fix : lint
🔍 Lint / 🪄 Check lint (pull_request) Has been cancelled
🔍 Lint / 🎨 Check format (pull_request) Has been cancelled
🔍 Lint / 🔎 Typecheck (pull_request) Has been cancelled
🔍 Lint / 🏗 Build (pull_request) Has been cancelled
📊 Quality / 🔒 Security Audit (pull_request) Has been cancelled
📊 Quality / 📋 Dependency Freshness (pull_request) Has been cancelled
📊 Quality / 📦 Bundle Size (pull_request) Has been cancelled

This commit is contained in:
math-pixel
2026-05-12 16:51:35 +02:00
parent 700c088c48
commit ceffedf684
8 changed files with 93 additions and 156 deletions
+1 -17
View File
@@ -11,22 +11,16 @@ export function GameFlow(): null {
const hasInitialized = useRef(false); const hasInitialized = useRef(false);
useEffect(() => { useEffect(() => {
console.log("[GameFlow] Current step:", step);
if (!hasInitialized.current && step === "intro") { if (!hasInitialized.current && step === "intro") {
hasInitialized.current = true; hasInitialized.current = true;
console.log("[GameFlow] Transition to start-intro");
setStep("start-intro"); setStep("start-intro");
} }
}, [step, setStep]); }, [step, setStep]);
useEffect(() => { useEffect(() => {
console.log("[GameFlow] useEffect triggered, step:", step);
if (step === "start-intro") { if (step === "start-intro") {
console.log("[GameFlow] Playing intro audio");
const audio = AudioManager.getInstance(); const audio = AudioManager.getInstance();
audio.playSoundWithCallback(AUDIO_PATHS.intro, 0.5, () => { audio.playSoundWithCallback(AUDIO_PATHS.intro, 0.5, () => {
console.log("[GameFlow] Intro audio ended, transition to naming");
setStep("naming"); setStep("naming");
}); });
@@ -34,10 +28,8 @@ export function GameFlow(): null {
} }
if (step === "bienvenue") { if (step === "bienvenue") {
console.log("[GameFlow] Playing bienvenue audio");
const audio = AudioManager.getInstance(); const audio = AudioManager.getInstance();
audio.playSoundWithCallback(AUDIO_PATHS.bienvenue, 0.5, () => { audio.playSoundWithCallback(AUDIO_PATHS.bienvenue, 0.5, () => {
console.log("[GameFlow] Bienvenue audio ended, enable movement");
setCanMove(true); setCanMove(true);
setStep("star-move"); setStep("star-move");
}); });
@@ -46,30 +38,22 @@ export function GameFlow(): null {
} }
if (step === "mission2") { if (step === "mission2") {
console.log("[GameFlow] mission2 - setting activityCity to false");
setActivityCity(false); setActivityCity(false);
const audio = AudioManager.getInstance(); const audio = AudioManager.getInstance();
audio.playSound(AUDIO_PATHS.alertCentral, 0.5); audio.playSound(AUDIO_PATHS.alertCentral, 0.5);
} }
if (step === "searching") { if (step === "searching") {
console.log("[GameFlow] Playing searching audio");
const audio = AudioManager.getInstance(); const audio = AudioManager.getInstance();
audio.playSoundWithCallback(AUDIO_PATHS.searching, 0.5, () => { audio.playSound(AUDIO_PATHS.searching, 0.5);
console.log("[GameFlow] searching audio ended");
});
return () => {};
} }
if (step === "helped") { if (step === "helped") {
console.log("[GameFlow] Playing helped audio");
const audio = AudioManager.getInstance(); const audio = AudioManager.getInstance();
audio.playSound(AUDIO_PATHS.helped, 0.5); audio.playSound(AUDIO_PATHS.helped, 0.5);
} }
if (step === "manipulation") { if (step === "manipulation") {
console.log("[GameFlow] manipulation - blocking movement");
setCanMove(false); setCanMove(false);
} }
+2 -5
View File
@@ -12,11 +12,8 @@ export function IntroUI(): React.JSX.Element | null {
const handleSubmit = (): void => { const handleSubmit = (): void => {
if (inputValue.trim() === "") return; if (inputValue.trim() === "") return;
console.log("[IntroUI] Submitting, name:", inputValue.trim());
setPlayerName(inputValue.trim()); setPlayerName(inputValue.trim());
console.log("[IntroUI] Calling transitionTo('bienvenue')");
setStep("bienvenue"); setStep("bienvenue");
console.log("[IntroUI] After transitionTo, step should be:", step);
}; };
const handleKeyDown = (e: React.KeyboardEvent): void => { const handleKeyDown = (e: React.KeyboardEvent): void => {
@@ -59,14 +56,14 @@ export function IntroUI(): React.JSX.Element | null {
textAlign: "center", textAlign: "center",
}} }}
> >
Quel est votre prénom ? Quel est votre prenom ?
</h2> </h2>
<input <input
type="text" type="text"
value={inputValue} value={inputValue}
onChange={(e) => setInputValue(e.target.value)} onChange={(e) => setInputValue(e.target.value)}
onKeyDown={handleKeyDown} onKeyDown={handleKeyDown}
placeholder="Votre prénom" placeholder="Votre prenom"
autoFocus autoFocus
style={{ style={{
padding: "0.75rem", padding: "0.75rem",
@@ -4,20 +4,7 @@ import {
useGameStore, useGameStore,
} from "@/managers/stores/useGameStore"; } from "@/managers/stores/useGameStore";
import { isMissionStep, MISSION_STEPS } from "@/types/gameplay/repairMission"; import { isMissionStep, MISSION_STEPS } from "@/types/gameplay/repairMission";
import { type GameStep } from "@/types/game"; import { GAME_STEPS, type GameStep } from "@/types/game";
const GAME_STEPS: GameStep[] = [
"intro",
"start-intro",
"naming",
"bienvenue",
"star-move",
"mission2",
"searching",
"helped",
"manipulation",
"outOfFabrik",
];
const MAIN_STATES: MainGameState[] = [ const MAIN_STATES: MainGameState[] = [
"intro", "intro",
+34 -49
View File
@@ -4,24 +4,11 @@ import * as THREE from "three";
import { ZONES } from "@/data/zones"; import { ZONES } from "@/data/zones";
import { useGameStore } from "@/managers/stores/useGameStore"; import { useGameStore } from "@/managers/stores/useGameStore";
import { Debug } from "@/utils/debug/Debug"; import { Debug } from "@/utils/debug/Debug";
import type { GameStep } from "@/types/game"; import { GAME_STEPS } from "@/types/game";
const _playerPos = new THREE.Vector3(); const _playerPos = new THREE.Vector3();
const _zonePos = new THREE.Vector3(); const _zonePos = new THREE.Vector3();
const GAME_STEPS: GameStep[] = [
"intro",
"start-intro",
"naming",
"bienvenue",
"star-move",
"mission2",
"searching",
"helped",
"manipulation",
"outOfFabrik",
];
export function ZoneDetection(): null { export function ZoneDetection(): null {
const camera = useThree((state) => state.camera); const camera = useThree((state) => state.camera);
const triggeredZones = useRef<Set<string>>(new Set()); const triggeredZones = useRef<Set<string>>(new Set());
@@ -88,41 +75,6 @@ export function ZoneDetection(): null {
return null; return null;
} }
interface ZoneVisualProps {
position: [number, number, number];
radius: number;
height: number;
triggered: boolean;
}
function ZoneVisual({
position,
radius,
height,
triggered,
}: ZoneVisualProps): 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>
);
}
export function ZoneDebugVisuals(): React.JSX.Element | null { export function ZoneDebugVisuals(): React.JSX.Element | null {
const debug = Debug.getInstance(); const debug = Debug.getInstance();
const camera = useThree((state) => state.camera); const camera = useThree((state) => state.camera);
@@ -161,3 +113,36 @@ export function ZoneDebugVisuals(): React.JSX.Element | null {
</> </>
); );
} }
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>
);
}
-27
View File
@@ -1,27 +0,0 @@
import { useState } from "react";
interface DialogState {
message: string;
visible: boolean;
}
export function useDialog(): {
dialog: DialogState;
showDialog: (message: string) => void;
hideDialog: () => void;
} {
const [dialog, setDialog] = useState<DialogState>({
message: "",
visible: false,
});
const showDialog = (message: string): void => {
setDialog({ message, visible: true });
};
const hideDialog = (): void => {
setDialog((prev) => ({ ...prev, visible: false }));
};
return { dialog, showDialog, hideDialog };
}
+2 -40
View File
@@ -2,6 +2,8 @@ import { create } from "zustand";
import type { GameStep } from "@/types/game"; import type { GameStep } from "@/types/game";
import { import {
isRepairMissionId, isRepairMissionId,
getNextMissionStep,
getPreviousMissionStep,
type MissionStep, type MissionStep,
type RepairMissionId, type RepairMissionId,
} from "@/types/gameplay/repairMission"; } from "@/types/gameplay/repairMission";
@@ -77,46 +79,6 @@ interface GameActions {
type GameStore = GameState & GameActions; type GameStore = GameState & GameActions;
type GameStateUpdate = Partial<GameState>; type GameStateUpdate = Partial<GameState>;
function getNextMissionStep(step: MissionStep): MissionStep {
switch (step) {
case "locked":
return "waiting";
case "waiting":
return "inspected";
case "inspected":
return "fragmented";
case "fragmented":
return "scanning";
case "scanning":
return "repairing";
case "repairing":
return "reassembling";
case "reassembling":
case "done":
return "done";
}
}
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 "reassembling":
return "repairing";
case "done":
return "reassembling";
}
}
function completeIntroState(state: GameState): GameStateUpdate { function completeIntroState(state: GameState): GameStateUpdate {
return { return {
mainState: "bike", mainState: "bike",
+13 -4
View File
@@ -12,6 +12,19 @@ export type GameStep =
| "manipulation" | "manipulation"
| "outOfFabrik"; | "outOfFabrik";
export const GAME_STEPS: readonly GameStep[] = [
"intro",
"start-intro",
"naming",
"bienvenue",
"star-move",
"mission2",
"searching",
"helped",
"manipulation",
"outOfFabrik",
] as const;
export interface Zone { export interface Zone {
id: string; id: string;
position: Vector3Tuple; position: Vector3Tuple;
@@ -19,7 +32,3 @@ export interface Zone {
height: number; height: number;
targetStep: GameStep; targetStep: GameStep;
} }
export interface GameState {
step: GameStep;
}
+40
View File
@@ -30,3 +30,43 @@ export function isRepairMissionId(value: string): value is RepairMissionId {
export function isMissionStep(value: string): value is MissionStep { export function isMissionStep(value: string): value is MissionStep {
return (MISSION_STEPS as readonly string[]).includes(value); return (MISSION_STEPS as readonly string[]).includes(value);
} }
export function getNextMissionStep(step: MissionStep): MissionStep {
switch (step) {
case "locked":
return "waiting";
case "waiting":
return "inspected";
case "inspected":
return "fragmented";
case "fragmented":
return "scanning";
case "scanning":
return "repairing";
case "repairing":
return "reassembling";
case "reassembling":
case "done":
return "done";
}
}
export 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 "reassembling":
return "repairing";
case "done":
return "reassembling";
}
}