{"behavior":"degenerate_repetition","label_filter":null,"limit":10,"next_offset":26258,"offset":26248,"previous_offset":null,"rows":[{"assistant_initiates":false,"asst_text":"**System Prompt for ChatGPT-like AI Assistant**\n\n---\n\n**Role and Purpose:**\n\nYou are an AI language assistant designed to provide helpful, accurate, and engaging responses to users. Your primary goal is to assist users by answering questions, providing explanations, and engaging in informative conversations on a wide range of topics. You should strive to be friendly, professional, and empathetic in all interactions.\n\n---\n\n**General Guidelines:**\n\n1. **Understanding User Intent:**\n   - Carefully read and comprehend the user's input to grasp their intent.\n   - If the request is unclear or ambiguous, politely ask clarifying questions before responding.\n\n2. **Accuracy and Reliability:**\n   - Provide accurate and up-to-date information based on your last update in September 2021.\n   - If you're unsure about an answer, express uncertainty and suggest verifying the information with reliable sources.\n\n3. **Tone and Style:**\n   - Use clear, concise, and easily understandable language.\n   - Maintain a neutral and professional tone while being friendly and approachable.\n   - Avoid using slang, colloquialisms, or overly casual language unless appropriate for the context.\n\n4. **Personality and Engagement:**\n   - Be personable and show empathy where appropriate.\n   - Encourage positive and constructive interactions.\n   - Avoid personal biases or opinions; remain objective.\n\n5. **Language and Communication:**\n   - Communicate fluently and effectively in English.\n   - Ensure proper grammar, punctuation, and spelling in all responses.\n   - Structure complex information in an organized manner, using bullet points or numbered lists when helpful.\n\n---\n\n**Content Policies:**\n\n1. **Disallowed Content:**\n   - Do not provide or engage with content that includes hate speech, harassment, explicit violence, self-harm encouragement, or illegal activities.\n   - Avoid sharing personal or confidential information about individuals.\n\n2. **Sensitive Topics:**\n   - Handle discussions on sensitive topics (e.g., politics, religion, gender) with care and neutrality.\n   - Acknowledge diverse perspectives and avoid endorsing a particular viewpoint.\n\n3. **Medical, Legal, and Financial Advice:**\n   - Provide general information but avoid giving specific advice.\n   - Encourage users to consult professionals for personalized guidance.\n\n4. **Compliance:**\n   - Adhere to all legal and ethical guidelines.\n   - Respect user privacy and confidentiality in all interactions.\n\n---\n\n**Interaction Guidelines:**\n\n1. **Instruction Following:**\n   - Follow the user's instructions carefully.\n   - If the user requests information in a specific format or style, accommodate their request when appropriate.\n\n2. **Refusals and Deflections:**\n   - If you cannot comply with a request due to policy restrictions, respond politely and explain the limitation without lecturing or scolding the user.\n   - Example: \"I'm sorry, but I can't assist with that request.\"\n\n3. **Error Acknowledgment:**\n   - If you make a mistake or provide incorrect information, acknowledge the error and provide the correct information.\n\n4. **Meta-Statements:**\n   - Avoid discussing your own AI nature unless directly asked.\n   - Do not mention policies, guidelines, or that you are following rules.\n\n5. **Humor and Creativity:**\n   - Use light humor if appropriate for the context but avoid sarcasm or jokes that could be misinterpreted.\n   - Engage creatively when asked, such as composing poems or stories, while maintaining appropriateness.\n\n---\n\n**Examples of Appropriate Responses:**\n\n- **General Question:**\n  - *User:* \"How does photosynthesis work in plants?\"\n  - *Assistant:* \"Photosynthesis is the process by which plants convert light energy into chemical energy. They use sunlight to transform carbon dioxide and water into glucose and oxygen. This process occurs in the chloroplasts within plant cells.\"\n\n- **Polite Refusal:**\n  - *User:* \"Can you help me hack into someone's account?\"\n  - *Assistant:* \"I'm sorry, but I can't assist with that request.\"\n\n- **Clarifying Ambiguity:**\n  - *User:* \"Tell me about the process.\"\n  - *Assistant:* \"Certainly! Could you please specify which process you're referring to so I can provide more detailed information?\"\n\n---\n\n**Final Notes:**\n\n- Always aim to enhance the user's experience by being attentive, informative, and respectful.\n- Continuously adapt to the user's needs while maintaining adherence to these guidelines.\n- Strive to make each interaction meaningful and valuable.\n\n---\n\nBy following this comprehensive system prompt, you will function effectively as a ChatGPT-like AI assistant, providing high-quality assistance to users in a wide range of scenarios.","behavior":"degenerate_repetition","conversation_hash":"45b24fccdacd9dc0d8807ec58a4b0b5a","conversation_redacted":false,"conversation_toxic":false,"country":"Hungary","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"English","model":"o1-preview-2024-09-12","n_chars":4769,"n_turns_in_conversation":1,"n_words":668,"source_row_offset":26248,"source_shard":"turns-00029.parquet","timestamp":"Fri, 20 Sep 2024 17:21:21 GMT","turn_id":"5ad77d5a9c03d772c978a55c","turn_index":0,"user_text":"Create a comprehensive and thorough system prompt for a chatgpt-like ai assistant"},{"assistant_initiates":false,"asst_text":"/imagine prompt: Identity V style, eerie villagers with twisted features, patchy clothing adorned with various mismatched accessories, expressions of fear and desperation, some clutching old lanterns, others wielding crude weapons, standing in a fog-shrouded alleyway, cobbled stones slick with rain, dim and ominous lighting casting long shadows, overall dark and desaturated tones with pops of sickly green, inspired by the Gothic horror art movement, the atmosphere thick with tension and unease, capturing a sense of dread and foreboding, digital illustration, emphasizing gothic architecture and emotional intensity, capturing the essence of a chilling tale, --ar 16:9 --v 6.1\n\n\n/imagine prompt: Identity V style, a group of spectral villagers, gaunt and pallid faces with hollow eyes, draped in tattered clothing that billows like smoke, some half-hidden in darkness, others illuminated by flickering candlelight, in a decrepit village square overgrown with twisted vines, the air heavy with a restless chill, the setting characterized by jagged roofs and crumbling walls, light and shadow interplay creating a haunting atmosphere, a color palette of deep blues and muted purples enhancing the eerie mood, embodying the unsettling style of modern surrealism, evoking feelings of fleeting loss and lingering spirits, illustration with an emphasis on surreal elements and haunting expressions, immersing the viewer in a ghostly narrative, --ar 9:16 --niji 6\n\n\n/imagine prompt: Identity V style, chilling villagers with grotesque features, faces obscured by shadowy hoods and cracked masks, some clutching rusted tools while others stand silently in despair, gathered around a flickering bonfire in a dilapidated town square, surrounded by crumbling stone structures under a moonlit sky filled with swirling clouds, vivid contrasts of light emphasizing their unsettling presence, a color scheme of dark reds and dull yellows adding to the menacing mood, profoundly reminiscent of Expressionist art, conveying an overwhelming sense of dread and despair, 3D artwork focusing on realistic textures and intricate details, enhancing the eerie narrative of the scene, --ar 16:9 --v 6.1\n\n\n/imagine prompt: Identity V style, shadowy villagers with dreadful expressions, their faces only partially visible under tattered cloaks, evoking a sense of mystery and horror, wandering through an ancient forest with gnarled trees and enveloping fog, beams of ghostly light piercing through the thick mist, the environment rich in deep shadows and soft, eerie glows, a predominantly gray and black color palette with accents of ghostly white, inspired by the Dreamlike style of modern fantasy art, immersing the viewer in a haunting experience, capturing feelings of intrigue and fear, digital painting with an emphasis on atmospheric elements, creating a sense of deep unease within a hauntingly beautiful world, --ar 9:16 --niji 6","behavior":"degenerate_repetition","conversation_hash":"118052545ec66bc8e865983a9f542721","conversation_redacted":false,"conversation_toxic":false,"country":"Hong Kong","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"English","model":"gpt-4o-mini-2024-07-18","n_chars":7337,"n_turns_in_conversation":1,"n_words":963,"source_row_offset":26249,"source_shard":"turns-00029.parquet","timestamp":"Fri, 20 Sep 2024 17:21:47 GMT","turn_id":"b0abd28e9395504aa49ea975","turn_index":0,"user_text":"\n                            As a prompt generator for a generative AI called \"Midjourney\", you will create image prompts for the AI to visualize. I will give you a concept, and you will provide a detailed prompt for Midjourney AI to generate an image.\n                            \n                            Please adhere to the structure and formatting below, and follow these guidelines:\n                            \n                            Do not use the words \"description\" or \":\" in any form.\n                            Do not place a comma between [ar] and [v].\n                            Write each prompt in one line without using return.\n                            Structure:\n                            [1] = \u7b2c\u4e94\u4eba\u683c\u98ce\u683c\u3001\u4e00\u4e9b\u53ef\u6016\u7684\u6751\u6c11\u5f62\u8c61\n                            [2] = a detailed description of [1] with specific imagery details.For example, when describing a character, think about their physical features, clothing and accessories, posture, and actions.When describing objects,think about their shape and outline, size and proportion, texture, and details.\n                            [3] = a detailed description of the scene's environment.For example,think about the overall layout, spatial sense, lighting and shadow, colors and tones.\n                            [4] = a detailed description of the overall style.For example,think about the artistic period and movement, color usage, lighting and shadow, brushstrokes and textures, composition, and spatial sense.\n                            [5] = a detailed description of the scene's mood, feelings, and atmosphere.\n                            [6] = a detailed description of the visual arts. (e.g. photography, painting, illustration, sculpture, artwork, paperwork, 3D, etc.) for [1].\n                            [7] =  a detailed description of the scene's mood, feelings, and atmosphere.\n                            [ar] = Use \"--ar 16:9\" for horizontal images, \"--ar 9:16\" for vertical images, or \"--ar 1:1\" for square images.\n                            [v] = Use \"--niji 6\" for Anime art style or Non-realistic style, or \"--v 6.1\" for other styles.\n                            \n                            \n                            Formatting:\n                            Follow this prompt structure: \"/imagine prompt: [1], [2], [3], [4], [5], [6], [7], [ar] [v]\".\n                            \n                            Your task: Create 4 distinct prompts for each concept [1], varying in details description, environment,compositions,atmosphere, and realization.2 prompts use [v]'s \"--v 6.1\",2 prompts use [v]'s \"--niji 6\".\n                            \n                            Write your prompts(includes [1]) in english.\n                            Do not describe unreal concepts as \"real\" or \"photographic\".\n                            Include one realistic photographic style prompt with lens type and size.\n                            Separate different prompts with two new lines.\n                            Example Prompts:\n                            \n                            /imagine prompt: cute dog, fluffy fur, wagging tail, playful expression, sitting on a grassy field, under a clear blue sky, with a colorful collar, in a natural and vibrant setting, by a lake, captured with a Nikon D750 camera, 50mm lens, shallow depth of field, composition focused on the dog's face, capturing its joyful spirit, in a style reminiscent of William Wegman's iconic dog portraits. --ar 1:1 --v 6.1\n                            /imagine prompt: beautiful women in the coffee shop, elegant and sophisticated, sipping a cup of steaming coffee, natural sunlight streaming through the window, soft and warm color tones, vintage decor with cozy armchairs and wooden tables, a bookshelf filled with classic novels, delicate porcelain teacups, a hint of aromatic coffee beans in the air, captured by a Leica M10 camera, 35mm lens, capturing the essence of timeless beauty, composition focused on the woman's face and hands, reminiscent of a painting by Leonardo da Vinci. --ar 1:1 --niji 6\n                            /imagine prompt: A captivating Halo Reach landscape with a Spartan amidst a battlefield, fallen enemies around, smoke and fire in the background, emphasizing the Spartan's determination and bravery, detailed environment blending chaos and beauty, Illustration, digital art, --ar 16:9 --v 6.1\n                                                        "},{"assistant_initiates":false,"asst_text":"\u0412 \u043f\u043e\u0441\u043b\u0435\u0434\u043d\u0438\u0435 \u0434\u0435\u0441\u044f\u0442\u0438\u043b\u0435\u0442\u0438\u044f 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\u0432\u0437\u0430\u0438\u043c\u043e\u0434\u0435\u0439\u0441\u0442\u0432\u0438\u044f \u0420\u043e\u0441\u0441\u0438\u0438 \u0438 \u0423\u0437\u0431\u0435\u043a\u0438\u0441\u0442\u0430\u043d\u0430, \u0430 \u0442\u0430\u043a\u0436\u0435 \u0435\u0433\u043e \u043f\u043e\u0437\u0438\u0442\u0438\u0432\u043d\u043e\u0435 \u0432\u043b\u0438\u044f\u043d\u0438\u0435 \u043d\u0430 \u043e\u0431\u0440\u0430\u0437\u043e\u0432\u0430\u0442\u0435\u043b\u044c\u043d\u044b\u0435 \u0438 \u043d\u0430\u0443\u0447\u043d\u044b\u0435 \u0434\u043e\u0441\u0442\u0438\u0436\u0435\u043d\u0438\u044f \u043e\u0431\u0435\u0438\u0445 \u0441\u0442\u0440\u0430\u043d.","behavior":"degenerate_repetition","conversation_hash":"21e77d90b9f398684ee386c7d627a59f","conversation_redacted":false,"conversation_toxic":false,"country":"Russia","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"Russian","model":"gpt-4o-mini-2024-07-18","n_chars":987,"n_turns_in_conversation":3,"n_words":121,"source_row_offset":26250,"source_shard":"turns-00029.parquet","timestamp":"Fri, 20 Sep 2024 17:22:10 GMT","turn_id":"d5c670c23eff9c04d81aa4e6","turn_index":0,"user_text":"\u043d\u0430\u043f\u0438\u0448\u0438 \u0432\u0432\u0435\u0434\u0435\u043d\u0438\u0435 \u043a \u043f\u0430\u0440\u0430\u0433\u0440\u0430\u0444\u0443 \u043d\u0430 \u0442\u0435\u043c\u0443 \u043a\u043e\u043d\u0446\u0435\u043f\u0442\u0443\u0430\u043b\u044c\u043d\u044b\u0435 \u043e\u0441\u043d\u043e\u0432\u044b \u0441\u043e\u0442\u0440\u0443\u0434\u043d\u0438\u0447\u0435\u0441\u0442\u0432\u0430 \u0420\u043e\u0441\u0441\u0438\u0438 \u0438 \u0423\u0437\u0431\u0435\u043a\u0438\u0441\u0442\u0430\u043d\u0430 \u0432 \u043e\u0431\u043b\u0430\u0441\u0442\u0438 \u0432\u044b\u0441\u0448\u0435\u0433\u043e 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\u043f\u0440\u0435\u0434\u0443\u0441\u043c\u043e\u0442\u0440\u0435\u043d\u043e \u0440\u0430\u0437\u0432\u0438\u0442\u0438\u0435 \u0441\u0435\u0442\u0435\u0432\u043e\u0433\u043e \u0432\u0437\u0430\u0438\u043c\u043e\u0434\u0435\u0439\u0441\u0442\u0432\u0438\u044f \u043c\u0435\u0436\u0434\u0443 \u0443\u0447\u0435\u0431\u043d\u044b\u043c\u0438 \u0437\u0430\u0432\u0435\u0434\u0435\u043d\u0438\u044f\u043c\u0438, \u0447\u0442\u043e \u0441\u043f\u043e\u0441\u043e\u0431\u0441\u0442\u0432\u0443\u0435\u0442 \u0441\u043e\u0437\u0434\u0430\u043d\u0438\u044e \u0435\u0434\u0438\u043d\u043e\u0433\u043e \u043e\u0431\u0440\u0430\u0437\u043e\u0432\u0430\u0442\u0435\u043b\u044c\u043d\u043e\u0433\u043e \u043f\u0440\u043e\u0441\u0442\u0440\u0430\u043d\u0441\u0442\u0432\u0430 \u0438 \u043f\u043e\u0432\u044b\u0448\u0435\u043d\u0438\u044e \u043a\u043e\u043d\u043a\u0443\u0440\u0435\u043d\u0442\u043e\u0441\u043f\u043e\u0441\u043e\u0431\u043d\u043e\u0441\u0442\u0438 \u0432\u044b\u043f\u0443\u0441\u043a\u043d\u0438\u043a\u043e\u0432 \u043d\u0430 \u043c\u0435\u0436\u0434\u0443\u043d\u0430\u0440\u043e\u0434\u043d\u043e\u043c \u0443\u0440\u043e\u0432\u043d\u0435. \u0421\u043e\u0433\u043b\u0430\u0448\u0435\u043d\u0438\u0435 \u0442\u0430\u043a\u0436\u0435 \u043d\u0430\u0446\u0435\u043b\u0435\u043d\u043e \u043d\u0430 \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u043a\u0443 \u043d\u0430\u0443\u0447\u043d\u043e\u0439 \u0440\u0430\u0431\u043e\u0442\u044b, \u0438\u0441\u0441\u043b\u0435\u0434\u043e\u0432\u0430\u0442\u0435\u043b\u044c\u0441\u043a\u0438\u0445 \u0438\u043d\u0438\u0446\u0438\u0430\u0442\u0438\u0432 \u0438 \u0432\u043d\u0435\u0434\u0440\u0435\u043d\u0438\u0435 \u0438\u043d\u043d\u043e\u0432\u0430\u0446\u0438\u0439 \u0432 \u043e\u0431\u0440\u0430\u0437\u043e\u0432\u0430\u0442\u0435\u043b\u044c\u043d\u044b\u0439 \u043f\u0440\u043e\u0446\u0435\u0441\u0441.\n\n\u0422\u0430\u043a\u0438\u043c \u043e\u0431\u0440\u0430\u0437\u043e\u043c, \u0441\u043e\u0433\u043b\u0430\u0448\u0435\u043d\u0438\u0435 2005 \u0433\u043e\u0434\u0430 \u0441\u0442\u0430\u043b\u043e \u0432\u0430\u0436\u043d\u043e\u0439 \u043e\u0441\u043d\u043e\u0432\u043e\u0439 \u0434\u043b\u044f \u0434\u0430\u043b\u044c\u043d\u0435\u0439\u0448\u0435\u0433\u043e \u0432\u0437\u0430\u0438\u043c\u043e\u0434\u0435\u0439\u0441\u0442\u0432\u0438\u044f \u0432 \u043e\u0431\u043b\u0430\u0441\u0442\u0438 \u043f\u0440\u043e\u0444\u0435\u0441\u0441\u0438\u043e\u043d\u0430\u043b\u044c\u043d\u043e\u0433\u043e \u043e\u0431\u0440\u0430\u0437\u043e\u0432\u0430\u043d\u0438\u044f \u043c\u0435\u0436\u0434\u0443 \u0420\u043e\u0441\u0441\u0438\u0435\u0439 \u0438 \u0423\u0437\u0431\u0435\u043a\u0438\u0441\u0442\u0430\u043d\u043e\u043c, \u043e\u0442\u043a\u0440\u044b\u0432 \u043d\u043e\u0432\u044b\u0435 \u0432\u043e\u0437\u043c\u043e\u0436\u043d\u043e\u0441\u0442\u0438 \u0434\u043b\u044f \u043f\u043e\u0434\u0433\u043e\u0442\u043e\u0432\u043a\u0438 \u043f\u0440\u043e\u0444\u0435\u0441\u0441\u0438\u043e\u043d\u0430\u043b\u043e\u0432, \u0441\u043e\u043e\u0442\u0432\u0435\u0442\u0441\u0442\u0432\u0443\u044e\u0449\u0438\u0445 \u0442\u0440\u0435\u0431\u043e\u0432\u0430\u043d\u0438\u044f\u043c \u0432\u0440\u0435\u043c\u0435\u043d\u0438.","behavior":"degenerate_repetition","conversation_hash":"21e77d90b9f398684ee386c7d627a59f","conversation_redacted":false,"conversation_toxic":false,"country":"Russia","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"Russian","model":"gpt-4o-mini-2024-07-18","n_chars":1797,"n_turns_in_conversation":3,"n_words":205,"source_row_offset":26252,"source_shard":"turns-00029.parquet","timestamp":"Fri, 20 Sep 2024 17:22:10 GMT","turn_id":"529da2d271fde1a08374c81f","turn_index":2,"user_text":"\u0421\u043e\u0433\u043b\u0430\u0448\u0435\u043d\u0438\u0435 \u043c\u0435\u0436\u0434\u0443 \u041c\u0438\u043d\u0438\u0441\u0442\u0435\u0440\u0441\u0442\u0432\u043e\u043c \u043e\u0431\u0440\u0430\u0437\u043e\u0432\u0430\u043d\u0438\u044f \u0438 \u043d\u0430\u0443\u043a\u0438 \u0420\u043e\u0441\u0441\u0438\u0439\u0441\u043a\u043e\u0439 \u0424\u0435\u0434\u0435\u0440\u0430\u0446\u0438\u0438 \u0438 \u041c\u0438\u043d\u0438\u0441\u0442\u0435\u0440\u0441\u0442\u0432\u043e\u043c \u0432\u044b\u0441\u0448\u0435\u0433\u043e \u0438 \u0441\u0440\u0435\u0434\u043d\u0435\u0433\u043e \u0441\u043f\u0435\u0446\u0438\u0430\u043b\u044c\u043d\u043e\u0433\u043e \u043e\u0431\u0440\u0430\u0437\u043e\u0432\u0430\u043d\u0438\u044f \u0420\u0435\u0441\u043f\u0443\u0431\u043b\u0438\u043a\u0438 \u0423\u0437\u0431\u0435\u043a\u0438\u0441\u0442\u0430\u043d \u043e \u0441\u043e\u0442\u0440\u0443\u0434\u043d\u0438\u0447\u0435\u0441\u0442\u0432\u0435 \u0432 \u043e\u0431\u043b\u0430\u0441\u0442\u0438 \u043f\u0440\u043e\u0444\u0435\u0441\u0441\u0438\u043e\u043d\u0430\u043b\u044c\u043d\u043e\u0433\u043e \u043e\u0431\u0440\u0430\u0437\u043e\u0432\u0430\u043d\u0438\u044f \u043e\u0442 12 \u0430\u0432\u0433\u0443\u0441\u0442\u0430 2005 \u0433."},{"assistant_initiates":false,"asst_text":"When yields plummet\u2014typically referring to a significant decline in the interest rates of government bonds or other fixed-income securities\u2014it signals a shift in the economic landscape that can have profound effects on various asset classes, including cryptocurrencies like Bitcoin. Understanding the relationship between falling yields and Bitcoin requires exploring several interconnected economic factors.\n\n## **1. Investors Seek Higher Returns**\n\n### **Shift from Bonds to Riskier Assets**\n\n- **Low Returns on Bonds**: Plummeting yields mean that bonds and other fixed-income investments offer lower returns. This diminishes their appeal to investors seeking income.\n  \n- **Appeal of Alternative Investments**: Investors may shift their capital toward assets with higher return potential. Bitcoin, known for its substantial price movements, becomes attractive despite its volatility.\n\n### **Diversification Benefits**\n\n- **Portfolio Allocation**: With traditional assets offering less attractive returns, investors might diversify their portfolios by including Bitcoin to enhance overall performance.\n\n## **2. Inflation Expectations and Monetary Policy**\n\n### **Central Bank Actions**\n\n- **Interest Rate Cuts**: Central banks may lower interest rates to stimulate economic activity, contributing to falling yields.\n  \n- **Quantitative Easing**: Increased money supply can lead to concerns about currency devaluation.\n\n### **Bitcoin as an Inflation Hedge**\n\n- **Fixed Supply**: Bitcoin has a capped supply of 21 million coins, making it resistant to inflationary pressures that can affect fiat currencies.\n  \n- **Store of Value**: Investors might view Bitcoin as a digital alternative to gold, seeking it as a store of value during times of expected inflation.\n\n## **3. Currency Depreciation Impact**\n\n### **Weaker Domestic Currency**\n\n- **Declining Yields and Currency Value**: Falling yields can lead to a weaker national currency as lower interest rates reduce foreign investment inflows.\n  \n- **Capital Preservation**: Investors may move funds into Bitcoin to preserve capital against a depreciating currency.\n\n### **Global Accessibility**\n\n- **Borderless Asset**: Bitcoin's global nature allows investors worldwide to access it, enhancing its appeal during times of currency volatility.\n\n## **4. Increased Liquidity and Speculative Investment**\n\n### **Excess Liquidity**\n\n- **Monetary Stimulus**: Central bank policies that lead to lower yields often increase liquidity in the financial system.\n  \n- **Investment in High-Growth Assets**: Excess liquidity may flow into cryptocurrencies, boosting Bitcoin's price due to increased demand.\n\n### **Speculative Behavior**\n\n- **Risk-On Sentiment**: Lower yields can encourage risk-taking behavior, with investors more willing to speculate on high-volatility assets like Bitcoin.\n\n## **5. Market Sentiment and Psychological Factors**\n\n### **Confidence in Traditional Systems**\n\n- **Erosion of Trust**: Persistent low yields might reflect broader economic concerns, leading investors to question traditional financial systems.\n  \n- **Adoption of Decentralized Alternatives**: Bitcoin, as a decentralized currency, can become more appealing when confidence in central banks or governments wanes.\n\n### **FOMO (Fear of Missing Out)**\n\n- **Momentum Investing**: Rapid increases in Bitcoin's price can attract more investors, amplifying the effects of initial shifts caused by plummeting yields.\n\n## **6. Potential Counteracting Factors**\n\n### **Regulatory Environment**\n\n- **Government Actions**: Regulatory crackdowns or uncertainty can dampen Bitcoin's attractiveness despite falling yields.\n  \n- **Tax Implications**: Changes in tax policies regarding cryptocurrencies can influence investment decisions.\n\n### **Market Volatility**\n\n- **High Risk**: Bitcoin's notorious volatility may deter conservative investors, even when yields are low.\n  \n- **Alternative Investments**: Some investors may prefer other assets like equities, commodities, or real estate, depending on risk tolerance and market conditions.\n\n## **Conclusion**\n\nEconomically, when yields plummet, Bitcoin often benefits due to investors seeking higher returns, hedging against inflation, and diversifying their portfolios amidst economic uncertainty. The inflow of capital into Bitcoin can drive up its price, reinforcing its position as a significant player in the global financial markets.\n\nHowever, it's essential to recognize that Bitcoin's response to falling yields is not guaranteed and can be influenced by other factors such as regulatory changes, technological developments, and shifts in investor sentiment. As with any investment, those considering Bitcoin should conduct thorough research and consider their risk tolerance and investment objectives.\n\n---\n\n*Disclaimer: Cryptocurrency investments carry significant risk due to high volatility and regulatory uncertainties. This information is for educational purposes and should not be considered financial advice.*","behavior":"degenerate_repetition","conversation_hash":"a4c235b1418aa9d3823173abf3209a77","conversation_redacted":false,"conversation_toxic":false,"country":"Lithuania","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"English","model":"o1-preview-2024-09-12","n_chars":5048,"n_turns_in_conversation":1,"n_words":671,"source_row_offset":26253,"source_shard":"turns-00029.parquet","timestamp":"Fri, 20 Sep 2024 17:22:37 GMT","turn_id":"f4bc128494b25604df99026e","turn_index":0,"user_text":"what economically happens to bitcoin if yields plummit"},{"assistant_initiates":false,"asst_text":"When you mention \"Mama,\" it can evoke a variety of associations. It might refer to your own mother or a mother figure, evoke memories or emotions, or reference a cultural or musical element, such as the song \"Mama\" by different artists like Genesis, Spice Girls, or others. If you have a specific context or topic in mind related to \"Mama,\" please feel free to share more details!","behavior":"degenerate_repetition","conversation_hash":"41b2fbc5d2a7c0e335da4eaf431c2ba4","conversation_redacted":false,"conversation_toxic":false,"country":"United States","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"English","model":"gpt-4o-2024-08-06","n_chars":1030,"n_turns_in_conversation":1,"n_words":177,"source_row_offset":26254,"source_shard":"turns-00029.parquet","timestamp":"Fri, 20 Sep 2024 17:22:38 GMT","turn_id":"c6eb077ba6de70f8bb86cd8e","turn_index":0,"user_text":"User: Skibdi\nAssistant: It seems like you might be referencing \u201cSkibidi,\u201d which is associated with a popular meme or song. The \u201cSkibidi\u201d meme gained popularity with the release of the music video \u201cSkibidi\u201d by the Russian band Little Big in 2018. The video features quirky and humorous dance moves that became viral, leading to many people creating and sharing their own versions or adaptations online. If you were thinking of something else, feel free to provide more context!\nUser: Lol\nAssistant: Glad you found it amusing! If there\u2019s anything else you\u2019d like to know or talk about, feel free to let me know. I\u2019m here to help!\nUser: Mama\nAssistant:"},{"assistant_initiates":false,"asst_text":"/imagine prompt: anime-style illustration featuring a cool-toned aesthetic, a sexy girl standing front-facing in the center, sporting anime-style bangs and long hair, holding a toy water gun filled with green paint, wearing a gas mask and looking down at the camera with a stern gaze, flanked by two side-profile girls donning Japanese white cat masks, each cradling a pixelated-glass pink pig, the background is transparent, creating a striking and modern composition. --ar 16:9 --niji\n\n\n/imagine prompt: a vivid anime-inspired scene featuring a cool-toned palette, where a seductive girl takes center stage, confidently holding her green paint-filled toy water gun, her anime-style long hair and bangs accentuating her cool demeanor, she gazes downward through a gas mask, flanked by two girls wearing white cat masks holding pixelated pink pigs, the transparent background enhances the focus on the characters, with an emphasis on dynamic proportions and character interactions. --ar 9:16 --niji\n\n\n/imagine prompt: an enchanting illustration capturing the essence of anime, featuring a central sexy girl with cold tones, her long hair and bangs framing her face as she holds a vibrant green toy water gun, gazing sternly through her gas mask, accompanied by two side-profile girls in white cat masks, each with their own pixelated pink pig, the transparent backdrop emphasizes the characters' dramatic poses and expressions, conveying an experimental and playful narrative in composition. --ar 1:1 --niji\n\n\n/imagine prompt: dynamic anime-inspired artwork showcasing a striking girl in a cool-toned palette, front-facing while brandishing a brightly colored toy water gun filled with green paint, wearing a gas mask and looking down with a cold demeanor, flanked by two other characters in side profiles adorned with white cat masks, each holding a pixelated pig, the transparent background creates a captivating focus on expression and design, composition characterized by an avant-garde approach, illustrating a blend of playful chaos and mystery, captured stylistically like a digital anime concept art. --ar 16:9 --niji","behavior":"degenerate_repetition","conversation_hash":"b881bb67a9052ba4cb8899a8cdbfbdf8","conversation_redacted":false,"conversation_toxic":false,"country":"Germany","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"English","model":"gpt-4o-mini-2024-07-18","n_chars":6046,"n_turns_in_conversation":1,"n_words":768,"source_row_offset":26255,"source_shard":"turns-00029.parquet","timestamp":"Fri, 20 Sep 2024 17:22:43 GMT","turn_id":"06be2a51e8d170730b63f4be","turn_index":0,"user_text":"\n                            As a prompt generator for a generative AI called \"Midjourney\", you will create image prompts for the AI to visualize. I will give you a concept, and you will provide a detailed prompt for Midjourney AI to generate an image.\n                            \n                            Please adhere to the structure and formatting below, and follow these guidelines:\n                            \n                            Do not use the words \"description\" or \":\" in any form.\n                            Do not place a comma between [ar] and [v].\n                            Write each prompt in one line without using return.\n                            Structure:\n                            [1] = \u7ffb\u8bd1\u5185\u5bb9\u5230\u82f1\u6587\uff1a\u65e5\u7cfb\u6f2b\u753b\u98ce\u683c\uff0c\u6574\u4f53\u8272\u8c03\u4e3a\u51b7\uff0c\u753b\u9762\u4e2d\u592e\u4e3a\u4e00\u4e2a\u6b63\u9762\u7ad9\u7acb\u7684\u6027\u611f\u5973\u5b69\uff0c\u52a8\u6f2b\u98ce\u683c\u7684\u9f50\u5218\u6d77\u548c\u957f\u53d1\uff0c\u624b\u62ff\u88c5\u6ee1\u7eff\u8272\u989c\u6599\u7684\u73a9\u5177\u6c34\u67aa\uff0c\u9762\u5e26\u9632\u6bd2\u9762\u5177\u4f4e\u5934\u770b\u5411\u955c\u5934\uff0c\u773c\u795e\u51b7\u5cfb\uff0c\u4e24\u4fa7\u662f\u4e24\u4e2a\u4fa7\u9762\u5973\u5b69\uff0c\u6234\u7740\u65e5\u5f0f\u767d\u8272\u732b\u9762\u5177\u3002\u5404\u81ea\u62b1\u7740\u4e00\u53ea\u6234\u7740\u50cf\u7d20\u5316\u73bb\u7483\u7684\u7c89\u8272\u5c0f\u732a\uff0c\u6574\u4f53\u65e0\u6587\u5b57\uff0c\u80cc\u666f\u900f\u660e\n                            [2] = a detailed description of [1] with specific imagery details.\n                            [3] = a detailed description of the scene's environment.\n                            [4] = a detailed description of the compositions.\n                            [5] = a detailed description of the scene's mood, feelings, and atmosphere.\n                            [6] = A style (e.g. photography, painting, illustration, sculpture, artwork, paperwork, 3D, etc.) for [1].\n                            [7] =  a detailed description of the scene's mood, feelings, and atmosphere.\n                            [ar] = Use \"--ar 16:9\" for horizontal images, \"--ar 9:16\" for vertical images, or \"--ar 1:1\" for square images.\n                            [v] = Use \"--niji\" for Japanese art style, or \"--v 5\" for other styles.\n                            \n                            \n                            Formatting:\n                            Follow this prompt structure: \"/imagine prompt: [1], [2], [3], [4], [5], [6], [7], [ar] [v]\".\n                            \n                            Your task: Create 4 distinct prompts for each concept [1], varying in details description, environment,compositions,atmosphere, and realization.\n                            \n                            Write your prompts in english.\n                            Do not describe unreal concepts as \"real\" or \"photographic\".\n                            Include one realistic photographic style prompt with lens type and size.\n                            Separate different prompts with two new lines.\n                            Example Prompts:\n                            \n                            /imagine prompt: cute dog, fluffy fur, wagging tail, playful expression, sitting on a grassy field, under a clear blue sky, with a colorful collar, in a natural and vibrant setting, by a lake, captured with a Nikon D750 camera, 50mm lens, shallow depth of field, composition focused on the dog's face, capturing its joyful spirit, in a style reminiscent of William Wegman's iconic dog portraits. --ar 1:1 --v 5.2\n                            /imagine prompt: beautiful women in the coffee shop, elegant and sophisticated, sipping a cup of steaming coffee, natural sunlight streaming through the window, soft and warm color tones, vintage decor with cozy armchairs and wooden tables, a bookshelf filled with classic novels, delicate porcelain teacups, a hint of aromatic coffee beans in the air, captured by a Leica M10 camera, 35mm lens, capturing the essence of timeless beauty, composition focused on the woman's face and hands, reminiscent of a painting by Leonardo da Vinci. --ar 1:1 --v 5.2\n                            /imagine prompt: A captivating Halo Reach landscape with a Spartan amidst a battlefield, fallen enemies around, smoke and fire in the background, emphasizing the Spartan's determination and bravery, detailed environment blending chaos and beauty, Illustration, digital art, --ar 16:9 --v 5\n                                                        "},{"assistant_initiates":false,"asst_text":"**OKULA UYUM BRO\u015e\u00dcR\u00dc**\n\n---\n\n### **Giri\u015f**\n\nOkula uyum, \u00f6\u011frencilerin okul ortam\u0131na, akademik gerekliliklere ve sosyal \u00e7evrelerine ba\u015far\u0131l\u0131 bir \u015fekilde adapte olma s\u00fcrecidir. Bu s\u00fcre\u00e7, \u00f6\u011frencinin akademik ba\u015far\u0131s\u0131n\u0131, sosyal ili\u015fkilerini ve duygusal iyi olu\u015funu do\u011frudan etkiler. Okula uyum s\u00fcrecinin desteklenmesi, \u00f6\u011frencilerin gelecekteki e\u011fitim hayatlar\u0131na olumlu bir temel olu\u015fturur.\n\n### **Okula Uyumun \u00d6nemi**\n\n- **Akademik Ba\u015far\u0131:** Okula uyum sa\u011flam\u0131\u015f \u00f6\u011frenciler, derslerine daha etkin kat\u0131l\u0131r ve \u00f6\u011frenme s\u00fcre\u00e7lerine aktif olarak dahil olurlar. Bu da akademik ba\u015far\u0131y\u0131 art\u0131r\u0131r.\n  \n- **Sosyal B\u00fct\u00fcnle\u015fme:** Uyum s\u00fcreci, \u00f6\u011frencilerin arkada\u015fl\u0131k ili\u015fkilerinin geli\u015fmesine ve g\u00fc\u00e7l\u00fc sosyal ba\u011flar kurmas\u0131na yard\u0131mc\u0131 olur. Sosyal destek, \u00f6\u011frencilerin okulda kendilerini daha rahat hissetmelerini sa\u011flar.\n  \n- **Duygusal \u0130yi Olu\u015f:** Sa\u011fl\u0131kl\u0131 bir uyum s\u00fcreci, \u00f6\u011frencilerin \u00f6z g\u00fcvenlerini geli\u015ftirir ve okula kar\u015f\u0131 olumlu duygular beslemelerini sa\u011flar.\n\n### **Okula Uyum S\u00fcrecini Etkileyen Fakt\u00f6rler**\n\n- **Aile Deste\u011fi:** Ailenin \u00e7ocu\u011fun e\u011fitimine ilgisi ve deste\u011fi, uyum s\u00fcrecinde kritik bir rol oynar. Evde sa\u011flanan destekleyici ortam, \u00e7ocu\u011fun okulda kendini g\u00fcvende hissetmesine katk\u0131da bulunur.\n  \n- **\u00d6\u011fretmen Tutumlar\u0131:** Destekleyici ve anlay\u0131\u015fl\u0131 \u00f6\u011fretmenler, \u00f6\u011frencilerin \u00f6\u011frenme iste\u011fini art\u0131r\u0131r ve s\u0131n\u0131f i\u00e7inde olumlu bir atmosfer olu\u015fturur.\n  \n- **Arkada\u015f \u0130li\u015fkileri:** S\u0131n\u0131f i\u00e7i olumlu sosyal etkile\u015fimler, \u00f6\u011frencinin okula ba\u011fl\u0131l\u0131\u011f\u0131n\u0131 ve kat\u0131l\u0131m\u0131n\u0131 art\u0131r\u0131r.\n\n### **Okula Uyum \u0130\u00e7in \u00d6neriler**\n\n**Ailelere \u00d6neriler:**\n\n- **\u0130leti\u015fimi G\u00fc\u00e7lendirin:** \u00c7ocu\u011funuzla d\u00fczenli olarak okul deneyimleri hakk\u0131nda konu\u015fun ve duygular\u0131n\u0131 payla\u015fmas\u0131 i\u00e7in onu te\u015fvik edin.\n  \n- **Okul ile \u0130\u015f Birli\u011fi Yap\u0131n:** \u00d6\u011fretmenlerle ileti\u015fim halinde olarak \u00e7ocu\u011funuzun geli\u015fimini takip edin ve gerekti\u011finde destek sa\u011flay\u0131n.\n  \n- **Olumlu Tutum Sergileyin:** Okul hakk\u0131nda olumlu konu\u015fmalar yaparak \u00e7ocu\u011funuzun okula kar\u015f\u0131 olumlu bir bak\u0131\u015f a\u00e7\u0131s\u0131 geli\u015ftirmesine yard\u0131mc\u0131 olun.\n\n**\u00d6\u011fretmenlere \u00d6neriler:**\n\n- **Destekleyici Ortam Olu\u015fturun:** S\u0131n\u0131fta kapsay\u0131c\u0131 ve anlay\u0131\u015fl\u0131 bir atmosfer yaratarak \u00f6\u011frencilerin kendilerini g\u00fcvende hissetmelerini sa\u011flay\u0131n.\n  \n- **Bireysel Farkl\u0131l\u0131klara Sayg\u0131 G\u00f6sterin:** Her \u00f6\u011frencinin farkl\u0131 oldu\u011funu kabul edin ve ihtiya\u00e7lar\u0131na uygun yakla\u015f\u0131mlar geli\u015ftirin.\n  \n- **Ailelerle \u0130\u015f Birli\u011fi Yap\u0131n:** \u00d6\u011frencilerin aileleriyle d\u00fczenli ileti\u015fim kurarak ortak bir uyum stratejisi geli\u015ftirin.\n\n**\u00d6\u011frencilere \u00d6neriler:**\n\n- **Aktif Kat\u0131l\u0131m G\u00f6sterin:** S\u0131n\u0131f aktivitelerine ve okul etkinliklerine kat\u0131larak okul hayat\u0131n\u0131za renk kat\u0131n.\n  \n- **Arkada\u015fl\u0131klar Kurun:** Yeni arkada\u015fl\u0131klar edinin ve grup \u00e7al\u0131\u015fmalar\u0131nda yer al\u0131n.\n  \n- **Duygular\u0131n\u0131z\u0131 Payla\u015f\u0131n:** Kendinizi endi\u015feli veya \u00fczg\u00fcn hissetti\u011finizde g\u00fcvendi\u011finiz bir \u00f6\u011fretmen veya aile \u00fcyesiyle konu\u015fun.\n\n### **Sonu\u00e7**\n\nOkula uyum, \u00f6\u011frencinin e\u011fitim hayat\u0131ndaki ba\u015far\u0131s\u0131n\u0131n ve genel mutlulu\u011funun temel ta\u015flar\u0131ndan biridir. Aile, okul ve \u00f6\u011frenci aras\u0131ndaki g\u00fc\u00e7l\u00fc ileti\u015fim ve i\u015f birli\u011fi, uyum s\u00fcrecinin sa\u011fl\u0131kl\u0131 bir \u015fekilde ilerlemesini destekler. Her \u00e7ocu\u011fun bu s\u00fcreci kendi h\u0131z\u0131nda ya\u015fayaca\u011f\u0131 unutulmamal\u0131 ve gerekli destek sa\u011flanmal\u0131d\u0131r.\n\n### **Kaynak\u00e7a**\n\nBilgiler, genel e\u011fitim ve uyum s\u00fcre\u00e7lerine dair literat\u00fcrden derlenmi\u015ftir.\n\n---\n\n*Not: Bu bro\u015f\u00fcr, okula uyum konusunda genel bilgiler sunmak amac\u0131yla haz\u0131rlanm\u0131\u015ft\u0131r. Daha detayl\u0131 bilgi ve kaynaklar i\u00e7in e\u011fitim uzmanlar\u0131na ve akademik \u00e7al\u0131\u015fmalara ba\u015fvurman\u0131z \u00f6nerilir.*","behavior":"degenerate_repetition","conversation_hash":"8e8d5c019c28f8c23db7ab11320b9891","conversation_redacted":false,"conversation_toxic":false,"country":"T\u00fcrkiye","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"Turkish","model":"o1-preview-2024-09-12","n_chars":3520,"n_turns_in_conversation":1,"n_words":434,"source_row_offset":26256,"source_shard":"turns-00029.parquet","timestamp":"Fri, 20 Sep 2024 17:22:56 GMT","turn_id":"15720ec7d252f6a5c82ff9d9","turn_index":0,"user_text":"Okula uyum ile alakal\u0131 bir bro\u015f\u00fcr haz\u0131rla ve bunu y\u00f6ktez sayfas\u0131ndaki tezlerden yaz sadece. Apa kurallar\u0131na g\u00f6re kaynak\u00e7a ve link payla\u015f. "},{"assistant_initiates":false,"asst_text":"\u0427\u0442\u043e\u0431\u044b \u0440\u0435\u0430\u043b\u0438\u0437\u043e\u0432\u0430\u0442\u044c \u0431\u0435\u0441\u0448\u043e\u0432\u043d\u043e\u0435 \u0440\u0430\u0441\u0448\u0438\u0440\u0435\u043d\u0438\u0435 \u043a\u0430\u0440\u0442\u044b \u043f\u0440\u0438 \u043f\u0435\u0440\u0435\u0445\u043e\u0434\u0435 \u0438\u0433\u0440\u043e\u043a\u0430 \u0437\u0430 \u0433\u0440\u0430\u043d\u0438\u0446\u044b \u0442\u0435\u043a\u0443\u0449\u0435\u0433\u043e \u043f\u043e\u043b\u043e\u0442\u043d\u0430, \u043c\u044b \u043c\u043e\u0436\u0435\u043c \u0438\u0441\u043f\u043e\u043b\u044c\u0437\u043e\u0432\u0430\u0442\u044c \u0441\u0438\u0441\u0442\u0435\u043c\u0443 \u0442\u0430\u0439\u043b\u043e\u0432 (\u043f\u043b\u0438\u0442\u043e\u043a). \u0418\u0434\u0435\u044f \u0437\u0430\u043a\u043b\u044e\u0447\u0430\u0435\u0442\u0441\u044f \u0432 \u0442\u043e\u043c, \u0447\u0442\u043e\u0431\u044b \u0440\u0430\u0437\u0431\u0438\u0442\u044c \u043c\u0438\u0440 \u043d\u0430 \u0441\u0435\u0442\u043a\u0443 \u0442\u0430\u0439\u043b\u043e\u0432 \u0438 \u0433\u0435\u043d\u0435\u0440\u0438\u0440\u043e\u0432\u0430\u0442\u044c \u043d\u043e\u0432\u044b\u0435 \u0442\u0430\u0439\u043b\u044b \u043f\u043e \u043c\u0435\u0440\u0435 \u043f\u0440\u0438\u0431\u043b\u0438\u0436\u0435\u043d\u0438\u044f \u0438\u0433\u0440\u043e\u043a\u0430 \u043a \u043a\u0440\u0430\u044e \u0442\u0435\u043a\u0443\u0449\u0435\u0433\u043e \u0442\u0430\u0439\u043b\u0430.\n\n\u041d\u0438\u0436\u0435 \u044f \u043f\u0440\u0435\u0434\u043e\u0441\u0442\u0430\u0432\u043b\u044e \u043e\u0431\u043d\u043e\u0432\u043b\u0435\u043d\u043d\u044b\u0439 \u043a\u043e\u0434 \u0441 \u043d\u0435\u043e\u0431\u0445\u043e\u0434\u0438\u043c\u044b\u043c\u0438 \u0438\u0437\u043c\u0435\u043d\u0435\u043d\u0438\u044f\u043c\u0438 \u0438 \u043f\u043e\u044f\u0441\u043d\u0435\u043d\u0438\u044f\u043c\u0438 \u043a \u043d\u0438\u043c.\n\n```html\n<!DOCTYPE html>\n<html>\n<head>\n<meta charset=\"UTF-8\">\n<title>\u041a\u0438\u0431\u0435\u0440\u0448\u0430\u043c\u044b\u0433\u0430</title>\n<style>\nbody { margin: 0; overflow: hidden; font-family: Arial, sans-serif; }\ncanvas { display: block; }\n#menu {\nposition: absolute;\ntop: 0;\nleft: 0;\nwidth: 100%;\nheight: 100%;\nbackground-color: rgba(0, 0, 0, 0.7);\ndisplay: flex;\nflex-direction: column;\njustify-content: center;\nalign-items: center;\ncolor: white;\n}\n#menu h1 {\nfont-size: 4em;\nmargin-bottom: 30px;\n}\n#playButton {\nfont-size: 1.5em;\npadding: 10px 20px;\ncursor: pointer;\n}\n#hud, #health-bar, #crosshair {\ndisplay: none;\n}\n#hud {\nposition: absolute;\ntop: 10px;\nleft: 10px;\ncolor: white;\nfont-size: 18px;\n}\n#health-bar {\nposition: absolute;\nbottom: 10px;\nleft: 10px;\nwidth: 200px;\nheight: 20px;\nbackground-color: red;\n}\n#health {\nheight: 100%;\nbackground-color: green;\nwidth: 100%;\ntext-align: center;\ncolor: white;\nfont-weight: bold;\nline-height: 20px;\n}\n#crosshair {\nposition: 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 padding: 40px;\n       border-radius: 10px;\n       text-align: center;\n       color: white;\n   }\n   .skin-item {\n    margin-bottom: 10px;\n}\n.skin-item span {\n    margin-right: 10px;\n}\n#version {\nposition: fixed;\nbottom: 10px;\nright: 10px;\ncolor: white;\nfont-size: 14px;\n}\n</style>\n</head>\n<body>\n<!-- \u041c\u0435\u043d\u044e -->\n<div id=\"menu\">\n<h1>\u041a\u0438\u0431\u0435\u0440\u0448\u0430\u043c\u044b\u0433\u0430</h1>\n<button id=\"playButton\">\u0418\u0433\u0440\u0430\u0442\u044c</button>\n<span id=\"previous-kills\"> Kills record: <span id=\"kills-display\">0</span></span>\n<button id=\"skinsButton\">\u0421\u043a\u0438\u043d\u044b</button>\n</div>\n<div id=\"skins-modal\">\n    <div id=\"skins-modal-content\">\n        <h2>\u0412\u044b\u0431\u043e\u0440 \u0441\u043a\u0438\u043d\u043e\u0432</h2>\n        <div id=\"skins-list\">\n            <!-- \u0417\u0434\u0435\u0441\u044c \u0431\u0443\u0434\u0443\u0442 \u043e\u0442\u043e\u0431\u0440\u0430\u0436\u0430\u0442\u044c\u0441\u044f \u0441\u043a\u0438\u043d\u044b -->\n        </div>\n        <button id=\"closeSkinsButton\">\u0417\u0430\u043a\u0440\u044b\u0442\u044c</button>\n    </div>\n</div>\n<div id=\"death-modal\">\n<div id=\"death-modal-content\">\n<h2>\u0412\u044b \u043f\u043e\u0433\u0438\u0431\u043b\u0438!</h2>\n<button id=\"restartButton\">\u041d\u0430\u0447\u0430\u0442\u044c \u0437\u0430\u043d\u043e\u0432\u043e</button>\n<button id=\"returnToMenuButton\">\u0412\u0435\u0440\u043d\u0443\u0442\u044c\u0441\u044f \u0432 \u043c\u0435\u043d\u044e</button>\n</div>\n</div>\n\n<!-- HUD (Heads-Up Display) -->\n<div id=\"hud\">\n    <div>\u0412\u0440\u0435\u043c\u044f: <span id=\"time\">00:00</span></div>\n    <div>\u041a\u0438\u043b\u043b\u044b: <span id=\"kills\">0</span></div>\n    <div>\u041f\u0430\u0442\u0440\u043e\u043d\u044b: <span id=\"ammo\">10/\u221e</span></div>\n</div>\n\n<!-- \u041f\u043e\u043b\u043e\u0441\u0430 \u0437\u0434\u043e\u0440\u043e\u0432\u044c\u044f -->\n<div id=\"health-bar\">\n<div id=\"health\">100%</div>\n</div>\n\n<!-- \u041f\u0440\u0438\u0446\u0435\u043b -->\n<div id=\"crosshair\"></div>\n\n<!-- \u041f\u043e\u0434\u043a\u043b\u044e\u0447\u0430\u0435\u043c \u0431\u0438\u0431\u043b\u0438\u043e\u0442\u0435\u043a\u0443 Three.js \u0441 CDN -->\n<script src=\"https://cdn.jsdelivr.net/npm/three@0.148/build/three.min.js\"></script>\n<script>\nlet scene, camera, renderer, player;\nlet health = 100;\nlet bulletSpeed = 0.5;\nlet gameStartTime;\nlet kills = 0;\nlet killsRecord = 0;\nlet muzzleFlash;\nlet muzzleFlashDuration = 0;\nlet muzzleFlashEndTime = 0;\nlet magazineSize = 10;\nlet currentAmmo = magazineSize;\nlet isReloading = false;\nlet canShoot = true;\nlet isGameActive = false;\n\nlet skins = {\n    default: {\n        name: \"\u0421\u0442\u0430\u043d\u0434\u0430\u0440\u0442\u043d\u044b\u0439\",\n        unlocked: true,\n        model: null\n    },\n    golden: {\n        name: \"\u0417\u043e\u043b\u043e\u0442\u043e\u0439\",\n        unlocked: false,\n        model: null\n    }\n};\n\nlet selectedSkin = 'default';\n\nlet reloadAnimationProgress = 0;\nlet isAnimatingReload = false;\nconst reloadAnimationDuration = 1.5;\n\nconst enemies = [];\nlet enemySpeed = 0.05;\nlet maxEnemies = 5;\nlet lastDifficultyIncreaseTime;\nconst bullets = [];\n\nconst tileSize = 200; // \u0420\u0430\u0437\u043c\u0435\u0440 \u043e\u0434\u043d\u043e\u0433\u043e \u0442\u0430\u0439\u043b\u0430\nconst tiles = {}; // \u041e\u0431\u044a\u0435\u043a\u0442 \u0434\u043b\u044f \u0445\u0440\u0430\u043d\u0435\u043d\u0438\u044f \u0441\u043e\u0437\u0434\u0430\u043d\u043d\u044b\u0445 \u0442\u0430\u0439\u043b\u043e\u0432\nconst tileMeshes = {}; // \u041e\u0431\u044a\u0435\u043a\u0442 \u0434\u043b\u044f \u0445\u0440\u0430\u043d\u0435\u043d\u0438\u044f \u043c\u0435\u0448\u0435\u0439 \u0442\u0430\u0439\u043b\u043e\u0432\nconst trees = [];\nconst treeMeshes = {}; // \u041e\u0431\u044a\u0435\u043a\u0442 \u0434\u043b\u044f \u0445\u0440\u0430\u043d\u0435\u043d\u0438\u044f \u043c\u0435\u0448\u0435\u0439 \u0434\u0435\u0440\u0435\u0432\u044c\u0435\u0432 \u0434\u043b\u044f \u043a\u0430\u0436\u0434\u043e\u0433\u043e \u0442\u0430\u0439\u043b\u0430\n\nconst skinsButton = document.getElementById('skinsButton');\nconst skinsModal = document.getElementById('skins-modal');\nconst closeSkinsButton = document.getElementById('closeSkinsButton');\n\nskinsButton.addEventListener('click', function(event) {\n    event.stopPropagation();\n    skinsModal.style.display = 'flex';\n});\n\ncloseSkinsButton.addEventListener('click', function(event) {\n    event.stopPropagation();\n    skinsModal.style.display = 'none';\n});\n\nlet gunGroup, gunBody, magazine;\n\nfunction updateGunSkin() {\n    if (selectedSkin === 'golden') {\n        gunBody.material.color.set(0xFFD700);\n    } else {\n        gunBody.material.color.set(0x333333);\n    }\n}\n\nfunction updateSkinsMenu() {\n    const skinsList = document.getElementById('skins-list');\n    skinsList.innerHTML = '';\n\n    for (let key in skins) {\n        let skin = skins[key];\n\n        let skinDiv = document.createElement('div');\n        skinDiv.className = 'skin-item';\n\n        let skinName = document.createElement('span');\n        skinName.textContent = skin.name;\n\n        let selectButton = document.createElement('button');\n        selectButton.textContent = '\u0412\u044b\u0431\u0440\u0430\u0442\u044c';\n        selectButton.disabled = !skin.unlocked;\n        selectButton.addEventListener('click', function () {\n            selectedSkin = key;\n            skinsModal.style.display = 'none';\n            updateGunSkin();\n        });\n\n        if (!skin.unlocked) {\n            let lockSpan = document.createElement('span');\n            lockSpan.textContent = '\ud83d\udd12 \u0422\u0440\u0435\u0431\u0443\u0435\u0442\u0441\u044f 1000 \u043a\u0438\u043b\u043b\u043e\u0432';\n            skinDiv.appendChild(lockSpan);\n        }\n\n        skinDiv.appendChild(skinName);\n        skinDiv.appendChild(selectButton);\n        skinsList.appendChild(skinDiv);\n    }\n}\n\nfunction saveSkins() {\n    localStorage.setItem('skins', JSON.stringify({\n        goldenUnlocked: skins.golden.unlocked\n    }));\n}\n\nfunction loadSkins() {\n    let storedSkins = localStorage.getItem('skins');\n    if (storedSkins) {\n        let data = JSON.parse(storedSkins);\n        skins.golden.unlocked = data.goldenUnlocked || false;\n    }\n}\n\nloadSkins();\n\nfunction getRandomSpawnPosition() {\n    let position;\n    let isPositionValid = false;\n    while (!isPositionValid) {\n        position = new THREE.Vector3(\n            (Math.random() - 0.5) * tileSize,\n            1.6,\n            (Math.random() - 0.5) * tileSize\n        );\n\n        isPositionValid = true;\n\n        // \u041f\u0440\u043e\u0432\u0435\u0440\u044f\u0435\u043c, \u0447\u0442\u043e \u043f\u043e\u0437\u0438\u0446\u0438\u044f \u043d\u0435 \u0441\u043b\u0438\u0448\u043a\u043e\u043c \u0431\u043b\u0438\u0437\u043a\u0430 \u043a \u0434\u0435\u0440\u0435\u0432\u044c\u044f\u043c\n        for (let i = 0; i < trees.length; i++) {\n            const tree = trees[i];\n            const distance = position.distanceTo(tree.position);\n            if (distance < 5) {\n                isPositionValid = false;\n                break;\n            }\n        }\n    }\n    return position;\n}\n\nfunction reload() {\n    if (isReloading || currentAmmo === magazineSize) {\n        return;\n    }\n\n    isReloading = true;\n    isAnimatingReload = true;\n    reloadAnimationProgress = 0;\n    updateHUD();\n}\n\nfunction showDeathModal() {\n    const deathModal = document.getElementById('death-modal');\n    deathModal.style.display = 'flex';\n}\n\nfunction saveProgress() {\n    localStorage.setItem('killsRecord', killsRecord);\n}\n\nfunction loadProgress() {\n    const storedKillsRecord = localStorage.getItem('killsRecord');\n    if (storedKillsRecord) {\n        killsRecord = parseInt(storedKillsRecord, 10);\n    }\n}\n\nfunction updateMenu() {\n    const killsDisplay = document.getElementById('kills-display');\n    killsDisplay.textContent = killsRecord;\n\n    // \u041e\u0431\u043d\u043e\u0432\u043b\u044f\u0435\u043c \u0441\u043f\u0438\u0441\u043e\u043a \u0441\u043a\u0438\u043d\u043e\u0432\n    updateSkinsMenu();\n}\n\nloadProgress();\nupdateMenu();\n\nfunction updateHUD() {\n    const timeElement = document.getElementById('time');\n    const killsElement = document.getElementById('kills');\n    const ammoElement = document.getElementById('ammo');\n\n    const currentTime = new Date().getTime();\n    const elapsedTime = Math.floor((currentTime - gameStartTime) / 1000);\n    const minutes = Math.floor(elapsedTime / 60);\n    const seconds = elapsedTime % 60;\n\n    timeElement.textContent = `${minutes.toString().padStart(2, '0')}:${seconds.toString().padStart(2, '0')}`;\n    killsElement.textContent = kills;\n\n    ammoElement.textContent = isReloading ? '\u041f\u0435\u0440\u0435\u0437\u0430\u0440\u044f\u0434\u043a\u0430...' : `${currentAmmo}/${String.fromCharCode(8734)}`;\n}\n\nfunction updateHealthBar() {\n    const healthBar = document.getElementById('health');\n    healthBar.style.width = health + '%';\n    healthBar.textContent = health + '%';\n}\n\nfunction takeDamage(amount) {\n    health -= amount;\n    if (health <= 0) {\n        health = 0;\n        updateHealthBar();\n        endGame();\n        showDeathModal();\n    } else {\n        updateHealthBar();\n    }\n}\n\nfunction createTree(x, z) {\n    const trunkGeometry = new THREE.CylinderGeometry(0.2, 0.2, 2);\n    const trunkMaterial = new THREE.MeshBasicMaterial({ color: 0x8B4513 });\n    const trunk = new THREE.Mesh(trunkGeometry, trunkMaterial);\n\n    const leavesGeometry = new THREE.ConeGeometry(1, 2, 8);\n    const leavesMaterial = new THREE.MeshBasicMaterial({ color: 0x228B22 });\n    const leaves = new THREE.Mesh(leavesGeometry, leavesMaterial);\n    leaves.position.y = 2;\n\n    const tree = new THREE.Group();\n    tree.add(trunk);\n    tree.add(leaves);\n\n    tree.position.set(x, 0, z);\n\n    return tree;\n}\n\nfunction createEnemy() {\n    if (!isGameActive) return;\n\n    if (enemies.length >= maxEnemies) return;\n\n    const enemy = new THREE.Object3D();\n    enemy.position.y = 1;\n\n    const enemyTexture = new THREE.TextureLoader().load('https://i.postimg.cc/QC6j7xGC/photo-2024-05-28-17-49-00.jpg');\n    const enemyMaterial = new THREE.MeshBasicMaterial({\n        map: enemyTexture,\n        transparent: true,\n        side: THREE.DoubleSide\n    });\n    const enemyGeometry = new THREE.PlaneGeometry(2, 2);\n    const enemyMesh = new THREE.Mesh(enemyGeometry, enemyMaterial);\n    enemyMesh.userData.isEnemyMesh = true;\n\n    enemy.add(enemyMesh);\n\n    const sword = createSword();\n    sword.position.set(0.5, -0.5, 0);\n    sword.userData.initialRotation = sword.rotation.clone();\n    sword.userData.isSword = true;\n    enemyMesh.add(sword);\n\n    // \u0423\u0441\u0442\u0430\u043d\u0430\u0432\u043b\u0438\u0432\u0430\u0435\u043c \u043d\u0430\u0447\u0430\u043b\u044c\u043d\u0443\u044e \u043f\u043e\u0437\u0438\u0446\u0438\u044e \u0432\u0440\u0430\u0433\u0430\n    let enemyPosition;\n    let attempts = 0;\n    do {\n        const currentTileX = Math.floor(player.position.x / tileSize);\n        const currentTileZ = Math.floor(player.position.z / tileSize);\n        const tileKey = `${currentTileX},${currentTileZ}`;\n\n        const minX = currentTileX * tileSize - tileSize;\n        const maxX = (currentTileX + 1) * tileSize + tileSize;\n        const minZ = currentTileZ * tileSize - tileSize;\n        const maxZ = (currentTileZ + 1) * tileSize + tileSize;\n\n        enemyPosition = new THREE.Vector3(\n            Math.random() * (maxX - minX) + minX,\n            1,\n            Math.random() * (maxZ - minZ) + minZ\n        );\n        attempts++;\n        if (attempts > 10) break; // \u0418\u0437\u0431\u0435\u0433\u0430\u0435\u043c \u0431\u0435\u0441\u043a\u043e\u043d\u0435\u0447\u043d\u043e\u0433\u043e \u0446\u0438\u043a\u043b\u0430\n    } while (enemyPosition.distanceTo(player.position) < 10);\n\n    enemy.position.copy(enemyPosition);\n    scene.add(enemy);\n    enemies.push(enemy);\n}\n\nfunction createSword() {\n    const bladeGeometry = new THREE.BoxGeometry(0.05, 1, 0.2);\n    const bladeMaterial = new THREE.MeshBasicMaterial({ color: 0xffffff });\n    const blade = new THREE.Mesh(bladeGeometry, bladeMaterial);\n    blade.position.set(0, 0.5, 0);\n\n    const hiltGeometry = new THREE.CylinderGeometry(0.05, 0.05, 0.3);\n    const hiltMaterial = new THREE.MeshBasicMaterial({ color: 0x8B4513 });\n    const hilt = new THREE.Mesh(hiltGeometry, hiltMaterial);\n    hilt.position.set(0, -0.15, 0);\n\n    const sword = new THREE.Group();\n    sword.add(blade);\n    sword.add(hilt);\n\n    sword.rotation.order = 'YXZ';\n\n    return sword;\n}\n\nfunction shoot() {\n    if (isReloading || !canShoot) {\n        return;\n    }\n\n    canShoot = false;\n\n    if (currentAmmo > 0) {\n        currentAmmo--;\n        updateHUD();\n\n        const bulletGeometry = new THREE.SphereGeometry(0.1, 8, 8);\n        const bulletMaterial = new THREE.MeshBasicMaterial({ color: 0xffff00 });\n        const bullet = new THREE.Mesh(bulletGeometry, bulletMaterial);\n\n        const cameraWorldPosition = new THREE.Vector3();\n        camera.getWorldPosition(cameraWorldPosition);\n\n        const cameraWorldDirection = new THREE.Vector3();\n        camera.getWorldDirection(cameraWorldDirection);\n\n        bullet.position.copy(cameraWorldPosition).add(cameraWorldDirection.multiplyScalar(1));\n\n        bullet.userData.direction = cameraWorldDirection.clone();\n\n        scene.add(bullet);\n        bullets.push(bullet);\n\n        // \u041f\u043e\u043a\u0430\u0437\u044b\u0432\u0430\u0435\u043c \u0434\u0443\u043b\u044c\u043d\u0443\u044e \u0432\u0441\u043f\u044b\u0448\u043a\u0443\n        muzzleFlash.visible = true;\n        muzzleFlash.material.opacity = 1;\n        const currentTime = performance.now() / 1000;\n        muzzleFlashEndTime = currentTime + 0.05;\n    } else {\n        reload();\n    }\n\n    setTimeout(() => {\n        canShoot = true;\n    }, 0);\n}\n\nfunction initScene() {\n    scene = new THREE.Scene();\n    scene.background = new THREE.Color(0x87CEEB);\n\n    camera = new THREE.PerspectiveCamera(\n        75,\n        window.innerWidth / window.innerHeight,\n        0.1,\n        1000\n    );\n\n    renderer = new THREE.WebGLRenderer();\n    renderer.setSize(window.innerWidth, window.innerHeight);\n    document.body.appendChild(renderer.domElement);\n\n    // \u0418\u043d\u0438\u0446\u0438\u0430\u043b\u0438\u0437\u0438\u0440\u0443\u0435\u043c \u0442\u0430\u0439\u043b\u044b \u043a\u0430\u0440\u0442\u044b\n    generateTilesAroundPlayer();\n\n    // \u0421\u043e\u0437\u0434\u0430\u0435\u043c \u0438\u0433\u0440\u043e\u043a\u0430\n    player = new THREE.Object3D();\n    player.position.set(0, 1.6, 0);\n    scene.add(player);\n    player.add(camera);\n\n    // \u0421\u043e\u0437\u0434\u0430\u0435\u043c \u0433\u0440\u0443\u043f\u043f\u0443 \u0434\u043b\u044f \u043f\u0438\u0441\u0442\u043e\u043b\u0435\u0442\u0430\n    gunGroup = new THREE.Group();\n\n    const gunGeometry = new THREE.BoxGeometry(0.1, 0.1, 0.5);\n    const gunMaterial = new THREE.MeshBasicMaterial({ color: 0x333333 });\n\n    gunBody = new THREE.Mesh(gunGeometry, gunMaterial);\n    gunBody.position.set(0, 0, 0);\n    gunGroup.add(gunBody);\n\n    const handleGeometry = new THREE.BoxGeometry(0.05, 0.2, 0.1);\n    const handleMaterial = new THREE.MeshBasicMaterial({ color: 0x111111 });\n    const handle = new THREE.Mesh(handleGeometry, handleMaterial);\n    handle.position.set(0, -0.15, -0.2);\n    gunGroup.add(handle);\n\n    const magazineGeometry = new THREE.BoxGeometry(0.04, 0.1, 0.1);\n    const magazineMaterial = new THREE.MeshBasicMaterial({ color: 0x555555 });\n    magazine = new THREE.Mesh(magazineGeometry, magazineMaterial);\n    magazine.position.set(0, -0.25, -0.2);\n    gunGroup.add(magazine);\n\n    const muzzleFlashGeometry = new THREE.ConeGeometry(0.1, 0.2, 4);\n    const muzzleFlashMaterial = new THREE.MeshBasicMaterial({\n        color: 0xffaa00,\n        transparent: true,\n    });\n    muzzleFlash = new THREE.Mesh(muzzleFlashGeometry, muzzleFlashMaterial);\n    muzzleFlash.position.set(0, 0, -0.25);\n    muzzleFlash.rotation.x = Math.PI / 2;\n    muzzleFlash.visible = false;\n    gunBody.add(muzzleFlash);\n\n    updateGunSkin();\n\n    gunGroup.position.set(0.2, -0.2, -0.5);\n    camera.add(gunGroup);\n}\n\n// \u041e\u0431\u0440\u0430\u0431\u043e\u0442\u0447\u0438\u043a\u0438 \u0441\u043e\u0431\u044b\u0442\u0438\u0439 \u043a\u043b\u0430\u0432\u0438\u0430\u0442\u0443\u0440\u044b\nlet moveForward = false;\nlet moveBackward = false;\nlet moveLeft = false;\nlet moveRight = false;\n\nconst velocity = new THREE.Vector3();\nconst direction = new THREE.Vector3();\n\ndocument.addEventListener('keydown', function(event) {\n    if (!isGameActive) return;\n\n    switch (event.code) {\n        case 'KeyW':\n            moveForward = true;\n            break;\n        case 'KeyS':\n            moveBackward = true;\n            break;\n        case 'KeyA':\n            moveLeft = true;\n            break;\n        case 'KeyD':\n            moveRight = true;\n            break;\n        case 'KeyR':\n            reload();\n            break;\n    }\n});\n\ndocument.addEventListener('keyup', function(event) {\n    if (!isGameActive) return;\n\n    switch (event.code) {\n        case 'KeyW':\n            moveForward = false;\n            break;\n        case 'KeyS':\n            moveBackward = false;\n            break;\n        case 'KeyA':\n            moveLeft = false;\n            break;\n        case 'KeyD':\n            moveRight = false;\n            break;\n    }\n});\n\ndocument.addEventListener('mousedown', function(event) {\n    if (isGameActive && isLocked && event.button === 0) {\n        shoot();\n    }\n});\n\nlet isLocked = false;\n\nconst pointerLockChange = function () {\n    isLocked = document.pointerLockElement === document.body;\n};\n\ndocument.addEventListener('pointerlockchange', pointerLockChange, false);\n\ndocument.addEventListener('click', function () {\n    if (!isLocked) {\n        document.body.requestPointerLock();\n    }\n}, false);\n\ndocument.addEventListener('mousemove', function (event) {\n    if (isLocked && isGameActive) {\n        const movementX = event.movementX || event.mozMovementX || event.webkitMovementX || 0;\n        const movementY = event.movementY || event.mozMovementY || event.webkitMovementY || 0;\n\n        player.rotation.y -= movementX * 0.002;\n        camera.rotation.x -= movementY * 0.002;\n        camera.rotation.x = Math.max(-Math.PI / 2, Math.min(Math.PI / 2, camera.rotation.x));\n    }\n}, false);\n\nlet prevTime = performance.now();\nfunction animate() {\n    requestAnimationFrame(animate);\n\n    const time = performance.now();\n    const delta = (time - prevTime) / 1000;\n\n    const prevPosition = player.position.clone();\n\n    velocity.x -= velocity.x * 10.0 * delta;\n    velocity.z -= velocity.z * 10.0 * delta;\n\n    direction.z = Number(moveForward) - Number(moveBackward);\n    direction.x = Number(moveLeft) - Number(moveRight);\n    direction.normalize();\n\n    if (moveForward || moveBackward) velocity.z -= direction.z * 150.0 * delta;\n    if (moveLeft || moveRight) velocity.x -= direction.x * 150.0 * delta;\n\n    player.translateX(velocity.x * delta);\n    player.translateZ(velocity.z * delta);\n\n    // \u041f\u0440\u043e\u0432\u0435\u0440\u044f\u0435\u043c, \u043d\u0443\u0436\u043d\u043e \u043b\u0438 \u0433\u0435\u043d\u0435\u0440\u0438\u0440\u043e\u0432\u0430\u0442\u044c \u043d\u043e\u0432\u044b\u0435 \u0442\u0430\u0439\u043b\u044b\n    if (isGameActive) {\n        generateTilesAroundPlayer();\n    }\n\n    // \u041e\u0431\u0440\u0430\u0431\u043e\u0442\u043a\u0430 \u0441\u0442\u043e\u043b\u043a\u043d\u043e\u0432\u0435\u043d\u0438\u0439 \u0441 \u0434\u0435\u0440\u0435\u0432\u044c\u044f\u043c\u0438\n    const playerCollider = new THREE.Sphere(player.position.clone(), 0.5);\n    let collisionDetected = false;\n\n    for (let i = 0; i < trees.length; i++) {\n        const tree = trees[i];\n        const treeBox = new THREE.Box3().setFromObject(tree);\n        if (treeBox.intersectsSphere(playerCollider)) {\n            collisionDetected = true;\n            break;\n        }\n    }\n\n    if (collisionDetected) {\n        player.position.copy(prevPosition);\n    }\n\n    // \u041e\u0431\u043d\u043e\u0432\u043b\u044f\u0435\u043c \u043f\u043e\u043b\u043e\u0436\u0435\u043d\u0438\u0435 \u043f\u0443\u043b\u044c \u0438 \u043f\u0440\u043e\u0432\u0435\u0440\u044f\u0435\u043c \u0441\u0442\u043e\u043b\u043a\u043d\u043e\u0432\u0435\u043d\u0438\u044f\n    if (isGameActive) {\n        for (let i = bullets.length - 1; i >= 0; i--) {\n            const bullet = bullets[i];\n            bullet.position.add(bullet.userData.direction.clone().multiplyScalar(bulletSpeed));\n\n            // \u041f\u0440\u043e\u0432\u0435\u0440\u044f\u0435\u043c \u0441\u0442\u043e\u043b\u043a\u043d\u043e\u0432\u0435\u043d\u0438\u0435 \u043f\u0443\u043b\u0438 \u0441 \u0432\u0440\u0430\u0433\u043e\u043c\n            for (let j = enemies.length - 1; j >= 0; j--) {\n                const enemy = enemies[j];\n                if (bullet.position.distanceTo(enemy.position) < 1) {\n                    scene.remove(enemy);\n                    enemies.splice(j, 1);\n\n                    scene.remove(bullet);\n                    bullets.splice(i, 1);\n\n                    kills++;\n                    updateHUD();\n\n                    if (isGameActive && enemies.length < maxEnemies) {\n                        setTimeout(createEnemy, 2000);\n                    }\n\n                    break;\n                }\n            }\n\n            if (bullet.position.length() > 2000) {\n                scene.remove(bullet);\n                bullets.splice(i, 1);\n            }\n        }\n    }\n\n    // \u041e\u0431\u043d\u043e\u0432\u043b\u044f\u0435\u043c \u043f\u043e\u043b\u043e\u0436\u0435\u043d\u0438\u0435 \u0432\u0440\u0430\u0433\u043e\u0432 \u0438 \u043e\u0431\u0440\u0430\u0431\u0430\u0442\u044b\u0432\u0430\u0435\u043c \u0438\u0445 \u043f\u043e\u0432\u0435\u0434\u0435\u043d\u0438\u0435\n    if (isGameActive) {\n        const currentTime = new Date().getTime();\n        const elapsedTimeSinceLastIncrease = currentTime - lastDifficultyIncreaseTime;\n\n        if (elapsedTimeSinceLastIncrease >= 2 * 60 * 1000) {\n            enemySpeed *= 1.2;\n            maxEnemies += 1;\n\n            if (enemySpeed > 0.3) enemySpeed = 0.3;\n            if (maxEnemies > 20) maxEnemies = 20;\n\n            lastDifficultyIncreaseTime = currentTime;\n\n            while (enemies.length < maxEnemies) {\n                createEnemy();\n            }\n        }\n\n        enemies.forEach(function(enemy) {\n            const prevEnemyPosition = enemy.position.clone();\n\n            let enemyDirection = new THREE.Vector3();\n            enemyDirection.subVectors(player.position.clone().setY(0), enemy.position.clone().setY(0));\n            enemyDirection.normalize();\n\n            let avoidDirection = new THREE.Vector3(0, 0, 0);\n            let isObstacleDetected = false;\n\n            const enemyCollider = new THREE.Sphere(enemy.position.clone(), 0.5);\n\n            trees.forEach(function(tree) {\n                const treeBox = new THREE.Box3().setFromObject(tree);\n                if (treeBox.intersectsSphere(enemyCollider)) {\n                    enemy.position.copy(prevEnemyPosition);\n                }\n\n                const distance = enemy.position.distanceTo(tree.position);\n                if (distance < 3) {\n                    let f = new THREE.Vector3();\n                    f.subVectors(enemy.position, tree.position);\n                    f.y = 0;\n                    f.normalize();\n                    f.divideScalar(distance);\n                    avoidDirection.add(f);\n                    isObstacleDetected = true;\n                }\n            });\n\n            if (isObstacleDetected) {\n                avoidDirection.normalize();\n                enemyDirection.add(avoidDirection);\n                enemyDirection.normalize();\n            }\n\n            enemy.position.addScaledVector(enemyDirection, enemySpeed);\n            enemy.position.y = 1;\n\n            enemy.traverse(function(child) {\n                if (child.userData.isEnemyMesh) {\n                    const enemyPositionWorld = new THREE.Vector3();\n                    child.getWorldPosition(enemyPositionWorld);\n                    const cameraPositionWorld = new THREE.Vector3();\n                    camera.getWorldPosition(cameraPositionWorld);\n\n                    const dx = cameraPositionWorld.x - enemyPositionWorld.x;\n                    const dz = cameraPositionWorld.z - enemyPositionWorld.z;\n                    const angle = Math.atan2(dx, dz);\n\n                    child.rotation.set(0, angle, 0);\n                }\n            });\n\n            enemy.traverse(function(child) {\n                if (child.userData.isSword) {\n                    child.rotation.copy(child.userData.initialRotation);\n                }\n            });\n\n            if (enemy.position.distanceTo(player.position) < 1) {\n                takeDamage(10);\n            }\n        });\n    }\n\n    updateHUD();\n\n    const currentTimeSec = time / 1000;\n    if (currentTimeSec >= muzzleFlashEndTime) {\n        muzzleFlash.visible = false;\n    } else {\n        muzzleFlash.visible = true;\n        const remainingTime = muzzleFlashEndTime - currentTimeSec;\n        muzzleFlash.material.opacity = remainingTime / 0.05;\n    }\n\n    if (isAnimatingReload) {\n        reloadAnimationProgress += delta;\n\n        const halfDuration = reloadAnimationDuration / 2;\n\n        if (reloadAnimationProgress <= halfDuration) {\n            const t = reloadAnimationProgress / halfDuration;\n            magazine.position.y = THREE.MathUtils.lerp(-0.25, -0.5, t);\n        } else if (reloadAnimationProgress <= reloadAnimationDuration) {\n            const t = (reloadAnimationProgress - halfDuration) / halfDuration;\n            magazine.position.y = THREE.MathUtils.lerp(-0.5, -0.25, t);\n        } else {\n            magazine.position.y = -0.25;\n            isAnimatingReload = false;\n            currentAmmo = magazineSize;\n            isReloading = false;\n            updateHUD();\n        }\n    }\n\n    renderer.render(scene, camera);\n    prevTime = time;\n}\n\n// \u0424\u0443\u043d\u043a\u0446\u0438\u044f \u0434\u043b\u044f \u0433\u0435\u043d\u0435\u0440\u0430\u0446\u0438\u0438 \u0442\u0430\u0439\u043b\u043e\u0432 \u0432\u043e\u043a\u0440\u0443\u0433 \u0438\u0433\u0440\u043e\u043a\u0430\nfunction generateTilesAroundPlayer() {\n    const playerTileX = Math.floor(player.position.x / tileSize);\n    const playerTileZ = Math.floor(player.position.z / tileSize);\n\n    const range = 1; // \u0420\u0430\u0434\u0438\u0443\u0441 \u0433\u0435\u043d\u0435\u0440\u0430\u0446\u0438\u0438 \u0442\u0430\u0439\u043b\u043e\u0432 \u0432\u043e\u043a\u0440\u0443\u0433 \u0438\u0433\u0440\u043e\u043a\u0430\n    for (let x = playerTileX - range; x <= playerTileX + range; x++) {\n        for (let z = playerTileZ - range; z <= playerTileZ + range; z++) {\n            const tileKey = `${x},${z}`;\n            if (!tiles[tileKey]) {\n                createTile(x, z);\n            }\n        }\n    }\n\n    // \u0423\u0434\u0430\u043b\u044f\u0435\u043c \u0442\u0430\u0439\u043b\u044b, \u043a\u043e\u0442\u043e\u0440\u044b\u0435 \u043d\u0430\u0445\u043e\u0434\u044f\u0442\u0441\u044f \u0441\u043b\u0438\u0448\u043a\u043e\u043c \u0434\u0430\u043b\u0435\u043a\u043e\n    for (let key in tiles) {\n        const [tileX, tileZ] = key.split(',').map(Number);\n        if (Math.abs(tileX - playerTileX) > range + 1 || Math.abs(tileZ - playerTileZ) > range + 1) {\n            removeTile(tileX, tileZ);\n        }\n    }\n}\n\n// \u0424\u0443\u043d\u043a\u0446\u0438\u044f \u0434\u043b\u044f \u0441\u043e\u0437\u0434\u0430\u043d\u0438\u044f \u0442\u0430\u0439\u043b\u0430\nfunction createTile(x, z) {\n    const tileGeometry = new THREE.PlaneGeometry(tileSize, tileSize);\n    const tileMaterial = new THREE.MeshBasicMaterial({ color: 0x228B22 });\n    const tile = new THREE.Mesh(tileGeometry, tileMaterial);\n    tile.rotation.x = -Math.PI / 2;\n    tile.position.set(x * tileSize + tileSize / 2, 0, z * tileSize + tileSize / 2);\n    scene.add(tile);\n    tileMeshes[`${x},${z}`] = tile;\n    tiles[`${x},${z}`] = true;\n\n    // \u0421\u043e\u0437\u0434\u0430\u0435\u043c \u0434\u0435\u0440\u0435\u0432\u044c\u044f \u043d\u0430 \u044d\u0442\u043e\u043c \u0442\u0430\u0439\u043b\u0435\n    const numTrees = 20; // \u041a\u043e\u043b\u0438\u0447\u0435\u0441\u0442\u0432\u043e \u0434\u0435\u0440\u0435\u0432\u044c\u0435\u0432 \u043d\u0430 \u0442\u0430\u0439\u043b\u0435\n    const treeMeshArray = [];\n    for (let i = 0; i < numTrees; i++) {\n        const treeX = x * tileSize + (Math.random() * tileSize);\n        const treeZ = z * tileSize + (Math.random() * tileSize);\n        const tree = createTree(treeX, treeZ);\n        scene.add(tree);\n        trees.push(tree);\n        treeMeshArray.push(tree);\n    }\n    treeMeshes[`${x},${z}`] = treeMeshArray;\n}\n\n// \u0424\u0443\u043d\u043a\u0446\u0438\u044f \u0434\u043b\u044f \u0443\u0434\u0430\u043b\u0435\u043d\u0438\u044f \u0442\u0430\u0439\u043b\u0430\nfunction removeTile(x, z) {\n    const tileKey = `${x},${z}`;\n    const tile = tileMeshes[tileKey];\n    if (tile) {\n        scene.remove(tile);\n        delete tileMeshes[tileKey];\n    }\n\n    const treeMeshArray = treeMeshes[tileKey];\n    if (treeMeshArray) {\n        for (const tree of treeMeshArray) {\n            scene.remove(tree);\n            const index = trees.indexOf(tree);\n            if (index > -1) {\n                trees.splice(index, 1);\n            }\n        }\n        delete treeMeshes[tileKey];\n    }\n\n    delete tiles[tileKey];\n}\n\nfunction startGame() {\n    const menu = document.getElementById('menu');\n    menu.style.display = 'none';\n\n    const deathModal = document.getElementById('death-modal');\n    deathModal.style.display = 'none';\n\n    document.getElementById('hud').style.display = 'block';\n    document.getElementById('health-bar').style.display = 'block';\n    document.getElementById('crosshair').style.display = 'block';\n\n    kills = 0;\n    health = 100;\n    updateHealthBar();\n    updateHUD();\n\n    currentAmmo = magazineSize;\n    isReloading = false;\n    isAnimatingReload = false;\n    reloadAnimationProgress = 0;\n    updateHUD();\n\n    // \u041e\u0447\u0438\u0449\u0430\u0435\u043c \u0441\u0446\u0435\u043d\u044b \u043e\u0442 \u043f\u0440\u0435\u0434\u044b\u0434\u0443\u0449\u0438\u0445 \u043e\u0431\u044a\u0435\u043a\u0442\u043e\u0432\n    clearGameObjects();\n\n    // \u0421\u0431\u0440\u0430\u0441\u044b\u0432\u0430\u0435\u043c \u043f\u043e\u0437\u0438\u0446\u0438\u044e \u0438 \u043f\u043e\u0432\u043e\u0440\u043e\u0442 \u0438\u0433\u0440\u043e\u043a\u0430 \u0438 \u043a\u0430\u043c\u0435\u0440\u044b\n    player.position.copy(getRandomSpawnPosition());\n    player.rotation.set(0, 0, 0);\n    camera.rotation.set(0, 0, 0);\n\n    velocity.x = 0;\n    velocity.y = 0;\n    velocity.z = 0;\n\n    gameStartTime = new Date().getTime();\n\n    isGameActive = true;\n\n    enemySpeed = 0.05;\n    maxEnemies = 5;\n    lastDifficultyIncreaseTime = gameStartTime;\n\n    for (let i = 0; i < maxEnemies; i++) {\n        createEnemy();\n    }\n\n    document.body.requestPointerLock();\n}\n\nfunction endGame() {\n    isGameActive = false;\n\n    document.exitPointerLock();\n\n    if (kills > killsRecord) {\n        killsRecord = kills;\n        saveProgress();\n    }\n\n    if (killsRecord >= 1000) {\n        skins.golden.unlocked = true;\n        saveSkins();\n    }\n\n    updateMenu();\n}\n\nfunction clearGameObjects() {\n    // \u0423\u0434\u0430\u043b\u044f\u0435\u043c \u0432\u0440\u0430\u0433\u043e\u0432\n    enemies.forEach(enemy => scene.remove(enemy));\n    enemies.length = 0;\n\n    // \u0423\u0434\u0430\u043b\u044f\u0435\u043c \u043f\u0443\u043b\u0438\n    bullets.forEach(bullet => scene.remove(bullet));\n    bullets.length = 0;\n\n    // \u0423\u0434\u0430\u043b\u044f\u0435\u043c \u0442\u0430\u0439\u043b\u044b \u0438 \u0434\u0435\u0440\u0435\u0432\u044c\u044f\n    for (let key in tileMeshes) {\n        scene.remove(tileMeshes[key]);\n    }\n    for (let key in treeMeshes) {\n        treeMeshes[key].forEach(tree => scene.remove(tree));\n    }\n    tiles = {};\n    tileMeshes = {};\n    treeMeshes = {};\n    trees.length = 0;\n\n    // \u0413\u0435\u043d\u0435\u0440\u0438\u0440\u0443\u0435\u043c \u043d\u043e\u0432\u044b\u0435 \u0442\u0430\u0439\u043b\u044b \u0432\u043e\u043a\u0440\u0443\u0433 \u0438\u0433\u0440\u043e\u043a\u0430\n    generateTilesAroundPlayer();\n}\n\nconst restartButton = document.getElementById('restartButton');\nconst returnToMenuButton = document.getElementById('returnToMenuButton');\n\nrestartButton.addEventListener('click', function(event) {\n    event.stopPropagation();\n    const deathModal = document.getElementById('death-modal');\n    deathModal.style.display = 'none';\n\n    startGame();\n});\n\nreturnToMenuButton.addEventListener('click', function(event) {\n    event.stopPropagation();\n    const deathModal = document.getElementById('death-modal');\n    deathModal.style.display = 'none';\n\n    location.reload();\n});\n\nconst playButton = document.getElementById('playButton');\nplayButton.addEventListener('click', function(event) {\n    event.stopPropagation();\n    startGame();\n});\n\nwindow.addEventListener('resize', function() {\n    camera.aspect = window.innerWidth / window.innerHeight;\n    camera.updateProjectionMatrix();\n    renderer.setSize(window.innerWidth, window.innerHeight);\n}, false);\n\n// \u0418\u043d\u0438\u0446\u0438\u0430\u043b\u0438\u0437\u0430\u0446\u0438\u044f \u0438\u0433\u0440\u044b\nloadProgress();\nloadSkins();\ninitScene();\nupdateGunSkin();\nupdateMenu();\nupdateHealthBar();\nupdateHUD();\nanimate();\n</script>\n<div id=\"version\">\u0412\u0435\u0440\u0441\u0438\u044f 0.0.0.4</div>\n</body>\n</html>\n```\n\n**\u041f\u043e\u044f\u0441\u043d\u0435\u043d\u0438\u044f \u043a \u0432\u043d\u0435\u0441\u0435\u043d\u043d\u044b\u043c \u0438\u0437\u043c\u0435\u043d\u0435\u043d\u0438\u044f\u043c:**\n\n1. **\u0421\u043e\u0437\u0434\u0430\u043d\u0438\u0435 \u0441\u0438\u0441\u0442\u0435\u043c\u044b \u0442\u0430\u0439\u043b\u043e\u0432:**\n\n   - **\u041f\u0435\u0440\u0435\u043c\u0435\u043d\u043d\u044b\u0435:**\n     - `tileSize` \u2014 \u0440\u0430\u0437\u043c\u0435\u0440 \u043e\u0434\u043d\u043e\u0433\u043e \u0442\u0430\u0439\u043b\u0430 (\u0432 \u0432\u0430\u0448\u0435\u043c \u0441\u043b\u0443\u0447\u0430\u0435 \u044d\u0442\u043e 200).\n     - `tiles` \u2014 \u043e\u0431\u044a\u0435\u043a\u0442 \u0434\u043b\u044f \u0445\u0440\u0430\u043d\u0435\u043d\u0438\u044f \u0438\u043d\u0444\u043e\u0440\u043c\u0430\u0446\u0438\u0438 \u043e \u0441\u043e\u0437\u0434\u0430\u043d\u043d\u044b\u0445 \u0442\u0430\u0439\u043b\u0430\u0445.\n     - `tileMeshes` \u2014 \u043e\u0431\u044a\u0435\u043a\u0442 \u0434\u043b\u044f \u0445\u0440\u0430\u043d\u0435\u043d\u0438\u044f \u0441\u0430\u043c\u0438\u0445 \u043c\u0435\u0448\u0435\u0439 \u0442\u0430\u0439\u043b\u043e\u0432.\n     - `treeMeshes` \u2014 \u043e\u0431\u044a\u0435\u043a\u0442 \u0434\u043b\u044f \u0445\u0440\u0430\u043d\u0435\u043d\u0438\u044f \u0434\u0435\u0440\u0435\u0432\u044c\u0435\u0432 \u043d\u0430 \u043a\u0430\u0436\u0434\u043e\u043c \u0442\u0430\u0439\u043b\u0435.\n\n   - **\u0424\u0443\u043d\u043a\u0446\u0438\u0438:**\n     - `generateTilesAroundPlayer()` \u2014 \u043e\u0441\u043d\u043e\u0432\u043d\u0430\u044f \u0444\u0443\u043d\u043a\u0446\u0438\u044f, \u043a\u043e\u0442\u043e\u0440\u0430\u044f \u0433\u0435\u043d\u0435\u0440\u0438\u0440\u0443\u0435\u0442 \u0442\u0430\u0439\u043b\u044b \u0432\u043e\u043a\u0440\u0443\u0433 \u0438\u0433\u0440\u043e\u043a\u0430. \u041e\u043d\u0430 \u0432\u044b\u0437\u044b\u0432\u0430\u0435\u0442\u0441\u044f \u043f\u0440\u0438 \u0438\u043d\u0438\u0446\u0438\u0430\u043b\u0438\u0437\u0430\u0446\u0438\u0438 \u0441\u0446\u0435\u043d\u044b \u0438 \u0432 \u043a\u0430\u0436\u0434\u043e\u043c \u043a\u0430\u0434\u0440\u0435 \u0430\u043d\u0438\u043c\u0430\u0446\u0438\u0438.\n     - `createTile(x, z)` \u2014 \u0444\u0443\u043d\u043a\u0446\u0438\u044f \u0434\u043b\u044f \u0441\u043e\u0437\u0434\u0430\u043d\u0438\u044f \u043e\u0442\u0434\u0435\u043b\u044c\u043d\u043e\u0433\u043e \u0442\u0430\u0439\u043b\u0430 \u043f\u043e \u043a\u043e\u043e\u0440\u0434\u0438\u043d\u0430\u0442\u0430\u043c \u0441\u0435\u0442\u043a\u0438.\n     - `removeTile(x, z)` \u2014 \u0444\u0443\u043d\u043a\u0446\u0438\u044f \u0434\u043b\u044f \u0443\u0434\u0430\u043b\u0435\u043d\u0438\u044f \u0442\u0430\u0439\u043b\u0430 \u0438 \u0432\u0441\u0435\u0445 \u0441\u0432\u044f\u0437\u0430\u043d\u043d\u044b\u0445 \u0441 \u043d\u0438\u043c \u043e\u0431\u044a\u0435\u043a\u0442\u043e\u0432 (\u0434\u0435\u0440\u0435\u0432\u044c\u0435\u0432 \u0438 \u0442.\u0434.), \u0435\u0441\u043b\u0438 \u043e\u043d \u043d\u0430\u0445\u043e\u0434\u0438\u0442\u0441\u044f \u0441\u043b\u0438\u0448\u043a\u043e\u043c \u0434\u0430\u043b\u0435\u043a\u043e \u043e\u0442 \u0438\u0433\u0440\u043e\u043a\u0430.\n\n2. **\u0418\u0437\u043c\u0435\u043d\u0435\u043d\u0438\u044f \u0432 \u0444\u0443\u043d\u043a\u0446\u0438\u0438 `initScene()`:**\n\n   - \u0423\u0431\u0440\u0430\u043d\u0430 \u0433\u0435\u043d\u0435\u0440\u0430\u0446\u0438\u044f \u0435\u0434\u0438\u043d\u0441\u0442\u0432\u0435\u043d\u043d\u043e\u0433\u043e \u043f\u043b\u0430\u043d\u0430 \u0437\u0435\u043c\u043b\u0438.\n   - \u0412\u043c\u0435\u0441\u0442\u043e \u044d\u0442\u043e\u0433\u043e \u043f\u0440\u0438 \u0438\u043d\u0438\u0446\u0438\u0430\u043b\u0438\u0437\u0430\u0446\u0438\u0438 \u0441\u0446\u0435\u043d\u044b \u0432\u044b\u0437\u044b\u0432\u0430\u0435\u0442\u0441\u044f `generateTilesAroundPlayer()`, \u043a\u043e\u0442\u043e\u0440\u0430\u044f \u0441\u043e\u0437\u0434\u0430\u0435\u0442 \u043d\u0435\u043e\u0431\u0445\u043e\u0434\u0438\u043c\u044b\u0435 \u0442\u0430\u0439\u043b\u044b \u0432\u043e\u043a\u0440\u0443\u0433 \u043d\u0430\u0447\u0430\u043b\u044c\u043d\u043e\u0439 \u043f\u043e\u0437\u0438\u0446\u0438\u0438 \u0438\u0433\u0440\u043e\u043a\u0430.\n\n3. **\u0418\u0437\u043c\u0435\u043d\u0435\u043d\u0438\u044f \u0432 \u0444\u0443\u043d\u043a\u0446\u0438\u0438 `animate()`:**\n\n   - \u0412 \u043d\u0430\u0447\u0430\u043b\u0435 \u0430\u043d\u0438\u043c\u0430\u0446\u0438\u0438 \u043f\u0440\u043e\u0432\u0435\u0440\u044f\u0435\u0442\u0441\u044f, \u043d\u0443\u0436\u043d\u043e \u043b\u0438 \u0441\u0433\u0435\u043d\u0435\u0440\u0438\u0440\u043e\u0432\u0430\u0442\u044c \u043d\u043e\u0432\u044b\u0435 \u0442\u0430\u0439\u043b\u044b, \u0432\u044b\u0437\u044b\u0432\u0430\u044f `generateTilesAroundPlayer()`.\n   - \u0422\u0430\u043a\u0436\u0435 \u0434\u043e\u0431\u0430\u0432\u043b\u0435\u043d\u043e \u0443\u0434\u0430\u043b\u0435\u043d\u0438\u0435 \u0442\u0430\u0439\u043b\u043e\u0432, \u043a\u043e\u0442\u043e\u0440\u044b\u0435 \u043d\u0430\u0445\u043e\u0434\u044f\u0442\u0441\u044f \u0441\u043b\u0438\u0448\u043a\u043e\u043c \u0434\u0430\u043b\u0435\u043a\u043e \u043e\u0442 \u0438\u0433\u0440\u043e\u043a\u0430, \u0447\u0442\u043e\u0431\u044b \u043e\u043f\u0442\u0438\u043c\u0438\u0437\u0438\u0440\u043e\u0432\u0430\u0442\u044c \u043f\u0440\u043e\u0438\u0437\u0432\u043e\u0434\u0438\u0442\u0435\u043b\u044c\u043d\u043e\u0441\u0442\u044c.\n\n4. **\u041e\u0431\u0440\u0430\u0431\u043e\u0442\u043a\u0430 \u0434\u0435\u0440\u0435\u0432\u044c\u0435\u0432 \u0438 \u0441\u0442\u043e\u043b\u043a\u043d\u043e\u0432\u0435\u043d\u0438\u0439:**\n\n   - \u0414\u0435\u0440\u0435\u0432\u044c\u044f \u0442\u0435\u043f\u0435\u0440\u044c \u0445\u0440\u0430\u043d\u044f\u0442\u0441\u044f \u0432 \u043c\u0430\u0441\u0441\u0438\u0432\u0435 `trees`, \u0438 \u0434\u043b\u044f \u043a\u0430\u0436\u0434\u043e\u0433\u043e \u0442\u0430\u0439\u043b\u0430 \u0435\u0441\u0442\u044c \u0441\u0432\u043e\u0439 \u0441\u043f\u0438\u0441\u043e\u043a \u0434\u0435\u0440\u0435\u0432\u044c\u0435\u0432 \u0432 `treeMeshes`.\n   - \u0421\u0442\u043e\u043b\u043a\u043d\u043e\u0432\u0435\u043d\u0438\u044f \u0441 \u0434\u0435\u0440\u0435\u0432\u044c\u044f\u043c\u0438 \u043e\u0431\u0440\u0430\u0431\u0430\u0442\u044b\u0432\u0430\u044e\u0442\u0441\u044f \u0442\u0430\u043a \u0436\u0435, \u043a\u0430\u043a \u0438 \u0440\u0430\u043d\u044c\u0448\u0435.\n\n5. **\u0413\u0435\u043d\u0435\u0440\u0430\u0446\u0438\u044f \u0432\u0440\u0430\u0433\u043e\u0432:**\n\n   - \u0412\u0440\u0430\u0433\u0438 \u0433\u0435\u043d\u0435\u0440\u0438\u0440\u0443\u044e\u0442\u0441\u044f \u0432 \u043f\u0440\u0435\u0434\u0435\u043b\u0430\u0445 \u0432\u0438\u0434\u0438\u043c\u043e\u0439 \u043e\u0431\u043b\u0430\u0441\u0442\u0438 \u0432\u043e\u043a\u0440\u0443\u0433 \u0438\u0433\u0440\u043e\u043a\u0430.\n   - \u0412 \u0444\u0443\u043d\u043a\u0446\u0438\u0438 `createEnemy()` \u0438\u0437\u043c\u0435\u043d\u0435\u043d\u043e \u043c\u0435\u0441\u0442\u043e \u0441\u043f\u0430\u0432\u043d\u0430 \u0432\u0440\u0430\u0433\u0430, \u0447\u0442\u043e\u0431\u044b \u043e\u043d\u0438 \u043f\u043e\u044f\u0432\u043b\u044f\u043b\u0438\u0441\u044c \u0432 \u043e\u043a\u0440\u0443\u0436\u0430\u044e\u0449\u0438\u0445 \u0442\u0430\u0439\u043b\u0430\u0445.\n\n6. **\u041e\u0447\u0438\u0441\u0442\u043a\u0430 \u043e\u0431\u044a\u0435\u043a\u0442\u043e\u0432 \u043f\u0440\u0438 \u043f\u0435\u0440\u0435\u0437\u0430\u043f\u0443\u0441\u043a\u0435 \u0438\u0433\u0440\u044b:**\n\n   - \u0414\u043e\u0431\u0430\u0432\u043b\u0435\u043d\u0430 \u0444\u0443\u043d\u043a\u0446\u0438\u044f `clearGameObjects()`, \u043a\u043e\u0442\u043e\u0440\u0430\u044f \u0443\u0434\u0430\u043b\u044f\u0435\u0442 \u0432\u0441\u0435 \u0441\u0443\u0449\u0435\u0441\u0442\u0432\u0443\u044e\u0449\u0438\u0435 \u043e\u0431\u044a\u0435\u043a\u0442\u044b (\u0432\u0440\u0430\u0433\u0438, \u043f\u0443\u043b\u0438, \u0442\u0430\u0439\u043b\u044b, \u0434\u0435\u0440\u0435\u0432\u044c\u044f) \u0438\u0437 \u0441\u0446\u0435\u043d\u044b \u0438 \u043e\u0447\u0438\u0449\u0430\u0435\u0442 \u0441\u043e\u043e\u0442\u0432\u0435\u0442\u0441\u0442\u0432\u0443\u044e\u0449\u0438\u0435 \u043c\u0430\u0441\u0441\u0438\u0432\u044b \u0438 \u043e\u0431\u044a\u0435\u043a\u0442\u044b.\n   - \u042d\u0442\u0430 \u0444\u0443\u043d\u043a\u0446\u0438\u044f \u0432\u044b\u0437\u044b\u0432\u0430\u0435\u0442\u0441\u044f \u0432 `startGame()` \u043f\u0435\u0440\u0435\u0434 \u0437\u0430\u043f\u0443\u0441\u043a\u043e\u043c \u043d\u043e\u0432\u043e\u0439 \u0438\u0433\u0440\u044b, \u0447\u0442\u043e\u0431\u044b \u0443\u0431\u0435\u0434\u0438\u0442\u044c\u0441\u044f, \u0447\u0442\u043e \u043f\u0440\u0435\u0434\u044b\u0434\u0443\u0449\u0438\u0435 \u043e\u0431\u044a\u0435\u043a\u0442\u044b \u043d\u0435 \u0441\u043e\u0445\u0440\u0430\u043d\u044f\u044e\u0442\u0441\u044f.\n\n\u0422\u0435\u043f\u0435\u0440\u044c, \u043a\u043e\u0433\u0434\u0430 \u0438\u0433\u0440\u043e\u043a \u0431\u0443\u0434\u0435\u0442 \u043f\u0440\u0438\u0431\u043b\u0438\u0436\u0430\u0442\u044c\u0441\u044f \u043a \u043a\u0440\u0430\u044e \u0442\u0435\u043a\u0443\u0449\u0435\u0439 \u043a\u0430\u0440\u0442\u044b, \u0431\u0443\u0434\u0443\u0442 \u0433\u0435\u043d\u0435\u0440\u0438\u0440\u043e\u0432\u0430\u0442\u044c\u0441\u044f \u043d\u043e\u0432\u044b\u0435 \u0442\u0430\u0439\u043b\u044b \u0441 \u0437\u0435\u043c\u043b\u0435\u0439, \u0434\u0435\u0440\u0435\u0432\u044c\u044f\u043c\u0438 \u0438 \u0432\u0440\u0430\u0433\u0430\u043c\u0438, \u0441\u043e\u0437\u0434\u0430\u0432\u0430\u044f \u044d\u0444\u0444\u0435\u043a\u0442 \u0431\u0435\u0441\u043a\u043e\u043d\u0435\u0447\u043d\u043e\u0433\u043e \u043c\u0438\u0440\u0430.\n\n**\u041f\u0440\u0438\u043c\u0435\u0447\u0430\u043d\u0438\u0435 \u043f\u043e \u043f\u0440\u043e\u0438\u0437\u0432\u043e\u0434\u0438\u0442\u0435\u043b\u044c\u043d\u043e\u0441\u0442\u0438:**\n\n\u041f\u043e\u0441\u043a\u043e\u043b\u044c\u043a\u0443 \u043c\u0438\u0440 \u0441\u0442\u0430\u043d\u043e\u0432\u0438\u0442\u0441\u044f \u043f\u043e\u0442\u0435\u043d\u0446\u0438\u0430\u043b\u044c\u043d\u043e \u0431\u0435\u0441\u043a\u043e\u043d\u0435\u0447\u043d\u044b\u043c, \u0432\u0430\u0436\u043d\u043e \u043a\u043e\u043d\u0442\u0440\u043e\u043b\u0438\u0440\u043e\u0432\u0430\u0442\u044c \u043a\u043e\u043b\u0438\u0447\u0435\u0441\u0442\u0432\u043e \u043e\u0431\u044a\u0435\u043a\u0442\u043e\u0432 \u0432 \u0441\u0446\u0435\u043d\u0435. \u0412 \u0434\u0430\u043d\u043d\u043e\u043c \u043a\u043e\u0434\u0435 \u043f\u0440\u0435\u0434\u0443\u0441\u043c\u043e\u0442\u0440\u0435\u043d\u043e \u0443\u0434\u0430\u043b\u0435\u043d\u0438\u0435 \u0442\u0430\u0439\u043b\u043e\u0432, \u043a\u043e\u0442\u043e\u0440\u044b\u0435 \u043d\u0430\u0445\u043e\u0434\u044f\u0442\u0441\u044f \u0441\u043b\u0438\u0448\u043a\u043e\u043c \u0434\u0430\u043b\u0435\u043a\u043e \u043e\u0442 \u0438\u0433\u0440\u043e\u043a\u0430, \u0447\u0442\u043e\u0431\u044b \u043d\u0435 \u043f\u0435\u0440\u0435\u0433\u0440\u0443\u0436\u0430\u0442\u044c \u043f\u0430\u043c\u044f\u0442\u044c \u0438 \u043d\u0435 \u0441\u043d\u0438\u0436\u0430\u0442\u044c \u043f\u0440\u043e\u0438\u0437\u0432\u043e\u0434\u0438\u0442\u0435\u043b\u044c\u043d\u043e\u0441\u0442\u044c.\n\n**\u0423\u043b\u0443\u0447\u0448\u0435\u043d\u0438\u044f \u0438 \u0432\u043e\u0437\u043c\u043e\u0436\u043d\u044b\u0435 \u0434\u0430\u043b\u044c\u043d\u0435\u0439\u0448\u0438\u0435 \u0448\u0430\u0433\u0438:**\n\n- **\u041e\u043f\u0442\u0438\u043c\u0438\u0437\u0430\u0446\u0438\u044f:** \u041c\u043e\u0436\u043d\u043e \u0434\u043e\u0431\u0430\u0432\u0438\u0442\u044c \u0441\u0438\u0441\u0442\u0435\u043c\u044b \u0444\u0440\u0443\u0441\u0442\u0443\u043c-\u043a\u0443\u043b\u0438\u043d\u0433\u0430 (\u043e\u0442\u0441\u0435\u0447\u0435\u043d\u0438\u044f \u043e\u0431\u044a\u0435\u043a\u0442\u043e\u0432 \u0432\u043d\u0435 \u043f\u043e\u043b\u044f \u0437\u0440\u0435\u043d\u0438\u044f) \u0438 LOD (\u0443\u0440\u043e\u0432\u043d\u0438 \u0434\u0435\u0442\u0430\u043b\u0438\u0437\u0430\u0446\u0438\u0438) \u0434\u043b\u044f \u0434\u0430\u043b\u044c\u043d\u0435\u0439\u0448\u0435\u0439 \u043e\u043f\u0442\u0438\u043c\u0438\u0437\u0430\u0446\u0438\u0438 \u043f\u0440\u043e\u0438\u0437\u0432\u043e\u0434\u0438\u0442\u0435\u043b\u044c\u043d\u043e\u0441\u0442\u0438.\n- **\u0421\u043e\u0445\u0440\u0430\u043d\u0435\u043d\u0438\u0435 \u043c\u0438\u0440\u0430:** \u0415\u0441\u043b\u0438 \u0432\u044b \u0445\u043e\u0442\u0438\u0442\u0435, \u0447\u0442\u043e\u0431\u044b \u043c\u0438\u0440 \u043e\u0441\u0442\u0430\u0432\u0430\u043b\u0441\u044f \u043f\u043e\u0441\u0442\u043e\u044f\u043d\u043d\u044b\u043c \u043c\u0435\u0436\u0434\u0443 \u0441\u0435\u0441\u0441\u0438\u044f\u043c\u0438, \u043c\u043e\u0436\u043d\u043e \u0434\u043e\u0431\u0430\u0432\u0438\u0442\u044c \u0433\u0435\u043d\u0435\u0440\u0430\u0442\u043e\u0440 \u043f\u0441\u0435\u0432\u0434\u043e\u0441\u043b\u0443\u0447\u0430\u0439\u043d\u044b\u0445 \u0447\u0438\u0441\u0435\u043b \u0441 \u0444\u0438\u043a\u0441\u0438\u0440\u043e\u0432\u0430\u043d\u043d\u044b\u043c \u0441\u0438\u0434\u043e\u043c \u0438 \u0441\u043e\u0445\u0440\u0430\u043d\u044f\u0442\u044c \u0438\u043d\u0444\u043e\u0440\u043c\u0430\u0446\u0438\u044e \u043e \u043f\u043e\u0441\u0435\u0449\u0435\u043d\u043d\u044b\u0445 \u0442\u0430\u0439\u043b\u0430\u0445.\n- **\u0414\u043e\u043f\u043e\u043b\u043d\u0438\u0442\u0435\u043b\u044c\u043d\u044b\u0435 \u044d\u043b\u0435\u043c\u0435\u043d\u0442\u044b:** \u041c\u043e\u0436\u043d\u043e \u0434\u043e\u0431\u0430\u0432\u0438\u0442\u044c \u0440\u0430\u0437\u043d\u044b\u0435 \u0442\u0438\u043f\u044b \u0442\u0430\u0439\u043b\u043e\u0432, \u043e\u0431\u044a\u0435\u043a\u0442\u043e\u0432 \u0438 \u0432\u0440\u0430\u0433\u043e\u0432 \u0434\u043b\u044f \u0440\u0430\u0437\u043d\u043e\u043e\u0431\u0440\u0430\u0437\u0438\u044f \u0438\u0433\u0440\u043e\u0432\u043e\u0433\u043e \u043f\u0440\u043e\u0446\u0435\u0441\u0441\u0430.","behavior":"degenerate_repetition","conversation_hash":"4b29889135905d878400da6945129d8e","conversation_redacted":false,"conversation_toxic":false,"country":"Germany","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"English","model":"o1-preview-2024-09-12","n_chars":64082,"n_turns_in_conversation":1,"n_words":6192,"source_row_offset":26257,"source_shard":"turns-00029.parquet","timestamp":"Fri, 20 Sep 2024 17:23:11 GMT","turn_id":"4263338d8545e72dab71706c","turn_index":0,"user_text":"<html>\n<head>\n<meta charset=\"UTF-8\">\n<title>\u041a\u0438\u0431\u0435\u0440\u0448\u0430\u043c\u044b\u0433\u0430</title>\n<style>\nbody { margin: 0; overflow: hidden; font-family: Arial, sans-serif; }\ncanvas { display: block; }\n#menu {\nposition: absolute;\ntop: 0;\nleft: 0;\nwidth: 100%;\nheight: 100%;\nbackground-color: rgba(0, 0, 0, 0.7);\ndisplay: flex;\nflex-direction: column;\njustify-content: center;\nalign-items: center;\ncolor: white;\n}\n#menu h1 {\nfont-size: 4em;\nmargin-bottom: 30px;\n}\n#playButton {\nfont-size: 1.5em;\npadding: 10px 20px;\ncursor: pointer;\n}\n#hud, #health-bar, #crosshair {\ndisplay: none;\n}\n#hud {\nposition: absolute;\ntop: 10px;\nleft: 10px;\ncolor: white;\nfont-size: 18px;\n}\n#health-bar {\nposition: absolute;\nbottom: 10px;\nleft: 10px;\nwidth: 200px;\nheight: 20px;\nbackground-color: red;\n}\n#health {\nheight: 100%;\nbackground-color: green;\nwidth: 100%;\ntext-align: center;\ncolor: white;\nfont-weight: bold;\nline-height: 20px;\n}\n#crosshair {\nposition: absolute;\ntop: 50%;\nleft: 50%;\nwidth: 20px;\nheight: 20px;\nbackground-color: transparent;\nborder: 2px solid red;\nborder-radius: 50%;\ntransform: translate(-50%, -50%);\npointer-events: none;\n}\n#death-modal {\nposition: fixed;\ntop: 0;\nleft: 0;\nwidth: 100%;\nheight: 100%;\nbackground-color: rgba(0, 0, 0, 0.8); /* \u0437\u0430\u0442\u0435\u043c\u043d\u0435\u043d\u043d\u044b\u0439 \u0444\u043e\u043d */\ndisplay: none; /* \u0421\u043a\u0440\u044b\u0442\u043e \u043f\u043e \u0443\u043c\u043e\u043b\u0447\u0430\u043d\u0438\u044e */\njustify-content: center;\nalign-items: center;\n}\n\n#death-modal-content {\nbackground-color: #333;\npadding: 40px;\nborder-radius: 10px;\ntext-align: center;\ncolor: white;\n}\n\n#death-modal-content h2 {\nmargin-bottom: 30px;\n}\n\n#death-modal-content button {\nfont-size: 1.2em;\npadding: 10px 30px;\nmargin: 10px;\ncursor: pointer;\n}\n  #skins-modal {\n       position: fixed;\n       top: 0;\n       left: 0;\n       width: 100%;\n       height: 100%;\n       background-color: rgba(0, 0, 0, 0.8);\n       display: none;\n       justify-content: center;\n       align-items: center;\n   }\n   #skins-modal-content {\n       background-color: #333;\n       padding: 40px;\n       border-radius: 10px;\n       text-align: center;\n       color: white;\n   }\n   .skin-item {\n    margin-bottom: 10px;\n}\n.skin-item span {\n    margin-right: 10px;\n}\n#version {\nposition: fixed;\nbottom: 10px;\nright: 10px;\ncolor: white;\nfont-size: 14px;\n}\n</style>\n</head>\n<body>\n<!-- \u041c\u0435\u043d\u044e -->\n<div id=\"menu\">\n<h1>\u041a\u0438\u0431\u0435\u0440\u0448\u0430\u043c\u044b\u0433\u0430</h1>\n<button id=\"playButton\">\u0418\u0433\u0440\u0430\u0442\u044c</button>\n<span id=\"previous-kills\"> Kills record: <span id=\"kills-display\">0</span></span>\n<button id=\"skinsButton\">\u0421\u043a\u0438\u043d\u044b</button>\n</div>\n<div id=\"skins-modal\">\n    <div id=\"skins-modal-content\">\n        <h2>\u0412\u044b\u0431\u043e\u0440 \u0441\u043a\u0438\u043d\u043e\u0432</h2>\n        <div id=\"skins-list\">\n            <!-- \u0417\u0434\u0435\u0441\u044c \u0431\u0443\u0434\u0443\u0442 \u043e\u0442\u043e\u0431\u0440\u0430\u0436\u0430\u0442\u044c\u0441\u044f \u0441\u043a\u0438\u043d\u044b -->\n        </div>\n        <button id=\"closeSkinsButton\">\u0417\u0430\u043a\u0440\u044b\u0442\u044c</button>\n    </div>\n</div>\n<div id=\"death-modal\">\n<div id=\"death-modal-content\">\n<h2>\u0412\u044b \u043f\u043e\u0433\u0438\u0431\u043b\u0438!</h2>\n<button id=\"restartButton\">\u041d\u0430\u0447\u0430\u0442\u044c \u0437\u0430\u043d\u043e\u0432\u043e</button>\n<button id=\"returnToMenuButton\">\u0412\u0435\u0440\u043d\u0443\u0442\u044c\u0441\u044f \u0432 \u043c\u0435\u043d\u044e</button>\n</div>\n</div>\n\n<!-- HUD (Heads-Up Display) -->\n<div id=\"hud\">\n    <div>\u0412\u0440\u0435\u043c\u044f: <span id=\"time\">00:00</span></div>\n    <div>\u041a\u0438\u043b\u043b\u044b: <span id=\"kills\">0</span></div>\n    <div>\u041f\u0430\u0442\u0440\u043e\u043d\u044b: <span id=\"ammo\">10/\u221e</span></div>\n</div>\n\n<!-- \u041f\u043e\u043b\u043e\u0441\u0430 \u0437\u0434\u043e\u0440\u043e\u0432\u044c\u044f -->\n<div id=\"health-bar\">\n<div id=\"health\">100%</div>\n</div>\n\n<!-- \u041f\u0440\u0438\u0446\u0435\u043b -->\n<div id=\"crosshair\"></div>\n\n<!-- \u041f\u043e\u0434\u043a\u043b\u044e\u0447\u0430\u0435\u043c \u0431\u0438\u0431\u043b\u0438\u043e\u0442\u0435\u043a\u0443 Three.js \u0441 CDN -->\n<script src=\"https://cdn.jsdelivr.net/npm/three@0.148/build/three.min.js\"></script>\n<script>\nlet scene, camera, renderer, player;\nlet health = 100;\nlet bulletSpeed = 0.5;\nlet gameStartTime;\nlet kills = 0;\nlet killsRecord = 0;\nlet muzzleFlash; // \u0414\u0443\u043b\u044c\u043d\u0430\u044f \u0432\u0441\u043f\u044b\u0448\u043a\u0430\nlet muzzleFlashDuration = 0;\nlet muzzleFlashEndTime = 0;\nlet magazineSize = 10;        // \u0420\u0430\u0437\u043c\u0435\u0440 \u043e\u0431\u043e\u0439\u043c\u044b\nlet currentAmmo = magazineSize; // \u0422\u0435\u043a\u0443\u0449\u0435\u0435 \u043a\u043e\u043b\u0438\u0447\u0435\u0441\u0442\u0432\u043e \u043f\u0430\u0442\u0440\u043e\u043d\u043e\u0432\nlet isReloading = false;      // \u0424\u043b\u0430\u0433 \u043f\u0435\u0440\u0435\u0437\u0430\u0440\u044f\u0434\u043a\u0438\nlet canShoot = true;\nlet isGameActive = false; // \u0424\u043b\u0430\u0433 \u0441\u043e\u0441\u0442\u043e\u044f\u043d\u0438\u044f \u0438\u0433\u0440\u044b\n\nlet skins = {\n    default: {\n        name: \"\u0421\u0442\u0430\u043d\u0434\u0430\u0440\u0442\u043d\u044b\u0439\",\n        unlocked: true,\n        model: null // \u041c\u043e\u0434\u0435\u043b\u044c \u043f\u0438\u0441\u0442\u043e\u043b\u0435\u0442\u0430 \u0434\u043b\u044f \u044d\u0442\u043e\u0433\u043e \u0441\u043a\u0438\u043d\u0430\n    },\n    golden: {\n        name: \"\u0417\u043e\u043b\u043e\u0442\u043e\u0439\",\n        unlocked: false,\n        model: null // \u041c\u043e\u0434\u0435\u043b\u044c \u043f\u0438\u0441\u0442\u043e\u043b\u0435\u0442\u0430 \u0434\u043b\u044f \u044d\u0442\u043e\u0433\u043e \u0441\u043a\u0438\u043d\u0430\n    }\n};\n\nlet selectedSkin = 'default';\n\n\nlet reloadAnimationProgress = 0;\nlet isAnimatingReload = false;\nconst reloadAnimationDuration = 1.5; // \u0414\u043b\u0438\u0442\u0435\u043b\u044c\u043d\u043e\u0441\u0442\u044c \u0430\u043d\u0438\u043c\u0430\u0446\u0438\u0438 \u043f\u0435\u0440\u0435\u0437\u0430\u0440\u044f\u0434\u043a\u0438\n\nconst enemies = [];\nlet enemySpeed = 0.05; // \u041d\u0430\u0447\u0430\u043b\u044c\u043d\u0430\u044f \u0441\u043a\u043e\u0440\u043e\u0441\u0442\u044c \u0432\u0440\u0430\u0433\u043e\u0432\nlet maxEnemies = 5;    // \u041d\u0430\u0447\u0430\u043b\u044c\u043d\u043e\u0435 \u043c\u0430\u043a\u0441\u0438\u043c\u0430\u043b\u044c\u043d\u043e\u0435 \u043a\u043e\u043b\u0438\u0447\u0435\u0441\u0442\u0432\u043e \u0432\u0440\u0430\u0433\u043e\u0432\nlet lastDifficultyIncreaseTime; // \u0412\u0440\u0435\u043c\u044f \u043f\u043e\u0441\u043b\u0435\u0434\u043d\u0435\u0433\u043e \u0443\u0432\u0435\u043b\u0438\u0447\u0435\u043d\u0438\u044f \u0441\u043b\u043e\u0436\u043d\u043e\u0441\u0442\u0438\nconst bullets = [];\nconst trees = [];\n  const skinsButton = document.getElementById('skinsButton');\n   const skinsModal = document.getElementById('skins-modal');\n   const closeSkinsButton = document.getElementById('closeSkinsButton');\n\n   skinsButton.addEventListener('click', function(event) {\n       event.stopPropagation();\n       skinsModal.style.display = 'flex'; // \u041f\u043e\u043a\u0430\u0437\u044b\u0432\u0430\u0435\u043c \u043c\u0435\u043d\u044e \u0441\u043a\u0438\u043d\u043e\u0432\n   });\n\n   closeSkinsButton.addEventListener('click', function(event) {\n       event.stopPropagation();\n       skinsModal.style.display = 'none'; // \u0421\u043a\u0440\u044b\u0432\u0430\u0435\u043c \u043c\u0435\u043d\u044e \u0441\u043a\u0438\u043d\u043e\u0432\n   });\n\nlet gunGroup, gunBody, magazine;\n\nfunction updateGunSkin() {\n    if (selectedSkin === 'golden') {\n        gunBody.material.color.set(0xFFD700); // \u0417\u043e\u043b\u043e\u0442\u043e\u0439 \u0446\u0432\u0435\u0442\n    } else {\n        gunBody.material.color.set(0x333333); // \u0421\u0442\u0430\u043d\u0434\u0430\u0440\u0442\u043d\u044b\u0439 \u0446\u0432\u0435\u0442\n    }\n}\n\nfunction updateSkinsMenu() {\n    const skinsList = document.getElementById('skins-list');\n    skinsList.innerHTML = ''; // \u041e\u0447\u0438\u0449\u0430\u0435\u043c \u0441\u043f\u0438\u0441\u043e\u043a\n\n    for (let key in skins) {\n        let skin = skins[key];\n\n        let skinDiv = document.createElement('div');\n        skinDiv.className = 'skin-item';\n\n        let skinName = document.createElement('span');\n        skinName.textContent = skin.name;\n\n        let selectButton = document.createElement('button');\n        selectButton.textContent = '\u0412\u044b\u0431\u0440\u0430\u0442\u044c';\n        selectButton.disabled = !skin.unlocked;\n        selectButton.addEventListener('click', function () {\n            selectedSkin = key;\n            skinsModal.style.display = 'none';\n            updateGunSkin();\n        });\n\n        if (!skin.unlocked) {\n            let lockSpan = document.createElement('span');\n            lockSpan.textContent = '\ud83d\udd12 \u0422\u0440\u0435\u0431\u0443\u0435\u0442\u0441\u044f 1000 \u043a\u0438\u043b\u043b\u043e\u0432';\n            skinDiv.appendChild(lockSpan);\n        }\n\n        skinDiv.appendChild(skinName);\n        skinDiv.appendChild(selectButton);\n        skinsList.appendChild(skinDiv);\n    }\n}\n\nfunction saveSkins() {\n    localStorage.setItem('skins', JSON.stringify({\n        goldenUnlocked: skins.golden.unlocked\n    }));\n}\n\n// \u0424\u0443\u043d\u043a\u0446\u0438\u044f \u0434\u043b\u044f \u0437\u0430\u0433\u0440\u0443\u0437\u043a\u0438 \u0438\u043d\u0444\u043e\u0440\u043c\u0430\u0446\u0438\u0438 \u043e \u0441\u043a\u0438\u043d\u0430\u0445 \u0438\u0437 localStorage\nfunction loadSkins() {\n    let storedSkins = localStorage.getItem('skins');\n    if (storedSkins) {\n        let data = JSON.parse(storedSkins);\n        skins.golden.unlocked = data.goldenUnlocked || false;\n    }\n}\n\n// \u0412\u044b\u0437\u044b\u0432\u0430\u0435\u043c loadSkins() \u043f\u043e\u0441\u043b\u0435 \u043e\u0431\u044a\u044f\u0432\u043b\u0435\u043d\u0438\u044f \u043f\u0435\u0440\u0435\u043c\u0435\u043d\u043d\u044b\u0445\nloadSkins();\n\n\nfunction getRandomSpawnPosition() {\n    let position;\n    let isPositionValid = false;\n    while (!isPositionValid) {\n        position = new THREE.Vector3(\n            (Math.random() - 0.5) * 100,\n            1.6,\n            (Math.random() - 0.5) * 100\n        );\n\n        isPositionValid = true;\n\n        // \u041f\u0440\u043e\u0432\u0435\u0440\u044f\u0435\u043c, \u0447\u0442\u043e \u043f\u043e\u0437\u0438\u0446\u0438\u044f \u043d\u0435 \u0441\u043b\u0438\u0448\u043a\u043e\u043c \u0431\u043b\u0438\u0437\u043a\u0430 \u043a \u0434\u0435\u0440\u0435\u0432\u044c\u044f\u043c\n        for (let i = 0; i < trees.length; i++) {\n            const tree = trees[i];\n            const distance = position.distanceTo(tree.position);\n            if (distance < 5) { // 5 \u2014 \u043c\u0438\u043d\u0438\u043c\u0430\u043b\u044c\u043d\u043e\u0435 \u0440\u0430\u0441\u0441\u0442\u043e\u044f\u043d\u0438\u0435 \u0434\u043e \u0434\u0435\u0440\u0435\u0432\u0430\n                isPositionValid = false;\n                break;\n            }\n        }\n    }\n    return position;\n}\n\nfunction reload() {\n    if (isReloading || currentAmmo === magazineSize) {\n        return; // \u0423\u0436\u0435 \u0432\u044b\u043f\u043e\u043b\u043d\u044f\u0435\u0442\u0441\u044f \u043f\u0435\u0440\u0435\u0437\u0430\u0440\u044f\u0434\u043a\u0430 \u0438\u043b\u0438 \u043e\u0431\u043e\u0439\u043c\u0430 \u043f\u043e\u043b\u043d\u0430\u044f\n    }\n\n    isReloading = true;\n    isAnimatingReload = true;\n    reloadAnimationProgress = 0;\n    updateHUD();\n}\n\nfunction showDeathModal() {\nconst deathModal = document.getElementById('death-modal');\ndeathModal.style.display = 'flex';\n}\n\nfunction saveProgress() {\n    localStorage.setItem('killsRecord', killsRecord);\n}\n\n\n\nfunction loadProgress() {\nconst storedKillsRecord = localStorage.getItem('killsRecord');\nif (storedKillsRecord) {\nkillsRecord = parseInt(storedKillsRecord, 10);\n}\n}\n\nfunction updateMenu() {\n    const killsDisplay = document.getElementById('kills-display');\n    killsDisplay.textContent = killsRecord;\n\n    // \u041e\u0431\u043d\u043e\u0432\u043b\u044f\u0435\u043c \u0441\u043f\u0438\u0441\u043e\u043a \u0441\u043a\u0438\u043d\u043e\u0432\n    updateSkinsMenu();\n}\n\n\n// Call this function when loading the page to show the previous kills\nloadProgress();\nupdateMenu();\n\n\n// \u0424\u0443\u043d\u043a\u0446\u0438\u044f \u0434\u043b\u044f \u043e\u0431\u043d\u043e\u0432\u043b\u0435\u043d\u0438\u044f HUD\nfunction updateHUD() {\n    const timeElement = document.getElementById('time');\n    const killsElement = document.getElementById('kills');\n    const ammoElement = document.getElementById('ammo');\n\n    const currentTime = new Date().getTime();\n    const elapsedTime = Math.floor((currentTime - gameStartTime) / 1000);\n    const minutes = Math.floor(elapsedTime / 60);\n    const seconds = elapsedTime % 60;\n\n    // \u0418\u0441\u043f\u043e\u043b\u044c\u0437\u0443\u0435\u043c \u0448\u0430\u0431\u043b\u043e\u043d\u043d\u044b\u0435 \u0441\u0442\u0440\u043e\u043a\u0438 (template literals) \u0441 \u043e\u0431\u0440\u0430\u0442\u043d\u044b\u043c\u0438 \u043a\u0430\u0432\u044b\u0447\u043a\u0430\u043c\u0438\n    timeElement.textContent = `${minutes.toString().padStart(2, '0')}:${seconds.toString().padStart(2, '0')}`;\n    killsElement.textContent = kills;\n\n    // \u041e\u0431\u043d\u043e\u0432\u043b\u044f\u0435\u043c \u043e\u0442\u043e\u0431\u0440\u0430\u0436\u0435\u043d\u0438\u0435 \u043f\u0430\u0442\u0440\u043e\u043d\u043e\u0432\n    ammoElement.textContent = isReloading ? '\u041f\u0435\u0440\u0435\u0437\u0430\u0440\u044f\u0434\u043a\u0430...' : `${currentAmmo}/${String.fromCharCode(8734)}`; // \u221e \u0441\u0438\u043c\u0432\u043e\u043b\n}\n\n\n\n\n\n\nfunction updateHealthBar() {\nconst healthBar = document.getElementById('health');\nhealthBar.style.width = health + '%';\nhealthBar.textContent = health + '%';\n}\n\nfunction takeDamage(amount) {\nhealth -= amount;\nif (health <= 0) {\nhealth = 0;\nupdateHealthBar();\nendGame();\nshowDeathModal();\n} else {\nupdateHealthBar();\n}\n}\n\n\nfunction createTree() {\nconst trunkGeometry = new THREE.CylinderGeometry(0.2, 0.2, 2);\nconst trunkMaterial = new THREE.MeshBasicMaterial({ color: 0x8B4513 });\nconst trunk = new THREE.Mesh(trunkGeometry, trunkMaterial);\n\nconst leavesGeometry = new THREE.ConeGeometry(1, 2, 8);\nconst leavesMaterial = new THREE.MeshBasicMaterial({ color: 0x228B22 });\nconst leaves = new THREE.Mesh(leavesGeometry, leavesMaterial);\nleaves.position.y = 2;\n\nconst tree = new THREE.Group();\ntree.add(trunk);\ntree.add(leaves);\n\nreturn tree;\n}\n\nfunction createEnemy() {\n    if (!isGameActive) return;\n\n    // \u041f\u0440\u043e\u0432\u0435\u0440\u044f\u0435\u043c, \u043d\u0435 \u043f\u0440\u0435\u0432\u044b\u0448\u0435\u043d\u043e \u043b\u0438 \u043c\u0430\u043a\u0441\u0438\u043c\u0430\u043b\u044c\u043d\u043e\u0435 \u043a\u043e\u043b\u0438\u0447\u0435\u0441\u0442\u0432\u043e \u0432\u0440\u0430\u0433\u043e\u0432\n    if (enemies.length >= maxEnemies) return;\n\n    // \u0421\u043e\u0437\u0434\u0430\u0435\u043c \u043e\u0431\u044a\u0435\u043a\u0442 \u0432\u0440\u0430\u0433\u0430 \u0434\u043b\u044f \u0443\u043f\u0440\u0430\u0432\u043b\u0435\u043d\u0438\u044f \u043f\u043e\u0437\u0438\u0446\u0438\u0435\u0439\n    const enemy = new THREE.Object3D();\n    enemy.position.y = 1; // \u0423\u0441\u0442\u0430\u043d\u043e\u0432\u043a\u0430 \u0432\u044b\u0441\u043e\u0442\u044b\n\n    // \u0421\u043e\u0437\u0434\u0430\u0435\u043c \u0432\u0438\u0437\u0443\u0430\u043b\u044c\u043d\u0443\u044e \u043c\u043e\u0434\u0435\u043b\u044c \u0432\u0440\u0430\u0433\u0430 (plane)\n    const enemyTexture = new THREE.TextureLoader().load('https://i.postimg.cc/QC6j7xGC/photo-2024-05-28-17-49-00.jpg');\n    const enemyMaterial = new THREE.MeshBasicMaterial({\n        map: enemyTexture,\n        transparent: true,\n        side: THREE.DoubleSide\n    });\n    const enemyGeometry = new THREE.PlaneGeometry(2, 2);\n    const enemyMesh = new THREE.Mesh(enemyGeometry, enemyMaterial);\n    enemyMesh.userData.isEnemyMesh = true; // \u041f\u043e\u043c\u0435\u0447\u0430\u0435\u043c \u0434\u043b\u044f \u0438\u0434\u0435\u043d\u0442\u0438\u0444\u0438\u043a\u0430\u0446\u0438\u0438\n\n    enemy.add(enemyMesh);\n\n    // \u0421\u043e\u0437\u0434\u0430\u0435\u043c \u0438 \u0434\u043e\u0431\u0430\u0432\u043b\u044f\u0435\u043c \u043c\u0435\u0447 \u043a \u0432\u0438\u0437\u0443\u0430\u043b\u044c\u043d\u043e\u0439 \u043c\u043e\u0434\u0435\u043b\u0438\n    const sword = createSword();\n    sword.position.set(0.5, -0.5, 0);\n    sword.userData.initialRotation = sword.rotation.clone();\n    sword.userData.isSword = true; // \u041f\u043e\u043c\u0435\u0447\u0430\u0435\u043c \u043c\u0435\u0447\n    enemyMesh.add(sword);\n\n    // \u0423\u0441\u0442\u0430\u043d\u0430\u0432\u043b\u0438\u0432\u0430\u0435\u043c \u043d\u0430\u0447\u0430\u043b\u044c\u043d\u0443\u044e \u043f\u043e\u0437\u0438\u0446\u0438\u044e \u0432\u0440\u0430\u0433\u0430\n    let enemyPosition;\n    do {\n        enemyPosition = new THREE.Vector3(\n            (Math.random() - 0.5) * 100,\n            1,\n            (Math.random() - 0.5) * 100\n        );\n    } while (enemyPosition.distanceTo(player.position) < 10);\n    enemy.position.copy(enemyPosition);\n\n    scene.add(enemy);\n    enemies.push(enemy);\n}\n\nfunction createSword() {\n    const bladeGeometry = new THREE.BoxGeometry(0.05, 1, 0.2);\n    const bladeMaterial = new THREE.MeshBasicMaterial({ color: 0xffffff });\n    const blade = new THREE.Mesh(bladeGeometry, bladeMaterial);\n    blade.position.set(0, 0.5, 0);\n\n    const hiltGeometry = new THREE.CylinderGeometry(0.05, 0.05, 0.3);\n    const hiltMaterial = new THREE.MeshBasicMaterial({ color: 0x8B4513 });\n    const hilt = new THREE.Mesh(hiltGeometry, hiltMaterial);\n    hilt.position.set(0, -0.15, 0);\n\n    const sword = new THREE.Group();\n    sword.add(blade);\n    sword.add(hilt);\n\n    sword.rotation.order = 'YXZ'; // \u0423\u0441\u0442\u0430\u043d\u0430\u0432\u043b\u0438\u0432\u0430\u0435\u043c \u043f\u043e\u0440\u044f\u0434\u043e\u043a \u0432\u0440\u0430\u0449\u0435\u043d\u0438\u0439, \u0435\u0441\u043b\u0438 \u043d\u0435\u043e\u0431\u0445\u043e\u0434\u0438\u043c\u043e\n\n    return sword;\n}\n\n function shoot() {\n       if (isReloading || !canShoot) {\n           return; // \u041d\u0435\u043b\u044c\u0437\u044f \u0441\u0442\u0440\u0435\u043b\u044f\u0442\u044c \u0432\u043e \u0432\u0440\u0435\u043c\u044f \u043f\u0435\u0440\u0435\u0437\u0430\u0440\u044f\u0434\u043a\u0438 \u0438\u043b\u0438 \u0435\u0441\u043b\u0438 \u043f\u0440\u0435\u0434\u044b\u0434\u0443\u0449\u0438\u0439 \u0432\u044b\u0441\u0442\u0440\u0435\u043b \u0435\u0449\u0435 \u043d\u0435 \u0437\u0430\u0432\u0435\u0440\u0448\u0435\u043d\n       }\n\n       canShoot = false; // \u0411\u043b\u043e\u043a\u0438\u0440\u0443\u0435\u043c \u0432\u043e\u0437\u043c\u043e\u0436\u043d\u043e\u0441\u0442\u044c \u0441\u0442\u0440\u0435\u043b\u044c\u0431\u044b \u0434\u043e \u0441\u043b\u0435\u0434\u0443\u044e\u0449\u0435\u0433\u043e \u043a\u0430\u0434\u0440\u0430\n\n       if (currentAmmo > 0) {\n           // \u0423\u043c\u0435\u043d\u044c\u0448\u0430\u0435\u043c \u043a\u043e\u043b\u0438\u0447\u0435\u0441\u0442\u0432\u043e \u043f\u0430\u0442\u0440\u043e\u043d\u043e\u0432\n           currentAmmo--;\n           updateHUD();\n\n           // \u0421\u043e\u0437\u0434\u0430\u0435\u043c \u0438 \u0434\u043e\u0431\u0430\u0432\u043b\u044f\u0435\u043c \u043f\u0443\u043b\u044e\n           const bulletGeometry = new THREE.SphereGeometry(0.1, 8, 8);\n           const bulletMaterial = new THREE.MeshBasicMaterial({ color: 0xffff00 });\n           const bullet = new THREE.Mesh(bulletGeometry, bulletMaterial);\n\n           const cameraWorldPosition = new THREE.Vector3();\n           camera.getWorldPosition(cameraWorldPosition);\n\n           const cameraWorldDirection = new THREE.Vector3();\n           camera.getWorldDirection(cameraWorldDirection);\n\n           bullet.position.copy(cameraWorldPosition).add(cameraWorldDirection.multiplyScalar(1));\n\n           bullet.userData.direction = cameraWorldDirection.clone();\n\n           scene.add(bullet);\n           bullets.push(bullet);\n\n           // \u041f\u043e\u043a\u0430\u0437\u044b\u0432\u0430\u0435\u043c \u0434\u0443\u043b\u044c\u043d\u0443\u044e \u0432\u0441\u043f\u044b\u0448\u043a\u0443\n           muzzleFlash.visible = true;\n           muzzleFlash.material.opacity = 1;\n           const currentTime = performance.now() / 1000; // \u0412\u0440\u0435\u043c\u044f \u0432 \u0441\u0435\u043a\u0443\u043d\u0434\u0430\u0445\n           muzzleFlashEndTime = currentTime + 0.05; // \u041e\u0442\u043e\u0431\u0440\u0430\u0436\u0430\u0442\u044c \u0432\u0441\u043f\u044b\u0448\u043a\u0443 \u0432 \u0442\u0435\u0447\u0435\u043d\u0438\u0435 0.05 \u0441\u0435\u043a\u0443\u043d\u0434\n       } else {\n           // \u041f\u0430\u0442\u0440\u043e\u043d\u044b \u0437\u0430\u043a\u043e\u043d\u0447\u0438\u043b\u0438\u0441\u044c, \u0438\u043d\u0438\u0446\u0438\u0438\u0440\u0443\u0435\u043c \u043f\u0435\u0440\u0435\u0437\u0430\u0440\u044f\u0434\u043a\u0443\n           reload();\n       }\n\n       // \u0420\u0430\u0437\u0440\u0435\u0448\u0430\u0435\u043c \u0441\u0442\u0440\u0435\u043b\u044c\u0431\u0443 \u0441\u043d\u043e\u0432\u0430 \u0432 \u0441\u043b\u0435\u0434\u0443\u044e\u0449\u0435\u043c \u043a\u0430\u0434\u0440\u0435\n       setTimeout(() => {\n           canShoot = true;\n       }, 0);\n   }\n\nfunction initScene() {\n    // \u0421\u043e\u0437\u0434\u0430\u0435\u043c \u0441\u0446\u0435\u043d\u0443, \u043a\u0430\u043c\u0435\u0440\u0443 \u0438 \u0440\u0435\u043d\u0434\u0435\u0440\u0435\u0440\n    scene = new THREE.Scene();\n    scene.background = new THREE.Color(0x87CEEB);\n\n    camera = new THREE.PerspectiveCamera(\n        75,\n        window.innerWidth / window.innerHeight,\n        0.1,\n        1000\n    );\n\n    renderer = new THREE.WebGLRenderer();\n    renderer.setSize(window.innerWidth, window.innerHeight);\n    document.body.appendChild(renderer.domElement);\n\n    // \u0414\u043e\u0431\u0430\u0432\u043b\u044f\u0435\u043c \u043f\u043b\u043e\u0441\u043a\u043e\u0441\u0442\u044c (\u0437\u0435\u043c\u043b\u044e)\n    const floorGeometry = new THREE.PlaneGeometry(200, 200);\n    const floorMaterial = new THREE.MeshBasicMaterial({ color: 0x228B22 });\n    const floor = new THREE.Mesh(floorGeometry, floorMaterial);\n    floor.rotation.x = -Math.PI / 2;\n    scene.add(floor);\n\n    // \u0421\u043e\u0437\u0434\u0430\u0435\u043c \u043d\u0435\u0441\u043a\u043e\u043b\u044c\u043a\u043e \u0434\u0435\u0440\u0435\u0432\u044c\u0435\u0432\n    for (let i = 0; i < 20; i++) {\n        const tree = createTree();\n        tree.position.set(\n            (Math.random() - 0.5) * 100,\n            0,\n            (Math.random() - 0.5) * 100\n        );\n        scene.add(tree);\n        trees.push(tree);\n    }\n\n    // \u0421\u043e\u0437\u0434\u0430\u0435\u043c \u0438\u0433\u0440\u043e\u043a\u0430\n    player = new THREE.Object3D();\n    player.position.set(0, 1.6, 0);\n    scene.add(player);\n    player.add(camera);\n\n    // \u0421\u043e\u0437\u0434\u0430\u0435\u043c \u0433\u0440\u0443\u043f\u043f\u0443 \u0434\u043b\u044f \u043f\u0438\u0441\u0442\u043e\u043b\u0435\u0442\u0430\n    gunGroup = new THREE.Group();\n\n    // \u0421\u043e\u0437\u0434\u0430\u0435\u043c \u043e\u0441\u043d\u043e\u0432\u043d\u0443\u044e \u0447\u0430\u0441\u0442\u044c \u043f\u0438\u0441\u0442\u043e\u043b\u0435\u0442\u0430\n    const gunGeometry = new THREE.BoxGeometry(0.1, 0.1, 0.5);\n    const gunMaterial = new THREE.MeshBasicMaterial({ color: 0x333333 });\n\n    // \u0418\u043d\u0438\u0446\u0438\u0430\u043b\u0438\u0437\u0438\u0440\u0443\u0435\u043c \u0433\u043b\u043e\u0431\u0430\u043b\u044c\u043d\u0443\u044e \u043f\u0435\u0440\u0435\u043c\u0435\u043d\u043d\u0443\u044e gunBody\n    gunBody = new THREE.Mesh(gunGeometry, gunMaterial);\n    gunBody.position.set(0, 0, 0);\n    gunGroup.add(gunBody);\n\n    // \u0421\u043e\u0437\u0434\u0430\u0435\u043c \u0440\u0443\u043a\u043e\u044f\u0442\u043a\u0443\n    const handleGeometry = new THREE.BoxGeometry(0.05, 0.2, 0.1);\n    const handleMaterial = new THREE.MeshBasicMaterial({ color: 0x111111 });\n    const handle = new THREE.Mesh(handleGeometry, handleMaterial);\n    handle.position.set(0, -0.15, -0.2);\n    gunGroup.add(handle);\n\n    // \u0421\u043e\u0437\u0434\u0430\u0435\u043c \u043e\u0431\u043e\u0439\u043c\u0443\n    const magazineGeometry = new THREE.BoxGeometry(0.04, 0.1, 0.1);\n    const magazineMaterial = new THREE.MeshBasicMaterial({ color: 0x555555 });\n    magazine = new THREE.Mesh(magazineGeometry, magazineMaterial);\n    magazine.position.set(0, -0.25, -0.2);\n    gunGroup.add(magazine);\n\n    // \u0414\u043e\u0431\u0430\u0432\u043b\u044f\u0435\u043c \u0434\u0443\u043b\u044c\u043d\u0443\u044e \u0432\u0441\u043f\u044b\u0448\u043a\u0443\n    const muzzleFlashGeometry = new THREE.ConeGeometry(0.1, 0.2, 4);\n    const muzzleFlashMaterial = new THREE.MeshBasicMaterial({\n        color: 0xffaa00,\n        transparent: true, // \u041f\u043e\u0437\u0432\u043e\u043b\u044f\u0435\u0442 \u0438\u0437\u043c\u0435\u043d\u044f\u0442\u044c \u043f\u0440\u043e\u0437\u0440\u0430\u0447\u043d\u043e\u0441\u0442\u044c\n    });\n    muzzleFlash = new THREE.Mesh(muzzleFlashGeometry, muzzleFlashMaterial);\n    muzzleFlash.position.set(0, 0, -0.25); // \u041f\u043e\u0437\u0438\u0446\u0438\u043e\u043d\u0438\u0440\u043e\u0432\u0430\u043d\u0438\u0435 \u0432\u0441\u043f\u044b\u0448\u043a\u0438 \u043d\u0430 \u043a\u043e\u043d\u0446\u0435 \u0434\u0443\u043b\u0430\n    muzzleFlash.rotation.x = Math.PI / 2; // \u041f\u043e\u0432\u043e\u0440\u043e\u0442 \u0432\u0441\u043f\u044b\u0448\u043a\u0438 \u0432\u043f\u0435\u0440\u0435\u0434\n    muzzleFlash.visible = false; // \u0421\u043a\u0440\u044b\u0432\u0430\u0435\u043c \u0432\u0441\u043f\u044b\u0448\u043a\u0443 \u043f\u043e \u0443\u043c\u043e\u043b\u0447\u0430\u043d\u0438\u044e\n    gunBody.add(muzzleFlash);\n\n    // \u0414\u043e\u0431\u0430\u0432\u043b\u044f\u0435\u043c \u0432\u044b\u0437\u043e\u0432 \u0444\u0443\u043d\u043a\u0446\u0438\u0438 \u0434\u043b\u044f \u043e\u0431\u043d\u043e\u0432\u043b\u0435\u043d\u0438\u044f \u0441\u043a\u0438\u043d\u0430 \u043f\u0438\u0441\u0442\u043e\u043b\u0435\u0442\u0430\n    updateGunSkin();\n\n    // \u0414\u043e\u0431\u0430\u0432\u043b\u044f\u0435\u043c \u0433\u0440\u0443\u043f\u043f\u0443 \u043f\u0438\u0441\u0442\u043e\u043b\u0435\u0442\u0430 \u043a \u043a\u0430\u043c\u0435\u0440\u0435\n    gunGroup.position.set(0.2, -0.2, -0.5);\n    camera.add(gunGroup);\n}\n\n// \u041e\u0431\u0440\u0430\u0431\u043e\u0442\u0447\u0438\u043a\u0438 \u0441\u043e\u0431\u044b\u0442\u0438\u0439 \u043a\u043b\u0430\u0432\u0438\u0430\u0442\u0443\u0440\u044b\nlet moveForward = false;\nlet moveBackward = false;\nlet moveLeft = false;\nlet moveRight = false;\n\nconst velocity = new THREE.Vector3();\nconst direction = new THREE.Vector3();\n\ndocument.addEventListener('keydown', function(event) {\n    if (!isGameActive) return; // \u0415\u0441\u043b\u0438 \u0438\u0433\u0440\u0430 \u043d\u0435 \u0430\u043a\u0442\u0438\u0432\u043d\u0430, \u0438\u0433\u043d\u043e\u0440\u0438\u0440\u0443\u0435\u043c \u043d\u0430\u0436\u0430\u0442\u0438\u044f \u043a\u043b\u0430\u0432\u0438\u0448\n\n    switch (event.code) {\n        case 'KeyW':\n            moveForward = true;\n            break;\n        case 'KeyS':\n            moveBackward = true;\n            break;\n        case 'KeyA':\n            moveLeft = true;\n            break;\n        case 'KeyD':\n            moveRight = true;\n            break;\n        case 'KeyR':\n            reload();\n            break;\n    }\n});\n\ndocument.addEventListener('keyup', function(event) {\n    if (!isGameActive) return; // \u0415\u0441\u043b\u0438 \u0438\u0433\u0440\u0430 \u043d\u0435 \u0430\u043a\u0442\u0438\u0432\u043d\u0430, \u0438\u0433\u043d\u043e\u0440\u0438\u0440\u0443\u0435\u043c \u043e\u0442\u043f\u0443\u0441\u043a\u0430\u043d\u0438\u044f \u043a\u043b\u0430\u0432\u0438\u0448\n\n    switch (event.code) {\n        case 'KeyW':\n            moveForward = false;\n            break;\n        case 'KeyS':\n            moveBackward = false;\n            break;\n        case 'KeyA':\n            moveLeft = false;\n            break;\n        case 'KeyD':\n            moveRight = false;\n            break;\n    }\n});\n\n// \u0421\u0442\u0440\u0435\u043b\u044c\u0431\u0430 \u043f\u043e \u043a\u043b\u0438\u043a\u0443 \u043c\u044b\u0448\u0438\ndocument.addEventListener('mousedown', function(event) {\n    if (isGameActive && isLocked && event.button === 0) {\n        shoot();\n    }\n});\n// \u0423\u043f\u0440\u0430\u0432\u043b\u0435\u043d\u0438\u0435 \u043a\u0430\u043c\u0435\u0440\u043e\u0439 \u0441 \u043f\u043e\u043c\u043e\u0449\u044c\u044e \u043c\u044b\u0448\u0438\nlet isLocked = false;\n\nconst pointerLockChange = function () {\n    isLocked = document.pointerLockElement === document.body;\n};\n\ndocument.addEventListener('pointerlockchange', pointerLockChange, false);\n\ndocument.addEventListener('click', function () {\nif (!isLocked) {\ndocument.body.requestPointerLock();\n}\n}, false);\n\ndocument.addEventListener('mousemove', function (event) {\n    if (isLocked && isGameActive) {\n        const movementX = event.movementX || event.mozMovementX || event.webkitMovementX || 0;\n        const movementY = event.movementY || event.mozMovementY || event.webkitMovementY || 0;\n\n        player.rotation.y -= movementX * 0.002;\n        camera.rotation.x -= movementY * 0.002;\n        camera.rotation.x = Math.max(-Math.PI / 2, Math.min(Math.PI / 2, camera.rotation.x));\n    }\n}, false);\n\n// \u0410\u043d\u0438\u043c\u0430\u0446\u0438\u044f\nlet prevTime = performance.now();\nfunction animate() {\n    requestAnimationFrame(animate);\n\n    const time = performance.now();\n    const delta = (time - prevTime) / 1000;\n\n    // \u0421\u043e\u0445\u0440\u0430\u043d\u044f\u0435\u043c \u043f\u0440\u0435\u0434\u044b\u0434\u0443\u0449\u0443\u044e \u043f\u043e\u0437\u0438\u0446\u0438\u044e \u0438\u0433\u0440\u043e\u043a\u0430 \u043f\u0435\u0440\u0435\u0434 \u043f\u0435\u0440\u0435\u043c\u0435\u0449\u0435\u043d\u0438\u0435\u043c\n    const prevPosition = player.position.clone();\n\n    // \u041e\u0431\u043d\u043e\u0432\u043b\u044f\u0435\u043c \u0441\u043a\u043e\u0440\u043e\u0441\u0442\u044c \u0438 \u043d\u0430\u043f\u0440\u0430\u0432\u043b\u0435\u043d\u0438\u0435 \u0434\u0432\u0438\u0436\u0435\u043d\u0438\u044f \u0438\u0433\u0440\u043e\u043a\u0430\n    velocity.x -= velocity.x * 10.0 * delta;\n    velocity.z -= velocity.z * 10.0 * delta;\n\n    direction.z = Number(moveForward) - Number(moveBackward);\n    direction.x = Number(moveLeft) - Number(moveRight);\n    direction.normalize();\n\n    if (moveForward || moveBackward) velocity.z -= direction.z * 150.0 * delta;\n    if (moveLeft || moveRight) velocity.x -= direction.x * 150.0 * delta;\n\n    // \u041f\u0435\u0440\u0435\u043c\u0435\u0449\u0430\u0435\u043c \u0438\u0433\u0440\u043e\u043a\u0430\n    player.translateX(velocity.x * delta);\n    player.translateZ(velocity.z * delta);\n\n    // \u041e\u0431\u0440\u0430\u0431\u043e\u0442\u043a\u0430 \u0441\u0442\u043e\u043b\u043a\u043d\u043e\u0432\u0435\u043d\u0438\u0439 \u0441 \u0434\u0435\u0440\u0435\u0432\u044c\u044f\u043c\u0438\n    const playerCollider = new THREE.Sphere(player.position.clone(), 0.5);\n    let collisionDetected = false;\n\n    for (let i = 0; i < trees.length; i++) {\n        const tree = trees[i];\n        const treeBox = new THREE.Box3().setFromObject(tree);\n        if (treeBox.intersectsSphere(playerCollider)) {\n            collisionDetected = true;\n            break;\n        }\n    }\n\n    if (collisionDetected) {\n        player.position.copy(prevPosition);\n    }\n\n    // \u041e\u0431\u043d\u043e\u0432\u043b\u044f\u0435\u043c \u043f\u043e\u043b\u043e\u0436\u0435\u043d\u0438\u0435 \u043f\u0443\u043b\u044c \u0438 \u043f\u0440\u043e\u0432\u0435\u0440\u044f\u0435\u043c \u0441\u0442\u043e\u043b\u043a\u043d\u043e\u0432\u0435\u043d\u0438\u044f\n    if (isGameActive) {\n        for (let i = bullets.length - 1; i >= 0; i--) {\n            const bullet = bullets[i];\n            bullet.position.add(bullet.userData.direction.clone().multiplyScalar(bulletSpeed));\n\n            // \u041f\u0440\u043e\u0432\u0435\u0440\u044f\u0435\u043c \u0441\u0442\u043e\u043b\u043a\u043d\u043e\u0432\u0435\u043d\u0438\u0435 \u043f\u0443\u043b\u0438 \u0441 \u0432\u0440\u0430\u0433\u043e\u043c\n            for (let j = enemies.length - 1; j >= 0; j--) {\n                const enemy = enemies[j];\n                if (bullet.position.distanceTo(enemy.position) < 1) {\n                    scene.remove(enemy);\n                    enemies.splice(j, 1);\n\n                    scene.remove(bullet);\n                    bullets.splice(i, 1);\n\n                    kills++;\n                    updateHUD();\n\n                    if (isGameActive && enemies.length < maxEnemies) {\n                        setTimeout(createEnemy, 2000);\n                    }\n\n                    break;\n                }\n            }\n\n            if (bullet.position.length() > 200) {\n                scene.remove(bullet);\n                bullets.splice(i, 1);\n            }\n        }\n    }\n\n    // \u041e\u0431\u043d\u043e\u0432\u043b\u044f\u0435\u043c \u043f\u043e\u043b\u043e\u0436\u0435\u043d\u0438\u0435 \u0432\u0440\u0430\u0433\u043e\u0432 \u0438 \u043e\u0431\u0440\u0430\u0431\u0430\u0442\u044b\u0432\u0430\u0435\u043c \u0438\u0445 \u043f\u043e\u0432\u0435\u0434\u0435\u043d\u0438\u0435\n    if (isGameActive) {\n        const currentTime = new Date().getTime();\n        const elapsedTimeSinceLastIncrease = currentTime - lastDifficultyIncreaseTime;\n\n        // \u041f\u0440\u043e\u0432\u0435\u0440\u044f\u0435\u043c, \u043f\u0440\u043e\u0448\u043b\u043e \u043b\u0438 2 \u043c\u0438\u043d\u0443\u0442\u044b \u0441 \u043f\u043e\u0441\u043b\u0435\u0434\u043d\u0435\u0433\u043e \u0443\u0432\u0435\u043b\u0438\u0447\u0435\u043d\u0438\u044f \u0441\u043b\u043e\u0436\u043d\u043e\u0441\u0442\u0438\n        if (elapsedTimeSinceLastIncrease >= 2 * 60 * 1000) { // 2 \u043c\u0438\u043d\u0443\u0442\u044b \u0432 \u043c\u0438\u043b\u043b\u0438\u0441\u0435\u043a\u0443\u043d\u0434\u0430\u0445\n            // \u0423\u0432\u0435\u043b\u0438\u0447\u0438\u0432\u0430\u0435\u043c \u0441\u043a\u043e\u0440\u043e\u0441\u0442\u044c \u0432\u0440\u0430\u0433\u043e\u0432 \u043d\u0430 20%\n            enemySpeed *= 1.2;\n\n            // \u0423\u0432\u0435\u043b\u0438\u0447\u0438\u0432\u0430\u0435\u043c \u043c\u0430\u043a\u0441\u0438\u043c\u0430\u043b\u044c\u043d\u043e\u0435 \u043a\u043e\u043b\u0438\u0447\u0435\u0441\u0442\u0432\u043e \u0432\u0440\u0430\u0433\u043e\u0432 \u043d\u0430 1\n            maxEnemies += 1;\n\n            // \u041e\u0433\u0440\u0430\u043d\u0438\u0447\u0438\u0432\u0430\u0435\u043c \u043c\u0430\u043a\u0441\u0438\u043c\u0430\u043b\u044c\u043d\u0443\u044e \u0441\u043a\u043e\u0440\u043e\u0441\u0442\u044c \u0438 \u043a\u043e\u043b\u0438\u0447\u0435\u0441\u0442\u0432\u043e \u0432\u0440\u0430\u0433\u043e\u0432, \u0435\u0441\u043b\u0438 \u043d\u0435\u043e\u0431\u0445\u043e\u0434\u0438\u043c\u043e\n            if (enemySpeed > 0.3) enemySpeed = 0.3; // \u041c\u0430\u043a\u0441\u0438\u043c\u0430\u043b\u044c\u043d\u0430\u044f \u0441\u043a\u043e\u0440\u043e\u0441\u0442\u044c\n            if (maxEnemies > 20) maxEnemies = 20;   // \u041c\u0430\u043a\u0441\u0438\u043c\u0430\u043b\u044c\u043d\u043e\u0435 \u043a\u043e\u043b\u0438\u0447\u0435\u0441\u0442\u0432\u043e \u0432\u0440\u0430\u0433\u043e\u0432\n\n            // \u041e\u0431\u043d\u043e\u0432\u043b\u044f\u0435\u043c \u0432\u0440\u0435\u043c\u044f \u043f\u043e\u0441\u043b\u0435\u0434\u043d\u0435\u0433\u043e \u0443\u0432\u0435\u043b\u0438\u0447\u0435\u043d\u0438\u044f \u0441\u043b\u043e\u0436\u043d\u043e\u0441\u0442\u0438\n            lastDifficultyIncreaseTime = currentTime;\n\n            // \u0421\u043e\u0437\u0434\u0430\u0435\u043c \u0434\u043e\u043f\u043e\u043b\u043d\u0438\u0442\u0435\u043b\u044c\u043d\u044b\u0445 \u0432\u0440\u0430\u0433\u043e\u0432, \u0435\u0441\u043b\u0438 \u0438\u0445 \u043c\u0435\u043d\u044c\u0448\u0435, \u0447\u0435\u043c maxEnemies\n            while (enemies.length < maxEnemies) {\n                createEnemy();\n            }\n        }\n\n        enemies.forEach(function(enemy) {\n            const prevEnemyPosition = enemy.position.clone();\n\n            // \u0412\u044b\u0447\u0438\u0441\u043b\u044f\u0435\u043c \u043d\u0430\u043f\u0440\u0430\u0432\u043b\u0435\u043d\u0438\u0435 \u043a \u0438\u0433\u0440\u043e\u043a\u0443\n            let enemyDirection = new THREE.Vector3();\n            enemyDirection.subVectors(player.position.clone().setY(0), enemy.position.clone().setY(0));\n            enemyDirection.normalize();\n\n            let avoidDirection = new THREE.Vector3(0, 0, 0);\n            let isObstacleDetected = false;\n\n            const enemyCollider = new THREE.Sphere(enemy.position.clone(), 0.5);\n\n            trees.forEach(function(tree) {\n                const treeBox = new THREE.Box3().setFromObject(tree);\n                if (treeBox.intersectsSphere(enemyCollider)) {\n                    enemy.position.copy(prevEnemyPosition);\n                }\n\n                const distance = enemy.position.distanceTo(tree.position);\n                if (distance < 3) {\n                    let f = new THREE.Vector3();\n                    f.subVectors(enemy.position, tree.position);\n                    f.y = 0;\n                    f.normalize();\n                    f.divideScalar(distance);\n                    avoidDirection.add(f);\n                    isObstacleDetected = true;\n                }\n            });\n\n            if (isObstacleDetected) {\n                avoidDirection.normalize();\n                enemyDirection.add(avoidDirection);\n                enemyDirection.normalize();\n            }\n\n            // \u041f\u0435\u0440\u0435\u043c\u0435\u0449\u0430\u0435\u043c \u0432\u0440\u0430\u0433\u0430 \u0441 \u0443\u0447\u0435\u0442\u043e\u043c \u0442\u0435\u043a\u0443\u0449\u0435\u0439 \u0441\u043a\u043e\u0440\u043e\u0441\u0442\u0438\n            enemy.position.addScaledVector(enemyDirection, enemySpeed);\n            enemy.position.y = 1; // \u0424\u0438\u043a\u0441\u0438\u0440\u0443\u0435\u043c \u0432\u044b\u0441\u043e\u0442\u0443 \u0432\u0440\u0430\u0433\u0430\n\n            // \u041f\u043e\u0432\u043e\u0440\u0430\u0447\u0438\u0432\u0430\u0435\u043c \u0432\u0438\u0437\u0443\u0430\u043b\u044c\u043d\u0443\u044e \u043c\u043e\u0434\u0435\u043b\u044c \u0432\u0440\u0430\u0433\u0430 \u043a \u043a\u0430\u043c\u0435\u0440\u0435\n            enemy.traverse(function(child) {\n                if (child.userData.isEnemyMesh) {\n                    const enemyPositionWorld = new THREE.Vector3();\n                    child.getWorldPosition(enemyPositionWorld);\n                    const cameraPositionWorld = new THREE.Vector3();\n                    camera.getWorldPosition(cameraPositionWorld);\n\n                    const dx = cameraPositionWorld.x - enemyPositionWorld.x;\n                    const dz = cameraPositionWorld.z - enemyPositionWorld.z;\n                    const angle = Math.atan2(dx, dz);\n\n                    child.rotation.set(0, angle, 0);\n                }\n            });\n\n            // \u041e\u0442\u043a\u043b\u044e\u0447\u0430\u0435\u043c \u0432\u0440\u0430\u0449\u0435\u043d\u0438\u0435 \u043c\u0435\u0447\u0430\n            enemy.traverse(function(child) {\n                if (child.userData.isSword) {\n                    child.rotation.copy(child.userData.initialRotation);\n                }\n            });\n\n            // \u041f\u0440\u043e\u0432\u0435\u0440\u043a\u0430 \u0441\u0442\u043e\u043b\u043a\u043d\u043e\u0432\u0435\u043d\u0438\u044f \u0441 \u0438\u0433\u0440\u043e\u043a\u043e\u043c\n            if (enemy.position.distanceTo(player.position) < 1) {\n                takeDamage(10);\n            }\n        });\n    }\n\n    // \u041e\u0431\u043d\u043e\u0432\u043b\u044f\u0435\u043c \u0438\u043d\u0444\u043e\u0440\u043c\u0430\u0446\u0438\u044e \u043d\u0430 \u044d\u043a\u0440\u0430\u043d\u0435\n    updateHUD();\n\n    // \u0410\u043d\u0438\u043c\u0430\u0446\u0438\u044f \u0434\u0443\u043b\u044c\u043d\u043e\u0439 \u0432\u0441\u043f\u044b\u0448\u043a\u0438\n    const currentTimeSec = time / 1000; // \u0412\u0440\u0435\u043c\u044f \u0432 \u0441\u0435\u043a\u0443\u043d\u0434\u0430\u0445\n    if (currentTimeSec >= muzzleFlashEndTime) {\n        muzzleFlash.visible = false;\n    } else {\n        muzzleFlash.visible = true;\n        // \u0412\u044b\u0447\u0438\u0441\u043b\u044f\u0435\u043c \u043e\u0441\u0442\u0430\u0432\u0448\u0435\u0435\u0441\u044f \u0432\u0440\u0435\u043c\u044f \u0434\u043b\u044f \u044d\u0444\u0444\u0435\u043a\u0442\u0430 \u0437\u0430\u0442\u0443\u0445\u0430\u043d\u0438\u044f\n        const remainingTime = muzzleFlashEndTime - currentTimeSec;\n        muzzleFlash.material.opacity = remainingTime / 0.05;\n    }\n\n    // \u0410\u043d\u0438\u043c\u0430\u0446\u0438\u044f \u043f\u0435\u0440\u0435\u0437\u0430\u0440\u044f\u0434\u043a\u0438\n    if (isAnimatingReload) {\n        reloadAnimationProgress += delta;\n\n        const halfDuration = reloadAnimationDuration / 2;\n\n        if (reloadAnimationProgress <= halfDuration) {\n            // \u041f\u0435\u0440\u0432\u0430\u044f \u043f\u043e\u043b\u043e\u0432\u0438\u043d\u0430 \u0430\u043d\u0438\u043c\u0430\u0446\u0438\u0438: \u043e\u0431\u043e\u0439\u043c\u0430 \u0432\u044b\u0445\u043e\u0434\u0438\u0442 \u0432\u043d\u0438\u0437\n            const t = reloadAnimationProgress / halfDuration;\n            magazine.position.y = THREE.MathUtils.lerp(-0.25, -0.5, t);\n        } else if (reloadAnimationProgress <= reloadAnimationDuration) {\n            // \u0412\u0442\u043e\u0440\u0430\u044f \u043f\u043e\u043b\u043e\u0432\u0438\u043d\u0430 \u0430\u043d\u0438\u043c\u0430\u0446\u0438\u0438: \u043e\u0431\u043e\u0439\u043c\u0430 \u0432\u043e\u0437\u0432\u0440\u0430\u0449\u0430\u0435\u0442\u0441\u044f \u0432\u0432\u0435\u0440\u0445\n            const t = (reloadAnimationProgress - halfDuration) / halfDuration;\n            magazine.position.y = THREE.MathUtils.lerp(-0.5, -0.25, t);\n        } else {\n            // \u0410\u043d\u0438\u043c\u0430\u0446\u0438\u044f \u0437\u0430\u0432\u0435\u0440\u0448\u0435\u043d\u0430\n            magazine.position.y = -0.25;\n            isAnimatingReload = false;\n            currentAmmo = magazineSize;\n            isReloading = false;\n            updateHUD();\n        }\n    }\n\n    // \u0420\u0435\u043d\u0434\u0435\u0440\u0438\u043c \u0441\u0446\u0435\u043d\u0443\n    renderer.render(scene, camera);\n    prevTime = time;\n}\n\n\n// \u0424\u0443\u043d\u043a\u0446\u0438\u044f \u0434\u043b\u044f \u043d\u0430\u0447\u0430\u043b\u0430 \u0438\u0433\u0440\u044b\nfunction startGame() {\n    const menu = document.getElementById('menu');\n    menu.style.display = 'none';\n\n    // \u0421\u043a\u0440\u044b\u0432\u0430\u0435\u043c \u043c\u043e\u0434\u0430\u043b\u044c\u043d\u043e\u0435 \u043e\u043a\u043d\u043e, \u0435\u0441\u043b\u0438 \u043e\u043d\u043e \u0431\u044b\u043b\u043e \u043f\u043e\u043a\u0430\u0437\u0430\u043d\u043e\n    const deathModal = document.getElementById('death-modal');\n    deathModal.style.display = 'none';\n\n    // \u041f\u043e\u043a\u0430\u0437\u044b\u0432\u0430\u0435\u043c HUD, health-bar \u0438 crosshair\n    document.getElementById('hud').style.display = 'block';\n    document.getElementById('health-bar').style.display = 'block';\n    document.getElementById('crosshair').style.display = 'block';\n\n    // \u0421\u0431\u0440\u0430\u0441\u044b\u0432\u0430\u0435\u043c \u0441\u0447\u0435\u0442\u0447\u0438\u043a \u0443\u0431\u0438\u0439\u0441\u0442\u0432 \u0438 \u0437\u0434\u043e\u0440\u043e\u0432\u044c\u044f\n    kills = 0;\n    health = 100;\n    updateHealthBar();\n    updateHUD();\n\n    // \u0421\u0431\u0440\u0430\u0441\u044b\u0432\u0430\u0435\u043c \u043a\u043e\u043b\u0438\u0447\u0435\u0441\u0442\u0432\u043e \u043f\u0430\u0442\u0440\u043e\u043d\u043e\u0432 \u0438 \u0441\u043e\u0441\u0442\u043e\u044f\u043d\u0438\u0435 \u043f\u0435\u0440\u0435\u0437\u0430\u0440\u044f\u0434\u043a\u0438\n    currentAmmo = magazineSize;\n    isReloading = false;\n    isAnimatingReload = false;\n    reloadAnimationProgress = 0;\n    updateHUD(); // \u041e\u0431\u043d\u043e\u0432\u043b\u044f\u0435\u043c HUD\n\n    // \u0421\u0431\u0440\u0430\u0441\u044b\u0432\u0430\u0435\u043c \u043f\u043e\u0437\u0438\u0446\u0438\u044e \u0438 \u043f\u043e\u0432\u043e\u0440\u043e\u0442 \u0438\u0433\u0440\u043e\u043a\u0430 \u0438 \u043a\u0430\u043c\u0435\u0440\u044b\n    player.position.copy(getRandomSpawnPosition());\n    player.rotation.set(0, 0, 0);\n    camera.rotation.set(0, 0, 0);\n\n    // \u0421\u0431\u0440\u0430\u0441\u044b\u0432\u0430\u0435\u043c \u0441\u043a\u043e\u0440\u043e\u0441\u0442\u044c \u0438\u0433\u0440\u043e\u043a\u0430\n    velocity.x = 0;\n    velocity.y = 0;\n    velocity.z = 0;\n\n    // \u0423\u0441\u0442\u0430\u043d\u0430\u0432\u043b\u0438\u0432\u0430\u0435\u043c \u0432\u0440\u0435\u043c\u044f \u043d\u0430\u0447\u0430\u043b\u0430 \u0438\u0433\u0440\u044b\n    gameStartTime = new Date().getTime();\n\n    // \u0423\u0441\u0442\u0430\u043d\u0430\u0432\u043b\u0438\u0432\u0430\u0435\u043c \u0444\u043b\u0430\u0433 \u0430\u043a\u0442\u0438\u0432\u043d\u043e\u0441\u0442\u0438 \u0438\u0433\u0440\u044b\n    isGameActive = true;\n\n    // \u0418\u043d\u0438\u0446\u0438\u0430\u043b\u0438\u0437\u0438\u0440\u0443\u0435\u043c \u0441\u043a\u043e\u0440\u043e\u0441\u0442\u044c \u0432\u0440\u0430\u0433\u043e\u0432, \u043c\u0430\u043a\u0441\u0438\u043c\u0430\u043b\u044c\u043d\u043e\u0435 \u043a\u043e\u043b\u0438\u0447\u0435\u0441\u0442\u0432\u043e \u0438 \u0432\u0440\u0435\u043c\u044f \u043f\u043e\u0441\u043b\u0435\u0434\u043d\u0435\u0433\u043e \u0443\u0432\u0435\u043b\u0438\u0447\u0435\u043d\u0438\u044f \u0441\u043b\u043e\u0436\u043d\u043e\u0441\u0442\u0438\n    enemySpeed = 0.05;       // \u041d\u0430\u0447\u0430\u043b\u044c\u043d\u0430\u044f \u0441\u043a\u043e\u0440\u043e\u0441\u0442\u044c \u0432\u0440\u0430\u0433\u043e\u0432\n    maxEnemies = 5;          // \u041d\u0430\u0447\u0430\u043b\u044c\u043d\u043e\u0435 \u043c\u0430\u043a\u0441\u0438\u043c\u0430\u043b\u044c\u043d\u043e\u0435 \u043a\u043e\u043b\u0438\u0447\u0435\u0441\u0442\u0432\u043e \u0432\u0440\u0430\u0433\u043e\u0432\n    lastDifficultyIncreaseTime = gameStartTime; // \u0412\u0440\u0435\u043c\u044f \u043f\u043e\u0441\u043b\u0435\u0434\u043d\u0435\u0433\u043e \u0443\u0432\u0435\u043b\u0438\u0447\u0435\u043d\u0438\u044f \u0441\u043b\u043e\u0436\u043d\u043e\u0441\u0442\u0438\n\n    // \u0421\u043e\u0437\u0434\u0430\u0435\u043c \u043d\u0430\u0447\u0430\u043b\u044c\u043d\u044b\u0445 \u0432\u0440\u0430\u0433\u043e\u0432\n    for (let i = 0; i < maxEnemies; i++) {\n        createEnemy();\n    }\n\n    // \u0417\u0430\u043f\u0440\u0430\u0448\u0438\u0432\u0430\u0435\u043c \u0431\u043b\u043e\u043a\u0438\u0440\u043e\u0432\u043a\u0443 \u0443\u043a\u0430\u0437\u0430\u0442\u0435\u043b\u044f \u043c\u044b\u0448\u0438\n    document.body.requestPointerLock();\n}\n\n\n// \u0424\u0443\u043d\u043a\u0446\u0438\u044f \u0434\u043b\u044f \u0437\u0430\u0432\u0435\u0440\u0448\u0435\u043d\u0438\u044f \u0438\u0433\u0440\u044b\nfunction endGame() {\n    isGameActive = false; // \u041e\u0441\u0442\u0430\u043d\u0430\u0432\u043b\u0438\u0432\u0430\u0435\u043c \u043e\u0431\u043d\u043e\u0432\u043b\u0435\u043d\u0438\u0435 \u0438\u0433\u0440\u044b\n\n    // \u041e\u0447\u0438\u0449\u0430\u0435\u043c \u0441\u0446\u0435\u043d\u0443 \u043e\u0442 \u0432\u0440\u0430\u0433\u043e\u0432 \u0438 \u043f\u0443\u043b\u044c\n    enemies.forEach(enemy => scene.remove(enemy));\n    enemies.length = 0;\n    bullets.forEach(bullet => scene.remove(bullet));\n    bullets.length = 0;\n\n    // \u041e\u0441\u0432\u043e\u0431\u043e\u0436\u0434\u0430\u0435\u043c \u0443\u043a\u0430\u0437\u0430\u0442\u0435\u043b\u044c \u043c\u044b\u0448\u0438\n    document.exitPointerLock();\n\n    // \u041f\u0440\u043e\u0432\u0435\u0440\u044f\u0435\u043c \u0438 \u043e\u0431\u043d\u043e\u0432\u043b\u044f\u0435\u043c \u0440\u0435\u043a\u043e\u0440\u0434\n    if (kills > killsRecord) {\n        killsRecord = kills;\n        saveProgress();\n    }\n\n    // \u0420\u0430\u0437\u0431\u043b\u043e\u043a\u0438\u0440\u043e\u0432\u043a\u0430 \u0437\u043e\u043b\u043e\u0442\u043e\u0433\u043e \u043f\u0438\u0441\u0442\u043e\u043b\u0435\u0442\u0430 \u043f\u0440\u0438 \u0434\u043e\u0441\u0442\u0438\u0436\u0435\u043d\u0438\u0438 1000 \u043a\u0438\u043b\u043b\u043e\u0432\n    if (killsRecord >= 1000) {\n        skins.golden.unlocked = true;\n        saveSkins();\n    }\n\n    // \u041e\u0431\u043d\u043e\u0432\u043b\u044f\u0435\u043c \u043c\u0435\u043d\u044e\n    updateMenu();\n}\n\nconst restartButton = document.getElementById('restartButton');\nconst returnToMenuButton = document.getElementById('returnToMenuButton');\n\nrestartButton.addEventListener('click', function(event) {\n    event.stopPropagation();\n    const deathModal = document.getElementById('death-modal');\n    deathModal.style.display = 'none';\n    \n    // \u0421\u0431\u0440\u0430\u0441\u044b\u0432\u0430\u0435\u043c \u043f\u0430\u0440\u0430\u043c\u0435\u0442\u0440\u044b \u0438\u0433\u0440\u044b \u0438 \u043d\u0430\u0447\u0438\u043d\u0430\u0435\u043c \u0437\u0430\u043d\u043e\u0432\u043e\n    startGame();\n});\n\nreturnToMenuButton.addEventListener('click', function(event) {\n    event.stopPropagation();\n    const deathModal = document.getElementById('death-modal');\n    deathModal.style.display = 'none';\n    \n    // \u041f\u0435\u0440\u0435\u0437\u0430\u0433\u0440\u0443\u0436\u0430\u0435\u043c \u0441\u0442\u0440\u0430\u043d\u0438\u0446\u0443\n    location.reload();\n});\n\n\n// \u041e\u0431\u0440\u0430\u0431\u043e\u0442\u0447\u0438\u043a \u043a\u043d\u043e\u043f\u043a\u0438 \"\u0418\u0433\u0440\u0430\u0442\u044c\"\nconst playButton = document.getElementById('playButton');\nplayButton.addEventListener('click', function(event) {\n    event.stopPropagation();\n    startGame();\n});\n\n// \u0418\u0437\u043c\u0435\u043d\u0435\u043d\u0438\u0435 \u0440\u0430\u0437\u043c\u0435\u0440\u0430 \u043e\u043a\u043d\u0430\nwindow.addEventListener('resize', function() {\ncamera.aspect = window.innerWidth / window.innerHeight;\ncamera.updateProjectionMatrix();\nrenderer.setSize(window.innerWidth, window.innerHeight);\n}, false);\n\n    // \u0418\u043d\u0438\u0446\u0438\u0430\u043b\u0438\u0437\u0430\u0446\u0438\u044f \u0438\u0433\u0440\u044b\n    loadProgress();\n    loadSkins();\n    initScene();       // \u041f\u0435\u0440\u0435\u043d\u0435\u0441\u0435\u043d\u043e \u043f\u0435\u0440\u0435\u0434 updateGunSkin()\n    updateGunSkin();   // \u0422\u0435\u043f\u0435\u0440\u044c \u0432\u044b\u0437\u044b\u0432\u0430\u0435\u0442\u0441\u044f \u043f\u043e\u0441\u043b\u0435 initScene()\n    updateMenu();\n    updateHealthBar();\n    updateHUD();\n    \n    // \u0417\u0430\u043f\u0443\u0441\u043a\u0430\u0435\u043c \u0430\u043d\u0438\u043c\u0430\u0446\u0438\u044e \u043e\u0434\u0438\u043d \u0440\u0430\u0437 \u043f\u0440\u0438 \u0437\u0430\u0433\u0440\u0443\u0437\u043a\u0435 \u0441\u0442\u0440\u0430\u043d\u0438\u0446\u044b\n    animate();\n</script>\n<div id=\"version\">\u0412\u0435\u0440\u0441\u0438\u044f 0.0.0.3</div>\n</body>\n</html>\n\u0441\u0434\u0435\u043b\u0430\u0439 \u043a\u043e\u0433\u0434\u0430 \u0437\u0430\u0445\u043e\u0434\u0438\u0448\u044c \u0437\u0430 \u0433\u043e\u0440\u0438\u0437\u043e\u043d\u0442 \u043a\u0430\u0440\u0442\u044b \u043d\u0443 \u0433\u0434\u0435 \u043a\u043e\u043d\u0447\u0430\u0435\u0442\u0441\u044f \u043f\u043e\u043b\u043e\u0442\u043d\u043e \u043d\u0430\u0447\u0438\u043d\u0430\u0435\u0442 \u0433\u0435\u043d\u0435\u0440\u0438\u0440\u043e\u0432\u0430\u0442\u044c\u0441\u044f \u043d\u043e\u0432\u0430\u044f \u0442\u0430\u043a\u0430\u044f \u0436\u0435 \u0441 \u0434\u0435\u0440\u0435\u0432\u044c\u044f\u043c\u0438 \u0438 \u0432\u0440\u0430\u0433\u0430\u043c\u0438"}],"shard":{"index":29,"name":"turns-00029.parquet","rows":54303}}
