2 Commits

Author SHA1 Message Date
math-pixel 0a3966a339 animate and fix electricienne
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2026-06-02 22:53:34 +02:00
math-pixel eb5d4076d1 la correction de merde x)
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2026-06-02 20:54:16 +02:00
12 changed files with 344 additions and 60 deletions
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+18
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@@ -188,6 +188,24 @@
"voice": "fermier",
"audio": "/sounds/dialogue/fermier_findemission.mp3",
"subtitleCueIndex": 3
},
{
"id": "electricienne_welcome",
"voice": "electricienne",
"audio": "/sounds/dialogue/electricienne_welcome.mp3",
"subtitleCueIndex": 1
},
{
"id": "electricienne_apresMontage",
"voice": "electricienne",
"audio": "/sounds/dialogue/electricienne_aprèsmontage.mp3",
"subtitleCueIndex": 2
},
{
"id": "electricienne_aurevoir",
"voice": "electricienne",
"audio": "/sounds/dialogue/electricienne_aurevoir.mp3",
"subtitleCueIndex": 3
}
]
}
@@ -16,20 +16,25 @@ import {
} from "@/data/gameplay/pylonConfig";
import { pylonStraighteningSignal } from "@/components/gameplay/pylon/pylonSignals";
const PYLON_MODEL_PATH = "/models/pylone/model.gltf";
const PYLON_MODEL_PATH = "/models/pylone/model.glb";
export function PylonDownedPylon(): React.JSX.Element | null {
const mainState = useGameStore((state) => state.mainState);
const step = useGameStore((state) => state.pylon.currentStep);
const setMissionStep = useGameStore((state) => state.setMissionStep);
const setCanMove = useGameStore((state) => state.setCanMove);
const [isStraightening, setIsStraightening] = useState(false);
// Keeps the pylon upright after the animation completes while
// PylonFarmerNPC plays the post-raise audio sequence.
const [isRaised, setIsRaised] = useState(false);
const groupRef = useRef<THREE.Group>(null);
const straightenStartRef = useRef<number | null>(null);
const hasPlayedFirstAudioRef = useRef(false);
useEffect(() => {
if (step === "arrived") hasPlayedFirstAudioRef.current = false;
if (step === "arrived") {
hasPlayedFirstAudioRef.current = false;
setIsRaised(false);
}
}, [step]);
const { scene } = useGLTF(PYLON_MODEL_PATH);
@@ -56,6 +61,7 @@ export function PylonDownedPylon(): React.JSX.Element | null {
});
const showUpright =
isRaised ||
mainState !== "pylon" ||
step === "waiting" ||
step === "inspected" ||
@@ -71,6 +77,7 @@ export function PylonDownedPylon(): React.JSX.Element | null {
const beginStraighten = (): void => {
setIsStraightening(true);
pylonStraighteningSignal.started = true;
pylonStraighteningSignal.completed = false;
straightenStartRef.current = performance.now();
setCanMove(false);
if (groupRef.current) {
@@ -79,8 +86,11 @@ export function PylonDownedPylon(): React.JSX.Element | null {
window.setTimeout(() => {
setIsStraightening(false);
pylonStraighteningSignal.started = false;
// Keep pylon upright while PylonFarmerNPC plays the audio sequence.
// PylonFarmerNPC will call setMissionStep("pylon", "inspected") once done.
setIsRaised(true);
setCanMove(true);
setMissionStep("pylon", "inspected");
pylonStraighteningSignal.completed = true;
}, PYLON_STRAIGHTEN_ANIMATION_DURATION_MS);
};
+154 -26
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@@ -1,80 +1,206 @@
import { useEffect, useRef } from "react";
import { useCallback, useEffect, useMemo, useRef } from "react";
import * as THREE from "three";
import { useFrame } from "@react-three/fiber";
import { useFrame, useThree } from "@react-three/fiber";
import { useAnimations } from "@react-three/drei";
import { useGLTF } from "@react-three/drei";
import { SkeletonUtils } from "three-stdlib";
import { InteractableObject } from "@/components/three/interaction/InteractableObject";
import { useGameStore } from "@/managers/stores/useGameStore";
import { loadDialogueManifest } from "@/utils/dialogues/loadDialogueManifest";
import { playDialogueById } from "@/utils/dialogues/playDialogue";
import { useLoggedGLTF } from "@/hooks/three/useLoggedGLTF";
import {
PYLON_FARMER_NPC_AFTER_POSITION,
PYLON_FARMER_NPC_AFTER_POSITION_pylone_straight,
PYLON_FARMER_NPC_AFTER_ROTATION,
PYLON_FARMER_NPC_AFTER_SCALE,
PYLON_FARMER_NPC_POSITION,
PYLON_FARMER_NPC_WALK_LOOK_AT,
PYLON_FARMER_NPC_WALK_SPEED,
PYLON_NARRATIVE_DIALOGUES,
PYLON_NARRATIVE_INTERACT_RADIUS,
PYLON_WORLD_POSITION,
} from "@/data/gameplay/pylonConfig";
import { pylonStraighteningSignal } from "@/components/gameplay/pylon/pylonSignals";
const ELECTRICIENNE_MODEL_PATH = "/models/electricienne-animated/model.gltf";
const ANIM_FADE = 0.3;
const ARRIVE_THRESHOLD = 0.12;
type NPCAnimation = "idle" | "walk" | "push";
const _target = new THREE.Vector3();
/**
* Compute the Y rotation (radians) for a model whose default forward
* direction is +Z, so that it faces from `from` toward `to`.
*/
function faceToward(from: THREE.Vector3, to: readonly [number, number, number]): number {
const dx = to[0] - from.x;
const dz = to[2] - from.z;
return Math.atan2(dx, dz);
}
export function PylonFarmerNPC(): React.JSX.Element | null {
const mainState = useGameStore((state) => state.mainState);
const step = useGameStore((state) => state.pylon.currentStep);
const setMissionStep = useGameStore((state) => state.setMissionStep);
const camera = useThree((state) => state.camera);
const groupRef = useRef<THREE.Group>(null);
const currentPosRef = useRef(
new THREE.Vector3(...PYLON_FARMER_NPC_POSITION),
const currentPosRef = useRef(new THREE.Vector3(...PYLON_FARMER_NPC_POSITION));
// Animation state guard — null forces playAnim to always trigger
const currentAnimRef = useRef<NPCAnimation | null>(null);
// Signal edge tracking
const wasStraighteningRef = useRef(false);
const wasCompletedRef = useRef(false);
// Saved Y rotation used whenever the NPC is stationary
const savedRotationYRef = useRef<number>(0);
const { scene, animations } = useLoggedGLTF(ELECTRICIENNE_MODEL_PATH, {
scope: "PylonFarmerNPC",
});
const model = useMemo(() => SkeletonUtils.clone(scene), [scene]);
// actions is in deps of playAnim: when useAnimations populates it (async useState
// inside drei), playAnim recreates → useEffect([step, playAnim]) re-fires → animation plays.
const { actions } = useAnimations(animations, model);
// ─── playAnim ─────────────────────────────────────────────────────────────
// NOTE: actions is intentionally in the dep array so this callback is
// recreated when drei's internal state populates the actions map.
const playAnim = useCallback(
(name: NPCAnimation, fade = ANIM_FADE): void => {
if (currentAnimRef.current === name) return;
currentAnimRef.current = name;
Object.values(actions).forEach((a) => a?.fadeOut(fade));
const action = actions[name];
if (!action) return;
if (name === "push") {
action.setLoop(THREE.LoopOnce, 1);
action.clampWhenFinished = true;
}
action.reset().fadeIn(fade).play();
},
[actions],
);
// Reset position when entering arrived, set target when entering npc-return
// ─── Async audio after pylon is raised ────────────────────────────────────
const playPostRaiseAudioAndAdvance = useCallback(async () => {
const manifest = await loadDialogueManifest();
if (manifest) {
// "N'hésite pas, si tu as besoin d'autre chose !"
const audio = await playDialogueById(
manifest,
PYLON_NARRATIVE_DIALOGUES.electricienneApresMontage,
);
if (audio) {
await new Promise<void>((resolve) => {
audio.addEventListener("ended", () => resolve(), { once: true });
audio.addEventListener("error", () => resolve(), { once: true });
});
}
}
pylonStraighteningSignal.completed = false;
setMissionStep("pylon", "inspected");
}, [setMissionStep]);
// ─── Step-driven animation ────────────────────────────────────────────────
// Fires when step changes OR when playAnim changes (i.e. when actions load).
useEffect(() => {
currentAnimRef.current = null;
if (step === "arrived") {
currentPosRef.current.set(...PYLON_FARMER_NPC_POSITION);
wasStraighteningRef.current = false;
wasCompletedRef.current = false;
savedRotationYRef.current = 0;
playAnim("idle");
} else if (step === "npc-return") {
playAnim("walk");
} else if (step === "inspected") {
playAnim("idle");
}
}, [step]);
}, [step, playAnim]);
// ─── Per-frame: movement + rotation + signal detection ───────────────────
useFrame((_, delta) => {
const group = groupRef.current;
if (!group) return;
if (step === "npc-return") {
const targetPos = pylonStraighteningSignal.started
const isStraightening = pylonStraighteningSignal.started;
const isCompleted = pylonStraighteningSignal.completed;
// Rising edge: pylon straightening starts → push
if (isStraightening && !wasStraighteningRef.current) {
wasStraighteningRef.current = true;
currentAnimRef.current = null;
playAnim("push");
}
// Rising edge: straightening completed → idle + face player + audio
if (isCompleted && !wasCompletedRef.current) {
wasCompletedRef.current = true;
currentAnimRef.current = null;
playAnim("idle");
savedRotationYRef.current = faceToward(currentPosRef.current, [
camera.position.x,
camera.position.y,
camera.position.z,
]);
void playPostRaiseAudioAndAdvance();
}
// ── Position ──────────────────────────────────────────────────────────
if (step === "npc-return" && !isCompleted) {
const targetPos = isStraightening
? PYLON_FARMER_NPC_AFTER_POSITION_pylone_straight
: PYLON_FARMER_NPC_AFTER_POSITION;
_target.set(...targetPos);
currentPosRef.current.lerp(_target, Math.min(PYLON_FARMER_NPC_WALK_SPEED * delta, 1));
const dist = currentPosRef.current.distanceTo(_target);
if (dist > ARRIVE_THRESHOLD) {
const t = Math.min((PYLON_FARMER_NPC_WALK_SPEED * delta) / dist, 1);
currentPosRef.current.lerp(_target, t);
} else if (!isStraightening && currentAnimRef.current === "walk") {
playAnim("idle");
savedRotationYRef.current = faceToward(currentPosRef.current, PYLON_WORLD_POSITION);
}
group.position.copy(currentPosRef.current);
group.rotation.set(...PYLON_FARMER_NPC_AFTER_ROTATION);
group.scale.setScalar(PYLON_FARMER_NPC_AFTER_SCALE);
} else if (step === "inspected") {
group.position.set(...PYLON_FARMER_NPC_AFTER_POSITION_pylone_straight);
group.rotation.set(...PYLON_FARMER_NPC_AFTER_ROTATION);
group.scale.setScalar(PYLON_FARMER_NPC_AFTER_SCALE);
} else if (isCompleted) {
group.position.copy(currentPosRef.current);
} else {
group.position.set(...PYLON_FARMER_NPC_POSITION);
}
// ── Rotation ──────────────────────────────────────────────────────────
if (step === "npc-return" && !isCompleted && currentAnimRef.current === "walk") {
const walkRotY = faceToward(currentPosRef.current, PYLON_FARMER_NPC_WALK_LOOK_AT);
group.rotation.set(0, walkRotY, 0);
} else {
group.rotation.set(0, savedRotationYRef.current, 0);
}
group.scale.setScalar(PYLON_FARMER_NPC_AFTER_SCALE);
});
if (mainState !== "pylon") return null;
if (step !== "arrived" && step !== "npc-return" && step !== "inspected") return null;
if (step !== "arrived" && step !== "npc-return" && step !== "inspected")
return null;
return (
<group ref={groupRef} position={PYLON_FARMER_NPC_POSITION}>
<mesh position={[0, 1, 0]}>
<capsuleGeometry args={[0.4, 1.2, 6, 12]} />
<meshStandardMaterial color="#a16207" />
</mesh>
<mesh position={[0, 1.95, 0]}>
<sphereGeometry args={[0.28, 12, 12]} />
<meshStandardMaterial color="#fde68a" />
</mesh>
<primitive object={model} />
{step === "arrived" ? (
<InteractableObject
kind="trigger"
label="Parler au fermier"
label="Parler à l'électricienne"
position={PYLON_FARMER_NPC_POSITION}
radius={PYLON_NARRATIVE_INTERACT_RADIUS}
onPress={() => {
@@ -86,7 +212,7 @@ export function PylonFarmerNPC(): React.JSX.Element | null {
}
const audio = await playDialogueById(
manifest,
PYLON_NARRATIVE_DIALOGUES.farmerHelp,
PYLON_NARRATIVE_DIALOGUES.electricienneWelcome,
);
if (!audio) {
setMissionStep("pylon", "npc-return");
@@ -109,3 +235,5 @@ export function PylonFarmerNPC(): React.JSX.Element | null {
</group>
);
}
useGLTF.preload(ELECTRICIENNE_MODEL_PATH);
@@ -0,0 +1,54 @@
import { useEffect, useRef } from "react";
import * as THREE from "three";
import { useFrame } from "@react-three/fiber";
import { useGameStore } from "@/managers/stores/useGameStore";
import { LIGHTING_STATE } from "@/world/lightingState";
import { LIGHTING_DEFAULTS } from "@/data/world/lightingConfig";
// ─── Pylon atmosphere colours ─────────────────────────────────────────────────
// Applied from "approaching" until the pylon mission ends.
const PYLON_AMBIENT_COLOR = "#7b87c8"; // blue-violet
const PYLON_SUN_COLOR = "#a882d4"; // lavender-purple
// Lerp speed (1 = full transition in ~1 s at 60 fps)
const TRANSITION_SPEED = 0.8;
// ─────────────────────────────────────────────────────────────────────────────
export function PylonLightingEffect(): null {
const mainState = useGameStore((state) => state.mainState);
const step = useGameStore((state) => state.pylon.currentStep);
// True from "approaching" until narrator-outro (lighting resets before the outro audio)
const isActive = mainState === "pylon" && step !== "locked" && step !== "narrator-outro";
// Working THREE.Color instances — lerped every frame
const ambientRef = useRef(new THREE.Color(LIGHTING_STATE.ambientColor));
const sunRef = useRef(new THREE.Color(LIGHTING_STATE.sunColor));
// Target colours — updated reactively when isActive changes
const targetAmbientRef = useRef(new THREE.Color(LIGHTING_DEFAULTS.ambientColor));
const targetSunRef = useRef(new THREE.Color(LIGHTING_DEFAULTS.sunColor));
useEffect(() => {
if (isActive) {
targetAmbientRef.current.set(PYLON_AMBIENT_COLOR);
targetSunRef.current.set(PYLON_SUN_COLOR);
} else {
targetAmbientRef.current.set(LIGHTING_DEFAULTS.ambientColor);
targetSunRef.current.set(LIGHTING_DEFAULTS.sunColor);
}
}, [isActive]);
useFrame((_, delta) => {
const t = Math.min(TRANSITION_SPEED * delta, 1);
ambientRef.current.lerp(targetAmbientRef.current, t);
sunRef.current.lerp(targetSunRef.current, t);
LIGHTING_STATE.ambientColor = `#${ambientRef.current.getHexString()}`;
LIGHTING_STATE.sunColor = `#${sunRef.current.getHexString()}`;
});
return null;
}
@@ -10,7 +10,6 @@ export function PylonNarrativeFlow(): React.JSX.Element | null {
const mainState = useGameStore((state) => state.mainState);
const step = useGameStore((state) => state.pylon.currentStep);
const setMissionStep = useGameStore((state) => state.setMissionStep);
const completeMission = useGameStore((state) => state.completeMission);
useDialoguePlayback({
enabled: mainState === "pylon" && step === "approaching",
@@ -22,11 +21,7 @@ export function PylonNarrativeFlow(): React.JSX.Element | null {
dialogueId: PYLON_NARRATIVE_DIALOGUES.searchCentral,
});
useDialoguePlayback({
enabled: mainState === "pylon" && step === "narrator-outro",
dialogueId: PYLON_NARRATIVE_DIALOGUES.powerRestored,
onComplete: () => completeMission("pylon"),
});
// narrator-outro audio sequence + completeMission are handled in PylonNarratorOutro
if (mainState !== "pylon") return null;
@@ -1,11 +1,72 @@
import { useEffect } from "react";
import { useGameStore } from "@/managers/stores/useGameStore";
import { loadDialogueManifest } from "@/utils/dialogues/loadDialogueManifest";
import { playDialogueById } from "@/utils/dialogues/playDialogue";
import { PYLON_NARRATIVE_DIALOGUES } from "@/data/gameplay/pylonConfig";
export function PylonNarratorOutro(): React.JSX.Element | null {
const mainState = useGameStore((state) => state.mainState);
const step = useGameStore((state) => state.pylon.currentStep);
/**
* Plays the narrator-outro audio sequence:
* 1. electricienne_aurevoir ("À la prochaine !")
* 2. narrateur_courantrepare ("powerRestored")
* then completes the pylon mission.
*/
export function PylonNarratorOutro(): null {
const completeMission = useGameStore((state) => state.completeMission);
const setCanMove = useGameStore((state) => state.setCanMove);
if (mainState !== "pylon") return null;
if (step !== "narrator-outro") return null;
useEffect(() => {
let cancelled = false;
setCanMove(false);
void (async () => {
const manifest = await loadDialogueManifest();
if (cancelled || !manifest) {
setCanMove(true);
return;
}
// 1. Électricienne : "À la prochaine !"
const audio1 = await playDialogueById(
manifest,
PYLON_NARRATIVE_DIALOGUES.electricienneAurevoir,
);
if (audio1 && !cancelled) {
await new Promise<void>((resolve) => {
audio1.addEventListener("ended", () => resolve(), { once: true });
audio1.addEventListener("error", () => resolve(), { once: true });
});
}
if (cancelled) {
setCanMove(true);
return;
}
// 2. Narrateur : "Le courant est réparé"
const audio2 = await playDialogueById(
manifest,
PYLON_NARRATIVE_DIALOGUES.powerRestored,
);
if (audio2 && !cancelled) {
audio2.addEventListener(
"ended",
() => {
setCanMove(true);
completeMission("pylon");
},
{ once: true },
);
} else {
setCanMove(true);
completeMission("pylon");
}
})();
return () => {
cancelled = true;
setCanMove(true);
};
}, [completeMission, setCanMove]);
return null;
}
@@ -1,5 +1,9 @@
/**
* Shared runtime signal set by PylonDownedPylon when the straighten
* animation starts, so PylonFarmerNPC can switch its lerp target.
*
* `completed` is set after the straighten animation finishes so
* PylonFarmerNPC can play the post-raise audio sequence before
* transitioning to the repair game.
*/
export const pylonStraighteningSignal = { started: false };
export const pylonStraighteningSignal = { started: false, completed: false };
+16 -6
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@@ -1,20 +1,27 @@
import type { Vector3Tuple } from "@/types/three/three";
export const PYLON_WORLD_POSITION: Vector3Tuple = [43, 5, 45];
export const PYLON_WORLD_POSITION: Vector3Tuple = [-31.5, 3.5, 36.04];
export const PYLON_DOWNED_ROTATION: Vector3Tuple = [0, 0, -0.9];
export const PYLON_UPRIGHT_ROTATION: Vector3Tuple = [0, 0, 0];
export const PYLON_FARMER_NPC_POSITION: Vector3Tuple = [
PYLON_WORLD_POSITION[0] - 6,
PYLON_WORLD_POSITION[1],
PYLON_WORLD_POSITION[2] + 4,
-16.13,
3.2,
52.46
];
export const PYLON_FARMER_NPC_AFTER_POSITION: Vector3Tuple = [
PYLON_WORLD_POSITION[0] + 3,
PYLON_WORLD_POSITION[1],
PYLON_WORLD_POSITION[1] + 0.2,
PYLON_WORLD_POSITION[2],
];
/** Point vers lequel l'électricienne regarde pendant sa marche vers le pylône (ajustable) */
export const PYLON_FARMER_NPC_WALK_LOOK_AT: Vector3Tuple = [
PYLON_WORLD_POSITION[0] + 3,
PYLON_WORLD_POSITION[1] + 0.2,
PYLON_WORLD_POSITION[2],
];
@@ -29,7 +36,7 @@ export const PYLON_FARMER_NPC_AFTER_POSITION_pylone_straight: Vector3Tuple = [
export const PYLON_FARMER_NPC_AFTER_ROTATION: Vector3Tuple = [0, 0, 0];
/** Scale uniforme du PNJ une fois arrivé sous le pylône */
export const PYLON_FARMER_NPC_AFTER_SCALE = 1;
export const PYLON_FARMER_NPC_AFTER_SCALE = 1.55;
/** Vitesse du lerp de déplacement du PNJ (unités/s) */
export const PYLON_FARMER_NPC_WALK_SPEED = 2;
@@ -44,5 +51,8 @@ export const PYLON_NARRATIVE_DIALOGUES = {
brokenPylon: "narrateur_poteaueleccasse",
demandeAide: "narrateur_demande_aide",
farmerHelp: "fermier_coupdemain",
electricienneWelcome: "electricienne_welcome",
electricienneApresMontage: "electricienne_apresMontage",
electricienneAurevoir: "electricienne_aurevoir",
powerRestored: "narrateur_courantrepare",
} as const;
+10 -8
View File
@@ -1,26 +1,28 @@
import type { ZoneConfig } from "@/types/gameplay/zone";
import { PYLON_WORLD_POSITION } from "@/data/gameplay/pylonConfig";
// Zones qui active la coupure de courant
export const PYLON_APPROACH_ZONE: ZoneConfig = {
id: "pylon-approach",
position: [
PYLON_WORLD_POSITION[0],
PYLON_WORLD_POSITION[1]- 5,
PYLON_WORLD_POSITION[2],
5,
4,
-21.5
],
radius: 5,
radius: 10,
height: 18,
oneShot: true,
};
// Zone qui active la cinématique d'arrivée du pylône
export const PYLON_ARRIVED_ZONE: ZoneConfig = {
id: "pylon-arrived",
position: [
PYLON_WORLD_POSITION[0] + 5,
PYLON_WORLD_POSITION[1] - 5,
PYLON_WORLD_POSITION[2] + 5,
PYLON_WORLD_POSITION[0],
PYLON_WORLD_POSITION[1],
PYLON_WORLD_POSITION[2],
],
radius: 5,
radius: 30,
height: 15,
oneShot: true,
};
+2
View File
@@ -2,6 +2,7 @@ import { Ebike } from "@/components/ebike/Ebike";
import { InteractableObject } from "@/components/three/interaction/InteractableObject";
import { RepairGame } from "@/components/three/gameplay/RepairGame";
import { PylonDownedPylon } from "@/components/gameplay/pylon/PylonDownedPylon";
import { PylonLightingEffect } from "@/components/gameplay/pylon/PylonLightingEffect";
import { PylonNarrativeFlow } from "@/components/gameplay/pylon/PylonNarrativeFlow";
import { ZoneDebugVisual } from "@/components/zone/ZoneDetection";
import { PYLON_APPROACH_ZONE, PYLON_ARRIVED_ZONE } from "@/data/gameplay/zones";
@@ -99,6 +100,7 @@ export function GameStageContent(): React.JSX.Element {
<>
{mainState === "intro" ? <StageAnchor {...INTRO_STAGE_ANCHOR} /> : null}
<Ebike position={EBIKE_WORLD_POSITION} />
<PylonLightingEffect />
<PylonDownedPylon />
{isDebugEnabled() ? (
<>