3 Commits

Author SHA1 Message Date
math-pixel f2595e5090 feat-intro 2026-05-11 11:13:36 +02:00
math-pixel 2bab025ffa update flow 2026-05-11 11:03:01 +02:00
math-pixel 900133223e update step 2026-05-11 10:28:39 +02:00
13 changed files with 657 additions and 0 deletions
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# Game Flow - La Fabrik
## Étapes du jeu
```
intro → start-intro → naming → bienvenue → star-move → bike
```
---
## Détail des étapes
### 1. `intro` (initial)
- État initial au chargement du jeu
- Aucune action, juste une étape de départ
### 2. `start-intro`
- **Déclenchement** : Auto-transition depuis `intro` quand la scène est chargée
- **Action** : Joue l'audio d'intro via `AudioManager.playSoundWithCallback()`
- **Attente** : Attend que l'audio se termine
- **Transition** : Vers `naming` quand l'audio se termine
### 3. `naming`
- **Déclenchement** : Quand l'audio d'intro se termine
- **Action** : Affiche un input pour demander le prénom du joueur
- **Attente** : L'utilisateur entre son prénom et valide
- **Transition** : Vers `bienvenue` quand l'utilisateur valide
### 4. `bienvenue`
- **Déclenchement** : Quand l'utilisateur valide son prénom
- **Actions** :
- Affiche "Bienvenue {prénom} !" à l'écran
- Joue l'audio de bienvenue
- **Attente** : Attend que l'audio se termine
- **Transition** : Vers `star-move` quand l'audio se termine
### 5. `star-move`
- **Déclenchement** : Quand l'audio de bienvenue se termine
- **Action** : Active le mouvement du joueur (`setCanMove(true)`)
- **État** : Le joueur peut maintenant se déplacer librement
- **Zone** : La détection de zone devient active (ZoneDetection)
### 6. `bike`
- **Déclenchement** : Quand le joueur entre dans la zone de sortie
- **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 |
---
## Configuration audio
```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
};
```
---
## Configuration des zones
```typescript
// src/data/zones.ts
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
},
];
```
---
## 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
---
## 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
- L'audio utilise un callback `onEnded` pour déclencher les transitions automatiques
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@@ -2,6 +2,7 @@ import { Suspense } from "react";
import { Canvas } from "@react-three/fiber"; import { Canvas } from "@react-three/fiber";
import { Crosshair } from "@/components/ui/Crosshair"; import { Crosshair } from "@/components/ui/Crosshair";
import { InteractPrompt } from "@/components/ui/InteractPrompt"; import { InteractPrompt } from "@/components/ui/InteractPrompt";
import { IntroUI, BienvenueDisplay } from "@/components/ui/IntroUI";
import { DebugPerf } from "@/utils/debug/DebugPerf"; import { DebugPerf } from "@/utils/debug/DebugPerf";
import { World } from "@/world/World"; import { World } from "@/world/World";
@@ -16,6 +17,8 @@ function App(): React.JSX.Element {
</Canvas> </Canvas>
<Crosshair /> <Crosshair />
<InteractPrompt /> <InteractPrompt />
<IntroUI />
<BienvenueDisplay />
</> </>
); );
} }
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import { useEffect, useRef, useState } from "react";
import { GameStepManager } from "@/stateManager/GameStepManager";
import { AudioManager } from "@/stateManager/AudioManager";
import { AUDIO_PATHS } from "@/data/audioConfig";
export function GameFlow(): null {
const manager = GameStepManager.getInstance();
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");
}
}, [step, manager]);
useEffect(() => {
console.log("[GameFlow] useEffect triggered, step:", step);
if (step === "start-intro") {
console.log("[GameFlow] Playing intro audio");
const audio = AudioManager.getInstance();
audio.playSoundWithCallback(AUDIO_PATHS.intro, 0.5, () => {
console.log("[GameFlow] Intro audio ended, transition to naming");
manager.transitionTo("naming");
});
return () => {};
}
if (step === "bienvenue") {
console.log("[GameFlow] Playing bienvenue audio");
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");
});
return () => {};
}
return undefined;
}, [step, manager]);
return null;
}
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import { useState } from "react";
import { useGameStep } from "@/hooks/useGameStep";
export function IntroUI(): React.JSX.Element | null {
const { step, setPlayerName, transitionTo } = useGameStep();
const [inputValue, setInputValue] = useState("");
if (step !== "naming") return null;
const handleSubmit = (): void => {
if (inputValue.trim() === "") return;
console.log("[IntroUI] Submitting, name:", inputValue.trim());
setPlayerName(inputValue.trim());
console.log("[IntroUI] Calling transitionTo('bienvenue')");
transitionTo("bienvenue");
console.log("[IntroUI] After transitionTo, step should be:", step);
};
const handleKeyDown = (e: React.KeyboardEvent): void => {
if (e.key === "Enter") {
handleSubmit();
}
};
return (
<div
style={{
position: "fixed",
top: 0,
left: 0,
width: "100%",
height: "100%",
display: "flex",
alignItems: "center",
justifyContent: "center",
backgroundColor: "rgba(0, 0, 0, 0.7)",
zIndex: 1000,
}}
>
<div
style={{
backgroundColor: "#1a1a1a",
padding: "2rem",
borderRadius: "12px",
display: "flex",
flexDirection: "column",
gap: "1.5rem",
minWidth: "300px",
}}
>
<h2
style={{
color: "#fff",
margin: 0,
fontSize: "1.5rem",
textAlign: "center",
}}
>
Quel est votre prénom ?
</h2>
<input
type="text"
value={inputValue}
onChange={(e) => setInputValue(e.target.value)}
onKeyDown={handleKeyDown}
placeholder="Votre prénom"
autoFocus
style={{
padding: "0.75rem",
fontSize: "1rem",
borderRadius: "6px",
border: "1px solid #444",
backgroundColor: "#2a2a2a",
color: "#fff",
outline: "none",
}}
/>
<button
onClick={handleSubmit}
disabled={inputValue.trim() === ""}
style={{
padding: "0.75rem",
fontSize: "1rem",
borderRadius: "6px",
border: "none",
backgroundColor: inputValue.trim() ? "#4a9" : "#444",
color: "#fff",
cursor: inputValue.trim() ? "pointer" : "not-allowed",
transition: "background-color 0.2s",
}}
>
Valider
</button>
</div>
</div>
);
}
export function BienvenueDisplay(): React.JSX.Element | null {
const { step, playerName } = useGameStep();
if (step !== "bienvenue") return null;
return (
<div
style={{
position: "fixed",
top: "20%",
left: "50%",
transform: "translateX(-50%)",
backgroundColor: "rgba(0, 0, 0, 0.8)",
padding: "1rem 2rem",
borderRadius: "8px",
zIndex: 100,
}}
>
<p
style={{
color: "#fff",
margin: 0,
fontSize: "1.25rem",
}}
>
Bienvenue {playerName} !
</p>
</div>
);
}
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import { useEffect, useRef, useState } from "react";
import { useFrame, useThree } from "@react-three/fiber";
import * as THREE from "three";
import { ZONES } from "@/data/zones";
import { GameStepManager } from "@/stateManager/GameStepManager";
import { Debug } from "@/utils/debug/Debug";
const _playerPos = new THREE.Vector3();
const _zonePos = new THREE.Vector3();
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();
useEffect(() => {
if (!debug.active) return;
const folder = debug.createFolder("Game");
if (!folder) return;
const gameState = { step: manager.getStep() };
const playerPos = { x: 0, y: 0, z: 0 };
folder
.add(gameState, "step", ["intro", "bike"])
.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();
folder.controllersRecursive().forEach((c) => c.updateDisplay());
});
let frameId: number;
const updatePlayerPos = (): void => {
camera.getWorldPosition(_playerPos);
playerPos.x = Math.round(_playerPos.x * 100) / 100;
playerPos.y = Math.round(_playerPos.y * 100) / 100;
playerPos.z = Math.round(_playerPos.z * 100) / 100;
folder.controllersRecursive().forEach((c) => c.updateDisplay());
frameId = requestAnimationFrame(updatePlayerPos);
};
updatePlayerPos();
return () => {
cancelAnimationFrame(frameId);
debug.destroyFolder("Game");
unsubManager();
};
}, [debug, manager, camera]);
useFrame(() => {
camera.getWorldPosition(_playerPos);
for (const zone of ZONES) {
if (triggeredZones.current.has(zone.id)) continue;
_zonePos.set(...zone.position);
const distanceSq = _playerPos.distanceToSquared(_zonePos);
if (distanceSq <= zone.radius * zone.radius) {
manager.transitionTo(zone.targetStep);
triggeredZones.current.add(zone.id);
break;
}
}
});
return null;
}
interface ZoneVisualProps {
position: [number, number, number];
radius: number;
height: number;
triggered: boolean;
}
function ZoneVisual({
position,
radius,
height,
triggered,
}: ZoneVisualProps): React.JSX.Element {
const color = triggered ? "#00ff00" : "#ff0000";
return (
<group position={position}>
<mesh rotation={[-Math.PI / 2, 0, 0]}>
<ringGeometry args={[radius - 0.3, radius, 32]} />
<meshBasicMaterial color={color} side={THREE.DoubleSide} />
</mesh>
<mesh position={[0, height / 2, 0]}>
<cylinderGeometry args={[radius, radius, height, 32, 1, true]} />
<meshBasicMaterial
color={color}
transparent
opacity={0.15}
side={THREE.DoubleSide}
depthWrite={false}
/>
</mesh>
</group>
);
}
export function ZoneDebugVisuals(): React.JSX.Element | null {
const debug = Debug.getInstance();
const camera = useThree((state) => state.camera);
const [triggeredZones, setTriggeredZones] = useState<Set<string>>(new Set());
useFrame(() => {
camera.getWorldPosition(_playerPos);
for (const zone of ZONES) {
if (triggeredZones.has(zone.id)) continue;
_zonePos.set(...zone.position);
const distanceSq = _playerPos.distanceToSquared(_zonePos);
if (distanceSq <= zone.radius * zone.radius) {
setTriggeredZones((prev) => new Set(prev).add(zone.id));
break;
}
}
});
if (!debug.active) return null;
return (
<>
{ZONES.map((zone) => (
<ZoneVisual
key={zone.id}
position={[zone.position[0], 0.1, zone.position[2]]}
radius={zone.radius}
height={zone.height}
triggered={triggeredZones.has(zone.id)}
/>
))}
</>
);
}
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export const AUDIO_PATHS = {
intro: "/sounds/fa.mp3",
bienvenue: "/sounds/fa.mp3",
} as const;
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import type { Zone } from "@/types/game";
import type { Vector3Tuple } from "@/types/3d";
export const ZONES: Zone[] = [
{
id: "fabrikExit",
position: [-5, 25, -15] as Vector3Tuple,
radius: 10,
height: 20,
targetStep: "bike",
},
];
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import { useSyncExternalStore } from "react";
import { GameStepManager } from "@/stateManager/GameStepManager";
import type { GameStepSnapshot } from "@/types/game";
const manager = GameStepManager.getInstance();
export function useGameStep(): GameStepSnapshot {
return useSyncExternalStore(manager.subscribe.bind(manager), () =>
manager.getSnapshot(),
);
}
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@@ -40,6 +40,46 @@ export class AudioManager {
}); });
} }
playSoundWithCallback(
path: string,
volume: number,
onEnded: () => void,
): void {
console.log("[AudioManager] playSoundWithCallback:", path);
const audio = new Audio(path);
audio.volume = Math.max(0, Math.min(1, volume));
audio.currentTime = 0;
audio.addEventListener("ended", () => {
console.log("[AudioManager] Audio ended:", path);
onEnded();
});
audio.addEventListener("error", (e) => {
console.error("[AudioManager] Audio error:", path, e);
});
audio
.play()
.then(() => {
console.log("[AudioManager] Audio playing:", path);
})
.catch((error: unknown) => {
console.error("[AudioManager] Play failed:", path, error);
if (
error instanceof DOMException &&
AudioManager.IGNORED_PLAYBACK_ERRORS.has(error.name)
) {
return;
}
logger.error("AudioManager", "Failed to play sound", {
path,
error: AudioManager._toLogValue(error),
});
});
}
destroy(): void { destroy(): void {
this._audioPools.forEach((pool) => { this._audioPools.forEach((pool) => {
pool.forEach((audio) => { pool.forEach((audio) => {
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import type { GameStep, GameStepSnapshot } from "@/types/game";
export class GameStepManager {
private static _instance: GameStepManager | null = null;
private _currentStep: GameStep = "intro";
private _playerName = "";
private _canMove = false;
private readonly _listeners = new Set<() => void>();
private _cachedSnapshot: GameStepSnapshot | null = null;
static getInstance(): GameStepManager {
if (!GameStepManager._instance) {
GameStepManager._instance = new GameStepManager();
}
return GameStepManager._instance;
}
private constructor() {}
getStep(): GameStep {
return this._currentStep;
}
getPlayerName(): string {
return this._playerName;
}
canMove(): boolean {
return this._canMove;
}
getSnapshot(): GameStepSnapshot {
if (!this._cachedSnapshot) {
this._cachedSnapshot = {
step: this._currentStep,
playerName: this._playerName,
canMove: this._canMove,
transitionTo: this.transitionTo.bind(this),
setPlayerName: this.setPlayerName.bind(this),
};
}
return this._cachedSnapshot;
}
transitionTo(step: GameStep): void {
if (this._currentStep === step) return;
this._currentStep = step;
this._cachedSnapshot = null;
this._emit();
}
setPlayerName(name: string): void {
if (this._playerName === name) return;
this._playerName = name;
this._cachedSnapshot = null;
this._emit();
}
setCanMove(canMove: boolean): void {
if (this._canMove === canMove) return;
this._canMove = canMove;
this._cachedSnapshot = null;
this._emit();
}
subscribe(listener: () => void): () => void {
this._listeners.add(listener);
return () => {
this._listeners.delete(listener);
};
}
destroy(): void {
this._currentStep = "intro";
this._playerName = "";
this._canMove = false;
this._listeners.clear();
this._cachedSnapshot = null;
GameStepManager._instance = null;
}
private _emit(): void {
this._listeners.forEach((cb) => cb());
}
}
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import type { Vector3Tuple } from "@/types/3d";
export type GameStep =
| "intro"
| "start-intro"
| "naming"
| "bienvenue"
| "star-move"
| "bike";
export interface Zone {
id: string;
position: Vector3Tuple;
radius: number;
height: number;
targetStep: GameStep;
}
export interface GameState {
step: GameStep;
}
export interface GameStepSnapshot {
step: GameStep;
playerName: string;
canMove: boolean;
transitionTo: (step: GameStep) => void;
setPlayerName: (name: string) => void;
}
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@@ -6,6 +6,11 @@ import {
} from "@/data/playerConfig"; } from "@/data/playerConfig";
import { useCameraMode } from "@/hooks/debug/useCameraMode"; import { useCameraMode } from "@/hooks/debug/useCameraMode";
import { useSceneMode } from "@/hooks/debug/useSceneMode"; import { useSceneMode } from "@/hooks/debug/useSceneMode";
import {
ZoneDebugVisuals,
ZoneDetection,
} from "@/components/zone/ZoneDetection";
import { GameFlow } from "@/components/game/GameFlow";
import { DebugCameraControls } from "@/utils/debug/scene/DebugCameraControls"; import { DebugCameraControls } from "@/utils/debug/scene/DebugCameraControls";
import { DebugHelpers } from "@/utils/debug/scene/DebugHelpers"; import { DebugHelpers } from "@/utils/debug/scene/DebugHelpers";
import { Environment } from "@/world/Environment"; import { Environment } from "@/world/Environment";
@@ -28,6 +33,9 @@ export function World(): React.JSX.Element {
<Environment /> <Environment />
<Lighting /> <Lighting />
<DebugHelpers /> <DebugHelpers />
<ZoneDetection />
<ZoneDebugVisuals />
<GameFlow />
{cameraMode === "debug" ? <DebugCameraControls /> : null} {cameraMode === "debug" ? <DebugCameraControls /> : null}
{sceneMode === "game" ? ( {sceneMode === "game" ? (
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@@ -24,6 +24,7 @@ import {
PLAYER_XZ_DAMPING_FACTOR, PLAYER_XZ_DAMPING_FACTOR,
} from "@/data/playerConfig"; } from "@/data/playerConfig";
import { InteractionManager } from "@/stateManager/InteractionManager"; import { InteractionManager } from "@/stateManager/InteractionManager";
import { GameStepManager } from "@/stateManager/GameStepManager";
import type { Vector3Tuple } from "@/types/3d"; import type { Vector3Tuple } from "@/types/3d";
type Keys = { type Keys = {
@@ -63,6 +64,7 @@ export function PlayerController({
const velocity = useRef(new THREE.Vector3()); const velocity = useRef(new THREE.Vector3());
const onFloor = useRef(false); const onFloor = useRef(false);
const wantsJump = useRef(false); const wantsJump = useRef(false);
const gameStepManager = GameStepManager.getInstance();
const capsule = useRef( const capsule = useRef(
new Capsule( new Capsule(
@@ -165,6 +167,12 @@ export function PlayerController({
}, []); }, []);
useFrame((_, delta) => { useFrame((_, delta) => {
if (!gameStepManager.canMove()) {
velocity.current.set(0, 0, 0);
camera.position.copy(capsule.current.end);
return;
}
const dt = Math.min(delta, PLAYER_MAX_DELTA); const dt = Math.min(delta, PLAYER_MAX_DELTA);
camera.getWorldDirection(_forward); camera.getWorldDirection(_forward);