5.9 KiB
Zustand Game State
This document explains how Zustand is used in the current project.
Why Zustand Exists Here
The project needs one shared source of truth for the player's progression through the experience.
The current progression is split into main states:
| Main state | Role |
|---|---|
intro |
Onboarding and opening sequence |
bike |
E-bike repair sequence |
pylone |
Power grid sequence |
ferme |
Vertical farm sequence |
outro |
Ending sequence |
Each main state can also own smaller sub state, such as the current mission step, dialogue audio, or completion flags.
Zustand is useful because React and React Three Fiber components can subscribe only to the state slice they need. When that slice changes, only the subscribed components re-render.
Store Location
The game progression store lives here:
src/managers/stores/useGameStore.ts
The store is placed under src/managers/stores/ because it belongs to the gameplay orchestration layer, not to a specific visual component.
Managers vs Store
Managers are responsible for local runtime objects and imperative behavior.
Examples:
AudioManagerowns audio elements and sound pools.InteractionManagerowns transient interaction handles and input-oriented behavior.
Managers can read from or write to the Zustand store when their local behavior needs to affect global gameplay progression.
The Zustand store is responsible for durable global state:
- current main state
- mission sub state
- progression flags
- dialogue/audio references
- state transitions
Rule of thumb:
- manager = runtime objects, side effects, and local imperative logic
- store = global gameplay state that UI or world components can subscribe to
Current Shape
The store exposes:
mainState: the active game phaseintro: intro-specific statebike: e-bike mission statepylone: power grid mission stateferme: farm mission stateoutro: ending state- actions for direct updates and progression updates
The mission steps currently use this sequence:
"locked" |
"waiting" |
"inspected" |
"fragmented" |
"scanning" |
"repairing" |
"done";
Reading State In Components
Use selectors to read only what the component needs.
import { useGameStore } from "@/managers/stores/useGameStore";
export function Example(): React.JSX.Element {
const mainState = useGameStore((state) => state.mainState);
return <p>Current state: {mainState}</p>;
}
This is better than reading the whole store, because the component re-renders only when mainState changes.
Updating State
Prefer explicit actions from the store.
const advanceGameState = useGameStore((state) => state.advanceGameState);
advanceGameState();
For development and debug tooling, direct setters also exist:
const setMainState = useGameStore((state) => state.setMainState);
setMainState("bike");
Direct setters are useful for debug panels, but production gameplay should prefer business actions such as advanceGameState, completeBike, or completePylone.
Mission gameplay that can target bike, pylone, or ferme should prefer the generic mission actions:
const setMissionStep = useGameStore((state) => state.setMissionStep);
const completeMission = useGameStore((state) => state.completeMission);
setMissionStep("bike", "inspected");
completeMission("bike");
This keeps reusable gameplay components such as repair flows from duplicating mission-specific branches like setBikeState, setPyloneState, and setFermeState.
World Integration
src/world/GameStageContent.tsx subscribes to mainState and mounts stage-specific content.
For repair missions, it mounts the reusable RepairGame component with a mission id:
<RepairGame mission="bike" position={[8, 0, -6]} />
RepairGame reads the active mission step from the store and writes transitions through generic actions such as setMissionStep and completeMission. This keeps the scene component small and avoids mission-specific branching inside the repair flow. The production repair flow currently supports waiting -> inspected -> fragmented -> scanning -> repairing -> done -> next mission state transitions.
That means the scene can progressively move toward this pattern:
switch (mainState) {
case "intro":
return <IntroContent />;
case "bike":
return <BikeContent />;
case "pylone":
return <PyloneContent />;
case "ferme":
return <FarmContent />;
case "outro":
return <OutroContent />;
}
In React Three Fiber, mounting and unmounting JSX controls what appears in the Three.js scene. When a state-specific component disappears from JSX, React removes it from the scene.
UI Integration
src/components/ui/GameUI.tsx groups the HTML overlays used by the playable route.
Current overlays:
DebugOverlayLayout: debug-only overlay shown with?debug, including theGameStateDebugPanelprogression panelGameStateDebugPanel: compact debug UI for viewing and switching main/sub states, stepping backward or forward, and resetting the storeCrosshair: player aiming helperInteractPrompt: interaction prompt
src/pages/page.tsx should stay thin and mount only the canvas and GameUI.
Regression Rules
- Do not store per-frame values in Zustand.
- Use
useReffor high-frequency mutable values such as player velocity, temporary vectors, or animation-loop data. - Use selectors instead of reading the whole store in components.
- Keep gameplay transitions inside store actions when possible.
- Keep debug-only controls behind
?debug. - Add new state only when a real runtime feature needs it.
Next Steps
The next natural step is to move repair validation from this local scene interaction into richer mission data when each mission has distinct broken module nodes, replacement assets, and narrative completion beats.