feat: timer engine + full-screen timer UI
Implement the core timer feature following the src/features/ architecture: - useTimerEngine hook: drift-free Date.now() delta countdown (100ms tick), explicit state machine (IDLE → GET_READY → WORK → REST → COMPLETE), event emitter for external consumers (PHASE_CHANGED, ROUND_COMPLETED, COUNTDOWN_TICK, SESSION_COMPLETE), auto-pause on AppState interruption (phone calls, background), expo-keep-awake during session - TimerDisplay component: full-screen animated UI with 600ms color transitions between phases, pulse animation on countdown, flash red on last 3 seconds, round progress dots, IDLE/active/COMPLETE views - TimerControls component: stop/pause-resume/skip buttons with Ionicons - Timer route (app/timer.tsx): fullScreenModal wiring hook → display - Home screen: dark theme with START button navigating to /timer - Project docs: CLAUDE.md (constitution), PRD v1.1, skill files - Shared constants: PHASE_COLORS, TIMER_DEFAULTS, formatTime utility - Types: TimerPhase, TimerState, TimerConfig, TimerActions, TimerEvent Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
369
.claude/skills/audio/SKILL.md
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369
.claude/skills/audio/SKILL.md
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# Skill — Audio Engine (useAudioEngine)
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> Lis ce skill AVANT d'implémenter quoi que ce soit lié à l'audio.
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## Responsabilité de ce module
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L'audio engine gère 4 couches sonores indépendantes qui s'activent
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en réponse aux événements du timer. Il ne connaît pas le timer
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directement — il s'abonne à ses événements via useTimerSync.
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**Objectif principal : zéro latence audio sur les transitions de phase.**
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Les sons de phase doivent jouer dans les 50ms suivant l'événement.
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---
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## Architecture du module audio
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```
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src/features/audio/
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types.ts
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hooks/
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useAudioEngine.ts ← moteur central expo-av
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useAudioSettings.ts ← préférences utilisateur persistées
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data/
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tracks.ts ← catalogue musique (offline, paths locaux)
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sounds.ts ← catalogue signaux de phase
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components/
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MusicPicker.tsx ← sélecteur d'ambiance musicale
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SoundPicker.tsx ← sélecteur de signal de phase
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AudioSettingsPanel.tsx ← panneau complet des réglages
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index.ts
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```
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---
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## Types
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```typescript
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// src/features/audio/types.ts
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export type MusicAmbiance = 'ELECTRO' | 'HIP_HOP' | 'ROCK' | 'SILENCE'
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export type MusicIntensity = 'LOW' | 'MEDIUM' | 'HIGH'
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export type PhaseSound = 'beep' | 'whistle' | 'voice_go' | 'air_horn' | 'bell' | 'silence'
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export interface AudioTrack {
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id: string
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ambiance: MusicAmbiance
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intensity: MusicIntensity
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asset: number // require('../assets/audio/...') — offline
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bpm: number
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durationMs: number
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}
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export interface AudioSettings {
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musicEnabled: boolean
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ambiance: MusicAmbiance
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musicVolume: number // 0.0 → 1.0
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soundsEnabled: boolean
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soundsVolume: number // 0.0 → 1.0
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hapticsEnabled: boolean
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voiceEnabled: boolean // annonces vocales
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overrideMuteSwitch: boolean // iOS : jouer même en mode silencieux
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workPhaseSound: PhaseSound
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restPhaseSound: PhaseSound
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countdownSound: PhaseSound
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completionSound: PhaseSound
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}
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export interface AudioState {
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isLoaded: boolean
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isMusicPlaying: boolean
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currentAmbiance: MusicAmbiance
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currentIntensity: MusicIntensity
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error: string | null
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}
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export interface AudioActions {
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preloadAll: () => Promise<void>
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startMusic: (ambiance: MusicAmbiance, intensity: MusicIntensity) => Promise<void>
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switchIntensity: (intensity: MusicIntensity, fadeMs?: number) => Promise<void>
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stopMusic: (fadeMs?: number) => Promise<void>
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playPhaseSound: (sound: PhaseSound) => Promise<void>
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playCountdown: (seconds: number) => Promise<void> // 3, 2, 1
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unloadAll: () => Promise<void>
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}
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```
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---
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## Implémentation — useAudioEngine
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### Configuration de la session audio iOS/Android
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**Critique à faire en premier, avant tout chargement de son.**
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```typescript
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import { Audio } from 'expo-av'
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// À appeler une seule fois au démarrage de l'app (dans _layout.tsx)
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export async function configureAudioSession(): Promise<void> {
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await Audio.setAudioModeAsync({
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// iOS : jouer par-dessus la musique de l'utilisateur
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playsInSilentModeIOS: true, // ignore le switch mute (si overrideMuteSwitch)
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allowsRecordingIOS: false,
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staysActiveInBackground: true, // CRITIQUE — timer continue en background
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// Android
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shouldDuckAndroid: true, // baisser le volume autres apps sur nos signaux
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playThroughEarpieceAndroid: false,
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interruptionModeIOS: 1, // DO_NOT_MIX = 1 (nos sons ont priorité sur signaux)
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interruptionModeAndroid: 1,
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})
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}
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```
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### Preloading — charger AVANT la séance
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Tous les sons doivent être chargés en mémoire AVANT que la séance commence.
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Si on charge pendant la séance → latence inacceptable.
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```typescript
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const soundRefs = useRef<Record<string, Audio.Sound>>({})
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async function preloadAll(settings: AudioSettings): Promise<void> {
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// 1. Charger la track musicale correspondante à l'ambiance + les 2 intensités
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const trackWork = getTrack(settings.ambiance, 'HIGH')
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const trackRest = getTrack(settings.ambiance, 'LOW')
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soundRefs.current['music_work'] = await loadSound(trackWork.asset)
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soundRefs.current['music_rest'] = await loadSound(trackRest.asset)
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// 2. Charger tous les signaux de phase
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const soundAssets = getSoundAssets(settings)
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for (const [key, asset] of Object.entries(soundAssets)) {
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soundRefs.current[key] = await loadSound(asset)
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}
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// 3. Mettre en loop les tracks musicales
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await soundRefs.current['music_work'].setIsLoopingAsync(true)
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await soundRefs.current['music_rest'].setIsLoopingAsync(true)
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}
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async function loadSound(asset: number): Promise<Audio.Sound> {
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const { sound } = await Audio.Sound.createAsync(asset, {
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shouldPlay: false,
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volume: 1.0,
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})
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return sound
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}
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```
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### Crossfade entre phases
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```typescript
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async function switchIntensity(
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to: MusicIntensity,
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fadeMs: number = 500
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): Promise<void> {
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const from = currentIntensityRef.current
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if (from === to) return
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const outKey = from === 'HIGH' ? 'music_work' : 'music_rest'
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const inKey = to === 'HIGH' ? 'music_work' : 'music_rest'
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const outSound = soundRefs.current[outKey]
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const inSound = soundRefs.current[inKey]
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if (!outSound || !inSound) return
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// Démarrer la track entrante depuis le début (ou depuis la position actuelle ?)
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await inSound.setPositionAsync(0)
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await inSound.setVolumeAsync(0)
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await inSound.playAsync()
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// Fade simultané
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const steps = 10
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const stepMs = fadeMs / steps
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const volumeStep = settings.musicVolume / steps
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for (let i = 0; i <= steps; i++) {
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await Promise.all([
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outSound.setVolumeAsync(Math.max(0, settings.musicVolume - i * volumeStep)),
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inSound.setVolumeAsync(Math.min(settings.musicVolume, i * volumeStep)),
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])
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await delay(stepMs)
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}
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await outSound.stopAsync()
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currentIntensityRef.current = to
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}
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const delay = (ms: number) => new Promise(resolve => setTimeout(resolve, ms))
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```
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### Répondre aux événements timer
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```typescript
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// Dans useTimerSync — pont entre timer et audio
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import { useTimerEngine } from '../timer'
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import { useAudioEngine } from '../audio'
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export function useTimerSync() {
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const timer = useTimerEngine()
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const audio = useAudioEngine()
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useEffect(() => {
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const unsubscribe = timer.addEventListener((event) => {
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switch (event.type) {
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case 'PHASE_CHANGED':
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handlePhaseChange(event.from, event.to)
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break
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case 'COUNTDOWN_TICK':
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audio.playCountdown(event.secondsLeft)
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break
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case 'SESSION_COMPLETE':
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audio.playPhaseSound('completion')
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audio.stopMusic(1000)
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break
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}
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})
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return unsubscribe
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}, [])
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async function handlePhaseChange(from: TimerPhase, to: TimerPhase) {
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switch (to) {
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case 'GET_READY':
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await audio.startMusic(settings.ambiance, 'MEDIUM')
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break
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case 'WORK':
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await audio.playPhaseSound(settings.workPhaseSound)
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await audio.switchIntensity('HIGH', 500)
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break
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case 'REST':
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await audio.playPhaseSound(settings.restPhaseSound)
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await audio.switchIntensity('LOW', 500)
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break
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}
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}
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}
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```
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---
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## Catalogue des tracks (offline)
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```typescript
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// src/features/audio/data/tracks.ts
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import { MusicAmbiance, MusicIntensity, AudioTrack } from '../types'
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export const TRACKS: AudioTrack[] = [
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{
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id: 'electro_high',
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ambiance: 'ELECTRO',
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intensity: 'HIGH',
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asset: require('../../../assets/audio/music/electro_high.mp3'),
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bpm: 140,
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durationMs: 180000,
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},
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{
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id: 'electro_low',
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ambiance: 'ELECTRO',
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intensity: 'LOW',
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asset: require('../../../assets/audio/music/electro_low.mp3'),
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bpm: 90,
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durationMs: 180000,
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},
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// ... (9 tracks au total)
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]
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export function getTrack(ambiance: MusicAmbiance, intensity: MusicIntensity): AudioTrack {
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const track = TRACKS.find(t => t.ambiance === ambiance && t.intensity === intensity)
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if (!track) throw new Error(`Track non trouvée : ${ambiance} ${intensity}`)
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return track
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}
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```
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## Catalogue des sons de phase
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```typescript
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// src/features/audio/data/sounds.ts
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export const PHASE_SOUNDS = {
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beep: require('../../../assets/audio/sounds/beep_long.mp3'),
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whistle: require('../../../assets/audio/sounds/whistle.mp3'),
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voice_go: require('../../../assets/audio/sounds/voice_go.mp3'),
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air_horn: require('../../../assets/audio/sounds/air_horn.mp3'),
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bell: require('../../../assets/audio/sounds/bell.mp3'),
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double_beep: require('../../../assets/audio/sounds/beep_double.mp3'),
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countdown_3: require('../../../assets/audio/sounds/count_3.mp3'),
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countdown_2: require('../../../assets/audio/sounds/count_2.mp3'),
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countdown_1: require('../../../assets/audio/sounds/count_1.mp3'),
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fanfare: require('../../../assets/audio/sounds/fanfare.mp3'),
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clap: require('../../../assets/audio/sounds/applause.mp3'),
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}
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```
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---
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## Gestion du switch silencieux iOS
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```typescript
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// Si overrideMuteSwitch = true dans les settings
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await Audio.setAudioModeAsync({
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playsInSilentModeIOS: settings.overrideMuteSwitch,
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})
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```
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**Règle UX :** Les signaux de phase ont l'override activé par défaut
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(l'utilisateur a besoin de savoir quand changer d'exercice même en mode silencieux).
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La musique d'ambiance respecte le switch silencieux par défaut.
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---
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## Cleanup obligatoire
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```typescript
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// Dans useAudioEngine — cleanup au unmount ou fin de séance
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async function unloadAll(): Promise<void> {
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await Promise.all(
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Object.values(soundRefs.current).map(sound => sound.unloadAsync())
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)
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soundRefs.current = {}
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}
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useEffect(() => {
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return () => {
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// Cleanup synchrone au unmount
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Object.values(soundRefs.current).forEach(sound => {
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sound.unloadAsync().catch(console.error)
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})
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}
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}, [])
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```
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---
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## Tests minimaux
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```typescript
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describe('useAudioEngine', () => {
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it('configure la session audio au mount', () => {})
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it('preloadAll charge les sons sans erreur', () => {})
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it('playPhaseSound joue le bon son dans les 50ms', () => {})
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it('switchIntensity effectue un crossfade', () => {})
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it('stopMusic fait un fade-out', () => {})
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it('unloadAll libère toutes les ressources', () => {})
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it('ne plante pas si un asset est manquant (fallback)', () => {})
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})
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```
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---
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## Erreurs classiques à éviter
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```typescript
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// ❌ Charger les sons à la demande → latence
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case 'PHASE_CHANGED':
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const { sound } = await Audio.Sound.createAsync(asset) // ← trop lent !
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await sound.playAsync()
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// ✅ Utiliser les sons préchargés
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case 'PHASE_CHANGED':
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await soundRefs.current['work_start'].replayAsync() // ← instantané
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// ❌ Oublier de configurer la session audio → muet sur iOS background
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await sound.playAsync() // sans Audio.setAudioModeAsync() → silencieux en background
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// ❌ Pas de gestion du duck Android → nos sons se mélangent avec d'autres apps
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interruptionModeAndroid: 2 // DUCK_OTHERS — OK pour la musique d'ambiance
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interruptionModeAndroid: 1 // DO_NOT_MIX — pour les signaux de phase
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```
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428
.claude/skills/exercises/SKILL.md
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428
.claude/skills/exercises/SKILL.md
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@@ -0,0 +1,428 @@
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# Skill — Exercices (useExercise + ExerciseDisplay)
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> Lis ce skill AVANT d'implémenter quoi que ce soit lié aux exercices.
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## Responsabilité de ce module
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Gérer la bibliothèque d'exercices, la sélection selon le programme,
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et l'affichage contextuel selon la phase du timer.
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**Offline-first** : toutes les données et les GIFs sont dans le bundle.
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---
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## Architecture du module exercices
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```
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src/features/exercises/
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types.ts
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hooks/
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useExercise.ts ← sélection + navigation entre exercices
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useExerciseLibrary.ts ← recherche, filtrage, favoris
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components/
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ExerciseDisplay.tsx ← affichage contextuel selon la phase timer
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ExerciseGif.tsx ← Image GIF avec fallback + accessibilité
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ExerciseCard.tsx ← carte pour la bibliothèque/programme
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ExerciseCues.tsx ← affichage des cues de forme
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data/
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exercises.ts ← les 38 exercices (source de vérité)
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categories.ts ← définition des catégories
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index.ts
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```
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---
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## Types
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```typescript
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// src/features/exercises/types.ts
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export type ExerciseCategory =
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| 'CARDIO'
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| 'LOWER_BODY'
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| 'UPPER_BODY'
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| 'CORE'
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| 'LOW_IMPACT'
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| 'EQUIPMENT'
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export type ExerciseDifficulty = 'BEGINNER' | 'INTERMEDIATE' | 'ADVANCED'
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export interface Exercise {
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id: string
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name: Record<string, string> // clés = codes langue : { fr, en, es, de, pt }
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category: ExerciseCategory
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difficulty: ExerciseDifficulty
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musclesTargeted: string[]
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description: Record<string, string> // max 80 caractères par langue
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cues: Record<string, string[]> // 2-3 points clés de forme par langue
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gifAsset: number | null // require(...) ou null si pas de GIF
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thumbnailAsset: number | null
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hasModification: boolean // variante plus facile disponible
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modificationId: string | null // id de l'exercice modifié
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equipmentNeeded: string[] // [] = aucun matériel
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estimatedCaloriesPerMinute: number // approximatif
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}
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export type ProgramMode = 'SINGLE' | 'DUO' | 'CIRCUIT_4' | 'FREE'
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export interface ExerciseProgram {
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id: string
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name: Record<string, string>
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description: Record<string, string>
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mode: ProgramMode
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// Pour SINGLE : [exerciseId] — même exercice répété
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// Pour DUO : [exerciseIdA, exerciseIdB] — alternance
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// Pour CIRCUIT_4 : [a, b, c, d] — 4 exercices × 2 rounds
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// Pour FREE : exerciseId par round [r1, r2, r3, r4, r5, r6, r7, r8]
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exerciseIds: string[]
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difficulty: ExerciseDifficulty
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totalRounds: number
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isDefault: boolean // programmes pré-définis vs créés par user
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}
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// Résout l'exercice pour un round donné selon le mode du programme
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export interface ExerciseState {
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current: Exercise
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next: Exercise | null // null sur le dernier round
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roundIndex: number // 0-indexé
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}
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```
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---
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## Données — les 38 exercices V1
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Structure à respecter pour chaque exercice :
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```typescript
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// src/features/exercises/data/exercises.ts
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import { Exercise } from '../types'
|
||||
|
||||
export const EXERCISES: Exercise[] = [
|
||||
{
|
||||
id: 'burpee_classic',
|
||||
name: { fr: 'Burpee', en: 'Burpee', es: 'Burpee', de: 'Burpee', pt: 'Burpee' },
|
||||
category: 'CARDIO',
|
||||
difficulty: 'INTERMEDIATE',
|
||||
musclesTargeted: ['quadriceps', 'pectoraux', 'épaules', 'cardio'],
|
||||
description: {
|
||||
fr: 'Position debout → squat → planche → pompe → saut vertical',
|
||||
en: 'Stand → squat → plank → push-up → jump',
|
||||
es: 'De pie → sentadilla → plancha → flexión → salto',
|
||||
de: 'Stehen → Hocke → Plank → Liegestütz → Sprung',
|
||||
pt: 'Em pé → agachamento → prancha → flexão → salto',
|
||||
},
|
||||
cues: {
|
||||
fr: ['Atterris doucement sur les orteils', 'Garde le dos droit en planche', 'Explose vers le haut'],
|
||||
en: ['Land softly on toes', 'Keep back flat in plank', 'Explode upward'],
|
||||
es: ['Aterriza suavemente', 'Espalda recta en plancha', 'Explota hacia arriba'],
|
||||
de: ['Sanft auf den Zehen landen', 'Rücken gerade halten', 'Nach oben explodieren'],
|
||||
pt: ['Aterrissar suavemente', 'Costas retas na prancha', 'Explodir para cima'],
|
||||
},
|
||||
gifAsset: require('../../../assets/exercises/burpee_classic.gif'),
|
||||
thumbnailAsset: require('../../../assets/exercises/thumbs/burpee_classic.jpg'),
|
||||
hasModification: true,
|
||||
modificationId: 'burpee_modified',
|
||||
equipmentNeeded: [],
|
||||
estimatedCaloriesPerMinute: 12,
|
||||
},
|
||||
// ... 37 autres exercices
|
||||
]
|
||||
|
||||
// Accès rapide par ID
|
||||
export const EXERCISES_MAP = Object.fromEntries(
|
||||
EXERCISES.map(ex => [ex.id, ex])
|
||||
) as Record<string, Exercise>
|
||||
|
||||
export function getExerciseById(id: string): Exercise {
|
||||
const ex = EXERCISES_MAP[id]
|
||||
if (!ex) throw new Error(`Exercice non trouvé : ${id}`)
|
||||
return ex
|
||||
}
|
||||
```
|
||||
|
||||
**Liste des 38 exercices V1 à implémenter :**
|
||||
```
|
||||
CARDIO (8) : burpee_classic, burpee_modified, jumping_jacks,
|
||||
mountain_climbers, high_knees, jump_rope_sim,
|
||||
box_jump_sim, lateral_shuffles
|
||||
|
||||
LOWER_BODY (8) : squat_classic, squat_jump, lunge_alternating,
|
||||
lunge_jump, glute_bridge, wall_sit, calf_raises,
|
||||
sumo_squat
|
||||
|
||||
UPPER_BODY (6) : pushup_classic, pushup_modified, pike_pushup,
|
||||
tricep_dip, shoulder_taps, inchworm
|
||||
|
||||
CORE (6) : crunch_classic, plank_hold, russian_twist,
|
||||
bicycle_crunch, leg_raises, dead_bug
|
||||
|
||||
LOW_IMPACT (6) : march_in_place, step_touch, modified_squat,
|
||||
standing_oblique, slow_pushup, chair_stand
|
||||
|
||||
EQUIPMENT (4) : kb_swing, db_thruster, resistance_band_row,
|
||||
medicine_ball_slam
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Hook useExercise
|
||||
|
||||
```typescript
|
||||
// src/features/exercises/hooks/useExercise.ts
|
||||
|
||||
export function useExercise(program: ExerciseProgram): {
|
||||
getExerciseForRound: (round: number) => ExerciseState
|
||||
currentExercise: Exercise
|
||||
nextExercise: Exercise | null
|
||||
} {
|
||||
function getExerciseForRound(round: number): ExerciseState {
|
||||
// round est 1-indexé
|
||||
const index = round - 1
|
||||
|
||||
let currentId: string
|
||||
let nextId: string | null
|
||||
|
||||
switch (program.mode) {
|
||||
case 'SINGLE':
|
||||
currentId = program.exerciseIds[0]
|
||||
nextId = null // même exercice → pas de "suivant" différent
|
||||
break
|
||||
|
||||
case 'DUO':
|
||||
currentId = program.exerciseIds[index % 2]
|
||||
nextId = program.exerciseIds[(index + 1) % 2]
|
||||
break
|
||||
|
||||
case 'CIRCUIT_4':
|
||||
currentId = program.exerciseIds[index % 4]
|
||||
nextId = program.exerciseIds[(index + 1) % 4]
|
||||
break
|
||||
|
||||
case 'FREE':
|
||||
currentId = program.exerciseIds[index] ?? program.exerciseIds[0]
|
||||
nextId = program.exerciseIds[index + 1] ?? null
|
||||
break
|
||||
}
|
||||
|
||||
return {
|
||||
current: getExerciseById(currentId),
|
||||
next: nextId ? getExerciseById(nextId) : null,
|
||||
roundIndex: index,
|
||||
}
|
||||
}
|
||||
|
||||
return { getExerciseForRound, /* ... */ }
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Composant ExerciseDisplay — affichage contextuel
|
||||
|
||||
Le composant adapte son layout selon la phase du timer.
|
||||
|
||||
```typescript
|
||||
interface ExerciseDisplayProps {
|
||||
phase: TimerPhase
|
||||
exercise: Exercise
|
||||
nextExercise: Exercise | null
|
||||
lang: string // code langue actuel
|
||||
}
|
||||
|
||||
export function ExerciseDisplay({ phase, exercise, nextExercise, lang }: ExerciseDisplayProps) {
|
||||
switch (phase) {
|
||||
case 'GET_READY':
|
||||
return <GetReadyView exercise={exercise} lang={lang} />
|
||||
// ↑ GIF grand format + nom + "Prépare-toi !"
|
||||
|
||||
case 'WORK':
|
||||
return <WorkView exercise={exercise} lang={lang} />
|
||||
// ↑ Nom en haut + 2 cues + GIF petit coin bas-droit
|
||||
|
||||
case 'REST':
|
||||
return <RestView exercise={exercise} nextExercise={nextExercise} lang={lang} />
|
||||
// ↑ "Repos" + si nextExercise : "Prochain : [nom]" + vignette
|
||||
|
||||
default:
|
||||
return null
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### GetReadyView
|
||||
```
|
||||
┌─────────────────────────────┐
|
||||
│ │
|
||||
│ ┌─────────────────┐ │
|
||||
│ │ [GIF 200x200] │ │ ← Grand GIF centré
|
||||
│ └─────────────────┘ │
|
||||
│ │
|
||||
│ Burpees │ ← Nom, police bold 28px
|
||||
│ ← Dos droit en planche │ ← Cue #1
|
||||
│ ← Explose vers le haut │ ← Cue #2
|
||||
│ │
|
||||
└─────────────────────────────┘
|
||||
```
|
||||
|
||||
### WorkView
|
||||
```
|
||||
┌─────────────────────────────┐
|
||||
│ Burpees │ ← Nom, 22px, coin haut-gauche
|
||||
│ ← Dos droit │ ← Cue #1, 16px
|
||||
│ ← Explose vers le haut │ ← Cue #2, 16px
|
||||
│ │
|
||||
│ [Timer central] │
|
||||
│ │
|
||||
│ ┌────┐ │
|
||||
│ │GIF │ │ ← GIF 80x80, coin bas-droit
|
||||
│ └────┘ │
|
||||
└─────────────────────────────┘
|
||||
```
|
||||
|
||||
### RestView
|
||||
```
|
||||
┌─────────────────────────────┐
|
||||
│ │
|
||||
│ REPOS │ ← "REPOS" centré, grand
|
||||
│ │
|
||||
│ Prochain : Mountain │ ← Si nextExercise != null
|
||||
│ Climbers │
|
||||
│ ┌──────┐ │
|
||||
│ │ GIF │ │ ← Vignette 60x60 de nextExercise
|
||||
│ └──────┘ │
|
||||
└─────────────────────────────┘
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Composant ExerciseGif — robuste et accessible
|
||||
|
||||
```typescript
|
||||
interface ExerciseGifProps {
|
||||
exercise: Exercise
|
||||
size: 'small' | 'medium' | 'large'
|
||||
lang: string
|
||||
}
|
||||
|
||||
const GIF_SIZES = { small: 80, medium: 120, large: 200 }
|
||||
|
||||
export function ExerciseGif({ exercise, size, lang }: ExerciseGifProps) {
|
||||
const [hasError, setHasError] = useState(false)
|
||||
const dimension = GIF_SIZES[size]
|
||||
|
||||
if (!exercise.gifAsset || hasError) {
|
||||
// Fallback : icône + initiales de l'exercice
|
||||
return (
|
||||
<View
|
||||
style={[styles.fallback, { width: dimension, height: dimension }]}
|
||||
accessible={true}
|
||||
accessibilityLabel={exercise.name[lang] ?? exercise.name['en']}
|
||||
>
|
||||
<Text style={styles.fallbackIcon}>💪</Text>
|
||||
<Text style={styles.fallbackText}>{getInitials(exercise.name[lang])}</Text>
|
||||
</View>
|
||||
)
|
||||
}
|
||||
|
||||
return (
|
||||
<Image
|
||||
source={exercise.gifAsset}
|
||||
style={{ width: dimension, height: dimension }}
|
||||
onError={() => setHasError(true)}
|
||||
accessible={true}
|
||||
accessibilityLabel={`Démonstration de ${exercise.name[lang]}`}
|
||||
/>
|
||||
)
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Localisation des exercices
|
||||
|
||||
```typescript
|
||||
// Utilitaire pour extraire la bonne langue avec fallback
|
||||
export function getLocalizedText(
|
||||
record: Record<string, string>,
|
||||
lang: string
|
||||
): string {
|
||||
return record[lang] ?? record['en'] ?? Object.values(record)[0] ?? ''
|
||||
}
|
||||
|
||||
// Utilisation
|
||||
const name = getLocalizedText(exercise.name, userLang)
|
||||
const cues = (exercise.cues[userLang] ?? exercise.cues['en'] ?? [])
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Programmes pré-définis V1
|
||||
|
||||
```typescript
|
||||
// src/features/exercises/data/defaultPrograms.ts
|
||||
|
||||
export const DEFAULT_PROGRAMS: ExerciseProgram[] = [
|
||||
{
|
||||
id: 'beginner_classic',
|
||||
name: { fr: 'Débutant Classic', en: 'Beginner Classic' },
|
||||
description: { fr: 'Parfait pour commencer le Tabata', en: 'Perfect to start Tabata' },
|
||||
mode: 'SINGLE',
|
||||
exerciseIds: ['squat_classic'],
|
||||
difficulty: 'BEGINNER',
|
||||
totalRounds: 8,
|
||||
isDefault: true,
|
||||
},
|
||||
{
|
||||
id: 'full_body_duo',
|
||||
name: { fr: 'Full Body Duo', en: 'Full Body Duo' },
|
||||
description: { fr: 'Squats + Pompes — le duo parfait', en: 'Squats + Push-ups — the perfect duo' },
|
||||
mode: 'DUO',
|
||||
exerciseIds: ['squat_jump', 'pushup_classic'],
|
||||
difficulty: 'INTERMEDIATE',
|
||||
totalRounds: 8,
|
||||
isDefault: true,
|
||||
},
|
||||
{
|
||||
id: 'cardio_blast',
|
||||
name: { fr: 'Cardio Blast', en: 'Cardio Blast' },
|
||||
description: { fr: 'Circuit intense 4 exercices cardio', en: '4-exercise intense cardio circuit' },
|
||||
mode: 'CIRCUIT_4',
|
||||
exerciseIds: ['burpee_classic', 'high_knees', 'mountain_climbers', 'jumping_jacks'],
|
||||
difficulty: 'ADVANCED',
|
||||
totalRounds: 8,
|
||||
isDefault: true,
|
||||
},
|
||||
// + programmes par objectif (perte de poids, force, low impact, etc.)
|
||||
]
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Tests minimaux
|
||||
|
||||
```typescript
|
||||
describe('useExercise', () => {
|
||||
it('MODE SINGLE : retourne le même exercice à chaque round', () => {})
|
||||
it('MODE DUO : alterne A/B correctement sur 8 rounds', () => {})
|
||||
it('MODE CIRCUIT_4 : cycle sur 4 exercices', () => {})
|
||||
it('retourne null pour nextExercise sur le dernier round en FREE', () => {})
|
||||
it('getExerciseById lance une erreur si id inconnu', () => {})
|
||||
})
|
||||
|
||||
describe('ExerciseDisplay', () => {
|
||||
it('affiche le GIF grand format en GET_READY', () => {})
|
||||
it('affiche les cues en WORK', () => {})
|
||||
it('affiche nextExercise en REST si disponible', () => {})
|
||||
it('affiche le fallback si gifAsset est null', () => {})
|
||||
it('est accessible (accessibilityLabel présent)', () => {})
|
||||
})
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Checklist assets exercices
|
||||
|
||||
Avant de lancer en production, vérifier :
|
||||
- [ ] 38 GIFs présents dans `assets/exercises/` (200×200px, loop, < 200KB chacun)
|
||||
- [ ] 38 thumbnails présents dans `assets/exercises/thumbs/` (< 30KB chacun)
|
||||
- [ ] Toutes les traductions présentes pour EN, FR, ES, DE, PT
|
||||
- [ ] Tous les `modificationId` pointent vers un exercice existant
|
||||
- [ ] Bundle total des assets exercices < 10MB
|
||||
349
.claude/skills/timer/SKILL.md
Normal file
349
.claude/skills/timer/SKILL.md
Normal file
@@ -0,0 +1,349 @@
|
||||
# Skill — Timer Engine (useTimerEngine)
|
||||
> Lis ce skill AVANT d'implémenter quoi que ce soit lié au timer.
|
||||
|
||||
## Responsabilité de ce module
|
||||
Le timer est le cœur battant de l'app. Il doit être :
|
||||
- **Précis** : drift < 50ms sur une séance complète (8 rounds)
|
||||
- **Résilient** : continue en background, survit aux appels téléphoniques
|
||||
- **Découplé** : aucune dépendance vers l'audio ou les exercices
|
||||
- **Testable** : logique pure, facile à tester sans simulateur
|
||||
|
||||
---
|
||||
|
||||
## Architecture du module timer
|
||||
|
||||
```
|
||||
src/features/timer/
|
||||
types.ts ← Commencer ICI
|
||||
hooks/
|
||||
useTimerEngine.ts ← Moteur central (logique pure)
|
||||
useTimerSync.ts ← Pont vers audio + exercices
|
||||
useTimerPersistence.ts ← Sauvegarde config dans AsyncStorage
|
||||
components/
|
||||
TimerDisplay.tsx ← Écran plein écran (props-only)
|
||||
TimerControls.tsx ← Boutons start/pause/stop/skip
|
||||
TimerPhaseIndicator.tsx ← Barre de progression des rounds
|
||||
TimerRing.tsx ← Anneau circulaire animé
|
||||
index.ts ← Barrel export
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Types — commencer par ici
|
||||
|
||||
```typescript
|
||||
// src/features/timer/types.ts
|
||||
|
||||
export type TimerPhase = 'IDLE' | 'GET_READY' | 'WORK' | 'REST' | 'COMPLETE'
|
||||
|
||||
export interface TimerConfig {
|
||||
workDuration: number // défaut : 20s
|
||||
restDuration: number // défaut : 10s
|
||||
rounds: number // défaut : 8
|
||||
getReadyDuration: number // défaut : 10s
|
||||
cycles: number // défaut : 1 (Premium : jusqu'à 10)
|
||||
cyclePauseDuration: number // défaut : 60s (pause entre cycles, Premium)
|
||||
}
|
||||
|
||||
export interface TimerState {
|
||||
phase: TimerPhase
|
||||
secondsLeft: number
|
||||
currentRound: number // 1-indexé
|
||||
totalRounds: number
|
||||
currentCycle: number // 1-indexé
|
||||
totalCycles: number
|
||||
isRunning: boolean
|
||||
isPaused: boolean
|
||||
totalElapsedSeconds: number // pour le résumé de séance
|
||||
}
|
||||
|
||||
export interface TimerActions {
|
||||
start: (config: TimerConfig) => void
|
||||
pause: () => void
|
||||
resume: () => void
|
||||
stop: () => void
|
||||
skip: () => void // passer à la phase suivante immédiatement
|
||||
}
|
||||
|
||||
// Événements émis par le timer — consommés par useTimerSync
|
||||
export type TimerEvent =
|
||||
| { type: 'PHASE_CHANGED'; from: TimerPhase; to: TimerPhase }
|
||||
| { type: 'ROUND_COMPLETED'; round: number }
|
||||
| { type: 'SESSION_COMPLETE'; totalSeconds: number }
|
||||
| { type: 'COUNTDOWN_TICK'; secondsLeft: number } // pour les dernières 3s
|
||||
|
||||
export type TimerEventListener = (event: TimerEvent) => void
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Implémentation — useTimerEngine
|
||||
|
||||
### Principe de précision : Date.now() delta
|
||||
|
||||
**JAMAIS** se fier uniquement à setInterval pour le compte à rebours.
|
||||
setInterval drift de 10-100ms par tick sur mobile. Sur 8 rounds
|
||||
de 20s + 10s, ça peut représenter plusieurs secondes d'écart.
|
||||
|
||||
```typescript
|
||||
// ✅ Approche correcte — delta sur Date.now()
|
||||
const tickRef = useRef<number | null>(null)
|
||||
const targetEndTimeRef = useRef<number>(0)
|
||||
|
||||
function tick() {
|
||||
const now = Date.now()
|
||||
const remaining = Math.max(0, targetEndTimeRef.current - now)
|
||||
const secondsLeft = Math.ceil(remaining / 1000)
|
||||
|
||||
setSecondsLeft(secondsLeft)
|
||||
|
||||
if (remaining <= 0) {
|
||||
advancePhase()
|
||||
} else {
|
||||
// Planifier le prochain tick dans ~100ms (pas 1000ms)
|
||||
// pour une réactivité maximale sur les transitions
|
||||
tickRef.current = setTimeout(tick, 100)
|
||||
}
|
||||
}
|
||||
|
||||
function startPhase(duration: number) {
|
||||
targetEndTimeRef.current = Date.now() + duration * 1000
|
||||
tickRef.current = setTimeout(tick, 100)
|
||||
}
|
||||
```
|
||||
|
||||
### Gestion du background (AppState)
|
||||
|
||||
```typescript
|
||||
useEffect(() => {
|
||||
const subscription = AppState.addEventListener('change', (nextState) => {
|
||||
if (nextState === 'background' || nextState === 'inactive') {
|
||||
// Sauvegarder le timestamp cible — pas l'état courant
|
||||
// Quand on revient en foreground, on recalcule
|
||||
saveBackgroundTimestamp(targetEndTimeRef.current)
|
||||
}
|
||||
|
||||
if (nextState === 'active') {
|
||||
const savedTarget = loadBackgroundTimestamp()
|
||||
if (savedTarget && isRunningRef.current) {
|
||||
// Recalculer le temps restant depuis le timestamp sauvegardé
|
||||
targetEndTimeRef.current = savedTarget
|
||||
// Si le temps est dépassé, avancer aux phases manquées
|
||||
reconcilePhaseAfterBackground(savedTarget, Date.now())
|
||||
}
|
||||
}
|
||||
})
|
||||
|
||||
return () => subscription.remove()
|
||||
}, [])
|
||||
```
|
||||
|
||||
### Notification sticky pendant la séance
|
||||
|
||||
Utiliser expo-notifications pour afficher le décompte en background :
|
||||
|
||||
```typescript
|
||||
async function updateBackgroundNotification(phase: TimerPhase, secondsLeft: number) {
|
||||
await Notifications.scheduleNotificationAsync({
|
||||
identifier: 'tabata-timer-sticky',
|
||||
content: {
|
||||
title: phase === 'WORK' ? '🔥 Travail !' : '💨 Repos',
|
||||
body: `${secondsLeft}s — Round ${currentRound}/${totalRounds}`,
|
||||
sticky: true,
|
||||
autoDismiss: false,
|
||||
},
|
||||
trigger: null,
|
||||
})
|
||||
}
|
||||
```
|
||||
|
||||
### Ordre des transitions de phase
|
||||
|
||||
```
|
||||
IDLE
|
||||
↓ start()
|
||||
GET_READY (getReadyDuration)
|
||||
↓ temps écoulé
|
||||
WORK (workDuration)
|
||||
↓ temps écoulé
|
||||
REST (restDuration)
|
||||
↓ temps écoulé
|
||||
→ si currentRound < totalRounds : retour à WORK
|
||||
→ si currentRound === totalRounds ET currentCycle < totalCycles :
|
||||
PAUSE_BETWEEN_CYCLES → WORK (round 1 du cycle suivant)
|
||||
→ si currentRound === totalRounds ET currentCycle === totalCycles :
|
||||
COMPLETE
|
||||
↓ stop() ou auto-reset après 3s
|
||||
IDLE
|
||||
```
|
||||
|
||||
### Événements à émettre aux abonnés
|
||||
|
||||
```typescript
|
||||
// À chaque changement de phase
|
||||
emitEvent({ type: 'PHASE_CHANGED', from: prevPhase, to: nextPhase })
|
||||
|
||||
// À chaque fin de round
|
||||
emitEvent({ type: 'ROUND_COMPLETED', round: currentRound })
|
||||
|
||||
// Décompte final (3, 2, 1)
|
||||
if (secondsLeft <= 3) {
|
||||
emitEvent({ type: 'COUNTDOWN_TICK', secondsLeft })
|
||||
}
|
||||
|
||||
// Fin de séance
|
||||
emitEvent({ type: 'SESSION_COMPLETE', totalSeconds: totalElapsedSeconds })
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Interface publique du hook
|
||||
|
||||
```typescript
|
||||
export function useTimerEngine(): TimerState & TimerActions & {
|
||||
addEventListener: (listener: TimerEventListener) => () => void
|
||||
config: TimerConfig
|
||||
}
|
||||
```
|
||||
|
||||
Le retour doit permettre :
|
||||
```typescript
|
||||
const {
|
||||
phase, secondsLeft, currentRound, totalRounds, isRunning, isPaused,
|
||||
start, pause, resume, stop, skip,
|
||||
addEventListener,
|
||||
config,
|
||||
} = useTimerEngine()
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Composant TimerDisplay — layout plein écran
|
||||
|
||||
```
|
||||
┌─────────────────────────────┐ ← StatusBar cachée
|
||||
│ [Exercice] Round 3/8 ●○○ │ ← Zone haute (20%) — fond semi-transparent
|
||||
├─────────────────────────────┤
|
||||
│ │
|
||||
│ │
|
||||
│ ┌───────┐ │
|
||||
│ │ :17 │ │ ← Anneau + chiffre (50% de l'écran)
|
||||
│ └───────┘ │ ← Police monospace, taille ~120px
|
||||
│ │
|
||||
│ ████████████░░░░░░░░░░░░░ │ ← Barre de progression totale (15%)
|
||||
│ │
|
||||
│ ⏸ ■ ⏭ │ ← Boutons discrets (15%) — Pause/Stop/Skip
|
||||
└─────────────────────────────┘
|
||||
```
|
||||
|
||||
Props obligatoires du composant :
|
||||
```typescript
|
||||
interface TimerDisplayProps {
|
||||
state: TimerState
|
||||
exerciseName: string
|
||||
nextExerciseName: string
|
||||
onPause: () => void
|
||||
onStop: () => void
|
||||
onSkip: () => void
|
||||
}
|
||||
```
|
||||
|
||||
### Animations requises
|
||||
- **Fond** : transition de couleur animée entre phases (600ms ease-in-out)
|
||||
- `Animated.timing` sur la backgroundColor avec interpolation de couleurs
|
||||
- **Chiffre** : légère pulsation à chaque seconde (`Animated.sequence` scale 1→1.05→1)
|
||||
- **Anneau** : `Animated.Value` sur stroke-dashoffset (SVG) ou rotation
|
||||
- **Décompte final** : flash rouge sur les 3 dernières secondes
|
||||
|
||||
```typescript
|
||||
// Interpolation de couleur entre phases
|
||||
const backgroundAnim = useRef(new Animated.Value(0)).current
|
||||
|
||||
const backgroundColor = backgroundAnim.interpolate({
|
||||
inputRange: [0, 1, 2, 3],
|
||||
outputRange: [
|
||||
PHASE_COLORS.IDLE,
|
||||
PHASE_COLORS.GET_READY,
|
||||
PHASE_COLORS.WORK,
|
||||
PHASE_COLORS.REST,
|
||||
],
|
||||
})
|
||||
|
||||
// Déclencher quand la phase change
|
||||
useEffect(() => {
|
||||
const phaseIndex = { IDLE: 0, GET_READY: 1, WORK: 2, REST: 3, COMPLETE: 0 }
|
||||
Animated.timing(backgroundAnim, {
|
||||
toValue: phaseIndex[phase],
|
||||
duration: 600,
|
||||
useNativeDriver: false, // obligatoire pour backgroundColor
|
||||
}).start()
|
||||
}, [phase])
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## expo-keep-awake — écran allumé pendant la séance
|
||||
|
||||
```typescript
|
||||
import { activateKeepAwakeAsync, deactivateKeepAwake } from 'expo-keep-awake'
|
||||
|
||||
// Dans useTimerEngine
|
||||
useEffect(() => {
|
||||
if (isRunning) {
|
||||
activateKeepAwakeAsync('tabata-session')
|
||||
} else {
|
||||
deactivateKeepAwake('tabata-session')
|
||||
}
|
||||
}, [isRunning])
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Tests minimaux à écrire
|
||||
|
||||
```typescript
|
||||
describe('useTimerEngine', () => {
|
||||
it('démarre en phase IDLE avec la config par défaut', () => {})
|
||||
it('passe à GET_READY quand start() est appelé', () => {})
|
||||
it('passe à WORK après la fin de GET_READY', () => {})
|
||||
it('passe à REST après la fin de WORK', () => {})
|
||||
it('incrémente currentRound après chaque REST', () => {})
|
||||
it('passe à COMPLETE après le dernier round', () => {})
|
||||
it('retourne à IDLE après stop()', () => {})
|
||||
it('skip() avance immédiatement à la phase suivante', () => {})
|
||||
it('émet PHASE_CHANGED à chaque transition', () => {})
|
||||
it('émet COUNTDOWN_TICK pour 3, 2, 1', () => {})
|
||||
it('cleanup useEffect enlève tous les listeners', () => {})
|
||||
})
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Erreurs classiques à éviter
|
||||
|
||||
```typescript
|
||||
// ❌ Drift — setInterval seul
|
||||
setInterval(() => setSecondsLeft(prev => prev - 1), 1000)
|
||||
|
||||
// ✅ Delta sur Date.now()
|
||||
const remaining = Math.max(0, targetEndTimeRef.current - Date.now())
|
||||
setSecondsLeft(Math.ceil(remaining / 1000))
|
||||
|
||||
// ❌ State React pour les valeurs temps-critique
|
||||
const [targetEndTime, setTargetEndTime] = useState(0)
|
||||
|
||||
// ✅ Ref pour les valeurs utilisées dans les closures de timeout
|
||||
const targetEndTimeRef = useRef(0)
|
||||
|
||||
// ❌ Pas de cleanup — memory leak
|
||||
useEffect(() => {
|
||||
setTimeout(tick, 100)
|
||||
})
|
||||
|
||||
// ✅ Cleanup systématique
|
||||
useEffect(() => {
|
||||
return () => {
|
||||
if (tickRef.current) clearTimeout(tickRef.current)
|
||||
}
|
||||
}, [])
|
||||
```
|
||||
233
.claude/skills/workflow/SKILL.md
Normal file
233
.claude/skills/workflow/SKILL.md
Normal file
@@ -0,0 +1,233 @@
|
||||
# Skill — Workflow de Développement TabataGo
|
||||
> Lis ce skill en début de session ou quand tu commences une nouvelle feature.
|
||||
|
||||
## Principe fondamental
|
||||
**Plan d'abord, code ensuite.** Pour toute feature non triviale :
|
||||
1. Analyse les specs dans le PRD (`docs/PRD.md`)
|
||||
2. Liste les edge cases et les dépendances
|
||||
3. Propose l'architecture (types, hooks, composants)
|
||||
4. Attends validation avant de générer du code
|
||||
|
||||
Ne jamais écrire de code avant d'avoir une architecture approuvée
|
||||
sur les features cœur (timer, audio, exercices).
|
||||
|
||||
---
|
||||
|
||||
## Cycle de développement par feature
|
||||
|
||||
### Étape 1 — Lire les specs
|
||||
Avant toute implémentation, lis la section PRD correspondante.
|
||||
Identifie exactement :
|
||||
- Les entrées/sorties du système
|
||||
- Les états possibles
|
||||
- Les cas limites (interruptions, background, erreurs)
|
||||
|
||||
### Étape 2 — Typer en premier
|
||||
Commence TOUJOURS par le fichier `types.ts` de la feature.
|
||||
Les types sont le contrat — ils précèdent l'implémentation.
|
||||
|
||||
```typescript
|
||||
// Exemple pour le timer — types.ts
|
||||
export type TimerPhase = 'IDLE' | 'GET_READY' | 'WORK' | 'REST' | 'COMPLETE'
|
||||
|
||||
export interface TimerState {
|
||||
phase: TimerPhase
|
||||
secondsLeft: number
|
||||
currentRound: number
|
||||
totalRounds: number
|
||||
isRunning: boolean
|
||||
}
|
||||
|
||||
export interface TimerConfig {
|
||||
workDuration: number // secondes, défaut 20
|
||||
restDuration: number // secondes, défaut 10
|
||||
rounds: number // défaut 8
|
||||
getReadyDuration: number // secondes, défaut 10
|
||||
}
|
||||
|
||||
export interface TimerActions {
|
||||
start: () => void
|
||||
pause: () => void
|
||||
resume: () => void
|
||||
stop: () => void
|
||||
skip: () => void
|
||||
}
|
||||
```
|
||||
|
||||
**Ne passe à l'étape 3 que si les types semblent corrects.**
|
||||
|
||||
### Étape 3 — Implémenter le hook (logique métier)
|
||||
Implémenter le hook central de la feature.
|
||||
Règles :
|
||||
- Aucun import depuis React Native UI dans les hooks métier
|
||||
- Chaque hook expose un état + des actions (pattern Zustand-like)
|
||||
- Les side effects sont dans useEffect avec cleanup systématique
|
||||
- Logger les transitions d'état en dev (`__DEV__ && console.log(...)`)
|
||||
|
||||
### Étape 4 — Implémenter les composants
|
||||
Les composants reçoivent tout par props — ils ne fetchent rien,
|
||||
ne font aucune logique métier.
|
||||
|
||||
```typescript
|
||||
// ✅ Correct
|
||||
function TimerDisplay({ phase, secondsLeft, currentRound }: TimerDisplayProps) {
|
||||
return <Text>{secondsLeft}</Text>
|
||||
}
|
||||
|
||||
// ❌ Interdit
|
||||
function TimerDisplay() {
|
||||
const timer = useTimerEngine() // logique dans le composant
|
||||
return <Text>{timer.secondsLeft}</Text>
|
||||
}
|
||||
```
|
||||
|
||||
### Étape 5 — Tester avant de continuer
|
||||
Avant de passer à la feature suivante, écrire les tests minimaux :
|
||||
- État initial correct
|
||||
- Transitions de phase correctes
|
||||
- Cleanup des side effects (pas de memory leak)
|
||||
|
||||
---
|
||||
|
||||
## Patterns obligatoires
|
||||
|
||||
### Gestion d'état avec state machine explicite
|
||||
Toujours utiliser une state machine pour les flows complexes.
|
||||
Jamais de booléens en cascade (`isRunning && !isPaused && !isComplete`).
|
||||
|
||||
```typescript
|
||||
// ✅ State machine explicite
|
||||
type TimerPhase = 'IDLE' | 'GET_READY' | 'WORK' | 'REST' | 'COMPLETE'
|
||||
|
||||
const VALID_TRANSITIONS: Record<TimerPhase, TimerPhase[]> = {
|
||||
IDLE: ['GET_READY'],
|
||||
GET_READY: ['WORK', 'IDLE'],
|
||||
WORK: ['REST', 'IDLE'],
|
||||
REST: ['WORK', 'COMPLETE', 'IDLE'],
|
||||
COMPLETE: ['IDLE'],
|
||||
}
|
||||
|
||||
function canTransition(from: TimerPhase, to: TimerPhase): boolean {
|
||||
return VALID_TRANSITIONS[from].includes(to)
|
||||
}
|
||||
```
|
||||
|
||||
### Cleanup systématique des useEffect
|
||||
```typescript
|
||||
useEffect(() => {
|
||||
const subscription = AppState.addEventListener('change', handleAppState)
|
||||
return () => subscription.remove() // TOUJOURS un cleanup
|
||||
}, [])
|
||||
```
|
||||
|
||||
### AsyncStorage — wrapper typé uniquement
|
||||
Ne jamais appeler AsyncStorage directement dans les composants.
|
||||
Passer par un hook ou un service :
|
||||
|
||||
```typescript
|
||||
// shared/utils/storage.ts
|
||||
export async function saveTimerConfig(config: TimerConfig): Promise<void> {
|
||||
await AsyncStorage.setItem('timer_config', JSON.stringify(config))
|
||||
}
|
||||
|
||||
export async function loadTimerConfig(): Promise<TimerConfig | null> {
|
||||
const raw = await AsyncStorage.getItem('timer_config')
|
||||
return raw ? JSON.parse(raw) : null
|
||||
}
|
||||
```
|
||||
|
||||
### Constantes centralisées
|
||||
```typescript
|
||||
// shared/constants/timer.ts
|
||||
export const TIMER_DEFAULTS = {
|
||||
WORK_DURATION: 20,
|
||||
REST_DURATION: 10,
|
||||
ROUNDS: 8,
|
||||
GET_READY_DURATION: 10,
|
||||
} as const
|
||||
|
||||
// shared/constants/colors.ts
|
||||
export const PHASE_COLORS = {
|
||||
GET_READY: '#EAB308', // Jaune
|
||||
WORK: '#F97316', // Orange
|
||||
REST: '#3B82F6', // Bleu
|
||||
COMPLETE: '#22C55E', // Vert
|
||||
IDLE: '#1E1E2E', // Dark
|
||||
} as const
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Gestion des erreurs
|
||||
|
||||
### Pattern try/catch dans les hooks async
|
||||
```typescript
|
||||
const [error, setError] = useState<string | null>(null)
|
||||
const [isLoading, setIsLoading] = useState(false)
|
||||
|
||||
async function loadData() {
|
||||
try {
|
||||
setIsLoading(true)
|
||||
setError(null)
|
||||
const data = await fetchSomething()
|
||||
setData(data)
|
||||
} catch (e) {
|
||||
setError(e instanceof Error ? e.message : 'Erreur inconnue')
|
||||
} finally {
|
||||
setIsLoading(false)
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Fallback dans les composants
|
||||
Tout composant qui charge des ressources (GIF, audio) doit avoir
|
||||
un état de fallback visible et non-bloquant.
|
||||
|
||||
---
|
||||
|
||||
## Checklist avant de soumettre du code
|
||||
|
||||
Avant de considérer une feature terminée, vérifier :
|
||||
|
||||
- [ ] Les types sont définis dans `types.ts`
|
||||
- [ ] La logique est dans des hooks, pas dans des composants
|
||||
- [ ] Tous les `useEffect` ont un cleanup
|
||||
- [ ] Aucun `console.log` en dehors de `if (__DEV__)`
|
||||
- [ ] Les constantes sont dans `shared/constants/`
|
||||
- [ ] Les fonctions async ont un try/catch
|
||||
- [ ] Un test minimal existe pour les cas principaux
|
||||
- [ ] Le barrel export `index.ts` est mis à jour
|
||||
|
||||
---
|
||||
|
||||
## Workflow de debugging avec les logs Expo
|
||||
|
||||
Pour surveiller les logs en temps réel et donner du contexte à Claude :
|
||||
|
||||
```bash
|
||||
# Terminal 1 — démarrer expo avec logs dans un fichier
|
||||
npx expo start 2>&1 | tee .expo-logs/dev.log
|
||||
|
||||
# Ensuite dans Claude Code
|
||||
> Surveille .expo-logs/dev.log et identifie les warnings
|
||||
liés au module [nom du module en cours]
|
||||
```
|
||||
|
||||
Ajouter des logs structurés dans les hooks critiques :
|
||||
```typescript
|
||||
if (__DEV__) {
|
||||
console.log('[TimerEngine]', { phase, secondsLeft, currentRound })
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Commandes Claude Code utiles
|
||||
|
||||
| Situation | Commande |
|
||||
|---|---|
|
||||
| Début de projet / onboarding | `/init` |
|
||||
| Session longue (>45 min) | `/compact` — focus sur la feature en cours |
|
||||
| Avant chaque commit | `/review` |
|
||||
| Quand Claude part en vrille | Donner un fichier précis : `@src/features/timer/hooks/useTimerEngine.ts` |
|
||||
| Architecture à valider | Demander explicitement "ne génère pas de code, propose seulement l'architecture" |
|
||||
Reference in New Issue
Block a user