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>
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@@ -695,6 +695,15 @@ document.addEventListener('webgl-book:request-page-flip', (event) => {
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document.addEventListener('webgl-book:page-cache-problem', (event) => {
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pageTextureStore?.recordProblem?.(event.detail || {});
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});
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// New game / history restore: drop block-id-keyed reveal state so a reused block id does
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// not inherit the previous run's reveal start time (which would skip the animation).
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document.addEventListener('story:client-reset', () => {
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activeRevealBlockStarts.clear();
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pendingRevealStartBlockIds.clear();
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pageRevealFreezeAt = null;
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clearPageReveal('left', 'client-reset');
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clearPageReveal('right', 'client-reset');
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});
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// Pagination spread updates only carry state. The playback owner decides when the
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// visible spread changes (via flips). The scene jumps directly only for non-playback
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// commits such as history restore. See docs/webgl-3d-ui-spec.md "Single ownership".
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