blacktrigram 0.7.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +201 -0
- package/README.md +866 -0
- package/SECURITY.md +124 -0
- package/lib/App.d.ts +4 -0
- package/lib/App.d.ts.map +1 -0
- package/lib/App2.js +386 -0
- package/lib/App2.js.map +1 -0
- package/lib/_virtual/_rolldown/runtime.js +13 -0
- package/lib/assets/index.css +1146 -0
- package/lib/audio/AudioAssetLoader.d.ts +101 -0
- package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
- package/lib/audio/AudioAssetLoader.js +245 -0
- package/lib/audio/AudioAssetLoader.js.map +1 -0
- package/lib/audio/AudioAssetRegistry.d.ts +126 -0
- package/lib/audio/AudioAssetRegistry.d.ts.map +1 -0
- package/lib/audio/AudioAssetRegistry.js +970 -0
- package/lib/audio/AudioAssetRegistry.js.map +1 -0
- package/lib/audio/AudioCache.d.ts +135 -0
- package/lib/audio/AudioCache.d.ts.map +1 -0
- package/lib/audio/AudioCache.js +211 -0
- package/lib/audio/AudioCache.js.map +1 -0
- package/lib/audio/AudioManager.d.ts +162 -0
- package/lib/audio/AudioManager.d.ts.map +1 -0
- package/lib/audio/AudioManager.js +508 -0
- package/lib/audio/AudioManager.js.map +1 -0
- package/lib/audio/AudioMonitor.d.ts +122 -0
- package/lib/audio/AudioMonitor.d.ts.map +1 -0
- package/lib/audio/AudioMonitor.js +215 -0
- package/lib/audio/AudioMonitor.js.map +1 -0
- package/lib/audio/AudioPool.d.ts +108 -0
- package/lib/audio/AudioPool.d.ts.map +1 -0
- package/lib/audio/AudioPool.js +206 -0
- package/lib/audio/AudioPool.js.map +1 -0
- package/lib/audio/AudioProvider.d.ts +28 -0
- package/lib/audio/AudioProvider.d.ts.map +1 -0
- package/lib/audio/AudioProvider.js +135 -0
- package/lib/audio/AudioProvider.js.map +1 -0
- package/lib/audio/AudioUtils.d.ts +77 -0
- package/lib/audio/AudioUtils.d.ts.map +1 -0
- package/lib/audio/AudioUtils.js +164 -0
- package/lib/audio/AudioUtils.js.map +1 -0
- package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
- package/lib/audio/BoneImpactAudioMap.d.ts.map +1 -0
- package/lib/audio/BoneImpactAudioMap.js +133 -0
- package/lib/audio/BoneImpactAudioMap.js.map +1 -0
- package/lib/audio/VariantSelector.d.ts +69 -0
- package/lib/audio/VariantSelector.d.ts.map +1 -0
- package/lib/audio/VariantSelector.js +177 -0
- package/lib/audio/VariantSelector.js.map +1 -0
- package/lib/audio/index.d.ts +13 -0
- package/lib/audio/index.d.ts.map +1 -0
- package/lib/audio/index.js +41 -0
- package/lib/audio/index.js.map +1 -0
- package/lib/audio/types.d.ts +220 -0
- package/lib/audio/types.d.ts.map +1 -0
- package/lib/audio/types.js +12 -0
- package/lib/audio/types.js.map +1 -0
- package/lib/components/effects/WindParticles3D.d.ts +83 -0
- package/lib/components/effects/WindParticles3D.d.ts.map +1 -0
- package/lib/components/effects/index.d.ts +6 -0
- package/lib/components/effects/index.d.ts.map +1 -0
- package/lib/components/index.d.ts +5 -0
- package/lib/components/index.d.ts.map +1 -0
- package/lib/components/index.js +74 -0
- package/lib/components/index.js.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.js +1912 -0
- package/lib/components/screens/combat/CombatScreen3D.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts +39 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js +52 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts +35 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js +78 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts +23 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js +214 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts +54 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js +357 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts +32 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js +254 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts +63 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js +108 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts +42 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js +259 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts +108 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js +232 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js +87 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js +278 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js +248 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js +184 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js +66 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js +261 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js +65 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js +103 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js +296 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts +72 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/index.d.ts +121 -0
- package/lib/components/screens/combat/components/effects/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts +31 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js +242 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts +74 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js +275 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts +25 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js +61 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts +43 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js +139 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts +50 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js +155 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js +103 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js +101 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts +47 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js +141 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts +25 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js +129 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts +48 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js +131 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts +82 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js +73 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts +80 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js +79 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/index.d.ts +22 -0
- package/lib/components/screens/combat/components/hud/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/index.js +4 -0
- package/lib/components/screens/combat/components/index.d.ts +47 -0
- package/lib/components/screens/combat/components/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/index.js +23 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts +52 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js +113 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts +49 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js +150 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts +44 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js +83 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts +83 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js +161 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts +38 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js +37 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts +37 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js +33 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -0
- package/lib/components/screens/combat/helpers/index.d.ts +8 -0
- package/lib/components/screens/combat/helpers/index.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/index.js +2 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts +108 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useAICombat.js +806 -0
- package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts +106 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.js +766 -0
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- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts +85 -0
- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts.map +1 -0
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- package/lib/components/screens/combat/hooks/useCombatAudio.d.ts +40 -0
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- package/lib/components/screens/combat/hooks/useCombatLayout.d.ts +61 -0
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- package/lib/components/screens/combat/hooks/useCombatState.d.ts +75 -0
- package/lib/components/screens/combat/hooks/useCombatState.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatState.js +182 -0
- package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts +36 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts +63 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/index.d.ts +4 -0
- package/lib/components/screens/combat/index.d.ts.map +1 -0
- package/lib/components/screens/combat/index.js +25 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts +12 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts.map +1 -0
- package/lib/components/screens/controls/ControlsScreen3D.js +1248 -0
- package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -0
- package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.d.ts +35 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.d.ts +31 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.js +100 -0
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{"version":3,"file":"useHandPoseTransitions.js","names":[],"sources":["../../src/hooks/useHandPoseTransitions.ts"],"sourcesContent":["/**\n * useHandPoseTransitions - Shared hook for hand animation management\n *\n * Manages hand pose transitions and animation state for both hands.\n * Reduces code duplication in skeletal animation components.\n *\n * @module hooks/useHandPoseTransitions\n * @category Hooks\n * @korean 손자세전환훅\n */\n\nimport { useEffect, useRef, useState } from \"react\";\nimport {\n createInitialHandAnimationState,\n getTechniqueHandPose,\n updateHandAnimationState,\n} from \"../systems/animation\";\nimport type { HandAnimationState } from \"../types/hand-animation\";\nimport { HandPoseType } from \"../types/hand-animation\";\nimport type { PlayerAnimation } from \"../types/player-visual\";\n\n/**\n * Default transition duration for hand pose changes (in seconds)\n * @korean 손자세전환기본지속시간\n */\nconst DEFAULT_HAND_TRANSITION_DURATION = 0.2;\n\n/**\n * Frequency of React state syncs during hand animations.\n * Value of 20 means sync every 5% progress (~every 3 frames at 60fps).\n * Reduces React re-renders from 60/sec to ~20/sec during transitions.\n * @korean 손상태동기화빈도\n */\nconst HAND_STATE_SYNC_FREQUENCY = 20;\n\n/**\n * Options for useHandPoseTransitions hook\n * @korean 손자세전환훅옵션\n */\nexport interface UseHandPoseTransitionsOptions {\n /** Current animation name */\n readonly currentAnimation: PlayerAnimation;\n /** Specific attack animation name (for attack state) */\n readonly attackAnimation?: string;\n /** Whether player is blocking */\n readonly isBlocking?: boolean;\n}\n\n/**\n * Return type for useHandPoseTransitions hook\n * @korean 손자세전환훅반환타입\n */\nexport interface UseHandPoseTransitionsReturn {\n /** Left hand animation state */\n readonly leftHandState: HandAnimationState;\n /** Right hand animation state */\n readonly rightHandState: HandAnimationState;\n /** Update hand animations (call in useFrame) */\n readonly updateHandAnimations: (delta: number) => void;\n}\n\n/**\n * Updates hand animation state for a single hand at 60fps.\n * Uses refs to avoid triggering React re-renders on every frame.\n * Only syncs to React state periodically or when transition completes.\n *\n * @param handStateRef - Ref storing current hand animation state\n * @param setHandState - React setState function to update hand state\n * @param delta - Time elapsed since last frame (in seconds)\n * @korean 손애니메이션프레임업데이트\n */\nconst updateHandAnimationFrame = (\n handStateRef: React.MutableRefObject<HandAnimationState>,\n setHandState: React.Dispatch<React.SetStateAction<HandAnimationState>>,\n delta: number\n): void => {\n if (handStateRef.current && handStateRef.current.targetPose !== null) {\n const previousState = handStateRef.current;\n const updatedState = updateHandAnimationState(\n previousState,\n previousState.targetPose,\n delta,\n DEFAULT_HAND_TRANSITION_DURATION\n );\n\n handStateRef.current = updatedState;\n\n // Sync to React state periodically (approximately every 3 frames at 60fps)\n if (\n updatedState.targetPose === null ||\n Math.floor(updatedState.transitionProgress * HAND_STATE_SYNC_FREQUENCY) !==\n Math.floor(\n previousState.transitionProgress * HAND_STATE_SYNC_FREQUENCY\n )\n ) {\n setHandState(updatedState);\n }\n }\n};\n\n/**\n * useHandPoseTransitions hook\n *\n * Manages hand pose transitions for both hands based on current animation.\n * Automatically selects appropriate hand poses for different techniques\n * and handles smooth transitions at 60fps.\n *\n * @param options - Hand animation options\n * @returns Hand states and update function\n *\n * @example\n * ```tsx\n * const { leftHandState, rightHandState, updateHandAnimations } =\n * useHandPoseTransitions({\n * currentAnimation: \"attack\",\n * attackAnimation: \"jab\",\n * isBlocking: false,\n * });\n *\n * // In useFrame callback\n * useFrame((_, delta) => {\n * updateHandAnimations(delta);\n * });\n * ```\n *\n * @korean 손자세전환훅\n */\nexport function useHandPoseTransitions(\n options: UseHandPoseTransitionsOptions\n): UseHandPoseTransitionsReturn {\n const { currentAnimation, attackAnimation, isBlocking = false } = options;\n\n // Hand animation states\n const [leftHandState, setLeftHandState] = useState<HandAnimationState>(\n createInitialHandAnimationState(HandPoseType.OPEN)\n );\n const [rightHandState, setRightHandState] = useState<HandAnimationState>(\n createInitialHandAnimationState(HandPoseType.OPEN)\n );\n\n // Refs for 60fps animation updates without triggering React re-renders\n const leftHandStateRef = useRef<HandAnimationState>(leftHandState);\n const rightHandStateRef = useRef<HandAnimationState>(rightHandState);\n\n // Sync refs with state\n useEffect(() => {\n leftHandStateRef.current = leftHandState;\n }, [leftHandState]);\n\n useEffect(() => {\n rightHandStateRef.current = rightHandState;\n }, [rightHandState]);\n\n // Update hand poses based on current animation\n useEffect(() => {\n if (currentAnimation === \"attack\" && attackAnimation) {\n // Attack animation - use technique-specific hand poses\n const handPose = getTechniqueHandPose(attackAnimation);\n setLeftHandState((prev) =>\n updateHandAnimationState(\n prev,\n handPose.leftHandPose,\n 0,\n handPose.transitionDuration\n )\n );\n setRightHandState((prev) =>\n updateHandAnimationState(\n prev,\n handPose.rightHandPose,\n 0,\n handPose.transitionDuration\n )\n );\n } else if (currentAnimation === \"defend\" || isBlocking) {\n // Open hands for blocking\n setLeftHandState((prev) =>\n updateHandAnimationState(prev, HandPoseType.OPEN, 0, 0.1)\n );\n setRightHandState((prev) =>\n updateHandAnimationState(prev, HandPoseType.OPEN, 0, 0.1)\n );\n } else if (currentAnimation === \"walk\") {\n // Relaxed hands while walking\n setLeftHandState((prev) =>\n updateHandAnimationState(prev, HandPoseType.RELAXED, 0, 0.2)\n );\n setRightHandState((prev) =>\n updateHandAnimationState(prev, HandPoseType.RELAXED, 0, 0.2)\n );\n } else if (currentAnimation === \"stance_change\") {\n // Guard hands during stance change\n setLeftHandState((prev) =>\n updateHandAnimationState(prev, HandPoseType.OPEN, 0, 0.15)\n );\n setRightHandState((prev) =>\n updateHandAnimationState(prev, HandPoseType.OPEN, 0, 0.15)\n );\n } else if (\n currentAnimation?.startsWith(\"step_\") ||\n currentAnimation?.startsWith(\"footwork_\")\n ) {\n // Maintain guard hands during steps and footwork\n setLeftHandState((prev) =>\n updateHandAnimationState(prev, HandPoseType.OPEN, 0, 0.1)\n );\n setRightHandState((prev) =>\n updateHandAnimationState(prev, HandPoseType.OPEN, 0, 0.1)\n );\n } else if (currentAnimation?.startsWith(\"stance_guard_\")) {\n // Guard hands in open position\n setLeftHandState((prev) =>\n updateHandAnimationState(prev, HandPoseType.OPEN, 0, 0.2)\n );\n setRightHandState((prev) =>\n updateHandAnimationState(prev, HandPoseType.OPEN, 0, 0.2)\n );\n } else {\n // Idle - return to relaxed hand pose\n setLeftHandState((prev) =>\n updateHandAnimationState(prev, HandPoseType.RELAXED, 0, 0.3)\n );\n setRightHandState((prev) =>\n updateHandAnimationState(prev, HandPoseType.RELAXED, 0, 0.3)\n );\n }\n }, [currentAnimation, attackAnimation, isBlocking]);\n\n // Update hand animations at 60fps\n const updateHandAnimations = (delta: number): void => {\n updateHandAnimationFrame(leftHandStateRef, setLeftHandState, delta);\n updateHandAnimationFrame(rightHandStateRef, setRightHandState, delta);\n };\n\n return {\n leftHandState,\n rightHandState,\n updateHandAnimations,\n };\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;AAyBA,IAAM,mCAAmC;;;;;;;AAQzC,IAAM,4BAA4B;;;;;;;;;;;AAsClC,IAAM,4BACJ,cACA,cACA,UACS;AACT,KAAI,aAAa,WAAW,aAAa,QAAQ,eAAe,MAAM;EACpE,MAAM,gBAAgB,aAAa;EACnC,MAAM,eAAe,yBACnB,eACA,cAAc,YACd,OACA,iCACD;AAED,eAAa,UAAU;AAGvB,MACE,aAAa,eAAe,QAC5B,KAAK,MAAM,aAAa,qBAAqB,0BAA0B,KACrE,KAAK,MACH,cAAc,qBAAqB,0BACpC,CAEH,cAAa,aAAa;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAgChC,SAAgB,uBACd,SAC8B;CAC9B,MAAM,EAAE,kBAAkB,iBAAiB,aAAa,UAAU;CAGlE,MAAM,CAAC,eAAe,oBAAoB,SACxC,gCAAgC,aAAa,KAAK,CACnD;CACD,MAAM,CAAC,gBAAgB,qBAAqB,SAC1C,gCAAgC,aAAa,KAAK,CACnD;CAGD,MAAM,mBAAmB,OAA2B,cAAc;CAClE,MAAM,oBAAoB,OAA2B,eAAe;AAGpE,iBAAgB;AACd,mBAAiB,UAAU;IAC1B,CAAC,cAAc,CAAC;AAEnB,iBAAgB;AACd,oBAAkB,UAAU;IAC3B,CAAC,eAAe,CAAC;AAGpB,iBAAgB;AACd,MAAI,qBAAqB,YAAY,iBAAiB;GAEpD,MAAM,WAAW,qBAAqB,gBAAgB;AACtD,qBAAkB,SAChB,yBACE,MACA,SAAS,cACT,GACA,SAAS,mBACV,CACF;AACD,sBAAmB,SACjB,yBACE,MACA,SAAS,eACT,GACA,SAAS,mBACV,CACF;aACQ,qBAAqB,YAAY,YAAY;AAEtD,qBAAkB,SAChB,yBAAyB,MAAM,aAAa,MAAM,GAAG,GAAI,CAC1D;AACD,sBAAmB,SACjB,yBAAyB,MAAM,aAAa,MAAM,GAAG,GAAI,CAC1D;aACQ,qBAAqB,QAAQ;AAEtC,qBAAkB,SAChB,yBAAyB,MAAM,aAAa,SAAS,GAAG,GAAI,CAC7D;AACD,sBAAmB,SACjB,yBAAyB,MAAM,aAAa,SAAS,GAAG,GAAI,CAC7D;aACQ,qBAAqB,iBAAiB;AAE/C,qBAAkB,SAChB,yBAAyB,MAAM,aAAa,MAAM,GAAG,IAAK,CAC3D;AACD,sBAAmB,SACjB,yBAAyB,MAAM,aAAa,MAAM,GAAG,IAAK,CAC3D;aAED,kBAAkB,WAAW,QAAQ,IACrC,kBAAkB,WAAW,YAAY,EACzC;AAEA,qBAAkB,SAChB,yBAAyB,MAAM,aAAa,MAAM,GAAG,GAAI,CAC1D;AACD,sBAAmB,SACjB,yBAAyB,MAAM,aAAa,MAAM,GAAG,GAAI,CAC1D;aACQ,kBAAkB,WAAW,gBAAgB,EAAE;AAExD,qBAAkB,SAChB,yBAAyB,MAAM,aAAa,MAAM,GAAG,GAAI,CAC1D;AACD,sBAAmB,SACjB,yBAAyB,MAAM,aAAa,MAAM,GAAG,GAAI,CAC1D;SACI;AAEL,qBAAkB,SAChB,yBAAyB,MAAM,aAAa,SAAS,GAAG,GAAI,CAC7D;AACD,sBAAmB,SACjB,yBAAyB,MAAM,aAAa,SAAS,GAAG,GAAI,CAC7D;;IAEF;EAAC;EAAkB;EAAiB;EAAW,CAAC;CAGnD,MAAM,wBAAwB,UAAwB;AACpD,2BAAyB,kBAAkB,kBAAkB,MAAM;AACnE,2BAAyB,mBAAmB,mBAAmB,MAAM;;AAGvE,QAAO;EACL;EACA;EACA;EACD"}
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/**
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* Custom hook for keyboard controls with visual feedback
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* Manages keyboard input for trigram stance switching and combat actions
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*
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* @module hooks/useKeyboardControls
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* @category Input System
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* @korean 키보드 컨트롤 훅
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*/
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/**
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* Queued input for input buffer display
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*/
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export interface QueuedInput {
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readonly action: string;
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readonly key: string;
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readonly timestamp: number;
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}
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/**
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* Props for useKeyboardControls hook
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*/
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export interface UseKeyboardControlsProps {
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/** Callback when stance changes (receives stance index 0-7) */
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readonly onStanceChange: (stance: number) => void;
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/** Callback for combat actions (attack, block, etc.) */
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readonly onAction: (action: string) => void;
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/** Whether keyboard input is enabled */
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readonly enabled?: boolean;
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/** Current stance index (0-7) for validation */
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readonly currentStance?: number;
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/** Callback when hints toggle is requested */
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readonly onToggleHints?: () => void;
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/** Play sound effect function */
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readonly playSFX?: (soundId: string) => void;
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/** Current animation state for grounded detection */
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readonly currentAnimationState?: string;
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}
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/**
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* Return type for useKeyboardControls hook
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*/
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export interface UseKeyboardControlsReturn {
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/** Queued inputs for display */
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readonly queuedInputs: readonly QueuedInput[];
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/** Whether hints are visible */
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readonly showHints: boolean;
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/** Toggle hints visibility */
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readonly toggleHints: () => void;
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}
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/**
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* Custom hook for handling keyboard controls with visual feedback
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*
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* Features:
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* - Trigram stance switching (1-8 keys or custom bindings)
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* - Combat action handling (attack, block, movement)
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* - Input queue visualization
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* - Keyboard hints toggle (F1)
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* - Invalid input prevention
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* - Audio feedback integration
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*
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* @example
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* ```typescript
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* const { queuedInputs, showHints, toggleHints } = useKeyboardControls({
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* onStanceChange: (stance) => handleStanceChange(stance),
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* onAction: (action) => handleAction(action),
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* enabled: !isPaused,
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* currentStance: player.stance,
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* playSFX: audio.playSFX,
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* });
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* ```
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*
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* @public
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* @korean 키보드컨트롤사용
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*/
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export declare function useKeyboardControls({ onStanceChange, onAction, enabled, currentStance, onToggleHints, playSFX, currentAnimationState, }: UseKeyboardControlsProps): UseKeyboardControlsReturn;
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//# sourceMappingURL=useKeyboardControls.d.ts.map
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{"version":3,"file":"useKeyboardControls.d.ts","sourceRoot":"","sources":["../../src/hooks/useKeyboardControls.ts"],"names":[],"mappings":"AAAA;;;;;;;GAOG;AA2CH;;GAEG;AACH,MAAM,WAAW,WAAW;IAC1B,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;IACxB,QAAQ,CAAC,GAAG,EAAE,MAAM,CAAC;IACrB,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;CAC5B;AAED;;GAEG;AACH,MAAM,WAAW,wBAAwB;IACvC,+DAA+D;IAC/D,QAAQ,CAAC,cAAc,EAAE,CAAC,MAAM,EAAE,MAAM,KAAK,IAAI,CAAC;IAClD,wDAAwD;IACxD,QAAQ,CAAC,QAAQ,EAAE,CAAC,MAAM,EAAE,MAAM,KAAK,IAAI,CAAC;IAC5C,wCAAwC;IACxC,QAAQ,CAAC,OAAO,CAAC,EAAE,OAAO,CAAC;IAC3B,gDAAgD;IAChD,QAAQ,CAAC,aAAa,CAAC,EAAE,MAAM,CAAC;IAChC,8CAA8C;IAC9C,QAAQ,CAAC,aAAa,CAAC,EAAE,MAAM,IAAI,CAAC;IACpC,iCAAiC;IACjC,QAAQ,CAAC,OAAO,CAAC,EAAE,CAAC,OAAO,EAAE,MAAM,KAAK,IAAI,CAAC;IAC7C,qDAAqD;IACrD,QAAQ,CAAC,qBAAqB,CAAC,EAAE,MAAM,CAAC;CACzC;AAED;;GAEG;AACH,MAAM,WAAW,yBAAyB;IACxC,gCAAgC;IAChC,QAAQ,CAAC,YAAY,EAAE,SAAS,WAAW,EAAE,CAAC;IAC9C,gCAAgC;IAChC,QAAQ,CAAC,SAAS,EAAE,OAAO,CAAC;IAC5B,8BAA8B;IAC9B,QAAQ,CAAC,WAAW,EAAE,MAAM,IAAI,CAAC;CAClC;AAYD;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH,wBAAgB,mBAAmB,CAAC,EAClC,cAAc,EACd,QAAQ,EACR,OAAc,EACd,aAAiB,EACjB,aAAa,EACb,OAAO,EACP,qBAAqB,GACtB,EAAE,wBAAwB,GAAG,yBAAyB,CAyXtD"}
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import { FOOTWORK_KOREAN_TERMS } from "../systems/animation/core/types.js";
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import { ControlMapper } from "../utils/controlMapping.js";
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import { useCallback, useEffect, useRef, useState } from "react";
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//#region src/hooks/useKeyboardControls.ts
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/**
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* Custom hook for keyboard controls with visual feedback
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* Manages keyboard input for trigram stance switching and combat actions
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*
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* @module hooks/useKeyboardControls
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* @category Input System
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* @korean 키보드 컨트롤 훅
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*/
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var DIAGONAL_KOREAN_TERMS = {
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step_forward_left: "전좌측보법 (Forward-Left)",
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step_forward_right: "전우측보법 (Forward-Right)",
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step_back_left: "후좌측보법 (Back-Left)",
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step_back_right: "후우측보법 (Back-Right)"
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};
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var STEP_KOREAN_TERMS = {
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step_forward: "전진보법 (Forward Step)",
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step_back: "후퇴보법 (Retreat Step)",
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step_left: "좌측면보법 (Left Step)",
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step_right: "우측면보법 (Right Step)"
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};
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var FOOTWORK_DISPLAY_TERMS = {
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footwork_circular_left: `${FOOTWORK_KOREAN_TERMS.circular.korean} 좌 (Circular Left)`,
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footwork_circular_right: `${FOOTWORK_KOREAN_TERMS.circular.korean} 우 (Circular Right)`,
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footwork_pivot_left: `${FOOTWORK_KOREAN_TERMS.pivot.korean} 좌 (Pivot Left)`,
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footwork_pivot_right: `${FOOTWORK_KOREAN_TERMS.pivot.korean} 우 (Pivot Right)`,
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footwork_slide_forward: `${FOOTWORK_KOREAN_TERMS.slide.korean} 전 (Slide Forward)`,
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footwork_slide_back: `${FOOTWORK_KOREAN_TERMS.slide.korean} 후 (Slide Back)`,
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footwork_slide_left: `${FOOTWORK_KOREAN_TERMS.slide.korean} 좌 (Slide Left)`,
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footwork_slide_right: `${FOOTWORK_KOREAN_TERMS.slide.korean} 우 (Slide Right)`,
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footwork_shuffle: `${FOOTWORK_KOREAN_TERMS.shuffle.korean} (Shuffle)`
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};
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var STEP_DIRECTION_MAP = {
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move_up: "step_forward",
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move_down: "step_back",
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move_left: "step_left",
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move_right: "step_right"
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};
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/**
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* Maximum number of inputs to keep in queue
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*/
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var MAX_QUEUE_SIZE = 3;
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/**
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* Time to keep inputs in queue (milliseconds)
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*/
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var QUEUE_RETENTION_TIME = 2e3;
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/**
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* Custom hook for handling keyboard controls with visual feedback
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*
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* Features:
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* - Trigram stance switching (1-8 keys or custom bindings)
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* - Combat action handling (attack, block, movement)
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* - Input queue visualization
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* - Keyboard hints toggle (F1)
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58
|
+
* - Invalid input prevention
|
|
59
|
+
* - Audio feedback integration
|
|
60
|
+
*
|
|
61
|
+
* @example
|
|
62
|
+
* ```typescript
|
|
63
|
+
* const { queuedInputs, showHints, toggleHints } = useKeyboardControls({
|
|
64
|
+
* onStanceChange: (stance) => handleStanceChange(stance),
|
|
65
|
+
* onAction: (action) => handleAction(action),
|
|
66
|
+
* enabled: !isPaused,
|
|
67
|
+
* currentStance: player.stance,
|
|
68
|
+
* playSFX: audio.playSFX,
|
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69
|
+
* });
|
|
70
|
+
* ```
|
|
71
|
+
*
|
|
72
|
+
* @public
|
|
73
|
+
* @korean 키보드컨트롤사용
|
|
74
|
+
*/
|
|
75
|
+
function useKeyboardControls({ onStanceChange, onAction, enabled = true, currentStance = 0, onToggleHints, playSFX, currentAnimationState }) {
|
|
76
|
+
const [queuedInputs, setQueuedInputs] = useState([]);
|
|
77
|
+
const [showHints, setShowHints] = useState(false);
|
|
78
|
+
const controlMapperRef = useRef(new ControlMapper());
|
|
79
|
+
const lastStanceChangeRef = useRef(0);
|
|
80
|
+
const pressedKeysRef = useRef(/* @__PURE__ */ new Set());
|
|
81
|
+
/**
|
|
82
|
+
* Toggle hints visibility
|
|
83
|
+
*/
|
|
84
|
+
const toggleHints = useCallback(() => {
|
|
85
|
+
setShowHints((prev) => {
|
|
86
|
+
const newState = !prev;
|
|
87
|
+
if (onToggleHints) onToggleHints();
|
|
88
|
+
if (playSFX) playSFX("menu_select");
|
|
89
|
+
return newState;
|
|
90
|
+
});
|
|
91
|
+
}, [onToggleHints, playSFX]);
|
|
92
|
+
/**
|
|
93
|
+
* Detect diagonal step direction from pressed keys
|
|
94
|
+
* Returns step action for diagonal or null if not diagonal
|
|
95
|
+
*
|
|
96
|
+
* @korean 대각선발걸음감지
|
|
97
|
+
*/
|
|
98
|
+
const getDiagonalStepAction = useCallback(() => {
|
|
99
|
+
const keys = pressedKeysRef.current;
|
|
100
|
+
const mapper = controlMapperRef.current;
|
|
101
|
+
if (keys.has(mapper.getBindings().movement.up.toLowerCase())) {
|
|
102
|
+
if (keys.has(mapper.getBindings().movement.left.toLowerCase())) return "step_forward_left";
|
|
103
|
+
if (keys.has(mapper.getBindings().movement.right.toLowerCase())) return "step_forward_right";
|
|
104
|
+
}
|
|
105
|
+
if (keys.has(mapper.getBindings().movement.down.toLowerCase())) {
|
|
106
|
+
if (keys.has(mapper.getBindings().movement.left.toLowerCase())) return "step_back_left";
|
|
107
|
+
if (keys.has(mapper.getBindings().movement.right.toLowerCase())) return "step_back_right";
|
|
108
|
+
}
|
|
109
|
+
return null;
|
|
110
|
+
}, []);
|
|
111
|
+
/**
|
|
112
|
+
* Add input to queue
|
|
113
|
+
*/
|
|
114
|
+
const addToQueue = useCallback((action, key) => {
|
|
115
|
+
const newInput = {
|
|
116
|
+
action,
|
|
117
|
+
key,
|
|
118
|
+
timestamp: Date.now()
|
|
119
|
+
};
|
|
120
|
+
setQueuedInputs((prev) => {
|
|
121
|
+
return [newInput, ...prev].slice(0, MAX_QUEUE_SIZE);
|
|
122
|
+
});
|
|
123
|
+
}, []);
|
|
124
|
+
/**
|
|
125
|
+
* Clean up old queued inputs
|
|
126
|
+
* Single interval for component lifetime to avoid recreating on every input
|
|
127
|
+
*/
|
|
128
|
+
useEffect(() => {
|
|
129
|
+
const interval = setInterval(() => {
|
|
130
|
+
const now = Date.now();
|
|
131
|
+
setQueuedInputs((prev) => {
|
|
132
|
+
if (prev.length === 0) return prev;
|
|
133
|
+
return prev.filter((input) => now - input.timestamp < QUEUE_RETENTION_TIME);
|
|
134
|
+
});
|
|
135
|
+
}, 500);
|
|
136
|
+
return () => clearInterval(interval);
|
|
137
|
+
}, []);
|
|
138
|
+
/**
|
|
139
|
+
* Handle keyboard input
|
|
140
|
+
*/
|
|
141
|
+
useEffect(() => {
|
|
142
|
+
if (!enabled) return;
|
|
143
|
+
const pressedKeys = pressedKeysRef.current;
|
|
144
|
+
const handleKeyDown = (e) => {
|
|
145
|
+
const mapper = controlMapperRef.current;
|
|
146
|
+
pressedKeysRef.current.add(e.key.toLowerCase());
|
|
147
|
+
if (e.key === "F1") {
|
|
148
|
+
e.preventDefault();
|
|
149
|
+
toggleHints();
|
|
150
|
+
return;
|
|
151
|
+
}
|
|
152
|
+
if (e.key === "Escape" && showHints) {
|
|
153
|
+
e.preventDefault();
|
|
154
|
+
setShowHints(false);
|
|
155
|
+
return;
|
|
156
|
+
}
|
|
157
|
+
if (currentAnimationState?.startsWith("ground_")) {
|
|
158
|
+
if (e.key === " ") {
|
|
159
|
+
e.preventDefault();
|
|
160
|
+
onAction("recovery_quick");
|
|
161
|
+
addToQueue("기상 (Quick Recovery)", "Space");
|
|
162
|
+
if (playSFX) playSFX("stance_change");
|
|
163
|
+
return;
|
|
164
|
+
}
|
|
165
|
+
if (e.key.toLowerCase() === "r" || e.key === "Enter") {
|
|
166
|
+
e.preventDefault();
|
|
167
|
+
onAction("recovery_roll");
|
|
168
|
+
addToQueue("회전기상 (Roll Recovery)", e.key);
|
|
169
|
+
if (playSFX) playSFX("stance_change");
|
|
170
|
+
return;
|
|
171
|
+
}
|
|
172
|
+
if (e.shiftKey) {
|
|
173
|
+
e.preventDefault();
|
|
174
|
+
onAction("recovery_defensive");
|
|
175
|
+
addToQueue("방어기상 (Defensive Getup)", "Shift");
|
|
176
|
+
if (playSFX) playSFX("stance_change");
|
|
177
|
+
return;
|
|
178
|
+
}
|
|
179
|
+
return;
|
|
180
|
+
}
|
|
181
|
+
const stanceIndex = mapper.getStanceForKey(e.key);
|
|
182
|
+
if (stanceIndex !== null) {
|
|
183
|
+
e.preventDefault();
|
|
184
|
+
if (stanceIndex === currentStance) {
|
|
185
|
+
addToQueue(`Stance ${stanceIndex + 1} (already active)`, e.key);
|
|
186
|
+
if (playSFX) playSFX("menu_error");
|
|
187
|
+
return;
|
|
188
|
+
}
|
|
189
|
+
const now = Date.now();
|
|
190
|
+
if (now - lastStanceChangeRef.current < 133) return;
|
|
191
|
+
lastStanceChangeRef.current = now;
|
|
192
|
+
onStanceChange(stanceIndex);
|
|
193
|
+
addToQueue(`Stance ${stanceIndex + 1}`, e.key);
|
|
194
|
+
if (playSFX) playSFX("stance_change");
|
|
195
|
+
return;
|
|
196
|
+
}
|
|
197
|
+
const action = mapper.getActionForKey(e.key);
|
|
198
|
+
if (action) {
|
|
199
|
+
e.preventDefault();
|
|
200
|
+
switch (action) {
|
|
201
|
+
case "attack":
|
|
202
|
+
onAction("attack");
|
|
203
|
+
addToQueue("Attack", e.key);
|
|
204
|
+
if (playSFX) playSFX("attack_light");
|
|
205
|
+
break;
|
|
206
|
+
case "block":
|
|
207
|
+
onAction("block");
|
|
208
|
+
addToQueue("Block", e.key);
|
|
209
|
+
if (playSFX) playSFX("block");
|
|
210
|
+
break;
|
|
211
|
+
case "move_up":
|
|
212
|
+
case "move_down":
|
|
213
|
+
case "move_left":
|
|
214
|
+
case "move_right":
|
|
215
|
+
if (e.altKey) {
|
|
216
|
+
let slideFootwork = null;
|
|
217
|
+
if (action === "move_left") slideFootwork = "footwork_slide_left";
|
|
218
|
+
else if (action === "move_right") slideFootwork = "footwork_slide_right";
|
|
219
|
+
if (slideFootwork) {
|
|
220
|
+
onAction(slideFootwork);
|
|
221
|
+
addToQueue(FOOTWORK_DISPLAY_TERMS[slideFootwork] ?? "Slide Footwork", `Alt+${e.key}`);
|
|
222
|
+
if (playSFX) playSFX("footstep");
|
|
223
|
+
}
|
|
224
|
+
} else if (e.shiftKey && e.ctrlKey) {
|
|
225
|
+
let advancedFootwork = null;
|
|
226
|
+
if (action === "move_left") advancedFootwork = "footwork_pivot_left";
|
|
227
|
+
else if (action === "move_right") advancedFootwork = "footwork_pivot_right";
|
|
228
|
+
else if (action === "move_up" || action === "move_down") advancedFootwork = "footwork_shuffle";
|
|
229
|
+
if (advancedFootwork) {
|
|
230
|
+
onAction(advancedFootwork);
|
|
231
|
+
addToQueue(FOOTWORK_DISPLAY_TERMS[advancedFootwork] ?? "Advanced Footwork", `Shift+Ctrl+${e.key}`);
|
|
232
|
+
if (playSFX) playSFX("footstep");
|
|
233
|
+
}
|
|
234
|
+
} else if (e.ctrlKey) {
|
|
235
|
+
let footworkAction = null;
|
|
236
|
+
if (action === "move_left") footworkAction = "footwork_circular_left";
|
|
237
|
+
else if (action === "move_right") footworkAction = "footwork_circular_right";
|
|
238
|
+
else if (action === "move_up") footworkAction = "footwork_slide_forward";
|
|
239
|
+
else if (action === "move_down") footworkAction = "footwork_slide_back";
|
|
240
|
+
if (footworkAction) {
|
|
241
|
+
onAction(footworkAction);
|
|
242
|
+
addToQueue(FOOTWORK_DISPLAY_TERMS[footworkAction] ?? "Footwork", `Ctrl+${e.key}`);
|
|
243
|
+
if (playSFX) playSFX("footstep");
|
|
244
|
+
}
|
|
245
|
+
} else if (e.shiftKey) {
|
|
246
|
+
const diagonalStep = getDiagonalStepAction();
|
|
247
|
+
if (diagonalStep) {
|
|
248
|
+
onAction(diagonalStep);
|
|
249
|
+
addToQueue(DIAGONAL_KOREAN_TERMS[diagonalStep] ?? "Diagonal Step", `Shift+${e.key}`);
|
|
250
|
+
if (playSFX) playSFX("footstep");
|
|
251
|
+
} else {
|
|
252
|
+
const stepDirection = STEP_DIRECTION_MAP[action];
|
|
253
|
+
onAction(stepDirection);
|
|
254
|
+
addToQueue(STEP_KOREAN_TERMS[stepDirection] ?? "Step", `Shift+${e.key}`);
|
|
255
|
+
if (playSFX) playSFX("footstep");
|
|
256
|
+
}
|
|
257
|
+
} else {
|
|
258
|
+
onAction(action);
|
|
259
|
+
addToQueue(action, e.key);
|
|
260
|
+
}
|
|
261
|
+
break;
|
|
262
|
+
case "stance_side_switch":
|
|
263
|
+
onAction("stance_side_switch");
|
|
264
|
+
addToQueue("발 바꿈 (Switch Stance Side)", e.key);
|
|
265
|
+
if (playSFX) playSFX("stance_change");
|
|
266
|
+
break;
|
|
267
|
+
case "vital_points_overlay":
|
|
268
|
+
onAction("vital_points_overlay");
|
|
269
|
+
addToQueue("Vital Points", e.key);
|
|
270
|
+
if (playSFX) playSFX("menu_select");
|
|
271
|
+
break;
|
|
272
|
+
case "pause":
|
|
273
|
+
onAction("pause");
|
|
274
|
+
addToQueue("Pause", e.key);
|
|
275
|
+
if (playSFX) playSFX("menu_select");
|
|
276
|
+
break;
|
|
277
|
+
}
|
|
278
|
+
}
|
|
279
|
+
};
|
|
280
|
+
const handleKeyUp = (e) => {
|
|
281
|
+
pressedKeysRef.current.delete(e.key.toLowerCase());
|
|
282
|
+
};
|
|
283
|
+
window.addEventListener("keydown", handleKeyDown);
|
|
284
|
+
window.addEventListener("keyup", handleKeyUp);
|
|
285
|
+
return () => {
|
|
286
|
+
window.removeEventListener("keydown", handleKeyDown);
|
|
287
|
+
window.removeEventListener("keyup", handleKeyUp);
|
|
288
|
+
pressedKeys.clear();
|
|
289
|
+
};
|
|
290
|
+
}, [
|
|
291
|
+
enabled,
|
|
292
|
+
currentStance,
|
|
293
|
+
onStanceChange,
|
|
294
|
+
onAction,
|
|
295
|
+
addToQueue,
|
|
296
|
+
toggleHints,
|
|
297
|
+
getDiagonalStepAction,
|
|
298
|
+
showHints,
|
|
299
|
+
playSFX,
|
|
300
|
+
currentAnimationState
|
|
301
|
+
]);
|
|
302
|
+
return {
|
|
303
|
+
queuedInputs,
|
|
304
|
+
showHints,
|
|
305
|
+
toggleHints
|
|
306
|
+
};
|
|
307
|
+
}
|
|
308
|
+
//#endregion
|
|
309
|
+
export { useKeyboardControls };
|
|
310
|
+
|
|
311
|
+
//# sourceMappingURL=useKeyboardControls.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"useKeyboardControls.js","names":[],"sources":["../../src/hooks/useKeyboardControls.ts"],"sourcesContent":["/**\n * Custom hook for keyboard controls with visual feedback\n * Manages keyboard input for trigram stance switching and combat actions\n *\n * @module hooks/useKeyboardControls\n * @category Input System\n * @korean 키보드 컨트롤 훅\n */\n\nimport { useCallback, useEffect, useRef, useState } from \"react\";\nimport { FOOTWORK_KOREAN_TERMS } from \"../systems/animation/core/types\";\nimport { ControlMapper } from \"../utils/controlMapping\";\n\n// Korean terminology constants (module-level to avoid recreation on every keystroke)\nconst DIAGONAL_KOREAN_TERMS: Record<string, string> = {\n step_forward_left: \"전좌측보법 (Forward-Left)\",\n step_forward_right: \"전우측보법 (Forward-Right)\",\n step_back_left: \"후좌측보법 (Back-Left)\",\n step_back_right: \"후우측보법 (Back-Right)\",\n};\n\nconst STEP_KOREAN_TERMS: Record<string, string> = {\n step_forward: \"전진보법 (Forward Step)\",\n step_back: \"후퇴보법 (Retreat Step)\",\n step_left: \"좌측면보법 (Left Step)\",\n step_right: \"우측면보법 (Right Step)\",\n};\n\n// Footwork pattern Korean terminology - maps animation states to display names\n// Reuses FOOTWORK_KOREAN_TERMS from types.ts but adds specific animation state labels\nconst FOOTWORK_DISPLAY_TERMS: Record<string, string> = {\n footwork_circular_left: `${FOOTWORK_KOREAN_TERMS.circular.korean} 좌 (Circular Left)`,\n footwork_circular_right: `${FOOTWORK_KOREAN_TERMS.circular.korean} 우 (Circular Right)`,\n footwork_pivot_left: `${FOOTWORK_KOREAN_TERMS.pivot.korean} 좌 (Pivot Left)`,\n footwork_pivot_right: `${FOOTWORK_KOREAN_TERMS.pivot.korean} 우 (Pivot Right)`,\n footwork_slide_forward: `${FOOTWORK_KOREAN_TERMS.slide.korean} 전 (Slide Forward)`,\n footwork_slide_back: `${FOOTWORK_KOREAN_TERMS.slide.korean} 후 (Slide Back)`,\n footwork_slide_left: `${FOOTWORK_KOREAN_TERMS.slide.korean} 좌 (Slide Left)`,\n footwork_slide_right: `${FOOTWORK_KOREAN_TERMS.slide.korean} 우 (Slide Right)`,\n footwork_shuffle: `${FOOTWORK_KOREAN_TERMS.shuffle.korean} (Shuffle)`,\n};\n\n// Step direction mapping (all move_* actions covered explicitly)\nconst STEP_DIRECTION_MAP: Record<string, string> = {\n move_up: \"step_forward\",\n move_down: \"step_back\",\n move_left: \"step_left\",\n move_right: \"step_right\",\n};\n\n/**\n * Queued input for input buffer display\n */\nexport interface QueuedInput {\n readonly action: string;\n readonly key: string;\n readonly timestamp: number;\n}\n\n/**\n * Props for useKeyboardControls hook\n */\nexport interface UseKeyboardControlsProps {\n /** Callback when stance changes (receives stance index 0-7) */\n readonly onStanceChange: (stance: number) => void;\n /** Callback for combat actions (attack, block, etc.) */\n readonly onAction: (action: string) => void;\n /** Whether keyboard input is enabled */\n readonly enabled?: boolean;\n /** Current stance index (0-7) for validation */\n readonly currentStance?: number;\n /** Callback when hints toggle is requested */\n readonly onToggleHints?: () => void;\n /** Play sound effect function */\n readonly playSFX?: (soundId: string) => void;\n /** Current animation state for grounded detection */\n readonly currentAnimationState?: string;\n}\n\n/**\n * Return type for useKeyboardControls hook\n */\nexport interface UseKeyboardControlsReturn {\n /** Queued inputs for display */\n readonly queuedInputs: readonly QueuedInput[];\n /** Whether hints are visible */\n readonly showHints: boolean;\n /** Toggle hints visibility */\n readonly toggleHints: () => void;\n}\n\n/**\n * Maximum number of inputs to keep in queue\n */\nconst MAX_QUEUE_SIZE = 3;\n\n/**\n * Time to keep inputs in queue (milliseconds)\n */\nconst QUEUE_RETENTION_TIME = 2000;\n\n/**\n * Custom hook for handling keyboard controls with visual feedback\n *\n * Features:\n * - Trigram stance switching (1-8 keys or custom bindings)\n * - Combat action handling (attack, block, movement)\n * - Input queue visualization\n * - Keyboard hints toggle (F1)\n * - Invalid input prevention\n * - Audio feedback integration\n *\n * @example\n * ```typescript\n * const { queuedInputs, showHints, toggleHints } = useKeyboardControls({\n * onStanceChange: (stance) => handleStanceChange(stance),\n * onAction: (action) => handleAction(action),\n * enabled: !isPaused,\n * currentStance: player.stance,\n * playSFX: audio.playSFX,\n * });\n * ```\n *\n * @public\n * @korean 키보드컨트롤사용\n */\nexport function useKeyboardControls({\n onStanceChange,\n onAction,\n enabled = true,\n currentStance = 0,\n onToggleHints,\n playSFX,\n currentAnimationState,\n}: UseKeyboardControlsProps): UseKeyboardControlsReturn {\n const [queuedInputs, setQueuedInputs] = useState<readonly QueuedInput[]>([]);\n const [showHints, setShowHints] = useState(false);\n const controlMapperRef = useRef<ControlMapper>(new ControlMapper());\n const lastStanceChangeRef = useRef<number>(0);\n\n // Track currently pressed keys for diagonal step detection\n const pressedKeysRef = useRef<Set<string>>(new Set());\n\n /**\n * Toggle hints visibility\n */\n const toggleHints = useCallback(() => {\n setShowHints((prev) => {\n const newState = !prev;\n if (onToggleHints) {\n onToggleHints();\n }\n // Play UI sound\n if (playSFX) {\n playSFX(\"menu_select\");\n }\n return newState;\n });\n }, [onToggleHints, playSFX]);\n\n /**\n * Detect diagonal step direction from pressed keys\n * Returns step action for diagonal or null if not diagonal\n *\n * @korean 대각선발걸음감지\n */\n const getDiagonalStepAction = useCallback((): string | null => {\n const keys = pressedKeysRef.current;\n const mapper = controlMapperRef.current;\n\n // Check for forward diagonals\n if (keys.has(mapper.getBindings().movement.up.toLowerCase())) {\n if (keys.has(mapper.getBindings().movement.left.toLowerCase())) {\n return \"step_forward_left\"; // 전좌측보법\n }\n if (keys.has(mapper.getBindings().movement.right.toLowerCase())) {\n return \"step_forward_right\"; // 전우측보법\n }\n }\n\n // Check for backward diagonals\n if (keys.has(mapper.getBindings().movement.down.toLowerCase())) {\n if (keys.has(mapper.getBindings().movement.left.toLowerCase())) {\n return \"step_back_left\"; // 후좌측보법\n }\n if (keys.has(mapper.getBindings().movement.right.toLowerCase())) {\n return \"step_back_right\"; // 후우측보법\n }\n }\n\n return null;\n }, []);\n\n /**\n * Add input to queue\n */\n const addToQueue = useCallback((action: string, key: string) => {\n const newInput: QueuedInput = {\n action,\n key,\n timestamp: Date.now(),\n };\n\n setQueuedInputs((prev) => {\n const updated = [newInput, ...prev].slice(0, MAX_QUEUE_SIZE);\n return updated;\n });\n }, []);\n\n /**\n * Clean up old queued inputs\n * Single interval for component lifetime to avoid recreating on every input\n */\n useEffect(() => {\n const interval = setInterval(() => {\n const now = Date.now();\n setQueuedInputs((prev) => {\n if (prev.length === 0) return prev;\n return prev.filter(\n (input) => now - input.timestamp < QUEUE_RETENTION_TIME\n );\n });\n }, 500);\n\n return () => clearInterval(interval);\n }, []); // Empty deps - single interval for component lifetime\n\n /**\n * Handle keyboard input\n */\n useEffect(() => {\n if (!enabled) return;\n\n // Copy ref value for cleanup\n const pressedKeys = pressedKeysRef.current;\n\n const handleKeyDown = (e: KeyboardEvent) => {\n const mapper = controlMapperRef.current;\n\n // Track pressed keys for diagonal detection\n pressedKeysRef.current.add(e.key.toLowerCase());\n\n // F1: Toggle hints (prevent default browser help)\n if (e.key === \"F1\") {\n e.preventDefault();\n toggleHints();\n return;\n }\n\n // Escape: Close hints if open\n if (e.key === \"Escape\" && showHints) {\n e.preventDefault();\n setShowHints(false);\n return;\n }\n\n // Recovery input detection (기상 입력 감지)\n // When player is in ground state, any button triggers recovery options\n const isGrounded = currentAnimationState?.startsWith(\"ground_\");\n\n if (isGrounded) {\n // Space: Quick/default recovery\n if (e.key === \" \") {\n e.preventDefault();\n onAction(\"recovery_quick\");\n addToQueue(\"기상 (Quick Recovery)\", \"Space\");\n if (playSFX) playSFX(\"stance_change\");\n return;\n }\n\n // R or Enter: Roll recovery (회전기상) - fast but costs stamina\n if (e.key.toLowerCase() === \"r\" || e.key === \"Enter\") {\n e.preventDefault();\n onAction(\"recovery_roll\");\n addToQueue(\"회전기상 (Roll Recovery)\", e.key);\n if (playSFX) playSFX(\"stance_change\");\n return;\n }\n\n // Shift: Defensive getup (방어기상) - slow but protected\n if (e.shiftKey) {\n e.preventDefault();\n onAction(\"recovery_defensive\");\n addToQueue(\"방어기상 (Defensive Getup)\", \"Shift\");\n if (playSFX) playSFX(\"stance_change\");\n return;\n }\n\n // If grounded, don't process other inputs (can't attack/move while down)\n return;\n }\n\n // Check for stance change (1-8 or custom bindings)\n const stanceIndex = mapper.getStanceForKey(e.key);\n if (stanceIndex !== null) {\n e.preventDefault();\n\n // Prevent switching to the same stance\n if (stanceIndex === currentStance) {\n // Invalid input feedback (shake animation trigger)\n addToQueue(`Stance ${stanceIndex + 1} (already active)`, e.key);\n\n // Play error sound\n if (playSFX) {\n playSFX(\"menu_error\");\n }\n return;\n }\n\n // Throttle stance changes (minimum 8 frames at 60fps = 133ms)\n const now = Date.now();\n if (now - lastStanceChangeRef.current < 133) {\n return;\n }\n lastStanceChangeRef.current = now;\n\n // Execute stance change\n onStanceChange(stanceIndex);\n addToQueue(`Stance ${stanceIndex + 1}`, e.key);\n\n // Play stance change sound\n if (playSFX) {\n playSFX(\"stance_change\");\n }\n return;\n }\n\n // Handle other actions\n const action = mapper.getActionForKey(e.key);\n if (action) {\n e.preventDefault();\n\n switch (action) {\n case \"attack\":\n onAction(\"attack\");\n addToQueue(\"Attack\", e.key);\n if (playSFX) playSFX(\"attack_light\");\n break;\n\n case \"block\":\n onAction(\"block\");\n addToQueue(\"Block\", e.key);\n if (playSFX) playSFX(\"block\");\n break;\n\n case \"move_up\":\n case \"move_down\":\n case \"move_left\":\n case \"move_right\":\n // Check for Alt+A/D modifier for slide left/right (MUST be checked first)\n if (e.altKey) {\n // Alt modifier for slide left/right footwork patterns\n let slideFootwork: string | null = null;\n\n if (action === \"move_left\") {\n // Alt+A: Slide left (미끄럼보 좌)\n slideFootwork = \"footwork_slide_left\";\n } else if (action === \"move_right\") {\n // Alt+D: Slide right (미끄럼보 우)\n slideFootwork = \"footwork_slide_right\";\n }\n\n if (slideFootwork) {\n onAction(slideFootwork);\n addToQueue(\n FOOTWORK_DISPLAY_TERMS[slideFootwork] ?? \"Slide Footwork\",\n `Alt+${e.key}`\n );\n if (playSFX) playSFX(\"footstep\");\n }\n } else if (e.shiftKey && e.ctrlKey) {\n // Shift+Ctrl modifier for advanced footwork patterns\n let advancedFootwork: string | null = null;\n\n if (action === \"move_left\") {\n // Shift+Ctrl+A: Pivot left (축족회전 좌)\n advancedFootwork = \"footwork_pivot_left\";\n } else if (action === \"move_right\") {\n // Shift+Ctrl+D: Pivot right (축족회전 우)\n advancedFootwork = \"footwork_pivot_right\";\n } else if (action === \"move_up\" || action === \"move_down\") {\n // Shift+Ctrl+W or Shift+Ctrl+S: Shuffle step (섞음보)\n advancedFootwork = \"footwork_shuffle\";\n }\n\n if (advancedFootwork) {\n onAction(advancedFootwork);\n addToQueue(\n FOOTWORK_DISPLAY_TERMS[advancedFootwork] ??\n \"Advanced Footwork\",\n `Shift+Ctrl+${e.key}`\n );\n if (playSFX) playSFX(\"footstep\");\n }\n } else if (e.ctrlKey) {\n // Footwork patterns with Ctrl+WASD\n let footworkAction: string | null = null;\n\n if (action === \"move_left\") {\n // Ctrl+A: Circular step left (원형보)\n footworkAction = \"footwork_circular_left\";\n } else if (action === \"move_right\") {\n // Ctrl+D: Circular step right (원형보)\n footworkAction = \"footwork_circular_right\";\n } else if (action === \"move_up\") {\n // Ctrl+W: Slide forward (미끄럼보)\n footworkAction = \"footwork_slide_forward\";\n } else if (action === \"move_down\") {\n // Ctrl+S: Slide back (미끄럼보)\n footworkAction = \"footwork_slide_back\";\n }\n\n if (footworkAction) {\n onAction(footworkAction);\n addToQueue(\n FOOTWORK_DISPLAY_TERMS[footworkAction] ?? \"Footwork\",\n `Ctrl+${e.key}`\n );\n if (playSFX) playSFX(\"footstep\");\n }\n } else if (e.shiftKey) {\n // Check if Shift is held for tactical step instead of walk\n // Check for diagonal step first\n const diagonalStep = getDiagonalStepAction();\n\n if (diagonalStep) {\n // Diagonal tactical step\n onAction(diagonalStep);\n\n addToQueue(\n DIAGONAL_KOREAN_TERMS[diagonalStep] ?? \"Diagonal Step\",\n `Shift+${e.key}`\n );\n\n if (playSFX) playSFX(\"footstep\");\n } else {\n // Cardinal direction tactical step\n // Map move_up/move_down to step_forward/step_back to match AnimationState\n const stepDirection = STEP_DIRECTION_MAP[action];\n onAction(stepDirection);\n\n addToQueue(\n 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@@ -0,0 +1,87 @@
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/**
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* useMatchCountdown Hook - Manages match start countdown sequence
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*
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* Korean: 매치 시작 카운트다운 훅 (Match Start Countdown Hook)
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*
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* Handles the state machine for match start countdown:
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* - idle: Waiting to start
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* - ready: Showing "Ready?" message
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* - counting: Counting down "3... 2... 1..."
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+
* - fight: Showing "Fight!" announcement
|
|
11
|
+
* - complete: Countdown finished, combat can begin
|
|
12
|
+
*
|
|
13
|
+
* @module hooks/useMatchCountdown
|
|
14
|
+
* @category Combat Hooks
|
|
15
|
+
*/
|
|
16
|
+
/**
|
|
17
|
+
* Match countdown states
|
|
18
|
+
*
|
|
19
|
+
* Korean: 매치 카운트다운 상태
|
|
20
|
+
*/
|
|
21
|
+
export type MatchCountdownState = "idle" | "ready" | "counting" | "fight" | "complete";
|
|
22
|
+
/**
|
|
23
|
+
* Match countdown configuration
|
|
24
|
+
*/
|
|
25
|
+
export interface MatchCountdownConfig {
|
|
26
|
+
/** Duration of "Ready?" display in seconds */
|
|
27
|
+
readonly readyDuration?: number;
|
|
28
|
+
/** Duration of each countdown number in seconds */
|
|
29
|
+
readonly countdownInterval?: number;
|
|
30
|
+
/** Duration of "Fight!" display in seconds */
|
|
31
|
+
readonly fightDuration?: number;
|
|
32
|
+
/** Starting countdown number */
|
|
33
|
+
readonly startNumber?: number;
|
|
34
|
+
}
|
|
35
|
+
/**
|
|
36
|
+
* Match countdown hook state
|
|
37
|
+
*/
|
|
38
|
+
export interface UseMatchCountdownResult {
|
|
39
|
+
/** Current countdown state */
|
|
40
|
+
readonly state: MatchCountdownState;
|
|
41
|
+
/** Current countdown number (3, 2, 1, or 0) */
|
|
42
|
+
readonly currentNumber: number;
|
|
43
|
+
/** Start countdown sequence */
|
|
44
|
+
readonly startCountdown: () => void;
|
|
45
|
+
/** Skip countdown and proceed immediately */
|
|
46
|
+
readonly skipCountdown: () => void;
|
|
47
|
+
/** Reset countdown to idle state */
|
|
48
|
+
readonly resetCountdown: () => void;
|
|
49
|
+
/** Whether countdown is in progress */
|
|
50
|
+
readonly isActive: boolean;
|
|
51
|
+
}
|
|
52
|
+
/**
|
|
53
|
+
* useMatchCountdown Hook
|
|
54
|
+
*
|
|
55
|
+
* Manages the complete match start countdown flow:
|
|
56
|
+
* 1. Idle state waiting for match start
|
|
57
|
+
* 2. Ready state shows "Ready?" message (1s)
|
|
58
|
+
* 3. Counting state counts down from 3 to 1 (1s intervals)
|
|
59
|
+
* 4. Fight state shows "Fight!" message (1s)
|
|
60
|
+
* 5. Complete state signals combat can begin
|
|
61
|
+
*
|
|
62
|
+
* @param config - Configuration for countdown timings
|
|
63
|
+
* @param onComplete - Callback when countdown completes
|
|
64
|
+
* @returns Match countdown state and control functions
|
|
65
|
+
*
|
|
66
|
+
* @example
|
|
67
|
+
* ```typescript
|
|
68
|
+
* const {
|
|
69
|
+
* state,
|
|
70
|
+
* currentNumber,
|
|
71
|
+
* startCountdown,
|
|
72
|
+
* skipCountdown,
|
|
73
|
+
* } = useMatchCountdown(
|
|
74
|
+
* { startNumber: 3 },
|
|
75
|
+
* () => {
|
|
76
|
+
* // Enable combat inputs
|
|
77
|
+
* enableCombatControls();
|
|
78
|
+
* }
|
|
79
|
+
* );
|
|
80
|
+
*
|
|
81
|
+
* // When match initializes
|
|
82
|
+
* startCountdown();
|
|
83
|
+
* ```
|
|
84
|
+
*/
|
|
85
|
+
export declare function useMatchCountdown(config?: MatchCountdownConfig, onComplete?: () => void): UseMatchCountdownResult;
|
|
86
|
+
export default useMatchCountdown;
|
|
87
|
+
//# sourceMappingURL=useMatchCountdown.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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|