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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+
english: "Excellent Combat"
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60
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+
},
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61
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color: 65535
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62
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+
},
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63
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B: {
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minScore: 60,
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korean: "B급",
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english: "B Rank",
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description: {
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korean: "양호한 전투",
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english: "Good Combat"
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70
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},
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color: 3381759
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},
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C: {
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minScore: 0,
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korean: "C급",
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english: "C Rank",
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description: {
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korean: "보통 전투",
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english: "Average Combat"
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80
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},
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81
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color: 13421772
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82
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}
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83
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+
};
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84
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+
/**
|
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* Archetype asset mapping for visual and audio integration
|
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* Maps each player archetype to its visual assets, theme music, and metadata
|
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87
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*
|
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* @category Player Archetypes
|
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89
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* @korean 플레이어 원형 에셋
|
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90
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+
*/
|
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+
var ARCHETYPE_ASSETS = {
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musa: {
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id: "musa",
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image: "/assets/visual/archetypes/musa.png",
|
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theme: "/assets/audio/music/archetype_themes/musa_warrior.mp3",
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themeId: "musa_warrior_theme",
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name_korean: "무사",
|
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name_english: "Traditional Warrior",
|
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textureKey: "musa"
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},
|
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+
amsalja: {
|
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+
id: "amsalja",
|
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103
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+
image: "/assets/visual/archetypes/amsalja.png",
|
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104
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+
theme: "/assets/audio/music/archetype_themes/amsalja_shadow.mp3",
|
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+
themeId: "amsalja_shadow_theme",
|
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name_korean: "암살자",
|
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name_english: "Shadow Assassin",
|
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108
|
+
textureKey: "amsalja"
|
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|
+
},
|
|
110
|
+
hacker: {
|
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+
id: "hacker",
|
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|
+
image: "/assets/visual/archetypes/hacker.png",
|
|
113
|
+
theme: "/assets/audio/music/archetype_themes/hacker_cyber.mp3",
|
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114
|
+
themeId: "hacker_cyber_theme",
|
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115
|
+
name_korean: "해커",
|
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name_english: "Cyber Warrior",
|
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textureKey: "hacker"
|
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+
},
|
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+
jeongbo_yowon: {
|
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|
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id: "jeongbo_yowon",
|
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121
|
+
image: "/assets/visual/archetypes/jeongbo_yowon.png",
|
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122
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+
theme: "/assets/audio/music/archetype_themes/jeongbo_intel.mp3",
|
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+
themeId: "jeongbo_intel_theme",
|
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+
name_korean: "정보요원",
|
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+
name_english: "Intelligence Operative",
|
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+
textureKey: "jeongbo_yowon"
|
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|
+
},
|
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|
+
jojik_pokryeokbae: {
|
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id: "jojik_pokryeokbae",
|
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+
image: "/assets/visual/archetypes/jojik_pokryeokbae.png",
|
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+
theme: "/assets/audio/music/archetype_themes/jojik_street.mp3",
|
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themeId: "jojik_street_theme",
|
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name_korean: "조직폭력배",
|
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name_english: "Organized Crime",
|
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|
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textureKey: "jojik_pokryeokbae"
|
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+
}
|
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137
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+
};
|
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138
|
+
/**
|
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139
|
+
* Background images for archetype-related screens
|
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140
|
+
*
|
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141
|
+
* Note: Directory name "archetyples" is intentionally spelled this way to match
|
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|
+
* the actual directory structure in /public/assets/visual/bg/
|
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|
+
*
|
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144
|
+
* @category Visual Assets
|
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145
|
+
* @korean 원형 배경 이미지
|
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|
+
*/
|
|
147
|
+
var ARCHETYPE_BACKGROUNDS = {
|
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|
+
overview: "/assets/visual/bg/archetyples/PlayerArchetypesOverview.png",
|
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|
+
explained: "/assets/visual/bg/archetyples/PlayerArchetypesExplained.png",
|
|
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|
+
teamDynamics: "/assets/visual/bg/archetyples/CyberpunkTeamDynamics.png"
|
|
151
|
+
};
|
|
152
|
+
/**
|
|
153
|
+
* Fallback image path for when archetype images fail to load
|
|
154
|
+
*
|
|
155
|
+
* @category Visual Assets
|
|
156
|
+
* @korean 대체 이미지 경로
|
|
157
|
+
*/
|
|
158
|
+
var FALLBACK_ARCHETYPE_IMAGE = "/assets/visual/logo/black-trigram-256.png";
|
|
159
|
+
/**
|
|
160
|
+
* Round announcement timing constants
|
|
161
|
+
* Controls the display duration and transitions for round announcements
|
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162
|
+
*
|
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163
|
+
* @category Combat UI
|
|
164
|
+
* @korean 라운드 발표 타이밍
|
|
165
|
+
*/
|
|
166
|
+
var ROUND_ANNOUNCEMENT_TIMINGS = {
|
|
167
|
+
ANNOUNCEMENT_DURATION: 2,
|
|
168
|
+
COUNTDOWN_DURATION: 3,
|
|
169
|
+
TRANSITION_DURATION: 500,
|
|
170
|
+
FADE_IN_DURATION: 300,
|
|
171
|
+
FADE_OUT_DURATION: 300
|
|
172
|
+
};
|
|
173
|
+
//#endregion
|
|
174
|
+
export { ARCHETYPE_ASSETS, ARCHETYPE_BACKGROUNDS, ARCHETYPE_TECHNIQUE_BONUSES, FALLBACK_ARCHETYPE_IMAGE, MAX_TRANSITION_COST_KI, MAX_TRANSITION_COST_STAMINA, MAX_TRANSITION_TIME_MILLISECONDS, PERFORMANCE_RATING_THRESHOLDS, ROUND_ANNOUNCEMENT_TIMINGS };
|
|
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|
+
|
|
176
|
+
//# sourceMappingURL=index.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"index.js","names":[],"sources":["../../../src/types/constants/index.ts"],"sourcesContent":["/**\n * Main constants export for Black Trigram Korean martial arts system\n */\n\n// Fix: Remove duplicate exports and ensure proper imports\nexport { CYBERPUNK_COLORS, KOREAN_COLORS } from \"./colors\";\nexport {\n FONT_FAMILY,\n FONT_SIZES,\n FONT_WEIGHTS,\n // KOREAN_FONT_FAMILY, // Not exported from typography.ts\n KOREAN_FONT_WEIGHTS,\n KOREAN_TEXT_SIZES,\n KOREAN_MOBILE_FONT_SIZES,\n getKoreanFontSize,\n} from \"./typography\";\nexport { HEALTH_COLORS, UI_CONSTANTS, UI_DIMENSIONS } from \"./ui\";\n\n// Design System exports\nexport {\n TYPOGRAPHY,\n TYPOGRAPHY_NUMERIC,\n SPACING,\n SPACING_NUMERIC,\n SPACING_ADJUSTMENTS,\n BORDER_RADIUS,\n HUD_STYLE,\n HIERARCHY,\n BORDERS,\n GRADIENTS,\n TRANSITIONS,\n OPACITY,\n COMBAT_UI_DIMENSIONS,\n COMBAT_UI_DIMENSIONS_NUMERIC,\n TEXT_EFFECTS,\n FONT_SIZE_MULTIPLIERS,\n LAYOUT_MULTIPLIERS,\n getResponsiveSpacing,\n getResponsiveFontSize,\n type TypographyLevel,\n type SpacingLevel,\n type BorderRadiusLevel,\n type HierarchyLevel,\n} from \"./designSystem\";\n\n// Performance constants\nexport {\n PERFORMANCE_SETTINGS_BY_TIER,\n FRAME_TIME_BUDGET,\n getPerformanceTier,\n getPerformanceSettings,\n type PerformanceTier,\n type PerformanceSettings,\n} from \"./performance\";\n\n// Responsive scaling system exports \nexport {\n RESPONSIVE_BREAKPOINTS,\n FONT_SCALE_MAP,\n SPACING_SCALE_MAP,\n FONT_SIZE_CONSTRAINTS,\n DEFAULT_RESIZE_TRANSITION,\n getScreenSize,\n calculateFontSize,\n calculateSpacing,\n getFontScale,\n getSpacingScale,\n createTransitionString,\n createResponsiveConfig,\n calculateResponsiveValues,\n testScreenSize,\n isMobileSize,\n isTabletSize,\n isDesktopSize,\n // Use qualified name for ScreenSize to avoid conflict with LayoutTypes.ScreenSize\n type ScreenSize as ResponsiveScreenSize,\n type ResponsiveBreakpoints,\n type FontScaleMap,\n type SpacingScaleMap,\n type ResponsiveScaleConfig,\n type ResizeTransitionConfig,\n type ResponsiveValues,\n type ScreenSizeTestResult,\n} from \"../../systems/ResponsiveScaling\";\n\n// Fix: Provide default export\nexport { KOREAN_COLORS as default } from \"./colors\";\n\n// Fix: Add missing KOREAN_TYPOGRAPHY export\n\n// Fix: Add missing PIXI_FONT_WEIGHTS export\n\n// Fix: Add missing ANIMATION_DURATIONS export\nexport { ANIMATION_DURATIONS } from \"./animations\";\n\n/**\n * Archetype-specific technique damage bonuses\n * Maps archetype to technique ID to bonus multiplier\n * \n * @category Combat System\n * @korean 원형별 기술 보너스\n */\nexport const ARCHETYPE_TECHNIQUE_BONUSES: Record<\n string,\n Record<string, number>\n> = {\n // Define bonuses for each archetype\n};\n\n/**\n * Maximum ki cost for stance transitions\n * @category Combat System\n * @korean 최대 기 전환 비용\n */\nexport const MAX_TRANSITION_COST_KI = 50;\n\n/**\n * Maximum stamina cost for stance transitions\n * @category Combat System\n * @korean 최대 체력 전환 비용\n */\nexport const MAX_TRANSITION_COST_STAMINA = 30;\n\n/**\n * Maximum time allowed for stance transitions in milliseconds\n * @category Combat System\n * @korean 최대 전환 시간\n */\nexport const MAX_TRANSITION_TIME_MILLISECONDS = 1000;\n\n/**\n * Performance rating thresholds for match results\n * Calculated based on combat effectiveness metrics\n * \n * @category Combat Performance\n * @korean 전투 성능 등급\n */\nexport const PERFORMANCE_RATING_THRESHOLDS = {\n S: {\n minScore: 90,\n korean: \"S급\",\n english: \"S Rank\",\n description: {\n korean: \"완벽한 전투\",\n english: \"Perfect Combat\",\n },\n color: 0xffd700, // KOREAN_COLORS.ACCENT_GOLD\n },\n A: {\n minScore: 75,\n korean: \"A급\",\n english: \"A Rank\",\n description: {\n korean: \"우수한 전투\",\n english: \"Excellent Combat\",\n },\n color: 0x00ffff, // KOREAN_COLORS.PRIMARY_CYAN\n },\n B: {\n minScore: 60,\n korean: \"B급\",\n english: \"B Rank\",\n description: {\n korean: \"양호한 전투\",\n english: \"Good Combat\",\n },\n color: 0x3399ff, // KOREAN_COLORS.ACCENT_BLUE\n },\n C: {\n minScore: 0,\n korean: \"C급\",\n english: \"C Rank\",\n description: {\n korean: \"보통 전투\",\n english: \"Average Combat\",\n },\n color: 0xcccccc, // KOREAN_COLORS.TEXT_SECONDARY\n },\n} as const;\n\n/**\n * Archetype asset mapping for visual and audio integration\n * Maps each player archetype to its visual assets, theme music, and metadata\n * \n * @category Player Archetypes\n * @korean 플레이어 원형 에셋\n */\nexport const ARCHETYPE_ASSETS = {\n musa: {\n id: \"musa\",\n image: \"/assets/visual/archetypes/musa.png\",\n theme: \"/assets/audio/music/archetype_themes/musa_warrior.mp3\",\n themeId: \"musa_warrior_theme\",\n name_korean: \"무사\",\n name_english: \"Traditional Warrior\",\n textureKey: \"musa\",\n },\n amsalja: {\n id: \"amsalja\",\n image: \"/assets/visual/archetypes/amsalja.png\",\n theme: \"/assets/audio/music/archetype_themes/amsalja_shadow.mp3\",\n themeId: \"amsalja_shadow_theme\",\n name_korean: \"암살자\",\n name_english: \"Shadow Assassin\",\n textureKey: \"amsalja\",\n },\n hacker: {\n id: \"hacker\",\n image: \"/assets/visual/archetypes/hacker.png\",\n theme: \"/assets/audio/music/archetype_themes/hacker_cyber.mp3\",\n themeId: \"hacker_cyber_theme\",\n name_korean: \"해커\",\n name_english: \"Cyber Warrior\",\n textureKey: \"hacker\",\n },\n jeongbo_yowon: {\n id: \"jeongbo_yowon\",\n image: \"/assets/visual/archetypes/jeongbo_yowon.png\",\n theme: \"/assets/audio/music/archetype_themes/jeongbo_intel.mp3\",\n themeId: \"jeongbo_intel_theme\",\n name_korean: \"정보요원\",\n name_english: \"Intelligence Operative\",\n textureKey: \"jeongbo_yowon\",\n },\n jojik_pokryeokbae: {\n id: \"jojik_pokryeokbae\",\n image: \"/assets/visual/archetypes/jojik_pokryeokbae.png\",\n theme: \"/assets/audio/music/archetype_themes/jojik_street.mp3\",\n themeId: \"jojik_street_theme\",\n name_korean: \"조직폭력배\",\n name_english: \"Organized Crime\",\n textureKey: \"jojik_pokryeokbae\",\n },\n} as const;\n\n/**\n * Background images for archetype-related screens\n * \n * Note: Directory name \"archetyples\" is intentionally spelled this way to match\n * the actual directory structure in /public/assets/visual/bg/\n * \n * @category Visual Assets\n * @korean 원형 배경 이미지\n */\nexport const ARCHETYPE_BACKGROUNDS = {\n overview: \"/assets/visual/bg/archetyples/PlayerArchetypesOverview.png\",\n explained: \"/assets/visual/bg/archetyples/PlayerArchetypesExplained.png\",\n teamDynamics: \"/assets/visual/bg/archetyples/CyberpunkTeamDynamics.png\",\n} as const;\n\n/**\n * Fallback image path for when archetype images fail to load\n * \n * @category Visual Assets\n * @korean 대체 이미지 경로\n */\nexport const FALLBACK_ARCHETYPE_IMAGE = \"/assets/visual/logo/black-trigram-256.png\" as const;\n\n/**\n * Round announcement timing constants\n * Controls the display duration and transitions for round announcements\n * \n * @category Combat UI\n * @korean 라운드 발표 타이밍\n */\nexport const ROUND_ANNOUNCEMENT_TIMINGS = {\n /** Duration to display announcement before countdown (seconds) */\n ANNOUNCEMENT_DURATION: 2,\n /** Duration of countdown to next round (seconds) */\n COUNTDOWN_DURATION: 3,\n /** Brief transition duration before next round starts (milliseconds) */\n TRANSITION_DURATION: 500,\n /** Fade in animation duration (milliseconds) */\n FADE_IN_DURATION: 300,\n /** Fade out animation duration (milliseconds) */\n FADE_OUT_DURATION: 300,\n} as const;\n"],"mappings":";;;;;;;;;;;;;;;AAsGA,IAAa,8BAGT,EAEH;;;;;;AAOD,IAAa,yBAAyB;;;;;;AAOtC,IAAa,8BAA8B;;;;;;AAO3C,IAAa,mCAAmC;;;;;;;;AAShD,IAAa,gCAAgC;CAC3C,GAAG;EACD,UAAU;EACV,QAAQ;EACR,SAAS;EACT,aAAa;GACX,QAAQ;GACR,SAAS;GACV;EACD,OAAO;EACR;CACD,GAAG;EACD,UAAU;EACV,QAAQ;EACR,SAAS;EACT,aAAa;GACX,QAAQ;GACR,SAAS;GACV;EACD,OAAO;EACR;CACD,GAAG;EACD,UAAU;EACV,QAAQ;EACR,SAAS;EACT,aAAa;GACX,QAAQ;GACR,SAAS;GACV;EACD,OAAO;EACR;CACD,GAAG;EACD,UAAU;EACV,QAAQ;EACR,SAAS;EACT,aAAa;GACX,QAAQ;GACR,SAAS;GACV;EACD,OAAO;EACR;CACF;;;;;;;;AASD,IAAa,mBAAmB;CAC9B,MAAM;EACJ,IAAI;EACJ,OAAO;EACP,OAAO;EACP,SAAS;EACT,aAAa;EACb,cAAc;EACd,YAAY;EACb;CACD,SAAS;EACP,IAAI;EACJ,OAAO;EACP,OAAO;EACP,SAAS;EACT,aAAa;EACb,cAAc;EACd,YAAY;EACb;CACD,QAAQ;EACN,IAAI;EACJ,OAAO;EACP,OAAO;EACP,SAAS;EACT,aAAa;EACb,cAAc;EACd,YAAY;EACb;CACD,eAAe;EACb,IAAI;EACJ,OAAO;EACP,OAAO;EACP,SAAS;EACT,aAAa;EACb,cAAc;EACd,YAAY;EACb;CACD,mBAAmB;EACjB,IAAI;EACJ,OAAO;EACP,OAAO;EACP,SAAS;EACT,aAAa;EACb,cAAc;EACd,YAAY;EACb;CACF;;;;;;;;;;AAWD,IAAa,wBAAwB;CACnC,UAAU;CACV,WAAW;CACX,cAAc;CACf;;;;;;;AAQD,IAAa,2BAA2B;;;;;;;;AASxC,IAAa,6BAA6B;CAExC,uBAAuB;CAEvB,oBAAoB;CAEpB,qBAAqB;CAErB,kBAAkB;CAElB,mBAAmB;CACpB"}
|
|
@@ -0,0 +1,76 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Layout positioning constants for combat and training screens
|
|
3
|
+
* Centralized to prevent magic numbers and ensure consistency
|
|
4
|
+
*
|
|
5
|
+
* @category UI Constants
|
|
6
|
+
* @korean 레이아웃위치상수
|
|
7
|
+
*/
|
|
8
|
+
/**
|
|
9
|
+
* Bottom positioning for UI elements (in pixels)
|
|
10
|
+
* Values designed to prevent overlap and prioritize gameplay visibility:
|
|
11
|
+
* - Mobile controls at 200px for ergonomic touch access
|
|
12
|
+
* - TechniqueBar lowered to 20px (mobile) / 30px (desktop) to minimize arena obstruction
|
|
13
|
+
* - Back button moved to top-right corner (off-center) for accessibility
|
|
14
|
+
*
|
|
15
|
+
* PRIORITY: Combat arena visibility > TechniqueBar > Mobile controls > Back button
|
|
16
|
+
*/
|
|
17
|
+
export declare const LAYOUT_BOTTOM_POSITIONS: {
|
|
18
|
+
/** Mobile controls (VirtualDPad, ActionButtons) - must stay at 200px for accessibility */
|
|
19
|
+
readonly MOBILE_CONTROLS: 200;
|
|
20
|
+
/** TechniqueBar container - lowered to bottom to prioritize arena visibility */
|
|
21
|
+
readonly TECHNIQUE_BAR: {
|
|
22
|
+
readonly MOBILE: 20;
|
|
23
|
+
readonly DESKTOP: 30;
|
|
24
|
+
};
|
|
25
|
+
/** TechniqueBar container height (for overlap calculations) */
|
|
26
|
+
readonly TECHNIQUE_BAR_HEIGHT: 180;
|
|
27
|
+
};
|
|
28
|
+
/**
|
|
29
|
+
* Top positioning for UI elements (in pixels)
|
|
30
|
+
* Used for elements positioned from the top of the screen
|
|
31
|
+
*/
|
|
32
|
+
export declare const LAYOUT_TOP_POSITIONS: {
|
|
33
|
+
/** Back to Menu button positioned at top-right */
|
|
34
|
+
readonly BACK_BUTTON: {
|
|
35
|
+
readonly MOBILE: 10;
|
|
36
|
+
readonly DESKTOP: 20;
|
|
37
|
+
};
|
|
38
|
+
/** Safe area offset for notched devices */
|
|
39
|
+
readonly SAFE_AREA_TOP: 44;
|
|
40
|
+
};
|
|
41
|
+
/**
|
|
42
|
+
* Helper function to get technique bar bottom position
|
|
43
|
+
* NOTE: positionScale NOT applied to prevent layout bugs on 4K displays
|
|
44
|
+
*
|
|
45
|
+
* @param isMobile - Whether device is mobile (<768px)
|
|
46
|
+
* @returns Bottom position in pixels
|
|
47
|
+
*/
|
|
48
|
+
export declare function getTechniqueBarBottom(isMobile: boolean): number;
|
|
49
|
+
/**
|
|
50
|
+
* Get mobile controls bottom position (always 200px)
|
|
51
|
+
*
|
|
52
|
+
* @returns Bottom position in pixels
|
|
53
|
+
*/
|
|
54
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export declare function getMobileControlsBottom(): number;
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export declare function getBackButtonTop(isMobile: boolean, hasSafeArea?: boolean): number;
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{"version":3,"file":"layout.d.ts","sourceRoot":"","sources":["../../../src/types/constants/layout.ts"],"names":[],"mappings":"AAAA;;;;;;GAMG;AAEH;;;;;;;;GAQG;AACH,eAAO,MAAM,uBAAuB;IAClC,0FAA0F;;IAG1F,gFAAgF;;;;;IAMhF,+DAA+D;;CAEvD,CAAC;AAEX;;;GAGG;AACH,eAAO,MAAM,oBAAoB;IAC/B,kDAAkD;;;;;IAMlD,2CAA2C;;CAEnC,CAAC;AAEX;;;;;;GAMG;AACH,wBAAgB,qBAAqB,CAAC,QAAQ,EAAE,OAAO,GAAG,MAAM,CAI/D;AAED;;;;GAIG;AACH,wBAAgB,uBAAuB,IAAI,MAAM,CAEhD;AAED;;;;;;;GAOG;AACH,wBAAgB,gBAAgB,CAAC,QAAQ,EAAE,OAAO,EAAE,WAAW,UAAQ,GAAG,MAAM,CAQ/E;AAED;;;;;GAKG;AACH,wBAAgB,kBAAkB,CAAC,QAAQ,EAAE,OAAO,GAAG,MAAM,CAE5D;AAED;;GAEG;AACH,MAAM,MAAM,oBAAoB,GAAG,MAAM,CAAC;AAC1C,MAAM,MAAM,iBAAiB,GAAG,MAAM,CAAC"}
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//#region src/types/constants/layout.ts
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/**
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* Layout positioning constants for combat and training screens
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* Centralized to prevent magic numbers and ensure consistency
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*
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* @category UI Constants
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* @korean 레이아웃위치상수
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*/
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/**
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* Bottom positioning for UI elements (in pixels)
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* - TechniqueBar lowered to 20px (mobile) / 30px (desktop) to minimize arena obstruction
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* - Back button moved to top-right corner (off-center) for accessibility
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*
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* PRIORITY: Combat arena visibility > TechniqueBar > Mobile controls > Back button
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*/
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var LAYOUT_BOTTOM_POSITIONS = {
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MOBILE_CONTROLS: 200,
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TECHNIQUE_BAR: {
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MOBILE: 20,
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DESKTOP: 30
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},
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TECHNIQUE_BAR_HEIGHT: 180
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};
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/**
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* Get mobile controls bottom position (always 200px)
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*
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*/
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function getMobileControlsBottom() {
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return LAYOUT_BOTTOM_POSITIONS.MOBILE_CONTROLS;
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}
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//#endregion
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export { getMobileControlsBottom };
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{"version":3,"file":"layout.js","names":[],"sources":["../../../src/types/constants/layout.ts"],"sourcesContent":["/**\n * Layout positioning constants for combat and training screens\n * Centralized to prevent magic numbers and ensure consistency\n * \n * @category UI Constants\n * @korean 레이아웃위치상수\n */\n\n/**\n * Bottom positioning for UI elements (in pixels)\n * Values designed to prevent overlap and prioritize gameplay visibility:\n * - Mobile controls at 200px for ergonomic touch access\n * - TechniqueBar lowered to 20px (mobile) / 30px (desktop) to minimize arena obstruction\n * - Back button moved to top-right corner (off-center) for accessibility\n * \n * PRIORITY: Combat arena visibility > TechniqueBar > Mobile controls > Back button\n */\nexport const LAYOUT_BOTTOM_POSITIONS = {\n /** Mobile controls (VirtualDPad, ActionButtons) - must stay at 200px for accessibility */\n MOBILE_CONTROLS: 200,\n \n /** TechniqueBar container - lowered to bottom to prioritize arena visibility */\n TECHNIQUE_BAR: {\n MOBILE: 20, // Near bottom of screen to minimize arena obstruction\n DESKTOP: 30, // Slightly higher on desktop for better visibility\n },\n \n /** TechniqueBar container height (for overlap calculations) */\n TECHNIQUE_BAR_HEIGHT: 180,\n} as const;\n\n/**\n * Top positioning for UI elements (in pixels)\n * Used for elements positioned from the top of the screen\n */\nexport const LAYOUT_TOP_POSITIONS = {\n /** Back to Menu button positioned at top-right */\n BACK_BUTTON: {\n MOBILE: 10, // 10px from top on mobile\n DESKTOP: 20, // 20px from top on desktop\n },\n \n /** Safe area offset for notched devices */\n SAFE_AREA_TOP: 44, // iPhone notch height\n} as const;\n\n/**\n * Helper function to get technique bar bottom position\n * NOTE: positionScale NOT applied to prevent layout bugs on 4K displays\n * \n * @param isMobile - Whether device is mobile (<768px)\n * @returns Bottom position in pixels\n */\nexport function getTechniqueBarBottom(isMobile: boolean): number {\n return isMobile \n ? LAYOUT_BOTTOM_POSITIONS.TECHNIQUE_BAR.MOBILE\n : LAYOUT_BOTTOM_POSITIONS.TECHNIQUE_BAR.DESKTOP;\n}\n\n/**\n * Get mobile controls bottom position (always 200px)\n * \n * @returns Bottom position in pixels\n */\nexport function getMobileControlsBottom(): number {\n return LAYOUT_BOTTOM_POSITIONS.MOBILE_CONTROLS;\n}\n\n/**\n * Get back button top position for top-right corner placement\n * Includes safe area offset for notched devices\n * \n * @param isMobile - Whether device is mobile (<768px)\n * @param hasSafeArea - Whether device has notch/safe area (default: false)\n * @returns Top position in pixels\n */\nexport function getBackButtonTop(isMobile: boolean, hasSafeArea = false): number {\n const baseTop = isMobile \n ? LAYOUT_TOP_POSITIONS.BACK_BUTTON.MOBILE\n : LAYOUT_TOP_POSITIONS.BACK_BUTTON.DESKTOP;\n \n return hasSafeArea \n ? baseTop + LAYOUT_TOP_POSITIONS.SAFE_AREA_TOP\n : baseTop;\n}\n\n/**\n * Get back button right position for top-right corner placement\n * \n * @param isMobile - Whether device is mobile (<768px)\n * @returns Right position in pixels\n */\nexport function getBackButtonRight(isMobile: boolean): number {\n return isMobile ? 10 : 20;\n}\n\n/**\n * Type for layout position values\n */\nexport type LayoutBottomPosition = number;\nexport type LayoutTopPosition = number;\n"],"mappings":";;;;;;;;;;;;;;;;;AAiBA,IAAa,0BAA0B;CAErC,iBAAiB;CAGjB,eAAe;EACb,QAAQ;EACR,SAAS;EACV;CAGD,sBAAsB;CACvB;;;;;;AAmCD,SAAgB,0BAAkC;AAChD,QAAO,wBAAwB"}
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/**
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* Performance constants and optimization settings for Black Trigram
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*
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* Optimized settings for different device categories to maintain 60fps target
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* Special attention to low-end mobile devices (<380px, older hardware)
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*
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* @module types/constants/performance
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* @category Performance
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* @korean 성능설정상수
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*/
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/**
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* Performance tier levels based on device capabilities
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*
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* @category Performance
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* @korean 성능등급
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*/
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export type PerformanceTier = 'low' | 'medium' | 'high' | 'mobile-high';
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/**
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* Performance settings for different device tiers
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* Balances visual quality with frame rate targets
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*
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* @category Performance
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* @korean 성능설정
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*/
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|
+
export interface PerformanceSettings {
|
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|
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/** Maximum particle count for effects */
|
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|
+
readonly maxParticles: number;
|
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|
+
/** Shadow map resolution (512, 1024, 2048) */
|
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readonly shadowMapSize: number;
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/** Enable antialiasing */
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readonly antialias: boolean;
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/** Device pixel ratio limit ([min, max] or single value) */
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readonly dpr: number | [number, number];
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|
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/** Enable post-processing effects */
|
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|
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readonly postProcessing: boolean;
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/** Target frame rate (fps) */
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|
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readonly targetFPS: number;
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}
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/**
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* Performance settings by tier
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*
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* Low tier: Extra-small mobile (<380px), older devices, budget hardware
|
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|
+
* Medium tier: Standard mobile (380-768px), tablets
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* Mobile-high tier: High-resolution mobile devices (≥768px, 2K+, Motorola Edge, etc.)
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* High tier: Desktop, large displays, modern hardware
|
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*
|
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* @constant
|
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|
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* @category Performance
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|
+
* @korean 성능등급별설정
|
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|
+
*/
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|
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export declare const PERFORMANCE_SETTINGS_BY_TIER: Record<PerformanceTier, PerformanceSettings>;
|
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|
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/**
|
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|
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* Determine performance tier based on device characteristics
|
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|
+
*
|
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|
+
* Now properly handles high-resolution mobile devices (Motorola Edge 60 Pro, etc.)
|
|
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|
+
* by checking isMobile flag before using screen width to determine tier.
|
|
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|
+
*
|
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58
|
+
* @param screenWidth - Screen width in pixels
|
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|
+
* @param isMobile - Whether device is mobile (from user-agent detection)
|
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|
+
* @returns Performance tier
|
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|
+
*
|
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|
+
* @example
|
|
63
|
+
* ```typescript
|
|
64
|
+
* getPerformanceTier(320, true); // 'low' (extra-small mobile)
|
|
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|
+
* getPerformanceTier(768, true); // 'medium' (standard mobile)
|
|
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|
+
* getPerformanceTier(2712, true); // 'mobile-high' (Motorola Edge 60 Pro, 2K+ mobile)
|
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|
+
* getPerformanceTier(768, false); // 'medium' (tablet)
|
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|
+
* getPerformanceTier(1920, false); // 'high' (desktop)
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+
* ```
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*
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|
+
* @public
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|
+
* @korean 성능등급결정
|
|
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|
+
*/
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74
|
+
export declare function getPerformanceTier(screenWidth: number, isMobile: boolean): PerformanceTier;
|
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|
+
/**
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* Get performance settings for current device
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*
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* Properly handles high-resolution mobile devices (2K+, Super HD) by using
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* the isMobile flag from user-agent detection before screen width classification.
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*
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* This ensures devices like Motorola Edge 60 Pro (2712x1220) get mobile-optimized
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* settings with proper dpr support up to 3.5x for their Super HD displays.
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*
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* @param screenWidth - Screen width in pixels
|
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* @param isMobile - Whether device is mobile (from user-agent detection)
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* @returns Performance settings object
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*
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* @example
|
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* ```typescript
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|
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* // Standard mobile (iPhone SE)
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* const settings = getPerformanceSettings(375, true);
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* // { maxParticles: 40, shadowMapSize: 1024, dpr: [1, 2], ... }
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*
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* // High-res mobile (Motorola Edge 60 Pro)
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* const settingsHD = getPerformanceSettings(2712, true);
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* // { maxParticles: 50, shadowMapSize: 1536, dpr: [1, 3.5], ... }
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*
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* // Desktop
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* const settingsDesktop = getPerformanceSettings(1920, false);
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* // { maxParticles: 100, shadowMapSize: 2048, dpr: [1, 2], ... }
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*
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* <Canvas
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* dpr={settings.dpr}
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* gl={{ antialias: settings.antialias }}
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* />
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* ```
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*
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|
+
* @public
|
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|
+
* @korean 성능설정얻기
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+
*/
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|
+
export declare function getPerformanceSettings(screenWidth: number, isMobile: boolean): PerformanceSettings;
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+
/**
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* Frame time budget in milliseconds for target FPS
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*
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+
* @constant
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* @category Performance
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|
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* @korean 프레임시간예산
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|
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*/
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|
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|
+
export declare const FRAME_TIME_BUDGET: {
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|
+
/** 60fps = 16.67ms per frame */
|
|
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|
+
readonly FPS_60: 16.67;
|
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|
+
/** 55fps = 18.18ms per frame */
|
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|
+
readonly FPS_55: 18.18;
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|
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/** 50fps = 20ms per frame */
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|
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readonly FPS_50: 20;
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|
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/** 30fps = 33.33ms per frame (minimum acceptable) */
|
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|
+
readonly FPS_30: 33.33;
|
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|
+
};
|
|
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|
+
/**
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|
+
* Performance optimization thresholds for mobile
|
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|
+
*
|
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|
+
* Target values for mobile performance optimization:
|
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+
* - FPS: 55+ sustained during combat
|
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|
+
* - Draw calls: <100 per frame
|
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|
+
* - Memory: <200MB heap usage
|
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* - Particle count: 50% of desktop
|
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+
*
|
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|
+
* Note: shadowMapSize (512) represents the baseline/minimum for mobile.
|
|
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|
+
* The adaptive quality system can dynamically adjust above this baseline
|
|
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|
+
* (512 → 1024 → 1536) when performance allows, providing better visuals
|
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|
+
* on higher-end mobile devices while maintaining the 512 minimum for
|
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|
+
* low-end devices.
|
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|
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*
|
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|
+
* @constant
|
|
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|
+
* @category Performance
|
|
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|
+
* @korean 모바일성능임계값
|
|
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|
+
*/
|
|
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|
+
export declare const MOBILE_PERFORMANCE_THRESHOLDS: {
|
|
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|
+
/** Target FPS for mobile devices */
|
|
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|
+
readonly targetFPS: 55;
|
|
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|
+
/** Minimum acceptable FPS before quality downgrade */
|
|
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|
+
readonly minAcceptableFPS: 45;
|
|
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|
+
/** Maximum draw calls per frame */
|
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|
+
readonly maxDrawCalls: 100;
|
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|
+
/** Maximum memory usage in MB */
|
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|
+
readonly maxMemoryMB: 200;
|
|
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|
+
/** Particle count reduction factor (0.5 = 50% of desktop) */
|
|
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|
+
readonly particleReduction: 0.5;
|
|
159
|
+
/** Shadow map size for mobile (baseline - adaptive quality can increase) */
|
|
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|
+
readonly shadowMapSize: 512;
|
|
161
|
+
};
|
|
162
|
+
/**
|
|
163
|
+
* Desktop performance thresholds
|
|
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|
+
*
|
|
165
|
+
* @constant
|
|
166
|
+
* @category Performance
|
|
167
|
+
* @korean 데스크톱성능임계값
|
|
168
|
+
*/
|
|
169
|
+
export declare const DESKTOP_PERFORMANCE_THRESHOLDS: {
|
|
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|
+
/** Target FPS for desktop */
|
|
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|
+
readonly targetFPS: 60;
|
|
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|
+
/** Minimum acceptable FPS before quality downgrade */
|
|
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|
+
readonly minAcceptableFPS: 55;
|
|
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|
+
/** Maximum draw calls per frame */
|
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|
+
readonly maxDrawCalls: 150;
|
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|
+
/** Maximum memory usage in MB */
|
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|
+
readonly maxMemoryMB: 300;
|
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|
+
/** Particle count reduction factor (1.0 = full desktop quality) */
|
|
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|
+
readonly particleReduction: 1;
|
|
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|
+
/** Shadow map size for desktop */
|
|
181
|
+
readonly shadowMapSize: 2048;
|
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|
+
};
|
|
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|
+
//# sourceMappingURL=performance.d.ts.map
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|
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{"version":3,"file":"performance.d.ts","sourceRoot":"","sources":["../../../src/types/constants/performance.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AAEH;;;;;GAKG;AACH,MAAM,MAAM,eAAe,GAAG,KAAK,GAAG,QAAQ,GAAG,MAAM,GAAG,aAAa,CAAC;AAExE;;;;;;GAMG;AACH,MAAM,WAAW,mBAAmB;IAClC,yCAAyC;IACzC,QAAQ,CAAC,YAAY,EAAE,MAAM,CAAC;IAC9B,8CAA8C;IAC9C,QAAQ,CAAC,aAAa,EAAE,MAAM,CAAC;IAC/B,0BAA0B;IAC1B,QAAQ,CAAC,SAAS,EAAE,OAAO,CAAC;IAC5B,4DAA4D;IAC5D,QAAQ,CAAC,GAAG,EAAE,MAAM,GAAG,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;IACxC,qCAAqC;IACrC,QAAQ,CAAC,cAAc,EAAE,OAAO,CAAC;IACjC,8BAA8B;IAC9B,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;CAC5B;AAED;;;;;;;;;;;GAWG;AACH,eAAO,MAAM,4BAA4B,EAAE,MAAM,CAAC,eAAe,EAAE,mBAAmB,CAiC5E,CAAC;AAEX;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,wBAAgB,kBAAkB,CAChC,WAAW,EAAE,MAAM,EACnB,QAAQ,EAAE,OAAO,GAChB,eAAe,CAyBjB;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAmCG;AACH,wBAAgB,sBAAsB,CACpC,WAAW,EAAE,MAAM,EACnB,QAAQ,EAAE,OAAO,GAChB,mBAAmB,CAGrB;AAED;;;;;;GAMG;AACH,eAAO,MAAM,iBAAiB;IAC5B,gCAAgC;;IAEhC,gCAAgC;;IAEhC,6BAA6B;;IAE7B,qDAAqD;;CAE7C,CAAC;AAEX;;;;;;;;;;;;;;;;;;GAkBG;AACH,eAAO,MAAM,6BAA6B;IACxC,oCAAoC;;IAEpC,sDAAsD;;IAEtD,mCAAmC;;IAEnC,iCAAiC;;IAEjC,6DAA6D;;IAE7D,4EAA4E;;CAEpE,CAAC;AAEX;;;;;;GAMG;AACH,eAAO,MAAM,8BAA8B;IACzC,6BAA6B;;IAE7B,sDAAsD;;IAEtD,mCAAmC;;IAEnC,iCAAiC;;IAEjC,mEAAmE;;IAEnE,kCAAkC;;CAE1B,CAAC"}
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//#region src/types/constants/performance.ts
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/**
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* Performance settings by tier
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*
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* Low tier: Extra-small mobile (<380px), older devices, budget hardware
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* Medium tier: Standard mobile (380-768px), tablets
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* Mobile-high tier: High-resolution mobile devices (≥768px, 2K+, Motorola Edge, etc.)
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* High tier: Desktop, large displays, modern hardware
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*
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* @constant
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* @category Performance
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* @korean 성능등급별설정
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*/
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var PERFORMANCE_SETTINGS_BY_TIER = {
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low: {
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maxParticles: 20,
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shadowMapSize: 512,
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antialias: false,
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dpr: 1,
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postProcessing: false,
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targetFPS: 50
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},
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medium: {
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maxParticles: 40,
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shadowMapSize: 1024,
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antialias: true,
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dpr: [1, 2],
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postProcessing: false,
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targetFPS: 55
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},
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"mobile-high": {
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maxParticles: 50,
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shadowMapSize: 1536,
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antialias: true,
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dpr: [1, 3.5],
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postProcessing: false,
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targetFPS: 55
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},
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high: {
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maxParticles: 100,
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shadowMapSize: 2048,
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antialias: true,
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dpr: [1, 2],
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postProcessing: true,
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targetFPS: 60
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}
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};
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/**
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* Determine performance tier based on device characteristics
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*
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* Now properly handles high-resolution mobile devices (Motorola Edge 60 Pro, etc.)
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* by checking isMobile flag before using screen width to determine tier.
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*
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* @param screenWidth - Screen width in pixels
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* @param isMobile - Whether device is mobile (from user-agent detection)
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* @returns Performance tier
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*
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* @example
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* ```typescript
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* getPerformanceTier(320, true); // 'low' (extra-small mobile)
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* getPerformanceTier(768, true); // 'medium' (standard mobile)
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* getPerformanceTier(2712, true); // 'mobile-high' (Motorola Edge 60 Pro, 2K+ mobile)
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* getPerformanceTier(768, false); // 'medium' (tablet)
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* getPerformanceTier(1920, false); // 'high' (desktop)
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* ```
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*
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* @public
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* @korean 성능등급결정
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*/
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function getPerformanceTier(screenWidth, isMobile) {
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if (isMobile) {
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if (screenWidth < 380) return "low";
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if (screenWidth >= 768) return "mobile-high";
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return "medium";
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}
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if (screenWidth < 1024) return "medium";
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return "high";
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}
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/**
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* Get performance settings for current device
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*
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* Properly handles high-resolution mobile devices (2K+, Super HD) by using
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* the isMobile flag from user-agent detection before screen width classification.
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*
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* This ensures devices like Motorola Edge 60 Pro (2712x1220) get mobile-optimized
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* settings with proper dpr support up to 3.5x for their Super HD displays.
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*
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* @param screenWidth - Screen width in pixels
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* @param isMobile - Whether device is mobile (from user-agent detection)
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* @returns Performance settings object
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*
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* @example
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* ```typescript
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* // Standard mobile (iPhone SE)
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* const settings = getPerformanceSettings(375, true);
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* // { maxParticles: 40, shadowMapSize: 1024, dpr: [1, 2], ... }
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*
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* // High-res mobile (Motorola Edge 60 Pro)
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* const settingsHD = getPerformanceSettings(2712, true);
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* // { maxParticles: 50, shadowMapSize: 1536, dpr: [1, 3.5], ... }
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*
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* // Desktop
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* const settingsDesktop = getPerformanceSettings(1920, false);
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* // { maxParticles: 100, shadowMapSize: 2048, dpr: [1, 2], ... }
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*
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* <Canvas
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* dpr={settings.dpr}
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* gl={{ antialias: settings.antialias }}
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* />
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* ```
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*
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* @public
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* @korean 성능설정얻기
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*/
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function getPerformanceSettings(screenWidth, isMobile) {
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return PERFORMANCE_SETTINGS_BY_TIER[getPerformanceTier(screenWidth, isMobile)];
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}
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/**
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* Frame time budget in milliseconds for target FPS
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*
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* @constant
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* @category Performance
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* @korean 프레임시간예산
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*/
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var FRAME_TIME_BUDGET = {
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FPS_60: 16.67,
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FPS_55: 18.18,
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FPS_50: 20,
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FPS_30: 33.33
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};
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//#endregion
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export { FRAME_TIME_BUDGET, PERFORMANCE_SETTINGS_BY_TIER, getPerformanceSettings, getPerformanceTier };
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//# sourceMappingURL=performance.js.map
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{"version":3,"file":"performance.js","names":[],"sources":["../../../src/types/constants/performance.ts"],"sourcesContent":["/**\n * Performance constants and optimization settings for Black Trigram\n * \n * Optimized settings for different device categories to maintain 60fps target\n * Special attention to low-end mobile devices (<380px, older hardware)\n * \n * @module types/constants/performance\n * @category Performance\n * @korean 성능설정상수\n */\n\n/**\n * Performance tier levels based on device capabilities\n * \n * @category Performance\n * @korean 성능등급\n */\nexport type PerformanceTier = 'low' | 'medium' | 'high' | 'mobile-high';\n\n/**\n * Performance settings for different device tiers\n * Balances visual quality with frame rate targets\n * \n * @category Performance\n * @korean 성능설정\n */\nexport interface PerformanceSettings {\n /** Maximum particle count for effects */\n readonly maxParticles: number;\n /** Shadow map resolution (512, 1024, 2048) */\n readonly shadowMapSize: number;\n /** Enable antialiasing */\n readonly antialias: boolean;\n /** Device pixel ratio limit ([min, max] or single value) */\n readonly dpr: number | [number, number];\n /** Enable post-processing effects */\n readonly postProcessing: boolean;\n /** Target frame rate (fps) */\n readonly targetFPS: number;\n}\n\n/**\n * Performance settings by tier\n * \n * Low tier: Extra-small mobile (<380px), older devices, budget hardware\n * Medium tier: Standard mobile (380-768px), tablets\n * Mobile-high tier: High-resolution mobile devices (≥768px, 2K+, Motorola Edge, etc.)\n * High tier: Desktop, large displays, modern hardware\n * \n * @constant\n * @category Performance\n * @korean 성능등급별설정\n */\nexport const PERFORMANCE_SETTINGS_BY_TIER: Record<PerformanceTier, PerformanceSettings> = {\n low: {\n maxParticles: 20,\n shadowMapSize: 512,\n antialias: false, // Disable AA for performance\n dpr: 1, // Cap at 1x for low-end devices\n postProcessing: false,\n targetFPS: 50, // Realistic target for low-end\n },\n medium: {\n maxParticles: 40,\n shadowMapSize: 1024,\n antialias: true,\n dpr: [1, 2], // Allow up to 2x\n postProcessing: false, // Keep disabled for mobile\n targetFPS: 55,\n },\n 'mobile-high': {\n maxParticles: 50, // Between medium and high\n shadowMapSize: 1536, // Between 1024 and 2048\n antialias: true,\n dpr: [1, 3.5], // Support up to 3.5x for Super HD displays (2712x1220)\n postProcessing: false, // Keep disabled for mobile battery life\n targetFPS: 55, // Realistic for high-end mobile\n },\n high: {\n maxParticles: 100,\n shadowMapSize: 2048,\n antialias: true,\n dpr: [1, 2],\n postProcessing: true,\n targetFPS: 60,\n },\n} as const;\n\n/**\n * Determine performance tier based on device characteristics\n * \n * Now properly handles high-resolution mobile devices (Motorola Edge 60 Pro, etc.)\n * by checking isMobile flag before using screen width to determine tier.\n * \n * @param screenWidth - Screen width in pixels\n * @param isMobile - Whether device is mobile (from user-agent detection)\n * @returns Performance tier\n * \n * @example\n * ```typescript\n * getPerformanceTier(320, true); // 'low' (extra-small mobile)\n * getPerformanceTier(768, true); // 'medium' (standard mobile)\n * getPerformanceTier(2712, true); // 'mobile-high' (Motorola Edge 60 Pro, 2K+ mobile)\n * getPerformanceTier(768, false); // 'medium' (tablet)\n * getPerformanceTier(1920, false); // 'high' (desktop)\n * ```\n * \n * @public\n * @korean 성능등급결정\n */\nexport function getPerformanceTier(\n screenWidth: number,\n isMobile: boolean\n): PerformanceTier {\n // Mobile device tiers (user-agent detection takes priority)\n if (isMobile) {\n // Extra-small mobile devices (<380px) are always low tier\n if (screenWidth < 380) {\n return 'low';\n }\n \n // High-resolution mobile devices (≥768px, 2K+ displays like Motorola Edge 60 Pro)\n // Get optimized settings for Super HD mobile displays\n if (screenWidth >= 768) {\n return 'mobile-high';\n }\n \n // Standard mobile devices (380-768px)\n return 'medium';\n }\n \n // Non-mobile devices (tablets and desktop)\n if (screenWidth < 1024) {\n return 'medium'; // Tablet tier\n }\n \n // Desktop and large displays are high tier\n return 'high';\n}\n\n/**\n * Get performance settings for current device\n * \n * Properly handles high-resolution mobile devices (2K+, Super HD) by using\n * the isMobile flag from user-agent detection before screen width classification.\n * \n * This ensures devices like Motorola Edge 60 Pro (2712x1220) get mobile-optimized\n * settings with proper dpr support up to 3.5x for their Super HD displays.\n * \n * @param screenWidth - Screen width in pixels\n * @param isMobile - Whether device is mobile (from user-agent detection)\n * @returns Performance settings object\n * \n * @example\n * ```typescript\n * // Standard mobile (iPhone SE)\n * const settings = getPerformanceSettings(375, true);\n * // { maxParticles: 40, shadowMapSize: 1024, dpr: [1, 2], ... }\n * \n * // High-res mobile (Motorola Edge 60 Pro)\n * const settingsHD = getPerformanceSettings(2712, true);\n * // { maxParticles: 50, shadowMapSize: 1536, dpr: [1, 3.5], ... }\n * \n * // Desktop\n * const settingsDesktop = getPerformanceSettings(1920, false);\n * // { maxParticles: 100, shadowMapSize: 2048, dpr: [1, 2], ... }\n * \n * <Canvas\n * dpr={settings.dpr}\n * gl={{ antialias: settings.antialias }}\n * />\n * ```\n * \n * @public\n * @korean 성능설정얻기\n */\nexport function getPerformanceSettings(\n screenWidth: number,\n isMobile: boolean\n): PerformanceSettings {\n const tier = getPerformanceTier(screenWidth, isMobile);\n return PERFORMANCE_SETTINGS_BY_TIER[tier];\n}\n\n/**\n * Frame time budget in milliseconds for target FPS\n * \n * @constant\n * @category Performance\n * @korean 프레임시간예산\n */\nexport const FRAME_TIME_BUDGET = {\n /** 60fps = 16.67ms per frame */\n FPS_60: 16.67,\n /** 55fps = 18.18ms per frame */\n FPS_55: 18.18,\n /** 50fps = 20ms per frame */\n FPS_50: 20,\n /** 30fps = 33.33ms per frame (minimum acceptable) */\n FPS_30: 33.33,\n} as const;\n\n/**\n * Performance optimization thresholds for mobile\n * \n * Target values for mobile performance optimization:\n * - FPS: 55+ sustained during combat\n * - Draw calls: <100 per frame\n * - Memory: <200MB heap usage\n * - Particle count: 50% of desktop\n * \n * Note: shadowMapSize (512) represents the baseline/minimum for mobile.\n * The adaptive quality system can dynamically adjust above this baseline\n * (512 → 1024 → 1536) when performance allows, providing better visuals\n * on higher-end mobile devices while maintaining the 512 minimum for\n * low-end devices.\n * \n * @constant\n * @category Performance\n * @korean 모바일성능임계값\n */\nexport const MOBILE_PERFORMANCE_THRESHOLDS = {\n /** Target FPS for mobile devices */\n targetFPS: 55,\n /** Minimum acceptable FPS before quality downgrade */\n minAcceptableFPS: 45,\n /** Maximum draw calls per frame */\n maxDrawCalls: 100,\n /** Maximum memory usage in MB */\n maxMemoryMB: 200,\n /** Particle count reduction factor (0.5 = 50% of desktop) */\n particleReduction: 0.5,\n /** Shadow map size for mobile (baseline - adaptive quality can increase) */\n shadowMapSize: 512,\n} as const;\n\n/**\n * Desktop performance thresholds\n * \n * @constant\n * @category Performance\n * @korean 데스크톱성능임계값\n */\nexport const DESKTOP_PERFORMANCE_THRESHOLDS = {\n /** Target FPS for desktop */\n targetFPS: 60,\n /** Minimum acceptable FPS before quality downgrade */\n minAcceptableFPS: 55,\n /** Maximum draw calls per frame */\n maxDrawCalls: 150,\n /** Maximum memory usage in MB */\n maxMemoryMB: 300,\n /** Particle count reduction factor (1.0 = full desktop quality) */\n particleReduction: 1.0,\n /** Shadow map size for desktop */\n shadowMapSize: 2048,\n} as const;\n"],"mappings":";;;;;;;;;;;;;AAqDA,IAAa,+BAA6E;CACxF,KAAK;EACH,cAAc;EACd,eAAe;EACf,WAAW;EACX,KAAK;EACL,gBAAgB;EAChB,WAAW;EACZ;CACD,QAAQ;EACN,cAAc;EACd,eAAe;EACf,WAAW;EACX,KAAK,CAAC,GAAG,EAAE;EACX,gBAAgB;EAChB,WAAW;EACZ;CACD,eAAe;EACb,cAAc;EACd,eAAe;EACf,WAAW;EACX,KAAK,CAAC,GAAG,IAAI;EACb,gBAAgB;EAChB,WAAW;EACZ;CACD,MAAM;EACJ,cAAc;EACd,eAAe;EACf,WAAW;EACX,KAAK,CAAC,GAAG,EAAE;EACX,gBAAgB;EAChB,WAAW;EACZ;CACF;;;;;;;;;;;;;;;;;;;;;;;AAwBD,SAAgB,mBACd,aACA,UACiB;AAEjB,KAAI,UAAU;AAEZ,MAAI,cAAc,IAChB,QAAO;AAKT,MAAI,eAAe,IACjB,QAAO;AAIT,SAAO;;AAIT,KAAI,cAAc,KAChB,QAAO;AAIT,QAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAuCT,SAAgB,uBACd,aACA,UACqB;AAErB,QAAO,6BADM,mBAAmB,aAAa,SAAS;;;;;;;;;AAWxD,IAAa,oBAAoB;CAE/B,QAAQ;CAER,QAAQ;CAER,QAAQ;CAER,QAAQ;CACT"}
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