blacktrigram 0.7.2

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Files changed (1853) hide show
  1. package/LICENSE +201 -0
  2. package/README.md +866 -0
  3. package/SECURITY.md +124 -0
  4. package/lib/App.d.ts +4 -0
  5. package/lib/App.d.ts.map +1 -0
  6. package/lib/App2.js +386 -0
  7. package/lib/App2.js.map +1 -0
  8. package/lib/_virtual/_rolldown/runtime.js +13 -0
  9. package/lib/assets/index.css +1146 -0
  10. package/lib/audio/AudioAssetLoader.d.ts +101 -0
  11. package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
  12. package/lib/audio/AudioAssetLoader.js +245 -0
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  14. package/lib/audio/AudioAssetRegistry.d.ts +126 -0
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  16. package/lib/audio/AudioAssetRegistry.js +970 -0
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  18. package/lib/audio/AudioCache.d.ts +135 -0
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  20. package/lib/audio/AudioCache.js +211 -0
  21. package/lib/audio/AudioCache.js.map +1 -0
  22. package/lib/audio/AudioManager.d.ts +162 -0
  23. package/lib/audio/AudioManager.d.ts.map +1 -0
  24. package/lib/audio/AudioManager.js +508 -0
  25. package/lib/audio/AudioManager.js.map +1 -0
  26. package/lib/audio/AudioMonitor.d.ts +122 -0
  27. package/lib/audio/AudioMonitor.d.ts.map +1 -0
  28. package/lib/audio/AudioMonitor.js +215 -0
  29. package/lib/audio/AudioMonitor.js.map +1 -0
  30. package/lib/audio/AudioPool.d.ts +108 -0
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  38. package/lib/audio/AudioUtils.d.ts +77 -0
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  42. package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
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  46. package/lib/audio/VariantSelector.d.ts +69 -0
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  50. package/lib/audio/index.d.ts +13 -0
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  58. package/lib/components/effects/WindParticles3D.d.ts +83 -0
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  60. package/lib/components/effects/index.d.ts +6 -0
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  64. package/lib/components/index.js +74 -0
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  66. package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
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  98. package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
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  104. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
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  108. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
  109. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
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  112. package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
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  116. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
  117. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
  118. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
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  122. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
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  126. package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
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  128. package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
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  130. package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
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  132. package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
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  134. package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
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  138. package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
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  140. package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
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  142. package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
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  146. package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
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  150. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -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 - 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@@ -0,0 +1,73 @@
1
+ /**
2
+ * Custom hook for keyboard controls with visual feedback
3
+ * Manages keyboard input for trigram stance switching and combat actions
4
+ *
5
+ * @module hooks/useKeyboardControls
6
+ * @category Input System
7
+ * @korean 키보드 컨트롤 훅
8
+ */
9
+ /**
10
+ * Queued input for input buffer display
11
+ */
12
+ export interface QueuedInput {
13
+ readonly action: string;
14
+ readonly key: string;
15
+ readonly timestamp: number;
16
+ }
17
+ /**
18
+ * Props for useKeyboardControls hook
19
+ */
20
+ export interface UseKeyboardControlsProps {
21
+ /** Callback when stance changes (receives stance index 0-7) */
22
+ readonly onStanceChange: (stance: number) => void;
23
+ /** Callback for combat actions (attack, block, etc.) */
24
+ readonly onAction: (action: string) => void;
25
+ /** Whether keyboard input is enabled */
26
+ readonly enabled?: boolean;
27
+ /** Current stance index (0-7) for validation */
28
+ readonly currentStance?: number;
29
+ /** Callback when hints toggle is requested */
30
+ readonly onToggleHints?: () => void;
31
+ /** Play sound effect function */
32
+ readonly playSFX?: (soundId: string) => void;
33
+ /** Current animation state for grounded detection */
34
+ readonly currentAnimationState?: string;
35
+ }
36
+ /**
37
+ * Return type for useKeyboardControls hook
38
+ */
39
+ export interface UseKeyboardControlsReturn {
40
+ /** Queued inputs for display */
41
+ readonly queuedInputs: readonly QueuedInput[];
42
+ /** Whether hints are visible */
43
+ readonly showHints: boolean;
44
+ /** Toggle hints visibility */
45
+ readonly toggleHints: () => void;
46
+ }
47
+ /**
48
+ * Custom hook for handling keyboard controls with visual feedback
49
+ *
50
+ * Features:
51
+ * - Trigram stance switching (1-8 keys or custom bindings)
52
+ * - Combat action handling (attack, block, movement)
53
+ * - Input queue visualization
54
+ * - Keyboard hints toggle (F1)
55
+ * - Invalid input prevention
56
+ * - Audio feedback integration
57
+ *
58
+ * @example
59
+ * ```typescript
60
+ * const { queuedInputs, showHints, toggleHints } = useKeyboardControls({
61
+ * onStanceChange: (stance) => handleStanceChange(stance),
62
+ * onAction: (action) => handleAction(action),
63
+ * enabled: !isPaused,
64
+ * currentStance: player.stance,
65
+ * playSFX: audio.playSFX,
66
+ * });
67
+ * ```
68
+ *
69
+ * @public
70
+ * @korean 키보드컨트롤사용
71
+ */
72
+ export declare function useKeyboardControls({ onStanceChange, onAction, enabled, currentStance, onToggleHints, playSFX, currentAnimationState, }: UseKeyboardControlsProps): UseKeyboardControlsReturn;
73
+ //# 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"}
@@ -0,0 +1,311 @@
1
+ import { FOOTWORK_KOREAN_TERMS } from "../systems/animation/core/types.js";
2
+ import { ControlMapper } from "../utils/controlMapping.js";
3
+ import { useCallback, useEffect, useRef, useState } from "react";
4
+ //#region src/hooks/useKeyboardControls.ts
5
+ /**
6
+ * Custom hook for keyboard controls with visual feedback
7
+ * Manages keyboard input for trigram stance switching and combat actions
8
+ *
9
+ * @module hooks/useKeyboardControls
10
+ * @category Input System
11
+ * @korean 키보드 컨트롤 훅
12
+ */
13
+ var DIAGONAL_KOREAN_TERMS = {
14
+ step_forward_left: "전좌측보법 (Forward-Left)",
15
+ step_forward_right: "전우측보법 (Forward-Right)",
16
+ step_back_left: "후좌측보법 (Back-Left)",
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+ step_back_right: "후우측보법 (Back-Right)"
18
+ };
19
+ var STEP_KOREAN_TERMS = {
20
+ step_forward: "전진보법 (Forward Step)",
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+ step_back: "후퇴보법 (Retreat Step)",
22
+ step_left: "좌측면보법 (Left Step)",
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+ step_right: "우측면보법 (Right Step)"
24
+ };
25
+ var FOOTWORK_DISPLAY_TERMS = {
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+ footwork_circular_left: `${FOOTWORK_KOREAN_TERMS.circular.korean} 좌 (Circular Left)`,
27
+ footwork_circular_right: `${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)`
35
+ };
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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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+ * - 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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+ function useKeyboardControls({ onStanceChange, onAction, enabled = true, currentStance = 0, onToggleHints, playSFX, currentAnimationState }) {
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+ const [queuedInputs, setQueuedInputs] = useState([]);
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+ const [showHints, setShowHints] = useState(false);
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+ const controlMapperRef = useRef(new ControlMapper());
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+ const lastStanceChangeRef = useRef(0);
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+ const pressedKeysRef = useRef(/* @__PURE__ */ new Set());
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+ /**
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+ * Toggle hints visibility
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+ */
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+ const toggleHints = useCallback(() => {
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+ setShowHints((prev) => {
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+ const newState = !prev;
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+ if (onToggleHints) onToggleHints();
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+ if (playSFX) playSFX("menu_select");
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+ return newState;
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+ });
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+ }, [onToggleHints, playSFX]);
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+ /**
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+ * Detect diagonal step direction from pressed keys
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+ * Returns step action for diagonal or null if not diagonal
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+ *
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+ * @korean 대각선발걸음감지
97
+ */
98
+ const getDiagonalStepAction = useCallback(() => {
99
+ const keys = pressedKeysRef.current;
100
+ const mapper = controlMapperRef.current;
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+ if (keys.has(mapper.getBindings().movement.up.toLowerCase())) {
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+ 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";
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+ }
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+ if (keys.has(mapper.getBindings().movement.down.toLowerCase())) {
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+ 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
+ }, []);
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+ /**
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");
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+ 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);
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+ if (playSFX) playSFX("stance_change");
170
+ return;
171
+ }
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+ if (e.shiftKey) {
173
+ e.preventDefault();
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+ onAction("recovery_defensive");
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+ addToQueue("방어기상 (Defensive Getup)", "Shift");
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+ if (playSFX) playSFX("stance_change");
177
+ return;
178
+ }
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+ return;
180
+ }
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+ const stanceIndex = mapper.getStanceForKey(e.key);
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+ if (stanceIndex !== null) {
183
+ e.preventDefault();
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+ if (stanceIndex === currentStance) {
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+ addToQueue(`Stance ${stanceIndex + 1} (already active)`, e.key);
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+ if (playSFX) playSFX("menu_error");
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+ return;
188
+ }
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+ const now = Date.now();
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+ if (now - lastStanceChangeRef.current < 133) return;
191
+ lastStanceChangeRef.current = now;
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+ onStanceChange(stanceIndex);
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+ addToQueue(`Stance ${stanceIndex + 1}`, e.key);
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+ if (playSFX) playSFX("stance_change");
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+ return;
196
+ }
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+ const action = mapper.getActionForKey(e.key);
198
+ if (action) {
199
+ e.preventDefault();
200
+ switch (action) {
201
+ case "attack":
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+ onAction("attack");
203
+ addToQueue("Attack", e.key);
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+ if (playSFX) playSFX("attack_light");
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+ break;
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+ case "block":
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+ onAction("block");
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+ addToQueue("Block", e.key);
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+ if (playSFX) playSFX("block");
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+ break;
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+ case "move_up":
212
+ case "move_down":
213
+ case "move_left":
214
+ case "move_right":
215
+ if (e.altKey) {
216
+ let slideFootwork = null;
217
+ if (action === "move_left") slideFootwork = "footwork_slide_left";
218
+ else if (action === "move_right") slideFootwork = "footwork_slide_right";
219
+ if (slideFootwork) {
220
+ onAction(slideFootwork);
221
+ addToQueue(FOOTWORK_DISPLAY_TERMS[slideFootwork] ?? "Slide Footwork", `Alt+${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+${e.key}`\n );\n\n if (playSFX) playSFX(\"footstep\");\n } else {\n // Cardinal direction tactical step\n // Map move_up/move_down to step_forward/step_back to match AnimationState\n const stepDirection = STEP_DIRECTION_MAP[action];\n onAction(stepDirection);\n\n addToQueue(\n STEP_KOREAN_TERMS[stepDirection] ?? \"Step\",\n `Shift+${e.key}`\n );\n\n if (playSFX) playSFX(\"footstep\");\n }\n } else {\n // Regular movement\n onAction(action);\n addToQueue(action, e.key);\n }\n break;\n\n case \"stance_side_switch\":\n // H key: Switch front foot (stance side switch)\n onAction(\"stance_side_switch\");\n addToQueue(\"발 바꿈 (Switch Stance Side)\", e.key);\n if (playSFX) playSFX(\"stance_change\");\n break;\n\n case \"vital_points_overlay\":\n // Vital points overlay toggle\n onAction(\"vital_points_overlay\");\n addToQueue(\"Vital Points\", e.key);\n if (playSFX) playSFX(\"menu_select\");\n break;\n\n case \"pause\":\n // Pause menu toggle\n onAction(\"pause\");\n addToQueue(\"Pause\", e.key);\n if (playSFX) playSFX(\"menu_select\");\n break;\n }\n }\n };\n\n const handleKeyUp = (e: KeyboardEvent) => {\n // Remove key from pressed keys set\n pressedKeysRef.current.delete(e.key.toLowerCase());\n };\n\n window.addEventListener(\"keydown\", handleKeyDown);\n window.addEventListener(\"keyup\", handleKeyUp);\n\n return () => {\n window.removeEventListener(\"keydown\", handleKeyDown);\n window.removeEventListener(\"keyup\", handleKeyUp);\n // Clear pressed keys on cleanup using copied ref value\n pressedKeys.clear();\n };\n }, [\n enabled,\n currentStance,\n onStanceChange,\n onAction,\n addToQueue,\n toggleHints,\n getDiagonalStepAction,\n showHints,\n playSFX,\n currentAnimationState,\n ]);\n\n return {\n queuedInputs,\n showHints,\n toggleHints,\n 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@@ -0,0 +1,87 @@
1
+ /**
2
+ * useMatchCountdown Hook - Manages match start countdown sequence
3
+ *
4
+ * Korean: 매치 시작 카운트다운 훅 (Match Start Countdown Hook)
5
+ *
6
+ * Handles the state machine for match start countdown:
7
+ * - idle: Waiting to start
8
+ * - ready: Showing "Ready?" message
9
+ * - counting: Counting down "3... 2... 1..."
10
+ * - 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
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