
resolveExtensions?: string[]
/** Documentation: https://esbuild.github.io/api/#main-fields */
mainFields?: string[]
/** Documentation: https://esbuild.github.io/api/#conditions */
conditions?: string[]
/** Documentation: https://esbuild.github.io/api/#write */
write?: boolean
/** Documentation: https://esbuild.github.io/api/#allow-overwrite */
allowOverwrite?: boolean
/** Documentation: https://esbuild.github.io/api/#tsconfig */
tsconfig?: string
/** Documentation: https://esbuild.github.io/api/#out-extension */
outExtension?: { [ext: string]: string }
/** Documentation: https://esbuild.github.io/api/#public-path */
publicPath?: string
/** Documentation: https://esbuild.github.io/api/#entry-names */
entryNames?: string
/** Documentation: https://esbuild.github.io/api/#chunk-names */
chunkNames?: string
/** Documentation: https://esbuild.github.io/api/#asset-names */
assetNames?: string
/** Documentation: https://esbuild.github.io/api/#inject */
inject?: string[]
/** Documentation: https://esbuild.github.io/api/#banner */
banner?: { [type: string]: string }
/** Documentation: https://esbuild.github.io/api/#footer */
footer?: { [type: string]: string }
/** Documentation: https://esbuild.github.io/api/#entry-points */
entryPoints?: (string | { in: string, out: string })[] | Record<string, string>
/** Documentation: https://esbuild.github.io/api/#stdin */
stdin?: StdinOptions
/** Documentation: https://esbuild.github.io/plugins/ */
plugins?: Plugin[]
/** Documentation: https://esbuild.github.io/api/#working-directory */
absWorkingDir?: string
/** Documentation: https://esbuild.github.io/api/#node-paths */
nodePaths?: string[]; // The "NODE_PATH" variable from Node.js
}
export interface StdinOptions {
contents: string | Uint8Array
resolveDir?: string
sourcefile?: string
loader?: Loader
}
export interface Message {
id: string
pluginName: string
text: string
location: Location | null
notes: Note[]
/**
* Optional user-specified data that is passed through unmodified. You can
* use this to stash the original error, for example.
*/
detail: any
}
export interface Note {
text: string
location: Location | null
}
export interface Location {
file: string
namespace: string
/** 1-based */
line: number
/** 0-based, in bytes */
column: number
/** in bytes */
length: number
lineText: string
suggestion: string
}
export interface OutputFile {
path: string
contents: Uint8Array
hash: string
/** "contents" as text (changes automatically with "contents") */
readonly text: string
}
export interface BuildResult<ProvidedOptions extends BuildOptions = BuildOptions> {
errors: Message[]
warnings: Message[]
/** Only when "write: false" */
outputFiles: OutputFile[] | (ProvidedOptions['write'] extends false ? never : undefined)
/** Only when "metafile: true" */
metafile: Metafile | (ProvidedOptions['metafile'] extends true ? never : undefined)
/** Only when "mangleCache" is present */
mangleCache: Record<string, string | false> | (ProvidedOptions['mangleCache'] extends Object ? never : undefined)
}
export interface BuildFailure extends Error {
errors: Message[]
warnings: Message[]
}
/** Documentation: https://esbuild.github.io/api/#serve-arguments */
export interface ServeOptions {
port?: number
host?: string
servedir?: string
keyfile?: string
certfile?: string
fallback?: string
cors?: CORSOptions
onRequest?: (args: ServeOnRequestArgs) => void
}
/** Documentation: https://esbuild.github.io/api/#cors */
export interface CORSOptions {
origin?: string | string[]
}
export interface ServeOnRequestArgs {
remoteAddress: string
method: string
path: string
status: number
/** The time to generate the response, not to send it */
timeInMS: number
}
/** Documentation: https://esbuild.github.io/api/#serve-return-values */
export interface ServeResult {
port: number
hosts: string[]
}
export interface TransformOptions extends CommonOptions {
/** Documentation: https://esbuild.github.io/api/#sourcefile */
sourcefile?: string
/** Documentation: https://esbuild.github.io/api/#loader */
loader?: Loader
/** Documentation: https://esbuild.github.io/api/#banner */
banner?: string
/** Documentation: https://esbuild.github.io/api/#footer */
footer?: string
}
export interface TransformResult<ProvidedOptions extends TransformOptions = TransformOptions> {
code: string
map: string
warnings: Message[]
/** Only when "mangleCache" is present */
mangleCache: Record<string, string | false> | (ProvidedOptions['mangleCache'] extends Object ? never : undefined)
/** Only when "legalComments" is "external" */
legalComments: string | (ProvidedOptions['legalComments'] extends 'external' ? never : undefined)
}
export interface TransformFailure extends Error {
errors: Message[]
warnings: Message[]
}
export interface Plugin {
name: string
setup: (build: PluginBuild) => (void | Promise<void>)
}
export interface PluginBuild {
/** Documentation: https://esbuild.github.io/plugins/#build-options */
initialOptions: BuildOptions
/** Documentation: https://esbuild.github.io/plugins/#resolve */
resolve(path: string, options?: ResolveOptions): Promise<ResolveResult>
/** Documentation: https://esbuild.github.io/plugins/#on-start */
onStart(callback: () =>
(OnStartResult | null | void | Promise<OnStartResult | null | void>)): void
/** Documentation: https://esbuild.github.io/plugins/#on-end */
onEnd(callback: (result: BuildResult) =>
(OnEndResult | null | void | Promise<OnEndResult | null | void>)): void
/** Documentation: https://esbuild.github.io/plugins/#on-resolve */
onResolve(options: OnResolveOptions, callback: (args: OnResolveArgs) =>
(OnResolveResult | null | undefined | Promise<OnResolveResult | null | undefined>)): void
/** Documentation: https://esbuild.github.io/plugins/#on-load */
onLoad(options: OnLoadOptions, callback: (args: OnLoadArgs) =>
(OnLoadResult | null | undefined | Promise<OnLoadResult | null | undefined>)): void
/** Documentation: https://esbuild.github.io/plugins/#on-dispose */
onDispose(callback: () => void): void
// This is a full copy of the esbuild library in case you need it
esbuild: {
context: typeof context,
build: typeof build,
buildSync: typeof buildSync,
transform: typeof transform,
transformSync: typeof transformSync,
formatMessages: typeof formatMessages,
formatMessagesSync: typeof formatMessagesSync,
analyzeMetafile: typeof analyzeMetafile,
analyzeMetafileSync: typeof analyzeMetafileSync,
initialize: typeof initialize,
version: typeof version,
}
}
/** Documentation: https://esbuild.github.io/plugins/#resolve-options */
export interface ResolveOptions {
pluginName?: string
importer?: string
namespace?: string
resolveDir?: string
kind?: ImportKind
pluginData?: any
with?: Record<string, string>
}
/** Documentation: https://esbuild.github.io/plugins/#resolve-results */
export interface ResolveResult {
errors: Message[]
warnings: Message[]
path: string
external: boolean
sideEffects: boolean
namespace: string
suffix: string
pluginData: any
}
export interface OnStartResult {
errors?: PartialMessage[]
warnings?: PartialMessage[]
}
export interface OnEndResult {
errors?: PartialMessage[]
warnings?: PartialMessage[]
}
/** Documentation: https://esbuild.github.io/plugins/#on-resolve-options */
export interface OnResolveOptions {
filter: RegExp
namespace?: string
}
/** Documentation: https://esbuild.github.io/plugins/#on-resolve-arguments */
export interface OnResolveArgs {
path: string
importer: string
namespace: string
resolveDir: string
kind: ImportKind
pluginData: any
with: Record<string, string>
}
export type ImportKind =
| 'entry-point'
// JS
| 'import-statement'
| 'require-call'
| 'dynamic-import'
| 'require-resolve'
// CSS
| 'import-rule'
| 'composes-from'
| 'url-token'
/** Documentation: https://esbuild.github.io/plugins/#on-resolve-results */
export interface OnResolveResult {
pluginName?: string
errors?: PartialMessage[]
warnings?: PartialMessage[]
path?: string
external?: boolean
sideEffects?: boolean
namespace?: string
suffix?: string
pluginData?: any
watchFiles?: string[]
watchDirs?: string[]
}
/** Documentation: https://esbuild.github.io/plugins/#on-load-options */
export interface OnLoadOptions {
filter: RegExp
namespace?: string
}
/** Documentation: https://esbuild.github.io/plugins/#on-load-arguments */
export interface OnLoadArgs {
path: string
namespace: string
suffix: string
pluginData: any
with: Record<string, string>
}
/** Documentation: https://esbuild.github.io/plugins/#on-load-results */
export interface OnLoadResult {
pluginName?: string
errors?: PartialMessage[]
warnings?: PartialMessage[]
contents?: string | Uint8Array
resolveDir?: string
loader?: Loader
pluginData?: any
watchFiles?: string[]
watchDirs?: string[]
}
export interface PartialMessage {
id?: string
pluginName?: string
text?: string
location?: Partial<Location> | null
notes?: PartialNote[]
detail?: any
}
export interface PartialNote {
text?: string
location?: Partial<Location> | null
}
/** Documentation: https://esbuild.github.io/api/#metafile */
export interface Metafile {
inputs: {
[path: string]: {
bytes: number
imports: {
path: string
kind: ImportKind
external?: boolean
original?: string
with?: Record<string, string>
}[]
format?: 'cjs' | 'esm'
with?: Record<string, string>
}
}
outputs: {
[path: string]: {
bytes: number
inputs: {
[path: string]: {
bytesInOutput: number
}
}
imports: {
path: string
kind: ImportKind | 'file-loader'
external?: boolean
}[]
exports: string[]
entryPoint?: string
cssBundle?: string
}
}
}
export interface FormatMessagesOptions {
kind: 'error' | 'warning'
color?: boolean
terminalWidth?: number
}
export interface AnalyzeMetafileOptions {
color?: boolean
verbose?: boolean
}
/** Documentation: https://esbuild.github.io/api/#watch-arguments */
export interface WatchOptions {
delay?: number // In milliseconds
}
export interface BuildContext<ProvidedOptions extends BuildOptions = BuildOptions> {
/** Documentation: https://esbuild.github.io/api/#rebuild */
rebuild(): Promise<BuildResult<ProvidedOptions>>
/** Documentation: https://esbuild.github.io/api/#watch */
watch(options?: WatchOptions): Promise<void>
/** Documentation: https://esbuild.github.io/api/#serve */
serve(options?: ServeOptions): Promise<ServeResult>
cancel(): Promise<void>
dispose(): Promise<void>
}
// This is a TypeScript type-level function which replaces any keys in "In"
// that aren't in "Out" with "never". We use this to reject properties with
// typos in object literals. See: https://stackoverflow.com/questions/49580725
type SameShape<Out, In extends Out> = In & { [Key in Exclude<keyof In, keyof Out>]: never }
/**
* This function invokes the "esbuild" command-line tool for you. It returns a
* promise that either resolves with a "BuildResult" object or rejects with a
* "BuildFailure" object.
*
* - Works in node: yes
* - Works in browser: yes
*
* Documentation: https://esbuild.github.io/api/#build
*/
export declare function build<T extends BuildOptions>(options: SameShape<BuildOptions, T>): Promise<BuildResult<T>>
/**
* This is the advanced long-running form of "build" that supports additional
* features such as watch mode and a local development server.
*
* - Works in node: yes
* - Works in browser: no
*
* Documentation: https://esbuild.github.io/api/#build
*/
export declare function context<T extends BuildOptions>(options: SameShape<BuildOptions, T>): Promise<BuildContext<T>>
/**
* This function transforms a single JavaScript file. It can be used to minify
* JavaScript, convert TypeScript/JSX to JavaScript, or convert newer JavaScript
* to older JavaScript. It returns a promise that is either resolved with a
* "TransformResult" object or rejected with a "TransformFailure" object.
*
* - Works in node: yes
* - Works in browser: yes
*
* Documentation: https://esbuild.github.io/api/#transform
*/
export declare function transform<T extends TransformOptions>(input: string | Uint8Array, options?: SameShape<TransformOptions, T>): Promise<TransformResult<T>>
/**
* Converts log messages to formatted message strings suitable for printing in
* the terminal. This allows you to reuse the built-in behavior of esbuild's
* log message formatter. This is a batch-oriented API for efficiency.
*
* - Works in node: yes
* - Works in browser: yes
*/
export declare function formatMessages(messages: PartialMessage[], options: FormatMessagesOptions): Promise<string[]>
/**
* Pretty-prints an analysis of the metafile JSON to a string. This is just for
* convenience to be able to match esbuild's pretty-printing exactly. If you want
* to customize it, you can just inspect the data in the metafile yourself.
*
* - Works in node: yes
* - Works in browser: yes
*
* Documentation: https://esbuild.github.io/api/#analyze
*/
export declare function analyzeMetafile(metafile: Metafile | string, options?: AnalyzeMetafileOptions): Promise<string>
/**
* A synchronous version of "build".
*
* - Works in node: yes
* - Works in browser: no
*
* Documentation: https://esbuild.github.io/api/#build
*/
export declare function buildSync<T extends BuildOptions>(options: SameShape<BuildOptions, T>): BuildResult<T>
/**
* A synchronous version of "transform".
*
* - Works in node: yes
* - Works in browser: no
*
* Documentation: https://esbuild.github.io/api/#transform
*/
export declare function transformSync<T extends TransformOptions>(input: string | Uint8Array, options?: SameShape<TransformOptions, T>): TransformResult<T>
/**
* A synchronous version of "formatMessages".
*
* - Works in node: yes
* - Works in browser: no
*/
export declare function formatMessagesSync(messages: PartialMessage[], options: FormatMessagesOptions): string[]
/**
* A synchronous version of "analyzeMetafile".
*
* - Works in node: yes
* - Works in browser: no
*
* Documentation: https://esbuild.github.io/api/#analyze
*/
export declare function analyzeMetafileSync(metafile: Metafile | string, options?: AnalyzeMetafileOptions): string
/**
* This configures the browser-based version of esbuild. It is necessary to
* call this first and wait for the returned promise to be resolved before
* making other API calls when using esbuild in the browser.
*
* - Works in node: yes
* - Works in browser: yes ("options" is required)
*
* Documentation: https://esbuild.github.io/api/#browser
*/
export declare function initialize(options: InitializeOptions): Promise<void>
export interface InitializeOptions {
/**
* The URL of the "esbuild.wasm" file. This must be provided when running
* esbuild in the browser.
*/
wasmURL?: string | URL
/**
* The result of calling "new WebAssembly.Module(buffer)" where "buffer"
* is a typed array or ArrayBuffer containing the binary code of the
* "esbuild.wasm" file.
*
* You can use this as an alternative to "wasmURL" for environments where it's
* not possible to download the WebAssembly module.
*/
wasmModule?: WebAssembly.Module
/**
* By default esbuild runs the WebAssembly-based browser API in a web worker
* to avoid blocking the UI thread. This can be disabled by setting "worker"
* to false.
*/
worker?: boolean
}
export let version: string
// Call this function to terminate esbuild's child process. The child process
// is not terminated and re-created after each API call because it's more
// efficient to keep it around when there are multiple API calls.
//
// In node this happens automatically before the parent node process exits. So
// you only need to call this if you know you will not make any more esbuild
// API calls and you want to clean up resources.
//
// Unlike node, Deno lacks the necessary APIs to clean up child processes
// automatically. You must manually call stop() in Deno when you're done
// using esbuild or Deno will continue running forever.
//
// Another reason you might want to call this is if you are using esbuild from
// within a Deno test. Deno fails tests that create a child process without
// killing it before the test ends, so you have to call this function (and
// await the returned promise) in every Deno test that uses esbuild.
export declare function stop(): Promise<void>
// Note: These declarations exist to avoid type errors when you omit "dom" from
// "lib" in your "tsconfig.json" file. TypeScript confusingly declares the
// global "WebAssembly" type in "lib.dom.d.ts" even though it has nothing to do
// with the browser DOM and is present in many non-browser JavaScript runtimes
// (e.g. node and deno). Declaring it here allows esbuild's API to be used in
// these scenarios.
//
// There's an open issue about getting this problem corrected (although these
// declarations will need to remain even if this is fixed for backward
// compatibility with older TypeScript versions):
//
// https://github.com/microsoft/TypeScript-DOM-lib-generator/issues/826
//
declare global {
namespace WebAssembly {
interface Module {
}
}
interface URL {
}
}

2532
node_modules/esbuild/lib/main.js generated vendored Normal file

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"name": "esbuild",
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5
package.json Normal file
View File

@ -0,0 +1,5 @@
{
"dependencies": {
"esbuild": "^0.28.0"
}
}

View File

@ -1,5 +1,7 @@
// ==================== КОНФИГУРАЦИЯ СЕРВЕРА ====================
// Возможность переопределить сервер через query string
// 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';
@ -8,60 +10,3 @@ 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.');
}
// ==================== WORLD ID И ИГРОКА ====================
let worldId = null;
let playerName = localStorage.getItem('minegrechka_playerName') || null;
// Запрашиваем имя игрока, если его нет
if (!playerName) {
playerName = prompt('Введите ваше имя для игры:') || 'Игрок';
localStorage.setItem('minegrechka_playerName', playerName);
console.log('Player name set:', playerName);
}
// Берём worldId из URL или генерируем новый
console.log('Current URL:', window.location.href);
const worldParam = urlParams.get('world');
console.log('world param:', worldParam);
// Проверяем на null, undefined или пустую строку
worldId = (worldParam && worldParam.trim() !== '') ? worldParam : null;
console.log('worldId after params:', worldId, 'type:', typeof worldId);
// Если worldId отсутствует - генерируем новый и записываем в URL
if (!worldId) {
worldId = Math.random().toString(36).substring(2, 10);
console.log('Generated worldId:', worldId);
try {
const newUrl = new URL(window.location.href);
newUrl.searchParams.set('world', worldId);
const newUrlString = newUrl.toString();
console.log('New URL to set:', newUrlString);
// Проверяем, поддерживается ли history API
if (typeof window.history !== 'undefined' && typeof window.history.replaceState === 'function') {
window.history.replaceState(null, '', newUrlString);
console.log('URL after replaceState:', window.location.href);
console.log('URL after replaceState (direct check):', window.location.search);
} else {
console.error('History API not supported!');
}
} catch (e) {
console.error('Error updating URL:', e);
}
console.log('Generated new worldId for browser:', worldId);
}
console.log('Final worldId:', worldId, 'Player name:', playerName);
console.log(`Server URL: ${SERVER_URL}, World ID: ${worldId}`);
// Setters для изменения worldId/playerName из других модулей
export function setWorldId(id) { worldId = id; }
export function setPlayerName(name) { playerName = name; }
export { worldId, playerName };

View File

@ -1,27 +1,41 @@
// ==================== ХОЛСТ И РАЗМЕРЫ ====================
import { state } from './state.js';
const gameEl = document.getElementById('game');
const canvas = document.getElementById('c');
const ctx = canvas.getContext('2d');
export function initCanvas() {
const gameEl = document.getElementById('game');
const canvas = document.getElementById('c');
const ctx = canvas.getContext('2d');
// offscreen light map (не вставляем в DOM)
const lightC = document.createElement('canvas');
const lightCtx = lightC.getContext('2d');
// offscreen light map
const lightC = document.createElement('canvas');
const lightCtx = lightC.getContext('2d');
const dpr = Math.max(1, window.devicePixelRatio || 1);
let W = 0, H = 0;
const dpr = Math.max(1, window.devicePixelRatio || 1);
function resize() {
W = gameEl.clientWidth;
H = gameEl.clientHeight;
canvas.width = W * dpr;
canvas.height = H * dpr;
lightC.width = W * dpr;
lightC.height = H * dpr;
ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
function resize() {
state.W = gameEl.clientWidth;
state.H = gameEl.clientHeight;
canvas.width = state.W * dpr;
canvas.height = state.H * dpr;
lightC.width = state.W * dpr;
lightC.height = state.H * dpr;
ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
}
window.addEventListener('resize', resize);
resize();
// Store everything on state
state.gameEl = gameEl;
state.canvas = canvas;
state.ctx = ctx;
state.lightC = lightC;
state.lightCtx = lightCtx;
state.dpr = dpr;
}
function setW(v) { W = v; }
function setH(v) { H = v; }
export { canvas, ctx, lightC, lightCtx, dpr, W, H, gameEl, resize, setW, setH };
// Convenience exports for modules that use canvas directly
export function getCanvas() { return state.canvas; }
export function getCtx() { return state.ctx; }
export function getLightC() { return state.lightC; }
export function getLightCtx() { return state.lightCtx; }

View File

@ -1,10 +1,36 @@
import { TILE } from './constants.js';
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,
@ -14,6 +40,17 @@ export const state = {
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: 0,
@ -21,7 +58,9 @@ export const state = {
craftOpen: false,
inventoryOpen: false,
chatOpen: false,
minimapOpen: false,
modeIdx: 0,
currentFurnaceKey: null,
// Мир
worldSeed: Math.floor(Math.random() * 1000000),
@ -44,6 +83,32 @@ export const state = {
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,
// Игрок
player: {
x: 6 * TILE,
@ -80,10 +145,13 @@ export const state = {
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,
bow: 0, furnace: 0,
bed: 0, boat: 0,
iron_ingot: 0, gold_ingot: 0, copper_ingot: 0
iron_ingot: 0, gold_ingot: 0, copper_ingot: 0,
cobblestone: 0,
},
// Лодка
@ -96,7 +164,7 @@ export const state = {
},
// Ввод
inp: { up: false, down: false, left: false, right: false, jump: false, mine: false, build: false, bow: 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 },
// Мышь
mouse: { x: 0, y: 0 },
@ -153,5 +221,12 @@ export const state = {
generated: new Set(),
// Изображение героя
heroImg: null
};
heroImg: null,
// Сетка мира
grid: new Map(),
blocks: [],
// In-memory save fallback
inMemorySave: null,
};

View File

@ -1,30 +1,31 @@
export const BLOCKS = {
air: { n:'Воздух', solid:false },
grass: { n:'Трава', c:'#7cfc00', solid:true },
dirt: { n:'Грязь', c:'#8b4513', solid:true },
stone: { n:'Камень', c:'#7f8c8d', solid:true },
sand: { n:'Песок', c:'#f4d06f', solid:true },
gravel: { n:'Гравий', c:'#95a5a6', solid:true },
clay: { n:'Глина', c:'#74b9ff', solid:true },
wood: { n:'Дерево', c:'#d35400', solid:true },
planks: { n:'Доски', c:'#e67e22', solid:true },
ladder: { n:'Лестница',c:'#d35400', solid:false, climbable:true },
leaves: { n:'Листва', c:'#2ecc71', solid:true },
glass: { n:'Стекло', c:'rgba(200,240,255,0.25)', solid:true, alpha:0.55 },
water: { n:'Вода', c:'rgba(52,152,219,0.55)', solid:false, fluid:true },
coal: { n:'Уголь', c:'#2c3e50', solid:true },
copper_ore:{ n:'Медь', c:'#e17055', solid:true },
iron_ore: { n:'Железо', c:'#dcdde1', solid:true },
iron_armor:{ n:'Железная броня', c:'#95a5a6', solid:false, armor:0.5 },
gold_ore: { n:'Золото', c:'#f1c40f', solid:true },
diamond_ore:{n:'Алмаз', c:'#00a8ff', solid:true },
brick: { n:'Кирпич', c:'#c0392b', solid:true },
tnt: { n:'TNT', c:'#e74c3c', solid:true, explosive:true },
campfire: { n:'Костёр', c:'#e67e22', solid:true, lightRadius:190 },
torch: { n:'Факел', c:'#f9ca24', solid:true, lightRadius:140 },
bedrock: { n:'Бедрок', c:'#2d3436', solid:true, unbreakable:true },
flower: { n:'Цветок', c:'#ff4757', solid:false, decor:true },
bed: { n:'Кровать', c:'#e91e63', solid:true, bed:true },
boat: { n:'Лодка', c:'#8B4513', solid:false },
furnace: { n:'Печь', c:'#696969', solid:true, smelting:true }
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:190, hardness:2, toolType:null },
torch: { n:'Факел', c:'#f9ca24', solid:true, lightRadius:140, 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' },
};

View File

@ -7,4 +7,12 @@ export const ITEMS = {
// 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:'🟤' };
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:'🔱' };

View File

@ -14,6 +14,12 @@ export const RECIPES = [
{ 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:'furnace', qty:1, cost:{ stone: 8 } },
{ out:'bow', qty:1, cost:{ wood: 3, planks: 2 } },
@ -22,11 +28,11 @@ export const RECIPES = [
// Рецепты печи (обжиг)
export const SMELTING_RECIPES = [
{ in:'sand', qty:1, out:'glass', outQty:1, time:3 }, // песок → стекло
{ in:'clay', qty:1, out:'brick', outQty:1, time:3 }, // глина → кирпич
{ in:'iron_ore', qty:1, out:'iron_ingot', outQty:1, time:5 }, // железо → слиток
{ in:'gold_ore', qty:1, out:'gold_ingot', outQty:1, time:5 }, // золото → слиток
{ in:'copper_ore', qty:1, out:'copper_ingot', outQty:1, time:4 }, // медь → слиток
{ in:'meat', qty:1, out:'cooked', outQty:1, time:2 }, // сырое мясо → жареное
{ in:'cobblestone', qty:1, out:'stone', outQty:1, time:2 } // булыжник → камень
{ 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 }
];

View File

@ -1,14 +1,21 @@
export const TOOLS = {
wood_pickaxe: { n:'Деревянная кирка', icon:'⛏️', durability: 60, miningPower: 1, craft: { wood: 3, planks: 2 } },
stone_pickaxe: { n:'Каменная кирка', icon:'⛏️', durability: 130, miningPower: 2, craft: { wood: 1, stone: 3 } },
iron_pickaxe: { n:'Железная кирка', icon:'⛏️', durability: 250, miningPower: 3, craft: { wood: 1, iron_ore: 2 } },
wood_sword: { n:'Деревянный меч', icon:'⚔️', durability: 40, damage: 5, craft: { wood: 2, planks: 1 } },
stone_sword: { n:'Каменный меч', icon:'⚔️', durability: 100, damage: 8, craft: { wood: 1, stone: 2 } },
iron_sword: { n:'Железный меч', icon:'⚔️', durability: 200, damage: 12, craft: { wood: 1, iron_ore: 1 } },
bow: { n:'Лук', icon:'🏹', durability: 150, craft: { wood: 3, string: 0 } }
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;
@ -29,4 +36,31 @@ export function useTool(type) {
}
}
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
}

View File

@ -3,7 +3,7 @@ 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 '../physics/water.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';
@ -54,10 +54,8 @@ export function loop(now) {
// Ускорение времени во время сна
if (player.sleeping && isNight()) {
state.worldTime += dt * 8 / state.DAY_LEN; // В 8 раз быстрее
// Восстанавливаем здоровье во время сна
state.worldTime += dt * 8 / state.DAY_LEN;
player.hp = Math.min(100, player.hp + dt * 20);
// Автоматическое пробуждение когда наступает день
if (!isNight()) {
player.sleeping = false;
}
@ -81,19 +79,19 @@ export function loop(now) {
// player
updateWaterFlag(player);
// кислород/утопление: тратим O2 только если голова под водой, иначе восстанавливаем
// кислород/утопление
if (player.headInWater) {
player.o2 = Math.max(0, player.o2 - 6 * dt); // замедлил в 3.7 раза
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); // замедлил восстановление в 4 раза
player.o2 = Math.min(100, player.o2 + 10 * dt);
}
// голод убывает, но HP не отнимает (как просили)
player.hunger = Math.max(0, player.hunger - dt * 0.2); // замедлил в 4 раза
// голод убывает
player.hunger = Math.max(0, player.hunger - dt * 0.2);
// Игрок не может двигаться во время сна
if (player.sleeping) {
@ -107,64 +105,50 @@ export function loop(now) {
// Звук шагов при движении по земле
if (player.grounded && !player.inWater && Math.abs(player.vx) > 50) {
const stepInterval = 0.35; // Интервал между шагами в секундах
const stepInterval = 0.35;
if (now / 1000 - player.lastStepTime > stepInterval) {
playSound('step');
player.lastStepTime = now / 1000;
}
}
// прыжок/плавание (новая логика)
// прыжок/плавание
if (player.inBoat) {
// Игрок в лодке - лодка следует за игроком
const dir = (inp.r ? 1 : 0) - (inp.l ? 1 : 0);
if (dir) boat.vx = dir * state.MOVE;
else boat.vx *= 0.95;
// Лодка плавает на воде
boat.vy = 0;
// Игрок следует за лодкой (сидит внутри неё)
player.x = boat.x + 2; // Игрок по центру лодки
player.y = boat.y - 4; // Игрок выше лодки (сидит внутри)
player.x = boat.x + 2;
player.y = boat.y - 4;
player.vx = boat.vx;
player.vy = boat.vy;
player.grounded = true;
player.inWater = false; // Игрок не в воде когда в лодке
player.inWater = false;
// Прыжок из лодки (высадка)
if (jumpPressed) {
// Возвращаем лодку в инвентарь
inv.boat = (inv.boat || 0) + 1;
player.inBoat = false;
boat.active = false;
player.y += state.TILE; // Прыгаем из лодки
player.y += state.TILE;
player.vy = -state.JUMP * 0.5;
playSound('splash');
}
} else if (player.inWater) {
// сопротивление в воде
player.vx *= 0.90;
player.vy *= 0.92;
// Если не нажимаем прыжок - тонем (гравитация в воде)
if (!jumpPressed && !inp.j) {
// Применяем гравитацию в воде - игрок тонет
player.vy += state.GRAV_WATER * dt;
} else {
// Если нажимаем прыжок - поднимаемся на поверхность
if (jumpPressed) {
player.vy = Math.min(player.vy, -520); // рывок вверх
player.vy = Math.min(player.vy, -520);
} else if (inp.j) {
// если держим — мягкое всплытие
player.vy = Math.min(player.vy, -260);
}
}
} else {
// обычный прыжок (только по нажатию)
if (jumpPressed && player.grounded && !player.sleeping) {
player.vy = -state.JUMP;
player.grounded = false;
@ -172,7 +156,7 @@ export function loop(now) {
}
}
// Гравитация применяется только вне воды и вне лодки
// Гравитация
if (!player.inWater && !player.inBoat) {
player.vy += state.GRAV * dt;
}
@ -182,13 +166,11 @@ export function loop(now) {
boat.x += boat.vx * dt;
boat.y += boat.vy * dt;
// Лодка не выходит за пределы воды
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') {
// Если лодка вышла из воды - выкидываем игрока
inv.boat = (inv.boat || 0) + 1;
player.inBoat = false;
boat.active = false;
@ -198,7 +180,6 @@ export function loop(now) {
}
}
// Проверяем, не доплыл ли игрок из лодки
if (player.inBoat && !boat.active) {
inv.boat = (inv.boat || 0) + 1;
player.inBoat = false;
@ -207,7 +188,7 @@ export function loop(now) {
playSound('splash');
}
// Sub-stepped physics: применяем движение мелкими шагами
// Sub-stepped physics
for (let step = 0; step < steps; step++) {
player.y += player.vy * dt;
resolveY(player);
@ -215,13 +196,10 @@ export function loop(now) {
resolveX(player);
}
// Отправляем позицию на сервер (мультиплеер)
sendPlayerPosition();
// Обновляем физику воды
updateWaterPhysics(dt);
// Погода и дождь
updateWeather(dt);
updateRain(dt);
@ -237,33 +215,28 @@ export function loop(now) {
// Furnace tick
tickFurnaces(dt);
// Обновляем UI печи если открыта
if (state.currentFurnaceKey && Math.random() < 0.1) {
renderFurnaceUI();
}
// Projectile tick (стрелы)
// 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; // гравитация
p.vy += 400 * dt;
p.life -= dt;
// Столкновение с блоком
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) {
// Врезался в стену
if (p.owner === 'player' && Math.random() < 0.5) inv.arrow++; // подбираем ~50%
if (p.owner === 'player' && Math.random() < 0.5) inv.arrow++;
projectiles.splice(i, 1);
continue;
}
// Столкновение с сущностью
if (p.owner === 'mob') {
// Попал в игрока
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);
@ -276,7 +249,6 @@ export function loop(now) {
continue;
}
} else {
// Попал в моба — server mobs first in multiplayer
let hitMob = false;
if (state.isMultiplayer) {
for (const [id, sm] of state.serverMobs) {
@ -290,7 +262,6 @@ export function loop(now) {
}
}
if (!hitMob) {
// Local mobs
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) {
@ -313,7 +284,6 @@ export function loop(now) {
}
}
// Таймаут
if (p.life <= 0) projectiles.splice(i, 1);
}
@ -327,12 +297,11 @@ export function loop(now) {
}
}
// mobs spawn (с обеих сторон камеры) — только в одиночном режиме
// mobs spawn — only in singleplayer
state.spawnT += dt;
if (!state.isMultiplayer && state.spawnT > 1.8 && mobs.length < 30) {
state.spawnT = 0;
// Выбираем сторону спавна (левая или правая)
const spawnLeft = Math.random() < 0.5;
const gx = spawnLeft
? Math.floor((state.camX - 200) / state.TILE)
@ -343,14 +312,12 @@ export function loop(now) {
const wx = gx * state.TILE + 4;
const wy = (sgy - 2) * state.TILE;
// не спавнить в воде
const top = getBlock(gx, sgy);
if (top && top.t === 'water') {
// skip
} else {
const night = isNight();
if (night) {
// Ночью спавним враждебных мобов (максимум 12 хостайл)
const hostileCount = mobs.filter(m => m.kind === 'zombie' || m.kind === 'creeper' || m.kind === 'skeleton').length;
if (hostileCount < 12) {
const rand = Math.random();
@ -363,7 +330,6 @@ export function loop(now) {
}
}
}
// Животные спавнятся и днём и ночью (с лимитом)
const animalCount = mobs.filter(m => m.kind === 'pig' || m.kind === 'chicken').length;
if (animalCount < 8) {
mobs.push(Math.random() < 0.5 ? new Pig(wx, wy) : new Chicken(wx, wy));
@ -371,7 +337,7 @@ export function loop(now) {
}
}
// mobs update — только локальные (singleplayer)
// mobs update — только локальные
if (!state.isMultiplayer) {
for (let i = mobs.length - 1; i >= 0; i--) {
const m = mobs[i];
@ -394,7 +360,6 @@ export function loop(now) {
if (player.hp <= 0) {
state.deathEl.style.display = 'flex';
} else if (state.deathEl.style.display === 'flex') {
// Если HP > 0 но экран смерти всё ещё показан - скрываем его
state.deathEl.style.display = 'none';
}
@ -412,7 +377,7 @@ export function loop(now) {
ctx.fillStyle = night ? '#070816' : (state.isRaining ? '#6B7B8D' : '#87CEEB');
ctx.fillRect(0, 0, W, H);
// clouds (parallax x/y)
// clouds
ctx.save();
ctx.translate(-camX * 0.5, -camY * 0.15);
ctx.fillStyle = 'rgba(255,255,255,0.65)';
@ -432,7 +397,7 @@ export function loop(now) {
const maxGY = Math.floor((camY + H) / TILE) + 6;
const blocks = state.blocks;
// draw blocks (по массиву, но фильтруем диапазоном)
// draw blocks
for (const b of blocks) {
if (b.dead) continue;
if (b.gx < minGX || b.gx > maxGX || b.gy < minGY || b.gy > maxGY) continue;
@ -447,7 +412,7 @@ export function loop(now) {
ctx.drawImage(tex[b.t], b.gx * TILE, b.gy * TILE, TILE, TILE);
}
// TNT мигает, если активирован
// TNT мигает
if (b.t === 'tnt' && b.active && Math.sin(now / 60) > 0) {
ctx.fillStyle = 'rgba(255,255,255,0.45)';
ctx.fillRect(b.gx * TILE, b.gy * TILE, TILE, TILE);
@ -463,6 +428,42 @@ export function loop(now) {
}
}
// ====== MINING CRACK OVERLAY ======
if (state.mining.gx !== null && state.mining.hardness > 0) {
const mg = state.mining;
const progress = Math.min(1, mg.progress / mg.hardness);
const cx = mg.gx * TILE - camX + camX; // already in world coords since we translated
const cy = mg.gy * TILE - camY + camY;
// Actually, we're in translated context, so just use world coords
const wx = mg.gx * TILE;
const wy = mg.gy * TILE;
ctx.save();
ctx.globalAlpha = Math.min(0.8, progress);
// Draw crack lines
const numCracks = Math.floor(progress * 5);
ctx.strokeStyle = '#000';
ctx.lineWidth = 2;
for (let i = 0; i < numCracks; i++) {
ctx.beginPath();
ctx.moveTo(wx + TILE/2, wy + TILE/2);
const angle = (i * 72 + 36) * Math.PI / 180;
ctx.lineTo(wx + TILE/2 + Math.cos(angle) * TILE * 0.4, wy + TILE/2 + Math.sin(angle) * TILE * 0.4);
ctx.stroke();
}
// Darkening overlay
ctx.fillStyle = `rgba(0,0,0,${progress * 0.4})`;
ctx.fillRect(wx, wy, TILE, TILE);
// Progress bar under block
ctx.globalAlpha = 1;
ctx.fillStyle = '#333';
ctx.fillRect(wx, wy + TILE - 4, TILE, 4);
ctx.fillStyle = '#2ecc71';
ctx.fillRect(wx, wy + TILE - 4, TILE * progress, 4);
ctx.restore();
}
// mobs
const allMobsRender = state.isMultiplayer ? Array.from(state.serverMobs.values()) : mobs;
for (const m of allMobsRender) {
@ -480,7 +481,6 @@ export function loop(now) {
ctx.fillStyle = '#ff69b4';
ctx.fillRect(m.x + 28, m.y + 12, 6, 6);
} else if (m.kind === 'chicken') {
// chicken
ctx.fillStyle = '#ecf0f1';
ctx.fillRect(m.x, m.y, m.w, m.h);
ctx.fillStyle = '#f39c12';
@ -488,22 +488,16 @@ export function loop(now) {
ctx.fillStyle = '#000';
ctx.fillRect(m.x + 8, m.y + 6, 3, 3);
} else if (m.kind === 'creeper') {
// creeper
ctx.fillStyle = '#4CAF50';
ctx.fillRect(m.x, m.y, m.w, m.h);
// Глаза
ctx.fillStyle = '#000';
ctx.fillRect(m.x + 8, m.y + 8, 4, 4);
ctx.fillRect(m.x + 22, m.y + 8, 4, 4);
// Рот
ctx.fillStyle = '#000';
ctx.fillRect(m.x + 12, m.y + 20, 10, 4);
// Ноги
ctx.fillStyle = '#4CAF50';
ctx.fillRect(m.x + 4, m.y + 30, 6, 20);
ctx.fillRect(m.x + 24, m.y + 30, 6, 20);
} else if (m.kind === 'skeleton') {
// skeleton - детализированный
ctx.fillStyle = '#ECEFF1';
ctx.fillRect(m.x + 10, m.y + 20, 14, 12);
ctx.fillRect(m.x + 8, m.y + 0, 18, 18);
@ -516,7 +510,6 @@ export function loop(now) {
ctx.fillRect(m.x + 26, m.y + 20, 6, 14);
ctx.fillRect(m.x + 10, m.y + 32, 6, 18);
ctx.fillRect(m.x + 18, m.y + 32, 6, 18);
// Лук в руке
ctx.save();
ctx.translate(m.x + 30, m.y + 22);
ctx.strokeStyle = '#8B4513';
@ -534,12 +527,12 @@ export function loop(now) {
}
}
// boat (рисуем первой, чтобы игрок был внутри неё)
// boat
if (boat.active) {
ctx.drawImage(tex['boat'], boat.x - (TILE - boat.w) / 2, boat.y - (TILE - boat.h) / 2, TILE, TILE);
}
// other players (multiplayer)
// other players
for (const [socketId, p] of state.otherPlayers) {
if (state.heroImg.complete) {
ctx.drawImage(state.heroImg, p.x - (TILE - player.w) / 2, p.y - (TILE - player.h) / 2, TILE, TILE);
@ -561,7 +554,7 @@ export function loop(now) {
ctx.fillRect(player.x, player.y, player.w, player.h);
}
// projectiles (стрелы)
// projectiles
for (const p of projectiles) {
const angle = Math.atan2(p.vy, p.vx);
ctx.save();
@ -629,7 +622,7 @@ export function loop(now) {
ctx.restore();
// lighting overlay at night (Minecraft-style: offscreen lightmap, wall occlusion, warm flicker)
// lighting overlay at night
if (night) {
const lightC = state.lightC;
const lightCtx = state.lightCtx;
@ -719,7 +712,7 @@ export function loop(now) {
ctx.restore();
}
// Дождь (после ночного оверлея)
// Дождь
drawRain();
if (Math.random() < 0.25) {
state.hpEl.textContent = Math.max(0, Math.ceil(player.hp));
@ -749,7 +742,7 @@ export function loop(now) {
ctx.fillText('Нажмите на кровать чтобы проснуться', W / 2, H / 2 + 40);
}
// Миникарта (обновляем раз в ~4 кадра для оптимизации)
// Миникарта
if (state.minimapOpen && Math.random() < 0.25) {
renderMinimap();
}

View File

@ -3,19 +3,23 @@ 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 } from '../ui/hotbar.js';
import { mode } from '../game/modes.js';
import { openFurnaceUI } from '../ui/furnace.js';
import { saveGame } from '../game/save.js';
import { useTool } from '../data/tools.js';
import { activateTNT } from '../world/tnt.js';
import { sendBlockChange } from '../multiplayer/socket-helpers.js';
import { isNight } from '../entities/mob-ai.js';
export const mouse = { x: null, y: null };
// Hold-to-mine tracking
let miningHeld = false;
let miningInterval = null;
export function initMouseHandlers() {
const canvas = state.canvas;
@ -125,7 +129,7 @@ export function initMouseHandlers() {
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'); // Звук употребления еды
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]--;
@ -136,7 +140,7 @@ export function initMouseHandlers() {
// жарка на костре: выбран meat + клик по campfire
if (b && b.t === 'campfire' && state.selected === 'meat' && state.inv.meat > 0) {
playSound('fire'); // Звук при жарке на костре
playSound('fire');
state.inv.meat--;
state.inv.cooked++;
rebuildHotbar();
@ -146,46 +150,151 @@ export function initMouseHandlers() {
// Сон на кровати: клик по bed
if (b && b.t === 'bed' && isNight()) {
state.player.sleeping = true;
saveGame(); // Сохраняем при отходе ко сну
saveGame();
return;
}
// ====== MINING PROGRESSION SYSTEM ======
if (mode() === 'mine') {
if (!b) return;
if (BLOCKS[b.t].fluid || BLOCKS[b.t].decor) return;
if (b.t === 'tnt') { activateTNT(b, 3.2); return; } // не взрывается сразу
if (b.t === 'tnt') { activateTNT(b, 3.2); return; }
const removed = removeBlock(gx, gy);
if (removed) {
state.inv[removed.t] = (state.inv[removed.t] || 0) + 1;
// Calculate mining progress
const hardness = BLOCKS[b.t].hardness || 1;
if (hardness === Infinity) return; // unbreakable (bedrock)
if (hardness === 0) {
// Instant-mine blocks (flower, boat, etc.)
const removed = removeBlock(gx, gy);
if (removed) {
state.inv[removed.t] = (state.inv[removed.t] || 0) + 1;
sendBlockChange(gx, gy, removed.t, 'remove');
rebuildHotbar();
}
return;
}
// Тратим прочность кирки (если есть в инвентаре)
const pickTypes = ['iron_pickaxe', 'stone_pickaxe', 'wood_pickaxe'];
for (const pt of pickTypes) {
if (state.inv[pt] > 0) {
const broke = useTool(pt);
if (broke) playSound('cloth1'); // звук поломки
break;
// 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);
}
// Отправляем изменение блока на сервер
sendBlockChange(gx, gy, removed.t, 'remove');
const removed = removeBlock(gx, gy);
if (removed) {
if (drops) {
state.inv[removed.t] = (state.inv[removed.t] || 0) + 1;
} 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');
// Звуки при добыче блоков
if (removed.t === 'glass') playSound('glass1');
else if (removed.t === 'sand') playSound('sand1');
else if (removed.t === 'snow') playSound('snow1');
else if (removed.t === 'stone' || removed.t.endsWith('_ore')) playSound('stone1');
else if (removed.t === 'wood') playSound('wood1');
else playSound('cloth1');
// 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();
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) {
state.inv[removed.t] = (state.inv[removed.t] || 0) + 1;
} 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') {
if (state.inv[state.selected] <= 0) return;
if (!BLOCKS[state.selected]) return;
@ -193,27 +302,21 @@ export function initMouseHandlers() {
// Проверяем, ставим ли лодку
if (state.selected === 'boat') {
// Лодку можно ставить только на воду
const waterBelow = getBlock(gx, gy + 1);
if (!waterBelow || waterBelow.t !== 'water') {
return;
}
// Создаём лодку
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;
// Сажаем игрока в лодку
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();
@ -226,22 +329,29 @@ export function initMouseHandlers() {
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); // true = блок установлен игроком
setBlock(gx, gy, state.selected, true);
state.inv[state.selected]--;
// Отправляем изменение блока на сервер
sendBlockChange(gx, gy, state.selected, 'set');
// Звук при строительстве
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 === 'snow') playSound('snow1');
else if (state.selected === 'dirt' || state.selected === 'grass') playSound('cloth1');
rebuildHotbar();
return;
}
});
// Release mouse — stop hold-to-mine
canvas.addEventListener('pointerup', () => {
miningHeld = false;
});
canvas.addEventListener('pointerleave', () => {
miningHeld = false;
// Reset mining when mouse leaves canvas
});
}

View File

@ -1,13 +1,14 @@
// ==================== ENTRY POINT ====================
import { state } from './core/state.js';
import { initCanvas } from './core/canvas.js';
import { SERVER_URL } from './config.js';
import { initSocket } from './multiplayer/socket.js';
import { sendBlockChange, sendPlayerPosition } from './multiplayer/socket-helpers.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 } from './render/textures.js';
import { initTextures, tex, itemTex } from './render/textures.js';
import { getBlock, setBlock, removeBlock } from './world/world-storage.js';
import { genColumn, surfaceGyAt, ensureGenAroundCamera, regenerateVisibleChunks } from './world/generation.js';
import { initDB, loadGame, applySave, saveGame } from './game/save.js';
@ -16,32 +17,23 @@ 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 { 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 { resolveY, resolveX } from './physics/collision.js';
import { calculateDamage } from './entities/player.js';
import { updateWaterFlag } from './physics/water-detect.js';
import { updateWaterPhysics } from './physics/water.js';
import { explodeAt, activateTNT } from './world/tnt.js';
import { useTool } from './data/tools.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);
state.SERVER_URL = urlParams.get('server') || 'https://apigrech.mkn8n.ru';
state.SERVER_URL = SERVER_URL;
state.TELEGRAM_BOT_USERNAME = 'Grechkacraft_bot';
state.TELEGRAM_APP_SHORT_NAME = 'minegrechka';
// Защита от mixed content
if (location.protocol === 'https:' && state.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.');
}
// Player name
state.playerName = localStorage.getItem('minegrechka_playerName') || null;
if (!state.playerName) {
@ -83,64 +75,10 @@ if (!state.worldId) {
console.log('Final worldId:', state.worldId, 'Player name:', state.playerName);
// ==================== 2) CANVAS — get elements, resize ====================
state.gameEl = document.getElementById('game');
state.canvas = document.getElementById('c');
state.ctx = state.canvas.getContext('2d');
// ==================== 2) CANVAS — init from canvas module ====================
initCanvas();
// offscreen light map
state.lightC = document.createElement('canvas');
state.lightCtx = state.lightC.getContext('2d');
state.dpr = Math.max(1, window.devicePixelRatio || 1);
function resize() {
state.W = state.gameEl.clientWidth;
state.H = state.gameEl.clientHeight;
state.canvas.width = state.W * state.dpr;
state.canvas.height = state.H * state.dpr;
state.lightC.width = state.W * state.dpr;
state.lightC.height = state.H * state.dpr;
state.ctx.setTransform(state.dpr, 0, 0, state.dpr, 0, 0);
}
window.addEventListener('resize', resize);
resize();
// ==================== 3) STATE — init player, inv, etc ====================
state.otherPlayers = new Map();
state.serverMobs = new Map();
state.grid = new Map();
state.blocks = [];
state.generated = new Set();
state.serverOverrides = new Map();
state.activeFurnaces = new Map();
state.activeTNT = new Set();
state.toolDurability = new Map();
state.worldSeed = Math.floor(Math.random() * 1000000);
// Clouds
state.clouds = Array.from({ length: 10 }, () => ({
x: Math.random() * 2000,
y: -200 - Math.random() * 260,
w: 80 + Math.random() * 120,
s: 12 + Math.random() * 20
}));
// Weather
state.weatherTimer = 0;
state.weatherChangeInterval = 60 + Math.random() * 120;
// Player spawn
state.player.x = 6 * state.TILE;
state.player.y = 0;
state.spawnPoint.x = 6 * state.TILE;
state.spawnPoint.y = 0;
// Hero image
state.heroImg = new Image();
state.heroImg.src = 'https://supamg.mkn8n.ru/storage/v1/object/public/img//grechka.png';
// UI elements
// ==================== 3) STATE — set DOM refs ====================
state.hpEl = document.getElementById('hp');
state.foodEl = document.getElementById('food');
state.sxEl = document.getElementById('sx');
@ -149,51 +87,59 @@ 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');
// ==================== 4) TEXTURES — initTextures() ====================
initTextures();
state.tex = tex;
state.itemTex = itemTex;
// ==================== 5) AUDIO — loadSound for each ====================
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');
// ==================== 5) AUDIO — sounds already loaded by sound-engine.js module init ====================
// (sound-engine.js loads all sounds at module init time)
// ==================== 6) CONTROLS — initControls ====================
// ==================== 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();
// ==================== 7) MOUSE — initMouseHandlers ====================
// ==================== 8) MOUSE — initMouseHandlers ====================
initMouseHandlers();
// ==================== 8) UI MODULES — init all UI ====================
// ==================== 9) UI MODULES — init all UI ====================
initChat();
initFurnace();
initMinimap();
initSaveControls();
initMarket();
initRespawn();
initShare();
initModes();
// ==================== 9) SOCKET — initSocket ====================
// ==================== 10) SOCKET — initSocket ====================
initSocket();
// ==================== 10) VOICE — initVoice ====================
// ==================== 11) VOICE — initVoice ====================
initVoice();
// ==================== 11) SAVE — loadGame, applySave ====================
// ==================== 12) SAVE — loadGame, applySave ====================
rebuildHotbar();
initDB().then(async () => {
@ -275,4 +221,4 @@ initDB().then(async () => {
});
// ==================== 13) LOOP — startLoop ====================
requestAnimationFrame(loop);
requestAnimationFrame(loop);

299
src/main.js.bak.broken Normal file
View File

@ -0,0 +1,299 @@
// ==================== ENTRY POINT ====================
import { state } from './core/state.js';
import { initSocket } from './multiplayer/socket.js';
import { sendBlockChange, sendPlayerPosition } from './multiplayer/socket-helpers.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 } from './render/textures.js';
import { getBlock, setBlock, removeBlock } from './world/world-storage.js';
import { genColumn, surfaceGyAt, ensureGenAroundCamera, regenerateVisibleChunks } 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 { 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 { resolveY, resolveX } from './physics/collision.js';
import { calculateDamage } from './entities/player.js';
import { updateWaterFlag } from './physics/water-detect.js';
import { updateWaterPhysics } from './physics/water.js';
import { explodeAt, activateTNT } from './world/tnt.js';
import { useTool } from './data/tools.js';
import { rebuildHotbar } from './ui/hotbar.js';
import { closeTrade } from './ui/trade.js';
import { toggleMarket, closeMarket } from './ui/market.js';
// ==================== 1) CONFIG — parse URL/getName ====================
const urlParams = new URLSearchParams(window.location.search);
state.SERVER_URL = urlParams.get('server') || 'https://apigrech.mkn8n.ru';
state.TELEGRAM_BOT_USERNAME = 'Grechkacraft_bot';
state.TELEGRAM_APP_SHORT_NAME = 'minegrechka';
// Защита от mixed content
if (location.protocol === 'https:' && state.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.');
}
// 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);
}
// 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.worldId = (worldParam && worldParam.trim() !== '') ? worldParam : null;
console.log('worldId after params:', state.worldId, 'type:', typeof state.worldId);
if (!state.worldId) {
state.worldId = Math.random().toString(36).substring(2, 10);
console.log('Generated worldId:', state.worldId);
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!');
}
} catch (e) {
console.error('Error updating URL:', e);
}
console.log('Generated new worldId for browser:', state.worldId);
}
console.log('Final worldId:', state.worldId, 'Player name:', state.playerName);
// ==================== 2) CANVAS — get elements, resize ====================
state.gameEl = document.getElementById('game');
state.canvas = document.getElementById('c');
state.ctx = state.canvas.getContext('2d');
// offscreen light map
state.lightC = document.createElement('canvas');
state.lightCtx = state.lightC.getContext('2d');
state.dpr = Math.max(1, window.devicePixelRatio || 1);
function resize() {
state.W = state.gameEl.clientWidth;
state.H = state.gameEl.clientHeight;
state.canvas.width = state.W * state.dpr;
state.canvas.height = state.H * state.dpr;
state.lightC.width = state.W * state.dpr;
state.lightC.height = state.H * state.dpr;
state.ctx.setTransform(state.dpr, 0, 0, state.dpr, 0, 0);
}
window.addEventListener('resize', resize);
resize();
// ==================== 3) STATE — init player, inv, etc ====================
state.otherPlayers = new Map();
state.serverMobs = new Map();
state.grid = new Map();
state.blocks = [];
state.generated = new Set();
state.serverOverrides = new Map();
state.activeFurnaces = new Map();
state.activeTNT = new Set();
state.toolDurability = new Map();
state.worldSeed = Math.floor(Math.random() * 1000000);
// Clouds
state.clouds = Array.from({ length: 10 }, () => ({
x: Math.random() * 2000,
y: -200 - Math.random() * 260,
w: 80 + Math.random() * 120,
s: 12 + Math.random() * 20
}));
// Weather
state.weatherTimer = 0;
state.weatherChangeInterval = 60 + Math.random() * 120;
// Player spawn
state.player.x = 6 * state.TILE;
state.player.y = 0;
state.spawnPoint.x = 6 * state.TILE;
state.spawnPoint.y = 0;
// Hero image
state.heroImg = new Image();
state.heroImg.src = 'https://supamg.mkn8n.ru/storage/v1/object/public/img//grechka.png';
// UI elements
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.multiplayerStatus = document.getElementById('multiplayerStatus');
// Market and trade panel DOM refs
state.marketPanel = document.getElementById('marketPanel');
state.marketContent = document.getElementById('marketContent');
state.tradePanel = document.getElementById('tradePanel');
state.tradeContent = document.getElementById('tradeContent');
// ==================== 4) TEXTURES — initTextures() ====================
initTextures();
// ==================== 5) AUDIO — loadSound for each ====================
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');
// ==================== 6) CONTROLS — initControls ====================
initControls();
// ==================== 7) MOUSE — initMouseHandlers ====================
initMouseHandlers();
// ==================== 8) UI MODULES — init all UI ====================
initChat();
initFurnace();
initMinimap();
initSaveControls();
initRespawn();
initShare();
initModes();
// ==================== MARKET & TRADE UI ====================
// Market close
const marketClose = document.getElementById('marketClose');
if (marketClose) {
marketClose.addEventListener('click', () => {
closeMarket();
});
}
// Trade close
const tradeClose = document.getElementById('tradeClose');
if (tradeClose) {
tradeClose.addEventListener('click', () => {
closeTrade();
});
}
// ==================== 9) SOCKET — initSocket ====================
initSocket();
// ==================== 10) VOICE — initVoice ====================
initVoice();
// ==================== 11) 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;
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;
// 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);
for (let gx = startGX - 50; gx <= startGX + 50; gx++) {
genColumn(gx);
}
}
// Автосейв
document.addEventListener('visibilitychange', () => {
if (document.hidden) {
saveGame();
}
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);

View File

@ -1,6 +1,6 @@
// Socket helpers: цвет, отправка позиции/блоков
import { state } from '../core/state.js';
import { SERVER_URL } from '../config.js';
// Генерация случайного цвета для игрока на основе socket_id
export function getRandomPlayerColor(socketId) {

View File

@ -1,9 +1,9 @@
// Socket.IO клиент — инициализация и все обработчики
import { state } from '../core/state.js';
import { SERVER_URL, worldId, playerName } from '../config.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 } from '../world/world-storage.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';
@ -12,6 +12,7 @@ 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';
let socket = null;
@ -24,17 +25,23 @@ export function initSocket() {
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: ${worldId}`);
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: worldId, player_name: playerName });
socket.emit('join_world', { world_id: state.worldId, player_name: state.playerName });
// Показываем в UI
state.worldIdEl.textContent = worldId;
state.multiplayerStatus.style.display = 'block';
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) => {
@ -46,20 +53,18 @@ export function initSocket() {
console.log('Disconnected from server');
state.isMultiplayer = false;
state.otherPlayers.clear();
state.multiplayerStatus.style.display = 'none';
if (state.multiplayerStatus) state.multiplayerStatus.style.display = 'none';
});
// Обработка world_state
socket.on('world_state', (data) => {
console.log('Received world_state:', data);
// Устанавливаем seed и перегенерируем мир если он изменился
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);
// Очищаем и перегенерируем мир с новым seed
state.generated.clear();
grid.clear();
blocks.length = 0;
@ -68,12 +73,10 @@ export function initSocket() {
console.log('World regenerated with new seed:', state.worldSeed);
}
// Применяем блоки — сохраняем в state.serverOverrides для применения после genColumn
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 });
// Также пробуем применить сразу (если колонна уже сгенерирована)
if (block.op === 'set') {
setBlock(block.gx, block.gy, block.t, false);
} else if (block.op === 'remove') {
@ -82,25 +85,19 @@ export function initSocket() {
}
}
// Устанавливаем время
if (data.time !== undefined) {
state.worldTime = data.time;
state.isNightTime = state.worldTime > 0.5;
}
// Всегда считаем spawnPoint на клиенте по той же формуле что и surfaceGyAt
// Это гарантирует совпадение с terrain generation
// Spawn point
{
const startGX = 6;
// Генерируем колонну и соседние для безопасного спавна
for (let dx = -3; dx <= 3; dx++) genColumn(startGX + dx);
const surfaceY = surfaceGyAt(startGX);
// Ищем ближайшую небудущую позицию сверху вниз от поверхности
let safeGY = surfaceY - 1;
// Проверяем что над поверхностью воздух (не в воде)
const aboveBlock = getBlock(startGX, surfaceY - 1);
if (aboveBlock && aboveBlock.t === 'water') {
// Если в воде — ищем поверхность выше уровня моря
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;
@ -113,7 +110,6 @@ export function initSocket() {
console.log('Client-side spawn point:', state.spawnPoint, 'surfaceY:', surfaceY, 'safeGY:', safeGY);
}
// Устанавливаем игрока в точку спавна
state.player.x = state.spawnPoint.x;
state.player.y = state.spawnPoint.y;
state.player.vx = 0;
@ -121,14 +117,12 @@ export function initSocket() {
state.player.fallStartY = state.player.y;
console.log('Player moved to spawn point:', state.player.x, state.player.y);
// Устанавливаем HP на 100% при каждом подключении к миру
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');
// Обновляем список игроков
if (data.players && Array.isArray(data.players)) {
state.otherPlayers.clear();
for (const p of data.players) {
@ -141,7 +135,6 @@ export function initSocket() {
});
}
}
// Обновляем счётчик игроков
state.playerCountEl.textContent = data.players.length;
}
// Server mobs
@ -152,13 +145,14 @@ export function initSocket() {
state.serverMobs.set(m.id, sm);
}
}
// Set myTgId from server if provided
if (data.tg_id) state.myTgId = data.tg_id;
});
// Игрок присоединился
socket.on('player_joined', (data) => {
console.log('Player joined:', data.socket_id);
if (data.socket_id !== state.mySocketId) {
// Генерируем безопасную позицию для нового игрока
const spawnGX = 6;
genColumn(spawnGX);
const surfaceY = surfaceGyAt(spawnGX);
@ -172,35 +166,29 @@ export function initSocket() {
name: data.player_name || 'Игрок'
});
addChatMessage('Система', `Игрок присоединился`);
// Обновляем видимость кнопки сохранения
updateSaveButtonVisibility();
}
});
// Игрок переместился
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;
// Обновляем имя, если оно пришло
if (data.player_name) {
p.name = data.player_name;
}
}
});
// Игрок покинул
socket.on('player_left', (data) => {
console.log('Player left:', data.socket_id);
state.otherPlayers.delete(data.socket_id);
addChatMessage('Система', `Игрок покинул игру`);
// Обновляем видимость кнопки сохранения
updateSaveButtonVisibility();
});
// === MOB SYNC (multiplayer) ===
// === 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 };
state.serverMobs.set(data.id, sm);
@ -218,7 +206,6 @@ export function initSocket() {
socket.on('mob_died', (data) => {
const sm = state.serverMobs.get(data.id);
if (sm && data.killer === state.mySocketId) {
// Give loot to the killer
if (sm.kind === 'chicken') playSound('hurt_chicken');
state.inv.meat += (sm.kind === 'chicken' ? 1 : 2);
if (sm.kind === 'skeleton') {
@ -247,7 +234,6 @@ export function initSocket() {
});
});
// Блок изменён
socket.on('block_changed', (data) => {
const key = k(data.gx, data.gy);
state.serverOverrides.set(key, { op: data.op, t: data.t });
@ -258,13 +244,11 @@ export function initSocket() {
}
});
// Сообщение в чат
socket.on('chat_message', (data) => {
const senderName = data.socket_id === state.mySocketId ? 'Вы' : `Игрок ${data.socket_id.substring(0, 6)}`;
addChatMessage(senderName, data.message);
});
// Обновление времени
socket.on('time_update', (data) => {
if (data.time !== undefined) {
state.worldTime = data.time;
@ -276,4 +260,4 @@ export function initSocket() {
console.error('Error initializing socket:', e);
state.isMultiplayer = false;
}
}
}

View File

@ -1,6 +1,6 @@
// Голосовой чат
import { state } from '../core/state.js';
import { worldId } from '../config.js';
let voiceSocket = null;
let voiceStream = null;
@ -64,7 +64,7 @@ voiceBtn.onclick = async () => {
// Подключаемся к голосовому серверу
voiceSocket = io(VOICE_SERVER, { transports: ['websocket'] });
voiceSocket.on('connect', () => {
voiceSocket.emit('voice_join', { world_id: worldId, x: state.player.x, y: state.player.y, name: state.playerName || 'Игрок' });
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) => {

View File

@ -3,6 +3,210 @@ import { BLOCKS } from '../data/blocks.js';
export const tex = {};
// --- Item/tool sprite generator ---
export const itemTex = {};
function drawArrow(ctx, color) {
// Стрела — древко + наконечник + оперение
ctx.fillStyle = '#8B4513';
ctx.fillRect(8, 14, 16, 3); // древко
ctx.fillStyle = color;
ctx.beginPath();
ctx.moveTo(24, 15); // кончик
ctx.lineTo(18, 10);
ctx.lineTo(18, 20);
ctx.closePath();
ctx.fill();
// оперение
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) {
// Кирка — рукоять + голова с двумя зубцами
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) {
// Топор — рукоять + лезвие
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) {
// Лопата — рукоять + лопасть
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) {
// Меч — клинок + гарда + рукоять
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) {
// Лук — дуга + тетива
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) {
// Слиток
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) {
// Мясо — кость + кусок
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;
default:
// Generic box
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');
@ -38,16 +242,12 @@ export function makeTex(type) {
return c;
}
if (type === 'bed') {
// Основание кровати
g.fillStyle = '#e91e63';
g.fillRect(0, 0, 32, 32);
// Подушка
g.fillStyle = '#f8bbd0';
g.fillRect(2, 2, 14, 14);
// Одеяло
g.fillStyle = '#c2185b';
g.fillRect(16, 4, 14, 24);
// Детали одеяла
g.fillStyle = '#e91e63';
g.fillRect(18, 6, 10, 20);
return c;
@ -58,26 +258,20 @@ export function makeTex(type) {
return c;
}
if (type === 'boat') {
// Корпус лодки
g.fillStyle = '#8B4513';
g.fillRect(2, 12, 28, 8);
// Борта
g.fillStyle = '#A0522D';
g.fillRect(0, 10, 32, 12);
// Внутренность
g.fillStyle = '#DEB887';
g.fillRect(4, 14, 24, 4);
// Дно
g.fillStyle = '#654321';
g.fillRect(2, 20, 28, 4);
return c;
}
if (type === 'ladder') {
// Боковые стойки лестницы
g.fillStyle = '#8B4513';
g.fillRect(4, 0, 4, 32);
g.fillRect(24, 0, 4, 32);
// Ступени
g.fillStyle = '#A0522D';
g.fillRect(4, 4, 24, 3);
g.fillRect(4, 12, 24, 3);
@ -101,4 +295,15 @@ export function makeTex(type) {
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',
];
itemIds.forEach(id => { itemTex[id] = makeItemTex(id); });
}

View File

@ -5,19 +5,15 @@ 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 } from '../render/textures.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;
console.log('[CRAFT] Checking recipe for:', r.out, '- cost:', r.cost);
for (const res in r.cost) {
const have = inv[res] || 0;
const need = r.cost[res];
console.log('[CRAFT] Resource:', res, '- have:', have, '- need:', need, '- can craft:', have >= need);
if (have < need) return false;
if ((inv[res] || 0) < r.cost[res]) return false;
}
return true;
}
@ -31,17 +27,19 @@ export function renderCraft() {
row.className = 'recipe';
const icon = document.createElement('div');
icon.className = 'ricon';
// Иконка — блок, инструмент или предмет
// 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.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.textContent = ITEMS[r.out].icon || '📦';
icon.style.fontSize = '24px';
icon.style.display = 'flex';
icon.style.alignItems = 'center';
@ -82,35 +80,33 @@ let craftOpen = false;
let inventoryOpen = false;
export function toggleCraft() {
playSound('click'); // Звук клика по кнопке
playSound('click');
craftOpen = !craftOpen;
state.craftPanel.style.display = craftOpen ? 'block' : 'none';
if (craftOpen) {
renderCraft();
// Закрываем инвентарь если открыт крафт
inventoryOpen = false;
state.inventoryPanel.style.display = 'none';
}
}
export function closeCraft() {
playSound('click'); // Звук клика по кнопке
playSound('click');
craftOpen = false;
state.craftPanel.style.display = 'none';
}
export function toggleInventory() {
playSound('click'); // Звук клика по кнопке
playSound('click');
inventoryOpen = true;
state.inventoryPanel.style.display = 'block';
renderInventory();
// Закрываем крафт если открыт инвентарь
craftOpen = false;
state.craftPanel.style.display = 'none';
}
export function closeInventory() {
playSound('click'); // Звук клика по кнопке
playSound('click');
inventoryOpen = false;
state.inventoryPanel.style.display = 'none';
}
}

View File

@ -11,4 +11,8 @@ 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 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');

View File

@ -3,7 +3,7 @@ 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 } from '../render/textures.js';
import { tex, itemTex } from '../render/textures.js';
import { playSound } from '../audio/sound-engine.js';
export function rebuildHotbar() {
@ -15,38 +15,41 @@ export function rebuildHotbar() {
hotbarEl.innerHTML = '';
// Показываем последние 5 выбранных предметов (если они есть в инвентаре)
const items = recentItems.filter(id => inv[id] > 0).slice(0, 5);
for (const id of items) {
const s = document.createElement('div');
s.className = 'slot' + (id === selected ? ' sel' : '');
if (BLOCKS[id]) {
// 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;
s.textContent = ITEMS[id].icon || '📦';
} else if (TOOLS[id]) {
s.textContent = TOOLS[id].icon;
s.textContent = TOOLS[id].icon || '🔧';
} else if (id === 'iron_armor') {
s.textContent = '🛡️';
s.style.background = 'linear-gradient(135deg, #95a5a6 0%, #7f8c8d 100%)';
}
const c = document.createElement('div');
c.className = 'count';
c.textContent = inv[id];
s.appendChild(c);
s.onclick = () => {
playSound('click'); // Звук клика по инвентарю
playSound('click');
state.selected = id;
// Обновляем список последних предметов
state.recentItems = state.recentItems.filter(item => item !== id); // Удаляем если уже есть
state.recentItems.unshift(id); // Добавляем в начало
state.recentItems = state.recentItems.slice(0, 5); // Оставляем только 5
state.recentItems = state.recentItems.filter(item => item !== id);
state.recentItems.unshift(id);
state.recentItems = state.recentItems.slice(0, 5);
rebuildHotbar();
};
// Показываем индикатор надетой брони
if (id === 'iron_armor' && state.player.equippedArmor === 'iron_armor') {
const equipped = document.createElement('div');
equipped.className = 'equipped-indicator';
@ -54,9 +57,8 @@ export function rebuildHotbar() {
s.appendChild(equipped);
}
// Durability bar для инструментов
// Durability bar
if (TOOLS[id] && inv[id] > 0) {
// Находим текущую прочность
let curDur = 0, maxDur = TOOLS[id].durability;
for (const [tid, dur] of toolDurability) {
if (dur.type === id) {
@ -78,4 +80,4 @@ export function rebuildHotbar() {
}
hotbarEl.appendChild(s);
}
}
}

View File

@ -3,7 +3,7 @@ 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 } from '../render/textures.js';
import { tex, itemTex } from '../render/textures.js';
import { playSound } from '../audio/sound-engine.js';
import { rebuildHotbar } from './hotbar.js';
@ -13,23 +13,25 @@ export function renderInventory() {
const selected = state.selected;
inventoryGrid.innerHTML = '';
// Создаём сетку инвентаря 7x3
const items = Object.keys(inv).filter(id => inv[id] > 0);
// Добавляем пустые слоты для полной сетки
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];
if (BLOCKS[id]) {
// Canvas sprite: block > itemTex > emoji 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;
slot.textContent = ITEMS[id].icon || '📦';
} else if (TOOLS[id]) {
slot.textContent = TOOLS[id].icon;
slot.textContent = TOOLS[id].icon || '🔧';
} else if (id === 'iron_armor') {
slot.textContent = '🛡️';
slot.style.background = 'linear-gradient(135deg, #95a5a6 0%, #7f8c8d 100%)';
@ -41,12 +43,11 @@ export function renderInventory() {
slot.appendChild(count);
slot.onclick = () => {
playSound('click'); // Звук клика по инвентарю
playSound('click');
state.selected = id;
// Обновляем список последних предметов
state.recentItems = state.recentItems.filter(item => item !== id); // Удаляем если уже есть
state.recentItems.unshift(id); // Добавляем в начало
state.recentItems = state.recentItems.slice(0, 5); // Оставляем только 5
state.recentItems = state.recentItems.filter(item => item !== id);
state.recentItems.unshift(id);
state.recentItems = state.recentItems.slice(0, 5);
rebuildHotbar();
renderInventory();
};
@ -54,16 +55,12 @@ export function renderInventory() {
// Двойной клик для надевания брони
slot.ondblclick = () => {
if (id === 'iron_armor' && inv.iron_armor > 0) {
// Если уже надета броня - снимаем её
if (state.player.equippedArmor === 'iron_armor') {
state.player.equippedArmor = null;
state.player.armor = 0;
console.log('[ARMOR] Iron armor unequipped');
} else {
// Надеваем броню
state.player.equippedArmor = 'iron_armor';
state.player.armor = BLOCKS['iron_armor'].armor;
console.log('[ARMOR] Iron armor equipped - armor:', state.player.armor);
}
playSound('click');
renderInventory();
@ -73,4 +70,4 @@ export function renderInventory() {
inventoryGrid.appendChild(slot);
}
}
}

115
src/ui/market.js Normal file
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@ -0,0 +1,115 @@
// ==================== РЫНОК ПРЕДЛОЖЕНИЙ ====================
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');
export function initMarket() {
// Кнопка закрытия
marketClose.addEventListener('click', () => closeMarket());
// Слушаем событие от save-controls.js
document.addEventListener('toggleMarket', () => toggleMarket());
}
export function toggleMarket() {
if (marketPanel.style.display === 'none' || !marketPanel.style.display) {
openMarket();
} else {
closeMarket();
}
}
export function closeMarket() {
marketPanel.style.display = 'none';
}
function openMarket() {
marketPanel.style.display = 'block';
renderMarket();
}
function renderMarket() {
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>
`;
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('');
marketContent.innerHTML = html;
const btn = document.getElementById('createOrderBtn');
if (btn) btn.addEventListener('click', showCreateOrder);
});
}
function showCreateOrder() {
const inv = state.player.inventory || [];
const items = inv.filter(slot => slot && slot.id);
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>
`;
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;
}
if (state.socket) {
state.socket.emit('market_create', {
offer_item: offerItem,
offer_qty: 1,
want_item: wantItem,
want_qty: 1
});
playSound('click');
setTimeout(renderMarket, 500);
}
});
}

View File

@ -1,22 +1,54 @@
// ==================== КНОПКИ СОХРАНЕНИЯ / СБРОСА ====================
// ==================== МЕНЮ ⋯ + СОХРАНЕНИЕ / СБРОС ====================
import { state } from '../core/state.js';
import { playSound } from '../audio/sound-engine.js';
import { saveGame } from '../game/save.js';
let dropdownOpen = false;
export function initSaveControls() {
const saveBtn = document.getElementById('saveBtn');
saveBtn.onclick = () => {
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');
// Убить возможный старый onclick (предотвращает race condition)
menuBtn.onclick = null;
// Тогл меню
menuBtn.addEventListener('click', (e) => {
e.stopPropagation();
dropdownOpen = !dropdownOpen;
menuDropdown.classList.toggle('open', dropdownOpen);
});
// Закрытие по клику вне
document.addEventListener('click', () => {
if (dropdownOpen) {
dropdownOpen = false;
menuDropdown.classList.remove('open');
}
});
// Предотвращаем закрытие при клике внутри дропдауна
menuDropdown.addEventListener('click', (e) => {
e.stopPropagation();
});
// 💾 Сохранить
saveItem.addEventListener('click', () => {
playSound('click');
saveGame();
dropdownOpen = false;
menuDropdown.classList.remove('open');
alert('Игра сохранена!');
};
});
const resetBtn = document.getElementById('resetBtn');
resetBtn.onclick = () => {
// 🔄 Новый мир
resetItem.addEventListener('click', () => {
if (confirm('Вы уверены, что хотите удалить сохранение и начать новую игру?')) {
playSound('click');
// Удаляем сохранение из localStorage
try {
localStorage.removeItem(state.SAVE_KEY);
console.log('Сохранение удалено из localStorage');
@ -24,39 +56,44 @@ export function initSaveControls() {
console.warn('Ошибка удаления сохранения:', e);
}
// Сбрасываем in-memory сохранение
state.inMemorySave = null;
// Генерируем новый worldId
state.worldId = Math.random().toString(36).substring(2, 10);
console.log('Новый worldId после сброса:', state.worldId);
// Обновляем URL
try {
const newUrl = new URL(window.location.href);
newUrl.searchParams.set('world', state.worldId);
const newUrlString = newUrl.toString();
if (typeof window.history !== 'undefined' && typeof window.history.replaceState === 'function') {
window.history.replaceState(null, '', newUrlString);
console.log('URL обновлён:', newUrlString);
window.history.replaceState(null, '', newUrl.toString());
console.log('URL обновлён:', newUrl.toString());
}
} catch (e) {
console.error('Ошибка обновления URL:', e);
}
// Перезагружаем страницу
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'));
});
}
// Показываем кнопку сохранения только если играем одни
// Показываем/скрываем пункт сохранения в зависимости от режима
export function updateSaveButtonVisibility() {
const saveBtn = document.getElementById('saveBtn');
const saveItem = document.getElementById('saveItem');
if (!saveItem) return;
if (state.isMultiplayer && state.otherPlayers.size > 0) {
saveBtn.style.display = 'none';
saveItem.style.display = 'none';
} else {
saveBtn.style.display = 'flex';
saveItem.style.display = 'block';
}
}

277
src/ui/trade.js Normal file
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@ -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}...`);
}

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@ -1,6 +1,5 @@
import { TILE, SEA_GY } from '../core/constants.js';
import { state } from '../core/state.js';
import { W, H } from '../core/canvas.js';
import { grid, blocks, k, isSolid } from './world-storage.js';
// Физика жидкости
@ -19,6 +18,8 @@ function updateWaterPhysics(dt) {
// 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;
@ -123,4 +124,4 @@ function updateWaterPhysics(dt) {
}
}
export { updateWaterPhysics };
export { updateWaterPhysics };

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@ -1,9 +1,10 @@
import { BLOCKS } from '../data/blocks.js';
import { state } from '../core/state.js';
// Мир-хранилище
const grid = new Map(); // key "gx,gy" => {gx,gy,t, ...}
const blocks = []; // для рендера/перебора видимых
// 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; }
@ -54,4 +55,4 @@ function removeBlock(gx, gy) {
return b;
}
export { grid, blocks, k, getBlock, hasBlock, isSolid, setBlock, removeBlock };
export { grid, blocks, k, getBlock, hasBlock, isSolid, setBlock, removeBlock };

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@ -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));
}
}

12
srcv3/config.js Normal file
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@ -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.');
}

31
srcv3/core/canvas.js Normal file
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@ -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; }

32
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@ -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';

254
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@ -0,0 +1,254 @@
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: 0.30, // старт в полдень (0 = рассвет, 0.5+ = ночь)
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,
z: 0,
w: 34,
h: 34,
d: 34,
vx: 0,
vy: 0,
vz: 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,
};

55
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@ -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 },
};

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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:'🔱' };

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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 }
];

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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
}

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// 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;
}

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// ==================== МОБЫ 3D: ИИ + ФИЗИКА — GrechkaCraft v3 ====================
// Вся логика из 2D-игры (все 9 видов, ночные/дневные, лут), но цель —
// настоящая 3D-точка игрока (x,y,z) и прыжки через стены по всем осям.
import { state } from '../core/state.js';
import { GRAV, GRAV_WATER, TILE } from '../core/constants.js';
import { updateWaterFlag3 } from '../physics/water-detect3d.js';
import { calculateDamage } from '../entities/player.js';
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';
export function isNight() {
return state.worldTime > 0.5;
}
// Центры сущностей в тайлах
function cx(e) { return (e.x + e.w / 2) / TILE; }
function cy(e) { return (e.y + e.h / 2) / TILE; }
function cz(e) { return ((e.z || 0) + (e.d || e.w) / 2) / TILE; }
function playerC() {
const p = state.player;
return { x: cx(p), y: cy(p), z: cz(p) };
}
function dist3(a, b) {
return Math.hypot(a.x - b.x, a.y - b.y, a.z - b.z);
}
// Тянет моба к игроку по обеим горизонтальным осям (X и Z)
function steerToPlayer(m, pc) {
const dx = pc.x - cx(m);
const dz = pc.z - cz(m);
const len = Math.hypot(dx, dz) || 1;
m.vx = (dx / len) * (m.speed || 60);
m.vz = (dz / len) * (m.speed || 60);
m.dir = dx >= 0 ? 1 : -1;
m.faceYaw = Math.atan2(dz, dx);
}
function touchPlayer(m, pc, damage, knock = 1) {
const d = dist3({ x: cx(m), y: cy(m), z: cz(m) }, pc);
if (d < 1.6 && state.player.invuln <= 0) {
state.player.hp -= calculateDamage(damage);
state.player.invuln = 0.8;
const dx = state.player.x - m.x;
const dz = (state.player.z || 0) - (m.z || 0);
const len = Math.hypot(dx, dz) || 1;
state.player.vx += (dx / len) * 420 * knock;
state.player.vz += (dz / len) * 420 * knock;
state.player.vy -= 260 * knock;
playSound('hit1');
return true;
}
return false;
}
export function mobAI(m, dt) {
updateWaterFlag3(m, dt);
const pc = playerC();
const night = isNight();
// ---------- ночные мобы днём горят ----------
if ((m.kind === 'zombie' || m.kind === 'creeper' || m.kind === 'skeleton') && !night) {
m.hp -= 30 * dt;
m.vx *= 0.5;
m.vz *= 0.5;
return;
}
if (m.kind === 'zombie') {
steerToPlayer(m, pc);
if (m.inWater && Math.random() < 0.06) m.vy = -260;
touchPlayer(m, pc, 15);
} else if (m.kind === 'creeper') {
steerToPlayer(m, pc);
const d = dist3({ x: cx(m), y: cy(m), z: cz(m) }, pc);
if (m.inWater && Math.random() < 0.06) m.vy = -260;
if (d < 3) {
m.fuse -= dt;
if (m.fuse <= 0) {
explodeTNT3D({ gx: Math.floor(cx(m)), gy: Math.floor(cy(m)), gz: Math.floor(cz(m)) }, state);
m.hp = 0;
}
} else if (d < 2.5) {
m.fuse = 0.5;
}
} else if (m.kind === 'skeleton') {
steerToPlayer(m, pc);
const d = dist3({ x: cx(m), y: cy(m), z: cz(m) }, pc);
m.shootCooldown -= dt;
if (d < 15 && m.shootCooldown <= 0) {
m.shootCooldown = 2.0;
const ox = m.x + m.w / 2, oy = m.y + m.h / 3, oz = (m.z || 0) + (m.d || m.w) / 2;
const tx = state.player.x + state.player.w / 2;
const ty = state.player.y + state.player.h / 2;
const tz = (state.player.z || 0) + (state.player.d || state.player.w) / 2;
// полёт стрелы по 3D
const ddx = tx - ox, ddy = ty - oy, ddz = tz - oz;
const dist = Math.hypot(ddx, ddy, ddz) || 1;
const speed = 450;
state.projectiles.push({
x: ox, y: oy, z: oz,
vx: ddx / dist * speed,
vy: ddy / dist * speed,
vz: ddz / dist * speed,
dmg: 6, owner: 'mob', life: 3,
});
}
} else if (m.kind === 'scorpion') {
steerToPlayer(m, pc);
if (m.inWater && Math.random() < 0.06) m.vy = -260;
if (touchPlayer(m, pc, 8)) state.player.slowTimer = 3;
} else if (m.kind === 'polar_bear') {
// нейтрален: бродит
m.aiT -= dt;
if (m.aiT <= 0) {
m.aiT = 2.0 + Math.random() * 3;
const a = Math.random() * Math.PI * 2;
m.walkX = Math.cos(a);
m.walkZ = Math.sin(a);
if (Math.random() < 0.3) { m.walkX = 0; m.walkZ = 0; }
}
m.vx = (m.walkX || 0) * m.speed;
m.vz = (m.walkZ || 0) * m.speed;
if (m.inWater) m.vy = -120;
touchPlayer(m, pc, 10, 1.2);
} else if (m.kind === 'slime') {
// прыгает к игроку
m.aiT -= dt;
if (m.aiT <= 0) {
m.aiT = 1.5 + Math.random() * 1.5;
steerToPlayer(m, pc);
m.vy = -200;
}
touchPlayer(m, pc, 8);
} else if (m.kind === 'eagle') {
// летает, пикирует
const d = dist3({ x: cx(m), y: cy(m), z: cz(m) }, pc);
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;
m.vx = dx / hl * m.speed;
m.vz = dz / hl * m.speed;
m.vy = dy > 0 ? 60 : -60;
} else {
m.aiT -= dt;
if (m.aiT <= 0) {
m.aiT = 2 + Math.random() * 3;
const a = Math.random() * Math.PI * 2;
m.walkX = Math.cos(a);
m.walkZ = Math.sin(a);
}
m.vx = (m.walkX || 0) * m.speed * 0.5;
m.vz = (m.walkZ || 0) * m.speed * 0.5;
m.vy = Math.sin(performance.now() / 1000) * 30;
}
if (d < 1.6 && state.player.invuln <= 0) {
state.player.hp -= calculateDamage(10);
state.player.invuln = 0.8;
state.player.vy -= 200;
playSound('hit1');
}
m.vy *= 0.5;
m.flying = true;
} else {
// животные (pig, chicken): бродят
m.aiT -= dt;
if (m.aiT <= 0) {
m.aiT = 1.8 + Math.random() * 2.5;
const a = Math.random() * Math.PI * 2;
m.walkX = Math.cos(a);
m.walkZ = Math.sin(a);
if (Math.random() < 0.25) { m.walkX = 0; m.walkZ = 0; }
}
const sp = m.kind === 'chicken' ? 55 : 40;
m.vx = (m.walkX || 0) * sp;
m.vz = (m.walkZ || 0) * sp;
if (m.inWater) m.vy = -120;
}
// ---------- прыжок через препятствие по всем осям ----------
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;
}
}
// ---------- ФИЗИКА ----------
if (!m.flying) {
const g = m.inWater ? GRAV_WATER : GRAV;
m.vy += g * dt;
}
m.y += m.vy * dt;
m.x += (m.vx || 0) * dt;
m.z += (m.vz || 0) * dt;
resolveX(m, dt);
resolveZ(m, dt);
resolveY(m, dt);
// орёл не падает
if (m.flying) m.grounded = false;
}
// Лут — та же таблица, что в 2D
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] || [];
}

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// Сущности: животные + зомби + новые мобы
export class Entity {
constructor(x, y, w, h) {
this.x = x;
this.y = y;
this.z = 0; // третье измерение: глубина мира
this.w = w;
this.h = h;
this.d = w; // размер по Z
this.vx = 0;
this.vy = 0;
this.vz = 0;
this.hp = 3;
this.grounded = false;
this.inWater = false;
this.aiT = 0;
this.dir = 1;
}
}
export class Pig extends Entity {
constructor(x, y, z) { super(x, y, 34, 24); this.kind = 'pig'; this.z = z || 0; this.hp = 2; }
}
export class Chicken extends Entity {
constructor(x, y, z) { super(x, y, 26, 22); this.kind = 'chicken'; this.z = z || 0; this.hp = 1; }
}
export class Zombie extends Entity {
constructor(x, y, z) { super(x, y, 34, 50); this.kind = 'zombie'; this.z = z || 0; this.hp = 4; this.speed = 80 + Math.random() * 40; }
}
export class Creeper extends Entity {
constructor(x, y, z) { super(x, y, 34, 50); this.kind = 'creeper'; this.z = z || 0; this.hp = 4; this.speed = 60 + Math.random() * 30; this.fuse = 3.2; }
}
export class Skeleton extends Entity {
constructor(x, y, z) { super(x, y, 34, 50); this.kind = 'skeleton'; this.z = z || 0; this.hp = 4; this.speed = 70 + Math.random() * 30; this.shootCooldown = 0; }
}
export class Scorpion extends Entity {
constructor(x, y, z) { super(x, y, 26, 26); this.kind = 'scorpion'; this.z = z || 0; this.hp = 3; this.speed = 90; this.fuse = 0; this.shootCooldown = 0; }
}
export class PolarBear extends Entity {
constructor(x, y, z) { super(x, y, 40, 34); this.kind = 'polar_bear'; this.z = z || 0; this.hp = 8; this.speed = 50; this.fuse = 0; this.shootCooldown = 2; }
}
export class Slime extends Entity {
constructor(x, y, z) { super(x, y, 24, 24); this.kind = 'slime'; this.z = z || 0; this.hp = 2; this.speed = 30; this.fuse = 0; this.shootCooldown = 2; }
}
export class Eagle extends Entity {
constructor(x, y, z) { super(x, y, 30, 22); this.kind = 'eagle'; this.z = z || 0; this.hp = 3; this.speed = 120; this.fuse = 0; this.shootCooldown = 0; }
}

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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 };

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// ==================== ЦИКЛ ИГРЫ 3D — GrechkaCraft v3 ====================
// Всё как в 2D-игре, но движение по трём осям: X (вперёд-назад по миру),
// Y (вверх-вниз), Z (вбок). WASD работают относительно взгляда камеры.
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 { 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 { 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';
import { renderFrame3D } from '../render/render3d.js';
import { explodeTNT3D } from '../world/tnt3d.js';
let last = performance.now();
let prevJump = false;
document.addEventListener('visibilitychange', () => {
if (!document.hidden) last = performance.now();
});
// Направление взгляда камеры (задаётся рендером) — WASD относительно него
export const camDir = { yaw: 0, pitch: 0 };
export function loop(now) {
const rawDt = Math.min(0.05, (now - last) / 1000);
last = now;
const PHYSICS_STEP = 0.016;
const steps = Math.max(1, Math.ceil(rawDt / PHYSICS_STEP));
const dt = rawDt / steps;
const player = state.player;
const inp = state.inp;
const mobs = state.mobs;
const projectiles = state.projectiles;
const boat = state.boat;
const jumpPressed = inp.j && !prevJump;
prevJump = inp.j;
// ---------- день/ночь ----------
if (!state.dayNightCycle) {
// 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;
// ---------- генерация мира ----------
ensureGenAroundCamera();
// ---------- кислород/утопление ----------
if (player.headInWater) {
player.o2 = Math.max(0, player.o2 - 6 * dt);
if (player.o2 === 0) player.hp -= calculateDamage(4 * dt);
} else {
player.o2 = Math.min(100, player.o2 + 10 * dt);
}
player.hunger = Math.max(0, player.hunger - dt * 0.2);
// ---------- температура по биому (теперь биом 2D) ----------
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 pGX = Math.floor((player.x + player.w / 2) / state.TILE);
const pGZ = Math.floor((player.z + player.d / 2) / state.TILE);
const pGY = Math.floor((player.y + player.h / 2) / state.TILE);
const biome = getCachedBiome(pGX, pGZ);
const sGY = surfaceGyAt(pGX, pGZ);
const isUnderground = (pGY - sGY) > 2;
let targetTemp = BIOME_TEMP[biome] || 15;
if (isUnderground) targetTemp = 15;
if (isNight() && !isUnderground) targetTemp -= 10;
if ((state.weatherType === 'rain' || state.weatherType === 'storm') && !isUnderground) targetTemp -= 5;
player.temperature += (targetTemp - player.temperature) * dt * 0.3;
// костры/факелы греют, вода в пустыне холодит — ищем в кубе вокруг
let nearHeat = false, nearCool = false;
for (let dx = -2; dx <= 2 && !nearHeat; dx++) {
for (let dy = -2; dy <= 2 && !nearHeat; dy++) {
for (let dz = -2; dz <= 2 && !nearHeat; dz++) {
const b = getBlock(pGX + dx, pGY + dy, pGZ + dz);
if (b && (b.t === 'campfire' || b.t === 'torch' || b.t === 'furnace')) nearHeat = true;
}
}
}
if (!nearHeat && biome === 'desert') {
for (let dx = -2; dx <= 2 && !nearCool; dx++) {
for (let dz = -2; dz <= 2 && !nearCool; dz++) {
const b = getBlock(pGX + dx, pGY, pGZ + dz);
if (b && b.t === 'water') 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 (isUnderground && !nearHeat && 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, pGZ);
if (aboveBlk && BLOCKS[aboveBlk.t] && BLOCKS[aboveBlk.t].solid && aboveBlk.t !== 'glass' && !isUnderground && !nearCool) {
player.temperature -= 5 * dt;
}
if (player.temperature < COLD_THRESHOLD) {
player.hp -= 1 * dt;
player.hunger -= 0.5 * dt;
}
if (player.slowTimer > 0) player.slowTimer -= dt;
// ---------- кактус: урон в кубе ----------
for (let dx = -1; dx <= 1; dx++) {
for (let dy = -1; dy <= 1; dy++) {
for (let dz = -1; dz <= 1; dz++) {
const cb = getBlock(pGX + dx, pGY + dy, pGZ + dz);
if (cb && BLOCKS[cb.t] && BLOCKS[cb.t].hurt && player.invuln <= 0) {
player.hp -= 2;
player.invuln = 0.5;
}
}
}
}
// ---------- лёд: скольжение ----------
const underBlk = getBlock(pGX, pGY - 1, pGZ);
if (underBlk && BLOCKS[underBlk.t] && BLOCKS[underBlk.t].slip && player.grounded) {
player.vx *= 0.98;
player.vz *= 0.98;
}
// ---------- ДВИЖЕНИЕ: WASD относительно камеры ----------
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;
if (inp.l || inp.left) side -= 1;
if (inp.d || inp.back) fwd += 1;
// в мировых осях через угол камеры
const cy = Math.cos(camDir.yaw), sy = Math.sin(camDir.yaw);
let dx = side * cy - fwd * sy;
let dz = side * sy + fwd * cy;
const len = Math.hypot(dx, dz);
if (len > 0.0001) {
dx /= len; dz /= len;
player.vx = dx * state.MOVE;
player.vz = dz * state.MOVE;
player.facing = Math.atan2(dz, dx);
} else {
player.vx *= 0.82;
player.vz *= 0.82;
}
}
// шаги
if (player.grounded && !player.inWater && Math.hypot(player.vx, player.vz) > 50) {
if (now / 1000 - player.lastStepTime > 0.35) {
playSound('step');
player.lastStepTime = now / 1000;
}
}
// ---------- прыжок / плавание / лодка ----------
if (player.inBoat) {
player.vy = 0;
player.x = boat.x + 2;
player.y = boat.y - 4;
player.z = boat.z + 2;
player.grounded = true;
player.inWater = false;
if (jumpPressed) {
state.inv.boat = (state.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.vz *= 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;
}
}
if (!player.inWater && !player.inBoat) {
player.vy += state.GRAV * dt;
}
// ---------- лодка: плывёт, тонет вне воды ----------
if (boat.active) {
boat.x += boat.vx * dt;
boat.y += boat.vy * dt;
boat.z += (boat.vz || 0) * dt;
const boatGX = Math.floor(boat.x / state.TILE);
const boatGY = Math.floor(boat.y / state.TILE);
const boatGZ = Math.floor(boat.z / state.TILE);
const below = getBlock(boatGX, boatGY + 1, boatGZ);
if (!below || (below.t !== 'water' && below.t !== 'swamp_water')) {
state.inv.boat = (state.inv.boat || 0) + 1;
player.inBoat = false;
boat.active = false;
player.y += state.TILE;
player.vy = -200;
playSound('splash');
}
}
if (player.inBoat && !boat.active) {
state.inv.boat = (state.inv.boat || 0) + 1;
player.inBoat = false;
player.y += state.TILE;
player.vy = -200;
playSound('splash');
}
// ---------- границы мира по Z ----------
const maxZ = WORLD_DEPTH * state.TILE;
if (player.z < -maxZ) { player.z = -maxZ; player.vz = 0; }
if (player.z > maxZ) { player.z = maxZ; player.vz = 0; }
// ---------- ФИЗИКА: X → Z → Y ----------
const sub = dt;
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);
}
// лестница: вертикальное перемещение
if (onLadder(player)) {
if (inp.j) player.vy = -200;
else if (inp.s || inp.down) player.vy = 100;
else player.vy = 0;
}
// урон от падения: дистанция от последнего касания земли
if (player.grounded) {
if (player.fallStartY !== undefined) {
const fallDist = player.fallStartY - player.y;
if (fallDist > state.TILE * 6) {
player.hp -= calculateDamage((fallDist / state.TILE - 6) * 2.5);
}
}
player.fallStartY = player.y;
} else if (player.vy > 0 && player.fallStartY === undefined) {
player.fallStartY = player.y;
}
// вода
updateWaterFlag3(player, dt);
sendPlayerPosition();
updateWeather(dt);
updateRain(dt);
player.invuln = Math.max(0, player.invuln - dt);
// ---------- мобы ----------
state.spawnT += dt;
if (state.spawnT > 6) {
state.spawnT = 0;
spawnMobs3D();
}
for (const m of mobs) {
mobAI(m, dt); // физика 3D внутри mob-ai3d
}
// снаряды
for (let i = projectiles.length - 1; i >= 0; i--) {
const pr = projectiles[i];
pr.x += pr.vx * dt;
pr.y += pr.vy * dt;
pr.life -= dt;
// столкновение с блоком (по Z игрока/снаряда)
const gx = Math.floor(pr.x / state.TILE);
const gy = Math.floor(pr.y / state.TILE);
const gz = Math.floor((pr.z || player.z) / state.TILE);
const b = getBlock(gx, gy, gz);
if (b && BLOCKS[b.t] && BLOCKS[b.t].solid) {
projectiles.splice(i, 1);
continue;
}
if (pr.life <= 0) projectiles.splice(i, 1);
}
// ---------- TNT ----------
for (const b of state.blocks) {
if (b.dead || b.t !== 'tnt' || !b.active) continue;
b.fuse -= dt;
if (b.fuse <= 0) {
explodeTNT3D(b, state);
}
}
// ---------- печь ----------
tickFurnaces(dt);
if (state.currentFurnaceKey && Math.random() < 0.1) renderFurnaceUI();
// ---------- смерть/возрождение ----------
if (player.hp <= 0 && state.deathEl && state.deathEl.style.display !== 'flex') {
player.hp = 0;
state.deathEl.style.display = 'flex';
} else if (player.hp > 0 && state.deathEl && state.deathEl.style.display === 'flex') {
state.deathEl.style.display = 'none';
}
// ---------- HUD ----------
if (Math.random() < 0.25) {
state.hpEl.textContent = Math.max(0, Math.ceil(player.hp));
state.foodEl.textContent = Math.ceil(player.hunger);
const o2El = document.getElementById('o2');
if (o2El) o2El.textContent = Math.ceil(player.o2);
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 = pGX;
state.syEl.textContent = pGY;
state.todEl.textContent = isNight() ? 'Ночь' : 'День';
state.worldIdEl.textContent = state.worldId;
if (state.isMultiplayer) {
const st = document.getElementById('multiplayerStatus');
if (st) st.style.display = 'flex';
state.playerCountEl.textContent = state.otherPlayers.size + 1;
} else {
const st = document.getElementById('multiplayerStatus');
if (st) st.style.display = 'none';
}
}
// сон — DOM-оверлей
const sleepOv = document.getElementById('sleepOverlay');
if (sleepOv) sleepOv.style.display = player.sleeping ? 'flex' : 'none';
// ---------- РЕНДЕР ----------
renderFrame3D(now);
requestAnimationFrame(loop);
}
// ---------- спавн мобов в 3D ----------
function spawnMobs3D() {
const p = state.player;
const pcx = p.x / state.TILE;
const pcy = p.y / state.TILE;
const pcz = (p.z || 0) / state.TILE;
const kinds = [Zombie, Pig, Chicken, Creeper, Skeleton, Scorpion, PolarBear, Slime, Eagle];
for (let i = 0; i < 2; i++) {
const ang = Math.random() * Math.PI * 2;
const dist = 14 + Math.random() * 12;
const mx = Math.floor(pcx + Math.cos(ang) * dist);
const mz = Math.floor(pcz + Math.sin(ang) * dist);
if (Math.abs(mz) > WORLD_DEPTH) continue;
const sy = surfaceGyAt(mx, mz) - 1;
if (sy < 1) continue;
const K = kinds[Math.floor(Math.random() * kinds.length)];
const m = new K(mx * state.TILE, sy * state.TILE, mz * state.TILE);
m.z = mz * state.TILE;
m.d = m.d || m.w;
m.vz = 0;
state.mobs.push(m);
}
}

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// ==================== 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;
};
}

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// ==================== СИСТЕМА СОХРАНЕНИЯ ИГРЫ ====================
import { state } from '../core/state.js';
import { getBlock, setBlock, removeBlock } from '../world/world-storage3d.js';
import { resetGenerationCache, ensureGenAroundCamera } from '../world/generation3d.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
resetGenerationCache();
ensureGenAroundCamera();
// 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.gz || 0, block.t, true);
}
// Применяем удалённые блоки
for (const block of saveData.removedBlocks) {
removeBlock(block.gx, block.gy, block.gz || 0);
}
// 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');
}

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// ==================== УПРАВЛЕНИЕ ====================
import { state } from '../core/state.js';
export const inp = state.inp;
export function bindHold(el, key) {
const down = (e) => { e.preventDefault(); state.inp[key] = true; };
const up = (e) => { e.preventDefault(); state.inp[key] = false; };
el.addEventListener('pointerdown', down);
el.addEventListener('pointerup', up);
el.addEventListener('pointerleave', up);
}
export function initControls() {
const leftBtn = document.getElementById('left');
const rightBtn = document.getElementById('right');
const jumpBtn = document.getElementById('jump');
const downBtn = document.getElementById('down');
if (leftBtn) bindHold(leftBtn, 'l');
if (rightBtn) bindHold(rightBtn, 'r');
if (jumpBtn) bindHold(jumpBtn, 'j');
if (downBtn) bindHold(downBtn, 's');
window.addEventListener('keydown', (e) => {
if (e.code === 'KeyA' || e.code === 'ArrowLeft') state.inp.l = true;
if (e.code === 'KeyD' || e.code === 'ArrowRight') state.inp.r = true;
if (e.code === 'Space' || e.code === 'KeyW' || e.code === 'ArrowUp') state.inp.j = true;
if (e.code === 'KeyS' || e.code === 'ArrowDown') state.inp.s = true;
});
window.addEventListener('keyup', (e) => {
if (e.code === 'KeyA' || e.code === 'ArrowLeft') state.inp.l = false;
if (e.code === 'KeyD' || e.code === 'ArrowRight') state.inp.r = false;
if (e.code === 'Space' || e.code === 'KeyW' || e.code === 'ArrowUp') state.inp.j = false;
if (e.code === 'KeyS' || e.code === 'ArrowDown') state.inp.s = false;
});
}

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// ==================== ВЗАИМОДЕЙСТВИЕ 3D (мышь/тап) — GrechkaCraft v3 ====================
// Ключевое отличие от 2D: блок добывается/ставится ТОЛЬКО если игрок рядом
// (в пределах REACH). Касание экрана вдали — лишь поворот камеры.
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-storage3d.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 { activateTNT3D } from '../world/tnt3d.js';
import { sendBlockChange } from '../multiplayer/socket-helpers.js';
import { isNight } from '../entities/mob-ai3d.js';
// ---------- ДИСТАНЦИЯ ДОБЫЧИ (как в майнкрафте) ----------
export const REACH = 5.2; // тайлов от центра игрока до центра блока
export const REACH_SQ = REACH * REACH;
function distToBlockSq(gx, gy, gz) {
const p = state.player;
const TILE = state.TILE;
const px = (p.x + p.w / 2) / TILE;
const py = (p.y + p.h / 2) / TILE;
const pz = ((p.z || 0) + (p.d || p.w) / 2) / TILE;
const dx = gx + 0.5 - px;
const dy = gy + 0.5 - py;
const dz = (gz || 0) + 0.5 - pz;
return dx * dx + dy * dy + dz * dz;
}
export function withinReach(gx, gy, gz) {
return distToBlockSq(gx, gy, gz) <= REACH_SQ;
}
// Моб тоже бьётся только вблизи
function withinReachEntity(e) {
const p = state.player;
const TILE = state.TILE;
const px = (p.x + p.w / 2) / TILE;
const py = (p.y + p.h / 2) / TILE;
const pz = ((p.z || 0) + (p.d || p.w) / 2) / TILE;
const ex = (e.x + e.w / 2) / TILE;
const ey = (e.y + e.h / 2) / TILE;
const ez = ((e.z || 0) + (e.d || e.w) / 2) / TILE;
const dx = ex - px, dy = ey - py, dz = ez - pz;
return dx * dx + dy * dy + dz * dz <= REACH_SQ;
}
const CROP_SEED_MAP = {
wheat_seeds: 'wheat_stage0',
carrot: 'carrot_stage0',
potato: 'potato_stage0',
};
const CROP_HARVEST_MAP = { wheat_stage3: 'wheat', carrot_stage3: 'carrot', potato_stage3: 'potato' };
function handleBlockDrop(removed, inv) {
if (removed.t === 'grass') {
if (Math.random() < 0.5) inv.wheat_seeds = (inv.wheat_seeds || 0) + 1;
return;
}
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) {
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 };
let miningHeld = false;
let miningInterval = null;
export function stopMining() {
miningHeld = false;
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;
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;
// Ближайший блок к точке касания
let gx = Math.floor(wx / TILE);
let gy = Math.floor(wy / TILE);
let b = getBlock(gx, gy, z);
// Если блока нет — пробуем тот же столбец, но сдвинутые на 1 (декоративные/плоские)
if (!b) {
for (const dy of [-1, 1, 0]) {
const cand = getBlock(gx, gy + dy, z);
if (cand) { gy += dy; b = cand; break; }
}
}
if (!b) return;
// ---------- ДОСТИЖИМОСТЬ ----------
if (!withinReach(gx, gy, z)) {
// Слишком далеко: подсказка, ничего не ломаем
showReachHint();
return;
}
// Пробуждение: клик по кровати когда спишь
if (state.player.sleeping && b.t === 'bed') {
state.player.sleeping = false;
return;
}
if (state.player.sleeping) return;
// Печь — открываем панель обжига
if (b.t === 'furnace' && mode() === 'mine') {
openFurnaceUI(gx, gy, z);
return;
}
// ---------- Урон мобам (только вблизи) ----------
if (mode() === 'mine') {
let handled = false;
if (state.isMultiplayer) {
for (const [id, sm] of state.serverMobs) {
if (sm.dead) continue;
if (!withinReachEntity(sm)) continue;
if (state.player.invuln <= 0) {
let dmg = 1;
for (const st of ['iron_sword', 'stone_sword', 'wood_sword']) {
if (state.inv[st] > 0) { dmg = TOOLS[st].damage || 3; useTool(st); break; }
}
state.socket.emit('mob_hurt', { id, dmg });
playSound('attack');
handled = true;
}
break;
}
}
if (!handled) {
for (let i = state.mobs.length - 1; i >= 0; i--) {
const m = state.mobs[i];
if (!withinReachEntity(m)) continue;
let dmg = 1;
for (const st of ['iron_sword', 'stone_sword', 'wood_sword']) {
if (state.inv[st] > 0) { dmg = TOOLS[st].damage || 3; useTool(st); break; }
}
m.hp -= dmg;
const kx = (state.player.x + state.player.w / 2) - (m.x + m.w / 2);
const kz = ((state.player.z || 0) + (state.player.d || state.player.w) / 2) - ((m.z || 0) + (m.d || m.w) / 2);
m.vx += (kx / (Math.hypot(kx, kz) || 1)) * 400;
m.vz += (kz / (Math.hypot(kx, kz) || 1)) * 400;
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();
}
handled = true;
break;
}
}
if (handled) return;
}
// ---------- Лук ----------
if (state.selected === 'bow' && state.inv.bow > 0 && state.inv.arrow > 0) {
const p = state.player;
const ox = p.x + p.w / 2, oy = p.y + p.h / 3, oz = (p.z || 0) + (p.d || p.w) / 2;
const tx = wx, ty = wy, tz = (z + 0.5) * TILE;
const dx = tx - ox, dy = ty - oy, dz = tz - oz;
const dist = Math.hypot(dx, dy, dz) || 1;
const speed = 550;
state.projectiles.push({
x: ox, y: oy, z: oz,
vx: dx / dist * speed, vy: dy / dist * speed, vz: dz / dist * speed,
dmg: 10, owner: 'player', life: 4,
});
state.inv.arrow--;
useTool('bow');
playSound('hit1');
rebuildHotbar();
return;
}
// ---------- Еда ----------
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 ----------
if (b.t === 'campfire' && state.selected === 'meat' && state.inv.meat > 0) {
playSound('fire');
state.inv.meat--;
state.inv.cooked = (state.inv.cooked || 0) + 1;
rebuildHotbar();
return;
}
// ---------- Сон ----------
if (b.t === 'bed' && isNight()) {
state.player.sleeping = true;
saveGame();
return;
}
// ---------- ДОБЫЧА ----------
if (mode() === 'mine') {
const def = BLOCKS[b.t];
if (def.fluid) return;
if (def.decor && def.growthStage === undefined && !def.harvestable) return;
if (b.t === 'tnt') { activateTNT3D(b, 3.2); return; }
const hardness = def.hardness || 1;
if (hardness === Infinity) return;
if (hardness === 0) {
const removed = removeBlock(gx, gy, z);
if (removed) {
handleBlockDrop(removed, state.inv);
sendBlockChange(gx, gy, z, removed.t, 'remove');
rebuildHotbar();
}
return;
}
if (state.mining.gx === gx && state.mining.gy === gy && (state.mining.gz || 0) === z) {
state.mining.progress += getMiningSpeed(b.t);
} else {
state.mining = { gx, gy, gz: z, progress: getMiningSpeed(b.t), hardness };
}
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');
if (state.mining.progress >= hardness) {
finishMining(gx, gy, z, b.t);
} else {
startHoldMining(gx, gy, z, b.t);
}
return;
}
// ---------- СТРОИТЕЛЬСТВО ----------
if (mode() === 'build') {
// посев на грядку
const seedToCrop = CROP_SEED_MAP[state.selected];
if (seedToCrop && state.inv[state.selected] > 0) {
if (b.t === 'farmland' && !getBlock(gx, gy - 1, z)) {
setBlock(gx, gy - 1, z, seedToCrop, true);
state.inv[state.selected]--;
rebuildHotbar();
return;
}
if (!b) {
const below = getBlock(gx, gy + 1, z);
if (below && below.t === 'farmland') {
setBlock(gx, gy, z, seedToCrop, true);
state.inv[state.selected]--;
rebuildHotbar();
return;
}
}
}
// цель — соседняя клетка по нормали грани
let tx2 = gx, ty2 = gy, tz2 = z;
if (face) {
if (Math.abs(face.x) >= Math.abs(face.y) && Math.abs(face.x) >= Math.abs(face.z)) tx2 += Math.sign(face.x);
else if (Math.abs(face.y) >= Math.abs(face.z)) ty2 += Math.sign(face.y);
else tz2 += Math.sign(face.z);
} else {
ty2 -= 1;
}
// по Y: в игре +y вниз, three +y вверх → нормаль -y = вниз = +gy
if (face && Math.abs(face.y) >= Math.abs(face.x) && Math.abs(face.y) >= Math.abs(face.z)) {
ty2 = gy - Math.sign(face.y);
}
if (getBlock(tx2, ty2, tz2)) return;
if (state.inv[state.selected] <= 0) return;
if (!BLOCKS[state.selected]) return;
// не ставим в себя
const p = state.player;
const bx = tx2 * TILE, by = ty2 * TILE, bz = tz2 * TILE;
const overlap = !(bx >= p.x + p.w || bx + TILE <= p.x ||
by >= p.y + p.h || by + TILE <= p.y ||
bz >= (p.z || 0) + (p.d || p.w) || bz + TILE <= (p.z || 0));
if (overlap) return;
setBlock(tx2, ty2, tz2, state.selected, true);
state.inv[state.selected]--;
sendBlockChange(tx2, ty2, tz2, 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 playSound('cloth1');
rebuildHotbar();
}
}
function finishMining(gx, gy, gz, type) {
const def = BLOCKS[type];
const minTool = def.minTool;
let drops = true;
if (minTool) {
const toolId = getBestTool(type);
if (toolId) {
const tool = TOOLS[toolId];
if (toolTierLessThan(tool.toolTier, minTool)) drops = false;
else useTool(toolId);
} else {
drops = false;
}
} else {
const toolId = getBestTool(type);
if (toolId) useTool(toolId);
}
const removed = removeBlock(gx, gy, gz);
if (removed) {
if (drops) {
handleBlockDrop(removed, state.inv);
} else if (def.toolType === 'pickaxe') {
state.inv.cobblestone = (state.inv.cobblestone || 0) + 1;
}
sendBlockChange(gx, gy, gz, removed.t, 'remove');
playSound('stone1');
rebuildHotbar();
}
stopMining();
state.mining = { gx: null, gy: null, gz: null, progress: 0, hardness: 0 };
}
function startHoldMining(gx, gy, gz, type) {
miningHeld = true;
if (miningInterval) clearInterval(miningInterval);
miningInterval = setInterval(() => {
if (!miningHeld) { clearInterval(miningInterval); miningInterval = null; return; }
const mg = state.mining;
if (mg.gx === null) { miningHeld = false; clearInterval(miningInterval); miningInterval = null; return; }
const mb = getBlock(mg.gx, mg.gy, mg.gz || 0);
if (!mb || mb.dead || mb.t !== type) {
miningHeld = false;
clearInterval(miningInterval);
miningInterval = null;
return;
}
if (!withinReach(mg.gx, mg.gy, mg.gz || 0)) {
// отошли — добыча прекращается
miningHeld = false;
clearInterval(miningInterval);
miningInterval = null;
state.mining = { gx: null, gy: null, gz: null, progress: 0, hardness: 0 };
return;
}
mg.progress += getMiningSpeed(mb.t) * 0.3;
if (mg.progress >= mg.hardness) {
finishMining(mg.gx, mg.gy, mg.gz || 0, mb.t);
}
}, 100);
}
// Подсказка «слишком далеко» — один элемент, не спамит
let hintEl = null;
let hintTimer = null;
function showReachHint() {
if (!hintEl) {
hintEl = document.createElement('div');
hintEl.style.cssText = 'position:fixed;left:50%;top:18%;transform:translateX(-50%);' +
'z-index:300;background:rgba(0,0,0,.72);color:#fff;padding:8px 14px;border-radius:8px;' +
'font:600 14px system-ui;pointer-events:none;';
document.body.appendChild(hintEl);
}
hintEl.textContent = 'Слишком далеко — подойди ближе';
hintEl.style.display = 'block';
clearTimeout(hintTimer);
hintTimer = setTimeout(() => { if (hintEl) hintEl.style.display = 'none'; }, 1200);
}

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// ==================== 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-storage3d.js';
import { genColumn, surfaceGyAt, resetGenerationCache } from './world/generation3d.js';
import { initDB, loadGame, applySave, saveGame } from './game/save.js';
import { loop } from './game/loop3d.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 { 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();
// ==================== 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, startGZ = 0;
state.player.x = startGX * state.TILE;
state.player.z = startGZ * state.TILE;
state.player.vx = state.player.vy = state.player.vz = 0;
for (let dx = -4; dx <= 4; dx++) {
for (let dz = -20; dz <= 20; dz++) genColumn(startGX + dx, startGZ + dz);
}
const surfaceY = surfaceGyAt(startGX, startGZ);
let safeGY = surfaceY - 1;
const aboveBlock = getBlock(startGX, surfaceY - 1, startGZ);
if (aboveBlock && (aboveBlock.t === 'water' || aboveBlock.t === 'swamp_water')) {
for (let gy = state.SEA_GY - 1; gy >= 0; gy--) {
const b = getBlock(startGX, gy, startGZ);
if (!b || b.dead || b.t === 'air' || b.t === 'water') continue;
safeGY = gy - 1;
break;
}
}
state.player.y = safeGY * state.TILE;
state.player.fallStartY = state.player.y;
state.spawnPoint.x = state.player.x;
state.spawnPoint.y = state.player.y;
state.spawnPoint.z = state.player.z;
console.log('Новая 3D игра: gx=', startGX, 'gz=', startGZ, 'surfaceY=', surfaceY, 'y=', state.player.y);
}
// 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, startGZ = 0;
genColumn(startGX, startGZ);
state.player.y = (surfaceGyAt(startGX, startGZ) - 1) * state.TILE;
state.player.fallStartY = state.player.y;
for (let gx = startGX - 4; gx <= startGX + 4; gx++) {
for (let gz = -20; gz <= 20; gz++) genColumn(gx, startGZ + gz);
}
});
// ==================== 13) LOOP — startLoop ====================
requestAnimationFrame(loop);
}
// Start the game (v3 — 3D)
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]); };

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// 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 });
}

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srcv3/multiplayer/socket.js Normal file
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// 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 { k3 as k, setBlock, removeBlock, grid, blocks, getBlock } from '../world/world-storage3d.js';
import { genColumn, surfaceGyAt } from '../world/generation3d.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 { explodeTNT3D } from '../world/tnt3d.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, block.gz || 0);
state.serverOverrides.set(key, { op: block.op, t: block.t });
if (block.op === 'set') {
setBlock(block.gx, block.gy, block.gz || 0, block.t, false);
} else if (block.op === 'remove') {
removeBlock(block.gx, block.gy, block.gz || 0);
}
}
}
if (data.time !== undefined) {
state.worldTime = data.time;
state.isNightTime = state.worldTime > 0.5;
}
// Spawn point
{
const startGX = 6;
for (let dx = -4; dx <= 4; dx++) for (let dz = -24; dz <= 24; dz++) genColumn(startGX + dx, dz);
const surfaceY = surfaceGyAt(startGX, Math.floor((state.player.z || 0) / state.TILE));
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, Math.floor((state.player.z || 0) / state.TILE));
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, Math.floor((state.player.z || 0) / state.TILE));
const surfaceY = surfaceGyAt(spawnGX, Math.floor((state.player.z || 0) / state.TILE));
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) => {
explodeTNT3D({ gx: data.gx, gy: data.gy, gz: data.gz || 0 }, state);
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, data.gz || 0);
state.serverOverrides.set(key, { op: data.op, t: data.t });
if (data.op === 'set') {
setBlock(data.gx, data.gy, data.gz || 0, data.t, false);
} else if (data.op === 'remove') {
removeBlock(data.gx, data.gy, data.gz || 0);
}
});
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;
}
}

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// 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 });
}
}
};
}

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// ==================== ФИЗИКА 3D — GrechkaCraft v3 ====================
// Осевое разрешение столкновений по X → Z → Y, как в Minecraft.
// Автошаг на 1 блок, прыжок, лестницы, плавание, лодка.
import { TILE } from '../core/constants.js';
import { BLOCKS } from '../data/blocks.js';
import { state } from '../core/state.js';
import { getBlock, isSolid } from '../world/world-storage3d.js';
const EPS = 0.001;
// Собственная AABB-коробка сущности: x/z — центр, y — низ (как в 2D-игре: e.x, e.y = левый-ниний)
function boxOf(e) {
return {
x0: e.x, x1: e.x + e.w,
y0: e.y, y1: e.y + e.h,
z0: e.z, z1: e.z + e.d,
};
}
function solidAt(gx, gy, gz) {
const b = getBlock(gx, gy, gz);
if (!b) return false;
const def = BLOCKS[b.t];
if (!def) return false;
if (def.fluid) return false;
if (def.decor || def.climbable) return false;
return !!def.solid;
}
function climbableAt(gx, gy, gz) {
const b = getBlock(gx, gy, gz);
return !!(b && BLOCKS[b.t] && BLOCKS[b.t].climbable);
}
function fluidAt(gx, gy, gz) {
const b = getBlock(gx, gy, gz);
return !!(b && BLOCKS[b.t] && BLOCKS[b.t].fluid);
}
// Пересекает ли коробка сущности твёрдый блок
function hitsSolid(bx) {
const x0 = Math.floor(bx.x0 / TILE), x1 = Math.floor((bx.x1 - EPS) / TILE);
const y0 = Math.floor(bx.y0 / TILE), y1 = Math.floor((bx.y1 - EPS) / TILE);
const z0 = Math.floor(bx.z0 / TILE), z1 = Math.floor((bx.z1 - EPS) / TILE);
for (let gx = x0; gx <= x1; gx++) {
for (let gy = y0; gy <= y1; gy++) {
for (let gz = z0; gz <= z1; gz++) {
if (solidAt(gx, gy, gz)) return true;
}
}
}
return false;
}
// Стоит ли сущность на чём-то (для grounded)
function checkGrounded(e) {
const bx = boxOf(e);
const gy = Math.floor((bx.y1 + 1) / TILE);
const x0 = Math.floor(bx.x0 / TILE), x1 = Math.floor((bx.x1 - EPS) / TILE);
const z0 = Math.floor(bx.z0 / TILE), z1 = Math.floor((bx.z1 - EPS) / TILE);
for (let gx = x0; gx <= x1; gx++) {
for (let gz = z0; gz <= z1; gz++) {
if (solidAt(gx, gy, gz)) return true;
}
}
return false;
}
function onLadder(e) {
const cx = Math.floor((e.x + e.w / 2) / TILE);
const cy = Math.floor((e.y + e.h / 2) / TILE);
const cz = Math.floor((e.z + e.d / 2) / TILE);
return climbableAt(cx, cy, cz);
}
function inFluid(e) {
const cx = Math.floor((e.x + e.w / 2) / TILE);
const cy = Math.floor((e.y + e.h * 0.4) / TILE);
const cz = Math.floor((e.z + e.d / 2) / TILE);
return fluidAt(cx, cy, cz);
}
// Разрешение одной оси. delta — смещение за кадр.
function moveAxis(e, axis, delta) {
if (delta === 0) return false;
const bx = boxOf(e);
if (axis === 'x') { bx.x0 += delta; bx.x1 += delta; }
else if (axis === 'z') { bx.z0 += delta; bx.z1 += delta; }
else { bx.y0 += delta; bx.y1 += delta; }
if (!hitsSolid(bx)) {
if (axis === 'x') e.x += delta;
else if (axis === 'z') e.z += delta;
else e.y += delta;
return false;
}
const dir = Math.sign(delta);
// Автошаг вверх на 1 блок
if ((axis === 'x' || axis === 'z') && e.grounded) {
const savedX = e.x, savedY = e.y, savedZ = e.z;
if (axis === 'x') e.x += delta; else e.z += delta;
e.y -= TILE;
if (!hitsSolid(boxOf(e))) {
return true; // шаг удался, продолжим движение
}
e.x = savedX; e.y = savedY; e.z = savedZ;
}
// Откат к границе блока
// шаг за блок, пока не пересечение
const stepPx = dir * 0.5;
let moved = 0;
for (let i = 0; i < TILE * 4; i++) {
const test = boxOf(e);
if (axis === 'x') { test.x0 += stepPx; test.x1 += stepPx; }
else if (axis === 'z') { test.z0 += stepPx; test.z1 += stepPx; }
else { test.y0 += stepPx; test.y1 += stepPx; }
if (hitsSolid(test)) break;
moved += stepPx;
if (axis === 'x') e.x += stepPx;
else if (axis === 'z') e.z += stepPx;
else e.y += stepPx;
}
if (axis === 'x') e.vx = 0;
else if (axis === 'z') e.vz = 0;
else e.vy = 0;
return true;
}
export function resolveX(e, dt) { return moveAxis(e, 'x', e.vx * dt); }
export function resolveZ(e, dt) { return moveAxis(e, 'z', (e.vz || 0) * dt); }
export function resolveY(e, dt) {
const hit = moveAxis(e, 'y', e.vy * dt);
e.grounded = false;
if (hit && e.vy >= 0) {
e.grounded = checkGrounded(e);
} else if (!hit) {
e.grounded = checkGrounded(e);
}
return hit;
}
export { boxOf, hitsSolid, checkGrounded, onLadder, inFluid, solidAt, fluidAt, climbableAt };

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// ==================== ВОДА 3D — GrechkaCraft v3 ====================
// Та же логика 2D-игры (кислород, всплеск, болото), но с учётом Z.
import { TILE } from '../core/constants.js';
import { state } from '../core/state.js';
import { getBlock } from '../world/world-storage3d.js';
import { playSound } from '../audio/sound-engine.js';
function blockAt3(px, py, pz) {
const gx = Math.floor(px / TILE);
const gy = Math.floor(py / TILE);
const gz = Math.floor(pz / TILE);
return getBlock(gx, gy, gz);
}
function isWaterAt(px, py, pz) {
const b = blockAt3(px, py, pz);
return !!(b && (b.t === 'water' || b.t === 'swamp_water'));
}
function isSwampWaterAt(px, py, pz) {
const b = blockAt3(px, py, pz);
return !!(b && b.t === 'swamp_water');
}
// Обновляет флаги воды на сущности (игрок или моб).
// dt передаётся явно — в 2D-версии он был неявной переменной цикла.
export function updateWaterFlag3(e, dt) {
const cx = e.x + e.w / 2;
const cz = (e.z || 0) + (e.d || e.w) / 2;
const wasInWater = e.inWater;
const mid = isWaterAt(cx, e.y + e.h / 2, cz);
const feet = isWaterAt(cx, e.y + e.h - 2, cz);
e.inWater = mid || feet;
e.inSwampWater = isSwampWaterAt(cx, e.y + e.h / 2, cz);
e.headInWater = isWaterAt(cx, e.y + 4, cz);
if (e === state.player && !wasInWater && e.inWater && e.vy > 100) {
playSound('splash');
}
if (e === state.player && e.inSwampWater) {
state.player.hp -= 3 * (typeof dt === 'number' ? dt : 0.016);
}
}
// Лодка тонет, если под ней нет воды (с учётом Z).
export function updateWaterPhysics3(dt) {
void dt;
}
export { isWaterAt, isSwampWaterAt };

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// 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();
}

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// ==================== 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;

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// 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'
});
}
}

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srcv3/render/render3d.js Normal file
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// ==================== РЕНДЕР 3D — GrechkaCraft v3 ====================
// Объёмный мир: у каждого блока есть gx/gy/gz. Рендерим кубы по всем трём
// осям, отсекаем те, что не видны с камеры (соседи со всех шести сторон).
import { state } from '../core/state.js';
import { BLOCKS } from '../data/blocks.js';
import { isNight } from '../entities/mob-ai3d.js';
import { skyColor } from '../world/weather.js';
import { mode } from '../game/modes.js';
import { handleTap, stopMining } from '../input/mouse-handler3d.js';
import { getBlock } from '../world/world-storage3d.js';
import { camDir } from '../game/loop3d.js';
import { HERO_COL, HERO_PARTS, HERO_PIVOT, HERO_SCALE } from './hero-rig.js';
let TD = null;
function TDparseColor(c) {
const m = /rgba?\(([^)]+)\)/.exec(c);
if (!m) return { color: new THREE.Color(c), opacity: 1 };
const p = m[1].split(',').map(x => parseFloat(x));
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 TDisFlat(t) {
const d = BLOCKS[t];
if (!d) return false;
return !d.solid || !!d.decor || !!d.climbable;
}
// ---------- герой: тот же пиксельный рисунок, кубики ----------
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.BasicShadowMap;
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x8fc7f5);
scene.fog = new THREE.Fog(0x8fc7f5, 30, 90);
const camera = new THREE.PerspectiveCamera(60, 1, 0.1, 300);
const hemi = new THREE.HemisphereLight(0xcfe6ff, 0x6ab04c, 0.85);
const sun = new THREE.DirectionalLight(0xffffff, 1.5);
sun.castShadow = true;
sun.shadow.mapSize.set(512, 512);
const sc = sun.shadow.camera;
sc.left = -26; sc.right = 26; sc.top = 26; sc.bottom = -26;
sc.near = 1; sc.far = 140;
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);
// Рабочая область: только блоки рядом с игроком (по всем осям)
const crack = new THREE.Mesh(
new THREE.BoxGeometry(1.004, 1.004, 1.004),
new THREE.MeshBasicMaterial({ color: 0x000000, transparent: true, opacity: 0 })
);
crack.visible = false;
scene.add(crack);
const ghost = new THREE.Mesh(
new THREE.BoxGeometry(1.02, 1.02, 1.02),
new THREE.MeshBasicMaterial({ color: 0xffffff, wireframe: true, transparent: true, opacity: 0.9 })
);
ghost.visible = false;
scene.add(ghost);
// куб подсветки выбранного блока
const outline = new THREE.LineSegments(
new THREE.EdgesGeometry(new THREE.BoxGeometry(1.03, 1.03, 1.03)),
new THREE.LineBasicMaterial({ color: 0xffffff })
);
outline.visible = false;
scene.add(outline);
const cloudMeshes = [];
const cloudMat = new THREE.MeshLambertMaterial({ color: 0xffffff, transparent: true, opacity: 0.75 });
for (let i = 0; i < 16; i++) {
const m = new THREE.Mesh(new THREE.BoxGeometry(4, 0.8, 2.2), cloudMat);
scene.add(m);
cloudMeshes.push(m);
}
const projPool = [];
for (let i = 0; i < 24; i++) {
const m = new THREE.Mesh(new THREE.BoxGeometry(0.55, 0.1, 0.1), new THREE.MeshBasicMaterial({ color: 0xf1c40f }));
m.visible = false;
scene.add(m);
projPool.push(m);
}
const PMAX = 800;
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: 0.16, vertexColors: true, depthWrite: false }));
points.frustumCulled = false;
scene.add(points);
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(500, 0x74b9ff, 0.2);
const snow = makeFall(300, 0xffffff, 0.17);
const lightPool = [];
for (let i = 0; i < 6; i++) {
const L = new THREE.PointLight(0xff9a3c, 0, 16);
scene.add(L);
lightPool.push(L);
}
const flamePool = [];
for (let i = 0; i < 8; i++) {
const f = new THREE.Mesh(new THREE.ConeGeometry(0.3, 0.75, 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, 1.0),
new THREE.MeshLambertMaterial({ color: 0x8b4513 })
);
boatMesh.visible = false;
boatMesh.castShadow = true;
scene.add(boatMesh);
TD = {
renderer, scene, camera, hemi, sun, amb, hero,
crack, ghost, outline, cloudMeshes, projPool, points, pPos, pCol, PMAX,
rain, snow, lightPool, flamePool, boatMesh,
blockMeshes: [], lastVersion: -1, meshT: 0,
mobs: new Map(), players: new Map(),
yaw: 0.0, pitch: 0.42, dist: 10,
ptrs: new Map(), pinchD: 0,
lastTap: null, hovered: null, fireCache: null,
heroStep: 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(1);
TD.renderer.setSize(w, h, false);
TD.camera.aspect = w / h;
TD.camera.updateProjectionMatrix();
}
// ==================== БЛОКИ ====================
// Полный пересбор мешей редкий; в обычном кадре — только обновление матриц.
const VIEW_R = 14; // радиус прорисовки в тайлах по всем осям
function isHiddenAt(gx, gy, gz) {
// спрятан ли блок: все 6 соседей непрозрачные?
return isOpaqueAt(gx + 1, gy, gz) && isOpaqueAt(gx - 1, gy, gz) &&
isOpaqueAt(gx, gy + 1, gz) && isOpaqueAt(gx, gy - 1, gz) &&
isOpaqueAt(gx, gy, gz + 1) && isOpaqueAt(gx, gy, gz - 1);
}
function isOpaqueAt(gx, gy, gz) {
const b = getBlock(gx, gy, gz);
if (!b) return false;
const def = BLOCKS[b.t];
if (!def) return false;
return !!def.solid && !def.fluid && !def.decor && !def.climbable && def.alpha === undefined;
}
function TDrebuildBlocks(px, py, pz) {
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;
const dx = b.gx - px, dy = b.gy - py, dz = (b.gz || 0) - pz; // py — игровой gy
if (dx * dx + dy * dy + dz * dz > VIEW_R * VIEW_R) continue;
if (!TDisFluid(b.t) && !TDisFlat(b.t) && isHiddenAt(b.gx, b.gy, b.gz || 0)) 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 flat = !fluid && TDisFlat(t);
const mesh = new THREE.InstancedMesh(flat ? planeGeo : boxGeo, TDblockMat(t), list.length);
mesh.castShadow = !flat;
mesh.receiveShadow = true;
if (flat) mesh.material.side = THREE.DoubleSide;
const m = new THREE.Matrix4();
const q = new THREE.Quaternion();
const e = new THREE.Euler();
for (let i = 0; i < list.length; i++) {
const b = list[i];
if (flat) {
// плоские блоки (цветы) — поворачиваем к камере, стоят на земле
e.set(-Math.PI / 2, 0, 0);
q.setFromEuler(e);
m.compose(new THREE.Vector3(b.gx + 0.5, -b.gy + 0.05, (b.gz || 0) + 0.5), q, new THREE.Vector3(1, 1, 1));
} else if (fluid) {
m.makeScale(1, 0.82, 1);
m.setPosition(b.gx + 0.5, -b.gy - 0.09, (b.gz || 0) + 0.5);
} else {
m.identity();
m.setPosition(b.gx + 0.5, -b.gy - 0.5, (b.gz || 0) + 0.5);
}
mesh.setMatrixAt(i, m);
}
mesh.instanceMatrix.needsUpdate = true;
mesh.userData.list = list;
TD.scene.add(mesh);
TD.blockMeshes.push({ mesh, type: t });
}
}
// ==================== PICK (рейкаст по 3D) ====================
const TDray = new THREE.Raycaster();
const TDndc = new THREE.Vector2();
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(x => x.mesh), false);
if (!hits.length) return null;
const h = hits[0];
const b = h.object.userData.list[h.instanceId];
if (!b) return null;
// мировые игровые координаты точки удара
const gx = Math.floor(h.point.x);
const gy = -Math.floor(h.point.y);
const gz = Math.floor(h.point.z);
const wx = (h.point.x) * state.TILE;
const wy = (-h.point.y) * state.TILE;
return { gx, gy, gz, wx, wy, face: h.face ? h.face.normal : null };
}
// ==================== ВВОД ====================
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(34, Math.max(4, TD.dist * TD.pinchD / d));
TD.pinchD = d;
return;
}
if (q.moved) {
TD.yaw -= dx * 0.005;
TD.pitch = Math.min(1.45, Math.max(0.06, TD.pitch + 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 = hit;
handleTap(hit.wx, hit.wy, hit.gz, hit.face);
}
}
};
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(34, Math.max(4, 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, 1),
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(0.14, 0.14, 0.05), eyeM);
e1.position.set(-0.16, 0.22, 0.26);
const e2 = e1.clone();
e2.position.x = 0.16;
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 p = 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;
const ptx = (p.x + (p.w || 34) / 2) / TILE;
const pgy = (p.y + (p.h || 34) / 2) / TILE; // игровый Y (вниз)
const py3 = -pgy; // three Y (вверх)
const ptz = ((p.z || 0) + (p.d || 34) / 2) / TILE;
// пересборка мешей: при изменении мира или раз в ~2 сек (для плавной подгрузки)
// пересборка не чаще раза в 700 мс и только при изменении мира
const ver = state.blocksVersion || 0;
if ((ver !== TD.lastVersion && now - TD.meshT > 700) || !TD.blockMeshes.length) {
TD.meshT = now;
TD.lastVersion = ver;
TDrebuildBlocks(ptx, pgy, ptz);
}
// небо/свет. Первые секунды после старта держим полдень, чтобы не было «рассвета»
const night = isNight();
const sky = skyColor(night, 'plains', 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 ? 0.3 : 0.85;
TD.amb.intensity = night ? 0.34 : 0.25;
if (state.lightningFlash > 0) TD.hemi.intensity += Math.min(2.2, state.lightningFlash * 2.4);
TD.sun.position.set(ptx + 20, py3 + 36, ptz + 20);
TD.sun.target.position.set(ptx, py3, ptz);
TD.sun.target.updateMatrixWorld();
// камера-орбита; yaw — тот же угол, что и для WASD
camDir.yaw = TD.yaw;
const cp = Math.cos(TD.pitch), sp2 = Math.sin(TD.pitch);
TD.camera.position.set(
ptx + TD.dist * Math.sin(TD.yaw) * cp,
py3 + TD.dist * sp2,
ptz + TD.dist * Math.cos(TD.yaw) * cp
);
TD.camera.lookAt(ptx, py3, ptz);
// герой: позиция в ногах коллайдера, поворот по направлению взгляда
TD.hero.group.position.set(ptx, -p.y / TILE, ptz);
if (p.facing !== undefined) {
const wantYaw = -p.facing;
TD.hero.group.rotation.y += (wantYaw - TD.hero.group.rotation.y) * Math.min(1, 9 * dt);
}
const moving = Math.hypot(p.vx || 0, p.vz || 0) > 20 && p.grounded;
if (moving) TD.heroStep += dt * 11;
TD.hero.P.legs.rotation.z = moving ? Math.sin(TD.heroStep) * 0.34 : 0;
TD.hero.P.legs.rotation.x = moving ? Math.cos(TD.heroStep) * 0.22 : 0;
// 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);
e.body.scale.set((m.w || 30) / TILE, (m.h || 30) / TILE, (m.d || m.w || 30) / TILE);
e.g.position.set(
(m.x + (m.w || 30) / 2) / TILE,
-(m.y + (m.h || 30) / 2) / TILE,
((m.z || 0) + (m.d || m.w || 30) / 2) / TILE
);
}
for (const [m, e] of TD.mobs) {
if (!seen.has(m)) { TD.scene.remove(e.g); TD.mobs.delete(m); }
}
// игроки сети
const seenP = new Set();
if (state.otherPlayers) {
for (const [id, pl] of state.otherPlayers) {
seenP.add(id);
const e = TDplayerEntry(id, pl);
e.rig.group.position.set((pl.x + 17) / TILE, -pl.y / TILE, ((pl.z || 0) + 17) / TILE);
}
}
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, -state.boat.y / TILE, (state.boat.z || 0) / TILE);
} 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, -pr.y / TILE, (pr.z || 0) / TILE);
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] = -pt.y / TILE;
TD.pPos[i * 3 + 2] = (pt.z || 0) / TILE;
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, -c.y / TILE, ptz - 12);
}
// огни
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 + ',' + (b.gz || 0)));
if (!lit) continue;
const dx = b.gx - ptx, dy = -b.gy + pty, dz = (b.gz || 0) - ptz;
found.push({ t: b.t, gx: b.gx, gy: b.gy, gz: b.gz || 0, d: dx * dx + dy * dy + dz * dz });
}
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 + 0.5, -src.gy + 0.5, src.gz + 0.5);
L.intensity = 1.6 + 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 + 0.5, -src.gy + 0.78 + Math.sin(now / 90 + src.gy) * 0.06, src.gz + 0.5);
const sc2 = 0.9 + Math.sin(now / 70 + src.gx * 2) * 0.18;
f.scale.set(sc2, sc2 * (1 + Math.sin(now / 55) * 0.12), sc2);
}
}
// 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 * 26;
let x = TD.rain.pos[i * 3];
if (y < py3 - 12) { y = py3 + 12; x = ptx + (Math.random() - 0.5) * 40; }
TD.rain.pos[i * 3] = x;
TD.rain.pos[i * 3 + 1] = y;
TD.rain.pos[i * 3 + 2] = ptz + 6;
}
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;
let x = TD.snow.pos[i * 3] + Math.sin(now / 900 + i) * dt * 1.5;
if (y < py3 - 12) { y = py3 + 12; x = ptx + (Math.random() - 0.5) * 40; }
TD.snow.pos[i * 3] = x;
TD.snow.pos[i * 3 + 1] = y;
TD.snow.pos[i * 3 + 2] = ptz + 6;
}
TD.snow.pts.geometry.attributes.position.needsUpdate = true;
} else TD.snow.pts.visible = false;
// подсветка блока под курсором / прогресс добычи
const mg = state.mining;
if (mg && mg.gx !== null && mg.hardness > 0) {
TD.crack.visible = true;
TD.crack.position.set(mg.gx + 0.5, -mg.gy - 0.5, (mg.gz || 0) + 0.5);
TD.crack.material.opacity = Math.min(0.55, (mg.progress / mg.hardness) * 0.55);
} else TD.crack.visible = false;
if (mode() === 'build' && TD.lastTap) {
TD.ghost.visible = true;
TD.ghost.position.set(TD.lastTap.gx + 0.5, -TD.lastTap.gy - 0.5, (TD.lastTap.gz || 0) + 0.5);
} else TD.ghost.visible = false;
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);
}

506
srcv3/render/textures.js Normal file
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// 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); });
}

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// ==================== 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 = '';
}
});
}

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// 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';
}

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// 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');

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// ==================== 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-storage3d.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, gz) {
state.currentFurnaceKey = `${gx},${gy},${gz || 0}`;
furnacePanel.style.display = 'block';
renderFurnaceUI();
}
export function renderFurnaceUI() {
if (!state.currentFurnaceKey) return;
// Проверяем что печь всё ещё существует
const [fgx, fgy, fgz] = state.currentFurnaceKey.split(',').map(Number);
const fb = getBlock(fgx, fgy, fgz || 0);
if (!fb || fb.t !== 'furnace') {
furnacePanel.style.display = 'none';
state.currentFurnaceKey = null;
return;
}
// Текущий процесс обжига
const active = state.activeFurnaces.get(state.currentFurnaceKey);
let html = '<div style="color:#fff;font-size:13px;">';
// Доступные рецепты — показываем только те, для которых есть ресурсы
for (let i = 0; i < SMELTING_RECIPES.length; i++) {
const recipe = SMELTING_RECIPES[i];
const haveCount = state.inv[recipe.in] || 0;
const canSmelt = haveCount >= recipe.qty;
// Иконка результата
const outDef = BLOCKS[recipe.out];
const outItem = ITEMS[recipe.out];
const iconStr = outItem ? outItem.icon : (outDef ? '🧱' : '❓');
const nameStr = outItem ? outItem.n : (outDef ? outDef.n : recipe.out);
const inItem = ITEMS[recipe.in];
const inDef = BLOCKS[recipe.in];
const inName = inItem ? inItem.n : (inDef ? inDef.n : recipe.in);
html += `<div class="recipe">`;
html += `<div class="ricon" style="font-size:24px;display:flex;align-items:center;justify-content:center;">${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();
}
}
}
}

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// 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();
}

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// 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);
}
}

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// ==================== 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);
}
});
}

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// ==================== МИНИКАРТА ====================
import { state } from '../core/state.js';
import { BLOCKS } from '../data/blocks.js';
import { getBlock } from '../world/world-storage3d.js';
import { playSound } from '../audio/sound-engine.js';
import { isNight } from '../entities/mob-ai3d.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, 0);
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);
}
}
}

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// ==================== 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 ===');
};
}

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// ==================== 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';
}

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