Reset per-game reveal state on new game so reveal animates over cached content

Starting a new game reuses block ids (1,2,3...). The reveal clock's per-block
start times (activeRevealBlockStarts in the lab) and the renderer's animation/
revealed sets are keyed by block id and were never cleared on a client reset, so
a new game over already-cached content inherited the previous run's start times.
beginPageReveal then computed a huge elapsed and the shader treated the reveal as
already complete — showing everything at once instead of animating.

resetClientPlaybackAndDisplay (run on new game and restore) now emits
story:client-reset; the lab clears activeRevealBlockStarts/pending reveal state,
the texture renderer clears active animations and revealed-block ids, and the
timeline invalidates prepared segments. So each game starts with a clean reveal
clock.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-06-18 16:40:31 +02:00
parent a845108c43
commit 6bd1f45362
4 changed files with 23 additions and 1 deletions
@@ -118,6 +118,7 @@ class BookTextureRendererModule extends BaseModule {
});
this.addEventListener(document, 'story:manual-scroll', this.fastForwardAnimations);
this.addEventListener(document, 'story:history-restoring', this.stopAnimations);
this.addEventListener(document, 'story:client-reset', this.stopAnimations);
this.currentSpread = this.pagination?.getCurrentSpread?.() || { index: 0, left: [], right: [], pageMeta: { left: null, right: null } };
this.drawSpread(this.currentSpread);
this.reportProgress(100, 'Book texture renderer ready');
@@ -1028,6 +1029,7 @@ class BookTextureRendererModule extends BaseModule {
stopAnimations() {
this.activeAnimations.clear();
this.revealedBlockIds.clear();
this.drawSpread(this.currentSpread || this.pagination?.getCurrentSpread?.());
}