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Update game.js
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import * as THREE from 'three';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
// ๊ฒŒ์ž„ ์ƒํƒœ ์ถ”์  ๋ณ€์ˆ˜
let gameCanStart = false;
let gameStarted = false;
// ๊ฒŒ์ž„ ์ƒ์ˆ˜
const GAME_CONSTANTS = {
MISSION_DURATION: 180,
MAP_SIZE: 15000,
MAX_ALTITUDE: 15000,
MIN_ALTITUDE: 0,
MAX_SPEED: 800,
STALL_SPEED: 300, // 300kt ์ดํ•˜์—์„œ ์Šคํ†จ ์œ„ํ—˜
GRAVITY: 9.8,
MOUSE_SENSITIVITY: 0.001,
MAX_G_FORCE: 12.0,
ENEMY_COUNT: 4,
MISSILE_COUNT: 6,
AMMO_COUNT: 940, // 940๋ฐœ๋กœ ๋ณ€๊ฒฝ
BULLET_DAMAGE: 50, // ๋ฐœ๋‹น 50 ๋ฐ๋ฏธ์ง€
MAX_HEALTH: 1000, // ์ฒด๋ ฅ 1000
AIM9_COUNT: 8, // AIM-9 ๋ฏธ์‚ฌ์ผ 8๋ฐœ
AIM9_DAMAGE: 1000, // AIM-9 ๋ฏธ์‚ฌ์ผ ํ”ผํ•ด 1000!
AIM9_SPEED: 514.4, // 1000kt๋ฅผ m/s๋กœ ๋ณ€ํ™˜
AIM9_LOCK_RANGE: 6000, // ๋ฝ์˜จ ๊ฑฐ๋ฆฌ 6000m
AIM9_LOCK_REQUIRED: 3, // 3๋ฒˆ ๋ฝ์˜จ ํ•„์š”
ENEMY_AIM9_COUNT: 4, // ์  AIM-9 ๋ฏธ์‚ฌ์ผ ์ˆ˜
ENEMY_LOCK_RANGE: 5000, // ์  ๋ฝ์˜จ ๊ฑฐ๋ฆฌ
ENEMY_LOCK_ANGLE: Math.PI / 12 // ์  ๋ฝ์˜จ ๊ฐ๋„ (15๋„)
};
// ์ „ํˆฌ๊ธฐ ํด๋ž˜์Šค
class Fighter {
constructor() {
this.mesh = null;
this.isLoaded = false;
// ๋ฌผ๋ฆฌ ์†์„ฑ
this.position = new THREE.Vector3(0, 2000, 0);
this.velocity = new THREE.Vector3(0, 0, 350); // ์ดˆ๊ธฐ ์†๋„ 350kt
this.acceleration = new THREE.Vector3(0, 0, 0);
this.rotation = new THREE.Euler(0, 0, 0, 'YXZ'); // ํ•ญ๊ณต๊ธฐ ํ‘œ์ค€ ์˜ค์ผ๋Ÿฌ ์ˆœ์„œ
// ๋น„ํ–‰ ์ œ์–ด
this.throttle = 0.7; // ์ดˆ๊ธฐ ์Šค๋กœํ‹€ 70%
this.speed = 350; // ์ดˆ๊ธฐ ์†๋„ 350kt
this.altitude = 2000;
this.gForce = 1.0;
this.health = GAME_CONSTANTS.MAX_HEALTH; // ์ฒด๋ ฅ 1000
// ์กฐ์ข… ์ž…๋ ฅ ์‹œ์Šคํ…œ
this.pitchInput = 0;
this.rollInput = 0;
this.yawInput = 0;
// ๋งˆ์šฐ์Šค ๋ˆ„์  ์ž…๋ ฅ
this.mousePitch = 0;
this.mouseRoll = 0;
// ๋ถ€๋“œ๋Ÿฌ์šด ํšŒ์ „์„ ์œ„ํ•œ ๋ชฉํ‘œ๊ฐ’
this.targetPitch = 0;
this.targetRoll = 0;
this.targetYaw = 0;
// ๋ฌด๊ธฐ
this.missiles = GAME_CONSTANTS.MISSILE_COUNT;
this.ammo = GAME_CONSTANTS.AMMO_COUNT;
this.bullets = [];
this.lastShootTime = 0;
this.isMouseDown = false; // ๋งˆ์šฐ์Šค ๋ˆ„๋ฆ„ ์ƒํƒœ ์ถ”์ 
this.gunfireAudios = []; // ๊ธฐ๊ด€์ด ์†Œ๋ฆฌ ๋ฐฐ์—ด (์ตœ๋Œ€ 5๊ฐœ)
// ํ”Œ๋ ˆ์–ด ์‹œ์Šคํ…œ
this.flareCount = 3; // ํ”Œ๋ ˆ์–ด 3ํšŒ ์‚ฌ์šฉ ๊ฐ€๋Šฅ
this.deployedFlares = []; // ๋ฐฐ์น˜๋œ ํ”Œ๋ ˆ์–ด ๋ฐฐ์—ด
this.lastFlareTime = 0; // ๋งˆ์ง€๋ง‰ ํ”Œ๋ ˆ์–ด ์‚ฌ์šฉ ์‹œ๊ฐ„
// AIM-9 ๋ฏธ์‚ฌ์ผ ์‹œ์Šคํ…œ
this.aim9Missiles = GAME_CONSTANTS.AIM9_COUNT;
this.firedMissiles = []; // ๋ฐœ์‚ฌ๋œ ๋ฏธ์‚ฌ์ผ ๋ฐฐ์—ด
this.currentWeapon = 'MG'; // 'MG' ๋˜๋Š” 'AIM9'
this.lockTarget = null; // ํ˜„์žฌ ๋ฝ์˜จ ์ค‘์ธ ํƒ€๊ฒŸ
this.lockProgress = 0; // ๋ฝ์˜จ ์ง„ํ–‰๋„ (0~3)
this.lastLockTime = 0; // ๋งˆ์ง€๋ง‰ ๋ฝ์˜จ ์‹œ๋„ ์‹œ๊ฐ„
this.lockAudios = {
locking: null,
locked: null
};
this.initializeLockAudios();
// ์Šคํ†จ ํƒˆ์ถœ์„ ์œ„ํ•œ Fํ‚ค ์ƒํƒœ
this.escapeKeyPressed = false;
this.stallEscapeProgress = 0; // ์Šคํ†จ ํƒˆ์ถœ ์ง„ํ–‰๋„ (0~2์ดˆ)
// ์นด๋ฉ”๋ผ ์„ค์ •
this.cameraDistance = 250;
this.cameraHeight = 30;
this.cameraLag = 0.06;
// ๊ฒฝ๊ณ  ์‹œ์Šคํ…œ
this.altitudeWarning = false;
this.stallWarning = false;
this.warningBlinkTimer = 0;
this.warningBlinkState = false;
// Over-G ์‹œ์Šคํ…œ
this.overG = false;
this.maxGForce = 9.0;
this.overGTimer = 0; // Over-G ์ง€์† ์‹œ๊ฐ„
// ๊ฒฝ๊ณ ์Œ ์‹œ์Šคํ…œ
this.warningAudios = {
altitude: null,
pullup: null,
overg: null,
stall: null,
normal: null, // ์—”์ง„ ์†Œ๋ฆฌ
missileLock: null,
missileIncoming: null
};
this.initializeWarningAudios();
// ๋ฏธ์‚ฌ์ผ ๊ฒฝ๊ณ  ์‹œ์Šคํ…œ
this.incomingMissiles = []; // ํ”Œ๋ ˆ์ด์–ด๋ฅผ ํ–ฅํ•ด ๋‚ ์•„์˜ค๋Š” ๋ฏธ์‚ฌ์ผ
this.missileWarningActive = false;
this.beingLockedBy = []; // ๋ฝ์˜จ ์ค‘์ธ ์ ๋“ค
}
// ํ—ค๋”ฉ์„ 0~360๋„๋กœ ์ •๊ทœํ™”ํ•˜๋Š” ํ—ฌํผ ํ•จ์ˆ˜
normalizeHeading(radians) {
let degrees = radians * (180 / Math.PI);
while (degrees < 0) degrees += 360;
while (degrees >= 360) degrees -= 360;
return degrees;
}
// ๋ผ๋””์•ˆ์„ -ฯ€ ~ ฯ€ ๋ฒ”์œ„๋กœ ์ •๊ทœํ™”
normalizeAngle(angle) {
while (angle > Math.PI) angle -= Math.PI * 2;
while (angle < -Math.PI) angle += Math.PI * 2;
return angle;
}
initializeWarningAudios() {
try {
this.warningAudios.altitude = new Audio('sounds/altitude.ogg');
this.warningAudios.altitude.volume = 0.75;
this.warningAudios.pullup = new Audio('sounds/pullup.ogg');
this.warningAudios.pullup.volume = 0.9;
this.warningAudios.overg = new Audio('sounds/overg.ogg');
this.warningAudios.overg.volume = 0.75;
this.warningAudios.stall = new Audio('sounds/alert.ogg');
this.warningAudios.stall.volume = 0.75;
// ์—”์ง„ ์†Œ๋ฆฌ ์„ค์ •
this.warningAudios.normal = new Audio('sounds/normal.ogg');
this.warningAudios.normal.volume = 0.5;
this.warningAudios.normal.loop = true; // ์—”์ง„ ์†Œ๋ฆฌ๋Š” ๊ณ„์† ๋ฐ˜๋ณต
// ๋ฏธ์‚ฌ์ผ ๊ฒฝ๊ณ ์Œ ์ถ”๊ฐ€
this.warningAudios.missileLock = new Audio('sounds/missile2.ogg');
this.warningAudios.missileLock.volume = 0.8;
this.warningAudios.missileLock.loop = true;
this.warningAudios.missileIncoming = new Audio('sounds/missile3.ogg');
this.warningAudios.missileIncoming.volume = 1.0;
this.warningAudios.missileIncoming.loop = true;
// ๊ฒฝ๊ณ ์Œ์—๋งŒ ended ์ด๋ฒคํŠธ ๋ฆฌ์Šค๋„ˆ ์ถ”๊ฐ€ (์—”์ง„ ์†Œ๋ฆฌ ์ œ์™ธ)
Object.keys(this.warningAudios).forEach(key => {
if (key !== 'normal' && key !== 'missileLock' && key !== 'missileIncoming' && this.warningAudios[key]) {
this.warningAudios[key].addEventListener('ended', () => {
this.updateWarningAudios();
});
}
});
} catch (e) {
console.log('Warning audio initialization failed:', e);
}
}
initializeLockAudios() {
try {
this.lockAudios.locking = new Audio('sounds/lockon.ogg');
this.lockAudios.locking.volume = 0.5;
this.lockAudios.locking.loop = true;
this.lockAudios.locked = new Audio('sounds/lockondone.ogg');
this.lockAudios.locked.volume = 0.7;
} catch (e) {
console.log('Lock audio initialization failed:', e);
}
}
startEngineSound() {
// ์—”์ง„ ์†Œ๋ฆฌ ์‹œ์ž‘
if (this.warningAudios.normal) {
this.warningAudios.normal.play().catch(e => {
console.log('Engine sound failed to start:', e);
});
}
}
updateWarningAudios() {
let currentWarning = null;
// ๋ฏธ์‚ฌ์ผ ๊ฒฝ๊ณ ๊ฐ€ ์ตœ์šฐ์„ 
if (this.incomingMissiles.length > 0) {
// missileIncoming ์žฌ์ƒ
if (this.warningAudios.missileIncoming && this.warningAudios.missileIncoming.paused) {
this.warningAudios.missileIncoming.play().catch(e => {});
}
} else {
// ๋ฏธ์‚ฌ์ผ์ด ์—†์œผ๋ฉด missileIncoming ์ค‘์ง€
if (this.warningAudios.missileIncoming && !this.warningAudios.missileIncoming.paused) {
this.warningAudios.missileIncoming.pause();
this.warningAudios.missileIncoming.currentTime = 0;
}
}
// ๋ฝ์˜จ ๊ฒฝ๊ณ 
if (this.beingLockedBy.length > 0 && this.incomingMissiles.length === 0) {
// missileLock ์žฌ์ƒ
if (this.warningAudios.missileLock && this.warningAudios.missileLock.paused) {
this.warningAudios.missileLock.play().catch(e => {});
}
} else {
// ๋ฝ์˜จ์ด ์—†์œผ๋ฉด missileLock ์ค‘์ง€
if (this.warningAudios.missileLock && !this.warningAudios.missileLock.paused) {
this.warningAudios.missileLock.pause();
this.warningAudios.missileLock.currentTime = 0;
}
}
// ๊ธฐ์กด ๊ฒฝ๊ณ ์Œ ์ฒ˜๋ฆฌ
if (this.altitude < 250) {
currentWarning = 'pullup';
}
else if (this.altitude < 500) {
currentWarning = 'altitude';
}
else if (this.overG) {
currentWarning = 'overg';
}
else if (this.stallWarning) {
currentWarning = 'stall';
}
// ๊ฒฝ๊ณ ์Œ๋งŒ ๊ด€๋ฆฌ (์—”์ง„ ์†Œ๋ฆฌ, ๋ฏธ์‚ฌ์ผ ๊ฒฝ๊ณ ์Œ ์ œ์™ธ)
Object.keys(this.warningAudios).forEach(key => {
if (key !== 'normal' && key !== 'missileLock' && key !== 'missileIncoming' &&
key !== currentWarning && this.warningAudios[key] && !this.warningAudios[key].paused) {
this.warningAudios[key].pause();
this.warningAudios[key].currentTime = 0;
}
});
if (currentWarning && this.warningAudios[currentWarning]) {
if (this.warningAudios[currentWarning].paused) {
this.warningAudios[currentWarning].play().catch(e => {});
}
}
}
stopAllWarningAudios() {
// ๋ชจ๋“  ์˜ค๋””์˜ค ์ •์ง€ (์—”์ง„ ์†Œ๋ฆฌ ํฌํ•จ)
Object.values(this.warningAudios).forEach(audio => {
if (audio && !audio.paused) {
audio.pause();
audio.currentTime = 0;
}
});
// ๋ฝ์˜จ ์†Œ๋ฆฌ๋„ ์ •์ง€
if (this.lockAudios.locking && !this.lockAudios.locking.paused) {
this.lockAudios.locking.pause();
this.lockAudios.locking.currentTime = 0;
}
}
async initialize(scene, loader) {
try {
const result = await loader.loadAsync('models/f-15.glb');
this.mesh = result.scene;
this.mesh.position.copy(this.position);
this.mesh.scale.set(2, 2, 2);
this.mesh.rotation.y = Math.PI / 4;
this.mesh.traverse((child) => {
if (child.isMesh) {
child.castShadow = true;
child.receiveShadow = true;
}
});
scene.add(this.mesh);
this.isLoaded = true;
console.log('F-15 ์ „ํˆฌ๊ธฐ ๋กœ๋”ฉ ์™„๋ฃŒ');
} catch (error) {
console.error('F-15 ๋ชจ๋ธ ๋กœ๋”ฉ ์‹คํŒจ:', error);
this.createFallbackModel(scene);
}
}
createFallbackModel(scene) {
const group = new THREE.Group();
const fuselageGeometry = new THREE.CylinderGeometry(0.8, 1.5, 12, 8);
const fuselageMaterial = new THREE.MeshLambertMaterial({ color: 0x606060 });
const fuselage = new THREE.Mesh(fuselageGeometry, fuselageMaterial);
fuselage.rotation.x = Math.PI / 2;
group.add(fuselage);
const wingGeometry = new THREE.BoxGeometry(16, 0.3, 4);
const wingMaterial = new THREE.MeshLambertMaterial({ color: 0x404040 });
const wings = new THREE.Mesh(wingGeometry, wingMaterial);
wings.position.z = -1;
group.add(wings);
const tailGeometry = new THREE.BoxGeometry(0.3, 4, 3);
const tailMaterial = new THREE.MeshLambertMaterial({ color: 0x404040 });
const tail = new THREE.Mesh(tailGeometry, tailMaterial);
tail.position.z = -5;
tail.position.y = 1.5;
group.add(tail);
const horizontalTailGeometry = new THREE.BoxGeometry(6, 0.2, 2);
const horizontalTail = new THREE.Mesh(horizontalTailGeometry, tailMaterial);
horizontalTail.position.z = -5;
horizontalTail.position.y = 0.5;
group.add(horizontalTail);
this.mesh = group;
this.mesh.position.copy(this.position);
this.mesh.scale.set(2, 2, 2);
scene.add(this.mesh);
this.isLoaded = true;
console.log('Fallback ์ „ํˆฌ๊ธฐ ๋ชจ๋ธ ์ƒ์„ฑ ์™„๋ฃŒ');
}
switchWeapon() {
if (this.currentWeapon === 'MG') {
this.currentWeapon = 'AIM9';
// ๋ฌด๊ธฐ ์ „ํ™˜ ์‹œ ๋ฝ์˜จ ์ดˆ๊ธฐํ™”
this.lockTarget = null;
this.lockProgress = 0;
if (this.lockAudios.locking && !this.lockAudios.locking.paused) {
this.lockAudios.locking.pause();
this.lockAudios.locking.currentTime = 0;
}
} else {
this.currentWeapon = 'MG';
// MG๋กœ ์ „ํ™˜ ์‹œ ๋ฝ์˜จ ํ•ด์ œ
this.lockTarget = null;
this.lockProgress = 0;
if (this.lockAudios.locking && !this.lockAudios.locking.paused) {
this.lockAudios.locking.pause();
this.lockAudios.locking.currentTime = 0;
}
}
}
updateLockOn(enemies, deltaTime) {
// AIM-9 ๋ชจ๋“œ๊ฐ€ ์•„๋‹ˆ๋ฉด ๋ฝ์˜จ ํ•˜์ง€ ์•Š์Œ
if (this.currentWeapon !== 'AIM9') {
this.lockTarget = null;
this.lockProgress = 0;
return;
}
const now = Date.now();
// 1์ดˆ์— ํ•œ ๋ฒˆ์”ฉ ๋ฝ์˜จ ์ฒ˜๋ฆฌ
if (now - this.lastLockTime < 1000) {
return;
}
// ํ˜„์žฌ ํฌ๋กœ์Šคํ—ค์–ด ๋‚ด์˜ ์  ์ฐพ๊ธฐ
let closestEnemy = null;
let closestDistance = GAME_CONSTANTS.AIM9_LOCK_RANGE;
enemies.forEach(enemy => {
if (!enemy.mesh || !enemy.isLoaded) return;
const distance = this.position.distanceTo(enemy.position);
if (distance > GAME_CONSTANTS.AIM9_LOCK_RANGE) return;
// ์ ์ด ํฌ๋กœ์Šคํ—ค์–ด ๋‚ด์— ์žˆ๋Š”์ง€ ํ™•์ธ
const toEnemy = enemy.position.clone().sub(this.position).normalize();
const forward = new THREE.Vector3(0, 0, 1);
// ์ฟผํ„ฐ๋‹ˆ์–ธ์„ ์‚ฌ์šฉํ•˜์—ฌ ์ „๋ฐฉ ๋ฒกํ„ฐ ๊ณ„์‚ฐ
const quaternion = new THREE.Quaternion();
const pitchQuat = new THREE.Quaternion();
const yawQuat = new THREE.Quaternion();
const rollQuat = new THREE.Quaternion();
pitchQuat.setFromAxisAngle(new THREE.Vector3(1, 0, 0), this.rotation.x);
yawQuat.setFromAxisAngle(new THREE.Vector3(0, 1, 0), this.rotation.y);
rollQuat.setFromAxisAngle(new THREE.Vector3(0, 0, 1), this.rotation.z);
quaternion.multiply(rollQuat);
quaternion.multiply(pitchQuat);
quaternion.multiply(yawQuat);
forward.applyQuaternion(quaternion);
const dotProduct = forward.dot(toEnemy);
const angle = Math.acos(Math.max(-1, Math.min(1, dotProduct)));
// ํฌ๋กœ์Šคํ—ค์–ด ๋ฒ”์œ„ ๋‚ด (์•ฝ 10๋„)
if (angle < Math.PI / 18 && distance < closestDistance) {
closestEnemy = enemy;
closestDistance = distance;
}
});
// ๋ฝ์˜จ ๋Œ€์ƒ ์—…๋ฐ์ดํŠธ
if (closestEnemy) {
if (this.lockTarget === closestEnemy) {
// ๊ฐ™์€ ํƒ€๊ฒŸ์— ๊ณ„์† ๋ฝ์˜จ ์ค‘
this.lockProgress++;
this.lastLockTime = now;
// ๋ฝ์˜จ ์†Œ๋ฆฌ ์žฌ์ƒ
if (this.lockProgress < GAME_CONSTANTS.AIM9_LOCK_REQUIRED) {
if (this.lockAudios.locking && this.lockAudios.locking.paused) {
this.lockAudios.locking.play().catch(e => {});
}
} else {
// ๋ฝ์˜จ ์™„๋ฃŒ
if (this.lockAudios.locking && !this.lockAudios.locking.paused) {
this.lockAudios.locking.pause();
this.lockAudios.locking.currentTime = 0;
}
if (this.lockAudios.locked) {
this.lockAudios.locked.play().catch(e => {});
}
}
} else {
// ์ƒˆ๋กœ์šด ํƒ€๊ฒŸ
this.lockTarget = closestEnemy;
this.lockProgress = 1;
this.lastLockTime = now;
// ๋ฝ์˜จ ์†Œ๋ฆฌ ์‹œ์ž‘
if (this.lockAudios.locking && this.lockAudios.locking.paused) {
this.lockAudios.locking.play().catch(e => {});
}
}
} else {
// ํƒ€๊ฒŸ ์žƒ์Œ
this.lockTarget = null;
this.lockProgress = 0;
if (this.lockAudios.locking && !this.lockAudios.locking.paused) {
this.lockAudios.locking.pause();
this.lockAudios.locking.currentTime = 0;
}
}
}
updateMouseInput(deltaX, deltaY) {
// Over-G ์ƒํƒœ์—์„œ ์Šคํ†จ์ด ํ•ด์ œ๋˜์ง€ ์•Š์•˜์œผ๋ฉด ํ”ผ์น˜ ์กฐ์ž‘ ๋ถˆ๊ฐ€
if (this.overG && this.overGTimer > 1.0 && this.stallWarning) {
// ์š”(Yaw)๋งŒ ์ œํ•œ์ ์œผ๋กœ ํ—ˆ์šฉ
const sensitivity = GAME_CONSTANTS.MOUSE_SENSITIVITY * 0.3;
this.targetYaw += deltaX * sensitivity * 0.3;
return;
}
const sensitivity = GAME_CONSTANTS.MOUSE_SENSITIVITY * 1.0;
// ๋งˆ์šฐ์Šค ์ž…๋ ฅ์„ ๊ฐ์†๋„๋กœ ๋ณ€ํ™˜
const pitchRate = -deltaY * sensitivity;
const yawRate = deltaX * sensitivity * 0.8;
// ํ˜„์žฌ ์ƒํƒœ์—์„œ์˜ ํ”ผ์น˜ ์ œํ•œ
this.targetPitch += pitchRate;
this.targetYaw += yawRate;
// ์š” ํšŒ์ „์— ๋”ฐ๋ฅธ ์ž์—ฐ์Šค๋Ÿฌ์šด ๋ฑ…ํฌ (๋กค)
// ์‹ค์ œ ํ•ญ๊ณต๊ธฐ์ฒ˜๋Ÿผ ์„ ํšŒ ์‹œ ์ž๋™์œผ๋กœ ๊ธฐ์šธ์–ด์ง
const targetBankAngle = -yawRate * 15; // ์š” ์†๋„์— ๋น„๋ก€ํ•œ ๋ฑ…ํฌ ๊ฐ๋„
// ๋กค์„ ๋ชฉํ‘œ ๋ฑ…ํฌ ๊ฐ๋„๋กœ ๋ถ€๋“œ๋Ÿฝ๊ฒŒ ์ „ํ™˜
this.targetRoll = THREE.MathUtils.lerp(this.targetRoll, targetBankAngle, 0.1);
// ๊ฐ๋„ ์ œํ•œ
const maxPitchAngle = Math.PI / 3; // 60๋„
const maxRollAngle = Math.PI * 0.5; // 90๋„
this.targetPitch = Math.max(-maxPitchAngle, Math.min(maxPitchAngle, this.targetPitch));
this.targetRoll = Math.max(-maxRollAngle, Math.min(maxRollAngle, this.targetRoll));
}
updateControls(keys, deltaTime) {
// W/S: ์Šค๋กœํ‹€๋งŒ ์ œ์–ด (๊ฐ€์†/๊ฐ์†)
if (keys.w) {
this.throttle = Math.min(1.0, this.throttle + deltaTime * 0.5);
}
if (keys.s) {
this.throttle = Math.max(0.1, this.throttle - deltaTime * 0.5);
}
// A/D: ๋ณด์กฐ ์š” ์ œ์–ด (๋Ÿฌ๋”) - ๋ฐ˜์‘์„ฑ ๊ฐœ์„ 
if (keys.a) {
this.targetYaw -= deltaTime * 1.2;
}
if (keys.d) {
this.targetYaw += deltaTime * 1.2;
}
}
updatePhysics(deltaTime) {
if (!this.mesh) return;
// ๋ถ€๋“œ๋Ÿฌ์šด ํšŒ์ „ ๋ณด๊ฐ„
const rotationSpeed = deltaTime * 2.0;
const yawRotationSpeed = deltaTime * 3.0;
// ํ”ผ์น˜์™€ ๋กค์€ ์ง์ ‘ ๋ณด๊ฐ„
this.rotation.x = THREE.MathUtils.lerp(this.rotation.x, this.targetPitch, rotationSpeed);
this.rotation.z = THREE.MathUtils.lerp(this.rotation.z, this.targetRoll, rotationSpeed * 1.5);
// Yaw ๋ณด๊ฐ„ (์ตœ๋‹จ ๊ฒฝ๋กœ)
let yawDiff = this.normalizeAngle(this.targetYaw - this.rotation.y);
this.rotation.y += yawDiff * yawRotationSpeed;
// rotation.y๋ฅผ -ฯ€ ~ ฯ€ ๋ฒ”์œ„๋กœ ์œ ์ง€
this.rotation.y = this.normalizeAngle(this.rotation.y);
this.targetYaw = this.normalizeAngle(this.targetYaw);
// ๋กค ์ž๋™ ๋ณต๊ท€ ์‹œ์Šคํ…œ
if (Math.abs(yawDiff) < 0.05) {
// ์š” ํšŒ์ „์ด ๊ฑฐ์˜ ์—†์„ ๋•Œ ๋กค์„ 0์œผ๋กœ ๋ณต๊ท€
this.targetRoll *= 0.95;
}
// ์š” ํšŒ์ „์ด ์ฃผ๋„์ , ๋กค์€ ๋ณด์กฐ์ 
let bankTurnRate = 0;
if (Math.abs(this.rotation.z) > 0.3) { // ๋กค์ด ์ถฉ๋ถ„ํžˆ ํด ๋•Œ๋งŒ
const bankAngle = this.rotation.z;
bankTurnRate = Math.sin(bankAngle) * deltaTime * 0.1; // ๋งค์šฐ ์ž‘์€ ์„ ํšŒ์œจ
this.targetYaw += bankTurnRate;
}
// ํ˜„์‹ค์ ์ธ ์†๋„ ๊ณ„์‚ฐ - 1750kt๊นŒ์ง€ ์ฆ๊ฐ€
const minSpeed = 0; // ์ตœ์†Œ ์†๋„ 0kt (m/s)
const maxSpeed = 900.6; // ์ตœ๋Œ€ ์†๋„ 1750kt๋ฅผ m/s๋กœ ๋ณ€ํ™˜ (1750 * 0.5144444)
let targetSpeed = minSpeed + (maxSpeed - minSpeed) * this.throttle;
// ํ”ผ์น˜ ๊ฐ๋„์— ๋”ฐ๋ฅธ ์†๋„ ๋ณ€ํ™”
const pitchAngle = this.rotation.x;
const pitchDegrees = Math.abs(pitchAngle) * (180 / Math.PI);
// ๊ธฐ์ˆ˜๊ฐ€ ์œ„๋ฅผ ํ–ฅํ•˜๊ณ  ์žˆ์„ ๊ฒฝ์šฐ ๋น ๋ฅธ ์†๋„ ๊ฐ์†Œ
if (pitchAngle < -0.1 && !this.stallWarning) { // ์Šคํ†จ์ด ์•„๋‹ ๋•Œ๋งŒ ์ƒ์Šน์œผ๋กœ ์ธํ•œ ๊ฐ์†
const climbFactor = Math.abs(pitchAngle) / (Math.PI / 2); // 90๋„ ๊ธฐ์ค€
if (pitchDegrees > 30) { // 30๋„ ์ด์ƒ์ผ ๋•Œ ๊ธ‰๊ฒฉํ•œ ๊ฐ์†
targetSpeed *= Math.max(0, 1 - climbFactor * 1.5); // ์ตœ๋Œ€ 150% ๊ฐ์† (0kt๊นŒ์ง€)
} else {
targetSpeed *= (1 - climbFactor * 0.3); // ์ •์ƒ์ ์ธ ๊ฐ์†
}
} else if (pitchAngle > 0.1) { // ๊ธฐ์ˆ˜๊ฐ€ ์•„๋ž˜๋กœ (ํ•˜๊ฐ•) - ์Šคํ†จ ์ƒํƒœ์—์„œ๋„ ์ ์šฉ
const diveFactor = pitchAngle / (Math.PI / 3);
targetSpeed *= (1 + diveFactor * 0.4); // ํ•˜๊ฐ• ์‹œ ๊ฐ€์† ์ฆ๊ฐ€ (0.2 -> 0.4)
}
// G-Force ๊ณ„์‚ฐ ๊ฐœ์„ 
const turnRate = Math.abs(bankTurnRate) * 100;
const pitchRate = Math.abs(this.rotation.x - this.targetPitch) * 10;
// ๊ณ ๋„์— ๋”ฐ๋ฅธ G-Force ์ฆ๊ฐ€ ๋ฐฐ์œจ ๊ณ„์‚ฐ
const altitudeInKm = this.position.y / 1000; // ๋ฏธํ„ฐ๋ฅผ ํ‚ฌ๋กœ๋ฏธํ„ฐ๋กœ ๋ณ€ํ™˜
const altitudeMultiplier = 1 + (altitudeInKm * 0.2); // 1km๋‹น 20% ์ฆ๊ฐ€
// ์Šค๋กœํ‹€์— ๋”ฐ๋ฅธ G-Force ์ฆ๊ฐ€ ๋ฐฐ์œจ ๊ณ„์‚ฐ
// THR 50% ์ดํ•˜: 0๋ฐฐ, THR 75%: 0.5๋ฐฐ, THR 100%: 1.0๋ฐฐ
let throttleGMultiplier = 0;
if (this.throttle > 0.5) {
// 0.5 ~ 1.0 ๋ฒ”์œ„๋ฅผ 0 ~ 1.0์œผ๋กœ ๋งคํ•‘
throttleGMultiplier = (this.throttle - 0.5) * 2.0;
}
// ๋น„์ •์ƒ์ ์ธ ์ž์„ธ์— ์˜ํ•œ G-Force ์ถ”๊ฐ€
let abnormalG = 0;
// ๋’ค์ง‘ํžŒ ์ƒํƒœ (๋กค์ด 90๋„ ์ด์ƒ)
const isInverted = Math.abs(this.rotation.z) > Math.PI / 2;
if (isInverted) {
const baseG = 3.0 + Math.abs(Math.abs(this.rotation.z) - Math.PI / 2) * 2;
abnormalG += baseG * altitudeMultiplier * (1 + throttleGMultiplier); // ์Šค๋กœํ‹€ ๋ฐฐ์œจ ์ถ”๊ฐ€
}
// ๋กค์ด ยฑ30๋„ ์ด์ƒ์ผ ๋•Œ ์ถ”๊ฐ€ G-Force
const rollDegrees = Math.abs(this.rotation.z) * (180 / Math.PI);
if (rollDegrees > 30) {
// 30๋„ ์ดˆ๊ณผ๋ถ„๋‹น 0.1G ์ถ”๊ฐ€
const extremeRollG = (rollDegrees - 30) * 0.1;
abnormalG += extremeRollG * altitudeMultiplier * (1 + throttleGMultiplier);
}
// ํ”ผ์น˜ ๊ฐ๋„๊ฐ€ ยฑ40๋„ ์ด์ƒ์ผ ๋•Œ ์ถ”๊ฐ€ G-Force
if (pitchDegrees >= 40) {
// 40๋„ ์ด์ƒ์ผ ๋•Œ ๊ธ‰๊ฒฉํ•œ G-Force ์ฆ๊ฐ€
const extremePitchG = (pitchDegrees - 40) * 0.15; // 40๋„ ์ดˆ๊ณผ๋ถ„๋‹น 0.15G ์ถ”๊ฐ€
abnormalG += extremePitchG * altitudeMultiplier * (1 + throttleGMultiplier);
}
// ๊ธฐ์ˆ˜๊ฐ€ ๊ณ„์† ์œ„๋ฅผ ํ–ฅํ•˜๊ณ  ์žˆ๋Š” ๊ฒฝ์šฐ (ํ”ผ์น˜๊ฐ€ -30๋„ ์ดํ•˜)
if (pitchAngle < -Math.PI / 6) {
const baseG = 2.0 + Math.abs(pitchAngle + Math.PI / 6) * 3;
abnormalG += baseG * altitudeMultiplier * (1 + throttleGMultiplier); // ์Šค๋กœํ‹€ ๋ฐฐ์œจ ์ถ”๊ฐ€
}
// ๊ธฐ์ˆ˜๊ฐ€ ๊ณผ๋„ํ•˜๊ฒŒ ์•„๋ž˜๋ฅผ ํ–ฅํ•˜๊ณ  ์žˆ๋Š” ๊ฒฝ์šฐ (ํ”ผ์น˜๊ฐ€ 60๋„ ์ด์ƒ)
if (pitchAngle > Math.PI / 3) {
const baseG = 2.0 + Math.abs(pitchAngle - Math.PI / 3) * 3;
abnormalG += baseG * altitudeMultiplier * (1 + throttleGMultiplier); // ์Šค๋กœํ‹€ ๋ฐฐ์œจ ์ถ”๊ฐ€
}
// ๊ธ‰๊ฒฉํ•œ ๊ธฐ๋™์— ์˜ํ•œ G-Force
const maneuverG = (turnRate + pitchRate + (Math.abs(this.rotation.z) * 3)) * (1 + throttleGMultiplier * 0.5);
// ์ด G-Force ๊ณ„์‚ฐ
this.gForce = 1.0 + maneuverG + abnormalG;
// G-Force ํšŒ๋ณต ์กฐ๊ฑด ์ˆ˜์ •
// 1. Over-G ์ƒํƒœ๊ฐ€ ์•„๋‹Œ ๊ฒฝ์šฐ์—๋งŒ ํšŒ๋ณต
// 2. ํ”ผ์น˜๊ฐ€ ยฑ10๋„ ์ด๋‚ด์ผ ๋•Œ๋งŒ ํšŒ๋ณต
// 3. ์Šคํ†จ ์ƒํƒœ๊ฐ€ ์•„๋‹ ๋•Œ๋งŒ ํšŒ๋ณต
const isPitchNeutral = Math.abs(pitchDegrees) <= 10;
if (!this.overG && isPitchNeutral && !isInverted && !this.stallWarning) {
// ์Šค๋กœํ‹€์ด ๋†’์„์ˆ˜๋ก G-Force๊ฐ€ ์ฒœ์ฒœํžˆ ๊ฐ์†Œ
const recoveryRate = 2.0 - throttleGMultiplier * 1.5; // THR 100%์ผ ๋•Œ 0.5, THR 50%์ผ ๋•Œ 2.0
this.gForce = THREE.MathUtils.lerp(this.gForce, 1.0 + maneuverG, deltaTime * recoveryRate);
} else if (this.overG) {
// Over-G ์ƒํƒœ์—์„œ๋Š” ํ”ผ์น˜๊ฐ€ 0๋„ ๊ทผ์ฒ˜(ยฑ10๋„)๊ฐ€ ๋˜๊ณ  ์Šคํ†จ์ด ํšŒ๋ณต๋  ๋•Œ๊นŒ์ง€ ํšŒ๋ณตํ•˜์ง€ ์•Š์Œ
if (!isPitchNeutral || this.stallWarning) {
// ํ”ผ์น˜๊ฐ€ ์ค‘๋ฆฝ์ด ์•„๋‹ˆ๊ฑฐ๋‚˜ ์Šคํ†จ ์ƒํƒœ๋ฉด G-Force ์œ ์ง€ ๋˜๋Š” ์ฆ๊ฐ€๋งŒ ๊ฐ€๋Šฅ
this.gForce = Math.max(this.gForce, 1.0 + maneuverG + abnormalG);
} else {
// ํ”ผ์น˜๊ฐ€ ์ค‘๋ฆฝ์ด๊ณ  ์Šคํ†จ์ด ์•„๋‹ ๋•Œ๋งŒ ๋งค์šฐ ์ฒœ์ฒœํžˆ ํšŒ๋ณต
const overGRecoveryRate = 0.3 - throttleGMultiplier * 0.2; // Over-G ์ƒํƒœ์—์„œ๋Š” ๋” ๋А๋ฆฐ ํšŒ๋ณต
this.gForce = THREE.MathUtils.lerp(this.gForce, 1.0 + maneuverG, deltaTime * overGRecoveryRate);
}
}
// ์Šคํ†จ ์ƒํƒœ์—์„œ๋Š” Over-G๊ฐ€ ๊ฐ์†Œํ•˜์ง€ ์•Š๋„๋ก ์ถ”๊ฐ€ ์ฒ˜๋ฆฌ
if (this.stallWarning && this.overG) {
// ์Šคํ†จ ์ค‘์—๋Š” G-Force๋ฅผ 9.0 ์ด์ƒ์œผ๋กœ ์œ ์ง€
this.gForce = Math.max(this.gForce, 9.0);
}
this.overG = this.gForce > this.maxGForce;
// Over-G ํƒ€์ด๋จธ ์—…๋ฐ์ดํŠธ
if (this.overG) {
this.overGTimer += deltaTime;
// 1.5์ดˆ ์ด์ƒ Over-G ์ƒํƒœ์ผ ๊ฒฝ์šฐ ์‹œ์•ผ ํ๋ฆผ ์‹œ์ž‘
if (this.overGTimer > 1.5) {
// ์†๋„ ๊ธ‰๊ฒฉํžˆ ๊ฐ์†Œ (2.5์ดˆ๋ถ€ํ„ฐ)
if (this.overGTimer > 2.5) {
targetSpeed *= Math.max(0.3, 1 - (this.overGTimer - 2.5) * 0.3);
}
// ์‹œ์•ผ ํ๋ฆผ ํšจ๊ณผ๋Š” UI์—์„œ ์ฒ˜๋ฆฌ (1.5์ดˆ๋ถ€ํ„ฐ)
}
} else {
this.overGTimer = 0; // Over-G ์ƒํƒœ๊ฐ€ ์•„๋‹ˆ๋ฉด ํƒ€์ด๋จธ ๋ฆฌ์…‹
}
// ์Šคํ†จ ๊ฒฝ๊ณ : 300kt ์ดํ•˜์—์„œ ์Šคํ†จ ์œ„ํ—˜
const speedKnots = this.speed * 1.94384; // m/s to knots
const wasStalling = this.stallWarning;
// ์Šคํ†จ ์ง„์ž… ์กฐ๊ฑด
if (!this.stallWarning && speedKnots < GAME_CONSTANTS.STALL_SPEED) {
this.stallWarning = true;
this.stallEscapeProgress = 0; // ์Šคํ†จ ์ง„์ž… ์‹œ ์ง„ํ–‰๋„ ์ดˆ๊ธฐํ™”
}
// ์Šคํ†จ ํƒˆ์ถœ ์กฐ๊ฑด
if (this.stallWarning) {
if (this.escapeKeyPressed) {
// Fํ‚ค๋ฅผ ๋ˆ„๋ฅด๊ณ  ์žˆ์œผ๋ฉด ์ง„ํ–‰๋„ ์ฆ๊ฐ€
this.stallEscapeProgress += deltaTime;
// 2์ดˆ ์ด์ƒ ๋ˆ„๋ฅด๋ฉด ์Šคํ†จ์—์„œ ํƒˆ์ถœ
if (this.stallEscapeProgress >= 2.0 && speedKnots >= 350) {
this.stallWarning = false;
this.stallEscapeProgress = 0;
// ์Šคํ†จ์—์„œ ๋ฒ—์–ด๋‚˜๋ฉด ์ž์„ธ๋ฅผ ์•ฝ๊ฐ„ ์•ˆ์ •ํ™”
this.targetPitch = Math.max(-0.2, Math.min(0.2, this.targetPitch));
}
} else {
// Fํ‚ค๋ฅผ ๋†“์œผ๋ฉด ์ง„ํ–‰๋„ ๊ฐ์†Œ
this.stallEscapeProgress = Math.max(0, this.stallEscapeProgress - deltaTime * 2);
}
}
// ์†๋„ ๋ณ€ํ™” ์ ์šฉ
if (this.stallWarning) {
// ์Šคํ†จ ์ƒํƒœ์—์„œ์˜ ์†๋„ ๋ณ€ํ™”
if (pitchAngle > 0.1) { // ๊ธฐ์ˆ˜๊ฐ€ ์•„๋ž˜๋ฅผ ํ–ฅํ•  ๋•Œ
// ๋‹ค์ด๋น™์œผ๋กœ ์ธํ•œ ์†๋„ ์ฆ๊ฐ€ - 1750kt ์ตœ๋Œ€ ์†๋„์— ๋งž์ถฐ ์กฐ์ •
const diveSpeedGain = Math.min(pitchAngle * 500, 400); // ์ตœ๋Œ€ 400m/s ์ฆ๊ฐ€
this.speed = Math.min(maxSpeed, this.speed + diveSpeedGain * deltaTime);
} else {
// ๊ธฐ์ˆ˜๊ฐ€ ์œ„๋ฅผ ํ–ฅํ•˜๊ฑฐ๋‚˜ ์ˆ˜ํ‰์ผ ๋•Œ๋Š” ์†๋„ ๊ฐ์†Œ
this.speed = Math.max(0, this.speed - deltaTime * 100);
}
} else {
// ์ •์ƒ ๋น„ํ–‰ ์‹œ ์†๋„ ๋ณ€ํ™”
this.speed = THREE.MathUtils.lerp(this.speed, targetSpeed, deltaTime * 0.5);
}
// ์Šคํ†จ ์ƒํƒœ์—์„œ์˜ ๋ฌผ๋ฆฌ ํšจ๊ณผ
if (this.stallWarning) {
// ๋ฐ”๋‹ฅ์œผ๋กœ ์ถ”๋ฝํ•˜๋ฉฐ ๊ฐ€์†๋„๊ฐ€ ๋น ๋ฅด๊ฒŒ ๋ถ™์Œ
this.targetPitch = Math.min(Math.PI / 2.5, this.targetPitch + deltaTime * 2.5); // ๊ธฐ์ˆ˜๊ฐ€ ๋” ๊ทน๋‹จ์ ์œผ๋กœ ์•„๋ž˜๋กœ (72๋„๊นŒ์ง€)
// ์กฐ์ข… ๋ถˆ๋Šฅ ์ƒํƒœ - ๋” ์‹ฌํ•œ ํ”๋“ค๋ฆผ
this.rotation.x += (Math.random() - 0.5) * deltaTime * 0.8;
this.rotation.z += (Math.random() - 0.5) * deltaTime * 0.8;
// ์ค‘๋ ฅ์— ์˜ํ•œ ๊ฐ€์†
const gravityAcceleration = GAME_CONSTANTS.GRAVITY * deltaTime * 3.0; // 3๋ฐฐ ์ค‘๋ ฅ
this.velocity.y -= gravityAcceleration;
}
// ์†๋„ ๋ฒกํ„ฐ ๊ณ„์‚ฐ - ์ฟผํ„ฐ๋‹ˆ์–ธ์„ ์‚ฌ์šฉํ•˜์—ฌ ์ง๋ฒŒ ๋ฝ ์™„์ „ ํšŒํ”ผ
const noseDirection = new THREE.Vector3(0, 0, 1);
// ์ฟผํ„ฐ๋‹ˆ์–ธ ๊ธฐ๋ฐ˜ ํšŒ์ „ ์‹œ์Šคํ…œ
const quaternion = new THREE.Quaternion();
// ๊ฐ ์ถ•์˜ ํšŒ์ „์„ ๊ฐœ๋ณ„ ์ฟผํ„ฐ๋‹ˆ์–ธ์œผ๋กœ ์ƒ์„ฑ
const pitchQuat = new THREE.Quaternion();
const yawQuat = new THREE.Quaternion();
const rollQuat = new THREE.Quaternion();
// ์ถ• ๋ฒกํ„ฐ ์ •์˜
const xAxis = new THREE.Vector3(1, 0, 0);
const yAxis = new THREE.Vector3(0, 1, 0);
const zAxis = new THREE.Vector3(0, 0, 1);
// ๊ฐ ์ถ•์— ๋Œ€ํ•œ ํšŒ์ „ ์„ค์ •
pitchQuat.setFromAxisAngle(xAxis, this.rotation.x);
yawQuat.setFromAxisAngle(yAxis, this.rotation.y);
rollQuat.setFromAxisAngle(zAxis, this.rotation.z);
// ์ฟผํ„ฐ๋‹ˆ์–ธ ํ•ฉ์„ฑ (์˜ฌ๋ฐ”๋ฅธ ํ•ญ๊ณต๊ธฐ ์ˆœ์„œ: Roll -> Pitch -> Yaw)
// ํ•ญ๊ณต๊ธฐ๋Š” ๋จผ์ € ๋กค, ๊ทธ ๋‹ค์Œ ํ”ผ์น˜, ๋งˆ์ง€๋ง‰์œผ๋กœ ์š” ์ˆœ์„œ๋กœ ํšŒ์ „
quaternion.multiply(rollQuat);
quaternion.multiply(pitchQuat);
quaternion.multiply(yawQuat);
// ๋ฐฉํ–ฅ ๋ฒกํ„ฐ์— ํšŒ์ „ ์ ์šฉ
noseDirection.applyQuaternion(quaternion);
if (!this.stallWarning) {
// ์ •์ƒ ๋น„ํ–‰ ์‹œ
this.velocity = noseDirection.multiplyScalar(this.speed);
} else {
// ์Šคํ†จ ์‹œ์—๋Š” ์ค‘๋ ฅ์ด ์ฃผ๋„์ ์ด์ง€๋งŒ ๋‹ค์ด๋น™ ์†๋„๋„ ๋ฐ˜์˜
this.velocity.x = noseDirection.x * this.speed * 0.5; // ์ „๋ฐฉ ์†๋„ ์ฆ๊ฐ€
this.velocity.z = noseDirection.z * this.speed * 0.5;
// y ์†๋„๋Š” ์œ„์—์„œ ์ค‘๋ ฅ์œผ๋กœ ์ฒ˜๋ฆฌ๋จ
}
// ์ •์ƒ ๋น„ํ–‰ ์‹œ ์ค‘๋ ฅ ํšจ๊ณผ
if (!this.stallWarning) {
const gravityEffect = GAME_CONSTANTS.GRAVITY * deltaTime * 0.15;
this.velocity.y -= gravityEffect;
// ์–‘๋ ฅ ํšจ๊ณผ (์†๋„์— ๋น„๋ก€) - ์ตœ๋Œ€ ์†๋„ ์ฆ๊ฐ€์— ๋งž์ถฐ ์กฐ์ •
const liftFactor = Math.min((this.speed / 500), 1.0) * 0.8; // 500m/s ์ด์ƒ์—์„œ ์ตœ๋Œ€ ์–‘๋ ฅ
const lift = gravityEffect * liftFactor;
this.velocity.y += lift;
}
// ์œ„์น˜ ์—…๋ฐ์ดํŠธ
this.position.add(this.velocity.clone().multiplyScalar(deltaTime));
// ์ง€๋ฉด ์ถฉ๋Œ
if (this.position.y <= GAME_CONSTANTS.MIN_ALTITUDE) {
this.position.y = GAME_CONSTANTS.MIN_ALTITUDE;
this.health = 0;
// ์ง€๋ฉด ์ถฉ๋Œ ์‹œ ํญ๋ฐœ ํšจ๊ณผ ์ถ”๊ฐ€
if (window.gameInstance) {
window.gameInstance.createExplosionEffect(this.position);
}
return;
}
// ์ตœ๋Œ€ ๊ณ ๋„ ์ œํ•œ
if (this.position.y > GAME_CONSTANTS.MAX_ALTITUDE) {
this.position.y = GAME_CONSTANTS.MAX_ALTITUDE;
this.altitudeWarning = true;
if (this.velocity.y > 0) this.velocity.y = 0;
} else {
this.altitudeWarning = false;
}
// ๋งต ๊ฒฝ๊ณ„ ์ฒ˜๋ฆฌ
const mapLimit = GAME_CONSTANTS.MAP_SIZE / 2;
if (this.position.x > mapLimit) this.position.x = -mapLimit;
if (this.position.x < -mapLimit) this.position.x = mapLimit;
if (this.position.z > mapLimit) this.position.z = -mapLimit;
if (this.position.z < -mapLimit) this.position.z = mapLimit;
// ๋ฉ”์‹œ ์œ„์น˜ ๋ฐ ํšŒ์ „ ์—…๋ฐ์ดํŠธ - ์ฟผํ„ฐ๋‹ˆ์–ธ ์‚ฌ์šฉ
this.mesh.position.copy(this.position);
// ๋ฉ”์‹œ ํšŒ์ „์„ ์ฟผํ„ฐ๋‹ˆ์–ธ์œผ๋กœ ์„ค์ •
const meshQuaternion = new THREE.Quaternion();
// Y์ถ• ํšŒ์ „์— 3ฯ€/2 ์ถ”๊ฐ€ (๋ชจ๋ธ ์˜คํ”„์…‹)
const meshPitchQuat = new THREE.Quaternion();
const meshYawQuat = new THREE.Quaternion();
const meshRollQuat = new THREE.Quaternion();
meshPitchQuat.setFromAxisAngle(new THREE.Vector3(1, 0, 0), this.rotation.x);
meshYawQuat.setFromAxisAngle(new THREE.Vector3(0, 1, 0), this.rotation.y + 3 * Math.PI / 2);
meshRollQuat.setFromAxisAngle(new THREE.Vector3(0, 0, 1), this.rotation.z);
// ์ฟผํ„ฐ๋‹ˆ์–ธ ํ•ฉ์„ฑ (์˜ฌ๋ฐ”๋ฅธ ์ˆœ์„œ)
meshQuaternion.multiply(meshRollQuat);
meshQuaternion.multiply(meshPitchQuat);
meshQuaternion.multiply(meshYawQuat);
this.mesh.quaternion.copy(meshQuaternion);
// ๊ฒฝ๊ณ  ๊นœ๋นก์ž„ ํƒ€์ด๋จธ
this.warningBlinkTimer += deltaTime;
if (this.warningBlinkTimer >= 1.0) {
this.warningBlinkTimer = 0;
this.warningBlinkState = !this.warningBlinkState;
}
// ๊ณ ๋„ ๊ณ„์‚ฐ
this.altitude = this.position.y;
// ๊ฒฝ๊ณ ์Œ ์—…๋ฐ์ดํŠธ (์—”์ง„ ์†Œ๋ฆฌ๋Š” ๊ณ„์† ์œ ์ง€)
this.updateWarningAudios();
// ์—”์ง„ ์†Œ๋ฆฌ ๋ณผ๋ฅจ์„ ์Šค๋กœํ‹€์— ์—ฐ๋™
if (this.warningAudios.normal && !this.warningAudios.normal.paused) {
this.warningAudios.normal.volume = 0.3 + this.throttle * 0.4; // 0.3~0.7
}
// ํ”Œ๋ ˆ์–ด ์—…๋ฐ์ดํŠธ
for (let i = this.deployedFlares.length - 1; i >= 0; i--) {
const flare = this.deployedFlares[i];
if (!flare.update(deltaTime)) {
this.deployedFlares.splice(i, 1);
}
}
}
shoot(scene) {
if (this.currentWeapon === 'MG') {
// ๊ธฐ์กด MG ๋ฐœ์‚ฌ ๋กœ์ง
// ํƒ„์•ฝ์ด ์—†์œผ๋ฉด ๋ฐœ์‚ฌํ•˜์ง€ ์•Š์Œ
if (this.ammo <= 0) return;
this.ammo--;
// ์ง์„  ๋ชจ์–‘์˜ ํƒ„ํ™˜ (100% ๋” ํฌ๊ฒŒ)
const bulletGeometry = new THREE.CylinderGeometry(1.0, 1.0, 16, 8); // ๋ฐ˜์ง€๋ฆ„ 0.75โ†’1.0, ๊ธธ์ด 12โ†’16
const bulletMaterial = new THREE.MeshBasicMaterial({
color: 0xffff00,
});
const bullet = new THREE.Mesh(bulletGeometry, bulletMaterial);
// ๊ธฐ์ˆ˜ ๋์—์„œ ๋ฐœ์‚ฌ (์ฟผํ„ฐ๋‹ˆ์–ธ ์‚ฌ์šฉ)
const muzzleOffset = new THREE.Vector3(0, 0, 10);
// ์ „ํˆฌ๊ธฐ์™€ ๋™์ผํ•œ ์ฟผํ„ฐ๋‹ˆ์–ธ ์ƒ์„ฑ
const quaternion = new THREE.Quaternion();
const pitchQuat = new THREE.Quaternion();
const yawQuat = new THREE.Quaternion();
const rollQuat = new THREE.Quaternion();
pitchQuat.setFromAxisAngle(new THREE.Vector3(1, 0, 0), this.rotation.x);
yawQuat.setFromAxisAngle(new THREE.Vector3(0, 1, 0), this.rotation.y);
rollQuat.setFromAxisAngle(new THREE.Vector3(0, 0, 1), this.rotation.z);
quaternion.multiply(rollQuat);
quaternion.multiply(pitchQuat);
quaternion.multiply(yawQuat);
muzzleOffset.applyQuaternion(quaternion);
bullet.position.copy(this.position).add(muzzleOffset);
// ํƒ„ํ™˜์„ ๋ฐœ์‚ฌ ๋ฐฉํ–ฅ์œผ๋กœ ํšŒ์ „
bullet.quaternion.copy(quaternion);
// ์‹ค๋ฆฐ๋”๊ฐ€ Z์ถ• ๋ฐฉํ–ฅ์„ ํ–ฅํ•˜๋„๋ก ์ถ”๊ฐ€ ํšŒ์ „
const cylinderRotation = new THREE.Quaternion();
cylinderRotation.setFromAxisAngle(new THREE.Vector3(1, 0, 0), Math.PI / 2);
bullet.quaternion.multiply(cylinderRotation);
// ํƒ„ํ™˜ ์ดˆ๊ธฐ ์œ„์น˜ ์ €์žฅ
bullet.startPosition = bullet.position.clone();
const bulletSpeed = 1500; // 1000์—์„œ 1500์œผ๋กœ ์ฆ๊ฐ€ (50% ๋น ๋ฅด๊ฒŒ)
const direction = new THREE.Vector3(0, 0, 1);
direction.applyQuaternion(quaternion);
bullet.velocity = direction.multiplyScalar(bulletSpeed);
scene.add(bullet);
this.bullets.push(bullet);
// m134.ogg ์†Œ๋ฆฌ ์žฌ์ƒ - ์ค‘์ฒฉ ์ œํ•œ ํ•ด์ œ, ๋žœ๋ค ํ”ผ์น˜
try {
const audio = new Audio('sounds/m134.ogg');
audio.volume = 0.15; // 0.3์—์„œ 0.15๋กœ ๊ฐ์†Œ (50% ์ค„์ž„)
// -2 ~ +2 ์‚ฌ์ด์˜ ๋žœ๋ค ํ”ผ์น˜ (playbackRate๋กœ ์‹œ๋ฎฌ๋ ˆ์ด์…˜)
const randomPitch = 0.8 + Math.random() * 0.4; // 0.8 ~ 1.2 ๋ฒ”์œ„
audio.playbackRate = randomPitch;
audio.play().catch(e => console.log('Gunfire sound failed to play'));
// ์žฌ์ƒ ์™„๋ฃŒ ์‹œ ๋ฉ”๋ชจ๋ฆฌ ์ •๋ฆฌ๋ฅผ ์œ„ํ•ด ์ฐธ์กฐ ์ œ๊ฑฐ
audio.addEventListener('ended', () => {
audio.remove();
});
} catch (e) {
console.log('Audio error:', e);
}
} else if (this.currentWeapon === 'AIM9') {
// AIM-9 ๋ฏธ์‚ฌ์ผ ๋ฐœ์‚ฌ
if (this.aim9Missiles <= 0) return;
if (this.lockProgress < GAME_CONSTANTS.AIM9_LOCK_REQUIRED) return;
if (!this.lockTarget) return;
this.aim9Missiles--;
// ๋‚ ๊ฐœ ๋ฐœ์‚ฌ ์œ„์น˜ ๊ฒฐ์ • - ์ขŒ์šฐ ๋‚ ๊ฐœ ์ค‘ ๋ฌด์ž‘์œ„ ์„ ํƒ
const isLeftWing = Math.random() < 0.5;
const wingOffset = new THREE.Vector3(isLeftWing ? -8 : 8, -1, 2); // ๋‚ ๊ฐœ ์œ„์น˜
// ์ „ํˆฌ๊ธฐ์˜ ํšŒ์ „์„ ์ ์šฉ
const quaternion = new THREE.Quaternion();
const pitchQuat = new THREE.Quaternion();
const yawQuat = new THREE.Quaternion();
const rollQuat = new THREE.Quaternion();
pitchQuat.setFromAxisAngle(new THREE.Vector3(1, 0, 0), this.rotation.x);
yawQuat.setFromAxisAngle(new THREE.Vector3(0, 1, 0), this.rotation.y);
rollQuat.setFromAxisAngle(new THREE.Vector3(0, 0, 1), this.rotation.z);
quaternion.multiply(rollQuat);
quaternion.multiply(pitchQuat);
quaternion.multiply(yawQuat);
wingOffset.applyQuaternion(quaternion);
const missileStartPos = this.position.clone().add(wingOffset);
// ๋ฏธ์‚ฌ์ผ ์ƒ์„ฑ
const missile = new AIM9Missile(scene, missileStartPos, this.lockTarget, this.rotation.clone());
this.firedMissiles.push(missile);
// ๋ฝ์˜จ ์ดˆ๊ธฐํ™”
this.lockTarget = null;
this.lockProgress = 0;
if (this.lockAudios.locking && !this.lockAudios.locking.paused) {
this.lockAudios.locking.pause();
this.lockAudios.locking.currentTime = 0;
}
// ๋ฐœ์‚ฌ์Œ
try {
const missileSound = new Audio('sounds/missile.ogg');
missileSound.volume = 0.7;
missileSound.play().catch(e => {});
} catch (e) {
console.log('Missile sound failed:', e);
}
}
}
deployFlares() {
if (this.flareCount <= 0) return;
const now = Date.now();
if (now - this.lastFlareTime < 2000) return; // 2์ดˆ ์ฟจ๋‹ค์šด
this.flareCount--;
this.lastFlareTime = now;
// ๊ผฌ๋ฆฌ ๋ถ€๋ถ„ ์œ„์น˜ ๊ณ„์‚ฐ
const tailOffset = new THREE.Vector3(0, 0, -15);
const quaternion = new THREE.Quaternion();
const pitchQuat = new THREE.Quaternion();
const yawQuat = new THREE.Quaternion();
const rollQuat = new THREE.Quaternion();
pitchQuat.setFromAxisAngle(new THREE.Vector3(1, 0, 0), this.rotation.x);
yawQuat.setFromAxisAngle(new THREE.Vector3(0, 1, 0), this.rotation.y);
rollQuat.setFromAxisAngle(new THREE.Vector3(0, 0, 1), this.rotation.z);
quaternion.multiply(rollQuat);
quaternion.multiply(pitchQuat);
quaternion.multiply(yawQuat);
tailOffset.applyQuaternion(quaternion);
const flareStartPos = this.position.clone().add(tailOffset);
// ํ›„๋ฐฉ ๋ฐฉํ–ฅ
const backwardDirection = new THREE.Vector3(0, 0, -1);
backwardDirection.applyQuaternion(quaternion);
// ์–‘์ชฝ์œผ๋กœ 2๊ฐœ์”ฉ, ์ด 4๊ฐœ ํ”Œ๋ ˆ์–ด ๋ฐœ์‚ฌ
for (let i = 0; i < 4; i++) {
const isLeftSide = i < 2;
const flare = new Flare(window.gameInstance.scene, flareStartPos, backwardDirection, isLeftSide);
this.deployedFlares.push(flare);
// ๋ชจ๋“  ๋ฏธ์‚ฌ์ผ์—๊ฒŒ ํ”Œ๋ ˆ์–ด ์•Œ๋ฆผ
if (window.gameInstance) {
window.gameInstance.notifyMissilesOfFlare(flare);
}
}
// ํ”Œ๋ ˆ์–ด ๋ฐœ์‚ฌ์Œ
try {
const flareSound = new Audio('sounds/flare.ogg');
flareSound.volume = 0.6;
flareSound.play().catch(e => {
console.log('Flare sound not found, using alternative');
// ๋Œ€์ฒด ์†Œ๋ฆฌ (๊ธฐ์กด ์‚ฌ์šด๋“œ ํ™œ์šฉ)
const altSound = new Audio('sounds/missile.ogg');
altSound.volume = 0.3;
altSound.playbackRate = 2.0; // ๋น ๋ฅด๊ฒŒ ์žฌ์ƒ
altSound.play().catch(e => {});
});
} catch (e) {}
console.log(`Flares deployed! Remaining: ${this.flareCount}`);
}
updateBullets(scene, deltaTime, gameInstance) {
for (let i = this.bullets.length - 1; i >= 0; i--) {
const bullet = this.bullets[i];
bullet.position.add(bullet.velocity.clone().multiplyScalar(deltaTime));
// ํƒ„ํ™˜๋„ ๊ฐ™์€ ๋ฐฉํ–ฅ์„ ์œ ์ง€ํ•˜๋„๋ก ํšŒ์ „ ์—…๋ฐ์ดํŠธ
const direction = bullet.velocity.clone().normalize();
const angle = Math.atan2(direction.x, direction.z);
bullet.rotation.y = angle;
// ์ง€๋ฉด ์ถฉ๋Œ ์ฒดํฌ ์ถ”๊ฐ€
if (bullet.position.y <= 0) {
// ํฌ๊ณ  ํ™”๋ คํ•œ ์ง€๋ฉด ์ถฉ๋Œ ํšจ๊ณผ
gameInstance.createGroundImpactEffect(bullet.position);
scene.remove(bullet);
this.bullets.splice(i, 1);
continue;
}
// 6000m ์ด์ƒ ๋‚ ์•„๊ฐ€๊ฑฐ๋‚˜ ๋†’์ด ์ œํ•œ ์ดˆ๊ณผ ์‹œ ์ œ๊ฑฐ
if (bullet.position.distanceTo(bullet.startPosition) > 6000 ||
bullet.position.y > GAME_CONSTANTS.MAX_ALTITUDE + 500) {
scene.remove(bullet);
this.bullets.splice(i, 1);
}
}
// ๋ฏธ์‚ฌ์ผ ์—…๋ฐ์ดํŠธ
for (let i = this.firedMissiles.length - 1; i >= 0; i--) {
const missile = this.firedMissiles[i];
const result = missile.update(deltaTime, this.position);
if (result === 'hit' || result === 'expired') {
this.firedMissiles.splice(i, 1);
}
}
}
takeDamage(damage) {
this.health -= damage;
return this.health <= 0;
}
getCameraPosition() {
const backward = new THREE.Vector3(0, 0, -1);
const up = new THREE.Vector3(0, 1, 0);
// ์นด๋ฉ”๋ผ ์œ„์น˜ ๊ณ„์‚ฐ์—๋„ ์ฟผํ„ฐ๋‹ˆ์–ธ ์‚ฌ์šฉ
const quaternion = new THREE.Quaternion();
const pitchQuat = new THREE.Quaternion();
const yawQuat = new THREE.Quaternion();
const rollQuat = new THREE.Quaternion();
pitchQuat.setFromAxisAngle(new THREE.Vector3(1, 0, 0), this.rotation.x);
yawQuat.setFromAxisAngle(new THREE.Vector3(0, 1, 0), this.rotation.y);
rollQuat.setFromAxisAngle(new THREE.Vector3(0, 0, 1), this.rotation.z);
quaternion.multiply(rollQuat);
quaternion.multiply(pitchQuat);
quaternion.multiply(yawQuat);
backward.applyQuaternion(quaternion);
up.applyQuaternion(quaternion);
const cameraPosition = this.position.clone()
.add(backward.multiplyScalar(this.cameraDistance))
.add(up.multiplyScalar(this.cameraHeight));
return cameraPosition;
}
getCameraTarget() {
return this.position.clone();
}
// HUD ํ‘œ์‹œ์šฉ ํ—ค๋”ฉ getter (0~360๋„)
getHeadingDegrees() {
return this.normalizeHeading(this.rotation.y);
}
}
// ํ”Œ๋ ˆ์–ด ํด๋ž˜์Šค
class Flare {
constructor(scene, position, direction, isLeftSide) {
this.scene = scene;
this.position = position.clone();
this.velocity = direction.clone().multiplyScalar(200); // 200m/s ์†๋„
// ์ขŒ์šฐ๋กœ ๋ถ„์‚ฐ
const sideOffset = isLeftSide ? -1 : 1;
const perpendicular = new THREE.Vector3(sideOffset * 50, -20, (Math.random() - 0.5) * 30);
this.velocity.add(perpendicular);
this.lifeTime = 5.0; // 5์ดˆ ์ง€์†
this.mesh = null;
this.createFlare();
// ์—ด ์ถ”์  ํŠน์„ฑ
this.heatSignature = 1.0; // ์ดˆ๊ธฐ ์—ด ์‹ ํ˜ธ
}
createFlare() {
// ํ”Œ๋ ˆ์–ด ๋ฉ”์ธ ๋ชธ์ฒด
const group = new THREE.Group();
// ๋ฐ์€ ์ค‘์‹ฌ๋ถ€
const coreGeometry = new THREE.SphereGeometry(0.5, 6, 6);
const coreMaterial = new THREE.MeshBasicMaterial({
color: 0xffffff,
transparent: true,
opacity: 1.0
});
const core = new THREE.Mesh(coreGeometry, coreMaterial);
group.add(core);
// ์—ด ๊ด‘์› ํšจ๊ณผ
const glowGeometry = new THREE.SphereGeometry(2, 8, 8);
const glowMaterial = new THREE.MeshBasicMaterial({
color: 0xff6600,
transparent: true,
opacity: 0.6
});
const glow = new THREE.Mesh(glowGeometry, glowMaterial);
group.add(glow);
// ์™ธ๋ถ€ ๊ด‘์›
const outerGlowGeometry = new THREE.SphereGeometry(4, 8, 8);
const outerGlowMaterial = new THREE.MeshBasicMaterial({
color: 0xff3300,
transparent: true,
opacity: 0.3
});
const outerGlow = new THREE.Mesh(outerGlowGeometry, outerGlowMaterial);
group.add(outerGlow);
this.mesh = group;
this.mesh.position.copy(this.position);
this.scene.add(this.mesh);
// ์—ฐ๊ธฐ ํŠธ๋ ˆ์ผ
this.smokeTrail = [];
this.smokeEmitTime = 0;
}
update(deltaTime) {
this.lifeTime -= deltaTime;
if (this.lifeTime <= 0) {
this.destroy();
return false;
}
// ์—ด ์‹ ํ˜ธ ๊ฐ์†Œ
this.heatSignature = Math.max(0, this.heatSignature - deltaTime * 0.15);
// ์ค‘๋ ฅ ํšจ๊ณผ
this.velocity.y -= 50 * deltaTime; // ์ค‘๋ ฅ ๊ฐ€์†๋„
// ์œ„์น˜ ์—…๋ฐ์ดํŠธ
this.position.add(this.velocity.clone().multiplyScalar(deltaTime));
this.mesh.position.copy(this.position);
// ๋ฐ๊ธฐ ๊ฐ์†Œ
const fadeRatio = this.lifeTime / 5.0;
this.mesh.children[0].material.opacity = fadeRatio;
this.mesh.children[1].material.opacity = fadeRatio * 0.6;
this.mesh.children[2].material.opacity = fadeRatio * 0.3;
// ์—ฐ๊ธฐ ์ƒ์„ฑ
this.smokeEmitTime += deltaTime;
if (this.smokeEmitTime >= 0.05) {
this.smokeEmitTime = 0;
this.createSmoke();
}
// ์—ฐ๊ธฐ ์—…๋ฐ์ดํŠธ
for (let i = this.smokeTrail.length - 1; i >= 0; i--) {
const smoke = this.smokeTrail[i];
smoke.life -= deltaTime;
if (smoke.life <= 0) {
this.scene.remove(smoke.mesh);
this.smokeTrail.splice(i, 1);
} else {
smoke.mesh.scale.multiplyScalar(1.05);
smoke.mesh.material.opacity = smoke.life / 2.0 * 0.5;
}
}
// ์ง€๋ฉด ์ถฉ๋Œ
if (this.position.y <= 0) {
this.destroy();
return false;
}
return true;
}
createSmoke() {
const smokeGeometry = new THREE.SphereGeometry(1 + Math.random() * 1, 6, 6);
const smokeMaterial = new THREE.MeshBasicMaterial({
color: 0xcccccc,
transparent: true,
opacity: 0.5
});
const smoke = new THREE.Mesh(smokeGeometry, smokeMaterial);
smoke.position.copy(this.position);
smoke.position.add(new THREE.Vector3(
(Math.random() - 0.5) * 2,
(Math.random() - 0.5) * 2,
(Math.random() - 0.5) * 2
));
this.scene.add(smoke);
this.smokeTrail.push({
mesh: smoke,
life: 2.0
});
// ์—ฐ๊ธฐ ์ œํ•œ
if (this.smokeTrail.length > 30) {
const oldSmoke = this.smokeTrail.shift();
this.scene.remove(oldSmoke.mesh);
}
}
destroy() {
if (this.mesh) {
this.scene.remove(this.mesh);
}
this.smokeTrail.forEach(smoke => {
this.scene.remove(smoke.mesh);
});
this.smokeTrail = [];
}
}
// AIM-9 ๋ฏธ์‚ฌ์ผ ํด๋ž˜์Šค
class AIM9Missile {
constructor(scene, position, target, rotation) {
this.scene = scene;
this.position = position.clone();
this.target = target;
this.rotation = rotation.clone();
this.speed = 1028.8; // 2000kt๋ฅผ m/s๋กœ ๋ณ€ํ™˜
this.mesh = null;
this.isLoaded = false;
this.lifeTime = 30; // 30์ดˆ๋กœ ์ฆ๊ฐ€ (๋” ์˜ค๋ž˜ ์ถ”์ )
this.turnRate = 6.0; // ํšŒ์ „์œจ 2๋ฐฐ ์ฆ๊ฐ€ (๋” ๋น ๋ฅธ ์ถ”์ )
this.startPosition = position.clone();
// ์ถ”๋ ฅ ์—ฐ๊ธฐ ํŒŒํ‹ฐํด
this.smokeTrail = [];
this.smokeEmitTime = 0;
// ๋ฏธ์‚ฌ์ผ ๋ฐœ์‚ฌ ๋ฐฉํ–ฅ ์„ค์ •
const quaternion = new THREE.Quaternion();
const pitchQuat = new THREE.Quaternion();
const yawQuat = new THREE.Quaternion();
const rollQuat = new THREE.Quaternion();
pitchQuat.setFromAxisAngle(new THREE.Vector3(1, 0, 0), this.rotation.x);
yawQuat.setFromAxisAngle(new THREE.Vector3(0, 1, 0), this.rotation.y);
rollQuat.setFromAxisAngle(new THREE.Vector3(0, 0, 1), this.rotation.z);
quaternion.multiply(rollQuat);
quaternion.multiply(pitchQuat);
quaternion.multiply(yawQuat);
const initialDirection = new THREE.Vector3(0, 0, 1);
initialDirection.applyQuaternion(quaternion);
this.velocity = initialDirection.multiplyScalar(this.speed);
// ๋ฏธ์‚ฌ์ผ ์†Œ๋ฆฌ
this.swingAudio = null;
this.swingAudioPlayed = false; // ํ•œ ๋ฒˆ๋งŒ ์žฌ์ƒํ•˜๊ธฐ ์œ„ํ•œ ํ”Œ๋ž˜๊ทธ
this.initializeAudio();
this.createMissile();
}
initializeAudio() {
// missileswing.ogg๋Š” update ๋ฉ”์„œ๋“œ์—์„œ ํ•œ ๋ฒˆ๋งŒ ์žฌ์ƒ
// ์—ฌ๊ธฐ์„œ๋Š” ์ดˆ๊ธฐํ™”ํ•˜์ง€ ์•Š์Œ
}
createMissile() {
// ์ฆ‰์‹œ ํด๋ฐฑ ๋ชจ๋ธ ์ƒ์„ฑ (๋น„๋™๊ธฐ ๋กœ๋”ฉ ๋Œ€์‹ )
this.createFallbackMissile();
this.mesh.position.copy(this.position);
this.scene.add(this.mesh);
// ๋‚˜์ค‘์— GLB ๋ชจ๋ธ ๋กœ๋“œ ์‹œ๋„ (์„ ํƒ์‚ฌํ•ญ)
const loader = new GLTFLoader();
loader.load('models/aim-9.glb',
(result) => {
// ๋ชจ๋ธ ๋กœ๋“œ ์„ฑ๊ณต ์‹œ ๊ต์ฒด
if (this.mesh && this.mesh.parent) {
this.scene.remove(this.mesh);
this.mesh = result.scene;
this.mesh.scale.set(0.75, 0.75, 0.75);
this.mesh.position.copy(this.position);
this.scene.add(this.mesh);
console.log('AIM-9 model loaded and replaced');
}
},
undefined,
(error) => {
console.log('AIM-9 model not found, keeping fallback');
}
);
}
createFallbackMissile() {
// ํด๋ฐฑ ๋ฏธ์‚ฌ์ผ ๋ชจ๋ธ
const group = new THREE.Group();
// ๋ฏธ์‚ฌ์ผ ๋ณธ์ฒด
const bodyGeometry = new THREE.CylinderGeometry(0.3, 0.4, 4, 8);
const bodyMaterial = new THREE.MeshLambertMaterial({ color: 0x808080 });
const body = new THREE.Mesh(bodyGeometry, bodyMaterial);
body.rotation.x = Math.PI / 2;
group.add(body);
// ํƒ„๋‘
const noseGeometry = new THREE.ConeGeometry(0.3, 1, 8);
const noseMaterial = new THREE.MeshLambertMaterial({ color: 0x404040 });
const nose = new THREE.Mesh(noseGeometry, noseMaterial);
nose.position.z = 2.5;
nose.rotation.x = -Math.PI / 2;
group.add(nose);
// ๋‚ ๊ฐœ
const finGeometry = new THREE.BoxGeometry(2, 0.1, 0.5);
const finMaterial = new THREE.MeshLambertMaterial({ color: 0x606060 });
for (let i = 0; i < 4; i++) {
const fin = new THREE.Mesh(finGeometry, finMaterial);
fin.position.z = -1.5;
fin.rotation.z = (Math.PI / 2) * i;
group.add(fin);
}
// ๋ถˆ๊ฝƒ ํšจ๊ณผ
const flameGeometry = new THREE.ConeGeometry(0.4, 1.5, 8);
const flameMaterial = new THREE.MeshBasicMaterial({
color: 0xff4400,
transparent: true,
opacity: 0.8
});
const flame = new THREE.Mesh(flameGeometry, flameMaterial);
flame.position.z = -2.5;
flame.rotation.x = Math.PI / 2;
group.add(flame);
this.mesh = group;
this.mesh.scale.set(3.375, 3.375, 3.375); // 50% ๋” ํฌ๊ฒŒ (1.5 -> 2.25)
this.isLoaded = true;
}
update(deltaTime, playerPosition) {
if (!this.mesh || !this.target || !this.target.position) {
this.destroy();
return 'expired';
}
// *** ๊ฐ•ํ™”๋œ ํ”Œ๋ ˆ์–ด ํƒ์ง€ ๋กœ์ง ***
// ํ”Œ๋ ˆ์–ด ํƒ์ง€ ๋ฐ ๋ชฉํ‘œ ๋ณ€๊ฒฝ - 100% ์„ฑ๊ณต๋ฅ 
if (window.gameInstance && !this.isTargetingFlare) {
const nearestFlare = window.gameInstance.findNearestFlare(this.position);
if (nearestFlare) {
const flareDistance = this.position.distanceTo(nearestFlare.position);
// ํƒ์ง€ ๊ฑฐ๋ฆฌ๋ฅผ 1000m๋กœ ํ™•๋Œ€ํ•˜๊ณ  ์—ด ์‹ ํ˜ธ ์กฐ๊ฑด ์ œ๊ฑฐ
if (flareDistance < 1000) {
// ํ”Œ๋ ˆ์–ด๋กœ ๋ชฉํ‘œ ๋ณ€๊ฒฝ - 100% ์„ฑ๊ณต
console.log('Missile redirected to flare! Distance:', flareDistance);
this.target = nearestFlare;
this.isTargetingFlare = true;
// ํ”Œ๋ ˆ์–ด ๊ธฐ๋งŒ ์„ฑ๊ณต ์‚ฌ์šด๋“œ ์žฌ์ƒ
try {
const evadeSound = new Audio('sounds/missileswing3.ogg');
evadeSound.volume = 0.6;
evadeSound.play().catch(e => {});
} catch (e) {}
}
}
}
// ํ”Œ๋ ˆ์–ด๋ฅผ ์ถ”์  ์ค‘์ด๊ณ  ํ”Œ๋ ˆ์–ด๊ฐ€ ์†Œ๋ฉธํ–ˆ๋‹ค๋ฉด
if (this.isTargetingFlare && (!this.target.mesh || this.target.lifeTime <= 0)) {
// ์ง์„ ์œผ๋กœ ๊ณ„์† ๋น„ํ–‰
this.position.add(this.velocity.clone().multiplyScalar(deltaTime));
this.mesh.position.copy(this.position);
this.lifeTime -= deltaTime;
if (this.lifeTime <= 0 || this.position.y <= 0) {
this.destroy();
return 'expired';
}
// ์—ฐ๊ธฐ๋Š” ๊ณ„์† ์ƒ์„ฑ
this.smokeEmitTime += deltaTime;
if (this.smokeEmitTime >= 0.02) {
this.smokeEmitTime = 0;
this.createSmokeParticle();
}
// ์—ฐ๊ธฐ ํŒŒํ‹ฐํด ์—…๋ฐ์ดํŠธ
for (let i = this.smokeTrail.length - 1; i >= 0; i--) {
const smoke = this.smokeTrail[i];
smoke.life -= deltaTime;
if (smoke.life <= 0) {
this.scene.remove(smoke.mesh);
this.smokeTrail.splice(i, 1);
} else {
smoke.mesh.scale.multiplyScalar(1.02);
smoke.mesh.material.opacity = smoke.life / 3.0;
smoke.mesh.position.y += deltaTime * 2;
}
}
return 'flying';
}
// *** ํ”Œ๋ ˆ์–ด ํƒ์ง€ ๋กœ์ง ์ถ”๊ฐ€ ๋ ***
this.lifeTime -= deltaTime;
if (this.lifeTime <= 0) {
this.destroy();
return 'expired';
}
// missileswing.ogg๋ฅผ ํ•œ ๋ฒˆ๋งŒ ์žฌ์ƒ
if (!this.swingAudioPlayed && this.lifeTime < 29.5) {
try {
this.swingAudio = new Audio('sounds/missileswing.ogg');
this.swingAudio.volume = 0.5;
this.swingAudio.play().catch(e => {});
this.swingAudioPlayed = true;
} catch (e) {
console.log('Missile swing audio failed:', e);
}
}
// ํƒ€๊ฒŸ ์ถ”์  - ์™„๋ฒฝํ•œ ์ถ”์  ์•Œ๊ณ ๋ฆฌ์ฆ˜
const toTarget = this.target.position.clone().sub(this.position);
const distance = toTarget.length();
// ๋ช…์ค‘ ์ฒดํฌ - ๋ฒ”์œ„ ์ฆ๊ฐ€
if (distance < 50) {
// ๋ช…์ค‘!
console.log('AIM-9 missile hit! Distance:', distance);
this.onHit();
return 'hit';
}
// ์™„๋ฒฝํ•œ ์ถ”์  - ํƒ€๊ฒŸ์˜ ํ˜„์žฌ ์œ„์น˜๋ฅผ ์ •ํ™•ํžˆ ์ถ”์ 
toTarget.normalize();
// ์ฆ‰๊ฐ์ ์ธ ๋ฐฉํ–ฅ ์ „ํ™˜ - ํšŒ์ „์œจ ์ œํ•œ ์—†์Œ
const newDirection = toTarget.clone();
// ์†๋„ ์ฆ๊ฐ€ - ๋” ๋น ๋ฅธ ์ถ”์ 
if (this.lifeTime > 25) {
// ์ดˆ๊ธฐ 5์ดˆ๊ฐ„ ๊ฐ€์†
this.speed = Math.min(this.speed + deltaTime * 300, 2057.6); // ์ตœ๋Œ€ 4000kt
} else {
// ์ดํ›„์—๋„ ๋†’์€ ์†๋„ ์œ ์ง€
this.speed = Math.min(this.speed + deltaTime * 100, 2057.6);
}
// ํƒ€๊ฒŸ๊ณผ์˜ ๊ฑฐ๋ฆฌ์— ๋”ฐ๋ผ ์†๋„ ์ถ”๊ฐ€ ์ฆ๊ฐ€
if (distance < 1000) {
// ๊ทผ๊ฑฐ๋ฆฌ์—์„œ ๋”์šฑ ๋น ๋ฅด๊ฒŒ
this.speed = Math.min(this.speed * 1.2, 2572); // ์ตœ๋Œ€ 5000kt
}
this.velocity = newDirection.multiplyScalar(this.speed);
// ์œ„์น˜ ์—…๋ฐ์ดํŠธ
this.position.add(this.velocity.clone().multiplyScalar(deltaTime));
this.mesh.position.copy(this.position);
// ๋ฏธ์‚ฌ์ผ ํšŒ์ „ - ์ •ํ™•ํžˆ ํƒ€๊ฒŸ์„ ํ–ฅํ•จ
this.mesh.lookAt(this.target.position);
// ์ถ”๋ ฅ ์—ฐ๊ธฐ ์ƒ์„ฑ
this.smokeEmitTime += deltaTime;
if (this.smokeEmitTime >= 0.02) {
this.smokeEmitTime = 0;
this.createSmokeParticle();
}
// ์—ฐ๊ธฐ ํŒŒํ‹ฐํด ์—…๋ฐ์ดํŠธ
for (let i = this.smokeTrail.length - 1; i >= 0; i--) {
const smoke = this.smokeTrail[i];
smoke.life -= deltaTime;
if (smoke.life <= 0) {
this.scene.remove(smoke.mesh);
this.smokeTrail.splice(i, 1);
} else {
// ์—ฐ๊ธฐ ํ™•์‚ฐ ๋ฐ ํŽ˜์ด๋“œ
smoke.mesh.scale.multiplyScalar(1.02);
smoke.mesh.material.opacity = smoke.life / 3.0;
// ์•ฝ๊ฐ„์˜ ์ƒ์Šน ํšจ๊ณผ
smoke.mesh.position.y += deltaTime * 2;
}
}
// ์ง€๋ฉด ์ถฉ๋Œ
if (this.position.y <= 0) {
this.destroy();
return 'expired';
}
if (this.target.position.y <= 50 && distance < 200) {
// ํƒ€๊ฒŸ์ด ์ง€๋ฉด ๊ทผ์ฒ˜์— ์žˆ๊ณ  ๊ฑฐ๋ฆฌ๊ฐ€ ๊ฐ€๊นŒ์šฐ๋ฉด ์ฆ‰์‹œ ๋ช…์ค‘
console.log('AIM-9 missile ground proximity hit!');
this.onHit();
return 'hit';
}
return 'flying';
}
createSmokeParticle() {
// ๋ฏธ์‚ฌ์ผ ๋’ค์ชฝ ์œ„์น˜ ๊ณ„์‚ฐ
const backward = this.velocity.clone().normalize().multiplyScalar(-3);
const smokePos = this.position.clone().add(backward);
// ํ•˜์–€ ์—ฐ๊ธฐ ํŒŒํ‹ฐํด ์ƒ์„ฑ
const smokeGeometry = new THREE.SphereGeometry(
1 + Math.random() * 3.5, // ํฌ๊ธฐ ๋ณ€ํ™”
6,
6
);
const smokeMaterial = new THREE.MeshBasicMaterial({
color: 0xffffff, // ํ•˜์–€์ƒ‰
transparent: true,
opacity: 0.8
});
const smoke = new THREE.Mesh(smokeGeometry, smokeMaterial);
smoke.position.copy(smokePos);
// ์•ฝ๊ฐ„์˜ ๋žœ๋ค ์˜คํ”„์…‹
smoke.position.x += (Math.random() - 0.5) * 1;
smoke.position.y += (Math.random() - 0.5) * 1;
smoke.position.z += (Math.random() - 0.5) * 1;
this.scene.add(smoke);
this.smokeTrail.push({
mesh: smoke,
life: 3.0 // 3์ดˆ ๋™์•ˆ ์ง€์†
});
// ์—ฐ๊ธฐ ํŒŒํ‹ฐํด ์ œํ•œ (์„ฑ๋Šฅ์„ ์œ„ํ•ด)
if (this.smokeTrail.length > 150) {
const oldSmoke = this.smokeTrail.shift();
this.scene.remove(oldSmoke.mesh);
}
}
onHit() {
// ๋ช…์ค‘ ํšจ๊ณผ
if (window.gameInstance) {
window.gameInstance.createExplosionEffect(this.position);
}
// ๋ช…์ค‘์Œ
try {
const hitSound = new Audio('sounds/missilehit.ogg');
hitSound.volume = 0.8;
hitSound.play().catch(e => {});
} catch (e) {
console.log('Missile hit sound failed:', e);
}
// ํƒ€๊ฒŸ์—๊ฒŒ ํ”ผํ•ด - ํ™•์‹คํ•˜๊ฒŒ ํ”ผํ•ด๋ฅผ ์ž…ํžˆ๊ณ  ํŒŒ๊ดด ์ฒ˜๋ฆฌ
if (this.target && this.target.takeDamage) {
console.log('AIM-9 hitting target, damage:', GAME_CONSTANTS.AIM9_DAMAGE);
const isDead = this.target.takeDamage(GAME_CONSTANTS.AIM9_DAMAGE);
console.log('Target destroyed:', isDead);
// ํƒ€๊ฒŸ์ด ํŒŒ๊ดด๋˜์—ˆ๋‹ค๋ฉด ๊ฒŒ์ž„์—์„œ ์ œ๊ฑฐ
if (isDead && window.gameInstance) {
// ์  ๋ฐฐ์—ด์—์„œ ์ฐพ์•„์„œ ์ œ๊ฑฐ
const enemyIndex = window.gameInstance.enemies.indexOf(this.target);
if (enemyIndex !== -1) {
console.log('Removing destroyed enemy from game');
this.target.destroy();
window.gameInstance.enemies.splice(enemyIndex, 1);
window.gameInstance.score += 100;
// ์  ์ฒ˜์น˜ ์Œ์„ฑ ์žฌ์ƒ (์ถ”๊ฐ€)
try {
const killVoice = new Audio('sounds/voice_kill_a.ogg');
killVoice.volume = 0.8;
killVoice.play().catch(e => {
console.log('Kill voice failed to play:', e);
});
} catch (e) {
console.log('Kill voice error:', e);
}
// ์ž๋ง‰ ํ‘œ์‹œ
window.gameInstance.showSubtitle('Nice work, one enemy down. Keep going.', 4000);
}
}
}
this.destroy();
}
destroy() {
if (this.mesh) {
this.scene.remove(this.mesh);
}
// ์—ฐ๊ธฐ ํŒŒํ‹ฐํด ์ •๋ฆฌ
this.smokeTrail.forEach(smoke => {
if (smoke.mesh) {
this.scene.remove(smoke.mesh);
}
});
this.smokeTrail = [];
if (this.swingAudio) {
this.swingAudio.pause();
this.swingAudio = null;
}
}
}
// ์ ๊ธฐ์šฉ AIM-9 ๋ฏธ์‚ฌ์ผ ํด๋ž˜์Šค (์—ฌ๊ธฐ์— ์ถ”๊ฐ€!)
class EnemyAIM9Missile {
constructor(scene, position, target, rotation) {
this.scene = scene;
this.position = position.clone();
this.target = target;
this.rotation = rotation.clone();
this.speed = 1028.8; // 2000kt๋ฅผ m/s๋กœ ๋ณ€ํ™˜
this.mesh = null;
this.isLoaded = false;
this.lifeTime = 20; // 20์ดˆ
this.turnRate = 4.0; // ํšŒ์ „์œจ
this.startPosition = position.clone();
// ์ถ”๋ ฅ ์—ฐ๊ธฐ ํŒŒํ‹ฐํด
this.smokeTrail = [];
this.smokeEmitTime = 0;
// ๋ฏธ์‚ฌ์ผ ๋ฐœ์‚ฌ ๋ฐฉํ–ฅ ์„ค์ •
const quaternion = new THREE.Quaternion();
const pitchQuat = new THREE.Quaternion();
const yawQuat = new THREE.Quaternion();
const rollQuat = new THREE.Quaternion();
pitchQuat.setFromAxisAngle(new THREE.Vector3(1, 0, 0), this.rotation.x);
yawQuat.setFromAxisAngle(new THREE.Vector3(0, 1, 0), this.rotation.y);
rollQuat.setFromAxisAngle(new THREE.Vector3(0, 0, 1), this.rotation.z);
quaternion.multiply(rollQuat);
quaternion.multiply(pitchQuat);
quaternion.multiply(yawQuat);
const initialDirection = new THREE.Vector3(0, 0, 1);
initialDirection.applyQuaternion(quaternion);
this.velocity = initialDirection.multiplyScalar(this.speed);
this.createMissile();
}
createMissile() {
// ํด๋ฐฑ ๋ฏธ์‚ฌ์ผ ๋ชจ๋ธ
const group = new THREE.Group();
// ๋ฏธ์‚ฌ์ผ ๋ณธ์ฒด
const bodyGeometry = new THREE.CylinderGeometry(0.3, 0.4, 4, 8);
const bodyMaterial = new THREE.MeshLambertMaterial({ color: 0x808080 });
const body = new THREE.Mesh(bodyGeometry, bodyMaterial);
body.rotation.x = Math.PI / 2;
group.add(body);
// ํƒ„๋‘
const noseGeometry = new THREE.ConeGeometry(0.3, 1, 8);
const noseMaterial = new THREE.MeshLambertMaterial({ color: 0x404040 });
const nose = new THREE.Mesh(noseGeometry, noseMaterial);
nose.position.z = 2.5;
nose.rotation.x = -Math.PI / 2;
group.add(nose);
// ๋‚ ๊ฐœ
const finGeometry = new THREE.BoxGeometry(2, 0.1, 0.5);
const finMaterial = new THREE.MeshLambertMaterial({ color: 0x606060 });
for (let i = 0; i < 4; i++) {
const fin = new THREE.Mesh(finGeometry, finMaterial);
fin.position.z = -1.5;
fin.rotation.z = (Math.PI / 2) * i;
group.add(fin);
}
// ๋ถˆ๊ฝƒ ํšจ๊ณผ
const flameGeometry = new THREE.ConeGeometry(0.4, 1.5, 8);
const flameMaterial = new THREE.MeshBasicMaterial({
color: 0xff4400,
transparent: true,
opacity: 0.8
});
const flame = new THREE.Mesh(flameGeometry, flameMaterial);
flame.position.z = -2.5;
flame.rotation.x = Math.PI / 2;
group.add(flame);
this.mesh = group;
this.mesh.scale.set(3.375, 3.375, 3.375);
this.mesh.position.copy(this.position);
this.scene.add(this.mesh);
this.isLoaded = true;
}
update(deltaTime, enemyPosition) {
if (!this.mesh || !this.target || !this.target.position) {
this.destroy();
return 'expired';
}
// *** ๊ฐ•ํ™”๋œ ํ”Œ๋ ˆ์–ด ํƒ์ง€ ๋กœ์ง ***
if (window.gameInstance && !this.isTargetingFlare) {
const nearestFlare = window.gameInstance.findNearestFlare(this.position);
if (nearestFlare) {
const flareDistance = this.position.distanceTo(nearestFlare.position);
if (flareDistance < 1000) {
console.log('Enemy missile redirected to flare!');
this.target = nearestFlare;
this.isTargetingFlare = true;
}
}
}
this.lifeTime -= deltaTime;
if (this.lifeTime <= 0) {
this.destroy();
return 'expired';
}
// ํƒ€๊ฒŸ ์ถ”์ 
const toTarget = this.target.position.clone().sub(this.position);
const distance = toTarget.length();
// ๋ช…์ค‘ ์ฒดํฌ
if (distance < 50) {
// ๋ช…์ค‘!
console.log('Enemy AIM-9 missile hit player!');
this.onHit();
return 'hit';
}
// ์ถ”์  ์•Œ๊ณ ๋ฆฌ์ฆ˜
toTarget.normalize();
// ํ˜„์žฌ ๋ฐฉํ–ฅ
const currentDirection = this.velocity.clone().normalize();
// ์ƒˆ๋กœ์šด ๋ฐฉํ–ฅ์œผ๋กœ ๋ถ€๋“œ๋Ÿฝ๊ฒŒ ์ „ํ™˜
const turnSpeed = this.turnRate * deltaTime;
const newDirection = currentDirection.lerp(toTarget, turnSpeed);
newDirection.normalize();
// ์†๋„ ์—…๋ฐ์ดํŠธ
this.velocity = newDirection.multiplyScalar(this.speed);
// ์œ„์น˜ ์—…๋ฐ์ดํŠธ
this.position.add(this.velocity.clone().multiplyScalar(deltaTime));
this.mesh.position.copy(this.position);
// ๋ฏธ์‚ฌ์ผ ํšŒ์ „
this.mesh.lookAt(this.target.position);
// ์ถ”๋ ฅ ์—ฐ๊ธฐ ์ƒ์„ฑ
this.smokeEmitTime += deltaTime;
if (this.smokeEmitTime >= 0.02) {
this.smokeEmitTime = 0;
this.createSmokeParticle();
}
// ์—ฐ๊ธฐ ํŒŒํ‹ฐํด ์—…๋ฐ์ดํŠธ
for (let i = this.smokeTrail.length - 1; i >= 0; i--) {
const smoke = this.smokeTrail[i];
smoke.life -= deltaTime;
if (smoke.life <= 0) {
this.scene.remove(smoke.mesh);
this.smokeTrail.splice(i, 1);
} else {
// ์—ฐ๊ธฐ ํ™•์‚ฐ ๋ฐ ํŽ˜์ด๋“œ
smoke.mesh.scale.multiplyScalar(1.02);
smoke.mesh.material.opacity = smoke.life / 3.0;
// ์•ฝ๊ฐ„์˜ ์ƒ์Šน ํšจ๊ณผ
smoke.mesh.position.y += deltaTime * 2;
}
}
// ์ง€๋ฉด ์ถฉ๋Œ
if (this.position.y <= 0) {
this.destroy();
return 'expired';
}
return 'flying';
}
createSmokeParticle() {
// ๋ฏธ์‚ฌ์ผ ๋’ค์ชฝ ์œ„์น˜ ๊ณ„์‚ฐ
const backward = this.velocity.clone().normalize().multiplyScalar(-3);
const smokePos = this.position.clone().add(backward);
// ํ•˜์–€ ์—ฐ๊ธฐ ํŒŒํ‹ฐํด ์ƒ์„ฑ
const smokeGeometry = new THREE.SphereGeometry(
1 + Math.random() * 3.5,
6,
6
);
const smokeMaterial = new THREE.MeshBasicMaterial({
color: 0xffffff,
transparent: true,
opacity: 0.8
});
const smoke = new THREE.Mesh(smokeGeometry, smokeMaterial);
smoke.position.copy(smokePos);
// ์•ฝ๊ฐ„์˜ ๋žœ๋ค ์˜คํ”„์…‹
smoke.position.x += (Math.random() - 0.5) * 1;
smoke.position.y += (Math.random() - 0.5) * 1;
smoke.position.z += (Math.random() - 0.5) * 1;
this.scene.add(smoke);
this.smokeTrail.push({
mesh: smoke,
life: 3.0
});
// ์—ฐ๊ธฐ ํŒŒํ‹ฐํด ์ œํ•œ
if (this.smokeTrail.length > 150) {
const oldSmoke = this.smokeTrail.shift();
this.scene.remove(oldSmoke.mesh);
}
}
onHit() {
// ๋ช…์ค‘ ํšจ๊ณผ
if (window.gameInstance) {
window.gameInstance.createExplosionEffect(this.position);
}
// ํ”Œ๋ ˆ์ด์–ด์—๊ฒŒ ํ”ผํ•ด
if (this.target && this.target.takeDamage) {
this.target.takeDamage(GAME_CONSTANTS.AIM9_DAMAGE);
}
this.destroy();
}
destroy() {
if (this.mesh) {
this.scene.remove(this.mesh);
}
// ์—ฐ๊ธฐ ํŒŒํ‹ฐํด ์ •๋ฆฌ
this.smokeTrail.forEach(smoke => {
if (smoke.mesh) {
this.scene.remove(smoke.mesh);
}
});
this.smokeTrail = [];
}
}
// ์  ์ „ํˆฌ๊ธฐ ํด๋ž˜์Šค - ์™„์ „ํžˆ ์žฌ์„ค๊ณ„
// ์  ์ „ํˆฌ๊ธฐ ํด๋ž˜์Šค - ์™„์ „ํžˆ ์žฌ์„ค๊ณ„
class EnemyFighter {
constructor(scene, position) {
this.mesh = null;
this.isLoaded = false;
this.scene = scene;
this.position = position.clone();
this.rotation = new THREE.Euler(0, Math.random() * Math.PI * 2, 0);
// ๋ฌผ๋ฆฌ ์†์„ฑ
this.speed = 600; // 600kt๋กœ ์‹œ์ž‘ (500-750kt ๋ฒ”์œ„)
this.velocity = new THREE.Vector3(0, 0, 0);
this.health = GAME_CONSTANTS.MAX_HEALTH;
this.minSpeed = 257; // 500kt in m/s
this.maxSpeed = 386; // 750kt in m/s
// AI ์ƒํƒœ
this.aiState = 'patrol'; // patrol, combat, evade, retreat
this.targetPosition = null;
this.playerFighter = null;
// ํšŒํ”ผ ์‹œ์Šคํ…œ
this.temporaryEvadeMode = false;
this.evadeTimer = 0;
// ์ถฉ๋Œ ์˜ˆ์ธก
this.predictedPosition = new THREE.Vector3();
// ์ „ํˆฌ ์‹œ์Šคํ…œ
this.bullets = [];
this.burstCounter = 0; // ํ˜„์žฌ ์—ฐ๋ฐœ ์นด์šดํ„ฐ
this.lastShootTime = 0;
this.canShoot = false; // ๋ฐœ์‚ฌ ๊ฐ€๋Šฅ ์—ฌ๋ถ€
// ๋ถ€๋“œ๋Ÿฌ์šด ํšŒ์ „์„ ์œ„ํ•œ ๋ณ€์ˆ˜
this.targetRotation = this.rotation.clone();
this.turnSpeed = 1.5; // ์ดˆ๋‹น ํšŒ์ „ ์†๋„ (๋ผ๋””์•ˆ)
// ์ถฉ๋Œ ํšŒํ”ผ
this.nearbyEnemies = [];
this.avoidanceVector = new THREE.Vector3();
// AIM-9 ๋ฏธ์‚ฌ์ผ ์‹œ์Šคํ…œ
this.aim9Missiles = GAME_CONSTANTS.ENEMY_AIM9_COUNT;
this.firedMissiles = [];
this.lockTarget = null;
this.lockProgress = 0;
this.lastLockTime = 0;
this.lastMissileFireTime = 0;
this.isLocking = false;
// ํ”Œ๋ ˆ์–ด ์‹œ์Šคํ…œ
this.flareCount = 1; // ํ”Œ๋ ˆ์–ด 1ํšŒ๋งŒ ์‚ฌ์šฉ ๊ฐ€๋Šฅ
this.deployedFlares = [];
this.lastFlareTime = 0;
this.hasUsedFlare = false;
// ์ดˆ๊ธฐ ๋ชฉํ‘œ ์„ค์ •
this.selectNewPatrolTarget();
}
async initialize(loader) {
try {
const result = await loader.loadAsync('models/mig-29.glb');
this.mesh = result.scene;
this.mesh.position.copy(this.position);
this.mesh.scale.set(1.5, 1.5, 1.5);
this.mesh.rotation.y = Math.PI / 4; // ํ”Œ๋ ˆ์ด์–ด์™€ ๋™์ผํ•œ ์ดˆ๊ธฐ ํšŒ์ „๊ฐ’
this.mesh.traverse((child) => {
if (child.isMesh) {
child.castShadow = true;
child.receiveShadow = true;
}
});
this.scene.add(this.mesh);
this.isLoaded = true;
console.log('MiG-29 ์ ๊ธฐ ๋กœ๋”ฉ ์™„๋ฃŒ');
} catch (error) {
console.error('MiG-29 ๋ชจ๋ธ ๋กœ๋”ฉ ์‹คํŒจ:', error);
this.createFallbackModel();
}
}
createFallbackModel() {
const group = new THREE.Group();
const fuselageGeometry = new THREE.CylinderGeometry(0.6, 1.0, 8, 8);
const fuselageMaterial = new THREE.MeshLambertMaterial({ color: 0x800000 });
const fuselage = new THREE.Mesh(fuselageGeometry, fuselageMaterial);
fuselage.rotation.x = -Math.PI / 2;
group.add(fuselage);
const wingGeometry = new THREE.BoxGeometry(12, 0.3, 3);
const wingMaterial = new THREE.MeshLambertMaterial({ color: 0x600000 });
const wings = new THREE.Mesh(wingGeometry, wingMaterial);
wings.position.z = -0.5;
group.add(wings);
this.mesh = group;
this.mesh.position.copy(this.position);
this.mesh.scale.set(1.5, 1.5, 1.5);
this.scene.add(this.mesh);
this.isLoaded = true;
}
update(playerPosition, deltaTime) {
if (!this.mesh || !this.isLoaded) return;
// ํ”Œ๋ ˆ์–ด ์—…๋ฐ์ดํŠธ ์ถ”๊ฐ€
for (let i = this.deployedFlares.length - 1; i >= 0; i--) {
const flare = this.deployedFlares[i];
if (!flare.update(deltaTime)) {
this.deployedFlares.splice(i, 1);
}
}
// ๋ฏธ์‚ฌ์ผ ์œ„ํ˜‘ ๊ฐ์ง€ ๋ฐ ํ”Œ๋ ˆ์–ด ์‚ฌ์šฉ
if (!this.hasUsedFlare && this.flareCount > 0 && window.gameInstance) {
const incomingMissiles = window.gameInstance.findIncomingMissilesForEnemy(this);
if (incomingMissiles.length > 0) {
const nearestMissile = incomingMissiles[0];
const missileDistance = this.position.distanceTo(nearestMissile.position);
if (missileDistance < 500) {
this.deployFlares();
this.hasUsedFlare = true;
}
}
}
// ํšŒํ”ผ ํƒ€์ด๋จธ ์—…๋ฐ์ดํŠธ (๋ฏธ์‚ฌ์ผ ํšŒํ”ผ ์ œ์™ธ)
if (this.temporaryEvadeMode && this.evadeTimer > 0) {
this.evadeTimer -= deltaTime;
if (this.evadeTimer <= 0) {
this.temporaryEvadeMode = false;
}
}
const distanceToPlayer = this.position.distanceTo(playerPosition);
// ์ƒํƒœ ๊ฒฐ์ • (๋ฏธ์‚ฌ์ผ ํƒ์ง€ ์ œ๊ฑฐ)
if (this.temporaryEvadeMode) {
this.aiState = 'evade';
} else if (distanceToPlayer <= 3000) {
this.aiState = 'combat';
} else {
this.aiState = 'patrol';
}
// ์ถฉ๋Œ ํšŒํ”ผ ๊ณ„์‚ฐ (๋‹ค๋ฅธ ์ ๊ธฐ์™€์˜ ์ถฉ๋Œ๋งŒ)
this.calculateAvoidance();
this.checkCollisionPrediction(deltaTime);
// AI ํ–‰๋™ ์‹คํ–‰
switch (this.aiState) {
case 'patrol':
this.executePatrol(deltaTime);
break;
case 'combat':
this.executeCombat(playerPosition, deltaTime);
break;
case 'evade':
this.executeEmergencyEvade(deltaTime);
break;
}
// ๋ฌผ๋ฆฌ ์—…๋ฐ์ดํŠธ
this.updatePhysics(deltaTime);
// ํƒ„ํ™˜ ์—…๋ฐ์ดํŠธ
this.updateBullets(deltaTime);
// ๋ฏธ์‚ฌ์ผ ์—…๋ฐ์ดํŠธ
this.updateMissiles(deltaTime);
// ๋ฝ์˜จ ์‹œ์Šคํ…œ ์—…๋ฐ์ดํŠธ
if (this.playerFighter) {
this.updateLockOn(deltaTime);
}
}
executePatrol(deltaTime) {
// ๋ชฉํ‘œ ์ง€์ ๊นŒ์ง€์˜ ๊ฑฐ๋ฆฌ ํ™•์ธ
if (!this.targetPosition || this.position.distanceTo(this.targetPosition) < 500) {
this.selectNewPatrolTarget();
}
// ๋ชฉํ‘œ๋ฅผ ํ–ฅํ•ด ๋ถ€๋“œ๋Ÿฝ๊ฒŒ ํšŒ์ „
this.smoothTurnToTarget(this.targetPosition, deltaTime);
// ์†๋„ ์œ ์ง€ (500-750kt) - ํ•ญ์ƒ ์ตœ์†Œ ์†๋„ ์ด์ƒ ์œ ์ง€
if (this.speed < this.minSpeed) {
this.speed = this.minSpeed;
}
this.speed = THREE.MathUtils.clamp(this.speed, this.minSpeed, this.maxSpeed);
}
executeCombat(playerPosition, deltaTime) {
const distance = this.position.distanceTo(playerPosition);
// ํ”Œ๋ ˆ์ด์–ด๋ฅผ ํ–ฅํ•ด ํšŒ์ „
this.smoothTurnToTarget(playerPosition, deltaTime);
// ์กฐ์ค€ ์ •ํ™•๋„ ํ™•์ธ
const aimAccuracy = this.calculateAimAccuracy(playerPosition);
// ์ง์ง„ ์ƒํƒœ ํ™•์ธ (ํ”ผ์น˜์™€ ๋กค์ด ๊ฑฐ์˜ 0์— ๊ฐ€๊นŒ์šด์ง€)
const isPitchLevel = Math.abs(this.rotation.x) < 0.1; // ์•ฝ 5.7๋„ ์ด๋‚ด
const isRollLevel = Math.abs(this.rotation.z) < 0.1; // ์•ฝ 5.7๋„ ์ด๋‚ด
const isStraightFlying = isPitchLevel && isRollLevel;
// ์ง์ง„ ๋น„ํ–‰ ์ค‘์ด๊ณ  ์ •ํ™•ํ•œ ์กฐ์ค€ ์‹œ์—๋งŒ ๋ฐœ์‚ฌ ๊ฐ€๋Šฅ
this.canShoot = isStraightFlying && aimAccuracy < 0.15;
// ๋ฐœ์‚ฌ ์กฐ๊ฑด ์ถฉ์กฑ ์‹œ ๋ฐœ์‚ฌ
if (this.canShoot) {
this.fireWeapon();
} else {
// ๋ฐœ์‚ฌํ•  ์ˆ˜ ์—†์œผ๋ฉด ์—ฐ๋ฐœ ์นด์šดํ„ฐ ๋ฆฌ์…‹
this.burstCounter = 0;
}
// ๊ฑฐ๋ฆฌ์— ๋”ฐ๋ผ ๊ธฐ๋™ ๊ฒฐ์ •
if (distance < 150) {
// 150m ์ด๋‚ด๋ฉด ํšŒํ”ผ ๊ธฐ๋™ ์‹œ์ž‘
this.selectEvadeTarget();
// ์ผ์‹œ์  ํšŒํ”ผ ๋ชจ๋“œ ํ™œ์„ฑํ™”
this.temporaryEvadeMode = true;
this.evadeTimer = 1.0;
} else if (distance < 500) {
// 500m ์ด๋‚ด๋ฉด ์ธก๋ฉด ํšŒํ”ผ
this.selectEvadeTarget();
} else if (distance > 2000) {
// ๋ฉ€๋ฉด ์ ‘๊ทผ
this.targetPosition = playerPosition.clone();
}
}
// ์ƒˆ๋กœ์šด ๋ฉ”์„œ๋“œ: ์ถฉ๋Œ ์˜ˆ์ธก
checkCollisionPrediction(deltaTime) {
if (!this.nearbyEnemies) return;
// 2์ดˆ ํ›„ ์˜ˆ์ƒ ์œ„์น˜ ๊ณ„์‚ฐ
const predictTime = 2.0;
const forward = new THREE.Vector3(0, 0, 1).applyEuler(this.rotation);
this.predictedPosition.copy(this.position).add(forward.multiplyScalar(this.speed * predictTime));
this.nearbyEnemies.forEach(enemy => {
if (enemy === this || !enemy.position) return;
// ๋‹ค๋ฅธ ์ ๊ธฐ์˜ ์˜ˆ์ƒ ์œ„์น˜
const enemyForward = new THREE.Vector3(0, 0, 1).applyEuler(enemy.rotation);
const enemyPredicted = enemy.position.clone().add(enemyForward.multiplyScalar(enemy.speed * predictTime));
// ์˜ˆ์ƒ ๊ฑฐ๋ฆฌ
const predictedDistance = this.predictedPosition.distanceTo(enemyPredicted);
// 150m ์ด๋‚ด๋กœ ์ ‘๊ทผ ์˜ˆ์ƒ ์‹œ ์‚ฌ์ „ ํšŒํ”ผ
if (predictedDistance < 150) {
// ์˜ˆ๋ฐฉ์  ํšŒํ”ผ ๋ฐฉํ–ฅ ์„ค์ •
const avoidDir = this.predictedPosition.clone().sub(enemyPredicted).normalize();
// ์ˆ˜์ง ๋ถ„๋ฆฌ ์ถ”๊ฐ€
if (this.position.y > enemy.position.y) {
avoidDir.y += 0.3;
} else {
avoidDir.y -= 0.3;
}
this.avoidanceVector.add(avoidDir.multiplyScalar(1.5));
}
});
}
// ์ƒˆ๋กœ์šด ๋ฉ”์„œ๋“œ: ๊ธด๊ธ‰ ํšŒํ”ผ ์‹คํ–‰
executeEmergencyEvade(deltaTime) {
// ํšŒํ”ผ ๋ฒกํ„ฐ๊ฐ€ ์žˆ์œผ๋ฉด ๊ทธ ๋ฐฉํ–ฅ์œผ๋กœ, ์—†์œผ๋ฉด ๊ธ‰์ƒ์Šน
if (this.avoidanceVector.length() > 0) {
const evadeDirection = this.avoidanceVector.clone().normalize();
// ๊ธ‰์„ ํšŒ
const targetYaw = Math.atan2(evadeDirection.x, evadeDirection.z);
const targetPitch = Math.asin(-evadeDirection.y) * 0.5; // ํ”ผ์น˜๋Š” ์ ˆ๋ฐ˜๋งŒ
// ๋น ๋ฅธ ํšŒ์ „ ์†๋„
const emergencyTurnSpeed = this.turnSpeed * 2.0;
const maxTurnRate = emergencyTurnSpeed * deltaTime;
// Yaw ํšŒ์ „
const yawDiff = this.normalizeAngle(targetYaw - this.rotation.y);
if (Math.abs(yawDiff) > maxTurnRate) {
this.rotation.y += Math.sign(yawDiff) * maxTurnRate;
} else {
this.rotation.y = targetYaw;
}
// Pitch ํšŒ์ „
const pitchDiff = targetPitch - this.rotation.x;
if (Math.abs(pitchDiff) > maxTurnRate * 0.7) {
this.rotation.x += Math.sign(pitchDiff) * maxTurnRate * 0.7;
} else {
this.rotation.x = targetPitch;
}
// ๊ธ‰์„ ํšŒ ์‹œ ์•ฝ๊ฐ„์˜ ๋กค ์ถ”๊ฐ€
this.rotation.z = Math.sign(yawDiff) * Math.min(Math.abs(yawDiff), Math.PI / 6);
} else {
// ๊ธฐ๋ณธ ํšŒํ”ผ: ๊ธ‰์ƒ์Šน
this.rotation.x = -Math.PI / 6; // 30๋„ ์ƒ์Šน
}
// ํšŒํ”ผ ์ค‘์—๋Š” ์ตœ๋Œ€ ์†๋„
this.speed = this.maxSpeed;
}
smoothTurnToTarget(targetPos, deltaTime, isEmergency = false) {
// ๊ธฐ์กด ๋กœ์ง (ํ›„ํ‡ด๊ฐ€ ์•„๋‹ ๋•Œ)
const direction = targetPos.clone().sub(this.position);
direction.y *= 0.5;
direction.normalize();
// ์ถฉ๋Œ ํšŒํ”ผ ๋ฒกํ„ฐ ์ ์šฉ (ํšŒํ”ผ๊ฐ€ ์šฐ์„ )
if (this.avoidanceVector.length() > 0) {
const avoidanceStrength = this.temporaryEvadeMode ? 1.0 : 0.5;
direction.add(this.avoidanceVector.multiplyScalar(avoidanceStrength));
direction.normalize();
}
// ๋ชฉํ‘œ ํšŒ์ „ ๊ณ„์‚ฐ
const targetYaw = Math.atan2(direction.x, direction.z);
const targetPitch = Math.asin(-direction.y);
// ๋ถ€๋“œ๋Ÿฌ์šด ํšŒ์ „ (์ตœ๋Œ€ ํšŒ์ „ ์†๋„ ์ œํ•œ)
const turnSpeed = isEmergency ? this.turnSpeed * 2.0 : (this.temporaryEvadeMode ? this.turnSpeed * 1.5 : this.turnSpeed);
const maxTurnRate = turnSpeed * deltaTime;
// Yaw ํšŒ์ „
const yawDiff = this.normalizeAngle(targetYaw - this.rotation.y);
if (Math.abs(yawDiff) > maxTurnRate) {
this.rotation.y += Math.sign(yawDiff) * maxTurnRate;
} else {
this.rotation.y = targetYaw;
}
// Pitch ํšŒ์ „ (์ œํ•œ์ )
const maxPitchRate = maxTurnRate * 0.7;
if (Math.abs(targetPitch - this.rotation.x) > maxPitchRate) {
this.rotation.x += Math.sign(targetPitch - this.rotation.x) * maxPitchRate;
} else {
this.rotation.x = targetPitch;
}
// Pitch ์ œํ•œ (ยฑ40๋„)
const maxPitchAngle = Math.PI * 40 / 180;
this.rotation.x = THREE.MathUtils.clamp(this.rotation.x, -maxPitchAngle, maxPitchAngle);
// ๋กค ์ž๋™ ๊ณ„์‚ฐ (์„ ํšŒ ์‹œ)
if (!this.temporaryEvadeMode) {
this.rotation.z = -yawDiff * 0.5;
this.rotation.z = THREE.MathUtils.clamp(this.rotation.z, -Math.PI / 4, Math.PI / 4);
}
}
calculateAvoidance() {
this.avoidanceVector.set(0, 0, 0);
if (!this.nearbyEnemies) return;
let avoidCount = 0;
let criticalAvoidance = false;
this.nearbyEnemies.forEach(enemy => {
if (enemy === this || !enemy.position) return;
const distance = this.position.distanceTo(enemy.position);
// 100m ๋ฏธ๋งŒ: ๊ธด๊ธ‰ ํšŒํ”ผ
if (distance < 100 && distance > 0) {
criticalAvoidance = true;
// ๊ฐ•ํ•œ ๋ฐ˜๋ฐœ๋ ฅ
const avoidDir = this.position.clone().sub(enemy.position).normalize();
const strength = 2.0; // ๋งค์šฐ ๊ฐ•ํ•œ ํšŒํ”ผ
this.avoidanceVector.add(avoidDir.multiplyScalar(strength));
// ๊ณ ๋„ ์ฐจ์ด ์ถ”๊ฐ€ (์œ„/์•„๋ž˜๋กœ ๋ถ„์‚ฐ)
if (this.position.y > enemy.position.y) {
this.avoidanceVector.y += 0.5; // ์œ„๋กœ
} else {
this.avoidanceVector.y -= 0.5; // ์•„๋ž˜๋กœ
}
avoidCount++;
}
// 100-300m: ์˜ˆ๋ฐฉ์  ํšŒํ”ผ
else if (distance < 300) {
// ๋ฐ˜๋Œ€ ๋ฐฉํ–ฅ์œผ๋กœ ํšŒํ”ผ
const avoidDir = this.position.clone().sub(enemy.position).normalize();
const strength = (300 - distance) / 200; // 100-300m ๋ฒ”์œ„์—์„œ ๊ฐ•๋„ ๊ณ„์‚ฐ
this.avoidanceVector.add(avoidDir.multiplyScalar(strength));
avoidCount++;
}
});
if (avoidCount > 0) {
this.avoidanceVector.divideScalar(avoidCount);
this.avoidanceVector.normalize();
// ๊ธด๊ธ‰ ํšŒํ”ผ ์‹œ ๋” ๊ฐ•ํ•œ ํšŒํ”ผ๋ ฅ ์ ์šฉ
if (criticalAvoidance) {
this.avoidanceVector.multiplyScalar(2.0);
// ์ผ์‹œ์ ์œผ๋กœ ์ „ํˆฌ ์ƒํƒœ ํ•ด์ œ
this.temporaryEvadeMode = true;
this.evadeTimer = 2.0; // 2์ดˆ ๋™์•ˆ ํšŒํ”ผ ์šฐ์„ 
}
}
}
updatePhysics(deltaTime) {
if (!this.mesh) return;
// ์†๋„ ๋ฒกํ„ฐ ๊ณ„์‚ฐ (ํ•ญ์ƒ ์ „์ง„)
const forward = new THREE.Vector3(0, 0, 1);
forward.applyEuler(this.rotation);
// ์†๋„ ์œ ์ง€ (500-750kt, m/s๋กœ ๋ณ€ํ™˜) - ๊ฐ•์ œ๋กœ ์ตœ์†Œ ์†๋„ ์œ ์ง€
if (this.speed < this.minSpeed) {
this.speed = this.minSpeed;
}
this.speed = THREE.MathUtils.clamp(this.speed, this.minSpeed, this.maxSpeed);
// ์†๋„ ๋ฒกํ„ฐ ์ƒ์„ฑ - ํ•ญ์ƒ ์ „์ง„
this.velocity = forward.multiplyScalar(this.speed);
// ์œ„์น˜ ์—…๋ฐ์ดํŠธ - ํ•ญ์ƒ ์ด๋™
this.position.add(this.velocity.clone().multiplyScalar(deltaTime));
// ๊ณ ๋„ ์ œํ•œ
if (this.position.y < 500) {
this.position.y = 500;
this.rotation.x = -0.2; // ์ƒ์Šน
} else if (this.position.y > 8000) {
this.position.y = 8000;
this.rotation.x = 0.2; // ํ•˜๊ฐ•
}
// ๋งต ๊ฒฝ๊ณ„ ์ฒ˜๋ฆฌ
const mapLimit = GAME_CONSTANTS.MAP_SIZE / 2;
const boundaryBuffer = mapLimit * 0.9;
if (Math.abs(this.position.x) > boundaryBuffer || Math.abs(this.position.z) > boundaryBuffer) {
// ๋งต ์ค‘์•™์„ ํ–ฅํ•ด ํšŒ์ „
const centerDirection = new THREE.Vector3(-this.position.x, 0, -this.position.z).normalize();
const targetYaw = Math.atan2(centerDirection.x, centerDirection.z);
this.rotation.y = targetYaw;
this.selectNewPatrolTarget(); // ์ƒˆ๋กœ์šด ๋ชฉํ‘œ ์„ ํƒ
}
// ํ•˜๋“œ ๋ฆฌ๋ฏธํŠธ
this.position.x = THREE.MathUtils.clamp(this.position.x, -mapLimit, mapLimit);
this.position.z = THREE.MathUtils.clamp(this.position.z, -mapLimit, mapLimit);
// ๋ฉ”์‹œ ์—…๋ฐ์ดํŠธ
this.mesh.position.copy(this.position);
this.mesh.rotation.x = this.rotation.x;
this.mesh.rotation.y = this.rotation.y + 3 * Math.PI / 2; // ํ”Œ๋ ˆ์ด์–ด์™€ ๋™์ผํ•œ ํšŒ์ „ ์˜คํ”„์…‹
this.mesh.rotation.z = this.rotation.z;
}
fireWeapon() {
const now = Date.now();
// 0.1์ดˆ์— 1๋ฐœ์”ฉ, 10๋ฐœ ์—ฐ๋ฐœ
if (now - this.lastShootTime >= 100) {
// ๋ฐœ์‚ฌ ์ง์ „์— ๋‹ค์‹œ ํ•œ๋ฒˆ ์ง์ง„ ์ƒํƒœ ํ™•์ธ
const isPitchLevel = Math.abs(this.rotation.x) < 0.1;
const isRollLevel = Math.abs(this.rotation.z) < 0.1;
if (isPitchLevel && isRollLevel) {
this.shoot();
this.lastShootTime = now;
this.burstCounter++;
// 10๋ฐœ ๋ฐœ์‚ฌ ์™„๋ฃŒ ์‹œ ์ž ์‹œ ํœด์‹
if (this.burstCounter >= 10) {
this.burstCounter = 0;
this.lastShootTime = now + 1000; // 1์ดˆ ๋Œ€๊ธฐ
}
}
}
}
shoot() {
// ํƒ„ํ™˜ ์ƒ์„ฑ (ํ”Œ๋ ˆ์ด์–ด์™€ ๋™์ผํ•œ ํฌ๊ธฐ)
const bulletGeometry = new THREE.CylinderGeometry(1.0, 1.0, 16, 8);
const bulletMaterial = new THREE.MeshBasicMaterial({
color: 0xff0000,
});
const bullet = new THREE.Mesh(bulletGeometry, bulletMaterial);
// ๊ธฐ์ˆ˜ ๋์—์„œ๋งŒ ๋ฐœ์‚ฌ - ์ •ํ™•ํžˆ ์ „๋ฐฉ ์ค‘์•™์—์„œ
const muzzleOffset = new THREE.Vector3(0, 0, 10); // X=0, Y=0์œผ๋กœ ์ค‘์•™ ๊ณ ์ •
muzzleOffset.applyEuler(this.rotation);
bullet.position.copy(this.position).add(muzzleOffset);
// ํƒ„ํ™˜์„ ๋ฐœ์‚ฌ ๋ฐฉํ–ฅ์œผ๋กœ ํšŒ์ „
bullet.rotation.copy(this.rotation);
bullet.rotateX(Math.PI / 2); // ์‹ค๋ฆฐ๋”๊ฐ€ Z์ถ• ๋ฐฉํ–ฅ์„ ํ–ฅํ•˜๋„๋ก
// ํƒ„ํ™˜ ์ดˆ๊ธฐ ์œ„์น˜ ์ €์žฅ
bullet.startPosition = bullet.position.clone();
// ํƒ„ํ™˜ ์†๋„ (ํ”Œ๋ ˆ์ด์–ด์™€ ๋™์ผํ•˜๊ฒŒ 1500) - ์ •ํ™•ํžˆ ์ „๋ฐฉ์œผ๋กœ
const direction = new THREE.Vector3(0, 0, 1);
direction.applyEuler(this.rotation);
bullet.velocity = direction.multiplyScalar(1500);
this.scene.add(bullet);
this.bullets.push(bullet);
// ์‚ฌ์šด๋“œ ์žฌ์ƒ
if (this.playerFighter) {
const distanceToPlayer = this.position.distanceTo(this.playerFighter.position);
if (distanceToPlayer < 3000) {
try {
const audio = new Audio('sounds/MGLAUNCH.ogg');
const volumeMultiplier = 1 - (distanceToPlayer / 3000);
audio.volume = 0.5 * volumeMultiplier;
audio.play().catch(e => {});
} catch (e) {}
}
}
}
updateBullets(deltaTime) {
for (let i = this.bullets.length - 1; i >= 0; i--) {
const bullet = this.bullets[i];
bullet.position.add(bullet.velocity.clone().multiplyScalar(deltaTime));
// ์ง€๋ฉด ์ถฉ๋Œ
if (bullet.position.y <= 0) {
if (window.gameInstance) {
window.gameInstance.createGroundImpactEffect(bullet.position);
}
this.scene.remove(bullet);
this.bullets.splice(i, 1);
continue;
}
// ๊ฑฐ๋ฆฌ ์ œํ•œ (ํ”Œ๋ ˆ์ด์–ด์™€ ๋™์ผํ•˜๊ฒŒ 6000m)
if (bullet.position.distanceTo(bullet.startPosition) > 6000 ||
bullet.position.y > GAME_CONSTANTS.MAX_ALTITUDE + 500) {
this.scene.remove(bullet);
this.bullets.splice(i, 1);
}
}
}
updateMissiles(deltaTime) {
for (let i = this.firedMissiles.length - 1; i >= 0; i--) {
const missile = this.firedMissiles[i];
const result = missile.update(deltaTime, this.position);
if (result === 'hit' || result === 'expired') {
this.firedMissiles.splice(i, 1);
}
}
}
updateLockOn(deltaTime) {
if (!this.playerFighter || this.aim9Missiles <= 0) {
this.lockTarget = null;
this.lockProgress = 0;
this.isLocking = false;
return;
}
const now = Date.now();
const distance = this.position.distanceTo(this.playerFighter.position);
// ๋ฝ์˜จ ๋ฒ”์œ„ ๋‚ด์— ์žˆ๊ณ  ์ „ํˆฌ ์ค‘์ผ ๋•Œ๋งŒ
if (distance <= GAME_CONSTANTS.ENEMY_LOCK_RANGE && this.aiState === 'combat') {
// ํ”Œ๋ ˆ์ด์–ด๊ฐ€ ์‹œ์•ผ๊ฐ ๋‚ด์— ์žˆ๋Š”์ง€ ํ™•์ธ
const toPlayer = this.playerFighter.position.clone().sub(this.position).normalize();
const forward = new THREE.Vector3(0, 0, 1).applyEuler(this.rotation);
const dotProduct = forward.dot(toPlayer);
const angle = Math.acos(Math.max(-1, Math.min(1, dotProduct)));
if (angle < GAME_CONSTANTS.ENEMY_LOCK_ANGLE) {
// 1์ดˆ๋งˆ๋‹ค ๋ฝ์˜จ ์ง„ํ–‰
if (now - this.lastLockTime >= 1000) {
if (this.lockTarget === this.playerFighter) {
this.lockProgress++;
this.lastLockTime = now;
// ๋ฝ์˜จ ์‹œ์ž‘ ์•Œ๋ฆผ
if (this.lockProgress === 1 && !this.isLocking) {
this.isLocking = true;
if (window.gameInstance) {
window.gameInstance.onEnemyLockStart(this);
}
}
// ๋ฝ์˜จ ์™„๋ฃŒ ๋ฐ ๋ฐœ์‚ฌ
if (this.lockProgress >= GAME_CONSTANTS.AIM9_LOCK_REQUIRED) {
// ๋ฏธ์‚ฌ์ผ ์ฟจ๋‹ค์šด ์ฒดํฌ (3์ดˆ)
if (now - this.lastMissileFireTime >= 3000) {
this.fireAIM9();
this.lastMissileFireTime = now;
}
// ๋ฝ์˜จ ๋ฆฌ์…‹
this.lockTarget = null;
this.lockProgress = 0;
this.isLocking = false;
}
} else {
// ์ƒˆ๋กœ์šด ๋ฝ์˜จ ์‹œ์ž‘
this.lockTarget = this.playerFighter;
this.lockProgress = 1;
this.lastLockTime = now;
this.isLocking = true;
if (window.gameInstance) {
window.gameInstance.onEnemyLockStart(this);
}
}
}
} else {
// ์‹œ์•ผ๊ฐ์„ ๋ฒ—์–ด๋‚˜๋ฉด ๋ฝ์˜จ ํ•ด์ œ
if (this.lockTarget) {
this.lockTarget = null;
this.lockProgress = 0;
if (this.isLocking) {
this.isLocking = false;
if (window.gameInstance) {
window.gameInstance.onEnemyLockLost(this);
}
}
}
}
} else {
// ๋ฒ”์œ„๋ฅผ ๋ฒ—์–ด๋‚˜๋ฉด ๋ฝ์˜จ ํ•ด์ œ
if (this.lockTarget) {
this.lockTarget = null;
this.lockProgress = 0;
if (this.isLocking) {
this.isLocking = false;
if (window.gameInstance) {
window.gameInstance.onEnemyLockLost(this);
}
}
}
}
}
fireAIM9() {
if (this.aim9Missiles <= 0 || !this.lockTarget) return;
this.aim9Missiles--;
// ๋‚ ๊ฐœ ๋ฐœ์‚ฌ ์œ„์น˜
const isLeftWing = Math.random() < 0.5;
const wingOffset = new THREE.Vector3(isLeftWing ? -6 : 6, -1, 2);
wingOffset.applyEuler(this.rotation);
const missileStartPos = this.position.clone().add(wingOffset);
// ๋ฏธ์‚ฌ์ผ ์ƒ์„ฑ
const missile = new EnemyAIM9Missile(this.scene, missileStartPos, this.lockTarget, this.rotation.clone());
this.firedMissiles.push(missile);
// ๋ฐœ์‚ฌ ์•Œ๋ฆผ
if (window.gameInstance) {
window.gameInstance.onEnemyMissileLaunch(this, missile);
}
// ๋ฐœ์‚ฌ์Œ (๊ฑฐ๋ฆฌ์— ๋”ฐ๋ผ)
if (this.playerFighter) {
const distanceToPlayer = this.position.distanceTo(this.playerFighter.position);
if (distanceToPlayer < 3000) {
try {
const missileSound = new Audio('sounds/missile.ogg');
const volumeMultiplier = 1 - (distanceToPlayer / 3000);
missileSound.volume = 0.5 * volumeMultiplier;
missileSound.play().catch(e => {});
} catch (e) {}
}
}
}
// ์ ๊ธฐ์šฉ ํ”Œ๋ ˆ์–ด ๋ฐฐ์น˜ ๋ฉ”์„œ๋“œ ์ถ”๊ฐ€
deployFlares() {
if (this.flareCount <= 0) return;
this.flareCount--;
// ๊ผฌ๋ฆฌ ๋ถ€๋ถ„ ์œ„์น˜ ๊ณ„์‚ฐ
const tailOffset = new THREE.Vector3(0, 0, -10);
tailOffset.applyEuler(this.rotation);
const flareStartPos = this.position.clone().add(tailOffset);
// ํ›„๋ฐฉ ๋ฐฉํ–ฅ
const backwardDirection = new THREE.Vector3(0, 0, -1);
backwardDirection.applyEuler(this.rotation);
// 4๊ฐœ ํ”Œ๋ ˆ์–ด ๋ฐœ์‚ฌ
for (let i = 0; i < 4; i++) {
const isLeftSide = i < 2;
const flare = new Flare(this.scene, flareStartPos, backwardDirection, isLeftSide);
this.deployedFlares.push(flare);
if (window.gameInstance) {
window.gameInstance.notifyMissilesOfFlare(flare);
}
}
console.log('Enemy deployed flares!');
// ์ ์ด ํ”Œ๋ ˆ์–ด๋ฅผ ์‚ฌ์šฉํ–ˆ์„ ๋•Œ ์Œ์„ฑ ์žฌ์ƒ
if (window.gameInstance) {
try {
const flareVoice = new Audio('sounds/voice_flare_a.ogg');
flareVoice.volume = 0.8;
flareVoice.play().catch(e => {
console.log('Flare voice failed to play:', e);
});
} catch (e) {
console.log('Flare voice error:', e);
}
// ์ž๋ง‰ ํ‘œ์‹œ
window.gameInstance.showSubtitle('The enemy evaded the missile using flares!', 4000);
}
}
calculateAimAccuracy(target) {
const toTarget = target.clone().sub(this.position).normalize();
const forward = new THREE.Vector3(0, 0, 1).applyEuler(this.rotation);
const dotProduct = forward.dot(toTarget);
return Math.acos(Math.max(-1, Math.min(1, dotProduct)));
}
selectNewPatrolTarget() {
const mapLimit = GAME_CONSTANTS.MAP_SIZE / 2 * 0.7;
// ๋” ๋‹ค์–‘ํ•œ ๊ณ ๋„ ์„ ํƒ
const minAltitude = 1000;
const maxAltitude = 6000;
this.targetPosition = new THREE.Vector3(
(Math.random() - 0.5) * 2 * mapLimit,
minAltitude + Math.random() * (maxAltitude - minAltitude),
(Math.random() - 0.5) * 2 * mapLimit
);
}
selectEvadeTarget() {
// ํ˜„์žฌ ์œ„์น˜์—์„œ ๋žœ๋ค ๋ฐฉํ–ฅ์œผ๋กœ ํšŒํ”ผ
const evadeDistance = 1000 + Math.random() * 1000;
const evadeAngle = Math.random() * Math.PI * 2;
this.targetPosition = new THREE.Vector3(
this.position.x + Math.cos(evadeAngle) * evadeDistance,
this.position.y + (Math.random() - 0.5) * 500,
this.position.z + Math.sin(evadeAngle) * evadeDistance
);
// ๋งต ๊ฒฝ๊ณ„ ํ™•์ธ
const mapLimit = GAME_CONSTANTS.MAP_SIZE / 2 * 0.8;
this.targetPosition.x = THREE.MathUtils.clamp(this.targetPosition.x, -mapLimit, mapLimit);
this.targetPosition.z = THREE.MathUtils.clamp(this.targetPosition.z, -mapLimit, mapLimit);
this.targetPosition.y = THREE.MathUtils.clamp(this.targetPosition.y, 1000, 6000);
}
normalizeAngle(angle) {
while (angle > Math.PI) angle -= Math.PI * 2;
while (angle < -Math.PI) angle += Math.PI * 2;
return angle;
}
takeDamage(damage) {
console.log(`Enemy taking damage: ${damage}, Current health: ${this.health}`);
this.health -= damage;
console.log(`Enemy health after damage: ${this.health}`);
const isDead = this.health <= 0;
console.log(`Enemy is dead: ${isDead}`);
return isDead;
}
destroy() {
if (this.mesh) {
this.scene.remove(this.mesh);
this.bullets.forEach(bullet => this.scene.remove(bullet));
this.bullets = [];
this.firedMissiles.forEach(missile => missile.destroy());
this.firedMissiles = [];
this.deployedFlares.forEach(flare => flare.destroy());
this.deployedFlares = [];
this.isLoaded = false;
}
}
}
// ๋ฉ”์ธ ๊ฒŒ์ž„ ํด๋ž˜์Šค
class Game {
constructor() {
this.scene = new THREE.Scene();
this.camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 50000);
this.renderer = new THREE.WebGLRenderer({ antialias: true });
this.renderer.setSize(window.innerWidth, window.innerHeight);
this.renderer.shadowMap.enabled = true;
this.renderer.shadowMap.type = THREE.PCFSoftShadowMap;
this.renderer.setClearColor(0x87CEEB);
this.renderer.setPixelRatio(window.devicePixelRatio);
document.getElementById('gameContainer').appendChild(this.renderer.domElement);
this.loader = new GLTFLoader();
this.fighter = new Fighter();
this.enemies = [];
this.isLoaded = false;
this.isBGMReady = false;
this.isGameOver = false;
this.gameTime = GAME_CONSTANTS.MISSION_DURATION;
this.score = 0;
this.lastTime = performance.now();
this.gameTimer = null;
this.animationFrameId = null;
this.lastShootTime = 0;
this.bgm = null;
this.bgmPlaying = false;
this.keys = { w: false, a: false, s: false, d: false, f: false, g: false, r: false };
this.isStarted = false;
// ์Œ์„ฑ ์žฌ์ƒ ํ”Œ๋ž˜๊ทธ ์ถ”๊ฐ€
this.firstMissileVoicePlayed = false;
window.gameInstance = this;
this.setupScene();
this.setupEventListeners();
this.preloadGame();
}
async preloadGame() {
try {
console.log('๊ฒŒ์ž„ ๋ฆฌ์†Œ์Šค ์‚ฌ์ „ ๋กœ๋”ฉ ์ค‘...');
await this.fighter.initialize(this.scene, this.loader);
if (!this.fighter.isLoaded) {
throw new Error('์ „ํˆฌ๊ธฐ ๋กœ๋”ฉ ์‹คํŒจ');
}
await this.preloadEnemies();
this.isLoaded = true;
console.log('๊ฒŒ์ž„ ๋ฆฌ์†Œ์Šค ๋กœ๋”ฉ ์™„๋ฃŒ');
await this.preloadBGM();
this.showStartScreen();
this.animate();
} catch (error) {
console.error('๊ฒŒ์ž„ ์‚ฌ์ „ ๋กœ๋”ฉ ์‹คํŒจ:', error);
document.getElementById('loading').innerHTML =
'<div class="loading-text" style="color: red;">๋กœ๋”ฉ ์‹คํŒจ. ํŽ˜์ด์ง€๋ฅผ ์ƒˆ๋กœ๊ณ ์นจํ•ด์ฃผ์„ธ์š”.</div>';
}
}
showStartScreen() {
if (this.isLoaded && this.isBGMReady) {
const loadingElement = document.getElementById('loading');
if (loadingElement) {
loadingElement.style.display = 'none';
}
const startScreen = document.getElementById('startScreen');
if (startScreen) {
startScreen.style.display = 'flex';
}
window.dispatchEvent(new Event('gameReady'));
console.log('๋ชจ๋“  ๋ฆฌ์†Œ์Šค ์ค€๋น„ ์™„๋ฃŒ - Start Game ๋ฒ„ํŠผ ํ‘œ์‹œ');
}
}
async preloadBGM() {
console.log('BGM ์‚ฌ์ „ ๋กœ๋”ฉ...');
return new Promise((resolve) => {
try {
this.bgm = new Audio('sounds/main.ogg');
this.bgm.volume = 0.25;
this.bgm.loop = true;
this.bgm.addEventListener('canplaythrough', () => {
console.log('BGM ์žฌ์ƒ ์ค€๋น„ ์™„๋ฃŒ');
this.isBGMReady = true;
resolve();
});
this.bgm.addEventListener('error', (e) => {
console.log('BGM ์—๋Ÿฌ:', e);
this.isBGMReady = true;
resolve();
});
this.bgm.load();
setTimeout(() => {
if (!this.isBGMReady) {
console.log('BGM ๋กœ๋”ฉ ํƒ€์ž„์•„์›ƒ - ๊ฒŒ์ž„ ์ง„ํ–‰');
this.isBGMReady = true;
resolve();
}
}, 3000);
} catch (error) {
console.log('BGM ์‚ฌ์ „ ๋กœ๋”ฉ ์‹คํŒจ:', error);
this.isBGMReady = true;
resolve();
}
});
}
async preloadEnemies() {
for (let i = 0; i < GAME_CONSTANTS.ENEMY_COUNT; i++) {
const angle = (i / GAME_CONSTANTS.ENEMY_COUNT) * Math.PI * 2;
const distance = 6000 + Math.random() * 3000;
const position = new THREE.Vector3(
Math.cos(angle) * distance,
2500 + Math.random() * 2000,
Math.sin(angle) * distance
);
const enemy = new EnemyFighter(this.scene, position);
enemy.playerFighter = this.fighter; // ํ”Œ๋ ˆ์ด์–ด ์ฐธ์กฐ ์ „๋‹ฌ
await enemy.initialize(this.loader);
this.enemies.push(enemy);
}
}
setupScene() {
// ๊ธฐ๋ณธ ํ•˜๋Š˜ ์„ค์ •
this.scene.background = new THREE.Color(0x87CEEB);
this.scene.fog = new THREE.Fog(0x87CEEB, 1000, 30000);
// ๊ธฐ๋ณธ ์กฐ๋ช… ์„ค์ •
const ambientLight = new THREE.AmbientLight(0xffffff, 0.6);
this.scene.add(ambientLight);
const directionalLight = new THREE.DirectionalLight(0xffffff, 1.0);
directionalLight.position.set(5000, 8000, 5000);
directionalLight.castShadow = true;
directionalLight.shadow.mapSize.width = 2048;
directionalLight.shadow.mapSize.height = 2048;
directionalLight.shadow.camera.near = 0.5;
directionalLight.shadow.camera.far = 15000;
directionalLight.shadow.camera.left = -8000;
directionalLight.shadow.camera.right = 8000;
directionalLight.shadow.camera.top = 8000;
directionalLight.shadow.camera.bottom = -8000;
this.scene.add(directionalLight);
// ๋‹จ์ˆœํ•œ ํ‰ํ‰ํ•œ ๋ฐ”๋‹ฅ
const groundGeometry = new THREE.PlaneGeometry(GAME_CONSTANTS.MAP_SIZE, GAME_CONSTANTS.MAP_SIZE);
const groundMaterial = new THREE.MeshLambertMaterial({
color: 0x8FBC8F
});
const ground = new THREE.Mesh(groundGeometry, groundMaterial);
ground.rotation.x = -Math.PI / 2;
ground.receiveShadow = true;
this.scene.add(ground);
// ๊ฐœ์„ ๋œ ๊ตฌ๋ฆ„ ์ถ”๊ฐ€
this.addClouds();
}
addClouds() {
// ๋‹ค์ธต ๊ตฌ๋ฆ„ ์‹œ์Šคํ…œ
const cloudLayers = [
{ count: 50, minHeight: 800, maxHeight: 1500, opacity: 0.7, scale: 1.5 }, // ๋‚ฎ์€ ๊ตฌ๋ฆ„
{ count: 80, minHeight: 2000, maxHeight: 4000, opacity: 0.5, scale: 2.0 }, // ์ค‘๊ฐ„ ๊ตฌ๋ฆ„
{ count: 40, minHeight: 5000, maxHeight: 8000, opacity: 0.3, scale: 3.0 } // ๋†’์€ ๊ตฌ๋ฆ„
];
cloudLayers.forEach(layer => {
for (let i = 0; i < layer.count; i++) {
// ๊ตฌ๋ฆ„ ๊ทธ๋ฃน ์ƒ์„ฑ (์—ฌ๋Ÿฌ ๊ตฌ์ฒด๋กœ ๊ตฌ์„ฑ)
const cloudGroup = new THREE.Group();
// ๊ตฌ๋ฆ„์„ ๊ตฌ์„ฑํ•˜๋Š” ๊ตฌ์ฒด ๊ฐœ์ˆ˜
const sphereCount = 5 + Math.floor(Math.random() * 8);
for (let j = 0; j < sphereCount; j++) {
const radius = 50 + Math.random() * 100;
const cloudGeometry = new THREE.SphereGeometry(radius, 8, 6);
const cloudMaterial = new THREE.MeshLambertMaterial({
color: 0xffffff,
transparent: true,
opacity: layer.opacity * (0.7 + Math.random() * 0.3)
});
const cloudPart = new THREE.Mesh(cloudGeometry, cloudMaterial);
// ๊ตฌ๋ฆ„ ๋‚ด ๊ตฌ์ฒด๋“ค์˜ ์œ„์น˜๋ฅผ ๋žœ๋คํ•˜๊ฒŒ ๋ฐฐ์น˜
cloudPart.position.set(
(Math.random() - 0.5) * 200,
(Math.random() - 0.5) * 50,
(Math.random() - 0.5) * 200
);
cloudGroup.add(cloudPart);
}
// ๊ตฌ๋ฆ„ ๊ทธ๋ฃน ์œ„์น˜ ์„ค์ •
cloudGroup.position.set(
(Math.random() - 0.5) * GAME_CONSTANTS.MAP_SIZE,
layer.minHeight + Math.random() * (layer.maxHeight - layer.minHeight),
(Math.random() - 0.5) * GAME_CONSTANTS.MAP_SIZE
);
// ๊ตฌ๋ฆ„ ํฌ๊ธฐ ๋ณ€ํ™”
const scale = layer.scale * (0.8 + Math.random() * 0.4);
cloudGroup.scale.set(scale, scale * 0.5, scale);
// ๊ตฌ๋ฆ„ ์• ๋‹ˆ๋ฉ”์ด์…˜์„ ์œ„ํ•œ ์†์„ฑ ์ถ”๊ฐ€
cloudGroup.userData = {
driftSpeed: (Math.random() - 0.5) * 0.1,
floatSpeed: Math.random() * 0.5 + 0.5,
initialY: cloudGroup.position.y,
time: Math.random() * Math.PI * 2
};
this.scene.add(cloudGroup);
// ๊ตฌ๋ฆ„ ๋ฐฐ์—ด์— ์ถ”๊ฐ€ (์• ๋‹ˆ๋ฉ”์ด์…˜์šฉ)
if (!this.clouds) this.clouds = [];
this.clouds.push(cloudGroup);
}
});
// ์•ˆ๊ฐœ ํšจ๊ณผ๋ฅผ ์œ„ํ•œ ๋‚ฎ์€ ๊ตฌ๋ฆ„์ธต ์ถ”๊ฐ€
for (let i = 0; i < 30; i++) {
const fogGeometry = new THREE.BoxGeometry(500, 100, 500);
const fogMaterial = new THREE.MeshLambertMaterial({
color: 0xffffff,
transparent: true,
opacity: 0.2
});
const fog = new THREE.Mesh(fogGeometry, fogMaterial);
fog.position.set(
(Math.random() - 0.5) * GAME_CONSTANTS.MAP_SIZE,
50 + Math.random() * 200,
(Math.random() - 0.5) * GAME_CONSTANTS.MAP_SIZE
);
this.scene.add(fog);
}
}
setupEventListeners() {
document.addEventListener('keydown', (event) => {
if (this.isGameOver) return;
if (!this.isStarted) return;
switch(event.code) {
case 'KeyW':
this.keys.w = true;
console.log('W key pressed - Accelerating');
break;
case 'KeyA':
this.keys.a = true;
console.log('A key pressed - Turning left');
break;
case 'KeyS':
this.keys.s = true;
console.log('S key pressed - Decelerating');
break;
case 'KeyD':
this.keys.d = true;
console.log('D key pressed - Turning right');
break;
case 'KeyF':
this.keys.f = true;
// Fํ‚ค ๋ˆ„๋ฅผ ๋•Œ ํ”Œ๋ ˆ์–ด ๋ฐœ์‚ฌ
if (!event.repeat && this.fighter) {
this.fighter.deployFlares();
}
break;
case 'KeyG':
this.keys.g = true;
console.log('G key pressed - Stall escape');
break;
case 'KeyR':
if (!event.repeat && this.fighter) { // this.fighter ์ฒดํฌ ์ถ”๊ฐ€
this.fighter.switchWeapon();
console.log('R key pressed - Switching weapon to', this.fighter.currentWeapon);
}
break;
}
});
document.addEventListener('keyup', (event) => {
if (this.isGameOver) return;
// gameStarted ๋Œ€์‹  this.isStarted ์‚ฌ์šฉ
if (!this.isStarted) return;
switch(event.code) {
case 'KeyW': this.keys.w = false; break;
case 'KeyA': this.keys.a = false; break;
case 'KeyS': this.keys.s = false; break;
case 'KeyD': this.keys.d = false; break;
case 'KeyF': this.keys.f = false; break;
case 'KeyG': this.keys.g = false; break;
case 'KeyR': this.keys.r = false; break;
}
});
document.addEventListener('mousemove', (event) => {
// ์—ฌ๊ธฐ๋„ gameStarted๋ฅผ this.isStarted๋กœ ๋ณ€๊ฒฝ
if (!document.pointerLockElement || this.isGameOver || !this.isStarted) return;
const deltaX = event.movementX || 0;
const deltaY = event.movementY || 0;
this.fighter.updateMouseInput(deltaX, deltaY);
});
document.addEventListener('mousedown', (event) => {
// ์—ฌ๊ธฐ๋„ gameStarted๋ฅผ this.isStarted๋กœ ๋ณ€๊ฒฝ
if (!document.pointerLockElement || this.isGameOver || !this.isStarted) return;
if (event.button === 0) {
this.fighter.isMouseDown = true;
this.lastShootTime = 0;
}
});
document.addEventListener('mouseup', (event) => {
if (event.button === 0) {
this.fighter.isMouseDown = false;
}
});
window.addEventListener('resize', () => {
this.camera.aspect = window.innerWidth / window.innerHeight;
this.camera.updateProjectionMatrix();
this.renderer.setSize(window.innerWidth, window.innerHeight);
});
}
startGame() {
if (!this.isLoaded) {
console.log('๊ฒŒ์ž„์ด ์•„์ง ๋กœ๋”ฉ ์ค‘์ž…๋‹ˆ๋‹ค...');
return;
}
this.isStarted = true;
this.startGameTimer();
// ์—”์ง„ ์†Œ๋ฆฌ ์‹œ์ž‘
this.fighter.startEngineSound();
// ๊ฒŒ์ž„ ์‹œ์ž‘ ์Œ์„ฑ ์žฌ์ƒ
try {
const startVoice = new Audio('sounds/voice_start_a.ogg');
startVoice.volume = 0.8;
startVoice.play().catch(e => {
console.log('Start voice failed to play:', e);
});
} catch (e) {
console.log('Start voice error:', e);
}
// ์ž๋ง‰ ํ‘œ์‹œ
this.showSubtitle('Listen up! Find and shut down all enemy squad that invaded their airspace.', 5000);
console.log('๊ฒŒ์ž„ ์‹œ์ž‘!');
}
showSubtitle(text, duration) {
// DOM์ด ์ค€๋น„๋  ๋•Œ๊นŒ์ง€ ์•ฝ๊ฐ„ ๋Œ€๊ธฐ
setTimeout(() => {
// ๊ธฐ์กด ์ž๋ง‰ ์ œ๊ฑฐ
const existingSubtitle = document.getElementById('gameSubtitle');
if (existingSubtitle) {
existingSubtitle.remove();
}
// ์ƒˆ ์ž๋ง‰ ์ƒ์„ฑ
const subtitle = document.createElement('div');
subtitle.id = 'gameSubtitle';
subtitle.style.cssText = `
position: fixed;
bottom: 100px;
left: 50%;
transform: translateX(-50%);
color: #ffffff;
font-size: 24px;
font-weight: bold;
text-shadow: 2px 2px 4px rgba(0,0,0,0.8);
background: rgba(0,0,0,0.7);
padding: 15px 30px;
border-radius: 5px;
z-index: 2000;
text-align: center;
max-width: 80%;
pointer-events: none;
`;
subtitle.textContent = text;
document.body.appendChild(subtitle);
console.log('Subtitle displayed:', text);
// ์ง€์ •๋œ ์‹œ๊ฐ„ ํ›„ ์ œ๊ฑฐ
setTimeout(() => {
if (subtitle && subtitle.parentNode) {
subtitle.style.transition = 'opacity 0.5s';
subtitle.style.opacity = '0';
setTimeout(() => {
if (subtitle && subtitle.parentNode) {
subtitle.remove();
}
}, 500);
}
}, duration);
}, 100);
}
startBGM() {
if (this.bgmPlaying || !this.bgm) return;
console.log('BGM ์žฌ์ƒ ์‹œ๋„...');
const playPromise = this.bgm.play();
if (playPromise !== undefined) {
playPromise.then(() => {
this.bgmPlaying = true;
console.log('BGM ์žฌ์ƒ ์‹œ์ž‘ ์„ฑ๊ณต!');
}).catch(error => {
console.log('์ž๋™ ์žฌ์ƒ์ด ์ฐจ๋‹จ๋จ:', error);
console.log('ํด๋ฆญ ํ›„ ์žฌ์ƒ ์‹œ๋„ ๋Œ€๊ธฐ ์ค‘...');
const tryPlayOnInteraction = () => {
if (!this.bgmPlaying && this.bgm) {
console.log('์‚ฌ์šฉ์ž ์ƒํ˜ธ์ž‘์šฉ์œผ๋กœ BGM ์žฌ์ƒ ์‹œ๋„...');
this.bgm.play().then(() => {
this.bgmPlaying = true;
console.log('BGM ์žฌ์ƒ ์‹œ์ž‘ ์„ฑ๊ณต (ํด๋ฆญ ํ›„)!');
document.removeEventListener('click', tryPlayOnInteraction);
document.removeEventListener('keydown', tryPlayOnInteraction);
}).catch(e => console.log('BGM ์žฌ์ƒ ์‹คํŒจ:', e));
}
};
document.addEventListener('click', tryPlayOnInteraction);
document.addEventListener('keydown', tryPlayOnInteraction);
});
}
}
startGameTimer() {
this.gameTimer = setInterval(() => {
if (!this.isGameOver) {
this.gameTime--;
if (this.gameTime <= 0) {
// ์‹œ๊ฐ„์ด ๋๋‚ฌ์„ ๋•Œ ์ ์ด ๋‚จ์•„์žˆ์œผ๋ฉด ํŒจ๋ฐฐ, ๋ชจ๋‘ ์ œ๊ฑฐํ–ˆ์œผ๋ฉด ์Šน๋ฆฌ
if (this.enemies.length > 0) {
this.endGame(false, "TIME OVER - MISSION FAILED");
} else {
this.endGame(true);
}
}
}
}, 1000);
}
// ์ ์ด ํ”Œ๋ ˆ์ด์–ด๋ฅผ ๋ฝ์˜จ ์‹œ์ž‘ํ•  ๋•Œ
onEnemyLockStart(enemy) {
console.log('Warning: Enemy locking on!');
// ๋ฝ์˜จ ์ค‘์ธ ์  ์ถ”๊ฐ€
if (!this.fighter.beingLockedBy.includes(enemy)) {
this.fighter.beingLockedBy.push(enemy);
}
// ๊ฒฝ๊ณ ์Œ ์—…๋ฐ์ดํŠธ
this.fighter.updateWarningAudios();
}
// ์ ์ด ๋ฝ์˜จ์„ ์žƒ์—ˆ์„ ๋•Œ
onEnemyLockLost(enemy) {
console.log('Enemy lock lost');
// ๋ฝ์˜จ ๋ชฉ๋ก์—์„œ ์ œ๊ฑฐ
const index = this.fighter.beingLockedBy.indexOf(enemy);
if (index !== -1) {
this.fighter.beingLockedBy.splice(index, 1);
}
// ๊ฒฝ๊ณ ์Œ ์—…๋ฐ์ดํŠธ
this.fighter.updateWarningAudios();
}
// ์ ์ด ๋ฏธ์‚ฌ์ผ์„ ๋ฐœ์‚ฌํ–ˆ์„ ๋•Œ
onEnemyMissileLaunch(enemy, missile) {
console.log('Warning: Missile launched!');
// ํ”Œ๋ ˆ์ด์–ด์˜ incoming missiles ๋ชฉ๋ก์— ์ถ”๊ฐ€
this.fighter.incomingMissiles.push(missile);
// ๋ฝ์˜จ ๋ชฉ๋ก์—์„œ ์ œ๊ฑฐ (๋ฏธ์‚ฌ์ผ ๋ฐœ์‚ฌ ํ›„ ๋ฝ์˜จ ํ•ด์ œ)
const index = this.fighter.beingLockedBy.indexOf(enemy);
if (index !== -1) {
this.fighter.beingLockedBy.splice(index, 1);
}
// ๊ฒฝ๊ณ ์Œ ์—…๋ฐ์ดํŠธ
this.fighter.updateWarningAudios();
// ์ฒซ ๋ฒˆ์งธ ๋ฏธ์‚ฌ์ผ ๋ฐœ์‚ฌ ์‹œ์—๋งŒ ์Œ์„ฑ ์žฌ์ƒ
if (!this.firstMissileVoicePlayed) {
this.firstMissileVoicePlayed = true;
try {
const missileVoice = new Audio('sounds/voice_missile_a.ogg');
missileVoice.volume = 0.8;
missileVoice.play().catch(e => {
console.log('Missile voice failed to play:', e);
});
} catch (e) {
console.log('Missile voice error:', e);
}
// ์ž๋ง‰ ํ‘œ์‹œ
this.showSubtitle('Watch out the enemy missile.', 4000);
}
}
notifyMissilesOfFlare(flare) {
// ๋ชจ๋“  ํ™œ์„ฑ ๋ฏธ์‚ฌ์ผ์—๊ฒŒ ํ”Œ๋ ˆ์–ด ์กด์žฌ ์•Œ๋ฆผ
const allMissiles = [];
// ํ”Œ๋ ˆ์ด์–ด ๋ฏธ์‚ฌ์ผ
this.fighter.firedMissiles.forEach(missile => {
allMissiles.push(missile);
});
// ์  ๋ฏธ์‚ฌ์ผ
this.enemies.forEach(enemy => {
enemy.firedMissiles.forEach(missile => {
allMissiles.push(missile);
});
});
// ๊ฐ ๋ฏธ์‚ฌ์ผ์ด ํ”Œ๋ ˆ์–ด๋ฅผ ๊ฐ์ง€ํ•˜๋„๋ก
allMissiles.forEach(missile => {
if (missile && missile.position) {
const distance = missile.position.distanceTo(flare.position);
if (distance < 500) {
// ๋ฏธ์‚ฌ์ผ์ด ํ”Œ๋ ˆ์–ด๋ฅผ ๊ฐ์ง€
missile.detectedFlare = flare;
}
}
});
}
findNearestFlare(position) {
let nearestFlare = null;
let nearestDistance = Infinity;
// ํ”Œ๋ ˆ์ด์–ด ํ”Œ๋ ˆ์–ด
this.fighter.deployedFlares.forEach(flare => {
if (flare.heatSignature > 0.3) {
const distance = position.distanceTo(flare.position);
if (distance < nearestDistance) {
nearestDistance = distance;
nearestFlare = flare;
}
}
});
// ์  ํ”Œ๋ ˆ์–ด
this.enemies.forEach(enemy => {
enemy.deployedFlares.forEach(flare => {
if (flare.heatSignature > 0.3) {
const distance = position.distanceTo(flare.position);
if (distance < nearestDistance) {
nearestDistance = distance;
nearestFlare = flare;
}
}
});
});
return nearestFlare;
}
findIncomingMissilesForEnemy(enemy) {
const incomingMissiles = [];
// ํ”Œ๋ ˆ์ด์–ด๊ฐ€ ๋ฐœ์‚ฌํ•œ ๋ฏธ์‚ฌ์ผ ์ค‘ ์ด ์ ์„ ์ถ”์ ํ•˜๋Š” ๊ฒƒ
this.fighter.firedMissiles.forEach(missile => {
if (missile.target === enemy) {
incomingMissiles.push(missile);
}
});
// ๊ฑฐ๋ฆฌ์ˆœ์œผ๋กœ ์ •๋ ฌ
incomingMissiles.sort((a, b) => {
const distA = enemy.position.distanceTo(a.position);
const distB = enemy.position.distanceTo(b.position);
return distA - distB;
});
return incomingMissiles;
}
updateUI() {
if (this.fighter.isLoaded) {
const speedKnots = Math.round(this.fighter.speed * 1.94384);
const altitudeFeet = Math.round(this.fighter.altitude * 3.28084);
const altitudeMeters = Math.round(this.fighter.altitude);
const scoreElement = document.getElementById('score');
const timeElement = document.getElementById('time');
const healthElement = document.getElementById('health');
const ammoElement = document.getElementById('ammoDisplay');
const gameStatsElement = document.getElementById('gameStats');
// ์ฒด๋ ฅ๋ฐ”์— ์ˆ˜์น˜ ํ‘œ์‹œ
const healthBar = document.getElementById('healthBar');
if (healthBar) {
healthBar.innerHTML = `
<div id="health" style="width: ${(this.fighter.health / GAME_CONSTANTS.MAX_HEALTH) * 100}%"></div>
<div style="position: absolute; top: 50%; left: 50%; transform: translate(-50%, -50%); color: white; font-weight: bold;">
${this.fighter.health}/${GAME_CONSTANTS.MAX_HEALTH}
</div>
`;
}
if (scoreElement) scoreElement.textContent = `Score: ${this.score}`;
if (timeElement) timeElement.textContent = `Time: ${this.gameTime}s`;
// ๋ฌด๊ธฐ ํ‘œ์‹œ ์—…๋ฐ์ดํŠธ
if (ammoElement) {
if (this.fighter.currentWeapon === 'MG') {
ammoElement.innerHTML = `20MM MG: ${this.fighter.ammo}<br>FLARES: ${this.fighter.flareCount}`;
ammoElement.style.color = '#0f0';
} else {
ammoElement.innerHTML = `AIM-9: ${this.fighter.aim9Missiles}<br>FLARES: ${this.fighter.flareCount}`;
ammoElement.style.color = '#ff0000';
// ๋ฝ์˜จ ์ƒํƒœ ํ‘œ์‹œ
if (this.fighter.lockTarget && this.fighter.lockProgress > 0) {
const lockStatus = this.fighter.lockProgress >= GAME_CONSTANTS.AIM9_LOCK_REQUIRED ? 'LOCKED' : `LOCKING ${this.fighter.lockProgress}/3`;
ammoElement.innerHTML = `AIM-9: ${this.fighter.aim9Missiles}<br>FLARES: ${this.fighter.flareCount}<br>[${lockStatus}]`;
}
}
}
if (gameStatsElement) {
gameStatsElement.innerHTML = `
<div>Score: ${this.score}</div>
<div>Time: ${this.gameTime}s</div>
<div>Speed: ${speedKnots} KT</div>
<div>Alt: ${altitudeMeters}m (${altitudeFeet} FT)</div>
<div>Throttle: ${Math.round(this.fighter.throttle * 100)}%</div>
<div>G-Force: ${this.fighter.gForce.toFixed(1)}</div>
<div>Targets: ${this.enemies.length}</div>
`;
}
this.updateWarnings();
this.updateHUD();
}
}
updateHUD() {
// HUD ํฌ๋กœ์Šคํ—ค์–ด ์—…๋ฐ์ดํŠธ
const hudElement = document.getElementById('hudCrosshair');
if (!hudElement) return;
// ๋กค ๊ฐ๋„์— ๋”ฐ๋ผ HUD ํšŒ์ „
const rollDegrees = this.fighter.rotation.z * (180 / Math.PI);
hudElement.style.transform = `translate(-50%, -50%) rotate(${-rollDegrees}deg)`;
// ํ”ผ์น˜ ๋ž˜๋” ์—…๋ฐ์ดํŠธ
const pitchLadder = document.getElementById('pitchLadder');
if (pitchLadder) {
const pitchDegrees = this.fighter.rotation.x * (180 / Math.PI);
// ์Œ์ˆ˜๋ฅผ ๊ณฑํ•ด์„œ ๋ฐ˜๋Œ€ ๋ฐฉํ–ฅ์œผ๋กœ, 10๋„๋‹น 20ํ”ฝ์…€
const pitchOffset = -pitchDegrees * 2;
pitchLadder.style.transform = `translateY(${pitchOffset}px)`;
}
// ๋น„ํ–‰ ์ •๋ณด ์—…๋ฐ์ดํŠธ
const speedKnots = Math.round(this.fighter.speed * 1.94384);
const altitudeMeters = Math.round(this.fighter.altitude);
const pitchDegrees = Math.round(this.fighter.rotation.x * (180 / Math.PI));
const rollDegreesRounded = Math.round(rollDegrees);
const headingDegrees = Math.round(this.fighter.getHeadingDegrees());
// ์„ ํšŒ์œจ ๊ณ„์‚ฐ (๋„/์ดˆ)
if (!this.lastHeading) this.lastHeading = headingDegrees;
let turnRate = (headingDegrees - this.lastHeading);
if (turnRate > 180) turnRate -= 360;
if (turnRate < -180) turnRate += 360;
this.lastHeading = headingDegrees;
const turnRateDegPerSec = Math.round(turnRate / (1/60)); // 60 FPS ๊ธฐ์ค€
// HUD ์ •๋ณด ์—…๋ฐ์ดํŠธ
const hudSpeed = document.getElementById('hudSpeed');
const hudAltitude = document.getElementById('hudAltitude');
const hudHeading = document.getElementById('hudHeading');
const hudPitch = document.getElementById('hudPitch');
const hudRoll = document.getElementById('hudRoll');
const hudTurnRate = document.getElementById('hudTurnRate');
if (hudSpeed) hudSpeed.textContent = `SPD: ${speedKnots} KT`;
if (hudAltitude) hudAltitude.textContent = `ALT: ${altitudeMeters} M`;
if (hudHeading) hudHeading.textContent = `HDG: ${String(headingDegrees).padStart(3, '0')}ยฐ`;
if (hudPitch) hudPitch.textContent = `PITCH: ${pitchDegrees}ยฐ`;
if (hudRoll) hudRoll.textContent = `ROLL: ${rollDegreesRounded}ยฐ`;
if (hudTurnRate) hudTurnRate.textContent = `TURN: ${Math.abs(turnRateDegPerSec) > 1 ? turnRateDegPerSec : 0}ยฐ/s`;
// ์  ํƒ€๊ฒŸ ๋งˆ์ปค ์—…๋ฐ์ดํŠธ
const targetMarkers = document.getElementById('targetMarkers');
if (targetMarkers) {
targetMarkers.innerHTML = '';
// ๋ชจ๋“  ์ ์— ๋Œ€ํ•ด ์ฒ˜๋ฆฌ
this.enemies.forEach(enemy => {
if (!enemy.mesh || !enemy.isLoaded) return;
const distance = this.fighter.position.distanceTo(enemy.position);
if (distance > 10000) return; // 10km ์ด์ƒ์€ ํ‘œ์‹œํ•˜์ง€ ์•Š์Œ
// ์ ์˜ ํ™”๋ฉด ์ขŒํ‘œ ๊ณ„์‚ฐ
const enemyScreenPos = this.getScreenPosition(enemy.position);
if (!enemyScreenPos) return;
// ํ™”๋ฉด ์ค‘์•™์œผ๋กœ๋ถ€ํ„ฐ์˜ ๊ฑฐ๋ฆฌ ๊ณ„์‚ฐ
const centerX = window.innerWidth / 2;
const centerY = window.innerHeight / 2;
const distFromCenter = Math.sqrt(
Math.pow(enemyScreenPos.x - centerX, 2) +
Math.pow(enemyScreenPos.y - centerY, 2)
);
// ํฌ๋กœ์Šคํ—ค์–ด ๋ฐ˜๊ฒฝ (75px)
const crosshairRadius = 75;
const isInCrosshair = distFromCenter < crosshairRadius;
// ํƒ€๊ฒŸ ๋งˆ์ปค ์ƒ์„ฑ
const marker = document.createElement('div');
marker.className = 'target-marker';
if (isInCrosshair) {
marker.classList.add('in-crosshair');
// AIM-9 ๋ชจ๋“œ์—์„œ ๋ฝ์˜จ ํ‘œ์‹œ
if (this.fighter.currentWeapon === 'AIM9' && distance < GAME_CONSTANTS.AIM9_LOCK_RANGE) {
if (this.fighter.lockTarget === enemy) {
if (this.fighter.lockProgress >= GAME_CONSTANTS.AIM9_LOCK_REQUIRED) {
marker.classList.add('locked');
marker.style.border = '2px solid #ff0000';
marker.style.boxShadow = '0 0 20px #ff0000';
} else {
// ๋ฝ์˜จ ์ค‘
marker.style.border = '2px solid #ffff00';
marker.style.boxShadow = '0 0 10px #ffff00';
marker.style.animation = `target-pulse ${1.0 / this.fighter.lockProgress}s infinite`;
}
}
} else if (distance < 2000) {
marker.classList.add('locked');
}
// ํƒ€๊ฒŸ ๋ฐ•์Šค ์ถ”๊ฐ€
const targetBox = document.createElement('div');
targetBox.className = 'target-box';
marker.appendChild(targetBox);
// ๊ฑฐ๋ฆฌ ์ •๋ณด ์ถ”๊ฐ€
const targetInfo = document.createElement('div');
targetInfo.className = 'target-info';
targetInfo.textContent = `${Math.round(distance)}m`;
// AIM-9 ๋ชจ๋“œ์—์„œ ๋ฝ์˜จ ์ •๋ณด ์ถ”๊ฐ€
if (this.fighter.currentWeapon === 'AIM9' && this.fighter.lockTarget === enemy) {
if (this.fighter.lockProgress >= GAME_CONSTANTS.AIM9_LOCK_REQUIRED) {
targetInfo.textContent += ' LOCKED';
targetInfo.style.color = '#ff0000';
} else {
targetInfo.textContent += ` LOCK ${this.fighter.lockProgress}/3`;
targetInfo.style.color = '#ffff00';
}
}
marker.appendChild(targetInfo);
}
marker.style.left = `${enemyScreenPos.x}px`;
marker.style.top = `${enemyScreenPos.y}px`;
targetMarkers.appendChild(marker);
});
}
}
getScreenPosition(worldPosition) {
// 3D ์ขŒํ‘œ๋ฅผ ํ™”๋ฉด ์ขŒํ‘œ๋กœ ๋ณ€ํ™˜
const vector = worldPosition.clone();
vector.project(this.camera);
// ์นด๋ฉ”๋ผ ๋’ค์— ์žˆ๋Š” ๊ฐ์ฒด๋Š” ํ‘œ์‹œํ•˜์ง€ ์•Š์Œ
if (vector.z > 1) return null;
const x = (vector.x * 0.5 + 0.5) * window.innerWidth;
const y = (-vector.y * 0.5 + 0.5) * window.innerHeight;
return { x, y };
}
updateWarnings() {
// ๊ธฐ์กด ๊ฒฝ๊ณ  ๋ฉ”์‹œ์ง€ ์ œ๊ฑฐ
const existingWarnings = document.querySelectorAll('.warning-message');
existingWarnings.forEach(w => w.remove());
// ์Šคํ†จ ํƒˆ์ถœ ๊ฒฝ๊ณ  ์ œ๊ฑฐ
const existingStallWarnings = document.querySelectorAll('.stall-escape-warning');
existingStallWarnings.forEach(w => w.remove());
// ๋ฏธ์‚ฌ์ผ ๊ฒฝ๊ณ  ์ œ๊ฑฐ
const existingMissileWarnings = document.querySelectorAll('.missile-warning');
existingMissileWarnings.forEach(w => w.remove());
// ๊ณ ๋„ ๊ฒฝ๊ณ  ์™ธ๊ณฝ ํšจ๊ณผ
let altitudeEdgeEffect = document.getElementById('altitudeEdgeEffect');
// ๋ฏธ์‚ฌ์ผ ๊ฒฝ๊ณ ๊ฐ€ ์ตœ์šฐ์„ 
if (this.fighter.incomingMissiles.length > 0) {
if (!altitudeEdgeEffect) {
altitudeEdgeEffect = document.createElement('div');
altitudeEdgeEffect.id = 'altitudeEdgeEffect';
document.body.appendChild(altitudeEdgeEffect);
}
// ๊ฐ•๋ ฌํ•œ ๋ถ‰์€์ƒ‰ ํšจ๊ณผ
const edgeIntensity = 0.8;
altitudeEdgeEffect.style.cssText = `
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 100%;
pointer-events: none;
z-index: 1300;
background: radial-gradient(ellipse at center,
transparent 30%,
rgba(255, 0, 0, ${edgeIntensity * 0.4}) 50%,
rgba(255, 0, 0, ${edgeIntensity}) 100%);
box-shadow: inset 0 0 200px rgba(255, 0, 0, ${edgeIntensity}),
inset 0 0 150px rgba(255, 0, 0, ${edgeIntensity * 0.8});
animation: missile-pulse 0.3s infinite;
`;
// ๋ฏธ์‚ฌ์ผ ๊ฒฝ๊ณ  ํ…์ŠคํŠธ
const missileWarning = document.createElement('div');
missileWarning.className = 'missile-warning';
missileWarning.style.cssText = `
position: fixed;
top: 20%;
left: 50%;
transform: translateX(-50%);
color: #ff0000;
font-size: 36px;
font-weight: bold;
text-shadow: 0 0 20px rgba(255,0,0,1), 0 0 40px rgba(255,0,0,0.8);
z-index: 1600;
text-align: center;
animation: missile-blink 0.2s infinite;
`;
missileWarning.innerHTML = 'MISSILE INCOMING!<br>USE FLARE! PRESS F!';
document.body.appendChild(missileWarning);
} else if (this.fighter.altitude < 500) {
if (!altitudeEdgeEffect) {
altitudeEdgeEffect = document.createElement('div');
altitudeEdgeEffect.id = 'altitudeEdgeEffect';
document.body.appendChild(altitudeEdgeEffect);
}
let edgeIntensity;
if (this.fighter.altitude < 250) {
// PULL UP ๊ฒฝ๊ณ  - ๊ฐ•ํ•œ ๋ถ‰์€ ํšจ๊ณผ
edgeIntensity = 0.6;
altitudeEdgeEffect.style.cssText = `
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 100%;
pointer-events: none;
z-index: 1300;
background: radial-gradient(ellipse at center,
transparent 40%,
rgba(255, 0, 0, ${edgeIntensity * 0.3}) 60%,
rgba(255, 0, 0, ${edgeIntensity}) 100%);
box-shadow: inset 0 0 150px rgba(255, 0, 0, ${edgeIntensity}),
inset 0 0 100px rgba(255, 0, 0, ${edgeIntensity * 0.8});
animation: pulse-red 0.5s infinite;
`;
} else {
// LOW ALTITUDE ๊ฒฝ๊ณ  - ์•ฝํ•œ ๋ถ‰์€ ํšจ๊ณผ
edgeIntensity = 0.3;
altitudeEdgeEffect.style.cssText = `
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 100%;
pointer-events: none;
z-index: 1300;
background: radial-gradient(ellipse at center,
transparent 50%,
rgba(255, 0, 0, ${edgeIntensity * 0.2}) 70%,
rgba(255, 0, 0, ${edgeIntensity}) 100%);
box-shadow: inset 0 0 100px rgba(255, 0, 0, ${edgeIntensity}),
inset 0 0 50px rgba(255, 0, 0, ${edgeIntensity * 0.5});
`;
}
} else {
// ๊ณ ๋„๊ฐ€ ์•ˆ์ „ํ•˜๋ฉด ํšจ๊ณผ ์ œ๊ฑฐ
if (altitudeEdgeEffect) {
altitudeEdgeEffect.remove();
}
}
if (this.fighter.warningBlinkState) {
const warningContainer = document.createElement('div');
warningContainer.className = 'warning-message';
warningContainer.style.cssText = `
position: fixed;
top: 30%;
left: 50%;
transform: translateX(-50%);
color: #ff0000;
font-size: 24px;
font-weight: bold;
text-shadow: 2px 2px 4px rgba(0,0,0,0.8);
z-index: 1500;
text-align: center;
`;
let warningText = '';
if (this.fighter.altitude < 250) {
warningText += 'PULL UP! PULL UP!\n';
} else if (this.fighter.altitude < 500) {
warningText += 'LOW ALTITUDE WARNING\n';
}
if (this.fighter.altitudeWarning) {
warningText += 'ALTITUDE LIMIT\n';
}
if (this.fighter.stallWarning) {
warningText += 'STALL WARNING\n';
}
if (this.fighter.overG) {
warningText += 'OVER-G! OVER-G!\n';
}
if (warningText) {
warningContainer.innerHTML = warningText.replace(/\n/g, '<br>');
document.body.appendChild(warningContainer);
}
}
// ์Šคํ†จ ์ƒํƒœ์ผ ๋•Œ๋งŒ "Press F to Escape" ๊ฒฝ๊ณ  ํ‘œ์‹œ
if (this.fighter.stallWarning) {
const stallEscapeWarning = document.createElement('div');
stallEscapeWarning.className = 'stall-escape-warning';
stallEscapeWarning.style.cssText = `
position: fixed;
bottom: 100px;
left: 50%;
transform: translateX(-50%);
background: rgba(255, 0, 0, 0.8);
color: #ffffff;
font-size: 28px;
font-weight: bold;
padding: 15px 30px;
border: 3px solid #ff0000;
border-radius: 10px;
z-index: 1600;
text-align: center;
animation: blink 0.5s infinite;
`;
stallEscapeWarning.innerHTML = 'PRESS G TO ESCAPE';
document.body.appendChild(stallEscapeWarning);
// ์• ๋‹ˆ๋ฉ”์ด์…˜ ์Šคํƒ€์ผ ์ถ”๊ฐ€
if (!document.getElementById('blinkAnimation')) {
const style = document.createElement('style');
style.id = 'blinkAnimation';
style.innerHTML = `
@keyframes blink {
0%, 50% { opacity: 1; }
51%, 100% { opacity: 0.3; }
}
@keyframes pulse-green {
0%, 100% {
opacity: 1;
transform: translateX(-50%) scale(1);
}
50% {
opacity: 0.8;
transform: translateX(-50%) scale(1.1);
}
}
@keyframes box-pulse {
0%, 100% {
background: rgba(255, 0, 0, 0.9);
box-shadow: 0 0 20px rgba(255, 0, 0, 0.8),
0 0 40px rgba(255, 0, 0, 0.4);
}
50% {
background: rgba(255, 50, 50, 1);
box-shadow: 0 0 30px rgba(255, 100, 100, 1),
0 0 60px rgba(255, 0, 0, 0.8);
}
}
@keyframes pulse-red {
0%, 100% {
opacity: 1;
}
50% {
opacity: 0.7;
}
}
@keyframes missile-pulse {
0%, 100% {
opacity: 1;
}
50% {
opacity: 0.5;
}
}
@keyframes missile-blink {
0%, 50% { opacity: 1; }
51%, 100% { opacity: 0.2; }
}
`;
document.head.appendChild(style);
}
}
// Over-G ์‹œ์•ผ ํšจ๊ณผ - ์ˆ˜์ •๋œ ๋ถ€๋ถ„
if (this.fighter.overG && this.fighter.overGTimer > 1.5) {
let blurEffect = document.getElementById('overGBlurEffect');
if (!blurEffect) {
blurEffect = document.createElement('div');
blurEffect.id = 'overGBlurEffect';
document.body.appendChild(blurEffect);
}
// Over-G ์ง€์† ์‹œ๊ฐ„์— ๋”ฐ๋ผ ์ ์ง„์ ์œผ๋กœ ์–ด๋‘์›Œ์ง
// 1.5์ดˆ๋ถ€ํ„ฐ ์‹œ์ž‘ํ•˜์—ฌ ์„œ์„œํžˆ ์ง„ํ–‰
const adjustedTimer = Math.max(0, this.fighter.overGTimer - 1.5); // 1.5์ดˆ ์ดํ›„๋ถ€ํ„ฐ ์นด์šดํŠธ
const darknessFactor = Math.min(adjustedTimer / 2.0, 0.7); // 2์ดˆ์— ๊ฑธ์ณ ์ตœ๋Œ€ 70%๊นŒ์ง€๋งŒ ์–ด๋‘์›Œ์ง
// ์‹œ์•ผ ๊ฐ€์žฅ์ž๋ฆฌ๋ถ€ํ„ฐ ์–ด๋‘์›Œ์ง€๋Š” ํšจ๊ณผ
// ์ค‘์•™์€ ์ƒ๋Œ€์ ์œผ๋กœ ๋Šฆ๊ฒŒ ์–ด๋‘์›Œ์ง
const centerTransparency = Math.max(0.3, 1 - darknessFactor * 0.8); // ์ค‘์•™์€ ์ตœ์†Œ 30% ํˆฌ๋ช…๋„ ์œ ์ง€
const midTransparency = Math.max(0.2, 1 - darknessFactor * 0.6); // ์ค‘๊ฐ„ ํˆฌ๋ช…๋„
const edgeOpacity = Math.min(0.8, darknessFactor * 0.8); // ๊ฐ€์žฅ์ž๋ฆฌ ์ตœ๋Œ€ 80% ๋ถˆํˆฌ๋ช…
// ๋ถ‰์€ ์ƒ‰์กฐ ์ œ๊ฑฐ, ๊ฒ€์€์ƒ‰๋งŒ ์‚ฌ์šฉ
blurEffect.style.cssText = `
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 100%;
background: radial-gradient(ellipse at center,
rgba(0, 0, 0, ${1 - centerTransparency}) 0%,
rgba(0, 0, 0, ${1 - midTransparency}) 50%,
rgba(0, 0, 0, ${edgeOpacity}) 80%,
rgba(0, 0, 0, ${Math.min(0.85, edgeOpacity + 0.05)}) 100%);
pointer-events: none;
z-index: 1400;
transition: background 0.3s ease-out;
`;
// ์‹ฌํ•œ Over-G ์ƒํƒœ์—์„œ ์•ฝ๊ฐ„์˜ ํ™”๋ฉด ํ”๋“ค๋ฆผ ํšจ๊ณผ
if (darknessFactor > 0.5) {
const shake = (1 - Math.random() * 2) * 1;
blurEffect.style.transform = `translate(${shake}px, ${shake}px)`;
}
} else {
// Over-G ์ƒํƒœ๊ฐ€ ์•„๋‹ˆ๋ฉด ํšจ๊ณผ ์ œ๊ฑฐ
const blurEffect = document.getElementById('overGBlurEffect');
if (blurEffect) {
// ๋ถ€๋“œ๋Ÿฌ์šด ์ œ๊ฑฐ๋ฅผ ์œ„ํ•œ ํŽ˜์ด๋“œ์•„์›ƒ
blurEffect.style.transition = 'opacity 0.5s ease-out';
blurEffect.style.opacity = '0';
setTimeout(() => {
if (blurEffect.parentNode) {
blurEffect.remove();
}
}, 500);
}
}
}
updateRadar() {
const radar = document.getElementById('radar');
if (!radar) return;
const oldDots = radar.getElementsByClassName('enemy-dot');
while (oldDots[0]) {
oldDots[0].remove();
}
const radarCenter = { x: 100, y: 100 };
const radarRange = 10000;
this.enemies.forEach(enemy => {
if (!enemy.mesh || !enemy.isLoaded) return;
const distance = this.fighter.position.distanceTo(enemy.position);
if (distance <= radarRange) {
const relativePos = enemy.position.clone().sub(this.fighter.position);
const angle = Math.atan2(relativePos.x, relativePos.z);
const relativeDistance = distance / radarRange;
const dotX = radarCenter.x + Math.sin(angle) * (radarCenter.x * relativeDistance);
const dotY = radarCenter.y + Math.cos(angle) * (radarCenter.y * relativeDistance);
const dot = document.createElement('div');
dot.className = 'enemy-dot';
dot.style.left = `${dotX}px`;
dot.style.top = `${dotY}px`;
radar.appendChild(dot);
}
});
}
// ์ƒˆ๋กœ์šด ๋ฉ”์„œ๋“œ: ํƒ„ํ™˜ ํฌ๊ธฐ์˜ ์ง€๋ฉด ์ถฉ๋Œ ํšจ๊ณผ
createGroundImpactEffect(position) {
// ์ž‘์€ ํ”Œ๋ž˜์‹œ
const flashGeometry = new THREE.SphereGeometry(3, 8, 8);
const flashMaterial = new THREE.MeshBasicMaterial({
color: 0xffaa00,
transparent: true,
opacity: 0.8
});
const flash = new THREE.Mesh(flashGeometry, flashMaterial);
flash.position.copy(position);
flash.position.y = 0.5;
this.scene.add(flash);
// ์ž‘์€ ํŒŒํŽธ ํŒŒํ‹ฐํด
const particleCount = 10;
const particles = [];
for (let i = 0; i < particleCount; i++) {
// ๋ถˆ๊ฝƒ ํŒŒํ‹ฐํด
const particleGeometry = new THREE.SphereGeometry(0.3 + Math.random() * 0.3, 4, 4);
const particleMaterial = new THREE.MeshBasicMaterial({
color: Math.random() > 0.5 ? 0xffaa00 : 0xff6600,
transparent: true,
opacity: 1.0
});
const particle = new THREE.Mesh(particleGeometry, particleMaterial);
particle.position.copy(position);
particle.position.y = 0.2;
// ์ ๋‹นํ•œ ์†๋„
const angle = Math.random() * Math.PI * 2;
const speed = 10 + Math.random() * 30;
const upSpeed = 15 + Math.random() * 25;
particle.velocity = new THREE.Vector3(
Math.cos(angle) * speed,
upSpeed,
Math.sin(angle) * speed
);
particle.life = 0.5; // 0.5์ดˆ ์ง€์†
this.scene.add(particle);
particles.push(particle);
}
// ์ž‘์€ ๋จผ์ง€ ํšจ๊ณผ
const dustCount = 3;
const dusts = [];
for (let i = 0; i < dustCount; i++) {
const dustGeometry = new THREE.SphereGeometry(1 + Math.random() * 1, 6, 6);
const dustMaterial = new THREE.MeshBasicMaterial({
color: 0x8b7355,
transparent: true,
opacity: 0.4
});
const dust = new THREE.Mesh(dustGeometry, dustMaterial);
dust.position.copy(position);
dust.position.y = 0.5;
dust.position.x += (Math.random() - 0.5) * 2;
dust.position.z += (Math.random() - 0.5) * 2;
dust.velocity = new THREE.Vector3(
(Math.random() - 0.5) * 5,
3 + Math.random() * 5,
(Math.random() - 0.5) * 5
);
dust.life = 0.8;
this.scene.add(dust);
dusts.push(dust);
}
// ํƒ„์ฐฉ์  ๋งˆํฌ
const impactGeometry = new THREE.RingGeometry(0.5, 2, 8);
const impactMaterial = new THREE.MeshBasicMaterial({
color: 0x333333,
side: THREE.DoubleSide,
transparent: true,
opacity: 0.5
});
const impact = new THREE.Mesh(impactGeometry, impactMaterial);
impact.position.copy(position);
impact.position.y = 0.05;
impact.rotation.x = -Math.PI / 2;
this.scene.add(impact);
// ์• ๋‹ˆ๋ฉ”์ด์…˜
const animateImpact = () => {
let allDead = true;
// ํ”Œ๋ž˜์‹œ
if (flash.material.opacity > 0) {
flash.material.opacity -= 0.08;
flash.scale.multiplyScalar(1.1);
allDead = false;
} else if (flash.parent) {
this.scene.remove(flash);
}
// ํŒŒํ‹ฐํด ์—…๋ฐ์ดํŠธ
particles.forEach(particle => {
if (particle.life > 0) {
allDead = false;
particle.life -= 0.03;
// ์œ„์น˜ ์—…๋ฐ์ดํŠธ
particle.position.add(particle.velocity.clone().multiplyScalar(0.03));
// ์ค‘๋ ฅ
particle.velocity.y -= 2;
// ํŽ˜์ด๋“œ ์•„์›ƒ
particle.material.opacity = particle.life * 2;
// ํฌ๊ธฐ ๊ฐ์†Œ
const scale = particle.life * 2;
particle.scale.set(scale, scale, scale);
} else if (particle.parent) {
this.scene.remove(particle);
}
});
// ๋จผ์ง€ ์—…๋ฐ์ดํŠธ
dusts.forEach(dust => {
if (dust.life > 0) {
allDead = false;
dust.life -= 0.02;
// ์œ„์น˜ ์—…๋ฐ์ดํŠธ
dust.position.add(dust.velocity.clone().multiplyScalar(0.02));
// ์ƒ์Šน ๊ฐ์†
dust.velocity.y *= 0.95;
// ํ™•์‚ฐ
dust.scale.multiplyScalar(1.03);
// ํŽ˜์ด๋“œ ์•„์›ƒ
dust.material.opacity = dust.life * 0.5;
} else if (dust.parent) {
this.scene.remove(dust);
}
});
// ํƒ„์ฐฉ์  ํŽ˜์ด๋“œ
if (impact.material.opacity > 0) {
impact.material.opacity -= 0.01;
allDead = false;
} else if (impact.parent) {
this.scene.remove(impact);
}
if (!allDead) {
requestAnimationFrame(animateImpact);
}
};
animateImpact();
// ์ž‘์€ ์ถฉ๋Œ์Œ
try {
const impactSound = new Audio('sounds/hit.ogg');
impactSound.volume = 0.2;
impactSound.play().catch(e => {
console.log('Impact sound not found or failed to play');
});
} catch (e) {
console.log('Impact sound error:', e);
}
}
checkCollisions() {
// ํ”Œ๋ ˆ์ด์–ด์™€ ์ ๊ธฐ์˜ ์ง์ ‘ ์ถฉ๋Œ ์ฒดํฌ (์ตœ์šฐ์„ )
for (let i = this.enemies.length - 1; i >= 0; i--) {
const enemy = this.enemies[i];
if (!enemy.mesh || !enemy.isLoaded) continue;
const distance = this.fighter.position.distanceTo(enemy.position);
// ์ง์ ‘ ์ถฉ๋Œ ํŒ์ • (80m ์ด๋‚ด)
if (distance < 80) {
console.log('Direct collision detected! Distance:', distance);
// ์–‘์ชฝ ๋ชจ๋‘์˜ ์œ„์น˜ ์ €์žฅ (์ถฉ๋Œ ์ค‘๊ฐ„ ์ง€์ )
const collisionPoint = this.fighter.position.clone().add(enemy.position).divideScalar(2);
const playerExplosionPos = this.fighter.position.clone();
const enemyExplosionPos = enemy.position.clone();
// ๋” ํฐ ํญ๋ฐœ์Œ ์žฌ์ƒ (์‹œ๊ฐ ํšจ๊ณผ๋ณด๋‹ค ๋จผ์ €)
try {
const collisionSound = new Audio('sounds/bang.ogg');
collisionSound.volume = 1.0;
collisionSound.play().catch(e => {});
// ๋‘ ๋ฒˆ์งธ ํญ๋ฐœ์Œ (์•ฝ๊ฐ„์˜ ๋”œ๋ ˆ์ด)
setTimeout(() => {
const secondExplosion = new Audio('sounds/bang.ogg');
secondExplosion.volume = 0.8;
secondExplosion.play().catch(e => {});
}, 100);
} catch (e) {}
// 1. ์ถฉ๋Œ ์ง€์ ์— ํฐ ํญ๋ฐœ ํšจ๊ณผ
this.createExplosionEffect(collisionPoint);
// 2. ์–‘์ชฝ ์œ„์น˜์—๋„ ํญ๋ฐœ ํšจ๊ณผ
setTimeout(() => {
this.createExplosionEffect(playerExplosionPos);
this.createExplosionEffect(enemyExplosionPos);
}, 50);
// 3. ์ ๊ธฐ ์ œ๊ฑฐ
enemy.destroy();
this.enemies.splice(i, 1);
this.score += 200; // ์ถฉ๋Œ ํ‚ฌ์€ ๋ณด๋„ˆ์Šค ์ ์ˆ˜
// 4. ํ”Œ๋ ˆ์ด์–ด ํŒŒ๊ดด
this.fighter.health = 0;
// 5. ๊ฒŒ์ž„ ์ข…๋ฃŒ
setTimeout(() => {
this.endGame(false, "COLLISION WITH ENEMY");
}, 100); // ํญ๋ฐœ ํšจ๊ณผ๊ฐ€ ๋ณด์ด๋„๋ก ์•ฝ๊ฐ„์˜ ๋”œ๋ ˆ์ด
return; // ์ถฉ๋Œ ์ฒ˜๋ฆฌ ํ›„ ์ฆ‰์‹œ ์ข…๋ฃŒ
}
}
// ํ”Œ๋ ˆ์ด์–ด ํƒ„ํ™˜ vs ์ ๊ธฐ ์ถฉ๋Œ
for (let i = this.fighter.bullets.length - 1; i >= 0; i--) {
const bullet = this.fighter.bullets[i];
for (let j = this.enemies.length - 1; j >= 0; j--) {
const enemy = this.enemies[j];
if (!enemy.mesh || !enemy.isLoaded) continue;
const distance = bullet.position.distanceTo(enemy.position);
if (distance < 90) {
// ์ ๊ธฐ ์œ„์น˜๋ฅผ ๋ฏธ๋ฆฌ ์ €์žฅ (์ค‘์š”!)
const explosionPosition = enemy.position.clone();
// ํžˆํŠธ ํ‘œ์‹œ ์ถ”๊ฐ€
this.showHitMarker(explosionPosition);
// ํ”ผ๊ฒฉ ์ดํŽ™ํŠธ ์ถ”๊ฐ€
this.createHitEffect(explosionPosition);
// ํƒ„ํ™˜ ์ œ๊ฑฐ
this.scene.remove(bullet);
this.fighter.bullets.splice(i, 1);
if (enemy.takeDamage(GAME_CONSTANTS.BULLET_DAMAGE)) {
// ๋””๋ฒ„๊น…์šฉ ๋กœ๊ทธ ์ถ”๊ฐ€
console.log('Enemy destroyed! Creating explosion at:', explosionPosition);
// ์ ๊ธฐ ํŒŒ๊ดด ์‹œ ํญ๋ฐœ ํšจ๊ณผ ์ถ”๊ฐ€ - ์ €์žฅ๋œ ์œ„์น˜ ์‚ฌ์šฉ
this.createExplosionEffect(explosionPosition);
// ์ ๊ธฐ ์ œ๊ฑฐ - ์ฒด๋ ฅ์ด 0 ์ดํ•˜์ผ ๋•Œ๋งŒ ์ œ๊ฑฐ
enemy.destroy();
this.enemies.splice(j, 1);
this.score += 100;
// ์ถ”๊ฐ€ ๋””๋ฒ„๊น…
console.log('Enemies remaining:', this.enemies.length);
// ์  ์ฒ˜์น˜ ์Œ์„ฑ ์žฌ์ƒ (์ถ”๊ฐ€)
try {
const killVoice = new Audio('sounds/voice_kill_a.ogg');
killVoice.volume = 0.8;
killVoice.play().catch(e => {
console.log('Kill voice failed to play:', e);
});
} catch (e) {
console.log('Kill voice error:', e);
}
// ์ž๋ง‰ ํ‘œ์‹œ
this.showSubtitle('Nice work, one enemy down. Keep going.', 4000);
}
// else ๋ธ”๋ก ์ œ๊ฑฐ - ์ ์ด ํŒŒ๊ดด๋˜์ง€ ์•Š์•˜์œผ๋ฉด ์•„๋ฌด๊ฒƒ๋„ ํ•˜์ง€ ์•Š์Œ
break; // ํ•˜๋‚˜์˜ ํƒ„ํ™˜์€ ํ•˜๋‚˜์˜ ์ ๋งŒ ๋งž์ถœ ์ˆ˜ ์žˆ์Œ
}
}
}
// ์  ํƒ„ํ™˜ vs ํ”Œ๋ ˆ์ด์–ด ์ถฉ๋Œ
this.enemies.forEach(enemy => {
for (let index = enemy.bullets.length - 1; index >= 0; index--) {
const bullet = enemy.bullets[index];
const distance = bullet.position.distanceTo(this.fighter.position);
if (distance < 100) {
// ํ”Œ๋ ˆ์ด์–ด ์œ„์น˜ ์ €์žฅ
const playerPosition = this.fighter.position.clone();
// ํ”Œ๋ ˆ์ด์–ด ํ”ผ๊ฒฉ ์ดํŽ™ํŠธ
this.createHitEffect(playerPosition);
// ํƒ„ํ™˜ ์ œ๊ฑฐ
this.scene.remove(bullet);
enemy.bullets.splice(index, 1);
if (this.fighter.takeDamage(GAME_CONSTANTS.BULLET_DAMAGE)) {
console.log('Player destroyed! Creating explosion');
// ํ”Œ๋ ˆ์ด์–ด ํŒŒ๊ดด ์‹œ ํญ๋ฐœ ํšจ๊ณผ ์ถ”๊ฐ€
this.createExplosionEffect(playerPosition);
this.endGame(false);
}
}
}
});
// incoming missiles ์—…๋ฐ์ดํŠธ (ํŒŒ๊ดด๋œ ๋ฏธ์‚ฌ์ผ ์ œ๊ฑฐ)
this.fighter.incomingMissiles = this.fighter.incomingMissiles.filter(missile => {
return missile && missile.mesh && missile.mesh.parent;
});
}
createHitEffect(position) {
// ํ”ผ๊ฒฉ ํŒŒํ‹ฐํด ํšจ๊ณผ ์ƒ์„ฑ
const particleCount = 15;
const particles = [];
for (let i = 0; i < particleCount; i++) {
const particleGeometry = new THREE.SphereGeometry(0.5, 4, 4);
const particleMaterial = new THREE.MeshBasicMaterial({
color: Math.random() > 0.5 ? 0xffaa00 : 0xff6600,
transparent: true,
opacity: 1.0
});
const particle = new THREE.Mesh(particleGeometry, particleMaterial);
particle.position.copy(position);
// ๋žœ๋ค ์†๋„ ์„ค์ •
particle.velocity = new THREE.Vector3(
(Math.random() - 0.5) * 100,
(Math.random() - 0.5) * 100,
(Math.random() - 0.5) * 100
);
particle.life = 1.0; // 1์ดˆ ๋™์•ˆ ์ง€์†
this.scene.add(particle);
particles.push(particle);
}
// ์ค‘์•™ ํญ๋ฐœ ํ”Œ๋ž˜์‹œ
const flashGeometry = new THREE.SphereGeometry(5, 8, 8);
const flashMaterial = new THREE.MeshBasicMaterial({
color: 0xffff00,
transparent: true,
opacity: 0.8
});
const flash = new THREE.Mesh(flashGeometry, flashMaterial);
flash.position.copy(position);
this.scene.add(flash);
// ํŒŒํ‹ฐํด ์• ๋‹ˆ๋ฉ”์ด์…˜
const animateParticles = () => {
let allDead = true;
particles.forEach(particle => {
if (particle.life > 0) {
allDead = false;
particle.life -= 0.02;
// ์œ„์น˜ ์—…๋ฐ์ดํŠธ
particle.position.add(particle.velocity.clone().multiplyScalar(0.02));
// ์ค‘๋ ฅ ํšจ๊ณผ
particle.velocity.y -= 2;
// ํŽ˜์ด๋“œ ์•„์›ƒ
particle.material.opacity = particle.life;
// ํฌ๊ธฐ ๊ฐ์†Œ
const scale = particle.life;
particle.scale.set(scale, scale, scale);
} else if (particle.parent) {
this.scene.remove(particle);
}
});
// ํ”Œ๋ž˜์‹œ ํšจ๊ณผ
if (flash.material.opacity > 0) {
flash.material.opacity -= 0.05;
flash.scale.multiplyScalar(1.1);
} else if (flash.parent) {
this.scene.remove(flash);
}
if (!allDead || flash.material.opacity > 0) {
requestAnimationFrame(animateParticles);
}
};
animateParticles();
// ํ”ผ๊ฒฉ ์‚ฌ์šด๋“œ ์žฌ์ƒ
try {
const hitSound = new Audio('sounds/hit.ogg');
hitSound.volume = 0.3;
hitSound.play().catch(e => {
console.log('Hit sound not found or failed to play');
});
} catch (e) {
console.log('Hit sound error:', e);
}
}
// 2. createExplosionEffect ์ˆ˜์ • - emissive ์†์„ฑ ์ œ๊ฑฐ
createExplosionEffect(position) {
// ์œ„์น˜ ์œ ํšจ์„ฑ ๊ฒ€์‚ฌ
if (!position || position.x === undefined) {
console.error('Invalid position for explosion effect');
return;
}
console.log('Creating explosion effect at position:', position);
// ํญ๋ฐœ์Œ์„ ๊ฐ€์žฅ ๋จผ์ € ์žฌ์ƒ (์‹œ๊ฐํšจ๊ณผ๋ณด๋‹ค ์šฐ์„ )
try {
const explosionSound = new Audio('sounds/bang.ogg');
explosionSound.volume = 1.0; // ์ตœ๋Œ€ ์Œ๋Ÿ‰
// ์ฆ‰์‹œ ์žฌ์ƒ ์‹œ๋„
const playPromise = explosionSound.play();
if (playPromise !== undefined) {
playPromise.then(() => {
console.log('Explosion sound played successfully');
}).catch(e => {
console.error('Explosion sound failed:', e);
});
}
} catch (e) {
console.error('Explosion sound error:', e);
}
// ๋ฉ”์ธ ํญ๋ฐœ ํ”Œ๋ž˜์‹œ
const explosionGeometry = new THREE.SphereGeometry(50, 16, 16);
const explosionMaterial = new THREE.MeshBasicMaterial({
color: 0xffaa00,
transparent: true,
opacity: 1.0
});
const explosion = new THREE.Mesh(explosionGeometry, explosionMaterial);
explosion.position.copy(position);
this.scene.add(explosion);
// ํญ๋ฐœ ํŒŒํŽธ๋“ค
const debrisCount = 30;
const debris = [];
for (let i = 0; i < debrisCount; i++) {
const debrisGeometry = new THREE.BoxGeometry(
2 + Math.random() * 4,
2 + Math.random() * 4,
2 + Math.random() * 4
);
const debrisMaterial = new THREE.MeshBasicMaterial({
color: Math.random() > 0.5 ? 0xff6600 : 0x333333,
transparent: true,
opacity: 1.0
});
const debrisPiece = new THREE.Mesh(debrisGeometry, debrisMaterial);
debrisPiece.position.copy(position);
// ๋žœ๋ค ์†๋„์™€ ํšŒ์ „
debrisPiece.velocity = new THREE.Vector3(
(Math.random() - 0.5) * 200,
(Math.random() - 0.5) * 200,
(Math.random() - 0.5) * 200
);
debrisPiece.rotationSpeed = new THREE.Vector3(
Math.random() * 10,
Math.random() * 10,
Math.random() * 10
);
debrisPiece.life = 2.0;
this.scene.add(debrisPiece);
debris.push(debrisPiece);
}
// ์—ฐ๊ธฐ ํšจ๊ณผ
const smokeCount = 10;
const smoke = [];
for (let i = 0; i < smokeCount; i++) {
const smokeGeometry = new THREE.SphereGeometry(10 + Math.random() * 20, 8, 8);
const smokeMaterial = new THREE.MeshBasicMaterial({
color: 0x222222,
transparent: true,
opacity: 0.8
});
const smokePuff = new THREE.Mesh(smokeGeometry, smokeMaterial);
smokePuff.position.copy(position);
smokePuff.position.add(new THREE.Vector3(
(Math.random() - 0.5) * 20,
(Math.random() - 0.5) * 20,
(Math.random() - 0.5) * 20
));
smokePuff.velocity = new THREE.Vector3(
(Math.random() - 0.5) * 50,
Math.random() * 50 + 20,
(Math.random() - 0.5) * 50
);
smokePuff.life = 3.0;
this.scene.add(smokePuff);
smoke.push(smokePuff);
}
// ์• ๋‹ˆ๋ฉ”์ด์…˜
const animateExplosion = () => {
let allDead = true;
// ๋ฉ”์ธ ํญ๋ฐœ ์• ๋‹ˆ๋ฉ”์ด์…˜
if (explosion.material.opacity > 0) {
explosion.material.opacity -= 0.02;
explosion.scale.multiplyScalar(1.08);
allDead = false;
} else if (explosion.parent) {
this.scene.remove(explosion);
}
// ํŒŒํŽธ ์• ๋‹ˆ๋ฉ”์ด์…˜
debris.forEach(piece => {
if (piece.life > 0) {
allDead = false;
piece.life -= 0.02;
// ์œ„์น˜ ์—…๋ฐ์ดํŠธ
piece.position.add(piece.velocity.clone().multiplyScalar(0.02));
// ์ค‘๋ ฅ
piece.velocity.y -= 3;
// ํšŒ์ „
piece.rotation.x += piece.rotationSpeed.x * 0.02;
piece.rotation.y += piece.rotationSpeed.y * 0.02;
piece.rotation.z += piece.rotationSpeed.z * 0.02;
// ํŽ˜์ด๋“œ ์•„์›ƒ
piece.material.opacity = piece.life / 2;
} else if (piece.parent) {
this.scene.remove(piece);
}
});
// ์—ฐ๊ธฐ ์• ๋‹ˆ๋ฉ”์ด์…˜
smoke.forEach(puff => {
if (puff.life > 0) {
allDead = false;
puff.life -= 0.02;
// ์œ„์น˜ ์—…๋ฐ์ดํŠธ
puff.position.add(puff.velocity.clone().multiplyScalar(0.02));
// ์ƒ์Šน ๊ฐ์†
puff.velocity.y *= 0.98;
puff.velocity.x *= 0.98;
puff.velocity.z *= 0.98;
// ํ™•์‚ฐ
puff.scale.multiplyScalar(1.02);
// ํŽ˜์ด๋“œ ์•„์›ƒ
puff.material.opacity = (puff.life / 3) * 0.8;
} else if (puff.parent) {
this.scene.remove(puff);
}
});
if (!allDead) {
requestAnimationFrame(animateExplosion);
}
};
animateExplosion();
}
showHitMarker(position) {
// ํžˆํŠธ ๋งˆ์ปค div ์ƒ์„ฑ
const hitMarker = document.createElement('div');
hitMarker.style.cssText = `
position: fixed;
color: #ff0000;
font-size: 24px;
font-weight: bold;
text-shadow: 2px 2px 4px rgba(0,0,0,0.8);
z-index: 1500;
pointer-events: none;
animation: hitFade 0.5s ease-out forwards;
`;
hitMarker.textContent = 'HIT';
// 3D ์œ„์น˜๋ฅผ ํ™”๋ฉด ์ขŒํ‘œ๋กœ ๋ณ€ํ™˜
const screenPos = this.getScreenPosition(position);
if (screenPos) {
hitMarker.style.left = `${screenPos.x}px`;
hitMarker.style.top = `${screenPos.y}px`;
hitMarker.style.transform = 'translate(-50%, -50%)';
document.body.appendChild(hitMarker);
// ์• ๋‹ˆ๋ฉ”์ด์…˜ ์Šคํƒ€์ผ ์ถ”๊ฐ€
if (!document.getElementById('hitAnimation')) {
const style = document.createElement('style');
style.id = 'hitAnimation';
style.innerHTML = `
@keyframes hitFade {
0% {
opacity: 1;
transform: translate(-50%, -50%) scale(1);
}
100% {
opacity: 0;
transform: translate(-50%, -100%) scale(1.5);
}
}
`;
document.head.appendChild(style);
}
// 0.5์ดˆ ํ›„ ์ œ๊ฑฐ
setTimeout(() => {
hitMarker.remove();
}, 500);
}
}
animate() {
if (this.isGameOver) return;
this.animationFrameId = requestAnimationFrame(() => this.animate());
const currentTime = performance.now();
const deltaTime = Math.min((currentTime - this.lastTime) / 1000, 0.1);
this.lastTime = currentTime;
if (this.isLoaded && this.fighter.isLoaded && this.isStarted) {
// ํ‚ค ์ƒํƒœ ๋””๋ฒ„๊น…
if (this.keys.w || this.keys.s || this.keys.a || this.keys.d) {
console.log('animate() - Keys state:', this.keys);
}
// Fํ‚ค ์ƒํƒœ๋ฅผ Fighter์— ์ „๋‹ฌ
this.fighter.escapeKeyPressed = this.keys.g;
// ์ปจํŠธ๋กค ์—…๋ฐ์ดํŠธ - ๋ฐ˜๋“œ์‹œ ๋ฌผ๋ฆฌ ์—…๋ฐ์ดํŠธ ์ „์— ํ˜ธ์ถœ
this.fighter.updateControls(this.keys, deltaTime);
// ๋ฝ์˜จ ์—…๋ฐ์ดํŠธ (AIM-9 ๋ชจ๋“œ์ผ ๋•Œ๋งŒ)
this.fighter.updateLockOn(this.enemies, deltaTime);
// ๋ฌผ๋ฆฌ ์—…๋ฐ์ดํŠธ
this.fighter.updatePhysics(deltaTime);
// ํƒ„ํ™˜ ์—…๋ฐ์ดํŠธ
this.fighter.updateBullets(this.scene, deltaTime, this);
// ๋งˆ์šฐ์Šค ๋ˆ„๋ฆ„ ์ƒํƒœ์ผ ๋•Œ ์—ฐ์† ๋ฐœ์‚ฌ
if (this.fighter.isMouseDown) {
const currentShootTime = Date.now();
if (!this.lastShootTime || currentShootTime - this.lastShootTime >= 100) {
this.fighter.shoot(this.scene);
this.lastShootTime = currentShootTime;
}
}
// ์ ๊ธฐ ์—…๋ฐ์ดํŠธ
this.enemies.forEach(enemy => {
enemy.nearbyEnemies = this.enemies;
});
this.enemies.forEach(enemy => {
enemy.update(this.fighter.position, deltaTime);
});
// ์ถฉ๋Œ ์ฒดํฌ
this.checkCollisions();
// ๊ฒŒ์ž„ ์ข…๋ฃŒ ์กฐ๊ฑด ์ฒดํฌ
if (this.fighter.health <= 0) {
if (this.fighter.position.y <= 0) {
this.endGame(false, "GROUND COLLISION");
} else {
this.endGame(false);
}
return;
}
// UI ์—…๋ฐ์ดํŠธ
this.updateUI();
this.updateRadar();
// ์ ์ด ๋ชจ๋‘ ์ œ๊ฑฐ๋˜์—ˆ๋Š”์ง€ ์ฒดํฌ
if (this.enemies.length === 0) {
this.endGame(true);
}
} else if (this.isLoaded && this.fighter.isLoaded) {
// ๊ฒŒ์ž„์ด ์‹œ์ž‘๋˜์ง€ ์•Š์•˜์„ ๋•Œ๋„ ๋ฌผ๋ฆฌ๋Š” ์—…๋ฐ์ดํŠธ (์นด๋ฉ”๋ผ ์›€์ง์ž„์„ ์œ„ํ•ด)
this.fighter.updatePhysics(deltaTime);
}
// ๊ตฌ๋ฆ„ ์• ๋‹ˆ๋ฉ”์ด์…˜
if (this.clouds) {
this.clouds.forEach(cloud => {
cloud.userData.time += deltaTime;
cloud.position.x += cloud.userData.driftSpeed;
cloud.position.y = cloud.userData.initialY +
Math.sin(cloud.userData.time * cloud.userData.floatSpeed) * 20;
const mapLimit = GAME_CONSTANTS.MAP_SIZE / 2;
if (cloud.position.x > mapLimit) cloud.position.x = -mapLimit;
if (cloud.position.x < -mapLimit) cloud.position.x = mapLimit;
});
}
// ์นด๋ฉ”๋ผ ์—…๋ฐ์ดํŠธ
if (this.fighter.isLoaded) {
const targetCameraPos = this.fighter.getCameraPosition();
const targetCameraTarget = this.fighter.getCameraTarget();
this.camera.position.lerp(targetCameraPos, this.fighter.cameraLag);
this.camera.lookAt(targetCameraTarget);
}
this.renderer.render(this.scene, this.camera);
}
endGame(victory = false, reason = "") {
this.isGameOver = true;
if (this.fighter && this.fighter.stopAllWarningAudios) {
this.fighter.stopAllWarningAudios();
}
if (this.bgm) {
this.bgm.pause();
this.bgm = null;
this.bgmPlaying = false;
}
if (this.gameTimer) {
clearInterval(this.gameTimer);
}
document.exitPointerLock();
// ๋ชจ๋“  ๊ฒฝ๊ณ  ๋ฐ ํšจ๊ณผ ์ œ๊ฑฐ
const existingWarnings = document.querySelectorAll('.warning-message, .stall-escape-warning, .missile-warning');
existingWarnings.forEach(w => w.remove());
const blurEffect = document.getElementById('overGBlurEffect');
if (blurEffect) {
blurEffect.remove();
}
const altitudeEffect = document.getElementById('altitudeEdgeEffect');
if (altitudeEffect) {
altitudeEffect.remove();
}
const gameOverDiv = document.createElement('div');
gameOverDiv.className = 'start-screen';
gameOverDiv.style.display = 'flex';
gameOverDiv.innerHTML = `
<h1 style="color: ${victory ? '#0f0' : '#f00'}; font-size: 48px;">
${victory ? 'MISSION ACCOMPLISHED!' : 'SHOT DOWN!'}
</h1>
${reason ? `<div style="color: #ff0000; font-size: 20px; margin: 10px 0;">${reason}</div>` : ''}
<div style="color: #0f0; font-size: 24px; margin: 20px 0;">
Final Score: ${this.score}<br>
Enemies Destroyed: ${GAME_CONSTANTS.ENEMY_COUNT - this.enemies.length}<br>
Mission Time: ${GAME_CONSTANTS.MISSION_DURATION - this.gameTime}s
</div>
<button class="start-button" onclick="location.reload()">
New Mission
</button>
`;
document.body.appendChild(gameOverDiv);
}
}
// ์ „์—ญ ํ•จ์ˆ˜ ๋ฐ ์ด๋ฒคํŠธ
window.gameInstance = null;
window.startGame = function() {
if (!window.gameInstance || !window.gameInstance.isLoaded || !window.gameInstance.isBGMReady) {
console.log('๊ฒŒ์ž„์ด ์•„์ง ์ค€๋น„๋˜์ง€ ์•Š์•˜์Šต๋‹ˆ๋‹ค...');
return;
}
gameStarted = true;
document.getElementById('startScreen').style.display = 'none';
document.body.requestPointerLock();
window.gameInstance.startBGM();
window.gameInstance.startGame();
}
function showPointerLockNotification() {
const existingNotification = document.getElementById('pointerLockNotification');
if (existingNotification) {
existingNotification.remove();
}
const notification = document.createElement('div');
notification.id = 'pointerLockNotification';
notification.innerHTML = 'Click to resume control';
notification.style.cssText = `
position: fixed;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
background: rgba(0, 0, 0, 0.8);
color: #00ff00;
padding: 20px;
border: 2px solid #00ff00;
border-radius: 10px;
font-size: 18px;
z-index: 2001;
text-align: center;
pointer-events: none;
`;
document.body.appendChild(notification);
const removeNotification = () => {
if (document.pointerLockElement) {
notification.remove();
document.removeEventListener('pointerlockchange', removeNotification);
}
};
document.addEventListener('pointerlockchange', removeNotification);
}
document.addEventListener('pointerlockchange', () => {
if (document.pointerLockElement === document.body) {
console.log('Pointer locked');
} else {
console.log('Pointer unlocked');
if (gameStarted && window.gameInstance && !window.gameInstance.isGameOver) {
console.log('๊ฒŒ์ž„ ์ค‘ ํฌ์ธํ„ฐ ๋ฝ ํ•ด์ œ๋จ - ํด๋ฆญํ•˜์—ฌ ๋‹ค์‹œ ์ž ๊ทธ์„ธ์š”');
showPointerLockNotification();
}
}
});
document.addEventListener('click', (event) => {
if (!gameStarted && !event.target.classList.contains('start-button')) {
event.preventDefault();
event.stopPropagation();
return false;
}
if (gameStarted && window.gameInstance && !window.gameInstance.isGameOver) {
if (!document.pointerLockElement) {
console.log('๊ฒŒ์ž„ ์ค‘ ํด๋ฆญ - ํฌ์ธํ„ฐ ๋ฝ ์žฌ์š”์ฒญ');
document.body.requestPointerLock();
}
// ํด๋ฆญ์œผ๋กœ ๋‹จ๋ฐœ ์‚ฌ๊ฒฉ ์ œ๊ฑฐ (๋งˆ์šฐ์Šค ๋‹ค์šด/์—… ์ด๋ฒคํŠธ๋กœ ์ฒ˜๋ฆฌ)
}
}, true);
window.addEventListener('gameReady', () => {
gameCanStart = true;
});
document.addEventListener('DOMContentLoaded', () => {
console.log('์ „ํˆฌ๊ธฐ ์‹œ๋ฎฌ๋ ˆ์ดํ„ฐ ์ดˆ๊ธฐํ™” ์ค‘...');
const game = new Game(); // window.gameInstance = ์ œ๊ฑฐ
});