Files
La-Fabrik/src/components/ui/tutorial/HandTrackingTutorial.tsx
T
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

60 lines
2.2 KiB
TypeScript

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."
/>
);
}