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<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>2D Minecraft | Physics Visualizer Pro</title>
    <script src="https://cdn.tailwindcss.com"></script>
    <style>
        canvas {
            border: 1px solid #333;
            background-color: #87CEEB;
            display: block;
            margin: 0 auto;
        }
        #inventory {
            display: flex;
            justify-content: center;
            margin: 10px 0;
        }
        .block-item {
            border: 2px solid transparent;
            margin: 0 5px;
            cursor: pointer;
        }
        .block-item.selected {
            border-color: #4f46e5;
        }
    </style>
</head>
<body class="bg-gray-100">
    <nav class="bg-indigo-600 text-white shadow-lg">
        <div class="container mx-auto px-6 py-3">
            <div class="flex justify-between items-center">
                <div class="flex space-x-4">
                    <div>
                        <a href="#" class="flex items-center py-2 px-2">
                            <i data-feather="atom" class="mr-2"></i>
                            <span class="font-bold text-lg">Physics Visualizer Pro</span>
                        </a>
                    </div>
                </div>
                <div class="hidden md:flex items-center space-x-1">
                    <a href="index.html" class="py-2 px-3 hover:bg-indigo-700 rounded transition duration-300">Home</a>
                    <a href="minecraft2d.html" class="py-2 px-3 bg-indigo-700 rounded hover:bg-indigo-800 transition duration-300">2D Minecraft</a>
                </div>
            </div>
        </div>
    </nav>

    <div class="container mx-auto px-4 py-8">
        <h1 class="text-3xl font-bold text-center mb-6">2D Minecraft</h1>
        
        <div class="max-w-3xl mx-auto bg-white p-6 rounded-lg shadow-md">
            <div id="inventory">
                <div class="block-item selected" data-block="dirt">
                    <img src="https://static.photos/agriculture/64x64/1" alt="Dirt" width="64" height="64">
                </div>
                <div class="block-item" data-block="stone">
                    <img src="https://static.photos/construction/64x64/2" alt="Stone" width="64" height="64">
                </div>
                <div class="block-item" data-block="wood">
                    <img src="https://static.photos/agriculture/64x64/3" alt="Wood" width="64" height="64">
                </div>
                <div class="block-item" data-block="leaf">
                    <img src="https://static.photos/nature/64x64/4" alt="Leaf" width="64" height="64">
                </div>
            </div>
            
            <canvas id="gameCanvas" width="800" height="400"></canvas>
            
            <div class="mt-4 text-center">
                <p class="text-gray-600 mb-2">Controls: Click to place blocks. Select block type from above.</p>
                <button id="clearBtn" class="bg-red-500 text-white px-4 py-2 rounded hover:bg-red-600">
                    Clear World
                </button>
            </div>
        </div>
    </div>

    <script>
        const canvas = document.getElementById('gameCanvas');
        const ctx = canvas.getContext('2d');
        let selectedBlock = 'dirt';
        
        // Block textures (using placeholder images)
        const blockTextures = {
            dirt: 'https://static.photos/agriculture/32x32/1',
            stone: 'https://static.photos/construction/32x32/2',
            wood: 'https://static.photos/agriculture/32x32/3',
            leaf: 'https://static.photos/nature/32x32/4'
        };

        // Game grid
        const gridSize = 32;
        const gridWidth = canvas.width / gridSize;
        const gridHeight = canvas.height / gridSize;
        let world = Array(gridWidth).fill().map(() => Array(gridHeight).fill(null));

        // Generate simple terrain
        function generateTerrain() {
            const groundLevel = Math.floor(gridHeight * 0.7);
            
            for (let x = 0; x < gridWidth; x++) {
                // Base ground layer
                for (let y = groundLevel; y < gridHeight; y++) {
                    world[x][y] = 'dirt';
                }
                
                // Stone layer below ground
                for (let y = groundLevel + 3; y < gridHeight; y++) {
                    world[x][y] = 'stone';
                }
                
                // Add some surface features
                if (x % 10 === 0 && x > 0 && x < gridWidth - 5) {
                    // Tree
                    const treeHeight = 5;
                    for (let y = groundLevel - 1; y >= groundLevel - treeHeight; y--) {
                        world[x][y] = 'wood';
                    }
                    
                    // Tree leaves
                    for (let dx = -2; dx <= 2; dx++) {
                        if (x + dx >= 0 && x + dx < gridWidth) {
                            world[x + dx][groundLevel - treeHeight - 1] = 'leaf';
                        }
                    }
                }
            }
        }

        // Draw the world
        function drawWorld() {
            ctx.clearRect(0, 0, canvas.width, canvas.height);
            
            // Sky
            ctx.fillStyle = '#87CEEB';
            ctx.fillRect(0, 0, canvas.width, canvas.height);
            
            // Draw blocks
            for (let x = 0; x < gridWidth; x++) {
                for (let y = 0; y < gridHeight; y++) {
                    if (world[x][y]) {
                        const img = new Image();
                        img.src = blockTextures[world[x][y]];
                        ctx.drawImage(img, x * gridSize, y * gridSize, gridSize, gridSize);
                    }
                }
            }
        }

        // Handle block selection
        document.querySelectorAll('.block-item').forEach(item => {
            item.addEventListener('click', () => {
                document.querySelectorAll('.block-item').forEach(i => i.classList.remove('selected'));
                item.classList.add('selected');
                selectedBlock = item.dataset.block;
            });
        });

        // Handle canvas clicks
        canvas.addEventListener('click', (e) => {
            const rect = canvas.getBoundingClientRect();
            const x = Math.floor((e.clientX - rect.left) / gridSize);
            const y = Math.floor((e.clientY - rect.top) / gridSize);
            
            if (x >= 0 && x < gridWidth && y >= 0 && y < gridHeight) {
                world[x][y] = selectedBlock;
                drawWorld();
            }
        });

        // Clear button
        document.getElementById('clearBtn').addEventListener('click', () => {
            world = Array(gridWidth).fill().map(() => Array(gridHeight).fill(null));
            generateTerrain();
            drawWorld();
        });

        // Initialize game
        generateTerrain();
        drawWorld();
    </script>
</body>
</html>