Spaces:
Running
Running
Update game.js
Browse files
game.js
CHANGED
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@@ -582,17 +582,9 @@ class Enemy {
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this.alternativePath = null;
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this.pathFindingTimeout = 0;
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this.lastPathUpdateTime = 0;
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this.pathUpdateInterval = 1000;
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this.moveSpeed = type === 'tank' ? ENEMY_MOVE_SPEED : ENEMY_MOVE_SPEED * 0.7;
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// μ’μ° μ΄λ κ΄λ ¨ μμ± μΆκ°
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this.movement = {
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direction: null, // 'left' λλ 'right'
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lastDirectionChange: 0, // λ§μ§λ§ λ°©ν₯ λ³κ²½ μκ°
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directionDuration: 3000, // λ°©ν₯ μ μ§ μκ° (3μ΄)
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strafeSpeed: 0.15 // μ’μ° μ΄λ μλ
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};
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// AI μν κ΄λ¦¬
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this.aiState = {
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mode: 'pursue',
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@@ -607,7 +599,7 @@ class Enemy {
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currentRotation: 0,
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isAiming: false,
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aimingTime: 0,
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requiredAimTime: 1000
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};
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// κ²½λ‘ νμ λ° ννΌ μμ€ν
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@@ -619,9 +611,9 @@ class Enemy {
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avoidanceDirection: null,
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obstacleCheckDistance: 10,
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avoidanceTime: 0,
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maxAvoidanceTime: 3000,
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sensorAngles: [-45, 0, 45],
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sensorDistance: 15
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};
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// μ ν¬ μμ€ν
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@@ -629,40 +621,18 @@ class Enemy {
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minEngagementRange: 30,
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maxEngagementRange: 150,
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optimalRange: 80,
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aimThreshold: 0.1,
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lastShotAccuracy: 0,
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consecutiveHits: 0,
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maxConsecutiveHits: 3
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};
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}
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try {
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const modelPath = this.type === 'tank' ? '/models/t90.glb' : '/models/t90.glb';
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const result = await loader.loadAsync(modelPath);
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this.mesh = result.scene;
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this.mesh.position.copy(this.position);
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this.mesh.scale.set(ENEMY_SCALE, ENEMY_SCALE, ENEMY_SCALE);
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this.mesh.traverse((child) => {
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if (child.isMesh) {
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child.castShadow = true;
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child.receiveShadow = true;
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}
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});
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this.scene.add(this.mesh);
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this.isLoaded = true;
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} catch (error) {
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console.error('Error loading enemy model:', error);
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this.isLoaded = false;
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}
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}
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detectObstacles() {
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const obstacles = [];
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const position = this.mesh.position.clone();
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position.y += 1;
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this.pathfinding.sensorAngles.forEach(angle => {
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const direction = new THREE.Vector3(0, 0, 1)
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@@ -683,165 +653,277 @@ class Enemy {
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return obstacles;
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}
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}
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// λ©μΈ μ
λ°μ΄νΈ λ©μλ
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update(playerPosition) {
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if (!this.mesh || !this.isLoaded) return;
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const distanceToPlayer = this.mesh.position.distanceTo(playerPosition);
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}
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const directionToPlayer = new THREE.Vector3()
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.subVectors(playerPosition, this.mesh.position)
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.normalize();
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}
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}
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}
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//
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-
this.
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//
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const directionToPlayer = new THREE.Vector3()
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.subVectors(playerPosition, this.mesh.position)
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.normalize();
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const
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const bulletGeometry = new THREE.CylinderGeometry(0.2, 0.2, 2, 8);
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const bulletMaterial = new THREE.MeshBasicMaterial({
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color: 0xff0000,
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emissive: 0xff0000,
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emissiveIntensity: 0.5
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});
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const bullet = new THREE.Mesh(bulletGeometry, bulletMaterial);
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muzzleOffset.applyQuaternion(this.mesh.quaternion);
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muzzlePosition.add(muzzleOffset);
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bullet.position.copy(muzzlePosition);
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bullet.quaternion.copy(this.mesh.quaternion);
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const direction = new THREE.Vector3()
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.subVectors(playerPosition, muzzlePosition)
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.normalize();
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const bulletSpeed = this.type === 'tank' ?
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ENEMY_CONFIG.BULLET_SPEED :
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ENEMY_CONFIG.BULLET_SPEED * 0.8;
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bullet.velocity = direction.multiplyScalar(bulletSpeed);
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this.scene.add(bullet);
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this.bullets.push(bullet);
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this.lastAttackTime = currentTime;
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enemyFireSound.volume = 0.3;
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enemyFireSound.play();
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}
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color: 0xffa500,
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transparent: true,
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opacity: 0.8
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});
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const flame = new THREE.Mesh(flameGeometry, flameMaterial);
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flame.scale.set(2, 2, 3);
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flashGroup.add(flame);
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const meshWorldQuaternion = new THREE.Quaternion();
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this.mesh.getWorldPosition(muzzlePosition);
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this.mesh.getWorldQuaternion(meshWorldQuaternion);
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muzzleOffset.applyQuaternion(meshWorldQuaternion);
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muzzlePosition.add(muzzleOffset);
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flashGroup.position.copy(muzzlePosition);
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flashGroup.quaternion.copy(meshWorldQuaternion);
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}
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}
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checkLineOfSight(playerPosition) {
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if (!this.mesh) return false;
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const startPos = this.mesh.position.clone();
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startPos.y += 2;
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const direction = new THREE.Vector3()
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.subVectors(playerPosition, startPos)
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.normalize();
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const raycaster = new THREE.Raycaster(startPos, direction, 0, distance);
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const intersects = raycaster.intersectObjects(window.gameInstance.obstacles, true);
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return intersects.length === 0;
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}
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const
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}
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return
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}
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smoothRotation(current, target, factor) {
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let delta = target - current;
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while (delta > Math.PI) delta -= Math.PI * 2;
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while (delta < -Math.PI) delta += Math.PI * 2;
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return current + delta * factor;
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}
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updateBullets() {
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for (let i = this.bullets.length - 1; i >= 0; i--) {
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const bullet = this.bullets[i];
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| 908 |
|
| 909 |
// Particle ν΄λμ€
|
| 910 |
class Particle {
|
|
|
|
| 582 |
this.alternativePath = null;
|
| 583 |
this.pathFindingTimeout = 0;
|
| 584 |
this.lastPathUpdateTime = 0;
|
| 585 |
+
this.pathUpdateInterval = 1000; // 1μ΄λ§λ€ κ²½λ‘ μ
λ°μ΄νΈ
|
| 586 |
this.moveSpeed = type === 'tank' ? ENEMY_MOVE_SPEED : ENEMY_MOVE_SPEED * 0.7;
|
| 587 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 588 |
// AI μν κ΄λ¦¬
|
| 589 |
this.aiState = {
|
| 590 |
mode: 'pursue',
|
|
|
|
| 599 |
currentRotation: 0,
|
| 600 |
isAiming: false,
|
| 601 |
aimingTime: 0,
|
| 602 |
+
requiredAimTime: 1000 // μ‘°μ€μ νμν μκ°
|
| 603 |
};
|
| 604 |
|
| 605 |
// κ²½λ‘ νμ λ° ννΌ μμ€ν
|
|
|
|
| 611 |
avoidanceDirection: null,
|
| 612 |
obstacleCheckDistance: 10,
|
| 613 |
avoidanceTime: 0,
|
| 614 |
+
maxAvoidanceTime: 3000, // μ΅λ ννΌ μκ°
|
| 615 |
+
sensorAngles: [-45, 0, 45], // μ λ°© κ°μ§ κ°λ
|
| 616 |
+
sensorDistance: 15 // κ°μ§ 거리
|
| 617 |
};
|
| 618 |
|
| 619 |
// μ ν¬ μμ€ν
|
|
|
|
| 621 |
minEngagementRange: 30,
|
| 622 |
maxEngagementRange: 150,
|
| 623 |
optimalRange: 80,
|
| 624 |
+
aimThreshold: 0.1, // μ‘°μ€ μ νλ μκ³κ°
|
| 625 |
lastShotAccuracy: 0,
|
| 626 |
consecutiveHits: 0,
|
| 627 |
maxConsecutiveHits: 3
|
| 628 |
};
|
| 629 |
}
|
| 630 |
|
| 631 |
+
// μ₯μ λ¬Ό κ°μ§ μμ€ν
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
| 632 |
detectObstacles() {
|
| 633 |
const obstacles = [];
|
| 634 |
const position = this.mesh.position.clone();
|
| 635 |
+
position.y += 1; // μΌμ λμ΄ μ‘°μ
|
| 636 |
|
| 637 |
this.pathfinding.sensorAngles.forEach(angle => {
|
| 638 |
const direction = new THREE.Vector3(0, 0, 1)
|
|
|
|
| 653 |
|
| 654 |
return obstacles;
|
| 655 |
}
|
| 656 |
+
|
| 657 |
+
// ννΌ λ°©ν₯ κ³μ°
|
| 658 |
+
calculateAvoidanceDirection(obstacles) {
|
| 659 |
+
if (obstacles.length === 0) return null;
|
| 660 |
+
|
| 661 |
+
// λͺ¨λ μ₯μ λ¬Όμ λ°©ν₯μ κ³ λ €νμ¬ μ΅μ μ ννΌ λ°©ν₯ κ³μ°
|
| 662 |
+
const avoidanceVector = new THREE.Vector3();
|
| 663 |
+
obstacles.forEach(obstacle => {
|
| 664 |
+
const avoidDir = new THREE.Vector3()
|
| 665 |
+
.subVectors(this.mesh.position, obstacle.point)
|
| 666 |
+
.normalize()
|
| 667 |
+
.multiplyScalar(1 / obstacle.distance); // 거리μ λ°λΉλ‘νλ κ°μ€μΉ
|
| 668 |
+
avoidanceVector.add(avoidDir);
|
| 669 |
+
});
|
| 670 |
+
|
| 671 |
+
return avoidanceVector.normalize();
|
| 672 |
+
}
|
| 673 |
+
|
| 674 |
+
// μ‘°μ€ μμ€ν
|
| 675 |
+
updateAiming(playerPosition) {
|
| 676 |
+
const targetDirection = new THREE.Vector3()
|
| 677 |
+
.subVectors(playerPosition, this.mesh.position)
|
| 678 |
+
.normalize();
|
| 679 |
+
|
| 680 |
+
// λͺ©ν νμ κ° κ³μ°
|
| 681 |
+
this.aiState.targetRotation = Math.atan2(targetDirection.x, targetDirection.z);
|
| 682 |
+
|
| 683 |
+
// νμ¬ νμ κ° λΆλλ½κ² μ‘°μ - μ ν μλλ₯Ό λλ¦¬κ² νκΈ° μν΄ μ‘°μ
|
| 684 |
+
const rotationDiff = this.aiState.targetRotation - this.aiState.currentRotation;
|
| 685 |
+
let rotationStep = Math.sign(rotationDiff) * Math.min(Math.abs(rotationDiff), 0.05); // κΈ°μ‘΄ 0.02μμ 0.05λ‘ μμ
|
| 686 |
+
this.aiState.currentRotation += rotationStep;
|
| 687 |
+
|
| 688 |
+
// λ©μ νμ μ μ©
|
| 689 |
+
this.mesh.rotation.y = this.aiState.currentRotation;
|
| 690 |
+
|
| 691 |
+
// μ‘°μ€ μ νλ κ³μ°
|
| 692 |
+
const aimAccuracy = 1 - Math.abs(rotationDiff) / Math.PI;
|
| 693 |
+
return aimAccuracy > this.combat.aimThreshold;
|
| 694 |
}
|
|
|
|
|
|
|
|
|
|
| 695 |
|
| 696 |
+
// μ ν¬ κ±°λ¦¬ κ΄λ¦¬
|
| 697 |
+
maintainCombatDistance(playerPosition) {
|
| 698 |
const distanceToPlayer = this.mesh.position.distanceTo(playerPosition);
|
| 699 |
+
let moveDirection = new THREE.Vector3();
|
| 700 |
|
| 701 |
+
if (distanceToPlayer < this.combat.minEngagementRange) {
|
| 702 |
+
// λ무 κ°κΉμ°λ©΄ νμ§
|
| 703 |
+
moveDirection.subVectors(this.mesh.position, playerPosition).normalize();
|
| 704 |
+
} else if (distanceToPlayer > this.combat.maxEngagementRange) {
|
| 705 |
+
// λ무 λ©λ©΄ μ μ§
|
| 706 |
+
moveDirection.subVectors(playerPosition, this.mesh.position).normalize();
|
| 707 |
+
} else if (Math.abs(distanceToPlayer - this.combat.optimalRange) > 10) {
|
| 708 |
+
// μ΅μ κ±°λ¦¬λ‘ μ‘°μ
|
| 709 |
+
const targetDistance = this.combat.optimalRange;
|
| 710 |
+
moveDirection.subVectors(playerPosition, this.mesh.position).normalize();
|
| 711 |
+
if (distanceToPlayer > targetDistance) {
|
| 712 |
+
moveDirection.multiplyScalar(1);
|
| 713 |
+
} else {
|
| 714 |
+
moveDirection.multiplyScalar(-1);
|
| 715 |
+
}
|
| 716 |
}
|
| 717 |
|
| 718 |
+
return moveDirection;
|
| 719 |
+
}
|
|
|
|
|
|
|
|
|
|
| 720 |
|
| 721 |
+
// λ°μ¬ 쑰건 νμΈ
|
| 722 |
+
canShoot(playerPosition) {
|
| 723 |
+
const distance = this.mesh.position.distanceTo(playerPosition);
|
| 724 |
+
const hasLineOfSight = this.checkLineOfSight(playerPosition);
|
| 725 |
+
const isAimed = this.updateAiming(playerPosition);
|
| 726 |
|
| 727 |
+
return distance <= this.combat.maxEngagementRange &&
|
| 728 |
+
distance >= this.combat.minEngagementRange &&
|
| 729 |
+
hasLineOfSight &&
|
| 730 |
+
isAimed;
|
| 731 |
+
}
|
|
|
|
| 732 |
|
| 733 |
+
// λ©μΈ μ
λ°μ΄νΈ ν¨μ
|
| 734 |
+
update(playerPosition) {
|
| 735 |
+
if (!this.mesh || !this.isLoaded) return;
|
| 736 |
+
|
| 737 |
+
// AI μν μ
λ°μ΄νΈ
|
| 738 |
+
this.updateAIState(playerPosition);
|
| 739 |
|
| 740 |
+
// μ₯μ λ¬Ό κ°μ§ λ° μμΌ μ²΄ν¬
|
| 741 |
+
const obstacles = this.detectObstacles();
|
| 742 |
+
const currentTime = Date.now();
|
| 743 |
+
const hasLineOfSight = this.checkLineOfSight(playerPosition);
|
| 744 |
+
const distanceToPlayer = this.mesh.position.distanceTo(playerPosition);
|
| 745 |
+
|
| 746 |
+
// κ²½λ‘ μ
λ°μ΄νΈ μ£ΌκΈ° 체ν¬
|
| 747 |
+
if (currentTime - this.lastPathUpdateTime > this.pathUpdateInterval) {
|
| 748 |
+
if (!hasLineOfSight) {
|
| 749 |
+
this.alternativePath = this.findAlternativePath(playerPosition);
|
| 750 |
}
|
| 751 |
+
this.lastPathUpdateTime = currentTime;
|
| 752 |
+
}
|
| 753 |
|
| 754 |
+
// μ₯μ λ¬Ό ννΌ λ‘μ§
|
| 755 |
+
if (obstacles.length > 0 && !this.pathfinding.isAvoidingObstacle) {
|
| 756 |
+
this.pathfinding.isAvoidingObstacle = true;
|
| 757 |
+
this.pathfinding.avoidanceDirection = this.calculateAvoidanceDirection(obstacles);
|
| 758 |
+
this.pathfinding.avoidanceTime = 0;
|
| 759 |
+
}
|
| 760 |
+
|
| 761 |
+
// μ΄λ λ‘μ§ μ€ν
|
| 762 |
+
if (this.pathfinding.isAvoidingObstacle) {
|
| 763 |
+
// ννΌ λμ
|
| 764 |
+
this.pathfinding.avoidanceTime += 16;
|
| 765 |
+
if (this.pathfinding.avoidanceTime >= this.pathfinding.maxAvoidanceTime) {
|
| 766 |
+
this.pathfinding.isAvoidingObstacle = false;
|
| 767 |
+
} else {
|
| 768 |
+
const avoidMove = this.pathfinding.avoidanceDirection.multiplyScalar(this.moveSpeed);
|
| 769 |
+
this.mesh.position.add(avoidMove);
|
| 770 |
}
|
| 771 |
+
} else if (!hasLineOfSight) {
|
| 772 |
+
// μμΌκ° μμ λμ μ΄λ
|
| 773 |
+
if (this.alternativePath) {
|
| 774 |
+
const pathDirection = new THREE.Vector3()
|
| 775 |
+
.subVectors(this.alternativePath, this.mesh.position)
|
| 776 |
+
.normalize();
|
| 777 |
+
this.mesh.position.add(pathDirection.multiplyScalar(this.moveSpeed));
|
| 778 |
|
| 779 |
+
const targetRotation = Math.atan2(pathDirection.x, pathDirection.z);
|
| 780 |
+
this.mesh.rotation.y = this.smoothRotation(this.mesh.rotation.y, targetRotation, 0.1);
|
| 781 |
+
}
|
| 782 |
+
} else {
|
| 783 |
+
// μμΌκ° μμ λμ μ΄λ
|
| 784 |
+
this.alternativePath = null;
|
| 785 |
|
| 786 |
+
// AI μνμ λ°λ₯Έ μ΄λ
|
| 787 |
+
switch (this.aiState.mode) {
|
| 788 |
+
case 'pursue':
|
| 789 |
+
if (distanceToPlayer > ENEMY_CONFIG.ATTACK_RANGE * 0.7) {
|
| 790 |
+
const moveDirection = new THREE.Vector3()
|
| 791 |
+
.subVectors(playerPosition, this.mesh.position)
|
| 792 |
+
.normalize();
|
| 793 |
+
this.mesh.position.add(moveDirection.multiplyScalar(this.moveSpeed));
|
| 794 |
+
}
|
| 795 |
+
break;
|
| 796 |
|
| 797 |
+
case 'flank':
|
| 798 |
+
const flankPosition = this.calculateFlankPosition(playerPosition);
|
| 799 |
+
this.findPathToTarget(flankPosition);
|
| 800 |
+
this.moveAlongPath();
|
| 801 |
+
break;
|
| 802 |
|
| 803 |
+
case 'retreat':
|
| 804 |
+
if (distanceToPlayer < ENEMY_CONFIG.ATTACK_RANGE * 0.3) {
|
| 805 |
+
const retreatDirection = new THREE.Vector3()
|
| 806 |
+
.subVectors(this.mesh.position, playerPosition)
|
| 807 |
+
.normalize();
|
| 808 |
+
this.mesh.position.add(retreatDirection.multiplyScalar(this.moveSpeed));
|
| 809 |
+
}
|
| 810 |
+
break;
|
| 811 |
+
}
|
| 812 |
|
| 813 |
+
// νλ μ΄μ΄ λ°©ν₯μΌλ‘ νμ
|
| 814 |
const directionToPlayer = new THREE.Vector3()
|
| 815 |
.subVectors(playerPosition, this.mesh.position)
|
| 816 |
.normalize();
|
| 817 |
+
const targetRotation = Math.atan2(directionToPlayer.x, directionToPlayer.z);
|
| 818 |
+
this.mesh.rotation.y = this.smoothRotation(this.mesh.rotation.y, targetRotation, 0.1);
|
| 819 |
+
}
|
| 820 |
|
| 821 |
+
// μ ν¬ κ±°λ¦¬ μ‘°μ
|
| 822 |
+
const combatMove = this.maintainCombatDistance(playerPosition);
|
| 823 |
+
if (combatMove.length() > 0) {
|
| 824 |
+
this.mesh.position.add(combatMove.multiplyScalar(this.moveSpeed));
|
| 825 |
+
}
|
| 826 |
|
| 827 |
+
// 곡격 μ²λ¦¬
|
| 828 |
+
if (hasLineOfSight && distanceToPlayer <= ENEMY_CONFIG.ATTACK_RANGE && this.canShoot(playerPosition)) {
|
| 829 |
+
this.shoot(playerPosition);
|
| 830 |
+
}
|
| 831 |
|
| 832 |
+
// μ΄μ μ
λ°μ΄νΈ
|
| 833 |
+
this.updateBullets();
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 834 |
|
| 835 |
+
// ν±ν¬ κΈ°μΈκΈ° μ‘°μ
|
| 836 |
+
this.adjustTankTilt();
|
| 837 |
+
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 838 |
|
| 839 |
+
checkLineOfSight(targetPosition) {
|
| 840 |
+
if (!this.mesh) return false;
|
|
|
|
|
|
|
|
|
|
| 841 |
|
| 842 |
+
const startPos = this.mesh.position.clone();
|
| 843 |
+
startPos.y += 2; // ν¬ν λμ΄
|
| 844 |
+
const direction = new THREE.Vector3()
|
| 845 |
+
.subVectors(targetPosition, startPos)
|
| 846 |
+
.normalize();
|
| 847 |
+
const distance = startPos.distanceTo(targetPosition);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 848 |
|
| 849 |
+
const raycaster = new THREE.Raycaster(startPos, direction, 0, distance);
|
| 850 |
+
const intersects = raycaster.intersectObjects(window.gameInstance.obstacles, true);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 851 |
|
| 852 |
+
return intersects.length === 0;
|
| 853 |
+
}
|
| 854 |
|
| 855 |
+
findAlternativePath(playerPosition) {
|
| 856 |
+
const currentPos = this.mesh.position.clone();
|
| 857 |
+
const directionToPlayer = new THREE.Vector3()
|
| 858 |
+
.subVectors(playerPosition, currentPos)
|
| 859 |
+
.normalize();
|
| 860 |
+
|
| 861 |
+
// μ’μ° 90λ λ°©ν₯ κ³μ°
|
| 862 |
+
const leftDirection = new THREE.Vector3()
|
| 863 |
+
.copy(directionToPlayer)
|
| 864 |
+
.applyAxisAngle(new THREE.Vector3(0, 1, 0), Math.PI / 2);
|
| 865 |
+
const rightDirection = new THREE.Vector3()
|
| 866 |
+
.copy(directionToPlayer)
|
| 867 |
+
.applyAxisAngle(new THREE.Vector3(0, 1, 0), -Math.PI / 2);
|
| 868 |
+
|
| 869 |
+
// μ’μ° 30λ―Έν° μ§μ νμΈ
|
| 870 |
+
const checkDistance = 30;
|
| 871 |
+
const leftPoint = currentPos.clone().add(leftDirection.multiplyScalar(checkDistance));
|
| 872 |
+
const rightPoint = currentPos.clone().add(rightDirection.multiplyScalar(checkDistance));
|
| 873 |
+
|
| 874 |
+
// κ° λ°©ν₯μ μ₯μ λ¬Ό 체ν¬
|
| 875 |
+
const leftClear = this.checkPathClear(currentPos, leftPoint);
|
| 876 |
+
const rightClear = this.checkPathClear(currentPos, rightPoint);
|
| 877 |
+
|
| 878 |
+
if (leftClear && rightClear) {
|
| 879 |
+
// λ λ€ κ°λ₯νλ©΄ λλ€ μ ν
|
| 880 |
+
return Math.random() < 0.5 ? leftPoint : rightPoint;
|
| 881 |
+
} else if (leftClear) {
|
| 882 |
+
return leftPoint;
|
| 883 |
+
} else if (rightClear) {
|
| 884 |
+
return rightPoint;
|
| 885 |
}
|
| 886 |
+
|
| 887 |
+
return null;
|
| 888 |
+
}
|
| 889 |
+
|
| 890 |
+
checkPathClear(start, end) {
|
| 891 |
+
const direction = new THREE.Vector3().subVectors(end, start).normalize();
|
| 892 |
+
const distance = start.distanceTo(end);
|
| 893 |
+
const raycaster = new THREE.Raycaster(start, direction, 0, distance);
|
| 894 |
+
const intersects = raycaster.intersectObjects(window.gameInstance.obstacles, true);
|
| 895 |
+
return intersects.length === 0;
|
| 896 |
}
|
| 897 |
+
|
| 898 |
+
async initialize(loader) {
|
| 899 |
+
try {
|
| 900 |
+
const modelPath = this.type === 'tank' ? '/models/t90.glb' : '/models/t90.glb';
|
| 901 |
+
const result = await loader.loadAsync(modelPath);
|
| 902 |
+
this.mesh = result.scene;
|
| 903 |
+
this.mesh.position.copy(this.position);
|
| 904 |
+
this.mesh.scale.set(ENEMY_SCALE, ENEMY_SCALE, ENEMY_SCALE);
|
| 905 |
+
|
| 906 |
+
this.mesh.traverse((child) => {
|
| 907 |
+
if (child.isMesh) {
|
| 908 |
+
child.castShadow = true;
|
| 909 |
+
child.receiveShadow = true;
|
| 910 |
+
}
|
| 911 |
+
});
|
| 912 |
+
|
| 913 |
+
this.scene.add(this.mesh);
|
| 914 |
+
this.isLoaded = true;
|
| 915 |
+
} catch (error) {
|
| 916 |
+
console.error('Error loading enemy model:', error);
|
| 917 |
+
this.isLoaded = false;
|
| 918 |
+
}
|
| 919 |
+
}
|
| 920 |
+
|
| 921 |
+
// μμΌ νμΈ λ©μλ (κΈ°μ‘΄ μ½λ μμ )
|
| 922 |
checkLineOfSight(playerPosition) {
|
| 923 |
if (!this.mesh) return false;
|
| 924 |
|
| 925 |
const startPos = this.mesh.position.clone();
|
| 926 |
+
startPos.y += 2; // ν¬ν λμ΄
|
| 927 |
const direction = new THREE.Vector3()
|
| 928 |
.subVectors(playerPosition, startPos)
|
| 929 |
.normalize();
|
|
|
|
| 932 |
const raycaster = new THREE.Raycaster(startPos, direction, 0, distance);
|
| 933 |
const intersects = raycaster.intersectObjects(window.gameInstance.obstacles, true);
|
| 934 |
|
| 935 |
+
// μ₯μ λ¬Όκ³Όμ μΆ©λμ΄ μλμ§ νμΈ
|
| 936 |
return intersects.length === 0;
|
| 937 |
}
|
| 938 |
+
// λ체 κ²½λ‘ μ°ΎκΈ° λ©μλ
|
| 939 |
+
findAlternativePath(playerPosition) {
|
| 940 |
+
const currentPos = this.mesh.position.clone();
|
| 941 |
+
const directionToPlayer = new THREE.Vector3()
|
| 942 |
+
.subVectors(playerPosition, currentPos)
|
| 943 |
+
.normalize();
|
| 944 |
|
| 945 |
+
// μ’μ° 90λ λ°©ν₯ κ³μ°
|
| 946 |
+
const leftDirection = new THREE.Vector3()
|
| 947 |
+
.copy(directionToPlayer)
|
| 948 |
+
.applyAxisAngle(new THREE.Vector3(0, 1, 0), Math.PI / 2);
|
| 949 |
+
const rightDirection = new THREE.Vector3()
|
| 950 |
+
.copy(directionToPlayer)
|
| 951 |
+
.applyAxisAngle(new THREE.Vector3(0, 1, 0), -Math.PI / 2);
|
| 952 |
+
|
| 953 |
+
// μ’μ° 30λ―Έν° μ§μ νμΈ
|
| 954 |
+
const checkDistance = 30;
|
| 955 |
+
const leftPoint = currentPos.clone().add(leftDirection.multiplyScalar(checkDistance));
|
| 956 |
+
const rightPoint = currentPos.clone().add(rightDirection.multiplyScalar(checkDistance));
|
| 957 |
+
|
| 958 |
+
// κ° λ°©ν₯μ μ₯μ λ¬Ό 체ν¬
|
| 959 |
+
const leftClear = this.checkPathClear(currentPos, leftPoint);
|
| 960 |
+
const rightClear = this.checkPathClear(currentPos, rightPoint);
|
| 961 |
+
|
| 962 |
+
if (leftClear && rightClear) {
|
| 963 |
+
// λ λ€ κ°λ₯νλ©΄ λλ€ μ ν
|
| 964 |
+
return Math.random() < 0.5 ? leftPoint : rightPoint;
|
| 965 |
+
} else if (leftClear) {
|
| 966 |
+
return leftPoint;
|
| 967 |
+
} else if (rightClear) {
|
| 968 |
+
return rightPoint;
|
| 969 |
}
|
| 970 |
|
| 971 |
+
return null;
|
| 972 |
+
}
|
| 973 |
+
// κ²½λ‘ μ ν¨μ± νμΈ
|
| 974 |
+
checkPathClear(start, end) {
|
| 975 |
+
const direction = new THREE.Vector3().subVectors(end, start).normalize();
|
| 976 |
+
const distance = start.distanceTo(end);
|
| 977 |
+
const raycaster = new THREE.Raycaster(start, direction, 0, distance);
|
| 978 |
+
const intersects = raycaster.intersectObjects(window.gameInstance.obstacles, true);
|
| 979 |
+
return intersects.length === 0;
|
| 980 |
}
|
| 981 |
|
| 982 |
+
// λΆλλ¬μ΄ νμ μ²λ¦¬
|
| 983 |
smoothRotation(current, target, factor) {
|
| 984 |
let delta = target - current;
|
| 985 |
+
|
| 986 |
+
// κ°λ μ°¨μ΄λ₯Ό -PIμμ PI μ¬μ΄λ‘ μ κ·ν
|
| 987 |
while (delta > Math.PI) delta -= Math.PI * 2;
|
| 988 |
while (delta < -Math.PI) delta += Math.PI * 2;
|
| 989 |
+
|
| 990 |
return current + delta * factor;
|
| 991 |
}
|
| 992 |
|
| 993 |
+
|
| 994 |
+
updateAIState(playerPosition) {
|
| 995 |
+
const currentTime = Date.now();
|
| 996 |
+
const distanceToPlayer = this.mesh.position.distanceTo(playerPosition);
|
| 997 |
+
|
| 998 |
+
if (currentTime - this.aiState.lastVisibilityCheck > this.aiState.visibilityCheckInterval) {
|
| 999 |
+
this.aiState.canSeePlayer = this.checkLineOfSight(playerPosition);
|
| 1000 |
+
this.aiState.lastVisibilityCheck = currentTime;
|
| 1001 |
+
|
| 1002 |
+
if (this.aiState.canSeePlayer) {
|
| 1003 |
+
this.aiState.lastKnownPlayerPosition = playerPosition.clone();
|
| 1004 |
+
this.aiState.searchStartTime = null;
|
| 1005 |
+
}
|
| 1006 |
+
}
|
| 1007 |
+
// μν λ³κ²½ μΏ¨λ€μ΄μ 2μ΄λ‘ μ€μ
|
| 1008 |
+
const stateChangeCooldown = 2000;
|
| 1009 |
+
|
| 1010 |
+
if (currentTime - this.aiState.lastStateChange > this.aiState.stateChangeCooldown) {
|
| 1011 |
+
if (this.health < 30) {
|
| 1012 |
+
this.aiState.mode = 'retreat';
|
| 1013 |
+
} else if (distanceToPlayer < 30 && this.aiState.canSeePlayer) {
|
| 1014 |
+
this.aiState.mode = 'flank';
|
| 1015 |
+
} else {
|
| 1016 |
+
this.aiState.mode = 'pursue';
|
| 1017 |
+
}
|
| 1018 |
+
this.aiState.lastStateChange = currentTime;
|
| 1019 |
+
}
|
| 1020 |
+
}
|
| 1021 |
+
|
| 1022 |
+
findPathToTarget(targetPosition) {
|
| 1023 |
+
const currentTime = Date.now();
|
| 1024 |
+
if (currentTime - this.pathfinding.lastPathUpdate < this.pathfinding.pathUpdateInterval) {
|
| 1025 |
+
return;
|
| 1026 |
+
}
|
| 1027 |
+
|
| 1028 |
+
this.pathfinding.currentPath = this.generatePathPoints(this.mesh.position.clone(), targetPosition);
|
| 1029 |
+
this.pathfinding.lastPathUpdate = currentTime;
|
| 1030 |
+
}
|
| 1031 |
+
|
| 1032 |
+
generatePathPoints(start, end) {
|
| 1033 |
+
const points = [];
|
| 1034 |
+
const direction = new THREE.Vector3().subVectors(end, start).normalize();
|
| 1035 |
+
const distance = start.distanceTo(end);
|
| 1036 |
+
const steps = Math.ceil(distance / 10);
|
| 1037 |
+
|
| 1038 |
+
for (let i = 0; i <= steps; i++) {
|
| 1039 |
+
const point = start.clone().add(direction.multiplyScalar(i * 10));
|
| 1040 |
+
points.push(point);
|
| 1041 |
+
}
|
| 1042 |
+
|
| 1043 |
+
return points;
|
| 1044 |
+
}
|
| 1045 |
+
|
| 1046 |
+
moveAlongPath() {
|
| 1047 |
+
if (this.pathfinding.currentPath.length === 0) return;
|
| 1048 |
+
|
| 1049 |
+
const targetPoint = this.pathfinding.currentPath[0];
|
| 1050 |
+
const direction = new THREE.Vector3()
|
| 1051 |
+
.subVectors(targetPoint, this.mesh.position)
|
| 1052 |
+
.normalize();
|
| 1053 |
+
|
| 1054 |
+
const moveVector = direction.multiplyScalar(this.moveSpeed);
|
| 1055 |
+
this.mesh.position.add(moveVector);
|
| 1056 |
+
|
| 1057 |
+
if (this.mesh.position.distanceTo(targetPoint) < 2) {
|
| 1058 |
+
this.pathfinding.currentPath.shift();
|
| 1059 |
+
}
|
| 1060 |
+
}
|
| 1061 |
+
|
| 1062 |
+
calculateFlankPosition(playerPosition) {
|
| 1063 |
+
const angle = Math.random() * Math.PI * 2;
|
| 1064 |
+
const radius = 40;
|
| 1065 |
+
return new THREE.Vector3(
|
| 1066 |
+
playerPosition.x + Math.cos(angle) * radius,
|
| 1067 |
+
playerPosition.y,
|
| 1068 |
+
playerPosition.z + Math.sin(angle) * radius
|
| 1069 |
+
);
|
| 1070 |
+
}
|
| 1071 |
+
|
| 1072 |
+
calculateRetreatPosition(playerPosition) {
|
| 1073 |
+
const direction = new THREE.Vector3()
|
| 1074 |
+
.subVectors(this.mesh.position, playerPosition)
|
| 1075 |
+
.normalize();
|
| 1076 |
+
return this.mesh.position.clone().add(direction.multiplyScalar(50));
|
| 1077 |
+
}
|
| 1078 |
+
|
| 1079 |
+
adjustTankTilt() {
|
| 1080 |
+
const forwardVector = new THREE.Vector3(0, 0, 1).applyQuaternion(this.mesh.quaternion);
|
| 1081 |
+
const rightVector = new THREE.Vector3(1, 0, 0).applyQuaternion(this.mesh.quaternion);
|
| 1082 |
+
|
| 1083 |
+
const frontHeight = window.gameInstance.getHeightAtPosition(
|
| 1084 |
+
this.mesh.position.x + forwardVector.x,
|
| 1085 |
+
this.mesh.position.z + forwardVector.z
|
| 1086 |
+
);
|
| 1087 |
+
const backHeight = window.gameInstance.getHeightAtPosition(
|
| 1088 |
+
this.mesh.position.x - forwardVector.x,
|
| 1089 |
+
this.mesh.position.z - forwardVector.z
|
| 1090 |
+
);
|
| 1091 |
+
const rightHeight = window.gameInstance.getHeightAtPosition(
|
| 1092 |
+
this.mesh.position.x + rightVector.x,
|
| 1093 |
+
this.mesh.position.z + rightVector.z
|
| 1094 |
+
);
|
| 1095 |
+
const leftHeight = window.gameInstance.getHeightAtPosition(
|
| 1096 |
+
this.mesh.position.x - rightVector.x,
|
| 1097 |
+
this.mesh.position.z - rightVector.z
|
| 1098 |
+
);
|
| 1099 |
+
|
| 1100 |
+
const pitch = Math.atan2(frontHeight - backHeight, 2);
|
| 1101 |
+
const roll = Math.atan2(rightHeight - leftHeight, 2);
|
| 1102 |
+
|
| 1103 |
+
const currentRotation = this.mesh.rotation.y;
|
| 1104 |
+
this.mesh.rotation.set(pitch, currentRotation, roll);
|
| 1105 |
+
}
|
| 1106 |
+
|
| 1107 |
updateBullets() {
|
| 1108 |
for (let i = this.bullets.length - 1; i >= 0; i--) {
|
| 1109 |
const bullet = this.bullets[i];
|
|
|
|
| 1128 |
}
|
| 1129 |
}
|
| 1130 |
|
| 1131 |
+
createMuzzleFlash() {
|
| 1132 |
+
if (!this.mesh) return;
|
| 1133 |
+
|
| 1134 |
+
const flashGroup = new THREE.Group();
|
| 1135 |
+
|
| 1136 |
+
const flameGeometry = new THREE.SphereGeometry(1.0, 8, 8);
|
| 1137 |
+
const flameMaterial = new THREE.MeshBasicMaterial({
|
| 1138 |
+
color: 0xffa500,
|
| 1139 |
+
transparent: true,
|
| 1140 |
+
opacity: 0.8
|
| 1141 |
+
});
|
| 1142 |
+
const flame = new THREE.Mesh(flameGeometry, flameMaterial);
|
| 1143 |
+
flame.scale.set(2, 2, 3);
|
| 1144 |
+
flashGroup.add(flame);
|
| 1145 |
+
|
| 1146 |
+
const smokeGeometry = new THREE.SphereGeometry(0.8, 8, 8);
|
| 1147 |
+
const smokeMaterial = new THREE.MeshBasicMaterial({
|
| 1148 |
+
color: 0x555555,
|
| 1149 |
+
transparent: true,
|
| 1150 |
+
opacity: 0.5
|
| 1151 |
+
});
|
| 1152 |
+
|
| 1153 |
+
for (let i = 0; i < 5; i++) {
|
| 1154 |
+
const smoke = new THREE.Mesh(smokeGeometry, smokeMaterial);
|
| 1155 |
+
smoke.position.set(
|
| 1156 |
+
Math.random() * 1 - 0.5,
|
| 1157 |
+
Math.random() * 1 - 0.5,
|
| 1158 |
+
-1 - Math.random()
|
| 1159 |
+
);
|
| 1160 |
+
smoke.scale.set(1.5, 1.5, 1.5);
|
| 1161 |
+
flashGroup.add(smoke);
|
| 1162 |
+
}
|
| 1163 |
+
|
| 1164 |
+
const muzzleOffset = new THREE.Vector3(0, 0.5, 4);
|
| 1165 |
+
const muzzlePosition = new THREE.Vector3();
|
| 1166 |
+
const meshWorldQuaternion = new THREE.Quaternion();
|
| 1167 |
+
|
| 1168 |
+
this.mesh.getWorldPosition(muzzlePosition);
|
| 1169 |
+
this.mesh.getWorldQuaternion(meshWorldQuaternion);
|
| 1170 |
+
|
| 1171 |
+
muzzleOffset.applyQuaternion(meshWorldQuaternion);
|
| 1172 |
+
muzzlePosition.add(muzzleOffset);
|
| 1173 |
+
|
| 1174 |
+
flashGroup.position.copy(muzzlePosition);
|
| 1175 |
+
flashGroup.quaternion.copy(meshWorldQuaternion);
|
| 1176 |
+
|
| 1177 |
+
this.scene.add(flashGroup);
|
| 1178 |
+
|
| 1179 |
+
setTimeout(() => {
|
| 1180 |
+
this.scene.remove(flashGroup);
|
| 1181 |
+
}, 500);
|
| 1182 |
+
}
|
| 1183 |
+
|
| 1184 |
+
shoot(playerPosition) {
|
| 1185 |
+
const currentTime = Date.now();
|
| 1186 |
+
const attackInterval = this.type === 'tank' ?
|
| 1187 |
+
ENEMY_CONFIG.ATTACK_INTERVAL :
|
| 1188 |
+
ENEMY_CONFIG.ATTACK_INTERVAL * 1.5;
|
| 1189 |
+
|
| 1190 |
+
if (currentTime - this.lastAttackTime < attackInterval) return;
|
| 1191 |
+
|
| 1192 |
+
// νλ μ΄μ΄μμ λ°©ν₯ μ°¨μ΄ κ³μ°
|
| 1193 |
+
const directionToPlayer = new THREE.Vector3()
|
| 1194 |
+
.subVectors(playerPosition, this.mesh.position)
|
| 1195 |
+
.normalize();
|
| 1196 |
+
const forwardDirection = new THREE.Vector3(0, 0, 1)
|
| 1197 |
+
.applyQuaternion(this.mesh.quaternion)
|
| 1198 |
+
.normalize();
|
| 1199 |
+
|
| 1200 |
+
const dotProduct = forwardDirection.dot(directionToPlayer);
|
| 1201 |
+
const angleToPlayer = Math.acos(dotProduct);
|
| 1202 |
+
|
| 1203 |
+
// μΌμ κ°λ μ΄νμΌ κ²½μ°μλ§ κ³΅κ²©
|
| 1204 |
+
const attackAngleThreshold = Math.PI / 8; // μ½ 22.5λ
|
| 1205 |
+
if (angleToPlayer > attackAngleThreshold) return;
|
| 1206 |
+
|
| 1207 |
+
this.createMuzzleFlash();
|
| 1208 |
+
|
| 1209 |
+
const enemyFireSound = new Audio('sounds/mbtfire5.ogg');
|
| 1210 |
+
enemyFireSound.volume = 0.3;
|
| 1211 |
+
enemyFireSound.play();
|
| 1212 |
+
|
| 1213 |
+
const bulletGeometry = new THREE.CylinderGeometry(0.2, 0.2, 2, 8);
|
| 1214 |
+
const bulletMaterial = new THREE.MeshBasicMaterial({
|
| 1215 |
+
color: 0xff0000,
|
| 1216 |
+
emissive: 0xff0000,
|
| 1217 |
+
emissiveIntensity: 0.5
|
| 1218 |
+
});
|
| 1219 |
+
const bullet = new THREE.Mesh(bulletGeometry, bulletMaterial);
|
| 1220 |
+
|
| 1221 |
+
const muzzleOffset = new THREE.Vector3(0, 0.5, 4);
|
| 1222 |
+
const muzzlePosition = new THREE.Vector3();
|
| 1223 |
+
this.mesh.getWorldPosition(muzzlePosition);
|
| 1224 |
+
muzzleOffset.applyQuaternion(this.mesh.quaternion);
|
| 1225 |
+
muzzlePosition.add(muzzleOffset);
|
| 1226 |
+
|
| 1227 |
+
bullet.position.copy(muzzlePosition);
|
| 1228 |
+
bullet.quaternion.copy(this.mesh.quaternion);
|
| 1229 |
+
|
| 1230 |
+
const direction = new THREE.Vector3()
|
| 1231 |
+
.subVectors(playerPosition, muzzlePosition)
|
| 1232 |
+
.normalize();
|
| 1233 |
+
|
| 1234 |
+
const bulletSpeed = this.type === 'tank' ?
|
| 1235 |
+
ENEMY_CONFIG.BULLET_SPEED :
|
| 1236 |
+
ENEMY_CONFIG.BULLET_SPEED * 0.8;
|
| 1237 |
+
|
| 1238 |
+
bullet.velocity = direction.multiplyScalar(bulletSpeed);
|
| 1239 |
+
|
| 1240 |
+
const trailGeometry = new THREE.CylinderGeometry(0.1, 0.1, 1, 8);
|
| 1241 |
+
const trailMaterial = new THREE.MeshBasicMaterial({
|
| 1242 |
+
color: 0xff4444,
|
| 1243 |
+
transparent: true,
|
| 1244 |
+
opacity: 0.5
|
| 1245 |
+
});
|
| 1246 |
+
|
| 1247 |
+
const trail = new THREE.Mesh(trailGeometry, trailMaterial);
|
| 1248 |
+
trail.position.z = -1;
|
| 1249 |
+
bullet.add(trail);
|
| 1250 |
+
|
| 1251 |
+
this.scene.add(bullet);
|
| 1252 |
+
this.bullets.push(bullet);
|
| 1253 |
+
this.lastAttackTime = currentTime;
|
| 1254 |
+
}
|
| 1255 |
+
|
| 1256 |
+
takeDamage(damage) {
|
| 1257 |
+
this.health -= damage;
|
| 1258 |
+
return this.health <= 0;
|
| 1259 |
+
}
|
| 1260 |
+
|
| 1261 |
+
destroy() {
|
| 1262 |
+
if (this.mesh) {
|
| 1263 |
+
this.scene.remove(this.mesh);
|
| 1264 |
+
this.bullets.forEach(bullet => this.scene.remove(bullet));
|
| 1265 |
+
this.bullets = [];
|
| 1266 |
+
this.isLoaded = false;
|
| 1267 |
+
}
|
| 1268 |
+
}
|
| 1269 |
+
}
|
| 1270 |
|
| 1271 |
// Particle ν΄λμ€
|
| 1272 |
class Particle {
|