Merge remote-tracking branch 'origin/develop' into feat/mission-2
# Conflicts: # package-lock.json # package.json # src/App.tsx # src/components/three/interaction/CentralObject.tsx # src/components/three/interaction/VillageoisHelperObject.tsx # src/managers/GameStepManager.ts # src/stateManager/AudioManager.ts # src/world/World.tsx # src/world/player/PlayerController.tsx
This commit is contained in:
@@ -1,5 +1,5 @@
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import { useCameraMode } from "@/hooks/debug/useCameraMode";
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import { useInteraction } from "@/hooks/useInteraction";
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import { useInteraction } from "@/hooks/interaction/useInteraction";
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export function Crosshair(): React.JSX.Element | null {
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const cameraMode = useCameraMode();
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@@ -0,0 +1,203 @@
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import { useEffect } from "react";
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import { X } from "lucide-react";
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import { useSettingsStore } from "@/managers/stores/useSettingsStore";
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import type {
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RepairRuntime,
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SubtitleLanguage,
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} from "@/managers/stores/useSettingsStore";
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function formatPercent(value: number): string {
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return `${Math.round(value * 100)}%`;
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}
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function clearCookies(): void {
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document.cookie.split(";").forEach((cookie) => {
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const cookieName = cookie.split("=")[0]?.trim();
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if (!cookieName) return;
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document.cookie = `${cookieName}=; expires=Thu, 01 Jan 1970 00:00:00 GMT; path=/`;
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});
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}
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interface VolumeSliderProps {
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id: string;
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label: string;
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value: number;
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onChange: (value: number) => void;
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}
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function VolumeSlider({
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id,
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label,
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value,
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onChange,
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}: VolumeSliderProps): React.JSX.Element {
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return (
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<label className="game-settings-menu__slider" htmlFor={id}>
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<span>
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{label}
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<strong>{formatPercent(value)}</strong>
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</span>
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<input
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id={id}
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type="range"
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min="0"
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max="1"
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step="0.01"
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value={value}
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onChange={(event) => onChange(Number(event.target.value))}
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/>
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</label>
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);
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}
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export function GameSettingsMenu(): React.JSX.Element | null {
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const {
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isSettingsMenuOpen,
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musicVolume,
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sfxVolume,
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dialogueVolume,
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subtitlesEnabled,
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subtitleLanguage,
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repairRuntime,
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setMusicVolume,
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setSfxVolume,
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setDialogueVolume,
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setSettingsMenuOpen,
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setSubtitlesEnabled,
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setSubtitleLanguage,
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setRepairRuntime,
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} = useSettingsStore();
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useEffect(() => {
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const handleKeyDown = (event: KeyboardEvent): void => {
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if (event.key === "Escape") {
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event.preventDefault();
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event.stopPropagation();
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if (!isSettingsMenuOpen) document.exitPointerLock();
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setSettingsMenuOpen(!isSettingsMenuOpen);
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return;
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}
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};
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window.addEventListener("keydown", handleKeyDown, { capture: true });
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return () => {
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window.removeEventListener("keydown", handleKeyDown, { capture: true });
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};
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}, [isSettingsMenuOpen, setSettingsMenuOpen]);
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if (!isSettingsMenuOpen) return null;
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const handleQuit = (): void => {
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clearCookies();
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window.location.assign("/");
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};
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return (
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<div className="game-settings-menu" role="dialog" aria-modal="true">
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<div className="game-settings-menu__panel">
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<header className="game-settings-menu__header">
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<div>
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<span>Pause</span>
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<h2>Options</h2>
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</div>
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<button
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className="game-settings-menu__close"
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type="button"
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onClick={() => setSettingsMenuOpen(false)}
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aria-label="Fermer le menu"
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>
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<X size={20} aria-hidden="true" />
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</button>
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</header>
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<section
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className="game-settings-menu__section"
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aria-labelledby="audio-settings-heading"
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>
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<h3 id="audio-settings-heading">Audio</h3>
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<VolumeSlider
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id="music-volume"
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label="Musique"
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value={musicVolume}
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onChange={setMusicVolume}
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/>
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<VolumeSlider
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id="sfx-volume"
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label="Sound effects"
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value={sfxVolume}
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onChange={setSfxVolume}
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/>
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<VolumeSlider
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id="dialogue-volume"
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label="Dialogue"
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value={dialogueVolume}
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onChange={setDialogueVolume}
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/>
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</section>
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<section
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className="game-settings-menu__section"
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aria-labelledby="subtitle-settings-heading"
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>
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<h3 id="subtitle-settings-heading">Sous-titres</h3>
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<label className="game-settings-menu__checkbox">
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<input
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type="checkbox"
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checked={subtitlesEnabled}
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onChange={(event) => setSubtitlesEnabled(event.target.checked)}
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/>
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Afficher sous-titres
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</label>
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<div
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className="game-settings-menu__choice-group"
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aria-label="Langue des sous-titres"
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>
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{(["fr", "en"] satisfies SubtitleLanguage[]).map((language) => (
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<button
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key={language}
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type="button"
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className={subtitleLanguage === language ? "active" : undefined}
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onClick={() => setSubtitleLanguage(language)}
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aria-pressed={subtitleLanguage === language}
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>
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{language === "fr" ? "Francais" : "English"}
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</button>
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))}
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</div>
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</section>
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<section
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className="game-settings-menu__section"
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aria-labelledby="repair-settings-heading"
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>
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<h3 id="repair-settings-heading">Repair game</h3>
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<div className="game-settings-menu__choice-group game-settings-menu__choice-group--stacked">
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{(["js", "python"] satisfies RepairRuntime[]).map((runtime) => (
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<button
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key={runtime}
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type="button"
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className={repairRuntime === runtime ? "active" : undefined}
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onClick={() => setRepairRuntime(runtime)}
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aria-pressed={repairRuntime === runtime}
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>
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{runtime === "js"
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? "Repair game en JS (local)"
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: "Repair game en Python (server)"}
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</button>
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))}
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</div>
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</section>
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<button
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className="game-settings-menu__quit"
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type="button"
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onClick={handleQuit}
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>
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Quitter
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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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@@ -0,0 +1,21 @@
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import { Crosshair } from "@/components/ui/Crosshair";
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import { DebugOverlayLayout } from "@/components/ui/debug/DebugOverlayLayout";
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import { GameSettingsMenu } from "@/components/ui/GameSettingsMenu";
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import { HandTrackingVisualizer } from "@/components/ui/HandTrackingVisualizer";
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import { InteractPrompt } from "@/components/ui/InteractPrompt";
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import { RepairMovementLockIndicator } from "@/components/ui/RepairMovementLockIndicator";
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import { Subtitles } from "@/components/ui/Subtitles";
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export function GameUI(): React.JSX.Element {
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return (
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<>
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<DebugOverlayLayout />
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<Crosshair />
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<RepairMovementLockIndicator />
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<InteractPrompt />
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<HandTrackingVisualizer />
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<Subtitles />
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<GameSettingsMenu />
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</>
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);
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}
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@@ -0,0 +1,90 @@
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import { useHandTrackingSnapshot } from "@/hooks/handTracking/useHandTrackingSnapshot";
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import { useHandTrackingGloveStatus } from "@/hooks/handTracking/useHandTrackingGloveStatus";
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import { useDebugStore } from "@/hooks/debug/useDebugStore";
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const HAND_CONNECTIONS: Array<[number, number]> = [
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[0, 1],
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[1, 2],
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[2, 3],
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[3, 4],
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[0, 5],
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[5, 6],
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[6, 7],
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[7, 8],
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[5, 9],
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[9, 10],
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[10, 11],
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[11, 12],
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[9, 13],
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[13, 14],
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[14, 15],
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[15, 16],
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[13, 17],
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[17, 18],
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[18, 19],
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[19, 20],
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[0, 17],
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];
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export function HandTrackingVisualizer(): React.JSX.Element | null {
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const { hands, status } = useHandTrackingSnapshot();
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const showHandTrackingSvg = useDebugStore((debug) =>
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debug.getShowHandTrackingSvg(),
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);
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const gloves = useHandTrackingGloveStatus((state) => state.gloves);
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const hasLoadedGlove = Object.values(gloves).some(
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(gloveStatus) => gloveStatus === "loaded",
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);
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if (
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status === "idle" ||
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hands.length === 0 ||
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(hasLoadedGlove && !showHandTrackingSvg)
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) {
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return null;
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}
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return (
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<svg className="hand-tracking-visualizer" aria-hidden="true">
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{hands.map((hand, handIndex) => {
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const landmarks = hand.landmarks;
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if (landmarks.length === 0) return null;
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const color = hand.isFist ? "#facc15" : "#38bdf8";
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return (
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<g key={`${hand.handedness}-${handIndex}`}>
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{HAND_CONNECTIONS.map(([from, to]) => {
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const fromPoint = landmarks[from];
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const toPoint = landmarks[to];
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if (!fromPoint || !toPoint) return null;
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return (
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<line
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key={`${from}-${to}`}
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x1={`${(1 - fromPoint.x) * 100}%`}
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y1={`${fromPoint.y * 100}%`}
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x2={`${(1 - toPoint.x) * 100}%`}
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y2={`${toPoint.y * 100}%`}
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stroke={color}
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strokeWidth="2"
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strokeLinecap="round"
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||||
/>
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||||
);
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||||
})}
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{landmarks.map((landmark, landmarkIndex) => (
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<circle
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key={landmarkIndex}
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cx={`${(1 - landmark.x) * 100}%`}
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cy={`${landmark.y * 100}%`}
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r={landmarkIndex === 8 ? 5 : 3}
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fill={landmarkIndex === 8 ? "#ffffff" : color}
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/>
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||||
))}
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</g>
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||||
);
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||||
})}
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</svg>
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||||
);
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||||
}
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@@ -1,6 +1,6 @@
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import { INTERACT_KEY } from "@/data/keybindings";
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import { INTERACT_KEY } from "@/data/input/keybindings";
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import { useCameraMode } from "@/hooks/debug/useCameraMode";
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import { useInteraction } from "@/hooks/useInteraction";
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import { useInteraction } from "@/hooks/interaction/useInteraction";
|
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|
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export function InteractPrompt(): React.JSX.Element | null {
|
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const cameraMode = useCameraMode();
|
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|
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@@ -1,10 +1,10 @@
|
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import { useState } from "react";
|
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import { useGameStore } from "@/stores/gameStore";
|
||||
import { useMissionFlowStore } from "@/managers/stores/useMissionFlowStore";
|
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|
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export function IntroUI(): React.JSX.Element | null {
|
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const step = useGameStore((state) => state.step);
|
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const setPlayerName = useGameStore((state) => state.setPlayerName);
|
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const setStep = useGameStore((state) => state.setStep);
|
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const step = useMissionFlowStore((state) => state.step);
|
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const setPlayerName = useMissionFlowStore((state) => state.setPlayerName);
|
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const setStep = useMissionFlowStore((state) => state.setStep);
|
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const [inputValue, setInputValue] = useState("");
|
||||
|
||||
if (step !== "naming") return null;
|
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@@ -100,8 +100,8 @@ export function IntroUI(): React.JSX.Element | null {
|
||||
}
|
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|
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export function BienvenueDisplay(): React.JSX.Element | null {
|
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const step = useGameStore((state) => state.step);
|
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const playerName = useGameStore((state) => state.playerName);
|
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const step = useMissionFlowStore((state) => state.step);
|
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const playerName = useMissionFlowStore((state) => state.playerName);
|
||||
|
||||
if (step !== "bienvenue") return null;
|
||||
|
||||
|
||||
@@ -0,0 +1,20 @@
|
||||
import { useCameraMode } from "@/hooks/debug/useCameraMode";
|
||||
import { useRepairMovementLocked } from "@/hooks/gameplay/useRepairMovementLocked";
|
||||
|
||||
export function RepairMovementLockIndicator(): React.JSX.Element | null {
|
||||
const cameraMode = useCameraMode();
|
||||
const movementLocked = useRepairMovementLocked();
|
||||
|
||||
if (cameraMode !== "player") return null;
|
||||
if (!movementLocked) return null;
|
||||
|
||||
return (
|
||||
<div className="repair-movement-lock-indicator" aria-live="polite">
|
||||
<span
|
||||
className="repair-movement-lock-indicator__dot"
|
||||
aria-hidden="true"
|
||||
/>
|
||||
<span>Déplacement verrouillé pendant la réparation</span>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,27 @@
|
||||
import type { SceneLoadingState } from "@/types/world/sceneLoading";
|
||||
|
||||
interface SceneLoadingOverlayProps {
|
||||
state: SceneLoadingState;
|
||||
}
|
||||
|
||||
export function SceneLoadingOverlay({
|
||||
state,
|
||||
}: SceneLoadingOverlayProps): React.JSX.Element | null {
|
||||
const isReady = state.status === "ready";
|
||||
const progress = Math.round(Math.max(0, Math.min(1, state.progress)) * 100);
|
||||
|
||||
return (
|
||||
<div
|
||||
className={`scene-loading-overlay${isReady ? " scene-loading-overlay--ready" : ""}`}
|
||||
aria-live="polite"
|
||||
>
|
||||
<div className="scene-loading-overlay__content">
|
||||
<strong>{state.currentStep}</strong>
|
||||
<div className="scene-loading-overlay__track">
|
||||
<span style={{ width: `${progress}%` }} />
|
||||
<em>{progress}%</em>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,37 @@
|
||||
import { useSettingsStore } from "@/managers/stores/useSettingsStore";
|
||||
import { useSubtitleStore } from "@/managers/stores/useSubtitleStore";
|
||||
import type { DialogueSpeaker } from "@/types/dialogues/dialogues";
|
||||
|
||||
export type SubtitleSpeaker = DialogueSpeaker;
|
||||
|
||||
interface SubtitlesProps {
|
||||
speaker?: SubtitleSpeaker | null;
|
||||
text?: string | null;
|
||||
}
|
||||
|
||||
export function Subtitles({
|
||||
speaker = null,
|
||||
text = null,
|
||||
}: SubtitlesProps): React.JSX.Element | null {
|
||||
const subtitlesEnabled = useSettingsStore((state) => state.subtitlesEnabled);
|
||||
const activeSubtitle = useSubtitleStore((state) => state.activeSubtitle);
|
||||
const subtitleSpeaker = speaker ?? activeSubtitle?.speaker ?? null;
|
||||
const content = (text ?? activeSubtitle?.text)?.trim();
|
||||
|
||||
if (!subtitlesEnabled || !content) return null;
|
||||
|
||||
return (
|
||||
<div className="subtitles" aria-live="polite">
|
||||
<p>
|
||||
{subtitleSpeaker ? (
|
||||
<span
|
||||
className={`subtitles__speaker subtitles__speaker--${subtitleSpeaker.toLowerCase()}`}
|
||||
>
|
||||
{subtitleSpeaker}:
|
||||
</span>
|
||||
) : null}
|
||||
{content}
|
||||
</p>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
@@ -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 +1,180 @@
|
||||
import { RotateCcw, StepBack, StepForward } from "lucide-react";
|
||||
import {
|
||||
type MainGameState,
|
||||
useGameStore,
|
||||
} from "@/managers/stores/useGameStore";
|
||||
import { isMissionStep, MISSION_STEPS } from "@/types/gameplay/repairMission";
|
||||
|
||||
const MAIN_STATES: MainGameState[] = [
|
||||
"intro",
|
||||
"bike",
|
||||
"pylone",
|
||||
"ferme",
|
||||
"outro",
|
||||
];
|
||||
|
||||
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 bikeStep = useGameStore((state) => state.bike.currentStep);
|
||||
const pyloneStep = useGameStore((state) => state.pylone.currentStep);
|
||||
const fermeStep = useGameStore((state) => state.ferme.currentStep);
|
||||
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 === "outro") {
|
||||
setOutroState({ hasStarted: nextSubState === "started" });
|
||||
return;
|
||||
}
|
||||
|
||||
if (!isMissionStep(nextSubState)) return;
|
||||
|
||||
if (mainState === "bike") {
|
||||
setBikeState({ currentStep: nextSubState });
|
||||
return;
|
||||
}
|
||||
|
||||
if (mainState === "pylone") {
|
||||
setPyloneState({ currentStep: nextSubState });
|
||||
return;
|
||||
}
|
||||
|
||||
if (mainState === "ferme") {
|
||||
setFermeState({ currentStep: nextSubState });
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
function setDebugMainState(nextMainState: MainGameState): void {
|
||||
setMainState(nextMainState);
|
||||
|
||||
if (nextMainState === "bike" && bikeStep === "locked") {
|
||||
setBikeState({ currentStep: "waiting" });
|
||||
return;
|
||||
}
|
||||
|
||||
if (nextMainState === "pylone" && pyloneStep === "locked") {
|
||||
setPyloneState({ currentStep: "waiting" });
|
||||
return;
|
||||
}
|
||||
|
||||
if (nextMainState === "ferme" && fermeStep === "locked") {
|
||||
setFermeState({ currentStep: "waiting" });
|
||||
}
|
||||
}
|
||||
|
||||
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={() => setDebugMainState(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 +1,81 @@
|
||||
import { useHandTrackingSnapshot } from "@/hooks/handTracking/useHandTrackingSnapshot";
|
||||
import { useHandTrackingGloveStatus } from "@/hooks/handTracking/useHandTrackingGloveStatus";
|
||||
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();
|
||||
const gloves = useHandTrackingGloveStatus((state) => state.gloves);
|
||||
|
||||
if (status === "idle") {
|
||||
return null;
|
||||
}
|
||||
|
||||
const fist = hands.some((hand) => hand.isFist);
|
||||
const modelLoaded =
|
||||
[
|
||||
gloves.left === "loaded" ? "gant_l" : null,
|
||||
gloves.right === "loaded" ? "gant_r" : null,
|
||||
]
|
||||
.filter(Boolean)
|
||||
.join(", ") || "none";
|
||||
const modelFallback = !Object.values(gloves).some(
|
||||
(gloveStatus) => gloveStatus === "loaded",
|
||||
);
|
||||
|
||||
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>{modelLoaded}</dd>
|
||||
</div>
|
||||
<div>
|
||||
<dt>SVG fallback</dt>
|
||||
<dd>{modelFallback ? "yes" : "no"}</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>
|
||||
);
|
||||
}
|
||||
Reference in New Issue
Block a user