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Update game.js

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Files changed (1) hide show
  1. game.js +7 -7
game.js CHANGED
@@ -338,9 +338,9 @@ class Fighter {
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  this.targetYaw += bankTurnRate;
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  }
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- // ν˜„μ‹€μ μΈ 속도 계산
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- const minSpeed = 0; // μ΅œμ†Œ 속도 0kt
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- const maxSpeed = 600; // μ΅œλŒ€ 속도 600kt
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  let targetSpeed = minSpeed + (maxSpeed - minSpeed) * this.throttle;
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  // ν”ΌμΉ˜ 각도에 λ”°λ₯Έ 속도 λ³€ν™”
@@ -498,8 +498,8 @@ class Fighter {
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  if (this.stallWarning) {
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  // μŠ€ν†¨ μƒνƒœμ—μ„œμ˜ 속도 λ³€ν™”
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  if (pitchAngle > 0.1) { // κΈ°μˆ˜κ°€ μ•„λž˜λ₯Ό ν–₯ν•  λ•Œ
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- // λ‹€μ΄λΉ™μœΌλ‘œ μΈν•œ 속도 증가
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- const diveSpeedGain = Math.min(pitchAngle * 300, 200); // μ΅œλŒ€ 200m/s 증가
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  this.speed = Math.min(maxSpeed, this.speed + diveSpeedGain * deltaTime);
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  } else {
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  // κΈ°μˆ˜κ°€ μœ„λ₯Ό ν–₯ν•˜κ±°λ‚˜ μˆ˜ν‰μΌ λ•ŒλŠ” 속도 κ°μ†Œ
@@ -569,8 +569,8 @@ class Fighter {
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  const gravityEffect = GAME_CONSTANTS.GRAVITY * deltaTime * 0.15;
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  this.velocity.y -= gravityEffect;
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- // μ–‘λ ₯ 효과 (속도에 λΉ„λ‘€)
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- const liftFactor = (this.speed / maxSpeed) * 0.8;
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  const lift = gravityEffect * liftFactor;
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  this.velocity.y += lift;
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  }
 
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  this.targetYaw += bankTurnRate;
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  }
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+ // ν˜„μ‹€μ μΈ 속도 계산 - 1750ktκΉŒμ§€ 증가
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+ const minSpeed = 0; // μ΅œμ†Œ 속도 0kt (m/s)
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+ const maxSpeed = 900.6; // μ΅œλŒ€ 속도 1750ktλ₯Ό m/s둜 λ³€ν™˜ (1750 * 0.5144444)
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  let targetSpeed = minSpeed + (maxSpeed - minSpeed) * this.throttle;
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  // ν”ΌμΉ˜ 각도에 λ”°λ₯Έ 속도 λ³€ν™”
 
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  if (this.stallWarning) {
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  // μŠ€ν†¨ μƒνƒœμ—μ„œμ˜ 속도 λ³€ν™”
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  if (pitchAngle > 0.1) { // κΈ°μˆ˜κ°€ μ•„λž˜λ₯Ό ν–₯ν•  λ•Œ
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+ // λ‹€μ΄λΉ™μœΌλ‘œ μΈν•œ 속도 증가 - 1750kt μ΅œλŒ€ 속도에 맞좰 μ‘°μ •
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+ const diveSpeedGain = Math.min(pitchAngle * 500, 400); // μ΅œλŒ€ 400m/s 증가
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  this.speed = Math.min(maxSpeed, this.speed + diveSpeedGain * deltaTime);
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  } else {
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  // κΈ°μˆ˜κ°€ μœ„λ₯Ό ν–₯ν•˜κ±°λ‚˜ μˆ˜ν‰μΌ λ•ŒλŠ” 속도 κ°μ†Œ
 
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  const gravityEffect = GAME_CONSTANTS.GRAVITY * deltaTime * 0.15;
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  this.velocity.y -= gravityEffect;
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+ // μ–‘λ ₯ 효과 (속도에 λΉ„λ‘€) - μ΅œλŒ€ 속도 증가에 맞좰 μ‘°μ •
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+ const liftFactor = Math.min((this.speed / 500), 1.0) * 0.8; // 500m/s μ΄μƒμ—μ„œ μ΅œλŒ€ μ–‘λ ₯
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  const lift = gravityEffect * liftFactor;
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  this.velocity.y += lift;
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  }