new_job
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3e6af9939f
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195
cs.css
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195
cs.css
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* {
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user-select: none;
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-webkit-tap-highlight-color: transparent;
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}
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body {
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margin: 0;
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min-height: 100vh;
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background: radial-gradient(circle at 20% 30%, #03030f, #000000);
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display: flex;
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justify-content: center;
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align-items: center;
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font-family: 'Orbitron', 'Segoe UI', 'Courier New', monospace;
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overflow: hidden;
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}
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.game-container {
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background: #0a0c1a;
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border-radius: 28px;
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box-shadow: 0 20px 40px rgba(0, 0, 0, 0.6), inset 0 1px 1px rgba(255, 255, 255, 0.05);
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padding: 12px;
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border: 1px solid #2a3f6e;
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}
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canvas {
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display: block;
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margin: 0 auto;
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border-radius: 20px;
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box-shadow: 0 0 0 2px #1e2a3a, 0 10px 25px -5px black;
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cursor: crosshair;
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}
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.info-panel {
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margin-top: 16px;
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display: flex;
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flex-wrap: wrap;
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gap: 14px;
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justify-content: space-between;
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background: rgba(8, 12, 25, 0.85);
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backdrop-filter: blur(12px);
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border-radius: 20px;
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padding: 12px 20px;
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border: 1px solid #2e4b7c;
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color: #b7e4ff;
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text-shadow: 0 0 3px #0a5f8a;
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}
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.stats {
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display: flex;
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gap: 28px;
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flex-wrap: wrap;
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font-weight: bold;
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}
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.stat {
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background: #010314;
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padding: 6px 14px;
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border-radius: 40px;
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border-left: 3px solid #3e8ed0;
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font-size: 0.9rem;
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}
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.stat span {
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color: #ffd966;
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font-weight: bold;
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font-size: 1.1rem;
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}
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button {
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background: #162b40;
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border: none;
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color: #c0e4ff;
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font-family: monospace;
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font-weight: bold;
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padding: 6px 18px;
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border-radius: 60px;
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font-size: 0.8rem;
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cursor: pointer;
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transition: 0.2s;
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box-shadow: 0 2px 6px rgba(0, 0, 0, 0.4);
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letter-spacing: 1px;
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}
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button:hover {
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background: #2a577a;
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transform: scale(0.96);
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color: white;
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box-shadow: 0 0 8px #3f95cf;
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}
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.action-group {
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display: flex;
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gap: 12px;
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align-items: center;
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}
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.status-msg {
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background: #000000aa;
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border-radius: 20px;
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padding: 5px 15px;
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font-size: 0.75rem;
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font-family: monospace;
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max-width: 260px;
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border-right: 2px solid #2e8bc0;
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}
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.system-info {
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background: #03071cee;
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border-radius: 16px;
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padding: 8px 14px;
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margin-top: 10px;
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font-size: 0.7rem;
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max-width: 380px;
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border-left: 3px solid #ffaa55;
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}
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.system-info h4 {
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margin: 0 0 5px 0;
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font-size: 0.8rem;
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color: #ffcc88;
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}
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.planet-list {
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display: flex;
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flex-wrap: wrap;
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gap: 8px;
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margin-top: 6px;
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}
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.planet-badge {
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background: #1f2a44;
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border-radius: 20px;
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padding: 4px 12px;
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font-size: 0.7rem;
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cursor: pointer;
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transition: 0.1s;
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display: flex;
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align-items: center;
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gap: 6px;
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}
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.planet-badge:hover {
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background: #3e5a8f;
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transform: scale(1.02);
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}
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/* Панель настроек */
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.settings-panel {
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background: #05161fe6;
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border-radius: 20px;
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padding: 10px 16px;
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margin-top: 10px;
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display: flex;
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flex-wrap: wrap;
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gap: 20px;
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align-items: center;
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font-size: 0.7rem;
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border: 1px solid #2e6b8f;
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}
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.setting-item {
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display: flex;
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align-items: center;
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gap: 12px;
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background: #02101a;
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padding: 4px 12px;
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border-radius: 40px;
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}
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.setting-item label {
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font-weight: bold;
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color: #aae0ff;
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}
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input[type="range"] {
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width: 140px;
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background: #1f4a6e;
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height: 3px;
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border-radius: 5px;
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}
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.setting-value {
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background: black;
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padding: 2px 8px;
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border-radius: 20px;
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min-width: 40px;
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text-align: center;
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font-family: monospace;
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}
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.small-btn {
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background: #2f5f7a;
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padding: 2px 10px;
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font-size: 0.7rem;
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}
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69
index.html
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69
index.html
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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, user-scalable=no">
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<title>Галактическая Империя — настраиваемая скорость и ми111р</title>
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</head>
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<body>
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<div>
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<div class="game-container">
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<canvas id="gameCanvas" width="1100" height="650" style="width:1100px;height:650px;"></canvas>
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<div class="info-panel">
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<div class="stats">
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<div class="stat">🛸 КОРАБЛЬ: <span id="shipStatus">НА ОРБИТЕ</span></div>
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<div class="stat">⚡ СКОРОСТЬ: <span id="speedVal">0</span> AU/s</div>
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<div class="stat">💎 МЕТАЛЛ: <span id="metalCount">0</span> / <span id="metalCap">∞</span></div>
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<div class="stat">🌫 ГАЗ: <span id="gasCount">0</span> / <span id="gasCap">∞</span></div>
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<div class="stat">🔮 КРИСТАЛЛ: <span id="crystalCount">0</span> / <span id="crystalCap">∞</span>
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</div>
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</div>
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<div class="action-group">
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<button id="enterSystemBtn" style="background:#1f5940;">🚀 ВОЙТИ В СИСТЕМУ</button>
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<button id="exitToGalaxyBtn" style="background:#2f4f6f;">🌌 ВЫЙТИ В ГАЛАКТИКУ</button>
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<button id="mineBtn" style="background:#3a2a1f;">⛏ ДОБЫЧА</button>
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</div>
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<div class="status-msg" id="gameMsg">
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▶ Кликните на систему, затем на планету в панели
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</div>
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</div>
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<div id="systemInfoPanel" class="system-info" style="display: none;">
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<h4 id="infoSysName">Система</h4>
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<div id="planetListContainer" class="planet-list"></div>
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<div style="margin-top: 6px; font-size:0.65rem;">✨ клик по планете — мгновенный телепорт на орбиту</div>
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</div>
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<div class="settings-panel">
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<div class="setting-item">
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<label>⚡Макс.скорость</label>
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<input type="range" id="speedSlider" min="200" max="1200" step="10" value="520">
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<span id="speedValue" class="setting-value">520</span>
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</div>
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<div class="setting-item">
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<label>📦Вместимость</label>
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<input type="range" id="capacitySlider" min="100" max="2000" step="50" value="800">
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<span id="capacityValue" class="setting-value">800</span>
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</div>
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<div class="setting-item">
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<label>🪐Кол-во систем</label>
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<input type="range" id="systemsCountSlider" min="5" max="18" step="1" value="10">
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<span id="systemsCountValue" class="setting-value">10</span>
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<button id="regenerateWorldBtn" class="small-btn">🌍 Обновить мир</button>
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</div>
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<div class="setting-item">
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<label>🌍Планет в системе</label>
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<input type="range" id="planetCountSlider" min="2" max="8" step="1" value="4">
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<span id="planetCountValue" class="setting-value">4</span>
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<button id="updatePlanetsBtn" class="small-btn">🔄 Обновить планеты</button>
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</div>
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</div>
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</div>
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</div>
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<script src="n.ts"></script>
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</body>
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</html>
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836
n.ts
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n.ts
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<script>
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(function () {
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const canvas = document.getElementById('gameCanvas');
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const ctx = canvas.getContext('2d');
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let HEX_SIZE = 58;
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function hexToPixel(q, r) {
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const x = HEX_SIZE * (Math.sqrt(3) * q + Math.sqrt(3) / 2 * r);
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const y = HEX_SIZE * (3 / 2 * r);
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return { x, y };
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}
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// Глобальные переменные для генерации мира
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let systems = [];
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let axialCoords = []; // будет заполняться динамически
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let selectedSystem = null;
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let camera = { offsetX: 0, offsetY: 0, zoom: 1.0 };
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// Параметры игры
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let maxShipSpeed = 520;
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let cargoCapacity = 800;
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let gameState = {
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view: "galaxy",
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currentSystemId: null,
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targetSystemId: null,
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targetPlanet: null,
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pendingAutoEnter: false,
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ship: {
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posX: 0, posY: 0,
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velX: 0, velY: 0,
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maxSpeed: maxShipSpeed,
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accel: 680,
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drag: 1.15,
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radius: 9
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},
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inventory: { metal: 0, gas: 0, crystal: 0 },
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messages: []
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};
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// Функция генерации планет
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function generatePlanetsForSystem(sysName, targetCount = null) {
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const templates = [
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{ name: "Вулкания", type: "металлическая", resource: "metal", baseYield: 12, icon: "💎" },
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{ name: "Акварис", type: "океаническая", resource: "gas", baseYield: 8, icon: "🌫" },
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{ name: "Кристаллис", type: "ледяная", resource: "crystal", baseYield: 10, icon: "🔮" },
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{ name: "Терра Нова", type: "землеподобная", resource: "metal", baseYield: 15, icon: "💎" },
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{ name: "Газовая бухта", type: "газовый гигант", resource: "gas", baseYield: 20, icon: "🌫" },
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{ name: "Кремниевый пояс", type: "астероидное поле", resource: "crystal", baseYield: 9, icon: "🔮" },
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{ name: "Инферно", type: "раскалённая", resource: "metal", baseYield: 11, icon: "💎" },
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{ name: "Эфир", type: "туманность", resource: "crystal", baseYield: 14, icon: "🔮" }
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];
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let planetsCount = targetCount !== null ? targetCount : (3 + Math.floor(Math.random() * 4));
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let shuffled = [...templates];
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for (let i = shuffled.length - 1; i > 0; i--) {
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const j = Math.floor(Math.random() * (i + 1));
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[shuffled[i], shuffled[j]] = [shuffled[j], shuffled[i]];
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}
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let planets = [];
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for (let i = 0; i < planetsCount; i++) {
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let tpl = shuffled[i % shuffled.length];
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let orbitRadius = 70 + i * 40 + Math.random() * 20;
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let angle = (i * 97) % 360;
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planets.push({
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id: `${sysName}_p${i}`,
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name: tpl.name + " " + (i + 1),
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type: tpl.type,
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resource: tpl.resource,
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yield: tpl.baseYield + Math.floor(Math.random() * 7),
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orbitRadius: orbitRadius,
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angle: angle,
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icon: tpl.icon,
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posX: 0, posY: 0
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});
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}
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return planets;
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}
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// Генерация гексагональной сетки с заданным числом систем
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function generateHexGrid(systemsCount) {
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// Генерируем координаты по спирали или просто кольцами. Используем простой метод: создаём список осевых координат вокруг центра.
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let coords = [{ q: 0, r: 0, name: "SOL PRIME" }];
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let names = ["ORIONIS", "SIRIUS", "ANTARES", "RIGEL", "VEGA", "ALTAIR", "THUBAN", "POLARIS", "BETELGEUSE", "CENTAURI", "DRACO", "LYRA", "AQUILA", "CYGNUS", "ANDROMEDA"];
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let ring = 1;
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while (coords.length < systemsCount) {
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for (let i = -ring; i <= ring; i++) {
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for (let j = -ring; j <= ring; j++) {
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let k = -i - j;
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if (Math.max(Math.abs(i), Math.abs(j), Math.abs(k)) === ring) {
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if (coords.length < systemsCount && !coords.some(c => c.q === i && c.r === j)) {
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let idx = coords.length % names.length;
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coords.push({ q: i, r: j, name: names[idx] + (ring) });
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}
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}
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|
}
|
||||||
|
}
|
||||||
|
ring++;
|
||||||
|
}
|
||||||
|
return coords;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Построение систем (полная перегенерация)
|
||||||
|
function rebuildWorld(systemsCount, planetsPerSystem = null) {
|
||||||
|
axialCoords = generateHexGrid(systemsCount);
|
||||||
|
let newSystems = [];
|
||||||
|
for (let idx = 0; idx < axialCoords.length; idx++) {
|
||||||
|
let a = axialCoords[idx];
|
||||||
|
let pixel = hexToPixel(a.q, a.r);
|
||||||
|
let systemId = `sys_${idx}`;
|
||||||
|
let planets = generatePlanetsForSystem(a.name, planetsPerSystem);
|
||||||
|
newSystems.push({
|
||||||
|
id: systemId,
|
||||||
|
name: a.name,
|
||||||
|
q: a.q,
|
||||||
|
r: a.r,
|
||||||
|
x: pixel.x + canvas.width / 2,
|
||||||
|
y: pixel.y + canvas.height / 2,
|
||||||
|
planets: planets,
|
||||||
|
visited: false
|
||||||
|
});
|
||||||
|
}
|
||||||
|
// Вычисляем соседей
|
||||||
|
for (let sys of newSystems) {
|
||||||
|
sys.neighbors = [];
|
||||||
|
for (let other of newSystems) {
|
||||||
|
if (sys.id === other.id) continue;
|
||||||
|
let dq = Math.abs(sys.q - other.q);
|
||||||
|
let dr = Math.abs(sys.r - other.r);
|
||||||
|
let ds = Math.abs((sys.q + sys.r) - (other.q + other.r));
|
||||||
|
let dist = Math.max(dq, dr, ds);
|
||||||
|
if (dist === 1) sys.neighbors.push(other.id);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
systems = newSystems;
|
||||||
|
// Если текущая система не существует, выбираем первую
|
||||||
|
if (!systems.find(s => s.id === gameState.currentSystemId)) {
|
||||||
|
gameState.currentSystemId = systems[0].id;
|
||||||
|
gameState.ship.posX = systems[0].x;
|
||||||
|
gameState.ship.posY = systems[0].y;
|
||||||
|
} else {
|
||||||
|
let curSys = systems.find(s => s.id === gameState.currentSystemId);
|
||||||
|
if (curSys) {
|
||||||
|
gameState.ship.posX = curSys.x;
|
||||||
|
gameState.ship.posY = curSys.y;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
gameState.targetSystemId = null;
|
||||||
|
gameState.targetPlanet = null;
|
||||||
|
if (gameState.view === "system") gameState.view = "galaxy";
|
||||||
|
selectedSystem = null;
|
||||||
|
updateSystemInfoPanel();
|
||||||
|
addMessage(`🌌 Вселенная обновлена: ${systems.length} систем, настройки планет применены.`);
|
||||||
|
updateUIStats();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Обновить планеты в выбранной системе (или текущей)
|
||||||
|
function updatePlanetsInSelectedSystem(planetCount) {
|
||||||
|
let targetSys = selectedSystem;
|
||||||
|
if (!targetSys && gameState.view === "system") targetSys = getCurrentSystem();
|
||||||
|
if (!targetSys) {
|
||||||
|
addMessage("Сначала выберите систему (кликните на карте)", true);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
let newPlanets = generatePlanetsForSystem(targetSys.name, planetCount);
|
||||||
|
targetSys.planets = newPlanets;
|
||||||
|
if (gameState.view === "system" && gameState.currentSystemId === targetSys.id) {
|
||||||
|
// Если мы внутри этой системы — телепортируем корабль в центр, чтобы избежать конфликтов
|
||||||
|
gameState.ship.posX = 0;
|
||||||
|
gameState.ship.posY = 0;
|
||||||
|
gameState.ship.velX = 0;
|
||||||
|
gameState.ship.velY = 0;
|
||||||
|
gameState.targetPlanet = null;
|
||||||
|
}
|
||||||
|
updateSystemInfoPanel(); // обновить отображение в панели
|
||||||
|
addMessage(`🪐 Планеты системы ${targetSys.name} обновлены (${newPlanets.length} шт.)`);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Ограничение по вместимости
|
||||||
|
function applyCapacityLimit() {
|
||||||
|
if (gameState.inventory.metal > cargoCapacity) gameState.inventory.metal = cargoCapacity;
|
||||||
|
if (gameState.inventory.gas > cargoCapacity) gameState.inventory.gas = cargoCapacity;
|
||||||
|
if (gameState.inventory.crystal > cargoCapacity) gameState.inventory.crystal = cargoCapacity;
|
||||||
|
document.getElementById('metalCap').innerText = cargoCapacity;
|
||||||
|
document.getElementById('gasCap').innerText = cargoCapacity;
|
||||||
|
document.getElementById('crystalCap').innerText = cargoCapacity;
|
||||||
|
}
|
||||||
|
|
||||||
|
function addMessage(msg, isError = false) {
|
||||||
|
gameState.messages.unshift(msg);
|
||||||
|
if (gameState.messages.length > 3) gameState.messages.pop();
|
||||||
|
let msgDiv = document.getElementById('gameMsg');
|
||||||
|
msgDiv.innerHTML = `🛸 ${msg}`;
|
||||||
|
if (isError) msgDiv.style.borderRightColor = "#ff8866";
|
||||||
|
else msgDiv.style.borderRightColor = "#2e8bc0";
|
||||||
|
setTimeout(() => {
|
||||||
|
if (document.getElementById('gameMsg').innerHTML === `🛸 ${msg}`)
|
||||||
|
msgDiv.style.borderRightColor = "#2e8bc0";
|
||||||
|
}, 2000);
|
||||||
|
}
|
||||||
|
|
||||||
|
function updateUIStats() {
|
||||||
|
document.getElementById('metalCount').innerText = gameState.inventory.metal;
|
||||||
|
document.getElementById('gasCount').innerText = gameState.inventory.gas;
|
||||||
|
document.getElementById('crystalCount').innerText = gameState.inventory.crystal;
|
||||||
|
let spd = Math.hypot(gameState.ship.velX, gameState.ship.velY);
|
||||||
|
document.getElementById('speedVal').innerText = spd.toFixed(1);
|
||||||
|
let statusText = "В ГАЛАКТИКЕ";
|
||||||
|
if (gameState.view === "system") statusText = `В СИСТЕМЕ ${getCurrentSystem().name}`;
|
||||||
|
if (gameState.targetSystemId) statusText = "ПЕРЕЛЁТ ...";
|
||||||
|
if (gameState.targetPlanet) statusText = "К ПЛАНЕТЕ";
|
||||||
|
document.getElementById('shipStatus').innerHTML = statusText;
|
||||||
|
applyCapacityLimit();
|
||||||
|
}
|
||||||
|
|
||||||
|
function getCurrentSystem() {
|
||||||
|
return systems.find(s => s.id === gameState.currentSystemId);
|
||||||
|
}
|
||||||
|
|
||||||
|
function updatePlanetPositions(system) {
|
||||||
|
if (!system) return;
|
||||||
|
let now = Date.now() / 1000;
|
||||||
|
for (let p of system.planets) {
|
||||||
|
let ang = (p.angle + now * 0.45) % 360;
|
||||||
|
let rad = p.orbitRadius;
|
||||||
|
p.posX = Math.cos(ang * Math.PI / 180) * rad;
|
||||||
|
p.posY = Math.sin(ang * Math.PI / 180) * rad;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
const DOCK_DIST = 22;
|
||||||
|
const DOCK_ZONE = 40;
|
||||||
|
|
||||||
|
function handleSmoothDocking(deltaSec) {
|
||||||
|
if (gameState.view !== "system") return;
|
||||||
|
let sys = getCurrentSystem();
|
||||||
|
if (!sys) return;
|
||||||
|
for (let planet of sys.planets) {
|
||||||
|
let dx = planet.posX - gameState.ship.posX;
|
||||||
|
let dy = planet.posY - gameState.ship.posY;
|
||||||
|
let dist = Math.hypot(dx, dy);
|
||||||
|
|
||||||
|
if (dist < DOCK_ZONE) {
|
||||||
|
let angle = Math.atan2(dy, dx);
|
||||||
|
let targetX = planet.posX - Math.cos(angle) * DOCK_DIST;
|
||||||
|
let targetY = planet.posY - Math.sin(angle) * DOCK_DIST;
|
||||||
|
let toTargetX = targetX - gameState.ship.posX;
|
||||||
|
let toTargetY = targetY - gameState.ship.posY;
|
||||||
|
let force = 4.5 * deltaSec;
|
||||||
|
if (force > 0.8) force = 0.8;
|
||||||
|
gameState.ship.velX += toTargetX * force;
|
||||||
|
gameState.ship.velY += toTargetY * force;
|
||||||
|
|
||||||
|
let distToTarget = Math.hypot(toTargetX, toTargetY);
|
||||||
|
if (distToTarget < 3) {
|
||||||
|
gameState.ship.velX *= 0.95;
|
||||||
|
gameState.ship.velY *= 0.95;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
function updatePhysics(deltaSec) {
|
||||||
|
if (deltaSec > 0.033) deltaSec = 0.033;
|
||||||
|
const ship = gameState.ship;
|
||||||
|
let targetX = null, targetY = null;
|
||||||
|
let isMoving = false;
|
||||||
|
|
||||||
|
if (gameState.view === "system") {
|
||||||
|
let sys = getCurrentSystem();
|
||||||
|
if (sys) updatePlanetPositions(sys);
|
||||||
|
handleSmoothDocking(deltaSec);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (gameState.view === "galaxy" && gameState.targetSystemId) {
|
||||||
|
let targetSys = systems.find(s => s.id === gameState.targetSystemId);
|
||||||
|
if (targetSys) {
|
||||||
|
targetX = targetSys.x;
|
||||||
|
targetY = targetSys.y;
|
||||||
|
isMoving = true;
|
||||||
|
let dx = targetX - ship.posX;
|
||||||
|
let dy = targetY - ship.posY;
|
||||||
|
let dist = Math.hypot(dx, dy);
|
||||||
|
if (dist < 15) {
|
||||||
|
ship.posX = targetSys.x;
|
||||||
|
ship.posY = targetSys.y;
|
||||||
|
ship.velX = 0;
|
||||||
|
ship.velY = 0;
|
||||||
|
gameState.currentSystemId = targetSys.id;
|
||||||
|
gameState.targetSystemId = null;
|
||||||
|
addMessage(`✧ Прибыли в систему ${targetSys.name} ✧`);
|
||||||
|
targetSys.visited = true;
|
||||||
|
if (gameState.pendingAutoEnter) {
|
||||||
|
gameState.pendingAutoEnter = false;
|
||||||
|
gameState.view = "system";
|
||||||
|
gameState.targetPlanet = null;
|
||||||
|
gameState.ship.posX = 0;
|
||||||
|
gameState.ship.posY = 0;
|
||||||
|
gameState.ship.velX = 0;
|
||||||
|
gameState.ship.velY = 0;
|
||||||
|
addMessage(`✨ Погружение в систему ${targetSys.name}.`);
|
||||||
|
}
|
||||||
|
updateUIStats();
|
||||||
|
isMoving = false;
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
gameState.targetSystemId = null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (gameState.view === "system" && gameState.targetPlanet) {
|
||||||
|
let sys = getCurrentSystem();
|
||||||
|
if (sys && gameState.targetPlanet) {
|
||||||
|
let freshPlanet = sys.planets.find(p => p.id === gameState.targetPlanet.id);
|
||||||
|
if (freshPlanet) {
|
||||||
|
gameState.targetPlanet = freshPlanet;
|
||||||
|
targetX = freshPlanet.posX;
|
||||||
|
targetY = freshPlanet.posY;
|
||||||
|
isMoving = true;
|
||||||
|
let dx = targetX - ship.posX;
|
||||||
|
let dy = targetY - ship.posY;
|
||||||
|
let dist = Math.hypot(dx, dy);
|
||||||
|
if (dist < DOCK_DIST + 5) {
|
||||||
|
let angle = Math.atan2(dy, dx);
|
||||||
|
let finalX = freshPlanet.posX - Math.cos(angle) * DOCK_DIST;
|
||||||
|
let finalY = freshPlanet.posY - Math.sin(angle) * DOCK_DIST;
|
||||||
|
ship.posX = finalX;
|
||||||
|
ship.posY = finalY;
|
||||||
|
ship.velX = 0;
|
||||||
|
ship.velY = 0;
|
||||||
|
addMessage(`🔻 Корабль на орбите ${freshPlanet.name}`);
|
||||||
|
gameState.targetPlanet = null;
|
||||||
|
isMoving = false;
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
gameState.targetPlanet = null;
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
gameState.targetPlanet = null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (isMoving && targetX !== null && targetY !== null) {
|
||||||
|
let dx = targetX - ship.posX;
|
||||||
|
let dy = targetY - ship.posY;
|
||||||
|
let dist = Math.hypot(dx, dy);
|
||||||
|
if (dist > 0.5) {
|
||||||
|
let dirX = dx / dist;
|
||||||
|
let dirY = dy / dist;
|
||||||
|
let thrust = gameState.ship.accel * deltaSec;
|
||||||
|
ship.velX += dirX * thrust;
|
||||||
|
ship.velY += dirY * thrust;
|
||||||
|
}
|
||||||
|
let spd = Math.hypot(ship.velX, ship.velY);
|
||||||
|
if (spd > gameState.ship.maxSpeed) {
|
||||||
|
ship.velX = (ship.velX / spd) * gameState.ship.maxSpeed;
|
||||||
|
ship.velY = (ship.velY / spd) * gameState.ship.maxSpeed;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
let dragForce = 1 - (gameState.ship.drag * deltaSec);
|
||||||
|
if (dragForce < 0) dragForce = 0;
|
||||||
|
ship.velX *= dragForce;
|
||||||
|
ship.velY *= dragForce;
|
||||||
|
|
||||||
|
ship.posX += ship.velX * deltaSec;
|
||||||
|
ship.posY += ship.velY * deltaSec;
|
||||||
|
|
||||||
|
if (gameState.view === "galaxy") {
|
||||||
|
ship.posX = Math.min(Math.max(ship.posX, -400), canvas.width + 400);
|
||||||
|
ship.posY = Math.min(Math.max(ship.posY, -300), canvas.height + 300);
|
||||||
|
}
|
||||||
|
if (gameState.view === "system") {
|
||||||
|
let limit = 950;
|
||||||
|
ship.posX = Math.min(Math.max(ship.posX, -limit), limit);
|
||||||
|
ship.posY = Math.min(Math.max(ship.posY, -limit), limit);
|
||||||
|
}
|
||||||
|
updateUIStats();
|
||||||
|
}
|
||||||
|
|
||||||
|
function teleportToPlanet(system, planet) {
|
||||||
|
if (gameState.currentSystemId !== system.id && gameState.targetSystemId !== system.id) {
|
||||||
|
gameState.ship.posX = system.x;
|
||||||
|
gameState.ship.posY = system.y;
|
||||||
|
gameState.currentSystemId = system.id;
|
||||||
|
gameState.targetSystemId = null;
|
||||||
|
addMessage(`📡 Гиперпрыжок в систему ${system.name}`);
|
||||||
|
}
|
||||||
|
if (gameState.view !== "system") {
|
||||||
|
gameState.view = "system";
|
||||||
|
gameState.targetPlanet = null;
|
||||||
|
gameState.pendingAutoEnter = false;
|
||||||
|
addMessage(`✨ Вход в систему ${system.name}`);
|
||||||
|
}
|
||||||
|
updatePlanetPositions(system);
|
||||||
|
let angleToPlanet = Math.atan2(planet.posY, planet.posX);
|
||||||
|
let orbitX = planet.posX - Math.cos(angleToPlanet) * DOCK_DIST;
|
||||||
|
let orbitY = planet.posY - Math.sin(angleToPlanet) * DOCK_DIST;
|
||||||
|
gameState.ship.posX = orbitX;
|
||||||
|
gameState.ship.posY = orbitY;
|
||||||
|
gameState.ship.velX = 0;
|
||||||
|
gameState.ship.velY = 0;
|
||||||
|
gameState.targetPlanet = null;
|
||||||
|
addMessage(`🪐 Телепорт на орбиту ${planet.name} (${planet.type})`);
|
||||||
|
updateUIStats();
|
||||||
|
}
|
||||||
|
|
||||||
|
function updateSystemInfoPanel() {
|
||||||
|
const panel = document.getElementById('systemInfoPanel');
|
||||||
|
if (gameState.view !== "galaxy" || !selectedSystem) {
|
||||||
|
panel.style.display = 'none';
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
panel.style.display = 'block';
|
||||||
|
document.getElementById('infoSysName').innerHTML = `🌟 ${selectedSystem.name}`;
|
||||||
|
const container = document.getElementById('planetListContainer');
|
||||||
|
container.innerHTML = '';
|
||||||
|
for (let planet of selectedSystem.planets) {
|
||||||
|
const badge = document.createElement('div');
|
||||||
|
badge.className = 'planet-badge';
|
||||||
|
let resourceIcon = "";
|
||||||
|
if (planet.resource === 'metal') resourceIcon = "💎";
|
||||||
|
else if (planet.resource === 'gas') resourceIcon = "🌫";
|
||||||
|
else resourceIcon = "🔮";
|
||||||
|
badge.innerHTML = `${resourceIcon} ${planet.name} (${planet.type}) +${planet.yield}`;
|
||||||
|
badge.addEventListener('click', (e) => {
|
||||||
|
e.stopPropagation();
|
||||||
|
teleportToPlanet(selectedSystem, planet);
|
||||||
|
});
|
||||||
|
container.appendChild(badge);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
function getMouseCanvasCoords(e) {
|
||||||
|
const rect = canvas.getBoundingClientRect();
|
||||||
|
const scaleX = canvas.width / rect.width;
|
||||||
|
const scaleY = canvas.height / rect.height;
|
||||||
|
let mouseX = (e.clientX - rect.left) * scaleX;
|
||||||
|
let mouseY = (e.clientY - rect.top) * scaleY;
|
||||||
|
if (gameState.view === "galaxy") {
|
||||||
|
let worldX = (mouseX - camera.offsetX) / camera.zoom;
|
||||||
|
let worldY = (mouseY - camera.offsetY) / camera.zoom;
|
||||||
|
return { worldX, worldY, mouseX, mouseY };
|
||||||
|
} else {
|
||||||
|
return { worldX: mouseX, worldY: mouseY, mouseX, mouseY };
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
function findSystemAt(worldX, worldY) {
|
||||||
|
for (let sys of systems) {
|
||||||
|
let dx = sys.x - worldX;
|
||||||
|
let dy = sys.y - worldY;
|
||||||
|
let dist = Math.hypot(dx, dy);
|
||||||
|
if (dist < HEX_SIZE * 0.85) return sys;
|
||||||
|
}
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
function handleGalaxyClick(e) {
|
||||||
|
let { worldX, worldY } = getMouseCanvasCoords(e);
|
||||||
|
let system = findSystemAt(worldX, worldY);
|
||||||
|
if (system) {
|
||||||
|
selectedSystem = system;
|
||||||
|
updateSystemInfoPanel();
|
||||||
|
addMessage(`🔍 Выбрана система ${system.name}. В панели планеты — кликните для телепорта.`);
|
||||||
|
} else {
|
||||||
|
selectedSystem = null;
|
||||||
|
updateSystemInfoPanel();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
function handleSystemClick(e) {
|
||||||
|
const rect = canvas.getBoundingClientRect();
|
||||||
|
const scaleX = canvas.width / rect.width;
|
||||||
|
const scaleY = canvas.height / rect.height;
|
||||||
|
let mouseCanvasX = (e.clientX - rect.left) * scaleX;
|
||||||
|
let mouseCanvasY = (e.clientY - rect.top) * scaleY;
|
||||||
|
let sys = getCurrentSystem();
|
||||||
|
if (!sys) return;
|
||||||
|
updatePlanetPositions(sys);
|
||||||
|
for (let planet of sys.planets) {
|
||||||
|
let screenX = canvas.width / 2 + planet.posX;
|
||||||
|
let screenY = canvas.height / 2 + planet.posY;
|
||||||
|
let dx = mouseCanvasX - screenX;
|
||||||
|
let dy = mouseCanvasY - screenY;
|
||||||
|
if (Math.hypot(dx, dy) < 28) {
|
||||||
|
if (gameState.targetPlanet === planet) {
|
||||||
|
addMessage(`Уже направляемся к ${planet.name}`);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
gameState.targetPlanet = planet;
|
||||||
|
gameState.ship.velX = 0;
|
||||||
|
gameState.ship.velY = 0;
|
||||||
|
addMessage(`🪐 Курс на ${planet.name}`);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
function tryMine() {
|
||||||
|
if (gameState.view !== "system") {
|
||||||
|
addMessage("❌ Добыча доступна только внутри системы!", true);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
let sys = getCurrentSystem();
|
||||||
|
if (!sys) return;
|
||||||
|
let ship = gameState.ship;
|
||||||
|
let closePlanet = null;
|
||||||
|
for (let p of sys.planets) {
|
||||||
|
let dx = ship.posX - p.posX;
|
||||||
|
let dy = ship.posY - p.posY;
|
||||||
|
let dist = Math.hypot(dx, dy);
|
||||||
|
if (dist < 40) {
|
||||||
|
closePlanet = p;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (!closePlanet) {
|
||||||
|
addMessage("🌍 Нет планеты в зоне добычи. Используйте телепорт из панели или подлетите.", true);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
let yieldAmount = closePlanet.yield + Math.floor(Math.random() * 8);
|
||||||
|
let resource = closePlanet.resource;
|
||||||
|
let newVal = gameState.inventory[resource] + yieldAmount;
|
||||||
|
if (newVal > cargoCapacity) newVal = cargoCapacity;
|
||||||
|
gameState.inventory[resource] = newVal;
|
||||||
|
addMessage(`⛏ Добыто ${yieldAmount} ${resource === 'metal' ? 'металла' : (resource === 'gas' ? 'газа' : 'кристаллов')} с ${closePlanet.name}`);
|
||||||
|
updateUIStats();
|
||||||
|
}
|
||||||
|
|
||||||
|
function enterSystemWithAutoFlight() {
|
||||||
|
if (gameState.view !== "galaxy") {
|
||||||
|
addMessage("Вы уже внутри системы", true);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
let targetSys = selectedSystem;
|
||||||
|
if (!targetSys) {
|
||||||
|
addMessage("Кликните на систему, чтобы выбрать.", true);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (gameState.targetSystemId === targetSys.id) {
|
||||||
|
addMessage(`Перелёт к ${targetSys.name} уже идёт.`);
|
||||||
|
gameState.pendingAutoEnter = true;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
let distToSys = Math.hypot(gameState.ship.posX - targetSys.x, gameState.ship.posY - targetSys.y);
|
||||||
|
if (gameState.currentSystemId === targetSys.id || distToSys < 20) {
|
||||||
|
gameState.view = "system";
|
||||||
|
gameState.targetPlanet = null;
|
||||||
|
gameState.targetSystemId = null;
|
||||||
|
gameState.ship.posX = 0;
|
||||||
|
gameState.ship.posY = 0;
|
||||||
|
gameState.ship.velX = 0;
|
||||||
|
gameState.ship.velY = 0;
|
||||||
|
addMessage(`✨ Погружение в ${targetSys.name}`);
|
||||||
|
updateUIStats();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
gameState.targetSystemId = targetSys.id;
|
||||||
|
gameState.pendingAutoEnter = true;
|
||||||
|
addMessage(`🚀 Курс на ${targetSys.name}, после прибытия вход авто.`);
|
||||||
|
}
|
||||||
|
|
||||||
|
function exitToGalaxy() {
|
||||||
|
if (gameState.view !== "system") {
|
||||||
|
addMessage("Уже в галактике", true);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
let currentSys = getCurrentSystem();
|
||||||
|
if (currentSys) {
|
||||||
|
gameState.view = "galaxy";
|
||||||
|
gameState.targetPlanet = null;
|
||||||
|
gameState.targetSystemId = null;
|
||||||
|
gameState.pendingAutoEnter = false;
|
||||||
|
gameState.ship.posX = currentSys.x;
|
||||||
|
gameState.ship.posY = currentSys.y;
|
||||||
|
gameState.ship.velX = 0;
|
||||||
|
gameState.ship.velY = 0;
|
||||||
|
addMessage(`🌌 Выход к системе ${currentSys.name}`);
|
||||||
|
updateUIStats();
|
||||||
|
selectedSystem = currentSys;
|
||||||
|
updateSystemInfoPanel();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Настройки UI
|
||||||
|
const speedSlider = document.getElementById('speedSlider');
|
||||||
|
const speedValue = document.getElementById('speedValue');
|
||||||
|
const capacitySlider = document.getElementById('capacitySlider');
|
||||||
|
const capacityValue = document.getElementById('capacityValue');
|
||||||
|
const systemsCountSlider = document.getElementById('systemsCountSlider');
|
||||||
|
const systemsCountValue = document.getElementById('systemsCountValue');
|
||||||
|
const planetCountSlider = document.getElementById('planetCountSlider');
|
||||||
|
const planetCountValue = document.getElementById('planetCountValue');
|
||||||
|
const regenerateWorldBtn = document.getElementById('regenerateWorldBtn');
|
||||||
|
const updatePlanetsBtn = document.getElementById('updatePlanetsBtn');
|
||||||
|
|
||||||
|
speedSlider.addEventListener('input', () => {
|
||||||
|
maxShipSpeed = parseInt(speedSlider.value);
|
||||||
|
speedValue.innerText = maxShipSpeed;
|
||||||
|
gameState.ship.maxSpeed = maxShipSpeed;
|
||||||
|
addMessage(`Максимальная скорость изменена на ${maxShipSpeed}`);
|
||||||
|
});
|
||||||
|
capacitySlider.addEventListener('input', () => {
|
||||||
|
cargoCapacity = parseInt(capacitySlider.value);
|
||||||
|
capacityValue.innerText = cargoCapacity;
|
||||||
|
applyCapacityLimit();
|
||||||
|
addMessage(`Вместимость хранилища: ${cargoCapacity}`);
|
||||||
|
});
|
||||||
|
systemsCountSlider.addEventListener('input', () => {
|
||||||
|
systemsCountValue.innerText = systemsCountSlider.value;
|
||||||
|
});
|
||||||
|
planetCountSlider.addEventListener('input', () => {
|
||||||
|
planetCountValue.innerText = planetCountSlider.value;
|
||||||
|
});
|
||||||
|
regenerateWorldBtn.addEventListener('click', () => {
|
||||||
|
let newCount = parseInt(systemsCountSlider.value);
|
||||||
|
let planetsCount = parseInt(planetCountSlider.value);
|
||||||
|
rebuildWorld(newCount, planetsCount);
|
||||||
|
});
|
||||||
|
updatePlanetsBtn.addEventListener('click', () => {
|
||||||
|
let planetsCount = parseInt(planetCountSlider.value);
|
||||||
|
updatePlanetsInSelectedSystem(planetsCount);
|
||||||
|
});
|
||||||
|
|
||||||
|
// Инициализация мира
|
||||||
|
function initWorld() {
|
||||||
|
let sysCount = parseInt(systemsCountSlider.value);
|
||||||
|
let planetsPer = parseInt(planetCountSlider.value);
|
||||||
|
axialCoords = generateHexGrid(sysCount);
|
||||||
|
rebuildWorld(sysCount, planetsPer);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Отрисовка
|
||||||
|
function drawGalaxy() {
|
||||||
|
ctx.save();
|
||||||
|
ctx.translate(camera.offsetX, camera.offsetY);
|
||||||
|
ctx.scale(camera.zoom, camera.zoom);
|
||||||
|
ctx.fillStyle = "#010008";
|
||||||
|
ctx.fillRect(-camera.offsetX / camera.zoom, -camera.offsetY / camera.zoom, canvas.width / camera.zoom, canvas.height / camera.zoom);
|
||||||
|
for (let i = 0; i < 800; i++) {
|
||||||
|
ctx.fillStyle = `rgba(255,240,200,${Math.random() * 0.6 + 0.2})`;
|
||||||
|
ctx.beginPath();
|
||||||
|
ctx.arc((i * 131) % canvas.width - camera.offsetX / camera.zoom, (i * 253) % canvas.height - camera.offsetY / camera.zoom, 1 + Math.random() * 2, 0, Math.PI * 2);
|
||||||
|
ctx.fill();
|
||||||
|
}
|
||||||
|
for (let sys of systems) {
|
||||||
|
for (let nId of sys.neighbors) {
|
||||||
|
let neigh = systems.find(s => s.id === nId);
|
||||||
|
if (neigh && sys.id < neigh.id) {
|
||||||
|
ctx.beginPath();
|
||||||
|
ctx.moveTo(sys.x, sys.y);
|
||||||
|
ctx.lineTo(neigh.x, neigh.y);
|
||||||
|
ctx.strokeStyle = "#4f7fbf";
|
||||||
|
ctx.lineWidth = 2.5;
|
||||||
|
ctx.stroke();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
for (let sys of systems) {
|
||||||
|
let angles = [];
|
||||||
|
for (let i = 0; i < 6; i++) {
|
||||||
|
let ang = i * Math.PI * 2 / 6 - Math.PI / 6;
|
||||||
|
let x = sys.x + Math.cos(ang) * HEX_SIZE;
|
||||||
|
let y = sys.y + Math.sin(ang) * HEX_SIZE;
|
||||||
|
angles.push({ x, y });
|
||||||
|
}
|
||||||
|
ctx.beginPath();
|
||||||
|
ctx.moveTo(angles[0].x, angles[0].y);
|
||||||
|
for (let i = 1; i < 6; i++) ctx.lineTo(angles[i].x, angles[i].y);
|
||||||
|
ctx.closePath();
|
||||||
|
ctx.fillStyle = "#071a2be6";
|
||||||
|
ctx.fill();
|
||||||
|
ctx.strokeStyle = "#3e7bb3";
|
||||||
|
ctx.lineWidth = 1.8;
|
||||||
|
ctx.stroke();
|
||||||
|
let gradient = ctx.createRadialGradient(sys.x - 4, sys.y - 4, 5, sys.x, sys.y, 20);
|
||||||
|
gradient.addColorStop(0, '#ffdd88');
|
||||||
|
gradient.addColorStop(1, '#aa7733');
|
||||||
|
ctx.fillStyle = gradient;
|
||||||
|
ctx.beginPath();
|
||||||
|
ctx.arc(sys.x, sys.y, 13, 0, 2 * Math.PI);
|
||||||
|
ctx.fill();
|
||||||
|
ctx.fillStyle = "white";
|
||||||
|
ctx.font = `bold ${14}px "Orbitron"`;
|
||||||
|
ctx.shadowBlur = 4;
|
||||||
|
ctx.fillText(sys.name, sys.x - 28, sys.y - 15);
|
||||||
|
ctx.fillStyle = "#bbddff";
|
||||||
|
ctx.font = `10px monospace`;
|
||||||
|
ctx.fillText(`🪐${sys.planets.length}`, sys.x + 10, sys.y - 8);
|
||||||
|
if (selectedSystem && selectedSystem.id === sys.id) {
|
||||||
|
ctx.beginPath();
|
||||||
|
ctx.arc(sys.x, sys.y, HEX_SIZE * 0.9, 0, 2 * Math.PI);
|
||||||
|
ctx.strokeStyle = "#ffcc44";
|
||||||
|
ctx.lineWidth = 3;
|
||||||
|
ctx.setLineDash([6, 8]);
|
||||||
|
ctx.stroke();
|
||||||
|
ctx.setLineDash([]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
ctx.shadowBlur = 6;
|
||||||
|
ctx.beginPath();
|
||||||
|
ctx.arc(gameState.ship.posX, gameState.ship.posY, 9, 0, 2 * Math.PI);
|
||||||
|
ctx.fillStyle = "#6fcbff";
|
||||||
|
ctx.fill();
|
||||||
|
ctx.fillStyle = "white";
|
||||||
|
ctx.beginPath();
|
||||||
|
ctx.moveTo(gameState.ship.posX + 12, gameState.ship.posY);
|
||||||
|
ctx.lineTo(gameState.ship.posX + 18, gameState.ship.posY - 4);
|
||||||
|
ctx.lineTo(gameState.ship.posX + 18, gameState.ship.posY + 4);
|
||||||
|
ctx.fill();
|
||||||
|
ctx.fillStyle = "#c8ffff";
|
||||||
|
ctx.font = "bold 12px monospace";
|
||||||
|
ctx.fillText("⚡", gameState.ship.posX - 4, gameState.ship.posY - 4);
|
||||||
|
ctx.restore();
|
||||||
|
}
|
||||||
|
|
||||||
|
function drawSystemView() {
|
||||||
|
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
||||||
|
let sys = getCurrentSystem();
|
||||||
|
if (!sys) return;
|
||||||
|
updatePlanetPositions(sys);
|
||||||
|
ctx.fillStyle = "#030318";
|
||||||
|
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
||||||
|
for (let i = 0; i < 300; i++) {
|
||||||
|
ctx.fillStyle = `rgba(255,210,150,0.5)`;
|
||||||
|
ctx.beginPath();
|
||||||
|
ctx.arc((i * 97) % canvas.width, (i * 353) % canvas.height, 1.2, 0, Math.PI * 2);
|
||||||
|
ctx.fill();
|
||||||
|
}
|
||||||
|
let grad = ctx.createRadialGradient(canvas.width / 2 - 20, canvas.height / 2 - 20, 10, canvas.width / 2, canvas.height / 2, 70);
|
||||||
|
grad.addColorStop(0, '#ffaa55');
|
||||||
|
grad.addColorStop(1, '#cc4400');
|
||||||
|
ctx.fillStyle = grad;
|
||||||
|
ctx.beginPath();
|
||||||
|
ctx.arc(canvas.width / 2, canvas.height / 2, 45, 0, 2 * Math.PI);
|
||||||
|
ctx.fill();
|
||||||
|
for (let p of sys.planets) {
|
||||||
|
let x = canvas.width / 2 + p.posX;
|
||||||
|
let y = canvas.height / 2 + p.posY;
|
||||||
|
ctx.beginPath();
|
||||||
|
ctx.arc(x, y, 14, 0, 2 * Math.PI);
|
||||||
|
ctx.fillStyle = p.resource === 'metal' ? "#a07a4a" : (p.resource === 'gas' ? "#7fbbbb" : "#c9a0dc");
|
||||||
|
ctx.fill();
|
||||||
|
ctx.fillStyle = "#eef4ff";
|
||||||
|
ctx.font = "10px monospace";
|
||||||
|
ctx.fillText(p.name, x - 18, y - 12);
|
||||||
|
ctx.fillStyle = "#ddddaa";
|
||||||
|
ctx.fillText(`${p.type.substring(0, 3)}`, x - 10, y + 18);
|
||||||
|
if (gameState.targetPlanet && gameState.targetPlanet.id === p.id) {
|
||||||
|
ctx.beginPath();
|
||||||
|
ctx.arc(x, y, 22, 0, 2 * Math.PI);
|
||||||
|
ctx.strokeStyle = "#ffaa44";
|
||||||
|
ctx.lineWidth = 2.5;
|
||||||
|
ctx.setLineDash([4, 6]);
|
||||||
|
ctx.stroke();
|
||||||
|
ctx.setLineDash([]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
let shipX = canvas.width / 2 + gameState.ship.posX;
|
||||||
|
let shipY = canvas.height / 2 + gameState.ship.posY;
|
||||||
|
ctx.beginPath();
|
||||||
|
ctx.arc(shipX, shipY, 10, 0, 2 * Math.PI);
|
||||||
|
ctx.fillStyle = "#4ad4ff";
|
||||||
|
ctx.fill();
|
||||||
|
ctx.fillStyle = "white";
|
||||||
|
ctx.beginPath();
|
||||||
|
ctx.moveTo(shipX + 14, shipY);
|
||||||
|
ctx.lineTo(shipX + 22, shipY - 5);
|
||||||
|
ctx.lineTo(shipX + 22, shipY + 5);
|
||||||
|
ctx.fill();
|
||||||
|
if (gameState.targetPlanet) {
|
||||||
|
ctx.beginPath();
|
||||||
|
ctx.moveTo(shipX, shipY);
|
||||||
|
let tarX = canvas.width / 2 + gameState.targetPlanet.posX;
|
||||||
|
let tarY = canvas.height / 2 + gameState.targetPlanet.posY;
|
||||||
|
ctx.lineTo(tarX, tarY);
|
||||||
|
ctx.strokeStyle = "#ffaa66";
|
||||||
|
ctx.setLineDash([8, 6]);
|
||||||
|
ctx.stroke();
|
||||||
|
ctx.setLineDash([]);
|
||||||
|
}
|
||||||
|
ctx.font = "11px monospace";
|
||||||
|
ctx.fillStyle = "#bbddff";
|
||||||
|
ctx.fillText("Клик по планете — полёт. Панель в галактике — телепорт", 20, 40);
|
||||||
|
}
|
||||||
|
|
||||||
|
let lastTime = performance.now();
|
||||||
|
function animate() {
|
||||||
|
let now = performance.now();
|
||||||
|
let delta = Math.min(0.033, (now - lastTime) / 1000);
|
||||||
|
if (delta > 0.001) updatePhysics(delta);
|
||||||
|
lastTime = now;
|
||||||
|
if (gameState.view === "galaxy") {
|
||||||
|
let targetOffsetX = canvas.width / 2 - gameState.ship.posX * camera.zoom;
|
||||||
|
let targetOffsetY = canvas.height / 2 - gameState.ship.posY * camera.zoom;
|
||||||
|
camera.offsetX = targetOffsetX;
|
||||||
|
camera.offsetY = targetOffsetY;
|
||||||
|
drawGalaxy();
|
||||||
|
} else {
|
||||||
|
drawSystemView();
|
||||||
|
}
|
||||||
|
requestAnimationFrame(animate);
|
||||||
|
}
|
||||||
|
|
||||||
|
function init() {
|
||||||
|
initWorld();
|
||||||
|
document.getElementById('enterSystemBtn').addEventListener('click', enterSystemWithAutoFlight);
|
||||||
|
document.getElementById('exitToGalaxyBtn').addEventListener('click', exitToGalaxy);
|
||||||
|
document.getElementById('mineBtn').addEventListener('click', tryMine);
|
||||||
|
canvas.addEventListener('click', (e) => {
|
||||||
|
if (gameState.view === "galaxy") handleGalaxyClick(e);
|
||||||
|
else if (gameState.view === "system") handleSystemClick(e);
|
||||||
|
});
|
||||||
|
canvas.addEventListener('wheel', (e) => {
|
||||||
|
if (gameState.view !== "galaxy") return;
|
||||||
|
e.preventDefault();
|
||||||
|
let delta = e.deltaY > 0 ? 0.9 : 1.1;
|
||||||
|
let newZoom = camera.zoom * delta;
|
||||||
|
newZoom = Math.min(Math.max(newZoom, 0.5), 2.2);
|
||||||
|
camera.zoom = newZoom;
|
||||||
|
});
|
||||||
|
canvas.addEventListener('dblclick', (e) => {
|
||||||
|
if (gameState.view !== "galaxy") return;
|
||||||
|
let { worldX, worldY } = getMouseCanvasCoords(e);
|
||||||
|
let sys = findSystemAt(worldX, worldY);
|
||||||
|
if (sys) {
|
||||||
|
selectedSystem = sys;
|
||||||
|
updateSystemInfoPanel();
|
||||||
|
enterSystemWithAutoFlight();
|
||||||
|
}
|
||||||
|
});
|
||||||
|
updateUIStats();
|
||||||
|
addMessage("Добро пожаловать! Настройте скорость и мир под себя.");
|
||||||
|
animate();
|
||||||
|
}
|
||||||
|
init();
|
||||||
|
})();
|
||||||
|
</script>
|
||||||
Loading…
x
Reference in New Issue
Block a user