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2026-01-13 18:32:28 +00:00
parent 2ce2f9cc7d
commit 27e9aac817
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233
js/input.js Normal file
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// Input Handling
const Input = {
currentTool: 'select',
rotation: 0,
mouseScreen: { x: 0, y: 0 },
mouseWorld: { x: 0, y: 0 },
isDragging: false,
lastMouse: { x: 0, y: 0 },
isMouseDown: false,
// Initialize input handlers
init() {
const canvas = Renderer.canvas;
canvas.addEventListener('mousedown', (e) => this.onMouseDown(e));
canvas.addEventListener('mousemove', (e) => this.onMouseMove(e));
canvas.addEventListener('mouseup', (e) => this.onMouseUp(e));
canvas.addEventListener('mouseleave', () => this.onMouseLeave());
canvas.addEventListener('wheel', (e) => this.onWheel(e));
canvas.addEventListener('contextmenu', (e) => e.preventDefault());
document.addEventListener('keydown', (e) => this.onKeyDown(e));
},
// Mouse down handler
onMouseDown(e) {
const rect = Renderer.canvas.getBoundingClientRect();
const mx = e.clientX - rect.left;
const my = e.clientY - rect.top;
// Right click or middle click to drag
if (e.button === 2 || e.button === 1) {
this.isDragging = true;
this.lastMouse = { x: e.clientX, y: e.clientY };
Renderer.canvas.style.cursor = 'grabbing';
return;
}
this.isMouseDown = true;
const world = Utils.screenToWorld(mx, my, Renderer.camera);
if (this.currentTool === 'select') {
const building = Buildings.getAt(world.x, world.y);
if (building && building.type === 'assembler') {
game.ui.showRecipeSelect(e.clientX, e.clientY, building);
}
} else if (this.currentTool === 'delete') {
Buildings.remove(world.x, world.y);
Towers.remove(world.x, world.y);
} else if (this.currentTool === 'mine') {
// Start manual mining
Simulation.startMining(world.x, world.y);
} else if (Towers.TYPES[this.currentTool]) {
// Place tower
Towers.place(this.currentTool, world.x, world.y);
} else {
Buildings.place(this.currentTool, world.x, world.y, this.rotation);
}
},
// Mouse move handler
onMouseMove(e) {
const rect = Renderer.canvas.getBoundingClientRect();
this.mouseScreen.x = e.clientX - rect.left;
this.mouseScreen.y = e.clientY - rect.top;
this.mouseWorld = Utils.screenToWorld(this.mouseScreen.x, this.mouseScreen.y, Renderer.camera);
if (this.isDragging) {
Renderer.camera.x -= (e.clientX - this.lastMouse.x);
Renderer.camera.y -= (e.clientY - this.lastMouse.y);
this.lastMouse = { x: e.clientX, y: e.clientY };
return;
}
// Continue mining if holding mouse and using mine tool
if (this.isMouseDown && this.currentTool === 'mine') {
if (!Simulation.mining.active ||
Simulation.mining.x !== this.mouseWorld.x ||
Simulation.mining.y !== this.mouseWorld.y) {
Simulation.startMining(this.mouseWorld.x, this.mouseWorld.y);
}
}
// Update tooltip
game.ui.updateTooltip(e.clientX, e.clientY, this.mouseWorld);
},
// Mouse up handler
onMouseUp(e) {
this.isDragging = false;
this.isMouseDown = false;
Renderer.canvas.style.cursor = 'crosshair';
// Stop mining when releasing mouse
if (this.currentTool === 'mine') {
Simulation.stopMining();
}
},
// Mouse leave handler
onMouseLeave() {
this.isDragging = false;
this.isMouseDown = false;
if (this.currentTool === 'mine') {
Simulation.stopMining();
}
},
// Mouse wheel handler
onWheel(e) {
e.preventDefault();
const oldZoom = Renderer.camera.zoom;
const zoomFactor = e.deltaY > 0 ? 0.9 : 1.1;
Renderer.camera.zoom = Utils.clamp(Renderer.camera.zoom * zoomFactor, 0.4, 2.5);
// Zoom toward mouse position
const worldX = (this.mouseScreen.x + Renderer.camera.x) / oldZoom;
const worldY = (this.mouseScreen.y + Renderer.camera.y) / oldZoom;
Renderer.camera.x = worldX * Renderer.camera.zoom - this.mouseScreen.x;
Renderer.camera.y = worldY * Renderer.camera.zoom - this.mouseScreen.y;
},
// Key down handler
onKeyDown(e) {
const key = e.key.toLowerCase();
switch (key) {
case 'r':
this.rotation = (this.rotation + 1) % 4;
break;
case 'q':
this.selectTool('select');
break;
case 'x':
this.selectTool('delete');
break;
case 'e':
this.selectTool('mine');
break;
case '1':
this.selectTool('miner');
break;
case '2':
this.selectTool('belt');
break;
case '3':
this.selectTool('inserter');
break;
case '4':
this.selectTool('chest');
break;
case '5':
this.selectTool('furnace');
break;
case '6':
this.selectTool('assembler');
break;
case '7':
this.selectTool('gun_turret');
break;
case '8':
this.selectTool('flame_turret');
break;
case '9':
this.selectTool('laser_turret');
break;
case '0':
this.selectTool('tesla_turret');
break;
case '-':
this.selectTool('cannon_turret');
break;
case '`':
case '~':
// Toggle dev mode
CONFIG.DEV_MODE = !CONFIG.DEV_MODE;
game.ui.showDevModeNotification();
Audio.playDevMode();
break;
case 'f1':
// Dev: Spawn wave immediately
if (CONFIG.DEV_MODE) {
e.preventDefault();
Enemies.waveTimer = 0;
}
break;
case 'f2':
// Dev: Kill all enemies
if (CONFIG.DEV_MODE) {
e.preventDefault();
Enemies.list = [];
Enemies.enemiesRemaining = 0;
Enemies.spawnQueue = [];
}
break;
case 'f3':
// Dev: Add resources
if (CONFIG.DEV_MODE) {
e.preventDefault();
Resources.add('iron', 100);
Resources.add('copper', 100);
Resources.add('coal', 100);
Resources.add('iron-plate', 100);
Resources.add('copper-plate', 100);
Resources.add('gear', 50);
Resources.add('circuit', 50);
}
break;
case 'w':
case 'arrowup':
Renderer.camera.y -= 50;
break;
case 's':
case 'arrowdown':
Renderer.camera.y += 50;
break;
case 'a':
case 'arrowleft':
Renderer.camera.x -= 50;
break;
case 'd':
case 'arrowright':
Renderer.camera.x += 50;
break;
}
},
// Select a tool
selectTool(tool) {
this.currentTool = tool;
Simulation.stopMining();
game.ui.updateToolButtons(tool);
}
};

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js/renderer.js Normal file
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// Rendering System
const Renderer = {
canvas: null,
ctx: null,
camera: { x: 0, y: 0, zoom: 1 },
// Initialize renderer
init() {
this.canvas = document.getElementById('game-canvas');
this.ctx = this.canvas.getContext('2d');
this.resize();
window.addEventListener('resize', () => this.resize());
},
// Resize canvas to container
resize() {
const container = this.canvas.parentElement;
this.canvas.width = container.clientWidth;
this.canvas.height = container.clientHeight;
},
// Center camera on position
centerCamera(x, y) {
this.camera.x = x * CONFIG.TILE_SIZE * this.camera.zoom - this.canvas.width / 2;
this.camera.y = y * CONFIG.TILE_SIZE * this.camera.zoom - this.canvas.height / 2;
},
// Main render function
render(currentTool, rotation, mouseWorld) {
this.clear();
this.drawTerrain();
this.drawBuildings();
this.drawTowers();
this.drawEnemies();
this.drawProjectiles();
this.drawMiningProgress();
this.drawPlacementPreview(currentTool, rotation, mouseWorld);
this.drawDeletePreview(currentTool, mouseWorld);
},
// Clear canvas
clear() {
this.ctx.fillStyle = '#1a2a1a';
this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
},
// Draw terrain and resources
drawTerrain() {
const tileScreenSize = CONFIG.TILE_SIZE * this.camera.zoom;
const startX = Math.floor(this.camera.x / tileScreenSize);
const startY = Math.floor(this.camera.y / tileScreenSize);
const endX = startX + Math.ceil(this.canvas.width / tileScreenSize) + 1;
const endY = startY + Math.ceil(this.canvas.height / tileScreenSize) + 1;
for (let y = startY; y < endY; y++) {
for (let x = startX; x < endX; x++) {
if (!Utils.inBounds(x, y)) continue;
const tile = Terrain.getTile(x, y);
const screen = Utils.worldToScreen(x, y, this.camera);
const size = tileScreenSize;
// Grass with variation
const grassVariant = ((x * 7 + y * 13) % 3);
const grassColors = ['#2d4a2d', '#3a5a3a', '#335533'];
this.ctx.fillStyle = grassColors[grassVariant];
this.ctx.fillRect(screen.x, screen.y, size, size);
// Grid lines
this.ctx.strokeStyle = 'rgba(0,0,0,0.2)';
this.ctx.lineWidth = 1;
this.ctx.strokeRect(screen.x, screen.y, size, size);
// Draw resources
if (tile.resource && tile.amount > 0) {
this.drawResource(screen.x, screen.y, size, tile.resource, tile.amount);
}
}
}
},
// Draw a resource tile
drawResource(screenX, screenY, size, type, amount) {
const padding = size * 0.1;
const richness = Math.min(1, amount / 2000);
const colors = CONFIG.RESOURCE_COLORS[type];
// Gradient fill
const grad = this.ctx.createLinearGradient(screenX, screenY, screenX + size, screenY + size);
grad.addColorStop(0, colors.light);
grad.addColorStop(1, colors.dark);
this.ctx.fillStyle = grad;
Utils.drawRoundedRect(this.ctx, screenX + padding, screenY + padding, size - padding * 2, size - padding * 2, 4 * this.camera.zoom);
this.ctx.fill();
// Richness highlight
this.ctx.fillStyle = `rgba(255,255,255,${richness * 0.25})`;
Utils.drawRoundedRect(this.ctx, screenX + padding, screenY + padding, size - padding * 2, size - padding * 2, 4 * this.camera.zoom);
this.ctx.fill();
// Texture dots
this.ctx.fillStyle = 'rgba(255,255,255,0.3)';
for (let i = 0; i < 3; i++) {
const ox = screenX + size * 0.3 + (i % 2) * size * 0.4;
const oy = screenY + size * 0.3 + Math.floor(i / 2) * size * 0.4;
this.ctx.beginPath();
this.ctx.arc(ox, oy, 2 * this.camera.zoom, 0, Math.PI * 2);
this.ctx.fill();
}
},
// Draw all buildings
drawBuildings() {
const tileScreenSize = CONFIG.TILE_SIZE * this.camera.zoom;
Buildings.list.forEach(b => {
const screen = Utils.worldToScreen(b.x, b.y, this.camera);
const bSize = Utils.getBuildingSize(b.type);
const w = bSize.w * tileScreenSize;
const h = bSize.h * tileScreenSize;
const pad = 3 * this.camera.zoom;
const style = CONFIG.BUILDING_STYLES[b.type];
// Shadow
this.ctx.fillStyle = 'rgba(0,0,0,0.3)';
Utils.drawRoundedRect(this.ctx, screen.x + pad + 3, screen.y + pad + 3, w - pad * 2, h - pad * 2, 6 * this.camera.zoom);
this.ctx.fill();
// Main body gradient
const grad = this.ctx.createLinearGradient(screen.x, screen.y, screen.x + w, screen.y + h);
grad.addColorStop(0, style.light);
grad.addColorStop(1, style.dark);
this.ctx.fillStyle = grad;
Utils.drawRoundedRect(this.ctx, screen.x + pad, screen.y + pad, w - pad * 2, h - pad * 2, 6 * this.camera.zoom);
this.ctx.fill();
// Highlight
this.ctx.fillStyle = 'rgba(255,255,255,0.15)';
Utils.drawRoundedRect(this.ctx, screen.x + pad, screen.y + pad, w - pad * 2, (h - pad * 2) * 0.4, 6 * this.camera.zoom);
this.ctx.fill();
// Border
this.ctx.strokeStyle = 'rgba(0,0,0,0.4)';
this.ctx.lineWidth = 2 * this.camera.zoom;
Utils.drawRoundedRect(this.ctx, screen.x + pad, screen.y + pad, w - pad * 2, h - pad * 2, 6 * this.camera.zoom);
this.ctx.stroke();
// Direction indicator
if (['belt', 'inserter', 'miner'].includes(b.type)) {
this.drawDirectionArrow(screen.x + w / 2, screen.y + h / 2, w, b.rotation);
}
// Progress bar
if (b.progress > 0 && b.type !== 'belt') {
this.drawProgressBar(screen.x, screen.y, w, h, pad, b.progress);
}
// Belt items
if (b.type === 'belt') {
const totalItems = Buildings.getTotalInventory(b) + Buildings.getTotalOutput(b);
if (totalItems > 0) {
this.ctx.fillStyle = 'rgba(0,0,0,0.3)';
this.ctx.beginPath();
this.ctx.arc(screen.x + w / 2 + 1, screen.y + h / 2 + 1, 5 * this.camera.zoom, 0, Math.PI * 2);
this.ctx.fill();
this.ctx.fillStyle = '#ffcc44';
this.ctx.beginPath();
this.ctx.arc(screen.x + w / 2, screen.y + h / 2, 5 * this.camera.zoom, 0, Math.PI * 2);
this.ctx.fill();
}
}
// Assembler recipe icon
if (b.type === 'assembler' && b.recipe) {
this.ctx.fillStyle = 'rgba(0,0,0,0.5)';
this.ctx.font = `bold ${16 * this.camera.zoom}px sans-serif`;
this.ctx.textAlign = 'center';
this.ctx.textBaseline = 'middle';
this.ctx.fillText(b.recipe === 'gear' ? '⚙' : '⚡', screen.x + w / 2 + 1, screen.y + h / 2 + 1);
this.ctx.fillStyle = '#fff';
this.ctx.fillText(b.recipe === 'gear' ? '⚙' : '⚡', screen.x + w / 2, screen.y + h / 2);
}
// Chest contents
if (b.type === 'chest') {
const total = Buildings.getTotalOutput(b);
if (total > 0) {
this.ctx.fillStyle = '#fff';
this.ctx.font = `bold ${10 * this.camera.zoom}px sans-serif`;
this.ctx.textAlign = 'center';
this.ctx.textBaseline = 'middle';
this.ctx.fillText(total > 99 ? '99+' : total, screen.x + w / 2, screen.y + h / 2);
}
}
});
},
// Draw direction arrow
drawDirectionArrow(cx, cy, size, rotation) {
this.ctx.save();
this.ctx.translate(cx, cy);
this.ctx.rotate(rotation * Math.PI / 2);
// Shadow
this.ctx.fillStyle = 'rgba(0,0,0,0.3)';
this.ctx.beginPath();
this.ctx.moveTo(size * 0.25 + 2, 2);
this.ctx.lineTo(-size * 0.05 + 2, -size * 0.12 + 2);
this.ctx.lineTo(-size * 0.05 + 2, size * 0.12 + 2);
this.ctx.closePath();
this.ctx.fill();
// Arrow
this.ctx.fillStyle = '#fff';
this.ctx.beginPath();
this.ctx.moveTo(size * 0.25, 0);
this.ctx.lineTo(-size * 0.05, -size * 0.12);
this.ctx.lineTo(-size * 0.05, size * 0.12);
this.ctx.closePath();
this.ctx.fill();
this.ctx.restore();
},
// Draw progress bar
drawProgressBar(x, y, w, h, pad, progress) {
const barW = w - pad * 4;
const barH = 6 * this.camera.zoom;
const barX = x + pad * 2;
const barY = y + h - pad * 2 - barH;
this.ctx.fillStyle = 'rgba(0,0,0,0.5)';
Utils.drawRoundedRect(this.ctx, barX, barY, barW, barH, 2 * this.camera.zoom);
this.ctx.fill();
const progGrad = this.ctx.createLinearGradient(barX, barY, barX, barY + barH);
progGrad.addColorStop(0, '#66ff66');
progGrad.addColorStop(1, '#22aa22');
this.ctx.fillStyle = progGrad;
Utils.drawRoundedRect(this.ctx, barX + 1, barY + 1, (barW - 2) * progress, barH - 2, 2 * this.camera.zoom);
this.ctx.fill();
},
// Draw manual mining progress
drawMiningProgress() {
if (!Simulation.mining.active) return;
const screen = Utils.worldToScreen(Simulation.mining.x, Simulation.mining.y, this.camera);
const size = CONFIG.TILE_SIZE * this.camera.zoom;
// Mining highlight
this.ctx.fillStyle = 'rgba(136, 204, 68, 0.3)';
this.ctx.fillRect(screen.x, screen.y, size, size);
// Progress ring
this.ctx.strokeStyle = '#88cc44';
this.ctx.lineWidth = 4 * this.camera.zoom;
this.ctx.beginPath();
this.ctx.arc(
screen.x + size / 2,
screen.y + size / 2,
size / 3,
-Math.PI / 2,
-Math.PI / 2 + Simulation.mining.progress * Math.PI * 2
);
this.ctx.stroke();
// Pickaxe icon
this.ctx.fillStyle = '#fff';
this.ctx.font = `${14 * this.camera.zoom}px sans-serif`;
this.ctx.textAlign = 'center';
this.ctx.textBaseline = 'middle';
this.ctx.fillText('⛏', screen.x + size / 2, screen.y + size / 2);
},
// Draw placement preview
drawPlacementPreview(currentTool, rotation, mouseWorld) {
if (currentTool === 'select' || currentTool === 'delete' || currentTool === 'mine') return;
const tileScreenSize = CONFIG.TILE_SIZE * this.camera.zoom;
const screen = Utils.worldToScreen(mouseWorld.x, mouseWorld.y, this.camera);
// Check if it's a tower
if (Towers.TYPES[currentTool]) {
const towerType = Towers.TYPES[currentTool];
const canPlace = Towers.canPlace(currentTool, mouseWorld.x, mouseWorld.y);
this.ctx.globalAlpha = 0.6;
// Tower preview circle
this.ctx.fillStyle = canPlace ? 'rgba(100, 255, 100, 0.3)' : 'rgba(255, 100, 100, 0.3)';
this.ctx.beginPath();
this.ctx.arc(screen.x + tileScreenSize/2, screen.y + tileScreenSize/2, tileScreenSize/2, 0, Math.PI * 2);
this.ctx.fill();
this.ctx.strokeStyle = canPlace ? '#66ff66' : '#ff6666';
this.ctx.lineWidth = 2;
this.ctx.setLineDash([5, 5]);
this.ctx.beginPath();
this.ctx.arc(screen.x + tileScreenSize/2, screen.y + tileScreenSize/2, tileScreenSize/2, 0, Math.PI * 2);
this.ctx.stroke();
// Range preview
this.ctx.strokeStyle = canPlace ? 'rgba(100, 255, 100, 0.3)' : 'rgba(255, 100, 100, 0.3)';
this.ctx.beginPath();
this.ctx.arc(screen.x + tileScreenSize/2, screen.y + tileScreenSize/2, towerType.range * this.camera.zoom, 0, Math.PI * 2);
this.ctx.stroke();
this.ctx.setLineDash([]);
this.ctx.globalAlpha = 1;
return;
}
if (!CONFIG.COSTS[currentTool]) return;
const previewSize = Utils.getBuildingSize(currentTool);
const w = previewSize.w * tileScreenSize;
const h = previewSize.h * tileScreenSize;
const canPlace = Buildings.canPlace(currentTool, mouseWorld.x, mouseWorld.y) &&
Resources.canAfford(CONFIG.COSTS[currentTool]);
this.ctx.globalAlpha = 0.6;
this.ctx.fillStyle = canPlace ? 'rgba(100, 255, 100, 0.3)' : 'rgba(255, 100, 100, 0.3)';
this.ctx.fillRect(screen.x, screen.y, w, h);
this.ctx.strokeStyle = canPlace ? '#66ff66' : '#ff6666';
this.ctx.lineWidth = 2;
this.ctx.setLineDash([5, 5]);
this.ctx.strokeRect(screen.x, screen.y, w, h);
this.ctx.setLineDash([]);
// Rotation arrow preview
if (['belt', 'inserter', 'miner'].includes(currentTool)) {
this.ctx.save();
this.ctx.translate(screen.x + w / 2, screen.y + h / 2);
this.ctx.rotate(rotation * Math.PI / 2);
this.ctx.fillStyle = canPlace ? '#66ff66' : '#ff6666';
this.ctx.beginPath();
this.ctx.moveTo(w * 0.3, 0);
this.ctx.lineTo(-w * 0.1, -w * 0.15);
this.ctx.lineTo(-w * 0.1, w * 0.15);
this.ctx.closePath();
this.ctx.fill();
this.ctx.restore();
}
this.ctx.globalAlpha = 1;
},
// Draw delete preview
drawDeletePreview(currentTool, mouseWorld) {
if (currentTool !== 'delete') return;
const building = Buildings.getAt(mouseWorld.x, mouseWorld.y);
const tower = Towers.getAt(mouseWorld.x, mouseWorld.y);
if (building) {
const tileScreenSize = CONFIG.TILE_SIZE * this.camera.zoom;
const screen = Utils.worldToScreen(building.x, building.y, this.camera);
const bSize = Utils.getBuildingSize(building.type);
const w = bSize.w * tileScreenSize;
const h = bSize.h * tileScreenSize;
this.drawDeleteBox(screen.x, screen.y, w, h);
} else if (tower) {
const tileScreenSize = CONFIG.TILE_SIZE * this.camera.zoom;
const screen = Utils.worldToScreen(tower.x, tower.y, this.camera);
this.drawDeleteBox(screen.x, screen.y, tileScreenSize, tileScreenSize);
}
},
// Draw delete box helper
drawDeleteBox(x, y, w, h) {
this.ctx.fillStyle = 'rgba(255, 50, 50, 0.4)';
this.ctx.fillRect(x, y, w, h);
this.ctx.strokeStyle = '#ff3333';
this.ctx.lineWidth = 3;
this.ctx.strokeRect(x, y, w, h);
// X mark
this.ctx.strokeStyle = '#ff3333';
this.ctx.lineWidth = 4 * this.camera.zoom;
this.ctx.beginPath();
this.ctx.moveTo(x + w * 0.2, y + h * 0.2);
this.ctx.lineTo(x + w * 0.8, y + h * 0.8);
this.ctx.moveTo(x + w * 0.8, y + h * 0.2);
this.ctx.lineTo(x + w * 0.2, y + h * 0.8);
this.ctx.stroke();
},
// Draw all towers
drawTowers() {
const tileScreenSize = CONFIG.TILE_SIZE * this.camera.zoom;
Towers.list.forEach(tower => {
const type = Towers.TYPES[tower.type];
const screen = Utils.worldToScreen(tower.x, tower.y, this.camera);
const size = tileScreenSize;
const pad = 3 * this.camera.zoom;
// Shadow
this.ctx.fillStyle = 'rgba(0,0,0,0.3)';
this.ctx.beginPath();
this.ctx.arc(screen.x + size/2 + 3, screen.y + size/2 + 3, size/2 - pad, 0, Math.PI * 2);
this.ctx.fill();
// Base
const grad = this.ctx.createRadialGradient(
screen.x + size/2, screen.y + size/2, 0,
screen.x + size/2, screen.y + size/2, size/2
);
grad.addColorStop(0, type.color);
grad.addColorStop(1, type.colorDark);
this.ctx.fillStyle = grad;
this.ctx.beginPath();
this.ctx.arc(screen.x + size/2, screen.y + size/2, size/2 - pad, 0, Math.PI * 2);
this.ctx.fill();
// Highlight
this.ctx.fillStyle = 'rgba(255,255,255,0.2)';
this.ctx.beginPath();
this.ctx.arc(screen.x + size/2, screen.y + size/3, size/4, 0, Math.PI * 2);
this.ctx.fill();
// Border
this.ctx.strokeStyle = 'rgba(0,0,0,0.5)';
this.ctx.lineWidth = 2 * this.camera.zoom;
this.ctx.beginPath();
this.ctx.arc(screen.x + size/2, screen.y + size/2, size/2 - pad, 0, Math.PI * 2);
this.ctx.stroke();
// Turret barrel
this.ctx.save();
this.ctx.translate(screen.x + size/2, screen.y + size/2);
this.ctx.rotate(tower.angle);
// Barrel
this.ctx.fillStyle = tower.firing ? '#fff' : '#333';
this.ctx.fillRect(0, -4 * this.camera.zoom, size/2.5, 8 * this.camera.zoom);
this.ctx.restore();
// Range indicator when selected
if (tower.target) {
this.ctx.strokeStyle = 'rgba(255,100,100,0.2)';
this.ctx.lineWidth = 1;
this.ctx.beginPath();
this.ctx.arc(screen.x + size/2, screen.y + size/2, type.range * this.camera.zoom, 0, Math.PI * 2);
this.ctx.stroke();
}
// Health bar
if (tower.health < tower.maxHealth) {
const barW = size - pad * 2;
const barH = 4 * this.camera.zoom;
const barX = screen.x + pad;
const barY = screen.y - barH - 4;
this.ctx.fillStyle = 'rgba(0,0,0,0.5)';
this.ctx.fillRect(barX, barY, barW, barH);
const healthPct = tower.health / tower.maxHealth;
this.ctx.fillStyle = healthPct > 0.5 ? '#66ff66' : healthPct > 0.25 ? '#ffcc00' : '#ff3333';
this.ctx.fillRect(barX, barY, barW * healthPct, barH);
}
});
},
// Draw all enemies
drawEnemies() {
Enemies.list.forEach(enemy => {
const type = Enemies.TYPES[enemy.type];
const screen = {
x: enemy.x * this.camera.zoom - this.camera.x,
y: enemy.y * this.camera.zoom - this.camera.y
};
const size = CONFIG.TILE_SIZE * this.camera.zoom * type.size;
// Shadow
this.ctx.fillStyle = 'rgba(0,0,0,0.3)';
this.ctx.beginPath();
this.ctx.ellipse(screen.x + 2, screen.y + 4, size/2, size/3, 0, 0, Math.PI * 2);
this.ctx.fill();
// Body
this.ctx.save();
this.ctx.translate(screen.x, screen.y);
this.ctx.rotate(enemy.angle);
// Damage flash
const color = enemy.damageFlash > 0 ? '#fff' : type.color;
if (enemy.damageFlash > 0) enemy.damageFlash -= 0.016;
// Main body
const grad = this.ctx.createRadialGradient(0, 0, 0, 0, 0, size/2);
grad.addColorStop(0, color);
grad.addColorStop(1, type.colorDark);
this.ctx.fillStyle = grad;
this.ctx.beginPath();
this.ctx.ellipse(0, 0, size/2, size/3, 0, 0, Math.PI * 2);
this.ctx.fill();
// Eyes
this.ctx.fillStyle = '#ff0000';
this.ctx.beginPath();
this.ctx.arc(size/4, -size/8, size/10, 0, Math.PI * 2);
this.ctx.arc(size/4, size/8, size/10, 0, Math.PI * 2);
this.ctx.fill();
// Legs animation
this.ctx.strokeStyle = type.colorDark;
this.ctx.lineWidth = 2 * this.camera.zoom;
const legOffset = Math.sin(enemy.animTime) * 5;
for (let i = 0; i < 3; i++) {
const angle = (i - 1) * 0.5;
const offset = i === 1 ? legOffset : -legOffset;
// Left leg
this.ctx.beginPath();
this.ctx.moveTo(-size/6, -size/4);
this.ctx.lineTo(-size/3 + offset, -size/2 - Math.abs(offset));
this.ctx.stroke();
// Right leg
this.ctx.beginPath();
this.ctx.moveTo(-size/6, size/4);
this.ctx.lineTo(-size/3 - offset, size/2 + Math.abs(offset));
this.ctx.stroke();
}
this.ctx.restore();
// Health bar
if (enemy.health < enemy.maxHealth) {
const barW = size;
const barH = 4 * this.camera.zoom;
const barX = screen.x - size/2;
const barY = screen.y - size/2 - barH - 4;
this.ctx.fillStyle = 'rgba(0,0,0,0.5)';
this.ctx.fillRect(barX, barY, barW, barH);
const healthPct = enemy.health / enemy.maxHealth;
this.ctx.fillStyle = healthPct > 0.5 ? '#66ff66' : healthPct > 0.25 ? '#ffcc00' : '#ff3333';
this.ctx.fillRect(barX, barY, barW * healthPct, barH);
}
// Burning effect
if (enemy.burning && enemy.burning.duration > 0) {
this.ctx.fillStyle = `rgba(255, 100, 0, ${0.3 + Math.sin(Date.now() / 100) * 0.2})`;
this.ctx.beginPath();
this.ctx.arc(screen.x, screen.y, size/2, 0, Math.PI * 2);
this.ctx.fill();
}
});
},
// Draw projectiles
drawProjectiles() {
Towers.projectiles.forEach(proj => {
const screen = {
x: proj.x * this.camera.zoom - this.camera.x,
y: proj.y * this.camera.zoom - this.camera.y
};
// Projectile glow
this.ctx.fillStyle = proj.color;
this.ctx.shadowColor = proj.color;
this.ctx.shadowBlur = 10;
this.ctx.beginPath();
this.ctx.arc(screen.x, screen.y, 4 * this.camera.zoom, 0, Math.PI * 2);
this.ctx.fill();
this.ctx.shadowBlur = 0;
// Trail
const dx = proj.targetX - proj.x;
const dy = proj.targetY - proj.y;
const dist = Math.sqrt(dx * dx + dy * dy);
if (dist > 0) {
const trailX = screen.x - (dx / dist) * 15 * this.camera.zoom;
const trailY = screen.y - (dy / dist) * 15 * this.camera.zoom;
this.ctx.strokeStyle = proj.color;
this.ctx.lineWidth = 2 * this.camera.zoom;
this.ctx.globalAlpha = 0.5;
this.ctx.beginPath();
this.ctx.moveTo(screen.x, screen.y);
this.ctx.lineTo(trailX, trailY);
this.ctx.stroke();
this.ctx.globalAlpha = 1;
}
// Chain lightning effect
if (proj.chainTargets && proj.chainTargets.length > 1) {
this.ctx.strokeStyle = proj.color;
this.ctx.lineWidth = 2 * this.camera.zoom;
this.ctx.globalAlpha = 0.8;
for (let i = 0; i < proj.chainTargets.length - 1; i++) {
const t1 = proj.chainTargets[i];
const t2 = proj.chainTargets[i + 1];
const s1 = {
x: t1.x * this.camera.zoom - this.camera.x,
y: t1.y * this.camera.zoom - this.camera.y
};
const s2 = {
x: t2.x * this.camera.zoom - this.camera.x,
y: t2.y * this.camera.zoom - this.camera.y
};
this.ctx.beginPath();
this.ctx.moveTo(s1.x, s1.y);
// Jagged line for lightning effect
const midX = (s1.x + s2.x) / 2 + (Math.random() - 0.5) * 20;
const midY = (s1.y + s2.y) / 2 + (Math.random() - 0.5) * 20;
this.ctx.lineTo(midX, midY);
this.ctx.lineTo(s2.x, s2.y);
this.ctx.stroke();
}
this.ctx.globalAlpha = 1;
}
});
}
};

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// Resource Management
const Resources = {
// Current resource counts
inventory: {},
// Initialize resources
init() {
this.inventory = Utils.deepClone(CONFIG.STARTING_RESOURCES);
},
// Get resource count
get(type) {
return this.inventory[type] || 0;
},
// Add resources
add(type, amount) {
this.inventory[type] = (this.inventory[type] || 0) + amount;
},
// Remove resources (returns false if not enough)
remove(type, amount) {
if (this.get(type) < amount) return false;
this.inventory[type] -= amount;
return true;
},
// Check if player can afford a cost
canAfford(costObj) {
if (CONFIG.DEV_MODE) return true;
if (!costObj) return true;
for (const [res, amount] of Object.entries(costObj)) {
if (this.get(res) < amount) return false;
}
return true;
},
// Pay a cost (deduct resources)
payCost(costObj) {
if (CONFIG.DEV_MODE) return true;
if (!costObj) return true;
if (!this.canAfford(costObj)) return false;
for (const [res, amount] of Object.entries(costObj)) {
this.remove(res, amount);
}
return true;
},
// Refund half cost (for demolishing)
refundHalf(costObj) {
if (!costObj) return;
for (const [res, amount] of Object.entries(costObj)) {
this.add(res, Math.floor(amount / 2));
}
},
// Get all resources as object
getAll() {
return Utils.deepClone(this.inventory);
},
// Set all resources from object
setAll(data) {
this.inventory = Utils.deepClone(data);
}
};

116
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// Save/Load System
const SaveLoad = {
STORAGE_KEY: 'minifactory_saves',
// Get all saves
getSaves() {
try {
return JSON.parse(localStorage.getItem(this.STORAGE_KEY) || '{}');
} catch {
return {};
}
},
// Set all saves
setSaves(saves) {
localStorage.setItem(this.STORAGE_KEY, JSON.stringify(saves));
},
// Save game to slot
saveGame(slotId) {
const saves = this.getSaves();
saves[slotId] = {
date: new Date().toISOString(),
resources: Resources.getAll(),
terrain: Terrain.getData(),
buildings: Buildings.getData(),
towers: Towers.getData(),
enemies: Enemies.getData(),
camera: { ...Renderer.camera },
simulation: Simulation.getData()
};
this.setSaves(saves);
},
// Load game from slot
loadGame(slotId) {
const saves = this.getSaves();
const save = saves[slotId];
if (!save) return false;
Resources.setAll(save.resources);
Terrain.setData(save.terrain);
Buildings.setData(save.buildings);
if (save.towers) Towers.setData(save.towers);
if (save.enemies) Enemies.setData(save.enemies);
Renderer.camera = { ...save.camera };
if (save.simulation) {
Simulation.setData(save.simulation);
}
return true;
},
// Delete a save
deleteSave(slotId) {
const saves = this.getSaves();
delete saves[slotId];
this.setSaves(saves);
},
// Save to new slot
saveToNewSlot() {
const slotId = 'save_' + Date.now();
this.saveGame(slotId);
},
// Update save slots UI
updateSaveSlots() {
const container = document.getElementById('save-slots');
const saves = this.getSaves();
const slots = Object.entries(saves);
if (slots.length === 0) {
container.innerHTML = '<div class="no-saves">No saved games</div>';
return;
}
container.innerHTML = slots.map(([id, save]) => `
<div class="save-slot">
<div class="save-slot-info">
<div class="save-slot-name">Save ${new Date(save.date).toLocaleDateString()}</div>
<div class="save-slot-date">${new Date(save.date).toLocaleTimeString()}</div>
</div>
<div class="save-slot-actions">
<button class="save-slot-btn" onclick="SaveLoad.saveGame('${id}'); game.ui.closeModal('save-modal');">Overwrite</button>
<button class="save-slot-btn delete" onclick="SaveLoad.deleteSave('${id}'); SaveLoad.updateSaveSlots();">Delete</button>
</div>
</div>
`).join('');
},
// Update load slots UI
updateLoadSlots() {
const container = document.getElementById('load-slots');
const saves = this.getSaves();
const slots = Object.entries(saves);
if (slots.length === 0) {
container.innerHTML = '<div class="no-saves">No saved games</div>';
return;
}
container.innerHTML = slots.map(([id, save]) => `
<div class="save-slot">
<div class="save-slot-info">
<div class="save-slot-name">Save ${new Date(save.date).toLocaleDateString()}</div>
<div class="save-slot-date">${new Date(save.date).toLocaleTimeString()}</div>
</div>
<div class="save-slot-actions">
<button class="save-slot-btn" onclick="SaveLoad.loadGame('${id}'); game.ui.closeModal('load-modal');">Load</button>
<button class="save-slot-btn delete" onclick="SaveLoad.deleteSave('${id}'); SaveLoad.updateLoadSlots();">Delete</button>
</div>
</div>
`).join('');
}
};

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// Game Simulation / Logic
const Simulation = {
gameTime: 0,
gameSpeed: 1,
// Manual mining state
mining: {
active: false,
x: 0,
y: 0,
progress: 0
},
// Initialize
init() {
this.gameTime = 0;
this.gameSpeed = 1;
this.mining = { active: false, x: 0, y: 0, progress: 0 };
},
// Main update function
update(dt) {
dt *= this.gameSpeed;
this.gameTime += dt;
this.updateManualMining(dt);
this.updateMiners(dt);
this.updateFurnaces(dt);
this.updateAssemblers(dt);
this.updateInserters(dt);
this.updateBelts(dt);
this.updateChests(dt);
},
// Manual mining update
updateManualMining(dt) {
if (!this.mining.active) return;
const tile = Terrain.getTile(this.mining.x, this.mining.y);
if (!tile || !tile.resource || tile.amount <= 0) {
this.mining.active = false;
this.mining.progress = 0;
return;
}
this.mining.progress += dt / CONFIG.MANUAL_MINE_RATE;
// Play mine sound periodically
this.mining.soundTimer = (this.mining.soundTimer || 0) + dt;
if (this.mining.soundTimer > 0.3) {
this.mining.soundTimer = 0;
Audio.playMine();
}
if (this.mining.progress >= 1) {
this.mining.progress = 0;
const result = Terrain.mine(this.mining.x, this.mining.y, CONFIG.MANUAL_MINE_AMOUNT);
if (result) {
Resources.add(result.type, result.amount);
Audio.playMineComplete();
}
// Check if resource depleted
if (!Terrain.hasResource(this.mining.x, this.mining.y)) {
this.mining.active = false;
}
}
},
// Start manual mining at position
startMining(x, y) {
if (Terrain.hasResource(x, y) && !Buildings.getAt(x, y)) {
this.mining.active = true;
this.mining.x = x;
this.mining.y = y;
this.mining.progress = 0;
return true;
}
return false;
},
// Stop manual mining
stopMining() {
this.mining.active = false;
this.mining.progress = 0;
},
// Update miners
updateMiners(dt) {
Buildings.getByType('miner').forEach(miner => {
const size = Utils.getBuildingSize('miner');
let resourceType = null;
let hasResource = false;
// Find resource under miner
for (let dy = 0; dy < size.h && !hasResource; dy++) {
for (let dx = 0; dx < size.w && !hasResource; dx++) {
const tile = Terrain.getTile(miner.x + dx, miner.y + dy);
if (tile?.resource && tile.amount > 0) {
resourceType = tile.resource;
hasResource = true;
}
}
}
if (hasResource && resourceType) {
miner.progress += dt * CONFIG.SPEEDS.miner;
if (miner.progress >= 1) {
miner.progress = 0;
Buildings.addToOutput(miner, resourceType);
// Deplete resource
for (let dy = 0; dy < size.h; dy++) {
for (let dx = 0; dx < size.w; dx++) {
const result = Terrain.mine(miner.x + dx, miner.y + dy, 1);
if (result) return;
}
}
}
}
});
},
// Update furnaces
updateFurnaces(dt) {
Buildings.getByType('furnace').forEach(furnace => {
const hasCoal = Buildings.getInventoryCount(furnace, 'coal') > 0;
const hasIron = Buildings.getInventoryCount(furnace, 'iron') > 0;
const hasCopper = Buildings.getInventoryCount(furnace, 'copper') > 0;
if (hasCoal && (hasIron || hasCopper)) {
furnace.progress += dt * CONFIG.SPEEDS.furnace;
if (furnace.progress >= 1) {
furnace.progress = 0;
Buildings.removeFromInventory(furnace, 'coal');
if (hasIron) {
Buildings.removeFromInventory(furnace, 'iron');
Buildings.addToOutput(furnace, 'iron-plate');
} else if (hasCopper) {
Buildings.removeFromInventory(furnace, 'copper');
Buildings.addToOutput(furnace, 'copper-plate');
}
}
}
});
},
// Update assemblers
updateAssemblers(dt) {
Buildings.getByType('assembler').forEach(asm => {
if (!asm.recipe) return;
const recipe = CONFIG.RECIPES[asm.recipe];
if (!recipe) return;
// Check if can craft
let canCraft = true;
for (const [item, amount] of Object.entries(recipe.inputs)) {
if (Buildings.getInventoryCount(asm, item) < amount) {
canCraft = false;
break;
}
}
if (canCraft) {
asm.progress += dt * CONFIG.SPEEDS.assembler;
if (asm.progress >= 1) {
asm.progress = 0;
// Consume inputs
for (const [item, amount] of Object.entries(recipe.inputs)) {
Buildings.removeFromInventory(asm, item, amount);
}
// Produce output
Buildings.addToOutput(asm, recipe.output, recipe.outputCount);
}
}
});
},
// Update inserters
updateInserters(dt) {
Buildings.getByType('inserter').forEach(ins => {
const dir = CONFIG.DIR[ins.rotation];
const pickupX = ins.x - dir.x;
const pickupY = ins.y - dir.y;
const dropX = ins.x + dir.x;
const dropY = ins.y + dir.y;
const source = Buildings.getAt(pickupX, pickupY);
const dest = Buildings.getAt(dropX, dropY);
if (!source) return;
// Find item to transfer from source output
for (const [item, count] of Object.entries(source.output || {})) {
if (count > 0) {
ins.progress += dt * CONFIG.SPEEDS.inserter;
if (ins.progress >= 1) {
ins.progress = 0;
Buildings.removeFromOutput(source, item);
if (dest) {
// Drop into building
Buildings.addToInventory(dest, item);
} else if (source.type === 'chest') {
// Only chests can output to player inventory
Resources.add(item, 1);
}
// If no dest and not chest, item is lost
}
break;
}
}
});
},
// Update belts
updateBelts(dt) {
Buildings.getByType('belt').forEach(belt => {
const dir = CONFIG.DIR[belt.rotation];
const nextX = belt.x + dir.x;
const nextY = belt.y + dir.y;
const nextBuilding = Buildings.getAt(nextX, nextY);
// Move items from output to next building
for (const [item, count] of Object.entries(belt.output || {})) {
if (count > 0 && nextBuilding) {
Buildings.removeFromOutput(belt, item);
Buildings.addToInventory(nextBuilding, item);
}
}
// Move items through belt (inventory -> output)
belt.progress = (belt.progress || 0) + dt * CONFIG.SPEEDS.belt;
if (belt.progress >= 1) {
belt.progress = 0;
for (const [item, count] of Object.entries(belt.inventory || {})) {
if (count > 0) {
Buildings.removeFromInventory(belt, item);
Buildings.addToOutput(belt, item);
break;
}
}
}
});
},
// Update chests (move inventory to output for inserters)
updateChests(dt) {
Buildings.getByType('chest').forEach(chest => {
for (const [item, count] of Object.entries(chest.inventory)) {
if (count > 0) {
chest.output[item] = (chest.output[item] || 0) + count;
chest.inventory[item] = 0;
}
}
});
},
// Set game speed
setSpeed(speed) {
this.gameSpeed = speed;
},
// Get state for saving
getData() {
return {
gameTime: this.gameTime
};
},
// Load state
setData(data) {
this.gameTime = data.gameTime || 0;
}
};