77 lines
3.9 KiB
Markdown
77 lines
3.9 KiB
Markdown
# Implemented Features
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This document lists features that are implemented in the current codebase.
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## Scene
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- Fullscreen React Three Fiber scene
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- Main map scene loaded from `public/map.json` and matching `public/models/{name}/model.glb` or `model.gltf` assets
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- Minimal fullscreen scene loading overlay for 3D scenes, with a global progress bar used by the production map, debug physics scene, and editor scene
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- Debug physics test scene selectable from the debug panel, including grab/trigger tests, an animated model preview, and separate repair playground zones for `bike`, `pylone`, and `ferme`
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- Rapier physics context available for production stage gameplay objects
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- Ambient and directional lighting
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- Environment background setup
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## Player
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- Player camera mode
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- Pointer lock mouse look
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- Movement with `ZQSD`
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- Jumping
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- Movement lock during active repair steps, with an on-screen indicator while keeping trigger interactions available
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- Octree-based collision against dedicated map collision nodes, currently scoped to `terrain`
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## Interactions
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- Focus detection by distance and raycast
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- Trigger interactions activated with `E`
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- Grab interactions activated with the primary mouse button
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- Physics-backed gameplay objects can be mounted inside stage content without replacing player octree collision
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- Interaction prompt shown for trigger interactions
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## Repair Gameplay
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- Reusable production `RepairGame` mounted for `bike`, `pylone`, and `ferme` mission states
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- Debug physics playground mounts the same reusable `RepairGame` in `Bike`, `Pylone`, and `Farm` zones so each state can be tuned with isolated positioning before moving placement into the production map
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- Repair mission config shared through `src/data/gameplay/repairMissions.ts`, including per-mission broken nodes, placeholder targets, scan timing, and reassembly timing
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- Repair-game flow supports `waiting -> inspected -> fragmented -> scanning -> repairing -> reassembling -> done -> next mission` with `.webm` prompts, repair case spawn/opening/exit, focused repair-case view, movement lock indicator during active repair, repair-case trigger interaction, case placeholder traversal, snap-to-placeholder placement, broken-part deposit feedback, `E`, two-fists hold input, exploded and inverse reassembly transitions, completion particles, per-part scan visuals, persistent red broken-part markers, centered broken-part UI videos, multiple grabbable replacement choices, correct-part install validation feedback, and mission completion
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## Audio
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- One-shot sound playback for trigger interactions
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- Simple per-sound pooling through `AudioManager`
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## Debug Tooling
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- `?debug` query param enables the debug panel
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- `lil-gui` controls for camera mode, scene mode, `R3F Perf`, `Debug Overlay`, and interaction tuning
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- Compact debug overlay for game state controls and hand tracking status
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- Debug game-state mission switching unlocks locked repair missions at `waiting` for faster testing
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- Debug scene helpers
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- Free debug camera
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- `r3f-perf` overlay
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## Map Editor
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- `/editor` route for inspecting and editing `public/map.json`
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- Automatic loading of `public/map.json` when available
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- Folder upload fallback when `map.json` is missing
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- Rendering of available `public/models/{name}/model.glb` or `model.gltf` assets
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- Fallback cubes for nodes whose model is missing
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- Object selection by click
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- Transform modes for translate, rotate, and scale
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- Keyboard shortcuts for `T`, `R`, `S`, `Esc`, undo, and redo
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- Player-style navigation mode with `WASD`, `ZQSD`, arrow keys, `Space`, and `Shift`
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- JSON export for downloading the edited map
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- Dev-server save endpoint for writing changes back to `public/map.json`
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## Not Implemented Yet
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- complete mission system
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- zone system
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- cinematic system
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- dialogue system
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- minimap and mission HUD
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- full production separation between gameplay and debug scenes
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- production backend persistence for editor saves
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