Spaces:
Running
Running
cutechicken
commited on
Commit
โข
3b6a2d6
1
Parent(s):
954c69c
Update game.js
Browse files
game.js
CHANGED
@@ -4,14 +4,14 @@ import { PointerLockControls } from 'three/addons/controls/PointerLockControls.j
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// ๊ฒ์ ์์
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const GAME_DURATION = 180;
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const MAP_SIZE =
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const TANK_HEIGHT = 0.5;
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const ENEMY_GROUND_HEIGHT = 0;
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const ENEMY_SCALE = 1;
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const MAX_HEALTH = 1000;
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const ENEMY_MOVE_SPEED = 0.1;
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const ENEMY_COUNT_MAX = 3;
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const PARTICLE_COUNT =
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const BUILDING_COUNT = 30;
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const ENEMY_CONFIG = {
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ATTACK_RANGE: 100,
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@@ -160,15 +160,6 @@ class TankPlayer {
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async initialize(scene, loader) {
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try {
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// ๊ทธ๋ฆผ์ ํ๋ฉด ๋จผ์ ์์ฑ
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const shadowPlaneGeometry = new THREE.PlaneGeometry(8, 8);
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const shadowPlaneMaterial = new THREE.ShadowMaterial({
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opacity: 0.3
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});
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this.shadowPlane = new THREE.Mesh(shadowPlaneGeometry, shadowPlaneMaterial);
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this.shadowPlane.receiveShadow = true;
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this.shadowPlane.rotation.x = -Math.PI / 2;
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const bodyResult = await loader.loadAsync('/models/abramsBody.glb');
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this.body = bodyResult.scene;
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@@ -179,14 +170,7 @@ class TankPlayer {
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this.turretGroup.add(this.turret);
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this.body.add(this.turretGroup);
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//
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this.body.position.y = 1.5;
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// ๊ทธ๋ฆผ์ ํ๋ฉด ์์น ์กฐ์ (body๊ฐ ์์ฑ๋ ํ์)
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this.shadowPlane.position.y = -1.0;
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this.body.add(this.shadowPlane);
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// ๊ทธ๋ฆผ์ ์ค์
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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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@@ -205,15 +189,68 @@ class TankPlayer {
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}
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});
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//
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const spawnPosition = new THREE.Vector3(
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(Math.random() - 0.5) * (MAP_SIZE * 0.8),
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TANK_HEIGHT,
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(Math.random() - 0.5) * (MAP_SIZE * 0.8)
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);
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this.body.position.copy(spawnPosition);
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scene.add(this.body);
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this.isLoaded = true;
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this.updateAmmoDisplay();
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@@ -608,7 +645,6 @@ class Enemy {
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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.position.y = 1.5; // ์ ํฑํฌ๋ ๊ฐ์ ๋์ด๋ก ์กฐ์
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this.mesh.traverse((child) => {
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if (child.isMesh) {
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@@ -919,8 +955,6 @@ class Game {
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this.enemyLabels = new Map(); // ์ ๋ผ๋ฒจ์ ์ถ์ ํ๊ธฐ ์ํ Map ์ถ๊ฐ
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this.raycaster = new THREE.Raycaster();
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this.crosshair = document.getElementById('crosshair');
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// ์ฑ๋ฅ ๊ด๋ จ ์ค์ ์ถ๊ฐ
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this.renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)); // ํฝ์
๋น์จ ์ ํ
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document.getElementById('gameContainer').appendChild(this.renderer.domElement);
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@@ -966,7 +1000,7 @@ class Game {
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// ๋ ๋๋ฌ ์ค์
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this.renderer.shadowMap.enabled = true;
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this.renderer.shadowMap.type = THREE.
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this.renderer.setPixelRatio(window.devicePixelRatio);
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// ์นด๋ฉ๋ผ ์ด๊ธฐ ์ค์
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@@ -1009,13 +1043,13 @@ class Game {
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// ๊ธฐ๋ณธ ์ฌ ์ค์
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this.setupScene();
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// ์๊ฐ ํจ๊ณผ
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this.scene.fog = new THREE.FogExp2(
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this.scene.background = new THREE.Color(
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// ์กฐ๋ช
์ค์
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// ์ฃผ๋ณ๊ด
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const ambientLight = new THREE.AmbientLight(0xffffff, 0.
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this.scene.add(ambientLight);
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// ๋ฉ์ธ ํ์๊ด
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@@ -1024,8 +1058,8 @@ class Game {
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mainLight.castShadow = true;
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// ๊ทธ๋ฆผ์ ์ค์
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mainLight.shadow.mapSize.width =
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mainLight.shadow.mapSize.height =
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mainLight.shadow.camera.near = 0.5;
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mainLight.shadow.camera.far = MAP_SIZE * 2;
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mainLight.shadow.camera.left = -MAP_SIZE;
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@@ -1038,34 +1072,52 @@ class Game {
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this.scene.add(mainLight);
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// ๋ณด์กฐ
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const secondaryLight = new THREE.DirectionalLight(0xffffff, 0.
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secondaryLight.position.set(-50, 50, -50);
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this.scene.add(secondaryLight);
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//
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}
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// ํฑํฌ ์ด๊ธฐํ
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await this.tank.initialize(this.scene, this.loader);
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if (!this.tank.isLoaded) {
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@@ -1111,11 +1163,11 @@ class Game {
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this.spawnEnemies();
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this.startGameTimer();
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}
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// ๋ ์ด๋ ์
๋ฐ์ดํธ ๋ฉ์๋ ์ถ๊ฐ
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updateRadar() {
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// ๊ฒ์ ์์
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const GAME_DURATION = 180;
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const MAP_SIZE = 1000;
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const TANK_HEIGHT = 0.5;
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const ENEMY_GROUND_HEIGHT = 0;
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const ENEMY_SCALE = 1;
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const MAX_HEALTH = 1000;
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const ENEMY_MOVE_SPEED = 0.1;
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const ENEMY_COUNT_MAX = 3;
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const PARTICLE_COUNT = 15;
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const BUILDING_COUNT = 30;
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const ENEMY_CONFIG = {
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ATTACK_RANGE: 100,
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async initialize(scene, loader) {
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try {
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const bodyResult = await loader.loadAsync('/models/abramsBody.glb');
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this.body = bodyResult.scene;
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this.turretGroup.add(this.turret);
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this.body.add(this.turretGroup);
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// ๊ทธ๋ฆผ์ ์ค์ ์ ๊ทธ๋๋ก ์ ์ง
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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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}
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});
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// ๊ทธ๋ฆผ์ ํ๋ฉด
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const shadowPlaneGeometry = new THREE.PlaneGeometry(8, 8);
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const shadowPlaneMaterial = new THREE.ShadowMaterial({
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opacity: 0.3
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});
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this.shadowPlane = new THREE.Mesh(shadowPlaneGeometry, shadowPlaneMaterial);
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this.shadowPlane.receiveShadow = true;
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this.shadowPlane.rotation.x = -Math.PI / 2;
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this.shadowPlane.position.y = 0.1;
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this.body.add(this.shadowPlane);
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// ๊ฐ๋จํ ์คํฐ ์์น ์ค์
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const spawnPosition = new THREE.Vector3(
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(Math.random() - 0.5) * (MAP_SIZE * 0.8), // MAP_SIZE์ 80%๋ง ์ฌ์ฉ
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TANK_HEIGHT, // ๊ณ ์ ๋ ๋์ด ์ฌ์ฉ
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(Math.random() - 0.5) * (MAP_SIZE * 0.8)
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);
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this.body.position.copy(spawnPosition);
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// ํญ๋ฐ ์ดํํธ ๋ฉ์๋ ์ถ๊ฐ
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this.createExplosionEffect = (scene, position) => {
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// ํญ๋ฐ ํํฐํด
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for (let i = 0; i < 15; i++) {
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const size = Math.random() * 0.2 + 0.1;
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const geometry = new THREE.SphereGeometry(size);
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const material = new THREE.MeshBasicMaterial({
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color: Math.random() < 0.5 ? 0xff4500 : 0xff8c00
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});
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const particle = new THREE.Mesh(geometry, material);
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particle.position.copy(position);
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const speed = Math.random() * 0.3 + 0.2;
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const angle = Math.random() * Math.PI * 2;
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const elevation = Math.random() * Math.PI - Math.PI / 2;
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particle.velocity = new THREE.Vector3(
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Math.cos(angle) * Math.cos(elevation) * speed,
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Math.sin(elevation) * speed,
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Math.sin(angle) * Math.cos(elevation) * speed
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);
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particle.gravity = -0.01;
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particle.life = Math.random() * 20 + 20;
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particle.fadeRate = 1 / particle.life;
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scene.add(particle);
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window.gameInstance.particles.push({
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mesh: particle,
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velocity: particle.velocity,
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gravity: particle.gravity,
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life: particle.life,
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fadeRate: particle.fadeRate
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});
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}
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// ์ถฉ๋ ์ฌ์ด๋ ์ฌ์
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const explosionSound = new Audio('sounds/explosion.ogg');
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explosionSound.volume = 0.3;
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explosionSound.play();
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};
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scene.add(this.body);
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this.isLoaded = true;
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this.updateAmmoDisplay();
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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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this.enemyLabels = new Map(); // ์ ๋ผ๋ฒจ์ ์ถ์ ํ๊ธฐ ์ํ Map ์ถ๊ฐ
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this.raycaster = new THREE.Raycaster();
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this.crosshair = document.getElementById('crosshair');
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document.getElementById('gameContainer').appendChild(this.renderer.domElement);
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// ๋ ๋๋ฌ ์ค์
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this.renderer.shadowMap.enabled = true;
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this.renderer.shadowMap.type = THREE.PCFSoftShadowMap;
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this.renderer.setPixelRatio(window.devicePixelRatio);
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// ์นด๋ฉ๋ผ ์ด๊ธฐ ์ค์
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// ๊ธฐ๋ณธ ์ฌ ์ค์
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this.setupScene();
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// ์๊ฐ ํจ๊ณผ
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this.scene.fog = new THREE.FogExp2(0x87CEEB, 0.0008);
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this.scene.background = new THREE.Color(0x87CEEB);
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// ์กฐ๋ช
์ค์
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// ์ฃผ๋ณ๊ด
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const ambientLight = new THREE.AmbientLight(0xffffff, 0.4);
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this.scene.add(ambientLight);
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// ๋ฉ์ธ ํ์๊ด
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mainLight.castShadow = true;
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// ๊ทธ๋ฆผ์ ์ค์
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mainLight.shadow.mapSize.width = 4096;
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mainLight.shadow.mapSize.height = 4096;
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mainLight.shadow.camera.near = 0.5;
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mainLight.shadow.camera.far = MAP_SIZE * 2;
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mainLight.shadow.camera.left = -MAP_SIZE;
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this.scene.add(mainLight);
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// ๋ณด์กฐ ํ์๊ด
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const secondaryLight = new THREE.DirectionalLight(0xffffff, 0.3);
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secondaryLight.position.set(-50, 50, -50);
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this.scene.add(secondaryLight);
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// ํ๊ฒฝ๊ด
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const hemisphereLight = new THREE.HemisphereLight(
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0x87CEEB,
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0xFFE87C,
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0.3
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);
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this.scene.add(hemisphereLight);
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// ์งํ ์์ฑ
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const groundGeometry = new THREE.PlaneGeometry(MAP_SIZE, MAP_SIZE, 100, 100);
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const groundMaterial = new THREE.MeshStandardMaterial({
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color: 0xD2B48C,
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roughness: 0.8,
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metalness: 0.2,
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envMapIntensity: 1.0
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});
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const ground = new THREE.Mesh(groundGeometry, groundMaterial);
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ground.rotation.x = -Math.PI / 2;
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ground.receiveShadow = true;
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// ์งํ ๋์ด ์ค์
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const vertices = ground.geometry.attributes.position.array;
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for (let i = 0; i < vertices.length; i += 3) {
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vertices[i + 2] = 0; // ๋ชจ๋ ๋์ด๋ฅผ 0์ผ๋ก ์ค์
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}
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ground.geometry.attributes.position.needsUpdate = true;
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ground.geometry.computeVertexNormals();
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this.ground = ground;
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this.scene.add(ground);
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// ๊ฒฉ์ ํจ๊ณผ ์ถ๊ฐ
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const gridHelper = new THREE.GridHelper(MAP_SIZE, 50, 0x000000, 0x000000);
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gridHelper.material.opacity = 0.1;
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gridHelper.material.transparent = true;
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gridHelper.position.y = 0.1;
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this.scene.add(gridHelper);
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// ์ฌ๋ง ์ฅ์ ์ถ๊ฐ
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await this.addDesertDecorations();
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// ํฑํฌ ์ด๊ธฐํ
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await this.tank.initialize(this.scene, this.loader);
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if (!this.tank.isLoaded) {
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this.spawnEnemies();
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this.startGameTimer();
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} catch (error) {
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console.error('Game initialization error:', error);
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this.handleLoadingError();
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}
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}
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// ๋ ์ด๋ ์
๋ฐ์ดํธ ๋ฉ์๋ ์ถ๊ฐ
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updateRadar() {
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