Spaces:
Running
Running
Update game.js
Browse files
game.js
CHANGED
|
@@ -73,23 +73,20 @@ class TankPlayer {
|
|
| 73 |
this.isLoaded = false;
|
| 74 |
}
|
| 75 |
}
|
| 76 |
-
|
|
|
|
| 77 |
const currentTime = Date.now();
|
| 78 |
if (currentTime - this.lastShootTime < this.shootInterval || this.ammo <= 0) return null;
|
| 79 |
|
| 80 |
-
// μ΄μ μμ±
|
| 81 |
const bulletGeometry = new THREE.SphereGeometry(0.2);
|
| 82 |
const bulletMaterial = new THREE.MeshBasicMaterial({ color: 0x00ff00 });
|
| 83 |
const bullet = new THREE.Mesh(bulletGeometry, bulletMaterial);
|
| 84 |
|
| 85 |
-
// μ΄μ μμ μμΉ (ν¬ν λ)
|
| 86 |
const bulletOffset = new THREE.Vector3(0, 0.5, 2);
|
| 87 |
-
// ν¬νμ νμ μ μ μ©
|
| 88 |
bulletOffset.applyQuaternion(this.turretGroup.quaternion);
|
| 89 |
bulletOffset.applyQuaternion(this.body.quaternion);
|
| 90 |
bullet.position.copy(this.body.position).add(bulletOffset);
|
| 91 |
|
| 92 |
-
// μ΄μ μλ (ν¬ν λ°©ν₯)
|
| 93 |
const direction = new THREE.Vector3(0, 0, 1);
|
| 94 |
direction.applyQuaternion(this.turretGroup.quaternion);
|
| 95 |
direction.applyQuaternion(this.body.quaternion);
|
|
@@ -108,12 +105,10 @@ class TankPlayer {
|
|
| 108 |
update(mouseX, mouseY) {
|
| 109 |
if (!this.body || !this.turretGroup) return;
|
| 110 |
|
| 111 |
-
// μ΄μ μ
λ°μ΄νΈ
|
| 112 |
for (let i = this.bullets.length - 1; i >= 0; i--) {
|
| 113 |
const bullet = this.bullets[i];
|
| 114 |
bullet.position.add(bullet.velocity);
|
| 115 |
|
| 116 |
-
// μ΄μμ΄ λ§΅ λ°μΌλ‘ λκ°λ©΄ μ κ±°
|
| 117 |
if (Math.abs(bullet.position.x) > MAP_SIZE/2 ||
|
| 118 |
Math.abs(bullet.position.z) > MAP_SIZE/2) {
|
| 119 |
scene.remove(bullet);
|
|
@@ -146,6 +141,7 @@ class TankPlayer {
|
|
| 146 |
return this.health <= 0;
|
| 147 |
}
|
| 148 |
}
|
|
|
|
| 149 |
// Enemy ν΄λμ€
|
| 150 |
class Enemy {
|
| 151 |
constructor(scene, position, type = 'tank') {
|
|
@@ -193,7 +189,6 @@ class Enemy {
|
|
| 193 |
this.mesh.lookAt(playerPosition);
|
| 194 |
this.mesh.position.add(direction.multiplyScalar(this.moveSpeed));
|
| 195 |
|
| 196 |
-
// μ΄μ μ
λ°μ΄νΈ
|
| 197 |
for (let i = this.bullets.length - 1; i >= 0; i--) {
|
| 198 |
const bullet = this.bullets[i];
|
| 199 |
bullet.position.add(bullet.velocity);
|
|
@@ -241,7 +236,8 @@ class Enemy {
|
|
| 241 |
this.health -= damage;
|
| 242 |
return this.health <= 0;
|
| 243 |
}
|
| 244 |
-
|
|
|
|
| 245 |
if (this.mesh) {
|
| 246 |
this.scene.remove(this.mesh);
|
| 247 |
this.bullets.forEach(bullet => this.scene.remove(bullet));
|
|
@@ -306,7 +302,8 @@ class Game {
|
|
| 306 |
this.isLoading = true;
|
| 307 |
this.previousTankPosition = new THREE.Vector3();
|
| 308 |
this.lastTime = performance.now();
|
| 309 |
-
this.
|
|
|
|
| 310 |
|
| 311 |
this.mouse = { x: 0, y: 0 };
|
| 312 |
this.keys = {
|
|
@@ -340,7 +337,7 @@ class Game {
|
|
| 340 |
metalness: 0.1
|
| 341 |
})
|
| 342 |
);
|
| 343 |
-
|
| 344 |
ground.receiveShadow = true;
|
| 345 |
this.scene.add(ground);
|
| 346 |
|
|
@@ -378,7 +375,7 @@ class Game {
|
|
| 378 |
|
| 379 |
setupEventListeners() {
|
| 380 |
document.addEventListener('keydown', (event) => {
|
| 381 |
-
if (this.isLoading) return;
|
| 382 |
switch(event.code) {
|
| 383 |
case 'KeyW': this.keys.forward = true; break;
|
| 384 |
case 'KeyS': this.keys.backward = true; break;
|
|
@@ -388,7 +385,7 @@ class Game {
|
|
| 388 |
});
|
| 389 |
|
| 390 |
document.addEventListener('keyup', (event) => {
|
| 391 |
-
if (this.isLoading) return;
|
| 392 |
switch(event.code) {
|
| 393 |
case 'KeyW': this.keys.forward = false; break;
|
| 394 |
case 'KeyS': this.keys.backward = false; break;
|
|
@@ -398,7 +395,7 @@ class Game {
|
|
| 398 |
});
|
| 399 |
|
| 400 |
document.addEventListener('mousemove', (event) => {
|
| 401 |
-
if (this.isLoading || !document.pointerLockElement) return;
|
| 402 |
this.mouse.x += event.movementX * 0.002;
|
| 403 |
this.mouse.y += event.movementY * 0.002;
|
| 404 |
});
|
|
@@ -406,10 +403,10 @@ class Game {
|
|
| 406 |
document.addEventListener('click', () => {
|
| 407 |
if (!document.pointerLockElement) {
|
| 408 |
document.body.requestPointerLock();
|
| 409 |
-
} else {
|
| 410 |
const bullet = this.tank.shoot(this.scene);
|
| 411 |
if (bullet) {
|
| 412 |
-
//
|
| 413 |
}
|
| 414 |
}
|
| 415 |
});
|
|
@@ -427,8 +424,9 @@ class Game {
|
|
| 427 |
this.renderer.setSize(window.innerWidth, window.innerHeight);
|
| 428 |
});
|
| 429 |
}
|
| 430 |
-
|
| 431 |
-
|
|
|
|
| 432 |
|
| 433 |
const direction = new THREE.Vector3();
|
| 434 |
|
|
@@ -504,7 +502,7 @@ class Game {
|
|
| 504 |
this.scene.add(building);
|
| 505 |
}
|
| 506 |
}
|
| 507 |
-
return Promise.resolve();
|
| 508 |
}
|
| 509 |
|
| 510 |
createBuilding(type) {
|
|
@@ -515,7 +513,7 @@ class Game {
|
|
| 515 |
specular: 0x111111,
|
| 516 |
shininess: 30
|
| 517 |
});
|
| 518 |
-
|
| 519 |
building.castShadow = true;
|
| 520 |
building.receiveShadow = true;
|
| 521 |
return building;
|
|
@@ -554,6 +552,27 @@ class Game {
|
|
| 554 |
}
|
| 555 |
}
|
| 556 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 557 |
spawnEnemies() {
|
| 558 |
const spawnEnemy = () => {
|
| 559 |
if (this.enemies.length < ENEMY_COUNT_MAX && !this.isGameOver) {
|
|
@@ -606,20 +625,6 @@ class Game {
|
|
| 606 |
return null;
|
| 607 |
}
|
| 608 |
|
| 609 |
-
startGameTimer() {
|
| 610 |
-
const timer = setInterval(() => {
|
| 611 |
-
if (this.isLoading || this.isGameOver) return;
|
| 612 |
-
|
| 613 |
-
this.gameTime--;
|
| 614 |
-
document.getElementById('time').textContent = `Time: ${this.gameTime}s`;
|
| 615 |
-
|
| 616 |
-
if (this.gameTime <= 0) {
|
| 617 |
-
clearInterval(timer);
|
| 618 |
-
this.endGame();
|
| 619 |
-
}
|
| 620 |
-
}, 1000);
|
| 621 |
-
}
|
| 622 |
-
|
| 623 |
updateParticles() {
|
| 624 |
for (let i = this.particles.length - 1; i >= 0; i--) {
|
| 625 |
const particle = this.particles[i];
|
|
@@ -629,7 +634,8 @@ class Game {
|
|
| 629 |
}
|
| 630 |
}
|
| 631 |
}
|
| 632 |
-
|
|
|
|
| 633 |
for (let i = 0; i < PARTICLE_COUNT; i++) {
|
| 634 |
this.particles.push(new Particle(this.scene, position));
|
| 635 |
}
|
|
@@ -660,6 +666,26 @@ class Game {
|
|
| 660 |
});
|
| 661 |
});
|
| 662 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 663 |
// νλ μ΄μ΄ ν±ν¬μ 건물 μΆ©λ 체ν¬
|
| 664 |
const tankBoundingBox = new THREE.Box3().setFromObject(this.tank.body);
|
| 665 |
for (const building of this.buildings) {
|
|
@@ -671,42 +697,73 @@ class Game {
|
|
| 671 |
}
|
| 672 |
|
| 673 |
// μ΄μ μμΉ μ μ₯
|
| 674 |
-
this.previousTankPosition
|
| 675 |
}
|
| 676 |
|
| 677 |
endGame() {
|
|
|
|
|
|
|
| 678 |
this.isGameOver = true;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 679 |
if (this.animationFrameId) {
|
| 680 |
cancelAnimationFrame(this.animationFrameId);
|
| 681 |
}
|
| 682 |
|
|
|
|
|
|
|
| 683 |
const gameOverDiv = document.createElement('div');
|
| 684 |
gameOverDiv.style.position = 'absolute';
|
| 685 |
gameOverDiv.style.top = '50%';
|
| 686 |
gameOverDiv.style.left = '50%';
|
| 687 |
gameOverDiv.style.transform = 'translate(-50%, -50%)';
|
| 688 |
-
gameOverDiv.style.color = '
|
| 689 |
gameOverDiv.style.fontSize = '48px';
|
| 690 |
-
gameOverDiv.style.backgroundColor = 'rgba(0,
|
| 691 |
gameOverDiv.style.padding = '20px';
|
| 692 |
gameOverDiv.style.borderRadius = '10px';
|
|
|
|
| 693 |
gameOverDiv.innerHTML = `
|
| 694 |
Game Over<br>
|
| 695 |
Score: ${this.score}<br>
|
| 696 |
Time Survived: ${GAME_DURATION - this.gameTime}s<br>
|
| 697 |
<button onclick="location.reload()"
|
| 698 |
style="font-size: 24px; padding: 10px; margin-top: 20px;
|
| 699 |
-
cursor: pointer; background: #
|
| 700 |
-
color:
|
| 701 |
Play Again
|
| 702 |
</button>
|
| 703 |
`;
|
| 704 |
document.body.appendChild(gameOverDiv);
|
| 705 |
}
|
| 706 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 707 |
animate() {
|
| 708 |
if (this.isGameOver) {
|
| 709 |
-
|
|
|
|
|
|
|
| 710 |
return;
|
| 711 |
}
|
| 712 |
|
|
@@ -716,51 +773,40 @@ class Game {
|
|
| 716 |
const deltaTime = (currentTime - this.lastTime) / 1000;
|
| 717 |
this.lastTime = currentTime;
|
| 718 |
|
| 719 |
-
if (this.isLoading) {
|
| 720 |
-
this.
|
| 721 |
-
|
| 722 |
-
}
|
| 723 |
-
this.handleMovement();
|
| 724 |
-
this.tank.update(this.mouse.x, this.mouse.y);
|
| 725 |
-
|
| 726 |
-
const tankPosition = this.tank.getPosition();
|
| 727 |
-
this.enemies.forEach(enemy => {
|
| 728 |
-
enemy.update(tankPosition);
|
| 729 |
|
| 730 |
-
|
| 731 |
-
|
| 732 |
-
|
| 733 |
-
|
| 734 |
-
|
| 735 |
-
|
| 736 |
-
|
| 737 |
-
|
| 738 |
-
this.renderer.render(this.scene, this.camera);
|
| 739 |
-
}
|
| 740 |
-
|
| 741 |
-
updateUI() {
|
| 742 |
-
const healthBar = document.getElementById('health');
|
| 743 |
-
if (healthBar) {
|
| 744 |
-
healthBar.style.width = `${(this.tank.health / MAX_HEALTH) * 100}%`;
|
| 745 |
-
}
|
| 746 |
-
|
| 747 |
-
const timeElement = document.getElementById('time');
|
| 748 |
-
if (timeElement) {
|
| 749 |
-
timeElement.textContent = `Time: ${this.gameTime}s`;
|
| 750 |
-
}
|
| 751 |
|
| 752 |
-
|
| 753 |
-
|
| 754 |
-
|
| 755 |
}
|
|
|
|
|
|
|
| 756 |
}
|
| 757 |
-
}
|
| 758 |
|
| 759 |
-
//
|
| 760 |
window.startGame = function() {
|
| 761 |
document.getElementById('startScreen').style.display = 'none';
|
| 762 |
document.body.requestPointerLock();
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 763 |
};
|
| 764 |
|
| 765 |
-
//
|
| 766 |
-
|
|
|
|
|
|
|
|
|
| 73 |
this.isLoaded = false;
|
| 74 |
}
|
| 75 |
}
|
| 76 |
+
|
| 77 |
+
shoot(scene) {
|
| 78 |
const currentTime = Date.now();
|
| 79 |
if (currentTime - this.lastShootTime < this.shootInterval || this.ammo <= 0) return null;
|
| 80 |
|
|
|
|
| 81 |
const bulletGeometry = new THREE.SphereGeometry(0.2);
|
| 82 |
const bulletMaterial = new THREE.MeshBasicMaterial({ color: 0x00ff00 });
|
| 83 |
const bullet = new THREE.Mesh(bulletGeometry, bulletMaterial);
|
| 84 |
|
|
|
|
| 85 |
const bulletOffset = new THREE.Vector3(0, 0.5, 2);
|
|
|
|
| 86 |
bulletOffset.applyQuaternion(this.turretGroup.quaternion);
|
| 87 |
bulletOffset.applyQuaternion(this.body.quaternion);
|
| 88 |
bullet.position.copy(this.body.position).add(bulletOffset);
|
| 89 |
|
|
|
|
| 90 |
const direction = new THREE.Vector3(0, 0, 1);
|
| 91 |
direction.applyQuaternion(this.turretGroup.quaternion);
|
| 92 |
direction.applyQuaternion(this.body.quaternion);
|
|
|
|
| 105 |
update(mouseX, mouseY) {
|
| 106 |
if (!this.body || !this.turretGroup) return;
|
| 107 |
|
|
|
|
| 108 |
for (let i = this.bullets.length - 1; i >= 0; i--) {
|
| 109 |
const bullet = this.bullets[i];
|
| 110 |
bullet.position.add(bullet.velocity);
|
| 111 |
|
|
|
|
| 112 |
if (Math.abs(bullet.position.x) > MAP_SIZE/2 ||
|
| 113 |
Math.abs(bullet.position.z) > MAP_SIZE/2) {
|
| 114 |
scene.remove(bullet);
|
|
|
|
| 141 |
return this.health <= 0;
|
| 142 |
}
|
| 143 |
}
|
| 144 |
+
|
| 145 |
// Enemy ν΄λμ€
|
| 146 |
class Enemy {
|
| 147 |
constructor(scene, position, type = 'tank') {
|
|
|
|
| 189 |
this.mesh.lookAt(playerPosition);
|
| 190 |
this.mesh.position.add(direction.multiplyScalar(this.moveSpeed));
|
| 191 |
|
|
|
|
| 192 |
for (let i = this.bullets.length - 1; i >= 0; i--) {
|
| 193 |
const bullet = this.bullets[i];
|
| 194 |
bullet.position.add(bullet.velocity);
|
|
|
|
| 236 |
this.health -= damage;
|
| 237 |
return this.health <= 0;
|
| 238 |
}
|
| 239 |
+
|
| 240 |
+
destroy() {
|
| 241 |
if (this.mesh) {
|
| 242 |
this.scene.remove(this.mesh);
|
| 243 |
this.bullets.forEach(bullet => this.scene.remove(bullet));
|
|
|
|
| 302 |
this.isLoading = true;
|
| 303 |
this.previousTankPosition = new THREE.Vector3();
|
| 304 |
this.lastTime = performance.now();
|
| 305 |
+
this.gameTimer = null;
|
| 306 |
+
this.animationFrameId = null;
|
| 307 |
|
| 308 |
this.mouse = { x: 0, y: 0 };
|
| 309 |
this.keys = {
|
|
|
|
| 337 |
metalness: 0.1
|
| 338 |
})
|
| 339 |
);
|
| 340 |
+
ground.rotation.x = -Math.PI / 2;
|
| 341 |
ground.receiveShadow = true;
|
| 342 |
this.scene.add(ground);
|
| 343 |
|
|
|
|
| 375 |
|
| 376 |
setupEventListeners() {
|
| 377 |
document.addEventListener('keydown', (event) => {
|
| 378 |
+
if (this.isLoading || this.isGameOver) return;
|
| 379 |
switch(event.code) {
|
| 380 |
case 'KeyW': this.keys.forward = true; break;
|
| 381 |
case 'KeyS': this.keys.backward = true; break;
|
|
|
|
| 385 |
});
|
| 386 |
|
| 387 |
document.addEventListener('keyup', (event) => {
|
| 388 |
+
if (this.isLoading || this.isGameOver) return;
|
| 389 |
switch(event.code) {
|
| 390 |
case 'KeyW': this.keys.forward = false; break;
|
| 391 |
case 'KeyS': this.keys.backward = false; break;
|
|
|
|
| 395 |
});
|
| 396 |
|
| 397 |
document.addEventListener('mousemove', (event) => {
|
| 398 |
+
if (this.isLoading || this.isGameOver || !document.pointerLockElement) return;
|
| 399 |
this.mouse.x += event.movementX * 0.002;
|
| 400 |
this.mouse.y += event.movementY * 0.002;
|
| 401 |
});
|
|
|
|
| 403 |
document.addEventListener('click', () => {
|
| 404 |
if (!document.pointerLockElement) {
|
| 405 |
document.body.requestPointerLock();
|
| 406 |
+
} else if (!this.isGameOver) {
|
| 407 |
const bullet = this.tank.shoot(this.scene);
|
| 408 |
if (bullet) {
|
| 409 |
+
// Shooting effects could be added here
|
| 410 |
}
|
| 411 |
}
|
| 412 |
});
|
|
|
|
| 424 |
this.renderer.setSize(window.innerWidth, window.innerHeight);
|
| 425 |
});
|
| 426 |
}
|
| 427 |
+
|
| 428 |
+
handleMovement() {
|
| 429 |
+
if (!this.tank.isLoaded || this.isGameOver) return;
|
| 430 |
|
| 431 |
const direction = new THREE.Vector3();
|
| 432 |
|
|
|
|
| 502 |
this.scene.add(building);
|
| 503 |
}
|
| 504 |
}
|
| 505 |
+
return Promise.resolve();
|
| 506 |
}
|
| 507 |
|
| 508 |
createBuilding(type) {
|
|
|
|
| 513 |
specular: 0x111111,
|
| 514 |
shininess: 30
|
| 515 |
});
|
| 516 |
+
const building = new THREE.Mesh(geometry, material);
|
| 517 |
building.castShadow = true;
|
| 518 |
building.receiveShadow = true;
|
| 519 |
return building;
|
|
|
|
| 552 |
}
|
| 553 |
}
|
| 554 |
|
| 555 |
+
startGameTimer() {
|
| 556 |
+
if (this.gameTimer) {
|
| 557 |
+
clearInterval(this.gameTimer);
|
| 558 |
+
}
|
| 559 |
+
|
| 560 |
+
this.gameTimer = setInterval(() => {
|
| 561 |
+
if (this.isLoading || this.isGameOver) {
|
| 562 |
+
clearInterval(this.gameTimer);
|
| 563 |
+
return;
|
| 564 |
+
}
|
| 565 |
+
|
| 566 |
+
this.gameTime--;
|
| 567 |
+
document.getElementById('time').textContent = `Time: ${this.gameTime}s`;
|
| 568 |
+
|
| 569 |
+
if (this.gameTime <= 0) {
|
| 570 |
+
clearInterval(this.gameTimer);
|
| 571 |
+
this.endGame();
|
| 572 |
+
}
|
| 573 |
+
}, 1000);
|
| 574 |
+
}
|
| 575 |
+
|
| 576 |
spawnEnemies() {
|
| 577 |
const spawnEnemy = () => {
|
| 578 |
if (this.enemies.length < ENEMY_COUNT_MAX && !this.isGameOver) {
|
|
|
|
| 625 |
return null;
|
| 626 |
}
|
| 627 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 628 |
updateParticles() {
|
| 629 |
for (let i = this.particles.length - 1; i >= 0; i--) {
|
| 630 |
const particle = this.particles[i];
|
|
|
|
| 634 |
}
|
| 635 |
}
|
| 636 |
}
|
| 637 |
+
|
| 638 |
+
createExplosion(position) {
|
| 639 |
for (let i = 0; i < PARTICLE_COUNT; i++) {
|
| 640 |
this.particles.push(new Particle(this.scene, position));
|
| 641 |
}
|
|
|
|
| 666 |
});
|
| 667 |
});
|
| 668 |
|
| 669 |
+
// νλ μ΄μ΄ μ΄μκ³Ό μ μΆ©λ 체ν¬
|
| 670 |
+
this.tank.bullets.forEach((bullet, bulletIndex) => {
|
| 671 |
+
this.enemies.forEach((enemy, enemyIndex) => {
|
| 672 |
+
if (!enemy.mesh || !enemy.isLoaded) return;
|
| 673 |
+
|
| 674 |
+
const distance = bullet.position.distanceTo(enemy.mesh.position);
|
| 675 |
+
if (distance < 2) {
|
| 676 |
+
if (enemy.takeDamage(50)) {
|
| 677 |
+
enemy.destroy();
|
| 678 |
+
this.enemies.splice(enemyIndex, 1);
|
| 679 |
+
this.score += 100;
|
| 680 |
+
document.getElementById('score').textContent = `Score: ${this.score}`;
|
| 681 |
+
}
|
| 682 |
+
this.scene.remove(bullet);
|
| 683 |
+
this.tank.bullets.splice(bulletIndex, 1);
|
| 684 |
+
this.createExplosion(bullet.position);
|
| 685 |
+
}
|
| 686 |
+
});
|
| 687 |
+
});
|
| 688 |
+
|
| 689 |
// νλ μ΄μ΄ ν±ν¬μ 건물 μΆ©λ 체ν¬
|
| 690 |
const tankBoundingBox = new THREE.Box3().setFromObject(this.tank.body);
|
| 691 |
for (const building of this.buildings) {
|
|
|
|
| 697 |
}
|
| 698 |
|
| 699 |
// μ΄μ μμΉ μ μ₯
|
| 700 |
+
this.previousTankPosition.copy(this.tank.body.position);
|
| 701 |
}
|
| 702 |
|
| 703 |
endGame() {
|
| 704 |
+
if (this.isGameOver) return;
|
| 705 |
+
|
| 706 |
this.isGameOver = true;
|
| 707 |
+
|
| 708 |
+
if (this.gameTimer) {
|
| 709 |
+
clearInterval(this.gameTimer);
|
| 710 |
+
}
|
| 711 |
+
|
| 712 |
if (this.animationFrameId) {
|
| 713 |
cancelAnimationFrame(this.animationFrameId);
|
| 714 |
}
|
| 715 |
|
| 716 |
+
document.exitPointerLock();
|
| 717 |
+
|
| 718 |
const gameOverDiv = document.createElement('div');
|
| 719 |
gameOverDiv.style.position = 'absolute';
|
| 720 |
gameOverDiv.style.top = '50%';
|
| 721 |
gameOverDiv.style.left = '50%';
|
| 722 |
gameOverDiv.style.transform = 'translate(-50%, -50%)';
|
| 723 |
+
gameOverDiv.style.color = '#0f0';
|
| 724 |
gameOverDiv.style.fontSize = '48px';
|
| 725 |
+
gameOverDiv.style.backgroundColor = 'rgba(0, 20, 0, 0.7)';
|
| 726 |
gameOverDiv.style.padding = '20px';
|
| 727 |
gameOverDiv.style.borderRadius = '10px';
|
| 728 |
+
gameOverDiv.style.textAlign = 'center';
|
| 729 |
gameOverDiv.innerHTML = `
|
| 730 |
Game Over<br>
|
| 731 |
Score: ${this.score}<br>
|
| 732 |
Time Survived: ${GAME_DURATION - this.gameTime}s<br>
|
| 733 |
<button onclick="location.reload()"
|
| 734 |
style="font-size: 24px; padding: 10px; margin-top: 20px;
|
| 735 |
+
cursor: pointer; background: #0f0; border: none;
|
| 736 |
+
color: black; border-radius: 5px;">
|
| 737 |
Play Again
|
| 738 |
</button>
|
| 739 |
`;
|
| 740 |
document.body.appendChild(gameOverDiv);
|
| 741 |
}
|
| 742 |
|
| 743 |
+
updateUI() {
|
| 744 |
+
if (!this.isGameOver) {
|
| 745 |
+
const healthBar = document.getElementById('health');
|
| 746 |
+
if (healthBar) {
|
| 747 |
+
healthBar.style.width = `${(this.tank.health / MAX_HEALTH) * 100}%`;
|
| 748 |
+
}
|
| 749 |
+
|
| 750 |
+
const timeElement = document.getElementById('time');
|
| 751 |
+
if (timeElement) {
|
| 752 |
+
timeElement.textContent = `Time: ${this.gameTime}s`;
|
| 753 |
+
}
|
| 754 |
+
|
| 755 |
+
const scoreElement = document.getElementById('score');
|
| 756 |
+
if (scoreElement) {
|
| 757 |
+
scoreElement.textContent = `Score: ${this.score}`;
|
| 758 |
+
}
|
| 759 |
+
}
|
| 760 |
+
}
|
| 761 |
+
|
| 762 |
animate() {
|
| 763 |
if (this.isGameOver) {
|
| 764 |
+
if (this.animationFrameId) {
|
| 765 |
+
cancelAnimationFrame(this.animationFrameId);
|
| 766 |
+
}
|
| 767 |
return;
|
| 768 |
}
|
| 769 |
|
|
|
|
| 773 |
const deltaTime = (currentTime - this.lastTime) / 1000;
|
| 774 |
this.lastTime = currentTime;
|
| 775 |
|
| 776 |
+
if (!this.isLoading) {
|
| 777 |
+
this.handleMovement();
|
| 778 |
+
this.tank.update(this.mouse.x, this.mouse.y);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 779 |
|
| 780 |
+
const tankPosition = this.tank.getPosition();
|
| 781 |
+
this.enemies.forEach(enemy => {
|
| 782 |
+
enemy.update(tankPosition);
|
| 783 |
+
|
| 784 |
+
if (enemy.isLoaded && enemy.mesh.position.distanceTo(tankPosition) < ENEMY_CONFIG.ATTACK_RANGE) {
|
| 785 |
+
enemy.shoot(tankPosition);
|
| 786 |
+
}
|
| 787 |
+
});
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 788 |
|
| 789 |
+
this.updateParticles();
|
| 790 |
+
this.checkCollisions();
|
| 791 |
+
this.updateUI();
|
| 792 |
}
|
| 793 |
+
|
| 794 |
+
this.renderer.render(this.scene, this.camera);
|
| 795 |
}
|
| 796 |
+
}
|
| 797 |
|
| 798 |
+
// Start game
|
| 799 |
window.startGame = function() {
|
| 800 |
document.getElementById('startScreen').style.display = 'none';
|
| 801 |
document.body.requestPointerLock();
|
| 802 |
+
|
| 803 |
+
// Create new game instance or restart existing one
|
| 804 |
+
if (!window.gameInstance) {
|
| 805 |
+
window.gameInstance = new Game();
|
| 806 |
+
}
|
| 807 |
};
|
| 808 |
|
| 809 |
+
// Initialize game
|
| 810 |
+
document.addEventListener('DOMContentLoaded', () => {
|
| 811 |
+
const game = new Game();
|
| 812 |
+
});
|