8 Commits

Author SHA1 Message Date
Tom Boullay 62d0dcf531 upatde; config ebike
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2026-06-03 01:48:31 +02:00
Tom Boullay c75c4e0be6 fix(site): keep white card border visible when selected
Replace the border swap with an outer green outline so the white
border stays in place. Selected = white border + green outline,
unselected = white border only.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-06-03 01:46:13 +02:00
Tom Boullay 5f113cbba4 feat(tutorial): add movement and hand-tracking onboarding overlays
Mount two first-time tutorial overlays driven by the game state machine:

- MovementTutorial: visible during the intro reveal and the free-walk
  step before the ebike mount, dismissed on the first Z/Q/S/D keydown.
- HandTrackingTutorial: visible during the early ebike repair steps
  (fragmented, scanning, inspected), dismissed when MediaPipe detects
  any hand on screen.

Both share a generic TutorialOverlay shell (transparent panel, dark
blue border, lucide-react Hand / inline ZQSD keycap icons, centered
text). The overlay sits at z-index 14, behind Subtitles (15) and
the talkie overlay (16), so dialogue/subtitle UI stays in front.

Dismissals stay persistent for the session: keyboard-triggered uses
event-handler setState; hand-detection uses a guarded effect-driven
setState (same pattern as PylonDownedPylon resync).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-06-03 01:43:25 +02:00
Tom Boullay 1cc3b0e47e feat(audio): swap to repair music while a mission is in repair flow
Switch background music to musique-reparation.mp3 whenever any mission
(ebike / pylon / farm) is in the repair mini-game step range
(inspected → done) and back to musique-jeu.mp3 once the mission
leaves that range. Reuses AudioManager.playMusic which handles the
swap cleanly when the path changes.
2026-06-03 01:00:29 +02:00
Tom Boullay 00b1ff9e93 fix(ebike): unlock walking during breakdown + hide interact prompt + 450m ride
Three fixes for the ebike-breakdown substep:

1. PlayerController: the previous `if (!isEbikeBreakdown)` guard
   zeroed _wishDir for everyone during breakdown, including the
   player after they had been auto-dismounted to walk mode. Narrow
   the guard to `isEbikeMounted && isEbikeBreakdown` so the bike
   stops accepting drive input but the player on foot can move.

2. Ebike: track `window.ebikeBreakdownActive` in component state
   and hide the InteractableObject (and therefore the interact
   prompt UI) while the breakdown sequence is active. The bike must
   read as inert and non-interactive while the panne dialogue plays
   and during the auto-dismount that follows.

3. ebikeConfig: bump EBIKE_INTRO_BREAKDOWN_DISTANCE from 15 m to
   450 m so the panne triggers after a real ride instead of a few
   meters from the parked spawn.
2026-06-03 00:46:30 +02:00
Tom Boullay 675a45f02b Update ebikeConfig.ts 2026-06-03 00:44:00 +02:00
Tom Boullay bbae199105 docs(handtracking): document SVG-primary path and isFist origin
Reflect the current runtime in docs/technical/hand-tracking.md:

- SVG visualizer is now the primary hand UI; the 3D glove is opt-in
  via the Show Model debug toggle.
- Reorder the runtime flow to put HandTrackingVisualizer before
  HandTrackingGlove and make explicit that grab, fist detection, SVG
  and optional 3D glove are independent consumers of the same
  landmark snapshot.
- New Fist Detection section showing how isFist() in
  browserHandTracking.ts derives the flag from landmarks alone (palm
  centroid + 4 fingertip distances), and confirming GrabbableObject
  reads that flag directly - no glove involvement.
- Describe the SVG visualizer styling and the feMorphology outline
  trick.
- Mark HandTrackingFallback and the gant_l/_pad assets as legacy in
  the limitations list.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-06-03 00:42:14 +02:00
Tom Boullay c4cad629c9 feat(handtracking): redesign SVG hand as primary visualization
Rewrite the live hand visualizer as a light-blue silhouette with a
crisp dark-blue outline, suitable as the primary hand UI (replacing
the buggy 3D glove for the default flow):

- Palm polygon (landmarks 0,1,5,9,13,17) and five finger tubes merged
  via an SVG feMorphology filter, so the outline is a single
  continuous ring with no internal seams.
- Q curves bow out to two synthetic wrist corners (perpendicular to
  the palm centerline) for a rounded heel of palm.
- Straight L edges between MCPs along the top - the filter dilation
  rounds the corners visually, no creux.
- Each finger path starts half a stroke inside the palm so the round
  base cap is hidden under the palm fill.
- Whole silhouette shrunk to 65% of the tracked hand size around the
  centroid, with 0.8 group opacity, and a faint MediaPipe skeleton
  overlay (lines + dots) on top.

Update the static fallback silhouettes (HandTrackingFallback) to a
matching curved-path look in a 100x120 viewBox.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-06-03 00:42:05 +02:00
13 changed files with 539 additions and 85 deletions
+45 -8
View File
@@ -20,9 +20,11 @@ Both sources funnel into the same `HandTrackingContext` so all consumers see one
1. The active source captures or receives landmarks.
2. The hook applies an EMA smoothing pass on the landmarks before publishing the snapshot.
3. `HandTrackingProvider` exposes that snapshot through React context.
4. `GrabbableObject` reads the snapshot each frame and uses the fist state plus raycasting to grab objects.
5. `HandTrackingGlove` reads the same snapshot and places a rigged glove on each detected hand.
6. `HandTrackingVisualizer` paints an SVG wireframe overlay on top of the canvas.
4. `GrabbableObject` reads the snapshot each frame and uses `hand.isFist` plus raycasting to grab objects.
5. `HandTrackingVisualizer` paints the SVG hand silhouette overlay on top of the canvas — the primary visualization.
6. `HandTrackingGlove` (opt-in, see UI And Debug) places a rigged 3D glove on each detected hand when enabled via the debug toggle.
All consumers — fist detection, grab raycasting, SVG silhouette, optional 3D glove — read the **same** landmarks from the snapshot. None of them depend on the others.
## Activation Rules
@@ -108,6 +110,17 @@ interface HandTrackingHand {
`x` and `y` are normalized camera coordinates. `z` is a relative depth value from MediaPipe, not an absolute world-space distance.
## Fist Detection
`isFist` is computed in `src/lib/handTracking/browserHandTracking.ts` (`isFist()` function) from landmarks alone — no model, no glove. The check is:
1. Palm center = mean of landmarks `[0, 5, 9, 13, 17]` (wrist + 4 MCPs).
2. Palm size = distance from wrist (landmark 0) to middle MCP (landmark 9).
3. For each of the four fingertip landmarks `[8, 12, 16, 20]`, check whether its distance to the palm center is less than `1.05 × palmSize`.
4. `isFist === true` iff all four fingertips pass the check.
The flag is attached to each hand on the snapshot at the publish step (`isFist: isFist(normalizedLandmarks)`) and read directly by `GrabbableObject.tsx` — the SVG visualizer and the 3D glove never participate in the gesture decision.
## Grab Targeting
The hand grab logic lives in `src/components/three/interaction/GrabbableObject.tsx`.
@@ -142,18 +155,40 @@ This is less expressive than true depth-aware hand movement, but it is more stab
The current debug UI includes:
- `HandTrackingDebugPanel` inside `DebugOverlayLayout` for status, usage, loaded glove model, server state, hand count, and fist state
- `HandTrackingVisualizer` for the SVG landmark overlay
- `HandTrackingFallback` for the last-resort hand silhouette overlay
- `HandTrackingGlove` for the per-hand rigged glove models in the R3F scene
- `HandTrackingVisualizer` for the SVG hand silhouette overlay (always on when tracking is active)
- `HandTrackingFallback` for the last-resort hand silhouette overlay (legacy, see below)
- `HandTrackingGlove` for the per-hand rigged glove models in the R3F scene, opt-in via the **Show Model** toggle
- `r3f-perf` for render performance
- `lil-gui` for scene, camera, lighting, interaction, and grab controls
The SVG visualizer uses a "blueish hand" style: white connection lines between landmarks, cyan circles with a dark blue outline. The outline gets thicker when the hand is detected as a fist, so the user gets a visual confirmation of the grab gesture without having to look at the debug panel.
### SVG Visualizer
The fallback overlay (`HandTrackingFallback`) draws a simple open-hand or fist silhouette positioned on the detected wrist landmark. It only renders for a hand whose matching glove is in the `"error"` state in `useHandTrackingGloveStatus`. This guarantees the user always sees something on their hand even when the 3D glove model fails to load.
`HandTrackingVisualizer` is the primary hand visualization. It draws a light-blue hand silhouette with a crisp dark-blue outline by:
1. Filling a palm polygon (landmarks `[1, 5, 9, 13, 17]` plus two synthetic wrist corners) and five finger tubes (thick rounded `stroke` along each finger's joint chain).
2. Wrapping the whole thing in an SVG `<filter>` that uses `feMorphology` to dilate the merged alpha by 2 px and subtract the original, producing a single continuous outline around the union — no internal seams where the palm and finger tubes overlap.
3. Shrinking every landmark toward the hand centroid by `RENDER_SCALE = 0.65` so the silhouette stays compact and doesn't dominate the screen.
4. Overlaying the 21 raw landmarks and 21 bones as faint translucent lines and dots, so the user can still see the MediaPipe data feeding the silhouette.
The SVG only displays when MediaPipe is active and the debug **Show Model** toggle is off (default). When the toggle is on, the SVG hides and `HandTrackingGlove` takes over.
### Show Model Toggle
The `Hand Tracking` debug folder exposes a single visualization switch:
- `showHandTrackingModel = false` (default): SVG visualizer renders, 3D glove is not mounted at all.
- `showHandTrackingModel = true`: SVG visualizer hides, 3D glove gets mounted for the detected hand(s).
The 3D glove is treated as opt-in legacy because it had bugs (WebGL context loss, finger rig artefacts) and its hit/grab role was never load-bearing — grab has always read landmarks directly.
### Fallback Overlay (legacy)
`HandTrackingFallback` draws a simple open-hand or fist silhouette positioned on the detected wrist landmark. It renders for any hand whose glove is in the `"error"` state in `useHandTrackingGloveStatus`. Now that the glove is opt-in and rarely mounted, the fallback effectively only fires in the rare case where the user enables `showHandTrackingModel` and the glove fails to load. It is kept on disk for that edge case but is not part of the default visual path.
## Glove Models
The 3D glove is **opt-in** via the `Show Model` debug toggle (see UI And Debug). It is not mounted by default; the SVG visualizer is the primary hand UI. The information below applies only when the toggle is enabled.
`HandTrackingGlove` loads `public/models/gant_l/model.gltf` for both hands. The right hand applies `scale.x = -1` at the group level to mirror the mesh, so the thumb ends up on the correct side. Both hands therefore share the same rig and the same material.
The historical `public/models/gant_r/model.gltf` is kept as legacy but is not loaded by the frontend — its GLB embeds three skeletons (`Hand_l`, `Hand_l_pad`, `Hand_r`) plus a `galet` mesh, which made the finger rig unreliable.
@@ -172,6 +207,8 @@ They are intended for future swap-by-state usage but are **not yet rigged**. The
- Production usage is currently limited to repair mission steps that explicitly need hands.
- MediaPipe depth is relative and currently not used for stable object depth control.
- The virtual hit zone is an approximation based on multiple raycasts, not a real 3D collider.
- The 3D glove is opt-in only (see `Show Model` toggle). Default visual is the SVG silhouette.
- `HandTrackingFallback` is legacy and effectively unused unless the glove toggle is enabled and the glove fails to load.
- The right glove is a mirrored copy of `gant_l` rather than its own mesh; in the future a dedicated right-hand model would give a better visual.
- The `_pad` glove variants are not rigged yet, so swap-by-state (normal ↔ pad) is not wired in.
- Finger bone animation is an approximate landmark-to-bone mapping; it still needs calibration for per-model twist, offsets, and smoothing.
+8 -2
View File
@@ -334,7 +334,7 @@ export function Ebike({
const interactionLabel =
mainState === "ebike"
? "Lancer le repair game"
? "Lancer le Repair Game"
: movementMode === "walk"
? "Monter sur le bike"
: "Descendre du bike";
@@ -344,13 +344,19 @@ export function Ebike({
// pollute the view. The prompt comes back the moment the bike comes to
// a stop. window.ebikeDriveInputActive is published every frame by
// PlayerController based on whether a movement key is currently held.
// Also hide entirely while the breakdown sequence is active — the bike
// must read as inert and non-interactive while the panne dialogue plays
// and during the auto-dismount that follows.
const [isEbikeDriving, setIsEbikeDriving] = useState(false);
const [isEbikeBreakdown, setIsEbikeBreakdown] = useState(false);
useFrame(() => {
const driving =
movementMode === "ebike" && window.ebikeDriveInputActive === true;
if (driving !== isEbikeDriving) setIsEbikeDriving(driving);
const breakdown = window.ebikeBreakdownActive === true;
if (breakdown !== isEbikeBreakdown) setIsEbikeBreakdown(breakdown);
});
const showInteractPrompt = !isEbikeDriving;
const showInteractPrompt = !isEbikeDriving && !isEbikeBreakdown;
const handleInteract = useCallback((): void => {
if (window.ebikeBreakdownActive === true) return;
+3 -3
View File
@@ -22,8 +22,6 @@ export function SiteCard({
return "#b8b8b8";
};
const borderColor = selected ? "#a8d5a2" : "rgba(255, 255, 255, 0.55)";
const textColor = disabled ? "rgba(77, 77, 77, 0.72)" : "#4d4d4d";
return (
@@ -41,7 +39,9 @@ export function SiteCard({
height: isSituation
? "clamp(48px, 6vw, 60px)"
: "clamp(140px, 18vw, 180px)",
border: `3px solid ${borderColor}`,
border: "3px solid rgba(255, 255, 255, 0.55)",
outline: selected ? "3px solid #a8d5a2" : "none",
outlineOffset: 0,
background: getBackground(),
cursor: disabled ? "not-allowed" : "pointer",
display: "flex",
+4
View File
@@ -6,6 +6,8 @@ import { HandTrackingVisualizer } from "@/components/ui/HandTrackingVisualizer";
import { InteractPrompt } from "@/components/ui/InteractPrompt";
import { Subtitles } from "@/components/ui/Subtitles";
import { TalkieDialogueOverlay } from "@/components/ui/TalkieDialogueOverlay";
import { HandTrackingTutorial } from "@/components/ui/tutorial/HandTrackingTutorial";
import { MovementTutorial } from "@/components/ui/tutorial/MovementTutorial";
export function GameUI(): React.JSX.Element {
return (
@@ -15,6 +17,8 @@ export function GameUI(): React.JSX.Element {
<InteractPrompt />
<HandTrackingVisualizer />
<HandTrackingFallback />
<MovementTutorial />
<HandTrackingTutorial />
<Subtitles />
<TalkieDialogueOverlay />
<GameSettingsMenu />
+59 -18
View File
@@ -4,29 +4,70 @@ import {
type HandTrackingGloveHandedness,
} from "@/hooks/handTracking/useHandTrackingGloveStatus";
// Simple schematic silhouettes used as a last-resort fallback when the
// rigged glove model has failed to load. Both icons share the same
// 48x48 viewBox and the same stroke/fill rules from the .css.
// Hand silhouettes used as a last-resort fallback when the rigged glove
// model has failed to load. Both icons share a 100x120 viewBox so finger
// lengths and the thumb angle stay anatomically readable.
const OpenHandShape = (): React.JSX.Element => (
<>
<ellipse cx="9" cy="30" rx="3" ry="6" transform="rotate(-25 9 30)" />
<rect x="14" y="8" width="4" height="22" rx="2" />
<rect x="20" y="4" width="4" height="26" rx="2" />
<rect x="26" y="6" width="4" height="24" rx="2" />
<rect x="32" y="10" width="4" height="20" rx="2" />
<rect x="10" y="26" width="28" height="18" rx="6" />
</>
<path
d="M 28 116
Q 22 100 22 80
Q 22 65 28 58
Q 22 52 14 46
Q 6 40 8 28
Q 12 18 22 20
Q 30 24 30 36
Q 32 46 36 50
Q 36 38 36 28
Q 36 18 42 18
Q 48 18 48 28
Q 48 40 50 50
Q 50 32 50 14
Q 50 6 56 6
Q 62 6 62 14
Q 62 32 62 50
Q 64 38 64 20
Q 64 12 70 12
Q 76 12 76 20
Q 76 38 78 50
Q 78 40 78 32
Q 78 24 84 24
Q 90 24 90 32
Q 90 44 92 56
Q 96 80 92 100
Q 86 116 82 116
Z"
/>
);
const FistShape = (): React.JSX.Element => (
<>
<ellipse cx="8" cy="26" rx="3" ry="5" />
<rect x="10" y="14" width="28" height="30" rx="10" />
<circle cx="15" cy="14" r="3" />
<circle cx="21" cy="13" r="3" />
<circle cx="27" cy="13" r="3" />
<circle cx="33" cy="14" r="3" />
<path
d="M 18 70
Q 14 50 24 38
Q 28 30 36 34
Q 40 26 48 30
Q 54 22 60 28
Q 68 24 74 32
Q 84 32 88 46
Q 92 64 88 82
Q 82 104 64 112
Q 42 116 26 108
Q 14 96 18 70
Z"
/>
<path
d="M 18 70
Q 6 66 8 80
Q 8 94 18 96
Q 28 94 26 84
Q 22 76 18 70
Z"
/>
<path d="M 32 38 Q 30 50 34 60" fill="none" strokeLinecap="round" />
<path d="M 46 32 Q 44 46 48 58" fill="none" strokeLinecap="round" />
<path d="M 60 32 Q 58 46 62 58" fill="none" strokeLinecap="round" />
<path d="M 74 36 Q 72 50 76 60" fill="none" strokeLinecap="round" />
</>
);
@@ -66,7 +107,7 @@ export function HandTrackingFallback(): React.JSX.Element | null {
<svg
key={`${handedness}-${index}`}
className="hand-tracking-fallback__icon"
viewBox="0 0 48 48"
viewBox="0 0 100 120"
style={{
left: `${leftPercent}%`,
top: `${topPercent}%`,
+171 -46
View File
@@ -1,8 +1,16 @@
import { useHandTrackingSnapshot } from "@/hooks/handTracking/useHandTrackingSnapshot";
import { useHandTrackingGloveStatus } from "@/hooks/handTracking/useHandTrackingGloveStatus";
import { useDebugStore } from "@/hooks/debug/useDebugStore";
const HAND_CONNECTIONS: Array<[number, number]> = [
// MediaPipe indexes the 21 hand landmarks predictably:
// 0 wrist, 1-4 thumb (base→tip), 5-8 index, 9-12 middle, 13-16 ring, 17-20 pinky.
const FINGER_LANDMARKS: Array<readonly number[]> = [
[1, 2, 3, 4],
[5, 6, 7, 8],
[9, 10, 11, 12],
[13, 14, 15, 16],
[17, 18, 19, 20],
];
const SKELETON_BONES: Array<[number, number]> = [
[0, 1],
[1, 2],
[2, 3],
@@ -26,70 +34,187 @@ const HAND_CONNECTIONS: Array<[number, number]> = [
[0, 17],
];
const LANDMARK_FILL = "#67e8f9"; // cyan-300, opaque interior
const LANDMARK_STROKE = "#0c4a6e"; // sky-900, dark blue outline
const LANDMARK_STROKE_FIST = "#1e3a8a"; // blue-900, thicker accent when fist
const CONNECTION_STROKE = "#ffffff"; // white bones
const INDEX_TIP_LANDMARK = 8;
const HAND_FILL = "#bfdbfe"; // blue-200, light interior
const HAND_OUTLINE_COLOR = "#1e3a8a"; // blue-900, crisp dark outline
const HAND_OUTLINE_RADIUS = 2; // px
// Shrink the rendered hand around its centroid. Grab/physics keep using raw
// landmarks elsewhere, so the silhouette is just visually smaller.
const RENDER_SCALE = 0.65;
const FINGER_THICKNESS_FACTOR = 0.08; // fraction of (scaled) hand length
const WRIST_HALF_WIDTH = 0.28;
const SKELETON_STROKE = "rgba(30, 58, 138, 0.22)";
const SKELETON_DOT_FILL = "rgba(30, 58, 138, 0.35)";
const FILTER_ID = "hand-tracking-outline";
export function HandTrackingVisualizer(): React.JSX.Element | null {
const { hands, status } = useHandTrackingSnapshot();
const showHandTrackingSvg = useDebugStore((debug) =>
debug.getShowHandTrackingSvg(),
);
const gloves = useHandTrackingGloveStatus((state) => state.gloves);
const hasLoadedGlove = Object.values(gloves).some(
(gloveStatus) => gloveStatus === "loaded",
const showHandTrackingModel = useDebugStore((debug) =>
debug.getShowHandTrackingModel(),
);
if (
status === "idle" ||
hands.length === 0 ||
(hasLoadedGlove && !showHandTrackingSvg)
) {
if (status === "idle" || hands.length === 0 || showHandTrackingModel) {
return null;
}
const viewportWidth = window.innerWidth;
const viewportHeight = window.innerHeight;
return (
<svg className="hand-tracking-visualizer" aria-hidden="true">
<defs>
{/* Dilate the merged alpha of all child shapes by HAND_OUTLINE_RADIUS
and subtract the original to get a 1-ring outline. Lets the palm
polygon and the five finger tubes share a single crisp outline
with no internal seams where they overlap. */}
<filter id={FILTER_ID} x="-10%" y="-10%" width="120%" height="120%">
<feMorphology
operator="dilate"
radius={HAND_OUTLINE_RADIUS}
in="SourceAlpha"
result="dilated"
/>
<feComposite
operator="out"
in="dilated"
in2="SourceAlpha"
result="ringAlpha"
/>
<feFlood floodColor={HAND_OUTLINE_COLOR} result="ringColor" />
<feComposite
operator="in"
in="ringColor"
in2="ringAlpha"
result="coloredRing"
/>
<feMerge>
<feMergeNode in="SourceGraphic" />
<feMergeNode in="coloredRing" />
</feMerge>
</filter>
</defs>
{hands.map((hand, handIndex) => {
const landmarks = hand.landmarks;
if (landmarks.length === 0) return null;
if (landmarks.length < 21) return null;
const landmarkStroke = hand.isFist
? LANDMARK_STROKE_FIST
: LANDMARK_STROKE;
// Centroid of all 21 landmarks in pixel space (mirrored x).
let cx = 0;
let cy = 0;
for (const lm of landmarks) {
cx += (1 - lm.x) * viewportWidth;
cy += lm.y * viewportHeight;
}
cx /= landmarks.length;
cy /= landmarks.length;
// Render coordinates: shrink each landmark toward the centroid.
const px = (i: number): number => {
const lm = landmarks[i];
return lm
? cx + ((1 - lm.x) * viewportWidth - cx) * RENDER_SCALE
: cx;
};
const py = (i: number): number => {
const lm = landmarks[i];
return lm ? cy + (lm.y * viewportHeight - cy) * RENDER_SCALE : cy;
};
const handLengthPx = Math.hypot(px(12) - px(0), py(12) - py(0));
const fingerThickness = Math.max(
6,
handLengthPx * FINGER_THICKNESS_FACTOR,
);
const halfFingerThickness = fingerThickness / 2;
const dotRadius = Math.max(1.2, fingerThickness * 0.1);
// Perpendicular to the palm centerline (wrist → middle MCP), used to
// place two synthetic wrist corners on either side of landmark 0.
const cdx = px(9) - px(0);
const cdy = py(9) - py(0);
const clen = Math.hypot(cdx, cdy) || 1;
const perpX = -cdy / clen;
const perpY = cdx / clen;
const thumbSide =
(px(1) - px(0)) * perpX + (py(1) - py(0)) * perpY >= 0 ? 1 : -1;
const wristHalfWidth = handLengthPx * WRIST_HALF_WIDTH;
const wristThumbX = px(0) + perpX * wristHalfWidth * thumbSide;
const wristThumbY = py(0) + perpY * wristHalfWidth * thumbSide;
const wristPinkyX = px(0) - perpX * wristHalfWidth * thumbSide;
const wristPinkyY = py(0) - perpY * wristHalfWidth * thumbSide;
// Palm outline: straight L between adjacent MCPs along the top (no
// inter-finger dip — the morphology dilation rounds the MCP corners),
// rounded heel via two Q curves bowing out to the synthetic wrist
// corners.
const palmD = [
`M ${px(1)} ${py(1)}`,
`L ${px(5)} ${py(5)}`,
`L ${px(9)} ${py(9)}`,
`L ${px(13)} ${py(13)}`,
`L ${px(17)} ${py(17)}`,
`Q ${wristPinkyX} ${wristPinkyY}, ${px(0)} ${py(0)}`,
`Q ${wristThumbX} ${wristThumbY}, ${px(1)} ${py(1)}`,
"Z",
].join(" ");
// Each finger path starts halfFingerThickness inside the palm (toward
// the next joint), so the rounded base cap sits hidden inside the palm
// fill instead of bulging below the MCP.
const fingerPathD = (joints: readonly number[]): string => {
const baseIdx = joints[0];
const nextIdx = joints[1];
if (baseIdx === undefined || nextIdx === undefined) return "";
const baseX = px(baseIdx);
const baseY = py(baseIdx);
const nextX = px(nextIdx);
const nextY = py(nextIdx);
const dx = nextX - baseX;
const dy = nextY - baseY;
const dlen = Math.hypot(dx, dy) || 1;
const sx = baseX + (dx / dlen) * halfFingerThickness;
const sy = baseY + (dy / dlen) * halfFingerThickness;
return joints
.map((idx, k) =>
k === 0 ? `M ${sx} ${sy}` : `L ${px(idx)} ${py(idx)}`,
)
.join(" ");
};
return (
<g key={`${hand.handedness}-${handIndex}`}>
{HAND_CONNECTIONS.map(([from, to]) => {
const fromPoint = landmarks[from];
const toPoint = landmarks[to];
if (!fromPoint || !toPoint) return null;
return (
<line
key={`${from}-${to}`}
x1={`${(1 - fromPoint.x) * 100}%`}
y1={`${fromPoint.y * 100}%`}
x2={`${(1 - toPoint.x) * 100}%`}
y2={`${toPoint.y * 100}%`}
stroke={CONNECTION_STROKE}
strokeWidth="2.5"
<g filter={`url(#${FILTER_ID})`}>
<path d={palmD} fill={HAND_FILL} />
{FINGER_LANDMARKS.map((joints, fingerIndex) => (
<path
key={fingerIndex}
d={fingerPathD(joints)}
fill="none"
stroke={HAND_FILL}
strokeWidth={fingerThickness}
strokeLinecap="round"
strokeLinejoin="round"
/>
);
})}
))}
</g>
{landmarks.map((landmark, landmarkIndex) => (
{SKELETON_BONES.map(([from, to]) => (
<line
key={`bone-${from}-${to}`}
x1={px(from)}
y1={py(from)}
x2={px(to)}
y2={py(to)}
stroke={SKELETON_STROKE}
strokeWidth="1"
/>
))}
{landmarks.map((_, landmarkIndex) => (
<circle
key={landmarkIndex}
cx={`${(1 - landmark.x) * 100}%`}
cy={`${landmark.y * 100}%`}
r={landmarkIndex === INDEX_TIP_LANDMARK ? 6 : 4}
fill={LANDMARK_FILL}
stroke={landmarkStroke}
strokeWidth={hand.isFist ? 2.5 : 2}
key={`dot-${landmarkIndex}`}
cx={px(landmarkIndex)}
cy={py(landmarkIndex)}
r={dotRadius}
fill={SKELETON_DOT_FILL}
/>
))}
</g>
@@ -0,0 +1,59 @@
import { useEffect, useState } from "react";
import { Hand } from "lucide-react";
import { useGameStore } from "@/managers/stores/useGameStore";
import { useHandTrackingSnapshot } from "@/hooks/handTracking/useHandTrackingSnapshot";
import type { MissionStep } from "@/types/gameplay/repairMission";
import { TutorialOverlay } from "@/components/ui/tutorial/TutorialOverlay";
// Repair steps where the hand-tracking tutorial is allowed to display. Covers
// the no-hand-tracking phase (fragmented, scanning) and the first hand-driven
// step (inspected) — beyond that the player has presumably learned.
const HAND_TUTORIAL_STEPS: ReadonlySet<MissionStep> = new Set([
"fragmented",
"scanning",
"inspected",
]);
/**
* First-time hand-tracking tutorial. Visible during the early ebike repair
* steps until MediaPipe actually detects a hand on screen. Once dismissed it
* stays dismissed for the session.
*/
export function HandTrackingTutorial(): React.JSX.Element | null {
const mainState = useGameStore((state) => state.mainState);
const ebikeStep = useGameStore((state) => state.ebike.currentStep);
const { hands, status } = useHandTrackingSnapshot();
const [dismissed, setDismissed] = useState(false);
const isInShowWindow =
mainState === "ebike" && HAND_TUTORIAL_STEPS.has(ebikeStep);
const handsDetected = status !== "idle" && hands.length > 0;
useEffect(() => {
if (handsDetected && !dismissed) {
// Sync the persistent dismissal flag with an external signal (the
// hand-tracking snapshot). Same shape as the resync pattern used
// elsewhere in the repo (e.g. PylonDownedPylon).
// eslint-disable-next-line react-hooks/set-state-in-effect
setDismissed(true);
}
}, [handsDetected, dismissed]);
if (!isInShowWindow || dismissed) return null;
return (
<TutorialOverlay
icon={
<div className="tutorial-overlay__hands">
<Hand size={96} strokeWidth={1.5} />
<Hand
size={96}
strokeWidth={1.5}
style={{ transform: "scaleX(-1)" }}
/>
</div>
}
text="Placez vos mains devant la caméra pour attraper les pièces. Sinon, utilisez la souris."
/>
);
}
@@ -0,0 +1,57 @@
import { useEffect, useState } from "react";
import { useGameStore } from "@/managers/stores/useGameStore";
import type { GameStep } from "@/types/game";
import { TutorialOverlay } from "@/components/ui/tutorial/TutorialOverlay";
const MOVEMENT_KEYS = new Set(["z", "q", "s", "d"]);
// Intro steps where the movement tutorial is allowed to display. From the
// reveal fade through the free-walk window before the ebike mount.
const MOVEMENT_TUTORIAL_STEPS: ReadonlySet<GameStep> = new Set([
"reveal",
"await-ebike-mount",
]);
function KeyCap({ label }: { label: string }): React.JSX.Element {
return <span className="tutorial-overlay__keycap">{label}</span>;
}
/**
* First-time movement tutorial. Visible during the intro reveal and the
* walk-around step before the ebike mount, until the player presses any
* of Z, Q, S, D. Once dismissed it stays dismissed for the session.
*/
export function MovementTutorial(): React.JSX.Element | null {
const introStep = useGameStore((state) => state.intro.currentStep);
const [dismissed, setDismissed] = useState(false);
const isInShowWindow = MOVEMENT_TUTORIAL_STEPS.has(introStep);
useEffect(() => {
if (dismissed) return;
function onKeyDown(event: KeyboardEvent): void {
if (MOVEMENT_KEYS.has(event.key.toLowerCase())) {
setDismissed(true);
}
}
window.addEventListener("keydown", onKeyDown);
return () => window.removeEventListener("keydown", onKeyDown);
}, [dismissed]);
if (!isInShowWindow || dismissed) return null;
return (
<TutorialOverlay
icon={
<div className="tutorial-overlay__keyboard">
<span aria-hidden="true" />
<KeyCap label="Z" />
<span aria-hidden="true" />
<KeyCap label="Q" />
<KeyCap label="S" />
<KeyCap label="D" />
</div>
}
text="Utilisez le clavier et la souris pour vous déplacer."
/>
);
}
@@ -0,0 +1,23 @@
interface TutorialOverlayProps {
icon: React.ReactNode;
text: string;
}
/**
* Full-screen instructional overlay shown during onboarding moments
* (movement intro, hand-tracking intro, ...). Pure presentation: parent
* decides when to mount it and when to unmount it.
*/
export function TutorialOverlay({
icon,
text,
}: TutorialOverlayProps): React.JSX.Element {
return (
<div className="tutorial-overlay" aria-live="polite">
<div className="tutorial-overlay__panel">
<div className="tutorial-overlay__icon">{icon}</div>
<p className="tutorial-overlay__text">{text}</p>
</div>
</div>
);
}
+2 -2
View File
@@ -15,11 +15,11 @@ export const EBIKE_DROP_PLAYER_TRANSFORM: CameraTransform = {
rotation: [0, 0, 0],
};
export const EBIKE_WORLD_POSITION: Vector3Tuple = [65, 0.8, 72];
export const EBIKE_WORLD_POSITION: Vector3Tuple = [68, 0.8, 65];
export const EBIKE_WORLD_ROTATION_Y = -2.5;
export const EBIKE_WORLD_SCALE = 0.35;
export const EBIKE_INTRO_BREAKDOWN_DISTANCE = 15;
export const EBIKE_INTRO_BREAKDOWN_DISTANCE = 50;
export const EBIKE_BREAKDOWN_DIALOGUE_DELAY_MS = 250;
export const EBIKE_ACCELERATION_DURATION_MS = 2000;
+72 -3
View File
@@ -1799,7 +1799,8 @@ canvas {
width: 100vw;
height: 100vh;
pointer-events: none;
filter: drop-shadow(0 0 8px rgba(56, 189, 248, 0.55));
opacity: 0.8;
filter: drop-shadow(0 0 4px rgba(96, 165, 250, 0.3));
}
.hand-tracking-fallback {
@@ -1811,14 +1812,82 @@ canvas {
pointer-events: none;
}
.tutorial-overlay {
position: fixed;
inset: 0;
z-index: 14;
display: flex;
align-items: center;
justify-content: center;
background: rgba(96, 165, 250, 0.55);
pointer-events: none;
}
.tutorial-overlay__panel {
display: flex;
flex-direction: column;
align-items: center;
gap: 36px;
padding: 56px 72px;
max-width: 640px;
background: transparent;
border: 2px solid #1e3a8a;
border-radius: 24px;
color: #1e3a8a;
}
.tutorial-overlay__icon {
display: flex;
align-items: center;
justify-content: center;
}
.tutorial-overlay__text {
font-family: var(--font-body);
font-size: 1.1rem;
font-weight: 500;
line-height: 1.45;
text-align: center;
margin: 0;
}
.tutorial-overlay__keyboard {
display: grid;
grid-template-columns: repeat(3, 64px);
gap: 8px;
font-family: var(--font-primary);
}
.tutorial-overlay__keycap {
display: flex;
align-items: center;
justify-content: center;
width: 64px;
height: 64px;
background: #e0f2fe;
border: 2px solid #1e3a8a;
border-radius: 10px;
font-size: 1.6rem;
font-weight: 700;
color: #1e3a8a;
}
.tutorial-overlay__hands {
display: flex;
align-items: center;
gap: 32px;
color: #1e3a8a;
}
.hand-tracking-fallback__icon {
position: absolute;
width: 96px;
width: 80px;
height: 96px;
fill: #67e8f9;
stroke: #0c4a6e;
stroke-width: 2;
stroke-width: 3;
stroke-linejoin: round;
stroke-linecap: round;
filter: drop-shadow(0 0 8px rgba(56, 189, 248, 0.55));
}
+31 -2
View File
@@ -1,14 +1,43 @@
import { useEffect } from "react";
import { AudioManager } from "@/managers/AudioManager";
import { useGameStore } from "@/managers/stores/useGameStore";
import type { MissionStep } from "@/types/gameplay/repairMission";
const GAME_MUSIC_PATH = "/sounds/musique/musique-jeu.mp3";
const GAME_MUSIC_VOLUME = 0.33;
const REPAIR_MUSIC_PATH = "/sounds/musique/musique-reparation.mp3";
const MUSIC_VOLUME = 0.33;
// Steps during which the repair mini-game owns the experience.
// Triggered when any mission (ebike / pylon / farm) is in this range.
const REPAIR_MUSIC_STEPS: ReadonlySet<MissionStep> = new Set([
"inspected",
"fragmented",
"scanning",
"repairing",
"reassembling",
"done",
]);
export function GameMusic(): null {
const ebikeStep = useGameStore((state) => state.ebike.currentStep);
const pylonStep = useGameStore((state) => state.pylon.currentStep);
const farmStep = useGameStore((state) => state.farm.currentStep);
const inRepair =
REPAIR_MUSIC_STEPS.has(ebikeStep) ||
REPAIR_MUSIC_STEPS.has(pylonStep) ||
REPAIR_MUSIC_STEPS.has(farmStep);
useEffect(() => {
const audio = AudioManager.getInstance();
audio.playMusic(GAME_MUSIC_PATH, GAME_MUSIC_VOLUME);
audio.playMusic(
inRepair ? REPAIR_MUSIC_PATH : GAME_MUSIC_PATH,
MUSIC_VOLUME,
);
}, [inRepair]);
useEffect(() => {
const audio = AudioManager.getInstance();
return () => {
audio.stopMusic();
};
+5 -1
View File
@@ -363,7 +363,11 @@ export function PlayerController({
}
_wishDir.set(0, 0, 0);
if (!isEbikeBreakdown) {
// Block drive input only when still on the bike during breakdown.
// Once auto-dismounted (movementMode === "walk"), the player must
// remain free to walk around even though ebikeBreakdownActive is true.
const blockDriveInput = isEbikeMounted && isEbikeBreakdown;
if (!blockDriveInput) {
if (keys.current.forward) _wishDir.add(_forward);
if (keys.current.backward) _wishDir.sub(_forward);
if (!isEbikeMounted) {