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import * as THREE from 'three';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
// ๊ฒŒ์ž„ ์ƒ์ˆ˜
const GAME_CONSTANTS = {
MISSION_DURATION: 180,
MAP_SIZE: 15000,
MAX_ALTITUDE: 12000,
MIN_ALTITUDE: 100,
MAX_SPEED: 800,
STALL_SPEED: 120,
GRAVITY: 9.8,
MOUSE_SENSITIVITY: 0.001,
MAX_G_FORCE: 12.0,
ENEMY_COUNT: 4,
MISSILE_COUNT: 6,
AMMO_COUNT: 300
};
// ์ „ํˆฌ๊ธฐ ํด๋ž˜์Šค
class Fighter {
constructor() {
this.mesh = null;
this.isLoaded = false;
// ๋ฌผ๋ฆฌ ์†์„ฑ
this.position = new THREE.Vector3(0, 2000, 0);
this.velocity = new THREE.Vector3(0, 0, 150);
this.acceleration = new THREE.Vector3(0, 0, 0);
this.rotation = new THREE.Euler(0, 0, 0);
// ๋น„ํ–‰ ์ œ์–ด
this.baseSpeed = 150;
this.throttle = 0.5;
this.speed = 150;
this.altitude = 2000;
this.gForce = 1.0;
this.health = 100;
// ์กฐ์ข… ์ž…๋ ฅ ์‹œ์Šคํ…œ
this.pitchInput = 0;
this.rollInput = 0;
this.yawInput = 0;
// ๋งˆ์šฐ์Šค ๋ˆ„์  ์ž…๋ ฅ
this.mousePitch = 0;
this.mouseRoll = 0;
// ๋ถ€๋“œ๋Ÿฌ์šด ํšŒ์ „์„ ์œ„ํ•œ ๋ชฉํ‘œ๊ฐ’
this.targetPitch = 0;
this.targetRoll = 0;
this.targetYaw = 0;
// ๋ฌด๊ธฐ
this.missiles = GAME_CONSTANTS.MISSILE_COUNT;
this.ammo = GAME_CONSTANTS.AMMO_COUNT;
this.bullets = [];
this.lastShootTime = 0;
// ์นด๋ฉ”๋ผ ์„ค์ •
this.cameraDistance = 250;
this.cameraHeight = 45;
this.cameraLag = 0.1;
}
async initialize(scene, loader) {
try {
const result = await loader.loadAsync('models/f-15.glb');
this.mesh = result.scene;
this.mesh.position.copy(this.position);
this.mesh.scale.set(2, 2, 2);
// ๋ชจ๋ธ ๋ฐฉํ–ฅ ์กฐ์ • (45๋„ ํšŒ์ „)
this.mesh.rotation.y = Math.PI / 4; // 45๋„ ํšŒ์ „
// ๊ทธ๋ฆผ์ž ์„ค์ •
this.mesh.traverse((child) => {
if (child.isMesh) {
child.castShadow = true;
child.receiveShadow = true;
}
});
scene.add(this.mesh);
this.isLoaded = true;
console.log('F-15 ์ „ํˆฌ๊ธฐ ๋กœ๋”ฉ ์™„๋ฃŒ');
} catch (error) {
console.error('F-15 ๋ชจ๋ธ ๋กœ๋”ฉ ์‹คํŒจ:', error);
this.createFallbackModel(scene);
}
}
createFallbackModel(scene) {
const group = new THREE.Group();
// ๋™์ฒด - Z์ถ• ๋ฐฉํ–ฅ์œผ๋กœ ์ƒ์„ฑํ•˜์—ฌ ์•ž์„ ํ–ฅํ•˜๊ฒŒ ํ•จ
const fuselageGeometry = new THREE.CylinderGeometry(0.8, 1.5, 12, 8);
const fuselageMaterial = new THREE.MeshLambertMaterial({ color: 0x606060 });
const fuselage = new THREE.Mesh(fuselageGeometry, fuselageMaterial);
fuselage.rotation.x = Math.PI / 2; // X์ถ•์œผ๋กœ 90๋„ ํšŒ์ „ํ•˜์—ฌ ๋จธ๋ฆฌ๊ฐ€ ์•ž์„ ํ–ฅํ•˜๊ฒŒ ํ•จ
group.add(fuselage);
// ์ฃผ์ต
const wingGeometry = new THREE.BoxGeometry(16, 0.3, 4);
const wingMaterial = new THREE.MeshLambertMaterial({ color: 0x404040 });
const wings = new THREE.Mesh(wingGeometry, wingMaterial);
wings.position.z = -1;
group.add(wings);
// ์ˆ˜์ง ์•ˆ์ •ํŒ
const tailGeometry = new THREE.BoxGeometry(0.3, 4, 3);
const tailMaterial = new THREE.MeshLambertMaterial({ color: 0x404040 });
const tail = new THREE.Mesh(tailGeometry, tailMaterial);
tail.position.z = -5;
tail.position.y = 1.5;
group.add(tail);
// ์ˆ˜ํ‰ ์•ˆ์ •ํŒ
const horizontalTailGeometry = new THREE.BoxGeometry(6, 0.2, 2);
const horizontalTail = new THREE.Mesh(horizontalTailGeometry, tailMaterial);
horizontalTail.position.z = -5;
horizontalTail.position.y = 0.5;
group.add(horizontalTail);
this.mesh = group;
this.mesh.position.copy(this.position);
this.mesh.scale.set(2, 2, 2);
scene.add(this.mesh);
this.isLoaded = true;
console.log('Fallback ์ „ํˆฌ๊ธฐ ๋ชจ๋ธ ์ƒ์„ฑ ์™„๋ฃŒ');
}
updateMouseInput(deltaX, deltaY) {
this.mouseRoll += deltaX * GAME_CONSTANTS.MOUSE_SENSITIVITY;
this.mousePitch += deltaY * GAME_CONSTANTS.MOUSE_SENSITIVITY;
this.mouseRoll = Math.max(-1, Math.min(1, this.mouseRoll));
this.mousePitch = Math.max(-1, Math.min(1, this.mousePitch));
}
updateControls(keys, deltaTime) {
if (keys.w) {
this.throttle = Math.min(1.0, this.throttle + deltaTime * 0.8);
}
if (keys.s) {
this.throttle = Math.max(0.1, this.throttle - deltaTime * 0.8);
}
this.yawInput = 0;
if (keys.a) this.yawInput = -0.5;
if (keys.d) this.yawInput = 0.5;
this.pitchInput = this.mousePitch;
this.rollInput = this.mouseRoll;
const maxPitchAngle = Math.PI / 6;
const maxRollAngle = Math.PI / 4;
this.targetPitch = this.pitchInput * maxPitchAngle;
this.targetRoll = this.rollInput * maxRollAngle;
this.targetYaw += this.yawInput * deltaTime * 1.5;
this.mouseRoll *= 0.95;
this.mousePitch *= 0.95;
}
updatePhysics(deltaTime) {
if (!this.mesh) return;
const rotationSpeed = deltaTime * 3.0;
this.rotation.x = THREE.MathUtils.lerp(this.rotation.x, this.targetPitch, rotationSpeed);
this.rotation.y = THREE.MathUtils.lerp(this.rotation.y, this.targetYaw, rotationSpeed);
this.rotation.z = THREE.MathUtils.lerp(this.rotation.z, this.targetRoll, rotationSpeed);
const minSpeed = 100;
const maxSpeed = 300;
const targetSpeed = minSpeed + (maxSpeed - minSpeed) * this.throttle;
this.speed = THREE.MathUtils.lerp(this.speed, targetSpeed, deltaTime * 2);
const forward = new THREE.Vector3(0, 0, 1);
forward.applyEuler(this.rotation);
this.velocity = forward.multiplyScalar(this.speed);
this.position.add(this.velocity.clone().multiplyScalar(deltaTime));
if (this.position.y < GAME_CONSTANTS.MIN_ALTITUDE) {
this.position.y = GAME_CONSTANTS.MIN_ALTITUDE;
if (this.velocity.y < 0) this.velocity.y = 0;
}
if (this.position.y > GAME_CONSTANTS.MAX_ALTITUDE) {
this.position.y = GAME_CONSTANTS.MAX_ALTITUDE;
if (this.velocity.y > 0) this.velocity.y = 0;
}
const mapLimit = GAME_CONSTANTS.MAP_SIZE / 2;
if (this.position.x > mapLimit) this.position.x = -mapLimit;
if (this.position.x < -mapLimit) this.position.x = mapLimit;
if (this.position.z > mapLimit) this.position.z = -mapLimit;
if (this.position.z < -mapLimit) this.position.z = mapLimit;
// ๋ฉ”์‹œ ์—…๋ฐ์ดํŠธ ์‹œ ๋ฌผ๋ฆฌ ํšŒ์ „๊ณผ ๋ชจ๋ธ ํšŒ์ „์„ ์กฐํ•ฉ
this.mesh.position.copy(this.position);
// ๋ชจ๋ธ์˜ ๊ธฐ๋ณธ ํšŒ์ „(270๋„)์— ๋ฌผ๋ฆฌ ํšŒ์ „์„ ๋”ํ•จ
this.mesh.rotation.x = this.rotation.x;
this.mesh.rotation.y = this.rotation.y + 3 * Math.PI / 2; // ๊ธฐ๋ณธ 270๋„ ํšŒ์ „ ์œ ์ง€
this.mesh.rotation.z = this.rotation.z;
this.altitude = this.position.y;
const rotationIntensity = Math.abs(this.targetPitch) + Math.abs(this.targetRoll);
this.gForce = 1.0 + rotationIntensity * 3;
}
shoot(scene) {
const currentTime = Date.now();
if (currentTime - this.lastShootTime < 100 || this.ammo <= 0) return;
this.lastShootTime = currentTime;
this.ammo--;
const bulletGeometry = new THREE.SphereGeometry(0.2);
const bulletMaterial = new THREE.MeshBasicMaterial({
color: 0xffff00,
emissive: 0xffff00,
emissiveIntensity: 0.7
});
const bullet = new THREE.Mesh(bulletGeometry, bulletMaterial);
// ์ด๊ตฌ ์œ„์น˜ ๊ณ„์‚ฐ (์ „ํˆฌ๊ธฐ ์•ž์ชฝ)
const muzzleOffset = new THREE.Vector3(0, 0, 8);
muzzleOffset.applyEuler(this.rotation);
bullet.position.copy(this.position).add(muzzleOffset);
const bulletSpeed = 1000;
const direction = new THREE.Vector3(0, 0, 1);
direction.applyEuler(this.rotation);
bullet.velocity = direction.multiplyScalar(bulletSpeed).add(this.velocity);
scene.add(bullet);
this.bullets.push(bullet);
// ๋ฐœ์‚ฌ์Œ (์—๋Ÿฌ ๋ฐฉ์ง€)
try {
const audio = new Audio('sounds/gunfire.ogg');
if (audio) {
audio.volume = 0.3;
audio.play().catch(e => console.log('Gunfire sound failed to play'));
}
} catch (e) {
// ์กฐ์šฉํžˆ ๋ฌด์‹œ
}
}
updateBullets(scene, deltaTime) {
for (let i = this.bullets.length - 1; i >= 0; i--) {
const bullet = this.bullets[i];
bullet.position.add(bullet.velocity.clone().multiplyScalar(deltaTime));
if (bullet.position.distanceTo(this.position) > 8000 ||
bullet.position.y < 0 ||
bullet.position.y > GAME_CONSTANTS.MAX_ALTITUDE + 500) {
scene.remove(bullet);
this.bullets.splice(i, 1);
}
}
}
takeDamage(damage) {
this.health -= damage;
return this.health <= 0;
}
// ์ˆ˜์ •๋œ ์นด๋ฉ”๋ผ ์œ„์น˜ ๊ณ„์‚ฐ (์›Œ์ฌ๋” ์Šคํƒ€์ผ)
getCameraPosition() {
// ์ „ํˆฌ๊ธฐ์˜ ํ˜„์žฌ ํšŒ์ „์„ ๊ณ ๋ คํ•œ ๋’ค์ชฝ ๋ฐฉํ–ฅ ๊ณ„์‚ฐ
const backward = new THREE.Vector3(0, 0, -1);
backward.applyEuler(this.rotation);
// ์›”๋“œ ์ขŒํ‘œ๊ณ„์˜ ์œ„์ชฝ ๋ฐฉํ–ฅ (์ „ํˆฌ๊ธฐ ํšŒ์ „์— ์˜ํ–ฅ๋ฐ›์ง€ ์•Š์Œ)
const worldUp = new THREE.Vector3(0, 1, 0);
// ์นด๋ฉ”๋ผ ์œ„์น˜ = ์ „ํˆฌ๊ธฐ ์œ„์น˜ + (๋’ค์ชฝ ๋ฐฉํ–ฅ * ๊ฑฐ๋ฆฌ) + (์›”๋“œ ์œ„์ชฝ * ๋†’์ด)
const cameraPos = this.position.clone()
.add(backward.multiplyScalar(this.cameraDistance))
.add(worldUp.multiplyScalar(this.cameraHeight));
return cameraPos;
}
getCameraTarget() {
// ์ „ํˆฌ๊ธฐ๊ฐ€ ํ–ฅํ•˜๋Š” ๋ฐฉํ–ฅ์˜ ์•ž์ชฝ์„ ๋ฐ”๋ผ๋ณด๋„๋ก ์„ค์ •
const forward = new THREE.Vector3(0, 0, 1);
forward.applyEuler(this.rotation);
// ์ „ํˆฌ๊ธฐ ์œ„์น˜์—์„œ ์•ž์ชฝ ๋ฐฉํ–ฅ์œผ๋กœ ์ผ์ • ๊ฑฐ๋ฆฌ๋งŒํผ ๋–จ์–ด์ง„ ์ง€์ ์„ ํƒ€๊ฒŸ์œผ๋กœ ์„ค์ •
return this.position.clone().add(forward.multiplyScalar(100));
}
}
// ์  ์ „ํˆฌ๊ธฐ ํด๋ž˜์Šค
class EnemyFighter {
constructor(scene, position) {
this.mesh = null;
this.isLoaded = false;
this.scene = scene;
this.position = position.clone();
this.velocity = new THREE.Vector3(0, 0, 120);
this.rotation = new THREE.Euler(0, 0, 0);
this.health = 100;
this.speed = 120;
this.bullets = [];
this.lastShootTime = 0;
this.aiState = 'patrol';
this.targetPosition = position.clone();
this.patrolCenter = position.clone();
this.patrolRadius = 2000;
this.lastStateChange = 0;
}
async initialize(loader) {
try {
const result = await loader.loadAsync('models/mig-29.glb');
this.mesh = result.scene;
this.mesh.position.copy(this.position);
this.mesh.scale.set(1.5, 1.5, 1.5);
// ์  ์ „ํˆฌ๊ธฐ๋„ 270๋„ ํšŒ์ „
this.mesh.rotation.y = 3 * Math.PI / 2;
this.mesh.traverse((child) => {
if (child.isMesh) {
child.castShadow = true;
child.receiveShadow = true;
}
});
this.scene.add(this.mesh);
this.isLoaded = true;
console.log('MiG-29 ์ ๊ธฐ ๋กœ๋”ฉ ์™„๋ฃŒ');
} catch (error) {
console.error('MiG-29 ๋ชจ๋ธ ๋กœ๋”ฉ ์‹คํŒจ:', error);
this.createFallbackModel();
}
}
createFallbackModel() {
const group = new THREE.Group();
const fuselageGeometry = new THREE.CylinderGeometry(0.6, 1.0, 8, 8);
const fuselageMaterial = new THREE.MeshLambertMaterial({ color: 0x800000 });
const fuselage = new THREE.Mesh(fuselageGeometry, fuselageMaterial);
fuselage.rotation.x = -Math.PI / 2; // ๋™์ผํ•œ ๋ฐฉํ–ฅ ์กฐ์ •
group.add(fuselage);
const wingGeometry = new THREE.BoxGeometry(12, 0.3, 3);
const wingMaterial = new THREE.MeshLambertMaterial({ color: 0x600000 });
const wings = new THREE.Mesh(wingGeometry, wingMaterial);
wings.position.z = -0.5;
group.add(wings);
this.mesh = group;
this.mesh.position.copy(this.position);
this.mesh.scale.set(1.5, 1.5, 1.5);
this.scene.add(this.mesh);
this.isLoaded = true;
console.log('Fallback ์ ๊ธฐ ๋ชจ๋ธ ์ƒ์„ฑ ์™„๋ฃŒ');
}
update(playerPosition, deltaTime) {
if (!this.mesh || !this.isLoaded) return;
const currentTime = Date.now();
const distanceToPlayer = this.position.distanceTo(playerPosition);
if (distanceToPlayer < 5000) {
const direction = new THREE.Vector3()
.subVectors(playerPosition, this.position)
.normalize();
this.velocity = direction.multiplyScalar(this.speed);
this.rotation.y = Math.atan2(direction.x, direction.z);
if (distanceToPlayer < 2000 && currentTime - this.lastShootTime > 1500) {
this.shoot();
}
} else {
if (this.position.distanceTo(this.targetPosition) < 300) {
const angle = Math.random() * Math.PI * 2;
this.targetPosition = this.patrolCenter.clone().add(
new THREE.Vector3(
Math.cos(angle) * this.patrolRadius,
(Math.random() - 0.5) * 1000,
Math.sin(angle) * this.patrolRadius
)
);
}
const direction = new THREE.Vector3()
.subVectors(this.targetPosition, this.position)
.normalize();
this.velocity = direction.multiplyScalar(this.speed * 0.7);
this.rotation.y = Math.atan2(direction.x, direction.z);
}
this.position.add(this.velocity.clone().multiplyScalar(deltaTime));
if (this.position.y < GAME_CONSTANTS.MIN_ALTITUDE) {
this.position.y = GAME_CONSTANTS.MIN_ALTITUDE;
}
if (this.position.y > GAME_CONSTANTS.MAX_ALTITUDE) {
this.position.y = GAME_CONSTANTS.MAX_ALTITUDE;
}
const mapLimit = GAME_CONSTANTS.MAP_SIZE / 2;
if (this.position.x > mapLimit) this.position.x = -mapLimit;
if (this.position.x < -mapLimit) this.position.x = mapLimit;
if (this.position.z > mapLimit) this.position.z = -mapLimit;
if (this.position.z < -mapLimit) this.position.z = mapLimit;
// ์  ์ „ํˆฌ๊ธฐ ๋ฉ”์‹œ ์—…๋ฐ์ดํŠธ ์‹œ์—๋„ ๋ฐฉํ–ฅ ์กฐ์ •
this.mesh.position.copy(this.position);
this.mesh.rotation.x = this.rotation.x;
this.mesh.rotation.y = this.rotation.y + 3 * Math.PI / 2; // ๊ธฐ๋ณธ 270๋„ ํšŒ์ „ ์œ ์ง€
this.mesh.rotation.z = this.rotation.z;
this.updateBullets(deltaTime);
}
shoot() {
this.lastShootTime = Date.now();
const bulletGeometry = new THREE.SphereGeometry(0.15);
const bulletMaterial = new THREE.MeshBasicMaterial({
color: 0xff0000,
emissive: 0xff0000,
emissiveIntensity: 0.5
});
const bullet = new THREE.Mesh(bulletGeometry, bulletMaterial);
const muzzleOffset = new THREE.Vector3(0, 0, 6);
muzzleOffset.applyEuler(this.rotation);
bullet.position.copy(this.position).add(muzzleOffset);
const direction = new THREE.Vector3(0, 0, 1);
direction.applyEuler(this.rotation);
bullet.velocity = direction.multiplyScalar(800);
this.scene.add(bullet);
this.bullets.push(bullet);
}
updateBullets(deltaTime) {
for (let i = this.bullets.length - 1; i >= 0; i--) {
const bullet = this.bullets[i];
bullet.position.add(bullet.velocity.clone().multiplyScalar(deltaTime));
if (bullet.position.distanceTo(this.position) > 5000 ||
bullet.position.y < 0) {
this.scene.remove(bullet);
this.bullets.splice(i, 1);
}
}
}
takeDamage(damage) {
this.health -= damage;
return this.health <= 0;
}
destroy() {
if (this.mesh) {
this.scene.remove(this.mesh);
this.bullets.forEach(bullet => this.scene.remove(bullet));
this.bullets = [];
this.isLoaded = false;
}
}
}
// ๋ฉ”์ธ ๊ฒŒ์ž„ ํด๋ž˜์Šค
class Game {
constructor() {
this.scene = new THREE.Scene();
this.camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 50000);
this.renderer = new THREE.WebGLRenderer({ antialias: true });
this.renderer.setSize(window.innerWidth, window.innerHeight);
this.renderer.shadowMap.enabled = true;
this.renderer.shadowMap.type = THREE.PCFSoftShadowMap;
this.renderer.setClearColor(0x87CEEB);
this.renderer.setPixelRatio(window.devicePixelRatio);
document.getElementById('gameContainer').appendChild(this.renderer.domElement);
this.loader = new GLTFLoader();
this.fighter = new Fighter();
this.enemies = [];
this.isLoaded = false;
this.isGameOver = false;
this.gameTime = GAME_CONSTANTS.MISSION_DURATION;
this.score = 0;
this.lastTime = performance.now();
this.gameTimer = null;
this.animationFrameId = null;
this.bgm = null;
this.bgmPlaying = false;
this.keys = { w: false, a: false, s: false, d: false };
this.isStarted = false;
this.setupScene();
this.setupEventListeners();
this.preloadGame();
}
async preloadGame() {
try {
console.log('๊ฒŒ์ž„ ๋ฆฌ์†Œ์Šค ์‚ฌ์ „ ๋กœ๋”ฉ ์ค‘...');
await this.fighter.initialize(this.scene, this.loader);
if (!this.fighter.isLoaded) {
throw new Error('์ „ํˆฌ๊ธฐ ๋กœ๋”ฉ ์‹คํŒจ');
}
await this.preloadEnemies();
this.isLoaded = true;
console.log('๊ฒŒ์ž„ ๋ฆฌ์†Œ์Šค ๋กœ๋”ฉ ์™„๋ฃŒ');
document.getElementById('loading').style.display = 'none';
// BGM ์‚ฌ์ „ ๋กœ๋”ฉ
this.preloadBGM();
this.animate();
} catch (error) {
console.error('๊ฒŒ์ž„ ์‚ฌ์ „ ๋กœ๋”ฉ ์‹คํŒจ:', error);
document.getElementById('loading').innerHTML =
'<div class="loading-text" style="color: red;">๋กœ๋”ฉ ์‹คํŒจ. ํŽ˜์ด์ง€๋ฅผ ์ƒˆ๋กœ๊ณ ์นจํ•ด์ฃผ์„ธ์š”.</div>';
}
}
preloadBGM() {
console.log('BGM ์‚ฌ์ „ ๋กœ๋”ฉ...');
try {
this.bgm = new Audio('sounds/main.ogg');
this.bgm.volume = 0.5;
this.bgm.loop = true;
// ์˜ค๋””์˜ค ์ด๋ฒคํŠธ ๋ฆฌ์Šค๋„ˆ ์ถ”๊ฐ€
this.bgm.addEventListener('loadstart', () => console.log('BGM ๋กœ๋”ฉ ์‹œ์ž‘'));
this.bgm.addEventListener('canplay', () => console.log('BGM ์žฌ์ƒ ๊ฐ€๋Šฅ'));
this.bgm.addEventListener('error', (e) => console.log('BGM ์—๋Ÿฌ:', e));
this.bgm.addEventListener('loadeddata', () => console.log('BGM ๋ฐ์ดํ„ฐ ๋กœ๋“œ ์™„๋ฃŒ'));
// ํŒŒ์ผ ์‚ฌ์ „ ๋กœ๋”ฉ
this.bgm.load();
} catch (error) {
console.log('BGM ์‚ฌ์ „ ๋กœ๋”ฉ ์‹คํŒจ:', error);
}
}
async preloadEnemies() {
for (let i = 0; i < GAME_CONSTANTS.ENEMY_COUNT; i++) {
const angle = (i / GAME_CONSTANTS.ENEMY_COUNT) * Math.PI * 2;
const distance = 6000 + Math.random() * 3000;
const position = new THREE.Vector3(
Math.cos(angle) * distance,
2500 + Math.random() * 2000,
Math.sin(angle) * distance
);
const enemy = new EnemyFighter(this.scene, position);
await enemy.initialize(this.loader);
this.enemies.push(enemy);
}
}
setupScene() {
this.scene.background = new THREE.Color(0x87CEEB);
this.scene.fog = new THREE.Fog(0x87CEEB, 1000, 30000);
const ambientLight = new THREE.AmbientLight(0xffffff, 0.6);
this.scene.add(ambientLight);
const directionalLight = new THREE.DirectionalLight(0xffffff, 1.0);
directionalLight.position.set(8000, 10000, 8000);
directionalLight.castShadow = true;
directionalLight.shadow.mapSize.width = 2048;
directionalLight.shadow.mapSize.height = 2048;
directionalLight.shadow.camera.near = 0.5;
directionalLight.shadow.camera.far = 20000;
directionalLight.shadow.camera.left = -10000;
directionalLight.shadow.camera.right = 10000;
directionalLight.shadow.camera.top = 10000;
directionalLight.shadow.camera.bottom = -10000;
this.scene.add(directionalLight);
const groundGeometry = new THREE.PlaneGeometry(GAME_CONSTANTS.MAP_SIZE, GAME_CONSTANTS.MAP_SIZE);
const groundMaterial = new THREE.MeshLambertMaterial({
color: 0x8FBC8F,
transparent: true,
opacity: 0.8
});
const ground = new THREE.Mesh(groundGeometry, groundMaterial);
ground.rotation.x = -Math.PI / 2;
ground.receiveShadow = true;
this.scene.add(ground);
this.addClouds();
}
addClouds() {
const cloudGeometry = new THREE.SphereGeometry(100, 8, 6);
const cloudMaterial = new THREE.MeshLambertMaterial({
color: 0xffffff,
transparent: true,
opacity: 0.5
});
for (let i = 0; i < 100; i++) {
const cloud = new THREE.Mesh(cloudGeometry, cloudMaterial);
cloud.position.set(
(Math.random() - 0.5) * GAME_CONSTANTS.MAP_SIZE,
Math.random() * 4000 + 1000,
(Math.random() - 0.5) * GAME_CONSTANTS.MAP_SIZE
);
cloud.scale.set(
Math.random() * 3 + 1,
Math.random() * 2 + 0.5,
Math.random() * 3 + 1
);
this.scene.add(cloud);
}
}
setupEventListeners() {
document.addEventListener('keydown', (event) => {
if (this.isGameOver) return;
switch(event.code) {
case 'KeyW': this.keys.w = true; break;
case 'KeyA': this.keys.a = true; break;
case 'KeyS': this.keys.s = true; break;
case 'KeyD': this.keys.d = true; break;
}
});
document.addEventListener('keyup', (event) => {
if (this.isGameOver) return;
switch(event.code) {
case 'KeyW': this.keys.w = false; break;
case 'KeyA': this.keys.a = false; break;
case 'KeyS': this.keys.s = false; break;
case 'KeyD': this.keys.d = false; break;
}
});
document.addEventListener('mousemove', (event) => {
if (!document.pointerLockElement || this.isGameOver) return;
const deltaX = event.movementX || 0;
const deltaY = event.movementY || 0;
this.fighter.updateMouseInput(deltaX, deltaY);
});
document.addEventListener('click', () => {
if (!document.pointerLockElement) {
document.body.requestPointerLock();
} else if (!this.isGameOver && this.fighter.isLoaded && this.isStarted) {
this.fighter.shoot(this.scene);
}
});
window.addEventListener('resize', () => {
this.camera.aspect = window.innerWidth / window.innerHeight;
this.camera.updateProjectionMatrix();
this.renderer.setSize(window.innerWidth, window.innerHeight);
});
}
startGame() {
if (!this.isLoaded) {
console.log('๊ฒŒ์ž„์ด ์•„์ง ๋กœ๋”ฉ ์ค‘์ž…๋‹ˆ๋‹ค...');
return;
}
this.isStarted = true;
this.startGameTimer();
console.log('๊ฒŒ์ž„ ์‹œ์ž‘!');
}
startBGM() {
if (this.bgmPlaying || !this.bgm) return;
console.log('BGM ์žฌ์ƒ ์‹œ๋„...');
// ์ฆ‰์‹œ ์žฌ์ƒ ์‹œ๋„
const playPromise = this.bgm.play();
if (playPromise !== undefined) {
playPromise.then(() => {
this.bgmPlaying = true;
console.log('BGM ์žฌ์ƒ ์‹œ์ž‘ ์„ฑ๊ณต!');
}).catch(error => {
console.log('์ž๋™ ์žฌ์ƒ์ด ์ฐจ๋‹จ๋จ:', error);
console.log('ํด๋ฆญ ํ›„ ์žฌ์ƒ ์‹œ๋„ ๋Œ€๊ธฐ ์ค‘...');
// ์‚ฌ์šฉ์ž ์ƒํ˜ธ์ž‘์šฉ ํ›„ ์žฌ์ƒ ์žฌ์‹œ๋„
const tryPlayOnInteraction = () => {
if (!this.bgmPlaying && this.bgm) {
console.log('์‚ฌ์šฉ์ž ์ƒํ˜ธ์ž‘์šฉ์œผ๋กœ BGM ์žฌ์ƒ ์‹œ๋„...');
this.bgm.play().then(() => {
this.bgmPlaying = true;
console.log('BGM ์žฌ์ƒ ์‹œ์ž‘ ์„ฑ๊ณต (ํด๋ฆญ ํ›„)!');
// ์ด๋ฒคํŠธ ๋ฆฌ์Šค๋„ˆ ์ œ๊ฑฐ
document.removeEventListener('click', tryPlayOnInteraction);
document.removeEventListener('keydown', tryPlayOnInteraction);
}).catch(e => console.log('BGM ์žฌ์ƒ ์‹คํŒจ:', e));
}
};
// ํด๋ฆญ์ด๋‚˜ ํ‚ค๋ณด๋“œ ์ž…๋ ฅ ์‹œ ์žฌ์ƒ ์‹œ๋„
document.addEventListener('click', tryPlayOnInteraction);
document.addEventListener('keydown', tryPlayOnInteraction);
});
}
}
startGameTimer() {
this.gameTimer = setInterval(() => {
if (!this.isGameOver) {
this.gameTime--;
if (this.gameTime <= 0) {
this.endGame(true);
}
}
}, 1000);
}
updateUI() {
if (this.fighter.isLoaded) {
const speedKnots = Math.round(this.fighter.speed * 1.94384);
const altitudeFeet = Math.round(this.fighter.altitude * 3.28084);
// ์•ˆ์ „ํ•œ DOM ์š”์†Œ ์—…๋ฐ์ดํŠธ
const scoreElement = document.getElementById('score');
const timeElement = document.getElementById('time');
const healthElement = document.getElementById('health');
const ammoElement = document.getElementById('ammoDisplay');
const gameStatsElement = document.getElementById('gameStats');
if (scoreElement) scoreElement.textContent = `Score: ${this.score}`;
if (timeElement) timeElement.textContent = `Time: ${this.gameTime}s`;
if (healthElement) healthElement.style.width = `${this.fighter.health}%`;
if (ammoElement) ammoElement.textContent = `AMMO: ${this.fighter.ammo}`;
if (gameStatsElement) {
gameStatsElement.innerHTML = `
<div>Score: ${this.score}</div>
<div>Time: ${this.gameTime}s</div>
<div>Speed: ${speedKnots} KT</div>
<div>Alt: ${altitudeFeet} FT</div>
<div>Throttle: ${Math.round(this.fighter.throttle * 100)}%</div>
<div>G-Force: ${this.fighter.gForce.toFixed(1)}</div>
<div>Targets: ${this.enemies.length}</div>
`;
}
}
}
updateRadar() {
const radar = document.getElementById('radar');
if (!radar) return;
const oldDots = radar.getElementsByClassName('enemy-dot');
while (oldDots[0]) {
oldDots[0].remove();
}
const radarCenter = { x: 100, y: 100 };
const radarRange = 10000;
this.enemies.forEach(enemy => {
if (!enemy.mesh || !enemy.isLoaded) return;
const distance = this.fighter.position.distanceTo(enemy.position);
if (distance <= radarRange) {
const relativePos = enemy.position.clone().sub(this.fighter.position);
const angle = Math.atan2(relativePos.x, relativePos.z);
const relativeDistance = distance / radarRange;
const dotX = radarCenter.x + Math.sin(angle) * (radarCenter.x * relativeDistance);
const dotY = radarCenter.y + Math.cos(angle) * (radarCenter.y * relativeDistance);
const dot = document.createElement('div');
dot.className = 'enemy-dot';
dot.style.left = `${dotX}px`;
dot.style.top = `${dotY}px`;
radar.appendChild(dot);
}
});
}
checkCollisions() {
for (let i = this.fighter.bullets.length - 1; i >= 0; i--) {
const bullet = this.fighter.bullets[i];
for (let j = this.enemies.length - 1; j >= 0; j--) {
const enemy = this.enemies[j];
if (!enemy.mesh || !enemy.isLoaded) continue;
const distance = bullet.position.distanceTo(enemy.position);
if (distance < 25) {
this.scene.remove(bullet);
this.fighter.bullets.splice(i, 1);
if (enemy.takeDamage(30)) {
enemy.destroy();
this.enemies.splice(j, 1);
this.score += 100;
}
break;
}
}
}
this.enemies.forEach(enemy => {
enemy.bullets.forEach((bullet, index) => {
const distance = bullet.position.distanceTo(this.fighter.position);
if (distance < 30) {
this.scene.remove(bullet);
enemy.bullets.splice(index, 1);
if (this.fighter.takeDamage(20)) {
this.endGame(false);
}
}
});
});
}
animate() {
if (this.isGameOver) return;
this.animationFrameId = requestAnimationFrame(() => this.animate());
const currentTime = performance.now();
const deltaTime = Math.min((currentTime - this.lastTime) / 1000, 0.1);
this.lastTime = currentTime;
if (this.isLoaded && this.fighter.isLoaded) {
this.fighter.updateControls(this.keys, deltaTime);
this.fighter.updatePhysics(deltaTime);
this.fighter.updateBullets(this.scene, deltaTime);
if (this.isStarted) {
this.enemies.forEach(enemy => {
enemy.update(this.fighter.position, deltaTime);
});
this.checkCollisions();
this.updateUI();
this.updateRadar();
if (this.enemies.length === 0) {
this.endGame(true);
}
}
// ์นด๋ฉ”๋ผ ์—…๋ฐ์ดํŠธ
const targetCameraPos = this.fighter.getCameraPosition();
const targetCameraTarget = this.fighter.getCameraTarget();
this.camera.position.lerp(targetCameraPos, this.fighter.cameraLag);
this.camera.lookAt(targetCameraTarget);
} else {
if (this.fighter.isLoaded) {
const initialCameraPos = this.fighter.getCameraPosition();
const initialTarget = this.fighter.getCameraTarget();
this.camera.position.copy(initialCameraPos);
this.camera.lookAt(initialTarget);
}
}
this.renderer.render(this.scene, this.camera);
}
endGame(victory = false) {
this.isGameOver = true;
if (this.bgm) {
this.bgm.pause();
this.bgm = null;
this.bgmPlaying = false;
}
if (this.gameTimer) {
clearInterval(this.gameTimer);
}
document.exitPointerLock();
const gameOverDiv = document.createElement('div');
gameOverDiv.className = 'start-screen';
gameOverDiv.innerHTML = `
<h1 style="color: ${victory ? '#0f0' : '#f00'}; font-size: 48px;">
${victory ? 'MISSION ACCOMPLISHED!' : 'SHOT DOWN!'}
</h1>
<div style="color: #0f0; font-size: 24px; margin: 20px 0;">
Final Score: ${this.score}<br>
Enemies Destroyed: ${GAME_CONSTANTS.ENEMY_COUNT - this.enemies.length}<br>
Mission Time: ${GAME_CONSTANTS.MISSION_DURATION - this.gameTime}s
</div>
<button class="start-button" onclick="location.reload()">
New Mission
</button>
`;
document.body.appendChild(gameOverDiv);
}
}
// ๊ฒŒ์ž„ ์ธ์Šคํ„ด์Šค
let gameInstance = null;
// ์ „์—ญ ํ•จ์ˆ˜
window.startGame = function() {
document.getElementById('startScreen').style.display = 'none';
document.body.requestPointerLock();
if (gameInstance && gameInstance.isLoaded) {
// ์ฆ‰์‹œ BGM ์žฌ์ƒ ์‹œ๋„ (์‚ฌ์šฉ์ž ํด๋ฆญ ์‹œ์ )
gameInstance.startBGM();
gameInstance.startGame();
} else {
console.log('๊ฒŒ์ž„์ด ์•„์ง ์ค€๋น„๋˜์ง€ ์•Š์•˜์Šต๋‹ˆ๋‹ค...');
}
};
// ๊ฒŒ์ž„ ์ดˆ๊ธฐํ™”
document.addEventListener('DOMContentLoaded', () => {
console.log('์ „ํˆฌ๊ธฐ ์‹œ๋ฎฌ๋ ˆ์ดํ„ฐ ์ดˆ๊ธฐํ™” ์ค‘...');
gameInstance = new Game();
});