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<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; | |
} | |
</style> | |
</head> | |
<body> | |
<div id="instructions"> | |
Controls:<br> | |
WASD - Move tank<br> | |
Mouse - Aim<br> | |
Space - Fire<br> | |
C - Switch Weapon | |
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> | |
<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'); | |
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; | |
// 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'; | |
// Audio setup | |
const cannonSound = new Audio('firemn.ogg'); | |
const machinegunSound = new Audio('firemg.ogg'); | |
const enemyFireSound = new Audio('fireenemy.ogg'); | |
const bgm = new Audio('BGM.ogg'); | |
const countSound = new Audio('count.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(); // BGM μΌμμ μ§ | |
countSound.play(); // μΉ΄μ΄νΈλ€μ΄ μ¬μ΄λ μ¬μ | |
const countInterval = setInterval(() => { | |
countdownTime--; | |
if(countdownTime <= 0) { | |
clearInterval(countInterval); | |
countdownEl.style.display = 'none'; | |
isCountingDown = false; | |
bgm.play(); // BGM λ€μ μ¬μ | |
} | |
countdownEl.textContent = countdownTime > 0 ? countdownTime : 'GO!'; | |
}, 1000); | |
} | |
class Enemy { | |
constructor() { | |
this.x = Math.random() * canvas.width; | |
this.y = Math.random() * canvas.height; | |
this.health = 1000; | |
this.maxHealth = 1000; | |
this.speed = 2; | |
this.lastShot = 0; | |
this.shootInterval = 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; | |
} | |
update() { | |
if(isCountingDown) return; | |
const now = Date.now(); | |
// Movement | |
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; | |
// Bounds check | |
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)); | |
// Aim at player | |
this.angle = Math.atan2(player.y - this.y, player.x - this.x); | |
// Shooting | |
if (now - this.lastShot > this.shootInterval && !isCountingDown) { | |
this.shoot(); | |
this.lastShot = now; | |
} | |
} | |
shoot() { | |
enemyFireSound.cloneNode().play(); | |
bullets.push({ | |
x: this.x + Math.cos(this.angle) * 30, | |
y: this.y + Math.sin(this.angle) * 30, | |
angle: this.angle, | |
speed: 5, | |
isEnemy: true, | |
size: 3 | |
}); | |
} | |
} | |
function initRound() { | |
enemies = []; | |
for(let i = 0; i < 1 * currentRound; i++) { | |
enemies.push(new Enemy()); | |
} | |
player.health = player.maxHealth; | |
bullets = []; | |
items = []; | |
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(); | |
bullets.push({ | |
x: player.x + Math.cos(player.angle) * 30, | |
y: player.y + Math.sin(player.angle) * 30, | |
angle: player.angle, | |
speed: 10, | |
isEnemy: false, | |
damage: weapon.damage, | |
size: weapon.bulletSize | |
}); | |
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) { | |
// Update bullets and collisions | |
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) { | |
enemy.health -= enemy.maxHealth * bullet.damage; | |
if(enemy.health <= 0) { | |
spawnHealthItem(enemy.x, enemy.y); | |
return false; | |
} | |
return true; | |
} | |
return true; | |
}); | |
} else { | |
const dist = Math.hypot(bullet.x - player.x, bullet.y - player.y); | |
if(dist < 30) { | |
player.health -= 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(currentRound < 10) { | |
nextRoundBtn.style.display = 'block'; | |
} else { | |
gameOver = true; | |
restartBtn.style.display = 'block'; | |
} | |
} | |
} | |
} | |
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); | |
// Draw all game objects | |
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(); | |
drawHealthBar(canvas.width/2, 30, player.health, player.maxHealth, 200, 20, 'green'); | |
enemies.forEach(enemy => { | |
ctx.save(); | |
ctx.translate(enemy.x, enemy.y); | |
ctx.rotate(enemy.angle); | |
ctx.drawImage(enemyImg, -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'); | |
}); | |
bullets.forEach(bullet => { | |
ctx.beginPath(); | |
ctx.fillStyle = bullet.isEnemy ? 'red' : 'yellow'; | |
ctx.arc(bullet.x, bullet.y, bullet.size, 0, Math.PI * 2); | |
ctx.fill(); | |
}); | |
items.forEach(item => { | |
ctx.beginPath(); | |
ctx.fillStyle = 'green'; | |
ctx.arc(item.x, item.y, 10, 0, Math.PI * 2); | |
ctx.fill(); | |
}); | |
ctx.fillStyle = 'white'; | |
ctx.font = '24px Arial'; | |
ctx.fillText(`Round ${currentRound}/10`, 10, 30); | |
if(isCountingDown) { | |
ctx.fillStyle = 'rgba(0, 0, 0, 0.5)'; | |
ctx.fillRect(0, 0, canvas.width, canvas.height); | |
} | |
} | |
function gameLoop() { | |
updateGame(); | |
drawGame(); | |
requestAnimationFrame(gameLoop); | |
} | |
nextRoundBtn.addEventListener('click', () => { | |
currentRound++; | |
nextRoundBtn.style.display = 'none'; | |
initRound(); | |
}); | |
restartBtn.addEventListener('click', () => { | |
currentRound = 1; | |
gameOver = false; | |
restartBtn.style.display = 'none'; | |
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(); // κ²μ μμμ BGM μ¬μ | |
}); | |
window.addEventListener('resize', () => { | |
canvas.width = window.innerWidth; | |
canvas.height = window.innerHeight; | |
}); | |
</script> | |
</body> | |
</html> |