Spaces:
Running
Running
Update game.js
Browse files
game.js
CHANGED
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@@ -570,7 +570,6 @@ startReload() {
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// Enemy ν΄λμ€
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class Enemy {
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constructor(scene, position, type = 'tank') {
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// κΈ°λ³Έ μμ±
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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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@@ -591,25 +590,22 @@ class Enemy {
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canSeePlayer: false,
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lastKnownPlayerPosition: null,
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searchStartTime: null,
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aimingTime: 0,
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requiredAimTime: 1000 // μ‘°μ€μ νμν μκ°
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};
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// κ²½λ‘ νμ
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this.pathfinding = {
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currentPath: [],
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pathUpdateInterval: 1000,
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lastPathUpdate: 0,
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isAvoidingObstacle: false,
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avoidanceDirection: null,
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obstacleCheckDistance:
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sensorDistance: 15 // κ°μ§ 거리
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};
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// μ ν¬ μμ€ν
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@@ -617,473 +613,503 @@ class Enemy {
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minEngagementRange: 30,
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maxEngagementRange: 150,
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optimalRange: 80,
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aimThreshold: 0.1,
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lastShotAccuracy: 0,
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};
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}
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const obstacles = [];
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const position = this.mesh.position.clone();
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position.y += 1; // μΌμ λμ΄ μ‘°μ
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this.
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});
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}
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});
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return
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}
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if (obstacles.length === 0) return null;
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const
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obstacles.forEach(obstacle => {
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const avoidDir = new THREE.Vector3()
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.subVectors(this.mesh.position, obstacle.point)
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.normalize()
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.multiplyScalar(1 / obstacle.distance); // 거리μ λ°λΉλ‘νλ κ°μ€μΉ
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avoidanceVector.add(avoidDir);
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});
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return avoidanceVector.normalize();
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}
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// μ‘°μ€ μμ€ν
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updateAiming(playerPosition) {
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const targetDirection = new THREE.Vector3()
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.subVectors(playerPosition, this.mesh.position)
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.normalize();
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//
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// λ©μ νμ μ μ©
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this.mesh.rotation.y = this.aiState.currentRotation;
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moveDirection.subVectors(playerPosition, this.mesh.position).normalize();
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if (distanceToPlayer > targetDistance) {
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moveDirection.multiplyScalar(1);
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} else {
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moveDirection.multiplyScalar(-1);
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}
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}
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canShoot(playerPosition) {
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const distance = this.mesh.position.distanceTo(playerPosition);
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const hasLineOfSight = this.checkLineOfSight(playerPosition);
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const isAimed = this.updateAiming(playerPosition);
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return distance <= this.combat.maxEngagementRange &&
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distance >= this.combat.minEngagementRange &&
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hasLineOfSight &&
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isAimed;
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}
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// λ©μΈ μ
λ°μ΄νΈ ν¨μ
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update(playerPosition) {
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if (!this.mesh || !this.isLoaded) return;
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this.
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//
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this.
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}
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//
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if (this.
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this.
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} else {
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}
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switch (this.aiState.mode) {
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case 'pursue':
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this.
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this.moveAlongPath();
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break;
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case 'flank':
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const flankPosition = this.calculateFlankPosition(playerPosition);
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this.findPathToTarget(flankPosition);
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this.moveAlongPath();
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break;
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case 'retreat':
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this.findPathToTarget(retreatPosition);
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this.moveAlongPath();
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break;
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}
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}
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//
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if (combatMove.length() > 0) {
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this.mesh.position.add(combatMove.multiplyScalar(this.moveSpeed));
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}
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// λ°μ¬
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if (this.canShoot(playerPosition)) {
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this.shoot(playerPosition);
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}
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// μ΄μ μ
λ°μ΄νΈ
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this.updateBullets();
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// ν±ν¬ κΈ°μΈκΈ° μ‘°μ
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this.adjustTankTilt();
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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/t90.glb' : '/models/t90.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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this.isLoaded = false;
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}
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}
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if (!this.mesh) return
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const startPos = this.mesh.position.clone();
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startPos.y += 2;
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const direction = new THREE.Vector3().subVectors(playerPosition, startPos).normalize();
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const distance = startPos.distanceTo(playerPosition);
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const raycaster = new THREE.Raycaster(startPos, direction, 0, distance);
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const intersects = raycaster.intersectObjects(window.gameInstance.obstacles, true);
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return intersects.length === 0;
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}
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updateAIState(playerPosition) {
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const currentTime = Date.now();
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const distanceToPlayer = this.mesh.position.distanceTo(playerPosition);
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}
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}
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this.aiState.mode = 'pursue';
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}
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this.aiState.lastStateChange = currentTime;
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}
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}
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if (currentTime - this.pathfinding.lastPathUpdate < this.pathfinding.pathUpdateInterval) {
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return;
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}
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}
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const direction = new THREE.Vector3().subVectors(end, start).normalize();
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const distance = start.distanceTo(end);
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const steps = Math.ceil(distance / 10);
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}
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return points;
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}
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if (this.
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const targetPoint = this.pathfinding.currentPath[0];
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const direction = new THREE.Vector3()
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.subVectors(
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}
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}
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}
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.subVectors(this.mesh.position, playerPosition)
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.normalize();
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return this.mesh.position.clone().add(direction.multiplyScalar(50));
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}
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const
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const
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this.
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this.
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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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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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const pitch = Math.atan2(frontHeight - backHeight, 2);
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const roll = Math.atan2(rightHeight - leftHeight, 2);
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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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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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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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const flameGeometry = new THREE.SphereGeometry(1.0, 8, 8);
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const flameMaterial = new THREE.MeshBasicMaterial({
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color: 0xffa500,
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transparent: true,
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opacity: 0.8
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});
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const flame = new THREE.Mesh(flameGeometry, flameMaterial);
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flame.scale.set(2, 2, 3);
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flashGroup.add(flame);
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});
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for (let i = 0; i < 5; i++) {
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const smoke = new THREE.Mesh(smokeGeometry, smokeMaterial);
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smoke.position.set(
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Math.random() * 1 - 0.5,
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Math.random() * 1 - 0.5,
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-1 - Math.random()
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smoke.scale.set(1.5, 1.5, 1.5);
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flashGroup.add(smoke);
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}
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const meshWorldQuaternion = new THREE.Quaternion();
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this.mesh.getWorldPosition(muzzlePosition);
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this.mesh.getWorldQuaternion(meshWorldQuaternion);
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muzzleOffset.applyQuaternion(meshWorldQuaternion);
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muzzlePosition.add(muzzleOffset);
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this.scene.remove(flashGroup);
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}
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shoot(playerPosition) {
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|
| 1030 |
|
| 1031 |
-
|
| 1032 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1033 |
color: 0xff0000,
|
| 1034 |
-
|
| 1035 |
-
|
| 1036 |
});
|
| 1037 |
-
const bullet = new THREE.Mesh(bulletGeometry, bulletMaterial);
|
| 1038 |
-
|
| 1039 |
-
const muzzleOffset = new THREE.Vector3(0, 0.5, 4);
|
| 1040 |
-
const muzzlePosition = new THREE.Vector3();
|
| 1041 |
-
this.mesh.getWorldPosition(muzzlePosition);
|
| 1042 |
-
muzzleOffset.applyQuaternion(this.mesh.quaternion);
|
| 1043 |
-
muzzlePosition.add(muzzleOffset);
|
| 1044 |
-
|
| 1045 |
-
bullet.position.copy(muzzlePosition);
|
| 1046 |
-
bullet.quaternion.copy(this.mesh.quaternion);
|
| 1047 |
-
|
| 1048 |
-
const direction = new THREE.Vector3()
|
| 1049 |
-
.subVectors(playerPosition, muzzlePosition)
|
| 1050 |
-
.normalize();
|
| 1051 |
-
|
| 1052 |
-
const bulletSpeed = this.type === 'tank' ?
|
| 1053 |
-
ENEMY_CONFIG.BULLET_SPEED :
|
| 1054 |
-
ENEMY_CONFIG.BULLET_SPEED * 0.8;
|
| 1055 |
|
| 1056 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1057 |
|
| 1058 |
-
|
| 1059 |
-
|
| 1060 |
-
|
|
|
|
|
|
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|
|
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|
|
|
|
| 1061 |
transparent: true,
|
| 1062 |
-
opacity: 0.
|
| 1063 |
});
|
|
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|
|
| 1064 |
|
| 1065 |
-
|
| 1066 |
-
|
| 1067 |
-
bullet.
|
|
|
|
|
|
|
| 1068 |
|
| 1069 |
-
|
| 1070 |
-
|
| 1071 |
-
|
|
|
|
| 1072 |
}
|
|
|
|
| 1073 |
|
| 1074 |
-
|
| 1075 |
-
|
| 1076 |
-
|
|
|
|
|
|
|
|
|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
| 1077 |
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1078 |
|
| 1079 |
-
|
| 1080 |
-
|
| 1081 |
-
|
| 1082 |
-
|
| 1083 |
-
|
| 1084 |
-
|
| 1085 |
-
|
| 1086 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1087 |
}
|
| 1088 |
|
| 1089 |
// Particle ν΄λμ€
|
|
|
|
| 570 |
// Enemy ν΄λμ€
|
| 571 |
class Enemy {
|
| 572 |
constructor(scene, position, type = 'tank') {
|
|
|
|
| 573 |
this.scene = scene;
|
| 574 |
this.position = position;
|
| 575 |
this.mesh = null;
|
|
|
|
| 590 |
canSeePlayer: false,
|
| 591 |
lastKnownPlayerPosition: null,
|
| 592 |
searchStartTime: null,
|
| 593 |
+
pathfindingAttempts: 0,
|
| 594 |
+
maxPathfindingAttempts: 5,
|
| 595 |
+
alternativePath: null
|
|
|
|
|
|
|
| 596 |
};
|
| 597 |
|
| 598 |
+
// κ²½λ‘ νμ μμ€ν
|
| 599 |
this.pathfinding = {
|
| 600 |
currentPath: [],
|
| 601 |
pathUpdateInterval: 1000,
|
| 602 |
lastPathUpdate: 0,
|
| 603 |
isAvoidingObstacle: false,
|
| 604 |
avoidanceDirection: null,
|
| 605 |
+
obstacleCheckDistance: 15,
|
| 606 |
+
sensorAngles: [-45, -30, -15, 0, 15, 30, 45],
|
| 607 |
+
sensorDistance: 20,
|
| 608 |
+
alternativeRoutes: []
|
|
|
|
| 609 |
};
|
| 610 |
|
| 611 |
// μ ν¬ μμ€ν
|
|
|
|
| 613 |
minEngagementRange: 30,
|
| 614 |
maxEngagementRange: 150,
|
| 615 |
optimalRange: 80,
|
| 616 |
+
aimThreshold: 0.1,
|
| 617 |
lastShotAccuracy: 0,
|
| 618 |
+
turretRotation: 0,
|
| 619 |
+
targetTurretRotation: 0,
|
| 620 |
+
turretRotationSpeed: 0.05
|
| 621 |
};
|
| 622 |
}
|
| 623 |
|
| 624 |
+
checkLineOfSight(playerPosition) {
|
| 625 |
+
if (!this.mesh) return false;
|
|
|
|
|
|
|
|
|
|
| 626 |
|
| 627 |
+
const startPos = this.mesh.position.clone();
|
| 628 |
+
startPos.y += 2; // ν¬ν λμ΄μμ μμ
|
| 629 |
+
const direction = new THREE.Vector3()
|
| 630 |
+
.subVectors(playerPosition, startPos)
|
| 631 |
+
.normalize();
|
| 632 |
+
const distance = startPos.distanceTo(playerPosition);
|
| 633 |
|
| 634 |
+
const raycaster = new THREE.Raycaster(startPos, direction, 0, distance);
|
| 635 |
+
const intersects = raycaster.intersectObjects(window.gameInstance.obstacles, true);
|
| 636 |
|
| 637 |
+
// μ₯μ λ¬Όκ³Όμ 거리 νμΈ
|
| 638 |
+
if (intersects.length > 0) {
|
| 639 |
+
const obstacleDistance = intersects[0].distance;
|
| 640 |
+
return obstacleDistance > distance; // μ₯μ λ¬Όμ΄ νλ μ΄μ΄λ³΄λ€ λ©λ¦¬ μμΌλ©΄ true
|
| 641 |
+
}
|
|
|
|
|
|
|
|
|
|
| 642 |
|
| 643 |
+
return true; // μ₯μ λ¬Όμ΄ μμΌλ©΄ μμΌκ° ν보λ κ²
|
| 644 |
}
|
| 645 |
|
| 646 |
+
findAlternativePath(playerPosition) {
|
| 647 |
+
if (!this.mesh) return null;
|
|
|
|
| 648 |
|
| 649 |
+
const currentPos = this.mesh.position.clone();
|
| 650 |
+
const possibleRoutes = [];
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 651 |
|
| 652 |
+
// μ¬λ¬ κ°λλ‘ κ²½λ‘ νμ
|
| 653 |
+
for (let angle = 0; angle < 360; angle += 45) {
|
| 654 |
+
const radians = angle * Math.PI / 180;
|
| 655 |
+
const checkDistance = 30; // νμ 거리
|
| 656 |
|
| 657 |
+
const testPoint = new THREE.Vector3(
|
| 658 |
+
currentPos.x + Math.cos(radians) * checkDistance,
|
| 659 |
+
currentPos.y,
|
| 660 |
+
currentPos.z + Math.sin(radians) * checkDistance
|
| 661 |
+
);
|
|
|
|
|
|
|
| 662 |
|
| 663 |
+
// ν΄λΉ μ§μ κΉμ§μ κ²½λ‘ μ₯μ λ¬Ό 체ν¬
|
| 664 |
+
const direction = new THREE.Vector3()
|
| 665 |
+
.subVectors(testPoint, currentPos)
|
| 666 |
+
.normalize();
|
| 667 |
+
const raycaster = new THREE.Raycaster(currentPos, direction, 0, checkDistance);
|
| 668 |
+
const intersects = raycaster.intersectObjects(window.gameInstance.obstacles, true);
|
| 669 |
|
| 670 |
+
if (intersects.length === 0) {
|
| 671 |
+
// ν΄λΉ μ§μ μμ νλ μ΄μ΄κΉμ§μ μμΌ μ²΄ν¬
|
| 672 |
+
const toPlayerDirection = new THREE.Vector3()
|
| 673 |
+
.subVectors(playerPosition, testPoint)
|
| 674 |
+
.normalize();
|
| 675 |
+
const toPlayerRaycaster = new THREE.Raycaster(testPoint, toPlayerDirection);
|
| 676 |
+
const playerIntersects = toPlayerRaycaster.intersectObjects(window.gameInstance.obstacles, true);
|
| 677 |
+
|
| 678 |
+
if (playerIntersects.length === 0) {
|
| 679 |
+
possibleRoutes.push({
|
| 680 |
+
point: testPoint,
|
| 681 |
+
distance: testPoint.distanceTo(playerPosition)
|
| 682 |
+
});
|
| 683 |
+
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 684 |
}
|
| 685 |
}
|
| 686 |
|
| 687 |
+
// κ°μ₯ ν¨μ¨μ μΈ κ²½λ‘ μ ν
|
| 688 |
+
if (possibleRoutes.length > 0) {
|
| 689 |
+
possibleRoutes.sort((a, b) => a.distance - b.distance);
|
| 690 |
+
return possibleRoutes[0].point;
|
| 691 |
+
}
|
| 692 |
|
| 693 |
+
return null;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 694 |
}
|
| 695 |
|
|
|
|
| 696 |
update(playerPosition) {
|
| 697 |
if (!this.mesh || !this.isLoaded) return;
|
| 698 |
|
| 699 |
+
const currentTime = Date.now();
|
| 700 |
+
const distanceToPlayer = this.mesh.position.distanceTo(playerPosition);
|
| 701 |
|
| 702 |
+
// μμΌ μ²΄ν¬
|
| 703 |
+
if (currentTime - this.aiState.lastVisibilityCheck > this.aiState.visibilityCheckInterval) {
|
| 704 |
+
this.aiState.canSeePlayer = this.checkLineOfSight(playerPosition);
|
| 705 |
+
this.aiState.lastVisibilityCheck = currentTime;
|
| 706 |
+
|
| 707 |
+
if (this.aiState.canSeePlayer) {
|
| 708 |
+
this.aiState.lastKnownPlayerPosition = playerPosition.clone();
|
| 709 |
+
this.aiState.pathfindingAttempts = 0;
|
| 710 |
+
this.aiState.alternativePath = null;
|
| 711 |
+
}
|
| 712 |
}
|
| 713 |
|
| 714 |
+
// AI μν μ
λ°μ΄νΈ
|
| 715 |
+
if (currentTime - this.aiState.lastStateChange > this.aiState.stateChangeCooldown) {
|
| 716 |
+
if (!this.aiState.canSeePlayer) {
|
| 717 |
+
if (!this.aiState.alternativePath) {
|
| 718 |
+
this.aiState.alternativePath = this.findAlternativePath(playerPosition);
|
| 719 |
+
this.aiState.pathfindingAttempts++;
|
| 720 |
+
}
|
| 721 |
} else {
|
| 722 |
+
if (distanceToPlayer < this.combat.minEngagementRange) {
|
| 723 |
+
this.aiState.mode = 'retreat';
|
| 724 |
+
} else if (distanceToPlayer > this.combat.maxEngagementRange) {
|
| 725 |
+
this.aiState.mode = 'pursue';
|
| 726 |
+
} else {
|
| 727 |
+
this.aiState.mode = 'engage';
|
| 728 |
+
}
|
| 729 |
}
|
| 730 |
+
this.aiState.lastStateChange = currentTime;
|
| 731 |
+
}
|
| 732 |
+
|
| 733 |
+
// μ΄λ λ° μ ν¬ λ‘μ§
|
| 734 |
+
if (this.aiState.canSeePlayer) {
|
| 735 |
+
// μ μμ μΈ μ ν¬ νλ
|
| 736 |
switch (this.aiState.mode) {
|
| 737 |
case 'pursue':
|
| 738 |
+
this.moveTowards(playerPosition);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 739 |
break;
|
| 740 |
case 'retreat':
|
| 741 |
+
this.moveAway(playerPosition);
|
|
|
|
|
|
|
| 742 |
break;
|
| 743 |
+
case 'engage':
|
| 744 |
+
this.engageTarget(playerPosition);
|
| 745 |
+
break;
|
| 746 |
+
}
|
| 747 |
+
} else {
|
| 748 |
+
// μ°ν κ²½λ‘λ‘ μ΄λ
|
| 749 |
+
if (this.aiState.alternativePath) {
|
| 750 |
+
this.moveTowards(this.aiState.alternativePath);
|
| 751 |
+
if (this.mesh.position.distanceTo(this.aiState.alternativePath) < 5) {
|
| 752 |
+
this.aiState.alternativePath = null;
|
| 753 |
+
}
|
| 754 |
+
} else if (this.aiState.pathfindingAttempts < this.aiState.maxPathfindingAttempts) {
|
| 755 |
+
this.aiState.alternativePath = this.findAlternativePath(playerPosition);
|
| 756 |
+
this.aiState.pathfindingAttempts++;
|
| 757 |
}
|
| 758 |
}
|
| 759 |
|
| 760 |
+
// ν¬ν νμ μ
λ°μ΄νΈ
|
| 761 |
+
this.updateTurretRotation(playerPosition);
|
|
|
|
|
|
|
|
|
|
| 762 |
|
| 763 |
+
// λ°μ¬ κ°λ₯ μ¬λΆ νμΈ λ° λ°μ¬
|
| 764 |
if (this.canShoot(playerPosition)) {
|
| 765 |
this.shoot(playerPosition);
|
| 766 |
}
|
| 767 |
|
| 768 |
// μ΄μ μ
λ°μ΄νΈ
|
| 769 |
this.updateBullets();
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 770 |
}
|
| 771 |
|
| 772 |
+
moveTowards(target) {
|
| 773 |
+
if (!this.mesh) return;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 774 |
|
| 775 |
+
const direction = new THREE.Vector3()
|
| 776 |
+
.subVectors(target, this.mesh.position)
|
| 777 |
+
.normalize();
|
| 778 |
|
| 779 |
+
// μ₯μ λ¬Ό κ°μ§
|
| 780 |
+
const obstacles = this.detectObstacles();
|
| 781 |
+
if (obstacles.length > 0) {
|
| 782 |
+
// ννΌ λ°©ν₯ κ³μ°
|
| 783 |
+
const avoidanceDirection = this.calculateAvoidanceDirection(obstacles);
|
| 784 |
+
if (avoidanceDirection) {
|
| 785 |
+
direction.add(avoidanceDirection).normalize();
|
| 786 |
}
|
| 787 |
}
|
| 788 |
|
| 789 |
+
// μ΄λ μ μ©
|
| 790 |
+
this.mesh.position.add(direction.multiplyScalar(this.moveSpeed));
|
| 791 |
+
|
| 792 |
+
// μ΄λ λ°©ν₯μΌλ‘ 차체 νμ
|
| 793 |
+
const targetRotation = Math.atan2(direction.x, direction.z);
|
| 794 |
+
this.mesh.rotation.y = this.smoothRotation(this.mesh.rotation.y, targetRotation, 0.1);
|
|
|
|
|
|
|
|
|
|
|
|
|
| 795 |
}
|
| 796 |
|
| 797 |
+
moveAway(target) {
|
| 798 |
+
if (!this.mesh) return;
|
|
|
|
|
|
|
|
|
|
| 799 |
|
| 800 |
+
const direction = new THREE.Vector3()
|
| 801 |
+
.subVectors(this.mesh.position, target)
|
| 802 |
+
.normalize();
|
| 803 |
+
this.mesh.position.add(direction.multiplyScalar(this.moveSpeed));
|
| 804 |
}
|
| 805 |
|
| 806 |
+
engageTarget(playerPosition) {
|
| 807 |
+
if (!this.mesh) return;
|
|
|
|
|
|
|
|
|
|
| 808 |
|
| 809 |
+
// μ΅μ μ ν¬ κ±°λ¦¬ μ μ§
|
| 810 |
+
const distanceToPlayer = this.mesh.position.distanceTo(playerPosition);
|
| 811 |
+
const optimalRange = this.combat.optimalRange;
|
| 812 |
+
|
| 813 |
+
if (Math.abs(distanceToPlayer - optimalRange) > 5) {
|
| 814 |
+
if (distanceToPlayer < optimalRange) {
|
| 815 |
+
this.moveAway(playerPosition);
|
| 816 |
+
} else {
|
| 817 |
+
this.moveTowards(playerPosition);
|
| 818 |
+
}
|
| 819 |
}
|
|
|
|
|
|
|
| 820 |
}
|
| 821 |
|
| 822 |
+
updateTurretRotation(playerPosition) {
|
| 823 |
+
if (!this.mesh) return;
|
| 824 |
|
|
|
|
| 825 |
const direction = new THREE.Vector3()
|
| 826 |
+
.subVectors(playerPosition, this.mesh.position);
|
| 827 |
+
this.combat.targetTurretRotation = Math.atan2(direction.x, direction.z);
|
| 828 |
+
|
| 829 |
+
// λΆλλ¬μ΄ ν¬ν νμ
|
| 830 |
+
this.combat.turretRotation = this.smoothRotation(
|
| 831 |
+
this.combat.turretRotation,
|
| 832 |
+
this.combat.targetTurretRotation,
|
| 833 |
+
this.combat.turretRotationSpeed
|
| 834 |
+
);
|
| 835 |
|
| 836 |
+
// ν¬ν λ©μκ° μλ€λ©΄ νμ μ μ©
|
| 837 |
+
if (this.mesh.getObjectByName('turret')) {
|
| 838 |
+
this.mesh.getObjectByName('turret').rotation.y = this.combat.turretRotation;
|
| 839 |
}
|
| 840 |
}
|
| 841 |
|
| 842 |
+
smoothRotation(current, target, speed) {
|
| 843 |
+
let difference = target - current;
|
| 844 |
+
|
| 845 |
+
// κ°λ μ°¨μ΄λ₯Ό -PIμμ PI μ¬μ΄λ‘ μ κ·ν
|
| 846 |
+
while (difference > Math.PI) difference -= Math.PI * 2;
|
| 847 |
+
while (difference < -Math.PI) difference += Math.PI * 2;
|
| 848 |
+
|
| 849 |
+
return current + difference * speed;
|
| 850 |
}
|
| 851 |
|
| 852 |
+
canShoot(playerPosition) {
|
| 853 |
+
if (!this.mesh) return false;
|
|
|
|
|
|
|
|
|
|
|
|
|
| 854 |
|
| 855 |
+
const currentTime = Date.now();
|
| 856 |
+
const timeSinceLastShot = currentTime - this.lastAttackTime;
|
| 857 |
+
const distanceToPlayer = this.mesh.position.distanceTo(playerPosition);
|
| 858 |
+
|
| 859 |
+
return (
|
| 860 |
+
this.aiState.canSeePlayer &&
|
| 861 |
+
timeSinceLastShot >= ENEMY_CONFIG.ATTACK_INTERVAL &&
|
| 862 |
+
distanceToPlayer <= this.combat.maxEngagementRange &&
|
| 863 |
+
distanceToPlayer >= this.combat.minEngagementRange &&
|
| 864 |
+
Math.abs(this.combat.turretRotation - this.combat.targetTurretRotation) < this.combat.aimThreshold
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 865 |
);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 866 |
}
|
| 867 |
|
| 868 |
+
detectObstacles() {
|
| 869 |
+
const obstacles = [];
|
| 870 |
+
const position = this.mesh.position.clone();
|
| 871 |
+
position.y += 1;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 872 |
|
| 873 |
+
this.pathfinding.sensorAngles.forEach(angle => {
|
| 874 |
+
const direction = new THREE.Vector3(0, 0, 1)
|
| 875 |
+
.applyAxisAngle(new THREE.Vector3(0, 1, 0), angle * Math.PI / 180)
|
| 876 |
+
.applyQuaternion(this.mesh.quaternion);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 877 |
|
| 878 |
+
const raycaster = new THREE.Raycaster(position, direction, 0, this.pathfinding.sensorDistance);
|
| 879 |
+
const intersects = raycaster.intersectObjects(window.gameInstance.obstacles, true);
|
| 880 |
+
|
| 881 |
+
if (intersects.length > 0) {
|
| 882 |
+
obstacles.push({
|
| 883 |
+
angle: angle,
|
| 884 |
+
distance: intersects[0].distance,
|
| 885 |
+
point: intersects[0].point
|
| 886 |
+
});
|
| 887 |
+
}
|
| 888 |
});
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 889 |
|
| 890 |
+
return obstacles;
|
| 891 |
+
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 892 |
|
| 893 |
+
calculateAvoidanceDirection(obstacles) {
|
| 894 |
+
if (obstacles.length === 0) return null;
|
| 895 |
|
| 896 |
+
const avoidanceVector = new THREE.Vector3();
|
| 897 |
+
obstacles.forEach(obstacle => {
|
| 898 |
+
const avoidDir = new THREE.Vector3()
|
| 899 |
+
.subVectors(this.mesh.position, obstacle.point)
|
| 900 |
+
.normalize()
|
| 901 |
+
.multiplyScalar(1 / obstacle.distance);
|
| 902 |
+
avoidanceVector.add(avoidDir);
|
| 903 |
+
});
|
| 904 |
|
| 905 |
+
return avoidanceVector.normalize();
|
|
|
|
|
|
|
| 906 |
}
|
| 907 |
|
| 908 |
shoot(playerPosition) {
|
| 909 |
+
const currentTime = Date.now();
|
| 910 |
+
const attackInterval = this.type === 'tank' ?
|
| 911 |
+
ENEMY_CONFIG.ATTACK_INTERVAL :
|
| 912 |
+
ENEMY_CONFIG.ATTACK_INTERVAL * 1.5;
|
| 913 |
+
|
| 914 |
+
if (currentTime - this.lastAttackTime < attackInterval) return;
|
| 915 |
+
|
| 916 |
+
this.createMuzzleFlash();
|
| 917 |
|
| 918 |
+
const enemyFireSound = new Audio('sounds/mbtfire5.ogg');
|
| 919 |
+
enemyFireSound.volume = 0.3;
|
| 920 |
+
enemyFireSound.play();
|
| 921 |
|
| 922 |
+
const bulletGeometry = new THREE.CylinderGeometry(0.2, 0.2, 2, 8);
|
| 923 |
+
const bulletMaterial = new THREE.MeshBasicMaterial({
|
| 924 |
+
color: 0xff0000,
|
| 925 |
+
emissive: 0xff0000,
|
| 926 |
+
emissiveIntensity: 0.5
|
| 927 |
+
});
|
| 928 |
+
const bullet = new THREE.Mesh(bulletGeometry, bulletMaterial);
|
| 929 |
|
| 930 |
+
const muzzleOffset = new THREE.Vector3(0, 0.5, 4);
|
| 931 |
+
const muzzlePosition = new THREE.Vector3();
|
| 932 |
+
this.mesh.getWorldPosition(muzzlePosition);
|
| 933 |
+
muzzleOffset.applyQuaternion(this.mesh.quaternion);
|
| 934 |
+
muzzlePosition.add(muzzleOffset);
|
| 935 |
+
|
| 936 |
+
bullet.position.copy(muzzlePosition);
|
| 937 |
+
bullet.quaternion.copy(this.mesh.quaternion);
|
| 938 |
+
|
| 939 |
+
const direction = new THREE.Vector3()
|
| 940 |
+
.subVectors(playerPosition, muzzlePosition)
|
| 941 |
+
.normalize();
|
| 942 |
+
|
| 943 |
+
const bulletSpeed = this.type === 'tank' ?
|
| 944 |
+
ENEMY_CONFIG.BULLET_SPEED :
|
| 945 |
+
ENEMY_CONFIG.BULLET_SPEED * 0.8;
|
| 946 |
+
|
| 947 |
+
bullet.velocity = direction.multiplyScalar(bulletSpeed);
|
| 948 |
+
|
| 949 |
+
const trailGeometry = new THREE.CylinderGeometry(0.1, 0.1, 1, 8);
|
| 950 |
+
const trailMaterial = new THREE.MeshBasicMaterial({
|
| 951 |
+
color: 0xff4444,
|
| 952 |
+
transparent: true,
|
| 953 |
+
opacity: 0.5
|
| 954 |
+
});
|
| 955 |
+
|
| 956 |
+
const trail = new THREE.Mesh(trailGeometry, trailMaterial);
|
| 957 |
+
trail.position.z = -1;
|
| 958 |
+
bullet.add(trail);
|
| 959 |
+
|
| 960 |
+
this.scene.add(bullet);
|
| 961 |
+
this.bullets.push(bullet);
|
| 962 |
+
this.lastAttackTime = currentTime;
|
| 963 |
+
}
|
| 964 |
|
| 965 |
+
takeDamage(damage) {
|
| 966 |
+
this.health -= damage;
|
| 967 |
+
|
| 968 |
+
// νΌκ²© ν¨κ³Ό μμ±
|
| 969 |
+
if (this.mesh) {
|
| 970 |
+
const flashMaterial = new THREE.MeshBasicMaterial({
|
| 971 |
color: 0xff0000,
|
| 972 |
+
transparent: true,
|
| 973 |
+
opacity: 0.5
|
| 974 |
});
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 975 |
|
| 976 |
+
this.mesh.traverse((child) => {
|
| 977 |
+
if (child.isMesh) {
|
| 978 |
+
child.originalMaterial = child.material;
|
| 979 |
+
child.material = flashMaterial;
|
| 980 |
+
}
|
| 981 |
+
});
|
| 982 |
|
| 983 |
+
// 0.1μ΄ ν μλ μ¬μ§λ‘ 볡ꡬ
|
| 984 |
+
setTimeout(() => {
|
| 985 |
+
this.mesh.traverse((child) => {
|
| 986 |
+
if (child.isMesh && child.originalMaterial) {
|
| 987 |
+
child.material = child.originalMaterial;
|
| 988 |
+
}
|
| 989 |
+
});
|
| 990 |
+
}, 100);
|
| 991 |
+
}
|
| 992 |
+
|
| 993 |
+
return this.health <= 0;
|
| 994 |
+
}
|
| 995 |
+
|
| 996 |
+
destroy() {
|
| 997 |
+
if (this.mesh) {
|
| 998 |
+
// νλ° ν¨κ³Ό μμ±
|
| 999 |
+
const explosionGeometry = new THREE.SphereGeometry(2, 32, 32);
|
| 1000 |
+
const explosionMaterial = new THREE.MeshBasicMaterial({
|
| 1001 |
+
color: 0xff4500,
|
| 1002 |
transparent: true,
|
| 1003 |
+
opacity: 0.8
|
| 1004 |
});
|
| 1005 |
+
const explosion = new THREE.Mesh(explosionGeometry, explosionMaterial);
|
| 1006 |
+
explosion.position.copy(this.mesh.position);
|
| 1007 |
+
this.scene.add(explosion);
|
| 1008 |
+
|
| 1009 |
+
// νλ° νν°ν΄ μμ±
|
| 1010 |
+
for (let i = 0; i < 20; i++) {
|
| 1011 |
+
const particleGeometry = new THREE.SphereGeometry(0.2, 8, 8);
|
| 1012 |
+
const particleMaterial = new THREE.MeshBasicMaterial({
|
| 1013 |
+
color: Math.random() < 0.5 ? 0xff4500 : 0xff8c00,
|
| 1014 |
+
transparent: true,
|
| 1015 |
+
opacity: 1
|
| 1016 |
+
});
|
| 1017 |
+
const particle = new THREE.Mesh(particleGeometry, particleMaterial);
|
| 1018 |
+
particle.position.copy(this.mesh.position);
|
| 1019 |
+
|
| 1020 |
+
// λλ€ λ°©ν₯μΌλ‘ νμ΄λκ°λ ν¨κ³Ό
|
| 1021 |
+
const angle = Math.random() * Math.PI * 2;
|
| 1022 |
+
const speed = Math.random() * 0.5 + 0.5;
|
| 1023 |
+
particle.velocity = new THREE.Vector3(
|
| 1024 |
+
Math.cos(angle) * speed,
|
| 1025 |
+
Math.random() * speed,
|
| 1026 |
+
Math.sin(angle) * speed
|
| 1027 |
+
);
|
| 1028 |
+
|
| 1029 |
+
this.scene.add(particle);
|
| 1030 |
+
window.gameInstance.particles.push({
|
| 1031 |
+
mesh: particle,
|
| 1032 |
+
velocity: particle.velocity,
|
| 1033 |
+
life: Math.random() * 60 + 60
|
| 1034 |
+
});
|
| 1035 |
+
}
|
| 1036 |
+
|
| 1037 |
+
// νλ°μ μ¬μ
|
| 1038 |
+
const explosionSound = new Audio('sounds/explosion.ogg');
|
| 1039 |
+
explosionSound.volume = 0.4;
|
| 1040 |
+
explosionSound.play();
|
| 1041 |
|
| 1042 |
+
// λ©μμ μ΄μ μ κ±°
|
| 1043 |
+
this.scene.remove(this.mesh);
|
| 1044 |
+
this.bullets.forEach(bullet => this.scene.remove(bullet));
|
| 1045 |
+
this.bullets = [];
|
| 1046 |
+
this.isLoaded = false;
|
| 1047 |
|
| 1048 |
+
// 0.5μ΄ ν νλ° ν¨κ³Ό μ κ±°
|
| 1049 |
+
setTimeout(() => {
|
| 1050 |
+
this.scene.remove(explosion);
|
| 1051 |
+
}, 500);
|
| 1052 |
}
|
| 1053 |
+
}
|
| 1054 |
|
| 1055 |
+
// μΆκ° μ νΈλ¦¬ν° λ©μλλ€
|
| 1056 |
+
createMuzzleFlash() {
|
| 1057 |
+
if (!this.mesh) return;
|
| 1058 |
+
|
| 1059 |
+
const flashGroup = new THREE.Group();
|
| 1060 |
+
|
| 1061 |
+
const flameGeometry = new THREE.SphereGeometry(0.5, 8, 8);
|
| 1062 |
+
const flameMaterial = new THREE.MeshBasicMaterial({
|
| 1063 |
+
color: 0xffa500,
|
| 1064 |
+
transparent: true,
|
| 1065 |
+
opacity: 0.8
|
| 1066 |
+
});
|
| 1067 |
+
const flame = new THREE.Mesh(flameGeometry, flameMaterial);
|
| 1068 |
+
flashGroup.add(flame);
|
| 1069 |
+
|
| 1070 |
+
const smokeGeometry = new THREE.SphereGeometry(0.3, 8, 8);
|
| 1071 |
+
const smokeMaterial = new THREE.MeshBasicMaterial({
|
| 1072 |
+
color: 0x555555,
|
| 1073 |
+
transparent: true,
|
| 1074 |
+
opacity: 0.5
|
| 1075 |
+
});
|
| 1076 |
+
|
| 1077 |
+
for (let i = 0; i < 3; i++) {
|
| 1078 |
+
const smoke = new THREE.Mesh(smokeGeometry, smokeMaterial);
|
| 1079 |
+
smoke.position.z = -0.5 - Math.random();
|
| 1080 |
+
flashGroup.add(smoke);
|
| 1081 |
}
|
| 1082 |
+
|
| 1083 |
+
const muzzleOffset = new THREE.Vector3(0, 0.5, 4);
|
| 1084 |
+
const muzzlePosition = new THREE.Vector3();
|
| 1085 |
+
this.mesh.getWorldPosition(muzzlePosition);
|
| 1086 |
+
muzzleOffset.applyQuaternion(this.mesh.quaternion);
|
| 1087 |
+
muzzlePosition.add(muzzleOffset);
|
| 1088 |
+
|
| 1089 |
+
flashGroup.position.copy(muzzlePosition);
|
| 1090 |
+
flashGroup.quaternion.copy(this.mesh.quaternion);
|
| 1091 |
+
|
| 1092 |
+
this.scene.add(flashGroup);
|
| 1093 |
+
|
| 1094 |
+
setTimeout(() => {
|
| 1095 |
+
this.scene.remove(flashGroup);
|
| 1096 |
+
}, 100);
|
| 1097 |
+
}
|
| 1098 |
|
| 1099 |
+
checkLineOfSight(playerPosition) {
|
| 1100 |
+
if (!this.mesh) return false;
|
| 1101 |
+
|
| 1102 |
+
const startPos = this.mesh.position.clone();
|
| 1103 |
+
startPos.y += 1;
|
| 1104 |
+
const direction = new THREE.Vector3()
|
| 1105 |
+
.subVectors(playerPosition, startPos)
|
| 1106 |
+
.normalize();
|
| 1107 |
+
|
| 1108 |
+
const raycaster = new THREE.Raycaster(startPos, direction);
|
| 1109 |
+
const intersects = raycaster.intersectObjects(window.gameInstance.obstacles, true);
|
| 1110 |
+
|
| 1111 |
+
return intersects.length === 0;
|
| 1112 |
+
}
|
| 1113 |
}
|
| 1114 |
|
| 1115 |
// Particle ν΄λμ€
|