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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<img src="https://hack23.com/icon-192.png" alt="Hack23 AB Logo" width="192" height="192">
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</p>
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<h1 align="center">🔒 Black Trigram (흑괘) — Security Policy</h1>
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<strong>🛡️ Responsible Disclosure and Vulnerability Management</strong><br>
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<em>🎯 Protecting Users Through Transparent Security Practices</em>
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<a href="#"><img src="https://img.shields.io/badge/Owner-James_Pether_Sörling-0A66C2?style=for-the-badge" alt="Owner"/></a>
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<a href="#"><img src="https://img.shields.io/badge/Version-1.0-555?style=for-the-badge" alt="Version"/></a>
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<a href="#"><img src="https://img.shields.io/badge/Effective-2025--01--15-success?style=for-the-badge" alt="Effective Date"/></a>
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<a href="#"><img src="https://img.shields.io/badge/Review-Quarterly-orange?style=for-the-badge" alt="Review Cycle"/></a>
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---
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# Security Policy
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## Supported Versions
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This project is under active development, and we provide security updates for the latest version only. Please ensure you're using the latest version of the project to receive security updates.
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| ------- | ------------------ |
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We take the security of the lambda-in-private-vpc project seriously. If you have found a potential security vulnerability, we kindly ask you to report it privately, so that we can assess and address the issue before it becomes publicly known.
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### What Constitutes a Vulnerability
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A vulnerability is a weakness or flaw in the project that can be exploited to compromise the security, integrity, or availability of the system or its data. Examples of vulnerabilities include, but are not limited to:
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### How to Privately Report a Vulnerability using GitHub
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Please follow these steps to privately report a security vulnerability:
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1. On GitHub.com, navigate to the main page of the [Black Trigram repository](https://github.com/Hack23/blacktrigram).
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2. Under the repository name, click **Security**. If you cannot see the "Security" tab, select the dropdown menu, and then click **Security**.
|
|
51
|
+
3. In the left sidebar, under "Reporting", click **Advisories**.
|
|
52
|
+
4. Click **Report a vulnerability** to open the advisory form.
|
|
53
|
+
5. Fill in the advisory details form. Provide as much information as possible to help us understand and reproduce the issue.
|
|
54
|
+
6. At the bottom of the form, click **Submit report**.
|
|
55
|
+
|
|
56
|
+
After you submit the report, the maintainers of the game repository will be notified. They will review the report, validate the vulnerability, and take necessary actions to address the issue. You will be added as a collaborator and credited for the security advisory.
|
|
57
|
+
|
|
58
|
+
### Disclosure Timeline
|
|
59
|
+
|
|
60
|
+
Upon receipt of a vulnerability report, our team will:
|
|
61
|
+
|
|
62
|
+
1. Acknowledge the report within 48 hours
|
|
63
|
+
2. Validate the vulnerability within 7 days
|
|
64
|
+
3. Develop and release a patch or mitigation within 30 days, depending on the complexity and severity of the issue
|
|
65
|
+
4. Publish a security advisory with a detailed description of the vulnerability and the fix
|
|
66
|
+
|
|
67
|
+
### Recognition and Anonymity
|
|
68
|
+
|
|
69
|
+
We appreciate your effort in helping us maintain a secure and reliable project. If your report results in a confirmed security fix, we will recognize your contribution in the release notes and/or a public acknowledgment, unless you request to remain anonymous.
|
|
70
|
+
|
|
71
|
+
Thank you for helping us keep the game project and its users safe.
|
|
72
|
+
|
|
73
|
+
---
|
|
74
|
+
|
|
75
|
+
## 🔐 Security Documentation & ISMS
|
|
76
|
+
|
|
77
|
+
For comprehensive security documentation and our Information Security Management System (ISMS):
|
|
78
|
+
|
|
79
|
+
- **📋 [ISMS-PUBLIC Repository](https://github.com/Hack23/ISMS-PUBLIC)** - Complete ISMS framework, policies, and procedures
|
|
80
|
+
- **🗺️ [ISMS Reference Mapping](./ISMS_REFERENCE_MAPPING.md)** - Complete mapping of ISMS policies referenced by Black Trigram
|
|
81
|
+
- **🛡️ [Threat Model](./THREAT_MODEL.md)** - Security threat analysis and risk assessment
|
|
82
|
+
- **📋 [CRA Assessment](./CRA-ASSESSMENT.md)** - EU Cyber Resilience Act compliance
|
|
83
|
+
- **🏗️ [Security Architecture](./SECURITY_ARCHITECTURE.md)** - Current security implementation
|
|
84
|
+
|
|
85
|
+
Our commitment to transparency means all security policies, risk assessments, and compliance documentation are publicly available for review.
|
|
86
|
+
|
|
87
|
+
---
|
|
88
|
+
|
|
89
|
+
## 📚 Related Documents
|
|
90
|
+
|
|
91
|
+
### 🔐 Core ISMS Policies
|
|
92
|
+
- [🔐 Information Security Policy](https://github.com/Hack23/ISMS-PUBLIC/blob/main/Information_Security_Policy.md) - Overall security governance
|
|
93
|
+
- [🔍 Vulnerability Management](https://github.com/Hack23/ISMS-PUBLIC/blob/main/Vulnerability_Management.md) - Security testing and remediation procedures
|
|
94
|
+
- [🚨 Incident Response Plan](https://github.com/Hack23/ISMS-PUBLIC/blob/main/Incident_Response_Plan.md) - Security incident handling
|
|
95
|
+
- [🛠️ Secure Development Policy](https://github.com/Hack23/ISMS-PUBLIC/blob/main/Secure_Development_Policy.md) - Security-integrated SDLC practices
|
|
96
|
+
- [🏷️ Classification Framework](https://github.com/Hack23/ISMS-PUBLIC/blob/main/CLASSIFICATION.md) - Business impact and risk assessment
|
|
97
|
+
|
|
98
|
+
### 🛡️ Black Trigram Security Documentation
|
|
99
|
+
- [🛡️ Security Architecture](./SECURITY_ARCHITECTURE.md) - Current security implementation
|
|
100
|
+
- [🔮 Future Security Architecture](./FUTURE_SECURITY_ARCHITECTURE.md) - Planned security enhancements
|
|
101
|
+
- [🎯 Threat Model](./THREAT_MODEL.md) - STRIDE analysis and attack trees
|
|
102
|
+
- [📋 CRA Assessment](./CRA-ASSESSMENT.md) - EU Cyber Resilience Act compliance
|
|
103
|
+
- [🗺️ ISMS Reference Mapping](./ISMS_REFERENCE_MAPPING.md) - Complete ISMS policy mapping
|
|
104
|
+
- [📅 End-of-Life Strategy](./End-of-Life-Strategy.md) - Security patching and support lifecycle
|
|
105
|
+
|
|
106
|
+
### 🔄 Development & Operations
|
|
107
|
+
- [🔄 Workflows](./WORKFLOWS.md) - Security-hardened CI/CD pipelines
|
|
108
|
+
- [🔧 Development Guide](./development.md) - Security features and testing strategy
|
|
109
|
+
- [📝 Change Management](https://github.com/Hack23/ISMS-PUBLIC/blob/main/Change_Management.md) - Risk-controlled change processes
|
|
110
|
+
|
|
111
|
+
### 🤝 Third-Party & Transparency
|
|
112
|
+
- [🤝 Third Party Management](https://github.com/Hack23/ISMS-PUBLIC/blob/main/Third_Party_Management.md) - Supplier security assessment
|
|
113
|
+
- [🌐 ISMS Transparency Plan](https://github.com/Hack23/ISMS-PUBLIC/blob/main/ISMS_Transparency_Plan.md) - Public disclosure strategy
|
|
114
|
+
- [🔓 Open Source Policy](https://github.com/Hack23/ISMS-PUBLIC/blob/main/Open_Source_Policy.md) - Open source governance
|
|
115
|
+
|
|
116
|
+
---
|
|
117
|
+
|
|
118
|
+
**📋 Document Control:**
|
|
119
|
+
**✅ Approved by:** James Pether Sörling, CEO
|
|
120
|
+
**📤 Distribution:** Public
|
|
121
|
+
**🏷️ Classification:** [](https://github.com/Hack23/ISMS-PUBLIC/blob/main/CLASSIFICATION.md#confidentiality-levels) [](https://github.com/Hack23/ISMS-PUBLIC/blob/main/CLASSIFICATION.md#integrity-levels) [](https://github.com/Hack23/ISMS-PUBLIC/blob/main/CLASSIFICATION.md#availability-levels)
|
|
122
|
+
**📅 Effective Date:** 2025-01-15
|
|
123
|
+
**⏰ Next Review:** 2025-04-15
|
|
124
|
+
**🎯 Framework Compliance:** [](https://github.com/Hack23/ISMS-PUBLIC/blob/main/CLASSIFICATION.md) [](https://github.com/Hack23/ISMS-PUBLIC/blob/main/CLASSIFICATION.md) [](https://github.com/Hack23/ISMS-PUBLIC/blob/main/CLASSIFICATION.md) [](https://github.com/Hack23/ISMS-PUBLIC/blob/main/CLASSIFICATION.md)
|
package/lib/App.d.ts
ADDED
package/lib/App.d.ts.map
ADDED
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"App.d.ts","sourceRoot":"","sources":["../src/App.tsx"],"names":[],"mappings":"AAQA,OAAO,WAAW,CAAC;AA8BnB,iBAAS,GAAG,4CAkiBX;AAED,eAAe,GAAG,CAAC"}
|
package/lib/App2.js
ADDED
|
@@ -0,0 +1,386 @@
|
|
|
1
|
+
import { useAudio } from "./audio/AudioProvider.js";
|
|
2
|
+
import { GameMode, PlayerArchetype } from "./types/common.js";
|
|
3
|
+
import { createPlayerFromArchetype } from "./utils/playerUtils.js";
|
|
4
|
+
import { clearPlatformCache, detectPlatform } from "./utils/deviceDetection.js";
|
|
5
|
+
import CombatScreen3D from "./components/screens/combat/CombatScreen3D.js";
|
|
6
|
+
/* empty css */
|
|
7
|
+
import ControlsScreen3D from "./components/screens/controls/ControlsScreen3D.js";
|
|
8
|
+
import { EndScreen3D } from "./components/screens/endscreen/EndScreen3D.js";
|
|
9
|
+
import "./components/screens/endscreen/index.js";
|
|
10
|
+
import IntroScreen3D from "./components/screens/intro/IntroScreen3D.js";
|
|
11
|
+
import PhilosophyScreen3D from "./components/screens/philosophy/PhilosophyScreen3D.js";
|
|
12
|
+
import { PerformanceDebugOverlayHtml } from "./components/shared/debug/PerformanceDebugOverlayHtml.js";
|
|
13
|
+
import ErrorModal from "./components/shared/ui/ErrorModal.js";
|
|
14
|
+
import { LoadingState } from "./components/shared/ui/LoadingState.js";
|
|
15
|
+
import SplashScreen from "./components/shared/ui/SplashScreen.js";
|
|
16
|
+
import { Suspense, lazy, useCallback, useEffect, useRef, useState } from "react";
|
|
17
|
+
import { jsx, jsxs } from "react/jsx-runtime";
|
|
18
|
+
//#region src/App.tsx
|
|
19
|
+
var TrainingScreen = lazy(() => import("./components/screens/training/TrainingScreen3D.js").then((m) => ({ default: m.TrainingScreen3D })));
|
|
20
|
+
var SCREEN_TRANSITION_DELAY_MS = 150;
|
|
21
|
+
var MENU_TRANSITION_DELAY_MS = 100;
|
|
22
|
+
function App() {
|
|
23
|
+
const [gameMode, setGameMode] = useState(null);
|
|
24
|
+
const [selectedArchetype, setSelectedArchetype] = useState(PlayerArchetype.MUSA);
|
|
25
|
+
const [isGameActive, setIsGameActive] = useState(false);
|
|
26
|
+
const [gameWinner, setGameWinner] = useState(null);
|
|
27
|
+
const [matchStats, setMatchStats] = useState(null);
|
|
28
|
+
const [appReady, setAppReady] = useState(false);
|
|
29
|
+
const [showSplash, setShowSplash] = useState(true);
|
|
30
|
+
const [showAudioError, setShowAudioError] = useState(false);
|
|
31
|
+
const [showPerformanceDebug, setShowPerformanceDebug] = useState(false);
|
|
32
|
+
const [isTransitioning, setIsTransitioning] = useState(false);
|
|
33
|
+
const pendingModeRef = useRef(null);
|
|
34
|
+
const [combatPlayers, setCombatPlayers] = useState([]);
|
|
35
|
+
const audio = useAudio();
|
|
36
|
+
const [screenSize, setScreenSize] = useState(() => {
|
|
37
|
+
const platform = detectPlatform();
|
|
38
|
+
return {
|
|
39
|
+
width: window.innerWidth,
|
|
40
|
+
height: window.innerHeight,
|
|
41
|
+
isMobile: platform.isMobile,
|
|
42
|
+
isTablet: platform.isTablet,
|
|
43
|
+
isDesktop: platform.isDesktop
|
|
44
|
+
};
|
|
45
|
+
});
|
|
46
|
+
useEffect(() => {
|
|
47
|
+
const handleGlobalError = (e) => {
|
|
48
|
+
console.error("Global error:", e.error);
|
|
49
|
+
};
|
|
50
|
+
const handleUnhandledRejection = (e) => {
|
|
51
|
+
console.error("Unhandled promise rejection:", e.reason);
|
|
52
|
+
if (e.reason?.message?.includes("Failed to load") || e.reason?.message?.includes("no supported source")) e.preventDefault();
|
|
53
|
+
};
|
|
54
|
+
const initializeApp = async () => {
|
|
55
|
+
try {
|
|
56
|
+
window.focus();
|
|
57
|
+
window.addEventListener("error", handleGlobalError);
|
|
58
|
+
window.addEventListener("unhandledrejection", handleUnhandledRejection);
|
|
59
|
+
console.log("🔧 Initializing animation performance optimizations...");
|
|
60
|
+
const { ThreeObjectPools } = await import("./utils/threeObjectPool.js");
|
|
61
|
+
ThreeObjectPools.prewarmAll();
|
|
62
|
+
const poolStatus = ThreeObjectPools.getStatus();
|
|
63
|
+
console.log(" ✓ Object pools prewarmed:", poolStatus);
|
|
64
|
+
const { precomputeAnimation } = await import("./systems/animation/core/AnimationOptimizations.js");
|
|
65
|
+
const { ALL_ANIMATIONS } = await import("./systems/animation/core/AnimationRegistry.js");
|
|
66
|
+
let precomputedCount = 0;
|
|
67
|
+
ALL_ANIMATIONS.forEach((animation) => {
|
|
68
|
+
precomputeAnimation(animation.name, animation, 60);
|
|
69
|
+
precomputedCount++;
|
|
70
|
+
});
|
|
71
|
+
console.log(` ✓ Precomputed ${precomputedCount} animations at 60fps`);
|
|
72
|
+
console.log("✅ Animation optimizations ready (expect <5ms frame time, 90%+ cache hit)");
|
|
73
|
+
setAppReady(true);
|
|
74
|
+
console.log("🎯 Black Trigram app initialized");
|
|
75
|
+
} catch (error) {
|
|
76
|
+
console.error("Failed to initialize app:", error);
|
|
77
|
+
setAppReady(true);
|
|
78
|
+
}
|
|
79
|
+
};
|
|
80
|
+
initializeApp();
|
|
81
|
+
return () => {
|
|
82
|
+
window.removeEventListener("error", handleGlobalError);
|
|
83
|
+
window.removeEventListener("unhandledrejection", handleUnhandledRejection);
|
|
84
|
+
};
|
|
85
|
+
}, []);
|
|
86
|
+
const initializeAudioWithRetry = useCallback(async () => {
|
|
87
|
+
if (!appReady) {
|
|
88
|
+
console.warn("App not ready yet, please wait...");
|
|
89
|
+
return false;
|
|
90
|
+
}
|
|
91
|
+
try {
|
|
92
|
+
await audio.initializeAudio();
|
|
93
|
+
console.log("🎵 Audio initialized");
|
|
94
|
+
return true;
|
|
95
|
+
} catch (error) {
|
|
96
|
+
console.error("Failed to initialize audio:", error);
|
|
97
|
+
return false;
|
|
98
|
+
}
|
|
99
|
+
}, [audio, appReady]);
|
|
100
|
+
const handleSplashStart = useCallback(async () => {
|
|
101
|
+
setShowAudioError(false);
|
|
102
|
+
if (await initializeAudioWithRetry()) setShowSplash(false);
|
|
103
|
+
else setShowAudioError(true);
|
|
104
|
+
}, [initializeAudioWithRetry]);
|
|
105
|
+
const handleAudioErrorRetry = useCallback(async () => {
|
|
106
|
+
setShowAudioError(false);
|
|
107
|
+
if (await initializeAudioWithRetry()) setShowSplash(false);
|
|
108
|
+
else setShowAudioError(true);
|
|
109
|
+
}, [initializeAudioWithRetry]);
|
|
110
|
+
const handleAudioErrorContinue = useCallback(() => {
|
|
111
|
+
setShowAudioError(false);
|
|
112
|
+
setShowSplash(false);
|
|
113
|
+
console.log("Continuing without audio (silent mode)");
|
|
114
|
+
}, []);
|
|
115
|
+
const handleGameStart = useCallback((mode, archetype) => {
|
|
116
|
+
console.log("🎮 Starting game mode:", mode, "with archetype:", archetype);
|
|
117
|
+
pendingModeRef.current = {
|
|
118
|
+
mode,
|
|
119
|
+
archetype
|
|
120
|
+
};
|
|
121
|
+
setIsTransitioning(true);
|
|
122
|
+
setGameMode(null);
|
|
123
|
+
setIsGameActive(false);
|
|
124
|
+
setTimeout(() => {
|
|
125
|
+
const pending = pendingModeRef.current;
|
|
126
|
+
if (!pending) return;
|
|
127
|
+
if (pending.mode === GameMode.CONTROLS || pending.mode === GameMode.PHILOSOPHY) {
|
|
128
|
+
setGameMode(pending.mode);
|
|
129
|
+
setIsGameActive(false);
|
|
130
|
+
} else {
|
|
131
|
+
setGameMode(pending.mode);
|
|
132
|
+
setIsGameActive(true);
|
|
133
|
+
}
|
|
134
|
+
setGameWinner(null);
|
|
135
|
+
setMatchStats(null);
|
|
136
|
+
if (pending.archetype) setSelectedArchetype(pending.archetype);
|
|
137
|
+
setIsTransitioning(false);
|
|
138
|
+
pendingModeRef.current = null;
|
|
139
|
+
}, SCREEN_TRANSITION_DELAY_MS);
|
|
140
|
+
}, []);
|
|
141
|
+
const handleGameEnd = useCallback((winner) => {
|
|
142
|
+
setIsGameActive(false);
|
|
143
|
+
setGameWinner(createPlayerFromArchetype(selectedArchetype, winner));
|
|
144
|
+
setCombatPlayers([]);
|
|
145
|
+
setMatchStats({
|
|
146
|
+
totalDamageDealt: 150,
|
|
147
|
+
totalDamageTaken: 100,
|
|
148
|
+
criticalHits: 3,
|
|
149
|
+
vitalPointHits: 2,
|
|
150
|
+
techniquesUsed: 8,
|
|
151
|
+
perfectStrikes: 1,
|
|
152
|
+
consecutiveWins: 1,
|
|
153
|
+
matchDuration: 120,
|
|
154
|
+
totalMatches: 1,
|
|
155
|
+
maxRounds: 3,
|
|
156
|
+
winner,
|
|
157
|
+
totalRounds: 2,
|
|
158
|
+
currentRound: 2,
|
|
159
|
+
timeRemaining: 0,
|
|
160
|
+
combatEvents: [],
|
|
161
|
+
finalScore: {
|
|
162
|
+
player1: winner === 0 ? 2 : 0,
|
|
163
|
+
player2: winner === 1 ? 2 : 0
|
|
164
|
+
},
|
|
165
|
+
roundsWon: {
|
|
166
|
+
player1: winner === 0 ? 2 : 0,
|
|
167
|
+
player2: winner === 1 ? 2 : 0
|
|
168
|
+
},
|
|
169
|
+
player1: {
|
|
170
|
+
wins: winner === 0 ? 1 : 0,
|
|
171
|
+
losses: winner === 0 ? 0 : 1,
|
|
172
|
+
hitsTaken: 5,
|
|
173
|
+
hitsLanded: 8,
|
|
174
|
+
totalDamageDealt: winner === 0 ? 150 : 100,
|
|
175
|
+
totalDamageReceived: winner === 0 ? 100 : 150,
|
|
176
|
+
techniques: ["천둥벽력", "유수연타"],
|
|
177
|
+
perfectStrikes: winner === 0 ? 1 : 0,
|
|
178
|
+
vitalPointHits: winner === 0 ? 2 : 1,
|
|
179
|
+
consecutiveWins: winner === 0 ? 1 : 0,
|
|
180
|
+
matchDuration: 120
|
|
181
|
+
},
|
|
182
|
+
player2: {
|
|
183
|
+
wins: winner === 1 ? 1 : 0,
|
|
184
|
+
losses: winner === 1 ? 0 : 1,
|
|
185
|
+
hitsTaken: 8,
|
|
186
|
+
hitsLanded: 5,
|
|
187
|
+
totalDamageDealt: winner === 1 ? 150 : 100,
|
|
188
|
+
totalDamageReceived: winner === 1 ? 100 : 150,
|
|
189
|
+
techniques: ["화염지창", "벽력일섬"],
|
|
190
|
+
perfectStrikes: winner === 1 ? 1 : 0,
|
|
191
|
+
vitalPointHits: winner === 1 ? 2 : 1,
|
|
192
|
+
consecutiveWins: winner === 1 ? 1 : 0,
|
|
193
|
+
matchDuration: 120
|
|
194
|
+
}
|
|
195
|
+
});
|
|
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}, [selectedArchetype]);
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const handleReturnToMenu = useCallback(() => {
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}, []);
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}, SCREEN_TRANSITION_DELAY_MS);
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}, [gameMode]);
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const handleViewTraining = useCallback(() => {
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setGameWinner(null);
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}, []);
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const renderCurrentScreen = () => {
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progress: void 0,
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message: "전환 중... | Transitioning...",
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});
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winner: gameWinner,
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matchStats,
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onRematch: handleRematch,
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onViewReplay: handleViewTraining,
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height: screenSize.height
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});
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width: screenSize.width,
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height: screenSize.height
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});
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if (gameMode === GameMode.PHILOSOPHY) return /* @__PURE__ */ jsx(PhilosophyScreen3D, {
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onReturnToMenu: handleReturnToMenu,
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width: screenSize.width,
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});
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case GameMode.TRAINING: return /* @__PURE__ */ jsx(Suspense, {
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progress: void 0,
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message: "훈련장 로딩 중... | Loading Training...",
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stage: "assets"
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}),
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children: /* @__PURE__ */ jsx(TrainingScreen, {
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},
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width: screenSize.width,
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initialArchetype: selectedArchetype
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const player1 = createPlayerFromArchetype(selectedArchetype, 0);
|
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const player2 = createPlayerFromArchetype(PlayerArchetype.AMSALJA, 1);
|
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return /* @__PURE__ */ jsx(LoadingState, {
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progress: void 0,
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message: "전투 준비 중... | Preparing Combat...",
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stage: "assets"
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});
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}
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return /* @__PURE__ */ jsx(CombatScreen3D, {
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players: combatPlayers,
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currentRound: 1,
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timeRemaining: 180,
|
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isPaused: false,
|
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onPlayerUpdate: (playerIndex, updates) => {
|
|
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setCombatPlayers((prevPlayers) => {
|
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const newPlayers = [...prevPlayers];
|
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|
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if (newPlayers[playerIndex]) newPlayers[playerIndex] = {
|
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...newPlayers[playerIndex],
|
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|
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...updates
|
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};
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return newPlayers;
|
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});
|
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},
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|
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onReturnToMenu: handleReturnToMenu,
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onGameEnd: handleGameEnd,
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width: screenSize.width,
|
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|
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height: screenSize.height
|
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|
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});
|
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|
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default: return /* @__PURE__ */ jsx(IntroScreen3D, {
|
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onMenuSelect: handleGameStart,
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onArchetypeSelect: setSelectedArchetype,
|
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|
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selectedArchetype,
|
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|
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width: screenSize.width,
|
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height: screenSize.height
|
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|
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});
|
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}
|
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|
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return /* @__PURE__ */ jsx(IntroScreen3D, {
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onMenuSelect: handleGameStart,
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onArchetypeSelect: setSelectedArchetype,
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|
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|
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});
|
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|
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};
|
|
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|
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const containerRef = useRef(null);
|
|
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|
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useEffect(() => {
|
|
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|
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containerRef.current?.focus();
|
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|
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}, [appReady]);
|
|
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|
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useEffect(() => {
|
|
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|
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const handleResize = () => {
|
|
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|
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clearPlatformCache();
|
|
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|
+
const platform = detectPlatform();
|
|
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|
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setScreenSize({
|
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|
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width: platform.screenWidth,
|
|
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|
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height: platform.screenHeight,
|
|
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|
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isMobile: platform.isMobile,
|
|
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|
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isTablet: platform.isTablet,
|
|
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|
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isDesktop: platform.isDesktop
|
|
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|
+
});
|
|
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|
+
};
|
|
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|
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window.addEventListener("resize", handleResize);
|
|
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|
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return () => window.removeEventListener("resize", handleResize);
|
|
345
|
+
}, []);
|
|
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|
+
useEffect(() => {}, []);
|
|
347
|
+
if (!appReady) return /* @__PURE__ */ jsx("div", {
|
|
348
|
+
className: "app loading",
|
|
349
|
+
"data-testid": "app-container",
|
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|
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children: /* @__PURE__ */ jsx(LoadingState, {
|
|
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|
+
progress: void 0,
|
|
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|
+
message: "앱 초기화 중 | Initializing app...",
|
|
353
|
+
stage: "initialization"
|
|
354
|
+
})
|
|
355
|
+
});
|
|
356
|
+
if (showSplash) return /* @__PURE__ */ jsxs("div", {
|
|
357
|
+
className: "app",
|
|
358
|
+
"data-testid": "app-container",
|
|
359
|
+
children: [/* @__PURE__ */ jsx(SplashScreen, {
|
|
360
|
+
onStart: handleSplashStart,
|
|
361
|
+
width: screenSize.width,
|
|
362
|
+
height: screenSize.height
|
|
363
|
+
}), showAudioError && /* @__PURE__ */ jsx(ErrorModal, {
|
|
364
|
+
message: "오디오 초기화에 실패했습니다. 재시도하거나 소리 없이 계속할 수 있습니다. | Audio initialization failed. You can retry or continue without sound.",
|
|
365
|
+
onRetry: handleAudioErrorRetry,
|
|
366
|
+
onContinue: handleAudioErrorContinue
|
|
367
|
+
})]
|
|
368
|
+
});
|
|
369
|
+
return /* @__PURE__ */ jsxs("div", {
|
|
370
|
+
className: "app",
|
|
371
|
+
tabIndex: 0,
|
|
372
|
+
ref: containerRef,
|
|
373
|
+
style: {
|
|
374
|
+
outline: "none",
|
|
375
|
+
width: "100vw",
|
|
376
|
+
height: "100vh",
|
|
377
|
+
overflow: "hidden"
|
|
378
|
+
},
|
|
379
|
+
"data-testid": "app-container",
|
|
380
|
+
children: [renderCurrentScreen(), showPerformanceDebug && /* @__PURE__ */ jsx(PerformanceDebugOverlayHtml, {})]
|
|
381
|
+
});
|
|
382
|
+
}
|
|
383
|
+
//#endregion
|
|
384
|
+
export { App as default };
|
|
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|
+
|
|
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|
+
//# sourceMappingURL=App2.js.map
|
package/lib/App2.js.map
ADDED
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"App2.js","names":[],"sources":["../src/App.tsx"],"sourcesContent":["import {\n lazy,\n Suspense,\n useCallback,\n useEffect,\n useRef,\n useState,\n} from \"react\";\nimport \"./App.css\";\n// Main application component - manages game state and screen navigation\nimport { useAudio } from \"./audio/AudioProvider\";\nimport { CombatScreen3D as CombatScreen } from \"./components/screens/combat/CombatScreen3D\";\nimport { ControlsScreen3D as ControlsScreen } from \"./components/screens/controls/ControlsScreen3D\";\nimport { EndScreen3D } from \"./components/screens/endscreen\";\nimport { IntroScreen3D as IntroScreen } from \"./components/screens/intro/IntroScreen3D\";\nimport { PhilosophyScreen3D as PhilosophyScreen } from \"./components/screens/philosophy/PhilosophyScreen3D\";\nimport { PerformanceDebugOverlayHtml } from \"./components/shared/debug/PerformanceDebugOverlayHtml\";\nimport { ErrorModal } from \"./components/shared/ui/ErrorModal\";\nimport { LoadingState } from \"./components/shared/ui/LoadingState\";\nimport { SplashScreen } from \"./components/shared/ui/SplashScreen\";\nimport { PlayerState } from \"./systems\";\nimport { MatchStatistics } from \"./systems/combat\";\nimport { GameMode, PlayerArchetype } from \"./types/common\";\nimport { clearPlatformCache, detectPlatform } from \"./utils/deviceDetection\";\nimport { createPlayerFromArchetype } from \"./utils/playerUtils\";\n\n// Lazy load heavy screens\nconst TrainingScreen = lazy(() =>\n import(\"./components/screens/training/TrainingScreen3D\").then((m) => ({\n default: m.TrainingScreen3D,\n })),\n);\n\n// 150ms delay to allow WebGL context cleanup between full-screen 3D scene transitions\nconst SCREEN_TRANSITION_DELAY_MS = 150;\n// 100ms delay for lighter menu/UI transitions where WebGL teardown/re-init cost is lower\nconst MENU_TRANSITION_DELAY_MS = 100;\n\nfunction App() {\n const [gameMode, setGameMode] = useState<GameMode | null>(null);\n const [selectedArchetype, setSelectedArchetype] = useState<PlayerArchetype>(\n PlayerArchetype.MUSA,\n );\n const [isGameActive, setIsGameActive] = useState(false);\n const [gameWinner, setGameWinner] = useState<PlayerState | null>(null);\n const [matchStats, setMatchStats] = useState<MatchStatistics | null>(null);\n const [appReady, setAppReady] = useState(false);\n const [showSplash, setShowSplash] = useState(true);\n const [showAudioError, setShowAudioError] = useState(false);\n // Performance debug overlay toggle (P key in dev mode)\n const [showPerformanceDebug, setShowPerformanceDebug] = useState(false);\n // Transition state to allow WebGL cleanup between screens\n const [isTransitioning, setIsTransitioning] = useState(false);\n const pendingModeRef = useRef<{\n mode: GameMode;\n archetype?: PlayerArchetype;\n } | null>(null);\n\n // Combat players state - managed here so updates persist\n const [combatPlayers, setCombatPlayers] = useState<PlayerState[]>([]);\n\n const audio = useAudio();\n\n // Add responsive screen size detection with proper device detection\n // Uses user-agent detection first for high-res mobile devices\n const [screenSize, setScreenSize] = useState(() => {\n const platform = detectPlatform();\n return {\n width: window.innerWidth,\n height: window.innerHeight,\n isMobile: platform.isMobile,\n isTablet: platform.isTablet,\n isDesktop: platform.isDesktop,\n };\n });\n\n useEffect(() => {\n // Define handlers outside async function for proper cleanup\n const handleGlobalError = (e: ErrorEvent) => {\n console.error(\"Global error:\", e.error);\n };\n\n const handleUnhandledRejection = (e: PromiseRejectionEvent) => {\n console.error(\"Unhandled promise rejection:\", e.reason);\n if (\n e.reason?.message?.includes(\"Failed to load\") ||\n e.reason?.message?.includes(\"no supported source\")\n ) {\n e.preventDefault();\n }\n };\n\n const initializeApp = async () => {\n try {\n window.focus();\n\n window.addEventListener(\"error\", handleGlobalError);\n window.addEventListener(\"unhandledrejection\", handleUnhandledRejection);\n\n // PHASE 2: Performance optimization initialization\n console.log(\"🔧 Initializing animation performance optimizations...\");\n\n // 1. Prewarm object pools for animation optimization\n // This eliminates GC pressure from ~1,344 allocations per frame\n const { ThreeObjectPools } = await import(\"./utils/threeObjectPool\");\n ThreeObjectPools.prewarmAll();\n const poolStatus = ThreeObjectPools.getStatus();\n console.log(\" ✓ Object pools prewarmed:\", poolStatus);\n\n // 2. Precompute all animations for 90%+ cache hit rate\n const { precomputeAnimation } =\n await import(\"./systems/animation/core/AnimationOptimizations\");\n const { ALL_ANIMATIONS } =\n await import(\"./systems/animation/core/AnimationRegistry\");\n\n let precomputedCount = 0;\n ALL_ANIMATIONS.forEach((animation) => {\n // Precompute at 60fps for smooth playback\n // Use animation.name as the unique identifier\n precomputeAnimation(animation.name, animation, 60);\n precomputedCount++;\n });\n console.log(` ✓ Precomputed ${precomputedCount} animations at 60fps`);\n\n console.log(\n \"✅ Animation optimizations ready (expect <5ms frame time, 90%+ cache hit)\",\n );\n\n setAppReady(true);\n console.log(\"🎯 Black Trigram app initialized\");\n } catch (error) {\n console.error(\"Failed to initialize app:\", error);\n setAppReady(true);\n }\n };\n\n initializeApp();\n\n // Cleanup global event handlers to prevent memory leaks\n return () => {\n window.removeEventListener(\"error\", handleGlobalError);\n window.removeEventListener(\n \"unhandledrejection\",\n handleUnhandledRejection,\n );\n };\n }, []);\n\n // Shared audio initialization logic for splash and retry\n const initializeAudioWithRetry = useCallback(async () => {\n if (!appReady) {\n console.warn(\"App not ready yet, please wait...\");\n return false;\n }\n try {\n await audio.initializeAudio();\n console.log(\"🎵 Audio initialized\");\n return true;\n } catch (error) {\n console.error(\"Failed to initialize audio:\", error);\n return false;\n }\n }, [audio, appReady]);\n\n // Handle splash screen start - initialize audio on user gesture\n const handleSplashStart = useCallback(async () => {\n setShowAudioError(false);\n const success = await initializeAudioWithRetry();\n if (success) {\n setShowSplash(false);\n } else {\n setShowAudioError(true);\n }\n }, [initializeAudioWithRetry]);\n\n const handleAudioErrorRetry = useCallback(async () => {\n setShowAudioError(false);\n const success = await initializeAudioWithRetry();\n if (success) {\n setShowSplash(false);\n } else {\n setShowAudioError(true);\n }\n }, [initializeAudioWithRetry]);\n\n const handleAudioErrorContinue = useCallback(() => {\n // Continue without sound\n setShowAudioError(false);\n setShowSplash(false);\n console.log(\"Continuing without audio (silent mode)\");\n }, []);\n\n // ✅ SIMPLIFIED: Handle game mode selection directly\n const handleGameStart = useCallback(\n (mode: GameMode, archetype?: PlayerArchetype) => {\n console.log(\"🎮 Starting game mode:\", mode, \"with archetype:\", archetype);\n\n // Store pending mode and start transition to allow WebGL cleanup\n pendingModeRef.current = { mode, archetype };\n setIsTransitioning(true);\n\n // Clear current mode first (unmounts Canvas)\n setGameMode(null);\n setIsGameActive(false);\n\n // After brief delay, mount new screen\n // Increased delay to allow proper WebGL context cleanup\n setTimeout(() => {\n const pending = pendingModeRef.current;\n if (!pending) return;\n\n // ✅ NEW: Handle controls and philosophy as separate modes\n if (\n pending.mode === GameMode.CONTROLS ||\n pending.mode === GameMode.PHILOSOPHY\n ) {\n setGameMode(pending.mode);\n setIsGameActive(false); // These are not game modes, just screens\n } else {\n setGameMode(pending.mode);\n setIsGameActive(true);\n }\n\n setGameWinner(null);\n setMatchStats(null);\n if (pending.archetype) {\n setSelectedArchetype(pending.archetype);\n }\n\n setIsTransitioning(false);\n pendingModeRef.current = null;\n }, SCREEN_TRANSITION_DELAY_MS); // Delay for WebGL cleanup\n },\n [],\n );\n\n const handleGameEnd = useCallback(\n (winner: number) => {\n setIsGameActive(false);\n setGameWinner(createPlayerFromArchetype(selectedArchetype, winner));\n // Reset combat players for next match\n setCombatPlayers([]);\n\n setMatchStats({\n totalDamageDealt: 150,\n totalDamageTaken: 100,\n criticalHits: 3,\n vitalPointHits: 2,\n techniquesUsed: 8,\n perfectStrikes: 1,\n consecutiveWins: 1,\n matchDuration: 120,\n totalMatches: 1,\n maxRounds: 3,\n winner: winner,\n totalRounds: 2,\n currentRound: 2,\n timeRemaining: 0,\n combatEvents: [],\n finalScore: {\n player1: winner === 0 ? 2 : 0,\n player2: winner === 1 ? 2 : 0,\n },\n roundsWon: {\n player1: winner === 0 ? 2 : 0,\n player2: winner === 1 ? 2 : 0,\n },\n player1: {\n wins: winner === 0 ? 1 : 0,\n losses: winner === 0 ? 0 : 1,\n hitsTaken: 5,\n hitsLanded: 8,\n totalDamageDealt: winner === 0 ? 150 : 100,\n totalDamageReceived: winner === 0 ? 100 : 150,\n techniques: [\"천둥벽력\", \"유수연타\"],\n perfectStrikes: winner === 0 ? 1 : 0,\n vitalPointHits: winner === 0 ? 2 : 1,\n consecutiveWins: winner === 0 ? 1 : 0,\n matchDuration: 120,\n },\n player2: {\n wins: winner === 1 ? 1 : 0,\n losses: winner === 1 ? 0 : 1,\n hitsTaken: 8,\n hitsLanded: 5,\n totalDamageDealt: winner === 1 ? 150 : 100,\n totalDamageReceived: winner === 1 ? 100 : 150,\n techniques: [\"화염지창\", \"벽력일섬\"],\n perfectStrikes: winner === 1 ? 1 : 0,\n vitalPointHits: winner === 1 ? 2 : 1,\n consecutiveWins: winner === 1 ? 1 : 0,\n matchDuration: 120,\n },\n });\n },\n [selectedArchetype],\n );\n\n const handleReturnToMenu = useCallback(() => {\n // Use same transition logic for return to menu\n setIsTransitioning(true);\n setGameMode(null);\n setIsGameActive(false);\n setGameWinner(null);\n setMatchStats(null);\n // Reset combat players so they reinitialize next combat\n setCombatPlayers([]);\n setTimeout(() => setIsTransitioning(false), MENU_TRANSITION_DELAY_MS);\n }, []);\n\n const handleRematch = useCallback(() => {\n // Restart combat with same settings\n if (!gameMode) {\n console.error(\n \"Cannot rematch: gameMode is not set. This should not happen - EndScreen only renders when gameMode is set.\",\n { gameMode, isGameActive, gameWinner, matchStats }\n );\n return;\n }\n \n setIsTransitioning(true);\n setGameWinner(null);\n setMatchStats(null);\n // Reset combat players so they reinitialize for rematch\n setCombatPlayers([]);\n \n setTimeout(() => {\n setIsGameActive(true);\n setIsTransitioning(false);\n }, SCREEN_TRANSITION_DELAY_MS);\n // eslint-disable-next-line react-hooks/exhaustive-deps -- isGameActive, gameWinner, matchStats only used in error logging, not function logic\n }, [gameMode]);\n\n const handleViewTraining = useCallback(() => {\n // Navigate to training mode\n setIsTransitioning(true);\n setGameWinner(null);\n setMatchStats(null);\n setCombatPlayers([]);\n \n setTimeout(() => {\n setGameMode(GameMode.TRAINING);\n setIsGameActive(true);\n setIsTransitioning(false);\n }, SCREEN_TRANSITION_DELAY_MS);\n }, []);\n\n const renderCurrentScreen = () => {\n // Show loading during screen transitions\n if (isTransitioning) {\n return (\n <LoadingState\n progress={undefined}\n message=\"전환 중... | Transitioning...\"\n stage=\"assets\"\n />\n );\n }\n\n if (gameWinner && matchStats) {\n // ✅ NEW: Use EndScreen3D component\n return (\n <EndScreen3D\n winner={gameWinner}\n matchStats={matchStats}\n onReturnToMenu={handleReturnToMenu}\n onRematch={handleRematch}\n onViewReplay={handleViewTraining}\n width={screenSize.width}\n height={screenSize.height}\n />\n );\n }\n\n // ✅ NEW: Handle standalone screens first\n if (gameMode === GameMode.CONTROLS) {\n return (\n <ControlsScreen\n onReturnToMenu={handleReturnToMenu}\n width={screenSize.width}\n height={screenSize.height}\n />\n );\n }\n\n if (gameMode === GameMode.PHILOSOPHY) {\n return (\n <PhilosophyScreen\n onReturnToMenu={handleReturnToMenu}\n width={screenSize.width}\n height={screenSize.height}\n />\n );\n }\n\n // ✅ SIMPLIFIED: Only active game modes use isGameActive\n if (isGameActive && gameMode) {\n switch (gameMode) {\n case GameMode.TRAINING:\n return (\n <Suspense\n fallback={\n <LoadingState\n progress={undefined}\n message=\"훈련장 로딩 중... | Loading Training...\"\n stage=\"assets\"\n />\n }\n >\n <TrainingScreen\n onPlayerUpdate={(updates) => {\n console.log(\"Training player updated:\", updates);\n }}\n onReturnToMenu={handleReturnToMenu}\n width={screenSize.width}\n height={screenSize.height}\n initialArchetype={selectedArchetype}\n />\n </Suspense>\n );\n case GameMode.VERSUS:\n case GameMode.PRACTICE:\n // Initialize players if not already set\n if (combatPlayers.length === 0) {\n const player1 = createPlayerFromArchetype(selectedArchetype, 0);\n const player2 = createPlayerFromArchetype(\n PlayerArchetype.AMSALJA,\n 1,\n );\n // Use setTimeout to defer state update and avoid render-during-render\n setTimeout(() => setCombatPlayers([player1, player2]), 0);\n // Return loading state while players initialize\n return (\n <LoadingState\n progress={undefined}\n message=\"전투 준비 중... | Preparing Combat...\"\n stage=\"assets\"\n />\n );\n }\n\n return (\n <CombatScreen\n players={combatPlayers}\n currentRound={1}\n timeRemaining={180}\n isPaused={false}\n onPlayerUpdate={(playerIndex, updates) => {\n // Actually update the player state so damage persists!\n setCombatPlayers((prevPlayers) => {\n const newPlayers = [...prevPlayers];\n if (newPlayers[playerIndex]) {\n newPlayers[playerIndex] = {\n ...newPlayers[playerIndex],\n ...updates,\n };\n }\n return newPlayers;\n });\n }}\n onReturnToMenu={handleReturnToMenu}\n onGameEnd={handleGameEnd}\n gameMode={gameMode}\n width={screenSize.width}\n height={screenSize.height}\n />\n );\n default:\n return (\n <IntroScreen\n onMenuSelect={handleGameStart}\n onArchetypeSelect={setSelectedArchetype}\n selectedArchetype={selectedArchetype}\n width={screenSize.width}\n height={screenSize.height}\n />\n );\n }\n }\n\n // ✅ SIMPLIFIED: Default to intro screen\n return (\n <IntroScreen\n onMenuSelect={handleGameStart}\n onArchetypeSelect={setSelectedArchetype}\n selectedArchetype={selectedArchetype}\n width={screenSize.width}\n height={screenSize.height}\n />\n );\n };\n\n const containerRef = useRef<HTMLDivElement>(null);\n\n useEffect(() => {\n containerRef.current?.focus();\n }, [appReady]);\n\n useEffect(() => {\n const handleResize = () => {\n // Clear cached platform info to get fresh detection on resize\n clearPlatformCache();\n const platform = detectPlatform();\n setScreenSize({\n width: platform.screenWidth,\n height: platform.screenHeight,\n isMobile: platform.isMobile,\n isTablet: platform.isTablet,\n isDesktop: platform.isDesktop,\n });\n };\n\n window.addEventListener(\"resize\", handleResize);\n return () => window.removeEventListener(\"resize\", handleResize);\n }, []);\n\n // F9 key toggle for performance debug overlay (dev mode only)\n // Note: P key is reserved for Philosophy screen\n useEffect(() => {\n if (!import.meta.env.DEV) return;\n\n const handleKeyDown = (e: KeyboardEvent) 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You can retry or continue without sound.\"\n onRetry={handleAudioErrorRetry}\n onContinue={handleAudioErrorContinue}\n />\n )}\n </div>\n );\n }\n\n return (\n <div\n className=\"app\"\n tabIndex={0}\n ref={containerRef}\n style={{\n outline: \"none\",\n width: \"100vw\",\n height: \"100vh\",\n overflow: \"hidden\",\n }}\n data-testid=\"app-container\"\n >\n {/* All screens now use Three.js or pure React/HTML */}\n {renderCurrentScreen()}\n\n {/* Performance debug overlay (dev mode only, toggle with P key) */}\n {showPerformanceDebug && <PerformanceDebugOverlayHtml />}\n </div>\n );\n}\n\nexport default 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1
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//#region \0rolldown/runtime.js
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var __defProp = Object.defineProperty;
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var __exportAll = (all, no_symbols) => {
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let target = {};
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for (var name in all) __defProp(target, name, {
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get: all[name],
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enumerable: true
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});
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if (!no_symbols) __defProp(target, Symbol.toStringTag, { value: "Module" });
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return target;
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};
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//#endregion
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export { __exportAll };
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