blacktrigram 0.7.39 → 0.7.40

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.
Files changed (354) hide show
  1. package/lib/App2.js.map +1 -1
  2. package/lib/audio/AudioAssetLoader.js.map +1 -1
  3. package/lib/audio/AudioAssetRegistry.js.map +1 -1
  4. package/lib/audio/AudioCache.js.map +1 -1
  5. package/lib/audio/AudioManager.js.map +1 -1
  6. package/lib/audio/AudioMonitor.js.map +1 -1
  7. package/lib/audio/AudioPool.js.map +1 -1
  8. package/lib/audio/AudioProvider.js.map +1 -1
  9. package/lib/audio/AudioUtils.js.map +1 -1
  10. package/lib/audio/BoneImpactAudioMap.js.map +1 -1
  11. package/lib/audio/VariantSelector.js.map +1 -1
  12. package/lib/audio/types.js.map +1 -1
  13. package/lib/components/screens/combat/CombatScreen3D.js.map +1 -1
  14. package/lib/components/screens/combat/components/controls/CombatButtons.js.map +1 -1
  15. package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -1
  16. package/lib/components/screens/combat/components/controls/ControlsGuide.js.map +1 -1
  17. package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -1
  18. package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -1
  19. package/lib/components/screens/combat/components/controls/PauseMenuButton.js.map +1 -1
  20. package/lib/components/screens/combat/components/controls/QuickSettings.js.map +1 -1
  21. package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -1
  22. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -1
  23. package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -1
  24. package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -1
  25. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -1
  26. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -1
  27. package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -1
  28. package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -1
  29. package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -1
  30. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -1
  31. package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -1
  32. package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -1
  33. package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js.map +1 -1
  34. package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -1
  35. package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -1
  36. package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -1
  37. package/lib/components/screens/combat/components/hud/CombatPortraitStatusStrip.js.map +1 -1
  38. package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -1
  39. package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -1
  40. package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -1
  41. package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -1
  42. package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js.map +1 -1
  43. package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -1
  44. package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -1
  45. package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -1
  46. package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -1
  47. package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -1
  48. package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -1
  49. package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -1
  50. package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -1
  51. package/lib/components/screens/combat/hooks/useCombatActions.js.map +1 -1
  52. package/lib/components/screens/combat/hooks/useCombatAttackMovement.js.map +1 -1
  53. package/lib/components/screens/combat/hooks/useCombatAudio.js.map +1 -1
  54. package/lib/components/screens/combat/hooks/useCombatLayout.js.map +1 -1
  55. package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -1
  56. package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -1
  57. package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.js.map +1 -1
  58. package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.js.map +1 -1
  59. package/lib/components/screens/controls/components/GamepadVisualization3D.js.map +1 -1
  60. package/lib/components/screens/controls/components/InteractiveControlDemoOverlayHtml.js.map +1 -1
  61. package/lib/components/screens/controls/components/Key3D.js.map +1 -1
  62. package/lib/components/screens/controls/components/VisualKeyboard3D.js.map +1 -1
  63. package/lib/components/screens/controls/constants/ControlsConstants.js.map +1 -1
  64. package/lib/components/screens/controls/hooks/useControlsState.js.map +1 -1
  65. package/lib/components/screens/endscreen/EndScreen3D.js.map +1 -1
  66. package/lib/components/screens/endscreen/components/DefeatAnimation3D.js.map +1 -1
  67. package/lib/components/screens/endscreen/components/MatchStatisticsDisplayOverlayHtml.js.map +1 -1
  68. package/lib/components/screens/endscreen/components/NavigationButtonsOverlayHtml.js.map +1 -1
  69. package/lib/components/screens/endscreen/components/PerformanceBreakdownOverlayHtml.js.map +1 -1
  70. package/lib/components/screens/endscreen/components/PerformanceRatingOverlayHtml.js.map +1 -1
  71. package/lib/components/screens/endscreen/components/VictoryAnimation3D.js.map +1 -1
  72. package/lib/components/screens/endscreen/components/WinnerDisplayOverlayHtml.js.map +1 -1
  73. package/lib/components/screens/intro/IntroScreen3D.js +1 -1
  74. package/lib/components/screens/intro/IntroScreen3D.js.map +1 -1
  75. package/lib/components/screens/intro/components/AbilityListOverlayHtml.js.map +1 -1
  76. package/lib/components/screens/intro/components/ArchetypeCardGridOverlayHtml.js.map +1 -1
  77. package/lib/components/screens/intro/components/ArchetypeCardOverlayHtml.js.map +1 -1
  78. package/lib/components/screens/intro/components/ArchetypeDisplayOverlayHtml.js.map +1 -1
  79. package/lib/components/screens/intro/components/EnhancedArchetypeDisplayOverlayHtml.js.map +1 -1
  80. package/lib/components/screens/intro/components/MenuButtonsOverlayHtml.js.map +1 -1
  81. package/lib/components/screens/intro/components/MenuSectionOverlayHtml.js.map +1 -1
  82. package/lib/components/screens/intro/components/StatBarOverlayHtml.js.map +1 -1
  83. package/lib/components/screens/philosophy/PhilosophyScreen3D.js.map +1 -1
  84. package/lib/components/screens/training/TrainingScreen3D.js.map +1 -1
  85. package/lib/components/screens/training/components/AnatomyControlsOverlayHtml.js.map +1 -1
  86. package/lib/components/screens/training/components/AnatomyOverlay3D.js.map +1 -1
  87. package/lib/components/screens/training/components/FootPlacementMarkers3D.js.map +1 -1
  88. package/lib/components/screens/training/components/FootworkDrillsOverlayHtml.js.map +1 -1
  89. package/lib/components/screens/training/components/HitFeedbackEffect3D.js.map +1 -1
  90. package/lib/components/screens/training/components/TrainingButtonsOverlayHtml.js.map +1 -1
  91. package/lib/components/screens/training/components/TrainingControlsOverlayHtml.js.map +1 -1
  92. package/lib/components/screens/training/components/TrainingDummy3D.js.map +1 -1
  93. package/lib/components/screens/training/components/TrainingFeedbackOverlayHtml.js.map +1 -1
  94. package/lib/components/screens/training/components/TrainingModeSelectorOverlayHtml.js.map +1 -1
  95. package/lib/components/screens/training/components/TrainingStatsOverlayHtml.js.map +1 -1
  96. package/lib/components/screens/training/components/VitalPointMarker3D.js.map +1 -1
  97. package/lib/components/screens/training/components/VitalPointTrainingOverlayHtml.js.map +1 -1
  98. package/lib/components/screens/training/components/hud/TrainingBottomHUD.js.map +1 -1
  99. package/lib/components/screens/training/components/hud/TrainingLeftHUD.js.map +1 -1
  100. package/lib/components/screens/training/components/hud/TrainingRightHUD.js.map +1 -1
  101. package/lib/components/screens/training/components/hud/TrainingTopHUD.js.map +1 -1
  102. package/lib/components/screens/training/hooks/useAttackMovement.js.map +1 -1
  103. package/lib/components/screens/training/hooks/useTrainingActions.js.map +1 -1
  104. package/lib/components/screens/training/hooks/useTrainingLayout.js.map +1 -1
  105. package/lib/components/screens/training/hooks/useTrainingState.js.map +1 -1
  106. package/lib/components/shared/base/BaseButton.js.map +1 -1
  107. package/lib/components/shared/base/BaseButtonOverlayHtml.js.map +1 -1
  108. package/lib/components/shared/base/BasePanel.js.map +1 -1
  109. package/lib/components/shared/base/BaseText.js.map +1 -1
  110. package/lib/components/shared/base/useKoreanTheme.js.map +1 -1
  111. package/lib/components/shared/debug/PerformanceDebugOverlayHtml.js.map +1 -1
  112. package/lib/components/shared/mobile/ActionButtons.js.map +1 -1
  113. package/lib/components/shared/mobile/GestureRecognizerPure.js.map +1 -1
  114. package/lib/components/shared/mobile/HapticController.js.map +1 -1
  115. package/lib/components/shared/mobile/MobileControlsPure.js.map +1 -1
  116. package/lib/components/shared/mobile/StanceWheelPure.js.map +1 -1
  117. package/lib/components/shared/mobile/TouchOptimizer.js.map +1 -1
  118. package/lib/components/shared/mobile/VirtualDPad.js.map +1 -1
  119. package/lib/components/shared/three/anatomy/BodySurface.js.map +1 -1
  120. package/lib/components/shared/three/anatomy/BoneAttachedMuscles.js.map +1 -1
  121. package/lib/components/shared/three/anatomy/BoneClothing.js.map +1 -1
  122. package/lib/components/shared/three/anatomy/BoneRenderer.js.map +1 -1
  123. package/lib/components/shared/three/anatomy/Face3D.js.map +1 -1
  124. package/lib/components/shared/three/anatomy/Foot3D.js.map +1 -1
  125. package/lib/components/shared/three/anatomy/Hand3D.js.map +1 -1
  126. package/lib/components/shared/three/effects/ActionFeedback.js.map +1 -1
  127. package/lib/components/shared/three/effects/DamageNumbers.js.map +1 -1
  128. package/lib/components/shared/three/effects/HitEffects3D.js.map +1 -1
  129. package/lib/components/shared/three/effects/PlayerStateIndicators.js.map +1 -1
  130. package/lib/components/shared/three/effects/StanceSymbol3D.js.map +1 -1
  131. package/lib/components/shared/three/effects/StanceTransitionEffect.js.map +1 -1
  132. package/lib/components/shared/three/effects/VitalPointMarkers3D.js.map +1 -1
  133. package/lib/components/shared/three/indicators/ElementalColorSystem.js.map +1 -1
  134. package/lib/components/shared/three/indicators/GuardIndicator.js.map +1 -1
  135. package/lib/components/shared/three/indicators/HapticFeedback.js.map +1 -1
  136. package/lib/components/shared/three/indicators/StanceChangeIndicator.js.map +1 -1
  137. package/lib/components/shared/three/models/Player3DWithTransitions.js.map +1 -1
  138. package/lib/components/shared/three/models/SkeletalPlayer3D.js.map +1 -1
  139. package/lib/components/shared/three/optimization/AdaptiveQuality.js.map +1 -1
  140. package/lib/components/shared/three/scene/AtmosphericParticles3D.js.map +1 -1
  141. package/lib/components/shared/three/scene/BackgroundScene3D.js.map +1 -1
  142. package/lib/components/shared/three/scene/CombatArena3D.js.map +1 -1
  143. package/lib/components/shared/three/scene/KoreanSignage3D.js.map +1 -1
  144. package/lib/components/shared/three/ui/ArchetypeCard.js.map +1 -1
  145. package/lib/components/shared/three/ui/BodyPartHealthDisplay.js.map +1 -1
  146. package/lib/components/shared/three/ui/BreathingIndicator2.js.map +1 -1
  147. package/lib/components/shared/three/ui/CombatReadinessBar.js.map +1 -1
  148. package/lib/components/shared/three/ui/ComboCounter.js.map +1 -1
  149. package/lib/components/shared/three/ui/HealthBar.js.map +1 -1
  150. package/lib/components/shared/three/ui/KoreanButton.js.map +1 -1
  151. package/lib/components/shared/three/ui/KoreanPanel.js.map +1 -1
  152. package/lib/components/shared/three/ui/KoreanText.js.map +1 -1
  153. package/lib/components/shared/three/ui/MenuList.js.map +1 -1
  154. package/lib/components/shared/three/ui/PlayerHUD.js.map +1 -1
  155. package/lib/components/shared/three/ui/ProgressBar.js.map +1 -1
  156. package/lib/components/shared/three/ui/SpeedIndicatorHUD.js.map +1 -1
  157. package/lib/components/shared/three/ui/StaminaBar.js.map +1 -1
  158. package/lib/components/shared/three/ui/TechniqueBar.js.map +1 -1
  159. package/lib/components/shared/three/ui/TechniqueCard.js.map +1 -1
  160. package/lib/components/shared/three/ui/VitalPointOverlayControlsHtml.js.map +1 -1
  161. package/lib/components/shared/ui/BackButton.js.map +1 -1
  162. package/lib/components/shared/ui/BaseHUDContainer.js.map +1 -1
  163. package/lib/components/shared/ui/CombatTimer.js.map +1 -1
  164. package/lib/components/shared/ui/ErrorModal.js.map +1 -1
  165. package/lib/components/shared/ui/LoadingState.js.map +1 -1
  166. package/lib/components/shared/ui/SplashScreen.js +2 -2
  167. package/lib/components/shared/ui/SplashScreen.js.map +1 -1
  168. package/lib/components/shared/ui/VitalPointOverlayControlsPure.js.map +1 -1
  169. package/lib/components/shared/ui/VolumeControl.js.map +1 -1
  170. package/lib/components/shared/ui/shared/ConfirmDialog.js.map +1 -1
  171. package/lib/components/ui/combat/BalanceIndicatorOverlayHtml.js.map +1 -1
  172. package/lib/constants/bodyDimensions.js.map +1 -1
  173. package/lib/constants/bodyRenderingConstants.js.map +1 -1
  174. package/lib/data/archetypeClothing.js.map +1 -1
  175. package/lib/data/archetypePhysicalAttributes.js.map +1 -1
  176. package/lib/data/techniqueMappings.js.map +1 -1
  177. package/lib/data/techniques.js.map +1 -1
  178. package/lib/hooks/useActionFeedback.js.map +1 -1
  179. package/lib/hooks/useBalanceAnimations.js.map +1 -1
  180. package/lib/hooks/useCombatTimer.js.map +1 -1
  181. package/lib/hooks/useDebounce.js.map +1 -1
  182. package/lib/hooks/useHUDLayout.js.map +1 -1
  183. package/lib/hooks/useHandPoseTransitions.js.map +1 -1
  184. package/lib/hooks/useKeyboardControls.js.map +1 -1
  185. package/lib/hooks/useMatchCountdown.js.map +1 -1
  186. package/lib/hooks/useMuscleActivation.js.map +1 -1
  187. package/lib/hooks/usePauseMenu.js.map +1 -1
  188. package/lib/hooks/usePlayerAnimation.js.map +1 -1
  189. package/lib/hooks/useResponsiveLayout.js.map +1 -1
  190. package/lib/hooks/useRoundTransition.js.map +1 -1
  191. package/lib/hooks/useSkeletalAnimation.js.map +1 -1
  192. package/lib/hooks/useTechniqueSelection.js.map +1 -1
  193. package/lib/hooks/useThrottle.js.map +1 -1
  194. package/lib/hooks/useTouchControls.js.map +1 -1
  195. package/lib/hooks/useWebGLContextLossHandler.js.map +1 -1
  196. package/lib/hooks/useWindowSize.js.map +1 -1
  197. package/lib/systems/CombatSystem.js.map +1 -1
  198. package/lib/systems/EffectCalculator.js.map +1 -1
  199. package/lib/systems/LayoutSystem.js.map +1 -1
  200. package/lib/systems/PlayerEffectManager.js.map +1 -1
  201. package/lib/systems/ResponsiveScaling.js.map +1 -1
  202. package/lib/systems/TrigramSystem.js.map +1 -1
  203. package/lib/systems/VitalPointSystem.js.map +1 -1
  204. package/lib/systems/ai/AIPersonality.js.map +1 -1
  205. package/lib/systems/ai/AdaptiveDifficulty.js.map +1 -1
  206. package/lib/systems/ai/ArchetypeEnforcer.js.map +1 -1
  207. package/lib/systems/ai/ComboSystem.js.map +1 -1
  208. package/lib/systems/ai/DecisionTree.js.map +1 -1
  209. package/lib/systems/ai/TrainingAI.js.map +1 -1
  210. package/lib/systems/ai/types.js.map +1 -1
  211. package/lib/systems/animation/builders/AnimationBuilder.js.map +1 -1
  212. package/lib/systems/animation/builders/HandPoseApplicator.js.map +1 -1
  213. package/lib/systems/animation/builders/HandPoses.js.map +1 -1
  214. package/lib/systems/animation/builders/KeyframeConfig.js.map +1 -1
  215. package/lib/systems/animation/builders/KeyframeInterpolation.js +3 -90
  216. package/lib/systems/animation/builders/KeyframeInterpolation.js.map +1 -1
  217. package/lib/systems/animation/builders/KickPhaseApplicator.js.map +1 -1
  218. package/lib/systems/animation/builders/KoreanGuardPositions.js.map +1 -1
  219. package/lib/systems/animation/builders/MartialArtsAnimationBuilder.js.map +1 -1
  220. package/lib/systems/animation/builders/MartialArtsConstants.js.map +1 -1
  221. package/lib/systems/animation/builders/MartialPoseApplicator.js.map +1 -1
  222. package/lib/systems/animation/builders/PunchPhaseApplicator.js.map +1 -1
  223. package/lib/systems/animation/builders/SkeletonRig.js.map +1 -1
  224. package/lib/systems/animation/builders/TrigramGuardApplicator.js.map +1 -1
  225. package/lib/systems/animation/catalogs/DefensiveAnimations.js.map +1 -1
  226. package/lib/systems/animation/catalogs/FootworkSkeletalAnimations.js.map +1 -1
  227. package/lib/systems/animation/catalogs/RecoveryAnimations.js.map +1 -1
  228. package/lib/systems/animation/catalogs/StanceAnimations.js.map +1 -1
  229. package/lib/systems/animation/catalogs/StanceAttackAnimations.js.map +1 -1
  230. package/lib/systems/animation/catalogs/StanceGuardPoses.js.map +1 -1
  231. package/lib/systems/animation/catalogs/StanceIdleAnimations.js.map +1 -1
  232. package/lib/systems/animation/catalogs/StanceLocomotionAnimations.js.map +1 -1
  233. package/lib/systems/animation/catalogs/StepSkeletalAnimations.js.map +1 -1
  234. package/lib/systems/animation/core/AnimationHitTiming.js.map +1 -1
  235. package/lib/systems/animation/core/AnimationOptimizations.js.map +1 -1
  236. package/lib/systems/animation/core/AnimationPriority.js.map +1 -1
  237. package/lib/systems/animation/core/AnimationRegistry.js.map +1 -1
  238. package/lib/systems/animation/core/AnimationStateMachine.js.map +1 -1
  239. package/lib/systems/animation/core/AnimationTransitions.js.map +1 -1
  240. package/lib/systems/animation/core/LateralityTransform.js.map +1 -1
  241. package/lib/systems/animation/core/RecoveryPhaseEnhancer.js.map +1 -1
  242. package/lib/systems/animation/core/TechniqueAnimationMapper.js.map +1 -1
  243. package/lib/systems/animation/core/TechniqueAnimationMapping.js.map +1 -1
  244. package/lib/systems/animation/core/types.js.map +1 -1
  245. package/lib/systems/animation/systems/AdvancedJointMovements.js.map +1 -1
  246. package/lib/systems/animation/systems/BodyFacingSystem.js.map +1 -1
  247. package/lib/systems/animation/systems/FacialExpressions.js.map +1 -1
  248. package/lib/systems/animation/systems/FallAnimations.js.map +1 -1
  249. package/lib/systems/animation/systems/MuscleActivation.js.map +1 -1
  250. package/lib/systems/bodypart/BodyPartDamageIntegration.js.map +1 -1
  251. package/lib/systems/bodypart/BodyPartHealthSystem.js.map +1 -1
  252. package/lib/systems/bodypart/BodyPartPositionMapping.js.map +1 -1
  253. package/lib/systems/bodypart/CombatInjuryIntegration.js.map +1 -1
  254. package/lib/systems/bodypart/InjuryIntegration.js.map +1 -1
  255. package/lib/systems/bodypart/InjuryTracker.js.map +1 -1
  256. package/lib/systems/bodypart/MovementPenaltySystem.js.map +1 -1
  257. package/lib/systems/bodypart/PlayerInjuryTrackingManager.js.map +1 -1
  258. package/lib/systems/bodypart/types.js.map +1 -1
  259. package/lib/systems/breathing/BreathingDisruptionSystem.js.map +1 -1
  260. package/lib/systems/breathing/feedback.js.map +1 -1
  261. package/lib/systems/breathing/integration.js.map +1 -1
  262. package/lib/systems/combat/BalanceSystem.js.map +1 -1
  263. package/lib/systems/combat/BreakingStatusEffects.js.map +1 -1
  264. package/lib/systems/combat/CombatStateSystem.js.map +1 -1
  265. package/lib/systems/combat/ConsciousnessSystem.js.map +1 -1
  266. package/lib/systems/combat/FallIntegration.js.map +1 -1
  267. package/lib/systems/combat/GrappleSystem.js.map +1 -1
  268. package/lib/systems/combat/LimbExposureSystem.js.map +1 -1
  269. package/lib/systems/combat/PainResponseSystem.js.map +1 -1
  270. package/lib/systems/combat/TrainingCombatSystem.js.map +1 -1
  271. package/lib/systems/combat/painConsciousnessUtils.js.map +1 -1
  272. package/lib/systems/combat/typeGuards.js.map +1 -1
  273. package/lib/systems/effects.js.map +1 -1
  274. package/lib/systems/game.js.map +1 -1
  275. package/lib/systems/movement/InjuryMovementModifier.js.map +1 -1
  276. package/lib/systems/movement/helpers/AccelerationUpdater.js.map +1 -1
  277. package/lib/systems/movement/helpers/accelerationUtils.js.map +1 -1
  278. package/lib/systems/movement/integration.js.map +1 -1
  279. package/lib/systems/physics/AttackMovementPhysics.js.map +1 -1
  280. package/lib/systems/physics/CollisionDetection.js.map +1 -1
  281. package/lib/systems/physics/CoordinateMapper.js.map +1 -1
  282. package/lib/systems/physics/KnockbackPhysics.js.map +1 -1
  283. package/lib/systems/physics/MovementPhysics.js.map +1 -1
  284. package/lib/systems/physics/PhysicalReachCalculator.js.map +1 -1
  285. package/lib/systems/physics/SpeedModifierSystem.js.map +1 -1
  286. package/lib/systems/trigram/KoreanCulture.js.map +1 -1
  287. package/lib/systems/trigram/KoreanTechniques.js.map +1 -1
  288. package/lib/systems/trigram/StanceManager.js.map +1 -1
  289. package/lib/systems/trigram/TransitionCalculator.js.map +1 -1
  290. package/lib/systems/trigram/TrigramCalculator.js.map +1 -1
  291. package/lib/systems/trigram/techniques/DarkOpsTechniques.js.map +1 -1
  292. package/lib/systems/trigram/techniques/GamTechniques.js.map +1 -1
  293. package/lib/systems/trigram/techniques/GanTechniques.js.map +1 -1
  294. package/lib/systems/trigram/techniques/GonTechniques.js.map +1 -1
  295. package/lib/systems/trigram/techniques/SonTechniques.js.map +1 -1
  296. package/lib/systems/trigram/techniques/TechniqueConfig.js.map +1 -1
  297. package/lib/systems/trigram/techniques/index.js.map +1 -1
  298. package/lib/systems/trigram/types/GonTechniqueExtensions.js.map +1 -1
  299. package/lib/systems/trigram/types.js.map +1 -1
  300. package/lib/systems/types.js.map +1 -1
  301. package/lib/systems/vitalpoint/DamageCalculator.js.map +1 -1
  302. package/lib/systems/vitalpoint/HitDetection.js.map +1 -1
  303. package/lib/systems/vitalpoint/KoreanAnatomy.js.map +1 -1
  304. package/lib/systems/vitalpoint/KoreanVitalPoints.js.map +1 -1
  305. package/lib/systems/vitalpoint/MeridianVitalPointMapping.js.map +1 -1
  306. package/lib/types/AccessibilityTypes.js.map +1 -1
  307. package/lib/types/PhysicsTypes.js.map +1 -1
  308. package/lib/types/common.js.map +1 -1
  309. package/lib/types/constants/colors.js.map +1 -1
  310. package/lib/types/constants/designSystem.js.map +1 -1
  311. package/lib/types/constants/layout.js.map +1 -1
  312. package/lib/types/constants/performance.js.map +1 -1
  313. package/lib/types/constants/typography.js.map +1 -1
  314. package/lib/types/facial.js.map +1 -1
  315. package/lib/types/hand-animation.js.map +1 -1
  316. package/lib/types/injury.js.map +1 -1
  317. package/lib/types/physics.js.map +1 -1
  318. package/lib/types/skeletal.js.map +1 -1
  319. package/lib/types/techniqueId.js.map +1 -1
  320. package/lib/utils/accessibility.js.map +1 -1
  321. package/lib/utils/arenaWorldDimensions.js.map +1 -1
  322. package/lib/utils/assetConfig.js.map +1 -1
  323. package/lib/utils/characterScaling.js.map +1 -1
  324. package/lib/utils/colorHelpers.js.map +1 -1
  325. package/lib/utils/colorUtils.js.map +1 -1
  326. package/lib/utils/combatReadiness.js.map +1 -1
  327. package/lib/utils/controlMapping.js.map +1 -1
  328. package/lib/utils/deviceDetection.js.map +1 -1
  329. package/lib/utils/effectUtils.js.map +1 -1
  330. package/lib/utils/fabricTextures.js.map +1 -1
  331. package/lib/utils/hapticFeedback.js.map +1 -1
  332. package/lib/utils/haptics.js.map +1 -1
  333. package/lib/utils/htmlOverlayHelpers.js.map +1 -1
  334. package/lib/utils/inputSystem.js.map +1 -1
  335. package/lib/utils/koreanThemeHelpers.js.map +1 -1
  336. package/lib/utils/math.js.map +1 -1
  337. package/lib/utils/mobileLayoutHelpers.js.map +1 -1
  338. package/lib/utils/mobileUIUtils.js.map +1 -1
  339. package/lib/utils/performance/PerformanceMonitor.js.map +1 -1
  340. package/lib/utils/performance/PerformanceOverlay3D.js.map +1 -1
  341. package/lib/utils/performance/usePerformanceMonitor.js.map +1 -1
  342. package/lib/utils/performanceOptimization.js.map +1 -1
  343. package/lib/utils/player3DHelpers.js.map +1 -1
  344. package/lib/utils/playerUtils.js.map +1 -1
  345. package/lib/utils/responsiveLayout.js.map +1 -1
  346. package/lib/utils/responsiveLayoutHelpers.js.map +1 -1
  347. package/lib/utils/responsiveOrientationConstants.js.map +1 -1
  348. package/lib/utils/safeAreaUtils.js.map +1 -1
  349. package/lib/utils/sharedPhysicsConfig.js.map +1 -1
  350. package/lib/utils/skeletonScaling.js.map +1 -1
  351. package/lib/utils/stanceHelpers.js.map +1 -1
  352. package/lib/utils/threeObjectPool.js.map +1 -1
  353. package/lib/utils/visualEffects.js.map +1 -1
  354. package/package.json +5 -5
@@ -1 +1 @@
1
- {"version":3,"file":"CombatButtons.js","names":[],"sources":["../../../../../../src/components/screens/combat/components/controls/CombatButtons.tsx"],"sourcesContent":["/**\n * CombatButtons - Reusable button components for CombatScreen\n * \n * Provides return-to-menu button with combat-specific styling.\n * Extracted from CombatScreen3D to reduce code duplication.\n * \n * @module components/screens/combat\n * @category Combat UI\n * @korean 전투버튼\n */\n\nimport React, { useMemo } from \"react\";\nimport { hexToRgbaString } from \"../../../../../utils/colorUtils\";\nimport { useKoreanTheme } from \"../../../../shared/base/useKoreanTheme\";\nimport { BaseButtonOverlayHtml } from \"../../../../shared/base/BaseButtonOverlayHtml\";\n\nexport interface CombatReturnToMenuButtonProps {\n /** Callback when button is clicked */\n readonly onClick: () => void;\n /** Callback when mouse enters button */\n readonly onMouseEnter?: () => void;\n /** Whether on mobile device */\n readonly isMobile: boolean;\n}\n\n/**\n * CombatReturnToMenuButton Component\n * \n * Bilingual button to return to main menu from combat screen.\n * Uses BaseButtonOverlayHtml with custom container for combat-specific styling.\n * \n * Refactored to use BaseButtonOverlayHtml for better consistency.\n * \n * @example\n * ```tsx\n * <CombatReturnToMenuButton\n * onClick={() => navigate('/menu')}\n * onMouseEnter={() => playSound()}\n * isMobile={false}\n * />\n * ```\n */\nexport const CombatReturnToMenuButton: React.FC<\n CombatReturnToMenuButtonProps\n> = ({ onClick, onMouseEnter, isMobile }) => {\n const theme = useKoreanTheme({ variant: \"primary\", size: \"md\", isMobile });\n\n const containerStyle = useMemo(() => ({\n background: hexToRgbaString(theme.colors.UI_BACKGROUND_DARK, 0.85),\n border: `2px solid ${hexToRgbaString(theme.colors.PRIMARY_CYAN, 0.8)}`,\n }), [theme.colors.UI_BACKGROUND_DARK, theme.colors.PRIMARY_CYAN]);\n\n return (\n <div\n style={{\n textAlign: \"center\",\n background: containerStyle.background,\n border: containerStyle.border,\n borderRadius: \"8px\",\n padding: isMobile ? \"6px 10px\" : \"8px 12px\",\n }}\n >\n <BaseButtonOverlayHtml\n korean={isMobile ? \"메뉴\" : \"메뉴로\"}\n english={isMobile ? \"Menu\" : \"Return to Menu\"}\n onClick={onClick}\n onMouseEnter={onMouseEnter}\n variant=\"primary\"\n size=\"md\"\n isMobile={isMobile}\n testId=\"return-to-menu-button\"\n />\n </div>\n );\n};\n\nexport default CombatReturnToMenuButton;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA0CA,IAAa,4BAER,EAAE,SAAS,cAAc,eAAe;CAC3C,MAAM,QAAQ,eAAe;EAAE,SAAS;EAAW,MAAM;EAAM;EAAU,CAAC;CAE1E,MAAM,iBAAiB,eAAe;EACpC,YAAY,gBAAgB,MAAM,OAAO,oBAAoB,IAAK;EAClE,QAAQ,aAAa,gBAAgB,MAAM,OAAO,cAAc,GAAI;EACrE,GAAG,CAAC,MAAM,OAAO,oBAAoB,MAAM,OAAO,aAAa,CAAC;AAEjE,QACE,oBAAC,OAAD;EACE,OAAO;GACL,WAAW;GACX,YAAY,eAAe;GAC3B,QAAQ,eAAe;GACvB,cAAc;GACd,SAAS,WAAW,aAAa;GAClC;YAED,oBAAC,uBAAD;GACE,QAAQ,WAAW,OAAO;GAC1B,SAAS,WAAW,SAAS;GACpB;GACK;GACd,SAAQ;GACR,MAAK;GACK;GACV,QAAO;GACP,CAAA;EACE,CAAA"}
1
+ {"version":3,"file":"CombatButtons.js","names":[],"sources":["../../../../../../src/components/screens/combat/components/controls/CombatButtons.tsx"],"sourcesContent":["/**\n * CombatButtons - Reusable button components for CombatScreen\n * \n * Provides return-to-menu button with combat-specific styling.\n * Extracted from CombatScreen3D to reduce code duplication.\n * \n * @module components/screens/combat\n * @category Combat UI\n * @korean 전투버튼\n */\n\nimport React, { useMemo } from \"react\";\nimport { hexToRgbaString } from \"../../../../../utils/colorUtils\";\nimport { useKoreanTheme } from \"../../../../shared/base/useKoreanTheme\";\nimport { BaseButtonOverlayHtml } from \"../../../../shared/base/BaseButtonOverlayHtml\";\n\nexport interface CombatReturnToMenuButtonProps {\n /** Callback when button is clicked */\n readonly onClick: () => void;\n /** Callback when mouse enters button */\n readonly onMouseEnter?: () => void;\n /** Whether on mobile device */\n readonly isMobile: boolean;\n}\n\n/**\n * CombatReturnToMenuButton Component\n * \n * Bilingual button to return to main menu from combat screen.\n * Uses BaseButtonOverlayHtml with custom container for combat-specific styling.\n * \n * Refactored to use BaseButtonOverlayHtml for better consistency.\n * \n * @example\n * ```tsx\n * <CombatReturnToMenuButton\n * onClick={() => navigate('/menu')}\n * onMouseEnter={() => playSound()}\n * isMobile={false}\n * />\n * ```\n */\nexport const CombatReturnToMenuButton: React.FC<\n CombatReturnToMenuButtonProps\n> = ({ onClick, onMouseEnter, isMobile }) => {\n const theme = useKoreanTheme({ variant: \"primary\", size: \"md\", isMobile });\n\n const containerStyle = useMemo(() => ({\n background: hexToRgbaString(theme.colors.UI_BACKGROUND_DARK, 0.85),\n border: `2px solid ${hexToRgbaString(theme.colors.PRIMARY_CYAN, 0.8)}`,\n }), [theme.colors.UI_BACKGROUND_DARK, theme.colors.PRIMARY_CYAN]);\n\n return (\n <div\n style={{\n textAlign: \"center\",\n background: containerStyle.background,\n border: containerStyle.border,\n borderRadius: \"8px\",\n padding: isMobile ? \"6px 10px\" : \"8px 12px\",\n }}\n >\n <BaseButtonOverlayHtml\n korean={isMobile ? \"메뉴\" : \"메뉴로\"}\n english={isMobile ? \"Menu\" : \"Return to Menu\"}\n onClick={onClick}\n onMouseEnter={onMouseEnter}\n variant=\"primary\"\n size=\"md\"\n isMobile={isMobile}\n testId=\"return-to-menu-button\"\n />\n </div>\n );\n};\n\nexport default CombatReturnToMenuButton;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA0CA,IAAa,4BAER,EAAE,SAAS,cAAc,eAAe;CAC3C,MAAM,QAAQ,eAAe;EAAE,SAAS;EAAW,MAAM;EAAM;EAAU,CAAC;CAE1E,MAAM,iBAAiB,eAAe;EACpC,YAAY,gBAAgB,MAAM,OAAO,oBAAoB,IAAK;EAClE,QAAQ,aAAa,gBAAgB,MAAM,OAAO,cAAc,GAAI;EACrE,GAAG,CAAC,MAAM,OAAO,oBAAoB,MAAM,OAAO,aAAa,CAAC;CAEjE,OACE,oBAAC,OAAD;EACE,OAAO;GACL,WAAW;GACX,YAAY,eAAe;GAC3B,QAAQ,eAAe;GACvB,cAAc;GACd,SAAS,WAAW,aAAa;GAClC;YAED,oBAAC,uBAAD;GACE,QAAQ,WAAW,OAAO;GAC1B,SAAS,WAAW,SAAS;GACpB;GACK;GACd,SAAQ;GACR,MAAK;GACK;GACV,QAAO;GACP,CAAA;EACE,CAAA"}
@@ -1 +1 @@
1
- {"version":3,"file":"CombatControlsPanel.js","names":[],"sources":["../../../../../../src/components/screens/combat/components/controls/CombatControlsPanel.tsx"],"sourcesContent":["/**\n * CombatControlsPanel - Displays controls guide and combat messages log\n *\n * Shows keyboard/touch controls on the left and scrolling combat log on the right.\n * Positioned at the bottom of the combat screen above the back button.\n *\n * Refactored to use useKoreanTheme for consistent theming.\n *\n * @module components/combat/components/CombatControlsPanel\n * @category Combat UI\n * @korean 전투컨트롤패널\n */\n\nimport React from \"react\";\nimport { useKoreanTheme } from \"../../../../shared/base/useKoreanTheme\";\nimport { hexToRgbaString } from \"../../../../../utils/colorUtils\";\n\n/** Ratio of screen height used for message log max height */\nconst MESSAGE_LOG_HEIGHT_RATIO = 0.18;\n\nexport interface CombatControlsPanelProps {\n /** Combat message log (most recent messages) */\n readonly combatMessages: readonly string[];\n /** Whether to use mobile-optimized sizing */\n readonly isMobile: boolean;\n /** Screen height for responsive sizing */\n readonly height?: number;\n}\n\n/**\n * CombatControlsPanel - Controls guide and combat log display\n * \n * Uses useKoreanTheme for consistent styling.\n *\n * @example\n * ```tsx\n * <CombatControlsPanel\n * combatMessages={combatState.combatMessages}\n * isMobile={false}\n * />\n * ```\n */\nexport const CombatControlsPanel: React.FC<CombatControlsPanelProps> = ({\n combatMessages,\n isMobile,\n height,\n}) => {\n const theme = useKoreanTheme({ variant: \"primary\", size: \"sm\", isMobile });\n const panelBackground = hexToRgbaString(theme.colors.UI_BACKGROUND_DARK, 0.8);\n \n return (\n <div\n data-testid=\"combat-controls-panel\"\n style={{\n position: \"absolute\",\n bottom: isMobile ? \"90px\" : \"100px\",\n left: isMobile ? \"5px\" : \"15px\",\n right: isMobile ? \"5px\" : \"15px\",\n display: \"flex\",\n justifyContent: \"space-between\",\n pointerEvents: \"auto\",\n zIndex: 50,\n }}\n >\n {/* Controls Guide */}\n <div\n data-testid=\"combat-controls-guide\"\n style={{\n width: isMobile ? \"45%\" : \"400px\",\n background: panelBackground,\n border: `2px solid ${hexToRgbaString(theme.colors.PRIMARY_CYAN, 1)}`,\n borderRadius: \"8px\",\n padding: \"10px\",\n color: hexToRgbaString(theme.colors.PRIMARY_CYAN, 1),\n fontFamily: theme.fontFamily.KOREAN,\n }}\n >\n <div style={{ fontSize: isMobile ? \"10px\" : \"12px\" }}>\n 조작법 | Controls: A/D - Attack/Defend | 1-8 - Stances\n </div>\n </div>\n\n {/* Combat Message Log */}\n <div\n data-testid=\"combat-message-log\"\n style={{\n width: isMobile ? \"45%\" : \"400px\",\n background: panelBackground,\n border: `2px solid ${hexToRgbaString(theme.colors.PRIMARY_CYAN, 1)}`,\n borderRadius: \"8px\",\n padding: \"10px\",\n color: hexToRgbaString(theme.colors.PRIMARY_CYAN, 1),\n fontFamily: theme.fontFamily.KOREAN,\n maxHeight: height ? `${Math.round(height * MESSAGE_LOG_HEIGHT_RATIO)}px` : \"18vh\",\n overflow: \"auto\",\n }}\n >\n {combatMessages.slice(-5).map((msg, idx) => (\n <div\n key={`msg-${idx}`}\n style={{ fontSize: \"12px\", marginBottom: \"4px\" }}\n >\n {msg}\n </div>\n ))}\n </div>\n </div>\n );\n};\n\nexport default CombatControlsPanel;\n"],"mappings":";;;;;;AAkBA,IAAM,2BAA2B;;;;;;;;;;;;;;AAwBjC,IAAa,uBAA2D,EACtE,gBACA,UACA,aACI;CACJ,MAAM,QAAQ,eAAe;EAAE,SAAS;EAAW,MAAM;EAAM;EAAU,CAAC;CAC1E,MAAM,kBAAkB,gBAAgB,MAAM,OAAO,oBAAoB,GAAI;AAE7E,QACE,qBAAC,OAAD;EACE,eAAY;EACZ,OAAO;GACL,UAAU;GACV,QAAQ,WAAW,SAAS;GAC5B,MAAM,WAAW,QAAQ;GACzB,OAAO,WAAW,QAAQ;GAC1B,SAAS;GACT,gBAAgB;GAChB,eAAe;GACf,QAAQ;GACT;YAXH,CAcE,oBAAC,OAAD;GACE,eAAY;GACZ,OAAO;IACL,OAAO,WAAW,QAAQ;IAC1B,YAAY;IACZ,QAAQ,aAAa,gBAAgB,MAAM,OAAO,cAAc,EAAE;IAClE,cAAc;IACd,SAAS;IACT,OAAO,gBAAgB,MAAM,OAAO,cAAc,EAAE;IACpD,YAAY,MAAM,WAAW;IAC9B;aAED,oBAAC,OAAD;IAAK,OAAO,EAAE,UAAU,WAAW,SAAS,QAAQ;cAAE;IAEhD,CAAA;GACF,CAAA,EAGN,oBAAC,OAAD;GACE,eAAY;GACZ,OAAO;IACL,OAAO,WAAW,QAAQ;IAC1B,YAAY;IACZ,QAAQ,aAAa,gBAAgB,MAAM,OAAO,cAAc,EAAE;IAClE,cAAc;IACd,SAAS;IACT,OAAO,gBAAgB,MAAM,OAAO,cAAc,EAAE;IACpD,YAAY,MAAM,WAAW;IAC7B,WAAW,SAAS,GAAG,KAAK,MAAM,SAAS,yBAAyB,CAAC,MAAM;IAC3E,UAAU;IACX;aAEA,eAAe,MAAM,GAAG,CAAC,KAAK,KAAK,QAClC,oBAAC,OAAD;IAEE,OAAO;KAAE,UAAU;KAAQ,cAAc;KAAO;cAE/C;IACG,EAJC,OAAO,MAIR,CACN;GACE,CAAA,CACF"}
1
+ {"version":3,"file":"CombatControlsPanel.js","names":[],"sources":["../../../../../../src/components/screens/combat/components/controls/CombatControlsPanel.tsx"],"sourcesContent":["/**\n * CombatControlsPanel - Displays controls guide and combat messages log\n *\n * Shows keyboard/touch controls on the left and scrolling combat log on the right.\n * Positioned at the bottom of the combat screen above the back button.\n *\n * Refactored to use useKoreanTheme for consistent theming.\n *\n * @module components/combat/components/CombatControlsPanel\n * @category Combat UI\n * @korean 전투컨트롤패널\n */\n\nimport React from \"react\";\nimport { useKoreanTheme } from \"../../../../shared/base/useKoreanTheme\";\nimport { hexToRgbaString } from \"../../../../../utils/colorUtils\";\n\n/** Ratio of screen height used for message log max height */\nconst MESSAGE_LOG_HEIGHT_RATIO = 0.18;\n\nexport interface CombatControlsPanelProps {\n /** Combat message log (most recent messages) */\n readonly combatMessages: readonly string[];\n /** Whether to use mobile-optimized sizing */\n readonly isMobile: boolean;\n /** Screen height for responsive sizing */\n readonly height?: number;\n}\n\n/**\n * CombatControlsPanel - Controls guide and combat log display\n * \n * Uses useKoreanTheme for consistent styling.\n *\n * @example\n * ```tsx\n * <CombatControlsPanel\n * combatMessages={combatState.combatMessages}\n * isMobile={false}\n * />\n * ```\n */\nexport const CombatControlsPanel: React.FC<CombatControlsPanelProps> = ({\n combatMessages,\n isMobile,\n height,\n}) => {\n const theme = useKoreanTheme({ variant: \"primary\", size: \"sm\", isMobile });\n const panelBackground = hexToRgbaString(theme.colors.UI_BACKGROUND_DARK, 0.8);\n \n return (\n <div\n data-testid=\"combat-controls-panel\"\n style={{\n position: \"absolute\",\n bottom: isMobile ? \"90px\" : \"100px\",\n left: isMobile ? \"5px\" : \"15px\",\n right: isMobile ? \"5px\" : \"15px\",\n display: \"flex\",\n justifyContent: \"space-between\",\n pointerEvents: \"auto\",\n zIndex: 50,\n }}\n >\n {/* Controls Guide */}\n <div\n data-testid=\"combat-controls-guide\"\n style={{\n width: isMobile ? \"45%\" : \"400px\",\n background: panelBackground,\n border: `2px solid ${hexToRgbaString(theme.colors.PRIMARY_CYAN, 1)}`,\n borderRadius: \"8px\",\n padding: \"10px\",\n color: hexToRgbaString(theme.colors.PRIMARY_CYAN, 1),\n fontFamily: theme.fontFamily.KOREAN,\n }}\n >\n <div style={{ fontSize: isMobile ? \"10px\" : \"12px\" }}>\n 조작법 | Controls: A/D - Attack/Defend | 1-8 - Stances\n </div>\n </div>\n\n {/* Combat Message Log */}\n <div\n data-testid=\"combat-message-log\"\n style={{\n width: isMobile ? \"45%\" : \"400px\",\n background: panelBackground,\n border: `2px solid ${hexToRgbaString(theme.colors.PRIMARY_CYAN, 1)}`,\n borderRadius: \"8px\",\n padding: \"10px\",\n color: hexToRgbaString(theme.colors.PRIMARY_CYAN, 1),\n fontFamily: theme.fontFamily.KOREAN,\n maxHeight: height ? `${Math.round(height * MESSAGE_LOG_HEIGHT_RATIO)}px` : \"18vh\",\n overflow: \"auto\",\n }}\n >\n {combatMessages.slice(-5).map((msg, idx) => (\n <div\n key={`msg-${idx}`}\n style={{ fontSize: \"12px\", marginBottom: \"4px\" }}\n >\n {msg}\n </div>\n ))}\n </div>\n </div>\n );\n};\n\nexport default CombatControlsPanel;\n"],"mappings":";;;;;;AAkBA,IAAM,2BAA2B;;;;;;;;;;;;;;AAwBjC,IAAa,uBAA2D,EACtE,gBACA,UACA,aACI;CACJ,MAAM,QAAQ,eAAe;EAAE,SAAS;EAAW,MAAM;EAAM;EAAU,CAAC;CAC1E,MAAM,kBAAkB,gBAAgB,MAAM,OAAO,oBAAoB,GAAI;CAE7E,OACE,qBAAC,OAAD;EACE,eAAY;EACZ,OAAO;GACL,UAAU;GACV,QAAQ,WAAW,SAAS;GAC5B,MAAM,WAAW,QAAQ;GACzB,OAAO,WAAW,QAAQ;GAC1B,SAAS;GACT,gBAAgB;GAChB,eAAe;GACf,QAAQ;GACT;YAXH,CAcE,oBAAC,OAAD;GACE,eAAY;GACZ,OAAO;IACL,OAAO,WAAW,QAAQ;IAC1B,YAAY;IACZ,QAAQ,aAAa,gBAAgB,MAAM,OAAO,cAAc,EAAE;IAClE,cAAc;IACd,SAAS;IACT,OAAO,gBAAgB,MAAM,OAAO,cAAc,EAAE;IACpD,YAAY,MAAM,WAAW;IAC9B;aAED,oBAAC,OAAD;IAAK,OAAO,EAAE,UAAU,WAAW,SAAS,QAAQ;cAAE;IAEhD,CAAA;GACF,CAAA,EAGN,oBAAC,OAAD;GACE,eAAY;GACZ,OAAO;IACL,OAAO,WAAW,QAAQ;IAC1B,YAAY;IACZ,QAAQ,aAAa,gBAAgB,MAAM,OAAO,cAAc,EAAE;IAClE,cAAc;IACd,SAAS;IACT,OAAO,gBAAgB,MAAM,OAAO,cAAc,EAAE;IACpD,YAAY,MAAM,WAAW;IAC7B,WAAW,SAAS,GAAG,KAAK,MAAM,SAAS,yBAAyB,CAAC,MAAM;IAC3E,UAAU;IACX;aAEA,eAAe,MAAM,GAAG,CAAC,KAAK,KAAK,QAClC,oBAAC,OAAD;IAEE,OAAO;KAAE,UAAU;KAAQ,cAAc;KAAO;cAE/C;IACG,EAJC,OAAO,MAIR,CACN;GACE,CAAA,CACF"}
@@ -1 +1 @@
1
- {"version":3,"file":"ControlsGuide.js","names":[],"sources":["../../../../../../src/components/screens/combat/components/controls/ControlsGuide.tsx"],"sourcesContent":["/**\n * ControlsGuide Component - In-game controls reference\n * \n * Features:\n * - Complete combat controls listing\n * - Korean/English bilingual labels\n * - Cyberpunk Korean theming via useKoreanTheme\n * - Organized by action type\n * \n * Refactored to use useKoreanTheme for consistent theming.\n */\n\nimport React from \"react\";\nimport { useAudio } from \"../../../../../audio/AudioProvider\";\nimport { useKoreanTheme } from \"../../../../shared/base/useKoreanTheme\";\nimport { hexToRgbaString } from \"../../../../../utils/colorUtils\";\n\nexport interface ControlsGuideProps {\n readonly onClose: () => void;\n readonly isMobile: boolean;\n}\n\ninterface ControlMapping {\n readonly key: string;\n readonly actionKorean: string;\n readonly actionEnglish: string;\n}\n\nconst CONTROL_MAPPINGS: ControlMapping[] = [\n { key: \"WASD / ←↑↓→\", actionKorean: \"이동\", actionEnglish: \"Movement\" },\n { key: \"1-8\", actionKorean: \"팔괘 자세\", actionEnglish: \"Trigram Stances\" },\n { key: \"Space\", actionKorean: \"공격\", actionEnglish: \"Attack\" },\n { key: \"Shift\", actionKorean: \"방어\", actionEnglish: \"Defend\" },\n { key: \"Tab\", actionKorean: \"원형 전환\", actionEnglish: \"Switch Archetype\" },\n { key: \"ESC\", actionKorean: \"일시정지\", actionEnglish: \"Pause\" },\n { key: \"M\", actionKorean: \"음소거\", actionEnglish: \"Mute\" },\n];\n\n/**\n * ControlsGuide - In-game controls reference overlay\n * Uses useKoreanTheme for consistent styling.\n */\nexport const ControlsGuide: React.FC<ControlsGuideProps> = ({\n onClose,\n isMobile,\n}) => {\n const audio = useAudio();\n const theme = useKoreanTheme({ variant: \"primary\", size: \"md\", isMobile });\n\n return (\n <div\n data-testid=\"controls-guide\"\n style={{\n position: \"absolute\",\n top: \"50%\",\n left: \"50%\",\n transform: \"translate(-50%, -50%)\",\n padding: isMobile ? \"24px\" : \"32px\",\n backgroundColor: hexToRgbaString(theme.colors.UI_BACKGROUND_DARK, 0.95),\n border: `2px solid ${hexToRgbaString(theme.colors.PRIMARY_CYAN, 0.8)}`,\n borderRadius: \"12px\",\n minWidth: isMobile ? \"280px\" : \"400px\",\n maxHeight: isMobile ? \"70vh\" : \"80vh\",\n overflow: \"auto\",\n boxShadow: `0 0 30px ${hexToRgbaString(theme.colors.PRIMARY_CYAN, 0.3)}`,\n zIndex: 1000,\n }}\n >\n {/* Title */}\n <h2\n data-testid=\"controls-title\"\n style={{\n fontSize: isMobile ? \"20px\" : \"24px\",\n color: hexToRgbaString(theme.colors.ACCENT_GOLD, 1),\n fontFamily: theme.fontFamily.KOREAN,\n fontWeight: \"bold\",\n margin: \"0 0 24px 0\",\n textAlign: \"center\",\n textShadow: `0 0 10px ${hexToRgbaString(theme.colors.ACCENT_GOLD, 0.4)}`,\n }}\n >\n 조작법 | Controls\n </h2>\n\n {/* Controls List */}\n <div\n style={{\n display: \"flex\",\n flexDirection: \"column\",\n gap: isMobile ? \"12px\" : \"16px\",\n }}\n >\n {CONTROL_MAPPINGS.map((control, index) => (\n <div\n key={index}\n data-testid={`control-item-${index}`}\n style={{\n display: \"flex\",\n alignItems: \"center\",\n justifyContent: \"space-between\",\n padding: isMobile ? \"10px\" : \"12px\",\n backgroundColor: hexToRgbaString(theme.colors.UI_BACKGROUND_MEDIUM, 0.5),\n border: `1px solid ${hexToRgbaString(theme.colors.PRIMARY_CYAN, 0.3)}`,\n borderRadius: \"6px\",\n }}\n >\n <div\n style={{\n flex: 1,\n fontSize: isMobile ? \"12px\" : \"14px\",\n color: hexToRgbaString(theme.colors.PRIMARY_CYAN, 1),\n fontFamily: theme.fontFamily.KOREAN,\n fontWeight: \"bold\",\n }}\n >\n {control.actionKorean}\n <br />\n <span\n style={{\n fontSize: isMobile ? \"11px\" : \"13px\",\n color: hexToRgbaString(theme.colors.TEXT_SECONDARY, 1),\n fontWeight: \"normal\",\n }}\n >\n {control.actionEnglish}\n </span>\n </div>\n <div\n style={{\n padding: isMobile ? \"6px 12px\" : \"8px 16px\",\n fontSize: isMobile ? \"12px\" : \"14px\",\n color: hexToRgbaString(theme.colors.UI_BACKGROUND_DARK, 1),\n backgroundColor: hexToRgbaString(theme.colors.ACCENT_GOLD, 1),\n fontFamily: theme.fontFamily.MONO,\n fontWeight: \"bold\",\n borderRadius: \"4px\",\n textAlign: \"center\",\n minWidth: isMobile ? \"80px\" : \"100px\",\n }}\n >\n {control.key}\n </div>\n </div>\n ))}\n </div>\n\n {/* Additional Tips */}\n <div\n data-testid=\"controls-tips\"\n style={{\n marginTop: isMobile ? \"20px\" : \"24px\",\n padding: isMobile ? \"12px\" : \"16px\",\n backgroundColor: hexToRgbaString(theme.colors.UI_BACKGROUND_MEDIUM, 0.3),\n border: `1px solid ${hexToRgbaString(theme.colors.ACCENT_GOLD, 0.3)}`,\n borderRadius: \"6px\",\n }}\n >\n <h3\n style={{\n fontSize: isMobile ? \"14px\" : \"16px\",\n color: hexToRgbaString(theme.colors.ACCENT_GOLD, 1),\n fontFamily: theme.fontFamily.KOREAN,\n fontWeight: \"bold\",\n margin: \"0 0 8px 0\",\n }}\n >\n 💡 팁 | Tips\n </h3>\n <p\n style={{\n fontSize: isMobile ? \"12px\" : \"14px\",\n color: hexToRgbaString(theme.colors.TEXT_SECONDARY, 1),\n fontFamily: theme.fontFamily.KOREAN,\n margin: 0,\n lineHeight: \"1.6\",\n }}\n >\n • 각 팔괘 자세는 고유한 기술과 장점이 있습니다\n <br />\n • Each trigram stance has unique techniques and advantages\n <br />\n <br />\n • 적절한 타이밍에 방어하면 반격 기회를 얻습니다\n <br />\n • Perfect timing on defense creates counter opportunities\n </p>\n </div>\n\n {/* Close Button */}\n <button\n onClick={() => {\n audio.playSFX(\"menu_back\");\n onClose();\n }}\n onMouseEnter={() => audio.playSFX(\"menu_hover\")}\n data-testid=\"controls-close-button\"\n style={{\n marginTop: isMobile ? \"20px\" : \"24px\",\n width: \"100%\",\n padding: isMobile ? \"10px\" : \"12px\",\n fontSize: isMobile ? \"14px\" : \"16px\",\n backgroundColor: hexToRgbaString(theme.colors.PRIMARY_CYAN, 1),\n color: hexToRgbaString(theme.colors.UI_BACKGROUND_DARK, 1),\n border: \"none\",\n borderRadius: \"6px\",\n fontFamily: theme.fontFamily.KOREAN,\n fontWeight: \"bold\",\n cursor: \"pointer\",\n transition: \"all 0.2s ease\",\n }}\n onMouseOver={(e) => {\n e.currentTarget.style.backgroundColor = hexToRgbaString(\n theme.colors.ACCENT_GOLD,\n 1\n );\n e.currentTarget.style.transform = \"scale(1.05)\";\n }}\n onMouseOut={(e) => {\n e.currentTarget.style.backgroundColor = hexToRgbaString(\n theme.colors.PRIMARY_CYAN,\n 1\n );\n e.currentTarget.style.transform = \"scale(1)\";\n }}\n >\n 닫기 | Close\n </button>\n </div>\n );\n};\n\nexport default ControlsGuide;\n"],"mappings":";;;;;;AA4BA,IAAM,mBAAqC;CACzC;EAAE,KAAK;EAAe,cAAc;EAAM,eAAe;EAAY;CACrE;EAAE,KAAK;EAAO,cAAc;EAAS,eAAe;EAAmB;CACvE;EAAE,KAAK;EAAS,cAAc;EAAM,eAAe;EAAU;CAC7D;EAAE,KAAK;EAAS,cAAc;EAAM,eAAe;EAAU;CAC7D;EAAE,KAAK;EAAO,cAAc;EAAS,eAAe;EAAoB;CACxE;EAAE,KAAK;EAAO,cAAc;EAAQ,eAAe;EAAS;CAC5D;EAAE,KAAK;EAAK,cAAc;EAAO,eAAe;EAAQ;CACzD;;;;;AAMD,IAAa,iBAA+C,EAC1D,SACA,eACI;CACJ,MAAM,QAAQ,UAAU;CACxB,MAAM,QAAQ,eAAe;EAAE,SAAS;EAAW,MAAM;EAAM;EAAU,CAAC;AAE1E,QACE,qBAAC,OAAD;EACE,eAAY;EACZ,OAAO;GACL,UAAU;GACV,KAAK;GACL,MAAM;GACN,WAAW;GACX,SAAS,WAAW,SAAS;GAC7B,iBAAiB,gBAAgB,MAAM,OAAO,oBAAoB,IAAK;GACvE,QAAQ,aAAa,gBAAgB,MAAM,OAAO,cAAc,GAAI;GACpE,cAAc;GACd,UAAU,WAAW,UAAU;GAC/B,WAAW,WAAW,SAAS;GAC/B,UAAU;GACV,WAAW,YAAY,gBAAgB,MAAM,OAAO,cAAc,GAAI;GACtE,QAAQ;GACT;YAhBH;GAmBE,oBAAC,MAAD;IACE,eAAY;IACZ,OAAO;KACL,UAAU,WAAW,SAAS;KAC9B,OAAO,gBAAgB,MAAM,OAAO,aAAa,EAAE;KACnD,YAAY,MAAM,WAAW;KAC7B,YAAY;KACZ,QAAQ;KACR,WAAW;KACX,YAAY,YAAY,gBAAgB,MAAM,OAAO,aAAa,GAAI;KACvE;cACF;IAEI,CAAA;GAGL,oBAAC,OAAD;IACE,OAAO;KACL,SAAS;KACT,eAAe;KACf,KAAK,WAAW,SAAS;KAC1B;cAEA,iBAAiB,KAAK,SAAS,UAC9B,qBAAC,OAAD;KAEE,eAAa,gBAAgB;KAC7B,OAAO;MACL,SAAS;MACT,YAAY;MACZ,gBAAgB;MAChB,SAAS,WAAW,SAAS;MAC7B,iBAAiB,gBAAgB,MAAM,OAAO,sBAAsB,GAAI;MACxE,QAAQ,aAAa,gBAAgB,MAAM,OAAO,cAAc,GAAI;MACpE,cAAc;MACf;eAXH,CAaE,qBAAC,OAAD;MACE,OAAO;OACL,MAAM;OACN,UAAU,WAAW,SAAS;OAC9B,OAAO,gBAAgB,MAAM,OAAO,cAAc,EAAE;OACpD,YAAY,MAAM,WAAW;OAC7B,YAAY;OACb;gBAPH;OASG,QAAQ;OACT,oBAAC,MAAD,EAAM,CAAA;OACN,oBAAC,QAAD;QACE,OAAO;SACL,UAAU,WAAW,SAAS;SAC9B,OAAO,gBAAgB,MAAM,OAAO,gBAAgB,EAAE;SACtD,YAAY;SACb;kBAEA,QAAQ;QACJ,CAAA;OACH;SACN,oBAAC,OAAD;MACE,OAAO;OACL,SAAS,WAAW,aAAa;OACjC,UAAU,WAAW,SAAS;OAC9B,OAAO,gBAAgB,MAAM,OAAO,oBAAoB,EAAE;OAC1D,iBAAiB,gBAAgB,MAAM,OAAO,aAAa,EAAE;OAC7D,YAAY,MAAM,WAAW;OAC7B,YAAY;OACZ,cAAc;OACd,WAAW;OACX,UAAU,WAAW,SAAS;OAC/B;gBAEA,QAAQ;MACL,CAAA,CACF;OAhDC,MAgDD,CACN;IACE,CAAA;GAGN,qBAAC,OAAD;IACE,eAAY;IACZ,OAAO;KACL,WAAW,WAAW,SAAS;KAC/B,SAAS,WAAW,SAAS;KAC7B,iBAAiB,gBAAgB,MAAM,OAAO,sBAAsB,GAAI;KACxE,QAAQ,aAAa,gBAAgB,MAAM,OAAO,aAAa,GAAI;KACnE,cAAc;KACf;cARH,CAUE,oBAAC,MAAD;KACE,OAAO;MACL,UAAU,WAAW,SAAS;MAC9B,OAAO,gBAAgB,MAAM,OAAO,aAAa,EAAE;MACnD,YAAY,MAAM,WAAW;MAC7B,YAAY;MACZ,QAAQ;MACT;eACF;KAEI,CAAA,EACL,qBAAC,KAAD;KACE,OAAO;MACL,UAAU,WAAW,SAAS;MAC9B,OAAO,gBAAgB,MAAM,OAAO,gBAAgB,EAAE;MACtD,YAAY,MAAM,WAAW;MAC7B,QAAQ;MACR,YAAY;MACb;eAPH;MAQC;MAEC,oBAAC,MAAD,EAAM,CAAA;;MAEN,oBAAC,MAAD,EAAM,CAAA;MACN,oBAAC,MAAD,EAAM,CAAA;;MAEN,oBAAC,MAAD,EAAM,CAAA;;MAEJ;OACA;;GAGN,oBAAC,UAAD;IACE,eAAe;AACb,WAAM,QAAQ,YAAY;AAC1B,cAAS;;IAEX,oBAAoB,MAAM,QAAQ,aAAa;IAC/C,eAAY;IACZ,OAAO;KACL,WAAW,WAAW,SAAS;KAC/B,OAAO;KACP,SAAS,WAAW,SAAS;KAC7B,UAAU,WAAW,SAAS;KAC9B,iBAAiB,gBAAgB,MAAM,OAAO,cAAc,EAAE;KAC9D,OAAO,gBAAgB,MAAM,OAAO,oBAAoB,EAAE;KAC1D,QAAQ;KACR,cAAc;KACd,YAAY,MAAM,WAAW;KAC7B,YAAY;KACZ,QAAQ;KACR,YAAY;KACb;IACD,cAAc,MAAM;AAClB,OAAE,cAAc,MAAM,kBAAkB,gBACtC,MAAM,OAAO,aACb,EACD;AACD,OAAE,cAAc,MAAM,YAAY;;IAEpC,aAAa,MAAM;AACjB,OAAE,cAAc,MAAM,kBAAkB,gBACtC,MAAM,OAAO,cACb,EACD;AACD,OAAE,cAAc,MAAM,YAAY;;cAErC;IAEQ,CAAA;GACL"}
1
+ {"version":3,"file":"ControlsGuide.js","names":[],"sources":["../../../../../../src/components/screens/combat/components/controls/ControlsGuide.tsx"],"sourcesContent":["/**\n * ControlsGuide Component - In-game controls reference\n * \n * Features:\n * - Complete combat controls listing\n * - Korean/English bilingual labels\n * - Cyberpunk Korean theming via useKoreanTheme\n * - Organized by action type\n * \n * Refactored to use useKoreanTheme for consistent theming.\n */\n\nimport React from \"react\";\nimport { useAudio } from \"../../../../../audio/AudioProvider\";\nimport { useKoreanTheme } from \"../../../../shared/base/useKoreanTheme\";\nimport { hexToRgbaString } from \"../../../../../utils/colorUtils\";\n\nexport interface ControlsGuideProps {\n readonly onClose: () => void;\n readonly isMobile: boolean;\n}\n\ninterface ControlMapping {\n readonly key: string;\n readonly actionKorean: string;\n readonly actionEnglish: string;\n}\n\nconst CONTROL_MAPPINGS: ControlMapping[] = [\n { key: \"WASD / ←↑↓→\", actionKorean: \"이동\", actionEnglish: \"Movement\" },\n { key: \"1-8\", actionKorean: \"팔괘 자세\", actionEnglish: \"Trigram Stances\" },\n { key: \"Space\", actionKorean: \"공격\", actionEnglish: \"Attack\" },\n { key: \"Shift\", actionKorean: \"방어\", actionEnglish: \"Defend\" },\n { key: \"Tab\", actionKorean: \"원형 전환\", actionEnglish: \"Switch Archetype\" },\n { key: \"ESC\", actionKorean: \"일시정지\", actionEnglish: \"Pause\" },\n { key: \"M\", actionKorean: \"음소거\", actionEnglish: \"Mute\" },\n];\n\n/**\n * ControlsGuide - In-game controls reference overlay\n * Uses useKoreanTheme for consistent styling.\n */\nexport const ControlsGuide: React.FC<ControlsGuideProps> = ({\n onClose,\n isMobile,\n}) => {\n const audio = useAudio();\n const theme = useKoreanTheme({ variant: \"primary\", size: \"md\", isMobile });\n\n return (\n <div\n data-testid=\"controls-guide\"\n style={{\n position: \"absolute\",\n top: \"50%\",\n left: \"50%\",\n transform: \"translate(-50%, -50%)\",\n padding: isMobile ? \"24px\" : \"32px\",\n backgroundColor: hexToRgbaString(theme.colors.UI_BACKGROUND_DARK, 0.95),\n border: `2px solid ${hexToRgbaString(theme.colors.PRIMARY_CYAN, 0.8)}`,\n borderRadius: \"12px\",\n minWidth: isMobile ? \"280px\" : \"400px\",\n maxHeight: isMobile ? \"70vh\" : \"80vh\",\n overflow: \"auto\",\n boxShadow: `0 0 30px ${hexToRgbaString(theme.colors.PRIMARY_CYAN, 0.3)}`,\n zIndex: 1000,\n }}\n >\n {/* Title */}\n <h2\n data-testid=\"controls-title\"\n style={{\n fontSize: isMobile ? \"20px\" : \"24px\",\n color: hexToRgbaString(theme.colors.ACCENT_GOLD, 1),\n fontFamily: theme.fontFamily.KOREAN,\n fontWeight: \"bold\",\n margin: \"0 0 24px 0\",\n textAlign: \"center\",\n textShadow: `0 0 10px ${hexToRgbaString(theme.colors.ACCENT_GOLD, 0.4)}`,\n }}\n >\n 조작법 | Controls\n </h2>\n\n {/* Controls List */}\n <div\n style={{\n display: \"flex\",\n flexDirection: \"column\",\n gap: isMobile ? \"12px\" : \"16px\",\n }}\n >\n {CONTROL_MAPPINGS.map((control, index) => (\n <div\n key={index}\n data-testid={`control-item-${index}`}\n style={{\n display: \"flex\",\n alignItems: \"center\",\n justifyContent: \"space-between\",\n padding: isMobile ? \"10px\" : \"12px\",\n backgroundColor: hexToRgbaString(theme.colors.UI_BACKGROUND_MEDIUM, 0.5),\n border: `1px solid ${hexToRgbaString(theme.colors.PRIMARY_CYAN, 0.3)}`,\n borderRadius: \"6px\",\n }}\n >\n <div\n style={{\n flex: 1,\n fontSize: isMobile ? \"12px\" : \"14px\",\n color: hexToRgbaString(theme.colors.PRIMARY_CYAN, 1),\n fontFamily: theme.fontFamily.KOREAN,\n fontWeight: \"bold\",\n }}\n >\n {control.actionKorean}\n <br />\n <span\n style={{\n fontSize: isMobile ? \"11px\" : \"13px\",\n color: hexToRgbaString(theme.colors.TEXT_SECONDARY, 1),\n fontWeight: \"normal\",\n }}\n >\n {control.actionEnglish}\n </span>\n </div>\n <div\n style={{\n padding: isMobile ? \"6px 12px\" : \"8px 16px\",\n fontSize: isMobile ? \"12px\" : \"14px\",\n color: hexToRgbaString(theme.colors.UI_BACKGROUND_DARK, 1),\n backgroundColor: hexToRgbaString(theme.colors.ACCENT_GOLD, 1),\n fontFamily: theme.fontFamily.MONO,\n fontWeight: \"bold\",\n borderRadius: \"4px\",\n textAlign: \"center\",\n minWidth: isMobile ? \"80px\" : \"100px\",\n }}\n >\n {control.key}\n </div>\n </div>\n ))}\n </div>\n\n {/* Additional Tips */}\n <div\n data-testid=\"controls-tips\"\n style={{\n marginTop: isMobile ? \"20px\" : \"24px\",\n padding: isMobile ? \"12px\" : \"16px\",\n backgroundColor: hexToRgbaString(theme.colors.UI_BACKGROUND_MEDIUM, 0.3),\n border: `1px solid ${hexToRgbaString(theme.colors.ACCENT_GOLD, 0.3)}`,\n borderRadius: \"6px\",\n }}\n >\n <h3\n style={{\n fontSize: isMobile ? \"14px\" : \"16px\",\n color: hexToRgbaString(theme.colors.ACCENT_GOLD, 1),\n fontFamily: theme.fontFamily.KOREAN,\n fontWeight: \"bold\",\n margin: \"0 0 8px 0\",\n }}\n >\n 💡 팁 | Tips\n </h3>\n <p\n style={{\n fontSize: isMobile ? \"12px\" : \"14px\",\n color: hexToRgbaString(theme.colors.TEXT_SECONDARY, 1),\n fontFamily: theme.fontFamily.KOREAN,\n margin: 0,\n lineHeight: \"1.6\",\n }}\n >\n • 각 팔괘 자세는 고유한 기술과 장점이 있습니다\n <br />\n • Each trigram stance has unique techniques and advantages\n <br />\n <br />\n • 적절한 타이밍에 방어하면 반격 기회를 얻습니다\n <br />\n • Perfect timing on defense creates counter opportunities\n </p>\n </div>\n\n {/* Close Button */}\n <button\n onClick={() => {\n audio.playSFX(\"menu_back\");\n onClose();\n }}\n onMouseEnter={() => audio.playSFX(\"menu_hover\")}\n data-testid=\"controls-close-button\"\n style={{\n marginTop: isMobile ? \"20px\" : \"24px\",\n width: \"100%\",\n padding: isMobile ? \"10px\" : \"12px\",\n fontSize: isMobile ? \"14px\" : \"16px\",\n backgroundColor: hexToRgbaString(theme.colors.PRIMARY_CYAN, 1),\n color: hexToRgbaString(theme.colors.UI_BACKGROUND_DARK, 1),\n border: \"none\",\n borderRadius: \"6px\",\n fontFamily: theme.fontFamily.KOREAN,\n fontWeight: \"bold\",\n cursor: \"pointer\",\n transition: \"all 0.2s ease\",\n }}\n onMouseOver={(e) => {\n e.currentTarget.style.backgroundColor = hexToRgbaString(\n theme.colors.ACCENT_GOLD,\n 1\n );\n e.currentTarget.style.transform = \"scale(1.05)\";\n }}\n onMouseOut={(e) => {\n e.currentTarget.style.backgroundColor = hexToRgbaString(\n theme.colors.PRIMARY_CYAN,\n 1\n );\n e.currentTarget.style.transform = \"scale(1)\";\n }}\n >\n 닫기 | Close\n </button>\n </div>\n );\n};\n\nexport default ControlsGuide;\n"],"mappings":";;;;;;AA4BA,IAAM,mBAAqC;CACzC;EAAE,KAAK;EAAe,cAAc;EAAM,eAAe;EAAY;CACrE;EAAE,KAAK;EAAO,cAAc;EAAS,eAAe;EAAmB;CACvE;EAAE,KAAK;EAAS,cAAc;EAAM,eAAe;EAAU;CAC7D;EAAE,KAAK;EAAS,cAAc;EAAM,eAAe;EAAU;CAC7D;EAAE,KAAK;EAAO,cAAc;EAAS,eAAe;EAAoB;CACxE;EAAE,KAAK;EAAO,cAAc;EAAQ,eAAe;EAAS;CAC5D;EAAE,KAAK;EAAK,cAAc;EAAO,eAAe;EAAQ;CACzD;;;;;AAMD,IAAa,iBAA+C,EAC1D,SACA,eACI;CACJ,MAAM,QAAQ,UAAU;CACxB,MAAM,QAAQ,eAAe;EAAE,SAAS;EAAW,MAAM;EAAM;EAAU,CAAC;CAE1E,OACE,qBAAC,OAAD;EACE,eAAY;EACZ,OAAO;GACL,UAAU;GACV,KAAK;GACL,MAAM;GACN,WAAW;GACX,SAAS,WAAW,SAAS;GAC7B,iBAAiB,gBAAgB,MAAM,OAAO,oBAAoB,IAAK;GACvE,QAAQ,aAAa,gBAAgB,MAAM,OAAO,cAAc,GAAI;GACpE,cAAc;GACd,UAAU,WAAW,UAAU;GAC/B,WAAW,WAAW,SAAS;GAC/B,UAAU;GACV,WAAW,YAAY,gBAAgB,MAAM,OAAO,cAAc,GAAI;GACtE,QAAQ;GACT;YAhBH;GAmBE,oBAAC,MAAD;IACE,eAAY;IACZ,OAAO;KACL,UAAU,WAAW,SAAS;KAC9B,OAAO,gBAAgB,MAAM,OAAO,aAAa,EAAE;KACnD,YAAY,MAAM,WAAW;KAC7B,YAAY;KACZ,QAAQ;KACR,WAAW;KACX,YAAY,YAAY,gBAAgB,MAAM,OAAO,aAAa,GAAI;KACvE;cACF;IAEI,CAAA;GAGL,oBAAC,OAAD;IACE,OAAO;KACL,SAAS;KACT,eAAe;KACf,KAAK,WAAW,SAAS;KAC1B;cAEA,iBAAiB,KAAK,SAAS,UAC9B,qBAAC,OAAD;KAEE,eAAa,gBAAgB;KAC7B,OAAO;MACL,SAAS;MACT,YAAY;MACZ,gBAAgB;MAChB,SAAS,WAAW,SAAS;MAC7B,iBAAiB,gBAAgB,MAAM,OAAO,sBAAsB,GAAI;MACxE,QAAQ,aAAa,gBAAgB,MAAM,OAAO,cAAc,GAAI;MACpE,cAAc;MACf;eAXH,CAaE,qBAAC,OAAD;MACE,OAAO;OACL,MAAM;OACN,UAAU,WAAW,SAAS;OAC9B,OAAO,gBAAgB,MAAM,OAAO,cAAc,EAAE;OACpD,YAAY,MAAM,WAAW;OAC7B,YAAY;OACb;gBAPH;OASG,QAAQ;OACT,oBAAC,MAAD,EAAM,CAAA;OACN,oBAAC,QAAD;QACE,OAAO;SACL,UAAU,WAAW,SAAS;SAC9B,OAAO,gBAAgB,MAAM,OAAO,gBAAgB,EAAE;SACtD,YAAY;SACb;kBAEA,QAAQ;QACJ,CAAA;OACH;SACN,oBAAC,OAAD;MACE,OAAO;OACL,SAAS,WAAW,aAAa;OACjC,UAAU,WAAW,SAAS;OAC9B,OAAO,gBAAgB,MAAM,OAAO,oBAAoB,EAAE;OAC1D,iBAAiB,gBAAgB,MAAM,OAAO,aAAa,EAAE;OAC7D,YAAY,MAAM,WAAW;OAC7B,YAAY;OACZ,cAAc;OACd,WAAW;OACX,UAAU,WAAW,SAAS;OAC/B;gBAEA,QAAQ;MACL,CAAA,CACF;OAhDC,MAgDD,CACN;IACE,CAAA;GAGN,qBAAC,OAAD;IACE,eAAY;IACZ,OAAO;KACL,WAAW,WAAW,SAAS;KAC/B,SAAS,WAAW,SAAS;KAC7B,iBAAiB,gBAAgB,MAAM,OAAO,sBAAsB,GAAI;KACxE,QAAQ,aAAa,gBAAgB,MAAM,OAAO,aAAa,GAAI;KACnE,cAAc;KACf;cARH,CAUE,oBAAC,MAAD;KACE,OAAO;MACL,UAAU,WAAW,SAAS;MAC9B,OAAO,gBAAgB,MAAM,OAAO,aAAa,EAAE;MACnD,YAAY,MAAM,WAAW;MAC7B,YAAY;MACZ,QAAQ;MACT;eACF;KAEI,CAAA,EACL,qBAAC,KAAD;KACE,OAAO;MACL,UAAU,WAAW,SAAS;MAC9B,OAAO,gBAAgB,MAAM,OAAO,gBAAgB,EAAE;MACtD,YAAY,MAAM,WAAW;MAC7B,QAAQ;MACR,YAAY;MACb;eAPH;MAQC;MAEC,oBAAC,MAAD,EAAM,CAAA;;MAEN,oBAAC,MAAD,EAAM,CAAA;MACN,oBAAC,MAAD,EAAM,CAAA;;MAEN,oBAAC,MAAD,EAAM,CAAA;;MAEJ;OACA;;GAGN,oBAAC,UAAD;IACE,eAAe;KACb,MAAM,QAAQ,YAAY;KAC1B,SAAS;;IAEX,oBAAoB,MAAM,QAAQ,aAAa;IAC/C,eAAY;IACZ,OAAO;KACL,WAAW,WAAW,SAAS;KAC/B,OAAO;KACP,SAAS,WAAW,SAAS;KAC7B,UAAU,WAAW,SAAS;KAC9B,iBAAiB,gBAAgB,MAAM,OAAO,cAAc,EAAE;KAC9D,OAAO,gBAAgB,MAAM,OAAO,oBAAoB,EAAE;KAC1D,QAAQ;KACR,cAAc;KACd,YAAY,MAAM,WAAW;KAC7B,YAAY;KACZ,QAAQ;KACR,YAAY;KACb;IACD,cAAc,MAAM;KAClB,EAAE,cAAc,MAAM,kBAAkB,gBACtC,MAAM,OAAO,aACb,EACD;KACD,EAAE,cAAc,MAAM,YAAY;;IAEpC,aAAa,MAAM;KACjB,EAAE,cAAc,MAAM,kBAAkB,gBACtC,MAAM,OAAO,cACb,EACD;KACD,EAAE,cAAc,MAAM,YAAY;;cAErC;IAEQ,CAAA;GACL"}
@@ -1 +1 @@
1
- {"version":3,"file":"KeyboardHints.js","names":[],"sources":["../../../../../../src/components/screens/combat/components/controls/KeyboardHints.tsx"],"sourcesContent":["/**\n * KeyboardHints - On-screen control overlay\n * Displays keyboard bindings for trigram stances and combat actions\n * \n * Refactored to use useKoreanTheme for consistent theming\n * \n * @module components/combat/components/KeyboardHints\n * @category Combat UI\n * @korean 키보드힌트\n */\n\nimport { Html } from \"@react-three/drei\";\nimport React, { useMemo } from \"react\";\nimport { useKoreanTheme } from \"../../../../shared/base/useKoreanTheme\";\nimport { hexToRgbaString } from \"../../../../../utils/colorUtils\";\nimport { ControlBinding } from \"../../../../../utils/controlMapping\";\n\n/**\n * Props for KeyboardHints component\n */\nexport interface KeyboardHintsProps {\n /** Whether hints are visible */\n readonly visible: boolean;\n /** Current stance index (0-7) for highlighting */\n readonly currentStance: number;\n /** Mobile layout flag */\n readonly isMobile?: boolean;\n /** Custom key bindings */\n readonly customBindings?: ControlBinding;\n}\n\n/**\n * KeyboardHints Component\n * \n * Displays an overlay of keyboard controls for stance switching and combat actions.\n * Highlights the currently active stance and adapts layout for mobile devices.\n * \n * Features:\n * - 8 trigram stance keys displayed in a grid\n * - Current stance highlighted in gold\n * - Combat action keys (attack, block, movement)\n * - Responsive mobile layout\n * - Korean cyberpunk styling\n * - Toggle with F1 key\n * \n * @example\n * ```tsx\n * <KeyboardHints\n * visible={showHints}\n * currentStance={player.stance}\n * isMobile={isMobile}\n * customBindings={controlMapper.getBindings()}\n * />\n * ```\n * \n * @public\n * @korean 키보드힌트\n */\nexport const KeyboardHints: React.FC<KeyboardHintsProps> = ({\n visible,\n currentStance,\n isMobile = false,\n customBindings,\n}) => {\n const theme = useKoreanTheme({ variant: \"bordered\", size: \"md\", isMobile });\n \n // Get stance keys (default or custom)\n const stanceKeys = useMemo(() => {\n if (customBindings?.stances) {\n return customBindings.stances;\n }\n return [\"1\", \"2\", \"3\", \"4\", \"5\", \"6\", \"7\", \"8\"];\n }, [customBindings]);\n\n // Layout calculations\n const layout = useMemo(() => {\n const keySize = isMobile ? 32 : 48;\n const gap = isMobile ? 4 : 8;\n const fontSize = isMobile ? 12 : 16;\n const labelFontSize = isMobile ? 10 : 12;\n const padding = isMobile ? 8 : 12;\n\n return { keySize, gap, fontSize, labelFontSize, padding };\n }, [isMobile]);\n\n if (!visible) return null;\n\n return (\n <Html fullscreen>\n <div\n data-testid=\"keyboard-hints\"\n role=\"dialog\"\n aria-label=\"Keyboard control hints\"\n aria-describedby=\"hints-description\"\n style={{\n position: \"absolute\",\n bottom: isMobile ? \"20px\" : \"40px\",\n left: \"50%\",\n transform: \"translateX(-50%)\",\n pointerEvents: \"none\",\n zIndex: 999,\n }}\n >\n {/* Hidden description for screen readers */}\n <div\n id=\"hints-description\"\n style={{\n position: \"absolute\",\n left: \"-9999px\",\n width: \"1px\",\n height: \"1px\",\n overflow: \"hidden\",\n }}\n >\n Keyboard controls for combat. Press F1 to toggle this overlay.\n </div>\n\n {/* Main hints container */}\n <div\n style={{\n background: hexToRgbaString(theme.colors.UI_BACKGROUND_DARK, 0.9),\n border: `2px solid ${hexToRgbaString(theme.colors.PRIMARY_CYAN, 0.8)}`,\n borderRadius: \"8px\",\n padding: `${layout.padding}px`,\n boxShadow: `0 0 20px ${hexToRgbaString(theme.colors.PRIMARY_CYAN, 0.3)}`,\n }}\n >\n {/* Section title */}\n <div\n style={{\n color: hexToRgbaString(theme.colors.PRIMARY_CYAN, 1),\n fontFamily: theme.fontFamily.KOREAN,\n fontSize: `${layout.labelFontSize}px`,\n textAlign: \"center\",\n marginBottom: \"8px\",\n fontWeight: \"bold\",\n }}\n >\n Trigram Stances (1-8)\n </div>\n\n {/* Stance keys grid */}\n <div\n style={{\n display: \"flex\",\n gap: `${layout.gap}px`,\n marginBottom: \"12px\",\n }}\n >\n {stanceKeys.map((key, index) => {\n const isActive = index === currentStance;\n const keyColor = isActive\n ? theme.colors.ACCENT_GOLD\n : theme.colors.UI_STEEL_GRAY;\n const bgColor = isActive\n ? hexToRgbaString(theme.colors.ACCENT_GOLD, 0.2)\n : \"transparent\";\n\n return (\n <div\n key={index}\n data-testid={`stance-key-${index}`}\n style={{\n width: `${layout.keySize}px`,\n height: `${layout.keySize}px`,\n border: `2px solid ${hexToRgbaString(keyColor, isActive ? 1 : 0.6)}`,\n borderRadius: \"4px\",\n display: \"flex\",\n alignItems: \"center\",\n justifyContent: \"center\",\n fontSize: `${layout.fontSize}px`,\n color: hexToRgbaString(keyColor, 1),\n background: bgColor,\n fontFamily: theme.fontFamily.KOREAN,\n fontWeight: isActive ? \"bold\" : \"normal\",\n boxShadow: isActive\n ? `0 0 10px ${hexToRgbaString(theme.colors.ACCENT_GOLD, 0.5)}`\n : \"none\",\n transition: \"all 0.2s ease\",\n }}\n >\n {key.toUpperCase()}\n </div>\n );\n })}\n </div>\n\n {/* Combat actions */}\n <div\n style={{\n borderTop: `1px solid ${hexToRgbaString(theme.colors.PRIMARY_CYAN, 0.3)}`,\n paddingTop: \"8px\",\n marginBottom: \"8px\",\n display: \"grid\",\n gridTemplateColumns: isMobile ? \"1fr\" : \"1fr 1fr\",\n gap: \"4px\",\n fontSize: `${layout.labelFontSize}px`,\n color: hexToRgbaString(theme.colors.TEXT_SECONDARY, 0.9),\n fontFamily: theme.fontFamily.KOREAN,\n }}\n >\n <div>\n <span\n style={{\n color: hexToRgbaString(theme.colors.ACCENT_GOLD, 1),\n fontWeight: \"bold\",\n }}\n >\n Space\n </span>{\" \"}\n - Attack\n </div>\n <div>\n <span\n style={{\n color: hexToRgbaString(theme.colors.ACCENT_GOLD, 1),\n fontWeight: \"bold\",\n }}\n >\n B\n </span>{\" \"}\n - Block\n </div>\n <div>\n <span\n style={{\n color: hexToRgbaString(theme.colors.ACCENT_GOLD, 1),\n fontWeight: \"bold\",\n }}\n >\n V\n </span>{\" \"}\n - Toggle vital points overlay\n </div>\n <div>\n <span\n style={{\n color: hexToRgbaString(theme.colors.ACCENT_GOLD, 1),\n fontWeight: \"bold\",\n }}\n >\n WASD/Arrows\n </span>{\" \"}\n - Move\n </div>\n </div>\n\n {/* Technique keys section */}\n <div\n style={{\n borderTop: `1px solid ${hexToRgbaString(theme.colors.PRIMARY_CYAN, 0.3)}`,\n paddingTop: \"8px\",\n marginBottom: \"8px\",\n }}\n >\n <div\n style={{\n color: hexToRgbaString(theme.colors.PRIMARY_CYAN, 1),\n fontFamily: theme.fontFamily.KOREAN,\n fontSize: `${layout.labelFontSize}px`,\n textAlign: \"center\",\n marginBottom: \"6px\",\n fontWeight: \"bold\",\n }}\n >\n Techniques (기술)\n </div>\n <div\n style={{\n fontSize: `${layout.labelFontSize}px`,\n color: hexToRgbaString(theme.colors.TEXT_SECONDARY, 0.9),\n fontFamily: theme.fontFamily.KOREAN,\n textAlign: \"center\",\n }}\n >\n <span\n style={{\n color: hexToRgbaString(theme.colors.ACCENT_GOLD, 1),\n fontWeight: \"bold\",\n }}\n >\n Q-E-R-T-Y-F-G-Z-X-C\n </span>\n {\" \"}\n - Execute techniques\n </div>\n </div>\n\n {/* Advanced footwork section */}\n <div\n style={{\n borderTop: `1px solid ${hexToRgbaString(theme.colors.PRIMARY_CYAN, 0.3)}`,\n paddingTop: \"8px\",\n }}\n >\n <div\n style={{\n color: hexToRgbaString(theme.colors.PRIMARY_CYAN, 1),\n fontFamily: theme.fontFamily.KOREAN,\n fontSize: `${layout.labelFontSize}px`,\n textAlign: \"center\",\n marginBottom: \"6px\",\n fontWeight: \"bold\",\n }}\n >\n Advanced Footwork (보법)\n </div>\n <div\n style={{\n fontSize: `${layout.labelFontSize - 1}px`,\n color: hexToRgbaString(theme.colors.TEXT_SECONDARY, 0.9),\n fontFamily: theme.fontFamily.KOREAN,\n textAlign: \"center\",\n lineHeight: 1.4,\n }}\n >\n <div style={{ marginBottom: \"4px\" }}>\n <span\n style={{\n color: hexToRgbaString(theme.colors.ACCENT_GOLD, 1),\n fontWeight: \"bold\",\n }}\n >\n Shift+WASD\n </span>\n {\" \"}\n - Tactical steps (30cm)\n </div>\n <div style={{ marginBottom: \"4px\" }}>\n <span\n style={{\n color: hexToRgbaString(theme.colors.ACCENT_GOLD, 1),\n fontWeight: \"bold\",\n }}\n >\n Ctrl+WASD\n </span>\n {\" \"}\n - Footwork patterns\n </div>\n <div style={{ marginBottom: \"4px\" }}>\n <span\n style={{\n color: hexToRgbaString(theme.colors.ACCENT_GOLD, 1),\n fontWeight: \"bold\",\n }}\n >\n Shift+Ctrl+A/D\n </span>\n {\" \"}\n - Pivot rotation\n </div>\n <div style={{ marginBottom: \"4px\" }}>\n <span\n style={{\n color: hexToRgbaString(theme.colors.ACCENT_GOLD, 1),\n fontWeight: \"bold\",\n }}\n >\n Shift+Ctrl+W/S\n </span>\n {\" \"}\n - Shuffle step\n </div>\n <div>\n <span\n style={{\n color: hexToRgbaString(theme.colors.ACCENT_GOLD, 1),\n fontWeight: \"bold\",\n }}\n >\n H\n </span>\n {\" \"}\n - Switch front foot\n </div>\n </div>\n </div>\n\n {/* Toggle hint */}\n <div\n style={{\n marginTop: \"8px\",\n textAlign: \"center\",\n fontSize: `${layout.labelFontSize - 2}px`,\n color: hexToRgbaString(theme.colors.TEXT_SECONDARY, 0.7),\n fontStyle: \"italic\",\n }}\n >\n Press F1 to toggle • ESC/M for pause\n </div>\n </div>\n </div>\n </Html>\n );\n};\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA0DA,IAAa,iBAA+C,EAC1D,SACA,eACA,WAAW,OACX,qBACI;CACJ,MAAM,QAAQ,eAAe;EAAE,SAAS;EAAY,MAAM;EAAM;EAAU,CAAC;CAG3E,MAAM,aAAa,cAAc;AAC/B,MAAI,gBAAgB,QAClB,QAAO,eAAe;AAExB,SAAO;GAAC;GAAK;GAAK;GAAK;GAAK;GAAK;GAAK;GAAK;GAAI;IAC9C,CAAC,eAAe,CAAC;CAGpB,MAAM,SAAS,cAAc;AAO3B,SAAO;GAAE,SANO,WAAW,KAAK;GAMd,KALN,WAAW,IAAI;GAKJ,UAJN,WAAW,KAAK;GAIA,eAHX,WAAW,KAAK;GAGU,SAFhC,WAAW,IAAI;GAE0B;IACxD,CAAC,SAAS,CAAC;AAEd,KAAI,CAAC,QAAS,QAAO;AAErB,QACE,oBAAC,MAAD;EAAM,YAAA;YACJ,qBAAC,OAAD;GACE,eAAY;GACZ,MAAK;GACL,cAAW;GACX,oBAAiB;GACjB,OAAO;IACL,UAAU;IACV,QAAQ,WAAW,SAAS;IAC5B,MAAM;IACN,WAAW;IACX,eAAe;IACf,QAAQ;IACT;aAZH,CAeE,oBAAC,OAAD;IACE,IAAG;IACH,OAAO;KACL,UAAU;KACV,MAAM;KACN,OAAO;KACP,QAAQ;KACR,UAAU;KACX;cACF;IAEK,CAAA,EAGN,qBAAC,OAAD;IACE,OAAO;KACL,YAAY,gBAAgB,MAAM,OAAO,oBAAoB,GAAI;KACjE,QAAQ,aAAa,gBAAgB,MAAM,OAAO,cAAc,GAAI;KACpE,cAAc;KACd,SAAS,GAAG,OAAO,QAAQ;KAC3B,WAAW,YAAY,gBAAgB,MAAM,OAAO,cAAc,GAAI;KACvE;cAPH;KAUE,oBAAC,OAAD;MACE,OAAO;OACL,OAAO,gBAAgB,MAAM,OAAO,cAAc,EAAE;OACpD,YAAY,MAAM,WAAW;OAC7B,UAAU,GAAG,OAAO,cAAc;OAClC,WAAW;OACX,cAAc;OACd,YAAY;OACb;gBACF;MAEK,CAAA;KAGN,oBAAC,OAAD;MACE,OAAO;OACL,SAAS;OACT,KAAK,GAAG,OAAO,IAAI;OACnB,cAAc;OACf;gBAEA,WAAW,KAAK,KAAK,UAAU;OAC9B,MAAM,WAAW,UAAU;OAC3B,MAAM,WAAW,WACb,MAAM,OAAO,cACb,MAAM,OAAO;OACjB,MAAM,UAAU,WACZ,gBAAgB,MAAM,OAAO,aAAa,GAAI,GAC9C;AAEJ,cACE,oBAAC,OAAD;QAEE,eAAa,cAAc;QAC3B,OAAO;SACL,OAAO,GAAG,OAAO,QAAQ;SACzB,QAAQ,GAAG,OAAO,QAAQ;SAC1B,QAAQ,aAAa,gBAAgB,UAAU,WAAW,IAAI,GAAI;SAClE,cAAc;SACd,SAAS;SACT,YAAY;SACZ,gBAAgB;SAChB,UAAU,GAAG,OAAO,SAAS;SAC7B,OAAO,gBAAgB,UAAU,EAAE;SACnC,YAAY;SACZ,YAAY,MAAM,WAAW;SAC7B,YAAY,WAAW,SAAS;SAChC,WAAW,WACP,YAAY,gBAAgB,MAAM,OAAO,aAAa,GAAI,KAC1D;SACJ,YAAY;SACb;kBAEA,IAAI,aAAa;QACd,EAtBC,MAsBD;QAER;MACE,CAAA;KAGN,qBAAC,OAAD;MACE,OAAO;OACL,WAAW,aAAa,gBAAgB,MAAM,OAAO,cAAc,GAAI;OACvE,YAAY;OACZ,cAAc;OACd,SAAS;OACT,qBAAqB,WAAW,QAAQ;OACxC,KAAK;OACL,UAAU,GAAG,OAAO,cAAc;OAClC,OAAO,gBAAgB,MAAM,OAAO,gBAAgB,GAAI;OACxD,YAAY,MAAM,WAAW;OAC9B;gBAXH;OAaE,qBAAC,OAAD,EAAA,UAAA;QACE,oBAAC,QAAD;SACE,OAAO;UACL,OAAO,gBAAgB,MAAM,OAAO,aAAa,EAAE;UACnD,YAAY;UACb;mBACF;SAEM,CAAA;QAAC;QAAI;QAER,EAAA,CAAA;OACN,qBAAC,OAAD,EAAA,UAAA;QACE,oBAAC,QAAD;SACE,OAAO;UACL,OAAO,gBAAgB,MAAM,OAAO,aAAa,EAAE;UACnD,YAAY;UACb;mBACF;SAEM,CAAA;QAAC;QAAI;QAER,EAAA,CAAA;OACN,qBAAC,OAAD,EAAA,UAAA;QACE,oBAAC,QAAD;SACE,OAAO;UACL,OAAO,gBAAgB,MAAM,OAAO,aAAa,EAAE;UACnD,YAAY;UACb;mBACF;SAEM,CAAA;QAAC;QAAI;QAER,EAAA,CAAA;OACN,qBAAC,OAAD,EAAA,UAAA;QACE,oBAAC,QAAD;SACE,OAAO;UACL,OAAO,gBAAgB,MAAM,OAAO,aAAa,EAAE;UACnD,YAAY;UACb;mBACF;SAEM,CAAA;QAAC;QAAI;QAER,EAAA,CAAA;OACF;;KAGN,qBAAC,OAAD;MACE,OAAO;OACL,WAAW,aAAa,gBAAgB,MAAM,OAAO,cAAc,GAAI;OACvE,YAAY;OACZ,cAAc;OACf;gBALH,CAOE,oBAAC,OAAD;OACE,OAAO;QACL,OAAO,gBAAgB,MAAM,OAAO,cAAc,EAAE;QACpD,YAAY,MAAM,WAAW;QAC7B,UAAU,GAAG,OAAO,cAAc;QAClC,WAAW;QACX,cAAc;QACd,YAAY;QACb;iBACF;OAEK,CAAA,EACN,qBAAC,OAAD;OACE,OAAO;QACL,UAAU,GAAG,OAAO,cAAc;QAClC,OAAO,gBAAgB,MAAM,OAAO,gBAAgB,GAAI;QACxD,YAAY,MAAM,WAAW;QAC7B,WAAW;QACZ;iBANH;QAQE,oBAAC,QAAD;SACE,OAAO;UACL,OAAO,gBAAgB,MAAM,OAAO,aAAa,EAAE;UACnD,YAAY;UACb;mBACF;SAEM,CAAA;QACN;QAAI;QAED;SACF;;KAGN,qBAAC,OAAD;MACE,OAAO;OACL,WAAW,aAAa,gBAAgB,MAAM,OAAO,cAAc,GAAI;OACvE,YAAY;OACb;gBAJH,CAME,oBAAC,OAAD;OACE,OAAO;QACL,OAAO,gBAAgB,MAAM,OAAO,cAAc,EAAE;QACpD,YAAY,MAAM,WAAW;QAC7B,UAAU,GAAG,OAAO,cAAc;QAClC,WAAW;QACX,cAAc;QACd,YAAY;QACb;iBACF;OAEK,CAAA,EACN,qBAAC,OAAD;OACE,OAAO;QACL,UAAU,GAAG,OAAO,gBAAgB,EAAE;QACtC,OAAO,gBAAgB,MAAM,OAAO,gBAAgB,GAAI;QACxD,YAAY,MAAM,WAAW;QAC7B,WAAW;QACX,YAAY;QACb;iBAPH;QASE,qBAAC,OAAD;SAAK,OAAO,EAAE,cAAc,OAAO;mBAAnC;UACE,oBAAC,QAAD;WACE,OAAO;YACL,OAAO,gBAAgB,MAAM,OAAO,aAAa,EAAE;YACnD,YAAY;YACb;qBACF;WAEM,CAAA;UACN;UAAI;UAED;;QACN,qBAAC,OAAD;SAAK,OAAO,EAAE,cAAc,OAAO;mBAAnC;UACE,oBAAC,QAAD;WACE,OAAO;YACL,OAAO,gBAAgB,MAAM,OAAO,aAAa,EAAE;YACnD,YAAY;YACb;qBACF;WAEM,CAAA;UACN;UAAI;UAED;;QACN,qBAAC,OAAD;SAAK,OAAO,EAAE,cAAc,OAAO;mBAAnC;UACE,oBAAC,QAAD;WACE,OAAO;YACL,OAAO,gBAAgB,MAAM,OAAO,aAAa,EAAE;YACnD,YAAY;YACb;qBACF;WAEM,CAAA;UACN;UAAI;UAED;;QACN,qBAAC,OAAD;SAAK,OAAO,EAAE,cAAc,OAAO;mBAAnC;UACE,oBAAC,QAAD;WACE,OAAO;YACL,OAAO,gBAAgB,MAAM,OAAO,aAAa,EAAE;YACnD,YAAY;YACb;qBACF;WAEM,CAAA;UACN;UAAI;UAED;;QACN,qBAAC,OAAD,EAAA,UAAA;SACE,oBAAC,QAAD;UACE,OAAO;WACL,OAAO,gBAAgB,MAAM,OAAO,aAAa,EAAE;WACnD,YAAY;WACb;oBACF;UAEM,CAAA;SACN;SAAI;SAED,EAAA,CAAA;QACF;SACF;;KAGN,oBAAC,OAAD;MACE,OAAO;OACL,WAAW;OACX,WAAW;OACX,UAAU,GAAG,OAAO,gBAAgB,EAAE;OACtC,OAAO,gBAAgB,MAAM,OAAO,gBAAgB,GAAI;OACxD,WAAW;OACZ;gBACF;MAEK,CAAA;KACF;MACF;;EACD,CAAA"}
1
+ {"version":3,"file":"KeyboardHints.js","names":[],"sources":["../../../../../../src/components/screens/combat/components/controls/KeyboardHints.tsx"],"sourcesContent":["/**\n * KeyboardHints - On-screen control overlay\n * Displays keyboard bindings for trigram stances and combat actions\n * \n * Refactored to use useKoreanTheme for consistent theming\n * \n * @module components/combat/components/KeyboardHints\n * @category Combat UI\n * @korean 키보드힌트\n */\n\nimport { Html } from \"@react-three/drei\";\nimport React, { useMemo } from \"react\";\nimport { useKoreanTheme } from \"../../../../shared/base/useKoreanTheme\";\nimport { hexToRgbaString } from \"../../../../../utils/colorUtils\";\nimport { ControlBinding } from \"../../../../../utils/controlMapping\";\n\n/**\n * Props for KeyboardHints component\n */\nexport interface KeyboardHintsProps {\n /** Whether hints are visible */\n readonly visible: boolean;\n /** Current stance index (0-7) for highlighting */\n readonly currentStance: number;\n /** Mobile layout flag */\n readonly isMobile?: boolean;\n /** Custom key bindings */\n readonly customBindings?: ControlBinding;\n}\n\n/**\n * KeyboardHints Component\n * \n * Displays an overlay of keyboard controls for stance switching and combat actions.\n * Highlights the currently active stance and adapts layout for mobile devices.\n * \n * Features:\n * - 8 trigram stance keys displayed in a grid\n * - Current stance highlighted in gold\n * - Combat action keys (attack, block, movement)\n * - Responsive mobile layout\n * - Korean cyberpunk styling\n * - Toggle with F1 key\n * \n * @example\n * ```tsx\n * <KeyboardHints\n * visible={showHints}\n * currentStance={player.stance}\n * isMobile={isMobile}\n * customBindings={controlMapper.getBindings()}\n * />\n * ```\n * \n * @public\n * @korean 키보드힌트\n */\nexport const KeyboardHints: React.FC<KeyboardHintsProps> = ({\n visible,\n currentStance,\n isMobile = false,\n customBindings,\n}) => {\n const theme = useKoreanTheme({ variant: \"bordered\", size: \"md\", isMobile });\n \n // Get stance keys (default or custom)\n const stanceKeys = useMemo(() => {\n if (customBindings?.stances) {\n return customBindings.stances;\n }\n return [\"1\", \"2\", \"3\", \"4\", \"5\", \"6\", \"7\", \"8\"];\n }, [customBindings]);\n\n // Layout calculations\n const layout = useMemo(() => {\n const keySize = isMobile ? 32 : 48;\n const gap = isMobile ? 4 : 8;\n const fontSize = isMobile ? 12 : 16;\n const labelFontSize = isMobile ? 10 : 12;\n const padding = isMobile ? 8 : 12;\n\n return { keySize, gap, fontSize, labelFontSize, padding };\n }, [isMobile]);\n\n if (!visible) return null;\n\n return (\n <Html fullscreen>\n <div\n data-testid=\"keyboard-hints\"\n role=\"dialog\"\n aria-label=\"Keyboard control hints\"\n aria-describedby=\"hints-description\"\n style={{\n position: \"absolute\",\n bottom: isMobile ? \"20px\" : \"40px\",\n left: \"50%\",\n transform: \"translateX(-50%)\",\n pointerEvents: \"none\",\n zIndex: 999,\n }}\n >\n {/* Hidden description for screen readers */}\n <div\n id=\"hints-description\"\n style={{\n position: \"absolute\",\n left: \"-9999px\",\n width: \"1px\",\n height: \"1px\",\n overflow: \"hidden\",\n }}\n >\n Keyboard controls for combat. Press F1 to toggle this overlay.\n </div>\n\n {/* Main hints container */}\n <div\n style={{\n background: hexToRgbaString(theme.colors.UI_BACKGROUND_DARK, 0.9),\n border: `2px solid ${hexToRgbaString(theme.colors.PRIMARY_CYAN, 0.8)}`,\n borderRadius: \"8px\",\n padding: `${layout.padding}px`,\n boxShadow: `0 0 20px ${hexToRgbaString(theme.colors.PRIMARY_CYAN, 0.3)}`,\n }}\n >\n {/* Section title */}\n <div\n style={{\n color: hexToRgbaString(theme.colors.PRIMARY_CYAN, 1),\n fontFamily: theme.fontFamily.KOREAN,\n fontSize: `${layout.labelFontSize}px`,\n textAlign: \"center\",\n marginBottom: \"8px\",\n fontWeight: \"bold\",\n }}\n >\n Trigram Stances (1-8)\n </div>\n\n {/* Stance keys grid */}\n <div\n style={{\n display: \"flex\",\n gap: `${layout.gap}px`,\n marginBottom: \"12px\",\n }}\n >\n {stanceKeys.map((key, index) => {\n const isActive = index === currentStance;\n const keyColor = isActive\n ? theme.colors.ACCENT_GOLD\n : theme.colors.UI_STEEL_GRAY;\n const bgColor = isActive\n ? hexToRgbaString(theme.colors.ACCENT_GOLD, 0.2)\n : \"transparent\";\n\n return (\n <div\n key={index}\n data-testid={`stance-key-${index}`}\n style={{\n width: `${layout.keySize}px`,\n height: `${layout.keySize}px`,\n border: `2px solid ${hexToRgbaString(keyColor, isActive ? 1 : 0.6)}`,\n borderRadius: \"4px\",\n display: \"flex\",\n alignItems: \"center\",\n justifyContent: \"center\",\n fontSize: `${layout.fontSize}px`,\n color: hexToRgbaString(keyColor, 1),\n background: bgColor,\n fontFamily: theme.fontFamily.KOREAN,\n fontWeight: isActive ? \"bold\" : \"normal\",\n boxShadow: isActive\n ? `0 0 10px ${hexToRgbaString(theme.colors.ACCENT_GOLD, 0.5)}`\n : \"none\",\n transition: \"all 0.2s ease\",\n }}\n >\n {key.toUpperCase()}\n </div>\n );\n })}\n </div>\n\n {/* Combat actions */}\n <div\n style={{\n borderTop: `1px solid ${hexToRgbaString(theme.colors.PRIMARY_CYAN, 0.3)}`,\n paddingTop: \"8px\",\n marginBottom: \"8px\",\n display: \"grid\",\n gridTemplateColumns: isMobile ? \"1fr\" : \"1fr 1fr\",\n gap: \"4px\",\n fontSize: `${layout.labelFontSize}px`,\n color: hexToRgbaString(theme.colors.TEXT_SECONDARY, 0.9),\n fontFamily: theme.fontFamily.KOREAN,\n }}\n >\n <div>\n <span\n style={{\n color: hexToRgbaString(theme.colors.ACCENT_GOLD, 1),\n fontWeight: \"bold\",\n }}\n >\n Space\n </span>{\" \"}\n - Attack\n </div>\n <div>\n <span\n style={{\n color: hexToRgbaString(theme.colors.ACCENT_GOLD, 1),\n fontWeight: \"bold\",\n }}\n >\n B\n </span>{\" \"}\n - Block\n </div>\n <div>\n <span\n style={{\n color: hexToRgbaString(theme.colors.ACCENT_GOLD, 1),\n fontWeight: \"bold\",\n }}\n >\n V\n </span>{\" \"}\n - Toggle vital points overlay\n </div>\n <div>\n <span\n style={{\n color: hexToRgbaString(theme.colors.ACCENT_GOLD, 1),\n fontWeight: \"bold\",\n }}\n >\n WASD/Arrows\n </span>{\" \"}\n - Move\n </div>\n </div>\n\n {/* Technique keys section */}\n <div\n style={{\n borderTop: `1px solid ${hexToRgbaString(theme.colors.PRIMARY_CYAN, 0.3)}`,\n paddingTop: \"8px\",\n marginBottom: \"8px\",\n }}\n >\n <div\n style={{\n color: hexToRgbaString(theme.colors.PRIMARY_CYAN, 1),\n fontFamily: theme.fontFamily.KOREAN,\n fontSize: `${layout.labelFontSize}px`,\n textAlign: \"center\",\n marginBottom: \"6px\",\n fontWeight: \"bold\",\n }}\n >\n Techniques (기술)\n </div>\n <div\n style={{\n fontSize: `${layout.labelFontSize}px`,\n color: hexToRgbaString(theme.colors.TEXT_SECONDARY, 0.9),\n fontFamily: theme.fontFamily.KOREAN,\n textAlign: \"center\",\n }}\n >\n <span\n style={{\n color: hexToRgbaString(theme.colors.ACCENT_GOLD, 1),\n fontWeight: \"bold\",\n }}\n >\n Q-E-R-T-Y-F-G-Z-X-C\n </span>\n {\" \"}\n - Execute techniques\n </div>\n </div>\n\n {/* Advanced footwork section */}\n <div\n style={{\n borderTop: `1px solid ${hexToRgbaString(theme.colors.PRIMARY_CYAN, 0.3)}`,\n paddingTop: \"8px\",\n }}\n >\n <div\n style={{\n color: hexToRgbaString(theme.colors.PRIMARY_CYAN, 1),\n fontFamily: theme.fontFamily.KOREAN,\n fontSize: `${layout.labelFontSize}px`,\n textAlign: \"center\",\n marginBottom: \"6px\",\n fontWeight: \"bold\",\n }}\n >\n Advanced Footwork (보법)\n </div>\n <div\n style={{\n fontSize: `${layout.labelFontSize - 1}px`,\n color: hexToRgbaString(theme.colors.TEXT_SECONDARY, 0.9),\n fontFamily: theme.fontFamily.KOREAN,\n textAlign: \"center\",\n lineHeight: 1.4,\n }}\n >\n <div style={{ marginBottom: \"4px\" }}>\n <span\n style={{\n color: hexToRgbaString(theme.colors.ACCENT_GOLD, 1),\n fontWeight: \"bold\",\n }}\n >\n Shift+WASD\n </span>\n {\" \"}\n - Tactical steps (30cm)\n </div>\n <div style={{ marginBottom: \"4px\" }}>\n <span\n style={{\n color: hexToRgbaString(theme.colors.ACCENT_GOLD, 1),\n fontWeight: \"bold\",\n }}\n >\n Ctrl+WASD\n </span>\n {\" \"}\n - Footwork patterns\n </div>\n <div style={{ marginBottom: \"4px\" }}>\n <span\n style={{\n color: hexToRgbaString(theme.colors.ACCENT_GOLD, 1),\n fontWeight: \"bold\",\n }}\n >\n Shift+Ctrl+A/D\n </span>\n {\" \"}\n - Pivot rotation\n </div>\n <div style={{ marginBottom: \"4px\" }}>\n <span\n style={{\n color: hexToRgbaString(theme.colors.ACCENT_GOLD, 1),\n fontWeight: \"bold\",\n }}\n >\n Shift+Ctrl+W/S\n </span>\n {\" \"}\n - Shuffle step\n </div>\n <div>\n <span\n style={{\n color: hexToRgbaString(theme.colors.ACCENT_GOLD, 1),\n fontWeight: \"bold\",\n }}\n >\n H\n </span>\n {\" \"}\n - Switch front foot\n </div>\n </div>\n </div>\n\n {/* Toggle hint */}\n <div\n style={{\n marginTop: \"8px\",\n textAlign: \"center\",\n fontSize: `${layout.labelFontSize - 2}px`,\n color: hexToRgbaString(theme.colors.TEXT_SECONDARY, 0.7),\n fontStyle: \"italic\",\n }}\n >\n Press F1 to toggle • ESC/M for pause\n </div>\n </div>\n </div>\n </Html>\n );\n};\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA0DA,IAAa,iBAA+C,EAC1D,SACA,eACA,WAAW,OACX,qBACI;CACJ,MAAM,QAAQ,eAAe;EAAE,SAAS;EAAY,MAAM;EAAM;EAAU,CAAC;CAG3E,MAAM,aAAa,cAAc;EAC/B,IAAI,gBAAgB,SAClB,OAAO,eAAe;EAExB,OAAO;GAAC;GAAK;GAAK;GAAK;GAAK;GAAK;GAAK;GAAK;GAAI;IAC9C,CAAC,eAAe,CAAC;CAGpB,MAAM,SAAS,cAAc;EAO3B,OAAO;GAAE,SANO,WAAW,KAAK;GAMd,KALN,WAAW,IAAI;GAKJ,UAJN,WAAW,KAAK;GAIA,eAHX,WAAW,KAAK;GAGU,SAFhC,WAAW,IAAI;GAE0B;IACxD,CAAC,SAAS,CAAC;CAEd,IAAI,CAAC,SAAS,OAAO;CAErB,OACE,oBAAC,MAAD;EAAM,YAAA;YACJ,qBAAC,OAAD;GACE,eAAY;GACZ,MAAK;GACL,cAAW;GACX,oBAAiB;GACjB,OAAO;IACL,UAAU;IACV,QAAQ,WAAW,SAAS;IAC5B,MAAM;IACN,WAAW;IACX,eAAe;IACf,QAAQ;IACT;aAZH,CAeE,oBAAC,OAAD;IACE,IAAG;IACH,OAAO;KACL,UAAU;KACV,MAAM;KACN,OAAO;KACP,QAAQ;KACR,UAAU;KACX;cACF;IAEK,CAAA,EAGN,qBAAC,OAAD;IACE,OAAO;KACL,YAAY,gBAAgB,MAAM,OAAO,oBAAoB,GAAI;KACjE,QAAQ,aAAa,gBAAgB,MAAM,OAAO,cAAc,GAAI;KACpE,cAAc;KACd,SAAS,GAAG,OAAO,QAAQ;KAC3B,WAAW,YAAY,gBAAgB,MAAM,OAAO,cAAc,GAAI;KACvE;cAPH;KAUE,oBAAC,OAAD;MACE,OAAO;OACL,OAAO,gBAAgB,MAAM,OAAO,cAAc,EAAE;OACpD,YAAY,MAAM,WAAW;OAC7B,UAAU,GAAG,OAAO,cAAc;OAClC,WAAW;OACX,cAAc;OACd,YAAY;OACb;gBACF;MAEK,CAAA;KAGN,oBAAC,OAAD;MACE,OAAO;OACL,SAAS;OACT,KAAK,GAAG,OAAO,IAAI;OACnB,cAAc;OACf;gBAEA,WAAW,KAAK,KAAK,UAAU;OAC9B,MAAM,WAAW,UAAU;OAC3B,MAAM,WAAW,WACb,MAAM,OAAO,cACb,MAAM,OAAO;OACjB,MAAM,UAAU,WACZ,gBAAgB,MAAM,OAAO,aAAa,GAAI,GAC9C;OAEJ,OACE,oBAAC,OAAD;QAEE,eAAa,cAAc;QAC3B,OAAO;SACL,OAAO,GAAG,OAAO,QAAQ;SACzB,QAAQ,GAAG,OAAO,QAAQ;SAC1B,QAAQ,aAAa,gBAAgB,UAAU,WAAW,IAAI,GAAI;SAClE,cAAc;SACd,SAAS;SACT,YAAY;SACZ,gBAAgB;SAChB,UAAU,GAAG,OAAO,SAAS;SAC7B,OAAO,gBAAgB,UAAU,EAAE;SACnC,YAAY;SACZ,YAAY,MAAM,WAAW;SAC7B,YAAY,WAAW,SAAS;SAChC,WAAW,WACP,YAAY,gBAAgB,MAAM,OAAO,aAAa,GAAI,KAC1D;SACJ,YAAY;SACb;kBAEA,IAAI,aAAa;QACd,EAtBC,MAsBD;QAER;MACE,CAAA;KAGN,qBAAC,OAAD;MACE,OAAO;OACL,WAAW,aAAa,gBAAgB,MAAM,OAAO,cAAc,GAAI;OACvE,YAAY;OACZ,cAAc;OACd,SAAS;OACT,qBAAqB,WAAW,QAAQ;OACxC,KAAK;OACL,UAAU,GAAG,OAAO,cAAc;OAClC,OAAO,gBAAgB,MAAM,OAAO,gBAAgB,GAAI;OACxD,YAAY,MAAM,WAAW;OAC9B;gBAXH;OAaE,qBAAC,OAAD,EAAA,UAAA;QACE,oBAAC,QAAD;SACE,OAAO;UACL,OAAO,gBAAgB,MAAM,OAAO,aAAa,EAAE;UACnD,YAAY;UACb;mBACF;SAEM,CAAA;QAAC;QAAI;QAER,EAAA,CAAA;OACN,qBAAC,OAAD,EAAA,UAAA;QACE,oBAAC,QAAD;SACE,OAAO;UACL,OAAO,gBAAgB,MAAM,OAAO,aAAa,EAAE;UACnD,YAAY;UACb;mBACF;SAEM,CAAA;QAAC;QAAI;QAER,EAAA,CAAA;OACN,qBAAC,OAAD,EAAA,UAAA;QACE,oBAAC,QAAD;SACE,OAAO;UACL,OAAO,gBAAgB,MAAM,OAAO,aAAa,EAAE;UACnD,YAAY;UACb;mBACF;SAEM,CAAA;QAAC;QAAI;QAER,EAAA,CAAA;OACN,qBAAC,OAAD,EAAA,UAAA;QACE,oBAAC,QAAD;SACE,OAAO;UACL,OAAO,gBAAgB,MAAM,OAAO,aAAa,EAAE;UACnD,YAAY;UACb;mBACF;SAEM,CAAA;QAAC;QAAI;QAER,EAAA,CAAA;OACF;;KAGN,qBAAC,OAAD;MACE,OAAO;OACL,WAAW,aAAa,gBAAgB,MAAM,OAAO,cAAc,GAAI;OACvE,YAAY;OACZ,cAAc;OACf;gBALH,CAOE,oBAAC,OAAD;OACE,OAAO;QACL,OAAO,gBAAgB,MAAM,OAAO,cAAc,EAAE;QACpD,YAAY,MAAM,WAAW;QAC7B,UAAU,GAAG,OAAO,cAAc;QAClC,WAAW;QACX,cAAc;QACd,YAAY;QACb;iBACF;OAEK,CAAA,EACN,qBAAC,OAAD;OACE,OAAO;QACL,UAAU,GAAG,OAAO,cAAc;QAClC,OAAO,gBAAgB,MAAM,OAAO,gBAAgB,GAAI;QACxD,YAAY,MAAM,WAAW;QAC7B,WAAW;QACZ;iBANH;QAQE,oBAAC,QAAD;SACE,OAAO;UACL,OAAO,gBAAgB,MAAM,OAAO,aAAa,EAAE;UACnD,YAAY;UACb;mBACF;SAEM,CAAA;QACN;QAAI;QAED;SACF;;KAGN,qBAAC,OAAD;MACE,OAAO;OACL,WAAW,aAAa,gBAAgB,MAAM,OAAO,cAAc,GAAI;OACvE,YAAY;OACb;gBAJH,CAME,oBAAC,OAAD;OACE,OAAO;QACL,OAAO,gBAAgB,MAAM,OAAO,cAAc,EAAE;QACpD,YAAY,MAAM,WAAW;QAC7B,UAAU,GAAG,OAAO,cAAc;QAClC,WAAW;QACX,cAAc;QACd,YAAY;QACb;iBACF;OAEK,CAAA,EACN,qBAAC,OAAD;OACE,OAAO;QACL,UAAU,GAAG,OAAO,gBAAgB,EAAE;QACtC,OAAO,gBAAgB,MAAM,OAAO,gBAAgB,GAAI;QACxD,YAAY,MAAM,WAAW;QAC7B,WAAW;QACX,YAAY;QACb;iBAPH;QASE,qBAAC,OAAD;SAAK,OAAO,EAAE,cAAc,OAAO;mBAAnC;UACE,oBAAC,QAAD;WACE,OAAO;YACL,OAAO,gBAAgB,MAAM,OAAO,aAAa,EAAE;YACnD,YAAY;YACb;qBACF;WAEM,CAAA;UACN;UAAI;UAED;;QACN,qBAAC,OAAD;SAAK,OAAO,EAAE,cAAc,OAAO;mBAAnC;UACE,oBAAC,QAAD;WACE,OAAO;YACL,OAAO,gBAAgB,MAAM,OAAO,aAAa,EAAE;YACnD,YAAY;YACb;qBACF;WAEM,CAAA;UACN;UAAI;UAED;;QACN,qBAAC,OAAD;SAAK,OAAO,EAAE,cAAc,OAAO;mBAAnC;UACE,oBAAC,QAAD;WACE,OAAO;YACL,OAAO,gBAAgB,MAAM,OAAO,aAAa,EAAE;YACnD,YAAY;YACb;qBACF;WAEM,CAAA;UACN;UAAI;UAED;;QACN,qBAAC,OAAD;SAAK,OAAO,EAAE,cAAc,OAAO;mBAAnC;UACE,oBAAC,QAAD;WACE,OAAO;YACL,OAAO,gBAAgB,MAAM,OAAO,aAAa,EAAE;YACnD,YAAY;YACb;qBACF;WAEM,CAAA;UACN;UAAI;UAED;;QACN,qBAAC,OAAD,EAAA,UAAA;SACE,oBAAC,QAAD;UACE,OAAO;WACL,OAAO,gBAAgB,MAAM,OAAO,aAAa,EAAE;WACnD,YAAY;WACb;oBACF;UAEM,CAAA;SACN;SAAI;SAED,EAAA,CAAA;QACF;SACF;;KAGN,oBAAC,OAAD;MACE,OAAO;OACL,WAAW;OACX,WAAW;OACX,UAAU,GAAG,OAAO,gBAAgB,EAAE;OACtC,OAAO,gBAAgB,MAAM,OAAO,gBAAgB,GAAI;OACxD,WAAW;OACZ;gBACF;MAEK,CAAA;KACF;MACF;;EACD,CAAA"}
@@ -1 +1 @@
1
- {"version":3,"file":"PauseMenu.js","names":[],"sources":["../../../../../../src/components/screens/combat/components/controls/PauseMenu.tsx"],"sourcesContent":["/**\n * PauseMenu Component - Main pause menu overlay\n *\n * Features:\n * - Resume combat\n * - Restart match\n * - View controls\n * - Adjust settings\n * - Return to menu (with confirmation)\n * - Korean/English bilingual text\n * - Cyberpunk Korean theming\n * - Backdrop blur effect\n * - WCAG 2.1 Level AA compliant\n * - Keyboard navigation (Arrow keys, Enter, Escape)\n * - Focus indicators with high contrast\n * - ARIA labels for screen readers\n * \n * Refactored to use useKoreanTheme for consistent theming\n */\n\nimport React, { useCallback, useMemo, useState, useEffect, useRef } from \"react\";\nimport { useAudio } from \"../../../../../audio/AudioProvider\";\nimport { useKoreanTheme } from \"../../../../shared/base/useKoreanTheme\";\nimport { hexToRgbaString } from \"../../../../../utils/colorUtils\";\nimport ConfirmDialog from \"../../../../shared/ui/shared/ConfirmDialog\";\nimport ControlsGuide from \"./ControlsGuide\";\nimport QuickSettings from \"./QuickSettings\";\nimport { handleKeyboardNav } from \"../../../../../utils/accessibility\";\nimport { createBilingualLabel } from \"../../../../../types/AccessibilityTypes\";\nimport { PauseMenuButton } from \"./PauseMenuButton\";\n\nexport interface PauseMenuProps {\n readonly onResume: () => void;\n readonly onRestart: () => void;\n readonly onReturnToMenu: () => void;\n readonly isMobile: boolean;\n}\n\ninterface MenuItem {\n readonly key: string;\n readonly labelKorean: string;\n readonly labelEnglish: string;\n readonly testId: string;\n readonly onClick: () => void;\n readonly icon?: string;\n}\n\n/**\n * PauseMenu - Main pause menu with options and submenus\n */\nexport const PauseMenu: React.FC<PauseMenuProps> = ({\n onResume,\n onRestart,\n onReturnToMenu,\n isMobile,\n}) => {\n const audio = useAudio();\n const theme = useKoreanTheme({ variant: \"primary\", size: \"lg\", isMobile });\n const themeColors = useMemo(() => ({\n overlayBg: hexToRgbaString(theme.colors.BLACK_SOLID, 0.85),\n accentGold: hexToRgbaString(theme.colors.ACCENT_GOLD, 1),\n accentGoldGlow: hexToRgbaString(theme.colors.ACCENT_GOLD, 0.6),\n textSecondary: hexToRgbaString(theme.colors.TEXT_SECONDARY, 0.8),\n }), [theme.colors.BLACK_SOLID, theme.colors.ACCENT_GOLD, theme.colors.TEXT_SECONDARY]);\n const [activeSubmenu, setActiveSubmenu] = useState<\n \"controls\" | \"settings\" | null\n >(null);\n const [showConfirm, setShowConfirm] = useState<\n \"restart\" | \"menu\" | null\n >(null);\n const [focusedIndex, setFocusedIndex] = useState<number>(0);\n const buttonRefs = useRef<(HTMLButtonElement | null)[]>([]);\n\n // Memoize menuItems to prevent recreation on every render\n const menuItems: MenuItem[] = React.useMemo(\n () => [\n {\n key: \"resume\",\n labelKorean: \"계속\",\n labelEnglish: \"Resume\",\n testId: \"pause-resume-button\",\n onClick: () => {\n audio.playSFX(\"menu_select\");\n onResume();\n },\n icon: \"▶️\",\n },\n {\n key: \"restart\",\n labelKorean: \"재시작\",\n labelEnglish: \"Restart Match\",\n testId: \"pause-restart-button\",\n onClick: () => {\n audio.playSFX(\"menu_select\");\n setShowConfirm(\"restart\");\n },\n icon: \"🔄\",\n },\n {\n key: \"controls\",\n labelKorean: \"조작법\",\n labelEnglish: \"Controls\",\n testId: \"pause-controls-button\",\n onClick: () => {\n audio.playSFX(\"menu_select\");\n setActiveSubmenu(\"controls\");\n },\n icon: \"🎮\",\n },\n {\n key: \"settings\",\n labelKorean: \"설정\",\n labelEnglish: \"Settings\",\n testId: \"pause-settings-button\",\n onClick: () => {\n audio.playSFX(\"menu_select\");\n setActiveSubmenu(\"settings\");\n },\n icon: \"⚙️\",\n },\n {\n key: \"menu\",\n labelKorean: \"메인 메뉴\",\n labelEnglish: \"Return to Menu\",\n testId: \"pause-menu-button\",\n onClick: () => {\n audio.playSFX(\"menu_select\");\n setShowConfirm(\"menu\");\n },\n icon: \"🏠\",\n },\n ],\n [audio, onResume]\n );\n\n // Focus first button on mount\n useEffect(() => {\n if (buttonRefs.current[0]) {\n buttonRefs.current[0].focus();\n }\n }, [menuItems]);\n\n // Keyboard navigation handler\n const handleKeyDown = useCallback(\n (e: React.KeyboardEvent, index: number) => {\n handleKeyboardNav(e.nativeEvent, {\n onActivate: () => {\n menuItems[index].onClick();\n },\n onCancel: () => {\n onResume();\n },\n onNavigate: (direction) => {\n if (direction === 'up') {\n const newIndex = (index - 1 + menuItems.length) % menuItems.length;\n setFocusedIndex(newIndex);\n buttonRefs.current[newIndex]?.focus();\n } else if (direction === 'down') {\n const newIndex = (index + 1) % menuItems.length;\n setFocusedIndex(newIndex);\n buttonRefs.current[newIndex]?.focus();\n }\n },\n });\n },\n [menuItems, onResume]\n );\n\n // ESC key handling is now managed by the parent (CombatScreen3D) to avoid conflicts\n\n return (\n <>\n {/* Main Pause Menu */}\n <div\n data-testid=\"pause-menu\"\n role=\"dialog\"\n aria-modal=\"true\"\n aria-labelledby=\"pause-title\"\n aria-describedby=\"pause-hint\"\n style={{\n position: \"fixed\",\n top: 0,\n left: 0,\n width: \"100%\",\n height: \"100%\",\n display: \"flex\",\n flexDirection: \"column\",\n alignItems: \"center\",\n justifyContent: \"center\",\n backgroundColor: themeColors.overlayBg,\n backdropFilter: \"blur(8px)\",\n zIndex: 1000,\n pointerEvents: \"auto\",\n }}\n >\n {/* Pause Title */}\n <h1\n id=\"pause-title\"\n data-testid=\"pause-title\"\n style={{\n fontSize: isMobile ? \"48px\" : \"72px\",\n color: themeColors.accentGold,\n fontFamily: theme.fontFamily.KOREAN,\n fontWeight: \"bold\",\n margin: `0 0 ${isMobile ? \"40px\" : \"60px\"} 0`,\n textShadow: `0 0 30px ${themeColors.accentGoldGlow}`,\n textAlign: \"center\",\n }}\n >\n 일시정지 | Paused\n </h1>\n\n {/* Menu Buttons */}\n <div\n role=\"menu\"\n aria-label={createBilingualLabel('일시정지 메뉴', 'Pause Menu').label}\n style={{\n display: \"flex\",\n flexDirection: \"column\",\n gap: isMobile ? \"12px\" : \"16px\",\n minWidth: isMobile ? \"280px\" : \"360px\",\n }}\n >\n {menuItems.map((item, index) => (\n <PauseMenuButton\n key={item.key}\n ref={(el) => { buttonRefs.current[index] = el; }}\n labelKorean={item.labelKorean}\n labelEnglish={item.labelEnglish}\n icon={item.icon}\n onClick={item.onClick}\n onMouseEnter={() => audio.playSFX(\"menu_hover\")}\n onKeyDown={(e) => handleKeyDown(e, index)}\n onFocus={() => setFocusedIndex(index)}\n isFocused={focusedIndex === index}\n isMobile={isMobile}\n testId={item.testId}\n />\n ))}\n </div>\n\n {/* ESC hint */}\n <div\n id=\"pause-hint\"\n data-testid=\"pause-hint\"\n style={{\n marginTop: isMobile ? \"40px\" : \"60px\",\n fontSize: isMobile ? \"12px\" : \"14px\",\n color: themeColors.textSecondary,\n fontFamily: theme.fontFamily.KOREAN,\n textAlign: \"center\",\n }}\n >\n ESC 키를 눌러 계속 | Press ESC to resume\n <br />\n ↑↓ 키로 이동 | Use ↑↓ to navigate\n </div>\n </div>\n\n {/* Controls Guide Submenu */}\n {activeSubmenu === \"controls\" && (\n <ControlsGuide\n onClose={() => {\n setActiveSubmenu(null);\n }}\n isMobile={isMobile}\n />\n )}\n\n {/* Settings Submenu */}\n {activeSubmenu === \"settings\" && (\n <QuickSettings\n onClose={() => {\n setActiveSubmenu(null);\n }}\n isMobile={isMobile}\n />\n )}\n\n {/* Restart Confirmation Dialog */}\n {showConfirm === \"restart\" && (\n <ConfirmDialog\n isOpen={true}\n title=\"Restart Match?\"\n titleKorean=\"경기를 재시작하시겠습니까?\"\n message=\"All progress in the current match will be lost.\"\n messageKorean=\"현재 경기의 모든 진행 상황이 초기화됩니다.\"\n onConfirm={() => {\n setShowConfirm(null);\n onRestart();\n }}\n onCancel={() => {\n setShowConfirm(null);\n }}\n isMobile={isMobile}\n />\n )}\n\n {/* Return to Menu Confirmation Dialog */}\n {showConfirm === \"menu\" && (\n <ConfirmDialog\n isOpen={true}\n title=\"Return to Menu?\"\n titleKorean=\"메인 메뉴로 돌아가시겠습니까?\"\n message=\"All progress in the current match will be lost.\"\n messageKorean=\"현재 경기의 모든 진행 상황이 손실됩니다.\"\n onConfirm={() => {\n setShowConfirm(null);\n onReturnToMenu();\n }}\n onCancel={() => {\n setShowConfirm(null);\n }}\n isMobile={isMobile}\n />\n )}\n </>\n );\n};\n\nexport default PauseMenu;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAkDA,IAAa,aAAuC,EAClD,UACA,WACA,gBACA,eACI;CACJ,MAAM,QAAQ,UAAU;CACxB,MAAM,QAAQ,eAAe;EAAE,SAAS;EAAW,MAAM;EAAM;EAAU,CAAC;CAC1E,MAAM,cAAc,eAAe;EACjC,WAAW,gBAAgB,MAAM,OAAO,aAAa,IAAK;EAC1D,YAAY,gBAAgB,MAAM,OAAO,aAAa,EAAE;EACxD,gBAAgB,gBAAgB,MAAM,OAAO,aAAa,GAAI;EAC9D,eAAe,gBAAgB,MAAM,OAAO,gBAAgB,GAAI;EACjE,GAAG;EAAC,MAAM,OAAO;EAAa,MAAM,OAAO;EAAa,MAAM,OAAO;EAAe,CAAC;CACtF,MAAM,CAAC,eAAe,oBAAoB,SAExC,KAAK;CACP,MAAM,CAAC,aAAa,kBAAkB,SAEpC,KAAK;CACP,MAAM,CAAC,cAAc,mBAAmB,SAAiB,EAAE;CAC3D,MAAM,aAAa,OAAqC,EAAE,CAAC;CAG3D,MAAM,YAAwB,MAAM,cAC5B;EACJ;GACE,KAAK;GACL,aAAa;GACb,cAAc;GACd,QAAQ;GACR,eAAe;AACb,UAAM,QAAQ,cAAc;AAC5B,cAAU;;GAEZ,MAAM;GACP;EACD;GACE,KAAK;GACL,aAAa;GACb,cAAc;GACd,QAAQ;GACR,eAAe;AACb,UAAM,QAAQ,cAAc;AAC5B,mBAAe,UAAU;;GAE3B,MAAM;GACP;EACD;GACE,KAAK;GACL,aAAa;GACb,cAAc;GACd,QAAQ;GACR,eAAe;AACb,UAAM,QAAQ,cAAc;AAC5B,qBAAiB,WAAW;;GAE9B,MAAM;GACP;EACD;GACE,KAAK;GACL,aAAa;GACb,cAAc;GACd,QAAQ;GACR,eAAe;AACb,UAAM,QAAQ,cAAc;AAC5B,qBAAiB,WAAW;;GAE9B,MAAM;GACP;EACD;GACE,KAAK;GACL,aAAa;GACb,cAAc;GACd,QAAQ;GACR,eAAe;AACb,UAAM,QAAQ,cAAc;AAC5B,mBAAe,OAAO;;GAExB,MAAM;GACP;EACF,EACD,CAAC,OAAO,SAAS,CAClB;AAGD,iBAAgB;AACd,MAAI,WAAW,QAAQ,GACrB,YAAW,QAAQ,GAAG,OAAO;IAE9B,CAAC,UAAU,CAAC;CAGf,MAAM,gBAAgB,aACnB,GAAwB,UAAkB;AACzC,oBAAkB,EAAE,aAAa;GAC/B,kBAAkB;AAChB,cAAU,OAAO,SAAS;;GAE5B,gBAAgB;AACd,cAAU;;GAEZ,aAAa,cAAc;AACzB,QAAI,cAAc,MAAM;KACtB,MAAM,YAAY,QAAQ,IAAI,UAAU,UAAU,UAAU;AAC5D,qBAAgB,SAAS;AACzB,gBAAW,QAAQ,WAAW,OAAO;eAC5B,cAAc,QAAQ;KAC/B,MAAM,YAAY,QAAQ,KAAK,UAAU;AACzC,qBAAgB,SAAS;AACzB,gBAAW,QAAQ,WAAW,OAAO;;;GAG1C,CAAC;IAEJ,CAAC,WAAW,SAAS,CACtB;AAID,QACE,qBAAA,UAAA,EAAA,UAAA;EAEE,qBAAC,OAAD;GACE,eAAY;GACZ,MAAK;GACL,cAAW;GACX,mBAAgB;GAChB,oBAAiB;GACjB,OAAO;IACL,UAAU;IACV,KAAK;IACL,MAAM;IACN,OAAO;IACP,QAAQ;IACR,SAAS;IACT,eAAe;IACf,YAAY;IACZ,gBAAgB;IAChB,iBAAiB,YAAY;IAC7B,gBAAgB;IAChB,QAAQ;IACR,eAAe;IAChB;aApBH;IAuBE,oBAAC,MAAD;KACE,IAAG;KACH,eAAY;KACZ,OAAO;MACL,UAAU,WAAW,SAAS;MAC9B,OAAO,YAAY;MACnB,YAAY,MAAM,WAAW;MAC7B,YAAY;MACZ,QAAQ,OAAO,WAAW,SAAS,OAAO;MAC1C,YAAY,YAAY,YAAY;MACpC,WAAW;MACZ;eACF;KAEI,CAAA;IAGL,oBAAC,OAAD;KACE,MAAK;KACL,cAAY,qBAAqB,WAAW,aAAa,CAAC;KAC1D,OAAO;MACL,SAAS;MACT,eAAe;MACf,KAAK,WAAW,SAAS;MACzB,UAAU,WAAW,UAAU;MAChC;eAEA,UAAU,KAAK,MAAM,UACpB,oBAAC,iBAAD;MAEE,MAAM,OAAO;AAAE,kBAAW,QAAQ,SAAS;;MAC3C,aAAa,KAAK;MAClB,cAAc,KAAK;MACnB,MAAM,KAAK;MACX,SAAS,KAAK;MACd,oBAAoB,MAAM,QAAQ,aAAa;MAC/C,YAAY,MAAM,cAAc,GAAG,MAAM;MACzC,eAAe,gBAAgB,MAAM;MACrC,WAAW,iBAAiB;MAClB;MACV,QAAQ,KAAK;MACb,EAZK,KAAK,IAYV,CACF;KACE,CAAA;IAGN,qBAAC,OAAD;KACE,IAAG;KACH,eAAY;KACZ,OAAO;MACL,WAAW,WAAW,SAAS;MAC/B,UAAU,WAAW,SAAS;MAC9B,OAAO,YAAY;MACnB,YAAY,MAAM,WAAW;MAC7B,WAAW;MACZ;eATH;MAUC;MAEC,oBAAC,MAAD,EAAM,CAAA;;MAEF;;IACF;;EAGL,kBAAkB,cACjB,oBAAC,eAAD;GACE,eAAe;AACb,qBAAiB,KAAK;;GAEd;GACV,CAAA;EAIH,kBAAkB,cACjB,oBAAC,eAAD;GACE,eAAe;AACb,qBAAiB,KAAK;;GAEd;GACV,CAAA;EAIH,gBAAgB,aACf,oBAAC,eAAD;GACE,QAAQ;GACR,OAAM;GACN,aAAY;GACZ,SAAQ;GACR,eAAc;GACd,iBAAiB;AACf,mBAAe,KAAK;AACpB,eAAW;;GAEb,gBAAgB;AACd,mBAAe,KAAK;;GAEZ;GACV,CAAA;EAIH,gBAAgB,UACf,oBAAC,eAAD;GACE,QAAQ;GACR,OAAM;GACN,aAAY;GACZ,SAAQ;GACR,eAAc;GACd,iBAAiB;AACf,mBAAe,KAAK;AACpB,oBAAgB;;GAElB,gBAAgB;AACd,mBAAe,KAAK;;GAEZ;GACV,CAAA;EAEH,EAAA,CAAA"}
1
+ {"version":3,"file":"PauseMenu.js","names":[],"sources":["../../../../../../src/components/screens/combat/components/controls/PauseMenu.tsx"],"sourcesContent":["/**\n * PauseMenu Component - Main pause menu overlay\n *\n * Features:\n * - Resume combat\n * - Restart match\n * - View controls\n * - Adjust settings\n * - Return to menu (with confirmation)\n * - Korean/English bilingual text\n * - Cyberpunk Korean theming\n * - Backdrop blur effect\n * - WCAG 2.1 Level AA compliant\n * - Keyboard navigation (Arrow keys, Enter, Escape)\n * - Focus indicators with high contrast\n * - ARIA labels for screen readers\n * \n * Refactored to use useKoreanTheme for consistent theming\n */\n\nimport React, { useCallback, useMemo, useState, useEffect, useRef } from \"react\";\nimport { useAudio } from \"../../../../../audio/AudioProvider\";\nimport { useKoreanTheme } from \"../../../../shared/base/useKoreanTheme\";\nimport { hexToRgbaString } from \"../../../../../utils/colorUtils\";\nimport ConfirmDialog from \"../../../../shared/ui/shared/ConfirmDialog\";\nimport ControlsGuide from \"./ControlsGuide\";\nimport QuickSettings from \"./QuickSettings\";\nimport { handleKeyboardNav } from \"../../../../../utils/accessibility\";\nimport { createBilingualLabel } from \"../../../../../types/AccessibilityTypes\";\nimport { PauseMenuButton } from \"./PauseMenuButton\";\n\nexport interface PauseMenuProps {\n readonly onResume: () => void;\n readonly onRestart: () => void;\n readonly onReturnToMenu: () => void;\n readonly isMobile: boolean;\n}\n\ninterface MenuItem {\n readonly key: string;\n readonly labelKorean: string;\n readonly labelEnglish: string;\n readonly testId: string;\n readonly onClick: () => void;\n readonly icon?: string;\n}\n\n/**\n * PauseMenu - Main pause menu with options and submenus\n */\nexport const PauseMenu: React.FC<PauseMenuProps> = ({\n onResume,\n onRestart,\n onReturnToMenu,\n isMobile,\n}) => {\n const audio = useAudio();\n const theme = useKoreanTheme({ variant: \"primary\", size: \"lg\", isMobile });\n const themeColors = useMemo(() => ({\n overlayBg: hexToRgbaString(theme.colors.BLACK_SOLID, 0.85),\n accentGold: hexToRgbaString(theme.colors.ACCENT_GOLD, 1),\n accentGoldGlow: hexToRgbaString(theme.colors.ACCENT_GOLD, 0.6),\n textSecondary: hexToRgbaString(theme.colors.TEXT_SECONDARY, 0.8),\n }), [theme.colors.BLACK_SOLID, theme.colors.ACCENT_GOLD, theme.colors.TEXT_SECONDARY]);\n const [activeSubmenu, setActiveSubmenu] = useState<\n \"controls\" | \"settings\" | null\n >(null);\n const [showConfirm, setShowConfirm] = useState<\n \"restart\" | \"menu\" | null\n >(null);\n const [focusedIndex, setFocusedIndex] = useState<number>(0);\n const buttonRefs = useRef<(HTMLButtonElement | null)[]>([]);\n\n // Memoize menuItems to prevent recreation on every render\n const menuItems: MenuItem[] = React.useMemo(\n () => [\n {\n key: \"resume\",\n labelKorean: \"계속\",\n labelEnglish: \"Resume\",\n testId: \"pause-resume-button\",\n onClick: () => {\n audio.playSFX(\"menu_select\");\n onResume();\n },\n icon: \"▶️\",\n },\n {\n key: \"restart\",\n labelKorean: \"재시작\",\n labelEnglish: \"Restart Match\",\n testId: \"pause-restart-button\",\n onClick: () => {\n audio.playSFX(\"menu_select\");\n setShowConfirm(\"restart\");\n },\n icon: \"🔄\",\n },\n {\n key: \"controls\",\n labelKorean: \"조작법\",\n labelEnglish: \"Controls\",\n testId: \"pause-controls-button\",\n onClick: () => {\n audio.playSFX(\"menu_select\");\n setActiveSubmenu(\"controls\");\n },\n icon: \"🎮\",\n },\n {\n key: \"settings\",\n labelKorean: \"설정\",\n labelEnglish: \"Settings\",\n testId: \"pause-settings-button\",\n onClick: () => {\n audio.playSFX(\"menu_select\");\n setActiveSubmenu(\"settings\");\n },\n icon: \"⚙️\",\n },\n {\n key: \"menu\",\n labelKorean: \"메인 메뉴\",\n labelEnglish: \"Return to Menu\",\n testId: \"pause-menu-button\",\n onClick: () => {\n audio.playSFX(\"menu_select\");\n setShowConfirm(\"menu\");\n },\n icon: \"🏠\",\n },\n ],\n [audio, onResume]\n );\n\n // Focus first button on mount\n useEffect(() => {\n if (buttonRefs.current[0]) {\n buttonRefs.current[0].focus();\n }\n }, [menuItems]);\n\n // Keyboard navigation handler\n const handleKeyDown = useCallback(\n (e: React.KeyboardEvent, index: number) => {\n handleKeyboardNav(e.nativeEvent, {\n onActivate: () => {\n menuItems[index].onClick();\n },\n onCancel: () => {\n onResume();\n },\n onNavigate: (direction) => {\n if (direction === 'up') {\n const newIndex = (index - 1 + menuItems.length) % menuItems.length;\n setFocusedIndex(newIndex);\n buttonRefs.current[newIndex]?.focus();\n } else if (direction === 'down') {\n const newIndex = (index + 1) % menuItems.length;\n setFocusedIndex(newIndex);\n buttonRefs.current[newIndex]?.focus();\n }\n },\n });\n },\n [menuItems, onResume]\n );\n\n // ESC key handling is now managed by the parent (CombatScreen3D) to avoid conflicts\n\n return (\n <>\n {/* Main Pause Menu */}\n <div\n data-testid=\"pause-menu\"\n role=\"dialog\"\n aria-modal=\"true\"\n aria-labelledby=\"pause-title\"\n aria-describedby=\"pause-hint\"\n style={{\n position: \"fixed\",\n top: 0,\n left: 0,\n width: \"100%\",\n height: \"100%\",\n display: \"flex\",\n flexDirection: \"column\",\n alignItems: \"center\",\n justifyContent: \"center\",\n backgroundColor: themeColors.overlayBg,\n backdropFilter: \"blur(8px)\",\n zIndex: 1000,\n pointerEvents: \"auto\",\n }}\n >\n {/* Pause Title */}\n <h1\n id=\"pause-title\"\n data-testid=\"pause-title\"\n style={{\n fontSize: isMobile ? \"48px\" : \"72px\",\n color: themeColors.accentGold,\n fontFamily: theme.fontFamily.KOREAN,\n fontWeight: \"bold\",\n margin: `0 0 ${isMobile ? \"40px\" : \"60px\"} 0`,\n textShadow: `0 0 30px ${themeColors.accentGoldGlow}`,\n textAlign: \"center\",\n }}\n >\n 일시정지 | Paused\n </h1>\n\n {/* Menu Buttons */}\n <div\n role=\"menu\"\n aria-label={createBilingualLabel('일시정지 메뉴', 'Pause Menu').label}\n style={{\n display: \"flex\",\n flexDirection: \"column\",\n gap: isMobile ? \"12px\" : \"16px\",\n minWidth: isMobile ? \"280px\" : \"360px\",\n }}\n >\n {menuItems.map((item, index) => (\n <PauseMenuButton\n key={item.key}\n ref={(el) => { buttonRefs.current[index] = el; }}\n labelKorean={item.labelKorean}\n labelEnglish={item.labelEnglish}\n icon={item.icon}\n onClick={item.onClick}\n onMouseEnter={() => audio.playSFX(\"menu_hover\")}\n onKeyDown={(e) => handleKeyDown(e, index)}\n onFocus={() => setFocusedIndex(index)}\n isFocused={focusedIndex === index}\n isMobile={isMobile}\n testId={item.testId}\n />\n ))}\n </div>\n\n {/* ESC hint */}\n <div\n id=\"pause-hint\"\n data-testid=\"pause-hint\"\n style={{\n marginTop: isMobile ? \"40px\" : \"60px\",\n fontSize: isMobile ? \"12px\" : \"14px\",\n color: themeColors.textSecondary,\n fontFamily: theme.fontFamily.KOREAN,\n textAlign: \"center\",\n }}\n >\n ESC 키를 눌러 계속 | Press ESC to resume\n <br />\n ↑↓ 키로 이동 | Use ↑↓ to navigate\n </div>\n </div>\n\n {/* Controls Guide Submenu */}\n {activeSubmenu === \"controls\" && (\n <ControlsGuide\n onClose={() => {\n setActiveSubmenu(null);\n }}\n isMobile={isMobile}\n />\n )}\n\n {/* Settings Submenu */}\n {activeSubmenu === \"settings\" && (\n <QuickSettings\n onClose={() => {\n setActiveSubmenu(null);\n }}\n isMobile={isMobile}\n />\n )}\n\n {/* Restart Confirmation Dialog */}\n {showConfirm === \"restart\" && (\n <ConfirmDialog\n isOpen={true}\n title=\"Restart Match?\"\n titleKorean=\"경기를 재시작하시겠습니까?\"\n message=\"All progress in the current match will be lost.\"\n messageKorean=\"현재 경기의 모든 진행 상황이 초기화됩니다.\"\n onConfirm={() => {\n setShowConfirm(null);\n onRestart();\n }}\n onCancel={() => {\n setShowConfirm(null);\n }}\n isMobile={isMobile}\n />\n )}\n\n {/* Return to Menu Confirmation Dialog */}\n {showConfirm === \"menu\" && (\n <ConfirmDialog\n isOpen={true}\n title=\"Return to Menu?\"\n titleKorean=\"메인 메뉴로 돌아가시겠습니까?\"\n message=\"All progress in the current match will be lost.\"\n messageKorean=\"현재 경기의 모든 진행 상황이 손실됩니다.\"\n onConfirm={() => {\n setShowConfirm(null);\n onReturnToMenu();\n }}\n onCancel={() => {\n setShowConfirm(null);\n }}\n isMobile={isMobile}\n />\n )}\n </>\n );\n};\n\nexport default PauseMenu;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAkDA,IAAa,aAAuC,EAClD,UACA,WACA,gBACA,eACI;CACJ,MAAM,QAAQ,UAAU;CACxB,MAAM,QAAQ,eAAe;EAAE,SAAS;EAAW,MAAM;EAAM;EAAU,CAAC;CAC1E,MAAM,cAAc,eAAe;EACjC,WAAW,gBAAgB,MAAM,OAAO,aAAa,IAAK;EAC1D,YAAY,gBAAgB,MAAM,OAAO,aAAa,EAAE;EACxD,gBAAgB,gBAAgB,MAAM,OAAO,aAAa,GAAI;EAC9D,eAAe,gBAAgB,MAAM,OAAO,gBAAgB,GAAI;EACjE,GAAG;EAAC,MAAM,OAAO;EAAa,MAAM,OAAO;EAAa,MAAM,OAAO;EAAe,CAAC;CACtF,MAAM,CAAC,eAAe,oBAAoB,SAExC,KAAK;CACP,MAAM,CAAC,aAAa,kBAAkB,SAEpC,KAAK;CACP,MAAM,CAAC,cAAc,mBAAmB,SAAiB,EAAE;CAC3D,MAAM,aAAa,OAAqC,EAAE,CAAC;CAG3D,MAAM,YAAwB,MAAM,cAC5B;EACJ;GACE,KAAK;GACL,aAAa;GACb,cAAc;GACd,QAAQ;GACR,eAAe;IACb,MAAM,QAAQ,cAAc;IAC5B,UAAU;;GAEZ,MAAM;GACP;EACD;GACE,KAAK;GACL,aAAa;GACb,cAAc;GACd,QAAQ;GACR,eAAe;IACb,MAAM,QAAQ,cAAc;IAC5B,eAAe,UAAU;;GAE3B,MAAM;GACP;EACD;GACE,KAAK;GACL,aAAa;GACb,cAAc;GACd,QAAQ;GACR,eAAe;IACb,MAAM,QAAQ,cAAc;IAC5B,iBAAiB,WAAW;;GAE9B,MAAM;GACP;EACD;GACE,KAAK;GACL,aAAa;GACb,cAAc;GACd,QAAQ;GACR,eAAe;IACb,MAAM,QAAQ,cAAc;IAC5B,iBAAiB,WAAW;;GAE9B,MAAM;GACP;EACD;GACE,KAAK;GACL,aAAa;GACb,cAAc;GACd,QAAQ;GACR,eAAe;IACb,MAAM,QAAQ,cAAc;IAC5B,eAAe,OAAO;;GAExB,MAAM;GACP;EACF,EACD,CAAC,OAAO,SAAS,CAClB;CAGD,gBAAgB;EACd,IAAI,WAAW,QAAQ,IACrB,WAAW,QAAQ,GAAG,OAAO;IAE9B,CAAC,UAAU,CAAC;CAGf,MAAM,gBAAgB,aACnB,GAAwB,UAAkB;EACzC,kBAAkB,EAAE,aAAa;GAC/B,kBAAkB;IAChB,UAAU,OAAO,SAAS;;GAE5B,gBAAgB;IACd,UAAU;;GAEZ,aAAa,cAAc;IACzB,IAAI,cAAc,MAAM;KACtB,MAAM,YAAY,QAAQ,IAAI,UAAU,UAAU,UAAU;KAC5D,gBAAgB,SAAS;KACzB,WAAW,QAAQ,WAAW,OAAO;WAChC,IAAI,cAAc,QAAQ;KAC/B,MAAM,YAAY,QAAQ,KAAK,UAAU;KACzC,gBAAgB,SAAS;KACzB,WAAW,QAAQ,WAAW,OAAO;;;GAG1C,CAAC;IAEJ,CAAC,WAAW,SAAS,CACtB;CAID,OACE,qBAAA,UAAA,EAAA,UAAA;EAEE,qBAAC,OAAD;GACE,eAAY;GACZ,MAAK;GACL,cAAW;GACX,mBAAgB;GAChB,oBAAiB;GACjB,OAAO;IACL,UAAU;IACV,KAAK;IACL,MAAM;IACN,OAAO;IACP,QAAQ;IACR,SAAS;IACT,eAAe;IACf,YAAY;IACZ,gBAAgB;IAChB,iBAAiB,YAAY;IAC7B,gBAAgB;IAChB,QAAQ;IACR,eAAe;IAChB;aApBH;IAuBE,oBAAC,MAAD;KACE,IAAG;KACH,eAAY;KACZ,OAAO;MACL,UAAU,WAAW,SAAS;MAC9B,OAAO,YAAY;MACnB,YAAY,MAAM,WAAW;MAC7B,YAAY;MACZ,QAAQ,OAAO,WAAW,SAAS,OAAO;MAC1C,YAAY,YAAY,YAAY;MACpC,WAAW;MACZ;eACF;KAEI,CAAA;IAGL,oBAAC,OAAD;KACE,MAAK;KACL,cAAY,qBAAqB,WAAW,aAAa,CAAC;KAC1D,OAAO;MACL,SAAS;MACT,eAAe;MACf,KAAK,WAAW,SAAS;MACzB,UAAU,WAAW,UAAU;MAChC;eAEA,UAAU,KAAK,MAAM,UACpB,oBAAC,iBAAD;MAEE,MAAM,OAAO;OAAE,WAAW,QAAQ,SAAS;;MAC3C,aAAa,KAAK;MAClB,cAAc,KAAK;MACnB,MAAM,KAAK;MACX,SAAS,KAAK;MACd,oBAAoB,MAAM,QAAQ,aAAa;MAC/C,YAAY,MAAM,cAAc,GAAG,MAAM;MACzC,eAAe,gBAAgB,MAAM;MACrC,WAAW,iBAAiB;MAClB;MACV,QAAQ,KAAK;MACb,EAZK,KAAK,IAYV,CACF;KACE,CAAA;IAGN,qBAAC,OAAD;KACE,IAAG;KACH,eAAY;KACZ,OAAO;MACL,WAAW,WAAW,SAAS;MAC/B,UAAU,WAAW,SAAS;MAC9B,OAAO,YAAY;MACnB,YAAY,MAAM,WAAW;MAC7B,WAAW;MACZ;eATH;MAUC;MAEC,oBAAC,MAAD,EAAM,CAAA;;MAEF;;IACF;;EAGL,kBAAkB,cACjB,oBAAC,eAAD;GACE,eAAe;IACb,iBAAiB,KAAK;;GAEd;GACV,CAAA;EAIH,kBAAkB,cACjB,oBAAC,eAAD;GACE,eAAe;IACb,iBAAiB,KAAK;;GAEd;GACV,CAAA;EAIH,gBAAgB,aACf,oBAAC,eAAD;GACE,QAAQ;GACR,OAAM;GACN,aAAY;GACZ,SAAQ;GACR,eAAc;GACd,iBAAiB;IACf,eAAe,KAAK;IACpB,WAAW;;GAEb,gBAAgB;IACd,eAAe,KAAK;;GAEZ;GACV,CAAA;EAIH,gBAAgB,UACf,oBAAC,eAAD;GACE,QAAQ;GACR,OAAM;GACN,aAAY;GACZ,SAAQ;GACR,eAAc;GACd,iBAAiB;IACf,eAAe,KAAK;IACpB,gBAAgB;;GAElB,gBAAgB;IACd,eAAe,KAAK;;GAEZ;GACV,CAAA;EAEH,EAAA,CAAA"}
@@ -1 +1 @@
1
- {"version":3,"file":"PauseMenuButton.js","names":[],"sources":["../../../../../../src/components/screens/combat/components/controls/PauseMenuButton.tsx"],"sourcesContent":["/**\n * PauseMenuButton - Reusable button for pause menu items\n * \n * Provides consistent styling for pause menu action buttons with Korean theming.\n * Extracted from PauseMenu to reduce code duplication.\n * \n * Refactored to use useKoreanTheme for consistent theming.\n * \n * @module components/screens/combat/controls\n * @category Combat UI\n * @korean 일시정지메뉴버튼\n */\n\nimport React, { forwardRef } from \"react\";\nimport { useKoreanTheme } from \"../../../../shared/base/useKoreanTheme\";\nimport { hexToRgbaString } from \"../../../../../utils/colorUtils\";\nimport { getFocusStyle } from \"../../../../../utils/accessibility\";\n\nexport interface PauseMenuButtonProps {\n /** Korean label text */\n readonly labelKorean: string;\n /** English label text */\n readonly labelEnglish: string;\n /** Optional icon/emoji */\n readonly icon?: string;\n /** Click handler */\n readonly onClick: () => void;\n /** Mouse enter handler */\n readonly onMouseEnter?: () => void;\n /** Key down handler */\n readonly onKeyDown?: (e: React.KeyboardEvent<HTMLButtonElement>) => void;\n /** Focus handler */\n readonly onFocus?: () => void;\n /** Whether button is focused */\n readonly isFocused: boolean;\n /** Whether on mobile device */\n readonly isMobile: boolean;\n /** Test ID */\n readonly testId: string;\n}\n\n/**\n * PauseMenuButton Component\n * \n * Styled button for pause menu with:\n * - Korean/English bilingual text with icon support\n * - Cyan themed styling matching combat screen via useKoreanTheme\n * - Hover and focus effects with accessibility support\n * - Responsive sizing for mobile/desktop\n * \n * Reduces code duplication by ~70 lines from PauseMenu (inline button styling)\n * \n * @example\n * ```tsx\n * <PauseMenuButton\n * ref={buttonRef}\n * labelKorean=\"계속\"\n * labelEnglish=\"Resume\"\n * icon=\"▶️\"\n * onClick={handleResume}\n * isFocused={focusedIndex === 0}\n * isMobile={false}\n * testId=\"pause-resume-button\"\n * />\n * ```\n */\nexport const PauseMenuButton = forwardRef<\n HTMLButtonElement,\n PauseMenuButtonProps\n>(\n (\n {\n labelKorean,\n labelEnglish,\n icon,\n onClick,\n onMouseEnter,\n onKeyDown,\n onFocus,\n isFocused,\n isMobile,\n testId,\n },\n ref,\n ) => {\n const theme = useKoreanTheme({ variant: \"primary\", size: \"lg\", isMobile });\n \n return (\n <button\n ref={ref}\n onClick={onClick}\n onMouseEnter={onMouseEnter}\n onKeyDown={onKeyDown}\n onFocus={onFocus}\n data-testid={testId}\n aria-label={`${labelKorean} | ${labelEnglish}`}\n role=\"menuitem\"\n tabIndex={0}\n style={{\n padding: isMobile ? \"12px 24px\" : \"16px 32px\",\n fontSize: isMobile ? \"16px\" : \"20px\",\n backgroundColor: hexToRgbaString(\n theme.colors.UI_BACKGROUND_MEDIUM,\n 0.9,\n ),\n color: hexToRgbaString(theme.colors.PRIMARY_CYAN, 1),\n border: `2px solid ${hexToRgbaString(theme.colors.PRIMARY_CYAN, 0.6)}`,\n borderRadius: \"8px\",\n fontFamily: theme.fontFamily.KOREAN,\n fontWeight: \"bold\",\n cursor: \"pointer\",\n transition: \"all 0.2s ease\",\n textAlign: \"center\",\n display: \"flex\",\n alignItems: \"center\",\n justifyContent: \"center\",\n gap: \"12px\",\n boxShadow: \"none\",\n ...getFocusStyle(isFocused, {\n outlineWidth: 3,\n boxShadow: `0 0 0 4px ${hexToRgbaString(theme.colors.PRIMARY_CYAN, 0.3)}, 0 0 20px ${hexToRgbaString(theme.colors.PRIMARY_CYAN, 0.5)}`,\n }),\n }}\n onMouseOver={(e) => {\n e.currentTarget.style.backgroundColor = hexToRgbaString(\n theme.colors.PRIMARY_CYAN,\n 1,\n );\n e.currentTarget.style.color = hexToRgbaString(\n theme.colors.UI_BACKGROUND_DARK,\n 1,\n );\n e.currentTarget.style.transform = \"scale(1.05)\";\n e.currentTarget.style.boxShadow = `0 0 20px ${hexToRgbaString(\n theme.colors.PRIMARY_CYAN,\n 0.5,\n )}`;\n }}\n onMouseOut={(e) => {\n e.currentTarget.style.backgroundColor = hexToRgbaString(\n theme.colors.UI_BACKGROUND_MEDIUM,\n 0.9,\n );\n e.currentTarget.style.color = hexToRgbaString(\n theme.colors.PRIMARY_CYAN,\n 1,\n );\n e.currentTarget.style.transform = \"scale(1)\";\n e.currentTarget.style.boxShadow = \"none\";\n }}\n >\n {icon && <span style={{ fontSize: \"24px\" }}>{icon}</span>}\n <span>\n {labelKorean} | {labelEnglish}\n </span>\n </button>\n );\n },\n);\n\nPauseMenuButton.displayName = \"PauseMenuButton\";\n\nexport default PauseMenuButton;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAkEA,IAAa,kBAAkB,YAK3B,EACE,aACA,cACA,MACA,SACA,cACA,WACA,SACA,WACA,UACA,UAEF,QACG;CACH,MAAM,QAAQ,eAAe;EAAE,SAAS;EAAW,MAAM;EAAM;EAAU,CAAC;AAE1E,QACE,qBAAC,UAAD;EACO;EACI;EACK;EACH;EACF;EACT,eAAa;EACb,cAAY,GAAG,YAAY,KAAK;EAChC,MAAK;EACL,UAAU;EACV,OAAO;GACL,SAAS,WAAW,cAAc;GAClC,UAAU,WAAW,SAAS;GAC9B,iBAAiB,gBACf,MAAM,OAAO,sBACb,GACD;GACD,OAAO,gBAAgB,MAAM,OAAO,cAAc,EAAE;GACpD,QAAQ,aAAa,gBAAgB,MAAM,OAAO,cAAc,GAAI;GACpE,cAAc;GACd,YAAY,MAAM,WAAW;GAC7B,YAAY;GACZ,QAAQ;GACR,YAAY;GACZ,WAAW;GACX,SAAS;GACT,YAAY;GACZ,gBAAgB;GAChB,KAAK;GACL,WAAW;GACX,GAAG,cAAc,WAAW;IAC1B,cAAc;IACd,WAAW,aAAa,gBAAgB,MAAM,OAAO,cAAc,GAAI,CAAC,aAAa,gBAAgB,MAAM,OAAO,cAAc,GAAI;IACrI,CAAC;GACH;EACD,cAAc,MAAM;AAClB,KAAE,cAAc,MAAM,kBAAkB,gBACtC,MAAM,OAAO,cACb,EACD;AACD,KAAE,cAAc,MAAM,QAAQ,gBAC5B,MAAM,OAAO,oBACb,EACD;AACD,KAAE,cAAc,MAAM,YAAY;AAClC,KAAE,cAAc,MAAM,YAAY,YAAY,gBAC5C,MAAM,OAAO,cACb,GACD;;EAEH,aAAa,MAAM;AACjB,KAAE,cAAc,MAAM,kBAAkB,gBACtC,MAAM,OAAO,sBACb,GACD;AACD,KAAE,cAAc,MAAM,QAAQ,gBAC5B,MAAM,OAAO,cACb,EACD;AACD,KAAE,cAAc,MAAM,YAAY;AAClC,KAAE,cAAc,MAAM,YAAY;;YA5DtC,CA+DG,QAAQ,oBAAC,QAAD;GAAM,OAAO,EAAE,UAAU,QAAQ;aAAG;GAAY,CAAA,EACzD,qBAAC,QAAD,EAAA,UAAA;GACG;GAAY;GAAI;GACZ,EAAA,CAAA,CACA;;EAGd;AAED,gBAAgB,cAAc"}
1
+ {"version":3,"file":"PauseMenuButton.js","names":[],"sources":["../../../../../../src/components/screens/combat/components/controls/PauseMenuButton.tsx"],"sourcesContent":["/**\n * PauseMenuButton - Reusable button for pause menu items\n * \n * Provides consistent styling for pause menu action buttons with Korean theming.\n * Extracted from PauseMenu to reduce code duplication.\n * \n * Refactored to use useKoreanTheme for consistent theming.\n * \n * @module components/screens/combat/controls\n * @category Combat UI\n * @korean 일시정지메뉴버튼\n */\n\nimport React, { forwardRef } from \"react\";\nimport { useKoreanTheme } from \"../../../../shared/base/useKoreanTheme\";\nimport { hexToRgbaString } from \"../../../../../utils/colorUtils\";\nimport { getFocusStyle } from \"../../../../../utils/accessibility\";\n\nexport interface PauseMenuButtonProps {\n /** Korean label text */\n readonly labelKorean: string;\n /** English label text */\n readonly labelEnglish: string;\n /** Optional icon/emoji */\n readonly icon?: string;\n /** Click handler */\n readonly onClick: () => void;\n /** Mouse enter handler */\n readonly onMouseEnter?: () => void;\n /** Key down handler */\n readonly onKeyDown?: (e: React.KeyboardEvent<HTMLButtonElement>) => void;\n /** Focus handler */\n readonly onFocus?: () => void;\n /** Whether button is focused */\n readonly isFocused: boolean;\n /** Whether on mobile device */\n readonly isMobile: boolean;\n /** Test ID */\n readonly testId: string;\n}\n\n/**\n * PauseMenuButton Component\n * \n * Styled button for pause menu with:\n * - Korean/English bilingual text with icon support\n * - Cyan themed styling matching combat screen via useKoreanTheme\n * - Hover and focus effects with accessibility support\n * - Responsive sizing for mobile/desktop\n * \n * Reduces code duplication by ~70 lines from PauseMenu (inline button styling)\n * \n * @example\n * ```tsx\n * <PauseMenuButton\n * ref={buttonRef}\n * labelKorean=\"계속\"\n * labelEnglish=\"Resume\"\n * icon=\"▶️\"\n * onClick={handleResume}\n * isFocused={focusedIndex === 0}\n * isMobile={false}\n * testId=\"pause-resume-button\"\n * />\n * ```\n */\nexport const PauseMenuButton = forwardRef<\n HTMLButtonElement,\n PauseMenuButtonProps\n>(\n (\n {\n labelKorean,\n labelEnglish,\n icon,\n onClick,\n onMouseEnter,\n onKeyDown,\n onFocus,\n isFocused,\n isMobile,\n testId,\n },\n ref,\n ) => {\n const theme = useKoreanTheme({ variant: \"primary\", size: \"lg\", isMobile });\n \n return (\n <button\n ref={ref}\n onClick={onClick}\n onMouseEnter={onMouseEnter}\n onKeyDown={onKeyDown}\n onFocus={onFocus}\n data-testid={testId}\n aria-label={`${labelKorean} | ${labelEnglish}`}\n role=\"menuitem\"\n tabIndex={0}\n style={{\n padding: isMobile ? \"12px 24px\" : \"16px 32px\",\n fontSize: isMobile ? \"16px\" : \"20px\",\n backgroundColor: hexToRgbaString(\n theme.colors.UI_BACKGROUND_MEDIUM,\n 0.9,\n ),\n color: hexToRgbaString(theme.colors.PRIMARY_CYAN, 1),\n border: `2px solid ${hexToRgbaString(theme.colors.PRIMARY_CYAN, 0.6)}`,\n borderRadius: \"8px\",\n fontFamily: theme.fontFamily.KOREAN,\n fontWeight: \"bold\",\n cursor: \"pointer\",\n transition: \"all 0.2s ease\",\n textAlign: \"center\",\n display: \"flex\",\n alignItems: \"center\",\n justifyContent: \"center\",\n gap: \"12px\",\n boxShadow: \"none\",\n ...getFocusStyle(isFocused, {\n outlineWidth: 3,\n boxShadow: `0 0 0 4px ${hexToRgbaString(theme.colors.PRIMARY_CYAN, 0.3)}, 0 0 20px ${hexToRgbaString(theme.colors.PRIMARY_CYAN, 0.5)}`,\n }),\n }}\n onMouseOver={(e) => {\n e.currentTarget.style.backgroundColor = hexToRgbaString(\n theme.colors.PRIMARY_CYAN,\n 1,\n );\n e.currentTarget.style.color = hexToRgbaString(\n theme.colors.UI_BACKGROUND_DARK,\n 1,\n );\n e.currentTarget.style.transform = \"scale(1.05)\";\n e.currentTarget.style.boxShadow = `0 0 20px ${hexToRgbaString(\n theme.colors.PRIMARY_CYAN,\n 0.5,\n )}`;\n }}\n onMouseOut={(e) => {\n e.currentTarget.style.backgroundColor = hexToRgbaString(\n theme.colors.UI_BACKGROUND_MEDIUM,\n 0.9,\n );\n e.currentTarget.style.color = hexToRgbaString(\n theme.colors.PRIMARY_CYAN,\n 1,\n );\n e.currentTarget.style.transform = \"scale(1)\";\n e.currentTarget.style.boxShadow = \"none\";\n }}\n >\n {icon && <span style={{ fontSize: \"24px\" }}>{icon}</span>}\n <span>\n {labelKorean} | {labelEnglish}\n </span>\n </button>\n );\n },\n);\n\nPauseMenuButton.displayName = \"PauseMenuButton\";\n\nexport default PauseMenuButton;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAkEA,IAAa,kBAAkB,YAK3B,EACE,aACA,cACA,MACA,SACA,cACA,WACA,SACA,WACA,UACA,UAEF,QACG;CACH,MAAM,QAAQ,eAAe;EAAE,SAAS;EAAW,MAAM;EAAM;EAAU,CAAC;CAE1E,OACE,qBAAC,UAAD;EACO;EACI;EACK;EACH;EACF;EACT,eAAa;EACb,cAAY,GAAG,YAAY,KAAK;EAChC,MAAK;EACL,UAAU;EACV,OAAO;GACL,SAAS,WAAW,cAAc;GAClC,UAAU,WAAW,SAAS;GAC9B,iBAAiB,gBACf,MAAM,OAAO,sBACb,GACD;GACD,OAAO,gBAAgB,MAAM,OAAO,cAAc,EAAE;GACpD,QAAQ,aAAa,gBAAgB,MAAM,OAAO,cAAc,GAAI;GACpE,cAAc;GACd,YAAY,MAAM,WAAW;GAC7B,YAAY;GACZ,QAAQ;GACR,YAAY;GACZ,WAAW;GACX,SAAS;GACT,YAAY;GACZ,gBAAgB;GAChB,KAAK;GACL,WAAW;GACX,GAAG,cAAc,WAAW;IAC1B,cAAc;IACd,WAAW,aAAa,gBAAgB,MAAM,OAAO,cAAc,GAAI,CAAC,aAAa,gBAAgB,MAAM,OAAO,cAAc,GAAI;IACrI,CAAC;GACH;EACD,cAAc,MAAM;GAClB,EAAE,cAAc,MAAM,kBAAkB,gBACtC,MAAM,OAAO,cACb,EACD;GACD,EAAE,cAAc,MAAM,QAAQ,gBAC5B,MAAM,OAAO,oBACb,EACD;GACD,EAAE,cAAc,MAAM,YAAY;GAClC,EAAE,cAAc,MAAM,YAAY,YAAY,gBAC5C,MAAM,OAAO,cACb,GACD;;EAEH,aAAa,MAAM;GACjB,EAAE,cAAc,MAAM,kBAAkB,gBACtC,MAAM,OAAO,sBACb,GACD;GACD,EAAE,cAAc,MAAM,QAAQ,gBAC5B,MAAM,OAAO,cACb,EACD;GACD,EAAE,cAAc,MAAM,YAAY;GAClC,EAAE,cAAc,MAAM,YAAY;;YA5DtC,CA+DG,QAAQ,oBAAC,QAAD;GAAM,OAAO,EAAE,UAAU,QAAQ;aAAG;GAAY,CAAA,EACzD,qBAAC,QAAD,EAAA,UAAA;GACG;GAAY;GAAI;GACZ,EAAA,CAAA,CACA;;EAGd;AAED,gBAAgB,cAAc"}
@@ -1 +1 @@
1
- {"version":3,"file":"QuickSettings.js","names":[],"sources":["../../../../../../src/components/screens/combat/components/controls/QuickSettings.tsx"],"sourcesContent":["/**\n * QuickSettings Component - In-game settings panel\n * \n * Features:\n * - Volume controls (SFX, Music)\n * - Audio toggle\n * - Korean/English bilingual labels\n * - Cyberpunk Korean theming\n * - Uses useKoreanTheme for consistent styling\n * - Enhanced accessibility with ARIA labels\n * \n * @module components/combat/controls\n * @category Combat UI\n * @korean 빠른설정\n */\n\nimport React from \"react\";\nimport { useAudio } from \"../../../../../audio/AudioProvider\";\nimport { useKoreanTheme } from \"../../../../shared/base/useKoreanTheme\";\nimport { hexToRgbaString } from \"../../../../../utils/colorUtils\";\n\nexport interface QuickSettingsProps {\n readonly onClose: () => void;\n readonly isMobile: boolean;\n}\n\n/**\n * QuickSettings - In-game settings overlay for audio controls\n * \n * Refactored to use useKoreanTheme for consistent theming:\n * - useKoreanTheme hook for centralized color and font management\n * - Improved accessibility with ARIA labels and dialog semantics\n * - Enhanced form controls with proper ARIA attributes\n * \n * Note: Uses standard HTML button elements rather than BaseButton\n * since this is a 2D HTML overlay component, not a Three.js component.\n * \n * @example\n * ```tsx\n * <QuickSettings\n * onClose={() => setShowSettings(false)}\n * isMobile={false}\n * />\n * ```\n */\nexport const QuickSettings: React.FC<QuickSettingsProps> = ({\n onClose,\n isMobile,\n}) => {\n const audio = useAudio();\n const theme = useKoreanTheme({ variant: \"primary\", size: \"md\", isMobile });\n\n return (\n <div\n data-testid=\"quick-settings\"\n role=\"dialog\"\n aria-labelledby=\"settings-title\"\n aria-modal=\"true\"\n style={{\n position: \"absolute\",\n top: \"50%\",\n left: \"50%\",\n transform: \"translate(-50%, -50%)\",\n padding: isMobile ? \"24px\" : \"32px\",\n backgroundColor: hexToRgbaString(theme.colors.UI_BACKGROUND_DARK, 0.95),\n border: `2px solid ${hexToRgbaString(theme.colors.PRIMARY_CYAN, 0.8)}`,\n borderRadius: \"12px\",\n minWidth: isMobile ? \"280px\" : \"360px\",\n boxShadow: `0 0 30px ${hexToRgbaString(theme.colors.PRIMARY_CYAN, 0.3)}`,\n zIndex: 1000,\n }}\n >\n {/* Title */}\n <h2\n id=\"settings-title\"\n data-testid=\"settings-title\"\n style={{\n fontSize: isMobile ? \"20px\" : \"24px\",\n color: hexToRgbaString(theme.colors.ACCENT_GOLD, 1),\n fontFamily: theme.fontFamily.KOREAN,\n fontWeight: \"bold\",\n margin: \"0 0 24px 0\",\n textAlign: \"center\",\n textShadow: `0 0 10px ${hexToRgbaString(theme.colors.ACCENT_GOLD, 0.4)}`,\n }}\n >\n 설정 | Settings\n </h2>\n\n {/* Volume Controls */}\n <div\n style={{\n display: \"flex\",\n flexDirection: \"column\",\n gap: isMobile ? \"16px\" : \"20px\",\n }}\n >\n {/* SFX Volume */}\n <div data-testid=\"sfx-volume-control\">\n <label\n htmlFor=\"sfx-volume-slider\"\n style={{\n display: \"block\",\n fontSize: isMobile ? \"14px\" : \"16px\",\n color: hexToRgbaString(theme.colors.PRIMARY_CYAN, 1),\n fontFamily: theme.fontFamily.KOREAN,\n fontWeight: \"bold\",\n marginBottom: \"8px\",\n }}\n >\n 효과음 | SFX Volume\n </label>\n <input\n id=\"sfx-volume-slider\"\n type=\"range\"\n min=\"0\"\n max=\"100\"\n value={audio.sfxVolume * 100}\n onChange={(e) => {\n const value = parseInt(e.target.value) / 100;\n audio.setVolume(\"sfx\", value);\n }}\n aria-label=\"Sound effects volume\"\n aria-valuemin={0}\n aria-valuemax={100}\n aria-valuenow={Math.round(audio.sfxVolume * 100)}\n data-testid=\"sfx-volume-slider\"\n style={{\n width: \"100%\",\n height: \"6px\",\n borderRadius: \"3px\",\n outline: \"none\",\n cursor: \"pointer\",\n }}\n />\n <div\n data-testid=\"sfx-volume-value\"\n aria-live=\"polite\"\n style={{\n fontSize: isMobile ? \"12px\" : \"14px\",\n color: hexToRgbaString(theme.colors.TEXT_SECONDARY, 1),\n fontFamily: theme.fontFamily.KOREAN,\n marginTop: \"4px\",\n textAlign: \"right\",\n }}\n >\n {Math.round(audio.sfxVolume * 100)}%\n </div>\n </div>\n\n {/* Music Volume */}\n <div data-testid=\"music-volume-control\">\n <label\n htmlFor=\"music-volume-slider\"\n style={{\n display: \"block\",\n fontSize: isMobile ? \"14px\" : \"16px\",\n color: hexToRgbaString(theme.colors.PRIMARY_CYAN, 1),\n fontFamily: theme.fontFamily.KOREAN,\n fontWeight: \"bold\",\n marginBottom: \"8px\",\n }}\n >\n 음악 | Music Volume\n </label>\n <input\n id=\"music-volume-slider\"\n type=\"range\"\n min=\"0\"\n max=\"100\"\n value={audio.musicVolume * 100}\n onChange={(e) => {\n const value = parseInt(e.target.value) / 100;\n audio.setVolume(\"music\", value);\n }}\n aria-label=\"Music volume\"\n aria-valuemin={0}\n aria-valuemax={100}\n aria-valuenow={Math.round(audio.musicVolume * 100)}\n data-testid=\"music-volume-slider\"\n style={{\n width: \"100%\",\n height: \"6px\",\n borderRadius: \"3px\",\n outline: \"none\",\n cursor: \"pointer\",\n }}\n />\n <div\n data-testid=\"music-volume-value\"\n aria-live=\"polite\"\n style={{\n fontSize: isMobile ? \"12px\" : \"14px\",\n color: hexToRgbaString(theme.colors.TEXT_SECONDARY, 1),\n fontFamily: theme.fontFamily.KOREAN,\n marginTop: \"4px\",\n textAlign: \"right\",\n }}\n >\n {Math.round(audio.musicVolume * 100)}%\n </div>\n </div>\n\n {/* Mute Toggle */}\n <div\n data-testid=\"mute-toggle-control\"\n style={{\n display: \"flex\",\n alignItems: \"center\",\n justifyContent: \"space-between\",\n }}\n >\n <label\n htmlFor=\"mute-toggle-button\"\n style={{\n fontSize: isMobile ? \"14px\" : \"16px\",\n color: hexToRgbaString(theme.colors.PRIMARY_CYAN, 1),\n fontFamily: theme.fontFamily.KOREAN,\n fontWeight: \"bold\",\n }}\n >\n 음소거 | Mute All\n </label>\n <button\n id=\"mute-toggle-button\"\n onClick={() => {\n if (audio.muted) {\n audio.unmute();\n } else {\n audio.mute();\n }\n audio.playSFX(\"menu_click\");\n }}\n onMouseEnter={() => audio.playSFX(\"menu_hover\")}\n aria-label={audio.muted ? \"Unmute audio\" : \"Mute audio\"}\n aria-pressed={audio.muted}\n data-testid=\"mute-toggle-button\"\n style={{\n padding: isMobile ? \"8px 16px\" : \"10px 20px\",\n fontSize: isMobile ? \"14px\" : \"16px\",\n backgroundColor: audio.muted\n ? hexToRgbaString(theme.colors.ACCENT_GOLD, 1)\n : hexToRgbaString(theme.colors.UI_BACKGROUND_MEDIUM, 1),\n color: audio.muted\n ? hexToRgbaString(theme.colors.UI_BACKGROUND_DARK, 1)\n : hexToRgbaString(theme.colors.PRIMARY_CYAN, 1),\n border: audio.muted\n ? \"none\"\n : `2px solid ${hexToRgbaString(theme.colors.PRIMARY_CYAN, 0.6)}`,\n borderRadius: \"6px\",\n fontFamily: theme.fontFamily.KOREAN,\n fontWeight: \"bold\",\n cursor: \"pointer\",\n transition: \"all 0.2s ease\",\n }}\n >\n {audio.muted ? \"🔇\" : \"🔊\"}\n </button>\n </div>\n </div>\n\n {/* Close Button */}\n <button\n onClick={() => {\n audio.playSFX(\"menu_back\");\n onClose();\n }}\n onMouseEnter={() => audio.playSFX(\"menu_hover\")}\n aria-label=\"Close settings dialog\"\n data-testid=\"settings-close-button\"\n style={{\n marginTop: isMobile ? \"24px\" : \"32px\",\n width: \"100%\",\n padding: isMobile ? \"10px\" : \"12px\",\n fontSize: isMobile ? \"14px\" : \"16px\",\n backgroundColor: hexToRgbaString(theme.colors.PRIMARY_CYAN, 1),\n color: hexToRgbaString(theme.colors.UI_BACKGROUND_DARK, 1),\n border: \"none\",\n borderRadius: \"6px\",\n fontFamily: theme.fontFamily.KOREAN,\n fontWeight: \"bold\",\n cursor: \"pointer\",\n transition: \"all 0.2s ease\",\n }}\n onMouseOver={(e) => {\n e.currentTarget.style.backgroundColor = hexToRgbaString(\n theme.colors.ACCENT_GOLD,\n 1\n );\n e.currentTarget.style.transform = \"scale(1.05)\";\n }}\n onMouseOut={(e) => {\n e.currentTarget.style.backgroundColor = hexToRgbaString(\n theme.colors.PRIMARY_CYAN,\n 1\n );\n e.currentTarget.style.transform = \"scale(1)\";\n }}\n >\n 닫기 | Close\n </button>\n </div>\n );\n};\n\nexport default QuickSettings;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;AA6CA,IAAa,iBAA+C,EAC1D,SACA,eACI;CACJ,MAAM,QAAQ,UAAU;CACxB,MAAM,QAAQ,eAAe;EAAE,SAAS;EAAW,MAAM;EAAM;EAAU,CAAC;AAE1E,QACE,qBAAC,OAAD;EACE,eAAY;EACZ,MAAK;EACL,mBAAgB;EAChB,cAAW;EACX,OAAO;GACL,UAAU;GACV,KAAK;GACL,MAAM;GACN,WAAW;GACX,SAAS,WAAW,SAAS;GAC7B,iBAAiB,gBAAgB,MAAM,OAAO,oBAAoB,IAAK;GACvE,QAAQ,aAAa,gBAAgB,MAAM,OAAO,cAAc,GAAI;GACpE,cAAc;GACd,UAAU,WAAW,UAAU;GAC/B,WAAW,YAAY,gBAAgB,MAAM,OAAO,cAAc,GAAI;GACtE,QAAQ;GACT;YAjBH;GAoBE,oBAAC,MAAD;IACE,IAAG;IACH,eAAY;IACZ,OAAO;KACL,UAAU,WAAW,SAAS;KAC9B,OAAO,gBAAgB,MAAM,OAAO,aAAa,EAAE;KACnD,YAAY,MAAM,WAAW;KAC7B,YAAY;KACZ,QAAQ;KACR,WAAW;KACX,YAAY,YAAY,gBAAgB,MAAM,OAAO,aAAa,GAAI;KACvE;cACF;IAEI,CAAA;GAGL,qBAAC,OAAD;IACE,OAAO;KACL,SAAS;KACT,eAAe;KACf,KAAK,WAAW,SAAS;KAC1B;cALH;KAQE,qBAAC,OAAD;MAAK,eAAY;gBAAjB;OACE,oBAAC,SAAD;QACE,SAAQ;QACR,OAAO;SACL,SAAS;SACT,UAAU,WAAW,SAAS;SAC9B,OAAO,gBAAgB,MAAM,OAAO,cAAc,EAAE;SACpD,YAAY,MAAM,WAAW;SAC7B,YAAY;SACZ,cAAc;SACf;kBACF;QAEO,CAAA;OACR,oBAAC,SAAD;QACE,IAAG;QACH,MAAK;QACL,KAAI;QACJ,KAAI;QACJ,OAAO,MAAM,YAAY;QACzB,WAAW,MAAM;SACf,MAAM,QAAQ,SAAS,EAAE,OAAO,MAAM,GAAG;AACzC,eAAM,UAAU,OAAO,MAAM;;QAE/B,cAAW;QACX,iBAAe;QACf,iBAAe;QACf,iBAAe,KAAK,MAAM,MAAM,YAAY,IAAI;QAChD,eAAY;QACZ,OAAO;SACL,OAAO;SACP,QAAQ;SACR,cAAc;SACd,SAAS;SACT,QAAQ;SACT;QACD,CAAA;OACF,qBAAC,OAAD;QACE,eAAY;QACZ,aAAU;QACV,OAAO;SACL,UAAU,WAAW,SAAS;SAC9B,OAAO,gBAAgB,MAAM,OAAO,gBAAgB,EAAE;SACtD,YAAY,MAAM,WAAW;SAC7B,WAAW;SACX,WAAW;SACZ;kBATH,CAWG,KAAK,MAAM,MAAM,YAAY,IAAI,EAAC,IAC/B;;OACF;;KAGN,qBAAC,OAAD;MAAK,eAAY;gBAAjB;OACE,oBAAC,SAAD;QACE,SAAQ;QACR,OAAO;SACL,SAAS;SACT,UAAU,WAAW,SAAS;SAC9B,OAAO,gBAAgB,MAAM,OAAO,cAAc,EAAE;SACpD,YAAY,MAAM,WAAW;SAC7B,YAAY;SACZ,cAAc;SACf;kBACF;QAEO,CAAA;OACR,oBAAC,SAAD;QACE,IAAG;QACH,MAAK;QACL,KAAI;QACJ,KAAI;QACJ,OAAO,MAAM,cAAc;QAC3B,WAAW,MAAM;SACf,MAAM,QAAQ,SAAS,EAAE,OAAO,MAAM,GAAG;AACzC,eAAM,UAAU,SAAS,MAAM;;QAEjC,cAAW;QACX,iBAAe;QACf,iBAAe;QACf,iBAAe,KAAK,MAAM,MAAM,cAAc,IAAI;QAClD,eAAY;QACZ,OAAO;SACL,OAAO;SACP,QAAQ;SACR,cAAc;SACd,SAAS;SACT,QAAQ;SACT;QACD,CAAA;OACF,qBAAC,OAAD;QACE,eAAY;QACZ,aAAU;QACV,OAAO;SACL,UAAU,WAAW,SAAS;SAC9B,OAAO,gBAAgB,MAAM,OAAO,gBAAgB,EAAE;SACtD,YAAY,MAAM,WAAW;SAC7B,WAAW;SACX,WAAW;SACZ;kBATH,CAWG,KAAK,MAAM,MAAM,cAAc,IAAI,EAAC,IACjC;;OACF;;KAGN,qBAAC,OAAD;MACE,eAAY;MACZ,OAAO;OACL,SAAS;OACT,YAAY;OACZ,gBAAgB;OACjB;gBANH,CAQE,oBAAC,SAAD;OACE,SAAQ;OACR,OAAO;QACL,UAAU,WAAW,SAAS;QAC9B,OAAO,gBAAgB,MAAM,OAAO,cAAc,EAAE;QACpD,YAAY,MAAM,WAAW;QAC7B,YAAY;QACb;iBACF;OAEO,CAAA,EACR,oBAAC,UAAD;OACE,IAAG;OACH,eAAe;AACb,YAAI,MAAM,MACR,OAAM,QAAQ;YAEd,OAAM,MAAM;AAEd,cAAM,QAAQ,aAAa;;OAE7B,oBAAoB,MAAM,QAAQ,aAAa;OAC/C,cAAY,MAAM,QAAQ,iBAAiB;OAC3C,gBAAc,MAAM;OACpB,eAAY;OACZ,OAAO;QACL,SAAS,WAAW,aAAa;QACjC,UAAU,WAAW,SAAS;QAC9B,iBAAiB,MAAM,QACnB,gBAAgB,MAAM,OAAO,aAAa,EAAE,GAC5C,gBAAgB,MAAM,OAAO,sBAAsB,EAAE;QACzD,OAAO,MAAM,QACT,gBAAgB,MAAM,OAAO,oBAAoB,EAAE,GACnD,gBAAgB,MAAM,OAAO,cAAc,EAAE;QACjD,QAAQ,MAAM,QACV,SACA,aAAa,gBAAgB,MAAM,OAAO,cAAc,GAAI;QAChE,cAAc;QACd,YAAY,MAAM,WAAW;QAC7B,YAAY;QACZ,QAAQ;QACR,YAAY;QACb;iBAEA,MAAM,QAAQ,OAAO;OACf,CAAA,CACL;;KACF;;GAGN,oBAAC,UAAD;IACE,eAAe;AACb,WAAM,QAAQ,YAAY;AAC1B,cAAS;;IAEX,oBAAoB,MAAM,QAAQ,aAAa;IAC/C,cAAW;IACX,eAAY;IACZ,OAAO;KACL,WAAW,WAAW,SAAS;KAC/B,OAAO;KACP,SAAS,WAAW,SAAS;KAC7B,UAAU,WAAW,SAAS;KAC9B,iBAAiB,gBAAgB,MAAM,OAAO,cAAc,EAAE;KAC9D,OAAO,gBAAgB,MAAM,OAAO,oBAAoB,EAAE;KAC1D,QAAQ;KACR,cAAc;KACd,YAAY,MAAM,WAAW;KAC7B,YAAY;KACZ,QAAQ;KACR,YAAY;KACb;IACD,cAAc,MAAM;AAClB,OAAE,cAAc,MAAM,kBAAkB,gBACtC,MAAM,OAAO,aACb,EACD;AACD,OAAE,cAAc,MAAM,YAAY;;IAEpC,aAAa,MAAM;AACjB,OAAE,cAAc,MAAM,kBAAkB,gBACtC,MAAM,OAAO,cACb,EACD;AACD,OAAE,cAAc,MAAM,YAAY;;cAErC;IAEQ,CAAA;GACL"}
1
+ {"version":3,"file":"QuickSettings.js","names":[],"sources":["../../../../../../src/components/screens/combat/components/controls/QuickSettings.tsx"],"sourcesContent":["/**\n * QuickSettings Component - In-game settings panel\n * \n * Features:\n * - Volume controls (SFX, Music)\n * - Audio toggle\n * - Korean/English bilingual labels\n * - Cyberpunk Korean theming\n * - Uses useKoreanTheme for consistent styling\n * - Enhanced accessibility with ARIA labels\n * \n * @module components/combat/controls\n * @category Combat UI\n * @korean 빠른설정\n */\n\nimport React from \"react\";\nimport { useAudio } from \"../../../../../audio/AudioProvider\";\nimport { useKoreanTheme } from \"../../../../shared/base/useKoreanTheme\";\nimport { hexToRgbaString } from \"../../../../../utils/colorUtils\";\n\nexport interface QuickSettingsProps {\n readonly onClose: () => void;\n readonly isMobile: boolean;\n}\n\n/**\n * QuickSettings - In-game settings overlay for audio controls\n * \n * Refactored to use useKoreanTheme for consistent theming:\n * - useKoreanTheme hook for centralized color and font management\n * - Improved accessibility with ARIA labels and dialog semantics\n * - Enhanced form controls with proper ARIA attributes\n * \n * Note: Uses standard HTML button elements rather than BaseButton\n * since this is a 2D HTML overlay component, not a Three.js component.\n * \n * @example\n * ```tsx\n * <QuickSettings\n * onClose={() => setShowSettings(false)}\n * isMobile={false}\n * />\n * ```\n */\nexport const QuickSettings: React.FC<QuickSettingsProps> = ({\n onClose,\n isMobile,\n}) => {\n const audio = useAudio();\n const theme = useKoreanTheme({ variant: \"primary\", size: \"md\", isMobile });\n\n return (\n <div\n data-testid=\"quick-settings\"\n role=\"dialog\"\n aria-labelledby=\"settings-title\"\n aria-modal=\"true\"\n style={{\n position: \"absolute\",\n top: \"50%\",\n left: \"50%\",\n transform: \"translate(-50%, -50%)\",\n padding: isMobile ? \"24px\" : \"32px\",\n backgroundColor: hexToRgbaString(theme.colors.UI_BACKGROUND_DARK, 0.95),\n border: `2px solid ${hexToRgbaString(theme.colors.PRIMARY_CYAN, 0.8)}`,\n borderRadius: \"12px\",\n minWidth: isMobile ? \"280px\" : \"360px\",\n boxShadow: `0 0 30px ${hexToRgbaString(theme.colors.PRIMARY_CYAN, 0.3)}`,\n zIndex: 1000,\n }}\n >\n {/* Title */}\n <h2\n id=\"settings-title\"\n data-testid=\"settings-title\"\n style={{\n fontSize: isMobile ? \"20px\" : \"24px\",\n color: hexToRgbaString(theme.colors.ACCENT_GOLD, 1),\n fontFamily: theme.fontFamily.KOREAN,\n fontWeight: \"bold\",\n margin: \"0 0 24px 0\",\n textAlign: \"center\",\n textShadow: `0 0 10px ${hexToRgbaString(theme.colors.ACCENT_GOLD, 0.4)}`,\n }}\n >\n 설정 | Settings\n </h2>\n\n {/* Volume Controls */}\n <div\n style={{\n display: \"flex\",\n flexDirection: \"column\",\n gap: isMobile ? \"16px\" : \"20px\",\n }}\n >\n {/* SFX Volume */}\n <div data-testid=\"sfx-volume-control\">\n <label\n htmlFor=\"sfx-volume-slider\"\n style={{\n display: \"block\",\n fontSize: isMobile ? \"14px\" : \"16px\",\n color: hexToRgbaString(theme.colors.PRIMARY_CYAN, 1),\n fontFamily: theme.fontFamily.KOREAN,\n fontWeight: \"bold\",\n marginBottom: \"8px\",\n }}\n >\n 효과음 | SFX Volume\n </label>\n <input\n id=\"sfx-volume-slider\"\n type=\"range\"\n min=\"0\"\n max=\"100\"\n value={audio.sfxVolume * 100}\n onChange={(e) => {\n const value = parseInt(e.target.value) / 100;\n audio.setVolume(\"sfx\", value);\n }}\n aria-label=\"Sound effects volume\"\n aria-valuemin={0}\n aria-valuemax={100}\n aria-valuenow={Math.round(audio.sfxVolume * 100)}\n data-testid=\"sfx-volume-slider\"\n style={{\n width: \"100%\",\n height: \"6px\",\n borderRadius: \"3px\",\n outline: \"none\",\n cursor: \"pointer\",\n }}\n />\n <div\n data-testid=\"sfx-volume-value\"\n aria-live=\"polite\"\n style={{\n fontSize: isMobile ? \"12px\" : \"14px\",\n color: hexToRgbaString(theme.colors.TEXT_SECONDARY, 1),\n fontFamily: theme.fontFamily.KOREAN,\n marginTop: \"4px\",\n textAlign: \"right\",\n }}\n >\n {Math.round(audio.sfxVolume * 100)}%\n </div>\n </div>\n\n {/* Music Volume */}\n <div data-testid=\"music-volume-control\">\n <label\n htmlFor=\"music-volume-slider\"\n style={{\n display: \"block\",\n fontSize: isMobile ? \"14px\" : \"16px\",\n color: hexToRgbaString(theme.colors.PRIMARY_CYAN, 1),\n fontFamily: theme.fontFamily.KOREAN,\n fontWeight: \"bold\",\n marginBottom: \"8px\",\n }}\n >\n 음악 | Music Volume\n </label>\n <input\n id=\"music-volume-slider\"\n type=\"range\"\n min=\"0\"\n max=\"100\"\n value={audio.musicVolume * 100}\n onChange={(e) => {\n const value = parseInt(e.target.value) / 100;\n audio.setVolume(\"music\", value);\n }}\n aria-label=\"Music volume\"\n aria-valuemin={0}\n aria-valuemax={100}\n aria-valuenow={Math.round(audio.musicVolume * 100)}\n data-testid=\"music-volume-slider\"\n style={{\n width: \"100%\",\n height: \"6px\",\n borderRadius: \"3px\",\n outline: \"none\",\n cursor: \"pointer\",\n }}\n />\n <div\n data-testid=\"music-volume-value\"\n aria-live=\"polite\"\n style={{\n fontSize: isMobile ? \"12px\" : \"14px\",\n color: hexToRgbaString(theme.colors.TEXT_SECONDARY, 1),\n fontFamily: theme.fontFamily.KOREAN,\n marginTop: \"4px\",\n textAlign: \"right\",\n }}\n >\n {Math.round(audio.musicVolume * 100)}%\n </div>\n </div>\n\n {/* Mute Toggle */}\n <div\n data-testid=\"mute-toggle-control\"\n style={{\n display: \"flex\",\n alignItems: \"center\",\n justifyContent: \"space-between\",\n }}\n >\n <label\n htmlFor=\"mute-toggle-button\"\n style={{\n fontSize: isMobile ? \"14px\" : \"16px\",\n color: hexToRgbaString(theme.colors.PRIMARY_CYAN, 1),\n fontFamily: theme.fontFamily.KOREAN,\n fontWeight: \"bold\",\n }}\n >\n 음소거 | Mute All\n </label>\n <button\n id=\"mute-toggle-button\"\n onClick={() => {\n if (audio.muted) {\n audio.unmute();\n } else {\n audio.mute();\n }\n audio.playSFX(\"menu_click\");\n }}\n onMouseEnter={() => audio.playSFX(\"menu_hover\")}\n aria-label={audio.muted ? \"Unmute audio\" : \"Mute audio\"}\n aria-pressed={audio.muted}\n data-testid=\"mute-toggle-button\"\n style={{\n padding: isMobile ? \"8px 16px\" : \"10px 20px\",\n fontSize: isMobile ? \"14px\" : \"16px\",\n backgroundColor: audio.muted\n ? hexToRgbaString(theme.colors.ACCENT_GOLD, 1)\n : hexToRgbaString(theme.colors.UI_BACKGROUND_MEDIUM, 1),\n color: audio.muted\n ? hexToRgbaString(theme.colors.UI_BACKGROUND_DARK, 1)\n : hexToRgbaString(theme.colors.PRIMARY_CYAN, 1),\n border: audio.muted\n ? \"none\"\n : `2px solid ${hexToRgbaString(theme.colors.PRIMARY_CYAN, 0.6)}`,\n borderRadius: \"6px\",\n fontFamily: theme.fontFamily.KOREAN,\n fontWeight: \"bold\",\n cursor: \"pointer\",\n transition: \"all 0.2s ease\",\n }}\n >\n {audio.muted ? \"🔇\" : \"🔊\"}\n </button>\n </div>\n </div>\n\n {/* Close Button */}\n <button\n onClick={() => {\n audio.playSFX(\"menu_back\");\n onClose();\n }}\n onMouseEnter={() => audio.playSFX(\"menu_hover\")}\n aria-label=\"Close settings dialog\"\n data-testid=\"settings-close-button\"\n style={{\n marginTop: isMobile ? \"24px\" : \"32px\",\n width: \"100%\",\n padding: isMobile ? \"10px\" : \"12px\",\n fontSize: isMobile ? \"14px\" : \"16px\",\n backgroundColor: hexToRgbaString(theme.colors.PRIMARY_CYAN, 1),\n color: hexToRgbaString(theme.colors.UI_BACKGROUND_DARK, 1),\n border: \"none\",\n borderRadius: \"6px\",\n fontFamily: theme.fontFamily.KOREAN,\n fontWeight: \"bold\",\n cursor: \"pointer\",\n transition: \"all 0.2s ease\",\n }}\n onMouseOver={(e) => {\n e.currentTarget.style.backgroundColor = hexToRgbaString(\n theme.colors.ACCENT_GOLD,\n 1\n );\n e.currentTarget.style.transform = \"scale(1.05)\";\n }}\n onMouseOut={(e) => {\n e.currentTarget.style.backgroundColor = hexToRgbaString(\n theme.colors.PRIMARY_CYAN,\n 1\n );\n e.currentTarget.style.transform = \"scale(1)\";\n }}\n >\n 닫기 | Close\n </button>\n </div>\n );\n};\n\nexport default QuickSettings;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;AA6CA,IAAa,iBAA+C,EAC1D,SACA,eACI;CACJ,MAAM,QAAQ,UAAU;CACxB,MAAM,QAAQ,eAAe;EAAE,SAAS;EAAW,MAAM;EAAM;EAAU,CAAC;CAE1E,OACE,qBAAC,OAAD;EACE,eAAY;EACZ,MAAK;EACL,mBAAgB;EAChB,cAAW;EACX,OAAO;GACL,UAAU;GACV,KAAK;GACL,MAAM;GACN,WAAW;GACX,SAAS,WAAW,SAAS;GAC7B,iBAAiB,gBAAgB,MAAM,OAAO,oBAAoB,IAAK;GACvE,QAAQ,aAAa,gBAAgB,MAAM,OAAO,cAAc,GAAI;GACpE,cAAc;GACd,UAAU,WAAW,UAAU;GAC/B,WAAW,YAAY,gBAAgB,MAAM,OAAO,cAAc,GAAI;GACtE,QAAQ;GACT;YAjBH;GAoBE,oBAAC,MAAD;IACE,IAAG;IACH,eAAY;IACZ,OAAO;KACL,UAAU,WAAW,SAAS;KAC9B,OAAO,gBAAgB,MAAM,OAAO,aAAa,EAAE;KACnD,YAAY,MAAM,WAAW;KAC7B,YAAY;KACZ,QAAQ;KACR,WAAW;KACX,YAAY,YAAY,gBAAgB,MAAM,OAAO,aAAa,GAAI;KACvE;cACF;IAEI,CAAA;GAGL,qBAAC,OAAD;IACE,OAAO;KACL,SAAS;KACT,eAAe;KACf,KAAK,WAAW,SAAS;KAC1B;cALH;KAQE,qBAAC,OAAD;MAAK,eAAY;gBAAjB;OACE,oBAAC,SAAD;QACE,SAAQ;QACR,OAAO;SACL,SAAS;SACT,UAAU,WAAW,SAAS;SAC9B,OAAO,gBAAgB,MAAM,OAAO,cAAc,EAAE;SACpD,YAAY,MAAM,WAAW;SAC7B,YAAY;SACZ,cAAc;SACf;kBACF;QAEO,CAAA;OACR,oBAAC,SAAD;QACE,IAAG;QACH,MAAK;QACL,KAAI;QACJ,KAAI;QACJ,OAAO,MAAM,YAAY;QACzB,WAAW,MAAM;SACf,MAAM,QAAQ,SAAS,EAAE,OAAO,MAAM,GAAG;SACzC,MAAM,UAAU,OAAO,MAAM;;QAE/B,cAAW;QACX,iBAAe;QACf,iBAAe;QACf,iBAAe,KAAK,MAAM,MAAM,YAAY,IAAI;QAChD,eAAY;QACZ,OAAO;SACL,OAAO;SACP,QAAQ;SACR,cAAc;SACd,SAAS;SACT,QAAQ;SACT;QACD,CAAA;OACF,qBAAC,OAAD;QACE,eAAY;QACZ,aAAU;QACV,OAAO;SACL,UAAU,WAAW,SAAS;SAC9B,OAAO,gBAAgB,MAAM,OAAO,gBAAgB,EAAE;SACtD,YAAY,MAAM,WAAW;SAC7B,WAAW;SACX,WAAW;SACZ;kBATH,CAWG,KAAK,MAAM,MAAM,YAAY,IAAI,EAAC,IAC/B;;OACF;;KAGN,qBAAC,OAAD;MAAK,eAAY;gBAAjB;OACE,oBAAC,SAAD;QACE,SAAQ;QACR,OAAO;SACL,SAAS;SACT,UAAU,WAAW,SAAS;SAC9B,OAAO,gBAAgB,MAAM,OAAO,cAAc,EAAE;SACpD,YAAY,MAAM,WAAW;SAC7B,YAAY;SACZ,cAAc;SACf;kBACF;QAEO,CAAA;OACR,oBAAC,SAAD;QACE,IAAG;QACH,MAAK;QACL,KAAI;QACJ,KAAI;QACJ,OAAO,MAAM,cAAc;QAC3B,WAAW,MAAM;SACf,MAAM,QAAQ,SAAS,EAAE,OAAO,MAAM,GAAG;SACzC,MAAM,UAAU,SAAS,MAAM;;QAEjC,cAAW;QACX,iBAAe;QACf,iBAAe;QACf,iBAAe,KAAK,MAAM,MAAM,cAAc,IAAI;QAClD,eAAY;QACZ,OAAO;SACL,OAAO;SACP,QAAQ;SACR,cAAc;SACd,SAAS;SACT,QAAQ;SACT;QACD,CAAA;OACF,qBAAC,OAAD;QACE,eAAY;QACZ,aAAU;QACV,OAAO;SACL,UAAU,WAAW,SAAS;SAC9B,OAAO,gBAAgB,MAAM,OAAO,gBAAgB,EAAE;SACtD,YAAY,MAAM,WAAW;SAC7B,WAAW;SACX,WAAW;SACZ;kBATH,CAWG,KAAK,MAAM,MAAM,cAAc,IAAI,EAAC,IACjC;;OACF;;KAGN,qBAAC,OAAD;MACE,eAAY;MACZ,OAAO;OACL,SAAS;OACT,YAAY;OACZ,gBAAgB;OACjB;gBANH,CAQE,oBAAC,SAAD;OACE,SAAQ;OACR,OAAO;QACL,UAAU,WAAW,SAAS;QAC9B,OAAO,gBAAgB,MAAM,OAAO,cAAc,EAAE;QACpD,YAAY,MAAM,WAAW;QAC7B,YAAY;QACb;iBACF;OAEO,CAAA,EACR,oBAAC,UAAD;OACE,IAAG;OACH,eAAe;QACb,IAAI,MAAM,OACR,MAAM,QAAQ;aAEd,MAAM,MAAM;QAEd,MAAM,QAAQ,aAAa;;OAE7B,oBAAoB,MAAM,QAAQ,aAAa;OAC/C,cAAY,MAAM,QAAQ,iBAAiB;OAC3C,gBAAc,MAAM;OACpB,eAAY;OACZ,OAAO;QACL,SAAS,WAAW,aAAa;QACjC,UAAU,WAAW,SAAS;QAC9B,iBAAiB,MAAM,QACnB,gBAAgB,MAAM,OAAO,aAAa,EAAE,GAC5C,gBAAgB,MAAM,OAAO,sBAAsB,EAAE;QACzD,OAAO,MAAM,QACT,gBAAgB,MAAM,OAAO,oBAAoB,EAAE,GACnD,gBAAgB,MAAM,OAAO,cAAc,EAAE;QACjD,QAAQ,MAAM,QACV,SACA,aAAa,gBAAgB,MAAM,OAAO,cAAc,GAAI;QAChE,cAAc;QACd,YAAY,MAAM,WAAW;QAC7B,YAAY;QACZ,QAAQ;QACR,YAAY;QACb;iBAEA,MAAM,QAAQ,OAAO;OACf,CAAA,CACL;;KACF;;GAGN,oBAAC,UAAD;IACE,eAAe;KACb,MAAM,QAAQ,YAAY;KAC1B,SAAS;;IAEX,oBAAoB,MAAM,QAAQ,aAAa;IAC/C,cAAW;IACX,eAAY;IACZ,OAAO;KACL,WAAW,WAAW,SAAS;KAC/B,OAAO;KACP,SAAS,WAAW,SAAS;KAC7B,UAAU,WAAW,SAAS;KAC9B,iBAAiB,gBAAgB,MAAM,OAAO,cAAc,EAAE;KAC9D,OAAO,gBAAgB,MAAM,OAAO,oBAAoB,EAAE;KAC1D,QAAQ;KACR,cAAc;KACd,YAAY,MAAM,WAAW;KAC7B,YAAY;KACZ,QAAQ;KACR,YAAY;KACb;IACD,cAAc,MAAM;KAClB,EAAE,cAAc,MAAM,kBAAkB,gBACtC,MAAM,OAAO,aACb,EACD;KACD,EAAE,cAAc,MAAM,YAAY;;IAEpC,aAAa,MAAM;KACjB,EAAE,cAAc,MAAM,kBAAkB,gBACtC,MAAM,OAAO,cACb,EACD;KACD,EAAE,cAAc,MAAM,YAAY;;cAErC;IAEQ,CAAA;GACL"}
@@ -1 +1 @@
1
- {"version":3,"file":"BloodDecals3D.js","names":[],"sources":["../../../../../../src/components/screens/combat/components/effects/BloodDecals3D.tsx"],"sourcesContent":["/**\n * BloodDecals3D - Blood accumulation decal system for character models\n *\n * Projects blood decals onto 3D character surfaces using decal geometry for\n * persistent blood visualization. Decals fade over time and track injury\n * persistence across combat rounds.\n *\n * Features:\n * - Decal projection onto character meshes\n * - Blood accumulation from hits and lacerations\n * - Blood trail visualization\n * - Cross-round injury persistence\n * - Korean-themed blood visualization\n *\n * @module components/combat/BloodDecals3D\n * @category Combat Effects\n * @korean 피흔적3D\n */\n\nimport { DecalGeometry } from \"three/examples/jsm/geometries/DecalGeometry.js\";\nimport { useFrame } from \"@react-three/fiber\";\nimport React, { useRef, useMemo, useEffect } from \"react\";\nimport * as THREE from \"three\";\nimport { KOREAN_COLORS } from \"../../../../../types/constants\";\n\n/**\n * Blood decal configuration\n */\nexport interface BloodDecal {\n /** Unique identifier */\n readonly id: string;\n /** Position in world space */\n readonly position: [number, number, number];\n /** Normal vector for surface projection */\n readonly normal: [number, number, number];\n /** Size of decal */\n readonly size: [number, number, number];\n /** Rotation around normal (radians) */\n readonly rotation: number;\n /** Opacity (0.0 to 1.0) */\n readonly opacity: number;\n /** Creation timestamp */\n readonly timestamp: number;\n /** Whether decal is from a laceration (adds blood trail) */\n readonly isLaceration?: boolean;\n}\n\n/**\n * Props for BloodDecals3D component\n */\nexport interface BloodDecals3DProps {\n /** Active blood decals to render */\n readonly decals: readonly BloodDecal[];\n /** Character mesh reference for decal projection */\n readonly targetMeshRef?: React.RefObject<THREE.Mesh>;\n /** Whether decals are enabled (violence settings) */\n readonly enabled?: boolean;\n /** Mobile mode (simplified decals) */\n readonly isMobile?: boolean;\n /** Decal fade duration in seconds */\n readonly fadeDuration?: number;\n /** Callback when decal fully fades */\n readonly onDecalComplete?: (decalId: string) => void;\n}\n\n/**\n * Blood decal constants\n */\nconst DECAL_CONSTANTS = {\n /** Default fade duration (seconds) */\n FADE_DURATION: 15.0,\n /** Base decal size */\n BASE_SIZE: [0.15, 0.15, 0.05] as [number, number, number],\n /** Laceration trail size multiplier */\n TRAIL_MULTIPLIER: 3.0,\n /** Maximum concurrent decals for performance */\n MAX_DECALS: 20,\n /** Mobile decal limit */\n MAX_DECALS_MOBILE: 10,\n} as const;\n\n/**\n * Generate blood decal texture (procedural)\n */\n/**\n * Generate a procedural blood texture with irregular edges.\n * Note: Uses Math.random() for visual variety. Each texture will be slightly different,\n * providing natural variation in blood splatter appearance across different decals.\n * This is intentional for realism, though it does create unique textures per component.\n * For better memory efficiency in production, consider pre-generating 3-5 variations\n * and randomly selecting one.\n */\nconst createBloodTexture = (): THREE.Texture => {\n const canvas = document.createElement(\"canvas\");\n canvas.width = 256;\n canvas.height = 256;\n const ctx = canvas.getContext(\"2d\");\n \n if (!ctx) {\n // Fallback: Return a basic transparent texture with matching dimensions\n console.warn(\"Blood decal texture generation failed: Could not get 2D context\");\n const fallbackCanvas = document.createElement(\"canvas\");\n fallbackCanvas.width = 256;\n fallbackCanvas.height = 256;\n return new THREE.CanvasTexture(fallbackCanvas);\n }\n\n // Background (transparent)\n ctx.clearRect(0, 0, 256, 256);\n\n // Blood splatter pattern\n const centerX = 128;\n const centerY = 128;\n\n // Create gradient from center\n const gradient = ctx.createRadialGradient(\n centerX,\n centerY,\n 0,\n centerX,\n centerY,\n 100\n );\n\n // Blood color (dark red)\n const bloodColor = new THREE.Color(KOREAN_COLORS.BLOODLOSS_INDICATOR);\n const r = Math.floor(bloodColor.r * 255);\n const g = Math.floor(bloodColor.g * 255);\n const b = Math.floor(bloodColor.b * 255);\n\n gradient.addColorStop(0, `rgba(${r}, ${g}, ${b}, 1.0)`);\n gradient.addColorStop(0.6, `rgba(${r * 0.8}, ${g * 0.6}, ${b * 0.6}, 0.8)`);\n gradient.addColorStop(1, `rgba(${r * 0.5}, ${g * 0.3}, ${b * 0.3}, 0)`);\n\n ctx.fillStyle = gradient;\n ctx.fillRect(0, 0, 256, 256);\n\n // Add irregular edges for realistic look\n for (let i = 0; i < 30; i++) {\n const angle = (i / 30) * Math.PI * 2;\n const radius = 80 + Math.random() * 20;\n const x = centerX + Math.cos(angle) * radius;\n const y = centerY + Math.sin(angle) * radius;\n const size = 5 + Math.random() * 10;\n\n ctx.fillStyle = `rgba(${r * 0.7}, ${g * 0.4}, ${b * 0.4}, ${0.5 + Math.random() * 0.3})`;\n ctx.beginPath();\n ctx.arc(x, y, size, 0, Math.PI * 2);\n ctx.fill();\n }\n\n const texture = new THREE.CanvasTexture(canvas);\n texture.needsUpdate = true;\n return texture;\n};\n\n/**\n * Individual decal component\n */\nconst DecalMesh: React.FC<{\n decal: BloodDecal;\n texture: THREE.Texture;\n targetMesh?: THREE.Mesh;\n fadeDuration: number;\n}> = ({ decal, texture, targetMesh, fadeDuration }) => {\n const meshRef = useRef<THREE.Mesh>(null);\n const materialRef = useRef<THREE.MeshBasicMaterial | null>(null);\n const ageRef = useRef(0);\n\n // Create decal geometry\n useEffect(() => {\n if (!meshRef.current || !targetMesh) return;\n\n try {\n const position = new THREE.Vector3(...decal.position);\n const size = new THREE.Vector3(...decal.size);\n\n // Create decal geometry projected onto target mesh\n // DecalGeometry requires Euler angles for orientation\n const orientation = new THREE.Euler();\n orientation.copy(targetMesh.rotation);\n \n const decalGeometry = new DecalGeometry(\n targetMesh,\n position,\n orientation,\n size\n );\n\n meshRef.current.geometry = decalGeometry;\n \n // Apply rotation to the mesh itself\n meshRef.current.rotation.set(0, 0, decal.rotation);\n } catch (error) {\n // Handle decal projection failures\n // This can occur when target mesh geometry is complex or decal position is invalid\n // Decal will simply not render in this case\n if (process.env.NODE_ENV === \"development\") {\n // In development, log a diagnostic warning to help debug decal issues\n console.warn(\"BloodDecals3D: Failed to project blood decal onto target mesh.\", {\n decalId: decal.id,\n position: decal.position,\n size: decal.size,\n error,\n });\n }\n }\n }, [decal, targetMesh]);\n\n // Fade animation - update material opacity in animation loop\n useFrame((_, delta) => {\n if (!materialRef.current) return;\n\n // Accumulate age using delta time instead of Date.now() for better performance\n ageRef.current += delta;\n const fadeProgress = Math.min(ageRef.current / fadeDuration, 1);\n materialRef.current.opacity = decal.opacity * (1 - fadeProgress);\n });\n\n return (\n <mesh ref={meshRef} data-testid={`blood-decal-${decal.id}`}>\n <meshBasicMaterial\n ref={materialRef}\n map={texture}\n transparent\n opacity={decal.opacity}\n depthTest={true}\n depthWrite={false}\n polygonOffset\n polygonOffsetFactor={-4}\n />\n </mesh>\n );\n};\n\n/**\n * BloodDecals3D Component\n *\n * Renders persistent blood decals on 3D character models using decal projection.\n * Decals fade over time and can persist across combat rounds for injury tracking.\n *\n * Performance optimized:\n * - Limited concurrent decals (20 desktop, 10 mobile)\n * - Efficient decal geometry generation\n * - Texture reuse across all decals\n * - Automatic cleanup of faded decals\n *\n * @example\n * ```tsx\n * const [bloodDecals, setBloodDecals] = useState<BloodDecal[]>([]);\n * const characterMeshRef = useRef<THREE.Mesh>(null);\n *\n * // On hit event\n * const handleHit = (position: [number, number, number], normal: [number, number, number]) => {\n * setBloodDecals([...bloodDecals, {\n * id: generateId(),\n * position,\n * normal,\n * size: [0.15, 0.15, 0.05],\n * rotation: Math.random() * Math.PI * 2,\n * opacity: 0.8,\n * timestamp: Date.now(),\n * isLaceration: false,\n * }]);\n * };\n *\n * <mesh ref={characterMeshRef}>\n * <capsuleGeometry args={[0.5, 1.6, 16, 32]} />\n * <meshStandardMaterial color={0xcccccc} />\n * </mesh>\n *\n * <BloodDecals3D\n * decals={bloodDecals}\n * targetMeshRef={characterMeshRef}\n * enabled={violenceSettings.blood}\n * isMobile={isMobile}\n * onDecalComplete={(id) => {\n * setBloodDecals(prev => prev.filter(d => d.id !== id));\n * }}\n * />\n * ```\n */\nexport const BloodDecals3D: React.FC<BloodDecals3DProps> = ({\n decals,\n targetMeshRef,\n enabled = true,\n isMobile = false,\n fadeDuration = DECAL_CONSTANTS.FADE_DURATION,\n onDecalComplete,\n}) => {\n // Track completed decals\n const completedDecalsRef = useRef<Set<string>>(new Set());\n\n // Performance limits\n const maxDecals = isMobile\n ? DECAL_CONSTANTS.MAX_DECALS_MOBILE\n : DECAL_CONSTANTS.MAX_DECALS;\n\n // Create shared blood texture\n const bloodTexture = useMemo(() => createBloodTexture(), []);\n\n // Limit decals for performance\n const activeDecals = useMemo(() => {\n // Sort by timestamp (newest first) and take max count\n const sorted = [...decals].sort((a, b) => b.timestamp - a.timestamp);\n return sorted.slice(0, maxDecals);\n }, [decals, maxDecals]);\n\n // Track decal ages using delta accumulation for better performance\n const decalAgesRef = useRef<Map<string, number>>(new Map());\n\n // Initialize ages for new decals\n useEffect(() => {\n activeDecals.forEach((decal) => {\n if (!decalAgesRef.current.has(decal.id)) {\n decalAgesRef.current.set(decal.id, 0);\n }\n });\n }, [activeDecals]);\n\n // Check for completed decals using accumulated delta time\n useFrame((_, delta) => {\n activeDecals.forEach((decal) => {\n const currentAge = (decalAgesRef.current.get(decal.id) ?? 0) + delta;\n decalAgesRef.current.set(decal.id, currentAge);\n \n const isExpired = currentAge >= fadeDuration;\n\n if (\n isExpired &&\n onDecalComplete &&\n !completedDecalsRef.current.has(decal.id)\n ) {\n completedDecalsRef.current.add(decal.id);\n onDecalComplete(decal.id);\n }\n });\n });\n\n // Clean up texture on unmount\n // Note: This texture is shared across all decals for the lifetime of the component\n // to optimize memory usage and performance\n useEffect(() => {\n return () => {\n bloodTexture.dispose();\n };\n }, [bloodTexture]);\n\n // Use state to track target mesh, updated via layout effect to avoid ref access during render\n const [targetMesh, setTargetMesh] = React.useState<THREE.Mesh | undefined>();\n\n React.useLayoutEffect(() => {\n setTargetMesh(targetMeshRef?.current ?? undefined);\n }, [targetMeshRef]);\n\n // Don't render if disabled or no decals\n if (!enabled || activeDecals.length === 0) {\n return null;\n }\n\n return (\n <group data-testid=\"blood-decals-3d\">\n {activeDecals.map((decal) => (\n <DecalMesh\n key={decal.id}\n decal={decal}\n texture={bloodTexture}\n targetMesh={targetMesh}\n fadeDuration={fadeDuration}\n />\n ))}\n </group>\n );\n};\n\nexport default BloodDecals3D;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;AAoEA,IAAM,kBAAkB;;CAEtB,eAAe;;CAEf,WAAW;EAAC;EAAM;EAAM;EAAK;;CAE7B,kBAAkB;;CAElB,YAAY;;CAEZ,mBAAmB;CACpB;;;;;;;;;;;;AAaD,IAAM,2BAA0C;CAC9C,MAAM,SAAS,SAAS,cAAc,SAAS;AAC/C,QAAO,QAAQ;AACf,QAAO,SAAS;CAChB,MAAM,MAAM,OAAO,WAAW,KAAK;AAEnC,KAAI,CAAC,KAAK;AAER,UAAQ,KAAK,kEAAkE;EAC/E,MAAM,iBAAiB,SAAS,cAAc,SAAS;AACvD,iBAAe,QAAQ;AACvB,iBAAe,SAAS;AACxB,SAAO,IAAI,MAAM,cAAc,eAAe;;AAIhD,KAAI,UAAU,GAAG,GAAG,KAAK,IAAI;CAG7B,MAAM,UAAU;CAChB,MAAM,UAAU;CAGhB,MAAM,WAAW,IAAI,qBACnB,SACA,SACA,GACA,SACA,SACA,IACD;CAGD,MAAM,aAAa,IAAI,MAAM,MAAM,cAAc,oBAAoB;CACrE,MAAM,IAAI,KAAK,MAAM,WAAW,IAAI,IAAI;CACxC,MAAM,IAAI,KAAK,MAAM,WAAW,IAAI,IAAI;CACxC,MAAM,IAAI,KAAK,MAAM,WAAW,IAAI,IAAI;AAExC,UAAS,aAAa,GAAG,QAAQ,EAAE,IAAI,EAAE,IAAI,EAAE,QAAQ;AACvD,UAAS,aAAa,IAAK,QAAQ,IAAI,GAAI,IAAI,IAAI,GAAI,IAAI,IAAI,GAAI,QAAQ;AAC3E,UAAS,aAAa,GAAG,QAAQ,IAAI,GAAI,IAAI,IAAI,GAAI,IAAI,IAAI,GAAI,MAAM;AAEvE,KAAI,YAAY;AAChB,KAAI,SAAS,GAAG,GAAG,KAAK,IAAI;AAG5B,MAAK,IAAI,IAAI,GAAG,IAAI,IAAI,KAAK;EAC3B,MAAM,QAAS,IAAI,KAAM,KAAK,KAAK;EACnC,MAAM,SAAS,KAAK,KAAK,QAAQ,GAAG;EACpC,MAAM,IAAI,UAAU,KAAK,IAAI,MAAM,GAAG;EACtC,MAAM,IAAI,UAAU,KAAK,IAAI,MAAM,GAAG;EACtC,MAAM,OAAO,IAAI,KAAK,QAAQ,GAAG;AAEjC,MAAI,YAAY,QAAQ,IAAI,GAAI,IAAI,IAAI,GAAI,IAAI,IAAI,GAAI,IAAI,KAAM,KAAK,QAAQ,GAAG,GAAI;AACtF,MAAI,WAAW;AACf,MAAI,IAAI,GAAG,GAAG,MAAM,GAAG,KAAK,KAAK,EAAE;AACnC,MAAI,MAAM;;CAGZ,MAAM,UAAU,IAAI,MAAM,cAAc,OAAO;AAC/C,SAAQ,cAAc;AACtB,QAAO;;;;;AAMT,IAAM,aAKA,EAAE,OAAO,SAAS,YAAY,mBAAmB;CACrD,MAAM,UAAU,OAAmB,KAAK;CACxC,MAAM,cAAc,OAAuC,KAAK;CAChE,MAAM,SAAS,OAAO,EAAE;AAGxB,iBAAgB;AACd,MAAI,CAAC,QAAQ,WAAW,CAAC,WAAY;AAErC,MAAI;GACF,MAAM,WAAW,IAAI,MAAM,QAAQ,GAAG,MAAM,SAAS;GACrD,MAAM,OAAO,IAAI,MAAM,QAAQ,GAAG,MAAM,KAAK;GAI7C,MAAM,cAAc,IAAI,MAAM,OAAO;AACrC,eAAY,KAAK,WAAW,SAAS;GAErC,MAAM,gBAAgB,IAAI,cACxB,YACA,UACA,aACA,KACD;AAED,WAAQ,QAAQ,WAAW;AAG3B,WAAQ,QAAQ,SAAS,IAAI,GAAG,GAAG,MAAM,SAAS;WAC3C,OAAO;AAId,OAAA,QAAA,IAAA,aAA6B,cAE3B,SAAQ,KAAK,kEAAkE;IAC7E,SAAS,MAAM;IACf,UAAU,MAAM;IAChB,MAAM,MAAM;IACZ;IACD,CAAC;;IAGL,CAAC,OAAO,WAAW,CAAC;AAGvB,WAAU,GAAG,UAAU;AACrB,MAAI,CAAC,YAAY,QAAS;AAG1B,SAAO,WAAW;EAClB,MAAM,eAAe,KAAK,IAAI,OAAO,UAAU,cAAc,EAAE;AAC/D,cAAY,QAAQ,UAAU,MAAM,WAAW,IAAI;GACnD;AAEF,QACE,oBAAC,QAAD;EAAM,KAAK;EAAS,eAAa,eAAe,MAAM;YACpD,oBAAC,qBAAD;GACE,KAAK;GACL,KAAK;GACL,aAAA;GACA,SAAS,MAAM;GACf,WAAW;GACX,YAAY;GACZ,eAAA;GACA,qBAAqB;GACrB,CAAA;EACG,CAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAmDX,IAAa,iBAA+C,EAC1D,QACA,eACA,UAAU,MACV,WAAW,OACX,eAAe,gBAAgB,eAC/B,sBACI;CAEJ,MAAM,qBAAqB,uBAAoB,IAAI,KAAK,CAAC;CAGzD,MAAM,YAAY,WACd,gBAAgB,oBAChB,gBAAgB;CAGpB,MAAM,eAAe,cAAc,oBAAoB,EAAE,EAAE,CAAC;CAG5D,MAAM,eAAe,cAAc;AAGjC,SADe,CAAC,GAAG,OAAO,CAAC,MAAM,GAAG,MAAM,EAAE,YAAY,EAAE,UACnD,CAAO,MAAM,GAAG,UAAU;IAChC,CAAC,QAAQ,UAAU,CAAC;CAGvB,MAAM,eAAe,uBAA4B,IAAI,KAAK,CAAC;AAG3D,iBAAgB;AACd,eAAa,SAAS,UAAU;AAC9B,OAAI,CAAC,aAAa,QAAQ,IAAI,MAAM,GAAG,CACrC,cAAa,QAAQ,IAAI,MAAM,IAAI,EAAE;IAEvC;IACD,CAAC,aAAa,CAAC;AAGlB,WAAU,GAAG,UAAU;AACrB,eAAa,SAAS,UAAU;GAC9B,MAAM,cAAc,aAAa,QAAQ,IAAI,MAAM,GAAG,IAAI,KAAK;AAC/D,gBAAa,QAAQ,IAAI,MAAM,IAAI,WAAW;AAI9C,OAFkB,cAAc,gBAI9B,mBACA,CAAC,mBAAmB,QAAQ,IAAI,MAAM,GAAG,EACzC;AACA,uBAAmB,QAAQ,IAAI,MAAM,GAAG;AACxC,oBAAgB,MAAM,GAAG;;IAE3B;GACF;AAKF,iBAAgB;AACd,eAAa;AACX,gBAAa,SAAS;;IAEvB,CAAC,aAAa,CAAC;CAGlB,MAAM,CAAC,YAAY,iBAAiB,MAAM,UAAkC;AAE5E,OAAM,sBAAsB;AAC1B,gBAAc,eAAe,WAAW,KAAA,EAAU;IACjD,CAAC,cAAc,CAAC;AAGnB,KAAI,CAAC,WAAW,aAAa,WAAW,EACtC,QAAO;AAGT,QACE,oBAAC,SAAD;EAAO,eAAY;YAChB,aAAa,KAAK,UACjB,oBAAC,WAAD;GAES;GACP,SAAS;GACG;GACE;GACd,EALK,MAAM,GAKX,CACF;EACI,CAAA"}
1
+ {"version":3,"file":"BloodDecals3D.js","names":[],"sources":["../../../../../../src/components/screens/combat/components/effects/BloodDecals3D.tsx"],"sourcesContent":["/**\n * BloodDecals3D - Blood accumulation decal system for character models\n *\n * Projects blood decals onto 3D character surfaces using decal geometry for\n * persistent blood visualization. Decals fade over time and track injury\n * persistence across combat rounds.\n *\n * Features:\n * - Decal projection onto character meshes\n * - Blood accumulation from hits and lacerations\n * - Blood trail visualization\n * - Cross-round injury persistence\n * - Korean-themed blood visualization\n *\n * @module components/combat/BloodDecals3D\n * @category Combat Effects\n * @korean 피흔적3D\n */\n\nimport { DecalGeometry } from \"three/examples/jsm/geometries/DecalGeometry.js\";\nimport { useFrame } from \"@react-three/fiber\";\nimport React, { useRef, useMemo, useEffect } from \"react\";\nimport * as THREE from \"three\";\nimport { KOREAN_COLORS } from \"../../../../../types/constants\";\n\n/**\n * Blood decal configuration\n */\nexport interface BloodDecal {\n /** Unique identifier */\n readonly id: string;\n /** Position in world space */\n readonly position: [number, number, number];\n /** Normal vector for surface projection */\n readonly normal: [number, number, number];\n /** Size of decal */\n readonly size: [number, number, number];\n /** Rotation around normal (radians) */\n readonly rotation: number;\n /** Opacity (0.0 to 1.0) */\n readonly opacity: number;\n /** Creation timestamp */\n readonly timestamp: number;\n /** Whether decal is from a laceration (adds blood trail) */\n readonly isLaceration?: boolean;\n}\n\n/**\n * Props for BloodDecals3D component\n */\nexport interface BloodDecals3DProps {\n /** Active blood decals to render */\n readonly decals: readonly BloodDecal[];\n /** Character mesh reference for decal projection */\n readonly targetMeshRef?: React.RefObject<THREE.Mesh>;\n /** Whether decals are enabled (violence settings) */\n readonly enabled?: boolean;\n /** Mobile mode (simplified decals) */\n readonly isMobile?: boolean;\n /** Decal fade duration in seconds */\n readonly fadeDuration?: number;\n /** Callback when decal fully fades */\n readonly onDecalComplete?: (decalId: string) => void;\n}\n\n/**\n * Blood decal constants\n */\nconst DECAL_CONSTANTS = {\n /** Default fade duration (seconds) */\n FADE_DURATION: 15.0,\n /** Base decal size */\n BASE_SIZE: [0.15, 0.15, 0.05] as [number, number, number],\n /** Laceration trail size multiplier */\n TRAIL_MULTIPLIER: 3.0,\n /** Maximum concurrent decals for performance */\n MAX_DECALS: 20,\n /** Mobile decal limit */\n MAX_DECALS_MOBILE: 10,\n} as const;\n\n/**\n * Generate blood decal texture (procedural)\n */\n/**\n * Generate a procedural blood texture with irregular edges.\n * Note: Uses Math.random() for visual variety. Each texture will be slightly different,\n * providing natural variation in blood splatter appearance across different decals.\n * This is intentional for realism, though it does create unique textures per component.\n * For better memory efficiency in production, consider pre-generating 3-5 variations\n * and randomly selecting one.\n */\nconst createBloodTexture = (): THREE.Texture => {\n const canvas = document.createElement(\"canvas\");\n canvas.width = 256;\n canvas.height = 256;\n const ctx = canvas.getContext(\"2d\");\n \n if (!ctx) {\n // Fallback: Return a basic transparent texture with matching dimensions\n console.warn(\"Blood decal texture generation failed: Could not get 2D context\");\n const fallbackCanvas = document.createElement(\"canvas\");\n fallbackCanvas.width = 256;\n fallbackCanvas.height = 256;\n return new THREE.CanvasTexture(fallbackCanvas);\n }\n\n // Background (transparent)\n ctx.clearRect(0, 0, 256, 256);\n\n // Blood splatter pattern\n const centerX = 128;\n const centerY = 128;\n\n // Create gradient from center\n const gradient = ctx.createRadialGradient(\n centerX,\n centerY,\n 0,\n centerX,\n centerY,\n 100\n );\n\n // Blood color (dark red)\n const bloodColor = new THREE.Color(KOREAN_COLORS.BLOODLOSS_INDICATOR);\n const r = Math.floor(bloodColor.r * 255);\n const g = Math.floor(bloodColor.g * 255);\n const b = Math.floor(bloodColor.b * 255);\n\n gradient.addColorStop(0, `rgba(${r}, ${g}, ${b}, 1.0)`);\n gradient.addColorStop(0.6, `rgba(${r * 0.8}, ${g * 0.6}, ${b * 0.6}, 0.8)`);\n gradient.addColorStop(1, `rgba(${r * 0.5}, ${g * 0.3}, ${b * 0.3}, 0)`);\n\n ctx.fillStyle = gradient;\n ctx.fillRect(0, 0, 256, 256);\n\n // Add irregular edges for realistic look\n for (let i = 0; i < 30; i++) {\n const angle = (i / 30) * Math.PI * 2;\n const radius = 80 + Math.random() * 20;\n const x = centerX + Math.cos(angle) * radius;\n const y = centerY + Math.sin(angle) * radius;\n const size = 5 + Math.random() * 10;\n\n ctx.fillStyle = `rgba(${r * 0.7}, ${g * 0.4}, ${b * 0.4}, ${0.5 + Math.random() * 0.3})`;\n ctx.beginPath();\n ctx.arc(x, y, size, 0, Math.PI * 2);\n ctx.fill();\n }\n\n const texture = new THREE.CanvasTexture(canvas);\n texture.needsUpdate = true;\n return texture;\n};\n\n/**\n * Individual decal component\n */\nconst DecalMesh: React.FC<{\n decal: BloodDecal;\n texture: THREE.Texture;\n targetMesh?: THREE.Mesh;\n fadeDuration: number;\n}> = ({ decal, texture, targetMesh, fadeDuration }) => {\n const meshRef = useRef<THREE.Mesh>(null);\n const materialRef = useRef<THREE.MeshBasicMaterial | null>(null);\n const ageRef = useRef(0);\n\n // Create decal geometry\n useEffect(() => {\n if (!meshRef.current || !targetMesh) return;\n\n try {\n const position = new THREE.Vector3(...decal.position);\n const size = new THREE.Vector3(...decal.size);\n\n // Create decal geometry projected onto target mesh\n // DecalGeometry requires Euler angles for orientation\n const orientation = new THREE.Euler();\n orientation.copy(targetMesh.rotation);\n \n const decalGeometry = new DecalGeometry(\n targetMesh,\n position,\n orientation,\n size\n );\n\n meshRef.current.geometry = decalGeometry;\n \n // Apply rotation to the mesh itself\n meshRef.current.rotation.set(0, 0, decal.rotation);\n } catch (error) {\n // Handle decal projection failures\n // This can occur when target mesh geometry is complex or decal position is invalid\n // Decal will simply not render in this case\n if (process.env.NODE_ENV === \"development\") {\n // In development, log a diagnostic warning to help debug decal issues\n console.warn(\"BloodDecals3D: Failed to project blood decal onto target mesh.\", {\n decalId: decal.id,\n position: decal.position,\n size: decal.size,\n error,\n });\n }\n }\n }, [decal, targetMesh]);\n\n // Fade animation - update material opacity in animation loop\n useFrame((_, delta) => {\n if (!materialRef.current) return;\n\n // Accumulate age using delta time instead of Date.now() for better performance\n ageRef.current += delta;\n const fadeProgress = Math.min(ageRef.current / fadeDuration, 1);\n materialRef.current.opacity = decal.opacity * (1 - fadeProgress);\n });\n\n return (\n <mesh ref={meshRef} data-testid={`blood-decal-${decal.id}`}>\n <meshBasicMaterial\n ref={materialRef}\n map={texture}\n transparent\n opacity={decal.opacity}\n depthTest={true}\n depthWrite={false}\n polygonOffset\n polygonOffsetFactor={-4}\n />\n </mesh>\n );\n};\n\n/**\n * BloodDecals3D Component\n *\n * Renders persistent blood decals on 3D character models using decal projection.\n * Decals fade over time and can persist across combat rounds for injury tracking.\n *\n * Performance optimized:\n * - Limited concurrent decals (20 desktop, 10 mobile)\n * - Efficient decal geometry generation\n * - Texture reuse across all decals\n * - Automatic cleanup of faded decals\n *\n * @example\n * ```tsx\n * const [bloodDecals, setBloodDecals] = useState<BloodDecal[]>([]);\n * const characterMeshRef = useRef<THREE.Mesh>(null);\n *\n * // On hit event\n * const handleHit = (position: [number, number, number], normal: [number, number, number]) => {\n * setBloodDecals([...bloodDecals, {\n * id: generateId(),\n * position,\n * normal,\n * size: [0.15, 0.15, 0.05],\n * rotation: Math.random() * Math.PI * 2,\n * opacity: 0.8,\n * timestamp: Date.now(),\n * isLaceration: false,\n * }]);\n * };\n *\n * <mesh ref={characterMeshRef}>\n * <capsuleGeometry args={[0.5, 1.6, 16, 32]} />\n * <meshStandardMaterial color={0xcccccc} />\n * </mesh>\n *\n * <BloodDecals3D\n * decals={bloodDecals}\n * targetMeshRef={characterMeshRef}\n * enabled={violenceSettings.blood}\n * isMobile={isMobile}\n * onDecalComplete={(id) => {\n * setBloodDecals(prev => prev.filter(d => d.id !== id));\n * }}\n * />\n * ```\n */\nexport const BloodDecals3D: React.FC<BloodDecals3DProps> = ({\n decals,\n targetMeshRef,\n enabled = true,\n isMobile = false,\n fadeDuration = DECAL_CONSTANTS.FADE_DURATION,\n onDecalComplete,\n}) => {\n // Track completed decals\n const completedDecalsRef = useRef<Set<string>>(new Set());\n\n // Performance limits\n const maxDecals = isMobile\n ? DECAL_CONSTANTS.MAX_DECALS_MOBILE\n : DECAL_CONSTANTS.MAX_DECALS;\n\n // Create shared blood texture\n const bloodTexture = useMemo(() => createBloodTexture(), []);\n\n // Limit decals for performance\n const activeDecals = useMemo(() => {\n // Sort by timestamp (newest first) and take max count\n const sorted = [...decals].sort((a, b) => b.timestamp - a.timestamp);\n return sorted.slice(0, maxDecals);\n }, [decals, maxDecals]);\n\n // Track decal ages using delta accumulation for better performance\n const decalAgesRef = useRef<Map<string, number>>(new Map());\n\n // Initialize ages for new decals\n useEffect(() => {\n activeDecals.forEach((decal) => {\n if (!decalAgesRef.current.has(decal.id)) {\n decalAgesRef.current.set(decal.id, 0);\n }\n });\n }, [activeDecals]);\n\n // Check for completed decals using accumulated delta time\n useFrame((_, delta) => {\n activeDecals.forEach((decal) => {\n const currentAge = (decalAgesRef.current.get(decal.id) ?? 0) + delta;\n decalAgesRef.current.set(decal.id, currentAge);\n \n const isExpired = currentAge >= fadeDuration;\n\n if (\n isExpired &&\n onDecalComplete &&\n !completedDecalsRef.current.has(decal.id)\n ) {\n completedDecalsRef.current.add(decal.id);\n onDecalComplete(decal.id);\n }\n });\n });\n\n // Clean up texture on unmount\n // Note: This texture is shared across all decals for the lifetime of the component\n // to optimize memory usage and performance\n useEffect(() => {\n return () => {\n bloodTexture.dispose();\n };\n }, [bloodTexture]);\n\n // Use state to track target mesh, updated via layout effect to avoid ref access during render\n const [targetMesh, setTargetMesh] = React.useState<THREE.Mesh | undefined>();\n\n React.useLayoutEffect(() => {\n setTargetMesh(targetMeshRef?.current ?? undefined);\n }, [targetMeshRef]);\n\n // Don't render if disabled or no decals\n if (!enabled || activeDecals.length === 0) {\n return null;\n }\n\n return (\n <group data-testid=\"blood-decals-3d\">\n {activeDecals.map((decal) => (\n <DecalMesh\n key={decal.id}\n decal={decal}\n texture={bloodTexture}\n targetMesh={targetMesh}\n fadeDuration={fadeDuration}\n />\n ))}\n </group>\n );\n};\n\nexport default BloodDecals3D;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;AAoEA,IAAM,kBAAkB;;CAEtB,eAAe;;CAEf,WAAW;EAAC;EAAM;EAAM;EAAK;;CAE7B,kBAAkB;;CAElB,YAAY;;CAEZ,mBAAmB;CACpB;;;;;;;;;;;;AAaD,IAAM,2BAA0C;CAC9C,MAAM,SAAS,SAAS,cAAc,SAAS;CAC/C,OAAO,QAAQ;CACf,OAAO,SAAS;CAChB,MAAM,MAAM,OAAO,WAAW,KAAK;CAEnC,IAAI,CAAC,KAAK;EAER,QAAQ,KAAK,kEAAkE;EAC/E,MAAM,iBAAiB,SAAS,cAAc,SAAS;EACvD,eAAe,QAAQ;EACvB,eAAe,SAAS;EACxB,OAAO,IAAI,MAAM,cAAc,eAAe;;CAIhD,IAAI,UAAU,GAAG,GAAG,KAAK,IAAI;CAG7B,MAAM,UAAU;CAChB,MAAM,UAAU;CAGhB,MAAM,WAAW,IAAI,qBACnB,SACA,SACA,GACA,SACA,SACA,IACD;CAGD,MAAM,aAAa,IAAI,MAAM,MAAM,cAAc,oBAAoB;CACrE,MAAM,IAAI,KAAK,MAAM,WAAW,IAAI,IAAI;CACxC,MAAM,IAAI,KAAK,MAAM,WAAW,IAAI,IAAI;CACxC,MAAM,IAAI,KAAK,MAAM,WAAW,IAAI,IAAI;CAExC,SAAS,aAAa,GAAG,QAAQ,EAAE,IAAI,EAAE,IAAI,EAAE,QAAQ;CACvD,SAAS,aAAa,IAAK,QAAQ,IAAI,GAAI,IAAI,IAAI,GAAI,IAAI,IAAI,GAAI,QAAQ;CAC3E,SAAS,aAAa,GAAG,QAAQ,IAAI,GAAI,IAAI,IAAI,GAAI,IAAI,IAAI,GAAI,MAAM;CAEvE,IAAI,YAAY;CAChB,IAAI,SAAS,GAAG,GAAG,KAAK,IAAI;CAG5B,KAAK,IAAI,IAAI,GAAG,IAAI,IAAI,KAAK;EAC3B,MAAM,QAAS,IAAI,KAAM,KAAK,KAAK;EACnC,MAAM,SAAS,KAAK,KAAK,QAAQ,GAAG;EACpC,MAAM,IAAI,UAAU,KAAK,IAAI,MAAM,GAAG;EACtC,MAAM,IAAI,UAAU,KAAK,IAAI,MAAM,GAAG;EACtC,MAAM,OAAO,IAAI,KAAK,QAAQ,GAAG;EAEjC,IAAI,YAAY,QAAQ,IAAI,GAAI,IAAI,IAAI,GAAI,IAAI,IAAI,GAAI,IAAI,KAAM,KAAK,QAAQ,GAAG,GAAI;EACtF,IAAI,WAAW;EACf,IAAI,IAAI,GAAG,GAAG,MAAM,GAAG,KAAK,KAAK,EAAE;EACnC,IAAI,MAAM;;CAGZ,MAAM,UAAU,IAAI,MAAM,cAAc,OAAO;CAC/C,QAAQ,cAAc;CACtB,OAAO;;;;;AAMT,IAAM,aAKA,EAAE,OAAO,SAAS,YAAY,mBAAmB;CACrD,MAAM,UAAU,OAAmB,KAAK;CACxC,MAAM,cAAc,OAAuC,KAAK;CAChE,MAAM,SAAS,OAAO,EAAE;CAGxB,gBAAgB;EACd,IAAI,CAAC,QAAQ,WAAW,CAAC,YAAY;EAErC,IAAI;GACF,MAAM,WAAW,IAAI,MAAM,QAAQ,GAAG,MAAM,SAAS;GACrD,MAAM,OAAO,IAAI,MAAM,QAAQ,GAAG,MAAM,KAAK;GAI7C,MAAM,cAAc,IAAI,MAAM,OAAO;GACrC,YAAY,KAAK,WAAW,SAAS;GAErC,MAAM,gBAAgB,IAAI,cACxB,YACA,UACA,aACA,KACD;GAED,QAAQ,QAAQ,WAAW;GAG3B,QAAQ,QAAQ,SAAS,IAAI,GAAG,GAAG,MAAM,SAAS;WAC3C,OAAO;GAId,IAAA,QAAA,IAAA,aAA6B,eAE3B,QAAQ,KAAK,kEAAkE;IAC7E,SAAS,MAAM;IACf,UAAU,MAAM;IAChB,MAAM,MAAM;IACZ;IACD,CAAC;;IAGL,CAAC,OAAO,WAAW,CAAC;CAGvB,UAAU,GAAG,UAAU;EACrB,IAAI,CAAC,YAAY,SAAS;EAG1B,OAAO,WAAW;EAClB,MAAM,eAAe,KAAK,IAAI,OAAO,UAAU,cAAc,EAAE;EAC/D,YAAY,QAAQ,UAAU,MAAM,WAAW,IAAI;GACnD;CAEF,OACE,oBAAC,QAAD;EAAM,KAAK;EAAS,eAAa,eAAe,MAAM;YACpD,oBAAC,qBAAD;GACE,KAAK;GACL,KAAK;GACL,aAAA;GACA,SAAS,MAAM;GACf,WAAW;GACX,YAAY;GACZ,eAAA;GACA,qBAAqB;GACrB,CAAA;EACG,CAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAmDX,IAAa,iBAA+C,EAC1D,QACA,eACA,UAAU,MACV,WAAW,OACX,eAAe,gBAAgB,eAC/B,sBACI;CAEJ,MAAM,qBAAqB,uBAAoB,IAAI,KAAK,CAAC;CAGzD,MAAM,YAAY,WACd,gBAAgB,oBAChB,gBAAgB;CAGpB,MAAM,eAAe,cAAc,oBAAoB,EAAE,EAAE,CAAC;CAG5D,MAAM,eAAe,cAAc;EAGjC,OADe,CAAC,GAAG,OAAO,CAAC,MAAM,GAAG,MAAM,EAAE,YAAY,EAAE,UACnD,CAAO,MAAM,GAAG,UAAU;IAChC,CAAC,QAAQ,UAAU,CAAC;CAGvB,MAAM,eAAe,uBAA4B,IAAI,KAAK,CAAC;CAG3D,gBAAgB;EACd,aAAa,SAAS,UAAU;GAC9B,IAAI,CAAC,aAAa,QAAQ,IAAI,MAAM,GAAG,EACrC,aAAa,QAAQ,IAAI,MAAM,IAAI,EAAE;IAEvC;IACD,CAAC,aAAa,CAAC;CAGlB,UAAU,GAAG,UAAU;EACrB,aAAa,SAAS,UAAU;GAC9B,MAAM,cAAc,aAAa,QAAQ,IAAI,MAAM,GAAG,IAAI,KAAK;GAC/D,aAAa,QAAQ,IAAI,MAAM,IAAI,WAAW;GAI9C,IAFkB,cAAc,gBAI9B,mBACA,CAAC,mBAAmB,QAAQ,IAAI,MAAM,GAAG,EACzC;IACA,mBAAmB,QAAQ,IAAI,MAAM,GAAG;IACxC,gBAAgB,MAAM,GAAG;;IAE3B;GACF;CAKF,gBAAgB;EACd,aAAa;GACX,aAAa,SAAS;;IAEvB,CAAC,aAAa,CAAC;CAGlB,MAAM,CAAC,YAAY,iBAAiB,MAAM,UAAkC;CAE5E,MAAM,sBAAsB;EAC1B,cAAc,eAAe,WAAW,KAAA,EAAU;IACjD,CAAC,cAAc,CAAC;CAGnB,IAAI,CAAC,WAAW,aAAa,WAAW,GACtC,OAAO;CAGT,OACE,oBAAC,SAAD;EAAO,eAAY;YAChB,aAAa,KAAK,UACjB,oBAAC,WAAD;GAES;GACP,SAAS;GACG;GACE;GACd,EALK,MAAM,GAKX,CACF;EACI,CAAA"}
@@ -1 +1 @@
1
- {"version":3,"file":"BloodLossOverlayHtml.js","names":[],"sources":["../../../../../../src/components/screens/combat/components/effects/BloodLossOverlayHtml.tsx"],"sourcesContent":["/**\n * BloodLossOverlayHtml Component - Visual warning for blood loss\n *\n * Displays a pulsing red overlay when blood loss exceeds critical threshold (50%).\n * Uses CSS animation for smooth pulsing effect.\n *\n * NOTE: This component is rendered OUTSIDE the Canvas as part of the HTML overlay.\n * It does NOT use Html from drei - it's a standard React component.\n *\n * @module components/combat/BloodLossOverlayHtml\n * @category Combat UI\n * @korean 출혈오버레이\n */\n\nimport React, { useMemo } from \"react\";\nimport { KOREAN_COLORS } from \"../../../../../types/constants\";\n\nexport interface BloodLossOverlayProps {\n /**\n * Current blood loss amount (0-100)\n * @korean 출혈량\n */\n readonly bloodLoss: number;\n\n /**\n * Mobile responsive mode (reduced pulse intensity)\n * @korean 모바일여부\n */\n readonly isMobile: boolean;\n\n /**\n * Multiplier applied to the effect's maximum opacity (0.0-1.0).\n *\n * Use this to soften the fullscreen effect when the 3D arena is already\n * visually compressed (e.g. portrait mobile). Default is `1.0`.\n *\n * @korean 효과강도배수\n */\n readonly intensityScale?: number;\n}\n\n/**\n * BloodLossOverlayHtml - Pulsing red warning for critical blood loss\n *\n * Renders a fullscreen pulsing red overlay when blood loss is 50 or higher.\n * Only visible when bloodLoss is 50 or above; does not render for values below 50.\n * Uses CSS keyframe animation for smooth pulsing effect at 60fps.\n *\n * Optimized with React.memo for 60fps performance:\n * - Prevents re-renders when blood loss hasn't changed significantly\n * - Memoized style calculations\n * \n * Accessibility notes:\n * - Purely decorative visual effect; no ARIA role or aria-live region is defined here\n * - Typically rendered within an aria-hidden container so it is ignored by screen readers\n * - Critical status announcements should be provided by separate, semantic HUD components\n *\n * @example\n * ```tsx\n * // Overlay is rendered (bloodLoss >= 50)\n * <BloodLossOverlayHtml bloodLoss={75} isMobile={false} />\n *\n * // Overlay is not rendered (bloodLoss < 50)\n * <BloodLossOverlayHtml bloodLoss={30} isMobile={false} />\n * ```\n */\nexport const BloodLossOverlayHtml = React.memo<BloodLossOverlayProps>(\n ({ bloodLoss, isMobile, intensityScale = 1 }) => {\n const overlayStyle = useMemo(() => {\n // Only show when blood loss exceeds critical threshold\n const criticalThreshold = 50;\n if (bloodLoss < criticalThreshold) {\n return null;\n }\n\n // Clamp blood loss to 50-100 range for intensity calculation\n const clampedBloodLoss = Math.max(\n criticalThreshold,\n Math.min(100, bloodLoss)\n );\n\n // Calculate intensity based on blood loss (50-100% -> 0-1)\n const intensity =\n (clampedBloodLoss - criticalThreshold) / (100 - criticalThreshold);\n\n // Mobile uses reduced intensity, callers may further attenuate.\n const safeScale = Math.max(0, Math.min(1, intensityScale));\n const maxOpacity = (isMobile ? 0.15 : 0.25) * safeScale;\n const baseOpacity = intensity * maxOpacity;\n\n // Use KOREAN_COLORS.BLOODLOSS_INDICATOR constant\n const rgb = KOREAN_COLORS.BLOODLOSS_INDICATOR;\n const bloodColor = `rgb(${(rgb >> 16) & 255}, ${(rgb >> 8) & 255}, ${\n rgb & 255\n })`;\n\n return {\n position: \"fixed\" as const,\n inset: 0,\n pointerEvents: \"none\" as const,\n backgroundColor: bloodColor,\n // Use CSS variable for dynamic animation\n [\"--base-opacity\"]: baseOpacity.toString(),\n animation: \"bloodLossPulse 1.5s ease-in-out infinite\",\n transition: \"opacity 0.5s ease-out\",\n zIndex: 55, // Between pain vignette and consciousness blur\n } as React.CSSProperties;\n }, [bloodLoss, isMobile, intensityScale]);\n\n // Don't render if blood loss is below threshold\n if (bloodLoss < 50 || !overlayStyle) {\n return null;\n }\n\n // Purely visual effect overlay; intentionally hidden from assistive technology via aria-hidden and does not use ARIA roles or live regions\n return (\n <>\n {/* CSS keyframe animation for pulsing with CSS variables */}\n <style>\n {`\n @keyframes bloodLossPulse {\n 0%, 100% {\n opacity: var(--base-opacity);\n }\n 50% {\n opacity: calc(var(--base-opacity) * 1.5);\n }\n }\n `}\n </style>\n <div\n data-testid=\"bloodloss-overlay\"\n style={overlayStyle}\n aria-hidden=\"true\"\n />\n </>\n );\n },\n (prevProps, nextProps) => {\n // Only re-render if blood loss crosses critical threshold or changes significantly\n const wasCritical = prevProps.bloodLoss >= 50;\n const isCritical = nextProps.bloodLoss >= 50;\n \n // If neither are critical, no need to re-render\n if (!wasCritical && !isCritical) return true;\n \n // If crossing threshold, need to re-render\n if (wasCritical !== isCritical) return false;\n \n // If both critical, only re-render if significant change (5+ points)\n // or if isMobile / intensityScale changes.\n return (\n Math.abs(prevProps.bloodLoss - nextProps.bloodLoss) < 5 &&\n prevProps.isMobile === nextProps.isMobile &&\n prevProps.intensityScale === nextProps.intensityScale\n );\n },\n);\n\nBloodLossOverlayHtml.displayName = \"BloodLossOverlayHtml\";\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAkEA,IAAa,uBAAuB,MAAM,MACvC,EAAE,WAAW,UAAU,iBAAiB,QAAQ;CACjD,MAAM,eAAe,cAAc;EAEjC,MAAM,oBAAoB;AAC1B,MAAI,YAAY,kBACd,QAAO;EAgBT,MAAM,eAZmB,KAAK,IAC5B,mBACA,KAAK,IAAI,KAAK,UAAU,CAKvB,GAAmB,sBAAsB,MAAM,uBAI9B,WAAW,MAAO,OADpB,KAAK,IAAI,GAAG,KAAK,IAAI,GAAG,eAAe,CACX;EAI9C,MAAM,MAAM,cAAc;AAK1B,SAAO;GACL,UAAU;GACV,OAAO;GACP,eAAe;GACf,iBAAiB,OARQ,OAAO,KAAM,IAAI,IAAK,OAAO,IAAK,IAAI,IAC/D,MAAM,IACP;IAQE,mBAAmB,YAAY,UAAU;GAC1C,WAAW;GACX,YAAY;GACZ,QAAQ;GACT;IACA;EAAC;EAAW;EAAU;EAAe,CAAC;AAGzC,KAAI,YAAY,MAAM,CAAC,aACrB,QAAO;AAIT,QACE,qBAAA,UAAA,EAAA,UAAA,CAEE,oBAAC,SAAD,EAAA,UACG;;;;;;;;;WAUK,CAAA,EACR,oBAAC,OAAD;EACE,eAAY;EACZ,OAAO;EACP,eAAY;EACZ,CAAA,CACD,EAAA,CAAA;IAGJ,WAAW,cAAc;CAExB,MAAM,cAAc,UAAU,aAAa;CAC3C,MAAM,aAAa,UAAU,aAAa;AAG1C,KAAI,CAAC,eAAe,CAAC,WAAY,QAAO;AAGxC,KAAI,gBAAgB,WAAY,QAAO;AAIvC,QACE,KAAK,IAAI,UAAU,YAAY,UAAU,UAAU,GAAG,KACtD,UAAU,aAAa,UAAU,YACjC,UAAU,mBAAmB,UAAU;EAG5C;AAED,qBAAqB,cAAc"}
1
+ {"version":3,"file":"BloodLossOverlayHtml.js","names":[],"sources":["../../../../../../src/components/screens/combat/components/effects/BloodLossOverlayHtml.tsx"],"sourcesContent":["/**\n * BloodLossOverlayHtml Component - Visual warning for blood loss\n *\n * Displays a pulsing red overlay when blood loss exceeds critical threshold (50%).\n * Uses CSS animation for smooth pulsing effect.\n *\n * NOTE: This component is rendered OUTSIDE the Canvas as part of the HTML overlay.\n * It does NOT use Html from drei - it's a standard React component.\n *\n * @module components/combat/BloodLossOverlayHtml\n * @category Combat UI\n * @korean 출혈오버레이\n */\n\nimport React, { useMemo } from \"react\";\nimport { KOREAN_COLORS } from \"../../../../../types/constants\";\n\nexport interface BloodLossOverlayProps {\n /**\n * Current blood loss amount (0-100)\n * @korean 출혈량\n */\n readonly bloodLoss: number;\n\n /**\n * Mobile responsive mode (reduced pulse intensity)\n * @korean 모바일여부\n */\n readonly isMobile: boolean;\n\n /**\n * Multiplier applied to the effect's maximum opacity (0.0-1.0).\n *\n * Use this to soften the fullscreen effect when the 3D arena is already\n * visually compressed (e.g. portrait mobile). Default is `1.0`.\n *\n * @korean 효과강도배수\n */\n readonly intensityScale?: number;\n}\n\n/**\n * BloodLossOverlayHtml - Pulsing red warning for critical blood loss\n *\n * Renders a fullscreen pulsing red overlay when blood loss is 50 or higher.\n * Only visible when bloodLoss is 50 or above; does not render for values below 50.\n * Uses CSS keyframe animation for smooth pulsing effect at 60fps.\n *\n * Optimized with React.memo for 60fps performance:\n * - Prevents re-renders when blood loss hasn't changed significantly\n * - Memoized style calculations\n * \n * Accessibility notes:\n * - Purely decorative visual effect; no ARIA role or aria-live region is defined here\n * - Typically rendered within an aria-hidden container so it is ignored by screen readers\n * - Critical status announcements should be provided by separate, semantic HUD components\n *\n * @example\n * ```tsx\n * // Overlay is rendered (bloodLoss >= 50)\n * <BloodLossOverlayHtml bloodLoss={75} isMobile={false} />\n *\n * // Overlay is not rendered (bloodLoss < 50)\n * <BloodLossOverlayHtml bloodLoss={30} isMobile={false} />\n * ```\n */\nexport const BloodLossOverlayHtml = React.memo<BloodLossOverlayProps>(\n ({ bloodLoss, isMobile, intensityScale = 1 }) => {\n const overlayStyle = useMemo(() => {\n // Only show when blood loss exceeds critical threshold\n const criticalThreshold = 50;\n if (bloodLoss < criticalThreshold) {\n return null;\n }\n\n // Clamp blood loss to 50-100 range for intensity calculation\n const clampedBloodLoss = Math.max(\n criticalThreshold,\n Math.min(100, bloodLoss)\n );\n\n // Calculate intensity based on blood loss (50-100% -> 0-1)\n const intensity =\n (clampedBloodLoss - criticalThreshold) / (100 - criticalThreshold);\n\n // Mobile uses reduced intensity, callers may further attenuate.\n const safeScale = Math.max(0, Math.min(1, intensityScale));\n const maxOpacity = (isMobile ? 0.15 : 0.25) * safeScale;\n const baseOpacity = intensity * maxOpacity;\n\n // Use KOREAN_COLORS.BLOODLOSS_INDICATOR constant\n const rgb = KOREAN_COLORS.BLOODLOSS_INDICATOR;\n const bloodColor = `rgb(${(rgb >> 16) & 255}, ${(rgb >> 8) & 255}, ${\n rgb & 255\n })`;\n\n return {\n position: \"fixed\" as const,\n inset: 0,\n pointerEvents: \"none\" as const,\n backgroundColor: bloodColor,\n // Use CSS variable for dynamic animation\n [\"--base-opacity\"]: baseOpacity.toString(),\n animation: \"bloodLossPulse 1.5s ease-in-out infinite\",\n transition: \"opacity 0.5s ease-out\",\n zIndex: 55, // Between pain vignette and consciousness blur\n } as React.CSSProperties;\n }, [bloodLoss, isMobile, intensityScale]);\n\n // Don't render if blood loss is below threshold\n if (bloodLoss < 50 || !overlayStyle) {\n return null;\n }\n\n // Purely visual effect overlay; intentionally hidden from assistive technology via aria-hidden and does not use ARIA roles or live regions\n return (\n <>\n {/* CSS keyframe animation for pulsing with CSS variables */}\n <style>\n {`\n @keyframes bloodLossPulse {\n 0%, 100% {\n opacity: var(--base-opacity);\n }\n 50% {\n opacity: calc(var(--base-opacity) * 1.5);\n }\n }\n `}\n </style>\n <div\n data-testid=\"bloodloss-overlay\"\n style={overlayStyle}\n aria-hidden=\"true\"\n />\n </>\n );\n },\n (prevProps, nextProps) => {\n // Only re-render if blood loss crosses critical threshold or changes significantly\n const wasCritical = prevProps.bloodLoss >= 50;\n const isCritical = nextProps.bloodLoss >= 50;\n \n // If neither are critical, no need to re-render\n if (!wasCritical && !isCritical) return true;\n \n // If crossing threshold, need to re-render\n if (wasCritical !== isCritical) return false;\n \n // If both critical, only re-render if significant change (5+ points)\n // or if isMobile / intensityScale changes.\n return (\n Math.abs(prevProps.bloodLoss - nextProps.bloodLoss) < 5 &&\n prevProps.isMobile === nextProps.isMobile &&\n prevProps.intensityScale === nextProps.intensityScale\n );\n },\n);\n\nBloodLossOverlayHtml.displayName = \"BloodLossOverlayHtml\";\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAkEA,IAAa,uBAAuB,MAAM,MACvC,EAAE,WAAW,UAAU,iBAAiB,QAAQ;CACjD,MAAM,eAAe,cAAc;EAEjC,MAAM,oBAAoB;EAC1B,IAAI,YAAY,mBACd,OAAO;EAgBT,MAAM,eAZmB,KAAK,IAC5B,mBACA,KAAK,IAAI,KAAK,UAAU,CAKvB,GAAmB,sBAAsB,MAAM,uBAI9B,WAAW,MAAO,OADpB,KAAK,IAAI,GAAG,KAAK,IAAI,GAAG,eAAe,CACX;EAI9C,MAAM,MAAM,cAAc;EAK1B,OAAO;GACL,UAAU;GACV,OAAO;GACP,eAAe;GACf,iBAAiB,OARQ,OAAO,KAAM,IAAI,IAAK,OAAO,IAAK,IAAI,IAC/D,MAAM,IACP;IAQE,mBAAmB,YAAY,UAAU;GAC1C,WAAW;GACX,YAAY;GACZ,QAAQ;GACT;IACA;EAAC;EAAW;EAAU;EAAe,CAAC;CAGzC,IAAI,YAAY,MAAM,CAAC,cACrB,OAAO;CAIT,OACE,qBAAA,UAAA,EAAA,UAAA,CAEE,oBAAC,SAAD,EAAA,UACG;;;;;;;;;WAUK,CAAA,EACR,oBAAC,OAAD;EACE,eAAY;EACZ,OAAO;EACP,eAAY;EACZ,CAAA,CACD,EAAA,CAAA;IAGJ,WAAW,cAAc;CAExB,MAAM,cAAc,UAAU,aAAa;CAC3C,MAAM,aAAa,UAAU,aAAa;CAG1C,IAAI,CAAC,eAAe,CAAC,YAAY,OAAO;CAGxC,IAAI,gBAAgB,YAAY,OAAO;CAIvC,OACE,KAAK,IAAI,UAAU,YAAY,UAAU,UAAU,GAAG,KACtD,UAAU,aAAa,UAAU,YACjC,UAAU,mBAAmB,UAAU;EAG5C;AAED,qBAAqB,cAAc"}