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math-pixel a397febd52 fix zoom
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2026-05-27 17:23:06 +02:00
math-pixel c15cad2ab0 fix zoom 2026-05-27 17:22:14 +02:00
math-pixel 011e7815a2 update gps 2026-05-27 17:15:08 +02:00
math-pixel 970253801a add map on bike 2026-05-22 18:28:05 +02:00
math-pixel 246da0019a add transparency gps 2026-05-20 16:56:01 +02:00
math-pixel 09a9471814 feature gps works 2026-05-20 15:29:23 +02:00
math-pixel 6e9318457a gps component 2026-05-20 14:45:40 +02:00
math-pixel 54a353de03 first implementation of pathfinding 2026-05-20 14:34:26 +02:00
math-pixel 4faa226326 working move kikle 2026-05-19 17:10:34 +02:00
math-pixel dd66966507 working move kikle 2026-05-19 17:04:01 +02:00
math-pixel 5893afe42a working move kikle 2026-05-19 16:34:48 +02:00
math-pixel 1ead7ab3a7 working move kikle 2026-05-19 16:17:02 +02:00
math-pixel 047c58678b working move kikle 2026-05-19 16:12:58 +02:00
math-pixel ed9051b0dc working move kikle 2026-05-19 16:10:57 +02:00
math-pixel 08be6bee48 add good inclinason cam 2026-05-19 15:54:40 +02:00
math-pixel ce0eb90321 inhance move 2026-05-19 15:50:11 +02:00
math-pixel 96d7ec7fc0 move forward cam 2026-05-19 15:36:50 +02:00
math-pixel 9ab4b4a002 first move with bike 2026-05-19 15:32:59 +02:00
math-pixel d13dd0fda0 wip bike movement 2026-05-17 12:30:40 +02:00
math-pixel fbedb90bca working bike 2026-05-17 08:15:16 +02:00
math-pixel cff7744ad9 wip 2026-05-17 07:41:29 +02:00
Tom Boullay 7785a6c9d7 fix: clean formatting issues
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2026-05-13 11:03:18 +02:00
Tom Boullay 48f8de5ea5 fix: register mission flow docs route 2026-05-13 11:03:17 +02:00
Tom Boullay 73fc9ec677 fix: add temporary lite map reducer 2026-05-13 11:03:17 +02:00
Tom Boullay 90cd4d40cc fix: update sky model loading 2026-05-13 11:03:16 +02:00
Tom Boullay 5c68e4cd79 update: models and map data 2026-05-13 11:03:14 +02:00
230 changed files with 39687 additions and 3533 deletions
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# 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 },
}
```
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{ {
"version": 1, "version": 1,
"cinematics": [ "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", "id": "intro_overview",
"timecode": 0, "timecode": 0,
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