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Update index.html
Browse files- index.html +1590 -817
index.html
CHANGED
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<head>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>JET FIGHT SIMULATER - FPS Mode</title>
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<style>
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body {
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margin: 0;
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overflow: hidden;
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background: #000;
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font-family: 'Courier New', monospace;
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}
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#loading {
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position: fixed;
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top: 50%;
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left: 50%;
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transform: translate(-50%, -50%);
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background: rgba(0,0,0,0.8);
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padding: 20px;
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border-radius: 10px;
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z-index: 2000;
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text-align: center;
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}
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.loading-spinner {
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width: 50px;
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height: 50px;
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border: 5px solid #0f0;
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border-top: 5px solid transparent;
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border-radius: 50%;
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animation: spin 1s linear infinite;
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margin: 0 auto 20px;
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}
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@keyframes spin {
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0% { transform: rotate(0deg); }
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100% { transform: rotate(360deg); }
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}
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.loading-text {
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color: #0f0;
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font-size: 24px;
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text-align: center;
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}
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#gameContainer {
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position: relative;
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width: 100vw;
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height: 100vh;
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cursor: none;
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}
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/* HUD 전체 컨테이너 */
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#hudContainer {
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position: fixed;
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top: 0;
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left: 0;
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width: 100%;
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height: 100%;
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pointer-events: none;
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z-index: 1000;
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}
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/* 중앙 HUD */
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#hudCrosshair {
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position: fixed;
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top: 50%;
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left: 50%;
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transform: translate(-50%, -50%);
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width: 400px;
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height: 400px;
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}
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/* 조준 원 */
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.hud-aiming-circle {
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position: absolute;
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top: 50%;
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left: 50%;
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transform: translate(-50%, -50%);
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width: 150px;
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height: 150px;
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border: 2px solid rgba(0, 255, 0, 0.5);
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border-radius: 50%;
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}
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/* 중앙점 */
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.hud-center-dot {
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position: absolute;
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top: 50%;
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left: 50%;
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transform: translate(-50%, -50%);
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width: 4px;
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height: 4px;
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background: #00ff00;
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border-radius: 50%;
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}
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/* 수평선 */
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.hud-horizon-line {
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position: absolute;
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top: 50%;
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left: 20%;
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right: 20%;
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height: 1px;
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background: rgba(0, 255, 0, 0.4);
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}
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/* 피치 래더 컨테이너 */
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.hud-pitch-ladder {
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position: absolute;
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top: 50%;
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left: 50%;
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transform: translate(-50%, -50%);
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width: 200px;
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height: 400px;
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}
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}
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background: linear-gradient(90deg, #0f0, #00ff00);
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transition: width 0.3s;
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}
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#gameTitle {
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position: absolute;
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top: 60px;
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left: 50%;
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transform: translateX(-50%);
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color: #0f0;
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background: rgba(0,20,0,0.7);
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padding: 10px 20px;
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font-size: 20px;
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z-index: 1001;
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border: 1px solid #0f0;
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border-radius: 5px;
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text-transform: uppercase;
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letter-spacing: 2px;
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}
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#ammoDisplay {
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position: absolute;
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bottom: 20px;
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right: 20px;
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color: #0f0;
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background: rgba(0,20,0,0.7);
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padding: 10px;
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font-size: 20px;
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z-index: 1001;
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border: 1px solid #0f0;
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border-radius: 5px;
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}
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#radar {
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position: absolute;
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bottom: 60px;
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left: 20px;
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width: 200px;
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height: 200px;
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background: rgba(30, 30, 30, 0.9); /* 더 어두운 회색 배경 */
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border: 2px solid #0f0;
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border-radius: 50%;
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z-index: 1001;
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overflow: hidden;
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}
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/* RWR 디스플레이 스타일 */
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.rwr-display {
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position: relative;
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width: 100%;
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height: 100%;
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}
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/* RWR 중앙 항공기 심볼 */
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.rwr-center {
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position: absolute;
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top: 50%;
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left: 50%;
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transform: translate(-50%, -50%);
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width: 15px; /* 더 작게 */
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height: 15px; /* 더 작게 */
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z-index: 10;
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}
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.rwr-aircraft-symbol {
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width: 100%;
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height: 100%;
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position: relative;
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display: flex;
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align-items: center;
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justify-content: center;
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}
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.rwr-aircraft-symbol img {
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width: 100%;
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height: 100%;
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object-fit: contain;
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filter: drop-shadow(0 0 2px #00ff00); /* 초록색 빛나는 효과 */
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}
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/* RWR 거리 링 */
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.rwr-range-ring {
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position: absolute;
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border: 1px solid rgba(0, 255, 0, 0.4);
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border-radius: 50%;
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top: 50%;
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left: 50%;
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transform: translate(-50%, -50%);
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}
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}
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height: 180px;
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}
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/* RWR 중앙에 작은 원 추가 */
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.rwr-center-dot {
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position: absolute;
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top: calc(50% + 4px); /* 4px 아래로 이동 */
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left: 50%;
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transform: translate(-50%, -50%);
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width: 4px;
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height: 4px;
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background: #00ff00;
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border-radius: 50%;
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z-index: 11;
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}
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height: 100%;
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}
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.rwr-direction-text {
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position: absolute;
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color: #0f0;
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font-size: 12px;
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font-weight: bold;
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transform: translate(-50%, -50%);
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text-shadow: 0 0 2px #0f0;
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}
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}
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left: auto;
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transform: translateY(-50%);
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}
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transform: translateX(-50%);
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}
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}
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}
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color: #ffff00; /* 노란색 */
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text-shadow: 0 0 3px #ffff00;
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}
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top: 10px;
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right: 20px;
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color: #0f0;
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background: rgba(0,20,0,0.7);
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padding: 10px;
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font-size: 16px;
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z-index: 1001;
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border: 1px solid #0f0;
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border-radius: 5px;
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text-align: right;
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}
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.start-screen {
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position: fixed;
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top: 0;
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left: 0;
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width: 100%;
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height: 100%;
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background: rgba(0,0,0,0.8);
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display: none;
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justify-content: center;
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align-items: center;
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flex-direction: column;
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z-index: 2000;
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}
|
511 |
-
|
512 |
-
.start-button {
|
513 |
-
padding: 15px 30px;
|
514 |
-
font-size: 24px;
|
515 |
-
background: #0f0;
|
516 |
-
color: #000;
|
517 |
-
border: none;
|
518 |
-
border-radius: 5px;
|
519 |
-
cursor: pointer;
|
520 |
-
margin-top: 20px;
|
521 |
-
transition: transform 0.2s;
|
522 |
-
}
|
523 |
-
|
524 |
-
.start-button:hover {
|
525 |
-
transform: scale(1.1);
|
526 |
-
}
|
527 |
-
|
528 |
-
/* 기존 개별 HUD 정보들은 숨김 */
|
529 |
-
#hudSpeed, #hudAltitude, #hudHeading, #hudPitch, #hudRoll, #hudTurnRate {
|
530 |
-
display: none;
|
531 |
-
}
|
532 |
-
</style>
|
533 |
-
</head>
|
534 |
-
<body>
|
535 |
-
<!-- 로딩 화면 -->
|
536 |
-
<div id="loading">
|
537 |
-
<div class="loading-spinner"></div>
|
538 |
-
<div class="loading-text">Loading Fighter Resources...</div>
|
539 |
-
<div style="color: #0f0; font-size: 16px; margin-top: 10px;">
|
540 |
-
<p>Loading Aircraft Models...</p>
|
541 |
-
<p>Loading Audio Assets...</p>
|
542 |
-
<p>Preparing Game Environment...</p>
|
543 |
-
</div>
|
544 |
-
</div>
|
545 |
-
|
546 |
-
<!-- 게임 시작 화면 -->
|
547 |
-
<div class="start-screen" id="startScreen">
|
548 |
-
<h1 style="color: #0f0; font-size: 48px; margin-bottom: 20px;">JET FIGHT SIMULATER</h1>
|
549 |
-
<button class="start-button" onclick="startGame()">Start Game</button>
|
550 |
-
<div style="color: #0f0; margin-top: 20px; text-align: center;">
|
551 |
-
<p>Controls:</p>
|
552 |
-
<p>W/S - Throttle Control</p>
|
553 |
-
<p>A/D - Rudder Control</p>
|
554 |
-
<p>Mouse - Aircraft Control</p>
|
555 |
-
<p>Left Click - Fire</p>
|
556 |
-
<p>F - Escape Stall</p>
|
557 |
-
</div>
|
558 |
-
</div>
|
559 |
-
|
560 |
-
<!-- 게임 화면 -->
|
561 |
-
<div id="gameContainer">
|
562 |
-
<!-- 게임 타이틀 (게임 시작 시 숨겨짐) -->
|
563 |
-
<div id="gameTitle" style="display: none;">JET FIGHT SIMULATER</div>
|
564 |
-
<div id="mission">MISSION: DESTROY ENEMY JET</div>
|
565 |
-
<div id="gameStats">
|
566 |
-
<div id="score">Score: 0</div>
|
567 |
-
<div id="time">Time: 180s</div>
|
568 |
-
</div>
|
569 |
-
|
570 |
-
<!-- HUD 컨테이너 -->
|
571 |
-
<div id="hudContainer">
|
572 |
-
<!-- 중앙 HUD -->
|
573 |
-
<div id="hudCrosshair">
|
574 |
-
<div class="hud-aiming-circle"></div>
|
575 |
-
<div class="hud-center-dot"></div>
|
576 |
-
<div class="hud-horizon-line"></div>
|
577 |
-
|
578 |
-
<!-- 중앙 HUD 정보 표시 -->
|
579 |
-
<div class="hud-central-info" id="hudSpeedCentral">SPD: 0 KT</div>
|
580 |
-
<div class="hud-central-info" id="hudAltitudeCentral">ALT: 0 M</div>
|
581 |
-
<div class="hud-central-info" id="hudHeadingCentral">HDG: 000°</div>
|
582 |
-
<div class="hud-central-info" id="hudGForceCentral">G: 1.0</div>
|
583 |
-
<div class="hud-central-info" id="hudThrottleCentral">THR: 60%</div>
|
584 |
|
585 |
-
|
586 |
-
|
587 |
-
|
588 |
-
|
589 |
-
|
590 |
-
|
591 |
-
|
592 |
-
|
593 |
-
|
594 |
-
|
595 |
-
|
596 |
-
|
597 |
-
|
598 |
-
|
599 |
-
|
600 |
-
|
601 |
-
|
602 |
-
|
603 |
-
|
604 |
-
|
605 |
-
|
606 |
-
|
607 |
-
|
608 |
-
|
609 |
-
|
610 |
-
|
611 |
-
|
612 |
-
|
613 |
-
|
614 |
-
|
615 |
-
|
616 |
-
|
617 |
-
|
618 |
-
|
619 |
-
|
620 |
-
|
621 |
-
|
622 |
-
|
623 |
-
|
624 |
-
|
625 |
-
|
626 |
-
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|
|
|
|
|
|
|
627 |
|
628 |
-
|
629 |
-
|
630 |
-
|
631 |
-
|
632 |
-
|
633 |
-
|
634 |
-
|
635 |
-
|
636 |
-
|
637 |
-
|
638 |
-
|
639 |
-
|
640 |
-
|
641 |
-
|
642 |
-
|
643 |
-
|
644 |
-
|
645 |
-
|
646 |
-
|
647 |
-
|
648 |
-
|
649 |
-
|
650 |
-
|
651 |
-
|
652 |
-
|
653 |
-
|
654 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
655 |
|
656 |
-
|
657 |
-
|
658 |
-
|
659 |
-
|
660 |
-
|
661 |
-
<div class="rwr-direction-text rwr-west">W</div>
|
662 |
-
</div>
|
663 |
|
664 |
-
|
665 |
-
<div class="rwr-center">
|
666 |
-
<div class="rwr-aircraft-symbol" id="rwrSymbol">
|
667 |
-
<!-- 이미지는 JavaScript로 로드 -->
|
668 |
-
</div>
|
669 |
-
</div>
|
670 |
|
671 |
-
|
672 |
-
|
|
|
|
|
|
|
|
|
|
|
673 |
|
674 |
-
|
675 |
-
|
676 |
-
|
|
|
|
|
|
|
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|
|
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|
|
|
|
|
|
|
|
|
|
|
|
677 |
|
678 |
-
|
679 |
-
|
680 |
-
|
681 |
-
|
|
|
|
|
|
|
|
|
682 |
|
683 |
-
|
684 |
-
|
685 |
-
|
686 |
-
|
687 |
-
|
|
|
|
|
|
|
|
|
688 |
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
689 |
}
|
690 |
-
|
691 |
-
|
692 |
-
|
693 |
-
|
694 |
-
//
|
695 |
-
|
696 |
-
|
697 |
-
|
698 |
-
|
699 |
-
|
700 |
-
|
701 |
-
|
702 |
-
|
703 |
-
|
704 |
-
|
705 |
-
|
706 |
-
|
707 |
-
|
708 |
-
|
709 |
-
|
710 |
-
|
|
|
|
|
|
|
711 |
|
712 |
-
|
713 |
-
|
714 |
-
|
715 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
716 |
};
|
717 |
|
718 |
-
|
719 |
-
|
720 |
-
|
721 |
-
|
722 |
-
|
723 |
-
|
724 |
-
|
725 |
-
|
726 |
-
|
|
|
|
|
|
|
|
|
|
|
727 |
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
728 |
|
729 |
-
|
730 |
-
|
731 |
-
|
732 |
-
|
733 |
-
|
734 |
-
pitchLadder.style.position = 'absolute';
|
735 |
-
pitchLadder.style.top = 'calc(50% - 200px)'; // 200px 위로 올림
|
736 |
-
pitchLadder.style.left = '50%';
|
737 |
-
pitchLadder.style.transform = 'translate(-50%, 0)';
|
738 |
-
console.log('Pitch ladder initial position set');
|
739 |
-
}
|
740 |
-
}, 100);
|
741 |
|
742 |
-
|
743 |
-
|
744 |
-
|
745 |
-
|
746 |
-
|
747 |
-
|
748 |
-
|
749 |
-
|
750 |
-
|
751 |
-
|
752 |
-
|
753 |
-
|
754 |
-
|
755 |
-
|
756 |
-
|
757 |
-
|
758 |
-
|
759 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
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|
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|
|
|
|
|
|
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|
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|
|
|
|
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|
|
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|
|
|
|
|
|
|
|
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|
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|
|
|
|
|
|
|
|
|
|
|
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|
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|
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|
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|
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|
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|
|
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|
|
|
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|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
760 |
|
761 |
-
|
762 |
-
if (
|
763 |
-
|
764 |
-
if (hudGForceCentral) {
|
765 |
-
hudGForceCentral.textContent = `G: ${gForce}`;
|
766 |
-
// G-Force에 따른 색상 변경
|
767 |
-
if (fighter.overG) {
|
768 |
-
hudGForceCentral.style.color = '#ff0000';
|
769 |
-
} else if (parseFloat(gForce) > 7) {
|
770 |
-
hudGForceCentral.style.color = '#ffff00';
|
771 |
-
} else {
|
772 |
-
hudGForceCentral.style.color = '#00ff00';
|
773 |
-
}
|
774 |
}
|
775 |
-
if (hudThrottleCentral) hudThrottleCentral.textContent = `THR: ${throttlePercent}%`;
|
776 |
|
777 |
-
//
|
778 |
-
const
|
779 |
-
|
780 |
-
|
781 |
-
// 10도당 20픽셀, 음수로 반대 방향
|
782 |
-
const pitchOffset = -200 + (-pitchDegrees * 2);
|
783 |
-
pitchLadder.style.top = `calc(50% + ${pitchOffset}px)`;
|
784 |
-
}
|
785 |
|
786 |
-
//
|
787 |
-
const
|
788 |
-
|
789 |
-
|
790 |
-
|
791 |
-
}
|
792 |
-
// RWR 업데이트
|
793 |
-
updateRWR(fighter);
|
794 |
}
|
795 |
-
|
796 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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797 |
|
798 |
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799 |
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800 |
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801 |
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802 |
|
803 |
-
|
804 |
-
rwrThreats.innerHTML = '';
|
805 |
|
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807 |
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808 |
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809 |
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810 |
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811 |
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813 |
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815 |
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816 |
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819 |
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820 |
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821 |
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822 |
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823 |
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824 |
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825 |
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826 |
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827 |
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828 |
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829 |
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830 |
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831 |
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832 |
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833 |
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834 |
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835 |
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836 |
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837 |
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838 |
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839 |
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842 |
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843 |
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844 |
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845 |
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848 |
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849 |
}
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851 |
}
|
852 |
}
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853 |
|
854 |
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//
|
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863 |
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865 |
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866 |
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867 |
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|
868 |
}
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869 |
|
870 |
-
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871 |
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|
874 |
}
|
875 |
-
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|
876 |
|
877 |
-
|
878 |
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|
879 |
-
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|
1 |
+
import * as THREE from 'three';
|
2 |
+
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
|
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|
3 |
|
4 |
+
// 게임 상태 추적 변수
|
5 |
+
let gameCanStart = false;
|
6 |
+
let gameStarted = false;
|
7 |
+
|
8 |
+
// 게임 상수
|
9 |
+
const GAME_CONSTANTS = {
|
10 |
+
MISSION_DURATION: 180,
|
11 |
+
MAP_SIZE: 15000,
|
12 |
+
MAX_ALTITUDE: 15000,
|
13 |
+
MIN_ALTITUDE: 0,
|
14 |
+
MAX_SPEED: 800,
|
15 |
+
STALL_SPEED: 300, // 300kt 이하에서 스톨 위험
|
16 |
+
GRAVITY: 9.8,
|
17 |
+
MOUSE_SENSITIVITY: 0.001,
|
18 |
+
MAX_G_FORCE: 12.0,
|
19 |
+
ENEMY_COUNT: 4,
|
20 |
+
MISSILE_COUNT: 6,
|
21 |
+
AMMO_COUNT: 300
|
22 |
+
};
|
23 |
|
24 |
+
// 전투기 클래스
|
25 |
+
class Fighter {
|
26 |
+
constructor() {
|
27 |
+
this.mesh = null;
|
28 |
+
this.isLoaded = false;
|
29 |
+
|
30 |
+
// 물리 속성
|
31 |
+
this.position = new THREE.Vector3(0, 2000, 0);
|
32 |
+
this.velocity = new THREE.Vector3(0, 0, 350); // 초기 속도 350kt
|
33 |
+
this.acceleration = new THREE.Vector3(0, 0, 0);
|
34 |
+
this.rotation = new THREE.Euler(0, 0, 0);
|
35 |
+
|
36 |
+
// 비행 제어
|
37 |
+
this.throttle = 0.6; // 초기 스로틀 60%
|
38 |
+
this.speed = 350; // 초기 속도 350kt
|
39 |
+
this.altitude = 2000;
|
40 |
+
this.gForce = 1.0;
|
41 |
+
this.health = 100;
|
42 |
+
|
43 |
+
// 조종 입력 시스템
|
44 |
+
this.pitchInput = 0;
|
45 |
+
this.rollInput = 0;
|
46 |
+
this.yawInput = 0;
|
47 |
+
|
48 |
+
// 마우스 누적 입력
|
49 |
+
this.mousePitch = 0;
|
50 |
+
this.mouseRoll = 0;
|
51 |
+
|
52 |
+
// 부드러운 회전을 위한 목표값
|
53 |
+
this.targetPitch = 0;
|
54 |
+
this.targetRoll = 0;
|
55 |
+
this.targetYaw = 0;
|
56 |
+
|
57 |
+
// 무기
|
58 |
+
this.missiles = GAME_CONSTANTS.MISSILE_COUNT;
|
59 |
+
this.ammo = GAME_CONSTANTS.AMMO_COUNT;
|
60 |
+
this.bullets = [];
|
61 |
+
this.lastShootTime = 0;
|
62 |
+
|
63 |
+
// 스톨 탈출을 위한 F키 상태
|
64 |
+
this.escapeKeyPressed = false;
|
65 |
+
this.stallEscapeProgress = 0; // 스톨 탈출 진행도 (0~2초)
|
66 |
+
|
67 |
+
// 카메라 설정
|
68 |
+
this.cameraDistance = 250;
|
69 |
+
this.cameraHeight = 30;
|
70 |
+
this.cameraLag = 0.06;
|
71 |
+
|
72 |
+
// 경고 시스템
|
73 |
+
this.altitudeWarning = false;
|
74 |
+
this.stallWarning = false;
|
75 |
+
this.warningBlinkTimer = 0;
|
76 |
+
this.warningBlinkState = false;
|
77 |
+
|
78 |
+
// Over-G 시스템
|
79 |
+
this.overG = false;
|
80 |
+
this.maxGForce = 9.0;
|
81 |
+
this.overGTimer = 0; // Over-G 지속 시간
|
82 |
+
|
83 |
+
// 경고음 시스템
|
84 |
+
this.warningAudios = {
|
85 |
+
altitude: null,
|
86 |
+
pullup: null,
|
87 |
+
overg: null,
|
88 |
+
stall: null,
|
89 |
+
normal: null // 엔진 소리 추가
|
90 |
+
};
|
91 |
+
this.initializeWarningAudios();
|
92 |
+
}
|
93 |
+
|
94 |
+
initializeWarningAudios() {
|
95 |
+
try {
|
96 |
+
this.warningAudios.altitude = new Audio('sounds/altitude.ogg');
|
97 |
+
this.warningAudios.altitude.volume = 0.75;
|
98 |
+
|
99 |
+
this.warningAudios.pullup = new Audio('sounds/pullup.ogg');
|
100 |
+
this.warningAudios.pullup.volume = 0.9;
|
101 |
+
|
102 |
+
this.warningAudios.overg = new Audio('sounds/overg.ogg');
|
103 |
+
this.warningAudios.overg.volume = 0.75;
|
104 |
+
|
105 |
+
this.warningAudios.stall = new Audio('sounds/alert.ogg');
|
106 |
+
this.warningAudios.stall.volume = 0.75;
|
107 |
+
|
108 |
+
// 엔진 소리 설정
|
109 |
+
this.warningAudios.normal = new Audio('sounds/normal.ogg');
|
110 |
+
this.warningAudios.normal.volume = 0.5;
|
111 |
+
this.warningAudios.normal.loop = true; // 엔진 소리는 계속 반복
|
112 |
+
|
113 |
+
// 경고음에만 ended 이벤트 리스너 추가 (엔진 소리 제외)
|
114 |
+
Object.keys(this.warningAudios).forEach(key => {
|
115 |
+
if (key !== 'normal' && this.warningAudios[key]) {
|
116 |
+
this.warningAudios[key].addEventListener('ended', () => {
|
117 |
+
this.updateWarningAudios();
|
118 |
+
});
|
119 |
+
}
|
120 |
+
});
|
121 |
+
} catch (e) {
|
122 |
+
console.log('Warning audio initialization failed:', e);
|
123 |
+
}
|
124 |
+
}
|
125 |
+
|
126 |
+
startEngineSound() {
|
127 |
+
// 엔진 소리 시작
|
128 |
+
if (this.warningAudios.normal) {
|
129 |
+
this.warningAudios.normal.play().catch(e => {
|
130 |
+
console.log('Engine sound failed to start:', e);
|
131 |
+
});
|
132 |
+
}
|
133 |
+
}
|
134 |
+
|
135 |
+
updateWarningAudios() {
|
136 |
+
let currentWarning = null;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
137 |
|
138 |
+
if (this.altitude < 250) {
|
139 |
+
currentWarning = 'pullup';
|
140 |
+
}
|
141 |
+
else if (this.altitude < 500) {
|
142 |
+
currentWarning = 'altitude';
|
143 |
+
}
|
144 |
+
else if (this.overG) {
|
145 |
+
currentWarning = 'overg';
|
146 |
+
}
|
147 |
+
else if (this.stallWarning) {
|
148 |
+
currentWarning = 'stall';
|
149 |
}
|
150 |
|
151 |
+
// 경고음만 관리 (엔진 소리는 제외)
|
152 |
+
Object.keys(this.warningAudios).forEach(key => {
|
153 |
+
if (key !== 'normal' && key !== currentWarning && this.warningAudios[key] && !this.warningAudios[key].paused) {
|
154 |
+
this.warningAudios[key].pause();
|
155 |
+
this.warningAudios[key].currentTime = 0;
|
156 |
+
}
|
157 |
+
});
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
158 |
|
159 |
+
if (currentWarning && this.warningAudios[currentWarning]) {
|
160 |
+
if (this.warningAudios[currentWarning].paused) {
|
161 |
+
this.warningAudios[currentWarning].play().catch(e => {});
|
162 |
+
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
163 |
}
|
164 |
+
}
|
165 |
+
|
166 |
+
stopAllWarningAudios() {
|
167 |
+
// 모든 오디오 정지 (엔진 소리 포함)
|
168 |
+
Object.values(this.warningAudios).forEach(audio => {
|
169 |
+
if (audio && !audio.paused) {
|
170 |
+
audio.pause();
|
171 |
+
audio.currentTime = 0;
|
172 |
+
}
|
173 |
+
});
|
174 |
+
}
|
175 |
+
|
176 |
+
async initialize(scene, loader) {
|
177 |
+
try {
|
178 |
+
const result = await loader.loadAsync('models/f-15.glb');
|
179 |
+
this.mesh = result.scene;
|
180 |
+
this.mesh.position.copy(this.position);
|
181 |
+
this.mesh.scale.set(2, 2, 2);
|
182 |
+
this.mesh.rotation.y = Math.PI / 4;
|
183 |
+
|
184 |
+
this.mesh.traverse((child) => {
|
185 |
+
if (child.isMesh) {
|
186 |
+
child.castShadow = true;
|
187 |
+
child.receiveShadow = true;
|
188 |
+
}
|
189 |
+
});
|
190 |
+
|
191 |
+
scene.add(this.mesh);
|
192 |
+
this.isLoaded = true;
|
193 |
+
console.log('F-15 전투기 로딩 완료');
|
194 |
+
} catch (error) {
|
195 |
+
console.error('F-15 모델 로딩 실패:', error);
|
196 |
+
this.createFallbackModel(scene);
|
197 |
+
}
|
198 |
+
}
|
199 |
+
|
200 |
+
createFallbackModel(scene) {
|
201 |
+
const group = new THREE.Group();
|
202 |
+
|
203 |
+
const fuselageGeometry = new THREE.CylinderGeometry(0.8, 1.5, 12, 8);
|
204 |
+
const fuselageMaterial = new THREE.MeshLambertMaterial({ color: 0x606060 });
|
205 |
+
const fuselage = new THREE.Mesh(fuselageGeometry, fuselageMaterial);
|
206 |
+
fuselage.rotation.x = Math.PI / 2;
|
207 |
+
group.add(fuselage);
|
208 |
+
|
209 |
+
const wingGeometry = new THREE.BoxGeometry(16, 0.3, 4);
|
210 |
+
const wingMaterial = new THREE.MeshLambertMaterial({ color: 0x404040 });
|
211 |
+
const wings = new THREE.Mesh(wingGeometry, wingMaterial);
|
212 |
+
wings.position.z = -1;
|
213 |
+
group.add(wings);
|
214 |
+
|
215 |
+
const tailGeometry = new THREE.BoxGeometry(0.3, 4, 3);
|
216 |
+
const tailMaterial = new THREE.MeshLambertMaterial({ color: 0x404040 });
|
217 |
+
const tail = new THREE.Mesh(tailGeometry, tailMaterial);
|
218 |
+
tail.position.z = -5;
|
219 |
+
tail.position.y = 1.5;
|
220 |
+
group.add(tail);
|
221 |
+
|
222 |
+
const horizontalTailGeometry = new THREE.BoxGeometry(6, 0.2, 2);
|
223 |
+
const horizontalTail = new THREE.Mesh(horizontalTailGeometry, tailMaterial);
|
224 |
+
horizontalTail.position.z = -5;
|
225 |
+
horizontalTail.position.y = 0.5;
|
226 |
+
group.add(horizontalTail);
|
227 |
+
|
228 |
+
this.mesh = group;
|
229 |
+
this.mesh.position.copy(this.position);
|
230 |
+
this.mesh.scale.set(2, 2, 2);
|
231 |
+
scene.add(this.mesh);
|
232 |
+
this.isLoaded = true;
|
233 |
+
|
234 |
+
console.log('Fallback 전투기 모델 생성 완료');
|
235 |
+
}
|
236 |
+
|
237 |
+
updateMouseInput(deltaX, deltaY) {
|
238 |
+
const sensitivity = GAME_CONSTANTS.MOUSE_SENSITIVITY * 1.0;
|
239 |
+
|
240 |
+
// 마우스 Y축: 피치(기수 상하)
|
241 |
+
this.targetPitch -= deltaY * sensitivity;
|
242 |
+
|
243 |
+
// 마우스 X축: 요(Yaw) - 몸체를 좌우로 회전
|
244 |
+
this.targetYaw += deltaX * sensitivity * 0.8; // 요 회전 감도 조정
|
245 |
|
246 |
+
// 요 회전에 따른 자동 롤 (뱅크 턴)
|
247 |
+
// 좌우로 회전할 때 자연스럽게 날개가 기울어짐
|
248 |
+
const yawRate = deltaX * sensitivity * 0.8;
|
249 |
+
this.targetRoll = -yawRate * 15; // 요 회전량에 비례하여 롤 발생
|
250 |
+
|
251 |
+
// 각도 제한
|
252 |
+
const maxPitchAngle = Math.PI / 3; // 60도
|
253 |
+
const maxRollAngle = Math.PI * 0.5; // 90도로 제한 (자동 롤)
|
254 |
+
|
255 |
+
this.targetPitch = Math.max(-maxPitchAngle, Math.min(maxPitchAngle, this.targetPitch));
|
256 |
+
|
257 |
+
// 자동 롤은 제한된 범위 내에서만 작동
|
258 |
+
if (Math.abs(this.targetRoll) < maxRollAngle) {
|
259 |
+
// 롤 각도 제한 적용
|
260 |
+
this.targetRoll = Math.max(-maxRollAngle, Math.min(maxRollAngle, this.targetRoll));
|
261 |
+
}
|
262 |
+
}
|
263 |
+
|
264 |
+
updateControls(keys, deltaTime) {
|
265 |
+
// W/S: 스로틀만 제어 (가속/감속)
|
266 |
+
if (keys.w) {
|
267 |
+
this.throttle = Math.min(1.0, this.throttle + deltaTime * 0.5); // 천천히 가속
|
268 |
+
}
|
269 |
+
if (keys.s) {
|
270 |
+
this.throttle = Math.max(0.1, this.throttle - deltaTime * 0.5); // 천천히 감속
|
271 |
}
|
272 |
|
273 |
+
// A/D: 보조 요 제어 (러더) - 선택적 사용
|
274 |
+
if (keys.a) {
|
275 |
+
this.targetYaw -= deltaTime * 0.4; // 감소된 러더 효과
|
|
|
|
|
276 |
}
|
277 |
+
if (keys.d) {
|
278 |
+
this.targetYaw += deltaTime * 0.4; // 감소된 러더 효과
|
279 |
+
}
|
280 |
+
}
|
281 |
+
|
282 |
+
updatePhysics(deltaTime) {
|
283 |
+
if (!this.mesh) return;
|
284 |
+
|
285 |
+
// 부드러운 회전 보간
|
286 |
+
const rotationSpeed = deltaTime * 2.0;
|
287 |
+
this.rotation.x = THREE.MathUtils.lerp(this.rotation.x, this.targetPitch, rotationSpeed);
|
288 |
+
this.rotation.y = THREE.MathUtils.lerp(this.rotation.y, this.targetYaw, rotationSpeed);
|
289 |
|
290 |
+
// 롤 자동 복귀 시스템
|
291 |
+
if (Math.abs(this.targetYaw - this.rotation.y) < 0.05) {
|
292 |
+
// 요 회전이 거의 없을 때 롤을 0으로 복귀
|
293 |
+
this.targetRoll *= 0.95;
|
|
|
294 |
}
|
295 |
|
296 |
+
this.rotation.z = THREE.MathUtils.lerp(this.rotation.z, this.targetRoll, rotationSpeed * 1.5); // 롤은 더 빠르게 반응
|
297 |
+
|
298 |
+
// 워썬더 스타일: 요 회전이 주도적, 롤은 보조적
|
299 |
+
// 롤에 따른 추가 요 회전은 제거하거나 최소화
|
300 |
+
let bankTurnRate = 0;
|
301 |
+
if (Math.abs(this.rotation.z) > 0.3) { // 롤이 충분히 클 때만
|
302 |
+
const bankAngle = this.rotation.z;
|
303 |
+
bankTurnRate = Math.sin(bankAngle) * deltaTime * 0.1; // 매우 작은 선회율
|
304 |
+
this.targetYaw += bankTurnRate;
|
305 |
}
|
306 |
|
307 |
+
// 현실적인 속도 계산
|
308 |
+
const minSpeed = 0; // 최소 속도 0kt
|
309 |
+
const maxSpeed = 600; // 최대 속도 600kt
|
310 |
+
let targetSpeed = minSpeed + (maxSpeed - minSpeed) * this.throttle;
|
311 |
+
|
312 |
+
// 피치 각도에 따른 속도 변화
|
313 |
+
const pitchAngle = this.rotation.x;
|
314 |
+
const pitchDegrees = Math.abs(pitchAngle) * (180 / Math.PI);
|
315 |
+
|
316 |
+
// 기수가 위를 향하고 있을 경우 빠른 속도 감소
|
317 |
+
if (pitchAngle < -0.1 && !this.stallWarning) { // 스톨이 아닐 때만 상승으로 인한 감속
|
318 |
+
const climbFactor = Math.abs(pitchAngle) / (Math.PI / 2); // 90도 기준
|
319 |
+
if (pitchDegrees > 30) { // 30도 이상일 때 급격한 감속
|
320 |
+
targetSpeed *= Math.max(0, 1 - climbFactor * 1.5); // 최대 150% 감속 (0kt까지)
|
321 |
+
} else {
|
322 |
+
targetSpeed *= (1 - climbFactor * 0.3); // 정상적인 감속
|
323 |
+
}
|
324 |
+
} else if (pitchAngle > 0.1) { // 기수가 아래로 (하강) - 스톨 상태에서도 적용
|
325 |
+
const diveFactor = pitchAngle / (Math.PI / 3);
|
326 |
+
targetSpeed *= (1 + diveFactor * 0.4); // 하강 시 가속 증가 (0.2 -> 0.4)
|
327 |
+
}
|
328 |
+
|
329 |
+
// G-Force 계산 개선
|
330 |
+
const turnRate = Math.abs(bankTurnRate) * 100;
|
331 |
+
const pitchRate = Math.abs(this.rotation.x - this.targetPitch) * 10;
|
332 |
+
|
333 |
+
// 고도에 따른 G-Force 증가 배율 계산
|
334 |
+
const altitudeInKm = this.position.y / 1000; // 미터를 킬로미터로 변환
|
335 |
+
const altitudeMultiplier = 1 + (altitudeInKm * 0.2); // 1km당 20% 증가
|
336 |
+
|
337 |
+
// 스로틀에 따른 G-Force 증가 배율 계산
|
338 |
+
// THR 50% 이하: 0배, THR 75%: 0.5배, THR 100%: 1.0배
|
339 |
+
let throttleGMultiplier = 0;
|
340 |
+
if (this.throttle > 0.5) {
|
341 |
+
// 0.5 ~ 1.0 범위를 0 ~ 1.0으로 매핑
|
342 |
+
throttleGMultiplier = (this.throttle - 0.5) * 2.0;
|
343 |
}
|
344 |
|
345 |
+
// 비정상적인 자세에 의한 G-Force 추가
|
346 |
+
let abnormalG = 0;
|
|
|
|
|
|
|
347 |
|
348 |
+
// 뒤집힌 상태 (롤이 90도 이상)
|
349 |
+
const isInverted = Math.abs(this.rotation.z) > Math.PI / 2;
|
350 |
+
if (isInverted) {
|
351 |
+
const baseG = 3.0 + Math.abs(Math.abs(this.rotation.z) - Math.PI / 2) * 2;
|
352 |
+
abnormalG += baseG * altitudeMultiplier * (1 + throttleGMultiplier); // 스로틀 배율 추가
|
353 |
}
|
354 |
|
355 |
+
// 피치 각도가 ±40도 이상일 때 추가 G-Force
|
356 |
+
if (pitchDegrees >= 40) {
|
357 |
+
// 40도 이상일 때 급격한 G-Force 증가
|
358 |
+
const extremePitchG = (pitchDegrees - 40) * 0.15; // 40도 초과분당 0.15G 추가
|
359 |
+
abnormalG += extremePitchG * altitudeMultiplier * (1 + throttleGMultiplier);
|
360 |
}
|
361 |
|
362 |
+
// 기수가 계속 위를 향하고 있는 경우 (피치가 -30도 이하)
|
363 |
+
if (pitchAngle < -Math.PI / 6) {
|
364 |
+
const baseG = 2.0 + Math.abs(pitchAngle + Math.PI / 6) * 3;
|
365 |
+
abnormalG += baseG * altitudeMultiplier * (1 + throttleGMultiplier); // 스로틀 배율 추가
|
366 |
}
|
367 |
|
368 |
+
// 기수가 과도하게 아래를 향하고 있는 경우 (피치가 60도 이상)
|
369 |
+
if (pitchAngle > Math.PI / 3) {
|
370 |
+
const baseG = 2.0 + Math.abs(pitchAngle - Math.PI / 3) * 3;
|
371 |
+
abnormalG += baseG * altitudeMultiplier * (1 + throttleGMultiplier); // 스로틀 배율 추가
|
372 |
}
|
373 |
+
|
374 |
+
// 급격한 기동에 의한 G-Force
|
375 |
+
const maneuverG = (turnRate + pitchRate + (Math.abs(this.rotation.z) * 3)) * (1 + throttleGMultiplier * 0.5);
|
376 |
+
|
377 |
+
// 총 G-Force 계산
|
378 |
+
this.gForce = 1.0 + maneuverG + abnormalG;
|
379 |
+
|
380 |
+
// G-Force 회복 조건 수정
|
381 |
+
// 1. Over-G 상태가 아닌 경우에만 회복
|
382 |
+
// 2. 피치가 ±10도 이내일 때만 회복
|
383 |
+
// 3. 스톨 상태가 아닐 때만 회복
|
384 |
+
const isPitchNeutral = Math.abs(pitchDegrees) <= 10;
|
385 |
+
|
386 |
+
if (!this.overG && isPitchNeutral && !isInverted && !this.stallWarning) {
|
387 |
+
// 스로틀이 높을수록 G-Force가 천천히 감소
|
388 |
+
const recoveryRate = 2.0 - throttleGMultiplier * 1.5; // THR 100%일 때 0.5, THR 50%일 때 2.0
|
389 |
+
this.gForce = THREE.MathUtils.lerp(this.gForce, 1.0 + maneuverG, deltaTime * recoveryRate);
|
390 |
+
} else if (this.overG) {
|
391 |
+
// Over-G 상태에서는 피치가 0도 근처(±10도)가 되고 스톨이 회복될 때까지 회복하지 않음
|
392 |
+
if (!isPitchNeutral || this.stallWarning) {
|
393 |
+
// 피치가 중립이 아니거나 스톨 상태면 G-Force 유지 또는 증가만 가능
|
394 |
+
this.gForce = Math.max(this.gForce, 1.0 + maneuverG + abnormalG);
|
395 |
+
} else {
|
396 |
+
// 피치가 중립이고 스톨이 아닐 때만 매우 천천히 회복
|
397 |
+
const overGRecoveryRate = 0.3 - throttleGMultiplier * 0.2; // Over-G 상태에서는 더 느린 회복
|
398 |
+
this.gForce = THREE.MathUtils.lerp(this.gForce, 1.0 + maneuverG, deltaTime * overGRecoveryRate);
|
399 |
+
}
|
400 |
+
}
|
401 |
+
|
402 |
+
// 스톨 상태에서는 Over-G가 감소하지 않도록 추가 처리
|
403 |
+
if (this.stallWarning && this.overG) {
|
404 |
+
// 스톨 중에는 G-Force를 현재 값 이상으로 유지
|
405 |
+
this.gForce = Math.max(this.gForce, this.maxGForce);
|
406 |
+
}
|
407 |
+
|
408 |
+
this.overG = this.gForce > this.maxGForce;
|
409 |
+
|
410 |
+
// Over-G 타이머 업데이트
|
411 |
+
if (this.overG) {
|
412 |
+
this.overGTimer += deltaTime;
|
413 |
+
|
414 |
+
// 1.5초 이상 Over-G 상태일 경우
|
415 |
+
if (this.overGTimer > 1.5) {
|
416 |
+
// 속도 급격히 감소 (0kt까지)
|
417 |
+
targetSpeed *= Math.max(0, 1 - (this.overGTimer - 1.5) * 0.5);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
418 |
|
419 |
+
// 시야 흐림 효과��� UI에서 처리
|
420 |
+
}
|
421 |
+
} else {
|
422 |
+
this.overGTimer = 0; // Over-G 상태가 아니면 타이머 리셋
|
423 |
+
}
|
424 |
+
|
425 |
+
// 스톨 경고: 300kt 이하에서 스톨 위험
|
426 |
+
const speedKnots = this.speed * 1.94384; // m/s to knots
|
427 |
+
const wasStalling = this.stallWarning;
|
428 |
+
|
429 |
+
// 스톨 진입 조건
|
430 |
+
if (!this.stallWarning && speedKnots < GAME_CONSTANTS.STALL_SPEED) {
|
431 |
+
this.stallWarning = true;
|
432 |
+
this.stallEscapeProgress = 0; // 스톨 진입 시 진행도 초기화
|
433 |
+
}
|
434 |
+
|
435 |
+
// 스톨 탈출 진행도 업데이트
|
436 |
+
if (this.stallWarning && this.escapeKeyPressed && pitchAngle > 0.2 && speedKnots > GAME_CONSTANTS.STALL_SPEED + 50) {
|
437 |
+
// F키를 누르고 있고 조건이 맞으면 진행도 증가
|
438 |
+
this.stallEscapeProgress += deltaTime;
|
439 |
+
|
440 |
+
// 2초 이상 F키를 누르고 있으면 스톨 탈출
|
441 |
+
if (this.stallEscapeProgress >= 2.0) {
|
442 |
+
this.stallWarning = false;
|
443 |
+
this.stallEscapeProgress = 0;
|
444 |
+
}
|
445 |
+
} else if (this.stallWarning && !this.escapeKeyPressed) {
|
446 |
+
// F키를 놓으면 진행도 감소
|
447 |
+
this.stallEscapeProgress = Math.max(0, this.stallEscapeProgress - deltaTime * 2);
|
448 |
+
}
|
449 |
+
|
450 |
+
// 속도 변화 적용
|
451 |
+
if (this.stallWarning) {
|
452 |
+
// 스톨 상태에서의 속도 변화
|
453 |
+
if (pitchAngle > 0.1) { // 기수가 아래를 향할 때
|
454 |
+
// 다이빙으로 인한 속도 증가
|
455 |
+
const diveSpeedGain = Math.min(pitchAngle * 300, 200); // 최대 200m/s 증가
|
456 |
+
this.speed = Math.min(maxSpeed, this.speed + diveSpeedGain * deltaTime);
|
457 |
+
} else {
|
458 |
+
// 기수가 위를 향하거나 수평일 때는 속도 감소
|
459 |
+
this.speed = Math.max(0, this.speed - deltaTime * 100);
|
460 |
+
}
|
461 |
+
} else {
|
462 |
+
// 정상 비행 시 속도 변화
|
463 |
+
this.speed = THREE.MathUtils.lerp(this.speed, targetSpeed, deltaTime * 0.5);
|
464 |
+
}
|
465 |
+
|
466 |
+
// 스톨 상태에서의 물리 효과
|
467 |
+
if (this.stallWarning) {
|
468 |
+
// 바닥으로 추락하며 가속도가 빠르게 붙음
|
469 |
+
this.targetPitch = Math.min(Math.PI / 3, this.targetPitch + deltaTime * 2.0); // 기수가 빠르게 아래로
|
470 |
+
|
471 |
+
// 조종 불능 상태
|
472 |
+
this.rotation.x += (Math.random() - 0.5) * deltaTime * 0.5;
|
473 |
+
this.rotation.z += (Math.random() - 0.5) * deltaTime * 0.5;
|
474 |
+
|
475 |
+
// 중력에 의한 가속
|
476 |
+
const gravityAcceleration = GAME_CONSTANTS.GRAVITY * deltaTime * 3.0; // 3배 중력
|
477 |
+
this.velocity.y -= gravityAcceleration;
|
478 |
+
}
|
479 |
+
|
480 |
+
// 속도 벡터 계산
|
481 |
+
const noseDirection = new THREE.Vector3(0, 0, 1);
|
482 |
+
noseDirection.applyEuler(this.rotation);
|
483 |
+
|
484 |
+
if (!this.stallWarning) {
|
485 |
+
// 정상 비행 시
|
486 |
+
this.velocity = noseDirection.multiplyScalar(this.speed);
|
487 |
+
} else {
|
488 |
+
// 스톨 시에는 중력이 주도적이지만 다이빙 속도도 반영
|
489 |
+
this.velocity.x = noseDirection.x * this.speed * 0.5; // 전방 속도 증가
|
490 |
+
this.velocity.z = noseDirection.z * this.speed * 0.5;
|
491 |
+
// y 속도는 위에서 중력으로 처리됨
|
492 |
+
}
|
493 |
+
|
494 |
+
// 정상 비행 시 중력 효과
|
495 |
+
if (!this.stallWarning) {
|
496 |
+
const gravityEffect = GAME_CONSTANTS.GRAVITY * deltaTime * 0.15;
|
497 |
+
this.velocity.y -= gravityEffect;
|
498 |
+
|
499 |
+
// 양력 효과 (속도에 비례)
|
500 |
+
const liftFactor = (this.speed / maxSpeed) * 0.8;
|
501 |
+
const lift = gravityEffect * liftFactor;
|
502 |
+
this.velocity.y += lift;
|
503 |
+
}
|
504 |
+
|
505 |
+
// 위치 업데이트
|
506 |
+
this.position.add(this.velocity.clone().multiplyScalar(deltaTime));
|
507 |
+
|
508 |
+
// 지면 충돌
|
509 |
+
if (this.position.y <= GAME_CONSTANTS.MIN_ALTITUDE) {
|
510 |
+
this.position.y = GAME_CONSTANTS.MIN_ALTITUDE;
|
511 |
+
this.health = 0;
|
512 |
+
return;
|
513 |
+
}
|
514 |
+
|
515 |
+
// 최대 고도 제한
|
516 |
+
if (this.position.y > GAME_CONSTANTS.MAX_ALTITUDE) {
|
517 |
+
this.position.y = GAME_CONSTANTS.MAX_ALTITUDE;
|
518 |
+
this.altitudeWarning = true;
|
519 |
+
if (this.velocity.y > 0) this.velocity.y = 0;
|
520 |
+
} else {
|
521 |
+
this.altitudeWarning = false;
|
522 |
+
}
|
523 |
+
|
524 |
+
// 맵 경계 처리
|
525 |
+
const mapLimit = GAME_CONSTANTS.MAP_SIZE / 2;
|
526 |
+
if (this.position.x > mapLimit) this.position.x = -mapLimit;
|
527 |
+
if (this.position.x < -mapLimit) this.position.x = mapLimit;
|
528 |
+
if (this.position.z > mapLimit) this.position.z = -mapLimit;
|
529 |
+
if (this.position.z < -mapLimit) this.position.z = mapLimit;
|
530 |
+
|
531 |
+
// 메시 위치 및 회전 업데이트
|
532 |
+
this.mesh.position.copy(this.position);
|
533 |
+
this.mesh.rotation.x = this.rotation.x;
|
534 |
+
this.mesh.rotation.y = this.rotation.y + 3 * Math.PI / 2;
|
535 |
+
this.mesh.rotation.z = this.rotation.z;
|
536 |
+
|
537 |
+
// 경고 깜빡임 타이머
|
538 |
+
this.warningBlinkTimer += deltaTime;
|
539 |
+
if (this.warningBlinkTimer >= 1.0) {
|
540 |
+
this.warningBlinkTimer = 0;
|
541 |
+
this.warningBlinkState = !this.warningBlinkState;
|
542 |
+
}
|
543 |
+
|
544 |
+
// 고도 계산
|
545 |
+
this.altitude = this.position.y;
|
546 |
+
|
547 |
+
// 경고음 업데이트 (엔진 소리는 계속 유지)
|
548 |
+
this.updateWarningAudios();
|
549 |
+
|
550 |
+
// 엔진 소리 볼륨을 스로틀에 연동
|
551 |
+
if (this.warningAudios.normal && !this.warningAudios.normal.paused) {
|
552 |
+
this.warningAudios.normal.volume = 0.3 + this.throttle * 0.4; // 0.3~0.7
|
553 |
+
}
|
554 |
+
}
|
555 |
+
|
556 |
+
shoot(scene) {
|
557 |
+
const currentTime = Date.now();
|
558 |
+
if (currentTime - this.lastShootTime < 100 || this.ammo <= 0) return;
|
559 |
+
|
560 |
+
this.lastShootTime = currentTime;
|
561 |
+
this.ammo--;
|
562 |
+
|
563 |
+
const bulletGeometry = new THREE.SphereGeometry(0.2);
|
564 |
+
const bulletMaterial = new THREE.MeshBasicMaterial({
|
565 |
+
color: 0xffff00,
|
566 |
+
emissive: 0xffff00,
|
567 |
+
emissiveIntensity: 0.7
|
568 |
+
});
|
569 |
+
const bullet = new THREE.Mesh(bulletGeometry, bulletMaterial);
|
570 |
+
|
571 |
+
const muzzleOffset = new THREE.Vector3(0, 0, 8);
|
572 |
+
muzzleOffset.applyEuler(this.rotation);
|
573 |
+
bullet.position.copy(this.position).add(muzzleOffset);
|
574 |
+
|
575 |
+
const bulletSpeed = 1000;
|
576 |
+
const direction = new THREE.Vector3(0, 0, 1);
|
577 |
+
direction.applyEuler(this.rotation);
|
578 |
+
bullet.velocity = direction.multiplyScalar(bulletSpeed).add(this.velocity);
|
579 |
+
|
580 |
+
scene.add(bullet);
|
581 |
+
this.bullets.push(bullet);
|
582 |
+
|
583 |
+
try {
|
584 |
+
const audio = new Audio('sounds/gunfire.ogg');
|
585 |
+
if (audio) {
|
586 |
+
audio.volume = 0.3;
|
587 |
+
audio.play().catch(e => console.log('Gunfire sound failed to play'));
|
588 |
+
}
|
589 |
+
} catch (e) {}
|
590 |
+
}
|
591 |
+
|
592 |
+
updateBullets(scene, deltaTime) {
|
593 |
+
for (let i = this.bullets.length - 1; i >= 0; i--) {
|
594 |
+
const bullet = this.bullets[i];
|
595 |
+
bullet.position.add(bullet.velocity.clone().multiplyScalar(deltaTime));
|
596 |
+
|
597 |
+
if (bullet.position.distanceTo(this.position) > 8000 ||
|
598 |
+
bullet.position.y < 0 ||
|
599 |
+
bullet.position.y > GAME_CONSTANTS.MAX_ALTITUDE + 500) {
|
600 |
+
scene.remove(bullet);
|
601 |
+
this.bullets.splice(i, 1);
|
602 |
+
}
|
603 |
+
}
|
604 |
+
}
|
605 |
+
|
606 |
+
takeDamage(damage) {
|
607 |
+
this.health -= damage;
|
608 |
+
return this.health <= 0;
|
609 |
+
}
|
610 |
+
|
611 |
+
getCameraPosition() {
|
612 |
+
const backward = new THREE.Vector3(0, 0, -1);
|
613 |
+
const up = new THREE.Vector3(0, 1, 0);
|
614 |
+
|
615 |
+
backward.applyEuler(this.rotation);
|
616 |
+
up.applyEuler(this.rotation);
|
617 |
+
|
618 |
+
const cameraPosition = this.position.clone()
|
619 |
+
.add(backward.multiplyScalar(this.cameraDistance))
|
620 |
+
.add(up.multiplyScalar(this.cameraHeight));
|
621 |
+
|
622 |
+
return cameraPosition;
|
623 |
+
}
|
624 |
+
|
625 |
+
getCameraTarget() {
|
626 |
+
return this.position.clone();
|
627 |
+
}
|
628 |
+
}
|
629 |
+
|
630 |
+
// 적 전투기 클래스
|
631 |
+
class EnemyFighter {
|
632 |
+
constructor(scene, position) {
|
633 |
+
this.mesh = null;
|
634 |
+
this.isLoaded = false;
|
635 |
+
this.scene = scene;
|
636 |
+
this.position = position.clone();
|
637 |
+
this.velocity = new THREE.Vector3(0, 0, 120);
|
638 |
+
this.rotation = new THREE.Euler(0, 0, 0);
|
639 |
+
this.health = 100;
|
640 |
+
this.speed = 120;
|
641 |
+
this.bullets = [];
|
642 |
+
this.lastShootTime = 0;
|
643 |
+
|
644 |
+
this.aiState = 'patrol';
|
645 |
+
this.targetPosition = position.clone();
|
646 |
+
this.patrolCenter = position.clone();
|
647 |
+
this.patrolRadius = 2000;
|
648 |
+
this.lastStateChange = 0;
|
649 |
+
}
|
650 |
+
|
651 |
+
async initialize(loader) {
|
652 |
+
try {
|
653 |
+
const result = await loader.loadAsync('models/mig-29.glb');
|
654 |
+
this.mesh = result.scene;
|
655 |
+
this.mesh.position.copy(this.position);
|
656 |
+
this.mesh.scale.set(1.5, 1.5, 1.5);
|
657 |
+
this.mesh.rotation.y = 3 * Math.PI / 2;
|
658 |
+
|
659 |
+
this.mesh.traverse((child) => {
|
660 |
+
if (child.isMesh) {
|
661 |
+
child.castShadow = true;
|
662 |
+
child.receiveShadow = true;
|
663 |
+
}
|
664 |
+
});
|
665 |
+
|
666 |
+
this.scene.add(this.mesh);
|
667 |
+
this.isLoaded = true;
|
668 |
+
console.log('MiG-29 적기 로딩 완료');
|
669 |
+
} catch (error) {
|
670 |
+
console.error('MiG-29 모델 로딩 실패:', error);
|
671 |
+
this.createFallbackModel();
|
672 |
+
}
|
673 |
+
}
|
674 |
+
|
675 |
+
createFallbackModel() {
|
676 |
+
const group = new THREE.Group();
|
677 |
+
|
678 |
+
const fuselageGeometry = new THREE.CylinderGeometry(0.6, 1.0, 8, 8);
|
679 |
+
const fuselageMaterial = new THREE.MeshLambertMaterial({ color: 0x800000 });
|
680 |
+
const fuselage = new THREE.Mesh(fuselageGeometry, fuselageMaterial);
|
681 |
+
fuselage.rotation.x = -Math.PI / 2;
|
682 |
+
group.add(fuselage);
|
683 |
+
|
684 |
+
const wingGeometry = new THREE.BoxGeometry(12, 0.3, 3);
|
685 |
+
const wingMaterial = new THREE.MeshLambertMaterial({ color: 0x600000 });
|
686 |
+
const wings = new THREE.Mesh(wingGeometry, wingMaterial);
|
687 |
+
wings.position.z = -0.5;
|
688 |
+
group.add(wings);
|
689 |
+
|
690 |
+
this.mesh = group;
|
691 |
+
this.mesh.position.copy(this.position);
|
692 |
+
this.mesh.scale.set(1.5, 1.5, 1.5);
|
693 |
+
this.scene.add(this.mesh);
|
694 |
+
this.isLoaded = true;
|
695 |
+
|
696 |
+
console.log('Fallback 적기 모델 생성 완료');
|
697 |
+
}
|
698 |
+
|
699 |
+
update(playerPosition, deltaTime) {
|
700 |
+
if (!this.mesh || !this.isLoaded) return;
|
701 |
+
|
702 |
+
const currentTime = Date.now();
|
703 |
+
const distanceToPlayer = this.position.distanceTo(playerPosition);
|
704 |
+
|
705 |
+
if (distanceToPlayer < 5000) {
|
706 |
+
const direction = new THREE.Vector3()
|
707 |
+
.subVectors(playerPosition, this.position)
|
708 |
+
.normalize();
|
709 |
+
|
710 |
+
this.velocity = direction.multiplyScalar(this.speed);
|
711 |
+
this.rotation.y = Math.atan2(direction.x, direction.z);
|
712 |
+
|
713 |
+
if (distanceToPlayer < 2000 && currentTime - this.lastShootTime > 1500) {
|
714 |
+
this.shoot();
|
715 |
+
}
|
716 |
+
} else {
|
717 |
+
if (this.position.distanceTo(this.targetPosition) < 300) {
|
718 |
+
const angle = Math.random() * Math.PI * 2;
|
719 |
+
this.targetPosition = this.patrolCenter.clone().add(
|
720 |
+
new THREE.Vector3(
|
721 |
+
Math.cos(angle) * this.patrolRadius,
|
722 |
+
(Math.random() - 0.5) * 1000,
|
723 |
+
Math.sin(angle) * this.patrolRadius
|
724 |
+
)
|
725 |
+
);
|
726 |
+
}
|
727 |
+
|
728 |
+
const direction = new THREE.Vector3()
|
729 |
+
.subVectors(this.targetPosition, this.position)
|
730 |
+
.normalize();
|
731 |
+
|
732 |
+
this.velocity = direction.multiplyScalar(this.speed * 0.7);
|
733 |
+
this.rotation.y = Math.atan2(direction.x, direction.z);
|
734 |
+
}
|
735 |
+
|
736 |
+
this.position.add(this.velocity.clone().multiplyScalar(deltaTime));
|
737 |
+
|
738 |
+
if (this.position.y < GAME_CONSTANTS.MIN_ALTITUDE) {
|
739 |
+
this.position.y = GAME_CONSTANTS.MIN_ALTITUDE;
|
740 |
+
}
|
741 |
+
if (this.position.y > GAME_CONSTANTS.MAX_ALTITUDE) {
|
742 |
+
this.position.y = GAME_CONSTANTS.MAX_ALTITUDE;
|
743 |
+
}
|
744 |
+
|
745 |
+
const mapLimit = GAME_CONSTANTS.MAP_SIZE / 2;
|
746 |
+
if (this.position.x > mapLimit) this.position.x = -mapLimit;
|
747 |
+
if (this.position.x < -mapLimit) this.position.x = mapLimit;
|
748 |
+
if (this.position.z > mapLimit) this.position.z = -mapLimit;
|
749 |
+
if (this.position.z < -mapLimit) this.position.z = mapLimit;
|
750 |
+
|
751 |
+
this.mesh.position.copy(this.position);
|
752 |
+
this.mesh.rotation.x = this.rotation.x;
|
753 |
+
this.mesh.rotation.y = this.rotation.y + 3 * Math.PI / 2;
|
754 |
+
this.mesh.rotation.z = this.rotation.z;
|
755 |
+
|
756 |
+
this.updateBullets(deltaTime);
|
757 |
+
}
|
758 |
+
|
759 |
+
shoot() {
|
760 |
+
this.lastShootTime = Date.now();
|
761 |
+
|
762 |
+
const bulletGeometry = new THREE.SphereGeometry(0.15);
|
763 |
+
const bulletMaterial = new THREE.MeshBasicMaterial({
|
764 |
+
color: 0xff0000,
|
765 |
+
emissive: 0xff0000,
|
766 |
+
emissiveIntensity: 0.5
|
767 |
+
});
|
768 |
+
const bullet = new THREE.Mesh(bulletGeometry, bulletMaterial);
|
769 |
+
|
770 |
+
const muzzleOffset = new THREE.Vector3(0, 0, 6);
|
771 |
+
muzzleOffset.applyEuler(this.rotation);
|
772 |
+
bullet.position.copy(this.position).add(muzzleOffset);
|
773 |
+
|
774 |
+
const direction = new THREE.Vector3(0, 0, 1);
|
775 |
+
direction.applyEuler(this.rotation);
|
776 |
+
bullet.velocity = direction.multiplyScalar(800);
|
777 |
+
|
778 |
+
this.scene.add(bullet);
|
779 |
+
this.bullets.push(bullet);
|
780 |
+
}
|
781 |
+
|
782 |
+
updateBullets(deltaTime) {
|
783 |
+
for (let i = this.bullets.length - 1; i >= 0; i--) {
|
784 |
+
const bullet = this.bullets[i];
|
785 |
+
bullet.position.add(bullet.velocity.clone().multiplyScalar(deltaTime));
|
786 |
+
|
787 |
+
if (bullet.position.distanceTo(this.position) > 5000 ||
|
788 |
+
bullet.position.y < 0) {
|
789 |
+
this.scene.remove(bullet);
|
790 |
+
this.bullets.splice(i, 1);
|
791 |
+
}
|
792 |
+
}
|
793 |
+
}
|
794 |
+
|
795 |
+
takeDamage(damage) {
|
796 |
+
this.health -= damage;
|
797 |
+
return this.health <= 0;
|
798 |
+
}
|
799 |
+
|
800 |
+
destroy() {
|
801 |
+
if (this.mesh) {
|
802 |
+
this.scene.remove(this.mesh);
|
803 |
+
this.bullets.forEach(bullet => this.scene.remove(bullet));
|
804 |
+
this.bullets = [];
|
805 |
+
this.isLoaded = false;
|
806 |
+
}
|
807 |
+
}
|
808 |
+
}
|
809 |
+
|
810 |
+
// 메인 게임 클래스
|
811 |
+
class Game {
|
812 |
+
constructor() {
|
813 |
+
this.scene = new THREE.Scene();
|
814 |
+
this.camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 50000);
|
815 |
+
this.renderer = new THREE.WebGLRenderer({ antialias: true });
|
816 |
+
this.renderer.setSize(window.innerWidth, window.innerHeight);
|
817 |
+
this.renderer.shadowMap.enabled = true;
|
818 |
+
this.renderer.shadowMap.type = THREE.PCFSoftShadowMap;
|
819 |
+
this.renderer.setClearColor(0x87CEEB);
|
820 |
+
this.renderer.setPixelRatio(window.devicePixelRatio);
|
821 |
+
|
822 |
+
document.getElementById('gameContainer').appendChild(this.renderer.domElement);
|
823 |
+
|
824 |
+
this.loader = new GLTFLoader();
|
825 |
+
this.fighter = new Fighter();
|
826 |
+
this.enemies = [];
|
827 |
+
this.isLoaded = false;
|
828 |
+
this.isBGMReady = false;
|
829 |
+
this.isGameOver = false;
|
830 |
+
this.gameTime = GAME_CONSTANTS.MISSION_DURATION;
|
831 |
+
this.score = 0;
|
832 |
+
this.lastTime = performance.now();
|
833 |
+
this.gameTimer = null;
|
834 |
+
this.animationFrameId = null;
|
835 |
+
|
836 |
+
this.bgm = null;
|
837 |
+
this.bgmPlaying = false;
|
838 |
+
|
839 |
+
this.keys = { w: false, a: false, s: false, d: false, f: false };
|
840 |
+
this.isStarted = false;
|
841 |
+
|
842 |
+
this.setupScene();
|
843 |
+
this.setupEventListeners();
|
844 |
+
this.preloadGame();
|
845 |
+
}
|
846 |
+
|
847 |
+
async preloadGame() {
|
848 |
+
try {
|
849 |
+
console.log('게임 리소스 사전 로딩 중...');
|
850 |
+
|
851 |
+
await this.fighter.initialize(this.scene, this.loader);
|
852 |
+
|
853 |
+
if (!this.fighter.isLoaded) {
|
854 |
+
throw new Error('전투기 로딩 실패');
|
855 |
+
}
|
856 |
+
|
857 |
+
await this.preloadEnemies();
|
858 |
+
|
859 |
+
this.isLoaded = true;
|
860 |
+
console.log('게임 리소스 로딩 완료');
|
861 |
|
862 |
+
await this.preloadBGM();
|
863 |
+
|
864 |
+
this.showStartScreen();
|
865 |
+
|
866 |
+
this.animate();
|
867 |
+
|
868 |
+
} catch (error) {
|
869 |
+
console.error('게임 사전 로딩 실패:', error);
|
870 |
+
document.getElementById('loading').innerHTML =
|
871 |
+
'<div class="loading-text" style="color: red;">로딩 실패. 페이지를 새로고침해주세요.</div>';
|
872 |
+
}
|
873 |
+
}
|
874 |
+
|
875 |
+
showStartScreen() {
|
876 |
+
if (this.isLoaded && this.isBGMReady) {
|
877 |
+
const loadingElement = document.getElementById('loading');
|
878 |
+
if (loadingElement) {
|
879 |
+
loadingElement.style.display = 'none';
|
880 |
+
}
|
881 |
+
|
882 |
+
const startScreen = document.getElementById('startScreen');
|
883 |
+
if (startScreen) {
|
884 |
+
startScreen.style.display = 'flex';
|
885 |
+
}
|
886 |
+
|
887 |
+
window.dispatchEvent(new Event('gameReady'));
|
888 |
+
|
889 |
+
console.log('모든 리소스 준비 완료 - Start Game 버튼 표시');
|
890 |
+
}
|
891 |
+
}
|
892 |
+
|
893 |
+
async preloadBGM() {
|
894 |
+
console.log('BGM 사전 로딩...');
|
895 |
+
|
896 |
+
return new Promise((resolve) => {
|
897 |
+
try {
|
898 |
+
this.bgm = new Audio('sounds/main.ogg');
|
899 |
+
this.bgm.volume = 0.25;
|
900 |
+
this.bgm.loop = true;
|
901 |
+
|
902 |
+
this.bgm.addEventListener('canplaythrough', () => {
|
903 |
+
console.log('BGM 재생 준비 완료');
|
904 |
+
this.isBGMReady = true;
|
905 |
+
resolve();
|
906 |
+
});
|
907 |
|
908 |
+
this.bgm.addEventListener('error', (e) => {
|
909 |
+
console.log('BGM 에러:', e);
|
910 |
+
this.isBGMReady = true;
|
911 |
+
resolve();
|
912 |
+
});
|
|
|
|
|
913 |
|
914 |
+
this.bgm.load();
|
|
|
|
|
|
|
|
|
|
|
915 |
|
916 |
+
setTimeout(() => {
|
917 |
+
if (!this.isBGMReady) {
|
918 |
+
console.log('BGM 로딩 타임아웃 - 게임 진행');
|
919 |
+
this.isBGMReady = true;
|
920 |
+
resolve();
|
921 |
+
}
|
922 |
+
}, 3000);
|
923 |
|
924 |
+
} catch (error) {
|
925 |
+
console.log('BGM 사전 로딩 실패:', error);
|
926 |
+
this.isBGMReady = true;
|
927 |
+
resolve();
|
928 |
+
}
|
929 |
+
});
|
930 |
+
}
|
931 |
+
|
932 |
+
async preloadEnemies() {
|
933 |
+
for (let i = 0; i < GAME_CONSTANTS.ENEMY_COUNT; i++) {
|
934 |
+
const angle = (i / GAME_CONSTANTS.ENEMY_COUNT) * Math.PI * 2;
|
935 |
+
const distance = 6000 + Math.random() * 3000;
|
936 |
+
|
937 |
+
const position = new THREE.Vector3(
|
938 |
+
Math.cos(angle) * distance,
|
939 |
+
2500 + Math.random() * 2000,
|
940 |
+
Math.sin(angle) * distance
|
941 |
+
);
|
942 |
+
|
943 |
+
const enemy = new EnemyFighter(this.scene, position);
|
944 |
+
await enemy.initialize(this.loader);
|
945 |
+
this.enemies.push(enemy);
|
946 |
+
}
|
947 |
+
}
|
948 |
+
|
949 |
+
setupScene() {
|
950 |
+
this.scene.background = new THREE.Color(0x87CEEB);
|
951 |
+
this.scene.fog = new THREE.Fog(0x87CEEB, 1000, 30000);
|
952 |
+
|
953 |
+
const ambientLight = new THREE.AmbientLight(0xffffff, 0.6);
|
954 |
+
this.scene.add(ambientLight);
|
955 |
+
|
956 |
+
const directionalLight = new THREE.DirectionalLight(0xffffff, 1.0);
|
957 |
+
directionalLight.position.set(8000, 10000, 8000);
|
958 |
+
directionalLight.castShadow = true;
|
959 |
+
directionalLight.shadow.mapSize.width = 2048;
|
960 |
+
directionalLight.shadow.mapSize.height = 2048;
|
961 |
+
directionalLight.shadow.camera.near = 0.5;
|
962 |
+
directionalLight.shadow.camera.far = 20000;
|
963 |
+
directionalLight.shadow.camera.left = -10000;
|
964 |
+
directionalLight.shadow.camera.right = 10000;
|
965 |
+
directionalLight.shadow.camera.top = 10000;
|
966 |
+
directionalLight.shadow.camera.bottom = -10000;
|
967 |
+
this.scene.add(directionalLight);
|
968 |
+
|
969 |
+
const groundGeometry = new THREE.PlaneGeometry(GAME_CONSTANTS.MAP_SIZE, GAME_CONSTANTS.MAP_SIZE);
|
970 |
+
const groundMaterial = new THREE.MeshLambertMaterial({
|
971 |
+
color: 0x8FBC8F,
|
972 |
+
transparent: true,
|
973 |
+
opacity: 0.8
|
974 |
+
});
|
975 |
+
const ground = new THREE.Mesh(groundGeometry, groundMaterial);
|
976 |
+
ground.rotation.x = -Math.PI / 2;
|
977 |
+
ground.receiveShadow = true;
|
978 |
+
this.scene.add(ground);
|
979 |
+
|
980 |
+
this.addClouds();
|
981 |
+
}
|
982 |
+
|
983 |
+
addClouds() {
|
984 |
+
const cloudGeometry = new THREE.SphereGeometry(100, 8, 6);
|
985 |
+
const cloudMaterial = new THREE.MeshLambertMaterial({
|
986 |
+
color: 0xffffff,
|
987 |
+
transparent: true,
|
988 |
+
opacity: 0.5
|
989 |
+
});
|
990 |
+
|
991 |
+
for (let i = 0; i < 100; i++) {
|
992 |
+
const cloud = new THREE.Mesh(cloudGeometry, cloudMaterial);
|
993 |
+
cloud.position.set(
|
994 |
+
(Math.random() - 0.5) * GAME_CONSTANTS.MAP_SIZE,
|
995 |
+
Math.random() * 4000 + 1000,
|
996 |
+
(Math.random() - 0.5) * GAME_CONSTANTS.MAP_SIZE
|
997 |
+
);
|
998 |
+
cloud.scale.set(
|
999 |
+
Math.random() * 3 + 1,
|
1000 |
+
Math.random() * 2 + 0.5,
|
1001 |
+
Math.random() * 3 + 1
|
1002 |
+
);
|
1003 |
+
this.scene.add(cloud);
|
1004 |
+
}
|
1005 |
+
}
|
1006 |
+
|
1007 |
+
setupEventListeners() {
|
1008 |
+
document.addEventListener('keydown', (event) => {
|
1009 |
+
if (this.isGameOver || !gameStarted) return;
|
1010 |
|
1011 |
+
switch(event.code) {
|
1012 |
+
case 'KeyW': this.keys.w = true; break;
|
1013 |
+
case 'KeyA': this.keys.a = true; break;
|
1014 |
+
case 'KeyS': this.keys.s = true; break;
|
1015 |
+
case 'KeyD': this.keys.d = true; break;
|
1016 |
+
case 'KeyF': this.keys.f = true; break;
|
1017 |
+
}
|
1018 |
+
});
|
1019 |
|
1020 |
+
document.addEventListener('keyup', (event) => {
|
1021 |
+
if (this.isGameOver || !gameStarted) return;
|
1022 |
+
|
1023 |
+
switch(event.code) {
|
1024 |
+
case 'KeyW': this.keys.w = false; break;
|
1025 |
+
case 'KeyA': this.keys.a = false; break;
|
1026 |
+
case 'KeyS': this.keys.s = false; break;
|
1027 |
+
case 'KeyD': this.keys.d = false; break;
|
1028 |
+
case 'KeyF': this.keys.f = false; break;
|
1029 |
}
|
1030 |
+
});
|
1031 |
+
|
1032 |
+
document.addEventListener('mousemove', (event) => {
|
1033 |
+
if (!document.pointerLockElement || this.isGameOver || !gameStarted) return;
|
1034 |
+
|
1035 |
+
const deltaX = event.movementX || 0;
|
1036 |
+
const deltaY = event.movementY || 0;
|
1037 |
+
|
1038 |
+
this.fighter.updateMouseInput(deltaX, deltaY);
|
1039 |
+
});
|
1040 |
+
|
1041 |
+
window.addEventListener('resize', () => {
|
1042 |
+
this.camera.aspect = window.innerWidth / window.innerHeight;
|
1043 |
+
this.camera.updateProjectionMatrix();
|
1044 |
+
this.renderer.setSize(window.innerWidth, window.innerHeight);
|
1045 |
+
});
|
1046 |
+
}
|
1047 |
+
|
1048 |
+
startGame() {
|
1049 |
+
if (!this.isLoaded) {
|
1050 |
+
console.log('게임이 아직 로딩 중입니다...');
|
1051 |
+
return;
|
1052 |
}
|
1053 |
+
|
1054 |
+
this.isStarted = true;
|
1055 |
+
this.startGameTimer();
|
1056 |
+
|
1057 |
+
// 엔진 소리 시작
|
1058 |
+
this.fighter.startEngineSound();
|
1059 |
+
|
1060 |
+
console.log('게임 시작!');
|
1061 |
+
}
|
1062 |
+
|
1063 |
+
startBGM() {
|
1064 |
+
if (this.bgmPlaying || !this.bgm) return;
|
1065 |
+
|
1066 |
+
console.log('BGM 재생 시도...');
|
1067 |
+
|
1068 |
+
const playPromise = this.bgm.play();
|
1069 |
+
|
1070 |
+
if (playPromise !== undefined) {
|
1071 |
+
playPromise.then(() => {
|
1072 |
+
this.bgmPlaying = true;
|
1073 |
+
console.log('BGM 재생 시작 성공!');
|
1074 |
+
}).catch(error => {
|
1075 |
+
console.log('자동 재생이 차단됨:', error);
|
1076 |
+
console.log('클릭 후 재생 시도 대기 중...');
|
1077 |
|
1078 |
+
const tryPlayOnInteraction = () => {
|
1079 |
+
if (!this.bgmPlaying && this.bgm) {
|
1080 |
+
console.log('사용자 상호작용으로 BGM 재생 시도...');
|
1081 |
+
this.bgm.play().then(() => {
|
1082 |
+
this.bgmPlaying = true;
|
1083 |
+
console.log('BGM 재생 시작 성공 (클릭 후)!');
|
1084 |
+
document.removeEventListener('click', tryPlayOnInteraction);
|
1085 |
+
document.removeEventListener('keydown', tryPlayOnInteraction);
|
1086 |
+
}).catch(e => console.log('BGM 재생 실패:', e));
|
1087 |
+
}
|
1088 |
};
|
1089 |
|
1090 |
+
document.addEventListener('click', tryPlayOnInteraction);
|
1091 |
+
document.addEventListener('keydown', tryPlayOnInteraction);
|
1092 |
+
});
|
1093 |
+
}
|
1094 |
+
}
|
1095 |
+
|
1096 |
+
startGameTimer() {
|
1097 |
+
this.gameTimer = setInterval(() => {
|
1098 |
+
if (!this.isGameOver) {
|
1099 |
+
this.gameTime--;
|
1100 |
+
|
1101 |
+
if (this.gameTime <= 0) {
|
1102 |
+
this.endGame(true);
|
1103 |
+
}
|
1104 |
}
|
1105 |
+
}, 1000);
|
1106 |
+
}
|
1107 |
+
|
1108 |
+
updateUI() {
|
1109 |
+
if (this.fighter.isLoaded) {
|
1110 |
+
const speedKnots = Math.round(this.fighter.speed * 1.94384);
|
1111 |
+
const altitudeFeet = Math.round(this.fighter.altitude * 3.28084);
|
1112 |
+
const altitudeMeters = Math.round(this.fighter.altitude);
|
1113 |
|
1114 |
+
const scoreElement = document.getElementById('score');
|
1115 |
+
const timeElement = document.getElementById('time');
|
1116 |
+
const healthElement = document.getElementById('health');
|
1117 |
+
const ammoElement = document.getElementById('ammoDisplay');
|
1118 |
+
const gameStatsElement = document.getElementById('gameStats');
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1119 |
|
1120 |
+
if (scoreElement) scoreElement.textContent = `Score: ${this.score}`;
|
1121 |
+
if (timeElement) timeElement.textContent = `Time: ${this.gameTime}s`;
|
1122 |
+
if (healthElement) healthElement.style.width = `${this.fighter.health}%`;
|
1123 |
+
if (ammoElement) ammoElement.textContent = `AMMO: ${this.fighter.ammo}`;
|
1124 |
+
|
1125 |
+
if (gameStatsElement) {
|
1126 |
+
gameStatsElement.innerHTML = `
|
1127 |
+
<div>Score: ${this.score}</div>
|
1128 |
+
<div>Time: ${this.gameTime}s</div>
|
1129 |
+
<div>Speed: ${speedKnots} KT</div>
|
1130 |
+
<div>Alt: ${altitudeMeters}m (${altitudeFeet} FT)</div>
|
1131 |
+
<div>Throttle: ${Math.round(this.fighter.throttle * 100)}%</div>
|
1132 |
+
<div>G-Force: ${this.fighter.gForce.toFixed(1)}</div>
|
1133 |
+
<div>Targets: ${this.enemies.length}</div>
|
1134 |
+
`;
|
1135 |
+
}
|
1136 |
+
|
1137 |
+
this.updateWarnings();
|
1138 |
+
this.updateHUD();
|
1139 |
+
}
|
1140 |
+
}
|
1141 |
+
|
1142 |
+
updateHUD() {
|
1143 |
+
// HUD 크로스헤어 업데이트
|
1144 |
+
const hudElement = document.getElementById('hudCrosshair');
|
1145 |
+
if (!hudElement) return;
|
1146 |
+
|
1147 |
+
// 롤 각도에 따라 HUD 회전
|
1148 |
+
const rollDegrees = this.fighter.rotation.z * (180 / Math.PI);
|
1149 |
+
hudElement.style.transform = `translate(-50%, -50%) rotate(${-rollDegrees}deg)`;
|
1150 |
+
|
1151 |
+
// 피치 래더 업데이트 - 수정된 부분
|
1152 |
+
const pitchLadder = document.getElementById('pitchLadder');
|
1153 |
+
if (pitchLadder) {
|
1154 |
+
const pitchDegrees = this.fighter.rotation.x * (180 / Math.PI);
|
1155 |
+
// 수정: 음수를 곱해서 반대 방향으로, 10도당 20픽셀
|
1156 |
+
const pitchOffset = -pitchDegrees * 2;
|
1157 |
+
pitchLadder.style.transform = `translateY(${pitchOffset}px)`;
|
1158 |
+
}
|
1159 |
+
|
1160 |
+
// 비행 정보 업데이트
|
1161 |
+
const speedKnots = Math.round(this.fighter.speed * 1.94384);
|
1162 |
+
const altitudeMeters = Math.round(this.fighter.altitude);
|
1163 |
+
const pitchDegrees = Math.round(this.fighter.rotation.x * (180 / Math.PI));
|
1164 |
+
const rollDegreesRounded = Math.round(rollDegrees);
|
1165 |
+
const headingDegrees = Math.round(((this.fighter.rotation.y * (180 / Math.PI)) + 360) % 360);
|
1166 |
+
|
1167 |
+
// 선회율 계산 (도/초)
|
1168 |
+
if (!this.lastHeading) this.lastHeading = headingDegrees;
|
1169 |
+
let turnRate = (headingDegrees - this.lastHeading);
|
1170 |
+
if (turnRate > 180) turnRate -= 360;
|
1171 |
+
if (turnRate < -180) turnRate += 360;
|
1172 |
+
this.lastHeading = headingDegrees;
|
1173 |
+
const turnRateDegPerSec = Math.round(turnRate / (1/60)); // 60 FPS 기준
|
1174 |
+
|
1175 |
+
// HUD 정보 업데이트
|
1176 |
+
const hudSpeed = document.getElementById('hudSpeed');
|
1177 |
+
const hudAltitude = document.getElementById('hudAltitude');
|
1178 |
+
const hudHeading = document.getElementById('hudHeading');
|
1179 |
+
const hudPitch = document.getElementById('hudPitch');
|
1180 |
+
const hudRoll = document.getElementById('hudRoll');
|
1181 |
+
const hudTurnRate = document.getElementById('hudTurnRate');
|
1182 |
+
|
1183 |
+
if (hudSpeed) hudSpeed.textContent = `SPD: ${speedKnots} KT`;
|
1184 |
+
if (hudAltitude) hudAltitude.textContent = `ALT: ${altitudeMeters} M`;
|
1185 |
+
if (hudHeading) hudHeading.textContent = `HDG: ${String(headingDegrees).padStart(3, '0')}°`;
|
1186 |
+
if (hudPitch) hudPitch.textContent = `PITCH: ${pitchDegrees}°`;
|
1187 |
+
if (hudRoll) hudRoll.textContent = `ROLL: ${rollDegreesRounded}°`;
|
1188 |
+
if (hudTurnRate) hudTurnRate.textContent = `TURN: ${Math.abs(turnRateDegPerSec) > 1 ? turnRateDegPerSec : 0}°/s`;
|
1189 |
+
|
1190 |
+
// 적 타겟 마커 업데이트
|
1191 |
+
const targetMarkers = document.getElementById('targetMarkers');
|
1192 |
+
if (targetMarkers) {
|
1193 |
+
targetMarkers.innerHTML = '';
|
1194 |
+
|
1195 |
+
// 모든 적에 대해 처리
|
1196 |
+
this.enemies.forEach(enemy => {
|
1197 |
+
if (!enemy.mesh || !enemy.isLoaded) return;
|
1198 |
+
|
1199 |
+
const distance = this.fighter.position.distanceTo(enemy.position);
|
1200 |
+
if (distance > 10000) return; // 10km 이상은 표시하지 않음
|
1201 |
+
|
1202 |
+
// 적의 화면 좌표 계산
|
1203 |
+
const enemyScreenPos = this.getScreenPosition(enemy.position);
|
1204 |
+
if (!enemyScreenPos) return;
|
1205 |
+
|
1206 |
+
// 화면 중앙으로부터의 거리 계산
|
1207 |
+
const centerX = window.innerWidth / 2;
|
1208 |
+
const centerY = window.innerHeight / 2;
|
1209 |
+
const distFromCenter = Math.sqrt(
|
1210 |
+
Math.pow(enemyScreenPos.x - centerX, 2) +
|
1211 |
+
Math.pow(enemyScreenPos.y - centerY, 2)
|
1212 |
+
);
|
1213 |
+
|
1214 |
+
// 크로스헤어 반경 (75px)
|
1215 |
+
const crosshairRadius = 75;
|
1216 |
+
const isInCrosshair = distFromCenter < crosshairRadius;
|
1217 |
+
|
1218 |
+
// 타겟 마커 생성
|
1219 |
+
const marker = document.createElement('div');
|
1220 |
+
marker.className = 'target-marker';
|
1221 |
+
|
1222 |
+
if (isInCrosshair) {
|
1223 |
+
marker.classList.add('in-crosshair');
|
1224 |
|
1225 |
+
// 2000m 이내면 락온
|
1226 |
+
if (distance < 2000) {
|
1227 |
+
marker.classList.add('locked');
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1228 |
}
|
|
|
1229 |
|
1230 |
+
// 타겟 박스 추가
|
1231 |
+
const targetBox = document.createElement('div');
|
1232 |
+
targetBox.className = 'target-box';
|
1233 |
+
marker.appendChild(targetBox);
|
|
|
|
|
|
|
|
|
1234 |
|
1235 |
+
// 거리 정보 추가
|
1236 |
+
const targetInfo = document.createElement('div');
|
1237 |
+
targetInfo.className = 'target-info';
|
1238 |
+
targetInfo.textContent = `${Math.round(distance)}m`;
|
1239 |
+
marker.appendChild(targetInfo);
|
|
|
|
|
|
|
1240 |
}
|
1241 |
+
|
1242 |
+
marker.style.left = `${enemyScreenPos.x}px`;
|
1243 |
+
marker.style.top = `${enemyScreenPos.y}px`;
|
1244 |
+
|
1245 |
+
targetMarkers.appendChild(marker);
|
1246 |
+
});
|
1247 |
+
}
|
1248 |
+
}
|
1249 |
+
|
1250 |
+
getScreenPosition(worldPosition) {
|
1251 |
+
// 3D 좌표를 화면 좌표로 변환
|
1252 |
+
const vector = worldPosition.clone();
|
1253 |
+
vector.project(this.camera);
|
1254 |
+
|
1255 |
+
// 카메라 뒤에 있는 객체는 표시하지 않음
|
1256 |
+
if (vector.z > 1) return null;
|
1257 |
|
1258 |
+
const x = (vector.x * 0.5 + 0.5) * window.innerWidth;
|
1259 |
+
const y = (-vector.y * 0.5 + 0.5) * window.innerHeight;
|
1260 |
+
|
1261 |
+
return { x, y };
|
1262 |
+
}
|
1263 |
+
|
1264 |
+
updateWarnings() {
|
1265 |
+
// 기존 경고 메시지 제거
|
1266 |
+
const existingWarnings = document.querySelectorAll('.warning-message');
|
1267 |
+
existingWarnings.forEach(w => w.remove());
|
1268 |
+
|
1269 |
+
// 스톨 탈출 경고 제거
|
1270 |
+
const existingStallWarnings = document.querySelectorAll('.stall-escape-warning, .stall-escape-progress');
|
1271 |
+
existingStallWarnings.forEach(w => w.remove());
|
1272 |
+
|
1273 |
+
if (this.fighter.warningBlinkState) {
|
1274 |
+
const warningContainer = document.createElement('div');
|
1275 |
+
warningContainer.className = 'warning-message';
|
1276 |
+
warningContainer.style.cssText = `
|
1277 |
+
position: fixed;
|
1278 |
+
top: 30%;
|
1279 |
+
left: 50%;
|
1280 |
+
transform: translateX(-50%);
|
1281 |
+
color: #ff0000;
|
1282 |
+
font-size: 24px;
|
1283 |
+
font-weight: bold;
|
1284 |
+
text-shadow: 2px 2px 4px rgba(0,0,0,0.8);
|
1285 |
+
z-index: 1500;
|
1286 |
+
text-align: center;
|
1287 |
+
`;
|
1288 |
|
1289 |
+
let warningText = '';
|
|
|
1290 |
|
1291 |
+
if (this.fighter.altitude < 250) {
|
1292 |
+
warningText += 'PULL UP! PULL UP!\n';
|
1293 |
+
} else if (this.fighter.altitude < 500) {
|
1294 |
+
warningText += 'LOW ALTITUDE WARNING\n';
|
1295 |
+
}
|
1296 |
+
|
1297 |
+
if (this.fighter.altitudeWarning) {
|
1298 |
+
warningText += 'ALTITUDE LIMIT\n';
|
1299 |
+
}
|
1300 |
+
|
1301 |
+
if (this.fighter.stallWarning) {
|
1302 |
+
warningText += 'STALL WARNING\n';
|
1303 |
+
}
|
1304 |
+
|
1305 |
+
if (this.fighter.overG) {
|
1306 |
+
warningText += 'OVER-G! OVER-G!\n';
|
1307 |
+
}
|
1308 |
+
|
1309 |
+
if (warningText) {
|
1310 |
+
warningContainer.innerHTML = warningText.replace(/\n/g, '<br>');
|
1311 |
+
document.body.appendChild(warningContainer);
|
1312 |
+
}
|
1313 |
+
}
|
1314 |
+
|
1315 |
+
// 스톨 상태일 때만 "Press F to Escape" 경고 표시
|
1316 |
+
if (this.fighter.stallWarning) {
|
1317 |
+
const stallEscapeWarning = document.createElement('div');
|
1318 |
+
stallEscapeWarning.className = 'stall-escape-warning';
|
1319 |
+
stallEscapeWarning.style.cssText = `
|
1320 |
+
position: fixed;
|
1321 |
+
bottom: 100px;
|
1322 |
+
left: 50%;
|
1323 |
+
transform: translateX(-50%);
|
1324 |
+
background: rgba(255, 0, 0, 0.8);
|
1325 |
+
color: #ffffff;
|
1326 |
+
font-size: 28px;
|
1327 |
+
font-weight: bold;
|
1328 |
+
padding: 15px 30px;
|
1329 |
+
border: 3px solid #ff0000;
|
1330 |
+
border-radius: 10px;
|
1331 |
+
z-index: 1600;
|
1332 |
+
text-align: center;
|
1333 |
+
animation: blink 0.5s infinite;
|
1334 |
+
`;
|
1335 |
+
stallEscapeWarning.innerHTML = 'PRESS F TO ESCAPE';
|
1336 |
+
document.body.appendChild(stallEscapeWarning);
|
1337 |
+
|
1338 |
+
// 애니메이션 스타일 추가
|
1339 |
+
if (!document.getElementById('blinkAnimation')) {
|
1340 |
+
const style = document.createElement('style');
|
1341 |
+
style.id = 'blinkAnimation';
|
1342 |
+
style.innerHTML = `
|
1343 |
+
@keyframes blink {
|
1344 |
+
0%, 50% { opacity: 1; }
|
1345 |
+
51%, 100% { opacity: 0.3; }
|
1346 |
}
|
1347 |
+
`;
|
1348 |
+
document.head.appendChild(style);
|
1349 |
}
|
1350 |
}
|
1351 |
|
1352 |
+
// Over-G 3초 이상일 때 시야 흐림 효과
|
1353 |
+
if (this.fighter.overG && this.fighter.overGTimer > 3.0) {
|
1354 |
+
let blurEffect = document.getElementById('overGBlurEffect');
|
1355 |
+
if (!blurEffect) {
|
1356 |
+
blurEffect = document.createElement('div');
|
1357 |
+
blurEffect.id = 'overGBlurEffect';
|
1358 |
+
document.body.appendChild(blurEffect);
|
1359 |
}
|
1360 |
|
1361 |
+
// Over-G 지속 시간에 따라 흐림 정도 증가
|
1362 |
+
const blurIntensity = Math.min((this.fighter.overGTimer - 3.0) * 0.3, 0.8);
|
1363 |
+
blurEffect.style.cssText = `
|
1364 |
+
position: fixed;
|
1365 |
+
top: 0;
|
1366 |
+
left: 0;
|
1367 |
+
width: 100%;
|
1368 |
+
height: 100%;
|
1369 |
+
background: radial-gradient(ellipse at center,
|
1370 |
+
transparent 20%,
|
1371 |
+
rgba(0, 0, 0, ${blurIntensity}) 50%,
|
1372 |
+
rgba(0, 0, 0, ${blurIntensity + 0.2}) 100%);
|
1373 |
+
pointer-events: none;
|
1374 |
+
z-index: 1400;
|
1375 |
+
`;
|
1376 |
+
} else {
|
1377 |
+
// Over-G 상태가 아니면 효과 제거
|
1378 |
+
const blurEffect = document.getElementById('overGBlurEffect');
|
1379 |
+
if (blurEffect) {
|
1380 |
+
blurEffect.remove();
|
1381 |
+
}
|
1382 |
+
}
|
1383 |
+
}
|
1384 |
+
|
1385 |
+
updateRadar() {
|
1386 |
+
const radar = document.getElementById('radar');
|
1387 |
+
if (!radar) return;
|
1388 |
+
|
1389 |
+
const oldDots = radar.getElementsByClassName('enemy-dot');
|
1390 |
+
while (oldDots[0]) {
|
1391 |
+
oldDots[0].remove();
|
1392 |
+
}
|
1393 |
+
|
1394 |
+
const radarCenter = { x: 100, y: 100 };
|
1395 |
+
const radarRange = 10000;
|
1396 |
+
|
1397 |
+
this.enemies.forEach(enemy => {
|
1398 |
+
if (!enemy.mesh || !enemy.isLoaded) return;
|
1399 |
|
1400 |
+
const distance = this.fighter.position.distanceTo(enemy.position);
|
1401 |
+
if (distance <= radarRange) {
|
1402 |
+
const relativePos = enemy.position.clone().sub(this.fighter.position);
|
1403 |
+
const angle = Math.atan2(relativePos.x, relativePos.z);
|
1404 |
+
const relativeDistance = distance / radarRange;
|
1405 |
+
|
1406 |
+
const dotX = radarCenter.x + Math.sin(angle) * (radarCenter.x * relativeDistance);
|
1407 |
+
const dotY = radarCenter.y + Math.cos(angle) * (radarCenter.y * relativeDistance);
|
1408 |
+
|
1409 |
+
const dot = document.createElement('div');
|
1410 |
+
dot.className = 'enemy-dot';
|
1411 |
+
dot.style.left = `${dotX}px`;
|
1412 |
+
dot.style.top = `${dotY}px`;
|
1413 |
+
radar.appendChild(dot);
|
1414 |
}
|
1415 |
+
});
|
1416 |
+
}
|
1417 |
+
|
1418 |
+
checkCollisions() {
|
1419 |
+
for (let i = this.fighter.bullets.length - 1; i >= 0; i--) {
|
1420 |
+
const bullet = this.fighter.bullets[i];
|
1421 |
|
1422 |
+
for (let j = this.enemies.length - 1; j >= 0; j--) {
|
1423 |
+
const enemy = this.enemies[j];
|
1424 |
+
if (!enemy.mesh || !enemy.isLoaded) continue;
|
1425 |
+
|
1426 |
+
const distance = bullet.position.distanceTo(enemy.position);
|
1427 |
+
if (distance < 25) {
|
1428 |
+
this.scene.remove(bullet);
|
1429 |
+
this.fighter.bullets.splice(i, 1);
|
1430 |
+
|
1431 |
+
if (enemy.takeDamage(30)) {
|
1432 |
+
enemy.destroy();
|
1433 |
+
this.enemies.splice(j, 1);
|
1434 |
+
this.score += 100;
|
1435 |
+
}
|
1436 |
+
break;
|
1437 |
+
}
|
1438 |
+
}
|
1439 |
+
}
|
1440 |
+
|
1441 |
+
this.enemies.forEach(enemy => {
|
1442 |
+
enemy.bullets.forEach((bullet, index) => {
|
1443 |
+
const distance = bullet.position.distanceTo(this.fighter.position);
|
1444 |
+
if (distance < 30) {
|
1445 |
+
this.scene.remove(bullet);
|
1446 |
+
enemy.bullets.splice(index, 1);
|
1447 |
+
|
1448 |
+
if (this.fighter.takeDamage(20)) {
|
1449 |
+
this.endGame(false);
|
1450 |
+
}
|
1451 |
+
}
|
1452 |
+
});
|
1453 |
+
});
|
1454 |
+
}
|
1455 |
+
|
1456 |
+
animate() {
|
1457 |
+
if (this.isGameOver) return;
|
1458 |
+
|
1459 |
+
this.animationFrameId = requestAnimationFrame(() => this.animate());
|
1460 |
+
|
1461 |
+
const currentTime = performance.now();
|
1462 |
+
const deltaTime = Math.min((currentTime - this.lastTime) / 1000, 0.1);
|
1463 |
+
this.lastTime = currentTime;
|
1464 |
+
|
1465 |
+
if (this.isLoaded && this.fighter.isLoaded) {
|
1466 |
+
// F키 상태를 Fighter에 전달
|
1467 |
+
this.fighter.escapeKeyPressed = this.keys.f;
|
1468 |
+
|
1469 |
+
this.fighter.updateControls(this.keys, deltaTime);
|
1470 |
+
this.fighter.updatePhysics(deltaTime);
|
1471 |
+
this.fighter.updateBullets(this.scene, deltaTime);
|
1472 |
+
|
1473 |
+
if (this.isStarted) {
|
1474 |
+
this.enemies.forEach(enemy => {
|
1475 |
+
enemy.update(this.fighter.position, deltaTime);
|
1476 |
+
});
|
1477 |
+
|
1478 |
+
this.checkCollisions();
|
1479 |
+
|
1480 |
+
if (this.fighter.health <= 0 && this.fighter.position.y <= 0) {
|
1481 |
+
this.endGame(false, "GROUND COLLISION");
|
1482 |
+
return;
|
1483 |
+
}
|
1484 |
+
|
1485 |
+
this.updateUI();
|
1486 |
+
this.updateRadar();
|
1487 |
+
|
1488 |
+
if (this.enemies.length === 0) {
|
1489 |
+
this.endGame(true);
|
1490 |
+
}
|
1491 |
+
}
|
1492 |
+
|
1493 |
+
const targetCameraPos = this.fighter.getCameraPosition();
|
1494 |
+
const targetCameraTarget = this.fighter.getCameraTarget();
|
1495 |
|
1496 |
+
this.camera.position.lerp(targetCameraPos, this.fighter.cameraLag);
|
1497 |
+
|
1498 |
+
this.camera.lookAt(targetCameraTarget);
|
1499 |
+
} else {
|
1500 |
+
if (this.fighter.isLoaded) {
|
1501 |
+
const initialCameraPos = this.fighter.getCameraPosition();
|
1502 |
+
const initialTarget = this.fighter.getCameraTarget();
|
1503 |
+
this.camera.position.copy(initialCameraPos);
|
1504 |
+
this.camera.lookAt(initialTarget);
|
1505 |
+
}
|
1506 |
+
}
|
1507 |
+
|
1508 |
+
this.renderer.render(this.scene, this.camera);
|
1509 |
+
}
|
1510 |
+
|
1511 |
+
endGame(victory = false, reason = "") {
|
1512 |
+
this.isGameOver = true;
|
1513 |
+
|
1514 |
+
if (this.fighter && this.fighter.stopAllWarningAudios) {
|
1515 |
+
this.fighter.stopAllWarningAudios();
|
1516 |
}
|
1517 |
+
|
1518 |
+
if (this.bgm) {
|
1519 |
+
this.bgm.pause();
|
1520 |
+
this.bgm = null;
|
1521 |
+
this.bgmPlaying = false;
|
1522 |
+
}
|
1523 |
+
|
1524 |
+
if (this.gameTimer) {
|
1525 |
+
clearInterval(this.gameTimer);
|
1526 |
+
}
|
1527 |
+
|
1528 |
+
document.exitPointerLock();
|
1529 |
+
|
1530 |
+
// 모든 경고 및 효과 제거
|
1531 |
+
const existingWarnings = document.querySelectorAll('.warning-message, .stall-escape-warning');
|
1532 |
+
existingWarnings.forEach(w => w.remove());
|
1533 |
+
|
1534 |
+
const blurEffect = document.getElementById('overGBlurEffect');
|
1535 |
+
if (blurEffect) {
|
1536 |
+
blurEffect.remove();
|
1537 |
+
}
|
1538 |
+
|
1539 |
+
const gameOverDiv = document.createElement('div');
|
1540 |
+
gameOverDiv.className = 'start-screen';
|
1541 |
+
gameOverDiv.style.display = 'flex';
|
1542 |
+
gameOverDiv.innerHTML = `
|
1543 |
+
<h1 style="color: ${victory ? '#0f0' : '#f00'}; font-size: 48px;">
|
1544 |
+
${victory ? 'MISSION ACCOMPLISHED!' : 'SHOT DOWN!'}
|
1545 |
+
</h1>
|
1546 |
+
${reason ? `<div style="color: #ff0000; font-size: 20px; margin: 10px 0;">${reason}</div>` : ''}
|
1547 |
+
<div style="color: #0f0; font-size: 24px; margin: 20px 0;">
|
1548 |
+
Final Score: ${this.score}<br>
|
1549 |
+
Enemies Destroyed: ${GAME_CONSTANTS.ENEMY_COUNT - this.enemies.length}<br>
|
1550 |
+
Mission Time: ${GAME_CONSTANTS.MISSION_DURATION - this.gameTime}s
|
1551 |
+
</div>
|
1552 |
+
<button class="start-button" onclick="location.reload()">
|
1553 |
+
New Mission
|
1554 |
+
</button>
|
1555 |
+
`;
|
1556 |
+
|
1557 |
+
document.body.appendChild(gameOverDiv);
|
1558 |
+
}
|
1559 |
+
}
|
1560 |
+
|
1561 |
+
// 전역 함수 및 이벤트
|
1562 |
+
window.gameInstance = null;
|
1563 |
+
|
1564 |
+
window.startGame = function() {
|
1565 |
+
if (!window.gameInstance || !window.gameInstance.isLoaded || !window.gameInstance.isBGMReady) {
|
1566 |
+
console.log('게임이 아직 준비되지 않았습니다...');
|
1567 |
+
return;
|
1568 |
+
}
|
1569 |
+
|
1570 |
+
gameStarted = true;
|
1571 |
+
document.getElementById('startScreen').style.display = 'none';
|
1572 |
+
|
1573 |
+
document.body.requestPointerLock();
|
1574 |
+
|
1575 |
+
window.gameInstance.startBGM();
|
1576 |
+
window.gameInstance.startGame();
|
1577 |
+
}
|
1578 |
+
|
1579 |
+
function showPointerLockNotification() {
|
1580 |
+
const existingNotification = document.getElementById('pointerLockNotification');
|
1581 |
+
if (existingNotification) {
|
1582 |
+
existingNotification.remove();
|
1583 |
+
}
|
1584 |
+
|
1585 |
+
const notification = document.createElement('div');
|
1586 |
+
notification.id = 'pointerLockNotification';
|
1587 |
+
notification.innerHTML = 'Click to resume control';
|
1588 |
+
notification.style.cssText = `
|
1589 |
+
position: fixed;
|
1590 |
+
top: 50%;
|
1591 |
+
left: 50%;
|
1592 |
+
transform: translate(-50%, -50%);
|
1593 |
+
background: rgba(0, 0, 0, 0.8);
|
1594 |
+
color: #00ff00;
|
1595 |
+
padding: 20px;
|
1596 |
+
border: 2px solid #00ff00;
|
1597 |
+
border-radius: 10px;
|
1598 |
+
font-size: 18px;
|
1599 |
+
z-index: 2001;
|
1600 |
+
text-align: center;
|
1601 |
+
pointer-events: none;
|
1602 |
+
`;
|
1603 |
+
|
1604 |
+
document.body.appendChild(notification);
|
1605 |
+
|
1606 |
+
const removeNotification = () => {
|
1607 |
+
if (document.pointerLockElement) {
|
1608 |
+
notification.remove();
|
1609 |
+
document.removeEventListener('pointerlockchange', removeNotification);
|
1610 |
+
}
|
1611 |
+
};
|
1612 |
+
document.addEventListener('pointerlockchange', removeNotification);
|
1613 |
+
}
|
1614 |
+
|
1615 |
+
document.addEventListener('pointerlockchange', () => {
|
1616 |
+
if (document.pointerLockElement === document.body) {
|
1617 |
+
console.log('Pointer locked');
|
1618 |
+
} else {
|
1619 |
+
console.log('Pointer unlocked');
|
1620 |
+
if (gameStarted && window.gameInstance && !window.gameInstance.isGameOver) {
|
1621 |
+
console.log('게임 중 포인터 락 해제됨 - 클릭하여 다시 잠그세요');
|
1622 |
+
showPointerLockNotification();
|
1623 |
+
}
|
1624 |
+
}
|
1625 |
+
});
|
1626 |
+
|
1627 |
+
document.addEventListener('click', (event) => {
|
1628 |
+
if (!gameStarted && !event.target.classList.contains('start-button')) {
|
1629 |
+
event.preventDefault();
|
1630 |
+
event.stopPropagation();
|
1631 |
+
return false;
|
1632 |
+
}
|
1633 |
|
1634 |
+
if (gameStarted && window.gameInstance && !window.gameInstance.isGameOver) {
|
1635 |
+
if (!document.pointerLockElement) {
|
1636 |
+
console.log('게임 중 클릭 - 포인터 락 재요청');
|
1637 |
+
document.body.requestPointerLock();
|
1638 |
+
}
|
1639 |
+
else if (window.gameInstance.fighter.isLoaded) {
|
1640 |
+
window.gameInstance.fighter.shoot(window.gameInstance.scene);
|
1641 |
+
}
|
1642 |
+
}
|
1643 |
+
}, true);
|
1644 |
+
|
1645 |
+
window.addEventListener('gameReady', () => {
|
1646 |
+
gameCanStart = true;
|
1647 |
+
});
|
1648 |
+
|
1649 |
+
document.addEventListener('DOMContentLoaded', () => {
|
1650 |
+
console.log('전투기 시뮬레이터 초기화 중...');
|
1651 |
+
window.gameInstance = new Game();
|
1652 |
+
});
|