update flow
This commit is contained in:
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# Game Flow - La Fabrik
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## Étapes du jeu
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```
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intro → start-intro → naming → bienvenue → star-move → outOfFabrik
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```
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---
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## Détail des étapes
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### 1. `intro` (initial)
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- État initial au chargement du jeu
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- Aucune action, juste une étape de départ
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### 2. `start-intro`
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- **Déclenchement** : Auto-transition depuis `intro` quand la scène est chargée
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- **Action** : Joue l'audio d'intro via `AudioManager.playSoundWithCallback()`
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- **Attente** : Attend que l'audio se termine
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- **Transition** : Vers `naming` quand l'audio se termine
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### 3. `naming`
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- **Déclenchement** : Quand l'audio d'intro se termine
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- **Action** : Affiche un input pour demander le prénom du joueur
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- **Attente** : L'utilisateur entre son prénom et valide
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- **Transition** : Vers `bienvenue` quand l'utilisateur valide
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### 4. `bienvenue`
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- **Déclenchement** : Quand l'utilisateur valide son prénom
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- **Actions** :
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- Affiche "Bienvenue {prénom} !" à l'écran
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- Joue l'audio de bienvenue
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- **Attente** : Attend que l'audio se termine
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- **Transition** : Vers `star-move` quand l'audio se termine
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### 5. `star-move`
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- **Déclenchement** : Quand l'audio de bienvenue se termine
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- **Action** : Active le mouvement du joueur (`setCanMove(true)`)
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- **État** : Le joueur peut maintenant se déplacer librement
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- **Zone** : La détection de zone devient active (ZoneDetection)
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### 6. `outOfFabrik`
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- **Déclenchement** : Quand le joueur entre dans la zone de sortie
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- **Action** : Transition vers l'étape finale
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- **Zone** : Détectée par `ZoneDetection` quand le joueur approche de la position configurée
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---
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## Fichiers clés
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| Fichier | Rôle |
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| ---------------------------------------- | ------------------------------------------------------------- |
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| `src/stateManager/GameStepManager.ts` | Gère l'état global du jeu (étape actuelle, prénom, mouvement) |
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| `src/components/game/GameFlow.tsx` | Gère les transitions automatiques et la lecture audio |
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| `src/components/ui/IntroUI.tsx` | Affiche l'input pour le prénom |
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| `src/components/ui/BienvenueDisplay.tsx` | Affiche le message de bienvenue |
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| `src/components/zone/ZoneDetection.tsx` | Détecte quand le joueur entre dans une zone |
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| `src/data/audioConfig.ts` | Chemins des fichiers audio |
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| `src/data/zones.ts` | Configuration des zones de transition |
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---
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## Configuration audio
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```typescript
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// src/data/audioConfig.ts
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export const AUDIO_PATHS = {
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intro: "/sounds/fa.mp3", // Audio joué pendant start-intro
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bienvenue: "/sounds/fa.mp3", // Audio joué pendant bienvenue
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};
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```
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---
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## Configuration des zones
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```typescript
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// src/data/zones.ts
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export const ZONES: Zone[] = [
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{
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id: "fabrikExit",
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position: [50, 0, 50], // Position de la zone de sortie
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radius: 10, // Rayon de détection
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height: 20, // Hauteur de la zone (pour la visualisation)
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targetStep: "outOfFabrik", // Étape cible quand on entre dans la zone
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},
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];
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```
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---
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## Debug
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En mode debug (`?debug` dans l'URL), on peut voir :
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- **Game Step** : L'étape actuelle dans le panneau lil-gui
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- **Player Position** : Position X, Y, Z du joueur en temps réel
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- **Zone Visualization** : Anneaux visuels au sol pour les zones
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---
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## Notes techniques
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- Le mouvement du joueur est bloqué tant que `canMove` est `false`
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- `useSyncExternalStore` est utilisé pour synchroniser l'état du jeu avec React
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- Les transitions sont gérées par le `GameStepManager` via le pattern singleton
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- L'audio utilise un callback `onEnded` pour déclencher les transitions automatiques
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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 { Canvas } from "@react-three/fiber";
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import { Crosshair } from "@/components/ui/Crosshair";
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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 { 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 { DebugPerf } from "@/utils/debug/DebugPerf";
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import { World } from "@/world/World";
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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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</Canvas>
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<Crosshair />
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<Crosshair />
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<InteractPrompt />
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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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);
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}
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}
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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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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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const manager = GameStepManager.getInstance();
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export function useGameStep(): GameStepSnapshot {
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export function useGameStep(): GameStepSnapshot {
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return useSyncExternalStore(manager.subscribe.bind(manager), () => ({
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return useSyncExternalStore(manager.subscribe.bind(manager), () =>
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step: manager.getStep(),
|
manager.getSnapshot(),
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transitionTo: manager.transitionTo.bind(manager),
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);
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}));
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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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}
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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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|
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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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}
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|
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||||||
destroy(): void {
|
destroy(): void {
|
||||||
this._audioPools.forEach((pool) => {
|
this._audioPools.forEach((pool) => {
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||||||
pool.forEach((audio) => {
|
pool.forEach((audio) => {
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||||||
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|||||||
@@ -1,10 +1,13 @@
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|||||||
import type { GameStep } from "@/types/game";
|
import type { GameStep, GameStepSnapshot } from "@/types/game";
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|
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||||||
export class GameStepManager {
|
export class GameStepManager {
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||||||
private static _instance: GameStepManager | null = null;
|
private static _instance: GameStepManager | null = null;
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||||||
|
|
||||||
private _currentStep: GameStep = "intro";
|
private _currentStep: GameStep = "intro";
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||||||
|
private _playerName = "";
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||||||
|
private _canMove = false;
|
||||||
private readonly _listeners = new Set<() => void>();
|
private readonly _listeners = new Set<() => void>();
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||||||
|
private _cachedSnapshot: GameStepSnapshot | null = null;
|
||||||
|
|
||||||
static getInstance(): GameStepManager {
|
static getInstance(): GameStepManager {
|
||||||
if (!GameStepManager._instance) {
|
if (!GameStepManager._instance) {
|
||||||
@@ -20,10 +23,48 @@ export class GameStepManager {
|
|||||||
return this._currentStep;
|
return this._currentStep;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
getPlayerName(): string {
|
||||||
|
return this._playerName;
|
||||||
|
}
|
||||||
|
|
||||||
|
canMove(): boolean {
|
||||||
|
return this._canMove;
|
||||||
|
}
|
||||||
|
|
||||||
|
getSnapshot(): GameStepSnapshot {
|
||||||
|
if (!this._cachedSnapshot) {
|
||||||
|
this._cachedSnapshot = {
|
||||||
|
step: this._currentStep,
|
||||||
|
playerName: this._playerName,
|
||||||
|
canMove: this._canMove,
|
||||||
|
transitionTo: this.transitionTo.bind(this),
|
||||||
|
setPlayerName: this.setPlayerName.bind(this),
|
||||||
|
};
|
||||||
|
}
|
||||||
|
return this._cachedSnapshot;
|
||||||
|
}
|
||||||
|
|
||||||
transitionTo(step: GameStep): void {
|
transitionTo(step: GameStep): void {
|
||||||
if (this._currentStep === step) return;
|
if (this._currentStep === step) return;
|
||||||
|
|
||||||
this._currentStep = step;
|
this._currentStep = step;
|
||||||
|
this._cachedSnapshot = null;
|
||||||
|
this._emit();
|
||||||
|
}
|
||||||
|
|
||||||
|
setPlayerName(name: string): void {
|
||||||
|
if (this._playerName === name) return;
|
||||||
|
|
||||||
|
this._playerName = name;
|
||||||
|
this._cachedSnapshot = null;
|
||||||
|
this._emit();
|
||||||
|
}
|
||||||
|
|
||||||
|
setCanMove(canMove: boolean): void {
|
||||||
|
if (this._canMove === canMove) return;
|
||||||
|
|
||||||
|
this._canMove = canMove;
|
||||||
|
this._cachedSnapshot = null;
|
||||||
this._emit();
|
this._emit();
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -37,7 +78,10 @@ export class GameStepManager {
|
|||||||
|
|
||||||
destroy(): void {
|
destroy(): void {
|
||||||
this._currentStep = "intro";
|
this._currentStep = "intro";
|
||||||
|
this._playerName = "";
|
||||||
|
this._canMove = false;
|
||||||
this._listeners.clear();
|
this._listeners.clear();
|
||||||
|
this._cachedSnapshot = null;
|
||||||
GameStepManager._instance = null;
|
GameStepManager._instance = null;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
+10
-1
@@ -1,6 +1,12 @@
|
|||||||
import type { Vector3Tuple } from "@/types/3d";
|
import type { Vector3Tuple } from "@/types/3d";
|
||||||
|
|
||||||
export type GameStep = "intro" | "outOfFabrik";
|
export type GameStep =
|
||||||
|
| "intro"
|
||||||
|
| "start-intro"
|
||||||
|
| "naming"
|
||||||
|
| "bienvenue"
|
||||||
|
| "star-move"
|
||||||
|
| "outOfFabrik";
|
||||||
|
|
||||||
export interface Zone {
|
export interface Zone {
|
||||||
id: string;
|
id: string;
|
||||||
@@ -16,5 +22,8 @@ export interface GameState {
|
|||||||
|
|
||||||
export interface GameStepSnapshot {
|
export interface GameStepSnapshot {
|
||||||
step: GameStep;
|
step: GameStep;
|
||||||
|
playerName: string;
|
||||||
|
canMove: boolean;
|
||||||
transitionTo: (step: GameStep) => void;
|
transitionTo: (step: GameStep) => void;
|
||||||
|
setPlayerName: (name: string) => void;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -10,6 +10,7 @@ import {
|
|||||||
ZoneDebugVisuals,
|
ZoneDebugVisuals,
|
||||||
ZoneDetection,
|
ZoneDetection,
|
||||||
} from "@/components/zone/ZoneDetection";
|
} from "@/components/zone/ZoneDetection";
|
||||||
|
import { GameFlow } from "@/components/game/GameFlow";
|
||||||
import { DebugCameraControls } from "@/utils/debug/scene/DebugCameraControls";
|
import { DebugCameraControls } from "@/utils/debug/scene/DebugCameraControls";
|
||||||
import { DebugHelpers } from "@/utils/debug/scene/DebugHelpers";
|
import { DebugHelpers } from "@/utils/debug/scene/DebugHelpers";
|
||||||
import { Environment } from "@/world/Environment";
|
import { Environment } from "@/world/Environment";
|
||||||
@@ -34,6 +35,7 @@ export function World(): React.JSX.Element {
|
|||||||
<DebugHelpers />
|
<DebugHelpers />
|
||||||
<ZoneDetection />
|
<ZoneDetection />
|
||||||
<ZoneDebugVisuals />
|
<ZoneDebugVisuals />
|
||||||
|
<GameFlow />
|
||||||
{cameraMode === "debug" ? <DebugCameraControls /> : null}
|
{cameraMode === "debug" ? <DebugCameraControls /> : null}
|
||||||
|
|
||||||
{sceneMode === "game" ? (
|
{sceneMode === "game" ? (
|
||||||
|
|||||||
@@ -24,6 +24,7 @@ import {
|
|||||||
PLAYER_XZ_DAMPING_FACTOR,
|
PLAYER_XZ_DAMPING_FACTOR,
|
||||||
} from "@/data/playerConfig";
|
} from "@/data/playerConfig";
|
||||||
import { InteractionManager } from "@/stateManager/InteractionManager";
|
import { InteractionManager } from "@/stateManager/InteractionManager";
|
||||||
|
import { GameStepManager } from "@/stateManager/GameStepManager";
|
||||||
import type { Vector3Tuple } from "@/types/3d";
|
import type { Vector3Tuple } from "@/types/3d";
|
||||||
|
|
||||||
type Keys = {
|
type Keys = {
|
||||||
@@ -63,6 +64,7 @@ export function PlayerController({
|
|||||||
const velocity = useRef(new THREE.Vector3());
|
const velocity = useRef(new THREE.Vector3());
|
||||||
const onFloor = useRef(false);
|
const onFloor = useRef(false);
|
||||||
const wantsJump = useRef(false);
|
const wantsJump = useRef(false);
|
||||||
|
const gameStepManager = GameStepManager.getInstance();
|
||||||
|
|
||||||
const capsule = useRef(
|
const capsule = useRef(
|
||||||
new Capsule(
|
new Capsule(
|
||||||
@@ -165,6 +167,12 @@ export function PlayerController({
|
|||||||
}, []);
|
}, []);
|
||||||
|
|
||||||
useFrame((_, delta) => {
|
useFrame((_, delta) => {
|
||||||
|
if (!gameStepManager.canMove()) {
|
||||||
|
velocity.current.set(0, 0, 0);
|
||||||
|
camera.position.copy(capsule.current.end);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
const dt = Math.min(delta, PLAYER_MAX_DELTA);
|
const dt = Math.min(delta, PLAYER_MAX_DELTA);
|
||||||
|
|
||||||
camera.getWorldDirection(_forward);
|
camera.getWorldDirection(_forward);
|
||||||
|
|||||||
Reference in New Issue
Block a user