update flow
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@@ -2,6 +2,7 @@ import { Suspense } from "react";
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import { Canvas } from "@react-three/fiber";
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import { Crosshair } from "@/components/ui/Crosshair";
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import { InteractPrompt } from "@/components/ui/InteractPrompt";
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import { IntroUI, BienvenueDisplay } from "@/components/ui/IntroUI";
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import { DebugPerf } from "@/utils/debug/DebugPerf";
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import { World } from "@/world/World";
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@@ -16,6 +17,8 @@ function App(): React.JSX.Element {
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</Canvas>
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<Crosshair />
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<InteractPrompt />
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<IntroUI />
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<BienvenueDisplay />
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</>
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);
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}
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@@ -0,0 +1,57 @@
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import { useEffect, useRef, useState } from "react";
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import { GameStepManager } from "@/stateManager/GameStepManager";
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import { AudioManager } from "@/stateManager/AudioManager";
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import { AUDIO_PATHS } from "@/data/audioConfig";
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export function GameFlow(): null {
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const manager = GameStepManager.getInstance();
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const hasInitialized = useRef(false);
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const [step, setStep] = useState(manager.getStep());
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useEffect(() => {
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const unsubscribe = manager.subscribe(() => {
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setStep(manager.getStep());
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});
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return unsubscribe;
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}, [manager]);
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useEffect(() => {
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console.log("[GameFlow] Current step:", step);
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if (!hasInitialized.current && step === "intro") {
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hasInitialized.current = true;
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console.log("[GameFlow] Transition to start-intro");
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manager.transitionTo("start-intro");
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}
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}, [step, manager]);
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useEffect(() => {
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console.log("[GameFlow] useEffect triggered, step:", step);
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if (step === "start-intro") {
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console.log("[GameFlow] Playing intro audio");
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const audio = AudioManager.getInstance();
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audio.playSoundWithCallback(AUDIO_PATHS.intro, 0.5, () => {
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console.log("[GameFlow] Intro audio ended, transition to naming");
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manager.transitionTo("naming");
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});
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return () => {};
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}
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if (step === "bienvenue") {
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console.log("[GameFlow] Playing bienvenue audio");
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const audio = AudioManager.getInstance();
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audio.playSoundWithCallback(AUDIO_PATHS.bienvenue, 0.5, () => {
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console.log("[GameFlow] Bienvenue audio ended, enable movement");
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manager.setCanMove(true);
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manager.transitionTo("star-move");
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});
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return () => {};
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}
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return undefined;
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}, [step, manager]);
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return null;
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}
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@@ -0,0 +1,129 @@
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import { useState } from "react";
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import { useGameStep } from "@/hooks/useGameStep";
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export function IntroUI(): React.JSX.Element | null {
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const { step, setPlayerName, transitionTo } = useGameStep();
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const [inputValue, setInputValue] = useState("");
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if (step !== "naming") return null;
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const handleSubmit = (): void => {
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if (inputValue.trim() === "") return;
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console.log("[IntroUI] Submitting, name:", inputValue.trim());
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setPlayerName(inputValue.trim());
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console.log("[IntroUI] Calling transitionTo('bienvenue')");
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transitionTo("bienvenue");
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console.log("[IntroUI] After transitionTo, step should be:", step);
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};
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const handleKeyDown = (e: React.KeyboardEvent): void => {
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if (e.key === "Enter") {
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handleSubmit();
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}
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};
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return (
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<div
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style={{
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position: "fixed",
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top: 0,
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left: 0,
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width: "100%",
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height: "100%",
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display: "flex",
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alignItems: "center",
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justifyContent: "center",
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backgroundColor: "rgba(0, 0, 0, 0.7)",
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zIndex: 1000,
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}}
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>
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<div
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style={{
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backgroundColor: "#1a1a1a",
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padding: "2rem",
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borderRadius: "12px",
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display: "flex",
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flexDirection: "column",
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gap: "1.5rem",
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minWidth: "300px",
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}}
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>
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<h2
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style={{
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color: "#fff",
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margin: 0,
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fontSize: "1.5rem",
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textAlign: "center",
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}}
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>
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Quel est votre prénom ?
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</h2>
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<input
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type="text"
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value={inputValue}
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onChange={(e) => setInputValue(e.target.value)}
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onKeyDown={handleKeyDown}
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placeholder="Votre prénom"
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autoFocus
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style={{
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padding: "0.75rem",
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fontSize: "1rem",
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borderRadius: "6px",
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border: "1px solid #444",
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backgroundColor: "#2a2a2a",
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color: "#fff",
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outline: "none",
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}}
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/>
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<button
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onClick={handleSubmit}
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disabled={inputValue.trim() === ""}
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style={{
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padding: "0.75rem",
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fontSize: "1rem",
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borderRadius: "6px",
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border: "none",
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backgroundColor: inputValue.trim() ? "#4a9" : "#444",
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color: "#fff",
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cursor: inputValue.trim() ? "pointer" : "not-allowed",
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transition: "background-color 0.2s",
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}}
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>
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Valider
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</button>
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</div>
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</div>
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);
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}
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export function BienvenueDisplay(): React.JSX.Element | null {
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const { step, playerName } = useGameStep();
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if (step !== "bienvenue") return null;
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return (
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<div
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style={{
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position: "fixed",
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top: "20%",
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left: "50%",
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transform: "translateX(-50%)",
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backgroundColor: "rgba(0, 0, 0, 0.8)",
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padding: "1rem 2rem",
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borderRadius: "8px",
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zIndex: 100,
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}}
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>
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<p
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style={{
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color: "#fff",
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margin: 0,
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fontSize: "1.25rem",
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}}
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>
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Bienvenue {playerName} !
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</p>
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</div>
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);
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}
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@@ -0,0 +1,4 @@
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export const AUDIO_PATHS = {
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intro: "/sounds/fa.mp3",
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bienvenue: "/sounds/fa.mp3",
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} as const;
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@@ -5,8 +5,7 @@ import type { GameStepSnapshot } from "@/types/game";
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const manager = GameStepManager.getInstance();
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export function useGameStep(): GameStepSnapshot {
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return useSyncExternalStore(manager.subscribe.bind(manager), () => ({
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step: manager.getStep(),
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transitionTo: manager.transitionTo.bind(manager),
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}));
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return useSyncExternalStore(manager.subscribe.bind(manager), () =>
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manager.getSnapshot(),
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);
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}
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@@ -40,6 +40,46 @@ export class AudioManager {
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});
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}
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playSoundWithCallback(
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path: string,
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volume: number,
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onEnded: () => void,
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): void {
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console.log("[AudioManager] playSoundWithCallback:", path);
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const audio = new Audio(path);
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audio.volume = Math.max(0, Math.min(1, volume));
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audio.currentTime = 0;
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audio.addEventListener("ended", () => {
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console.log("[AudioManager] Audio ended:", path);
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onEnded();
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});
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audio.addEventListener("error", (e) => {
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console.error("[AudioManager] Audio error:", path, e);
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});
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audio
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.play()
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.then(() => {
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console.log("[AudioManager] Audio playing:", path);
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})
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.catch((error: unknown) => {
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console.error("[AudioManager] Play failed:", path, error);
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if (
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error instanceof DOMException &&
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AudioManager.IGNORED_PLAYBACK_ERRORS.has(error.name)
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) {
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return;
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}
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logger.error("AudioManager", "Failed to play sound", {
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path,
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error: AudioManager._toLogValue(error),
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});
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});
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}
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destroy(): void {
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this._audioPools.forEach((pool) => {
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pool.forEach((audio) => {
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@@ -1,10 +1,13 @@
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import type { GameStep } from "@/types/game";
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import type { GameStep, GameStepSnapshot } from "@/types/game";
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export class GameStepManager {
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private static _instance: GameStepManager | null = null;
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private _currentStep: GameStep = "intro";
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private _playerName = "";
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private _canMove = false;
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private readonly _listeners = new Set<() => void>();
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private _cachedSnapshot: GameStepSnapshot | null = null;
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static getInstance(): GameStepManager {
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if (!GameStepManager._instance) {
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@@ -20,10 +23,48 @@ export class GameStepManager {
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return this._currentStep;
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}
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getPlayerName(): string {
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return this._playerName;
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}
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canMove(): boolean {
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return this._canMove;
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}
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getSnapshot(): GameStepSnapshot {
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if (!this._cachedSnapshot) {
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this._cachedSnapshot = {
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step: this._currentStep,
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playerName: this._playerName,
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canMove: this._canMove,
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transitionTo: this.transitionTo.bind(this),
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setPlayerName: this.setPlayerName.bind(this),
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};
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}
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return this._cachedSnapshot;
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}
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transitionTo(step: GameStep): void {
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if (this._currentStep === step) return;
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this._currentStep = step;
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this._cachedSnapshot = null;
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this._emit();
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}
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setPlayerName(name: string): void {
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if (this._playerName === name) return;
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this._playerName = name;
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this._cachedSnapshot = null;
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this._emit();
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}
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setCanMove(canMove: boolean): void {
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if (this._canMove === canMove) return;
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this._canMove = canMove;
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this._cachedSnapshot = null;
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this._emit();
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}
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@@ -37,7 +78,10 @@ export class GameStepManager {
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destroy(): void {
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this._currentStep = "intro";
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this._playerName = "";
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this._canMove = false;
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this._listeners.clear();
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this._cachedSnapshot = null;
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GameStepManager._instance = null;
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}
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+10
-1
@@ -1,6 +1,12 @@
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import type { Vector3Tuple } from "@/types/3d";
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export type GameStep = "intro" | "outOfFabrik";
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export type GameStep =
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| "intro"
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| "start-intro"
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| "naming"
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| "bienvenue"
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| "star-move"
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| "outOfFabrik";
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export interface Zone {
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id: string;
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@@ -16,5 +22,8 @@ export interface GameState {
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export interface GameStepSnapshot {
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step: GameStep;
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playerName: string;
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canMove: boolean;
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transitionTo: (step: GameStep) => void;
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setPlayerName: (name: string) => void;
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}
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@@ -10,6 +10,7 @@ import {
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ZoneDebugVisuals,
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ZoneDetection,
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} from "@/components/zone/ZoneDetection";
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import { GameFlow } from "@/components/game/GameFlow";
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import { DebugCameraControls } from "@/utils/debug/scene/DebugCameraControls";
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import { DebugHelpers } from "@/utils/debug/scene/DebugHelpers";
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import { Environment } from "@/world/Environment";
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@@ -34,6 +35,7 @@ export function World(): React.JSX.Element {
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<DebugHelpers />
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<ZoneDetection />
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<ZoneDebugVisuals />
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<GameFlow />
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{cameraMode === "debug" ? <DebugCameraControls /> : null}
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{sceneMode === "game" ? (
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@@ -24,6 +24,7 @@ import {
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PLAYER_XZ_DAMPING_FACTOR,
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} from "@/data/playerConfig";
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import { InteractionManager } from "@/stateManager/InteractionManager";
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import { GameStepManager } from "@/stateManager/GameStepManager";
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import type { Vector3Tuple } from "@/types/3d";
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type Keys = {
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@@ -63,6 +64,7 @@ export function PlayerController({
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const velocity = useRef(new THREE.Vector3());
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const onFloor = useRef(false);
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const wantsJump = useRef(false);
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const gameStepManager = GameStepManager.getInstance();
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const capsule = useRef(
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new Capsule(
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@@ -165,6 +167,12 @@ export function PlayerController({
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}, []);
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useFrame((_, delta) => {
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if (!gameStepManager.canMove()) {
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velocity.current.set(0, 0, 0);
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camera.position.copy(capsule.current.end);
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return;
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}
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const dt = Math.min(delta, PLAYER_MAX_DELTA);
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camera.getWorldDirection(_forward);
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