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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  1853. package/package.json +222 -0
@@ -0,0 +1,292 @@
1
+ import { KOREAN_COLORS } from "../../../../types/constants/colors.js";
2
+ import { FONT_FAMILY } from "../../../../types/constants/typography.js";
3
+ import "../../../../types/constants/index.js";
4
+ import { hexToRgbaString } from "../../../../utils/colorUtils.js";
5
+ import React, { useCallback, useEffect, useState } from "react";
6
+ import { jsx, jsxs } from "react/jsx-runtime";
7
+ //#region src/components/screens/training/components/FootworkDrillsOverlayHtml.tsx
8
+ /**
9
+ * FootworkDrillsOverlayHtml - Training component for footwork drills
10
+ *
11
+ * Provides specialized footwork training exercises for Korean martial arts
12
+ * footwork patterns (보법, Bobeop).
13
+ *
14
+ * @module components/screens/training/components/FootworkDrillsOverlayHtml
15
+ * @category Training Components
16
+ * @korean 보법훈련컴포넌트
17
+ */
18
+ /**
19
+ * Drill information with Korean terminology
20
+ *
21
+ * @korean 훈련정보
22
+ */
23
+ var DRILL_INFO = {
24
+ circular_left: {
25
+ korean: "원형보 좌회전",
26
+ english: "Circular Left",
27
+ description: "원형보 좌측 | Circle stepping left",
28
+ pattern: [
29
+ "Ctrl+A",
30
+ "Ctrl+A",
31
+ "Ctrl+A",
32
+ "Ctrl+A"
33
+ ],
34
+ keyHints: "Hold Ctrl+A to circle left"
35
+ },
36
+ circular_right: {
37
+ korean: "원형보 우회전",
38
+ english: "Circular Right",
39
+ description: "원형보 우측 | Circle stepping right",
40
+ pattern: [
41
+ "Ctrl+D",
42
+ "Ctrl+D",
43
+ "Ctrl+D",
44
+ "Ctrl+D"
45
+ ],
46
+ keyHints: "Hold Ctrl+D to circle right"
47
+ },
48
+ pivot_combo: {
49
+ korean: "축족회전 연속",
50
+ english: "Pivot Combo",
51
+ description: "좌우 연속 회전 | Continuous pivot rotations",
52
+ pattern: [
53
+ "Shift+Ctrl+A",
54
+ "Shift+Ctrl+D",
55
+ "Shift+Ctrl+A",
56
+ "Shift+Ctrl+D"
57
+ ],
58
+ keyHints: "Alternate Shift+Ctrl+A/D"
59
+ },
60
+ triangle_step: {
61
+ korean: "삼각보법",
62
+ english: "Triangle Step",
63
+ description: "삼각형 발놀림 | Triangle footwork pattern",
64
+ pattern: [
65
+ "Ctrl+W",
66
+ "Shift+Ctrl+D",
67
+ "Ctrl+S",
68
+ "Shift+Ctrl+A"
69
+ ],
70
+ keyHints: "Forward → Pivot → Back → Pivot"
71
+ },
72
+ slide_drill: {
73
+ korean: "미끄럼보 사방",
74
+ english: "Slide Drill",
75
+ description: "사방 미끄럼 | Four-direction slides",
76
+ pattern: [
77
+ "Ctrl+W",
78
+ "Alt+D",
79
+ "Ctrl+S",
80
+ "Alt+A"
81
+ ],
82
+ keyHints: "Slide in all four directions"
83
+ },
84
+ shuffle_practice: {
85
+ korean: "섞음보 연습",
86
+ english: "Shuffle Practice",
87
+ description: "빠른 조정 | Quick micro-adjustments",
88
+ pattern: [
89
+ "Shift+Ctrl+W",
90
+ "Shift+Ctrl+W",
91
+ "Shift+Ctrl+W"
92
+ ],
93
+ keyHints: "Rapid Shift+Ctrl+W/S"
94
+ },
95
+ free_practice: {
96
+ korean: "자유 연습",
97
+ english: "Free Practice",
98
+ description: "자유 보법 | Free footwork exploration",
99
+ pattern: [],
100
+ keyHints: "Use any footwork combination"
101
+ }
102
+ };
103
+ /**
104
+ * FootworkDrillsOverlayHtml Component
105
+ *
106
+ * Provides UI for footwork training drills with step-by-step guidance
107
+ * and Korean martial arts terminology.
108
+ *
109
+ * @korean 보법훈련UI컴포넌트
110
+ */
111
+ var FootworkDrillsOverlayHtml = React.memo(({ currentDrill, onDrillChange, currentStep, isActive, onToggleActive, isMobile }) => {
112
+ const drillInfo = DRILL_INFO[currentDrill];
113
+ const [showInstructions, setShowInstructions] = useState(true);
114
+ useEffect(() => {
115
+ if (isActive && showInstructions) {
116
+ const timer = setTimeout(() => setShowInstructions(false), 5e3);
117
+ return () => clearTimeout(timer);
118
+ }
119
+ }, [isActive, showInstructions]);
120
+ const handleDrillSelect = useCallback((drill) => {
121
+ onDrillChange(drill);
122
+ setShowInstructions(true);
123
+ }, [onDrillChange]);
124
+ const panelWidth = isMobile ? 280 : 340;
125
+ const buttonFontSize = isMobile ? "10px" : "11px";
126
+ const titleFontSize = isMobile ? "13px" : "15px";
127
+ return /* @__PURE__ */ jsxs("div", {
128
+ style: {
129
+ width: `${panelWidth}px`,
130
+ background: hexToRgbaString(KOREAN_COLORS.UI_BACKGROUND_DARK, .95),
131
+ border: `2px solid ${hexToRgbaString(KOREAN_COLORS.ACCENT_GOLD, .9)}`,
132
+ borderRadius: "12px",
133
+ padding: isMobile ? "10px" : "12px",
134
+ fontFamily: FONT_FAMILY.KOREAN,
135
+ color: "#ffffff",
136
+ boxShadow: "0 4px 20px rgba(0, 0, 0, 0.5)"
137
+ },
138
+ "data-testid": "footwork-drills-html",
139
+ children: [
140
+ /* @__PURE__ */ jsxs("div", {
141
+ style: {
142
+ marginBottom: "12px",
143
+ textAlign: "center"
144
+ },
145
+ children: [/* @__PURE__ */ jsx("div", {
146
+ style: {
147
+ fontSize: titleFontSize,
148
+ fontWeight: "bold",
149
+ color: hexToRgbaString(KOREAN_COLORS.ACCENT_GOLD, 1),
150
+ marginBottom: "4px"
151
+ },
152
+ children: "보법 훈련 | Footwork Drills"
153
+ }), /* @__PURE__ */ jsxs("div", {
154
+ style: {
155
+ fontSize: isMobile ? "10px" : "11px",
156
+ color: hexToRgbaString(KOREAN_COLORS.TEXT_SECONDARY, 1)
157
+ },
158
+ children: [
159
+ drillInfo.korean,
160
+ " | ",
161
+ drillInfo.english
162
+ ]
163
+ })]
164
+ }),
165
+ /* @__PURE__ */ jsx("div", {
166
+ style: {
167
+ display: "grid",
168
+ gridTemplateColumns: isMobile ? "1fr 1fr" : "1fr 1fr 1fr",
169
+ gap: "6px",
170
+ marginBottom: "12px"
171
+ },
172
+ children: Object.keys(DRILL_INFO).map((drill) => /* @__PURE__ */ jsx("button", {
173
+ onClick: () => handleDrillSelect(drill),
174
+ style: {
175
+ padding: isMobile ? "6px 4px" : "8px 6px",
176
+ fontSize: buttonFontSize,
177
+ fontFamily: FONT_FAMILY.KOREAN,
178
+ fontWeight: currentDrill === drill ? "bold" : "normal",
179
+ background: currentDrill === drill ? hexToRgbaString(KOREAN_COLORS.ACCENT_GOLD, .9) : hexToRgbaString(KOREAN_COLORS.UI_BACKGROUND_MEDIUM, .8),
180
+ color: currentDrill === drill ? hexToRgbaString(KOREAN_COLORS.UI_BACKGROUND_DARK, 1) : hexToRgbaString(KOREAN_COLORS.TEXT_PRIMARY, 1),
181
+ border: `1px solid ${hexToRgbaString(currentDrill === drill ? KOREAN_COLORS.ACCENT_GOLD : KOREAN_COLORS.UI_BORDER, .6)}`,
182
+ borderRadius: "6px",
183
+ cursor: "pointer",
184
+ transition: "all 0.2s ease",
185
+ textAlign: "center",
186
+ lineHeight: 1.2
187
+ },
188
+ onMouseEnter: (e) => {
189
+ e.currentTarget.style.transform = "scale(1.05)";
190
+ },
191
+ onMouseLeave: (e) => {
192
+ e.currentTarget.style.transform = "scale(1)";
193
+ },
194
+ children: DRILL_INFO[drill].korean.split(" ")[0]
195
+ }, drill))
196
+ }),
197
+ /* @__PURE__ */ jsx("div", {
198
+ style: {
199
+ padding: "8px",
200
+ background: hexToRgbaString(KOREAN_COLORS.UI_BACKGROUND_MEDIUM, .6),
201
+ borderRadius: "6px",
202
+ marginBottom: "10px",
203
+ fontSize: isMobile ? "10px" : "11px",
204
+ textAlign: "center"
205
+ },
206
+ children: drillInfo.description
207
+ }),
208
+ drillInfo.pattern.length > 0 && /* @__PURE__ */ jsxs("div", {
209
+ style: { marginBottom: "10px" },
210
+ children: [/* @__PURE__ */ jsx("div", {
211
+ style: {
212
+ fontSize: isMobile ? "10px" : "11px",
213
+ fontWeight: "bold",
214
+ color: hexToRgbaString(KOREAN_COLORS.PRIMARY_CYAN, 1),
215
+ marginBottom: "6px",
216
+ textAlign: "center"
217
+ },
218
+ children: "Pattern Steps:"
219
+ }), /* @__PURE__ */ jsx("div", {
220
+ style: {
221
+ display: "flex",
222
+ justifyContent: "center",
223
+ gap: "4px",
224
+ flexWrap: "wrap"
225
+ },
226
+ children: drillInfo.pattern.map((step, index) => /* @__PURE__ */ jsxs("div", {
227
+ style: {
228
+ padding: "4px 8px",
229
+ fontSize: isMobile ? "9px" : "10px",
230
+ fontFamily: FONT_FAMILY.KOREAN,
231
+ background: isActive && index === currentStep ? hexToRgbaString(KOREAN_COLORS.PRIMARY_CYAN, .9) : index < currentStep ? hexToRgbaString(KOREAN_COLORS.ACCENT_GREEN, .6) : hexToRgbaString(KOREAN_COLORS.UI_BACKGROUND_MEDIUM, .7),
232
+ color: isActive && index === currentStep ? hexToRgbaString(KOREAN_COLORS.UI_BACKGROUND_DARK, 1) : "#ffffff",
233
+ border: `1px solid ${hexToRgbaString(isActive && index === currentStep ? KOREAN_COLORS.PRIMARY_CYAN : KOREAN_COLORS.UI_BORDER, .8)}`,
234
+ borderRadius: "4px",
235
+ fontWeight: isActive && index === currentStep ? "bold" : "normal"
236
+ },
237
+ children: [
238
+ index + 1,
239
+ ". ",
240
+ step
241
+ ]
242
+ }, index))
243
+ })]
244
+ }),
245
+ showInstructions && /* @__PURE__ */ jsxs("div", {
246
+ style: {
247
+ padding: "8px",
248
+ background: hexToRgbaString(KOREAN_COLORS.PRIMARY_CYAN, .2),
249
+ border: `1px solid ${hexToRgbaString(KOREAN_COLORS.PRIMARY_CYAN, .6)}`,
250
+ borderRadius: "6px",
251
+ marginBottom: "10px",
252
+ fontSize: isMobile ? "9px" : "10px",
253
+ textAlign: "center",
254
+ color: hexToRgbaString(KOREAN_COLORS.PRIMARY_CYAN, 1)
255
+ },
256
+ children: ["💡 ", drillInfo.keyHints]
257
+ }),
258
+ /* @__PURE__ */ jsx("button", {
259
+ onClick: onToggleActive,
260
+ style: {
261
+ width: "100%",
262
+ padding: isMobile ? "10px" : "12px",
263
+ fontSize: isMobile ? "12px" : "14px",
264
+ fontFamily: FONT_FAMILY.KOREAN,
265
+ fontWeight: "bold",
266
+ background: isActive ? hexToRgbaString(KOREAN_COLORS.ACCENT_RED, .9) : hexToRgbaString(KOREAN_COLORS.ACCENT_GREEN, .9),
267
+ color: "#ffffff",
268
+ border: "none",
269
+ borderRadius: "8px",
270
+ cursor: "pointer",
271
+ transition: "all 0.2s ease"
272
+ },
273
+ onMouseEnter: (e) => {
274
+ e.currentTarget.style.transform = "scale(1.05)";
275
+ e.currentTarget.style.boxShadow = `0 0 20px ${hexToRgbaString(isActive ? KOREAN_COLORS.ACCENT_RED : KOREAN_COLORS.ACCENT_GREEN, .8)}`;
276
+ },
277
+ onMouseLeave: (e) => {
278
+ e.currentTarget.style.transform = "scale(1)";
279
+ e.currentTarget.style.boxShadow = "none";
280
+ },
281
+ children: isActive ? "훈련 중지 | Stop Drill" : "훈련 시작 | Start Drill"
282
+ })
283
+ ]
284
+ });
285
+ }, (prevProps, nextProps) => {
286
+ return prevProps.currentDrill === nextProps.currentDrill && prevProps.currentStep === nextProps.currentStep && prevProps.isActive === nextProps.isActive && prevProps.isMobile === nextProps.isMobile && prevProps.onDrillChange === nextProps.onDrillChange && prevProps.onToggleActive === nextProps.onToggleActive;
287
+ });
288
+ FootworkDrillsOverlayHtml.displayName = "FootworkDrillsOverlayHtml";
289
+ //#endregion
290
+ export { FootworkDrillsOverlayHtml as default };
291
+
292
+ //# sourceMappingURL=FootworkDrillsOverlayHtml.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"FootworkDrillsOverlayHtml.js","names":[],"sources":["../../../../../src/components/screens/training/components/FootworkDrillsOverlayHtml.tsx"],"sourcesContent":["/**\n * FootworkDrillsOverlayHtml - Training component for footwork drills\n * \n * Provides specialized footwork training exercises for Korean martial arts\n * footwork patterns (보법, Bobeop).\n * \n * @module components/screens/training/components/FootworkDrillsOverlayHtml\n * @category Training Components\n * @korean 보법훈련컴포넌트\n */\n\nimport React, { useCallback, useEffect, useState } from \"react\";\nimport { FONT_FAMILY, KOREAN_COLORS } from \"../../../../types/constants\";\nimport { hexToRgbaString } from \"../../../../utils/colorUtils\";\n\n/**\n * Footwork drill types for training\n * \n * @korean 보법훈련타입\n */\nexport type FootworkDrill = \n | \"circular_left\" // 원형보 좌 - Circle left around target\n | \"circular_right\" // 원형보 우 - Circle right around target\n | \"pivot_combo\" // 축족회전 - Pivot left-right combo\n | \"triangle_step\" // 삼각보법 - Triangle stepping pattern\n | \"slide_drill\" // 미끄럼보 - Four-direction slide drill\n | \"shuffle_practice\" // 섞음보 - Quick shuffle adjustments\n | \"free_practice\"; // 자유 연습 - Free practice mode\n\n/**\n * Drill information with Korean terminology\n * \n * @korean 훈련정보\n */\nconst DRILL_INFO: Record<FootworkDrill, { \n korean: string; \n english: string; \n description: string;\n pattern: string[];\n keyHints: string;\n}> = {\n circular_left: {\n korean: \"원형보 좌회전\",\n english: \"Circular Left\",\n description: \"원형보 좌측 | Circle stepping left\",\n pattern: [\"Ctrl+A\", \"Ctrl+A\", \"Ctrl+A\", \"Ctrl+A\"],\n keyHints: \"Hold Ctrl+A to circle left\",\n },\n circular_right: {\n korean: \"원형보 우회전\",\n english: \"Circular Right\",\n description: \"원형보 우측 | Circle stepping right\",\n pattern: [\"Ctrl+D\", \"Ctrl+D\", \"Ctrl+D\", \"Ctrl+D\"],\n keyHints: \"Hold Ctrl+D to circle right\",\n },\n pivot_combo: {\n korean: \"축족회전 연속\",\n english: \"Pivot Combo\",\n description: \"좌우 연속 회전 | Continuous pivot rotations\",\n pattern: [\"Shift+Ctrl+A\", \"Shift+Ctrl+D\", \"Shift+Ctrl+A\", \"Shift+Ctrl+D\"],\n keyHints: \"Alternate Shift+Ctrl+A/D\",\n },\n triangle_step: {\n korean: \"삼각보법\",\n english: \"Triangle Step\",\n description: \"삼각형 발놀림 | Triangle footwork pattern\",\n pattern: [\"Ctrl+W\", \"Shift+Ctrl+D\", \"Ctrl+S\", \"Shift+Ctrl+A\"],\n keyHints: \"Forward → Pivot → Back → Pivot\",\n },\n slide_drill: {\n korean: \"미끄럼보 사방\",\n english: \"Slide Drill\",\n description: \"사방 미끄럼 | Four-direction slides\",\n pattern: [\"Ctrl+W\", \"Alt+D\", \"Ctrl+S\", \"Alt+A\"],\n keyHints: \"Slide in all four directions\",\n },\n shuffle_practice: {\n korean: \"섞음보 연습\",\n english: \"Shuffle Practice\",\n description: \"빠른 조정 | Quick micro-adjustments\",\n pattern: [\"Shift+Ctrl+W\", \"Shift+Ctrl+W\", \"Shift+Ctrl+W\"],\n keyHints: \"Rapid Shift+Ctrl+W/S\",\n },\n free_practice: {\n korean: \"자유 연습\",\n english: \"Free Practice\",\n description: \"자유 보법 | Free footwork exploration\",\n pattern: [],\n keyHints: \"Use any footwork combination\",\n },\n};\n\n/**\n * Props for FootworkDrillsOverlayHtml component\n */\nexport interface FootworkDrillsOverlayHtmlProps {\n /** Currently selected drill */\n readonly currentDrill: FootworkDrill;\n /** Callback when drill changes */\n readonly onDrillChange: (drill: FootworkDrill) => void;\n /** Current step in drill pattern (0-based) */\n readonly currentStep: number;\n /** Callback when drill step completes (optional, not yet implemented) */\n readonly onStepComplete?: () => void;\n /** Whether drill is currently active */\n readonly isActive: boolean;\n /** Callback to start/stop drill */\n readonly onToggleActive: () => void;\n /** Whether on mobile device */\n readonly isMobile: boolean;\n}\n\n/**\n * FootworkDrillsOverlayHtml Component\n * \n * Provides UI for footwork training drills with step-by-step guidance\n * and Korean martial arts terminology.\n * \n * @korean 보법훈련UI컴포넌트\n */\nexport const FootworkDrillsOverlayHtml = React.memo<FootworkDrillsOverlayHtmlProps>(\n ({\n currentDrill,\n onDrillChange,\n currentStep,\n // onStepComplete, // TODO: Use this for drill pattern validation\n isActive,\n onToggleActive,\n isMobile,\n }) => {\n const drillInfo = DRILL_INFO[currentDrill];\n const [showInstructions, setShowInstructions] = useState(true);\n\n // Auto-hide instructions after 5 seconds when drill is active\n useEffect(() => {\n if (isActive && showInstructions) {\n const timer = setTimeout(() => setShowInstructions(false), 5000);\n return () => clearTimeout(timer);\n }\n }, [isActive, showInstructions]);\n\n const handleDrillSelect = useCallback((drill: FootworkDrill) => {\n onDrillChange(drill);\n setShowInstructions(true);\n }, [onDrillChange]);\n\n const panelWidth = isMobile ? 280 : 340;\n const buttonFontSize = isMobile ? \"10px\" : \"11px\";\n const titleFontSize = isMobile ? \"13px\" : \"15px\";\n\n return (\n <div\n style={{\n width: `${panelWidth}px`,\n background: hexToRgbaString(KOREAN_COLORS.UI_BACKGROUND_DARK, 0.95),\n border: `2px solid ${hexToRgbaString(KOREAN_COLORS.ACCENT_GOLD, 0.9)}`,\n borderRadius: \"12px\",\n padding: isMobile ? \"10px\" : \"12px\",\n fontFamily: FONT_FAMILY.KOREAN,\n color: \"#ffffff\",\n boxShadow: \"0 4px 20px rgba(0, 0, 0, 0.5)\",\n }}\n data-testid=\"footwork-drills-html\"\n >\n {/* Header */}\n <div style={{ marginBottom: \"12px\", textAlign: \"center\" }}>\n <div\n style={{\n fontSize: titleFontSize,\n fontWeight: \"bold\",\n color: hexToRgbaString(KOREAN_COLORS.ACCENT_GOLD, 1),\n marginBottom: \"4px\",\n }}\n >\n 보법 훈련 | Footwork Drills\n </div>\n <div\n style={{\n fontSize: isMobile ? \"10px\" : \"11px\",\n color: hexToRgbaString(KOREAN_COLORS.TEXT_SECONDARY, 1),\n }}\n >\n {drillInfo.korean} | {drillInfo.english}\n </div>\n </div>\n\n {/* Drill Selection Grid */}\n <div\n style={{\n display: \"grid\",\n gridTemplateColumns: isMobile ? \"1fr 1fr\" : \"1fr 1fr 1fr\",\n gap: \"6px\",\n marginBottom: \"12px\",\n }}\n >\n {(Object.keys(DRILL_INFO) as FootworkDrill[]).map((drill) => (\n <button\n key={drill}\n onClick={() => handleDrillSelect(drill)}\n style={{\n padding: isMobile ? \"6px 4px\" : \"8px 6px\",\n fontSize: buttonFontSize,\n fontFamily: FONT_FAMILY.KOREAN,\n fontWeight: currentDrill === drill ? \"bold\" : \"normal\",\n background: \n currentDrill === drill\n ? hexToRgbaString(KOREAN_COLORS.ACCENT_GOLD, 0.9)\n : hexToRgbaString(KOREAN_COLORS.UI_BACKGROUND_MEDIUM, 0.8),\n color: \n currentDrill === drill\n ? hexToRgbaString(KOREAN_COLORS.UI_BACKGROUND_DARK, 1)\n : hexToRgbaString(KOREAN_COLORS.TEXT_PRIMARY, 1),\n border: `1px solid ${hexToRgbaString(\n currentDrill === drill\n ? KOREAN_COLORS.ACCENT_GOLD\n : KOREAN_COLORS.UI_BORDER,\n 0.6\n )}`,\n borderRadius: \"6px\",\n cursor: \"pointer\",\n transition: \"all 0.2s ease\",\n textAlign: \"center\",\n lineHeight: 1.2,\n }}\n onMouseEnter={(e) => {\n e.currentTarget.style.transform = \"scale(1.05)\";\n }}\n onMouseLeave={(e) => {\n e.currentTarget.style.transform = \"scale(1)\";\n }}\n >\n {DRILL_INFO[drill].korean.split(\" \")[0]}\n </button>\n ))}\n </div>\n\n {/* Drill Description */}\n <div\n style={{\n padding: \"8px\",\n background: hexToRgbaString(KOREAN_COLORS.UI_BACKGROUND_MEDIUM, 0.6),\n borderRadius: \"6px\",\n marginBottom: \"10px\",\n fontSize: isMobile ? \"10px\" : \"11px\",\n textAlign: \"center\",\n }}\n >\n {drillInfo.description}\n </div>\n\n {/* Pattern Steps (if drill has pattern) */}\n {drillInfo.pattern.length > 0 && (\n <div style={{ marginBottom: \"10px\" }}>\n <div\n style={{\n fontSize: isMobile ? \"10px\" : \"11px\",\n fontWeight: \"bold\",\n color: hexToRgbaString(KOREAN_COLORS.PRIMARY_CYAN, 1),\n marginBottom: \"6px\",\n textAlign: \"center\",\n }}\n >\n Pattern Steps:\n </div>\n <div\n style={{\n display: \"flex\",\n justifyContent: \"center\",\n gap: \"4px\",\n flexWrap: \"wrap\",\n }}\n >\n {drillInfo.pattern.map((step, index) => (\n <div\n key={index}\n style={{\n padding: \"4px 8px\",\n fontSize: isMobile ? \"9px\" : \"10px\",\n fontFamily: FONT_FAMILY.KOREAN,\n background: \n isActive && index === currentStep\n ? hexToRgbaString(KOREAN_COLORS.PRIMARY_CYAN, 0.9)\n : index < currentStep\n ? hexToRgbaString(KOREAN_COLORS.ACCENT_GREEN, 0.6)\n : hexToRgbaString(KOREAN_COLORS.UI_BACKGROUND_MEDIUM, 0.7),\n color: \n isActive && index === currentStep\n ? hexToRgbaString(KOREAN_COLORS.UI_BACKGROUND_DARK, 1)\n : \"#ffffff\",\n border: `1px solid ${hexToRgbaString(\n isActive && index === currentStep\n ? KOREAN_COLORS.PRIMARY_CYAN\n : KOREAN_COLORS.UI_BORDER,\n 0.8\n )}`,\n borderRadius: \"4px\",\n fontWeight: isActive && index === currentStep ? \"bold\" : \"normal\",\n }}\n >\n {index + 1}. {step}\n </div>\n ))}\n </div>\n </div>\n )}\n\n {/* Key Hints */}\n {showInstructions && (\n <div\n style={{\n padding: \"8px\",\n background: hexToRgbaString(KOREAN_COLORS.PRIMARY_CYAN, 0.2),\n border: `1px solid ${hexToRgbaString(KOREAN_COLORS.PRIMARY_CYAN, 0.6)}`,\n borderRadius: \"6px\",\n marginBottom: \"10px\",\n fontSize: isMobile ? \"9px\" : \"10px\",\n textAlign: \"center\",\n color: hexToRgbaString(KOREAN_COLORS.PRIMARY_CYAN, 1),\n }}\n >\n 💡 {drillInfo.keyHints}\n </div>\n )}\n\n {/* Start/Stop Button */}\n <button\n onClick={onToggleActive}\n style={{\n width: \"100%\",\n padding: isMobile ? \"10px\" : \"12px\",\n fontSize: isMobile ? \"12px\" : \"14px\",\n fontFamily: FONT_FAMILY.KOREAN,\n fontWeight: \"bold\",\n background: isActive\n ? hexToRgbaString(KOREAN_COLORS.ACCENT_RED, 0.9)\n : hexToRgbaString(KOREAN_COLORS.ACCENT_GREEN, 0.9),\n color: \"#ffffff\",\n border: \"none\",\n borderRadius: \"8px\",\n cursor: \"pointer\",\n transition: \"all 0.2s ease\",\n }}\n onMouseEnter={(e) => {\n e.currentTarget.style.transform = \"scale(1.05)\";\n e.currentTarget.style.boxShadow = `0 0 20px ${hexToRgbaString(\n isActive ? 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@@ -0,0 +1,32 @@
1
+ /**
2
+ * HitFeedbackEffect3D - Visual hit confirmation with damage numbers
3
+ *
4
+ * Provides particle effects, color flashes, and floating damage numbers
5
+ * for training hit feedback
6
+ */
7
+ /**
8
+ * Props for HitFeedbackEffect3D component
9
+ */
10
+ export interface HitFeedbackEffect3DProps {
11
+ /** 3D position where hit occurred */
12
+ readonly position: [number, number, number];
13
+ /** Type of hit (affects visual style) */
14
+ readonly type: "success" | "perfect" | "miss";
15
+ /** Damage dealt (if applicable) */
16
+ readonly damage?: number;
17
+ /** Whether effect is visible */
18
+ readonly visible?: boolean;
19
+ /** Callback when effect completes */
20
+ readonly onComplete?: () => void;
21
+ /** Duration in milliseconds */
22
+ readonly duration?: number;
23
+ /** Whether on mobile device */
24
+ readonly isMobile?: boolean;
25
+ }
26
+ /**
27
+ * HitFeedbackEffect3D Component
28
+ * Main hit feedback visualization
29
+ */
30
+ export declare const HitFeedbackEffect3D: React.FC<HitFeedbackEffect3DProps>;
31
+ export default HitFeedbackEffect3D;
32
+ //# sourceMappingURL=HitFeedbackEffect3D.d.ts.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,258 @@
1
+ import { KOREAN_COLORS } from "../../../../types/constants/colors.js";
2
+ import { FONT_FAMILY } from "../../../../types/constants/typography.js";
3
+ import "../../../../types/constants/index.js";
4
+ import { ThreeObjectPools } from "../../../../utils/threeObjectPool.js";
5
+ import { useCallback, useEffect, useMemo, useRef, useState } from "react";
6
+ import { jsx, jsxs } from "react/jsx-runtime";
7
+ import { useFrame } from "@react-three/fiber";
8
+ import { Html } from "@react-three/drei";
9
+ import * as THREE from "three";
10
+ //#region src/components/screens/training/components/HitFeedbackEffect3D.tsx
11
+ /**
12
+ * HitFeedbackEffect3D - Visual hit confirmation with damage numbers
13
+ *
14
+ * Provides particle effects, color flashes, and floating damage numbers
15
+ * for training hit feedback
16
+ */
17
+ /**
18
+ * Impact particle system
19
+ */
20
+ var ImpactParticles = ({ position, color, count }) => {
21
+ const pointsRef = useRef(null);
22
+ const velocitiesRef = useRef(null);
23
+ const [initialPosition] = useState(position);
24
+ const { positions, velocities } = useMemo(() => {
25
+ const pos = new Float32Array(count * 3);
26
+ const vel = new Float32Array(count * 3);
27
+ const seed = initialPosition[0] + initialPosition[1] * 10 + initialPosition[2] * 100;
28
+ function seededRandom(index) {
29
+ const x = Math.sin(seed + index) * 1e4;
30
+ return x - Math.floor(x);
31
+ }
32
+ const tempVel = ThreeObjectPools.vector3.acquire();
33
+ try {
34
+ for (let i = 0; i < count; i++) {
35
+ const i3 = i * 3;
36
+ pos[i3] = 0;
37
+ pos[i3 + 1] = 0;
38
+ pos[i3 + 2] = 0;
39
+ const theta = seededRandom(i * 3) * Math.PI * 2;
40
+ const phi = seededRandom(i * 3 + 1) * Math.PI;
41
+ const speed = .5 + seededRandom(i * 3 + 2) * 1.5;
42
+ tempVel.set(Math.sin(phi) * Math.cos(theta), Math.cos(phi), Math.sin(phi) * Math.sin(theta));
43
+ tempVel.normalize().multiplyScalar(speed);
44
+ vel[i3] = tempVel.x;
45
+ vel[i3 + 1] = tempVel.y + 1;
46
+ vel[i3 + 2] = tempVel.z;
47
+ }
48
+ } finally {
49
+ ThreeObjectPools.vector3.release(tempVel);
50
+ }
51
+ return {
52
+ positions: pos,
53
+ velocities: vel
54
+ };
55
+ }, [count, initialPosition]);
56
+ useEffect(() => {
57
+ velocitiesRef.current = velocities;
58
+ }, [velocities]);
59
+ useFrame((_, delta) => {
60
+ if (!pointsRef.current || !velocitiesRef.current) return;
61
+ const attr = pointsRef.current.geometry.attributes.position;
62
+ const array = attr.array;
63
+ const vel = velocitiesRef.current;
64
+ for (let i = 0; i < count; i++) {
65
+ const i3 = i * 3;
66
+ array[i3] += vel[i3] * delta * 10;
67
+ array[i3 + 1] += vel[i3 + 1] * delta * 10;
68
+ array[i3 + 2] += vel[i3 + 2] * delta * 10;
69
+ vel[i3 + 1] -= 9.8 * delta;
70
+ if (array[i3 + 1] < -2) array[i3 + 1] = -2;
71
+ }
72
+ attr.needsUpdate = true;
73
+ });
74
+ return /* @__PURE__ */ jsxs("points", {
75
+ ref: pointsRef,
76
+ position,
77
+ children: [/* @__PURE__ */ jsx("bufferGeometry", { children: /* @__PURE__ */ jsx("bufferAttribute", {
78
+ attach: "attributes-position",
79
+ args: [positions, 3]
80
+ }) }), /* @__PURE__ */ jsx("pointsMaterial", {
81
+ size: .08,
82
+ color,
83
+ transparent: true,
84
+ opacity: 1,
85
+ sizeAttenuation: true,
86
+ depthWrite: false,
87
+ blending: THREE.AdditiveBlending
88
+ })]
89
+ });
90
+ };
91
+ /**
92
+ * Expanding ring effect
93
+ */
94
+ var RingEffect = ({ position, color, maxRadius }) => {
95
+ const meshRef = useRef(null);
96
+ const startTime = useRef(0);
97
+ useEffect(() => {
98
+ if (startTime.current === 0) startTime.current = Date.now();
99
+ }, []);
100
+ useFrame(() => {
101
+ if (!meshRef.current) return;
102
+ const elapsed = (Date.now() - startTime.current) / 1e3;
103
+ const progress = Math.min(elapsed / .5, 1);
104
+ const radius = progress * maxRadius;
105
+ const tempScale = ThreeObjectPools.vector3.acquire();
106
+ try {
107
+ tempScale.setScalar(radius);
108
+ meshRef.current.scale.copy(tempScale);
109
+ } finally {
110
+ ThreeObjectPools.vector3.release(tempScale);
111
+ }
112
+ const material = meshRef.current.material;
113
+ material.opacity = 1 - progress;
114
+ });
115
+ return /* @__PURE__ */ jsxs("mesh", {
116
+ ref: meshRef,
117
+ position,
118
+ rotation: [
119
+ Math.PI / 2,
120
+ 0,
121
+ 0
122
+ ],
123
+ children: [/* @__PURE__ */ jsx("ringGeometry", { args: [
124
+ .9,
125
+ 1,
126
+ 32
127
+ ] }), /* @__PURE__ */ jsx("meshBasicMaterial", {
128
+ color,
129
+ transparent: true,
130
+ opacity: 1,
131
+ side: THREE.DoubleSide
132
+ })]
133
+ });
134
+ };
135
+ /**
136
+ * Floating damage number
137
+ */
138
+ var DamageNumber = ({ position, damage, type, isMobile, onComplete }) => {
139
+ const [offset, setOffset] = useState(0);
140
+ const [opacity, setOpacity] = useState(1);
141
+ const startTime = useRef(0);
142
+ const completedRef = useRef(false);
143
+ useEffect(() => {
144
+ if (startTime.current === 0) startTime.current = Date.now();
145
+ }, []);
146
+ useFrame(() => {
147
+ const elapsed = (Date.now() - startTime.current) / 1e3;
148
+ const progress = Math.min(elapsed / 1.5, 1);
149
+ setOffset(progress * 1);
150
+ setOpacity(1 - progress);
151
+ if (progress >= 1 && !completedRef.current && onComplete) {
152
+ completedRef.current = true;
153
+ onComplete();
154
+ }
155
+ });
156
+ const color = type === "perfect" ? "#ffd700" : type === "normal" ? "#00ffff" : "#ff4444";
157
+ const text = type === "miss" ? "빗나감 | MISS" : `${damage}`;
158
+ return /* @__PURE__ */ jsx(Html, {
159
+ position: [
160
+ position[0],
161
+ position[1] + offset,
162
+ position[2]
163
+ ],
164
+ center: true,
165
+ distanceFactor: 10,
166
+ style: {
167
+ pointerEvents: "none",
168
+ opacity
169
+ },
170
+ children: /* @__PURE__ */ jsx("div", {
171
+ style: {
172
+ fontSize: isMobile ? "20px" : "28px",
173
+ fontWeight: "bold",
174
+ fontFamily: FONT_FAMILY.KOREAN,
175
+ color,
176
+ textShadow: "0 0 10px rgba(0, 0, 0, 0.8)",
177
+ whiteSpace: "nowrap"
178
+ },
179
+ "data-testid": "damage-number",
180
+ children: text
181
+ })
182
+ });
183
+ };
184
+ /**
185
+ * HitFeedbackEffect3D Component
186
+ * Main hit feedback visualization
187
+ */
188
+ var HitFeedbackEffect3D = ({ position, type, damage, visible = true, onComplete, duration = 1500, isMobile = false }) => {
189
+ const [showEffect, setShowEffect] = useState(visible);
190
+ const timeoutRef = useRef(null);
191
+ const effectColor = useMemo(() => {
192
+ switch (type) {
193
+ case "perfect": return KOREAN_COLORS.ACCENT_GOLD;
194
+ case "success": return KOREAN_COLORS.PRIMARY_CYAN;
195
+ case "miss": return KOREAN_COLORS.TEXT_SECONDARY;
196
+ default: return KOREAN_COLORS.PRIMARY_CYAN;
197
+ }
198
+ }, [type]);
199
+ const particleCount = useMemo(() => {
200
+ const isPerfect = type === "perfect";
201
+ const isSuccess = type === "success";
202
+ if (isMobile) return isPerfect ? 30 : isSuccess ? 20 : 10;
203
+ return isPerfect ? 80 : isSuccess ? 50 : 25;
204
+ }, [type, isMobile]);
205
+ const ringRadius = type === "perfect" ? 1.5 : 1;
206
+ const completedRef = useRef(false);
207
+ const handleComplete = useCallback(() => {
208
+ if (completedRef.current) return;
209
+ completedRef.current = true;
210
+ setShowEffect(false);
211
+ onComplete?.();
212
+ }, [onComplete]);
213
+ useEffect(() => {
214
+ if (visible && showEffect) timeoutRef.current = setTimeout(handleComplete, duration);
215
+ return () => {
216
+ if (timeoutRef.current) clearTimeout(timeoutRef.current);
217
+ };
218
+ }, [
219
+ visible,
220
+ showEffect,
221
+ duration,
222
+ handleComplete
223
+ ]);
224
+ if (!showEffect) return null;
225
+ return /* @__PURE__ */ jsxs("group", {
226
+ name: `hit-feedback-${type}`,
227
+ children: [
228
+ /* @__PURE__ */ jsx(ImpactParticles, {
229
+ position,
230
+ color: effectColor,
231
+ count: particleCount
232
+ }),
233
+ /* @__PURE__ */ jsx(RingEffect, {
234
+ position,
235
+ color: effectColor,
236
+ maxRadius: ringRadius
237
+ }),
238
+ damage !== void 0 && type !== "miss" && /* @__PURE__ */ jsx(DamageNumber, {
239
+ position,
240
+ damage,
241
+ type: type === "perfect" ? "perfect" : "normal",
242
+ isMobile,
243
+ onComplete: handleComplete
244
+ }),
245
+ type === "miss" && /* @__PURE__ */ jsx(DamageNumber, {
246
+ position,
247
+ damage: 0,
248
+ type: "miss",
249
+ isMobile,
250
+ onComplete: handleComplete
251
+ })
252
+ ]
253
+ });
254
+ };
255
+ //#endregion
256
+ export { HitFeedbackEffect3D as default };
257
+
258
+ //# sourceMappingURL=HitFeedbackEffect3D.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"HitFeedbackEffect3D.js","names":[],"sources":["../../../../../src/components/screens/training/components/HitFeedbackEffect3D.tsx"],"sourcesContent":["/**\n * HitFeedbackEffect3D - Visual hit confirmation with damage numbers\n *\n * Provides particle effects, color flashes, and floating damage numbers\n * for training hit feedback\n */\n\nimport { Html } from \"@react-three/drei\";\nimport { useFrame } from \"@react-three/fiber\";\nimport { useCallback, useEffect, useMemo, useRef, useState } from \"react\";\nimport * as THREE from \"three\";\nimport { FONT_FAMILY, KOREAN_COLORS } from \"../../../../types/constants\";\nimport { ThreeObjectPools } from \"../../../../utils/threeObjectPool\";\n\n/**\n * Props for HitFeedbackEffect3D component\n */\nexport interface HitFeedbackEffect3DProps {\n /** 3D position where hit occurred */\n readonly position: [number, number, number];\n /** Type of hit (affects visual style) */\n readonly type: \"success\" | \"perfect\" | \"miss\";\n /** Damage dealt (if applicable) */\n readonly damage?: number;\n /** Whether effect is visible */\n readonly visible?: boolean;\n /** Callback when effect completes */\n readonly onComplete?: () => void;\n /** Duration in milliseconds */\n readonly duration?: number;\n /** Whether on mobile device */\n readonly isMobile?: boolean;\n}\n\n/**\n * Impact particle system\n */\nconst ImpactParticles: React.FC<{\n position: [number, number, number];\n color: number;\n count: number;\n}> = ({ position, color, count }) => {\n const pointsRef = useRef<THREE.Points>(null);\n\n // Store velocities in a ref that persists across renders\n const velocitiesRef = useRef<Float32Array | null>(null);\n\n // Store initial position for seeded random - use useState to capture at mount\n // Note: This intentionally ignores position prop changes to maintain consistent\n // particle behavior throughout the effect's lifetime. To update particles when\n // position changes, add a key prop to the parent component to force remount.\n const [initialPosition] = useState(position);\n\n // Initialize particle positions and velocities - use seed based on initial position\n const { positions, velocities } = useMemo(() => {\n const pos = new Float32Array(count * 3);\n const vel = new Float32Array(count * 3);\n\n // Use initial position as seed for deterministic but varying particles\n const seed =\n initialPosition[0] + initialPosition[1] * 10 + initialPosition[2] * 100;\n\n // Simple seeded random using position\n // Large multiplier (10000) ensures sufficient entropy for randomness while keeping values deterministic\n function seededRandom(index: number): number {\n const x = Math.sin(seed + index) * 10000;\n return x - Math.floor(x);\n }\n\n // Use pooled vector for velocity calculations to reduce allocations\n // Pool strategy: Acquire once, reuse for all particles, release\n const tempVel = ThreeObjectPools.vector3.acquire();\n \n try {\n for (let i = 0; i < count; i++) {\n const i3 = i * 3;\n // Start at center\n pos[i3] = 0;\n pos[i3 + 1] = 0;\n pos[i3 + 2] = 0;\n\n // Random outward velocities using seeded random\n const theta = seededRandom(i * 3) * Math.PI * 2;\n const phi = seededRandom(i * 3 + 1) * Math.PI;\n const speed = 0.5 + seededRandom(i * 3 + 2) * 1.5;\n\n tempVel.set(\n Math.sin(phi) * Math.cos(theta),\n Math.cos(phi),\n Math.sin(phi) * Math.sin(theta)\n );\n tempVel.normalize().multiplyScalar(speed);\n \n // Add upward bias\n vel[i3] = tempVel.x;\n vel[i3 + 1] = tempVel.y + 1;\n vel[i3 + 2] = tempVel.z;\n }\n } finally {\n // Always release pooled vector\n ThreeObjectPools.vector3.release(tempVel);\n }\n\n return { positions: pos, velocities: vel };\n }, [count, initialPosition]); // initialPosition is captured at mount and won't change\n\n // Update velocities ref in useEffect to avoid ref access during render\n useEffect(() => {\n velocitiesRef.current = velocities;\n }, [velocities]);\n\n // Animate particles\n useFrame((_, delta) => {\n if (!pointsRef.current || !velocitiesRef.current) return;\n\n const attr = pointsRef.current.geometry.attributes.position;\n const array = attr.array as Float32Array;\n const vel = velocitiesRef.current;\n\n for (let i = 0; i < count; i++) {\n const i3 = i * 3;\n\n // Update positions\n array[i3] += vel[i3] * delta * 10;\n array[i3 + 1] += vel[i3 + 1] * delta * 10;\n array[i3 + 2] += vel[i3 + 2] * delta * 10;\n\n // Apply gravity\n // Note: Intentionally mutating velocitiesRef.current (Float32Array) for performance.\n // This is safe and won't trigger React re-renders since it's a ref.\n vel[i3 + 1] -= 9.8 * delta;\n\n // Fade out particles that go too far\n if (array[i3 + 1] < -2) {\n array[i3 + 1] = -2;\n }\n }\n\n attr.needsUpdate = true;\n });\n\n return (\n <points ref={pointsRef} position={position}>\n <bufferGeometry>\n <bufferAttribute attach=\"attributes-position\" args={[positions, 3]} />\n </bufferGeometry>\n <pointsMaterial\n size={0.08}\n color={color}\n transparent\n opacity={1.0}\n sizeAttenuation\n depthWrite={false}\n blending={THREE.AdditiveBlending}\n />\n </points>\n );\n};\n\n/**\n * Expanding ring effect\n */\nconst RingEffect: React.FC<{\n position: [number, number, number];\n color: number;\n maxRadius: number;\n}> = ({ position, color, maxRadius }) => {\n const meshRef = useRef<THREE.Mesh>(null);\n const startTime = useRef<number>(0);\n\n // Initialize start time on mount using useEffect\n useEffect(() => {\n if (startTime.current === 0) {\n startTime.current = Date.now();\n }\n }, []);\n\n useFrame(() => {\n if (!meshRef.current) return;\n\n const elapsed = (Date.now() - startTime.current) / 1000;\n const progress = Math.min(elapsed / 0.5, 1); // 0.5 second duration\n\n // Expand ring - use pooled vector for scale to avoid allocation\n const radius = progress * maxRadius;\n const tempScale = ThreeObjectPools.vector3.acquire();\n try {\n tempScale.setScalar(radius);\n meshRef.current.scale.copy(tempScale);\n } finally {\n ThreeObjectPools.vector3.release(tempScale);\n }\n\n // Fade out\n const material = meshRef.current.material as THREE.MeshBasicMaterial;\n material.opacity = 1 - progress;\n });\n\n return (\n <mesh ref={meshRef} position={position} rotation={[Math.PI / 2, 0, 0]}>\n <ringGeometry args={[0.9, 1.0, 32]} />\n <meshBasicMaterial\n color={color}\n transparent\n opacity={1}\n side={THREE.DoubleSide}\n />\n </mesh>\n );\n};\n\n/**\n * Floating damage number\n */\nconst DamageNumber: React.FC<{\n position: [number, number, number];\n damage: number;\n type: \"perfect\" | \"normal\" | \"miss\";\n isMobile: boolean;\n onComplete: () => void;\n}> = ({ position, damage, type, isMobile, onComplete }) => {\n const [offset, setOffset] = useState(0);\n const [opacity, setOpacity] = useState(1);\n const startTime = useRef<number>(0);\n const completedRef = useRef(false);\n\n // Initialize start time on mount using useEffect\n useEffect(() => {\n if (startTime.current === 0) {\n startTime.current = Date.now();\n }\n }, []);\n\n useFrame(() => {\n const elapsed = (Date.now() - startTime.current) / 1000;\n const progress = Math.min(elapsed / 1.5, 1); // 1.5 second duration\n\n // Float upward\n setOffset(progress * 1);\n\n // Fade out\n setOpacity(1 - progress);\n\n // Complete when done (only once)\n if (progress >= 1 && !completedRef.current && onComplete) {\n completedRef.current = true;\n onComplete();\n }\n });\n\n const color =\n type === \"perfect\" ? \"#ffd700\" : type === \"normal\" ? \"#00ffff\" : \"#ff4444\";\n const text = type === \"miss\" ? \"빗나감 | MISS\" : `${damage}`; // Korean: 빗나감 = miss/deflected\n\n return (\n <Html\n position={[position[0], position[1] + offset, position[2]]}\n center\n distanceFactor={10}\n style={{ pointerEvents: \"none\", opacity }}\n >\n <div\n style={{\n fontSize: isMobile ? \"20px\" : \"28px\",\n fontWeight: \"bold\",\n fontFamily: FONT_FAMILY.KOREAN,\n color,\n textShadow: \"0 0 10px rgba(0, 0, 0, 0.8)\",\n whiteSpace: \"nowrap\",\n }}\n data-testid=\"damage-number\"\n >\n {text}\n </div>\n </Html>\n );\n};\n\n/**\n * HitFeedbackEffect3D Component\n * Main hit feedback visualization\n */\nexport const HitFeedbackEffect3D: React.FC<HitFeedbackEffect3DProps> = ({\n position,\n type,\n damage,\n visible = true,\n onComplete,\n duration = 1500,\n isMobile = false,\n}) => {\n const [showEffect, setShowEffect] = useState(visible);\n const timeoutRef = useRef<NodeJS.Timeout | null>(null);\n\n // Get colors based on hit type\n const effectColor = useMemo(() => {\n switch (type) {\n case \"perfect\":\n return KOREAN_COLORS.ACCENT_GOLD;\n case \"success\":\n return KOREAN_COLORS.PRIMARY_CYAN;\n case \"miss\":\n return KOREAN_COLORS.TEXT_SECONDARY;\n default:\n return KOREAN_COLORS.PRIMARY_CYAN;\n }\n }, [type]);\n\n // Reduce particle counts on mobile to avoid frame drops\n const particleCount = useMemo(() => {\n const isPerfect = type === \"perfect\";\n const isSuccess = type === \"success\";\n\n if (isMobile) {\n return isPerfect ? 30 : isSuccess ? 20 : 10;\n }\n\n // Higher fidelity on non-mobile devices\n return isPerfect ? 80 : isSuccess ? 50 : 25;\n }, [type, isMobile]);\n const ringRadius = type === \"perfect\" ? 1.5 : 1.0;\n\n // Track completion to prevent multiple calls\n const completedRef = useRef(false);\n\n // Handle effect completion (only once)\n const handleComplete = useCallback(() => {\n if (completedRef.current) return;\n completedRef.current = true;\n setShowEffect(false);\n onComplete?.();\n }, [onComplete]);\n\n // Auto-complete after duration\n useEffect(() => {\n if (visible && showEffect) {\n timeoutRef.current = setTimeout(handleComplete, duration);\n }\n\n return () => {\n if (timeoutRef.current) {\n clearTimeout(timeoutRef.current);\n }\n };\n }, [visible, showEffect, duration, handleComplete]);\n\n if (!showEffect) return null;\n\n return (\n <group name={`hit-feedback-${type}`}>\n {/* Particle burst */}\n <ImpactParticles\n position={position}\n color={effectColor}\n count={particleCount}\n />\n\n {/* Expanding ring */}\n <RingEffect\n position={position}\n color={effectColor}\n maxRadius={ringRadius}\n />\n\n {/* Floating damage number */}\n {damage !== undefined && type !== \"miss\" && (\n <DamageNumber\n position={position}\n damage={damage}\n type={type === \"perfect\" ? \"perfect\" : \"normal\"}\n isMobile={isMobile}\n onComplete={handleComplete}\n />\n )}\n\n {/* Miss indicator */}\n {type === \"miss\" && (\n <DamageNumber\n position={position}\n damage={0}\n type=\"miss\"\n isMobile={isMobile}\n onComplete={handleComplete}\n />\n )}\n </group>\n );\n};\n\nexport default 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