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// game.js | |
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 = 50; | |
const ENEMY_SCALE = 3; | |
const MAX_HEALTH = 1000; | |
const ENEMY_MODELS = ['1.GLB', '2.GLB', '3.GLB', '4.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; | |
// μ¬μ΄λ ν μμ± ν¨μ | |
const createSoundPool = (soundUrl, poolSize = 10) => { | |
const sounds = []; | |
for (let i = 0; i < poolSize; i++) { | |
const sound = new Audio(soundUrl); | |
sounds.push(sound); | |
} | |
let currentIndex = 0; | |
return { | |
play: function() { | |
sounds[currentIndex].currentTime = 0; | |
sounds[currentIndex].play(); | |
currentIndex = (currentIndex + 1) % poolSize; | |
} | |
}; | |
}; | |
// μ¬μ΄λ μ΄κΈ°ν | |
const sounds = { | |
bgm: new Audio('Music.wav'), | |
gunshot: createSoundPool('gun.wav', 10) | |
}; | |
sounds.bgm.loop = true; | |
// μ΄λ μν | |
const moveState = { | |
forward: false, | |
backward: false, | |
left: false, | |
right: false | |
}; | |
function init() { | |
// 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 }); | |
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); | |
// μ΄λ²€νΈ 리μ€λ μ€μ | |
document.addEventListener('click', onClick); | |
document.addEventListener('keydown', onKeyDown); | |
document.addEventListener('keyup', onKeyUp); | |
window.addEventListener('resize', onWindowResize); | |
// μ§ν μμ± | |
createTerrain(); | |
// μ λ‘λ | |
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 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 loadEnemies() { | |
const loader = new GLTFLoader(); | |
const enemyCount = 3 + currentStage; | |
for (let i = 0; i < enemyCount; i++) { | |
const modelPath = ENEMY_MODELS[i % ENEMY_MODELS.length]; | |
loader.load(modelPath, (gltf) => { | |
const enemy = gltf.scene; | |
enemy.scale.set(ENEMY_SCALE, ENEMY_SCALE, ENEMY_SCALE); | |
const angle = (i / enemyCount) * Math.PI * 2; | |
const radius = 200; | |
enemy.position.set( | |
Math.cos(angle) * radius, | |
10, | |
Math.sin(angle) * radius | |
); | |
enemy.traverse((node) => { | |
if (node.isMesh) { | |
node.castShadow = true; | |
node.receiveShadow = true; | |
node.material.metalness = 0.2; | |
node.material.roughness = 0.8; | |
} | |
}); | |
scene.add(enemy); | |
enemies.push({ | |
model: enemy, | |
health: 100, | |
speed: 0.3 + (currentStage * 0.1), | |
lastAttackTime: 0 | |
}); | |
}); | |
} | |
} | |
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); | |
} | |
// κ²μ μμ | |
init(); | |
gameLoop(); |