update: debug overlay layout controls

This commit is contained in:
Tom Boullay
2026-05-01 23:39:04 +02:00
parent 6f264969ee
commit 50ddd35979
20 changed files with 581 additions and 209 deletions
+7 -5
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@@ -58,19 +58,18 @@ if (debug.active) {
r3f-perf is loaded only in debug mode to avoid dependency issues in production:
```tsx
// src/components/debug/DebugPerf.tsx
import { Suspense, lazy } from "react";
import { Debug } from "@/utils/debug/Debug";
import { useShowDebugPerf } from "@/hooks/debug/useShowDebugPerf";
const Perf = lazy(() => import("r3f-perf").then((m) => ({ default: m.Perf })));
export function DebugPerf() {
const debug = Debug.getInstance();
if (!debug.active) return null;
const showDebugPerf = useShowDebugPerf();
if (!showDebugPerf) return null;
return (
<Suspense fallback={null}>
<Perf position="top-left" />
<Perf position="top-right" />
</Suspense>
);
}
@@ -90,5 +89,8 @@ Usage in Canvas:
- All debug UI goes through `Debug.getInstance()` — never inline `if (isDev)` checks
- r3f-perf is always lazy-imported, never a hard dependency in scene components
- Debug folders should be organized by domain (Lighting, Player, Zone, Interaction)
- Global debug controls include camera mode, scene mode, `R3F Perf`, and `Debug Overlay`
- Interaction-specific controls such as interaction spheres belong in the `Interaction` folder
- HTML debug panels should be grouped under `src/components/ui/debug/DebugOverlayLayout.tsx`
- Debug panel must not affect production builds — it simply doesn't mount when `?debug` is absent
- Clean up debug folders in `destroy()` when relevant
+4 -1
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@@ -68,7 +68,10 @@ la-fabrik/
│ │ └── world/ # Environment-specific 3D objects
│ └── ui/ # HTML overlays — outside Canvas
│ ├── Crosshair.tsx
│ ├── HandTrackingOverlay.tsx
│ ├── debug/ # Debug-only HTML overlay panels
│ │ ├── DebugOverlayLayout.tsx
│ │ ├── GameStateDebugPanel.tsx
│ │ └── HandTrackingDebugPanel.tsx
│ ├── HandTrackingVisualizer.tsx
│ └── InteractPrompt.tsx
+4
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@@ -39,8 +39,12 @@ This document describes the code that exists today in the repository.
- `src/utils/debug/Debug.ts` owns the `lil-gui` instance and debug controls.
- `src/hooks/debug/useCameraMode.ts` and `src/hooks/debug/useSceneMode.ts` subscribe to debug state.
- `src/components/debug/DebugPerf.tsx` lazily mounts `r3f-perf` in debug mode.
- `src/components/ui/debug/DebugOverlayLayout.tsx` mounts the compact HTML debug overlay when enabled from `lil-gui`.
- `src/components/ui/debug/GameStateDebugPanel.tsx` exposes current game state, main/sub-state switching, previous/next step controls, and reset.
- `src/components/ui/debug/HandTrackingDebugPanel.tsx` shows hand tracking status, usage, model-loaded placeholder, hand count, and fist state while hand tracking is active.
- `src/components/debug/scene/DebugHelpers.tsx` mounts debug helpers.
- `src/components/debug/scene/DebugCameraControls.tsx` mounts the free debug camera.
- `lil-gui` global debug controls include camera mode, scene mode, `R3F Perf`, and `Debug Overlay`; interaction-specific controls live in the `Interaction` folder.
## 3D Component Domains
+2 -2
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@@ -104,12 +104,12 @@ The final hold distance is clamped between the configured grab minimum and maxim
The current debug UI includes:
- `HandTrackingOverlay` for status, usage, server state, hand count, and fist state
- `HandTrackingDebugPanel` inside `DebugOverlayLayout` for status, usage, model-loaded placeholder, server state, hand count, and fist state
- `HandTrackingVisualizer` for the SVG landmark wireframe
- `r3f-perf` for render performance
- `lil-gui` for scene, camera, lighting, interaction, and grab controls
The hand tracking overlay is an HTML overlay outside the canvas. The hand wireframe is also HTML/SVG, not a 3D hand model.
The hand tracking debug panel is a compact HTML grid outside the canvas. `Model loaded` is currently hardcoded to `none` until model-loading information is wired into the hand tracking flow. The hand wireframe is also HTML/SVG, not a 3D hand model.
## Known Limitations
+2 -1
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@@ -143,7 +143,8 @@ In React Three Fiber, mounting and unmounting JSX controls what appears in the T
Current overlays:
- `GameStateHUD`: debug-only progression panel shown with `?debug`
- `DebugOverlayLayout`: debug-only overlay shown with `?debug`, including the `GameStateDebugPanel` progression panel
- `GameStateDebugPanel`: compact debug UI for viewing and switching main/sub states, stepping backward or forward, and resetting the store
- `Crosshair`: player aiming helper
- `InteractPrompt`: interaction prompt
+2 -1
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@@ -33,7 +33,8 @@ This document lists features that are implemented in the current codebase.
## Debug Tooling
- `?debug` query param enables the debug panel
- `lil-gui` controls for camera mode, scene mode, and interaction spheres
- `lil-gui` controls for camera mode, scene mode, `R3F Perf`, `Debug Overlay`, and interaction tuning
- Compact debug overlay for game state controls and hand tracking status
- Debug scene helpers
- Free debug camera
- `r3f-perf` overlay
+3 -3
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@@ -1,5 +1,5 @@
import { Suspense, lazy } from "react";
import { Debug } from "@/utils/debug/Debug";
import { useShowDebugPerf } from "@/hooks/debug/useShowDebugPerf";
const Perf = lazy(() => import("r3f-perf").then((m) => ({ default: m.Perf })));
@@ -7,9 +7,9 @@ const DEBUG_GUI_WIDTH = 245;
const DEBUG_PANEL_GAP = 20;
export function DebugPerf(): React.JSX.Element | null {
const debug = Debug.getInstance();
const showDebugPerf = useShowDebugPerf();
if (!debug.active) {
if (!showDebugPerf) {
return null;
}
@@ -115,6 +115,18 @@ export function InteractableObject(
}, []);
const setupInteractionDebugFolder = useCallback((folder: GUI) => {
const debug = Debug.getInstance();
const controls = {
showInteractionSpheres: debug.getShowInteractionSpheres(),
};
folder
.add(controls, "showInteractionSpheres")
.name("Interaction Spheres")
.onChange((value: boolean) => {
debug.setShowInteractionSpheres(value);
});
folder
.add({ radius: INTERACTION_RADIUS }, "radius")
.name("Interaction radius")
-75
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@@ -1,75 +0,0 @@
import { Debug } from "@/utils/debug/Debug";
import {
type MainGameState,
useGameStore,
} from "@/managers/stores/useGameStore";
const MAIN_STATES: MainGameState[] = [
"intro",
"bike",
"pylone",
"ferme",
"outro",
];
export function GameStateHUD(): React.JSX.Element | null {
const debug = Debug.getInstance();
const mainState = useGameStore((state) => state.mainState);
const detail = useGameStore((state) => {
switch (state.mainState) {
case "intro":
return state.intro.hasCompleted ? "completed" : "waiting";
case "bike":
return state.bike.currentStep;
case "pylone":
return state.pylone.currentStep;
case "ferme":
return state.ferme.currentStep;
case "outro":
return state.outro.hasStarted ? "started" : "waiting";
}
});
const setMainState = useGameStore((state) => state.setMainState);
const advanceGameState = useGameStore((state) => state.advanceGameState);
const resetGame = useGameStore((state) => state.resetGame);
if (!debug.active) return null;
return (
<aside className="game-state-hud" aria-label="Game state debug panel">
<div className="game-state-hud__header">
<span>Game State</span>
<strong>{mainState}</strong>
</div>
<p className="game-state-hud__detail">Sub state: {detail}</p>
<div
className="game-state-hud__states"
aria-label="Main states"
role="group"
>
{MAIN_STATES.map((state) => (
<button
key={state}
aria-pressed={state === mainState}
className={state === mainState ? "is-active" : undefined}
type="button"
onClick={() => setMainState(state)}
>
{state}
</button>
))}
</div>
<div className="game-state-hud__actions">
<button type="button" onClick={advanceGameState}>
Next step
</button>
<button type="button" onClick={resetGame}>
Reset
</button>
</div>
</aside>
);
}
+2 -4
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@@ -1,17 +1,15 @@
import { Crosshair } from "@/components/ui/Crosshair";
import { GameStateHUD } from "@/components/ui/GameStateHUD";
import { HandTrackingOverlay } from "@/components/ui/HandTrackingOverlay";
import { DebugOverlayLayout } from "@/components/ui/debug/DebugOverlayLayout";
import { HandTrackingVisualizer } from "@/components/ui/HandTrackingVisualizer";
import { InteractPrompt } from "@/components/ui/InteractPrompt";
export function GameUI(): React.JSX.Element {
return (
<>
<GameStateHUD />
<DebugOverlayLayout />
<Crosshair />
<InteractPrompt />
<HandTrackingVisualizer />
<HandTrackingOverlay />
</>
);
}
-38
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@@ -1,38 +0,0 @@
import { useHandTrackingSnapshot } from "@/hooks/handTracking/useHandTrackingSnapshot";
import type { HandTrackingStatus } from "@/types/handTracking/handTracking";
const STATUS_LABELS: Record<HandTrackingStatus, string> = {
idle: "Idle",
requesting_camera: "Requesting camera",
starting_camera: "Starting camera",
connecting_server: "Connecting server",
connecting: "Connecting",
connected: "Connected",
disconnected: "Disconnected",
error: "Error",
};
export function HandTrackingOverlay(): React.JSX.Element | null {
const { hands, status, usageStatus, serverStatus, error } =
useHandTrackingSnapshot();
if (status === "idle") {
return null;
}
const fist = hands.some((hand) => hand.isFist);
return (
<aside className="hand-tracking-overlay" aria-label="Hand tracking status">
<strong>Hand tracking</strong>
<span>Status: {STATUS_LABELS[status]}</span>
<span>Usage: {usageStatus}</span>
{serverStatus ? <span>Server: {serverStatus}</span> : null}
<span>Hands: {hands.length}</span>
<span>Fist: {fist ? "yes" : "no"}</span>
{error ? (
<span className="hand-tracking-overlay__error">{error}</span>
) : null}
</aside>
);
}
@@ -0,0 +1,22 @@
import { GameStateDebugPanel } from "@/components/ui/debug/GameStateDebugPanel";
import { HandTrackingDebugPanel } from "@/components/ui/debug/HandTrackingDebugPanel";
import { useShowDebugOverlay } from "@/hooks/debug/useShowDebugOverlay";
export function DebugOverlayLayout(): React.JSX.Element | null {
const showDebugOverlay = useShowDebugOverlay();
if (!showDebugOverlay) return null;
return (
<aside className="debug-overlay-layout" aria-label="Debug overlay panels">
<header className="debug-overlay-layout__header">
<span className="debug-overlay-layout__kicker">Debug overlay</span>
</header>
<div className="debug-overlay-layout__sections">
<HandTrackingDebugPanel />
<GameStateDebugPanel />
</div>
</aside>
);
}
@@ -0,0 +1,164 @@
import { RotateCcw, StepBack, StepForward } from "lucide-react";
import {
type MainGameState,
type MissionStep,
useGameStore,
} from "@/managers/stores/useGameStore";
const MAIN_STATES: MainGameState[] = [
"intro",
"bike",
"pylone",
"ferme",
"outro",
];
const MISSION_STEPS: MissionStep[] = [
"locked",
"waiting",
"inspected",
"fragmented",
"scanning",
"repairing",
"done",
];
function toPascalCase(value: string): string {
return value
.split(/[-_\s]+/)
.filter(Boolean)
.map((part) => part.charAt(0).toUpperCase() + part.slice(1))
.join("");
}
export function GameStateDebugPanel(): React.JSX.Element {
const mainState = useGameStore((state) => state.mainState);
const detail = useGameStore((state) => {
switch (state.mainState) {
case "intro":
return state.intro.hasCompleted ? "completed" : "waiting";
case "bike":
return state.bike.currentStep;
case "pylone":
return state.pylone.currentStep;
case "ferme":
return state.ferme.currentStep;
case "outro":
return state.outro.hasStarted ? "started" : "waiting";
}
});
const setMainState = useGameStore((state) => state.setMainState);
const setIntroState = useGameStore((state) => state.setIntroState);
const setBikeState = useGameStore((state) => state.setBikeState);
const setPyloneState = useGameStore((state) => state.setPyloneState);
const setFermeState = useGameStore((state) => state.setFermeState);
const setOutroState = useGameStore((state) => state.setOutroState);
const advanceGameState = useGameStore((state) => state.advanceGameState);
const rewindGameState = useGameStore((state) => state.rewindGameState);
const resetGame = useGameStore((state) => state.resetGame);
const subStateOptions =
mainState === "intro"
? ["waiting", "completed"]
: mainState === "outro"
? ["waiting", "started"]
: MISSION_STEPS;
function setSubState(nextSubState: string): void {
if (mainState === "intro") {
setIntroState({ hasCompleted: nextSubState === "completed" });
return;
}
if (mainState === "bike") {
setBikeState({ currentStep: nextSubState as MissionStep });
return;
}
if (mainState === "pylone") {
setPyloneState({ currentStep: nextSubState as MissionStep });
return;
}
if (mainState === "ferme") {
setFermeState({ currentStep: nextSubState as MissionStep });
return;
}
setOutroState({ hasStarted: nextSubState === "started" });
}
return (
<section
className="game-state-debug-panel debug-overlay-section"
aria-label="Game state debug panel"
>
<div className="game-state-debug-panel__header">
<h3>Game State</h3>
</div>
<div className="game-state-debug-panel__switch-group">
<div className="game-state-debug-panel__switch-heading">
<span>Main state</span>
<strong>{toPascalCase(mainState)}</strong>
</div>
<div
className="game-state-debug-panel__states"
aria-label="Main states"
role="group"
>
{MAIN_STATES.map((state) => (
<button
key={state}
aria-pressed={state === mainState}
className={state === mainState ? "is-active" : undefined}
type="button"
onClick={() => setMainState(state)}
>
{toPascalCase(state)}
</button>
))}
</div>
</div>
<div className="game-state-debug-panel__switch-group">
<div className="game-state-debug-panel__switch-heading">
<span>Sub state</span>
<strong>{toPascalCase(detail)}</strong>
</div>
<div
className="game-state-debug-panel__states"
aria-label="Sub states"
role="group"
>
{subStateOptions.map((subState) => (
<button
key={subState}
aria-pressed={subState === detail}
className={subState === detail ? "is-active" : undefined}
type="button"
onClick={() => setSubState(subState)}
>
{toPascalCase(subState)}
</button>
))}
</div>
</div>
<div className="game-state-debug-panel__actions">
<button type="button" onClick={rewindGameState}>
<StepBack aria-hidden="true" size={14} />
Previous step
</button>
<button type="button" onClick={advanceGameState}>
<StepForward aria-hidden="true" size={14} />
Next step
</button>
<button type="button" onClick={resetGame}>
<RotateCcw aria-hidden="true" size={14} />
Reset
</button>
</div>
</section>
);
}
@@ -0,0 +1,65 @@
import { useHandTrackingSnapshot } from "@/hooks/handTracking/useHandTrackingSnapshot";
import type { HandTrackingStatus } from "@/types/handTracking/handTracking";
const STATUS_LABELS: Record<HandTrackingStatus, string> = {
idle: "Idle",
requesting_camera: "Requesting camera",
starting_camera: "Starting camera",
connecting_server: "Connecting server",
connecting: "Connecting",
connected: "Connected",
disconnected: "Disconnected",
error: "Error",
};
export function HandTrackingDebugPanel(): React.JSX.Element | null {
const { hands, status, usageStatus, serverStatus, error } =
useHandTrackingSnapshot();
if (status === "idle") {
return null;
}
const fist = hands.some((hand) => hand.isFist);
return (
<section
className="hand-tracking-debug-panel debug-overlay-section"
aria-label="Hand tracking status"
>
<div className="debug-overlay-section__heading">
<h3>Hand tracking</h3>
<span>{STATUS_LABELS[status]}</span>
</div>
<dl className="debug-overlay-metrics">
<div>
<dt>Usage</dt>
<dd>{usageStatus}</dd>
</div>
<div>
<dt>Model loaded</dt>
<dd>none</dd>
</div>
{serverStatus ? (
<div>
<dt>Server</dt>
<dd>{serverStatus}</dd>
</div>
) : null}
<div>
<dt>Hands</dt>
<dd>{hands.length}</dd>
</div>
<div>
<dt>Fist</dt>
<dd>{fist ? "yes" : "no"}</dd>
</div>
</dl>
{error ? (
<span className="hand-tracking-debug-panel__error">{error}</span>
) : null}
</section>
);
}
+8 -2
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@@ -122,8 +122,12 @@ Ce document décrit le code réellement présent aujourd'hui dans le dépôt.
- \`src/utils/debug/Debug.ts\` possède l'instance \`lil-gui\` et les contrôles debug.
- \`src/hooks/debug/useCameraMode.ts\` et \`src/hooks/debug/useSceneMode.ts\` s'abonnent à l'état debug.
- \`src/components/debug/DebugPerf.tsx\` monte \`r3f-perf\` en lazy uniquement en mode debug.
- \`src/components/ui/debug/DebugOverlayLayout.tsx\` monte l'overlay HTML debug compact quand il est activé depuis \`lil-gui\`.
- \`src/components/ui/debug/GameStateDebugPanel.tsx\` expose l'état de jeu courant, le changement de main/sub-state, les contrôles previous/next step et le reset.
- \`src/components/ui/debug/HandTrackingDebugPanel.tsx\` affiche le statut hand tracking, l'usage, le placeholder de modèle chargé, le nombre de mains et l'état fist pendant l'activation du hand tracking.
- \`src/components/debug/scene/DebugHelpers.tsx\` monte les helpers debug.
- \`src/components/debug/scene/DebugCameraControls.tsx\` monte la caméra libre debug.
- Les contrôles globaux \`lil-gui\` incluent camera mode, scene mode, \`R3F Perf\` et \`Debug Overlay\`; les contrôles d'interaction vivent dans le dossier \`Interaction\`.
## Limites actuelles
@@ -345,7 +349,8 @@ Dans React Three Fiber, monter ou démonter du JSX contrôle ce qui apparaît da
Overlays actuels :
- \`GameStateHUD\` : panneau de progression debug visible avec \`?debug\`
- \`DebugOverlayLayout\` : layout compact des panels debug HTML visible avec \`?debug\`
- \`GameStateDebugPanel\` : panneau de progression debug pour consulter/changer le main state, le sub state, avancer/reculer et reset le store
- \`Crosshair\` : aide de visée joueur
- \`InteractPrompt\` : prompt d'interaction
@@ -400,7 +405,8 @@ Ce document liste les fonctionnalités présentes dans le code actuel.
## Outils debug
- Le paramètre \`?debug\` active le panneau debug
- Contrôles \`lil-gui\` pour le mode caméra, le mode scène et les sphères d'interaction
- Contrôles \`lil-gui\` pour le mode caméra, le mode scène, \`R3F Perf\`, \`Debug Overlay\` et le tuning d'interaction
- Overlay debug compact pour les contrôles de game state et le statut hand tracking
- Helpers de scène debug
- Caméra libre debug
- Overlay \`r3f-perf\`
+5
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@@ -0,0 +1,5 @@
import { useDebugStore } from "@/hooks/debug/useDebugStore";
export function useShowDebugOverlay(): boolean {
return useDebugStore((debug) => debug.getShowDebugOverlay());
}
+5
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@@ -0,0 +1,5 @@
import { useDebugStore } from "@/hooks/debug/useDebugStore";
export function useShowDebugPerf(): boolean {
return useDebugStore((debug) => debug.getShowPerf());
}
+191 -73
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@@ -397,32 +397,128 @@ canvas {
letter-spacing: 0.03em;
}
/* Hand tracking debug UI */
.hand-tracking-overlay {
/* Debug overlay panels */
.debug-overlay-layout {
position: fixed;
top: 16px;
left: 16px;
top: 12px;
left: 12px;
z-index: 20;
display: flex;
flex-direction: column;
gap: 4px;
min-width: 180px;
padding: 12px;
color: rgba(255, 255, 255, 0.9);
background: rgba(4, 7, 13, 0.78);
border: 1px solid rgba(255, 255, 255, 0.18);
border-radius: 8px;
font-size: 12px;
pointer-events: none;
width: min(260px, calc(100vw - 24px));
max-height: calc(100vh - 24px);
overflow-y: auto;
color: #f8f8f8;
background: rgba(8, 8, 8, 0.88);
border: 1px solid rgba(255, 255, 255, 0.1);
border-radius: 18px;
box-shadow: 0 18px 60px rgba(0, 0, 0, 0.42);
backdrop-filter: blur(18px);
scrollbar-width: thin;
scrollbar-color: #3a3a3a transparent;
pointer-events: auto;
}
.hand-tracking-overlay strong {
color: white;
font-size: 13px;
.debug-overlay-layout::-webkit-scrollbar {
width: 6px;
}
.hand-tracking-overlay__error {
.debug-overlay-layout::-webkit-scrollbar-thumb {
background: #3a3a3a;
border-radius: 999px;
}
.debug-overlay-layout__header {
padding: 12px 12px 10px;
}
.debug-overlay-layout__kicker {
color: #8f8f8f;
font-size: 0.58rem;
font-weight: 700;
letter-spacing: 0.16em;
text-transform: uppercase;
}
.debug-overlay-layout__header h2 {
margin: 0.2rem 0 0;
color: #ffffff;
font-size: 1rem;
font-weight: 720;
letter-spacing: -0.06em;
}
.debug-overlay-layout__sections {
display: flex;
flex-direction: column;
}
.debug-overlay-section {
padding: 10px 12px 12px;
border-top: 1px solid rgba(255, 255, 255, 0.09);
}
.debug-overlay-section__heading {
display: flex;
align-items: center;
justify-content: space-between;
gap: 12px;
margin-bottom: 8px;
}
.debug-overlay-section__heading h3,
.game-state-debug-panel__header h3 {
margin: 0;
color: #ffffff;
font-size: 0.66rem;
font-weight: 700;
letter-spacing: 0.12em;
text-transform: uppercase;
}
.debug-overlay-section__heading span {
color: #a3a3a3;
font-size: 0.66rem;
font-weight: 650;
}
.debug-overlay-metrics {
display: grid;
grid-template-columns: repeat(2, minmax(0, 1fr));
gap: 6px;
margin: 0;
}
.debug-overlay-metrics div {
display: grid;
gap: 3px;
min-height: 0;
padding: 7px 8px;
background: #101010;
border: 1px solid #242424;
border-radius: 10px;
}
.debug-overlay-metrics dt {
color: #8f8f8f;
font-size: 0.56rem;
font-weight: 700;
letter-spacing: 0.08em;
text-transform: uppercase;
}
.debug-overlay-metrics dd {
margin: 0;
color: #ffffff;
font-size: 0.72rem;
font-weight: 650;
}
.hand-tracking-debug-panel__error {
color: #fca5a5;
display: block;
margin-top: 8px;
font-size: 0.68rem;
}
.hand-tracking-visualizer {
@@ -476,77 +572,99 @@ canvas {
}
/* Zustand game state debug UI */
.game-state-hud {
position: fixed;
top: 18px;
right: 18px;
z-index: 20;
.game-state-debug-panel {
display: grid;
gap: 12px;
width: min(320px, calc(100vw - 36px));
padding: 14px;
border: 1px solid rgba(255, 255, 255, 0.18);
border-radius: 18px;
background: rgba(4, 7, 13, 0.78);
box-shadow: 0 18px 60px rgba(0, 0, 0, 0.35);
color: #f8fafc;
backdrop-filter: blur(16px);
gap: 10px;
}
.game-state-hud__header {
.game-state-debug-panel__header {
display: flex;
align-items: center;
justify-content: space-between;
gap: 12px;
}
.game-state-hud__header span,
.game-state-hud__detail {
color: rgba(248, 250, 252, 0.68);
font-size: 12px;
font-weight: 700;
letter-spacing: 0.08em;
text-transform: uppercase;
}
.game-state-hud__header strong {
font-size: 16px;
letter-spacing: -0.03em;
text-transform: uppercase;
}
.game-state-hud__detail {
margin: 0;
text-transform: none;
}
.game-state-hud__states,
.game-state-hud__actions {
display: flex;
flex-wrap: wrap;
gap: 8px;
}
.game-state-hud button {
min-height: 32px;
padding: 0 10px;
border: 1px solid rgba(255, 255, 255, 0.2);
border-radius: 999px;
background: rgba(255, 255, 255, 0.08);
color: #f8fafc;
font-size: 12px;
.game-state-debug-panel__switch-heading span {
color: #8f8f8f;
font-size: 0.56rem;
font-weight: 700;
cursor: pointer;
letter-spacing: 0.1em;
text-transform: uppercase;
}
.game-state-hud button:hover,
.game-state-hud button:focus-visible,
.game-state-hud button.is-active {
border-color: rgba(125, 211, 252, 0.75);
background: rgba(125, 211, 252, 0.18);
.game-state-debug-panel__switch-heading strong {
color: #ffffff;
font-size: 0.68rem;
font-weight: 720;
letter-spacing: -0.03em;
}
.game-state-debug-panel__switch-group {
display: grid;
gap: 7px;
}
.game-state-debug-panel__switch-heading {
display: flex;
align-items: center;
justify-content: space-between;
gap: 8px;
}
.game-state-debug-panel__states,
.game-state-debug-panel__actions {
display: grid;
grid-template-columns: repeat(2, minmax(0, 1fr));
gap: 6px;
}
.game-state-debug-panel__actions {
grid-template-columns: 1fr;
margin-top: 2px;
padding-top: 10px;
border-top: 1px solid rgba(255, 255, 255, 0.09);
}
.game-state-debug-panel button {
display: inline-flex;
align-items: center;
justify-content: center;
gap: 5px;
min-height: 28px;
padding: 0 8px;
border: 1px solid #2f2f2f;
border-radius: 10px;
background: #101010;
color: #d9d9d9;
font-size: 0.68rem;
font-weight: 650;
text-align: center;
cursor: pointer;
transition:
background 160ms ease,
border-color 160ms ease,
color 160ms ease,
transform 160ms ease;
}
.game-state-debug-panel button:hover,
.game-state-debug-panel button:focus-visible,
.game-state-debug-panel button.is-active {
color: #ffffff;
border-color: #ffffff;
background: #181818;
outline: none;
}
.game-state-debug-panel button:hover {
transform: translateY(-1px);
}
.game-state-debug-panel button.is-active {
border-color: rgba(56, 189, 248, 0.75);
background: rgba(56, 189, 248, 0.14);
}
/* Editor page shell */
.editor-container {
position: fixed;
+55 -1
View File
@@ -1,7 +1,7 @@
import { create } from "zustand";
export type MainGameState = "intro" | "bike" | "pylone" | "ferme" | "outro";
type MissionStep =
export type MissionStep =
| "locked"
| "waiting"
| "inspected"
@@ -52,6 +52,7 @@ interface GameActions {
completeFerme: () => void;
startOutro: () => void;
advanceGameState: () => void;
rewindGameState: () => void;
resetGame: () => void;
}
@@ -76,6 +77,24 @@ function getNextMissionStep(step: MissionStep): MissionStep {
}
}
function getPreviousMissionStep(step: MissionStep): MissionStep {
switch (step) {
case "locked":
case "waiting":
return "locked";
case "inspected":
return "waiting";
case "fragmented":
return "inspected";
case "scanning":
return "fragmented";
case "repairing":
return "scanning";
case "done":
return "repairing";
}
}
function completeIntroState(state: GameState): GameStateUpdate {
return {
mainState: "bike",
@@ -229,5 +248,40 @@ export const useGameStore = create<GameStore>()((set) => ({
return startOutroState(state);
}),
rewindGameState: () =>
set((state) => {
if (state.mainState === "intro") {
return { intro: { ...state.intro, hasCompleted: false } };
}
if (state.mainState === "bike") {
return {
bike: {
...state.bike,
currentStep: getPreviousMissionStep(state.bike.currentStep),
},
};
}
if (state.mainState === "pylone") {
return {
pylone: {
...state.pylone,
currentStep: getPreviousMissionStep(state.pylone.currentStep),
},
};
}
if (state.mainState === "ferme") {
return {
ferme: {
...state.ferme,
currentStep: getPreviousMissionStep(state.ferme.currentStep),
},
};
}
return { outro: { ...state.outro, hasStarted: false } };
}),
resetGame: () => set(createInitialGameState()),
}));
+28 -3
View File
@@ -52,7 +52,9 @@ export class Debug {
private readonly listeners = new Set<() => void>();
private readonly controls: {
cameraMode: CameraMode;
showDebugOverlay: boolean;
showInteractionSpheres: boolean;
showPerf: boolean;
sceneMode: SceneMode;
};
@@ -70,7 +72,9 @@ export class Debug {
this.controls = {
cameraMode: storedControls.cameraMode ?? "player",
showDebugOverlay: true,
showInteractionSpheres: false,
showPerf: true,
sceneMode: storedControls.sceneMode ?? "game",
};
@@ -98,10 +102,18 @@ export class Debug {
});
folder
.add(this.controls, "showInteractionSpheres")
.name("Interaction Spheres")
.add(this.controls, "showPerf")
.name("R3F Perf")
.onChange((value: boolean) => {
this.controls.showInteractionSpheres = value;
this.controls.showPerf = value;
this.emit();
});
folder
.add(this.controls, "showDebugOverlay")
.name("Debug Overlay")
.onChange((value: boolean) => {
this.controls.showDebugOverlay = value;
this.emit();
});
}
@@ -159,10 +171,23 @@ export class Debug {
return this.controls.sceneMode;
}
getShowDebugOverlay(): boolean {
return this.active && this.controls.showDebugOverlay;
}
getShowInteractionSpheres(): boolean {
return this.controls.showInteractionSpheres;
}
setShowInteractionSpheres(value: boolean): void {
this.controls.showInteractionSpheres = value;
this.emit();
}
getShowPerf(): boolean {
return this.active && this.controls.showPerf;
}
private emit(): void {
this.listeners.forEach((listener) => listener());
}