Update game.js
Browse files
game.js
CHANGED
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@@ -12,7 +12,7 @@ const MAX_HEALTH = 1000;
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const ENEMY_MOVE_SPEED = 0.1;
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const ENEMY_COUNT_MAX = 5;
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const PARTICLE_COUNT = 15;
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const BUILDING_COUNT = 30;
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const ENEMY_CONFIG = {
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ATTACK_RANGE: 100,
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ATTACK_INTERVAL: 2000,
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@@ -73,64 +73,63 @@ class TankPlayer {
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this.isLoaded = false;
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}
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}
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document.getElementById('ammo').textContent = `Ammo: ${this.ammo}/10`;
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return bullet;
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}
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update(mouseX, mouseY) {
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}
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move(direction) {
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}
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rotate(angle) {
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@@ -147,23 +146,22 @@ class TankPlayer {
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return this.health <= 0;
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}
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}
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// Enemy ํด๋์ค
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class Enemy {
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constructor(scene, position, type = 'tank') {
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this.scene = scene;
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this.position = position;
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this.mesh = null;
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this.type = type;
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this.health = type === 'tank' ? 100 : 200;
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this.lastAttackTime = 0;
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this.bullets = [];
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this.isLoaded = false;
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this.moveSpeed = type === 'tank' ? ENEMY_MOVE_SPEED : ENEMY_MOVE_SPEED * 0.7;
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}
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async initialize(loader) {
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try {
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// ํ์
์ ๋ฐ๋ผ ๋ค๋ฅธ ๋ชจ๋ธ ๋ก๋
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const modelPath = this.type === 'tank' ? '/models/enemy1.glb' : '/models/enemy4.glb';
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const result = await loader.loadAsync(modelPath);
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this.mesh = result.scene;
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@@ -188,14 +186,11 @@ class Enemy {
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update(playerPosition) {
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if (!this.mesh || !this.isLoaded) return;
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// ํ๋ ์ด์ด ๋ฐฉํฅ์ผ๋ก ํ์
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const direction = new THREE.Vector3()
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.subVectors(playerPosition, this.mesh.position)
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.normalize();
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this.mesh.lookAt(playerPosition);
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// ํ๋ ์ด์ด ๋ฐฉํฅ์ผ๋ก ์ด๋ (ํ์
์ ๋ฐ๋ผ ๋ค๋ฅธ ์๋)
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this.mesh.position.add(direction.multiplyScalar(this.moveSpeed));
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// ์ด์ ์
๋ฐ์ดํธ
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@@ -203,7 +198,6 @@ class Enemy {
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const bullet = this.bullets[i];
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bullet.position.add(bullet.velocity);
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// ์ด์์ด ๋งต ๋ฐ์ผ๋ก ๋๊ฐ๋ฉด ์ ๊ฑฐ
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if (Math.abs(bullet.position.x) > MAP_SIZE ||
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Math.abs(bullet.position.z) > MAP_SIZE) {
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this.scene.remove(bullet);
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@@ -216,7 +210,7 @@ class Enemy {
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const currentTime = Date.now();
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const attackInterval = this.type === 'tank' ?
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ENEMY_CONFIG.ATTACK_INTERVAL :
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ENEMY_CONFIG.ATTACK_INTERVAL * 1.5;
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if (currentTime - this.lastAttackTime < attackInterval) return;
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@@ -247,8 +241,7 @@ class Enemy {
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this.health -= damage;
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return this.health <= 0;
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}
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destroy() {
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if (this.mesh) {
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this.scene.remove(this.mesh);
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this.bullets.forEach(bullet => this.scene.remove(bullet));
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@@ -258,7 +251,7 @@ class Enemy {
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}
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}
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// Particle
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class Particle {
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constructor(scene, position) {
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const geometry = new THREE.SphereGeometry(0.1);
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@@ -290,10 +283,10 @@ class Particle {
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scene.remove(this.mesh);
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}
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}
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// Game ํด๋์ค
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class Game {
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constructor() {
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// ๊ธฐ๋ณธ Three.js ์ค์
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this.scene = new THREE.Scene();
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this.camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
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this.renderer = new THREE.WebGLRenderer({ antialias: true });
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@@ -301,7 +294,6 @@ class Game {
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this.renderer.shadowMap.enabled = true;
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document.getElementById('gameContainer').appendChild(this.renderer.domElement);
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// ๊ฒ์ ์์ ์ด๊ธฐํ
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this.tank = new TankPlayer();
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this.enemies = [];
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this.particles = [];
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@@ -314,8 +306,8 @@ class Game {
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this.isLoading = true;
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this.previousTankPosition = new THREE.Vector3();
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this.lastTime = performance.now();
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// ๋ง์ฐ์ค/ํค๋ณด๋ ์ํ
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this.mouse = { x: 0, y: 0 };
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this.keys = {
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forward: false,
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@@ -324,193 +316,167 @@ class Game {
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right: false
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};
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// ์ด๋ฒคํธ ๋ฆฌ์ค๋ ์ค์
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this.setupEventListeners();
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this.initialize();
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}
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async initialize() {
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ground.receiveShadow = true;
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this.scene.add(ground);
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// ๊ฑด๋ฌผ ์์ฑ
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await this.createBuildings();
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// ํฑํฌ ์ด๊ธฐํ
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await this.tank.initialize(this.scene, this.loader);
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if (!this.tank.isLoaded) {
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throw new Error('Tank loading failed');
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}
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// ์นด๋ฉ๋ผ ์ค์ ์์
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// ํฑํฌ์ ํ์ฌ ์์น ๊ฐ์ ธ์ค๊ธฐ
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const tankPosition = this.tank.getPosition();
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// ์นด๋ฉ๋ผ๋ฅผ ํฑํฌ ์์น ๊ธฐ์ค์ผ๋ก ์ค์
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this.camera.position.set(
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tankPosition.x,
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tankPosition.y + 15, // ํฑํฌ๋ณด๋ค 15 ์ ๋ ์์
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tankPosition.z - 30 // ํฑํฌ๋ณด๋ค 30 ์ ๋ ๋ค์
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);
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// ๏ฟฝ๏ฟฝ๏ฟฝ๋ฉ๋ผ๊ฐ ํฑํฌ๋ฅผ ๋ฐ๋ผ๋ณด๋๋ก ์ค์
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this.camera.lookAt(new THREE.Vector3(
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tankPosition.x,
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tankPosition.y + 2, // ํฑํฌ์ ์๋จ ๋ถ๋ถ์ ๋ฐ๋ผ๋ณด๋๋ก
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tankPosition.z
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));
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// ๋ก๋ฉ ์๋ฃ
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this.isLoading = false;
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document.getElementById('loading').style.display = 'none';
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// ๊ฒ์ ์์
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this.animate();
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this.spawnEnemies();
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this.startGameTimer();
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} catch (error) {
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console.error('Game initialization error:', error);
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this.handleLoadingError();
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}
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}
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}
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}
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}
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if (
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this.mouse.x = 0;
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this.mouse.y = 0;
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}
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});
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this.renderer.setSize(window.innerWidth, window.innerHeight);
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});
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}
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handleMovement() {
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if (!this.tank.isLoaded) return;
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const direction = new THREE.Vector3();
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if (this.keys.forward) direction.z += 1;
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if (this.keys.backward) direction.z -= 1;
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if (this.keys.left) direction.x -= 1;
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if (this.keys.right) direction.x += 1;
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if (direction.length() > 0) {
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direction.normalize();
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if (this.keys.left) this.tank.rotate(-1);
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if (this.keys.right) this.tank.rotate(1);
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const cameraDistance = 30; // ์นด๋ฉ๋ผ์ ํฑํฌ ์ฌ์ด์ ๊ฑฐ๋ฆฌ
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const cameraHeight = 15; // ์นด๋ฉ๋ผ์ ๋์ด
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const lookAtHeight = 5; // ์นด๋ฉ๋ผ๊ฐ ๋ฐ๋ผ๋ณด๋ ๋์ด
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// ํฑํฌ์ ํ์ ์ ๋ฐ๋ผ ์นด๋ฉ๋ผ ์์น ๊ณ์ฐ
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const tankRotation = this.tank.body.rotation.y;
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// ์นด๋ฉ๋ผ ์์น ๊ณ์ฐ ์์
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this.camera.position.set(
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tankPos.z - Math.cos(tankRotation) * cameraDistance
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// ์นด๋ฉ๋ผ๊ฐ ๋ฐ๋ผ๋ณด๋ ์ง์ ์ ํฑํฌ ์์น๋ณด๋ค ์ฝ๊ฐ ์์ชฝ์ผ๋ก ์ค์
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const lookAtPoint = new THREE.Vector3(
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tankPos.x + Math.sin(tankRotation) * 10, // ํฑํฌ ์์ชฝ 10 ์ ๋
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tankPos.y + lookAtHeight, // ํฑํฌ๋ณด๋ค ์ฝ๊ฐ ์
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tankPos.z + Math.cos(tankRotation) * 10 // ํฑํฌ ์์ชฝ 10 ์ ๋
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this.camera.lookAt(lookAtPoint);
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}
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createBuildings() {
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const buildingTypes = [
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{ width: 10, height: 30, depth: 10, color: 0x808080 },
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{ width: 15, height: 40, depth: 15, color: 0x606060 },
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this.scene.add(building);
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}
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}
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}
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createBuilding(type) {
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specular: 0x111111,
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shininess: 30
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});
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building.castShadow = true;
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building.receiveShadow = true;
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return building;
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this.enemies.push(enemy);
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}
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}
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};
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spawnEnemy();
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startGameTimer() {
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const timer = setInterval(() => {
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if (this.isLoading) return;
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this.gameTime--;
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clearInterval(timer);
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this.endGame();
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}
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}
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}
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}
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createExplosion(position) {
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for (let i = 0; i < PARTICLE_COUNT; i++) {
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this.particles.push(new Particle(this.scene, position));
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}
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const tankPosition = this.tank.getPosition();
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this.enemies.forEach(enemy => {
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if (!enemy.mesh || !enemy.isLoaded) return;
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| 675 |
|
|
@@ -689,6 +660,7 @@ createBuildings() {
|
|
| 689 |
});
|
| 690 |
});
|
| 691 |
|
|
|
|
| 692 |
const tankBoundingBox = new THREE.Box3().setFromObject(this.tank.body);
|
| 693 |
for (const building of this.buildings) {
|
| 694 |
const buildingBox = new THREE.Box3().setFromObject(building);
|
|
@@ -698,11 +670,16 @@ createBuildings() {
|
|
| 698 |
}
|
| 699 |
}
|
| 700 |
|
|
|
|
| 701 |
this.previousTankPosition = this.tank.body.position.clone();
|
| 702 |
}
|
| 703 |
|
| 704 |
endGame() {
|
| 705 |
this.isGameOver = true;
|
|
|
|
|
|
|
|
|
|
|
|
|
| 706 |
const gameOverDiv = document.createElement('div');
|
| 707 |
gameOverDiv.style.position = 'absolute';
|
| 708 |
gameOverDiv.style.top = '50%';
|
|
@@ -728,9 +705,12 @@ createBuildings() {
|
|
| 728 |
}
|
| 729 |
|
| 730 |
animate() {
|
| 731 |
-
if (this.isGameOver)
|
|
|
|
|
|
|
|
|
|
| 732 |
|
| 733 |
-
requestAnimationFrame(() => this.animate());
|
| 734 |
|
| 735 |
const currentTime = performance.now();
|
| 736 |
const deltaTime = (currentTime - this.lastTime) / 1000;
|
|
@@ -740,8 +720,7 @@ createBuildings() {
|
|
| 740 |
this.renderer.render(this.scene, this.camera);
|
| 741 |
return;
|
| 742 |
}
|
| 743 |
-
|
| 744 |
-
this.handleMovement();
|
| 745 |
this.tank.update(this.mouse.x, this.mouse.y);
|
| 746 |
|
| 747 |
const tankPosition = this.tank.getPosition();
|
|
|
|
| 12 |
const ENEMY_MOVE_SPEED = 0.1;
|
| 13 |
const ENEMY_COUNT_MAX = 5;
|
| 14 |
const PARTICLE_COUNT = 15;
|
| 15 |
+
const BUILDING_COUNT = 30;
|
| 16 |
const ENEMY_CONFIG = {
|
| 17 |
ATTACK_RANGE: 100,
|
| 18 |
ATTACK_INTERVAL: 2000,
|
|
|
|
| 73 |
this.isLoaded = false;
|
| 74 |
}
|
| 75 |
}
|
| 76 |
+
shoot(scene) {
|
| 77 |
+
const currentTime = Date.now();
|
| 78 |
+
if (currentTime - this.lastShootTime < this.shootInterval || this.ammo <= 0) return null;
|
| 79 |
|
| 80 |
+
// ์ด์ ์์ฑ
|
| 81 |
+
const bulletGeometry = new THREE.SphereGeometry(0.2);
|
| 82 |
+
const bulletMaterial = new THREE.MeshBasicMaterial({ color: 0x00ff00 });
|
| 83 |
+
const bullet = new THREE.Mesh(bulletGeometry, bulletMaterial);
|
| 84 |
+
|
| 85 |
+
// ์ด์ ์์ ์์น (ํฌํ ๋)
|
| 86 |
+
const bulletOffset = new THREE.Vector3(0, 0.5, 2);
|
| 87 |
+
// ํฌํ์ ํ์ ์ ์ ์ฉ
|
| 88 |
+
bulletOffset.applyQuaternion(this.turretGroup.quaternion);
|
| 89 |
+
bulletOffset.applyQuaternion(this.body.quaternion);
|
| 90 |
+
bullet.position.copy(this.body.position).add(bulletOffset);
|
| 91 |
+
|
| 92 |
+
// ์ด์ ์๋ (ํฌํ ๋ฐฉํฅ)
|
| 93 |
+
const direction = new THREE.Vector3(0, 0, 1);
|
| 94 |
+
direction.applyQuaternion(this.turretGroup.quaternion);
|
| 95 |
+
direction.applyQuaternion(this.body.quaternion);
|
| 96 |
+
bullet.velocity = direction.multiplyScalar(2);
|
| 97 |
+
|
| 98 |
+
scene.add(bullet);
|
| 99 |
+
this.bullets.push(bullet);
|
| 100 |
+
this.ammo--;
|
| 101 |
+
this.lastShootTime = currentTime;
|
| 102 |
+
|
| 103 |
+
document.getElementById('ammo').textContent = `Ammo: ${this.ammo}/10`;
|
| 104 |
+
|
| 105 |
+
return bullet;
|
| 106 |
+
}
|
|
|
|
|
|
|
|
|
|
|
|
|
| 107 |
|
| 108 |
update(mouseX, mouseY) {
|
| 109 |
+
if (!this.body || !this.turretGroup) return;
|
| 110 |
+
|
| 111 |
+
// ์ด์ ์
๋ฐ์ดํธ
|
| 112 |
+
for (let i = this.bullets.length - 1; i >= 0; i--) {
|
| 113 |
+
const bullet = this.bullets[i];
|
| 114 |
+
bullet.position.add(bullet.velocity);
|
| 115 |
+
|
| 116 |
+
// ์ด์์ด ๋งต ๋ฐ์ผ๋ก ๋๊ฐ๋ฉด ์ ๊ฑฐ
|
| 117 |
+
if (Math.abs(bullet.position.x) > MAP_SIZE/2 ||
|
| 118 |
+
Math.abs(bullet.position.z) > MAP_SIZE/2) {
|
| 119 |
+
scene.remove(bullet);
|
| 120 |
+
this.bullets.splice(i, 1);
|
| 121 |
+
}
|
| 122 |
+
}
|
| 123 |
+
}
|
| 124 |
|
| 125 |
move(direction) {
|
| 126 |
+
if (!this.body) return;
|
| 127 |
+
|
| 128 |
+
const moveVector = new THREE.Vector3();
|
| 129 |
+
moveVector.x = direction.x * this.moveSpeed;
|
| 130 |
+
moveVector.z = direction.z * this.moveSpeed;
|
| 131 |
+
|
| 132 |
+
this.body.position.add(moveVector);
|
| 133 |
}
|
| 134 |
|
| 135 |
rotate(angle) {
|
|
|
|
| 146 |
return this.health <= 0;
|
| 147 |
}
|
| 148 |
}
|
| 149 |
+
// Enemy ํด๋์ค
|
| 150 |
class Enemy {
|
| 151 |
constructor(scene, position, type = 'tank') {
|
| 152 |
this.scene = scene;
|
| 153 |
this.position = position;
|
| 154 |
this.mesh = null;
|
| 155 |
+
this.type = type;
|
| 156 |
+
this.health = type === 'tank' ? 100 : 200;
|
| 157 |
this.lastAttackTime = 0;
|
| 158 |
this.bullets = [];
|
| 159 |
this.isLoaded = false;
|
| 160 |
+
this.moveSpeed = type === 'tank' ? ENEMY_MOVE_SPEED : ENEMY_MOVE_SPEED * 0.7;
|
| 161 |
}
|
| 162 |
|
| 163 |
async initialize(loader) {
|
| 164 |
try {
|
|
|
|
| 165 |
const modelPath = this.type === 'tank' ? '/models/enemy1.glb' : '/models/enemy4.glb';
|
| 166 |
const result = await loader.loadAsync(modelPath);
|
| 167 |
this.mesh = result.scene;
|
|
|
|
| 186 |
update(playerPosition) {
|
| 187 |
if (!this.mesh || !this.isLoaded) return;
|
| 188 |
|
|
|
|
| 189 |
const direction = new THREE.Vector3()
|
| 190 |
.subVectors(playerPosition, this.mesh.position)
|
| 191 |
.normalize();
|
| 192 |
|
| 193 |
this.mesh.lookAt(playerPosition);
|
|
|
|
|
|
|
| 194 |
this.mesh.position.add(direction.multiplyScalar(this.moveSpeed));
|
| 195 |
|
| 196 |
// ์ด์ ์
๋ฐ์ดํธ
|
|
|
|
| 198 |
const bullet = this.bullets[i];
|
| 199 |
bullet.position.add(bullet.velocity);
|
| 200 |
|
|
|
|
| 201 |
if (Math.abs(bullet.position.x) > MAP_SIZE ||
|
| 202 |
Math.abs(bullet.position.z) > MAP_SIZE) {
|
| 203 |
this.scene.remove(bullet);
|
|
|
|
| 210 |
const currentTime = Date.now();
|
| 211 |
const attackInterval = this.type === 'tank' ?
|
| 212 |
ENEMY_CONFIG.ATTACK_INTERVAL :
|
| 213 |
+
ENEMY_CONFIG.ATTACK_INTERVAL * 1.5;
|
| 214 |
|
| 215 |
if (currentTime - this.lastAttackTime < attackInterval) return;
|
| 216 |
|
|
|
|
| 241 |
this.health -= damage;
|
| 242 |
return this.health <= 0;
|
| 243 |
}
|
| 244 |
+
destroy() {
|
|
|
|
| 245 |
if (this.mesh) {
|
| 246 |
this.scene.remove(this.mesh);
|
| 247 |
this.bullets.forEach(bullet => this.scene.remove(bullet));
|
|
|
|
| 251 |
}
|
| 252 |
}
|
| 253 |
|
| 254 |
+
// Particle ํด๋์ค
|
| 255 |
class Particle {
|
| 256 |
constructor(scene, position) {
|
| 257 |
const geometry = new THREE.SphereGeometry(0.1);
|
|
|
|
| 283 |
scene.remove(this.mesh);
|
| 284 |
}
|
| 285 |
}
|
| 286 |
+
|
| 287 |
// Game ํด๋์ค
|
| 288 |
class Game {
|
| 289 |
constructor() {
|
|
|
|
| 290 |
this.scene = new THREE.Scene();
|
| 291 |
this.camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
|
| 292 |
this.renderer = new THREE.WebGLRenderer({ antialias: true });
|
|
|
|
| 294 |
this.renderer.shadowMap.enabled = true;
|
| 295 |
document.getElementById('gameContainer').appendChild(this.renderer.domElement);
|
| 296 |
|
|
|
|
| 297 |
this.tank = new TankPlayer();
|
| 298 |
this.enemies = [];
|
| 299 |
this.particles = [];
|
|
|
|
| 306 |
this.isLoading = true;
|
| 307 |
this.previousTankPosition = new THREE.Vector3();
|
| 308 |
this.lastTime = performance.now();
|
| 309 |
+
this.animationFrameId = null; // ์ ๋๋ฉ์ด์
ํ๋ ์ ID ์ถ๊ฐ
|
| 310 |
|
|
|
|
| 311 |
this.mouse = { x: 0, y: 0 };
|
| 312 |
this.keys = {
|
| 313 |
forward: false,
|
|
|
|
| 316 |
right: false
|
| 317 |
};
|
| 318 |
|
|
|
|
| 319 |
this.setupEventListeners();
|
| 320 |
this.initialize();
|
| 321 |
}
|
| 322 |
|
| 323 |
async initialize() {
|
| 324 |
+
try {
|
| 325 |
+
const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
|
| 326 |
+
this.scene.add(ambientLight);
|
| 327 |
+
|
| 328 |
+
const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
|
| 329 |
+
directionalLight.position.set(50, 50, 50);
|
| 330 |
+
directionalLight.castShadow = true;
|
| 331 |
+
directionalLight.shadow.mapSize.width = 2048;
|
| 332 |
+
directionalLight.shadow.mapSize.height = 2048;
|
| 333 |
+
this.scene.add(directionalLight);
|
| 334 |
+
|
| 335 |
+
const ground = new THREE.Mesh(
|
| 336 |
+
new THREE.PlaneGeometry(MAP_SIZE, MAP_SIZE),
|
| 337 |
+
new THREE.MeshStandardMaterial({
|
| 338 |
+
color: 0x333333,
|
| 339 |
+
roughness: 0.9,
|
| 340 |
+
metalness: 0.1
|
| 341 |
+
})
|
| 342 |
+
);
|
| 343 |
+
ground.rotation.x = -Math.PI / 2;
|
| 344 |
+
ground.receiveShadow = true;
|
| 345 |
+
this.scene.add(ground);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 346 |
|
| 347 |
+
await this.createBuildings();
|
| 348 |
+
await this.tank.initialize(this.scene, this.loader);
|
| 349 |
+
|
| 350 |
+
if (!this.tank.isLoaded) {
|
| 351 |
+
throw new Error('Tank loading failed');
|
| 352 |
+
}
|
| 353 |
+
|
| 354 |
+
const tankPosition = this.tank.getPosition();
|
| 355 |
+
this.camera.position.set(
|
| 356 |
+
tankPosition.x,
|
| 357 |
+
tankPosition.y + 15,
|
| 358 |
+
tankPosition.z - 30
|
| 359 |
+
);
|
| 360 |
+
this.camera.lookAt(new THREE.Vector3(
|
| 361 |
+
tankPosition.x,
|
| 362 |
+
tankPosition.y + 2,
|
| 363 |
+
tankPosition.z
|
| 364 |
+
));
|
| 365 |
+
|
| 366 |
+
this.isLoading = false;
|
| 367 |
+
document.getElementById('loading').style.display = 'none';
|
| 368 |
+
|
| 369 |
+
this.animate();
|
| 370 |
+
this.spawnEnemies();
|
| 371 |
+
this.startGameTimer();
|
| 372 |
+
|
| 373 |
+
} catch (error) {
|
| 374 |
+
console.error('Game initialization error:', error);
|
| 375 |
+
this.handleLoadingError();
|
| 376 |
}
|
| 377 |
+
}
|
| 378 |
|
| 379 |
+
setupEventListeners() {
|
| 380 |
+
document.addEventListener('keydown', (event) => {
|
| 381 |
+
if (this.isLoading) return;
|
| 382 |
+
switch(event.code) {
|
| 383 |
+
case 'KeyW': this.keys.forward = true; break;
|
| 384 |
+
case 'KeyS': this.keys.backward = true; break;
|
| 385 |
+
case 'KeyA': this.keys.left = true; break;
|
| 386 |
+
case 'KeyD': this.keys.right = true; break;
|
| 387 |
+
}
|
| 388 |
+
});
|
| 389 |
+
|
| 390 |
+
document.addEventListener('keyup', (event) => {
|
| 391 |
+
if (this.isLoading) return;
|
| 392 |
+
switch(event.code) {
|
| 393 |
+
case 'KeyW': this.keys.forward = false; break;
|
| 394 |
+
case 'KeyS': this.keys.backward = false; break;
|
| 395 |
+
case 'KeyA': this.keys.left = false; break;
|
| 396 |
+
case 'KeyD': this.keys.right = false; break;
|
| 397 |
+
}
|
| 398 |
+
});
|
| 399 |
+
|
| 400 |
+
document.addEventListener('mousemove', (event) => {
|
| 401 |
+
if (this.isLoading || !document.pointerLockElement) return;
|
| 402 |
+
this.mouse.x += event.movementX * 0.002;
|
| 403 |
+
this.mouse.y += event.movementY * 0.002;
|
| 404 |
+
});
|
| 405 |
+
|
| 406 |
+
document.addEventListener('click', () => {
|
| 407 |
+
if (!document.pointerLockElement) {
|
| 408 |
+
document.body.requestPointerLock();
|
| 409 |
+
} else {
|
| 410 |
+
const bullet = this.tank.shoot(this.scene);
|
| 411 |
+
if (bullet) {
|
| 412 |
+
// ์ด์ ๋ฐ์ฌ ํจ๊ณผ ์ถ๊ฐ ๊ฐ๋ฅ
|
| 413 |
+
}
|
| 414 |
+
}
|
| 415 |
+
});
|
| 416 |
+
|
| 417 |
+
document.addEventListener('pointerlockchange', () => {
|
| 418 |
+
if (!document.pointerLockElement) {
|
| 419 |
+
this.mouse.x = 0;
|
| 420 |
+
this.mouse.y = 0;
|
| 421 |
}
|
| 422 |
+
});
|
| 423 |
+
|
| 424 |
+
window.addEventListener('resize', () => {
|
| 425 |
+
this.camera.aspect = window.innerWidth / window.innerHeight;
|
| 426 |
+
this.camera.updateProjectionMatrix();
|
| 427 |
+
this.renderer.setSize(window.innerWidth, window.innerHeight);
|
| 428 |
+
});
|
| 429 |
+
}
|
| 430 |
+
handleMovement() {
|
| 431 |
+
if (!this.tank.isLoaded) return;
|
| 432 |
+
|
| 433 |
+
const direction = new THREE.Vector3();
|
| 434 |
+
|
| 435 |
+
if (this.keys.forward) direction.z += 1;
|
| 436 |
+
if (this.keys.backward) direction.z -= 1;
|
| 437 |
+
if (this.keys.left) direction.x -= 1;
|
| 438 |
+
if (this.keys.right) direction.x += 1;
|
| 439 |
+
|
| 440 |
+
if (direction.length() > 0) {
|
| 441 |
+
direction.normalize();
|
| 442 |
+
|
| 443 |
+
if (this.keys.left) this.tank.rotate(-1);
|
| 444 |
+
if (this.keys.right) this.tank.rotate(1);
|
| 445 |
+
|
| 446 |
+
direction.applyEuler(this.tank.body.rotation);
|
| 447 |
+
this.tank.move(direction);
|
| 448 |
}
|
| 449 |
+
|
| 450 |
+
const mouseVector = new THREE.Vector2(this.mouse.x, -this.mouse.y);
|
| 451 |
+
const rotationAngle = Math.atan2(mouseVector.x, mouseVector.y);
|
| 452 |
+
|
| 453 |
+
if (this.tank.turretGroup) {
|
| 454 |
+
this.tank.turretGroup.rotation.y = rotationAngle;
|
|
|
|
|
|
|
| 455 |
}
|
|
|
|
| 456 |
|
| 457 |
+
const tankPos = this.tank.getPosition();
|
| 458 |
+
const cameraDistance = 30;
|
| 459 |
+
const cameraHeight = 15;
|
| 460 |
+
const lookAtHeight = 5;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 461 |
|
| 462 |
+
const tankRotation = this.tank.body.rotation.y;
|
|
|
|
|
|
|
| 463 |
|
| 464 |
+
this.camera.position.set(
|
| 465 |
+
tankPos.x - Math.sin(tankRotation) * cameraDistance,
|
| 466 |
+
tankPos.y + cameraHeight,
|
| 467 |
+
tankPos.z - Math.cos(tankRotation) * cameraDistance
|
| 468 |
+
);
|
| 469 |
+
|
| 470 |
+
const lookAtPoint = new THREE.Vector3(
|
| 471 |
+
tankPos.x + Math.sin(tankRotation) * 10,
|
| 472 |
+
tankPos.y + lookAtHeight,
|
| 473 |
+
tankPos.z + Math.cos(tankRotation) * 10
|
| 474 |
+
);
|
| 475 |
+
|
| 476 |
+
this.camera.lookAt(lookAtPoint);
|
| 477 |
+
}
|
| 478 |
+
|
| 479 |
+
createBuildings() {
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
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|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 480 |
const buildingTypes = [
|
| 481 |
{ width: 10, height: 30, depth: 10, color: 0x808080 },
|
| 482 |
{ width: 15, height: 40, depth: 15, color: 0x606060 },
|
|
|
|
| 504 |
this.scene.add(building);
|
| 505 |
}
|
| 506 |
}
|
| 507 |
+
return Promise.resolve(); // ๋น๋๊ธฐ ์ฒ๋ฆฌ๋ฅผ ์ํด Promise ๋ฐํ
|
| 508 |
}
|
| 509 |
|
| 510 |
createBuilding(type) {
|
|
|
|
| 515 |
specular: 0x111111,
|
| 516 |
shininess: 30
|
| 517 |
});
|
| 518 |
+
const building = new THREE.Mesh(geometry, material);
|
| 519 |
building.castShadow = true;
|
| 520 |
building.receiveShadow = true;
|
| 521 |
return building;
|
|
|
|
| 565 |
this.enemies.push(enemy);
|
| 566 |
}
|
| 567 |
}
|
| 568 |
+
if (!this.isGameOver) {
|
| 569 |
+
setTimeout(spawnEnemy, 3000);
|
| 570 |
+
}
|
| 571 |
};
|
| 572 |
|
| 573 |
spawnEnemy();
|
|
|
|
| 608 |
|
| 609 |
startGameTimer() {
|
| 610 |
const timer = setInterval(() => {
|
| 611 |
+
if (this.isLoading || this.isGameOver) return;
|
| 612 |
|
| 613 |
this.gameTime--;
|
| 614 |
+
document.getElementById('time').textContent = `Time: ${this.gameTime}s`;
|
| 615 |
+
|
| 616 |
+
if (this.gameTime <= 0) {
|
| 617 |
clearInterval(timer);
|
| 618 |
this.endGame();
|
| 619 |
}
|
|
|
|
| 629 |
}
|
| 630 |
}
|
| 631 |
}
|
| 632 |
+
createExplosion(position) {
|
|
|
|
| 633 |
for (let i = 0; i < PARTICLE_COUNT; i++) {
|
| 634 |
this.particles.push(new Particle(this.scene, position));
|
| 635 |
}
|
|
|
|
| 640 |
|
| 641 |
const tankPosition = this.tank.getPosition();
|
| 642 |
|
| 643 |
+
// ์ ์ด์๊ณผ ํ๋ ์ด์ด ํฑํฌ ์ถฉ๋ ์ฒดํฌ
|
| 644 |
this.enemies.forEach(enemy => {
|
| 645 |
if (!enemy.mesh || !enemy.isLoaded) return;
|
| 646 |
|
|
|
|
| 660 |
});
|
| 661 |
});
|
| 662 |
|
| 663 |
+
// ํ๋ ์ด์ด ํฑํฌ์ ๊ฑด๋ฌผ ์ถฉ๋ ์ฒดํฌ
|
| 664 |
const tankBoundingBox = new THREE.Box3().setFromObject(this.tank.body);
|
| 665 |
for (const building of this.buildings) {
|
| 666 |
const buildingBox = new THREE.Box3().setFromObject(building);
|
|
|
|
| 670 |
}
|
| 671 |
}
|
| 672 |
|
| 673 |
+
// ์ด์ ์์น ์ ์ฅ
|
| 674 |
this.previousTankPosition = this.tank.body.position.clone();
|
| 675 |
}
|
| 676 |
|
| 677 |
endGame() {
|
| 678 |
this.isGameOver = true;
|
| 679 |
+
if (this.animationFrameId) {
|
| 680 |
+
cancelAnimationFrame(this.animationFrameId);
|
| 681 |
+
}
|
| 682 |
+
|
| 683 |
const gameOverDiv = document.createElement('div');
|
| 684 |
gameOverDiv.style.position = 'absolute';
|
| 685 |
gameOverDiv.style.top = '50%';
|
|
|
|
| 705 |
}
|
| 706 |
|
| 707 |
animate() {
|
| 708 |
+
if (this.isGameOver) {
|
| 709 |
+
cancelAnimationFrame(this.animationFrameId);
|
| 710 |
+
return;
|
| 711 |
+
}
|
| 712 |
|
| 713 |
+
this.animationFrameId = requestAnimationFrame(() => this.animate());
|
| 714 |
|
| 715 |
const currentTime = performance.now();
|
| 716 |
const deltaTime = (currentTime - this.lastTime) / 1000;
|
|
|
|
| 720 |
this.renderer.render(this.scene, this.camera);
|
| 721 |
return;
|
| 722 |
}
|
| 723 |
+
this.handleMovement();
|
|
|
|
| 724 |
this.tank.update(this.mouse.x, this.mouse.y);
|
| 725 |
|
| 726 |
const tankPosition = this.tank.getPosition();
|