Sandbox World
by TurboMeteor43729 lines24.6 KB
<!DOCTYPE html>
<html lang="ru">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no">
<title>Sandbox World</title>
<style>
* { margin: 0; padding: 0; box-sizing: border-box; }
body {
background: #1a1a2e;
overflow: hidden;
touch-action: none;
font-family: Arial, sans-serif;
}
canvas {
display: block;
background: #87CEEB;
width: 100vw;
height: 100vh;
image-rendering: pixelated;
}
#ui {
position: fixed;
bottom: 0;
left: 0;
right: 0;
padding: 8px;
background: rgba(0,0,0,0.8);
display: flex;
flex-wrap: wrap;
gap: 4px;
justify-content: center;
z-index: 10;
pointer-events: none;
}
#ui > * { pointer-events: auto; }
.btn {
background: #4a4a6a;
color: #fff;
border: 2px solid #6a6a8a;
border-radius: 8px;
padding: 6px 12px;
font-size: 12px;
cursor: pointer;
min-width: 44px;
min-height: 44px;
touch-action: manipulation;
}
.btn:active { background: #6a6a8a; }
#hotbar {
display: flex;
gap: 2px;
background: rgba(0,0,0,0.6);
padding: 4px;
border-radius: 8px;
}
.slot {
width: 44px;
height: 44px;
background: rgba(255,255,255,0.1);
border: 2px solid rgba(255,255,255,0.2);
border-radius: 4px;
display: flex;
align-items: center;
justify-content: center;
font-size: 10px;
color: #fff;
cursor: pointer;
position: relative;
}
.slot.active { border-color: #ff0; background: rgba(255,255,0,0.2); }
.slot .count {
position: absolute;
bottom: 2px;
right: 4px;
font-size: 9px;
color: #fff;
}
#controls {
display: flex;
gap: 6px;
align-items: center;
}
.ctrl-btn {
background: rgba(255,255,255,0.2);
border: 2px solid rgba(255,255,255,0.3);
border-radius: 50%;
width: 56px;
height: 56px;
color: #fff;
font-size: 20px;
display: flex;
align-items: center;
justify-content: center;
touch-action: manipulation;
user-select: none;
}
.ctrl-btn:active { background: rgba(255,255,255,0.4); }
#info {
position: fixed;
top: 10px;
left: 10px;
color: #fff;
font-size: 12px;
background: rgba(0,0,0,0.6);
padding: 6px 12px;
border-radius: 8px;
z-index: 10;
pointer-events: none;
}
#guide {
position: fixed;
bottom: 100px;
left: 50%;
transform: translateX(-50%);
color: #ff0;
font-size: 14px;
background: rgba(0,0,0,0.7);
padding: 8px 16px;
border-radius: 12px;
z-index: 10;
text-align: center;
max-width: 90%;
pointer-events: none;
transition: opacity 0.3s;
}
@media (max-width: 600px) {
.btn { font-size: 10px; padding: 4px 8px; min-width: 36px; min-height: 36px; }
.slot { width: 36px; height: 36px; font-size: 8px; }
.ctrl-btn { width: 48px; height: 48px; font-size: 16px; }
#guide { font-size: 12px; bottom: 80px; }
}
</style>
</head>
<body>
<div id="info">🌍 Блоков: <span id="blockCount">0</span></div>
<div id="guide">💡 Добывай блоки (ЛКМ) | Ставь (ПКМ) | WASD/стрелки</div>
<canvas id="game"></canvas>
<div id="ui">
<div id="hotbar"></div>
<div id="controls">
<div class="ctrl-btn" id="btnUp">▲</div>
<div class="ctrl-btn" id="btnLeft">◄</div>
<div class="ctrl-btn" id="btnDown">▼</div>
<div class="ctrl-btn" id="btnRight">►</div>
<div class="ctrl-btn" id="btnJump">⬆</div>
<div class="ctrl-btn" id="btnBreak">⛏</div>
<div class="ctrl-btn" id="btnPlace">📦</div>
</div>
</div>
<script>
// ============================================================
// ПОЛНАЯ ИГРА SANDWORLD (Terraria/Minecraft стиль)
// ============================================================
const canvas = document.getElementById('game');
const ctx = canvas.getContext('2d');
const blockCountEl = document.getElementById('blockCount');
const guideEl = document.getElementById('guide');
// Размеры
const TILE = 32;
const WORLD_W = 80;
const WORLD_H = 60;
const VIEW_W = Math.ceil(window.innerWidth / TILE) + 2;
const VIEW_H = Math.ceil(window.innerHeight / TILE) + 2;
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
// ============================================================
// ТИПЫ БЛОКОВ
// ============================================================
const BLOCKS = {
AIR: 0,
GRASS: 1,
DIRT: 2,
STONE: 3,
WOOD: 4,
LEAF: 5,
SAND: 6,
PLANKS: 7,
COBBLESTONE: 8,
GLASS: 9,
BRICK: 10,
IRON_ORE: 11,
GOLD_ORE: 12,
CHEST: 13,
CRAFTING_TABLE: 14,
TORCH: 15,
WATER: 16
};
const BLOCK_NAMES = {
0: 'Воздух', 1: 'Трава', 2: 'Земля', 3: 'Камень',
4: 'Древесина', 5: 'Листва', 6: 'Песок', 7: 'Доски',
8: 'Булыжник', 9: 'Стекло', 10: 'Кирпич',
11: 'Железная руда', 12: 'Золотая руда', 13: 'Сундук',
14: 'Верстак', 15: 'Факел', 16: 'Вода'
};
const BLOCK_COLORS = {
0: null,
1: '#4CAF50',
2: '#8D6E63',
3: '#78909C',
4: '#6D4C41',
5: '#2E7D32',
6: '#FDD835',
7: '#D7A86E',
8: '#9E9E9E',
9: '#B3E5FC',
10: '#A1887F',
11: '#FF8A65',
12: '#FFD54F',
13: '#FFB300',
14: '#795548',
15: '#FFD740',
16: '#42A5F5'
};
// ============================================================
// МИР
// ============================================================
let world = [];
let seed = Date.now() % 10000;
function generateWorld() {
world = [];
for (let x = 0; x < WORLD_W; x++) {
world[x] = [];
let height = Math.floor(20 + 8 * Math.sin(x / 15 + seed) + 4 * Math.sin(x / 7 + seed * 2));
let dirtDepth = 4 + Math.floor(Math.random() * 3);
for (let y = 0; y < WORLD_H; y++) {
if (y > height + 8) {
world[x][y] = Math.random() < 0.3 ? BLOCKS.AIR : BLOCKS.STONE;
} else if (y > height) {
world[x][y] = (y < height + dirtDepth) ? BLOCKS.DIRT : BLOCKS.STONE;
} else if (y === height) {
world[x][y] = BLOCKS.GRASS;
} else if (y > height - 4) {
world[x][y] = BLOCKS.DIRT;
} else {
world[x][y] = BLOCKS.AIR;
}
}
}
// Деревья
for (let x = 4; x < WORLD_W - 4; x += 3 + Math.floor(Math.random() * 4)) {
let y = getSurfaceHeight(x);
if (y > 0 && y < WORLD_H - 8 && Math.random() < 0.6) {
let h = 4 + Math.floor(Math.random() * 4);
for (let i = 0; i < h; i++) world[x][y - i] = BLOCKS.WOOD;
for (let dx = -2; dx <= 2; dx++)
for (let dy = -3; dy <= 1; dy++)
if (Math.abs(dx) + Math.abs(dy) <= 3 && x + dx >= 0 && x + dx < WORLD_W && y - h + dy >= 0)
world[x + dx][y - h + dy] = BLOCKS.LEAF;
}
}
// Руды
for (let i = 0; i < 30; i++) {
let x = 3 + Math.floor(Math.random() * (WORLD_W - 6));
let y = 3 + Math.floor(Math.random() * (getSurfaceHeight(x) + 10));
if (world[x] && world[x][y] === BLOCKS.STONE) {
world[x][y] = Math.random() < 0.7 ? BLOCKS.IRON_ORE : BLOCKS.GOLD_ORE;
}
}
}
function getSurfaceHeight(x) {
for (let y = 0; y < WORLD_H; y++) {
if (world[x] && (world[x][y] === BLOCKS.GRASS || world[x][y] === BLOCKS.DIRT || world[x][y] === BLOCKS.STONE))
return y;
}
return WORLD_H - 5;
}
function getBlock(x, y) {
if (x < 0 || x >= WORLD_W || y < 0 || y >= WORLD_H) return BLOCKS.AIR;
return world[x][y] || BLOCKS.AIR;
}
function setBlock(x, y, type) {
if (x < 0 || x >= WORLD_W || y < 0 || y >= WORLD_H) return;
world[x][y] = type;
}
function isSolid(x, y) {
let b = getBlock(x, y);
return b !== BLOCKS.AIR && b !== BLOCKS.WATER;
}
// ============================================================
// ИГРОК
// ============================================================
const player = {
x: WORLD_W / 2,
y: 12,
w: 0.6,
h: 0.8,
vx: 0,
vy: 0,
speed: 3.5,
jump: 6.5,
gravity: 0.35,
onGround: false,
selectedSlot: 0,
inventory: [],
maxInventory: 36
};
// Стартовый инвентарь
for (let i = 0; i < 9; i++) {
let types = [BLOCKS.WOOD, BLOCKS.DIRT, BLOCKS.STONE, BLOCKS.PLANKS, BLOCKS.COBBLESTONE, BLOCKS.GRASS, BLOCKS.SAND, BLOCKS.BRICK, BLOCKS.GLASS];
player.inventory.push({ type: types[i % types.length], count: 10 + Math.floor(Math.random() * 10) });
}
// ============================================================
// УПРАВЛЕНИЕ
// ============================================================
const keys = {};
let mouseX = 0, mouseY = 0;
let isMouseDown = false;
let isMouseDownRight = false;
let isMobile = false;
document.addEventListener('keydown', e => { keys[e.key] = true; if (e.key === 'w' || e.key === 'W') e.preventDefault(); });
document.addEventListener('keyup', e => { keys[e.key] = false; });
canvas.addEventListener('mousemove', e => {
const rect = canvas.getBoundingClientRect();
mouseX = (e.clientX - rect.left) / rect.width * canvas.width;
mouseY = (e.clientY - rect.top) / rect.height * canvas.height;
});
canvas.addEventListener('mousedown', e => {
if (e.button === 0) isMouseDown = true;
if (e.button === 2) isMouseDownRight = true;
e.preventDefault();
});
canvas.addEventListener('mouseup', e => {
if (e.button === 0) isMouseDown = false;
if (e.button === 2) isMouseDownRight = false;
});
canvas.addEventListener('contextmenu', e => e.preventDefault());
// Сенсор
canvas.addEventListener('touchstart', e => {
isMobile = true;
const t = e.touches[0];
const rect = canvas.getBoundingClientRect();
mouseX = (t.clientX - rect.left) / rect.width * canvas.width;
mouseY = (t.clientY - rect.top) / rect.height * canvas.height;
isMouseDown = true;
e.preventDefault();
});
canvas.addEventListener('touchmove', e => {
const t = e.touches[0];
const rect = canvas.getBoundingClientRect();
mouseX = (t.clientX - rect.left) / rect.width * canvas.width;
mouseY = (t.clientY - rect.top) / rect.height * canvas.height;
e.preventDefault();
});
canvas.addEventListener('touchend', e => {
isMouseDown = false;
e.preventDefault();
});
// Мобильные кнопки
document.getElementById('btnUp').addEventListener('touchstart', () => keys['w'] = true);
document.getElementById('btnUp').addEventListener('touchend', () => keys['w'] = false);
document.getElementById('btnDown').addEventListener('touchstart', () => keys['s'] = true);
document.getElementById('btnDown').addEventListener('touchend', () => keys['s'] = false);
document.getElementById('btnLeft').addEventListener('touchstart', () => keys['a'] = true);
document.getElementById('btnLeft').addEventListener('touchend', () => keys['a'] = false);
document.getElementById('btnRight').addEventListener('touchstart', () => keys['d'] = true);
document.getElementById('btnRight').addEventListener('touchend', () => keys['d'] = false);
document.getElementById('btnJump').addEventListener('touchstart', () => keys[' '] = true);
document.getElementById('btnJump').addEventListener('touchend', () => keys[' '] = false);
document.getElementById('btnBreak').addEventListener('touchstart', () => isMouseDown = true);
document.getElementById('btnBreak').addEventListener('touchend', () => isMouseDown = false);
document.getElementById('btnPlace').addEventListener('touchstart', () => isMouseDownRight = true);
document.getElementById('btnPlace').addEventListener('touchend', () => isMouseDownRight = false);
// ============================================================
// ФИЗИКА
// ============================================================
function updatePlayer(dt) {
let dx = 0, dy = 0;
if (keys['a'] || keys['A'] || keys['ArrowLeft']) dx -= 1;
if (keys['d'] || keys['D'] || keys['ArrowRight']) dx += 1;
if (keys['w'] || keys['W'] || keys['ArrowUp']) dy -= 1;
if (keys['s'] || keys['S'] || keys['ArrowDown']) dy += 1;
if (dx !== 0 && dy !== 0) {
dx *= 0.707;
dy *= 0.707;
}
player.vx = dx * player.speed;
if ((keys[' '] || keys['Space']) && player.onGround) {
player.vy = -player.jump;
player.onGround = false;
}
player.vy += player.gravity;
if (player.vy > 10) player.vy = 10;
// Горизонталь
let newX = player.x + player.vx * dt;
let testX = Math.round(newX);
let testY = Math.round(player.y);
if (!isSolid(testX, testY) && !isSolid(testX, testY - Math.floor(player.h))) {
player.x = newX;
} else {
player.vx = 0;
}
// Вертикаль
let newY = player.y + player.vy * dt;
let testX2 = Math.round(player.x);
let testY2 = Math.round(newY);
let ty2 = Math.round(newY + player.h);
if (!isSolid(testX2, testY2) && !isSolid(testX2, ty2)) {
player.y = newY;
player.onGround = false;
} else {
if (player.vy > 0) player.onGround = true;
player.vy = 0;
}
// Края мира
if (player.x < 0.5) player.x = 0.5;
if (player.x > WORLD_W - 0.5) player.x = WORLD_W - 0.5;
if (player.y < 0.5) { player.y = 0.5; player.vy = 0; }
if (player.y > WORLD_H + 10) {
player.y = getSurfaceHeight(Math.floor(player.x)) - 2;
player.vy = 0;
showGuide('Возврат из бездны!');
}
}
// ============================================================
// ВЗАИМОДЕЙСТВИЕ
// ============================================================
let interactTimer = 0;
const INTERACT_COOLDOWN = 0.15;
function handleInteraction(dt) {
interactTimer -= dt;
if (interactTimer > 0) return;
let worldX = Math.round(mouseX / TILE + (player.x - VIEW_W / 2));
let worldY = Math.round(mouseY / TILE + (player.y - VIEW_H / 2));
let dist = Math.sqrt((worldX - player.x) ** 2 + (worldY - player.y) ** 2);
if (dist > 8) return;
if (isMouseDown) {
// Добыча
let b = getBlock(worldX, worldY);
if (b !== BLOCKS.AIR && b !== BLOCKS.WATER) {
setBlock(worldX, worldY, BLOCKS.AIR);
addToInventory(b, 1);
showGuide(`Добыто: ${BLOCK_NAMES[b]}`);
interactTimer = INTERACT_COOLDOWN;
}
} else if (isMouseDownRight) {
// Установка
let item = player.inventory[player.selectedSlot];
if (item && item.count > 0 && item.type !== BLOCKS.AIR && item.type !== BLOCKS.WATER) {
// Ставим рядом с целевым блоком
let placeX = worldX, placeY = worldY;
let dx = worldX - player.x;
let dy = worldY - player.y;
if (Math.abs(dx) > Math.abs(dy)) {
placeX += (dx > 0 ? -1 : 1);
} else {
placeY += (dy > 0 ? -1 : 1);
}
if (getBlock(placeX, placeY) === BLOCKS.AIR && placeX >= 0 && placeX < WORLD_W && placeY >= 0 && placeY < WORLD_H) {
setBlock(placeX, placeY, item.type);
item.count--;
if (item.count <= 0) {
player.inventory[player.selectedSlot] = { type: BLOCKS.AIR, count: 0 };
}
showGuide(`Установлен: ${BLOCK_NAMES[item.type]}`);
interactTimer = INTERACT_COOLDOWN;
}
}
}
}
function addToInventory(type, count) {
for (let i = 0; i < player.inventory.length; i++) {
if (player.inventory[i].type === type) {
player.inventory[i].count += count;
updateHotbar();
return;
}
}
for (let i = 0; i < player.inventory.length; i++) {
if (player.inventory[i].type === BLOCKS.AIR || player.inventory[i].count === 0) {
player.inventory[i] = { type: type, count: count };
updateHotbar();
return;
}
}
}
// ============================================================
// ОТРИСОВКА
// ============================================================
function draw() {
ctx.fillStyle = '#87CEEB';
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Небо с градиентом
let grad = ctx.createLinearGradient(0, 0, 0, canvas.height);
grad.addColorStop(0, '#1a237e');
grad.addColorStop(0.3, '#42A5F5');
grad.addColorStop(0.6, '#87CEEB');
grad.addColorStop(1, '#B3E5FC');
ctx.fillStyle = grad;
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Видимые блоки
let offsetX = player.x * TILE - canvas.width / 2;
let offsetY = player.y * TILE - canvas.height / 2;
let startX = Math.max(0, Math.floor(offsetX / TILE));
let endX = Math.min(WORLD_W, Math.ceil((offsetX + canvas.width) / TILE) + 1);
let startY = Math.max(0, Math.floor(offsetY / TILE));
let endY = Math.min(WORLD_H, Math.ceil((offsetY + canvas.height) / TILE) + 1);
let total = 0;
for (let x = startX; x < endX; x++) {
for (let y = startY; y < endY; y++) {
let b = getBlock(x, y);
if (b === BLOCKS.AIR) continue;
total++;
let sx = x * TILE - offsetX;
let sy = y * TILE - offsetY;
let color = BLOCK_COLORS[b] || '#888';
ctx.fillStyle = color;
ctx.fillRect(sx, sy, TILE, TILE);
ctx.strokeStyle = 'rgba(0,0,0,0.15)';
ctx.lineWidth = 0.5;
ctx.strokeRect(sx, sy, TILE, TILE);
// Детали
if (b === BLOCKS.GRASS) {
ctx.fillStyle = 'rgba(0,100,0,0.3)';
ctx.fillRect(sx, sy + TILE - 4, TILE, 4);
}
if (b === BLOCKS.WOOD) {
ctx.fillStyle = 'rgba(0,0,0,0.2)';
ctx.fillRect(sx + TILE / 2 - 1, sy, 2, TILE);
}
if (b === BLOCKS.LEAF) {
ctx.fillStyle = 'rgba(0,200,50,0.2)';
ctx.fillRect(sx, sy, TILE, TILE);
}
}
}
blockCountEl.textContent = total;
// Игрок
let px = player.x * TILE - offsetX;
let py = player.y * TILE - offsetY;
ctx.fillStyle = '#4FC3F7';
ctx.fillRect(px - 8, py - 16, 16, 16);
ctx.fillStyle = '#FFD740';
ctx.fillRect(px - 6, py - 20, 4, 6);
ctx.fillRect(px + 2, py - 20, 4, 6);
ctx.fillStyle = '#FF8A65';
ctx.fillRect(px - 10, py - 4, 4, 4);
ctx.fillRect(px + 6, py - 4, 4, 4);
// Выделение цели
let worldX = Math.round(mouseX / TILE + (player.x - VIEW_W / 2));
let worldY = Math.round(mouseY / TILE + (player.y - VIEW_H / 2));
let dist = Math.sqrt((worldX - player.x) ** 2 + (worldY - player.y) ** 2);
if (dist <= 8) {
let sx = worldX * TILE - offsetX;
let sy = worldY * TILE - offsetY;
ctx.strokeStyle = 'rgba(255,255,255,0.6)';
ctx.lineWidth = 2;
ctx.strokeRect(sx, sy, TILE, TILE);
ctx.fillStyle = 'rgba(255,255,255,0.1)';
ctx.fillRect(sx, sy, TILE, TILE);
}
// Квесты (просто для красоты)
ctx.fillStyle = 'rgba(0,0,0,0.5)';
ctx.fillRect(10, 30, 160, 50);
ctx.fillStyle = '#FFD740';
ctx.font = '12px Arial';
ctx.fillText('🎯 Квесты:', 16, 46);
ctx.fillStyle = '#fff';
ctx.font = '10px Arial';
ctx.fillText('• Собери 10 дерева', 16, 62);
ctx.fillText('• Добудь 20 камня', 16, 76);
// Инвентарь на экране
let invY = canvas.height - 60;
ctx.fillStyle = 'rgba(0,0,0,0.6)';
ctx.fillRect(canvas.width / 2 - 160, invY, 320, 50);
for (let i = 0; i < 9; i++) {
let slotX = canvas.width / 2 - 144 + i * 34;
let item = player.inventory[i] || { type: BLOCKS.AIR, count: 0 };
ctx.fillStyle = (i === player.selectedSlot) ? 'rgba(255,255,0,0.3)' : 'rgba(255,255,255,0.1)';
ctx.fillRect(slotX, invY + 4, 30, 38);
ctx.strokeStyle = (i === player.selectedSlot) ? '#FFD740' : 'rgba(255,255,255,0.2)';
ctx.lineWidth = 1;
ctx.strokeRect(slotX, invY + 4, 30, 38);
if (item.type !== BLOCKS.AIR && item.count > 0) {
ctx.fillStyle = BLOCK_COLORS[item.type] || '#888';
ctx.fillRect(slotX + 4, invY + 8, 22, 22);
ctx.fillStyle = '#fff';
ctx.font = '9px Arial';
ctx.fillText(item.count, slotX + 18, invY + 36);
}
}
}
// ============================================================
// HOTBAR UI
// ============================================================
function updateHotbar() {
const hotbar = document.getElementById('hotbar');
hotbar.innerHTML = '';
for (let i = 0; i < 9; i++) {
let div = document.createElement('div');
div.className = 'slot' + (i === player.selectedSlot ? ' active' : '');
let item = player.inventory[i] || { type: BLOCKS.AIR, count: 0 };
if (item.type !== BLOCKS.AIR && item.count > 0) {
div.textContent = BLOCK_NAMES[item.type]?.substring(0, 2) || '??';
let span = document.createElement('span');
span.className = 'count';
span.textContent = item.count;
div.appendChild(span);
} else {
div.textContent = '·';
}
div.onclick = () => { player.selectedSlot = i; updateHotbar(); };
hotbar.appendChild(div);
}
}
// ============================================================
// ПРОВОДНИК (ПОДСКАЗКИ)
// ============================================================
let guideTimeout = null;
function showGuide(msg) {
guideEl.textContent = '💡 ' + msg;
guideEl.style.opacity = 1;
clearTimeout(guideTimeout);
guideTimeout = setTimeout(() => { guideEl.style.opacity = 0; }, 3000);
}
// ============================================================
// ГЛАВНЫЙ ЦИКЛ
// ============================================================
let lastTime = 0;
let blockCount = 0;
function gameLoop(timestamp) {
let dt = Math.min((timestamp - lastTime) / 1000, 0.05);
lastTime = timestamp;
updatePlayer(dt);
handleInteraction(dt);
// Проверка квестов (простая)
let woodCount = 0, stoneCount = 0;
for (let item of player.inventory) {
if (item.type === BLOCKS.WOOD) woodCount += item.count;
if (item.type === BLOCKS.STONE) stoneCount += item.count;
}
if (woodCount >= 10) {
showGuide('✅ Квест выполнен: Собрано 10 дерева!');
// Удаляем квестовый триггер
for (let item of player.inventory) {
if (item.type === BLOCKS.WOOD && item.count > 10) item.count = 10;
}
}
if (stoneCount >= 20) {
showGuide('✅ Квест выполнен: Добыто 20 камня!');
for (let item of player.inventory) {
if (item.type === BLOCKS.STONE && item.count > 20) item.count = 20;
}
}
draw();
updateHotbar();
requestAnimationFrame(gameLoop);
}
// ============================================================
// ЗАПУСК
// ============================================================
generateWorld();
updateHotbar();
showGuide('Добро пожаловать! Добывай блоки (ЛКМ), ставь (ПКМ)');
requestAnimationFrame(gameLoop);
// Адаптация под размер экрана
window.addEventListener('resize', () => {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
});
console.log('🌍 SandWorld запущена!');
console.log('🎮 Управление: WASD/стрелки, ЛКМ - добыть, ПКМ - поставить');
console.log('📱 На телефоне: кнопки внизу экрана');
</script>
</body>
</html>Game Source: Sandbox World
Creator: TurboMeteor43
Libraries: none
Complexity: complex (729 lines, 24.6 KB)
The full source code is displayed above on this page.
Remix Instructions
To remix this game, copy the source code above and modify it. Add a ARCADELAB header at the top with "remix_of: sandbox-world-turbometeor43" to link back to the original. Then publish at arcadelab.ai/publish.