import * as THREE from 'three'; import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js'; import { PointerLockControls } from 'three/addons/controls/PointerLockControls.js'; // 게임 상수 const GAME_DURATION = 180; const MAP_SIZE = 2000; const TANK_HEIGHT = 0.5; // 포탑 높이 조정 const ENEMY_GROUND_HEIGHT = 0; const ENEMY_SCALE = 10; const MAX_HEALTH = 1000; const ENEMY_MOVE_SPEED = 0.1; const ENEMY_COUNT_MAX = 5; const PARTICLE_COUNT = 15; const OBSTACLE_COUNT = 50; const ENEMY_CONFIG = { ATTACK_RANGE: 100, ATTACK_INTERVAL: 2000, BULLET_SPEED: 2 }; // TankPlayer 클래스 정의 class TankPlayer { constructor() { this.body = null; this.turret = null; this.position = new THREE.Vector3(0, 0, 0); this.rotation = new THREE.Euler(0, 0, 0); this.turretRotation = 0; this.moveSpeed = 0.5; this.turnSpeed = 0.03; this.turretGroup = new THREE.Group(); // 포탑 그룹 추가 } async initialize(scene, loader) { try { // 몸체 로드 const bodyResult = await loader.loadAsync('/models/abramsBody.glb'); this.body = bodyResult.scene; this.body.position.copy(this.position); // 포탑 로드 const turretResult = await loader.loadAsync('/models/abramsTurret.glb'); this.turret = turretResult.scene; // 포탑 그룹 설정 this.turretGroup.position.y = TANK_HEIGHT; this.turretGroup.add(this.turret); this.body.add(this.turretGroup); // 그림자 설정 this.body.traverse((child) => { if (child.isMesh) { child.castShadow = true; child.receiveShadow = true; } }); this.turret.traverse((child) => { if (child.isMesh) { child.castShadow = true; child.receiveShadow = true; } }); scene.add(this.body); } catch (error) { console.error('Error loading tank models:', error); } } update(mouseX, mouseY) { if (!this.body || !this.turretGroup) return; // 마우스 위치를 이용한 포탑 회전 계산 const targetAngle = Math.atan2(mouseX, mouseY); // 포탑 부드러운 회전 const currentRotation = this.turretGroup.rotation.y; const rotationDiff = targetAngle - currentRotation; this.turretGroup.rotation.y += rotationDiff * 0.1; } move(direction) { if (!this.body) return; const moveVector = new THREE.Vector3(); moveVector.x = direction.x * this.moveSpeed; moveVector.z = direction.z * this.moveSpeed; moveVector.applyEuler(this.body.rotation); this.body.position.add(moveVector); } rotate(angle) { if (!this.body) return; this.body.rotation.y += angle * this.turnSpeed; } } // TankPlayer 클래스 수정 class TankPlayer { constructor() { this.body = null; this.turret = null; this.position = new THREE.Vector3(0, 0, 0); this.rotation = new THREE.Euler(0, 0, 0); this.turretRotation = 0; this.moveSpeed = 0.5; this.turnSpeed = 0.03; this.turretGroup = new THREE.Group(); this.health = MAX_HEALTH; } async initialize(scene, loader) { try { const bodyResult = await loader.loadAsync('/models/abramsBody.glb'); this.body = bodyResult.scene; this.body.position.copy(this.position); const turretResult = await loader.loadAsync('/models/abramsTurret.glb'); this.turret = turretResult.scene; // 포탑 위치 조정 this.turretGroup.position.y = 0.2; // 포탑 높이 조정 this.turretGroup.add(this.turret); this.body.add(this.turretGroup); this.body.traverse((child) => { if (child.isMesh) { child.castShadow = true; child.receiveShadow = true; } }); this.turret.traverse((child) => { if (child.isMesh) { child.castShadow = true; child.receiveShadow = true; } }); scene.add(this.body); } catch (error) { console.error('Error loading tank models:', error); } } update(mouseX, mouseY) { if (!this.body || !this.turretGroup) return; const targetAngle = Math.atan2(mouseX, mouseY); const currentRotation = this.turretGroup.rotation.y; const rotationDiff = targetAngle - currentRotation; // 포탑 회전 각도 정규화 let normalizedDiff = rotationDiff; while (normalizedDiff > Math.PI) normalizedDiff -= Math.PI * 2; while (normalizedDiff < -Math.PI) normalizedDiff += Math.PI * 2; this.turretGroup.rotation.y += normalizedDiff * 0.1; } move(direction) { if (!this.body) return; const moveVector = new THREE.Vector3(); moveVector.x = direction.x * this.moveSpeed; moveVector.z = direction.z * this.moveSpeed; moveVector.applyEuler(this.body.rotation); this.body.position.add(moveVector); } rotate(angle) { if (!this.body) return; this.body.rotation.y += angle * this.turnSpeed; } getPosition() { return this.body ? this.body.position : new THREE.Vector3(); } takeDamage(damage) { this.health -= damage; return this.health <= 0; } } // Enemy 클래스 정의 class Enemy { constructor(scene, position) { this.scene = scene; this.position = position; this.mesh = null; this.health = 100; this.lastAttackTime = 0; this.bullets = []; } async initialize(loader) { try { const result = await loader.loadAsync('/models/enemy.glb'); this.mesh = result.scene; this.mesh.position.copy(this.position); this.mesh.scale.set(ENEMY_SCALE, ENEMY_SCALE, ENEMY_SCALE); this.mesh.traverse((child) => { if (child.isMesh) { child.castShadow = true; child.receiveShadow = true; } }); this.scene.add(this.mesh); } catch (error) { console.error('Error loading enemy model:', error); } } update(playerPosition) { if (!this.mesh) return; // 플레이어 방향으로 회전 const direction = new THREE.Vector3() .subVectors(playerPosition, this.mesh.position) .normalize(); this.mesh.lookAt(playerPosition); // 플레이어 방향으로 이동 this.mesh.position.add(direction.multiplyScalar(ENEMY_MOVE_SPEED)); // 총알 업데이트 for (let i = this.bullets.length - 1; i >= 0; i--) { const bullet = this.bullets[i]; bullet.position.add(bullet.velocity); // 총알이 맵 밖으로 나가면 제거 if (Math.abs(bullet.position.x) > MAP_SIZE || Math.abs(bullet.position.z) > MAP_SIZE) { this.scene.remove(bullet); this.bullets.splice(i, 1); } } } shoot(playerPosition) { const currentTime = Date.now(); if (currentTime - this.lastAttackTime < ENEMY_CONFIG.ATTACK_INTERVAL) return; const bulletGeometry = new THREE.SphereGeometry(0.2); const bulletMaterial = new THREE.MeshBasicMaterial({ color: 0xff0000 }); const bullet = new THREE.Mesh(bulletGeometry, bulletMaterial); bullet.position.copy(this.mesh.position); const direction = new THREE.Vector3() .subVectors(playerPosition, this.mesh.position) .normalize(); bullet.velocity = direction.multiplyScalar(ENEMY_CONFIG.BULLET_SPEED); this.scene.add(bullet); this.bullets.push(bullet); this.lastAttackTime = currentTime; } takeDamage(damage) { this.health -= damage; return this.health <= 0; } destroy() { if (this.mesh) { this.scene.remove(this.mesh); this.bullets.forEach(bullet => this.scene.remove(bullet)); this.bullets = []; } } } // Particle 클래스 정의 class Particle { constructor(scene, position) { const geometry = new THREE.SphereGeometry(0.1); const material = new THREE.MeshBasicMaterial({ color: 0xff0000 }); this.mesh = new THREE.Mesh(geometry, material); this.mesh.position.copy(position); this.velocity = new THREE.Vector3( (Math.random() - 0.5) * 0.3, Math.random() * 0.2, (Math.random() - 0.5) * 0.3 ); this.gravity = -0.01; this.lifetime = 60; this.age = 0; scene.add(this.mesh); } update() { this.velocity.y += this.gravity; this.mesh.position.add(this.velocity); this.age++; return this.age < this.lifetime; } destroy(scene) { scene.remove(this.mesh); } } // Game 클래스 정의 class Game { constructor() { // 기본 Three.js 설정 this.scene = new THREE.Scene(); this.camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000); this.renderer = new THREE.WebGLRenderer({ antialias: true }); this.renderer.setSize(window.innerWidth, window.innerHeight); this.renderer.shadowMap.enabled = true; document.body.appendChild(this.renderer.domElement); // 게임 요소 초기화 this.tank = new TankPlayer(); this.enemies = []; this.particles = []; this.obstacles = []; this.loader = new GLTFLoader(); this.controls = null; this.gameTime = GAME_DURATION; this.score = 0; this.isGameOver = false; // 마우스 상태 this.mouse = { x: 0, y: 0 }; // 키보드 상태 this.keys = { forward: false, backward: false, left: false, right: false }; // 이벤트 리스너 설정 this.setupEventListeners(); // 게임 초기화 this.initialize(); } async initialize() { // 조명 설정 const ambientLight = new THREE.AmbientLight(0xffffff, 0.5); this.scene.add(ambientLight); const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8); directionalLight.position.set(50, 50, 50); directionalLight.castShadow = true; this.scene.add(directionalLight); // 바닥 생성 const groundGeometry = new THREE.PlaneGeometry(MAP_SIZE, MAP_SIZE); const groundMaterial = new THREE.MeshStandardMaterial({ color: 0x808080, roughness: 0.8, metalness: 0.2 }); const ground = new THREE.Mesh(groundGeometry, groundMaterial); ground.rotation.x = -Math.PI / 2; ground.receiveShadow = true; this.scene.add(ground); // 탱크 초기화 await this.tank.initialize(this.scene, this.loader); // 장애물 생성 this.createObstacles(); // 카메라 위치 설정 this.camera.position.set(0, 10, -10); this.camera.lookAt(0, 0, 0); // 포인터 락 컨트롤 설정 this.controls = new PointerLockControls(this.camera, document.body); // 게임 시작 this.animate(); this.spawnEnemies(); this.startGameTimer(); } createObstacles() { for (let i = 0; i < OBSTACLE_COUNT; i++) { const geometry = new THREE.BoxGeometry(2, 2, 2); const material = new THREE.MeshStandardMaterial({ color: 0x808080 }); const obstacle = new THREE.Mesh(geometry, material); obstacle.position.x = (Math.random() - 0.5) * MAP_SIZE; obstacle.position.z = (Math.random() - 0.5) * MAP_SIZE; obstacle.position.y = 1; obstacle.castShadow = true; obstacle.receiveShadow = true; this.obstacles.push(obstacle); this.scene.add(obstacle); } } spawnEnemies() { const spawnEnemy = () => { if (this.enemies.length < ENEMY_COUNT_MAX && !this.isGameOver) { const position = new THREE.Vector3( (Math.random() - 0.5) * MAP_SIZE, ENEMY_GROUND_HEIGHT, (Math.random() - 0.5) * MAP_SIZE ); const enemy = new Enemy(this.scene, position); enemy.initialize(this.loader); this.enemies.push(enemy); } setTimeout(spawnEnemy, 3000); }; spawnEnemy(); } startGameTimer() { const timer = setInterval(() => { this.gameTime--; if (this.gameTime <= 0 || this.isGameOver) { clearInterval(timer); this.endGame(); } }, 1000); } setupEventListeners() { // 키보드 이벤트 document.addEventListener('keydown', (event) => { switch(event.code) { case 'KeyW': this.keys.forward = true; break; case 'KeyS': this.keys.backward = true; break; case 'KeyA': this.keys.left = true; break; case 'KeyD': this.keys.right = true; break; } }); document.addEventListener('keyup', (event) => { switch(event.code) { case 'KeyW': this.keys.forward = false; break; case 'KeyS': this.keys.backward = false; break; case 'KeyA': this.keys.left = false; break; case 'KeyD': this.keys.right = false; break; } }); // 마우스 이벤트 document.addEventListener('mousemove', (event) => { this.mouse.x = (event.clientX / window.innerWidth) * 2 - 1; this.mouse.y = -(event.clientY / window.innerHeight) * 2 + 1; }); // 창 크기 변경 이벤트 window.addEventListener('resize', () => { this.camera.aspect = window.innerWidth / window.innerHeight; this.camera.updateProjectionMatrix(); this.renderer.setSize(window.innerWidth, window.innerHeight); }); } handleMovement() { const direction = new THREE.Vector3(); if (this.keys.forward) direction.z += 1; if (this.keys.backward) direction.z -= 1; if (this.keys.left) this.tank.rotate(-1); if (this.keys.right) this.tank.rotate(1); if (direction.length() > 0) { direction.normalize(); this.tank.move(direction); } } updateParticles() { for (let i = this.particles.length - 1; i >= 0; i--) { const particle = this.particles[i]; if (!particle.update()) { particle.destroy(this.scene); this.particles.splice(i, 1); } } } createExplosion(position) { for (let i = 0; i < PARTICLE_COUNT; i++) { this.particles.push(new Particle(this.scene, position)); } } checkCollisions() { const tankPosition = this.tank.getPosition(); // 적과의 충돌 체크 this.enemies.forEach(enemy => { if (!enemy.mesh) return; enemy.bullets.forEach(bullet => { const distance = bullet.position.distanceTo(tankPosition); if (distance < 1) { if (this.tank.takeDamage(10)) { this.endGame(); } this.scene.remove(bullet); enemy.bullets = enemy.bullets.filter(b => b !== bullet); } }); }); } endGame() { this.isGameOver = true; // 게임 오버 UI 표시 const gameOverDiv = document.createElement('div'); gameOverDiv.style.position = 'absolute'; gameOverDiv.style.top = '50%'; gameOverDiv.style.left = '50%'; gameOverDiv.style.transform = 'translate(-50%, -50%)'; gameOverDiv.style.color = 'white'; gameOverDiv.style.fontSize = '48px'; gameOverDiv.innerHTML = `Game Over
Score: ${this.score}`; document.body.appendChild(gameOverDiv); } animate() { if (this.isGameOver) return; requestAnimationFrame(() => this.animate()); // 탱크 업데이트 this.tank.update(this.mouse.x, this.mouse.y); this.handleMovement(); // 적 업데이트 const tankPosition = this.tank.getPosition(); this.enemies.forEach(enemy => { enemy.update(tankPosition); const distance = enemy.mesh?.position.distanceTo(tankPosition) || Infinity; if (distance < ENEMY_CONFIG.ATTACK_RANGE) { enemy.shoot(tankPosition); } }); // 파티클 업데이트 this.updateParticles(); // 충돌 체크 this.checkCollisions(); // 렌더링 this.renderer.render(this.scene, this.camera); } } // 게임 시작 const game = new Game();