Spaces:
Running
Running
cutechicken
commited on
Update index.html
Browse files- index.html +90 -59
index.html
CHANGED
@@ -190,69 +190,100 @@
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}, 1000);
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}
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if (now - this.moveTimer > this.moveInterval) {
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this.moveAngle = Math.random() * Math.PI * 2;
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this.moveTimer = now;
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}
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this.x += Math.cos(this.moveAngle) * this.speed;
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this.y += Math.sin(this.moveAngle) * this.speed;
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this.x = Math.max(this.width/2, Math.min(canvas.width - this.width/2, this.x));
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this.y = Math.max(this.height/2, Math.min(canvas.height - this.height/2, this.y));
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this.angle = Math.atan2(player.y - this.y, player.x - this.x);
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if (now - this.lastShot > this.shootInterval && !isCountingDown) {
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this.shoot();
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this.lastShot = now;
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}
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}
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}
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function showShop() {
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document.getElementById('shop').style.display = 'block';
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}
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}, 1000);
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}
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class Enemy {
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constructor(isBoss = false) {
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this.x = Math.random() * canvas.width;
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this.y = Math.random() * canvas.height;
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this.health = isBoss ? 5000 : 1000;
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this.maxHealth = this.health;
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this.speed = isBoss ? 1 : 2;
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this.lastShot = 0;
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this.shootInterval = isBoss ? 1000 : 1000;
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this.angle = 0;
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this.width = 100;
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this.height = 45;
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this.moveTimer = 0;
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this.moveInterval = Math.random() * 2000 + 1000;
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this.moveAngle = Math.random() * Math.PI * 2;
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this.isBoss = isBoss;
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this.lastMachineGunShot = 0; // 기관총 발사 시점 추가
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if (isBoss) {
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this.enemyImg = new Image();
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this.enemyImg.src = 'boss.png';
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} else if (currentRound >= 7) {
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this.enemyImg = new Image();
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this.enemyImg.src = 'enemy3.png';
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} else if (currentRound >= 4) {
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this.enemyImg = new Image();
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this.enemyImg.src = 'enemy2.png';
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}
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}
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update() {
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if (isCountingDown) return;
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const now = Date.now();
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if (now - this.moveTimer > this.moveInterval) {
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this.moveAngle = Math.random() * Math.PI * 2;
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this.moveTimer = now;
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}
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this.x += Math.cos(this.moveAngle) * this.speed;
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this.y += Math.sin(this.moveAngle) * this.speed;
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this.x = Math.max(this.width / 2, Math.min(canvas.width - this.width / 2, this.x));
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this.y = Math.max(this.height / 2, Math.min(canvas.height - this.height / 2, this.y));
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this.angle = Math.atan2(player.y - this.y, player.x - this.x);
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if (now - this.lastShot > this.shootInterval && !isCountingDown) {
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this.shoot();
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this.lastShot = now;
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}
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}
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shoot() {
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const now = Date.now();
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// 기관총 발사 조건
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if (this.isBoss && now - this.lastMachineGunShot > 3000) { // 3초 간격
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this.lastMachineGunShot = now;
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this.fireMachineGun();
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} else {
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this.fireCannon();
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}
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}
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fireMachineGun() {
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const sound = machinegunSound;
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sound.play();
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for (let i = -2; i <= 2; i++) {
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const spreadAngle = this.angle + i * 0.1;
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bullets.push({
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x: this.x + Math.cos(spreadAngle) * 30,
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y: this.y + Math.sin(spreadAngle) * 30,
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angle: spreadAngle,
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speed: 8,
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isEnemy: true,
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size: 2,
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damage: 50,
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});
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}
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}
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fireCannon() {
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const sound = this.isBoss ? cannonSound : enemyFireSound.cloneNode();
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sound.play();
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bullets.push({
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x: this.x + Math.cos(this.angle) * 30,
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y: this.y + Math.sin(this.angle) * 30,
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angle: this.angle,
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speed: 5,
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isEnemy: true,
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size: this.isBoss ? 5 : 3,
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damage: this.isBoss ? 300 : 150,
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});
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}
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}
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function showShop() {
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document.getElementById('shop').style.display = 'block';
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}
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