v3: полностью 3D мир (генерация по XYZ, физика по 3 осям, добыча по близости)
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commit
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backup/
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backup_v*/
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*.bak*
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node_modules/
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@ -4,6 +4,11 @@ COPY nginx.conf /etc/nginx/conf.d/default.conf
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COPY index.html /usr/share/nginx/html/index.html
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COPY style.css /usr/share/nginx/html/style.css
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COPY game.js /usr/share/nginx/html/game.js
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COPY three147.min.js /usr/share/nginx/html/three147.min.js
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COPY game3d.js /usr/share/nginx/html/game3d.js
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COPY index-v2.html /usr/share/nginx/html/v2.html
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COPY manifest.json /usr/share/nginx/html/manifest.json
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COPY sw.js /usr/share/nginx/html/sw.js
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COPY src/ /usr/share/nginx/html/src/
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EXPOSE 80
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@ -1,11 +0,0 @@
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FROM nginx:alpine
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# Копируем файлы игры в директорию nginx
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COPY index.html /usr/share/nginx/html/index.html
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COPY style.css /usr/share/nginx/html/style.css
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COPY game.js /usr/share/nginx/html/game.js
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# Используем конфигурацию nginx по умолчанию
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EXPOSE 80
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CMD ["nginx", "-g", "daemon off;"]
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Load Diff
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Load Diff
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@ -1,11 +0,0 @@
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FROM nginx:alpine
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# Копируем файлы игры в директорию nginx
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COPY index.html /usr/share/nginx/html/index.html
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COPY style.css /usr/share/nginx/html/style.css
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COPY game.js /usr/share/nginx/html/game.js
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# Используем конфигурацию nginx по умолчанию
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EXPOSE 80
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CMD ["nginx", "-g", "daemon off;"]
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@ -1,27 +0,0 @@
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name: grechka-game
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services:
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grechka-game:
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build:
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context: .
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dockerfile: Dockerfile
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container_name: grechka-game
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restart: unless-stopped
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networks:
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- shared_network
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labels:
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# Включаем Traefik для этого сервиса
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- "traefik.enable=true"
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- "traefik.docker.network=shared_network"
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# HTTPS роутер
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- "traefik.http.routers.grechka-game.entrypoints=websecure"
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- "traefik.http.routers.grechka-game.rule=Host(`grechka.mkn8n.ru`)"
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- "traefik.http.routers.grechka-game.tls=true"
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- "traefik.http.routers.grechka-game.tls.certresolver=mytlschallenge"
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# Сервис
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- "traefik.http.services.grechka-game.loadbalancer.server.port=80"
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networks:
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shared_network:
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external: true
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File diff suppressed because it is too large
Load Diff
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@ -1,79 +0,0 @@
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<!DOCTYPE html>
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<html lang="ru">
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<head>
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<meta charset="UTF-8" />
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<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no" />
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<title>GrechkaCraft: Multiplayer</title>
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<!-- Socket.io Client -->
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<script src="https://cdn.socket.io/4.7.4/socket.io.min.js"></script>
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<link rel="stylesheet" href="style.css">
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</head>
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<body>
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<div id="game">
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<canvas id="c"></canvas>
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<div class="ui">
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<div id="stats">
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<div class="row">❤️ <span id="hp">100</span> 🍗 <span id="food">100</span></div>
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<div class="row">🫁 <span id="o2">100</span></div>
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<div class="row">📍 X:<span id="sx">0</span> Y:<span id="sy">0</span></div>
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<div class="row">🕒 <span id="tod">День</span></div>
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<div class="row">🌐 <span id="worldId" style="cursor:pointer; text-decoration:underline;" title="Нажмите, чтобы скопировать ссылку">default</span></div>
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<div class="row" id="multiplayerStatus" style="display:none;">👥 <span id="playerCount">0</span></div>
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</div>
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<div id="modeBtn" class="rbtn pe">🏃</div>
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<div id="saveBtn" class="rbtn pe">💾</div>
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<div id="craftBtn" class="rbtn pe">🔨</div>
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<div id="resetBtn" class="rbtn pe">🔄</div>
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<div id="craftPanel">
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<div class="top">
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<div style="font-weight:900;font-size:18px;">Крафт</div>
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<button class="close" id="craftClose">Закрыть</button>
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</div>
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<div id="recipes"></div>
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</div>
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<div id="inventoryPanel">
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<div class="top">
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<div style="font-weight:900;font-size:18px;">Инвентарь</div>
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<button class="close" id="inventoryClose">Закрыть</button>
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</div>
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<div id="inventoryGrid"></div>
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</div>
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<div id="death">
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<div style="font-size:22px;font-weight:900;">ВЫ ПОГИБЛИ</div>
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<button id="respawnBtn">ВОЗРОДИТЬСЯ</button>
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</div>
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<div id="hotbar" class="pe"></div>
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<div id="invToggle" class="rbtn pe" style="bottom:10px; left:10px; background:#3498db;">🎒</div>
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</div>
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<!-- Chat UI -->
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<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;">
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<div style="display:flex; justify-content:space-between; align-items:center; color:#fff; margin-bottom:10px;">
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<div style="font-weight:900;font-size:18px;">💬 Чат</div>
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<button id="chatClose" style="background:#c0392b; border:none; color:#fff; font-weight:900; padding:6px 10px; border-radius:8px; cursor:pointer;">✕</button>
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</div>
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<div id="chatMessages" style="flex:1; overflow-y:auto; color:#fff; font-size:13px; margin-bottom:8px; max-height:calc(100% - 40px);"></div>
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<div style="display:flex; gap:6px;">
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<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;" />
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<button id="chatSend" style="background:#2ecc71; border:none; color:#fff; font-weight:900; padding:8px 16px; border-radius:8px; cursor:pointer;">➤</button>
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</div>
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</div>
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<div id="chatToggle" class="rbtn pe">💬</div>
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</div>
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<div id="controls">
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<div id="left" class="cbtn">←</div>
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<div id="right" class="cbtn">→</div>
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<div id="jump" class="cbtn">↑</div>
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</div>
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<script src="game.js"></script>
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</body>
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</html>
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name: grechka-game
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services:
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grechka-game:
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build:
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context: .
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dockerfile: Dockerfile
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container_name: grechka-game
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restart: unless-stopped
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networks:
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- shared_network
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labels:
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# Включаем Traefik для этого сервиса
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- "traefik.enable=true"
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- "traefik.docker.network=shared_network"
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# HTTPS роутер
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- "traefik.http.routers.grechka-game.entrypoints=websecure"
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- "traefik.http.routers.grechka-game.rule=Host(`grechka.mkn8n.ru`)"
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- "traefik.http.routers.grechka-game.tls=true"
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- "traefik.http.routers.grechka-game.tls.certresolver=mytlschallenge"
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# Сервис
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- "traefik.http.services.grechka-game.loadbalancer.server.port=80"
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networks:
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shared_network:
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external: true
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File diff suppressed because it is too large
Load Diff
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<!DOCTYPE html>
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<html lang="ru">
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<head>
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<meta charset="UTF-8" />
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<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no" />
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<title>GrechkaCraft: Multiplayer</title>
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<!-- Socket.io Client -->
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<script src="https://cdn.socket.io/4.7.4/socket.io.min.js"></script>
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<link rel="stylesheet" href="style.css">
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</head>
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<body>
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<div id="game">
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<canvas id="c"></canvas>
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<div class="ui">
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<div id="stats">
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<div class="row">❤️ <span id="hp">100</span> 🍗 <span id="food">100</span></div>
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<div class="row">🫁 <span id="o2">100</span></div>
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<div class="row">📍 X:<span id="sx">0</span> Y:<span id="sy">0</span></div>
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<div class="row">🕒 <span id="tod">День</span></div>
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<div class="row">🌐 <span id="worldId" style="cursor:pointer; text-decoration:underline;" title="Нажмите, чтобы скопировать ссылку">default</span></div>
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<div class="row" id="multiplayerStatus" style="display:none;">👥 <span id="playerCount">0</span></div>
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</div>
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<div id="modeBtn" class="rbtn pe">🏃</div>
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<div id="saveBtn" class="rbtn pe">💾</div>
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<div id="craftBtn" class="rbtn pe">🔨</div>
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<div id="resetBtn" class="rbtn pe">🔄</div>
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<div id="craftPanel">
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<div class="top">
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<div style="font-weight:900;font-size:18px;">Крафт</div>
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<button class="close" id="craftClose">Закрыть</button>
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</div>
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<div id="recipes"></div>
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</div>
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<div id="inventoryPanel">
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<div class="top">
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<div style="font-weight:900;font-size:18px;">Инвентарь</div>
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<button class="close" id="inventoryClose">Закрыть</button>
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</div>
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<div id="inventoryGrid"></div>
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</div>
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<div id="death">
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<div style="font-size:22px;font-weight:900;">ВЫ ПОГИБЛИ</div>
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<button id="respawnBtn">ВОЗРОДИТЬСЯ</button>
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</div>
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<div id="hotbar" class="pe"></div>
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<div id="invToggle" class="rbtn pe" style="bottom:10px; left:10px; background:#3498db;">🎒</div>
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</div>
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<!-- Chat UI -->
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<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;">
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<div style="display:flex; justify-content:space-between; align-items:center; color:#fff; margin-bottom:10px;">
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<div style="font-weight:900;font-size:18px;">💬 Чат</div>
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<button id="chatClose" style="background:#c0392b; border:none; color:#fff; font-weight:900; padding:6px 10px; border-radius:8px; cursor:pointer;">✕</button>
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</div>
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<div id="chatMessages" style="flex:1; overflow-y:auto; color:#fff; font-size:13px; margin-bottom:8px; max-height:calc(100% - 40px);"></div>
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<div style="display:flex; gap:6px;">
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<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;" />
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<button id="chatSend" style="background:#2ecc71; border:none; color:#fff; font-weight:900; padding:8px 16px; border-radius:8px; cursor:pointer;">➤</button>
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</div>
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</div>
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<div id="chatToggle" class="rbtn pe">💬</div>
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</div>
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<div id="controls">
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<div id="left" class="cbtn">←</div>
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<div id="right" class="cbtn">→</div>
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<div id="jump" class="cbtn">↑</div>
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</div>
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<script src="game.js"></script>
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</body>
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</html>
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/* Minegrechka Game Styles - v1.2 */
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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; }
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#game { position:absolute; top:0; left:0; right:0; bottom:140px; background:#87CEEB; overflow:hidden; }
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canvas { display:block; width:100%; height:100%; image-rendering:pixelated; }
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#controls { position:absolute; left:0; right:0; bottom:0; height:140px; background:#222; border-top:4px solid #444; z-index:10; }
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.ui { position:absolute; inset:0; pointer-events:none; z-index:20; }
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.pe { pointer-events:auto; }
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#stats { position:absolute; left:10px; top:10px; color:#fff; font-weight:800; font-size:14px;
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background: rgba(0,0,0,0.55); padding:8px; border-radius:10px; text-shadow:1px 1px 0 #000; }
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#stats .row{ display:flex; gap:10px; align-items:center; }
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.rbtn { position:absolute; right:10px; width:52px; height:52px; border-radius:12px;
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display:flex; align-items:center; justify-content:center; border:2px solid rgba(255,255,255,0.9);
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font-size:24px; cursor:pointer; pointer-events:auto; box-shadow:0 4px 0 rgba(0,0,0,0.5); }
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.rbtn:active { transform: translateY(4px); box-shadow:none; }
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#modeBtn { top:10px; background:#f39c12; }
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#saveBtn { top:10px; right:70px !important; background:#27ae60; }
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#resetBtn { top:10px; right:130px !important; background:#e74c3c; }
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#craftBtn { top:74px; right:10px !important; background:#9b59b6; }
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#chatToggle { top:10px; right:190px !important; background:#9b59b6; }
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#hotbar { position:absolute; left:50%; transform:translateX(-50%); bottom:10px; display:flex; gap:6px;
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background: rgba(0,0,0,0.60); padding:6px; border-radius:12px; pointer-events:auto;
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overflow-x: auto; overflow-y: hidden; max-width: 80%; }
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.slot { width:38px; height:38px; border:2px solid rgba(255,255,255,0.22); border-radius:10px;
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position:relative; overflow:hidden; cursor:pointer; background: rgba(255,255,255,0.07);
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display:flex; align-items:center; justify-content:center; font-size:18px; }
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.slot.sel { border-color:#f1c40f; box-shadow: 0 0 0 2px rgba(241,196,15,0.18) inset; }
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.count { position:absolute; right:3px; bottom:1px; font-size:10px; color:#fff; font-weight:900; text-shadow:1px 1px 0 #000; }
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/* Craft modal */
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#craftPanel { display:none; position:absolute; left:14px; right:14px; top:14px; bottom:14px;
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background: rgba(10,10,12,0.92); border:2px solid rgba(255,255,255,0.85); border-radius:14px;
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pointer-events:auto; padding:12px; overflow:auto; }
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/* Inventory modal */
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#inventoryPanel { display:none; position:absolute; left:50%; top:50%; transform: translate(-50%, -50%);
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width: 420px; max-width: 90%; background: rgba(10,10,12,0.92); border:2px solid rgba(255,255,255,0.85);
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border-radius:14px; pointer-events:auto; padding:12px; z-index: 100; }
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#inventoryPanel .top { display:flex; justify-content:space-between; align-items:center; color:#fff; margin-bottom:10px; }
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#inventoryGrid { display: grid; grid-template-columns: repeat(6, 1fr); gap: 6px; margin-top: 10px; }
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.inv-slot { width: 48px; height: 48px; border: 2px solid rgba(255,255,255,0.22); border-radius: 8px;
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position: relative; overflow: hidden; cursor: pointer; background: rgba(255,255,255,0.07);
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display: flex; align-items: center; justify-content: center; font-size: 24px; }
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.inv-slot.sel { border-color: #f1c40f; box-shadow: 0 0 0 2px rgba(241,196,15,0.18) inset; }
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.inv-count { position: absolute; right: 3px; bottom: 1px; font-size: 12px; color: #fff;
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font-weight: 900; text-shadow: 1px 1px 0 #000; background: rgba(0,0,0,0.5); padding: 1px 3px; border-radius: 4px; }
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#craftPanel .top { display:flex; justify-content:space-between; align-items:center; color:#fff; margin-bottom:10px; }
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#craftPanel .close { background:#c0392b; border:none; color:#fff; font-weight:900; padding:8px 10px; border-radius:10px; cursor:pointer; }
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.recipe { display:flex; align-items:center; gap:10px; padding:10px; border-radius:12px;
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background: rgba(255,255,255,0.06); border:1px solid rgba(255,255,255,0.10); margin-bottom:8px; }
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.ricon { width:32px; height:32px; border-radius:8px; background-size:cover; image-rendering:pixelated; }
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.rinfo { flex:1; }
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.rname { color:#fff; font-weight:900; font-size:14px; }
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.rcost { color:#bbb; font-size:11px; line-height:1.25; }
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.rcraft { background:#2ecc71; border:none; color:#fff; font-weight:900; padding:8px 10px; border-radius:10px; cursor:pointer; }
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.rcraft:disabled { background:#444; color:#888; cursor:not-allowed; }
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/* Controls buttons */
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.cbtn { position:absolute; top:50%; transform:translateY(-50%); width:74px; height:74px; border-radius:14px;
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background:#333; border:3px solid #555; color:#fff; font-size:32px; display:flex; align-items:center; justify-content:center;
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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; }
|
||||
|
|
@ -0,0 +1,107 @@
|
|||
#!/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);
|
||||
File diff suppressed because it is too large
Load Diff
|
|
@ -0,0 +1,153 @@
|
|||
<!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> 🍗 <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>
|
||||
22
index.html
22
index.html
|
|
@ -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> 🍗 <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>
|
||||
|
|
|
|||
|
|
@ -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> 🍗 <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>
|
||||
19
nginx.conf
19
nginx.conf
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -0,0 +1 @@
|
|||
../esbuild/bin/esbuild
|
||||
|
|
@ -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"
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -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.
|
||||
Binary file not shown.
|
|
@ -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"
|
||||
]
|
||||
}
|
||||
|
|
@ -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.
|
||||
|
|
@ -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.
|
||||
Binary file not shown.
|
|
@ -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);
|
||||
}
|
||||
});
|
||||
|
|
@ -0,0 +1,716 @@
|
|||
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 {
|
||||
}
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
|
|
@ -0,0 +1,74 @@
|
|||
{
|
||||
"name": "esbuild",
|
||||
"version": "0.28.0",
|
||||
"description": "An extremely fast JavaScript and CSS bundler and minifier.",
|
||||
"repository": {
|
||||
"type": "git",
|
||||
"url": "git+https://github.com/evanw/esbuild.git"
|
||||
},
|
||||
"scripts": {
|
||||
"postinstall": "node install.js"
|
||||
},
|
||||
"main": "lib/main.js",
|
||||
"types": "lib/main.d.ts",
|
||||
"engines": {
|
||||
"node": ">=18"
|
||||
},
|
||||
"bin": {
|
||||
"esbuild": "bin/esbuild"
|
||||
},
|
||||
"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"
|
||||
},
|
||||
"license": "MIT",
|
||||
"esbuild.binaryHashes": {
|
||||
"@esbuild/aix-ppc64/bin/esbuild": "2037fe2a315e737da7d8fbfff5a582243e0a2ee32462f08c69d4833b4e3f9e06",
|
||||
"@esbuild/android-arm64/bin/esbuild": "6acacac48d2104e6e58bd92104e86acfb3c8f344e965a910a749ea024ec044e5",
|
||||
"@esbuild/darwin-arm64/bin/esbuild": "6f0e1237f63fa3bc03963e58f0b0be1b9bfacd8f2dc9a3f28483e8f97e4ef2d6",
|
||||
"@esbuild/darwin-x64/bin/esbuild": "23dadf855f4ef8cf7c159ed5e4018b8f95d66f7e230a3a04f0add7fb809640ad",
|
||||
"@esbuild/freebsd-arm64/bin/esbuild": "94f2b3af237a7fb2c5061f311e35b7fca15553304f77222b4da7996a35049b88",
|
||||
"@esbuild/freebsd-x64/bin/esbuild": "c9f571484b1661b93c90cca5781fccd8fc08116eccd4c77079452e51aa2a8240",
|
||||
"@esbuild/linux-arm/bin/esbuild": "cd2cf1814f32e671c3765e9a26da6a28fc659be2f95426e8f4a116a1f4eb6949",
|
||||
"@esbuild/linux-arm64/bin/esbuild": "f76afb23c4c27f7837a4fc5fc7123e2e2c75c7f8c6a54e09bddfc06d39e288dd",
|
||||
"@esbuild/linux-ia32/bin/esbuild": "37ce681c3d0193063cbbf95267d191583f2ffbb818fc81716915f99613af42e9",
|
||||
"@esbuild/linux-loong64/bin/esbuild": "0565b36f66537e657447aacf6a79f0d4fb91bca78803d20e46c9077e75af8230",
|
||||
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"integrity": "sha512-1ZgjUoEdHZZl/YlV76TSCz9Hqj9h9YmMGAgAPYd+q4SicWNX3G5GCyx9uhQWSLcbvPW8Ni7lj4gDa1T40akdlw==",
|
||||
"cpu": [
|
||||
"x64"
|
||||
],
|
||||
"license": "MIT",
|
||||
"optional": true,
|
||||
"os": [
|
||||
"sunos"
|
||||
],
|
||||
"engines": {
|
||||
"node": ">=18"
|
||||
}
|
||||
},
|
||||
"node_modules/@esbuild/win32-arm64": {
|
||||
"version": "0.28.0",
|
||||
"resolved": "https://registry.npmjs.org/@esbuild/win32-arm64/-/win32-arm64-0.28.0.tgz",
|
||||
"integrity": "sha512-Q9StnDmQ/enxnpxCCLSg0oo4+34B9TdXpuyPeTedN/6+iXBJ4J+zwfQI28u/Jl40nOYAxGoNi7mFP40RUtkmUA==",
|
||||
"cpu": [
|
||||
"arm64"
|
||||
],
|
||||
"license": "MIT",
|
||||
"optional": true,
|
||||
"os": [
|
||||
"win32"
|
||||
],
|
||||
"engines": {
|
||||
"node": ">=18"
|
||||
}
|
||||
},
|
||||
"node_modules/@esbuild/win32-ia32": {
|
||||
"version": "0.28.0",
|
||||
"resolved": "https://registry.npmjs.org/@esbuild/win32-ia32/-/win32-ia32-0.28.0.tgz",
|
||||
"integrity": "sha512-zF3ag/gfiCe6U2iczcRzSYJKH1DCI+ByzSENHlM2FcDbEeo5Zd2C86Aq0tKUYAJJ1obRP84ymxIAksZUcdztHA==",
|
||||
"cpu": [
|
||||
"ia32"
|
||||
],
|
||||
"license": "MIT",
|
||||
"optional": true,
|
||||
"os": [
|
||||
"win32"
|
||||
],
|
||||
"engines": {
|
||||
"node": ">=18"
|
||||
}
|
||||
},
|
||||
"node_modules/@esbuild/win32-x64": {
|
||||
"version": "0.28.0",
|
||||
"resolved": "https://registry.npmjs.org/@esbuild/win32-x64/-/win32-x64-0.28.0.tgz",
|
||||
"integrity": "sha512-pEl1bO9mfAmIC+tW5btTmrKaujg3zGtUmWNdCw/xs70FBjwAL3o9OEKNHvNmnyylD6ubxUERiEhdsL0xBQ9efw==",
|
||||
"cpu": [
|
||||
"x64"
|
||||
],
|
||||
"license": "MIT",
|
||||
"optional": true,
|
||||
"os": [
|
||||
"win32"
|
||||
],
|
||||
"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"
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,5 @@
|
|||
{
|
||||
"dependencies": {
|
||||
"esbuild": "^0.28.0"
|
||||
}
|
||||
}
|
||||
|
|
@ -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 };
|
||||
|
|
@ -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; }
|
||||
|
|
|
|||
|
|
@ -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,
|
||||
};
|
||||
|
|
|
|||
|
|
@ -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' },
|
||||
};
|
||||
|
|
@ -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:'🔱' };
|
||||
|
|
@ -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 }
|
||||
];
|
||||
|
|
@ -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
|
||||
}
|
||||
139
src/game/loop.js
139
src/game/loop.js
|
|
@ -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();
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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
|
||||
});
|
||||
}
|
||||
140
src/main.js
140
src/main.js
|
|
@ -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);
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
|
@ -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) {
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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) => {
|
||||
|
|
|
|||
|
|
@ -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); });
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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';
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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');
|
||||
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
|
@ -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';
|
||||
}
|
||||
}
|
||||
|
|
@ -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}...`);
|
||||
}
|
||||
|
|
@ -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 };
|
||||
|
|
|
|||
|
|
@ -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 };
|
||||
|
|
|
|||
|
|
@ -0,0 +1,37 @@
|
|||
// Звуковой движок
|
||||
const sounds = {};
|
||||
|
||||
export { sounds };
|
||||
|
||||
export function loadSound(id, src) {
|
||||
const audio = new Audio();
|
||||
audio.src = src;
|
||||
audio.volume = 0.3;
|
||||
sounds[id] = audio;
|
||||
}
|
||||
|
||||
// Загрузка звуков
|
||||
loadSound('splash', 'https://supamg.mkn8n.ru/storage/v1/object/public/sounds//splash.mp3');
|
||||
loadSound('sand1', 'https://supamg.mkn8n.ru/storage/v1/object/public/sounds//sand1.mp3');
|
||||
loadSound('snow1', 'https://supamg.mkn8n.ru/storage/v1/object/public/sounds//snow1.mp3');
|
||||
loadSound('stone1', 'https://supamg.mkn8n.ru/storage/v1/object/public/sounds//stone1.mp3');
|
||||
loadSound('wood1', 'https://supamg.mkn8n.ru/storage/v1/object/public/sounds//wood1.mp3');
|
||||
loadSound('cloth1', 'https://supamg.mkn8n.ru/storage/v1/object/public/sounds//cloth1.mp3');
|
||||
loadSound('fire', 'https://supamg.mkn8n.ru/storage/v1/object/public/sounds//fire.mp3');
|
||||
loadSound('hit1', 'https://supamg.mkn8n.ru/storage/v1/object/public/sounds//hit1.mp3');
|
||||
loadSound('attack', 'https://supamg.mkn8n.ru/storage/v1/object/public/sounds//attack.mp3');
|
||||
loadSound('hurt_chicken', 'https://supamg.mkn8n.ru/storage/v1/object/public/sounds//hurt1_chicken.mp3');
|
||||
loadSound('stone_build', 'https://supamg.mkn8n.ru/storage/v1/object/public/sounds//stone1%20(1).mp3');
|
||||
loadSound('wood_build', 'https://supamg.mkn8n.ru/storage/v1/object/public/sounds//wood1%20(1).mp3');
|
||||
loadSound('click', 'https://supamg.mkn8n.ru/storage/v1/object/public/sounds//click.mp3');
|
||||
loadSound('explode1', 'https://supamg.mkn8n.ru/storage/v1/object/public/sounds//explode1.mp3');
|
||||
loadSound('glass1', 'https://supamg.mkn8n.ru/storage/v1/object/public/sounds//glass1.mp3');
|
||||
loadSound('eat1', 'https://supamg.mkn8n.ru/storage/v1/object/public/sounds//eat1.mp3');
|
||||
loadSound('step', 'https://supamg.mkn8n.ru/storage/v1/object/public/sounds//sand2.mp3');
|
||||
|
||||
export function playSound(id) {
|
||||
if (sounds[id]) {
|
||||
sounds[id].currentTime = 0;
|
||||
sounds[id].play().catch(e => console.error('Sound error:', e));
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,12 @@
|
|||
// ==================== КОНФИГУРАЦИЯ СЕРВЕРА ====================
|
||||
// This module only sets SERVER_URL. Player name and world ID are handled in main.js
|
||||
// to avoid duplicate prompts.
|
||||
|
||||
const urlParams = new URLSearchParams(window.location.search);
|
||||
export const SERVER_URL = urlParams.get('server') || 'https://apigrech.mkn8n.ru';
|
||||
|
||||
// Защита от mixed content
|
||||
if (location.protocol === 'https:' && SERVER_URL.startsWith('http://')) {
|
||||
console.warn('⚠️ Mixed content warning: page is HTTPS but server URL is HTTP');
|
||||
alert('⚠️ Предупреждение: страница загружена по HTTPS, но сервер использует HTTP. Это может вызвать проблемы.');
|
||||
}
|
||||
|
|
@ -0,0 +1,31 @@
|
|||
// ==================== ХОЛСТ 3D (WebGL) — GrechkaCraft v2 ====================
|
||||
// Тот же контракт, что canvas.js: выставляет state.W/H, хранит canvas.
|
||||
// WebGL-контекст создаёт render3d (лениво, при первом кадре).
|
||||
import { state } from './state.js';
|
||||
|
||||
export function initCanvas() {
|
||||
const gameEl = document.getElementById('game');
|
||||
const canvas = document.getElementById('c');
|
||||
|
||||
const dpr = Math.max(1, window.devicePixelRatio || 1);
|
||||
|
||||
function resize() {
|
||||
state.W = gameEl.clientWidth;
|
||||
state.H = gameEl.clientHeight;
|
||||
}
|
||||
|
||||
window.addEventListener('resize', resize);
|
||||
resize();
|
||||
|
||||
state.gameEl = gameEl;
|
||||
state.canvas = canvas;
|
||||
state.ctx = null;
|
||||
state.lightC = null;
|
||||
state.lightCtx = null;
|
||||
state.dpr = dpr;
|
||||
}
|
||||
|
||||
export function getCanvas() { return state.canvas; }
|
||||
export function getCtx() { return null; }
|
||||
export function getLightC() { return null; }
|
||||
export function getLightCtx() { return null; }
|
||||
|
|
@ -0,0 +1,32 @@
|
|||
// ==================== КОНСТАНТЫ ИГРЫ ====================
|
||||
|
||||
export const TILE = 40;
|
||||
|
||||
// Мир
|
||||
export const SEA_GY = 14; // уровень воды (gy) - уменьшил для меньших водоёмов
|
||||
export const BEDROCK_GY = 140; // глубина бедрока (gy), чем больше - тем глубже
|
||||
export const GEN_MARGIN_X = 40; // запас генерации по X (в тайлах) — увеличен для плавной прогрузки
|
||||
|
||||
// Физика
|
||||
export const GRAV = 2200;
|
||||
export const GRAV_WATER = 550;
|
||||
export const MOVE = 320;
|
||||
export const JUMP = 760;
|
||||
|
||||
// День/ночь
|
||||
export const DAY_LEN = 360; // замедлил смену дня/ночи в 3 раза
|
||||
|
||||
// Сохранение
|
||||
export const SAVE_KEY = 'minegrechka_save';
|
||||
|
||||
// Сеть
|
||||
export const MOVE_SEND_INTERVAL = 0.05; // 50ms = 20 раз в секунду
|
||||
|
||||
// Погода
|
||||
export const MAX_RAINDROPS = 200;
|
||||
|
||||
// Чат
|
||||
export const MAX_CHAT_MESSAGES = 50;
|
||||
|
||||
// Голосовой чат
|
||||
export const VOICE_SERVER = 'wss://voicegrech.mkn8n.ru';
|
||||
|
|
@ -0,0 +1,254 @@
|
|||
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,
|
||||
};
|
||||
|
|
@ -0,0 +1,55 @@
|
|||
export const BLOCKS = {
|
||||
air: { n:'Воздух', solid:false, hardness:0 },
|
||||
grass: { n:'Трава', c:'#7cfc00', solid:true, hardness:3, toolType:'shovel' },
|
||||
dirt: { n:'Грязь', c:'#8b4513', solid:true, hardness:3, toolType:'shovel' },
|
||||
stone: { n:'Камень', c:'#7f8c8d', solid:true, hardness:6, toolType:'pickaxe' },
|
||||
sand: { n:'Песок', c:'#f4d06f', solid:true, hardness:2, toolType:'shovel' },
|
||||
gravel: { n:'Гравий', c:'#95a5a6', solid:true, hardness:3, toolType:'shovel' },
|
||||
clay: { n:'Глина', c:'#74b9ff', solid:true, hardness:3, toolType:'shovel' },
|
||||
wood: { n:'Дерево', c:'#d35400', solid:true, hardness:4, toolType:'axe' },
|
||||
planks: { n:'Доски', c:'#e67e22', solid:true, hardness:3, toolType:'axe' },
|
||||
ladder: { n:'Лестница',c:'#d35400', solid:false, climbable:true, hardness:1, toolType:null },
|
||||
leaves: { n:'Листва', c:'#2ecc71', solid:true, hardness:1, toolType:'axe', minTool:null },
|
||||
glass: { n:'Стекло', c:'rgba(200,240,255,0.25)', solid:true, alpha:0.55, hardness:1, toolType:null },
|
||||
water: { n:'Вода', c:'rgba(52,152,219,0.55)', solid:false, fluid:true, hardness:0 },
|
||||
coal: { n:'Уголь', c:'#2c3e50', solid:true, hardness:8, toolType:'pickaxe', minTool:'wood' },
|
||||
copper_ore:{ n:'Медь', c:'#e17055', solid:true, hardness:10, toolType:'pickaxe', minTool:'wood' },
|
||||
iron_ore: { n:'Железо', c:'#dcdde1', solid:true, hardness:12, toolType:'pickaxe', minTool:'stone' },
|
||||
iron_armor:{ n:'Железная броня', c:'#95a5a6', solid:false, armor:0.5, hardness:0 },
|
||||
gold_ore: { n:'Золото', c:'#f1c40f', solid:true, hardness:15, toolType:'pickaxe', minTool:'stone' },
|
||||
diamond_ore:{n:'Алмаз', c:'#00a8ff', solid:true, hardness:20, toolType:'pickaxe', minTool:'iron' },
|
||||
brick: { n:'Кирпич', c:'#c0392b', solid:true, hardness:8, toolType:'pickaxe' },
|
||||
tnt: { n:'TNT', c:'#e74c3c', solid:true, explosive:true, hardness:1, toolType:null },
|
||||
campfire: { n:'Костёр', c:'#e67e22', solid:true, lightRadius:280, hardness:2, toolType:null },
|
||||
torch: { n:'Факел', c:'#f9ca24', solid:true, lightRadius:220, hardness:1, toolType:null },
|
||||
bedrock: { n:'Бедрок', c:'#2d3436', solid:true, unbreakable:true, hardness:Infinity },
|
||||
flower: { n:'Цветок', c:'#ff4757', solid:false, decor:true, hardness:0 },
|
||||
bed: { n:'Кровать', c:'#e91e63', solid:true, bed:true, hardness:2, toolType:'axe' },
|
||||
boat: { n:'Лодка', c:'#8B4513', solid:false, hardness:0 },
|
||||
furnace: { n:'Печь', c:'#696969', solid:true, smelting:true, hardness:8, toolType:'pickaxe', minTool:'wood' },
|
||||
cobblestone: { n:'Булыжник', c:'#7f8c8d', solid:true, hardness:6, toolType:'pickaxe' },
|
||||
flag: { n:'Флаг', c:'#e74c3c', solid:true, hardness:1, toolType:'axe', protectionRadius:10 },
|
||||
// === BIOME BLOCKS ===
|
||||
snow: { n:'Снег', c:'#ecf0f1', solid:true, hardness:1, toolType:'shovel' },
|
||||
ice: { n:'Лёд', c:'#74b9ff', solid:true, hardness:1, slip:true, toolType:'pickaxe' },
|
||||
cactus: { n:'Кактус', c:'#27ae60', solid:true, hardness:1, hurt:true, toolType:null },
|
||||
mushroom: { n:'Гриб', c:'#e74c3c', solid:false, decor:true, hardness:0 },
|
||||
moss: { n:'Мох', c:'#0a6640', solid:true, hardness:1, toolType:null },
|
||||
swamp_water:{ n:'Болотная вода', c:'rgba(100,120,40,0.6)', solid:false, fluid:true, poison:true, hardness:0 },
|
||||
farmland: { n:'Грядка', c:'#8B6914', solid:true, hardness:1, farmable:true, toolType:'shovel' },
|
||||
dead_bush: { n:'Сухой куст', c:'#b2bec3', solid:false, decor:true, hardness:0 },
|
||||
spruce_leaves:{ n:'Ель', c:'#0a6640', solid:true, hardness:1, toolType:'axe' },
|
||||
// === CROP STAGES ===
|
||||
wheat_stage0:{ n:'Росток пшеницы', c:'#a8e6a0', solid:false, decor:true, hardness:0, growthStage:0, growthTime:30, growsTo:'wheat_stage1' },
|
||||
wheat_stage1:{ n:'Пшеница', c:'#7dcea0', solid:false, decor:true, hardness:0, growthStage:1, growthTime:30, growsTo:'wheat_stage2' },
|
||||
wheat_stage2:{ n:'Пшеница', c:'#b8d730', solid:false, decor:true, hardness:0, growthStage:2, growthTime:30, growsTo:'wheat_stage3' },
|
||||
wheat_stage3:{ n:'Пшеница', c:'#f1c40f', solid:false, decor:true, hardness:0, harvestable:true, harvestItem:'wheat', harvestQty:2 },
|
||||
carrot_stage0:{ n:'Росток моркови', c:'#a8e6a0', solid:false, decor:true, hardness:0, growthStage:0, growthTime:30, growsTo:'carrot_stage1' },
|
||||
carrot_stage1:{ n:'Морковь', c:'#f0c27a', solid:false, decor:true, hardness:0, growthStage:1, growthTime:30, growsTo:'carrot_stage2' },
|
||||
carrot_stage2:{ n:'Морковь', c:'#e8a040', solid:false, decor:true, hardness:0, growthStage:2, growthTime:30, growsTo:'carrot_stage3' },
|
||||
carrot_stage3:{ n:'Морковь', c:'#e67e22', solid:false, decor:true, hardness:0, harvestable:true, harvestItem:'carrot', harvestQty:3 },
|
||||
potato_stage0:{ n:'Росток картофеля', c:'#a8e6a0', solid:false, decor:true, hardness:0, growthStage:0, growthTime:30, growsTo:'potato_stage1' },
|
||||
potato_stage1:{ n:'Картофель', c:'#c8b888', solid:false, decor:true, hardness:0, growthStage:1, growthTime:30, growsTo:'potato_stage2' },
|
||||
potato_stage2:{ n:'Картофель', c:'#bfaa78', solid:false, decor:true, hardness:0, growthStage:2, growthTime:30, growsTo:'potato_stage3' },
|
||||
potato_stage3:{ n:'Картофель', c:'#dfe6e9', solid:false, decor:true, hardness:0, harvestable:true, harvestItem:'potato', harvestQty:2 },
|
||||
};
|
||||
|
|
@ -0,0 +1,37 @@
|
|||
export const ITEMS = {
|
||||
meat: { n:'Сырое мясо', icon:'🥩', food:15 },
|
||||
cooked: { n:'Жареное мясо', icon:'🍖', food:45 },
|
||||
arrow: { n:'Стрела', icon:'➡️', stack:64 },
|
||||
chicken_meat: { n:'Курица', icon:'🍗', food:12, stack:64 },
|
||||
feather: { n:'Перо', icon:'🪶', stack:64 },
|
||||
bone: { n:'Кость', icon:'🦴', stack:64 },
|
||||
gunpowder: { n:'Порох', icon:'💥', stack:64 },
|
||||
// === FARMING ITEMS ===
|
||||
wheat: { n:'Пшеница', icon:'🌾', stack:64 },
|
||||
bread: { n:'Хлеб', icon:'🍞', food:30 },
|
||||
carrot: { n:'Морковь', icon:'🥕', food:8, stack:64 },
|
||||
potato: { n:'Картофель', icon:'🥔', stack:64 },
|
||||
baked_potato:{ n:'Печёная картошка', icon:'🥔', food:25 },
|
||||
wheat_seeds: { n:'Семена пшеницы', icon:'🌱', stack:64 },
|
||||
mushroom_stew:{ n:'Грибной суп', icon:'🍲', food:40 },
|
||||
// === MOB DROP ITEMS ===
|
||||
scorpion_stinger:{ n:'Жало скорпиона', icon:'🔺', stack:64 },
|
||||
polar_fur: { n:'Шкура медведя', icon:'🧥', stack:64 },
|
||||
slime_ball: { n:'Слизь', icon:'🟢', stack:64 },
|
||||
eagle_feather:{ n:'Перо орла', icon:'🪶', stack:64 },
|
||||
// === ARMOR ===
|
||||
gold_armor: { n:'Золотая броня', icon:'🛡️', stack:1, armor:0.65 },
|
||||
};
|
||||
|
||||
// Runtime extensions — предметы от обжига
|
||||
ITEMS.iron_ingot = { n:'Железный слиток', icon:'🔩' };
|
||||
ITEMS.gold_ingot = { n:'Золотой слиток', icon:'🪙' };
|
||||
ITEMS.copper_ingot = { n:'Медный слиток', icon:'🟤' };
|
||||
|
||||
// Axes and shovels
|
||||
ITEMS.wood_axe = { n:'Деревянный топор', icon:'🪓' };
|
||||
ITEMS.stone_axe = { n:'Каменный топор', icon:'🪓' };
|
||||
ITEMS.iron_axe = { n:'Железный топор', icon:'🪓' };
|
||||
ITEMS.wood_shovel = { n:'Деревянная лопата', icon:'🔱' };
|
||||
ITEMS.stone_shovel = { n:'Каменная лопата', icon:'🔱' };
|
||||
ITEMS.iron_shovel = { n:'Железная лопата', icon:'🔱' };
|
||||
|
|
@ -0,0 +1,44 @@
|
|||
export const RECIPES = [
|
||||
{ out:'planks', qty:4, cost:{ wood:1 } },
|
||||
{ out:'ladder', qty:3, cost:{ planks:7 } },
|
||||
{ out:'torch', qty:2, cost:{ coal:1, planks:1 } },
|
||||
{ out:'glass', qty:1, cost:{ sand:3 } },
|
||||
{ out:'brick', qty:1, cost:{ stone:2, clay:1 } },
|
||||
{ out:'campfire', qty:1, cost:{ wood:1, coal:1 } },
|
||||
{ out:'tnt', qty:1, cost:{ sand:2, coal:1 } },
|
||||
{ out:'bed', qty:1, cost:{ wood: 3, planks: 3 } },
|
||||
{ out:'boat', qty:1, cost:{ wood: 5 } },
|
||||
{ out:'wood_pickaxe', qty:1, cost:{ wood: 3, planks: 2 } },
|
||||
{ out:'stone_pickaxe', qty:1, cost:{ wood: 1, stone: 3 } },
|
||||
{ out:'iron_pickaxe', qty:1, cost:{ wood: 1, iron_ore: 2 } },
|
||||
{ out:'wood_sword', qty:1, cost:{ wood: 2, planks: 1 } },
|
||||
{ out:'stone_sword', qty:1, cost:{ wood: 1, stone: 2 } },
|
||||
{ out:'iron_sword', qty:1, cost:{ wood: 1, iron_ore: 1 } },
|
||||
{ out:'wood_axe', qty:1, cost:{ wood:3, planks:2 } },
|
||||
{ out:'stone_axe', qty:1, cost:{ wood:1, stone:3 } },
|
||||
{ out:'iron_axe', qty:1, cost:{ wood:1, iron_ore:2 } },
|
||||
{ out:'wood_shovel', qty:1, cost:{ wood:1, planks:1 } },
|
||||
{ out:'stone_shovel', qty:1, cost:{ wood:1, stone:2 } },
|
||||
{ out:'iron_shovel', qty:1, cost:{ wood:1, iron_ore:1 } },
|
||||
{ out:'iron_armor', qty:1, cost:{ iron_ore: 5 } },
|
||||
{ out:'gold_armor', qty:1, cost:{ gold_ore: 8 } },
|
||||
{ out:'furnace', qty:1, cost:{ stone: 8 } },
|
||||
{ out:'bow', qty:1, cost:{ wood: 3, planks: 2 } },
|
||||
{ out:'arrow', qty:4, cost:{ stone: 1, wood: 1 } },
|
||||
{ out:'flag', qty:1, cost:{ planks:3, iron_ore:1 } },
|
||||
{ out:'bread', qty:1, cost:{ wheat: 3 } },
|
||||
{ out:'farmland', qty:1, cost:{ dirt:1 } },
|
||||
{ out:'wheat_seeds', qty:1, cost:{ farmland:1, dirt:1 } },
|
||||
];
|
||||
|
||||
// Рецепты печи (обжиг)
|
||||
export const SMELTING_RECIPES = [
|
||||
{ in:'sand', qty:1, out:'glass', outQty:1, time:3 },
|
||||
{ in:'clay', qty:1, out:'brick', outQty:1, time:3 },
|
||||
{ in:'iron_ore', qty:1, out:'iron_ingot', outQty:1, time:5 },
|
||||
{ in:'gold_ore', qty:1, out:'gold_ingot', outQty:1, time:5 },
|
||||
{ in:'copper_ore', qty:1, out:'copper_ingot', outQty:1, time:4 },
|
||||
{ in:'meat', qty:1, out:'cooked', outQty:1, time:2 },
|
||||
{ in:'cobblestone', qty:1, out:'stone', outQty:1, time:2 },
|
||||
{ in:'potato', qty:1, out:'baked_potato', outQty:1, time:2 }
|
||||
];
|
||||
|
|
@ -0,0 +1,66 @@
|
|||
export const TOOLS = {
|
||||
wood_pickaxe: { n:'Деревянная кирка', icon:'⛏️', damage:1, durability:60, toolType:'pickaxe', toolTier:'wood', speed:2 },
|
||||
stone_pickaxe: { n:'Каменная кирка', icon:'⛏️', damage:2, durability:132, toolType:'pickaxe', toolTier:'stone', speed:4 },
|
||||
iron_pickaxe: { n:'Железная кирка', icon:'⛏️', damage:3, durability:250, toolType:'pickaxe', toolTier:'iron', speed:6 },
|
||||
wood_sword: { n:'Деревянный меч', icon:'🗡️', damage:4, durability:60 },
|
||||
stone_sword: { n:'Каменный меч', icon:'🗡️', damage:5, durability:132 },
|
||||
iron_sword: { n:'Железный меч', icon:'🗡️', damage:7, durability:250 },
|
||||
wood_axe: { n:'Деревянный топор', icon:'🪓', damage:3, durability:60, toolType:'axe', toolTier:'wood', speed:2 },
|
||||
stone_axe: { n:'Каменный топор', icon:'🪓', damage:4, durability:132, toolType:'axe', toolTier:'stone', speed:4 },
|
||||
iron_axe: { n:'Железный топор', icon:'🪓', damage:5, durability:250, toolType:'axe', toolTier:'iron', speed:6 },
|
||||
wood_shovel: { n:'Деревянная лопата', icon:'🔱', damage:1, durability:60, toolType:'shovel', toolTier:'wood', speed:2 },
|
||||
stone_shovel: { n:'Каменная лопата', icon:'🔱', damage:2, durability:132, toolType:'shovel', toolTier:'stone', speed:4 },
|
||||
iron_shovel: { n:'Железная лопата', icon:'🔱', damage:3, durability:250, toolType:'shovel', toolTier:'iron', speed:6 },
|
||||
bow: { n:'Лук', icon:'🏹', damage:10, durability:200 },
|
||||
};
|
||||
|
||||
import { state } from '../core/state.js';
|
||||
import { BLOCKS } from './blocks.js';
|
||||
|
||||
export function addTool(type) {
|
||||
const maxDur = TOOLS[type]?.durability || 60;
|
||||
const key = `${type}_${Date.now()}_${Math.random().toString(36).slice(2,6)}`;
|
||||
state.toolDurability.set(key, { type, current: maxDur, max: maxDur });
|
||||
}
|
||||
|
||||
export function useTool(type) {
|
||||
for (const [tid, dur] of state.toolDurability) {
|
||||
if (dur.type === type && dur.current > 0) {
|
||||
dur.current--;
|
||||
if (dur.current <= 0) {
|
||||
state.toolDurability.delete(tid);
|
||||
state.inv[type] = Math.max(0, (state.inv[type] || 0) - 1);
|
||||
return true; // broke
|
||||
}
|
||||
return false; // used but not broke
|
||||
}
|
||||
}
|
||||
return false; // no durability entry found
|
||||
}
|
||||
|
||||
export function getBestTool(blockType) {
|
||||
const block = BLOCKS[blockType];
|
||||
if (!block || !block.toolType) return null;
|
||||
const toolType = block.toolType;
|
||||
for (const tier of ['iron', 'stone', 'wood']) {
|
||||
const toolId = `${tier}_${toolType}`;
|
||||
if (TOOLS[toolId] && state.inv[toolId] > 0) return toolId;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
export function toolTierLessThan(toolTier, minTier) {
|
||||
const tiers = { wood: 1, stone: 2, iron: 3 };
|
||||
return (tiers[toolTier] || 0) < (tiers[minTier] || 0);
|
||||
}
|
||||
|
||||
export function getMiningSpeed(blockType) {
|
||||
const block = BLOCKS[blockType];
|
||||
if (!block) return 1;
|
||||
const toolId = getBestTool(blockType);
|
||||
if (toolId) {
|
||||
const tool = TOOLS[toolId];
|
||||
if (tool.toolType === block.toolType) return tool.speed;
|
||||
}
|
||||
return 1; // Bare hands = 1 click per hit
|
||||
}
|
||||
|
|
@ -0,0 +1,19 @@
|
|||
// Лодка
|
||||
import { state } from '../core/state.js';
|
||||
|
||||
export const boat = {
|
||||
x: 0, y: 0,
|
||||
w: 34, h: 34,
|
||||
vx: 0, vy: 0,
|
||||
active: false,
|
||||
inWater: false
|
||||
};
|
||||
|
||||
export function initBoat() {
|
||||
boat.x = 0;
|
||||
boat.y = 0;
|
||||
boat.vx = 0;
|
||||
boat.vy = 0;
|
||||
boat.active = false;
|
||||
boat.inWater = false;
|
||||
}
|
||||
|
|
@ -0,0 +1,226 @@
|
|||
// ==================== 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] || [];
|
||||
}
|
||||
|
|
@ -0,0 +1,56 @@
|
|||
// 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; }
|
||||
}
|
||||
|
|
@ -0,0 +1,40 @@
|
|||
import { TILE } from '../core/constants.js';
|
||||
import { state } from '../core/state.js';
|
||||
|
||||
// Функция для расчёта урона с учётом брони
|
||||
function calculateDamage(baseDamage) {
|
||||
const reduction = state.player.armor;
|
||||
const actualDamage = baseDamage * (1 - reduction);
|
||||
return actualDamage;
|
||||
}
|
||||
|
||||
// Инициализация игрока
|
||||
function initPlayer() {
|
||||
state.player = {
|
||||
x: 6 * TILE,
|
||||
y: 0 * TILE,
|
||||
w: 34,
|
||||
h: 34,
|
||||
vx: 0,
|
||||
vy: 0,
|
||||
grounded: false,
|
||||
inWater: false,
|
||||
headInWater: false,
|
||||
hp: 100,
|
||||
hunger: 100,
|
||||
o2: 100,
|
||||
invuln: 0,
|
||||
fallStartY: 0,
|
||||
lastStepTime: 0,
|
||||
sleeping: false,
|
||||
inBoat: false,
|
||||
armor: 0,
|
||||
equippedArmor: null,
|
||||
temperature: 15,
|
||||
slowTimer: 0
|
||||
};
|
||||
|
||||
state.spawnPoint = { x: 6 * TILE, y: 0 * TILE };
|
||||
}
|
||||
|
||||
export { calculateDamage, initPlayer };
|
||||
|
|
@ -0,0 +1,402 @@
|
|||
// ==================== 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);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,20 @@
|
|||
// ==================== РЕЖИМЫ ====================
|
||||
import { state } from '../core/state.js';
|
||||
import { playSound } from '../audio/sound-engine.js';
|
||||
|
||||
const MODES = [{ id: 'mine', icon: '⛏️' }, { id: 'build', icon: '🧱' }];
|
||||
|
||||
export { MODES };
|
||||
|
||||
export function mode() {
|
||||
return MODES[state.modeIdx].id;
|
||||
}
|
||||
|
||||
export function initModes() {
|
||||
const modeBtn = document.getElementById('modeBtn');
|
||||
modeBtn.onclick = () => {
|
||||
playSound('click'); // Звук клика по кнопке режима
|
||||
state.modeIdx = (state.modeIdx + 1) % MODES.length;
|
||||
modeBtn.textContent = MODES[state.modeIdx].icon;
|
||||
};
|
||||
}
|
||||
|
|
@ -0,0 +1,198 @@
|
|||
// ==================== 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');
|
||||
}
|
||||
|
|
@ -0,0 +1,37 @@
|
|||
// ==================== 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;
|
||||
});
|
||||
}
|
||||
|
|
@ -0,0 +1,414 @@
|
|||
// ==================== 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);
|
||||
}
|
||||
|
|
@ -0,0 +1,275 @@
|
|||
// ==================== 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]); };
|
||||
|
|
@ -0,0 +1,47 @@
|
|||
// Socket helpers: цвет, отправка позиции/блоков
|
||||
import { state } from '../core/state.js';
|
||||
import { SERVER_URL } from '../config.js';
|
||||
import { MOVE_SEND_INTERVAL } from '../core/constants.js';
|
||||
|
||||
|
||||
// Генерация случайного цвета для игрока на основе socket_id
|
||||
export function getRandomPlayerColor(socketId) {
|
||||
const colors = ['#e74c3c', '#3498db', '#2ecc71', '#f39c12', '#9b59b6', '#1abc9c', '#e91e63', '#00bcd4'];
|
||||
let hash = 0;
|
||||
for (let i = 0; i < socketId.length; i++) {
|
||||
hash = ((hash << 5) - hash) + socketId.charCodeAt(i);
|
||||
hash = hash & hash;
|
||||
}
|
||||
return colors[Math.abs(hash) % colors.length];
|
||||
}
|
||||
|
||||
// Throttle для отправки позиции (10-20 раз в секунду)
|
||||
let lastMoveSendTime = 0;
|
||||
|
||||
let lastSentX = 0, lastSentY = 0;
|
||||
|
||||
// Отправка позиции игрока (с throttle)
|
||||
export function sendPlayerPosition() {
|
||||
if (!state.isMultiplayer || !state.socket || !state.socket.connected) return;
|
||||
|
||||
const now = performance.now() / 1000;
|
||||
if (now - lastMoveSendTime < MOVE_SEND_INTERVAL) return;
|
||||
|
||||
// Отправляем только если позиция изменилась
|
||||
const dx = Math.abs(state.player.x - lastSentX);
|
||||
const dy = Math.abs(state.player.y - lastSentY);
|
||||
if (dx < 1 && dy < 1) return;
|
||||
|
||||
lastMoveSendTime = now;
|
||||
lastSentX = state.player.x;
|
||||
lastSentY = state.player.y;
|
||||
|
||||
state.socket.emit('player_move', { x: state.player.x, y: state.player.y, player_name: state.playerName });
|
||||
}
|
||||
|
||||
// Отправка изменения блока
|
||||
export function sendBlockChange(gx, gy, t, op) {
|
||||
if (!state.isMultiplayer || !state.socket || !state.socket.connected) return;
|
||||
|
||||
state.socket.emit('block_change', { gx, gy, t, op });
|
||||
}
|
||||
|
|
@ -0,0 +1,283 @@
|
|||
// Socket.IO клиент — инициализация и все обработчики
|
||||
import { state } from '../core/state.js';
|
||||
import { SERVER_URL } from '../config.js';
|
||||
import { TILE, SEA_GY } from '../core/constants.js';
|
||||
import { BLOCKS } from '../data/blocks.js';
|
||||
import { 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;
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,122 @@
|
|||
// Голосовой чат
|
||||
import { state } from '../core/state.js';
|
||||
import { worldId } from '../config.js';
|
||||
import { VOICE_SERVER } from '../core/constants.js';
|
||||
|
||||
|
||||
let voiceSocket = null;
|
||||
let voiceStream = null;
|
||||
let audioCtx = null;
|
||||
let voiceProcessor = null;
|
||||
let voiceActive = false;
|
||||
|
||||
// Кнопка микрофона
|
||||
const voiceBtn = document.createElement('div');
|
||||
voiceBtn.innerHTML = '🎤<span style="position:absolute;inset:0;display:flex;align-items:center;justify-content:center;font-size:36px;color:#e74c3c;font-weight:bold;">/</span>';
|
||||
voiceBtn.title = 'Голосовой чат (выкл)';
|
||||
voiceBtn.style.cssText = 'position:absolute;top:10px;right:130px;width:52px;height:52px;border-radius:12px;background:#555;z-index:200;display:flex;align-items:center;justify-content:center;font-size:24px;cursor:pointer;border:2px solid rgba(255,255,255,0.9);box-shadow:0 4px 0 rgba(0,0,0,0.5);pointer-events:auto;';
|
||||
document.querySelector('.ui').appendChild(voiceBtn);
|
||||
|
||||
// Индикатор говорящего
|
||||
const speakingIndicator = document.createElement('div');
|
||||
speakingIndicator.style.cssText = 'position:absolute;top:130px;right:10px;z-index:200;display:none;background:rgba(0,0,0,0.7);color:#2ecc71;padding:4px 8px;border-radius:6px;font-size:12px;';
|
||||
speakingIndicator.textContent = '🔊';
|
||||
document.querySelector('.ui').appendChild(speakingIndicator);
|
||||
let speakingTimeout = null;
|
||||
|
||||
voiceBtn.onclick = async () => {
|
||||
if (voiceActive) {
|
||||
// Выключить
|
||||
voiceActive = false;
|
||||
voiceBtn.innerHTML = '🎤<span style="position:absolute;inset:0;display:flex;align-items:center;justify-content:center;font-size:36px;color:#e74c3c;font-weight:bold;">/</span>';
|
||||
voiceBtn.style.background = '#555';
|
||||
if (voiceStream) {
|
||||
voiceStream.getTracks().forEach(t => t.stop());
|
||||
voiceStream = null;
|
||||
}
|
||||
if (voiceProcessor) { voiceProcessor.disconnect(); voiceProcessor = null; }
|
||||
if (audioCtx) { audioCtx.close(); audioCtx = null; }
|
||||
if (voiceSocket) { voiceSocket.disconnect(); voiceSocket = null; }
|
||||
return;
|
||||
}
|
||||
|
||||
// Включить
|
||||
try {
|
||||
voiceStream = await navigator.mediaDevices.getUserMedia({ audio: { echoCancellation: true, noiseSuppression: true, sampleRate: 24000 } });
|
||||
audioCtx = new AudioContext({ sampleRate: 24000 });
|
||||
const source = audioCtx.createMediaStreamSource(voiceStream);
|
||||
voiceProcessor = audioCtx.createScriptProcessor(4096, 1, 1);
|
||||
|
||||
voiceProcessor.onaudioprocess = (e) => {
|
||||
if (!voiceActive || !voiceSocket || !voiceSocket.connected) return;
|
||||
const pcm = e.inputBuffer.getChannelData(0);
|
||||
// Конвертируем float32 → int16 для экономии трафика
|
||||
const int16 = new Int16Array(pcm.length);
|
||||
for (let i = 0; i < pcm.length; i++) {
|
||||
const s = Math.max(-1, Math.min(1, pcm[i]));
|
||||
int16[i] = s < 0 ? s * 0x8000 : s * 0x7FFF;
|
||||
}
|
||||
voiceSocket.emit('voice_data', int16.buffer);
|
||||
};
|
||||
|
||||
source.connect(voiceProcessor);
|
||||
voiceProcessor.connect(audioCtx.createGain()); // не в destination — чтобы не слышать себя
|
||||
|
||||
// Подключаемся к голосовому серверу
|
||||
voiceSocket = io(VOICE_SERVER, { transports: ['websocket'] });
|
||||
voiceSocket.on('connect', () => {
|
||||
voiceSocket.emit('voice_join', { world_id: state.worldId, x: state.player.x, y: state.player.y, name: state.playerName || 'Игрок' });
|
||||
});
|
||||
|
||||
voiceSocket.on('voice_in', (payload) => {
|
||||
// Воспроизводим входящий голос
|
||||
const { data, meta, volume: rawVolume } = payload;
|
||||
const volume = rawVolume !== undefined ? rawVolume : 1.0;
|
||||
if (!audioCtx || audioCtx.state === 'closed') return;
|
||||
|
||||
// Int16 → Float32 (volume applied via gain node, not in conversion)
|
||||
const int16 = new Int16Array(data);
|
||||
const float32 = new Float32Array(int16.length);
|
||||
for (let i = 0; i < int16.length; i++) {
|
||||
float32[i] = int16[i] / (int16[i] < 0 ? 0x8000 : 0x7FFF);
|
||||
}
|
||||
|
||||
const buf = audioCtx.createBuffer(1, float32.length, 24000);
|
||||
buf.getChannelData(0).set(float32);
|
||||
const src = audioCtx.createBufferSource();
|
||||
src.buffer = buf;
|
||||
|
||||
const gain = audioCtx.createGain();
|
||||
gain.gain.value = volume;
|
||||
src.connect(gain).connect(audioCtx.destination);
|
||||
src.start();
|
||||
|
||||
// Индикатор
|
||||
speakingIndicator.style.display = 'block';
|
||||
speakingIndicator.textContent = `🔊 ${meta.name}`;
|
||||
clearTimeout(speakingTimeout);
|
||||
speakingTimeout = setTimeout(() => { speakingIndicator.style.display = 'none'; }, 500);
|
||||
});
|
||||
|
||||
voiceActive = true;
|
||||
voiceBtn.textContent = '🎤';
|
||||
voiceBtn.style.background = '#2ecc71';
|
||||
} catch (e) {
|
||||
console.error('Voice error:', e);
|
||||
voiceBtn.style.background = '#e74c3c';
|
||||
}
|
||||
};
|
||||
|
||||
export function initVoice() {
|
||||
// Voice position update hook — should be called from main loop
|
||||
let voicePosT = 0;
|
||||
return {
|
||||
update(dt) {
|
||||
voicePosT += dt;
|
||||
if (voicePosT > 0.5 && voiceSocket && voiceSocket.connected) {
|
||||
voicePosT = 0;
|
||||
voiceSocket.emit('voice_pos', { x: state.player.x, y: state.player.y });
|
||||
}
|
||||
}
|
||||
};
|
||||
}
|
||||
|
|
@ -0,0 +1,146 @@
|
|||
// ==================== 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 };
|
||||
|
|
@ -0,0 +1,52 @@
|
|||
// ==================== 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 };
|
||||
|
|
@ -0,0 +1,19 @@
|
|||
// Рисование костра: огонь поверх текстуры
|
||||
export function drawFire(ctx, wx, wy, now) {
|
||||
const baseX = wx;
|
||||
const baseY = wy;
|
||||
const flick = 6 + (Math.sin(now / 90) + 1) * 4;
|
||||
ctx.fillStyle = 'rgba(255,140,0,0.85)';
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(baseX + 10, baseY + 30);
|
||||
ctx.lineTo(baseX + 20, baseY + 30 - flick);
|
||||
ctx.lineTo(baseX + 30, baseY + 30);
|
||||
ctx.fill();
|
||||
|
||||
ctx.fillStyle = 'rgba(255,230,150,0.75)';
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(baseX + 14, baseY + 30);
|
||||
ctx.lineTo(baseX + 20, baseY + 30 - (flick * 0.7));
|
||||
ctx.lineTo(baseX + 26, baseY + 30);
|
||||
ctx.fill();
|
||||
}
|
||||
|
|
@ -0,0 +1,16 @@
|
|||
// ==================== ДАННЫЕ ГЕРОЯ (из платформёра grechka_game.html) ====================
|
||||
// COL/PARTS/PIVOT дословно оттуда: 107 прямоугольников, 5 частей (head/body/legs/tail/eye).
|
||||
// Ноль rig = ступни; высота рисунка ~3.07 юнита при PARTS-координатах.
|
||||
|
||||
export const HERO_COL = {
|
||||
blue: { hex: 0x0232fe, d: 0.60 },
|
||||
white: { hex: 0xffffff, d: 0.86 },
|
||||
cyan: { hex: 0x00a1ff, d: 1.00 },
|
||||
navy: { hex: 0x001a85, d: 1.12 },
|
||||
};
|
||||
|
||||
export const HERO_PARTS = {"head":[[-0.90035,2.93184,0.40909,0.13636,"blue"],[-1.17308,2.79547,0.13636,0.13636,"blue"],[-0.62762,2.79547,0.13636,0.13636,"blue"],[-0.96853,2.65911,0.27273,0.13636,"blue"],[-0.49126,2.65911,0.13636,0.13636,"blue"],[-1.17308,2.52275,0.13636,0.13636,"blue"],[-0.62762,2.52275,0.13636,0.13636,"blue"],[0.12238,2.52275,1.09091,0.13636,"blue"],[-0.83217,2.38638,0.81818,0.13636,"blue"],[1.00874,2.38638,0.68182,0.13636,"blue"],[-0.83217,2.25002,0.27273,0.13636,"blue"],[1.41783,2.25002,0.13636,0.13636,"blue"],[-1.03671,2.11365,0.13636,0.13636,"blue"],[1.28147,2.11365,0.13636,0.13636,"blue"],[0.12238,2.38638,1.09091,0.13636,"white"],[0.32692,2.25002,2.04545,0.13636,"white"],[-0.6958,2.11365,0.54545,0.13636,"white"],[-0.15035,2.11365,0.27273,0.13636,"white"],[0.66783,2.11365,1.09091,0.13636,"white"],[-0.3549,2.11365,0.13636,0.13636,"cyan"],[0.0542,2.11365,0.13636,0.13636,"cyan"]],"body":[[-1.17308,1.97729,0.13636,0.13636,"blue"],[1.1451,1.97729,0.13636,0.13636,"blue"],[-0.96853,1.84093,0.27273,0.13636,"blue"],[1.28147,1.77275,0.13636,0.27273,"blue"],[-0.90035,1.70456,0.13636,0.13636,"blue"],[-1.1049,1.5682,0.27273,0.13636,"blue"],[-0.42308,1.5682,0.27273,0.13636,"blue"],[0.53147,1.5682,0.27273,0.13636,"blue"],[1.07692,1.5682,0.27273,0.13636,"blue"],[1.41783,1.5682,0.13636,0.13636,"blue"],[-1.30944,1.43184,0.13636,0.13636,"blue"],[1.00874,1.43184,0.13636,0.13636,"blue"],[1.28147,1.43184,0.13636,0.13636,"blue"],[-1.17308,1.15911,0.13636,0.40909,"blue"],[1.1451,1.22729,0.13636,0.27273,"blue"],[-1.4458,1.02275,0.13636,0.13636,"blue"],[1.00874,1.02275,0.13636,0.13636,"blue"],[-1.4458,0.88638,0.40909,0.13636,"blue"],[-0.96853,0.88638,0.27273,0.13636,"blue"],[-0.08217,0.88638,0.68182,0.13636,"blue"],[0.87238,0.88638,0.13636,0.13636,"blue"],[-1.51399,0.75002,0.54545,0.13636,"blue"],[-0.90035,0.75002,0.13636,0.13636,"blue"],[0.66783,0.75002,0.27273,0.13636,"blue"],[1.00874,0.75002,0.13636,0.13636,"blue"],[-0.6958,1.97729,0.81818,0.13636,"white"],[-0.01399,1.97729,0.27273,0.13636,"white"],[0.8042,1.97729,0.54545,0.13636,"white"],[-0.6958,1.77275,0.27273,0.27273,"white"],[-0.21853,1.84093,0.13636,0.13636,"white"],[0.32692,1.84093,0.13636,0.13636,"white"],[0.94056,1.77275,0.54545,0.27273,"white"],[0.0542,1.63638,0.68182,0.27273,"white"],[-0.76399,1.5682,0.40909,0.13636,"white"],[0.8042,1.5682,0.27273,0.13636,"white"],[1.28147,1.5682,0.13636,0.13636,"white"],[-1.1049,1.43184,0.27273,0.13636,"white"],[-0.01399,1.43184,1.36364,0.13636,"white"],[-0.21853,1.29547,1.5,0.13636,"white"],[0.87238,1.29547,0.40909,0.13636,"white"],[-0.90035,1.15911,0.13636,0.13636,"white"],[-0.08217,1.15911,1.22727,0.13636,"white"],[0.73601,1.15911,0.13636,0.13636,"white"],[1.00874,1.15911,0.13636,0.13636,"white"],[-1.03671,1.02275,0.13636,0.13636,"white"],[-0.01399,1.02275,1.36364,0.13636,"white"],[-0.62762,0.88638,0.40909,0.13636,"white"],[0.53147,0.88638,0.54545,0.13636,"white"],[-0.15035,0.75002,1.36364,0.13636,"white"],[0.87238,0.75002,0.13636,0.13636,"white"],[-0.21853,1.97729,0.13636,0.13636,"cyan"],[0.32692,1.97729,0.40909,0.13636,"cyan"],[0.0542,1.84093,0.40909,0.13636,"cyan"],[-0.83217,1.43184,0.27273,0.13636,"cyan"],[0.8042,1.43184,0.27273,0.13636,"cyan"],[-1.03671,1.22729,0.13636,0.27273,"cyan"],[0.59965,1.22729,0.13636,0.27273,"cyan"],[-0.76399,1.15911,0.13636,0.13636,"cyan"],[0.87238,1.15911,0.13636,0.13636,"cyan"],[-0.83217,1.02275,0.27273,0.13636,"cyan"],[0.8042,1.02275,0.27273,0.13636,"cyan"]],"tail":[[-1.71853,0.61365,0.13636,0.13636,"blue"],[-1.03671,0.61365,0.13636,0.13636,"blue"],[-0.62762,0.61365,0.40909,0.13636,"blue"],[-1.65035,0.47729,0.27273,0.13636,"blue"],[-0.90035,0.47729,0.13636,0.13636,"blue"],[-1.4458,0.34093,0.40909,0.13636,"blue"],[-0.62762,0.34093,0.40909,0.13636,"blue"],[-0.90035,0.20456,0.95455,0.13636,"blue"],[-0.90035,0.61365,0.13636,0.13636,"white"]],"legs":[[0.3951,0.61365,0.27273,0.13636,"blue"],[0.87238,0.61365,0.13636,0.13636,"blue"],[-0.55944,0.47729,0.27273,0.13636,"blue"],[0.32692,0.34093,0.13636,0.40909,"blue"],[-0.21853,0.20456,0.13636,0.13636,"blue"],[0.0542,0.20456,0.13636,0.13636,"blue"],[-0.08217,0.0682,0.95455,0.13636,"blue"],[-0.3549,0.47729,0.13636,0.13636,"white"],[-0.08217,0.34093,0.68182,0.13636,"white"],[-0.3549,0.20456,0.13636,0.13636,"white"],[-0.08217,0.20456,0.13636,0.13636,"white"],[0.19056,0.20456,0.13636,0.13636,"white"],[-0.08217,0.61365,0.68182,0.13636,"cyan"],[-0.01399,0.47729,0.54545,0.13636,"cyan"]],"eye":[[-0.42308,1.77275,0.27273,0.27273,"navy"],[0.53147,1.77275,0.27273,0.27273,"navy"]]};
|
||||
|
||||
export const HERO_PIVOT = {"head":[0.0,2.5909],"body":[0.0,0.979],"legs":[-0.035,0.9091],"tail":[-0.7343,1.3287],"eye":[0.0524,2.1294]};
|
||||
|
||||
export const HERO_SCALE = 0.50;
|
||||
|
|
@ -0,0 +1,14 @@
|
|||
// Частицы (взрыв)
|
||||
export const parts = [];
|
||||
|
||||
export function spawnExplosion(x, y, power) {
|
||||
const n = Math.floor(16 + power * 10);
|
||||
for (let i = 0; i < n; i++) {
|
||||
parts.push({
|
||||
x, y,
|
||||
vx: (Math.random() - 0.5) * (300 + power * 200),
|
||||
vy: (Math.random() - 0.5) * (300 + power * 200),
|
||||
t: 0.7, c: '#ffa500'
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,625 @@
|
|||
// ==================== 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);
|
||||
}
|
||||
|
|
@ -0,0 +1,506 @@
|
|||
// Текстуры блоков (простые)
|
||||
import { BLOCKS } from '../data/blocks.js';
|
||||
|
||||
export const tex = {};
|
||||
|
||||
// --- Item/tool sprite generator ---\n
|
||||
export const itemTex = {};
|
||||
|
||||
function drawArrow(ctx, color) {
|
||||
ctx.fillStyle = '#8B4513';
|
||||
ctx.fillRect(8, 14, 16, 3);
|
||||
ctx.fillStyle = color;
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(24, 15);
|
||||
ctx.lineTo(18, 10);
|
||||
ctx.lineTo(18, 20);
|
||||
ctx.closePath();
|
||||
ctx.fill();
|
||||
ctx.fillStyle = '#e74c3c';
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(8, 15);
|
||||
ctx.lineTo(4, 10);
|
||||
ctx.lineTo(10, 14);
|
||||
ctx.closePath();
|
||||
ctx.fill();
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(8, 16);
|
||||
ctx.lineTo(4, 21);
|
||||
ctx.lineTo(10, 17);
|
||||
ctx.closePath();
|
||||
ctx.fill();
|
||||
}
|
||||
|
||||
function drawPickaxe(ctx, headColor, handleColor) {
|
||||
ctx.fillStyle = handleColor || '#8B4513';
|
||||
ctx.save();
|
||||
ctx.translate(16, 16);
|
||||
ctx.rotate(Math.PI / 4);
|
||||
ctx.fillRect(-2, 0, 4, 18);
|
||||
ctx.fillStyle = headColor;
|
||||
ctx.fillRect(-8, -3, 16, 5);
|
||||
ctx.fillRect(-8, -3, 3, 8);
|
||||
ctx.fillRect(5, -3, 3, 8);
|
||||
ctx.restore();
|
||||
}
|
||||
|
||||
function drawAxe(ctx, headColor, handleColor) {
|
||||
ctx.fillStyle = handleColor || '#8B4513';
|
||||
ctx.save();
|
||||
ctx.translate(16, 16);
|
||||
ctx.rotate(Math.PI / 4);
|
||||
ctx.fillRect(-2, 0, 4, 18);
|
||||
ctx.fillStyle = headColor;
|
||||
ctx.fillRect(-2, -8, 10, 8);
|
||||
ctx.fillRect(-2, -8, 4, 12);
|
||||
ctx.restore();
|
||||
}
|
||||
|
||||
function drawShovel(ctx, headColor, handleColor) {
|
||||
ctx.fillStyle = handleColor || '#8B4513';
|
||||
ctx.save();
|
||||
ctx.translate(16, 16);
|
||||
ctx.rotate(Math.PI / 4);
|
||||
ctx.fillRect(-2, 0, 4, 18);
|
||||
ctx.fillStyle = headColor;
|
||||
ctx.fillRect(-6, -8, 12, 8);
|
||||
ctx.fillRect(-4, -12, 8, 4);
|
||||
ctx.restore();
|
||||
}
|
||||
|
||||
function drawSword(ctx, bladeColor, guardColor) {
|
||||
ctx.fillStyle = '#8B4513';
|
||||
ctx.fillRect(14, 18, 4, 10);
|
||||
ctx.fillStyle = guardColor || '#f1c40f';
|
||||
ctx.fillRect(10, 16, 12, 3);
|
||||
ctx.fillStyle = bladeColor;
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(16, 2);
|
||||
ctx.lineTo(12, 16);
|
||||
ctx.lineTo(20, 16);
|
||||
ctx.closePath();
|
||||
ctx.fill();
|
||||
}
|
||||
|
||||
function drawBow(ctx) {
|
||||
ctx.strokeStyle = '#8B4513';
|
||||
ctx.lineWidth = 3;
|
||||
ctx.beginPath();
|
||||
ctx.arc(12, 16, 12, -Math.PI * 0.7, Math.PI * 0.7);
|
||||
ctx.stroke();
|
||||
ctx.strokeStyle = '#ddd';
|
||||
ctx.lineWidth = 1;
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(12, 4);
|
||||
ctx.lineTo(12, 28);
|
||||
ctx.stroke();
|
||||
}
|
||||
|
||||
function drawIngot(ctx, color) {
|
||||
ctx.fillStyle = color;
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(6, 12);
|
||||
ctx.lineTo(26, 12);
|
||||
ctx.lineTo(24, 24);
|
||||
ctx.lineTo(8, 24);
|
||||
ctx.closePath();
|
||||
ctx.fill();
|
||||
ctx.fillStyle = 'rgba(255,255,255,0.3)';
|
||||
ctx.fillRect(8, 8, 16, 4);
|
||||
}
|
||||
|
||||
function drawMeat(ctx, cooked) {
|
||||
ctx.fillStyle = cooked ? '#8B4513' : '#e74c3c';
|
||||
ctx.beginPath();
|
||||
ctx.ellipse(16, 18, 10, 8, 0, 0, Math.PI * 2);
|
||||
ctx.fill();
|
||||
ctx.fillStyle = '#f5f5dc';
|
||||
ctx.fillRect(8, 6, 3, 12);
|
||||
ctx.fillRect(14, 4, 3, 8);
|
||||
}
|
||||
|
||||
function makeItemTex(id) {
|
||||
const c = document.createElement('canvas');
|
||||
c.width = 32; c.height = 32;
|
||||
const g = c.getContext('2d');
|
||||
|
||||
const tierColors = {
|
||||
wood: { head: '#a0522d', blade: '#a0522d' },
|
||||
stone: { head: '#7f8c8d', blade: '#95a5a6' },
|
||||
iron: { head: '#bdc3c7', blade: '#ecf0f1' },
|
||||
};
|
||||
|
||||
switch (id) {
|
||||
case 'arrow':
|
||||
drawArrow(g, '#7f8c8d');
|
||||
break;
|
||||
case 'bow':
|
||||
drawBow(g);
|
||||
break;
|
||||
case 'wood_pickaxe':
|
||||
drawPickaxe(g, tierColors.wood.head, tierColors.wood.blade);
|
||||
break;
|
||||
case 'stone_pickaxe':
|
||||
drawPickaxe(g, tierColors.stone.head);
|
||||
break;
|
||||
case 'iron_pickaxe':
|
||||
drawPickaxe(g, tierColors.iron.head);
|
||||
break;
|
||||
case 'wood_axe':
|
||||
drawAxe(g, tierColors.wood.head);
|
||||
break;
|
||||
case 'stone_axe':
|
||||
drawAxe(g, tierColors.stone.head);
|
||||
break;
|
||||
case 'iron_axe':
|
||||
drawAxe(g, tierColors.iron.head);
|
||||
break;
|
||||
case 'wood_shovel':
|
||||
drawShovel(g, tierColors.wood.head);
|
||||
break;
|
||||
case 'stone_shovel':
|
||||
drawShovel(g, tierColors.stone.head);
|
||||
break;
|
||||
case 'iron_shovel':
|
||||
drawShovel(g, tierColors.iron.head);
|
||||
break;
|
||||
case 'wood_sword':
|
||||
drawSword(g, tierColors.wood.blade, '#a0522d');
|
||||
break;
|
||||
case 'stone_sword':
|
||||
drawSword(g, tierColors.stone.blade, '#7f8c8d');
|
||||
break;
|
||||
case 'iron_sword':
|
||||
drawSword(g, tierColors.iron.blade, '#bdc3c7');
|
||||
break;
|
||||
case 'iron_ingot':
|
||||
drawIngot(g, '#bdc3c7');
|
||||
break;
|
||||
case 'gold_ingot':
|
||||
drawIngot(g, '#f1c40f');
|
||||
break;
|
||||
case 'copper_ingot':
|
||||
drawIngot(g, '#e67e22');
|
||||
break;
|
||||
case 'meat':
|
||||
drawMeat(g, false);
|
||||
break;
|
||||
case 'cooked':
|
||||
drawMeat(g, true);
|
||||
break;
|
||||
case 'wheat':
|
||||
g.fillStyle = '#f1c40f';
|
||||
g.fillRect(12, 8, 3, 18);
|
||||
g.fillRect(8, 6, 10, 4);
|
||||
break;
|
||||
case 'bread':
|
||||
g.fillStyle = '#d4a030';
|
||||
g.fillRect(6, 12, 20, 12);
|
||||
g.fillStyle = '#c08820';
|
||||
g.fillRect(6, 12, 20, 3);
|
||||
break;
|
||||
case 'carrot':
|
||||
g.fillStyle = '#e67e22';
|
||||
g.fillRect(14, 10, 4, 18);
|
||||
g.fillStyle = '#27ae60';
|
||||
g.fillRect(12, 6, 8, 5);
|
||||
break;
|
||||
case 'potato':
|
||||
g.fillStyle = '#d4a050';
|
||||
g.beginPath();
|
||||
g.ellipse(16, 16, 8, 6, 0, 0, Math.PI * 2);
|
||||
g.fill();
|
||||
g.fillStyle = '#b88a40';
|
||||
g.fillRect(10, 14, 2, 1);
|
||||
g.fillRect(20, 16, 2, 1);
|
||||
break;
|
||||
case 'baked_potato':
|
||||
g.fillStyle = '#c08820';
|
||||
g.beginPath();
|
||||
g.ellipse(16, 16, 8, 6, 0, 0, Math.PI * 2);
|
||||
g.fill();
|
||||
g.fillStyle = '#f5e6cc';
|
||||
g.fillRect(12, 12, 8, 6);
|
||||
break;
|
||||
case 'mushroom_stew':
|
||||
g.fillStyle = '#8B4513';
|
||||
g.fillRect(10, 16, 12, 12);
|
||||
g.fillStyle = '#e74c3c';
|
||||
g.beginPath();
|
||||
g.ellipse(16, 14, 8, 5, 0, Math.PI, 0);
|
||||
g.fill();
|
||||
break;
|
||||
case 'scorpion_stinger':
|
||||
g.fillStyle = '#d35400';
|
||||
g.beginPath();
|
||||
g.moveTo(16, 4);
|
||||
g.lineTo(10, 28);
|
||||
g.lineTo(22, 28);
|
||||
g.closePath();
|
||||
g.fill();
|
||||
break;
|
||||
case 'polar_fur':
|
||||
g.fillStyle = '#ecf0f1';
|
||||
g.fillRect(6, 6, 20, 20);
|
||||
g.fillStyle = '#bdc3c7';
|
||||
g.fillRect(12, 12, 8, 8);
|
||||
break;
|
||||
case 'slime_ball':
|
||||
g.fillStyle = 'rgba(46,204,113,0.8)';
|
||||
g.beginPath();
|
||||
g.arc(16, 16, 10, 0, Math.PI * 2);
|
||||
g.fill();
|
||||
g.fillStyle = '#fff';
|
||||
g.fillRect(10, 10, 4, 4);
|
||||
g.fillRect(18, 10, 4, 4);
|
||||
break;
|
||||
case 'eagle_feather':
|
||||
g.fillStyle = '#8B4513';
|
||||
g.fillRect(14, 4, 4, 24);
|
||||
g.fillStyle = '#ecf0f1';
|
||||
g.fillRect(10, 6, 12, 10);
|
||||
break;
|
||||
case 'chicken_meat':
|
||||
drawMeat(g, false);
|
||||
g.fillStyle = '#fff';
|
||||
g.fillRect(12, 8, 4, 4);
|
||||
break;
|
||||
case 'feather':
|
||||
g.fillStyle = '#ecf0f1';
|
||||
g.fillRect(14, 6, 4, 20);
|
||||
g.fillStyle = '#bbb';
|
||||
g.fillRect(12, 8, 8, 8);
|
||||
break;
|
||||
case 'bone':
|
||||
g.fillStyle = '#f5f5dc';
|
||||
g.fillRect(12, 10, 8, 14);
|
||||
g.fillRect(8, 8, 4, 4);
|
||||
g.fillRect(20, 8, 4, 4);
|
||||
g.fillRect(8, 22, 4, 4);
|
||||
g.fillRect(20, 22, 4, 4);
|
||||
break;
|
||||
case 'gunpowder':
|
||||
g.fillStyle = '#555';
|
||||
g.fillRect(8, 10, 6, 6);
|
||||
g.fillRect(18, 14, 6, 6);
|
||||
g.fillRect(12, 20, 6, 6);
|
||||
break;
|
||||
case 'gold_armor':
|
||||
g.fillStyle = '#f1c40f';
|
||||
g.fillRect(6, 6, 20, 20);
|
||||
g.fillStyle = '#f39c12';
|
||||
g.fillRect(10, 4, 12, 6);
|
||||
g.fillRect(4, 10, 6, 16);
|
||||
g.fillRect(22, 10, 6, 16);
|
||||
break;
|
||||
case 'wheat_seeds':
|
||||
g.fillStyle = '#7dcea0';
|
||||
g.fillRect(14, 16, 4, 10);
|
||||
g.fillStyle = '#a8e6a0';
|
||||
g.fillRect(10, 8, 4, 4);
|
||||
g.fillRect(18, 6, 4, 4);
|
||||
g.fillRect(14, 4, 4, 4);
|
||||
break;
|
||||
default:
|
||||
g.fillStyle = '#7f8c8d';
|
||||
g.fillRect(4, 4, 24, 24);
|
||||
g.fillStyle = 'rgba(255,255,255,0.2)';
|
||||
g.fillRect(4, 4, 24, 4);
|
||||
}
|
||||
return c;
|
||||
}
|
||||
|
||||
export function makeTex(type) {
|
||||
const t = BLOCKS[type];
|
||||
const c = document.createElement('canvas');
|
||||
c.width = 32; c.height = 32;
|
||||
const g = c.getContext('2d');
|
||||
|
||||
if (type === 'tnt') {
|
||||
g.fillStyle = '#c0392b'; g.fillRect(0, 0, 32, 32);
|
||||
g.fillStyle = '#fff'; g.fillRect(0, 12, 32, 8);
|
||||
g.fillStyle = '#000'; g.font = 'bold 10px sans-serif'; g.fillText('TNT', 6, 20);
|
||||
return c;
|
||||
}
|
||||
if (type === 'campfire') {
|
||||
g.fillStyle = '#5d4037'; g.fillRect(4, 26, 24, 6);
|
||||
g.fillStyle = '#3e2723'; g.fillRect(7, 23, 18, 4);
|
||||
return c;
|
||||
}
|
||||
if (type === 'torch') {
|
||||
g.fillStyle = '#6d4c41'; g.fillRect(14, 10, 4, 18);
|
||||
g.fillStyle = '#f39c12'; g.fillRect(12, 6, 8, 8);
|
||||
return c;
|
||||
}
|
||||
if (type === 'glass') {
|
||||
g.fillStyle = 'rgba(200,240,255,0.25)'; g.fillRect(0, 0, 32, 32);
|
||||
g.strokeStyle = 'rgba(255,255,255,0.65)'; g.strokeRect(2, 2, 28, 28);
|
||||
g.beginPath(); g.moveTo(5, 27); g.lineTo(27, 5); g.stroke();
|
||||
return c;
|
||||
}
|
||||
if (type === 'water') {
|
||||
g.fillStyle = t.c; g.fillRect(0, 0, 32, 32);
|
||||
g.fillStyle = 'rgba(255,255,255,0.08)';
|
||||
g.fillRect(0, 6, 32, 2);
|
||||
return c;
|
||||
}
|
||||
if (type === 'bed') {
|
||||
g.fillStyle = '#e91e63';
|
||||
g.fillRect(0, 0, 32, 32);
|
||||
g.fillStyle = '#f8bbd0';
|
||||
g.fillRect(2, 2, 14, 14);
|
||||
g.fillStyle = '#c2185b';
|
||||
g.fillRect(16, 4, 14, 24);
|
||||
g.fillStyle = '#e91e63';
|
||||
g.fillRect(18, 6, 10, 20);
|
||||
return c;
|
||||
}
|
||||
if (type === 'flower') {
|
||||
g.fillStyle = '#2ecc71'; g.fillRect(14, 14, 4, 18);
|
||||
g.fillStyle = t.c; g.beginPath(); g.arc(16, 12, 6, 0, 6.28); g.fill();
|
||||
return c;
|
||||
}
|
||||
if (type === 'boat') {
|
||||
g.fillStyle = '#8B4513';
|
||||
g.fillRect(2, 12, 28, 8);
|
||||
g.fillStyle = '#A0522D';
|
||||
g.fillRect(0, 10, 32, 12);
|
||||
g.fillStyle = '#DEB887';
|
||||
g.fillRect(4, 14, 24, 4);
|
||||
g.fillStyle = '#654321';
|
||||
g.fillRect(2, 20, 28, 4);
|
||||
return c;
|
||||
}
|
||||
if (type === 'ladder') {
|
||||
g.fillStyle = '#8B4513';
|
||||
g.fillRect(4, 0, 4, 32);
|
||||
g.fillRect(24, 0, 4, 32);
|
||||
g.fillStyle = '#A0522D';
|
||||
g.fillRect(4, 4, 24, 3);
|
||||
g.fillRect(4, 12, 24, 3);
|
||||
g.fillRect(4, 20, 24, 3);
|
||||
g.fillRect(4, 28, 24, 3);
|
||||
return c;
|
||||
}
|
||||
// === BIOME BLOCK TEXTURES ===
|
||||
if (type === 'snow') {
|
||||
g.fillStyle = '#ecf0f1';
|
||||
g.fillRect(0, 0, 32, 32);
|
||||
g.fillStyle = '#dfe6e9';
|
||||
for (let i = 0; i < 4; i++) g.fillRect((Math.random()*26)|0, (Math.random()*26)|0, 5, 3);
|
||||
return c;
|
||||
}
|
||||
if (type === 'ice') {
|
||||
g.fillStyle = '#74b9ff';
|
||||
g.fillRect(0, 0, 32, 32);
|
||||
g.strokeStyle = 'rgba(255,255,255,0.4)';
|
||||
g.beginPath(); g.moveTo(4,10); g.lineTo(20,16); g.lineTo(10,28); g.stroke();
|
||||
g.beginPath(); g.moveTo(18,4); g.lineTo(28,12); g.stroke();
|
||||
return c;
|
||||
}
|
||||
if (type === 'cactus') {
|
||||
g.fillStyle = '#27ae60';
|
||||
g.fillRect(6, 2, 20, 28);
|
||||
g.fillStyle = '#2ecc71';
|
||||
g.fillRect(2, 8, 6, 4);
|
||||
g.fillRect(24, 14, 6, 4);
|
||||
g.fillStyle = '#1e8449';
|
||||
g.fillRect(12, 0, 2, 30);
|
||||
g.fillRect(18, 0, 2, 30);
|
||||
return c;
|
||||
}
|
||||
if (type === 'mushroom') {
|
||||
g.fillStyle = '#f5e6cc'; g.fillRect(14, 20, 4, 12);
|
||||
g.fillStyle = '#e74c3c'; g.beginPath(); g.arc(16, 14, 10, Math.PI, 0); g.fill();
|
||||
g.fillStyle = '#fff'; g.fillRect(10, 10, 3, 3); g.fillRect(17, 8, 4, 3);
|
||||
return c;
|
||||
}
|
||||
if (type === 'moss') {
|
||||
g.fillStyle = '#0a6640';
|
||||
g.fillRect(0, 0, 32, 32);
|
||||
g.fillStyle = '#1e8449';
|
||||
for (let i = 0; i < 6; i++) g.fillRect((Math.random()*26)|0, (Math.random()*26)|0, 4, 3);
|
||||
return c;
|
||||
}
|
||||
if (type === 'swamp_water') {
|
||||
g.fillStyle = 'rgba(100,120,40,0.6)';
|
||||
g.fillRect(0, 0, 32, 32);
|
||||
g.fillStyle = 'rgba(80,100,20,0.3)';
|
||||
g.fillRect(0, 10, 32, 2);
|
||||
g.fillRect(0, 22, 32, 2);
|
||||
return c;
|
||||
}
|
||||
if (type === 'farmland') {
|
||||
g.fillStyle = '#8B6914';
|
||||
g.fillRect(0, 0, 32, 32);
|
||||
g.fillStyle = '#7a5c10';
|
||||
for (let i = 0; i < 4; i++) g.fillRect(0, 6+i*8, 32, 2);
|
||||
g.fillStyle = '#6B4E0A';
|
||||
g.fillRect(8, 2, 2, 28);
|
||||
g.fillRect(18, 2, 2, 28);
|
||||
return c;
|
||||
}
|
||||
if (type === 'dead_bush') {
|
||||
g.fillStyle = '#b2bec3';
|
||||
g.fillRect(12, 16, 2, 16);
|
||||
g.fillRect(8, 14, 8, 2);
|
||||
g.fillRect(16, 12, 8, 2);
|
||||
g.fillRect(6, 18, 4, 2);
|
||||
return c;
|
||||
}
|
||||
if (type === 'spruce_leaves') {
|
||||
g.fillStyle = '#0a6640';
|
||||
g.fillRect(0, 0, 32, 32);
|
||||
g.fillStyle = '#0d7a4d';
|
||||
for (let i = 0; i < 5; i++) g.fillRect((Math.random()*24)|0, (Math.random()*24)|0, 6, 4);
|
||||
return c;
|
||||
}
|
||||
// CROP STAGES
|
||||
if (type.startsWith('wheat_stage') || type.startsWith('carrot_stage') || type.startsWith('potato_stage')) {
|
||||
const st = parseInt(type.charAt(type.length-1));
|
||||
const colors = type.startsWith('wheat') ? ['#a8e6a0','#7dcea0','#b8d730','#f1c40f'] :
|
||||
type.startsWith('carrot') ? ['#a8e6a0','#f0c27a','#e8a040','#e67e22'] :
|
||||
['#a8e6a0','#c8b888','#bfaa78','#dfe6e9'];
|
||||
g.fillStyle = '#5d4037';
|
||||
g.fillRect(15, 18, 2, 14);
|
||||
if (st >= 1) {
|
||||
g.fillStyle = colors[st];
|
||||
g.fillRect(10, 8 + (3-st)*3, 12, 10);
|
||||
} else {
|
||||
g.fillStyle = '#a8e6a0';
|
||||
g.fillRect(14, 22, 4, 4);
|
||||
}
|
||||
return c;
|
||||
}
|
||||
|
||||
g.fillStyle = t.c || '#000';
|
||||
g.fillRect(0, 0, 32, 32);
|
||||
|
||||
g.fillStyle = 'rgba(0,0,0,0.10)';
|
||||
for (let i = 0; i < 6; i++) g.fillRect((Math.random() * 28) | 0, (Math.random() * 28) | 0, 4, 4);
|
||||
|
||||
if (type.endsWith('_ore') || type === 'coal') {
|
||||
g.fillStyle = 'rgba(0,0,0,0.35)';
|
||||
for (let i = 0; i < 4; i++) g.fillRect((Math.random() * 24) | 0, (Math.random() * 24) | 0, 6, 6);
|
||||
}
|
||||
return c;
|
||||
}
|
||||
|
||||
export function initTextures() {
|
||||
Object.keys(BLOCKS).forEach(k => tex[k] = makeTex(k));
|
||||
// Item/tool sprites
|
||||
const itemIds = [
|
||||
'arrow','bow',
|
||||
'wood_pickaxe','stone_pickaxe','iron_pickaxe',
|
||||
'wood_axe','stone_axe','iron_axe',
|
||||
'wood_shovel','stone_shovel','iron_shovel',
|
||||
'wood_sword','stone_sword','iron_sword',
|
||||
'iron_ingot','gold_ingot','copper_ingot',
|
||||
'meat','cooked',
|
||||
'wheat','bread','carrot','potato','baked_potato','mushroom_stew','wheat_seeds',
|
||||
'chicken_meat','feather','bone','gunpowder',
|
||||
'scorpion_stinger','polar_fur','slime_ball','eagle_feather',
|
||||
'gold_armor',
|
||||
];
|
||||
itemIds.forEach(id => { itemTex[id] = makeItemTex(id); });
|
||||
}
|
||||
|
|
@ -0,0 +1,67 @@
|
|||
// ==================== ЧАТ ====================
|
||||
import { state } from '../core/state.js';
|
||||
import { MAX_CHAT_MESSAGES } from '../core/constants.js';
|
||||
import { playSound } from '../audio/sound-engine.js';
|
||||
|
||||
const chatMessages = [];
|
||||
|
||||
export function addChatMessage(sender, message) {
|
||||
const time = new Date().toLocaleTimeString('ru-RU', { hour: '2-digit', minute: '2-digit' });
|
||||
chatMessages.push({ sender, message, time });
|
||||
if (chatMessages.length > MAX_CHAT_MESSAGES) {
|
||||
chatMessages.shift();
|
||||
}
|
||||
renderChatMessages();
|
||||
}
|
||||
|
||||
export function renderChatMessages() {
|
||||
const chatMessagesEl = document.getElementById('chatMessages');
|
||||
if (!chatMessagesEl) return;
|
||||
|
||||
chatMessagesEl.innerHTML = chatMessages.map(m =>
|
||||
`<div style="margin-bottom:4px;"><span style="color:#aaa;font-size:11px;">${m.time}</span> <strong style="color:${m.sender === 'Система' ? '#f39c12' : '#3498db'};">${m.sender}:</strong> ${m.message}</div>`
|
||||
).join('');
|
||||
|
||||
// Прокручиваем вниз
|
||||
chatMessagesEl.scrollTop = chatMessagesEl.scrollHeight;
|
||||
}
|
||||
|
||||
export function sendChatMessage(message) {
|
||||
if (!message || message.trim() === '') return;
|
||||
|
||||
if (state.isMultiplayer && state.socket && state.socket.connected) {
|
||||
state.socket.emit('chat_message', { message: message.trim() });
|
||||
} else {
|
||||
addChatMessage('Вы', message.trim());
|
||||
}
|
||||
}
|
||||
|
||||
export function initChat() {
|
||||
document.getElementById('chatToggle').onclick = () => {
|
||||
playSound('click');
|
||||
state.chatOpen = !state.chatOpen;
|
||||
document.getElementById('chatPanel').style.display = state.chatOpen ? 'block' : 'none';
|
||||
if (state.chatOpen) {
|
||||
document.getElementById('chatInput').focus();
|
||||
}
|
||||
};
|
||||
|
||||
document.getElementById('chatClose').onclick = () => {
|
||||
playSound('click');
|
||||
state.chatOpen = false;
|
||||
document.getElementById('chatPanel').style.display = 'none';
|
||||
};
|
||||
|
||||
document.getElementById('chatSend').onclick = () => {
|
||||
const input = document.getElementById('chatInput');
|
||||
sendChatMessage(input.value);
|
||||
input.value = '';
|
||||
};
|
||||
|
||||
document.getElementById('chatInput').addEventListener('keypress', (e) => {
|
||||
if (e.key === 'Enter') {
|
||||
sendChatMessage(e.target.value);
|
||||
e.target.value = '';
|
||||
}
|
||||
});
|
||||
}
|
||||
|
|
@ -0,0 +1,114 @@
|
|||
// Craft UI
|
||||
import { state } from '../core/state.js';
|
||||
import { BLOCKS } from '../data/blocks.js';
|
||||
import { ITEMS } from '../data/items.js';
|
||||
import { TOOLS } from '../data/tools.js';
|
||||
import { RECIPES } from '../data/recipes.js';
|
||||
import { addTool } from '../data/tools.js';
|
||||
import { tex, itemTex } from '../render/textures.js';
|
||||
import { playSound } from '../audio/sound-engine.js';
|
||||
import { rebuildHotbar } from './hotbar.js';
|
||||
import { renderInventory } from './inventory.js';
|
||||
|
||||
export function canCraft(r) {
|
||||
const inv = state.inv;
|
||||
for (const res in r.cost) {
|
||||
if ((inv[res] || 0) < r.cost[res]) return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
export function renderCraft() {
|
||||
const inv = state.inv;
|
||||
const recipesEl = state.recipesEl;
|
||||
recipesEl.innerHTML = '';
|
||||
for (const r of RECIPES) {
|
||||
const row = document.createElement('div');
|
||||
row.className = 'recipe';
|
||||
const icon = document.createElement('div');
|
||||
icon.className = 'ricon';
|
||||
// Иконка результата — canvas sprite > emoji
|
||||
if (tex[r.out]) {
|
||||
icon.style.backgroundImage = `url(${tex[r.out].toDataURL()})`;
|
||||
} else if (itemTex[r.out]) {
|
||||
icon.style.backgroundImage = `url(${itemTex[r.out].toDataURL()})`;
|
||||
} else if (TOOLS[r.out]) {
|
||||
icon.textContent = TOOLS[r.out].icon || '🔧';
|
||||
icon.style.fontSize = '24px';
|
||||
icon.style.display = 'flex';
|
||||
icon.style.alignItems = 'center';
|
||||
icon.style.justifyContent = 'center';
|
||||
} else if (ITEMS[r.out]) {
|
||||
icon.textContent = ITEMS[r.out].icon || '📦';
|
||||
icon.style.fontSize = '24px';
|
||||
icon.style.display = 'flex';
|
||||
icon.style.alignItems = 'center';
|
||||
icon.style.justifyContent = 'center';
|
||||
}
|
||||
const info = document.createElement('div');
|
||||
info.className = 'rinfo';
|
||||
const nm = document.createElement('div');
|
||||
nm.className = 'rname';
|
||||
const itemName = BLOCKS[r.out]?.n || TOOLS[r.out]?.n || ITEMS[r.out]?.n || r.out;
|
||||
nm.textContent = `${itemName} x${r.qty}`;
|
||||
const cs = document.createElement('div');
|
||||
cs.className = 'rcost';
|
||||
cs.textContent = Object.keys(r.cost).map(x => {
|
||||
const cn = BLOCKS[x]?.n || TOOLS[x]?.n || ITEMS[x]?.n || x;
|
||||
return `${cn}: ${(inv[x] || 0)}/${r.cost[x]}`;
|
||||
}).join(' ');
|
||||
info.appendChild(nm); info.appendChild(cs);
|
||||
const btn = document.createElement('button');
|
||||
btn.className = 'rcraft';
|
||||
btn.textContent = 'Создать';
|
||||
btn.disabled = !canCraft(r);
|
||||
btn.onclick = () => {
|
||||
if (!canCraft(r)) return;
|
||||
playSound('click');
|
||||
for (const res in r.cost) inv[res] -= r.cost[res];
|
||||
inv[r.out] = (inv[r.out] || 0) + r.qty;
|
||||
if (TOOLS[r.out]) addTool(r.out);
|
||||
if (!state.recentItems.includes(r.out)) { state.recentItems.unshift(r.out); state.recentItems = state.recentItems.slice(0, 5); }
|
||||
rebuildHotbar();
|
||||
renderCraft();
|
||||
renderInventory();
|
||||
};
|
||||
row.appendChild(icon); row.appendChild(info); row.appendChild(btn);
|
||||
recipesEl.appendChild(row);
|
||||
}
|
||||
}
|
||||
|
||||
let craftOpen = false;
|
||||
let inventoryOpen = false;
|
||||
|
||||
export function toggleCraft() {
|
||||
playSound('click');
|
||||
craftOpen = !craftOpen;
|
||||
state.craftPanel.style.display = craftOpen ? 'block' : 'none';
|
||||
if (craftOpen) {
|
||||
renderCraft();
|
||||
inventoryOpen = false;
|
||||
state.inventoryPanel.style.display = 'none';
|
||||
}
|
||||
}
|
||||
|
||||
export function closeCraft() {
|
||||
playSound('click');
|
||||
craftOpen = false;
|
||||
state.craftPanel.style.display = 'none';
|
||||
}
|
||||
|
||||
export function toggleInventory() {
|
||||
playSound('click');
|
||||
inventoryOpen = true;
|
||||
state.inventoryPanel.style.display = 'block';
|
||||
renderInventory();
|
||||
craftOpen = false;
|
||||
state.craftPanel.style.display = 'none';
|
||||
}
|
||||
|
||||
export function closeInventory() {
|
||||
playSound('click');
|
||||
inventoryOpen = false;
|
||||
state.inventoryPanel.style.display = 'none';
|
||||
}
|
||||
|
|
@ -0,0 +1,18 @@
|
|||
// DOM-ссылки — все document.getElementById
|
||||
export const hpEl = document.getElementById('hp');
|
||||
export const foodEl = document.getElementById('food');
|
||||
export const sxEl = document.getElementById('sx');
|
||||
export const syEl = document.getElementById('sy');
|
||||
export const todEl = document.getElementById('tod');
|
||||
export const worldIdEl = document.getElementById('worldId');
|
||||
export const playerCountEl = document.getElementById('playerCount');
|
||||
export const hotbarEl = document.getElementById('hotbar');
|
||||
export const craftPanel = document.getElementById('craftPanel');
|
||||
export const recipesEl = document.getElementById('recipes');
|
||||
export const deathEl = document.getElementById('death');
|
||||
export const inventoryPanel = document.getElementById('inventoryPanel');
|
||||
export const inventoryGrid = document.getElementById('inventoryGrid');
|
||||
export const marketPanel = document.getElementById('marketPanel');
|
||||
export const marketContent = document.getElementById('marketContent');
|
||||
export const tradePanel = document.getElementById('tradePanel');
|
||||
export const tradeContent = document.getElementById('tradeContent');
|
||||
|
|
@ -0,0 +1,126 @@
|
|||
// ==================== ПЕЧЬ (ОБЖИГ) ====================
|
||||
import { state } from '../core/state.js';
|
||||
import { BLOCKS } from '../data/blocks.js';
|
||||
import { ITEMS } from '../data/items.js';
|
||||
import { SMELTING_RECIPES } from '../data/recipes.js';
|
||||
import { playSound } from '../audio/sound-engine.js';
|
||||
import { rebuildHotbar } from '../ui/hotbar.js';
|
||||
import { getBlock } from '../world/world-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();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,151 @@
|
|||
// Hotbar UI — 3-slot Minecraft-style bottom bar + selected item indicator
|
||||
import { state } from '../core/state.js';
|
||||
import { BLOCKS } from '../data/blocks.js';
|
||||
import { ITEMS } from '../data/items.js';
|
||||
import { TOOLS } from '../data/tools.js';
|
||||
import { tex, itemTex } from '../render/textures.js';
|
||||
import { playSound } from '../audio/sound-engine.js';
|
||||
|
||||
const HOTBAR_SLOTS = 3;
|
||||
|
||||
let selectedItemEl = null;
|
||||
|
||||
export function addToRecentItems(id) {
|
||||
if (!id) return;
|
||||
state.recentItems = state.recentItems.filter(item => item !== id);
|
||||
state.recentItems.unshift(id);
|
||||
state.recentItems = state.recentItems.slice(0, 5);
|
||||
}
|
||||
|
||||
function renderSlotIcon(el, id) {
|
||||
if (BLOCKS[id] && tex[id]) {
|
||||
el.style.backgroundImage = `url(${tex[id].toDataURL()})`;
|
||||
el.style.backgroundSize = 'cover';
|
||||
} else if (itemTex[id]) {
|
||||
el.style.backgroundImage = `url(${itemTex[id].toDataURL()})`;
|
||||
el.style.backgroundSize = 'cover';
|
||||
} else if (ITEMS[id]) {
|
||||
el.textContent = ITEMS[id].icon || '📦';
|
||||
} else if (TOOLS[id]) {
|
||||
el.textContent = TOOLS[id].icon || '🔧';
|
||||
} else if (id === 'iron_armor') {
|
||||
el.textContent = '🛡️';
|
||||
el.style.background = 'linear-gradient(135deg, #95a5a6 0%, #7f8c8d 100%)';
|
||||
} else {
|
||||
el.textContent = id.charAt(0).toUpperCase();
|
||||
el.style.background = '#555';
|
||||
el.style.color = '#fff';
|
||||
el.style.fontWeight = '700';
|
||||
el.style.fontSize = '14px';
|
||||
}
|
||||
}
|
||||
|
||||
function updateSelectedItem() {
|
||||
if (!selectedItemEl) selectedItemEl = document.getElementById('selectedItem');
|
||||
if (!selectedItemEl) return;
|
||||
const sel = state.selected;
|
||||
if (!sel || !state.inv[sel] || state.inv[sel] <= 0) {
|
||||
selectedItemEl.style.display = 'none';
|
||||
return;
|
||||
}
|
||||
selectedItemEl.style.display = 'flex';
|
||||
// Clear previous content
|
||||
selectedItemEl.textContent = '';
|
||||
selectedItemEl.style.backgroundImage = '';
|
||||
selectedItemEl.style.background = 'rgba(0,0,0,0.45)';
|
||||
// Render icon
|
||||
if (BLOCKS[sel] && tex[sel]) {
|
||||
selectedItemEl.style.backgroundImage = `url(${tex[sel].toDataURL()})`;
|
||||
selectedItemEl.style.backgroundSize = 'cover';
|
||||
} else if (itemTex[sel]) {
|
||||
selectedItemEl.style.backgroundImage = `url(${itemTex[sel].toDataURL()})`;
|
||||
selectedItemEl.style.backgroundSize = 'cover';
|
||||
} else if (ITEMS[sel]) {
|
||||
selectedItemEl.textContent = ITEMS[sel].icon || '📦';
|
||||
} else if (TOOLS[sel]) {
|
||||
selectedItemEl.textContent = TOOLS[sel].icon || '🔧';
|
||||
} else {
|
||||
selectedItemEl.textContent = sel.charAt(0).toUpperCase();
|
||||
}
|
||||
}
|
||||
|
||||
export function rebuildHotbar() {
|
||||
const hotbarEl = state.hotbarEl;
|
||||
const inv = state.inv;
|
||||
const selected = state.selected;
|
||||
const toolDurability = state.toolDurability;
|
||||
|
||||
hotbarEl.innerHTML = '';
|
||||
|
||||
// Get up to 3 recent items with count > 0
|
||||
const items = state.recentItems.filter(id => inv[id] > 0).slice(0, HOTBAR_SLOTS);
|
||||
|
||||
// If selected item not in list and has count > 0, push to front
|
||||
if (inv[selected] > 0 && !items.includes(selected)) {
|
||||
items.unshift(selected);
|
||||
if (items.length > HOTBAR_SLOTS) items.pop();
|
||||
}
|
||||
|
||||
// Always render HOTBAR_SLOTS slots (fill empties)
|
||||
for (let si = 0; si < HOTBAR_SLOTS; si++) {
|
||||
const id = items[si] || null;
|
||||
const s = document.createElement('div');
|
||||
s.className = 'slot' + (id && id === selected ? ' sel' : '');
|
||||
|
||||
// Slot number indicator (top-left)
|
||||
const numEl = document.createElement('div');
|
||||
numEl.style.cssText = 'position:absolute;top:1px;left:3px;font-size:10px;color:rgba(255,255,255,0.55);font-weight:700;pointer-events:none;text-shadow:1px 1px 1px rgba(0,0,0,0.7);';
|
||||
numEl.textContent = (si + 1).toString();
|
||||
s.appendChild(numEl);
|
||||
|
||||
if (id) {
|
||||
renderSlotIcon(s, id);
|
||||
|
||||
const c = document.createElement('div');
|
||||
c.className = 'count';
|
||||
c.textContent = inv[id];
|
||||
s.appendChild(c);
|
||||
s.onclick = () => {
|
||||
playSound('click');
|
||||
state.selected = id;
|
||||
// Move to front of recentItems
|
||||
state.recentItems = state.recentItems.filter(item => item !== id);
|
||||
state.recentItems.unshift(id);
|
||||
rebuildHotbar();
|
||||
};
|
||||
|
||||
if (id === 'iron_armor' && state.player.equippedArmor === 'iron_armor') {
|
||||
const equipped = document.createElement('div');
|
||||
equipped.className = 'equipped-indicator';
|
||||
equipped.textContent = '✓';
|
||||
s.appendChild(equipped);
|
||||
}
|
||||
|
||||
// Durability bar
|
||||
if (TOOLS[id] && inv[id] > 0) {
|
||||
let curDur = 0, maxDur = TOOLS[id].durability;
|
||||
for (const [tid, dur] of toolDurability) {
|
||||
if (dur.type === id) {
|
||||
curDur = dur.current;
|
||||
maxDur = dur.max;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (maxDur > 0) {
|
||||
const bar = document.createElement('div');
|
||||
bar.style.cssText = `position:absolute;bottom:0;left:0;right:0;height:3px;background:#333;border-radius:0 0 6px 6px;overflow:hidden;`;
|
||||
const fill = document.createElement('div');
|
||||
const pct = curDur / maxDur;
|
||||
const color = pct > 0.5 ? '#2ecc71' : pct > 0.25 ? '#f39c12' : '#e74c3c';
|
||||
fill.style.cssText = `width:${pct * 100}%;height:100%;background:${color};`;
|
||||
bar.appendChild(fill);
|
||||
s.appendChild(bar);
|
||||
}
|
||||
}
|
||||
}
|
||||
hotbarEl.appendChild(s);
|
||||
}
|
||||
|
||||
// Update selected item indicator above hotbar
|
||||
updateSelectedItem();
|
||||
}
|
||||
|
|
@ -0,0 +1,80 @@
|
|||
// Inventory UI
|
||||
import { state } from '../core/state.js';
|
||||
import { BLOCKS } from '../data/blocks.js';
|
||||
import { ITEMS } from '../data/items.js';
|
||||
import { TOOLS } from '../data/tools.js';
|
||||
import { tex, itemTex } from '../render/textures.js';
|
||||
import { playSound } from '../audio/sound-engine.js';
|
||||
import { rebuildHotbar } from './hotbar.js';
|
||||
|
||||
export function renderInventory() {
|
||||
const inventoryGrid = state.inventoryGrid;
|
||||
const inv = state.inv;
|
||||
const selected = state.selected;
|
||||
inventoryGrid.innerHTML = '';
|
||||
|
||||
const items = Object.keys(inv).filter(id => inv[id] > 0);
|
||||
|
||||
for (let i = 0; i < 21; i++) {
|
||||
const slot = document.createElement('div');
|
||||
slot.className = 'inv-slot' + (i < items.length && items[i] === selected ? ' sel' : '');
|
||||
|
||||
if (i < items.length) {
|
||||
const id = items[i];
|
||||
// Canvas sprite: block > itemTex > emoji fallback > unknown item fallback
|
||||
if (BLOCKS[id] && tex[id]) {
|
||||
slot.style.backgroundImage = `url(${tex[id].toDataURL()})`;
|
||||
slot.style.backgroundSize = 'cover';
|
||||
} else if (itemTex[id]) {
|
||||
slot.style.backgroundImage = `url(${itemTex[id].toDataURL()})`;
|
||||
slot.style.backgroundSize = 'cover';
|
||||
} else if (ITEMS[id]) {
|
||||
slot.textContent = ITEMS[id].icon || '📦';
|
||||
} else if (TOOLS[id]) {
|
||||
slot.textContent = TOOLS[id].icon || '🔧';
|
||||
} else if (id === 'iron_armor') {
|
||||
slot.textContent = '🛡️';
|
||||
slot.style.background = 'linear-gradient(135deg, #95a5a6 0%, #7f8c8d 100%)';
|
||||
} else {
|
||||
// Unknown item fallback — grey box with first letter
|
||||
slot.textContent = id.charAt(0).toUpperCase();
|
||||
slot.style.background = '#555';
|
||||
slot.style.color = '#fff';
|
||||
slot.style.fontWeight = '700';
|
||||
slot.style.fontSize = '14px';
|
||||
}
|
||||
|
||||
const count = document.createElement('div');
|
||||
count.className = 'inv-count';
|
||||
count.textContent = inv[id];
|
||||
slot.appendChild(count);
|
||||
|
||||
slot.onclick = () => {
|
||||
playSound('click');
|
||||
state.selected = id;
|
||||
state.recentItems = state.recentItems.filter(item => item !== id);
|
||||
state.recentItems.unshift(id);
|
||||
state.recentItems = state.recentItems.slice(0, 5);
|
||||
rebuildHotbar();
|
||||
renderInventory();
|
||||
};
|
||||
|
||||
// Двойной клик для надевания брони
|
||||
slot.ondblclick = () => {
|
||||
if (id === 'iron_armor' && inv.iron_armor > 0) {
|
||||
if (state.player.equippedArmor === 'iron_armor') {
|
||||
state.player.equippedArmor = null;
|
||||
state.player.armor = 0;
|
||||
} else {
|
||||
state.player.equippedArmor = 'iron_armor';
|
||||
state.player.armor = BLOCKS['iron_armor'].armor;
|
||||
}
|
||||
playSound('click');
|
||||
renderInventory();
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
inventoryGrid.appendChild(slot);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,84 @@
|
|||
// ==================== РЫНОК ПРЕДЛОЖЕНИЙ ====================
|
||||
import { state } from '../core/state.js';
|
||||
import { playSound } from '../audio/sound-engine.js';
|
||||
|
||||
let marketPanel, marketClose, marketContent;
|
||||
|
||||
export function initMarket() {
|
||||
marketPanel = document.getElementById('marketPanel');
|
||||
marketClose = document.getElementById('marketClose');
|
||||
marketContent = document.getElementById('marketContent');
|
||||
|
||||
if (!marketPanel) return;
|
||||
|
||||
if (marketClose) marketClose.addEventListener('click', () => closeMarket());
|
||||
document.addEventListener('toggleMarket', () => toggleMarket());
|
||||
}
|
||||
|
||||
export function toggleMarket() {
|
||||
if (!marketPanel) return;
|
||||
if (marketPanel.style.display === 'none' || !marketPanel.style.display) {
|
||||
openMarket();
|
||||
} else {
|
||||
closeMarket();
|
||||
}
|
||||
}
|
||||
|
||||
export function closeMarket() {
|
||||
if (marketPanel) marketPanel.style.display = 'none';
|
||||
}
|
||||
|
||||
function openMarket() {
|
||||
if (marketPanel) {
|
||||
marketPanel.style.display = 'block';
|
||||
renderMarket();
|
||||
}
|
||||
}
|
||||
|
||||
function renderMarket() {
|
||||
if (!marketContent) return;
|
||||
if (!state.socket) {
|
||||
marketContent.innerHTML = '<p style="color:#aaa;">Подключение к серверу...</p>';
|
||||
return;
|
||||
}
|
||||
|
||||
state.socket.emit('market_list', {}, (orders) => {
|
||||
if (!orders || !orders.length) {
|
||||
marketContent.innerHTML = '<p style="color:#aaa;text-align:center;">Предложений пока нет</p><div style="margin-top:12px;"><button id="createOrderBtn" style="width:100%;padding:10px;background:#4a8c4a;color:#fff;border:none;border-radius:6px;cursor:pointer;font-size:14px;">+ Выставить предмет</button></div>';
|
||||
const btn = document.getElementById('createOrderBtn');
|
||||
if (btn) btn.addEventListener('click', showCreateOrder);
|
||||
return;
|
||||
}
|
||||
|
||||
let html = '<div style="margin-bottom:8px;"><button id="createOrderBtn" style="padding:8px 14px;background:#4a8c4a;color:#fff;border:none;border-radius:6px;cursor:pointer;font-size:13px;">+ Выставить предмет</button></div>';
|
||||
html += orders.map(o => '<div style="display:flex;align-items:center;justify-content:space-between;padding:6px 0;border-bottom:1px solid rgba(255,255,255,0.1);"><div><span style="color:#ffd700;">' + (o.offer_item||'') + '</span> x' + (o.offer_qty||1) + ' <span style="color:#888;"> ⇄ </span><span style="color:#7ecfff;">' + (o.want_item||'') + '</span> x' + (o.want_qty||1) + '</div><div style="font-size:11px;color:#888;">' + (o.seller || 'Аноним') + '</div></div>').join('');
|
||||
marketContent.innerHTML = html;
|
||||
const btn = document.getElementById('createOrderBtn');
|
||||
if (btn) btn.addEventListener('click', showCreateOrder);
|
||||
});
|
||||
}
|
||||
|
||||
function showCreateOrder() {
|
||||
if (!marketContent) return;
|
||||
const invKeys = Object.keys(state.inv || {});
|
||||
const invOpts = invKeys.filter(k => (state.inv[k]||0) > 0).map(k => '<option value="'+k+'">'+k+' (x'+state.inv[k]+')</option>').join('');
|
||||
|
||||
marketContent.innerHTML = '<div style="padding:8px;"><h3 style="margin:0 0 10px;font-size:14px;">Выставить предмет</h3><label style="font-size:12px;color:#aaa;">Отдаю:</label><select id="offerItem" style="width:100%;margin-bottom:8px;padding:6px;background:#222;color:#fff;border:1px solid #555;border-radius:4px;">'+invOpts+'</select><label style="font-size:12px;color:#aaa;">Хочу:</label><input id="wantItem" placeholder="Название предмета" style="width:100%;margin-bottom:8px;padding:6px;background:#222;color:#fff;border:1px solid #555;border-radius:4px;" /><div style="display:flex;gap:8px;"><button id="submitOrder" style="flex:1;padding:8px;background:#4a8c4a;color:#fff;border:none;border-radius:6px;cursor:pointer;">Выставить</button><button id="cancelOrder" style="flex:1;padding:8px;background:#555;color:#fff;border:none;border-radius:6px;cursor:pointer;">Отмена</button></div></div>';
|
||||
|
||||
const cancelBtn = document.getElementById('cancelOrder');
|
||||
if (cancelBtn) cancelBtn.addEventListener('click', () => renderMarket());
|
||||
const submitBtn = document.getElementById('submitOrder');
|
||||
if (submitBtn) submitBtn.addEventListener('click', () => {
|
||||
const offerItem = document.getElementById('offerItem');
|
||||
const wantItem = document.getElementById('wantItem');
|
||||
if (!offerItem || !wantItem) return;
|
||||
const offer = offerItem.value;
|
||||
const want = wantItem.value.trim();
|
||||
if (!offer || !want) { alert('Выберите предмет и укажите что хотите получить'); return; }
|
||||
if (state.socket) {
|
||||
state.socket.emit('market_create', { offer_item: offer, offer_qty: 1, want_item: want, want_qty: 1 });
|
||||
playSound('click');
|
||||
setTimeout(renderMarket, 500);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
|
@ -0,0 +1,122 @@
|
|||
// ==================== МИНИКАРТА ====================
|
||||
import { state } from '../core/state.js';
|
||||
import { BLOCKS } from '../data/blocks.js';
|
||||
import { getBlock } from '../world/world-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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,56 @@
|
|||
// ==================== RESPAWN ====================
|
||||
import { state } from '../core/state.js';
|
||||
import { playSound } from '../audio/sound-engine.js';
|
||||
import { loadGame, applySave } from '../game/save.js';
|
||||
|
||||
export function initRespawn() {
|
||||
document.getElementById('respawnBtn').onclick = async () => {
|
||||
playSound('click'); // Звук клика по кнопке
|
||||
|
||||
console.log('=== RESPAWN CLICKED ===');
|
||||
console.log('isMultiplayer:', state.isMultiplayer);
|
||||
console.log('otherPlayers.size:', state.otherPlayers.size);
|
||||
console.log('player.hp before respawn:', state.player.hp);
|
||||
|
||||
const player = state.player;
|
||||
const deathEl = state.deathEl;
|
||||
|
||||
// В мультиплеере не загружаем сохранение, а возрождаемся в начальной точке
|
||||
if (state.isMultiplayer && state.otherPlayers.size > 0) {
|
||||
console.log('Мультиплеер режим - возрождение в начальной точке');
|
||||
player.hp = 100;
|
||||
player.hunger = 100;
|
||||
player.o2 = 100;
|
||||
player.vx = player.vy = 0;
|
||||
player.invuln = 0;
|
||||
player.x = state.spawnPoint.x;
|
||||
player.y = state.spawnPoint.y;
|
||||
player.fallStartY = player.y;
|
||||
console.log('Возрождение в начальной точке, HP:', player.hp);
|
||||
} else {
|
||||
console.log('Одиночный режим - загружаем последнее сохранение');
|
||||
// Одиночный режим - загружаем последнее сохранение
|
||||
const loadedSave = await loadGame();
|
||||
if (loadedSave) {
|
||||
await applySave(loadedSave);
|
||||
console.log('Загружено последнее сохранение после смерти, final HP:', player.hp);
|
||||
} else {
|
||||
// Если сохранения нет, возрождаемся в начальной точке
|
||||
player.hp = 100;
|
||||
player.hunger = 100;
|
||||
player.o2 = 100;
|
||||
player.vx = player.vy = 0;
|
||||
player.invuln = 0;
|
||||
player.x = state.spawnPoint.x;
|
||||
player.y = state.spawnPoint.y;
|
||||
player.fallStartY = player.y;
|
||||
console.log('Возрождение в начальной точке, HP:', player.hp);
|
||||
}
|
||||
}
|
||||
|
||||
console.log('player.hp after respawn logic:', player.hp);
|
||||
console.log('Hiding death screen...');
|
||||
deathEl.style.display = 'none';
|
||||
console.log('=== RESPAWN END ===');
|
||||
};
|
||||
}
|
||||
|
|
@ -0,0 +1,156 @@
|
|||
// ==================== МЕНЮ ⋯ + СОХРАНЕНИЕ / СБРОС ====================
|
||||
import { state } from '../core/state.js';
|
||||
import { playSound } from '../audio/sound-engine.js';
|
||||
import { saveGame } from '../game/save.js';
|
||||
import { shareWorld } from './share.js';
|
||||
import { isTgWebApp } from './start-menu.js';
|
||||
|
||||
let dropdownOpen = false;
|
||||
|
||||
export function initSaveControls() {
|
||||
const menuBtn = document.getElementById('menuBtn');
|
||||
const menuDropdown = document.getElementById('menuDropdown');
|
||||
const saveItem = document.getElementById('saveItem');
|
||||
const resetItem = document.getElementById('resetItem');
|
||||
const marketItem = document.getElementById('marketItem');
|
||||
const shareItem = document.getElementById('shareItem');
|
||||
const settingsItem = document.getElementById('settingsItem');
|
||||
const quitItem = document.getElementById('quitItem');
|
||||
|
||||
// Убить возможный старый onclick
|
||||
if (menuBtn) menuBtn.onclick = null;
|
||||
|
||||
// Тогл меню
|
||||
if (menuBtn) {
|
||||
menuBtn.addEventListener('click', (e) => {
|
||||
e.stopPropagation();
|
||||
dropdownOpen = !dropdownOpen;
|
||||
if (menuDropdown) menuDropdown.classList.toggle('open', dropdownOpen);
|
||||
});
|
||||
}
|
||||
|
||||
// Закрытие по клику вне
|
||||
document.addEventListener('click', () => {
|
||||
if (dropdownOpen) {
|
||||
dropdownOpen = false;
|
||||
if (menuDropdown) menuDropdown.classList.remove('open');
|
||||
}
|
||||
});
|
||||
|
||||
if (menuDropdown) {
|
||||
menuDropdown.addEventListener('click', (e) => e.stopPropagation());
|
||||
}
|
||||
|
||||
// 💾 Сохранить
|
||||
if (saveItem) {
|
||||
saveItem.addEventListener('click', () => {
|
||||
playSound('click');
|
||||
saveGame();
|
||||
dropdownOpen = false;
|
||||
if (menuDropdown) menuDropdown.classList.remove('open');
|
||||
alert('Игра сохранена!');
|
||||
});
|
||||
}
|
||||
|
||||
// 🔄 Новый мир
|
||||
if (resetItem) {
|
||||
resetItem.addEventListener('click', () => {
|
||||
if (confirm('Вы уверены, что хотите удалить сохранение и начать новую игру?')) {
|
||||
playSound('click');
|
||||
try { localStorage.removeItem(state.SAVE_KEY); } catch(e) {}
|
||||
state.inMemorySave = null;
|
||||
state.worldId = Math.random().toString(36).substring(2, 10);
|
||||
try {
|
||||
const newUrl = new URL(window.location.href);
|
||||
newUrl.searchParams.set('world', state.worldId);
|
||||
window.history.replaceState(null, '', newUrl.toString());
|
||||
} catch(e) {}
|
||||
location.reload();
|
||||
} else {
|
||||
dropdownOpen = false;
|
||||
if (menuDropdown) menuDropdown.classList.remove('open');
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// 🏪 Рынок
|
||||
if (marketItem) {
|
||||
marketItem.addEventListener('click', () => {
|
||||
dropdownOpen = false;
|
||||
if (menuDropdown) menuDropdown.classList.remove('open');
|
||||
document.dispatchEvent(new CustomEvent('toggleMarket'));
|
||||
});
|
||||
}
|
||||
|
||||
// 📤 Пригласить
|
||||
if (shareItem) {
|
||||
shareItem.addEventListener('click', () => {
|
||||
dropdownOpen = false;
|
||||
if (menuDropdown) menuDropdown.classList.remove('open');
|
||||
shareWorld();
|
||||
});
|
||||
}
|
||||
|
||||
// ⚙️ Настройки
|
||||
if (settingsItem) {
|
||||
settingsItem.addEventListener('click', () => {
|
||||
dropdownOpen = false;
|
||||
menuDropdown.classList.remove('open');
|
||||
const panel = document.getElementById('settingsPanel');
|
||||
if (!panel) return;
|
||||
// Sync controls with current state
|
||||
const toggle = document.getElementById('dayNightToggle');
|
||||
const timeSlider = document.getElementById('timeSlider');
|
||||
const wSlider = document.getElementById('weatherIntensity');
|
||||
if (toggle) toggle.checked = state.dayNightCycle !== false;
|
||||
if (timeSlider) timeSlider.value = Math.round(state.worldTime * 100);
|
||||
if (wSlider) wSlider.value = Math.round(state.rainIntensity * 100);
|
||||
// Sync weather buttons — highlight the active type
|
||||
const wt = state.weatherType || (state.isRaining ? 'rain' : 'clear');
|
||||
const activeId = 'weather' + wt.charAt(0).toUpperCase() + wt.slice(1);
|
||||
for (const bid of ['weatherClear','weatherRain','weatherSnow','weatherThunder']) {
|
||||
const b = document.getElementById(bid);
|
||||
if (b) b.style.background = (bid === activeId) ? '#3498db' : '#555';
|
||||
}
|
||||
panel.style.display = 'block';
|
||||
});
|
||||
}
|
||||
|
||||
// Закрытие настроек
|
||||
const settingsClose = document.getElementById('settingsClose');
|
||||
if (settingsClose) {
|
||||
settingsClose.addEventListener('click', () => {
|
||||
const settingsPanel = document.getElementById('settingsPanel');
|
||||
if (settingsPanel) settingsPanel.style.display = 'none';
|
||||
});
|
||||
}
|
||||
|
||||
// Тогл день/ночи
|
||||
const dayNightToggle = document.getElementById('dayNightToggle');
|
||||
if (dayNightToggle) {
|
||||
dayNightToggle.addEventListener('change', () => {
|
||||
state.dayNightCycle = dayNightToggle.checked;
|
||||
saveGame();
|
||||
});
|
||||
}
|
||||
|
||||
// 🏠 Главное меню
|
||||
if (quitItem) {
|
||||
quitItem.addEventListener('click', () => {
|
||||
dropdownOpen = false;
|
||||
if (menuDropdown) menuDropdown.classList.remove('open');
|
||||
saveGame();
|
||||
try {
|
||||
const url = new URL(window.location.href);
|
||||
url.searchParams.delete('world');
|
||||
window.location.href = url.toString();
|
||||
} catch(e) { location.reload(); }
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
export function updateSaveButtonVisibility() {
|
||||
const saveItem = document.getElementById('saveItem');
|
||||
if (!saveItem) return;
|
||||
saveItem.style.display = (state.isMultiplayer && state.otherPlayers.size > 0) ? 'none' : 'block';
|
||||
}
|
||||
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Reference in New Issue