blacktrigram 0.7.2

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Files changed (1853) hide show
  1. package/LICENSE +201 -0
  2. package/README.md +866 -0
  3. package/SECURITY.md +124 -0
  4. package/lib/App.d.ts +4 -0
  5. package/lib/App.d.ts.map +1 -0
  6. package/lib/App2.js +386 -0
  7. package/lib/App2.js.map +1 -0
  8. package/lib/_virtual/_rolldown/runtime.js +13 -0
  9. package/lib/assets/index.css +1146 -0
  10. package/lib/audio/AudioAssetLoader.d.ts +101 -0
  11. package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
  12. package/lib/audio/AudioAssetLoader.js +245 -0
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  14. package/lib/audio/AudioAssetRegistry.d.ts +126 -0
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  16. package/lib/audio/AudioAssetRegistry.js +970 -0
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  18. package/lib/audio/AudioCache.d.ts +135 -0
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  20. package/lib/audio/AudioCache.js +211 -0
  21. package/lib/audio/AudioCache.js.map +1 -0
  22. package/lib/audio/AudioManager.d.ts +162 -0
  23. package/lib/audio/AudioManager.d.ts.map +1 -0
  24. package/lib/audio/AudioManager.js +508 -0
  25. package/lib/audio/AudioManager.js.map +1 -0
  26. package/lib/audio/AudioMonitor.d.ts +122 -0
  27. package/lib/audio/AudioMonitor.d.ts.map +1 -0
  28. package/lib/audio/AudioMonitor.js +215 -0
  29. package/lib/audio/AudioMonitor.js.map +1 -0
  30. package/lib/audio/AudioPool.d.ts +108 -0
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  38. package/lib/audio/AudioUtils.d.ts +77 -0
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  42. package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
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  46. package/lib/audio/VariantSelector.d.ts +69 -0
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  50. package/lib/audio/index.d.ts +13 -0
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  58. package/lib/components/effects/WindParticles3D.d.ts +83 -0
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  60. package/lib/components/effects/index.d.ts +6 -0
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  64. package/lib/components/index.js +74 -0
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  66. package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
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  98. package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
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  104. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
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  108. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
  109. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
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  112. package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
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  116. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
  117. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
  118. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
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  122. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
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  126. package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
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  128. package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
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  130. package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
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  132. package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
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  134. package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
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  138. package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
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  140. package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
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  142. package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
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  146. package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
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  150. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
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@@ -0,0 +1,176 @@
1
+ import "./colors.js";
2
+ import "./typography.js";
3
+ import "./ui.js";
4
+ import "./designSystem.js";
5
+ import "./performance.js";
6
+ import "../../systems/ResponsiveScaling.js";
7
+ import "./animations.js";
8
+ //#region src/types/constants/index.ts
9
+ /**
10
+ * Archetype-specific technique damage bonuses
11
+ * Maps archetype to technique ID to bonus multiplier
12
+ *
13
+ * @category Combat System
14
+ * @korean 원형별 기술 보너스
15
+ */
16
+ var ARCHETYPE_TECHNIQUE_BONUSES = {};
17
+ /**
18
+ * Maximum ki cost for stance transitions
19
+ * @category Combat System
20
+ * @korean 최대 기 전환 비용
21
+ */
22
+ var MAX_TRANSITION_COST_KI = 50;
23
+ /**
24
+ * Maximum stamina cost for stance transitions
25
+ * @category Combat System
26
+ * @korean 최대 체력 전환 비용
27
+ */
28
+ var MAX_TRANSITION_COST_STAMINA = 30;
29
+ /**
30
+ * Maximum time allowed for stance transitions in milliseconds
31
+ * @category Combat System
32
+ * @korean 최대 전환 시간
33
+ */
34
+ var MAX_TRANSITION_TIME_MILLISECONDS = 1e3;
35
+ /**
36
+ * Performance rating thresholds for match results
37
+ * Calculated based on combat effectiveness metrics
38
+ *
39
+ * @category Combat Performance
40
+ * @korean 전투 성능 등급
41
+ */
42
+ var PERFORMANCE_RATING_THRESHOLDS = {
43
+ S: {
44
+ minScore: 90,
45
+ korean: "S급",
46
+ english: "S Rank",
47
+ description: {
48
+ korean: "완벽한 전투",
49
+ english: "Perfect Combat"
50
+ },
51
+ color: 16766720
52
+ },
53
+ A: {
54
+ minScore: 75,
55
+ korean: "A급",
56
+ english: "A Rank",
57
+ description: {
58
+ korean: "우수한 전투",
59
+ english: "Excellent Combat"
60
+ },
61
+ color: 65535
62
+ },
63
+ B: {
64
+ minScore: 60,
65
+ korean: "B급",
66
+ english: "B Rank",
67
+ description: {
68
+ korean: "양호한 전투",
69
+ english: "Good Combat"
70
+ },
71
+ color: 3381759
72
+ },
73
+ C: {
74
+ minScore: 0,
75
+ korean: "C급",
76
+ english: "C Rank",
77
+ description: {
78
+ korean: "보통 전투",
79
+ english: "Average Combat"
80
+ },
81
+ color: 13421772
82
+ }
83
+ };
84
+ /**
85
+ * Archetype asset mapping for visual and audio integration
86
+ * Maps each player archetype to its visual assets, theme music, and metadata
87
+ *
88
+ * @category Player Archetypes
89
+ * @korean 플레이어 원형 에셋
90
+ */
91
+ var ARCHETYPE_ASSETS = {
92
+ musa: {
93
+ id: "musa",
94
+ image: "/assets/visual/archetypes/musa.png",
95
+ theme: "/assets/audio/music/archetype_themes/musa_warrior.mp3",
96
+ themeId: "musa_warrior_theme",
97
+ name_korean: "무사",
98
+ name_english: "Traditional Warrior",
99
+ textureKey: "musa"
100
+ },
101
+ amsalja: {
102
+ id: "amsalja",
103
+ image: "/assets/visual/archetypes/amsalja.png",
104
+ theme: "/assets/audio/music/archetype_themes/amsalja_shadow.mp3",
105
+ themeId: "amsalja_shadow_theme",
106
+ name_korean: "암살자",
107
+ name_english: "Shadow Assassin",
108
+ textureKey: "amsalja"
109
+ },
110
+ hacker: {
111
+ id: "hacker",
112
+ image: "/assets/visual/archetypes/hacker.png",
113
+ theme: "/assets/audio/music/archetype_themes/hacker_cyber.mp3",
114
+ themeId: "hacker_cyber_theme",
115
+ name_korean: "해커",
116
+ name_english: "Cyber Warrior",
117
+ textureKey: "hacker"
118
+ },
119
+ jeongbo_yowon: {
120
+ id: "jeongbo_yowon",
121
+ image: "/assets/visual/archetypes/jeongbo_yowon.png",
122
+ theme: "/assets/audio/music/archetype_themes/jeongbo_intel.mp3",
123
+ themeId: "jeongbo_intel_theme",
124
+ name_korean: "정보요원",
125
+ name_english: "Intelligence Operative",
126
+ textureKey: "jeongbo_yowon"
127
+ },
128
+ jojik_pokryeokbae: {
129
+ id: "jojik_pokryeokbae",
130
+ image: "/assets/visual/archetypes/jojik_pokryeokbae.png",
131
+ theme: "/assets/audio/music/archetype_themes/jojik_street.mp3",
132
+ themeId: "jojik_street_theme",
133
+ name_korean: "조직폭력배",
134
+ name_english: "Organized Crime",
135
+ textureKey: "jojik_pokryeokbae"
136
+ }
137
+ };
138
+ /**
139
+ * Background images for archetype-related screens
140
+ *
141
+ * Note: Directory name "archetyples" is intentionally spelled this way to match
142
+ * the actual directory structure in /public/assets/visual/bg/
143
+ *
144
+ * @category Visual Assets
145
+ * @korean 원형 배경 이미지
146
+ */
147
+ var ARCHETYPE_BACKGROUNDS = {
148
+ overview: "/assets/visual/bg/archetyples/PlayerArchetypesOverview.png",
149
+ explained: "/assets/visual/bg/archetyples/PlayerArchetypesExplained.png",
150
+ 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
162
+ *
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 };
175
+
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 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@@ -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
+ export declare function getMobileControlsBottom(): number;
55
+ /**
56
+ * Get back button top position for top-right corner placement
57
+ * Includes safe area offset for notched devices
58
+ *
59
+ * @param isMobile - Whether device is mobile (<768px)
60
+ * @param hasSafeArea - Whether device has notch/safe area (default: false)
61
+ * @returns Top position in pixels
62
+ */
63
+ export declare function getBackButtonTop(isMobile: boolean, hasSafeArea?: boolean): number;
64
+ /**
65
+ * Get back button right position for top-right corner placement
66
+ *
67
+ * @param isMobile - Whether device is mobile (<768px)
68
+ * @returns Right position in pixels
69
+ */
70
+ export declare function getBackButtonRight(isMobile: boolean): number;
71
+ /**
72
+ * Type for layout position values
73
+ */
74
+ export type LayoutBottomPosition = number;
75
+ export type LayoutTopPosition = number;
76
+ //# sourceMappingURL=layout.d.ts.map
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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"}
@@ -0,0 +1,37 @@
1
+ //#region src/types/constants/layout.ts
2
+ /**
3
+ * Layout positioning constants for combat and training screens
4
+ * Centralized to prevent magic numbers and ensure consistency
5
+ *
6
+ * @category UI Constants
7
+ * @korean 레이아웃위치상수
8
+ */
9
+ /**
10
+ * Bottom positioning for UI elements (in pixels)
11
+ * Values designed to prevent overlap and prioritize gameplay visibility:
12
+ * - Mobile controls at 200px for ergonomic touch access
13
+ * - TechniqueBar lowered to 20px (mobile) / 30px (desktop) to minimize arena obstruction
14
+ * - Back button moved to top-right corner (off-center) for accessibility
15
+ *
16
+ * PRIORITY: Combat arena visibility > TechniqueBar > Mobile controls > Back button
17
+ */
18
+ var LAYOUT_BOTTOM_POSITIONS = {
19
+ MOBILE_CONTROLS: 200,
20
+ TECHNIQUE_BAR: {
21
+ MOBILE: 20,
22
+ DESKTOP: 30
23
+ },
24
+ TECHNIQUE_BAR_HEIGHT: 180
25
+ };
26
+ /**
27
+ * Get mobile controls bottom position (always 200px)
28
+ *
29
+ * @returns Bottom position in pixels
30
+ */
31
+ function getMobileControlsBottom() {
32
+ return LAYOUT_BOTTOM_POSITIONS.MOBILE_CONTROLS;
33
+ }
34
+ //#endregion
35
+ export { getMobileControlsBottom };
36
+
37
+ //# sourceMappingURL=layout.js.map
@@ -0,0 +1 @@
1
+ {"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"}
@@ -0,0 +1,183 @@
1
+ /**
2
+ * Performance constants and optimization settings for Black Trigram
3
+ *
4
+ * Optimized settings for different device categories to maintain 60fps target
5
+ * Special attention to low-end mobile devices (<380px, older hardware)
6
+ *
7
+ * @module types/constants/performance
8
+ * @category Performance
9
+ * @korean 성능설정상수
10
+ */
11
+ /**
12
+ * Performance tier levels based on device capabilities
13
+ *
14
+ * @category Performance
15
+ * @korean 성능등급
16
+ */
17
+ export type PerformanceTier = 'low' | 'medium' | 'high' | 'mobile-high';
18
+ /**
19
+ * Performance settings for different device tiers
20
+ * Balances visual quality with frame rate targets
21
+ *
22
+ * @category Performance
23
+ * @korean 성능설정
24
+ */
25
+ export interface PerformanceSettings {
26
+ /** Maximum particle count for effects */
27
+ readonly maxParticles: number;
28
+ /** Shadow map resolution (512, 1024, 2048) */
29
+ readonly shadowMapSize: number;
30
+ /** Enable antialiasing */
31
+ readonly antialias: boolean;
32
+ /** Device pixel ratio limit ([min, max] or single value) */
33
+ readonly dpr: number | [number, number];
34
+ /** Enable post-processing effects */
35
+ readonly postProcessing: boolean;
36
+ /** Target frame rate (fps) */
37
+ readonly targetFPS: number;
38
+ }
39
+ /**
40
+ * Performance settings by tier
41
+ *
42
+ * Low tier: Extra-small mobile (<380px), older devices, budget hardware
43
+ * Medium tier: Standard mobile (380-768px), tablets
44
+ * Mobile-high tier: High-resolution mobile devices (≥768px, 2K+, Motorola Edge, etc.)
45
+ * High tier: Desktop, large displays, modern hardware
46
+ *
47
+ * @constant
48
+ * @category Performance
49
+ * @korean 성능등급별설정
50
+ */
51
+ export declare const PERFORMANCE_SETTINGS_BY_TIER: Record<PerformanceTier, PerformanceSettings>;
52
+ /**
53
+ * Determine performance tier based on device characteristics
54
+ *
55
+ * Now properly handles high-resolution mobile devices (Motorola Edge 60 Pro, etc.)
56
+ * by checking isMobile flag before using screen width to determine tier.
57
+ *
58
+ * @param screenWidth - Screen width in pixels
59
+ * @param isMobile - Whether device is mobile (from user-agent detection)
60
+ * @returns Performance tier
61
+ *
62
+ * @example
63
+ * ```typescript
64
+ * getPerformanceTier(320, true); // 'low' (extra-small mobile)
65
+ * getPerformanceTier(768, true); // 'medium' (standard mobile)
66
+ * getPerformanceTier(2712, true); // 'mobile-high' (Motorola Edge 60 Pro, 2K+ mobile)
67
+ * getPerformanceTier(768, false); // 'medium' (tablet)
68
+ * getPerformanceTier(1920, false); // 'high' (desktop)
69
+ * ```
70
+ *
71
+ * @public
72
+ * @korean 성능등급결정
73
+ */
74
+ export declare function getPerformanceTier(screenWidth: number, isMobile: boolean): PerformanceTier;
75
+ /**
76
+ * Get performance settings for current device
77
+ *
78
+ * Properly handles high-resolution mobile devices (2K+, Super HD) by using
79
+ * the isMobile flag from user-agent detection before screen width classification.
80
+ *
81
+ * This ensures devices like Motorola Edge 60 Pro (2712x1220) get mobile-optimized
82
+ * settings with proper dpr support up to 3.5x for their Super HD displays.
83
+ *
84
+ * @param screenWidth - Screen width in pixels
85
+ * @param isMobile - Whether device is mobile (from user-agent detection)
86
+ * @returns Performance settings object
87
+ *
88
+ * @example
89
+ * ```typescript
90
+ * // Standard mobile (iPhone SE)
91
+ * const settings = getPerformanceSettings(375, true);
92
+ * // { maxParticles: 40, shadowMapSize: 1024, dpr: [1, 2], ... }
93
+ *
94
+ * // High-res mobile (Motorola Edge 60 Pro)
95
+ * const settingsHD = getPerformanceSettings(2712, true);
96
+ * // { maxParticles: 50, shadowMapSize: 1536, dpr: [1, 3.5], ... }
97
+ *
98
+ * // Desktop
99
+ * const settingsDesktop = getPerformanceSettings(1920, false);
100
+ * // { maxParticles: 100, shadowMapSize: 2048, dpr: [1, 2], ... }
101
+ *
102
+ * <Canvas
103
+ * dpr={settings.dpr}
104
+ * gl={{ antialias: settings.antialias }}
105
+ * />
106
+ * ```
107
+ *
108
+ * @public
109
+ * @korean 성능설정얻기
110
+ */
111
+ export declare function getPerformanceSettings(screenWidth: number, isMobile: boolean): PerformanceSettings;
112
+ /**
113
+ * Frame time budget in milliseconds for target FPS
114
+ *
115
+ * @constant
116
+ * @category Performance
117
+ * @korean 프레임시간예산
118
+ */
119
+ export declare const FRAME_TIME_BUDGET: {
120
+ /** 60fps = 16.67ms per frame */
121
+ readonly FPS_60: 16.67;
122
+ /** 55fps = 18.18ms per frame */
123
+ readonly FPS_55: 18.18;
124
+ /** 50fps = 20ms per frame */
125
+ readonly FPS_50: 20;
126
+ /** 30fps = 33.33ms per frame (minimum acceptable) */
127
+ readonly FPS_30: 33.33;
128
+ };
129
+ /**
130
+ * Performance optimization thresholds for mobile
131
+ *
132
+ * Target values for mobile performance optimization:
133
+ * - FPS: 55+ sustained during combat
134
+ * - Draw calls: <100 per frame
135
+ * - Memory: <200MB heap usage
136
+ * - Particle count: 50% of desktop
137
+ *
138
+ * Note: shadowMapSize (512) represents the baseline/minimum for mobile.
139
+ * The adaptive quality system can dynamically adjust above this baseline
140
+ * (512 → 1024 → 1536) when performance allows, providing better visuals
141
+ * on higher-end mobile devices while maintaining the 512 minimum for
142
+ * low-end devices.
143
+ *
144
+ * @constant
145
+ * @category Performance
146
+ * @korean 모바일성능임계값
147
+ */
148
+ export declare const MOBILE_PERFORMANCE_THRESHOLDS: {
149
+ /** Target FPS for mobile devices */
150
+ readonly targetFPS: 55;
151
+ /** Minimum acceptable FPS before quality downgrade */
152
+ readonly minAcceptableFPS: 45;
153
+ /** Maximum draw calls per frame */
154
+ readonly maxDrawCalls: 100;
155
+ /** Maximum memory usage in MB */
156
+ readonly maxMemoryMB: 200;
157
+ /** Particle count reduction factor (0.5 = 50% of desktop) */
158
+ readonly particleReduction: 0.5;
159
+ /** Shadow map size for mobile (baseline - adaptive quality can increase) */
160
+ readonly shadowMapSize: 512;
161
+ };
162
+ /**
163
+ * Desktop performance thresholds
164
+ *
165
+ * @constant
166
+ * @category Performance
167
+ * @korean 데스크톱성능임계값
168
+ */
169
+ export declare const DESKTOP_PERFORMANCE_THRESHOLDS: {
170
+ /** Target FPS for desktop */
171
+ readonly targetFPS: 60;
172
+ /** Minimum acceptable FPS before quality downgrade */
173
+ readonly minAcceptableFPS: 55;
174
+ /** Maximum draw calls per frame */
175
+ readonly maxDrawCalls: 150;
176
+ /** Maximum memory usage in MB */
177
+ readonly maxMemoryMB: 300;
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+ /** Particle count reduction factor (1.0 = full desktop quality) */
179
+ readonly particleReduction: 1;
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+ /** Shadow map size for desktop */
181
+ readonly shadowMapSize: 2048;
182
+ };
183
+ //# sourceMappingURL=performance.d.ts.map
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@@ -0,0 +1,134 @@
1
+ //#region src/types/constants/performance.ts
2
+ /**
3
+ * Performance settings by tier
4
+ *
5
+ * Low tier: Extra-small mobile (<380px), older devices, budget hardware
6
+ * Medium tier: Standard mobile (380-768px), tablets
7
+ * Mobile-high tier: High-resolution mobile devices (≥768px, 2K+, Motorola Edge, etc.)
8
+ * High tier: Desktop, large displays, modern hardware
9
+ *
10
+ * @constant
11
+ * @category Performance
12
+ * @korean 성능등급별설정
13
+ */
14
+ var PERFORMANCE_SETTINGS_BY_TIER = {
15
+ low: {
16
+ maxParticles: 20,
17
+ shadowMapSize: 512,
18
+ antialias: false,
19
+ dpr: 1,
20
+ postProcessing: false,
21
+ targetFPS: 50
22
+ },
23
+ medium: {
24
+ maxParticles: 40,
25
+ shadowMapSize: 1024,
26
+ antialias: true,
27
+ dpr: [1, 2],
28
+ postProcessing: false,
29
+ targetFPS: 55
30
+ },
31
+ "mobile-high": {
32
+ maxParticles: 50,
33
+ shadowMapSize: 1536,
34
+ antialias: true,
35
+ dpr: [1, 3.5],
36
+ postProcessing: false,
37
+ targetFPS: 55
38
+ },
39
+ high: {
40
+ maxParticles: 100,
41
+ shadowMapSize: 2048,
42
+ antialias: true,
43
+ dpr: [1, 2],
44
+ postProcessing: true,
45
+ targetFPS: 60
46
+ }
47
+ };
48
+ /**
49
+ * Determine performance tier based on device characteristics
50
+ *
51
+ * Now properly handles high-resolution mobile devices (Motorola Edge 60 Pro, etc.)
52
+ * by checking isMobile flag before using screen width to determine tier.
53
+ *
54
+ * @param screenWidth - Screen width in pixels
55
+ * @param isMobile - Whether device is mobile (from user-agent detection)
56
+ * @returns Performance tier
57
+ *
58
+ * @example
59
+ * ```typescript
60
+ * getPerformanceTier(320, true); // 'low' (extra-small mobile)
61
+ * getPerformanceTier(768, true); // 'medium' (standard mobile)
62
+ * getPerformanceTier(2712, true); // 'mobile-high' (Motorola Edge 60 Pro, 2K+ mobile)
63
+ * getPerformanceTier(768, false); // 'medium' (tablet)
64
+ * getPerformanceTier(1920, false); // 'high' (desktop)
65
+ * ```
66
+ *
67
+ * @public
68
+ * @korean 성능등급결정
69
+ */
70
+ function getPerformanceTier(screenWidth, isMobile) {
71
+ if (isMobile) {
72
+ if (screenWidth < 380) return "low";
73
+ if (screenWidth >= 768) return "mobile-high";
74
+ return "medium";
75
+ }
76
+ if (screenWidth < 1024) return "medium";
77
+ return "high";
78
+ }
79
+ /**
80
+ * Get performance settings for current device
81
+ *
82
+ * Properly handles high-resolution mobile devices (2K+, Super HD) by using
83
+ * the isMobile flag from user-agent detection before screen width classification.
84
+ *
85
+ * This ensures devices like Motorola Edge 60 Pro (2712x1220) get mobile-optimized
86
+ * settings with proper dpr support up to 3.5x for their Super HD displays.
87
+ *
88
+ * @param screenWidth - Screen width in pixels
89
+ * @param isMobile - Whether device is mobile (from user-agent detection)
90
+ * @returns Performance settings object
91
+ *
92
+ * @example
93
+ * ```typescript
94
+ * // Standard mobile (iPhone SE)
95
+ * const settings = getPerformanceSettings(375, true);
96
+ * // { maxParticles: 40, shadowMapSize: 1024, dpr: [1, 2], ... }
97
+ *
98
+ * // High-res mobile (Motorola Edge 60 Pro)
99
+ * const settingsHD = getPerformanceSettings(2712, true);
100
+ * // { maxParticles: 50, shadowMapSize: 1536, dpr: [1, 3.5], ... }
101
+ *
102
+ * // Desktop
103
+ * const settingsDesktop = getPerformanceSettings(1920, false);
104
+ * // { maxParticles: 100, shadowMapSize: 2048, dpr: [1, 2], ... }
105
+ *
106
+ * <Canvas
107
+ * dpr={settings.dpr}
108
+ * gl={{ antialias: settings.antialias }}
109
+ * />
110
+ * ```
111
+ *
112
+ * @public
113
+ * @korean 성능설정얻기
114
+ */
115
+ function getPerformanceSettings(screenWidth, isMobile) {
116
+ return PERFORMANCE_SETTINGS_BY_TIER[getPerformanceTier(screenWidth, isMobile)];
117
+ }
118
+ /**
119
+ * Frame time budget in milliseconds for target FPS
120
+ *
121
+ * @constant
122
+ * @category Performance
123
+ * @korean 프레임시간예산
124
+ */
125
+ var FRAME_TIME_BUDGET = {
126
+ FPS_60: 16.67,
127
+ FPS_55: 18.18,
128
+ FPS_50: 20,
129
+ FPS_30: 33.33
130
+ };
131
+ //#endregion
132
+ export { FRAME_TIME_BUDGET, PERFORMANCE_SETTINGS_BY_TIER, getPerformanceSettings, getPerformanceTier };
133
+
134
+ //# sourceMappingURL=performance.js.map
@@ -0,0 +1 @@
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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"}