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 +1,219 @@
1
+ /**
2
+ * Arena world dimension calculations for physics-first coordinate system.
3
+ *
4
+ * Determines the physical size of the combat arena in meters based on
5
+ * screen **resolution** (not device type), ensuring appropriate gameplay
6
+ * space for different display capabilities.
7
+ *
8
+ * **Important**: Arena size is determined by RESOLUTION, not device type.
9
+ * A mobile device with a 4K screen gets a larger arena than a desktop with
10
+ * 1080p resolution, because arena size should match display capability.
11
+ *
12
+ * **4:3 Aspect Ratio Philosophy**:
13
+ * All arenas use 4:3 aspect ratio (width > height) for optimal screen usage.
14
+ * Width sizes: 6m, 8m, 10m, 12m, 14m based on resolution.
15
+ * Height is calculated as width × 0.75 (3/4).
16
+ * This ensures:
17
+ * - Efficient use of horizontal screen space
18
+ * - Consistent physics across all devices
19
+ * - Traditional fighting game proportions
20
+ *
21
+ * **Korean**: 경기장세계크기 (Arena World Size)
22
+ *
23
+ * @module utils/arenaWorldDimensions
24
+ * @category Physics
25
+ */
26
+ /**
27
+ * Screen size category based on RESOLUTION (width in pixels).
28
+ *
29
+ * **Korean**: 화면크기범주 (Screen Size Category)
30
+ *
31
+ * @public
32
+ */
33
+ export type ScreenSizeCategory = "small" | "medium" | "large" | "xlarge" | "ultra";
34
+ /**
35
+ * Standard arena widths in meters.
36
+ * Arenas use 4:3 aspect ratio (height = width × 0.75).
37
+ *
38
+ * @public
39
+ */
40
+ export declare const ARENA_SIZES: {
41
+ /** Small arena for compact screens (6m × 4.5m) */
42
+ readonly SMALL: 6;
43
+ /** Medium arena for tablets and small laptops (8m × 6m) */
44
+ readonly MEDIUM: 8;
45
+ /** Large arena for standard desktops (10m × 7.5m) */
46
+ readonly LARGE: 10;
47
+ /** Extra-large arena for high-res displays (12m × 9m) */
48
+ readonly XLARGE: 12;
49
+ /** Ultra arena for 4K+ displays (14m × 10.5m) */
50
+ readonly ULTRA: 14;
51
+ };
52
+ /**
53
+ * Resolution breakpoints for arena size determination.
54
+ * Based on common display widths.
55
+ *
56
+ * @public
57
+ */
58
+ export declare const RESOLUTION_BREAKPOINTS: {
59
+ /** Small screens: < 768px (phones, small tablets) */
60
+ readonly SMALL_MAX: 768;
61
+ /** Medium screens: 768-1199px (tablets, small laptops) */
62
+ readonly MEDIUM_MAX: 1200;
63
+ /** Large screens: 1200-1919px (laptops, standard monitors) */
64
+ readonly LARGE_MAX: 1920;
65
+ /** XLarge screens: 1920-2559px (large monitors, some 4K) */
66
+ readonly XLARGE_MAX: 2560;
67
+ };
68
+ /**
69
+ * World dimensions for an arena in meters.
70
+ *
71
+ * **Korean**: 세계크기 (World Dimensions)
72
+ *
73
+ * @public
74
+ */
75
+ export interface WorldDimensions {
76
+ /** Arena width in meters */
77
+ readonly widthMeters: number;
78
+ /** Arena depth in meters (height = width × 0.75 for 4:3 ratio) */
79
+ readonly depthMeters: number;
80
+ /** Arena width in meters (same as widthMeters, for convenience) */
81
+ readonly sizeMeters: number;
82
+ /** Screen category used to determine arena size */
83
+ readonly screenCategory: ScreenSizeCategory;
84
+ }
85
+ /**
86
+ * Complete arena configuration including pixel and meter dimensions.
87
+ *
88
+ * @public
89
+ */
90
+ export interface ArenaConfiguration {
91
+ /** Arena position X in pixels */
92
+ readonly x: number;
93
+ /** Arena position Y in pixels */
94
+ readonly y: number;
95
+ /** Arena width in pixels */
96
+ readonly width: number;
97
+ /** Arena height in pixels */
98
+ readonly height: number;
99
+ /** Arena world width in meters */
100
+ readonly worldWidthMeters: number;
101
+ /** Arena world depth in meters */
102
+ readonly worldDepthMeters: number;
103
+ /** Pixels per meter ratio for this arena */
104
+ readonly pixelsPerMeter: number;
105
+ /** Scale factor (1.0 = reference desktop, <1.0 = smaller screens) */
106
+ readonly scale: number;
107
+ }
108
+ /**
109
+ * Categorize screen based on resolution (width in pixels).
110
+ *
111
+ * This is used for arena sizing. Device type (mobile/desktop) is determined
112
+ * separately for UI controls only.
113
+ *
114
+ * **Korean**: 화면크기범주결정 (Determine Screen Size Category)
115
+ *
116
+ * @param screenWidth - Screen width in pixels
117
+ * @returns Screen size category for arena dimensions
118
+ *
119
+ * @example
120
+ * ```typescript
121
+ * getScreenSizeCategory(640); // "small" - small phone
122
+ * getScreenSizeCategory(1200); // "large" - standard laptop
123
+ * getScreenSizeCategory(3840); // "ultra" - 4K display
124
+ * ```
125
+ *
126
+ * @public
127
+ */
128
+ export declare function getScreenSizeCategory(screenWidth: number): ScreenSizeCategory;
129
+ /**
130
+ * Get arena size in meters for a given screen category.
131
+ *
132
+ * @param category - Screen size category
133
+ * @returns Arena size in meters (square dimension)
134
+ *
135
+ * @public
136
+ */
137
+ export declare function getArenaSizeForCategory(category: ScreenSizeCategory): number;
138
+ /**
139
+ * Calculate appropriate arena world dimensions based on screen resolution.
140
+ *
141
+ * Larger resolution displays get larger arenas for better gameplay, while
142
+ * maintaining the same physical combat mechanics. Movement speed in m/s
143
+ * remains constant, but larger arenas provide more tactical space.
144
+ *
145
+ * **Arenas use 4:3 aspect ratio** (width > depth):
146
+ * - < 768px: 6m × 4.5m (compact, fast-paced combat)
147
+ * - 768-1199px: 8m × 6m (balanced gameplay)
148
+ * - 1200-1919px: 10m × 7.5m (tactical combat)
149
+ * - 1920-2559px: 12m × 9m (advanced positioning)
150
+ * - ≥ 2560px: 14m × 10.5m (maximum tactical space)
151
+ *
152
+ * **Korean**: 경기장크기계산 (Calculate Arena Size)
153
+ *
154
+ * @param screenWidth - Screen width in pixels (resolution, not device type)
155
+ * @returns World dimensions in meters (4:3 aspect ratio)
156
+ *
157
+ * @example
158
+ * ```typescript
159
+ * // Mobile phone 640px width
160
+ * const smallPhone = calculateArenaWorldDimensions(640);
161
+ * // Result: { widthMeters: 6, depthMeters: 4.5, sizeMeters: 6, screenCategory: "small" }
162
+ *
163
+ * // Desktop 1920×1080
164
+ * const desktop = calculateArenaWorldDimensions(1920);
165
+ * // Result: { widthMeters: 12, depthMeters: 9, sizeMeters: 12, screenCategory: "xlarge" }
166
+ * ```
167
+ *
168
+ * @public
169
+ */
170
+ export declare function calculateArenaWorldDimensions(screenWidth: number): WorldDimensions;
171
+ /**
172
+ * Calculate complete arena configuration including pixel and meter dimensions.
173
+ *
174
+ * This is the primary function for setting up arena bounds. It calculates:
175
+ * - Pixel dimensions based on available screen space
176
+ * - Meter dimensions based on screen resolution category
177
+ * - Pixels-per-meter ratio for physics conversion
178
+ *
179
+ * @param screenWidth - Screen width in pixels
180
+ * @param screenHeight - Screen height in pixels
181
+ * @param topOffset - Pixels reserved at top (HUD, headers)
182
+ * @param bottomOffset - Pixels reserved at bottom (controls, footer)
183
+ * @param horizontalMargin - Pixels to leave on sides (as ratio 0-1)
184
+ * @returns Complete arena configuration
185
+ *
186
+ * @public
187
+ */
188
+ export declare function calculateArenaConfiguration(screenWidth: number, screenHeight: number, topOffset: number, bottomOffset: number, horizontalMargin?: number): ArenaConfiguration;
189
+ /**
190
+ * Calculate pixels-per-meter ratio from arena dimensions.
191
+ *
192
+ * @param arenaWidthPixels - Arena width in pixels
193
+ * @param arenaWidthMeters - Arena width in meters
194
+ * @returns Pixels per meter ratio
195
+ *
196
+ * @public
197
+ */
198
+ export declare function calculatePixelsPerMeter(arenaWidthPixels: number, arenaWidthMeters: number): number;
199
+ /**
200
+ * Get player height in meters from archetype physical attributes.
201
+ *
202
+ * Converts archetype totalHeight (in centimeters) to meters for physics calculations.
203
+ *
204
+ * **Korean**: 플레이어키 (Player Height)
205
+ *
206
+ * @param archetypeHeightCm - Player height in centimeters from PhysicalAttributes
207
+ * @returns Height in meters
208
+ *
209
+ * @example
210
+ * ```typescript
211
+ * // Musa archetype: 180cm
212
+ * const height = getPlayerHeightMeters(180);
213
+ * // Result: 1.8 meters
214
+ * ```
215
+ *
216
+ * @public
217
+ */
218
+ export declare function getPlayerHeightMeters(archetypeHeightCm: number): number;
219
+ //# sourceMappingURL=arenaWorldDimensions.d.ts.map
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@@ -0,0 +1,154 @@
1
+ //#region src/utils/arenaWorldDimensions.ts
2
+ /**
3
+ * Standard arena widths in meters.
4
+ * Arenas use 4:3 aspect ratio (height = width × 0.75).
5
+ *
6
+ * @public
7
+ */
8
+ var ARENA_SIZES = {
9
+ SMALL: 6,
10
+ MEDIUM: 8,
11
+ LARGE: 10,
12
+ XLARGE: 12,
13
+ ULTRA: 14
14
+ };
15
+ /**
16
+ * Resolution breakpoints for arena size determination.
17
+ * Based on common display widths.
18
+ *
19
+ * @public
20
+ */
21
+ var RESOLUTION_BREAKPOINTS = {
22
+ SMALL_MAX: 768,
23
+ MEDIUM_MAX: 1200,
24
+ LARGE_MAX: 1920,
25
+ XLARGE_MAX: 2560
26
+ };
27
+ /**
28
+ * Categorize screen based on resolution (width in pixels).
29
+ *
30
+ * This is used for arena sizing. Device type (mobile/desktop) is determined
31
+ * separately for UI controls only.
32
+ *
33
+ * **Korean**: 화면크기범주결정 (Determine Screen Size Category)
34
+ *
35
+ * @param screenWidth - Screen width in pixels
36
+ * @returns Screen size category for arena dimensions
37
+ *
38
+ * @example
39
+ * ```typescript
40
+ * getScreenSizeCategory(640); // "small" - small phone
41
+ * getScreenSizeCategory(1200); // "large" - standard laptop
42
+ * getScreenSizeCategory(3840); // "ultra" - 4K display
43
+ * ```
44
+ *
45
+ * @public
46
+ */
47
+ function getScreenSizeCategory(screenWidth) {
48
+ if (screenWidth < RESOLUTION_BREAKPOINTS.SMALL_MAX) return "small";
49
+ if (screenWidth < RESOLUTION_BREAKPOINTS.MEDIUM_MAX) return "medium";
50
+ if (screenWidth < RESOLUTION_BREAKPOINTS.LARGE_MAX) return "large";
51
+ if (screenWidth < RESOLUTION_BREAKPOINTS.XLARGE_MAX) return "xlarge";
52
+ return "ultra";
53
+ }
54
+ /**
55
+ * Get arena size in meters for a given screen category.
56
+ *
57
+ * @param category - Screen size category
58
+ * @returns Arena size in meters (square dimension)
59
+ *
60
+ * @public
61
+ */
62
+ function getArenaSizeForCategory(category) {
63
+ switch (category) {
64
+ case "small": return ARENA_SIZES.SMALL;
65
+ case "medium": return ARENA_SIZES.MEDIUM;
66
+ case "large": return ARENA_SIZES.LARGE;
67
+ case "xlarge": return ARENA_SIZES.XLARGE;
68
+ case "ultra": return ARENA_SIZES.ULTRA;
69
+ default: return ARENA_SIZES.LARGE;
70
+ }
71
+ }
72
+ /**
73
+ * Calculate appropriate arena world dimensions based on screen resolution.
74
+ *
75
+ * Larger resolution displays get larger arenas for better gameplay, while
76
+ * maintaining the same physical combat mechanics. Movement speed in m/s
77
+ * remains constant, but larger arenas provide more tactical space.
78
+ *
79
+ * **Arenas use 4:3 aspect ratio** (width > depth):
80
+ * - < 768px: 6m × 4.5m (compact, fast-paced combat)
81
+ * - 768-1199px: 8m × 6m (balanced gameplay)
82
+ * - 1200-1919px: 10m × 7.5m (tactical combat)
83
+ * - 1920-2559px: 12m × 9m (advanced positioning)
84
+ * - ≥ 2560px: 14m × 10.5m (maximum tactical space)
85
+ *
86
+ * **Korean**: 경기장크기계산 (Calculate Arena Size)
87
+ *
88
+ * @param screenWidth - Screen width in pixels (resolution, not device type)
89
+ * @returns World dimensions in meters (4:3 aspect ratio)
90
+ *
91
+ * @example
92
+ * ```typescript
93
+ * // Mobile phone 640px width
94
+ * const smallPhone = calculateArenaWorldDimensions(640);
95
+ * // Result: { widthMeters: 6, depthMeters: 4.5, sizeMeters: 6, screenCategory: "small" }
96
+ *
97
+ * // Desktop 1920×1080
98
+ * const desktop = calculateArenaWorldDimensions(1920);
99
+ * // Result: { widthMeters: 12, depthMeters: 9, sizeMeters: 12, screenCategory: "xlarge" }
100
+ * ```
101
+ *
102
+ * @public
103
+ */
104
+ function calculateArenaWorldDimensions(screenWidth) {
105
+ const category = getScreenSizeCategory(screenWidth);
106
+ const sizeMeters = getArenaSizeForCategory(category);
107
+ return {
108
+ widthMeters: sizeMeters,
109
+ depthMeters: sizeMeters * .75,
110
+ sizeMeters,
111
+ screenCategory: category
112
+ };
113
+ }
114
+ /**
115
+ * Calculate complete arena configuration including pixel and meter dimensions.
116
+ *
117
+ * This is the primary function for setting up arena bounds. It calculates:
118
+ * - Pixel dimensions based on available screen space
119
+ * - Meter dimensions based on screen resolution category
120
+ * - Pixels-per-meter ratio for physics conversion
121
+ *
122
+ * @param screenWidth - Screen width in pixels
123
+ * @param screenHeight - Screen height in pixels
124
+ * @param topOffset - Pixels reserved at top (HUD, headers)
125
+ * @param bottomOffset - Pixels reserved at bottom (controls, footer)
126
+ * @param horizontalMargin - Pixels to leave on sides (as ratio 0-1)
127
+ * @returns Complete arena configuration
128
+ *
129
+ * @public
130
+ */
131
+ function calculateArenaConfiguration(screenWidth, screenHeight, topOffset, bottomOffset, horizontalMargin = .1) {
132
+ const worldDimensions = calculateArenaWorldDimensions(screenWidth);
133
+ const availableWidth = screenWidth * (1 - 2 * horizontalMargin);
134
+ const availableHeight = screenHeight - topOffset - bottomOffset;
135
+ const arenaSizePixels = Math.min(availableWidth, availableHeight);
136
+ const arenaX = (screenWidth - arenaSizePixels) / 2;
137
+ const arenaY = topOffset;
138
+ const pixelsPerMeter = arenaSizePixels / worldDimensions.sizeMeters;
139
+ const scale = pixelsPerMeter / 100;
140
+ return {
141
+ x: arenaX,
142
+ y: arenaY,
143
+ width: arenaSizePixels,
144
+ height: arenaSizePixels,
145
+ worldWidthMeters: worldDimensions.widthMeters,
146
+ worldDepthMeters: worldDimensions.depthMeters,
147
+ pixelsPerMeter,
148
+ scale
149
+ };
150
+ }
151
+ //#endregion
152
+ export { calculateArenaConfiguration, calculateArenaWorldDimensions };
153
+
154
+ //# sourceMappingURL=arenaWorldDimensions.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"arenaWorldDimensions.js","names":[],"sources":["../../src/utils/arenaWorldDimensions.ts"],"sourcesContent":["/**\n * Arena world dimension calculations for physics-first coordinate system.\n *\n * Determines the physical size of the combat arena in meters based on\n * screen **resolution** (not device type), ensuring appropriate gameplay\n * space for different display capabilities.\n *\n * **Important**: Arena size is determined by RESOLUTION, not device type.\n * A mobile device with a 4K screen gets a larger arena than a desktop with\n * 1080p resolution, because arena size should match display capability.\n *\n * **4:3 Aspect Ratio Philosophy**:\n * All arenas use 4:3 aspect ratio (width > height) for optimal screen usage.\n * Width sizes: 6m, 8m, 10m, 12m, 14m based on resolution.\n * Height is calculated as width × 0.75 (3/4).\n * This ensures:\n * - Efficient use of horizontal screen space\n * - Consistent physics across all devices\n * - Traditional fighting game proportions\n *\n * **Korean**: 경기장세계크기 (Arena World Size)\n *\n * @module utils/arenaWorldDimensions\n * @category Physics\n */\n\n/**\n * Screen size category based on RESOLUTION (width in pixels).\n *\n * **Korean**: 화면크기범주 (Screen Size Category)\n *\n * @public\n */\nexport type ScreenSizeCategory =\n | \"small\"\n | \"medium\"\n | \"large\"\n | \"xlarge\"\n | \"ultra\";\n\n/**\n * Standard arena widths in meters.\n * Arenas use 4:3 aspect ratio (height = width × 0.75).\n *\n * @public\n */\nexport const ARENA_SIZES = {\n /** Small arena for compact screens (6m × 4.5m) */\n SMALL: 6,\n /** Medium arena for tablets and small laptops (8m × 6m) */\n MEDIUM: 8,\n /** Large arena for standard desktops (10m × 7.5m) */\n LARGE: 10,\n /** Extra-large arena for high-res displays (12m × 9m) */\n XLARGE: 12,\n /** Ultra arena for 4K+ displays (14m × 10.5m) */\n ULTRA: 14,\n} as const;\n\n/**\n * Resolution breakpoints for arena size determination.\n * Based on common display widths.\n *\n * @public\n */\nexport const RESOLUTION_BREAKPOINTS = {\n /** Small screens: < 768px (phones, small tablets) */\n SMALL_MAX: 768,\n /** Medium screens: 768-1199px (tablets, small laptops) */\n MEDIUM_MAX: 1200,\n /** Large screens: 1200-1919px (laptops, standard monitors) */\n LARGE_MAX: 1920,\n /** XLarge screens: 1920-2559px (large monitors, some 4K) */\n XLARGE_MAX: 2560,\n /** Ultra screens: ≥ 2560px (4K, ultrawide) */\n} as const;\n\n/**\n * World dimensions for an arena in meters.\n *\n * **Korean**: 세계크기 (World Dimensions)\n *\n * @public\n */\nexport interface WorldDimensions {\n /** Arena width in meters */\n readonly widthMeters: number;\n /** Arena depth in meters (height = width × 0.75 for 4:3 ratio) */\n readonly depthMeters: number;\n /** Arena width in meters (same as widthMeters, for convenience) */\n readonly sizeMeters: number;\n /** Screen category used to determine arena size */\n readonly screenCategory: ScreenSizeCategory;\n}\n\n/**\n * Complete arena configuration including pixel and meter dimensions.\n *\n * @public\n */\nexport interface ArenaConfiguration {\n /** Arena position X in pixels */\n readonly x: number;\n /** Arena position Y in pixels */\n readonly y: number;\n /** Arena width in pixels */\n readonly width: number;\n /** Arena height in pixels */\n readonly height: number;\n /** Arena world width in meters */\n readonly worldWidthMeters: number;\n /** Arena world depth in meters */\n readonly worldDepthMeters: number;\n /** Pixels per meter ratio for this arena */\n readonly pixelsPerMeter: number;\n /** Scale factor (1.0 = reference desktop, <1.0 = smaller screens) */\n readonly scale: number;\n}\n\n/**\n * Categorize screen based on resolution (width in pixels).\n *\n * This is used for arena sizing. Device type (mobile/desktop) is determined\n * separately for UI controls only.\n *\n * **Korean**: 화면크기범주결정 (Determine Screen Size Category)\n *\n * @param screenWidth - Screen width in pixels\n * @returns Screen size category for arena dimensions\n *\n * @example\n * ```typescript\n * getScreenSizeCategory(640); // \"small\" - small phone\n * getScreenSizeCategory(1200); // \"large\" - standard laptop\n * getScreenSizeCategory(3840); // \"ultra\" - 4K display\n * ```\n *\n * @public\n */\nexport function getScreenSizeCategory(screenWidth: number): ScreenSizeCategory {\n if (screenWidth < RESOLUTION_BREAKPOINTS.SMALL_MAX) return \"small\";\n if (screenWidth < RESOLUTION_BREAKPOINTS.MEDIUM_MAX) return \"medium\";\n if (screenWidth < RESOLUTION_BREAKPOINTS.LARGE_MAX) return \"large\";\n if (screenWidth < RESOLUTION_BREAKPOINTS.XLARGE_MAX) return \"xlarge\";\n return \"ultra\";\n}\n\n/**\n * Get arena size in meters for a given screen category.\n *\n * @param category - Screen size category\n * @returns Arena size in meters (square dimension)\n *\n * @public\n */\nexport function getArenaSizeForCategory(category: ScreenSizeCategory): number {\n switch (category) {\n case \"small\":\n return ARENA_SIZES.SMALL;\n case \"medium\":\n return ARENA_SIZES.MEDIUM;\n case \"large\":\n return ARENA_SIZES.LARGE;\n case \"xlarge\":\n return ARENA_SIZES.XLARGE;\n case \"ultra\":\n return ARENA_SIZES.ULTRA;\n default:\n return ARENA_SIZES.LARGE;\n }\n}\n\n/**\n * Calculate appropriate arena world dimensions based on screen resolution.\n *\n * Larger resolution displays get larger arenas for better gameplay, while\n * maintaining the same physical combat mechanics. Movement speed in m/s\n * remains constant, but larger arenas provide more tactical space.\n *\n * **Arenas use 4:3 aspect ratio** (width > depth):\n * - < 768px: 6m × 4.5m (compact, fast-paced combat)\n * - 768-1199px: 8m × 6m (balanced gameplay)\n * - 1200-1919px: 10m × 7.5m (tactical combat)\n * - 1920-2559px: 12m × 9m (advanced positioning)\n * - ≥ 2560px: 14m × 10.5m (maximum tactical space)\n *\n * **Korean**: 경기장크기계산 (Calculate Arena Size)\n *\n * @param screenWidth - Screen width in pixels (resolution, not device type)\n * @returns World dimensions in meters (4:3 aspect ratio)\n *\n * @example\n * ```typescript\n * // Mobile phone 640px width\n * const smallPhone = calculateArenaWorldDimensions(640);\n * // Result: { widthMeters: 6, depthMeters: 4.5, sizeMeters: 6, screenCategory: \"small\" }\n *\n * // Desktop 1920×1080\n * const desktop = calculateArenaWorldDimensions(1920);\n * // Result: { widthMeters: 12, depthMeters: 9, sizeMeters: 12, screenCategory: \"xlarge\" }\n * ```\n *\n * @public\n */\nexport function calculateArenaWorldDimensions(\n screenWidth: number,\n): WorldDimensions {\n const category = getScreenSizeCategory(screenWidth);\n const sizeMeters = getArenaSizeForCategory(category);\n // 4:3 aspect ratio: depth = width × 0.75\n const depthMeters = sizeMeters * 0.75;\n\n return {\n widthMeters: sizeMeters,\n depthMeters,\n sizeMeters,\n screenCategory: category,\n };\n}\n\n/**\n * Calculate complete arena configuration including pixel and meter dimensions.\n *\n * This is the primary function for setting up arena bounds. It calculates:\n * - Pixel dimensions based on available screen space\n * - Meter dimensions based on screen resolution category\n * - Pixels-per-meter ratio for physics conversion\n *\n * @param screenWidth - Screen width in pixels\n * @param screenHeight - Screen height in pixels\n * @param topOffset - Pixels reserved at top (HUD, headers)\n * @param bottomOffset - Pixels reserved at bottom (controls, footer)\n * @param horizontalMargin - Pixels to leave on sides (as ratio 0-1)\n * @returns Complete arena configuration\n *\n * @public\n */\nexport function calculateArenaConfiguration(\n screenWidth: number,\n screenHeight: number,\n topOffset: number,\n bottomOffset: number,\n horizontalMargin: number = 0.1,\n): ArenaConfiguration {\n // Get world dimensions based on resolution\n const worldDimensions = calculateArenaWorldDimensions(screenWidth);\n\n // Calculate available pixel space\n const availableWidth = screenWidth * (1 - 2 * horizontalMargin);\n const availableHeight = screenHeight - topOffset - bottomOffset;\n\n // Use the smaller dimension to ensure square arena fits\n const arenaSizePixels = Math.min(availableWidth, availableHeight);\n\n // Calculate arena position (centered horizontally)\n const arenaX = (screenWidth - arenaSizePixels) / 2;\n const arenaY = topOffset;\n\n // Calculate pixels per meter for this configuration\n const pixelsPerMeter = arenaSizePixels / worldDimensions.sizeMeters;\n\n // Calculate scale relative to reference (1000px / 10m = 100 px/m)\n const referencePixelsPerMeter = 100;\n const scale = pixelsPerMeter / referencePixelsPerMeter;\n\n return {\n x: arenaX,\n y: arenaY,\n width: arenaSizePixels,\n height: arenaSizePixels,\n worldWidthMeters: worldDimensions.widthMeters,\n worldDepthMeters: worldDimensions.depthMeters,\n pixelsPerMeter,\n scale,\n };\n}\n\n/**\n * Calculate pixels-per-meter ratio from arena dimensions.\n *\n * @param arenaWidthPixels - Arena width in pixels\n * @param arenaWidthMeters - Arena width in meters\n * @returns Pixels per meter ratio\n *\n * @public\n */\nexport function calculatePixelsPerMeter(\n arenaWidthPixels: number,\n arenaWidthMeters: number,\n): number {\n if (arenaWidthMeters <= 0) {\n throw new Error(`arenaWidthMeters must be positive: ${arenaWidthMeters}`);\n }\n return arenaWidthPixels / arenaWidthMeters;\n}\n\n/**\n * Get player height in meters from archetype physical attributes.\n *\n * Converts archetype totalHeight (in centimeters) to meters for physics calculations.\n *\n * **Korean**: 플레이어키 (Player Height)\n *\n * @param archetypeHeightCm - Player height in centimeters from PhysicalAttributes\n * @returns Height in meters\n *\n * @example\n * ```typescript\n * // Musa archetype: 180cm\n * const height = getPlayerHeightMeters(180);\n * // Result: 1.8 meters\n * ```\n *\n * @public\n */\nexport function getPlayerHeightMeters(archetypeHeightCm: number): number {\n return archetypeHeightCm / 100;\n}\n"],"mappings":";;;;;;;AA8CA,IAAa,cAAc;CAEzB,OAAO;CAEP,QAAQ;CAER,OAAO;CAEP,QAAQ;CAER,OAAO;CACR;;;;;;;AAQD,IAAa,yBAAyB;CAEpC,WAAW;CAEX,YAAY;CAEZ,WAAW;CAEX,YAAY;CAEb;;;;;;;;;;;;;;;;;;;;;AAgED,SAAgB,sBAAsB,aAAyC;AAC7E,KAAI,cAAc,uBAAuB,UAAW,QAAO;AAC3D,KAAI,cAAc,uBAAuB,WAAY,QAAO;AAC5D,KAAI,cAAc,uBAAuB,UAAW,QAAO;AAC3D,KAAI,cAAc,uBAAuB,WAAY,QAAO;AAC5D,QAAO;;;;;;;;;;AAWT,SAAgB,wBAAwB,UAAsC;AAC5E,SAAQ,UAAR;EACE,KAAK,QACH,QAAO,YAAY;EACrB,KAAK,SACH,QAAO,YAAY;EACrB,KAAK,QACH,QAAO,YAAY;EACrB,KAAK,SACH,QAAO,YAAY;EACrB,KAAK,QACH,QAAO,YAAY;EACrB,QACE,QAAO,YAAY;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAoCzB,SAAgB,8BACd,aACiB;CACjB,MAAM,WAAW,sBAAsB,YAAY;CACnD,MAAM,aAAa,wBAAwB,SAAS;AAIpD,QAAO;EACL,aAAa;EACb,aAJkB,aAAa;EAK/B;EACA,gBAAgB;EACjB;;;;;;;;;;;;;;;;;;;AAoBH,SAAgB,4BACd,aACA,cACA,WACA,cACA,mBAA2B,IACP;CAEpB,MAAM,kBAAkB,8BAA8B,YAAY;CAGlE,MAAM,iBAAiB,eAAe,IAAI,IAAI;CAC9C,MAAM,kBAAkB,eAAe,YAAY;CAGnD,MAAM,kBAAkB,KAAK,IAAI,gBAAgB,gBAAgB;CAGjE,MAAM,UAAU,cAAc,mBAAmB;CACjD,MAAM,SAAS;CAGf,MAAM,iBAAiB,kBAAkB,gBAAgB;CAIzD,MAAM,QAAQ,iBADkB;AAGhC,QAAO;EACL,GAAG;EACH,GAAG;EACH,OAAO;EACP,QAAQ;EACR,kBAAkB,gBAAgB;EAClC,kBAAkB,gBAAgB;EAClC;EACA;EACD"}
@@ -0,0 +1,39 @@
1
+ /**
2
+ * Asset path configuration for Black Trigram library consumers.
3
+ *
4
+ * By default, all asset URLs are root-relative (e.g. /assets/audio/*).
5
+ * Library consumers who host assets at a different path can call
6
+ * {@link setAssetBasePath} to prefix all asset URLs.
7
+ *
8
+ * @example
9
+ * ```ts
10
+ * import { setAssetBasePath } from 'blacktrigram';
11
+ * // Serve assets from a CDN
12
+ * setAssetBasePath('https://cdn.example.com');
13
+ * ```
14
+ *
15
+ * @module utils
16
+ * @category Utilities
17
+ */
18
+ /**
19
+ * Set the base path for all game assets.
20
+ * Call this before initializing any game components.
21
+ *
22
+ * @param basePath - The base URL/path prefix (e.g. `"https://cdn.example.com"` or `"/my-app"`)
23
+ */
24
+ export declare function setAssetBasePath(basePath: string): void;
25
+ /**
26
+ * Get the current asset base path.
27
+ */
28
+ export declare function getAssetBasePath(): string;
29
+ /**
30
+ * Resolve an asset path by prepending the configured base path.
31
+ *
32
+ * Accepts paths with or without a leading slash — both are normalized
33
+ * to root-relative before the base path (if any) is prepended.
34
+ *
35
+ * @param path - Asset path, e.g. /assets/audio/music/intro_theme.mp3 or assets/audio/music/intro_theme.mp3
36
+ * @returns The resolved URL with the configured base path prepended
37
+ */
38
+ export declare function resolveAssetPath(path: string): string;
39
+ //# sourceMappingURL=assetConfig.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"assetConfig.d.ts","sourceRoot":"","sources":["../../src/utils/assetConfig.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;GAgBG;AAIH;;;;;GAKG;AACH,wBAAgB,gBAAgB,CAAC,QAAQ,EAAE,MAAM,GAAG,IAAI,CAGvD;AAED;;GAEG;AACH,wBAAgB,gBAAgB,IAAI,MAAM,CAEzC;AAED;;;;;;;;GAQG;AACH,wBAAgB,gBAAgB,CAAC,IAAI,EAAE,MAAM,GAAG,MAAM,CAQrD"}
@@ -0,0 +1,52 @@
1
+ //#region src/utils/assetConfig.ts
2
+ /**
3
+ * Asset path configuration for Black Trigram library consumers.
4
+ *
5
+ * By default, all asset URLs are root-relative (e.g. /assets/audio/*).
6
+ * Library consumers who host assets at a different path can call
7
+ * {@link setAssetBasePath} to prefix all asset URLs.
8
+ *
9
+ * @example
10
+ * ```ts
11
+ * import { setAssetBasePath } from 'blacktrigram';
12
+ * // Serve assets from a CDN
13
+ * setAssetBasePath('https://cdn.example.com');
14
+ * ```
15
+ *
16
+ * @module utils
17
+ * @category Utilities
18
+ */
19
+ var assetBasePath = "";
20
+ /**
21
+ * Set the base path for all game assets.
22
+ * Call this before initializing any game components.
23
+ *
24
+ * @param basePath - The base URL/path prefix (e.g. `"https://cdn.example.com"` or `"/my-app"`)
25
+ */
26
+ function setAssetBasePath(basePath) {
27
+ assetBasePath = basePath.replace(/\/+$/, "");
28
+ }
29
+ /**
30
+ * Get the current asset base path.
31
+ */
32
+ function getAssetBasePath() {
33
+ return assetBasePath;
34
+ }
35
+ /**
36
+ * Resolve an asset path by prepending the configured base path.
37
+ *
38
+ * Accepts paths with or without a leading slash — both are normalized
39
+ * to root-relative before the base path (if any) is prepended.
40
+ *
41
+ * @param path - Asset path, e.g. /assets/audio/music/intro_theme.mp3 or assets/audio/music/intro_theme.mp3
42
+ * @returns The resolved URL with the configured base path prepended
43
+ */
44
+ function resolveAssetPath(path) {
45
+ const normalizedPath = path.startsWith("/") ? path : `/${path}`;
46
+ if (!assetBasePath) return normalizedPath;
47
+ return `${assetBasePath}${normalizedPath}`;
48
+ }
49
+ //#endregion
50
+ export { getAssetBasePath, resolveAssetPath, setAssetBasePath };
51
+
52
+ //# sourceMappingURL=assetConfig.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"assetConfig.js","names":[],"sources":["../../src/utils/assetConfig.ts"],"sourcesContent":["/**\n * Asset path configuration for Black Trigram library consumers.\n *\n * By default, all asset URLs are root-relative (e.g. /assets/audio/*).\n * Library consumers who host assets at a different path can call\n * {@link setAssetBasePath} to prefix all asset URLs.\n *\n * @example\n * ```ts\n * import { setAssetBasePath } from 'blacktrigram';\n * // Serve assets from a CDN\n * setAssetBasePath('https://cdn.example.com');\n * ```\n *\n * @module utils\n * @category Utilities\n */\n\nlet assetBasePath = \"\";\n\n/**\n * Set the base path for all game assets.\n * Call this before initializing any game components.\n *\n * @param basePath - The base URL/path prefix (e.g. `\"https://cdn.example.com\"` or `\"/my-app\"`)\n */\nexport function setAssetBasePath(basePath: string): void {\n // Remove trailing slash for consistency\n assetBasePath = basePath.replace(/\\/+$/, \"\");\n}\n\n/**\n * Get the current asset base path.\n */\nexport function getAssetBasePath(): string {\n return assetBasePath;\n}\n\n/**\n * Resolve an asset path by prepending the configured base path.\n *\n * Accepts paths with or without a leading slash — both are normalized\n * to root-relative before the base path (if any) is prepended.\n *\n * @param path - Asset path, e.g. /assets/audio/music/intro_theme.mp3 or assets/audio/music/intro_theme.mp3\n * @returns The resolved URL with the configured base path prepended\n */\nexport function resolveAssetPath(path: string): string {\n // Ensure path starts with / for correct concatenation\n const normalizedPath = path.startsWith(\"/\") ? path : `/${path}`;\n\n if (!assetBasePath) {\n return normalizedPath;\n }\n return `${assetBasePath}${normalizedPath}`;\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;AAkBA,IAAI,gBAAgB;;;;;;;AAQpB,SAAgB,iBAAiB,UAAwB;AAEvD,iBAAgB,SAAS,QAAQ,QAAQ,GAAG;;;;;AAM9C,SAAgB,mBAA2B;AACzC,QAAO;;;;;;;;;;;AAYT,SAAgB,iBAAiB,MAAsB;CAErD,MAAM,iBAAiB,KAAK,WAAW,IAAI,GAAG,OAAO,IAAI;AAEzD,KAAI,CAAC,cACH,QAAO;AAET,QAAO,GAAG,gBAAgB"}
@@ -0,0 +1,115 @@
1
+ /**
2
+ * Camera shake utilities for explosive impact feedback
3
+ *
4
+ * Provides camera shake effects for Jin (Thunder) trigram techniques
5
+ * with configurable intensity and duration.
6
+ *
7
+ * **Korean Martial Arts Context:**
8
+ * - 진괘 (Jin): Thunder trigram impact visualization
9
+ * - 카메라 진동 (Camera Shake): Visual impact feedback
10
+ * - 충격 효과 (Impact Effect): Explosive force sensation
11
+ *
12
+ * @module utils/cameraShake
13
+ * @korean 카메라진동
14
+ */
15
+ import * as THREE from "three";
16
+ /**
17
+ * Camera shake configuration
18
+ */
19
+ export interface CameraShakeConfig {
20
+ /** Shake intensity (0-1) */
21
+ readonly intensity: number;
22
+ /** Duration in milliseconds */
23
+ readonly duration: number;
24
+ /** Frequency of shake oscillation (Hz) */
25
+ readonly frequency?: number;
26
+ /** Decay rate (0-1, higher = faster decay) */
27
+ readonly decay?: number;
28
+ }
29
+ /**
30
+ * Camera shake manager for Three.js cameras
31
+ */
32
+ export declare class CameraShakeManager {
33
+ private shakeState;
34
+ private camera;
35
+ private tempVector;
36
+ /**
37
+ * Attach the shake manager to a camera
38
+ */
39
+ attachCamera(camera: THREE.Camera): void;
40
+ /**
41
+ * Detach from current camera
42
+ */
43
+ detachCamera(): void;
44
+ /**
45
+ * Trigger a camera shake effect
46
+ */
47
+ shake(config: CameraShakeConfig): void;
48
+ /**
49
+ * Update camera shake (call in animation loop)
50
+ */
51
+ update(): void;
52
+ /**
53
+ * Check if shake is currently active
54
+ */
55
+ isShaking(): boolean;
56
+ /**
57
+ * Stop current shake immediately
58
+ */
59
+ stop(): void;
60
+ }
61
+ /**
62
+ * Predefined shake profiles for Jin techniques
63
+ */
64
+ export declare const JIN_SHAKE_PROFILES: {
65
+ /** Light shake for quick strikes */
66
+ readonly light: {
67
+ readonly intensity: 0.3;
68
+ readonly duration: 200;
69
+ readonly frequency: 20;
70
+ readonly decay: 0.95;
71
+ };
72
+ /** Medium shake for standard impacts */
73
+ readonly medium: {
74
+ readonly intensity: 0.5;
75
+ readonly duration: 300;
76
+ readonly frequency: 15;
77
+ readonly decay: 0.92;
78
+ };
79
+ /** Heavy shake for powerful techniques */
80
+ readonly heavy: {
81
+ readonly intensity: 0.7;
82
+ readonly duration: 400;
83
+ readonly frequency: 12;
84
+ readonly decay: 0.9;
85
+ };
86
+ /** Explosive shake for maximum impact */
87
+ readonly explosive: {
88
+ readonly intensity: 1;
89
+ readonly duration: 500;
90
+ readonly frequency: 10;
91
+ readonly decay: 0.88;
92
+ };
93
+ };
94
+ /**
95
+ * React hook for camera shake in @react-three/fiber
96
+ */
97
+ export declare const useCameraShake: () => {
98
+ /**
99
+ * Trigger camera shake with configuration
100
+ */
101
+ shake: (config: CameraShakeConfig) => void;
102
+ /**
103
+ * Trigger camera shake using predefined profile
104
+ */
105
+ shakeProfile: (profile: keyof typeof JIN_SHAKE_PROFILES) => void;
106
+ /**
107
+ * Get the shake manager instance
108
+ */
109
+ getManager: () => CameraShakeManager;
110
+ };
111
+ /**
112
+ * Calculate shake intensity from Jin technique properties
113
+ */
114
+ export declare const calculateJinShakeIntensity: (techniqueIntensity: number, explosivePower: number) => number;
115
+ //# sourceMappingURL=cameraShake.d.ts.map
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