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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@@ -99,6 +99,10 @@ class BookPlaybackTimelineModule extends BaseModule {
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});
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this.addEventListener(document, 'webgl-book:page-count-changed', this.invalidatePreparedSegments);
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this.addEventListener(document, 'story:history-restoring', this.invalidatePreparedSegments);
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this.addEventListener(document, 'story:client-reset', () => {
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this.invalidatePreparedSegments();
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this.activeSegment = null;
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});
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window.BookPlaybackTimeline = this;
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this.reportProgress(100, 'Book playback timeline ready');
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return true;
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@@ -118,6 +118,7 @@ class BookTextureRendererModule extends BaseModule {
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});
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this.addEventListener(document, 'story:manual-scroll', this.fastForwardAnimations);
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this.addEventListener(document, 'story:history-restoring', this.stopAnimations);
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this.addEventListener(document, 'story:client-reset', this.stopAnimations);
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this.currentSpread = this.pagination?.getCurrentSpread?.() || { index: 0, left: [], right: [], pageMeta: { left: null, right: null } };
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this.drawSpread(this.currentSpread);
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this.reportProgress(100, 'Book texture renderer ready');
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@@ -1028,6 +1029,7 @@ class BookTextureRendererModule extends BaseModule {
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stopAnimations() {
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this.activeAnimations.clear();
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this.revealedBlockIds.clear();
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this.drawSpread(this.currentSpread || this.pagination?.getCurrentSpread?.());
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}
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@@ -657,6 +657,13 @@ class GameLoopModule extends BaseModule {
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if (inputHandler && typeof inputHandler.clearHistory === 'function') {
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inputHandler.clearHistory();
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}
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// Signal a client reset so transient, block-id-keyed reveal/animation state is
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// cleared. Without this, a new game that reuses block ids over already-cached
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// content keeps the previous run's reveal start times and skips the animation.
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document.dispatchEvent(new CustomEvent('story:client-reset', {
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detail: { reason: 'client-reset' }
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}));
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}
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}
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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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