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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@@ -0,0 +1,103 @@
1
+ import { BreathingIndicator } from "../../../../shared/three/ui/BreathingIndicator2.js";
2
+ import { useHUDLayout } from "../../../../../hooks/useHUDLayout.js";
3
+ import BaseHUDContainer from "../../../../shared/ui/BaseHUDContainer.js";
4
+ import { GuardIndicator } from "../../../../shared/three/indicators/GuardIndicator.js";
5
+ import PlayerHUD from "../../../../shared/three/ui/PlayerHUD.js";
6
+ import { SpeedIndicatorHUD } from "../../../../shared/three/ui/SpeedIndicatorHUD.js";
7
+ import BodyPartHealthDisplay from "../../../../shared/three/ui/BodyPartHealthDisplay.js";
8
+ import "react";
9
+ import { jsx, jsxs } from "react/jsx-runtime";
10
+ //#region src/components/screens/combat/components/hud/CombatLeftHUD.tsx
11
+ /**
12
+ * CombatLeftHUD Component
13
+ *
14
+ * Left side of the combat screen containing Player 1's stats.
15
+ * Occupies approximately 14–18% of screen width based on resolution breakpoints/interpolation,
16
+ * positioned between the top and bottom HUDs.
17
+ * REUSES existing PlayerHUD, SpeedIndicatorHUD, BodyPartHealthDisplay components.
18
+ * Uses shared HUD utilities for consistent, resolution-based layout and styling.
19
+ */
20
+ var CombatLeftHUD = ({ width, height, isMobile, positionScale, player, laterality, isInGuard, speedModifiers }) => {
21
+ const layout = useHUDLayout(width, height, positionScale, "left", "combat");
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+ return /* @__PURE__ */ jsxs(BaseHUDContainer, {
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+ position: "left",
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+ width: layout.hudWidth,
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+ height: layout.availableHeight,
26
+ topOffset: layout.topOffset,
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+ padding: layout.padding,
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+ gap: layout.gap,
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+ style: { overflow: "hidden" },
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+ dataTestId: "combat-left-hud",
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+ children: [
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+ /* @__PURE__ */ jsx("div", {
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+ style: {
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+ pointerEvents: "none",
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+ position: "relative"
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+ },
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+ "data-testid": "combat-left-hud-player-section",
38
+ children: /* @__PURE__ */ jsx(PlayerHUD, {
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+ player,
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+ position: "left",
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+ isMobile,
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+ laterality
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+ })
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+ }),
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+ /* @__PURE__ */ jsx("div", {
46
+ style: {
47
+ pointerEvents: "none",
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+ position: "relative"
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+ },
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+ "data-testid": "combat-left-hud-speed-section",
51
+ children: /* @__PURE__ */ jsx(SpeedIndicatorHUD, {
52
+ finalSpeed: speedModifiers.finalSpeed,
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+ baseSpeed: speedModifiers.baseSpeed,
54
+ position: "left",
55
+ isMobile,
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+ visible: true
57
+ })
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+ }),
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+ player.bodyPartHealth && /* @__PURE__ */ jsx("div", {
60
+ style: {
61
+ pointerEvents: "none",
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+ position: "relative"
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+ },
64
+ "data-testid": "combat-left-hud-bodypart-section",
65
+ children: /* @__PURE__ */ jsx(BodyPartHealthDisplay, {
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+ bodyPartHealth: player.bodyPartHealth,
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+ playerId: player.id,
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+ position: "left",
69
+ isMobile
70
+ })
71
+ }),
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+ /* @__PURE__ */ jsx("div", {
73
+ style: {
74
+ pointerEvents: "none",
75
+ position: "relative"
76
+ },
77
+ "data-testid": "combat-left-hud-breathing-section",
78
+ children: /* @__PURE__ */ jsx(BreathingIndicator, {
79
+ player,
80
+ isMobile
81
+ })
82
+ }),
83
+ /* @__PURE__ */ jsx("div", {
84
+ style: {
85
+ pointerEvents: "none",
86
+ marginTop: "auto",
87
+ position: "relative"
88
+ },
89
+ "data-testid": "combat-left-hud-guard-section",
90
+ children: /* @__PURE__ */ jsx(GuardIndicator, {
91
+ currentStance: player.currentStance,
92
+ isInGuard,
93
+ position: "left",
94
+ isMobile
95
+ })
96
+ })
97
+ ]
98
+ });
99
+ };
100
+ //#endregion
101
+ export { CombatLeftHUD as default };
102
+
103
+ //# sourceMappingURL=CombatLeftHUD.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"CombatLeftHUD.js","names":[],"sources":["../../../../../../src/components/screens/combat/components/hud/CombatLeftHUD.tsx"],"sourcesContent":["/**\n * CombatLeftHUD - Left side HUD for combat screen (Player 1)\n *\n * REUSES existing components:\n * - PlayerHUD: Archetype image, name, health/stamina bars\n * - SpeedIndicatorHUD: Movement speed percentage\n * - BodyPartHealthDisplay: Individual body part health bars\n * - GuardIndicator: Current stance guard status\n *\n * Gaming Layout Best Practice:\n * - Width: Resolution-based 14-18% of screen\n * - Height: 100% minus top/bottom HUD heights\n * - Leaves approximately 64–72% center for arena depending on resolution (≈72% on desktop)\n *\n * Now uses shared HUD utilities with resolution-based sizing.\n *\n * @korean 전투화면 왼쪽 HUD - 플레이어 1 상태\n */\n\nimport React from \"react\";\nimport { useHUDLayout } from \"../../../../../hooks/useHUDLayout\";\nimport { PlayerState } from \"../../../../../systems\";\nimport type { StanceLaterality } from \"../../../../../systems/trigram/types\";\nimport { BaseHUDContainer } from \"../../../../shared/ui/BaseHUDContainer\";\nimport { GuardIndicator } from \"../../../../shared/three/indicators/GuardIndicator\";\nimport { PlayerHUD } from \"../../../../shared/three/ui/PlayerHUD\";\nimport { SpeedIndicatorHUD } from \"../../../../shared/three/ui/SpeedIndicatorHUD\";\nimport { BodyPartHealthDisplay } from \"../../../../shared/three/ui/BodyPartHealthDisplay\";\nimport { BreathingIndicator } from \"../../../../shared/three/ui/BreathingIndicator\";\n\nexport interface CombatLeftHUDProps {\n /** Screen width for layout calculations */\n readonly width: number;\n /** Screen height for layout calculations */\n readonly height: number;\n /** Whether mobile layout is active */\n readonly isMobile: boolean;\n /** Position scale multiplier for large displays */\n readonly positionScale: number;\n /** Player 1 state */\n readonly player: PlayerState;\n /** Player laterality (left/right foot forward) */\n readonly laterality: StanceLaterality;\n /** Whether player is in guard stance */\n readonly isInGuard: boolean;\n /** Player speed modifiers */\n readonly speedModifiers: {\n finalSpeed: number;\n baseSpeed: number;\n };\n}\n\n/**\n * CombatLeftHUD Component\n *\n * Left side of the combat screen containing Player 1's stats.\n * Occupies approximately 14–18% of screen width based on resolution breakpoints/interpolation,\n * positioned between the top and bottom HUDs.\n * REUSES existing PlayerHUD, SpeedIndicatorHUD, BodyPartHealthDisplay components.\n * Uses shared HUD utilities for consistent, resolution-based layout and styling.\n */\nexport const CombatLeftHUD: React.FC<CombatLeftHUDProps> = ({\n width,\n height,\n isMobile,\n positionScale,\n player,\n laterality,\n isInGuard,\n speedModifiers,\n}) => {\n // Use shared HUD layout hook\n const layout = useHUDLayout(\n width,\n height,\n positionScale,\n 'left',\n 'combat'\n );\n\n return (\n <BaseHUDContainer\n position=\"left\"\n width={layout.hudWidth}\n height={layout.availableHeight}\n topOffset={layout.topOffset}\n padding={layout.padding}\n gap={layout.gap}\n style={{ overflow: \"hidden\" }}\n dataTestId=\"combat-left-hud\"\n >\n {/* Player 1 Stats - REUSING PlayerHUD component with embedded positioning */}\n <div\n style={{\n pointerEvents: \"none\",\n position: \"relative\",\n }}\n data-testid=\"combat-left-hud-player-section\"\n >\n <PlayerHUD\n player={player}\n position=\"left\"\n isMobile={isMobile}\n laterality={laterality}\n />\n </div>\n\n {/* Speed Indicator - REUSING SpeedIndicatorHUD component */}\n <div\n style={{\n pointerEvents: \"none\",\n position: \"relative\",\n }}\n data-testid=\"combat-left-hud-speed-section\"\n >\n <SpeedIndicatorHUD\n finalSpeed={speedModifiers.finalSpeed}\n baseSpeed={speedModifiers.baseSpeed}\n position=\"left\"\n isMobile={isMobile}\n visible={true}\n />\n </div>\n\n {/* Body Part Health - REUSING BodyPartHealthDisplay component */}\n {player.bodyPartHealth && (\n <div\n style={{\n pointerEvents: \"none\",\n position: \"relative\",\n }}\n data-testid=\"combat-left-hud-bodypart-section\"\n >\n <BodyPartHealthDisplay\n bodyPartHealth={player.bodyPartHealth}\n playerId={player.id}\n position=\"left\"\n isMobile={isMobile}\n />\n </div>\n )}\n\n {/* Breathing Disruption Indicator - Shows breathing difficulty status */}\n <div\n style={{\n pointerEvents: \"none\",\n position: \"relative\",\n }}\n data-testid=\"combat-left-hud-breathing-section\"\n >\n <BreathingIndicator\n player={player}\n isMobile={isMobile}\n />\n </div>\n\n {/* Guard Indicator - at bottom of HUD */}\n <div\n style={{\n pointerEvents: \"none\",\n marginTop: \"auto\",\n position: \"relative\",\n }}\n data-testid=\"combat-left-hud-guard-section\"\n >\n <GuardIndicator\n currentStance={player.currentStance}\n isInGuard={isInGuard}\n position=\"left\"\n isMobile={isMobile}\n />\n </div>\n </BaseHUDContainer>\n );\n};\n\nexport default CombatLeftHUD;\n"],"mappings":";;;;;;;;;;;;;;;;;;;AA6DA,IAAa,iBAA+C,EAC1D,OACA,QACA,UACA,eACA,QACA,YACA,WACA,qBACI;CAEJ,MAAM,SAAS,aACb,OACA,QACA,eACA,QACA,SACD;AAED,QACE,qBAAC,kBAAD;EACE,UAAS;EACT,OAAO,OAAO;EACd,QAAQ,OAAO;EACf,WAAW,OAAO;EAClB,SAAS,OAAO;EAChB,KAAK,OAAO;EACZ,OAAO,EAAE,UAAU,UAAU;EAC7B,YAAW;YARb;GAWE,oBAAC,OAAD;IACE,OAAO;KACL,eAAe;KACf,UAAU;KACX;IACD,eAAY;cAEZ,oBAAC,WAAD;KACU;KACR,UAAS;KACC;KACE;KACZ,CAAA;IACE,CAAA;GAGN,oBAAC,OAAD;IACE,OAAO;KACL,eAAe;KACf,UAAU;KACX;IACD,eAAY;cAEZ,oBAAC,mBAAD;KACE,YAAY,eAAe;KAC3B,WAAW,eAAe;KAC1B,UAAS;KACC;KACV,SAAS;KACT,CAAA;IACE,CAAA;GAGL,OAAO,kBACN,oBAAC,OAAD;IACE,OAAO;KACL,eAAe;KACf,UAAU;KACX;IACD,eAAY;cAEZ,oBAAC,uBAAD;KACE,gBAAgB,OAAO;KACvB,UAAU,OAAO;KACjB,UAAS;KACC;KACV,CAAA;IACE,CAAA;GAIR,oBAAC,OAAD;IACE,OAAO;KACL,eAAe;KACf,UAAU;KACX;IACD,eAAY;cAEZ,oBAAC,oBAAD;KACU;KACE;KACV,CAAA;IACE,CAAA;GAGN,oBAAC,OAAD;IACE,OAAO;KACL,eAAe;KACf,WAAW;KACX,UAAU;KACX;IACD,eAAY;cAEZ,oBAAC,gBAAD;KACE,eAAe,OAAO;KACX;KACX,UAAS;KACC;KACV,CAAA;IACE,CAAA;GACW"}
@@ -0,0 +1,54 @@
1
+ /**
2
+ * CombatRightHUD - Right side HUD for combat screen (Player 2 / AI)
3
+ *
4
+ * REUSES existing components:
5
+ * - PlayerHUD: Archetype image, name, health/stamina bars
6
+ * - SpeedIndicatorHUD: Movement speed percentage
7
+ * - BodyPartHealthDisplay: Individual body part health bars
8
+ * - DifficultyIndicator: AI difficulty tier display
9
+ *
10
+ * Gaming Layout Best Practice:
11
+ * - Width: Resolution-based 14-18% of screen
12
+ * - Height: 100% minus top/bottom HUD heights
13
+ * - Leaves remaining center region for arena (width varies by resolution)
14
+ *
15
+ * Now uses shared HUD utilities with resolution-based sizing.
16
+ *
17
+ * @korean 전투화면 오른쪽 HUD - 플레이어 2/AI 상태
18
+ */
19
+ import React from "react";
20
+ import { PlayerState } from "../../../../../systems";
21
+ import type { StanceLaterality } from "../../../../../systems/trigram/types";
22
+ export interface CombatRightHUDProps {
23
+ /** Screen width for layout calculations */
24
+ readonly width: number;
25
+ /** Screen height for layout calculations */
26
+ readonly height: number;
27
+ /** Whether mobile layout is active */
28
+ readonly isMobile: boolean;
29
+ /** Position scale multiplier for large displays */
30
+ readonly positionScale: number;
31
+ /** Player 2/AI state */
32
+ readonly player: PlayerState;
33
+ /** Player laterality (left/right foot forward) */
34
+ readonly laterality: StanceLaterality;
35
+ /** Current AI difficulty tier (1-5) */
36
+ readonly difficultyTier: number;
37
+ /** Player speed modifiers */
38
+ readonly speedModifiers: {
39
+ finalSpeed: number;
40
+ baseSpeed: number;
41
+ };
42
+ }
43
+ /**
44
+ * CombatRightHUD Component
45
+ *
46
+ * Right side of the combat screen containing Player 2/AI stats.
47
+ * Occupies approximately 14–18% of screen width based on resolution breakpoints/interpolation,
48
+ * positioned between top and bottom HUDs.
49
+ * REUSES existing PlayerHUD, SpeedIndicatorHUD, BodyPartHealthDisplay, DifficultyIndicator.
50
+ * Uses shared HUD utilities for consistent, resolution-based layout and styling.
51
+ */
52
+ export declare const CombatRightHUD: React.FC<CombatRightHUDProps>;
53
+ export default CombatRightHUD;
54
+ //# sourceMappingURL=CombatRightHUD.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"CombatRightHUD.d.ts","sourceRoot":"","sources":["../../../../../../src/components/screens/combat/components/hud/CombatRightHUD.tsx"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;GAiBG;AAEH,OAAO,KAAK,MAAM,OAAO,CAAC;AAE1B,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,KAAK,EAAE,gBAAgB,EAAE,MAAM,sCAAsC,CAAC;AAQ7E,MAAM,WAAW,mBAAmB;IAClC,2CAA2C;IAC3C,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IACvB,4CAA4C;IAC5C,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;IACxB,sCAAsC;IACtC,QAAQ,CAAC,QAAQ,EAAE,OAAO,CAAC;IAC3B,mDAAmD;IACnD,QAAQ,CAAC,aAAa,EAAE,MAAM,CAAC;IAC/B,wBAAwB;IACxB,QAAQ,CAAC,MAAM,EAAE,WAAW,CAAC;IAC7B,kDAAkD;IAClD,QAAQ,CAAC,UAAU,EAAE,gBAAgB,CAAC;IACtC,uCAAuC;IACvC,QAAQ,CAAC,cAAc,EAAE,MAAM,CAAC;IAChC,6BAA6B;IAC7B,QAAQ,CAAC,cAAc,EAAE;QACvB,UAAU,EAAE,MAAM,CAAC;QACnB,SAAS,EAAE,MAAM,CAAC;KACnB,CAAC;CACH;AAED;;;;;;;;GAQG;AACH,eAAO,MAAM,cAAc,EAAE,KAAK,CAAC,EAAE,CAAC,mBAAmB,CA4GxD,CAAC;AAEF,eAAe,cAAc,CAAC"}
@@ -0,0 +1,101 @@
1
+ import { BreathingIndicator } from "../../../../shared/three/ui/BreathingIndicator2.js";
2
+ import { useHUDLayout } from "../../../../../hooks/useHUDLayout.js";
3
+ import BaseHUDContainer from "../../../../shared/ui/BaseHUDContainer.js";
4
+ import PlayerHUD from "../../../../shared/three/ui/PlayerHUD.js";
5
+ import { SpeedIndicatorHUD } from "../../../../shared/three/ui/SpeedIndicatorHUD.js";
6
+ import BodyPartHealthDisplay from "../../../../shared/three/ui/BodyPartHealthDisplay.js";
7
+ import { DifficultyIndicator } from "./DifficultyIndicator.js";
8
+ import "react";
9
+ import { jsx, jsxs } from "react/jsx-runtime";
10
+ //#region src/components/screens/combat/components/hud/CombatRightHUD.tsx
11
+ /**
12
+ * CombatRightHUD Component
13
+ *
14
+ * Right side of the combat screen containing Player 2/AI stats.
15
+ * Occupies approximately 14–18% of screen width based on resolution breakpoints/interpolation,
16
+ * positioned between top and bottom HUDs.
17
+ * REUSES existing PlayerHUD, SpeedIndicatorHUD, BodyPartHealthDisplay, DifficultyIndicator.
18
+ * Uses shared HUD utilities for consistent, resolution-based layout and styling.
19
+ */
20
+ var CombatRightHUD = ({ width, height, isMobile, positionScale, player, laterality, difficultyTier, speedModifiers }) => {
21
+ const layout = useHUDLayout(width, height, positionScale, "right", "combat");
22
+ return /* @__PURE__ */ jsxs(BaseHUDContainer, {
23
+ position: "right",
24
+ width: layout.hudWidth,
25
+ height: layout.availableHeight,
26
+ topOffset: layout.topOffset,
27
+ padding: layout.padding,
28
+ gap: layout.gap,
29
+ style: { overflow: "hidden" },
30
+ dataTestId: "combat-right-hud",
31
+ children: [
32
+ /* @__PURE__ */ jsx("div", {
33
+ style: {
34
+ pointerEvents: "none",
35
+ position: "relative"
36
+ },
37
+ "data-testid": "combat-right-hud-player-section",
38
+ children: /* @__PURE__ */ jsx(PlayerHUD, {
39
+ player,
40
+ position: "right",
41
+ isMobile,
42
+ laterality
43
+ })
44
+ }),
45
+ /* @__PURE__ */ jsx("div", {
46
+ style: {
47
+ pointerEvents: "none",
48
+ position: "relative"
49
+ },
50
+ "data-testid": "combat-right-hud-difficulty-section",
51
+ children: /* @__PURE__ */ jsx(DifficultyIndicator, {
52
+ tier: difficultyTier,
53
+ isMobile
54
+ })
55
+ }),
56
+ /* @__PURE__ */ jsx("div", {
57
+ style: {
58
+ pointerEvents: "none",
59
+ position: "relative"
60
+ },
61
+ "data-testid": "combat-right-hud-speed-section",
62
+ children: /* @__PURE__ */ jsx(SpeedIndicatorHUD, {
63
+ finalSpeed: speedModifiers.finalSpeed,
64
+ baseSpeed: speedModifiers.baseSpeed,
65
+ position: "right",
66
+ isMobile,
67
+ visible: true
68
+ })
69
+ }),
70
+ player.bodyPartHealth && /* @__PURE__ */ jsx("div", {
71
+ style: {
72
+ pointerEvents: "none",
73
+ position: "relative",
74
+ marginTop: "auto"
75
+ },
76
+ "data-testid": "combat-right-hud-bodypart-section",
77
+ children: /* @__PURE__ */ jsx(BodyPartHealthDisplay, {
78
+ bodyPartHealth: player.bodyPartHealth,
79
+ playerId: player.id,
80
+ position: "right",
81
+ isMobile
82
+ })
83
+ }),
84
+ /* @__PURE__ */ jsx("div", {
85
+ style: {
86
+ pointerEvents: "none",
87
+ position: "relative"
88
+ },
89
+ "data-testid": "combat-right-hud-breathing-section",
90
+ children: /* @__PURE__ */ jsx(BreathingIndicator, {
91
+ player,
92
+ isMobile
93
+ })
94
+ })
95
+ ]
96
+ });
97
+ };
98
+ //#endregion
99
+ export { CombatRightHUD as default };
100
+
101
+ //# sourceMappingURL=CombatRightHUD.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"CombatRightHUD.js","names":[],"sources":["../../../../../../src/components/screens/combat/components/hud/CombatRightHUD.tsx"],"sourcesContent":["/**\n * CombatRightHUD - Right side HUD for combat screen (Player 2 / AI)\n *\n * REUSES existing components:\n * - PlayerHUD: Archetype image, name, health/stamina bars\n * - SpeedIndicatorHUD: Movement speed percentage\n * - BodyPartHealthDisplay: Individual body part health bars\n * - DifficultyIndicator: AI difficulty tier display\n *\n * Gaming Layout Best Practice:\n * - Width: Resolution-based 14-18% of screen\n * - Height: 100% minus top/bottom HUD heights\n * - Leaves remaining center region for arena (width varies by resolution)\n *\n * Now uses shared HUD utilities with resolution-based sizing.\n *\n * @korean 전투화면 오른쪽 HUD - 플레이어 2/AI 상태\n */\n\nimport React from \"react\";\nimport { useHUDLayout } from \"../../../../../hooks/useHUDLayout\";\nimport { PlayerState } from \"../../../../../systems\";\nimport type { StanceLaterality } from \"../../../../../systems/trigram/types\";\nimport { BaseHUDContainer } from \"../../../../shared/ui/BaseHUDContainer\";\nimport { BodyPartHealthDisplay } from \"../../../../shared/three/ui/BodyPartHealthDisplay\";\nimport { PlayerHUD } from \"../../../../shared/three/ui/PlayerHUD\";\nimport { SpeedIndicatorHUD } from \"../../../../shared/three/ui/SpeedIndicatorHUD\";\nimport { BreathingIndicator } from \"../../../../shared/three/ui/BreathingIndicator\";\nimport { DifficultyIndicator } from \"./DifficultyIndicator\";\n\nexport interface CombatRightHUDProps {\n /** Screen width for layout calculations */\n readonly width: number;\n /** Screen height for layout calculations */\n readonly height: number;\n /** Whether mobile layout is active */\n readonly isMobile: boolean;\n /** Position scale multiplier for large displays */\n readonly positionScale: number;\n /** Player 2/AI state */\n readonly player: PlayerState;\n /** Player laterality (left/right foot forward) */\n readonly laterality: StanceLaterality;\n /** Current AI difficulty tier (1-5) */\n readonly difficultyTier: number;\n /** Player speed modifiers */\n readonly speedModifiers: {\n finalSpeed: number;\n baseSpeed: number;\n };\n}\n\n/**\n * CombatRightHUD Component\n *\n * Right side of the combat screen containing Player 2/AI stats.\n * Occupies approximately 14–18% of screen width based on resolution breakpoints/interpolation,\n * positioned between top and bottom HUDs.\n * REUSES existing PlayerHUD, SpeedIndicatorHUD, BodyPartHealthDisplay, DifficultyIndicator.\n * Uses shared HUD utilities for consistent, resolution-based layout and styling.\n */\nexport const CombatRightHUD: React.FC<CombatRightHUDProps> = ({\n width,\n height,\n isMobile,\n positionScale,\n player,\n laterality,\n difficultyTier,\n speedModifiers,\n}) => {\n // Use shared HUD layout hook\n const layout = useHUDLayout(\n width,\n height,\n positionScale,\n 'right',\n 'combat'\n );\n\n return (\n <BaseHUDContainer\n position=\"right\"\n width={layout.hudWidth}\n height={layout.availableHeight}\n topOffset={layout.topOffset}\n padding={layout.padding}\n gap={layout.gap}\n style={{ overflow: \"hidden\" }}\n dataTestId=\"combat-right-hud\"\n >\n {/* Player 2/AI Stats - REUSING PlayerHUD component */}\n <div\n style={{\n pointerEvents: \"none\",\n position: \"relative\",\n }}\n data-testid=\"combat-right-hud-player-section\"\n >\n <PlayerHUD\n player={player}\n position=\"right\"\n isMobile={isMobile}\n laterality={laterality}\n />\n </div>\n\n {/* Difficulty Tier - REUSING DifficultyIndicator component */}\n <div\n style={{\n pointerEvents: \"none\",\n position: \"relative\",\n }}\n data-testid=\"combat-right-hud-difficulty-section\"\n >\n <DifficultyIndicator tier={difficultyTier} isMobile={isMobile} />\n </div>\n\n {/* Speed Indicator - REUSING SpeedIndicatorHUD component */}\n <div\n style={{\n pointerEvents: \"none\",\n position: \"relative\",\n }}\n data-testid=\"combat-right-hud-speed-section\"\n >\n <SpeedIndicatorHUD\n finalSpeed={speedModifiers.finalSpeed}\n baseSpeed={speedModifiers.baseSpeed}\n position=\"right\"\n isMobile={isMobile}\n visible={true}\n />\n </div>\n\n {/* Body Part Health - REUSING BodyPartHealthDisplay component */}\n {player.bodyPartHealth && (\n <div\n style={{\n pointerEvents: \"none\",\n position: \"relative\",\n marginTop: \"auto\",\n }}\n data-testid=\"combat-right-hud-bodypart-section\"\n >\n <BodyPartHealthDisplay\n bodyPartHealth={player.bodyPartHealth}\n playerId={player.id}\n position=\"right\"\n isMobile={isMobile}\n />\n </div>\n )}\n\n {/* Breathing Disruption Indicator - Shows breathing difficulty status */}\n <div\n style={{\n pointerEvents: \"none\",\n position: \"relative\",\n }}\n data-testid=\"combat-right-hud-breathing-section\"\n >\n <BreathingIndicator\n player={player}\n isMobile={isMobile}\n />\n </div>\n </BaseHUDContainer>\n );\n};\n\nexport default CombatRightHUD;\n"],"mappings":";;;;;;;;;;;;;;;;;;;AA6DA,IAAa,kBAAiD,EAC5D,OACA,QACA,UACA,eACA,QACA,YACA,gBACA,qBACI;CAEJ,MAAM,SAAS,aACb,OACA,QACA,eACA,SACA,SACD;AAED,QACE,qBAAC,kBAAD;EACE,UAAS;EACT,OAAO,OAAO;EACd,QAAQ,OAAO;EACf,WAAW,OAAO;EAClB,SAAS,OAAO;EAChB,KAAK,OAAO;EACZ,OAAO,EAAE,UAAU,UAAU;EAC7B,YAAW;YARb;GAWE,oBAAC,OAAD;IACE,OAAO;KACL,eAAe;KACf,UAAU;KACX;IACD,eAAY;cAEZ,oBAAC,WAAD;KACU;KACR,UAAS;KACC;KACE;KACZ,CAAA;IACE,CAAA;GAGN,oBAAC,OAAD;IACE,OAAO;KACL,eAAe;KACf,UAAU;KACX;IACD,eAAY;cAEZ,oBAAC,qBAAD;KAAqB,MAAM;KAA0B;KAAY,CAAA;IAC7D,CAAA;GAGN,oBAAC,OAAD;IACE,OAAO;KACL,eAAe;KACf,UAAU;KACX;IACD,eAAY;cAEZ,oBAAC,mBAAD;KACE,YAAY,eAAe;KAC3B,WAAW,eAAe;KAC1B,UAAS;KACC;KACV,SAAS;KACT,CAAA;IACE,CAAA;GAGL,OAAO,kBACN,oBAAC,OAAD;IACE,OAAO;KACL,eAAe;KACf,UAAU;KACV,WAAW;KACZ;IACD,eAAY;cAEZ,oBAAC,uBAAD;KACE,gBAAgB,OAAO;KACvB,UAAU,OAAO;KACjB,UAAS;KACC;KACV,CAAA;IACE,CAAA;GAIR,oBAAC,OAAD;IACE,OAAO;KACL,eAAe;KACf,UAAU;KACX;IACD,eAAY;cAEZ,oBAAC,oBAAD;KACU;KACE;KACV,CAAA;IACE,CAAA;GACW"}
@@ -0,0 +1,47 @@
1
+ /**
2
+ * CombatTopHUD - Slim top bar for combat screen
3
+ *
4
+ * Gaming Best Practice - Minimal Top Bar:
5
+ * - Round indicator (left)
6
+ * - Timer (center)
7
+ * - Return to Menu button (right)
8
+ *
9
+ * Layout:
10
+ * - Width: 100% of screen
11
+ * - Height: Resolution-based ~6% of screen height (40-80px)
12
+ *
13
+ * @korean 전투화면 상단 바 - 라운드, 타이머, 메뉴 복귀
14
+ */
15
+ import React from "react";
16
+ import { UseCombatTimerReturn } from "../../../../../hooks/useCombatTimer";
17
+ export interface CombatTopHUDProps {
18
+ /** Screen width for layout calculations */
19
+ readonly width: number;
20
+ /** Screen height for layout calculations */
21
+ readonly height: number;
22
+ /** Whether mobile controls should be shown (NOT for sizing) */
23
+ readonly isMobile?: boolean;
24
+ /** Position scale multiplier for large displays */
25
+ readonly positionScale: number;
26
+ /** Current round number */
27
+ readonly currentRound: number;
28
+ /** Max rounds in match */
29
+ readonly totalRounds: number;
30
+ /** Timer state from useCombatTimer hook */
31
+ readonly timerState: UseCombatTimerReturn;
32
+ /** Whether to show timer */
33
+ readonly showTimer: boolean;
34
+ /** Handler for returning to menu */
35
+ readonly onReturnToMenu: () => void;
36
+ /** Whether the game is paused */
37
+ readonly isPaused: boolean;
38
+ }
39
+ /**
40
+ * CombatTopHUD Component
41
+ *
42
+ * Slim top bar containing round info, timer, and return to menu button.
43
+ * Uses resolution-based sizing for all dimensions.
44
+ */
45
+ export declare const CombatTopHUD: React.FC<CombatTopHUDProps>;
46
+ export default CombatTopHUD;
47
+ //# sourceMappingURL=CombatTopHUD.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"CombatTopHUD.d.ts","sourceRoot":"","sources":["../../../../../../src/components/screens/combat/components/hud/CombatTopHUD.tsx"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;GAaG;AAEH,OAAO,KAAK,MAAM,OAAO,CAAC;AAC1B,OAAO,EAAE,oBAAoB,EAAE,MAAM,qCAAqC,CAAC;AAW3E,MAAM,WAAW,iBAAiB;IAChC,2CAA2C;IAC3C,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IACvB,4CAA4C;IAC5C,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;IACxB,+DAA+D;IAC/D,QAAQ,CAAC,QAAQ,CAAC,EAAE,OAAO,CAAC;IAC5B,mDAAmD;IACnD,QAAQ,CAAC,aAAa,EAAE,MAAM,CAAC;IAC/B,2BAA2B;IAC3B,QAAQ,CAAC,YAAY,EAAE,MAAM,CAAC;IAC9B,0BAA0B;IAC1B,QAAQ,CAAC,WAAW,EAAE,MAAM,CAAC;IAC7B,2CAA2C;IAC3C,QAAQ,CAAC,UAAU,EAAE,oBAAoB,CAAC;IAC1C,4BAA4B;IAC5B,QAAQ,CAAC,SAAS,EAAE,OAAO,CAAC;IAC5B,oCAAoC;IACpC,QAAQ,CAAC,cAAc,EAAE,MAAM,IAAI,CAAC;IACpC,iCAAiC;IACjC,QAAQ,CAAC,QAAQ,EAAE,OAAO,CAAC;CAC5B;AAED;;;;;GAKG;AACH,eAAO,MAAM,YAAY,EAAE,KAAK,CAAC,EAAE,CAAC,iBAAiB,CA8IpD,CAAC;AAEF,eAAe,YAAY,CAAC"}
@@ -0,0 +1,141 @@
1
+ import { BORDERS, FONT_SIZE_MULTIPLIERS, GRADIENTS, HIERARCHY, HUD_STYLE, LAYOUT_MULTIPLIERS, SPACING_NUMERIC, TYPOGRAPHY, TYPOGRAPHY_NUMERIC } from "../../../../../types/constants/designSystem.js";
2
+ import { getHUDHeight, getResponsiveFontSize, getResponsivePadding, shouldShowMobileControls } from "../../../../../utils/responsiveLayout.js";
3
+ import CombatTimer from "../../../../shared/ui/CombatTimer.js";
4
+ import CombatReturnToMenuButton from "../controls/CombatButtons.js";
5
+ import React from "react";
6
+ import { jsx, jsxs } from "react/jsx-runtime";
7
+ //#region src/components/screens/combat/components/hud/CombatTopHUD.tsx
8
+ /**
9
+ * CombatTopHUD - Slim top bar for combat screen
10
+ *
11
+ * Gaming Best Practice - Minimal Top Bar:
12
+ * - Round indicator (left)
13
+ * - Timer (center)
14
+ * - Return to Menu button (right)
15
+ *
16
+ * Layout:
17
+ * - Width: 100% of screen
18
+ * - Height: Resolution-based ~6% of screen height (40-80px)
19
+ *
20
+ * @korean 전투화면 상단 바 - 라운드, 타이머, 메뉴 복귀
21
+ */
22
+ /**
23
+ * CombatTopHUD Component
24
+ *
25
+ * Slim top bar containing round info, timer, and return to menu button.
26
+ * Uses resolution-based sizing for all dimensions.
27
+ */
28
+ var CombatTopHUD = ({ width, height, isMobile = false, positionScale, currentRound, totalRounds, timerState, showTimer, onReturnToMenu, isPaused: _isPaused }) => {
29
+ const showMobileControls = shouldShowMobileControls(width, isMobile);
30
+ const layout = React.useMemo(() => {
31
+ const hudHeight = getHUDHeight(height, .06) * positionScale;
32
+ const padding = getResponsivePadding(width) * positionScale;
33
+ const gap = padding * LAYOUT_MULTIPLIERS.gapToPadding;
34
+ const baseFontSize = getResponsiveFontSize(width) * positionScale;
35
+ return {
36
+ hudHeight,
37
+ padding,
38
+ gap,
39
+ fontSize: Math.max(TYPOGRAPHY_NUMERIC.bodySmall, baseFontSize * FONT_SIZE_MULTIPLIERS.bodySmall),
40
+ titleSize: Math.max(TYPOGRAPHY_NUMERIC.body, baseFontSize * FONT_SIZE_MULTIPLIERS.titleLarge),
41
+ hudWidth: width
42
+ };
43
+ }, [
44
+ width,
45
+ height,
46
+ positionScale
47
+ ]);
48
+ return /* @__PURE__ */ jsxs("div", {
49
+ style: {
50
+ position: "absolute",
51
+ top: 0,
52
+ left: 0,
53
+ width: "100%",
54
+ height: `${layout.hudHeight}px`,
55
+ display: "flex",
56
+ flexDirection: "row",
57
+ justifyContent: "space-between",
58
+ alignItems: "center",
59
+ padding: `${layout.padding}px ${SPACING_NUMERIC.horizontalEmphasis}px`,
60
+ pointerEvents: "none",
61
+ boxSizing: "border-box",
62
+ borderBottom: BORDERS.default,
63
+ background: GRADIENTS.vertical(.9),
64
+ backdropFilter: HUD_STYLE.backdropFilter
65
+ },
66
+ "data-testid": "combat-top-hud",
67
+ children: [
68
+ /* @__PURE__ */ jsxs("div", {
69
+ style: {
70
+ display: "flex",
71
+ flexDirection: "column",
72
+ gap: "2px",
73
+ pointerEvents: "none",
74
+ alignItems: "flex-start"
75
+ },
76
+ "data-testid": "combat-top-hud-left-section",
77
+ children: [/* @__PURE__ */ jsx("div", {
78
+ style: {
79
+ fontSize: `${layout.titleSize}px`,
80
+ fontWeight: 600,
81
+ fontFamily: TYPOGRAPHY.heading2.fontFamily,
82
+ color: HIERARCHY.gold.color,
83
+ textShadow: HUD_STYLE.accentGlow
84
+ },
85
+ children: "전투 | Combat"
86
+ }), /* @__PURE__ */ jsx("div", {
87
+ style: {
88
+ display: "flex",
89
+ gap: `${layout.gap}px`,
90
+ alignItems: "center",
91
+ fontSize: `${layout.fontSize}px`,
92
+ fontFamily: TYPOGRAPHY.body.fontFamily,
93
+ color: HIERARCHY.accent.color
94
+ },
95
+ children: /* @__PURE__ */ jsxs("span", { children: [
96
+ "라운드 ",
97
+ currentRound,
98
+ "/",
99
+ totalRounds
100
+ ] })
101
+ })]
102
+ }),
103
+ /* @__PURE__ */ jsx("div", {
104
+ style: {
105
+ display: "flex",
106
+ flexDirection: "column",
107
+ alignItems: "center",
108
+ gap: "2px"
109
+ },
110
+ "data-testid": "combat-top-hud-center-section",
111
+ children: showTimer && /* @__PURE__ */ jsx(CombatTimer, {
112
+ formattedTime: timerState.formattedTime,
113
+ warningLevel: timerState.warningLevel,
114
+ isTimeUp: timerState.isTimeUp,
115
+ isMobile: showMobileControls,
116
+ style: {
117
+ position: "relative",
118
+ top: 0
119
+ }
120
+ })
121
+ }),
122
+ /* @__PURE__ */ jsx("div", {
123
+ style: {
124
+ display: "flex",
125
+ flexDirection: "row",
126
+ alignItems: "center",
127
+ pointerEvents: "all"
128
+ },
129
+ "data-testid": "combat-top-hud-right-section",
130
+ children: /* @__PURE__ */ jsx(CombatReturnToMenuButton, {
131
+ onClick: onReturnToMenu,
132
+ isMobile: showMobileControls
133
+ })
134
+ })
135
+ ]
136
+ });
137
+ };
138
+ //#endregion
139
+ export { CombatTopHUD as default };
140
+
141
+ //# sourceMappingURL=CombatTopHUD.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"CombatTopHUD.js","names":[],"sources":["../../../../../../src/components/screens/combat/components/hud/CombatTopHUD.tsx"],"sourcesContent":["/**\n * CombatTopHUD - Slim top bar for combat screen\n *\n * Gaming Best Practice - Minimal Top Bar:\n * - Round indicator (left)\n * - Timer (center)\n * - Return to Menu button (right)\n *\n * Layout:\n * - Width: 100% of screen\n * - Height: Resolution-based ~6% of screen height (40-80px)\n *\n * @korean 전투화면 상단 바 - 라운드, 타이머, 메뉴 복귀\n */\n\nimport React from \"react\";\nimport { UseCombatTimerReturn } from \"../../../../../hooks/useCombatTimer\";\nimport { SPACING_NUMERIC, TYPOGRAPHY, TYPOGRAPHY_NUMERIC, HIERARCHY, BORDERS, GRADIENTS, HUD_STYLE, FONT_SIZE_MULTIPLIERS, LAYOUT_MULTIPLIERS } from \"../../../../../types/constants/designSystem\";\nimport {\n getHUDHeight,\n getResponsiveFontSize,\n getResponsivePadding,\n shouldShowMobileControls,\n} from \"../../../../../utils/responsiveLayout\";\nimport { CombatTimer } from \"../../../../shared/ui/CombatTimer\";\nimport { CombatReturnToMenuButton } from \"../controls/CombatButtons\";\n\nexport interface CombatTopHUDProps {\n /** Screen width for layout calculations */\n readonly width: number;\n /** Screen height for layout calculations */\n readonly height: number;\n /** Whether mobile controls should be shown (NOT for sizing) */\n readonly isMobile?: boolean;\n /** Position scale multiplier for large displays */\n readonly positionScale: number;\n /** Current round number */\n readonly currentRound: number;\n /** Max rounds in match */\n readonly totalRounds: number;\n /** Timer state from useCombatTimer hook */\n readonly timerState: UseCombatTimerReturn;\n /** Whether to show timer */\n readonly showTimer: boolean;\n /** Handler for returning to menu */\n readonly onReturnToMenu: () => void;\n /** Whether the game is paused */\n readonly isPaused: boolean;\n}\n\n/**\n * CombatTopHUD Component\n *\n * Slim top bar containing round info, timer, and return to menu button.\n * Uses resolution-based sizing for all dimensions.\n */\nexport const CombatTopHUD: React.FC<CombatTopHUDProps> = ({\n width,\n height,\n isMobile = false,\n positionScale,\n currentRound,\n totalRounds,\n timerState,\n showTimer,\n onReturnToMenu,\n isPaused: _isPaused, // Reserved for future pause indicator\n}) => {\n // isMobile only used for mobile controls visibility\n const showMobileControls = shouldShowMobileControls(width, isMobile);\n\n // Layout calculations for slim top bar with resolution-based sizing\n const layout = React.useMemo(() => {\n // Resolution-based HUD height (6% of screen height, 40-80px range)\n const hudHeight = getHUDHeight(height, 0.06) * positionScale;\n\n // Resolution-based padding (using design system spacing)\n const padding = getResponsivePadding(width) * positionScale;\n \n // Resolution-based gap (slightly larger than padding)\n const gap = padding * LAYOUT_MULTIPLIERS.gapToPadding;\n \n // Resolution-based font sizes (using design system as baseline)\n const baseFontSize = getResponsiveFontSize(width) * positionScale;\n const fontSize = Math.max(TYPOGRAPHY_NUMERIC.bodySmall, baseFontSize * FONT_SIZE_MULTIPLIERS.bodySmall);\n const titleSize = Math.max(TYPOGRAPHY_NUMERIC.body, baseFontSize * FONT_SIZE_MULTIPLIERS.titleLarge);\n\n\n return {\n hudHeight,\n padding,\n gap,\n fontSize,\n titleSize,\n hudWidth: width,\n };\n }, [width, height, positionScale]);\n\n return (\n <div\n style={{\n position: \"absolute\",\n top: 0,\n left: 0,\n width: \"100%\",\n height: `${layout.hudHeight}px`,\n display: \"flex\",\n flexDirection: \"row\",\n justifyContent: \"space-between\",\n alignItems: \"center\",\n padding: `${layout.padding}px ${SPACING_NUMERIC.horizontalEmphasis}px`,\n pointerEvents: \"none\",\n boxSizing: \"border-box\",\n borderBottom: BORDERS.default,\n background: GRADIENTS.vertical(0.9),\n backdropFilter: HUD_STYLE.backdropFilter,\n }}\n data-testid=\"combat-top-hud\"\n >\n {/* Left Section - Round Info */}\n <div\n style={{\n display: \"flex\",\n flexDirection: \"column\",\n gap: \"2px\",\n pointerEvents: \"none\",\n alignItems: \"flex-start\",\n }}\n data-testid=\"combat-top-hud-left-section\"\n >\n {/* Title */}\n <div\n style={{\n fontSize: `${layout.titleSize}px`,\n fontWeight: 600,\n fontFamily: TYPOGRAPHY.heading2.fontFamily,\n color: HIERARCHY.gold.color,\n textShadow: HUD_STYLE.accentGlow,\n }}\n >\n 전투 | Combat\n </div>\n\n {/* Round indicator */}\n <div\n style={{\n display: \"flex\",\n gap: `${layout.gap}px`,\n alignItems: \"center\",\n fontSize: `${layout.fontSize}px`,\n fontFamily: TYPOGRAPHY.body.fontFamily,\n color: HIERARCHY.accent.color,\n }}\n >\n <span>\n 라운드 {currentRound}/{totalRounds}\n </span>\n </div>\n </div>\n\n {/* Center Section - Timer */}\n <div\n style={{\n display: \"flex\",\n flexDirection: \"column\",\n alignItems: \"center\",\n gap: \"2px\",\n }}\n data-testid=\"combat-top-hud-center-section\"\n >\n {showTimer && (\n <CombatTimer\n formattedTime={timerState.formattedTime}\n warningLevel={timerState.warningLevel}\n isTimeUp={timerState.isTimeUp}\n isMobile={showMobileControls}\n style={{ position: \"relative\", top: 0 }}\n />\n )}\n </div>\n\n {/* Right Section - 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@@ -0,0 +1,25 @@
1
+ /**
2
+ * DifficultyIndicator Component - AI Difficulty Tier Display
3
+ *
4
+ * Shows the current AI difficulty tier with Korean-English bilingual text
5
+ * and color-coded visual feedback based on tier level.
6
+ *
7
+ * **Korean Philosophy (난이도 표시)**:
8
+ * Provides transparent feedback to player about AI challenge level,
9
+ * helping them understand their skill progression.
10
+ */
11
+ import React from "react";
12
+ import { DifficultyTier } from "../../../../../systems/ai";
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+ export interface DifficultyIndicatorProps {
14
+ /** Current difficulty tier (1-5) */
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+ readonly tier: DifficultyTier;
16
+ /** Whether to use mobile-optimized sizing */
17
+ readonly isMobile: boolean;
18
+ }
19
+ /**
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+ * DifficultyIndicator - Visual feedback for current AI difficulty tier
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+ *
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+ * Uses relative positioning for embedding in container HUDs
23
+ */
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+ export declare const DifficultyIndicator: React.FC<DifficultyIndicatorProps>;
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+ //# sourceMappingURL=DifficultyIndicator.d.ts.map
@@ -0,0 +1 @@
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