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Running
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gini1
commited on
Commit
β’
2bbf99e
1
Parent(s):
9301efb
Create game.js
Browse files
game.js
ADDED
@@ -0,0 +1,444 @@
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1 |
+
// game.js
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2 |
+
import * as THREE from 'three';
|
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;
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28 |
+
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29 |
+
// μ¬μ΄λ ν μμ± ν¨μ
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30 |
+
const createSoundPool = (soundUrl, poolSize = 10) => {
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31 |
+
const sounds = [];
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32 |
+
for (let i = 0; i < poolSize; i++) {
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33 |
+
const sound = new Audio(soundUrl);
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34 |
+
sounds.push(sound);
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35 |
+
}
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36 |
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let currentIndex = 0;
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37 |
+
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38 |
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return {
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play: function() {
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+
sounds[currentIndex].currentTime = 0;
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41 |
+
sounds[currentIndex].play();
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42 |
+
currentIndex = (currentIndex + 1) % poolSize;
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43 |
+
}
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44 |
+
};
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45 |
+
};
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46 |
+
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47 |
+
// μ¬μ΄λ μ΄κΈ°ν
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48 |
+
const sounds = {
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49 |
+
bgm: new Audio('Music.wav'),
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50 |
+
gunshot: createSoundPool('gun.wav', 10)
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51 |
+
};
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52 |
+
sounds.bgm.loop = true;
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53 |
+
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54 |
+
// μ΄λ μν
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55 |
+
const moveState = {
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56 |
+
forward: false,
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57 |
+
backward: false,
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58 |
+
left: false,
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59 |
+
right: false
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60 |
+
};
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61 |
+
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62 |
+
function init() {
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63 |
+
// Scene μ΄κΈ°ν
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64 |
+
scene = new THREE.Scene();
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65 |
+
scene.background = new THREE.Color(0x87ceeb);
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66 |
+
scene.fog = new THREE.Fog(0x87ceeb, 0, 1500);
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67 |
+
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68 |
+
// Camera μ€μ
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69 |
+
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 3000);
|
70 |
+
camera.position.set(0, HELICOPTER_HEIGHT, 0);
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71 |
+
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72 |
+
// Renderer μ€μ
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73 |
+
renderer = new THREE.WebGLRenderer({ antialias: true });
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74 |
+
renderer.setSize(window.innerWidth, window.innerHeight);
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75 |
+
renderer.shadowMap.enabled = true;
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76 |
+
document.body.appendChild(renderer.domElement);
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77 |
+
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78 |
+
// μ‘°λͺ
μ€μ
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79 |
+
const ambientLight = new THREE.AmbientLight(0xffffff, 1.0);
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80 |
+
scene.add(ambientLight);
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81 |
+
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82 |
+
const dirLight = new THREE.DirectionalLight(0xffffff, 1.0);
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83 |
+
dirLight.position.set(100, 100, 50);
|
84 |
+
dirLight.castShadow = true;
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85 |
+
scene.add(dirLight);
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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);
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105 |
+
const material = new THREE.MeshStandardMaterial({
|
106 |
+
color: 0xD2B48C,
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107 |
+
roughness: 0.8,
|
108 |
+
metalness: 0.2
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109 |
+
});
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110 |
+
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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;
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114 |
+
}
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115 |
+
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116 |
+
geometry.attributes.position.needsUpdate = true;
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117 |
+
geometry.computeVertexNormals();
|
118 |
+
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119 |
+
const terrain = new THREE.Mesh(geometry, material);
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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();
|