Spaces:
Running
Running
cutechicken
commited on
Commit
โข
1413f15
1
Parent(s):
eaa874e
Update game.js
Browse files
game.js
CHANGED
@@ -572,200 +572,230 @@ class Enemy {
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constructor(scene, position, type = 'tank') {
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this.scene = scene;
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this.position = position;
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this.mesh = null;
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this.type = type;
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this.health = type === 'tank' ? 100 : 200;
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this.lastAttackTime = 0;
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this.bullets = [];
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this.isLoaded = false;
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this.moveSpeed = type === 'tank' ? ENEMY_MOVE_SPEED : ENEMY_MOVE_SPEED * 0.7;
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}
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async initialize(loader) {
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try {
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const
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this.
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this.
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if (child.isMesh) {
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child.castShadow = true;
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child.receiveShadow = true;
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}
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});
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this.scene.add(this.
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this.isLoaded = true;
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} catch (error) {
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console.error('Error loading enemy model:', error);
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this.isLoaded = false;
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}
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}
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update(playerPosition) {
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const distanceToPlayer = this.mesh.position.distanceTo(playerPosition);
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const minDistance = 50;
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// ์ด์ ์์น ์ ์ฅ
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const previousPosition = this.mesh.position.clone();
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if (distanceToPlayer > minDistance) {
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const moveVector = direction.multiplyScalar(this.moveSpeed);
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const newPosition = this.mesh.position.clone().add(moveVector);
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// ์งํ ๋์ด ๊ฐ์ ธ์ค๊ธฐ
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const heightAtNewPos = window.gameInstance.getHeightAtPosition(
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newPosition.x,
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newPosition.z
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);
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newPosition.y = heightAtNewPos + TANK_HEIGHT;
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const
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this.mesh.position.copy(newPosition);
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//
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const
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let hasCollision = false;
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const
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}
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}
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}
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}
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}
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// ๋งต ๊ฒฝ๊ณ ์ฒดํฌ
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const mapBoundary = MAP_SIZE / 2;
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if (Math.abs(newPosition.x) > mapBoundary ||
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Math.abs(newPosition.z) > mapBoundary) {
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hasCollision = true;
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}
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// ์ถฉ๋์ด ์์ผ๋ฉด ์ด์ ์์น๋ก ๋ณต๊ท, ์์ผ๋ฉด ์ ์์น ์ ์ง
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if (hasCollision) {
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this.mesh.position.copy(previousPosition);
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//
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const
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this.mesh.position.copy(altNewPosition);
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const altEnemyBox = new THREE.Box3().setFromObject(this.mesh);
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const
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break;
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}
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}
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if (!altHasCollision) {
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// ์ฐํ ๊ฒฝ๋ก๊ฐ ๊ฐ๋ฅํ๋ฉด ๊ทธ ๋ฐฉํฅ์ผ๋ก ์ด๋
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break;
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} else {
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// ์ฐํ๋ ๋ถ๊ฐ๋ฅํ๋ฉด ์ด์ ์์น๋ก ๋ณต๊ท
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this.mesh.position.copy(previousPosition);
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}
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}
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}
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// ์งํ์ ๋ฐ๋ฅธ ๊ธฐ์ธ๊ธฐ ์กฐ์
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const forwardVector = new THREE.Vector3(0, 0, 1).applyQuaternion(this.mesh.quaternion);
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const rightVector = new THREE.Vector3(1, 0, 0).applyQuaternion(this.mesh.quaternion);
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const frontHeight = window.gameInstance.getHeightAtPosition(
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this.mesh.position.x + forwardVector.x,
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this.mesh.position.z + forwardVector.z
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);
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const backHeight = window.gameInstance.getHeightAtPosition(
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this.mesh.position.x - forwardVector.x,
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this.mesh.position.z - forwardVector.z
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);
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const rightHeight = window.gameInstance.getHeightAtPosition(
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this.mesh.position.x + rightVector.x,
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this.mesh.position.z + rightVector.z
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);
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const leftHeight = window.gameInstance.getHeightAtPosition(
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this.mesh.position.x - rightVector.x,
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this.mesh.position.z - rightVector.z
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);
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const pitch = Math.atan2(frontHeight - backHeight, 2);
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const roll = Math.atan2(rightHeight - leftHeight, 2);
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// ํ์ฌ ํ์ ์ ์งํ๋ฉด์ ๊ธฐ์ธ๊ธฐ๋ง ์ ์ฉ
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const currentRotation = this.mesh.rotation.y;
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this.mesh.rotation.set(pitch, currentRotation, roll);
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}
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// ํ๋ ์ด์ด๋ฅผ ํฅํด ํฌํ ํ์
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this.mesh.lookAt(playerPosition);
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// ์ด์ ์
๋ฐ์ดํธ
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if (this.bullets) {
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for (let i = this.bullets.length - 1; i >= 0; i--) {
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const bullet = this.bullets[i];
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bullet.position.add(bullet.velocity);
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//
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this.scene.remove(bullet);
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this.bullets.splice(i, 1);
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continue;
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}
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this.scene.remove(bullet);
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this.bullets.splice(i, 1);
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}
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}
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}
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}
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}
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shoot(playerPosition) {
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const currentTime = Date.now();
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const attackInterval = this.type === 'tank' ?
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ENEMY_CONFIG.ATTACK_INTERVAL :
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if (currentTime - this.lastAttackTime < attackInterval) return;
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const bulletGeometry = new THREE.SphereGeometry(this.type === 'tank' ? 0.2 : 0.3);
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const bulletMaterial = new THREE.MeshBasicMaterial({
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color: this.type === 'tank' ? 0xff0000 : 0xff6600
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});
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const bullet = new THREE.Mesh(bulletGeometry, bulletMaterial);
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bullet
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const direction = new THREE.Vector3()
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.subVectors(playerPosition,
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.normalize();
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const bulletSpeed = this.type === 'tank' ?
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}
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destroy() {
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if (this.
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this.scene.remove(this.
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this.bullets.forEach(bullet => this.scene.remove(bullet));
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this.bullets = [];
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this.isLoaded = false;
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constructor(scene, position, type = 'tank') {
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this.scene = scene;
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this.position = position;
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this.type = type;
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this.health = type === 'tank' ? 100 : 200;
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this.lastAttackTime = 0;
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this.bullets = [];
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this.isLoaded = false;
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this.moveSpeed = type === 'tank' ? ENEMY_MOVE_SPEED : ENEMY_MOVE_SPEED * 0.7;
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// Add new properties for body and turret
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this.body = null;
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this.turret = null;
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this.turretGroup = new THREE.Group();
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}
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async initialize(loader) {
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try {
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// Load body and turret separately
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const bodyResult = await loader.loadAsync('/models/t90Body.glb');
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this.body = bodyResult.scene;
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const turretResult = await loader.loadAsync('/models/t90Turret.glb');
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this.turret = turretResult.scene;
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// Set up turret group
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this.turretGroup.position.y = 0.2;
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this.turretGroup.add(this.turret);
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this.body.add(this.turretGroup);
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// Apply transforms to body
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this.body.position.copy(this.position);
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this.body.scale.set(ENEMY_SCALE, ENEMY_SCALE, ENEMY_SCALE);
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// Set up shadows for both body and turret
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this.body.traverse((child) => {
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if (child.isMesh) {
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child.castShadow = true;
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child.receiveShadow = true;
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child.material.shadowSide = THREE.BackSide;
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}
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});
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this.turret.traverse((child) => {
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if (child.isMesh) {
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child.castShadow = true;
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child.receiveShadow = true;
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child.material.shadowSide = THREE.BackSide;
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}
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});
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this.scene.add(this.body);
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this.isLoaded = true;
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} catch (error) {
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console.error('Error loading enemy tank model:', error);
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this.isLoaded = false;
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}
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}
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update(playerPosition) {
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if (!this.body || !this.isLoaded) return;
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const direction = new THREE.Vector3()
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.subVectors(playerPosition, this.body.position)
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.normalize();
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const distanceToPlayer = this.body.position.distanceTo(playerPosition);
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const minDistance = 50;
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// Store previous position
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const previousPosition = this.body.position.clone();
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if (distanceToPlayer > minDistance) {
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const moveVector = direction.multiplyScalar(this.moveSpeed);
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const newPosition = this.body.position.clone().add(moveVector);
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// Get terrain height
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const heightAtNewPos = window.gameInstance.getHeightAtPosition(
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newPosition.x,
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newPosition.z
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newPosition.y = heightAtNewPos + TANK_HEIGHT;
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// Move tank body
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const originalPosition = this.body.position.clone();
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this.body.position.copy(newPosition);
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// Collision checks
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const enemyBox = new THREE.Box3().setFromObject(this.body);
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let hasCollision = false;
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// Check collisions with obstacles
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for (const obstacle of window.gameInstance.obstacles) {
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const obstacleBox = new THREE.Box3().setFromObject(obstacle);
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if (enemyBox.intersectsBox(obstacleBox)) {
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hasCollision = true;
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break;
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}
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}
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// Check collisions with other enemies
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if (!hasCollision) {
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for (const otherEnemy of window.gameInstance.enemies) {
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if (otherEnemy !== this && otherEnemy.body) {
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const otherEnemyBox = new THREE.Box3().setFromObject(otherEnemy.body);
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if (enemyBox.intersectsBox(otherEnemyBox)) {
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hasCollision = true;
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break;
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}
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}
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}
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}
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// Check map boundaries
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const mapBoundary = MAP_SIZE / 2;
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if (Math.abs(newPosition.x) > mapBoundary ||
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Math.abs(newPosition.z) > mapBoundary) {
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hasCollision = true;
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}
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// Handle collision response
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if (hasCollision) {
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this.body.position.copy(previousPosition);
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// Try alternate paths when collision occurs
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const alternateDirections = [
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new THREE.Vector3(-direction.z, 0, direction.x), // Left 90 degrees
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new THREE.Vector3(direction.z, 0, -direction.x), // Right 90 degrees
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new THREE.Vector3(-direction.x, 0, -direction.z) // 180 degrees
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];
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for (const altDirection of alternateDirections) {
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const altMoveVector = altDirection.multiplyScalar(this.moveSpeed);
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const altNewPosition = previousPosition.clone().add(altMoveVector);
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this.body.position.copy(altNewPosition);
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const altEnemyBox = new THREE.Box3().setFromObject(this.body);
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let altHasCollision = false;
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// Check alternate path collisions
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for (const obstacle of window.gameInstance.obstacles) {
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const obstacleBox = new THREE.Box3().setFromObject(obstacle);
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if (altEnemyBox.intersectsBox(obstacleBox)) {
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altHasCollision = true;
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break;
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}
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}
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if (!altHasCollision) {
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// Use alternate path if no collision
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break;
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} else {
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// Revert to previous position if alternate path also collides
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this.body.position.copy(previousPosition);
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}
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}
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}
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|
|
|
730 |
|
731 |
+
// Adjust tank orientation based on terrain
|
732 |
+
const forwardVector = new THREE.Vector3(0, 0, 1).applyQuaternion(this.body.quaternion);
|
733 |
+
const rightVector = new THREE.Vector3(1, 0, 0).applyQuaternion(this.body.quaternion);
|
|
|
|
|
|
|
|
|
734 |
|
735 |
+
const frontHeight = window.gameInstance.getHeightAtPosition(
|
736 |
+
this.body.position.x + forwardVector.x,
|
737 |
+
this.body.position.z + forwardVector.z
|
738 |
+
);
|
739 |
+
const backHeight = window.gameInstance.getHeightAtPosition(
|
740 |
+
this.body.position.x - forwardVector.x,
|
741 |
+
this.body.position.z - forwardVector.z
|
742 |
+
);
|
743 |
+
const rightHeight = window.gameInstance.getHeightAtPosition(
|
744 |
+
this.body.position.x + rightVector.x,
|
745 |
+
this.body.position.z + rightVector.z
|
746 |
+
);
|
747 |
+
const leftHeight = window.gameInstance.getHeightAtPosition(
|
748 |
+
this.body.position.x - rightVector.x,
|
749 |
+
this.body.position.z - rightVector.z
|
750 |
+
);
|
751 |
+
|
752 |
+
const pitch = Math.atan2(frontHeight - backHeight, 2);
|
753 |
+
const roll = Math.atan2(rightHeight - leftHeight, 2);
|
754 |
+
|
755 |
+
// Apply rotation while maintaining current heading
|
756 |
+
const currentRotation = this.body.rotation.y;
|
757 |
+
this.body.rotation.set(pitch, currentRotation, roll);
|
758 |
+
}
|
759 |
+
|
760 |
+
// Update turret rotation to face player
|
761 |
+
const turretDirection = new THREE.Vector2(
|
762 |
+
playerPosition.x - this.body.position.x,
|
763 |
+
playerPosition.z - this.body.position.z
|
764 |
+
);
|
765 |
+
const turretAngle = Math.atan2(turretDirection.x, turretDirection.y);
|
766 |
+
this.turretGroup.rotation.y = turretAngle - this.body.rotation.y;
|
767 |
+
|
768 |
+
// Update bullets
|
769 |
+
if (this.bullets) {
|
770 |
+
for (let i = this.bullets.length - 1; i >= 0; i--) {
|
771 |
+
const bullet = this.bullets[i];
|
772 |
+
bullet.position.add(bullet.velocity);
|
773 |
+
|
774 |
+
// Check bullet bounds and collisions
|
775 |
+
if (Math.abs(bullet.position.x) > MAP_SIZE / 2 ||
|
776 |
+
Math.abs(bullet.position.z) > MAP_SIZE / 2) {
|
777 |
this.scene.remove(bullet);
|
778 |
this.bullets.splice(i, 1);
|
779 |
+
continue;
|
780 |
+
}
|
781 |
+
|
782 |
+
// Check bullet collisions with obstacles
|
783 |
+
const bulletBox = new THREE.Box3().setFromObject(bullet);
|
784 |
+
for (const obstacle of window.gameInstance.obstacles) {
|
785 |
+
const obstacleBox = new THREE.Box3().setFromObject(obstacle);
|
786 |
+
if (bulletBox.intersectsBox(obstacleBox)) {
|
787 |
+
this.scene.remove(bullet);
|
788 |
+
this.bullets.splice(i, 1);
|
789 |
+
break;
|
790 |
+
}
|
791 |
}
|
792 |
}
|
793 |
}
|
794 |
}
|
|
|
|
|
795 |
|
796 |
shoot(playerPosition) {
|
797 |
+
if (!this.turret) return;
|
798 |
+
|
799 |
const currentTime = Date.now();
|
800 |
const attackInterval = this.type === 'tank' ?
|
801 |
ENEMY_CONFIG.ATTACK_INTERVAL :
|
|
|
803 |
|
804 |
if (currentTime - this.lastAttackTime < attackInterval) return;
|
805 |
|
806 |
+
// Create bullet
|
807 |
const bulletGeometry = new THREE.SphereGeometry(this.type === 'tank' ? 0.2 : 0.3);
|
808 |
const bulletMaterial = new THREE.MeshBasicMaterial({
|
809 |
color: this.type === 'tank' ? 0xff0000 : 0xff6600
|
810 |
});
|
811 |
const bullet = new THREE.Mesh(bulletGeometry, bulletMaterial);
|
812 |
|
813 |
+
// Get turret world position for bullet spawn
|
814 |
+
const muzzleOffset = new THREE.Vector3(0, 0.5, 4);
|
815 |
+
const muzzlePosition = new THREE.Vector3();
|
816 |
+
const turretWorldQuaternion = new THREE.Quaternion();
|
817 |
+
|
818 |
+
this.turret.getWorldPosition(muzzlePosition);
|
819 |
+
this.turret.getWorldQuaternion(turretWorldQuaternion);
|
820 |
+
|
821 |
+
muzzleOffset.applyQuaternion(turretWorldQuaternion);
|
822 |
+
muzzlePosition.add(muzzleOffset);
|
823 |
+
|
824 |
+
bullet.position.copy(muzzlePosition);
|
825 |
|
826 |
const direction = new THREE.Vector3()
|
827 |
+
.subVectors(playerPosition, muzzlePosition)
|
828 |
.normalize();
|
829 |
|
830 |
const bulletSpeed = this.type === 'tank' ?
|
|
|
844 |
}
|
845 |
|
846 |
destroy() {
|
847 |
+
if (this.body) {
|
848 |
+
this.scene.remove(this.body);
|
849 |
this.bullets.forEach(bullet => this.scene.remove(bullet));
|
850 |
this.bullets = [];
|
851 |
this.isLoaded = false;
|