Fix mobile header layout, add resumable progress + coin wallet
Header nav was splitting into three lines on mobile (logo / nav / logout floating right with a big gap) — applied the same order-last wrap pattern already proven in top-tickets/project-claude, so nav drops to its own scrollable row instead. Bigger feature: player progress now survives closing the tab, for all three templates, not just Clicker. Each Phaser scene reports its state through the same registry-callback pattern already used for onFinish (onProgress), and reads an initialState to resume instead of always starting fresh. Autosave fires every 10 minutes for free; an instant manual save costs coins. New coin economy (src/lib/wallet/): a wallet + transaction ledger per user, atomic grant/spend via db.transaction() so two concurrent spends against a low balance can't both succeed (verified with a real race test — exactly one wins, balance never goes negative). New accounts get a 20-coin signup bonus so manual save is testable before any real payment method exists. Real-money purchases are scaffolded but deliberately not wired to a provider yet — user hasn't picked one. /api/wallet/purchase creates a pending order and returns a clean "not configured" error, same shape as the AI/LDAP not-configured responses elsewhere in this project. The payment abstraction (src/lib/payments/provider.ts) is the one seam a real adapter needs to fill in later. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01QcXH24ky6zjk2UyK5oZUPH
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@@ -1,5 +1,5 @@
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import Phaser from "phaser";
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import type { ClickerDefinition, ClickerUpgrade, GameResult } from "../types";
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import type { ClickerDefinition, ClickerUpgrade, ClickerProgress, GameResult } from "../types";
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const COLORS = {
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bg: 0x14162a,
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@@ -19,6 +19,7 @@ interface UpgradeRow {
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export class ClickerScene extends Phaser.Scene {
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private definition!: ClickerDefinition;
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private onFinish?: (result: GameResult) => void;
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private onProgress?: (state: ClickerProgress) => void;
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private score = 0;
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private pointsPerClick = 1;
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private pointsPerSecond = 0;
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@@ -34,10 +35,16 @@ export class ClickerScene extends Phaser.Scene {
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create() {
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this.definition = this.registry.get("definition");
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this.onFinish = this.registry.get("onFinish");
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this.score = 0;
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this.pointsPerClick = this.definition.startingPointsPerClick;
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this.pointsPerSecond = 0;
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this.ownedUpgrades = new Set();
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this.onProgress = this.registry.get("onProgress");
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const initialState = this.registry.get("initialState") as ClickerProgress | undefined;
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const validUpgradeIndices = (initialState?.ownedUpgradeIndices ?? []).filter(
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(i) => i >= 0 && i < this.definition.upgrades.length,
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);
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this.score = initialState?.score ?? 0;
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this.pointsPerClick = initialState?.pointsPerClick ?? this.definition.startingPointsPerClick;
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this.pointsPerSecond = initialState?.pointsPerSecond ?? 0;
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this.ownedUpgrades = new Set(validUpgradeIndices);
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this.upgradeRows = [];
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this.finished = false;
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@@ -97,6 +104,13 @@ export class ClickerScene extends Phaser.Scene {
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}
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private refresh() {
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this.onProgress?.({
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score: this.score,
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pointsPerClick: this.pointsPerClick,
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pointsPerSecond: this.pointsPerSecond,
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ownedUpgradeIndices: Array.from(this.ownedUpgrades),
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});
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this.scoreText.setText(
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`${Math.floor(this.score)} / ${this.definition.targetScore}\n+${this.pointsPerClick}/клик +${this.pointsPerSecond}/сек`,
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);
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