Update game.js
Browse files
game.js
CHANGED
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@@ -235,6 +235,20 @@ class Fighter {
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}
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updateMouseInput(deltaX, deltaY) {
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const sensitivity = GAME_CONSTANTS.MOUSE_SENSITIVITY * 1.0;
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// ๋ง์ฐ์ค Y์ถ: ํผ์น(๊ธฐ์ ์ํ)
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@@ -1353,6 +1367,16 @@ class Game {
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0%, 50% { opacity: 1; }
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51%, 100% { opacity: 0.3; }
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}
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`;
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document.head.appendChild(style);
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}
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}
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updateMouseInput(deltaX, deltaY) {
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// Over-G ์ํ์์ ์คํจ์ด ํด์ ๋์ง ์์์ผ๋ฉด ํผ์น ์กฐ์ ๋ถ๊ฐ
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if (this.overG && this.overGTimer > 1.0 && this.stallWarning) {
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// ์(Yaw)๋ง ์ ํ์ ์ผ๋ก ํ์ฉ
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const sensitivity = GAME_CONSTANTS.MOUSE_SENSITIVITY * 0.3; // ๊ฐ๋ ๋ํญ ๊ฐ์
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this.targetYaw += deltaX * sensitivity * 0.3;
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// ํผ์น๋ ์กฐ์ ๋ถ๊ฐ
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// ๋กค๋ ์ ํ์ ์ผ๋ก๋ง ํ์ฉ
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const yawRate = deltaX * sensitivity * 0.3;
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this.targetRoll = -yawRate * 5; // ๋งค์ฐ ์ ํ๋ ๋กค
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return; // ์ถ๊ฐ ์ฒ๋ฆฌ ์ค๋จ
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}
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const sensitivity = GAME_CONSTANTS.MOUSE_SENSITIVITY * 1.0;
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// ๋ง์ฐ์ค Y์ถ: ํผ์น(๊ธฐ์ ์ํ)
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0%, 50% { opacity: 1; }
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51%, 100% { opacity: 0.3; }
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}
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@keyframes pulse-green {
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0%, 100% {
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opacity: 1;
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transform: translateX(-50%) scale(1);
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}
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50% {
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opacity: 0.8;
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transform: translateX(-50%) scale(1.1);
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}
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}
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`;
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document.head.appendChild(style);
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}
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