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<!DOCTYPE html>
<html>
<head>
<title>Tank Battle</title>
<style>
body {
margin: 0;
overflow: hidden;
background: #333;
font-family: Arial;
}
#gameCanvas {
background-repeat: repeat;
}
#instructions {
position: fixed;
top: 10px;
right: 10px;
color: white;
background: rgba(0,0,0,0.7);
padding: 10px;
border-radius: 5px;
z-index: 1000;
}
#weaponInfo {
position: fixed;
top: 150px;
right: 10px;
color: white;
background: rgba(0,0,0,0.7);
padding: 10px;
border-radius: 5px;
z-index: 1000;
font-size: 18px;
}
.button {
position: fixed;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
padding: 20px 40px;
font-size: 24px;
background: #4CAF50;
color: white;
border: none;
border-radius: 5px;
cursor: pointer;
display: none;
z-index: 1000;
}
#countdown {
position: fixed;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
font-size: 72px;
color: white;
text-shadow: 2px 2px 4px rgba(0,0,0,0.5);
z-index: 1000;
display: none;
}
#winMessage {
font-size: 72px;
background: none;
top: 30%; /* 화면의 위쪽으로 이동 */
left: 50%;
transform: translate(-50%, -50%);
z-index: 1001; /* 다음 라운드 버튼보다 위로 설정 */
}
#nextRound {
top: 80%; /* 화면의 아래쪽으로 이동 */
z-index: 1000; /* "You Win"보다 아래로 설정 */
}
#nextRound {
top: 80%; /* 아래쪽으로 이동 */
}
</style>
</head>
<body>
<div id="instructions">
Controls:<br>
WASD - Move tank<br>
Mouse - Aim<br>
Space - Fire<br>
C - Switch Weapon<br>
R - Toggle Auto-fire
</div>
<div id="weaponInfo">Current Weapon: Cannon</div>
<div id="countdown">3</div>
<button id="nextRound" class="button">Next Round</button>
<button id="restart" class="button">Restart Game</button>
<canvas id="gameCanvas"></canvas>
<div id="shop" style="display:none; position:fixed; top:50%; left:50%; transform:translate(-50%,-50%); background:rgba(0,0,0,0.9); padding:20px; border-radius:10px; color:white; z-index:1000;">
<h2>Tank Shop</h2>
<div style="display:flex; gap:20px;">
<div id="tank1" style="text-align:center;">
<h3>PZ.IV</h3>
<img src="player2.png" width="90" height="50">
<p>300 Gold</p>
<p style="color: #4CAF50;">+50% HP</p>
<button onclick="buyTank('player2.png', 300, 'tank1')">Buy</button>
</div>
<div id="tank2" style="text-align:center;">
<h3>TIGER</h3>
<img src="player3.png" width="110" height="55">
<p>500 Gold</p>
<p style="color: #4CAF50;">+100% HP</p>
<p style="color: #ff6b6b;">-30% Speed</p>
<button onclick="buyTank('player3.png', 500, 'tank2')">Buy</button>
</div>
<div id="apcr" style="text-align:center;">
<h3>APCR</h3>
<img src="apcr.png" width="50" height="50">
<p>1000 Gold</p>
<p style="color: #4CAF50;">+50% Bullet Speed</p>
<button onclick="buyAPCR()">Buy</button>
</div>
</div>
</div>
<button id="bossButton" class="button">Fight Boss!</button>
<div id="winMessage" class="button" style="font-size: 72px; background: none;">You Win!</div>
<script>
const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d');
const nextRoundBtn = document.getElementById('nextRound');
const restartBtn = document.getElementById('restart');
const weaponInfo = document.getElementById('weaponInfo');
const countdownEl = document.getElementById('countdown');
const bossButton = document.getElementById('bossButton');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
// Game state
let currentRound = 1;
let gameOver = false;
let currentWeapon = 'cannon';
let enemies = [];
let bullets = [];
let items = [];
let lastShot = 0;
let isCountingDown = true;
let countdownTime = 3;
let autoFire = false;
let gold = 0;
let isBossStage = false;
let effects = [];
let hasAPCR = false; // APCR 구매 여부
// Load assets
const backgroundImg = new Image();
backgroundImg.src = 'city.png';
const playerImg = new Image();
playerImg.src = 'player.png';
const enemyImg = new Image();
enemyImg.src = 'enemy.png';
const bulletImg = new Image(); // APCR 총알 이미지
bulletImg.src = 'apcr2.png';
// Audio setup
const cannonSound = new Audio('firemn.ogg');
const machinegunSound = new Audio('firemg.ogg');
const enemyFireSound = new Audio('fireenemy.ogg');
const bgm = new Audio('BGM2.ogg');
const countSound = new Audio('count.ogg');
const deathSound = new Audio('death.ogg');
bgm.loop = true;
enemyFireSound.volume = 0.5;
const weapons = {
cannon: {
fireRate: 1000,
damage: 0.25,
bulletSize: 5,
sound: cannonSound
},
machinegun: {
fireRate: 200,
damage: 0.05,
bulletSize: 2,
sound: machinegunSound
}
};
// Player setup
const player = {
x: canvas.width/2,
y: canvas.height/2,
speed: 5,
angle: 0,
width: 100,
height: 45,
health: 1000,
maxHealth: 1000
};
function startCountdown() {
isCountingDown = true;
countdownTime = 3;
countdownEl.style.display = 'block';
countdownEl.textContent = countdownTime;
bgm.pause();
countSound.play();
const countInterval = setInterval(() => {
countdownTime--;
if(countdownTime <= 0) {
clearInterval(countInterval);
countdownEl.style.display = 'none';
isCountingDown = false;
bgm.play();
}
countdownEl.textContent = countdownTime > 0 ? countdownTime : 'GO!';
}, 1000);
}
class Effect {
constructor(x, y, duration, type, angle = 0, parent = null) {
this.x = x;
this.y = y;
this.startTime = Date.now();
this.duration = duration;
this.type = type;
this.angle = angle;
this.parent = parent; // 부모 유닛 (발사한 유닛)
this.offset = { x: Math.cos(angle) * 30, y: Math.sin(angle) * 30 }; // 부모로부터의 오프셋
this.img = new Image();
this.img.src = type === 'death' ? 'bang.png' : 'fire2.png';
}
update() {
if(this.parent && this.type === 'fire') {
this.x = this.parent.x + this.offset.x;
this.y = this.parent.y + this.offset.y;
this.angle = this.parent.angle;
}
}
isExpired() {
return Date.now() - this.startTime > this.duration;
}
}
class Enemy {
constructor(isBoss = false) {
this.x = Math.random() * canvas.width;
this.y = Math.random() * canvas.height;
this.health = isBoss ? 15000 : 1000;
this.maxHealth = this.health;
this.speed = isBoss ? 1 : 2;
this.lastShot = 0;
this.shootInterval = isBoss ? 1000 : 1000;
this.angle = 0;
this.width = 100;
this.height = 45;
this.moveTimer = 0;
this.moveInterval = Math.random() * 2000 + 1000;
this.moveAngle = Math.random() * Math.PI * 2;
this.isBoss = isBoss;
if (isBoss) {
this.enemyImg = new Image();
this.enemyImg.src = 'boss.png';
} else if (currentRound >= 7) {
this.enemyImg = new Image();
this.enemyImg.src = 'enemy3.png';
} else if (currentRound >= 4) {
this.enemyImg = new Image();
this.enemyImg.src = 'enemy2.png';
}
}
update() {
if(isCountingDown) return;
const now = Date.now();
if (now - this.moveTimer > this.moveInterval) {
this.moveAngle = Math.random() * Math.PI * 2;
this.moveTimer = now;
}
this.x += Math.cos(this.moveAngle) * this.speed;
this.y += Math.sin(this.moveAngle) * this.speed;
this.x = Math.max(this.width/2, Math.min(canvas.width - this.width/2, this.x));
this.y = Math.max(this.height/2, Math.min(canvas.height - this.height/2, this.y));
this.angle = Math.atan2(player.y - this.y, player.x - this.x);
if (now - this.lastShot > this.shootInterval && !isCountingDown) {
this.shoot();
this.lastShot = now;
}
}
shoot() {
const sound = this.isBoss ? new Audio('firemn.ogg') : enemyFireSound.cloneNode();
sound.play();
// 발사 이펙트 추가
effects.push(new Effect(
this.x + Math.cos(this.angle) * 30,
this.y + Math.sin(this.angle) * 30,
500,
'fire',
this.angle,
this // 자신을 부모로 전달
));
bullets.push({
x: this.x + Math.cos(this.angle) * 30,
y: this.y + Math.sin(this.angle) * 30,
angle: this.angle,
speed: this.isBoss ? 10 : 5,
isEnemy: true,
size: this.isBoss ? 5 : 3,
damage: this.isBoss ? 300 : 150
});
}
}
function showShop() {
document.getElementById('shop').style.display = 'block';
}
// 플레이어의 기본 상태를 저장
const defaultPlayerStats = {
maxHealth: 1000,
speed: 5,
width: 100,
height: 45
};
function buyTank(tankImg, cost, tankId) {
if (gold >= cost) {
gold -= cost;
playerImg.src = tankImg;
document.getElementById(tankId).style.display = 'none';
document.getElementById('shop').style.display = 'none';
if (tankId === 'tank1') { // PZ.IV
player.maxHealth = 1500;
player.speed = defaultPlayerStats.speed; // 기본 이동속도로 복구
player.width = 90; // PZ.IV의 크기 설정
player.height = 50; // PZ.IV의 크기 설정
}
else if (tankId === 'tank2') { // TIGER
player.maxHealth = 2000;
player.speed = defaultPlayerStats.speed * 0.7;
player.width = 100; // TIGER는 기본 크기 유지
player.height = 45; // TIGER는 기본 크기 유지
}
player.health = player.maxHealth;
}
}
function buyAPCR() {
if (gold >= 1000 && !hasAPCR) {
gold -= 1000;
hasAPCR = true;
document.getElementById('apcr').style.display = 'none';
document.getElementById('shop').style.display = 'none';
}
}
function initRound() {
enemies = [];
for(let i = 0; i < 1 * currentRound; i++) {
enemies.push(new Enemy());
}
player.health = player.maxHealth;
bullets = [];
items = [];
startCountdown();
}
function startBossStage() {
isBossStage = true;
enemies = [];
enemies.push(new Enemy(true));
player.health = player.maxHealth;
bullets = [];
items = [];
document.getElementById('bossButton').style.display = 'none';
bgm.src = 'BGM.ogg'; // 보스전 BGM으로 변경
startCountdown();
}
canvas.addEventListener('mousemove', (e) => {
player.angle = Math.atan2(e.clientY - player.y, e.clientX - player.x);
});
const keys = {};
document.addEventListener('keydown', e => {
keys[e.key] = true;
if(e.key.toLowerCase() === 'c') {
currentWeapon = currentWeapon === 'cannon' ? 'machinegun' : 'cannon';
weaponInfo.textContent = `Current Weapon: ${currentWeapon.charAt(0).toUpperCase() + currentWeapon.slice(1)}`;
} else if(e.key.toLowerCase() === 'r') {
autoFire = !autoFire;
}
});
document.addEventListener('keyup', e => keys[e.key] = false);
function fireBullet() {
if(isCountingDown) return;
const weapon = weapons[currentWeapon];
const now = Date.now();
if ((keys[' '] || autoFire) && now - lastShot > weapon.fireRate) {
weapon.sound.cloneNode().play();
effects.push(new Effect(
player.x + Math.cos(player.angle) * 30,
player.y + Math.sin(player.angle) * 30,
500,
'fire',
player.angle,
player
));
bullets.push({
x: player.x + Math.cos(player.angle) * 30,
y: player.y + Math.sin(player.angle) * 30,
angle: player.angle,
speed: hasAPCR ? 15 : 10, // APCR 적용 시 50% 증가
isEnemy: false,
damage: weapon.damage,
size: weapon.bulletSize,
isAPCR: hasAPCR
});
lastShot = now;
}
}
function updateGame() {
if(gameOver) return;
if(!isCountingDown) {
if(keys['w']) player.y -= player.speed;
if(keys['s']) player.y += player.speed;
if(keys['a']) player.x -= player.speed;
if(keys['d']) player.x += player.speed;
player.x = Math.max(player.width/2, Math.min(canvas.width - player.width/2, player.x));
player.y = Math.max(player.height/2, Math.min(canvas.height - player.height/2, player.y));
fireBullet();
}
enemies.forEach(enemy => enemy.update());
if(!isCountingDown) {
bullets = bullets.filter(bullet => {
bullet.x += Math.cos(bullet.angle) * bullet.speed;
bullet.y += Math.sin(bullet.angle) * bullet.speed;
if(!bullet.isEnemy) {
enemies = enemies.filter(enemy => {
const dist = Math.hypot(bullet.x - enemy.x, bullet.y - enemy.y);
if(dist < 30) {
let damage = currentWeapon === 'cannon' ? 250 : 50; // 고정 데미지로 변경
enemy.health -= damage;
if(enemy.health <= 0) {
spawnHealthItem(enemy.x, enemy.y);
gold += 100;
// 죽음 이펙트와 사운드 추가
effects.push(new Effect(enemy.x, enemy.y, 1000, 'death'));
deathSound.cloneNode().play();
return false;
}
if(player.health <= 0) {
gameOver = true;
restartBtn.style.display = 'block';
effects.push(new Effect(player.x, player.y, 1000, 'death'));
deathSound.cloneNode().play();
}
return true;
}
return true;
});
} else {
const dist = Math.hypot(bullet.x - player.x, bullet.y - player.y);
if(dist < 30) {
player.health -= bullet.damage || 100;
if(player.health <= 0) {
gameOver = true;
restartBtn.style.display = 'block';
}
return false;
}
}
return bullet.x >= 0 && bullet.x <= canvas.width &&
bullet.y >= 0 && bullet.y <= canvas.height;
});
items = items.filter(item => {
const dist = Math.hypot(item.x - player.x, item.y - player.y);
if(dist < 30) {
player.health = Math.min(player.health + 200, player.maxHealth);
return false;
}
return true;
});
if(enemies.length === 0) {
if (!isBossStage) {
if(currentRound < 10) {
nextRoundBtn.style.display = 'block';
showShop();
} else {
document.getElementById('bossButton').style.display = 'block';
}
} else {
gameOver = true;
document.getElementById('winMessage').style.display = 'block';
restartBtn.style.display = 'block';
bgm.pause(); // 현재 BGM 정지
const victorySound = new Audio('victory.ogg'); // 승리 사운드 생성
victorySound.play(); // 승리 사운드 재생
}
}
}
enemies.forEach(enemy => enemy.update());
}
function spawnHealthItem(x, y) {
items.push({x, y});
}
function drawHealthBar(x, y, health, maxHealth, width, height, color) {
ctx.fillStyle = '#333';
ctx.fillRect(x - width/2, y - height/2, width, height);
ctx.fillStyle = color;
ctx.fillRect(x - width/2, y - height/2, width * (health/maxHealth), height);
}
function drawGame() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
const pattern = ctx.createPattern(backgroundImg, 'repeat');
ctx.fillStyle = pattern;
ctx.fillRect(0, 0, canvas.width, canvas.height);
// 플레이어 그리기
ctx.save();
ctx.translate(player.x, player.y);
ctx.rotate(player.angle);
ctx.drawImage(playerImg, -player.width/2, -player.height/2, player.width, player.height);
ctx.restore();
// 체력바
drawHealthBar(canvas.width/2, 30, player.health, player.maxHealth, 200, 20, 'green');
// 적 그리기
enemies.forEach(enemy => {
ctx.save();
ctx.translate(enemy.x, enemy.y);
ctx.rotate(enemy.angle);
const img = enemy.isBoss ? enemy.enemyImg : (enemy.enemyImg || enemyImg);
ctx.drawImage(img, -enemy.width/2, -enemy.height/2, enemy.width, enemy.height);
ctx.restore();
drawHealthBar(enemy.x, enemy.y - 40, enemy.health, enemy.maxHealth, 60, 5, 'red');
});
// 총알 그리기
bullets.forEach(bullet => {
if (bullet.isEnemy || !bullet.isAPCR) {
ctx.beginPath();
ctx.fillStyle = bullet.isEnemy ? 'red' : 'blue';
ctx.arc(bullet.x, bullet.y, bullet.size, 0, Math.PI * 2);
ctx.fill();
} else {
ctx.save();
ctx.translate(bullet.x, bullet.y);
ctx.rotate(bullet.angle);
const size = currentWeapon === 'machinegun' ? 25 : 50; // 기관총일 때 크기 절반
ctx.drawImage(bulletImg, -size/2, -size/2, size, size);
ctx.restore();
}
});
// 아이템 그리기
items.forEach(item => {
ctx.beginPath();
ctx.fillStyle = 'green';
ctx.arc(item.x, item.y, 10, 0, Math.PI * 2);
ctx.fill();
});
// UI 그리기
ctx.fillStyle = 'white';
ctx.font = '24px Arial';
ctx.fillText(`Round ${currentRound}/10`, 10, 30);
ctx.fillText(`Gold: ${gold}`, 10, 60);
// 이펙트 그리기
effects = effects.filter(effect => !effect.isExpired());
effects.forEach(effect => {
effect.update(); // 이펙트 위치 업데이트
ctx.save();
ctx.translate(effect.x, effect.y);
if(effect.type === 'fire') ctx.rotate(effect.angle);
// bang.png는 1.5배 크게
const size = effect.type === 'death' ? 75 : 42; // death는 75px (1.5배), fire는 42px
ctx.drawImage(effect.img, -size/2, -size/2, size, size);
ctx.restore();
});
if(isCountingDown) {
ctx.fillStyle = 'rgba(0, 0, 0, 0.5)';
ctx.fillRect(0, 0, canvas.width, canvas.height);
}
}
// drawGame 함수 밖으로 이동
function gameLoop() {
updateGame();
drawGame();
requestAnimationFrame(gameLoop);
}
nextRoundBtn.addEventListener('click', () => {
currentRound++;
nextRoundBtn.style.display = 'none';
document.getElementById('shop').style.display = 'none';
initRound();
});
bossButton.addEventListener('click', startBossStage);
restartBtn.addEventListener('click', () => {
currentRound = 1;
gameOver = false;
isBossStage = false;
gold = 0;
hasAPCR = false; // APCR 초기화
restartBtn.style.display = 'none';
document.getElementById('winMessage').style.display = 'none';
document.getElementById('tank1').style.display = 'block';
document.getElementById('tank2').style.display = 'block';
document.getElementById('apcr').style.display = 'block'; // APCR 상점 아이템 다시 표시
playerImg.src = 'player.png';
bgm.src = 'BGM2.ogg';
bgm.play();
initRound();
});
Promise.all([
new Promise(resolve => backgroundImg.onload = resolve),
new Promise(resolve => playerImg.onload = resolve),
new Promise(resolve => enemyImg.onload = resolve)
]).then(() => {
initRound();
gameLoop();
bgm.play();
});
window.addEventListener('resize', () => {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
});
</script>
</body>
</html> |