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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package/README.md
ADDED
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<p align="center">
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<img src="https://hack23.com/icon-192.png" alt="Hack23 Logo" width="192" height="192">
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</p>
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<div align="center">
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# ๐ฅ Black Trigram (ํ๊ด)
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### _์ด๋ ์ ๋ฌด์๋ก ์๋ฒฝํ ์ผ๊ฒฉ์ ์ถ๊ตฌํ๋ผ_
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_"Master the dark arts through the pursuit of the perfect strike"_
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**[๐ฎ Enter the Dojang](https://blacktrigram.com/)**
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[](https://github.com/Hack23/blacktrigram/releases)
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[](https://github.com/Hack23/blacktrigram/raw/master/LICENSE.md)
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[](https://scorecard.dev/viewer/?uri=github.com/Hack23/blacktrigram)
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[](https://bestpractices.coreinfrastructure.org/projects/10777)
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[](https://github.com/Hack23/blacktrigram/attestations)
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[](https://github.com/Hack23/blacktrigram/actions/workflows/scorecards.yml)
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[](https://github.com/Hack23/blacktrigram/actions/workflows/test-and-report.yml)
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**๐ Documentation:**
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[](https://hack23.github.io/blacktrigram/)
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[](https://github.com/Hack23/blacktrigram/actions/workflows/docs.yml)
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[](https://hack23.github.io/blacktrigram/)
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**๐ Test Documentation:**
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[](E2ETestPlan.md)
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[](UnitTestPlan.md)
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[](https://github.com/Hack23/blacktrigram/blob/main/performance-testing.md)
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[](https://github.com/Hack23/blacktrigram/blob/main/performance-testing.md)
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[](./budget.json)
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[](https://sonarcloud.io/summary/new_code?id=Hack23_blacktrigram)
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[](https://sonarcloud.io/summary/new_code?id=Hack23_blacktrigram)
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[](https://sonarcloud.io/summary/new_code?id=Hack23_blacktrigram)
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[](https://sonarcloud.io/summary/new_code?id=Hack23_blacktrigram)
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[](https://sonarcloud.io/summary/new_code?id=Hack23_blacktrigram)
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[](https://isitmaintained.com/project/Hack23/blacktrigram "Average time to resolve an issue")
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[](https://deepwiki.com/Hack23/blacktrigram)
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[](https://isitmaintained.com/project/Hack23/blacktrigram "Percentage of issues still open")
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[](https://app.fossa.io/projects/git%2Bgithub.com%2FHack23%2Fblacktrigram?ref=badge_shield)
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[](https://cla-assistant.io/Hack23/blacktrigram)
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**๐ ISMS Framework Compliance:**
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[](https://github.com/Hack23/ISMS-PUBLIC/blob/main/Information_Security_Policy.md)
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[](https://github.com/Hack23/ISMS-PUBLIC/blob/main/Secure_Development_Policy.md)
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[](https://github.com/Hack23/ISMS-PUBLIC/blob/main/Threat_Modeling.md)
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[](https://github.com/Hack23/ISMS-PUBLIC/blob/main/Vulnerability_Management.md)
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[](https://github.com/Hack23/ISMS-PUBLIC/blob/main/Open_Source_Policy.md)
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[](https://github.com/Hack23/ISMS-PUBLIC/blob/main/ISMS_Transparency_Plan.md)
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_An immersive 3D precision combat game powered by Three.js, inspired by Korean martial arts philosophy and the I Ching_
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</div>
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---
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## โก Combat Mastery
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**Black Trigram** is a **realistic combat simulator** that teaches authentic Korean martial arts through precise anatomical targeting. Master traditional vital-point techniques via modern 3D combat mechanics powered by Three.js across 5 distinct fighter archetypes.
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### ๐ฏ Combat Disciplines
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**๐ฏ ์ ๊ฒฉ์**
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_Jeonggyeokja_
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**Precision Striker**
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_Every strike targets anatomical weak points_
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**โ๏ธ ๋น์**
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_Bisu_
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**Lethal Technique**
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_Decisive unarmed combat methods_
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**๐ฅท ์์ด์**
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_Amsalja_
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**Shadow Assassin**
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_Silent takedown techniques_
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**๐ ๊ธ์๊ฒฉ**
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_Geupsogyeok_
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**Vital Point Strike**
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_70 anatomical targets for incapacitation_
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---
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## ๐ธ Concept
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<div align="center">
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<img src="public/CyberpunkTeamDynamics.png" alt="Cyberpunk Team Dynamics Screenshot" width="600" />
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<img src="public/PlayerArchetypesExplained.png" alt="Player Archetypes Explained Screenshot" width="600" />
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<img src="public/PlayerArchetypesOverview.png" alt="Player Archetypes Overview Screenshot" width="600" />
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---
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## ๐ Authentic Combat Features
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### ๐ฅ Player Archetypes
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Master combat through 5 distinct fighting philosophies:
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| Archetype | Name | Combat Philosophy | Special Focus |
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| :-------: | :-------------------------------------------------------: | :-----------------------------: | :-----------------------------------------------: |
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| ๐ฏ | **๋ฌด์ฌ (Musa)**<br/>_Traditional Warrior_ | Honor through strength | Military discipline, overwhelming force |
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| ๐ฅท | **์์ด์ (Amsalja)**<br/>_Shadow Assassin_ | Efficiency through invisibility | Stealth approaches, instant takedowns |
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| ๐ป | **ํด์ปค (Hacker)**<br/>_Cyber Warrior_ | Information as power | Environmental manipulation, tech-assisted strikes |
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| ๐ต๏ธ | **์ ๋ณด์์ (Jeongbo Yowon)**<br/>_Intelligence Operative_ | Knowledge through observation | Psychological manipulation, precise timing |
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| โก | **์กฐ์งํญ๋ ฅ๋ฐฐ (Jojik Pokryeokbae)**<br/>_Organized Crime_ | Survival through ruthlessness | Dirty fighting, improvised weapons |
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</div>
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### ๐ฏ Anatomical Targeting System
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Master **70 authentic vital points** for combat effectiveness:
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<div align="center">
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| Trigram | Name | Combat Focus | Combat Effects |
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| :-----: | :-----------------------: | :--------------------: | :---------------------------: |
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| โฐ | **๊ฑด (Geon)** โ _Heaven_ | Bone-striking force | Fractures, structural damage |
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| โฑ | **ํ (Tae)** โ _Lake_ | Joint manipulation | Dislocations, mobility loss |
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| โฒ | **๋ฆฌ (Li)** โ _Fire_ | Precise nerve strikes | Temporary paralysis, numbness |
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| โณ | **์ง (Jin)** โ _Thunder_ | Stunning techniques | Disorientation, knockouts |
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| โด | **์ (Son)** โ _Wind_ | Continuous pressure | Gradual incapacitation |
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| โต | **๊ฐ (Gam)** โ _Water_ | Blood flow restriction | Circulation disruption |
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| โถ | **๊ฐ (Gan)** โ _Mountain_ | Defensive counters | Counter-attacks, blocks |
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| โท | **๊ณค (Gon)** โ _Earth_ | Ground techniques | Throws, takedowns |
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</div>
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### ๐ช Realistic Body Mechanics
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- **๐ฉธ Authentic Trauma** โ Realistic injury visualization and blood
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- **๐ฆด Bone Impact Audio** โ Genuine bone contact and fracture sounds
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- **๐ซ Breathing Disruption** โ Respiratory system targeting
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- **โ๏ธ Balance System** โ Realistic stance and momentum physics
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- **๐ง Consciousness States** โ Progressive awareness impairment
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- **๐ต Pain Response** โ Physiological pain affecting performance
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### ๐ฏ Combat Specializations
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- **๐ฏ Anatomical Precision** โ 70 target points for tactical advantage
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- **๐ฐ๐ท Traditional Korean Arts** โ Authentic techniques from ํ๊ถ๋, ํฉ๊ธฐ๋, ํ๊ฒฌ
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- **โซ Advanced Techniques** โ Professional combat methods from 5 distinct archetypes
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- **๐ฅ Combat Application** โ Real martial arts effectiveness
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---
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## ๐ Technical Excellence
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Built for **combat realism** and **authentic simulation**:
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<div align="center">
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### ๐ฎ Rendering Engine
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### โก Performance Optimized
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### ๐จ 3D Visual Effects
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</div>
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### ๐ฏ Combat Components
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- **VitalPointTargeter** โ Interactive anatomical targeting system
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- **CombatTracker** โ Real-time damage and status monitoring
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- **TechniqueCalculator** โ Precise combat effectiveness calculations
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- **CombatAnalyzer** โ Post-match technique analysis
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- **ThreeJS Renderer** โ Hardware-accelerated 3D combat visualization
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---
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## ๐ฎ Combat Controls
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> **๐ Complete Control Reference**: See [`CONTROLS.md`](/CONTROLS.md) for comprehensive control documentation
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### โจ๏ธ Desktop Input System (Currently Implemented)
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- **๐ Movement**: `WASD` or `Arrow Keys` โ 8-directional tactical positioning and footwork
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- **โ๏ธ Stances**: `1โ8` (Eight Trigram-based combat stances)
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- `1` โฐ Geon (Heaven) - Bone-striking force
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- `2` โฑ Tae (Lake) - Joint manipulation
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- `3` โฒ Li (Fire) - Precise nerve strikes
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- `4` โณ Jin (Thunder) - Stunning techniques
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- `5` โด Son (Wind) - Continuous pressure
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- `6` โต Gam (Water) - Adaptive counters
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- `7` โถ Gan (Mountain) - Defensive mastery
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- `8` โท Gon (Earth) - Ground control
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- **๐ก๏ธ Guard**: `B` โ Defensive positioning and blocks
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- **โก Attack**: `Space` โ Execute current stance technique
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- **๐ฏ Vital Strike**: `V` โ Toggle 70-point anatomical targeting overlay
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- **โธ๏ธ Pause**: `ESC` or `M` โ Pause menu / Return to intro
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### ๐ฑ Mobile Touch Controls (375x667+ screens)
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**Virtual Controls** (Auto-displayed on screens < 768px width):
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- **๐น๏ธ Virtual D-Pad** (Bottom-Left) โ 8-directional movement control
|
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- 140x140px touch-optimized size
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- 48px minimum button targets (exceeds iOS 44px guideline)
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- Tap directional buttons for tactical positioning
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- Korean arrow indicators (โ โ โ โ โ โ โ โ)
|
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- Safe area aware positioning (34px from bottom)
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|
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|
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- **โก Action Buttons** (Bottom-Right)
|
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- **Attack Button** (80x80px, Gold โก) โ Execute current stance technique
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- **Block Button** (70x70px, Blue ๐ก๏ธ) โ Activate defensive guard
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- Safe area aware positioning (34px from bottom)
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|
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- **โฏ๏ธ Stance Wheel** (Bottom-Center)
|
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- Tap to expand circular selector (200px diameter)
|
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|
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- 8 trigram stances (โฐ โฑ โฒ โณ โด โต โถ โท)
|
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|
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- Korean names: ๊ฑด ํ ๋ฆฌ ์ง ์ ๊ฐ ๊ฐ ๊ณค
|
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- Safe area aware positioning
|
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|
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**Gesture Controls**:
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|
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- **Swipe Right โ** โ Advance toward opponent
|
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|
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- **Swipe Left โ** โ Retreat from opponent
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|
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- **Swipe Up โ** โ High attack execution
|
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|
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- **Swipe Down โ** โ Low attack execution
|
|
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- **Two-Finger Tap ๐ค** โ Toggle vital point targeting mode
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**Haptic Feedback**:
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- Light vibration (10ms) on D-pad movement and stance selection
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- Medium vibration (50ms) on attack execution
|
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- Heavy vibration (100ms) on critical hits and vital point strikes
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|
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+
|
|
272
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### ๐ฉธ Combat Feedback
|
|
273
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+
|
|
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- **๐ฅ Impact Effects**: Bone contact sounds and visual trauma
|
|
275
|
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- **๐ฉธ Injury System**: Realistic bleeding and damage progression
|
|
276
|
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- **๐ต Incapacitation**: Visual indicators of combat effectiveness
|
|
277
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- **โ๏ธ Balance**: Physical stance and vulnerability windows
|
|
278
|
+
|
|
279
|
+
---
|
|
280
|
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|
|
281
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## ๐ญ Training Modules
|
|
282
|
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|
|
283
|
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### ๐ฏ ํด๋ถํ ์ฐ๊ตฌ (Anatomical Study)
|
|
284
|
+
|
|
285
|
+
- **๐ ๊ธ์ํ์ต (Vital Point Study)** โ 70 anatomical target points
|
|
286
|
+
- **๐ฏ ์ ๋ฐํ๊ฒฉ (Precision Striking)** โ Accurate targeting techniques
|
|
287
|
+
- **โซ ๊ณ ๊ธ๊ธฐ๋ฒ (Advanced Techniques)** โ Professional combat methods
|
|
288
|
+
- **๐ฅ ์ค์ ์์ฉ (Practical Application)** โ Combat effectiveness training
|
|
289
|
+
|
|
290
|
+
### โ๏ธ ๋ฌด์ ๊ธฐ๋ฒ (Martial Techniques)
|
|
291
|
+
|
|
292
|
+
- **๐ฅ ๊ธฐ๋ณธ๊ธฐ (Fundamentals)** โ Basic striking and positioning
|
|
293
|
+
- **๐ข ํ๊ด์ (Eight Trigram Arts)** โ Traditional Korean combat philosophy
|
|
294
|
+
- **๐ ์ฐ๊ณ๊ธฐ๋ฒ (Combination Techniques)** โ Flowing technique sequences
|
|
295
|
+
- **๐ฏ ์ ๋ฐ์ (Precision Arts)** โ Exact targeting and timing
|
|
296
|
+
|
|
297
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### ๐ฅ ์ค์ ํ๋ จ (Combat Training)
|
|
298
|
+
|
|
299
|
+
- **๐ค ์ผ๋์ผ (One-on-One)** โ Single opponent combat simulation
|
|
300
|
+
- **๐ข ํ๊ฒฝ์ ํฌ (Environmental Combat)** โ Using surroundings tactically
|
|
301
|
+
- **๐ง ์ ์ ์์ (Mental Cultivation)** โ Psychological combat preparation
|
|
302
|
+
- **๐ ์ฐ์๋์ (Continuous Combat)** โ Multiple opponent scenarios
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|
303
|
+
|
|
304
|
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### ๐ญ ์ํ ํนํ (Archetype Mastery)
|
|
305
|
+
|
|
306
|
+
- **๐ฏ ๋ฌด์ฌ๋ (Warrior's Way)** โ Traditional warrior discipline training
|
|
307
|
+
- **๐ฅท ์์์ (Shadow Arts)** โ Stealth and assassination techniques
|
|
308
|
+
- **๐ป ์ฌ์ด๋ฒ์ (Cyber Warfare)** โ Tech-enhanced combat methods
|
|
309
|
+
- **๐ต๏ธ ์ ๋ณด์ (Intelligence Warfare)** โ Psychological and strategic combat
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|
310
|
+
- **โก ๊ฑฐ๋ฆฌ์ (Street Arts)** โ Underground survival combat
|
|
311
|
+
|
|
312
|
+
---
|
|
313
|
+
|
|
314
|
+
## ๐ Architecture & Development Insights
|
|
315
|
+
|
|
316
|
+
Explore in-depth technical analysis and architectural insights about Black Trigram through blog posts by our development team.
|
|
317
|
+
|
|
318
|
+
### โญ Simon Moon's Architecture Chronicles
|
|
319
|
+
|
|
320
|
+
<div align="center">
|
|
321
|
+
|
|
322
|
+
_System Architect | Pattern Recognition Expert | Philosopher-Engineer_
|
|
323
|
+
|
|
324
|
+
[**View Agent Profile**](https://github.com/Hack23/homepage/blob/master/.github/agents/simon-moon.md)
|
|
325
|
+
|
|
326
|
+
</div>
|
|
327
|
+
|
|
328
|
+
Simon Moon reveals the hidden structures and sacred geometry in Black Trigram's architecture through the Law of Fives and numerological patterns.
|
|
329
|
+
|
|
330
|
+
<table>
|
|
331
|
+
<tr>
|
|
332
|
+
<td width="33%" valign="top">
|
|
333
|
+
|
|
334
|
+
#### ๐ฅ Black Trigram Architecture
|
|
335
|
+
|
|
336
|
+
**[Five Fighters, Sacred Geometry](https://hack23.com/blog-trigram-architecture.html)**
|
|
337
|
+
|
|
338
|
+
Five fighter archetypes discovered through combat domain analysis. Cultural authenticity meeting mechanical depth with zero backend architecture.
|
|
339
|
+
|
|
340
|
+
</td>
|
|
341
|
+
<td width="33%" valign="top">
|
|
342
|
+
|
|
343
|
+
#### โ๏ธ Black Trigram Combat System
|
|
344
|
+
|
|
345
|
+
**[70 Vital Points & Physics](https://hack23.com/blog-trigram-combat.html)**
|
|
346
|
+
|
|
347
|
+
Traditional Korean martial arts mapped to 70 biomechanical vital points. Five collision systems with anatomical precision and respect for cultural tradition.
|
|
348
|
+
|
|
349
|
+
</td>
|
|
350
|
+
<td width="33%" valign="top">
|
|
351
|
+
|
|
352
|
+
#### ๐ฅฝ Black Trigram Future Vision
|
|
353
|
+
|
|
354
|
+
**[VR Martial Arts & Immersive Combat](https://hack23.com/blog-trigram-future.html)**
|
|
355
|
+
|
|
356
|
+
Five-year evolution roadmap from immersive 3D fighter to VR martial arts training platform. Korean martial arts preservation through immersive technology.
|
|
357
|
+
|
|
358
|
+
</td>
|
|
359
|
+
</tr>
|
|
360
|
+
</table>
|
|
361
|
+
|
|
362
|
+
### ๐ George Dorn's Code Analysis
|
|
363
|
+
|
|
364
|
+
<div align="center">
|
|
365
|
+
|
|
366
|
+
_Developer | Repository Inspector | Code Archaeologist_
|
|
367
|
+
|
|
368
|
+
[**View Agent Profile**](https://github.com/Hack23/homepage/blob/master/.github/agents/george-dorn.md)
|
|
369
|
+
|
|
370
|
+
</div>
|
|
371
|
+
|
|
372
|
+
George Dorn provides detailed repository deep-dives based on actual code inspection, not assumptions. Each analysis includes cloned repositories, file counts, dependency reviews, and verified metrics.
|
|
373
|
+
|
|
374
|
+
<table>
|
|
375
|
+
<tr>
|
|
376
|
+
<td width="50%" valign="top">
|
|
377
|
+
|
|
378
|
+
#### ๐ป Black Trigram Code Analysis
|
|
379
|
+
|
|
380
|
+
**[Repository Deep-Dive](https://hack23.com/blog-george-dorn-trigram-code.html)**
|
|
381
|
+
|
|
382
|
+
**Stack:** TypeScript 5.9, React 19, Three.js 0.183, Vite 8
|
|
383
|
+
**Metrics:** 132 TypeScript files, 70 vital points system, 5 fighter archetypes
|
|
384
|
+
|
|
385
|
+
Examined package.json dependencies, explored src/ structure, verified combat system implementation, and reviewed AI integrations.
|
|
386
|
+
|
|
387
|
+
</td>
|
|
388
|
+
<td width="50%" valign="top">
|
|
389
|
+
|
|
390
|
+
#### ๐ฎ Black Trigram Implementation Reality
|
|
391
|
+
|
|
392
|
+
**[Combat Code: TypeScript vs. Martial Arts Physics](https://hack23.com/blog-trigram-architecture.html#george-dorn-implementation)**
|
|
393
|
+
|
|
394
|
+
George's technical commentary reveals collision detection challenges, performance optimization for 60fps combat, and Easter eggs hidden throughout the codebase.
|
|
395
|
+
|
|
396
|
+
**Easter Eggs:** Land exactly 23 hits โ FNORD victory screen. Konami code unlocks "Hagbard Mode". Health at 23% โ UI pulses urgently.
|
|
397
|
+
|
|
398
|
+
</td>
|
|
399
|
+
</tr>
|
|
400
|
+
</table>
|
|
401
|
+
|
|
402
|
+
<div align="center">
|
|
403
|
+
|
|
404
|
+
### ๐ Explore More Insights
|
|
405
|
+
|
|
406
|
+
**[๐ Full Security Blog](https://hack23.com/blog.html)** โ 50+ posts covering cybersecurity, ISMS policies, and software architecture through radical transparency
|
|
407
|
+
|
|
408
|
+
_"Code is reality made computational. If it doesn't work, nothing else matters."_ โ **George Dorn**
|
|
409
|
+
|
|
410
|
+
</div>
|
|
411
|
+
|
|
412
|
+
---
|
|
413
|
+
|
|
414
|
+
## ๐ Documentation
|
|
415
|
+
|
|
416
|
+
### API Reference
|
|
417
|
+
|
|
418
|
+
Complete TypeDoc API documentation with Korean martial arts context is available:
|
|
419
|
+
|
|
420
|
+
**[๐ View API Documentation](https://hack23.github.io/blacktrigram/)**
|
|
421
|
+
|
|
422
|
+
The API documentation includes:
|
|
423
|
+
|
|
424
|
+
- **๐ Core Types**: All enums, interfaces, and type definitions with Korean-English bilingual descriptions
|
|
425
|
+
- **๐ฅ Eight Trigram System**: Complete I Ching philosophy and stance mechanics
|
|
426
|
+
- **๐ฏ Vital Point System**: All 70 Korean vital points with anatomical details
|
|
427
|
+
- **โ๏ธ Combat System**: Combat mechanics, damage calculation, and technique execution
|
|
428
|
+
- **๐ค Player Archetypes**: Detailed descriptions of all 5 fighter types
|
|
429
|
+
- **๐จ UI Components**: Component usage examples and props documentation
|
|
430
|
+
- **๐ง Utilities**: Helper functions and system utilities
|
|
431
|
+
|
|
432
|
+
### Key Documentation Sections
|
|
433
|
+
|
|
434
|
+
- **Korean Martial Arts Concepts**: Traditional philosophy integrated with modern combat
|
|
435
|
+
- **I Ching (ๆ็ถ) Integration**: How the Eight Trigrams influence combat flow
|
|
436
|
+
- **Anatomical Targeting**: Realistic vital point system based on Korean martial arts
|
|
437
|
+
- **Combat Calculations**: Damage, accuracy, and effectiveness algorithms
|
|
438
|
+
- **Security Notes**: Critical functions with security considerations
|
|
439
|
+
|
|
440
|
+
### Documentation Coverage
|
|
441
|
+
|
|
442
|
+
- โ
**100% of core types** documented with examples
|
|
443
|
+
- โ
**All system classes** with comprehensive JSDoc
|
|
444
|
+
- โ
**Korean-English bilingual** terminology throughout
|
|
445
|
+
- โ
**Usage examples** for complex functions
|
|
446
|
+
- โ
**Philosophy context** for martial arts concepts
|
|
447
|
+
|
|
448
|
+
**Validation Approach**: Strict TypeDoc validation is enabled (`notDocumented: true`) to track documentation progress. This generates ~2,250 warnings initially, which are being addressed incrementally. The strict approach ensures all new exports are documented from the start, maintaining high documentation standards as the codebase evolves.
|
|
449
|
+
|
|
450
|
+
### Building Documentation Locally
|
|
451
|
+
|
|
452
|
+
```bash
|
|
453
|
+
# Generate TypeDoc documentation
|
|
454
|
+
npm run docs
|
|
455
|
+
|
|
456
|
+
# View documentation
|
|
457
|
+
open docs/api/index.html
|
|
458
|
+
```
|
|
459
|
+
|
|
460
|
+
### UI/UX Architecture Documentation
|
|
461
|
+
|
|
462
|
+
> **๐ Planned:** Comprehensive guides for developers building Korean-themed cyberpunk interfaces are being developed. See [ARCHITECTURE.md](ARCHITECTURE.md) and [CONTROLS.md](CONTROLS.md) for current UI/UX patterns.
|
|
463
|
+
|
|
464
|
+
---
|
|
465
|
+
|
|
466
|
+
## ๐ Commitment to Transparency and Security
|
|
467
|
+
|
|
468
|
+
At Hack23 AB, we believe that true security comes through transparency and demonstrable practices. Our Information Security Management System (ISMS) is publicly available, showcasing our commitment to security excellence and organizational transparency.
|
|
469
|
+
|
|
470
|
+
<table>
|
|
471
|
+
<tr>
|
|
472
|
+
<td width="50%">
|
|
473
|
+
<div align="center">
|
|
474
|
+
<h3>๐ Public ISMS Repository</h3>
|
|
475
|
+
<p>Complete Information Security Management System documentation</p>
|
|
476
|
+
<a href="https://github.com/Hack23/ISMS-PUBLIC">
|
|
477
|
+
<img src="https://img.shields.io/badge/ISMS-PUBLIC-0066CC?style=for-the-badge&logo=github&logoColor=white" alt="ISMS Public Repository">
|
|
478
|
+
</a>
|
|
479
|
+
</div>
|
|
480
|
+
</td>
|
|
481
|
+
<td width="50%">
|
|
482
|
+
<div align="center">
|
|
483
|
+
<h3>๐ Information Security Policy</h3>
|
|
484
|
+
<p>Enterprise-grade security framework and governance</p>
|
|
485
|
+
<a href="https://github.com/Hack23/ISMS-PUBLIC/blob/main/Information_Security_Policy.md">
|
|
486
|
+
<img src="https://img.shields.io/badge/Security-Policy-DC143C?style=for-the-badge&logo=shield&logoColor=white" alt="Information Security Policy">
|
|
487
|
+
</a>
|
|
488
|
+
</div>
|
|
489
|
+
</td>
|
|
490
|
+
</tr>
|
|
491
|
+
</table>
|
|
492
|
+
|
|
493
|
+
**๐ ISMS Reference Mapping**: For a complete mapping of all ISMS policies referenced by Black Trigram, see [ISMS_REFERENCE_MAPPING.md](./ISMS_REFERENCE_MAPPING.md)
|
|
494
|
+
|
|
495
|
+
### ๐ Security Through Transparency
|
|
496
|
+
|
|
497
|
+
Our approach to cybersecurity consulting is built on a foundation of transparent practices:
|
|
498
|
+
|
|
499
|
+
- **๐ Open Documentation**: Complete ISMS framework available for review
|
|
500
|
+
- **๐ Policy Transparency**: Detailed security policies and procedures publicly accessible
|
|
501
|
+
- **๐ฏ Demonstrable Expertise**: Our own security implementation serves as a live demonstration
|
|
502
|
+
- **๐ Continuous Improvement**: Public documentation enables community feedback and enhancement
|
|
503
|
+
|
|
504
|
+
<div align="center">
|
|
505
|
+
<p><em>"Our commitment to transparency extends to our security practices - demonstrating that true security comes from robust processes, continuous improvement, and a culture where security considerations are integrated into every business decision."</em></p>
|
|
506
|
+
<p><strong>โ James Pether Sรถrling, CEO/Founder</strong></p>
|
|
507
|
+
</div>
|
|
508
|
+
|
|
509
|
+
---
|
|
510
|
+
|
|
511
|
+
|
|
512
|
+
|
|
513
|
+
## ๐ง Development Features
|
|
514
|
+
|
|
515
|
+
### ๐ฏ Anatomical Data Integration
|
|
516
|
+
|
|
517
|
+
```typescript
|
|
518
|
+
// Authentic vital point data with combat applications
|
|
519
|
+
interface VitalPoint {
|
|
520
|
+
name: { korean: string; english: string; technique: string };
|
|
521
|
+
location: AnatomicalPosition;
|
|
522
|
+
effectiveness: CombatEffectiveness;
|
|
523
|
+
difficulty: PrecisionRequired;
|
|
524
|
+
method: CombatTechnique[];
|
|
525
|
+
archetypeBonus: ArchetypeModifier[]; // Special bonuses for different fighter types
|
|
526
|
+
}
|
|
527
|
+
```
|
|
528
|
+
|
|
529
|
+
### ๐ฉธ Combat Mechanics System
|
|
530
|
+
|
|
531
|
+
```typescript
|
|
532
|
+
// Realistic body mechanics for authentic combat
|
|
533
|
+
interface CombatState {
|
|
534
|
+
health: number; // Physical condition remaining
|
|
535
|
+
consciousness: number; // Awareness and responsiveness
|
|
536
|
+
pain: number; // Pain levels affecting performance
|
|
537
|
+
balance: CombatStability; // Physical stability in combat
|
|
538
|
+
stamina: number; // Energy and endurance
|
|
539
|
+
technique: number; // Skill and precision level
|
|
540
|
+
archetype: PlayerArchetype; // Current fighter specialization
|
|
541
|
+
}
|
|
542
|
+
|
|
543
|
+
// Player archetype system
|
|
544
|
+
type PlayerArchetype = "musa" | "amsalja" | "hacker" | "jeongbo" | "jojik";
|
|
545
|
+
```
|
|
546
|
+
|
|
547
|
+
---
|
|
548
|
+
|
|
549
|
+
## ๐ Quick Start
|
|
550
|
+
|
|
551
|
+
### ๐ Prerequisites
|
|
552
|
+
|
|
553
|
+
- **Node.js 25+** (Current) - [Download Node.js](https://nodejs.org/)
|
|
554
|
+
- **npm 11+** (included with Node.js 25)
|
|
555
|
+
- Modern browser with WebGL 2.0 support
|
|
556
|
+
|
|
557
|
+
### ๐ Enter the Dojang
|
|
558
|
+
|
|
559
|
+
**[๐ฎ Begin Combat Training](https://hack23.github.io/blacktrigram/)**
|
|
560
|
+
|
|
561
|
+
### ๐ง Local Development
|
|
562
|
+
|
|
563
|
+
```bash
|
|
564
|
+
# Clone repository
|
|
565
|
+
git clone https://github.com/Hack23/blacktrigram.git
|
|
566
|
+
cd blacktrigram
|
|
567
|
+
|
|
568
|
+
# Install dependencies (requires Node.js 25+)
|
|
569
|
+
npm install
|
|
570
|
+
|
|
571
|
+
# Start combat simulation
|
|
572
|
+
npm run dev
|
|
573
|
+
|
|
574
|
+
# Build for deployment
|
|
575
|
+
npm run build
|
|
576
|
+
|
|
577
|
+
# Run combat testing
|
|
578
|
+
npm run test
|
|
579
|
+
npm run test:combat
|
|
580
|
+
```
|
|
581
|
+
|
|
582
|
+
---
|
|
583
|
+
|
|
584
|
+
## ๐ Documentation & Further Reading
|
|
585
|
+
|
|
586
|
+
Game/frontend will be open source with commercial backend supporting multiplayer functionality, rankings and subscriptions to fund development and runtime of backend. Will enable progressions and persistent state of game.
|
|
587
|
+
|
|
588
|
+
|
|
589
|
+
๐ **Architecture & Design**
|
|
590
|
+
|
|
591
|
+
- [๐ ARCHITECTURE.md](https://github.com/Hack23/blacktrigram/blob/main/ARCHITECTURE.md)
|
|
592
|
+
_High-level C4 models, container/component views, and system context._
|
|
593
|
+
- [๐ FUTURE_ARCHITECTURE.md](https://github.com/Hack23/blacktrigram/blob/main/FUTURE_ARCHITECTURE.md)
|
|
594
|
+
_Vision for upcoming architectural enhancements and PWA integration._
|
|
595
|
+
- [API Docs](https://blacktrigram.com/api/)
|
|
596
|
+
_Detailed API reference for all components, types, and functions in the application._
|
|
597
|
+
|
|
598
|
+
|
|
599
|
+
๐ **Combat & Mechanics**
|
|
600
|
+
|
|
601
|
+
- [๐บ๏ธ **ROADMAP.md**](https://github.com/Hack23/blacktrigram/blob/main/ROADMAP.md)
|
|
602
|
+
_**v1.0 release timeline (Q2-Q3 2026), quarterly milestones, and combat realism system tracking.**_
|
|
603
|
+
- [๐ **game-status.md**](https://github.com/Hack23/blacktrigram/blob/main/game-status.md)
|
|
604
|
+
_**Current metrics: 8.4/10 quality, 76% test coverage, 67% combat realism (8/12 systems)**._
|
|
605
|
+
- [๐ฅ COMBAT_ARCHITECTURE.md](https://github.com/Hack23/blacktrigram/blob/main/COMBAT_ARCHITECTURE.md)
|
|
606
|
+
_In-depth battleflow, trigram integration, vital-point targeting, and damage pipeline._
|
|
607
|
+
- [๐บ๏ธ game-design.md](https://github.com/Hack23/blacktrigram/blob/main/game-design.md)
|
|
608
|
+
_Overall game mechanics, archetype breakdowns, and design decisions._
|
|
609
|
+
|
|
610
|
+
๐ **Assets & Media**
|
|
611
|
+
|
|
612
|
+
- [๐ผ๏ธ ART_ASSETS.md](https://github.com/Hack23/blacktrigram/blob/main/ART_ASSETS.md)
|
|
613
|
+
_Guidelines for sprite sheets, particle textures, color palettes, and UI icons._
|
|
614
|
+
- [๐ต AUDIO_ASSETS.md](https://github.com/Hack23/blacktrigram/blob/main/AUDIO_ASSETS.md)
|
|
615
|
+
_List of traditional Korean instrument loops, impact SFX, and mixing notes._
|
|
616
|
+
- [๐ต VIDEO_ASSETS.md](https://github.com/Hack23/blacktrigram/blob/main/VIDEO_ASSETS.md)
|
|
617
|
+
_Black Trigram: The Path of Shadows ๐โก๐ก๏ธ .Scene 1: Initiation Under Neon Skies ๐๐ก๏ธ๐_
|
|
618
|
+
|
|
619
|
+
|
|
620
|
+
|
|
621
|
+
|
|
622
|
+
๐ **CI/CD & Security Features**
|
|
623
|
+
|
|
624
|
+
- [๐ development.md](https://github.com/Hack23/blacktrigram/blob/main/development.md)
|
|
625
|
+
_The development implements comprehensive security measures._
|
|
626
|
+
- [๐ค Copilot MCP Setup](.github/COPILOT_MCP_SETUP.md)
|
|
627
|
+
_Model Context Protocol servers for enhanced Copilot capabilities._
|
|
628
|
+
- **๐ก๏ธ Supply Chain Security** - OSSF Scorecard analysis and dependency review
|
|
629
|
+
- **๐ Static Analysis** - CodeQL scanning for vulnerabilities
|
|
630
|
+
- **๐ฆ Dependency Protection** - Automated dependency vulnerability checks
|
|
631
|
+
- **๐ Runner Hardening** - All CI/CD runners are hardened with audit logging
|
|
632
|
+
- **๐ Security Policies** - GitHub security advisories and vulnerability reporting
|
|
633
|
+
- **๐ท๏ธ Pinned Dependencies** - All GitHub Actions pinned to specific SHA hashes
|
|
634
|
+
- **๐ SBOM Generation** - Software Bill of Materials for transparency
|
|
635
|
+
- **๐ Build Attestations** - Cryptographic proof of build integrity
|
|
636
|
+
- **๐ Artifact Verification** - SLSA-compliant build provenance
|
|
637
|
+
- **๐ท๏ธ ZAP Security Scanning** - OWASP ZAP dynamic application security testing
|
|
638
|
+
- **โก Lighthouse Performance** - [Automated performance and accessibility audits](./performance-testing.md)
|
|
639
|
+
|
|
640
|
+
๐ค **GitHub Copilot Custom Agents & Skills**
|
|
641
|
+
|
|
642
|
+
- [๐ฏ **Custom Agents Guide**](.github/agents/README.md)
|
|
643
|
+
_10 specialized agents for development, testing, security, documentation, and Korean martial arts expertise._
|
|
644
|
+
- [โก **Agent Skills Catalog**](.github/skills/README.md)
|
|
645
|
+
_7 automatic enforcement skills for security, architecture, Korean theming, testing, performance, and Three.js best practices._
|
|
646
|
+
- [๐ **Agent Capabilities Matrix**](.github/agents/AGENT_CAPABILITIES.md)
|
|
647
|
+
_Comprehensive coordination guide for all agents and their specialized capabilities._
|
|
648
|
+
- [๐ **Agent Skills Implementation Report**](.github/AGENT_SKILLS_IMPLEMENTATION.md)
|
|
649
|
+
_Complete implementation details of the agent skills system with compliance frameworks._
|
|
650
|
+
|
|
651
|
+
|
|
652
|
+
---
|
|
653
|
+
|
|
654
|
+
## ๐ฏ Combat Philosophy
|
|
655
|
+
|
|
656
|
+
> **"์ด๋ ์์์ ์๋ฒฝํ ์ผ๊ฒฉ์ ์ฐพ์๋ผ"** > _"In darkness, seek the perfect strike"_
|
|
657
|
+
|
|
658
|
+
Each technique focuses on:
|
|
659
|
+
|
|
660
|
+
- **์ ํํ ํ๊ฒฉ (Precise Targeting)** โ Exact anatomical vulnerable points
|
|
661
|
+
- **์ต๋ ํจ๊ณผ (Maximum Effectiveness)** โ One-strike incapacitation
|
|
662
|
+
- **์ ํฌ ์ฌ๋ฆฌ (Combat Psychology)** โ Mental preparation for combat
|
|
663
|
+
- **์ ํต ์ง์ (Traditional Knowledge)** โ Authentic Korean martial arts
|
|
664
|
+
- **์ํ ํนํ (Archetype Specialization)** โ Unique approach per fighter type
|
|
665
|
+
|
|
666
|
+
---
|
|
667
|
+
|
|
668
|
+
## ๐ Combat Achievements
|
|
669
|
+
|
|
670
|
+
### ๐ฏ Combat Mastery
|
|
671
|
+
|
|
672
|
+
- **๐ ๊ธ์๋๊ฐ (Vital Point Master)** โ Master all 70 vital-point targets
|
|
673
|
+
- **๐ฉธ ์ ํฌ์ ๋ฌธ๊ฐ (Combat Expert)** โ Execute optimal combat techniques
|
|
674
|
+
- **โซ ๊ณ ์ (Advanced Practitioner)** โ Complete advanced technique training
|
|
675
|
+
- **๐ช ์๋ฒฝํ ๋ฌด์ฌ (Perfect Warrior)** โ Achieve flawless combat records
|
|
676
|
+
|
|
677
|
+
### ๐ฅ Martial Proficiency
|
|
678
|
+
|
|
679
|
+
- **๐ฏ ์ ๋ฐํ๊ฒฉ์ฌ (Precision Striker)** โ Perfect vital-point targeting accuracy
|
|
680
|
+
- **โ๏ธ ๊ท ํ๋์ฌ (Balance Master)** โ Master all stance & footwork patterns
|
|
681
|
+
- **๐ง ์ ์ ์์์ฌ (Mental Cultivator)** โ Complete psychological combat training
|
|
682
|
+
- **๐ฐ๐ท ๋ฌด๋ํ์ (Martial Scholar)** โ Understand Korean martial arts philosophy
|
|
683
|
+
|
|
684
|
+
### ๐ญ Archetype Mastery
|
|
685
|
+
|
|
686
|
+
- **๐ฏ ๋ฌด์ฌ์์ฑ (Warrior Perfection)** โ Master traditional warrior discipline
|
|
687
|
+
- **๐ฅท ๊ทธ๋ฆผ์๋์ฌ (Shadow Master)** โ Perfect stealth & assassination arts
|
|
688
|
+
- **๐ป ์ฌ์ด๋ฒ๋ฌด์ฌ (Cyber Warrior)** โ Tech-enhanced combat mastery
|
|
689
|
+
- **๐ต๏ธ ์ ๋ณด๋๊ฐ (Intelligence Master)** โ Psychological warfare expertise
|
|
690
|
+
- **โก ๊ฑฐ๋ฆฌ์ (Street King)** โ Underground combat supremacy
|
|
691
|
+
|
|
692
|
+
---
|
|
693
|
+
|
|
694
|
+
<div align="center">
|
|
695
|
+
|
|
696
|
+
## ๐ Ready to Master Korean Martial Arts?
|
|
697
|
+
|
|
698
|
+
**[๐ฎ Enter the Dojang](https://hack23.github.io/blacktrigram/)**
|
|
699
|
+
|
|
700
|
+
_Experience authentic Korean combat techniques with anatomical precision across 5 unique fighting archetypes_
|
|
701
|
+
|
|
702
|
+
---
|
|
703
|
+
|
|
704
|
+
### Built with ๐ฏ Combat Precision and ๐ฐ๐ท Traditional Authenticity
|
|
705
|
+
|
|
706
|
+
**๐ฅ ๋ฌด๋์ ๊ธธ์ ๊ฑธ์ด๋ผ (Walk the Path of Martial Arts) ๐ฅ**
|
|
707
|
+
|
|
708
|
+
</div>
|
|
709
|
+
|
|
710
|
+
---
|
|
711
|
+
|
|
712
|
+
## ๐ฉธ Combat Realism Systems (8/12 Complete - 67%)
|
|
713
|
+
|
|
714
|
+
<div align="center">
|
|
715
|
+
|
|
716
|
+
| System | Status | Completion | Description |
|
|
717
|
+
|--------|--------|------------|-------------|
|
|
718
|
+
| **Body Part Health** | โ
Complete | 100% | 8-part damage tracking system |
|
|
719
|
+
| **Vital Point Targeting** | โ
Complete | 100% | 70 authentic Korean vital points |
|
|
720
|
+
| **Enhanced Anatomy** | โ
Complete | 95% | Polygon-based zone detection |
|
|
721
|
+
| **Visual Feedback** | โ
Complete | 90% | Damage numbers, hit effects, combos |
|
|
722
|
+
| **Pain Response** | โ
Complete | 90% | Realistic pain accumulation |
|
|
723
|
+
| **Consciousness Levels** | โ
Complete | 90% | 4-level awareness system |
|
|
724
|
+
| **Breathing Disruption** | โ ๏ธ Near-Complete | 75% | Respiratory targeting |
|
|
725
|
+
| **Trauma Visualization** | โ ๏ธ In Progress | 65% | Injury rendering system |
|
|
726
|
+
| **Balance/Vulnerability** | โ ๏ธ In Progress | 70% | Stance-based weaknesses |
|
|
727
|
+
| **Combat Readiness HUD** | โ ๏ธ In Progress | 60% | Real-time status display |
|
|
728
|
+
| **Injury-Based Movement** | ๐ Planned | 10% | Damage affects mobility |
|
|
729
|
+
| **Bone Impact Audio** | ๐ Planned | 0% | Realistic fracture sounds |
|
|
730
|
+
|
|
731
|
+
**[๐ Detailed Status Report โ](game-status.md)** | **[๐บ๏ธ v1.0 Roadmap โ](ROADMAP.md)**
|
|
732
|
+
|
|
733
|
+
</div>
|
|
734
|
+
|
|
735
|
+
---
|
|
736
|
+
|
|
737
|
+
## ๐บ๏ธ Roadmap to v1.0
|
|
738
|
+
|
|
739
|
+
### Release Timeline: Q2-Q3 2026
|
|
740
|
+
|
|
741
|
+
Black Trigram is on track for a **v1.0 production release in Q2-Q3 2026**. Currently at **version 0.6.5** with **8.4/10 overall quality** and **65% completion**. Roadmap milestones may reference an internal **beta track (v0.9.x)** that reflects feature-completeness targets, while **0.6.5** remains the latest public release version.
|
|
742
|
+
|
|
743
|
+
<div align="center">
|
|
744
|
+
|
|
745
|
+
### Q1 2026 (Current) - Combat Realism Foundation โ
|
|
746
|
+
- โ
Pain Response System (90% production-ready)
|
|
747
|
+
- โ
Consciousness Levels (90% production-ready)
|
|
748
|
+
- โ
Breathing Disruption (75% near-complete)
|
|
749
|
+
- โ ๏ธ Test Coverage 76% (target: 80%+)
|
|
750
|
+
|
|
751
|
+
### Q2 2026 (Apr-Jun) - Feature Completion ๐ฏ
|
|
752
|
+
- ๐ฏ Complete remaining combat realism systems (4/12)
|
|
753
|
+
- ๐ฏ Training Mode with progressive difficulty
|
|
754
|
+
- ๐ฏ EndScreen with combat statistics
|
|
755
|
+
- ๐ฏ Mobile performance optimization (55-60fps)
|
|
756
|
+
- ๐ฏ Korean localization 100%
|
|
757
|
+
|
|
758
|
+
### Q3 2026 (Jul-Sep) - Release Candidate ๐
|
|
759
|
+
- ๐ v1.0.0-rc.1 Release Candidate
|
|
760
|
+
- ๐ User acceptance testing
|
|
761
|
+
- ๐ Complete documentation and marketing materials
|
|
762
|
+
- ๐ Security audit and compliance verification
|
|
763
|
+
|
|
764
|
+
### Success Criteria for v1.0
|
|
765
|
+
- [ ] 9.0/10+ overall quality
|
|
766
|
+
- [ ] 100% combat realism systems (12/12)
|
|
767
|
+
- [ ] 80%+ test coverage
|
|
768
|
+
- [ ] 60fps desktop, 55fps+ mobile
|
|
769
|
+
- [ ] Zero critical bugs
|
|
770
|
+
- [ ] Complete Korean/English localization
|
|
771
|
+
|
|
772
|
+
</div>
|
|
773
|
+
|
|
774
|
+
**[๐ View Complete Roadmap with Dependencies โ](ROADMAP.md)**
|
|
775
|
+
|
|
776
|
+
**[๐ Current Detailed Status Report โ](game-status.md)**
|
|
777
|
+
|
|
778
|
+
---
|
|
779
|
+
|
|
780
|
+
## ๐ Related Documents
|
|
781
|
+
|
|
782
|
+
### ๐บ๏ธ Planning & Progress
|
|
783
|
+
- [๐บ๏ธ **v1.0 Roadmap**](./ROADMAP.md) - **Complete v1.0 release timeline (Q2-Q3 2026)**
|
|
784
|
+
- [๐ **Game Status Report**](./game-status.md) - **Current metrics (8.4/10, 76% coverage, 67% combat realism)**
|
|
785
|
+
- [๐ฎ **Vision 2026-2034**](./VISION_2026_2034.md) - **8-year strategic vision and evolution roadmap**
|
|
786
|
+
- [๐ฎ Game Design](./game-design.md) - Overall game mechanics
|
|
787
|
+
- [๐ผ๏ธ Art Assets](./ART_ASSETS.md) - Visual asset guidelines
|
|
788
|
+
- [๐ต Audio Assets](./AUDIO_ASSETS.md) - Sound design documentation
|
|
789
|
+
- [๐ฌ Video Assets](./VIDEO_ASSETS.md) - Cinematic content
|
|
790
|
+
|
|
791
|
+
### ๐ Security & Compliance
|
|
792
|
+
- [๐ Information Security Policy](https://github.com/Hack23/ISMS-PUBLIC/blob/main/Information_Security_Policy.md) - Enterprise-grade security framework
|
|
793
|
+
- [๐ก๏ธ Security Architecture](./SECURITY_ARCHITECTURE.md) - Complete security implementation
|
|
794
|
+
- [๐ฎ Future Security Architecture](./FUTURE_SECURITY_ARCHITECTURE.md) - Planned security enhancements
|
|
795
|
+
- [๐ฏ Threat Model](./THREAT_MODEL.md) - STRIDE analysis and attack trees
|
|
796
|
+
- [๐ CRA Assessment](./CRA-ASSESSMENT.md) - EU Cyber Resilience Act compliance
|
|
797
|
+
- [๐ Security Policy](./SECURITY.md) - Vulnerability reporting and disclosure
|
|
798
|
+
- [๐บ๏ธ ISMS Reference Mapping](./ISMS_REFERENCE_MAPPING.md) - Complete ISMS policy mapping
|
|
799
|
+
|
|
800
|
+
### ๐ ๏ธ Development & Architecture
|
|
801
|
+
- [๐ ๏ธ Secure Development Policy](https://github.com/Hack23/ISMS-PUBLIC/blob/main/Secure_Development_Policy.md) - Security-integrated SDLC
|
|
802
|
+
- [๐ Architecture](./ARCHITECTURE.md) - High-level system design
|
|
803
|
+
- [๐ **Future Architecture**](./FUTURE_ARCHITECTURE.md) - **Evolutionary architecture roadmap (2026-2034)**
|
|
804
|
+
- [โ๏ธ Combat Architecture](./COMBAT_ARCHITECTURE.md) - Combat system mechanics
|
|
805
|
+
- [๐ Workflows](./WORKFLOWS.md) - CI/CD security automation
|
|
806
|
+
- [๐ง Development Guide](./development.md) - Security features and testing
|
|
807
|
+
- [๐ท๏ธ Classification Framework](https://github.com/Hack23/ISMS-PUBLIC/blob/main/CLASSIFICATION.md) - Business impact analysis
|
|
808
|
+
|
|
809
|
+
### ๐ Testing & Quality
|
|
810
|
+
- [๐งช Unit Test Plan](./UnitTestPlan.md) - Comprehensive unit testing strategy (76% coverage)
|
|
811
|
+
- [๐ฏ E2E Test Plan](./E2ETestPlan.md) - End-to-end testing documentation
|
|
812
|
+
- [โก Performance Testing](./performance-testing.md) - Lighthouse & load testing
|
|
813
|
+
- [๐ Vulnerability Management](https://github.com/Hack23/ISMS-PUBLIC/blob/main/Vulnerability_Management.md) - Security testing procedures
|
|
814
|
+
|
|
815
|
+
### ๐ฎ Game Design & Assets
|
|
816
|
+
- _Moved to Planning & Progress section above_
|
|
817
|
+
|
|
818
|
+
### ๐ ISMS Public Repository
|
|
819
|
+
- [๐ Open Source Policy](https://github.com/Hack23/ISMS-PUBLIC/blob/main/Open_Source_Policy.md) - Open source governance
|
|
820
|
+
- [๐ค AI Policy](https://github.com/Hack23/ISMS-PUBLIC/blob/main/AI_Policy.md) - AI governance framework
|
|
821
|
+
- [๐ ISMS Transparency Plan](https://github.com/Hack23/ISMS-PUBLIC/blob/main/ISMS_Transparency_Plan.md) - Public disclosure strategy
|
|
822
|
+
- [๐ Security Metrics](https://github.com/Hack23/ISMS-PUBLIC/blob/main/Security_Metrics.md) - Performance measurement
|
|
823
|
+
|
|
824
|
+
---
|
|
825
|
+
|
|
826
|
+
## ๐ฅ Black Trigram Project Classification
|
|
827
|
+
|
|
828
|
+
### ๐ฏ Project Classification
|
|
829
|
+
[](https://github.com/Hack23/ISMS-PUBLIC/blob/main/CLASSIFICATION.md#project-type-classifications)
|
|
830
|
+
[](https://github.com/Hack23/ISMS-PUBLIC/blob/main/CLASSIFICATION.md#project-type-classifications)
|
|
831
|
+
|
|
832
|
+
### ๐ Security Classification
|
|
833
|
+
[](https://github.com/Hack23/ISMS-PUBLIC/blob/main/CLASSIFICATION.md#confidentiality-levels)
|
|
834
|
+
[](https://github.com/Hack23/ISMS-PUBLIC/blob/main/CLASSIFICATION.md#integrity-levels)
|
|
835
|
+
[](https://github.com/Hack23/ISMS-PUBLIC/blob/main/CLASSIFICATION.md#availability-levels)
|
|
836
|
+
|
|
837
|
+
### โฑ๏ธ Business Continuity
|
|
838
|
+
[-lightgreen?style=for-the-badge&logo=clock&logoColor=white)](https://github.com/Hack23/ISMS-PUBLIC/blob/main/CLASSIFICATION.md#rto-classifications)
|
|
839
|
+
[-lightblue?style=for-the-badge&logo=database&logoColor=white)](https://github.com/Hack23/ISMS-PUBLIC/blob/main/CLASSIFICATION.md#rpo-classifications)
|
|
840
|
+
|
|
841
|
+
### ๐ฐ Business Impact Analysis Matrix
|
|
842
|
+
|
|
843
|
+
| Impact Category | Financial | Operational | Reputational | Regulatory |
|
|
844
|
+
|-----------------|-----------|-------------|--------------|------------|
|
|
845
|
+
| **๐ Confidentiality** | [](https://github.com/Hack23/ISMS-PUBLIC/blob/main/CLASSIFICATION.md#financial-impact-levels) | [](https://github.com/Hack23/ISMS-PUBLIC/blob/main/CLASSIFICATION.md#operational-impact-levels) | [](https://github.com/Hack23/ISMS-PUBLIC/blob/main/CLASSIFICATION.md#reputational-impact-levels) | [](https://github.com/Hack23/ISMS-PUBLIC/blob/main/CLASSIFICATION.md#regulatory-impact-levels) |
|
|
846
|
+
| **โ
Integrity** | [](https://github.com/Hack23/ISMS-PUBLIC/blob/main/CLASSIFICATION.md#financial-impact-levels) | [](https://github.com/Hack23/ISMS-PUBLIC/blob/main/CLASSIFICATION.md#operational-impact-levels) | [](https://github.com/Hack23/ISMS-PUBLIC/blob/main/CLASSIFICATION.md#reputational-impact-levels) | [](https://github.com/Hack23/ISMS-PUBLIC/blob/main/CLASSIFICATION.md#regulatory-impact-levels) |
|
|
847
|
+
| **โฑ๏ธ Availability** | [](https://github.com/Hack23/ISMS-PUBLIC/blob/main/CLASSIFICATION.md#financial-impact-levels) | [](https://github.com/Hack23/ISMS-PUBLIC/blob/main/CLASSIFICATION.md#operational-impact-levels) | [](https://github.com/Hack23/ISMS-PUBLIC/blob/main/CLASSIFICATION.md#reputational-impact-levels) | [](https://github.com/Hack23/ISMS-PUBLIC/blob/main/CLASSIFICATION.md#regulatory-impact-levels) |
|
|
848
|
+
|
|
849
|
+
### ๐ก๏ธ Security Investment Returns
|
|
850
|
+
[](https://github.com/Hack23/ISMS-PUBLIC/blob/main/CLASSIFICATION.md#security-investment-returns)
|
|
851
|
+
[](https://github.com/Hack23/ISMS-PUBLIC/blob/main/CLASSIFICATION.md#security-investment-returns)
|
|
852
|
+
[](https://github.com/Hack23/ISMS-PUBLIC/blob/main/CLASSIFICATION.md#security-investment-returns)
|
|
853
|
+
|
|
854
|
+
### ๐ฏ Competitive Differentiation
|
|
855
|
+
[](https://github.com/Hack23/ISMS-PUBLIC/blob/main/CLASSIFICATION.md#competitive-differentiation)
|
|
856
|
+
[](https://github.com/Hack23/ISMS-PUBLIC/blob/main/CLASSIFICATION.md#competitive-differentiation)
|
|
857
|
+
[](https://github.com/Hack23/ISMS-PUBLIC/blob/main/CLASSIFICATION.md#competitive-differentiation)
|
|
858
|
+
|
|
859
|
+
### ๐ Porter's Five Forces Strategic Impact
|
|
860
|
+
[](https://github.com/Hack23/ISMS-PUBLIC/blob/main/CLASSIFICATION.md#porters-five-forces)
|
|
861
|
+
[](https://github.com/Hack23/ISMS-PUBLIC/blob/main/CLASSIFICATION.md#porters-five-forces)
|
|
862
|
+
[](https://github.com/Hack23/ISMS-PUBLIC/blob/main/CLASSIFICATION.md#porters-five-forces)
|
|
863
|
+
[](https://github.com/Hack23/ISMS-PUBLIC/blob/main/CLASSIFICATION.md#porters-five-forces)
|
|
864
|
+
[](https://github.com/Hack23/ISMS-PUBLIC/blob/main/CLASSIFICATION.md#porters-five-forces)
|
|
865
|
+
|
|
866
|
+
---
|