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6 Commits
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21
CHANGELOG.md
21
CHANGELOG.md
@@ -1,3 +1,24 @@
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## [4.4.6](https://github.com/antialias/soroban-abacus-flashcards/compare/v4.4.5...v4.4.6) (2025-10-17)
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### Bug Fixes
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* **complement-race:** restore smooth train movement with client-side game loop ([46a80cb](https://github.com/antialias/soroban-abacus-flashcards/commit/46a80cbcc8ec39224d4edaf540da25611d48fbdd))
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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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@@ -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 +248,14 @@ 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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// Client-side smooth movement state
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const [clientPosition, setClientPosition] = useState(0)
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const [clientPressure, setClientPressure] = useState(0)
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const lastUpdateRef = useRef(Date.now())
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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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@@ -305,8 +321,8 @@ 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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trainPosition: clientPosition, // Use client-calculated smooth position
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pressure: clientPressure, // Use client-calculated smooth pressure
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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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@@ -328,11 +344,69 @@ export function ComplementRaceProvider({ children }: { children: ReactNode }) {
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adaptiveFeedback: localUIState.adaptiveFeedback,
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difficultyTracker: localUIState.difficultyTracker,
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}
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}, [multiplayerState, localPlayerId, localUIState])
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}, [multiplayerState, localPlayerId, localUIState, clientPosition, clientPressure])
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console.log(
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`🚂 Sprint: momentum=${compatibleState.momentum} pos=${compatibleState.trainPosition} pressure=${compatibleState.pressure}`
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)
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// Client-side game loop for smooth train movement
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useEffect(() => {
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if (compatibleState.style !== 'sprint' || !compatibleState.isGameActive) return
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const UPDATE_INTERVAL = 50 // 50ms = ~20fps
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const SPEED_MULTIPLIER = 0.15 // speed = momentum * 0.15 (% per second)
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const interval = setInterval(() => {
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const now = Date.now()
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const deltaTime = now - lastUpdateRef.current
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lastUpdateRef.current = now
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// Get server momentum (authoritative)
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const serverMomentum = compatibleState.momentum
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// Calculate speed from momentum
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const speed = serverMomentum * SPEED_MULTIPLIER
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// Update position continuously based on momentum
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const positionDelta = (speed * deltaTime) / 1000
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setClientPosition((prev) => prev + positionDelta)
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// Calculate pressure from momentum (0-150 PSI)
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const pressure = Math.min(150, (serverMomentum / 100) * 150)
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setClientPressure(pressure)
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}, UPDATE_INTERVAL)
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return () => clearInterval(interval)
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}, [compatibleState.style, compatibleState.isGameActive, compatibleState.momentum])
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// Sync client position with server position on route changes/resets
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useEffect(() => {
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const serverPosition = multiplayerState.players[localPlayerId || '']?.position || 0
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// Only sync if there's a significant jump (route change)
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if (Math.abs(serverPosition - clientPosition) > 10) {
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setClientPosition(serverPosition)
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}
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}, [multiplayerState.players, localPlayerId, clientPosition])
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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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@@ -169,7 +169,7 @@ export class ComplementRaceValidator
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correctAnswers: 0,
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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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momentum: 50, // Start with some momentum (position/pressure calculated client-side)
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isReady: false,
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isActive: true,
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currentAnswer: null,
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@@ -317,17 +317,15 @@ 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 AND position
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// Sprint: Update momentum only (position calculated client-side for smooth movement)
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if (correct) {
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updatedPlayer.momentum = Math.min(100, player.momentum + 15)
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} else {
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updatedPlayer.momentum = Math.max(0, player.momentum - 10)
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}
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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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// Position is calculated client-side continuously based on momentum
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// This allows for smooth 20fps movement instead of discrete jumps per answer
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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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@@ -527,12 +525,13 @@ 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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passengers: [], // Clear any remaining passengers
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}
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}
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@@ -62,7 +62,7 @@ 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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momentum: number // 0-100 (sprint mode only, position/pressure calculated client-side)
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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": "4.4.3",
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"version": "4.4.6",
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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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