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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'; | |
// κ²μ μμ | |
const GAME_DURATION = 180; | |
const MAP_SIZE = 2000; | |
const HELICOPTER_HEIGHT = 100; | |
const ENEMY_GROUND_HEIGHT = 5; | |
const ENEMY_SCALE = 3; | |
const MAX_HEALTH = 1000; | |
const ENEMY_MOVE_SPEED = 0.1; | |
const ENEMY_MODELS = [ | |
'/models/enemy1.glb', | |
'/models/enemy12.glb', | |
'/models/enemy13.glb', | |
'/models/enemy14.glb' | |
]; | |
const ENEMY_CONFIG = { | |
ATTACK_RANGE: 100, | |
ATTACK_INTERVAL: 2000, | |
BULLET_SPEED: 2 | |
}; | |
// κ²μ λ³μ | |
let scene, camera, renderer, controls; | |
let enemies = []; | |
let bullets = []; | |
let enemyBullets = []; | |
let playerHealth = MAX_HEALTH; | |
let ammo = 30; | |
let currentStage = 1; | |
let isGameOver = false; | |
let lastTime = performance.now(); | |
// μ¬μ΄λ μμ€ν | |
class SoundSystem { | |
constructor() { | |
this.audioContext = new (window.AudioContext || window.webkitAudioContext)(); | |
this.buffers = new Map(); | |
this.pools = new Map(); | |
} | |
async loadSound(name, url) { | |
try { | |
const response = await fetch(url); | |
const arrayBuffer = await response.arrayBuffer(); | |
const audioBuffer = await this.audioContext.decodeAudioData(arrayBuffer); | |
this.buffers.set(name, audioBuffer); | |
this.createPool(name, audioBuffer); | |
console.log(`Sound loaded: ${name}`); | |
} catch (error) { | |
console.error(`Error loading sound ${name}:`, error); | |
} | |
} | |
createPool(name, buffer, size = 10) { | |
const pool = []; | |
for (let i = 0; i < size; i++) { | |
pool.push({ | |
source: null, | |
gainNode: this.audioContext.createGain(), | |
lastPlayed: 0 | |
}); | |
} | |
this.pools.set(name, pool); | |
} | |
play(name) { | |
const pool = this.pools.get(name); | |
const buffer = this.buffers.get(name); | |
if (!pool || !buffer) { | |
console.warn(`Sound not found: ${name}`); | |
return; | |
} | |
const now = this.audioContext.currentTime; | |
const poolItem = pool.find(item => !item.source || item.lastPlayed + buffer.duration <= now); | |
if (poolItem) { | |
if (poolItem.source) { | |
poolItem.source.disconnect(); | |
} | |
poolItem.source = this.audioContext.createBufferSource(); | |
poolItem.source.buffer = buffer; | |
poolItem.source.connect(poolItem.gainNode); | |
poolItem.gainNode.connect(this.audioContext.destination); | |
poolItem.source.start(0); | |
poolItem.lastPlayed = now; | |
} | |
} | |
} | |
// μ¬μ΄λ μμ€ν μ΄κΈ°ν | |
const soundSystem = new SoundSystem(); | |
// μ΄λ μν | |
const moveState = { | |
forward: false, | |
backward: false, | |
left: false, | |
right: false | |
}; | |
async function initSounds() { | |
try { | |
await soundSystem.loadSound('gunshot', 'gun.wav'); | |
await soundSystem.loadSound('explosion', 'explosion.wav'); | |
console.log('All sounds loaded successfully'); | |
} catch (error) { | |
console.error('Error initializing sounds:', error); | |
} | |
} | |
async function init() { | |
console.log('Initializing game...'); | |
// Scene μ΄κΈ°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, | |
powerPreference: "high-performance" | |
}); | |
renderer.setSize(window.innerWidth, window.innerHeight); | |
renderer.shadowMap.enabled = true; | |
renderer.shadowMap.type = THREE.PCFSoftShadowMap; | |
document.body.appendChild(renderer.domElement); | |
// μ‘°λͺ μ€μ | |
const ambientLight = new THREE.AmbientLight(0xffffff, 0.6); | |
scene.add(ambientLight); | |
const dirLight = new THREE.DirectionalLight(0xffffff, 1); | |
dirLight.position.set(100, 100, 50); | |
dirLight.castShadow = true; | |
dirLight.shadow.mapSize.width = 2048; | |
dirLight.shadow.mapSize.height = 2048; | |
scene.add(dirLight); | |
// Controls μ€μ | |
controls = new PointerLockControls(camera, document.body); | |
// μ΄λ²€νΈ 리μ€λ | |
document.addEventListener('click', onClick); | |
document.addEventListener('keydown', onKeyDown); | |
document.addEventListener('keyup', onKeyUp); | |
window.addEventListener('resize', onWindowResize); | |
try { | |
await initSounds(); | |
await createTerrain(); | |
await loadEnemies(); | |
await testModelLoading(); | |
document.getElementById('loading').style.display = 'none'; | |
console.log('Game initialized successfully'); | |
console.log('Active enemies:', enemies.length); | |
} catch (error) { | |
console.error('Initialization error:', error); | |
} | |
} | |
async function testModelLoading() { | |
const loader = new GLTFLoader(); | |
const testPath = ENEMY_MODELS[0]; | |
try { | |
const gltf = await new Promise((resolve, reject) => { | |
loader.load(testPath, resolve, undefined, reject); | |
}); | |
console.log('Test model loaded successfully:', gltf); | |
} catch (error) { | |
console.error('Test model loading failed:', error); | |
console.error('Test path was:', testPath); | |
} | |
} | |
function createTerrain() { | |
return new Promise((resolve) => { | |
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(); | |
resolve(); | |
}); | |
} | |
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); | |
} | |
} | |
async function loadEnemies() { | |
console.log('Starting enemy loading...'); | |
const loader = new GLTFLoader(); | |
const enemyCount = 3 + currentStage; | |
const loadPromises = []; | |
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, | |
ENEMY_GROUND_HEIGHT, | |
Math.sin(angle) * radius | |
); | |
console.log(`Creating enemy ${i} at position:`, position); | |
// μμ μ μμ± | |
const tempGeometry = new THREE.BoxGeometry(5, 5, 5); | |
const tempMaterial = new THREE.MeshPhongMaterial({ | |
color: 0xff0000, | |
transparent: true, | |
opacity: 0.8 | |
}); | |
const tempEnemy = new THREE.Mesh(tempGeometry, tempMaterial); | |
tempEnemy.position.copy(position); | |
tempEnemy.castShadow = true; | |
tempEnemy.receiveShadow = true; | |
scene.add(tempEnemy); | |
const enemy = { | |
model: tempEnemy, | |
health: 100, | |
speed: ENEMY_MOVE_SPEED, | |
lastAttackTime: 0, | |
position: position.clone() | |
}; | |
enemies.push(enemy); | |
// GLB λͺ¨λΈ λ‘λ© | |
const modelPath = ENEMY_MODELS[i % ENEMY_MODELS.length]; | |
const loadPromise = new Promise((resolve, reject) => { | |
loader.load( | |
modelPath, | |
(gltf) => { | |
console.log(`Successfully loaded model: ${modelPath}`); | |
const model = gltf.scene; | |
model.scale.set(ENEMY_SCALE, ENEMY_SCALE, ENEMY_SCALE); | |
model.position.copy(position); | |
model.traverse((node) => { | |
if (node.isMesh) { | |
node.castShadow = true; | |
node.receiveShadow = true; | |
node.material.metalness = 0.2; | |
node.material.roughness = 0.8; | |
} | |
}); | |
scene.remove(tempEnemy); | |
scene.add(model); | |
enemy.model = model; | |
resolve(); | |
}, | |
(xhr) => { | |
console.log(`${modelPath}: ${(xhr.loaded / xhr.total * 100)}% loaded`); | |
}, | |
(error) => { | |
console.error(`Error loading model ${modelPath}:`, error); | |
reject(error); | |
} | |
); | |
}); | |
loadPromises.push(loadPromise); | |
} | |
try { | |
await Promise.all(loadPromises); | |
console.log('All enemies loaded successfully'); | |
} catch (error) { | |
console.error('Error loading enemies:', error); | |
} | |
} | |
function createExplosion(position) { | |
const particleCount = 30; | |
const particles = []; | |
for (let i = 0; i < particleCount; i++) { | |
const particle = new THREE.Mesh( | |
new THREE.SphereGeometry(0.3), | |
new THREE.MeshBasicMaterial({ | |
color: 0xff4400, | |
transparent: true, | |
opacity: 1 | |
}) | |
); | |
particle.position.copy(position); | |
particle.velocity = new THREE.Vector3( | |
(Math.random() - 0.5) * 2, | |
Math.random() * 2, | |
(Math.random() - 0.5) * 2 | |
); | |
particles.push(particle); | |
scene.add(particle); | |
} | |
function animateExplosion() { | |
particles.forEach((particle, i) => { | |
particle.position.add(particle.velocity); | |
particle.material.opacity -= 0.02; | |
if (particle.material.opacity <= 0) { | |
scene.remove(particle); | |
particles.splice(i, 1); | |
} | |
}); | |
if (particles.length > 0) { | |
requestAnimationFrame(animateExplosion); | |
} | |
} | |
animateExplosion(); | |
soundSystem.play('explosion'); | |
} | |
// μ΄λ²€νΈ νΈλ€λ¬ | |
function onClick() { | |
if (!controls.isLocked) { | |
controls.lock(); | |
// μ¬μ΄λ 컨ν μ€νΈ μμ (λ§μ λΈλΌμ°μ μμ νμ) | |
soundSystem.audioContext.resume(); | |
} 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); | |
soundSystem.play('gunshot'); | |
} | |
function createBullet() { | |
const bulletGeometry = new THREE.SphereGeometry(0.5); | |
const bulletMaterial = new THREE.MeshBasicMaterial({ | |
color: 0xffff00, | |
emissive: 0xffff00, | |
emissiveIntensity: 1 | |
}); | |
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, | |
emissive: 0xff0000, | |
emissiveIntensity: 1 | |
}); | |
const bullet = new THREE.Mesh(bulletGeometry, bulletMaterial); | |
bullet.position.copy(enemy.model.position); | |
bullet.position.y += 2; // μ΄κ΅¬ λμ΄ μ‘°μ | |
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 => { | |
if (!enemy || !enemy.model) return; | |
const relativePos = enemy.model.position.clone().sub(camera.position); | |
const distance = relativePos.length(); | |
if (distance < 500) { | |
// νλ μ΄μ΄μ λ°©ν₯μ κΈ°μ€μΌλ‘ μλμ μΈ κ°λ κ³μ° | |
const playerAngle = camera.rotation.y; | |
const enemyAngle = Math.atan2(relativePos.x, relativePos.z); | |
const relativeAngle = enemyAngle - playerAngle; | |
const normalizedDistance = distance / 500; | |
const dot = document.createElement('div'); | |
dot.className = 'radar-dot'; | |
dot.style.left = `${50 + Math.sin(relativeAngle) * normalizedDistance * 45}%`; | |
dot.style.top = `${50 + Math.cos(relativeAngle) * 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); | |
// μ΅μ κ³ λ μ μ§ | |
if (camera.position.y < HELICOPTER_HEIGHT) { | |
camera.position.y = HELICOPTER_HEIGHT; | |
} | |
} | |
} | |
function updateBullets() { | |
for (let i = bullets.length - 1; i >= 0; i--) { | |
if (!bullets[i]) continue; | |
bullets[i].position.add(bullets[i].velocity); | |
enemies.forEach(enemy => { | |
if (!enemy || !enemy.model) return; | |
if (bullets[i] && bullets[i].position.distanceTo(enemy.model.position) < 5) { | |
scene.remove(bullets[i]); | |
bullets.splice(i, 1); | |
enemy.health -= 25; | |
// νΌκ²© ν¨κ³Ό | |
createExplosion(enemy.model.position.clone()); | |
if (enemy.health <= 0) { | |
// νκ΄΄ ν¨κ³Ό | |
createExplosion(enemy.model.position.clone()); | |
createExplosion(enemy.model.position.clone().add(new THREE.Vector3(2, 0, 2))); | |
createExplosion(enemy.model.position.clone().add(new THREE.Vector3(-2, 0, -2))); | |
scene.remove(enemy.model); | |
enemies = enemies.filter(e => e !== enemy); | |
console.log('Enemy destroyed, remaining enemies:', enemies.length); | |
} | |
} | |
}); | |
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--) { | |
if (!enemyBullets[i]) continue; | |
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 => { | |
if (!enemy || !enemy.model) { | |
console.warn('Invalid enemy detected'); | |
return; | |
} | |
// μ μ νμ¬ μμΉμμ νλ μ΄μ΄ λ°©ν₯μΌλ‘ ν₯νλ λ²‘ν° κ³μ° | |
const direction = new THREE.Vector3(); | |
direction.subVectors(camera.position, enemy.model.position); | |
direction.y = 0; // yμΆ μ΄λ μ ν | |
direction.normalize(); | |
// μλ‘μ΄ μμΉ κ³μ° | |
const newPosition = enemy.model.position.clone() | |
.add(direction.multiplyScalar(enemy.speed)); | |
newPosition.y = ENEMY_GROUND_HEIGHT; | |
enemy.model.position.copy(newPosition); | |
// μ μ΄ νλ μ΄μ΄λ₯Ό λ°λΌλ³΄λλ‘ μ€μ | |
enemy.model.lookAt(new THREE.Vector3( | |
camera.position.x, | |
enemy.model.position.y, | |
camera.position.z | |
)); | |
// 곡격 λ‘μ§ | |
const distanceToPlayer = enemy.model.position.distanceTo(camera.position); | |
if (distanceToPlayer < ENEMY_CONFIG.ATTACK_RANGE && | |
currentTime - enemy.lastAttackTime > ENEMY_CONFIG.ATTACK_INTERVAL) { | |
console.log('Enemy attacking!'); | |
enemyBullets.push(createEnemyBullet(enemy)); | |
enemy.lastAttackTime = currentTime; | |
} | |
}); | |
} | |
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(); | |
soundSystem.audioContext.suspend(); | |
alert(won ? 'Mission Complete!' : 'Game Over!'); | |
location.reload(); | |
} | |
function gameLoop() { | |
requestAnimationFrame(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); | |
} | |
// κ²μ μμ | |
window.addEventListener('load', async () => { | |
try { | |
await init(); | |
console.log('Game started'); | |
console.log('Active enemies:', enemies.length); | |
gameLoop(); | |
} catch (error) { | |
console.error('Game initialization error:', error); | |
alert('Error loading game. Please check console for details.'); | |
} | |
}); | |
// λλ²κΉ μ μν μ μ μ κ·Ό | |
window.debugGame = { | |
scene, | |
camera, | |
enemies, | |
soundSystem, | |
reloadEnemies: loadEnemies | |
}; |