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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import { DifficultyTier } from "../../../../../systems/ai/AdaptiveDifficulty.js";
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import "../../../../../systems/ai/index.js";
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import { hexColorToCSS, hexToRgbaString } from "../../../../../utils/colorUtils.js";
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//#region src/components/screens/combat/components/hud/DifficultyIndicator.tsx
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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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* and color-coded visual feedback based on tier level.
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*
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* Provides transparent feedback to player about AI challenge level,
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* helping them understand their skill progression.
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*/
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function getTierName(tier) {
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switch (tier) {
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case DifficultyTier.BEGINNER: return {
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korean: "초보",
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english: "Beginner"
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};
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english: "Novice"
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};
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english: "Intermediate"
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};
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korean: "고급",
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english: "Advanced"
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};
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case DifficultyTier.EXPERT: return {
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korean: "전문",
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english: "Expert"
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};
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default: return {
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korean: "중급",
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english: "Intermediate"
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};
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}
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/**
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function getTierColorValue(tier, theme) {
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switch (tier) {
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case DifficultyTier.BEGINNER: return theme.colors.POSITIVE_GREEN;
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case DifficultyTier.NOVICE: return theme.colors.ACCENT_GREEN;
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case DifficultyTier.INTERMEDIATE: return theme.colors.ACCENT_GOLD;
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case DifficultyTier.ADVANCED: return theme.colors.SECONDARY_ORANGE;
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case DifficultyTier.EXPERT: return theme.colors.NEGATIVE_RED;
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default: return theme.colors.ACCENT_GOLD;
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}
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}
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/**
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* DifficultyIndicator - Visual feedback for current AI difficulty tier
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*
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* Uses relative positioning for embedding in container HUDs
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*/
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var DifficultyIndicator = ({ tier, isMobile }) => {
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const theme = useKoreanTheme({
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variant: "primary",
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size: "small",
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isMobile
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});
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const tierName = getTierName(tier);
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const tierColorValue = getTierColorValue(tier, theme);
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const tierColor = useMemo(() => hexColorToCSS(tierColorValue), [tierColorValue]);
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const tierBackground = useMemo(() => hexToRgbaString(tierColorValue, .13), [tierColorValue]);
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const tierBoxShadow = useMemo(() => hexToRgbaString(tierColorValue, .27), [tierColorValue]);
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const fontSize = isMobile ? 11 : 13;
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const padding = isMobile ? "6px 10px" : "8px 12px";
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return /* @__PURE__ */ jsxs("div", {
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"data-testid": "difficulty-indicator",
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style: {
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position: "relative",
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padding,
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background: tierBackground,
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border: `2px solid ${tierColor}`,
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borderRadius: "4px",
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fontFamily: theme.fontFamily.KOREAN,
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fontSize: `${fontSize}px`,
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color: tierColor,
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textShadow: "0 0 4px rgba(0,0,0,0.8)",
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pointerEvents: "none",
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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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transition: "all 0.3s ease-in-out",
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boxShadow: `0 0 8px ${tierBoxShadow}`,
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width: "100%",
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boxSizing: "border-box"
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},
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children: [/* @__PURE__ */ jsx("div", {
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"data-testid": "difficulty-label",
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style: {
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fontSize: isMobile ? "9px" : "10px",
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opacity: .8,
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letterSpacing: "0.5px"
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},
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children: "AI Difficulty"
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}), /* @__PURE__ */ jsxs("div", {
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"data-testid": "difficulty-tier",
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style: {
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fontWeight: "bold",
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whiteSpace: "nowrap",
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letterSpacing: "0.5px"
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},
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children: [
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tierName.korean,
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" | ",
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tierName.english
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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 { DifficultyIndicator };
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{"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"}
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/**
|
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2
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* FPSMonitor - Real-time performance monitoring component
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|
+
*
|
|
4
|
+
* Displays current FPS (frames per second) and provides performance warnings
|
|
5
|
+
* when frame rate drops below target thresholds. Helps verify 60fps target
|
|
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|
+
* and identify performance bottlenecks during combat.
|
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7
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*
|
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* @module components/combat/components/FPSMonitor
|
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* @category Performance Monitoring
|
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|
+
* @korean FPS모니터
|
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*/
|
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|
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import React from "react";
|
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export interface FPSMonitorProps {
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/** Whether to show the FPS monitor */
|
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readonly enabled?: boolean;
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/** FPS threshold for warning (default: 50) */
|
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readonly warningThreshold?: number;
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/** FPS threshold for critical warning (default: 30) */
|
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readonly criticalThreshold?: number;
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/** Callback when FPS drops below threshold */
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readonly onFPSDrop?: (fps: number) => void;
|
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/** Position from top in pixels (default: 10) */
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readonly top?: number;
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/** Position from right in pixels (default: 10) */
|
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readonly right?: number;
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}
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/**
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* FPSMonitor Component
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*
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* Monitors and displays real-time FPS during combat. Uses Three.js useFrame
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* to calculate frames per second and provides visual feedback:
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* - Green: 60+ fps (excellent)
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* - Yellow: 50-59 fps (warning)
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* - Orange: 30-49 fps (poor)
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* - Red: <30 fps (critical)
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*
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* @example
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* ```tsx
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* <FPSMonitor
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* enabled={showPerformanceStats}
|
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* warningThreshold={50}
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* onFPSDrop={(fps) => console.warn(`Performance drop: ${fps} fps`)}
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* />
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* ```
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*/
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|
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export declare const FPSMonitor: React.FC<FPSMonitorProps>;
|
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export default FPSMonitor;
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//# sourceMappingURL=FPSMonitor.d.ts.map
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{"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"}
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|
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1
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+
import { useKoreanTheme } from "../../../../shared/base/useKoreanTheme.js";
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+
import { useCallback, useEffect, useMemo, useRef, useState } from "react";
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import { jsx, jsxs } from "react/jsx-runtime";
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import { useFrame } from "@react-three/fiber";
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+
import { Html } from "@react-three/drei";
|
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|
+
//#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
|
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|
+
* and identify performance bottlenecks during combat.
|
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|
+
*
|
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|
+
* @module components/combat/components/FPSMonitor
|
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* @category Performance Monitoring
|
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* @korean FPS모니터
|
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|
+
*/
|
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|
+
/**
|
|
19
|
+
* FPSMonitor Component
|
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|
+
*
|
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|
+
* 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)
|
|
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|
+
* - Yellow: 50-59 fps (warning)
|
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+
* - Orange: 30-49 fps (poor)
|
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+
* - Red: <30 fps (critical)
|
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|
+
*
|
|
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|
+
* @example
|
|
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|
+
* ```tsx
|
|
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|
+
* <FPSMonitor
|
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|
+
* enabled={showPerformanceStats}
|
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|
+
* warningThreshold={50}
|
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|
+
* onFPSDrop={(fps) => console.warn(`Performance drop: ${fps} fps`)}
|
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|
+
* />
|
|
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|
+
* ```
|
|
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|
+
*/
|
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|
+
var FPSMonitor = ({ enabled = true, warningThreshold = 50, criticalThreshold = 30, onFPSDrop, top = 10, right = 10 }) => {
|
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|
+
const theme = useKoreanTheme({
|
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|
+
variant: "primary",
|
|
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|
+
size: "small",
|
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|
+
isMobile: false
|
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+
});
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+
const [fps, setFps] = useState(60);
|
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+
const frameCountRef = useRef(0);
|
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+
const lastTimeRef = useRef(0);
|
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+
const lastWarningTimeRef = useRef(0);
|
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+
const initializedRef = useRef(false);
|
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|
+
useEffect(() => {
|
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|
+
lastTimeRef.current = performance.now();
|
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50
|
+
initializedRef.current = true;
|
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+
}, []);
|
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+
const updateFPS = useCallback(() => {
|
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+
if (!initializedRef.current) return;
|
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+
frameCountRef.current++;
|
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|
+
const currentTime = performance.now();
|
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|
+
const deltaTime = currentTime - lastTimeRef.current;
|
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+
if (deltaTime >= 1e3) {
|
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|
+
const currentFps = Math.round(frameCountRef.current * 1e3 / deltaTime);
|
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+
setFps(currentFps);
|
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|
+
if (onFPSDrop && currentFps < warningThreshold) {
|
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+
if (currentTime - lastWarningTimeRef.current >= 3e3) {
|
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+
onFPSDrop(currentFps);
|
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|
+
lastWarningTimeRef.current = currentTime;
|
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+
}
|
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+
}
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+
frameCountRef.current = 0;
|
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+
lastTimeRef.current = currentTime;
|
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+
}
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+
}, [onFPSDrop, warningThreshold]);
|
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+
useFrame(() => {
|
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+
if (enabled) updateFPS();
|
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+
});
|
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|
+
const colorHex = useMemo(() => {
|
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|
+
let color;
|
|
75
|
+
if (fps >= 60) color = theme.colors.ACCENT_GOLD;
|
|
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|
+
else if (fps >= warningThreshold) color = 16776960;
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else if (fps >= criticalThreshold) color = 16746496;
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else color = theme.colors.PRIMARY_RED;
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return `#${color.toString(16).padStart(6, "0")}`;
|
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}, [
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fps,
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warningThreshold,
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criticalThreshold,
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theme.colors.ACCENT_GOLD,
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theme.colors.PRIMARY_RED
|
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]);
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const getStatus = () => {
|
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if (fps >= 60) return "우수 | Excellent";
|
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if (fps >= warningThreshold) return "경고 | Warning";
|
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if (fps >= criticalThreshold) return "저하 | Poor";
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return "심각 | Critical";
|
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};
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if (!enabled) return null;
|
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return /* @__PURE__ */ jsx(Html, {
|
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fullscreen: true,
|
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children: /* @__PURE__ */ jsxs("div", {
|
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"data-testid": "fps-monitor",
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style: {
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position: "absolute",
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top: `${top}px`,
|
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right: `${right}px`,
|
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padding: "8px 12px",
|
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background: "rgba(0, 0, 0, 0.8)",
|
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border: `2px solid ${colorHex}`,
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borderRadius: "4px",
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fontFamily: theme.fontFamily.KOREAN,
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fontSize: "12px",
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color: colorHex,
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pointerEvents: "none",
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zIndex: 9999
|
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},
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children: [/* @__PURE__ */ jsxs("div", {
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style: {
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fontWeight: "bold",
|
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marginBottom: "2px"
|
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},
|
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children: ["FPS: ", fps]
|
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}), /* @__PURE__ */ jsx("div", {
|
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style: {
|
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fontSize: "10px",
|
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opacity: .9
|
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},
|
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children: getStatus()
|
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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 { FPSMonitor as default };
|
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//# sourceMappingURL=FPSMonitor.js.map
|
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|
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{"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
|
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8
|
+
* - Gesture recognizer for swipe actions
|
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9
|
+
*
|
|
10
|
+
* PRIORITY SUPPORT: Optimized for high-end mobile devices (Super HD, 2K+)
|
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+
* - Enhanced touch targets (56px on Super HD vs 48px standard)
|
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12
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* - Larger fonts and better spacing on high-resolution displays
|
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+
* - Full feature parity with desktop experience
|
|
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|
+
*
|
|
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|
+
* Integrated with:
|
|
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|
+
* - CombatScreen3D: Full combat gameplay with mobile controls
|
|
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|
+
* - TrainingScreen3D: Training mode with mobile controls
|
|
18
|
+
* - deviceDetection.ts: Robust mobile detection (handles 2712x1220 Super HD)
|
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19
|
+
* - mobileUIUtils.ts: Touch target and font sizing utilities
|
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|
+
*
|
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|
+
* Only rendered on mobile devices (isMobile=true)
|
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|
+
*
|
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|
+
* @module components/combat/components/MobileControlsWrapper
|
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|
+
* @category Combat UI
|
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25
|
+
* @korean 모바일컨트롤래퍼
|
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|
+
*/
|
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|
+
import React from "react";
|
|
28
|
+
import { ButtonEventType } from "../../../../shared/mobile/ActionButtons";
|
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|
+
import { Direction, DPadEventType } from "../../../../shared/mobile/VirtualDPad";
|
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|
+
import { GestureEvent } from "../../../../../hooks/useTouchControls";
|
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31
|
+
export interface MobileControlsWrapperProps {
|
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32
|
+
/** Whether mobile controls are enabled */
|
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|
+
readonly enabled: boolean;
|
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34
|
+
/** Current stance index (0-7) */
|
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|
+
readonly currentStanceIndex: number;
|
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|
+
/** Whether stance wheel is expanded */
|
|
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|
+
readonly stanceWheelExpanded: boolean;
|
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|
+
/** D-Pad movement handler */
|
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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
|
|
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|
+
*
|
|
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
|
+
* ```
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*/
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var MobileControlsWrapper = ({ enabled, currentStanceIndex, stanceWheelExpanded, onMove, onAttack, onBlock, onStanceChange, onStanceWheelToggle, onGesture }) => {
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return /* @__PURE__ */ jsxs(Fragment, { children: [
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/* @__PURE__ */ jsx(VirtualDPad, {
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onMove,
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disabled: !enabled,
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opacity: .8,
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bottom: getMobileControlsBottom()
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}),
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/* @__PURE__ */ jsx(ActionButtons, {
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onAttack,
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onBlock,
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disabled: !enabled,
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opacity: .8,
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bottom: getMobileControlsBottom()
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}),
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/* @__PURE__ */ jsx(StanceWheelPure, {
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currentStance: currentStanceIndex,
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onStanceChange,
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expanded: stanceWheelExpanded,
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onToggle: onStanceWheelToggle,
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disabled: !enabled,
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opacity: .8
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}),
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onGesture,
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enabled,
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showFeedback: true,
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minSwipeDistance: 50
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})
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] });
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};
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//#endregion
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export { MobileControlsWrapper as default };
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//# sourceMappingURL=MobileControlsWrapper.js.map
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{"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"}
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/**
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* PlayerStateOverlayHtml Component - Unified player state visual indicators
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*
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*
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* @module components/combat/PlayerStateOverlayHtml
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* @category Combat UI
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* @korean 플레이어상태오버레이
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*/
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import React from "react";
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import type { BalanceState } from "../../../../../types/player-visual";
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export interface PlayerStateOverlayProps {
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/**
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* Current pain level (0-100)
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readonly pain: number;
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/**
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*/
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readonly position: "left" | "right";
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/**
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readonly consciousness: number;
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/**
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* Current blood loss (0-100, optional)
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*/
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/**
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/**
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readonly isMobile: boolean;
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}
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/**
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* PlayerStateOverlayHtml - Unified visual effects for player state
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*
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* Combines all player state visual indicators into a single component
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* with optimal performance and consistent rendering. All effects use
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*
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*
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* ```tsx
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* <PlayerStateOverlayHtml
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* pain={65}
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* balanceState="SHAKEN"
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* position="left"
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* consciousness={80}
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* bloodLoss={45}
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* stamina={15}
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* />
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* ```
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