blacktrigram 0.7.12 → 0.7.13

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Files changed (57) hide show
  1. package/DATA_MODEL.md +347 -0
  2. package/lib/App.d.ts.map +1 -1
  3. package/lib/App2.js +0 -6
  4. package/lib/App2.js.map +1 -1
  5. package/lib/assets/index.css +8 -0
  6. package/lib/components/screens/combat/CombatScreen3D.d.ts +1 -1
  7. package/lib/components/screens/combat/CombatScreen3D.js +2 -2
  8. package/lib/components/screens/combat/CombatScreen3D.js.map +1 -1
  9. package/lib/components/screens/combat/components/controls/CombatButtons.d.ts.map +1 -1
  10. package/lib/components/screens/combat/components/controls/CombatButtons.js +22 -7
  11. package/lib/components/screens/combat/components/controls/CombatButtons.js.map +1 -1
  12. package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts +2 -0
  13. package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts.map +1 -1
  14. package/lib/components/screens/combat/components/controls/CombatControlsPanel.js +7 -4
  15. package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -1
  16. package/lib/components/screens/combat/components/controls/PauseMenu.d.ts.map +1 -1
  17. package/lib/components/screens/combat/components/controls/PauseMenu.js +15 -5
  18. package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -1
  19. package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js +15 -16
  20. package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -1
  21. package/lib/components/screens/combat/components/hud/DifficultyIndicator.js +1 -2
  22. package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -1
  23. package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js +28 -24
  24. package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -1
  25. package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js +2 -4
  26. package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -1
  27. package/lib/components/screens/controls/ControlsScreen3D.d.ts.map +1 -1
  28. package/lib/components/screens/controls/ControlsScreen3D.js +3 -2
  29. package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -1
  30. package/lib/components/screens/controls/components/InteractiveControlDemoOverlayHtml.js +28 -30
  31. package/lib/components/screens/controls/components/InteractiveControlDemoOverlayHtml.js.map +1 -1
  32. package/lib/components/screens/controls/components/VisualKeyboard3D.d.ts.map +1 -1
  33. package/lib/components/screens/controls/components/VisualKeyboard3D.js +4 -3
  34. package/lib/components/screens/controls/components/VisualKeyboard3D.js.map +1 -1
  35. package/lib/components/screens/intro/IntroScreen3D.js +1 -1
  36. package/lib/components/screens/intro/components/MenuButtonsOverlayHtml.d.ts.map +1 -1
  37. package/lib/components/screens/intro/components/MenuButtonsOverlayHtml.js +5 -2
  38. package/lib/components/screens/intro/components/MenuButtonsOverlayHtml.js.map +1 -1
  39. package/lib/components/screens/philosophy/components/TrigramSymbol3D.d.ts.map +1 -1
  40. package/lib/components/screens/training/components/FootworkDrillsOverlayHtml.js +4 -4
  41. package/lib/components/screens/training/components/FootworkDrillsOverlayHtml.js.map +1 -1
  42. package/lib/components/screens/training/components/hud/TrainingTopHUD.js +1 -1
  43. package/lib/components/screens/training/components/hud/TrainingTopHUD.js.map +1 -1
  44. package/lib/components/shared/base/ResponsiveContainer.d.ts +6 -0
  45. package/lib/components/shared/base/ResponsiveContainer.d.ts.map +1 -1
  46. package/lib/components/shared/three/effects/ActionFeedback.js +1 -2
  47. package/lib/components/shared/three/effects/ActionFeedback.js.map +1 -1
  48. package/lib/components/shared/three/effects/DamageNumbers.js +1 -2
  49. package/lib/components/shared/three/effects/DamageNumbers.js.map +1 -1
  50. package/lib/components/shared/ui/BaseHUDContainer.d.ts +40 -0
  51. package/lib/components/shared/ui/BaseHUDContainer.d.ts.map +1 -1
  52. package/lib/components/shared/ui/BaseHUDContainer.js +40 -0
  53. package/lib/components/shared/ui/BaseHUDContainer.js.map +1 -1
  54. package/lib/components/shared/ui/MobileHUDLayout.d.ts +13 -0
  55. package/lib/components/shared/ui/MobileHUDLayout.d.ts.map +1 -1
  56. package/lib/components/shared/ui/SplashScreen.js +2 -2
  57. package/package.json +6 -6
@@ -16,6 +16,46 @@ import { jsx } from "react/jsx-runtime";
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  * - Pointer events handling
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  * - Backdrop blur effects
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  *
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+ * ## Z-Index Stacking Order (Combat HUD Layers)
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+ *
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+ * The combat screen renders multiple overlapping HUD panels. The stacking
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+ * order is managed by the Z_INDEX constants from LayoutTypes.ts:
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+ *
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+ * | Layer | Z-Index | Description |
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+ * |---------------------|---------|------------------------------------|
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+ * | BACKGROUND | 0 | 3D scene background |
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+ * | ARENA | 10 | Combat arena mesh |
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+ * | PLAYERS | 20 | Character models |
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+ * | EFFECTS | 30 | Particles and VFX |
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+ * | HUD_BACKGROUND | 40 | HUD panel backgrounds |
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+ * | HUD (default) | 50 | Left/Right/Top/Bottom HUD panels |
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+ * | TECHNIQUE_BAR | 55 | Technique bar overlay |
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+ * | HUD_OVERLAY | 60 | PlayerStateOverlay and sub-HUDs |
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+ * | MOBILE_CONTROLS | 100 | Touch controls on mobile |
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+ * | MODAL | 200 | Modal dialogs |
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+ * | TOOLTIP | 300 | Tooltips and hints |
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+ * | PAUSE_MENU | 1000 | Pause menu overlay |
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+ * | LOADING | 2000 | Loading screens |
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+ * | DEBUG | 9000 | Performance debug overlay |
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+ *
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+ * All BaseHUDContainer instances default to Z_INDEX.HUD (50). Parent
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+ * screens can override via the `zIndex` prop when a different layer
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+ * is needed (e.g., overlays at HUD_OVERLAY = 60).
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+ *
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+ * ## Viewport Breakpoints (Expected HUD Sizes)
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+ *
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+ * | Viewport | Width | Left/Right HUD | Top HUD | Bottom HUD |
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+ * |---------------------|----------|----------------|---------|------------|
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+ * | Small Phone (≤375) | ≤375px | ~120-150px | ~50px | ~90px |
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+ * | Mobile (<768) | <768px | ~180-200px | ~60px | ~110px |
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+ * | Tablet (768-1199) | 768-1199 | ~220-260px | ~65px | ~120px |
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+ * | Desktop (≥1200) | ≥1200px | ~260-300px | ~70px | ~130px |
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+ * | 4K (≥1920) | ≥1920px | ~300-400px | ~80px | ~140px |
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+ *
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+ * Width/height values are passed by the parent screen and scaled via
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+ * positionScale multipliers. This table documents the expected ranges
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+ * produced by CombatScreen3D and TrainingScreen3D layout calculations.
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+ *
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  * @module components/shared/ui
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  * @korean 기본HUD컨테이너 - 공통 패턴을 가진 재사용 가능한 HUD 컨테이너
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  */
@@ -1 +1 @@
1
- {"version":3,"file":"BaseHUDContainer.js","names":[],"sources":["../../../../src/components/shared/ui/BaseHUDContainer.tsx"],"sourcesContent":["/**\n * BaseHUDContainer - Reusable HUD container with common patterns\n *\n * Provides consistent container styling and positioning for all HUD components.\n * Eliminates code duplication across Training and Combat HUDs.\n *\n * Features:\n * - Responsive positioning based on HUD position (left, right, top, bottom)\n * - Korean cyberpunk theming with gradients and borders\n * - Pointer events handling\n * - Backdrop blur effects\n *\n * @module components/shared/ui\n * @korean 기본HUD컨테이너 - 공통 패턴을 가진 재사용 가능한 HUD 컨테이너\n */\n\nimport React from \"react\";\nimport { Z_INDEX } from \"../../../types/LayoutTypes\";\nimport { KOREAN_COLORS } from \"@/types/constants\";\nimport { hexToRgbaString } from \"../../../utils/colorUtils\";\n\n/**\n * HUD position type\n */\nexport type HUDPosition = \"left\" | \"right\" | \"top\" | \"bottom\";\n\n/**\n * Props for BaseHUDContainer component\n */\nexport interface BaseHUDContainerProps {\n /** Position of the HUD (left, right, top, bottom) */\n readonly position: HUDPosition;\n /** Width in pixels (used for left/right positions; top/bottom use 100% width) */\n readonly width: number;\n /** Height in pixels */\n readonly height: number;\n /** Top offset in pixels (for left/right HUDs) */\n readonly topOffset?: number;\n /** Internal padding in pixels */\n readonly padding?: number;\n /** Gap between sections in pixels */\n readonly gap?: number;\n /** Z-index for layering */\n readonly zIndex?: number;\n /** Additional CSS styles */\n readonly style?: React.CSSProperties;\n /** Child elements */\n readonly children: React.ReactNode;\n /** Test ID for testing */\n readonly dataTestId?: string;\n}\n\n/**\n * BaseHUDContainer Component\n *\n * Reusable container for HUD elements with consistent styling and positioning.\n * Handles left, right, top, and bottom positions with appropriate borders,\n * gradients, and responsive behavior.\n *\n * @example\n * ```tsx\n * <BaseHUDContainer\n * position=\"left\"\n * width={268}\n * height={940}\n * topOffset={70}\n * padding={12}\n * gap={14}\n * dataTestId=\"combat-left-hud\"\n * >\n * <PlayerHUD player={player} />\n * <SpeedIndicator speed={speed} />\n * </BaseHUDContainer>\n * ```\n */\nexport const BaseHUDContainer: React.FC<BaseHUDContainerProps> = ({\n position,\n width,\n height,\n topOffset = 0,\n padding = 10,\n gap = 12,\n zIndex = Z_INDEX.HUD,\n style = {},\n children,\n dataTestId,\n}) => {\n // Calculate position-specific styles\n // Using KOREAN_COLORS directly for stable memoization instead of useKoreanTheme\n const containerStyle = React.useMemo<React.CSSProperties>(() => {\n const baseStyle: React.CSSProperties = {\n position: \"absolute\",\n display: \"flex\",\n flexDirection: \"column\",\n alignItems: \"stretch\",\n pointerEvents: \"none\",\n padding: `${padding}px`,\n boxSizing: \"border-box\",\n gap: `${gap}px`,\n zIndex,\n backdropFilter: \"blur(8px)\",\n };\n\n switch (position) {\n case \"left\":\n return {\n ...baseStyle,\n left: 0,\n top: `${topOffset}px`,\n width: `${width}px`,\n height: `${height}px`,\n justifyContent: \"flex-start\",\n borderRight: `2px solid ${hexToRgbaString(KOREAN_COLORS.PRIMARY_CYAN, 0.4)}`,\n background: `linear-gradient(90deg, ${hexToRgbaString(KOREAN_COLORS.UI_BACKGROUND_DARK, 0.85)} 0%, ${hexToRgbaString(KOREAN_COLORS.UI_BACKGROUND_DARK, 0.4)} 100%)`,\n };\n\n case \"right\":\n return {\n ...baseStyle,\n right: 0,\n top: `${topOffset}px`,\n width: `${width}px`,\n height: `${height}px`,\n justifyContent: \"flex-start\",\n borderLeft: `2px solid ${hexToRgbaString(KOREAN_COLORS.PRIMARY_CYAN, 0.4)}`,\n background: `linear-gradient(270deg, ${hexToRgbaString(KOREAN_COLORS.UI_BACKGROUND_DARK, 0.85)} 0%, ${hexToRgbaString(KOREAN_COLORS.UI_BACKGROUND_DARK, 0.4)} 100%)`,\n };\n\n case \"top\":\n return {\n ...baseStyle,\n top: 0,\n left: 0,\n width: \"100%\",\n height: `${height}px`,\n flexDirection: \"row\",\n justifyContent: \"space-between\",\n alignItems: \"center\",\n borderBottom: `2px solid ${hexToRgbaString(KOREAN_COLORS.PRIMARY_CYAN, 0.4)}`,\n background: `linear-gradient(180deg, ${hexToRgbaString(KOREAN_COLORS.UI_BACKGROUND_DARK, 0.9)} 0%, ${hexToRgbaString(KOREAN_COLORS.UI_BACKGROUND_DARK, 0.7)} 100%)`,\n };\n\n case \"bottom\":\n return {\n ...baseStyle,\n bottom: 0,\n left: 0,\n width: \"100%\",\n height: `${height}px`,\n flexDirection: \"row\",\n justifyContent: \"space-between\",\n alignItems: \"center\",\n borderTop: `2px solid ${hexToRgbaString(KOREAN_COLORS.PRIMARY_CYAN, 0.4)}`,\n background: `linear-gradient(0deg, ${hexToRgbaString(KOREAN_COLORS.UI_BACKGROUND_DARK, 0.9)} 0%, ${hexToRgbaString(KOREAN_COLORS.UI_BACKGROUND_DARK, 0.7)} 100%)`,\n };\n }\n }, [position, width, height, topOffset, padding, gap, zIndex]);\n\n return (\n <div style={{ ...containerStyle, ...style }} data-testid={dataTestId}>\n {children}\n 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+ {"version":3,"file":"BaseHUDContainer.js","names":[],"sources":["../../../../src/components/shared/ui/BaseHUDContainer.tsx"],"sourcesContent":["/**\n * BaseHUDContainer - Reusable HUD container with common patterns\n *\n * Provides consistent container styling and positioning for all HUD components.\n * Eliminates code duplication across Training and Combat HUDs.\n *\n * Features:\n * - Responsive positioning based on HUD position (left, right, top, bottom)\n * - Korean cyberpunk theming with gradients and borders\n * - Pointer events handling\n * - Backdrop blur effects\n *\n * ## Z-Index Stacking Order (Combat HUD Layers)\n *\n * The combat screen renders multiple overlapping HUD panels. The stacking\n * order is managed by the Z_INDEX constants from LayoutTypes.ts:\n *\n * | Layer | Z-Index | Description |\n * |---------------------|---------|------------------------------------|\n * | BACKGROUND | 0 | 3D scene background |\n * | ARENA | 10 | Combat arena mesh |\n * | PLAYERS | 20 | Character models |\n * | EFFECTS | 30 | Particles and VFX |\n * | HUD_BACKGROUND | 40 | HUD panel backgrounds |\n * | HUD (default) | 50 | Left/Right/Top/Bottom HUD panels |\n * | TECHNIQUE_BAR | 55 | Technique bar overlay |\n * | HUD_OVERLAY | 60 | PlayerStateOverlay and sub-HUDs |\n * | MOBILE_CONTROLS | 100 | Touch controls on mobile |\n * | MODAL | 200 | Modal dialogs |\n * | TOOLTIP | 300 | Tooltips and hints |\n * | PAUSE_MENU | 1000 | Pause menu overlay |\n * | LOADING | 2000 | Loading screens |\n * | DEBUG | 9000 | Performance debug overlay |\n *\n * All BaseHUDContainer instances default to Z_INDEX.HUD (50). Parent\n * screens can override via the `zIndex` prop when a different layer\n * is needed (e.g., overlays at HUD_OVERLAY = 60).\n *\n * ## Viewport Breakpoints (Expected HUD Sizes)\n *\n * | Viewport | Width | Left/Right HUD | Top HUD | Bottom HUD |\n * |---------------------|----------|----------------|---------|------------|\n * | Small Phone (≤375) | ≤375px | ~120-150px | ~50px | ~90px |\n * | Mobile (<768) | <768px | ~180-200px | ~60px | ~110px |\n * | Tablet (768-1199) | 768-1199 | ~220-260px | ~65px | ~120px |\n * | Desktop (≥1200) | ≥1200px | ~260-300px | ~70px | ~130px |\n * | 4K (≥1920) | ≥1920px | ~300-400px | ~80px | ~140px |\n *\n * Width/height values are passed by the parent screen and scaled via\n * positionScale multipliers. This table documents the expected ranges\n * produced by CombatScreen3D and TrainingScreen3D layout calculations.\n *\n * @module components/shared/ui\n * @korean 기본HUD컨테이너 - 공통 패턴을 가진 재사용 가능한 HUD 컨테이너\n */\n\nimport React from \"react\";\nimport { Z_INDEX } from \"../../../types/LayoutTypes\";\nimport { KOREAN_COLORS } from \"@/types/constants\";\nimport { hexToRgbaString } from \"../../../utils/colorUtils\";\n\n/**\n * HUD position type\n */\nexport type HUDPosition = \"left\" | \"right\" | \"top\" | \"bottom\";\n\n/**\n * Props for BaseHUDContainer component\n */\nexport interface BaseHUDContainerProps {\n /** Position of the HUD (left, right, top, bottom) */\n readonly position: HUDPosition;\n /** Width in pixels (used for left/right positions; top/bottom use 100% width) */\n readonly width: number;\n /** Height in pixels */\n readonly height: number;\n /** Top offset in pixels (for left/right HUDs) */\n readonly topOffset?: number;\n /** Internal padding in pixels */\n readonly padding?: number;\n /** Gap between sections in pixels */\n readonly gap?: number;\n /** Z-index for layering */\n readonly zIndex?: number;\n /** Additional CSS styles */\n readonly style?: React.CSSProperties;\n /** Child elements */\n readonly children: React.ReactNode;\n /** Test ID for testing */\n readonly dataTestId?: string;\n}\n\n/**\n * BaseHUDContainer Component\n *\n * Reusable container for HUD elements with consistent styling and positioning.\n * Handles left, right, top, and bottom positions with appropriate borders,\n * gradients, and responsive behavior.\n *\n * @example\n * ```tsx\n * <BaseHUDContainer\n * position=\"left\"\n * width={268}\n * height={940}\n * topOffset={70}\n * padding={12}\n * gap={14}\n * dataTestId=\"combat-left-hud\"\n * >\n * <PlayerHUD player={player} />\n * <SpeedIndicator speed={speed} />\n * </BaseHUDContainer>\n * ```\n */\nexport const BaseHUDContainer: React.FC<BaseHUDContainerProps> = ({\n position,\n width,\n height,\n topOffset = 0,\n padding = 10,\n gap = 12,\n zIndex = Z_INDEX.HUD,\n style = {},\n children,\n dataTestId,\n}) => {\n // Calculate position-specific styles\n // Using KOREAN_COLORS directly for stable memoization instead of useKoreanTheme\n //\n // Z-index stacking: defaults to Z_INDEX.HUD (50). Combat screen layers\n // are ordered as: HUD_BACKGROUND (40) < HUD (50) < TECHNIQUE_BAR (55) < HUD_OVERLAY (60).\n // Left/Right/Top/Bottom HUDs all share the same z-index (HUD = 50) and\n // rely on DOM order for overlap resolution. The PlayerStateOverlay sits\n // at HUD_OVERLAY (60) to appear above all HUD panels.\n //\n // Safe area note: left/right HUD panels are anchored to the viewport edge\n // with left: 0 / right: 0. Reducing the width prop alone will not move a\n // panel out of a landscape notch or horizontal safe-area cutout. If the\n // parent needs to avoid env(safe-area-inset-left) /\n // env(safe-area-inset-right), it should also provide a horizontal offset\n // via the existing style prop (for example, left/right or horizontal\n // padding) in addition to any width adjustments. Horizontal safe-area\n // insets affect left/right panel widths and offsets, not topOffset (which\n // is purely vertical). 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@@ -52,6 +52,19 @@ export interface MobileHUDLayoutProps {
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  * - Minimal screen real estate usage
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  * - Safe area aware positioning
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  *
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+ * Landscape Safe Area Notes:
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+ * - In landscape on notched devices (iPhone X+), the left and right health
57
+ * bars are currently anchored using `layout.spacing.md` from their
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+ * respective edges.
59
+ * - The `useResponsiveLayout` hook provides safe-area values, and this
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+ * component uses `layout.safeArea.top` for vertical offset.
61
+ * - However, the current health bar positioning does not directly apply
62
+ * `layout.safeArea.left` / `layout.safeArea.right` for horizontal notch or
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+ * cutout avoidance in landscape mode.
64
+ * - Consumers that require landscape horizontal safe-area protection should
65
+ * add `env(safe-area-inset-left)` / `env(safe-area-inset-right)` via CSS
66
+ * or ensure the parent container applies equivalent horizontal offsets.
67
+ *
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  * @example
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69
  * ```tsx
57
70
  * <MobileHUDLayout
@@ -1 +1 @@
1
- {"version":3,"file":"MobileHUDLayout.d.ts","sourceRoot":"","sources":["../../../../src/components/shared/ui/MobileHUDLayout.tsx"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;GAgBG;AAGH,OAAO,KAAkB,MAAM,OAAO,CAAC;AACvC,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAU/C;;GAEG;AACH,MAAM,WAAW,oBAAoB;IACnC,qBAAqB;IACrB,QAAQ,CAAC,OAAO,EAAE,WAAW,CAAC;IAC9B,qBAAqB;IACrB,QAAQ,CAAC,OAAO,EAAE,WAAW,CAAC;IAC9B,gCAAgC;IAChC,QAAQ,CAAC,aAAa,EAAE,MAAM,CAAC;IAC/B,2BAA2B;IAC3B,QAAQ,CAAC,YAAY,EAAE,MAAM,CAAC;IAC9B,qBAAqB;IACrB,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;IAC3B,6BAA6B;IAC7B,QAAQ,CAAC,QAAQ,CAAC,EAAE,OAAO,CAAC;IAC5B,0BAA0B;IAC1B,QAAQ,CAAC,MAAM,CAAC,EAAE,MAAM,CAAC;CAC1B;AAkMD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA6BG;AACH,eAAO,MAAM,eAAe,EAAE,KAAK,CAAC,EAAE,CAAC,oBAAoB,CAkG1D,CAAC"}
1
+ {"version":3,"file":"MobileHUDLayout.d.ts","sourceRoot":"","sources":["../../../../src/components/shared/ui/MobileHUDLayout.tsx"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;GAgBG;AAGH,OAAO,KAAkB,MAAM,OAAO,CAAC;AACvC,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAU/C;;GAEG;AACH,MAAM,WAAW,oBAAoB;IACnC,qBAAqB;IACrB,QAAQ,CAAC,OAAO,EAAE,WAAW,CAAC;IAC9B,qBAAqB;IACrB,QAAQ,CAAC,OAAO,EAAE,WAAW,CAAC;IAC9B,gCAAgC;IAChC,QAAQ,CAAC,aAAa,EAAE,MAAM,CAAC;IAC/B,2BAA2B;IAC3B,QAAQ,CAAC,YAAY,EAAE,MAAM,CAAC;IAC9B,qBAAqB;IACrB,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;IAC3B,6BAA6B;IAC7B,QAAQ,CAAC,QAAQ,CAAC,EAAE,OAAO,CAAC;IAC5B,0BAA0B;IAC1B,QAAQ,CAAC,MAAM,CAAC,EAAE,MAAM,CAAC;CAC1B;AAkMD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA0CG;AACH,eAAO,MAAM,eAAe,EAAE,KAAK,CAAC,EAAE,CAAC,oBAAoB,CAkG1D,CAAC"}
@@ -183,7 +183,7 @@ var SplashScreen = ({ onStart, width, height }) => {
183
183
  }),
184
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  /* @__PURE__ */ jsxs("div", {
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  role: "contentinfo",
186
- "aria-label": `Application version 0.7.12`,
186
+ "aria-label": `Application version 0.7.13`,
187
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  style: {
188
188
  position: "absolute",
189
189
  bottom: "20px",
@@ -192,7 +192,7 @@ var SplashScreen = ({ onStart, width, height }) => {
192
192
  fontSize: "10px",
193
193
  zIndex: 1
194
194
  },
195
- children: ["v", "0.7.12"]
195
+ children: ["v", "0.7.13"]
196
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  })
197
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  ]
198
198
  });
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "blacktrigram",
3
- "version": "0.7.12",
3
+ "version": "0.7.13",
4
4
  "description": "Black Trigram (흑괘) - Korean Martial Arts Combat Simulator. Reusable game systems, combat mechanics, animation framework, and Korean martial arts data built with React, Three.js, and TypeScript.",
5
5
  "type": "module",
6
6
  "main": "./lib/index.js",
@@ -200,8 +200,8 @@
200
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  "@types/react-dom": "19.2.3",
201
201
  "@types/three": "0.183.1",
202
202
  "@vitejs/plugin-react": "6.0.1",
203
- "@vitest/coverage-v8": "4.1.2",
204
- "@vitest/ui": "4.1.2",
203
+ "@vitest/coverage-v8": "4.1.3",
204
+ "@vitest/ui": "4.1.3",
205
205
  "cypress": "15.13.0",
206
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  "cypress-junit-reporter": "1.3.1",
207
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  "cypress-multi-reporters": "2.0.5",
@@ -213,7 +213,7 @@
213
213
  "eslint-plugin-react-refresh": "0.5.2",
214
214
  "globals": "17.4.0",
215
215
  "jest-axe": "10.0.0",
216
- "jsdom": "29.0.1",
216
+ "jsdom": "29.0.2",
217
217
  "knip": "6.3.0",
218
218
  "license-compliance": "3.0.1",
219
219
  "mocha-junit-reporter": "2.2.1",
@@ -237,10 +237,10 @@
237
237
  "typedoc-plugin-missing-exports": "4.1.3",
238
238
  "typescript": "6.0.2",
239
239
  "typescript-eslint": "8.58.0",
240
- "vite": "8.0.5",
240
+ "vite": "8.0.6",
241
241
  "vite-bundle-analyzer": "1.3.7",
242
242
  "vite-tsconfig-paths": "6.1.1",
243
- "vitest": "4.1.2"
243
+ "vitest": "4.1.3"
244
244
  },
245
245
  "overrides": {
246
246
  "eslint-plugin-react-hooks": {