fix: LFO→cutoff modulation, visual knob feedback, persistent hints

- Fix LFO→Filter cutoff: add scaling Gain nodes so LFO (-1..1) maps to
  meaningful Hz modulation (±cutoff value). Same fix for LFO→Osc freq.
  Mod scale updates dynamically when user changes the base param value.
- Visual modulation indicator: knobs receiving LFO/modulation show a
  pulsing dashed ring animation (spin + pulse) around the knob arc
- Persist hint usage per level: using a hint permanently caps that level
  at 2 stars — survives reload/restart. No more cheating by restarting!
- Hint state stored in separate localStorage key (synthquest-hints)
- Admin reset also clears hint history

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
Jose Luis
2026-03-21 02:44:28 +01:00
parent c4a2cb3cef
commit f0100eb64f
7 changed files with 120 additions and 15 deletions

View File

@@ -14,7 +14,7 @@ export default function LevelComplete({ stars, checks, levelTitle, onNext, onRet
const messages = [
'',
'Has dado el primer paso...',
hintPenalty ? 'Reinicia sin pista para conseguir 3 estrellas.' : 'Buen trabajo — casi perfecto.',
hintPenalty ? 'Pista usada — tercera estrella bloqueada permanentemente.' : 'Buen trabajo — casi perfecto.',
'Ejecucion impecable.',
];
@@ -58,7 +58,7 @@ export default function LevelComplete({ stars, checks, levelTitle, onNext, onRet
<div className="gm-complete-actions">
<button className="gm-btn secondary" onClick={onMap}>Mapa</button>
<button className="gm-btn secondary" onClick={onRetry}>
{hintPenalty ? '↺ Sin pista' : 'Reintentar'}
Reintentar
</button>
{stars >= 1 && !isLastLevel && (
<button className="gm-btn primary" onClick={onNext}>Siguiente </button>

View File

@@ -6,7 +6,7 @@ import ModuleNode from '../components/ModuleNode.jsx';
import WireLayer from '../components/WireLayer.jsx';
import { playTarget, stopTarget, isTargetPlaying } from './targetAudio.js';
import LevelComplete from './LevelComplete.jsx';
import { completeLevel, saveLevelPatch, getLevelPatch } from './gameState.js';
import { completeLevel, saveLevelPatch, getLevelPatch, markHintUsed, wasHintUsed } from './gameState.js';
export default function PuzzleView({ level, levelIndex, worldLevels, onBack, onNextLevel }) {
const [, forceUpdate] = useState(0);
@@ -76,8 +76,10 @@ export default function PuzzleView({ level, levelIndex, worldLevels, onBack, onN
deserialize(data);
}
setResult(null);
setHintUsed(false);
setShowHint(false);
// Restore persisted hint state — no cheating by reloading!
const hintPersisted = wasHintUsed(level.id);
setHintUsed(hintPersisted);
setShowHint(hintPersisted); // If they used it before, show it again
if (state.isRunning) stopAudio();
}, [level]);
@@ -245,10 +247,11 @@ export default function PuzzleView({ level, levelIndex, worldLevels, onBack, onN
}
};
// Reveal hint — permanently caps this attempt at 2 stars
// Reveal hint — PERMANENTLY caps this level at 2 stars (persisted, survives reload)
const handleRevealHint = () => {
setHintUsed(true);
setShowHint(true);
markHintUsed(level.id);
};
const handleCheck = () => {
@@ -357,7 +360,7 @@ export default function PuzzleView({ level, levelIndex, worldLevels, onBack, onN
})}
{hintUsed && (
<div className="gm-hint-warning">
Pista usada maximo 2 estrellas. Reinicia para intentar sin pista.
Pista usada maximo 2 estrellas en este nivel (permanente).
</div>
)}
</div>

View File

@@ -61,8 +61,10 @@ export function isLevelUnlocked(levelId, worldLevels) {
export function resetProgress() {
_progress = { ...defaultProgress };
_patches = {};
_hints = {};
saveProgress();
savePatches();
saveHints();
}
// ==================== Level patch persistence ====================
@@ -105,3 +107,43 @@ export function clearLevelPatch(levelId) {
delete patches[levelId];
savePatches();
}
// ==================== Hint tracking (persisted, no cheating!) ====================
const HINTS_KEY = 'synthquest-hints';
let _hints = null; // { levelId: true }
function loadHints() {
if (_hints) return _hints;
try {
const raw = localStorage.getItem(HINTS_KEY);
_hints = raw ? JSON.parse(raw) : {};
} catch {
_hints = {};
}
return _hints;
}
function saveHints() {
if (!_hints) return;
try {
localStorage.setItem(HINTS_KEY, JSON.stringify(_hints));
} catch {}
}
export function markHintUsed(levelId) {
const hints = loadHints();
hints[levelId] = true;
saveHints();
}
export function wasHintUsed(levelId) {
const hints = loadHints();
return !!hints[levelId];
}
export function clearHintForLevel(levelId) {
const hints = loadHints();
delete hints[levelId];
saveHints();
}