import React, { useState, useRef, useEffect, Suspense } from 'react'; import { Canvas, useFrame, useThree } from '@react-three/fiber'; import { OrbitControls, useGLTF, Text, Sky, Stars, Html, useAnimations } from '@react-three/drei'; import { Physics, useBox, usePlane, useSphere } from '@react-three/cannon'; import * as THREE from 'three'; // Game state management const GameContext = React.createContext(); const GameProvider = ({ children }) => { const [gameState, setGameState] = useState('menu'); // menu, playing, gameover const [score, setScore] = useState(0); const [health, setHealth] = useState(100); const [ammo, setAmmo] = useState(6); const [wave, setWave] = useState(1); const [zombies, setZombies] = useState([]); const [reloading, setReloading] = useState(false); const addScore = (points) => setScore(prev => prev + points); const damage = (amount) => setHealth(prev => Math.max(0, prev - amount)); const useAmmo = () => setAmmo(prev => prev - 1); const reload = () => { setReloading(true); setTimeout(() => { setAmmo(6); setReloading(false); }, 2000); }; const startGame = () => { setGameState('playing'); setScore(0); setHealth(100); setAmmo(6); setWave(1); setZombies(generateZombies(wave)); }; const endGame = () => { setGameState('gameover'); }; const nextWave = () => { setWave(prev => prev + 1); setZombies(generateZombies(wave + 1)); }; const generateZombies = (currentWave) => { const count = 3 + currentWave * 2; return Array.from({ length: count }, (_, i) => ({ id: `zombie-${Date.now()}-${i}`, position: [ (Math.random() - 0.5) * 20, 0, (Math.random() - 0.5) * 20 ], health: 100, speed: 0.03 + Math.random() * 0.02, type: Math.random() > 0.7 ? 'fast' : 'normal' })); }; const removeZombie = (id) => { setZombies(prev => { const newZombies = prev.filter(z => z.id !== id); if (newZombies.length === 0) { nextWave(); } return newZombies; }); }; useEffect(() => { if (health <= 0 && gameState === 'playing') { endGame(); } }, [health, gameState]); return ( {children} ); }; // Player character with chicken mask const Player = ({ position = [0, 0, 0] }) => { const { camera } = useThree(); const playerRef = useRef(); const gunRef = useRef(); const [playerPos, setPlayerPos] = useState(new THREE.Vector3(...position)); const [rotation, setRotation] = useState(0); const { gameState, ammo, useAmmo, reload, reloading, damage } = React.useContext(GameContext); const [ref, api] = useBox(() => ({ mass: 1, position, args: [0.5, 1.8, 0.5], type: 'Dynamic', fixedRotation: true, onCollide: (e) => { if (e.body.userData && e.body.userData.type === 'zombie') { damage(5); } } })); // Movement controls useEffect(() => { const keys = { KeyW: false, KeyS: false, KeyA: false, KeyD: false, Space: false, KeyR: false }; const handleKeyDown = (e) => { if (keys[e.code] !== undefined) { keys[e.code] = true; } // Shooting if (e.code === 'MouseLeft' && ammo > 0 && !reloading && gameState === 'playing') { shoot(); } // Reloading if (e.code === 'KeyR' && !reloading && ammo < 6 && gameState === 'playing') { reload(); } }; const handleKeyUp = (e) => { if (keys[e.code] !== undefined) { keys[e.code] = false; } }; const handleMouseMove = (e) => { if (gameState === 'playing') { setRotation(-e.movementX * 0.01); } }; const handleMouseDown = () => { if (ammo > 0 && !reloading && gameState === 'playing') { shoot(); } }; window.addEventListener('keydown', handleKeyDown); window.addEventListener('keyup', handleKeyUp); window.addEventListener('mousemove', handleMouseMove); window.addEventListener('mousedown', handleMouseDown); return () => { window.removeEventListener('keydown', handleKeyDown); window.removeEventListener('keyup', handleKeyUp); window.removeEventListener('mousemove', handleMouseMove); window.removeEventListener('mousedown', handleMouseDown); }; }, [ammo, reloading, gameState]); const shoot = () => { useAmmo(); // Create a raycaster for shooting const raycaster = new THREE.Raycaster(); raycaster.setFromCamera(new THREE.Vector2(), camera); // TODO: Check for zombie hits and handle damage }; useFrame((state, delta) => { if (gameState !== 'playing') return; // Update player position based on keyboard input const moveSpeed = 0.1; const direction = new THREE.Vector3(); if (keys.KeyW) direction.z -= moveSpeed; if (keys.KeyS) direction.z += moveSpeed; if (keys.KeyA) direction.x -= moveSpeed; if (keys.KeyD) direction.x += moveSpeed; // Apply rotation to movement direction direction.applyAxisAngle(new THREE.Vector3(0, 1, 0), playerRef.current.rotation.y); // Update position api.velocity.set(direction.x, 0, direction.z); // Update rotation playerRef.current.rotation.y += rotation; setRotation(0); // Update camera position to follow player const newPos = new THREE.Vector3(); ref.current.getWorldPosition(newPos); setPlayerPos(newPos); // Position camera behind player const cameraOffset = new THREE.Vector3(0, 2, 5); cameraOffset.applyAxisAngle(new THREE.Vector3(0, 1, 0), playerRef.current.rotation.y); camera.position.copy(newPos).add(cameraOffset); camera.lookAt(newPos); }); return ( {/* Player body */} {/* Chicken mask */} {/* Beak */} {/* Eyes */} {/* Gun - 1851 Navy Colt */} {/* Gun barrel */} {/* Gun body */} {/* Gun handle */} {/* Cylinder */} ); }; // Zombie enemy const Zombie = ({ zombie }) => { const zombieRef = useRef(); const { removeZombie, addScore, playerPos } = React.useContext(GameContext); const [ref, api] = useBox(() => ({ mass: 1, position: zombie.position, args: [0.6, 1.8, 0.6], userData: { type: 'zombie', id: zombie.id }, onCollide: (e) => { // Handle collisions } })); useFrame(() => { if (!zombieRef.current || !playerPos) return; // Move zombie towards player const direction = new THREE.Vector3() .subVectors(playerPos, new THREE.Vector3(...zombie.position)) .normalize() .multiplyScalar(zombie.speed); zombie.position[0] += direction.x; zombie.position[2] += direction.z; api.position.set(zombie.position[0], zombie.position[1], zombie.position[2]); // Rotate zombie to face player zombieRef.current.lookAt(playerPos); }); const handleShot = () => { zombie.health -= 50; if (zombie.health <= 0) { removeZombie(zombie.id); addScore(100); } }; return ( {/* Zombie body */} {/* Zombie head */} {/* Eyes */} {/* Mouth */} {/* Arms */} ); }; // Environment const Ground = () => { const [ref] = usePlane(() => ({ rotation: [-Math.PI / 2, 0, 0], position: [0, -0.5, 0], args: [100, 100] })); return ( ); }; // UI Components const HUD = () => { const { health, ammo, score, wave, reloading } = React.useContext(GameContext); return (
Health: {health}
Ammo: {reloading ? 'Reloading...' : `${ammo}/6`}
Score: {score}
Wave: {wave}
); }; const MenuScreen = () => { const { startGame, gameState, score } = React.useContext(GameContext); return (

CHICKEN MASK ZOMBIE HUNTER

{gameState === 'gameover' && (

Game Over! Score: {score}

)}
{gameState === 'gameover' ? 'Play Again' : 'Start Game'}

Controls:

WASD - Move | MOUSE - Aim | LEFT CLICK - Shoot | R - Reload

Survive waves of zombies with your trusty 1851 Navy Colt revolver. Your mysterious chicken mask is your only protection!

); }; // Main Game Component const ZombieGame = () => { const { gameState, zombies } = React.useContext(GameContext); return ( {gameState === 'playing' && zombies.map(zombie => ( ))} {gameState === 'playing' && } {(gameState === 'menu' || gameState === 'gameover') && } ); }; // Main App export default function App() { return (
); }