wip mission 2

This commit is contained in:
math-pixel
2026-05-11 16:46:22 +02:00
parent 32d644b09d
commit f7b968abe7
19 changed files with 449 additions and 94 deletions
+96 -23
View File
@@ -3,7 +3,7 @@
## Étapes du jeu
```
intro → start-intro → naming → bienvenue → star-move → bike
intro → start-intro → naming → bienvenue → star-move → mission2 → searching_problem → preparation → outOfFabrik
```
---
@@ -14,11 +14,12 @@ intro → start-intro → naming → bienvenue → star-move → bike
- État initial au chargement du jeu
- Aucune action, juste une étape de départ
- Transition automatique vers `start-intro`
### 2. `start-intro`
- **Déclenchement** : Auto-transition depuis `intro` quand la scène est chargée
- **Action** : Joue l'audio d'intro via `AudioManager.playSoundWithCallback()`
- **Action** : Joue l'audio d'intro (`intro`)
- **Attente** : Attend que l'audio se termine
- **Transition** : Vers `naming` quand l'audio se termine
@@ -45,25 +46,50 @@ intro → start-intro → naming → bienvenue → star-move → bike
- **État** : Le joueur peut maintenant se déplacer librement
- **Zone** : La détection de zone devient active (ZoneDetection)
### 6. `bike`
### 6. `mission2`
- **Déclenchement** : Quand le joueur entre dans la zone de sortie
- **Déclenchement** : Quand le joueur entre dans la zone `fabrikExit` (position: `[-5, 25, -15]`)
- **Actions** :
- Stocke `activityCity: false` dans le store Zustand
- Joue l'audio `alertCentral`
- **État** : Les objets avec hook `useActivityCity()` détectent le changement et jouent leurs animations
- **Attente** : Le joueur atteint la zone de trigger pour `searching_problem`
### 7. `searching_problem`
- **Déclenchement** : Quand le joueur entre dans la zone `searchingProblemZone` (position: `[-5, 25, -30]`)
- **Actions** :
- Joue l'audio `searchingProblem`
- Affiche l'objet "central" (position: `[1, 15, -45]`)
- **Attente** : Le joueur interagit avec l'objet "central"
### 8. `preparation`
- **Déclenchement** : Quand le joueur interagit avec l'objet "central"
- **Actions** :
- Bloque le mouvement (`setCanMove(false)`)
- Cache l'objet "central"
### 9. `outOfFabrik`
- **Déclenchement** : (non implémenté pour le moment)
- **Action** : Transition vers l'étape finale
- **Zone** : Détectée par `ZoneDetection` quand le joueur approche de la position configurée
---
## Fichiers clés
| Fichier | Rôle |
| ---------------------------------------- | ------------------------------------------------------------- |
| `src/stateManager/GameStepManager.ts` | Gère l'état global du jeu (étape actuelle, prénom, mouvement) |
| `src/components/game/GameFlow.tsx` | Gère les transitions automatiques et la lecture audio |
| `src/components/ui/IntroUI.tsx` | Affiche l'input pour le prénom |
| `src/components/ui/BienvenueDisplay.tsx` | Affiche le message de bienvenue |
| `src/components/zone/ZoneDetection.tsx` | Détecte quand le joueur entre dans une zone |
| `src/data/audioConfig.ts` | Chemins des fichiers audio |
| `src/data/zones.ts` | Configuration des zones de transition |
| Fichier | Rôle |
| --------------------------------------- | --------------------------------------------------------- |
| `src/stores/gameStore.ts` | Store Zustand pour l'état global du jeu |
| `src/stateManager/GameStepManager.ts` | Synchronise avec le store Zustand |
| `src/components/game/GameFlow.tsx` | Gère les transitions automatiques et la lecture audio |
| `src/components/ui/IntroUI.tsx` | Affiche l'input pour le prénom et le message de bienvenue |
| `src/components/zone/ZoneDetection.tsx` | Détecte quand le joueur entre dans une zone |
| `src/components/3d/CentralObject.tsx` | Objet interactif "central" pour la mission 2 |
| `src/data/audioConfig.ts` | Chemins des fichiers audio |
| `src/data/zones.ts` | Configuration des zones de transition |
| `src/hooks/useActivityCity.ts` | Hook pour détecter le changement d'activité de la ville |
---
@@ -72,8 +98,10 @@ intro → start-intro → naming → bienvenue → star-move → bike
```typescript
// src/data/audioConfig.ts
export const AUDIO_PATHS = {
intro: "/sounds/fa.mp3", // Audio joué pendant start-intro
bienvenue: "/sounds/fa.mp3", // Audio joué pendant bienvenue
intro: "/sounds/fa.mp3",
bienvenue: "/sounds/fa.mp3",
alertCentral: "/sounds/fa.mp3",
searchingProblem: "/sounds/fa.mp3",
};
```
@@ -86,29 +114,74 @@ export const AUDIO_PATHS = {
export const ZONES: Zone[] = [
{
id: "fabrikExit",
position: [50, 0, 50], // Position de la zone de sortie
radius: 10, // Rayon de détection
height: 20, // Hauteur de la zone (pour la visualisation)
targetStep: "bike", // Étape cible quand on entre dans la zone
position: [-5, 25, -15],
radius: 10,
height: 20,
targetStep: "mission2",
},
{
id: "searchingProblemZone",
position: [-5, 25, -30],
radius: 10,
height: 20,
targetStep: "searching_problem",
},
];
```
---
## Store Zustand
```typescript
// src/stores/gameStore.ts
interface GameState {
step: GameStep;
activityCity: boolean;
playerName: string;
canMove: boolean;
setStep: (step: GameStep) => void;
setActivityCity: (value: boolean) => void;
setPlayerName: (name: string) => void;
setCanMove: (canMove: boolean) => void;
}
```
---
## Hooks personnalisés
### useActivityCity
Permet aux objets 3D de réagir au changement d'activité de la ville :
```typescript
import { useActivityCity } from "@/hooks/useActivityCity";
function MyAnimatedObject() {
const activityCity = useActivityCity(); // true par défaut, false en mission2
// L'animation se déclenche quand activityCity change à false
// Utiliser useEffect pour réagir au changement
}
```
---
## Debug
En mode debug (`?debug` dans l'URL), on peut voir :
- **Game Step** : L'étape actuelle dans le panneau lil-gui
- **Player Position** : Position X, Y, Z du joueur en temps réel
- **Zone Visualization** : Anneaux visuels au sol pour les zones
- **Zone Visualization** : Anneaux visuels au sol pour les zones + cylindres transparents
---
## Notes techniques
- Le mouvement du joueur est bloqué tant que `canMove` est `false`
- `useSyncExternalStore` est utilisé pour synchroniser l'état du jeu avec React
- Les transitions sont gérées par le `GameStepManager` via le pattern singleton
- Le store Zustand (`useGameStore`) est la source principale de vérité
- `GameStepManager` synchronise automatiquement avec le store Zustand lors des transitions
- Les transitions via les zones utilisent `GameStepManager.transitionTo()` qui met à jour le store
- L'audio utilise un callback `onEnded` pour déclencher les transitions automatiques
+5 -34
View File
@@ -17,7 +17,8 @@
"r3f-perf": "^7.2.3",
"react": "^19.2.4",
"react-dom": "^19.2.4",
"three": "^0.183.2"
"three": "^0.183.2",
"zustand": "^5.0.13"
},
"devDependencies": {
"@eslint/js": "^9.39.4",
@@ -902,9 +903,6 @@
"arm64"
],
"dev": true,
"libc": [
"glibc"
],
"license": "MIT",
"optional": true,
"os": [
@@ -922,9 +920,6 @@
"arm64"
],
"dev": true,
"libc": [
"musl"
],
"license": "MIT",
"optional": true,
"os": [
@@ -942,9 +937,6 @@
"ppc64"
],
"dev": true,
"libc": [
"glibc"
],
"license": "MIT",
"optional": true,
"os": [
@@ -962,9 +954,6 @@
"s390x"
],
"dev": true,
"libc": [
"glibc"
],
"license": "MIT",
"optional": true,
"os": [
@@ -982,9 +971,6 @@
"x64"
],
"dev": true,
"libc": [
"glibc"
],
"license": "MIT",
"optional": true,
"os": [
@@ -1002,9 +988,6 @@
"x64"
],
"dev": true,
"libc": [
"musl"
],
"license": "MIT",
"optional": true,
"os": [
@@ -2751,9 +2734,6 @@
"arm64"
],
"dev": true,
"libc": [
"glibc"
],
"license": "MPL-2.0",
"optional": true,
"os": [
@@ -2775,9 +2755,6 @@
"arm64"
],
"dev": true,
"libc": [
"musl"
],
"license": "MPL-2.0",
"optional": true,
"os": [
@@ -2799,9 +2776,6 @@
"x64"
],
"dev": true,
"libc": [
"glibc"
],
"license": "MPL-2.0",
"optional": true,
"os": [
@@ -2823,9 +2797,6 @@
"x64"
],
"dev": true,
"libc": [
"musl"
],
"license": "MPL-2.0",
"optional": true,
"os": [
@@ -4109,9 +4080,9 @@
}
},
"node_modules/zustand": {
"version": "5.0.12",
"resolved": "https://registry.npmjs.org/zustand/-/zustand-5.0.12.tgz",
"integrity": "sha512-i77ae3aZq4dhMlRhJVCYgMLKuSiZAaUPAct2AksxQ+gOtimhGMdXljRT21P5BNpeT4kXlLIckvkPM029OljD7g==",
"version": "5.0.13",
"resolved": "https://registry.npmjs.org/zustand/-/zustand-5.0.13.tgz",
"integrity": "sha512-efI2tVaVQPqtOh114loML/Z80Y4NP3yc+Ff0fYiZJPauNeWZeIp/bRFD7I9bfmCOYBh/PHxlglQ9+wvlwnPikQ==",
"license": "MIT",
"engines": {
"node": ">=12.20.0"
+2 -1
View File
@@ -23,7 +23,8 @@
"r3f-perf": "^7.2.3",
"react": "^19.2.4",
"react-dom": "^19.2.4",
"three": "^0.183.2"
"three": "^0.183.2",
"zustand": "^5.0.13"
},
"devDependencies": {
"@eslint/js": "^9.39.4",
+22 -1
View File
@@ -1,12 +1,26 @@
import { Suspense } from "react";
import { Suspense, useEffect } from "react";
import { Canvas } from "@react-three/fiber";
import { Crosshair } from "@/components/ui/Crosshair";
import { InteractPrompt } from "@/components/ui/InteractPrompt";
import { IntroUI, BienvenueDisplay } from "@/components/ui/IntroUI";
import { DialogMessage } from "@/components/ui/DialogMessage";
import { useGameStore } from "@/stores/gameStore";
import { DebugPerf } from "@/utils/debug/DebugPerf";
import { World } from "@/world/World";
function App(): React.JSX.Element {
const dialogMessage = useGameStore((state) => state.dialogMessage);
const hideDialog = useGameStore((state) => state.hideDialog);
useEffect(() => {
if (dialogMessage) {
const timer = setTimeout(() => {
hideDialog();
}, 3000);
return () => clearTimeout(timer);
}
}, [dialogMessage, hideDialog]);
return (
<>
<Canvas camera={{ position: [85, 60, 85], fov: 42 }} shadows>
@@ -19,6 +33,13 @@ function App(): React.JSX.Element {
<InteractPrompt />
<IntroUI />
<BienvenueDisplay />
{dialogMessage && (
<DialogMessage
message={dialogMessage}
duration={3000}
onClose={hideDialog}
/>
)}
</>
);
}
+60
View File
@@ -0,0 +1,60 @@
import { InteractableObject } from "@/components/3d/InteractableObject";
import { useGameStore } from "@/stores/gameStore";
import { Debug } from "@/utils/debug/Debug";
import type { Vector3Tuple } from "@/types/3d";
interface CentralObjectProps {
position: Vector3Tuple;
}
export function CentralObject({
position,
}: CentralObjectProps): React.JSX.Element {
const step = useGameStore((state) => state.step);
const setStep = useGameStore((state) => state.setStep);
const setCanMove = useGameStore((state) => state.setCanMove);
const showDialog = useGameStore((state) => state.showDialog);
const debug = Debug.getInstance();
const handlePress = (): void => {
console.log("[CentralObject] handlePress called, current step:", step);
if (step === "helped") {
console.log("[CentralObject] Transitioning to manipulation");
setCanMove(false);
setStep("manipulation");
} else if (step === "searching") {
console.log("[CentralObject] Showing help message");
showDialog(
"Cet objet est trop lourd pour le porter tout seul, trouve de l'aide",
);
} else {
console.log("[CentralObject] Step is not helped or searching, skipping");
}
};
const shouldShow =
step === "helped" || step === "manipulation" || debug.active;
if (!shouldShow) {
return <></>;
}
console.log("[CentralObject] Rendering, step:", step, "position:", position);
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>
);
}
@@ -0,0 +1,53 @@
import { InteractableObject } from "@/components/3d/InteractableObject";
import { useGameStore } from "@/stores/gameStore";
import { Debug } from "@/utils/debug/Debug";
import type { Vector3Tuple } from "@/types/3d";
interface VillageoisHelperObjectProps {
position: Vector3Tuple;
}
export function VillageoisHelperObject({
position,
}: VillageoisHelperObjectProps): React.JSX.Element {
const step = useGameStore((state) => state.step);
const setStep = useGameStore((state) => state.setStep);
const debug = Debug.getInstance();
const handlePress = (): void => {
console.log("[VillageoisHelper] handlePress called, current step:", step);
if (step === "searching") {
console.log("[VillageoisHelper] Transitioning to helped");
setStep("helped");
}
};
const shouldShow = step === "searching" || debug.active;
if (!shouldShow) {
return <></>;
}
console.log(
"[VillageoisHelper] Rendering, step:",
step,
"position:",
position,
);
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>
);
}
+40 -17
View File
@@ -1,28 +1,23 @@
import { useEffect, useRef, useState } from "react";
import { GameStepManager } from "@/stateManager/GameStepManager";
import { useEffect, useRef } from "react";
import { useGameStore } from "@/stores/gameStore";
import { AudioManager } from "@/stateManager/AudioManager";
import { AUDIO_PATHS } from "@/data/audioConfig";
export function GameFlow(): null {
const manager = GameStepManager.getInstance();
const step = useGameStore((state) => state.step);
const setStep = useGameStore((state) => state.setStep);
const setActivityCity = useGameStore((state) => state.setActivityCity);
const setCanMove = useGameStore((state) => state.setCanMove);
const hasInitialized = useRef(false);
const [step, setStep] = useState(manager.getStep());
useEffect(() => {
const unsubscribe = manager.subscribe(() => {
setStep(manager.getStep());
});
return unsubscribe;
}, [manager]);
useEffect(() => {
console.log("[GameFlow] Current step:", step);
if (!hasInitialized.current && step === "intro") {
hasInitialized.current = true;
console.log("[GameFlow] Transition to start-intro");
manager.transitionTo("start-intro");
setStep("start-intro");
}
}, [step, manager]);
}, [step, setStep]);
useEffect(() => {
console.log("[GameFlow] useEffect triggered, step:", step);
@@ -32,7 +27,7 @@ export function GameFlow(): null {
const audio = AudioManager.getInstance();
audio.playSoundWithCallback(AUDIO_PATHS.intro, 0.5, () => {
console.log("[GameFlow] Intro audio ended, transition to naming");
manager.transitionTo("naming");
setStep("naming");
});
return () => {};
@@ -43,15 +38,43 @@ export function GameFlow(): null {
const audio = AudioManager.getInstance();
audio.playSoundWithCallback(AUDIO_PATHS.bienvenue, 0.5, () => {
console.log("[GameFlow] Bienvenue audio ended, enable movement");
manager.setCanMove(true);
manager.transitionTo("star-move");
setCanMove(true);
setStep("star-move");
});
return () => {};
}
if (step === "mission2") {
console.log("[GameFlow] mission2 - setting activityCity to false");
setActivityCity(false);
const audio = AudioManager.getInstance();
audio.playSound(AUDIO_PATHS.alertCentral, 0.5);
}
if (step === "searching") {
console.log("[GameFlow] Playing searching audio");
const audio = AudioManager.getInstance();
audio.playSoundWithCallback(AUDIO_PATHS.searching, 0.5, () => {
console.log("[GameFlow] searching audio ended");
});
return () => {};
}
if (step === "helped") {
console.log("[GameFlow] Playing helped audio");
const audio = AudioManager.getInstance();
audio.playSound(AUDIO_PATHS.helped, 0.5);
}
if (step === "manipulation") {
console.log("[GameFlow] manipulation - blocking movement");
setCanMove(false);
}
return undefined;
}, [step, manager]);
}, [step, setStep, setActivityCity, setCanMove]);
return null;
}
+54
View File
@@ -0,0 +1,54 @@
import { useEffect, useState } from "react";
interface DialogMessageProps {
message: string;
duration?: number;
onClose?: () => void;
}
export function DialogMessage({
message,
duration = 3000,
onClose,
}: DialogMessageProps): React.JSX.Element | null {
const [visible, setVisible] = useState(true);
useEffect(() => {
const timer = setTimeout(() => {
setVisible(false);
onClose?.();
}, duration);
return () => clearTimeout(timer);
}, [duration, onClose]);
if (!visible) return null;
return (
<div
style={{
position: "fixed",
bottom: "20%",
left: "50%",
transform: "translateX(-50%)",
backgroundColor: "rgba(0, 0, 0, 0.9)",
padding: "1rem 2rem",
borderRadius: "8px",
border: "2px solid #fff",
zIndex: 200,
maxWidth: "80%",
}}
>
<p
style={{
color: "#fff",
margin: 0,
fontSize: "1rem",
textAlign: "center",
}}
>
{message}
</p>
</div>
);
}
+7 -4
View File
@@ -1,8 +1,10 @@
import { useState } from "react";
import { useGameStep } from "@/hooks/useGameStep";
import { useGameStore } from "@/stores/gameStore";
export function IntroUI(): React.JSX.Element | null {
const { step, setPlayerName, transitionTo } = useGameStep();
const step = useGameStore((state) => state.step);
const setPlayerName = useGameStore((state) => state.setPlayerName);
const setStep = useGameStore((state) => state.setStep);
const [inputValue, setInputValue] = useState("");
if (step !== "naming") return null;
@@ -13,7 +15,7 @@ export function IntroUI(): React.JSX.Element | null {
console.log("[IntroUI] Submitting, name:", inputValue.trim());
setPlayerName(inputValue.trim());
console.log("[IntroUI] Calling transitionTo('bienvenue')");
transitionTo("bienvenue");
setStep("bienvenue");
console.log("[IntroUI] After transitionTo, step should be:", step);
};
@@ -98,7 +100,8 @@ export function IntroUI(): React.JSX.Element | null {
}
export function BienvenueDisplay(): React.JSX.Element | null {
const { step, playerName } = useGameStep();
const step = useGameStore((state) => state.step);
const playerName = useGameStore((state) => state.playerName);
if (step !== "bienvenue") return null;
+21 -9
View File
@@ -3,16 +3,31 @@ import { useFrame, useThree } from "@react-three/fiber";
import * as THREE from "three";
import { ZONES } from "@/data/zones";
import { GameStepManager } from "@/stateManager/GameStepManager";
import { useGameStore } from "@/stores/gameStore";
import { Debug } from "@/utils/debug/Debug";
import type { GameStep } from "@/types/game";
const _playerPos = new THREE.Vector3();
const _zonePos = new THREE.Vector3();
const GAME_STEPS: GameStep[] = [
"intro",
"start-intro",
"naming",
"bienvenue",
"star-move",
"mission2",
"searching_problem",
"preparation",
"outOfFabrik",
];
export function ZoneDetection(): null {
const camera = useThree((state) => state.camera);
const manager = GameStepManager.getInstance();
const triggeredZones = useRef<Set<string>>(new Set());
const debug = Debug.getInstance();
const step = useGameStore((state) => state.step);
useEffect(() => {
if (!debug.active) return;
@@ -20,20 +35,17 @@ export function ZoneDetection(): null {
const folder = debug.createFolder("Game");
if (!folder) return;
const gameState = { step: manager.getStep() };
const gameState = { step: step };
const playerPos = { x: 0, y: 0, z: 0 };
folder
.add(gameState, "step", ["intro", "bike"])
.name("Game Step")
.disable();
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 unsubManager = manager.subscribe(() => {
gameState.step = manager.getStep();
const unsubStore = useGameStore.subscribe((state) => {
gameState.step = state.step;
folder.controllersRecursive().forEach((c) => c.updateDisplay());
});
@@ -51,9 +63,9 @@ export function ZoneDetection(): null {
return () => {
cancelAnimationFrame(frameId);
debug.destroyFolder("Game");
unsubManager();
unsubStore();
};
}, [debug, manager, camera]);
}, [debug, camera, step]);
useFrame(() => {
camera.getWorldPosition(_playerPos);
+3
View File
@@ -1,4 +1,7 @@
export const AUDIO_PATHS = {
intro: "/sounds/fa.mp3",
bienvenue: "/sounds/fa.mp3",
alertCentral: "/sounds/fa.mp3",
searching: "/sounds/fa.mp3",
helped: "/sounds/fa.mp3",
} as const;
+8 -1
View File
@@ -7,6 +7,13 @@ export const ZONES: Zone[] = [
position: [-5, 25, -15] as Vector3Tuple,
radius: 10,
height: 20,
targetStep: "bike",
targetStep: "mission2",
},
{
id: "searchingZone",
position: [-5, 25, -30] as Vector3Tuple,
radius: 10,
height: 20,
targetStep: "searching",
},
];
+5
View File
@@ -0,0 +1,5 @@
import { useGameStore } from "@/stores/gameStore";
export function useActivityCity(): boolean {
return useGameStore((state) => state.activityCity);
}
+27
View File
@@ -0,0 +1,27 @@
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 };
}
+4
View File
@@ -1,4 +1,5 @@
import type { GameStep, GameStepSnapshot } from "@/types/game";
import { useGameStore } from "@/stores/gameStore";
export class GameStepManager {
private static _instance: GameStepManager | null = null;
@@ -49,6 +50,7 @@ export class GameStepManager {
this._currentStep = step;
this._cachedSnapshot = null;
useGameStore.getState().setStep(step);
this._emit();
}
@@ -57,6 +59,7 @@ export class GameStepManager {
this._playerName = name;
this._cachedSnapshot = null;
useGameStore.getState().setPlayerName(name);
this._emit();
}
@@ -65,6 +68,7 @@ export class GameStepManager {
this._canMove = canMove;
this._cachedSnapshot = null;
useGameStore.getState().setCanMove(canMove);
this._emit();
}
+30
View File
@@ -0,0 +1,30 @@
import { create } from "zustand";
import type { GameStep } from "@/types/game";
interface GameState {
step: GameStep;
activityCity: boolean;
playerName: string;
canMove: boolean;
dialogMessage: string | null;
setStep: (step: GameStep) => void;
setActivityCity: (value: boolean) => void;
setPlayerName: (name: string) => void;
setCanMove: (canMove: boolean) => void;
showDialog: (message: string) => void;
hideDialog: () => void;
}
export const useGameStore = create<GameState>((set) => ({
step: "intro",
activityCity: true,
playerName: "",
canMove: false,
dialogMessage: null,
setStep: (step) => set({ step }),
setActivityCity: (value) => set({ activityCity: value }),
setPlayerName: (name) => set({ playerName: name }),
setCanMove: (canMove) => set({ canMove }),
showDialog: (message) => set({ dialogMessage: message }),
hideDialog: () => set({ dialogMessage: null }),
}));
+5 -1
View File
@@ -6,7 +6,11 @@ export type GameStep =
| "naming"
| "bienvenue"
| "star-move"
| "bike";
| "mission2"
| "searching"
| "helped"
| "manipulation"
| "outOfFabrik";
export interface Zone {
id: string;
+4
View File
@@ -11,6 +11,8 @@ import {
ZoneDetection,
} from "@/components/zone/ZoneDetection";
import { GameFlow } from "@/components/game/GameFlow";
import { CentralObject } from "@/components/3d/CentralObject";
import { VillageoisHelperObject } from "@/components/3d/VillageoisHelperObject";
import { DebugCameraControls } from "@/utils/debug/scene/DebugCameraControls";
import { DebugHelpers } from "@/utils/debug/scene/DebugHelpers";
import { Environment } from "@/world/Environment";
@@ -36,6 +38,8 @@ export function World(): React.JSX.Element {
<ZoneDetection />
<ZoneDebugVisuals />
<GameFlow />
<VillageoisHelperObject position={[1, 12, -55]} />
<CentralObject position={[1, 15, -45]} />
{cameraMode === "debug" ? <DebugCameraControls /> : null}
{sceneMode === "game" ? (
+3 -3
View File
@@ -24,7 +24,7 @@ import {
PLAYER_XZ_DAMPING_FACTOR,
} from "@/data/playerConfig";
import { InteractionManager } from "@/stateManager/InteractionManager";
import { GameStepManager } from "@/stateManager/GameStepManager";
import { useGameStore } from "@/stores/gameStore";
import type { Vector3Tuple } from "@/types/3d";
type Keys = {
@@ -64,7 +64,7 @@ export function PlayerController({
const velocity = useRef(new THREE.Vector3());
const onFloor = useRef(false);
const wantsJump = useRef(false);
const gameStepManager = GameStepManager.getInstance();
const canMove = useGameStore((state) => state.canMove);
const capsule = useRef(
new Capsule(
@@ -167,7 +167,7 @@ export function PlayerController({
}, []);
useFrame((_, delta) => {
if (!gameStepManager.canMove()) {
if (!canMove) {
velocity.current.set(0, 0, 0);
camera.position.copy(capsule.current.end);
return;