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index.html
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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>Tank Combat Simulator - 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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height: 100vh;
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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: 14px;
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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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user-select: none;
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height: 40px;
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border: 2px solid rgba(255,0,0,0.7);
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border-radius: 50%;
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z-index: 1001;
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pointer-events: none;
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font-size: 16px;
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padding: 10px;
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font-size: 16px;
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text-align: right;
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<script type="importmap">
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{
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"imports": {
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"three": "https://unpkg.com/[email protected]/build/three.module.js",
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"three/addons/": "https://unpkg.com/[email protected]/examples/jsm/"
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}
|
| 270 |
|
| 271 |
-
|
| 272 |
-
|
| 273 |
-
|
| 274 |
-
|
| 275 |
-
|
| 276 |
-
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|
| 277 |
}
|
| 278 |
});
|
| 279 |
-
|
| 280 |
-
|
| 281 |
-
|
| 282 |
-
|
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|
| 1 |
+
import * as THREE from 'three';
|
| 2 |
+
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
|
| 3 |
+
import { PointerLockControls } from 'three/addons/controls/PointerLockControls.js';
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 4 |
|
| 5 |
+
// 게임 상수
|
| 6 |
+
const GAME_DURATION = 180;
|
| 7 |
+
const MAP_SIZE = 2000;
|
| 8 |
+
const TANK_HEIGHT = 0.5;
|
| 9 |
+
const ENEMY_GROUND_HEIGHT = 0;
|
| 10 |
+
const ENEMY_SCALE = 10;
|
| 11 |
+
const MAX_HEALTH = 1000;
|
| 12 |
+
const ENEMY_MOVE_SPEED = 0.1;
|
| 13 |
+
const ENEMY_COUNT_MAX = 5;
|
| 14 |
+
const PARTICLE_COUNT = 15;
|
| 15 |
+
const BUILDING_COUNT = 30; // 건물 수 추가
|
| 16 |
+
const ENEMY_CONFIG = {
|
| 17 |
+
ATTACK_RANGE: 100,
|
| 18 |
+
ATTACK_INTERVAL: 2000,
|
| 19 |
+
BULLET_SPEED: 2
|
| 20 |
+
};
|
| 21 |
|
| 22 |
+
// TankPlayer 클래스
|
| 23 |
+
class TankPlayer {
|
| 24 |
+
constructor() {
|
| 25 |
+
this.body = null;
|
| 26 |
+
this.turret = null;
|
| 27 |
+
this.position = new THREE.Vector3(0, 0, 0);
|
| 28 |
+
this.rotation = new THREE.Euler(0, 0, 0);
|
| 29 |
+
this.turretRotation = 0;
|
| 30 |
+
this.moveSpeed = 0.5;
|
| 31 |
+
this.turnSpeed = 0.03;
|
| 32 |
+
this.turretGroup = new THREE.Group();
|
| 33 |
+
this.health = MAX_HEALTH;
|
| 34 |
+
this.isLoaded = false;
|
| 35 |
+
this.ammo = 10;
|
| 36 |
+
this.lastShootTime = 0;
|
| 37 |
+
this.shootInterval = 1000;
|
| 38 |
+
this.bullets = [];
|
| 39 |
+
}
|
| 40 |
|
| 41 |
+
async initialize(scene, loader) {
|
| 42 |
+
try {
|
| 43 |
+
const bodyResult = await loader.loadAsync('/models/abramsBody.glb');
|
| 44 |
+
this.body = bodyResult.scene;
|
| 45 |
+
this.body.position.copy(this.position);
|
| 46 |
+
|
| 47 |
+
const turretResult = await loader.loadAsync('/models/abramsTurret.glb');
|
| 48 |
+
this.turret = turretResult.scene;
|
| 49 |
+
|
| 50 |
+
this.turretGroup.position.y = 0.2;
|
| 51 |
+
this.turretGroup.add(this.turret);
|
| 52 |
+
this.body.add(this.turretGroup);
|
| 53 |
+
|
| 54 |
+
this.body.traverse((child) => {
|
| 55 |
+
if (child.isMesh) {
|
| 56 |
+
child.castShadow = true;
|
| 57 |
+
child.receiveShadow = true;
|
| 58 |
+
}
|
| 59 |
+
});
|
| 60 |
+
|
| 61 |
+
this.turret.traverse((child) => {
|
| 62 |
+
if (child.isMesh) {
|
| 63 |
+
child.castShadow = true;
|
| 64 |
+
child.receiveShadow = true;
|
| 65 |
+
}
|
| 66 |
+
});
|
| 67 |
|
| 68 |
+
scene.add(this.body);
|
| 69 |
+
this.isLoaded = true;
|
| 70 |
+
|
| 71 |
+
} catch (error) {
|
| 72 |
+
console.error('Error loading tank models:', error);
|
| 73 |
+
this.isLoaded = false;
|
| 74 |
}
|
| 75 |
+
}
|
| 76 |
|
| 77 |
+
shoot(scene) {
|
| 78 |
+
const currentTime = Date.now();
|
| 79 |
+
if (currentTime - this.lastShootTime < this.shootInterval || this.ammo <= 0) return null;
|
|
|
|
|
|
|
|
|
|
| 80 |
|
| 81 |
+
// 총알 생성
|
| 82 |
+
const bulletGeometry = new THREE.SphereGeometry(0.2);
|
| 83 |
+
const bulletMaterial = new THREE.MeshBasicMaterial({ color: 0x00ff00 });
|
| 84 |
+
const bullet = new THREE.Mesh(bulletGeometry, bulletMaterial);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 85 |
|
| 86 |
+
// 총알 시작 위치 (포탑 끝)
|
| 87 |
+
const bulletOffset = new THREE.Vector3(0, 0.5, 2);
|
| 88 |
+
// 포탑의 회전을 적용
|
| 89 |
+
bulletOffset.applyQuaternion(this.turretGroup.quaternion);
|
| 90 |
+
bulletOffset.applyQuaternion(this.body.quaternion);
|
| 91 |
+
bullet.position.copy(this.body.position).add(bulletOffset);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 92 |
|
| 93 |
+
// 총알 속도 (포탑 방향)
|
| 94 |
+
const direction = new THREE.Vector3(0, 0, 1);
|
| 95 |
+
direction.applyQuaternion(this.turretGroup.quaternion);
|
| 96 |
+
direction.applyQuaternion(this.body.quaternion);
|
| 97 |
+
bullet.velocity = direction.multiplyScalar(2);
|
|
|
|
| 98 |
|
| 99 |
+
scene.add(bullet);
|
| 100 |
+
this.bullets.push(bullet);
|
| 101 |
+
this.ammo--;
|
| 102 |
+
this.lastShootTime = currentTime;
|
| 103 |
+
|
| 104 |
+
document.getElementById('ammo').textContent = `Ammo: ${this.ammo}/10`;
|
| 105 |
+
|
| 106 |
+
return bullet;
|
| 107 |
+
}
|
| 108 |
+
|
| 109 |
+
update(mouseX, mouseY) {
|
| 110 |
+
if (!this.body || !this.turretGroup) return;
|
| 111 |
+
|
| 112 |
+
// 총알 업데이트만 수행하고 포탑 회전은 Game 클래스의 handleMovement에서 처리
|
| 113 |
+
for (let i = this.bullets.length - 1; i >= 0; i--) {
|
| 114 |
+
const bullet = this.bullets[i];
|
| 115 |
+
bullet.position.add(bullet.velocity);
|
| 116 |
+
|
| 117 |
+
// 총알이 맵 밖으로 나가면 제거
|
| 118 |
+
if (Math.abs(bullet.position.x) > MAP_SIZE/2 ||
|
| 119 |
+
Math.abs(bullet.position.z) > MAP_SIZE/2) {
|
| 120 |
+
scene.remove(bullet);
|
| 121 |
+
this.bullets.splice(i, 1);
|
| 122 |
+
}
|
| 123 |
+
}
|
| 124 |
+
}
|
| 125 |
|
| 126 |
+
move(direction) {
|
| 127 |
+
if (!this.body) return;
|
| 128 |
+
|
| 129 |
+
const moveVector = new THREE.Vector3();
|
| 130 |
+
moveVector.x = direction.x * this.moveSpeed;
|
| 131 |
+
moveVector.z = direction.z * this.moveSpeed;
|
| 132 |
+
|
| 133 |
+
this.body.position.add(moveVector);
|
| 134 |
+
}
|
| 135 |
+
|
| 136 |
+
rotate(angle) {
|
| 137 |
+
if (!this.body) return;
|
| 138 |
+
this.body.rotation.y += angle * this.turnSpeed;
|
| 139 |
+
}
|
| 140 |
+
|
| 141 |
+
getPosition() {
|
| 142 |
+
return this.body ? this.body.position : new THREE.Vector3();
|
| 143 |
+
}
|
| 144 |
+
|
| 145 |
+
takeDamage(damage) {
|
| 146 |
+
this.health -= damage;
|
| 147 |
+
return this.health <= 0;
|
| 148 |
+
}
|
| 149 |
+
}
|
| 150 |
+
// Enemy 클래스 수정
|
| 151 |
+
class Enemy {
|
| 152 |
+
constructor(scene, position, type = 'tank') {
|
| 153 |
+
this.scene = scene;
|
| 154 |
+
this.position = position;
|
| 155 |
+
this.mesh = null;
|
| 156 |
+
this.type = type; // 'tank' 또는 'heavy'
|
| 157 |
+
this.health = type === 'tank' ? 100 : 200; // heavy는 체력이 더 높음
|
| 158 |
+
this.lastAttackTime = 0;
|
| 159 |
+
this.bullets = [];
|
| 160 |
+
this.isLoaded = false;
|
| 161 |
+
this.moveSpeed = type === 'tank' ? ENEMY_MOVE_SPEED : ENEMY_MOVE_SPEED * 0.7; // heavy는 더 느림
|
| 162 |
+
}
|
| 163 |
+
|
| 164 |
+
async initialize(loader) {
|
| 165 |
+
try {
|
| 166 |
+
// 타입에 따라 다른 모델 로드
|
| 167 |
+
const modelPath = this.type === 'tank' ? '/models/enemy1.glb' : '/models/enemy4.glb';
|
| 168 |
+
const result = await loader.loadAsync(modelPath);
|
| 169 |
+
this.mesh = result.scene;
|
| 170 |
+
this.mesh.position.copy(this.position);
|
| 171 |
+
this.mesh.scale.set(ENEMY_SCALE, ENEMY_SCALE, ENEMY_SCALE);
|
| 172 |
+
|
| 173 |
+
this.mesh.traverse((child) => {
|
| 174 |
+
if (child.isMesh) {
|
| 175 |
+
child.castShadow = true;
|
| 176 |
+
child.receiveShadow = true;
|
| 177 |
+
}
|
| 178 |
+
});
|
| 179 |
+
|
| 180 |
+
this.scene.add(this.mesh);
|
| 181 |
+
this.isLoaded = true;
|
| 182 |
+
} catch (error) {
|
| 183 |
+
console.error('Error loading enemy model:', error);
|
| 184 |
+
this.isLoaded = false;
|
| 185 |
}
|
| 186 |
+
}
|
| 187 |
+
|
| 188 |
+
update(playerPosition) {
|
| 189 |
+
if (!this.mesh || !this.isLoaded) return;
|
| 190 |
|
| 191 |
+
// 플레이어 방향으로 회전
|
| 192 |
+
const direction = new THREE.Vector3()
|
| 193 |
+
.subVectors(playerPosition, this.mesh.position)
|
| 194 |
+
.normalize();
|
| 195 |
+
|
| 196 |
+
this.mesh.lookAt(playerPosition);
|
| 197 |
+
|
| 198 |
+
// 플레이어 방향으로 이동 (타입에 따라 다른 속도)
|
| 199 |
+
this.mesh.position.add(direction.multiplyScalar(this.moveSpeed));
|
| 200 |
+
|
| 201 |
+
// 총알 업데이트
|
| 202 |
+
for (let i = this.bullets.length - 1; i >= 0; i--) {
|
| 203 |
+
const bullet = this.bullets[i];
|
| 204 |
+
bullet.position.add(bullet.velocity);
|
| 205 |
+
|
| 206 |
+
// 총알이 맵 밖으로 나가면 제거
|
| 207 |
+
if (Math.abs(bullet.position.x) > MAP_SIZE ||
|
| 208 |
+
Math.abs(bullet.position.z) > MAP_SIZE) {
|
| 209 |
+
this.scene.remove(bullet);
|
| 210 |
+
this.bullets.splice(i, 1);
|
| 211 |
+
}
|
| 212 |
}
|
| 213 |
+
}
|
| 214 |
+
|
| 215 |
+
shoot(playerPosition) {
|
| 216 |
+
const currentTime = Date.now();
|
| 217 |
+
const attackInterval = this.type === 'tank' ?
|
| 218 |
+
ENEMY_CONFIG.ATTACK_INTERVAL :
|
| 219 |
+
ENEMY_CONFIG.ATTACK_INTERVAL * 1.5; // heavy는 발사 간격이 더 김
|
| 220 |
+
|
| 221 |
+
if (currentTime - this.lastAttackTime < attackInterval) return;
|
| 222 |
|
| 223 |
+
const bulletGeometry = new THREE.SphereGeometry(this.type === 'tank' ? 0.2 : 0.3);
|
| 224 |
+
const bulletMaterial = new THREE.MeshBasicMaterial({
|
| 225 |
+
color: this.type === 'tank' ? 0xff0000 : 0xff6600
|
| 226 |
+
});
|
| 227 |
+
const bullet = new THREE.Mesh(bulletGeometry, bulletMaterial);
|
| 228 |
+
|
| 229 |
+
bullet.position.copy(this.mesh.position);
|
| 230 |
+
|
| 231 |
+
const direction = new THREE.Vector3()
|
| 232 |
+
.subVectors(playerPosition, this.mesh.position)
|
| 233 |
+
.normalize();
|
| 234 |
+
|
| 235 |
+
const bulletSpeed = this.type === 'tank' ?
|
| 236 |
+
ENEMY_CONFIG.BULLET_SPEED :
|
| 237 |
+
ENEMY_CONFIG.BULLET_SPEED * 0.8;
|
| 238 |
+
|
| 239 |
+
bullet.velocity = direction.multiplyScalar(bulletSpeed);
|
| 240 |
+
|
| 241 |
+
this.scene.add(bullet);
|
| 242 |
+
this.bullets.push(bullet);
|
| 243 |
+
this.lastAttackTime = currentTime;
|
| 244 |
+
}
|
| 245 |
+
|
| 246 |
+
takeDamage(damage) {
|
| 247 |
+
this.health -= damage;
|
| 248 |
+
return this.health <= 0;
|
| 249 |
+
}
|
| 250 |
+
|
| 251 |
+
destroy() {
|
| 252 |
+
if (this.mesh) {
|
| 253 |
+
this.scene.remove(this.mesh);
|
| 254 |
+
this.bullets.forEach(bullet => this.scene.remove(bullet));
|
| 255 |
+
this.bullets = [];
|
| 256 |
+
this.isLoaded = false;
|
| 257 |
}
|
| 258 |
+
}
|
| 259 |
+
}
|
| 260 |
+
|
| 261 |
+
// Particle 클래스는 그대로 유지
|
| 262 |
+
class Particle {
|
| 263 |
+
constructor(scene, position) {
|
| 264 |
+
const geometry = new THREE.SphereGeometry(0.1);
|
| 265 |
+
const material = new THREE.MeshBasicMaterial({ color: 0xff0000 });
|
| 266 |
+
this.mesh = new THREE.Mesh(geometry, material);
|
| 267 |
+
this.mesh.position.copy(position);
|
| 268 |
+
|
| 269 |
+
this.velocity = new THREE.Vector3(
|
| 270 |
+
(Math.random() - 0.5) * 0.3,
|
| 271 |
+
Math.random() * 0.2,
|
| 272 |
+
(Math.random() - 0.5) * 0.3
|
| 273 |
+
);
|
| 274 |
+
|
| 275 |
+
this.gravity = -0.01;
|
| 276 |
+
this.lifetime = 60;
|
| 277 |
+
this.age = 0;
|
| 278 |
+
|
| 279 |
+
scene.add(this.mesh);
|
| 280 |
+
}
|
| 281 |
+
|
| 282 |
+
update() {
|
| 283 |
+
this.velocity.y += this.gravity;
|
| 284 |
+
this.mesh.position.add(this.velocity);
|
| 285 |
+
this.age++;
|
| 286 |
+
return this.age < this.lifetime;
|
| 287 |
+
}
|
| 288 |
+
|
| 289 |
+
destroy(scene) {
|
| 290 |
+
scene.remove(this.mesh);
|
| 291 |
+
}
|
| 292 |
+
}
|
| 293 |
+
// Game 클래스
|
| 294 |
+
class Game {
|
| 295 |
+
constructor() {
|
| 296 |
+
// 기본 Three.js 설정
|
| 297 |
+
this.scene = new THREE.Scene();
|
| 298 |
+
this.camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
|
| 299 |
+
this.renderer = new THREE.WebGLRenderer({ antialias: true });
|
| 300 |
+
this.renderer.setSize(window.innerWidth, window.innerHeight);
|
| 301 |
+
this.renderer.shadowMap.enabled = true;
|
| 302 |
+
document.getElementById('gameContainer').appendChild(this.renderer.domElement);
|
| 303 |
+
|
| 304 |
+
// 게임 요소 초기화
|
| 305 |
+
this.tank = new TankPlayer();
|
| 306 |
+
this.enemies = [];
|
| 307 |
+
this.particles = [];
|
| 308 |
+
this.buildings = [];
|
| 309 |
+
this.loader = new GLTFLoader();
|
| 310 |
+
this.controls = null;
|
| 311 |
+
this.gameTime = GAME_DURATION;
|
| 312 |
+
this.score = 0;
|
| 313 |
+
this.isGameOver = false;
|
| 314 |
+
this.isLoading = true;
|
| 315 |
+
this.previousTankPosition = new THREE.Vector3();
|
| 316 |
+
this.lastTime = performance.now();
|
| 317 |
+
|
| 318 |
+
// 마우스/키보드 상태
|
| 319 |
+
this.mouse = { x: 0, y: 0 };
|
| 320 |
+
this.keys = {
|
| 321 |
+
forward: false,
|
| 322 |
+
backward: false,
|
| 323 |
+
left: false,
|
| 324 |
+
right: false
|
| 325 |
+
};
|
| 326 |
+
|
| 327 |
+
// 이벤트 리스너 설정
|
| 328 |
+
this.setupEventListeners();
|
| 329 |
+
this.initialize();
|
| 330 |
+
}
|
| 331 |
+
|
| 332 |
+
async initialize() {
|
| 333 |
+
try {
|
| 334 |
+
// 조명 설정
|
| 335 |
+
const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
|
| 336 |
+
this.scene.add(ambientLight);
|
| 337 |
+
|
| 338 |
+
const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
|
| 339 |
+
directionalLight.position.set(50, 50, 50);
|
| 340 |
+
directionalLight.castShadow = true;
|
| 341 |
+
directionalLight.shadow.mapSize.width = 2048;
|
| 342 |
+
directionalLight.shadow.mapSize.height = 2048;
|
| 343 |
+
this.scene.add(directionalLight);
|
| 344 |
+
|
| 345 |
+
// 지형 생성
|
| 346 |
+
const ground = new THREE.Mesh(
|
| 347 |
+
new THREE.PlaneGeometry(MAP_SIZE, MAP_SIZE),
|
| 348 |
+
new THREE.MeshStandardMaterial({
|
| 349 |
+
color: 0x333333,
|
| 350 |
+
roughness: 0.9,
|
| 351 |
+
metalness: 0.1
|
| 352 |
+
})
|
| 353 |
+
);
|
| 354 |
+
ground.rotation.x = -Math.PI / 2;
|
| 355 |
+
ground.receiveShadow = true;
|
| 356 |
+
this.scene.add(ground);
|
| 357 |
|
| 358 |
+
// 건물 생성
|
| 359 |
+
await this.createBuildings();
|
| 360 |
+
|
| 361 |
+
// 탱크 초기화
|
| 362 |
+
await this.tank.initialize(this.scene, this.loader);
|
| 363 |
+
if (!this.tank.isLoaded) {
|
| 364 |
+
throw new Error('Tank loading failed');
|
| 365 |
+
}
|
| 366 |
+
|
| 367 |
+
// 카메라 설정 수정
|
| 368 |
+
// 탱크의 현재 위치 가져오기
|
| 369 |
+
const tankPosition = this.tank.getPosition();
|
| 370 |
+
// 카메라를 탱크 위치 기준으로 설정
|
| 371 |
+
this.camera.position.set(
|
| 372 |
+
tankPosition.x,
|
| 373 |
+
tankPosition.y + 15, // 탱크보다 15 유닛 위에
|
| 374 |
+
tankPosition.z - 30 // 탱크보다 30 유닛 뒤에
|
| 375 |
+
);
|
| 376 |
+
// 카메라가 탱크를 바라보도록 설정
|
| 377 |
+
this.camera.lookAt(new THREE.Vector3(
|
| 378 |
+
tankPosition.x,
|
| 379 |
+
tankPosition.y + 2, // 탱크의 상단 부분을 바라보도록
|
| 380 |
+
tankPosition.z
|
| 381 |
+
));
|
| 382 |
+
|
| 383 |
+
// 로딩 완료
|
| 384 |
+
this.isLoading = false;
|
| 385 |
+
document.getElementById('loading').style.display = 'none';
|
| 386 |
+
|
| 387 |
+
// 게임 시작
|
| 388 |
+
this.animate();
|
| 389 |
+
this.spawnEnemies();
|
| 390 |
+
this.startGameTimer();
|
| 391 |
+
|
| 392 |
+
} catch (error) {
|
| 393 |
+
console.error('Game initialization error:', error);
|
| 394 |
+
this.handleLoadingError();
|
| 395 |
+
}
|
| 396 |
+
}
|
| 397 |
+
|
| 398 |
+
setupEventListeners() {
|
| 399 |
+
// 키보드 이벤트는 그대로 유지
|
| 400 |
+
document.addEventListener('keydown', (event) => {
|
| 401 |
+
if (this.isLoading) return;
|
| 402 |
+
switch(event.code) {
|
| 403 |
+
case 'KeyW': this.keys.forward = true; break;
|
| 404 |
+
case 'KeyS': this.keys.backward = true; break;
|
| 405 |
+
case 'KeyA': this.keys.left = true; break;
|
| 406 |
+
case 'KeyD': this.keys.right = true; break;
|
| 407 |
}
|
| 408 |
+
});
|
| 409 |
|
| 410 |
+
document.addEventListener('keyup', (event) => {
|
| 411 |
+
if (this.isLoading) return;
|
| 412 |
+
switch(event.code) {
|
| 413 |
+
case 'KeyW': this.keys.forward = false; break;
|
| 414 |
+
case 'KeyS': this.keys.backward = false; break;
|
| 415 |
+
case 'KeyA': this.keys.left = false; break;
|
| 416 |
+
case 'KeyD': this.keys.right = false; break;
|
|
|
|
|
|
|
|
|
|
|
|
|
| 417 |
}
|
| 418 |
+
});
|
| 419 |
|
| 420 |
+
// 마우스 움직임 이벤트를 수정
|
| 421 |
+
document.addEventListener('mousemove', (event) => {
|
| 422 |
+
if (this.isLoading || !document.pointerLockElement) return;
|
| 423 |
+
|
| 424 |
+
// movementX/Y를 사용하여 마우스 회전 계산
|
| 425 |
+
this.mouse.x += event.movementX * 0.002;
|
| 426 |
+
this.mouse.y += event.movementY * 0.002;
|
| 427 |
+
});
|
| 428 |
+
|
| 429 |
+
// 클릭 이벤트 수정 - 포인터 락과 발사를 함께 처리
|
| 430 |
+
document.addEventListener('click', () => {
|
| 431 |
+
if (!document.pointerLockElement) {
|
| 432 |
+
document.body.requestPointerLock();
|
| 433 |
+
} else {
|
| 434 |
+
const bullet = this.tank.shoot(this.scene);
|
| 435 |
+
if (bullet) {
|
| 436 |
+
// 총알 발사 효과음이나 시각효과 추가 가능
|
| 437 |
+
}
|
| 438 |
}
|
| 439 |
+
});
|
| 440 |
|
| 441 |
+
// 포인터 락 상태 변경 이벤트 추가
|
| 442 |
+
document.addEventListener('pointerlockchange', () => {
|
| 443 |
+
if (!document.pointerLockElement) {
|
| 444 |
+
// 포인터 락이 해제되었을 때의 처리
|
| 445 |
+
this.mouse.x = 0;
|
| 446 |
+
this.mouse.y = 0;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 447 |
}
|
| 448 |
+
});
|
| 449 |
|
| 450 |
+
// 창 크기 변경 이벤트는 그대로 유지
|
| 451 |
+
window.addEventListener('resize', () => {
|
| 452 |
+
this.camera.aspect = window.innerWidth / window.innerHeight;
|
| 453 |
+
this.camera.updateProjectionMatrix();
|
| 454 |
+
this.renderer.setSize(window.innerWidth, window.innerHeight);
|
| 455 |
+
});
|
| 456 |
+
}
|
| 457 |
+
handleMovement() {
|
| 458 |
+
if (!this.tank.isLoaded) return;
|
| 459 |
+
|
| 460 |
+
const direction = new THREE.Vector3();
|
| 461 |
+
|
| 462 |
+
if (this.keys.forward) direction.z += 1;
|
| 463 |
+
if (this.keys.backward) direction.z -= 1;
|
| 464 |
+
if (this.keys.left) direction.x -= 1;
|
| 465 |
+
if (this.keys.right) direction.x += 1;
|
| 466 |
+
|
| 467 |
+
if (direction.length() > 0) {
|
| 468 |
+
direction.normalize();
|
| 469 |
+
|
| 470 |
+
// A,D 키로 탱크 회전
|
| 471 |
+
if (this.keys.left) this.tank.rotate(-1);
|
| 472 |
+
if (this.keys.right) this.tank.rotate(1);
|
| 473 |
+
|
| 474 |
+
// 현재 탱크의 방향으로 이동
|
| 475 |
+
direction.applyEuler(this.tank.body.rotation);
|
| 476 |
+
this.tank.move(direction);
|
| 477 |
+
}
|
| 478 |
+
|
| 479 |
+
// 마우스 위치를 탱크 기준으로 변환
|
| 480 |
+
const mouseVector = new THREE.Vector2(this.mouse.x, -this.mouse.y);
|
| 481 |
+
const rotationAngle = Math.atan2(mouseVector.x, mouseVector.y);
|
| 482 |
+
|
| 483 |
+
// 포탑 회전
|
| 484 |
+
if (this.tank.turretGroup) {
|
| 485 |
+
this.tank.turretGroup.rotation.y = rotationAngle;
|
| 486 |
+
}
|
| 487 |
+
|
| 488 |
+
// 여기부터 카메라 로직을 수정합니다
|
| 489 |
+
const tankPos = this.tank.getPosition();
|
| 490 |
+
const cameraDistance = 30; // 카메라와 탱크 사이의 거리
|
| 491 |
+
const cameraHeight = 15; // 카메라의 높이
|
| 492 |
+
const lookAtHeight = 5; // 카메라가 바라보는 높이
|
| 493 |
+
|
| 494 |
+
// 탱크의 회전에 따라 카메라 위치 계산
|
| 495 |
+
const tankRotation = this.tank.body.rotation.y;
|
| 496 |
+
|
| 497 |
+
// 카메라 위치 계산 수정
|
| 498 |
+
this.camera.position.set(
|
| 499 |
+
tankPos.x - Math.sin(tankRotation) * cameraDistance,
|
| 500 |
+
tankPos.y + cameraHeight,
|
| 501 |
+
tankPos.z - Math.cos(tankRotation) * cameraDistance
|
| 502 |
+
);
|
| 503 |
+
|
| 504 |
+
// 카메라가 바라보는 지점을 탱크 위치보다 약간 앞쪽으로 설정
|
| 505 |
+
const lookAtPoint = new THREE.Vector3(
|
| 506 |
+
tankPos.x + Math.sin(tankRotation) * 10, // 탱크 앞쪽 10 유닛
|
| 507 |
+
tankPos.y + lookAtHeight, // 탱크보다 약간 위
|
| 508 |
+
tankPos.z + Math.cos(tankRotation) * 10 // 탱크 앞쪽 10 유닛
|
| 509 |
+
);
|
| 510 |
+
|
| 511 |
+
this.camera.lookAt(lookAtPoint);
|
| 512 |
+
}
|
| 513 |
+
createBuildings() {
|
| 514 |
+
const buildingTypes = [
|
| 515 |
+
{ width: 10, height: 30, depth: 10, color: 0x808080 },
|
| 516 |
+
{ width: 15, height: 40, depth: 15, color: 0x606060 },
|
| 517 |
+
{ width: 20, height: 50, depth: 20, color: 0x404040 }
|
| 518 |
+
];
|
| 519 |
+
|
| 520 |
+
for (let i = 0; i < BUILDING_COUNT; i++) {
|
| 521 |
+
const type = buildingTypes[Math.floor(Math.random() * buildingTypes.length)];
|
| 522 |
+
const building = this.createBuilding(type);
|
| 523 |
+
|
| 524 |
+
let position;
|
| 525 |
+
let attempts = 0;
|
| 526 |
+
do {
|
| 527 |
+
position = new THREE.Vector3(
|
| 528 |
+
(Math.random() - 0.5) * (MAP_SIZE - type.width),
|
| 529 |
+
type.height / 2,
|
| 530 |
+
(Math.random() - 0.5) * (MAP_SIZE - type.depth)
|
| 531 |
+
);
|
| 532 |
+
attempts++;
|
| 533 |
+
} while (this.checkBuildingCollision(position, type) && attempts < 50);
|
| 534 |
+
|
| 535 |
+
if (attempts < 50) {
|
| 536 |
+
building.position.copy(position);
|
| 537 |
+
this.buildings.push(building);
|
| 538 |
+
this.scene.add(building);
|
| 539 |
+
}
|
| 540 |
}
|
| 541 |
+
}
|
| 542 |
+
|
| 543 |
+
createBuilding(type) {
|
| 544 |
+
const geometry = new THREE.BoxGeometry(type.width, type.height, type.depth);
|
| 545 |
+
const material = new THREE.MeshPhongMaterial({
|
| 546 |
+
color: type.color,
|
| 547 |
+
emissive: 0x222222,
|
| 548 |
+
specular: 0x111111,
|
| 549 |
+
shininess: 30
|
| 550 |
+
});
|
| 551 |
+
const building = new THREE.Mesh(geometry, material);
|
| 552 |
+
building.castShadow = true;
|
| 553 |
+
building.receiveShadow = true;
|
| 554 |
+
return building;
|
| 555 |
+
}
|
| 556 |
+
|
| 557 |
+
checkBuildingCollision(position, type) {
|
| 558 |
+
const margin = 5;
|
| 559 |
+
const bbox = new THREE.Box3(
|
| 560 |
+
new THREE.Vector3(
|
| 561 |
+
position.x - (type.width / 2 + margin),
|
| 562 |
+
0,
|
| 563 |
+
position.z - (type.depth / 2 + margin)
|
| 564 |
+
),
|
| 565 |
+
new THREE.Vector3(
|
| 566 |
+
position.x + (type.width / 2 + margin),
|
| 567 |
+
type.height,
|
| 568 |
+
position.z + (type.depth / 2 + margin)
|
| 569 |
+
)
|
| 570 |
+
);
|
| 571 |
|
| 572 |
+
return this.buildings.some(building => {
|
| 573 |
+
const buildingBox = new THREE.Box3().setFromObject(building);
|
| 574 |
+
return bbox.intersectsBox(buildingBox);
|
| 575 |
+
});
|
| 576 |
+
}
|
| 577 |
+
|
| 578 |
+
handleLoadingError() {
|
| 579 |
+
this.isLoading = false;
|
| 580 |
+
const loadingElement = document.getElementById('loading');
|
| 581 |
+
if (loadingElement) {
|
| 582 |
+
loadingElement.innerHTML = `
|
| 583 |
+
<div class="loading-text" style="color: red;">
|
| 584 |
+
Loading failed. Please refresh the page.
|
| 585 |
+
</div>
|
| 586 |
+
`;
|
| 587 |
}
|
| 588 |
+
}
|
| 589 |
+
|
| 590 |
+
spawnEnemies() {
|
| 591 |
+
const spawnEnemy = () => {
|
| 592 |
+
if (this.enemies.length < ENEMY_COUNT_MAX && !this.isGameOver) {
|
| 593 |
+
const position = this.getValidEnemySpawnPosition();
|
| 594 |
+
if (position) {
|
| 595 |
+
const type = Math.random() < 0.7 ? 'tank' : 'heavy';
|
| 596 |
+
const enemy = new Enemy(this.scene, position, type);
|
| 597 |
+
enemy.initialize(this.loader);
|
| 598 |
+
this.enemies.push(enemy);
|
| 599 |
+
}
|
| 600 |
+
}
|
| 601 |
+
setTimeout(spawnEnemy, 3000);
|
| 602 |
+
};
|
| 603 |
+
|
| 604 |
+
spawnEnemy();
|
| 605 |
+
}
|
| 606 |
+
|
| 607 |
+
getValidEnemySpawnPosition() {
|
| 608 |
+
const margin = 20;
|
| 609 |
+
let position;
|
| 610 |
+
let attempts = 0;
|
| 611 |
+
const maxAttempts = 50;
|
| 612 |
+
|
| 613 |
+
do {
|
| 614 |
+
position = new THREE.Vector3(
|
| 615 |
+
(Math.random() - 0.5) * (MAP_SIZE - margin * 2),
|
| 616 |
+
ENEMY_GROUND_HEIGHT,
|
| 617 |
+
(Math.random() - 0.5) * (MAP_SIZE - margin * 2)
|
| 618 |
+
);
|
| 619 |
+
|
| 620 |
+
const distanceToPlayer = position.distanceTo(this.tank.getPosition());
|
| 621 |
+
if (distanceToPlayer < 100) continue;
|
| 622 |
+
|
| 623 |
+
let collisionFound = false;
|
| 624 |
+
for (const building of this.buildings) {
|
| 625 |
+
const buildingBox = new THREE.Box3().setFromObject(building);
|
| 626 |
+
if (buildingBox.containsPoint(position)) {
|
| 627 |
+
collisionFound = true;
|
| 628 |
+
break;
|
| 629 |
+
}
|
| 630 |
+
}
|
| 631 |
+
|
| 632 |
+
if (!collisionFound) return position;
|
| 633 |
+
|
| 634 |
+
attempts++;
|
| 635 |
+
} while (attempts < maxAttempts);
|
| 636 |
+
|
| 637 |
+
return null;
|
| 638 |
+
}
|
| 639 |
|
| 640 |
+
startGameTimer() {
|
| 641 |
+
const timer = setInterval(() => {
|
| 642 |
+
if (this.isLoading) return;
|
| 643 |
+
|
| 644 |
+
this.gameTime--;
|
| 645 |
+
if (this.gameTime <= 0 || this.isGameOver) {
|
| 646 |
+
clearInterval(timer);
|
| 647 |
+
this.endGame();
|
| 648 |
+
}
|
| 649 |
+
}, 1000);
|
| 650 |
+
}
|
| 651 |
+
|
| 652 |
+
updateParticles() {
|
| 653 |
+
for (let i = this.particles.length - 1; i >= 0; i--) {
|
| 654 |
+
const particle = this.particles[i];
|
| 655 |
+
if (!particle.update()) {
|
| 656 |
+
particle.destroy(this.scene);
|
| 657 |
+
this.particles.splice(i, 1);
|
| 658 |
+
}
|
| 659 |
}
|
| 660 |
+
}
|
| 661 |
|
| 662 |
+
createExplosion(position) {
|
| 663 |
+
for (let i = 0; i < PARTICLE_COUNT; i++) {
|
| 664 |
+
this.particles.push(new Particle(this.scene, position));
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 665 |
}
|
| 666 |
+
}
|
| 667 |
+
|
| 668 |
+
checkCollisions() {
|
| 669 |
+
if (this.isLoading || !this.tank.isLoaded) return;
|
| 670 |
+
|
| 671 |
+
const tankPosition = this.tank.getPosition();
|
| 672 |
+
|
| 673 |
+
this.enemies.forEach(enemy => {
|
| 674 |
+
if (!enemy.mesh || !enemy.isLoaded) return;
|
| 675 |
+
|
| 676 |
+
enemy.bullets.forEach(bullet => {
|
| 677 |
+
const distance = bullet.position.distanceTo(tankPosition);
|
| 678 |
+
if (distance < 1) {
|
| 679 |
+
if (this.tank.takeDamage(10)) {
|
| 680 |
+
this.endGame();
|
| 681 |
+
}
|
| 682 |
+
this.scene.remove(bullet);
|
| 683 |
+
enemy.bullets = enemy.bullets.filter(b => b !== bullet);
|
| 684 |
+
|
| 685 |
+
this.createExplosion(bullet.position);
|
| 686 |
+
document.getElementById('health').style.width =
|
| 687 |
+
`${(this.tank.health / MAX_HEALTH) * 100}%`;
|
| 688 |
+
}
|
| 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);
|
| 695 |
+
if (tankBoundingBox.intersectsBox(buildingBox)) {
|
| 696 |
+
this.tank.body.position.copy(this.previousTankPosition);
|
| 697 |
+
break;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 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%';
|
| 709 |
+
gameOverDiv.style.left = '50%';
|
| 710 |
+
gameOverDiv.style.transform = 'translate(-50%, -50%)';
|
| 711 |
+
gameOverDiv.style.color = 'white';
|
| 712 |
+
gameOverDiv.style.fontSize = '48px';
|
| 713 |
+
gameOverDiv.style.backgroundColor = 'rgba(0, 0, 0, 0.7)';
|
| 714 |
+
gameOverDiv.style.padding = '20px';
|
| 715 |
+
gameOverDiv.style.borderRadius = '10px';
|
| 716 |
+
gameOverDiv.innerHTML = `
|
| 717 |
+
Game Over<br>
|
| 718 |
+
Score: ${this.score}<br>
|
| 719 |
+
Time Survived: ${GAME_DURATION - this.gameTime}s<br>
|
| 720 |
+
<button onclick="location.reload()"
|
| 721 |
+
style="font-size: 24px; padding: 10px; margin-top: 20px;
|
| 722 |
+
cursor: pointer; background: #4CAF50; border: none;
|
| 723 |
+
color: white; border-radius: 5px;">
|
| 724 |
+
Play Again
|
| 725 |
+
</button>
|
| 726 |
+
`;
|
| 727 |
+
document.body.appendChild(gameOverDiv);
|
| 728 |
+
}
|
| 729 |
+
|
| 730 |
+
animate() {
|
| 731 |
+
if (this.isGameOver) return;
|
| 732 |
+
|
| 733 |
+
requestAnimationFrame(() => this.animate());
|
| 734 |
+
|
| 735 |
+
const currentTime = performance.now();
|
| 736 |
+
const deltaTime = (currentTime - this.lastTime) / 1000;
|
| 737 |
+
this.lastTime = currentTime;
|
| 738 |
+
|
| 739 |
+
if (this.isLoading) {
|
| 740 |
+
this.renderer.render(this.scene, this.camera);
|
| 741 |
+
return;
|
| 742 |
}
|
| 743 |
|
| 744 |
+
this.handleMovement();
|
| 745 |
+
this.tank.update(this.mouse.x, this.mouse.y);
|
| 746 |
+
|
| 747 |
+
const tankPosition = this.tank.getPosition();
|
| 748 |
+
this.enemies.forEach(enemy => {
|
| 749 |
+
enemy.update(tankPosition);
|
| 750 |
+
|
| 751 |
+
if (enemy.isLoaded && enemy.mesh.position.distanceTo(tankPosition) < ENEMY_CONFIG.ATTACK_RANGE) {
|
| 752 |
+
enemy.shoot(tankPosition);
|
| 753 |
}
|
| 754 |
});
|
| 755 |
+
|
| 756 |
+
this.updateParticles();
|
| 757 |
+
this.checkCollisions();
|
| 758 |
+
this.updateUI();
|
| 759 |
+
this.renderer.render(this.scene, this.camera);
|
| 760 |
+
}
|
| 761 |
+
|
| 762 |
+
updateUI() {
|
| 763 |
+
const healthBar = document.getElementById('health');
|
| 764 |
+
if (healthBar) {
|
| 765 |
+
healthBar.style.width = `${(this.tank.health / MAX_HEALTH) * 100}%`;
|
| 766 |
+
}
|
| 767 |
+
|
| 768 |
+
const timeElement = document.getElementById('time');
|
| 769 |
+
if (timeElement) {
|
| 770 |
+
timeElement.textContent = `Time: ${this.gameTime}s`;
|
| 771 |
+
}
|
| 772 |
+
|
| 773 |
+
const scoreElement = document.getElementById('score');
|
| 774 |
+
if (scoreElement) {
|
| 775 |
+
scoreElement.textContent = `Score: ${this.score}`;
|
| 776 |
+
}
|
| 777 |
+
}
|
| 778 |
+
}
|
| 779 |
+
|
| 780 |
+
// HTML의 startGame 함수와 연결
|
| 781 |
+
window.startGame = function() {
|
| 782 |
+
document.getElementById('startScreen').style.display = 'none';
|
| 783 |
+
document.body.requestPointerLock();
|
| 784 |
+
};
|
| 785 |
+
|
| 786 |
+
// 게임 인스턴스 생성
|
| 787 |
+
const game = new Game();
|