๐ ์ฑGPT๋ก ํฌ์ผ๋ชฌ ์ํ ๊ฒ์ ๋ง๋ค๊ธฐ
- ์ฑGPT์ ํจ๊ป ๊ฐ๋จํ ํฌ์ผ๋ชฌ ์ํ ๊ฒ์ ๊ฐ๋ฐ ๊ณผ์ ์ ๋จ๊ณ๋ณ๋ก ์๋ดํฉ๋๋ค.
- HTML๊ณผ JavaScript๋ฅผ ์ฌ์ฉํ์ฌ ์ฝ๋ ์์ฑ, ํ๋ ์ด์ด ์กฐ์, ์ฅ์ ๋ฌผ ์์ฑ ๋ฑ ๊ธฐ๋ฅ์ ๊ตฌํํฉ๋๋ค.
- ๊ฒ์์ ํฌ์ผ๋ชฌ ์ด๋ฏธ์ง, ๋ฐฐ๊ฒฝ ์์ , ํจ๊ณผ์์ ์ถ๊ฐํ์ฌ ๊ฒ์์ ์์ฑํ๊ณ ์ค์ ์น์๋ฒ์ ์ ๋ก๋ํ์ฌ ํ๋ ์ด ๊ฐ๋ฅํฉ๋๋ค.
๐ ์ฑGPT๋ก ํฌ์ผ๋ชฌ ์ํ ๊ฒ์ ๋ง๋ค๊ธฐ
๐ ํํํฌ์ผ๋ชฌ ์ํ ๊ฒ์ ๋ฐ๋ก๊ฐ๊ธฐ
ํฌ์ผ๋ชฌ ์ํ ๊ฒ์์ ๋ง๋ค๊ณ ์ถ์ผ์ ๊ฐ์? ์ฑGPT์ ํจ๊ป๋ผ๋ฉด ๋๊ตฌ๋ ์ฝ๊ฒ ๋ง๋ค ์ ์์ต๋๋ค. ์ด๋ฒ ๊ธ์์๋ ์ฑGPT๋ฅผ ์ด์ฉํด ํฌ์ผ๋ชฌ ์ํ ๊ฒ์์ ๋ง๋๋ ๊ณผ์ ์ ๋จ๊ณ๋ณ๋ก ์ค๋ช ๋๋ฆฌ๊ฒ ์ต๋๋ค.
1. ๊ฒ์ ์์ํ๊ธฐ
๋จผ์ , ์ฑGPT์๊ฒ ํ๋ก ํธ์๋ ๊ฐ๋ฐ์๋ก ์ญํ ์ ๋ถ์ฌํ๊ณ ๊ฒ์์ ๋ง๋ค๊ธฐ ์์ํฉ์๋ค. HTML ํ์ผ ํ๋์ ๋ชจ๋ ์ฝ๋๋ฅผ ์์ฑํ์ฌ ๊ฐ๋จํ ์ํ ๊ฒ์์ ๋ง๋ค์ด๋ณด๊ฒ ์ต๋๋ค. ์ฝ๋ํ(CodePen)์ ์ด์ฉํ๋ฉด ์ค์๊ฐ์ผ๋ก ๊ฒฐ๊ณผ๋ฅผ ํ์ธํ ์ ์์ด ํธ๋ฆฌํฉ๋๋ค.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Pokemon Shooting Game</title>
<style>
canvas {
background: url('background.jpg') no-repeat center center;
background-size: cover;
}
</style>
</head>
<body>
<canvas id="gameCanvas" width="800" height="600"></canvas>
<script>
const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d');
// Initial game setup
let player = { x: 400, y: 500, width: 50, height: 50, color: 'blue' };
let bullets = [];
let obstacles = [];
function drawPlayer() {
ctx.fillStyle = player.color;
ctx.fillRect(player.x, player.y, player.width, player.height);
}
function drawBullet(bullet) {
ctx.fillStyle = bullet.color;
ctx.fillRect(bullet.x, bullet.y, bullet.width, bullet.height);
}
function drawObstacle(obstacle) {
ctx.fillStyle = obstacle.color;
ctx.fillRect(obstacle.x, obstacle.y, obstacle.width, obstacle.height);
}
function gameLoop() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
drawPlayer();
bullets.forEach(drawBullet);
obstacles.forEach(drawObstacle);
requestAnimationFrame(gameLoop);
}
document.addEventListener('keydown', (e) => {
if (e.code === 'ArrowLeft') player.x -= 10;
if (e.code === 'ArrowRight') player.x += 10;
if (e.code === 'Space') bullets.push({ x: player.x + 20, y: player.y, width: 5, height: 10, color: 'red' });
});
gameLoop();
</script>
</body>
</html>
2. ํ๋ ์ด์ด ์์ง์ ์ถ๊ฐ
ํ๋ ์ด์ด๋ฅผ ํค๋ณด๋๋ก ์กฐ์ํ ์ ์๊ฒ ๋ง๋ค์ด ๋ณด๊ฒ ์ต๋๋ค. ์ฑGPT์๊ฒ ํค๋ณด๋ ์ ๋ ฅ์ ๋ฐ์ ํ๋ ์ด์ด๊ฐ ์ข์ฐ๋ก ์์ง์ด๋๋ก ์ฝ๋๋ฅผ ์ถ๊ฐํด ๋ฌ๋ผ๊ณ ์์ฒญํฉ๋๋ค.
document.addEventListener('keydown', (e) => {
if (e.code === 'ArrowLeft') player.x -= 10;
if (e.code === 'ArrowRight') player.x += 10;
if (e.code === 'Space') bullets.push({ x: player.x + 20, y: player.y, width: 5, height: 10, color: 'red' });
});
3. ์ ์ฅ์ ๋ฌผ ์ถ๊ฐ
์ ์ฅ์ ๋ฌผ์ด ์์์ ์๋๋ก ๋จ์ด์ง๋๋ก ์ฝ๋๋ฅผ ์ถ๊ฐํฉ๋๋ค. ์ฅ์ ๋ฌผ์ ๋ง๋ค์ด ๋ด๋ ค์ค๊ฒ ํ๊ณ , ์ด์๋ก ๋ง์ถ๋ฉด ์ฅ์ ๋ฌผ์ด ์ฌ๋ผ์ง๊ฒ ํฉ๋๋ค.
function createObstacle() {
obstacles.push({ x: Math.random() * 800, y: 0, width: 50, height: 50, color: 'green' });
}
setInterval(createObstacle, 2000);
function updateObstacles() {
obstacles.forEach(obstacle => obstacle.y += 5);
obstacles = obstacles.filter(obstacle => obstacle.y < 600);
}
function checkCollisions() {
bullets.forEach((bullet, bulletIndex) => {
obstacles.forEach((obstacle, obstacleIndex) => {
if (bullet.x < obstacle.x + obstacle.width &&
bullet.x + bullet.width > obstacle.x &&
bullet.y < obstacle.y + obstacle.height &&
bullet.y + bullet.height > obstacle.y) {
obstacles.splice(obstacleIndex, 1);
bullets.splice(bulletIndex, 1);
}
});
});
}
4. ๊ฒ์ ์ ๋ณด ํ์
๊ฒ์ ํ๋ฉด ์๋จ์ ์๊ฐ๊ณผ ์๋์ง๋ฅผ ํ์ํฉ๋๋ค. ์ฅ์ ๋ฌผ๊ณผ ์ถฉ๋ ์ ์๋์ง๊ฐ ๊ฐ์ํ๊ฒ ์ฝ๋๋ฅผ ์์ ํฉ๋๋ค.
let energy = 10;
let time = 0;
function drawInfo() {
ctx.fillStyle = 'white';
ctx.font = '20px Arial';
ctx.fillText(`Energy: ${energy}`, 10, 20);
ctx.fillText(`Time: ${time}`, 700, 20);
}
setInterval(() => time++, 1000);
function checkCollisions() {
bullets.forEach((bullet, bulletIndex) => {
obstacles.forEach((obstacle, obstacleIndex) => {
if (bullet.x < obstacle.x + obstacle.width &&
bullet.x + bullet.width > obstacle.x &&
bullet.y < obstacle.y + obstacle.height &&
bullet.y + bullet.height > obstacle.y) {
obstacles.splice(obstacleIndex, 1);
bullets.splice(bulletIndex, 1);
}
});
});
obstacles.forEach(obstacle => {
if (player.x < obstacle.x + obstacle.width &&
player.x + player.width > obstacle.x &&
player.y < obstacle.y + obstacle.height &&
player.y + player.height > obstacle.y) {
energy--;
obstacles.splice(obstacleIndex, 1);
}
});
}
5. ๊ฒ์ ์์ฑ
ํฌ์ผ๋ชฌ ์ด๋ฏธ์ง๋ฅผ ์ฌ์ฉํ์ฌ ํ๋ ์ด์ด์ ์ฅ์ ๋ฌผ์ ๋ณ๊ฒฝํ๊ณ , ๋ฐฐ๊ฒฝ ์์ ๊ณผ ํจ๊ณผ์์ ์ถ๊ฐํฉ๋๋ค.
<style>
canvas {
background: url('background.jpg') no-repeat center center;
background-size: cover;
}
</style>
<script>
let playerImg = new Image();
playerImg.src = 'player.png';
let obstacleImg = new Image();
obstacleImg.src = 'obstacle.png';
function drawPlayer() {
ctx.drawImage(playerImg, player.x, player.y, player.width, player.height);
}
function drawObstacle(obstacle) {
ctx.drawImage(obstacleImg, obstacle.x, obstacle.y, obstacle.width, obstacle.height);
}
let bgMusic = new Audio('background.mp3');
bgMusic.loop = true;
bgMusic.play();
let hitSound = new Audio('hit.mp3');
function checkCollisions() {
bullets.forEach((bullet, bulletIndex) => {
obstacles.forEach((obstacle, obstacleIndex) => {
if (bullet.x < obstacle.x + obstacle.width &&
bullet.x + bullet.width > obstacle.x &&
bullet.y < obstacle.y + obstacle.height &&
bullet.y + bullet.height > obstacle.y) {
obstacles.splice(obstacleIndex, 1);
bullets.splice(bulletIndex, 1);
hitSound.play();
}
});
});
obstacles.forEach((obstacle, obstacleIndex) => {
if (player.x < obstacle.x + obstacle.width &&
player.x + player.width > obstacle.x &&
player.y < obstacle.y + obstacle.height &&
player.y + player.height > obstacle.y) {
energy--;
obstacles.splice(obstacleIndex, 1);
hitSound.play();
}
});
}
</script>
์ด์ ๊ฒ์์ด ์์ฑ๋์์ต๋๋ค! ์ฝ๋๋ฅผ ์น ์๋ฒ์ ์ ๋ก๋ํ์ฌ ์ค์ ๋ก ๊ฒ์์ ์ฆ๊ธธ ์ ์์ต๋๋ค. ์ฌ๋ฌ๋ถ๋ ์ง์ ๋ฐ๋ผ ํด๋ณด์๊ณ ์์ ๋ง์ ๊ฒ์์ ๋ง๋ค์ด ๋ณด์ธ์.
๐ฅ์ฐธ๊ณ ์์ :