Spaces:
Running
Running
cutechicken
commited on
Commit
โข
161ebeb
1
Parent(s):
59becbb
Update game.js
Browse files
game.js
CHANGED
@@ -572,244 +572,200 @@ 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.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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this.body.position.copy(this.position);
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this.body.scale.set(ENEMY_SCALE, ENEMY_SCALE, ENEMY_SCALE);
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// Setup shadows
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console.log('Setting up shadows...');
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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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console.log('Adding to scene...');
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this.scene.add(this.body);
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this.isLoaded = true;
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console.log('Enemy tank initialization complete!');
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} catch (error) {
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console.error('Error loading enemy tank model:', error);
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console.error('Error details:', {
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message: error.message,
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stack: error.stack,
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name: error.name
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});
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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
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//
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const
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const
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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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// 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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}
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}
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}
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//
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const
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const
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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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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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// Adjust tank orientation based on terrain
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const forwardVector = new THREE.Vector3(0, 0, 1).applyQuaternion(this.body.quaternion);
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const rightVector = new THREE.Vector3(1, 0, 0).applyQuaternion(this.body.quaternion);
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const frontHeight = window.gameInstance.getHeightAtPosition(
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this.body.position.x + forwardVector.x,
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this.body.position.z + forwardVector.z
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);
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const backHeight = window.gameInstance.getHeightAtPosition(
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this.body.position.x - forwardVector.x,
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this.body.position.z - forwardVector.z
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);
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const rightHeight = window.gameInstance.getHeightAtPosition(
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this.body.position.x + rightVector.x,
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this.body.position.z + rightVector.z
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);
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const leftHeight = window.gameInstance.getHeightAtPosition(
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this.body.position.x - rightVector.x,
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this.body.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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// Apply rotation while maintaining current heading
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const currentRotation = this.body.rotation.y;
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this.body.rotation.set(pitch, currentRotation, roll);
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}
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//
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const
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const
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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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// Check bullet collisions with obstacles
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const bulletBox = new THREE.Box3().setFromObject(bullet);
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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 (bulletBox.intersectsBox(obstacleBox)) {
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this.scene.remove(bullet);
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this.bullets.splice(i, 1);
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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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}
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shoot(playerPosition) {
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if (!this.turret) return;
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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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// Create bullet
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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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const muzzleOffset = new THREE.Vector3(0, 0.5, 4);
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const muzzlePosition = new THREE.Vector3();
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const turretWorldQuaternion = new THREE.Quaternion();
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this.turret.getWorldPosition(muzzlePosition);
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this.turret.getWorldQuaternion(turretWorldQuaternion);
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muzzleOffset.applyQuaternion(turretWorldQuaternion);
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muzzlePosition.add(muzzleOffset);
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bullet.position.copy(muzzlePosition);
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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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// ๋ ์ด๋ ์
๋ฐ์ดํธ ๋ฉ์๋ ์ถ๊ฐ
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updateRadar() {
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}
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async addDesertDecorations() {
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if (!this.obstacles) {
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}
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animate() {
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});
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}
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// Start game
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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 modelPath = this.type === 'tank' ? '/models/enemy1.glb' : '/models/enemy4.glb';
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const result = await loader.loadAsync(modelPath);
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this.mesh = result.scene;
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this.mesh.position.copy(this.position);
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this.mesh.scale.set(ENEMY_SCALE, ENEMY_SCALE, ENEMY_SCALE);
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this.mesh.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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}
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});
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this.scene.add(this.mesh);
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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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if (!this.mesh || !this.isLoaded) return;
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const direction = new THREE.Vector3()
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.subVectors(playerPosition, this.mesh.position)
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.normalize();
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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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newPosition.y = heightAtNewPos + TANK_HEIGHT;
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// ์์๋ก ์์น ์ด๋ํ์ฌ ์ถฉ๋ ์ฒดํฌ
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const originalPosition = this.mesh.position.clone();
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this.mesh.position.copy(newPosition);
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// ์ฅ์ ๋ฌผ๊ณผ ์ถฉ๋ ์ฒดํฌ
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const enemyBox = new THREE.Box3().setFromObject(this.mesh);
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let hasCollision = false;
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// ๋ชจ๋ ์ฅ์ ๋ฌผ์ ๋ํด ์ถฉ๋ ๊ฒ์ฌ
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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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|
|
|
|
|
|
|
|
|
645 |
}
|
646 |
+
}
|
647 |
+
|
648 |
+
// ๋ค๋ฅธ ์ ํฑํฌ์์ ์ถฉ๋ ๊ฒ์ฌ
|
649 |
+
if (!hasCollision) {
|
650 |
+
for (const otherEnemy of window.gameInstance.enemies) {
|
651 |
+
if (otherEnemy !== this && otherEnemy.mesh) {
|
652 |
+
const otherEnemyBox = new THREE.Box3().setFromObject(otherEnemy.mesh);
|
653 |
+
if (enemyBox.intersectsBox(otherEnemyBox)) {
|
654 |
+
hasCollision = true;
|
655 |
+
break;
|
656 |
}
|
657 |
}
|
658 |
}
|
659 |
+
}
|
660 |
+
|
661 |
+
// ๋งต ๊ฒฝ๊ณ ์ฒดํฌ
|
662 |
+
const mapBoundary = MAP_SIZE / 2;
|
663 |
+
if (Math.abs(newPosition.x) > mapBoundary ||
|
664 |
+
Math.abs(newPosition.z) > mapBoundary) {
|
665 |
+
hasCollision = true;
|
666 |
+
}
|
667 |
+
|
668 |
+
// ์ถฉ๋์ด ์์ผ๋ฉด ์ด์ ์์น๋ก ๋ณต๊ท, ์์ผ๋ฉด ์ ์์น ์ ์ง
|
669 |
+
if (hasCollision) {
|
670 |
+
this.mesh.position.copy(previousPosition);
|
671 |
|
672 |
+
// ์ถฉ๋ ์ ์ฐํ ๊ฒฝ๋ก ์๋
|
673 |
+
const alternateDirections = [
|
674 |
+
new THREE.Vector3(-direction.z, 0, direction.x), // ์ผ์ชฝ์ผ๋ก 90๋
|
675 |
+
new THREE.Vector3(direction.z, 0, -direction.x), // ์ค๋ฅธ์ชฝ์ผ๋ก 90๋
|
676 |
+
new THREE.Vector3(-direction.x, 0, -direction.z) // 180๋ ํ์
|
677 |
+
];
|
678 |
|
679 |
+
for (const altDirection of alternateDirections) {
|
680 |
+
const altMoveVector = altDirection.multiplyScalar(this.moveSpeed);
|
681 |
+
const altNewPosition = previousPosition.clone().add(altMoveVector);
|
682 |
|
683 |
+
this.mesh.position.copy(altNewPosition);
|
684 |
+
const altEnemyBox = new THREE.Box3().setFromObject(this.mesh);
|
|
|
|
|
|
|
|
|
685 |
|
686 |
+
let altHasCollision = false;
|
687 |
+
|
688 |
+
// ์๋ก์ด ๋ฐฉํฅ์ ๋ํ ์ถฉ๋ ๊ฒ์ฌ
|
689 |
+
for (const obstacle of window.gameInstance.obstacles) {
|
690 |
+
const obstacleBox = new THREE.Box3().setFromObject(obstacle);
|
691 |
+
if (altEnemyBox.intersectsBox(obstacleBox)) {
|
692 |
+
altHasCollision = true;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
693 |
break;
|
|
|
|
|
|
|
694 |
}
|
695 |
}
|
696 |
+
|
697 |
+
if (!altHasCollision) {
|
698 |
+
// ์ฐํ ๊ฒฝ๋ก๊ฐ ๊ฐ๋ฅํ๋ฉด ๊ทธ ๋ฐฉํฅ์ผ๋ก ์ด๋
|
699 |
+
break;
|
700 |
+
} else {
|
701 |
+
// ์ฐํ๋ ๋ถ๊ฐ๋ฅํ๋ฉด ์ด์ ์์น๋ก ๋ณต๊ท
|
702 |
+
this.mesh.position.copy(previousPosition);
|
703 |
+
}
|
704 |
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
705 |
}
|
706 |
+
|
707 |
+
// ์งํ์ ๋ฐ๋ฅธ ๊ธฐ์ธ๊ธฐ ์กฐ์
|
708 |
+
const forwardVector = new THREE.Vector3(0, 0, 1).applyQuaternion(this.mesh.quaternion);
|
709 |
+
const rightVector = new THREE.Vector3(1, 0, 0).applyQuaternion(this.mesh.quaternion);
|
710 |
+
|
711 |
+
const frontHeight = window.gameInstance.getHeightAtPosition(
|
712 |
+
this.mesh.position.x + forwardVector.x,
|
713 |
+
this.mesh.position.z + forwardVector.z
|
714 |
);
|
715 |
+
const backHeight = window.gameInstance.getHeightAtPosition(
|
716 |
+
this.mesh.position.x - forwardVector.x,
|
717 |
+
this.mesh.position.z - forwardVector.z
|
718 |
+
);
|
719 |
+
const rightHeight = window.gameInstance.getHeightAtPosition(
|
720 |
+
this.mesh.position.x + rightVector.x,
|
721 |
+
this.mesh.position.z + rightVector.z
|
722 |
+
);
|
723 |
+
const leftHeight = window.gameInstance.getHeightAtPosition(
|
724 |
+
this.mesh.position.x - rightVector.x,
|
725 |
+
this.mesh.position.z - rightVector.z
|
726 |
+
);
|
727 |
+
|
728 |
+
const pitch = Math.atan2(frontHeight - backHeight, 2);
|
729 |
+
const roll = Math.atan2(rightHeight - leftHeight, 2);
|
730 |
+
|
731 |
+
// ํ์ฌ ํ์ ์ ์งํ๋ฉด์ ๊ธฐ์ธ๊ธฐ๋ง ์ ์ฉ
|
732 |
+
const currentRotation = this.mesh.rotation.y;
|
733 |
+
this.mesh.rotation.set(pitch, currentRotation, roll);
|
734 |
+
}
|
735 |
+
|
736 |
+
// ํ๋ ์ด์ด๋ฅผ ํฅํด ํฌํ ํ์
|
737 |
+
this.mesh.lookAt(playerPosition);
|
738 |
+
|
739 |
+
// ์ด์ ์
๋ฐ์ดํธ
|
740 |
+
if (this.bullets) {
|
741 |
+
for (let i = this.bullets.length - 1; i >= 0; i--) {
|
742 |
+
const bullet = this.bullets[i];
|
743 |
+
bullet.position.add(bullet.velocity);
|
744 |
+
|
745 |
+
// ์ด์์ด ๋งต ๋ฐ์ผ๋ก ๋๊ฐ๊ฑฐ๋ ์ฅ์ ๋ฌผ๊ณผ ์ถฉ๋ํ๋ฉด ์ ๊ฑฐ
|
746 |
+
if (Math.abs(bullet.position.x) > MAP_SIZE / 2 ||
|
747 |
+
Math.abs(bullet.position.z) > MAP_SIZE / 2) {
|
748 |
+
this.scene.remove(bullet);
|
749 |
+
this.bullets.splice(i, 1);
|
750 |
+
continue;
|
751 |
+
}
|
752 |
+
|
753 |
+
// ์ด์๊ณผ ์ฅ์ ๋ฌผ ์ถฉ๋ ์ฒดํฌ
|
754 |
+
const bulletBox = new THREE.Box3().setFromObject(bullet);
|
755 |
+
for (const obstacle of window.gameInstance.obstacles) {
|
756 |
+
const obstacleBox = new THREE.Box3().setFromObject(obstacle);
|
757 |
+
if (bulletBox.intersectsBox(obstacleBox)) {
|
758 |
this.scene.remove(bullet);
|
759 |
this.bullets.splice(i, 1);
|
760 |
+
break;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
761 |
}
|
762 |
}
|
763 |
}
|
764 |
}
|
765 |
+
}
|
766 |
+
|
767 |
|
768 |
shoot(playerPosition) {
|
|
|
|
|
769 |
const currentTime = Date.now();
|
770 |
const attackInterval = this.type === 'tank' ?
|
771 |
ENEMY_CONFIG.ATTACK_INTERVAL :
|
|
|
773 |
|
774 |
if (currentTime - this.lastAttackTime < attackInterval) return;
|
775 |
|
|
|
776 |
const bulletGeometry = new THREE.SphereGeometry(this.type === 'tank' ? 0.2 : 0.3);
|
777 |
const bulletMaterial = new THREE.MeshBasicMaterial({
|
778 |
color: this.type === 'tank' ? 0xff0000 : 0xff6600
|
779 |
});
|
780 |
const bullet = new THREE.Mesh(bulletGeometry, bulletMaterial);
|
781 |
|
782 |
+
bullet.position.copy(this.mesh.position);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
783 |
|
784 |
const direction = new THREE.Vector3()
|
785 |
+
.subVectors(playerPosition, this.mesh.position)
|
786 |
.normalize();
|
787 |
|
788 |
const bulletSpeed = this.type === 'tank' ?
|
|
|
802 |
}
|
803 |
|
804 |
destroy() {
|
805 |
+
if (this.mesh) {
|
806 |
+
this.scene.remove(this.mesh);
|
807 |
this.bullets.forEach(bullet => this.scene.remove(bullet));
|
808 |
this.bullets = [];
|
809 |
this.isLoaded = false;
|
|
|
1078 |
|
1079 |
// ๋ ์ด๋ ์
๋ฐ์ดํธ ๋ฉ์๋ ์ถ๊ฐ
|
1080 |
updateRadar() {
|
1081 |
+
const currentTime = Date.now();
|
1082 |
+
if (currentTime - this.lastRadarUpdate < this.radarUpdateInterval) return;
|
1083 |
+
|
1084 |
+
const radar = document.getElementById('radar');
|
1085 |
+
const radarRect = radar.getBoundingClientRect();
|
1086 |
+
const radarCenter = {
|
1087 |
+
x: radarRect.width / 2,
|
1088 |
+
y: radarRect.height / 2
|
1089 |
+
};
|
1090 |
|
1091 |
+
// ๊ธฐ์กด ์ ๋ํธ ์ ๊ฑฐ
|
1092 |
+
const oldDots = radar.getElementsByClassName('enemy-dot');
|
1093 |
+
while (oldDots[0]) {
|
1094 |
+
oldDots[0].remove();
|
1095 |
+
}
|
1096 |
|
1097 |
+
// ํฑํฌ ์์น ๊ฐ์ ธ์ค๊ธฐ
|
1098 |
+
const tankPos = this.tank.getPosition();
|
1099 |
|
1100 |
+
// ๋ชจ๋ ์ ์ ๋ํด ๋ ์ด๋์ ํ์
|
1101 |
+
this.enemies.forEach(enemy => {
|
1102 |
+
if (!enemy.mesh || !enemy.isLoaded) return;
|
1103 |
|
1104 |
+
const enemyPos = enemy.mesh.position;
|
1105 |
+
const distance = tankPos.distanceTo(enemyPos);
|
1106 |
|
1107 |
+
// ๋ ์ด๋ ๋ฒ์ ๋ด์ ์๋ ๊ฒฝ์ฐ๋ง ํ์
|
1108 |
+
if (distance <= this.radarRange) {
|
1109 |
+
// ํฑํฌ ๊ธฐ์ค ์๋ ๊ฐ๋ ๊ณ์ฐ
|
1110 |
+
const angle = Math.atan2(
|
1111 |
+
enemyPos.x - tankPos.x,
|
1112 |
+
enemyPos.z - tankPos.z
|
1113 |
+
);
|
1114 |
|
1115 |
+
// ์๋ ๊ฑฐ๋ฆฌ๋ฅผ ๋ ์ด๋ ํฌ๊ธฐ์ ๋ง๊ฒ ์ค์ผ์ผ๋ง
|
1116 |
+
const relativeDistance = distance / this.radarRange;
|
1117 |
+
const dotX = radarCenter.x + Math.sin(angle) * (radarCenter.x * relativeDistance);
|
1118 |
+
const dotY = radarCenter.y + Math.cos(angle) * (radarCenter.y * relativeDistance);
|
1119 |
+
|
1120 |
+
// ์ ๋ํธ ์์ฑ ๋ฐ ์ถ๊ฐ
|
1121 |
+
const dot = document.createElement('div');
|
1122 |
+
dot.className = 'enemy-dot';
|
1123 |
+
dot.style.left = `${dotX}px`;
|
1124 |
+
dot.style.top = `${dotY}px`;
|
1125 |
+
radar.appendChild(dot);
|
1126 |
+
}
|
1127 |
+
});
|
1128 |
|
1129 |
+
this.lastRadarUpdate = currentTime;
|
1130 |
+
}
|
1131 |
|
1132 |
async addDesertDecorations() {
|
1133 |
if (!this.obstacles) {
|
|
|
1839 |
}
|
1840 |
|
1841 |
animate() {
|
1842 |
+
if (this.isGameOver) {
|
1843 |
+
if (this.animationFrameId) {
|
1844 |
+
cancelAnimationFrame(this.animationFrameId);
|
1845 |
+
}
|
1846 |
+
return;
|
1847 |
+
}
|
1848 |
|
1849 |
+
this.animationFrameId = requestAnimationFrame(() => this.animate());
|
1850 |
+
// ๊ฒ์์ด ์์๋์ง ์์์ผ๋ฉด ๋ ๋๋ง๋ง ์ํ
|
1851 |
+
if (!this.isStarted) {
|
1852 |
+
this.renderer.render(this.scene, this.camera);
|
1853 |
+
return;
|
1854 |
+
}
|
1855 |
|
1856 |
+
const currentTime = performance.now();
|
1857 |
+
const deltaTime = (currentTime - this.lastTime) / 1000;
|
1858 |
+
this.lastTime = currentTime;
|
1859 |
|
1860 |
+
if (!this.isLoading) {
|
1861 |
+
this.handleMovement();
|
1862 |
+
this.tank.update(this.mouse.x, this.mouse.y, this.scene);
|
1863 |
+
|
1864 |
+
const tankPosition = this.tank.getPosition();
|
1865 |
+
this.enemies.forEach(enemy => {
|
1866 |
+
enemy.update(tankPosition);
|
1867 |
+
|
1868 |
+
if (enemy.isLoaded && enemy.mesh.position.distanceTo(tankPosition) < ENEMY_CONFIG.ATTACK_RANGE) {
|
1869 |
+
enemy.shoot(tankPosition);
|
1870 |
+
}
|
1871 |
+
});
|
|
|
|
|
|
|
1872 |
|
1873 |
+
this.updateParticles();
|
1874 |
+
this.checkCollisions();
|
1875 |
+
this.updateUI();
|
1876 |
+
this.updateRadar(); // ๋ ์ด๋ ์
๋ฐ์ดํธ ์ถ๊ฐ
|
1877 |
+
}
|
1878 |
+
|
1879 |
+
this.renderer.render(this.scene, this.camera);
|
1880 |
+
}
|
1881 |
}
|
1882 |
|
1883 |
// Start game
|