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Create game.js
Browse files
game.js
ADDED
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@@ -0,0 +1,729 @@
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|
| 1 |
+
import * as THREE from 'three';
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| 2 |
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import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
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| 3 |
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import { PointerLockControls } from 'three/addons/controls/PointerLockControls.js';
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// ๊ฒ์ ์์
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const GAME_DURATION = 180;
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const MAP_SIZE = 2000;
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const HELICOPTER_HEIGHT = 30;
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const ENEMY_GROUND_HEIGHT = 0;
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const ENEMY_SCALE = 10;
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const MAX_HEALTH = 1000;
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| 12 |
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const ENEMY_MOVE_SPEED = 0.1;
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const ENEMY_COUNT_MAX = 5;
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const PARTICLE_COUNT = 15;
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const OBSTACLE_COUNT = 50;
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const ENEMY_CONFIG = {
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ATTACK_RANGE: 100,
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| 18 |
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ATTACK_INTERVAL: 2000,
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| 19 |
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BULLET_SPEED: 2
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};
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| 21 |
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| 22 |
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// ๊ฒ์ ๋ณ์
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| 23 |
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let scene, camera, renderer, controls;
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| 24 |
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let enemies = [];
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| 25 |
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let bullets = [];
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| 26 |
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let enemyBullets = [];
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let playerHealth = MAX_HEALTH;
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| 28 |
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let ammo = 30;
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| 29 |
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let currentStage = 1;
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| 30 |
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let isGameOver = false;
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| 31 |
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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 {
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| 36 |
+
constructor() {
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| 37 |
+
this.audioContext = new (window.AudioContext || window.webkitAudioContext)();
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| 38 |
+
}
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| 39 |
+
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| 40 |
+
createGunshot() {
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| 41 |
+
const currentTime = this.audioContext.currentTime;
|
| 42 |
+
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| 43 |
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// ๋ฉ์ธ ์ค์ค๋ ์ดํฐ
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| 44 |
+
const osc = this.audioContext.createOscillator();
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| 45 |
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const gainNode = this.audioContext.createGain();
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| 46 |
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| 47 |
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osc.type = 'square';
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| 48 |
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osc.frequency.setValueAtTime(200, currentTime);
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| 49 |
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osc.frequency.exponentialRampToValueAtTime(50, currentTime + 0.1);
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| 50 |
+
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| 51 |
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gainNode.gain.setValueAtTime(0.5, currentTime);
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| 52 |
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gainNode.gain.exponentialRampToValueAtTime(0.01, currentTime + 0.1);
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| 53 |
+
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| 54 |
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osc.connect(gainNode);
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| 55 |
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gainNode.connect(this.audioContext.destination);
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| 56 |
+
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| 57 |
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osc.start(currentTime);
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| 58 |
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osc.stop(currentTime + 0.1);
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| 59 |
+
|
| 60 |
+
// ๋
ธ์ด์ฆ ์ถ๊ฐ
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| 61 |
+
const bufferSize = this.audioContext.sampleRate * 0.1;
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| 62 |
+
const buffer = this.audioContext.createBuffer(1, bufferSize, this.audioContext.sampleRate);
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| 63 |
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const data = buffer.getChannelData(0);
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| 64 |
+
|
| 65 |
+
for (let i = 0; i < bufferSize; i++) {
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| 66 |
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data[i] = Math.random() * 2 - 1;
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| 67 |
+
}
|
| 68 |
+
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| 69 |
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const noise = this.audioContext.createBufferSource();
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| 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 |
+
};
|