Add score-based transitions and fix mode switching to prevent cascading and visual glitches

This commit is contained in:
2025-11-04 21:15:58 +00:00
parent 598c39e24a
commit 62c0eb8b71
4 changed files with 69 additions and 14 deletions
+29 -6
View File
@@ -11,33 +11,56 @@ function App() {
const gameManager = useGame({ gameMode }, useKeyBindings);
const { containerRef, gameStatus, scoreManager } = gameManager;
const lastTransitionIndexRef = useRef<number>(-1);
const triggeredScoreTransitionsRef = useRef<Set<number>>(new Set());
const lastTriggeredModeRef = useRef<GameMode | null>(null);
useEffect(() => {
if (gameStatus !== "started") return;
// Handle score-based transitions
if (scenario.scoreTransitions) {
const currentScore = scoreManager.score;
const nextTransition = scenario.scoreTransitions.find(
(t) => currentScore >= t.scoreThreshold && !triggeredScoreTransitionsRef.current.has(t.scoreThreshold)
);
if (nextTransition) {
triggeredScoreTransitionsRef.current.add(nextTransition.scoreThreshold);
setGameMode(nextTransition.targetMode);
gameManager.changeGameMode({ gameMode: nextTransition.targetMode });
}
return;
}
// Handle count-based transitions
if (!scenario.transitions) return;
// Skip if we already triggered a transition for this mode
if (lastTriggeredModeRef.current === gameMode) {
return;
}
const currentTransitionIdx = scenario.transitions.findIndex((t) => t.fromMode === gameMode);
console.log(`[DEBUG] gameMode=${gameMode}, currentTransitionIdx=${currentTransitionIdx}, lastTransitionIndex=${lastTransitionIndexRef.current}`);
if (currentTransitionIdx === -1 || currentTransitionIdx <= lastTransitionIndexRef.current) {
console.log(`[DEBUG] SKIPPING - already processed or no transition found`);
return;
}
const currentTransition = scenario.transitions[currentTransitionIdx];
const currentCount = scoreManager.currentCount;
console.log(`[DEBUG] currentCount=${currentCount}, threshold=${currentTransition.threshold}, lettersCompleted=${scoreManager.lettersCompleted}, wordsCompleted=${scoreManager.wordsCompleted}, sentencesCompleted=${scoreManager.sentencesCompleted}`);
if (currentCount >= currentTransition.threshold) {
console.log(`[DEBUG] TRIGGERING TRANSITION: ${currentTransition.fromMode} -> ${currentTransition.targetMode}`);
lastTransitionIndexRef.current = currentTransitionIdx;
lastTriggeredModeRef.current = gameMode; // Remember we triggered from this mode
setGameMode(currentTransition.targetMode);
gameManager.changeGameMode({ gameMode: currentTransition.targetMode });
}
}, [scoreManager.currentCount, gameMode, gameManager, scenario, gameStatus, scoreManager.lettersCompleted, scoreManager.wordsCompleted, scoreManager.sentencesCompleted]);
}, [scoreManager.currentCount, gameMode, gameManager, scenario, gameStatus, scoreManager.score]);
useEffect(() => {
lastTransitionIndexRef.current = -1;
triggeredScoreTransitionsRef.current.clear();
lastTriggeredModeRef.current = null;
}, [scenarioId]);
const formatTime = (ms: number) => {
+33 -2
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@@ -7,16 +7,47 @@ export type ModeTransition = {
description: string;
};
export type ScoreTransition = {
scoreThreshold: number;
targetMode: GameMode;
description: string;
};
export type TestScenario = {
id: string;
name: string;
description: string;
initialMode: GameMode;
transitions: ModeTransition[];
transitions?: ModeTransition[];
scoreTransitions?: ScoreTransition[];
};
export const testScenarios: Record<string, TestScenario> = {
progressive: {
scoreBasedProgression: {
id: 'scoreBasedProgression',
name: 'Score-Based Progression',
description: 'Change modes based on score: score 10 → words, score 50 → sentences, score 100 → paragraphs. Tests delayed application until current item completes.',
initialMode: 'letters',
scoreTransitions: [
{
scoreThreshold: 10,
targetMode: 'words',
description: 'At score 10, request switch to words',
},
{
scoreThreshold: 50,
targetMode: 'sentences',
description: 'At score 50, request switch to sentences',
},
{
scoreThreshold: 100,
targetMode: 'paragraphs',
description: 'At score 100, request switch to paragraphs',
},
],
},
progressive: {
id: 'progressive',
name: 'Progressive Mode Ladder',
description: 'Automatically progress through all modes: 10 letters → 10 words → 5 sentences → 3 paragraphs',
+1
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@@ -135,6 +135,7 @@ export type GameStatusManager = {
setGameLoopCallback: (callback: (deltaTime: number, letters: FallingLetter[]) => void) => void;
setGameMode: (mode: GameMode) => void;
setPendingOptions: (options: GameOptions) => void;
hasPendingOptions: () => boolean;
addCorrect: () => void;
addMissed: () => void;
addDeath: () => void;
+6 -6
View File
@@ -333,12 +333,7 @@ export function useGameStatus(_onGameLoopTick?: (deltaTime: number, letters: Fal
const setPendingOptions = (newOptions: GameOptions) => {
pendingOptionsRef.current = newOptions;
// Update currentGameMode immediately so getCurrentCount() returns the correct value
if (newOptions.gameMode) {
setCurrentGameMode(newOptions.gameMode);
gameModeRef.current = newOptions.gameMode;
}
// Don't update anything immediately - wait for applyPendingOptions
};
const applyPendingOptions = () => {
@@ -404,6 +399,10 @@ export function useGameStatus(_onGameLoopTick?: (deltaTime: number, letters: Fal
return 0;
};
const hasPendingOptions = () => {
return pendingOptionsRef.current !== null;
};
return {
gameStatus,
setGameStatus,
@@ -416,6 +415,7 @@ export function useGameStatus(_onGameLoopTick?: (deltaTime: number, letters: Fal
setGameLoopCallback,
setGameMode,
setPendingOptions,
hasPendingOptions,
addCorrect,
addMissed,
addDeath,