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33
CHANGELOG.md
33
CHANGELOG.md
@@ -1,3 +1,36 @@
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## [4.4.5](https://github.com/antialias/soroban-abacus-flashcards/compare/v4.4.4...v4.4.5) (2025-10-17)
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### Bug Fixes
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* **complement-race:** add missing useEffect import ([3054130](https://github.com/antialias/soroban-abacus-flashcards/commit/30541304dd0f0801860dd62967f7f7cae717bcdd))
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## [4.4.4](https://github.com/antialias/soroban-abacus-flashcards/compare/v4.4.3...v4.4.4) (2025-10-17)
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### Bug Fixes
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* **complement-race:** add pressure decay system and improve logging ([66992e8](https://github.com/antialias/soroban-abacus-flashcards/commit/66992e877065a42d00379ef8fae0a6e252b0ffcb))
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## [4.4.3](https://github.com/antialias/soroban-abacus-flashcards/compare/v4.4.2...v4.4.3) (2025-10-17)
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### Bug Fixes
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* **complement-race:** train now moves in sprint mode ([54b46e7](https://github.com/antialias/soroban-abacus-flashcards/commit/54b46e771e654721e7fabb1f45ecd45daf8e447f))
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### Code Refactoring
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* simplify train debug logs to strings only ([334a49c](https://github.com/antialias/soroban-abacus-flashcards/commit/334a49c92e112c852c483b5dbe3a3d0aef8a5c03))
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## [4.4.2](https://github.com/antialias/soroban-abacus-flashcards/compare/v4.4.1...v4.4.2) (2025-10-17)
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### Code Refactoring
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* **complement-race:** remove verbose logging, keep only train debug logs ([86af2fe](https://github.com/antialias/soroban-abacus-flashcards/commit/86af2fe902b3d3790b7b4659fdc698caed8e4dd9))
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## [4.4.1](https://github.com/antialias/soroban-abacus-flashcards/compare/v4.4.0...v4.4.1) (2025-10-17)
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@@ -70,12 +70,6 @@ export function GameDisplay() {
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// Only process number keys
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if (/^[0-9]$/.test(e.key)) {
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const newInput = state.currentInput + e.key
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console.log('⌨️ [KeyPress] Number key pressed:', {
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key: e.key,
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oldInput: state.currentInput,
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newInput,
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currentQuestion: state.currentQuestion?.number,
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})
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dispatch({ type: 'UPDATE_INPUT', input: newInput })
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// Check if answer is complete
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@@ -83,27 +77,12 @@ export function GameDisplay() {
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const answer = parseInt(newInput, 10)
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const correctAnswer = state.currentQuestion.correctAnswer
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console.log('🔍 [KeyPress] Checking answer:', {
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newInput,
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newInputLength: newInput.length,
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correctAnswer,
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correctAnswerLength: correctAnswer.toString().length,
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willSubmit: newInput.length >= correctAnswer.toString().length,
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})
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// If we have enough digits to match the answer, submit
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if (newInput.length >= correctAnswer.toString().length) {
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const responseTime = Date.now() - state.questionStartTime
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const isCorrect = answer === correctAnswer
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const pairKey = `${state.currentQuestion.number}_${state.currentQuestion.correctAnswer}_${state.currentQuestion.targetSum}`
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console.log('📝 [KeyPress] Submitting answer:', {
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answer,
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correctAnswer,
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isCorrect,
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responseTime,
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})
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if (isCorrect) {
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// Correct answer
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dispatch({ type: 'SUBMIT_ANSWER', answer })
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@@ -154,7 +133,6 @@ export function GameDisplay() {
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dispatch({ type: 'SHOW_ADAPTIVE_FEEDBACK', feedback })
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}
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console.log('➡️ [KeyPress] Dispatching NEXT_QUESTION after correct answer')
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dispatch({ type: 'NEXT_QUESTION' })
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} else {
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// Incorrect answer
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@@ -172,16 +150,11 @@ export function GameDisplay() {
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dispatch({ type: 'SHOW_ADAPTIVE_FEEDBACK', feedback })
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}
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console.log('❌ [KeyPress] Incorrect answer - clearing input')
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dispatch({ type: 'UPDATE_INPUT', input: '' })
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}
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}
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}
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} else if (e.key === 'Backspace') {
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console.log('⌫ [KeyPress] Backspace pressed:', {
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oldInput: state.currentInput,
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newInput: state.currentInput.slice(0, -1),
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})
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dispatch({
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type: 'UPDATE_INPUT',
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input: state.currentInput.slice(0, -1),
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@@ -189,16 +162,8 @@ export function GameDisplay() {
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}
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}
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console.log('🔄 [KeyPress Effect] Setting up keyboard listener with state:', {
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currentInput: state.currentInput,
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currentQuestion: state.currentQuestion?.number,
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})
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window.addEventListener('keydown', handleKeyPress)
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return () => {
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console.log('🧹 [KeyPress Effect] Cleaning up keyboard listener')
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window.removeEventListener('keydown', handleKeyPress)
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}
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return () => window.removeEventListener('keydown', handleKeyPress)
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}, [
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state.currentInput,
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state.currentQuestion,
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@@ -231,19 +196,6 @@ export function GameDisplay() {
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if (!state.currentQuestion) return null
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// DEBUG: Log state on every render
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console.log('🎮 [GameDisplay] Render:', {
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currentInput: state.currentInput,
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currentInputLength: state.currentInput?.length,
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currentInputType: typeof state.currentInput,
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currentQuestion: state.currentQuestion,
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questionNumber: state.currentQuestion?.number,
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correctAnswer: state.currentQuestion?.correctAnswer,
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targetSum: state.currentQuestion?.targetSum,
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score: state.score,
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streak: state.streak,
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})
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return (
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<div
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data-component="game-display"
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@@ -94,6 +94,10 @@ export function SteamTrainJourney({
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currentInput,
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}: SteamTrainJourneyProps) {
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const { state } = useComplementRace()
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console.log(
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`🚂 Train: mom=${momentum} pos=${trainPosition} stations=${state.stations.length} passengers=${state.passengers.length}`
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)
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const { getSkyGradient, getTimeOfDayPeriod } = useSteamJourney()
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const _skyGradient = getSkyGradient()
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const period = getTimeOfDayPeriod()
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@@ -113,13 +113,6 @@ const initialState: GameState = {
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}
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function gameReducer(state: GameState, action: GameAction): GameState {
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console.log('🔄 [Reducer] Action dispatched:', {
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type: action.type,
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action,
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currentInput: state.currentInput,
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currentQuestion: state.currentQuestion?.number,
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})
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switch (action.type) {
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case 'SET_MODE':
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return { ...state, mode: action.mode }
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@@ -178,8 +171,6 @@ function gameReducer(state: GameState, action: GameAction): GameState {
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}
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case 'NEXT_QUESTION': {
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console.log('➡️ [Reducer] NEXT_QUESTION - clearing input and generating new question')
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// Generate new question based on mode
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const generateQuestion = () => {
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let targetSum: number
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@@ -221,28 +212,16 @@ function gameReducer(state: GameState, action: GameAction): GameState {
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}
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}
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const newQuestion = generateQuestion()
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console.log('📊 [Reducer] NEXT_QUESTION result:', {
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oldQuestion: state.currentQuestion,
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newQuestion,
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oldInput: state.currentInput,
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newInput: '',
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})
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return {
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...state,
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previousQuestion: state.currentQuestion,
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currentQuestion: newQuestion,
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currentQuestion: generateQuestion(),
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questionStartTime: Date.now(),
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currentInput: '',
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}
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}
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case 'UPDATE_INPUT':
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console.log('✏️ [Reducer] UPDATE_INPUT:', {
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oldInput: state.currentInput,
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newInput: action.input,
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})
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return { ...state, currentInput: action.input }
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case 'SUBMIT_ANSWER': {
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@@ -5,7 +5,15 @@
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'use client'
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import { createContext, useCallback, useContext, useMemo, useState, type ReactNode } from 'react'
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import {
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createContext,
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useCallback,
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useContext,
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useEffect,
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useMemo,
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useState,
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type ReactNode,
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} from 'react'
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import {
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type GameMove,
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buildPlayerMetadata,
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@@ -240,6 +248,9 @@ export function ComplementRaceProvider({ children }: { children: ReactNode }) {
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})
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}, [activePlayers, players])
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// Debug logging ref (track last logged values)
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const lastLogRef = useState({ key: '', count: 0 })[0]
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// Transform multiplayer state to look like single-player state
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const compatibleState = useMemo((): CompatibleGameState => {
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const localPlayer = localPlayerId ? multiplayerState.players[localPlayerId] : null
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@@ -306,7 +317,7 @@ export function ComplementRaceProvider({ children }: { children: ReactNode }) {
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// Sprint mode specific
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momentum: localPlayer?.momentum || 0,
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trainPosition: localPlayer?.position || 0,
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pressure: localPlayer?.momentum ? Math.min(100, localPlayer.momentum + 10) : 0,
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pressure: localPlayer?.pressure || 0, // Use actual pressure from server (has decay)
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elapsedTime: multiplayerState.gameStartTime ? Date.now() - multiplayerState.gameStartTime : 0,
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lastCorrectAnswerTime: localPlayer?.lastAnswerTime || Date.now(),
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currentRoute: multiplayerState.currentRoute,
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@@ -330,6 +341,29 @@ export function ComplementRaceProvider({ children }: { children: ReactNode }) {
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}
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}, [multiplayerState, localPlayerId, localUIState])
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// Debug logging: only log on answer submission or significant events
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useEffect(() => {
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if (compatibleState.style === 'sprint' && compatibleState.isGameActive) {
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const key = `${compatibleState.correctAnswers}`
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// Only log on new answers (not every frame)
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if (lastLogRef.key !== key) {
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console.log(
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`🚂 Answer #${compatibleState.correctAnswers}: momentum=${compatibleState.momentum} pos=${Math.floor(compatibleState.trainPosition)} pressure=${compatibleState.pressure} streak=${compatibleState.streak}`
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)
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lastLogRef.key = key
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}
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}
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}, [
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compatibleState.correctAnswers,
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compatibleState.momentum,
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compatibleState.trainPosition,
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compatibleState.pressure,
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compatibleState.streak,
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compatibleState.style,
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compatibleState.isGameActive,
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])
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// Action creators
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const startGame = useCallback(() => {
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if (activePlayers.length === 0) {
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@@ -482,8 +516,6 @@ export function ComplementRaceProvider({ children }: { children: ReactNode }) {
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// Compatibility dispatch function for existing UI components
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const dispatch = useCallback(
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(action: { type: string; [key: string]: any }) => {
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console.log('[ComplementRaceProvider] dispatch called (compatibility layer):', action.type)
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// Map old reducer actions to new action creators
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switch (action.type) {
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case 'START_COUNTDOWN':
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@@ -497,7 +529,6 @@ export function ComplementRaceProvider({ children }: { children: ReactNode }) {
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}
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break
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case 'NEXT_QUESTION':
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console.log('🧹 [Provider] NEXT_QUESTION - clearing local input state')
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setLocalUIState((prev) => ({ ...prev, currentInput: '' }))
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nextQuestion()
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break
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@@ -170,6 +170,7 @@ export class ComplementRaceValidator
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totalQuestions: 0,
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position: 0,
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momentum: 50, // Start with some momentum in sprint mode
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pressure: 60, // Start with initial pressure
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isReady: false,
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isActive: true,
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currentAnswer: null,
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@@ -317,12 +318,25 @@ export class ComplementRaceValidator
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updatedPlayer.position = Math.min(100, player.position + 100 / state.config.raceGoal)
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}
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} else if (state.config.style === 'sprint') {
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// Sprint: Update momentum
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// Sprint: Update momentum, pressure, AND position
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if (correct) {
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updatedPlayer.momentum = Math.min(100, player.momentum + 15)
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// Add pressure on correct answer (add steam to boiler)
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updatedPlayer.pressure = Math.min(100, player.pressure + 20)
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} else {
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updatedPlayer.momentum = Math.max(0, player.momentum - 10)
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// Less pressure added on wrong answer
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updatedPlayer.pressure = Math.min(100, player.pressure + 5)
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}
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// Pressure decay: Every answer causes some steam to escape
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// Decay rate: 8 points per answer (pressure naturally decreases over time)
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updatedPlayer.pressure = Math.max(0, updatedPlayer.pressure - 8)
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// Move train based on momentum (momentum/20 = position change per answer)
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// Higher momentum = faster movement
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const moveDistance = updatedPlayer.momentum / 20
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updatedPlayer.position = Math.min(100, player.position + moveDistance)
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} else if (state.config.style === 'survival') {
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// Survival: Always move forward, speed based on accuracy
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const moveDistance = correct ? 5 : 2
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@@ -522,12 +536,14 @@ export class ComplementRaceValidator
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return { valid: false, error: 'Routes only available in sprint mode' }
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}
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// Reset all player positions to 0
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// Reset all player positions to 0 for new route
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const resetPlayers: Record<string, PlayerState> = {}
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for (const [playerId, player] of Object.entries(state.players)) {
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resetPlayers[playerId] = {
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...player,
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position: 0,
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momentum: 50, // Reset momentum to starting value
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pressure: 60, // Reset pressure to starting value
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passengers: [], // Clear any remaining passengers
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}
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}
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@@ -63,6 +63,7 @@ export interface PlayerState {
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// Position & Progress
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position: number // 0-100% for practice/sprint, lap count for survival
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momentum: number // 0-100 (sprint mode only)
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pressure: number // 0-100 (sprint mode only, decays over time)
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// Current state
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||||
isReady: boolean
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@@ -1,6 +1,6 @@
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{
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"name": "soroban-monorepo",
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"version": "4.4.1",
|
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"version": "4.4.5",
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"private": true,
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"description": "Beautiful Soroban Flashcard Generator - Monorepo",
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"workspaces": [
|
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|
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Reference in New Issue
Block a user