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
133 lines
4.5 KiB
TypeScript
133 lines
4.5 KiB
TypeScript
import Phaser from "phaser";
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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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target: 0x4f46e5,
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row: 0x23264a,
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rowOwned: 0x0d3d38,
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rowDisabled: 0x1a1c33,
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};
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interface UpgradeRow {
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bg: Phaser.GameObjects.Rectangle;
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label: Phaser.GameObjects.Text;
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upgrade: ClickerUpgrade;
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index: number;
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}
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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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private ownedUpgrades = new Set<number>();
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private scoreText!: Phaser.GameObjects.Text;
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private upgradeRows: UpgradeRow[] = [];
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private finished = false;
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constructor() {
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super("ClickerScene");
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}
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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.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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this.cameras.main.setBackgroundColor(COLORS.bg);
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this.scoreText = this.add
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.text(480, 30, "", { fontFamily: "sans-serif", fontSize: "24px", color: "#eef0fb", align: "center" })
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.setOrigin(0.5, 0);
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const target = this.add.circle(480, 200, 90, COLORS.target).setInteractive({ useHandCursor: true });
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const targetLabel = this.add
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.text(480, 200, this.definition.targetLabel, { fontFamily: "sans-serif", fontSize: "20px", color: "#ffffff" })
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.setOrigin(0.5);
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target.on("pointerdown", () => {
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if (this.finished) return;
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this.score += this.pointsPerClick;
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this.tweens.add({ targets: [target, targetLabel], scale: 0.92, duration: 60, yoyo: true });
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this.refresh();
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});
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this.definition.upgrades.forEach((upgrade, index) => {
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const y = 340 + index * 54;
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const bg = this.add
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.rectangle(480, y, 700, 44, COLORS.row)
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.setStrokeStyle(1, 0x4f46e5)
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.setInteractive({ useHandCursor: true });
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const label = this.add
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.text(480, y, "", { fontFamily: "sans-serif", fontSize: "15px", color: "#eef0fb" })
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.setOrigin(0.5);
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bg.on("pointerdown", () => this.buyUpgrade(index));
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this.upgradeRows.push({ bg, label, upgrade, index });
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});
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this.time.addEvent({
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delay: 1000,
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loop: true,
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callback: () => {
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if (this.finished) return;
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this.score += this.pointsPerSecond;
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this.refresh();
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},
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});
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this.refresh();
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}
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private buyUpgrade(index: number) {
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if (this.finished || this.ownedUpgrades.has(index)) return;
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const upgrade = this.definition.upgrades[index];
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if (this.score < upgrade.cost) return;
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this.score -= upgrade.cost;
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this.pointsPerClick += upgrade.pointsPerClickBonus;
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this.pointsPerSecond += upgrade.pointsPerSecondBonus;
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this.ownedUpgrades.add(index);
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this.refresh();
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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 +${this.pointsPerSecond}/сек`,
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);
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this.upgradeRows.forEach(({ bg, label, upgrade, index }) => {
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const owned = this.ownedUpgrades.has(index);
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const affordable = this.score >= upgrade.cost;
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label.setText(owned ? `${upgrade.name} — куплено` : `${upgrade.name} — ${upgrade.cost}`);
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bg.setFillStyle(owned ? COLORS.rowOwned : affordable ? COLORS.row : COLORS.rowDisabled);
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bg.disableInteractive();
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if (!owned && affordable) bg.setInteractive({ useHandCursor: true });
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});
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if (!this.finished && this.score >= this.definition.targetScore) {
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this.finished = true;
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this.onFinish?.({ won: true, score: Math.floor(this.score) });
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}
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}
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}
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