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
344 changed files with 35957 additions and 78599 deletions
+29 -71
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@@ -1,58 +1,59 @@
name: 🔁 Branch Promotions name: 🔁 Weekly Branch Promotions
on: on:
schedule: schedule:
- cron: "0 6 * * 1,4" # Lundi et Jeudi à 6h UTC (design → develop) - cron: "0 6 * * 1"
- cron: "0 6 * * 1" # Lundi à 6h UTC (develop → main)
workflow_dispatch: workflow_dispatch:
inputs:
promotion:
description: "Which promotion to run"
required: true
type: choice
options:
- design-to-develop
- develop-to-main
- both
permissions: permissions:
contents: read contents: read
pull-requests: write pull-requests: write
concurrency: concurrency:
group: branch-promotions group: weekly-branch-promotions
cancel-in-progress: false cancel-in-progress: false
jobs: jobs:
design-to-develop: open-promotion-pr:
name: Open design → develop name: Open ${{ matrix.head }} → ${{ matrix.base }}
runs-on: ubuntu-latest runs-on: ubuntu-latest
if: | strategy:
(github.event_name == 'schedule') || fail-fast: false
(github.event_name == 'workflow_dispatch' && (github.event.inputs.promotion == 'design-to-develop' || github.event.inputs.promotion == 'both')) matrix:
include:
- head: develop
base: design
title: "chore: merge develop into design"
- head: design
base: main
title: "chore: merge design into main"
steps: steps:
- name: ⬇️ Checkout - name: ⬇️ Checkout
uses: actions/checkout@v4 uses: actions/checkout@v6
with: with:
fetch-depth: 0 fetch-depth: 0
- name: 🔁 Open promotion PR - name: 🔁 Open promotion PR
env: env:
GH_TOKEN: ${{ github.token }} GH_TOKEN: ${{ github.token }}
BASE_BRANCH: ${{ matrix.base }}
HEAD_BRANCH: ${{ matrix.head }}
PR_TITLE: ${{ matrix.title }}
run: | run: |
set -euo pipefail set -euo pipefail
git fetch origin develop design git fetch origin "$BASE_BRANCH" "$HEAD_BRANCH"
if git merge-base --is-ancestor origin/design origin/develop; then if git merge-base --is-ancestor "origin/$HEAD_BRANCH" "origin/$BASE_BRANCH"; then
echo "No promotion needed: develop already contains design." echo "No promotion needed: $BASE_BRANCH already contains $HEAD_BRANCH."
exit 0 exit 0
fi fi
existing_pr="$(gh pr list \ existing_pr="$(gh pr list \
--state open \ --state open \
--base develop \ --base "$BASE_BRANCH" \
--head "$GITHUB_REPOSITORY_OWNER:design" \ --head "$GITHUB_REPOSITORY_OWNER:$HEAD_BRANCH" \
--json number \ --json number \
--jq '.[0].number // empty')" --jq '.[0].number // empty')"
@@ -62,50 +63,7 @@ jobs:
fi fi
gh pr create \ gh pr create \
--base develop \ --base "$BASE_BRANCH" \
--head design \ --head "$HEAD_BRANCH" \
--title "chore: merge design into develop" \ --title "$PR_TITLE" \
--body "Automated promotion PR from \`design\` to \`develop\`." --body "Automated weekly promotion PR from \`$HEAD_BRANCH\` to \`$BASE_BRANCH\`."
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\`."
-1
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@@ -143,7 +143,6 @@ WS ws://localhost:8000/ws
| `docs/technical/hand-tracking.md` | Webcam, backend/browser MediaPipe, glove, and gesture flow | | `docs/technical/hand-tracking.md` | Webcam, backend/browser MediaPipe, glove, and gesture flow |
| `docs/technical/zustand.md` | Game, settings, and subtitle stores | | `docs/technical/zustand.md` | Game, settings, and subtitle stores |
| `docs/technical/three-debugging.md` | DevTools workflow for stepping into Three.js internals | | `docs/technical/three-debugging.md` | DevTools workflow for stepping into Three.js internals |
| `docs/technical/map-performance.md` | Map draw-call bottlenecks and optimization notes |
| `docs/technical/editor.md` | Editor implementation details | | `docs/technical/editor.md` | Editor implementation details |
| `docs/technical/animation.md` | Animated, explodable, and reusable 3D model components | | `docs/technical/animation.md` | Animated, explodable, and reusable 3D model components |
| `docs/user/features.md` | Implemented feature inventory | | `docs/user/features.md` | Implemented feature inventory |
+226
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@@ -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 },
}
```
-51
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@@ -1,51 +0,0 @@
# Map Performance Notes
This document tracks the current map-rendering performance pass.
## Current Runtime Path
- `public/map.json` is the source of map transforms.
- `src/world/GameMap.tsx` renders regular visual map nodes.
- `src/world/vegetation/VegetationSystem.tsx` already instances dense vegetation.
- `src/world/map-instancing/MapInstancingSystem.tsx` instances selected repeated static map assets.
- `src/world/GameMapCollision.tsx` keeps terrain collision separate for the player octree.
## Main Bottlenecks Found
The most important signal is draw calls, not only triangle count.
| Model | Instances | Meshes / primitives | Notes |
| ---------------- | --------: | ------------------: | ---------------------------------------------------------------- |
| `generateur` | 3 | 3152 | Worst draw-call offender. Needs asset-side mesh merging. |
| `lafabrik` | 4 | 56 | Moderate draw calls, heavy 2048 texture set. |
| `ecole` | 1 | 107 | One material but many primitives; should be merged. |
| `fermeverticale` | 3 | 1 | Geometry is fine; textures are large for the visible complexity. |
`generateur` is especially expensive because three visible instances can multiply thousands of primitives into thousands of draw calls. Instancing reduces repeated instance cost, but the source asset still needs a cleaner export.
## Current Code-Side Optimization
Repeated static assets are configured in:
```txt
src/world/map-instancing/mapInstancingConfig.ts
```
Those names are excluded from the regular `GameMap` clone path, then rendered by `MapInstancingSystem` with `THREE.InstancedMesh`.
This keeps the existing map authoring format while reducing repeated draw calls for selected assets.
## Asset-Side Follow-Up
Design/export should prioritize:
1. Merge `generateur` meshes from 3152 primitives to a small number of material groups.
2. Reduce `lafabrik` texture count and downscale flat/low-detail maps.
3. Merge `ecole` primitives because it uses a single material.
4. Prefer runtime `.glb` or compressed runtime textures when the pipeline supports it.
## Safety Rules
- Do not instance `terrain` for player collision without validating `Octree.fromGraphNode` support.
- Do not replace repair-game models with optimized map models unless repair node names are preserved.
- Dispose only GPU resources created locally. Do not dispose textures or geometries owned by `useGLTF`'s cache.
+1 -1
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@@ -7,7 +7,7 @@ import tseslint from "typescript-eslint";
import { defineConfig, globalIgnores } from "eslint/config"; import { defineConfig, globalIgnores } from "eslint/config";
export default defineConfig([ export default defineConfig([
globalIgnores(["dist", "POC-grass"]), globalIgnores(["dist"]),
{ {
files: ["**/*.{ts,tsx}"], files: ["**/*.{ts,tsx}"],
extends: [ extends: [
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+15
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@@ -1,6 +1,21 @@
{ {
"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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