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Update game.js
Browse files
game.js
CHANGED
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@@ -338,9 +338,9 @@ class Fighter {
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this.targetYaw += bankTurnRate;
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}
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// νμ€μ μΈ μλ κ³μ°
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const minSpeed = 0; // μ΅μ μλ 0kt
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const maxSpeed =
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let targetSpeed = minSpeed + (maxSpeed - minSpeed) * this.throttle;
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// νΌμΉ κ°λμ λ°λ₯Έ μλ λ³ν
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@@ -498,8 +498,8 @@ class Fighter {
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if (this.stallWarning) {
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// μ€ν¨ μνμμμ μλ λ³ν
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if (pitchAngle > 0.1) { // κΈ°μκ° μλλ₯Ό ν₯ν λ
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// λ€μ΄λΉμΌλ‘ μΈν μλ μ¦κ°
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const diveSpeedGain = Math.min(pitchAngle *
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this.speed = Math.min(maxSpeed, this.speed + diveSpeedGain * deltaTime);
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} else {
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// κΈ°μκ° μλ₯Ό ν₯νκ±°λ μνμΌ λλ μλ κ°μ
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@@ -569,8 +569,8 @@ class Fighter {
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const gravityEffect = GAME_CONSTANTS.GRAVITY * deltaTime * 0.15;
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this.velocity.y -= gravityEffect;
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// μλ ₯ ν¨κ³Ό (μλμ λΉλ‘)
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const liftFactor = (this.speed /
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const lift = gravityEffect * liftFactor;
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this.velocity.y += lift;
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}
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this.targetYaw += bankTurnRate;
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}
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// νμ€μ μΈ μλ κ³μ° - 1750ktκΉμ§ μ¦κ°
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const minSpeed = 0; // μ΅μ μλ 0kt (m/s)
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const maxSpeed = 900.6; // μ΅λ μλ 1750ktλ₯Ό m/sλ‘ λ³ν (1750 * 0.5144444)
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let targetSpeed = minSpeed + (maxSpeed - minSpeed) * this.throttle;
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// νΌμΉ κ°λμ λ°λ₯Έ μλ λ³ν
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if (this.stallWarning) {
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// μ€ν¨ μνμμμ μλ λ³ν
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if (pitchAngle > 0.1) { // κΈ°μκ° μλλ₯Ό ν₯ν λ
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// λ€μ΄λΉμΌλ‘ μΈν μλ μ¦κ° - 1750kt μ΅λ μλμ λ§μΆ° μ‘°μ
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const diveSpeedGain = Math.min(pitchAngle * 500, 400); // μ΅λ 400m/s μ¦κ°
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this.speed = Math.min(maxSpeed, this.speed + diveSpeedGain * deltaTime);
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} else {
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// κΈ°μκ° μλ₯Ό ν₯νκ±°λ μνμΌ λλ μλ κ°μ
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const gravityEffect = GAME_CONSTANTS.GRAVITY * deltaTime * 0.15;
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this.velocity.y -= gravityEffect;
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// μλ ₯ ν¨κ³Ό (μλμ λΉλ‘) - μ΅λ μλ μ¦κ°μ λ§μΆ° μ‘°μ
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const liftFactor = Math.min((this.speed / 500), 1.0) * 0.8; // 500m/s μ΄μμμ μ΅λ μλ ₯
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const lift = gravityEffect * liftFactor;
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this.velocity.y += lift;
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}
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