14 Commits

Author SHA1 Message Date
math-pixel 988c8305bc update remove naming step 2026-05-14 11:58:43 +02:00
math-pixel 5ee52ec752 feat: video intro 2026-05-14 11:50:40 +02:00
math-pixel 3ece1d76de feat: video player 2026-05-14 11:35:03 +02:00
math-pixel 3222d2ed3d update: position intro 2026-05-14 11:16:58 +02:00
math-pixel 41c38a35b2 feat/net shader 2026-05-14 10:34:36 +02:00
math-pixel 6399a2f89f feat: add net shader 2026-05-13 17:07:12 +02:00
math-pixel f5d3d080c8 update bike 2026-05-13 14:05:25 +02:00
math-pixel cac66ebaee Merge branch 'develop' into feat/intro 2026-05-13 11:14:25 +02:00
math-pixel c155d847e9 Merge branch 'develop' into feat/intro 2026-05-13 11:11:28 +02:00
math-pixel f567540f22 fix: step issue 2026-05-13 10:00:19 +02:00
math-pixel 688302d985 wip 2026-05-13 09:05:45 +02:00
math-pixel f9d7c3f00e update: loading waiting 2026-05-12 21:47:54 +02:00
math-pixel 28c6ef199f feat: sequencing 2026-05-12 21:44:43 +02:00
math-pixel ff79448ce8 update : cinematic trigger 2026-05-12 17:07:53 +02:00
156 changed files with 661 additions and 1535 deletions
+29 -71
View File
@@ -1,58 +1,59 @@
name: 🔁 Branch Promotions
name: 🔁 Weekly Branch Promotions
on:
schedule:
- cron: "0 6 * * 1,4" # Lundi et Jeudi à 6h UTC (design → develop)
- cron: "0 6 * * 1" # Lundi à 6h UTC (develop → main)
- cron: "0 6 * * 1"
workflow_dispatch:
inputs:
promotion:
description: "Which promotion to run"
required: true
type: choice
options:
- design-to-develop
- develop-to-main
- both
permissions:
contents: read
pull-requests: write
concurrency:
group: branch-promotions
group: weekly-branch-promotions
cancel-in-progress: false
jobs:
design-to-develop:
name: Open design → develop
open-promotion-pr:
name: Open ${{ matrix.head }} → ${{ matrix.base }}
runs-on: ubuntu-latest
if: |
(github.event_name == 'schedule') ||
(github.event_name == 'workflow_dispatch' && (github.event.inputs.promotion == 'design-to-develop' || github.event.inputs.promotion == 'both'))
strategy:
fail-fast: false
matrix:
include:
- head: develop
base: design
title: "chore: merge develop into design"
- head: design
base: main
title: "chore: merge design into main"
steps:
- name: ⬇️ Checkout
uses: actions/checkout@v4
uses: actions/checkout@v6
with:
fetch-depth: 0
- name: 🔁 Open promotion PR
env:
GH_TOKEN: ${{ github.token }}
BASE_BRANCH: ${{ matrix.base }}
HEAD_BRANCH: ${{ matrix.head }}
PR_TITLE: ${{ matrix.title }}
run: |
set -euo pipefail
git fetch origin develop design
git fetch origin "$BASE_BRANCH" "$HEAD_BRANCH"
if git merge-base --is-ancestor origin/design origin/develop; then
echo "No promotion needed: develop already contains design."
if git merge-base --is-ancestor "origin/$HEAD_BRANCH" "origin/$BASE_BRANCH"; then
echo "No promotion needed: $BASE_BRANCH already contains $HEAD_BRANCH."
exit 0
fi
existing_pr="$(gh pr list \
--state open \
--base develop \
--head "$GITHUB_REPOSITORY_OWNER:design" \
--base "$BASE_BRANCH" \
--head "$GITHUB_REPOSITORY_OWNER:$HEAD_BRANCH" \
--json number \
--jq '.[0].number // empty')"
@@ -62,50 +63,7 @@ jobs:
fi
gh pr create \
--base develop \
--head design \
--title "chore: merge design into develop" \
--body "Automated promotion PR from \`design\` to \`develop\`."
develop-to-main:
name: Open develop → main
runs-on: ubuntu-latest
if: |
(github.event_name == 'schedule' && github.event.schedule == '0 6 * * 1') ||
(github.event_name == 'workflow_dispatch' && (github.event.inputs.promotion == 'develop-to-main' || github.event.inputs.promotion == 'both'))
steps:
- name: ⬇️ Checkout
uses: actions/checkout@v4
with:
fetch-depth: 0
- name: 🔁 Open promotion PR
env:
GH_TOKEN: ${{ github.token }}
run: |
set -euo pipefail
git fetch origin main develop
if git merge-base --is-ancestor origin/develop origin/main; then
echo "No promotion needed: main already contains develop."
exit 0
fi
existing_pr="$(gh pr list \
--state open \
--base main \
--head "$GITHUB_REPOSITORY_OWNER:develop" \
--json number \
--jq '.[0].number // empty')"
if [ -n "$existing_pr" ]; then
echo "Promotion PR already open: #$existing_pr."
exit 0
fi
gh pr create \
--base main \
--head develop \
--title "chore: merge develop into main" \
--body "Automated weekly promotion PR from \`develop\` to \`main\`."
--base "$BASE_BRANCH" \
--head "$HEAD_BRANCH" \
--title "$PR_TITLE" \
--body "Automated weekly promotion PR from \`$HEAD_BRANCH\` to \`$BASE_BRANCH\`."
+226
View File
@@ -0,0 +1,226 @@
# Game States & Substates
Documentation technique pour le testing et debugging du flow de jeu.
## Vue d'ensemble
```
intro ──► bike ──► pylone ──► ferme ──► outro
```
---
## Main States
| State | Description |
| -------- | ------------------------------------------------------------------ |
| `intro` | Séquence d'introduction (cinématique, naming, premier déplacement) |
| `bike` | Mission de réparation du vélo |
| `pylone` | Quête du pylone (alert → searching → helped → manipulation) |
| `ferme` | Mission de réparation de la ferme |
| `outro` | Fin du jeu |
---
## Intro (GameStep)
```
┌─────────────────────────────────────────────────────────────┐
│ intro.currentStep │
└─────────────────────────────────────────────────────────────┘
intro ──► sequence_video ──► naming ──► start-move ──► bike
```
### Étapes
| Step | Trigger | Action | Passage vers |
| ---------------- | -------- | ---------------------------------------------- | ------------------------------------------------ |
| `intro` | Initial | État initial | Auto → `sequence_video` quand `sceneReady: true` |
| `sequence_video` | GameFlow | Déclenche la cinématique dans `GameCinematics` | Fin cinématique → `naming` |
| `naming` | IntroUI | Affiche l'input pour le prénom | Submit → `start-move` |
| `start-move` | GameFlow | Active le mouvement (`canMove: true`) | Via zone "fabrikExit" → `bike` |
### Transition vers bike
- **Trigger**: Zone `fabrikExit` dans `zones.ts`
- **Action**: `advanceGameState()` dans `ZoneDetection.tsx`
- **Résultat**: `mainState: "bike"`, `intro.hasCompleted: true`
---
## Bike (MissionStep)
```
┌─────────────────────────────────────────────────────────────┐
│ bike.currentStep (MissionStep) │
└─────────────────────────────────────────────────────────────┘
locked ──► waiting ──► inspected ──► fragmented ──► scanning ──► repairing ──► reassembling ──► done
```
### Transition vers pylone
- **Trigger**: `bike.currentStep: "done"`
- **Action**: `completeBikeState()` dans useGameStore
- **Résultat**: `mainState: "pylone"`, `pylone.currentStep: "locked"`
---
## Pylone (PyloneStep)
```
┌─────────────────────────────────────────────────────────────┐
│ pylone.currentStep (PyloneStep) │
└─────────────────────────────────────────────────────────────┘
locked (bypass) ──► alert ──► searching ──► helped ──► manipulation ──► outro
```
### Étapes
| Step | Trigger | Action | Passage vers |
| -------------- | ---------------------------------- | ---------------------------------- | --------------------------------------------------------- |
| `locked` | Initial (après bike) | État initial | **Bypass automatique**`alert` via `advanceGameState()` |
| `alert` | `advanceGameState()` | Affiche l'alerte (à implémenter) | Via `advanceGameState()` |
| `searching` | `advanceGameState()` | Déclenché par zone "searchingZone" | Via `advanceGameState()` |
| `helped` | Interaction avec `NPCHelper` | Dialogue avec le villageois | Via interaction 3D |
| `manipulation` | Interaction avec `PyloneDestroyed` | Interaction avec l'objet central | Via `advanceGameState()``outro` |
### Bypass automatique
```typescript
// useGameStore.ts - advancePyloneStep()
if (state.pylone.currentStep === "locked") {
return { pylone: { ...state.pylone, currentStep: "alert" } };
}
```
### Transition vers outro
- **Trigger**: `pylone.currentStep: "manipulation"` + `advanceGameState()`
- **Action**: `advancePyloneStep()` détecte fin de la séquence
- **Résultat**: `mainState: "outro"`
---
## Ferme (MissionStep)
```
┌─────────────────────────────────────────────────────────────┐
│ ferme.currentStep (MissionStep) │
└─────────────────────────────────────────────────────────────┘
locked ──► waiting ──► inspected ──► fragmented ──► scanning ──► repairing ──► reassembling ──► done
```
### Transition vers outro
- **Trigger**: `ferme.currentStep: "done"`
- **Action**: `completeFermeState()` dans useGameStore
- **Résultat**: `mainState: "outro"`, `ferme.irrigationFixed: true`
---
## Outro
```
┌─────────────────────────────────────────────────────────────┐
│ outro.hasStarted │
└─────────────────────────────────────────────────────────────┘
waiting ──► started
```
---
## Debug Panel
Le debug panel permet de tester toutes les transitions :
### Utilisation
1. Ouvrir le jeu en mode debug (`Debug: true` dans `Debug.ts`)
2. Le panneau "Game State" apparaît en bas à gauche
3. **Main state**: Sélectionner le state principal
4. **Sub state**: Sélectionner le sub-state
5. **Previous/Next step**: Avancer ou reculer d'un step
6. **Reset**: Remettre à l'état initial
### Raccourcis clavier
| Action | Clavier |
| ------- | ------------------ |
| Avancer | Debug panel button |
| Reculer | Debug panel button |
| Reset | Debug panel button |
---
## Comment tester chaque section
### Tester l'intro
1. Vérifier que `sceneReady: false` au démarrage
2. Attendre que le loader termine (`sceneReady: true`)
3. Vérifier `intro.currentStep: "intro"` → auto vers `sequence_video`
4. Si cinématique fonctionne : `sequence_video``naming`
5. Entrer un prénom : `naming``start-move`
6. Vérifier `canMove: true` après `start-move`
7. Entrer dans la zone `fabrikExit``mainState: "bike"`
### Tester bike
1. Via debug panel, avancer jusqu'à `done`
2. Vérifier `mainState: "pylone"`
### Tester pylone
1. Via debug panel, avancer (bypass `locked``alert`)
2. Vérifier `pylone.currentStep: "alert"`
3. Avancer : `alert``searching``helped``manipulation`
4. Après `manipulation`, vérifier `mainState: "outro"`
### Tester ferme
1. Via debug panel, avancer dans bike jusqu'à `done`
2. Vérifier `mainState: "pylone"``ferme` (après pylone)
3. Avancer jusqu'à `done`
4. Vérifier `mainState: "outro"`
---
## Fichiers clés
| Fichier | Rôle |
| ------------------------------------------------- | ------------------------------------- |
| `src/managers/stores/useGameStore.ts` | Store Zustand avec toutes les actions |
| `src/types/game.ts` | Définition de `GameStep` |
| `src/types/gameplay/pylone.ts` | Définition de `PyloneStep` |
| `src/types/gameplay/repairMission.ts` | Définition de `MissionStep` |
| `src/components/game/GameFlow.tsx` | Logique de transition de l'intro |
| `src/components/zone/ZoneDetection.tsx` | Déclenchement des zones |
| `src/components/ui/debug/GameStateDebugPanel.tsx` | Outil de debug |
---
## État initial
```typescript
{
mainState: "intro",
isCinematicPlaying: false,
sceneReady: false,
missionFlow: {
activityCity: true,
canMove: false,
dialogMessage: null,
playerName: "",
},
intro: { currentStep: "intro", dialogueAudio: null, hasCompleted: false, isBikeUnlocked: false },
bike: { currentStep: "locked", dialogueAudio: null, isRepaired: false },
pylone: { currentStep: "locked", dialogueAudio: null, isPowered: false },
ferme: { currentStep: "locked", dialogueAudio: null, irrigationFixed: false },
outro: { dialogueAudio: null, hasStarted: false },
}
```
+1 -1
View File
@@ -7,7 +7,7 @@ import tseslint from "typescript-eslint";
import { defineConfig, globalIgnores } from "eslint/config";
export default defineConfig([
globalIgnores(["dist", "POC-grass"]),
globalIgnores(["dist"]),
{
files: ["**/*.{ts,tsx}"],
extends: [
Binary file not shown.
+15
View File
@@ -1,6 +1,21 @@
{
"version": 1,
"cinematics": [
{
"id": "intro_sequence",
"trigger": "intro_sequence",
"cameraKeyframes": [
{ "time": 0, "position": [8, 5, 12], "target": [0, 2, 0] },
{ "time": 8, "position": [12, 4, -6], "target": [10, 1.4, -8] },
{ "time": 16, "position": [5, 6, -15], "target": [0, 3, -20] },
{ "time": 24, "position": [0, 8, -30], "target": [0, 0, -40] }
],
"dialogueCues": [
{ "time": 0, "dialogueId": "intro_welcome" },
{ "time": 8, "dialogueId": "intro_explanation" },
{ "time": 16, "dialogueId": "intro_mission" }
]
},
{
"id": "intro_overview",
"timecode": 0,
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.

Some files were not shown because too many files have changed in this diff Show More