add: playground in testmap

This commit is contained in:
Tom Boullay
2026-05-08 03:07:52 +01:00
parent 6d9eac291e
commit 254311bddf
6 changed files with 82 additions and 4 deletions
+2 -1
View File
@@ -6,7 +6,7 @@ This document lists features that are implemented in the current codebase.
- Fullscreen React Three Fiber scene
- Main map scene loaded from `public/map.json` and matching `public/models/{name}/model.glb` or `model.gltf` assets
- Debug physics test scene selectable from the debug panel
- Debug physics test scene selectable from the debug panel, including grab/trigger tests, an animated model preview, and separate repair playground zones for `bike`, `pylone`, and `ferme`
- Rapier physics context available for production stage gameplay objects
- Ambient and directional lighting
- Environment background setup
@@ -30,6 +30,7 @@ This document lists features that are implemented in the current codebase.
## Repair Gameplay
- Reusable production `RepairGame` mounted for `bike`, `pylone`, and `ferme` mission states
- Debug physics playground mounts the same reusable `RepairGame` in `Bike`, `Pylone`, and `Farm` zones so each state can be tuned with isolated positioning before moving placement into the production map
- Repair mission config shared through `src/data/gameplay/repairMissions.ts`, including per-mission broken nodes, placeholder targets, scan timing, and reassembly timing
- Repair-game flow supports `waiting -> inspected -> fragmented -> scanning -> repairing -> reassembling -> done -> next mission` with `.webm` prompts, repair case spawn/opening/exit, focused repair-case view, case placeholder traversal, snap-to-placeholder placement, broken-part deposit, `E`, two-fists hold input, exploded and inverse reassembly transitions, completion particles, per-part scan visuals, persistent red broken-part markers, centered broken-part UI videos, multiple grabbable replacement choices, correct-part install validation, and mission completion