Okay, let's start building the foundation for a 3D FPS game. We'll begin with the basic scene setup, a ground plane, and initial player controls structure.
This sets up the basic HTML, CSS, scene, camera, renderer, lighting, a ground plane, and integrates PointerLockControls
for first-person movement (WASD) and mouse look. Click the screen to lock the pointer and enable controls. Press Esc
to unlock.
Okay, let's add shooting with mouse clicks and a simple muzzle flash particle effect. We'll use raycasting to determine the shooting direction for now, without actual projectiles.
Now, when you lock the pointer and click the left mouse button, you should see a small burst of yellow/orange particles appear briefly in front of the camera, simulating a muzzle flash. The raycasting logic is commented out but provides the structure for detecting hits later.
Okay, let's add simple enemies (represented by red boxes) that can be destroyed by shooting them.
We'll create a basic Enemy
class to manage their state.
Key changes:
Enemy.js
: A new file containing the Enemy
class. It handles creating the enemy mesh, health, taking damage, and dying (removing itself from the scene).main.js
:
Enemy
class.enemies
array to store enemy instances.spawnEnemies()
in init()
to add some enemies to the scene.shoot()
function now uses the raycaster to check for intersections specifically with the meshes of living enemies (enemyMeshes
).Enemy
object from userData
and calls its takeDamage()
method.animate()
loop now includes a section to remove dead enemies from the enemies
array and call update()
on living ones (though update
doesn't do anything yet).You should now see red boxes in the scene. Clicking on them will deal damage (check the console log), and after enough hits (4 clicks with 25 damage each), they will disappear.
Okay, let's integrate Tone.js for sound effects. We'll add sounds for shooting, enemy hits, and enemy deaths using simple synthesizers provided by Tone.js.
Changes:
index.html
: Added the Tone.js CDN script tag in the <head>
.SoundManager.js
:
initialize()
: Starts Tone.js's AudioContext
(required by browsers to happen after a user interaction) and creates simple synth instances for shooting, hitting, and dying. It connects them to a Tone.Volume
node and then to the destination (speakers).playShootSound()
, playHitSound()
, playDeathSound()
: Functions to trigger the respective synth sounds.main.js
:
SoundManager
.#instructions
now calls SoundManager.initialize()
before locking the controls. This ensures the audio context is ready. Added { once: true }
to prevent multiple initializations.SoundManager.playShootSound()
at the beginning of the shoot()
function.Enemy.js
:
SoundManager
.SoundManager.playHitSound()
in takeDamage()
.SoundManager.playDeathSound()
in die()
.Now, when you click to start the game, the audio context should initialize. Subsequent clicks (shooting) should produce a simple synth sound, hitting an enemy should produce a noise burst, and destroying an enemy should produce a different noise burst.*