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import * as THREE from 'three'; |
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import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js'; |
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import { PointerLockControls } from 'three/addons/controls/PointerLockControls.js'; |
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const GAME_DURATION = 180; |
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const MAP_SIZE = 2000; |
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const TANK_HEIGHT = 0.5; |
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const ENEMY_GROUND_HEIGHT = 0; |
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const ENEMY_SCALE = 10; |
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const MAX_HEALTH = 1000; |
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const ENEMY_MOVE_SPEED = 0.1; |
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const ENEMY_COUNT_MAX = 5; |
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const PARTICLE_COUNT = 15; |
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const BUILDING_COUNT = 30; |
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const ENEMY_CONFIG = { |
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ATTACK_RANGE: 100, |
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ATTACK_INTERVAL: 2000, |
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BULLET_SPEED: 2 |
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}; |
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class TankPlayer { |
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constructor() { |
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this.body = null; |
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this.turret = null; |
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this.position = new THREE.Vector3(0, 0, 0); |
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this.rotation = new THREE.Euler(0, 0, 0); |
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this.turretRotation = 0; |
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this.moveSpeed = 0.5; |
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this.turnSpeed = 0.03; |
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this.turretGroup = new THREE.Group(); |
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this.health = MAX_HEALTH; |
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this.isLoaded = false; |
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this.ammo = 10; |
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this.lastShootTime = 0; |
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this.shootInterval = 1000; |
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this.bullets = []; |
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} |
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async initialize(scene, loader) { |
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try { |
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const bodyResult = await loader.loadAsync('/models/abramsBody.glb'); |
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this.body = bodyResult.scene; |
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this.body.position.copy(this.position); |
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const turretResult = await loader.loadAsync('/models/abramsTurret.glb'); |
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this.turret = turretResult.scene; |
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this.turretGroup.position.y = 0.2; |
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this.turretGroup.add(this.turret); |
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this.body.add(this.turretGroup); |
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this.body.traverse((child) => { |
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if (child.isMesh) { |
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child.castShadow = true; |
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child.receiveShadow = true; |
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} |
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}); |
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this.turret.traverse((child) => { |
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if (child.isMesh) { |
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child.castShadow = true; |
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child.receiveShadow = true; |
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} |
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}); |
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scene.add(this.body); |
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this.isLoaded = true; |
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} catch (error) { |
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console.error('Error loading tank models:', error); |
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this.isLoaded = false; |
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} |
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} |
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shoot(scene) { |
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const currentTime = Date.now(); |
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if (currentTime - this.lastShootTime < this.shootInterval || this.ammo <= 0) return null; |
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const bulletGeometry = new THREE.SphereGeometry(0.2); |
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const bulletMaterial = new THREE.MeshBasicMaterial({ color: 0x00ff00 }); |
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const bullet = new THREE.Mesh(bulletGeometry, bulletMaterial); |
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const bulletOffset = new THREE.Vector3(0, 0.5, 2); |
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bulletOffset.applyQuaternion(this.turretGroup.quaternion); |
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bulletOffset.applyQuaternion(this.body.quaternion); |
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bullet.position.copy(this.body.position).add(bulletOffset); |
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const direction = new THREE.Vector3(0, 0, 1); |
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direction.applyQuaternion(this.turretGroup.quaternion); |
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direction.applyQuaternion(this.body.quaternion); |
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bullet.velocity = direction.multiplyScalar(2); |
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scene.add(bullet); |
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this.bullets.push(bullet); |
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this.ammo--; |
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this.lastShootTime = currentTime; |
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document.getElementById('ammo').textContent = `Ammo: ${this.ammo}/10`; |
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return bullet; |
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} |
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update(mouseX, mouseY) { |
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if (!this.body || !this.turretGroup) return; |
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for (let i = this.bullets.length - 1; i >= 0; i--) { |
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const bullet = this.bullets[i]; |
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bullet.position.add(bullet.velocity); |
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if (Math.abs(bullet.position.x) > MAP_SIZE/2 || |
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Math.abs(bullet.position.z) > MAP_SIZE/2) { |
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scene.remove(bullet); |
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this.bullets.splice(i, 1); |
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} |
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} |
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} |
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move(direction) { |
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if (!this.body) return; |
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const moveVector = new THREE.Vector3(); |
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moveVector.x = direction.x * this.moveSpeed; |
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moveVector.z = direction.z * this.moveSpeed; |
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this.body.position.add(moveVector); |
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} |
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rotate(angle) { |
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if (!this.body) return; |
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this.body.rotation.y += angle * this.turnSpeed; |
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} |
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getPosition() { |
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return this.body ? this.body.position : new THREE.Vector3(); |
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} |
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takeDamage(damage) { |
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this.health -= damage; |
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return this.health <= 0; |
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} |
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} |
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class Enemy { |
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constructor(scene, position, type = 'tank') { |
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this.scene = scene; |
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this.position = position; |
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this.mesh = null; |
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this.type = type; |
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this.health = type === 'tank' ? 100 : 200; |
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this.lastAttackTime = 0; |
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this.bullets = []; |
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this.isLoaded = false; |
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this.moveSpeed = type === 'tank' ? ENEMY_MOVE_SPEED : ENEMY_MOVE_SPEED * 0.7; |
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} |
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async initialize(loader) { |
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try { |
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const modelPath = this.type === 'tank' ? '/models/enemy1.glb' : '/models/enemy4.glb'; |
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const result = await loader.loadAsync(modelPath); |
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this.mesh = result.scene; |
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this.mesh.position.copy(this.position); |
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this.mesh.scale.set(ENEMY_SCALE, ENEMY_SCALE, ENEMY_SCALE); |
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this.mesh.traverse((child) => { |
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if (child.isMesh) { |
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child.castShadow = true; |
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child.receiveShadow = true; |
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} |
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}); |
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this.scene.add(this.mesh); |
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this.isLoaded = true; |
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} catch (error) { |
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console.error('Error loading enemy model:', error); |
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this.isLoaded = false; |
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} |
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} |
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update(playerPosition) { |
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if (!this.mesh || !this.isLoaded) return; |
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const direction = new THREE.Vector3() |
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.subVectors(playerPosition, this.mesh.position) |
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.normalize(); |
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this.mesh.lookAt(playerPosition); |
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this.mesh.position.add(direction.multiplyScalar(this.moveSpeed)); |
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for (let i = this.bullets.length - 1; i >= 0; i--) { |
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const bullet = this.bullets[i]; |
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bullet.position.add(bullet.velocity); |
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if (Math.abs(bullet.position.x) > MAP_SIZE || |
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Math.abs(bullet.position.z) > MAP_SIZE) { |
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this.scene.remove(bullet); |
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this.bullets.splice(i, 1); |
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} |
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} |
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} |
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shoot(playerPosition) { |
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const currentTime = Date.now(); |
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const attackInterval = this.type === 'tank' ? |
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ENEMY_CONFIG.ATTACK_INTERVAL : |
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ENEMY_CONFIG.ATTACK_INTERVAL * 1.5; |
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if (currentTime - this.lastAttackTime < attackInterval) return; |
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const bulletGeometry = new THREE.SphereGeometry(this.type === 'tank' ? 0.2 : 0.3); |
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const bulletMaterial = new THREE.MeshBasicMaterial({ |
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color: this.type === 'tank' ? 0xff0000 : 0xff6600 |
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}); |
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const bullet = new THREE.Mesh(bulletGeometry, bulletMaterial); |
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bullet.position.copy(this.mesh.position); |
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const direction = new THREE.Vector3() |
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.subVectors(playerPosition, this.mesh.position) |
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.normalize(); |
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const bulletSpeed = this.type === 'tank' ? |
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ENEMY_CONFIG.BULLET_SPEED : |
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ENEMY_CONFIG.BULLET_SPEED * 0.8; |
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bullet.velocity = direction.multiplyScalar(bulletSpeed); |
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this.scene.add(bullet); |
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this.bullets.push(bullet); |
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this.lastAttackTime = currentTime; |
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} |
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takeDamage(damage) { |
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this.health -= damage; |
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return this.health <= 0; |
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} |
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destroy() { |
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if (this.mesh) { |
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this.scene.remove(this.mesh); |
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this.bullets.forEach(bullet => this.scene.remove(bullet)); |
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this.bullets = []; |
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this.isLoaded = false; |
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} |
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} |
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} |
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class Particle { |
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constructor(scene, position) { |
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const geometry = new THREE.SphereGeometry(0.1); |
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const material = new THREE.MeshBasicMaterial({ color: 0xff0000 }); |
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this.mesh = new THREE.Mesh(geometry, material); |
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this.mesh.position.copy(position); |
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this.velocity = new THREE.Vector3( |
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(Math.random() - 0.5) * 0.3, |
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Math.random() * 0.2, |
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(Math.random() - 0.5) * 0.3 |
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); |
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this.gravity = -0.01; |
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this.lifetime = 60; |
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this.age = 0; |
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scene.add(this.mesh); |
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} |
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update() { |
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this.velocity.y += this.gravity; |
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this.mesh.position.add(this.velocity); |
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this.age++; |
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return this.age < this.lifetime; |
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} |
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destroy(scene) { |
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scene.remove(this.mesh); |
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} |
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} |
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class Game { |
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constructor() { |
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this.scene = new THREE.Scene(); |
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this.camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000); |
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this.renderer = new THREE.WebGLRenderer({ antialias: true }); |
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this.renderer.setSize(window.innerWidth, window.innerHeight); |
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this.renderer.shadowMap.enabled = true; |
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document.getElementById('gameContainer').appendChild(this.renderer.domElement); |
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this.tank = new TankPlayer(); |
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this.enemies = []; |
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this.particles = []; |
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this.buildings = []; |
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this.loader = new GLTFLoader(); |
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this.controls = null; |
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this.gameTime = GAME_DURATION; |
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this.score = 0; |
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this.isGameOver = false; |
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this.isLoading = true; |
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this.previousTankPosition = new THREE.Vector3(); |
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this.lastTime = performance.now(); |
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this.mouse = { x: 0, y: 0 }; |
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this.keys = { |
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forward: false, |
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backward: false, |
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left: false, |
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right: false |
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}; |
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this.setupEventListeners(); |
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this.initialize(); |
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this.disposedObjects = new Set(); |
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} |
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createExplosion(position) { |
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for (let i = 0; i < PARTICLE_COUNT; i++) { |
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this.particles.push(new Particle(this.scene, position)); |
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} |
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} |
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updateParticles() { |
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for (let i = this.particles.length - 1; i >= 0; i--) { |
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const particle = this.particles[i]; |
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if (!particle.update()) { |
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particle.destroy(this.scene); |
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this.particles.splice(i, 1); |
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} |
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} |
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} |
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async createBuildings() { |
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for (let i = 0; i < BUILDING_COUNT; i++) { |
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const x = (Math.random() - 0.5) * MAP_SIZE; |
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const z = (Math.random() - 0.5) * MAP_SIZE; |
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const geometry = new THREE.BoxGeometry(10, 20, 10); |
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const material = new THREE.MeshStandardMaterial({ color: 0x808080 }); |
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const building = new THREE.Mesh(geometry, material); |
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building.position.set(x, 10, z); |
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building.castShadow = true; |
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building.receiveShadow = true; |
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this.scene.add(building); |
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this.buildings.push(building); |
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} |
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} |
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spawnEnemies() { |
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const spawnInterval = setInterval(() => { |
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if (this.isGameOver || this.enemies.length >= ENEMY_COUNT_MAX) return; |
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const angle = Math.random() * Math.PI * 2; |
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const distance = 100 + Math.random() * 50; |
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const x = Math.cos(angle) * distance; |
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const z = Math.sin(angle) * distance; |
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const enemyType = Math.random() > 0.7 ? 'heavy' : 'tank'; |
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const enemy = new Enemy(this.scene, new THREE.Vector3(x, ENEMY_GROUND_HEIGHT, z), enemyType); |
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enemy.initialize(this.loader); |
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this.enemies.push(enemy); |
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}, 3000); |
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} |
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startGameTimer() { |
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const timerInterval = setInterval(() => { |
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if (this.isGameOver) { |
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clearInterval(timerInterval); |
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return; |
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} |
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this.gameTime--; |
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if (this.gameTime <= 0) { |
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this.endGame(); |
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clearInterval(timerInterval); |
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} |
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}, 1000); |
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} |
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handleLoadingError() { |
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this.isLoading = false; |
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document.getElementById('loading').style.display = 'none'; |
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document.getElementById('error').style.display = 'block'; |
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} |
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} |
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window.startGame = function() { |
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document.getElementById('startScreen').style.display = 'none'; |
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document.body.requestPointerLock(); |
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}; |
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const game = new Game(); |