Spaces:
Running
Running
cutechicken
commited on
Commit
β’
f677bab
1
Parent(s):
b2a9297
Update game.js
Browse files
game.js
CHANGED
@@ -1,6 +1,6 @@
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// κ²μ μμ
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const GAME_DURATION = 180;
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@@ -572,67 +572,31 @@ 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.
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this.turret = null;
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this.turretGroup = new THREE.Group();
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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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this.turnSpeed = 0.03;
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this.targetRotation = 0;
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this.turretRotation = 0;
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this.canShoot = false; // ν¬νμ΄ μ λ ¬λμλμ§ νμΈνλ νλκ·Έ
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}
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async initialize(loader) {
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try {
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const
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this.
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const turretResult = await loader.loadAsync('/models/t90Turret.glb');
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this.turret = turretResult.scene;
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// ν¬ν κ·Έλ£Ή μ€μ
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this.turretGroup.position.y = 0.2; // ν¬ν λμ΄ μ‘°μ
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this.turretGroup.add(this.turret);
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this.body.add(this.turretGroup);
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// μμΉμ μ€μΌμΌ μ€μ
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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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// κ·Έλ¦Όμ μ€μ
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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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}
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});
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this.
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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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}
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});
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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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this.scene.add(this.body);
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this.isLoaded = true;
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} catch (error) {
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console.error('Error loading enemy model:', error);
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@@ -641,76 +605,38 @@ class Enemy {
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}
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update(playerPosition) {
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this.body.rotation.y += Math.sign(rotationDiff) * Math.min(Math.abs(rotationDiff), this.turnSpeed);
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// μ μ§ λ°©ν₯μΌλ‘ μ΄λ
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const moveVector = new THREE.Vector3(0, 0, this.moveSpeed);
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moveVector.applyEuler(this.body.rotation);
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const newPosition = this.body.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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// μΆ©λ κ²μ¬ λ° μ΄λ μ²λ¦¬
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this.handleCollisions(newPosition, previousPosition);
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}
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// ν¬ν νμ - νλ μ΄μ΄λ₯Ό ν₯ν΄
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const turretTargetRotation = Math.atan2(
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playerPosition.x - this.body.position.x,
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playerPosition.z - this.body.position.z
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);
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// μλ μ’νμμμ ν¬ν νμ μ λ‘컬 νμ μΌλ‘ λ³ν
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const localTurretRotation = turretTargetRotation - this.body.rotation.y;
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// ν¬ν νμ 보κ°
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let turretRotationDiff = localTurretRotation - this.turretGroup.rotation.y;
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while (turretRotationDiff > Math.PI) turretRotationDiff -= Math.PI * 2;
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while (turretRotationDiff < -Math.PI) turretRotationDiff += Math.PI * 2;
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this.turretGroup.rotation.y += Math.sign(turretRotationDiff) * Math.min(Math.abs(turretRotationDiff), this.turnSpeed);
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// ν¬νμ΄ νλ μ΄μ΄λ₯Ό ν₯νκ³ μλμ§ νμΈ
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this.canShoot = Math.abs(turretRotationDiff) < 0.1;
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// μ΄μ μ
λ°μ΄νΈ λ‘μ§
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this.updateBullets();
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}
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handleCollisions(newPosition, previousPosition) {
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// μμλ‘ μμΉ μ΄λνμ¬ μΆ©λ 체ν¬
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this.
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let hasCollision = false;
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//
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for (const obstacle of window.gameInstance.obstacles) {
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const obstacleBox = new THREE.Box3().setFromObject(obstacle);
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if (enemyBox.intersectsBox(obstacleBox)) {
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}
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}
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// λ€λ₯Έ
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}
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}
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}
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// 맡 κ²½κ³
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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‘
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if (hasCollision) {
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this.
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}
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}
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shoot(playerPosition) {
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// ν¬νμ΄ μ λ ¬λμ§ μμμΌλ©΄ λ°μ¬νμ§ μμ
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if (!this.canShoot) return;
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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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// ν¬ν μμ±
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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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const muzzleOffset = new THREE.Vector3(0, 0.5, 4);
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const muzzlePosition = new THREE.Vector3();
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const turretWorldQuaternion = new THREE.Quaternion();
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this.turret.getWorldPosition(muzzlePosition);
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this.turret.getWorldQuaternion(turretWorldQuaternion);
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muzzleOffset.applyQuaternion(turretWorldQuaternion);
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muzzlePosition.add(muzzleOffset);
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bullet.position.copy(muzzlePosition);
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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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this.lastAttackTime = currentTime;
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}
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updateBullets() {
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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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// 맡 λ°μΌλ‘ λκ°κ±°λ μ₯μ λ¬Όκ³Ό μΆ©λνλ©΄ μ κ±°
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if (Math.abs(bullet.position.x) > MAP_SIZE / 2 ||
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Math.abs(bullet.position.z) > MAP_SIZE / 2) {
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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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// μ₯μ λ¬Όκ³Ό μΆ©λ 체ν¬
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const bulletBox = new THREE.Box3().setFromObject(bullet);
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for (const obstacle of window.gameInstance.obstacles) {
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const obstacleBox = new THREE.Box3().setFromObject(obstacle);
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if (bulletBox.intersectsBox(obstacleBox)) {
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this.scene.remove(bullet);
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this.bullets.splice(i, 1);
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break;
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}
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}
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}
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}
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takeDamage(damage) {
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this.health -= damage;
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return this.health <= 0;
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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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// Start game
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import * as THREE from 'three';
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import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
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import { PointerLockControls } from 'three/addons/controls/PointerLockControls.js';
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// κ²μ μμ
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const GAME_DURATION = 180;
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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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try {
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const modelPath = this.type === 'tank' ? '/models/enemy1.glb' : '/models/enemy4.glb';
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const result = await loader.loadAsync(modelPath);
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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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child.castShadow = true;
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child.receiveShadow = true;
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}
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});
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this.scene.add(this.mesh);
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this.isLoaded = true;
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} catch (error) {
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console.error('Error loading enemy model:', error);
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}
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update(playerPosition) {
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if (!this.mesh || !this.isLoaded) return;
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const direction = new THREE.Vector3()
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.subVectors(playerPosition, this.mesh.position)
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.normalize();
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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;
|
630 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
631 |
// μμλ‘ μμΉ μ΄λνμ¬ μΆ©λ 체ν¬
|
632 |
+
const originalPosition = this.mesh.position.clone();
|
633 |
+
this.mesh.position.copy(newPosition);
|
634 |
|
635 |
+
// μ₯μ λ¬Όκ³Ό μΆ©λ 체ν¬
|
636 |
+
const enemyBox = new THREE.Box3().setFromObject(this.mesh);
|
637 |
let hasCollision = false;
|
638 |
|
639 |
+
// λͺ¨λ μ₯μ λ¬Όμ λν΄ μΆ©λ κ²μ¬
|
640 |
for (const obstacle of window.gameInstance.obstacles) {
|
641 |
const obstacleBox = new THREE.Box3().setFromObject(obstacle);
|
642 |
if (enemyBox.intersectsBox(obstacleBox)) {
|
|
|
645 |
}
|
646 |
}
|
647 |
|
648 |
+
// λ€λ₯Έ μ ν±ν¬μμ μΆ©λ κ²μ¬
|
649 |
+
if (!hasCollision) {
|
650 |
+
for (const otherEnemy of window.gameInstance.enemies) {
|
651 |
+
if (otherEnemy !== this && otherEnemy.mesh) {
|
652 |
+
const otherEnemyBox = new THREE.Box3().setFromObject(otherEnemy.mesh);
|
653 |
+
if (enemyBox.intersectsBox(otherEnemyBox)) {
|
654 |
+
hasCollision = true;
|
655 |
+
break;
|
656 |
+
}
|
657 |
}
|
658 |
}
|
659 |
}
|
660 |
|
661 |
+
// 맡 κ²½κ³ μ²΄ν¬
|
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 |
+
// μΆ©λμ΄ μμΌλ©΄ μ΄μ μμΉλ‘ 볡κ·, μμΌλ©΄ μ μμΉ μ μ§
|
669 |
if (hasCollision) {
|
670 |
+
this.mesh.position.copy(previousPosition);
|
671 |
+
|
672 |
+
// μΆ©λ μ μ°ν κ²½λ‘ μλ
|
673 |
+
const alternateDirections = [
|
674 |
+
new THREE.Vector3(-direction.z, 0, direction.x), // μΌμͺ½μΌλ‘ 90λ
|
675 |
+
new THREE.Vector3(direction.z, 0, -direction.x), // μ€λ₯Έμͺ½μΌλ‘ 90λ
|
676 |
+
new THREE.Vector3(-direction.x, 0, -direction.z) // 180λ νμ
|
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 |
+
// μλ‘μ΄ λ°©ν₯μ λν μΆ©λ κ²μ¬
|
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 |
+
// μ°ν κ²½λ‘κ° κ°λ₯νλ©΄ κ·Έ λ°©ν₯μΌλ‘ μ΄λ
|
699 |
+
break;
|
700 |
+
} else {
|
701 |
+
// μ°νλ λΆκ°λ₯νλ©΄ μ΄μ μμΉλ‘ 볡κ·
|
702 |
+
this.mesh.position.copy(previousPosition);
|
703 |
+
}
|
704 |
+
}
|
705 |
+
}
|
706 |
+
|
707 |
+
// μ§νμ λ°λ₯Έ κΈ°μΈκΈ° μ‘°μ
|
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 |
+
// νμ¬ νμ μ μ§νλ©΄μ κΈ°μΈκΈ°λ§ μ μ©
|
732 |
+
const currentRotation = this.mesh.rotation.y;
|
733 |
+
this.mesh.rotation.set(pitch, currentRotation, roll);
|
734 |
+
}
|
735 |
+
|
736 |
+
// νλ μ΄μ΄λ₯Ό ν₯ν΄ ν¬ν νμ
|
737 |
+
this.mesh.lookAt(playerPosition);
|
738 |
+
|
739 |
+
// μ΄μ μ
λ°μ΄νΈ
|
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 |
+
// μ΄μμ΄ λ§΅ λ°μΌλ‘ λκ°κ±°λ μ₯μ λ¬Όκ³Ό μΆ©λνλ©΄ μ κ±°
|
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 |
+
// μ΄μκ³Ό μ₯μ λ¬Ό μΆ©λ 체ν¬
|
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 |
|
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 |
+
bullet.position.copy(this.mesh.position);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
783 |
|
784 |
const direction = new THREE.Vector3()
|
785 |
+
.subVectors(playerPosition, this.mesh.position)
|
786 |
.normalize();
|
787 |
|
788 |
const bulletSpeed = this.type === 'tank' ?
|
|
|
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.mesh) {
|
806 |
+
this.scene.remove(this.mesh);
|
807 |
this.bullets.forEach(bullet => this.scene.remove(bullet));
|
808 |
this.bullets = [];
|
809 |
this.isLoaded = false;
|
|
|
1078 |
|
1079 |
// λ μ΄λ μ
λ°μ΄νΈ λ©μλ μΆκ°
|
1080 |
updateRadar() {
|
1081 |
+
const currentTime = Date.now();
|
1082 |
+
if (currentTime - this.lastRadarUpdate < this.radarUpdateInterval) return;
|
1083 |
+
|
1084 |
+
const radar = document.getElementById('radar');
|
1085 |
+
const radarRect = radar.getBoundingClientRect();
|
1086 |
+
const radarCenter = {
|
1087 |
+
x: radarRect.width / 2,
|
1088 |
+
y: radarRect.height / 2
|
1089 |
+
};
|
1090 |
|
1091 |
+
// κΈ°μ‘΄ μ λνΈ μ κ±°
|
1092 |
+
const oldDots = radar.getElementsByClassName('enemy-dot');
|
1093 |
+
while (oldDots[0]) {
|
1094 |
+
oldDots[0].remove();
|
1095 |
+
}
|
1096 |
|
1097 |
+
// ν±ν¬ μμΉ κ°μ Έμ€κΈ°
|
1098 |
+
const tankPos = this.tank.getPosition();
|
1099 |
|
1100 |
+
// λͺ¨λ μ μ λν΄ λ μ΄λμ νμ
|
1101 |
+
this.enemies.forEach(enemy => {
|
1102 |
+
if (!enemy.mesh || !enemy.isLoaded) return;
|
1103 |
|
1104 |
+
const enemyPos = enemy.mesh.position;
|
1105 |
+
const distance = tankPos.distanceTo(enemyPos);
|
1106 |
|
1107 |
+
// λ μ΄λ λ²μ λ΄μ μλ κ²½μ°λ§ νμ
|
1108 |
+
if (distance <= this.radarRange) {
|
1109 |
+
// ν±ν¬ κΈ°μ€ μλ κ°λ κ³μ°
|
1110 |
+
const angle = Math.atan2(
|
1111 |
+
enemyPos.x - tankPos.x,
|
1112 |
+
enemyPos.z - tankPos.z
|
1113 |
+
);
|
1114 |
|
1115 |
+
// μλ 거리λ₯Ό λ μ΄λ ν¬κΈ°μ λ§κ² μ€μΌμΌλ§
|
1116 |
+
const relativeDistance = distance / this.radarRange;
|
1117 |
+
const dotX = radarCenter.x + Math.sin(angle) * (radarCenter.x * relativeDistance);
|
1118 |
+
const dotY = radarCenter.y + Math.cos(angle) * (radarCenter.y * relativeDistance);
|
1119 |
+
|
1120 |
+
// μ λνΈ μμ± λ° μΆκ°
|
1121 |
+
const dot = document.createElement('div');
|
1122 |
+
dot.className = 'enemy-dot';
|
1123 |
+
dot.style.left = `${dotX}px`;
|
1124 |
+
dot.style.top = `${dotY}px`;
|
1125 |
+
radar.appendChild(dot);
|
1126 |
+
}
|
1127 |
+
});
|
1128 |
|
1129 |
+
this.lastRadarUpdate = currentTime;
|
1130 |
+
}
|
1131 |
|
1132 |
async addDesertDecorations() {
|
1133 |
if (!this.obstacles) {
|
|
|
1839 |
}
|
1840 |
|
1841 |
animate() {
|
1842 |
+
if (this.isGameOver) {
|
1843 |
+
if (this.animationFrameId) {
|
1844 |
+
cancelAnimationFrame(this.animationFrameId);
|
1845 |
+
}
|
1846 |
+
return;
|
1847 |
+
}
|
1848 |
|
1849 |
+
this.animationFrameId = requestAnimationFrame(() => this.animate());
|
1850 |
+
// κ²μμ΄ μμλμ§ μμμΌλ©΄ λ λλ§λ§ μν
|
1851 |
+
if (!this.isStarted) {
|
1852 |
+
this.renderer.render(this.scene, this.camera);
|
1853 |
+
return;
|
1854 |
+
}
|
1855 |
|
1856 |
+
const currentTime = performance.now();
|
1857 |
+
const deltaTime = (currentTime - this.lastTime) / 1000;
|
1858 |
+
this.lastTime = currentTime;
|
1859 |
|
1860 |
+
if (!this.isLoading) {
|
1861 |
+
this.handleMovement();
|
1862 |
+
this.tank.update(this.mouse.x, this.mouse.y, this.scene);
|
1863 |
+
|
1864 |
+
const tankPosition = this.tank.getPosition();
|
1865 |
+
this.enemies.forEach(enemy => {
|
1866 |
+
enemy.update(tankPosition);
|
1867 |
+
|
1868 |
+
if (enemy.isLoaded && enemy.mesh.position.distanceTo(tankPosition) < ENEMY_CONFIG.ATTACK_RANGE) {
|
1869 |
+
enemy.shoot(tankPosition);
|
1870 |
+
}
|
1871 |
+
});
|
|
|
|
|
|
|
1872 |
|
1873 |
+
this.updateParticles();
|
1874 |
+
this.checkCollisions();
|
1875 |
+
this.updateUI();
|
1876 |
+
this.updateRadar(); // λ μ΄λ μ
λ°μ΄νΈ μΆκ°
|
1877 |
+
}
|
1878 |
+
|
1879 |
+
this.renderer.render(this.scene, this.camera);
|
1880 |
+
}
|
1881 |
}
|
1882 |
|
1883 |
// Start game
|