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import * as THREE from 'three'; | |
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js'; | |
import { PointerLockControls } from 'three/addons/controls/PointerLockControls.js'; | |
// ๊ฒ์ ์์ | |
const GAME_DURATION = 180; | |
const MAP_SIZE = 1000; | |
const TANK_HEIGHT = 0.5; | |
const ENEMY_GROUND_HEIGHT = 0; | |
const ENEMY_SCALE = 10; | |
const MAX_HEALTH = 1000; | |
const ENEMY_MOVE_SPEED = 0.1; | |
const ENEMY_COUNT_MAX = 3; | |
const PARTICLE_COUNT = 15; | |
const BUILDING_COUNT = 30; | |
const ENEMY_CONFIG = { | |
ATTACK_RANGE: 100, | |
ATTACK_INTERVAL: 2000, | |
BULLET_SPEED: 2 | |
}; | |
// TankPlayer ํด๋์ค | |
class TankPlayer { | |
constructor() { | |
this.body = null; | |
this.turret = null; | |
this.position = new THREE.Vector3(0, 0, 0); | |
this.rotation = new THREE.Euler(0, 0, 0); | |
this.turretRotation = 0; | |
this.moveSpeed = 0.5; | |
this.turnSpeed = 0.03; | |
this.turretGroup = new THREE.Group(); | |
this.health = MAX_HEALTH; | |
this.isLoaded = false; | |
this.ammo = 1; // ๋ณ๊ฒฝ: 10 -> 1 | |
this.maxAmmo = 1; // ์ถ๊ฐ: ์ต๋ ํฌํ ์ | |
this.isReloading = false; // ์ถ๊ฐ: ์ฌ์ฅ์ ์ํ | |
this.reloadTime = 3000; // ์ถ๊ฐ: 3์ด ์ฌ์ฅ์ ์๊ฐ | |
this.lastShootTime = 0; | |
this.bullets = []; | |
} | |
async initialize(scene, loader) { | |
try { | |
const bodyResult = await loader.loadAsync('/models/abramsBody.glb'); | |
this.body = bodyResult.scene; | |
const turretResult = await loader.loadAsync('/models/abramsTurret.glb'); | |
this.turret = turretResult.scene; | |
this.turretGroup.position.y = 0.2; | |
this.turretGroup.add(this.turret); | |
this.body.add(this.turretGroup); | |
this.body.traverse((child) => { | |
if (child.isMesh) { | |
child.castShadow = true; | |
child.receiveShadow = true; | |
} | |
}); | |
this.turret.traverse((child) => { | |
if (child.isMesh) { | |
child.castShadow = true; | |
child.receiveShadow = true; | |
} | |
}); | |
// ์ฌ๊ธฐ์ ์ ํจํ ์คํฐ ์์น๋ฅผ ์ฐพ์ ์ ์ฉ | |
if (window.gameInstance) { | |
const spawnPos = window.gameInstance.findValidSpawnPosition(); | |
this.body.position.copy(spawnPos); | |
} else { | |
this.body.position.copy(this.position); | |
} | |
// ํญ๋ฐ ์ดํํธ ๋ฉ์๋ ์ถ๊ฐ | |
this.createExplosionEffect = (scene, position) => { | |
// ํญ๋ฐ ํํฐํด | |
for (let i = 0; i < 15; i++) { | |
const size = Math.random() * 0.2 + 0.1; | |
const geometry = new THREE.SphereGeometry(size); | |
const material = new THREE.MeshBasicMaterial({ | |
color: Math.random() < 0.5 ? 0xff4500 : 0xff8c00 | |
}); | |
const particle = new THREE.Mesh(geometry, material); | |
particle.position.copy(position); | |
const speed = Math.random() * 0.3 + 0.2; | |
const angle = Math.random() * Math.PI * 2; | |
const elevation = Math.random() * Math.PI - Math.PI / 2; | |
particle.velocity = new THREE.Vector3( | |
Math.cos(angle) * Math.cos(elevation) * speed, | |
Math.sin(elevation) * speed, | |
Math.sin(angle) * Math.cos(elevation) * speed | |
); | |
particle.gravity = -0.01; | |
particle.life = Math.random() * 20 + 20; | |
particle.fadeRate = 1 / particle.life; | |
scene.add(particle); | |
window.gameInstance.particles.push({ | |
mesh: particle, | |
velocity: particle.velocity, | |
gravity: particle.gravity, | |
life: particle.life, | |
fadeRate: particle.fadeRate | |
}); | |
} | |
// ์ถฉ๋ ์ฌ์ด๋ ์ฌ์ | |
const explosionSound = new Audio('sounds/explosion.ogg'); | |
explosionSound.volume = 0.3; | |
explosionSound.play(); | |
}; | |
scene.add(this.body); | |
this.isLoaded = true; | |
this.updateAmmoDisplay(); | |
} catch (error) { | |
console.error('Error loading tank models:', error); | |
this.isLoaded = false; | |
} | |
} | |
shoot(scene) { | |
if (this.isReloading || this.ammo <= 0) return null; | |
// ๋ฐ์ฌ์ ํจ๊ณผ ์ถ๊ฐ | |
const sounds = ['sounds/mbtfire1.ogg', 'sounds/mbtfire2.ogg', 'sounds/mbtfire3.ogg', 'sounds/mbtfire4.ogg']; | |
const randomSound = sounds[Math.floor(Math.random() * sounds.length)]; | |
const audio = new Audio(randomSound); | |
audio.volume = 0.5; | |
audio.play(); | |
const bullet = this.createBullet(scene); | |
if (bullet) { | |
this.ammo--; | |
this.updateAmmoDisplay(); | |
this.startReload(); | |
} | |
return bullet; | |
} | |
createBullet(scene) { | |
const bulletGeometry = new THREE.SphereGeometry(0.2); | |
const bulletMaterial = new THREE.MeshBasicMaterial({ color: 0x00ff00 }); | |
const bullet = new THREE.Mesh(bulletGeometry, bulletMaterial); | |
const bulletOffset = new THREE.Vector3(0, 0.5, 2); | |
bulletOffset.applyQuaternion(this.turretGroup.quaternion); | |
bulletOffset.applyQuaternion(this.body.quaternion); | |
bullet.position.copy(this.body.position).add(bulletOffset); | |
const direction = new THREE.Vector3(0, 0, 1); | |
direction.applyQuaternion(this.turretGroup.quaternion); | |
direction.applyQuaternion(this.body.quaternion); | |
bullet.velocity = direction.multiplyScalar(2); | |
scene.add(bullet); | |
this.bullets.push(bullet); | |
return bullet; | |
} | |
update(mouseX, mouseY, scene) { | |
if (!this.body || !this.turretGroup) return; | |
const absoluteTurretRotation = mouseX; | |
this.turretGroup.rotation.y = absoluteTurretRotation - this.body.rotation.y; | |
this.turretRotation = absoluteTurretRotation; | |
// ์ด์ ์ ๋ฐ์ดํธ ๋ฐ ์ถฉ๋ ์ฒดํฌ | |
for (let i = this.bullets.length - 1; i >= 0; i--) { | |
const bullet = this.bullets[i]; | |
const oldPosition = bullet.position.clone(); | |
bullet.position.add(bullet.velocity); | |
// ์งํ ๋์ด ์ฒดํฌ | |
const terrainHeight = window.gameInstance.getHeightAtPosition( | |
bullet.position.x, | |
bullet.position.z | |
); | |
if (bullet.position.y < terrainHeight || | |
Math.abs(bullet.position.x) > MAP_SIZE / 2 || | |
Math.abs(bullet.position.z) > MAP_SIZE / 2) { | |
// ํญ๋ฐ ์ดํํธ ์์ฑ | |
this.createExplosionEffect(scene, bullet.position); | |
scene.remove(bullet); | |
this.bullets.splice(i, 1); | |
} | |
} | |
} | |
move(direction) { | |
if (!this.body) return; | |
const moveVector = new THREE.Vector3(); | |
moveVector.x = direction.x * this.moveSpeed; | |
moveVector.z = direction.z * this.moveSpeed; | |
// ์๋ก์ด ์์น ๊ณ์ฐ | |
const newPosition = this.body.position.clone().add(moveVector); | |
// ์๋ก์ด ์์น์ ์งํ ๋์ด ๊ฐ์ ธ์ค๊ธฐ | |
const heightAtNewPos = window.gameInstance.getHeightAtPosition(newPosition.x, newPosition.z); | |
// ํฑํฌ ๋์ด๋งํผ ๋ํด์ ์งํ ์์ ์์น์ํด | |
newPosition.y = heightAtNewPos + TANK_HEIGHT; | |
// ๊ฒฝ์ฌ๊ฐ ๋๋ฌด ๊ฐํ๋ฅธ์ง ์ฒดํฌ | |
const currentHeight = this.body.position.y; | |
const heightDifference = Math.abs(newPosition.y - currentHeight); | |
const maxClimbAngle = 0.5; // ์ต๋ ๋ฑ๋ฐ ๊ฐ๋ | |
if (heightDifference / this.moveSpeed < maxClimbAngle) { | |
this.body.position.copy(newPosition); | |
// ํฑํฌ์ ๋ฐฉํฅ ๋ฒกํฐ ๊ณ์ฐ | |
const forwardVector = new THREE.Vector3(0, 0, 1).applyQuaternion(this.body.quaternion); | |
const rightVector = new THREE.Vector3(1, 0, 0).applyQuaternion(this.body.quaternion); | |
// ํฑํฌ ์ฃผ๋ณ์ ๋์ด ๊ณ์ฐ | |
const frontHeight = window.gameInstance.getHeightAtPosition( | |
newPosition.x + forwardVector.x, | |
newPosition.z + forwardVector.z | |
); | |
const backHeight = window.gameInstance.getHeightAtPosition( | |
newPosition.x - forwardVector.x, | |
newPosition.z - forwardVector.z | |
); | |
const rightHeight = window.gameInstance.getHeightAtPosition( | |
newPosition.x + rightVector.x, | |
newPosition.z + rightVector.z | |
); | |
const leftHeight = window.gameInstance.getHeightAtPosition( | |
newPosition.x - rightVector.x, | |
newPosition.z - rightVector.z | |
); | |
// ํฑํฌ์ ๊ธฐ์ธ๊ธฐ ๊ณ์ฐ ๋ฐ ์ ์ฉ | |
const pitch = Math.atan2(frontHeight - backHeight, 2); | |
const roll = Math.atan2(rightHeight - leftHeight, 2); | |
// ๊ธฐ์กด y์ถ ํ์ ์ ์ ์งํ๋ฉด์ ์๋ก์ด ๊ธฐ์ธ๊ธฐ ์ ์ฉ | |
const currentYRotation = this.body.rotation.y; | |
this.body.rotation.set(pitch, currentYRotation, roll); | |
} | |
} | |
rotate(angle) { | |
if (!this.body) return; | |
// y์ถ ํ์ ์ ์ฉ | |
this.body.rotation.y += angle * this.turnSpeed; | |
// ํ์ฌ ์์น์์์ ์งํ์ ๋ง์ถฐ ํฑํฌ ๊ธฐ์ธ๊ธฐ ์กฐ์ | |
const position = this.body.position; | |
const forwardVector = new THREE.Vector3(0, 0, 1).applyQuaternion(this.body.quaternion); | |
const rightVector = new THREE.Vector3(1, 0, 0).applyQuaternion(this.body.quaternion); | |
// ํฑํฌ ์ฃผ๋ณ์ ๋์ด ๊ณ์ฐ | |
const frontHeight = window.gameInstance.getHeightAtPosition( | |
position.x + forwardVector.x, | |
position.z + forwardVector.z | |
); | |
const backHeight = window.gameInstance.getHeightAtPosition( | |
position.x - forwardVector.x, | |
position.z - forwardVector.z | |
); | |
const rightHeight = window.gameInstance.getHeightAtPosition( | |
position.x + rightVector.x, | |
position.z + rightVector.z | |
); | |
const leftHeight = window.gameInstance.getHeightAtPosition( | |
position.x - rightVector.x, | |
position.z - rightVector.z | |
); | |
// ํฑํฌ์ ๊ธฐ์ธ๊ธฐ ๊ณ์ฐ ๋ฐ ์ ์ฉ | |
const pitch = Math.atan2(frontHeight - backHeight, 2); | |
const roll = Math.atan2(rightHeight - leftHeight, 2); | |
// ํ์ฌ y์ถ ํ์ ์ ์ ์งํ๋ฉด์ ์๋ก์ด ๊ธฐ์ธ๊ธฐ ์ ์ฉ | |
const currentYRotation = this.body.rotation.y; | |
this.body.rotation.set(pitch, currentYRotation, roll); | |
} | |
getPosition() { | |
return this.body ? this.body.position : new THREE.Vector3(); | |
} | |
takeDamage(damage) { | |
this.health -= damage; | |
return this.health <= 0; | |
} | |
startReload() { | |
this.isReloading = true; | |
const reloadingText = document.getElementById('reloadingText'); | |
reloadingText.style.display = 'block'; | |
setTimeout(() => { | |
this.ammo = this.maxAmmo; | |
this.isReloading = false; | |
reloadingText.style.display = 'none'; | |
this.updateAmmoDisplay(); | |
}, this.reloadTime); | |
} | |
updateAmmoDisplay() { | |
document.getElementById('ammoDisplay').textContent = `APFSDS: ${this.ammo}/${this.maxAmmo}`; | |
} | |
} | |
// Enemy ํด๋์ค | |
class Enemy { | |
constructor(scene, position, type = 'tank') { | |
this.scene = scene; | |
this.position = position; | |
this.mesh = null; | |
this.type = type; | |
this.health = type === 'tank' ? 100 : 200; | |
this.lastAttackTime = 0; | |
this.bullets = []; | |
this.isLoaded = false; | |
this.moveSpeed = type === 'tank' ? ENEMY_MOVE_SPEED : ENEMY_MOVE_SPEED * 0.7; | |
} | |
async initialize(loader) { | |
try { | |
const modelPath = this.type === 'tank' ? '/models/enemy1.glb' : '/models/enemy4.glb'; | |
const result = await loader.loadAsync(modelPath); | |
this.mesh = result.scene; | |
this.mesh.position.copy(this.position); | |
this.mesh.scale.set(ENEMY_SCALE, ENEMY_SCALE, ENEMY_SCALE); | |
this.mesh.traverse((child) => { | |
if (child.isMesh) { | |
child.castShadow = true; | |
child.receiveShadow = true; | |
} | |
}); | |
this.scene.add(this.mesh); | |
this.isLoaded = true; | |
} catch (error) { | |
console.error('Error loading enemy model:', error); | |
this.isLoaded = false; | |
} | |
} | |
update(playerPosition) { | |
if (!this.mesh || !this.isLoaded) return; | |
const direction = new THREE.Vector3() | |
.subVectors(playerPosition, this.mesh.position) | |
.normalize(); | |
const distanceToPlayer = this.mesh.position.distanceTo(playerPosition); | |
const minDistance = 50; | |
this.mesh.lookAt(playerPosition); | |
if (distanceToPlayer > minDistance) { | |
const moveVector = direction.multiplyScalar(this.moveSpeed); | |
const newPosition = this.mesh.position.clone().add(moveVector); | |
// ์๋ก์ด ์์น์ ์งํ ๋์ด ๊ฐ์ ธ์ค๊ธฐ | |
const heightAtNewPos = window.gameInstance.getHeightAtPosition(newPosition.x, newPosition.z); | |
newPosition.y = heightAtNewPos + TANK_HEIGHT; | |
// ๊ฒฝ์ฌ ์ฒดํฌ | |
const heightDifference = Math.abs(newPosition.y - this.mesh.position.y); | |
const maxClimbAngle = 0.5; | |
if (heightDifference / this.moveSpeed < maxClimbAngle) { | |
this.mesh.position.copy(newPosition); | |
// ์ ํฑํฌ ๊ธฐ์ธ๊ธฐ ์กฐ์ | |
const forwardVector = new THREE.Vector3(0, 0, 1).applyQuaternion(this.mesh.quaternion); | |
const rightVector = new THREE.Vector3(1, 0, 0).applyQuaternion(this.mesh.quaternion); | |
const frontHeight = window.gameInstance.getHeightAtPosition( | |
newPosition.x + forwardVector.x, | |
newPosition.z + forwardVector.z | |
); | |
const backHeight = window.gameInstance.getHeightAtPosition( | |
newPosition.x - forwardVector.x, | |
newPosition.z - forwardVector.z | |
); | |
const rightHeight = window.gameInstance.getHeightAtPosition( | |
newPosition.x + rightVector.x, | |
newPosition.z + rightVector.z | |
); | |
const leftHeight = window.gameInstance.getHeightAtPosition( | |
newPosition.x - rightVector.x, | |
newPosition.z - rightVector.z | |
); | |
const pitch = Math.atan2(frontHeight - backHeight, 2); | |
const roll = Math.atan2(rightHeight - leftHeight, 2); | |
this.mesh.rotation.x = pitch; | |
this.mesh.rotation.z = roll; | |
} | |
} | |
// ์ด์ ์ ๋ฐ์ดํธ ๋ถ๋ถ | |
for (let i = this.bullets.length - 1; i >= 0; i--) { | |
const bullet = this.bullets[i]; | |
bullet.position.add(bullet.velocity); | |
if (Math.abs(bullet.position.x) > MAP_SIZE || | |
Math.abs(bullet.position.z) > MAP_SIZE) { | |
this.scene.remove(bullet); | |
this.bullets.splice(i, 1); | |
} | |
} | |
} | |
shoot(playerPosition) { | |
const currentTime = Date.now(); | |
const attackInterval = this.type === 'tank' ? | |
ENEMY_CONFIG.ATTACK_INTERVAL : | |
ENEMY_CONFIG.ATTACK_INTERVAL * 1.5; | |
if (currentTime - this.lastAttackTime < attackInterval) return; | |
const bulletGeometry = new THREE.SphereGeometry(this.type === 'tank' ? 0.2 : 0.3); | |
const bulletMaterial = new THREE.MeshBasicMaterial({ | |
color: this.type === 'tank' ? 0xff0000 : 0xff6600 | |
}); | |
const bullet = new THREE.Mesh(bulletGeometry, bulletMaterial); | |
bullet.position.copy(this.mesh.position); | |
const direction = new THREE.Vector3() | |
.subVectors(playerPosition, this.mesh.position) | |
.normalize(); | |
const bulletSpeed = this.type === 'tank' ? | |
ENEMY_CONFIG.BULLET_SPEED : | |
ENEMY_CONFIG.BULLET_SPEED * 0.8; | |
bullet.velocity = direction.multiplyScalar(bulletSpeed); | |
this.scene.add(bullet); | |
this.bullets.push(bullet); | |
this.lastAttackTime = currentTime; | |
} | |
takeDamage(damage) { | |
this.health -= damage; | |
return this.health <= 0; | |
} | |
destroy() { | |
if (this.mesh) { | |
this.scene.remove(this.mesh); | |
this.bullets.forEach(bullet => this.scene.remove(bullet)); | |
this.bullets = []; | |
this.isLoaded = false; | |
} | |
} | |
} | |
// Particle ํด๋์ค | |
class Particle { | |
constructor(scene, position) { | |
const geometry = new THREE.SphereGeometry(0.1); | |
const material = new THREE.MeshBasicMaterial({ color: 0xff0000 }); | |
this.mesh = new THREE.Mesh(geometry, material); | |
this.mesh.position.copy(position); | |
this.velocity = new THREE.Vector3( | |
(Math.random() - 0.5) * 0.3, | |
Math.random() * 0.2, | |
(Math.random() - 0.5) * 0.3 | |
); | |
this.gravity = -0.01; | |
this.lifetime = 60; | |
this.age = 0; | |
scene.add(this.mesh); | |
} | |
update() { | |
this.velocity.y += this.gravity; | |
this.mesh.position.add(this.velocity); | |
this.age++; | |
return this.age < this.lifetime; | |
} | |
destroy(scene) { | |
scene.remove(this.mesh); | |
} | |
} | |
// Game ํด๋์ค | |
class Game { | |
constructor() { | |
this.scene = new THREE.Scene(); | |
this.camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000); | |
this.renderer = new THREE.WebGLRenderer({ antialias: true }); | |
this.renderer.setSize(window.innerWidth, window.innerHeight); | |
this.renderer.shadowMap.enabled = true; | |
document.getElementById('gameContainer').appendChild(this.renderer.domElement); | |
// ๋ ์ด๋ ๊ด๋ จ ์์ฑ ์ถ๊ฐ | |
this.radarUpdateInterval = 100; // 100ms๋ง๋ค ๋ ์ด๋ ์ ๋ฐ์ดํธ | |
this.lastRadarUpdate = 0; | |
this.radarRange = 200; // ๋ ์ด๋ ๊ฐ์ง ๋ฒ์ | |
this.tank = new TankPlayer(); | |
this.enemies = []; | |
this.particles = []; | |
this.buildings = []; | |
this.loader = new GLTFLoader(); | |
this.controls = null; | |
this.gameTime = GAME_DURATION; | |
this.score = 0; | |
this.isGameOver = false; | |
this.isLoading = true; | |
this.previousTankPosition = new THREE.Vector3(); | |
this.lastTime = performance.now(); | |
this.gameTimer = null; | |
this.animationFrameId = null; | |
this.mouse = { x: 0, y: 0 }; | |
this.keys = { | |
forward: false, | |
backward: false, | |
left: false, | |
right: false | |
}; | |
this.setupEventListeners(); | |
this.initialize(); | |
} | |
async initialize() { | |
try { | |
// ์๊ฐ ํจ๊ณผ ์ ๊ฑฐ | |
this.scene.fog = null; | |
this.scene.background = new THREE.Color(0x87CEEB); | |
// ์ฃผ๋ณ๊ด ์ค์ - ๋ ๋ฐ๊ฒ | |
const ambientLight = new THREE.AmbientLight(0xffffff, 0.6); | |
this.scene.add(ambientLight); | |
// ํ์๊ด ์ค์ | |
const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8); | |
directionalLight.position.set(100, 100, 50); | |
directionalLight.castShadow = true; | |
directionalLight.shadow.mapSize.width = 1024; | |
directionalLight.shadow.mapSize.height = 1024; | |
this.scene.add(directionalLight); | |
// ์งํ ์์ฑ ์์ | |
const groundGeometry = new THREE.PlaneGeometry(MAP_SIZE, MAP_SIZE, 100, 100); | |
const groundMaterial = new THREE.MeshStandardMaterial({ | |
color: 0xD2B48C, | |
roughness: 0.8, | |
metalness: 0.2, | |
wireframe: false | |
}); | |
const ground = new THREE.Mesh(groundGeometry, groundMaterial); | |
ground.rotation.x = -Math.PI / 2; | |
ground.receiveShadow = true; | |
// ์งํ ๋์ด ์ค์ | |
const vertices = ground.geometry.attributes.position.array; | |
const heightScale = 15; | |
const baseFrequency = 0.008; | |
// ํ์ง ์์ญ ์ ์ | |
const flatlandRadius = MAP_SIZE * 0.3; // ํ์ง ์์ญ์ ๋ฐ๊ฒฝ | |
const transitionZone = MAP_SIZE * 0.1; // ํ์ง์ ์ธ๋ ์ฌ์ด์ ์ ํ ๊ตฌ์ญ | |
for (let i = 0; i < vertices.length; i += 3) { | |
const x = vertices[i]; | |
const y = vertices[i + 1]; | |
// ์ค์ฌ์ ์ผ๋ก๋ถํฐ์ ๊ฑฐ๋ฆฌ ๊ณ์ฐ | |
const distanceFromCenter = Math.sqrt(x * x + y * y); | |
// ํ์ง ์์ญ์ด๋ฉด ๋์ด๋ฅผ 0์ผ๋ก ์ค์ | |
if (distanceFromCenter < flatlandRadius) { | |
vertices[i + 2] = 0; | |
} | |
// ์ ํ ๊ตฌ์ญ์ด๋ฉด ๋ถ๋๋ฝ๊ฒ ๋์ด ์ฆ๊ฐ | |
else if (distanceFromCenter < flatlandRadius + transitionZone) { | |
const transitionFactor = (distanceFromCenter - flatlandRadius) / transitionZone; | |
let height = 0; | |
// ์ธ๋ ๋์ด ๊ณ์ฐ | |
height += Math.sin(x * baseFrequency) * Math.cos(y * baseFrequency) * heightScale; | |
height += Math.sin(x * baseFrequency * 2) * Math.cos(y * baseFrequency * 2) * (heightScale * 0.5); | |
height += Math.sin(x * baseFrequency * 4) * Math.cos(y * baseFrequency * 4) * (heightScale * 0.25); | |
vertices[i + 2] = height * transitionFactor; | |
} | |
// ์ธ๋ ์์ญ | |
else { | |
let height = 0; | |
height += Math.sin(x * baseFrequency) * Math.cos(y * baseFrequency) * heightScale; | |
height += Math.sin(x * baseFrequency * 2) * Math.cos(y * baseFrequency * 2) * (heightScale * 0.5); | |
height += Math.sin(x * baseFrequency * 4) * Math.cos(y * baseFrequency * 4) * (heightScale * 0.25); | |
vertices[i + 2] = height; | |
} | |
} | |
ground.geometry.attributes.position.needsUpdate = true; | |
ground.geometry.computeVertexNormals(); | |
this.ground = ground; | |
this.scene.add(ground); | |
// ๋ฑ๊ณ ์ ํจ๊ณผ (์ธ๋ ์์ญ์๋ง ์ ์ฉ) | |
const contourMaterial = new THREE.LineBasicMaterial({ | |
color: 0x000000, | |
opacity: 0.15, | |
transparent: true | |
}); | |
const contourLines = new THREE.LineSegments( | |
new THREE.EdgesGeometry(groundGeometry), | |
contourMaterial | |
); | |
contourLines.rotation.x = -Math.PI / 2; | |
contourLines.position.y = 0.1; | |
this.scene.add(contourLines); | |
// ๊ฒฉ์ ํจ๊ณผ (ํ์ง ์์ญ์๋ง ์ ์ฉ) | |
const gridHelper = new THREE.GridHelper(flatlandRadius * 2, 50, 0x000000, 0x000000); | |
gridHelper.material.opacity = 0.1; | |
gridHelper.material.transparent = true; | |
gridHelper.position.y = 0.1; | |
this.scene.add(gridHelper); | |
// ์ฌ๋ง ์ฅ์ ์ถ๊ฐ | |
await this.addDesertDecorations(); | |
// ํฑํฌ ์ด๊ธฐํ | |
await this.tank.initialize(this.scene, this.loader); | |
if (!this.tank.isLoaded) { | |
throw new Error('Tank loading failed'); | |
} | |
// ์คํฐ ์์น ๊ฒ์ฆ ๋ฐ ์ฌ์์ ๋ก์ง ์ถ๊ฐ | |
const spawnPos = this.findValidSpawnPosition(); | |
const heightAtSpawn = this.getHeightAtPosition(spawnPos.x, spawnPos.z); | |
const slopeCheckPoints = [ | |
{ x: spawnPos.x + 2, z: spawnPos.z }, | |
{ x: spawnPos.x - 2, z: spawnPos.z }, | |
{ x: spawnPos.x, z: spawnPos.z + 2 }, | |
{ x: spawnPos.x, z: spawnPos.z - 2 } | |
]; | |
const slopes = slopeCheckPoints.map(point => { | |
const pointHeight = this.getHeightAtPosition(point.x, point.z); | |
return Math.abs(pointHeight - heightAtSpawn) / 2; | |
}); | |
const maxSlope = Math.max(...slopes); | |
if (maxSlope > 0.3) { // ๊ฒฝ์ฌ๊ฐ ๋๋ฌด ๊ฐํ๋ฅด๋ฉด | |
location.reload(); // ๊ฒ์ ์๋ ์ฌ์์ | |
return; | |
} | |
// ์นด๋ฉ๋ผ ์ด๊ธฐ ์์น ์ค์ | |
const tankPosition = this.tank.getPosition(); | |
this.camera.position.set( | |
tankPosition.x, | |
tankPosition.y + 15, | |
tankPosition.z - 30 | |
); | |
this.camera.lookAt(tankPosition); | |
// ๋ก๋ฉ ์๋ฃ | |
this.isLoading = false; | |
document.getElementById('loading').style.display = 'none'; | |
// ๊ฒ์ ์์ | |
this.animate(); | |
this.spawnEnemies(); | |
this.startGameTimer(); | |
} catch (error) { | |
console.error('Game initialization error:', error); | |
this.handleLoadingError(); | |
} | |
} | |
// ๋ ์ด๋ ์ ๋ฐ์ดํธ ๋ฉ์๋ ์ถ๊ฐ | |
updateRadar() { | |
const currentTime = Date.now(); | |
if (currentTime - this.lastRadarUpdate < this.radarUpdateInterval) return; | |
const radar = document.getElementById('radar'); | |
const radarRect = radar.getBoundingClientRect(); | |
const radarCenter = { | |
x: radarRect.width / 2, | |
y: radarRect.height / 2 | |
}; | |
// ๊ธฐ์กด ์ ๋ํธ ์ ๊ฑฐ | |
const oldDots = radar.getElementsByClassName('enemy-dot'); | |
while (oldDots[0]) { | |
oldDots[0].remove(); | |
} | |
// ํฑํฌ ์์น ๊ฐ์ ธ์ค๊ธฐ | |
const tankPos = this.tank.getPosition(); | |
// ๋ชจ๋ ์ ์ ๋ํด ๋ ์ด๋์ ํ์ | |
this.enemies.forEach(enemy => { | |
if (!enemy.mesh || !enemy.isLoaded) return; | |
const enemyPos = enemy.mesh.position; | |
const distance = tankPos.distanceTo(enemyPos); | |
// ๋ ์ด๋ ๋ฒ์ ๋ด์ ์๋ ๊ฒฝ์ฐ๋ง ํ์ | |
if (distance <= this.radarRange) { | |
// ํฑํฌ ๊ธฐ์ค ์๋ ๊ฐ๋ ๊ณ์ฐ | |
const angle = Math.atan2( | |
enemyPos.x - tankPos.x, | |
enemyPos.z - tankPos.z | |
); | |
// ์๋ ๊ฑฐ๋ฆฌ๋ฅผ ๋ ์ด๋ ํฌ๊ธฐ์ ๋ง๊ฒ ์ค์ผ์ผ๋ง | |
const relativeDistance = distance / this.radarRange; | |
const dotX = radarCenter.x + Math.sin(angle) * (radarCenter.x * relativeDistance); | |
const dotY = radarCenter.y + Math.cos(angle) * (radarCenter.y * relativeDistance); | |
// ์ ๋ํธ ์์ฑ ๋ฐ ์ถ๊ฐ | |
const dot = document.createElement('div'); | |
dot.className = 'enemy-dot'; | |
dot.style.left = `${dotX}px`; | |
dot.style.top = `${dotY}px`; | |
radar.appendChild(dot); | |
} | |
}); | |
this.lastRadarUpdate = currentTime; | |
} | |
async addDesertDecorations() { | |
// ๋ฐ์ ์์ฑ | |
const rockGeometries = [ | |
new THREE.DodecahedronGeometry(3), | |
new THREE.DodecahedronGeometry(2), | |
new THREE.DodecahedronGeometry(4) | |
]; | |
const rockMaterial = new THREE.MeshStandardMaterial({ | |
color: 0x8B4513, | |
roughness: 0.9, | |
metalness: 0.1 | |
}); | |
for (let i = 0; i < 100; i++) { | |
const rockGeometry = rockGeometries[Math.floor(Math.random() * rockGeometries.length)]; | |
const rock = new THREE.Mesh(rockGeometry, rockMaterial); | |
rock.position.set( | |
(Math.random() - 0.5) * MAP_SIZE * 0.9, | |
Math.random() * 2, | |
(Math.random() - 0.5) * MAP_SIZE * 0.9 | |
); | |
rock.rotation.set( | |
Math.random() * Math.PI, | |
Math.random() * Math.PI, | |
Math.random() * Math.PI | |
); | |
rock.scale.set( | |
1 + Math.random() * 0.5, | |
1 + Math.random() * 0.5, | |
1 + Math.random() * 0.5 | |
); | |
rock.castShadow = true; | |
rock.receiveShadow = true; | |
this.scene.add(rock); | |
} | |
// ์ ์ธ์ฅ ์ถ๊ฐ (๊ฐ๋จํ geometry๋ก ํํ) | |
const cactusGeometry = new THREE.CylinderGeometry(0.5, 0.7, 4, 8); | |
const cactusMaterial = new THREE.MeshStandardMaterial({ | |
color: 0x2F4F2F, | |
roughness: 0.8 | |
}); | |
for (let i = 0; i < 50; i++) { | |
const cactus = new THREE.Mesh(cactusGeometry, cactusMaterial); | |
cactus.position.set( | |
(Math.random() - 0.5) * MAP_SIZE * 0.8, | |
2, | |
(Math.random() - 0.5) * MAP_SIZE * 0.8 | |
); | |
cactus.castShadow = true; | |
cactus.receiveShadow = true; | |
this.scene.add(cactus); | |
} | |
} | |
getHeightAtPosition(x, z) { | |
if (!this.ground) return 0; | |
// ์งํ์ ์ ์ ๋ฐ์ดํฐ | |
const vertices = this.ground.geometry.attributes.position.array; | |
const segmentsX = Math.sqrt(vertices.length / 3) - 1; | |
const segmentsZ = segmentsX; | |
// ๋งต ์ขํ๋ฅผ ์งํ ๊ฒฉ์ ์ขํ๋ก ๋ณํ | |
const gridX = ((x + MAP_SIZE / 2) / MAP_SIZE) * segmentsX; | |
const gridZ = ((z + MAP_SIZE / 2) / MAP_SIZE) * segmentsZ; | |
// ๊ฐ์ฅ ๊ฐ๊น์ด ๊ฒฉ์์ ์ฐพ๊ธฐ | |
const x1 = Math.floor(gridX); | |
const z1 = Math.floor(gridZ); | |
const x2 = Math.min(x1 + 1, segmentsX); | |
const z2 = Math.min(z1 + 1, segmentsZ); | |
// ๊ฒฉ์์ ๋ค์ ๋์ด ๊ฐ์ ธ์ค๊ธฐ | |
const getHeight = (x, z) => { | |
if (x < 0 || x > segmentsX || z < 0 || z > segmentsZ) return 0; | |
const index = (z * (segmentsX + 1) + x) * 3 + 2; | |
return vertices[index]; | |
}; | |
const h11 = getHeight(x1, z1); | |
const h21 = getHeight(x2, z1); | |
const h12 = getHeight(x1, z2); | |
const h22 = getHeight(x2, z2); | |
// ๋ณด๊ฐ์ผ๋ก ์ ํํ ๋์ด ๊ณ์ฐ | |
const fx = gridX - x1; | |
const fz = gridZ - z1; | |
const h1 = h11 * (1 - fx) + h21 * fx; | |
const h2 = h12 * (1 - fx) + h22 * fx; | |
return h1 * (1 - fz) + h2 * fz; | |
} | |
findValidSpawnPosition() { | |
const margin = 50; | |
let position; | |
let attempts = 0; | |
const maxAttempts = 50; | |
const maxSlope = 0.3; // ์ต๋ ํ์ฉ ๊ฒฝ์ฌ | |
while (attempts < maxAttempts) { | |
position = new THREE.Vector3( | |
(Math.random() - 0.5) * (MAP_SIZE - margin * 2), | |
0, | |
(Math.random() - 0.5) * (MAP_SIZE - margin * 2) | |
); | |
// ํ์ฌ ์์น์ ๋์ด ๊ฐ์ ธ์ค๊ธฐ | |
const height = this.getHeightAtPosition(position.x, position.z); | |
position.y = height + TANK_HEIGHT; | |
// ์ฃผ๋ณ ์งํ์ ๊ฒฝ์ฌ ์ฒดํฌ | |
const checkPoints = [ | |
{ x: position.x + 2, z: position.z }, | |
{ x: position.x - 2, z: position.z }, | |
{ x: position.x, z: position.z + 2 }, | |
{ x: position.x, z: position.z - 2 } | |
]; | |
const slopes = checkPoints.map(point => { | |
const pointHeight = this.getHeightAtPosition(point.x, point.z); | |
return Math.abs(pointHeight - height) / 2; | |
}); | |
const maxCurrentSlope = Math.max(...slopes); | |
if (maxCurrentSlope <= maxSlope) { | |
return position; | |
} | |
attempts++; | |
} | |
// ์คํจ ์ ๊ธฐ๋ณธ ์์น ๋ฐํ | |
return new THREE.Vector3(0, TANK_HEIGHT, 0); | |
} | |
setupEventListeners() { | |
document.addEventListener('keydown', (event) => { | |
if (this.isLoading || this.isGameOver) return; | |
switch(event.code) { | |
case 'KeyW': this.keys.forward = true; break; | |
case 'KeyS': this.keys.backward = true; break; | |
case 'KeyA': this.keys.left = true; break; | |
case 'KeyD': this.keys.right = true; break; | |
} | |
}); | |
document.addEventListener('keyup', (event) => { | |
if (this.isLoading || this.isGameOver) return; | |
switch(event.code) { | |
case 'KeyW': this.keys.forward = false; break; | |
case 'KeyS': this.keys.backward = false; break; | |
case 'KeyA': this.keys.left = false; break; | |
case 'KeyD': this.keys.right = false; break; | |
} | |
}); | |
document.addEventListener('mousemove', (event) => { | |
if (this.isLoading || this.isGameOver || !document.pointerLockElement) return; | |
const movementX = event.movementX || event.mozMovementX || event.webkitMovementX || 0; | |
this.mouse.x += movementX * 0.002; | |
this.mouse.y = 0; | |
while (this.mouse.x > Math.PI) this.mouse.x -= Math.PI * 2; | |
while (this.mouse.x < -Math.PI) this.mouse.x += Math.PI * 2; | |
}); | |
document.addEventListener('click', () => { | |
if (!document.pointerLockElement) { | |
document.body.requestPointerLock(); | |
} else if (!this.isGameOver) { | |
const bullet = this.tank.shoot(this.scene); | |
if (bullet) { | |
// Shooting effects could be added here | |
} | |
} | |
}); | |
document.addEventListener('pointerlockchange', () => { | |
if (!document.pointerLockElement) { | |
this.mouse.x = 0; | |
this.mouse.y = 0; | |
} | |
}); | |
window.addEventListener('resize', () => { | |
this.camera.aspect = window.innerWidth / window.innerHeight; | |
this.camera.updateProjectionMatrix(); | |
this.renderer.setSize(window.innerWidth, window.innerHeight); | |
}); | |
} | |
handleMovement() { | |
if (!this.tank.isLoaded || this.isGameOver) return; | |
const direction = new THREE.Vector3(); | |
// ์ฐจ์ฒด ์ด๋๊ณผ ํ์ ์ ์ ์ง | |
if (this.keys.forward) direction.z += 1; | |
if (this.keys.backward) direction.z -= 1; | |
if (this.keys.left) this.tank.rotate(-1); | |
if (this.keys.right) this.tank.rotate(1); | |
if (direction.length() > 0) { | |
direction.normalize(); | |
direction.applyEuler(this.tank.body.rotation); | |
this.tank.move(direction); | |
} | |
// ํฑํฌ ์์น ๊ฐ์ ธ์ค๊ธฐ | |
const tankPos = this.tank.getPosition(); | |
// ์นด๋ฉ๋ผ๋ ๋ง์ฐ์ค X ํ์ ์๋ง ๋ฐ๋ผ๊ฐ | |
const cameraDistance = 30; | |
const cameraHeight = 15; | |
const cameraAngle = this.mouse.x + Math.PI; // ํญ์ ํฌํ์ ๋ค์ชฝ์ ์์น | |
const cameraX = tankPos.x + Math.sin(cameraAngle) * cameraDistance; | |
const cameraZ = tankPos.z + Math.cos(cameraAngle) * cameraDistance; | |
this.camera.position.set( | |
cameraX, | |
tankPos.y + cameraHeight, | |
cameraZ | |
); | |
// ์นด๋ฉ๋ผ๊ฐ ํฑํฌ๋ฅผ ๋ฐ๋ผ๋ณด๋๋ก ์ค์ | |
const lookAtPoint = new THREE.Vector3( | |
tankPos.x, | |
tankPos.y + 2, | |
tankPos.z | |
); | |
this.camera.lookAt(lookAtPoint); | |
} | |
createBuildings() { | |
const buildingTypes = [ | |
{ width: 10, height: 30, depth: 10, color: 0x808080 }, | |
{ width: 15, height: 40, depth: 15, color: 0x606060 }, | |
{ width: 20, height: 50, depth: 20, color: 0x404040 } | |
]; | |
for (let i = 0; i < BUILDING_COUNT; i++) { | |
const type = buildingTypes[Math.floor(Math.random() * buildingTypes.length)]; | |
const building = this.createBuilding(type); | |
let position; | |
let attempts = 0; | |
do { | |
position = new THREE.Vector3( | |
(Math.random() - 0.5) * (MAP_SIZE - type.width), | |
type.height / 2, | |
(Math.random() - 0.5) * (MAP_SIZE - type.depth) | |
); | |
attempts++; | |
} while (this.checkBuildingCollision(position, type) && attempts < 50); | |
if (attempts < 50) { | |
building.position.copy(position); | |
this.buildings.push(building); | |
this.scene.add(building); | |
} | |
} | |
return Promise.resolve(); | |
} | |
createBuilding(type) { | |
const geometry = new THREE.BoxGeometry(type.width, type.height, type.depth); | |
const material = new THREE.MeshPhongMaterial({ | |
color: type.color, | |
emissive: 0x222222, | |
specular: 0x111111, | |
shininess: 30 | |
}); | |
const building = new THREE.Mesh(geometry, material); | |
building.castShadow = true; | |
building.receiveShadow = true; | |
return building; | |
} | |
checkBuildingCollision(position, type) { | |
const margin = 5; | |
const bbox = new THREE.Box3( | |
new THREE.Vector3( | |
position.x - (type.width / 2 + margin), | |
0, | |
position.z - (type.depth / 2 + margin) | |
), | |
new THREE.Vector3( | |
position.x + (type.width / 2 + margin), | |
type.height, | |
position.z + (type.depth / 2 + margin) | |
) | |
); | |
return this.buildings.some(building => { | |
const buildingBox = new THREE.Box3().setFromObject(building); | |
return bbox.intersectsBox(buildingBox); | |
}); | |
} | |
handleLoadingError() { | |
this.isLoading = false; | |
const loadingElement = document.getElementById('loading'); | |
if (loadingElement) { | |
loadingElement.innerHTML = ` | |
<div class="loading-text" style="color: red;"> | |
Loading failed. Please refresh the page. | |
</div> | |
`; | |
} | |
} | |
startGameTimer() { | |
if (this.gameTimer) { | |
clearInterval(this.gameTimer); | |
} | |
this.gameTimer = setInterval(() => { | |
if (this.isLoading || this.isGameOver) { | |
clearInterval(this.gameTimer); | |
return; | |
} | |
this.gameTime--; | |
document.getElementById('time').textContent = `Time: ${this.gameTime}s`; | |
if (this.gameTime <= 0) { | |
clearInterval(this.gameTimer); | |
this.endGame(); | |
} | |
}, 1000); | |
} | |
spawnEnemies() { | |
const spawnEnemy = () => { | |
if (this.enemies.length < 3 && !this.isGameOver) { // ์ต๋ 3๋๋ก ์ ํ | |
const position = this.getValidEnemySpawnPosition(); | |
if (position) { | |
const type = Math.random() < 0.7 ? 'tank' : 'heavy'; | |
const enemy = new Enemy(this.scene, position, type); | |
enemy.initialize(this.loader); | |
this.enemies.push(enemy); | |
} | |
} | |
if (!this.isGameOver) { | |
setTimeout(spawnEnemy, 10000); // 10์ด๋ง๋ค ์คํฐ | |
} | |
}; | |
spawnEnemy(); | |
} | |
getValidEnemySpawnPosition() { | |
const margin = 50; | |
let position; | |
let attempts = 0; | |
const maxAttempts = 50; | |
const maxSlope = 0.3; | |
do { | |
position = new THREE.Vector3( | |
(Math.random() - 0.5) * (MAP_SIZE - margin * 2), | |
0, | |
(Math.random() - 0.5) * (MAP_SIZE - margin * 2) | |
); | |
const height = this.getHeightAtPosition(position.x, position.z); | |
position.y = height + TANK_HEIGHT; | |
// ์ฃผ๋ณ ๊ฒฝ์ฌ ์ฒดํฌ | |
const checkPoints = [ | |
{ x: position.x + 2, z: position.z }, | |
{ x: position.x - 2, z: position.z }, | |
{ x: position.x, z: position.z + 2 }, | |
{ x: position.x, z: position.z - 2 } | |
]; | |
const slopes = checkPoints.map(point => { | |
const pointHeight = this.getHeightAtPosition(point.x, point.z); | |
return Math.abs(pointHeight - height) / 2; | |
}); | |
const maxCurrentSlope = Math.max(...slopes); | |
// ํ๋ ์ด์ด์์ ๊ฑฐ๋ฆฌ ์ฒดํฌ | |
const distanceToPlayer = position.distanceTo(this.tank.getPosition()); | |
if (distanceToPlayer > 100 && maxCurrentSlope <= maxSlope) { | |
return position; | |
} | |
attempts++; | |
} while (attempts < maxAttempts); | |
return null; | |
} | |
updateParticles() { | |
for (let i = this.particles.length - 1; i >= 0; i--) { | |
const particle = this.particles[i]; | |
// ์ค๋ ฅ ์ ์ฉ | |
particle.velocity.y += particle.gravity; | |
particle.mesh.position.add(particle.velocity); | |
// ํฌ๋ช ๋ ๊ฐ์ | |
particle.mesh.material.opacity -= particle.fadeRate; | |
particle.life--; | |
// ํํฐํด ์ ๊ฑฐ | |
if (particle.life <= 0 || particle.mesh.material.opacity <= 0) { | |
this.scene.remove(particle.mesh); | |
this.particles.splice(i, 1); | |
} | |
} | |
} | |
createExplosion(position) { | |
for (let i = 0; i < PARTICLE_COUNT; i++) { | |
this.particles.push(new Particle(this.scene, position)); | |
} | |
} | |
checkCollisions() { | |
if (this.isLoading || !this.tank.isLoaded) return; | |
const tankPosition = this.tank.getPosition(); | |
// ์ ์ด์๊ณผ ํ๋ ์ด์ด ํฑํฌ ์ถฉ๋ ์ฒดํฌ | |
this.enemies.forEach(enemy => { | |
if (!enemy.mesh || !enemy.isLoaded) return; | |
enemy.bullets.forEach(bullet => { | |
const distance = bullet.position.distanceTo(tankPosition); | |
if (distance < 1) { | |
if (this.tank.takeDamage(250)) { // ๋ฐ๋ฏธ์ง๋ฅผ 250์ผ๋ก ์์ | |
this.endGame(); | |
} | |
this.scene.remove(bullet); | |
enemy.bullets = enemy.bullets.filter(b => b !== bullet); | |
this.createExplosion(bullet.position); | |
document.getElementById('health').style.width = | |
`${(this.tank.health / MAX_HEALTH) * 100}%`; | |
} | |
}); | |
}); | |
// ํ๋ ์ด์ด ์ด์๊ณผ ์ ์ถฉ๋ ์ฒดํฌ | |
this.tank.bullets.forEach((bullet, bulletIndex) => { | |
this.enemies.forEach((enemy, enemyIndex) => { | |
if (!enemy.mesh || !enemy.isLoaded) return; | |
const distance = bullet.position.distanceTo(enemy.mesh.position); | |
if (distance < 2) { | |
if (enemy.takeDamage(50)) { | |
enemy.destroy(); | |
this.enemies.splice(enemyIndex, 1); | |
this.score += 100; | |
document.getElementById('score').textContent = `Score: ${this.score}`; | |
} | |
this.scene.remove(bullet); | |
this.tank.bullets.splice(bulletIndex, 1); | |
this.createExplosion(bullet.position); | |
} | |
}); | |
}); | |
// ํ๋ ์ด์ด ํฑํฌ์ ์ ์ ์ฐจ ์ถฉ๋ ์ฒดํฌ | |
const tankBoundingBox = new THREE.Box3().setFromObject(this.tank.body); | |
this.enemies.forEach(enemy => { | |
if (!enemy.mesh || !enemy.isLoaded) return; | |
const enemyBoundingBox = new THREE.Box3().setFromObject(enemy.mesh); | |
if (tankBoundingBox.intersectsBox(enemyBoundingBox)) { | |
this.tank.body.position.copy(this.previousTankPosition); | |
} | |
}); | |
// ์ด์ ์์น ์ ์ฅ | |
this.previousTankPosition.copy(this.tank.body.position); | |
} | |
endGame() { | |
if (this.isGameOver) return; | |
this.isGameOver = true; | |
if (this.gameTimer) { | |
clearInterval(this.gameTimer); | |
} | |
if (this.animationFrameId) { | |
cancelAnimationFrame(this.animationFrameId); | |
} | |
document.exitPointerLock(); | |
const gameOverDiv = document.createElement('div'); | |
gameOverDiv.style.position = 'absolute'; | |
gameOverDiv.style.top = '50%'; | |
gameOverDiv.style.left = '50%'; | |
gameOverDiv.style.transform = 'translate(-50%, -50%)'; | |
gameOverDiv.style.color = '#0f0'; | |
gameOverDiv.style.fontSize = '48px'; | |
gameOverDiv.style.backgroundColor = 'rgba(0, 20, 0, 0.7)'; | |
gameOverDiv.style.padding = '20px'; | |
gameOverDiv.style.borderRadius = '10px'; | |
gameOverDiv.style.textAlign = 'center'; | |
gameOverDiv.innerHTML = ` | |
Game Over<br> | |
Score: ${this.score}<br> | |
Time Survived: ${GAME_DURATION - this.gameTime}s<br> | |
<button onclick="location.reload()" | |
style="font-size: 24px; padding: 10px; margin-top: 20px; | |
cursor: pointer; background: #0f0; border: none; | |
color: black; border-radius: 5px;"> | |
Play Again | |
</button> | |
`; | |
document.body.appendChild(gameOverDiv); | |
} | |
updateUI() { | |
if (!this.isGameOver) { | |
const healthBar = document.getElementById('health'); | |
if (healthBar) { | |
healthBar.style.width = `${(this.tank.health / MAX_HEALTH) * 100}%`; | |
} | |
const timeElement = document.getElementById('time'); | |
if (timeElement) { | |
timeElement.textContent = `Time: ${this.gameTime}s`; | |
} | |
const scoreElement = document.getElementById('score'); | |
if (scoreElement) { | |
scoreElement.textContent = `Score: ${this.score}`; | |
} | |
} | |
} | |
animate() { | |
if (this.isGameOver) { | |
if (this.animationFrameId) { | |
cancelAnimationFrame(this.animationFrameId); | |
} | |
return; | |
} | |
this.animationFrameId = requestAnimationFrame(() => this.animate()); | |
const currentTime = performance.now(); | |
const deltaTime = (currentTime - this.lastTime) / 1000; | |
this.lastTime = currentTime; | |
if (!this.isLoading) { | |
this.handleMovement(); | |
this.tank.update(this.mouse.x, this.mouse.y, this.scene); | |
const tankPosition = this.tank.getPosition(); | |
this.enemies.forEach(enemy => { | |
enemy.update(tankPosition); | |
if (enemy.isLoaded && enemy.mesh.position.distanceTo(tankPosition) < ENEMY_CONFIG.ATTACK_RANGE) { | |
enemy.shoot(tankPosition); | |
} | |
}); | |
this.updateParticles(); | |
this.checkCollisions(); | |
this.updateUI(); | |
this.updateRadar(); // ๋ ์ด๋ ์ ๋ฐ์ดํธ ์ถ๊ฐ | |
} | |
this.renderer.render(this.scene, this.camera); | |
} | |
} | |
// Start game | |
window.startGame = function() { | |
document.getElementById('startScreen').style.display = 'none'; | |
document.body.requestPointerLock(); | |
// Create new game instance or restart existing one | |
if (!window.gameInstance) { | |
window.gameInstance = new Game(); | |
} | |
}; | |
// Initialize game | |
document.addEventListener('DOMContentLoaded', () => { | |
const game = new Game(); | |
}); |