Spaces:
Running
Running
cutechicken
commited on
Commit
โข
2112778
1
Parent(s):
485200d
Update game.js
Browse files
game.js
CHANGED
@@ -586,192 +586,94 @@ class Enemy {
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}
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async initialize(loader) {
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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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//
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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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//
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const originalPosition = this.body.position.clone();
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this.body.position.copy(newPosition);
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//
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const
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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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// 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 turretDirection = new THREE.Vector2(
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playerPosition.x - this.body.position.x,
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playerPosition.z - this.body.position.z
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@@ -779,30 +681,16 @@ class Enemy {
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const turretAngle = Math.atan2(turretDirection.x, turretDirection.y);
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this.turretGroup.rotation.y = turretAngle - this.body.rotation.y;
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//
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this.bullets.splice(i, 1);
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continue;
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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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@@ -817,14 +705,14 @@ class Enemy {
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if (currentTime - this.lastAttackTime < attackInterval) return;
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//
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const bulletGeometry = new THREE.SphereGeometry(
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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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//
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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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bullet.position.copy(muzzlePosition);
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const direction = new THREE.Vector3()
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.subVectors(playerPosition, muzzlePosition)
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.normalize();
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@@ -847,6 +736,11 @@ class Enemy {
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bullet.velocity = direction.multiplyScalar(bulletSpeed);
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this.scene.add(bullet);
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this.bullets.push(bullet);
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this.lastAttackTime = currentTime;
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@@ -866,6 +760,153 @@ class Enemy {
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}
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}
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}
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// Particle ํด๋์ค
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class Particle {
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}
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async initialize(loader) {
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console.log('Starting enemy tank initialization...');
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try {
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// Load body
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console.log('Loading t90Body.glb...');
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const bodyResult = await loader.loadAsync('/models/t90Body.glb');
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console.log('t90Body.glb loaded successfully');
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this.body = bodyResult.scene;
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// Load turret
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console.log('Loading t90Turret.glb...');
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const turretResult = await loader.loadAsync('/models/t90Turret.glb');
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console.log('t90Turret.glb loaded successfully');
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this.turret = turretResult.scene;
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console.log('Setting 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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console.log('Applying transforms...');
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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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if (!this.body || !this.isLoaded) return;
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// ํ๋ ์ด์ด ๋ฐฉํฅ์ผ๋ก ์ด๋ ๋ฒกํฐ ๊ณ์ฐ
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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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// ํ๋ ์ด์ด์์ ๊ฑฐ๋ฆฌ ๊ณ์ฐ
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const distanceToPlayer = this.body.position.distanceTo(playerPosition);
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const minDistance = 50; // ์ต์ ๊ฑฐ๋ฆฌ ์ ์ง
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// ์ต์ ๊ฑฐ๋ฆฌ๋ณด๋ค ๋ฉ๋ฆฌ ์์ ๋๋ง ์ด๋
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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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// ์งํ ๋์ด์ ๋ง์ถฐ ์์น ์กฐ์
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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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// ์ฐจ์ฒด ์ด๋
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this.body.position.copy(newPosition);
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// ์ด๋ ๋ฐฉํฅ์ผ๋ก ์ฐจ์ฒด ํ์
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const targetRotation = Math.atan2(direction.x, direction.z);
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this.body.rotation.y = targetRotation;
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}
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// ํฌํ ํ์ (ํญ์ ํ๋ ์ด์ด๋ฅผ ํฅํ๋๋ก)
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const turretDirection = new THREE.Vector2(
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playerPosition.x - this.body.position.x,
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playerPosition.z - this.body.position.z
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const turretAngle = Math.atan2(turretDirection.x, turretDirection.y);
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this.turretGroup.rotation.y = turretAngle - this.body.rotation.y;
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// ์ด์ ์
๋ฐ์ดํธ
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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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688 |
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689 |
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// ๋งต ๊ฒฝ๊ณ ์ฒดํฌ
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690 |
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if (Math.abs(bullet.position.x) > MAP_SIZE / 2 ||
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691 |
+
Math.abs(bullet.position.z) > MAP_SIZE / 2) {
|
692 |
+
this.scene.remove(bullet);
|
693 |
+
this.bullets.splice(i, 1);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
694 |
}
|
695 |
}
|
696 |
}
|
|
|
705 |
|
706 |
if (currentTime - this.lastAttackTime < attackInterval) return;
|
707 |
|
708 |
+
// ์ด์ ์์ฑ
|
709 |
+
const bulletGeometry = new THREE.SphereGeometry(0.3);
|
710 |
const bulletMaterial = new THREE.MeshBasicMaterial({
|
711 |
color: this.type === 'tank' ? 0xff0000 : 0xff6600
|
712 |
});
|
713 |
const bullet = new THREE.Mesh(bulletGeometry, bulletMaterial);
|
714 |
|
715 |
+
// ํฌ๊ตฌ ์์น ๊ณ์ฐ
|
716 |
const muzzleOffset = new THREE.Vector3(0, 0.5, 4);
|
717 |
const muzzlePosition = new THREE.Vector3();
|
718 |
const turretWorldQuaternion = new THREE.Quaternion();
|
|
|
725 |
|
726 |
bullet.position.copy(muzzlePosition);
|
727 |
|
728 |
+
// ๋ฐ์ฌ ๋ฐฉํฅ ๊ณ์ฐ
|
729 |
const direction = new THREE.Vector3()
|
730 |
.subVectors(playerPosition, muzzlePosition)
|
731 |
.normalize();
|
|
|
736 |
|
737 |
bullet.velocity = direction.multiplyScalar(bulletSpeed);
|
738 |
|
739 |
+
// ๋ฐ์ฌ์ ํจ๊ณผ
|
740 |
+
const shootSound = new Audio('sounds/enemyfire.ogg');
|
741 |
+
shootSound.volume = 0.3;
|
742 |
+
shootSound.play();
|
743 |
+
|
744 |
this.scene.add(bullet);
|
745 |
this.bullets.push(bullet);
|
746 |
this.lastAttackTime = currentTime;
|
|
|
760 |
}
|
761 |
}
|
762 |
}
|
763 |
+
// ์ ํฑํฌ์ ๋ฐ์ฌ ์ดํํธ ์์ฑ
|
764 |
+
createMuzzleFlash() {
|
765 |
+
if (!this.turret) return;
|
766 |
+
|
767 |
+
const flashGroup = new THREE.Group();
|
768 |
+
|
769 |
+
// ํ์ผ ํจ๊ณผ
|
770 |
+
const flameGeometry = new THREE.SphereGeometry(0.8);
|
771 |
+
const flameMaterial = new THREE.MeshBasicMaterial({
|
772 |
+
color: 0xff4500,
|
773 |
+
transparent: true,
|
774 |
+
opacity: 0.8
|
775 |
+
});
|
776 |
+
const flame = new THREE.Mesh(flameGeometry, flameMaterial);
|
777 |
+
flame.scale.set(1.5, 1.5, 2);
|
778 |
+
flashGroup.add(flame);
|
779 |
+
|
780 |
+
// ์ฐ๊ธฐ ํจ๊ณผ
|
781 |
+
const smokeGeometry = new THREE.SphereGeometry(0.6);
|
782 |
+
const smokeMaterial = new THREE.MeshBasicMaterial({
|
783 |
+
color: 0x666666,
|
784 |
+
transparent: true,
|
785 |
+
opacity: 0.4
|
786 |
+
});
|
787 |
+
|
788 |
+
for (let i = 0; i < 3; i++) {
|
789 |
+
const smoke = new THREE.Mesh(smokeGeometry, smokeMaterial);
|
790 |
+
smoke.position.set(
|
791 |
+
Math.random() * 0.5 - 0.25,
|
792 |
+
Math.random() * 0.5 - 0.25,
|
793 |
+
-0.5 - Math.random()
|
794 |
+
);
|
795 |
+
smoke.scale.set(1.2, 1.2, 1.2);
|
796 |
+
flashGroup.add(smoke);
|
797 |
+
}
|
798 |
+
|
799 |
+
// ํฌ๊ตฌ ์์น ๊ณ์ฐ
|
800 |
+
const muzzleOffset = new THREE.Vector3(0, 0.5, 4);
|
801 |
+
const muzzlePosition = new THREE.Vector3();
|
802 |
+
const turretWorldQuaternion = new THREE.Quaternion();
|
803 |
+
|
804 |
+
this.turret.getWorldPosition(muzzlePosition);
|
805 |
+
this.turret.getWorldQuaternion(turretWorldQuaternion);
|
806 |
+
|
807 |
+
muzzleOffset.applyQuaternion(turretWorldQuaternion);
|
808 |
+
muzzlePosition.add(muzzleOffset);
|
809 |
+
|
810 |
+
flashGroup.position.copy(muzzlePosition);
|
811 |
+
flashGroup.quaternion.copy(turretWorldQuaternion);
|
812 |
+
|
813 |
+
this.scene.add(flashGroup);
|
814 |
+
|
815 |
+
// ์ดํํธ ์ ๊ฑฐ
|
816 |
+
setTimeout(() => {
|
817 |
+
this.scene.remove(flashGroup);
|
818 |
+
}, 100);
|
819 |
+
}
|
820 |
+
|
821 |
+
// ํผ๊ฒฉ ํจ๊ณผ ์์ฑ
|
822 |
+
createHitEffect(position) {
|
823 |
+
const particleCount = 10;
|
824 |
+
const particles = [];
|
825 |
+
|
826 |
+
for (let i = 0; i < particleCount; i++) {
|
827 |
+
const geometry = new THREE.SphereGeometry(0.1);
|
828 |
+
const material = new THREE.MeshBasicMaterial({
|
829 |
+
color: 0xff6600,
|
830 |
+
transparent: true,
|
831 |
+
opacity: 1
|
832 |
+
});
|
833 |
+
const particle = new THREE.Mesh(geometry, material);
|
834 |
+
|
835 |
+
particle.position.copy(position);
|
836 |
+
|
837 |
+
const speed = Math.random() * 0.2 + 0.1;
|
838 |
+
const angle = Math.random() * Math.PI * 2;
|
839 |
+
const elevation = Math.random() * Math.PI - Math.PI / 2;
|
840 |
+
|
841 |
+
particle.velocity = new THREE.Vector3(
|
842 |
+
Math.cos(angle) * Math.cos(elevation) * speed,
|
843 |
+
Math.sin(elevation) * speed,
|
844 |
+
Math.sin(angle) * Math.cos(elevation) * speed
|
845 |
+
);
|
846 |
+
|
847 |
+
particle.gravity = -0.01;
|
848 |
+
particle.life = Math.random() * 20 + 20;
|
849 |
+
particle.fadeRate = 1 / particle.life;
|
850 |
+
|
851 |
+
this.scene.add(particle);
|
852 |
+
particles.push(particle);
|
853 |
+
}
|
854 |
+
|
855 |
+
// ํํฐํด ์
๋ฐ์ดํธ ๋ฐ ์ ๊ฑฐ
|
856 |
+
const updateParticles = () => {
|
857 |
+
for (let i = particles.length - 1; i >= 0; i--) {
|
858 |
+
const particle = particles[i];
|
859 |
+
particle.velocity.y += particle.gravity;
|
860 |
+
particle.position.add(particle.velocity);
|
861 |
+
particle.material.opacity -= particle.fadeRate;
|
862 |
+
|
863 |
+
if (particle.material.opacity <= 0) {
|
864 |
+
this.scene.remove(particle);
|
865 |
+
particles.splice(i, 1);
|
866 |
+
}
|
867 |
+
}
|
868 |
+
|
869 |
+
if (particles.length > 0) {
|
870 |
+
requestAnimationFrame(updateParticles);
|
871 |
+
}
|
872 |
+
};
|
873 |
+
|
874 |
+
updateParticles();
|
875 |
+
}
|
876 |
+
|
877 |
+
// ์ ํฑํฌ AI ์
๋ฐ์ดํธ
|
878 |
+
updateAI(playerPosition, obstacles) {
|
879 |
+
if (!this.isLoaded || !this.body) return;
|
880 |
+
|
881 |
+
// ์ฅ์ ๋ฌผ ํํผ ๋ก์ง
|
882 |
+
const avoidanceForce = new THREE.Vector3();
|
883 |
+
const avoidanceRadius = 20;
|
884 |
+
|
885 |
+
obstacles.forEach(obstacle => {
|
886 |
+
if (obstacle.userData.isCollidable) {
|
887 |
+
const toObstacle = new THREE.Vector3()
|
888 |
+
.subVectors(obstacle.position, this.body.position);
|
889 |
+
const distance = toObstacle.length();
|
890 |
+
|
891 |
+
if (distance < avoidanceRadius) {
|
892 |
+
avoidanceForce.add(
|
893 |
+
toObstacle.normalize().multiplyScalar(-1 * (avoidanceRadius - distance))
|
894 |
+
);
|
895 |
+
}
|
896 |
+
}
|
897 |
+
});
|
898 |
+
|
899 |
+
// ์ต์ข
์ด๋ ๋ฐฉํฅ ๊ณ์ฐ
|
900 |
+
const targetDirection = new THREE.Vector3()
|
901 |
+
.subVectors(playerPosition, this.body.position)
|
902 |
+
.normalize();
|
903 |
+
|
904 |
+
targetDirection.add(avoidanceForce.multiplyScalar(0.5));
|
905 |
+
targetDirection.normalize();
|
906 |
+
|
907 |
+
return targetDirection;
|
908 |
+
}
|
909 |
+
}
|
910 |
|
911 |
// Particle ํด๋์ค
|
912 |
class Particle {
|