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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>