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| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 | import { useCallback, useEffect, useRef, useState } from 'react' import type { MutableRefObject } from 'react' import type { NumberLineState } from './types' import type { RenderTarget } from './renderNumberLine' import { computeProximity } from './findTheNumber/computeProximity' import type { ProximityZone, ProximityResult } from './findTheNumber/computeProximity' import type { FindTheNumberGameState } from './findTheNumber/FindTheNumberBar' import { useFindTheNumberAudio } from './findTheNumber/useFindTheNumberAudio' function getTargetPrecisionForHint(target: number): number { if (Number.isInteger(target)) return 0 const str = target.toString() const dot = str.indexOf('.') if (dot === -1) return 0 return Math.min(str.slice(dot + 1).length, 6) } function formatApprox(n: number): string { if (Math.abs(n) >= 100) return String(Math.round(n)) if (Math.abs(n) >= 10) return String(Math.round(n * 10) / 10) return String(Math.round(n * 100) / 100) } const GAME_EMOJIS = ['⭐', '🚀', '💎', '🦄', '🌈', '🎯', '🔥', '🌸', '🐙', '🍕', '🎪', '🪐'] interface UseFindTheNumberGameOptions { stateRef: MutableRefObject<NumberLineState> cssWidthRef: MutableRefObject<number> drawRef: MutableRefObject<() => void> voiceState: string sendSystemMessage: (msg: string, force?: boolean) => void setActiveGameId: (id: string | null) => void startFindNumberFnRef: MutableRefObject<(target: number) => void> stopFindNumberFnRef: MutableRefObject<() => void> } export function useFindTheNumberGame({ stateRef, cssWidthRef, drawRef, voiceState, sendSystemMessage, setActiveGameId, startFindNumberFnRef, stopFindNumberFnRef, }: UseFindTheNumberGameOptions) { const [gameState, setGameState] = useState<FindTheNumberGameState>('idle') const targetRef = useRef<{ value: number; emoji: string } | null>(null) const gameStateRef = useRef<FindTheNumberGameState>('idle') gameStateRef.current = gameState const [audioZone, setAudioZone] = useState<ProximityZone | null>(null) const prevGameZoneRef = useRef<ProximityZone | null>(null) const proximityRef = useRef<ProximityResult | null>(null) const renderTargetRef = useRef<RenderTarget | undefined>(undefined) const labelScaleRef = useRef(1) const labelMinOpacityRef = useRef(0) const [gameStartedByModel, setGameStartedByModel] = useState(false) const gameStartedByModelRef = useRef(false) const gameRafRef = useRef<number>(0) // Called from parent's draw() to compute game proximity each frame const computeGameProximity = useCallback(() => { const target = targetRef.current let renderTarget: RenderTarget | undefined if (target && gameStateRef.current === 'active') { const prox = computeProximity(target.value, stateRef.current, cssWidthRef.current) renderTarget = { value: target.value, emoji: target.emoji, opacity: prox.opacity } proximityRef.current = prox if (prox.zone !== prevGameZoneRef.current) { prevGameZoneRef.current = prox.zone setAudioZone(prox.zone) } if (prox.zone === 'found') { setGameState('found') } } else if (target && gameStateRef.current === 'found') { const prox = computeProximity(target.value, stateRef.current, cssWidthRef.current) renderTarget = { value: target.value, emoji: target.emoji, opacity: Math.max(prox.opacity, 0.9), } } renderTargetRef.current = renderTarget }, [stateRef, cssWidthRef]) // Game loop: continuous redraw while game is active useEffect(() => { if (gameState !== 'active') { if (gameRafRef.current) { cancelAnimationFrame(gameRafRef.current) gameRafRef.current = 0 } return } const tick = () => { drawRef.current() gameRafRef.current = requestAnimationFrame(tick) } gameRafRef.current = requestAnimationFrame(tick) return () => { if (gameRafRef.current) { cancelAnimationFrame(gameRafRef.current) gameRafRef.current = 0 } } // drawRef is stable (a ref), gameState triggers the effect // eslint-disable-next-line react-hooks/exhaustive-deps }, [gameState]) const handleGameStart = useCallback( (target: number, emoji: string) => { targetRef.current = { value: target, emoji } prevGameZoneRef.current = null proximityRef.current = null setAudioZone(null) setGameState('active') setActiveGameId('find_number') drawRef.current() }, [drawRef, setActiveGameId] ) const handleGameGiveUp = useCallback(() => { targetRef.current = null prevGameZoneRef.current = null proximityRef.current = null renderTargetRef.current = undefined setAudioZone(null) setGameState('idle') setActiveGameId(null) drawRef.current() }, [drawRef, setActiveGameId]) // Wire forward refs for voice-model-initiated games startFindNumberFnRef.current = (target: number) => { const emoji = GAME_EMOJIS[Math.floor(Math.random() * GAME_EMOJIS.length)] gameStartedByModelRef.current = true setGameStartedByModel(true) handleGameStart(target, emoji) } stopFindNumberFnRef.current = () => { gameStartedByModelRef.current = false setGameStartedByModel(false) handleGameGiveUp() } // Push game lifecycle events to the voice model const prevGameStateForVoiceRef = useRef<FindTheNumberGameState>('idle') useEffect(() => { const prev = prevGameStateForVoiceRef.current prevGameStateForVoiceRef.current = gameState if (voiceState !== 'active') return if (gameState === 'active' && prev !== 'active' && !gameStartedByModelRef.current) { const target = targetRef.current?.value if (target !== undefined) { sendSystemMessage( `[Game update: The child started a find-the-number game! Target: ${target}. Give verbal hints about the number's neighborhood and properties. Say "higher numbers"/"lower numbers" for direction — NEVER "left"/"right". Instead of "zoom in", hint at precision: "it has a decimal", "between 3 and 4". You will receive proximity updates.]` ) } } if (gameState === 'idle' && prev !== 'idle' && !gameStartedByModelRef.current) { sendSystemMessage('[Game update: The child ended the find-the-number game.]') } if (gameState === 'idle') { gameStartedByModelRef.current = false setGameStartedByModel(false) } }, [gameState, voiceState, sendSystemMessage]) // Push proximity zone updates to the voice model const prevAudioZoneForVoiceRef = useRef<ProximityZone | null>(null) useEffect(() => { const prev = prevAudioZoneForVoiceRef.current prevAudioZoneForVoiceRef.current = audioZone if (voiceState !== 'active' || audioZone === null) return if (audioZone === prev) return const target = targetRef.current?.value if (target === undefined) return if (audioZone === 'found') { sendSystemMessage('[Game update: The child found the number! Celebrate with them!]', true) } else { const prox = proximityRef.current const { center, pixelsPerUnit } = stateRef.current const halfRange = cssWidthRef.current / (2 * pixelsPerUnit) const viewLeft = center - halfRange const viewRight = center + halfRange const dir = prox?.targetDirection const dirHint = dir === 'left' ? "The target is at a LOWER number than what's on screen — the child needs to move toward smaller numbers (scroll left)." : dir === 'right' ? "The target is at a HIGHER number than what's on screen — the child needs to move toward bigger numbers (scroll right)." : 'The target is somewhere on screen right now.' const dist = Math.abs(target - center) const distHint = dist > 100 ? `About ${Math.round(dist)} away from where the child is looking.` : dist > 10 ? `Roughly ${Math.round(dist)} units away.` : dist > 1 ? `Only about ${Math.round(dist * 10) / 10} away — getting close!` : `Very close — less than 1 unit away!` let precisionHint = '' if (prox?.needsMoreZoom) { const precision = getTargetPrecisionForHint(target) if (precision >= 2) { precisionHint = ' The target has hundredths-level precision — the child needs to zoom in enough to see individual hundredths (like 3.14 vs 3.15).' } else if (precision === 1) { precisionHint = ' The target has a decimal digit — the child needs to zoom in enough to see tenths (like 2.3 vs 2.4).' } else { precisionHint = ' The child needs to zoom in a bit more to spot the exact number.' } } const viewHint = `The child is currently looking at numbers from about ${formatApprox(viewLeft)} to ${formatApprox(viewRight)}.` sendSystemMessage( `[Game update: zone=${audioZone}. ${viewHint} ${dirHint} ${distHint}${precisionHint}\n` + `IMPORTANT: Say "lower numbers" or "higher numbers" when giving direction hints, NOT "left" or "right" — children often confuse screen directions. ` + `Instead of telling the child to "zoom in", give them useful hints about the number's neighborhood — for example, "it's between 30 and 40" or "think about multiples of 5". ` + `Let their curiosity guide them!]` ) } }, [audioZone, voiceState, sendSystemMessage, stateRef, cssWidthRef]) // Audio feedback (muted during active voice calls) useFindTheNumberAudio(audioZone, proximityRef, voiceState === 'active') return { gameState, renderTargetRef, proximityRef, handleGameStart, handleGameGiveUp, computeGameProximity, gameStartedByModel, labelScaleRef, labelMinOpacityRef, gameRafRef, } } |