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 +1,129 @@
1
+ import { DifficultyTier } from "../../../../../systems/ai/AdaptiveDifficulty.js";
2
+ import "../../../../../systems/ai/index.js";
3
+ import { hexColorToCSS, hexToRgbaString } from "../../../../../utils/colorUtils.js";
4
+ import { useKoreanTheme } from "../../../../shared/base/useKoreanTheme.js";
5
+ import { useMemo } from "react";
6
+ import { jsx, jsxs } from "react/jsx-runtime";
7
+ //#region src/components/screens/combat/components/hud/DifficultyIndicator.tsx
8
+ /**
9
+ * DifficultyIndicator Component - AI Difficulty Tier Display
10
+ *
11
+ * Shows the current AI difficulty tier with Korean-English bilingual text
12
+ * and color-coded visual feedback based on tier level.
13
+ *
14
+ * **Korean Philosophy (난이도 표시)**:
15
+ * Provides transparent feedback to player about AI challenge level,
16
+ * helping them understand their skill progression.
17
+ */
18
+ /**
19
+ * Get tier display name with Korean and English
20
+ */
21
+ function getTierName(tier) {
22
+ switch (tier) {
23
+ case DifficultyTier.BEGINNER: return {
24
+ korean: "초보",
25
+ english: "Beginner"
26
+ };
27
+ case DifficultyTier.NOVICE: return {
28
+ korean: "입문",
29
+ english: "Novice"
30
+ };
31
+ case DifficultyTier.INTERMEDIATE: return {
32
+ korean: "중급",
33
+ english: "Intermediate"
34
+ };
35
+ case DifficultyTier.ADVANCED: return {
36
+ korean: "고급",
37
+ english: "Advanced"
38
+ };
39
+ case DifficultyTier.EXPERT: return {
40
+ korean: "전문",
41
+ english: "Expert"
42
+ };
43
+ default: return {
44
+ korean: "중급",
45
+ english: "Intermediate"
46
+ };
47
+ }
48
+ }
49
+ /**
50
+ * Get numeric color for difficulty tier using theme colors
51
+ * Maps tiers to existing color scheme for consistency
52
+ */
53
+ function getTierColorValue(tier, theme) {
54
+ switch (tier) {
55
+ case DifficultyTier.BEGINNER: return theme.colors.POSITIVE_GREEN;
56
+ case DifficultyTier.NOVICE: return theme.colors.ACCENT_GREEN;
57
+ case DifficultyTier.INTERMEDIATE: return theme.colors.ACCENT_GOLD;
58
+ case DifficultyTier.ADVANCED: return theme.colors.SECONDARY_ORANGE;
59
+ case DifficultyTier.EXPERT: return theme.colors.NEGATIVE_RED;
60
+ default: return theme.colors.ACCENT_GOLD;
61
+ }
62
+ }
63
+ /**
64
+ * DifficultyIndicator - Visual feedback for current AI difficulty tier
65
+ *
66
+ * Uses relative positioning for embedding in container HUDs
67
+ */
68
+ var DifficultyIndicator = ({ tier, isMobile }) => {
69
+ const theme = useKoreanTheme({
70
+ variant: "primary",
71
+ size: "small",
72
+ isMobile
73
+ });
74
+ const tierName = getTierName(tier);
75
+ const tierColorValue = getTierColorValue(tier, theme);
76
+ const tierColor = useMemo(() => hexColorToCSS(tierColorValue), [tierColorValue]);
77
+ const tierBackground = useMemo(() => hexToRgbaString(tierColorValue, .13), [tierColorValue]);
78
+ const tierBoxShadow = useMemo(() => hexToRgbaString(tierColorValue, .27), [tierColorValue]);
79
+ const fontSize = isMobile ? 11 : 13;
80
+ const padding = isMobile ? "6px 10px" : "8px 12px";
81
+ return /* @__PURE__ */ jsxs("div", {
82
+ "data-testid": "difficulty-indicator",
83
+ style: {
84
+ position: "relative",
85
+ padding,
86
+ background: tierBackground,
87
+ border: `2px solid ${tierColor}`,
88
+ borderRadius: "4px",
89
+ fontFamily: theme.fontFamily.KOREAN,
90
+ fontSize: `${fontSize}px`,
91
+ color: tierColor,
92
+ textShadow: "0 0 4px rgba(0,0,0,0.8)",
93
+ pointerEvents: "none",
94
+ display: "flex",
95
+ flexDirection: "column",
96
+ alignItems: "center",
97
+ gap: "2px",
98
+ transition: "all 0.3s ease-in-out",
99
+ boxShadow: `0 0 8px ${tierBoxShadow}`,
100
+ width: "100%",
101
+ boxSizing: "border-box"
102
+ },
103
+ children: [/* @__PURE__ */ jsx("div", {
104
+ "data-testid": "difficulty-label",
105
+ style: {
106
+ fontSize: isMobile ? "9px" : "10px",
107
+ opacity: .8,
108
+ letterSpacing: "0.5px"
109
+ },
110
+ children: "AI Difficulty"
111
+ }), /* @__PURE__ */ jsxs("div", {
112
+ "data-testid": "difficulty-tier",
113
+ style: {
114
+ fontWeight: "bold",
115
+ whiteSpace: "nowrap",
116
+ letterSpacing: "0.5px"
117
+ },
118
+ children: [
119
+ tierName.korean,
120
+ " | ",
121
+ tierName.english
122
+ ]
123
+ })]
124
+ });
125
+ };
126
+ //#endregion
127
+ export { DifficultyIndicator };
128
+
129
+ //# sourceMappingURL=DifficultyIndicator.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"DifficultyIndicator.js","names":[],"sources":["../../../../../../src/components/screens/combat/components/hud/DifficultyIndicator.tsx"],"sourcesContent":["/**\n * DifficultyIndicator Component - AI Difficulty Tier Display\n *\n * Shows the current AI difficulty tier with Korean-English bilingual text\n * and color-coded visual feedback based on tier level.\n *\n * **Korean Philosophy (난이도 표시)**:\n * Provides transparent feedback to player about AI challenge level,\n * helping them understand their skill progression.\n */\n\nimport React, { useMemo } from \"react\";\nimport { DifficultyTier } from \"../../../../../systems/ai\";\nimport {\n hexColorToCSS,\n hexToRgbaString,\n} from \"../../../../../utils/colorUtils\";\nimport { useKoreanTheme } from \"../../../../shared/base/useKoreanTheme\";\n\nexport interface DifficultyIndicatorProps {\n /** Current difficulty tier (1-5) */\n readonly tier: DifficultyTier;\n /** Whether to use mobile-optimized sizing */\n readonly isMobile: boolean;\n}\n\n/**\n * Get tier display name with Korean and English\n */\nfunction getTierName(tier: DifficultyTier): {\n korean: string;\n english: string;\n} {\n switch (tier) {\n case DifficultyTier.BEGINNER:\n return { korean: \"초보\", english: \"Beginner\" };\n case DifficultyTier.NOVICE:\n return { korean: \"입문\", english: \"Novice\" };\n case DifficultyTier.INTERMEDIATE:\n return { korean: \"중급\", english: \"Intermediate\" };\n case DifficultyTier.ADVANCED:\n return { korean: \"고급\", english: \"Advanced\" };\n case DifficultyTier.EXPERT:\n return { korean: \"전문\", english: \"Expert\" };\n default:\n return { korean: \"중급\", english: \"Intermediate\" };\n }\n}\n\n/**\n * Get numeric color for difficulty tier using theme colors\n * Maps tiers to existing color scheme for consistency\n */\nfunction getTierColorValue(\n tier: DifficultyTier,\n theme: ReturnType<typeof useKoreanTheme>,\n): number {\n switch (tier) {\n case DifficultyTier.BEGINNER:\n return theme.colors.POSITIVE_GREEN; // Green - Easy\n case DifficultyTier.NOVICE:\n return theme.colors.ACCENT_GREEN; // Light Green\n case DifficultyTier.INTERMEDIATE:\n return theme.colors.ACCENT_GOLD; // Gold - Medium\n case DifficultyTier.ADVANCED:\n return theme.colors.SECONDARY_ORANGE; // Orange\n case DifficultyTier.EXPERT:\n return theme.colors.NEGATIVE_RED; // Red - Hard\n default:\n return theme.colors.ACCENT_GOLD; // Default to medium\n }\n}\n\n/**\n * DifficultyIndicator - Visual feedback for current AI difficulty tier\n *\n * Uses relative positioning for embedding in container HUDs\n */\nexport const DifficultyIndicator: React.FC<DifficultyIndicatorProps> = ({\n tier,\n isMobile,\n}) => {\n const theme = useKoreanTheme({ variant: \"primary\", size: \"small\", isMobile });\n const tierName = getTierName(tier);\n const tierColorValue = getTierColorValue(tier, theme);\n\n // Memoize color calculations\n const tierColor = useMemo(\n () => hexColorToCSS(tierColorValue),\n [tierColorValue],\n );\n const tierBackground = useMemo(\n () => hexToRgbaString(tierColorValue, 0.13),\n [tierColorValue],\n );\n const tierBoxShadow = useMemo(\n () => hexToRgbaString(tierColorValue, 0.27),\n [tierColorValue],\n );\n\n // Responsive sizing\n const fontSize = isMobile ? 11 : 13;\n const padding = isMobile ? \"6px 10px\" : \"8px 12px\";\n\n return (\n <div\n data-testid=\"difficulty-indicator\"\n style={{\n position: \"relative\",\n padding,\n background: tierBackground, // 13% opacity background\n border: `2px solid ${tierColor}`,\n borderRadius: \"4px\",\n fontFamily: theme.fontFamily.KOREAN,\n fontSize: `${fontSize}px`,\n color: tierColor,\n textShadow: \"0 0 4px rgba(0,0,0,0.8)\",\n pointerEvents: \"none\",\n display: \"flex\",\n flexDirection: \"column\",\n alignItems: \"center\",\n gap: \"2px\",\n transition: \"all 0.3s ease-in-out\", // Smooth color/border transitions\n boxShadow: `0 0 8px ${tierBoxShadow}`, // Subtle glow effect (27% opacity)\n width: \"100%\",\n boxSizing: \"border-box\" as const,\n }}\n >\n <div\n data-testid=\"difficulty-label\"\n style={{\n fontSize: isMobile ? \"9px\" : \"10px\",\n opacity: 0.8,\n letterSpacing: \"0.5px\",\n }}\n >\n AI Difficulty\n </div>\n <div\n data-testid=\"difficulty-tier\"\n style={{\n fontWeight: \"bold\",\n whiteSpace: \"nowrap\",\n letterSpacing: \"0.5px\",\n }}\n >\n {tierName.korean} | {tierName.english}\n </div>\n </div>\n );\n};\n"],"mappings":";;;;;;;;;;;;;;;;;;;;AA6BA,SAAS,YAAY,MAGnB;AACA,SAAQ,MAAR;EACE,KAAK,eAAe,SAClB,QAAO;GAAE,QAAQ;GAAM,SAAS;GAAY;EAC9C,KAAK,eAAe,OAClB,QAAO;GAAE,QAAQ;GAAM,SAAS;GAAU;EAC5C,KAAK,eAAe,aAClB,QAAO;GAAE,QAAQ;GAAM,SAAS;GAAgB;EAClD,KAAK,eAAe,SAClB,QAAO;GAAE,QAAQ;GAAM,SAAS;GAAY;EAC9C,KAAK,eAAe,OAClB,QAAO;GAAE,QAAQ;GAAM,SAAS;GAAU;EAC5C,QACE,QAAO;GAAE,QAAQ;GAAM,SAAS;GAAgB;;;;;;;AAQtD,SAAS,kBACP,MACA,OACQ;AACR,SAAQ,MAAR;EACE,KAAK,eAAe,SAClB,QAAO,MAAM,OAAO;EACtB,KAAK,eAAe,OAClB,QAAO,MAAM,OAAO;EACtB,KAAK,eAAe,aAClB,QAAO,MAAM,OAAO;EACtB,KAAK,eAAe,SAClB,QAAO,MAAM,OAAO;EACtB,KAAK,eAAe,OAClB,QAAO,MAAM,OAAO;EACtB,QACE,QAAO,MAAM,OAAO;;;;;;;;AAS1B,IAAa,uBAA2D,EACtE,MACA,eACI;CACJ,MAAM,QAAQ,eAAe;EAAE,SAAS;EAAW,MAAM;EAAS;EAAU,CAAC;CAC7E,MAAM,WAAW,YAAY,KAAK;CAClC,MAAM,iBAAiB,kBAAkB,MAAM,MAAM;CAGrD,MAAM,YAAY,cACV,cAAc,eAAe,EACnC,CAAC,eAAe,CACjB;CACD,MAAM,iBAAiB,cACf,gBAAgB,gBAAgB,IAAK,EAC3C,CAAC,eAAe,CACjB;CACD,MAAM,gBAAgB,cACd,gBAAgB,gBAAgB,IAAK,EAC3C,CAAC,eAAe,CACjB;CAGD,MAAM,WAAW,WAAW,KAAK;CACjC,MAAM,UAAU,WAAW,aAAa;AAExC,QACE,qBAAC,OAAD;EACE,eAAY;EACZ,OAAO;GACL,UAAU;GACV;GACA,YAAY;GACZ,QAAQ,aAAa;GACrB,cAAc;GACd,YAAY,MAAM,WAAW;GAC7B,UAAU,GAAG,SAAS;GACtB,OAAO;GACP,YAAY;GACZ,eAAe;GACf,SAAS;GACT,eAAe;GACf,YAAY;GACZ,KAAK;GACL,YAAY;GACZ,WAAW,WAAW;GACtB,OAAO;GACP,WAAW;GACZ;YArBH,CAuBE,oBAAC,OAAD;GACE,eAAY;GACZ,OAAO;IACL,UAAU,WAAW,QAAQ;IAC7B,SAAS;IACT,eAAe;IAChB;aACF;GAEK,CAAA,EACN,qBAAC,OAAD;GACE,eAAY;GACZ,OAAO;IACL,YAAY;IACZ,YAAY;IACZ,eAAe;IAChB;aANH;IAQG,SAAS;IAAO;IAAI,SAAS;IAC1B;KACF"}
@@ -0,0 +1,48 @@
1
+ /**
2
+ * FPSMonitor - Real-time performance monitoring component
3
+ *
4
+ * Displays current FPS (frames per second) and provides performance warnings
5
+ * when frame rate drops below target thresholds. Helps verify 60fps target
6
+ * and identify performance bottlenecks during combat.
7
+ *
8
+ * @module components/combat/components/FPSMonitor
9
+ * @category Performance Monitoring
10
+ * @korean FPS모니터
11
+ */
12
+ import React from "react";
13
+ export interface FPSMonitorProps {
14
+ /** Whether to show the FPS monitor */
15
+ readonly enabled?: boolean;
16
+ /** FPS threshold for warning (default: 50) */
17
+ readonly warningThreshold?: number;
18
+ /** FPS threshold for critical warning (default: 30) */
19
+ readonly criticalThreshold?: number;
20
+ /** Callback when FPS drops below threshold */
21
+ readonly onFPSDrop?: (fps: number) => void;
22
+ /** Position from top in pixels (default: 10) */
23
+ readonly top?: number;
24
+ /** Position from right in pixels (default: 10) */
25
+ readonly right?: number;
26
+ }
27
+ /**
28
+ * FPSMonitor Component
29
+ *
30
+ * Monitors and displays real-time FPS during combat. Uses Three.js useFrame
31
+ * to calculate frames per second and provides visual feedback:
32
+ * - Green: 60+ fps (excellent)
33
+ * - Yellow: 50-59 fps (warning)
34
+ * - Orange: 30-49 fps (poor)
35
+ * - Red: <30 fps (critical)
36
+ *
37
+ * @example
38
+ * ```tsx
39
+ * <FPSMonitor
40
+ * enabled={showPerformanceStats}
41
+ * warningThreshold={50}
42
+ * onFPSDrop={(fps) => console.warn(`Performance drop: ${fps} fps`)}
43
+ * />
44
+ * ```
45
+ */
46
+ export declare const FPSMonitor: React.FC<FPSMonitorProps>;
47
+ export default FPSMonitor;
48
+ //# sourceMappingURL=FPSMonitor.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"FPSMonitor.d.ts","sourceRoot":"","sources":["../../../../../../src/components/screens/combat/components/hud/FPSMonitor.tsx"],"names":[],"mappings":"AAAA;;;;;;;;;;GAUG;AAIH,OAAO,KAA4D,MAAM,OAAO,CAAC;AAGjF,MAAM,WAAW,eAAe;IAC9B,sCAAsC;IACtC,QAAQ,CAAC,OAAO,CAAC,EAAE,OAAO,CAAC;IAC3B,8CAA8C;IAC9C,QAAQ,CAAC,gBAAgB,CAAC,EAAE,MAAM,CAAC;IACnC,uDAAuD;IACvD,QAAQ,CAAC,iBAAiB,CAAC,EAAE,MAAM,CAAC;IACpC,8CAA8C;IAC9C,QAAQ,CAAC,SAAS,CAAC,EAAE,CAAC,GAAG,EAAE,MAAM,KAAK,IAAI,CAAC;IAC3C,gDAAgD;IAChD,QAAQ,CAAC,GAAG,CAAC,EAAE,MAAM,CAAC;IACtB,kDAAkD;IAClD,QAAQ,CAAC,KAAK,CAAC,EAAE,MAAM,CAAC;CACzB;AAED;;;;;;;;;;;;;;;;;;GAkBG;AACH,eAAO,MAAM,UAAU,EAAE,KAAK,CAAC,EAAE,CAAC,eAAe,CA+GhD,CAAC;AAEF,eAAe,UAAU,CAAC"}
@@ -0,0 +1,131 @@
1
+ import { useKoreanTheme } from "../../../../shared/base/useKoreanTheme.js";
2
+ import { useCallback, useEffect, useMemo, useRef, useState } from "react";
3
+ import { jsx, jsxs } from "react/jsx-runtime";
4
+ import { useFrame } from "@react-three/fiber";
5
+ import { Html } from "@react-three/drei";
6
+ //#region src/components/screens/combat/components/hud/FPSMonitor.tsx
7
+ /**
8
+ * FPSMonitor - Real-time performance monitoring component
9
+ *
10
+ * Displays current FPS (frames per second) and provides performance warnings
11
+ * when frame rate drops below target thresholds. Helps verify 60fps target
12
+ * and identify performance bottlenecks during combat.
13
+ *
14
+ * @module components/combat/components/FPSMonitor
15
+ * @category Performance Monitoring
16
+ * @korean FPS모니터
17
+ */
18
+ /**
19
+ * FPSMonitor Component
20
+ *
21
+ * Monitors and displays real-time FPS during combat. Uses Three.js useFrame
22
+ * to calculate frames per second and provides visual feedback:
23
+ * - Green: 60+ fps (excellent)
24
+ * - Yellow: 50-59 fps (warning)
25
+ * - Orange: 30-49 fps (poor)
26
+ * - Red: <30 fps (critical)
27
+ *
28
+ * @example
29
+ * ```tsx
30
+ * <FPSMonitor
31
+ * enabled={showPerformanceStats}
32
+ * warningThreshold={50}
33
+ * onFPSDrop={(fps) => console.warn(`Performance drop: ${fps} fps`)}
34
+ * />
35
+ * ```
36
+ */
37
+ var FPSMonitor = ({ enabled = true, warningThreshold = 50, criticalThreshold = 30, onFPSDrop, top = 10, right = 10 }) => {
38
+ const theme = useKoreanTheme({
39
+ variant: "primary",
40
+ size: "small",
41
+ isMobile: false
42
+ });
43
+ const [fps, setFps] = useState(60);
44
+ const frameCountRef = useRef(0);
45
+ const lastTimeRef = useRef(0);
46
+ const lastWarningTimeRef = useRef(0);
47
+ const initializedRef = useRef(false);
48
+ useEffect(() => {
49
+ lastTimeRef.current = performance.now();
50
+ initializedRef.current = true;
51
+ }, []);
52
+ const updateFPS = useCallback(() => {
53
+ if (!initializedRef.current) return;
54
+ frameCountRef.current++;
55
+ const currentTime = performance.now();
56
+ const deltaTime = currentTime - lastTimeRef.current;
57
+ if (deltaTime >= 1e3) {
58
+ const currentFps = Math.round(frameCountRef.current * 1e3 / deltaTime);
59
+ setFps(currentFps);
60
+ if (onFPSDrop && currentFps < warningThreshold) {
61
+ if (currentTime - lastWarningTimeRef.current >= 3e3) {
62
+ onFPSDrop(currentFps);
63
+ lastWarningTimeRef.current = currentTime;
64
+ }
65
+ }
66
+ frameCountRef.current = 0;
67
+ lastTimeRef.current = currentTime;
68
+ }
69
+ }, [onFPSDrop, warningThreshold]);
70
+ useFrame(() => {
71
+ if (enabled) updateFPS();
72
+ });
73
+ const colorHex = useMemo(() => {
74
+ let color;
75
+ if (fps >= 60) color = theme.colors.ACCENT_GOLD;
76
+ else if (fps >= warningThreshold) color = 16776960;
77
+ else if (fps >= criticalThreshold) color = 16746496;
78
+ else color = theme.colors.PRIMARY_RED;
79
+ return `#${color.toString(16).padStart(6, "0")}`;
80
+ }, [
81
+ fps,
82
+ warningThreshold,
83
+ criticalThreshold,
84
+ theme.colors.ACCENT_GOLD,
85
+ theme.colors.PRIMARY_RED
86
+ ]);
87
+ const getStatus = () => {
88
+ if (fps >= 60) return "우수 | Excellent";
89
+ if (fps >= warningThreshold) return "경고 | Warning";
90
+ if (fps >= criticalThreshold) return "저하 | Poor";
91
+ return "심각 | Critical";
92
+ };
93
+ if (!enabled) return null;
94
+ return /* @__PURE__ */ jsx(Html, {
95
+ fullscreen: true,
96
+ children: /* @__PURE__ */ jsxs("div", {
97
+ "data-testid": "fps-monitor",
98
+ style: {
99
+ position: "absolute",
100
+ top: `${top}px`,
101
+ right: `${right}px`,
102
+ padding: "8px 12px",
103
+ background: "rgba(0, 0, 0, 0.8)",
104
+ border: `2px solid ${colorHex}`,
105
+ borderRadius: "4px",
106
+ fontFamily: theme.fontFamily.KOREAN,
107
+ fontSize: "12px",
108
+ color: colorHex,
109
+ pointerEvents: "none",
110
+ zIndex: 9999
111
+ },
112
+ children: [/* @__PURE__ */ jsxs("div", {
113
+ style: {
114
+ fontWeight: "bold",
115
+ marginBottom: "2px"
116
+ },
117
+ children: ["FPS: ", fps]
118
+ }), /* @__PURE__ */ jsx("div", {
119
+ style: {
120
+ fontSize: "10px",
121
+ opacity: .9
122
+ },
123
+ children: getStatus()
124
+ })]
125
+ })
126
+ });
127
+ };
128
+ //#endregion
129
+ export { FPSMonitor as default };
130
+
131
+ //# sourceMappingURL=FPSMonitor.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"FPSMonitor.js","names":[],"sources":["../../../../../../src/components/screens/combat/components/hud/FPSMonitor.tsx"],"sourcesContent":["/**\n * FPSMonitor - Real-time performance monitoring component\n *\n * Displays current FPS (frames per second) and provides performance warnings\n * when frame rate drops below target thresholds. Helps verify 60fps target\n * and identify performance bottlenecks during combat.\n *\n * @module components/combat/components/FPSMonitor\n * @category Performance Monitoring\n * @korean FPS모니터\n */\n\nimport { useFrame } from \"@react-three/fiber\";\nimport { Html } from \"@react-three/drei\";\nimport React, { useRef, useState, useCallback, useEffect, useMemo } from \"react\";\nimport { useKoreanTheme } from \"../../../../shared/base/useKoreanTheme\";\n\nexport interface FPSMonitorProps {\n /** Whether to show the FPS monitor */\n readonly enabled?: boolean;\n /** FPS threshold for warning (default: 50) */\n readonly warningThreshold?: number;\n /** FPS threshold for critical warning (default: 30) */\n readonly criticalThreshold?: number;\n /** Callback when FPS drops below threshold */\n readonly onFPSDrop?: (fps: number) => void;\n /** Position from top in pixels (default: 10) */\n readonly top?: number;\n /** Position from right in pixels (default: 10) */\n readonly right?: number;\n}\n\n/**\n * FPSMonitor Component\n *\n * Monitors and displays real-time FPS during combat. Uses Three.js useFrame\n * to calculate frames per second and provides visual feedback:\n * - Green: 60+ fps (excellent)\n * - Yellow: 50-59 fps (warning)\n * - Orange: 30-49 fps (poor)\n * - Red: <30 fps (critical)\n *\n * @example\n * ```tsx\n * <FPSMonitor\n * enabled={showPerformanceStats}\n * warningThreshold={50}\n * onFPSDrop={(fps) => console.warn(`Performance drop: ${fps} fps`)}\n * />\n * ```\n */\nexport const FPSMonitor: React.FC<FPSMonitorProps> = ({\n enabled = true,\n warningThreshold = 50,\n criticalThreshold = 30,\n onFPSDrop,\n top = 10,\n right = 10,\n}) => {\n const theme = useKoreanTheme({ variant: \"primary\", size: \"small\", isMobile: false });\n const [fps, setFps] = useState(60);\n const frameCountRef = useRef(0);\n const lastTimeRef = useRef(0);\n const lastWarningTimeRef = useRef(0);\n const initializedRef = useRef(false);\n \n // Initialize performance.now() after mount to avoid impure function call during render\n useEffect(() => {\n lastTimeRef.current = performance.now();\n initializedRef.current = true;\n }, []);\n\n const updateFPS = useCallback(() => {\n // Skip FPS calculation until properly initialized\n if (!initializedRef.current) return;\n \n frameCountRef.current++;\n const currentTime = performance.now();\n const deltaTime = currentTime - lastTimeRef.current;\n\n // Update FPS every second\n if (deltaTime >= 1000) {\n const currentFps = Math.round((frameCountRef.current * 1000) / deltaTime);\n setFps(currentFps);\n \n // Trigger warning callback if FPS drops (max once per 3 seconds)\n if (onFPSDrop && currentFps < warningThreshold) {\n const timeSinceLastWarning = currentTime - lastWarningTimeRef.current;\n if (timeSinceLastWarning >= 3000) {\n onFPSDrop(currentFps);\n lastWarningTimeRef.current = currentTime;\n }\n }\n\n frameCountRef.current = 0;\n lastTimeRef.current = currentTime;\n }\n }, [onFPSDrop, warningThreshold]);\n\n useFrame(() => {\n if (enabled) {\n updateFPS();\n }\n });\n\n // Calculate color as hex string based on FPS (memoized to avoid repeated conversions)\n // Note: Returns a 24-bit RGB hex color with no alpha channel.\n // The conversion below is intentionally hex-only; if alpha support is added\n // in the future, this logic will need to be updated accordingly.\n const colorHex = useMemo(() => {\n let color: number;\n if (fps >= 60) {\n color = theme.colors.ACCENT_GOLD; // Excellent\n } else if (fps >= warningThreshold) {\n color = 0xffff00; // Warning (yellow)\n } else if (fps >= criticalThreshold) {\n color = 0xff8800; // Poor (orange)\n } else {\n color = theme.colors.PRIMARY_RED; // Critical (red)\n }\n return `#${color.toString(16).padStart(6, \"0\")}`;\n }, [fps, warningThreshold, criticalThreshold, theme.colors.ACCENT_GOLD, theme.colors.PRIMARY_RED]);\n\n const getStatus = () => {\n if (fps >= 60) return \"우수 | Excellent\";\n if (fps >= warningThreshold) return \"경고 | Warning\";\n if (fps >= criticalThreshold) return \"저하 | Poor\";\n return \"심각 | Critical\";\n };\n\n if (!enabled) {\n return null;\n }\n\n return (\n <Html fullscreen>\n <div\n data-testid=\"fps-monitor\"\n style={{\n position: \"absolute\",\n top: `${top}px`,\n right: `${right}px`,\n padding: \"8px 12px\",\n background: \"rgba(0, 0, 0, 0.8)\",\n border: `2px solid ${colorHex}`,\n borderRadius: \"4px\",\n fontFamily: theme.fontFamily.KOREAN,\n fontSize: \"12px\",\n color: colorHex,\n pointerEvents: \"none\",\n zIndex: 9999,\n }}\n >\n <div style={{ fontWeight: \"bold\", marginBottom: \"2px\" }}>\n FPS: {fps}\n </div>\n <div style={{ fontSize: \"10px\", opacity: 0.9 }}>\n {getStatus()}\n </div>\n </div>\n </Html>\n );\n};\n\nexport default FPSMonitor;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAmDA,IAAa,cAAyC,EACpD,UAAU,MACV,mBAAmB,IACnB,oBAAoB,IACpB,WACA,MAAM,IACN,QAAQ,SACJ;CACJ,MAAM,QAAQ,eAAe;EAAE,SAAS;EAAW,MAAM;EAAS,UAAU;EAAO,CAAC;CACpF,MAAM,CAAC,KAAK,UAAU,SAAS,GAAG;CAClC,MAAM,gBAAgB,OAAO,EAAE;CAC/B,MAAM,cAAc,OAAO,EAAE;CAC7B,MAAM,qBAAqB,OAAO,EAAE;CACpC,MAAM,iBAAiB,OAAO,MAAM;AAGpC,iBAAgB;AACd,cAAY,UAAU,YAAY,KAAK;AACvC,iBAAe,UAAU;IACxB,EAAE,CAAC;CAEN,MAAM,YAAY,kBAAkB;AAElC,MAAI,CAAC,eAAe,QAAS;AAE7B,gBAAc;EACd,MAAM,cAAc,YAAY,KAAK;EACrC,MAAM,YAAY,cAAc,YAAY;AAG5C,MAAI,aAAa,KAAM;GACrB,MAAM,aAAa,KAAK,MAAO,cAAc,UAAU,MAAQ,UAAU;AACzE,UAAO,WAAW;AAGlB,OAAI,aAAa,aAAa;QACC,cAAc,mBAAmB,WAClC,KAAM;AAChC,eAAU,WAAW;AACrB,wBAAmB,UAAU;;;AAIjC,iBAAc,UAAU;AACxB,eAAY,UAAU;;IAEvB,CAAC,WAAW,iBAAiB,CAAC;AAEjC,gBAAe;AACb,MAAI,QACF,YAAW;GAEb;CAMF,MAAM,WAAW,cAAc;EAC7B,IAAI;AACJ,MAAI,OAAO,GACT,SAAQ,MAAM,OAAO;WACZ,OAAO,iBAChB,SAAQ;WACC,OAAO,kBAChB,SAAQ;MAER,SAAQ,MAAM,OAAO;AAEvB,SAAO,IAAI,MAAM,SAAS,GAAG,CAAC,SAAS,GAAG,IAAI;IAC7C;EAAC;EAAK;EAAkB;EAAmB,MAAM,OAAO;EAAa,MAAM,OAAO;EAAY,CAAC;CAElG,MAAM,kBAAkB;AACtB,MAAI,OAAO,GAAI,QAAO;AACtB,MAAI,OAAO,iBAAkB,QAAO;AACpC,MAAI,OAAO,kBAAmB,QAAO;AACrC,SAAO;;AAGT,KAAI,CAAC,QACH,QAAO;AAGT,QACE,oBAAC,MAAD;EAAM,YAAA;YACJ,qBAAC,OAAD;GACE,eAAY;GACZ,OAAO;IACL,UAAU;IACV,KAAK,GAAG,IAAI;IACZ,OAAO,GAAG,MAAM;IAChB,SAAS;IACT,YAAY;IACZ,QAAQ,aAAa;IACrB,cAAc;IACd,YAAY,MAAM,WAAW;IAC7B,UAAU;IACV,OAAO;IACP,eAAe;IACf,QAAQ;IACT;aAfH,CAiBE,qBAAC,OAAD;IAAK,OAAO;KAAE,YAAY;KAAQ,cAAc;KAAO;cAAvD,CAAyD,SACjD,IACF;OACN,oBAAC,OAAD;IAAK,OAAO;KAAE,UAAU;KAAQ,SAAS;KAAK;cAC3C,WAAW;IACR,CAAA,CACF;;EACD,CAAA"}
@@ -0,0 +1,82 @@
1
+ /**
2
+ * MobileControlsWrapper - Mobile touch controls container
3
+ *
4
+ * Wraps all mobile-specific touch controls including:
5
+ * - Virtual D-Pad for movement
6
+ * - Action buttons (attack/block)
7
+ * - Stance wheel for trigram stance selection
8
+ * - Gesture recognizer for swipe actions
9
+ *
10
+ * PRIORITY SUPPORT: Optimized for high-end mobile devices (Super HD, 2K+)
11
+ * - Enhanced touch targets (56px on Super HD vs 48px standard)
12
+ * - Larger fonts and better spacing on high-resolution displays
13
+ * - Full feature parity with desktop experience
14
+ *
15
+ * Integrated with:
16
+ * - CombatScreen3D: Full combat gameplay with mobile controls
17
+ * - TrainingScreen3D: Training mode with mobile controls
18
+ * - deviceDetection.ts: Robust mobile detection (handles 2712x1220 Super HD)
19
+ * - mobileUIUtils.ts: Touch target and font sizing utilities
20
+ *
21
+ * Only rendered on mobile devices (isMobile=true)
22
+ *
23
+ * @module components/combat/components/MobileControlsWrapper
24
+ * @category Combat UI
25
+ * @korean 모바일컨트롤래퍼
26
+ */
27
+ import React from "react";
28
+ import { ButtonEventType } from "../../../../shared/mobile/ActionButtons";
29
+ import { Direction, DPadEventType } from "../../../../shared/mobile/VirtualDPad";
30
+ import { GestureEvent } from "../../../../../hooks/useTouchControls";
31
+ export interface MobileControlsWrapperProps {
32
+ /** Whether mobile controls are enabled */
33
+ readonly enabled: boolean;
34
+ /** Current stance index (0-7) */
35
+ readonly currentStanceIndex: number;
36
+ /** Whether stance wheel is expanded */
37
+ readonly stanceWheelExpanded: boolean;
38
+ /** D-Pad movement handler */
39
+ readonly onMove: (direction: Direction | null, eventType: DPadEventType) => void;
40
+ /** Attack button handler */
41
+ readonly onAttack: () => void;
42
+ /** Block button handler */
43
+ readonly onBlock: (eventType: ButtonEventType) => void;
44
+ /** Stance change handler */
45
+ readonly onStanceChange: (stanceIndex: number) => void;
46
+ /** Stance wheel toggle handler */
47
+ readonly onStanceWheelToggle: () => void;
48
+ /** Gesture handler */
49
+ readonly onGesture: (gesture: GestureEvent) => void;
50
+ }
51
+ /**
52
+ * MobileControlsWrapper - Container for all mobile touch controls
53
+ *
54
+ * Provides virtual controls for mobile combat gameplay:
55
+ * - Virtual D-Pad (bottom-left) for 8-direction movement
56
+ * - Action Buttons (bottom-right) for attack/block
57
+ * - Stance Wheel (right-center) for trigram stance selection
58
+ * - Gesture Recognition for swipe-based actions
59
+ *
60
+ * Positioning Strategy:
61
+ * - All controls positioned using centralized layout constants
62
+ * - D-Pad and ActionButtons use getMobileControlsBottom() for consistency
63
+ * - Z-index: MOBILE_CONTROLS (50) to ensure visibility over HUD elements
64
+ *
65
+ * @example
66
+ * ```tsx
67
+ * <MobileControlsWrapper
68
+ * enabled={mobileControlsEnabled}
69
+ * currentStanceIndex={currentStanceIndex}
70
+ * stanceWheelExpanded={stanceWheelExpanded}
71
+ * onMove={handleMobileMove}
72
+ * onAttack={handleMobileAttack}
73
+ * onBlock={handleMobileBlock}
74
+ * onStanceChange={handleMobileStanceChange}
75
+ * onStanceWheelToggle={() => setStanceWheelExpanded(!stanceWheelExpanded)}
76
+ * onGesture={handleMobileGesture}
77
+ * />
78
+ * ```
79
+ */
80
+ export declare const MobileControlsWrapper: React.FC<MobileControlsWrapperProps>;
81
+ export default MobileControlsWrapper;
82
+ //# sourceMappingURL=MobileControlsWrapper.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"MobileControlsWrapper.d.ts","sourceRoot":"","sources":["../../../../../../src/components/screens/combat/components/hud/MobileControlsWrapper.tsx"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AAEH,OAAO,KAAK,MAAM,OAAO,CAAC;AAO1B,OAAO,EAAE,eAAe,EAAE,MAAM,yCAAyC,CAAC;AAC1E,OAAO,EAAE,SAAS,EAAE,aAAa,EAAE,MAAM,uCAAuC,CAAC;AACjF,OAAO,EAAE,YAAY,EAAE,MAAM,uCAAuC,CAAC;AAGrE,MAAM,WAAW,0BAA0B;IACzC,0CAA0C;IAC1C,QAAQ,CAAC,OAAO,EAAE,OAAO,CAAC;IAC1B,iCAAiC;IACjC,QAAQ,CAAC,kBAAkB,EAAE,MAAM,CAAC;IACpC,uCAAuC;IACvC,QAAQ,CAAC,mBAAmB,EAAE,OAAO,CAAC;IACtC,6BAA6B;IAC7B,QAAQ,CAAC,MAAM,EAAE,CAAC,SAAS,EAAE,SAAS,GAAG,IAAI,EAAE,SAAS,EAAE,aAAa,KAAK,IAAI,CAAC;IACjF,4BAA4B;IAC5B,QAAQ,CAAC,QAAQ,EAAE,MAAM,IAAI,CAAC;IAC9B,2BAA2B;IAC3B,QAAQ,CAAC,OAAO,EAAE,CAAC,SAAS,EAAE,eAAe,KAAK,IAAI,CAAC;IACvD,4BAA4B;IAC5B,QAAQ,CAAC,cAAc,EAAE,CAAC,WAAW,EAAE,MAAM,KAAK,IAAI,CAAC;IACvD,kCAAkC;IAClC,QAAQ,CAAC,mBAAmB,EAAE,MAAM,IAAI,CAAC;IACzC,sBAAsB;IACtB,QAAQ,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,YAAY,KAAK,IAAI,CAAC;CACrD;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AACH,eAAO,MAAM,qBAAqB,EAAE,KAAK,CAAC,EAAE,CAAC,0BAA0B,CAmDtE,CAAC;AAEF,eAAe,qBAAqB,CAAC"}
@@ -0,0 +1,73 @@
1
+ import { VirtualDPad } from "../../../../shared/mobile/VirtualDPad.js";
2
+ import { ActionButtons } from "../../../../shared/mobile/ActionButtons.js";
3
+ import { StanceWheelPure } from "../../../../shared/mobile/StanceWheelPure.js";
4
+ import { GestureRecognizerPure } from "../../../../shared/mobile/GestureRecognizerPure.js";
5
+ import "../../../../shared/mobile/index.js";
6
+ import { getMobileControlsBottom } from "../../../../../types/constants/layout.js";
7
+ import "react";
8
+ import { Fragment, jsx, jsxs } from "react/jsx-runtime";
9
+ //#region src/components/screens/combat/components/hud/MobileControlsWrapper.tsx
10
+ /**
11
+ * MobileControlsWrapper - Container for all mobile touch controls
12
+ *
13
+ * Provides virtual controls for mobile combat gameplay:
14
+ * - Virtual D-Pad (bottom-left) for 8-direction movement
15
+ * - Action Buttons (bottom-right) for attack/block
16
+ * - Stance Wheel (right-center) for trigram stance selection
17
+ * - Gesture Recognition for swipe-based actions
18
+ *
19
+ * Positioning Strategy:
20
+ * - All controls positioned using centralized layout constants
21
+ * - D-Pad and ActionButtons use getMobileControlsBottom() for consistency
22
+ * - Z-index: MOBILE_CONTROLS (50) to ensure visibility over HUD elements
23
+ *
24
+ * @example
25
+ * ```tsx
26
+ * <MobileControlsWrapper
27
+ * enabled={mobileControlsEnabled}
28
+ * currentStanceIndex={currentStanceIndex}
29
+ * stanceWheelExpanded={stanceWheelExpanded}
30
+ * onMove={handleMobileMove}
31
+ * onAttack={handleMobileAttack}
32
+ * onBlock={handleMobileBlock}
33
+ * onStanceChange={handleMobileStanceChange}
34
+ * onStanceWheelToggle={() => setStanceWheelExpanded(!stanceWheelExpanded)}
35
+ * onGesture={handleMobileGesture}
36
+ * />
37
+ * ```
38
+ */
39
+ var MobileControlsWrapper = ({ enabled, currentStanceIndex, stanceWheelExpanded, onMove, onAttack, onBlock, onStanceChange, onStanceWheelToggle, onGesture }) => {
40
+ return /* @__PURE__ */ jsxs(Fragment, { children: [
41
+ /* @__PURE__ */ jsx(VirtualDPad, {
42
+ onMove,
43
+ disabled: !enabled,
44
+ opacity: .8,
45
+ bottom: getMobileControlsBottom()
46
+ }),
47
+ /* @__PURE__ */ jsx(ActionButtons, {
48
+ onAttack,
49
+ onBlock,
50
+ disabled: !enabled,
51
+ opacity: .8,
52
+ bottom: getMobileControlsBottom()
53
+ }),
54
+ /* @__PURE__ */ jsx(StanceWheelPure, {
55
+ currentStance: currentStanceIndex,
56
+ onStanceChange,
57
+ expanded: stanceWheelExpanded,
58
+ onToggle: onStanceWheelToggle,
59
+ disabled: !enabled,
60
+ opacity: .8
61
+ }),
62
+ /* @__PURE__ */ jsx(GestureRecognizerPure, {
63
+ onGesture,
64
+ enabled,
65
+ showFeedback: true,
66
+ minSwipeDistance: 50
67
+ })
68
+ ] });
69
+ };
70
+ //#endregion
71
+ export { MobileControlsWrapper as default };
72
+
73
+ //# sourceMappingURL=MobileControlsWrapper.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"MobileControlsWrapper.js","names":[],"sources":["../../../../../../src/components/screens/combat/components/hud/MobileControlsWrapper.tsx"],"sourcesContent":["/**\n * MobileControlsWrapper - Mobile touch controls container\n *\n * Wraps all mobile-specific touch controls including:\n * - Virtual D-Pad for movement\n * - Action buttons (attack/block)\n * - Stance wheel for trigram stance selection\n * - Gesture recognizer for swipe actions\n *\n * PRIORITY SUPPORT: Optimized for high-end mobile devices (Super HD, 2K+)\n * - Enhanced touch targets (56px on Super HD vs 48px standard)\n * - Larger fonts and better spacing on high-resolution displays\n * - Full feature parity with desktop experience\n *\n * Integrated with:\n * - CombatScreen3D: Full combat gameplay with mobile controls\n * - TrainingScreen3D: Training mode with mobile controls\n * - deviceDetection.ts: Robust mobile detection (handles 2712x1220 Super HD)\n * - mobileUIUtils.ts: Touch target and font sizing utilities\n *\n * Only rendered on mobile devices (isMobile=true)\n *\n * @module components/combat/components/MobileControlsWrapper\n * @category Combat UI\n * @korean 모바일컨트롤래퍼\n */\n\nimport React from \"react\";\nimport {\n ActionButtons,\n GestureRecognizerPure,\n StanceWheelPure,\n VirtualDPad,\n} from \"../../../../shared/mobile\";\nimport { ButtonEventType } from \"../../../../shared/mobile/ActionButtons\";\nimport { Direction, DPadEventType } from \"../../../../shared/mobile/VirtualDPad\";\nimport { GestureEvent } from \"../../../../../hooks/useTouchControls\";\nimport { getMobileControlsBottom } from \"../../../../../types/constants/layout\";\n\nexport interface MobileControlsWrapperProps {\n /** Whether mobile controls are enabled */\n readonly enabled: boolean;\n /** Current stance index (0-7) */\n readonly currentStanceIndex: number;\n /** Whether stance wheel is expanded */\n readonly stanceWheelExpanded: boolean;\n /** D-Pad movement handler */\n readonly onMove: (direction: Direction | null, eventType: DPadEventType) => void;\n /** Attack button handler */\n readonly onAttack: () => void;\n /** Block button handler */\n readonly onBlock: (eventType: ButtonEventType) => void;\n /** Stance change handler */\n readonly onStanceChange: (stanceIndex: number) => void;\n /** Stance wheel toggle handler */\n readonly onStanceWheelToggle: () => void;\n /** Gesture handler */\n readonly onGesture: (gesture: GestureEvent) => void;\n}\n\n/**\n * MobileControlsWrapper - Container for all mobile touch controls\n *\n * Provides virtual controls for mobile combat gameplay:\n * - Virtual D-Pad (bottom-left) for 8-direction movement\n * - Action Buttons (bottom-right) for attack/block\n * - Stance Wheel (right-center) for trigram stance selection\n * - Gesture Recognition for swipe-based actions\n *\n * Positioning Strategy:\n * - All controls positioned using centralized layout constants\n * - D-Pad and ActionButtons use getMobileControlsBottom() for consistency\n * - Z-index: MOBILE_CONTROLS (50) to ensure visibility over HUD elements\n *\n * @example\n * ```tsx\n * <MobileControlsWrapper\n * enabled={mobileControlsEnabled}\n * currentStanceIndex={currentStanceIndex}\n * stanceWheelExpanded={stanceWheelExpanded}\n * onMove={handleMobileMove}\n * onAttack={handleMobileAttack}\n * onBlock={handleMobileBlock}\n * onStanceChange={handleMobileStanceChange}\n * onStanceWheelToggle={() => setStanceWheelExpanded(!stanceWheelExpanded)}\n * onGesture={handleMobileGesture}\n * />\n * ```\n */\nexport const MobileControlsWrapper: React.FC<MobileControlsWrapperProps> = ({\n enabled,\n currentStanceIndex,\n stanceWheelExpanded,\n onMove,\n onAttack,\n onBlock,\n onStanceChange,\n onStanceWheelToggle,\n onGesture,\n}) => {\n return (\n <>\n {/* Virtual D-Pad - Bottom-left for movement */}\n {/* Positioned using centralized constant for consistency */}\n <VirtualDPad\n onMove={onMove}\n disabled={!enabled}\n opacity={0.8}\n bottom={getMobileControlsBottom()}\n />\n\n {/* Action Buttons - Bottom-right for attack/block */}\n {/* Positioned using centralized constant for consistency */}\n <ActionButtons\n onAttack={onAttack}\n onBlock={onBlock}\n disabled={!enabled}\n opacity={0.8}\n bottom={getMobileControlsBottom()}\n />\n\n {/* Stance Wheel - Right-center for trigram stance selection */}\n <StanceWheelPure\n currentStance={currentStanceIndex}\n onStanceChange={onStanceChange}\n expanded={stanceWheelExpanded}\n onToggle={onStanceWheelToggle}\n disabled={!enabled}\n opacity={0.8}\n />\n\n {/* Gesture Recognizer - Full-screen swipe detection */}\n <GestureRecognizerPure\n onGesture={onGesture}\n enabled={enabled}\n showFeedback={true}\n minSwipeDistance={50}\n />\n </>\n );\n};\n\nexport default MobileControlsWrapper;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAyFA,IAAa,yBAA+D,EAC1E,SACA,oBACA,qBACA,QACA,UACA,SACA,gBACA,qBACA,gBACI;AACJ,QACE,qBAAA,UAAA,EAAA,UAAA;EAGE,oBAAC,aAAD;GACU;GACR,UAAU,CAAC;GACX,SAAS;GACT,QAAQ,yBAAyB;GACjC,CAAA;EAIF,oBAAC,eAAD;GACY;GACD;GACT,UAAU,CAAC;GACX,SAAS;GACT,QAAQ,yBAAyB;GACjC,CAAA;EAGF,oBAAC,iBAAD;GACE,eAAe;GACC;GAChB,UAAU;GACV,UAAU;GACV,UAAU,CAAC;GACX,SAAS;GACT,CAAA;EAGF,oBAAC,uBAAD;GACa;GACF;GACT,cAAc;GACd,kBAAkB;GAClB,CAAA;EACD,EAAA,CAAA"}
@@ -0,0 +1,80 @@
1
+ /**
2
+ * PlayerStateOverlayHtml Component - Unified player state visual indicators
3
+ *
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+ * Combines all player state visual effects into a single overlay:
5
+ * - Pain vignette
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+ * - Balance indicator
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+ * - Consciousness blur
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+ * - Blood loss warning
9
+ * - Stamina warning
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+ *
11
+ * @module components/combat/PlayerStateOverlayHtml
12
+ * @category Combat UI
13
+ * @korean 플레이어상태오버레이
14
+ */
15
+ import React from "react";
16
+ import type { BalanceState } from "../../../../../types/player-visual";
17
+ export interface PlayerStateOverlayProps {
18
+ /**
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+ * Current pain level (0-100)
20
+ * @korean 통증
21
+ */
22
+ readonly pain: number;
23
+ /**
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+ * Current balance state
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+ * @korean 균형상태
26
+ */
27
+ readonly balanceState: BalanceState;
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+ /**
29
+ * Player position ('left' or 'right')
30
+ * @korean 플레이어위치
31
+ */
32
+ readonly position: "left" | "right";
33
+ /**
34
+ * Current consciousness level (0-100)
35
+ * @korean 의식
36
+ */
37
+ readonly consciousness: number;
38
+ /**
39
+ * Current blood loss (0-100, optional)
40
+ * @korean 출혈
41
+ */
42
+ readonly bloodLoss?: number;
43
+ /**
44
+ * Current stamina (0-100)
45
+ * @korean 체력
46
+ */
47
+ readonly stamina: number;
48
+ /**
49
+ * Mobile responsive mode
50
+ * @korean 모바일여부
51
+ */
52
+ readonly isMobile: boolean;
53
+ }
54
+ /**
55
+ * PlayerStateOverlayHtml - Unified visual effects for player state
56
+ *
57
+ * Combines all player state visual indicators into a single component
58
+ * with optimal performance and consistent rendering. All effects use
59
+ * smooth 0.5s transitions and are optimized for 60fps.
60
+ *
61
+ * Optimized with React.memo for performance:
62
+ * - Prevents re-renders when props haven't changed
63
+ * - Custom comparison function for precise control
64
+ * - Reduces DOM updates for 60fps target
65
+ *
66
+ * @example
67
+ * ```tsx
68
+ * <PlayerStateOverlayHtml
69
+ * pain={65}
70
+ * balanceState="SHAKEN"
71
+ * position="left"
72
+ * consciousness={80}
73
+ * bloodLoss={45}
74
+ * stamina={15}
75
+ * isMobile={false}
76
+ * />
77
+ * ```
78
+ */
79
+ export declare const PlayerStateOverlayHtml: React.NamedExoticComponent<PlayerStateOverlayProps>;
80
+ //# sourceMappingURL=PlayerStateOverlayHtml.d.ts.map
@@ -0,0 +1 @@
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