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35
CHANGELOG.md
35
CHANGELOG.md
@@ -1,3 +1,38 @@
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## [4.4.8](https://github.com/antialias/soroban-abacus-flashcards/compare/v4.4.7...v4.4.8) (2025-10-17)
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### Bug Fixes
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* **complement-race:** implement client-side momentum with continuous decay for smooth train movement ([ea19ff9](https://github.com/antialias/soroban-abacus-flashcards/commit/ea19ff918bc70ad3eb0339e18dbd32195f34816e))
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## [4.4.7](https://github.com/antialias/soroban-abacus-flashcards/compare/v4.4.6...v4.4.7) (2025-10-17)
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### Bug Fixes
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* **complement-race:** add missing useRef import ([d43829a](https://github.com/antialias/soroban-abacus-flashcards/commit/d43829ad48f7ee879a46879f5e6ac1256db1f564))
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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 +5,6 @@ import { useComplementRace } from '@/arcade-games/complement-race/Provider'
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import { useAdaptiveDifficulty } from '../hooks/useAdaptiveDifficulty'
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import { useAIRacers } from '../hooks/useAIRacers'
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import { useSoundEffects } from '../hooks/useSoundEffects'
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import { useSteamJourney } from '../hooks/useSteamJourney'
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import { generatePassengers } from '../lib/passengerGenerator'
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import { AbacusTarget } from './AbacusTarget'
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import { CircularTrack } from './RaceTrack/CircularTrack'
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@@ -16,10 +15,9 @@ import { RouteCelebration } from './RouteCelebration'
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type FeedbackAnimation = 'correct' | 'incorrect' | null
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export function GameDisplay() {
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const { state, dispatch } = useComplementRace()
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const { state, dispatch, boostMomentum } = useComplementRace()
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useAIRacers() // Activate AI racer updates (not used in sprint mode)
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const { trackPerformance, getAdaptiveFeedbackMessage } = useAdaptiveDifficulty()
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const { boostMomentum } = useSteamJourney()
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const { playSound } = useSoundEffects()
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const [feedbackAnimation, setFeedbackAnimation] = useState<FeedbackAnimation>(null)
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@@ -109,7 +107,7 @@ export function GameDisplay() {
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// Boost momentum for sprint mode
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if (state.style === 'sprint') {
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boostMomentum()
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boostMomentum(true)
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// Play train whistle for milestones in sprint mode (line 13222-13235)
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if (newStreak >= 5 && newStreak % 3 === 0) {
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@@ -144,6 +142,11 @@ export function GameDisplay() {
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// Play incorrect sound (from web_generator.py line 11589)
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playSound('incorrect')
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// Reduce momentum for sprint mode
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if (state.style === 'sprint') {
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boostMomentum(false)
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}
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// Show adaptive feedback
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const feedback = getAdaptiveFeedbackMessage(pairKey, false, responseTime)
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if (feedback) {
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@@ -5,7 +5,16 @@
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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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useRef,
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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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@@ -102,6 +111,7 @@ interface ComplementRaceContextValue {
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setConfig: (field: keyof ComplementRaceConfig, value: unknown) => void
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clearError: () => void
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exitSession: () => void
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boostMomentum: (correct: boolean) => void // Client-side momentum boost/reduce
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}
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const ComplementRaceContext = createContext<ComplementRaceContextValue | null>(null)
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@@ -240,6 +250,32 @@ 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 game state (NOT synced to server - purely visual/gameplay)
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const [clientMomentum, setClientMomentum] = useState(50) // Start at 50
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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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const gameStartTimeRef = useRef(0)
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// Decay rates based on skill level (momentum lost per second)
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const MOMENTUM_DECAY_RATES = {
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preschool: 2.0,
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kindergarten: 3.5,
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relaxed: 5.0,
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slow: 7.0,
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normal: 9.0,
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fast: 11.0,
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expert: 13.0,
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}
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const MOMENTUM_GAIN_PER_CORRECT = 15
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const MOMENTUM_LOSS_PER_WRONG = 10
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const SPEED_MULTIPLIER = 0.15 // momentum * 0.15 = % per second
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const UPDATE_INTERVAL = 50 // 50ms = ~20fps
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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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@@ -303,10 +339,10 @@ export function ComplementRaceProvider({ children }: { children: ReactNode }) {
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previousPosition: ai.position,
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})),
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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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// Sprint mode specific (all client-side for smooth movement)
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momentum: clientMomentum, // Client-only state with continuous decay
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trainPosition: clientPosition, // Client-calculated from momentum
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pressure: clientPressure, // Client-calculated from momentum (0-150 PSI)
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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 +364,103 @@ 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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// Initialize game start time when game becomes active
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useEffect(() => {
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if (compatibleState.isGameActive && compatibleState.style === 'sprint') {
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if (gameStartTimeRef.current === 0) {
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gameStartTimeRef.current = Date.now()
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lastUpdateRef.current = Date.now()
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// Reset client state for new game
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setClientMomentum(50)
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setClientPosition(0)
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setClientPressure((50 / 100) * 150) // Initial pressure from starting momentum
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}
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} else {
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// Reset when game ends
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gameStartTimeRef.current = 0
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}
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}, [compatibleState.isGameActive, compatibleState.style])
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// Main client-side game loop: momentum decay and position calculation
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useEffect(() => {
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if (!compatibleState.isGameActive || compatibleState.style !== 'sprint') return
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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 decay rate based on skill level
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const decayRate =
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MOMENTUM_DECAY_RATES[compatibleState.timeoutSetting as keyof typeof MOMENTUM_DECAY_RATES] ||
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MOMENTUM_DECAY_RATES.normal
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setClientMomentum((prevMomentum) => {
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// Calculate momentum decay for this frame
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const momentumLoss = (decayRate * deltaTime) / 1000
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// Update momentum (don't go below 0)
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const newMomentum = Math.max(0, prevMomentum - momentumLoss)
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// Calculate speed from momentum (% per second)
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const speed = newMomentum * SPEED_MULTIPLIER
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// Update position (accumulate, never go backward)
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const positionDelta = (speed * deltaTime) / 1000
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setClientPosition((prev) => prev + positionDelta)
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// Calculate pressure (0-150 PSI)
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const pressure = Math.min(150, (newMomentum / 100) * 150)
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setClientPressure(pressure)
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return newMomentum
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})
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}, UPDATE_INTERVAL)
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return () => clearInterval(interval)
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}, [
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compatibleState.isGameActive,
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compatibleState.style,
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compatibleState.timeoutSetting,
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MOMENTUM_DECAY_RATES,
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SPEED_MULTIPLIER,
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UPDATE_INTERVAL,
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])
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// Reset client position when route changes
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useEffect(() => {
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const currentRoute = multiplayerState.currentRoute
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// When route changes, reset position and give starting momentum
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if (currentRoute > 1 && compatibleState.style === 'sprint') {
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setClientPosition(0)
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setClientMomentum(50) // Reset to starting momentum
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}
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}, [multiplayerState.currentRoute, compatibleState.style])
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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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@@ -604,6 +732,22 @@ export function ComplementRaceProvider({ children }: { children: ReactNode }) {
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]
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)
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// Client-side momentum boost/reduce (sprint mode only)
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const boostMomentum = useCallback(
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(correct: boolean) => {
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if (compatibleState.style !== 'sprint') return
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setClientMomentum((prevMomentum) => {
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if (correct) {
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return Math.min(100, prevMomentum + MOMENTUM_GAIN_PER_CORRECT)
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} else {
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return Math.max(0, prevMomentum - MOMENTUM_LOSS_PER_WRONG)
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}
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})
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},
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[compatibleState.style, MOMENTUM_GAIN_PER_CORRECT, MOMENTUM_LOSS_PER_WRONG]
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)
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const contextValue: ComplementRaceContextValue = {
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state: compatibleState, // Use transformed state
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dispatch,
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@@ -619,6 +763,7 @@ export function ComplementRaceProvider({ children }: { children: ReactNode }) {
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setConfig,
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clearError,
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exitSession,
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boostMomentum, // Client-side momentum control
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}
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return (
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@@ -168,8 +168,7 @@ export class ComplementRaceValidator
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bestStreak: 0,
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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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position: 0, // Only used for practice/survival; sprint mode is 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 +316,9 @@ 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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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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// Sprint: All momentum/position handled client-side for smooth 20fps movement
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// Server only tracks scoring, passengers, and game progression
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// No server-side position updates needed
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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 +518,12 @@ 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 (client handles momentum reset)
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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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position: 0, // Server position not used in sprint; client will reset
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passengers: [], // Clear any remaining passengers
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}
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}
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@@ -61,8 +61,7 @@ export interface PlayerState {
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totalQuestions: number
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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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position: number // 0-100% for practice/survival only (sprint mode: 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": "4.4.8",
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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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Reference in New Issue
Block a user