Spaces:
Running
Running
cutechicken
commited on
Commit
β’
485200d
1
Parent(s):
bf18167
Update game.js
Browse files
game.js
CHANGED
@@ -7,7 +7,7 @@ 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 =
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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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@@ -572,200 +572,244 @@ class Enemy {
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constructor(scene, position, type = 'tank') {
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this.scene = scene;
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this.position = position;
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this.mesh = null;
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this.type = type;
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this.health = type === 'tank' ? 100 : 200;
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this.lastAttackTime = 0;
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this.bullets = [];
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this.isLoaded = false;
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this.moveSpeed = type === 'tank' ? ENEMY_MOVE_SPEED : ENEMY_MOVE_SPEED * 0.7;
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}
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async initialize(loader) {
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}
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update(playerPosition) {
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const distanceToPlayer = this.mesh.position.distanceTo(playerPosition);
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const minDistance = 50;
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// μ΄μ μμΉ μ μ₯
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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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// μ§ν λμ΄ κ°μ Έμ€κΈ°
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const heightAtNewPos = window.gameInstance.getHeightAtPosition(
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newPosition.x,
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newPosition.z
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);
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newPosition.y = heightAtNewPos + TANK_HEIGHT;
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const
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this.mesh.position.copy(newPosition);
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//
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const
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let hasCollision = false;
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const
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}
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}
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}
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}
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}
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// 맡 κ²½κ³ μ²΄ν¬
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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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// μΆ©λμ΄ μμΌλ©΄ μ΄μ μμΉλ‘ 볡κ·, μμΌλ©΄ μ μμΉ μ μ§
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if (hasCollision) {
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this.mesh.position.copy(previousPosition);
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//
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const
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this.mesh.position.copy(altNewPosition);
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const altEnemyBox = new THREE.Box3().setFromObject(this.mesh);
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const
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break;
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}
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}
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if (!altHasCollision) {
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// μ°ν κ²½λ‘κ° κ°λ₯νλ©΄ κ·Έ λ°©ν₯μΌλ‘ μ΄λ
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break;
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} else {
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// μ°νλ λΆκ°λ₯νλ©΄ μ΄μ μμΉλ‘ 볡κ·
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this.mesh.position.copy(previousPosition);
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}
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}
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}
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// μ§νμ λ°λ₯Έ κΈ°μΈκΈ° μ‘°μ
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const forwardVector = new THREE.Vector3(0, 0, 1).applyQuaternion(this.mesh.quaternion);
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const rightVector = new THREE.Vector3(1, 0, 0).applyQuaternion(this.mesh.quaternion);
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const frontHeight = window.gameInstance.getHeightAtPosition(
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this.mesh.position.x + forwardVector.x,
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this.mesh.position.z + forwardVector.z
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);
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const backHeight = window.gameInstance.getHeightAtPosition(
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this.mesh.position.x - forwardVector.x,
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this.mesh.position.z - forwardVector.z
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);
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const rightHeight = window.gameInstance.getHeightAtPosition(
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this.mesh.position.x + rightVector.x,
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this.mesh.position.z + rightVector.z
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);
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const leftHeight = window.gameInstance.getHeightAtPosition(
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this.mesh.position.x - rightVector.x,
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this.mesh.position.z - rightVector.z
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);
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const pitch = Math.atan2(frontHeight - backHeight, 2);
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const roll = Math.atan2(rightHeight - leftHeight, 2);
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// νμ¬ νμ μ μ§νλ©΄μ κΈ°μΈκΈ°λ§ μ μ©
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const currentRotation = this.mesh.rotation.y;
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this.mesh.rotation.set(pitch, currentRotation, roll);
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}
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// νλ μ΄μ΄λ₯Ό ν₯ν΄ ν¬ν νμ
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this.mesh.lookAt(playerPosition);
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// μ΄μ μ
λ°μ΄νΈ
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if (this.bullets) {
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for (let i = this.bullets.length - 1; i >= 0; i--) {
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const bullet = this.bullets[i];
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bullet.position.add(bullet.velocity);
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//
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this.scene.remove(bullet);
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this.bullets.splice(i, 1);
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continue;
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}
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this.scene.remove(bullet);
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this.bullets.splice(i, 1);
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}
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}
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}
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}
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}
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shoot(playerPosition) {
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const currentTime = Date.now();
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const attackInterval = this.type === 'tank' ?
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ENEMY_CONFIG.ATTACK_INTERVAL :
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if (currentTime - this.lastAttackTime < attackInterval) return;
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const bulletGeometry = new THREE.SphereGeometry(this.type === 'tank' ? 0.2 : 0.3);
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const bulletMaterial = new THREE.MeshBasicMaterial({
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color: this.type === 'tank' ? 0xff0000 : 0xff6600
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});
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const bullet = new THREE.Mesh(bulletGeometry, bulletMaterial);
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bullet
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const direction = new THREE.Vector3()
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.subVectors(playerPosition,
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.normalize();
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const bulletSpeed = this.type === 'tank' ?
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}
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destroy() {
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if (this.
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this.scene.remove(this.
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this.bullets.forEach(bullet => this.scene.remove(bullet));
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this.bullets = [];
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this.isLoaded = false;
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// λ μ΄λ μ
λ°μ΄νΈ λ©μλ μΆκ°
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updateRadar() {
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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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return;
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}
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this.animationFrameId = requestAnimationFrame(() => this.animate());
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// κ²μμ΄ μμλμ§ μμμΌλ©΄ λ λλ§λ§ μν
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if (!this.isStarted) {
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this.renderer.render(this.scene, this.camera);
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return;
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}
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const tankPosition = this.tank.getPosition();
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this.enemies.forEach(enemy => {
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enemy.update(tankPosition);
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if (enemy.isLoaded && enemy.mesh.position.distanceTo(tankPosition) < ENEMY_CONFIG.ATTACK_RANGE) {
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enemy.shoot(tankPosition);
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}
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});
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}
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// Start game
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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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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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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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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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656 |
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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);
|
660 |
+
const newPosition = this.body.position.clone().add(moveVector);
|
661 |
+
|
662 |
+
// Get terrain height
|
663 |
+
const heightAtNewPos = window.gameInstance.getHeightAtPosition(
|
664 |
+
newPosition.x,
|
665 |
+
newPosition.z
|
666 |
+
);
|
667 |
+
newPosition.y = heightAtNewPos + TANK_HEIGHT;
|
668 |
+
|
669 |
+
// Move tank body
|
670 |
+
const originalPosition = this.body.position.clone();
|
671 |
+
this.body.position.copy(newPosition);
|
672 |
+
|
673 |
+
// Collision checks
|
674 |
+
const enemyBox = new THREE.Box3().setFromObject(this.body);
|
675 |
+
let hasCollision = false;
|
676 |
+
|
677 |
+
// Check collisions with obstacles
|
678 |
+
for (const obstacle of window.gameInstance.obstacles) {
|
679 |
+
const obstacleBox = new THREE.Box3().setFromObject(obstacle);
|
680 |
+
if (enemyBox.intersectsBox(obstacleBox)) {
|
681 |
+
hasCollision = true;
|
682 |
+
break;
|
683 |
+
}
|
684 |
}
|
685 |
+
|
686 |
+
// Check collisions with other enemies
|
687 |
+
if (!hasCollision) {
|
688 |
+
for (const otherEnemy of window.gameInstance.enemies) {
|
689 |
+
if (otherEnemy !== this && otherEnemy.body) {
|
690 |
+
const otherEnemyBox = new THREE.Box3().setFromObject(otherEnemy.body);
|
691 |
+
if (enemyBox.intersectsBox(otherEnemyBox)) {
|
692 |
+
hasCollision = true;
|
693 |
+
break;
|
694 |
+
}
|
695 |
}
|
696 |
}
|
697 |
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
698 |
|
699 |
+
// Check map boundaries
|
700 |
+
const mapBoundary = MAP_SIZE / 2;
|
701 |
+
if (Math.abs(newPosition.x) > mapBoundary ||
|
702 |
+
Math.abs(newPosition.z) > mapBoundary) {
|
703 |
+
hasCollision = true;
|
704 |
+
}
|
705 |
|
706 |
+
// Handle collision response
|
707 |
+
if (hasCollision) {
|
708 |
+
this.body.position.copy(previousPosition);
|
|
|
|
|
|
|
709 |
|
710 |
+
// Try alternate paths when collision occurs
|
711 |
+
const alternateDirections = [
|
712 |
+
new THREE.Vector3(-direction.z, 0, direction.x), // Left 90 degrees
|
713 |
+
new THREE.Vector3(direction.z, 0, -direction.x), // Right 90 degrees
|
714 |
+
new THREE.Vector3(-direction.x, 0, -direction.z) // 180 degrees
|
715 |
+
];
|
716 |
|
717 |
+
for (const altDirection of alternateDirections) {
|
718 |
+
const altMoveVector = altDirection.multiplyScalar(this.moveSpeed);
|
719 |
+
const altNewPosition = previousPosition.clone().add(altMoveVector);
|
720 |
+
|
721 |
+
this.body.position.copy(altNewPosition);
|
722 |
+
const altEnemyBox = new THREE.Box3().setFromObject(this.body);
|
723 |
+
|
724 |
+
let altHasCollision = false;
|
725 |
+
|
726 |
+
// Check alternate path collisions
|
727 |
+
for (const obstacle of window.gameInstance.obstacles) {
|
728 |
+
const obstacleBox = new THREE.Box3().setFromObject(obstacle);
|
729 |
+
if (altEnemyBox.intersectsBox(obstacleBox)) {
|
730 |
+
altHasCollision = true;
|
731 |
+
break;
|
732 |
+
}
|
733 |
+
}
|
734 |
+
|
735 |
+
if (!altHasCollision) {
|
736 |
+
// Use alternate path if no collision
|
737 |
break;
|
738 |
+
} else {
|
739 |
+
// Revert to previous position if alternate path also collides
|
740 |
+
this.body.position.copy(previousPosition);
|
741 |
}
|
742 |
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
743 |
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
744 |
|
745 |
+
// Adjust tank orientation based on terrain
|
746 |
+
const forwardVector = new THREE.Vector3(0, 0, 1).applyQuaternion(this.body.quaternion);
|
747 |
+
const rightVector = new THREE.Vector3(1, 0, 0).applyQuaternion(this.body.quaternion);
|
|
|
|
|
|
|
|
|
748 |
|
749 |
+
const frontHeight = window.gameInstance.getHeightAtPosition(
|
750 |
+
this.body.position.x + forwardVector.x,
|
751 |
+
this.body.position.z + forwardVector.z
|
752 |
+
);
|
753 |
+
const backHeight = window.gameInstance.getHeightAtPosition(
|
754 |
+
this.body.position.x - forwardVector.x,
|
755 |
+
this.body.position.z - forwardVector.z
|
756 |
+
);
|
757 |
+
const rightHeight = window.gameInstance.getHeightAtPosition(
|
758 |
+
this.body.position.x + rightVector.x,
|
759 |
+
this.body.position.z + rightVector.z
|
760 |
+
);
|
761 |
+
const leftHeight = window.gameInstance.getHeightAtPosition(
|
762 |
+
this.body.position.x - rightVector.x,
|
763 |
+
this.body.position.z - rightVector.z
|
764 |
+
);
|
765 |
+
|
766 |
+
const pitch = Math.atan2(frontHeight - backHeight, 2);
|
767 |
+
const roll = Math.atan2(rightHeight - leftHeight, 2);
|
768 |
+
|
769 |
+
// Apply rotation while maintaining current heading
|
770 |
+
const currentRotation = this.body.rotation.y;
|
771 |
+
this.body.rotation.set(pitch, currentRotation, roll);
|
772 |
+
}
|
773 |
+
|
774 |
+
// Update turret rotation to face player
|
775 |
+
const turretDirection = new THREE.Vector2(
|
776 |
+
playerPosition.x - this.body.position.x,
|
777 |
+
playerPosition.z - this.body.position.z
|
778 |
+
);
|
779 |
+
const turretAngle = Math.atan2(turretDirection.x, turretDirection.y);
|
780 |
+
this.turretGroup.rotation.y = turretAngle - this.body.rotation.y;
|
781 |
+
|
782 |
+
// Update bullets
|
783 |
+
if (this.bullets) {
|
784 |
+
for (let i = this.bullets.length - 1; i >= 0; i--) {
|
785 |
+
const bullet = this.bullets[i];
|
786 |
+
bullet.position.add(bullet.velocity);
|
787 |
+
|
788 |
+
// Check bullet bounds and collisions
|
789 |
+
if (Math.abs(bullet.position.x) > MAP_SIZE / 2 ||
|
790 |
+
Math.abs(bullet.position.z) > MAP_SIZE / 2) {
|
791 |
this.scene.remove(bullet);
|
792 |
this.bullets.splice(i, 1);
|
793 |
+
continue;
|
794 |
+
}
|
795 |
+
|
796 |
+
// Check bullet collisions with obstacles
|
797 |
+
const bulletBox = new THREE.Box3().setFromObject(bullet);
|
798 |
+
for (const obstacle of window.gameInstance.obstacles) {
|
799 |
+
const obstacleBox = new THREE.Box3().setFromObject(obstacle);
|
800 |
+
if (bulletBox.intersectsBox(obstacleBox)) {
|
801 |
+
this.scene.remove(bullet);
|
802 |
+
this.bullets.splice(i, 1);
|
803 |
+
break;
|
804 |
+
}
|
805 |
}
|
806 |
}
|
807 |
}
|
808 |
}
|
|
|
|
|
809 |
|
810 |
shoot(playerPosition) {
|
811 |
+
if (!this.turret) return;
|
812 |
+
|
813 |
const currentTime = Date.now();
|
814 |
const attackInterval = this.type === 'tank' ?
|
815 |
ENEMY_CONFIG.ATTACK_INTERVAL :
|
|
|
817 |
|
818 |
if (currentTime - this.lastAttackTime < attackInterval) return;
|
819 |
|
820 |
+
// Create bullet
|
821 |
const bulletGeometry = new THREE.SphereGeometry(this.type === 'tank' ? 0.2 : 0.3);
|
822 |
const bulletMaterial = new THREE.MeshBasicMaterial({
|
823 |
color: this.type === 'tank' ? 0xff0000 : 0xff6600
|
824 |
});
|
825 |
const bullet = new THREE.Mesh(bulletGeometry, bulletMaterial);
|
826 |
|
827 |
+
// Get turret world position for bullet spawn
|
828 |
+
const muzzleOffset = new THREE.Vector3(0, 0.5, 4);
|
829 |
+
const muzzlePosition = new THREE.Vector3();
|
830 |
+
const turretWorldQuaternion = new THREE.Quaternion();
|
831 |
+
|
832 |
+
this.turret.getWorldPosition(muzzlePosition);
|
833 |
+
this.turret.getWorldQuaternion(turretWorldQuaternion);
|
834 |
+
|
835 |
+
muzzleOffset.applyQuaternion(turretWorldQuaternion);
|
836 |
+
muzzlePosition.add(muzzleOffset);
|
837 |
+
|
838 |
+
bullet.position.copy(muzzlePosition);
|
839 |
|
840 |
const direction = new THREE.Vector3()
|
841 |
+
.subVectors(playerPosition, muzzlePosition)
|
842 |
.normalize();
|
843 |
|
844 |
const bulletSpeed = this.type === 'tank' ?
|
|
|
858 |
}
|
859 |
|
860 |
destroy() {
|
861 |
+
if (this.body) {
|
862 |
+
this.scene.remove(this.body);
|
863 |
this.bullets.forEach(bullet => this.scene.remove(bullet));
|
864 |
this.bullets = [];
|
865 |
this.isLoaded = false;
|
|
|
1134 |
|
1135 |
// λ μ΄λ μ
λ°μ΄νΈ λ©μλ μΆκ°
|
1136 |
updateRadar() {
|
1137 |
+
const currentTime = Date.now();
|
1138 |
+
if (currentTime - this.lastRadarUpdate < this.radarUpdateInterval) return;
|
1139 |
+
|
1140 |
+
const radar = document.getElementById('radar');
|
1141 |
+
const radarRect = radar.getBoundingClientRect();
|
1142 |
+
const radarCenter = {
|
1143 |
+
x: radarRect.width / 2,
|
1144 |
+
y: radarRect.height / 2
|
1145 |
+
};
|
1146 |
|
1147 |
+
// κΈ°μ‘΄ μ λνΈ μ κ±°
|
1148 |
+
const oldDots = radar.getElementsByClassName('enemy-dot');
|
1149 |
+
while (oldDots[0]) {
|
1150 |
+
oldDots[0].remove();
|
1151 |
+
}
|
1152 |
|
1153 |
+
// ν±ν¬ μμΉ κ°μ Έμ€κΈ°
|
1154 |
+
const tankPos = this.tank.getPosition();
|
1155 |
|
1156 |
+
// λͺ¨λ μ μ λν΄ λ μ΄λμ νμ
|
1157 |
+
this.enemies.forEach(enemy => {
|
1158 |
+
if (!enemy.isLoaded || !enemy.body) return;
|
1159 |
|
1160 |
+
const enemyPos = enemy.body.position;
|
1161 |
+
const distance = tankPos.distanceTo(enemyPos);
|
1162 |
|
1163 |
+
// λ μ΄λ λ²μ λ΄μ μλ κ²½μ°λ§ νμ
|
1164 |
+
if (distance <= this.radarRange) {
|
1165 |
+
// ν±ν¬ κΈ°μ€ μλ κ°λ κ³μ°
|
1166 |
+
const angle = Math.atan2(
|
1167 |
+
enemyPos.x - tankPos.x,
|
1168 |
+
enemyPos.z - tankPos.z
|
1169 |
+
);
|
1170 |
|
1171 |
+
// μλ 거리λ₯Ό λ μ΄λ ν¬κΈ°μ λ§κ² μ€μΌμΌλ§
|
1172 |
+
const relativeDistance = distance / this.radarRange;
|
1173 |
+
const dotX = radarCenter.x + Math.sin(angle) * (radarCenter.x * relativeDistance);
|
1174 |
+
const dotY = radarCenter.y + Math.cos(angle) * (radarCenter.y * relativeDistance);
|
1175 |
+
|
1176 |
+
// μ λνΈ μμ± λ° μΆκ°
|
1177 |
+
const dot = document.createElement('div');
|
1178 |
+
dot.className = 'enemy-dot';
|
1179 |
+
dot.style.left = `${dotX}px`;
|
1180 |
+
dot.style.top = `${dotY}px`;
|
1181 |
+
radar.appendChild(dot);
|
1182 |
+
}
|
1183 |
+
});
|
1184 |
|
1185 |
+
this.lastRadarUpdate = currentTime;
|
1186 |
+
}
|
1187 |
|
1188 |
async addDesertDecorations() {
|
1189 |
if (!this.obstacles) {
|
|
|
1895 |
}
|
1896 |
|
1897 |
animate() {
|
1898 |
+
if (this.isGameOver) {
|
1899 |
+
if (this.animationFrameId) {
|
1900 |
+
cancelAnimationFrame(this.animationFrameId);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1901 |
}
|
1902 |
+
return;
|
1903 |
+
}
|
1904 |
|
1905 |
+
this.animationFrameId = requestAnimationFrame(() => this.animate());
|
1906 |
+
// κ²μμ΄ μμλμ§ μμμΌλ©΄ λ λλ§λ§ μν
|
1907 |
+
if (!this.isStarted) {
|
1908 |
+
this.renderer.render(this.scene, this.camera);
|
1909 |
+
return;
|
1910 |
+
}
|
1911 |
|
1912 |
+
const currentTime = performance.now();
|
1913 |
+
const deltaTime = (currentTime - this.lastTime) / 1000;
|
1914 |
+
this.lastTime = currentTime;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1915 |
|
1916 |
+
if (!this.isLoading) {
|
1917 |
+
this.handleMovement();
|
1918 |
+
this.tank.update(this.mouse.x, this.mouse.y, this.scene);
|
1919 |
+
|
1920 |
+
const tankPosition = this.tank.getPosition();
|
1921 |
+
this.enemies.forEach(enemy => {
|
1922 |
+
if (enemy && enemy.isLoaded && enemy.body) { // body μ‘΄μ¬ μ¬λΆ νμΈ
|
1923 |
+
enemy.update(tankPosition);
|
1924 |
+
|
1925 |
+
const distanceToPlayer = enemy.body.position.distanceTo(tankPosition);
|
1926 |
+
if (distanceToPlayer < ENEMY_CONFIG.ATTACK_RANGE) {
|
1927 |
+
enemy.shoot(tankPosition);
|
1928 |
+
}
|
1929 |
+
}
|
1930 |
+
});
|
1931 |
+
|
1932 |
+
this.updateParticles();
|
1933 |
+
this.checkCollisions();
|
1934 |
+
this.updateUI();
|
1935 |
+
this.updateRadar();
|
1936 |
+
}
|
1937 |
+
|
1938 |
+
this.renderer.render(this.scene, this.camera);
|
1939 |
}
|
1940 |
|
1941 |
// Start game
|