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Update game.js
Browse files
game.js
CHANGED
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@@ -572,31 +572,67 @@ 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.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
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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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this.
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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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@@ -605,38 +641,76 @@ class Enemy {
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}
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update(playerPosition) {
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);
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newPosition.y = heightAtNewPos + TANK_HEIGHT;
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// ์์๋ก ์์น ์ด๋ํ์ฌ ์ถฉ๋ ์ฒดํฌ
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this.mesh.position.copy(newPosition);
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const enemyBox = new THREE.Box3().setFromObject(this.mesh);
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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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@@ -645,127 +719,34 @@ class Enemy {
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}
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}
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// ๋ค๋ฅธ
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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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// ๋งต ๊ฒฝ๊ณ
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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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// ์ถฉ๋์ด ์์ผ๋ฉด ์ด์ ์์น๋ก
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if (hasCollision) {
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this.
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// ์ถฉ๋ ์ ์ฐํ ๊ฒฝ๋ก ์๋
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const alternateDirections = [
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new THREE.Vector3(-direction.z, 0, direction.x), // ์ผ์ชฝ์ผ๋ก 90๋
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new THREE.Vector3(direction.z, 0, -direction.x), // ์ค๋ฅธ์ชฝ์ผ๋ก 90๋
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new THREE.Vector3(-direction.x, 0, -direction.z) // 180๋ ํ์
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];
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for (const altDirection of alternateDirections) {
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const altMoveVector = altDirection.multiplyScalar(this.moveSpeed);
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const altNewPosition = previousPosition.clone().add(altMoveVector);
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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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let altHasCollision = false;
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// ์๋ก์ด ๋ฐฉํฅ์ ๋ํ ์ถฉ๋ ๊ฒ์ฌ
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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 (altEnemyBox.intersectsBox(obstacleBox)) {
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altHasCollision = true;
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break;
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}
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}
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if (!altHasCollision) {
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// ์ฐํ ๊ฒฝ๋ก๊ฐ ๊ฐ๋ฅํ๋ฉด ๊ทธ ๋ฐฉํฅ์ผ๋ก ์ด๋
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break;
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} else {
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// ์ฐํ๋ ๋ถ๊ฐ๋ฅํ๋ฉด ์ด์ ์์น๋ก ๋ณต๊ท
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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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// ์งํ์ ๋ฐ๋ฅธ ๊ธฐ์ธ๊ธฐ ์กฐ์
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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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// ํ์ฌ ํ์ ์ ์งํ๋ฉด์ ๊ธฐ์ธ๊ธฐ๋ง ์ ์ฉ
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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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// ํ๋ ์ด์ด๋ฅผ ํฅํด ํฌํ ํ์
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this.mesh.lookAt(playerPosition);
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// ์ด์ ์
๋ฐ์ดํธ
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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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// ์ด์์ด ๋งต ๋ฐ์ผ๋ก ๋๊ฐ๊ฑฐ๋ ์ฅ์ ๋ฌผ๊ณผ ์ถฉ๋ํ๋ฉด ์ ๊ฑฐ
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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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// ์ด์๊ณผ ์ฅ์ ๋ฌผ ์ถฉ๋ ์ฒดํฌ
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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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}
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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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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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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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constructor(scene, position, type = 'tank') {
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this.scene = scene;
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this.position = position;
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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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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; // ํฌํ์ด ์ ๋ ฌ๋์๋์ง ํ์ธํ๋ ํ๋๊ทธ
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}
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async initialize(loader) {
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try {
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// ๋ชธ์ฒด ๋ก๋
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const bodyResult = await loader.loadAsync('/models/t90Body.glb');
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this.body = bodyResult.scene;
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// ํฌํ ๋ก๋
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const turretResult = await loader.loadAsync('/models/t90Turret.glb');
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this.turret = turretResult.scene;
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// ํฌํ ๊ทธ๋ฃน ์ค์
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this.turretGroup.position.y = 0.2; // ํฌํ ๋์ด ์กฐ์
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this.turretGroup.add(this.turret);
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this.body.add(this.turretGroup);
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// ์์น์ ์ค์ผ์ผ ์ค์
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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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// ๊ทธ๋ฆผ์ ์ค์
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this.body.traverse((child) => {
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if (child.isMesh) {
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child.castShadow = true;
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child.receiveShadow = true;
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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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}
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});
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// ๊ทธ๋ฆผ์ ํ๋ฉด ์ถ๊ฐ
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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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}
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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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// ์ด์ ์์น ์ ์ฅ
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const previousPosition = this.body.position.clone();
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if (distanceToPlayer > minDistance) {
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// ๋ชฉํ ํ์ ๊ฐ๋ ๊ณ์ฐ
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this.targetRotation = Math.atan2(direction.x, direction.z);
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// ๋ถ๋๋ฌ์ด ํ์
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let rotationDiff = this.targetRotation - this.body.rotation.y;
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while (rotationDiff > Math.PI) rotationDiff -= Math.PI * 2;
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while (rotationDiff < -Math.PI) rotationDiff += Math.PI * 2;
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this.body.rotation.y += Math.sign(rotationDiff) * Math.min(Math.abs(rotationDiff), this.turnSpeed);
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// ์ ์ง ๋ฐฉํฅ์ผ๋ก ์ด๋
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const moveVector = new THREE.Vector3(0, 0, this.moveSpeed);
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+
moveVector.applyEuler(this.body.rotation);
|
| 670 |
+
const newPosition = this.body.position.clone().add(moveVector);
|
| 671 |
+
|
| 672 |
+
// ์งํ ๋์ด ๊ฐ์ ธ์ค๊ธฐ
|
| 673 |
+
const heightAtNewPos = window.gameInstance.getHeightAtPosition(
|
| 674 |
+
newPosition.x,
|
| 675 |
+
newPosition.z
|
| 676 |
+
);
|
| 677 |
+
newPosition.y = heightAtNewPos + TANK_HEIGHT;
|
| 678 |
+
|
| 679 |
+
// ์ถฉ๋ ๊ฒ์ฌ ๋ฐ ์ด๋ ์ฒ๋ฆฌ
|
| 680 |
+
this.handleCollisions(newPosition, previousPosition);
|
| 681 |
+
}
|
| 682 |
+
|
| 683 |
+
// ํฌํ ํ์ - ํ๋ ์ด์ด๋ฅผ ํฅํด
|
| 684 |
+
const turretTargetRotation = Math.atan2(
|
| 685 |
+
playerPosition.x - this.body.position.x,
|
| 686 |
+
playerPosition.z - this.body.position.z
|
| 687 |
);
|
|
|
|
| 688 |
|
| 689 |
+
// ์๋ ์ขํ์์์ ํฌํ ํ์ ์ ๋ก์ปฌ ํ์ ์ผ๋ก ๋ณํ
|
| 690 |
+
const localTurretRotation = turretTargetRotation - this.body.rotation.y;
|
| 691 |
+
|
| 692 |
+
// ํฌํ ํ์ ๋ณด๊ฐ
|
| 693 |
+
let turretRotationDiff = localTurretRotation - this.turretGroup.rotation.y;
|
| 694 |
+
while (turretRotationDiff > Math.PI) turretRotationDiff -= Math.PI * 2;
|
| 695 |
+
while (turretRotationDiff < -Math.PI) turretRotationDiff += Math.PI * 2;
|
| 696 |
+
|
| 697 |
+
this.turretGroup.rotation.y += Math.sign(turretRotationDiff) * Math.min(Math.abs(turretRotationDiff), this.turnSpeed);
|
| 698 |
+
|
| 699 |
+
// ํฌํ์ด ํ๋ ์ด์ด๋ฅผ ํฅํ๊ณ ์๋์ง ํ์ธ
|
| 700 |
+
this.canShoot = Math.abs(turretRotationDiff) < 0.1;
|
| 701 |
+
|
| 702 |
+
// ์ด์ ์
๋ฐ์ดํธ ๋ก์ง
|
| 703 |
+
this.updateBullets();
|
| 704 |
+
}
|
| 705 |
+
|
| 706 |
+
handleCollisions(newPosition, previousPosition) {
|
| 707 |
// ์์๋ก ์์น ์ด๋ํ์ฌ ์ถฉ๋ ์ฒดํฌ
|
| 708 |
+
this.body.position.copy(newPosition);
|
|
|
|
| 709 |
|
| 710 |
+
const enemyBox = new THREE.Box3().setFromObject(this.body);
|
|
|
|
| 711 |
let hasCollision = false;
|
| 712 |
|
| 713 |
+
// ์ฅ์ ๋ฌผ ์ถฉ๋ ๊ฒ์ฌ
|
| 714 |
for (const obstacle of window.gameInstance.obstacles) {
|
| 715 |
const obstacleBox = new THREE.Box3().setFromObject(obstacle);
|
| 716 |
if (enemyBox.intersectsBox(obstacleBox)) {
|
|
|
|
| 719 |
}
|
| 720 |
}
|
| 721 |
|
| 722 |
+
// ๋ค๋ฅธ ์ ๊ณผ์ ์ถฉ๋ ๊ฒ์ฌ
|
| 723 |
+
for (const otherEnemy of window.gameInstance.enemies) {
|
| 724 |
+
if (otherEnemy !== this && otherEnemy.body) {
|
| 725 |
+
const otherEnemyBox = new THREE.Box3().setFromObject(otherEnemy.body);
|
| 726 |
+
if (enemyBox.intersectsBox(otherEnemyBox)) {
|
| 727 |
+
hasCollision = true;
|
| 728 |
+
break;
|
|
|
|
|
|
|
| 729 |
}
|
| 730 |
}
|
| 731 |
}
|
| 732 |
|
| 733 |
+
// ๋งต ๊ฒฝ๊ณ ๊ฒ์ฌ
|
| 734 |
const mapBoundary = MAP_SIZE / 2;
|
| 735 |
if (Math.abs(newPosition.x) > mapBoundary ||
|
| 736 |
Math.abs(newPosition.z) > mapBoundary) {
|
| 737 |
hasCollision = true;
|
| 738 |
}
|
| 739 |
|
| 740 |
+
// ์ถฉ๋์ด ์์ผ๋ฉด ์ด์ ์์น๋ก ๋ณต๊ท
|
| 741 |
if (hasCollision) {
|
| 742 |
+
this.body.position.copy(previousPosition);
|
|
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|
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|
| 743 |
}
|
| 744 |
}
|
|
|
|
|
|
|
| 745 |
|
| 746 |
shoot(playerPosition) {
|
| 747 |
+
// ํฌํ์ด ์ ๋ ฌ๋์ง ์์์ผ๋ฉด ๋ฐ์ฌํ์ง ์์
|
| 748 |
+
if (!this.canShoot) return;
|
| 749 |
+
|
| 750 |
const currentTime = Date.now();
|
| 751 |
const attackInterval = this.type === 'tank' ?
|
| 752 |
ENEMY_CONFIG.ATTACK_INTERVAL :
|
|
|
|
| 754 |
|
| 755 |
if (currentTime - this.lastAttackTime < attackInterval) return;
|
| 756 |
|
| 757 |
+
// ํฌํ ์์ฑ
|
| 758 |
const bulletGeometry = new THREE.SphereGeometry(this.type === 'tank' ? 0.2 : 0.3);
|
| 759 |
const bulletMaterial = new THREE.MeshBasicMaterial({
|
| 760 |
color: this.type === 'tank' ? 0xff0000 : 0xff6600
|
| 761 |
});
|
| 762 |
const bullet = new THREE.Mesh(bulletGeometry, bulletMaterial);
|
| 763 |
|
| 764 |
+
// ํฌํ ๋์์ ํฌํ์ด ๋ฐ์ฌ๋๋๋ก ์์น ์กฐ์
|
| 765 |
+
const muzzleOffset = new THREE.Vector3(0, 0.5, 4);
|
| 766 |
+
const muzzlePosition = new THREE.Vector3();
|
| 767 |
+
const turretWorldQuaternion = new THREE.Quaternion();
|
| 768 |
+
|
| 769 |
+
this.turret.getWorldPosition(muzzlePosition);
|
| 770 |
+
this.turret.getWorldQuaternion(turretWorldQuaternion);
|
| 771 |
+
|
| 772 |
+
muzzleOffset.applyQuaternion(turretWorldQuaternion);
|
| 773 |
+
muzzlePosition.add(muzzleOffset);
|
| 774 |
+
|
| 775 |
+
bullet.position.copy(muzzlePosition);
|
| 776 |
|
| 777 |
const direction = new THREE.Vector3()
|
| 778 |
+
.subVectors(playerPosition, muzzlePosition)
|
| 779 |
.normalize();
|
| 780 |
|
| 781 |
const bulletSpeed = this.type === 'tank' ?
|
|
|
|
| 789 |
this.lastAttackTime = currentTime;
|
| 790 |
}
|
| 791 |
|
| 792 |
+
updateBullets() {
|
| 793 |
+
for (let i = this.bullets.length - 1; i >= 0; i--) {
|
| 794 |
+
const bullet = this.bullets[i];
|
| 795 |
+
bullet.position.add(bullet.velocity);
|
| 796 |
+
|
| 797 |
+
// ๋งต ๋ฐ์ผ๋ก ๋๊ฐ๊ฑฐ๋ ์ฅ์ ๋ฌผ๊ณผ ์ถฉ๋ํ๋ฉด ์ ๊ฑฐ
|
| 798 |
+
if (Math.abs(bullet.position.x) > MAP_SIZE / 2 ||
|
| 799 |
+
Math.abs(bullet.position.z) > MAP_SIZE / 2) {
|
| 800 |
+
this.scene.remove(bullet);
|
| 801 |
+
this.bullets.splice(i, 1);
|
| 802 |
+
continue;
|
| 803 |
+
}
|
| 804 |
+
|
| 805 |
+
// ์ฅ์ ๋ฌผ๊ณผ ์ถฉ๋ ์ฒดํฌ
|
| 806 |
+
const bulletBox = new THREE.Box3().setFromObject(bullet);
|
| 807 |
+
for (const obstacle of window.gameInstance.obstacles) {
|
| 808 |
+
const obstacleBox = new THREE.Box3().setFromObject(obstacle);
|
| 809 |
+
if (bulletBox.intersectsBox(obstacleBox)) {
|
| 810 |
+
this.scene.remove(bullet);
|
| 811 |
+
this.bullets.splice(i, 1);
|
| 812 |
+
break;
|
| 813 |
+
}
|
| 814 |
+
}
|
| 815 |
+
}
|
| 816 |
+
}
|
| 817 |
+
|
| 818 |
takeDamage(damage) {
|
| 819 |
this.health -= damage;
|
| 820 |
return this.health <= 0;
|
| 821 |
}
|
| 822 |
|
| 823 |
destroy() {
|
| 824 |
+
if (this.body) {
|
| 825 |
+
this.scene.remove(this.body);
|
| 826 |
this.bullets.forEach(bullet => this.scene.remove(bullet));
|
| 827 |
this.bullets = [];
|
| 828 |
this.isLoaded = false;
|