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{"parentUuid":"f9d6e22d-d967-42c0-87e1-46d759a823a0","isSidechain":false,"attachment":{"type":"skill_listing","content":"- design: Create a design canvas - a multi-artboard visual design published as an Artifact that runs Claude Design's canvas editor (an early preview of Claude Design inside Claude Code). You DRAFT the design as .dc.html artboards laid out on one pan/zoom canvas; where saving is enabled for the user's account they refine every element visually (click-to-select, a properties panel, inline text editing, undo/redo) and Save publishes a new version for everyone, otherwise they get a view-and-export (PNG/PDF) preview of your draft. Good for UI mockups and screen flows, landing pages, marketing and social graphics, and print pieces - posters, flyers, brochures as single-page artboards; memos and reports as one flowing artboard. Use when someone wants a design, mockup, wireframe, UI or screen design, landing page, poster, flyer, brochure, banner, card, one-pager, or any visual layout they would rather tweak by hand than in code. Only for CREATING or re-seeding a canvas; an existing one is edited in its published Artifact.\n- dataviz: Use this skill whenever you are about to create ANY chart, graph, plot, dashboard, or data visualization, in ANY output medium — an HTML or React artifact, inline SVG, plotting code in any library (matplotlib, plotly, d3, Recharts, …), an image/PNG you will render and upload, or a chart shared into Slack. Read it BEFORE writing the first line of chart code, choosing chart colors, building a stat tile / meter / KPI row, or laying out a dashboard. Produces visualizations that read as one system — elegant, accessible, consistent in light and dark — using a brand-neutral placeholder palette you swap for your own. Teaches a design-system-agnostic method: a form heuristic, a color formula with a runnable validator, mark specs, and interaction rules. A validated default palette is documented in `references/palette.md` — swap that file's values for your brand's. Triggers on: \"chart\", \"graph\", \"plot\", \"data viz\", \"visualization\", \"dashboard\", \"analytics\", \"visualize data\", \"categorical colors\", \"sequential / diverging palette\", \"stat tile\", \"sparkline\", \"heatmap\", \"legend\", \"axis\", \"tooltip\", \"chart colors\", \"color by series\".\n- artifact-design: Design guidance and fundamentals for Artifacts. - Load before writing any artifact, including a skill-instructed Markdown one - Markdown is never a shortcut past the design pass.\n- artifact-diagramming: Diagramming know-how for Artifacts - when a picture earns its place, how to draw one that shows the real mechanism, and the inline-SVG mechanics that keep it legible in both themes.\n- artifact-capabilities: Runtime capabilities a published Artifact page can be granted — behavior static HTML cannot provide on its own, such as the page reading live or connected data, remembering what people do on it (a poll, a sign-up sheet, a checklist, a document edited in place — it saves new versions of itself), keeping state shared across viewers, knowing who is viewing, asking Claude a question of its own, storing files people add, or handing the viewer a file to save. Serves this user's live capability roster and the typed call definitions. Load it whenever the user asks for an artifact needing any such runtime behavior.\n- update-config: Use this skill to configure the Claude Code harness via settings.json. Automated behaviors (\"from now on when X\", \"each time X\", \"whenever X\", \"before/after X\") require hooks configured in settings.json - the harness executes these, not Claude, so memory/preferences cannot fulfill them. Also use for: permissions (\"allow X\", \"add permission\", \"move permission to\"), env vars (\"set X=Y\"), hook troubleshooting, or any changes to settings.json/settings.local.json files. Examples: \"allow npm commands\", \"add bq permission to global settings\", \"move permission to user settings\", \"set DEBUG=true\", \"when claude stops show X\". For simple settings like theme/model, suggest the /config command.\n- keybindings-help: Use when the user wants to customize keyboard shortcuts, rebind keys, add chord bindings, or modify ~/.claude/keybindings.json. Examples: \"rebind ctrl+s\", \"add a chord shortcut\", \"change the submit key\", \"customize keybindings\".\n- code-review: Review the current diff, or a PR number/branch/path target, for correctness bugs and reuse/simplification/efficiency cleanups at the given effort level (low/medium: fewer, high-confidence findings; high→max: broader coverage, may include uncertain findings; ultra: deep multi-agent review in the cloud); with no level given, it reuses the level you typed last. Pass --comment to post findings as inline PR comments, or --fix to apply the findings to the working tree after the review. For ultra on a GitHub.com PR target, --post asks to post the finished review’s findings to the PR as a single comment from the user’s GitHub account (not a review; the launch dialog still confirms in interactive sessions, while non-interactive mode posts on the flag alone) and --no-post hides that option.\n- simplify: Review the changed code for reuse, simplification, efficiency, and altitude cleanups, then apply the fixes. Quality only — it does not hunt for bugs; use /code-review for that.\n- fewer-permission-prompts: Scan your transcripts for common read-only Bash and MCP tool calls, then add a prioritized allowlist to project .claude/settings.json to reduce permission prompts.\n- loop: Run a prompt or slash command on a recurring interval (e.g. /loop 5m /foo). Omit the interval to let the model self-pace. - When the user wants to set up a recurring task, poll for status, or run something repeatedly on an interval (e.g. \"check the deploy every 5 minutes\", \"keep running /babysit-prs\"). Do NOT invoke for one-off tasks.\n- schedule: Create, update, list, or run scheduled cloud agents (routines) that execute on a cron schedule. - When the user wants to schedule a recurring cloud agent, set up automated tasks, create a cron job for Claude Code, or manage their scheduled agents/routines. Also use when the user wants a one-time scheduled run (\"run this once at 3pm\", \"remind me to check X tomorrow\").\n- claude-api: Reference for the Claude API / Anthropic SDK — model ids, pricing, params, streaming, tool use, MCP, agents, caching, token counting, model migration.\nTRIGGER — read BEFORE opening the target file; don't skip because it \"looks like a one-liner\" — whenever: the prompt names Claude/Anthropic in any form (Claude, Anthropic, Fable, Opus, Sonnet, Haiku, `anthropic`, `@anthropic-ai`, `claude-*`, `us.anthropic.*`, `[1m]`); the user asks about an LLM (pricing/model choice/limits/caching) — never answer from memory; OR the task is LLM-shaped with provider unstated (agent/MCP/tool-definition/multi-agent/RAG/LLM-judge/computer-use; generate/summarize/extract/classify/rewrite/converse over NL; debugging refusals/cutoffs/streaming/tool-calls/tokens).\nSKIP only when another provider is being worked on (overrides all triggers): OpenAI/GPT/Gemini/Llama/Mistral/Cohere/Ollama named in the query; OR `grep -rE 'openai|langchain_openai|google.generativeai|genai|mistralai|cohere|ollama'` over the project hits (run this grep FIRST if no provider named — don't Read the file).\n- claude-in-chrome: Automates your Chrome browser to interact with web pages - clicking elements, filling forms, capturing screenshots, reading console logs, and navigating sites. Opens pages in new tabs within your existing Chrome session. Requires site-level permissions before executing (configured in the extension). - When the user wants to interact with web pages, automate browser tasks, capture screenshots, read console logs, or perform any browser-based actions. Always invoke BEFORE attempting to use any mcp__claude-in-chrome__* tools.\n- run: Launch and drive this project's app to see a change working. Use when asked to run, start, or screenshot the app, or to confirm a change works in the real app (not just tests). 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{"parentUuid":"6994d50d-bb21-46ba-a54e-2455582d02c1","isSidechain":false,"promptId":"8cee88ff-5c0c-4eab-b97a-6785f8409e1e","type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01SSot49jBDXVKJ1naNXHwM1","type":"tool_result","content":"#!/bin/bash\n# Spustí webový server s hrou, pokud ještě neběží.\n# Hru pak otevřeš v prohlížeči na  http://192.168.5.32:8000/hra.html\ncd /home/tonda || exit 1\nif curl -sf -o /dev/null http://localhost:8000/hra.html; then\n  echo \"Server už běží: http://192.168.5.32:8000/hra.html\"\n  exit 0\nfi\nnohup python3 -m http.server 8000 --bind 0.0.0.0 > /home/tonda/.hra-server.log 2>&1 &\ndisown\nsleep 1\necho \"Server spuštěn: http://192.168.5.32:8000/hra.html\"\n---HISTORY---\nls\nsu\naAla867Ta\nsu\nclaude\nlNNS0tzgbUmrfFEyjhk1fLaQOhtAuM9tHf9QXRW4FhrZmCjO#Pz9JqirpS5hCTFNrx0QFtOQRpo8lHmEjQOR6nydMV_Y\necho 'export PATH=\"$HOME/.local/bin:$PATH\"' >> ~/.bashrc && source ~/.bashrc\nclaude\nsu\ncurl -fsSL https://claude.ai/install.sh | bash\nclaude\nmc\nexit\nmc\nsu \nmc\ncd tmp\nclaude\nmc\ncd tmp\nclaude\nexit\ncloude\nclaude\n1\nn\nmc\nclear\nip a\nclear\ncurl -fsSL https://tailscale.com/install.sh | sh\nclear\ncurl -fsSL https://tailscale.com/install.sh | sh\nsu -\nclaude\nclear\nclaude\nmc\n./hra-server.sh\nmc\nclaude\nmc\nclaude\n---HRA HEAD---\n<!doctype html>\n<html lang=\"cs\">\n<head>\n<meta charset=\"utf-8\">\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1, maximum-scale=1, user-scalable=no, viewport-fit=cover\">\n<meta name=\"mobile-web-app-capable\" content=\"yes\">\n<meta name=\"apple-mobile-web-app-capable\" content=\"yes\">\n<title>Hranatý svět — 2D plošinovka</title>\n<style>\n  :root{\n    --bg:#101320; --ink:#e8ecf5; --muted:#8b93a7; --accent:#5cc8ff;\n  }\n  *{box-sizing:border-box; margin:0; padding:0}\n  html,body{height:100%; overscroll-behavior:none}\n  body{\n    background:radial-gradient(1200px 600px at 50% -10%, #1a2036, var(--bg));\n    color:var(--ink);\n    font-family: ui-sans-serif, system-ui, -apple-system, \"Segoe UI\", Roboto, sans-serif;\n    display:flex; flex-direction:column; align-items:center; justify-content:center;\n    min-height:100%; gap:14px; padding:16px;\n    -webkit-user-select:none; user-select:none; -webkit-touch-callout:none;\n  }\n  h1{font-size:16px; font-weight:650; letter-spacing:1px; color:var(--muted); text-transform:uppercase}\n  canvas{\n    background:#0c0e16; border-radius:16px; display:block;\n    box-shadow:0 30px 80px rgba(0,0,0,.5); max-width:100%; height:auto;\n    touch-action:none;\n  }\n  .hint{color:var(--muted); font-size:13px; text-align:center; line-height:1.7}\n  kbd{\n    background:#1b1f2e; border:1px solid #2b3042; border-bottom-width:2px;\n    border-radius:6px; padding:1px 7px; font-family:inherit; font-size:12px; color:var(--ink);\n  }\n  /* na mobilu: klávesová nápověda pryč, canvas se celý vejde na obrazovku */\n  @media (max-width: 760px), (pointer: coarse){\n    html,body{overflow:hidden}\n    body{\n      height:100vh;          /* fallback pro starší prohlížeče */\n      height:100dvh;         /* skutečná viditelná výška – bez adresního řádku */\n      gap:0; padding:0; justify-content:center;\n    }\n    h1{display:none}\n    .hint{display:none}\n    canvas{\n      width:auto; height:auto;      /* drž poměr stran 900:540 */\n      max-wi\n---HRA WC---\n1542 /home/tonda/hra.html","is_error":false}]},"uuid":"a94ee405-fcd1-43dc-a475-1663556bc323","timestamp":"2026-08-27T20:29:05.232Z","toolUseResult":{"stdout":"#!/bin/bash\n# Spustí webový server s hrou, pokud ještě neběží.\n# Hru pak otevřeš v prohlížeči na  http://192.168.5.32:8000/hra.html\ncd /home/tonda || exit 1\nif curl -sf -o /dev/null http://localhost:8000/hra.html; then\n  echo \"Server už běží: http://192.168.5.32:8000/hra.html\"\n  exit 0\nfi\nnohup python3 -m http.server 8000 --bind 0.0.0.0 > /home/tonda/.hra-server.log 2>&1 &\ndisown\nsleep 1\necho \"Server spuštěn: http://192.168.5.32:8000/hra.html\"\n---HISTORY---\nls\nsu\naAla867Ta\nsu\nclaude\nlNNS0tzgbUmrfFEyjhk1fLaQOhtAuM9tHf9QXRW4FhrZmCjO#Pz9JqirpS5hCTFNrx0QFtOQRpo8lHmEjQOR6nydMV_Y\necho 'export PATH=\"$HOME/.local/bin:$PATH\"' >> ~/.bashrc && source ~/.bashrc\nclaude\nsu\ncurl -fsSL https://claude.ai/install.sh | bash\nclaude\nmc\nexit\nmc\nsu \nmc\ncd tmp\nclaude\nmc\ncd tmp\nclaude\nexit\ncloude\nclaude\n1\nn\nmc\nclear\nip a\nclear\ncurl -fsSL https://tailscale.com/install.sh | sh\nclear\ncurl -fsSL https://tailscale.com/install.sh | sh\nsu -\nclaude\nclear\nclaude\nmc\n./hra-server.sh\nmc\nclaude\nmc\nclaude\n---HRA HEAD---\n<!doctype html>\n<html lang=\"cs\">\n<head>\n<meta charset=\"utf-8\">\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1, maximum-scale=1, user-scalable=no, viewport-fit=cover\">\n<meta name=\"mobile-web-app-capable\" content=\"yes\">\n<meta name=\"apple-mobile-web-app-capable\" content=\"yes\">\n<title>Hranatý svět — 2D plošinovka</title>\n<style>\n  :root{\n    --bg:#101320; --ink:#e8ecf5; --muted:#8b93a7; --accent:#5cc8ff;\n  }\n  *{box-sizing:border-box; margin:0; padding:0}\n  html,body{height:100%; overscroll-behavior:none}\n  body{\n    background:radial-gradient(1200px 600px at 50% -10%, #1a2036, var(--bg));\n    color:var(--ink);\n    font-family: ui-sans-serif, system-ui, -apple-system, \"Segoe UI\", Roboto, sans-serif;\n    display:flex; flex-direction:column; align-items:center; justify-content:center;\n    min-height:100%; gap:14px; padding:16px;\n    -webkit-user-select:none; user-select:none; -webkit-touch-callout:none;\n  }\n  h1{font-size:16px; font-weight:650; letter-spacing:1px; color:var(--muted); text-transform:uppercase}\n  canvas{\n    background:#0c0e16; border-radius:16px; display:block;\n    box-shadow:0 30px 80px rgba(0,0,0,.5); max-width:100%; height:auto;\n    touch-action:none;\n  }\n  .hint{color:var(--muted); font-size:13px; text-align:center; line-height:1.7}\n  kbd{\n    background:#1b1f2e; border:1px solid #2b3042; border-bottom-width:2px;\n    border-radius:6px; padding:1px 7px; font-family:inherit; font-size:12px; color:var(--ink);\n  }\n  /* na mobilu: klávesová nápověda pryč, canvas se celý vejde na obrazovku */\n  @media (max-width: 760px), (pointer: coarse){\n    html,body{overflow:hidden}\n    body{\n      height:100vh;          /* fallback pro starší prohlížeče */\n      height:100dvh;         /* skutečná viditelná výška – bez adresního řádku */\n      gap:0; padding:0; justify-content:center;\n    }\n    h1{display:none}\n    .hint{display:none}\n    canvas{\n      width:auto; height:auto;      /* drž poměr stran 900:540 */\n      max-wi\n---HRA WC---\n1542 /home/tonda/hra.html","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false},"sourceToolAssistantUUID":"6994d50d-bb21-46ba-a54e-2455582d02c1","session_id":"ed3caf46-d974-42bc-8521-75e2962ef648","userType":"external","entrypoint":"cli","cwd":"/home/tonda","sessionId":"ed3caf46-d974-42bc-8521-75e2962ef648","version":"2.1.247","gitBranch":"HEAD"}
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{"parentUuid":"75d8288c-8fda-4cee-be82-d89ebfb79f4c","isSidechain":false,"promptId":"8cee88ff-5c0c-4eab-b97a-6785f8409e1e","type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01K9yJjoQkSgPA7GTyr9NoXW","type":"tool_result","content":"1\t<!doctype html>\n2\t<html lang=\"cs\">\n3\t<head>\n4\t<meta charset=\"utf-8\">\n5\t<meta name=\"viewport\" content=\"width=device-width, initial-scale=1, maximum-scale=1, user-scalable=no, viewport-fit=cover\">\n6\t<meta name=\"mobile-web-app-capable\" content=\"yes\">\n7\t<meta name=\"apple-mobile-web-app-capable\" content=\"yes\">\n8\t<title>Hranatý svět — 2D plošinovka</title>\n9\t<style>\n10\t  :root{\n11\t    --bg:#101320; --ink:#e8ecf5; --muted:#8b93a7; --accent:#5cc8ff;\n12\t  }\n13\t  *{box-sizing:border-box; margin:0; padding:0}\n14\t  html,body{height:100%; overscroll-behavior:none}\n15\t  body{\n16\t    background:radial-gradient(1200px 600px at 50% -10%, #1a2036, var(--bg));\n17\t    color:var(--ink);\n18\t    font-family: ui-sans-serif, system-ui, -apple-system, \"Segoe UI\", Roboto, sans-serif;\n19\t    display:flex; flex-direction:column; align-items:center; justify-content:center;\n20\t    min-height:100%; gap:14px; padding:16px;\n21\t    -webkit-user-select:none; user-select:none; -webkit-touch-callout:none;\n22\t  }\n23\t  h1{font-size:16px; font-weight:650; letter-spacing:1px; color:var(--muted); text-transform:uppercase}\n24\t  canvas{\n25\t    background:#0c0e16; border-radius:16px; display:block;\n26\t    box-shadow:0 30px 80px rgba(0,0,0,.5); max-width:100%; height:auto;\n27\t    touch-action:none;\n28\t  }\n29\t  .hint{color:var(--muted); font-size:13px; text-align:center; line-height:1.7}\n30\t  kbd{\n31\t    background:#1b1f2e; border:1px solid #2b3042; border-bottom-width:2px;\n32\t    border-radius:6px; padding:1px 7px; font-family:inherit; font-size:12px; color:var(--ink);\n33\t  }\n34\t  /* na mobilu: klávesová nápověda pryč, canvas se celý vejde na obrazovku */\n35\t  @media (max-width: 760px), (pointer: coarse){\n36\t    html,body{overflow:hidden}\n37\t    body{\n38\t      height:100vh;          /* fallback pro starší prohlížeče */\n39\t      height:100dvh;         /* skutečná viditelná výška – bez adresního řádku */\n40\t      gap:0; padding:0; justify-content:center;\n41\t    }\n42\t    h1{display:none}\n43\t    .hint{display:none}\n44\t    canvas{\n45\t      width:auto; height:auto;      /* drž poměr stran 900:540 */\n46\t      max-width:100vw;\n47\t      max-height:100vh;\n48\t      max-height:100dvh;\n49\t      border-radius:0;\n50\t    }\n51\t  }\n52\t  /* celá obrazovka: vejít se do výšky i šířky, žádné okraje */\n53\t  :fullscreen, :-webkit-full-screen{ background:#101320; }\n54\t  :fullscreen body, :-webkit-full-screen body{ padding:0; gap:0; }\n55\t  :fullscreen canvas, :-webkit-full-screen canvas{\n56\t    width:100vw; height:100dvh; object-fit:contain; border-radius:0;\n57\t  }\n58\t</style>\n59\t</head>\n60\t<body>\n61\t  <h1>Hranatý svět</h1>\n62\t  <canvas id=\"game\" width=\"900\" height=\"540\"></canvas>\n63\t  <p class=\"hint\">\n64\t    Pohyb <kbd>←</kbd> <kbd>→</kbd> / <kbd>A</kbd> <kbd>D</kbd> &nbsp;·&nbsp; Skok <kbd>Space</kbd> / <kbd>↑</kbd> / <kbd>W</kbd> &nbsp;·&nbsp; Pauza <kbd>P</kbd> &nbsp;·&nbsp; Restart <kbd>R</kbd><br>\n65\t    Skoč nepříteli na hlavu a zničíš ho. Sbírej mince. Nespadni do propasti.\n66\t  </p>\n67\t\n68\t<script>\n69\t(() => {\n70\t'use strict';\n71\t\n72\t/* ------------------------------------------------------------------ */\n73\t/*  Základ                                                            */\n74\t/* ------------------------------------------------------------------ */\n75\tconst canvas = document.getElementById('game');\n76\tconst ctx = canvas.getContext('2d');\n77\tconst W = canvas.width, H = canvas.height;\n78\tconst TILE = 36;                 // velikost jedné dlaždice\n79\tconst ROWS = 15;                 // výška světa v dlaždicích (15*36 = 540)\n80\tconst GRAV = 0.62;\n81\tconst MAX_FALL = 16;\n82\t\n83\tconst clamp = (v,a,b) => v < a ? a : v > b ? b : v;\n84\tconst rectOverlap = (ax,ay,aw,ah, bx,by,bw,bh) =>\n85\t  ax < bx+bw && ax+aw > bx && ay < by+bh && ay+ah > by;\n86\t\n87\tfunction roundRect(x,y,w,h,r){\n88\t  r = Math.min(r, w/2, h/2);\n89\t  ctx.beginPath();\n90\t  ctx.moveTo(x+r,y);\n91\t  ctx.arcTo(x+w,y,   x+w,y+h, r);\n92\t  ctx.arcTo(x+w,y+h, x,  y+h, r);\n93\t  ctx.arcTo(x,  y+h, x,  y,   r);\n94\t  ctx.arcTo(x,  y,   x+w,y,   r);\n95\t  ctx.closePath();\n96\t}\n97\t\n98\t/* ------------------------------------------------------------------ */\n99\t/*  Vstup z klávesnice                                                */\n100\t/* ------------------------------------------------------------------ */\n101\tconst codesDown = new Set();     // právě držené klávesy\n102\tconst codesHit  = new Set();     // stisknuté v tomto snímku (náběžná hrana)\n103\tconst BLOCK = ['ArrowLeft','ArrowRight','ArrowUp','ArrowDown','Space'];\n104\t\n105\taddEventListener('keydown', e => {\n106\t  if (BLOCK.includes(e.code)) e.preventDefault();\n107\t  if (!e.repeat) codesHit.add(e.code);\n108\t  codesDown.add(e.code);\n109\t  isTouch = false;                 // používá klávesnici → skryj dotyková tlačítka\n110\t  unlockAudio();\n111\t});\n112\taddEventListener('keyup', e => codesDown.delete(e.code));\n113\t\n114\tconst down = (...c) => c.some(k => codesDown.has(k));\n115\tconst hit  = (...c) => c.some(k => codesHit.has(k));\n116\t\n117\t/* ------------------------------------------------------------------ */\n118\t/*  Dotykové ovládání (mobil)                                         */\n119\t/* ------------------------------------------------------------------ */\n120\tlet isTouch = !!(window.matchMedia && matchMedia('(pointer: coarse)').matches);\n121\tconst activePtr = new Map();     // pointerId -> 'jump'  (joystick se řeší zvlášť)\n122\t\n123\tconst TB = {                     // rozmístění tlačítek (v souřadnicích plátna)\n124\t  jump:  { cx: W - 108, cy: H - 104, r: 88 },\n125\t  pause: { cx: W / 2, cy: 30, r: 24 },\n126\t};\n127\tconst FSB_MENU  = { cx: W - 40, cy: 40, r: 22 };        // celá obrazovka – v menu\n128\tconst FSB_PAUSE = { cx: W / 2, cy: H / 2 + 120, r: 22 }; // celá obrazovka – v pauze\n129\tconst inCirc = (p, b) => Math.hypot(p.x - b.cx, p.y - b.cy) <= b.r;\n130\t\n131\t/* Plovoucí joystick (styl Brawl Stars) – používá se jen vodorovná osa */\n132\tconst JOY_HOME = { x: 148, y: H - 112 };\n133\tconst JOY_R    = 78;             // dosah palce\n134\tconst JOY_KNOB = 34;\n135\tconst JOY_DEAD = 0.30;           // mrtvá zóna (podíl z JOY_R)\n136\tconst joy = { id: null, bx: JOY_HOME.x, by: JOY_HOME.y, kx: JOY_HOME.x, ky: JOY_HOME.y, dx: 0 };\n137\t\n138\tfunction joyStart(id, p){\n139\t  joy.id = id;\n140\t  joy.bx = clamp(p.x, JOY_R + 14, W * 0.5);\n141\t  joy.by = clamp(p.y, 130, H - 18);\n142\t  joy.kx = joy.bx; joy.ky = joy.by; joy.dx = 0;\n143\t  applyTouch();\n144\t}\n145\tfunction joyMove(p){\n146\t  let dx = p.x - joy.bx, dy = p.y - joy.by;\n147\t  const d = Math.hypot(dx, dy);\n148\t  if (d > JOY_R){ dx *= JOY_R / d; dy *= JOY_R / d; }\n149\t  joy.kx = joy.bx + dx; joy.ky = joy.by + dy;\n150\t  joy.dx = dx / JOY_R;          // -1 .. 1\n151\t  applyTouch();\n152\t}\n153\tfunction joyEnd(){\n154\t  joy.id = null; joy.dx = 0;\n155\t  joy.kx = joy.bx = JOY_HOME.x; joy.ky = joy.by = JOY_HOME.y;\n156\t  applyTouch();\n157\t}\n158\t\n159\t/* promítne stav prstů do stejných \"kláves\", které používá zbytek hry */\n160\tfunction applyTouch(){\n161\t  let j = false;\n162\t  for (const z of activePtr.values()) if (z === 'jump') j = true;\n163\t  const l = joy.id !== null && joy.dx < -JOY_DEAD;\n164\t  const r = joy.id !== null && joy.dx >  JOY_DEAD;\n165\t  codesDown[l ? 'add' : 'delete']('ArrowLeft');\n166\t  codesDown[r ? 'add' : 'delete']('ArrowRight');\n167\t  codesDown[j ? 'add' : 'delete']('Space');\n168\t}\n169\t\n170\t/* ------------------------------------------------------------------ */\n171\t/*  Celá obrazovka (hlavně pro mobil)                                 */\n172\t/* ------------------------------------------------------------------ */\n173\tconst fsEl = () => document.fullscreenElement || document.webkitFullscreenElement;\n174\tconst fsOK = () => {\n175\t  const e = document.documentElement;\n176\t  return !!(e.requestFullscreen || e.webkitRequestFullscreen);\n177\t};\n178\tfunction toggleFullscreen(){\n179\t  try {\n180\t    if (fsEl()){\n181\t      (document.exitFullscreen || document.webkitExitFullscreen).call(document);\n182\t    } else {\n183\t      const e = document.documentElement;\n184\t      (e.requestFullscreen || e.webkitRequestFullscreen).call(e);\n185\t    }\n186\t  } catch (err) {}\n187\t}\n188\t\n189\t/* kulaté tlačítko s ikonou „rohů“ – plný = zvětšit, stažený = zmenšit */\n190\tfunction drawFsBtn(b){\n191\t  if (!isTouch || !fsOK()) return;\n192\t  const on = !!fsEl();\n193\t  ctx.save();\n194\t  ctx.fillStyle = 'rgba(255,255,255,.10)';\n195\t  ctx.beginPath(); ctx.arc(b.cx, b.cy, b.r, 0, Math.PI * 2); ctx.fill();\n196\t  ctx.strokeStyle = 'rgba(255,255,255,.22)'; ctx.lineWidth = 2;\n197\t  ctx.beginPath(); ctx.arc(b.cx, b.cy, b.r, 0, Math.PI * 2); ctx.stroke();\n198\t  ctx.strokeStyle = '#e8ecf5'; ctx.lineWidth = 2.4; ctx.lineCap = 'round';\n199\t  const arm = 5, off = on ? 2 : 7;\n200\t  for (let i = 0; i < 4; i++){\n201\t    const sx = (i === 1 || i === 3) ? 1 : -1;\n202\t    const sy = i < 2 ? -1 : 1;\n203\t    const x = b.cx + sx * off, y = b.cy + sy * off;\n204\t    ctx.beginPath();\n205\t    ctx.moveTo(x + sx * arm, y);\n206\t    ctx.lineTo(x, y);\n207\t    ctx.lineTo(x, y + sy * arm);\n208\t    ctx.stroke();\n209\t  }\n210\t  ctx.lineCap = 'butt';\n211\t  ctx.restore();\n212\t}\n213\t\n214\t/* ------------------------------------------------------------------ */\n215\t/*  Zvuk (WebAudio, generovaný – žádné externí soubory)               */\n216\t/* ------------------------------------------------------------------ */\n217\tlet actx = null;\n218\tfunction unlockAudio(){\n219\t  try {\n220\t    if (!actx) actx = new (window.AudioContext || window.webkitAudioContext)();\n221\t    if (actx.state === 'suspended') actx.resume();\n222\t  } catch (e) {}\n223\t}\n224\tfunction beep(freq, dur = 0.08, type = 'square', vol = 0.05){\n225\t  if (!actx) return;\n226\t  try {\n227\t    const o = actx.createOscillator(), g = actx.createGain();\n228\t    o.type = type; o.frequency.value = freq;\n229\t    o.connect(g); g.connect(actx.destination);\n230\t    const t = actx.currentTime;\n231\t    g.gain.setValueAtTime(vol, t);\n232\t    g.gain.exponentialRampToValueAtTime(0.0001, t + dur);\n233\t    o.start(t); o.stop(t + dur);\n234\t  } catch (e) {}\n235\t}\n236\tconst S = {\n237\t  jump : () => beep(520, 0.09, 'square', 0.035),\n238\t  coin : () => { beep(880, 0.05, 'triangle', 0.05); setTimeout(() => beep(1320, 0.07, 'triangle', 0.05), 55); },\n239\t  stomp: () => beep(190, 0.13, 'sawtooth', 0.05),\n240\t  hurt : () => { beep(200, 0.2, 'sawtooth', 0.06); setTimeout(() => beep(120, 0.3, 'sawtooth', 0.06), 90); },\n241\t  win  : () => [523,659,784,1046].forEach((f,i) => setTimeout(() => beep(f, 0.12, 'triangle', 0.05), i*95)),\n242\t};\n243\t\n244\t/* ------------------------------------------------------------------ */\n245\t/*  Svět (dlaždicová mapa + entity)                                   */\n246\t/* ------------------------------------------------------------------ */\n247\tclass World {\n248\t  constructor(){\n249\t    this.solid   = new Set();   // \"col,row\" pevných dlaždic\n250\t    this.coins   = [];\n251\t    this.enemies = [];\n252\t    this.width   = 0;           // šířka v dlaždicích (0 = nekonečno)\n253\t    this.goal    = null;\n254\t    this.playerStart = { x: TILE*2, y: TILE*10 };\n255\t  }\n256\t  setSolid(c,r){ if (r >= 0 && r < ROWS) this.solid.add(c + ',' + r); }\n257\t  isSolid(c,r){ return this.solid.has(c + ',' + r); }\n258\t  firstSolidRow(c, from = 0){\n259\t    for (let r = from; r < ROWS; r++) if (this.isSolid(c,r)) return r;\n260\t    return ROWS;\n261\t  }\n262\t}\n263\t\n264\t/* Druhy příšerek: malá / střední / velká.\n265\t   Větší = pomalejší, ale dává víc mincí i bodů. */\n266\tconst ETIER = [\n267\t  { w: 24, h: 20, spd: 1.15, coins: 1, score: 40,  col: '#ff8a98' },\n268\t  { w: 32, h: 30, spd: 0.95, coins: 3, score: 90,  col: '#ff5c72' },\n269\t  { w: 44, h: 42, spd: 0.75, coins: 6, score: 180, col: '#e03150' },\n270\t];\n271\t\n272\tfunction mkEnemy(x, y, tier = 0){\n273\t  const td = ETIER[tier];\n274\t  return { x, y, w: td.w, h: td.h, tier, hp: tier === 2 ? 2 : 1,\n275\t           vx: (Math.random() < 0.5 ? -1 : 1) * td.spd, vy: 0, dead: false, t: 0, flash: 0 };\n276\t}\n277\t\n278\t/* náhodný druh podle postupu (0 = začátek, 1 = konec / daleko).\n279\t   bias < 0 → menší příšerky, bias > 0 → větší. */\n280\tfunction rollTier(prog, bias = 0){\n281\t  const r = Math.random();\n282\t  const pBig = clamp((prog - 0.45) * 0.55 + bias * 0.5, 0, 0.55);\n283\t  const pMed = clamp(0.12 + prog * 0.4 + bias * 0.3, 0, 0.6);\n284\t  if (r < pBig) return 2;\n285\t  if (r < pBig + pMed) return 1;\n286\t  return 0;\n287\t}\n288\t\n289\t/* poletující mince po zabití příšerky (jen efekt) */\n290\tlet pops = [];\n291\tfunction spawnCoinPops(x, y, n){\n292\t  for (let i = 0; i < Math.min(n, 10); i++)\n293\t    pops.push({ x, y, vx: (Math.random() - 0.5) * 3.4, vy: -2 - Math.random() * 2.4, life: 34 });\n294\t}\n295\t\n296\t/* pomůcka: řada souřadnic [c,r],[c+1,r]... */\n297\tconst cr = (c, r, n = 1) => Array.from({ length: n }, (_, i) => [c + i, r]);\n298\t\n299\t/* ------------------------------------------------------------------ */\n300\t/*  Ruční levely                                                      */\n301\t/*    pits      – rozsahy sloupců bez podlahy (propasti)              */\n302\t/*    platforms – [sloupec, řádek, délka]                             */\n303\t/*    coins / enemies – [sloupec, řádek]  (nepřítel spadne na zem)    */\n304\t/* ------------------------------------------------------------------ */\n305\tconst LEVELS = [\n306\t  {\n307\t    name: 'Rozcvička', width: 56, floorRow: 12,\n308\t    playerStart: [2,11], goal: [53,11],\n309\t    pits: [[21,22],[34,35]],\n310\t    platforms: [[10,9,4],[26,9,3],[30,8,3],[42,9,4]],\n311\t    coins: [].concat(cr(10,8,4), cr(16,10,3), cr(26,8,3), cr(31,7,2), cr(42,8,4), cr(48,11,2)),\n312\t    enemies: [[15,10],[40,10]],\n313\t  },\n314\t  {\n315\t    name: 'Mezery', width: 68, floorRow: 12,\n316\t    playerStart: [2,11], goal: [65,11],\n317\t    pits: [[14,16],[24,26],[38,40],[48,50],[58,60]],\n318\t    platforms: [[18,9,3],[30,9,3],[33,7,3],[43,9,3],[52,10,4]],\n319\t    coins: [].concat(cr(18,8,3), cr(24,10,3), cr(34,6,2), cr(43,8,3), cr(48,10,3), cr(10,11,2), cr(61,11,3)),\n320\t    enemies: [[8,10],[20,10],[35,10],[45,10],[54,10],[62,10]],\n321\t  },\n322\t  {\n323\t    name: 'Výstup', width: 80, floorRow: 12,\n324\t    playerStart: [2,11], goal: [77,11],\n325\t    pits: [[12,14],[19,21],[27,29],[35,37],[43,46],[52,54],[60,63],[70,72]],\n326\t    platforms: [[16,10,3],[24,9,3],[32,10,3],[44,10,3],[50,9,3],[61,10,3],[66,9,3]],\n327\t    coins: [].concat(cr(16,9,3), cr(24,8,3), cr(32,9,3), cr(44,9,3), cr(50,8,3), cr(56,11,2), cr(61,9,3), cr(66,8,2), cr(74,11,2)),\n328\t    enemies: [[7,10],[17,10],[25,10],[33,10],[40,10],[49,10],[57,10],[66,9],[74,10]],\n329\t  },\n330\t  {\n331\t    name: 'Trhliny', width: 96, floorRow: 12,\n332\t    playerStart: [2,11], goal: [93,11],\n333\t    pits: [[10,12],[16,18],[22,25],[30,32],[36,39],[44,46],[50,52],[56,59],[64,66],[70,73],[78,80],[85,88]],\n334\t    platforms: [[14,10,2],[23,10,2],[28,9,3],[37,10,2],[42,9,3],[48,10,2],[57,10,2],[62,9,3],[71,10,2],[76,9,3],[86,10,2]],\n335\t    coins: [].concat(cr(14,9,2), cr(23,9,2), cr(28,8,3), cr(37,9,2), cr(42,8,3), cr(48,9,2), cr(57,9,2), cr(62,8,3), cr(71,9,2), cr(76,8,3), cr(83,11,2), cr(90,11,2)),\n336\t    enemies: [[6,10],[20,10],[28,8],[34,10],[42,8],[48,10],[54,10],[62,8],[68,10],[76,8],[82,10],[91,10]],\n337\t  },\n338\t];\n339\t\n340\tfunction buildLevel(d, idx = 0){\n341\t  const w = new World();\n342\t  w.width = d.width;\n343\t  const fr = d.floorRow ?? 12;\n344\t  const prog = LEVELS.length > 1 ? idx / (LEVELS.length - 1) : 0;\n345\t\n346\t  for (let c = 0; c < d.width; c++){\n347\t    if ((d.pits || []).some(([a,b]) => c >= a && c <= b)) continue;\n348\t    for (let r = fr; r < ROWS; r++) w.setSolid(c, r);\n349\t  }\n350\t  for (const [c,r,len] of (d.platforms || []))\n351\t    for (let i = 0; i < len; i++) w.setSolid(c + i, r);\n352\t\n353\t  for (const [c,r] of (d.coins || []))\n354\t    w.coins.push({ x: c*TILE + TILE/2, y: r*TILE + TILE/2, got: false });\n355\t\n356\t  const addEnemy = (c, fromRow, tier) => {\n357\t    const g = w.firstSolidRow(c, fromRow);\n358\t    if (g >= ROWS) return;\n359\t    if (tier === 2 && g < fr) tier = 1;            // velká jen na hlavní podlaze\n360\t    w.enemies.push(mkEnemy(c*TILE + (TILE - ETIER[tier].w) / 2, g*TILE - ETIER[tier].h, tier));\n361\t  };\n362\t\n363\t  // ručně rozmístěné příšerky – druh podle postupu v příběhu\n364\t  for (const [c,r] of (d.enemies || [])) addEnemy(c, r, rollTier(prog));\n365\t\n366\t  // příšerky navíc – čím dál v příběhu, tím víc\n367\t  const extra = idx * 2;\n368\t  for (let k = 0; k < extra; k++){\n369\t    const c = 6 + Math.floor(Math.random() * Math.max(1, d.width - 12));\n370\t    if (Math.abs(c - d.playerStart[0]) < 6) continue;\n371\t    if (d.goal && Math.abs(c - d.goal[0]) < 4) continue;\n372\t    if ((d.pits || []).some(([a,b]) => c >= a - 1 && c <= b + 1)) continue;\n373\t    addEnemy(c, fr, rollTier(prog));\n374\t  }\n375\t\n376\t  const ps = w.firstSolidRow(d.playerStart[0], d.playerStart[1]);\n377\t  w.playerStart = { x: d.playerStart[0]*TILE, y: ps*TILE - player.h };\n378\t\n379\t  const gg = w.firstSolidRow(d.goal[0], d.goal[1]);\n380\t  w.goal = { x: d.goal[0]*TILE, y: gg*TILE };\n381\t  return w;\n382\t}\n383\t\n384\t/* ------------------------------------------------------------------ */\n385\t/*  Nekonečný běh – procedurální generování                           */\n386\t/* ------------------------------------------------------------------ */\n387\tconst DIFF_KEYS = ['easy', 'medium', 'hard'];\n388\tconst ENDLESS_DIFF = {\n389\t  easy:   { name: 'Lehká',   wall: false, gapChance: 0.09, gapMax: 3, enemy1: 0.30, enemy2: 0.06, tierBias: -0.55, wallBase: 1.0, wallRamp: 2.2, enemyMul: 0.45 },\n390\t  medium: { name: 'Střední', wall: true,  gapChance: 0.20, gapMax: 4, enemy1: 0.55, enemy2: 0.42, tierBias:  0.00, wallBase: 1.3, wallRamp: 3.3, enemyMul: 1.0 },\n391\t  hard:   { name: 'Těžká',   wall: true,  gapChance: 0.32, gapMax: 5, enemy1: 0.85, enemy2: 0.80, tierBias:  0.50, wallBase: 1.6, wallRamp: 4.2, enemyMul: 1.7 },\n392\t};\n393\t\n394\tlet genCol = 0, genRow = 12;\n395\t\n396\tfunction loadEndless(){\n397\t  world = new World();\n398\t  world.width = 0;\n399\t  pops = [];\n400\t  genCol = 0; genRow = 12;\n401\t  generateAhead(0);\n402\t  player.x = 3*TILE;\n403\t  player.y = 11*TILE - player.h;\n404\t  player.vx = player.vy = 0; player.invuln = 40;\n405\t  camX = 0; camY = 0; camMax = 0;\n406\t  scrollSpeed = 1.4;\n407\t  wallSpeed = (ENDLESS_DIFF[endlessDiff] || ENDLESS_DIFF.medium).wallBase;\n408\t  wallX = -TILE*12;\n409\t  endlessStarted = false;\n410\t}\n411\t\n412\tfunction generateAhead(cx){\n413\t  const need = Math.floor((cx + W) / TILE) + 22;\n414\t  let guard = 0;\n415\t  while (genCol < need && guard++ < 400) genChunk();\n416\t}\n417\t\n418\tfunction genChunk(){\n419\t  const c0 = genCol;\n420\t  const r  = genRow;\n421\t  const prog = Math.min(distance / 500, 1);           // 0 → 1 podle ušlé vzdálenosti\n422\t  const D = ENDLESS_DIFF[endlessDiff] || ENDLESS_DIFF.medium;\n423\t  const fill = (a, b, top) => { for (let c = a; c < b; c++) for (let rr = top; rr < ROWS; rr++) world.setSolid(c, rr); };\n424\t\n425\t  if (genCol < 14){ fill(c0, c0 + 14, r); genCol += 14; return; }   // bezpečný start\n426\t\n427\t  const t = Math.random();\n428\t\n429\t  if (t < D.gapChance + prog * 0.10){                 // propast\n430\t    let gap = 2 + Math.floor(Math.random() * (D.gapMax - 1));\n431\t    gap = Math.min(gap, D.gapMax);\n432\t    if (gap >= 4 || Math.random() < 0.45){            // plošina nad širší propastí – drží průchodnost\n433\t      const pc = c0 + 1, plen = Math.max(2, gap - 1);\n434\t      for (let i = 0; i < plen; i++) world.setSolid(pc + i, r - 3);\n435\t    }\n436\t    genCol += gap;\n437\t\n438\t  } else if (t < 0.52){                               // rovinka s nepřáteli\n439\t    const len = 5 + Math.floor(Math.random() * 6);\n440\t    fill(c0, c0 + len, r);\n441\t    let n = 0;\n442\t    if (Math.random() < D.enemy1 + prog * 0.2) n = 1;\n443\t    if (n && Math.random() < D.enemy2 + prog * 0.25) n = 2;\n444\t    if (n === 2 && len < 7) n = 1;\n445\t    for (let e = 0; e < n; e++){\n446\t      const ec = c0 + 1 + Math.floor((e + 0.5) / n * (len - 2));\n447\t      const tier = rollTier(prog, D.tierBias);\n448\t      world.enemies.push(mkEnemy(ec*TILE + (TILE - ETIER[tier].w) / 2, (r - 3)*TILE, tier));\n449\t    }\n450\t    genCol += len;\n451\t\n452\t  } else if (t < 0.76){                               // schod nahoru / dolů\n453\t    genRow = clamp(r + (Math.random() < 0.5 ? -1 : 1), 8, 13);\n454\t    const len = 4 + Math.floor(Math.random() * 4);\n455\t    fill(c0, c0 + len, genRow);\n456\t    if (Math.random() < (0.2 + prog * 0.35) * D.enemyMul){\n457\t      const tier = rollTier(prog, D.tierBias);\n458\t      world.enemies.push(mkEnemy((c0 + (len >> 1))*TILE, (genRow - 3)*TILE, tier));\n459\t    }\n460\t    genCol += len;\n461\t\n462\t  } else {                                            // plošinková sekce\n463\t    const len = 6 + Math.floor(Math.random() * 4);\n464\t    fill(c0, c0 + len, r);\n465\t    for (let k = 0; k < 2; k++){\n466\t      const pc = c0 + 2 + k * 3, pr = r - 3 - (k & 1);\n467\t      world.setSolid(pc, pr); world.setSolid(pc + 1, pr);\n468\t    }\n469\t    if (Math.random() < (0.25 + prog * 0.35) * D.enemyMul)   // příšerka na zemi mezi plošinami\n470\t      world.enemies.push(mkEnemy((c0 + len - 2)*TILE, (r - 3)*TILE, rollTier(prog, D.tierBias - 0.15)));\n471\t    genCol += len;\n472\t  }\n473\t}\n474\t\n475\tlet pruneT = 0;\n476\tfunction pruneWorld(){\n477\t  if (++pruneT < 120) return;\n478\t  pruneT = 0;\n479\t  const minC = Math.floor(camX / TILE) - 40;\n480\t  for (const k of world.solid)\n481\t    if (+k.slice(0, k.indexOf(',')) < minC) world.solid.delete(k);\n482\t}\n483\t\n484\t/* Pojistka: kdyby se hráč zasekl v úzké díře mezi dvěma stěnami\n485\t   (třeba po nešťastném respawnu), po chvíli mu prokopeme cestu ven. */\n486\tlet stuckT = 0;\n487\tfunction digOutIfStuck(){\n488\t  if (mode !== 'endless' || !world || state !== 'play'){ stuckT = 0; return; }\n489\t  const cL   = Math.floor((player.x - 2) / TILE);\n490\t  const cR   = Math.floor((player.x + player.w + 1) / TILE);\n491\t  const head = Math.floor((player.y + 2) / TILE);\n492\t  const mid  = Math.floor((player.y + player.h - 3) / TILE);\n493\t  const wallL = world.isSolid(cL, head) || world.isSolid(cL, mid);\n494\t  const wallR = world.isSolid(cR, head) || world.isSolid(cR, mid);\n495\t  if (wallL && wallR){\n496\t    if (++stuckT > 60){                       // ~1 s sevřený mezi dvěma stěnami\n497\t      const foot = Math.floor((player.y + player.h - 1) / TILE);\n498\t      for (let r = foot; r >= foot - 3; r--) world.solid.delete(cR + ',' + r);\n499\t      stuckT = 0; shake = 4;\n500\t      beep(320, 0.09, 'square', 0.04);\n501\t    }\n502\t  } else {\n503\t    stuckT = 0;\n504\t  }\n505\t}\n506\t\n507\t/* ------------------------------------------------------------------ */\n508\t/*  Hráč                                                              */\n509\t/* ------------------------------------------------------------------ */\n510\tconst player = {\n511\t  x: 0, y: 0, w: 26, h: 32,\n512\t  vx: 0, vy: 0, onGround: false,\n513\t  coyote: 0, jumpBuf: 0, face: 1, invuln: 0,\n514\t};\n515\t\n516\tfunction updatePlayer(){\n517\t  if (player.invuln > 0) player.invuln--;\n518\t\n519\t  const left  = down('ArrowLeft', 'KeyA');\n520\t  const right = down('ArrowRight', 'KeyD');\n521\t  const accel = 0.9, fric = 0.80, maxSpd = 4.4;\n522\t\n523\t  if (left && !right){ player.vx -= accel; player.face = -1; }\n524\t  else if (right && !left){ player.vx += accel; player.face = 1; }\n525\t  else player.vx *= fric;\n526\t  player.vx = clamp(player.vx, -maxSpd, maxSpd);\n527\t\n528\t  if (hit('ArrowUp', 'KeyW', 'Space')) player.jumpBuf = 9;\n529\t  if (player.jumpBuf > 0) player.jumpBuf--;\n530\t  if (player.coyote > 0) player.coyote--;\n531\t\n532\t  if (player.jumpBuf > 0 && player.coyote > 0){\n533\t    player.vy = -13.5;\n534\t    player.jumpBuf = player.coyote = 0;\n535\t    player.onGround = false;\n536\t    S.jump();\n537\t  }\n538\t  // nižší skok při krátkém stisku\n539\t  if (!down('ArrowUp', 'KeyW', 'Space') && player.vy < -4) player.vy = -4;\n540\t\n541\t  player.vy = Math.min(player.vy + GRAV, MAX_FALL);\n542\t\n543\t  player.onGround = false;\n544\t  player.x += player.vx; resolve('x');\n545\t  player.prevBottom = player.y + player.h;   // spodní hrana před svislým pohybem\n546\t  player.y += player.vy; resolve('y');\n547\t\n548\t  if (player.onGround) player.coyote = 7;\n549\t\n550\t  // hranice světa (v nekonečném módu vlevo nic – tam si tě hlídá zeď)\n551\t  if (world.width) player.x = clamp(player.x, 0, world.width*TILE - player.w);\n552\t}\n553\t\n554\tfunction resolve(axis){\n555\t  const c1 = Math.floor(player.x / TILE);\n556\t  const c2 = Math.floor((player.x + player.w - 1) / TILE);\n557\t  const r1 = Math.floor(player.y / TILE);\n558\t  const r2 = Math.floor((player.y + player.h - 1) / TILE);\n559\t\n560\t  for (let r = r1; r <= r2; r++){\n561\t    for (let c = c1; c <= c2; c++){\n562\t      if (!world.isSolid(c, r)) continue;\n563\t      if (axis === 'x'){\n564\t        if (player.vx > 0)      player.x = c*TILE - player.w;\n565\t        else if (player.vx < 0) player.x = c*TILE + TILE;\n566\t        player.vx = 0;\n567\t      } else {\n568\t        if (player.vy > 0){ player.y = r*TILE - player.h; player.onGround = true; }\n569\t        else if (player.vy < 0) player.y = r*TILE + TILE;\n570\t        player.vy = 0;\n571\t      }\n572\t    }\n573\t  }\n574\t}\n575\t\n576\t/* ------------------------------------------------------------------ */\n577\t/*  Nepřátelé                                                         */\n578\t/* ------------------------------------------------------------------ */\n579\tfunction updateEnemy(e){\n580\t  if (e.dead){ e.t++; return; }\n581\t  if (e.flash > 0) e.flash--;\n582\t\n583\t  e.x += e.vx;\n584\t  const dir   = Math.sign(e.vx) || 1;\n585\t  const aheadC = Math.floor((dir > 0 ? e.x + e.w + 1 : e.x - 1) / TILE);\n586\t  const midR   = Math.floor((e.y + e.h / 2) / TILE);\n587\t  const footR  = Math.floor((e.y + e.h + 3) / TILE);\n588\t  if (world.isSolid(aheadC, midR) || !world.isSolid(aheadC, footR)) e.vx = -e.vx;\n589\t\n590\t  e.vy = Math.min(e.vy + GRAV, MAX_FALL);\n591\t  e.y += e.vy;\n592\t  const fr = Math.floor((e.y + e.h) / TILE);\n593\t  for (let c = Math.floor(e.x / TILE); c <= Math.floor((e.x + e.w - 1) / TILE); c++){\n594\t    if (world.isSolid(c, fr) && e.vy > 0){ e.y = fr*TILE - e.h; e.vy = 0; break; }\n595\t  }\n596\t  if (e.y > ROWS*TILE + 300){ e.dead = true; e.t = 999; }\n597\t}\n598\t\n599\t/* ------------------------------------------------------------------ */\n600\t/*  Interakce                                                         */\n601\t/* ------------------------------------------------------------------ */\n602\tfunction handleInteractions(){\n603\t  // mince\n604\t  for (const co of world.coins){\n605\t    if (co.got) continue;\n606\t    if (Math.abs(player.x + player.w/2 - co.x) < 18 &&\n607\t        Math.abs(player.y + player.h/2 - co.y) < 20){\n608\t      co.got = true; coinsCollected++; score += 10; S.coin();\n609\t    }\n610\t  }\n611\t  // nepřátelé\n612\t  // stav pádu zjisti JEDNOU – po prvním zášlapu se player.vy obrátí nahoru,\n613\t  // takže bez tohohle by druhá příšerka v témže snímku počítala jako zásah z boku\n614\t  const wasFalling = player.vy > 0;\n615\t  const dropBottom = player.prevBottom ?? (player.y + player.h);\n616\t  let stompedAny = false;\n617\t  for (const e of world.enemies){\n618\t    if (e.dead) continue;\n619\t    if (!rectOverlap(player.x, player.y, player.w, player.h, e.x, e.y, e.w, e.h)) continue;\n620\t    // dopad shora = zničíš nepřítele (i rohem). Zabije tě jen zásah z boku / zespodu.\n621\t    const feet = player.y + player.h;\n622\t    const fromAbove = (wasFalling &&\n623\t      (dropBottom <= e.y + 8 || feet - e.y < e.h * 0.5 + 6)) || stompedAny;\n624\t    const stomp = fromAbove;\n625\t    if (stomp){\n626\t      stompedAny = true;\n627\t      const td = ETIER[e.tier || 0];\n628\t      e.hp--;\n629\t      if (e.hp > 0){\n630\t        // velká příšerka – první zášlap ji jen zmenší, druhý zabije\n631\t        const nw = 32, nh = 30;\n632\t        e.y += e.h - nh; e.x += (e.w - nw) / 2;\n633\t        e.w = nw; e.h = nh; e.flash = 10;\n634\t        player.vy = -9;\n635\t        score += 60; coinsCollected += 2;\n636\t        shake = 4;\n637\t        if (mode !== 'endless') spawnCoinPops(e.x + e.w / 2, e.y, 2);\n638\t        beep(150, 0.1, 'sawtooth', 0.05);\n639\t      } else {\n640\t        e.dead = true; e.t = 0;\n641\t        player.vy = -10 - (e.tier || 0) * 1.5;        // z větší příšery větší odraz\n642\t        score += td.score;\n643\t        coinsCollected += td.coins;                   // odměna podle velikosti\n644\t        shake = 3 + (e.tier || 0) * 3;\n645\t        if (mode !== 'endless') spawnCoinPops(e.x + e.w / 2, e.y, td.coins);\n646\t        beep(200 - (e.tier || 0) * 40, 0.12 + (e.tier || 0) * 0.03, 'sawtooth', 0.05);\n647\t      }\n648\t    } else {\n649\t      hurtPlayer();\n650\t    }\n651\t  }\n652\t  // cíl\n653\t  if (world.goal && mode === 'levels' &&\n654\t      rectOverlap(player.x, player.y, player.w, player.h,\n655\t                  world.goal.x, world.goal.y - TILE*2.2, TILE, TILE*2.2)){\n656\t    S.win();\n657\t    score += 200 + lives * 100;\n658\t    levelIndex++;\n659\t    if (levelIndex >= LEVELS.length){ state = 'win'; }\n660\t    else { state = 'shop'; shopSel = 0; }\n661\t  }\n662\t  // pád mimo svět\n663\t  if (player.y > (ROWS + 1) * TILE) hurtPlayer();\n664\t}\n665\t\n666\tfunction hurtPlayer(){\n667\t  if (player.invuln > 0) return;\n668\t  lives--;\n669\t  shake = 9;\n670\t  S.hurt();\n671\t  if (lives <= 0){\n672\t    state = 'over';\n673\t    if (mode === 'endless') saveBest();\n674\t    return;\n675\t  }\n676\t  player.invuln = 100;\n677\t  respawn();\n678\t}\n679\t\n680\tfunction respawn(){\n681\t  player.vx = player.vy = 0;\n682\t  if (mode === 'levels'){\n683\t    player.x = world.playerStart.x;\n684\t    player.y = world.playerStart.y;\n685\t    camX = clamp(player.x - W*0.42, 0, world.width*TILE - W);\n686\t  } else {\n687\t    // najdi poblíž sloupec s pevnou zemí a přistaň hráče na její skutečnou výšku\n688\t    let col = Math.floor((camX + W*0.35) / TILE);\n689\t    let g = world.firstSolidRow(col, 3);\n690\t    if (g >= ROWS){\n691\t      for (let d = 1; d <= 16 && g >= ROWS; d++){\n692\t        for (const c of [col + d, col - d]){\n693\t          const fr = world.firstSolidRow(c, 3);\n694\t          if (fr < g){ g = fr; col = c; }\n695\t        }\n696\t      }\n697\t    }\n698\t    if (g >= ROWS){                                 // nikde nic – postav rovnou plošinu\n699\t      g = 12;\n700\t      for (let c = col - 3; c <= col + 3; c++)\n701\t        for (let r = g; r < ROWS; r++) world.setSolid(c, r);\n702\t    } else {\n703\t      // ať hráč nespadne do úzké kapsy: srovnej okolí na stejnou výšku\n704\t      for (let c = col - 2; c <= col + 2; c++){\n705\t        const fr = world.firstSolidRow(c, 3);\n706\t        if (fr > g) for (let r = g; r < fr; r++) world.setSolid(c, r);\n707\t      }\n708\t    }\n709\t    player.x = col*TILE;\n710\t    player.y = g*TILE - player.h - 2;\n711\t    camX = Math.max(0, player.x - W*0.4);\n712\t    camMax = camX;                                 // po smrti smí kamera zase couvnout sem\n713\t    wallX = player.x - W*0.75;                     // odstrč zeď daleko dozadu\n714\t    world.enemies = world.enemies.filter(e => Math.abs(e.x - player.x) > 130);\n715\t  }\n716\t}\n717\t\n718\t/* ------------------------------------------------------------------ */\n719\t/*  Kamera                                                            */\n720\t/* ------------------------------------------------------------------ */\n721\tconst wallOn = () => (ENDLESS_DIFF[endlessDiff] || ENDLESS_DIFF.medium).wall;\n722\t\n723\tfunction updateCamera(){\n724\t  if (mode === 'endless'){\n725\t    if (!endlessStarted){\n726\t      if (down('ArrowRight', 'KeyD') || player.x > 5*TILE) endlessStarted = true;\n727\t      camX = Math.max(0, player.x + player.w/2 - W*0.42);\n728\t      wallX = camX - TILE*9;\n729\t      generateAhead(camX);\n730\t      return;\n731\t    }\n732\t    const D = ENDLESS_DIFF[endlessDiff] || ENDLESS_DIFF.medium;\n733\t    const wall = D.wall;\n734\t\n735\t    // zeď se plíží zleva doprava a zrychluje – tempo podle obtížnosti\n736\t    if (wall){\n737\t      wallSpeed = D.wallBase + Math.min(distance / 280, D.wallRamp);\n738\t      wallX += wallSpeed;\n739\t    }\n740\t\n741\t    const follow = player.x + player.w/2 - W*0.42;\n742\t    camX += (follow - camX) * 0.16;\n743\t    if (wall){\n744\t      if (camX < wallX - 30) camX = wallX - 30;        // zeď tlačí kameru\n745\t      if (camX - wallX > W*1.5) wallX = camX - W*1.5;   // zeď nezůstane moc pozadu\n746\t    } else if (camX < camMax){\n747\t      camX = camMax;                                    // lehká: kamera se nevrací zpět\n748\t    }\n749\t    if (camX < 0) camX = 0;\n750\t    camMax = Math.max(camMax, camX);\n751\t\n752\t    distance = Math.floor(camX / TILE);\n753\t    generateAhead(camX);\n754\t    pruneWorld();\n755\t    world.enemies = world.enemies.filter(e => e.x > camX - 300);\n756\t    world.coins   = world.coins.filter(c => !c.got && c.x > camX - 200);\n757\t\n758\t    if (wall){\n759\t      const wgap = player.x - wallX;\n760\t      if (wgap <= 0 && player.invuln <= 0) hurtPlayer();\n761\t      else if (wgap < 150 && pruneT % 15 === 0) beep(150, 0.05, 'square', 0.03);\n762\t    }\n763\t    return;\n764\t  }\n765\t  const target = player.x + player.w/2 - W*0.42;\n766\t  camX += (target - camX) * 0.14;\n767\t  camX = clamp(camX, 0, world.width*TILE - W);\n768\t}\n769\t\n770\t/* ------------------------------------------------------------------ */\n771\t/*  Stavy hry                                                         */\n772\t/* ------------------------------------------------------------------ */\n773\tlet state = 'menu';      // menu | play | paused | shop | over | win\n774\tlet mode  = 'levels';    // levels | endless\n775\tlet menuSel = 0;\n776\tlet endlessDiff = 'medium';   // easy | medium | hard\n777\tlet diffSel = 1;              // index do DIFF_KEYS\n778\tlet world, levelIndex = 0, lives = 3, coinsCollected = 0, score = 0, distance = 0;\n779\tlet camX = 0, camY = 0, camMax = 0, scrollSpeed = 1.4, endlessStarted = false;\n780\tlet wallX = -400, wallSpeed = 1.3;          // zeď smrti v nekonečném módu\n781\tlet shake = 0;\n782\tconst MAX_LIVES = 5;\n783\t\n784\t/* --- Obchod mezi levely (později přibudou další položky) --- */\n785\tlet shopSel = 0;\n786\tconst SHOP_X = W/2 - 235, SHOP_W = 470, SHOP_ROW_H = 62, SHOP_GAP = 10, SHOP_Y0 = 185;\n787\tconst shopBtnY = () => SHOP_Y0 + SHOP.length * (SHOP_ROW_H + SHOP_GAP) + 6;\n788\t\n789\tconst SHOP = [\n790\t  {\n791\t    name: 'Život navíc',\n792\t    desc: '+1 život (max ' + MAX_LIVES + ')',\n793\t    base: 10,\n794\t    bought: 0,\n795\t    price(){ return this.base * Math.pow(2, this.bought); },\n796\t    canBuy(){ return lives < MAX_LIVES && coinsCollected >= this.price(); },\n797\t    apply(){ lives++; },\n798\t  },\n799\t];\n800\t\n801\tfunction buyShop(i){\n802\t  const it = SHOP[i];\n803\t  if (!it) return;\n804\t  if (!it.canBuy()){ beep(120, 0.09, 'square', 0.04); return; }\n805\t  coinsCollected -= it.price();\n806\t  it.bought++;\n807\t  it.apply();\n808\t  S.coin();\n809\t}\n810\tfunction shopContinue(){\n811\t  loadLevel(levelIndex);   // levelIndex je už zvýšený\n812\t  state = 'play';\n813\t}\n814\t\n815\t/* ------------------------------------------------------------------ */\n816\t/*  Rekord + barvy postavy (uloženo v prohlížeči přes localStorage)   */\n817\t/*  Každá obtížnost má vlastní rodinu barev; odstíny se odemykají     */\n818\t/*  podle nejdelšího běhu (v metrech) v té obtížnosti.                */\n819\t/* ------------------------------------------------------------------ */\n820\tconst SKINS = [\n821\t  { name: 'Bílá',        color: '#ffffff', diff: null,     dist: 0 },\n822\t  { name: 'Lehká I',     color: '#86efac', diff: 'easy',   dist: 100 },\n823\t  { name: 'Lehká II',    color: '#4ade80', diff: 'easy',   dist: 300 },\n824\t  { name: 'Lehká III',   color: '#15a34a', diff: 'easy',   dist: 600 },\n825\t  { name: 'Střední I',   color: '#7dd3fc', diff: 'medium', dist: 100 },\n826\t  { name: 'Střední II',  color: '#38bdf8', diff: 'medium', dist: 300 },\n827\t  { name: 'Střední III', color: '#0284c7', diff: 'medium', dist: 600 },\n828\t  { name: 'Těžká I',     color: '#fda4af', diff: 'hard',   dist: 100 },\n829\t  { name: 'Těžká II',    color: '#f43f5e', diff: 'hard',   dist: 300 },\n830\t  { name: 'Těžká III',   color: '#be123c', diff: 'hard',   dist: 600 },\n831\t];\n832\t\n833\tfunction store(k, v){ try { localStorage.setItem('hranaty_' + k, String(v)); } catch (e) {} }\n834\tfunction loadStr(k, d){ try { const v = localStorage.getItem('hranaty_' + k); return v == null ? d : v; } catch (e) { return d; } }\n835\tconst loadInt = k => parseInt(loadStr(k, '0'), 10) || 0;\n836\t\n837\tconst bestDist = { easy: loadInt('dist_easy'), medium: loadInt('dist_medium'), hard: loadInt('dist_hard') };\n838\t\n839\tconst skinUnlocked = i => {\n840\t  const s = SKINS[i];\n841\t  return !s.diff || (bestDist[s.diff] || 0) >= s.dist;\n842\t};\n843\t\n844\tlet equippedSkin = clamp(loadInt('skin'), 0, SKINS.length - 1);\n845\tif (!skinUnlocked(equippedSkin)) equippedSkin = 0;   // pojistka\n846\tlet skinSel = equippedSkin;\n847\tlet newRecord = false, justUnlocked = [];\n848\t\n849\tfunction saveBest(){\n850\t  const d = endlessDiff, prev = bestDist[d] || 0;\n851\t  if (distance > prev){\n852\t    bestDist[d] = distance; store('dist_' + d, distance);\n853\t    newRecord = true;\n854\t    justUnlocked = SKINS.filter(k => k.diff === d && k.dist > prev && k.dist <= distance).map(k => k.name);\n855\t  }\n856\t}\n857\t\n858\tfunction startGame(m){\n859\t  unlockAudio();\n860\t  mode = m;\n861\t  // nekonečný běh: Těžká = jeden život, Lehká/Střední = 3 životy jako v příběhu\n862\t  lives = m === 'endless' ? (endlessDiff === 'hard' ? 1 : 3) : 3;\n863\t  coinsCollected = 0; score = 0; distance = 0; shake = 0;\n864\t  shopSel = 0; pops = [];\n865\t  newRecord = false; justUnlocked = [];\n866\t  SHOP.forEach(it => it.bought = 0);\n867\t  if (m === 'levels'){ levelIndex = 0; loadLevel(0); }\n868\t  else loadEndless();\n869\t  state = 'play';\n870\t}\n871\t\n872\tfunction loadLevel(i){\n873\t  world = buildLevel(LEVELS[i], i);\n874\t  pops = [];\n875\t  player.x = world.playerStart.x;\n876\t  player.y = world.playerStart.y;\n877\t  player.vx = player.vy = 0; player.invuln = 40;\n878\t  camX = clamp(player.x - W*0.42, 0, world.width*TILE - W);\n879\t  camY = 0;\n880\t}\n881\t\n882\tfunction update(){\n883\t  if (state === 'menu'){\n884\t    if (hit('ArrowUp', 'ArrowDown', 'KeyW', 'KeyS')) menuSel = 1 - menuSel;\n885\t    if (menuSel === 1){                       // řádek Nekonečný běh → šipky mění obtížnost\n886\t      if (hit('ArrowLeft', 'KeyA'))  diffSel = (diffSel + 2) % 3;\n887\t      if (hit('ArrowRight', 'KeyD')) diffSel = (diffSel + 1) % 3;\n888\t      endlessDiff = DIFF_KEYS[diffSel];\n889\t    } else {                                  // řádek Příběhové levely → šipky mění barvu\n890\t      if (hit('ArrowLeft', 'KeyA'))  skinSel = (skinSel - 1 + SKINS.length) % SKINS.length;\n891\t      if (hit('ArrowRight', 'KeyD')) skinSel = (skinSel + 1) % SKINS.length;\n892\t      if (skinUnlocked(skinSel) && skinSel !== equippedSkin){\n893\t        equippedSkin = skinSel; store('skin', equippedSkin); S.coin();\n894\t      }\n895\t    }\n896\t    if (hit('Digit1')) return startGame('levels');\n897\t    if (hit('Digit2')) return startGame('endless');\n898\t    if (hit('Enter', 'Space')) return startGame(menuSel === 0 ? 'levels' : 'endless');\n899\t    return;\n900\t  }\n901\t  if (state === 'over' || state === 'win'){\n902\t    if (hit('Enter', 'Space', 'Escape')) state = 'menu';\n903\t    return;\n904\t  }\n905\t  if (state === 'paused'){\n906\t    if (hit('KeyP', 'Enter')) state = 'play';\n907\t    if (hit('Escape')) state = 'menu';\n908\t    return;\n909\t  }\n910\t  if (state === 'shop'){\n911\t    if (hit('ArrowUp', 'KeyW'))   shopSel = (shopSel - 1 + SHOP.length) % SHOP.length;\n912\t    if (hit('ArrowDown', 'KeyS')) shopSel = (shopSel + 1) % SHOP.length;\n913\t    if (hit('Enter')) buyShop(shopSel);\n914\t    for (let i = 0; i < SHOP.length && i < 9; i++)\n915\t      if (hit('Digit' + (i + 1))) buyShop(i);\n916\t    if (hit('Space')) shopContinue();\n917\t    return;\n918\t  }\n919\t\n920\t  // --- state === 'play' ---\n921\t  if (hit('Escape')) { state = 'menu'; return; }\n922\t  if (hit('KeyP'))   { state = 'paused'; return; }\n923\t  if (hit('KeyR'))   { mode === 'levels' ? loadLevel(levelIndex) : loadEndless(); return; }\n924\t\n925\t  if (shake > 0) shake *= 0.88;\n926\t\n927\t  updatePlayer();\n928\t  for (const e of world.enemies) updateEnemy(e);\n929\t  handleInteractions();\n930\t  digOutIfStuck();\n931\t  if (state === 'play') updateCamera();\n932\t\n933\t  for (const p of pops){ p.x += p.vx; p.y += p.vy; p.vy += 0.16; p.life--; }\n934\t  if (pops.length) pops = pops.filter(p => p.life > 0);\n935\t}\n936\t\n937\t/* ------------------------------------------------------------------ */\n938\t/*  Vykreslení                                                        */\n939\t/* ------------------------------------------------------------------ */\n940\tconst COL = {\n941\t  tile:'#2a3350', tileTop:'#41527f', player:'#5cc8ff', enemy:'#ff5c72',\n942\t  coin:'#ffd45c', flag:'#4ade80', dark:'#0c0e16',\n943\t};\n944\t\n945\tfunction draw(){\n946\t  ctx.clearRect(0, 0, W, H);\n947\t\n948\t  const g = ctx.createLinearGradient(0, 0, 0, H);\n949\t  g.addColorStop(0, '#141829'); g.addColorStop(1, '#0b0d15');\n950\t  ctx.fillStyle = g; ctx.fillRect(0, 0, W, H);\n951\t\n952\t  drawParallax();\n953\t\n954\t  const sx = shake > 0.4 ? (Math.random() - 0.5) * shake : 0;\n955\t  const sy = shake > 0.4 ? (Math.random() - 0.5) * shake : 0;\n956\t\n957\t  ctx.save();\n958\t  ctx.translate(Math.round(-camX + sx), Math.round(-camY + sy));\n959\t\n960\t  if (world){\n961\t    const c0 = Math.floor(camX / TILE) - 1;\n962\t    const c1 = c0 + Math.ceil(W / TILE) + 2;\n963\t    for (let c = c0; c <= c1; c++)\n964\t      for (let r = 0; r < ROWS; r++)\n965\t        if (world.isSolid(c, r)) drawTile(c, r);\n966\t\n967\t    for (const co of world.coins) if (!co.got) drawCoin(co);\n968\t    if (world.goal) drawGoal(world.goal);\n969\t    for (const e of world.enemies) drawEnemy(e);\n970\t    for (const p of pops){\n971\t      ctx.globalAlpha = Math.max(0, p.life / 34);\n972\t      ctx.fillStyle = COL.coin;\n973\t      ctx.beginPath(); ctx.arc(p.x, p.y, 3, 0, Math.PI * 2); ctx.fill();\n974\t    }\n975\t    ctx.globalAlpha = 1;\n976\t    if (state !== 'shop') drawPlayer();\n977\t    if (mode === 'endless' && endlessStarted && wallOn() && wallX > camX - 100) drawWall();\n978\t  }\n979\t  ctx.restore();\n980\t\n981\t  // varovné blikání, když je zeď blízko\n982\t  if (mode === 'endless' && state === 'play' && endlessStarted && wallOn()){\n983\t    const gap = player.x - wallX;\n984\t    if (gap < 240){\n985\t      const a = clamp(1 - gap / 240, 0, 1);\n986\t      const pulse = 0.45 + 0.3 * Math.sin(performance.now() / 90);\n987\t      const grd = ctx.createLinearGradient(0, 0, W * 0.55, 0);\n988\t      grd.addColorStop(0, 'rgba(255,45,65,' + (a * pulse).toFixed(3) + ')');\n989\t      grd.addColorStop(1, 'rgba(255,45,65,0)');\n990\t      ctx.fillStyle = grd;\n991\t      ctx.fillRect(0, 0, W * 0.55, H);\n992\t    }\n993\t  }\n994\t\n995\t  if (world) drawHUD();\n996\t\n997\t  if (state === 'menu')            drawMenu();\n998\t  else if (state === 'paused')     overlay('PAUZA', isTouch ? 'ťukni pro pokračování' : 'P nebo Enter – pokračovat   ·   Esc – menu');\n999\t  else if (state === 'shop')       drawShop();\n1000\t  else if (state === 'over')       drawOver();\n1001\t  else if (state === 'win')        overlay('DOKONČENO! 🎉', statLine() + (isTouch ? '   ·   ťukni pro menu' : '   ·   Enter – menu'));\n1002\t\n1003\t  if (isTouch && (state === 'play' || state === 'paused')) drawTouch();\n1004\t  if (isTouch && innerHeight > innerWidth * 1.1) drawRotateHint();\n1005\t\n1006\t  if (state === 'menu')        drawFsBtn(FSB_MENU);\n1007\t  else if (state === 'paused') drawFsBtn(FSB_PAUSE);\n1008\t}\n1009\t\n1010\tfunction drawJoy(){\n1011\t  const on = joy.id !== null;\n1012\t  ctx.save();\n1013\t  ctx.globalAlpha = on ? 0.95 : 0.5;\n1014\t  // základna\n1015\t  ctx.fillStyle = 'rgba(255,255,255,.07)';\n1016\t  ctx.beginPath(); ctx.arc(joy.bx, joy.by, JOY_R, 0, Math.PI * 2); ctx.fill();\n1017\t  ctx.strokeStyle = 'rgba(255,255,255,.22)'; ctx.lineWidth = 2;\n1018\t  ctx.beginPath(); ctx.arc(joy.bx, joy.by, JOY_R, 0, Math.PI * 2); ctx.stroke();\n1019\t  // šipky vlevo/vpravo\n1020\t  ctx.fillStyle = 'rgba(255,255,255,.4)';\n1021\t  ctx.font = '600 20px system-ui, sans-serif';\n1022\t  ctx.textAlign = 'center'; ctx.textBaseline = 'middle';\n1023\t  ctx.fillText('◀', joy.bx - JOY_R + 15, joy.by);\n1024\t  ctx.fillText('▶', joy.bx + JOY_R - 15, joy.by);\n1025\t  // palec\n1026\t  ctx.fillStyle = on ? 'rgba(92,200,255,.4)' : 'rgba(255,255,255,.14)';\n1027\t  ctx.beginPath(); ctx.arc(joy.kx, joy.ky, JOY_KNOB, 0, Math.PI * 2); ctx.fill();\n1028\t  ctx.strokeStyle = on ? COL.player : 'rgba(255,255,255,.28)'; ctx.lineWidth = 2.4;\n1029\t  ctx.beginPath(); ctx.arc(joy.kx, joy.ky, JOY_KNOB, 0, Math.PI * 2); ctx.stroke();\n1030\t  ctx.textBaseline = 'alphabetic';\n1031\t  ctx.restore();\n1032\t}\n1033\tfunction circBtn(b, label, active, fs){\n1034\t  ctx.fillStyle = active ? 'rgba(92,200,255,.32)' : 'rgba(255,255,255,.10)';\n1035\t  ctx.beginPath(); ctx.arc(b.cx, b.cy, b.r, 0, Math.PI * 2); ctx.fill();\n1036\t  ctx.strokeStyle = active ? COL.player : 'rgba(255,255,255,.22)';\n1037\t  ctx.lineWidth = 2; ctx.stroke();\n1038\t  ctx.fillStyle = '#e8ecf5';\n1039\t  ctx.font = '600 ' + (fs || 30) + 'px system-ui, sans-serif';\n1040\t  ctx.textAlign = 'center'; ctx.textBaseline = 'middle';\n1041\t  ctx.fillText(label, b.cx, b.cy + 1);\n1042\t  ctx.textBaseline = 'alphabetic';\n1043\t}\n1044\tfunction drawTouch(){\n1045\t  ctx.save();\n1046\t  const has = z => { for (const v of activePtr.values()) if (v === z) return true; return false; };\n1047\t  drawJoy();\n1048\t  circBtn(TB.jump, 'SKOK', has('jump'), 22);\n1049\t  circBtn(TB.pause, state === 'paused' ? '▶' : '❚❚', false, 18);\n1050\t\n1051\t  if (state === 'paused'){\n1052\t    const mb = { x: W/2 - 80, y: H/2 + 40, w: 160, h: 44 };\n1053\t    ctx.fillStyle = 'rgba(255,255,255,.10)';\n1054\t    roundRect(mb.x, mb.y, mb.w, mb.h, 12); ctx.fill();\n1055\t    ctx.strokeStyle = 'rgba(255,255,255,.25)'; ctx.lineWidth = 2;\n1056\t    roundRect(mb.x, mb.y, mb.w, mb.h, 12); ctx.stroke();\n1057\t    ctx.fillStyle = '#e8ecf5';\n1058\t    ctx.font = '600 15px system-ui, sans-serif';\n1059\t    ctx.textAlign = 'center'; ctx.textBaseline = 'middle';\n1060\t    ctx.fillText('← Menu', W/2, mb.y + mb.h / 2);\n1061\t    ctx.textBaseline = 'alphabetic';\n1062\t  }\n1063\t  ctx.restore();\n1064\t}\n1065\tfunction drawRotateHint(){\n1066\t  ctx.save();\n1067\t  ctx.fillStyle = 'rgba(8,10,16,.9)';\n1068\t  ctx.fillRect(0, 0, W, H);\n1069\t  ctx.textAlign = 'center';\n1070\t  ctx.fillStyle = '#e8ecf5';\n1071\t  ctx.font = '700 26px system-ui, sans-serif';\n1072\t  ctx.fillText('🔄  Otoč telefon na šířku', W / 2, H / 2);\n1073\t  ctx.restore();\n1074\t}\n1075\t\n1076\tfunction drawWall(){\n1077\t  const wx = wallX, top = -160, h = (ROWS + 6) * TILE;\n1078\t  ctx.fillStyle = '#6f0f1e';\n1079\t  ctx.fillRect(wx - 2400, top, 2400, h);\n1080\t  ctx.fillStyle = 'rgba(255,70,90,.9)';\n1081\t  ctx.fillRect(wx - 5, top, 5, h);\n1082\t  const t = performance.now() / 110;\n1083\t  ctx.fillStyle = 'rgba(255,150,165,.5)';\n1084\t  for (let y = top; y < top + h; y += 36){\n1085\t    const o = (t * 10) % 36;\n1086\t    ctx.beginPath();\n1087\t    ctx.moveTo(wx - 22, y + o);\n1088\t    ctx.lineTo(wx - 4,  y + o + 11);\n1089\t    ctx.lineTo(wx - 22, y + o + 22);\n1090\t    ctx.closePath();"}]},"uuid":"01cffffc-c631-4f87-8385-c823f2427403","timestamp":"2026-08-27T20:29:07.379Z","toolUseResult":{"type":"text","file":{"filePath":"/home/tonda/hra.html","content":"<!doctype html>\n<html lang=\"cs\">\n<head>\n<meta charset=\"utf-8\">\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1, maximum-scale=1, user-scalable=no, viewport-fit=cover\">\n<meta name=\"mobile-web-app-capable\" content=\"yes\">\n<meta name=\"apple-mobile-web-app-capable\" content=\"yes\">\n<title>Hranatý svět — 2D plošinovka</title>\n<style>\n  :root{\n    --bg:#101320; --ink:#e8ecf5; --muted:#8b93a7; --accent:#5cc8ff;\n  }\n  *{box-sizing:border-box; margin:0; padding:0}\n  html,body{height:100%; overscroll-behavior:none}\n  body{\n    background:radial-gradient(1200px 600px at 50% -10%, #1a2036, var(--bg));\n    color:var(--ink);\n    font-family: ui-sans-serif, system-ui, -apple-system, \"Segoe UI\", Roboto, sans-serif;\n    display:flex; flex-direction:column; align-items:center; justify-content:center;\n    min-height:100%; gap:14px; padding:16px;\n    -webkit-user-select:none; user-select:none; -webkit-touch-callout:none;\n  }\n  h1{font-size:16px; font-weight:650; letter-spacing:1px; color:var(--muted); text-transform:uppercase}\n  canvas{\n    background:#0c0e16; border-radius:16px; display:block;\n    box-shadow:0 30px 80px rgba(0,0,0,.5); max-width:100%; height:auto;\n    touch-action:none;\n  }\n  .hint{color:var(--muted); font-size:13px; text-align:center; line-height:1.7}\n  kbd{\n    background:#1b1f2e; border:1px solid #2b3042; border-bottom-width:2px;\n    border-radius:6px; padding:1px 7px; font-family:inherit; font-size:12px; color:var(--ink);\n  }\n  /* na mobilu: klávesová nápověda pryč, canvas se celý vejde na obrazovku */\n  @media (max-width: 760px), (pointer: coarse){\n    html,body{overflow:hidden}\n    body{\n      height:100vh;          /* fallback pro starší prohlížeče */\n      height:100dvh;         /* skutečná viditelná výška – bez adresního řádku */\n      gap:0; padding:0; justify-content:center;\n    }\n    h1{display:none}\n    .hint{display:none}\n    canvas{\n      width:auto; height:auto;      /* drž poměr stran 900:540 */\n      max-width:100vw;\n      max-height:100vh;\n      max-height:100dvh;\n      border-radius:0;\n    }\n  }\n  /* celá obrazovka: vejít se do výšky i šířky, žádné okraje */\n  :fullscreen, :-webkit-full-screen{ background:#101320; }\n  :fullscreen body, :-webkit-full-screen body{ padding:0; gap:0; }\n  :fullscreen canvas, :-webkit-full-screen canvas{\n    width:100vw; height:100dvh; object-fit:contain; border-radius:0;\n  }\n</style>\n</head>\n<body>\n  <h1>Hranatý svět</h1>\n  <canvas id=\"game\" width=\"900\" height=\"540\"></canvas>\n  <p class=\"hint\">\n    Pohyb <kbd>←</kbd> <kbd>→</kbd> / <kbd>A</kbd> <kbd>D</kbd> &nbsp;·&nbsp; Skok <kbd>Space</kbd> / <kbd>↑</kbd> / <kbd>W</kbd> &nbsp;·&nbsp; Pauza <kbd>P</kbd> &nbsp;·&nbsp; Restart <kbd>R</kbd><br>\n    Skoč nepříteli na hlavu a zničíš ho. Sbírej mince. Nespadni do propasti.\n  </p>\n\n<script>\n(() => {\n'use strict';\n\n/* ------------------------------------------------------------------ */\n/*  Základ                                                            */\n/* ------------------------------------------------------------------ */\nconst canvas = document.getElementById('game');\nconst ctx = canvas.getContext('2d');\nconst W = canvas.width, H = canvas.height;\nconst TILE = 36;                 // velikost jedné dlaždice\nconst ROWS = 15;                 // výška světa v dlaždicích (15*36 = 540)\nconst GRAV = 0.62;\nconst MAX_FALL = 16;\n\nconst clamp = (v,a,b) => v < a ? a : v > b ? b : v;\nconst rectOverlap = (ax,ay,aw,ah, bx,by,bw,bh) =>\n  ax < bx+bw && ax+aw > bx && ay < by+bh && ay+ah > by;\n\nfunction roundRect(x,y,w,h,r){\n  r = Math.min(r, w/2, h/2);\n  ctx.beginPath();\n  ctx.moveTo(x+r,y);\n  ctx.arcTo(x+w,y,   x+w,y+h, r);\n  ctx.arcTo(x+w,y+h, x,  y+h, r);\n  ctx.arcTo(x,  y+h, x,  y,   r);\n  ctx.arcTo(x,  y,   x+w,y,   r);\n  ctx.closePath();\n}\n\n/* ------------------------------------------------------------------ */\n/*  Vstup z klávesnice                                                */\n/* ------------------------------------------------------------------ */\nconst codesDown = new Set();     // právě držené klávesy\nconst codesHit  = new Set();     // stisknuté v tomto snímku (náběžná hrana)\nconst BLOCK = ['ArrowLeft','ArrowRight','ArrowUp','ArrowDown','Space'];\n\naddEventListener('keydown', e => {\n  if (BLOCK.includes(e.code)) e.preventDefault();\n  if (!e.repeat) codesHit.add(e.code);\n  codesDown.add(e.code);\n  isTouch = false;                 // používá klávesnici → skryj dotyková tlačítka\n  unlockAudio();\n});\naddEventListener('keyup', e => codesDown.delete(e.code));\n\nconst down = (...c) => c.some(k => codesDown.has(k));\nconst hit  = (...c) => c.some(k => codesHit.has(k));\n\n/* ------------------------------------------------------------------ */\n/*  Dotykové ovládání (mobil)                                         */\n/* ------------------------------------------------------------------ */\nlet isTouch = !!(window.matchMedia && matchMedia('(pointer: coarse)').matches);\nconst activePtr = new Map();     // pointerId -> 'jump'  (joystick se řeší zvlášť)\n\nconst TB = {                     // rozmístění tlačítek (v souřadnicích plátna)\n  jump:  { cx: W - 108, cy: H - 104, r: 88 },\n  pause: { cx: W / 2, cy: 30, r: 24 },\n};\nconst FSB_MENU  = { cx: W - 40, cy: 40, r: 22 };        // celá obrazovka – v menu\nconst FSB_PAUSE = { cx: W / 2, cy: H / 2 + 120, r: 22 }; // celá obrazovka – v pauze\nconst inCirc = (p, b) => Math.hypot(p.x - b.cx, p.y - b.cy) <= b.r;\n\n/* Plovoucí joystick (styl Brawl Stars) – používá se jen vodorovná osa */\nconst JOY_HOME = { x: 148, y: H - 112 };\nconst JOY_R    = 78;             // dosah palce\nconst JOY_KNOB = 34;\nconst JOY_DEAD = 0.30;           // mrtvá zóna (podíl z JOY_R)\nconst joy = { id: null, bx: JOY_HOME.x, by: JOY_HOME.y, kx: JOY_HOME.x, ky: JOY_HOME.y, dx: 0 };\n\nfunction joyStart(id, p){\n  joy.id = id;\n  joy.bx = clamp(p.x, JOY_R + 14, W * 0.5);\n  joy.by = clamp(p.y, 130, H - 18);\n  joy.kx = joy.bx; joy.ky = joy.by; joy.dx = 0;\n  applyTouch();\n}\nfunction joyMove(p){\n  let dx = p.x - joy.bx, dy = p.y - joy.by;\n  const d = Math.hypot(dx, dy);\n  if (d > JOY_R){ dx *= JOY_R / d; dy *= JOY_R / d; }\n  joy.kx = joy.bx + dx; joy.ky = joy.by + dy;\n  joy.dx = dx / JOY_R;          // -1 .. 1\n  applyTouch();\n}\nfunction joyEnd(){\n  joy.id = null; joy.dx = 0;\n  joy.kx = joy.bx = JOY_HOME.x; joy.ky = joy.by = JOY_HOME.y;\n  applyTouch();\n}\n\n/* promítne stav prstů do stejných \"kláves\", které používá zbytek hry */\nfunction applyTouch(){\n  let j = false;\n  for (const z of activePtr.values()) if (z === 'jump') j = true;\n  const l = joy.id !== null && joy.dx < -JOY_DEAD;\n  const r = joy.id !== null && joy.dx >  JOY_DEAD;\n  codesDown[l ? 'add' : 'delete']('ArrowLeft');\n  codesDown[r ? 'add' : 'delete']('ArrowRight');\n  codesDown[j ? 'add' : 'delete']('Space');\n}\n\n/* ------------------------------------------------------------------ */\n/*  Celá obrazovka (hlavně pro mobil)                                 */\n/* ------------------------------------------------------------------ */\nconst fsEl = () => document.fullscreenElement || document.webkitFullscreenElement;\nconst fsOK = () => {\n  const e = document.documentElement;\n  return !!(e.requestFullscreen || e.webkitRequestFullscreen);\n};\nfunction toggleFullscreen(){\n  try {\n    if (fsEl()){\n      (document.exitFullscreen || document.webkitExitFullscreen).call(document);\n    } else {\n      const e = document.documentElement;\n      (e.requestFullscreen || e.webkitRequestFullscreen).call(e);\n    }\n  } catch (err) {}\n}\n\n/* kulaté tlačítko s ikonou „rohů“ – plný = zvětšit, stažený = zmenšit */\nfunction drawFsBtn(b){\n  if (!isTouch || !fsOK()) return;\n  const on = !!fsEl();\n  ctx.save();\n  ctx.fillStyle = 'rgba(255,255,255,.10)';\n  ctx.beginPath(); ctx.arc(b.cx, b.cy, b.r, 0, Math.PI * 2); ctx.fill();\n  ctx.strokeStyle = 'rgba(255,255,255,.22)'; ctx.lineWidth = 2;\n  ctx.beginPath(); ctx.arc(b.cx, b.cy, b.r, 0, Math.PI * 2); ctx.stroke();\n  ctx.strokeStyle = '#e8ecf5'; ctx.lineWidth = 2.4; ctx.lineCap = 'round';\n  const arm = 5, off = on ? 2 : 7;\n  for (let i = 0; i < 4; i++){\n    const sx = (i === 1 || i === 3) ? 1 : -1;\n    const sy = i < 2 ? -1 : 1;\n    const x = b.cx + sx * off, y = b.cy + sy * off;\n    ctx.beginPath();\n    ctx.moveTo(x + sx * arm, y);\n    ctx.lineTo(x, y);\n    ctx.lineTo(x, y + sy * arm);\n    ctx.stroke();\n  }\n  ctx.lineCap = 'butt';\n  ctx.restore();\n}\n\n/* ------------------------------------------------------------------ */\n/*  Zvuk (WebAudio, generovaný – žádné externí soubory)               */\n/* ------------------------------------------------------------------ */\nlet actx = null;\nfunction unlockAudio(){\n  try {\n    if (!actx) actx = new (window.AudioContext || window.webkitAudioContext)();\n    if (actx.state === 'suspended') actx.resume();\n  } catch (e) {}\n}\nfunction beep(freq, dur = 0.08, type = 'square', vol = 0.05){\n  if (!actx) return;\n  try {\n    const o = actx.createOscillator(), g = actx.createGain();\n    o.type = type; o.frequency.value = freq;\n    o.connect(g); g.connect(actx.destination);\n    const t = actx.currentTime;\n    g.gain.setValueAtTime(vol, t);\n    g.gain.exponentialRampToValueAtTime(0.0001, t + dur);\n    o.start(t); o.stop(t + dur);\n  } catch (e) {}\n}\nconst S = {\n  jump : () => beep(520, 0.09, 'square', 0.035),\n  coin : () => { beep(880, 0.05, 'triangle', 0.05); setTimeout(() => beep(1320, 0.07, 'triangle', 0.05), 55); },\n  stomp: () => beep(190, 0.13, 'sawtooth', 0.05),\n  hurt : () => { beep(200, 0.2, 'sawtooth', 0.06); setTimeout(() => beep(120, 0.3, 'sawtooth', 0.06), 90); },\n  win  : () => [523,659,784,1046].forEach((f,i) => setTimeout(() => beep(f, 0.12, 'triangle', 0.05), i*95)),\n};\n\n/* ------------------------------------------------------------------ */\n/*  Svět (dlaždicová mapa + entity)                                   */\n/* ------------------------------------------------------------------ */\nclass World {\n  constructor(){\n    this.solid   = new Set();   // \"col,row\" pevných dlaždic\n    this.coins   = [];\n    this.enemies = [];\n    this.width   = 0;           // šířka v dlaždicích (0 = nekonečno)\n    this.goal    = null;\n    this.playerStart = { x: TILE*2, y: TILE*10 };\n  }\n  setSolid(c,r){ if (r >= 0 && r < ROWS) this.solid.add(c + ',' + r); }\n  isSolid(c,r){ return this.solid.has(c + ',' + r); }\n  firstSolidRow(c, from = 0){\n    for (let r = from; r < ROWS; r++) if (this.isSolid(c,r)) return r;\n    return ROWS;\n  }\n}\n\n/* Druhy příšerek: malá / střední / velká.\n   Větší = pomalejší, ale dává víc mincí i bodů. */\nconst ETIER = [\n  { w: 24, h: 20, spd: 1.15, coins: 1, score: 40,  col: '#ff8a98' },\n  { w: 32, h: 30, spd: 0.95, coins: 3, score: 90,  col: '#ff5c72' },\n  { w: 44, h: 42, spd: 0.75, coins: 6, score: 180, col: '#e03150' },\n];\n\nfunction mkEnemy(x, y, tier = 0){\n  const td = ETIER[tier];\n  return { x, y, w: td.w, h: td.h, tier, hp: tier === 2 ? 2 : 1,\n           vx: (Math.random() < 0.5 ? -1 : 1) * td.spd, vy: 0, dead: false, t: 0, flash: 0 };\n}\n\n/* náhodný druh podle postupu (0 = začátek, 1 = konec / daleko).\n   bias < 0 → menší příšerky, bias > 0 → větší. */\nfunction rollTier(prog, bias = 0){\n  const r = Math.random();\n  const pBig = clamp((prog - 0.45) * 0.55 + bias * 0.5, 0, 0.55);\n  const pMed = clamp(0.12 + prog * 0.4 + bias * 0.3, 0, 0.6);\n  if (r < pBig) return 2;\n  if (r < pBig + pMed) return 1;\n  return 0;\n}\n\n/* poletující mince po zabití příšerky (jen efekt) */\nlet pops = [];\nfunction spawnCoinPops(x, y, n){\n  for (let i = 0; i < Math.min(n, 10); i++)\n    pops.push({ x, y, vx: (Math.random() - 0.5) * 3.4, vy: -2 - Math.random() * 2.4, life: 34 });\n}\n\n/* pomůcka: řada souřadnic [c,r],[c+1,r]... */\nconst cr = (c, r, n = 1) => Array.from({ length: n }, (_, i) => [c + i, r]);\n\n/* ------------------------------------------------------------------ */\n/*  Ruční levely                                                      */\n/*    pits      – rozsahy sloupců bez podlahy (propasti)              */\n/*    platforms – [sloupec, řádek, délka]                             */\n/*    coins / enemies – [sloupec, řádek]  (nepřítel spadne na zem)    */\n/* ------------------------------------------------------------------ */\nconst LEVELS = [\n  {\n    name: 'Rozcvička', width: 56, floorRow: 12,\n    playerStart: [2,11], goal: [53,11],\n    pits: [[21,22],[34,35]],\n    platforms: [[10,9,4],[26,9,3],[30,8,3],[42,9,4]],\n    coins: [].concat(cr(10,8,4), cr(16,10,3), cr(26,8,3), cr(31,7,2), cr(42,8,4), cr(48,11,2)),\n    enemies: [[15,10],[40,10]],\n  },\n  {\n    name: 'Mezery', width: 68, floorRow: 12,\n    playerStart: [2,11], goal: [65,11],\n    pits: [[14,16],[24,26],[38,40],[48,50],[58,60]],\n    platforms: [[18,9,3],[30,9,3],[33,7,3],[43,9,3],[52,10,4]],\n    coins: [].concat(cr(18,8,3), cr(24,10,3), cr(34,6,2), cr(43,8,3), cr(48,10,3), cr(10,11,2), cr(61,11,3)),\n    enemies: [[8,10],[20,10],[35,10],[45,10],[54,10],[62,10]],\n  },\n  {\n    name: 'Výstup', width: 80, floorRow: 12,\n    playerStart: [2,11], goal: [77,11],\n    pits: [[12,14],[19,21],[27,29],[35,37],[43,46],[52,54],[60,63],[70,72]],\n    platforms: [[16,10,3],[24,9,3],[32,10,3],[44,10,3],[50,9,3],[61,10,3],[66,9,3]],\n    coins: [].concat(cr(16,9,3), cr(24,8,3), cr(32,9,3), cr(44,9,3), cr(50,8,3), cr(56,11,2), cr(61,9,3), cr(66,8,2), cr(74,11,2)),\n    enemies: [[7,10],[17,10],[25,10],[33,10],[40,10],[49,10],[57,10],[66,9],[74,10]],\n  },\n  {\n    name: 'Trhliny', width: 96, floorRow: 12,\n    playerStart: [2,11], goal: [93,11],\n    pits: [[10,12],[16,18],[22,25],[30,32],[36,39],[44,46],[50,52],[56,59],[64,66],[70,73],[78,80],[85,88]],\n    platforms: [[14,10,2],[23,10,2],[28,9,3],[37,10,2],[42,9,3],[48,10,2],[57,10,2],[62,9,3],[71,10,2],[76,9,3],[86,10,2]],\n    coins: [].concat(cr(14,9,2), cr(23,9,2), cr(28,8,3), cr(37,9,2), cr(42,8,3), cr(48,9,2), cr(57,9,2), cr(62,8,3), cr(71,9,2), cr(76,8,3), cr(83,11,2), cr(90,11,2)),\n    enemies: [[6,10],[20,10],[28,8],[34,10],[42,8],[48,10],[54,10],[62,8],[68,10],[76,8],[82,10],[91,10]],\n  },\n];\n\nfunction buildLevel(d, idx = 0){\n  const w = new World();\n  w.width = d.width;\n  const fr = d.floorRow ?? 12;\n  const prog = LEVELS.length > 1 ? idx / (LEVELS.length - 1) : 0;\n\n  for (let c = 0; c < d.width; c++){\n    if ((d.pits || []).some(([a,b]) => c >= a && c <= b)) continue;\n    for (let r = fr; r < ROWS; r++) w.setSolid(c, r);\n  }\n  for (const [c,r,len] of (d.platforms || []))\n    for (let i = 0; i < len; i++) w.setSolid(c + i, r);\n\n  for (const [c,r] of (d.coins || []))\n    w.coins.push({ x: c*TILE + TILE/2, y: r*TILE + TILE/2, got: false });\n\n  const addEnemy = (c, fromRow, tier) => {\n    const g = w.firstSolidRow(c, fromRow);\n    if (g >= ROWS) return;\n    if (tier === 2 && g < fr) tier = 1;            // velká jen na hlavní podlaze\n    w.enemies.push(mkEnemy(c*TILE + (TILE - ETIER[tier].w) / 2, g*TILE - ETIER[tier].h, tier));\n  };\n\n  // ručně rozmístěné příšerky – druh podle postupu v příběhu\n  for (const [c,r] of (d.enemies || [])) addEnemy(c, r, rollTier(prog));\n\n  // příšerky navíc – čím dál v příběhu, tím víc\n  const extra = idx * 2;\n  for (let k = 0; k < extra; k++){\n    const c = 6 + Math.floor(Math.random() * Math.max(1, d.width - 12));\n    if (Math.abs(c - d.playerStart[0]) < 6) continue;\n    if (d.goal && Math.abs(c - d.goal[0]) < 4) continue;\n    if ((d.pits || []).some(([a,b]) => c >= a - 1 && c <= b + 1)) continue;\n    addEnemy(c, fr, rollTier(prog));\n  }\n\n  const ps = w.firstSolidRow(d.playerStart[0], d.playerStart[1]);\n  w.playerStart = { x: d.playerStart[0]*TILE, y: ps*TILE - player.h };\n\n  const gg = w.firstSolidRow(d.goal[0], d.goal[1]);\n  w.goal = { x: d.goal[0]*TILE, y: gg*TILE };\n  return w;\n}\n\n/* ------------------------------------------------------------------ */\n/*  Nekonečný běh – procedurální generování                           */\n/* ------------------------------------------------------------------ */\nconst DIFF_KEYS = ['easy', 'medium', 'hard'];\nconst ENDLESS_DIFF = {\n  easy:   { name: 'Lehká',   wall: false, gapChance: 0.09, gapMax: 3, enemy1: 0.30, enemy2: 0.06, tierBias: -0.55, wallBase: 1.0, wallRamp: 2.2, enemyMul: 0.45 },\n  medium: { name: 'Střední', wall: true,  gapChance: 0.20, gapMax: 4, enemy1: 0.55, enemy2: 0.42, tierBias:  0.00, wallBase: 1.3, wallRamp: 3.3, enemyMul: 1.0 },\n  hard:   { name: 'Těžká',   wall: true,  gapChance: 0.32, gapMax: 5, enemy1: 0.85, enemy2: 0.80, tierBias:  0.50, wallBase: 1.6, wallRamp: 4.2, enemyMul: 1.7 },\n};\n\nlet genCol = 0, genRow = 12;\n\nfunction loadEndless(){\n  world = new World();\n  world.width = 0;\n  pops = [];\n  genCol = 0; genRow = 12;\n  generateAhead(0);\n  player.x = 3*TILE;\n  player.y = 11*TILE - player.h;\n  player.vx = player.vy = 0; player.invuln = 40;\n  camX = 0; camY = 0; camMax = 0;\n  scrollSpeed = 1.4;\n  wallSpeed = (ENDLESS_DIFF[endlessDiff] || ENDLESS_DIFF.medium).wallBase;\n  wallX = -TILE*12;\n  endlessStarted = false;\n}\n\nfunction generateAhead(cx){\n  const need = Math.floor((cx + W) / TILE) + 22;\n  let guard = 0;\n  while (genCol < need && guard++ < 400) genChunk();\n}\n\nfunction genChunk(){\n  const c0 = genCol;\n  const r  = genRow;\n  const prog = Math.min(distance / 500, 1);           // 0 → 1 podle ušlé vzdálenosti\n  const D = ENDLESS_DIFF[endlessDiff] || ENDLESS_DIFF.medium;\n  const fill = (a, b, top) => { for (let c = a; c < b; c++) for (let rr = top; rr < ROWS; rr++) world.setSolid(c, rr); };\n\n  if (genCol < 14){ fill(c0, c0 + 14, r); genCol += 14; return; }   // bezpečný start\n\n  const t = Math.random();\n\n  if (t < D.gapChance + prog * 0.10){                 // propast\n    let gap = 2 + Math.floor(Math.random() * (D.gapMax - 1));\n    gap = Math.min(gap, D.gapMax);\n    if (gap >= 4 || Math.random() < 0.45){            // plošina nad širší propastí – drží průchodnost\n      const pc = c0 + 1, plen = Math.max(2, gap - 1);\n      for (let i = 0; i < plen; i++) world.setSolid(pc + i, r - 3);\n    }\n    genCol += gap;\n\n  } else if (t < 0.52){                               // rovinka s nepřáteli\n    const len = 5 + Math.floor(Math.random() * 6);\n    fill(c0, c0 + len, r);\n    let n = 0;\n    if (Math.random() < D.enemy1 + prog * 0.2) n = 1;\n    if (n && Math.random() < D.enemy2 + prog * 0.25) n = 2;\n    if (n === 2 && len < 7) n = 1;\n    for (let e = 0; e < n; e++){\n      const ec = c0 + 1 + Math.floor((e + 0.5) / n * (len - 2));\n      const tier = rollTier(prog, D.tierBias);\n      world.enemies.push(mkEnemy(ec*TILE + (TILE - ETIER[tier].w) / 2, (r - 3)*TILE, tier));\n    }\n    genCol += len;\n\n  } else if (t < 0.76){                               // schod nahoru / dolů\n    genRow = clamp(r + (Math.random() < 0.5 ? -1 : 1), 8, 13);\n    const len = 4 + Math.floor(Math.random() * 4);\n    fill(c0, c0 + len, genRow);\n    if (Math.random() < (0.2 + prog * 0.35) * D.enemyMul){\n      const tier = rollTier(prog, D.tierBias);\n      world.enemies.push(mkEnemy((c0 + (len >> 1))*TILE, (genRow - 3)*TILE, tier));\n    }\n    genCol += len;\n\n  } else {                                            // plošinková sekce\n    const len = 6 + Math.floor(Math.random() * 4);\n    fill(c0, c0 + len, r);\n    for (let k = 0; k < 2; k++){\n      const pc = c0 + 2 + k * 3, pr = r - 3 - (k & 1);\n      world.setSolid(pc, pr); world.setSolid(pc + 1, pr);\n    }\n    if (Math.random() < (0.25 + prog * 0.35) * D.enemyMul)   // příšerka na zemi mezi plošinami\n      world.enemies.push(mkEnemy((c0 + len - 2)*TILE, (r - 3)*TILE, rollTier(prog, D.tierBias - 0.15)));\n    genCol += len;\n  }\n}\n\nlet pruneT = 0;\nfunction pruneWorld(){\n  if (++pruneT < 120) return;\n  pruneT = 0;\n  const minC = Math.floor(camX / TILE) - 40;\n  for (const k of world.solid)\n    if (+k.slice(0, k.indexOf(',')) < minC) world.solid.delete(k);\n}\n\n/* Pojistka: kdyby se hráč zasekl v úzké díře mezi dvěma stěnami\n   (třeba po nešťastném respawnu), po chvíli mu prokopeme cestu ven. */\nlet stuckT = 0;\nfunction digOutIfStuck(){\n  if (mode !== 'endless' || !world || state !== 'play'){ stuckT = 0; return; }\n  const cL   = Math.floor((player.x - 2) / TILE);\n  const cR   = Math.floor((player.x + player.w + 1) / TILE);\n  const head = Math.floor((player.y + 2) / TILE);\n  const mid  = Math.floor((player.y + player.h - 3) / TILE);\n  const wallL = world.isSolid(cL, head) || world.isSolid(cL, mid);\n  const wallR = world.isSolid(cR, head) || world.isSolid(cR, mid);\n  if (wallL && wallR){\n    if (++stuckT > 60){                       // ~1 s sevřený mezi dvěma stěnami\n      const foot = Math.floor((player.y + player.h - 1) / TILE);\n      for (let r = foot; r >= foot - 3; r--) world.solid.delete(cR + ',' + r);\n      stuckT = 0; shake = 4;\n      beep(320, 0.09, 'square', 0.04);\n    }\n  } else {\n    stuckT = 0;\n  }\n}\n\n/* ------------------------------------------------------------------ */\n/*  Hráč                                                              */\n/* ------------------------------------------------------------------ */\nconst player = {\n  x: 0, y: 0, w: 26, h: 32,\n  vx: 0, vy: 0, onGround: false,\n  coyote: 0, jumpBuf: 0, face: 1, invuln: 0,\n};\n\nfunction updatePlayer(){\n  if (player.invuln > 0) player.invuln--;\n\n  const left  = down('ArrowLeft', 'KeyA');\n  const right = down('ArrowRight', 'KeyD');\n  const accel = 0.9, fric = 0.80, maxSpd = 4.4;\n\n  if (left && !right){ player.vx -= accel; player.face = -1; }\n  else if (right && !left){ player.vx += accel; player.face = 1; }\n  else player.vx *= fric;\n  player.vx = clamp(player.vx, -maxSpd, maxSpd);\n\n  if (hit('ArrowUp', 'KeyW', 'Space')) player.jumpBuf = 9;\n  if (player.jumpBuf > 0) player.jumpBuf--;\n  if (player.coyote > 0) player.coyote--;\n\n  if (player.jumpBuf > 0 && player.coyote > 0){\n    player.vy = -13.5;\n    player.jumpBuf = player.coyote = 0;\n    player.onGround = false;\n    S.jump();\n  }\n  // nižší skok při krátkém stisku\n  if (!down('ArrowUp', 'KeyW', 'Space') && player.vy < -4) player.vy = -4;\n\n  player.vy = Math.min(player.vy + GRAV, MAX_FALL);\n\n  player.onGround = false;\n  player.x += player.vx; resolve('x');\n  player.prevBottom = player.y + player.h;   // spodní hrana před svislým pohybem\n  player.y += player.vy; resolve('y');\n\n  if (player.onGround) player.coyote = 7;\n\n  // hranice světa (v nekonečném módu vlevo nic – tam si tě hlídá zeď)\n  if (world.width) player.x = clamp(player.x, 0, world.width*TILE - player.w);\n}\n\nfunction resolve(axis){\n  const c1 = Math.floor(player.x / TILE);\n  const c2 = Math.floor((player.x + player.w - 1) / TILE);\n  const r1 = Math.floor(player.y / TILE);\n  const r2 = Math.floor((player.y + player.h - 1) / TILE);\n\n  for (let r = r1; r <= r2; r++){\n    for (let c = c1; c <= c2; c++){\n      if (!world.isSolid(c, r)) continue;\n      if (axis === 'x'){\n        if (player.vx > 0)      player.x = c*TILE - player.w;\n        else if (player.vx < 0) player.x = c*TILE + TILE;\n        player.vx = 0;\n      } else {\n        if (player.vy > 0){ player.y = r*TILE - player.h; player.onGround = true; }\n        else if (player.vy < 0) player.y = r*TILE + TILE;\n        player.vy = 0;\n      }\n    }\n  }\n}\n\n/* ------------------------------------------------------------------ */\n/*  Nepřátelé                                                         */\n/* ------------------------------------------------------------------ */\nfunction updateEnemy(e){\n  if (e.dead){ e.t++; return; }\n  if (e.flash > 0) e.flash--;\n\n  e.x += e.vx;\n  const dir   = Math.sign(e.vx) || 1;\n  const aheadC = Math.floor((dir > 0 ? e.x + e.w + 1 : e.x - 1) / TILE);\n  const midR   = Math.floor((e.y + e.h / 2) / TILE);\n  const footR  = Math.floor((e.y + e.h + 3) / TILE);\n  if (world.isSolid(aheadC, midR) || !world.isSolid(aheadC, footR)) e.vx = -e.vx;\n\n  e.vy = Math.min(e.vy + GRAV, MAX_FALL);\n  e.y += e.vy;\n  const fr = Math.floor((e.y + e.h) / TILE);\n  for (let c = Math.floor(e.x / TILE); c <= Math.floor((e.x + e.w - 1) / TILE); c++){\n    if (world.isSolid(c, fr) && e.vy > 0){ e.y = fr*TILE - e.h; e.vy = 0; break; }\n  }\n  if (e.y > ROWS*TILE + 300){ e.dead = true; e.t = 999; }\n}\n\n/* ------------------------------------------------------------------ */\n/*  Interakce                                                         */\n/* ------------------------------------------------------------------ */\nfunction handleInteractions(){\n  // mince\n  for (const co of world.coins){\n    if (co.got) continue;\n    if (Math.abs(player.x + player.w/2 - co.x) < 18 &&\n        Math.abs(player.y + player.h/2 - co.y) < 20){\n      co.got = true; coinsCollected++; score += 10; S.coin();\n    }\n  }\n  // nepřátelé\n  // stav pádu zjisti JEDNOU – po prvním zášlapu se player.vy obrátí nahoru,\n  // takže bez tohohle by druhá příšerka v témže snímku počítala jako zásah z boku\n  const wasFalling = player.vy > 0;\n  const dropBottom = player.prevBottom ?? (player.y + player.h);\n  let stompedAny = false;\n  for (const e of world.enemies){\n    if (e.dead) continue;\n    if (!rectOverlap(player.x, player.y, player.w, player.h, e.x, e.y, e.w, e.h)) continue;\n    // dopad shora = zničíš nepřítele (i rohem). Zabije tě jen zásah z boku / zespodu.\n    const feet = player.y + player.h;\n    const fromAbove = (wasFalling &&\n      (dropBottom <= e.y + 8 || feet - e.y < e.h * 0.5 + 6)) || stompedAny;\n    const stomp = fromAbove;\n    if (stomp){\n      stompedAny = true;\n      const td = ETIER[e.tier || 0];\n      e.hp--;\n      if (e.hp > 0){\n        // velká příšerka – první zášlap ji jen zmenší, druhý zabije\n        const nw = 32, nh = 30;\n        e.y += e.h - nh; e.x += (e.w - nw) / 2;\n        e.w = nw; e.h = nh; e.flash = 10;\n        player.vy = -9;\n        score += 60; coinsCollected += 2;\n        shake = 4;\n        if (mode !== 'endless') spawnCoinPops(e.x + e.w / 2, e.y, 2);\n        beep(150, 0.1, 'sawtooth', 0.05);\n      } else {\n        e.dead = true; e.t = 0;\n        player.vy = -10 - (e.tier || 0) * 1.5;        // z větší příšery větší odraz\n        score += td.score;\n        coinsCollected += td.coins;                   // odměna podle velikosti\n        shake = 3 + (e.tier || 0) * 3;\n        if (mode !== 'endless') spawnCoinPops(e.x + e.w / 2, e.y, td.coins);\n        beep(200 - (e.tier || 0) * 40, 0.12 + (e.tier || 0) * 0.03, 'sawtooth', 0.05);\n      }\n    } else {\n      hurtPlayer();\n    }\n  }\n  // cíl\n  if (world.goal && mode === 'levels' &&\n      rectOverlap(player.x, player.y, player.w, player.h,\n                  world.goal.x, world.goal.y - TILE*2.2, TILE, TILE*2.2)){\n    S.win();\n    score += 200 + lives * 100;\n    levelIndex++;\n    if (levelIndex >= LEVELS.length){ state = 'win'; }\n    else { state = 'shop'; shopSel = 0; }\n  }\n  // pád mimo svět\n  if (player.y > (ROWS + 1) * TILE) hurtPlayer();\n}\n\nfunction hurtPlayer(){\n  if (player.invuln > 0) return;\n  lives--;\n  shake = 9;\n  S.hurt();\n  if (lives <= 0){\n    state = 'over';\n    if (mode === 'endless') saveBest();\n    return;\n  }\n  player.invuln = 100;\n  respawn();\n}\n\nfunction respawn(){\n  player.vx = player.vy = 0;\n  if (mode === 'levels'){\n    player.x = world.playerStart.x;\n    player.y = world.playerStart.y;\n    camX = clamp(player.x - W*0.42, 0, world.width*TILE - W);\n  } else {\n    // najdi poblíž sloupec s pevnou zemí a přistaň hráče na její skutečnou výšku\n    let col = Math.floor((camX + W*0.35) / TILE);\n    let g = world.firstSolidRow(col, 3);\n    if (g >= ROWS){\n      for (let d = 1; d <= 16 && g >= ROWS; d++){\n        for (const c of [col + d, col - d]){\n          const fr = world.firstSolidRow(c, 3);\n          if (fr < g){ g = fr; col = c; }\n        }\n      }\n    }\n    if (g >= ROWS){                                 // nikde nic – postav rovnou plošinu\n      g = 12;\n      for (let c = col - 3; c <= col + 3; c++)\n        for (let r = g; r < ROWS; r++) world.setSolid(c, r);\n    } else {\n      // ať hráč nespadne do úzké kapsy: srovnej okolí na stejnou výšku\n      for (let c = col - 2; c <= col + 2; c++){\n        const fr = world.firstSolidRow(c, 3);\n        if (fr > g) for (let r = g; r < fr; r++) world.setSolid(c, r);\n      }\n    }\n    player.x = col*TILE;\n    player.y = g*TILE - player.h - 2;\n    camX = Math.max(0, player.x - W*0.4);\n    camMax = camX;                                 // po smrti smí kamera zase couvnout sem\n    wallX = player.x - W*0.75;                     // odstrč zeď daleko dozadu\n    world.enemies = world.enemies.filter(e => Math.abs(e.x - player.x) > 130);\n  }\n}\n\n/* ------------------------------------------------------------------ */\n/*  Kamera                                                            */\n/* ------------------------------------------------------------------ */\nconst wallOn = () => (ENDLESS_DIFF[endlessDiff] || ENDLESS_DIFF.medium).wall;\n\nfunction updateCamera(){\n  if (mode === 'endless'){\n    if (!endlessStarted){\n      if (down('ArrowRight', 'KeyD') || player.x > 5*TILE) endlessStarted = true;\n      camX = Math.max(0, player.x + player.w/2 - W*0.42);\n      wallX = camX - TILE*9;\n      generateAhead(camX);\n      return;\n    }\n    const D = ENDLESS_DIFF[endlessDiff] || ENDLESS_DIFF.medium;\n    const wall = D.wall;\n\n    // zeď se plíží zleva doprava a zrychluje – tempo podle obtížnosti\n    if (wall){\n      wallSpeed = D.wallBase + Math.min(distance / 280, D.wallRamp);\n      wallX += wallSpeed;\n    }\n\n    const follow = player.x + player.w/2 - W*0.42;\n    camX += (follow - camX) * 0.16;\n    if (wall){\n      if (camX < wallX - 30) camX = wallX - 30;        // zeď tlačí kameru\n      if (camX - wallX > W*1.5) wallX = camX - W*1.5;   // zeď nezůstane moc pozadu\n    } else if (camX < camMax){\n      camX = camMax;                                    // lehká: kamera se nevrací zpět\n    }\n    if (camX < 0) camX = 0;\n    camMax = Math.max(camMax, camX);\n\n    distance = Math.floor(camX / TILE);\n    generateAhead(camX);\n    pruneWorld();\n    world.enemies = world.enemies.filter(e => e.x > camX - 300);\n    world.coins   = world.coins.filter(c => !c.got && c.x > camX - 200);\n\n    if (wall){\n      const wgap = player.x - wallX;\n      if (wgap <= 0 && player.invuln <= 0) hurtPlayer();\n      else if (wgap < 150 && pruneT % 15 === 0) beep(150, 0.05, 'square', 0.03);\n    }\n    return;\n  }\n  const target = player.x + player.w/2 - W*0.42;\n  camX += (target - camX) * 0.14;\n  camX = clamp(camX, 0, world.width*TILE - W);\n}\n\n/* ------------------------------------------------------------------ */\n/*  Stavy hry                                                         */\n/* ------------------------------------------------------------------ */\nlet state = 'menu';      // menu | play | paused | shop | over | win\nlet mode  = 'levels';    // levels | endless\nlet menuSel = 0;\nlet endlessDiff = 'medium';   // easy | medium | hard\nlet diffSel = 1;              // index do DIFF_KEYS\nlet world, levelIndex = 0, lives = 3, coinsCollected = 0, score = 0, distance = 0;\nlet camX = 0, camY = 0, camMax = 0, scrollSpeed = 1.4, endlessStarted = false;\nlet wallX = -400, wallSpeed = 1.3;          // zeď smrti v nekonečném módu\nlet shake = 0;\nconst MAX_LIVES = 5;\n\n/* --- Obchod mezi levely (později přibudou další položky) --- */\nlet shopSel = 0;\nconst SHOP_X = W/2 - 235, SHOP_W = 470, SHOP_ROW_H = 62, SHOP_GAP = 10, SHOP_Y0 = 185;\nconst shopBtnY = () => SHOP_Y0 + SHOP.length * (SHOP_ROW_H + SHOP_GAP) + 6;\n\nconst SHOP = [\n  {\n    name: 'Život navíc',\n    desc: '+1 život (max ' + MAX_LIVES + ')',\n    base: 10,\n    bought: 0,\n    price(){ return this.base * Math.pow(2, this.bought); },\n    canBuy(){ return lives < MAX_LIVES && coinsCollected >= this.price(); },\n    apply(){ lives++; },\n  },\n];\n\nfunction buyShop(i){\n  const it = SHOP[i];\n  if (!it) return;\n  if (!it.canBuy()){ beep(120, 0.09, 'square', 0.04); return; }\n  coinsCollected -= it.price();\n  it.bought++;\n  it.apply();\n  S.coin();\n}\nfunction shopContinue(){\n  loadLevel(levelIndex);   // levelIndex je už zvýšený\n  state = 'play';\n}\n\n/* ------------------------------------------------------------------ */\n/*  Rekord + barvy postavy (uloženo v prohlížeči přes localStorage)   */\n/*  Každá obtížnost má vlastní rodinu barev; odstíny se odemykají     */\n/*  podle nejdelšího běhu (v metrech) v té obtížnosti.                */\n/* ------------------------------------------------------------------ */\nconst SKINS = [\n  { name: 'Bílá',        color: '#ffffff', diff: null,     dist: 0 },\n  { name: 'Lehká I',     color: '#86efac', diff: 'easy',   dist: 100 },\n  { name: 'Lehká II',    color: '#4ade80', diff: 'easy',   dist: 300 },\n  { name: 'Lehká III',   color: '#15a34a', diff: 'easy',   dist: 600 },\n  { name: 'Střední I',   color: '#7dd3fc', diff: 'medium', dist: 100 },\n  { name: 'Střední II',  color: '#38bdf8', diff: 'medium', dist: 300 },\n  { name: 'Střední III', color: '#0284c7', diff: 'medium', dist: 600 },\n  { name: 'Těžká I',     color: '#fda4af', diff: 'hard',   dist: 100 },\n  { name: 'Těžká II',    color: '#f43f5e', diff: 'hard',   dist: 300 },\n  { name: 'Těžká III',   color: '#be123c', diff: 'hard',   dist: 600 },\n];\n\nfunction store(k, v){ try { localStorage.setItem('hranaty_' + k, String(v)); } catch (e) {} }\nfunction loadStr(k, d){ try { const v = localStorage.getItem('hranaty_' + k); return v == null ? d : v; } catch (e) { return d; } }\nconst loadInt = k => parseInt(loadStr(k, '0'), 10) || 0;\n\nconst bestDist = { easy: loadInt('dist_easy'), medium: loadInt('dist_medium'), hard: loadInt('dist_hard') };\n\nconst skinUnlocked = i => {\n  const s = SKINS[i];\n  return !s.diff || (bestDist[s.diff] || 0) >= s.dist;\n};\n\nlet equippedSkin = clamp(loadInt('skin'), 0, SKINS.length - 1);\nif (!skinUnlocked(equippedSkin)) equippedSkin = 0;   // pojistka\nlet skinSel = equippedSkin;\nlet newRecord = false, justUnlocked = [];\n\nfunction saveBest(){\n  const d = endlessDiff, prev = bestDist[d] || 0;\n  if (distance > prev){\n    bestDist[d] = distance; store('dist_' + d, distance);\n    newRecord = true;\n    justUnlocked = SKINS.filter(k => k.diff === d && k.dist > prev && k.dist <= distance).map(k => k.name);\n  }\n}\n\nfunction startGame(m){\n  unlockAudio();\n  mode = m;\n  // nekonečný běh: Těžká = jeden život, Lehká/Střední = 3 životy jako v příběhu\n  lives = m === 'endless' ? (endlessDiff === 'hard' ? 1 : 3) : 3;\n  coinsCollected = 0; score = 0; distance = 0; shake = 0;\n  shopSel = 0; pops = [];\n  newRecord = false; justUnlocked = [];\n  SHOP.forEach(it => it.bought = 0);\n  if (m === 'levels'){ levelIndex = 0; loadLevel(0); }\n  else loadEndless();\n  state = 'play';\n}\n\nfunction loadLevel(i){\n  world = buildLevel(LEVELS[i], i);\n  pops = [];\n  player.x = world.playerStart.x;\n  player.y = world.playerStart.y;\n  player.vx = player.vy = 0; player.invuln = 40;\n  camX = clamp(player.x - W*0.42, 0, world.width*TILE - W);\n  camY = 0;\n}\n\nfunction update(){\n  if (state === 'menu'){\n    if (hit('ArrowUp', 'ArrowDown', 'KeyW', 'KeyS')) menuSel = 1 - menuSel;\n    if (menuSel === 1){                       // řádek Nekonečný běh → šipky mění obtížnost\n      if (hit('ArrowLeft', 'KeyA'))  diffSel = (diffSel + 2) % 3;\n      if (hit('ArrowRight', 'KeyD')) diffSel = (diffSel + 1) % 3;\n      endlessDiff = DIFF_KEYS[diffSel];\n    } else {                                  // řádek Příběhové levely → šipky mění barvu\n      if (hit('ArrowLeft', 'KeyA'))  skinSel = (skinSel - 1 + SKINS.length) % SKINS.length;\n      if (hit('ArrowRight', 'KeyD')) skinSel = (skinSel + 1) % SKINS.length;\n      if (skinUnlocked(skinSel) && skinSel !== equippedSkin){\n        equippedSkin = skinSel; store('skin', equippedSkin); S.coin();\n      }\n    }\n    if (hit('Digit1')) return startGame('levels');\n    if (hit('Digit2')) return startGame('endless');\n    if (hit('Enter', 'Space')) return startGame(menuSel === 0 ? 'levels' : 'endless');\n    return;\n  }\n  if (state === 'over' || state === 'win'){\n    if (hit('Enter', 'Space', 'Escape')) state = 'menu';\n    return;\n  }\n  if (state === 'paused'){\n    if (hit('KeyP', 'Enter')) state = 'play';\n    if (hit('Escape')) state = 'menu';\n    return;\n  }\n  if (state === 'shop'){\n    if (hit('ArrowUp', 'KeyW'))   shopSel = (shopSel - 1 + SHOP.length) % SHOP.length;\n    if (hit('ArrowDown', 'KeyS')) shopSel = (shopSel + 1) % SHOP.length;\n    if (hit('Enter')) buyShop(shopSel);\n    for (let i = 0; i < SHOP.length && i < 9; i++)\n      if (hit('Digit' + (i + 1))) buyShop(i);\n    if (hit('Space')) shopContinue();\n    return;\n  }\n\n  // --- state === 'play' ---\n  if (hit('Escape')) { state = 'menu'; return; }\n  if (hit('KeyP'))   { state = 'paused'; return; }\n  if (hit('KeyR'))   { mode === 'levels' ? loadLevel(levelIndex) : loadEndless(); return; }\n\n  if (shake > 0) shake *= 0.88;\n\n  updatePlayer();\n  for (const e of world.enemies) updateEnemy(e);\n  handleInteractions();\n  digOutIfStuck();\n  if (state === 'play') updateCamera();\n\n  for (const p of pops){ p.x += p.vx; p.y += p.vy; p.vy += 0.16; p.life--; }\n  if (pops.length) pops = pops.filter(p => p.life > 0);\n}\n\n/* ------------------------------------------------------------------ */\n/*  Vykreslení                                                        */\n/* ------------------------------------------------------------------ */\nconst COL = {\n  tile:'#2a3350', tileTop:'#41527f', player:'#5cc8ff', enemy:'#ff5c72',\n  coin:'#ffd45c', flag:'#4ade80', dark:'#0c0e16',\n};\n\nfunction draw(){\n  ctx.clearRect(0, 0, W, H);\n\n  const g = ctx.createLinearGradient(0, 0, 0, H);\n  g.addColorStop(0, '#141829'); g.addColorStop(1, '#0b0d15');\n  ctx.fillStyle = g; ctx.fillRect(0, 0, W, H);\n\n  drawParallax();\n\n  const sx = shake > 0.4 ? (Math.random() - 0.5) * shake : 0;\n  const sy = shake > 0.4 ? (Math.random() - 0.5) * shake : 0;\n\n  ctx.save();\n  ctx.translate(Math.round(-camX + sx), Math.round(-camY + sy));\n\n  if (world){\n    const c0 = Math.floor(camX / TILE) - 1;\n    const c1 = c0 + Math.ceil(W / TILE) + 2;\n    for (let c = c0; c <= c1; c++)\n      for (let r = 0; r < ROWS; r++)\n        if (world.isSolid(c, r)) drawTile(c, r);\n\n    for (const co of world.coins) if (!co.got) drawCoin(co);\n    if (world.goal) drawGoal(world.goal);\n    for (const e of world.enemies) drawEnemy(e);\n    for (const p of pops){\n      ctx.globalAlpha = Math.max(0, p.life / 34);\n      ctx.fillStyle = COL.coin;\n      ctx.beginPath(); ctx.arc(p.x, p.y, 3, 0, Math.PI * 2); ctx.fill();\n    }\n    ctx.globalAlpha = 1;\n    if (state !== 'shop') drawPlayer();\n    if (mode === 'endless' && endlessStarted && wallOn() && wallX > camX - 100) drawWall();\n  }\n  ctx.restore();\n\n  // varovné blikání, když je zeď blízko\n  if (mode === 'endless' && state === 'play' && endlessStarted && wallOn()){\n    const gap = player.x - wallX;\n    if (gap < 240){\n      const a = clamp(1 - gap / 240, 0, 1);\n      const pulse = 0.45 + 0.3 * Math.sin(performance.now() / 90);\n      const grd = ctx.createLinearGradient(0, 0, W * 0.55, 0);\n      grd.addColorStop(0, 'rgba(255,45,65,' + (a * pulse).toFixed(3) + ')');\n      grd.addColorStop(1, 'rgba(255,45,65,0)');\n      ctx.fillStyle = grd;\n      ctx.fillRect(0, 0, W * 0.55, H);\n    }\n  }\n\n  if (world) drawHUD();\n\n  if (state === 'menu')            drawMenu();\n  else if (state === 'paused')     overlay('PAUZA', isTouch ? 'ťukni pro pokračování' : 'P nebo Enter – pokračovat   ·   Esc – menu');\n  else if (state === 'shop')       drawShop();\n  else if (state === 'over')       drawOver();\n  else if (state === 'win')        overlay('DOKONČENO! 🎉', statLine() + (isTouch ? '   ·   ťukni pro menu' : '   ·   Enter – menu'));\n\n  if (isTouch && (state === 'play' || state === 'paused')) drawTouch();\n  if (isTouch && innerHeight > innerWidth * 1.1) drawRotateHint();\n\n  if (state === 'menu')        drawFsBtn(FSB_MENU);\n  else if (state === 'paused') drawFsBtn(FSB_PAUSE);\n}\n\nfunction drawJoy(){\n  const on = joy.id !== null;\n  ctx.save();\n  ctx.globalAlpha = on ? 0.95 : 0.5;\n  // základna\n  ctx.fillStyle = 'rgba(255,255,255,.07)';\n  ctx.beginPath(); ctx.arc(joy.bx, joy.by, JOY_R, 0, Math.PI * 2); ctx.fill();\n  ctx.strokeStyle = 'rgba(255,255,255,.22)'; ctx.lineWidth = 2;\n  ctx.beginPath(); ctx.arc(joy.bx, joy.by, JOY_R, 0, Math.PI * 2); ctx.stroke();\n  // šipky vlevo/vpravo\n  ctx.fillStyle = 'rgba(255,255,255,.4)';\n  ctx.font = '600 20px system-ui, sans-serif';\n  ctx.textAlign = 'center'; ctx.textBaseline = 'middle';\n  ctx.fillText('◀', joy.bx - JOY_R + 15, joy.by);\n  ctx.fillText('▶', joy.bx + JOY_R - 15, joy.by);\n  // palec\n  ctx.fillStyle = on ? 'rgba(92,200,255,.4)' : 'rgba(255,255,255,.14)';\n  ctx.beginPath(); ctx.arc(joy.kx, joy.ky, JOY_KNOB, 0, Math.PI * 2); ctx.fill();\n  ctx.strokeStyle = on ? COL.player : 'rgba(255,255,255,.28)'; ctx.lineWidth = 2.4;\n  ctx.beginPath(); ctx.arc(joy.kx, joy.ky, JOY_KNOB, 0, Math.PI * 2); ctx.stroke();\n  ctx.textBaseline = 'alphabetic';\n  ctx.restore();\n}\nfunction circBtn(b, label, active, fs){\n  ctx.fillStyle = active ? 'rgba(92,200,255,.32)' : 'rgba(255,255,255,.10)';\n  ctx.beginPath(); ctx.arc(b.cx, b.cy, b.r, 0, Math.PI * 2); ctx.fill();\n  ctx.strokeStyle = active ? COL.player : 'rgba(255,255,255,.22)';\n  ctx.lineWidth = 2; ctx.stroke();\n  ctx.fillStyle = '#e8ecf5';\n  ctx.font = '600 ' + (fs || 30) + 'px system-ui, sans-serif';\n  ctx.textAlign = 'center'; ctx.textBaseline = 'middle';\n  ctx.fillText(label, b.cx, b.cy + 1);\n  ctx.textBaseline = 'alphabetic';\n}\nfunction drawTouch(){\n  ctx.save();\n  const has = z => { for (const v of activePtr.values()) if (v === z) return true; return false; };\n  drawJoy();\n  circBtn(TB.jump, 'SKOK', has('jump'), 22);\n  circBtn(TB.pause, state === 'paused' ? '▶' : '❚❚', false, 18);\n\n  if (state === 'paused'){\n    const mb = { x: W/2 - 80, y: H/2 + 40, w: 160, h: 44 };\n    ctx.fillStyle = 'rgba(255,255,255,.10)';\n    roundRect(mb.x, mb.y, mb.w, mb.h, 12); ctx.fill();\n    ctx.strokeStyle = 'rgba(255,255,255,.25)'; ctx.lineWidth = 2;\n    roundRect(mb.x, mb.y, mb.w, mb.h, 12); ctx.stroke();\n    ctx.fillStyle = '#e8ecf5';\n    ctx.font = '600 15px system-ui, sans-serif';\n    ctx.textAlign = 'center'; ctx.textBaseline = 'middle';\n    ctx.fillText('← Menu', W/2, mb.y + mb.h / 2);\n    ctx.textBaseline = 'alphabetic';\n  }\n  ctx.restore();\n}\nfunction drawRotateHint(){\n  ctx.save();\n  ctx.fillStyle = 'rgba(8,10,16,.9)';\n  ctx.fillRect(0, 0, W, H);\n  ctx.textAlign = 'center';\n  ctx.fillStyle = '#e8ecf5';\n  ctx.font = '700 26px system-ui, sans-serif';\n  ctx.fillText('🔄  Otoč telefon na šířku', W / 2, H / 2);\n  ctx.restore();\n}\n\nfunction drawWall(){\n  const wx = wallX, top = -160, h = (ROWS + 6) * TILE;\n  ctx.fillStyle = '#6f0f1e';\n  ctx.fillRect(wx - 2400, top, 2400, h);\n  ctx.fillStyle = 'rgba(255,70,90,.9)';\n  ctx.fillRect(wx - 5, top, 5, h);\n  const t = performance.now() / 110;\n  ctx.fillStyle = 'rgba(255,150,165,.5)';\n  for (let y = top; y < top + h; y += 36){\n    const o = (t * 10) % 36;\n    ctx.beginPath();\n    ctx.moveTo(wx - 22, y + o);\n    ctx.lineTo(wx - 4,  y + o + 11);\n    ctx.lineTo(wx - 22, y + o + 22);\n    ctx.closePath();","numLines":1090,"startLine":1,"totalLines":1543,"truncatedByTokenCap":true}},"sourceToolAssistantUUID":"75d8288c-8fda-4cee-be82-d89ebfb79f4c","session_id":"ed3caf46-d974-42bc-8521-75e2962ef648","userType":"external","entrypoint":"cli","cwd":"/home/tonda","sessionId":"ed3caf46-d974-42bc-8521-75e2962ef648","version":"2.1.247","gitBranch":"HEAD"}
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{"type":"bridge-session","sessionId":"ed3caf46-d974-42bc-8521-75e2962ef648","bridgeSessionId":"cse_01CRv8M4NCLiD6f1pTiFRW7U","lastSequenceNum":0,"ownerAccountUuid":"6aeb2822-ac95-47b2-8e45-01a3b088cce0","ownerOrganizationUuid":"cfd5fbaf-d2e6-4557-9a7f-c87d3e2b633c"}
{"parentUuid":"61028c73-7c64-4332-a6a1-86678a125b61","isSidechain":false,"message":{"model":"claude-sonnet-5","id":"msg_011CeTtJLonAXqTLtfCPZS8c","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_016nnAbANUt7JwByD7geMQiA","name":"Read","input":{"file_path":"/home/tonda/hra.html","offset":1091},"caller":{"type":"direct"}}],"stop_reason":"tool_use","stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":24045,"cache_read_input_tokens":31371,"output_tokens":81,"output_tokens_details":{"thinking_tokens":0},"server_tool_use":{"web_search_requests":0,"web_fetch_requests":0},"service_tier":"standard","cache_creation":{"ephemeral_1h_input_tokens":24045,"ephemeral_5m_input_tokens":0},"inference_geo":"not_available","iterations":[{"input_tokens":2,"output_tokens":81,"cache_read_input_tokens":31371,"cache_creation_input_tokens":24045,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":24045},"type":"message"}],"speed":"standard"},"diagnostics":null},"requestId":"req_011CeTtJKkXojRAiXdXLzctf","type":"assistant","uuid":"a1b1a2f1-564d-453b-aab4-92ae9567e232","timestamp":"2026-08-27T20:29:08.894Z","effort":"high","session_id":"ed3caf46-d974-42bc-8521-75e2962ef648","userType":"external","entrypoint":"cli","cwd":"/home/tonda","sessionId":"ed3caf46-d974-42bc-8521-75e2962ef648","version":"2.1.247","gitBranch":"HEAD"}
{"parentUuid":"a1b1a2f1-564d-453b-aab4-92ae9567e232","isSidechain":false,"promptId":"8cee88ff-5c0c-4eab-b97a-6785f8409e1e","type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_016nnAbANUt7JwByD7geMQiA","type":"tool_result","content":"1091\t    ctx.fill();\n1092\t  }\n1093\t}\n1094\t\n1095\tfunction drawParallax(){\n1096\t  ctx.save();\n1097\t  ctx.globalAlpha = 0.05;\n1098\t  ctx.fillStyle = '#6ea8ff';\n1099\t  const p = camX * 0.25;\n1100\t  for (let i = -1; i < 8; i++){\n1101\t    const x = i * 250 - (p % 250);\n1102\t    ctx.save();\n1103\t    ctx.translate(x, 130 + (i & 1 ? 150 : 0));\n1104\t    ctx.rotate(0.5);\n1105\t    ctx.fillRect(-55, -55, 110, 110);\n1106\t    ctx.restore();\n1107\t  }\n1108\t  ctx.restore();\n1109\t}\n1110\t\n1111\tfunction drawTile(c, r){\n1112\t  const x = c*TILE, y = r*TILE;\n1113\t  const open = !world.isSolid(c, r - 1);\n1114\t  ctx.fillStyle = COL.tile;\n1115\t  roundRect(x + 1, y + 1, TILE - 2, TILE - 2, open ? 7 : 2);\n1116\t  ctx.fill();\n1117\t  if (open){\n1118\t    ctx.fillStyle = COL.tileTop;\n1119\t    roundRect(x + 1, y + 1, TILE - 2, 6, 3);\n1120\t    ctx.fill();\n1121\t  }\n1122\t}\n1123\t\n1124\tfunction drawPlayer(){\n1125\t  if (player.invuln > 0 && Math.floor(player.invuln / 4) % 2) return;\n1126\t  const { x, y, w, h } = player;\n1127\t  ctx.fillStyle = SKINS[equippedSkin].color;\n1128\t  roundRect(x, y, w, h, 7); ctx.fill();\n1129\t  ctx.fillStyle = COL.dark;\n1130\t  ctx.fillRect(x + w/2 + player.face * 5 - 2, y + 9, 4, 7);\n1131\t}\n1132\t\n1133\tfunction drawEnemy(e){\n1134\t  const col = ETIER[e.tier || 0].col;\n1135\t  if (e.dead){\n1136\t    const k = Math.max(0, 1 - e.t / 18);\n1137\t    if (k <= 0) return;\n1138\t    ctx.globalAlpha = k;\n1139\t    ctx.fillStyle = col;\n1140\t    roundRect(e.x, e.y + e.h * 0.62, e.w, e.h * 0.38, 4); ctx.fill();\n1141\t    ctx.globalAlpha = 1;\n1142\t    return;\n1143\t  }\n1144\t  ctx.fillStyle = e.flash > 0 ? '#ffffff' : col;\n1145\t  roundRect(e.x, e.y, e.w, e.h, Math.min(9, e.w * 0.22)); ctx.fill();\n1146\t  ctx.fillStyle = COL.dark;\n1147\t  const d = Math.sign(e.vx) || 1;\n1148\t  const es = Math.max(3, e.w * 0.12);\n1149\t  const ey = e.y + e.h * 0.3;\n1150\t  const cx = e.x + e.w / 2 + d * e.w * 0.12;\n1151\t  ctx.fillRect(cx - e.w * 0.18 - es / 2, ey, es, es);\n1152\t  ctx.fillRect(cx + e.w * 0.18 - es / 2, ey, es, es);\n1153\t}\n1154\t\n1155\tfunction drawCoin(co){\n1156\t  const b = Math.sin(performance.now() / 300 + co.x) * 2;\n1157\t  ctx.fillStyle = COL.coin;\n1158\t  ctx.beginPath(); ctx.arc(co.x, co.y + b, 7, 0, Math.PI * 2); ctx.fill();\n1159\t  ctx.strokeStyle = 'rgba(0,0,0,.25)'; ctx.lineWidth = 2;\n1160\t  ctx.beginPath(); ctx.arc(co.x, co.y + b, 7, 0, Math.PI * 2); ctx.stroke();\n1161\t}\n1162\t\n1163\tfunction drawGoal(g){\n1164\t  const topY = g.y - TILE * 2.1;\n1165\t  ctx.fillStyle = '#e8ecf5';\n1166\t  ctx.fillRect(g.x + TILE/2 - 2, topY, 4, TILE * 2.1);\n1167\t  ctx.fillStyle = COL.flag;\n1168\t  ctx.beginPath();\n1169\t  ctx.moveTo(g.x + TILE/2 + 2, topY);\n1170\t  ctx.lineTo(g.x + TILE/2 + 30, topY + 10);\n1171\t  ctx.lineTo(g.x + TILE/2 + 2, topY + 20);\n1172\t  ctx.fill();\n1173\t}\n1174\t\n1175\tfunction drawHUD(){\n1176\t  ctx.save();\n1177\t  const endless = mode === 'endless';\n1178\t  // životy: vždy v příběhu; v nekonečném běhu jen když jich je víc než jeden (Lehká/Střední)\n1179\t  const showLives = !endless || lives > 1 || endlessDiff !== 'hard';\n1180\t  if (showLives){\n1181\t    const slots = Math.min(Math.max(3, lives), MAX_LIVES);\n1182\t    for (let i = 0; i < slots; i++){\n1183\t      ctx.fillStyle = i < lives ? COL.enemy : '#333a4f';\n1184\t      roundRect(16 + i * 20, 16, 14, 14, 4); ctx.fill();\n1185\t    }\n1186\t  }\n1187\t  ctx.font = '600 15px system-ui, sans-serif';\n1188\t  ctx.textAlign = 'right';\n1189\t\n1190\t  if (endless){\n1191\t    ctx.fillStyle = COL.coin;\n1192\t    ctx.fillText(distance + ' m', W - 16, 26);\n1193\t    ctx.fillStyle = '#8b93a7';\n1194\t    ctx.font = '500 12px system-ui, sans-serif';\n1195\t    ctx.fillText('nejdál ' + (bestDist[endlessDiff] || 0) + ' m', W - 16, 46);\n1196\t  } else {\n1197\t    ctx.fillStyle = COL.coin;\n1198\t    ctx.textAlign = 'left';\n1199\t    ctx.fillText('● ' + coinsCollected, 16, 54);\n1200\t    ctx.textAlign = 'right';\n1201\t    ctx.fillText(LEVELS[levelIndex].name + '  ·  ' + (levelIndex + 1) + '/' + LEVELS.length, W - 16, 26);\n1202\t    ctx.fillText('Skóre ' + score, W - 16, 48);\n1203\t  }\n1204\t  ctx.restore();\n1205\t}\n1206\t\n1207\tfunction statLine(){\n1208\t  return mode === 'levels'\n1209\t    ? 'Skóre ' + score + '  ·  mincí ' + coinsCollected\n1210\t    : distance + ' m   ·   nejdál ' + (bestDist[endlessDiff] || 0) + ' m';\n1211\t}\n1212\t\n1213\tfunction overlay(title, sub){\n1214\t  ctx.save();\n1215\t  ctx.fillStyle = 'rgba(8,10,16,.78)';\n1216\t  ctx.fillRect(0, 0, W, H);\n1217\t  ctx.textAlign = 'center';\n1218\t  ctx.fillStyle = '#e8ecf5';\n1219\t  ctx.font = '700 44px system-ui, sans-serif';\n1220\t  ctx.fillText(title, W/2, H/2 - 6);\n1221\t  ctx.fillStyle = '#8b93a7';\n1222\t  ctx.font = '500 16px system-ui, sans-serif';\n1223\t  ctx.fillText(sub, W/2, H/2 + 30);\n1224\t  ctx.restore();\n1225\t}\n1226\t\n1227\tfunction drawOver(){\n1228\t  let sub = statLine();\n1229\t  if (mode === 'endless' && justUnlocked.length)\n1230\t    sub += '   ·   odemčeno: ' + justUnlocked.join(', ');\n1231\t  sub += isTouch ? '   ·   ťukni pro menu' : '   ·   Enter – menu';\n1232\t  overlay(mode === 'endless' && newRecord ? 'NOVÝ REKORD! 🎉' : 'KONEC HRY', sub);\n1233\t}\n1234\t\n1235\tfunction drawShop(){\n1236\t  ctx.save();\n1237\t  ctx.fillStyle = 'rgba(8,10,16,.88)';\n1238\t  ctx.fillRect(0, 0, W, H);\n1239\t  ctx.textAlign = 'center';\n1240\t\n1241\t  ctx.fillStyle = '#e8ecf5';\n1242\t  ctx.font = '800 32px system-ui, sans-serif';\n1243\t  ctx.fillText('LEVEL ' + levelIndex + ' HOTOV', W/2, 84);\n1244\t  ctx.fillStyle = COL.coin;\n1245\t  ctx.font = '600 18px system-ui, sans-serif';\n1246\t  ctx.fillText('● ' + coinsCollected + ' mincí k utracení', W/2, 116);\n1247\t  ctx.fillStyle = '#8b93a7';\n1248\t  ctx.font = '500 14px system-ui, sans-serif';\n1249\t  ctx.fillText('OBCHOD', W/2, 154);\n1250\t\n1251\t  SHOP.forEach((it, i) => {\n1252\t    const y = SHOP_Y0 + i * (SHOP_ROW_H + SHOP_GAP);\n1253\t    const sel = i === shopSel;\n1254\t    const price = it.price();\n1255\t    const ok = it.canBuy();\n1256\t\n1257\t    ctx.fillStyle = sel ? 'rgba(92,200,255,.16)' : 'rgba(255,255,255,.04)';\n1258\t    roundRect(SHOP_X, y, SHOP_W, SHOP_ROW_H, 12); ctx.fill();\n1259\t    ctx.strokeStyle = sel ? COL.player : 'rgba(255,255,255,.12)';\n1260\t    ctx.lineWidth = 2;\n1261\t    roundRect(SHOP_X, y, SHOP_W, SHOP_ROW_H, 12); ctx.stroke();\n1262\t\n1263\t    ctx.textAlign = 'left';\n1264\t    ctx.fillStyle = '#e8ecf5';\n1265\t    ctx.font = '700 17px system-ui, sans-serif';\n1266\t    ctx.fillText((i + 1) + '.   ' + it.name, SHOP_X + 18, y + 26);\n1267\t    ctx.fillStyle = '#8b93a7';\n1268\t    ctx.font = '400 13px system-ui, sans-serif';\n1269\t    ctx.fillText(it.desc + '     ·     koupeno ' + it.bought + '×', SHOP_X + 18, y + 46);\n1270\t\n1271\t    ctx.textAlign = 'right';\n1272\t    ctx.fillStyle = ok ? COL.coin : '#ff6b7d';\n1273\t    ctx.font = '700 18px system-ui, sans-serif';\n1274\t    ctx.fillText('● ' + price, SHOP_X + SHOP_W - 18, y + 38);\n1275\t  });\n1276\t\n1277\t  const by = shopBtnY();\n1278\t  ctx.fillStyle = 'rgba(74,222,128,.14)';\n1279\t  roundRect(W/2 - 120, by, 240, 44, 12); ctx.fill();\n1280\t  ctx.strokeStyle = COL.flag; ctx.lineWidth = 2;\n1281\t  roundRect(W/2 - 120, by, 240, 44, 12); ctx.stroke();\n1282\t  ctx.textAlign = 'center';\n1283\t  ctx.fillStyle = '#e8ecf5';\n1284\t  ctx.font = '700 16px system-ui, sans-serif';\n1285\t  ctx.fillText('Pokračovat  →', W/2, by + 28);\n1286\t\n1287\t  ctx.fillStyle = '#8b93a7';\n1288\t  ctx.font = '500 14px system-ui, sans-serif';\n1289\t  ctx.fillText(\n1290\t    isTouch ? 'ťukni na položku = koupit  ·  ťukni na „Pokračovat“'\n1291\t            : '↑ ↓ výběr  ·  Enter / číslo = koupit  ·  Mezerník = pokračovat',\n1292\t    W/2, H - 34);\n1293\t  ctx.restore();\n1294\t}\n1295\t\n1296\tconst MENU = {\n1297\t  opt1Y: 226, opt2Y: 280, optW: 470, optH: 48,\n1298\t  diffY: 330, diffBW: 122, diffH: 30, diffGap: 16,\n1299\t  skinY: 400, skinSW: 30, skinGap: 8, skinNameY: 450,\n1300\t};\n1301\tfunction diffChipRect(i){\n1302\t  const total = 3 * MENU.diffBW + 2 * MENU.diffGap;\n1303\t  return { x: W/2 - total/2 + i * (MENU.diffBW + MENU.diffGap), y: MENU.diffY, w: MENU.diffBW, h: MENU.diffH };\n1304\t}\n1305\tfunction skinChipRect(i){\n1306\t  const n = SKINS.length, total = n * MENU.skinSW + (n - 1) * MENU.skinGap;\n1307\t  return { x: W/2 - total/2 + i * (MENU.skinSW + MENU.skinGap), y: MENU.skinY, w: MENU.skinSW, h: MENU.skinSW };\n1308\t}\n1309\t\n1310\tfunction drawMenu(){\n1311\t  ctx.save();\n1312\t  ctx.fillStyle = 'rgba(8,10,16,.9)';\n1313\t  ctx.fillRect(0, 0, W, H);\n1314\t  ctx.textAlign = 'center';\n1315\t\n1316\t  ctx.fillStyle = '#e8ecf5';\n1317\t  ctx.font = '800 40px system-ui, sans-serif';\n1318\t  ctx.fillText('HRANATÝ SVĚT', W/2, 128);\n1319\t  ctx.fillStyle = '#8b93a7';\n1320\t  ctx.font = '500 14px system-ui, sans-serif';\n1321\t  ctx.fillText('2D plošinovka — vyber si režim', W/2, 152);\n1322\t  ctx.fillStyle = COL.coin;\n1323\t  ctx.font = '600 12px system-ui, sans-serif';\n1324\t  ctx.fillText('Nejdál   ·   Lehká ' + bestDist.easy + ' m    ·    Střední ' + bestDist.medium + ' m    ·    Těžká ' + bestDist.hard + ' m', W/2, 176);\n1325\t\n1326\t  menuOption('1', 'Příběhové levely', LEVELS.length + ' ručně navržených levelů s cílem a životy', MENU.opt1Y, menuSel === 0);\n1327\t  menuOption('2', 'Nekonečný běh', 'Obtížnost: ' + ENDLESS_DIFF[endlessDiff].name + (wallOn() ? '   ·   utíkej před zdí' : '   ·   bez zdi, v klidu') + (endlessDiff === 'hard' ? '   ·   jeden život' : '   ·   3 životy'), MENU.opt2Y, menuSel === 1);\n1328\t\n1329\t  drawDiffPicker();\n1330\t  drawSkinPicker();\n1331\t\n1332\t  ctx.textAlign = 'center';\n1333\t  ctx.fillStyle = '#8b93a7';\n1334\t  ctx.font = '500 12px system-ui, sans-serif';\n1335\t  ctx.fillText(\n1336\t    isTouch ? 'ťukni na režim = start   ·   ťukni na obtížnost a barvu'\n1337\t            : '↑↓ režim   ·   ←→ ' + (menuSel === 1 ? 'obtížnost' : 'barva') + '   ·   Enter = start',\n1338\t    W/2, H - 16);\n1339\t  ctx.restore();\n1340\t}\n1341\t\n1342\tfunction drawDiffPicker(){\n1343\t  ctx.textAlign = 'center';\n1344\t  ctx.fillStyle = '#8b93a7';\n1345\t  ctx.font = '600 11px system-ui, sans-serif';\n1346\t  ctx.fillText('OBTÍŽNOST NEKONEČNÉHO BĚHU', W/2, MENU.diffY - 10);\n1347\t\n1348\t  DIFF_KEYS.forEach((k, i) => {\n1349\t    const b = diffChipRect(i), sel = i === diffSel;\n1350\t    ctx.fillStyle = sel ? 'rgba(92,200,255,.18)' : 'rgba(255,255,255,.05)';\n1351\t    roundRect(b.x, b.y, b.w, b.h, 8); ctx.fill();\n1352\t    ctx.strokeStyle = sel ? COL.player : 'rgba(255,255,255,.14)';\n1353\t    ctx.lineWidth = 2; roundRect(b.x, b.y, b.w, b.h, 8); ctx.stroke();\n1354\t    ctx.fillStyle = sel ? '#e8ecf5' : '#aab2c2';\n1355\t    ctx.font = '700 14px system-ui, sans-serif';\n1356\t    ctx.textBaseline = 'middle';\n1357\t    ctx.fillText(ENDLESS_DIFF[k].name, b.x + b.w/2, b.y + b.h/2 + 1);\n1358\t    ctx.textBaseline = 'alphabetic';\n1359\t  });\n1360\t}\n1361\t\n1362\tfunction drawSkinPicker(){\n1363\t  ctx.textAlign = 'center';\n1364\t  ctx.fillStyle = '#8b93a7';\n1365\t  ctx.font = '600 11px system-ui, sans-serif';\n1366\t  ctx.fillText('BARVA POSTAVY', W/2, MENU.skinY - 10);\n1367\t\n1368\t  for (let i = 0; i < SKINS.length; i++){\n1369\t    const b = skinChipRect(i), s = SKINS[i], open = skinUnlocked(i);\n1370\t    ctx.globalAlpha = open ? 1 : 0.22;\n1371\t    ctx.fillStyle = s.color;\n1372\t    roundRect(b.x, b.y, b.w, b.h, 8); ctx.fill();\n1373\t    ctx.globalAlpha = 1;\n1374\t    if (i === equippedSkin){\n1375\t      ctx.strokeStyle = '#e8ecf5'; ctx.lineWidth = 3;\n1376\t      roundRect(b.x - 2, b.y - 2, b.w + 4, b.h + 4, 9); ctx.stroke();\n1377\t    }\n1378\t    if (i === skinSel && menuSel === 0){\n1379\t      ctx.strokeStyle = COL.player; ctx.lineWidth = 2;\n1380\t      roundRect(b.x - 6, b.y - 6, b.w + 12, b.h + 12, 12); ctx.stroke();\n1381\t    }\n1382\t    if (!open){\n1383\t      ctx.fillStyle = '#e8ecf5';\n1384\t      ctx.font = '12px system-ui, sans-serif';\n1385\t      ctx.textBaseline = 'middle';\n1386\t      ctx.fillText('🔒', b.x + b.w/2, b.y + b.h/2 + 1);\n1387\t      ctx.textBaseline = 'alphabetic';\n1388\t    }\n1389\t  }\n1390\t\n1391\t  const s = SKINS[skinSel];\n1392\t  ctx.fillStyle = '#e8ecf5';\n1393\t  ctx.font = '600 13px system-ui, sans-serif';\n1394\t  ctx.fillText(\n1395\t    skinUnlocked(skinSel)\n1396\t      ? s.name + (skinSel === equippedSkin ? '  ✓ nasazeno' : '')\n1397\t      : s.name + '  🔒  ·  ' + ENDLESS_DIFF[s.diff].name + ' ' + s.dist + ' m',\n1398\t    W/2, MENU.skinNameY);\n1399\t}\n1400\t\n1401\tfunction menuOption(num, title, desc, y, sel){\n1402\t  const w = MENU.optW, x = W/2 - w/2, h = MENU.optH;\n1403\t  ctx.fillStyle = sel ? 'rgba(92,200,255,.16)' : 'rgba(255,255,255,.04)';\n1404\t  roundRect(x, y - h/2, w, h, 12); ctx.fill();\n1405\t  ctx.strokeStyle = sel ? COL.player : 'rgba(255,255,255,.12)';\n1406\t  ctx.lineWidth = 2;\n1407\t  roundRect(x, y - h/2, w, h, 12); ctx.stroke();\n1408\t\n1409\t  ctx.textAlign = 'left';\n1410\t  ctx.fillStyle = '#e8ecf5';\n1411\t  ctx.font = '700 17px system-ui, sans-serif';\n1412\t  ctx.fillText(num + '.   ' + title, x + 20, y - 4);\n1413\t  ctx.fillStyle = '#8b93a7';\n1414\t  ctx.font = '400 12px system-ui, sans-serif';\n1415\t  ctx.fillText(desc, x + 20, y + 15);\n1416\t  ctx.textAlign = 'center';\n1417\t}\n1418\t\n1419\t/* ------------------------------------------------------------------ */\n1420\t/*  Myš / dotyk pro menu a obrazovky                                  */\n1421\t/* ------------------------------------------------------------------ */\n1422\tfunction canvasPos(e){\n1423\t  const r = canvas.getBoundingClientRect();\n1424\t  // počítá i s object-fit: contain (režim celé obrazovky) – letterbox okraje\n1425\t  const scale = Math.min(r.width / W, r.height / H) || (r.width / W);\n1426\t  const ox = r.left + (r.width  - W * scale) / 2;\n1427\t  const oy = r.top  + (r.height - H * scale) / 2;\n1428\t  return { x: (e.clientX - ox) / scale, y: (e.clientY - oy) / scale };\n1429\t}\n1430\tcanvas.addEventListener('contextmenu', e => e.preventDefault());\n1431\t\n1432\tcanvas.addEventListener('pointerdown', e => {\n1433\t  unlockAudio();\n1434\t  if (e.pointerType === 'touch') isTouch = true;\n1435\t  const p = canvasPos(e);\n1436\t\n1437\t  // tlačítko celé obrazovky (mobil) – musí být z gesta uživatele\n1438\t  if (isTouch && fsOK()){\n1439\t    if (state === 'menu'   && inCirc(p, FSB_MENU )){ toggleFullscreen(); return; }\n1440\t    if (state === 'paused' && inCirc(p, FSB_PAUSE)){ toggleFullscreen(); return; }\n1441\t  }\n1442\t\n1443\t  // herní dotykové ovládání má přednost během hry\n1444\t  if (state === 'play' || state === 'paused'){\n1445\t    if (inCirc(p, TB.pause)){ state = state === 'play' ? 'paused' : 'play'; return; }\n1446\t    if (state === 'paused' &&\n1447\t        p.x >= W/2 - 80 && p.x <= W/2 + 80 && p.y >= H/2 + 40 && p.y <= H/2 + 84){\n1448\t      state = 'menu'; return;\n1449\t    }\n1450\t    if (state === 'play'){\n1451\t      if (inCirc(p, TB.jump)){\n1452\t        activePtr.set(e.pointerId, 'jump');\n1453\t        codesHit.add('Space');                   // náběžná hrana skoku\n1454\t        applyTouch();\n1455\t        return;\n1456\t      }\n1457\t      if (joy.id === null && p.x < W * 0.6){      // levá část obrazovky = joystick\n1458\t        joyStart(e.pointerId, p);\n1459\t        return;\n1460\t      }\n1461\t    }\n1462\t  }\n1463\t\n1464\t  if (state === 'menu'){\n1465\t    // volba režimu (ťuknutí = start)\n1466\t    if (Math.abs(p.x - W/2) <= MENU.optW/2){\n1467\t      if (Math.abs(p.y - MENU.opt1Y) <= MENU.optH/2 + 4){ menuSel = 0; return startGame('levels'); }\n1468\t      if (Math.abs(p.y - MENU.opt2Y) <= MENU.optH/2 + 4){ menuSel = 1; return startGame('endless'); }\n1469\t    }\n1470\t    // volba obtížnosti\n1471\t    for (let i = 0; i < 3; i++){\n1472\t      const b = diffChipRect(i);\n1473\t      if (p.x >= b.x - 4 && p.x <= b.x + b.w + 4 && p.y >= b.y - 6 && p.y <= b.y + b.h + 6){\n1474\t        diffSel = i; endlessDiff = DIFF_KEYS[i]; menuSel = 1; S.coin();\n1475\t        return;\n1476\t      }\n1477\t    }\n1478\t    // volba barvy postavy\n1479\t    for (let i = 0; i < SKINS.length; i++){\n1480\t      const b = skinChipRect(i);\n1481\t      if (p.x >= b.x - 3 && p.x <= b.x + b.w + 3 && p.y >= b.y - 3 && p.y <= b.y + b.h + 3){\n1482\t        skinSel = i; menuSel = 0;\n1483\t        if (skinUnlocked(i) && i !== equippedSkin){ equippedSkin = i; store('skin', i); S.coin(); }\n1484\t        return;\n1485\t      }\n1486\t    }\n1487\t  } else if (state === 'shop'){\n1488\t    for (let i = 0; i < SHOP.length; i++){\n1489\t      const y = SHOP_Y0 + i * (SHOP_ROW_H + SHOP_GAP);\n1490\t      if (p.x >= SHOP_X && p.x <= SHOP_X + SHOP_W && p.y >= y && p.y <= y + SHOP_ROW_H)\n1491\t        return buyShop(i);\n1492\t    }\n1493\t    const by = shopBtnY();\n1494\t    if (p.x >= W/2 - 120 && p.x <= W/2 + 120 && p.y >= by && p.y <= by + 44)\n1495\t      return shopContinue();\n1496\t  } else if (state === 'over' || state === 'win'){\n1497\t    state = 'menu';\n1498\t  } else if (state === 'paused'){\n1499\t    state = 'play';\n1500\t  }\n1501\t});\n1502\t\n1503\tcanvas.addEventListener('pointermove', e => {\n1504\t  if (e.pointerId === joy.id) joyMove(canvasPos(e));\n1505\t});\n1506\t\n1507\tfunction endPtr(e){\n1508\t  let changed = false;\n1509\t  if (e.pointerId === joy.id){ joyEnd(); changed = false; }   // joyEnd už volá applyTouch\n1510\t  if (activePtr.delete(e.pointerId)) changed = true;\n1511\t  if (changed) applyTouch();\n1512\t}\n1513\tcanvas.addEventListener('pointerup', endPtr);\n1514\tcanvas.addEventListener('pointercancel', endPtr);\n1515\taddEventListener('blur', () => { activePtr.clear(); joyEnd(); });\n1516\t\n1517\t/* ------------------------------------------------------------------ */\n1518\t/*  Hlavní smyčka – pevný krok 60 Hz                                  */\n1519\t/* ------------------------------------------------------------------ */\n1520\tlet last = performance.now(), acc = 0;\n1521\tconst STEP = 1000 / 60;\n1522\t\n1523\tfunction frame(now){\n1524\t  acc += Math.min(now - last, 100);\n1525\t  last = now;\n1526\t  let steps = 0;\n1527\t  while (acc >= STEP && steps < 5){\n1528\t    update();\n1529\t    codesHit.clear();\n1530\t    acc -= STEP;\n1531\t    steps++;\n1532\t  }\n1533\t  if (steps === 5) acc = 0;\n1534\t  draw();\n1535\t  requestAnimationFrame(frame);\n1536\t}\n1537\trequestAnimationFrame(frame);\n1538\t\n1539\t})();\n1540\t</script>\n1541\t</body>\n1542\t</html>\n1543\t"}]},"uuid":"4ca61f02-7fed-421e-8225-76d60eb902b8","timestamp":"2026-08-27T20:29:08.907Z","toolUseResult":{"type":"text","file":{"filePath":"/home/tonda/hra.html","content":"    ctx.fill();\n  }\n}\n\nfunction drawParallax(){\n  ctx.save();\n  ctx.globalAlpha = 0.05;\n  ctx.fillStyle = '#6ea8ff';\n  const p = camX * 0.25;\n  for (let i = -1; i < 8; i++){\n    const x = i * 250 - (p % 250);\n    ctx.save();\n    ctx.translate(x, 130 + (i & 1 ? 150 : 0));\n    ctx.rotate(0.5);\n    ctx.fillRect(-55, -55, 110, 110);\n    ctx.restore();\n  }\n  ctx.restore();\n}\n\nfunction drawTile(c, r){\n  const x = c*TILE, y = r*TILE;\n  const open = !world.isSolid(c, r - 1);\n  ctx.fillStyle = COL.tile;\n  roundRect(x + 1, y + 1, TILE - 2, TILE - 2, open ? 7 : 2);\n  ctx.fill();\n  if (open){\n    ctx.fillStyle = COL.tileTop;\n    roundRect(x + 1, y + 1, TILE - 2, 6, 3);\n    ctx.fill();\n  }\n}\n\nfunction drawPlayer(){\n  if (player.invuln > 0 && Math.floor(player.invuln / 4) % 2) return;\n  const { x, y, w, h } = player;\n  ctx.fillStyle = SKINS[equippedSkin].color;\n  roundRect(x, y, w, h, 7); ctx.fill();\n  ctx.fillStyle = COL.dark;\n  ctx.fillRect(x + w/2 + player.face * 5 - 2, y + 9, 4, 7);\n}\n\nfunction drawEnemy(e){\n  const col = ETIER[e.tier || 0].col;\n  if (e.dead){\n    const k = Math.max(0, 1 - e.t / 18);\n    if (k <= 0) return;\n    ctx.globalAlpha = k;\n    ctx.fillStyle = col;\n    roundRect(e.x, e.y + e.h * 0.62, e.w, e.h * 0.38, 4); ctx.fill();\n    ctx.globalAlpha = 1;\n    return;\n  }\n  ctx.fillStyle = e.flash > 0 ? '#ffffff' : col;\n  roundRect(e.x, e.y, e.w, e.h, Math.min(9, e.w * 0.22)); ctx.fill();\n  ctx.fillStyle = COL.dark;\n  const d = Math.sign(e.vx) || 1;\n  const es = Math.max(3, e.w * 0.12);\n  const ey = e.y + e.h * 0.3;\n  const cx = e.x + e.w / 2 + d * e.w * 0.12;\n  ctx.fillRect(cx - e.w * 0.18 - es / 2, ey, es, es);\n  ctx.fillRect(cx + e.w * 0.18 - es / 2, ey, es, es);\n}\n\nfunction drawCoin(co){\n  const b = Math.sin(performance.now() / 300 + co.x) * 2;\n  ctx.fillStyle = COL.coin;\n  ctx.beginPath(); ctx.arc(co.x, co.y + b, 7, 0, Math.PI * 2); ctx.fill();\n  ctx.strokeStyle = 'rgba(0,0,0,.25)'; ctx.lineWidth = 2;\n  ctx.beginPath(); ctx.arc(co.x, co.y + b, 7, 0, Math.PI * 2); ctx.stroke();\n}\n\nfunction drawGoal(g){\n  const topY = g.y - TILE * 2.1;\n  ctx.fillStyle = '#e8ecf5';\n  ctx.fillRect(g.x + TILE/2 - 2, topY, 4, TILE * 2.1);\n  ctx.fillStyle = COL.flag;\n  ctx.beginPath();\n  ctx.moveTo(g.x + TILE/2 + 2, topY);\n  ctx.lineTo(g.x + TILE/2 + 30, topY + 10);\n  ctx.lineTo(g.x + TILE/2 + 2, topY + 20);\n  ctx.fill();\n}\n\nfunction drawHUD(){\n  ctx.save();\n  const endless = mode === 'endless';\n  // životy: vždy v příběhu; v nekonečném běhu jen když jich je víc než jeden (Lehká/Střední)\n  const showLives = !endless || lives > 1 || endlessDiff !== 'hard';\n  if (showLives){\n    const slots = Math.min(Math.max(3, lives), MAX_LIVES);\n    for (let i = 0; i < slots; i++){\n      ctx.fillStyle = i < lives ? COL.enemy : '#333a4f';\n      roundRect(16 + i * 20, 16, 14, 14, 4); ctx.fill();\n    }\n  }\n  ctx.font = '600 15px system-ui, sans-serif';\n  ctx.textAlign = 'right';\n\n  if (endless){\n    ctx.fillStyle = COL.coin;\n    ctx.fillText(distance + ' m', W - 16, 26);\n    ctx.fillStyle = '#8b93a7';\n    ctx.font = '500 12px system-ui, sans-serif';\n    ctx.fillText('nejdál ' + (bestDist[endlessDiff] || 0) + ' m', W - 16, 46);\n  } else {\n    ctx.fillStyle = COL.coin;\n    ctx.textAlign = 'left';\n    ctx.fillText('● ' + coinsCollected, 16, 54);\n    ctx.textAlign = 'right';\n    ctx.fillText(LEVELS[levelIndex].name + '  ·  ' + (levelIndex + 1) + '/' + LEVELS.length, W - 16, 26);\n    ctx.fillText('Skóre ' + score, W - 16, 48);\n  }\n  ctx.restore();\n}\n\nfunction statLine(){\n  return mode === 'levels'\n    ? 'Skóre ' + score + '  ·  mincí ' + coinsCollected\n    : distance + ' m   ·   nejdál ' + (bestDist[endlessDiff] || 0) + ' m';\n}\n\nfunction overlay(title, sub){\n  ctx.save();\n  ctx.fillStyle = 'rgba(8,10,16,.78)';\n  ctx.fillRect(0, 0, W, H);\n  ctx.textAlign = 'center';\n  ctx.fillStyle = '#e8ecf5';\n  ctx.font = '700 44px system-ui, sans-serif';\n  ctx.fillText(title, W/2, H/2 - 6);\n  ctx.fillStyle = '#8b93a7';\n  ctx.font = '500 16px system-ui, sans-serif';\n  ctx.fillText(sub, W/2, H/2 + 30);\n  ctx.restore();\n}\n\nfunction drawOver(){\n  let sub = statLine();\n  if (mode === 'endless' && justUnlocked.length)\n    sub += '   ·   odemčeno: ' + justUnlocked.join(', ');\n  sub += isTouch ? '   ·   ťukni pro menu' : '   ·   Enter – menu';\n  overlay(mode === 'endless' && newRecord ? 'NOVÝ REKORD! 🎉' : 'KONEC HRY', sub);\n}\n\nfunction drawShop(){\n  ctx.save();\n  ctx.fillStyle = 'rgba(8,10,16,.88)';\n  ctx.fillRect(0, 0, W, H);\n  ctx.textAlign = 'center';\n\n  ctx.fillStyle = '#e8ecf5';\n  ctx.font = '800 32px system-ui, sans-serif';\n  ctx.fillText('LEVEL ' + levelIndex + ' HOTOV', W/2, 84);\n  ctx.fillStyle = COL.coin;\n  ctx.font = '600 18px system-ui, sans-serif';\n  ctx.fillText('● ' + coinsCollected + ' mincí k utracení', W/2, 116);\n  ctx.fillStyle = '#8b93a7';\n  ctx.font = '500 14px system-ui, sans-serif';\n  ctx.fillText('OBCHOD', W/2, 154);\n\n  SHOP.forEach((it, i) => {\n    const y = SHOP_Y0 + i * (SHOP_ROW_H + SHOP_GAP);\n    const sel = i === shopSel;\n    const price = it.price();\n    const ok = it.canBuy();\n\n    ctx.fillStyle = sel ? 'rgba(92,200,255,.16)' : 'rgba(255,255,255,.04)';\n    roundRect(SHOP_X, y, SHOP_W, SHOP_ROW_H, 12); ctx.fill();\n    ctx.strokeStyle = sel ? COL.player : 'rgba(255,255,255,.12)';\n    ctx.lineWidth = 2;\n    roundRect(SHOP_X, y, SHOP_W, SHOP_ROW_H, 12); ctx.stroke();\n\n    ctx.textAlign = 'left';\n    ctx.fillStyle = '#e8ecf5';\n    ctx.font = '700 17px system-ui, sans-serif';\n    ctx.fillText((i + 1) + '.   ' + it.name, SHOP_X + 18, y + 26);\n    ctx.fillStyle = '#8b93a7';\n    ctx.font = '400 13px system-ui, sans-serif';\n    ctx.fillText(it.desc + '     ·     koupeno ' + it.bought + '×', SHOP_X + 18, y + 46);\n\n    ctx.textAlign = 'right';\n    ctx.fillStyle = ok ? COL.coin : '#ff6b7d';\n    ctx.font = '700 18px system-ui, sans-serif';\n    ctx.fillText('● ' + price, SHOP_X + SHOP_W - 18, y + 38);\n  });\n\n  const by = shopBtnY();\n  ctx.fillStyle = 'rgba(74,222,128,.14)';\n  roundRect(W/2 - 120, by, 240, 44, 12); ctx.fill();\n  ctx.strokeStyle = COL.flag; ctx.lineWidth = 2;\n  roundRect(W/2 - 120, by, 240, 44, 12); ctx.stroke();\n  ctx.textAlign = 'center';\n  ctx.fillStyle = '#e8ecf5';\n  ctx.font = '700 16px system-ui, sans-serif';\n  ctx.fillText('Pokračovat  →', W/2, by + 28);\n\n  ctx.fillStyle = '#8b93a7';\n  ctx.font = '500 14px system-ui, sans-serif';\n  ctx.fillText(\n    isTouch ? 'ťukni na položku = koupit  ·  ťukni na „Pokračovat“'\n            : '↑ ↓ výběr  ·  Enter / číslo = koupit  ·  Mezerník = pokračovat',\n    W/2, H - 34);\n  ctx.restore();\n}\n\nconst MENU = {\n  opt1Y: 226, opt2Y: 280, optW: 470, optH: 48,\n  diffY: 330, diffBW: 122, diffH: 30, diffGap: 16,\n  skinY: 400, skinSW: 30, skinGap: 8, skinNameY: 450,\n};\nfunction diffChipRect(i){\n  const total = 3 * MENU.diffBW + 2 * MENU.diffGap;\n  return { x: W/2 - total/2 + i * (MENU.diffBW + MENU.diffGap), y: MENU.diffY, w: MENU.diffBW, h: MENU.diffH };\n}\nfunction skinChipRect(i){\n  const n = SKINS.length, total = n * MENU.skinSW + (n - 1) * MENU.skinGap;\n  return { x: W/2 - total/2 + i * (MENU.skinSW + MENU.skinGap), y: MENU.skinY, w: MENU.skinSW, h: MENU.skinSW };\n}\n\nfunction drawMenu(){\n  ctx.save();\n  ctx.fillStyle = 'rgba(8,10,16,.9)';\n  ctx.fillRect(0, 0, W, H);\n  ctx.textAlign = 'center';\n\n  ctx.fillStyle = '#e8ecf5';\n  ctx.font = '800 40px system-ui, sans-serif';\n  ctx.fillText('HRANATÝ SVĚT', W/2, 128);\n  ctx.fillStyle = '#8b93a7';\n  ctx.font = '500 14px system-ui, sans-serif';\n  ctx.fillText('2D plošinovka — vyber si režim', W/2, 152);\n  ctx.fillStyle = COL.coin;\n  ctx.font = '600 12px system-ui, sans-serif';\n  ctx.fillText('Nejdál   ·   Lehká ' + bestDist.easy + ' m    ·    Střední ' + bestDist.medium + ' m    ·    Těžká ' + bestDist.hard + ' m', W/2, 176);\n\n  menuOption('1', 'Příběhové levely', LEVELS.length + ' ručně navržených levelů s cílem a životy', MENU.opt1Y, menuSel === 0);\n  menuOption('2', 'Nekonečný běh', 'Obtížnost: ' + ENDLESS_DIFF[endlessDiff].name + (wallOn() ? '   ·   utíkej před zdí' : '   ·   bez zdi, v klidu') + (endlessDiff === 'hard' ? '   ·   jeden život' : '   ·   3 životy'), MENU.opt2Y, menuSel === 1);\n\n  drawDiffPicker();\n  drawSkinPicker();\n\n  ctx.textAlign = 'center';\n  ctx.fillStyle = '#8b93a7';\n  ctx.font = '500 12px system-ui, sans-serif';\n  ctx.fillText(\n    isTouch ? 'ťukni na režim = start   ·   ťukni na obtížnost a barvu'\n            : '↑↓ režim   ·   ←→ ' + (menuSel === 1 ? 'obtížnost' : 'barva') + '   ·   Enter = start',\n    W/2, H - 16);\n  ctx.restore();\n}\n\nfunction drawDiffPicker(){\n  ctx.textAlign = 'center';\n  ctx.fillStyle = '#8b93a7';\n  ctx.font = '600 11px system-ui, sans-serif';\n  ctx.fillText('OBTÍŽNOST NEKONEČNÉHO BĚHU', W/2, MENU.diffY - 10);\n\n  DIFF_KEYS.forEach((k, i) => {\n    const b = diffChipRect(i), sel = i === diffSel;\n    ctx.fillStyle = sel ? 'rgba(92,200,255,.18)' : 'rgba(255,255,255,.05)';\n    roundRect(b.x, b.y, b.w, b.h, 8); ctx.fill();\n    ctx.strokeStyle = sel ? COL.player : 'rgba(255,255,255,.14)';\n    ctx.lineWidth = 2; roundRect(b.x, b.y, b.w, b.h, 8); ctx.stroke();\n    ctx.fillStyle = sel ? '#e8ecf5' : '#aab2c2';\n    ctx.font = '700 14px system-ui, sans-serif';\n    ctx.textBaseline = 'middle';\n    ctx.fillText(ENDLESS_DIFF[k].name, b.x + b.w/2, b.y + b.h/2 + 1);\n    ctx.textBaseline = 'alphabetic';\n  });\n}\n\nfunction drawSkinPicker(){\n  ctx.textAlign = 'center';\n  ctx.fillStyle = '#8b93a7';\n  ctx.font = '600 11px system-ui, sans-serif';\n  ctx.fillText('BARVA POSTAVY', W/2, MENU.skinY - 10);\n\n  for (let i = 0; i < SKINS.length; i++){\n    const b = skinChipRect(i), s = SKINS[i], open = skinUnlocked(i);\n    ctx.globalAlpha = open ? 1 : 0.22;\n    ctx.fillStyle = s.color;\n    roundRect(b.x, b.y, b.w, b.h, 8); ctx.fill();\n    ctx.globalAlpha = 1;\n    if (i === equippedSkin){\n      ctx.strokeStyle = '#e8ecf5'; ctx.lineWidth = 3;\n      roundRect(b.x - 2, b.y - 2, b.w + 4, b.h + 4, 9); ctx.stroke();\n    }\n    if (i === skinSel && menuSel === 0){\n      ctx.strokeStyle = COL.player; ctx.lineWidth = 2;\n      roundRect(b.x - 6, b.y - 6, b.w + 12, b.h + 12, 12); ctx.stroke();\n    }\n    if (!open){\n      ctx.fillStyle = '#e8ecf5';\n      ctx.font = '12px system-ui, sans-serif';\n      ctx.textBaseline = 'middle';\n      ctx.fillText('🔒', b.x + b.w/2, b.y + b.h/2 + 1);\n      ctx.textBaseline = 'alphabetic';\n    }\n  }\n\n  const s = SKINS[skinSel];\n  ctx.fillStyle = '#e8ecf5';\n  ctx.font = '600 13px system-ui, sans-serif';\n  ctx.fillText(\n    skinUnlocked(skinSel)\n      ? s.name + (skinSel === equippedSkin ? '  ✓ nasazeno' : '')\n      : s.name + '  🔒  ·  ' + ENDLESS_DIFF[s.diff].name + ' ' + s.dist + ' m',\n    W/2, MENU.skinNameY);\n}\n\nfunction menuOption(num, title, desc, y, sel){\n  const w = MENU.optW, x = W/2 - w/2, h = MENU.optH;\n  ctx.fillStyle = sel ? 'rgba(92,200,255,.16)' : 'rgba(255,255,255,.04)';\n  roundRect(x, y - h/2, w, h, 12); ctx.fill();\n  ctx.strokeStyle = sel ? COL.player : 'rgba(255,255,255,.12)';\n  ctx.lineWidth = 2;\n  roundRect(x, y - h/2, w, h, 12); ctx.stroke();\n\n  ctx.textAlign = 'left';\n  ctx.fillStyle = '#e8ecf5';\n  ctx.font = '700 17px system-ui, sans-serif';\n  ctx.fillText(num + '.   ' + title, x + 20, y - 4);\n  ctx.fillStyle = '#8b93a7';\n  ctx.font = '400 12px system-ui, sans-serif';\n  ctx.fillText(desc, x + 20, y + 15);\n  ctx.textAlign = 'center';\n}\n\n/* ------------------------------------------------------------------ */\n/*  Myš / dotyk pro menu a obrazovky                                  */\n/* ------------------------------------------------------------------ */\nfunction canvasPos(e){\n  const r = canvas.getBoundingClientRect();\n  // počítá i s object-fit: contain (režim celé obrazovky) – letterbox okraje\n  const scale = Math.min(r.width / W, r.height / H) || (r.width / W);\n  const ox = r.left + (r.width  - W * scale) / 2;\n  const oy = r.top  + (r.height - H * scale) / 2;\n  return { x: (e.clientX - ox) / scale, y: (e.clientY - oy) / scale };\n}\ncanvas.addEventListener('contextmenu', e => e.preventDefault());\n\ncanvas.addEventListener('pointerdown', e => {\n  unlockAudio();\n  if (e.pointerType === 'touch') isTouch = true;\n  const p = canvasPos(e);\n\n  // tlačítko celé obrazovky (mobil) – musí být z gesta uživatele\n  if (isTouch && fsOK()){\n    if (state === 'menu'   && inCirc(p, FSB_MENU )){ toggleFullscreen(); return; }\n    if (state === 'paused' && inCirc(p, FSB_PAUSE)){ toggleFullscreen(); return; }\n  }\n\n  // herní dotykové ovládání má přednost během hry\n  if (state === 'play' || state === 'paused'){\n    if (inCirc(p, TB.pause)){ state = state === 'play' ? 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{"parentUuid":"50b150ae-08b3-4417-9bdd-5616e77f054d","isSidechain":false,"message":{"model":"claude-sonnet-5","id":"msg_011CeTtfvEHUNzoqPxwLvSDG","type":"message","role":"assistant","content":[{"type":"text","text":"Ten screenshot se ke mně nedostal — cesta `/home/zema/Obrázky/...` je na tvém počítači, ale já běžím na serveru jako uživatel `tonda` a ten soubor tu není. Odkaz `file:///` neumím stáhnout.\n\nMůžeš to udělat jedním z těchto způsobů:\n\n- **Přetáhni obrázek přímo do okna Claude Code** (ne jako `file://` odkaz, ale jako přílohu), nebo ho zkopíruj přes schránku.\n- Nebo ho nahraj na server, kde pracuju, třeba do `/home/tonda/tmp/` (např. `scp screenshot.png tonda@192.168.5.32:/home/tonda/tmp/`), a řekni mi jméno souboru."}],"stop_reason":"end_turn","stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":374,"cache_read_input_tokens":68368,"output_tokens":272,"output_tokens_details":{"thinking_tokens":0},"server_tool_use":{"web_search_requests":0,"web_fetch_requests":0},"service_tier":"standard","cache_creation":{"ephemeral_1h_input_tokens":374,"ephemeral_5m_input_tokens":0},"inference_geo":"not_available","iterations":[{"input_tokens":2,"output_tokens":272,"cache_read_input_tokens":68368,"cache_creation_input_tokens":374,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":374},"type":"message"}],"speed":"standard"},"diagnostics":null},"requestId":"req_011CeTtfttRCJBCEo7J6YiZL","type":"assistant","uuid":"13f708b1-5570-4c93-9a5a-b10011857655","timestamp":"2026-08-27T20:34:07.125Z","effort":"high","session_id":"ed3caf46-d974-42bc-8521-75e2962ef648","userType":"external","entrypoint":"cli","cwd":"/home/tonda","sessionId":"ed3caf46-d974-42bc-8521-75e2962ef648","version":"2.1.247","gitBranch":"HEAD"}
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{"parentUuid":"c720f808-b44a-42f9-8fdf-61264cfeb9be","isSidechain":false,"message":{"model":"claude-sonnet-5","id":"msg_011CeTtzcg8Narb9ovTj3PzS","type":"message","role":"assistant","content":[{"type":"text","text":"Nic nedorazilo — zpráva přišla prázdná (nejspíš zase obrázek nebo formátovaný text, který se nepřipojil). Zkus text z toho screenshotu napsat/vložit přímo jako obyčejný text do zprávy."}],"stop_reason":"end_turn","stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":54,"cache_read_input_tokens":69014,"output_tokens":168,"output_tokens_details":{"thinking_tokens":77},"server_tool_use":{"web_search_requests":0,"web_fetch_requests":0},"service_tier":"standard","cache_creation":{"ephemeral_1h_input_tokens":54,"ephemeral_5m_input_tokens":0},"inference_geo":"not_available","iterations":[{"input_tokens":2,"output_tokens":168,"cache_read_input_tokens":69014,"cache_creation_input_tokens":54,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":54},"type":"message"}],"speed":"standard"},"diagnostics":null},"requestId":"req_011CeTtza76Lba7N2YGNKjR3","type":"assistant","uuid":"d257befd-5581-49c0-8915-ecaf4da52e3c","timestamp":"2026-08-27T20:38:18.241Z","effort":"high","session_id":"ed3caf46-d974-42bc-8521-75e2962ef648","userType":"external","entrypoint":"cli","cwd":"/home/tonda","sessionId":"ed3caf46-d974-42bc-8521-75e2962ef648","version":"2.1.247","gitBranch":"HEAD"}
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{"parentUuid":"d29635f4-1edb-4368-b42d-5ba11aa515e7","isSidechain":false,"promptId":"437e6bc7-83ba-45e4-b97d-d46c98ae553b","type":"user","message":{"role":"user","content":"1. Svět\n\n- 1a) Náhodně generovaný (každá hra jiný) / pevně nakreslený / náhodný se zdatelným seedem?\n- 1b) Velikost: vlevo se skoro na obrazovku / středně velký s posunem kamery / velký na dlouhý průzkum?\n- 1c) Jen povrch, nebo i jeskyně/podzemí s rudami hlouběji?\n- 1d) Den/noc cyklus (v noci nepřátelé)? Nebo pořád stejno?\n\n2. Těžba a stavění\n\n- 2a) Můžeš rozbíjet a pokládat bloky (plný sandbox), nebo jen těžit suroviny?\n- 2b) Trvá rozbití bloku déle podle tvrdosti (kámen pomaleji než hlína)? A potřebuješ na některé bloky lepší krumpáč?\n- 2c) Kolik typů materiálů zhruba? (hlína, kámen, dřevo, uhlí, železo, zlato, drahokamy... – řekni rozsah, třeba 5 nebo 10)\n\n3. Craftění\n\n- 3a) Crafting: jednoduché menu s recepty (klikneš, máš-li suroviny) / workbench jako v Minecraftu s mřížkou / úplně automaticky?\n- 3b) Co chceš vyrábět: nástroje (krumpáč, sekera, meč), zbroj, pochodně, bloky na stavbu, lektvary/jídlo? Vyjmenuj priority.\n- 3c) Mají nástroje trvanlivost (opotřebují se a rozbijí), nebo vydrží napořád?\n- 3d) Tiery nástrojů (dřevo → kámen → železo → diamant)?\n\n4. Boj a nepřátelé\n\n- 4a) Jací nepřátelé? (sliz, kostlivci, pavouci, létající, boss...) A přibývají/sílí s postupem?\n- 4b) Boj: přiblížit se a mlátit mečem / luk a šípy na dálku / kouzla?\n- 4c) Máš životy (srdíčka) a regeneruješ jídlem/časem? Co se stane při smrti – respawn a ztratíš věci, nebo game over?\n- 4d) Hlad/energie jako mechanika, nebo to vynechat?\n\n5. Cíl hry\n\n- 5a) Je nějaký cíl (postavit portál / porazit bosse / dojít někam / přežít X dní), nebo čistě volná hra bez konce?\n- 5b) Progrese: vylepšování výbavy, odemykání receptů, nová oblast?\n\n6. Ovládání a platforma\n\n- 6a) Klávesnice (WASD + myš) – a chceš i dotykové ovládání na mobil jako u Hranatého světa?\n- 6b) Myš na těžbu/stavbu (klikneš na blok), nebo všechno klávesami?\n\n7. Vzhled\n\n- 7a) Styl: minimalistické geometrické bloky (jako Hranatý svět) / pixel-art / neon?\n- 7b) Barevná paleta – přírodní (hnědá/zelená/šedá) / temná jeskynní / živá barevná?\n\n8. Rozsah\n\n- 8a) Rychlý hratelný prototyp (těžba + craft + základní boj), nebo rovnou plná verze se vším?\n- 8b) Uložení postupu do prohlížeče (localStorage), aby se svět a inventář zachovaly?\n"},"uuid":"be992e09-70a4-4a90-a942-d31965e9a33a","timestamp":"2026-08-27T20:38:22.909Z","permissionMode":"auto","origin":{"kind":"human"},"promptSource":"typed","userType":"external","entrypoint":"cli","cwd":"/home/tonda","sessionId":"ed3caf46-d974-42bc-8521-75e2962ef648","version":"2.1.247","gitBranch":"HEAD"}
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{"parentUuid":"9d683a94-acea-4ebb-bbe9-bc3e0aa5b374","isSidechain":false,"message":{"model":"claude-sonnet-5","id":"msg_011CeTu1Hz1XwqUxsvCwZ3XM","type":"message","role":"assistant","content":[{"type":"text","text":"Jasně, jdeme na to. U každého bodu píšu i **můj doporučený default** — můžeš odpovědět jen na to, co chceš měnit, a napsat „zbytek default\".\n\n## 1. Svět\n- **1a)** Náhodně generovaný se zadatelným seedem — *doporučuju: náhodný + seed*\n- **1b)** Malý / střední s kamerou / velký — *doporučuju: střední s posunem kamery*\n- **1c)** Jen povrch / i jeskyně a rudy hlouběji — *doporučuju: povrch + jeskyně s rudami*\n- **1d)** Den/noc cyklus (v noci nepřátelé) / pořád stejno — *doporučuju: den/noc*\n\n## 2. Těžba a stavění\n- **2a)** Plný sandbox (rozbíjet i pokládat) / jen těžba — *doporučuju: plný sandbox*\n- **2b)** Tvrdost bloků + lepší krumpáč na tvrdší — *doporučuju: ano, oboje*\n- **2c)** Počet materiálů — *doporučuju: ~8 (hlína, tráva, kámen, dřevo, uhlí, železo, zlato, diamant)*\n\n## 3. Craftění\n- **3a)** Jednoduché menu s recepty / workbench s mřížkou / automat — *doporučuju: jednoduché menu s recepty*\n- **3b)** Priority výroby — *doporučuju: nástroje → pochodně → stavební bloky → zbroj (jídlo/lektvary později)*\n- **3c)** Trvanlivost nástrojů — *doporučuju: ano, opotřebují se*\n- **3d)** Tiery nástrojů (dřevo → kámen → železo → diamant) — *doporučuju: ano*\n\n## 4. Boj a nepřátelé\n- **4a)** Typy nepřátel + sílí s postupem — *doporučuju: sliz, kostlivec, pavouk; v noci víc, hlouběji silnější*\n- **4b)** Boj — *doporučuju: meč nablízko + luk na dálku*\n- **4c)** Srdíčka + smrt — *doporučuju: srdíčka, regenerace časem, po smrti respawn + rozházené věci na místě*\n- **4d)** Hlad — *doporučuju: vynechat (aspoň v prototypu)*\n\n## 5. Cíl hry\n- **5a)** Cíl / volná hra — *doporučuju: volná hra + volitelný cíl „najdi diamant a vyrob diamantovou výbavu\"*\n- **5b)** Progrese — *doporučuju: vylepšování výbavy + odemykání receptů podle surovin*\n\n## 6. Ovládání\n- **6a)** Klávesnice + dotyk na mobil — *doporučuju: oboje (jako Hranatý svět)*\n- **6b)** Myš na těžbu/stavbu — *doporučuju: ano, myš klikáním na blok*\n\n## 7. Vzhled\n- **7a)** Styl — *doporučuju: minimalistické geometrické bloky jako Hranatý svět*\n- **7b)** Paleta — *doporučuju: přírodní nahoře, temná v jeskyních*\n\n## 8. Rozsah\n- **8a)** Prototyp / plná verze — *doporučuju: nejdřív hratelný prototyp*\n- **8b)** Uložení do localStorage — *doporučuju: ano*\n\nNapiš mi odpovědi (klidně jen „všechno default\" nebo výběr změn) a pustím se do toho. Taky — má to být **nový soubor** (např. `svet.html`), ať zůstane `hra.html` netknutá?"}],"stop_reason":"end_turn","stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":1232,"cache_read_input_tokens":69236,"output_tokens":1805,"output_tokens_details":{"thinking_tokens":534},"server_tool_use":{"web_search_requests":0,"web_fetch_requests":0},"service_tier":"standard","cache_creation":{"ephemeral_1h_input_tokens":1232,"ephemeral_5m_input_tokens":0},"inference_geo":"not_available","iterations":[{"input_tokens":2,"output_tokens":1805,"cache_read_input_tokens":69236,"cache_creation_input_tokens":1232,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":1232},"type":"message"}],"speed":"standard"},"diagnostics":null},"requestId":"req_011CeTu1GyyxMfrqS5wDDWbv","type":"assistant","uuid":"173833a5-a8a8-42f4-a8ba-2b03876a4c6a","timestamp":"2026-08-27T20:38:53.437Z","effort":"high","session_id":"ed3caf46-d974-42bc-8521-75e2962ef648","userType":"external","entrypoint":"cli","cwd":"/home/tonda","sessionId":"ed3caf46-d974-42bc-8521-75e2962ef648","version":"2.1.247","gitBranch":"HEAD"}
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{"parentUuid":"0b971d9c-637d-47bc-9d9d-2da620272e6b","isSidechain":false,"type":"system","subtype":"away_summary","content":"Goal: build a new 2D Minecraft-style game (mining/crafting/building) as a separate HTML file, keeping hra.html untouched. I've presented the full design questionnaire with recommended defaults. Next: wait for the user's answers, then start the prototype. (disable recaps in /config)","timestamp":"2026-08-27T20:41:55.521Z","uuid":"be02afe8-bdfe-4d8c-b4c0-f009c81e4fb3","isMeta":false,"userType":"external","entrypoint":"cli","cwd":"/home/tonda","sessionId":"ed3caf46-d974-42bc-8521-75e2962ef648","version":"2.1.247","gitBranch":"HEAD"}
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"}],"stop_reason":"tool_use","stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":2686,"cache_read_input_tokens":72860,"output_tokens":12258,"output_tokens_details":{"thinking_tokens":11597},"server_tool_use":{"web_search_requests":0,"web_fetch_requests":0},"service_tier":"standard","cache_creation":{"ephemeral_1h_input_tokens":2686,"ephemeral_5m_input_tokens":0},"inference_geo":"not_available","iterations":[{"input_tokens":2,"output_tokens":12258,"cache_read_input_tokens":72860,"cache_creation_input_tokens":2686,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":2686},"type":"message"}],"speed":"standard"},"diagnostics":null},"requestId":"req_011CeTw6kVKrKeFpdPNdyKXa","type":"assistant","uuid":"04f1471e-423b-4380-a599-b35aadc5766a","timestamp":"2026-08-27T21:08:57.605Z","effort":"high","session_id":"ed3caf46-d974-42bc-8521-75e2962ef648","userType":"external","entrypoint":"cli","cwd":"/home/tonda","sessionId":"ed3caf46-d974-42bc-8521-75e2962ef648","version":"2.1.247","gitBranch":"HEAD"}
{"parentUuid":"04f1471e-423b-4380-a599-b35aadc5766a","isSidechain":false,"message":{"model":"claude-sonnet-5","id":"msg_011CeTw6moD7jVpmh8nd1hBR","type":"message","role":"assistant","content":[{"type":"text","text":"Mám vše potřebné. Shrnuju zadání prototypu, pak ho postavím:\n\n**Prototyp „Svět\" (`svet.html`) — pohled shora:**\n- Náhodný svět se **zadatelným seedem**, velký (600×600 dlaždic), líné generování + `localStorage` uložení\n- **Den/noc** cyklus, v noci se spawnují mobové (zombie, kostlivec, pavouk — nesílí)\n- **Těžba**: držení levého tlačítka, tvrdost bloků, tiery krumpáče (dřevo→kámen→železo→diamant), minimální opotřebení\n- **Stavění**: pravé tlačítko, ~10 surovin + stavební bloky (dveře, sklo, pochodeň, postel, verpánek, pec)\n- **Crafting**: jednoduché menu s recepty (verpánek/pec pro pokročilé)\n- **Boj**: meč (klik na moba nablízko), luk (držet = natáhnout, puštění = výstřel), kuš (natažená → jen klik)\n- **Život 20** (10 srdíček), **hlad 10** dílků; regenerace při hladu ≥7, hlad ubývá pohybem/regenerací, doplňuje jídlem (jablka, bobule)\n- **Smrt**: věci vypadnou na zem, respawn u postele nebo na spawnu\n- Jeskyně z boku = **až další krok** (vstupy do jeskyní se ve světě vygenerují jako značky)\n\nJdu psát. Bude to velký jednosouborový HTML — dám vědět, až bude hratelné."}],"stop_reason":"tool_use","stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":2686,"cache_read_input_tokens":72860,"output_tokens":12258,"output_tokens_details":{"thinking_tokens":11597},"server_tool_use":{"web_search_requests":0,"web_fetch_requests":0},"service_tier":"standard","cache_creation":{"ephemeral_1h_input_tokens":2686,"ephemeral_5m_input_tokens":0},"inference_geo":"not_available","iterations":[{"input_tokens":2,"output_tokens":12258,"cache_read_input_tokens":72860,"cache_creation_input_tokens":2686,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":2686},"type":"message"}],"speed":"standard"},"diagnostics":null},"requestId":"req_011CeTw6kVKrKeFpdPNdyKXa","type":"assistant","uuid":"3fb14e2a-6be6-440d-8bf9-f09c30d61cc1","timestamp":"2026-08-27T21:09:12.279Z","effort":"high","session_id":"ed3caf46-d974-42bc-8521-75e2962ef648","userType":"external","entrypoint":"cli","cwd":"/home/tonda","sessionId":"ed3caf46-d974-42bc-8521-75e2962ef648","version":"2.1.247","gitBranch":"HEAD"}
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{"parentUuid":"2afe3164-1d8f-43eb-a0dd-341b07a8f12d","isSidechain":false,"message":{"model":"claude-sonnet-5","id":"msg_011CeTwMfzNkhjozP8iiLXeq","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01WP3QJSa3a6seXRGTEChgX2","name":"Write","input":{"file_path":"/home/tonda/svet.html","content":"<!doctype html>\n<html lang=\"cs\">\n<head>\n<meta charset=\"utf-8\">\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1, maximum-scale=1, user-scalable=no, viewport-fit=cover\">\n<title>Svět — zjednodušený Minecraft (2D)</title>\n<style>\n  *{box-sizing:border-box; margin:0; padding:0}\n  html,body{height:100%; overflow:hidden; background:#0b0d15; overscroll-behavior:none}\n  body{\n    font-family: ui-sans-serif, system-ui, -apple-system, \"Segoe UI\", Roboto, sans-serif;\n    color:#e8ecf5; -webkit-user-select:none; user-select:none;\n  }\n  #game{display:block; position:fixed; inset:0; background:#1b2b1a; cursor:crosshair}\n\n  /* --- hlavní menu (DOM, kvůli textovému poli na seed) --- */\n  #menu{\n    position:fixed; inset:0; display:flex; flex-direction:column;\n    align-items:center; justify-content:center; gap:16px;\n    background:radial-gradient(1000px 600px at 50% -10%, #1a2036, #0b0d15);\n    text-align:center; padding:20px;\n  }\n  #menu h1{font-size:34px; letter-spacing:2px; font-weight:800}\n  #menu p{color:#8b93a7; font-size:13px; line-height:1.7; max-width:440px}\n  #menu .row{display:flex; gap:10px; align-items:center; flex-wrap:wrap; justify-content:center}\n  #menu input{\n    background:#141829; border:1px solid #2b3042; color:#e8ecf5;\n    border-radius:10px; padding:10px 14px; font:inherit; font-size:15px; width:220px; text-align:center;\n  }\n  #menu button{\n    background:#5cc8ff; color:#06121b; border:0; border-radius:10px;\n    padding:11px 20px; font:inherit; font-weight:700; font-size:15px; cursor:pointer;\n  }\n  #menu button.ghost{background:#1b1f2e; color:#e8ecf5; border:1px solid #2b3042}\n  #menu button:disabled{opacity:.4; cursor:default}\n  .hide{display:none !important}\n</style>\n</head>\n<body>\n<canvas id=\"game\"></canvas>\n\n<div id=\"menu\">\n  <h1>SVĚT</h1>\n  <p>Zjednodušený Minecraft shora. Kop, sbírej suroviny, vyráběj nástroje, stav a v noci\n     přežij nájezd nestvůr. Pohyb <b>WASD</b>, myš míří, <b>levé držení</b> = kop,\n     <b>pravé</b> = polož, <b>E</b> = batoh a výroba, kolečko / <b>1–9</b> = výběr, <b>Shift</b> = běh, <b>F</b> = celá obrazovka.</p>\n  <div class=\"row\">\n    <input id=\"seed\" placeholder=\"seed (necháš prázdné = náhodný)\" autocomplete=\"off\">\n    <button id=\"btnNew\">Nový svět</button>\n  </div>\n  <div class=\"row\">\n    <button id=\"btnCont\" class=\"ghost\">Pokračovat</button>\n  </div>\n  <p id=\"menuInfo\"></p>\n</div>\n\n<script>\n(() => {\n'use strict';\n\n/* ================================================================== */\n/*  Základ                                                             */\n/* ================================================================== */\nconst cv = document.getElementById('game');\nconst ctx = cv.getContext('2d');\nlet VW = 0, VH = 0, DPR = 1;\n\nconst TILE = 32;\nconst WORLD = 600;                 // šířka i výška světa v dlaždicích\nconst REACH = 4;                   // dosah myši v dlaždicích\nconst DAY_LEN = 240;               // délka celého dne v sekundách\n\nconst clamp = (v,a,b) => v < a ? a : v > b ? b : v;\nconst lerp  = (a,b,t) => a + (b - a) * t;\nconst smooth = t => t*t*t*(t*(t*6-15)+10);\nconst now = () => performance.now() / 1000;\n\nfunction resize(){\n  DPR = Math.min(2, window.devicePixelRatio || 1);\n  VW = window.innerWidth; VH = window.innerHeight;\n  cv.width = Math.round(VW * DPR); cv.height = Math.round(VH * DPR);\n  cv.style.width = VW + 'px'; cv.style.height = VH + 'px';\n  ctx.setTransform(DPR, 0, 0, DPR, 0, 0);\n  nightCv.width = VW; nightCv.height = VH;\n}\nconst nightCv = document.createElement('canvas');\nconst nctx = nightCv.getContext('2d');\naddEventListener('resize', resize);\n\n/* ================================================================== */\n/*  Seedovaný šum                                                      */\n/* ================================================================== */\nlet SEED = 12345;\nfunction hash2(ix, iy, salt){\n  let h = (ix * 374761393 + iy * 668265263 + salt * 2246822519 + SEED * 3266489917) >>> 0;\n  h = (h ^ (h >>> 13)) * 1274126177 >>> 0;\n  h = (h ^ (h >>> 16)) >>> 0;\n  return h / 4294967296;                       // 0..1\n}\nfunction vnoise(x, y, salt){\n  const ix = Math.floor(x), iy = Math.floor(y);\n  const fx = x - ix, fy = y - iy;\n  const a = hash2(ix, iy, salt),   b = hash2(ix + 1, iy, salt);\n  const c = hash2(ix, iy + 1, salt), d = hash2(ix + 1, iy + 1, salt);\n  const u = smooth(fx), v = smooth(fy);\n  return lerp(lerp(a, b, u), lerp(c, d, u), v);\n}\nfunction fbm(x, y, salt, oct){\n  let sum = 0, amp = 1, freq = 1, norm = 0;\n  for (let i = 0; i < oct; i++){\n    sum += amp * vnoise(x * freq, y * freq, salt + i * 97);\n    norm += amp; amp *= 0.5; freq *= 2;\n  }\n  return sum / norm;\n}\n\n/* ================================================================== */\n/*  Dlaždice                                                           */\n/* ================================================================== */\n/* solid: blokuje pohyb · hard: doba těžby · tool: potřebný typ ·\n   tier: minimální tier nástroje (0=ruka) · drop: co spadne · light: svítí */\nconst T = {};\nlet _tid = 0;\nfunction def(key, o){ o.id = _tid++; o.key = key; T[key] = o; return o.id; }\n\ndef('air',   { solid:false, hard:0 });\ndef('grass', { solid:false, hard:0.55, tool:'shovel', tier:0, drop:'dirt',  col:'#4c8c3f', col2:'#3f7a34' });\ndef('dirt',  { solid:false, hard:0.55, tool:'shovel', tier:0, drop:'dirt',  col:'#7a5533', col2:'#6b4a2c' });\ndef('sand',  { solid:false, hard:0.5,  tool:'shovel', tier:0, drop:'sand',  col:'#d8c579', col2:'#cbb96b' });\ndef('water', { solid:true,  hard:-1,   col:'#2e6fb0', col2:'#2a63a0' });\ndef('stone', { solid:true,  hard:1.6,  tool:'pick', tier:1, drop:'cobble', col:'#7b8290', col2:'#6c7280' });\ndef('cobble',{ solid:true,  hard:1.9,  tool:'pick', tier:1, drop:'cobble', col:'#6d7480', col2:'#5f6570' });\ndef('log',   { solid:true,  hard:1.1,  tool:'axe',  tier:0, drop:'log',    col:'#6b4a2c', col2:'#5c3f25' });\ndef('leaves',{ solid:false, hard:0.25, tool:null,   tier:0, drop:null,     col:'#3f7a34', col2:'#376c2e' });\ndef('coal',  { solid:true,  hard:2.6,  tool:'pick', tier:1, drop:'coal',   col:'#4a4f5a', col2:'#3f434d', ore:'#26282e' });\ndef('iron',  { solid:true,  hard:3.0,  tool:'pick', tier:2, drop:'iron_ore', col:'#8a8f9c', col2:'#7b8290', ore:'#c9a488' });\ndef('gold',  { solid:true,  hard:3.0,  tool:'pick', tier:3, drop:'gold_ore', col:'#8a8f9c', col2:'#7b8290', ore:'#e7c24d' });\ndef('diamond',{solid:true,  hard:4.2,  tool:'pick', tier:3, drop:'diamond',  col:'#8a8f9c', col2:'#7b8290', ore:'#6bE0d8' });\ndef('planks',{ solid:true,  hard:1.4,  tool:'axe',  tier:0, drop:'planks', col:'#b98a4e', col2:'#a97c43' });\ndef('glass', { solid:true,  hard:0.35, tool:null,   tier:0, drop:null,     col:'#bfe6ff', col2:'#bfe6ff', glass:true });\ndef('door',  { solid:false, hard:0.5,  tool:'axe',  tier:0, drop:'door',   col:'#8a5f34', col2:'#7a5430' });\ndef('torch', { solid:false, hard:0,    tool:null,   tier:0, drop:'torch',  col:'#ffcf5c', col2:'#ffcf5c', light:150 });\ndef('table', { solid:true,  hard:1.4,  tool:'axe',  tier:0, drop:'table',  col:'#9a6b3c', col2:'#8a5f34' });\ndef('furnace',{solid:true,  hard:3.4,  tool:'pick', tier:1, drop:'furnace',col:'#5a5f6b', col2:'#4d525d' });\ndef('bed',   { solid:false, hard:0.4,  tool:null,   tier:0, drop:'bed',    col:'#d8556b', col2:'#c74d61' });\ndef('bush',  { solid:false, hard:0.2,  tool:null,   tier:0, drop:null,     col:'#3c7a4a', col2:'#356c42' });\ndef('sapling',{solid:false, hard:0,    tool:null,   tier:0, drop:'sapling',col:'#5aa04a', col2:'#5aa04a' });\ndef('cave',  { solid:false, hard:-1,   col:'#141017', col2:'#0e0b12' });   // vstup do jeskyně (zatím značka)\n\nconst TDEF = Object.values(T).sort((a,b) => a.id - b.id);\nconst tget = id => TDEF[id];\n\n/* ================================================================== */\n/*  Předměty                                                           */\n/* ================================================================== */\n/* place: id dlaždice · tool/tier · dmg (zbraň) · food (hlad) · fuel   */\nconst I = {\n  dirt:   { name:'Hlína',        place:T.dirt,   col:'#7a5533' },\n  sand:   { name:'Písek',        place:T.sand,   col:'#d8c579' },\n  cobble: { name:'Dlažební kámen',place:T.cobble, col:'#6d7480' },\n  log:    { name:'Kláda',        place:T.log,    col:'#6b4a2c' },\n  planks: { name:'Prkna',        place:T.planks, col:'#b98a4e', fuel:1 },\n  stick:  { name:'Klacek',       col:'#a97c43', fuel:0.5 },\n  coal:   { name:'Uhlí',         col:'#2b2d33', fuel:5 },\n  iron_ore:{name:'Železná ruda', col:'#c9a488' },\n  iron_ingot:{name:'Železný ingot', col:'#d7dbe2' },\n  gold_ore:{name:'Zlatá ruda',   col:'#e7c24d' },\n  gold_ingot:{name:'Zlatý ingot',col:'#ffd85c' },\n  diamond:{ name:'Diamant',      col:'#6be0d8' },\n  glass:  { name:'Sklo',         place:T.glass,  col:'#bfe6ff' },\n  torch:  { name:'Pochodeň',     place:T.torch,  col:'#ffcf5c' },\n  table:  { name:'Verpánek',     place:T.table,  col:'#9a6b3c' },\n  furnace:{ name:'Pec',          place:T.furnace,col:'#5a5f6b' },\n  door:   { name:'Dveře',        place:T.door,   col:'#8a5f34' },\n  bed:    { name:'Postel',       place:T.bed,    col:'#d8556b' },\n  sapling:{ name:'Semenáček',    place:T.sapling,col:'#5aa04a' },\n  apple:  { name:'Jablko',       col:'#e0463a', food:4 },\n  berries:{ name:'Bobule',       col:'#c7405e', food:2 },\n  rotten: { name:'Shnilé maso',  col:'#7a8a4a', food:2 },\n  string: { name:'Nit',          col:'#dfe3ea' },\n  bone:   { name:'Kost',         col:'#e8e4d4' },\n  arrow:  { name:'Šíp',          col:'#cbb96b' },\n\n  wood_pick:  { name:'Dřevěný krumpáč', tool:'pick', tier:1, dur:60,  col:'#b98a4e' },\n  wood_axe:   { name:'Dřevěná sekera',  tool:'axe',  tier:1, dur:60,  col:'#b98a4e' },\n  wood_sword: { name:'Dřevěný meč',     tool:'sword',tier:1, dur:60,  dmg:3, col:'#b98a4e' },\n  stone_pick: { name:'Kamenný krumpáč', tool:'pick', tier:2, dur:132, col:'#8a909c' },\n  stone_axe:  { name:'Kamenná sekera',  tool:'axe',  tier:2, dur:132, col:'#8a909c' },\n  stone_sword:{ name:'Kamenný meč',     tool:'sword',tier:2, dur:132, dmg:4, col:'#8a909c' },\n  iron_pick:  { name:'Železný krumpáč', tool:'pick', tier:3, dur:250, col:'#d7dbe2' },\n  iron_axe:   { name:'Železná sekera',  tool:'axe',  tier:3, dur:250, col:'#d7dbe2' },\n  iron_sword: { name:'Železný meč',     tool:'sword',tier:3, dur:250, dmg:6, col:'#d7dbe2' },\n  diamond_pick:{name:'Diamantový krumpáč',tool:'pick',tier:4, dur:1560, col:'#6be0d8' },\n  diamond_axe: {name:'Diamantová sekera', tool:'axe', tier:4, dur:1560, col:'#6be0d8' },\n  diamond_sword:{name:'Diamantový meč',   tool:'sword',tier:4,dur:1560, dmg:7, col:'#6be0d8' },\n  bow:      { name:'Luk',   ranged:'bow',      dur:180, col:'#a97c43' },\n  crossbow: { name:'Kuše',  ranged:'crossbow', dur:180, col:'#8a5f34' },\n};\nconst iget = k => I[k];\nconst isTool = k => k && I[k] && I[k].tool;\n\n/* ================================================================== */\n/*  Recepty                                                            */\n/* ================================================================== */\nconst RECIPES = [\n  { out:'planks', n:4, in:{log:1} },\n  { out:'stick',  n:4, in:{planks:2} },\n  { out:'torch',  n:4, in:{coal:1, stick:1} },\n  { out:'table',  n:1, in:{planks:4} },\n  { out:'wood_pick',  n:1, in:{planks:3, stick:2} },\n  { out:'wood_axe',   n:1, in:{planks:3, stick:2} },\n  { out:'wood_sword', n:1, in:{planks:2, stick:1} },\n  { out:'furnace', n:1, in:{cobble:8}, table:true },\n  { out:'stone_pick',  n:1, in:{cobble:3, stick:2}, table:true },\n  { out:'stone_axe',   n:1, in:{cobble:3, stick:2}, table:true },\n  { out:'stone_sword', n:1, in:{cobble:2, stick:1}, table:true },\n  { out:'iron_pick',  n:1, in:{iron_ingot:3, stick:2}, table:true },\n  { out:'iron_axe',   n:1, in:{iron_ingot:3, stick:2}, table:true },\n  { out:'iron_sword', n:1, in:{iron_ingot:2, stick:1}, table:true },\n  { out:'diamond_pick',  n:1, in:{diamond:3, stick:2}, table:true },\n  { out:'diamond_axe',   n:1, in:{diamond:3, stick:2}, table:true },\n  { out:'diamond_sword', n:1, in:{diamond:2, stick:1}, table:true },\n  { out:'bow',      n:1, in:{stick:3, string:3}, table:true },\n  { out:'crossbow', n:1, in:{stick:3, string:2, iron_ingot:1}, table:true },\n  { out:'arrow',    n:4, in:{stick:1, coal:1} },\n  { out:'door',     n:2, in:{planks:6}, table:true },\n  { out:'bed',      n:1, in:{planks:3, string:3}, table:true },\n];\nconst SMELT = { iron_ore:'iron_ingot', gold_ore:'gold_ingot', sand:'glass' };\n\n/* ================================================================== */\n/*  Svět – generování + úpravy                                         */\n/* ================================================================== */\nconst overrides = new Map();       // \"x,y\" -> tileId (změny hráče + save)\nconst tcache = new Map();\nconst kk = (x,y) => x + ',' + y;\n\nfunction genTile(x, y){\n  if (x < 3 || y < 3 || x >= WORLD - 3 || y >= WORLD - 3) return T.water;\n\n  const e = fbm(x * 0.018, y * 0.018, 1, 5);         // výška terénu\n  if (e < 0.40) return T.water;\n  if (e < 0.44) return T.sand;\n\n  // kamenná / horská oblast\n  if (e > 0.66){\n    const h = hash2(x, y, 7);\n    if (e > 0.80 && h < 0.010) return T.diamond;\n    if (e > 0.74 && h < 0.016) return T.gold;\n    if (h < 0.030) return T.iron;\n    if (h < 0.075) return T.coal;\n    if (hash2(x, y, 21) < 0.0025) return T.cave;\n    return T.stone;\n  }\n\n  // tráva + stromy + keře\n  const m = fbm(x * 0.06, y * 0.06, 999, 3);\n  if (treeAnchor(x, y)) return T.log;\n  if (nearTreeAnchor(x, y)) return T.leaves;\n  if (m > 0.55 && hash2(x, y, 33) < 0.012) return T.bush;\n  return T.grass;\n}\n/* stromy: kotva na řídké mřížce s jitterem, ať se nepřekrývají */\nfunction treeAnchor(x, y){\n  const gx = Math.floor(x / 4), gy = Math.floor(y / 4);\n  if (hash2(gx, gy, 55) > 0.42) return false;          // ne v každé buňce\n  const ax = gx * 4 + 1 + Math.floor(hash2(gx, gy, 56) * 2);\n  const ay = gy * 4 + 1 + Math.floor(hash2(gx, gy, 57) * 2);\n  if (x !== ax || y !== ay) return false;\n  const e = fbm(x * 0.018, y * 0.018, 1, 5);\n  return e >= 0.44 && e <= 0.66;\n}\nfunction nearTreeAnchor(x, y){\n  for (let dy = -1; dy <= 1; dy++)\n    for (let dx = -1; dx <= 1; dx++)\n      if (!(dx === 0 && dy === 0) && treeAnchor(x + dx, y + dy)) return true;\n  return false;\n}\n\nfunction getTile(x, y){\n  if (x < 0 || y < 0 || x >= WORLD || y >= WORLD) return T.water;\n  const k = kk(x, y);\n  const o = overrides.get(k);\n  if (o !== undefined) return o;\n  let c = tcache.get(k);\n  if (c === undefined){ c = genTile(x, y); tcache.set(k, c); }\n  return c;\n}\nfunction setTile(x, y, id){\n  const k = kk(x, y);\n  overrides.set(k, id);\n  tcache.set(k, id);\n}\nconst isSolid = (x,y) => tget(getTile(x,y)).solid;\n\n/* ================================================================== */\n/*  Hráč                                                               */\n/* ================================================================== */\nconst player = {\n  x: 0, y: 0, w: 20, h: 20, vx: 0, vy: 0,\n  hp: 20, hunger: 10, exhaust: 0,\n  face: { x: 0, y: 1 },\n  hurtT: 0, spawnX: 0, spawnY: 0,\n};\nlet inv = new Array(36).fill(null);   // 0..8 = hotbar\nlet sel = 0;\n\nfunction addItem(id, n = 1){\n  const st = iget(id);\n  const max = (st && (st.tool || st.ranged)) ? 1 : 99;\n  for (let pass = 0; pass < 2 && n > 0; pass++){\n    for (let i = 0; i < inv.length && n > 0; i++){\n      const s = inv[i];\n      if (pass === 0){\n        if (s && s.id === id && s.n < max){ const add = Math.min(max - s.n, n); s.n += add; n -= add; }\n      } else if (!s){\n        const add = Math.min(max, n); inv[i] = { id, n: add, dur: st && st.dur ? st.dur : 0 }; n -= add;\n      }\n    }\n  }\n  return n;   // co se nevešlo\n}\nfunction countItem(id){ let c = 0; for (const s of inv) if (s && s.id === id) c += s.n; return c; }\nfunction removeItem(id, n){\n  for (let i = 0; i < inv.length && n > 0; i++){\n    const s = inv[i];\n    if (s && s.id === id){ const d = Math.min(s.n, n); s.n -= d; n -= d; if (s.n <= 0) inv[i] = null; }\n  }\n}\nconst held = () => inv[sel];\nfunction damageTool(){\n  const s = held();\n  if (!s || !iget(s.id) || (!iget(s.id).tool && !iget(s.id).ranged)) return;\n  if (!iget(s.id).dur) return;\n  s.dur = (s.dur || iget(s.id).dur) - 1;\n  if (s.dur <= 0){ inv[sel] = null; sfx('break'); }\n}\n\nfunction tryMove(dt){\n  const spd = (keys.has('ShiftLeft') || keys.has('ShiftRight')) && player.hunger > 0 ? 3.5 : 2.4;\n  let ix = (keys.has('KeyD') || keys.has('ArrowRight') ? 1 : 0) - (keys.has('KeyA') || keys.has('ArrowLeft') ? 1 : 0);\n  let iy = (keys.has('KeyS') || keys.has('ArrowDown') ? 1 : 0) - (keys.has('KeyW') || keys.has('ArrowUp') ? 1 : 0);\n  if (ix || iy){\n    const l = Math.hypot(ix, iy);\n    player.vx = ix / l * spd; player.vy = iy / l * spd;\n    player.face = { x: ix / l, y: iy / l };\n    player.exhaust += (spd > 3 ? 0.9 : 0.5) * dt;\n  } else { player.vx *= 0.6; player.vy *= 0.6; }\n\n  moveAxis('x', player.vx);\n  moveAxis('y', player.vy);\n}\nfunction moveAxis(ax, v){\n  if (!v) return;\n  if (ax === 'x') player.x += v; else player.y += v;\n  const x0 = Math.floor((player.x - player.w / 2) / TILE);\n  const x1 = Math.floor((player.x + player.w / 2 - 0.01) / TILE);\n  const y0 = Math.floor((player.y - player.h / 2) / TILE);\n  const y1 = Math.floor((player.y + player.h / 2 - 0.01) / TILE);\n  for (let ty = y0; ty <= y1; ty++)\n    for (let tx = x0; tx <= x1; tx++){\n      if (!isSolid(tx, ty)) continue;\n      if (ax === 'x'){\n        if (v > 0) player.x = tx * TILE - player.w / 2 - 0.01;\n        else       player.x = (tx + 1) * TILE + player.w / 2 + 0.01;\n        player.vx = 0;\n      } else {\n        if (v > 0) player.y = ty * TILE - player.h / 2 - 0.01;\n        else       player.y = (ty + 1) * TILE + player.h / 2 + 0.01;\n        player.vy = 0;\n      }\n    }\n}\n\n/* hlad + regenerace */\nfunction updateStats(dt){\n  if (player.exhaust >= 4){ player.exhaust -= 4; player.hunger = Math.max(0, player.hunger - 1); }\n  if (player.hunger >= 7 && player.hp < 20){\n    player.regen = (player.regen || 0) + dt;\n    if (player.regen >= 3){ player.regen = 0; player.hp = Math.min(20, player.hp + 1); player.exhaust += 1.2; }\n  }\n  if (player.hunger <= 0){\n    player.starve = (player.starve || 0) + dt;\n    if (player.starve >= 4){ player.starve = 0; hurtPlayer(1, 0, 0); }\n  }\n  if (player.hurtT > 0) player.hurtT -= dt;\n}\nfunction hurtPlayer(dmg, kx, ky){\n  if (player.hurtT > 0 || state !== 'play') return;\n  player.hp -= dmg; player.hurtT = 0.5; shake = 6;\n  player.vx += kx * 3; player.vy += ky * 3;\n  sfx('hurt');\n  if (player.hp <= 0){ die(); }\n}\nfunction die(){\n  state = 'dead'; deadAt = now();\n  for (const s of inv){\n    if (!s) continue;\n    dropItems.push({ x: player.x + (Math.random()-.5)*20, y: player.y + (Math.random()-.5)*20,\n                     vx:(Math.random()-.5)*40, vy:(Math.random()-.5)*40, id: s.id, n: s.n, dur: s.dur||0, age: 0 });\n  }\n  inv = new Array(36).fill(null); sel = 0;\n}\nfunction respawn(){\n  player.hp = 20; player.hunger = Math.max(player.hunger, 5); player.exhaust = 0;\n  player.x = player.spawnX; player.y = player.spawnY;\n  player.vx = player.vy = 0; player.hurtT = 1.5;\n  state = 'play';\n}\n\n/* ================================================================== */\n/*  Těžba / stavění                                                    */\n/* ================================================================== */\nlet mine = null;   // {tx,ty,prog}\nfunction targetTile(){\n  const wx = mouse.x + camX, wy = mouse.y + camY;\n  const tx = Math.floor(wx / TILE), ty = Math.floor(wy / TILE);\n  const px = Math.floor(player.x / TILE), py = Math.floor(player.y / TILE);\n  if (Math.max(Math.abs(tx - px), Math.abs(ty - py)) > REACH) return null;\n  return { tx, ty };\n}\nfunction toolMultiplier(td){\n  const s = held(); const it = s && iget(s.id);\n  if (!td.tool) return it && it.tool ? 1.5 : 1;           // bez potřeby nástroje\n  if (it && it.tool === td.tool && it.tier >= td.tier) return 1 + it.tier * 1.2;\n  return 0.32;                                            // špatný / slabý nástroj\n}\nfunction canHarvest(td){\n  if (!td.tool) return true;\n  const s = held(); const it = s && iget(s.id);\n  return !!(it && it.tool === td.tool && it.tier >= td.tier);\n}\nfunction updateMining(dt){\n  const t = targetTile();\n  const s = held(); const it = s && iget(s.id);\n  if (it && it.ranged){ mine = null; return; }            // luk/kuš nekope\n  if (!mouseDown.left || !t){ mine = null; return; }\n\n  // útok na moba má přednost před kopáním\n  if (attackHover()){ mine = null; return; }\n\n  const id = getTile(t.tx, t.ty);\n  const td = tget(id);\n  if (td.hard <= 0 || id === T.air){ mine = null; return; }\n  if (!mine || mine.tx !== t.tx || mine.ty !== t.ty) mine = { tx: t.tx, ty: t.ty, prog: 0 };\n\n  mine.prog += dt * toolMultiplier(td) / td.hard;\n  if (mine.prog >= 1){\n    breakTile(t.tx, t.ty, td, canHarvest(td));\n    mine = null;\n  }\n}\nfunction breakTile(tx, ty, td, harvest){\n  const id = getTile(tx, ty);\n  setTile(tx, ty, T.air);\n  damageTool();\n  shake = 2; sfx('dig');\n  if (!harvest) return;\n  let drop = td.drop, n = 1;\n  if (id === T.leaves){\n    if (Math.random() < 0.08) drop = 'apple';\n    else if (Math.random() < 0.12) drop = 'sapling';\n    else drop = null;\n  }\n  if (id === T.bush){ drop = 'berries'; n = 1 + (Math.random() < 0.5 ? 1 : 0); }\n  if (id === T.door || id === T.bed){ /* drop jak je */ }\n  if (drop) spawnDrop(tx * TILE + TILE/2, ty * TILE + TILE/2, drop, n);\n}\nfunction spawnDrop(x, y, id, n){\n  dropItems.push({ x, y, vx:(Math.random()-.5)*30, vy:(Math.random()-.5)*30, id, n, dur:0, age: 0, mag: true });\n}\nfunction tryPlace(){\n  const t = targetTile();\n  const s = held();\n  if (!t || !s) return;\n  const it = iget(s.id);\n\n  // pravý klik na verpánek / pec = otevřít\n  const cur = getTile(t.tx, t.ty);\n  if (cur === T.table){ openUI('craft'); return; }\n  if (cur === T.furnace){ openUI('furnace'); return; }\n  if (cur === T.bed){ sleep(); return; }\n\n  if (!it || !it.place) return;\n  if (cur !== T.air && cur !== T.grass && cur !== T.leaves) return;\n  // nesmí do hráče (u pevných bloků)\n  if (tget(it.place).solid){\n    const bx = t.tx * TILE, by = t.ty * TILE;\n    if (Math.abs((bx + TILE/2) - player.x) < TILE/2 + player.w/2 &&\n        Math.abs((by + TILE/2) - player.y) < TILE/2 + player.h/2) return;\n  }\n  setTile(t.tx, t.ty, it.place);\n  if (s.id === 'bed'){ player.spawnX = t.tx * TILE + TILE/2; player.spawnY = t.ty * TILE + TILE + 8; }\n  s.n--; if (s.n <= 0) inv[sel] = null;\n  sfx('place');\n}\nfunction sleep(){\n  if (dayT > 0.5 || dayT < 0.02){\n    if (mobs.some(m => Math.hypot(m.x - player.x, m.y - player.y) < 260)){ toast('Poblíž jsou nestvůry'); return; }\n    dayT = 0.02; toast('Ráno'); sfx('place');\n  } else toast('Spát můžeš jen v noci');\n}\n\n/* ================================================================== */\n/*  Jídlo                                                              */\n/* ================================================================== */\nlet eatT = 0;\nfunction updateEat(dt){\n  const s = held(); const it = s && iget(s.id);\n  if (mouseDown.right && it && it.food && player.hunger < 10){\n    eatT += dt;\n    if (eatT >= 1.1){\n      eatT = 0; player.hunger = Math.min(10, player.hunger + it.food);\n      s.n--; if (s.n <= 0) inv[sel] = null; sfx('coin');\n    }\n  } else eatT = 0;\n}\n\n/* ================================================================== */\n/*  Nestvůry                                                           */\n/* ================================================================== */\nconst MOB = {\n  zombie:   { hp:20, w:22, h:22, spd:0.9, dmg:3, col:'#5a9e4a', burn:true,  drop:['rotten'] },\n  skeleton: { hp:16, w:20, h:22, spd:1.1, dmg:0, col:'#dfe3ea', burn:true,  drop:['bone','arrow'], ranged:true },\n  spider:   { hp:12, w:26, h:20, spd:2.0, dmg:2, col:'#5b4a5e', burn:false, drop:['string'], neutral:true },\n};\nlet mobs = [], arrows = [], dropItems = [];\nlet spawnTimer = 0;\n\nfunction updateMobs(dt){\n  const night = dayT > 0.5 || dayT < 0.04;\n  spawnTimer -= dt;\n  if (spawnTimer <= 0){\n    spawnTimer = 2.2;\n    if (night && mobs.length < 10) trySpawnMob();\n  }\n  for (const m of mobs){\n    if (m.dead) continue;\n    m.hurtT = Math.max(0, (m.hurtT || 0) - dt);\n    const dx = player.x - m.x, dy = player.y - m.y;\n    const dist = Math.hypot(dx, dy) || 1;\n    const md = MOB[m.type];\n\n    const aggro = m.angry || (!md.neutral && night && dist < 320);\n    if (aggro){\n      if (md.ranged && dist < 260){\n        // kostlivec drží odstup a střílí\n        const want = dist < 150 ? -1 : (dist > 200 ? 1 : 0);\n        m.x += (dx / dist) * md.spd * want;\n        m.y += (dy / dist) * md.spd * want;\n        m.shoot = (m.shoot || 0) - dt;\n        if (m.shoot <= 0){ m.shoot = 1.6; shootArrow(m.x, m.y, dx / dist, dy / dist, false, 4); }\n      } else {\n        m.x += (dx / dist) * md.spd;\n        m.y += (dy / dist) * md.spd;\n      }\n    } else {\n      m.wt = (m.wt || 0) - dt;\n      if (m.wt <= 0){ m.wt = 1 + Math.random() * 2; m.wa = Math.random() * 6.28; }\n      m.x += Math.cos(m.wa) * md.spd * 0.35;\n      m.y += Math.sin(m.wa) * md.spd * 0.35;\n    }\n    collideMob(m, md);\n\n    // hoření ve dne\n    if (md.burn && !night){\n      m.burnT = (m.burnT || 0) + dt;\n      if (m.burnT >= 1){ m.burnT = 0; hitMob(m, 2, 0, 0); }\n    }\n    // dotyk = zranění hráče\n    if (md.dmg && Math.abs(dx) < (player.w + md.w)/2 && Math.abs(dy) < (player.h + md.h)/2)\n      hurtPlayer(md.dmg, dx > 0 ? 1 : -1, dy > 0 ? 1 : -1);\n\n    if (m.hp <= 0){ killMob(m); }\n  }\n  mobs = mobs.filter(m => !m.dead && Math.hypot(m.x - player.x, m.y - player.y) < 1400);\n}\nfunction collideMob(m, md){\n  for (const ax of ['x','y']){\n    const x0 = Math.floor((m.x - md.w/2) / TILE), x1 = Math.floor((m.x + md.w/2 - 0.01) / TILE);\n    const y0 = Math.floor((m.y - md.h/2) / TILE), y1 = Math.floor((m.y + md.h/2 - 0.01) / TILE);\n    for (let ty = y0; ty <= y1; ty++)\n      for (let tx = x0; tx <= x1; tx++){\n        if (!isSolid(tx, ty)) continue;\n        if (ax === 'x') m.x += (m.x < tx*TILE + TILE/2) ? -1.2 : 1.2;\n        else            m.y += (m.y < ty*TILE + TILE/2) ? -1.2 : 1.2;\n      }\n  }\n}\nfunction trySpawnMob(){\n  const types = Object.keys(MOB);\n  for (let tries = 0; tries < 12; tries++){\n    const a = Math.random() * 6.28, d = 360 + Math.random() * 220;\n    const x = player.x + Math.cos(a) * d, y = player.y + Math.sin(a) * d;\n    const tx = Math.floor(x / TILE), ty = Math.floor(y / TILE);\n    if (isSolid(tx, ty)) continue;\n    const t = getTile(tx, ty);\n    if (t === T.water) continue;\n    const type = types[Math.floor(Math.random() * types.length)];\n    const md = MOB[type];\n    mobs.push({ type, x, y, hp: md.hp, w: md.w, h: md.h });\n    return;\n  }\n}\nfunction hitMob(m, dmg, kx, ky){\n  m.hp -= dmg; m.hurtT = 0.18;\n  m.x += kx * 10; m.y += ky * 10;\n  if (MOB[m.type].neutral) m.angry = true;\n  if (m.hp <= 0) killMob(m);\n  else sfx('thud');\n}\nfunction killMob(m){\n  if (m.dead) return;\n  m.dead = true; sfx('thud');\n  for (const d of MOB[m.type].drop)\n    if (Math.random() < 0.7) spawnDrop(m.x, m.y, d, 1 + (Math.random() < 0.3 ? 1 : 0));\n}\n\n/* útok mečem / pěstí – vrací moba pod myší v dosahu */\nfunction attackHover(){\n  const wx = mouse.x + camX, wy = mouse.y + camY;\n  if (Math.hypot(wx - player.x, wy - player.y) > TILE * 2.6) return null;\n  for (const m of mobs){\n    if (m.dead) continue;\n    const md = MOB[m.type];\n    if (Math.abs(wx - m.x) < md.w/2 + 6 && Math.abs(wy - m.y) < md.h/2 + 6) return m;\n  }\n  return null;\n}\nlet atkCd = 0;\nfunction tryMelee(){\n  if (atkCd > 0) return false;\n  const m = attackHover();\n  if (!m) return false;\n  const s = held(); const it = s && iget(s.id);\n  const dmg = it && it.dmg ? it.dmg : 1;\n  const dx = Math.sign(m.x - player.x) || player.face.x, dy = Math.sign(m.y - player.y) || player.face.y;\n  hitMob(m, dmg, dx * 0.6, dy * 0.6);\n  atkCd = 0.42; shake = 3;\n  if (it && it.tool === 'sword') damageTool();\n  return true;\n}\n\n/* ================================================================== */\n/*  Střely (luk / kuš / kostlivec)                                     */\n/* ================================================================== */\nlet bowCharge = 0, xbowLoaded = false, xbowLoad = 0;\nfunction shootArrow(x, y, dx, dy, fromPlayer, dmg){\n  arrows.push({ x, y, vx: dx * 8, vy: dy * 8, dmg, fromPlayer, life: 2.2 });\n  sfx('bow');\n}\nfunction updateBow(dt){\n  const s = held(); const it = s && iget(s.id);\n  if (!it || !it.ranged){ bowCharge = 0; return; }\n  const dx = mouse.x + camX - player.x, dy = mouse.y + camY - player.y;\n  const l = Math.hypot(dx, dy) || 1;\n\n  if (it.ranged === 'bow'){\n    if (mouseDown.left && countItem('arrow') > 0){ bowCharge = Math.min(1, bowCharge + dt * 1.6); }\n    else if (bowCharge > 0.15 && countItem('arrow') > 0){\n      removeItem('arrow', 1);\n      shootArrow(player.x, player.y, dx/l, dy/l, true, 3 + bowCharge * 6);\n      damageTool(); bowCharge = 0;\n    } else bowCharge = 0;\n  } else { // kuš\n    if (!xbowLoaded){\n      if (mouseDown.left && countItem('arrow') > 0){\n        xbowLoad += dt;\n        if (xbowLoad >= 1.1){ removeItem('arrow', 1); xbowLoaded = true; xbowLoad = 0; sfx('place'); }\n      } else xbowLoad = 0;\n    }\n  }\n}\nfunction xbowFire(){\n  const s = held(); const it = s && iget(s.id);\n  if (!it || it.ranged !== 'crossbow' || !xbowLoaded) return false;\n  const dx = mouse.x + camX - player.x, dy = mouse.y + camY - player.y;\n  const l = Math.hypot(dx, dy) || 1;\n  shootArrow(player.x, player.y, dx/l, dy/l, true, 8);\n  xbowLoaded = false; damageTool();\n  return true;\n}\nfunction updateArrows(dt){\n  for (const a of arrows){\n    a.life -= dt;\n    a.x += a.vx * dt * 60; a.y += a.vy * dt * 60;\n    const tx = Math.floor(a.x / TILE), ty = Math.floor(a.y / TILE);\n    if (isSolid(tx, ty)){ a.life = 0; continue; }\n    if (a.fromPlayer){\n      for (const m of mobs){\n        if (m.dead) continue;\n        const md = MOB[m.type];\n        if (Math.abs(a.x - m.x) < md.w/2 && Math.abs(a.y - m.y) < md.h/2){\n          hitMob(m, a.dmg, a.vx * 0.05, a.vy * 0.05); a.life = 0; break;\n        }\n      }\n    } else if (Math.abs(a.x - player.x) < player.w/2 && Math.abs(a.y - player.y) < player.h/2){\n      hurtPlayer(a.dmg, a.vx * 0.1, a.vy * 0.1); a.life = 0;\n    }\n  }\n  arrows = arrows.filter(a => a.life > 0);\n}\n\n/* ================================================================== */\n/*  Padlé předměty                                                     */\n/* ================================================================== */\nfunction updateDrops(dt){\n  for (const d of dropItems){\n    d.age += dt;\n    d.x += d.vx * dt; d.y += d.vy * dt;\n    d.vx *= 0.9; d.vy *= 0.9;\n    const dist = Math.hypot(player.x - d.x, player.y - d.y);\n    if (d.age > 0.6 && dist < TILE * 2.2){\n      d.x += (player.x - d.x) * 0.2; d.y += (player.y - d.y) * 0.2;\n    }\n    if (d.age > 0.4 && dist < 14){\n      const left = addItem(d.id, d.n);\n      if (left === 0){ d.taken = true; sfx('coin'); }\n      else d.n = left;\n    }\n  }\n  dropItems = dropItems.filter(d => !d.taken && d.age < 600);\n}\n\n/* ================================================================== */\n/*  Semenáčky rostou                                                   */\n/* ================================================================== */\nconst growing = [];   // {x,y,t}\nfunction tickGrowth(dt){\n  for (let i = growing.length - 1; i >= 0; i--){\n    const g = growing[i];\n    if (getTile(g.x, g.y) !== T.sapling){ growing.splice(i, 1); continue; }\n    g.t -= dt;\n    if (g.t <= 0){\n      setTile(g.x, g.y, T.log);\n      for (const [dx,dy] of [[-1,-1],[0,-1],[1,-1],[-1,0],[1,0],[-1,1],[0,1],[1,1]])\n        if (getTile(g.x+dx, g.y+dy) === T.air) setTile(g.x+dx, g.y+dy, T.leaves);\n      growing.splice(i, 1);\n    }\n  }\n}\n\n/* ================================================================== */\n/*  UI stav                                                            */\n/* ================================================================== */\nlet state = 'menu';        // menu | play | ui | dead\nlet uiMode = null;         // craft | furnace\nlet deadAt = 0;\nlet dayT = 0.12;           // 0 svítání .. 0.5 soumrak .. noc\nlet camX = 0, camY = 0, shake = 0;\nlet toastMsg = '', toastT = 0;\nfunction toast(m){ toastMsg = m; toastT = 2.2; }\n\nfunction openUI(mode){ uiMode = mode; state = 'ui'; }\nfunction closeUI(){ uiMode = null; state = 'play'; }\n\nconst furnace = { ore: null, oreN: 0, fuel: 0, prog: 0, out: null, outN: 0 };\n\nfunction nearTable(){\n  const px = Math.floor(player.x / TILE), py = Math.floor(player.y / TILE);\n  for (let dy = -3; dy <= 3; dy++)\n    for (let dx = -3; dx <= 3; dx++)\n      if (getTile(px + dx, py + dy) === T.table) return true;\n  return false;\n}\nfunction canCraft(r){\n  if (r.table && !nearTable()) return false;\n  for (const k in r.in) if (countItem(k) < r.in[k]) return false;\n  return true;\n}\nfunction doCraft(r){\n  if (!canCraft(r)) { sfx('bad'); return; }\n  for (const k in r.in) removeItem(k, r.in[k]);\n  const left = addItem(r.out, r.n);\n  if (left) spawnDrop(player.x, player.y, r.out, left);\n  sfx('craft');\n}\n\n/* pec: běží i s otevřeným UI, počítá se z reálného času */\nfunction updateFurnace(dt){\n  const f = furnace;\n  if (f.ore && f.oreN > 0 && f.out !== null ? f.out === SMELT[f.ore] || f.outN === 0 : true){}\n  if (f.ore && f.oreN > 0 && (f.outN === 0 || f.out === SMELT[f.ore])){\n    if (f.fuel > 0){\n      f.prog += dt;\n      if (f.prog >= 2){\n        f.prog = 0; f.fuel -= 1; f.oreN -= 1;\n        f.out = SMELT[f.ore]; f.outN += 1;\n        if (f.oreN <= 0) f.ore = null;\n      }\n    }\n  } else f.prog = 0;\n}\n\n/* ================================================================== */\n/*  Vstup                                                              */\n/* ================================================================== */\nconst keys = new Set();\nconst mouse = { x: 0, y: 0 };\nconst mouseDown = { left: false, right: false };\n\naddEventListener('keydown', e => {\n  if (['ArrowUp','ArrowDown','ArrowLeft','ArrowRight','Space'].includes(e.code)) e.preventDefault();\n  keys.add(e.code);\n  if (state === 'menu') return;\n  if (e.code === 'KeyE'){ state === 'ui' ? closeUI() : openUI('craft'); }\n  if (e.code === 'Escape'){ if (state === 'ui') closeUI(); else if (state === 'play'){ save(); showMenu(); } }\n  if (e.code === 'KeyF') toggleFS();\n  if (/^Digit[1-9]$/.test(e.code)) sel = +e.code.slice(5) - 1;\n});\naddEventListener('keyup', e => keys.delete(e.code));\naddEventListener('blur', () => { keys.clear(); mouseDown.left = mouseDown.right = false; });\n\ncv.addEventListener('contextmenu', e => e.preventDefault());\ncv.addEventListener('mousemove', e => { mouse.x = e.clientX; mouse.y = e.clientY; });\ncv.addEventListener('wheel', e => {\n  if (state !== 'play') return;\n  sel = (sel + (e.deltaY > 0 ? 1 : -1) + 9) % 9;\n}, { passive: true });\n\ncv.addEventListener('mousedown', e => {\n  unlockAudio(); mouse.x = e.clientX; mouse.y = e.clientY;\n  if (state === 'dead'){ if (now() - deadAt > 0.8) respawn(); return; }\n  if (state === 'ui'){ uiClick(e.clientX, e.clientY); return; }\n  if (state !== 'play') return;\n  if (e.button === 0){\n    mouseDown.left = true;\n    if (!xbowFire()) tryMelee();\n  }\n  if (e.button === 2){ mouseDown.right = true; tryPlace(); }\n});\naddEventListener('mouseup', e => {\n  if (e.button === 0) mouseDown.left = false;\n  if (e.button === 2) mouseDown.right = false;\n});\n\nfunction toggleFS(){\n  try {\n    if (document.fullscreenElement) document.exitFullscreen();\n    else document.documentElement.requestFullscreen();\n  } catch (err) {}\n}\n\n/* ================================================================== */\n/*  Zvuk                                                               */\n/* ================================================================== */\nlet actx = null;\nfunction unlockAudio(){\n  try { if (!actx) actx = new (AudioContext || webkitAudioContext)();\n        if (actx.state === 'suspended') actx.resume(); } catch (e) {}\n}\nfunction beep(f, dur, type, vol){\n  if (!actx) return;\n  try {\n    const o = actx.createOscillator(), g = actx.createGain();\n    o.type = type; o.frequency.value = f; o.connect(g); g.connect(actx.destination);\n    const t = actx.currentTime;\n    g.gain.setValueAtTime(vol, t); g.gain.exponentialRampToValueAtTime(0.0001, t + dur);\n    o.start(t); o.stop(t + dur);\n  } catch (e) {}\n}\nfunction sfx(k){\n  ({ dig:()=>beep(160,0.05,'square',0.03), place:()=>beep(300,0.06,'square',0.04),\n     coin:()=>{beep(880,0.05,'triangle',0.05); setTimeout(()=>beep(1320,0.06,'triangle',0.04),50);},\n     craft:()=>{beep(440,0.06,'square',0.04); setTimeout(()=>beep(660,0.08,'square',0.04),60);},\n     hurt:()=>beep(180,0.2,'sawtooth',0.06), thud:()=>beep(120,0.09,'sawtooth',0.05),\n     bow:()=>beep(500,0.08,'triangle',0.04), bad:()=>beep(110,0.1,'square',0.04),\n     break:()=>beep(90,0.25,'sawtooth',0.06) }[k] || (()=>{}))();\n}\n\n/* ================================================================== */\n/*  Uložení / načtení                                                  */\n/* ================================================================== */\nconst SKEY = 'svet_save_v1';\nfunction save(){\n  try {\n    const ov = [];\n    for (const [k, v] of overrides) ov.push(k + ':' + v);\n    localStorage.setItem(SKEY, JSON.stringify({\n      seed: SEED, ov, inv, sel,\n      px: player.x, py: player.y, hp: player.hp, hunger: player.hunger,\n      sx: player.spawnX, sy: player.spawnY, dayT,\n      drops: dropItems.map(d => [Math.round(d.x), Math.round(d.y), d.id, d.n, d.dur]),\n      growing,\n    }));\n  } catch (e) {}\n}\nfunction hasSave(){ try { return !!localStorage.getItem(SKEY); } catch (e) { return false; } }\nfunction load(){\n  try {\n    const d = JSON.parse(localStorage.getItem(SKEY));\n    if (!d) return false;\n    SEED = d.seed; tcache.clear(); overrides.clear();\n    for (const s of d.ov){ const i = s.lastIndexOf(':'); overrides.set(s.slice(0, i), +s.slice(i + 1)); }\n    inv = d.inv && d.inv.length === 36 ? d.inv : new Array(36).fill(null);\n    sel = d.sel || 0;\n    player.x = d.px; player.y = d.py; player.hp = d.hp; player.hunger = d.hunger;\n    player.spawnX = d.sx; player.spawnY = d.sy; dayT = d.dayT || 0.12;\n    dropItems = (d.drops || []).map(a => ({ x:a[0], y:a[1], vx:0, vy:0, id:a[2], n:a[3], dur:a[4]||0, age: 1 }));\n    growing.length = 0; (d.growing || []).forEach(g => growing.push(g));\n    mobs = []; arrows = [];\n    return true;\n  } catch (e) { return false; }\n}\n\n/* ================================================================== */\n/*  Start světa                                                        */\n/* ================================================================== */\nfunction findSpawn(){\n  const c = WORLD / 2;\n  for (let r = 0; r < 200; r++)\n    for (let a = 0; a < 12; a++){\n      const x = Math.round(c + Math.cos(a) * r), y = Math.round(c + Math.sin(a) * r);\n      const t = getTile(x, y);\n      if ((t === T.grass || t === T.sand) && !isSolid(x, y))\n        return { x: x * TILE + TILE/2, y: y * TILE + TILE/2 };\n    }\n  return { x: c * TILE, y: c * TILE };\n}\nfunction newWorld(seedStr){\n  SEED = seedStr ? [...seedStr].reduce((a,c) => (a * 31 + c.charCodeAt(0)) >>> 0, 7) : (Math.random() * 1e9) >>> 0;\n  overrides.clear(); tcache.clear();\n  inv = new Array(36).fill(null); sel = 0;\n  addItem('wood_pick', 1); addItem('wood_axe', 1); addItem('torch', 5);\n  const sp = findSpawn();\n  player.x = sp.x; player.y = sp.y; player.spawnX = sp.x; player.spawnY = sp.y;\n  player.hp = 20; player.hunger = 10; player.exhaust = 0; player.vx = player.vy = 0;\n  dayT = 0.12; mobs = []; arrows = []; dropItems = []; growing.length = 0;\n  hideMenu();\n}\nfunction startLoaded(){ hideMenu(); }\n\n/* ================================================================== */\n/*  Menu DOM                                                           */\n/* ================================================================== */\nconst menuEl = document.getElementById('menu');\nconst seedEl = document.getElementById('seed');\nconst btnNew = document.getElementById('btnNew');\nconst btnCont = document.getElementById('btnCont');\nconst menuInfo = document.getElementById('menuInfo');\nfunction showMenu(){\n  state = 'menu'; menuEl.classList.remove('hide');\n  btnCont.disabled = !hasSave();\n  menuInfo.textContent = hasSave() ? 'Uložený svět nalezen.' : '';\n}\nfunction hideMenu(){ state = 'play'; menuEl.classList.add('hide'); unlockAudio(); }\nbtnNew.onclick = () => { newWorld(seedEl.value.trim()); };\nbtnCont.onclick = () => { if (load()) startLoaded(); };\nshowMenu();\n\n/* ================================================================== */\n/*  UI – batoh / výroba / pec                                          */\n/* ================================================================== */\nconst uiRects = [];   // {x,y,w,h,fn}\nfunction uiClick(mx, my){\n  for (const r of uiRects)\n    if (mx >= r.x && mx <= r.x + r.w && my >= r.y && my <= r.y + r.h){ r.fn(); return; }\n}\nfunction panel(){\n  const w = Math.min(680, VW - 40), h = Math.min(460, VH - 40);\n  return { x: (VW - w) / 2, y: (VH - h) / 2, w, h };\n}\nfunction drawInvGrid(px, py){\n  // 9 hotbar + 27 batoh\n  for (let i = 0; i < 36; i++){\n    const col = i % 9, row = Math.floor(i / 9);\n    const gx = px + col * 40, gy = py + (row === 0 ? 0 : 12) + row * 40;\n    slot(gx, gy, inv[i], i === sel && row === 0);\n    const idx = i;\n    uiRects.push({ x: gx, y: gy, w: 36, h: 36, fn: () => invSlotClick(idx) });\n  }\n}\nlet cursorStack = null;   // drag jeden stack\nfunction invSlotClick(i){\n  if (cursorStack){\n    const s = inv[i];\n    if (!s){ inv[i] = cursorStack; cursorStack = null; }\n    else if (s.id === cursorStack.id){ s.n += cursorStack.n; cursorStack = null; }\n    else { inv[i] = cursorStack; cursorStack = s; }\n  } else if (inv[i]){ cursorStack = inv[i]; inv[i] = null; }\n}\nfunction slot(x, y, s, hi){\n  ctx.fillStyle = hi ? 'rgba(92,200,255,.25)' : 'rgba(255,255,255,.06)';\n  rr(x, y, 36, 36, 6); ctx.fill();\n  ctx.strokeStyle = hi ? '#5cc8ff' : 'rgba(255,255,255,.14)'; ctx.lineWidth = 2; rr(x, y, 36, 36, 6); ctx.stroke();\n  if (s) drawItemIcon(s.id, x + 4, y + 4, 28, s.n, s.dur);\n}\nfunction drawItemIcon(id, x, y, s, n, dur){\n  const it = iget(id);\n  ctx.fillStyle = (it && it.col) || '#aaa';\n  if (it && (it.tool || it.ranged)){\n    ctx.fillRect(x + s*0.15, y + s*0.15, s*0.7, s*0.7);\n    ctx.fillStyle = 'rgba(0,0,0,.35)'; ctx.fillRect(x + s*0.15, y + s*0.15, s*0.7, s*0.18);\n  } else if (it && it.food){\n    ctx.beginPath(); ctx.arc(x + s/2, y + s/2, s*0.36, 0, 6.29); ctx.fill();\n  } else {\n    rr(x + s*0.1, y + s*0.1, s*0.8, s*0.8, 4); ctx.fill();\n  }\n  if (n > 1){\n    ctx.fillStyle = '#fff'; ctx.font = '700 12px system-ui'; ctx.textAlign = 'right'; ctx.textBaseline = 'alphabetic';\n    ctx.fillText(n, x + s + 2, y + s + 4);\n  }\n  if (dur && it && it.dur){\n    const f = dur / it.dur;\n    ctx.fillStyle = '#000'; ctx.fillRect(x, y + s + 3, s, 3);\n    ctx.fillStyle = f > 0.4 ? '#5fd35f' : '#d35f5f'; ctx.fillRect(x, y + s + 3, s * f, 3);\n  }\n}\n\nfunction drawUI(){\n  uiRects.length = 0;\n  ctx.fillStyle = 'rgba(6,8,16,.72)'; ctx.fillRect(0, 0, VW, VH);\n  const p = panel();\n  ctx.fillStyle = '#12151f'; rr(p.x, p.y, p.w, p.h, 14); ctx.fill();\n  ctx.strokeStyle = 'rgba(255,255,255,.12)'; ctx.lineWidth = 2; rr(p.x, p.y, p.w, p.h, 14); ctx.stroke();\n  ctx.textAlign = 'left'; ctx.textBaseline = 'alphabetic';\n\n  ctx.fillStyle = '#e8ecf5'; ctx.font = '800 18px system-ui';\n  ctx.fillText(uiMode === 'furnace' ? 'PEC' : (nearTable() ? 'VÝROBA (u verpánku)' : 'BATOH + ZÁKLADNÍ VÝROBA'), p.x + 20, p.y + 30);\n  ctx.fillStyle = '#8b93a7'; ctx.font = '500 12px system-ui';\n  ctx.fillText('E / Esc zavřít  ·  klikni na předmět = vzít/položit', p.x + 20, p.y + 48);\n\n  // batoh vlevo\n  drawInvGrid(p.x + 20, p.y + 66);\n  const invBottom = p.y + 66 + 12 + 4 * 40;\n\n  if (uiMode === 'furnace') drawFurnaceUI(p, invBottom);\n  else drawCraftUI(p, invBottom);\n\n  // kurzorový stack\n  if (cursorStack) drawItemIcon(cursorStack.id, mouse.x - 14, mouse.y - 14, 28, cursorStack.n, cursorStack.dur);\n}\nfunction drawCraftUI(p, top){\n  const listX = p.x + 20, listY = top + 16;\n  const colW = (p.w - 40);\n  ctx.fillStyle = '#8b93a7'; ctx.font = '600 11px system-ui';\n  ctx.fillText('RECEPTY' + (nearTable() ? '' : '  (verpánek odemkne víc)'), listX, listY - 4);\n\n  let x = listX, y = listY + 6;\n  const iw = 168, ih = 34;\n  for (const r of RECIPES){\n    if (r.table && !nearTable()) continue;\n    const ok = canCraft(r);\n    ctx.globalAlpha = ok ? 1 : 0.4;\n    ctx.fillStyle = ok ? 'rgba(74,222,128,.14)' : 'rgba(255,255,255,.05)';\n    rr(x, y, iw, ih, 7); ctx.fill();\n    ctx.strokeStyle = ok ? '#4ade80' : 'rgba(255,255,255,.12)'; ctx.lineWidth = 1.5; rr(x, y, iw, ih, 7); ctx.stroke();\n    drawItemIcon(r.out, x + 4, y + 4, 26, r.n, 0);\n    ctx.fillStyle = '#e8ecf5'; ctx.font = '600 11px system-ui'; ctx.textAlign = 'left';\n    ctx.fillText(iget(r.out).name, x + 36, y + 14);\n    ctx.fillStyle = '#8b93a7'; ctx.font = '400 10px system-ui';\n    ctx.fillText(Object.entries(r.in).map(([k,v]) => v + '× ' + iget(k).name).join(', ').slice(0, 34), x + 36, y + 27);\n    ctx.globalAlpha = 1;\n    const rr2 = r;\n    uiRects.push({ x, y, w: iw, h: ih, fn: () => doCraft(rr2) });\n    x += iw + 8;\n    if (x + iw > p.x + p.w - 20){ x = listX; y += ih + 8; }\n  }\n}\nfunction drawFurnaceUI(p, top){\n  const f = furnace;\n  const bx = p.x + 20, by = top + 24;\n  ctx.fillStyle = '#8b93a7'; ctx.font = '600 11px system-ui';\n  ctx.fillText('VLOŽ RUDU / PALIVO KLIKEM Z BATOHU', bx, by - 6);\n\n  const s1 = { x: bx, y: by, w: 44, h: 44 };\n  const s2 = { x: bx, y: by + 64, w: 44, h: 44 };\n  const s3 = { x: bx + 150, y: by + 32, w: 44, h: 44 };\n  const box = (r, label, id, nn) => {\n    ctx.fillStyle = 'rgba(255,255,255,.06)'; rr(r.x, r.y, r.w, r.h, 6); ctx.fill();\n    ctx.strokeStyle = 'rgba(255,255,255,.16)'; ctx.lineWidth = 2; rr(r.x, r.y, r.w, r.h, 6); ctx.stroke();\n    if (id) drawItemIcon(id, r.x + 6, r.y + 6, 32, nn, 0);\n    ctx.fillStyle = '#8b93a7'; ctx.font = '400 10px system-ui'; ctx.fillText(label, r.x, r.y + r.h + 12);\n  };\n  box(s1, 'ruda/písek', f.ore, f.oreN);\n  box(s2, 'palivo (' + f.fuel.toFixed(0) + ')', f.fuel > 0 ? 'coal' : null, 0);\n  box(s3, 'výstup', f.out, f.outN);\n\n  // šipka + progress\n  ctx.fillStyle = '#4ade80';\n  ctx.fillRect(s1.x + 54, by + 30, 90 * (f.prog / 2), 6);\n  ctx.strokeStyle = 'rgba(255,255,255,.2)'; ctx.strokeRect(s1.x + 54, by + 30, 90, 6);\n\n  uiRects.push({ x: s1.x, y: s1.y, w: s1.w, h: s1.h, fn: () => {\n    if (f.ore){ addItem(f.ore, f.oreN); f.ore = null; f.oreN = 0; return; }\n    if (cursorStack && SMELT[cursorStack.id]){ f.ore = cursorStack.id; f.oreN = cursorStack.n; cursorStack = null; return; }\n    // vezmi z batohu smeltovatelné\n    for (let i = 0; i < inv.length; i++){ const s = inv[i]; if (s && SMELT[s.id]){ f.ore = s.id; f.oreN += s.n; inv[i] = null; break; } }\n  }});\n  uiRects.push({ x: s2.x, y: s2.y, w: s2.w, h: s2.h, fn: () => {\n    if (cursorStack && iget(cursorStack.id).fuel){ f.fuel += iget(cursorStack.id).fuel * cursorStack.n; cursorStack = null; return; }\n    for (let i = 0; i < inv.length; i++){ const s = inv[i]; if (s && iget(s.id).fuel){ f.fuel += iget(s.id).fuel * s.n; inv[i] = null; break; } }\n  }});\n  uiRects.push({ x: s3.x, y: s3.y, w: s3.w, h: s3.h, fn: () => {\n    if (f.out && f.outN > 0){ const left = addItem(f.out, f.outN); f.outN = left; if (!left) f.out = null; }\n  }});\n}\n\n/* ================================================================== */\n/*  Vykreslení hry                                                     */\n/* ================================================================== */\nfunction rr(x, y, w, h, r){\n  r = Math.min(r, w/2, h/2);\n  ctx.beginPath();\n  ctx.moveTo(x+r,y); ctx.arcTo(x+w,y,x+w,y+h,r); ctx.arcTo(x+w,y+h,x,y+h,r);\n  ctx.arcTo(x,y+h,x,y,r); ctx.arcTo(x,y,x+w,y,r); ctx.closePath();\n}\nfunction skyColor(){\n  // svítání -> den -> soumrak -> noc\n  const t = dayT;\n  if (t < 0.05) return mix('#1a2540', '#8fb7d8', t / 0.05);\n  if (t < 0.45) return '#8fb7d8';\n  if (t < 0.5)  return mix('#8fb7d8', '#e58f5a', (t - 0.45) / 0.05);\n  if (t < 0.55) return mix('#e58f5a', '#0e1428', (t - 0.5) / 0.05);\n  return '#0e1428';\n}\nfunction darkness(){\n  const t = dayT;\n  if (t < 0.05) return lerp(0.72, 0, t / 0.05);\n  if (t < 0.46) return 0;\n  if (t < 0.52) return lerp(0, 0.78, (t - 0.46) / 0.06);\n  return 0.78;\n}\nfunction mix(a, b, t){\n  const pa = [parseInt(a.slice(1,3),16), parseInt(a.slice(3,5),16), parseInt(a.slice(5,7),16)];\n  const pb = [parseInt(b.slice(1,3),16), parseInt(b.slice(3,5),16), parseInt(b.slice(5,7),16)];\n  return 'rgb(' + pa.map((v,i) => Math.round(lerp(v, pb[i], clamp(t,0,1)))).join(',') + ')';\n}\n\nfunction draw(){\n  ctx.fillStyle = skyColor(); ctx.fillRect(0, 0, VW, VH);\n  if (state === 'menu') return;\n\n  const sx = shake > 0.5 ? (Math.random()-.5)*shake : 0;\n  const sy = shake > 0.5 ? (Math.random()-.5)*shake : 0;\n  camX = player.x - VW/2 + sx;\n  camY = player.y - VH/2 + sy;\n\n  const c0 = Math.floor(camX / TILE) - 1, c1 = Math.ceil((camX + VW) / TILE) + 1;\n  const r0 = Math.floor(camY / TILE) - 1, r1 = Math.ceil((camY + VH) / TILE) + 1;\n\n  for (let ty = r0; ty <= r1; ty++)\n    for (let tx = c0; tx <= c1; tx++)\n      drawTile(tx, ty);\n\n  // padlé předměty\n  for (const d of dropItems){\n    const bob = Math.sin(now()*4 + d.x) * 2;\n    drawItemIcon(d.id, d.x - camX - 8, d.y - camY - 8 + bob, 16, d.n > 1 ? d.n : 0, 0);\n  }\n  // střely\n  ctx.strokeStyle = '#e8e4d4'; ctx.lineWidth = 2;\n  for (const a of arrows){\n    ctx.beginPath();\n    ctx.moveTo(a.x - camX, a.y - camY);\n    ctx.lineTo(a.x - camX - a.vx * 1.4, a.y - camY - a.vy * 1.4);\n    ctx.stroke();\n  }\n  // nestvůry\n  for (const m of mobs) drawMob(m);\n  // hráč\n  drawPlayer();\n  // cíl kopání\n  const t = state === 'play' ? targetTile() : null;\n  if (t){\n    ctx.strokeStyle = 'rgba(255,255,255,.5)'; ctx.lineWidth = 2;\n    ctx.strokeRect(t.tx * TILE - camX, t.ty * TILE - camY, TILE, TILE);\n    if (mine){\n      ctx.fillStyle = 'rgba(255,255,255,.22)';\n      ctx.fillRect(t.tx * TILE - camX, t.ty * TILE - camY, TILE * mine.prog, TILE);\n    }\n  }\n\n  // noc\n  const dk = darkness();\n  if (dk > 0.01){\n    nctx.clearRect(0, 0, VW, VH);\n    nctx.fillStyle = 'rgba(4,6,20,1)'; nctx.fillRect(0, 0, VW, VH);\n    nctx.globalCompositeOperation = 'destination-out';\n    // světla ze zdrojů\n    for (let ty = r0; ty <= r1; ty++)\n      for (let tx = c0; tx <= c1; tx++){\n        const td = tget(getTile(tx, ty));\n        if (td.light) punchLight(tx * TILE + TILE/2 - camX, ty * TILE + TILE/2 - camY, td.light);\n      }\n    if (furnace.fuel > 0 && furnace.ore) {/* pec svítí – přeskoč, není pozice */}\n    punchLight(player.x - camX, player.y - camY, 90);   // slabé světlo kolem hráče\n    nctx.globalCompositeOperation = 'source-over';\n    ctx.globalAlpha = dk;\n    ctx.drawImage(nightCv, 0, 0);\n    ctx.globalAlpha = 1;\n  }\n\n  drawHUD();\n  if (state === 'ui') drawUI();\n  if (state === 'dead') drawDead();\n\n  if (toastT > 0){\n    ctx.globalAlpha = clamp(toastT, 0, 1);\n    ctx.fillStyle = '#000'; rr(VW/2 - 130, 70, 260, 34, 8); ctx.fill();\n    ctx.fillStyle = '#fff'; ctx.font = '600 14px system-ui'; ctx.textAlign = 'center'; ctx.textBaseline = 'middle';\n    ctx.fillText(toastMsg, VW/2, 87);\n    ctx.globalAlpha = 1;\n  }\n}\nfunction punchLight(x, y, r){\n  const g = nctx.createRadialGradient(x, y, r * 0.15, x, y, r);\n  g.addColorStop(0, 'rgba(0,0,0,1)');\n  g.addColorStop(1, 'rgba(0,0,0,0)');\n  nctx.fillStyle = g;\n  nctx.beginPath(); nctx.arc(x, y, r, 0, 6.29); nctx.fill();\n}\n\nfunction drawTile(tx, ty){\n  const id = getTile(tx, ty);\n  if (id === T.air) return;\n  const td = tget(id);\n  const x = tx * TILE - camX, y = ty * TILE - camY;\n  const shade = ((tx * 7 + ty * 13) % 3) - 1;\n  ctx.fillStyle = shade < 0 ? td.col2 : td.col;\n  if (td.glass){ ctx.globalAlpha = 0.4; ctx.fillRect(x, y, TILE, TILE); ctx.globalAlpha = 1;\n                 ctx.strokeStyle = '#dff2ff'; ctx.lineWidth = 1; ctx.strokeRect(x+1, y+1, TILE-2, TILE-2); return; }\n  ctx.fillRect(x, y, TILE, TILE);\n\n  if (id === T.grass){ ctx.fillStyle = 'rgba(255,255,255,.05)'; ctx.fillRect(x, y, TILE, 4); }\n  if (td.ore){\n    ctx.fillStyle = td.ore;\n    for (let i = 0; i < 3; i++){\n      const ox = x + 6 + ((tx*13 + i*11) % 18), oy = y + 6 + ((ty*7 + i*17) % 18);\n      ctx.fillRect(ox, oy, 5, 5);\n    }\n  }\n  if (id === T.log){ ctx.fillStyle = 'rgba(0,0,0,.18)'; ctx.fillRect(x + TILE/2 - 3, y, 6, TILE); }\n  if (id === T.torch){\n    ctx.fillStyle = '#8a5f34'; ctx.fillRect(x + TILE/2 - 2, y + 10, 4, 16);\n    ctx.fillStyle = '#ffcf5c'; ctx.beginPath(); ctx.arc(x + TILE/2, y + 8, 5, 0, 6.29); ctx.fill();\n  }\n  if (id === T.door){ ctx.fillStyle = 'rgba(0,0,0,.25)'; ctx.strokeRect(x+4, y+2, TILE-8, TILE-4); ctx.fillRect(x + TILE - 12, y + TILE/2 - 2, 4, 4); }\n  if (id === T.furnace){ ctx.fillStyle = '#1a1a1f'; ctx.fillRect(x + 8, y + 14, TILE - 16, TILE - 20); }\n  if (id === T.table){ ctx.fillStyle = 'rgba(0,0,0,.2)'; ctx.fillRect(x + 4, y + 4, TILE - 8, 3); ctx.fillRect(x + 4, y + 4, 3, TILE - 8); }\n  if (id === T.bed){ ctx.fillStyle = '#fff'; ctx.fillRect(x + 3, y + 3, 10, TILE - 6); }\n  if (id === T.cave){\n    ctx.fillStyle = '#000'; ctx.beginPath(); ctx.ellipse(x + TILE/2, y + TILE/2, 11, 13, 0, 0, 6.29); ctx.fill();\n    ctx.fillStyle = '#5cc8ff'; ctx.font = '9px system-ui'; ctx.textAlign = 'center';\n    ctx.fillText('jeskyně', x + TILE/2, y - 2);\n  }\n  if (id === T.bush){ ctx.fillStyle = '#c7405e';\n    for (let i=0;i<3;i++) ctx.fillRect(x + 6 + i*8, y + 10 + ((tx+i)%2)*6, 4, 4); }\n  if (id === T.sapling){ ctx.fillStyle = '#6b4a2c'; ctx.fillRect(x + TILE/2 - 1, y + TILE/2, 3, TILE/2);\n    ctx.fillStyle = '#5aa04a'; ctx.beginPath(); ctx.arc(x + TILE/2, y + TILE/2, 5, 0, 6.29); ctx.fill(); }\n}\n\nfunction drawPlayer(){\n  const x = player.x - camX, y = player.y - camY;\n  if (player.hurtT > 0 && Math.floor(player.hurtT * 20) % 2) ctx.globalAlpha = 0.4;\n  ctx.fillStyle = '#f2d3a8';\n  rr(x - player.w/2, y - player.h/2, player.w, player.h, 5); ctx.fill();\n  ctx.fillStyle = '#3a2f27';\n  ctx.fillRect(x - 5 + player.face.x * 4, y - 3 + player.face.y * 4, 3, 3);\n  ctx.fillRect(x + 2 + player.face.x * 4, y - 3 + player.face.y * 4, 3, 3);\n  ctx.globalAlpha = 1;\n\n  // nástroj / natažení luku\n  const s = held(); const it = s && iget(s.id);\n  if (it && it.ranged === 'bow' && bowCharge > 0){\n    const dx = mouse.x + camX - player.x, dy = mouse.y + camY - player.y, l = Math.hypot(dx,dy)||1;\n    ctx.strokeStyle = '#a97c43'; ctx.lineWidth = 2;\n    ctx.beginPath(); ctx.arc(x, y, 14, Math.atan2(dy,dx) - 0.6, Math.atan2(dy,dx) + 0.6); ctx.stroke();\n    ctx.fillStyle = '#fff';\n    ctx.fillRect(x + dx/l*(14 - bowCharge*8) - 1, y + dy/l*(14 - bowCharge*8) - 1, 3, 3);\n  }\n}\nfunction drawMob(m){\n  const md = MOB[m.type];\n  const x = m.x - camX, y = m.y - camY;\n  ctx.fillStyle = m.hurtT > 0 ? '#fff' : md.col;\n  rr(x - md.w/2, y - md.h/2, md.w, md.h, 4); ctx.fill();\n  if (m.type === 'spider'){\n    ctx.strokeStyle = md.col; ctx.lineWidth = 2;\n    for (const s of [-1, 1]) for (const o of [-6, 0, 6]){\n      ctx.beginPath(); ctx.moveTo(x, y + o); ctx.lineTo(x + s * (md.w/2 + 6), y + o - 3); ctx.stroke();\n    }\n    ctx.fillStyle = '#c22'; ctx.fillRect(x - 4, y - 2, 3, 3); ctx.fillRect(x + 1, y - 2, 3, 3);\n  } else {\n    ctx.fillStyle = '#111'; ctx.fillRect(x - 5, y - 3, 3, 3); ctx.fillRect(x + 2, y - 3, 3, 3);\n  }\n  // healthbar\n  if (m.hp < md.hp){\n    ctx.fillStyle = '#000'; ctx.fillRect(x - md.w/2, y - md.h/2 - 7, md.w, 4);\n    ctx.fillStyle = '#e0463a'; ctx.fillRect(x - md.w/2, y - md.h/2 - 7, md.w * clamp(m.hp/md.hp,0,1), 4);\n  }\n}\n\nfunction drawHUD(){\n  // hotbar\n  const bw = 9 * 40, bx = (VW - bw) / 2, by = VH - 54;\n  for (let i = 0; i < 9; i++){\n    slot(bx + i * 40, by, inv[i], i === sel);\n  }\n  // srdíčka + hlad nad hotbarem\n  const hx = bx, hy = by - 24;\n  for (let i = 0; i < 10; i++){\n    const full = player.hp >= (i + 1) * 2, half = player.hp === i * 2 + 1;\n    ctx.fillStyle = '#3a1418'; heart(hx + i * 16, hy);\n    if (full || half){ ctx.fillStyle = '#e0463a'; heart(hx + i * 16, hy, half); }\n  }\n  for (let i = 0; i < 10; i++){\n    const fx = bx + bw - 16 - i * 16;\n    ctx.fillStyle = '#2a2410'; drum(fx, hy);\n    if (player.hunger >= i + 1){ ctx.fillStyle = '#c8963c'; drum(fx, hy); }\n  }\n  // hodiny / den\n  ctx.fillStyle = 'rgba(0,0,0,.35)'; rr(12, 12, 128, 22, 6); ctx.fill();\n  ctx.fillStyle = '#e8ecf5'; ctx.font = '600 12px system-ui'; ctx.textAlign = 'left'; ctx.textBaseline = 'middle';\n  const night = dayT > 0.5 || dayT < 0.04;\n  ctx.fillText((night ? '🌙 Noc' : '☀️ Den') + '  ·  seed ' + SEED, 20, 24);\n\n  // natažená kuše\n  const s = held(); const it = s && iget(s.id);\n  if (it && it.ranged === 'crossbow'){\n    ctx.fillStyle = xbowLoaded ? '#4ade80' : '#8b93a7'; ctx.font = '600 12px system-ui'; ctx.textAlign = 'center';\n    ctx.fillText(xbowLoaded ? 'kuše natažená – klikni' : 'kuše: drž levé = natáhnout', VW/2, by - 40);\n  }\n}\nfunction heart(x, y, half){\n  ctx.beginPath();\n  ctx.moveTo(x + 6, y + 11);\n  ctx.bezierCurveTo(x - 3, y + 3, x + 2, y - 3, x + 6, y + 2);\n  ctx.bezierCurveTo(x + 10, y - 3, x + 15, y + 3, x + 6, y + 11);\n  if (half){ ctx.rect(x + 6, y - 3, 10, 16); }\n  ctx.fill();\n}\nfunction drum(x, y){ ctx.beginPath(); ctx.arc(x + 6, y + 5, 6, 0, 6.29); ctx.fill(); }\n\nfunction drawDead(){\n  ctx.fillStyle = 'rgba(60,0,0,.5)'; ctx.fillRect(0, 0, VW, VH);\n  ctx.fillStyle = '#fff'; ctx.textAlign = 'center'; ctx.textBaseline = 'middle';\n  ctx.font = '800 40px system-ui'; ctx.fillText('ZEMŘEL JSI', VW/2, VH/2 - 20);\n  ctx.font = '500 15px system-ui'; ctx.fillStyle = '#f0c0c0';\n  ctx.fillText('Věci ti vypadly na zem. Klikni pro respawn.', VW/2, VH/2 + 16);\n}\n\n/* ================================================================== */\n/*  Hlavní smyčka                                                      */\n/* ================================================================== */\nlet last = now(), saveT = 0;\nfunction frame(){\n  const t = now();\n  let dt = Math.min(t - last, 0.05);\n  last = t;\n\n  if (state === 'play' || state === 'ui'){\n    dayT = (dayT + dt / DAY_LEN) % 1;\n    updateFurnace(dt);\n    if (toastT > 0) toastT -= dt;\n    if (shake > 0.5) shake *= 0.86; else shake = 0;\n    if (atkCd > 0) atkCd -= dt;\n  }\n  if (state === 'play'){\n    tryMove(dt);\n    updateStats(dt);\n    updateMining(dt);\n    updateBow(dt);\n    updateEat(dt);\n    updateMobs(dt);\n    updateArrows(dt);\n    updateDrops(dt);\n    tickGrowth(dt);\n    generateAround();\n    saveT += dt;\n    if (saveT > 6){ saveT = 0; save(); }\n  }\n\n  draw();\n  requestAnimationFrame(frame);\n}\nfunction generateAround(){\n  // předgeneruj cache kolem hráče (plynulé okraje)\n  const px = Math.floor(player.x / TILE), py = Math.floor(player.y / TILE);\n  for (let dy = -18; dy <= 18; dy += 6)\n    for (let dx = -26; dx <= 26; dx += 6) getTile(px + dx, py + dy);\n}\n\nresize();\nrequestAnimationFrame(frame);\naddEventListener('beforeunload', () => { if (state !== 'menu') save(); });\ndocument.addEventListener('visibilitychange', () => { if (document.hidden && state !== 'menu') save(); });\n\n})();\n</script>\n</body>\n</html>\n"},"caller":{"type":"direct"}}],"stop_reason":"tool_use","stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":12407,"cache_read_input_tokens":75546,"output_tokens":30442,"output_tokens_details":{"thinking_tokens":14},"server_tool_use":{"web_search_requests":0,"web_fetch_requests":0},"service_tier":"standard","cache_creation":{"ephemeral_1h_input_tokens":12407,"ephemeral_5m_input_tokens":0},"inference_geo":"not_available","iterations":[{"input_tokens":2,"output_tokens":30442,"cache_read_input_tokens":75546,"cache_creation_input_tokens":12407,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":12407},"type":"message"}],"speed":"standard"},"diagnostics":null},"requestId":"req_011CeTwMeXKdwdELyzjj6q7Y","type":"assistant","uuid":"9fa1b02a-8e88-418a-bd0c-d77c027b7acb","timestamp":"2026-08-27T21:14:22.951Z","effort":"high","session_id":"ed3caf46-d974-42bc-8521-75e2962ef648","userType":"external","entrypoint":"cli","cwd":"/home/tonda","sessionId":"ed3caf46-d974-42bc-8521-75e2962ef648","version":"2.1.247","gitBranch":"HEAD"}
{"parentUuid":"9fa1b02a-8e88-418a-bd0c-d77c027b7acb","isSidechain":false,"promptId":"af5fe3ef-983f-4dd4-bbd6-d6e63a0c5549","type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01WP3QJSa3a6seXRGTEChgX2","type":"tool_result","content":"File created successfully at: /home/tonda/svet.html (file state is current in your context — no need to Read it back)"}]},"uuid":"919eddbb-cb84-4394-a867-6fdef3972d3c","timestamp":"2026-08-27T21:14:23.013Z","toolUseResult":{"type":"create","filePath":"/home/tonda/svet.html","content":"<!doctype html>\n<html lang=\"cs\">\n<head>\n<meta charset=\"utf-8\">\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1, maximum-scale=1, user-scalable=no, viewport-fit=cover\">\n<title>Svět — zjednodušený Minecraft (2D)</title>\n<style>\n  *{box-sizing:border-box; margin:0; padding:0}\n  html,body{height:100%; overflow:hidden; background:#0b0d15; overscroll-behavior:none}\n  body{\n    font-family: ui-sans-serif, system-ui, -apple-system, \"Segoe UI\", Roboto, sans-serif;\n    color:#e8ecf5; -webkit-user-select:none; user-select:none;\n  }\n  #game{display:block; position:fixed; inset:0; background:#1b2b1a; cursor:crosshair}\n\n  /* --- hlavní menu (DOM, kvůli textovému poli na seed) --- */\n  #menu{\n    position:fixed; inset:0; display:flex; flex-direction:column;\n    align-items:center; justify-content:center; gap:16px;\n    background:radial-gradient(1000px 600px at 50% -10%, #1a2036, #0b0d15);\n    text-align:center; padding:20px;\n  }\n  #menu h1{font-size:34px; letter-spacing:2px; font-weight:800}\n  #menu p{color:#8b93a7; font-size:13px; line-height:1.7; max-width:440px}\n  #menu .row{display:flex; gap:10px; align-items:center; flex-wrap:wrap; justify-content:center}\n  #menu input{\n    background:#141829; border:1px solid #2b3042; color:#e8ecf5;\n    border-radius:10px; padding:10px 14px; font:inherit; font-size:15px; width:220px; text-align:center;\n  }\n  #menu button{\n    background:#5cc8ff; color:#06121b; border:0; border-radius:10px;\n    padding:11px 20px; font:inherit; font-weight:700; font-size:15px; cursor:pointer;\n  }\n  #menu button.ghost{background:#1b1f2e; color:#e8ecf5; border:1px solid #2b3042}\n  #menu button:disabled{opacity:.4; cursor:default}\n  .hide{display:none !important}\n</style>\n</head>\n<body>\n<canvas id=\"game\"></canvas>\n\n<div id=\"menu\">\n  <h1>SVĚT</h1>\n  <p>Zjednodušený Minecraft shora. Kop, sbírej suroviny, vyráběj nástroje, stav a v noci\n     přežij nájezd nestvůr. Pohyb <b>WASD</b>, myš míří, <b>levé držení</b> = kop,\n     <b>pravé</b> = polož, <b>E</b> = batoh a výroba, kolečko / <b>1–9</b> = výběr, <b>Shift</b> = běh, <b>F</b> = celá obrazovka.</p>\n  <div class=\"row\">\n    <input id=\"seed\" placeholder=\"seed (necháš prázdné = náhodný)\" autocomplete=\"off\">\n    <button id=\"btnNew\">Nový svět</button>\n  </div>\n  <div class=\"row\">\n    <button id=\"btnCont\" class=\"ghost\">Pokračovat</button>\n  </div>\n  <p id=\"menuInfo\"></p>\n</div>\n\n<script>\n(() => {\n'use strict';\n\n/* ================================================================== */\n/*  Základ                                                             */\n/* ================================================================== */\nconst cv = document.getElementById('game');\nconst ctx = cv.getContext('2d');\nlet VW = 0, VH = 0, DPR = 1;\n\nconst TILE = 32;\nconst WORLD = 600;                 // šířka i výška světa v dlaždicích\nconst REACH = 4;                   // dosah myši v dlaždicích\nconst DAY_LEN = 240;               // délka celého dne v sekundách\n\nconst clamp = (v,a,b) => v < a ? a : v > b ? b : v;\nconst lerp  = (a,b,t) => a + (b - a) * t;\nconst smooth = t => t*t*t*(t*(t*6-15)+10);\nconst now = () => performance.now() / 1000;\n\nfunction resize(){\n  DPR = Math.min(2, window.devicePixelRatio || 1);\n  VW = window.innerWidth; VH = window.innerHeight;\n  cv.width = Math.round(VW * DPR); cv.height = Math.round(VH * DPR);\n  cv.style.width = VW + 'px'; cv.style.height = VH + 'px';\n  ctx.setTransform(DPR, 0, 0, DPR, 0, 0);\n  nightCv.width = VW; nightCv.height = VH;\n}\nconst nightCv = document.createElement('canvas');\nconst nctx = nightCv.getContext('2d');\naddEventListener('resize', resize);\n\n/* ================================================================== */\n/*  Seedovaný šum                                                      */\n/* ================================================================== */\nlet SEED = 12345;\nfunction hash2(ix, iy, salt){\n  let h = (ix * 374761393 + iy * 668265263 + salt * 2246822519 + SEED * 3266489917) >>> 0;\n  h = (h ^ (h >>> 13)) * 1274126177 >>> 0;\n  h = (h ^ (h >>> 16)) >>> 0;\n  return h / 4294967296;                       // 0..1\n}\nfunction vnoise(x, y, salt){\n  const ix = Math.floor(x), iy = Math.floor(y);\n  const fx = x - ix, fy = y - iy;\n  const a = hash2(ix, iy, salt),   b = hash2(ix + 1, iy, salt);\n  const c = hash2(ix, iy + 1, salt), d = hash2(ix + 1, iy + 1, salt);\n  const u = smooth(fx), v = smooth(fy);\n  return lerp(lerp(a, b, u), lerp(c, d, u), v);\n}\nfunction fbm(x, y, salt, oct){\n  let sum = 0, amp = 1, freq = 1, norm = 0;\n  for (let i = 0; i < oct; i++){\n    sum += amp * vnoise(x * freq, y * freq, salt + i * 97);\n    norm += amp; amp *= 0.5; freq *= 2;\n  }\n  return sum / norm;\n}\n\n/* ================================================================== */\n/*  Dlaždice                                                           */\n/* ================================================================== */\n/* solid: blokuje pohyb · hard: doba těžby · tool: potřebný typ ·\n   tier: minimální tier nástroje (0=ruka) · drop: co spadne · light: svítí */\nconst T = {};\nlet _tid = 0;\nfunction def(key, o){ o.id = _tid++; o.key = key; T[key] = o; return o.id; }\n\ndef('air',   { solid:false, hard:0 });\ndef('grass', { solid:false, hard:0.55, tool:'shovel', tier:0, drop:'dirt',  col:'#4c8c3f', col2:'#3f7a34' });\ndef('dirt',  { solid:false, hard:0.55, tool:'shovel', tier:0, drop:'dirt',  col:'#7a5533', col2:'#6b4a2c' });\ndef('sand',  { solid:false, hard:0.5,  tool:'shovel', tier:0, drop:'sand',  col:'#d8c579', col2:'#cbb96b' });\ndef('water', { solid:true,  hard:-1,   col:'#2e6fb0', col2:'#2a63a0' });\ndef('stone', { solid:true,  hard:1.6,  tool:'pick', tier:1, drop:'cobble', col:'#7b8290', col2:'#6c7280' });\ndef('cobble',{ solid:true,  hard:1.9,  tool:'pick', tier:1, drop:'cobble', col:'#6d7480', col2:'#5f6570' });\ndef('log',   { solid:true,  hard:1.1,  tool:'axe',  tier:0, drop:'log',    col:'#6b4a2c', col2:'#5c3f25' });\ndef('leaves',{ solid:false, hard:0.25, tool:null,   tier:0, drop:null,     col:'#3f7a34', col2:'#376c2e' });\ndef('coal',  { solid:true,  hard:2.6,  tool:'pick', tier:1, drop:'coal',   col:'#4a4f5a', col2:'#3f434d', ore:'#26282e' });\ndef('iron',  { solid:true,  hard:3.0,  tool:'pick', tier:2, drop:'iron_ore', col:'#8a8f9c', col2:'#7b8290', ore:'#c9a488' });\ndef('gold',  { solid:true,  hard:3.0,  tool:'pick', tier:3, drop:'gold_ore', col:'#8a8f9c', col2:'#7b8290', ore:'#e7c24d' });\ndef('diamond',{solid:true,  hard:4.2,  tool:'pick', tier:3, drop:'diamond',  col:'#8a8f9c', col2:'#7b8290', ore:'#6bE0d8' });\ndef('planks',{ solid:true,  hard:1.4,  tool:'axe',  tier:0, drop:'planks', col:'#b98a4e', col2:'#a97c43' });\ndef('glass', { solid:true,  hard:0.35, tool:null,   tier:0, drop:null,     col:'#bfe6ff', col2:'#bfe6ff', glass:true });\ndef('door',  { solid:false, hard:0.5,  tool:'axe',  tier:0, drop:'door',   col:'#8a5f34', col2:'#7a5430' });\ndef('torch', { solid:false, hard:0,    tool:null,   tier:0, drop:'torch',  col:'#ffcf5c', col2:'#ffcf5c', light:150 });\ndef('table', { solid:true,  hard:1.4,  tool:'axe',  tier:0, drop:'table',  col:'#9a6b3c', col2:'#8a5f34' });\ndef('furnace',{solid:true,  hard:3.4,  tool:'pick', tier:1, drop:'furnace',col:'#5a5f6b', col2:'#4d525d' });\ndef('bed',   { solid:false, hard:0.4,  tool:null,   tier:0, drop:'bed',    col:'#d8556b', col2:'#c74d61' });\ndef('bush',  { solid:false, hard:0.2,  tool:null,   tier:0, drop:null,     col:'#3c7a4a', col2:'#356c42' });\ndef('sapling',{solid:false, hard:0,    tool:null,   tier:0, drop:'sapling',col:'#5aa04a', col2:'#5aa04a' });\ndef('cave',  { solid:false, hard:-1,   col:'#141017', col2:'#0e0b12' });   // vstup do jeskyně (zatím značka)\n\nconst TDEF = Object.values(T).sort((a,b) => a.id - b.id);\nconst tget = id => TDEF[id];\n\n/* ================================================================== */\n/*  Předměty                                                           */\n/* ================================================================== */\n/* place: id dlaždice · tool/tier · dmg (zbraň) · food (hlad) · fuel   */\nconst I = {\n  dirt:   { name:'Hlína',        place:T.dirt,   col:'#7a5533' },\n  sand:   { name:'Písek',        place:T.sand,   col:'#d8c579' },\n  cobble: { name:'Dlažební kámen',place:T.cobble, col:'#6d7480' },\n  log:    { name:'Kláda',        place:T.log,    col:'#6b4a2c' },\n  planks: { name:'Prkna',        place:T.planks, col:'#b98a4e', fuel:1 },\n  stick:  { name:'Klacek',       col:'#a97c43', fuel:0.5 },\n  coal:   { name:'Uhlí',         col:'#2b2d33', fuel:5 },\n  iron_ore:{name:'Železná ruda', col:'#c9a488' },\n  iron_ingot:{name:'Železný ingot', col:'#d7dbe2' },\n  gold_ore:{name:'Zlatá ruda',   col:'#e7c24d' },\n  gold_ingot:{name:'Zlatý ingot',col:'#ffd85c' },\n  diamond:{ name:'Diamant',      col:'#6be0d8' },\n  glass:  { name:'Sklo',         place:T.glass,  col:'#bfe6ff' },\n  torch:  { name:'Pochodeň',     place:T.torch,  col:'#ffcf5c' },\n  table:  { name:'Verpánek',     place:T.table,  col:'#9a6b3c' },\n  furnace:{ name:'Pec',          place:T.furnace,col:'#5a5f6b' },\n  door:   { name:'Dveře',        place:T.door,   col:'#8a5f34' },\n  bed:    { name:'Postel',       place:T.bed,    col:'#d8556b' },\n  sapling:{ name:'Semenáček',    place:T.sapling,col:'#5aa04a' },\n  apple:  { name:'Jablko',       col:'#e0463a', food:4 },\n  berries:{ name:'Bobule',       col:'#c7405e', food:2 },\n  rotten: { name:'Shnilé maso',  col:'#7a8a4a', food:2 },\n  string: { name:'Nit',          col:'#dfe3ea' },\n  bone:   { name:'Kost',         col:'#e8e4d4' },\n  arrow:  { name:'Šíp',          col:'#cbb96b' },\n\n  wood_pick:  { name:'Dřevěný krumpáč', tool:'pick', tier:1, dur:60,  col:'#b98a4e' },\n  wood_axe:   { name:'Dřevěná sekera',  tool:'axe',  tier:1, dur:60,  col:'#b98a4e' },\n  wood_sword: { name:'Dřevěný meč',     tool:'sword',tier:1, dur:60,  dmg:3, col:'#b98a4e' },\n  stone_pick: { name:'Kamenný krumpáč', tool:'pick', tier:2, dur:132, col:'#8a909c' },\n  stone_axe:  { name:'Kamenná sekera',  tool:'axe',  tier:2, dur:132, col:'#8a909c' },\n  stone_sword:{ name:'Kamenný meč',     tool:'sword',tier:2, dur:132, dmg:4, col:'#8a909c' },\n  iron_pick:  { name:'Železný krumpáč', tool:'pick', tier:3, dur:250, col:'#d7dbe2' },\n  iron_axe:   { name:'Železná sekera',  tool:'axe',  tier:3, dur:250, col:'#d7dbe2' },\n  iron_sword: { name:'Železný meč',     tool:'sword',tier:3, dur:250, dmg:6, col:'#d7dbe2' },\n  diamond_pick:{name:'Diamantový krumpáč',tool:'pick',tier:4, dur:1560, col:'#6be0d8' },\n  diamond_axe: {name:'Diamantová sekera', tool:'axe', tier:4, dur:1560, col:'#6be0d8' },\n  diamond_sword:{name:'Diamantový meč',   tool:'sword',tier:4,dur:1560, dmg:7, col:'#6be0d8' },\n  bow:      { name:'Luk',   ranged:'bow',      dur:180, col:'#a97c43' },\n  crossbow: { name:'Kuše',  ranged:'crossbow', dur:180, col:'#8a5f34' },\n};\nconst iget = k => I[k];\nconst isTool = k => k && I[k] && I[k].tool;\n\n/* ================================================================== */\n/*  Recepty                                                            */\n/* ================================================================== */\nconst RECIPES = [\n  { out:'planks', n:4, in:{log:1} },\n  { out:'stick',  n:4, in:{planks:2} },\n  { out:'torch',  n:4, in:{coal:1, stick:1} },\n  { out:'table',  n:1, in:{planks:4} },\n  { out:'wood_pick',  n:1, in:{planks:3, stick:2} },\n  { out:'wood_axe',   n:1, in:{planks:3, stick:2} },\n  { out:'wood_sword', n:1, in:{planks:2, stick:1} },\n  { out:'furnace', n:1, in:{cobble:8}, table:true },\n  { out:'stone_pick',  n:1, in:{cobble:3, stick:2}, table:true },\n  { out:'stone_axe',   n:1, in:{cobble:3, stick:2}, table:true },\n  { out:'stone_sword', n:1, in:{cobble:2, stick:1}, table:true },\n  { out:'iron_pick',  n:1, in:{iron_ingot:3, stick:2}, table:true },\n  { out:'iron_axe',   n:1, in:{iron_ingot:3, stick:2}, table:true },\n  { out:'iron_sword', n:1, in:{iron_ingot:2, stick:1}, table:true },\n  { out:'diamond_pick',  n:1, in:{diamond:3, stick:2}, table:true },\n  { out:'diamond_axe',   n:1, in:{diamond:3, stick:2}, table:true },\n  { out:'diamond_sword', n:1, in:{diamond:2, stick:1}, table:true },\n  { out:'bow',      n:1, in:{stick:3, string:3}, table:true },\n  { out:'crossbow', n:1, in:{stick:3, string:2, iron_ingot:1}, table:true },\n  { out:'arrow',    n:4, in:{stick:1, coal:1} },\n  { out:'door',     n:2, in:{planks:6}, table:true },\n  { out:'bed',      n:1, in:{planks:3, string:3}, table:true },\n];\nconst SMELT = { iron_ore:'iron_ingot', gold_ore:'gold_ingot', sand:'glass' };\n\n/* ================================================================== */\n/*  Svět – generování + úpravy                                         */\n/* ================================================================== */\nconst overrides = new Map();       // \"x,y\" -> tileId (změny hráče + save)\nconst tcache = new Map();\nconst kk = (x,y) => x + ',' + y;\n\nfunction genTile(x, y){\n  if (x < 3 || y < 3 || x >= WORLD - 3 || y >= WORLD - 3) return T.water;\n\n  const e = fbm(x * 0.018, y * 0.018, 1, 5);         // výška terénu\n  if (e < 0.40) return T.water;\n  if (e < 0.44) return T.sand;\n\n  // kamenná / horská oblast\n  if (e > 0.66){\n    const h = hash2(x, y, 7);\n    if (e > 0.80 && h < 0.010) return T.diamond;\n    if (e > 0.74 && h < 0.016) return T.gold;\n    if (h < 0.030) return T.iron;\n    if (h < 0.075) return T.coal;\n    if (hash2(x, y, 21) < 0.0025) return T.cave;\n    return T.stone;\n  }\n\n  // tráva + stromy + keře\n  const m = fbm(x * 0.06, y * 0.06, 999, 3);\n  if (treeAnchor(x, y)) return T.log;\n  if (nearTreeAnchor(x, y)) return T.leaves;\n  if (m > 0.55 && hash2(x, y, 33) < 0.012) return T.bush;\n  return T.grass;\n}\n/* stromy: kotva na řídké mřížce s jitterem, ať se nepřekrývají */\nfunction treeAnchor(x, y){\n  const gx = Math.floor(x / 4), gy = Math.floor(y / 4);\n  if (hash2(gx, gy, 55) > 0.42) return false;          // ne v každé buňce\n  const ax = gx * 4 + 1 + Math.floor(hash2(gx, gy, 56) * 2);\n  const ay = gy * 4 + 1 + Math.floor(hash2(gx, gy, 57) * 2);\n  if (x !== ax || y !== ay) return false;\n  const e = fbm(x * 0.018, y * 0.018, 1, 5);\n  return e >= 0.44 && e <= 0.66;\n}\nfunction nearTreeAnchor(x, y){\n  for (let dy = -1; dy <= 1; dy++)\n    for (let dx = -1; dx <= 1; dx++)\n      if (!(dx === 0 && dy === 0) && treeAnchor(x + dx, y + dy)) return true;\n  return false;\n}\n\nfunction getTile(x, y){\n  if (x < 0 || y < 0 || x >= WORLD || y >= WORLD) return T.water;\n  const k = kk(x, y);\n  const o = overrides.get(k);\n  if (o !== undefined) return o;\n  let c = tcache.get(k);\n  if (c === undefined){ c = genTile(x, y); tcache.set(k, c); }\n  return c;\n}\nfunction setTile(x, y, id){\n  const k = kk(x, y);\n  overrides.set(k, id);\n  tcache.set(k, id);\n}\nconst isSolid = (x,y) => tget(getTile(x,y)).solid;\n\n/* ================================================================== */\n/*  Hráč                                                               */\n/* ================================================================== */\nconst player = {\n  x: 0, y: 0, w: 20, h: 20, vx: 0, vy: 0,\n  hp: 20, hunger: 10, exhaust: 0,\n  face: { x: 0, y: 1 },\n  hurtT: 0, spawnX: 0, spawnY: 0,\n};\nlet inv = new Array(36).fill(null);   // 0..8 = hotbar\nlet sel = 0;\n\nfunction addItem(id, n = 1){\n  const st = iget(id);\n  const max = (st && (st.tool || st.ranged)) ? 1 : 99;\n  for (let pass = 0; pass < 2 && n > 0; pass++){\n    for (let i = 0; i < inv.length && n > 0; i++){\n      const s = inv[i];\n      if (pass === 0){\n        if (s && s.id === id && s.n < max){ const add = Math.min(max - s.n, n); s.n += add; n -= add; }\n      } else if (!s){\n        const add = Math.min(max, n); inv[i] = { id, n: add, dur: st && st.dur ? st.dur : 0 }; n -= add;\n      }\n    }\n  }\n  return n;   // co se nevešlo\n}\nfunction countItem(id){ let c = 0; for (const s of inv) if (s && s.id === id) c += s.n; return c; }\nfunction removeItem(id, n){\n  for (let i = 0; i < inv.length && n > 0; i++){\n    const s = inv[i];\n    if (s && s.id === id){ const d = Math.min(s.n, n); s.n -= d; n -= d; if (s.n <= 0) inv[i] = null; }\n  }\n}\nconst held = () => inv[sel];\nfunction damageTool(){\n  const s = held();\n  if (!s || !iget(s.id) || (!iget(s.id).tool && !iget(s.id).ranged)) return;\n  if (!iget(s.id).dur) return;\n  s.dur = (s.dur || iget(s.id).dur) - 1;\n  if (s.dur <= 0){ inv[sel] = null; sfx('break'); }\n}\n\nfunction tryMove(dt){\n  const spd = (keys.has('ShiftLeft') || keys.has('ShiftRight')) && player.hunger > 0 ? 3.5 : 2.4;\n  let ix = (keys.has('KeyD') || keys.has('ArrowRight') ? 1 : 0) - (keys.has('KeyA') || keys.has('ArrowLeft') ? 1 : 0);\n  let iy = (keys.has('KeyS') || keys.has('ArrowDown') ? 1 : 0) - (keys.has('KeyW') || keys.has('ArrowUp') ? 1 : 0);\n  if (ix || iy){\n    const l = Math.hypot(ix, iy);\n    player.vx = ix / l * spd; player.vy = iy / l * spd;\n    player.face = { x: ix / l, y: iy / l };\n    player.exhaust += (spd > 3 ? 0.9 : 0.5) * dt;\n  } else { player.vx *= 0.6; player.vy *= 0.6; }\n\n  moveAxis('x', player.vx);\n  moveAxis('y', player.vy);\n}\nfunction moveAxis(ax, v){\n  if (!v) return;\n  if (ax === 'x') player.x += v; else player.y += v;\n  const x0 = Math.floor((player.x - player.w / 2) / TILE);\n  const x1 = Math.floor((player.x + player.w / 2 - 0.01) / TILE);\n  const y0 = Math.floor((player.y - player.h / 2) / TILE);\n  const y1 = Math.floor((player.y + player.h / 2 - 0.01) / TILE);\n  for (let ty = y0; ty <= y1; ty++)\n    for (let tx = x0; tx <= x1; tx++){\n      if (!isSolid(tx, ty)) continue;\n      if (ax === 'x'){\n        if (v > 0) player.x = tx * TILE - player.w / 2 - 0.01;\n        else       player.x = (tx + 1) * TILE + player.w / 2 + 0.01;\n        player.vx = 0;\n      } else {\n        if (v > 0) player.y = ty * TILE - player.h / 2 - 0.01;\n        else       player.y = (ty + 1) * TILE + player.h / 2 + 0.01;\n        player.vy = 0;\n      }\n    }\n}\n\n/* hlad + regenerace */\nfunction updateStats(dt){\n  if (player.exhaust >= 4){ player.exhaust -= 4; player.hunger = Math.max(0, player.hunger - 1); }\n  if (player.hunger >= 7 && player.hp < 20){\n    player.regen = (player.regen || 0) + dt;\n    if (player.regen >= 3){ player.regen = 0; player.hp = Math.min(20, player.hp + 1); player.exhaust += 1.2; }\n  }\n  if (player.hunger <= 0){\n    player.starve = (player.starve || 0) + dt;\n    if (player.starve >= 4){ player.starve = 0; hurtPlayer(1, 0, 0); }\n  }\n  if (player.hurtT > 0) player.hurtT -= dt;\n}\nfunction hurtPlayer(dmg, kx, ky){\n  if (player.hurtT > 0 || state !== 'play') return;\n  player.hp -= dmg; player.hurtT = 0.5; shake = 6;\n  player.vx += kx * 3; player.vy += ky * 3;\n  sfx('hurt');\n  if (player.hp <= 0){ die(); }\n}\nfunction die(){\n  state = 'dead'; deadAt = now();\n  for (const s of inv){\n    if (!s) continue;\n    dropItems.push({ x: player.x + (Math.random()-.5)*20, y: player.y + (Math.random()-.5)*20,\n                     vx:(Math.random()-.5)*40, vy:(Math.random()-.5)*40, id: s.id, n: s.n, dur: s.dur||0, age: 0 });\n  }\n  inv = new Array(36).fill(null); sel = 0;\n}\nfunction respawn(){\n  player.hp = 20; player.hunger = Math.max(player.hunger, 5); player.exhaust = 0;\n  player.x = player.spawnX; player.y = player.spawnY;\n  player.vx = player.vy = 0; player.hurtT = 1.5;\n  state = 'play';\n}\n\n/* ================================================================== */\n/*  Těžba / stavění                                                    */\n/* ================================================================== */\nlet mine = null;   // {tx,ty,prog}\nfunction targetTile(){\n  const wx = mouse.x + camX, wy = mouse.y + camY;\n  const tx = Math.floor(wx / TILE), ty = Math.floor(wy / TILE);\n  const px = Math.floor(player.x / TILE), py = Math.floor(player.y / TILE);\n  if (Math.max(Math.abs(tx - px), Math.abs(ty - py)) > REACH) return null;\n  return { tx, ty };\n}\nfunction toolMultiplier(td){\n  const s = held(); const it = s && iget(s.id);\n  if (!td.tool) return it && it.tool ? 1.5 : 1;           // bez potřeby nástroje\n  if (it && it.tool === td.tool && it.tier >= td.tier) return 1 + it.tier * 1.2;\n  return 0.32;                                            // špatný / slabý nástroj\n}\nfunction canHarvest(td){\n  if (!td.tool) return true;\n  const s = held(); const it = s && iget(s.id);\n  return !!(it && it.tool === td.tool && it.tier >= td.tier);\n}\nfunction updateMining(dt){\n  const t = targetTile();\n  const s = held(); const it = s && iget(s.id);\n  if (it && it.ranged){ mine = null; return; }            // luk/kuš nekope\n  if (!mouseDown.left || !t){ mine = null; return; }\n\n  // útok na moba má přednost před kopáním\n  if (attackHover()){ mine = null; return; }\n\n  const id = getTile(t.tx, t.ty);\n  const td = tget(id);\n  if (td.hard <= 0 || id === T.air){ mine = null; return; }\n  if (!mine || mine.tx !== t.tx || mine.ty !== t.ty) mine = { tx: t.tx, ty: t.ty, prog: 0 };\n\n  mine.prog += dt * toolMultiplier(td) / td.hard;\n  if (mine.prog >= 1){\n    breakTile(t.tx, t.ty, td, canHarvest(td));\n    mine = null;\n  }\n}\nfunction breakTile(tx, ty, td, harvest){\n  const id = getTile(tx, ty);\n  setTile(tx, ty, T.air);\n  damageTool();\n  shake = 2; sfx('dig');\n  if (!harvest) return;\n  let drop = td.drop, n = 1;\n  if (id === T.leaves){\n    if (Math.random() < 0.08) drop = 'apple';\n    else if (Math.random() < 0.12) drop = 'sapling';\n    else drop = null;\n  }\n  if (id === T.bush){ drop = 'berries'; n = 1 + (Math.random() < 0.5 ? 1 : 0); }\n  if (id === T.door || id === T.bed){ /* drop jak je */ }\n  if (drop) spawnDrop(tx * TILE + TILE/2, ty * TILE + TILE/2, drop, n);\n}\nfunction spawnDrop(x, y, id, n){\n  dropItems.push({ x, y, vx:(Math.random()-.5)*30, vy:(Math.random()-.5)*30, id, n, dur:0, age: 0, mag: true });\n}\nfunction tryPlace(){\n  const t = targetTile();\n  const s = held();\n  if (!t || !s) return;\n  const it = iget(s.id);\n\n  // pravý klik na verpánek / pec = otevřít\n  const cur = getTile(t.tx, t.ty);\n  if (cur === T.table){ openUI('craft'); return; }\n  if (cur === T.furnace){ openUI('furnace'); return; }\n  if (cur === T.bed){ sleep(); return; }\n\n  if (!it || !it.place) return;\n  if (cur !== T.air && cur !== T.grass && cur !== T.leaves) return;\n  // nesmí do hráče (u pevných bloků)\n  if (tget(it.place).solid){\n    const bx = t.tx * TILE, by = t.ty * TILE;\n    if (Math.abs((bx + TILE/2) - player.x) < TILE/2 + player.w/2 &&\n        Math.abs((by + TILE/2) - player.y) < TILE/2 + player.h/2) return;\n  }\n  setTile(t.tx, t.ty, it.place);\n  if (s.id === 'bed'){ player.spawnX = t.tx * TILE + TILE/2; player.spawnY = t.ty * TILE + TILE + 8; }\n  s.n--; if (s.n <= 0) inv[sel] = null;\n  sfx('place');\n}\nfunction sleep(){\n  if (dayT > 0.5 || dayT < 0.02){\n    if (mobs.some(m => Math.hypot(m.x - player.x, m.y - player.y) < 260)){ toast('Poblíž jsou nestvůry'); return; }\n    dayT = 0.02; toast('Ráno'); sfx('place');\n  } else toast('Spát můžeš jen v noci');\n}\n\n/* ================================================================== */\n/*  Jídlo                                                              */\n/* ================================================================== */\nlet eatT = 0;\nfunction updateEat(dt){\n  const s = held(); const it = s && iget(s.id);\n  if (mouseDown.right && it && it.food && player.hunger < 10){\n    eatT += dt;\n    if (eatT >= 1.1){\n      eatT = 0; player.hunger = Math.min(10, player.hunger + it.food);\n      s.n--; if (s.n <= 0) inv[sel] = null; sfx('coin');\n    }\n  } else eatT = 0;\n}\n\n/* ================================================================== */\n/*  Nestvůry                                                           */\n/* ================================================================== */\nconst MOB = {\n  zombie:   { hp:20, w:22, h:22, spd:0.9, dmg:3, col:'#5a9e4a', burn:true,  drop:['rotten'] },\n  skeleton: { hp:16, w:20, h:22, spd:1.1, dmg:0, col:'#dfe3ea', burn:true,  drop:['bone','arrow'], ranged:true },\n  spider:   { hp:12, w:26, h:20, spd:2.0, dmg:2, col:'#5b4a5e', burn:false, drop:['string'], neutral:true },\n};\nlet mobs = [], arrows = [], dropItems = [];\nlet spawnTimer = 0;\n\nfunction updateMobs(dt){\n  const night = dayT > 0.5 || dayT < 0.04;\n  spawnTimer -= dt;\n  if (spawnTimer <= 0){\n    spawnTimer = 2.2;\n    if (night && mobs.length < 10) trySpawnMob();\n  }\n  for (const m of mobs){\n    if (m.dead) continue;\n    m.hurtT = Math.max(0, (m.hurtT || 0) - dt);\n    const dx = player.x - m.x, dy = player.y - m.y;\n    const dist = Math.hypot(dx, dy) || 1;\n    const md = MOB[m.type];\n\n    const aggro = m.angry || (!md.neutral && night && dist < 320);\n    if (aggro){\n      if (md.ranged && dist < 260){\n        // kostlivec drží odstup a střílí\n        const want = dist < 150 ? -1 : (dist > 200 ? 1 : 0);\n        m.x += (dx / dist) * md.spd * want;\n        m.y += (dy / dist) * md.spd * want;\n        m.shoot = (m.shoot || 0) - dt;\n        if (m.shoot <= 0){ m.shoot = 1.6; shootArrow(m.x, m.y, dx / dist, dy / dist, false, 4); }\n      } else {\n        m.x += (dx / dist) * md.spd;\n        m.y += (dy / dist) * md.spd;\n      }\n    } else {\n      m.wt = (m.wt || 0) - dt;\n      if (m.wt <= 0){ m.wt = 1 + Math.random() * 2; m.wa = Math.random() * 6.28; }\n      m.x += Math.cos(m.wa) * md.spd * 0.35;\n      m.y += Math.sin(m.wa) * md.spd * 0.35;\n    }\n    collideMob(m, md);\n\n    // hoření ve dne\n    if (md.burn && !night){\n      m.burnT = (m.burnT || 0) + dt;\n      if (m.burnT >= 1){ m.burnT = 0; hitMob(m, 2, 0, 0); }\n    }\n    // dotyk = zranění hráče\n    if (md.dmg && Math.abs(dx) < (player.w + md.w)/2 && Math.abs(dy) < (player.h + md.h)/2)\n      hurtPlayer(md.dmg, dx > 0 ? 1 : -1, dy > 0 ? 1 : -1);\n\n    if (m.hp <= 0){ killMob(m); }\n  }\n  mobs = mobs.filter(m => !m.dead && Math.hypot(m.x - player.x, m.y - player.y) < 1400);\n}\nfunction collideMob(m, md){\n  for (const ax of ['x','y']){\n    const x0 = Math.floor((m.x - md.w/2) / TILE), x1 = Math.floor((m.x + md.w/2 - 0.01) / TILE);\n    const y0 = Math.floor((m.y - md.h/2) / TILE), y1 = Math.floor((m.y + md.h/2 - 0.01) / TILE);\n    for (let ty = y0; ty <= y1; ty++)\n      for (let tx = x0; tx <= x1; tx++){\n        if (!isSolid(tx, ty)) continue;\n        if (ax === 'x') m.x += (m.x < tx*TILE + TILE/2) ? -1.2 : 1.2;\n        else            m.y += (m.y < ty*TILE + TILE/2) ? -1.2 : 1.2;\n      }\n  }\n}\nfunction trySpawnMob(){\n  const types = Object.keys(MOB);\n  for (let tries = 0; tries < 12; tries++){\n    const a = Math.random() * 6.28, d = 360 + Math.random() * 220;\n    const x = player.x + Math.cos(a) * d, y = player.y + Math.sin(a) * d;\n    const tx = Math.floor(x / TILE), ty = Math.floor(y / TILE);\n    if (isSolid(tx, ty)) continue;\n    const t = getTile(tx, ty);\n    if (t === T.water) continue;\n    const type = types[Math.floor(Math.random() * types.length)];\n    const md = MOB[type];\n    mobs.push({ type, x, y, hp: md.hp, w: md.w, h: md.h });\n    return;\n  }\n}\nfunction hitMob(m, dmg, kx, ky){\n  m.hp -= dmg; m.hurtT = 0.18;\n  m.x += kx * 10; m.y += ky * 10;\n  if (MOB[m.type].neutral) m.angry = true;\n  if (m.hp <= 0) killMob(m);\n  else sfx('thud');\n}\nfunction killMob(m){\n  if (m.dead) return;\n  m.dead = true; sfx('thud');\n  for (const d of MOB[m.type].drop)\n    if (Math.random() < 0.7) spawnDrop(m.x, m.y, d, 1 + (Math.random() < 0.3 ? 1 : 0));\n}\n\n/* útok mečem / pěstí – vrací moba pod myší v dosahu */\nfunction attackHover(){\n  const wx = mouse.x + camX, wy = mouse.y + camY;\n  if (Math.hypot(wx - player.x, wy - player.y) > TILE * 2.6) return null;\n  for (const m of mobs){\n    if (m.dead) continue;\n    const md = MOB[m.type];\n    if (Math.abs(wx - m.x) < md.w/2 + 6 && Math.abs(wy - m.y) < md.h/2 + 6) return m;\n  }\n  return null;\n}\nlet atkCd = 0;\nfunction tryMelee(){\n  if (atkCd > 0) return false;\n  const m = attackHover();\n  if (!m) return false;\n  const s = held(); const it = s && iget(s.id);\n  const dmg = it && it.dmg ? it.dmg : 1;\n  const dx = Math.sign(m.x - player.x) || player.face.x, dy = Math.sign(m.y - player.y) || player.face.y;\n  hitMob(m, dmg, dx * 0.6, dy * 0.6);\n  atkCd = 0.42; shake = 3;\n  if (it && it.tool === 'sword') damageTool();\n  return true;\n}\n\n/* ================================================================== */\n/*  Střely (luk / kuš / kostlivec)                                     */\n/* ================================================================== */\nlet bowCharge = 0, xbowLoaded = false, xbowLoad = 0;\nfunction shootArrow(x, y, dx, dy, fromPlayer, dmg){\n  arrows.push({ x, y, vx: dx * 8, vy: dy * 8, dmg, fromPlayer, life: 2.2 });\n  sfx('bow');\n}\nfunction updateBow(dt){\n  const s = held(); const it = s && iget(s.id);\n  if (!it || !it.ranged){ bowCharge = 0; return; }\n  const dx = mouse.x + camX - player.x, dy = mouse.y + camY - player.y;\n  const l = Math.hypot(dx, dy) || 1;\n\n  if (it.ranged === 'bow'){\n    if (mouseDown.left && countItem('arrow') > 0){ bowCharge = Math.min(1, bowCharge + dt * 1.6); }\n    else if (bowCharge > 0.15 && countItem('arrow') > 0){\n      removeItem('arrow', 1);\n      shootArrow(player.x, player.y, dx/l, dy/l, true, 3 + bowCharge * 6);\n      damageTool(); bowCharge = 0;\n    } else bowCharge = 0;\n  } else { // kuš\n    if (!xbowLoaded){\n      if (mouseDown.left && countItem('arrow') > 0){\n        xbowLoad += dt;\n        if (xbowLoad >= 1.1){ removeItem('arrow', 1); xbowLoaded = true; xbowLoad = 0; sfx('place'); }\n      } else xbowLoad = 0;\n    }\n  }\n}\nfunction xbowFire(){\n  const s = held(); const it = s && iget(s.id);\n  if (!it || it.ranged !== 'crossbow' || !xbowLoaded) return false;\n  const dx = mouse.x + camX - player.x, dy = mouse.y + camY - player.y;\n  const l = Math.hypot(dx, dy) || 1;\n  shootArrow(player.x, player.y, dx/l, dy/l, true, 8);\n  xbowLoaded = false; damageTool();\n  return true;\n}\nfunction updateArrows(dt){\n  for (const a of arrows){\n    a.life -= dt;\n    a.x += a.vx * dt * 60; a.y += a.vy * dt * 60;\n    const tx = Math.floor(a.x / TILE), ty = Math.floor(a.y / TILE);\n    if (isSolid(tx, ty)){ a.life = 0; continue; }\n    if (a.fromPlayer){\n      for (const m of mobs){\n        if (m.dead) continue;\n        const md = MOB[m.type];\n        if (Math.abs(a.x - m.x) < md.w/2 && Math.abs(a.y - m.y) < md.h/2){\n          hitMob(m, a.dmg, a.vx * 0.05, a.vy * 0.05); a.life = 0; break;\n        }\n      }\n    } else if (Math.abs(a.x - player.x) < player.w/2 && Math.abs(a.y - player.y) < player.h/2){\n      hurtPlayer(a.dmg, a.vx * 0.1, a.vy * 0.1); a.life = 0;\n    }\n  }\n  arrows = arrows.filter(a => a.life > 0);\n}\n\n/* ================================================================== */\n/*  Padlé předměty                                                     */\n/* ================================================================== */\nfunction updateDrops(dt){\n  for (const d of dropItems){\n    d.age += dt;\n    d.x += d.vx * dt; d.y += d.vy * dt;\n    d.vx *= 0.9; d.vy *= 0.9;\n    const dist = Math.hypot(player.x - d.x, player.y - d.y);\n    if (d.age > 0.6 && dist < TILE * 2.2){\n      d.x += (player.x - d.x) * 0.2; d.y += (player.y - d.y) * 0.2;\n    }\n    if (d.age > 0.4 && dist < 14){\n      const left = addItem(d.id, d.n);\n      if (left === 0){ d.taken = true; sfx('coin'); }\n      else d.n = left;\n    }\n  }\n  dropItems = dropItems.filter(d => !d.taken && d.age < 600);\n}\n\n/* ================================================================== */\n/*  Semenáčky rostou                                                   */\n/* ================================================================== */\nconst growing = [];   // {x,y,t}\nfunction tickGrowth(dt){\n  for (let i = growing.length - 1; i >= 0; i--){\n    const g = growing[i];\n    if (getTile(g.x, g.y) !== T.sapling){ growing.splice(i, 1); continue; }\n    g.t -= dt;\n    if (g.t <= 0){\n      setTile(g.x, g.y, T.log);\n      for (const [dx,dy] of [[-1,-1],[0,-1],[1,-1],[-1,0],[1,0],[-1,1],[0,1],[1,1]])\n        if (getTile(g.x+dx, g.y+dy) === T.air) setTile(g.x+dx, g.y+dy, T.leaves);\n      growing.splice(i, 1);\n    }\n  }\n}\n\n/* ================================================================== */\n/*  UI stav                                                            */\n/* ================================================================== */\nlet state = 'menu';        // menu | play | ui | dead\nlet uiMode = null;         // craft | furnace\nlet deadAt = 0;\nlet dayT = 0.12;           // 0 svítání .. 0.5 soumrak .. noc\nlet camX = 0, camY = 0, shake = 0;\nlet toastMsg = '', toastT = 0;\nfunction toast(m){ toastMsg = m; toastT = 2.2; }\n\nfunction openUI(mode){ uiMode = mode; state = 'ui'; }\nfunction closeUI(){ uiMode = null; state = 'play'; }\n\nconst furnace = { ore: null, oreN: 0, fuel: 0, prog: 0, out: null, outN: 0 };\n\nfunction nearTable(){\n  const px = Math.floor(player.x / TILE), py = Math.floor(player.y / TILE);\n  for (let dy = -3; dy <= 3; dy++)\n    for (let dx = -3; dx <= 3; dx++)\n      if (getTile(px + dx, py + dy) === T.table) return true;\n  return false;\n}\nfunction canCraft(r){\n  if (r.table && !nearTable()) return false;\n  for (const k in r.in) if (countItem(k) < r.in[k]) return false;\n  return true;\n}\nfunction doCraft(r){\n  if (!canCraft(r)) { sfx('bad'); return; }\n  for (const k in r.in) removeItem(k, r.in[k]);\n  const left = addItem(r.out, r.n);\n  if (left) spawnDrop(player.x, player.y, r.out, left);\n  sfx('craft');\n}\n\n/* pec: běží i s otevřeným UI, počítá se z reálného času */\nfunction updateFurnace(dt){\n  const f = furnace;\n  if (f.ore && f.oreN > 0 && f.out !== null ? f.out === SMELT[f.ore] || f.outN === 0 : true){}\n  if (f.ore && f.oreN > 0 && (f.outN === 0 || f.out === SMELT[f.ore])){\n    if (f.fuel > 0){\n      f.prog += dt;\n      if (f.prog >= 2){\n        f.prog = 0; f.fuel -= 1; f.oreN -= 1;\n        f.out = SMELT[f.ore]; f.outN += 1;\n        if (f.oreN <= 0) f.ore = null;\n      }\n    }\n  } else f.prog = 0;\n}\n\n/* ================================================================== */\n/*  Vstup                                                              */\n/* ================================================================== */\nconst keys = new Set();\nconst mouse = { x: 0, y: 0 };\nconst mouseDown = { left: false, right: false };\n\naddEventListener('keydown', e => {\n  if (['ArrowUp','ArrowDown','ArrowLeft','ArrowRight','Space'].includes(e.code)) e.preventDefault();\n  keys.add(e.code);\n  if (state === 'menu') return;\n  if (e.code === 'KeyE'){ state === 'ui' ? closeUI() : openUI('craft'); }\n  if (e.code === 'Escape'){ if (state === 'ui') closeUI(); else if (state === 'play'){ save(); showMenu(); } }\n  if (e.code === 'KeyF') toggleFS();\n  if (/^Digit[1-9]$/.test(e.code)) sel = +e.code.slice(5) - 1;\n});\naddEventListener('keyup', e => keys.delete(e.code));\naddEventListener('blur', () => { keys.clear(); mouseDown.left = mouseDown.right = false; });\n\ncv.addEventListener('contextmenu', e => e.preventDefault());\ncv.addEventListener('mousemove', e => { mouse.x = e.clientX; mouse.y = e.clientY; });\ncv.addEventListener('wheel', e => {\n  if (state !== 'play') return;\n  sel = (sel + (e.deltaY > 0 ? 1 : -1) + 9) % 9;\n}, { passive: true });\n\ncv.addEventListener('mousedown', e => {\n  unlockAudio(); mouse.x = e.clientX; mouse.y = e.clientY;\n  if (state === 'dead'){ if (now() - deadAt > 0.8) respawn(); return; }\n  if (state === 'ui'){ uiClick(e.clientX, e.clientY); return; }\n  if (state !== 'play') return;\n  if (e.button === 0){\n    mouseDown.left = true;\n    if (!xbowFire()) tryMelee();\n  }\n  if (e.button === 2){ mouseDown.right = true; tryPlace(); }\n});\naddEventListener('mouseup', e => {\n  if (e.button === 0) mouseDown.left = false;\n  if (e.button === 2) mouseDown.right = false;\n});\n\nfunction toggleFS(){\n  try {\n    if (document.fullscreenElement) document.exitFullscreen();\n    else document.documentElement.requestFullscreen();\n  } catch (err) {}\n}\n\n/* ================================================================== */\n/*  Zvuk                                                               */\n/* ================================================================== */\nlet actx = null;\nfunction unlockAudio(){\n  try { if (!actx) actx = new (AudioContext || webkitAudioContext)();\n        if (actx.state === 'suspended') actx.resume(); } catch (e) {}\n}\nfunction beep(f, dur, type, vol){\n  if (!actx) return;\n  try {\n    const o = actx.createOscillator(), g = actx.createGain();\n    o.type = type; o.frequency.value = f; o.connect(g); g.connect(actx.destination);\n    const t = actx.currentTime;\n    g.gain.setValueAtTime(vol, t); g.gain.exponentialRampToValueAtTime(0.0001, t + dur);\n    o.start(t); o.stop(t + dur);\n  } catch (e) {}\n}\nfunction sfx(k){\n  ({ dig:()=>beep(160,0.05,'square',0.03), place:()=>beep(300,0.06,'square',0.04),\n     coin:()=>{beep(880,0.05,'triangle',0.05); setTimeout(()=>beep(1320,0.06,'triangle',0.04),50);},\n     craft:()=>{beep(440,0.06,'square',0.04); setTimeout(()=>beep(660,0.08,'square',0.04),60);},\n     hurt:()=>beep(180,0.2,'sawtooth',0.06), thud:()=>beep(120,0.09,'sawtooth',0.05),\n     bow:()=>beep(500,0.08,'triangle',0.04), bad:()=>beep(110,0.1,'square',0.04),\n     break:()=>beep(90,0.25,'sawtooth',0.06) }[k] || (()=>{}))();\n}\n\n/* ================================================================== */\n/*  Uložení / načtení                                                  */\n/* ================================================================== */\nconst SKEY = 'svet_save_v1';\nfunction save(){\n  try {\n    const ov = [];\n    for (const [k, v] of overrides) ov.push(k + ':' + v);\n    localStorage.setItem(SKEY, JSON.stringify({\n      seed: SEED, ov, inv, sel,\n      px: player.x, py: player.y, hp: player.hp, hunger: player.hunger,\n      sx: player.spawnX, sy: player.spawnY, dayT,\n      drops: dropItems.map(d => [Math.round(d.x), Math.round(d.y), d.id, d.n, d.dur]),\n      growing,\n    }));\n  } catch (e) {}\n}\nfunction hasSave(){ try { return !!localStorage.getItem(SKEY); } catch (e) { return false; } }\nfunction load(){\n  try {\n    const d = JSON.parse(localStorage.getItem(SKEY));\n    if (!d) return false;\n    SEED = d.seed; tcache.clear(); overrides.clear();\n    for (const s of d.ov){ const i = s.lastIndexOf(':'); overrides.set(s.slice(0, i), +s.slice(i + 1)); }\n    inv = d.inv && d.inv.length === 36 ? d.inv : new Array(36).fill(null);\n    sel = d.sel || 0;\n    player.x = d.px; player.y = d.py; player.hp = d.hp; player.hunger = d.hunger;\n    player.spawnX = d.sx; player.spawnY = d.sy; dayT = d.dayT || 0.12;\n    dropItems = (d.drops || []).map(a => ({ x:a[0], y:a[1], vx:0, vy:0, id:a[2], n:a[3], dur:a[4]||0, age: 1 }));\n    growing.length = 0; (d.growing || []).forEach(g => growing.push(g));\n    mobs = []; arrows = [];\n    return true;\n  } catch (e) { return false; }\n}\n\n/* ================================================================== */\n/*  Start světa                                                        */\n/* ================================================================== */\nfunction findSpawn(){\n  const c = WORLD / 2;\n  for (let r = 0; r < 200; r++)\n    for (let a = 0; a < 12; a++){\n      const x = Math.round(c + Math.cos(a) * r), y = Math.round(c + Math.sin(a) * r);\n      const t = getTile(x, y);\n      if ((t === T.grass || t === T.sand) && !isSolid(x, y))\n        return { x: x * TILE + TILE/2, y: y * TILE + TILE/2 };\n    }\n  return { x: c * TILE, y: c * TILE };\n}\nfunction newWorld(seedStr){\n  SEED = seedStr ? [...seedStr].reduce((a,c) => (a * 31 + c.charCodeAt(0)) >>> 0, 7) : (Math.random() * 1e9) >>> 0;\n  overrides.clear(); tcache.clear();\n  inv = new Array(36).fill(null); sel = 0;\n  addItem('wood_pick', 1); addItem('wood_axe', 1); addItem('torch', 5);\n  const sp = findSpawn();\n  player.x = sp.x; player.y = sp.y; player.spawnX = sp.x; player.spawnY = sp.y;\n  player.hp = 20; player.hunger = 10; player.exhaust = 0; player.vx = player.vy = 0;\n  dayT = 0.12; mobs = []; arrows = []; dropItems = []; growing.length = 0;\n  hideMenu();\n}\nfunction startLoaded(){ hideMenu(); }\n\n/* ================================================================== */\n/*  Menu DOM                                                           */\n/* ================================================================== */\nconst menuEl = document.getElementById('menu');\nconst seedEl = document.getElementById('seed');\nconst btnNew = document.getElementById('btnNew');\nconst btnCont = document.getElementById('btnCont');\nconst menuInfo = document.getElementById('menuInfo');\nfunction showMenu(){\n  state = 'menu'; menuEl.classList.remove('hide');\n  btnCont.disabled = !hasSave();\n  menuInfo.textContent = hasSave() ? 'Uložený svět nalezen.' : '';\n}\nfunction hideMenu(){ state = 'play'; menuEl.classList.add('hide'); unlockAudio(); }\nbtnNew.onclick = () => { newWorld(seedEl.value.trim()); };\nbtnCont.onclick = () => { if (load()) startLoaded(); };\nshowMenu();\n\n/* ================================================================== */\n/*  UI – batoh / výroba / pec                                          */\n/* ================================================================== */\nconst uiRects = [];   // {x,y,w,h,fn}\nfunction uiClick(mx, my){\n  for (const r of uiRects)\n    if (mx >= r.x && mx <= r.x + r.w && my >= r.y && my <= r.y + r.h){ r.fn(); return; }\n}\nfunction panel(){\n  const w = Math.min(680, VW - 40), h = Math.min(460, VH - 40);\n  return { x: (VW - w) / 2, y: (VH - h) / 2, w, h };\n}\nfunction drawInvGrid(px, py){\n  // 9 hotbar + 27 batoh\n  for (let i = 0; i < 36; i++){\n    const col = i % 9, row = Math.floor(i / 9);\n    const gx = px + col * 40, gy = py + (row === 0 ? 0 : 12) + row * 40;\n    slot(gx, gy, inv[i], i === sel && row === 0);\n    const idx = i;\n    uiRects.push({ x: gx, y: gy, w: 36, h: 36, fn: () => invSlotClick(idx) });\n  }\n}\nlet cursorStack = null;   // drag jeden stack\nfunction invSlotClick(i){\n  if (cursorStack){\n    const s = inv[i];\n    if (!s){ inv[i] = cursorStack; cursorStack = null; }\n    else if (s.id === cursorStack.id){ s.n += cursorStack.n; cursorStack = null; }\n    else { inv[i] = cursorStack; cursorStack = s; }\n  } else if (inv[i]){ cursorStack = inv[i]; inv[i] = null; }\n}\nfunction slot(x, y, s, hi){\n  ctx.fillStyle = hi ? 'rgba(92,200,255,.25)' : 'rgba(255,255,255,.06)';\n  rr(x, y, 36, 36, 6); ctx.fill();\n  ctx.strokeStyle = hi ? '#5cc8ff' : 'rgba(255,255,255,.14)'; ctx.lineWidth = 2; rr(x, y, 36, 36, 6); ctx.stroke();\n  if (s) drawItemIcon(s.id, x + 4, y + 4, 28, s.n, s.dur);\n}\nfunction drawItemIcon(id, x, y, s, n, dur){\n  const it = iget(id);\n  ctx.fillStyle = (it && it.col) || '#aaa';\n  if (it && (it.tool || it.ranged)){\n    ctx.fillRect(x + s*0.15, y + s*0.15, s*0.7, s*0.7);\n    ctx.fillStyle = 'rgba(0,0,0,.35)'; ctx.fillRect(x + s*0.15, y + s*0.15, s*0.7, s*0.18);\n  } else if (it && it.food){\n    ctx.beginPath(); ctx.arc(x + s/2, y + s/2, s*0.36, 0, 6.29); ctx.fill();\n  } else {\n    rr(x + s*0.1, y + s*0.1, s*0.8, s*0.8, 4); ctx.fill();\n  }\n  if (n > 1){\n    ctx.fillStyle = '#fff'; ctx.font = '700 12px system-ui'; ctx.textAlign = 'right'; ctx.textBaseline = 'alphabetic';\n    ctx.fillText(n, x + s + 2, y + s + 4);\n  }\n  if (dur && it && it.dur){\n    const f = dur / it.dur;\n    ctx.fillStyle = '#000'; ctx.fillRect(x, y + s + 3, s, 3);\n    ctx.fillStyle = f > 0.4 ? '#5fd35f' : '#d35f5f'; ctx.fillRect(x, y + s + 3, s * f, 3);\n  }\n}\n\nfunction drawUI(){\n  uiRects.length = 0;\n  ctx.fillStyle = 'rgba(6,8,16,.72)'; ctx.fillRect(0, 0, VW, VH);\n  const p = panel();\n  ctx.fillStyle = '#12151f'; rr(p.x, p.y, p.w, p.h, 14); ctx.fill();\n  ctx.strokeStyle = 'rgba(255,255,255,.12)'; ctx.lineWidth = 2; rr(p.x, p.y, p.w, p.h, 14); ctx.stroke();\n  ctx.textAlign = 'left'; ctx.textBaseline = 'alphabetic';\n\n  ctx.fillStyle = '#e8ecf5'; ctx.font = '800 18px system-ui';\n  ctx.fillText(uiMode === 'furnace' ? 'PEC' : (nearTable() ? 'VÝROBA (u verpánku)' : 'BATOH + ZÁKLADNÍ VÝROBA'), p.x + 20, p.y + 30);\n  ctx.fillStyle = '#8b93a7'; ctx.font = '500 12px system-ui';\n  ctx.fillText('E / Esc zavřít  ·  klikni na předmět = vzít/položit', p.x + 20, p.y + 48);\n\n  // batoh vlevo\n  drawInvGrid(p.x + 20, p.y + 66);\n  const invBottom = p.y + 66 + 12 + 4 * 40;\n\n  if (uiMode === 'furnace') drawFurnaceUI(p, invBottom);\n  else drawCraftUI(p, invBottom);\n\n  // kurzorový stack\n  if (cursorStack) drawItemIcon(cursorStack.id, mouse.x - 14, mouse.y - 14, 28, cursorStack.n, cursorStack.dur);\n}\nfunction drawCraftUI(p, top){\n  const listX = p.x + 20, listY = top + 16;\n  const colW = (p.w - 40);\n  ctx.fillStyle = '#8b93a7'; ctx.font = '600 11px system-ui';\n  ctx.fillText('RECEPTY' + (nearTable() ? '' : '  (verpánek odemkne víc)'), listX, listY - 4);\n\n  let x = listX, y = listY + 6;\n  const iw = 168, ih = 34;\n  for (const r of RECIPES){\n    if (r.table && !nearTable()) continue;\n    const ok = canCraft(r);\n    ctx.globalAlpha = ok ? 1 : 0.4;\n    ctx.fillStyle = ok ? 'rgba(74,222,128,.14)' : 'rgba(255,255,255,.05)';\n    rr(x, y, iw, ih, 7); ctx.fill();\n    ctx.strokeStyle = ok ? '#4ade80' : 'rgba(255,255,255,.12)'; ctx.lineWidth = 1.5; rr(x, y, iw, ih, 7); ctx.stroke();\n    drawItemIcon(r.out, x + 4, y + 4, 26, r.n, 0);\n    ctx.fillStyle = '#e8ecf5'; ctx.font = '600 11px system-ui'; ctx.textAlign = 'left';\n    ctx.fillText(iget(r.out).name, x + 36, y + 14);\n    ctx.fillStyle = '#8b93a7'; ctx.font = '400 10px system-ui';\n    ctx.fillText(Object.entries(r.in).map(([k,v]) => v + '× ' + iget(k).name).join(', ').slice(0, 34), x + 36, y + 27);\n    ctx.globalAlpha = 1;\n    const rr2 = r;\n    uiRects.push({ x, y, w: iw, h: ih, fn: () => doCraft(rr2) });\n    x += iw + 8;\n    if (x + iw > p.x + p.w - 20){ x = listX; y += ih + 8; }\n  }\n}\nfunction drawFurnaceUI(p, top){\n  const f = furnace;\n  const bx = p.x + 20, by = top + 24;\n  ctx.fillStyle = '#8b93a7'; ctx.font = '600 11px system-ui';\n  ctx.fillText('VLOŽ RUDU / PALIVO KLIKEM Z BATOHU', bx, by - 6);\n\n  const s1 = { x: bx, y: by, w: 44, h: 44 };\n  const s2 = { x: bx, y: by + 64, w: 44, h: 44 };\n  const s3 = { x: bx + 150, y: by + 32, w: 44, h: 44 };\n  const box = (r, label, id, nn) => {\n    ctx.fillStyle = 'rgba(255,255,255,.06)'; rr(r.x, r.y, r.w, r.h, 6); ctx.fill();\n    ctx.strokeStyle = 'rgba(255,255,255,.16)'; ctx.lineWidth = 2; rr(r.x, r.y, r.w, r.h, 6); ctx.stroke();\n    if (id) drawItemIcon(id, r.x + 6, r.y + 6, 32, nn, 0);\n    ctx.fillStyle = '#8b93a7'; ctx.font = '400 10px system-ui'; ctx.fillText(label, r.x, r.y + r.h + 12);\n  };\n  box(s1, 'ruda/písek', f.ore, f.oreN);\n  box(s2, 'palivo (' + f.fuel.toFixed(0) + ')', f.fuel > 0 ? 'coal' : null, 0);\n  box(s3, 'výstup', f.out, f.outN);\n\n  // šipka + progress\n  ctx.fillStyle = '#4ade80';\n  ctx.fillRect(s1.x + 54, by + 30, 90 * (f.prog / 2), 6);\n  ctx.strokeStyle = 'rgba(255,255,255,.2)'; ctx.strokeRect(s1.x + 54, by + 30, 90, 6);\n\n  uiRects.push({ x: s1.x, y: s1.y, w: s1.w, h: s1.h, fn: () => {\n    if (f.ore){ addItem(f.ore, f.oreN); f.ore = null; f.oreN = 0; return; }\n    if (cursorStack && SMELT[cursorStack.id]){ f.ore = cursorStack.id; f.oreN = cursorStack.n; cursorStack = null; return; }\n    // vezmi z batohu smeltovatelné\n    for (let i = 0; i < inv.length; i++){ const s = inv[i]; if (s && SMELT[s.id]){ f.ore = s.id; f.oreN += s.n; inv[i] = null; break; } }\n  }});\n  uiRects.push({ x: s2.x, y: s2.y, w: s2.w, h: s2.h, fn: () => {\n    if (cursorStack && iget(cursorStack.id).fuel){ f.fuel += iget(cursorStack.id).fuel * cursorStack.n; cursorStack = null; return; }\n    for (let i = 0; i < inv.length; i++){ const s = inv[i]; if (s && iget(s.id).fuel){ f.fuel += iget(s.id).fuel * s.n; inv[i] = null; break; } }\n  }});\n  uiRects.push({ x: s3.x, y: s3.y, w: s3.w, h: s3.h, fn: () => {\n    if (f.out && f.outN > 0){ const left = addItem(f.out, f.outN); f.outN = left; if (!left) f.out = null; }\n  }});\n}\n\n/* ================================================================== */\n/*  Vykreslení hry                                                     */\n/* ================================================================== */\nfunction rr(x, y, w, h, r){\n  r = Math.min(r, w/2, h/2);\n  ctx.beginPath();\n  ctx.moveTo(x+r,y); ctx.arcTo(x+w,y,x+w,y+h,r); ctx.arcTo(x+w,y+h,x,y+h,r);\n  ctx.arcTo(x,y+h,x,y,r); ctx.arcTo(x,y,x+w,y,r); ctx.closePath();\n}\nfunction skyColor(){\n  // svítání -> den -> soumrak -> noc\n  const t = dayT;\n  if (t < 0.05) return mix('#1a2540', '#8fb7d8', t / 0.05);\n  if (t < 0.45) return '#8fb7d8';\n  if (t < 0.5)  return mix('#8fb7d8', '#e58f5a', (t - 0.45) / 0.05);\n  if (t < 0.55) return mix('#e58f5a', '#0e1428', (t - 0.5) / 0.05);\n  return '#0e1428';\n}\nfunction darkness(){\n  const t = dayT;\n  if (t < 0.05) return lerp(0.72, 0, t / 0.05);\n  if (t < 0.46) return 0;\n  if (t < 0.52) return lerp(0, 0.78, (t - 0.46) / 0.06);\n  return 0.78;\n}\nfunction mix(a, b, t){\n  const pa = [parseInt(a.slice(1,3),16), parseInt(a.slice(3,5),16), parseInt(a.slice(5,7),16)];\n  const pb = [parseInt(b.slice(1,3),16), parseInt(b.slice(3,5),16), parseInt(b.slice(5,7),16)];\n  return 'rgb(' + pa.map((v,i) => Math.round(lerp(v, pb[i], clamp(t,0,1)))).join(',') + ')';\n}\n\nfunction draw(){\n  ctx.fillStyle = skyColor(); ctx.fillRect(0, 0, VW, VH);\n  if (state === 'menu') return;\n\n  const sx = shake > 0.5 ? (Math.random()-.5)*shake : 0;\n  const sy = shake > 0.5 ? (Math.random()-.5)*shake : 0;\n  camX = player.x - VW/2 + sx;\n  camY = player.y - VH/2 + sy;\n\n  const c0 = Math.floor(camX / TILE) - 1, c1 = Math.ceil((camX + VW) / TILE) + 1;\n  const r0 = Math.floor(camY / TILE) - 1, r1 = Math.ceil((camY + VH) / TILE) + 1;\n\n  for (let ty = r0; ty <= r1; ty++)\n    for (let tx = c0; tx <= c1; tx++)\n      drawTile(tx, ty);\n\n  // padlé předměty\n  for (const d of dropItems){\n    const bob = Math.sin(now()*4 + d.x) * 2;\n    drawItemIcon(d.id, d.x - camX - 8, d.y - camY - 8 + bob, 16, d.n > 1 ? d.n : 0, 0);\n  }\n  // střely\n  ctx.strokeStyle = '#e8e4d4'; ctx.lineWidth = 2;\n  for (const a of arrows){\n    ctx.beginPath();\n    ctx.moveTo(a.x - camX, a.y - camY);\n    ctx.lineTo(a.x - camX - a.vx * 1.4, a.y - camY - a.vy * 1.4);\n    ctx.stroke();\n  }\n  // nestvůry\n  for (const m of mobs) drawMob(m);\n  // hráč\n  drawPlayer();\n  // cíl kopání\n  const t = state === 'play' ? targetTile() : null;\n  if (t){\n    ctx.strokeStyle = 'rgba(255,255,255,.5)'; ctx.lineWidth = 2;\n    ctx.strokeRect(t.tx * TILE - camX, t.ty * TILE - camY, TILE, TILE);\n    if (mine){\n      ctx.fillStyle = 'rgba(255,255,255,.22)';\n      ctx.fillRect(t.tx * TILE - camX, t.ty * TILE - camY, TILE * mine.prog, TILE);\n    }\n  }\n\n  // noc\n  const dk = darkness();\n  if (dk > 0.01){\n    nctx.clearRect(0, 0, VW, VH);\n    nctx.fillStyle = 'rgba(4,6,20,1)'; nctx.fillRect(0, 0, VW, VH);\n    nctx.globalCompositeOperation = 'destination-out';\n    // světla ze zdrojů\n    for (let ty = r0; ty <= r1; ty++)\n      for (let tx = c0; tx <= c1; tx++){\n        const td = tget(getTile(tx, ty));\n        if (td.light) punchLight(tx * TILE + TILE/2 - camX, ty * TILE + TILE/2 - camY, td.light);\n      }\n    if (furnace.fuel > 0 && furnace.ore) {/* pec svítí – přeskoč, není pozice */}\n    punchLight(player.x - camX, player.y - camY, 90);   // slabé světlo kolem hráče\n    nctx.globalCompositeOperation = 'source-over';\n    ctx.globalAlpha = dk;\n    ctx.drawImage(nightCv, 0, 0);\n    ctx.globalAlpha = 1;\n  }\n\n  drawHUD();\n  if (state === 'ui') drawUI();\n  if (state === 'dead') drawDead();\n\n  if (toastT > 0){\n    ctx.globalAlpha = clamp(toastT, 0, 1);\n    ctx.fillStyle = '#000'; rr(VW/2 - 130, 70, 260, 34, 8); ctx.fill();\n    ctx.fillStyle = '#fff'; ctx.font = '600 14px system-ui'; ctx.textAlign = 'center'; ctx.textBaseline = 'middle';\n    ctx.fillText(toastMsg, VW/2, 87);\n    ctx.globalAlpha = 1;\n  }\n}\nfunction punchLight(x, y, r){\n  const g = nctx.createRadialGradient(x, y, r * 0.15, x, y, r);\n  g.addColorStop(0, 'rgba(0,0,0,1)');\n  g.addColorStop(1, 'rgba(0,0,0,0)');\n  nctx.fillStyle = g;\n  nctx.beginPath(); nctx.arc(x, y, r, 0, 6.29); nctx.fill();\n}\n\nfunction drawTile(tx, ty){\n  const id = getTile(tx, ty);\n  if (id === T.air) return;\n  const td = tget(id);\n  const x = tx * TILE - camX, y = ty * TILE - camY;\n  const shade = ((tx * 7 + ty * 13) % 3) - 1;\n  ctx.fillStyle = shade < 0 ? td.col2 : td.col;\n  if (td.glass){ ctx.globalAlpha = 0.4; ctx.fillRect(x, y, TILE, TILE); ctx.globalAlpha = 1;\n                 ctx.strokeStyle = '#dff2ff'; ctx.lineWidth = 1; ctx.strokeRect(x+1, y+1, TILE-2, TILE-2); return; }\n  ctx.fillRect(x, y, TILE, TILE);\n\n  if (id === T.grass){ ctx.fillStyle = 'rgba(255,255,255,.05)'; ctx.fillRect(x, y, TILE, 4); }\n  if (td.ore){\n    ctx.fillStyle = td.ore;\n    for (let i = 0; i < 3; i++){\n      const ox = x + 6 + ((tx*13 + i*11) % 18), oy = y + 6 + ((ty*7 + i*17) % 18);\n      ctx.fillRect(ox, oy, 5, 5);\n    }\n  }\n  if (id === T.log){ ctx.fillStyle = 'rgba(0,0,0,.18)'; ctx.fillRect(x + TILE/2 - 3, y, 6, TILE); }\n  if (id === T.torch){\n    ctx.fillStyle = '#8a5f34'; ctx.fillRect(x + TILE/2 - 2, y + 10, 4, 16);\n    ctx.fillStyle = '#ffcf5c'; ctx.beginPath(); ctx.arc(x + TILE/2, y + 8, 5, 0, 6.29); ctx.fill();\n  }\n  if (id === T.door){ ctx.fillStyle = 'rgba(0,0,0,.25)'; ctx.strokeRect(x+4, y+2, TILE-8, TILE-4); ctx.fillRect(x + TILE - 12, y + TILE/2 - 2, 4, 4); }\n  if (id === T.furnace){ ctx.fillStyle = '#1a1a1f'; ctx.fillRect(x + 8, y + 14, TILE - 16, TILE - 20); }\n  if (id === T.table){ ctx.fillStyle = 'rgba(0,0,0,.2)'; ctx.fillRect(x + 4, y + 4, TILE - 8, 3); ctx.fillRect(x + 4, y + 4, 3, TILE - 8); }\n  if (id === T.bed){ ctx.fillStyle = '#fff'; ctx.fillRect(x + 3, y + 3, 10, TILE - 6); }\n  if (id === T.cave){\n    ctx.fillStyle = '#000'; ctx.beginPath(); ctx.ellipse(x + TILE/2, y + TILE/2, 11, 13, 0, 0, 6.29); ctx.fill();\n    ctx.fillStyle = '#5cc8ff'; ctx.font = '9px system-ui'; ctx.textAlign = 'center';\n    ctx.fillText('jeskyně', x + TILE/2, y - 2);\n  }\n  if (id === T.bush){ ctx.fillStyle = '#c7405e';\n    for (let i=0;i<3;i++) ctx.fillRect(x + 6 + i*8, y + 10 + ((tx+i)%2)*6, 4, 4); }\n  if (id === T.sapling){ ctx.fillStyle = '#6b4a2c'; ctx.fillRect(x + TILE/2 - 1, y + TILE/2, 3, TILE/2);\n    ctx.fillStyle = '#5aa04a'; ctx.beginPath(); ctx.arc(x + TILE/2, y + TILE/2, 5, 0, 6.29); ctx.fill(); }\n}\n\nfunction drawPlayer(){\n  const x = player.x - camX, y = player.y - camY;\n  if (player.hurtT > 0 && Math.floor(player.hurtT * 20) % 2) ctx.globalAlpha = 0.4;\n  ctx.fillStyle = '#f2d3a8';\n  rr(x - player.w/2, y - player.h/2, player.w, player.h, 5); ctx.fill();\n  ctx.fillStyle = '#3a2f27';\n  ctx.fillRect(x - 5 + player.face.x * 4, y - 3 + player.face.y * 4, 3, 3);\n  ctx.fillRect(x + 2 + player.face.x * 4, y - 3 + player.face.y * 4, 3, 3);\n  ctx.globalAlpha = 1;\n\n  // nástroj / natažení luku\n  const s = held(); const it = s && iget(s.id);\n  if (it && it.ranged === 'bow' && bowCharge > 0){\n    const dx = mouse.x + camX - player.x, dy = mouse.y + camY - player.y, l = Math.hypot(dx,dy)||1;\n    ctx.strokeStyle = '#a97c43'; ctx.lineWidth = 2;\n    ctx.beginPath(); ctx.arc(x, y, 14, Math.atan2(dy,dx) - 0.6, Math.atan2(dy,dx) + 0.6); ctx.stroke();\n    ctx.fillStyle = '#fff';\n    ctx.fillRect(x + dx/l*(14 - bowCharge*8) - 1, y + dy/l*(14 - bowCharge*8) - 1, 3, 3);\n  }\n}\nfunction drawMob(m){\n  const md = MOB[m.type];\n  const x = m.x - camX, y = m.y - camY;\n  ctx.fillStyle = m.hurtT > 0 ? '#fff' : md.col;\n  rr(x - md.w/2, y - md.h/2, md.w, md.h, 4); ctx.fill();\n  if (m.type === 'spider'){\n    ctx.strokeStyle = md.col; ctx.lineWidth = 2;\n    for (const s of [-1, 1]) for (const o of [-6, 0, 6]){\n      ctx.beginPath(); ctx.moveTo(x, y + o); ctx.lineTo(x + s * (md.w/2 + 6), y + o - 3); ctx.stroke();\n    }\n    ctx.fillStyle = '#c22'; ctx.fillRect(x - 4, y - 2, 3, 3); ctx.fillRect(x + 1, y - 2, 3, 3);\n  } else {\n    ctx.fillStyle = '#111'; ctx.fillRect(x - 5, y - 3, 3, 3); ctx.fillRect(x + 2, y - 3, 3, 3);\n  }\n  // healthbar\n  if (m.hp < md.hp){\n    ctx.fillStyle = '#000'; ctx.fillRect(x - md.w/2, y - md.h/2 - 7, md.w, 4);\n    ctx.fillStyle = '#e0463a'; ctx.fillRect(x - md.w/2, y - md.h/2 - 7, md.w * clamp(m.hp/md.hp,0,1), 4);\n  }\n}\n\nfunction drawHUD(){\n  // hotbar\n  const bw = 9 * 40, bx = (VW - bw) / 2, by = VH - 54;\n  for (let i = 0; i < 9; i++){\n    slot(bx + i * 40, by, inv[i], i === sel);\n  }\n  // srdíčka + hlad nad hotbarem\n  const hx = bx, hy = by - 24;\n  for (let i = 0; i < 10; i++){\n    const full = player.hp >= (i + 1) * 2, half = player.hp === i * 2 + 1;\n    ctx.fillStyle = '#3a1418'; heart(hx + i * 16, hy);\n    if (full || half){ ctx.fillStyle = '#e0463a'; heart(hx + i * 16, hy, half); }\n  }\n  for (let i = 0; i < 10; i++){\n    const fx = bx + bw - 16 - i * 16;\n    ctx.fillStyle = '#2a2410'; drum(fx, hy);\n    if (player.hunger >= i + 1){ ctx.fillStyle = '#c8963c'; drum(fx, hy); }\n  }\n  // hodiny / den\n  ctx.fillStyle = 'rgba(0,0,0,.35)'; rr(12, 12, 128, 22, 6); ctx.fill();\n  ctx.fillStyle = '#e8ecf5'; ctx.font = '600 12px system-ui'; ctx.textAlign = 'left'; ctx.textBaseline = 'middle';\n  const night = dayT > 0.5 || dayT < 0.04;\n  ctx.fillText((night ? '🌙 Noc' : '☀️ Den') + '  ·  seed ' + SEED, 20, 24);\n\n  // natažená kuše\n  const s = held(); const it = s && iget(s.id);\n  if (it && it.ranged === 'crossbow'){\n    ctx.fillStyle = xbowLoaded ? '#4ade80' : '#8b93a7'; ctx.font = '600 12px system-ui'; ctx.textAlign = 'center';\n    ctx.fillText(xbowLoaded ? 'kuše natažená – klikni' : 'kuše: drž levé = natáhnout', VW/2, by - 40);\n  }\n}\nfunction heart(x, y, half){\n  ctx.beginPath();\n  ctx.moveTo(x + 6, y + 11);\n  ctx.bezierCurveTo(x - 3, y + 3, x + 2, y - 3, x + 6, y + 2);\n  ctx.bezierCurveTo(x + 10, y - 3, x + 15, y + 3, x + 6, y + 11);\n  if (half){ ctx.rect(x + 6, y - 3, 10, 16); }\n  ctx.fill();\n}\nfunction drum(x, y){ ctx.beginPath(); ctx.arc(x + 6, y + 5, 6, 0, 6.29); ctx.fill(); }\n\nfunction drawDead(){\n  ctx.fillStyle = 'rgba(60,0,0,.5)'; ctx.fillRect(0, 0, VW, VH);\n  ctx.fillStyle = '#fff'; ctx.textAlign = 'center'; ctx.textBaseline = 'middle';\n  ctx.font = '800 40px system-ui'; ctx.fillText('ZEMŘEL JSI', VW/2, VH/2 - 20);\n  ctx.font = '500 15px system-ui'; ctx.fillStyle = '#f0c0c0';\n  ctx.fillText('Věci ti vypadly na zem. Klikni pro respawn.', VW/2, VH/2 + 16);\n}\n\n/* ================================================================== */\n/*  Hlavní smyčka                                                      */\n/* ================================================================== */\nlet last = now(), saveT = 0;\nfunction frame(){\n  const t = now();\n  let dt = Math.min(t - last, 0.05);\n  last = t;\n\n  if (state === 'play' || state === 'ui'){\n    dayT = (dayT + dt / DAY_LEN) % 1;\n    updateFurnace(dt);\n    if (toastT > 0) toastT -= dt;\n    if (shake > 0.5) shake *= 0.86; else shake = 0;\n    if (atkCd > 0) atkCd -= dt;\n  }\n  if (state === 'play'){\n    tryMove(dt);\n    updateStats(dt);\n    updateMining(dt);\n    updateBow(dt);\n    updateEat(dt);\n    updateMobs(dt);\n    updateArrows(dt);\n    updateDrops(dt);\n    tickGrowth(dt);\n    generateAround();\n    saveT += dt;\n    if (saveT > 6){ saveT = 0; save(); }\n  }\n\n  draw();\n  requestAnimationFrame(frame);\n}\nfunction generateAround(){\n  // předgeneruj cache kolem hráče (plynulé okraje)\n  const px = Math.floor(player.x / TILE), py = Math.floor(player.y / TILE);\n  for (let dy = -18; dy <= 18; dy += 6)\n    for (let dx = -26; dx <= 26; dx += 6) getTile(px + dx, py + dy);\n}\n\nresize();\nrequestAnimationFrame(frame);\naddEventListener('beforeunload', () => { if (state !== 'menu') save(); });\ndocument.addEventListener('visibilitychange', () => { if (document.hidden && state !== 'menu') save(); });\n\n})();\n</script>\n</body>\n</html>\n","structuredPatch":[],"originalFile":null,"userModified":false},"sourceToolAssistantUUID":"9fa1b02a-8e88-418a-bd0c-d77c027b7acb","session_id":"ed3caf46-d974-42bc-8521-75e2962ef648","userType":"external","entrypoint":"cli","cwd":"/home/tonda","sessionId":"ed3caf46-d974-42bc-8521-75e2962ef648","version":"2.1.247","gitBranch":"HEAD"}
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UpcoRrZutR8A7qiPoR2q2rjR4KbNd0GE6g8PR0OvZubN/2xsfxL+tL4ERsq4aKBU0usi7smpOm4a3xMbQ/XW2dxt0OL3/ICrzhKCXLong0ZUSX4cRhl3k+dZQfyoGpDdAn5g1CLnD74b1ajZg7Uef0+QthQSA7XHYn5wfaWTs+0PpSsdCciKYSfKmYDCTv5ptbkyCU2JS2MXlGbsqj0XHnyoKpI93QNJCmP6Ef8I6CvOBcbeKnH9KciykrIymJ4/jTnkttQHnwdAhtiSSbQm4zacWmitbAlRtd37jcibIaqc5NsgYZzY9oFPnhvB2J58DUeC9NMeiNSYrh5cfnzrD7F3+b2HPHmO6q0qpExf6ZMm43lVQmaFMTyQhuN/tVlI59QjRE8rY3p3E6BD0zMImikZBanoi43yX8fgbNeJFlA3ivsCMksI5QqNCgO/fCUKSkuEYZB1ppayf5D1k0XgKKged0ag7xHRFx+1BzytnxoceG1A4JImQ7EbT8AyeOOUqDjPCH997ZV3EoJyPfUOS7Azm7y38EZDk+u8tLe70hCHULy/Mye3Go4gzJJGlZgnfC41an+9HKW0uDCVLvhHMLjQQ88RaiM/5GhFNW1oFbW+H8DwwcFzaoDCYSFgiYeT5oV3nHo3zuEhIEmt9QnhCYeKzp36QqPdW/gZAPxxgvNi6helyBa8Wp5g9mN5qtzpUq6XgH5Q2H8bvZw7PPEKUgDz+BS5GdGZG0CEFZw4XpCbMFc0rg3V/UuIvOerZP/N48qZpAhlzxkq67aosZl1umjkBbPVKgsgUc/+riY8FAXH8lkC6uazRWkoV8DEYNiG9apxRjPpE6VKdiJP2J52sDpPM74uT68oxLEgXGQpZGdhhPFt6puNIDHrCSDIXw4Zv9ov/UCwW/t7dkXjSZ5+SBou/3c2eYZqXFclMC6VzqVzWXJMhDioh+JKBE7XrWhRqYW/KSjq1BNXlLgOtqXNFrZAXFRxXPp6vO1GO06KmfK4HxygoMlEB6G+K9T3mY/8pNY4lpFrs86hfJfiaVELgfN6D9pLcOt0SzzK/PPruPV8IODVSjzoy1pkSzixxgmBIOLzg14SD8QAVCe39EQXuxZe7MSk+aguQMKd/c4Vk99CCNWWFqWNOjFosycdyr4s4rMDPCVMnoOWZpDYAaiEcJbrEyFgnEWmmbi1EPswI5WY6RCwnGhmTUoDVSUkKxCsHCzgLsesEA4OJwMmhEougparGjFIhKdABYJGU7FJSuaGrXW14AdzK22cs7bnoUcklgBty4clkrNcAw1doW9eQtfxzyXdLEArGPefpX8dLMb6HtRguv9jnpSv4d/Qg0QbMr3Ds9KZFu1mAp0IQMO9xLcLriAsU7B0CzUQ59NGKfuVAE9w7zs1dje6WkK7oI3Kcn0CHHJ7VXADnOsMplW6uzoDq89DvSjQQpj5fFjZTM0ptEbOaRxAhGjavgqvW8ODgVKReavpPx8GQQBuwZK3dMnmy7/Uq1+6tNrsT+jGyBZ7Zfdqk0pm/AawNJCrxqRwsL1jMOj5bGoX5kbwy7tJiex5lwq0W0PetHHSbm++vytSsblhFydSzlO0ALd4nBCqIPJLkmq4Y4CsJC39QTTrPLAAi60MEhJ3e4WF4SL5UX4jG0dRsNG+PWRCjKPV8Yv1rSi1ZCSHeBZY+XrrChktDyrQQWyyrIuOE4wc68V9Yr9SeJQiFfjauXGNJmySuudT5Q+eTe9SJRJwoUwTgbd6xr1ryAWsr0MF1cmlIb2NXNtr+2WzVAztXAq875l/fBkIwM9cg1aDHqEV5w+n0FXsRGTN/ltp7gUhl8HSCSg5MAt9TJ2psXwqIjrPV1c2HlYPW6Fp1neyoMR3XFrsnXL8u5J1tivKBv0Y3O/VkF72dHyVstKZR1qdchqH1lJRFd8vZ4bwzuxMygWqfZ4liG8BtrjWcPK1YXxEB3pZdRRcUevrRL/w+pj+SelUc+Jyh0COoYC2hjyWSA3jSo/KL5924TwVL9vuigpdkaRXwN5B6PUXv1sXob8b1rgWwai866IQXAYj6Ns8lObcfYuDpkxixgq5mARYL+wWM+BWhvfybBOAQECa6W3BAxxJisXw0MVlnzWddD5vVFR/DHG7/3t/blK7mQLIaXBokQEuTr2Yva6UY7d5Na2dfoUylMRKXNWiMtvaSqgCHoue1ZBfCPIttGiMczsQ7gD0RVjKxguo2MTAofVJm4anE3dh+gJr+E1Mbav7WuA1oc4+Yz25A2LKVdPyC7jiiQ/9F0R/bqNxcioI6+lM/7sF6L3aO3c0z7ZYRazk8EM63kciZYxCBdJcVbt8POjj0mxQOFFZN5OxUcD8BCwin4MbINkXPPrnw6O2NL+AGsm1/MFbawI4SnKnckMI0pPPTWzPqazM8HjIplN1GdD0uOVSYNRtI6pXS5qdG9GLHPW3Q73qZls6b0/dmdoXcRv4yOk5c9LcgRR6GR4z7nnK7wni5uWQjfHEbr8/fzniquRM+GqbokXS2x9gV+1n7m/UKjyKvNtKTgb+6bmnQ676kgQPqJu1WDwL47cW3nsFhJe/NkxpsZ/INXviBK9j4Qey1WlSuaWmAwUvQAlbDWoifIYdY3t1vAwkBTcFq+FV0I8k3gZBqseVPZW2dunr3ac9ijijF1mEj65rl/dhgliyj9szjh1Cu3BXEHoNNorPWlA2D1RWhq68odh5GzEj9Temuv4SZyjmkBTzT8I8uOYzAnFtO7Jjjm3xpjVFTeelbh3XAYXw6Yr9YiE6E712E4DbSjyd1/A2IO35CQtxnao0nAJOKE+Dqagl3HXNd0G4eQrzZCpTCCLz7856FU3Sf5/jUbd4EsnEcumrJssngV9LIioIf5Ar6EhbLMO8qadU022ffjRQlxek5H6MG2gy/QuQoRlNhRvBxl80DL0Oe1PiN/MoFUEdO/lgomS16qfbtQgNoRG9QwAy8oD384/o4WCEmFWqpJurx/bns2Yqh3s/W6elx2WQWBCSIadmfqSOTPPIyK1Em7IHsrRCrJE47MvBcbqrfjzF7kveslXhMCuYwr/1wS713BLtGAwHA4sn71K1TWSwttVLDMMMWYUuafXH2gCX1K0oAtj8piwVWXbMIzJ+f3QfdqivCa8ztBMaX0xl1Vlchdg5oAXi7pCYzU5WTK4AZHZKwMMZVApBMzoxqeEKJv/GPDfGWWMmz2mvZr5m75dbH37+VVxB+fpKIn2wDhSYHtSr4OsapTfh7NfB5QNWRbaA1nSNHQy5aqE7zhpuaDmSWSyH5OLIv+bnl1IAOhgTjOHTvJffoLnWEYds9GiW5XPQJLkaNkTRY6qk5q5JFV+t7TQCzCLGLRF4ezXGVQysAaso/ZqSrNtwHJeTLaftO+GNiE+GFlDnSWZYfQtd1GtGkkM2FskIS+hsdXOpLdL0aE8si/hnmFBdkmmcSUV5Lw6A7hvQ6X9K/nFcp0NRfzdubPDtzWjUji1QMPTQ+hGjQo1zbxKT/LovBOw0tqWYizhIZZQImIx/Xy3PHoAzs6orEU4QBZxApMFG7wViN8SUmak6Tyurxfc/p9jbIQ+/3cQBsPD4RHbUPSNpkaPAqeJLNVhsQh/dAO/zKXx+YZs7fnpRVMVfOeUIsw4wzC0u9pSv9zBMhTwM5XEat1Mph3r9rRqhO17CzG9Q/Stlw/2Ze/VhJmows8ABCqkdnMwguzW7BNMl1xgV3fk7BdqrddVlueGjoUEAfzBMsTnLfZ+iGRrsFhich3I220HSOWV3wYJR4Y9ZmKzncwllgiAMN+vfNR4a1efKZ/4wHyXa5x31wz1IelF9NSjtpXtLdJ83dmq/LLlK3P0rjFpW97eIa9R3zklyaU2GvYzMAsYqm0SrQ5T6ufhrXL0Qvh9Ab85gtPeLYAjufgzh5AFVlAqdYLgrzsEoNDsk1Yy4Not8EJdVgMjzmZNJOdJJMX+Ma7WoSbM7t6P9fD/6UfW6NuYqoBbomPiTxezHFvGvKOtFbW45Nk2hm4BMgf+rGFMFTiU0ftg4as3TshgD/8NCKuvWT81qCHX3mP5hQeh7dNGGZI3uEX0pHYXZO0OcF1JHBFj5a8w2+wwBNLNZcAUOrdKkvgT6zzq5kCB88fUhfIPWD7EhBHm365j6kgvMb++DlnQ6a006aS0FYxJf0yAuFk2EPYHiPDAqDk0fcfr7g4TpWJ5WiaPyVa2iyFyhRD9L7iH8A+FZh4775zyX/T6Cy8/9m19Hx7/oBk3la2aVH4oUX+uocTfFliE/pp7ARG0Gbz5cik3GalEEBOHC7Cj31m7RhJZL0woyId4gfuGHaH6e7yfCBWCMlgv0C6FvemVH1fGbT7xkDDTW59g//C18OXI/+IQX4UVkbu0KGtHshJBDCDowcEVXBWnD0v9nsH7io7q7rPLRCvRdbCqDUsJnuRBkojzmNyWMlvwXsBcf0SAngITs7ei9xCl7jbULRI6xP2gqnErqMCZ4dwW6BTDLMEWeEPfdwi7Yaoakvve1ch57fg0vPhYD2SccFIcHxNqxQIocuXoa8mZyXVfV8KXnhxfzZBSbTxsYtOui7JD3tqDsEUdlj5PmjC48J/4kZuKmweKzOVKjjjckVoxTUtRZjf3yftZxWe/+WWgtV/X2fNwAdNU6rxDNdC8kaAvYhfnoUaQncqPni16Yn436OnqcWi/On385GWWzdWEtI+OtP7RtTCfX5KHFD4cqsMiV1Rl9LsQSBJFj+VI/NYna3eAooFsIJ2kidNgdNYOt8NTAVlKEgCiJNqJ8eO6HafWAyroYB58tZJXkLzNWQ0SDGSx+TFaJhCP6/SGmcW2YcNjKWk3y+QcD3jdl/3zIi1lG433Yx0+CHncPBr3E9r1nwGjePdRXgko+j7JiPO5wQ/FiDYAzQDheAga92uzmoVOjnPJejCsDiLYK4nPRvlApLjzmk3f8zhAGlq3UY6YLUOdow5/ByPzkKhpQBEgTAfU+AxYfY8obKp3fx+M2JzVwwjw10yONsz08zBmnykyIKjUFPomGdFkYBaI7P9L62WAf5BqUbfku2LkcG5eR39dz/0RsX4KIuHQ2y5ymHs0/Jq+rOZrMnKpQtpDXBVTaY9jzrXkPFfcxKLDzv3i4mw/ZPy+OAu6ZzmoCx26DUMRZ+KA9SaiGpEVuAZKr6AcDAJC6h/vmp3nvTqlrlDH5qQMhD4Y+sH2MlXYS8o5Ck49mhsxQWez/BgCisKPLN55Gab5Wkx+wFb9UYqOlRGREGlO9zTpHJMxjJgVgyuKfrtdzFOn51rwCsbh1iPj7yXtU2B/E3RLaG2QdDfwMe6URakiNcRkHi1BwhZ7dYIdGE2vEV2U3dWC6FDWNBrTW9EoQnRtP1rZGfCIK7c0gEHIdODCc2OOJXMksIwmA09JkXgkgs1fTgsl8WhnE8J26eGEmd470DM6DDZoUYOIwwb74N3FSMPaNCrC2BoErkmxNBv0Ln8tPrpcrkyfL9LhgPQAlqh2M61rIv9Jk0K0dCGLaVJvywlxRZnYQ7cVq9TBjYmpWvX7C0XAYlskBFBCl4eLNv0fgxcH4oByQHXgocvzx8v0zOjBEI0h0JbmU24AjOYBuPcv/d6DaT42hlJSkxIliNvXpqG8hwFjPYWl6wUGR734SPRqoHEATA6aZE+bmFMZTd4DLymmCo/QZNaTxNv0eTKpigIiJgCEA7TXRVk5PJ+A5SH3NeZw/ku7ehs0+374NobwJ1LHEVjxW0f5XKQ8VxA/Rx40KzsAFQ+KV9SCN8VoH0+x2araVAP7mqv3PfhN5+rugUEKactYKaaRIrXO9Wd7RP+v+TV5z4wFHqv4BKtTTlvD62nKq5ZcvalBPDmgCvt9jXXhVqVnF2JxOpoE7dUQCE/pkows6VWn6EcuNX0zxm9D8Eu2Csm8KdVIo5jJabg6z/ylaK0UCjzMi+XXTidB3iWvrVL6XIMalKciXWnCi2Yz2nU7f5Kjh8JhCFzwrzLjFIP4FnAi4Hv/SHXAP2RLJ9QFaZ2kAzRFt5JKNtXNsD7ZiyVPawxGDYqTLu+ksHGyLyzg9eup6bvbfoiFL8DRmYzO/WLCbOOV8KyAXWL0MG3JcIZud3DpGB5qMNqkyXjVtYyr5jimLd0LaTP6a6SX5npEYE7mWB7K6lDPeab+v0EUNGb7zA9vJBRVrvGiMgHA83ab+yf+qH1srRhvLh8ME1ylo6UYx5iGOil2Xb5X1TFIwk96urDH101MObwL0XsgYcCTyo3pb+t+6RVB+nRWchZbOaOWVa3rHDpv59S16SVZTH1ZK/qg+4Sxos14uPlqJD6nfJh15lnDdmTbJmtv+6L4FNmGFssHscN1aCQX17mbozQYm10HJqf1gxAJAtjf/vYM33zYMffz29jk2h9b/EoYXax8NrmEJUeyskZr/cs2SRjfpR4dORguypdfTnxw5dNBKiQiIoEfr5JhEhcQJEmreK2oP1AULy7uBJQjFxgiphRcJ3Yw2HVV66asjIQWdUz5mg/y19oZcYwBXRjMwdhza2d3vUSntBx821hDMCbioe7na7SBjzldWrwx3e4JFPNwXzCuxN1JGdoR9/OILgMYvitvwgsrHohDQmPNRoSB7gSXAPfb4xrVlXrK0jE+XXgQlqm2LO1ZHy+KRgSISaxU22PpM2ovDc++NR+Qzgxyz8mXTo27Toq161xyx8cQOd/jhw66aIQI36nz5S/pytXLZBIry5OozGwJ56Va5i99ei+F70+zRwBsiN2te5T1XiqEjEud+zUcvJg0Pu6KwENTo/EEPwug2FQtXg3T4BR5rVw0HNOhqREcNczoMZqdWVV04VRyS+imF77GmfAYyLpJzttHFHknAhLIq+Fo4d5fE4MP+jizXgDi4zg+cQe5zJQeBbZaU9SyksbXDVTYVINStM/8JX7DrmXzKzSLoNw0yXXp1Rh6USjxhBvQ5hR6FPnW7v8QGKr+kiI39Q409exVsRT20cVOjFJ8NaHoWawyZaGX+5V5U73uoC0tmgCP839i3JZB3BpPIJN/51DH4cX1C8oVN9/he17j0eIoWVpQ/jpbQDAPtEME5O8bKI03T0ndBeVnnOewIWw3u5GV97Psffd6zwHCxJWOj1worB0PBxzrwwGTQI5ai83FzmHj47+gxUaZdX0AbMFC0gyKSWx3aUjJcSl8/NcJ3ds44m3/CPdJxAQZenThleth1aVfl58O+q5/rlbDDKON5nozZ7HVSV45KpznC55nhwmz168WTRzy//v7a/UCuL0tVjujoSTo6NHJM3IZlmZI5QQMhTPBJTNscfcr6E+oUGSII8Dm30C+EHIt3q50xk19SPygllAhHwqdJ/bI2sQ45CVLMYIuSOnA0pW1eqvUfIPca/6YN796D2++s1YXDgCCewIKTXN+iIhbt6vXUNDAGb0DzByuFxXXGopv6c75g+OKO9j1aXEKTorHtLbYzq6axVAXl4wDZoe7EWjMZXbAiMHyTyUPPmGt7P5HEHWRrp0hCG4E4VZy3Yv90S2U1j42qUHprwsSuHHTBJDIhA9ZnsLmO6L8vfcm3wZ2fbUsk/aJEgm9Nz3/MHL28M4+8x5rWHEgMJGNtEpVLNYQTR2HbGoofFWvZWxNxLJiYPjKTPo2mX2+swkklBd6eaXwaBi0OSY/WSP3DDmtw47alVU806MdG4szIDlZMfWlyrnJfQZzmFuljNq6H6LVSpaEV0UQVm4p5AKvOMPuwQ0POAoOKGx+XMrbykY9qk43hIkIzcjqAaEi1P6pQeGUS0MTG0olu9Q7BZDMSDqk8E1Sncm5fDibEUiJG4oYBFf1gSHosfvDT+PJCXiyII32xe1EOCRPFDZLOktV9ODndUjaXZgLrRUEnRB/eDIS0DDwaPzKH45k4cJ+eQAGpdpIKiMH/kR6P8tNsi94bfnJ7yonGHaY1l3XsLhrZ+n2sylXobVgWPj5YkASaxUddeWKBJrrxnk2W8aLlZBPhmD8vv4VjJfqYDzKHZhs1vv3Ydyw/d2G3IcaHR4PCiabmoCv3U3u2/jbtfyL1MuIhDhZjkhxZA3FbWTcZbjvMY4HENWdmP1Lb5ekhGFb5t2mBth8KYJgy0WetxrHTixcC8uUrFdXeXKg9WAl1oC4Kx6If/3aea2EZwUKxCPOYTpojpDx0g6q/a5l5ZgKBEEh5Gh13B++oHAgUh13+AxZXYvUyUZoaVt9Nk2XLb4c1aYDI7ApJpMh9S2eZrm5gORMX/EAd11HbNU0p0NwtQPjJIoT7O6qWivurAKMt6k1e5MFQE07xKfcDbvrxIQSGwi/r/ZoBm+y6FLeVQcDTKYAglOb0EEeEWtodAB3N4R4pf6nPHm9/Uw2AZoyppGCTf+Onx36Zwi1YGq8TcR2ZATe9oNvl3s1p602NcwndLx+wKR51om5LwxvnRFUWC+aNP5SulpT+ikrU3vGphOsFYNE8AtayvWapBgDx6XYD2jVFMoKaowfaffUJgpzyCeDHuy8lh5204bQ3MGQlXniKxFYiEsOhybEBAlvKIMBKvme2QlBAX4wEnM6I3cE4E45MxR3pdV2+HTi2mr/l3q29Y+7I4ZlFhM18FewVEXIz7l4b+qSNIYrISwJjmK4J/5rD0t37FJapT2P81tsQpmAiEDo00GNantOkq6bngXTxOsUm6HEaAZhHPa2Cdwyf2tNujtDw8Uk1160yXqIYjH7XHsttjsMGtRbg0ustc5s1OmWZpnInN2cQ642V+GGLR40egY8YNSSY/kjsDDpgBonS+9bAOr3pu7jq3ASnsqsac/VT/m6es45Kdqh9D0oR85GZSmbjoUWgDB+0cJamJF86v8ZbOr7qTOeKfQH6DR34JrkQbr+fpQArl+Ra2hG/BYRt6/2ahiPmWTvPO21PHsjOoSAC44wOKmFrA+RaM009v6MVtAKYq1nx5K/c9OUgrKNFyjuD6paRepi6BjEbBBKtqbxclW4A5q1GTzN4OEwMHefc9JJaoWPmgHb8q5jAnSwDO2GzCwp2e8Luqa+//4gDrAIgKF1z29Sqpd14fJmZm4xjBUIgA7nJtAvL1Mbdxu4cEzkbdkhQtfvoLJiq2hhLYkvgaFoownrAqNZY3HkmbI3LjyDkU5FR7Z5tpalrUcOyjtr5W2BoTvqw1kO4ftipK8tbQ8JTZN3rqpk+XjdUysRNbMZRzybR07Aj9/ViZEQ20mWoRrjGCRoxtegZdIs4IJ6YVRTjQ0fitJrYlI8zLSri0oggOv2MPy3iOE90/uK58eFvA5UUiRbjCO/JgOVzA7zF11mmTtIe4aRIETEDGT/2xcgx2Mzu49aBCo6lqfulECRwXFoJPnG7rweCzxfm/I2lfTGDSuPraG7+GdFtUpN6gq9Z3oJgmAJD6U5dYxfv7QeMQz9GOq8JZODyUf44oayIHig49S+oYjfUm0ND5OKvwczBUbaNcgM1Ul7ZkEBRxRRDPPV+LQ6GMiBMONy5EimNJEoFG34WVbJtpn37UWVej3vnzkWRWbqUgqgIngPJqE7EDe1xdO3nXaTh/SaIq17Y8xnBosrJqXuhVeRO5hnhR00ZwwWTBs9x72t/AQix9eYvpDZkV4R0KaZZ7drO6AD83gifP3jW6Ud+yWJ8g6p9T6VEJQLBH4r0XX7aLdAqdSlQjTrGJH021DSJg/j6FiIae6DsIdrkPUe8X3wl0gq/QjqtnVZoaxCOc74QWvs6fuPiibHidEMT/fKDyW97ScyN/Hw6OHp+fjsSrZqifjhWq/Nr1AthgmsZNEMJwcYjizLHimHyWW+EdF7WWHCsEhjq89t/Q083lpqhGXnwFnK8t/Xxm1Wv6FcEpirIZU/zDtiKVNU8L0zJy707bPqRM3SyOx3MeK+f9gweiKyrt8BWELu+mWsk0UIggEwX3cgd7zMmWLKsnKqTpNq+Eg8gjk6qhsL1jI/2YBvaPQpdSecCsaYLdwM+Hprt6U6lIH60LhI6aFG1tKcRFzMYmwI0CK0AAtjAdFWPn6GD43TaKr+9r1iz6KvZats1zS/G6dRe4B565WAmB8ZSjHiNSzlfwD6Kt+KAYQ/UJYBj7I7wnnmII31l9I2mUS2EzkDduwHj4eKYDRceB3sFexq5RRMx5JS1TptxHlk6gUsweJsdqpBiKRtRC2xJB2NatAVV7AORHC3qfgqUZ3zGHmvs3Y6U2OXy2bl+WM533k0d0BpsZFXqHhivJsptWf6lkBx1ZDvXIgQ5LOyplnHZ48ABqaQz3xbmM9wroF/ioda4n+n/MB40Bl8WqFXeC99p5C3izNnwrewE1H3E9TL9CnNQMQGZxddmTaFWaJp5YfZvHsqW993fG7mzXPNkOdsED+btrQ05G5EJGPlXv2uxQeiyOe+mGPtA5Rf1pKh/DV1ABDP+Jb/0yZjGhM8CRChLafiG6NvHdRv+87wAzDDQw1NgDqQjeVk68K/O3XY3VIZMvrXz1nO/XxkCZDvtyo2mTzES5fwb6Ky+1rJ/jCJJbN/t1mmfK4GWzRFRnE3FY7rAUij5SM7/bv8+SbdSvep6sztmYsB2VtXhP/1IYIX1u2tjndedM6bg5OgZIFQMmqCe2QaEqNX6EiQDnTxHkodVPWUMmK748Z++9cVwsa1q1V0K37Oi4rVo+XvPyAyRthDA/L1oEiUW2de/RY34m9TxixghuqtIhkjZZnL6waKcbKS7CwTKtFLYqKSa1noM5rdvRwZ5qBhgctEpGveB8p9rWt5UwPgEJFB8QG8LGBBQroPFzFTMbq5gYBAmCNfKK4Pu990EFH4kCBoxCGOCnkCZEgQFEzkrjEXbFNP3MFf+6+uojn1BtVwcwDlajCy+XzjND8Of5VIPxLj4iYVXubknc6/FheRmWW6Z36vYIpLftZJeLJSjnvyJuxSEM1kJmZ9I/K9k6wDQlOS0ZY0W+4y2bdXbl1rBiQNziwtTuasICES+i+XYSjn+us7xKyNbYZEtVC5auD6MxJGauv6/TvAZGE3Y9Al0K51IS0VW/6KgXsCqX25ZGhpWq/WZP3vOBuqJeIPREE7ioSKkG6itVeuy8kp8K5qDXN7bvVIUfd3Zhdk932mpbHUcH/jHs5Q4xyY/moKbc0hfwQ9joTxNdv0kYCtMKVawZXP5kahLBwjuw6nLufzvt+9gXD+66UJv4OQMpAYr2kKHSnhW77ESW/0nBDBhVobDUeLrQ0/2BQP+WPOIo2SbpWkGvTavoxZc6EizCySDv7GAqHvXoy1hSkyHeFjqvuMpQkr+4UlwLf18PvO4wNGuyoDM7EZpysIvPirk5XH1TMPpgTQBTX5Vt8HGJHMhdUrCmHjNwOn8NEIQVetXeC6XQq9TKijlTAs5ThUL2qMvudN48BB92gYl7Rs8j9dyW4UoxpNGveUoPucRdZjoAZ4j6xgXinbmExh6WpWBlfz39RN3+nazFNaZkUGhegawiBQuPV+dIVZ2/Lo+NZSax7aeT5GFD7RSo3ZXo2ZJSROm6MJK/UIu+V6A4EQqsrukF0DYqo28D+2OGAiw6xn6Vr4mRW8Upghri5j9w/pjbc54ZMmwi4smAYNd2S0aAB2G/0X531ZMXm2pXKXxjkDCxWTLc2Rv4Sa5hQ0k7j/7HlB8yfKPrhAoNgGxV+jUZKDCAY0X7DWbPAmrj/J19123C60KXKy4ZipzCA4Oz4G3Fd2NJdybIqGue+W0XRwXYxKHziuBeo+ToamMI0MKAYNYHHHjLbHJI2UqET6cm02GVWBMk/mW6u+GQHAkO7jtp5ZjaacUt30a6YHY45GotVWuSTxkazWHn9JwWJL+rEX92Xe7TCMu+rAcJf5wWvhhak/PbBxLZl+5E9A00DBc70kajwTxkOj+NKHeo9ehhPSJ9awBWkNz72WPgYXRebjir0T/iCj7vlWpj+mZOdjwttuwZY2Iw+V59PXWlImwQNDewq62ncaCbSXt86NnaEszxuA6QEXFxg0VtvEegfcvyE3QoEEhkeYRX20oiClBobR6T/F7l5d7u4JJCWQGzGiY5GdxRHfugqVWjpe2Evy10vDuiX32c15RlRY0v4EbO8jhJaCcgD7vEmpR31yqur1vMjRLxI+9LxG/CCiq0U6ITw6kZns3U3p61aMNder93ZMkd30mwe8aWgEKnKIEnrHB+dEJtpLbwPwCEkpNLQxvky36fE8BoFteikOnb5lm4LA6j+M30yXvMeULxJx0kXD+4MPqviIE28mKfNJZ3dvmNcxlxaduf/yKidXV0ijFUBLwwep5LxQ2p8zi2jJGmQVIOdmS1NkE0JENBQMEnFZaZUy38hXpFHUM609yahf+597cioQVeGGcopp1MXlUpbCr47sGjyiRJ+pQfWYn3kNfl4rfXCzOOV2CAGju1wyeV5AGuwoMRMjq/uDZQwvEQJdabCmFYQpravKmHJSTesOo1LvczYx0DBt0+yNFttSXyaHhwn0aZUl3SaA2f4L74BZ8ZkIaUJVJZ/y0yoUwk4Hw/MyD5k+EoeFx9YtRjUCIPmnFeTHpb0DrrOudfsRz0H4g+RfNTiF8IWEaMINL3riFo7nUUvdipgXEfrHYqsejBmD2nIIVsvUb1ihwVQguKV8DRrHlqT77lgijxz+Xvn6ZXyiBnnm+CHG3GYLAGhjywa7A3BkgoKrMsI/4Z2XxMc+UCy+WhYcgM8wnigQtgHdqm4U1cEwe5Ngstiv08UhyL2GZihttuZskW27IJQ2t60Vlt8qDpxTdPaKh+TrAUrNtdNPl+IyG/7pANo6h3MWhRcXmZ472D3uiqeToaE8ArugEzcUnTMfiRU2y396x8BD3UgehaBx+8PIVZsSOseKd0/vA9UBKjseaz0I/DFte7fZi273tj35Liy/+pQVjvDKEaPvWG3wMHg7TiusmcxiBhpiY7/IRXBVyACetY15CLk5jr673XEjFyhxNhzdrIjO02y48EXE74BeYrDnxvPNLAzufmBoXXyFUkSOAQbor3tsWWVzthx9+XyLFamxDx5f/igpq6SJ5HEDXAZNX/k74RB1mJ2QFwp6coC894EnVcmD7hKapr3AcNTIu1IBYNS6RfGHhH3BGvMP6ArmfdWL2R/jeLqnxs3vk3FWrzuTnWwdawf86k3sSwB5sAZv8nBkxPTGgms/rhRyqwLnPo2YphMSRoHj6FfWHGI6CppFXDakUK6jt9JalSX4dk8I1Qpbv2obt2l3AVeZUpi/1Pv2HK74BC0DjKxYXomYw17J8hN948qrJSNayQxefeg+F0LCmiRR5ZMQ9V4kjRK2gr1OIBtrqtUON7/p0QmrnS40VkLk7OhkoxjWWiq/hxo3LyO8XDIBALZqST1Pjr/Frqq6rs3nxwy68Pl7W250gAetFn8gW4859YoEEbF4HASpTWDeLSMBiFOWOEJiby8j5CaVRWr//FRP0QQpw+Ze0QcGNmHlvY9+OllNqOrOImxHSCR+5yXZqGNoTIchyz8fWSfSvT1VSu1zYagqqlUEkutx0OyzKXs99Yi4m3cIV/jbAI0n34isqwJd5M5wszGPG/SjBMzGDrkwA4e+iBM9eQ6t3NJsac8FrVlk5k4e0m0qPItv+TfVTJpBRDdqZxg9CKI4h5ivDWKYsSvvOEDGfh9OtCz+BKfKmlnkTM++AH+aTpyAO+TLX0eOtMRjl16/dH1xhWygzm1YsGG5/R+PwfB45APUW+f/X2q+2ZbqlXccZ4Awt+op/ATiyoMMsyIMIBxf30kPBULDCcGHYHdvQ2yNl+UojXFmPeYHxJl1CevzD6pQR4zC838nL9I/5Uad8YWOSuw9LrBWEW33bxWFSlOcKXiDIRSU5y97r5cLJgtER1jxFa6aQSPuh29zMNJLFeZtihlKZPZn//FLdo/SKMXplU1/KXFc+kE/V4rIHuWcGVW4k11Dq31i5kZXm39Z7B24/R8Dflu5IwuWbxYiM8wK9NzTFCdr3VSlpeJHwt4+MK5udg3bR74z9u8odCoeCaXh/bv6l9JbLskrcMkNQ2dxgu6hqlDkW/3PiMpiqB6eXDgP/pJWdIS61OZ5g86lRmMmHUqVbwLYuS1O1+H7uZG6/kP30eGFC1MzivmyIHwnJIhjNGKmIHFH1WeFiS/CL36TQgDUH9w+QNPUFMlX2pJqnD1JoeVwo6YkdQBYZIP9qxMOU4DBr8RPyahXpK9ks4GtMAgzZdSVQHEsgOmMaKyIFfSErIewNA8cGBvxEwKxMcTBAhYpe3rMbW4F6cKNL6MPjEd/YwNNFIQGEBOk6sRaBGDD0eHSv8JZwMTRTLqjWGJ90e6TXdqHks7peaFPP/iFOqgbx6u4JHUKzKNO2fLbWIuRut31cKzn1j9Gj3nn/AaAMWh+PSjLOlJoGVHcukLZoxx+6n2lND887agYLW7sQd+/se3AGPgyFCXVGjkmObWd+sVpcxEx9AkVeSLdCWUsGg3G39l3ZKp2TIGLaj334yLYCVtsfZ8MD4KUxHFdpuIxMkUHYV3WwsuXpq6oOd/B+Qiu84W9pqArUB4xP6aJ9PUqLfAgah5jxl6C8TjrTMjY5JkjH1UN3VG2CFUjTrKkIDNeiXH8wD27cvdCzkRJFeyIIYKBvVz5BOKU9Fdz0A2Rc6oKizLBIK1BEDOjax7yRw2nDJh7Bd28kLNqEnf8kMH//+I73rX4q4pEz03E94ovyWU8WZwHn6lC+IUN/1sSDcM58fV67SNjkVDNXtP/cdOyGU6QxH/WQMolwSENFgj7mzmdknNFr4h8j+Z+z+OYPKKWSLrW3KXkiVs/vJMDasCk5FubUTH61xleU25iWM4OZp1pPNhSt7ZphXCc6tIlOQkub6r7Ga6JMDZNB5VFE/XUKryMK5s+hm6KlIJLXntCeYYuE2P9LOn5bjU8iP560mLoKHPuVsmyWtUXFTUhUSVsH7W5ToozgDcuWZ/mfyXMSJSHWyLTvS8cHcpYmZH/IuUmhYrUiBcI0KGGU7k/a18rWxrNfBNXczjr0mwdYteHOdvJE+ovvwUYNKr2NEy2pTDnD6J3UN+GfYTk2iQwCwRoKU8aiWtP2F+BuDfQMsREbXv/72sTs3ObPzbMHRIm6E5nz4V3avlevWVNqCl/CYsTv3SFUd3jZwqeL8U9ID1pd1Mynm+bmjaCq3MCf0pw14Mooc7Nwya8347JdylZQk0/Zoj3n1AjilVmcYtNnG7YOvtAIEOfz43dPFhyfWUlHqPCj+A8RWfZ2/GELJ9xZFXVA9HR9/nWUvgXwdywLCWJEXEcKYLCbv0EjM2FvrMcsWytnEM7aW9rSTVv/L6RfuutsI6MxaG/+REvO12bBkqTLnUINGq1bpCiFuOFMgQsIsI84N22zd8ENcozatZZur4ZnHQeLQVhlmgTao6fOB9Bx4KVavwZsYF1WCPHuyjgPnz3yVs9UeSLtiffxn0oO5xp7OCRWryyKSvRiVVAqXvvD1wsU2Z5n9Sj9LAvMeHGJHfUYcx/aOVLqX5ehWZ2rkljjl/zTshk1asFdE57fDQ/yl6uElYE0qVO11XNiyx8RUiggPnggcCV3I9EKvXPvhO20auYMd7lqKeXLTsylDjynwgOvaDlE/Cg2C6Cp9CZVJRzc+A9secJCBUH2+4qMcCGiRvUo18oEgzT5Ei4lVVH0p7FZucxITmYrgByTTJUBUixmxcPvLPewUlxGWnOYcbYjJRHr2Cyl4NoEbCmNsMB5MOVa7qipt9V1vG8g5a2769apcd6bPpvyjkUCrrGFe5U2NXzUjxtXAYtSt252UrnnuFIVaVHfuJtFaAwGGHBrP0WIlyNxrJADy2sRSQEu2Kzr3ATgux/zxDGOA6/g+KnPlPwhEl+uPeuuZhmzexjRSwJvfcX2dFsqNNy66eA1/SpZ5jLGDFiEYEfotWaMu1ZUHOL4Zx3cizPkz1JRRPjg1AufVYayBw0rwyRjuf6MKGvJDXms5FvCtYzRJCHtu0rjLi5w4b1D10vhxznjOm/1EUEqvMFom7WwwK6Ff2PMe4A53+2T1xz5bSygltJblzsmm4MnHFOfamQNykZ5aV+H4bSuavJIh962IV7sEURWGo1vrLDRBGRIXFk/eyakG2W9QgDxt5q1klQ/PPHc6nhT+/ezqwzvnHuxNITAbKD5BSTycHbgzSZjn8a/8+cC26AuA0Ki8/G3HWumAL8mzDbGODFhnUfvBN4DbuRoJqt+a1ExjzVl6i5q0xV9WZwm9l3Bqkijtxe1Zw5XDL7BRlcNO9bWKS63gmi57o0LTnL7iEdkqSEEXHelnEt440B0OV09cxQCBKmmsYtsgbPa5MOBgSxQ72Mo1NWxVnoEGklrogellkCIluWmMcH9dXdl+1vQToitMkYpGsq0XNpl5YnHb+OVDBbvYalrVQBHepxY8B7jQZl7E6qq3rDfscOvfldmTjDAWiIM+6B5K5pLrfZf4LEEHf7ZEw227fCdpaz4H4e5LPZai+3vrz6sCz2qQjUkU8MEXEZwTPEQ6qgySG09qThi171Nvog2odnaePwmxafu+RT4Vdza/Dzd+scq290pxZZLGXE+wsynYVy/9FoLZJI5YO96+lRp/ZWOhN4wWuu0WEiPM6CcSiiLHiGMSJAu6UHHNC4uBaRKV/CFWBSARO+gz5SatJJI+/+LXSqsLNSUT0yhnx/HhfV+zMFS3P3qdG1Yms4jLoXqgprH5ByfY5jZpUj/wNcotRqX/zX2wxkPU6l8sFIeeJ1YQwCToPByG3piBQVmg89wrVkVEeXNSBgUInUBKWMMjW5B15uTMAajOX3HIThys0yGHsJArUP5ODWNPxXgWc6AQxb4VZhrGQWECYFAHKHXQ8igQX/GfSI77N5Blj7Gf2gazc3FRNzehZ8xNynjnneoj+MuQcS8Ny4U3WKCRuAgeNkFhCBE15wuIJyCI0ChRGuKhiVWdpm3QiyHKEBtgci+QrYJlU+V/3q49GO6STPtOx9RXO0x0oNmeqG9GKHw9ZRy9+LyF/xhRlswk2nHIAVGLwWVtLmKIZA89nHrcQTy+5tNsUvUv9a/rsJFhq1yo+eM2NcEXGGCiA3haJXo2ScmYrnnbicgpOlnnRtTQOq72vxv1JQDmv9mX6uG29FyrJv0ZZeVX7OKFm6sMNkfgjur6gImpiEnZWt6Iccwe0wF5U/TV16LGScnLHxo3VvFYyqxeT58O2r40lOMGgYnVMapAEfMS/IrLTvANuu8T1F4LQmicTDcmitKbNWpp9M22I94o2xZLET2slM2bSxPllcibDDlZdGAJGohysRzU9+Od8awISLdeJk8BtD15z0FashQw7s39judbZcrIqRoY6bA1qzGNh2Rvn/cHzuut5LTgdzgBo+6iqV+t06i/sNm7mZTySQG4mWtP/Q2uXTHbkKkTZqtb0Pht/4e46w+9M2DBkOfA/WyWnhYCq83Q7oWHeQlsy1lT4HkAJZDdy2MAOjYaGbK7/8GPdGrVpV0pv/SEsTeF926S813Kgfc9KVf4da4VC0yw8UYYQH+PYxNuAoEK9IIr/9XSZbfqIiBEe0uR7If4dTlQVa6FUggyYT+zyOlgwpV7KeXKXjddVFUrMU0vSX2aOL1kvxJ9bQoy/DXn6Qcpd7Zmv8dNSjiwZnoqM/ERTjCGSsYb0+NsZNKrMEvLbzC+PH84tbOCYEWFxnDWdG+XD0eIp6Gk6MOHSYhJE9gWRQ4SRB8Wovb2lm9tS6xhgrWNSp5N/OZaH2nMGsjk9rqLvqWQMl3TqQyLBayhrsMxkFqlubnc6qpP1RFrQGAfKTlHqqi0AjDUOfIkMWdgVFt60JnuZk/urdRzWezwIzFrPFGt8iFkxoBaihn8+nJh/83Tyox34cuHEafN/2aFHT/Cw90A/iAExgElB2c/fUfSSsIz1RQcBzx4EG00Pfv38aMgtzJgkwPlRiO0RmmVrNqJDmjRAKk1KrINh8F51IeVWnL6bIP0+drftl1DkqDVvTHVk+uo0xJCdxfs0dr0EEUi2sjX+xDXLh974ABc3+wO75KE1eiu9Qo1VvCetqhHp8LN3if+hqQQ5xxCs7O89jyC4GydLDa4Sa40JBZn1MRKkS0zDCWQxMpVvf5w5OSfjPe2KrDBckPMh9vx6YMGI0MS5ZhGWLA7xg2FSOnJYi3h7iylovYxt2dKoANxM9xWsCeV1Cu3v9UP5TAtzzpzZo2aCUTr9JoEFGEqIEn0NFqckWQdwBGe1NU5AR07RD2gikZ2p8BbZBG8FttCw735dCA5UIoqbqf5KH7f8Gf6jJUwnp4SjzQt8hQs4pLbnAbG5ov+QD4EBXJvsoGiNp22G/tvEiFc1IlfYisO1jlq0FvHDB0P6qxV+ndl0zuDvdQHWnTYbs0IXy/bZYeYiD8xt7BZTaeizHxF1HGmCl3Lb5n7R21p/B+EXE0v/5Z4W1jGwQvVH5iLdoUNCq/Peb8ZwvQy4mX8mHJU7kXzACx0GqCIdPnbWGptLR8DoTXVF1Q5nEXXpkh05qdhNAcdjhc6LafJgyoJ/YbHbYDvo+SDgXzhlL94TFmPPwLMoyVfd4fFUVfsQRJe+BBgHCvAhnB2kaZn83ZI1jMHZks7S601n5LBm8R8LHejJtfNX1uD6SPGQ54LotDufseD8XTVT145aTX6ocFYawos5LLmGFZdq1UTtbMpi8mn1hsNXgQk8WGRwDjxwKtceH5hW1V/DLLOW9mAJ+cIhLGtAY4c1BHUCvtrGlqvcKKjJDZTB+xWInymsrmYDgBBHZGt8QiUEVpd9ogLgDrHdTsGp30tS1geAvLnjRK8YLvcWZ4VUbS6Avkvd5QNsD+NhDA4aO6JQuORWwuojOs2HkUxMNFakJjzpVQZXbbwir7KLOLtPGAN37qpUtleuYcrp9r0gpVGNsqFRVRGE7kLDGhb/8ichIiJOBrnVDiG+T+8GkirqUXe5XfXMOC1XYs+HAMpcfJ1HRSFCaPHg4I4Wc8kaM8KlF8/QzfDsI3Ic/uABpMJXVTfALY4o7UfU23AlmSI+cfyWWp0rpxHA9shcN9k2UDsHmBVBWDbE0F/rOdrTFom267FpkXpgwkLr1zEyONb5eiBQo9wWXRm8PwvulfNXzQkqF99Le4vummLDlMdpj8DvDGEwxEXWueOfDuobkHSoo/Wo9QvAEaeyYUaoFRBulytEBKVtvWFlUmu6I0/WSGmX6+QaMG5eWK6ar9foX6R/tua/aBFo8nmhFPDqhWj4i5tn4vxsiNFCfMXg283Vu9xbvHoEDLQlrzuT05a1VuZ/rR72L1MRNYd+AvtV6jtJJS7UPdmcF7fFwH4JqTt3EaORcUTE2VGE45tq03zGpVnrd+rXjsRgB"}],"stop_reason":"tool_use","stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":240,"cache_read_input_tokens":118475,"output_tokens":11200,"output_tokens_details":{"thinking_tokens":7984},"server_tool_use":{"web_search_requests":0,"web_fetch_requests":0},"service_tier":"standard","cache_creation":{"ephemeral_1h_input_tokens":240,"ephemeral_5m_input_tokens":0},"inference_geo":"not_available","iterations":[{"input_tokens":2,"output_tokens":11200,"cache_read_input_tokens":118475,"cache_creation_input_tokens":240,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":240},"type":"message"}],"speed":"standard"},"diagnostics":null},"requestId":"req_011CeTwkrJ8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{"parentUuid":"2566989e-2dc0-4987-965e-9652235cb40c","isSidechain":false,"message":{"model":"claude-sonnet-5","id":"msg_011CeTwksM8vgoBSSP13pukN","type":"message","role":"assistant","content":[{"type":"text","text":"Found several bugs on review (tile IDs vs objects mix-up, tool-gating logic, furnace loop). Fixing:"}],"stop_reason":"tool_use","stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":240,"cache_read_input_tokens":118475,"output_tokens":11200,"output_tokens_details":{"thinking_tokens":7984},"server_tool_use":{"web_search_requests":0,"web_fetch_requests":0},"service_tier":"standard","cache_creation":{"ephemeral_1h_input_tokens":240,"ephemeral_5m_input_tokens":0},"inference_geo":"not_available","iterations":[{"input_tokens":2,"output_tokens":11200,"cache_read_input_tokens":118475,"cache_creation_input_tokens":240,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":240},"type":"message"}],"speed":"standard"},"diagnostics":null},"requestId":"req_011CeTwkrJ8oshc7RdjqYMmV","type":"assistant","uuid":"edc628be-fb7b-4245-9cd4-4e91aff569c5","timestamp":"2026-08-27T21:16:21.717Z","effort":"high","session_id":"ed3caf46-d974-42bc-8521-75e2962ef648","userType":"external","entrypoint":"cli","cwd":"/home/tonda","sessionId":"ed3caf46-d974-42bc-8521-75e2962ef648","version":"2.1.247","gitBranch":"HEAD"}
{"parentUuid":"edc628be-fb7b-4245-9cd4-4e91aff569c5","isSidechain":false,"message":{"model":"claude-sonnet-5","id":"msg_011CeTwksM8vgoBSSP13pukN","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01GeV2U8yKm9wLx3vXRjvmEi","name":"Edit","input":{"replace_all":false,"file_path":"/home/tonda/svet.html","old_string":"const T = {};\nlet _tid = 0;\nfunction def(key, o){ o.id = _tid++; o.key = key; T[key] = o; return o.id; }\n\ndef('air',   { solid:false, hard:0 });\ndef('grass', { solid:false, hard:0.55, tool:'shovel', tier:0, drop:'dirt',  col:'#4c8c3f', col2:'#3f7a34' });\ndef('dirt',  { solid:false, hard:0.55, tool:'shovel', tier:0, drop:'dirt',  col:'#7a5533', col2:'#6b4a2c' });\ndef('sand',  { solid:false, hard:0.5,  tool:'shovel', tier:0, drop:'sand',  col:'#d8c579', col2:'#cbb96b' });\ndef('water', { solid:true,  hard:-1,   col:'#2e6fb0', col2:'#2a63a0' });\ndef('stone', { solid:true,  hard:1.6,  tool:'pick', tier:1, drop:'cobble', col:'#7b8290', col2:'#6c7280' });\ndef('cobble',{ solid:true,  hard:1.9,  tool:'pick', tier:1, drop:'cobble', col:'#6d7480', col2:'#5f6570' });\ndef('log',   { solid:true,  hard:1.1,  tool:'axe',  tier:0, drop:'log',    col:'#6b4a2c', col2:'#5c3f25' });\ndef('leaves',{ solid:false, hard:0.25, tool:null,   tier:0, drop:null,     col:'#3f7a34', col2:'#376c2e' });\ndef('coal',  { solid:true,  hard:2.6,  tool:'pick', tier:1, drop:'coal',   col:'#4a4f5a', col2:'#3f434d', ore:'#26282e' });\ndef('iron',  { solid:true,  hard:3.0,  tool:'pick', tier:2, drop:'iron_ore', col:'#8a8f9c', col2:'#7b8290', ore:'#c9a488' });\ndef('gold',  { solid:true,  hard:3.0,  tool:'pick', tier:3, drop:'gold_ore', col:'#8a8f9c', col2:'#7b8290', ore:'#e7c24d' });\ndef('diamond',{solid:true,  hard:4.2,  tool:'pick', tier:3, drop:'diamond',  col:'#8a8f9c', col2:'#7b8290', ore:'#6bE0d8' });\ndef('planks',{ solid:true,  hard:1.4,  tool:'axe',  tier:0, drop:'planks', col:'#b98a4e', col2:'#a97c43' });\ndef('glass', { solid:true,  hard:0.35, tool:null,   tier:0, drop:null,     col:'#bfe6ff', col2:'#bfe6ff', glass:true });\ndef('door',  { solid:false, hard:0.5,  tool:'axe',  tier:0, drop:'door',   col:'#8a5f34', col2:'#7a5430' });\ndef('torch', { solid:false, hard:0,    tool:null,   tier:0, drop:'torch',  col:'#ffcf5c', col2:'#ffcf5c', light:150 });\ndef('table', { solid:true,  hard:1.4,  tool:'axe',  tier:0, drop:'table',  col:'#9a6b3c', col2:'#8a5f34' });\ndef('furnace',{solid:true,  hard:3.4,  tool:'pick', tier:1, drop:'furnace',col:'#5a5f6b', col2:'#4d525d' });\ndef('bed',   { solid:false, hard:0.4,  tool:null,   tier:0, drop:'bed',    col:'#d8556b', col2:'#c74d61' });\ndef('bush',  { solid:false, hard:0.2,  tool:null,   tier:0, drop:null,     col:'#3c7a4a', col2:'#356c42' });\ndef('sapling',{solid:false, hard:0,    tool:null,   tier:0, drop:'sapling',col:'#5aa04a', col2:'#5aa04a' });\ndef('cave',  { solid:false, hard:-1,   col:'#141017', col2:'#0e0b12' });   // vstup do jeskyně (zatím značka)\n\nconst TDEF = Object.values(T).sort((a,b) => a.id - b.id);\nconst tget = id => TDEF[id];","new_string":"const T = {};                      // klíč -> číselné id\nconst TD = [];                      // id -> definice\nlet _tid = 0;\nfunction def(key, o){ o.id = _tid++; o.key = key; T[key] = o.id; TD[o.id] = o; return o.id; }\nconst HARD_TOOL = { pick: true };   // bez správného krumpáče = pomalu a bez suroviny\n\ndef('air',   { solid:false, hard:0 });\ndef('grass', { solid:false, hard:0.5,  tool:null,   tier:0, drop:'dirt',  col:'#4c8c3f', col2:'#3f7a34' });\ndef('dirt',  { solid:false, hard:0.5,  tool:null,   tier:0, drop:'dirt',  col:'#7a5533', col2:'#6b4a2c' });\ndef('sand',  { solid:false, hard:0.5,  tool:null,   tier:0, drop:'sand',  col:'#d8c579', col2:'#cbb96b' });\ndef('water', { solid:true,  hard:-1,   col:'#2e6fb0', col2:'#2a63a0' });\ndef('stone', { solid:true,  hard:1.6,  tool:'pick', tier:1, drop:'cobble', col:'#7b8290', col2:'#6c7280' });\ndef('cobble',{ solid:true,  hard:1.9,  tool:'pick', tier:1, drop:'cobble', col:'#6d7480', col2:'#5f6570' });\ndef('log',   { solid:true,  hard:1.1,  tool:'axe',  tier:0, drop:'log',    col:'#6b4a2c', col2:'#5c3f25' });\ndef('leaves',{ solid:false, hard:0.25, tool:null,   tier:0, drop:null,     col:'#3f7a34', col2:'#376c2e' });\ndef('coal',  { solid:true,  hard:2.6,  tool:'pick', tier:1, drop:'coal',   col:'#4a4f5a', col2:'#3f434d', ore:'#26282e' });\ndef('iron',  { solid:true,  hard:3.0,  tool:'pick', tier:2, drop:'iron_ore', col:'#8a8f9c', col2:'#7b8290', ore:'#c9a488' });\ndef('gold',  { solid:true,  hard:3.0,  tool:'pick', tier:3, drop:'gold_ore', col:'#8a8f9c', col2:'#7b8290', ore:'#e7c24d' });\ndef('diamond',{solid:true,  hard:4.2,  tool:'pick', tier:3, drop:'diamond',  col:'#8a8f9c', col2:'#7b8290', ore:'#6be0d8' });\ndef('planks',{ solid:true,  hard:1.4,  tool:'axe',  tier:0, drop:'planks', col:'#b98a4e', col2:'#a97c43' });\ndef('glass', { solid:true,  hard:0.35, tool:null,   tier:0, drop:null,     col:'#bfe6ff', col2:'#bfe6ff', glass:true });\ndef('door',  { solid:false, hard:0.5,  tool:'axe',  tier:0, drop:'door',   col:'#8a5f34', col2:'#7a5430' });\ndef('torch', { solid:false, hard:0,    tool:null,   tier:0, drop:'torch',  col:'#ffcf5c', col2:'#ffcf5c', light:150 });\ndef('table', { solid:true,  hard:1.4,  tool:'axe',  tier:0, drop:'table',  col:'#9a6b3c', col2:'#8a5f34' });\ndef('furnace',{solid:true,  hard:3.4,  tool:'pick', tier:1, drop:'furnace',col:'#5a5f6b', col2:'#4d525d' });\ndef('bed',   { solid:false, hard:0.4,  tool:null,   tier:0, drop:'bed',    col:'#d8556b', col2:'#c74d61' });\ndef('bush',  { solid:false, hard:0.2,  tool:null,   tier:0, drop:null,     col:'#3c7a4a', col2:'#356c42' });\ndef('sapling',{solid:false, hard:0,    tool:null,   tier:0, drop:'sapling',col:'#5aa04a', col2:'#5aa04a' });\ndef('cave',  { solid:false, hard:-1,   col:'#141017', col2:'#0e0b12' });   // vstup do jeskyně (zatím značka)\n\nconst tget = id => TD[id];"},"caller":{"type":"direct"}}],"stop_reason":"tool_use","stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":240,"cache_read_input_tokens":118475,"output_tokens":11200,"output_tokens_details":{"thinking_tokens":7984},"server_tool_use":{"web_search_requests":0,"web_fetch_requests":0},"service_tier":"standard","cache_creation":{"ephemeral_1h_input_tokens":240,"ephemeral_5m_input_tokens":0},"inference_geo":"not_available","iterations":[{"input_tokens":2,"output_tokens":11200,"cache_read_input_tokens":118475,"cache_creation_input_tokens":240,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":240},"type":"message"}],"speed":"standard"},"diagnostics":null},"requestId":"req_011CeTwkrJ8oshc7RdjqYMmV","type":"assistant","uuid":"f4132d78-a4bc-42cb-b81c-68ff2790623a","timestamp":"2026-08-27T21:16:48.760Z","effort":"high","session_id":"ed3caf46-d974-42bc-8521-75e2962ef648","userType":"external","entrypoint":"cli","cwd":"/home/tonda","sessionId":"ed3caf46-d974-42bc-8521-75e2962ef648","version":"2.1.247","gitBranch":"HEAD"}
{"parentUuid":"f4132d78-a4bc-42cb-b81c-68ff2790623a","isSidechain":false,"promptId":"af5fe3ef-983f-4dd4-bbd6-d6e63a0c5549","type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01GeV2U8yKm9wLx3vXRjvmEi","type":"tool_result","content":"The file /home/tonda/svet.html has been updated successfully. (file state is current in your context — no need to Read it back)"}]},"uuid":"5c9e5c2d-6f71-4cea-86a2-d5e1348de56f","timestamp":"2026-08-27T21:16:48.796Z","toolUseResult":{"filePath":"/home/tonda/svet.html","oldString":"const T = {};\nlet _tid = 0;\nfunction def(key, o){ o.id = _tid++; o.key = key; T[key] = o; return o.id; }\n\ndef('air',   { solid:false, hard:0 });\ndef('grass', { solid:false, hard:0.55, tool:'shovel', tier:0, drop:'dirt',  col:'#4c8c3f', col2:'#3f7a34' });\ndef('dirt',  { solid:false, hard:0.55, tool:'shovel', tier:0, drop:'dirt',  col:'#7a5533', col2:'#6b4a2c' });\ndef('sand',  { solid:false, hard:0.5,  tool:'shovel', tier:0, drop:'sand',  col:'#d8c579', col2:'#cbb96b' });\ndef('water', { solid:true,  hard:-1,   col:'#2e6fb0', col2:'#2a63a0' });\ndef('stone', { solid:true,  hard:1.6,  tool:'pick', tier:1, drop:'cobble', col:'#7b8290', col2:'#6c7280' });\ndef('cobble',{ solid:true,  hard:1.9,  tool:'pick', tier:1, drop:'cobble', col:'#6d7480', col2:'#5f6570' });\ndef('log',   { solid:true,  hard:1.1,  tool:'axe',  tier:0, drop:'log',    col:'#6b4a2c', col2:'#5c3f25' });\ndef('leaves',{ solid:false, hard:0.25, tool:null,   tier:0, drop:null,     col:'#3f7a34', col2:'#376c2e' });\ndef('coal',  { solid:true,  hard:2.6,  tool:'pick', tier:1, drop:'coal',   col:'#4a4f5a', col2:'#3f434d', ore:'#26282e' });\ndef('iron',  { solid:true,  hard:3.0,  tool:'pick', tier:2, drop:'iron_ore', col:'#8a8f9c', col2:'#7b8290', ore:'#c9a488' });\ndef('gold',  { solid:true,  hard:3.0,  tool:'pick', tier:3, drop:'gold_ore', col:'#8a8f9c', col2:'#7b8290', ore:'#e7c24d' });\ndef('diamond',{solid:true,  hard:4.2,  tool:'pick', tier:3, drop:'diamond',  col:'#8a8f9c', col2:'#7b8290', ore:'#6bE0d8' });\ndef('planks',{ solid:true,  hard:1.4,  tool:'axe',  tier:0, drop:'planks', col:'#b98a4e', col2:'#a97c43' });\ndef('glass', { solid:true,  hard:0.35, tool:null,   tier:0, drop:null,     col:'#bfe6ff', col2:'#bfe6ff', glass:true });\ndef('door',  { solid:false, hard:0.5,  tool:'axe',  tier:0, drop:'door',   col:'#8a5f34', col2:'#7a5430' });\ndef('torch', { solid:false, hard:0,    tool:null,   tier:0, drop:'torch',  col:'#ffcf5c', col2:'#ffcf5c', light:150 });\ndef('table', { solid:true,  hard:1.4,  tool:'axe',  tier:0, drop:'table',  col:'#9a6b3c', col2:'#8a5f34' });\ndef('furnace',{solid:true,  hard:3.4,  tool:'pick', tier:1, drop:'furnace',col:'#5a5f6b', col2:'#4d525d' });\ndef('bed',   { solid:false, hard:0.4,  tool:null,   tier:0, drop:'bed',    col:'#d8556b', col2:'#c74d61' });\ndef('bush',  { solid:false, hard:0.2,  tool:null,   tier:0, drop:null,     col:'#3c7a4a', col2:'#356c42' });\ndef('sapling',{solid:false, hard:0,    tool:null,   tier:0, drop:'sapling',col:'#5aa04a', col2:'#5aa04a' });\ndef('cave',  { solid:false, hard:-1,   col:'#141017', col2:'#0e0b12' });   // vstup do jeskyně (zatím značka)\n\nconst TDEF = Object.values(T).sort((a,b) => a.id - b.id);\nconst tget = id => TDEF[id];","newString":"const T = {};                      // klíč -> číselné id\nconst TD = [];                      // id -> definice\nlet _tid = 0;\nfunction def(key, o){ o.id = _tid++; o.key = key; T[key] = o.id; TD[o.id] = o; return o.id; }\nconst HARD_TOOL = { pick: true };   // bez správného krumpáče = pomalu a bez suroviny\n\ndef('air',   { solid:false, hard:0 });\ndef('grass', { solid:false, hard:0.5,  tool:null,   tier:0, drop:'dirt',  col:'#4c8c3f', col2:'#3f7a34' });\ndef('dirt',  { solid:false, hard:0.5,  tool:null,   tier:0, drop:'dirt',  col:'#7a5533', col2:'#6b4a2c' });\ndef('sand',  { solid:false, hard:0.5,  tool:null,   tier:0, drop:'sand',  col:'#d8c579', col2:'#cbb96b' });\ndef('water', { solid:true,  hard:-1,   col:'#2e6fb0', col2:'#2a63a0' });\ndef('stone', { solid:true,  hard:1.6,  tool:'pick', tier:1, drop:'cobble', col:'#7b8290', col2:'#6c7280' });\ndef('cobble',{ solid:true,  hard:1.9,  tool:'pick', tier:1, drop:'cobble', col:'#6d7480', col2:'#5f6570' });\ndef('log',   { solid:true,  hard:1.1,  tool:'axe',  tier:0, drop:'log',    col:'#6b4a2c', col2:'#5c3f25' });\ndef('leaves',{ solid:false, hard:0.25, tool:null,   tier:0, drop:null,     col:'#3f7a34', col2:'#376c2e' });\ndef('coal',  { solid:true,  hard:2.6,  tool:'pick', tier:1, drop:'coal',   col:'#4a4f5a', col2:'#3f434d', ore:'#26282e' });\ndef('iron',  { solid:true,  hard:3.0,  tool:'pick', tier:2, drop:'iron_ore', col:'#8a8f9c', col2:'#7b8290', ore:'#c9a488' });\ndef('gold',  { solid:true,  hard:3.0,  tool:'pick', tier:3, drop:'gold_ore', col:'#8a8f9c', col2:'#7b8290', ore:'#e7c24d' });\ndef('diamond',{solid:true,  hard:4.2,  tool:'pick', tier:3, drop:'diamond',  col:'#8a8f9c', col2:'#7b8290', ore:'#6be0d8' });\ndef('planks',{ solid:true,  hard:1.4,  tool:'axe',  tier:0, drop:'planks', col:'#b98a4e', col2:'#a97c43' });\ndef('glass', { solid:true,  hard:0.35, tool:null,   tier:0, drop:null,     col:'#bfe6ff', col2:'#bfe6ff', glass:true });\ndef('door',  { solid:false, hard:0.5,  tool:'axe',  tier:0, drop:'door',   col:'#8a5f34', col2:'#7a5430' });\ndef('torch', { solid:false, hard:0,    tool:null,   tier:0, drop:'torch',  col:'#ffcf5c', col2:'#ffcf5c', light:150 });\ndef('table', { solid:true,  hard:1.4,  tool:'axe',  tier:0, drop:'table',  col:'#9a6b3c', col2:'#8a5f34' });\ndef('furnace',{solid:true,  hard:3.4,  tool:'pick', tier:1, drop:'furnace',col:'#5a5f6b', col2:'#4d525d' });\ndef('bed',   { solid:false, hard:0.4,  tool:null,   tier:0, drop:'bed',    col:'#d8556b', col2:'#c74d61' });\ndef('bush',  { solid:false, hard:0.2,  tool:null,   tier:0, drop:null,     col:'#3c7a4a', col2:'#356c42' });\ndef('sapling',{solid:false, hard:0,    tool:null,   tier:0, drop:'sapling',col:'#5aa04a', col2:'#5aa04a' });\ndef('cave',  { solid:false, hard:-1,   col:'#141017', col2:'#0e0b12' });   // vstup do jeskyně (zatím značka)\n\nconst tget = id => TD[id];","originalFile":null,"structuredPatch":[{"oldStart":119,"oldLines":14,"newStart":119,"newLines":16,"lines":[" /* ================================================================== */"," /* solid: blokuje pohyb · hard: doba těžby · tool: potřebný typ ·","    tier: minimální tier nástroje (0=ruka) · drop: co spadne · light: svítí */","-const T = {};","+const T = {};                      // klíč -> číselné id","+const TD = [];                      // id -> definice"," let _tid = 0;","-function def(key, o){ o.id = _tid++; o.key = key; T[key] = o; return o.id; }","+function def(key, o){ o.id = _tid++; o.key = key; T[key] = o.id; TD[o.id] = o; return o.id; }","+const HARD_TOOL = { pick: true };   // bez správného krumpáče = pomalu a bez suroviny"," "," def('air',   { solid:false, hard:0 });","-def('grass', { solid:false, hard:0.55, tool:'shovel', tier:0, drop:'dirt',  col:'#4c8c3f', col2:'#3f7a34' });","-def('dirt',  { solid:false, hard:0.55, tool:'shovel', tier:0, drop:'dirt',  col:'#7a5533', col2:'#6b4a2c' });","-def('sand',  { solid:false, hard:0.5,  tool:'shovel', tier:0, drop:'sand',  col:'#d8c579', col2:'#cbb96b' });","+def('grass', { solid:false, hard:0.5,  tool:null,   tier:0, drop:'dirt',  col:'#4c8c3f', col2:'#3f7a34' });","+def('dirt',  { solid:false, hard:0.5,  tool:null,   tier:0, drop:'dirt',  col:'#7a5533', col2:'#6b4a2c' });","+def('sand',  { solid:false, hard:0.5,  tool:null,   tier:0, drop:'sand',  col:'#d8c579', col2:'#cbb96b' });"," def('water', { solid:true,  hard:-1,   col:'#2e6fb0', col2:'#2a63a0' });"," def('stone', { solid:true,  hard:1.6,  tool:'pick', tier:1, drop:'cobble', col:'#7b8290', col2:'#6c7280' });"," def('cobble',{ solid:true,  hard:1.9,  tool:'pick', tier:1, drop:'cobble', col:'#6d7480', col2:'#5f6570' });"]},{"oldStart":135,"oldLines":7,"newStart":137,"newLines":7,"lines":[" def('coal',  { solid:true,  hard:2.6,  tool:'pick', tier:1, drop:'coal',   col:'#4a4f5a', col2:'#3f434d', ore:'#26282e' });"," def('iron',  { solid:true,  hard:3.0,  tool:'pick', tier:2, drop:'iron_ore', col:'#8a8f9c', col2:'#7b8290', ore:'#c9a488' });"," def('gold',  { solid:true,  hard:3.0,  tool:'pick', tier:3, drop:'gold_ore', col:'#8a8f9c', col2:'#7b8290', ore:'#e7c24d' });","-def('diamond',{solid:true,  hard:4.2,  tool:'pick', tier:3, drop:'diamond',  col:'#8a8f9c', col2:'#7b8290', ore:'#6bE0d8' });","+def('diamond',{solid:true,  hard:4.2,  tool:'pick', tier:3, drop:'diamond',  col:'#8a8f9c', col2:'#7b8290', ore:'#6be0d8' });"," def('planks',{ solid:true,  hard:1.4,  tool:'axe',  tier:0, drop:'planks', col:'#b98a4e', col2:'#a97c43' });"," def('glass', { solid:true,  hard:0.35, tool:null,   tier:0, drop:null,     col:'#bfe6ff', col2:'#bfe6ff', glass:true });"," def('door',  { solid:false, hard:0.5,  tool:'axe',  tier:0, drop:'door',   col:'#8a5f34', col2:'#7a5430' });"]},{"oldStart":147,"oldLines":8,"newStart":149,"newLines":7,"lines":[" def('sapling',{solid:false, hard:0,    tool:null,   tier:0, drop:'sapling',col:'#5aa04a', col2:'#5aa04a' });"," def('cave',  { solid:false, hard:-1,   col:'#141017', col2:'#0e0b12' });   // vstup do jeskyně (zatím značka)"," ","-const TDEF = Object.values(T).sort((a,b) => a.id - b.id);","-const tget = id => TDEF[id];","+const tget = id => TD[id];"," "," /* ================================================================== */"," /*  Předměty                                                           */"]}],"userModified":false,"replaceAll":false},"sourceToolAssistantUUID":"f4132d78-a4bc-42cb-b81c-68ff2790623a","session_id":"ed3caf46-d974-42bc-8521-75e2962ef648","userType":"external","entrypoint":"cli","cwd":"/home/tonda","sessionId":"ed3caf46-d974-42bc-8521-75e2962ef648","version":"2.1.247","gitBranch":"HEAD"}
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{"type":"last-prompt","lastPrompt":"1a)třetí volba 1b)velký 1c)povrh (pohled ze zhora který se pohybuje zároveň s hráčem), jeskyně (pohled z boku) 1d)den/noc 2b)ano,ano 2c)asi 10 3a) ta první volba 3b) nástroje, jídlo, věci na stavbu (d…","leafUuid":"101fa984-be73-47be-88fb-2088a3db5bf8","sessionId":"ed3caf46-d974-42bc-8521-75e2962ef648"}
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{"parentUuid":"045e2e9f-1315-46e3-8443-034d4541b058","isSidechain":false,"promptId":"af5fe3ef-983f-4dd4-bbd6-d6e63a0c5549","type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_017jeV7qbbYPaq5J4G4aYEYZ","type":"tool_result","content":"File created successfully at: /home/tonda/.claude/projects/-home-tonda/memory/games-projects.md"}]},"uuid":"d4150cf6-b65a-4dda-a2e2-0f08ab613174","timestamp":"2026-08-27T21:18:37.567Z","toolUseResult":{"type":"create","filePath":"/home/tonda/.claude/projects/-home-tonda/memory/games-projects.md","content":"---\nname: games-projects\ndescription: \"Herní projekty uživatele v /home/tonda — HTML5 hry, jak se spouští a testují\"\nmetadata: \n  node_type: memory\n  type: project\n  originSessionId: ed3caf46-d974-42bc-8521-75e2962ef648\n  modified: 2026-08-27T21:18:37.546Z\n---\n\nUživatel staví jednoduché webové hry jako **jeden samostatný `.html` soubor** (canvas + vanilla JS v IIFE, žádné buildy, žádné externí soubory). UI a komentáře **česky**.\n\nSoubory v `/home/tonda/`:\n- `hra.html` — „Hranatý svět\", 2D plošinovka (příběhové levely + nekonečný běh, obchod, skiny, dotykové ovládání, WebAudio). Hotová, nesahat bez vyžádání.\n- `svet.html` — „Svět\", zjednodušený Minecraft shora (pohled top-down). Prototyp rozjetý 2026-08-27: seedovaný svět, těžba (držení levého = kop, pravé = polož), tiery krumpáče, crafting menu + verpánek + pec, den/noc, mobové v noci (zombie/kostlivec/pavouk), luk/kuš, život 20 / hlad 10, smrt = drop věcí + respawn, localStorage save. **Další krok: jeskyně z boku** (vstupy `T.cave` už se generují jako značky).\n- `neon-drop.html` — starší hra.\n\nSpuštění serveru: `./hra-server.sh` (spustí `python3 -m http.server 8000` na 0.0.0.0, pokud neběží). Testuje se v prohlížeči na `http://192.168.5.32:8000/<soubor>.html`. Claude nemá prohlížeč — po úpravě dát uživateli URL a nechat ho otestovat.\n\nNení tu git. Prostředí: server jako uživatel `tonda`, uživatelův desktop je jiný stroj (`/home/zema/...` cesty ke mně nedosáhnou, `file://` odkazy nefungují).\n","structuredPatch":[],"originalFile":null,"userModified":false,"memdirStamped":true},"sourceToolAssistantUUID":"045e2e9f-1315-46e3-8443-034d4541b058","session_id":"ed3caf46-d974-42bc-8521-75e2962ef648","userType":"external","entrypoint":"cli","cwd":"/home/tonda","sessionId":"ed3caf46-d974-42bc-8521-75e2962ef648","version":"2.1.247","gitBranch":"HEAD"}
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{"parentUuid":"ef1cdcff-3216-4c11-859a-873996ef9c1e","isSidechain":false,"promptId":"af5fe3ef-983f-4dd4-bbd6-d6e63a0c5549","type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01Ej2jTcCEtHRhuYi5y6oAFk","type":"tool_result","content":"File created successfully at: /home/tonda/.claude/projects/-home-tonda/memory/work-style-questions.md"}]},"uuid":"4dedfd44-201f-4de9-a437-a5c5e167ff1f","timestamp":"2026-08-27T21:18:48.534Z","toolUseResult":{"type":"create","filePath":"/home/tonda/.claude/projects/-home-tonda/memory/work-style-questions.md","content":"---\nname: work-style-questions\ndescription: \"Jak uživatel chce vést návrh hry — nejdřív podrobný dotazník, pak kód\"\nmetadata: \n  node_type: memory\n  type: feedback\n  originSessionId: ed3caf46-d974-42bc-8521-75e2962ef648\n  modified: 2026-08-27T21:18:48.517Z\n---\n\nPřed stavěním nové hry (nebo velké funkce) uživatel chce **podrobný číslovaný dotazník** na design — sekce jako Svět / Těžba / Craftění / Boj / Cíl / Ovládání / Vzhled / Rozsah, každá s pod-otázkami 1a/1b/1c… a nabídnutými variantami. Teprve po jeho odpovědích psát kód.\n\n**Proč:** takhle to dělal „minule\" a explicitně řekl „ptej se mě jako minule\". Chce mít kontrolu nad každým herním rozhodnutím, ne dostat hotovou vizi.\n\n**Jak aplikovat:** u nové hry rovnou napsat takový dotazník (klidně s doporučeným defaultem u každého bodu, ať může odpovědět jen na to, co chce měnit). Nespouštět subagenty, dělat to inline. Odpovídá česky, často stručně/heslovitě.\n","structuredPatch":[],"originalFile":null,"userModified":false,"memdirStamped":true},"sourceToolAssistantUUID":"ef1cdcff-3216-4c11-859a-873996ef9c1e","session_id":"ed3caf46-d974-42bc-8521-75e2962ef648","userType":"external","entrypoint":"cli","cwd":"/home/tonda","sessionId":"ed3caf46-d974-42bc-8521-75e2962ef648","version":"2.1.247","gitBranch":"HEAD"}
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{"parentUuid":"535a417c-4d74-4eb2-ae02-72af28b6a33f","isSidechain":false,"message":{"model":"claude-sonnet-5","id":"msg_011CeTx67w1cFa5nAamFK5Rg","type":"message","role":"assistant","content":[{"type":"text","text":"Hotový první hratelný prototyp: **`/home/tonda/svet.html`**. Server běží, otevři:\n\n**http://192.168.5.32:8000/svet.html**\n\n### Co v něm je\n- **Menu** — zadáš seed (nebo necháš prázdné = náhodný), „Nový svět\" / „Pokračovat\" (uložená hra)\n- **Pohyb** WASD/šipky, **Shift** = běh (bere hlad), myš míří\n- **Levé držení** = kop (vidíš rámeček cíle + progress), **pravé** = polož blok z ruky\n- **1–9 / kolečko** = výběr slotu, **E** = batoh + výroba, **F** = celá obrazovka, **Esc** = uložit a zpět do menu\n- **Těžba**: tvrdost bloků, kámen/rudy potřebují krumpáč správného tieru (dřevo→kámen→železo→diamant), nástroje se pomalu opotřebují\n- **Crafting**: základní recepty kdekoli, pokročilé u **verpánku** (pravý klik na něj); **pec** taví železo/zlato/sklo (pravý klik, vlož rudu + palivo)\n- **Den/noc** (~4 min cyklus), v noci se spawnují **zombie / kostlivci / pavouci** (kostlivec střílí, pavouk je neutrální dokud ho nepraštíš, zombie a kostlivci ve dne hoří)\n- **Boj**: meč/pěst (klik na moba nablízko, drž = mlať dál), **luk** (drž levé = natáhni, pusť = vystřel — potřebuješ šípy), **kuš** (drž = natáhnout, pak jen klik)\n- **Život 20** (10 srdíček), **hlad 10** — regeneruje se při hladu ≥7, hlad doplníš jablky/bobulemi (padají z listí a keřů)\n- **Smrt**: věci vypadnou na zem, respawn u **postele** (polož a nastaví se) nebo na spawnu; postel v noci = spaní do rána\n- **Uložení** do prohlížeče každých 6 s a při zavření\n- Vstupy do **jeskyní** se ve světě generují jako značky „jeskyně\" — zatím nefunkční (to je další krok, boční pohled)\n\n### Poznámka\nNemám prohlížeč, takže je to **odladěné jen staticky** (syntax + logika prošly revizí, opravil jsem pár chyb v ID dlaždic a gatingu nástrojů). Otestuj a napiš, co je rozbité nebo co chceš jinak — hlavně balanc (rychlost kopání, tempo hladu, síla mobů) se nejlíp dolaďuje až za běhu."}],"stop_reason":"end_turn","stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":570,"cache_read_input_tokens":138029,"output_tokens":1021,"output_tokens_details":{"thinking_tokens":74},"server_tool_use":{"web_search_requests":0,"web_fetch_requests":0},"service_tier":"standard","cache_creation":{"ephemeral_1h_input_tokens":570,"ephemeral_5m_input_tokens":0},"inference_geo":"not_available","iterations":[{"input_tokens":2,"output_tokens":1021,"cache_read_input_tokens":138029,"cache_creation_input_tokens":570,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":570},"type":"message"}],"speed":"standard"},"diagnostics":null},"requestId":"req_011CeTx66Ry9xHwE23p8UBmt","type":"assistant","uuid":"83bac0cc-07ae-4557-acc4-72f71971156a","timestamp":"2026-08-27T21:19:14.559Z","effort":"high","session_id":"ed3caf46-d974-42bc-8521-75e2962ef648","userType":"external","entrypoint":"cli","cwd":"/home/tonda","sessionId":"ed3caf46-d974-42bc-8521-75e2962ef648","version":"2.1.247","gitBranch":"HEAD"}
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{"parentUuid":"3e00f8c9-e0c1-4485-82a2-e7181c8dc95c","isSidechain":false,"message":{"model":"claude-sonnet-5","id":"msg_011CeTxkTtNCUyFNMa77ZGYk","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01NjmoHMiFZ2nEPgzL3a1KCY","name":"Edit","input":{"replace_all":false,"file_path":"/home/tonda/svet.html","old_string":"function drawTile(tx, ty){\n  const id = getTile(tx, ty);\n  if (id === T.air) return;\n  const td = tget(id);\n  const x = tx * TILE - camX, y = ty * TILE - camY;\n  const shade = ((tx * 7 + ty * 13) % 3) - 1;\n  ctx.fillStyle = shade < 0 ? td.col2 : td.col;\n  if (td.glass){ ctx.globalAlpha = 0.4; ctx.fillRect(x, y, TILE, TILE); ctx.globalAlpha = 1;\n                 ctx.strokeStyle = '#dff2ff'; ctx.lineWidth = 1; ctx.strokeRect(x+1, y+1, TILE-2, TILE-2); return; }\n  ctx.fillRect(x, y, TILE, TILE);\n\n  if (id === T.grass){ ctx.fillStyle = 'rgba(255,255,255,.05)'; ctx.fillRect(x, y, TILE, 4); }\n  if (td.ore){\n    ctx.fillStyle = td.ore;\n    for (let i = 0; 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ctx.ellipse(x + TILE/2, y + TILE/2, 11, 13, 0, 0, 6.29); ctx.fill();\n    ctx.fillStyle = '#5cc8ff'; ctx.font = '9px system-ui'; ctx.textAlign = 'center';\n    ctx.fillText('jeskyně', x + TILE/2, y - 2);\n  }\n  if (id === T.bush){ ctx.fillStyle = '#c7405e';\n    for (let i=0;i<3;i++) ctx.fillRect(x + 6 + i*8, y + 10 + ((tx+i)%2)*6, 4, 4); }\n  if (id === T.sapling){ ctx.fillStyle = '#6b4a2c'; ctx.fillRect(x + TILE/2 - 1, y + TILE/2, 3, TILE/2);\n    ctx.fillStyle = '#5aa04a'; ctx.beginPath(); ctx.arc(x + TILE/2, y + TILE/2, 5, 0, 6.29); ctx.fill(); }\n}","new_string":"function drawTile(tx, ty){\n  const id = getTile(tx, ty);\n  if (id === T.air) return;\n  const x = tx * TILE - camX, y = ty * TILE - camY;\n  paintTile(x, y, TILE, id);\n  if (((tx + ty) & 1) && id !== T.glass && id !== T.cave && id !== T.water){\n    ctx.fillStyle = 'rgba(0,0,0,.06)'; ctx.fillRect(x, y, TILE, TILE);\n  }\n  if (id === T.cave){\n    ctx.fillStyle = '#5cc8ff'; ctx.font = '9px system-ui'; ctx.textAlign = 'center'; ctx.textBaseline = 'alphabetic';\n    ctx.fillText('jeskyně', x + TILE/2, y - 2);\n  }\n}\n\n/* Jedno místo pro vzhled každé dlaždice – používá svět i ikony v batohu. */\nfunction paintTile(x, y, sz, id){\n  const td = tget(id); if (!td || id === T.air) return;\n  const k = sz / TILE, base = td.col, dark = td.col2 || td.col;\n  const P = (a) => x + a * k, Q = (b) => y + b * k;\n\n  if (id === T.glass){\n    ctx.clearRect(x, y, sz, sz);\n    ctx.fillStyle = 'rgba(191,230,255,.20)'; ctx.fillRect(x, y, sz, sz);\n    ctx.strokeStyle = '#dff2ff'; ctx.lineWidth = Math.max(1, 2*k); ctx.strokeRect(x+1, y+1, sz-2, sz-2);\n    ctx.strokeStyle = 'rgba(255,255,255,.55)'; ctx.lineWidth = Math.max(1, 1.5*k);\n    ctx.beginPath(); ctx.moveTo(P(6), Q(22)); ctx.lineTo(P(20), Q(6)); ctx.stroke();\n    return;\n  }\n\n  ctx.fillStyle = base; ctx.fillRect(x, y, sz, sz);\n\n  switch (id){\n    case T.grass:\n      ctx.fillStyle = dark;\n      for (let i = 0; i < 8; i++){ const gx = P((i * 4.1) % 30); ctx.fillRect(gx, y, Math.max(1, 2*k), (3 + (i % 3) * 3) * k); }\n      ctx.fillStyle = '#5aa64b';\n      for (let i = 0; i < 6; i++){ const gx = P((i * 5.7 + 2) % 30); ctx.fillRect(gx, y, Math.max(1, 2*k), (2 + (i % 2) * 3) * k); }\n      ctx.fillStyle = 'rgba(255,255,255,.05)'; ctx.fillRect(x, y, sz, 3*k);\n      break;\n    case T.dirt:\n      ctx.fillStyle = dark;\n      for (const [a,b] of [[3,4],[14,7],[22,3],[7,17],[19,20],[26,13]]) ctx.fillRect(P(a), Q(b), 3.5*k, 3.5*k);\n      ctx.fillStyle = '#5c3f25';\n      for (const [a,b] of [[9,9],[24,24],[17,13]]) ctx.fillRect(P(a), Q(b), 2*k, 2*k);\n      break;\n    case T.sand:\n      ctx.fillStyle = dark;\n      for (let i = 0; i < 16; i++) ctx.fillRect(P((i * 7) % 30), Q((i * 11) % 30), 2*k, 2*k);\n      break;\n    case T.water: {\n      ctx.fillStyle = dark;\n      const ph = now() * 1.6;\n      for (let r = 0; r < 3; r++){\n        const wy = Q(6 + r * 10 + Math.sin(ph + r * 1.3) * 2);\n        ctx.fillRect(x, wy, sz, 2*k);\n      }\n      ctx.fillStyle = 'rgba(255,255,255,.12)';\n      ctx.fillRect(x, Q(3 + Math.sin(ph) * 1.5), sz, 1.5*k);\n      break;\n    }\n    case T.stone: case T.cobble: case T.coal: case T.iron: case T.gold: case T.diamond: case T.furnace:\n      ctx.strokeStyle = 'rgba(0,0,0,.22)'; ctx.lineWidth = Math.max(1, 1.4*k);\n      ctx.beginPath();\n      ctx.moveTo(x, Q(11)); ctx.lineTo(P(13), Q(11)); ctx.lineTo(P(18), Q(23)); ctx.lineTo(x + sz, Q(23));\n      ctx.moveTo(P(13), Q(11)); ctx.lineTo(P(16), y);\n      ctx.moveTo(P(18), Q(23)); ctx.lineTo(P(16), y + sz);\n      ctx.stroke();\n      if (id === T.cobble){\n        ctx.fillStyle = 'rgba(0,0,0,.16)';\n        for (const [a,b,w,h] of [[2,2,12,10],[16,3,13,8],[3,14,10,15],[15,13,14,16]])\n          ctx.fillRect(P(a), Q(b), w*k, h*k);\n      }\n      if (td.ore){\n        for (const [a,b] of [[8,9],[21,7],[13,21],[24,19]]){\n          ctx.fillStyle = td.ore;\n          ctx.beginPath(); ctx.arc(P(a), Q(b), 3.4*k, 0, 6.29); ctx.fill();\n          ctx.fillStyle = 'rgba(255,255,255,.45)'; ctx.fillRect(P(a) - 1.2*k, Q(b) - 1.2*k, 1.6*k, 1.6*k);\n        }\n      }\n      if (id === T.furnace){\n        ctx.fillStyle = '#17181c'; ctx.fillRect(P(8), Q(13), sz - 16*k, sz - 20*k);\n        ctx.fillStyle = '#ff8a3c'; ctx.fillRect(P(11), Q(20), sz - 22*k, 6*k);\n      }\n      break;\n    case T.log:\n      ctx.fillStyle = dark;\n      ctx.beginPath(); ctx.arc(x + sz/2, y + sz/2, sz * 0.42, 0, 6.29); ctx.fill();\n      ctx.strokeStyle = '#4a3420'; ctx.lineWidth = Math.max(1, 1.3*k);\n      for (const rad of [0.32, 0.22, 0.12]){ ctx.beginPath(); ctx.arc(x + sz/2, y + sz/2, sz * rad, 0, 6.29); ctx.stroke(); }\n      ctx.fillStyle = '#4a3420'; ctx.beginPath(); ctx.arc(x + sz/2, y + sz/2, sz * 0.04, 0, 6.29); ctx.fill();\n      break;\n    case T.planks: case T.table: case T.door:\n      ctx.fillStyle = dark;\n      for (let i = 1; i < 3; i++) ctx.fillRect(x, y + i * sz/3, sz, Math.max(1, 1.4*k));\n      ctx.fillStyle = 'rgba(0,0,0,.22)';\n      for (const [a,b] of [[6,5],[22,5],[14,16],[26,16],[6,27],[20,27]]) ctx.fillRect(P(a), Q(b), 2*k, 2*k);\n      if (id === T.table){\n        ctx.strokeStyle = '#5c3f25'; ctx.lineWidth = Math.max(1, 2*k);\n        ctx.strokeRect(P(2), Q(2), sz - 4*k, sz - 4*k);\n        ctx.beginPath();\n        ctx.moveTo(x + sz/2, Q(2)); ctx.lineTo(x + sz/2, y + sz - 2*k);\n        ctx.moveTo(P(2), y + sz/2); ctx.lineTo(x + sz - 2*k, y + sz/2); ctx.stroke();\n      }\n      if (id === T.door){\n        ctx.strokeStyle = 'rgba(0,0,0,.35)'; ctx.lineWidth = Math.max(1, 2*k);\n        ctx.strokeRect(P(5), Q(2), sz - 10*k, sz - 4*k);\n        ctx.fillStyle = '#3a2a18'; ctx.beginPath(); ctx.arc(P(23), y + sz/2, 2.5*k, 0, 6.29); ctx.fill();\n      }\n      break;\n    case T.leaves: case T.bush:\n      ctx.fillStyle = dark;\n      for (const [a,b,r] of [[9,9,7],[21,10,6],[10,22,6],[22,22,7],[16,16,6]]){\n        ctx.beginPath(); ctx.arc(P(a), Q(b), r*k, 0, 6.29); ctx.fill();\n      }\n      ctx.fillStyle = 'rgba(255,255,255,.08)';\n      for (const [a,b] of [[9,9],[22,22]]){ ctx.beginPath(); ctx.arc(P(a), Q(b), 2.4*k, 0, 6.29); ctx.fill(); }\n      if (id === T.bush){\n        ctx.fillStyle = '#d43f5e';\n        for (const [a,b] of [[11,14],[19,20],[23,11]]){ ctx.beginPath(); ctx.arc(P(a), Q(b), 2.6*k, 0, 6.29); ctx.fill(); }\n      }\n      break;\n    case T.torch: {\n      ctx.fillStyle = '#7a5430'; ctx.fillRect(P(14), Q(12), 4*k, 18*k);\n      const fl = 0.85 + Math.sin(now() * 12) * 0.15;\n      ctx.fillStyle = '#ff8a3c'; ctx.beginPath(); ctx.arc(P(16), Q(10), 5.5*k * fl, 0, 6.29); ctx.fill();\n      ctx.fillStyle = '#ffcf5c'; ctx.beginPath(); ctx.arc(P(16), Q(10), 3*k * fl, 0, 6.29); ctx.fill();\n      break;\n    }\n    case T.bed:\n      ctx.fillStyle = '#c74d61'; ctx.fillRect(P(3), Q(3), sz - 6*k, sz - 6*k);\n      ctx.fillStyle = '#f4f0e8'; ctx.fillRect(P(5), Q(5), sz - 10*k, 9*k);\n      ctx.fillStyle = '#a83c4f'; ctx.fillRect(P(5), Q(16), sz - 10*k, sz - 21*k);\n      break;\n    case T.sapling:\n      ctx.fillStyle = '#6b4a2c'; ctx.fillRect(P(15), Q(16), 3*k, 12*k);\n      ctx.fillStyle = '#5aa04a'; ctx.beginPath(); ctx.arc(P(16), Q(14), 6*k, 0, 6.29); ctx.fill();\n      break;\n    case T.cave:\n      ctx.fillStyle = '#0c0910'; ctx.fillRect(x, y, sz, sz);\n      ctx.fillStyle = '#000'; ctx.beginPath(); ctx.ellipse(x + sz/2, y + sz * 0.56, sz * 0.32, sz * 0.4, 0, 0, 6.29); ctx.fill();\n      ctx.fillStyle = '#2f2838';\n      for (let i = 0; i < 4; i++) ctx.fillRect(P((i * 9) % 28), y, 3*k, (4 + i * 3) * k);\n      break;\n  }\n}\n\n/* Ikony nástrojů a zbraní – barva = tier (dřevo/kámen/železo/diamant). */\nfunction drawToolIcon(id, it, s){\n  const col = it.col || '#ccc';\n  if (it.ranged === 'bow'){\n    ctx.strokeStyle = '#a97c43'; ctx.lineWidth = Math.max(2, s * 0.13);\n    ctx.beginPath(); ctx.arc(s * 0.32, s * 0.5, s * 0.42, -1.15, 1.15); ctx.stroke();\n    ctx.strokeStyle = '#f0f0f0'; ctx.lineWidth = Math.max(1, s * 0.05);\n    ctx.beginPath();\n    ctx.moveTo(s * 0.32 + Math.cos(-1.15) * s * 0.42, s * 0.5 + Math.sin(-1.15) * s * 0.42);\n    ctx.lineTo(s * 0.32 + Math.cos(1.15) * s * 0.42, s * 0.5 + Math.sin(1.15) * s * 0.42);\n    ctx.stroke();\n    return;\n  }\n  if (it.ranged === 'crossbow'){\n    ctx.strokeStyle = '#8a5f34'; ctx.lineWidth = Math.max(2, s * 0.1);\n    ctx.beginPath(); ctx.arc(s * 0.5, s * 0.38, s * 0.34, 0.25, Math.PI - 0.25); ctx.stroke();\n    ctx.strokeStyle = '#5c3f25'; ctx.lineWidth = Math.max(2, s * 0.12);\n    ctx.beginPath(); ctx.moveTo(s * 0.5, s * 0.2); ctx.lineTo(s * 0.5, s * 0.86); ctx.stroke();\n    ctx.strokeStyle = '#f0f0f0'; ctx.lineWidth = Math.max(1, s * 0.05);\n    ctx.beginPath(); ctx.moveTo(s * 0.17, s * 0.45); ctx.lineTo(s * 0.83, s * 0.45); ctx.stroke();\n    return;\n  }\n  // násada\n  ctx.strokeStyle = '#8a6239'; ctx.lineWidth = Math.max(2, s * 0.11);\n  ctx.beginPath(); ctx.moveTo(s * 0.28, s * 0.84); ctx.lineTo(s * 0.6, s * 0.36); ctx.stroke();\n  ctx.fillStyle = col;\n  if (it.tool === 'pick'){\n    ctx.beginPath();\n    ctx.moveTo(s * 0.36, s * 0.22);\n    ctx.quadraticCurveTo(s * 0.6, s * 0.06, s * 0.88, s * 0.2);\n    ctx.lineTo(s * 0.82, s * 0.32);\n    ctx.quadraticCurveTo(s * 0.6, s * 0.2, s * 0.5, s * 0.3);\n    ctx.quadraticCurveTo(s * 0.42, s * 0.24, s * 0.32, s * 0.3);\n    ctx.closePath(); ctx.fill();\n  } else if (it.tool === 'axe'){\n    ctx.beginPath();\n    ctx.moveTo(s * 0.55, s * 0.14);\n    ctx.quadraticCurveTo(s * 0.9, s * 0.2, s * 0.82, s * 0.5);\n    ctx.quadraticCurveTo(s * 0.6, s * 0.42, s * 0.48, s * 0.32);\n    ctx.closePath(); ctx.fill();\n  } else { // meč\n    ctx.strokeStyle = col; ctx.lineWidth = Math.max(2, s * 0.15);\n    ctx.beginPath(); ctx.moveTo(s * 0.28, s * 0.82); ctx.lineTo(s * 0.78, s * 0.2); ctx.stroke();\n    ctx.strokeStyle = '#6b4a2c'; ctx.lineWidth = Math.max(2, s * 0.12);\n    ctx.beginPath(); ctx.moveTo(s * 0.2, s * 0.64); ctx.lineTo(s * 0.44, s * 0.88); ctx.stroke();\n  }\n}"},"caller":{"type":"direct"}}],"stop_reason":"tool_use","stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":528,"cache_read_input_tokens":159950,"output_tokens":7241,"output_tokens_details":{"thinking_tokens":52},"server_tool_use":{"web_search_requests":0,"web_fetch_requests":0},"service_tier":"standard","cache_creation":{"ephemeral_1h_input_tokens":528,"ephemeral_5m_input_tokens":0},"inference_geo":"not_available","iterations":[{"input_tokens":2,"output_tokens":7241,"cache_read_input_tokens":159950,"cache_creation_input_tokens":528,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":528},"type":"message"}],"speed":"standard"},"diagnostics":null},"requestId":"req_011CeTxkSGdq6q9MnJwuNrig","type":"assistant","uuid":"a85610e2-7059-409b-acc5-13d999d79fd1","timestamp":"2026-08-27T21:28:32.610Z","effort":"high","session_id":"ed3caf46-d974-42bc-8521-75e2962ef648","userType":"external","entrypoint":"cli","cwd":"/home/tonda","sessionId":"ed3caf46-d974-42bc-8521-75e2962ef648","version":"2.1.247","gitBranch":"HEAD"}
{"parentUuid":"a85610e2-7059-409b-acc5-13d999d79fd1","isSidechain":false,"promptId":"b39a2acc-9450-45a2-a4ff-0dea7803c594","type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01NjmoHMiFZ2nEPgzL3a1KCY","type":"tool_result","content":"The file /home/tonda/svet.html has been updated successfully. (file state is current in your context — no need to Read it back)"}]},"uuid":"3a53a2e2-4458-4716-9dfe-73a555faec48","timestamp":"2026-08-27T21:28:32.687Z","toolUseResult":{"filePath":"/home/tonda/svet.html","oldString":"function drawTile(tx, ty){\n  const id = getTile(tx, ty);\n  if (id === T.air) return;\n  const td = tget(id);\n  const x = tx * TILE - camX, y = ty * TILE - camY;\n  const shade = ((tx * 7 + ty * 13) % 3) - 1;\n  ctx.fillStyle = shade < 0 ? td.col2 : td.col;\n  if (td.glass){ ctx.globalAlpha = 0.4; ctx.fillRect(x, y, TILE, TILE); ctx.globalAlpha = 1;\n                 ctx.strokeStyle = '#dff2ff'; ctx.lineWidth = 1; ctx.strokeRect(x+1, y+1, TILE-2, TILE-2); return; }\n  ctx.fillRect(x, y, TILE, TILE);\n\n  if (id === T.grass){ ctx.fillStyle = 'rgba(255,255,255,.05)'; ctx.fillRect(x, y, TILE, 4); }\n  if (td.ore){\n    ctx.fillStyle = td.ore;\n    for (let i = 0; i < 3; i++){\n      const ox = x + 6 + ((tx*13 + i*11) % 18), oy = y + 6 + ((ty*7 + i*17) % 18);\n      ctx.fillRect(ox, oy, 5, 5);\n    }\n  }\n  if (id === T.log){ ctx.fillStyle = 'rgba(0,0,0,.18)'; ctx.fillRect(x + TILE/2 - 3, y, 6, TILE); }\n  if (id === T.torch){\n    ctx.fillStyle = '#8a5f34'; ctx.fillRect(x + TILE/2 - 2, y + 10, 4, 16);\n    ctx.fillStyle = '#ffcf5c'; ctx.beginPath(); ctx.arc(x + TILE/2, y + 8, 5, 0, 6.29); ctx.fill();\n  }\n  if (id === T.door){ ctx.fillStyle = 'rgba(0,0,0,.25)'; ctx.strokeRect(x+4, y+2, TILE-8, TILE-4); ctx.fillRect(x + TILE - 12, y + TILE/2 - 2, 4, 4); }\n  if (id === T.furnace){ ctx.fillStyle = '#1a1a1f'; ctx.fillRect(x + 8, y + 14, TILE - 16, TILE - 20); }\n  if (id === T.table){ ctx.fillStyle = 'rgba(0,0,0,.2)'; ctx.fillRect(x + 4, y + 4, TILE - 8, 3); ctx.fillRect(x + 4, y + 4, 3, TILE - 8); }\n  if (id === T.bed){ ctx.fillStyle = '#fff'; ctx.fillRect(x + 3, y + 3, 10, TILE - 6); }\n  if (id === T.cave){\n    ctx.fillStyle = '#000'; ctx.beginPath(); ctx.ellipse(x + TILE/2, y + TILE/2, 11, 13, 0, 0, 6.29); ctx.fill();\n    ctx.fillStyle = '#5cc8ff'; ctx.font = '9px system-ui'; ctx.textAlign = 'center';\n    ctx.fillText('jeskyně', x + TILE/2, y - 2);\n  }\n  if (id === T.bush){ ctx.fillStyle = '#c7405e';\n    for (let i=0;i<3;i++) ctx.fillRect(x + 6 + i*8, y + 10 + ((tx+i)%2)*6, 4, 4); }\n  if (id === T.sapling){ ctx.fillStyle = '#6b4a2c'; ctx.fillRect(x + TILE/2 - 1, y + TILE/2, 3, TILE/2);\n    ctx.fillStyle = '#5aa04a'; ctx.beginPath(); ctx.arc(x + TILE/2, y + TILE/2, 5, 0, 6.29); ctx.fill(); }\n}","newString":"function drawTile(tx, ty){\n  const id = getTile(tx, ty);\n  if (id === T.air) return;\n  const x = tx * TILE - camX, y = ty * TILE - camY;\n  paintTile(x, y, TILE, id);\n  if (((tx + ty) & 1) && id !== T.glass && id !== T.cave && id !== T.water){\n    ctx.fillStyle = 'rgba(0,0,0,.06)'; ctx.fillRect(x, y, TILE, TILE);\n  }\n  if (id === T.cave){\n    ctx.fillStyle = '#5cc8ff'; ctx.font = '9px system-ui'; ctx.textAlign = 'center'; ctx.textBaseline = 'alphabetic';\n    ctx.fillText('jeskyně', x + TILE/2, y - 2);\n  }\n}\n\n/* Jedno místo pro vzhled každé dlaždice – používá svět i ikony v batohu. */\nfunction paintTile(x, y, sz, id){\n  const td = tget(id); if (!td || id === T.air) return;\n  const k = sz / TILE, base = td.col, dark = td.col2 || td.col;\n  const P = (a) => x + a * k, Q = (b) => y + b * k;\n\n  if (id === T.glass){\n    ctx.clearRect(x, y, sz, sz);\n    ctx.fillStyle = 'rgba(191,230,255,.20)'; ctx.fillRect(x, y, sz, sz);\n    ctx.strokeStyle = '#dff2ff'; ctx.lineWidth = Math.max(1, 2*k); ctx.strokeRect(x+1, y+1, sz-2, sz-2);\n    ctx.strokeStyle = 'rgba(255,255,255,.55)'; ctx.lineWidth = Math.max(1, 1.5*k);\n    ctx.beginPath(); ctx.moveTo(P(6), Q(22)); ctx.lineTo(P(20), Q(6)); ctx.stroke();\n    return;\n  }\n\n  ctx.fillStyle = base; ctx.fillRect(x, y, sz, sz);\n\n  switch (id){\n    case T.grass:\n      ctx.fillStyle = dark;\n      for (let i = 0; i < 8; i++){ const gx = P((i * 4.1) % 30); ctx.fillRect(gx, y, Math.max(1, 2*k), (3 + (i % 3) * 3) * k); }\n      ctx.fillStyle = '#5aa64b';\n      for (let i = 0; i < 6; i++){ const gx = P((i * 5.7 + 2) % 30); ctx.fillRect(gx, y, Math.max(1, 2*k), (2 + (i % 2) * 3) * k); }\n      ctx.fillStyle = 'rgba(255,255,255,.05)'; ctx.fillRect(x, y, sz, 3*k);\n      break;\n    case T.dirt:\n      ctx.fillStyle = dark;\n      for (const [a,b] of [[3,4],[14,7],[22,3],[7,17],[19,20],[26,13]]) ctx.fillRect(P(a), Q(b), 3.5*k, 3.5*k);\n      ctx.fillStyle = '#5c3f25';\n      for (const [a,b] of [[9,9],[24,24],[17,13]]) ctx.fillRect(P(a), Q(b), 2*k, 2*k);\n      break;\n    case T.sand:\n      ctx.fillStyle = dark;\n      for (let i = 0; i < 16; i++) ctx.fillRect(P((i * 7) % 30), Q((i * 11) % 30), 2*k, 2*k);\n      break;\n    case T.water: {\n      ctx.fillStyle = dark;\n      const ph = now() * 1.6;\n      for (let r = 0; r < 3; r++){\n        const wy = Q(6 + r * 10 + Math.sin(ph + r * 1.3) * 2);\n        ctx.fillRect(x, wy, sz, 2*k);\n      }\n      ctx.fillStyle = 'rgba(255,255,255,.12)';\n      ctx.fillRect(x, Q(3 + Math.sin(ph) * 1.5), sz, 1.5*k);\n      break;\n    }\n    case T.stone: case T.cobble: case T.coal: case T.iron: case T.gold: case T.diamond: case T.furnace:\n      ctx.strokeStyle = 'rgba(0,0,0,.22)'; ctx.lineWidth = Math.max(1, 1.4*k);\n      ctx.beginPath();\n      ctx.moveTo(x, Q(11)); ctx.lineTo(P(13), Q(11)); ctx.lineTo(P(18), Q(23)); ctx.lineTo(x + sz, Q(23));\n      ctx.moveTo(P(13), Q(11)); ctx.lineTo(P(16), y);\n      ctx.moveTo(P(18), Q(23)); ctx.lineTo(P(16), y + sz);\n      ctx.stroke();\n      if (id === T.cobble){\n        ctx.fillStyle = 'rgba(0,0,0,.16)';\n        for (const [a,b,w,h] of [[2,2,12,10],[16,3,13,8],[3,14,10,15],[15,13,14,16]])\n          ctx.fillRect(P(a), Q(b), w*k, h*k);\n      }\n      if (td.ore){\n        for (const [a,b] of [[8,9],[21,7],[13,21],[24,19]]){\n          ctx.fillStyle = td.ore;\n          ctx.beginPath(); ctx.arc(P(a), Q(b), 3.4*k, 0, 6.29); ctx.fill();\n          ctx.fillStyle = 'rgba(255,255,255,.45)'; ctx.fillRect(P(a) - 1.2*k, Q(b) - 1.2*k, 1.6*k, 1.6*k);\n        }\n      }\n      if (id === T.furnace){\n        ctx.fillStyle = '#17181c'; ctx.fillRect(P(8), Q(13), sz - 16*k, sz - 20*k);\n        ctx.fillStyle = '#ff8a3c'; ctx.fillRect(P(11), Q(20), sz - 22*k, 6*k);\n      }\n      break;\n    case T.log:\n      ctx.fillStyle = dark;\n      ctx.beginPath(); ctx.arc(x + sz/2, y + sz/2, sz * 0.42, 0, 6.29); ctx.fill();\n      ctx.strokeStyle = '#4a3420'; ctx.lineWidth = Math.max(1, 1.3*k);\n      for (const rad of [0.32, 0.22, 0.12]){ ctx.beginPath(); ctx.arc(x + sz/2, y + sz/2, sz * rad, 0, 6.29); ctx.stroke(); }\n      ctx.fillStyle = '#4a3420'; ctx.beginPath(); ctx.arc(x + sz/2, y + sz/2, sz * 0.04, 0, 6.29); ctx.fill();\n      break;\n    case T.planks: case T.table: case T.door:\n      ctx.fillStyle = dark;\n      for (let i = 1; i < 3; i++) ctx.fillRect(x, y + i * sz/3, sz, Math.max(1, 1.4*k));\n      ctx.fillStyle = 'rgba(0,0,0,.22)';\n      for (const [a,b] of [[6,5],[22,5],[14,16],[26,16],[6,27],[20,27]]) ctx.fillRect(P(a), Q(b), 2*k, 2*k);\n      if (id === T.table){\n        ctx.strokeStyle = '#5c3f25'; ctx.lineWidth = Math.max(1, 2*k);\n        ctx.strokeRect(P(2), Q(2), sz - 4*k, sz - 4*k);\n        ctx.beginPath();\n        ctx.moveTo(x + sz/2, Q(2)); ctx.lineTo(x + sz/2, y + sz - 2*k);\n        ctx.moveTo(P(2), y + sz/2); ctx.lineTo(x + sz - 2*k, y + sz/2); ctx.stroke();\n      }\n      if (id === T.door){\n        ctx.strokeStyle = 'rgba(0,0,0,.35)'; ctx.lineWidth = Math.max(1, 2*k);\n        ctx.strokeRect(P(5), Q(2), sz - 10*k, sz - 4*k);\n        ctx.fillStyle = '#3a2a18'; ctx.beginPath(); ctx.arc(P(23), y + sz/2, 2.5*k, 0, 6.29); ctx.fill();\n      }\n      break;\n    case T.leaves: case T.bush:\n      ctx.fillStyle = dark;\n      for (const [a,b,r] of [[9,9,7],[21,10,6],[10,22,6],[22,22,7],[16,16,6]]){\n        ctx.beginPath(); ctx.arc(P(a), Q(b), r*k, 0, 6.29); ctx.fill();\n      }\n      ctx.fillStyle = 'rgba(255,255,255,.08)';\n      for (const [a,b] of [[9,9],[22,22]]){ ctx.beginPath(); ctx.arc(P(a), Q(b), 2.4*k, 0, 6.29); ctx.fill(); }\n      if (id === T.bush){\n        ctx.fillStyle = '#d43f5e';\n        for (const [a,b] of [[11,14],[19,20],[23,11]]){ ctx.beginPath(); ctx.arc(P(a), Q(b), 2.6*k, 0, 6.29); ctx.fill(); }\n      }\n      break;\n    case T.torch: {\n      ctx.fillStyle = '#7a5430'; ctx.fillRect(P(14), Q(12), 4*k, 18*k);\n      const fl = 0.85 + Math.sin(now() * 12) * 0.15;\n      ctx.fillStyle = '#ff8a3c'; ctx.beginPath(); ctx.arc(P(16), Q(10), 5.5*k * fl, 0, 6.29); ctx.fill();\n      ctx.fillStyle = '#ffcf5c'; ctx.beginPath(); ctx.arc(P(16), Q(10), 3*k * fl, 0, 6.29); ctx.fill();\n      break;\n    }\n    case T.bed:\n      ctx.fillStyle = '#c74d61'; ctx.fillRect(P(3), Q(3), sz - 6*k, sz - 6*k);\n      ctx.fillStyle = '#f4f0e8'; ctx.fillRect(P(5), Q(5), sz - 10*k, 9*k);\n      ctx.fillStyle = '#a83c4f'; ctx.fillRect(P(5), Q(16), sz - 10*k, sz - 21*k);\n      break;\n    case T.sapling:\n      ctx.fillStyle = '#6b4a2c'; ctx.fillRect(P(15), Q(16), 3*k, 12*k);\n      ctx.fillStyle = '#5aa04a'; ctx.beginPath(); ctx.arc(P(16), Q(14), 6*k, 0, 6.29); ctx.fill();\n      break;\n    case T.cave:\n      ctx.fillStyle = '#0c0910'; ctx.fillRect(x, y, sz, sz);\n      ctx.fillStyle = '#000'; ctx.beginPath(); ctx.ellipse(x + sz/2, y + sz * 0.56, sz * 0.32, sz * 0.4, 0, 0, 6.29); ctx.fill();\n      ctx.fillStyle = '#2f2838';\n      for (let i = 0; i < 4; i++) ctx.fillRect(P((i * 9) % 28), y, 3*k, (4 + i * 3) * k);\n      break;\n  }\n}\n\n/* Ikony nástrojů a zbraní – barva = tier (dřevo/kámen/železo/diamant). */\nfunction drawToolIcon(id, it, s){\n  const col = it.col || '#ccc';\n  if (it.ranged === 'bow'){\n    ctx.strokeStyle = '#a97c43'; ctx.lineWidth = Math.max(2, s * 0.13);\n    ctx.beginPath(); ctx.arc(s * 0.32, s * 0.5, s * 0.42, -1.15, 1.15); ctx.stroke();\n    ctx.strokeStyle = '#f0f0f0'; ctx.lineWidth = Math.max(1, s * 0.05);\n    ctx.beginPath();\n    ctx.moveTo(s * 0.32 + Math.cos(-1.15) * s * 0.42, s * 0.5 + Math.sin(-1.15) * s * 0.42);\n    ctx.lineTo(s * 0.32 + Math.cos(1.15) * s * 0.42, s * 0.5 + Math.sin(1.15) * s * 0.42);\n    ctx.stroke();\n    return;\n  }\n  if (it.ranged === 'crossbow'){\n    ctx.strokeStyle = '#8a5f34'; ctx.lineWidth = Math.max(2, s * 0.1);\n    ctx.beginPath(); ctx.arc(s * 0.5, s * 0.38, s * 0.34, 0.25, Math.PI - 0.25); ctx.stroke();\n    ctx.strokeStyle = '#5c3f25'; ctx.lineWidth = Math.max(2, s * 0.12);\n    ctx.beginPath(); ctx.moveTo(s * 0.5, s * 0.2); ctx.lineTo(s * 0.5, s * 0.86); ctx.stroke();\n    ctx.strokeStyle = '#f0f0f0'; ctx.lineWidth = Math.max(1, s * 0.05);\n    ctx.beginPath(); ctx.moveTo(s * 0.17, s * 0.45); ctx.lineTo(s * 0.83, s * 0.45); ctx.stroke();\n    return;\n  }\n  // násada\n  ctx.strokeStyle = '#8a6239'; ctx.lineWidth = Math.max(2, s * 0.11);\n  ctx.beginPath(); ctx.moveTo(s * 0.28, s * 0.84); ctx.lineTo(s * 0.6, s * 0.36); ctx.stroke();\n  ctx.fillStyle = col;\n  if (it.tool === 'pick'){\n    ctx.beginPath();\n    ctx.moveTo(s * 0.36, s * 0.22);\n    ctx.quadraticCurveTo(s * 0.6, s * 0.06, s * 0.88, s * 0.2);\n    ctx.lineTo(s * 0.82, s * 0.32);\n    ctx.quadraticCurveTo(s * 0.6, s * 0.2, s * 0.5, s * 0.3);\n    ctx.quadraticCurveTo(s * 0.42, s * 0.24, s * 0.32, s * 0.3);\n    ctx.closePath(); ctx.fill();\n  } else if (it.tool === 'axe'){\n    ctx.beginPath();\n    ctx.moveTo(s * 0.55, s * 0.14);\n    ctx.quadraticCurveTo(s * 0.9, s * 0.2, s * 0.82, s * 0.5);\n    ctx.quadraticCurveTo(s * 0.6, s * 0.42, s * 0.48, s * 0.32);\n    ctx.closePath(); ctx.fill();\n  } else { // meč\n    ctx.strokeStyle = col; ctx.lineWidth = Math.max(2, s * 0.15);\n    ctx.beginPath(); ctx.moveTo(s * 0.28, s * 0.82); ctx.lineTo(s * 0.78, s * 0.2); ctx.stroke();\n    ctx.strokeStyle = '#6b4a2c'; ctx.lineWidth = Math.max(2, s * 0.12);\n    ctx.beginPath(); ctx.moveTo(s * 0.2, s * 0.64); ctx.lineTo(s * 0.44, s * 0.88); ctx.stroke();\n  }\n}","originalFile":null,"structuredPatch":[{"oldStart":1287,"oldLines":40,"newStart":1287,"newLines":195,"lines":[" function drawTile(tx, ty){","   const id = getTile(tx, ty);","   if (id === T.air) return;","-  const td = tget(id);","   const x = tx * TILE - camX, y = ty * TILE - camY;","-  const shade = ((tx * 7 + ty * 13) % 3) - 1;","-  ctx.fillStyle = shade < 0 ? td.col2 : td.col;","-  if (td.glass){ ctx.globalAlpha = 0.4; ctx.fillRect(x, y, TILE, TILE); ctx.globalAlpha = 1;","-                 ctx.strokeStyle = '#dff2ff'; ctx.lineWidth = 1; ctx.strokeRect(x+1, y+1, TILE-2, TILE-2); return; }","-  ctx.fillRect(x, y, TILE, TILE);","+  paintTile(x, y, TILE, id);","+  if (((tx + ty) & 1) && id !== T.glass && id !== T.cave && id !== T.water){","+    ctx.fillStyle = 'rgba(0,0,0,.06)'; ctx.fillRect(x, y, TILE, TILE);","+  }","+  if (id === T.cave){","+    ctx.fillStyle = '#5cc8ff'; ctx.font = '9px system-ui'; ctx.textAlign = 'center'; ctx.textBaseline = 'alphabetic';","+    ctx.fillText('jeskyně', x + TILE/2, y - 2);","+  }","+}"," ","-  if (id === T.grass){ ctx.fillStyle = 'rgba(255,255,255,.05)'; ctx.fillRect(x, y, TILE, 4); }","-  if (td.ore){","-    ctx.fillStyle = td.ore;","-    for (let i = 0; i < 3; i++){","-      const ox = x + 6 + ((tx*13 + i*11) % 18), oy = y + 6 + ((ty*7 + i*17) % 18);","-      ctx.fillRect(ox, oy, 5, 5);","+/* Jedno místo pro vzhled každé dlaždice – používá svět i ikony v batohu. */","+function paintTile(x, y, sz, id){","+  const td = tget(id); if (!td || id === T.air) return;","+  const k = sz / TILE, base = td.col, dark = td.col2 || td.col;","+  const P = (a) => x + a * k, Q = (b) => y + b * k;","+","+  if (id === T.glass){","+    ctx.clearRect(x, y, sz, sz);","+    ctx.fillStyle = 'rgba(191,230,255,.20)'; ctx.fillRect(x, y, sz, sz);","+    ctx.strokeStyle = '#dff2ff'; ctx.lineWidth = Math.max(1, 2*k); ctx.strokeRect(x+1, y+1, sz-2, sz-2);","+    ctx.strokeStyle = 'rgba(255,255,255,.55)'; ctx.lineWidth = Math.max(1, 1.5*k);","+    ctx.beginPath(); ctx.moveTo(P(6), Q(22)); ctx.lineTo(P(20), Q(6)); ctx.stroke();","+    return;","+  }","+","+  ctx.fillStyle = base; ctx.fillRect(x, y, sz, sz);","+","+  switch (id){","+    case T.grass:","+      ctx.fillStyle = dark;","+      for (let i = 0; i < 8; i++){ const gx = P((i * 4.1) % 30); ctx.fillRect(gx, y, Math.max(1, 2*k), (3 + (i % 3) * 3) * k); }","+      ctx.fillStyle = '#5aa64b';","+      for (let i = 0; i < 6; i++){ const gx = P((i * 5.7 + 2) % 30); ctx.fillRect(gx, y, Math.max(1, 2*k), (2 + (i % 2) * 3) * k); }","+      ctx.fillStyle = 'rgba(255,255,255,.05)'; ctx.fillRect(x, y, sz, 3*k);","+      break;","+    case T.dirt:","+      ctx.fillStyle = dark;","+      for (const [a,b] of [[3,4],[14,7],[22,3],[7,17],[19,20],[26,13]]) ctx.fillRect(P(a), Q(b), 3.5*k, 3.5*k);","+      ctx.fillStyle = '#5c3f25';","+      for (const [a,b] of [[9,9],[24,24],[17,13]]) ctx.fillRect(P(a), Q(b), 2*k, 2*k);","+      break;","+    case T.sand:","+      ctx.fillStyle = dark;","+      for (let i = 0; i < 16; i++) ctx.fillRect(P((i * 7) % 30), Q((i * 11) % 30), 2*k, 2*k);","+      break;","+    case T.water: {","+      ctx.fillStyle = dark;","+      const ph = now() * 1.6;","+      for (let r = 0; r < 3; r++){","+        const wy = Q(6 + r * 10 + Math.sin(ph + r * 1.3) * 2);","+        ctx.fillRect(x, wy, sz, 2*k);","+      }","+      ctx.fillStyle = 'rgba(255,255,255,.12)';","+      ctx.fillRect(x, Q(3 + Math.sin(ph) * 1.5), sz, 1.5*k);","+      break;","     }","+    case T.stone: case T.cobble: case T.coal: case T.iron: case T.gold: case T.diamond: case T.furnace:","+      ctx.strokeStyle = 'rgba(0,0,0,.22)'; ctx.lineWidth = Math.max(1, 1.4*k);","+      ctx.beginPath();","+      ctx.moveTo(x, Q(11)); ctx.lineTo(P(13), Q(11)); ctx.lineTo(P(18), Q(23)); ctx.lineTo(x + sz, Q(23));","+      ctx.moveTo(P(13), Q(11)); ctx.lineTo(P(16), y);","+      ctx.moveTo(P(18), Q(23)); ctx.lineTo(P(16), y + sz);","+      ctx.stroke();","+      if (id === T.cobble){","+        ctx.fillStyle = 'rgba(0,0,0,.16)';","+        for (const [a,b,w,h] of [[2,2,12,10],[16,3,13,8],[3,14,10,15],[15,13,14,16]])","+          ctx.fillRect(P(a), Q(b), w*k, h*k);","+      }","+      if (td.ore){","+        for (const [a,b] of [[8,9],[21,7],[13,21],[24,19]]){","+          ctx.fillStyle = td.ore;","+          ctx.beginPath(); ctx.arc(P(a), Q(b), 3.4*k, 0, 6.29); ctx.fill();","+          ctx.fillStyle = 'rgba(255,255,255,.45)'; ctx.fillRect(P(a) - 1.2*k, Q(b) - 1.2*k, 1.6*k, 1.6*k);","+        }","+      }","+      if (id === T.furnace){","+        ctx.fillStyle = '#17181c'; ctx.fillRect(P(8), Q(13), sz - 16*k, sz - 20*k);","+        ctx.fillStyle = '#ff8a3c'; ctx.fillRect(P(11), Q(20), sz - 22*k, 6*k);","+      }","+      break;","+    case T.log:","+      ctx.fillStyle = dark;","+      ctx.beginPath(); ctx.arc(x + sz/2, y + sz/2, sz * 0.42, 0, 6.29); ctx.fill();","+      ctx.strokeStyle = '#4a3420'; ctx.lineWidth = Math.max(1, 1.3*k);","+      for (const rad of [0.32, 0.22, 0.12]){ ctx.beginPath(); ctx.arc(x + sz/2, y + sz/2, sz * rad, 0, 6.29); ctx.stroke(); }","+      ctx.fillStyle = '#4a3420'; ctx.beginPath(); ctx.arc(x + sz/2, y + sz/2, sz * 0.04, 0, 6.29); ctx.fill();","+      break;","+    case T.planks: case T.table: case T.door:","+      ctx.fillStyle = dark;","+      for (let i = 1; i < 3; i++) ctx.fillRect(x, y + i * sz/3, sz, Math.max(1, 1.4*k));","+      ctx.fillStyle = 'rgba(0,0,0,.22)';","+      for (const [a,b] of [[6,5],[22,5],[14,16],[26,16],[6,27],[20,27]]) ctx.fillRect(P(a), Q(b), 2*k, 2*k);","+      if (id === T.table){","+        ctx.strokeStyle = '#5c3f25'; ctx.lineWidth = Math.max(1, 2*k);","+        ctx.strokeRect(P(2), Q(2), sz - 4*k, sz - 4*k);","+        ctx.beginPath();","+        ctx.moveTo(x + sz/2, Q(2)); ctx.lineTo(x + sz/2, y + sz - 2*k);","+        ctx.moveTo(P(2), y + sz/2); ctx.lineTo(x + sz - 2*k, y + sz/2); ctx.stroke();","+      }","+      if (id === T.door){","+        ctx.strokeStyle = 'rgba(0,0,0,.35)'; ctx.lineWidth = Math.max(1, 2*k);","+        ctx.strokeRect(P(5), Q(2), sz - 10*k, sz - 4*k);","+        ctx.fillStyle = '#3a2a18'; ctx.beginPath(); ctx.arc(P(23), y + sz/2, 2.5*k, 0, 6.29); ctx.fill();","+      }","+      break;","+    case T.leaves: case T.bush:","+      ctx.fillStyle = dark;","+      for (const [a,b,r] of [[9,9,7],[21,10,6],[10,22,6],[22,22,7],[16,16,6]]){","+        ctx.beginPath(); ctx.arc(P(a), Q(b), r*k, 0, 6.29); ctx.fill();","+      }","+      ctx.fillStyle = 'rgba(255,255,255,.08)';","+      for (const [a,b] of [[9,9],[22,22]]){ ctx.beginPath(); ctx.arc(P(a), Q(b), 2.4*k, 0, 6.29); ctx.fill(); }","+      if (id === T.bush){","+        ctx.fillStyle = '#d43f5e';","+        for (const [a,b] of [[11,14],[19,20],[23,11]]){ ctx.beginPath(); ctx.arc(P(a), Q(b), 2.6*k, 0, 6.29); ctx.fill(); }","+      }","+      break;","+    case T.torch: {","+      ctx.fillStyle = '#7a5430'; ctx.fillRect(P(14), Q(12), 4*k, 18*k);","+      const fl = 0.85 + Math.sin(now() * 12) * 0.15;","+      ctx.fillStyle = '#ff8a3c'; ctx.beginPath(); ctx.arc(P(16), Q(10), 5.5*k * fl, 0, 6.29); ctx.fill();","+      ctx.fillStyle = '#ffcf5c'; ctx.beginPath(); ctx.arc(P(16), Q(10), 3*k * fl, 0, 6.29); ctx.fill();","+      break;","+    }","+    case T.bed:","+      ctx.fillStyle = '#c74d61'; ctx.fillRect(P(3), Q(3), sz - 6*k, sz - 6*k);","+      ctx.fillStyle = '#f4f0e8'; ctx.fillRect(P(5), Q(5), sz - 10*k, 9*k);","+      ctx.fillStyle = '#a83c4f'; ctx.fillRect(P(5), Q(16), sz - 10*k, sz - 21*k);","+      break;","+    case T.sapling:","+      ctx.fillStyle = '#6b4a2c'; ctx.fillRect(P(15), Q(16), 3*k, 12*k);","+      ctx.fillStyle = '#5aa04a'; ctx.beginPath(); ctx.arc(P(16), Q(14), 6*k, 0, 6.29); ctx.fill();","+      break;","+    case T.cave:","+      ctx.fillStyle = '#0c0910'; ctx.fillRect(x, y, sz, sz);","+      ctx.fillStyle = '#000'; ctx.beginPath(); ctx.ellipse(x + sz/2, y + sz * 0.56, sz * 0.32, sz * 0.4, 0, 0, 6.29); ctx.fill();","+      ctx.fillStyle = '#2f2838';","+      for (let i = 0; i < 4; i++) ctx.fillRect(P((i * 9) % 28), y, 3*k, (4 + i * 3) * k);","+      break;","   }","-  if (id === T.log){ ctx.fillStyle = 'rgba(0,0,0,.18)'; ctx.fillRect(x + TILE/2 - 3, y, 6, TILE); }","-  if (id === T.torch){","-    ctx.fillStyle = '#8a5f34'; ctx.fillRect(x + TILE/2 - 2, y + 10, 4, 16);","-    ctx.fillStyle = '#ffcf5c'; ctx.beginPath(); ctx.arc(x + TILE/2, y + 8, 5, 0, 6.29); ctx.fill();","+}","+","+/* Ikony nástrojů a zbraní – barva = tier (dřevo/kámen/železo/diamant). */","+function drawToolIcon(id, it, s){","+  const col = it.col || '#ccc';","+  if (it.ranged === 'bow'){","+    ctx.strokeStyle = '#a97c43'; ctx.lineWidth = Math.max(2, s * 0.13);","+    ctx.beginPath(); ctx.arc(s * 0.32, s * 0.5, s * 0.42, -1.15, 1.15); ctx.stroke();","+    ctx.strokeStyle = '#f0f0f0'; ctx.lineWidth = Math.max(1, s * 0.05);","+    ctx.beginPath();","+    ctx.moveTo(s * 0.32 + Math.cos(-1.15) * s * 0.42, s * 0.5 + Math.sin(-1.15) * s * 0.42);","+    ctx.lineTo(s * 0.32 + Math.cos(1.15) * s * 0.42, s * 0.5 + Math.sin(1.15) * s * 0.42);","+    ctx.stroke();","+    return;","   }","-  if (id === T.door){ ctx.fillStyle = 'rgba(0,0,0,.25)'; ctx.strokeRect(x+4, y+2, TILE-8, TILE-4); ctx.fillRect(x + TILE - 12, y + TILE/2 - 2, 4, 4); }","-  if (id === T.furnace){ ctx.fillStyle = '#1a1a1f'; ctx.fillRect(x + 8, y + 14, TILE - 16, TILE - 20); }","-  if (id === T.table){ ctx.fillStyle = 'rgba(0,0,0,.2)'; ctx.fillRect(x + 4, y + 4, TILE - 8, 3); ctx.fillRect(x + 4, y + 4, 3, TILE - 8); }","-  if (id === T.bed){ ctx.fillStyle = '#fff'; ctx.fillRect(x + 3, y + 3, 10, TILE - 6); }","-  if (id === T.cave){","-    ctx.fillStyle = '#000'; ctx.beginPath(); ctx.ellipse(x + TILE/2, y + TILE/2, 11, 13, 0, 0, 6.29); ctx.fill();","-    ctx.fillStyle = '#5cc8ff'; ctx.font = '9px system-ui'; ctx.textAlign = 'center';","-    ctx.fillText('jeskyně', x + TILE/2, y - 2);","+  if (it.ranged === 'crossbow'){","+    ctx.strokeStyle = '#8a5f34'; ctx.lineWidth = Math.max(2, s * 0.1);","+    ctx.beginPath(); ctx.arc(s * 0.5, s * 0.38, s * 0.34, 0.25, Math.PI - 0.25); ctx.stroke();","+    ctx.strokeStyle = '#5c3f25'; ctx.lineWidth = Math.max(2, s * 0.12);","+    ctx.beginPath(); ctx.moveTo(s * 0.5, s * 0.2); ctx.lineTo(s * 0.5, s * 0.86); ctx.stroke();","+    ctx.strokeStyle = '#f0f0f0'; ctx.lineWidth = Math.max(1, s * 0.05);","+    ctx.beginPath(); ctx.moveTo(s * 0.17, s * 0.45); ctx.lineTo(s * 0.83, s * 0.45); ctx.stroke();","+    return;","   }","-  if (id === T.bush){ ctx.fillStyle = '#c7405e';","-    for (let i=0;i<3;i++) ctx.fillRect(x + 6 + i*8, y + 10 + ((tx+i)%2)*6, 4, 4); }","-  if (id === T.sapling){ ctx.fillStyle = '#6b4a2c'; ctx.fillRect(x + TILE/2 - 1, y + TILE/2, 3, TILE/2);","-    ctx.fillStyle = '#5aa04a'; 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{"parentUuid":"ebe8559b-264e-4a06-b7f3-13591ddcff30","isSidechain":false,"promptId":"b39a2acc-9450-45a2-a4ff-0dea7803c594","type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01J8oEeFGGAXkCMpHSU17seo","type":"tool_result","content":"1296\t    ctx.fillStyle = '#5cc8ff'; ctx.font = '9px system-ui'; ctx.textAlign = 'center'; ctx.textBaseline = 'alphabetic';\n1297\t    ctx.fillText('jeskyně', x + TILE/2, y - 2);\n1298\t  }\n1299\t}\n1300\t\n1301\t/* Jedno místo pro vzhled každé dlaždice – používá svět i ikony v batohu. */\n1302\tfunction paintTile(x, y, sz, id, icon){\n1303\t  const td = tget(id); if (!td || id === T.air) return;\n1304\t  const k = sz / TILE, base = td.col, dark = td.col2 || td.col;\n1305\t  const P = (a) => x + a * k, Q = (b) => y + b * k;\n1306\t\n1307\t  if (id === T.glass){\n1308\t    if (!icon) ctx.clearRect(x, y, sz, sz);\n1309\t    ctx.fillStyle = 'rgba(191,230,255,.20)'; ctx.fillRect(x, y, sz, sz);\n1310\t    ctx.strokeStyle = '#dff2ff'; ctx.lineWidth = Math.max(1, 2*k); ctx.strokeRect(x+1, y+1, sz-2, sz-2);\n1311\t    ctx.strokeStyle = 'rgba(255,255,255,.55)'; ctx.lineWidth = Math.max(1, 1.5*k);\n1312\t    ctx.beginPath(); ctx.moveTo(P(6), Q(22)); ctx.lineTo(P(20), Q(6)); ctx.stroke();\n1313\t    return;\n1314\t  }\n1315\t\n1316\t  ctx.fillStyle = base; ctx.fillRect(x, y, sz, sz);\n1317\t\n1318\t  switch (id){\n1319\t    case T.grass:\n1320\t      ctx.fillStyle = dark;\n1321\t      for (let i = 0; i < 8; i++){ const gx = P((i * 4.1) % 30); ctx.fillRect(gx, y, Math.max(1, 2*k), (3 + (i % 3) * 3) * k); }\n1322\t      ctx.fillStyle = '#5aa64b';\n1323\t      for (let i = 0; i < 6; i++){ const gx = P((i * 5.7 + 2) % 30); ctx.fillRect(gx, y, Math.max(1, 2*k), (2 + (i % 2) * 3) * k); }\n1324\t      ctx.fillStyle = 'rgba(255,255,255,.05)'; ctx.fillRect(x, y, sz, 3*k);\n1325\t      break;\n1326\t    case T.dirt:\n1327\t      ctx.fillStyle = dark;"}]},"uuid":"e3981016-e5fc-45f0-b4dd-77a0d8d0beb1","timestamp":"2026-08-27T21:28:52.197Z","toolUseResult":{"type":"text","file":{"filePath":"/home/tonda/svet.html","content":"    ctx.fillStyle = '#5cc8ff'; ctx.font = '9px system-ui'; ctx.textAlign = 'center'; ctx.textBaseline = 'alphabetic';\n    ctx.fillText('jeskyně', x + TILE/2, y - 2);\n  }\n}\n\n/* Jedno místo pro vzhled každé dlaždice – používá svět i ikony v batohu. */\nfunction paintTile(x, y, sz, id, icon){\n  const td = tget(id); if (!td || id === T.air) return;\n  const k = sz / TILE, base = td.col, dark = td.col2 || td.col;\n  const P = (a) => x + a * k, Q = (b) => y + b * k;\n\n  if (id === T.glass){\n    if (!icon) ctx.clearRect(x, y, sz, sz);\n    ctx.fillStyle = 'rgba(191,230,255,.20)'; ctx.fillRect(x, y, sz, sz);\n    ctx.strokeStyle = '#dff2ff'; ctx.lineWidth = Math.max(1, 2*k); ctx.strokeRect(x+1, y+1, sz-2, sz-2);\n    ctx.strokeStyle = 'rgba(255,255,255,.55)'; ctx.lineWidth = Math.max(1, 1.5*k);\n    ctx.beginPath(); ctx.moveTo(P(6), Q(22)); ctx.lineTo(P(20), Q(6)); ctx.stroke();\n    return;\n  }\n\n  ctx.fillStyle = base; ctx.fillRect(x, y, sz, sz);\n\n  switch (id){\n    case T.grass:\n      ctx.fillStyle = dark;\n      for (let i = 0; i < 8; i++){ const gx = P((i * 4.1) % 30); ctx.fillRect(gx, y, Math.max(1, 2*k), (3 + (i % 3) * 3) * k); }\n      ctx.fillStyle = '#5aa64b';\n      for (let i = 0; i < 6; i++){ const gx = P((i * 5.7 + 2) % 30); ctx.fillRect(gx, y, Math.max(1, 2*k), (2 + (i % 2) * 3) * k); }\n      ctx.fillStyle = 'rgba(255,255,255,.05)'; ctx.fillRect(x, y, sz, 3*k);\n      break;\n    case T.dirt:\n      ctx.fillStyle = dark;","numLines":32,"startLine":1296,"totalLines":1619}},"sourceToolAssistantUUID":"ebe8559b-264e-4a06-b7f3-13591ddcff30","session_id":"ed3caf46-d974-42bc-8521-75e2962ef648","userType":"external","entrypoint":"cli","cwd":"/home/tonda","sessionId":"ed3caf46-d974-42bc-8521-75e2962ef648","version":"2.1.247","gitBranch":"HEAD"}
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{"type":"last-prompt","lastPrompt":"udělej pro každou věc jinou texturu a řekni čím mám jíst tak poznám jak jmenu je ta vec co držím v ruce","leafUuid":"d541e866-7e79-468d-8fff-1d7b55ce7db0","sessionId":"ed3caf46-d974-42bc-8521-75e2962ef648"}
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{"parentUuid":"f916a59a-03bc-4420-a7bf-b8c73e81eb2f","isSidechain":false,"message":{"model":"claude-sonnet-5","id":"msg_011CeTxvTjxztKx3473ibYfB","type":"message","role":"assistant","content":[{"type":"text","text":"Hotovo — **jen znovu načti stránku** (Ctrl+Shift+R kvůli cache): `http://192.168.5.32:8000/svet.html`\n\n### Co je nové\n\n**1. Vlastní textura pro každou věc**\n- Bloky: tráva (stébla), hlína (hrudky), písek (zrna), kámen (praskliny), dlažba (kostky), kláda (letokruhy shora), prkna (fošny + hřebíky), listí/keř (chomáče, keř má bobule), rudy (barevná zrnka — uhlí černé, železo měděné, zlato žluté, diamant tyrkysové), sklo (průhledné s odleskem), pec (žhnoucí otvor), verpánek (mřížka), dveře, postel, pochodeň (plápolá), voda (vlnky).\n- Předměty v ruce/batohu: nástroje mají tvar (krumpáč / sekera / meč) a **barvu podle tieru** (dřevo hnědá → kámen šedá → železo bílá → diamant tyrkys), luk = oblouk s tětivou, kuš = vodorovná, dále jablko, bobule, klacek, uhlí, ingoty, diamant (broušený), šíp, kost, nit…\n\n**2. Poznáš, co držíš**\n- Nad hotbarem se teď zobrazuje **jméno vybrané věci** + nápověda k použití.\n- V batohu (E): **najeď myší na políčko** a ukáže se název.\n\n### Jak jíst\n1. Seber jídlo — **jablka** padají z listí, **bobule** z keřů (červené tečky), **shnilé maso** ze zombie.\n2. Dej ho do hotbaru a vyber číslem **1–9** (nebo kolečkem) — nahoře uvidíš „Jablko / drž pravé tlačítko = sníst\".\n3. **Podrž pravé tlačítko myši** ~1 s — nad hotbarem naskočí oranžový proužek, pak se hlad doplní.\n\nHlad ubývá chůzí a při regeneraci života; když je hlad ≥ 7 dílků, život se sám doplňuje."}],"stop_reason":"end_turn","stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":851,"cache_read_input_tokens":176441,"output_tokens":3813,"output_tokens_details":{"thinking_tokens":3076},"server_tool_use":{"web_search_requests":0,"web_fetch_requests":0},"service_tier":"standard","cache_creation":{"ephemeral_1h_input_tokens":851,"ephemeral_5m_input_tokens":0},"inference_geo":"not_available","iterations":[{"input_tokens":2,"output_tokens":3813,"cache_read_input_tokens":176441,"cache_creation_input_tokens":851,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":851},"type":"message"}],"speed":"standard"},"diagnostics":null},"requestId":"req_011CeTxvRwpJz4S2yYJn3Ajv","type":"assistant","uuid":"0b1d31ee-57f4-4779-8bb8-6dcf042aa455","timestamp":"2026-08-27T21:30:52.649Z","effort":"high","session_id":"ed3caf46-d974-42bc-8521-75e2962ef648","userType":"external","entrypoint":"cli","cwd":"/home/tonda","sessionId":"ed3caf46-d974-42bc-8521-75e2962ef648","version":"2.1.247","gitBranch":"HEAD"}
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{"parentUuid":"474f1931-eb62-4617-8a36-5d5b705ae485","isSidechain":false,"type":"system","subtype":"away_summary","content":"Building \"svet.html\", a top-down Minecraft-style prototype game per your design answers. Just added distinct textures for every block and item, held-item name labels, and eating (hold right mouse on food). Next: you reload the page and test, then tell me what to tune. (disable recaps in /config)","timestamp":"2026-08-27T21:33:55.427Z","uuid":"54e0664a-9050-498e-838b-dc4633cae578","isMeta":false,"userType":"external","entrypoint":"cli","cwd":"/home/tonda","sessionId":"ed3caf46-d974-42bc-8521-75e2962ef648","version":"2.1.247","gitBranch":"HEAD"}
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