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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finalSpeed: speedModifiers.finalSpeed,
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baseSpeed: speedModifiers.baseSpeed,
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position: "left",
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{"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"}
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* - Leaves remaining center region for arena (width varies by resolution)
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*
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* @korean 전투화면 오른쪽 HUD - 플레이어 2/AI 상태
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*/
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import React from "react";
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import { PlayerState } from "../../../../../systems";
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import type { StanceLaterality } from "../../../../../systems/trigram/types";
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export interface CombatRightHUDProps {
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/** Screen width for layout calculations */
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readonly width: number;
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/** Screen height for layout calculations */
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readonly height: number;
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/** Whether mobile layout is active */
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readonly positionScale: number;
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/** Player 2/AI state */
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readonly player: PlayerState;
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/** Player laterality (left/right foot forward) */
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readonly laterality: StanceLaterality;
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/** Current AI difficulty tier (1-5) */
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readonly difficultyTier: number;
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/** Player speed modifiers */
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readonly speedModifiers: {
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finalSpeed: number;
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baseSpeed: number;
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};
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}
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/**
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* CombatRightHUD Component
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*
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* Right side of the combat screen containing Player 2/AI stats.
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* Occupies approximately 14–18% of screen width based on resolution breakpoints/interpolation,
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* positioned between top and bottom HUDs.
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*/
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export declare const CombatRightHUD: React.FC<CombatRightHUDProps>;
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{"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"}
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import { BreathingIndicator } from "../../../../shared/three/ui/BreathingIndicator2.js";
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import { useHUDLayout } from "../../../../../hooks/useHUDLayout.js";
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import BaseHUDContainer from "../../../../shared/ui/BaseHUDContainer.js";
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import PlayerHUD from "../../../../shared/three/ui/PlayerHUD.js";
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import { SpeedIndicatorHUD } from "../../../../shared/three/ui/SpeedIndicatorHUD.js";
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import BodyPartHealthDisplay from "../../../../shared/three/ui/BodyPartHealthDisplay.js";
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import { DifficultyIndicator } from "./DifficultyIndicator.js";
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import "react";
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import { jsx, jsxs } from "react/jsx-runtime";
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//#region src/components/screens/combat/components/hud/CombatRightHUD.tsx
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/**
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* CombatRightHUD Component
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*
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* Right side of the combat screen containing Player 2/AI stats.
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* Occupies approximately 14–18% of screen width based on resolution breakpoints/interpolation,
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* positioned between top and bottom HUDs.
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* REUSES existing PlayerHUD, SpeedIndicatorHUD, BodyPartHealthDisplay, DifficultyIndicator.
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* Uses shared HUD utilities for consistent, resolution-based layout and styling.
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*/
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var CombatRightHUD = ({ width, height, isMobile, positionScale, player, laterality, difficultyTier, speedModifiers }) => {
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const layout = useHUDLayout(width, height, positionScale, "right", "combat");
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return /* @__PURE__ */ jsxs(BaseHUDContainer, {
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position: "right",
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width: layout.hudWidth,
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height: layout.availableHeight,
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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-right-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-right-hud-player-section",
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children: /* @__PURE__ */ jsx(PlayerHUD, {
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player,
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position: "right",
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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", {
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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-right-hud-difficulty-section",
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children: /* @__PURE__ */ jsx(DifficultyIndicator, {
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tier: difficultyTier,
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isMobile
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})
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}),
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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-right-hud-speed-section",
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children: /* @__PURE__ */ jsx(SpeedIndicatorHUD, {
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finalSpeed: speedModifiers.finalSpeed,
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baseSpeed: speedModifiers.baseSpeed,
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position: "right",
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isMobile,
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visible: true
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})
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}),
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player.bodyPartHealth && /* @__PURE__ */ jsx("div", {
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style: {
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pointerEvents: "none",
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position: "relative",
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marginTop: "auto"
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},
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"data-testid": "combat-right-hud-bodypart-section",
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children: /* @__PURE__ */ jsx(BodyPartHealthDisplay, {
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bodyPartHealth: player.bodyPartHealth,
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playerId: player.id,
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position: "right",
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isMobile
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})
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}),
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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-right-hud-breathing-section",
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children: /* @__PURE__ */ jsx(BreathingIndicator, {
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player,
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isMobile
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})
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})
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]
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});
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};
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//#endregion
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export { CombatRightHUD as default };
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{"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"}
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/**
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* CombatTopHUD - Slim top bar for combat screen
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*
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* - Round indicator (left)
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* - Timer (center)
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* - Return to Menu button (right)
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*
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* Layout:
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* - Width: 100% of screen
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* - Height: Resolution-based ~6% of screen height (40-80px)
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*
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* @korean 전투화면 상단 바 - 라운드, 타이머, 메뉴 복귀
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*/
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import React from "react";
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import { UseCombatTimerReturn } from "../../../../../hooks/useCombatTimer";
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export interface CombatTopHUDProps {
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/** Screen width for layout calculations */
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readonly width: number;
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/** Screen height for layout calculations */
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readonly height: number;
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/** Whether mobile controls should be shown (NOT for sizing) */
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readonly isMobile?: boolean;
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/** Position scale multiplier for large displays */
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readonly positionScale: number;
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/** Current round number */
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readonly currentRound: number;
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/** Max rounds in match */
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readonly totalRounds: number;
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/** Timer state from useCombatTimer hook */
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readonly timerState: UseCombatTimerReturn;
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/** Whether to show timer */
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readonly showTimer: boolean;
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/** Handler for returning to menu */
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readonly onReturnToMenu: () => void;
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/** Whether the game is paused */
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readonly isPaused: boolean;
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}
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/**
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* CombatTopHUD Component
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*
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* Slim top bar containing round info, timer, and return to menu button.
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*/
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export declare const CombatTopHUD: React.FC<CombatTopHUDProps>;
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export default CombatTopHUD;
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{"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"}
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import { BORDERS, FONT_SIZE_MULTIPLIERS, GRADIENTS, HIERARCHY, HUD_STYLE, LAYOUT_MULTIPLIERS, SPACING_NUMERIC, TYPOGRAPHY, TYPOGRAPHY_NUMERIC } from "../../../../../types/constants/designSystem.js";
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import { getHUDHeight, getResponsiveFontSize, getResponsivePadding, shouldShowMobileControls } from "../../../../../utils/responsiveLayout.js";
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import CombatTimer from "../../../../shared/ui/CombatTimer.js";
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import CombatReturnToMenuButton from "../controls/CombatButtons.js";
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import React from "react";
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import { jsx, jsxs } from "react/jsx-runtime";
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//#region src/components/screens/combat/components/hud/CombatTopHUD.tsx
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/**
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* CombatTopHUD - Slim top bar for combat screen
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*
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* Gaming Best Practice - Minimal Top Bar:
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* - Round indicator (left)
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* - Timer (center)
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* - Return to Menu button (right)
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*
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* Layout:
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* - Width: 100% of screen
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* - Height: Resolution-based ~6% of screen height (40-80px)
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*
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* @korean 전투화면 상단 바 - 라운드, 타이머, 메뉴 복귀
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*/
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/**
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* CombatTopHUD Component
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*
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* Slim top bar containing round info, timer, and return to menu button.
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* Uses resolution-based sizing for all dimensions.
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*/
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var CombatTopHUD = ({ width, height, isMobile = false, positionScale, currentRound, totalRounds, timerState, showTimer, onReturnToMenu, isPaused: _isPaused }) => {
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const showMobileControls = shouldShowMobileControls(width, isMobile);
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const layout = React.useMemo(() => {
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const hudHeight = getHUDHeight(height, .06) * positionScale;
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const padding = getResponsivePadding(width) * positionScale;
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const gap = padding * LAYOUT_MULTIPLIERS.gapToPadding;
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const baseFontSize = getResponsiveFontSize(width) * positionScale;
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return {
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hudHeight,
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padding,
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gap,
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fontSize: Math.max(TYPOGRAPHY_NUMERIC.bodySmall, baseFontSize * FONT_SIZE_MULTIPLIERS.bodySmall),
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titleSize: Math.max(TYPOGRAPHY_NUMERIC.body, baseFontSize * FONT_SIZE_MULTIPLIERS.titleLarge),
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hudWidth: width
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};
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}, [
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width,
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height,
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positionScale
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]);
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return /* @__PURE__ */ jsxs("div", {
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style: {
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position: "absolute",
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top: 0,
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left: 0,
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width: "100%",
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height: `${layout.hudHeight}px`,
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display: "flex",
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flexDirection: "row",
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justifyContent: "space-between",
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alignItems: "center",
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padding: `${layout.padding}px ${SPACING_NUMERIC.horizontalEmphasis}px`,
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pointerEvents: "none",
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boxSizing: "border-box",
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borderBottom: BORDERS.default,
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background: GRADIENTS.vertical(.9),
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backdropFilter: HUD_STYLE.backdropFilter
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},
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"data-testid": "combat-top-hud",
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children: [
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/* @__PURE__ */ jsxs("div", {
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style: {
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display: "flex",
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flexDirection: "column",
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gap: "2px",
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pointerEvents: "none",
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alignItems: "flex-start"
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},
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"data-testid": "combat-top-hud-left-section",
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children: [/* @__PURE__ */ jsx("div", {
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style: {
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fontSize: `${layout.titleSize}px`,
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fontWeight: 600,
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fontFamily: TYPOGRAPHY.heading2.fontFamily,
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color: HIERARCHY.gold.color,
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textShadow: HUD_STYLE.accentGlow
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},
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children: "전투 | Combat"
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}), /* @__PURE__ */ jsx("div", {
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style: {
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display: "flex",
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gap: `${layout.gap}px`,
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alignItems: "center",
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fontSize: `${layout.fontSize}px`,
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fontFamily: TYPOGRAPHY.body.fontFamily,
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color: HIERARCHY.accent.color
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},
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children: /* @__PURE__ */ jsxs("span", { children: [
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"라운드 ",
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currentRound,
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"/",
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totalRounds
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] })
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})]
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}),
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/* @__PURE__ */ jsx("div", {
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style: {
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display: "flex",
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flexDirection: "column",
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alignItems: "center",
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gap: "2px"
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},
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"data-testid": "combat-top-hud-center-section",
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children: showTimer && /* @__PURE__ */ jsx(CombatTimer, {
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formattedTime: timerState.formattedTime,
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warningLevel: timerState.warningLevel,
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isTimeUp: timerState.isTimeUp,
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isMobile: showMobileControls,
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style: {
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position: "relative",
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top: 0
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}
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})
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}),
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/* @__PURE__ */ jsx("div", {
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style: {
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display: "flex",
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flexDirection: "row",
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alignItems: "center",
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pointerEvents: "all"
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},
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"data-testid": "combat-top-hud-right-section",
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children: /* @__PURE__ */ jsx(CombatReturnToMenuButton, {
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onClick: onReturnToMenu,
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isMobile: showMobileControls
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})
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})
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]
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});
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};
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//#endregion
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export { CombatTopHUD as default };
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//# sourceMappingURL=CombatTopHUD.js.map
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{"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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/**
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* DifficultyIndicator Component - AI Difficulty Tier Display
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*
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* Shows the current AI difficulty tier with Korean-English bilingual text
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import React from "react";
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export interface DifficultyIndicatorProps {
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/** Current difficulty tier (1-5) */
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readonly tier: DifficultyTier;
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/**
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* DifficultyIndicator - Visual feedback for current AI difficulty tier
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export declare const DifficultyIndicator: React.FC<DifficultyIndicatorProps>;
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