Spaces:
Running
Running
cutechicken
commited on
Commit
โข
a30e88c
1
Parent(s):
576e1ec
Create game.js
Browse files
game.js
ADDED
@@ -0,0 +1,729 @@
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1 |
+
import * as THREE from 'three';
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2 |
+
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
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3 |
+
import { PointerLockControls } from 'three/addons/controls/PointerLockControls.js';
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4 |
+
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5 |
+
// ๊ฒ์ ์์
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6 |
+
const GAME_DURATION = 180;
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7 |
+
const MAP_SIZE = 2000;
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8 |
+
const HELICOPTER_HEIGHT = 30;
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9 |
+
const ENEMY_GROUND_HEIGHT = 0;
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10 |
+
const ENEMY_SCALE = 10;
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11 |
+
const MAX_HEALTH = 1000;
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12 |
+
const ENEMY_MOVE_SPEED = 0.1;
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13 |
+
const ENEMY_COUNT_MAX = 5;
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14 |
+
const PARTICLE_COUNT = 15;
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15 |
+
const OBSTACLE_COUNT = 50;
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16 |
+
const ENEMY_CONFIG = {
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+
ATTACK_RANGE: 100,
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+
ATTACK_INTERVAL: 2000,
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19 |
+
BULLET_SPEED: 2
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20 |
+
};
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21 |
+
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22 |
+
// ๊ฒ์ ๋ณ์
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23 |
+
let scene, camera, renderer, controls;
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24 |
+
let enemies = [];
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25 |
+
let bullets = [];
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26 |
+
let enemyBullets = [];
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27 |
+
let playerHealth = MAX_HEALTH;
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28 |
+
let ammo = 30;
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29 |
+
let currentStage = 1;
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30 |
+
let isGameOver = false;
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31 |
+
let lastTime = performance.now();
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32 |
+
let lastRender = 0;
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33 |
+
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34 |
+
// ์ค์ค๋ ์ดํฐ ๊ธฐ๋ฐ ์ด์๋ฆฌ ์์ฑ๊ธฐ
|
35 |
+
class GunSoundGenerator {
|
36 |
+
constructor() {
|
37 |
+
this.audioContext = new (window.AudioContext || window.webkitAudioContext)();
|
38 |
+
}
|
39 |
+
|
40 |
+
createGunshot() {
|
41 |
+
const currentTime = this.audioContext.currentTime;
|
42 |
+
|
43 |
+
// ๋ฉ์ธ ์ค์ค๋ ์ดํฐ
|
44 |
+
const osc = this.audioContext.createOscillator();
|
45 |
+
const gainNode = this.audioContext.createGain();
|
46 |
+
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47 |
+
osc.type = 'square';
|
48 |
+
osc.frequency.setValueAtTime(200, currentTime);
|
49 |
+
osc.frequency.exponentialRampToValueAtTime(50, currentTime + 0.1);
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50 |
+
|
51 |
+
gainNode.gain.setValueAtTime(0.5, currentTime);
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52 |
+
gainNode.gain.exponentialRampToValueAtTime(0.01, currentTime + 0.1);
|
53 |
+
|
54 |
+
osc.connect(gainNode);
|
55 |
+
gainNode.connect(this.audioContext.destination);
|
56 |
+
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57 |
+
osc.start(currentTime);
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58 |
+
osc.stop(currentTime + 0.1);
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59 |
+
|
60 |
+
// ๋
ธ์ด์ฆ ์ถ๊ฐ
|
61 |
+
const bufferSize = this.audioContext.sampleRate * 0.1;
|
62 |
+
const buffer = this.audioContext.createBuffer(1, bufferSize, this.audioContext.sampleRate);
|
63 |
+
const data = buffer.getChannelData(0);
|
64 |
+
|
65 |
+
for (let i = 0; i < bufferSize; i++) {
|
66 |
+
data[i] = Math.random() * 2 - 1;
|
67 |
+
}
|
68 |
+
|
69 |
+
const noise = this.audioContext.createBufferSource();
|
70 |
+
const noiseGain = this.audioContext.createGain();
|
71 |
+
|
72 |
+
noise.buffer = buffer;
|
73 |
+
noiseGain.gain.setValueAtTime(0.2, currentTime);
|
74 |
+
noiseGain.gain.exponentialRampToValueAtTime(0.01, currentTime + 0.05);
|
75 |
+
|
76 |
+
noise.connect(noiseGain);
|
77 |
+
noiseGain.connect(this.audioContext.destination);
|
78 |
+
|
79 |
+
noise.start(currentTime);
|
80 |
+
}
|
81 |
+
|
82 |
+
resume() {
|
83 |
+
if (this.audioContext.state === 'suspended') {
|
84 |
+
this.audioContext.resume();
|
85 |
+
}
|
86 |
+
}
|
87 |
+
}
|
88 |
+
|
89 |
+
// ์ฌ์ด๋ ์์คํ
์ด๊ธฐํ
|
90 |
+
const gunSound = new GunSoundGenerator();
|
91 |
+
|
92 |
+
async function init() {
|
93 |
+
document.getElementById('loading').style.display = 'block';
|
94 |
+
|
95 |
+
try {
|
96 |
+
// Scene ์ด๊ธฐํ
|
97 |
+
scene = new THREE.Scene();
|
98 |
+
scene.background = new THREE.Color(0x87ceeb);
|
99 |
+
scene.fog = new THREE.Fog(0x87ceeb, 0, 1000);
|
100 |
+
|
101 |
+
// Renderer ์ต์ ํ
|
102 |
+
renderer = new THREE.WebGLRenderer({
|
103 |
+
antialias: false,
|
104 |
+
powerPreference: "high-performance"
|
105 |
+
});
|
106 |
+
renderer.setSize(window.innerWidth, window.innerHeight);
|
107 |
+
renderer.shadowMap.enabled = true;
|
108 |
+
renderer.shadowMap.type = THREE.BasicShadowMap;
|
109 |
+
document.body.appendChild(renderer.domElement);
|
110 |
+
|
111 |
+
// Camera ์ค์
|
112 |
+
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
|
113 |
+
camera.position.set(0, HELICOPTER_HEIGHT, 0);
|
114 |
+
|
115 |
+
// ๊ธฐ๋ณธ ์กฐ๋ช
|
116 |
+
scene.add(new THREE.AmbientLight(0xffffff, 0.6));
|
117 |
+
|
118 |
+
const dirLight = new THREE.DirectionalLight(0xffffff, 0.8);
|
119 |
+
dirLight.position.set(100, 100, 50);
|
120 |
+
dirLight.castShadow = true;
|
121 |
+
dirLight.shadow.mapSize.width = 1024;
|
122 |
+
dirLight.shadow.mapSize.height = 1024;
|
123 |
+
scene.add(dirLight);
|
124 |
+
|
125 |
+
// Controls ์ค์
|
126 |
+
controls = new PointerLockControls(camera, document.body);
|
127 |
+
|
128 |
+
// ์ด๋ฒคํธ ๋ฆฌ์ค๋
|
129 |
+
setupEventListeners();
|
130 |
+
|
131 |
+
// ๋ชจ๋ธ ํ
์คํธ ๋จผ์ ์คํ
|
132 |
+
await testModelLoading();
|
133 |
+
|
134 |
+
// ๊ฒ์ ์์ ์ด๊ธฐํ
|
135 |
+
await Promise.all([
|
136 |
+
createTerrain(),
|
137 |
+
createEnemies()
|
138 |
+
]);
|
139 |
+
|
140 |
+
document.getElementById('loading').style.display = 'none';
|
141 |
+
console.log('Game initialized successfully');
|
142 |
+
} catch (error) {
|
143 |
+
console.error('Initialization error:', error);
|
144 |
+
document.getElementById('loading').innerHTML = `
|
145 |
+
<div class="loading-text" style="color: #ff0000;">
|
146 |
+
Error loading models. Please check console and file paths.
|
147 |
+
</div>
|
148 |
+
`;
|
149 |
+
throw error;
|
150 |
+
}
|
151 |
+
}
|
152 |
+
|
153 |
+
function setupEventListeners() {
|
154 |
+
document.addEventListener('click', onClick);
|
155 |
+
document.addEventListener('keydown', onKeyDown);
|
156 |
+
document.addEventListener('keyup', onKeyUp);
|
157 |
+
window.addEventListener('resize', onWindowResize);
|
158 |
+
}
|
159 |
+
|
160 |
+
async function testModelLoading() {
|
161 |
+
const loader = new GLTFLoader();
|
162 |
+
try {
|
163 |
+
const modelPath = 'models/enemy1.glb';
|
164 |
+
console.log('Testing model loading:', modelPath);
|
165 |
+
const gltf = await loader.loadAsync(modelPath);
|
166 |
+
console.log('Test model loaded successfully:', gltf);
|
167 |
+
} catch (error) {
|
168 |
+
console.error('Test model loading failed:', error);
|
169 |
+
throw error;
|
170 |
+
}
|
171 |
+
}
|
172 |
+
|
173 |
+
function createTerrain() {
|
174 |
+
return new Promise((resolve) => {
|
175 |
+
const geometry = new THREE.PlaneGeometry(MAP_SIZE, MAP_SIZE, 100, 100);
|
176 |
+
const material = new THREE.MeshStandardMaterial({
|
177 |
+
color: 0xD2B48C,
|
178 |
+
roughness: 0.8,
|
179 |
+
metalness: 0.2
|
180 |
+
});
|
181 |
+
|
182 |
+
const vertices = geometry.attributes.position.array;
|
183 |
+
for (let i = 0; i < vertices.length; i += 3) {
|
184 |
+
vertices[i + 2] = Math.sin(vertices[i] * 0.01) * Math.cos(vertices[i + 1] * 0.01) * 20;
|
185 |
+
}
|
186 |
+
|
187 |
+
geometry.attributes.position.needsUpdate = true;
|
188 |
+
geometry.computeVertexNormals();
|
189 |
+
|
190 |
+
const terrain = new THREE.Mesh(geometry, material);
|
191 |
+
terrain.rotation.x = -Math.PI / 2;
|
192 |
+
terrain.receiveShadow = true;
|
193 |
+
scene.add(terrain);
|
194 |
+
|
195 |
+
addObstacles();
|
196 |
+
resolve();
|
197 |
+
});
|
198 |
+
}
|
199 |
+
|
200 |
+
function addObstacles() {
|
201 |
+
const rockGeometry = new THREE.DodecahedronGeometry(10);
|
202 |
+
const rockMaterial = new THREE.MeshStandardMaterial({
|
203 |
+
color: 0x8B4513,
|
204 |
+
roughness: 0.9
|
205 |
+
});
|
206 |
+
|
207 |
+
for (let i = 0; i < OBSTACLE_COUNT; i++) {
|
208 |
+
const rock = new THREE.Mesh(rockGeometry, rockMaterial);
|
209 |
+
rock.position.set(
|
210 |
+
(Math.random() - 0.5) * MAP_SIZE * 0.9,
|
211 |
+
Math.random() * 10,
|
212 |
+
(Math.random() - 0.5) * MAP_SIZE * 0.9
|
213 |
+
);
|
214 |
+
rock.rotation.set(
|
215 |
+
Math.random() * Math.PI,
|
216 |
+
Math.random() * Math.PI,
|
217 |
+
Math.random() * Math.PI
|
218 |
+
);
|
219 |
+
rock.castShadow = true;
|
220 |
+
rock.receiveShadow = true;
|
221 |
+
scene.add(rock);
|
222 |
+
}
|
223 |
+
}
|
224 |
+
|
225 |
+
async function createEnemies() {
|
226 |
+
console.log('Creating enemies...');
|
227 |
+
const loader = new GLTFLoader();
|
228 |
+
const enemyCount = Math.min(3 + currentStage, ENEMY_COUNT_MAX);
|
229 |
+
|
230 |
+
for (let i = 0; i < enemyCount; i++) {
|
231 |
+
const angle = (i / enemyCount) * Math.PI * 2;
|
232 |
+
const radius = 200;
|
233 |
+
const position = new THREE.Vector3(
|
234 |
+
Math.cos(angle) * radius,
|
235 |
+
ENEMY_GROUND_HEIGHT,
|
236 |
+
Math.sin(angle) * radius
|
237 |
+
);
|
238 |
+
|
239 |
+
// ์์ ์ ์์ฑ
|
240 |
+
const tempEnemy = createTemporaryEnemy(position);
|
241 |
+
scene.add(tempEnemy.model);
|
242 |
+
enemies.push(tempEnemy);
|
243 |
+
|
244 |
+
// GLB ๋ชจ๋ธ ๋ก๋
|
245 |
+
try {
|
246 |
+
const modelIndex = i % 4 + 1;
|
247 |
+
const modelPath = `models/enemy${modelIndex}.glb`;
|
248 |
+
console.log(`Loading model: ${modelPath}`);
|
249 |
+
|
250 |
+
const gltf = await loader.loadAsync(modelPath);
|
251 |
+
const model = gltf.scene;
|
252 |
+
|
253 |
+
// ๋ชจ๋ธ ์ค์
|
254 |
+
model.scale.set(ENEMY_SCALE, ENEMY_SCALE, ENEMY_SCALE);
|
255 |
+
model.position.copy(position);
|
256 |
+
|
257 |
+
// ๋ชจ๋ธ ์ฌ์ง ๋ฐ ๊ทธ๋ฆผ์ ์ค์
|
258 |
+
model.traverse((node) => {
|
259 |
+
if (node.isMesh) {
|
260 |
+
node.castShadow = true;
|
261 |
+
node.receiveShadow = true;
|
262 |
+
node.material.metalness = 0.2;
|
263 |
+
node.material.roughness = 0.8;
|
264 |
+
}
|
265 |
+
});
|
266 |
+
|
267 |
+
// ์์ ๋ชจ๋ธ ๊ต์ฒด
|
268 |
+
scene.remove(tempEnemy.model);
|
269 |
+
scene.add(model);
|
270 |
+
enemies[enemies.indexOf(tempEnemy)].model = model;
|
271 |
+
|
272 |
+
console.log(`Successfully loaded enemy model ${modelIndex}`);
|
273 |
+
} catch (error) {
|
274 |
+
console.error(`Error loading enemy model:`, error);
|
275 |
+
}
|
276 |
+
}
|
277 |
+
}
|
278 |
+
|
279 |
+
function createTemporaryEnemy(position) {
|
280 |
+
const geometry = new THREE.BoxGeometry(5, 10, 5);
|
281 |
+
const material = new THREE.MeshPhongMaterial({
|
282 |
+
color: 0xff0000,
|
283 |
+
transparent: true,
|
284 |
+
opacity: 0.8
|
285 |
+
});
|
286 |
+
|
287 |
+
const model = new THREE.Mesh(geometry, material);
|
288 |
+
model.position.copy(position);
|
289 |
+
model.castShadow = true;
|
290 |
+
model.receiveShadow = true;
|
291 |
+
|
292 |
+
return {
|
293 |
+
model: model,
|
294 |
+
health: 100,
|
295 |
+
speed: ENEMY_MOVE_SPEED,
|
296 |
+
lastAttackTime: 0
|
297 |
+
};
|
298 |
+
}
|
299 |
+
|
300 |
+
function createExplosion(position) {
|
301 |
+
const particles = [];
|
302 |
+
for (let i = 0; i < PARTICLE_COUNT; i++) {
|
303 |
+
const particle = new THREE.Mesh(
|
304 |
+
new THREE.SphereGeometry(0.3),
|
305 |
+
new THREE.MeshBasicMaterial({
|
306 |
+
color: 0xff4400,
|
307 |
+
transparent: true,
|
308 |
+
opacity: 1
|
309 |
+
})
|
310 |
+
);
|
311 |
+
|
312 |
+
particle.position.copy(position);
|
313 |
+
particle.velocity = new THREE.Vector3(
|
314 |
+
(Math.random() - 0.5) * 2,
|
315 |
+
Math.random() * 2,
|
316 |
+
(Math.random() - 0.5) * 2
|
317 |
+
);
|
318 |
+
|
319 |
+
particles.push(particle);
|
320 |
+
scene.add(particle);
|
321 |
+
}
|
322 |
+
|
323 |
+
// ํญ๋ฐ ๊ด์ ํจ๊ณผ
|
324 |
+
const explosionLight = new THREE.PointLight(0xff4400, 2, 20);
|
325 |
+
explosionLight.position.copy(position);
|
326 |
+
scene.add(explosionLight);
|
327 |
+
|
328 |
+
let opacity = 1;
|
329 |
+
const animate = () => {
|
330 |
+
opacity -= 0.05;
|
331 |
+
if (opacity <= 0) {
|
332 |
+
particles.forEach(p => scene.remove(p));
|
333 |
+
scene.remove(explosionLight);
|
334 |
+
return;
|
335 |
+
}
|
336 |
+
|
337 |
+
particles.forEach(particle => {
|
338 |
+
particle.position.add(particle.velocity);
|
339 |
+
particle.material.opacity = opacity;
|
340 |
+
});
|
341 |
+
|
342 |
+
requestAnimationFrame(animate);
|
343 |
+
};
|
344 |
+
|
345 |
+
animate();
|
346 |
+
}
|
347 |
+
|
348 |
+
function onClick() {
|
349 |
+
if (!controls.isLocked) {
|
350 |
+
controls.lock();
|
351 |
+
gunSound.resume();
|
352 |
+
} else if (ammo > 0) {
|
353 |
+
shoot();
|
354 |
+
}
|
355 |
+
}
|
356 |
+
|
357 |
+
function onKeyDown(event) {
|
358 |
+
switch(event.code) {
|
359 |
+
case 'KeyW': moveState.forward = true; break;
|
360 |
+
case 'KeyS': moveState.backward = true; break;
|
361 |
+
case 'KeyA': moveState.left = true; break;
|
362 |
+
case 'KeyD': moveState.right = true; break;
|
363 |
+
case 'KeyR': reload(); break;
|
364 |
+
}
|
365 |
+
}
|
366 |
+
|
367 |
+
function onKeyUp(event) {
|
368 |
+
switch(event.code) {
|
369 |
+
case 'KeyW': moveState.forward = false; break;
|
370 |
+
case 'KeyS': moveState.backward = false; break;
|
371 |
+
case 'KeyA': moveState.left = false; break;
|
372 |
+
case 'KeyD': moveState.right = false; break;
|
373 |
+
}
|
374 |
+
}
|
375 |
+
|
376 |
+
function onWindowResize() {
|
377 |
+
camera.aspect = window.innerWidth / window.innerHeight;
|
378 |
+
camera.updateProjectionMatrix();
|
379 |
+
renderer.setSize(window.innerWidth, window.innerHeight);
|
380 |
+
}
|
381 |
+
|
382 |
+
// ์ด๋ ์ํ
|
383 |
+
const moveState = {
|
384 |
+
forward: false,
|
385 |
+
backward: false,
|
386 |
+
left: false,
|
387 |
+
right: false
|
388 |
+
};
|
389 |
+
|
390 |
+
function shoot() {
|
391 |
+
if (ammo <= 0) return;
|
392 |
+
|
393 |
+
ammo--;
|
394 |
+
updateAmmoDisplay();
|
395 |
+
|
396 |
+
const bullet = createBullet();
|
397 |
+
bullets.push(bullet);
|
398 |
+
|
399 |
+
gunSound.createGunshot();
|
400 |
+
|
401 |
+
// ์ด๊ตฌ ํ์ผ ํจ๊ณผ
|
402 |
+
const muzzleFlash = new THREE.PointLight(0xffff00, 3, 10);
|
403 |
+
muzzleFlash.position.copy(camera.position);
|
404 |
+
scene.add(muzzleFlash);
|
405 |
+
setTimeout(() => scene.remove(muzzleFlash), 50);
|
406 |
+
}
|
407 |
+
|
408 |
+
function createBullet() {
|
409 |
+
const bullet = new THREE.Mesh(
|
410 |
+
new THREE.SphereGeometry(0.5),
|
411 |
+
new THREE.MeshBasicMaterial({
|
412 |
+
color: 0xffff00,
|
413 |
+
emissive: 0xffff00,
|
414 |
+
emissiveIntensity: 1
|
415 |
+
})
|
416 |
+
);
|
417 |
+
|
418 |
+
bullet.position.copy(camera.position);
|
419 |
+
const direction = new THREE.Vector3();
|
420 |
+
camera.getWorldDirection(direction);
|
421 |
+
bullet.velocity = direction.multiplyScalar(5);
|
422 |
+
|
423 |
+
scene.add(bullet);
|
424 |
+
return bullet;
|
425 |
+
}
|
426 |
+
|
427 |
+
function createEnemyBullet(enemy) {
|
428 |
+
const bullet = new THREE.Mesh(
|
429 |
+
new THREE.SphereGeometry(0.5),
|
430 |
+
new THREE.MeshBasicMaterial({
|
431 |
+
color: 0xff0000,
|
432 |
+
emissive: 0xff0000,
|
433 |
+
emissiveIntensity: 1
|
434 |
+
})
|
435 |
+
);
|
436 |
+
|
437 |
+
bullet.position.copy(enemy.model.position);
|
438 |
+
bullet.position.y += 5;
|
439 |
+
|
440 |
+
const direction = new THREE.Vector3();
|
441 |
+
direction.subVectors(camera.position, enemy.model.position).normalize();
|
442 |
+
bullet.velocity = direction.multiplyScalar(ENEMY_CONFIG.BULLET_SPEED);
|
443 |
+
|
444 |
+
scene.add(bullet);
|
445 |
+
return bullet;
|
446 |
+
}
|
447 |
+
|
448 |
+
function updateMovement() {
|
449 |
+
if (controls.isLocked) {
|
450 |
+
const speed = 2.0;
|
451 |
+
if (moveState.forward) controls.moveForward(speed);
|
452 |
+
if (moveState.backward) controls.moveForward(-speed);
|
453 |
+
if (moveState.left) controls.moveRight(-speed);
|
454 |
+
if (moveState.right) controls.moveRight(speed);
|
455 |
+
|
456 |
+
// ๊ณ ๋ ์ ํ
|
457 |
+
if (camera.position.y < HELICOPTER_HEIGHT) {
|
458 |
+
camera.position.y = HELICOPTER_HEIGHT;
|
459 |
+
} else if (camera.position.y > HELICOPTER_HEIGHT + 10) {
|
460 |
+
camera.position.y = HELICOPTER_HEIGHT + 10;
|
461 |
+
}
|
462 |
+
}
|
463 |
+
}
|
464 |
+
|
465 |
+
function updateBullets() {
|
466 |
+
for (let i = bullets.length - 1; i >= 0; i--) {
|
467 |
+
if (!bullets[i]) continue;
|
468 |
+
|
469 |
+
bullets[i].position.add(bullets[i].velocity);
|
470 |
+
|
471 |
+
// ์ ๊ณผ์ ์ถฉ๋ ๊ฒ์ฌ
|
472 |
+
for (let j = enemies.length - 1; j >= 0; j--) {
|
473 |
+
const enemy = enemies[j];
|
474 |
+
if (!enemy || !enemy.model) continue;
|
475 |
+
|
476 |
+
if (bullets[i] && bullets[i].position.distanceTo(enemy.model.position) < 10) {
|
477 |
+
scene.remove(bullets[i]);
|
478 |
+
bullets.splice(i, 1);
|
479 |
+
enemy.health -= 25;
|
480 |
+
|
481 |
+
createExplosion(enemy.model.position.clone());
|
482 |
+
|
483 |
+
if (enemy.health <= 0) {
|
484 |
+
createExplosion(enemy.model.position.clone());
|
485 |
+
scene.remove(enemy.model);
|
486 |
+
enemies.splice(j, 1);
|
487 |
+
}
|
488 |
+
break;
|
489 |
+
}
|
490 |
+
}
|
491 |
+
|
492 |
+
// ๋ฒ์ ๋ฒ์ด๋ ์ด์ ์ ๊ฑฐ
|
493 |
+
if (bullets[i] && bullets[i].position.distanceTo(camera.position) > 1000) {
|
494 |
+
scene.remove(bullets[i]);
|
495 |
+
bullets.splice(i, 1);
|
496 |
+
}
|
497 |
+
}
|
498 |
+
}
|
499 |
+
|
500 |
+
function updateEnemyBullets() {
|
501 |
+
for (let i = enemyBullets.length - 1; i >= 0; i--) {
|
502 |
+
if (!enemyBullets[i]) continue;
|
503 |
+
|
504 |
+
enemyBullets[i].position.add(enemyBullets[i].velocity);
|
505 |
+
|
506 |
+
if (enemyBullets[i].position.distanceTo(camera.position) < 3) {
|
507 |
+
playerHealth -= 10;
|
508 |
+
updateHealthBar();
|
509 |
+
createExplosion(enemyBullets[i].position.clone());
|
510 |
+
scene.remove(enemyBullets[i]);
|
511 |
+
enemyBullets.splice(i, 1);
|
512 |
+
|
513 |
+
if (playerHealth <= 0) {
|
514 |
+
gameOver(false);
|
515 |
+
}
|
516 |
+
continue;
|
517 |
+
}
|
518 |
+
|
519 |
+
if (enemyBullets[i].position.distanceTo(camera.position) > 1000) {
|
520 |
+
scene.remove(enemyBullets[i]);
|
521 |
+
enemyBullets.splice(i, 1);
|
522 |
+
}
|
523 |
+
}
|
524 |
+
}
|
525 |
+
|
526 |
+
function updateEnemies() {
|
527 |
+
const currentTime = Date.now();
|
528 |
+
|
529 |
+
enemies.forEach(enemy => {
|
530 |
+
if (!enemy || !enemy.model) return;
|
531 |
+
|
532 |
+
// ์ ์ด๋ ๋ก์ง
|
533 |
+
const direction = new THREE.Vector3();
|
534 |
+
direction.subVectors(camera.position, enemy.model.position);
|
535 |
+
direction.y = 0;
|
536 |
+
direction.normalize();
|
537 |
+
|
538 |
+
const newPosition = enemy.model.position.clone()
|
539 |
+
.add(direction.multiplyScalar(enemy.speed));
|
540 |
+
newPosition.y = ENEMY_GROUND_HEIGHT;
|
541 |
+
enemy.model.position.copy(newPosition);
|
542 |
+
|
543 |
+
// ์ ์ด ํ๋ ์ด์ด๋ฅผ ๋ฐ๋ผ๋ณด๋๋ก ์ค์
|
544 |
+
enemy.model.lookAt(new THREE.Vector3(
|
545 |
+
camera.position.x,
|
546 |
+
enemy.model.position.y,
|
547 |
+
camera.position.z
|
548 |
+
));
|
549 |
+
|
550 |
+
// ๊ณต๊ฒฉ ๋ก์ง
|
551 |
+
const distanceToPlayer = enemy.model.position.distanceTo(camera.position);
|
552 |
+
if (distanceToPlayer < ENEMY_CONFIG.ATTACK_RANGE &&
|
553 |
+
currentTime - enemy.lastAttackTime > ENEMY_CONFIG.ATTACK_INTERVAL) {
|
554 |
+
|
555 |
+
enemyBullets.push(createEnemyBullet(enemy));
|
556 |
+
enemy.lastAttackTime = currentTime;
|
557 |
+
|
558 |
+
// ๊ณต๊ฒฉ ์ ๋ฐ๊ด ํจ๊ณผ
|
559 |
+
const attackFlash = new THREE.PointLight(0xff0000, 2, 20);
|
560 |
+
attackFlash.position.copy(enemy.model.position);
|
561 |
+
scene.add(attackFlash);
|
562 |
+
setTimeout(() => scene.remove(attackFlash), 100);
|
563 |
+
}
|
564 |
+
});
|
565 |
+
}
|
566 |
+
|
567 |
+
function reload() {
|
568 |
+
ammo = 30;
|
569 |
+
updateAmmoDisplay();
|
570 |
+
}
|
571 |
+
|
572 |
+
function updateAmmoDisplay() {
|
573 |
+
document.getElementById('ammo').textContent = `Ammo: ${ammo}/30`;
|
574 |
+
}
|
575 |
+
|
576 |
+
function updateHealthBar() {
|
577 |
+
const healthElement = document.getElementById('health');
|
578 |
+
const healthPercentage = (playerHealth / MAX_HEALTH) * 100;
|
579 |
+
healthElement.style.width = `${healthPercentage}%`;
|
580 |
+
}
|
581 |
+
|
582 |
+
function updateHelicopterHUD() {
|
583 |
+
document.querySelector('#altitude-indicator span').textContent =
|
584 |
+
Math.round(camera.position.y);
|
585 |
+
|
586 |
+
const speed = Math.round(
|
587 |
+
Math.sqrt(
|
588 |
+
moveState.forward * moveState.forward +
|
589 |
+
moveState.right * moveState.right
|
590 |
+
) * 100
|
591 |
+
);
|
592 |
+
document.querySelector('#speed-indicator span').textContent = speed;
|
593 |
+
|
594 |
+
const heading = Math.round(
|
595 |
+
(camera.rotation.y * (180 / Math.PI) + 360) % 360
|
596 |
+
);
|
597 |
+
document.querySelector('#compass span').textContent = heading;
|
598 |
+
|
599 |
+
updateRadar();
|
600 |
+
}
|
601 |
+
|
602 |
+
function updateRadar() {
|
603 |
+
const radarTargets = document.querySelector('.radar-targets');
|
604 |
+
radarTargets.innerHTML = '';
|
605 |
+
|
606 |
+
enemies.forEach(enemy => {
|
607 |
+
if (!enemy || !enemy.model) return;
|
608 |
+
|
609 |
+
const relativePos = enemy.model.position.clone().sub(camera.position);
|
610 |
+
const distance = relativePos.length();
|
611 |
+
|
612 |
+
if (distance < 500) {
|
613 |
+
const playerAngle = camera.rotation.y;
|
614 |
+
const enemyAngle = Math.atan2(relativePos.x, relativePos.z);
|
615 |
+
const relativeAngle = enemyAngle - playerAngle;
|
616 |
+
|
617 |
+
const normalizedDistance = distance / 500;
|
618 |
+
|
619 |
+
const dot = document.createElement('div');
|
620 |
+
dot.className = 'radar-dot';
|
621 |
+
dot.style.left = `${50 + Math.sin(relativeAngle) * normalizedDistance * 45}%`;
|
622 |
+
dot.style.top = `${50 + Math.cos(relativeAngle) * normalizedDistance * 45}%`;
|
623 |
+
radarTargets.appendChild(dot);
|
624 |
+
}
|
625 |
+
});
|
626 |
+
}
|
627 |
+
|
628 |
+
function checkGameStatus() {
|
629 |
+
if (enemies.length === 0 && currentStage < 5) {
|
630 |
+
currentStage++;
|
631 |
+
document.getElementById('stage').style.display = 'block';
|
632 |
+
document.getElementById('stage').textContent = `Stage ${currentStage}`;
|
633 |
+
setTimeout(() => {
|
634 |
+
document.getElementById('stage').style.display = 'none';
|
635 |
+
createEnemies();
|
636 |
+
}, 2000);
|
637 |
+
}
|
638 |
+
}
|
639 |
+
|
640 |
+
function cleanupResources() {
|
641 |
+
bullets.forEach(bullet => scene.remove(bullet));
|
642 |
+
bullets = [];
|
643 |
+
|
644 |
+
enemyBullets.forEach(bullet => scene.remove(bullet));
|
645 |
+
enemyBullets = [];
|
646 |
+
|
647 |
+
enemies.forEach(enemy => {
|
648 |
+
if (enemy && enemy.model) {
|
649 |
+
scene.remove(enemy.model);
|
650 |
+
}
|
651 |
+
});
|
652 |
+
enemies = [];
|
653 |
+
}
|
654 |
+
|
655 |
+
function gameOver(won) {
|
656 |
+
isGameOver = true;
|
657 |
+
controls.unlock();
|
658 |
+
cleanupResources();
|
659 |
+
setTimeout(() => {
|
660 |
+
alert(won ? 'Mission Complete!' : 'Game Over!');
|
661 |
+
location.reload();
|
662 |
+
}, 100);
|
663 |
+
}
|
664 |
+
|
665 |
+
function gameLoop(timestamp) {
|
666 |
+
requestAnimationFrame(gameLoop);
|
667 |
+
|
668 |
+
// ํ๋ ์ ์ ํ (60fps)
|
669 |
+
if (timestamp - lastRender < 16) {
|
670 |
+
return;
|
671 |
+
}
|
672 |
+
lastRender = timestamp;
|
673 |
+
|
674 |
+
if (controls.isLocked && !isGameOver) {
|
675 |
+
updateMovement();
|
676 |
+
updateBullets();
|
677 |
+
updateEnemies();
|
678 |
+
updateEnemyBullets();
|
679 |
+
updateHelicopterHUD();
|
680 |
+
checkGameStatus();
|
681 |
+
}
|
682 |
+
|
683 |
+
renderer.render(scene, camera);
|
684 |
+
}
|
685 |
+
|
686 |
+
// ์ฑ๋ฅ ๋ชจ๋ํฐ๋ง
|
687 |
+
let lastFpsUpdate = 0;
|
688 |
+
let frameCount = 0;
|
689 |
+
|
690 |
+
function updateFPS(timestamp) {
|
691 |
+
frameCount++;
|
692 |
+
|
693 |
+
if (timestamp - lastFpsUpdate >= 1000) {
|
694 |
+
const fps = Math.round(frameCount * 1000 / (timestamp - lastFpsUpdate));
|
695 |
+
console.log('FPS:', fps);
|
696 |
+
|
697 |
+
frameCount = 0;
|
698 |
+
lastFpsUpdate = timestamp;
|
699 |
+
}
|
700 |
+
|
701 |
+
requestAnimationFrame(updateFPS);
|
702 |
+
}
|
703 |
+
|
704 |
+
// ๊ฒ์ ์์
|
705 |
+
window.addEventListener('load', async () => {
|
706 |
+
try {
|
707 |
+
await init();
|
708 |
+
console.log('Game started');
|
709 |
+
console.log('Active enemies:', enemies.length);
|
710 |
+
gameLoop(performance.now());
|
711 |
+
updateFPS(performance.now());
|
712 |
+
} catch (error) {
|
713 |
+
console.error('Game initialization error:', error);
|
714 |
+
document.getElementById('loading').innerHTML = `
|
715 |
+
<div class="loading-text" style="color: #ff0000;">
|
716 |
+
Error loading game. Please check console and file paths.
|
717 |
+
</div>
|
718 |
+
`;
|
719 |
+
}
|
720 |
+
});
|
721 |
+
|
722 |
+
// ๋๋ฒ๊น
์ ์ํ ์ ์ญ ์ ๊ทผ
|
723 |
+
window.debugGame = {
|
724 |
+
scene,
|
725 |
+
camera,
|
726 |
+
enemies,
|
727 |
+
gunSound,
|
728 |
+
reloadEnemies: createEnemies
|
729 |
+
};
|