Creating Your Own 3D Shooter Using the React and Three.js Stack — Part 3

Written by varlab | Published 2024/01/18
Tech Story Tags: three.js | r3f | first-person-shooter | react-three-fiber-guide | create-your-own-3d-shooter | gaming | shooter-games | game-design

TLDRIn the era of active development of web technologies and interactive applications, 3D-graphics is becoming more and more relevant and in demand. But how to create a 3D application without losing the advantages of web development? In this article, we will look at how to combine the power of Three.js with the flexibility of React to create your own game right in the browser. This article will introduce you to the React Three Fiber library and teach you how to create interactive 3D games.via the TL;DR App

Introduction

In modern web development, the boundaries between classic and web applications are blurring every day. Today, we can create not only interactive websites but also full-fledged games right in the browser. One of the tools that makes this possible is the React Three Fiber library - a powerful tool for creating 3D graphics based on Three.js using React technology.

In today's article, we will implement:

  • add a new territory;
  • connect typescript and configure absolute file paths;
  • add an ammo counter;
  • add reloading;
  • hide the aiming point during aiming;
  • work with sounds when firing and when the magazine is empty;
  • add quick access slots interface with icons.

Repository on GitHub

Final demo:

https://www.youtube.com/watch?v=XtL33-0fihc&embedable=true

https://codesandbox.io/p/github/JI0PATA/fps-game?embedable=true

Adding new territory

In order to slightly diversify the territory through which the character can move, it was decided to replace it. There is a list of examples on the official React Three Fiber website. I chose this demo. From it, I took the territory model and imported it into my project. Since this room model already contains everything we need, we can immediately use it in our project. To do this, you will need to remove everything unnecessary in the Ground.jsx file and use the imported model. I'll add it to the path public/territory.glb. This model (clicking on the link will download it) can be taken directly from the repository.

And at the same time, you can remove the floor surface texture floor.png from the project.

Code section

Connecting TypeScript and SCSS

To make it more convenient to develop and maintain the application, let's connect TypeScript. In this part, I will use it exclusively to develop some parts of the interface, but not yet to work with Three.js.

For example, how to add TypeScript to an already created project can be found here.

Let's add two configuration files: tsconfig.json and tsconfig.node.json, as stated in the article above.

tsconfig.json

{
  "compilerOptions": {
    "target": "ES2020",
    "useDefineForClassFields": true,
    "lib": ["ES2020", "DOM", "DOM.Iterable"],
    "module": "ESNext",
    "skipLibCheck": true,
    "baseUrl": ".",
    "paths": {
      "@/*": ["./src/*"]
    },
    "types": ["node"],

    /* Bundler mode */
    "moduleResolution": "bundler",
    "allowImportingTsExtensions": true,
    "resolveJsonModule": true,
    "isolatedModules": true,
    "noEmit": true,
    "jsx": "react-jsx",

    /* Linting */
    "strict": true,
    "noUnusedLocals": true,
    "noUnusedParameters": true,
    "noFallthroughCasesInSwitch": true
  },
  "include": ["src"],
  "references": [{ "path": "./tsconfig.node.json" }]
}

tsconfig.node.json

{
  "compilerOptions": {
    "composite": true,
    "skipLibCheck": true,
    "module": "ESNext",
    "moduleResolution": "bundler",
    "allowSyntheticDefaultImports": true
  },
  "include": ["vite.config.js"]
}

To simplify imports, we will make them with an absolute path. For example, these articles describe configs for JS and TS files. For TS files, the necessary rule has already been added (lines 8-11 in the tsconfig.json file ). For regular JS files, you need to create a new jsonconfig.json file and add the appropriate rules there.

jsconfig.json

{
  "compilerOptions": {
    "baseUrl": ".",
    "paths": {
      "@/*": ["./src/*"]
    }
  }
}

In the App.jsx file, you can now change the paths to absolute ones, starting the paths with “ @/ ” and making sure that everything works correctly.

To avoid errors while working with ESLint for designs from TypeScript, you will need to edit the .eslintrc.cjs file. And also install the appropriate packages.

npm i -D @types/node @typescript-eslint/eslint-plugin @typescript-eslint/parser

To connect SCSS, you will need to install it first.

npm i -D sass

Let's rename the index.css file to index.scss. We will also change the file extension of main.jsx to main.tsx and correct the path to the App component and the styles file in accordance with the absolute path.

After renaming to the .tsx extension, you will need to replace the path to the root file in the index.html file.

To correct these errors, you will need to create a file declaration.d.ts with the following lines in the root of the src folder.

declaration.d.ts

declare module '*.scss';
declare module '*.jsx';

Let's get back to styles. Let's create a new file along the path src/UI/UI.module.scss. Let’s transfer the “sight” styles to the created file and use “modular classes.”

Now we can use SCSS and TypeScript in our project, and also use absolute paths to import files. It is also necessary to change the paths in the remaining files to absolute ones for everything to work correctly.

Code section

Ammo counter

Now, our weapons can fire indefinitely since they have no shot limit. To implement this limit, we will use zustand to store states.

Let's create a new file along the path src/store/RoundsStore.ts. In this file, we will use TypeScript. Let's set the default number of cartridges, describe the interface of our storage, and create the storage itself. In it, we will describe the current number of cartridges (by default, the value is set from the defaultCountOfRounds variable ), a function for decreasing by one cartridge, and a function for reloading (setting the current number of cartridges to the default number).

RoundsStore.ts

import {create} from "zustand";

const defaultCountOfRounds = 30;

export interface IRoundsStore {
    countRounds: number;
    decreaseRounds: () => void;
    reloadRounds: () => void;
}

export const useRoundsStore = create<IRoundsStore>()((set) => ({
    countRounds: defaultCountOfRounds,
    decreaseRounds: () => set(({ countRounds }) => {
        return {
            countRounds: Math.max(countRounds - 1, 0)
        }
    }),
    reloadRounds: () => set(() => {
        return {
            countRounds: defaultCountOfRounds
        }
    })
}));

Now, we can visually show the current state of the number of cartridges. Using the following path, we create two files: src/UI/NumberOfRounds/NumberOfRounds.tsx and src/UI/NumberOfRounds/styles.module.scss.

Let's add styles for the counter element.

styles.module.scss

.rounds {
  display: flex;
  align-items: center;
  justify-content: center;
  width: 60px;
  height: 60px;
  position: absolute;
  right: 40px;
  bottom: 40px;
  background: rgba(255, 255, 255, .8);
  font-size: 40px;
  border-radius: 10px;
}

Now, let’s implement the counter-visual element itself. In the NumberOfRounds.tsx file you will need to use the useRoundsStore state and get the current number of rounds. And then we will display either the number of remaining cartridges or the button that needs to be pressed. To make the application more flexible, it would be good to add the “button name” to the project configuration. Let's add two new fields to .env: one for the displayed name of the button and the second with the code of the key that needs to be pressed.

Now, let's implement the NumberOfRounds.tsx file.

import {useRoundsStore, IRoundsStore} from "@/store/RoundsStore.ts";
import styles from "@/UI/NumberOfRounds/styles.module.scss";

const RELOAD_BUTTON_NAME = import.meta.env.VITE_RELOAD_BUTTON_NAME;

const NumberOfRounds = () => {
    const countOfRounds = useRoundsStore((state: IRoundsStore) => state.countRounds);
    const isEmptyRounds = countOfRounds === 0;

    return (
        <div className={styles.rounds}>
            {!isEmptyRounds ? countOfRounds : RELOAD_BUTTON_NAME}
        </div>
    );
};

export default NumberOfRounds;

However, because TypeScript strictly checks everything, it currently does not know that such a configuration file can exist at all. There is also a chance that this variable may not be in the .env file, and then an error will appear while the application is running. Therefore, you will need to make some changes in order for code validation to start working correctly.

Let's add another value for types to the tsconfig.json file .

Also, in the declaration.d.ts file, we will add an interface that will describe the structure of our .env so that TypeScript can perceive everything correctly.

After the changes are made, all errors from the file should disappear.

Now, you need to display the counter on the screen. At the same time, we currently have one more interface element - a sight. So now we can separate the UI elements from the 3D elements. To do this, let's create a new file src/UI/UI.tsx.

A small digression. Since we now have a separate folder for storing states, we can now move one of the states there, which we will need right now, namely: useAimingStore. Let's create a file in src/store/AimingStore.ts and bring it to the following form. Let's remove this state from the Weapon.jsx file and add imports of this state in the Weapon.jsx and Player.jsx files.

AimingStore.ts

import {create} from "zustand";

export interface IAimingStore {
    isAiming: boolean;
    setIsAiming: (value: boolean ) => void;
}

export const useAimingStore = create<IAimingStore>()((set) => ({
    isAiming: false,
    setIsAiming: (value) => set(() => ({ isAiming: value }))
}));

And now, let's implement the UI.tsx file. Let's move the crosshair into it, which will be displayed only if the player does not aim using the mouse button, and also add the newly created NumberOfRounds component there.

UI.tsx

import NumberOfRounds from "@/UI/NumberOfRounds/NumberOfRounds.tsx";
import {IAimingStore, useAimingStore} from "@/store/AimingStore.ts";
import styles from "@/UI/UI.module.scss";

const UI = () => {
    const isAiming = useAimingStore((state: IAimingStore) => state.isAiming);

    return (
        <div className="ui-root">
            {!isAiming && <div className={styles.aim} />}
            <NumberOfRounds/>
        </div>
    );
};

export default UI;

Now, with each shot, you need to reduce the number by one cartridge. To do this, you will need to call the decreaseRounds function from useRoundsStore. And while the number of cartridges is equal to 0, then call the reloadRounds function. At the same time, at the moment, two shots will be fired per click, so it is necessary to correct the logic of the start of shots.

Code section

Reload

Let's start implementing recharging. In this section, we implement the following logic: as long as there are cartridges, the weapon can fire, but as soon as they run out, the shooting stops, and when you press a given key, the default number of cartridges is restored.

All changes will occur only in the Weapon.jsx file. You will need to import the reload key code from .env. Then, get the state and function from useRoundsStore, add a keypress event handler, and compare the pressed key with the key that is set to reload. And in the startShooting function, check the number of cartridges, and if it is 0, then do not perform any action. Accordingly, if you fire all the cartridges and then press the R key, then all actions and sounds will begin to play again.

Code section

Sounds when firing and when the magazine is empty

Let's take a look at weapon sounds. At the moment, the sound of a shot has already been implemented. But when I try to shoot with an empty magazine, there is no sound. I have already selected the sound, so it (clicking on the link will start downloading) can be downloaded from the commit of the current section.

Also, instead of using HTMLAudio, you can use spatial audio, which is added to the scene and changes dynamically depending on various factors. To do this, you need to add the PositionalAudio tag. You will also need to add several attributes:

  • url - indicates a link to the audio file;
  • autoplay - specify false, since this sound is called only during a certain action;
  • loop - specify false since single playback is required;
  • ref - set in order to gain access to an object for playing sound at a certain point in time.

Code section

Quick Access Slots Interface

Now, we will implement the interface of quick access slots, into which the player can assign the necessary items.

Let's start with the implementation of the storage. Let's create a file src/store/QuickAccessSlotsStore.ts. Let's describe the slot type QuickAccessSlotsType, which stores some element in the form of a string (in this case, it will only be an item icon for now), as well as the IQuickAccessSlotsStore interface, which indicates that slots are an array of types. We also create the storage itself.

QuickAccessSlotsStore.ts

import {create} from "zustand";
import default_slots from "@/quick_access_slots.json";

const SLOTS_COUNT = 5 as const;

type QuickAccessSlotsType = {
    item: string;
}

interface IQuickAccessSlotsStore {
    slots: QuickAccessSlotsType[];
}

export const useQuickAccessSlotsStore = create<IQuickAccessSlotsStore>()(() => ({
    slots: default_slots.concat(Array(SLOTS_COUNT - default_slots.length).fill({
        item: null
    }))
}));

Let's create a sample JSON file that will contain an array of some of the added items. We will also download several icons that we will use in the future.

quick_access_slots.json

[
  {
    "item": "medicine/aid.png"
  },
  {
    "item": "weapons/mp5.png"
  },
  {
    "item": "weapons/ak.png"
  }
]

Now, we need to create the user interface itself. This will be a number of slots with an icon inside and a number to activate this item.

Let's create two files for styles and layout: src/UI/QuickAccessSlots/styles.module.scss and src/UI/QuickAccessSlots/QuickAccessSlots.tsx.

Let's write styles.

.slots {
  position: fixed;
  bottom: 40px;
  left: 50%;
  transform: translateX(-50%);
  display: flex;
  align-items: center;
  column-gap: 10px;

  .slot {
    position: relative;
    width: 60px;
    height: 60px;
    border-radius: 10px;
    border: 2px solid darkgray;
    background: rgba(255, 255, 255, .3);
    padding: 5px;
    transform: skew(-20deg, 0);

    img {
      width: 100%;
      height: 100%;
    }

    .key {
      position: absolute;
      z-index: 2;
      font-weight: bold;
    }
  }
}

In the tsx file, we extract slots from storage and display them through a loop, adding a number inside each slot (element index + 1), and also check whether the slot is filled with something and, if so, display the image.

QuickAccessSlots.tsx

import {useQuickAccessSlotsStore} from "@/store/QuickAccessSlotsStore.ts";
import styles from "@/UI/QuickAccessSlots/styles.module.scss";

const QuickAccessSlots = () => {
    const slots = useQuickAccessSlotsStore((state) => state.slots);

    return (
        <div className={styles.slots}>
            {slots.map((slot, key) => (
                <div key={key} className={styles.slot}>
                    <span className={styles.key}>{key + 1}</span>
                    {slot.item && <img src={`/images/icons/${slot.item}`} alt={`${slot.item} ICON`}/>}
                </div>
            ))}
        </div>
    );
};

export default QuickAccessSlots;

And at the end we add the created component to the root component UI.tsx.

Code section

Conclusion

In this article, we added new territory, worked with sound, added an ammo counter with reloading, and also added quick access slots. In the next part, we will continue to improve our game, adding new functionality.

Thanks for reading, and I'm happy to respond to comments!


Also published here.


Written by varlab | Full-stack developer
Published by HackerNoon on 2024/01/18