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gini1
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Create game.js
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game.js
ADDED
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|
| 1 |
+
// game.js
|
| 2 |
+
import * as THREE from 'three';
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| 3 |
+
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
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| 4 |
+
import { PointerLockControls } from 'three/addons/controls/PointerLockControls.js';
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| 5 |
+
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| 6 |
+
// κ²μ μμ
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| 7 |
+
const GAME_DURATION = 180;
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| 8 |
+
const MAP_SIZE = 2000;
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| 9 |
+
const HELICOPTER_HEIGHT = 50;
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| 10 |
+
const ENEMY_SCALE = 3;
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| 11 |
+
const MAX_HEALTH = 1000;
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| 12 |
+
const ENEMY_MODELS = ['1.GLB', '2.GLB', '3.GLB', '4.GLB'];
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| 13 |
+
const ENEMY_CONFIG = {
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| 14 |
+
ATTACK_RANGE: 100,
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| 15 |
+
ATTACK_INTERVAL: 2000,
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| 16 |
+
BULLET_SPEED: 2
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| 17 |
+
};
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| 18 |
+
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| 19 |
+
// κ²μ λ³μ
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| 20 |
+
let scene, camera, renderer, controls;
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| 21 |
+
let enemies = [];
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| 22 |
+
let bullets = [];
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| 23 |
+
let enemyBullets = [];
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| 24 |
+
let playerHealth = MAX_HEALTH;
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| 25 |
+
let ammo = 30;
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| 26 |
+
let currentStage = 1;
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| 27 |
+
let isGameOver = false;
|
| 28 |
+
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| 29 |
+
// μ¬μ΄λ ν μμ± ν¨μ
|
| 30 |
+
const createSoundPool = (soundUrl, poolSize = 10) => {
|
| 31 |
+
const sounds = [];
|
| 32 |
+
for (let i = 0; i < poolSize; i++) {
|
| 33 |
+
const sound = new Audio(soundUrl);
|
| 34 |
+
sounds.push(sound);
|
| 35 |
+
}
|
| 36 |
+
let currentIndex = 0;
|
| 37 |
+
|
| 38 |
+
return {
|
| 39 |
+
play: function() {
|
| 40 |
+
sounds[currentIndex].currentTime = 0;
|
| 41 |
+
sounds[currentIndex].play();
|
| 42 |
+
currentIndex = (currentIndex + 1) % poolSize;
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| 43 |
+
}
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| 44 |
+
};
|
| 45 |
+
};
|
| 46 |
+
|
| 47 |
+
// μ¬μ΄λ μ΄κΈ°ν
|
| 48 |
+
const sounds = {
|
| 49 |
+
bgm: new Audio('Music.wav'),
|
| 50 |
+
gunshot: createSoundPool('gun.wav', 10)
|
| 51 |
+
};
|
| 52 |
+
sounds.bgm.loop = true;
|
| 53 |
+
|
| 54 |
+
// μ΄λ μν
|
| 55 |
+
const moveState = {
|
| 56 |
+
forward: false,
|
| 57 |
+
backward: false,
|
| 58 |
+
left: false,
|
| 59 |
+
right: false
|
| 60 |
+
};
|
| 61 |
+
|
| 62 |
+
function init() {
|
| 63 |
+
// Scene μ΄κΈ°ν
|
| 64 |
+
scene = new THREE.Scene();
|
| 65 |
+
scene.background = new THREE.Color(0x87ceeb);
|
| 66 |
+
scene.fog = new THREE.Fog(0x87ceeb, 0, 1500);
|
| 67 |
+
|
| 68 |
+
// Camera μ€μ
|
| 69 |
+
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 3000);
|
| 70 |
+
camera.position.set(0, HELICOPTER_HEIGHT, 0);
|
| 71 |
+
|
| 72 |
+
// Renderer μ€μ
|
| 73 |
+
renderer = new THREE.WebGLRenderer({ antialias: true });
|
| 74 |
+
renderer.setSize(window.innerWidth, window.innerHeight);
|
| 75 |
+
renderer.shadowMap.enabled = true;
|
| 76 |
+
document.body.appendChild(renderer.domElement);
|
| 77 |
+
|
| 78 |
+
// μ‘°λͺ
μ€μ
|
| 79 |
+
const ambientLight = new THREE.AmbientLight(0xffffff, 1.0);
|
| 80 |
+
scene.add(ambientLight);
|
| 81 |
+
|
| 82 |
+
const dirLight = new THREE.DirectionalLight(0xffffff, 1.0);
|
| 83 |
+
dirLight.position.set(100, 100, 50);
|
| 84 |
+
dirLight.castShadow = true;
|
| 85 |
+
scene.add(dirLight);
|
| 86 |
+
|
| 87 |
+
// Controls μ€μ
|
| 88 |
+
controls = new PointerLockControls(camera, document.body);
|
| 89 |
+
|
| 90 |
+
// μ΄λ²€νΈ 리μ€λ μ€μ
|
| 91 |
+
document.addEventListener('click', onClick);
|
| 92 |
+
document.addEventListener('keydown', onKeyDown);
|
| 93 |
+
document.addEventListener('keyup', onKeyUp);
|
| 94 |
+
window.addEventListener('resize', onWindowResize);
|
| 95 |
+
|
| 96 |
+
// μ§ν μμ±
|
| 97 |
+
createTerrain();
|
| 98 |
+
|
| 99 |
+
// μ λ‘λ
|
| 100 |
+
loadEnemies();
|
| 101 |
+
}
|
| 102 |
+
|
| 103 |
+
function createTerrain() {
|
| 104 |
+
const geometry = new THREE.PlaneGeometry(MAP_SIZE, MAP_SIZE, 200, 200);
|
| 105 |
+
const material = new THREE.MeshStandardMaterial({
|
| 106 |
+
color: 0xD2B48C,
|
| 107 |
+
roughness: 0.8,
|
| 108 |
+
metalness: 0.2
|
| 109 |
+
});
|
| 110 |
+
|
| 111 |
+
const vertices = geometry.attributes.position.array;
|
| 112 |
+
for (let i = 0; i < vertices.length; i += 3) {
|
| 113 |
+
vertices[i + 2] = Math.sin(vertices[i] * 0.01) * Math.cos(vertices[i + 1] * 0.01) * 20;
|
| 114 |
+
}
|
| 115 |
+
|
| 116 |
+
geometry.attributes.position.needsUpdate = true;
|
| 117 |
+
geometry.computeVertexNormals();
|
| 118 |
+
|
| 119 |
+
const terrain = new THREE.Mesh(geometry, material);
|
| 120 |
+
terrain.rotation.x = -Math.PI / 2;
|
| 121 |
+
terrain.receiveShadow = true;
|
| 122 |
+
scene.add(terrain);
|
| 123 |
+
|
| 124 |
+
addObstacles();
|
| 125 |
+
}
|
| 126 |
+
|
| 127 |
+
function addObstacles() {
|
| 128 |
+
const rockGeometry = new THREE.DodecahedronGeometry(10);
|
| 129 |
+
const rockMaterial = new THREE.MeshStandardMaterial({
|
| 130 |
+
color: 0x8B4513,
|
| 131 |
+
roughness: 0.9
|
| 132 |
+
});
|
| 133 |
+
|
| 134 |
+
for (let i = 0; i < 100; i++) {
|
| 135 |
+
const rock = new THREE.Mesh(rockGeometry, rockMaterial);
|
| 136 |
+
rock.position.set(
|
| 137 |
+
(Math.random() - 0.5) * MAP_SIZE * 0.9,
|
| 138 |
+
Math.random() * 10,
|
| 139 |
+
(Math.random() - 0.5) * MAP_SIZE * 0.9
|
| 140 |
+
);
|
| 141 |
+
rock.rotation.set(
|
| 142 |
+
Math.random() * Math.PI,
|
| 143 |
+
Math.random() * Math.PI,
|
| 144 |
+
Math.random() * Math.PI
|
| 145 |
+
);
|
| 146 |
+
rock.castShadow = true;
|
| 147 |
+
rock.receiveShadow = true;
|
| 148 |
+
scene.add(rock);
|
| 149 |
+
}
|
| 150 |
+
}
|
| 151 |
+
|
| 152 |
+
function loadEnemies() {
|
| 153 |
+
const loader = new GLTFLoader();
|
| 154 |
+
const enemyCount = 3 + currentStage;
|
| 155 |
+
|
| 156 |
+
for (let i = 0; i < enemyCount; i++) {
|
| 157 |
+
const modelPath = ENEMY_MODELS[i % ENEMY_MODELS.length];
|
| 158 |
+
|
| 159 |
+
loader.load(modelPath, (gltf) => {
|
| 160 |
+
const enemy = gltf.scene;
|
| 161 |
+
enemy.scale.set(ENEMY_SCALE, ENEMY_SCALE, ENEMY_SCALE);
|
| 162 |
+
|
| 163 |
+
const angle = (i / enemyCount) * Math.PI * 2;
|
| 164 |
+
const radius = 200;
|
| 165 |
+
enemy.position.set(
|
| 166 |
+
Math.cos(angle) * radius,
|
| 167 |
+
10,
|
| 168 |
+
Math.sin(angle) * radius
|
| 169 |
+
);
|
| 170 |
+
|
| 171 |
+
enemy.traverse((node) => {
|
| 172 |
+
if (node.isMesh) {
|
| 173 |
+
node.castShadow = true;
|
| 174 |
+
node.receiveShadow = true;
|
| 175 |
+
node.material.metalness = 0.2;
|
| 176 |
+
node.material.roughness = 0.8;
|
| 177 |
+
}
|
| 178 |
+
});
|
| 179 |
+
|
| 180 |
+
scene.add(enemy);
|
| 181 |
+
enemies.push({
|
| 182 |
+
model: enemy,
|
| 183 |
+
health: 100,
|
| 184 |
+
speed: 0.3 + (currentStage * 0.1),
|
| 185 |
+
lastAttackTime: 0
|
| 186 |
+
});
|
| 187 |
+
});
|
| 188 |
+
}
|
| 189 |
+
}
|
| 190 |
+
|
| 191 |
+
function onClick() {
|
| 192 |
+
if (!controls.isLocked) {
|
| 193 |
+
controls.lock();
|
| 194 |
+
sounds.bgm.play();
|
| 195 |
+
} else if (ammo > 0) {
|
| 196 |
+
shoot();
|
| 197 |
+
}
|
| 198 |
+
}
|
| 199 |
+
|
| 200 |
+
function onKeyDown(event) {
|
| 201 |
+
switch(event.code) {
|
| 202 |
+
case 'KeyW': moveState.forward = true; break;
|
| 203 |
+
case 'KeyS': moveState.backward = true; break;
|
| 204 |
+
case 'KeyA': moveState.left = true; break;
|
| 205 |
+
case 'KeyD': moveState.right = true; break;
|
| 206 |
+
case 'KeyR': reload(); break;
|
| 207 |
+
}
|
| 208 |
+
}
|
| 209 |
+
|
| 210 |
+
function onKeyUp(event) {
|
| 211 |
+
switch(event.code) {
|
| 212 |
+
case 'KeyW': moveState.forward = false; break;
|
| 213 |
+
case 'KeyS': moveState.backward = false; break;
|
| 214 |
+
case 'KeyA': moveState.left = false; break;
|
| 215 |
+
case 'KeyD': moveState.right = false; break;
|
| 216 |
+
}
|
| 217 |
+
}
|
| 218 |
+
|
| 219 |
+
function onWindowResize() {
|
| 220 |
+
camera.aspect = window.innerWidth / window.innerHeight;
|
| 221 |
+
camera.updateProjectionMatrix();
|
| 222 |
+
renderer.setSize(window.innerWidth, window.innerHeight);
|
| 223 |
+
}
|
| 224 |
+
|
| 225 |
+
function shoot() {
|
| 226 |
+
if (ammo <= 0) return;
|
| 227 |
+
|
| 228 |
+
ammo--;
|
| 229 |
+
updateAmmoDisplay();
|
| 230 |
+
|
| 231 |
+
const bullet = createBullet();
|
| 232 |
+
bullets.push(bullet);
|
| 233 |
+
|
| 234 |
+
sounds.gunshot.play();
|
| 235 |
+
}
|
| 236 |
+
|
| 237 |
+
function createBullet() {
|
| 238 |
+
const bulletGeometry = new THREE.SphereGeometry(0.5);
|
| 239 |
+
const bulletMaterial = new THREE.MeshBasicMaterial({ color: 0xffff00 });
|
| 240 |
+
const bullet = new THREE.Mesh(bulletGeometry, bulletMaterial);
|
| 241 |
+
|
| 242 |
+
bullet.position.copy(camera.position);
|
| 243 |
+
const direction = new THREE.Vector3();
|
| 244 |
+
camera.getWorldDirection(direction);
|
| 245 |
+
bullet.velocity = direction.multiplyScalar(3);
|
| 246 |
+
|
| 247 |
+
scene.add(bullet);
|
| 248 |
+
return bullet;
|
| 249 |
+
}
|
| 250 |
+
|
| 251 |
+
function createEnemyBullet(enemy) {
|
| 252 |
+
const bulletGeometry = new THREE.SphereGeometry(0.5);
|
| 253 |
+
const bulletMaterial = new THREE.MeshBasicMaterial({ color: 0xff0000 });
|
| 254 |
+
const bullet = new THREE.Mesh(bulletGeometry, bulletMaterial);
|
| 255 |
+
|
| 256 |
+
bullet.position.copy(enemy.model.position);
|
| 257 |
+
|
| 258 |
+
const direction = new THREE.Vector3();
|
| 259 |
+
direction.subVectors(camera.position, enemy.model.position).normalize();
|
| 260 |
+
bullet.velocity = direction.multiplyScalar(ENEMY_CONFIG.BULLET_SPEED);
|
| 261 |
+
|
| 262 |
+
scene.add(bullet);
|
| 263 |
+
return bullet;
|
| 264 |
+
}
|
| 265 |
+
|
| 266 |
+
function reload() {
|
| 267 |
+
ammo = 30;
|
| 268 |
+
updateAmmoDisplay();
|
| 269 |
+
}
|
| 270 |
+
|
| 271 |
+
function updateAmmoDisplay() {
|
| 272 |
+
document.getElementById('ammo').textContent = `Ammo: ${ammo}/30`;
|
| 273 |
+
}
|
| 274 |
+
|
| 275 |
+
function updateHealthBar() {
|
| 276 |
+
const healthElement = document.getElementById('health');
|
| 277 |
+
const healthPercentage = (playerHealth / MAX_HEALTH) * 100;
|
| 278 |
+
healthElement.style.width = `${healthPercentage}%`;
|
| 279 |
+
}
|
| 280 |
+
|
| 281 |
+
function updateHelicopterHUD() {
|
| 282 |
+
const altitude = Math.round(camera.position.y);
|
| 283 |
+
document.querySelector('#altitude-indicator span').textContent = altitude;
|
| 284 |
+
|
| 285 |
+
const speed = Math.round(
|
| 286 |
+
Math.sqrt(
|
| 287 |
+
moveState.forward * moveState.forward +
|
| 288 |
+
moveState.right * moveState.right
|
| 289 |
+
) * 100
|
| 290 |
+
);
|
| 291 |
+
document.querySelector('#speed-indicator span').textContent = speed;
|
| 292 |
+
|
| 293 |
+
const heading = Math.round(
|
| 294 |
+
(camera.rotation.y * (180 / Math.PI) + 360) % 360
|
| 295 |
+
);
|
| 296 |
+
document.querySelector('#compass span').textContent = heading;
|
| 297 |
+
|
| 298 |
+
updateRadar();
|
| 299 |
+
}
|
| 300 |
+
|
| 301 |
+
function updateRadar() {
|
| 302 |
+
const radarTargets = document.querySelector('.radar-targets');
|
| 303 |
+
radarTargets.innerHTML = '';
|
| 304 |
+
|
| 305 |
+
enemies.forEach(enemy => {
|
| 306 |
+
const relativePos = enemy.model.position.clone().sub(camera.position);
|
| 307 |
+
const distance = relativePos.length();
|
| 308 |
+
|
| 309 |
+
if (distance < 500) {
|
| 310 |
+
const angle = Math.atan2(relativePos.x, relativePos.z);
|
| 311 |
+
const normalizedDistance = distance / 500;
|
| 312 |
+
|
| 313 |
+
const dot = document.createElement('div');
|
| 314 |
+
dot.className = 'radar-dot';
|
| 315 |
+
dot.style.left = `${50 + Math.sin(angle) * normalizedDistance * 45}%`;
|
| 316 |
+
dot.style.top = `${50 + Math.cos(angle) * normalizedDistance * 45}%`;
|
| 317 |
+
radarTargets.appendChild(dot);
|
| 318 |
+
}
|
| 319 |
+
});
|
| 320 |
+
}
|
| 321 |
+
|
| 322 |
+
function updateMovement() {
|
| 323 |
+
if (controls.isLocked) {
|
| 324 |
+
const speed = 2.0;
|
| 325 |
+
if (moveState.forward) controls.moveForward(speed);
|
| 326 |
+
if (moveState.backward) controls.moveForward(-speed);
|
| 327 |
+
if (moveState.left) controls.moveRight(-speed);
|
| 328 |
+
if (moveState.right) controls.moveRight(speed);
|
| 329 |
+
}
|
| 330 |
+
}
|
| 331 |
+
|
| 332 |
+
function updateBullets() {
|
| 333 |
+
for (let i = bullets.length - 1; i >= 0; i--) {
|
| 334 |
+
bullets[i].position.add(bullets[i].velocity);
|
| 335 |
+
|
| 336 |
+
enemies.forEach(enemy => {
|
| 337 |
+
if (bullets[i].position.distanceTo(enemy.model.position) < 5) {
|
| 338 |
+
scene.remove(bullets[i]);
|
| 339 |
+
bullets.splice(i, 1);
|
| 340 |
+
enemy.health -= 25;
|
| 341 |
+
|
| 342 |
+
if (enemy.health <= 0) {
|
| 343 |
+
scene.remove(enemy.model);
|
| 344 |
+
enemies = enemies.filter(e => e !== enemy);
|
| 345 |
+
}
|
| 346 |
+
}
|
| 347 |
+
});
|
| 348 |
+
|
| 349 |
+
if (bullets[i] && bullets[i].position.distanceTo(camera.position) > 1000) {
|
| 350 |
+
scene.remove(bullets[i]);
|
| 351 |
+
bullets.splice(i, 1);
|
| 352 |
+
}
|
| 353 |
+
}
|
| 354 |
+
}
|
| 355 |
+
|
| 356 |
+
function updateEnemyBullets() {
|
| 357 |
+
for (let i = enemyBullets.length - 1; i >= 0; i--) {
|
| 358 |
+
enemyBullets[i].position.add(enemyBullets[i].velocity);
|
| 359 |
+
|
| 360 |
+
if (enemyBullets[i].position.distanceTo(camera.position) < 3) {
|
| 361 |
+
playerHealth -= 10;
|
| 362 |
+
updateHealthBar();
|
| 363 |
+
scene.remove(enemyBullets[i]);
|
| 364 |
+
enemyBullets.splice(i, 1);
|
| 365 |
+
|
| 366 |
+
if (playerHealth <= 0) {
|
| 367 |
+
gameOver(false);
|
| 368 |
+
}
|
| 369 |
+
continue;
|
| 370 |
+
}
|
| 371 |
+
|
| 372 |
+
if (enemyBullets[i].position.distanceTo(camera.position) > 1000) {
|
| 373 |
+
scene.remove(enemyBullets[i]);
|
| 374 |
+
enemyBullets.splice(i, 1);
|
| 375 |
+
}
|
| 376 |
+
}
|
| 377 |
+
}
|
| 378 |
+
|
| 379 |
+
function updateEnemies() {
|
| 380 |
+
const currentTime = Date.now();
|
| 381 |
+
|
| 382 |
+
enemies.forEach(enemy => {
|
| 383 |
+
const direction = new THREE.Vector3();
|
| 384 |
+
direction.subVectors(camera.position, enemy.model.position);
|
| 385 |
+
direction.normalize();
|
| 386 |
+
|
| 387 |
+
enemy.model.position.add(direction.multiplyScalar(enemy.speed));
|
| 388 |
+
enemy.model.lookAt(camera.position);
|
| 389 |
+
|
| 390 |
+
const distanceToPlayer = enemy.model.position.distanceTo(camera.position);
|
| 391 |
+
if (distanceToPlayer < ENEMY_CONFIG.ATTACK_RANGE &&
|
| 392 |
+
currentTime - enemy.lastAttackTime > ENEMY_CONFIG.ATTACK_INTERVAL) {
|
| 393 |
+
enemyBullets.push(createEnemyBullet(enemy));
|
| 394 |
+
enemy.lastAttackTime = currentTime;
|
| 395 |
+
}
|
| 396 |
+
|
| 397 |
+
if (distanceToPlayer < 10) {
|
| 398 |
+
gameOver(false);
|
| 399 |
+
}
|
| 400 |
+
});
|
| 401 |
+
}
|
| 402 |
+
|
| 403 |
+
function checkGameStatus() {
|
| 404 |
+
if (enemies.length === 0 && currentStage < 5) {
|
| 405 |
+
currentStage++;
|
| 406 |
+
document.getElementById('stage').style.display = 'block';
|
| 407 |
+
document.getElementById('stage').textContent = `Stage ${currentStage}`;
|
| 408 |
+
setTimeout(() => {
|
| 409 |
+
document.getElementById('stage').style.display = 'none';
|
| 410 |
+
loadEnemies();
|
| 411 |
+
}, 2000);
|
| 412 |
+
}
|
| 413 |
+
}
|
| 414 |
+
|
| 415 |
+
function gameOver(won) {
|
| 416 |
+
isGameOver = true;
|
| 417 |
+
controls.unlock();
|
| 418 |
+
sounds.bgm.pause();
|
| 419 |
+
alert(won ? 'Mission Complete!' : 'Game Over!');
|
| 420 |
+
location.reload();
|
| 421 |
+
}
|
| 422 |
+
|
| 423 |
+
let lastTime = performance.now();
|
| 424 |
+
function gameLoop() {
|
| 425 |
+
const time = performance.now();
|
| 426 |
+
const delta = (time - lastTime) / 1000;
|
| 427 |
+
lastTime = time;
|
| 428 |
+
|
| 429 |
+
if (controls.isLocked && !isGameOver) {
|
| 430 |
+
updateMovement();
|
| 431 |
+
updateBullets();
|
| 432 |
+
updateEnemies();
|
| 433 |
+
updateEnemyBullets();
|
| 434 |
+
updateHelicopterHUD();
|
| 435 |
+
checkGameStatus();
|
| 436 |
+
}
|
| 437 |
+
|
| 438 |
+
renderer.render(scene, camera);
|
| 439 |
+
requestAnimationFrame(gameLoop);
|
| 440 |
+
}
|
| 441 |
+
|
| 442 |
+
// κ²μ μμ
|
| 443 |
+
init();
|
| 444 |
+
gameLoop();
|