feat(types): add SiteStep and refactor GameStep for new intro flow
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This commit is contained in:
Tom Boullay
2026-05-30 02:14:10 +02:00
parent 345d49f485
commit 4c5e2ed945
11 changed files with 42 additions and 508 deletions
-72
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@@ -1,72 +0,0 @@
import { useEffect, useRef } from "react";
import { AudioManager } from "@/managers/AudioManager";
import { useGameStore } from "@/managers/stores/useGameStore";
import { AUDIO_PATHS } from "@/data/audioConfig";
export function GameFlow(): null {
const step = useGameStore((state) => state.intro.currentStep);
const setStep = useGameStore((state) => state.setIntroStep);
const setActivityCity = useGameStore((state) => state.setActivityCity);
const setCanMove = useGameStore((state) => state.setCanMove);
const completeIntro = useGameStore((state) => state.completeIntro);
const hasInitialized = useRef(false);
useEffect(() => {
if (!hasInitialized.current && step === "intro") {
hasInitialized.current = true;
setStep("start-intro");
}
}, [step, setStep]);
useEffect(() => {
if (step === "start-intro") {
const audio = AudioManager.getInstance();
audio.playSoundWithCallback(AUDIO_PATHS.intro, 0.5, () => {
setStep("naming");
});
return () => {};
}
if (step === "bienvenue") {
const audio = AudioManager.getInstance();
audio.playSoundWithCallback(AUDIO_PATHS.bienvenue, 0.5, () => {
setCanMove(true);
setStep("star-move");
});
return () => {};
}
if (step === "mission2") {
setActivityCity(false);
const audio = AudioManager.getInstance();
audio.playSound(AUDIO_PATHS.alertCentral, 0.5);
}
if (step === "searching") {
const audio = AudioManager.getInstance();
audio.playSound(AUDIO_PATHS.searching, 0.5);
}
if (step === "helped") {
const audio = AudioManager.getInstance();
audio.playSound(AUDIO_PATHS.helped, 0.5);
}
if (step === "manipulation") {
setCanMove(false);
const timeoutId = window.setTimeout(() => {
completeIntro();
}, 1000);
return () => {
window.clearTimeout(timeoutId);
};
}
return undefined;
}, [completeIntro, step, setStep, setActivityCity, setCanMove]);
return null;
}
@@ -1,42 +0,0 @@
import { InteractableObject } from "@/components/three/interaction/InteractableObject";
import { useGameStore } from "@/managers/stores/useGameStore";
import { Debug } from "@/utils/debug/Debug";
import type { Vector3Tuple } from "@/types/three/three";
interface NPCHelperProps {
position: Vector3Tuple;
}
export function NPCHelper({ position }: NPCHelperProps): React.JSX.Element {
const step = useGameStore((state) => state.intro.currentStep);
const setStep = useGameStore((state) => state.setIntroStep);
const debug = Debug.getInstance();
const handlePress = (): void => {
if (step === "searching") {
setStep("helped");
}
};
const shouldShow = step === "searching" || debug.active;
if (!shouldShow) {
return <></>;
}
return (
<InteractableObject
kind="trigger"
label="villageois_helper"
position={position}
onPress={handlePress}
>
<group position={position}>
<mesh>
<sphereGeometry args={[0.5, 16, 16]} />
<meshStandardMaterial color="cyan" />
</mesh>
</group>
</InteractableObject>
);
}
@@ -1,52 +0,0 @@
import { InteractableObject } from "@/components/three/interaction/InteractableObject";
import { useGameStore } from "@/managers/stores/useGameStore";
import { Debug } from "@/utils/debug/Debug";
import type { Vector3Tuple } from "@/types/three/three";
interface PyloneDestroyedProps {
position: Vector3Tuple;
}
export function PyloneDestroyed({
position,
}: PyloneDestroyedProps): React.JSX.Element {
const step = useGameStore((state) => state.intro.currentStep);
const setStep = useGameStore((state) => state.setIntroStep);
const setCanMove = useGameStore((state) => state.setCanMove);
const showDialog = useGameStore((state) => state.showDialog);
const debug = Debug.getInstance();
const handlePress = (): void => {
if (step === "helped") {
setCanMove(false);
setStep("manipulation");
} else if (step === "searching") {
showDialog(
"Cet objet est trop lourd pour le porter tout seul, trouve de l'aide",
);
}
};
const shouldShow =
step === "helped" || step === "manipulation" || debug.active;
if (!shouldShow) {
return <></>;
}
return (
<InteractableObject
kind="trigger"
label="central"
position={position}
onPress={handlePress}
>
<group position={position}>
<mesh>
<boxGeometry args={[1, 1, 1]} />
<meshStandardMaterial color="orange" />
</mesh>
</group>
</InteractableObject>
);
}
-129
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@@ -1,129 +0,0 @@
import { useState } from "react";
import { useGameStore } from "@/managers/stores/useGameStore";
export function IntroUI(): React.JSX.Element | null {
const step = useGameStore((state) => state.intro.currentStep);
const setPlayerName = useGameStore((state) => state.setPlayerName);
const setStep = useGameStore((state) => state.setIntroStep);
const [inputValue, setInputValue] = useState("");
if (step !== "naming") return null;
const handleSubmit = (): void => {
if (inputValue.trim() === "") return;
setPlayerName(inputValue.trim());
setStep("bienvenue");
};
const handleKeyDown = (e: React.KeyboardEvent): void => {
if (e.key === "Enter") {
handleSubmit();
}
};
return (
<div
style={{
position: "fixed",
top: 0,
left: 0,
width: "100%",
height: "100%",
display: "flex",
alignItems: "center",
justifyContent: "center",
backgroundColor: "rgba(0, 0, 0, 0.7)",
zIndex: 1000,
}}
>
<div
style={{
backgroundColor: "#1a1a1a",
padding: "2rem",
borderRadius: "12px",
display: "flex",
flexDirection: "column",
gap: "1.5rem",
minWidth: "300px",
}}
>
<h2
style={{
color: "#fff",
margin: 0,
fontSize: "1.5rem",
textAlign: "center",
}}
>
Quel est votre prenom ?
</h2>
<input
type="text"
value={inputValue}
onChange={(e) => setInputValue(e.target.value)}
onKeyDown={handleKeyDown}
placeholder="Votre prenom"
autoFocus
style={{
padding: "0.75rem",
fontSize: "1rem",
borderRadius: "6px",
border: "1px solid #444",
backgroundColor: "#2a2a2a",
color: "#fff",
outline: "none",
}}
/>
<button
onClick={handleSubmit}
disabled={inputValue.trim() === ""}
style={{
padding: "0.75rem",
fontSize: "1rem",
borderRadius: "6px",
border: "none",
backgroundColor: inputValue.trim() ? "#4a9" : "#444",
color: "#fff",
cursor: inputValue.trim() ? "pointer" : "not-allowed",
transition: "background-color 0.2s",
}}
>
Valider
</button>
</div>
</div>
);
}
export function BienvenueDisplay(): React.JSX.Element | null {
const step = useGameStore((state) => state.intro.currentStep);
const playerName = useGameStore((state) => state.missionFlow.playerName);
if (step !== "bienvenue") return null;
return (
<div
style={{
position: "fixed",
top: "20%",
left: "50%",
transform: "translateX(-50%)",
backgroundColor: "rgba(0, 0, 0, 0.8)",
padding: "1rem 2rem",
borderRadius: "8px",
zIndex: 100,
}}
>
<p
style={{
color: "#fff",
margin: 0,
fontSize: "1.25rem",
}}
>
Bienvenue {playerName} !
</p>
</div>
);
}
-148
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@@ -1,148 +0,0 @@
import { useEffect, useRef, useState } from "react";
import { useFrame, useThree } from "@react-three/fiber";
import * as THREE from "three";
import { ZONES } from "@/data/zones";
import { useGameStore } from "@/managers/stores/useGameStore";
import { Debug } from "@/utils/debug/Debug";
import { GAME_STEPS } from "@/data/game/gameStateConfig";
const _playerPos = new THREE.Vector3();
const _zonePos = new THREE.Vector3();
export function ZoneDetection(): null {
const camera = useThree((state) => state.camera);
const triggeredZones = useRef<Set<string>>(new Set());
const debug = Debug.getInstance();
const step = useGameStore((state) => state.intro.currentStep);
const setStep = useGameStore((state) => state.setIntroStep);
useEffect(() => {
if (!debug.active) return;
const folder = debug.createFolder("Game");
if (!folder) return;
const gameState = { step: step };
const playerPos = { x: 0, y: 0, z: 0 };
folder.add(gameState, "step", GAME_STEPS).name("Game Step").disable();
folder.add(playerPos, "x").name("Player X").listen().disable();
folder.add(playerPos, "y").name("Player Y").listen().disable();
folder.add(playerPos, "z").name("Player Z").listen().disable();
const unsubStore = useGameStore.subscribe((state) => {
gameState.step = state.intro.currentStep;
folder.controllersRecursive().forEach((c) => c.updateDisplay());
});
let frameId: number;
const updatePlayerPos = (): void => {
camera.getWorldPosition(_playerPos);
playerPos.x = Math.round(_playerPos.x * 100) / 100;
playerPos.y = Math.round(_playerPos.y * 100) / 100;
playerPos.z = Math.round(_playerPos.z * 100) / 100;
folder.controllersRecursive().forEach((c) => c.updateDisplay());
frameId = requestAnimationFrame(updatePlayerPos);
};
updatePlayerPos();
return () => {
cancelAnimationFrame(frameId);
debug.destroyFolder("Game");
unsubStore();
};
}, [debug, camera, step]);
useFrame(() => {
camera.getWorldPosition(_playerPos);
for (const zone of ZONES) {
if (triggeredZones.current.has(zone.id)) continue;
_zonePos.set(...zone.position);
const distanceSq = _playerPos.distanceToSquared(_zonePos);
if (distanceSq <= zone.radius * zone.radius) {
setStep(zone.targetStep);
triggeredZones.current.add(zone.id);
break;
}
}
});
return null;
}
export function ZoneDebugVisuals(): React.JSX.Element | null {
const debug = Debug.getInstance();
const camera = useThree((state) => state.camera);
const [triggeredZones, setTriggeredZones] = useState<Set<string>>(new Set());
useFrame(() => {
camera.getWorldPosition(_playerPos);
for (const zone of ZONES) {
if (triggeredZones.has(zone.id)) continue;
_zonePos.set(...zone.position);
const distanceSq = _playerPos.distanceToSquared(_zonePos);
if (distanceSq <= zone.radius * zone.radius) {
setTriggeredZones((prev) => new Set(prev).add(zone.id));
break;
}
}
});
if (!debug.active) return null;
return (
<>
{ZONES.map((zone) => (
<ZoneVisual
key={zone.id}
position={[zone.position[0], 0.1, zone.position[2]]}
radius={zone.radius}
height={zone.height}
triggered={triggeredZones.has(zone.id)}
/>
))}
</>
);
}
function ZoneVisual({
position,
radius,
height,
triggered,
}: {
position: [number, number, number];
radius: number;
height: number;
triggered: boolean;
}): React.JSX.Element {
const color = triggered ? "#00ff00" : "#ff0000";
return (
<group position={position}>
<mesh rotation={[-Math.PI / 2, 0, 0]}>
<ringGeometry args={[radius - 0.3, radius, 32]} />
<meshBasicMaterial color={color} side={THREE.DoubleSide} />
</mesh>
<mesh position={[0, height / 2, 0]}>
<cylinderGeometry args={[radius, radius, height, 32, 1, true]} />
<meshBasicMaterial
color={color}
transparent
opacity={0.15}
side={THREE.DoubleSide}
depthWrite={false}
/>
</mesh>
</group>
);
}
+24 -11
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@@ -1,16 +1,24 @@
import type { GameStep, MainGameState } from "@/types/game"; import type { GameStep, MainGameState, SiteStep } from "@/types/game";
export const GAME_STEPS: readonly GameStep[] = [ /**
"intro", * Steps for the /site onboarding page
"start-intro", */
export const SITE_STEPS: readonly SiteStep[] = [
"welcome",
"situation",
"naming", "naming",
"bienvenue", "transition",
"star-move", ];
"mission2",
"searching", /**
"helped", * Steps for the intro sequence (after /site, on / route)
"manipulation", */
"outOfFabrik", export const GAME_STEPS: readonly GameStep[] = [
"loading-map",
"video",
"dialogue-intro",
"reveal",
"playing",
]; ];
export const MAIN_GAME_STATES: readonly MainGameState[] = [ export const MAIN_GAME_STATES: readonly MainGameState[] = [
@@ -21,9 +29,14 @@ export const MAIN_GAME_STATES: readonly MainGameState[] = [
"outro", "outro",
] as const; ] as const;
const SITE_STEP_VALUES: ReadonlySet<string> = new Set(SITE_STEPS);
const GAME_STEP_VALUES: ReadonlySet<string> = new Set(GAME_STEPS); const GAME_STEP_VALUES: ReadonlySet<string> = new Set(GAME_STEPS);
const MAIN_GAME_STATE_VALUES: ReadonlySet<string> = new Set(MAIN_GAME_STATES); const MAIN_GAME_STATE_VALUES: ReadonlySet<string> = new Set(MAIN_GAME_STATES);
export function isSiteStep(value: unknown): value is SiteStep {
return typeof value === "string" && SITE_STEP_VALUES.has(value);
}
export function isGameStep(value: unknown): value is GameStep { export function isGameStep(value: unknown): value is GameStep {
return typeof value === "string" && GAME_STEP_VALUES.has(value); return typeof value === "string" && GAME_STEP_VALUES.has(value);
} }
-19
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@@ -1,19 +0,0 @@
import type { Zone } from "@/types/game";
import type { Vector3Tuple } from "@/types/three/three";
export const ZONES: Zone[] = [
{
id: "fabrikExit",
position: [-5, 25, -15] as Vector3Tuple,
radius: 10,
height: 20,
targetStep: "mission2",
},
{
id: "searchingZone",
position: [-5, 25, -30] as Vector3Tuple,
radius: 10,
height: 20,
targetStep: "searching",
},
];
+1 -1
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@@ -255,7 +255,7 @@ function createInitialGameState(): GameState {
currentSpeed: PLAYER_WALK_SPEED, currentSpeed: PLAYER_WALK_SPEED,
}, },
intro: { intro: {
currentStep: "intro", currentStep: "loading-map",
dialogueAudio: null, dialogueAudio: null,
hasCompleted: false, hasCompleted: false,
isEbikeUnlocked: false, isEbikeUnlocked: false,
-3
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@@ -4,7 +4,6 @@ import * as THREE from "three";
import { DebugPerf } from "@/components/debug/DebugPerf"; import { DebugPerf } from "@/components/debug/DebugPerf";
import { DialogMessage } from "@/components/ui/DialogMessage"; import { DialogMessage } from "@/components/ui/DialogMessage";
import { GameUI } from "@/components/ui/GameUI"; import { GameUI } from "@/components/ui/GameUI";
import { BienvenueDisplay, IntroUI } from "@/components/ui/IntroUI";
import { SceneLoadingOverlay } from "@/components/ui/SceneLoadingOverlay"; import { SceneLoadingOverlay } from "@/components/ui/SceneLoadingOverlay";
import { INITIAL_SCENE_LOADING_STATE } from "@/data/world/sceneLoadingConfig"; import { INITIAL_SCENE_LOADING_STATE } from "@/data/world/sceneLoadingConfig";
import { useGameStore } from "@/managers/stores/useGameStore"; import { useGameStore } from "@/managers/stores/useGameStore";
@@ -94,8 +93,6 @@ export function HomePage(): React.JSX.Element {
</Suspense> </Suspense>
</Canvas> </Canvas>
<GameUI /> <GameUI />
<IntroUI />
<BienvenueDisplay />
{dialogMessage ? ( {dialogMessage ? (
<DialogMessage <DialogMessage
message={dialogMessage} message={dialogMessage}
+17 -19
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@@ -1,24 +1,22 @@
import type { Vector3Tuple } from "@/types/three/three";
import type { RepairMissionId } from "@/types/gameplay/repairMission"; import type { RepairMissionId } from "@/types/gameplay/repairMission";
/**
* Steps for the /site onboarding page
*/
export type SiteStep =
| "welcome" // Écran 1: Bienvenue à Altera
| "situation" // Écran 2: Quelle est votre situation
| "naming" // Écran 3: Quel est votre prénom (Danyl)
| "transition"; // Fondu noir + dialogue final
/**
* Steps for the intro sequence (after /site, on / route)
*/
export type GameStep = export type GameStep =
| "intro" | "loading-map" // Chargement des assets
| "start-intro" | "video" // Vidéo intro.mp4
| "naming" | "dialogue-intro" // Dialogues post-vidéo (écran noir)
| "bienvenue" | "reveal" // Fondu noir → jeu visible
| "star-move" | "playing"; // Intro terminée, jeu actif
| "mission2"
| "searching"
| "helped"
| "manipulation"
| "outOfFabrik";
export type MainGameState = "intro" | RepairMissionId | "outro"; export type MainGameState = "intro" | RepairMissionId | "outro";
export interface Zone {
id: string;
position: Vector3Tuple;
radius: number;
height: number;
targetStep: GameStep;
}
-12
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@@ -12,16 +12,9 @@ import { useSceneMode } from "@/hooks/debug/useSceneMode";
import { useHandTrackingSnapshot } from "@/hooks/handTracking/useHandTrackingSnapshot"; import { useHandTrackingSnapshot } from "@/hooks/handTracking/useHandTrackingSnapshot";
import { useWorldSceneLoading } from "@/hooks/world/useWorldSceneLoading"; import { useWorldSceneLoading } from "@/hooks/world/useWorldSceneLoading";
import { useGameStore } from "@/managers/stores/useGameStore"; import { useGameStore } from "@/managers/stores/useGameStore";
import { GameFlow } from "@/components/game/GameFlow";
import {
ZoneDebugVisuals,
ZoneDetection,
} from "@/components/zone/ZoneDetection";
import { DebugCameraControls } from "@/components/debug/scene/DebugCameraControls"; import { DebugCameraControls } from "@/components/debug/scene/DebugCameraControls";
import { DebugHelpers } from "@/components/debug/scene/DebugHelpers"; import { DebugHelpers } from "@/components/debug/scene/DebugHelpers";
import { HandTrackingGlove } from "@/components/three/handTracking/HandTrackingGlove"; import { HandTrackingGlove } from "@/components/three/handTracking/HandTrackingGlove";
import { PyloneDestroyed } from "@/components/three/interaction/PyloneDestroyed";
import { NPCHelper } from "@/components/three/interaction/NPCHelper";
import { Environment } from "@/world/Environment"; import { Environment } from "@/world/Environment";
import { GameCinematics } from "@/world/GameCinematics"; import { GameCinematics } from "@/world/GameCinematics";
import { GameDialogues } from "@/world/GameDialogues"; import { GameDialogues } from "@/world/GameDialogues";
@@ -80,11 +73,6 @@ export function World({ onLoadingStateChange }: WorldProps): React.JSX.Element {
{cameraMode === "debug" ? <DebugCameraControls /> : null} {cameraMode === "debug" ? <DebugCameraControls /> : null}
{sceneMode === "game" ? ( {sceneMode === "game" ? (
<> <>
<GameFlow />
<ZoneDetection />
<ZoneDebugVisuals />
<NPCHelper position={[1, 12, -55]} />
<PyloneDestroyed position={[1, 15, -45]} />
<GameMap <GameMap
onLoaded={handleGameMapLoaded} onLoaded={handleGameMapLoaded}
onLoadingStateChange={onLoadingStateChange} onLoadingStateChange={onLoadingStateChange}