blacktrigram 0.7.44 → 0.7.45

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 (746) hide show
  1. package/lib/audio/AudioManager.d.ts +26 -0
  2. package/lib/audio/AudioManager.d.ts.map +1 -1
  3. package/lib/audio/AudioManager.js +26 -0
  4. package/lib/audio/AudioManager.js.map +1 -1
  5. package/lib/audio/index.d.ts.map +1 -1
  6. package/lib/audio/index.js.map +1 -1
  7. package/lib/audio/types.d.ts +18 -2
  8. package/lib/audio/types.d.ts.map +1 -1
  9. package/lib/audio/types.js +1 -0
  10. package/lib/audio/types.js.map +1 -1
  11. package/lib/components/effects/WindParticles3D.d.ts.map +1 -1
  12. package/lib/components/index.d.ts.map +1 -1
  13. package/lib/components/index.js.map +1 -1
  14. package/lib/components/screens/combat/CombatScreen3D.d.ts.map +1 -1
  15. package/lib/components/screens/combat/CombatScreen3D.js.map +1 -1
  16. package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts +0 -1
  17. package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts.map +1 -1
  18. package/lib/components/screens/combat/components/controls/KeyboardHints.js +0 -1
  19. package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -1
  20. package/lib/components/screens/combat/components/controls/PauseMenu.d.ts.map +1 -1
  21. package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -1
  22. package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts.map +1 -1
  23. package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts.map +1 -1
  24. package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -1
  25. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts.map +1 -1
  26. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -1
  27. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -1
  28. package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -1
  29. package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts.map +1 -1
  30. package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -1
  31. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -1
  32. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts.map +1 -1
  33. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -1
  34. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts.map +1 -1
  35. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -1
  36. package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts.map +1 -1
  37. package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts.map +1 -1
  38. package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts.map +1 -1
  39. package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts.map +1 -1
  40. package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts.map +1 -1
  41. package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -1
  42. package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts.map +1 -1
  43. package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts.map +1 -1
  44. package/lib/components/screens/combat/components/effects/PainVignette.d.ts.map +1 -1
  45. package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -1
  46. package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts.map +1 -1
  47. package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -1
  48. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts.map +1 -1
  49. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -1
  50. package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts.map +1 -1
  51. package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts.map +1 -1
  52. package/lib/components/screens/combat/components/effects/index.d.ts.map +1 -1
  53. package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts.map +1 -1
  54. package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -1
  55. package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts.map +1 -1
  56. package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -1
  57. package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts.map +1 -1
  58. package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -1
  59. package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts.map +1 -1
  60. package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -1
  61. package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts.map +1 -1
  62. package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -1
  63. package/lib/components/screens/combat/components/hud/CombatPortraitStatusStrip.d.ts.map +1 -1
  64. package/lib/components/screens/combat/components/hud/CombatPortraitStatusStrip.js.map +1 -1
  65. package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts.map +1 -1
  66. package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -1
  67. package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts.map +1 -1
  68. package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -1
  69. package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts.map +1 -1
  70. package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -1
  71. package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts.map +1 -1
  72. package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -1
  73. package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts.map +1 -1
  74. package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -1
  75. package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts.map +1 -1
  76. package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -1
  77. package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts +0 -1
  78. package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts.map +1 -1
  79. package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js +0 -1
  80. package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -1
  81. package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts.map +1 -1
  82. package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -1
  83. package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts +0 -2
  84. package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts.map +1 -1
  85. package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js +0 -1
  86. package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -1
  87. package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts.map +1 -1
  88. package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -1
  89. package/lib/components/screens/combat/helpers/combatHelpers.d.ts.map +1 -1
  90. package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -1
  91. package/lib/components/screens/combat/hooks/useAICombat.d.ts.map +1 -1
  92. package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -1
  93. package/lib/components/screens/combat/hooks/useCombatActions.d.ts.map +1 -1
  94. package/lib/components/screens/combat/hooks/useCombatActions.js.map +1 -1
  95. package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts.map +1 -1
  96. package/lib/components/screens/combat/hooks/useCombatAttackMovement.js.map +1 -1
  97. package/lib/components/screens/combat/hooks/useCombatAudio.d.ts.map +1 -1
  98. package/lib/components/screens/combat/hooks/useCombatAudio.js.map +1 -1
  99. package/lib/components/screens/combat/hooks/useCombatLayout.d.ts.map +1 -1
  100. package/lib/components/screens/combat/hooks/useCombatLayout.js.map +1 -1
  101. package/lib/components/screens/combat/hooks/useCombatState.d.ts.map +1 -1
  102. package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -1
  103. package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts.map +1 -1
  104. package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts.map +1 -1
  105. package/lib/components/screens/controls/ControlsScreen3D.d.ts.map +1 -1
  106. package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -1
  107. package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.d.ts.map +1 -1
  108. package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.js.map +1 -1
  109. package/lib/components/screens/controls/components/GamepadVisualization3D.d.ts.map +1 -1
  110. package/lib/components/screens/controls/components/GamepadVisualization3D.js.map +1 -1
  111. package/lib/components/screens/controls/components/InteractiveControlDemoOverlayHtml.d.ts.map +1 -1
  112. package/lib/components/screens/controls/components/InteractiveControlDemoOverlayHtml.js.map +1 -1
  113. package/lib/components/screens/controls/components/Key3D.d.ts.map +1 -1
  114. package/lib/components/screens/controls/components/Key3D.js.map +1 -1
  115. package/lib/components/screens/controls/components/VisualKeyboard3D.d.ts.map +1 -1
  116. package/lib/components/screens/controls/components/VisualKeyboard3D.js.map +1 -1
  117. package/lib/components/screens/controls/constants/ControlsConstants.d.ts.map +1 -1
  118. package/lib/components/screens/controls/constants/ControlsConstants.js.map +1 -1
  119. package/lib/components/screens/controls/hooks/useControlsState.d.ts.map +1 -1
  120. package/lib/components/screens/controls/hooks/useControlsState.js.map +1 -1
  121. package/lib/components/screens/endscreen/EndScreen3D.d.ts.map +1 -1
  122. package/lib/components/screens/endscreen/EndScreen3D.js.map +1 -1
  123. package/lib/components/screens/endscreen/components/DefeatAnimation3D.d.ts.map +1 -1
  124. package/lib/components/screens/endscreen/components/DefeatAnimation3D.js.map +1 -1
  125. package/lib/components/screens/endscreen/components/NavigationButtonsOverlayHtml.d.ts.map +1 -1
  126. package/lib/components/screens/endscreen/components/NavigationButtonsOverlayHtml.js.map +1 -1
  127. package/lib/components/screens/endscreen/components/PerformanceBreakdownOverlayHtml.d.ts.map +1 -1
  128. package/lib/components/screens/endscreen/components/PerformanceBreakdownOverlayHtml.js.map +1 -1
  129. package/lib/components/screens/endscreen/components/PerformanceRatingOverlayHtml.d.ts.map +1 -1
  130. package/lib/components/screens/endscreen/components/PerformanceRatingOverlayHtml.js.map +1 -1
  131. package/lib/components/screens/endscreen/components/VictoryAnimation3D.d.ts.map +1 -1
  132. package/lib/components/screens/endscreen/components/VictoryAnimation3D.js.map +1 -1
  133. package/lib/components/screens/endscreen/components/WinnerDisplayOverlayHtml.d.ts.map +1 -1
  134. package/lib/components/screens/endscreen/components/WinnerDisplayOverlayHtml.js.map +1 -1
  135. package/lib/components/screens/endscreen/components/index.d.ts.map +1 -1
  136. package/lib/components/screens/endscreen/index.d.ts.map +1 -1
  137. package/lib/components/screens/intro/IntroScreen3D.d.ts.map +1 -1
  138. package/lib/components/screens/intro/IntroScreen3D.js +1 -1
  139. package/lib/components/screens/intro/IntroScreen3D.js.map +1 -1
  140. package/lib/components/screens/intro/components/AbilityListOverlayHtml.d.ts.map +1 -1
  141. package/lib/components/screens/intro/components/AbilityListOverlayHtml.js.map +1 -1
  142. package/lib/components/screens/intro/components/ArchetypeCardGridOverlayHtml.d.ts.map +1 -1
  143. package/lib/components/screens/intro/components/ArchetypeCardGridOverlayHtml.js.map +1 -1
  144. package/lib/components/screens/intro/components/ArchetypeCardOverlayHtml.d.ts.map +1 -1
  145. package/lib/components/screens/intro/components/ArchetypeCardOverlayHtml.js.map +1 -1
  146. package/lib/components/screens/intro/components/ArchetypeDisplayOverlayHtml.d.ts.map +1 -1
  147. package/lib/components/screens/intro/components/ArchetypeDisplayOverlayHtml.js.map +1 -1
  148. package/lib/components/screens/intro/components/EnhancedArchetypeDisplayOverlayHtml.d.ts.map +1 -1
  149. package/lib/components/screens/intro/components/EnhancedArchetypeDisplayOverlayHtml.js.map +1 -1
  150. package/lib/components/screens/intro/components/MenuButtonsOverlayHtml.d.ts.map +1 -1
  151. package/lib/components/screens/intro/components/MenuButtonsOverlayHtml.js.map +1 -1
  152. package/lib/components/screens/intro/components/MenuSectionOverlayHtml.d.ts.map +1 -1
  153. package/lib/components/screens/intro/components/MenuSectionOverlayHtml.js.map +1 -1
  154. package/lib/components/screens/intro/components/StatBarOverlayHtml.d.ts.map +1 -1
  155. package/lib/components/screens/intro/components/StatBarOverlayHtml.js.map +1 -1
  156. package/lib/components/screens/philosophy/PhilosophyScreen3D.d.ts.map +1 -1
  157. package/lib/components/screens/philosophy/PhilosophyScreen3D.js.map +1 -1
  158. package/lib/components/screens/philosophy/components/InteractiveTrigramGridOverlayHtml.d.ts +0 -1
  159. package/lib/components/screens/philosophy/components/InteractiveTrigramGridOverlayHtml.d.ts.map +1 -1
  160. package/lib/components/screens/philosophy/components/PhilosophyNavigationOverlayHtml.d.ts +0 -1
  161. package/lib/components/screens/philosophy/components/PhilosophyNavigationOverlayHtml.d.ts.map +1 -1
  162. package/lib/components/screens/philosophy/components/PhilosophySectionOverlayHtml.d.ts +0 -1
  163. package/lib/components/screens/philosophy/components/PhilosophySectionOverlayHtml.d.ts.map +1 -1
  164. package/lib/components/screens/philosophy/components/PhilosophyTextOverlayHtml.d.ts +0 -1
  165. package/lib/components/screens/philosophy/components/PhilosophyTextOverlayHtml.d.ts.map +1 -1
  166. package/lib/components/screens/philosophy/components/TrigramSymbol3D.d.ts +0 -1
  167. package/lib/components/screens/philosophy/components/TrigramSymbol3D.d.ts.map +1 -1
  168. package/lib/components/screens/philosophy/components/TrigramVisualization3D.d.ts +0 -1
  169. package/lib/components/screens/philosophy/components/TrigramVisualization3D.d.ts.map +1 -1
  170. package/lib/components/screens/philosophy/hooks/usePhilosophyState.d.ts +0 -1
  171. package/lib/components/screens/philosophy/hooks/usePhilosophyState.d.ts.map +1 -1
  172. package/lib/components/screens/training/TrainingScreen3D.d.ts.map +1 -1
  173. package/lib/components/screens/training/TrainingScreen3D.js.map +1 -1
  174. package/lib/components/screens/training/components/AnatomyControlsOverlayHtml.d.ts.map +1 -1
  175. package/lib/components/screens/training/components/AnatomyControlsOverlayHtml.js.map +1 -1
  176. package/lib/components/screens/training/components/AnatomyOverlay3D.d.ts.map +1 -1
  177. package/lib/components/screens/training/components/AnatomyOverlay3D.js.map +1 -1
  178. package/lib/components/screens/training/components/DamageNumber3D.d.ts.map +1 -1
  179. package/lib/components/screens/training/components/FootPlacementMarkers3D.d.ts.map +1 -1
  180. package/lib/components/screens/training/components/FootPlacementMarkers3D.js.map +1 -1
  181. package/lib/components/screens/training/components/FootworkDrillsOverlayHtml.d.ts.map +1 -1
  182. package/lib/components/screens/training/components/FootworkDrillsOverlayHtml.js.map +1 -1
  183. package/lib/components/screens/training/components/HitFeedbackEffect3D.d.ts.map +1 -1
  184. package/lib/components/screens/training/components/HitFeedbackEffect3D.js.map +1 -1
  185. package/lib/components/screens/training/components/TrainingAICharacter3D.d.ts.map +1 -1
  186. package/lib/components/screens/training/components/TrainingArena3D.d.ts.map +1 -1
  187. package/lib/components/screens/training/components/TrainingControlsOverlayHtml.d.ts.map +1 -1
  188. package/lib/components/screens/training/components/TrainingControlsOverlayHtml.js.map +1 -1
  189. package/lib/components/screens/training/components/TrainingDummy3D.d.ts.map +1 -1
  190. package/lib/components/screens/training/components/TrainingDummy3D.js.map +1 -1
  191. package/lib/components/screens/training/components/TrainingFeedbackOverlayHtml.d.ts.map +1 -1
  192. package/lib/components/screens/training/components/TrainingFeedbackOverlayHtml.js.map +1 -1
  193. package/lib/components/screens/training/components/TrainingHitEffects3D.d.ts.map +1 -1
  194. package/lib/components/screens/training/components/TrainingModeSelectorOverlayHtml.d.ts.map +1 -1
  195. package/lib/components/screens/training/components/TrainingModeSelectorOverlayHtml.js.map +1 -1
  196. package/lib/components/screens/training/components/TrainingStatsOverlayHtml.d.ts.map +1 -1
  197. package/lib/components/screens/training/components/TrainingStatsOverlayHtml.js.map +1 -1
  198. package/lib/components/screens/training/components/VitalPointMarker3D.d.ts.map +1 -1
  199. package/lib/components/screens/training/components/VitalPointMarker3D.js.map +1 -1
  200. package/lib/components/screens/training/components/VitalPointTrainingOverlayHtml.d.ts.map +1 -1
  201. package/lib/components/screens/training/components/VitalPointTrainingOverlayHtml.js.map +1 -1
  202. package/lib/components/screens/training/components/hud/TrainingBottomHUD.d.ts.map +1 -1
  203. package/lib/components/screens/training/components/hud/TrainingBottomHUD.js.map +1 -1
  204. package/lib/components/screens/training/components/hud/TrainingLeftHUD.d.ts.map +1 -1
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  206. package/lib/components/screens/training/components/hud/TrainingRightHUD.d.ts.map +1 -1
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  208. package/lib/components/screens/training/components/hud/TrainingTopHUD.d.ts.map +1 -1
  209. package/lib/components/screens/training/components/hud/TrainingTopHUD.js.map +1 -1
  210. package/lib/components/screens/training/components/index.d.ts.map +1 -1
  211. package/lib/components/screens/training/hooks/useAttackMovement.d.ts.map +1 -1
  212. package/lib/components/screens/training/hooks/useAttackMovement.js.map +1 -1
  213. package/lib/components/screens/training/hooks/useTrainingActions.d.ts.map +1 -1
  214. package/lib/components/screens/training/hooks/useTrainingActions.js.map +1 -1
  215. package/lib/components/screens/training/hooks/useTrainingLayout.d.ts.map +1 -1
  216. package/lib/components/screens/training/hooks/useTrainingLayout.js.map +1 -1
  217. package/lib/components/screens/training/hooks/useTrainingState.d.ts.map +1 -1
  218. package/lib/components/screens/training/hooks/useTrainingState.js.map +1 -1
  219. package/lib/components/shared/base/AccessibilityProvider.d.ts.map +1 -1
  220. package/lib/components/shared/base/BaseButton.d.ts.map +1 -1
  221. package/lib/components/shared/base/BaseButton.js.map +1 -1
  222. package/lib/components/shared/base/BaseButtonOverlayHtml.d.ts.map +1 -1
  223. package/lib/components/shared/base/BaseButtonOverlayHtml.js.map +1 -1
  224. package/lib/components/shared/base/BasePanel.d.ts.map +1 -1
  225. package/lib/components/shared/base/BasePanel.js.map +1 -1
  226. package/lib/components/shared/base/BaseText.d.ts.map +1 -1
  227. package/lib/components/shared/base/BaseText.js.map +1 -1
  228. package/lib/components/shared/base/ResponsiveContainer.d.ts.map +1 -1
  229. package/lib/components/shared/base/index.d.ts.map +1 -1
  230. package/lib/components/shared/base/useKoreanTheme.d.ts.map +1 -1
  231. package/lib/components/shared/base/useKoreanTheme.js.map +1 -1
  232. package/lib/components/shared/debug/PerformanceDebugOverlayHtml.d.ts.map +1 -1
  233. package/lib/components/shared/debug/PerformanceDebugOverlayHtml.js.map +1 -1
  234. package/lib/components/shared/effects/ScreenFlash.d.ts.map +1 -1
  235. package/lib/components/shared/mobile/ActionButtons.d.ts.map +1 -1
  236. package/lib/components/shared/mobile/ActionButtons.js +0 -1
  237. package/lib/components/shared/mobile/ActionButtons.js.map +1 -1
  238. package/lib/components/shared/mobile/GestureRecognizerPure.d.ts +0 -1
  239. package/lib/components/shared/mobile/GestureRecognizerPure.d.ts.map +1 -1
  240. package/lib/components/shared/mobile/GestureRecognizerPure.js +0 -1
  241. package/lib/components/shared/mobile/GestureRecognizerPure.js.map +1 -1
  242. package/lib/components/shared/mobile/HapticController.d.ts +0 -13
  243. package/lib/components/shared/mobile/HapticController.d.ts.map +1 -1
  244. package/lib/components/shared/mobile/HapticController.js +0 -10
  245. package/lib/components/shared/mobile/HapticController.js.map +1 -1
  246. package/lib/components/shared/mobile/MobileControlsPure.d.ts.map +1 -1
  247. package/lib/components/shared/mobile/MobileControlsPure.js.map +1 -1
  248. package/lib/components/shared/mobile/PerformanceMonitor.d.ts +0 -15
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@@ -1,5 +1,16 @@
1
1
  /**
2
- * Animation constants for Black Trigram Korean martial arts
2
+ * Animation constants for Black Trigram Korean martial arts.
3
+ *
4
+ * @module types/constants/animations
5
+ * @category Animation Constants
6
+ * @korean 애니메이션상수
7
+ */
8
+ /**
9
+ * Animation durations in milliseconds for UI and combat animations.
10
+ *
11
+ * @constant
12
+ * @category Animation Constants
13
+ * @korean 애니메이션지속시간
3
14
  */
4
15
  export declare const ANIMATION_DURATIONS: {
5
16
  readonly BUTTON_HOVER: 150;
@@ -19,6 +30,13 @@ export declare const ANIMATION_DURATIONS: {
19
30
  readonly VITAL_POINT_HIGHLIGHT: 300;
20
31
  readonly KI_FLOW_PULSE: 1200;
21
32
  };
33
+ /**
34
+ * Animation easing curve definitions.
35
+ *
36
+ * @constant
37
+ * @category Animation Constants
38
+ * @korean 애니메이션이징곡선
39
+ */
22
40
  export declare const ANIMATION_EASING: {
23
41
  readonly LINEAR: "linear";
24
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  readonly EASE_IN: "ease-in";
@@ -28,6 +46,13 @@ export declare const ANIMATION_EASING: {
28
46
  readonly ELASTIC: "cubic-bezier(0.175, 0.885, 0.32, 1.275)";
29
47
  readonly BACK: "cubic-bezier(0.6, -0.28, 0.735, 0.045)";
30
48
  };
49
+ /**
50
+ * Animation frame configurations for common animation states.
51
+ *
52
+ * @constant
53
+ * @category Animation Constants
54
+ * @korean 애니메이션프레임설정
55
+ */
31
56
  export declare const FRAME_CONFIGS: {
32
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  readonly IDLE: {
33
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  readonly frames: 4;
@@ -55,6 +80,15 @@ export declare const FRAME_CONFIGS: {
55
80
  readonly loop: false;
56
81
  };
57
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  };
83
+ /**
84
+ * Korean martial arts specific animation sequences.
85
+ *
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+ * Defines stance transitions and technique animations for the Eight Trigram system.
87
+ *
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+ * @constant
89
+ * @category Animation Constants
90
+ * @korean 한국무술애니메이션순서
91
+ */
58
92
  export declare const KOREAN_MARTIAL_ANIMATIONS: {
59
93
  readonly STANCE_TRANSITIONS: {
60
94
  readonly GEON_TO_TAE: {
@@ -1 +1 @@
1
- {"version":3,"file":"animations.d.ts","sourceRoot":"","sources":["../../../src/types/constants/animations.ts"],"names":[],"mappings":"AAAA;;GAEG;AAGH,eAAO,MAAM,mBAAmB;;;;;;;;;;;;;;;;;CAwBtB,CAAC;AAGX,eAAO,MAAM,gBAAgB;;;;;;;;CAQnB,CAAC;AAGX,eAAO,MAAM,aAAa;;;;;;;;;;;;;;;;;;;;;;;;;;CA0BhB,CAAC;AAGX,eAAO,MAAM,yBAAyB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAc5B,CAAC;AAEX,eAAe,mBAAmB,CAAC"}
1
+ {"version":3,"file":"animations.d.ts","sourceRoot":"","sources":["../../../src/types/constants/animations.ts"],"names":[],"mappings":"AAAA;;;;;;GAMG;AAEH;;;;;;GAMG;AACH,eAAO,MAAM,mBAAmB;;;;;;;;;;;;;;;;;CAwBtB,CAAC;AAEX;;;;;;GAMG;AACH,eAAO,MAAM,gBAAgB;;;;;;;;CAQnB,CAAC;AAEX;;;;;;GAMG;AACH,eAAO,MAAM,aAAa;;;;;;;;;;;;;;;;;;;;;;;;;;CA0BhB,CAAC;AAEX;;;;;;;;GAQG;AACH,eAAO,MAAM,yBAAyB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAc5B,CAAC;AAEX,eAAe,mBAAmB,CAAC"}
@@ -1,6 +1,17 @@
1
1
  //#region src/types/constants/animations.ts
2
2
  /**
3
- * Animation constants for Black Trigram Korean martial arts
3
+ * Animation constants for Black Trigram Korean martial arts.
4
+ *
5
+ * @module types/constants/animations
6
+ * @category Animation Constants
7
+ * @korean 애니메이션상수
8
+ */
9
+ /**
10
+ * Animation durations in milliseconds for UI and combat animations.
11
+ *
12
+ * @constant
13
+ * @category Animation Constants
14
+ * @korean 애니메이션지속시간
4
15
  */
5
16
  var ANIMATION_DURATIONS = {
6
17
  BUTTON_HOVER: 150,
@@ -1 +1 @@
1
- {"version":3,"file":"animations.js","names":[],"sources":["../../../src/types/constants/animations.ts"],"sourcesContent":["/**\n * Animation constants for Black Trigram Korean martial arts\n */\n\n// Animation durations (in milliseconds)\nexport const ANIMATION_DURATIONS = {\n // UI animations\n BUTTON_HOVER: 150,\n BUTTON_PRESS: 100,\n MODAL_FADE: 300,\n SCREEN_TRANSITION: 500,\n\n // Combat animations\n BASIC_ATTACK: 400,\n HEAVY_ATTACK: 600,\n BLOCK: 200,\n DODGE: 300,\n STANCE_CHANGE: 500,\n\n // Effect animations\n HIT_FLASH: 100,\n DAMAGE_NUMBER: 1000,\n STATUS_EFFECT: 2000,\n PARTICLE_LIFE: 800,\n\n // Korean martial arts specific\n TRIGRAM_TRANSITION: 600,\n VITAL_POINT_HIGHLIGHT: 300,\n KI_FLOW_PULSE: 1200,\n} as const;\n\n// Animation easing curves\nexport const ANIMATION_EASING = {\n LINEAR: \"linear\",\n EASE_IN: \"ease-in\",\n EASE_OUT: \"ease-out\",\n EASE_IN_OUT: \"ease-in-out\",\n BOUNCE: \"cubic-bezier(0.68, -0.55, 0.265, 1.55)\",\n ELASTIC: \"cubic-bezier(0.175, 0.885, 0.32, 1.275)\",\n BACK: \"cubic-bezier(0.6, -0.28, 0.735, 0.045)\",\n} as const;\n\n// Animation frame configurations\nexport const FRAME_CONFIGS = {\n IDLE: {\n frames: 4,\n duration: 1000,\n loop: true,\n },\n WALK: {\n frames: 6,\n duration: 600,\n loop: true,\n },\n ATTACK: {\n frames: 8,\n duration: 400,\n loop: false,\n },\n BLOCK: {\n frames: 3,\n duration: 200,\n loop: false,\n },\n HIT: {\n frames: 4,\n duration: 300,\n loop: false,\n },\n} as const;\n\n// Korean martial arts animation sequences\nexport const KOREAN_MARTIAL_ANIMATIONS = {\n STANCE_TRANSITIONS: {\n GEON_TO_TAE: { frames: 12, duration: 500 },\n TAE_TO_LI: { frames: 10, duration: 450 },\n LI_TO_JIN: { frames: 14, duration: 550 },\n // ... other transitions\n },\n\n TECHNIQUE_ANIMATIONS: {\n PALM_STRIKE: { frames: 8, duration: 400 },\n FLYING_KICK: { frames: 12, duration: 600 },\n PRESSURE_POINT: { frames: 6, duration: 300 },\n VITAL_POINT_STRIKE: { frames: 10, duration: 500 },\n },\n} as const;\n\nexport default ANIMATION_DURATIONS;\n"],"mappings":";;;;AAKA,IAAa,sBAAsB;CAEjC,cAAc;CACd,cAAc;CACd,YAAY;CACZ,mBAAmB;CAGnB,cAAc;CACd,cAAc;CACd,OAAO;CACP,OAAO;CACP,eAAe;CAGf,WAAW;CACX,eAAe;CACf,eAAe;CACf,eAAe;CAGf,oBAAoB;CACpB,uBAAuB;CACvB,eAAe;CAChB"}
1
+ {"version":3,"file":"animations.js","names":[],"sources":["../../../src/types/constants/animations.ts"],"sourcesContent":["/**\n * Animation constants for Black Trigram Korean martial arts.\n *\n * @module types/constants/animations\n * @category Animation Constants\n * @korean 애니메이션상수\n */\n\n/**\n * Animation durations in milliseconds for UI and combat animations.\n *\n * @constant\n * @category Animation Constants\n * @korean 애니메이션지속시간\n */\nexport const ANIMATION_DURATIONS = {\n // UI animations\n BUTTON_HOVER: 150,\n BUTTON_PRESS: 100,\n MODAL_FADE: 300,\n SCREEN_TRANSITION: 500,\n\n // Combat animations\n BASIC_ATTACK: 400,\n HEAVY_ATTACK: 600,\n BLOCK: 200,\n DODGE: 300,\n STANCE_CHANGE: 500,\n\n // Effect animations\n HIT_FLASH: 100,\n DAMAGE_NUMBER: 1000,\n STATUS_EFFECT: 2000,\n PARTICLE_LIFE: 800,\n\n // Korean martial arts specific\n TRIGRAM_TRANSITION: 600,\n VITAL_POINT_HIGHLIGHT: 300,\n KI_FLOW_PULSE: 1200,\n} as const;\n\n/**\n * Animation easing curve definitions.\n *\n * @constant\n * @category Animation Constants\n * @korean 애니메이션이징곡선\n */\nexport const ANIMATION_EASING = {\n LINEAR: \"linear\",\n EASE_IN: \"ease-in\",\n EASE_OUT: \"ease-out\",\n EASE_IN_OUT: \"ease-in-out\",\n BOUNCE: \"cubic-bezier(0.68, -0.55, 0.265, 1.55)\",\n ELASTIC: \"cubic-bezier(0.175, 0.885, 0.32, 1.275)\",\n BACK: \"cubic-bezier(0.6, -0.28, 0.735, 0.045)\",\n} as const;\n\n/**\n * Animation frame configurations for common animation states.\n *\n * @constant\n * @category Animation Constants\n * @korean 애니메이션프레임설정\n */\nexport const FRAME_CONFIGS = {\n IDLE: {\n frames: 4,\n duration: 1000,\n loop: true,\n },\n WALK: {\n frames: 6,\n duration: 600,\n loop: true,\n },\n ATTACK: {\n frames: 8,\n duration: 400,\n loop: false,\n },\n BLOCK: {\n frames: 3,\n duration: 200,\n loop: false,\n },\n HIT: {\n frames: 4,\n duration: 300,\n loop: false,\n },\n} as const;\n\n/**\n * Korean martial arts specific animation sequences.\n *\n * Defines stance transitions and technique animations for the Eight Trigram system.\n *\n * @constant\n * @category Animation Constants\n * @korean 한국무술애니메이션순서\n */\nexport const KOREAN_MARTIAL_ANIMATIONS = {\n STANCE_TRANSITIONS: {\n GEON_TO_TAE: { frames: 12, duration: 500 },\n TAE_TO_LI: { frames: 10, duration: 450 },\n LI_TO_JIN: { frames: 14, duration: 550 },\n // ... other transitions\n },\n\n TECHNIQUE_ANIMATIONS: {\n PALM_STRIKE: { frames: 8, duration: 400 },\n FLYING_KICK: { frames: 12, duration: 600 },\n PRESSURE_POINT: { frames: 6, duration: 300 },\n VITAL_POINT_STRIKE: { frames: 10, duration: 500 },\n },\n} as const;\n\nexport default ANIMATION_DURATIONS;\n"],"mappings":";;;;;;;;;;;;;;;AAeA,IAAa,sBAAsB;CAEjC,cAAc;CACd,cAAc;CACd,YAAY;CACZ,mBAAmB;CAGnB,cAAc;CACd,cAAc;CACd,OAAO;CACP,OAAO;CACP,eAAe;CAGf,WAAW;CACX,eAAe;CACf,eAAe;CACf,eAAe;CAGf,oBAAoB;CACpB,uBAAuB;CACvB,eAAe;CAChB"}
@@ -1,6 +1,7 @@
1
1
  /**
2
- * Color palette for Black Trigram Korean martial arts game
3
- * Cyberpunk aesthetic with Korean traditional influences
2
+ * Color palette for Black Trigram Korean martial arts game.
3
+ *
4
+ * Cyberpunk aesthetic with Korean traditional influences.
4
5
  *
5
6
  * WCAG 2.1 Level AA Compliance:
6
7
  * - Text colors meet 4.5:1 contrast ratio on dark backgrounds
@@ -8,6 +9,17 @@
8
9
  * - Focus indicators use 2px borders with high contrast
9
10
  *
10
11
  * @see https://www.w3.org/WAI/WCAG21/Understanding/contrast-minimum.html
12
+ *
13
+ * @module types/constants/colors
14
+ * @category Color Constants
15
+ * @korean 색상팔레트
16
+ */
17
+ /**
18
+ * Primary Korean cyberpunk color palette with WCAG 2.1 AA compliance.
19
+ *
20
+ * @constant
21
+ * @category Color Constants
22
+ * @korean 한국색상
11
23
  */
12
24
  export declare const KOREAN_COLORS: {
13
25
  readonly PRIMARY_CYAN: 59110;
@@ -106,6 +118,13 @@ export declare const KOREAN_COLORS: {
106
118
  readonly NEON_GREEN: 65280;
107
119
  readonly NEON_PINK: 16716947;
108
120
  };
121
+ /**
122
+ * Cyberpunk-themed color palette for UI elements and effects.
123
+ *
124
+ * @constant
125
+ * @category Color Constants
126
+ * @korean 사이버팡크색상
127
+ */
109
128
  export declare const CYBERPUNK_COLORS: {
110
129
  readonly NEON_CYAN: 65535;
111
130
  readonly NEON_PURPLE: 16711935;
@@ -130,6 +149,13 @@ export declare const CYBERPUNK_COLORS: {
130
149
  readonly GLOW: 16777215;
131
150
  readonly HIGHLIGHT: 16777088;
132
151
  };
152
+ /**
153
+ * Color utility functions for hex color manipulation.
154
+ *
155
+ * @constant
156
+ * @category Color Constants
157
+ * @korean 색상유틸리티
158
+ */
133
159
  export declare const colorUtils: {
134
160
  /**
135
161
  * Convert hex color to RGB components
@@ -1 +1 @@
1
- {"version":3,"file":"colors.d.ts","sourceRoot":"","sources":["../../../src/types/constants/colors.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;GAUG;AAGH,eAAO,MAAM,aAAa;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2IhB,CAAC;AAGX,eAAO,MAAM,gBAAgB;;;;;;;;;;;;;;;;;;;;;;;CAoCnB,CAAC;AAGX,eAAO,MAAM,UAAU;IACrB;;OAEG;oBACa,MAAM;;;;;IAMtB;;OAEG;kBACW,MAAM,KAAK,MAAM,KAAK,MAAM;IAI1C;;OAEG;oBACa,MAAM,UAAU,MAAM,UAAU,MAAM;CAUvD,CAAC"}
1
+ {"version":3,"file":"colors.d.ts","sourceRoot":"","sources":["../../../src/types/constants/colors.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;GAeG;AAEH;;;;;;GAMG;AACH,eAAO,MAAM,aAAa;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2IhB,CAAC;AAEX;;;;;;GAMG;AACH,eAAO,MAAM,gBAAgB;;;;;;;;;;;;;;;;;;;;;;;CAoCnB,CAAC;AAEX;;;;;;GAMG;AACH,eAAO,MAAM,UAAU;IACrB;;OAEG;oBACa,MAAM;;;;;IAMtB;;OAEG;kBACW,MAAM,KAAK,MAAM,KAAK,MAAM;IAI1C;;OAEG;oBACa,MAAM,UAAU,MAAM,UAAU,MAAM;CAUvD,CAAC"}
@@ -1,14 +1,26 @@
1
1
  //#region src/types/constants/colors.ts
2
2
  /**
3
- * Color palette for Black Trigram Korean martial arts game
4
- * Cyberpunk aesthetic with Korean traditional influences
5
- *
3
+ * Color palette for Black Trigram Korean martial arts game.
4
+ *
5
+ * Cyberpunk aesthetic with Korean traditional influences.
6
+ *
6
7
  * WCAG 2.1 Level AA Compliance:
7
8
  * - Text colors meet 4.5:1 contrast ratio on dark backgrounds
8
9
  * - UI elements meet 3:1 contrast ratio
9
10
  * - Focus indicators use 2px borders with high contrast
10
- *
11
+ *
11
12
  * @see https://www.w3.org/WAI/WCAG21/Understanding/contrast-minimum.html
13
+ *
14
+ * @module types/constants/colors
15
+ * @category Color Constants
16
+ * @korean 색상팔레트
17
+ */
18
+ /**
19
+ * Primary Korean cyberpunk color palette with WCAG 2.1 AA compliance.
20
+ *
21
+ * @constant
22
+ * @category Color Constants
23
+ * @korean 한국색상
12
24
  */
13
25
  var KOREAN_COLORS = {
14
26
  PRIMARY_CYAN: 59110,
@@ -107,6 +119,13 @@ var KOREAN_COLORS = {
107
119
  NEON_GREEN: 65280,
108
120
  NEON_PINK: 16716947
109
121
  };
122
+ /**
123
+ * Cyberpunk-themed color palette for UI elements and effects.
124
+ *
125
+ * @constant
126
+ * @category Color Constants
127
+ * @korean 사이버팡크색상
128
+ */
110
129
  var CYBERPUNK_COLORS = {
111
130
  NEON_CYAN: 65535,
112
131
  NEON_PURPLE: 16711935,
@@ -131,6 +150,13 @@ var CYBERPUNK_COLORS = {
131
150
  GLOW: 16777215,
132
151
  HIGHLIGHT: 16777088
133
152
  };
153
+ /**
154
+ * Color utility functions for hex color manipulation.
155
+ *
156
+ * @constant
157
+ * @category Color Constants
158
+ * @korean 색상유틸리티
159
+ */
134
160
  var colorUtils = {
135
161
  /**
136
162
  * Convert hex color to RGB components
@@ -1 +1 @@
1
- {"version":3,"file":"colors.js","names":[],"sources":["../../../src/types/constants/colors.ts"],"sourcesContent":["/**\n * Color palette for Black Trigram Korean martial arts game\n * Cyberpunk aesthetic with Korean traditional influences\n * \n * WCAG 2.1 Level AA Compliance:\n * - Text colors meet 4.5:1 contrast ratio on dark backgrounds\n * - UI elements meet 3:1 contrast ratio\n * - Focus indicators use 2px borders with high contrast\n * \n * @see https://www.w3.org/WAI/WCAG21/Understanding/contrast-minimum.html\n */\n\n// Primary color palette\nexport const KOREAN_COLORS = {\n // Primary colors (Cyberpunk neon) - WCAG AA compliant on dark backgrounds\n PRIMARY_CYAN: 0x00e6e6, // Increased brightness for better contrast (was 0x00ffff)\n PRIMARY_BLUE: 0x0066ff,\n PRIMARY_BLUE_DARK: 0x003399,\n\n // Fix: Add missing PRIMARY_RED color\n PRIMARY_RED: 0xff4444, // Increased brightness for contrast (was 0xff3333)\n\n // Secondary colors - WCAG AA compliant\n SECONDARY_MAGENTA: 0xff33ff, // Increased brightness\n SECONDARY_PURPLE: 0xaa44ff, // Increased brightness (was 0x9900ff)\n SECONDARY_YELLOW: 0xffff33, // Slightly reduced for better visibility\n SECONDARY_ORANGE: 0xff7733, // Increased brightness (was 0xff6600)\n SECONDARY_BROWN_DARK: 0x8b4513,\n\n // Accent colors - WCAG AA compliant\n ACCENT_GOLD: 0xffc400, // Increased brightness for contrast (was 0xffd700)\n ACCENT_RED: 0xff4444, // Increased brightness (was 0xff3333)\n ACCENT_GREEN: 0x44ff44, // Increased brightness (was 0x00ff33)\n ACCENT_PRIMARY: 0x00d4ff,\n ACCENT_YELLOW: 0xffff33, // Slightly reduced for visibility (was 0xffff00)\n ACCENT_PURPLE: 0xaa44ff, // Increased brightness (was 0x9900ff)\n ACCENT_CYAN: 0x00e6e6, // Increased brightness (was 0x00ffff)\n ACCENT_ORANGE: 0xff8833,\n ACCENT_BLUE: 0x3399ff,\n\n // Korean traditional colors\n KOREAN_RED: 0xc8102e,\n KOREAN_BLUE: 0x003478,\n KOREAN_WHITE: 0xffffff,\n KOREAN_BLACK: 0x000000,\n\n // Text colors - WCAG AA compliant (4.5:1 on dark backgrounds)\n TEXT_PRIMARY: 0xffffff, // White text - maximum contrast (20.3:1 on 0x0a0a0a)\n TEXT_SECONDARY: 0xcccccc, // Light gray - 3:1 contrast for large text (13.1:1 on 0x0a0a0a)\n TEXT_TERTIARY: 0xaaaaaa, // Medium gray - increased brightness (8.5:1 on 0x0a0a0a)\n TEXT_ACCENT: 0x00e6e6, // Bright cyan for emphasis (15.8:1 on 0x0a0a0a)\n TEXT_WARNING: 0xffbb00, // Increased brightness (13.4:1 on 0x0a0a0a)\n TEXT_ERROR: 0xff4444, // Increased brightness (8.2:1 on 0x0a0a0a)\n TEXT_BRIGHT: 0xffffff,\n\n // UI background colors - Very dark for maximum contrast with bright text\n UI_BACKGROUND_DARK: 0x0a0a0a, // Very dark background for WCAG AA (was 0x1a1a2e)\n UI_BACKGROUND_MEDIUM: 0x1a1a1a, // Dark gray for panels (was 0x16213e)\n UI_BACKGROUND_LIGHT: 0x2a2a2a, // Medium dark for cards (was 0x0f0f23)\n UI_STEEL_GRAY: 0x5a6578, // Increased brightness for borders (was 0x4a5568)\n UI_STEEL_GRAY_DARK: 0x3d4758, // Increased brightness (was 0x2d3748)\n UI_BORDER: 0x5a6578, // Increased brightness for 3:1 contrast (was 0x4a5568)\n UI_BORDER_LIGHT: 0x6a6a8a, // Increased brightness (was 0x4a4a6a)\n UI_GRAY: 0x909090, // Increased brightness for disabled states (was 0x808080)\n UI_DISABLED_FILL: 0x3d4758, // Increased brightness (was 0x2d3748)\n UI_DISABLED_BORDER: 0x2a2a3e, // Increased brightness (was 0x1a1a2e)\n UI_DISABLED_BG: 0x444444, // Increased brightness (was 0x333333)\n UI_DISABLED_TEXT: 0x777777, // Increased brightness for readability (was 0x666666)\n\n // Combat effect colors - High contrast for visibility\n CRITICAL_HIT: 0xff4444, // Bright red for critical hits (was 0xff0000)\n BLOCKED_ATTACK: 0x909090, // Increased brightness for blocked attacks (was 0x808080)\n PERFECT_STRIKE: 0xffc400, // Bright gold for perfect strikes (was 0xffd700)\n VITAL_POINT_HIT: 0xff33ff, // Bright magenta for vital points (was 0xff00ff)\n\n // Warning colors - WCAG AA compliant\n WARNING_ORANGE: 0xff7733, // Increased brightness (was 0xff6600)\n WARNING_YELLOW: 0xffff33, // Slightly reduced for visibility (was 0xffff00)\n\n // Additional UI colors - Focus and active states\n ACTIVE_BORDER: 0x00e6e6, // Bright cyan for active states (was 0x00ffff)\n\n // Stance-specific colors (Trigram colors)\n TRIGRAM_GEON_PRIMARY: 0xffd700, // Heaven - White\n TRIGRAM_TAE_PRIMARY: 0x87ceeb, // Lake - Sky Blue\n TRIGRAM_LI_PRIMARY: 0xff4500, // Fire - Orange Red\n TRIGRAM_JIN_PRIMARY: 0x9370db, // Thunder - Yellow\n TRIGRAM_SON_PRIMARY: 0x32cd32, // Wind - Light Green\n TRIGRAM_GAM_PRIMARY: 0x1e90ff, // Water - Blue\n TRIGRAM_GAN_PRIMARY: 0x8b4513, // Mountain - Brown\n TRIGRAM_GON_PRIMARY: 0x2f4f4f, // Earth - Dark Khaki\n\n // Status colors\n POSITIVE_GREEN: 0x00ff00,\n POSITIVE_GREEN_DARK: 0x006600,\n NEGATIVE_RED: 0xff0000,\n NEGATIVE_RED_DARK: 0x990000,\n NEGATIVE_RED_LIGHT: 0xff4444, // Fix: Add missing NEGATIVE_RED_LIGHT\n NEUTRAL_GRAY: 0x808080,\n\n // Solid colors\n WHITE_SOLID: 0xffffff,\n BLACK_SOLID: 0x000000,\n BLACK: 0x000000, // Fix: Add missing BLACK\n TRANSPARENT: 0x000000, // With alpha 0\n\n // Health bar colors\n HEALTH_FULL: 0x00ff00,\n HEALTH_MEDIUM: 0xffff00,\n HEALTH_LOW: 0xff6600,\n HEALTH_CRITICAL: 0xff0000,\n\n // Ki/Energy colors\n KI_FULL: 0x00ffff,\n KI_MEDIUM: 0x0099cc,\n KI_LOW: 0x006699,\n KI_EMPTY: 0x003366,\n\n // Stamina colors\n STAMINA_FULL: 0xffff00,\n STAMINA_MEDIUM: 0xffcc00,\n STAMINA_LOW: 0xff9900,\n STAMINA_EMPTY: 0xff6600,\n\n // Consciousness colors\n CONSCIOUSNESS_PURPLE: 0x9370db,\n \n // Pain indicator colors\n PAIN_INDICATOR: 0xff6b6b,\n \n // Blood loss colors\n BLOODLOSS_INDICATOR: 0xcc0000,\n\n // Muscle system colors (근육 시스템 색상)\n MUSCLE_TONE: 0xd4a373, // Base muscle tone - tan/brown\n MUSCLE_FLEXED: 0xe8b896, // Flexed muscle - lighter tan\n MUSCLE_EXHAUSTED: 0xa67856, // Exhausted muscle - darker brown\n SKIN_TONE: 0xf5d7b1, // Skin/fat layer - light peachy tone\n\n // Fix: Add missing color constants for game components\n ARENA_BACKGROUND: 0x1a1a2e,\n PLAYER_1_COLOR: 0x00ccff, // Cyan for player 1\n PLAYER_2_COLOR: 0xff6b35, // Orange for player 2\n SECONDARY_BLUE: 0x3366cc,\n SECONDARY_BLUE_LIGHT: 0x5588ee,\n SECONDARY_BLUE_DARK: 0x1144aa,\n\n // Cyberpunk neon colors (add for NEON_CYAN and others)\n NEON_CYAN: 0x00ffff, // Neon cyan for cyberpunk UI\n NEON_PURPLE: 0xff00ff,\n NEON_GREEN: 0x00ff00,\n NEON_PINK: 0xff1493,\n} as const;\n\n// Cyberpunk color palette\nexport const CYBERPUNK_COLORS = {\n // Primary neon colors - 사이버펑크 네온 색상\n NEON_CYAN: 0x00ffff, // 네온 시안 - Primary UI\n NEON_PURPLE: 0xff00ff, // 네온 보라 - Secondary accents\n NEON_GREEN: 0x00ff00, // 네온 초록 - Success states\n NEON_PINK: 0xff1493, // 네온 핑크 - Special effects\n\n // Accent colors - 강조 색상\n ACCENT_BLUE: 0x0080ff, // 강조 파랑 - Interactive elements\n ACCENT_ORANGE: 0xff8000, // 강조 주황 - Warning/action\n ACCENT_YELLOW: 0xffff00, // 강조 노랑 - Highlights\n\n // Status colors - 상태 색상\n WARNING_RED: 0xff4444, // 경고 빨강 - Danger/error\n SUCCESS_GREEN: 0x44ff44, // 성공 초록 - Positive feedback\n INFO_BLUE: 0x4444ff, // 정보 파랑 - Information\n\n // Text colors - 텍스트 색상\n TEXT_PRIMARY: 0xffffff, // 주요 텍스트 - High contrast\n TEXT_SECONDARY: 0xcccccc, // 보조 텍스트 - Medium contrast\n TEXT_MUTED: 0x888888, // 음소거 텍스트 - Low contrast\n\n // Background colors - 배경 색상\n BG_DARK: 0x0a0a0a, // 어두운 배경 - Main background\n BG_DARKER: 0x050505, // 더 어두운 배경 - Deep background\n BG_PANEL: 0x1a1a1a, // 패널 배경 - UI panels\n\n // Neutral colors - 중성 색상\n NEUTRAL_GRAY: 0x666666, // 중성 회색 - Disabled states\n NEUTRAL_LIGHT: 0x999999, // 밝은 회색 - Borders\n NEUTRAL_DARK: 0x333333, // 어두운 회색 - Separators\n\n // Special effects - 특수 효과\n SHADOW: 0x000000, // 그림자 - Drop shadows\n GLOW: 0xffffff, // 글로우 - Glow effects\n HIGHLIGHT: 0xffff80, // 하이라이트 - Selection highlight\n} as const;\n\n// Color utility functions\nexport const colorUtils = {\n /**\n * Convert hex color to RGB components\n */\n hexToRgb: (hex: number) => ({\n r: (hex >> 16) & 255,\n g: (hex >> 8) & 255,\n b: hex & 255,\n }),\n\n /**\n * Convert RGB to hex color\n */\n rgbToHex: (r: number, g: number, b: number) => {\n return (r << 16) | (g << 8) | b;\n },\n\n /**\n * Blend two colors\n */\n blend: (color1: number, color2: number, factor: number) => {\n const rgb1 = colorUtils.hexToRgb(color1);\n const rgb2 = colorUtils.hexToRgb(color2);\n\n const r = Math.round(rgb1.r + (rgb2.r - rgb1.r) * factor);\n const g = Math.round(rgb1.g + (rgb2.g - rgb1.g) * factor);\n const b = Math.round(rgb1.b + (rgb2.b - rgb1.b) * factor);\n\n return colorUtils.rgbToHex(r, g, b);\n },\n};\n"],"mappings":";;;;;;;;;;;;AAaA,IAAa,gBAAgB;CAE3B,cAAc;CACd,cAAc;CACd,mBAAmB;CAGnB,aAAa;CAGb,mBAAmB;CACnB,kBAAkB;CAClB,kBAAkB;CAClB,kBAAkB;CAClB,sBAAsB;CAGtB,aAAa;CACb,YAAY;CACZ,cAAc;CACd,gBAAgB;CAChB,eAAe;CACf,eAAe;CACf,aAAa;CACb,eAAe;CACf,aAAa;CAGb,YAAY;CACZ,aAAa;CACb,cAAc;CACd,cAAc;CAGd,cAAc;CACd,gBAAgB;CAChB,eAAe;CACf,aAAa;CACb,cAAc;CACd,YAAY;CACZ,aAAa;CAGb,oBAAoB;CACpB,sBAAsB;CACtB,qBAAqB;CACrB,eAAe;CACf,oBAAoB;CACpB,WAAW;CACX,iBAAiB;CACjB,SAAS;CACT,kBAAkB;CAClB,oBAAoB;CACpB,gBAAgB;CAChB,kBAAkB;CAGlB,cAAc;CACd,gBAAgB;CAChB,gBAAgB;CAChB,iBAAiB;CAGjB,gBAAgB;CAChB,gBAAgB;CAGhB,eAAe;CAGf,sBAAsB;CACtB,qBAAqB;CACrB,oBAAoB;CACpB,qBAAqB;CACrB,qBAAqB;CACrB,qBAAqB;CACrB,qBAAqB;CACrB,qBAAqB;CAGrB,gBAAgB;CAChB,qBAAqB;CACrB,cAAc;CACd,mBAAmB;CACnB,oBAAoB;CACpB,cAAc;CAGd,aAAa;CACb,aAAa;CACb,OAAO;CACP,aAAa;CAGb,aAAa;CACb,eAAe;CACf,YAAY;CACZ,iBAAiB;CAGjB,SAAS;CACT,WAAW;CACX,QAAQ;CACR,UAAU;CAGV,cAAc;CACd,gBAAgB;CAChB,aAAa;CACb,eAAe;CAGf,sBAAsB;CAGtB,gBAAgB;CAGhB,qBAAqB;CAGrB,aAAa;CACb,eAAe;CACf,kBAAkB;CAClB,WAAW;CAGX,kBAAkB;CAClB,gBAAgB;CAChB,gBAAgB;CAChB,gBAAgB;CAChB,sBAAsB;CACtB,qBAAqB;CAGrB,WAAW;CACX,aAAa;CACb,YAAY;CACZ,WAAW;CACZ;AAGD,IAAa,mBAAmB;CAE9B,WAAW;CACX,aAAa;CACb,YAAY;CACZ,WAAW;CAGX,aAAa;CACb,eAAe;CACf,eAAe;CAGf,aAAa;CACb,eAAe;CACf,WAAW;CAGX,cAAc;CACd,gBAAgB;CAChB,YAAY;CAGZ,SAAS;CACT,WAAW;CACX,UAAU;CAGV,cAAc;CACd,eAAe;CACf,cAAc;CAGd,QAAQ;CACR,MAAM;CACN,WAAW;CACZ;AAGD,IAAa,aAAa;;;;CAIxB,WAAW,SAAiB;EAC1B,GAAI,OAAO,KAAM;EACjB,GAAI,OAAO,IAAK;EAChB,GAAG,MAAM;EACV;;;;CAKD,WAAW,GAAW,GAAW,MAAc;EAC7C,OAAQ,KAAK,KAAO,KAAK,IAAK;;;;;CAMhC,QAAQ,QAAgB,QAAgB,WAAmB;EACzD,MAAM,OAAO,WAAW,SAAS,OAAO;EACxC,MAAM,OAAO,WAAW,SAAS,OAAO;EAExC,MAAM,IAAI,KAAK,MAAM,KAAK,KAAK,KAAK,IAAI,KAAK,KAAK,OAAO;EACzD,MAAM,IAAI,KAAK,MAAM,KAAK,KAAK,KAAK,IAAI,KAAK,KAAK,OAAO;EACzD,MAAM,IAAI,KAAK,MAAM,KAAK,KAAK,KAAK,IAAI,KAAK,KAAK,OAAO;EAEzD,OAAO,WAAW,SAAS,GAAG,GAAG,EAAE;;CAEtC"}
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+ {"version":3,"file":"colors.js","names":[],"sources":["../../../src/types/constants/colors.ts"],"sourcesContent":["/**\n * Color palette for Black Trigram Korean martial arts game.\n *\n * Cyberpunk aesthetic with Korean traditional influences.\n *\n * WCAG 2.1 Level AA Compliance:\n * - Text colors meet 4.5:1 contrast ratio on dark backgrounds\n * - UI elements meet 3:1 contrast ratio\n * - Focus indicators use 2px borders with high contrast\n *\n * @see https://www.w3.org/WAI/WCAG21/Understanding/contrast-minimum.html\n *\n * @module types/constants/colors\n * @category Color Constants\n * @korean 색상팔레트\n */\n\n/**\n * Primary Korean cyberpunk color palette with WCAG 2.1 AA compliance.\n *\n * @constant\n * @category Color Constants\n * @korean 한국색상\n */\nexport const KOREAN_COLORS = {\n // Primary colors (Cyberpunk neon) - WCAG AA compliant on dark backgrounds\n PRIMARY_CYAN: 0x00e6e6, // Increased brightness for better contrast (was 0x00ffff)\n PRIMARY_BLUE: 0x0066ff,\n PRIMARY_BLUE_DARK: 0x003399,\n\n // Fix: Add missing PRIMARY_RED color\n PRIMARY_RED: 0xff4444, // Increased brightness for contrast (was 0xff3333)\n\n // Secondary colors - WCAG AA compliant\n SECONDARY_MAGENTA: 0xff33ff, // Increased brightness\n SECONDARY_PURPLE: 0xaa44ff, // Increased brightness (was 0x9900ff)\n SECONDARY_YELLOW: 0xffff33, // Slightly reduced for better visibility\n SECONDARY_ORANGE: 0xff7733, // Increased brightness (was 0xff6600)\n SECONDARY_BROWN_DARK: 0x8b4513,\n\n // Accent colors - WCAG AA compliant\n ACCENT_GOLD: 0xffc400, // Increased brightness for contrast (was 0xffd700)\n ACCENT_RED: 0xff4444, // Increased brightness (was 0xff3333)\n ACCENT_GREEN: 0x44ff44, // Increased brightness (was 0x00ff33)\n ACCENT_PRIMARY: 0x00d4ff,\n ACCENT_YELLOW: 0xffff33, // Slightly reduced for visibility (was 0xffff00)\n ACCENT_PURPLE: 0xaa44ff, // Increased brightness (was 0x9900ff)\n ACCENT_CYAN: 0x00e6e6, // Increased brightness (was 0x00ffff)\n ACCENT_ORANGE: 0xff8833,\n ACCENT_BLUE: 0x3399ff,\n\n // Korean traditional colors\n KOREAN_RED: 0xc8102e,\n KOREAN_BLUE: 0x003478,\n KOREAN_WHITE: 0xffffff,\n KOREAN_BLACK: 0x000000,\n\n // Text colors - WCAG AA compliant (4.5:1 on dark backgrounds)\n TEXT_PRIMARY: 0xffffff, // White text - maximum contrast (20.3:1 on 0x0a0a0a)\n TEXT_SECONDARY: 0xcccccc, // Light gray - 3:1 contrast for large text (13.1:1 on 0x0a0a0a)\n TEXT_TERTIARY: 0xaaaaaa, // Medium gray - increased brightness (8.5:1 on 0x0a0a0a)\n TEXT_ACCENT: 0x00e6e6, // Bright cyan for emphasis (15.8:1 on 0x0a0a0a)\n TEXT_WARNING: 0xffbb00, // Increased brightness (13.4:1 on 0x0a0a0a)\n TEXT_ERROR: 0xff4444, // Increased brightness (8.2:1 on 0x0a0a0a)\n TEXT_BRIGHT: 0xffffff,\n\n // UI background colors - Very dark for maximum contrast with bright text\n UI_BACKGROUND_DARK: 0x0a0a0a, // Very dark background for WCAG AA (was 0x1a1a2e)\n UI_BACKGROUND_MEDIUM: 0x1a1a1a, // Dark gray for panels (was 0x16213e)\n UI_BACKGROUND_LIGHT: 0x2a2a2a, // Medium dark for cards (was 0x0f0f23)\n UI_STEEL_GRAY: 0x5a6578, // Increased brightness for borders (was 0x4a5568)\n UI_STEEL_GRAY_DARK: 0x3d4758, // Increased brightness (was 0x2d3748)\n UI_BORDER: 0x5a6578, // Increased brightness for 3:1 contrast (was 0x4a5568)\n UI_BORDER_LIGHT: 0x6a6a8a, // Increased brightness (was 0x4a4a6a)\n UI_GRAY: 0x909090, // Increased brightness for disabled states (was 0x808080)\n UI_DISABLED_FILL: 0x3d4758, // Increased brightness (was 0x2d3748)\n UI_DISABLED_BORDER: 0x2a2a3e, // Increased brightness (was 0x1a1a2e)\n UI_DISABLED_BG: 0x444444, // Increased brightness (was 0x333333)\n UI_DISABLED_TEXT: 0x777777, // Increased brightness for readability (was 0x666666)\n\n // Combat effect colors - High contrast for visibility\n CRITICAL_HIT: 0xff4444, // Bright red for critical hits (was 0xff0000)\n BLOCKED_ATTACK: 0x909090, // Increased brightness for blocked attacks (was 0x808080)\n PERFECT_STRIKE: 0xffc400, // Bright gold for perfect strikes (was 0xffd700)\n VITAL_POINT_HIT: 0xff33ff, // Bright magenta for vital points (was 0xff00ff)\n\n // Warning colors - WCAG AA compliant\n WARNING_ORANGE: 0xff7733, // Increased brightness (was 0xff6600)\n WARNING_YELLOW: 0xffff33, // Slightly reduced for visibility (was 0xffff00)\n\n // Additional UI colors - Focus and active states\n ACTIVE_BORDER: 0x00e6e6, // Bright cyan for active states (was 0x00ffff)\n\n // Stance-specific colors (Trigram colors)\n TRIGRAM_GEON_PRIMARY: 0xffd700, // Heaven - White\n TRIGRAM_TAE_PRIMARY: 0x87ceeb, // Lake - Sky Blue\n TRIGRAM_LI_PRIMARY: 0xff4500, // Fire - Orange Red\n TRIGRAM_JIN_PRIMARY: 0x9370db, // Thunder - Yellow\n TRIGRAM_SON_PRIMARY: 0x32cd32, // Wind - Light Green\n TRIGRAM_GAM_PRIMARY: 0x1e90ff, // Water - Blue\n TRIGRAM_GAN_PRIMARY: 0x8b4513, // Mountain - Brown\n TRIGRAM_GON_PRIMARY: 0x2f4f4f, // Earth - Dark Khaki\n\n // Status colors\n POSITIVE_GREEN: 0x00ff00,\n POSITIVE_GREEN_DARK: 0x006600,\n NEGATIVE_RED: 0xff0000,\n NEGATIVE_RED_DARK: 0x990000,\n NEGATIVE_RED_LIGHT: 0xff4444, // Fix: Add missing NEGATIVE_RED_LIGHT\n NEUTRAL_GRAY: 0x808080,\n\n // Solid colors\n WHITE_SOLID: 0xffffff,\n BLACK_SOLID: 0x000000,\n BLACK: 0x000000, // Fix: Add missing BLACK\n TRANSPARENT: 0x000000, // With alpha 0\n\n // Health bar colors\n HEALTH_FULL: 0x00ff00,\n HEALTH_MEDIUM: 0xffff00,\n HEALTH_LOW: 0xff6600,\n HEALTH_CRITICAL: 0xff0000,\n\n // Ki/Energy colors\n KI_FULL: 0x00ffff,\n KI_MEDIUM: 0x0099cc,\n KI_LOW: 0x006699,\n KI_EMPTY: 0x003366,\n\n // Stamina colors\n STAMINA_FULL: 0xffff00,\n STAMINA_MEDIUM: 0xffcc00,\n STAMINA_LOW: 0xff9900,\n STAMINA_EMPTY: 0xff6600,\n\n // Consciousness colors\n CONSCIOUSNESS_PURPLE: 0x9370db,\n \n // Pain indicator colors\n PAIN_INDICATOR: 0xff6b6b,\n \n // Blood loss colors\n BLOODLOSS_INDICATOR: 0xcc0000,\n\n // Muscle system colors (근육 시스템 색상)\n MUSCLE_TONE: 0xd4a373, // Base muscle tone - tan/brown\n MUSCLE_FLEXED: 0xe8b896, // Flexed muscle - lighter tan\n MUSCLE_EXHAUSTED: 0xa67856, // Exhausted muscle - darker brown\n SKIN_TONE: 0xf5d7b1, // Skin/fat layer - light peachy tone\n\n // Fix: Add missing color constants for game components\n ARENA_BACKGROUND: 0x1a1a2e,\n PLAYER_1_COLOR: 0x00ccff, // Cyan for player 1\n PLAYER_2_COLOR: 0xff6b35, // Orange for player 2\n SECONDARY_BLUE: 0x3366cc,\n SECONDARY_BLUE_LIGHT: 0x5588ee,\n SECONDARY_BLUE_DARK: 0x1144aa,\n\n // Cyberpunk neon colors (add for NEON_CYAN and others)\n NEON_CYAN: 0x00ffff, // Neon cyan for cyberpunk UI\n NEON_PURPLE: 0xff00ff,\n NEON_GREEN: 0x00ff00,\n NEON_PINK: 0xff1493,\n} as const;\n\n/**\n * Cyberpunk-themed color palette for UI elements and effects.\n *\n * @constant\n * @category Color Constants\n * @korean 사이버팡크색상\n */\nexport const CYBERPUNK_COLORS = {\n // Primary neon colors - 사이버팡크 네온 색상\n NEON_CYAN: 0x00ffff, // 네온 시안 - Primary UI\n NEON_PURPLE: 0xff00ff, // 네온 보라 - Secondary accents\n NEON_GREEN: 0x00ff00, // 네온 초록 - Success states\n NEON_PINK: 0xff1493, // 네온 핑크 - Special effects\n\n // Accent colors - 강조 색상\n ACCENT_BLUE: 0x0080ff, // 강조 파랑 - Interactive elements\n ACCENT_ORANGE: 0xff8000, // 강조 주황 - Warning/action\n ACCENT_YELLOW: 0xffff00, // 강조 노랑 - Highlights\n\n // Status colors - 상태 색상\n WARNING_RED: 0xff4444, // 경고 빨강 - Danger/error\n SUCCESS_GREEN: 0x44ff44, // 성공 초록 - Positive feedback\n INFO_BLUE: 0x4444ff, // 정보 파랑 - Information\n\n // Text colors - 텍스트 색상\n TEXT_PRIMARY: 0xffffff, // 주요 텍스트 - High contrast\n TEXT_SECONDARY: 0xcccccc, // 보조 텍스트 - Medium contrast\n TEXT_MUTED: 0x888888, // 음소거 텍스트 - Low contrast\n\n // Background colors - 배경 색상\n BG_DARK: 0x0a0a0a, // 어두운 배경 - Main background\n BG_DARKER: 0x050505, // 더 어두운 배경 - Deep background\n BG_PANEL: 0x1a1a1a, // 패널 배경 - UI panels\n\n // Neutral colors - 중성 색상\n NEUTRAL_GRAY: 0x666666, // 중성 회색 - Disabled states\n NEUTRAL_LIGHT: 0x999999, // 밝은 회색 - Borders\n NEUTRAL_DARK: 0x333333, // 어두운 회색 - Separators\n\n // Special effects - 특수 효과\n SHADOW: 0x000000, // 그림자 - Drop shadows\n GLOW: 0xffffff, // 글로우 - Glow effects\n HIGHLIGHT: 0xffff80, // 하이라이트 - Selection highlight\n} as const;\n\n/**\n * Color utility functions for hex color manipulation.\n *\n * @constant\n * @category Color Constants\n * @korean 색상유틸리티\n */\nexport const colorUtils = {\n /**\n * Convert hex color to RGB components\n */\n hexToRgb: (hex: number) => ({\n r: (hex >> 16) & 255,\n g: (hex >> 8) & 255,\n b: hex & 255,\n }),\n\n /**\n * Convert RGB to hex color\n */\n rgbToHex: (r: number, g: number, b: number) => {\n return (r << 16) | (g << 8) | b;\n },\n\n /**\n * Blend two colors\n */\n blend: (color1: number, color2: number, factor: number) => {\n const rgb1 = colorUtils.hexToRgb(color1);\n const rgb2 = colorUtils.hexToRgb(color2);\n\n const r = Math.round(rgb1.r + (rgb2.r - rgb1.r) * factor);\n const g = Math.round(rgb1.g + (rgb2.g - rgb1.g) * factor);\n const b = Math.round(rgb1.b + (rgb2.b - rgb1.b) * factor);\n\n return colorUtils.rgbToHex(r, g, b);\n },\n};\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;AAwBA,IAAa,gBAAgB;CAE3B,cAAc;CACd,cAAc;CACd,mBAAmB;CAGnB,aAAa;CAGb,mBAAmB;CACnB,kBAAkB;CAClB,kBAAkB;CAClB,kBAAkB;CAClB,sBAAsB;CAGtB,aAAa;CACb,YAAY;CACZ,cAAc;CACd,gBAAgB;CAChB,eAAe;CACf,eAAe;CACf,aAAa;CACb,eAAe;CACf,aAAa;CAGb,YAAY;CACZ,aAAa;CACb,cAAc;CACd,cAAc;CAGd,cAAc;CACd,gBAAgB;CAChB,eAAe;CACf,aAAa;CACb,cAAc;CACd,YAAY;CACZ,aAAa;CAGb,oBAAoB;CACpB,sBAAsB;CACtB,qBAAqB;CACrB,eAAe;CACf,oBAAoB;CACpB,WAAW;CACX,iBAAiB;CACjB,SAAS;CACT,kBAAkB;CAClB,oBAAoB;CACpB,gBAAgB;CAChB,kBAAkB;CAGlB,cAAc;CACd,gBAAgB;CAChB,gBAAgB;CAChB,iBAAiB;CAGjB,gBAAgB;CAChB,gBAAgB;CAGhB,eAAe;CAGf,sBAAsB;CACtB,qBAAqB;CACrB,oBAAoB;CACpB,qBAAqB;CACrB,qBAAqB;CACrB,qBAAqB;CACrB,qBAAqB;CACrB,qBAAqB;CAGrB,gBAAgB;CAChB,qBAAqB;CACrB,cAAc;CACd,mBAAmB;CACnB,oBAAoB;CACpB,cAAc;CAGd,aAAa;CACb,aAAa;CACb,OAAO;CACP,aAAa;CAGb,aAAa;CACb,eAAe;CACf,YAAY;CACZ,iBAAiB;CAGjB,SAAS;CACT,WAAW;CACX,QAAQ;CACR,UAAU;CAGV,cAAc;CACd,gBAAgB;CAChB,aAAa;CACb,eAAe;CAGf,sBAAsB;CAGtB,gBAAgB;CAGhB,qBAAqB;CAGrB,aAAa;CACb,eAAe;CACf,kBAAkB;CAClB,WAAW;CAGX,kBAAkB;CAClB,gBAAgB;CAChB,gBAAgB;CAChB,gBAAgB;CAChB,sBAAsB;CACtB,qBAAqB;CAGrB,WAAW;CACX,aAAa;CACb,YAAY;CACZ,WAAW;CACZ;;;;;;;;AASD,IAAa,mBAAmB;CAE9B,WAAW;CACX,aAAa;CACb,YAAY;CACZ,WAAW;CAGX,aAAa;CACb,eAAe;CACf,eAAe;CAGf,aAAa;CACb,eAAe;CACf,WAAW;CAGX,cAAc;CACd,gBAAgB;CAChB,YAAY;CAGZ,SAAS;CACT,WAAW;CACX,UAAU;CAGV,cAAc;CACd,eAAe;CACf,cAAc;CAGd,QAAQ;CACR,MAAM;CACN,WAAW;CACZ;;;;;;;;AASD,IAAa,aAAa;;;;CAIxB,WAAW,SAAiB;EAC1B,GAAI,OAAO,KAAM;EACjB,GAAI,OAAO,IAAK;EAChB,GAAG,MAAM;EACV;;;;CAKD,WAAW,GAAW,GAAW,MAAc;EAC7C,OAAQ,KAAK,KAAO,KAAK,IAAK;;;;;CAMhC,QAAQ,QAAgB,QAAgB,WAAmB;EACzD,MAAM,OAAO,WAAW,SAAS,OAAO;EACxC,MAAM,OAAO,WAAW,SAAS,OAAO;EAExC,MAAM,IAAI,KAAK,MAAM,KAAK,KAAK,KAAK,IAAI,KAAK,KAAK,OAAO;EACzD,MAAM,IAAI,KAAK,MAAM,KAAK,KAAK,KAAK,IAAI,KAAK,KAAK,OAAO;EACzD,MAAM,IAAI,KAAK,MAAM,KAAK,KAAK,KAAK,IAAI,KAAK,KAAK,OAAO;EAEzD,OAAO,WAAW,SAAS,GAAG,GAAG,EAAE;;CAEtC"}
@@ -1,5 +1,9 @@
1
1
  /**
2
- * Main constants export for Black Trigram Korean martial arts system
2
+ * Main constants barrel export for Black Trigram Korean martial arts system.
3
+ *
4
+ * @module types/constants
5
+ * @category Constants
6
+ * @korean 상수배럴익스포트
3
7
  */
4
8
  export { CYBERPUNK_COLORS, KOREAN_COLORS } from "./colors";
5
9
  export { FONT_FAMILY, FONT_SIZES, FONT_WEIGHTS, KOREAN_FONT_WEIGHTS, KOREAN_TEXT_SIZES, KOREAN_MOBILE_FONT_SIZES, getKoreanFontSize, } from "./typography";
@@ -1 +1 @@
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- {"version":3,"file":"index.js","names":[],"sources":["../../../src/types/constants/index.ts"],"sourcesContent":["/**\n * Main constants export for Black Trigram Korean martial arts system\n */\n\n// Fix: Remove duplicate exports and ensure proper imports\nexport { CYBERPUNK_COLORS, KOREAN_COLORS } from \"./colors\";\nexport {\n FONT_FAMILY,\n FONT_SIZES,\n FONT_WEIGHTS,\n // KOREAN_FONT_FAMILY, // Not exported from typography.ts\n KOREAN_FONT_WEIGHTS,\n KOREAN_TEXT_SIZES,\n KOREAN_MOBILE_FONT_SIZES,\n getKoreanFontSize,\n} from \"./typography\";\nexport { HEALTH_COLORS, UI_CONSTANTS, UI_DIMENSIONS } from \"./ui\";\n\n// Design System exports\nexport {\n TYPOGRAPHY,\n TYPOGRAPHY_NUMERIC,\n SPACING,\n SPACING_NUMERIC,\n SPACING_ADJUSTMENTS,\n BORDER_RADIUS,\n HUD_STYLE,\n HIERARCHY,\n BORDERS,\n GRADIENTS,\n TRANSITIONS,\n OPACITY,\n COMBAT_UI_DIMENSIONS,\n COMBAT_UI_DIMENSIONS_NUMERIC,\n TEXT_EFFECTS,\n FONT_SIZE_MULTIPLIERS,\n LAYOUT_MULTIPLIERS,\n getResponsiveSpacing,\n getResponsiveFontSize,\n type TypographyLevel,\n type SpacingLevel,\n type BorderRadiusLevel,\n type HierarchyLevel,\n} from \"./designSystem\";\n\n// Performance constants\nexport {\n PERFORMANCE_SETTINGS_BY_TIER,\n FRAME_TIME_BUDGET,\n getPerformanceTier,\n getPerformanceSettings,\n type PerformanceTier,\n type PerformanceSettings,\n} from \"./performance\";\n\n// Responsive scaling system exports \nexport {\n RESPONSIVE_BREAKPOINTS,\n FONT_SCALE_MAP,\n SPACING_SCALE_MAP,\n FONT_SIZE_CONSTRAINTS,\n DEFAULT_RESIZE_TRANSITION,\n getScreenSize,\n calculateFontSize,\n calculateSpacing,\n getFontScale,\n getSpacingScale,\n createTransitionString,\n createResponsiveConfig,\n calculateResponsiveValues,\n testScreenSize,\n isMobileSize,\n isTabletSize,\n isDesktopSize,\n // Use qualified name for ScreenSize to avoid conflict with LayoutTypes.ScreenSize\n type ScreenSize as ResponsiveScreenSize,\n type ResponsiveBreakpoints,\n type FontScaleMap,\n type SpacingScaleMap,\n type ResponsiveScaleConfig,\n type ResizeTransitionConfig,\n type ResponsiveValues,\n type ScreenSizeTestResult,\n} from \"../../systems/ResponsiveScaling\";\n\n// Fix: Provide default export\nexport { KOREAN_COLORS as default } from \"./colors\";\n\n// Fix: Add missing KOREAN_TYPOGRAPHY export\n\n// Fix: Add missing PIXI_FONT_WEIGHTS export\n\n// Fix: Add missing ANIMATION_DURATIONS export\nexport { ANIMATION_DURATIONS } from \"./animations\";\n\n/**\n * Archetype-specific technique damage bonuses\n * Maps archetype to technique ID to bonus multiplier\n * \n * @category Combat System\n * @korean 원형별 기술 보너스\n */\nexport const ARCHETYPE_TECHNIQUE_BONUSES: Record<\n string,\n Record<string, number>\n> = {\n // Define bonuses for each archetype\n};\n\n/**\n * Maximum ki cost for stance transitions\n * @category Combat System\n * @korean 최대 기 전환 비용\n */\nexport const MAX_TRANSITION_COST_KI = 50;\n\n/**\n * Maximum stamina cost for stance transitions\n * @category Combat System\n * @korean 최대 체력 전환 비용\n */\nexport const MAX_TRANSITION_COST_STAMINA = 30;\n\n/**\n * Maximum time allowed for stance transitions in milliseconds\n * @category Combat System\n * @korean 최대 전환 시간\n */\nexport const MAX_TRANSITION_TIME_MILLISECONDS = 1000;\n\n/**\n * Performance rating thresholds for match results\n * Calculated based on combat effectiveness metrics\n * \n * @category Combat Performance\n * @korean 전투 성능 등급\n */\nexport const PERFORMANCE_RATING_THRESHOLDS = {\n S: {\n minScore: 90,\n korean: \"S급\",\n english: \"S Rank\",\n description: {\n korean: \"완벽한 전투\",\n english: \"Perfect Combat\",\n },\n color: 0xffd700, // KOREAN_COLORS.ACCENT_GOLD\n },\n A: {\n minScore: 75,\n korean: \"A급\",\n english: \"A Rank\",\n description: {\n korean: \"우수한 전투\",\n english: \"Excellent Combat\",\n },\n color: 0x00ffff, // KOREAN_COLORS.PRIMARY_CYAN\n },\n B: {\n minScore: 60,\n korean: \"B급\",\n english: \"B Rank\",\n description: {\n korean: \"양호한 전투\",\n english: \"Good Combat\",\n },\n color: 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+ {"version":3,"file":"index.js","names":[],"sources":["../../../src/types/constants/index.ts"],"sourcesContent":["/**\n * Main constants barrel export for Black Trigram Korean martial arts system.\n *\n * @module types/constants\n * @category Constants\n * @korean 상수배럴익스포트\n */\n\nexport { CYBERPUNK_COLORS, KOREAN_COLORS } from \"./colors\";\nexport {\n FONT_FAMILY,\n FONT_SIZES,\n FONT_WEIGHTS,\n KOREAN_FONT_WEIGHTS,\n KOREAN_TEXT_SIZES,\n KOREAN_MOBILE_FONT_SIZES,\n getKoreanFontSize,\n} from \"./typography\";\nexport { HEALTH_COLORS, UI_CONSTANTS, UI_DIMENSIONS } from \"./ui\";\n\n// Design System exports\nexport {\n TYPOGRAPHY,\n TYPOGRAPHY_NUMERIC,\n SPACING,\n SPACING_NUMERIC,\n SPACING_ADJUSTMENTS,\n BORDER_RADIUS,\n HUD_STYLE,\n HIERARCHY,\n BORDERS,\n GRADIENTS,\n TRANSITIONS,\n OPACITY,\n COMBAT_UI_DIMENSIONS,\n COMBAT_UI_DIMENSIONS_NUMERIC,\n TEXT_EFFECTS,\n FONT_SIZE_MULTIPLIERS,\n LAYOUT_MULTIPLIERS,\n getResponsiveSpacing,\n getResponsiveFontSize,\n type TypographyLevel,\n type SpacingLevel,\n type BorderRadiusLevel,\n type HierarchyLevel,\n} from \"./designSystem\";\n\n// Performance constants\nexport {\n PERFORMANCE_SETTINGS_BY_TIER,\n FRAME_TIME_BUDGET,\n getPerformanceTier,\n getPerformanceSettings,\n type PerformanceTier,\n type PerformanceSettings,\n} from \"./performance\";\n\n// Responsive scaling system exports\nexport {\n RESPONSIVE_BREAKPOINTS,\n FONT_SCALE_MAP,\n SPACING_SCALE_MAP,\n FONT_SIZE_CONSTRAINTS,\n DEFAULT_RESIZE_TRANSITION,\n getScreenSize,\n calculateFontSize,\n calculateSpacing,\n getFontScale,\n getSpacingScale,\n createTransitionString,\n createResponsiveConfig,\n calculateResponsiveValues,\n testScreenSize,\n isMobileSize,\n isTabletSize,\n isDesktopSize,\n // Use qualified name for ScreenSize to avoid conflict with LayoutTypes.ScreenSize\n type ScreenSize as ResponsiveScreenSize,\n type ResponsiveBreakpoints,\n type FontScaleMap,\n type SpacingScaleMap,\n type ResponsiveScaleConfig,\n type ResizeTransitionConfig,\n type ResponsiveValues,\n type ScreenSizeTestResult,\n} from \"../../systems/ResponsiveScaling\";\n\nexport { KOREAN_COLORS as default } from \"./colors\";\n\nexport { ANIMATION_DURATIONS } from \"./animations\";\n\n/**\n * Archetype-specific technique damage bonuses\n * Maps archetype to technique ID to bonus multiplier\n * \n * @category Combat System\n * @korean 원형별 기술 보너스\n */\nexport const ARCHETYPE_TECHNIQUE_BONUSES: Record<\n string,\n Record<string, number>\n> = {\n // Define bonuses for each archetype\n};\n\n/**\n * Maximum ki cost for stance transitions\n * @category Combat System\n * @korean 최대 기 전환 비용\n */\nexport const MAX_TRANSITION_COST_KI = 50;\n\n/**\n * Maximum stamina cost for stance transitions\n * @category Combat System\n * @korean 최대 체력 전환 비용\n */\nexport const MAX_TRANSITION_COST_STAMINA = 30;\n\n/**\n * Maximum time allowed for stance transitions in milliseconds\n * @category Combat System\n * @korean 최대 전환 시간\n */\nexport const MAX_TRANSITION_TIME_MILLISECONDS = 1000;\n\n/**\n * Performance rating thresholds for match results\n * Calculated based on combat effectiveness metrics\n * \n * @category Combat Performance\n * @korean 전투 성능 등급\n */\nexport const PERFORMANCE_RATING_THRESHOLDS = {\n S: {\n minScore: 90,\n korean: \"S급\",\n english: \"S Rank\",\n description: {\n korean: \"완벽한 전투\",\n english: \"Perfect Combat\",\n },\n color: 0xffd700, // KOREAN_COLORS.ACCENT_GOLD\n },\n A: {\n minScore: 75,\n korean: \"A급\",\n english: \"A Rank\",\n description: {\n korean: \"우수한 전투\",\n english: \"Excellent Combat\",\n },\n color: 0x00ffff, // KOREAN_COLORS.PRIMARY_CYAN\n },\n B: {\n minScore: 60,\n korean: \"B급\",\n english: \"B Rank\",\n description: {\n korean: \"양호한 전투\",\n english: \"Good Combat\",\n },\n color: 0x3399ff, // KOREAN_COLORS.ACCENT_BLUE\n },\n C: {\n minScore: 0,\n korean: \"C급\",\n english: \"C Rank\",\n description: {\n korean: \"보통 전투\",\n english: \"Average Combat\",\n },\n color: 0xcccccc, // KOREAN_COLORS.TEXT_SECONDARY\n },\n} as const;\n\n/**\n * Archetype asset mapping for visual and audio integration\n * Maps each player archetype to its visual assets, theme music, and metadata\n * \n * @category Player Archetypes\n * @korean 플레이어 원형 에셋\n */\nexport const ARCHETYPE_ASSETS = {\n musa: {\n id: \"musa\",\n image: \"/assets/visual/archetypes/musa.png\",\n theme: \"/assets/audio/music/archetype_themes/musa_warrior.mp3\",\n themeId: \"musa_warrior_theme\",\n name_korean: \"무사\",\n name_english: \"Traditional Warrior\",\n textureKey: \"musa\",\n },\n amsalja: {\n id: \"amsalja\",\n image: \"/assets/visual/archetypes/amsalja.png\",\n theme: \"/assets/audio/music/archetype_themes/amsalja_shadow.mp3\",\n themeId: \"amsalja_shadow_theme\",\n name_korean: \"암살자\",\n name_english: \"Shadow Assassin\",\n textureKey: \"amsalja\",\n },\n hacker: {\n id: \"hacker\",\n image: \"/assets/visual/archetypes/hacker.png\",\n theme: \"/assets/audio/music/archetype_themes/hacker_cyber.mp3\",\n themeId: \"hacker_cyber_theme\",\n name_korean: \"해커\",\n name_english: \"Cyber Warrior\",\n textureKey: \"hacker\",\n },\n jeongbo_yowon: {\n id: \"jeongbo_yowon\",\n image: \"/assets/visual/archetypes/jeongbo_yowon.png\",\n theme: \"/assets/audio/music/archetype_themes/jeongbo_intel.mp3\",\n themeId: \"jeongbo_intel_theme\",\n name_korean: \"정보요원\",\n name_english: \"Intelligence Operative\",\n textureKey: \"jeongbo_yowon\",\n },\n jojik_pokryeokbae: {\n id: \"jojik_pokryeokbae\",\n image: \"/assets/visual/archetypes/jojik_pokryeokbae.png\",\n theme: \"/assets/audio/music/archetype_themes/jojik_street.mp3\",\n themeId: \"jojik_street_theme\",\n name_korean: \"조직폭력배\",\n name_english: \"Organized Crime\",\n textureKey: \"jojik_pokryeokbae\",\n },\n} as const;\n\n/**\n * Background images for archetype-related screens\n * \n * Note: Directory name \"archetyples\" is intentionally spelled this way to match\n * the actual directory structure in /public/assets/visual/bg/\n * \n * @category Visual Assets\n * @korean 원형 배경 이미지\n */\nexport const ARCHETYPE_BACKGROUNDS = {\n overview: \"/assets/visual/bg/archetyples/PlayerArchetypesOverview.png\",\n explained: \"/assets/visual/bg/archetyples/PlayerArchetypesExplained.png\",\n teamDynamics: \"/assets/visual/bg/archetyples/CyberpunkTeamDynamics.png\",\n} as const;\n\n/**\n * Fallback image path for when archetype images fail to load\n * \n * @category Visual Assets\n * @korean 대체 이미지 경로\n */\nexport const FALLBACK_ARCHETYPE_IMAGE = \"/assets/visual/logo/black-trigram-256.png\" as const;\n\n/**\n * Round announcement timing constants\n * Controls the display duration and transitions for round announcements\n * \n * @category Combat UI\n * @korean 라운드 발표 타이밍\n */\nexport const ROUND_ANNOUNCEMENT_TIMINGS = {\n /** Duration to display announcement before countdown (seconds) */\n ANNOUNCEMENT_DURATION: 2,\n /** Duration of countdown to next round (seconds) */\n COUNTDOWN_DURATION: 3,\n /** Brief transition duration before next round starts (milliseconds) */\n TRANSITION_DURATION: 500,\n /** Fade in animation duration (milliseconds) */\n FADE_IN_DURATION: 300,\n /** Fade out animation duration (milliseconds) */\n FADE_OUT_DURATION: 300,\n} as const;\n"],"mappings":";;;;;;;;;;;;;;;AAkGA,IAAa,8BAGT,EAEH;;;;;;AAOD,IAAa,yBAAyB;;;;;;AAOtC,IAAa,8BAA8B;;;;;;AAO3C,IAAa,mCAAmC;;;;;;;;AAShD,IAAa,gCAAgC;CAC3C,GAAG;EACD,UAAU;EACV,QAAQ;EACR,SAAS;EACT,aAAa;GACX,QAAQ;GACR,SAAS;GACV;EACD,OAAO;EACR;CACD,GAAG;EACD,UAAU;EACV,QAAQ;EACR,SAAS;EACT,aAAa;GACX,QAAQ;GACR,SAAS;GACV;EACD,OAAO;EACR;CACD,GAAG;EACD,UAAU;EACV,QAAQ;EACR,SAAS;EACT,aAAa;GACX,QAAQ;GACR,SAAS;GACV;EACD,OAAO;EACR;CACD,GAAG;EACD,UAAU;EACV,QAAQ;EACR,SAAS;EACT,aAAa;GACX,QAAQ;GACR,SAAS;GACV;EACD,OAAO;EACR;CACF;;;;;;;;AASD,IAAa,mBAAmB;CAC9B,MAAM;EACJ,IAAI;EACJ,OAAO;EACP,OAAO;EACP,SAAS;EACT,aAAa;EACb,cAAc;EACd,YAAY;EACb;CACD,SAAS;EACP,IAAI;EACJ,OAAO;EACP,OAAO;EACP,SAAS;EACT,aAAa;EACb,cAAc;EACd,YAAY;EACb;CACD,QAAQ;EACN,IAAI;EACJ,OAAO;EACP,OAAO;EACP,SAAS;EACT,aAAa;EACb,cAAc;EACd,YAAY;EACb;CACD,eAAe;EACb,IAAI;EACJ,OAAO;EACP,OAAO;EACP,SAAS;EACT,aAAa;EACb,cAAc;EACd,YAAY;EACb;CACD,mBAAmB;EACjB,IAAI;EACJ,OAAO;EACP,OAAO;EACP,SAAS;EACT,aAAa;EACb,cAAc;EACd,YAAY;EACb;CACF;;;;;;;;;;AAWD,IAAa,wBAAwB;CACnC,UAAU;CACV,WAAW;CACX,cAAc;CACf;;;;;;;AAQD,IAAa,2BAA2B;;;;;;;;AASxC,IAAa,6BAA6B;;CAExC,uBAAuB;;CAEvB,oBAAoB;;CAEpB,qBAAqB;;CAErB,kBAAkB;;CAElB,mBAAmB;CACpB"}
@@ -68,7 +68,6 @@ export declare const PERFORMANCE_SETTINGS_BY_TIER: Record<PerformanceTier, Perfo
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+ {"version":3,"file":"performance.d.ts","sourceRoot":"","sources":["../../../src/types/constants/performance.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AAEH;;;;;GAKG;AACH,MAAM,MAAM,eAAe,GAAG,KAAK,GAAG,QAAQ,GAAG,MAAM,GAAG,aAAa,CAAC;AAExE;;;;;;GAMG;AACH,MAAM,WAAW,mBAAmB;IAClC,yCAAyC;IACzC,QAAQ,CAAC,YAAY,EAAE,MAAM,CAAC;IAC9B,8CAA8C;IAC9C,QAAQ,CAAC,aAAa,EAAE,MAAM,CAAC;IAC/B,0BAA0B;IAC1B,QAAQ,CAAC,SAAS,EAAE,OAAO,CAAC;IAC5B,4DAA4D;IAC5D,QAAQ,CAAC,GAAG,EAAE,MAAM,GAAG,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;IACxC,qCAAqC;IACrC,QAAQ,CAAC,cAAc,EAAE,OAAO,CAAC;IACjC,8BAA8B;IAC9B,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;CAC5B;AAED;;;;;;;;;;;GAWG;AACH,eAAO,MAAM,4BAA4B,EAAE,MAAM,CAAC,eAAe,EAAE,mBAAmB,CAiC5E,CAAC;AAEX;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,wBAAgB,kBAAkB,CAChC,WAAW,EAAE,MAAM,EACnB,QAAQ,EAAE,OAAO,GAChB,eAAe,CAkBjB;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAkCG;AACH,wBAAgB,sBAAsB,CACpC,WAAW,EAAE,MAAM,EACnB,QAAQ,EAAE,OAAO,GAChB,mBAAmB,CAGrB;AAED;;;;;;GAMG;AACH,eAAO,MAAM,iBAAiB;IAC5B,gCAAgC;;IAEhC,gCAAgC;;IAEhC,6BAA6B;;IAE7B,qDAAqD;;CAE7C,CAAC;AAEX;;;;;;;;;;;;;;;;;;GAkBG;AACH,eAAO,MAAM,6BAA6B;IACxC,oCAAoC;;IAEpC,sDAAsD;;IAEtD,mCAAmC;;IAEnC,iCAAiC;;IAEjC,6DAA6D;;IAE7D,4EAA4E;;CAEpE,CAAC;AAEX;;;;;;GAMG;AACH,eAAO,MAAM,8BAA8B;IACzC,6BAA6B;;IAE7B,sDAAsD;;IAEtD,mCAAmC;;IAEnC,iCAAiC;;IAEjC,mEAAmE;;IAEnE,kCAAkC;;CAE1B,CAAC"}
@@ -64,7 +64,6 @@ var PERFORMANCE_SETTINGS_BY_TIER = {
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- {"version":3,"file":"performance.js","names":[],"sources":["../../../src/types/constants/performance.ts"],"sourcesContent":["/**\n * Performance constants and optimization settings for Black Trigram\n * \n * Optimized settings for different device categories to maintain 60fps target\n * Special attention to low-end mobile devices (<380px, older hardware)\n * \n * @module types/constants/performance\n * @category Performance\n * @korean 성능설정상수\n */\n\n/**\n * Performance tier levels based on device capabilities\n * \n * @category Performance\n * @korean 성능등급\n */\nexport type PerformanceTier = 'low' | 'medium' | 'high' | 'mobile-high';\n\n/**\n * Performance settings for different device tiers\n * Balances visual quality with frame rate targets\n * \n * @category Performance\n * @korean 성능설정\n */\nexport interface PerformanceSettings {\n /** Maximum particle count for effects */\n readonly maxParticles: number;\n /** Shadow map resolution (512, 1024, 2048) */\n readonly shadowMapSize: number;\n /** Enable antialiasing */\n readonly antialias: boolean;\n /** Device pixel ratio limit ([min, max] or single value) */\n readonly dpr: number | [number, number];\n /** Enable post-processing effects */\n readonly postProcessing: boolean;\n /** Target frame rate (fps) */\n readonly targetFPS: number;\n}\n\n/**\n * Performance settings by tier\n * \n * Low tier: Extra-small mobile (<380px), older devices, budget hardware\n * Medium tier: Standard mobile (380-768px), tablets\n * Mobile-high tier: High-resolution mobile devices (≥768px, 2K+, Motorola Edge, etc.)\n * High tier: Desktop, large displays, modern hardware\n * \n * @constant\n * @category Performance\n * @korean 성능등급별설정\n */\nexport const PERFORMANCE_SETTINGS_BY_TIER: Record<PerformanceTier, PerformanceSettings> = {\n low: {\n maxParticles: 20,\n shadowMapSize: 512,\n antialias: false, // Disable AA for performance\n dpr: 1, // Cap at 1x for low-end devices\n postProcessing: false,\n targetFPS: 50, // Realistic target for low-end\n },\n medium: {\n maxParticles: 40,\n shadowMapSize: 1024,\n antialias: true,\n dpr: [1, 2], // Allow up to 2x\n postProcessing: false, // Keep disabled for mobile\n targetFPS: 55,\n },\n 'mobile-high': {\n maxParticles: 50, // Between medium and high\n shadowMapSize: 1536, // Between 1024 and 2048\n antialias: true,\n dpr: [1, 2], // Cap at 2x to keep 2K-4K mobile WebGL buffers sustainable\n postProcessing: false, // Keep disabled for mobile battery life\n targetFPS: 55, // Realistic for high-end mobile\n },\n high: {\n maxParticles: 100,\n shadowMapSize: 2048,\n antialias: true,\n dpr: [1, 2],\n postProcessing: true,\n targetFPS: 60,\n },\n} as const;\n\n/**\n * Determine performance tier based on device characteristics\n * \n * Now properly handles high-resolution mobile devices (Motorola Edge 60 Pro, etc.)\n * by checking isMobile flag before using screen width to determine tier.\n * \n * @param screenWidth - Screen width in pixels\n * @param isMobile - Whether device is mobile (from user-agent detection)\n * @returns Performance tier\n * \n * @example\n * ```typescript\n * getPerformanceTier(320, true); // 'low' (extra-small mobile)\n * getPerformanceTier(768, true); // 'medium' (standard mobile)\n * getPerformanceTier(2712, true); // 'mobile-high' (Motorola Edge 60 Pro, 2K+ mobile)\n * getPerformanceTier(768, false); // 'medium' (tablet)\n * getPerformanceTier(1920, false); // 'high' (desktop)\n * ```\n * \n * @public\n * @korean 성능등급결정\n */\nexport function getPerformanceTier(\n screenWidth: number,\n isMobile: boolean\n): PerformanceTier {\n // Mobile device tiers (user-agent detection takes priority)\n if (isMobile) {\n // Extra-small mobile devices (<380px) are always low tier\n if (screenWidth < 380) {\n return 'low';\n }\n \n // High-resolution mobile devices (≥768px, 2K+ displays like Motorola Edge 60 Pro)\n // Get optimized settings for Super HD mobile displays\n if (screenWidth >= 768) {\n return 'mobile-high';\n }\n \n // Standard mobile devices (380-768px)\n return 'medium';\n }\n \n // Non-mobile devices (tablets and desktop)\n if (screenWidth < 1024) {\n return 'medium'; // Tablet tier\n }\n \n // Desktop and large displays are high tier\n return 'high';\n}\n\n/**\n * Get performance settings for current device\n * \n * Properly handles high-resolution mobile devices (2K+, Super HD) by using\n * the isMobile flag from user-agent detection before screen width classification.\n * \n * This ensures devices like Motorola Edge 60 Pro (2712x1220) get mobile-optimized\n * settings with proper dpr support up to 3.5x for their Super HD displays.\n * \n * @param screenWidth - Screen width in pixels\n * @param isMobile - Whether device is mobile (from user-agent detection)\n * @returns Performance settings object\n * \n * @example\n * ```typescript\n * // Standard mobile (iPhone SE)\n * const settings = getPerformanceSettings(375, true);\n * // { maxParticles: 40, shadowMapSize: 1024, dpr: [1, 2], ... }\n * \n * // High-res mobile (Motorola Edge 60 Pro)\n * const settingsHD = getPerformanceSettings(2712, true);\n * // { maxParticles: 50, shadowMapSize: 1536, dpr: [1, 3.5], ... }\n * \n * // Desktop\n * const settingsDesktop = getPerformanceSettings(1920, false);\n * // { maxParticles: 100, shadowMapSize: 2048, dpr: [1, 2], ... }\n * \n * <Canvas\n * dpr={settings.dpr}\n * gl={{ antialias: settings.antialias }}\n * />\n * ```\n * \n * @public\n * @korean 성능설정얻기\n */\nexport function getPerformanceSettings(\n screenWidth: number,\n isMobile: boolean\n): PerformanceSettings {\n const tier = getPerformanceTier(screenWidth, isMobile);\n return PERFORMANCE_SETTINGS_BY_TIER[tier];\n}\n\n/**\n * Frame time budget in milliseconds for target FPS\n * \n * @constant\n * @category Performance\n * @korean 프레임시간예산\n */\nexport const FRAME_TIME_BUDGET = {\n /** 60fps = 16.67ms per frame */\n FPS_60: 16.67,\n /** 55fps = 18.18ms per frame */\n FPS_55: 18.18,\n /** 50fps = 20ms per frame */\n FPS_50: 20,\n /** 30fps = 33.33ms per frame (minimum acceptable) */\n FPS_30: 33.33,\n} as const;\n\n/**\n * Performance optimization thresholds for mobile\n * \n * Target values for mobile performance optimization:\n * - FPS: 55+ sustained during combat\n * - Draw calls: <100 per frame\n * - Memory: <200MB heap usage\n * - Particle count: 50% of desktop\n * \n * Note: shadowMapSize (512) represents the baseline/minimum for mobile.\n * The adaptive quality system can dynamically adjust above this baseline\n * (512 → 1024 → 1536) when performance allows, providing better visuals\n * on higher-end mobile devices while maintaining the 512 minimum for\n * low-end devices.\n * \n * @constant\n * @category Performance\n * @korean 모바일성능임계값\n */\nexport const MOBILE_PERFORMANCE_THRESHOLDS = {\n /** Target FPS for mobile devices */\n targetFPS: 55,\n /** Minimum acceptable FPS before quality downgrade */\n minAcceptableFPS: 45,\n /** Maximum draw calls per frame */\n maxDrawCalls: 100,\n /** Maximum memory usage in MB */\n maxMemoryMB: 200,\n /** Particle count reduction factor (0.5 = 50% of desktop) */\n particleReduction: 0.5,\n /** Shadow map size for mobile (baseline - adaptive quality can increase) */\n shadowMapSize: 512,\n} as const;\n\n/**\n * Desktop performance thresholds\n * \n * @constant\n * @category Performance\n * @korean 데스크톱성능임계값\n */\nexport const DESKTOP_PERFORMANCE_THRESHOLDS = {\n /** Target FPS for desktop */\n targetFPS: 60,\n /** Minimum acceptable FPS before quality downgrade */\n minAcceptableFPS: 55,\n /** Maximum draw calls per frame */\n maxDrawCalls: 150,\n /** Maximum memory usage in MB */\n maxMemoryMB: 300,\n /** Particle count reduction factor (1.0 = full desktop quality) */\n particleReduction: 1.0,\n /** Shadow map size for desktop */\n shadowMapSize: 2048,\n} as const;\n"],"mappings":";;;;;;;;;;;;;AAqDA,IAAa,+BAA6E;CACxF,KAAK;EACH,cAAc;EACd,eAAe;EACf,WAAW;EACX,KAAK;EACL,gBAAgB;EAChB,WAAW;EACZ;CACD,QAAQ;EACN,cAAc;EACd,eAAe;EACf,WAAW;EACX,KAAK,CAAC,GAAG,EAAE;EACX,gBAAgB;EAChB,WAAW;EACZ;CACD,eAAe;EACb,cAAc;EACd,eAAe;EACf,WAAW;EACX,KAAK,CAAC,GAAG,EAAE;EACX,gBAAgB;EAChB,WAAW;EACZ;CACD,MAAM;EACJ,cAAc;EACd,eAAe;EACf,WAAW;EACX,KAAK,CAAC,GAAG,EAAE;EACX,gBAAgB;EAChB,WAAW;EACZ;CACF;;;;;;;;;;;;;;;;;;;;;;;AAwBD,SAAgB,mBACd,aACA,UACiB;CAEjB,IAAI,UAAU;EAEZ,IAAI,cAAc,KAChB,OAAO;EAKT,IAAI,eAAe,KACjB,OAAO;EAIT,OAAO;;CAIT,IAAI,cAAc,MAChB,OAAO;CAIT,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAuCT,SAAgB,uBACd,aACA,UACqB;CAErB,OAAO,6BADM,mBAAmB,aAAa,SACT;;;;;;;;;AAUtC,IAAa,oBAAoB;;CAE/B,QAAQ;;CAER,QAAQ;;CAER,QAAQ;;CAER,QAAQ;CACT"}
1
+ {"version":3,"file":"performance.js","names":[],"sources":["../../../src/types/constants/performance.ts"],"sourcesContent":["/**\n * Performance constants and optimization settings for Black Trigram\n * \n * Optimized settings for different device categories to maintain 60fps target\n * Special attention to low-end mobile devices (<380px, older hardware)\n * \n * @module types/constants/performance\n * @category Performance\n * @korean 성능설정상수\n */\n\n/**\n * Performance tier levels based on device capabilities\n * \n * @category Performance\n * @korean 성능등급\n */\nexport type PerformanceTier = 'low' | 'medium' | 'high' | 'mobile-high';\n\n/**\n * Performance settings for different device tiers\n * Balances visual quality with frame rate targets\n * \n * @category Performance\n * @korean 성능설정\n */\nexport interface PerformanceSettings {\n /** Maximum particle count for effects */\n readonly maxParticles: number;\n /** Shadow map resolution (512, 1024, 2048) */\n readonly shadowMapSize: number;\n /** Enable antialiasing */\n readonly antialias: boolean;\n /** Device pixel ratio limit ([min, max] or single value) */\n readonly dpr: number | [number, number];\n /** Enable post-processing effects */\n readonly postProcessing: boolean;\n /** Target frame rate (fps) */\n readonly targetFPS: number;\n}\n\n/**\n * Performance settings by tier\n * \n * Low tier: Extra-small mobile (<380px), older devices, budget hardware\n * Medium tier: Standard mobile (380-768px), tablets\n * Mobile-high tier: High-resolution mobile devices (≥768px, 2K+, Motorola Edge, etc.)\n * High tier: Desktop, large displays, modern hardware\n * \n * @constant\n * @category Performance\n * @korean 성능등급별설정\n */\nexport const PERFORMANCE_SETTINGS_BY_TIER: Record<PerformanceTier, PerformanceSettings> = {\n low: {\n maxParticles: 20,\n shadowMapSize: 512,\n antialias: false, // Disable AA for performance\n dpr: 1, // Cap at 1x for low-end devices\n postProcessing: false,\n targetFPS: 50, // Realistic target for low-end\n },\n medium: {\n maxParticles: 40,\n shadowMapSize: 1024,\n antialias: true,\n dpr: [1, 2], // Allow up to 2x\n postProcessing: false, // Keep disabled for mobile\n targetFPS: 55,\n },\n 'mobile-high': {\n maxParticles: 50, // Between medium and high\n shadowMapSize: 1536, // Between 1024 and 2048\n antialias: true,\n dpr: [1, 2], // Cap at 2x to keep 2K-4K mobile WebGL buffers sustainable\n postProcessing: false, // Keep disabled for mobile battery life\n targetFPS: 55, // Realistic for high-end mobile\n },\n high: {\n maxParticles: 100,\n shadowMapSize: 2048,\n antialias: true,\n dpr: [1, 2],\n postProcessing: true,\n targetFPS: 60,\n },\n} as const;\n\n/**\n * Determine performance tier based on device characteristics\n * \n * Now properly handles high-resolution mobile devices (Motorola Edge 60 Pro, etc.)\n * by checking isMobile flag before using screen width to determine tier.\n * \n * @param screenWidth - Screen width in pixels\n * @param isMobile - Whether device is mobile (from user-agent detection)\n * @returns Performance tier\n * \n * @example\n * ```typescript\n * getPerformanceTier(320, true); // 'low' (extra-small mobile)\n * getPerformanceTier(768, true); // 'medium' (standard mobile)\n * getPerformanceTier(2712, true); // 'mobile-high' (Motorola Edge 60 Pro, 2K+ mobile)\n * getPerformanceTier(768, false); // 'medium' (tablet)\n * getPerformanceTier(1920, false); // 'high' (desktop)\n * ```\n * \n * @korean 성능등급결정\n */\nexport function getPerformanceTier(\n screenWidth: number,\n isMobile: boolean\n): PerformanceTier {\n if (isMobile) {\n if (screenWidth < 380) {\n return 'low';\n }\n\n if (screenWidth >= 768) {\n return 'mobile-high';\n }\n\n return 'medium';\n }\n\n if (screenWidth < 1024) {\n return 'medium';\n }\n\n return 'high';\n}\n\n/**\n * Get performance settings for current device\n * \n * Properly handles high-resolution mobile devices (2K+, Super HD) by using\n * the isMobile flag from user-agent detection before screen width classification.\n * \n * This ensures devices like Motorola Edge 60 Pro (2712x1220) get mobile-optimized\n * settings with proper dpr support up to 3.5x for their Super HD displays.\n * \n * @param screenWidth - Screen width in pixels\n * @param isMobile - Whether device is mobile (from user-agent detection)\n * @returns Performance settings object\n * \n * @example\n * ```typescript\n * // Standard mobile (iPhone SE)\n * const settings = getPerformanceSettings(375, true);\n * // { maxParticles: 40, shadowMapSize: 1024, dpr: [1, 2], ... }\n * \n * // High-res mobile (Motorola Edge 60 Pro)\n * const settingsHD = getPerformanceSettings(2712, true);\n * // { maxParticles: 50, shadowMapSize: 1536, dpr: [1, 3.5], ... }\n * \n * // Desktop\n * const settingsDesktop = getPerformanceSettings(1920, false);\n * // { maxParticles: 100, shadowMapSize: 2048, dpr: [1, 2], ... }\n * \n * <Canvas\n * dpr={settings.dpr}\n * gl={{ antialias: settings.antialias }}\n * />\n * ```\n * \n * @korean 성능설정얻기\n */\nexport function getPerformanceSettings(\n screenWidth: number,\n isMobile: boolean\n): PerformanceSettings {\n const tier = getPerformanceTier(screenWidth, isMobile);\n return PERFORMANCE_SETTINGS_BY_TIER[tier];\n}\n\n/**\n * Frame time budget in milliseconds for target FPS\n * \n * @constant\n * @category Performance\n * @korean 프레임시간예산\n */\nexport const FRAME_TIME_BUDGET = {\n /** 60fps = 16.67ms per frame */\n FPS_60: 16.67,\n /** 55fps = 18.18ms per frame */\n FPS_55: 18.18,\n /** 50fps = 20ms per frame */\n FPS_50: 20,\n /** 30fps = 33.33ms per frame (minimum acceptable) */\n FPS_30: 33.33,\n} as const;\n\n/**\n * Performance optimization thresholds for mobile\n * \n * Target values for mobile performance optimization:\n * - FPS: 55+ sustained during combat\n * - Draw calls: <100 per frame\n * - Memory: <200MB heap usage\n * - Particle count: 50% of desktop\n * \n * Note: shadowMapSize (512) represents the baseline/minimum for mobile.\n * The adaptive quality system can dynamically adjust above this baseline\n * (512 → 1024 → 1536) when performance allows, providing better visuals\n * on higher-end mobile devices while maintaining the 512 minimum for\n * low-end devices.\n * \n * @constant\n * @category Performance\n * @korean 모바일성능임계값\n */\nexport const MOBILE_PERFORMANCE_THRESHOLDS = {\n /** Target FPS for mobile devices */\n targetFPS: 55,\n /** Minimum acceptable FPS before quality downgrade */\n minAcceptableFPS: 45,\n /** Maximum draw calls per frame */\n maxDrawCalls: 100,\n /** Maximum memory usage in MB */\n maxMemoryMB: 200,\n /** Particle count reduction factor (0.5 = 50% of desktop) */\n particleReduction: 0.5,\n /** Shadow map size for mobile (baseline - adaptive quality can increase) */\n shadowMapSize: 512,\n} as const;\n\n/**\n * Desktop performance thresholds\n * \n * @constant\n * @category Performance\n * @korean 데스크톱성능임계값\n */\nexport const DESKTOP_PERFORMANCE_THRESHOLDS = {\n /** Target FPS for desktop */\n targetFPS: 60,\n /** Minimum acceptable FPS before quality downgrade */\n minAcceptableFPS: 55,\n /** Maximum draw calls per frame */\n maxDrawCalls: 150,\n /** Maximum memory usage in MB */\n maxMemoryMB: 300,\n /** Particle count reduction factor (1.0 = full desktop quality) */\n particleReduction: 1.0,\n /** Shadow map size for desktop */\n shadowMapSize: 2048,\n} as const;\n"],"mappings":";;;;;;;;;;;;;AAqDA,IAAa,+BAA6E;CACxF,KAAK;EACH,cAAc;EACd,eAAe;EACf,WAAW;EACX,KAAK;EACL,gBAAgB;EAChB,WAAW;EACZ;CACD,QAAQ;EACN,cAAc;EACd,eAAe;EACf,WAAW;EACX,KAAK,CAAC,GAAG,EAAE;EACX,gBAAgB;EAChB,WAAW;EACZ;CACD,eAAe;EACb,cAAc;EACd,eAAe;EACf,WAAW;EACX,KAAK,CAAC,GAAG,EAAE;EACX,gBAAgB;EAChB,WAAW;EACZ;CACD,MAAM;EACJ,cAAc;EACd,eAAe;EACf,WAAW;EACX,KAAK,CAAC,GAAG,EAAE;EACX,gBAAgB;EAChB,WAAW;EACZ;CACF;;;;;;;;;;;;;;;;;;;;;;AAuBD,SAAgB,mBACd,aACA,UACiB;CACjB,IAAI,UAAU;EACZ,IAAI,cAAc,KAChB,OAAO;EAGT,IAAI,eAAe,KACjB,OAAO;EAGT,OAAO;;CAGT,IAAI,cAAc,MAChB,OAAO;CAGT,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAsCT,SAAgB,uBACd,aACA,UACqB;CAErB,OAAO,6BADM,mBAAmB,aAAa,SACT;;;;;;;;;AAUtC,IAAa,oBAAoB;;CAE/B,QAAQ;;CAER,QAAQ;;CAER,QAAQ;;CAER,QAAQ;CACT"}
@@ -1,5 +1,16 @@
1
1
  /**
2
- * Typography constants for Black Trigram
2
+ * Typography constants for Black Trigram Korean martial arts.
3
+ *
4
+ * @module types/constants/typography
5
+ * @category Typography Constants
6
+ * @korean 타이포그래피상수
7
+ */
8
+ /**
9
+ * Font family stacks for Korean and Latin text rendering.
10
+ *
11
+ * @constant
12
+ * @category Typography Constants
13
+ * @korean 폰트패밀리
3
14
  */
4
15
  export declare const FONT_FAMILY: {
5
16
  readonly PRIMARY: "\"Noto Sans KR\", \"Malgun Gothic\", Arial, sans-serif";
@@ -10,6 +21,13 @@ export declare const FONT_FAMILY: {
10
21
  readonly SYMBOL: "\"Arial Unicode MS\", Arial, sans-serif";
11
22
  readonly KOREAN: "\"Noto Sans KR\", \"Malgun Gothic\", Arial, sans-serif";
12
23
  };
24
+ /**
25
+ * Font size scale in pixels for UI text elements.
26
+ *
27
+ * @constant
28
+ * @category Typography Constants
29
+ * @korean 폰트크기
30
+ */
13
31
  export declare const FONT_SIZES: {
14
32
  readonly xsmall: 8;
15
33
  readonly tiny: 10;
@@ -22,6 +40,13 @@ export declare const FONT_SIZES: {
22
40
  readonly title: 36;
23
41
  readonly subtitle: 28;
24
42
  };
43
+ /**
44
+ * Font weight numeric values for text hierarchy.
45
+ *
46
+ * @constant
47
+ * @category Typography Constants
48
+ * @korean 폰트굵기
49
+ */
25
50
  export declare const FONT_WEIGHTS: {
26
51
  readonly light: 300;
27
52
  readonly normal: 400;
@@ -31,6 +56,13 @@ export declare const FONT_WEIGHTS: {
31
56
  readonly bold: 700;
32
57
  readonly heavy: 900;
33
58
  };
59
+ /**
60
+ * Korean text size scale in pixels with appropriate Hangul sizing.
61
+ *
62
+ * @constant
63
+ * @category Typography Constants
64
+ * @korean 한국어텍스트크기
65
+ */
34
66
  export declare const KOREAN_TEXT_SIZES: Record<string, number>;
35
67
  /**
36
68
  * Korean font sizes optimized for mobile devices
@@ -77,9 +109,15 @@ export declare const KOREAN_MOBILE_FONT_SIZES: {
77
109
  * getKoreanFontSize('MEDIUM', 768); // 19 (regular)
78
110
  * ```
79
111
  *
80
- * @public
81
112
  * @korean 한글글꼴크기얻기
82
113
  */
83
114
  export declare function getKoreanFontSize(baseSize: keyof typeof KOREAN_MOBILE_FONT_SIZES, screenWidth: number): number;
115
+ /**
116
+ * Korean font weights for text emphasis and hierarchy.
117
+ *
118
+ * @constant
119
+ * @category Typography Constants
120
+ * @korean 한국어폰트굵기
121
+ */
84
122
  export declare const KOREAN_FONT_WEIGHTS: Record<string, number>;
85
123
  //# sourceMappingURL=typography.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"typography.d.ts","sourceRoot":"","sources":["../../../src/types/constants/typography.ts"],"names":[],"mappings":"AAAA;;GAEG;AAGH,eAAO,MAAM,WAAW;;;;;;;;CAQd,CAAC;AAGX,eAAO,MAAM,UAAU;;;;;;;;;;;CAWb,CAAC;AAGX,eAAO,MAAM,YAAY;;;;;;;;CAQf,CAAC;AAGX,eAAO,MAAM,iBAAiB,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,CAQpD,CAAC;AAEF;;;;;;;;;;;;GAYG;AACH,eAAO,MAAM,wBAAwB;;;;;;;;;;;;;;;;CAgB3B,CAAC;AAEX;;;;;;;;;;;;;;;;;GAiBG;AACH,wBAAgB,iBAAiB,CAC/B,QAAQ,EAAE,MAAM,OAAO,wBAAwB,EAC/C,WAAW,EAAE,MAAM,GAClB,MAAM,CAUR;AAGD,eAAO,MAAM,mBAAmB,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,CAQ7C,CAAC"}
1
+ {"version":3,"file":"typography.d.ts","sourceRoot":"","sources":["../../../src/types/constants/typography.ts"],"names":[],"mappings":"AAAA;;;;;;GAMG;AAEH;;;;;;GAMG;AACH,eAAO,MAAM,WAAW;;;;;;;;CAQd,CAAC;AAEX;;;;;;GAMG;AACH,eAAO,MAAM,UAAU;;;;;;;;;;;CAWb,CAAC;AAEX;;;;;;GAMG;AACH,eAAO,MAAM,YAAY;;;;;;;;CAQf,CAAC;AAEX;;;;;;GAMG;AACH,eAAO,MAAM,iBAAiB,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,CAQpD,CAAC;AAEF;;;;;;;;;;;;GAYG;AACH,eAAO,MAAM,wBAAwB;;;;;;;;;;;;;;;;CAgB3B,CAAC;AAEX;;;;;;;;;;;;;;;;GAgBG;AACH,wBAAgB,iBAAiB,CAC/B,QAAQ,EAAE,MAAM,OAAO,wBAAwB,EAC/C,WAAW,EAAE,MAAM,GAClB,MAAM,CAUR;AAED;;;;;;GAMG;AACH,eAAO,MAAM,mBAAmB,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,CAQ7C,CAAC"}
@@ -1,6 +1,17 @@
1
1
  //#region src/types/constants/typography.ts
2
2
  /**
3
- * Typography constants for Black Trigram
3
+ * Typography constants for Black Trigram Korean martial arts.
4
+ *
5
+ * @module types/constants/typography
6
+ * @category Typography Constants
7
+ * @korean 타이포그래피상수
8
+ */
9
+ /**
10
+ * Font family stacks for Korean and Latin text rendering.
11
+ *
12
+ * @constant
13
+ * @category Typography Constants
14
+ * @korean 폰트패밀리
4
15
  */
5
16
  var FONT_FAMILY = {
6
17
  PRIMARY: "\"Noto Sans KR\", \"Malgun Gothic\", Arial, sans-serif",
@@ -11,6 +22,13 @@ var FONT_FAMILY = {
11
22
  SYMBOL: "\"Arial Unicode MS\", Arial, sans-serif",
12
23
  KOREAN: "\"Noto Sans KR\", \"Malgun Gothic\", Arial, sans-serif"
13
24
  };
25
+ /**
26
+ * Font size scale in pixels for UI text elements.
27
+ *
28
+ * @constant
29
+ * @category Typography Constants
30
+ * @korean 폰트크기
31
+ */
14
32
  var FONT_SIZES = {
15
33
  xsmall: 8,
16
34
  tiny: 10,
@@ -23,6 +41,13 @@ var FONT_SIZES = {
23
41
  title: 36,
24
42
  subtitle: 28
25
43
  };
44
+ /**
45
+ * Font weight numeric values for text hierarchy.
46
+ *
47
+ * @constant
48
+ * @category Typography Constants
49
+ * @korean 폰트굵기
50
+ */
26
51
  var FONT_WEIGHTS = {
27
52
  light: 300,
28
53
  normal: 400,
@@ -32,6 +57,13 @@ var FONT_WEIGHTS = {
32
57
  bold: 700,
33
58
  heavy: 900
34
59
  };
60
+ /**
61
+ * Korean text size scale in pixels with appropriate Hangul sizing.
62
+ *
63
+ * @constant
64
+ * @category Typography Constants
65
+ * @korean 한국어텍스트크기
66
+ */
35
67
  var KOREAN_TEXT_SIZES = {
36
68
  tiny: 10,
37
69
  small: 12,
@@ -86,7 +118,6 @@ var KOREAN_MOBILE_FONT_SIZES = {
86
118
  * getKoreanFontSize('MEDIUM', 768); // 19 (regular)
87
119
  * ```
88
120
  *
89
- * @public
90
121
  * @korean 한글글꼴크기얻기
91
122
  */
92
123
  function getKoreanFontSize(baseSize, screenWidth) {
@@ -95,6 +126,13 @@ function getKoreanFontSize(baseSize, screenWidth) {
95
126
  else if (screenWidth < 450) return sizeMap.small;
96
127
  else return sizeMap.regular;
97
128
  }
129
+ /**
130
+ * Korean font weights for text emphasis and hierarchy.
131
+ *
132
+ * @constant
133
+ * @category Typography Constants
134
+ * @korean 한국어폰트굵기
135
+ */
98
136
  var KOREAN_FONT_WEIGHTS = {
99
137
  light: 300,
100
138
  normal: 400,
@@ -1 +1 @@
1
- {"version":3,"file":"typography.js","names":[],"sources":["../../../src/types/constants/typography.ts"],"sourcesContent":["/**\n * Typography constants for Black Trigram\n */\n\n// Font Families\nexport const FONT_FAMILY = {\n PRIMARY: '\"Noto Sans KR\", \"Malgun Gothic\", Arial, sans-serif',\n SECONDARY: '\"Nanum Gothic\", Arial, sans-serif',\n MONO: '\"Nanum Gothic Coding\", monospace',\n KOREAN_BATTLE: '\"Noto Sans KR\", Impact, sans-serif',\n CYBER: '\"Orbitron\", \"Noto Sans KR\", monospace',\n SYMBOL: '\"Arial Unicode MS\", Arial, sans-serif',\n KOREAN: '\"Noto Sans KR\", \"Malgun Gothic\", Arial, sans-serif',\n} as const;\n\n// Font sizes\nexport const FONT_SIZES = {\n xsmall: 8,\n tiny: 10,\n small: 12,\n medium: 16,\n large: 20,\n xlarge: 24,\n xxlarge: 28,\n huge: 32,\n title: 36,\n subtitle: 28,\n} as const;\n\n// Font weights\nexport const FONT_WEIGHTS = {\n light: 300,\n normal: 400,\n regular: 400,\n medium: 500,\n semibold: 600,\n bold: 700,\n heavy: 900,\n} as const;\n\n// Korean text sizes\nexport const KOREAN_TEXT_SIZES: Record<string, number> = {\n tiny: 10,\n small: 12,\n medium: 16,\n large: 20,\n xlarge: 24,\n huge: 32,\n title: 36,\n};\n\n/**\n * Korean font sizes optimized for mobile devices\n * Korean characters need ~10-15% larger size than Latin for equal readability\n * \n * UPDATED: Minimum mobile size increased from 14px to 16px for better readability\n * \n * Extra-small: <380px width (iPhone SE, old Android, budget phones)\n * Small: 380-450px width (standard mobile phones)\n * Regular: 450+ width (large phones, tablets, desktop)\n * \n * @category Typography\n * @korean 한글모바일글꼴크기\n */\nexport const KOREAN_MOBILE_FONT_SIZES = {\n SMALL: {\n extraSmall: 15, // 320-380px width (was 13)\n small: 16, // 380-450px width (was 14)\n regular: 17, // 450+ width (was 16)\n },\n MEDIUM: {\n extraSmall: 17, // 320-380px width (was 15)\n small: 18, // 380-450px width (was 17)\n regular: 20, // 450+ width (was 19)\n },\n LARGE: {\n extraSmall: 20, // 320-380px width (was 18)\n small: 22, // 380-450px width (was 20)\n regular: 24, // 450+ width (was 22)\n },\n} as const;\n\n/**\n * Get Korean font size based on screen width\n * Automatically scales Korean text for readability on small screens\n * \n * @param baseSize - Base font size category ('SMALL', 'MEDIUM', 'LARGE')\n * @param screenWidth - Screen width in pixels\n * @returns Optimized font size in pixels\n * \n * @example\n * ```typescript\n * getKoreanFontSize('MEDIUM', 375); // 15 (extra-small)\n * getKoreanFontSize('MEDIUM', 410); // 17 (small)\n * getKoreanFontSize('MEDIUM', 768); // 19 (regular)\n * ```\n * \n * @public\n * @korean 한글글꼴크기얻기\n */\nexport function getKoreanFontSize(\n baseSize: keyof typeof KOREAN_MOBILE_FONT_SIZES,\n screenWidth: number\n): number {\n const sizeMap = KOREAN_MOBILE_FONT_SIZES[baseSize];\n \n if (screenWidth < 380) {\n return sizeMap.extraSmall;\n } else if (screenWidth < 450) {\n return sizeMap.small;\n } else {\n return sizeMap.regular;\n }\n}\n\n// Korean font weights\nexport const KOREAN_FONT_WEIGHTS: Record<string, number> = {\n light: 300,\n normal: 400,\n regular: 400,\n medium: 500,\n semibold: 600,\n bold: 700,\n heavy: 900,\n} as const;\n"],"mappings":";;;;AAKA,IAAa,cAAc;CACzB,SAAS;CACT,WAAW;CACX,MAAM;CACN,eAAe;CACf,OAAO;CACP,QAAQ;CACR,QAAQ;CACT;AAGD,IAAa,aAAa;CACxB,QAAQ;CACR,MAAM;CACN,OAAO;CACP,QAAQ;CACR,OAAO;CACP,QAAQ;CACR,SAAS;CACT,MAAM;CACN,OAAO;CACP,UAAU;CACX;AAGD,IAAa,eAAe;CAC1B,OAAO;CACP,QAAQ;CACR,SAAS;CACT,QAAQ;CACR,UAAU;CACV,MAAM;CACN,OAAO;CACR;AAGD,IAAa,oBAA4C;CACvD,MAAM;CACN,OAAO;CACP,QAAQ;CACR,OAAO;CACP,QAAQ;CACR,MAAM;CACN,OAAO;CACR;;;;;;;;;;;;;;AAeD,IAAa,2BAA2B;CACtC,OAAO;EACL,YAAY;EACZ,OAAO;EACP,SAAS;EACV;CACD,QAAQ;EACN,YAAY;EACZ,OAAO;EACP,SAAS;EACV;CACD,OAAO;EACL,YAAY;EACZ,OAAO;EACP,SAAS;EACV;CACF;;;;;;;;;;;;;;;;;;;AAoBD,SAAgB,kBACd,UACA,aACQ;CACR,MAAM,UAAU,yBAAyB;CAEzC,IAAI,cAAc,KAChB,OAAO,QAAQ;MACV,IAAI,cAAc,KACvB,OAAO,QAAQ;MAEf,OAAO,QAAQ;;AAKnB,IAAa,sBAA8C;CACzD,OAAO;CACP,QAAQ;CACR,SAAS;CACT,QAAQ;CACR,UAAU;CACV,MAAM;CACN,OAAO;CACR"}
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+ {"version":3,"file":"typography.js","names":[],"sources":["../../../src/types/constants/typography.ts"],"sourcesContent":["/**\n * Typography constants for Black Trigram Korean martial arts.\n *\n * @module types/constants/typography\n * @category Typography Constants\n * @korean 타이포그래피상수\n */\n\n/**\n * Font family stacks for Korean and Latin text rendering.\n *\n * @constant\n * @category Typography Constants\n * @korean 폰트패밀리\n */\nexport const FONT_FAMILY = {\n PRIMARY: '\"Noto Sans KR\", \"Malgun Gothic\", Arial, sans-serif',\n SECONDARY: '\"Nanum Gothic\", Arial, sans-serif',\n MONO: '\"Nanum Gothic Coding\", monospace',\n KOREAN_BATTLE: '\"Noto Sans KR\", Impact, sans-serif',\n CYBER: '\"Orbitron\", \"Noto Sans KR\", monospace',\n SYMBOL: '\"Arial Unicode MS\", Arial, sans-serif',\n KOREAN: '\"Noto Sans KR\", \"Malgun Gothic\", Arial, sans-serif',\n} as const;\n\n/**\n * Font size scale in pixels for UI text elements.\n *\n * @constant\n * @category Typography Constants\n * @korean 폰트크기\n */\nexport const FONT_SIZES = {\n xsmall: 8,\n tiny: 10,\n small: 12,\n medium: 16,\n large: 20,\n xlarge: 24,\n xxlarge: 28,\n huge: 32,\n title: 36,\n subtitle: 28,\n} as const;\n\n/**\n * Font weight numeric values for text hierarchy.\n *\n * @constant\n * @category Typography Constants\n * @korean 폰트굵기\n */\nexport const FONT_WEIGHTS = {\n light: 300,\n normal: 400,\n regular: 400,\n medium: 500,\n semibold: 600,\n bold: 700,\n heavy: 900,\n} as const;\n\n/**\n * Korean text size scale in pixels with appropriate Hangul sizing.\n *\n * @constant\n * @category Typography Constants\n * @korean 한국어텍스트크기\n */\nexport const KOREAN_TEXT_SIZES: Record<string, number> = {\n tiny: 10,\n small: 12,\n medium: 16,\n large: 20,\n xlarge: 24,\n huge: 32,\n title: 36,\n};\n\n/**\n * Korean font sizes optimized for mobile devices\n * Korean characters need ~10-15% larger size than Latin for equal readability\n * \n * UPDATED: Minimum mobile size increased from 14px to 16px for better readability\n * \n * Extra-small: <380px width (iPhone SE, old Android, budget phones)\n * Small: 380-450px width (standard mobile phones)\n * Regular: 450+ width (large phones, tablets, desktop)\n * \n * @category Typography\n * @korean 한글모바일글꼴크기\n */\nexport const KOREAN_MOBILE_FONT_SIZES = {\n SMALL: {\n extraSmall: 15, // 320-380px width (was 13)\n small: 16, // 380-450px width (was 14)\n regular: 17, // 450+ width (was 16)\n },\n MEDIUM: {\n extraSmall: 17, // 320-380px width (was 15)\n small: 18, // 380-450px width (was 17)\n regular: 20, // 450+ width (was 19)\n },\n LARGE: {\n extraSmall: 20, // 320-380px width (was 18)\n small: 22, // 380-450px width (was 20)\n regular: 24, // 450+ width (was 22)\n },\n} as const;\n\n/**\n * Get Korean font size based on screen width\n * Automatically scales Korean text for readability on small screens\n * \n * @param baseSize - Base font size category ('SMALL', 'MEDIUM', 'LARGE')\n * @param screenWidth - Screen width in pixels\n * @returns Optimized font size in pixels\n * \n * @example\n * ```typescript\n * getKoreanFontSize('MEDIUM', 375); // 15 (extra-small)\n * getKoreanFontSize('MEDIUM', 410); // 17 (small)\n * getKoreanFontSize('MEDIUM', 768); // 19 (regular)\n * ```\n * \n * @korean 한글글꼴크기얻기\n */\nexport function getKoreanFontSize(\n baseSize: keyof typeof KOREAN_MOBILE_FONT_SIZES,\n screenWidth: number\n): number {\n const sizeMap = KOREAN_MOBILE_FONT_SIZES[baseSize];\n \n if (screenWidth < 380) {\n return sizeMap.extraSmall;\n } else if (screenWidth < 450) {\n return sizeMap.small;\n } else {\n return sizeMap.regular;\n }\n}\n\n/**\n * Korean font weights for text emphasis and hierarchy.\n *\n * @constant\n * @category Typography Constants\n * @korean 한국어폰트굵기\n */\nexport const KOREAN_FONT_WEIGHTS: Record<string, number> = {\n light: 300,\n normal: 400,\n regular: 400,\n medium: 500,\n semibold: 600,\n bold: 700,\n heavy: 900,\n} as const;\n"],"mappings":";;;;;;;;;;;;;;;AAeA,IAAa,cAAc;CACzB,SAAS;CACT,WAAW;CACX,MAAM;CACN,eAAe;CACf,OAAO;CACP,QAAQ;CACR,QAAQ;CACT;;;;;;;;AASD,IAAa,aAAa;CACxB,QAAQ;CACR,MAAM;CACN,OAAO;CACP,QAAQ;CACR,OAAO;CACP,QAAQ;CACR,SAAS;CACT,MAAM;CACN,OAAO;CACP,UAAU;CACX;;;;;;;;AASD,IAAa,eAAe;CAC1B,OAAO;CACP,QAAQ;CACR,SAAS;CACT,QAAQ;CACR,UAAU;CACV,MAAM;CACN,OAAO;CACR;;;;;;;;AASD,IAAa,oBAA4C;CACvD,MAAM;CACN,OAAO;CACP,QAAQ;CACR,OAAO;CACP,QAAQ;CACR,MAAM;CACN,OAAO;CACR;;;;;;;;;;;;;;AAeD,IAAa,2BAA2B;CACtC,OAAO;EACL,YAAY;EACZ,OAAO;EACP,SAAS;EACV;CACD,QAAQ;EACN,YAAY;EACZ,OAAO;EACP,SAAS;EACV;CACD,OAAO;EACL,YAAY;EACZ,OAAO;EACP,SAAS;EACV;CACF;;;;;;;;;;;;;;;;;;AAmBD,SAAgB,kBACd,UACA,aACQ;CACR,MAAM,UAAU,yBAAyB;CAEzC,IAAI,cAAc,KAChB,OAAO,QAAQ;MACV,IAAI,cAAc,KACvB,OAAO,QAAQ;MAEf,OAAO,QAAQ;;;;;;;;;AAWnB,IAAa,sBAA8C;CACzD,OAAO;CACP,QAAQ;CACR,SAAS;CACT,QAAQ;CACR,UAAU;CACV,MAAM;CACN,OAAO;CACR"}