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import * as THREE from 'three';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { PointerLockControls } from 'three/addons/controls/PointerLockControls.js';

// κ²Œμž„ μƒμˆ˜
const GAME_DURATION = 180;
const MAP_SIZE = 2000;
const HELICOPTER_HEIGHT = 50;
const ENEMY_SCALE = 3;
const MAX_HEALTH = 1000;
const ENEMY_MODELS = [
    './models/enemy1.glb',
    './models/enemy2.glb',
    './models/enemy3.glb',
    './models/enemy4.glb'
];
const ENEMY_CONFIG = {
    ATTACK_RANGE: 100,
    ATTACK_INTERVAL: 2000,
    BULLET_SPEED: 2
};

// κ²Œμž„ λ³€μˆ˜
let scene, camera, renderer, controls;
let enemies = [];
let bullets = [];
let enemyBullets = [];
let playerHealth = MAX_HEALTH;
let ammo = 30;
let currentStage = 1;
let isGameOver = false;

// μ‚¬μš΄λ“œ ν’€ 클래슀
class SoundPool {
    constructor(soundUrl, poolSize = 10) {
        this.sounds = [];
        this.currentIndex = 0;
        this.poolSize = poolSize;
        
        for (let i = 0; i < poolSize; i++) {
            const sound = new Audio(soundUrl);
            sound.preload = 'auto';
            this.sounds.push(sound);
        }
    }

    play() {
        const sound = this.sounds[this.currentIndex];
        
        // ν˜„μž¬ μž¬μƒ 쀑인 μ‚¬μš΄λ“œ μ΄ˆκΈ°ν™”
        sound.pause();
        sound.currentTime = 0;
        
        // μƒˆλ‘œμš΄ Promise둜 μ‚¬μš΄λ“œ μž¬μƒ
        const playPromise = sound.play();
        
        if (playPromise !== undefined) {
            playPromise.catch(error => {
                console.error("Sound play error:", error);
                // 였λ₯˜ λ°œμƒ μ‹œ μƒˆλ‘œμš΄ Audio 객체둜 ꡐ체
                this.sounds[this.currentIndex] = new Audio(sound.src);
            });
        }

        this.currentIndex = (this.currentIndex + 1) % this.poolSize;
    }
}

// μ‚¬μš΄λ“œ μ΄ˆκΈ°ν™”
const sounds = {
    bgm: new Audio('Music.wav'),
    gunshot: new SoundPool('gun.wav', 20)
};
sounds.bgm.loop = true;

// 이동 μƒνƒœ
const moveState = {
    forward: false,
    backward: false,
    left: false,
    right: false
};

function init() {
    // Scene μ΄ˆκΈ°ν™”
    scene = new THREE.Scene();
    scene.background = new THREE.Color(0x87ceeb);
    scene.fog = new THREE.Fog(0x87ceeb, 0, 1500);

    // Camera μ„€μ •
    camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 3000);
    camera.position.set(0, HELICOPTER_HEIGHT, 0);

    // Renderer μ„€μ •
    renderer = new THREE.WebGLRenderer({ antialias: true });
    renderer.setSize(window.innerWidth, window.innerHeight);
    renderer.shadowMap.enabled = true;
    document.body.appendChild(renderer.domElement);

    // μ‘°λͺ… μ„€μ •
    const ambientLight = new THREE.AmbientLight(0xffffff, 1.0);
    scene.add(ambientLight);

    const dirLight = new THREE.DirectionalLight(0xffffff, 1.0);
    dirLight.position.set(100, 100, 50);
    dirLight.castShadow = true;
    scene.add(dirLight);

    // Controls μ„€μ •
    controls = new PointerLockControls(camera, document.body);

    // 디버그 헬퍼 μΆ”κ°€
    const axesHelper = new THREE.AxesHelper(5);
    scene.add(axesHelper);

    const gridHelper = new THREE.GridHelper(1000, 100);
    scene.add(gridHelper);

    // 이벀트 λ¦¬μŠ€λ„ˆ μ„€μ •
    document.addEventListener('click', onClick);
    document.addEventListener('keydown', onKeyDown);
    document.addEventListener('keyup', onKeyUp);
    window.addEventListener('resize', onWindowResize);

    // μ§€ν˜• 생성
    createTerrain();
    
    console.log('Starting to load enemies...');
    loadEnemies();
}

function createTerrain() {
    const geometry = new THREE.PlaneGeometry(MAP_SIZE, MAP_SIZE, 200, 200);
    const material = new THREE.MeshStandardMaterial({
        color: 0xD2B48C,
        roughness: 0.8,
        metalness: 0.2
    });

    const vertices = geometry.attributes.position.array;
    for (let i = 0; i < vertices.length; i += 3) {
        vertices[i + 2] = Math.sin(vertices[i] * 0.01) * Math.cos(vertices[i + 1] * 0.01) * 20;
    }

    geometry.attributes.position.needsUpdate = true;
    geometry.computeVertexNormals();

    const terrain = new THREE.Mesh(geometry, material);
    terrain.rotation.x = -Math.PI / 2;
    terrain.receiveShadow = true;
    scene.add(terrain);

    addObstacles();
}

function createTemporaryEnemy(position) {
    const geometry = new THREE.BoxGeometry(5, 5, 5);
    const material = new THREE.MeshPhongMaterial({ color: 0xff0000 });
    const cube = new THREE.Mesh(geometry, material);
    cube.position.copy(position);
    return cube;
}

function loadEnemies() {
    const loader = new GLTFLoader();
    const enemyCount = 3 + currentStage;

    for (let i = 0; i < enemyCount; i++) {
        const angle = (i / enemyCount) * Math.PI * 2;
        const radius = 200;
        const position = new THREE.Vector3(
            Math.cos(angle) * radius,
            10,
            Math.sin(angle) * radius
        );

        // μž„μ‹œ 적 생성
        const tempEnemy = createTemporaryEnemy(position);
        scene.add(tempEnemy);
        enemies.push({
            model: tempEnemy,
            health: 100,
            speed: 0.3 + (currentStage * 0.1),
            lastAttackTime: 0
        });

        // GLB λͺ¨λΈ λ‘œλ“œ μ‹œλ„
        const modelPath = ENEMY_MODELS[i % ENEMY_MODELS.length];
        loader.load(modelPath,
            (gltf) => {
                console.log('Enemy model loaded:', modelPath);
                const enemy = gltf.scene;
                enemy.scale.set(ENEMY_SCALE, ENEMY_SCALE, ENEMY_SCALE);
                enemy.position.copy(position);

                enemy.traverse((node) => {
                    if (node.isMesh) {
                        node.castShadow = true;
                        node.receiveShadow = true;
                        node.material.metalness = 0.2;
                        node.material.roughness = 0.8;
                    }
                });

                // μž„μ‹œ 적을 μ‹€μ œ λͺ¨λΈλ‘œ ꡐ체
                scene.remove(tempEnemy);
                scene.add(enemy);
                const index = enemies.findIndex(e => e.model === tempEnemy);
                if (index !== -1) {
                    enemies[index].model = enemy;
                }
            },
            (xhr) => {
                console.log((xhr.loaded / xhr.total * 100) + '% loaded');
            },
            (error) => {
                console.error('Error loading enemy model:', error);
            }
        );
    }
}

function addObstacles() {
    const rockGeometry = new THREE.DodecahedronGeometry(10);
    const rockMaterial = new THREE.MeshStandardMaterial({
        color: 0x8B4513,
        roughness: 0.9
    });

    for (let i = 0; i < 100; i++) {
        const rock = new THREE.Mesh(rockGeometry, rockMaterial);
        rock.position.set(
            (Math.random() - 0.5) * MAP_SIZE * 0.9,
            Math.random() * 10,
            (Math.random() - 0.5) * MAP_SIZE * 0.9
        );
        rock.rotation.set(
            Math.random() * Math.PI,
            Math.random() * Math.PI,
            Math.random() * Math.PI
        );
        rock.castShadow = true;
        rock.receiveShadow = true;
        scene.add(rock);
    }
}

function onClick() {
    if (!controls.isLocked) {
        controls.lock();
        sounds.bgm.play();
    } else if (ammo > 0) {
        shoot();
    }
}

function onKeyDown(event) {
    switch(event.code) {
        case 'KeyW': moveState.forward = true; break;
        case 'KeyS': moveState.backward = true; break;
        case 'KeyA': moveState.left = true; break;
        case 'KeyD': moveState.right = true; break;
        case 'KeyR': reload(); break;
    }
}

function onKeyUp(event) {
    switch(event.code) {
        case 'KeyW': moveState.forward = false; break;
        case 'KeyS': moveState.backward = false; break;
        case 'KeyA': moveState.left = false; break;
        case 'KeyD': moveState.right = false; break;
    }
}

function onWindowResize() {
    camera.aspect = window.innerWidth / window.innerHeight;
    camera.updateProjectionMatrix();
    renderer.setSize(window.innerWidth, window.innerHeight);
}

function shoot() {
    if (ammo <= 0) return;
    
    ammo--;
    updateAmmoDisplay();
    
    const bullet = createBullet();
    bullets.push(bullet);
    
    sounds.gunshot.play();
}

function createBullet() {
    const bulletGeometry = new THREE.SphereGeometry(0.5);
    const bulletMaterial = new THREE.MeshBasicMaterial({ color: 0xffff00 });
    const bullet = new THREE.Mesh(bulletGeometry, bulletMaterial);
    
    bullet.position.copy(camera.position);
    const direction = new THREE.Vector3();
    camera.getWorldDirection(direction);
    bullet.velocity = direction.multiplyScalar(3);
    
    scene.add(bullet);
    return bullet;
}

function createEnemyBullet(enemy) {
    const bulletGeometry = new THREE.SphereGeometry(0.5);
    const bulletMaterial = new THREE.MeshBasicMaterial({ color: 0xff0000 });
    const bullet = new THREE.Mesh(bulletGeometry, bulletMaterial);
    
    bullet.position.copy(enemy.model.position);
    
    const direction = new THREE.Vector3();
    direction.subVectors(camera.position, enemy.model.position).normalize();
    bullet.velocity = direction.multiplyScalar(ENEMY_CONFIG.BULLET_SPEED);
    
    scene.add(bullet);
    return bullet;
}

function reload() {
    ammo = 30;
    updateAmmoDisplay();
}

function updateAmmoDisplay() {
    document.getElementById('ammo').textContent = `Ammo: ${ammo}/30`;
}

function updateHealthBar() {
    const healthElement = document.getElementById('health');
    const healthPercentage = (playerHealth / MAX_HEALTH) * 100;
    healthElement.style.width = `${healthPercentage}%`;
}

function updateHelicopterHUD() {
    const altitude = Math.round(camera.position.y);
    document.querySelector('#altitude-indicator span').textContent = altitude;

    const speed = Math.round(
        Math.sqrt(
            moveState.forward * moveState.forward +
            moveState.right * moveState.right
        ) * 100
    );
    document.querySelector('#speed-indicator span').textContent = speed;

    const heading = Math.round(
        (camera.rotation.y * (180 / Math.PI) + 360) % 360
    );
    document.querySelector('#compass span').textContent = heading;

    updateRadar();
}

function updateRadar() {
    const radarTargets = document.querySelector('.radar-targets');
    radarTargets.innerHTML = '';

    enemies.forEach(enemy => {
        const relativePos = enemy.model.position.clone().sub(camera.position);
        const distance = relativePos.length();
        
        if (distance < 500) {
            const angle = Math.atan2(relativePos.x, relativePos.z);
            const normalizedDistance = distance / 500;
            
            const dot = document.createElement('div');
            dot.className = 'radar-dot';
            dot.style.left = `${50 + Math.sin(angle) * normalizedDistance * 45}%`;
            dot.style.top = `${50 + Math.cos(angle) * normalizedDistance * 45}%`;
            radarTargets.appendChild(dot);
        }
    });
}

function updateMovement() {
    if (controls.isLocked) {
        const speed = 2.0;
        if (moveState.forward) controls.moveForward(speed);
        if (moveState.backward) controls.moveForward(-speed);
        if (moveState.left) controls.moveRight(-speed);
        if (moveState.right) controls.moveRight(speed);
    }
}

function updateBullets() {
    for (let i = bullets.length - 1; i >= 0; i--) {
        bullets[i].position.add(bullets[i].velocity);
        
        enemies.forEach(enemy => {
            if (bullets[i].position.distanceTo(enemy.model.position) < 5) {
                scene.remove(bullets[i]);
                bullets.splice(i, 1);
                enemy.health -= 25;
                
                if (enemy.health <= 0) {
                    scene.remove(enemy.model);
                    enemies = enemies.filter(e => e !== enemy);
                }
            }
        });

        if (bullets[i] && bullets[i].position.distanceTo(camera.position) > 1000) {
            scene.remove(bullets[i]);
            bullets.splice(i, 1);
        }
    }
}

function updateEnemyBullets() {
    for (let i = enemyBullets.length - 1; i >= 0; i--) {
        enemyBullets[i].position.add(enemyBullets[i].velocity);
        
        if (enemyBullets[i].position.distanceTo(camera.position) < 3) {
            playerHealth -= 10;
            updateHealthBar();
            scene.remove(enemyBullets[i]);
            enemyBullets.splice(i, 1);
            
            if (playerHealth <= 0) {
                gameOver(false);
            }
            continue;
        }

        if (enemyBullets[i].position.distanceTo(camera.position) > 1000) {
            scene.remove(enemyBullets[i]);
            enemyBullets.splice(i, 1);
        }
    }
}

function updateEnemies() {
    const currentTime = Date.now();
    
    enemies.forEach(enemy => {
        const direction = new THREE.Vector3();
        direction.subVectors(camera.position, enemy.model.position);
        direction.normalize();
        
        enemy.model.position.add(direction.multiplyScalar(enemy.speed));
        enemy.model.lookAt(camera.position);

        const distanceToPlayer = enemy.model.position.distanceTo(camera.position);
        if (distanceToPlayer < ENEMY_CONFIG.ATTACK_RANGE && 
            currentTime - enemy.lastAttackTime > ENEMY_CONFIG.ATTACK_INTERVAL) {
            enemyBullets.push(createEnemyBullet(enemy));
            enemy.lastAttackTime = currentTime;
        }

        if (distanceToPlayer < 10) {
            gameOver(false);
        }
    });
}

function checkGameStatus() {
    if (enemies.length === 0 && currentStage < 5) {
        currentStage++;
        document.getElementById('stage').style.display = 'block';
        document.getElementById('stage').textContent = `Stage ${currentStage}`;
        setTimeout(() => {
            document.getElementById('stage').style.display = 'none';
            loadEnemies();
        }, 2000);
    }
}

function gameOver(won) {
    isGameOver = true;
    controls.unlock();
    sounds.bgm.pause();
    alert(won ? 'Mission Complete!' : 'Game Over!');
    location.reload();
}

let lastTime = performance.now();
function gameLoop() {
    const time = performance.now();
    const delta = (time - lastTime) / 1000;
    lastTime = time;

    if (controls.isLocked && !isGameOver) {
        updateMovement();
        updateBullets();
        updateEnemies();
        updateEnemyBullets();
        updateHelicopterHUD();
        checkGameStatus();
    }

    renderer.render(scene, camera);
    requestAnimationFrame(gameLoop);
}

// κ²Œμž„ μ‹œμž‘
init();
gameLoop();