From b2cff903ba25bd4967415ba7e86d8301cf09f761 Mon Sep 17 00:00:00 2001 From: min Date: Wed, 3 Jun 2026 00:07:47 +0300 Subject: [PATCH] =?UTF-8?q?feat(13):=20=D0=B3=D0=BB=D0=B0=D0=B2=D0=BD?= =?UTF-8?q?=D0=BE=D0=B5=20=D0=BC=D0=B5=D0=BD=D1=8E=20=D0=B8=D0=B3=D1=80?= =?UTF-8?q?=D1=8B=20(game.mainMenu)=20=E2=80=94=20=D0=BF=D0=BE=D1=80=D1=82?= =?UTF-8?q?=20=D0=B2=20=D0=BF=D0=BB=D0=B5=D0=B5=D1=80?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Фича-парность со студией: namespace game.mainMenu (show/hide/setCamera/ setPatchNotes/колбэки) + зацикливание облёта через onCutsceneDone + game.player.setInputBlocked в worker + handler в runtime + passthrough scene.mainMenu в load. Проверено: меню работает в плеере на игре 2434. Co-Authored-By: Claude Opus 4.8 --- src/engine/BabylonScene.js | 4 + src/engine/GameRuntime.js | 5 ++ src/engine/ScriptSandboxWorker.js | 138 ++++++++++++++++++++++++++++++ 3 files changed, 147 insertions(+) diff --git a/src/engine/BabylonScene.js b/src/engine/BabylonScene.js index c3533b0..17c1e54 100644 --- a/src/engine/BabylonScene.js +++ b/src/engine/BabylonScene.js @@ -156,6 +156,7 @@ export class BabylonScene { this.loadingScreen = null; this._LoadingScreenOverlayClass = LoadingScreenOverlay; this._loadingConfig = null; + this._mainMenuConfig = null; // задача 13 this._projectThumbnail = null; this.spawnerManager = null; // спавнеры зомби this.environment = null; @@ -7349,6 +7350,9 @@ export class BabylonScene { } else { this._loadingConfig = null; } + // Задача 13: конфиг главного меню (passthrough). + this._mainMenuConfig = (state.scene.mainMenu && typeof state.scene.mainMenu === 'object') + ? state.scene.mainMenu : null; // ОПТИМИЗАЦИЯ: предзагружаем модель ИГРОКА (character) тоже — // PlayerController.start() её ждёт, но если предзагрузить сейчас, diff --git a/src/engine/GameRuntime.js b/src/engine/GameRuntime.js index 684efad..34d36dd 100644 --- a/src/engine/GameRuntime.js +++ b/src/engine/GameRuntime.js @@ -2313,6 +2313,11 @@ export class GameRuntime { this.scene3d?.player?.cameraReset?.(); return; } + if (cmd === 'player.setInputBlocked') { + // Задача 13: блок управления (главное меню — игрок наблюдатель). + this.scene3d?.player?.setInputBlocked?.(!!payload?.blocked); + return; + } if (cmd === 'player.setSkinVisible') { const player = this.scene3d?.player; if (player) { diff --git a/src/engine/ScriptSandboxWorker.js b/src/engine/ScriptSandboxWorker.js index cc191aa..93b0dfa 100644 --- a/src/engine/ScriptSandboxWorker.js +++ b/src/engine/ScriptSandboxWorker.js @@ -733,6 +733,10 @@ const game = { _send('player.teleport', { x: nx, y: ny, z: nz }); } }, + /** Заблокировать/разблокировать управление игроком (WASD/прыжок). */ + setInputBlocked(blocked) { + _send('player.setInputBlocked', { blocked: !!blocked }); + }, /** Сдвинуть игрока ТОЛЬКО по X (не трогая Z и Y). Для раннеров — * смена полосы без отмены продвижения autorun. */ setLaneX(x) { @@ -2196,6 +2200,140 @@ const game = { _send('camera.reset', {}); }, }, + /** + * Главное меню игры (задача 13) — оркестратор поверх camera.cutscene + gui + * + audio + loading. Живая 3D-сцена + cinematic-камера + GUI + музыка; + * клик ИГРАТЬ → переход в игру. + */ + mainMenu: { + _onShow: [], _onPlay: [], _onHide: [], + _active: false, + _curMusic: null, + _opts: null, + _camCfg: null, + _loopArmed: false, + show(opts) { + opts = opts && typeof opts === 'object' ? opts : {}; + this._opts = opts; + this._active = true; + _send('player.setInputBlocked', { blocked: true }); + game.hud.setVisible(false); + this._camCfg = opts.camera || { mode: 'orbit', center: { x: 0, y: 1, z: 0 }, radius: 6, height: 2, duration: 12 }; + this.setCamera(this._camCfg); + if (!this._loopArmed) { + this._loopArmed = true; + const self = this; + game.onCutsceneDone(() => { + if (self._active && self._camCfg) self.setCamera(self._camCfg); + }); + } + this._buildGui(opts); + if (opts.music && typeof opts.music === 'string') { + this._curMusic = opts.music; + _send('audio.playMusic', { trackId: opts.music }); + } + for (const fn of this._onShow) _safeCall(fn, undefined, 'mainMenu.onShow'); + }, + setCamera(cam) { + cam = cam && typeof cam === 'object' ? cam : {}; + if (this._active) this._camCfg = cam; + const mode = cam.mode || 'orbit'; + const dur = Number.isFinite(Number(cam.duration)) ? Number(cam.duration) : 12; + if (mode === 'static') { + const p = cam.position || { x: 0, y: 5, z: 8 }; + const t = cam.target || { x: 0, y: 1, z: 0 }; + _send('camera.cutscene', { points: [p, p], lookAt: [t, t], segDuration: 9999 }); + return; + } + if (mode === 'orbit') { + const c = cam.center || { x: 0, y: 1, z: 0 }; + const r = Number.isFinite(Number(cam.radius)) ? Number(cam.radius) : 6; + const h = Number.isFinite(Number(cam.height)) ? Number(cam.height) : 2; + const N = 16; + const pts = [], looks = []; + for (let i = 0; i <= N; i++) { + const a = (i / N) * Math.PI * 2; + pts.push({ x: c.x + Math.cos(a) * r, y: c.y + h, z: c.z + Math.sin(a) * r }); + looks.push({ x: c.x, y: c.y, z: c.z }); + } + _send('camera.cutscene', { points: pts, lookAt: looks, segDuration: dur / N }); + return; + } + if (mode === 'preset-cuts') { + const cuts = Array.isArray(cam.cuts) ? cam.cuts : []; + if (cuts.length < 1) return; + const pts = [], looks = []; + for (const c of cuts) { + const p = c.position || { x: 0, y: 3, z: 6 }; + const t = c.target || { x: 0, y: 1, z: 0 }; + pts.push(p, p); looks.push(t, t); + } + _send('camera.cutscene', { points: pts, lookAt: looks, segDuration: (cuts[0].duration || 2) }); + return; + } + const wps = Array.isArray(cam.waypoints) ? cam.waypoints : []; + if (wps.length < 2) return; + const pts = wps.map(w => w.position || { x: 0, y: 2, z: 0 }); + const looks = wps.map(w => w.target || { x: 0, y: 1, z: 0 }); + _send('camera.cutscene', { points: pts, lookAt: looks, segDuration: dur / Math.max(1, pts.length - 1) }); + }, + setPatchNotes(pn) { + pn = pn && typeof pn === 'object' ? pn : {}; + const title = (pn.title || '') + (pn.version ? ' (' + pn.version + '):' : ':'); + const items = Array.isArray(pn.items) ? pn.items : []; + game.gui.create('text', { + id: '_mm_pn_title', x: 78, y: 28, w: 40, h: 6, anchor: 'center', + text: title, textColor: '#ffffff', textSize: 26, fontWeight: 900, + textStroke: { color: '#000', width: 3 }, bgColor: 'transparent', bgOpacity: 0, + }); + items.slice(0, 7).forEach((it, i) => { + game.gui.create('text', { + id: '_mm_pn_' + i, x: 78, y: 36 + i * 6, w: 40, h: 5, anchor: 'center', + text: '- ' + it, textColor: '#e8edf5', textSize: 20, fontWeight: 700, + textStroke: { color: '#000', width: 2 }, bgColor: 'transparent', bgOpacity: 0, + }); + }); + }, + _buildGui(opts) { + if (opts.title) { + game.gui.create('text', { + id: '_mm_logo', x: 30, y: 12, w: 56, h: 12, anchor: 'center', + text: String(opts.title), textColor: '#ffd23a', textSize: 48, fontWeight: 900, + textStroke: { color: '#000', width: 4 }, bgColor: 'transparent', bgOpacity: 0, + animationPreset: 'glow', + }); + } + if (opts.patchNotes) this.setPatchNotes(opts.patchNotes); + game.gui.create('button', { + id: '_mm_play', x: 84, y: 90, w: 28, h: 11, anchor: 'center', + text: opts.playButtonText || 'ИГРАТЬ', + bgGradient: { stops: ['#ffe066', '#e0a000'], angle: 90 }, + textColor: '#3a2a00', textSize: 30, fontWeight: 900, borderRadius: 14, + textStroke: { color: '#fff7d0', width: 1 }, + hover: { scale: 1.06, brightness: 1.1 }, active: { scale: 0.96 }, + }); + const self = this; + game.gui.onClick('_mm_play', () => { + for (const fn of self._onPlay) _safeCall(fn, undefined, 'mainMenu.onPlay'); + }); + }, + hide() { + if (!this._active) return; + this._active = false; + this._camCfg = null; + const ids = ['_mm_logo', '_mm_play', '_mm_pn_title', '_mm_pn_0', '_mm_pn_1', '_mm_pn_2', '_mm_pn_3', '_mm_pn_4', '_mm_pn_5', '_mm_pn_6']; + for (const id of ids) { try { game.gui.remove(id); } catch (e) {} } + if (this._curMusic) { _send('audio.stopMusic', {}); this._curMusic = null; } + _send('camera.reset', {}); + _send('player.setInputBlocked', { blocked: false }); + game.hud.setVisible(true); + for (const fn of this._onHide) _safeCall(fn, undefined, 'mainMenu.onHide'); + }, + onShow(fn) { if (typeof fn === 'function') this._onShow.push(fn); }, + onPlay(fn) { if (typeof fn === 'function') this._onPlay.push(fn); }, + onHide(fn) { if (typeof fn === 'function') this._onHide.push(fn); }, + isActive() { return this._active; }, + }, /** * Управление стандартным HUD движка (HP-бар, hotbar, кнопка меню, чат). * Нужно для игр которые делают свой UI через game.gui.* и не хотят -- 2.47.2