Spaces:
Running
Running
cutechicken
commited on
Commit
โข
26bd7d5
1
Parent(s):
521a889
Update game.js
Browse files
game.js
CHANGED
@@ -572,31 +572,67 @@ class Enemy {
|
|
572 |
constructor(scene, position, type = 'tank') {
|
573 |
this.scene = scene;
|
574 |
this.position = position;
|
575 |
-
this.
|
|
|
|
|
576 |
this.type = type;
|
577 |
this.health = type === 'tank' ? 100 : 200;
|
578 |
this.lastAttackTime = 0;
|
579 |
this.bullets = [];
|
580 |
this.isLoaded = false;
|
581 |
this.moveSpeed = type === 'tank' ? ENEMY_MOVE_SPEED : ENEMY_MOVE_SPEED * 0.7;
|
|
|
|
|
|
|
|
|
582 |
}
|
583 |
|
584 |
async initialize(loader) {
|
585 |
try {
|
586 |
-
|
587 |
-
const
|
588 |
-
this.
|
589 |
-
|
590 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
591 |
|
592 |
-
|
|
|
593 |
if (child.isMesh) {
|
594 |
child.castShadow = true;
|
595 |
child.receiveShadow = true;
|
596 |
}
|
597 |
});
|
598 |
|
599 |
-
this.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
600 |
this.isLoaded = true;
|
601 |
} catch (error) {
|
602 |
console.error('Error loading enemy model:', error);
|
@@ -605,38 +641,76 @@ class Enemy {
|
|
605 |
}
|
606 |
|
607 |
update(playerPosition) {
|
608 |
-
|
609 |
|
610 |
-
|
611 |
-
|
612 |
-
|
613 |
-
|
614 |
-
|
615 |
-
|
616 |
-
|
617 |
-
|
618 |
-
|
619 |
-
|
620 |
-
|
621 |
-
|
622 |
-
|
623 |
-
|
624 |
-
|
625 |
-
|
626 |
-
|
627 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
628 |
);
|
629 |
-
newPosition.y = heightAtNewPos + TANK_HEIGHT;
|
630 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
631 |
// ์์๋ก ์์น ์ด๋ํ์ฌ ์ถฉ๋ ์ฒดํฌ
|
632 |
-
|
633 |
-
this.mesh.position.copy(newPosition);
|
634 |
|
635 |
-
|
636 |
-
const enemyBox = new THREE.Box3().setFromObject(this.mesh);
|
637 |
let hasCollision = false;
|
638 |
|
639 |
-
//
|
640 |
for (const obstacle of window.gameInstance.obstacles) {
|
641 |
const obstacleBox = new THREE.Box3().setFromObject(obstacle);
|
642 |
if (enemyBox.intersectsBox(obstacleBox)) {
|
@@ -645,127 +719,34 @@ class Enemy {
|
|
645 |
}
|
646 |
}
|
647 |
|
648 |
-
// ๋ค๋ฅธ
|
649 |
-
|
650 |
-
|
651 |
-
|
652 |
-
|
653 |
-
|
654 |
-
|
655 |
-
break;
|
656 |
-
}
|
657 |
}
|
658 |
}
|
659 |
}
|
660 |
|
661 |
-
// ๋งต ๊ฒฝ๊ณ
|
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
|
669 |
if (hasCollision) {
|
670 |
-
this.
|
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 :
|
@@ -773,16 +754,28 @@ class Enemy {
|
|
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 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
783 |
|
784 |
const direction = new THREE.Vector3()
|
785 |
-
.subVectors(playerPosition,
|
786 |
.normalize();
|
787 |
|
788 |
const bulletSpeed = this.type === 'tank' ?
|
@@ -796,14 +789,40 @@ class Enemy {
|
|
796 |
this.lastAttackTime = currentTime;
|
797 |
}
|
798 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
799 |
takeDamage(damage) {
|
800 |
this.health -= damage;
|
801 |
return this.health <= 0;
|
802 |
}
|
803 |
|
804 |
destroy() {
|
805 |
-
if (this.
|
806 |
-
this.scene.remove(this.
|
807 |
this.bullets.forEach(bullet => this.scene.remove(bullet));
|
808 |
this.bullets = [];
|
809 |
this.isLoaded = false;
|
|
|
572 |
constructor(scene, position, type = 'tank') {
|
573 |
this.scene = scene;
|
574 |
this.position = position;
|
575 |
+
this.body = null;
|
576 |
+
this.turret = null;
|
577 |
+
this.turretGroup = new THREE.Group();
|
578 |
this.type = type;
|
579 |
this.health = type === 'tank' ? 100 : 200;
|
580 |
this.lastAttackTime = 0;
|
581 |
this.bullets = [];
|
582 |
this.isLoaded = false;
|
583 |
this.moveSpeed = type === 'tank' ? ENEMY_MOVE_SPEED : ENEMY_MOVE_SPEED * 0.7;
|
584 |
+
this.turnSpeed = 0.03;
|
585 |
+
this.targetRotation = 0;
|
586 |
+
this.turretRotation = 0;
|
587 |
+
this.canShoot = false; // ํฌํ์ด ์ ๋ ฌ๋์๋์ง ํ์ธํ๋ ํ๋๊ทธ
|
588 |
}
|
589 |
|
590 |
async initialize(loader) {
|
591 |
try {
|
592 |
+
// ๋ชธ์ฒด ๋ก๋
|
593 |
+
const bodyResult = await loader.loadAsync('/models/t90Body.glb');
|
594 |
+
this.body = bodyResult.scene;
|
595 |
+
|
596 |
+
// ํฌํ ๋ก๋
|
597 |
+
const turretResult = await loader.loadAsync('/models/t90Turret.glb');
|
598 |
+
this.turret = turretResult.scene;
|
599 |
+
|
600 |
+
// ํฌํ ๊ทธ๋ฃน ์ค์
|
601 |
+
this.turretGroup.position.y = 0.2; // ํฌํ ๋์ด ์กฐ์
|
602 |
+
this.turretGroup.add(this.turret);
|
603 |
+
this.body.add(this.turretGroup);
|
604 |
+
|
605 |
+
// ์์น์ ์ค์ผ์ผ ์ค์
|
606 |
+
this.body.position.copy(this.position);
|
607 |
+
this.body.scale.set(ENEMY_SCALE, ENEMY_SCALE, ENEMY_SCALE);
|
608 |
|
609 |
+
// ๊ทธ๋ฆผ์ ์ค์
|
610 |
+
this.body.traverse((child) => {
|
611 |
if (child.isMesh) {
|
612 |
child.castShadow = true;
|
613 |
child.receiveShadow = true;
|
614 |
}
|
615 |
});
|
616 |
|
617 |
+
this.turret.traverse((child) => {
|
618 |
+
if (child.isMesh) {
|
619 |
+
child.castShadow = true;
|
620 |
+
child.receiveShadow = true;
|
621 |
+
}
|
622 |
+
});
|
623 |
+
|
624 |
+
// ๊ทธ๋ฆผ์ ํ๋ฉด ์ถ๊ฐ
|
625 |
+
const shadowPlaneGeometry = new THREE.PlaneGeometry(8, 8);
|
626 |
+
const shadowPlaneMaterial = new THREE.ShadowMaterial({
|
627 |
+
opacity: 0.3
|
628 |
+
});
|
629 |
+
this.shadowPlane = new THREE.Mesh(shadowPlaneGeometry, shadowPlaneMaterial);
|
630 |
+
this.shadowPlane.receiveShadow = true;
|
631 |
+
this.shadowPlane.rotation.x = -Math.PI / 2;
|
632 |
+
this.shadowPlane.position.y = 0.1;
|
633 |
+
this.body.add(this.shadowPlane);
|
634 |
+
|
635 |
+
this.scene.add(this.body);
|
636 |
this.isLoaded = true;
|
637 |
} catch (error) {
|
638 |
console.error('Error loading enemy model:', error);
|
|
|
641 |
}
|
642 |
|
643 |
update(playerPosition) {
|
644 |
+
if (!this.body || !this.isLoaded) return;
|
645 |
|
646 |
+
const direction = new THREE.Vector3()
|
647 |
+
.subVectors(playerPosition, this.body.position)
|
648 |
+
.normalize();
|
649 |
+
|
650 |
+
const distanceToPlayer = this.body.position.distanceTo(playerPosition);
|
651 |
+
const minDistance = 50;
|
652 |
+
|
653 |
+
// ์ด์ ์์น ์ ์ฅ
|
654 |
+
const previousPosition = this.body.position.clone();
|
655 |
+
|
656 |
+
if (distanceToPlayer > minDistance) {
|
657 |
+
// ๋ชฉํ ํ์ ๊ฐ๋ ๊ณ์ฐ
|
658 |
+
this.targetRotation = Math.atan2(direction.x, direction.z);
|
659 |
+
|
660 |
+
// ๋ถ๋๋ฌ์ด ํ์
|
661 |
+
let rotationDiff = this.targetRotation - this.body.rotation.y;
|
662 |
+
while (rotationDiff > Math.PI) rotationDiff -= Math.PI * 2;
|
663 |
+
while (rotationDiff < -Math.PI) rotationDiff += Math.PI * 2;
|
664 |
+
|
665 |
+
this.body.rotation.y += Math.sign(rotationDiff) * Math.min(Math.abs(rotationDiff), this.turnSpeed);
|
666 |
+
|
667 |
+
// ์ ์ง ๋ฐฉํฅ์ผ๋ก ์ด๋
|
668 |
+
const moveVector = new THREE.Vector3(0, 0, this.moveSpeed);
|
669 |
+
moveVector.applyEuler(this.body.rotation);
|
670 |
+
const newPosition = this.body.position.clone().add(moveVector);
|
671 |
+
|
672 |
+
// ์งํ ๋์ด ๊ฐ์ ธ์ค๊ธฐ
|
673 |
+
const heightAtNewPos = window.gameInstance.getHeightAtPosition(
|
674 |
+
newPosition.x,
|
675 |
+
newPosition.z
|
676 |
+
);
|
677 |
+
newPosition.y = heightAtNewPos + TANK_HEIGHT;
|
678 |
+
|
679 |
+
// ์ถฉ๋ ๊ฒ์ฌ ๋ฐ ์ด๋ ์ฒ๋ฆฌ
|
680 |
+
this.handleCollisions(newPosition, previousPosition);
|
681 |
+
}
|
682 |
+
|
683 |
+
// ํฌํ ํ์ - ํ๋ ์ด์ด๋ฅผ ํฅํด
|
684 |
+
const turretTargetRotation = Math.atan2(
|
685 |
+
playerPosition.x - this.body.position.x,
|
686 |
+
playerPosition.z - this.body.position.z
|
687 |
);
|
|
|
688 |
|
689 |
+
// ์๋ ์ขํ์์์ ํฌํ ํ์ ์ ๋ก์ปฌ ํ์ ์ผ๋ก ๋ณํ
|
690 |
+
const localTurretRotation = turretTargetRotation - this.body.rotation.y;
|
691 |
+
|
692 |
+
// ํฌํ ํ์ ๋ณด๊ฐ
|
693 |
+
let turretRotationDiff = localTurretRotation - this.turretGroup.rotation.y;
|
694 |
+
while (turretRotationDiff > Math.PI) turretRotationDiff -= Math.PI * 2;
|
695 |
+
while (turretRotationDiff < -Math.PI) turretRotationDiff += Math.PI * 2;
|
696 |
+
|
697 |
+
this.turretGroup.rotation.y += Math.sign(turretRotationDiff) * Math.min(Math.abs(turretRotationDiff), this.turnSpeed);
|
698 |
+
|
699 |
+
// ํฌํ์ด ํ๋ ์ด์ด๋ฅผ ํฅํ๊ณ ์๋์ง ํ์ธ
|
700 |
+
this.canShoot = Math.abs(turretRotationDiff) < 0.1;
|
701 |
+
|
702 |
+
// ์ด์ ์
๋ฐ์ดํธ ๋ก์ง
|
703 |
+
this.updateBullets();
|
704 |
+
}
|
705 |
+
|
706 |
+
handleCollisions(newPosition, previousPosition) {
|
707 |
// ์์๋ก ์์น ์ด๋ํ์ฌ ์ถฉ๋ ์ฒดํฌ
|
708 |
+
this.body.position.copy(newPosition);
|
|
|
709 |
|
710 |
+
const enemyBox = new THREE.Box3().setFromObject(this.body);
|
|
|
711 |
let hasCollision = false;
|
712 |
|
713 |
+
// ์ฅ์ ๋ฌผ ์ถฉ๋ ๊ฒ์ฌ
|
714 |
for (const obstacle of window.gameInstance.obstacles) {
|
715 |
const obstacleBox = new THREE.Box3().setFromObject(obstacle);
|
716 |
if (enemyBox.intersectsBox(obstacleBox)) {
|
|
|
719 |
}
|
720 |
}
|
721 |
|
722 |
+
// ๋ค๋ฅธ ์ ๊ณผ์ ์ถฉ๋ ๊ฒ์ฌ
|
723 |
+
for (const otherEnemy of window.gameInstance.enemies) {
|
724 |
+
if (otherEnemy !== this && otherEnemy.body) {
|
725 |
+
const otherEnemyBox = new THREE.Box3().setFromObject(otherEnemy.body);
|
726 |
+
if (enemyBox.intersectsBox(otherEnemyBox)) {
|
727 |
+
hasCollision = true;
|
728 |
+
break;
|
|
|
|
|
729 |
}
|
730 |
}
|
731 |
}
|
732 |
|
733 |
+
// ๋งต ๊ฒฝ๊ณ ๊ฒ์ฌ
|
734 |
const mapBoundary = MAP_SIZE / 2;
|
735 |
if (Math.abs(newPosition.x) > mapBoundary ||
|
736 |
Math.abs(newPosition.z) > mapBoundary) {
|
737 |
hasCollision = true;
|
738 |
}
|
739 |
|
740 |
+
// ์ถฉ๋์ด ์์ผ๋ฉด ์ด์ ์์น๋ก ๋ณต๊ท
|
741 |
if (hasCollision) {
|
742 |
+
this.body.position.copy(previousPosition);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
743 |
}
|
744 |
}
|
|
|
|
|
745 |
|
746 |
shoot(playerPosition) {
|
747 |
+
// ํฌํ์ด ์ ๋ ฌ๋์ง ์์์ผ๋ฉด ๋ฐ์ฌํ์ง ์์
|
748 |
+
if (!this.canShoot) return;
|
749 |
+
|
750 |
const currentTime = Date.now();
|
751 |
const attackInterval = this.type === 'tank' ?
|
752 |
ENEMY_CONFIG.ATTACK_INTERVAL :
|
|
|
754 |
|
755 |
if (currentTime - this.lastAttackTime < attackInterval) return;
|
756 |
|
757 |
+
// ํฌํ ์์ฑ
|
758 |
const bulletGeometry = new THREE.SphereGeometry(this.type === 'tank' ? 0.2 : 0.3);
|
759 |
const bulletMaterial = new THREE.MeshBasicMaterial({
|
760 |
color: this.type === 'tank' ? 0xff0000 : 0xff6600
|
761 |
});
|
762 |
const bullet = new THREE.Mesh(bulletGeometry, bulletMaterial);
|
763 |
|
764 |
+
// ํฌํ ๋์์ ํฌํ์ด ๋ฐ์ฌ๋๋๋ก ์์น ์กฐ์
|
765 |
+
const muzzleOffset = new THREE.Vector3(0, 0.5, 4);
|
766 |
+
const muzzlePosition = new THREE.Vector3();
|
767 |
+
const turretWorldQuaternion = new THREE.Quaternion();
|
768 |
+
|
769 |
+
this.turret.getWorldPosition(muzzlePosition);
|
770 |
+
this.turret.getWorldQuaternion(turretWorldQuaternion);
|
771 |
+
|
772 |
+
muzzleOffset.applyQuaternion(turretWorldQuaternion);
|
773 |
+
muzzlePosition.add(muzzleOffset);
|
774 |
+
|
775 |
+
bullet.position.copy(muzzlePosition);
|
776 |
|
777 |
const direction = new THREE.Vector3()
|
778 |
+
.subVectors(playerPosition, muzzlePosition)
|
779 |
.normalize();
|
780 |
|
781 |
const bulletSpeed = this.type === 'tank' ?
|
|
|
789 |
this.lastAttackTime = currentTime;
|
790 |
}
|
791 |
|
792 |
+
updateBullets() {
|
793 |
+
for (let i = this.bullets.length - 1; i >= 0; i--) {
|
794 |
+
const bullet = this.bullets[i];
|
795 |
+
bullet.position.add(bullet.velocity);
|
796 |
+
|
797 |
+
// ๋งต ๋ฐ์ผ๋ก ๋๊ฐ๊ฑฐ๋ ์ฅ์ ๋ฌผ๊ณผ ์ถฉ๋ํ๋ฉด ์ ๊ฑฐ
|
798 |
+
if (Math.abs(bullet.position.x) > MAP_SIZE / 2 ||
|
799 |
+
Math.abs(bullet.position.z) > MAP_SIZE / 2) {
|
800 |
+
this.scene.remove(bullet);
|
801 |
+
this.bullets.splice(i, 1);
|
802 |
+
continue;
|
803 |
+
}
|
804 |
+
|
805 |
+
// ์ฅ์ ๋ฌผ๊ณผ ์ถฉ๋ ์ฒดํฌ
|
806 |
+
const bulletBox = new THREE.Box3().setFromObject(bullet);
|
807 |
+
for (const obstacle of window.gameInstance.obstacles) {
|
808 |
+
const obstacleBox = new THREE.Box3().setFromObject(obstacle);
|
809 |
+
if (bulletBox.intersectsBox(obstacleBox)) {
|
810 |
+
this.scene.remove(bullet);
|
811 |
+
this.bullets.splice(i, 1);
|
812 |
+
break;
|
813 |
+
}
|
814 |
+
}
|
815 |
+
}
|
816 |
+
}
|
817 |
+
|
818 |
takeDamage(damage) {
|
819 |
this.health -= damage;
|
820 |
return this.health <= 0;
|
821 |
}
|
822 |
|
823 |
destroy() {
|
824 |
+
if (this.body) {
|
825 |
+
this.scene.remove(this.body);
|
826 |
this.bullets.forEach(bullet => this.scene.remove(bullet));
|
827 |
this.bullets = [];
|
828 |
this.isLoaded = false;
|