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3 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| f2595e5090 | |||
| 2bab025ffa | |||
| 900133223e |
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@@ -0,0 +1,114 @@
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# Game Flow - La Fabrik
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## Étapes du jeu
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```
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intro → start-intro → naming → bienvenue → star-move → bike
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```
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---
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## Détail des étapes
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### 1. `intro` (initial)
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- État initial au chargement du jeu
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- Aucune action, juste une étape de départ
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### 2. `start-intro`
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- **Déclenchement** : Auto-transition depuis `intro` quand la scène est chargée
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- **Action** : Joue l'audio d'intro via `AudioManager.playSoundWithCallback()`
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- **Attente** : Attend que l'audio se termine
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- **Transition** : Vers `naming` quand l'audio se termine
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### 3. `naming`
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- **Déclenchement** : Quand l'audio d'intro se termine
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- **Action** : Affiche un input pour demander le prénom du joueur
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- **Attente** : L'utilisateur entre son prénom et valide
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- **Transition** : Vers `bienvenue` quand l'utilisateur valide
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### 4. `bienvenue`
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- **Déclenchement** : Quand l'utilisateur valide son prénom
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- **Actions** :
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- Affiche "Bienvenue {prénom} !" à l'écran
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- Joue l'audio de bienvenue
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- **Attente** : Attend que l'audio se termine
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- **Transition** : Vers `star-move` quand l'audio se termine
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### 5. `star-move`
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- **Déclenchement** : Quand l'audio de bienvenue se termine
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- **Action** : Active le mouvement du joueur (`setCanMove(true)`)
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- **État** : Le joueur peut maintenant se déplacer librement
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- **Zone** : La détection de zone devient active (ZoneDetection)
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### 6. `bike`
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- **Déclenchement** : Quand le joueur entre dans la zone de sortie
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- **Action** : Transition vers l'étape finale
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- **Zone** : Détectée par `ZoneDetection` quand le joueur approche de la position configurée
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---
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## Fichiers clés
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| Fichier | Rôle |
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| ---------------------------------------- | ------------------------------------------------------------- |
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| `src/stateManager/GameStepManager.ts` | Gère l'état global du jeu (étape actuelle, prénom, mouvement) |
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| `src/components/game/GameFlow.tsx` | Gère les transitions automatiques et la lecture audio |
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| `src/components/ui/IntroUI.tsx` | Affiche l'input pour le prénom |
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| `src/components/ui/BienvenueDisplay.tsx` | Affiche le message de bienvenue |
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| `src/components/zone/ZoneDetection.tsx` | Détecte quand le joueur entre dans une zone |
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| `src/data/audioConfig.ts` | Chemins des fichiers audio |
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| `src/data/zones.ts` | Configuration des zones de transition |
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---
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## Configuration audio
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```typescript
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// src/data/audioConfig.ts
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export const AUDIO_PATHS = {
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intro: "/sounds/fa.mp3", // Audio joué pendant start-intro
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bienvenue: "/sounds/fa.mp3", // Audio joué pendant bienvenue
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};
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```
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---
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## Configuration des zones
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```typescript
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// src/data/zones.ts
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export const ZONES: Zone[] = [
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{
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id: "fabrikExit",
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position: [50, 0, 50], // Position de la zone de sortie
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radius: 10, // Rayon de détection
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height: 20, // Hauteur de la zone (pour la visualisation)
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targetStep: "bike", // Étape cible quand on entre dans la zone
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},
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];
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```
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---
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## Debug
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En mode debug (`?debug` dans l'URL), on peut voir :
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- **Game Step** : L'étape actuelle dans le panneau lil-gui
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- **Player Position** : Position X, Y, Z du joueur en temps réel
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- **Zone Visualization** : Anneaux visuels au sol pour les zones
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---
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## Notes techniques
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- Le mouvement du joueur est bloqué tant que `canMove` est `false`
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- `useSyncExternalStore` est utilisé pour synchroniser l'état du jeu avec React
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- Les transitions sont gérées par le `GameStepManager` via le pattern singleton
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- L'audio utilise un callback `onEnded` pour déclencher les transitions automatiques
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@@ -2,6 +2,7 @@ import { Suspense } from "react";
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import { Canvas } from "@react-three/fiber";
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import { Crosshair } from "@/components/ui/Crosshair";
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import { InteractPrompt } from "@/components/ui/InteractPrompt";
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import { IntroUI, BienvenueDisplay } from "@/components/ui/IntroUI";
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import { DebugPerf } from "@/utils/debug/DebugPerf";
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import { World } from "@/world/World";
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@@ -16,6 +17,8 @@ function App(): React.JSX.Element {
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</Canvas>
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<Crosshair />
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<InteractPrompt />
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<IntroUI />
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<BienvenueDisplay />
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</>
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);
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}
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@@ -0,0 +1,57 @@
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import { useEffect, useRef, useState } from "react";
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import { GameStepManager } from "@/stateManager/GameStepManager";
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import { AudioManager } from "@/stateManager/AudioManager";
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import { AUDIO_PATHS } from "@/data/audioConfig";
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export function GameFlow(): null {
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const manager = GameStepManager.getInstance();
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const hasInitialized = useRef(false);
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const [step, setStep] = useState(manager.getStep());
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useEffect(() => {
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const unsubscribe = manager.subscribe(() => {
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setStep(manager.getStep());
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});
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return unsubscribe;
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}, [manager]);
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useEffect(() => {
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console.log("[GameFlow] Current step:", step);
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if (!hasInitialized.current && step === "intro") {
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hasInitialized.current = true;
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console.log("[GameFlow] Transition to start-intro");
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manager.transitionTo("start-intro");
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}
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}, [step, manager]);
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useEffect(() => {
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console.log("[GameFlow] useEffect triggered, step:", step);
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if (step === "start-intro") {
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console.log("[GameFlow] Playing intro audio");
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const audio = AudioManager.getInstance();
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audio.playSoundWithCallback(AUDIO_PATHS.intro, 0.5, () => {
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console.log("[GameFlow] Intro audio ended, transition to naming");
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manager.transitionTo("naming");
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});
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return () => {};
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}
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if (step === "bienvenue") {
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console.log("[GameFlow] Playing bienvenue audio");
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const audio = AudioManager.getInstance();
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audio.playSoundWithCallback(AUDIO_PATHS.bienvenue, 0.5, () => {
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console.log("[GameFlow] Bienvenue audio ended, enable movement");
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manager.setCanMove(true);
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manager.transitionTo("star-move");
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});
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return () => {};
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}
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return undefined;
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}, [step, manager]);
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return null;
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}
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@@ -0,0 +1,129 @@
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import { useState } from "react";
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import { useGameStep } from "@/hooks/useGameStep";
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export function IntroUI(): React.JSX.Element | null {
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const { step, setPlayerName, transitionTo } = useGameStep();
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const [inputValue, setInputValue] = useState("");
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if (step !== "naming") return null;
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const handleSubmit = (): void => {
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if (inputValue.trim() === "") return;
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console.log("[IntroUI] Submitting, name:", inputValue.trim());
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setPlayerName(inputValue.trim());
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console.log("[IntroUI] Calling transitionTo('bienvenue')");
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transitionTo("bienvenue");
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console.log("[IntroUI] After transitionTo, step should be:", step);
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};
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const handleKeyDown = (e: React.KeyboardEvent): void => {
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if (e.key === "Enter") {
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handleSubmit();
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}
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};
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return (
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<div
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style={{
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position: "fixed",
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top: 0,
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left: 0,
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width: "100%",
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height: "100%",
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display: "flex",
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alignItems: "center",
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justifyContent: "center",
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backgroundColor: "rgba(0, 0, 0, 0.7)",
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zIndex: 1000,
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}}
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>
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<div
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style={{
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backgroundColor: "#1a1a1a",
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padding: "2rem",
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borderRadius: "12px",
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display: "flex",
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flexDirection: "column",
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gap: "1.5rem",
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minWidth: "300px",
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}}
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>
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<h2
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style={{
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color: "#fff",
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margin: 0,
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fontSize: "1.5rem",
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textAlign: "center",
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}}
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>
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Quel est votre prénom ?
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</h2>
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<input
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type="text"
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value={inputValue}
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onChange={(e) => setInputValue(e.target.value)}
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onKeyDown={handleKeyDown}
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placeholder="Votre prénom"
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autoFocus
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style={{
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padding: "0.75rem",
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fontSize: "1rem",
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borderRadius: "6px",
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border: "1px solid #444",
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backgroundColor: "#2a2a2a",
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color: "#fff",
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outline: "none",
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}}
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/>
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<button
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onClick={handleSubmit}
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disabled={inputValue.trim() === ""}
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style={{
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padding: "0.75rem",
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fontSize: "1rem",
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borderRadius: "6px",
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border: "none",
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backgroundColor: inputValue.trim() ? "#4a9" : "#444",
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color: "#fff",
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cursor: inputValue.trim() ? "pointer" : "not-allowed",
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transition: "background-color 0.2s",
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}}
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>
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Valider
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</button>
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</div>
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</div>
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);
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}
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export function BienvenueDisplay(): React.JSX.Element | null {
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const { step, playerName } = useGameStep();
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if (step !== "bienvenue") return null;
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return (
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<div
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style={{
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position: "fixed",
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top: "20%",
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left: "50%",
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transform: "translateX(-50%)",
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backgroundColor: "rgba(0, 0, 0, 0.8)",
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padding: "1rem 2rem",
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borderRadius: "8px",
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zIndex: 100,
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}}
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>
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<p
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style={{
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color: "#fff",
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margin: 0,
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fontSize: "1.25rem",
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}}
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>
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Bienvenue {playerName} !
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</p>
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</div>
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);
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}
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@@ -0,0 +1,151 @@
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import { useEffect, useRef, useState } from "react";
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import { useFrame, useThree } from "@react-three/fiber";
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import * as THREE from "three";
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import { ZONES } from "@/data/zones";
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import { GameStepManager } from "@/stateManager/GameStepManager";
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import { Debug } from "@/utils/debug/Debug";
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const _playerPos = new THREE.Vector3();
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const _zonePos = new THREE.Vector3();
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export function ZoneDetection(): null {
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const camera = useThree((state) => state.camera);
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const manager = GameStepManager.getInstance();
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const triggeredZones = useRef<Set<string>>(new Set());
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const debug = Debug.getInstance();
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useEffect(() => {
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if (!debug.active) return;
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const folder = debug.createFolder("Game");
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if (!folder) return;
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const gameState = { step: manager.getStep() };
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const playerPos = { x: 0, y: 0, z: 0 };
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folder
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.add(gameState, "step", ["intro", "bike"])
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.name("Game Step")
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.disable();
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folder.add(playerPos, "x").name("Player X").listen().disable();
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folder.add(playerPos, "y").name("Player Y").listen().disable();
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folder.add(playerPos, "z").name("Player Z").listen().disable();
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const unsubManager = manager.subscribe(() => {
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gameState.step = manager.getStep();
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folder.controllersRecursive().forEach((c) => c.updateDisplay());
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});
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let frameId: number;
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const updatePlayerPos = (): void => {
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camera.getWorldPosition(_playerPos);
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playerPos.x = Math.round(_playerPos.x * 100) / 100;
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playerPos.y = Math.round(_playerPos.y * 100) / 100;
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playerPos.z = Math.round(_playerPos.z * 100) / 100;
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folder.controllersRecursive().forEach((c) => c.updateDisplay());
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frameId = requestAnimationFrame(updatePlayerPos);
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};
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updatePlayerPos();
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return () => {
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cancelAnimationFrame(frameId);
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debug.destroyFolder("Game");
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unsubManager();
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};
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}, [debug, manager, camera]);
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useFrame(() => {
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camera.getWorldPosition(_playerPos);
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for (const zone of ZONES) {
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if (triggeredZones.current.has(zone.id)) continue;
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_zonePos.set(...zone.position);
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const distanceSq = _playerPos.distanceToSquared(_zonePos);
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if (distanceSq <= zone.radius * zone.radius) {
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manager.transitionTo(zone.targetStep);
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triggeredZones.current.add(zone.id);
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break;
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}
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}
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});
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return null;
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}
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interface ZoneVisualProps {
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position: [number, number, number];
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radius: number;
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height: number;
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triggered: boolean;
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}
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function ZoneVisual({
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position,
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radius,
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height,
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triggered,
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}: ZoneVisualProps): React.JSX.Element {
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const color = triggered ? "#00ff00" : "#ff0000";
|
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|
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return (
|
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<group position={position}>
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<mesh rotation={[-Math.PI / 2, 0, 0]}>
|
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<ringGeometry args={[radius - 0.3, radius, 32]} />
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<meshBasicMaterial color={color} side={THREE.DoubleSide} />
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</mesh>
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<mesh position={[0, height / 2, 0]}>
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||||
<cylinderGeometry args={[radius, radius, height, 32, 1, true]} />
|
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<meshBasicMaterial
|
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color={color}
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transparent
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||||
opacity={0.15}
|
||||
side={THREE.DoubleSide}
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||||
depthWrite={false}
|
||||
/>
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</mesh>
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</group>
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||||
);
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||||
}
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||||
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export function ZoneDebugVisuals(): React.JSX.Element | null {
|
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const debug = Debug.getInstance();
|
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const camera = useThree((state) => state.camera);
|
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const [triggeredZones, setTriggeredZones] = useState<Set<string>>(new Set());
|
||||
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||||
useFrame(() => {
|
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camera.getWorldPosition(_playerPos);
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||||
|
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for (const zone of ZONES) {
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if (triggeredZones.has(zone.id)) continue;
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_zonePos.set(...zone.position);
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const distanceSq = _playerPos.distanceToSquared(_zonePos);
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||||
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if (distanceSq <= zone.radius * zone.radius) {
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setTriggeredZones((prev) => new Set(prev).add(zone.id));
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break;
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||||
}
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||||
}
|
||||
});
|
||||
|
||||
if (!debug.active) return null;
|
||||
|
||||
return (
|
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<>
|
||||
{ZONES.map((zone) => (
|
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<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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@@ -0,0 +1,4 @@
|
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export const AUDIO_PATHS = {
|
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intro: "/sounds/fa.mp3",
|
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bienvenue: "/sounds/fa.mp3",
|
||||
} as const;
|
||||
@@ -0,0 +1,12 @@
|
||||
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",
|
||||
},
|
||||
];
|
||||
@@ -0,0 +1,11 @@
|
||||
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(),
|
||||
);
|
||||
}
|
||||
@@ -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 {
|
||||
this._audioPools.forEach((pool) => {
|
||||
pool.forEach((audio) => {
|
||||
|
||||
@@ -0,0 +1,91 @@
|
||||
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());
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,29 @@
|
||||
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;
|
||||
}
|
||||
@@ -6,6 +6,11 @@ import {
|
||||
} from "@/data/playerConfig";
|
||||
import { useCameraMode } from "@/hooks/debug/useCameraMode";
|
||||
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 { DebugHelpers } from "@/utils/debug/scene/DebugHelpers";
|
||||
import { Environment } from "@/world/Environment";
|
||||
@@ -28,6 +33,9 @@ export function World(): React.JSX.Element {
|
||||
<Environment />
|
||||
<Lighting />
|
||||
<DebugHelpers />
|
||||
<ZoneDetection />
|
||||
<ZoneDebugVisuals />
|
||||
<GameFlow />
|
||||
{cameraMode === "debug" ? <DebugCameraControls /> : null}
|
||||
|
||||
{sceneMode === "game" ? (
|
||||
|
||||
@@ -24,6 +24,7 @@ import {
|
||||
PLAYER_XZ_DAMPING_FACTOR,
|
||||
} from "@/data/playerConfig";
|
||||
import { InteractionManager } from "@/stateManager/InteractionManager";
|
||||
import { GameStepManager } from "@/stateManager/GameStepManager";
|
||||
import type { Vector3Tuple } from "@/types/3d";
|
||||
|
||||
type Keys = {
|
||||
@@ -63,6 +64,7 @@ export function PlayerController({
|
||||
const velocity = useRef(new THREE.Vector3());
|
||||
const onFloor = useRef(false);
|
||||
const wantsJump = useRef(false);
|
||||
const gameStepManager = GameStepManager.getInstance();
|
||||
|
||||
const capsule = useRef(
|
||||
new Capsule(
|
||||
@@ -165,6 +167,12 @@ export function PlayerController({
|
||||
}, []);
|
||||
|
||||
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);
|
||||
|
||||
camera.getWorldDirection(_forward);
|
||||
|
||||
Reference in New Issue
Block a user