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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'; | |
// κ²μ μμ | |
const GAME_DURATION = 180; | |
const MAP_SIZE = 2000; | |
const TANK_HEIGHT = 0.5; // ν¬ν λμ΄ μ‘°μ | |
const ENEMY_GROUND_HEIGHT = 0; | |
const ENEMY_SCALE = 10; | |
const MAX_HEALTH = 1000; | |
const ENEMY_MOVE_SPEED = 0.1; | |
const ENEMY_COUNT_MAX = 5; | |
const PARTICLE_COUNT = 15; | |
const OBSTACLE_COUNT = 50; | |
const ENEMY_CONFIG = { | |
ATTACK_RANGE: 100, | |
ATTACK_INTERVAL: 2000, | |
BULLET_SPEED: 2 | |
}; | |
// TankPlayer ν΄λμ€ μμ | |
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; | |
} | |
async initialize(scene, loader) { | |
try { | |
const bodyResult = await loader.loadAsync('/models/abramsBody.glb'); | |
this.body = bodyResult.scene; | |
this.body.position.copy(this.position); | |
const turretResult = await loader.loadAsync('/models/abramsTurret.glb'); | |
this.turret = turretResult.scene; | |
// ν¬ν μμΉ μ‘°μ | |
this.turretGroup.position.y = 0.2; // ν¬ν λμ΄ μ‘°μ | |
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; | |
} | |
}); | |
scene.add(this.body); | |
} catch (error) { | |
console.error('Error loading tank models:', error); | |
} | |
} | |
update(mouseX, mouseY) { | |
if (!this.body || !this.turretGroup) return; | |
const targetAngle = Math.atan2(mouseX, mouseY); | |
const currentRotation = this.turretGroup.rotation.y; | |
const rotationDiff = targetAngle - currentRotation; | |
// ν¬ν νμ κ°λ μ κ·ν | |
let normalizedDiff = rotationDiff; | |
while (normalizedDiff > Math.PI) normalizedDiff -= Math.PI * 2; | |
while (normalizedDiff < -Math.PI) normalizedDiff += Math.PI * 2; | |
this.turretGroup.rotation.y += normalizedDiff * 0.1; | |
} | |
move(direction) { | |
if (!this.body) return; | |
const moveVector = new THREE.Vector3(); | |
moveVector.x = direction.x * this.moveSpeed; | |
moveVector.z = direction.z * this.moveSpeed; | |
moveVector.applyEuler(this.body.rotation); | |
this.body.position.add(moveVector); | |
} | |
rotate(angle) { | |
if (!this.body) return; | |
this.body.rotation.y += angle * this.turnSpeed; | |
} | |
getPosition() { | |
return this.body ? this.body.position : new THREE.Vector3(); | |
} | |
takeDamage(damage) { | |
this.health -= damage; | |
return this.health <= 0; | |
} | |
} | |
// Enemy ν΄λμ€ μ μ | |
class Enemy { | |
constructor(scene, position) { | |
this.scene = scene; | |
this.position = position; | |
this.mesh = null; | |
this.health = 100; | |
this.lastAttackTime = 0; | |
this.bullets = []; | |
} | |
async initialize(loader) { | |
try { | |
const result = await loader.loadAsync('/models/enemy1.glb'); | |
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); | |
} catch (error) { | |
console.error('Error loading enemy model:', error); | |
} | |
} | |
update(playerPosition) { | |
if (!this.mesh) return; | |
// νλ μ΄μ΄ λ°©ν₯μΌλ‘ νμ | |
const direction = new THREE.Vector3() | |
.subVectors(playerPosition, this.mesh.position) | |
.normalize(); | |
this.mesh.lookAt(playerPosition); | |
// νλ μ΄μ΄ λ°©ν₯μΌλ‘ μ΄λ | |
this.mesh.position.add(direction.multiplyScalar(ENEMY_MOVE_SPEED)); | |
// μ΄μ μ λ°μ΄νΈ | |
for (let i = this.bullets.length - 1; i >= 0; i--) { | |
const bullet = this.bullets[i]; | |
bullet.position.add(bullet.velocity); | |
// μ΄μμ΄ λ§΅ λ°μΌλ‘ λκ°λ©΄ μ κ±° | |
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(); | |
if (currentTime - this.lastAttackTime < ENEMY_CONFIG.ATTACK_INTERVAL) return; | |
const bulletGeometry = new THREE.SphereGeometry(0.2); | |
const bulletMaterial = new THREE.MeshBasicMaterial({ color: 0xff0000 }); | |
const bullet = new THREE.Mesh(bulletGeometry, bulletMaterial); | |
bullet.position.copy(this.mesh.position); | |
const direction = new THREE.Vector3() | |
.subVectors(playerPosition, this.mesh.position) | |
.normalize(); | |
bullet.velocity = direction.multiplyScalar(ENEMY_CONFIG.BULLET_SPEED); | |
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 = []; | |
} | |
} | |
} | |
// Particle ν΄λμ€ μ μ | |
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 ν΄λμ€ μ μ | |
class Game { | |
constructor() { | |
// κΈ°λ³Έ Three.js μ€μ | |
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.body.appendChild(this.renderer.domElement); | |
// κ²μ μμ μ΄κΈ°ν | |
this.tank = new TankPlayer(); | |
this.enemies = []; | |
this.particles = []; | |
this.obstacles = []; | |
this.loader = new GLTFLoader(); | |
this.controls = null; | |
this.gameTime = GAME_DURATION; | |
this.score = 0; | |
this.isGameOver = false; | |
// λ§μ°μ€ μν | |
this.mouse = { | |
x: 0, | |
y: 0 | |
}; | |
// ν€λ³΄λ μν | |
this.keys = { | |
forward: false, | |
backward: false, | |
left: false, | |
right: false | |
}; | |
// μ΄λ²€νΈ 리μ€λ μ€μ | |
this.setupEventListeners(); | |
// κ²μ μ΄κΈ°ν | |
this.initialize(); | |
} | |
async initialize() { | |
// μ‘°λͺ μ€μ | |
const ambientLight = new THREE.AmbientLight(0xffffff, 0.5); | |
this.scene.add(ambientLight); | |
const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8); | |
directionalLight.position.set(50, 50, 50); | |
directionalLight.castShadow = true; | |
this.scene.add(directionalLight); | |
// λ°λ₯ μμ± | |
const groundGeometry = new THREE.PlaneGeometry(MAP_SIZE, MAP_SIZE); | |
const groundMaterial = new THREE.MeshStandardMaterial({ | |
color: 0x808080, | |
roughness: 0.8, | |
metalness: 0.2 | |
}); | |
const ground = new THREE.Mesh(groundGeometry, groundMaterial); | |
ground.rotation.x = -Math.PI / 2; | |
ground.receiveShadow = true; | |
this.scene.add(ground); | |
// ν±ν¬ μ΄κΈ°ν | |
await this.tank.initialize(this.scene, this.loader); | |
// μ₯μ λ¬Ό μμ± | |
this.createObstacles(); | |
// μΉ΄λ©λΌ μμΉ μ€μ | |
this.camera.position.set(0, 10, -10); | |
this.camera.lookAt(0, 0, 0); | |
// ν¬μΈν° λ½ μ»¨νΈλ‘€ μ€μ | |
this.controls = new PointerLockControls(this.camera, document.body); | |
// κ²μ μμ | |
this.animate(); | |
this.spawnEnemies(); | |
this.startGameTimer(); | |
} | |
createObstacles() { | |
for (let i = 0; i < OBSTACLE_COUNT; i++) { | |
const geometry = new THREE.BoxGeometry(2, 2, 2); | |
const material = new THREE.MeshStandardMaterial({ color: 0x808080 }); | |
const obstacle = new THREE.Mesh(geometry, material); | |
obstacle.position.x = (Math.random() - 0.5) * MAP_SIZE; | |
obstacle.position.z = (Math.random() - 0.5) * MAP_SIZE; | |
obstacle.position.y = 1; | |
obstacle.castShadow = true; | |
obstacle.receiveShadow = true; | |
this.obstacles.push(obstacle); | |
this.scene.add(obstacle); | |
} | |
} | |
spawnEnemies() { | |
const spawnEnemy = () => { | |
if (this.enemies.length < ENEMY_COUNT_MAX && !this.isGameOver) { | |
const position = new THREE.Vector3( | |
(Math.random() - 0.5) * MAP_SIZE, | |
ENEMY_GROUND_HEIGHT, | |
(Math.random() - 0.5) * MAP_SIZE | |
); | |
const enemy = new Enemy(this.scene, position); | |
enemy.initialize(this.loader); | |
this.enemies.push(enemy); | |
} | |
setTimeout(spawnEnemy, 3000); | |
}; | |
spawnEnemy(); | |
} | |
startGameTimer() { | |
const timer = setInterval(() => { | |
this.gameTime--; | |
if (this.gameTime <= 0 || this.isGameOver) { | |
clearInterval(timer); | |
this.endGame(); | |
} | |
}, 1000); | |
} | |
setupEventListeners() { | |
// ν€λ³΄λ μ΄λ²€νΈ | |
document.addEventListener('keydown', (event) => { | |
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) => { | |
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; | |
} | |
}); | |
// λ§μ°μ€ μ΄λ²€νΈ | |
document.addEventListener('mousemove', (event) => { | |
this.mouse.x = (event.clientX / window.innerWidth) * 2 - 1; | |
this.mouse.y = -(event.clientY / window.innerHeight) * 2 + 1; | |
}); | |
// μ°½ ν¬κΈ° λ³κ²½ μ΄λ²€νΈ | |
window.addEventListener('resize', () => { | |
this.camera.aspect = window.innerWidth / window.innerHeight; | |
this.camera.updateProjectionMatrix(); | |
this.renderer.setSize(window.innerWidth, window.innerHeight); | |
}); | |
} | |
handleMovement() { | |
const direction = new THREE.Vector3(); | |
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(); | |
this.tank.move(direction); | |
} | |
} | |
updateParticles() { | |
for (let i = this.particles.length - 1; i >= 0; i--) { | |
const particle = this.particles[i]; | |
if (!particle.update()) { | |
particle.destroy(this.scene); | |
this.particles.splice(i, 1); | |
} | |
} | |
} | |
createExplosion(position) { | |
for (let i = 0; i < PARTICLE_COUNT; i++) { | |
this.particles.push(new Particle(this.scene, position)); | |
} | |
} | |
checkCollisions() { | |
const tankPosition = this.tank.getPosition(); | |
// μ κ³Όμ μΆ©λ μ²΄ν¬ | |
this.enemies.forEach(enemy => { | |
if (!enemy.mesh) return; | |
enemy.bullets.forEach(bullet => { | |
const distance = bullet.position.distanceTo(tankPosition); | |
if (distance < 1) { | |
if (this.tank.takeDamage(10)) { | |
this.endGame(); | |
} | |
this.scene.remove(bullet); | |
enemy.bullets = enemy.bullets.filter(b => b !== bullet); | |
} | |
}); | |
}); | |
} | |
endGame() { | |
this.isGameOver = true; | |
// κ²μ μ€λ² UI νμ | |
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 = 'white'; | |
gameOverDiv.style.fontSize = '48px'; | |
gameOverDiv.innerHTML = `Game Over<br>Score: ${this.score}`; | |
document.body.appendChild(gameOverDiv); | |
} | |
animate() { | |
if (this.isGameOver) return; | |
requestAnimationFrame(() => this.animate()); | |
// ν±ν¬ μ λ°μ΄νΈ | |
this.tank.update(this.mouse.x, this.mouse.y); | |
this.handleMovement(); | |
// μ μ λ°μ΄νΈ | |
const tankPosition = this.tank.getPosition(); | |
this.enemies.forEach(enemy => { | |
enemy.update(tankPosition); | |
const distance = enemy.mesh?.position.distanceTo(tankPosition) || Infinity; | |
if (distance < ENEMY_CONFIG.ATTACK_RANGE) { | |
enemy.shoot(tankPosition); | |
} | |
}); | |
// νν°ν΄ μ λ°μ΄νΈ | |
this.updateParticles(); | |
// μΆ©λ μ²΄ν¬ | |
this.checkCollisions(); | |
// λ λλ§ | |
this.renderer.render(this.scene, this.camera); | |
} | |
} | |
// κ²μ μμ | |
const game = new Game(); |