blacktrigram 0.7.44 → 0.7.47

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
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  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 +1,9 @@
1
1
  /**
2
- * UI constants for Black Trigram Korean martial arts interface
2
+ * UI constants for Black Trigram Korean martial arts interface.
3
+ *
4
+ * @module types/constants/ui
5
+ * @category UI Constants
6
+ * @korean UI상수
3
7
  */
4
8
  /**
5
9
  * Safe area inset defaults for notched devices
@@ -15,6 +19,13 @@ export declare const SAFE_AREA_INSETS: {
15
19
  readonly LEFT: 0;
16
20
  readonly RIGHT: 0;
17
21
  };
22
+ /**
23
+ * Layout dimension constants for UI components.
24
+ *
25
+ * @constant
26
+ * @category UI Constants
27
+ * @korean UI치수
28
+ */
18
29
  export declare const UI_DIMENSIONS: {
19
30
  readonly HEADER_HEIGHT: 80;
20
31
  readonly FOOTER_HEIGHT: 60;
@@ -50,6 +61,13 @@ export declare const UI_DIMENSIONS: {
50
61
  readonly TOUCH_TARGET_COMFORTABLE: 56;
51
62
  readonly TOUCH_TARGET_SPACING: 8;
52
63
  };
64
+ /**
65
+ * Z-index layer values for UI stacking context.
66
+ *
67
+ * @constant
68
+ * @category UI Constants
69
+ * @korean Z인덱스레이어
70
+ */
53
71
  export declare const Z_INDEX: {
54
72
  readonly BACKGROUND: 0;
55
73
  readonly GAME_WORLD: 100;
@@ -59,6 +77,13 @@ export declare const Z_INDEX: {
59
77
  readonly TOOLTIPS: 500;
60
78
  readonly DEBUG_OVERLAY: 1000;
61
79
  };
80
+ /**
81
+ * Spacing values in pixels for consistent layout margins and padding.
82
+ *
83
+ * @constant
84
+ * @category UI Constants
85
+ * @korean UI간격
86
+ */
62
87
  export declare const SPACING: {
63
88
  readonly XS: 4;
64
89
  readonly SM: 8;
@@ -68,6 +93,13 @@ export declare const SPACING: {
68
93
  readonly XXL: 48;
69
94
  readonly COMPACT: 12;
70
95
  };
96
+ /**
97
+ * Border radius values in pixels for consistent rounded corners.
98
+ *
99
+ * @constant
100
+ * @category UI Constants
101
+ * @korean 테두리반경
102
+ */
71
103
  export declare const BORDER_RADIUS: {
72
104
  readonly NONE: 0;
73
105
  readonly SM: 4;
@@ -76,6 +108,13 @@ export declare const BORDER_RADIUS: {
76
108
  readonly XL: 16;
77
109
  readonly ROUND: 9999;
78
110
  };
111
+ /**
112
+ * Box shadow definitions for depth and elevation effects.
113
+ *
114
+ * @constant
115
+ * @category UI Constants
116
+ * @korean UI그림자
117
+ */
79
118
  export declare const SHADOWS: {
80
119
  readonly SM: "0 1px 2px 0 rgba(0, 0, 0, 0.05)";
81
120
  readonly MD: "0 4px 6px -1px rgba(0, 0, 0, 0.1)";
@@ -84,12 +123,26 @@ export declare const SHADOWS: {
84
123
  readonly CYBER: "0 0 20px rgba(0, 255, 255, 0.3)";
85
124
  readonly KOREAN_GLOW: "0 0 15px rgba(255, 215, 0, 0.4)";
86
125
  };
126
+ /**
127
+ * Animation curve CSS transition strings for UI.
128
+ *
129
+ * @constant
130
+ * @category UI Constants
131
+ * @korean UI애니메이션타이밍
132
+ */
87
133
  export declare const UI_ANIMATIONS: {
88
134
  readonly FAST: "150ms ease-out";
89
135
  readonly NORMAL: "250ms ease-in-out";
90
136
  readonly SLOW: "400ms ease-in-out";
91
137
  readonly BOUNCE: "300ms cubic-bezier(0.68, -0.55, 0.265, 1.55)";
92
138
  };
139
+ /**
140
+ * Button state color tokens for normal, hover, pressed, and disabled states.
141
+ *
142
+ * @constant
143
+ * @category UI Constants
144
+ * @korean 버튼상태
145
+ */
93
146
  export declare const BUTTON_STATES: {
94
147
  readonly NORMAL: {
95
148
  readonly background: 1710618;
@@ -116,6 +169,13 @@ export declare const BUTTON_STATES: {
116
169
  readonly alpha: 0.5;
117
170
  };
118
171
  };
172
+ /**
173
+ * Health bar color thresholds for player vital display.
174
+ *
175
+ * @constant
176
+ * @category UI Constants
177
+ * @korean 체력바색상
178
+ */
119
179
  export declare const HEALTH_COLORS: {
120
180
  readonly FULL: 65280;
121
181
  readonly HIGH: 16777011;
@@ -124,6 +184,13 @@ export declare const HEALTH_COLORS: {
124
184
  readonly CRITICAL: 16711680;
125
185
  readonly UNCONSCIOUS: 9474192;
126
186
  };
187
+ /**
188
+ * Status effect color tokens for positive, negative, and neutral effects.
189
+ *
190
+ * @constant
191
+ * @category UI Constants
192
+ * @korean 상태효과색상
193
+ */
127
194
  export declare const STATUS_COLORS: {
128
195
  readonly POSITIVE: 65280;
129
196
  readonly NEGATIVE: 16711680;
@@ -131,6 +198,13 @@ export declare const STATUS_COLORS: {
131
198
  readonly TEMPORARY: 16777011;
132
199
  readonly PERMANENT: 11158783;
133
200
  };
201
+ /**
202
+ * Combat feedback color tokens for hit, block, and special strike results.
203
+ *
204
+ * @constant
205
+ * @category UI Constants
206
+ * @korean 전투피드백색상
207
+ */
134
208
  export declare const COMBAT_FEEDBACK_COLORS: {
135
209
  readonly HIT: 16729156;
136
210
  readonly CRITICAL_HIT: 16729156;
@@ -167,6 +241,13 @@ export declare const UI_CONSTANTS: {
167
241
  readonly Z_MODAL: 1000;
168
242
  readonly Z_TOOLTIP: 2000;
169
243
  };
244
+ /**
245
+ * Cyberpunk visual-effect intensity values for glows, flickers, and scanlines.
246
+ *
247
+ * @constant
248
+ * @category UI Constants
249
+ * @korean 사이버팡크UI효과
250
+ */
170
251
  export declare const CYBERPUNK_UI_EFFECTS: {
171
252
  readonly GLOW_INTENSITY: 0.3;
172
253
  readonly PULSE_SPEED: 2;
@@ -174,6 +255,13 @@ export declare const CYBERPUNK_UI_EFFECTS: {
174
255
  readonly SCAN_LINE_OPACITY: 0.1;
175
256
  readonly NOISE_INTENSITY: 0.05;
176
257
  };
258
+ /**
259
+ * Korean traditional layout proportions and spacing ratios.
260
+ *
261
+ * @constant
262
+ * @category UI Constants
263
+ * @korean 한국UI레이아웃
264
+ */
177
265
  export declare const KOREAN_UI_LAYOUTS: {
178
266
  readonly GOLDEN_RATIO: 1.618;
179
267
  readonly HANGEUL_LINE_HEIGHT: 1.4;
@@ -1 +1 @@
1
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@@ -1,7 +1,11 @@
1
1
  import { KOREAN_COLORS } from "./colors.js";
2
2
  //#region src/types/constants/ui.ts
3
3
  /**
4
- * UI constants for Black Trigram Korean martial arts interface
4
+ * UI constants for Black Trigram Korean martial arts interface.
5
+ *
6
+ * @module types/constants/ui
7
+ * @category UI Constants
8
+ * @korean UI상수
5
9
  */
6
10
  /**
7
11
  * Safe area inset defaults for notched devices
@@ -17,6 +21,13 @@ var SAFE_AREA_INSETS = {
17
21
  LEFT: 0,
18
22
  RIGHT: 0
19
23
  };
24
+ /**
25
+ * Layout dimension constants for UI components.
26
+ *
27
+ * @constant
28
+ * @category UI Constants
29
+ * @korean UI치수
30
+ */
20
31
  var UI_DIMENSIONS = {
21
32
  HEADER_HEIGHT: 80,
22
33
  FOOTER_HEIGHT: 60,
@@ -52,6 +63,13 @@ var UI_DIMENSIONS = {
52
63
  TOUCH_TARGET_COMFORTABLE: 56,
53
64
  TOUCH_TARGET_SPACING: 8
54
65
  };
66
+ /**
67
+ * Spacing values in pixels for consistent layout margins and padding.
68
+ *
69
+ * @constant
70
+ * @category UI Constants
71
+ * @korean UI간격
72
+ */
55
73
  var SPACING = {
56
74
  XS: 4,
57
75
  SM: 8,
@@ -61,6 +79,13 @@ var SPACING = {
61
79
  XXL: 48,
62
80
  COMPACT: 12
63
81
  };
82
+ /**
83
+ * Border radius values in pixels for consistent rounded corners.
84
+ *
85
+ * @constant
86
+ * @category UI Constants
87
+ * @korean 테두리반경
88
+ */
64
89
  var BORDER_RADIUS = {
65
90
  NONE: 0,
66
91
  SM: 4,
@@ -70,6 +95,13 @@ var BORDER_RADIUS = {
70
95
  ROUND: 9999
71
96
  };
72
97
  KOREAN_COLORS.UI_BACKGROUND_MEDIUM, KOREAN_COLORS.UI_BORDER, KOREAN_COLORS.TEXT_PRIMARY, KOREAN_COLORS.UI_BACKGROUND_LIGHT, KOREAN_COLORS.ACTIVE_BORDER, KOREAN_COLORS.TEXT_ACCENT, KOREAN_COLORS.UI_BACKGROUND_DARK, KOREAN_COLORS.ACTIVE_BORDER, KOREAN_COLORS.TEXT_ACCENT, KOREAN_COLORS.UI_DISABLED_FILL, KOREAN_COLORS.UI_DISABLED_BORDER, KOREAN_COLORS.TEXT_TERTIARY;
98
+ /**
99
+ * Health bar color thresholds for player vital display.
100
+ *
101
+ * @constant
102
+ * @category UI Constants
103
+ * @korean 체력바색상
104
+ */
73
105
  var HEALTH_COLORS = {
74
106
  FULL: KOREAN_COLORS.POSITIVE_GREEN,
75
107
  HIGH: KOREAN_COLORS.ACCENT_YELLOW,
@@ -1 +1 @@
1
- {"version":3,"file":"ui.js","names":[],"sources":["../../../src/types/constants/ui.ts"],"sourcesContent":["/**\n * UI constants for Black Trigram Korean martial arts interface\n */\n\nimport { KOREAN_COLORS } from \"./colors\";\n\n/**\n * Safe area inset defaults for notched devices\n * iOS devices: iPhone X+ have notches and home indicators\n * Android devices: Various implementations\n * \n * @category UI Constants\n * @korean 안전영역삽입\n */\nexport const SAFE_AREA_INSETS = {\n TOP: 44, // Status bar and notch area\n BOTTOM: 34, // Home indicator area\n LEFT: 0, // No side notches on most devices\n RIGHT: 0, // No side notches on most devices\n} as const;\n\n// Layout dimensions\nexport const UI_DIMENSIONS = {\n HEADER_HEIGHT: 80,\n FOOTER_HEIGHT: 60,\n SIDEBAR_WIDTH: 250,\n CONTENT_PADDING: 20,\n\n // Button sizes\n BUTTON_SMALL: { width: 80, height: 32 },\n BUTTON_MEDIUM: { width: 120, height: 40 },\n BUTTON_LARGE: { width: 200, height: 50 },\n\n // Modal sizes\n MODAL_SMALL: { width: 400, height: 300 },\n MODAL_MEDIUM: { width: 600, height: 450 },\n MODAL_LARGE: { width: 800, height: 600 },\n\n // Default screen dimensions for fallback calculations\n DEFAULT_SCREEN_WIDTH: 1920,\n DEFAULT_SCREEN_HEIGHT: 1080,\n\n // Mobile touch target sizes (iOS/Android guidelines: 48px minimum)\n TOUCH_TARGET_MIN: 48,\n TOUCH_TARGET_COMFORTABLE: 56,\n TOUCH_TARGET_SPACING: 8, // Minimum spacing between touch targets\n} as const;\n\n// Z-index layers\nexport const Z_INDEX = {\n BACKGROUND: 0,\n GAME_WORLD: 100,\n UI_BACKGROUND: 200,\n UI_ELEMENTS: 300,\n MODALS: 400,\n TOOLTIPS: 500,\n DEBUG_OVERLAY: 1000,\n} as const;\n\n// UI spacing\nexport const SPACING = {\n XS: 4,\n SM: 8,\n MD: 16,\n LG: 24,\n XL: 32,\n XXL: 48,\n COMPACT: 12, // Mobile compact spacing\n} as const;\n\n// Border radius values\nexport const BORDER_RADIUS = {\n NONE: 0,\n SM: 4,\n MD: 8,\n LG: 12,\n XL: 16,\n ROUND: 9999,\n} as const;\n\n// Shadow definitions\nexport const SHADOWS = {\n SM: \"0 1px 2px 0 rgba(0, 0, 0, 0.05)\",\n MD: \"0 4px 6px -1px rgba(0, 0, 0, 0.1)\",\n LG: \"0 10px 15px -3px rgba(0, 0, 0, 0.1)\",\n XL: \"0 20px 25px -5px rgba(0, 0, 0, 0.1)\",\n CYBER: \"0 0 20px rgba(0, 255, 255, 0.3)\",\n KOREAN_GLOW: \"0 0 15px rgba(255, 215, 0, 0.4)\",\n} as const;\n\n// Animation curves for UI\nexport const UI_ANIMATIONS = {\n FAST: \"150ms ease-out\",\n NORMAL: \"250ms ease-in-out\",\n SLOW: \"400ms ease-in-out\",\n BOUNCE: \"300ms cubic-bezier(0.68, -0.55, 0.265, 1.55)\",\n} as const;\n\n// Button states\nexport const BUTTON_STATES = {\n NORMAL: {\n background: KOREAN_COLORS.UI_BACKGROUND_MEDIUM,\n border: KOREAN_COLORS.UI_BORDER,\n text: KOREAN_COLORS.TEXT_PRIMARY,\n alpha: 1.0,\n },\n HOVER: {\n background: KOREAN_COLORS.UI_BACKGROUND_LIGHT,\n border: KOREAN_COLORS.ACTIVE_BORDER,\n text: KOREAN_COLORS.TEXT_ACCENT,\n alpha: 1.0,\n },\n PRESSED: {\n background: KOREAN_COLORS.UI_BACKGROUND_DARK,\n border: KOREAN_COLORS.ACTIVE_BORDER,\n text: KOREAN_COLORS.TEXT_ACCENT,\n alpha: 0.8,\n },\n DISABLED: {\n background: KOREAN_COLORS.UI_DISABLED_FILL,\n border: KOREAN_COLORS.UI_DISABLED_BORDER,\n text: KOREAN_COLORS.TEXT_TERTIARY,\n alpha: 0.5,\n },\n} as const;\n\n// Health bar colors\nexport const HEALTH_COLORS = {\n FULL: KOREAN_COLORS.POSITIVE_GREEN,\n HIGH: KOREAN_COLORS.ACCENT_YELLOW,\n MEDIUM: KOREAN_COLORS.WARNING_ORANGE,\n LOW: KOREAN_COLORS.WARNING_YELLOW,\n CRITICAL: KOREAN_COLORS.NEGATIVE_RED,\n UNCONSCIOUS: KOREAN_COLORS.UI_GRAY,\n} as const;\n\n// Status effect colors\nexport const STATUS_COLORS = {\n POSITIVE: KOREAN_COLORS.POSITIVE_GREEN,\n NEGATIVE: KOREAN_COLORS.NEGATIVE_RED,\n NEUTRAL: KOREAN_COLORS.TEXT_SECONDARY,\n TEMPORARY: KOREAN_COLORS.ACCENT_YELLOW,\n PERMANENT: KOREAN_COLORS.ACCENT_PURPLE,\n} as const;\n\n// Combat feedback colors\nexport const COMBAT_FEEDBACK_COLORS = {\n HIT: KOREAN_COLORS.ACCENT_RED,\n CRITICAL_HIT: KOREAN_COLORS.CRITICAL_HIT,\n BLOCKED: KOREAN_COLORS.BLOCKED_ATTACK,\n MISS: KOREAN_COLORS.UI_GRAY,\n PERFECT: KOREAN_COLORS.PERFECT_STRIKE,\n COUNTER: KOREAN_COLORS.ACCENT_CYAN,\n VITAL_POINT: KOREAN_COLORS.VITAL_POINT_HIT,\n} as const;\n\n/**\n * UI Layout and component constants for Korean martial arts game\n */\n\nexport const UI_CONSTANTS = {\n // Layout dimensions\n HEADER_HEIGHT: 80,\n FOOTER_HEIGHT: 60,\n SIDEBAR_WIDTH: 240,\n PANEL_WIDTH: 320,\n\n // Component sizes\n BUTTON_HEIGHT: 48,\n BUTTON_WIDTH: 160,\n INPUT_HEIGHT: 40,\n CARD_MIN_HEIGHT: 120,\n\n // Spacing\n MARGIN_SMALL: 8,\n MARGIN_MEDIUM: 16,\n MARGIN_LARGE: 24,\n MARGIN_XLARGE: 32,\n\n // Borders and radii\n BORDER_RADIUS: 8,\n BORDER_WIDTH: 2,\n\n // Animation durations (ms)\n ANIMATION_FAST: 150,\n ANIMATION_NORMAL: 300,\n ANIMATION_SLOW: 500,\n\n // Z-index layers\n Z_BACKGROUND: 0,\n Z_CONTENT: 10,\n Z_OVERLAY: 100,\n Z_MODAL: 1000,\n Z_TOOLTIP: 2000,\n} as const;\n\nexport const CYBERPUNK_UI_EFFECTS = {\n GLOW_INTENSITY: 0.3,\n PULSE_SPEED: 2.0,\n FLICKER_FREQUENCY: 0.1,\n SCAN_LINE_OPACITY: 0.1,\n NOISE_INTENSITY: 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1
+ {"version":3,"file":"ui.js","names":[],"sources":["../../../src/types/constants/ui.ts"],"sourcesContent":["/**\n * UI constants for Black Trigram Korean martial arts interface.\n *\n * @module types/constants/ui\n * @category UI Constants\n * @korean UI상수\n */\n\nimport { KOREAN_COLORS } from \"./colors\";\n\n/**\n * Safe area inset defaults for notched devices\n * iOS devices: iPhone X+ have notches and home indicators\n * Android devices: Various implementations\n * \n * @category UI Constants\n * @korean 안전영역삽입\n */\nexport const SAFE_AREA_INSETS = {\n TOP: 44, // Status bar and notch area\n BOTTOM: 34, // Home indicator area\n LEFT: 0, // No side notches on most devices\n RIGHT: 0, // No side notches on most devices\n} as const;\n\n/**\n * Layout dimension constants for UI components.\n *\n * @constant\n * @category UI Constants\n * @korean UI치수\n */\nexport const UI_DIMENSIONS = {\n HEADER_HEIGHT: 80,\n FOOTER_HEIGHT: 60,\n SIDEBAR_WIDTH: 250,\n CONTENT_PADDING: 20,\n\n // Button sizes\n BUTTON_SMALL: { width: 80, height: 32 },\n BUTTON_MEDIUM: { width: 120, height: 40 },\n BUTTON_LARGE: { width: 200, height: 50 },\n\n // Modal sizes\n MODAL_SMALL: { width: 400, height: 300 },\n MODAL_MEDIUM: { width: 600, height: 450 },\n MODAL_LARGE: { width: 800, height: 600 },\n\n // Default screen dimensions for fallback calculations\n DEFAULT_SCREEN_WIDTH: 1920,\n DEFAULT_SCREEN_HEIGHT: 1080,\n\n // Mobile touch target sizes (iOS/Android guidelines: 48px minimum)\n TOUCH_TARGET_MIN: 48,\n TOUCH_TARGET_COMFORTABLE: 56,\n TOUCH_TARGET_SPACING: 8, // Minimum spacing between touch targets\n} as const;\n\n/**\n * Z-index layer values for UI stacking context.\n *\n * @constant\n * @category UI Constants\n * @korean Z인덱스레이어\n */\nexport const Z_INDEX = {\n BACKGROUND: 0,\n GAME_WORLD: 100,\n UI_BACKGROUND: 200,\n UI_ELEMENTS: 300,\n MODALS: 400,\n TOOLTIPS: 500,\n DEBUG_OVERLAY: 1000,\n} as const;\n\n/**\n * Spacing values in pixels for consistent layout margins and padding.\n *\n * @constant\n * @category UI Constants\n * @korean UI간격\n */\nexport const SPACING = {\n XS: 4,\n SM: 8,\n MD: 16,\n LG: 24,\n XL: 32,\n XXL: 48,\n COMPACT: 12, // Mobile compact spacing\n} as const;\n\n/**\n * Border radius values in pixels for consistent rounded corners.\n *\n * @constant\n * @category UI Constants\n * @korean 테두리반경\n */\nexport const BORDER_RADIUS = {\n NONE: 0,\n SM: 4,\n MD: 8,\n LG: 12,\n XL: 16,\n ROUND: 9999,\n} as const;\n\n/**\n * Box shadow definitions for depth and elevation effects.\n *\n * @constant\n * @category UI Constants\n * @korean UI그림자\n */\nexport const SHADOWS = {\n SM: \"0 1px 2px 0 rgba(0, 0, 0, 0.05)\",\n MD: \"0 4px 6px -1px rgba(0, 0, 0, 0.1)\",\n LG: \"0 10px 15px -3px rgba(0, 0, 0, 0.1)\",\n XL: \"0 20px 25px -5px rgba(0, 0, 0, 0.1)\",\n CYBER: \"0 0 20px rgba(0, 255, 255, 0.3)\",\n KOREAN_GLOW: \"0 0 15px rgba(255, 215, 0, 0.4)\",\n} as const;\n\n/**\n * Animation curve CSS transition strings for UI.\n *\n * @constant\n * @category UI Constants\n * @korean UI애니메이션타이밍\n */\nexport const UI_ANIMATIONS = {\n FAST: \"150ms ease-out\",\n NORMAL: \"250ms ease-in-out\",\n SLOW: \"400ms ease-in-out\",\n BOUNCE: \"300ms cubic-bezier(0.68, -0.55, 0.265, 1.55)\",\n} as const;\n\n/**\n * Button state color tokens for normal, hover, pressed, and disabled states.\n *\n * @constant\n * @category UI Constants\n * @korean 버튼상태\n */\nexport const BUTTON_STATES = {\n NORMAL: {\n background: KOREAN_COLORS.UI_BACKGROUND_MEDIUM,\n border: KOREAN_COLORS.UI_BORDER,\n text: KOREAN_COLORS.TEXT_PRIMARY,\n alpha: 1.0,\n },\n HOVER: {\n background: KOREAN_COLORS.UI_BACKGROUND_LIGHT,\n border: KOREAN_COLORS.ACTIVE_BORDER,\n text: KOREAN_COLORS.TEXT_ACCENT,\n alpha: 1.0,\n },\n PRESSED: {\n background: KOREAN_COLORS.UI_BACKGROUND_DARK,\n border: KOREAN_COLORS.ACTIVE_BORDER,\n text: KOREAN_COLORS.TEXT_ACCENT,\n alpha: 0.8,\n },\n DISABLED: {\n background: KOREAN_COLORS.UI_DISABLED_FILL,\n border: KOREAN_COLORS.UI_DISABLED_BORDER,\n text: KOREAN_COLORS.TEXT_TERTIARY,\n alpha: 0.5,\n },\n} as const;\n\n/**\n * Health bar color thresholds for player vital display.\n *\n * @constant\n * @category UI Constants\n * @korean 체력바색상\n */\nexport const HEALTH_COLORS = {\n FULL: KOREAN_COLORS.POSITIVE_GREEN,\n HIGH: KOREAN_COLORS.ACCENT_YELLOW,\n MEDIUM: KOREAN_COLORS.WARNING_ORANGE,\n LOW: KOREAN_COLORS.WARNING_YELLOW,\n CRITICAL: KOREAN_COLORS.NEGATIVE_RED,\n UNCONSCIOUS: KOREAN_COLORS.UI_GRAY,\n} as const;\n\n/**\n * Status effect color tokens for positive, negative, and neutral effects.\n *\n * @constant\n * @category UI Constants\n * @korean 상태효과색상\n */\nexport const STATUS_COLORS = {\n POSITIVE: KOREAN_COLORS.POSITIVE_GREEN,\n NEGATIVE: KOREAN_COLORS.NEGATIVE_RED,\n NEUTRAL: KOREAN_COLORS.TEXT_SECONDARY,\n TEMPORARY: KOREAN_COLORS.ACCENT_YELLOW,\n PERMANENT: KOREAN_COLORS.ACCENT_PURPLE,\n} as const;\n\n/**\n * Combat feedback color tokens for hit, block, and special strike results.\n *\n * @constant\n * @category UI Constants\n * @korean 전투피드백색상\n */\nexport const COMBAT_FEEDBACK_COLORS = {\n HIT: KOREAN_COLORS.ACCENT_RED,\n CRITICAL_HIT: KOREAN_COLORS.CRITICAL_HIT,\n BLOCKED: KOREAN_COLORS.BLOCKED_ATTACK,\n MISS: KOREAN_COLORS.UI_GRAY,\n PERFECT: KOREAN_COLORS.PERFECT_STRIKE,\n COUNTER: KOREAN_COLORS.ACCENT_CYAN,\n VITAL_POINT: KOREAN_COLORS.VITAL_POINT_HIT,\n} as const;\n\n/**\n * UI Layout and component constants for Korean martial arts game\n */\n\nexport const UI_CONSTANTS = {\n // Layout dimensions\n HEADER_HEIGHT: 80,\n FOOTER_HEIGHT: 60,\n SIDEBAR_WIDTH: 240,\n PANEL_WIDTH: 320,\n\n // Component sizes\n BUTTON_HEIGHT: 48,\n BUTTON_WIDTH: 160,\n INPUT_HEIGHT: 40,\n CARD_MIN_HEIGHT: 120,\n\n // Spacing\n MARGIN_SMALL: 8,\n MARGIN_MEDIUM: 16,\n MARGIN_LARGE: 24,\n MARGIN_XLARGE: 32,\n\n // Borders and radii\n BORDER_RADIUS: 8,\n BORDER_WIDTH: 2,\n\n // Animation durations (ms)\n ANIMATION_FAST: 150,\n ANIMATION_NORMAL: 300,\n ANIMATION_SLOW: 500,\n\n // Z-index layers\n Z_BACKGROUND: 0,\n Z_CONTENT: 10,\n Z_OVERLAY: 100,\n Z_MODAL: 1000,\n Z_TOOLTIP: 2000,\n} as const;\n\n/**\n * Cyberpunk visual-effect intensity values for glows, flickers, and scanlines.\n *\n * @constant\n * @category UI Constants\n * @korean 사이버팡크UI효과\n */\nexport const CYBERPUNK_UI_EFFECTS = {\n GLOW_INTENSITY: 0.3,\n PULSE_SPEED: 2.0,\n FLICKER_FREQUENCY: 0.1,\n SCAN_LINE_OPACITY: 0.1,\n NOISE_INTENSITY: 0.05,\n} as const;\n\n/**\n * Korean traditional layout proportions and spacing ratios.\n *\n * @constant\n * @category UI Constants\n * @korean 한국UI레이아웃\n */\nexport const KOREAN_UI_LAYOUTS = {\n // Traditional Korean proportions\n GOLDEN_RATIO: 1.618,\n HANGEUL_LINE_HEIGHT: 1.4,\n KOREAN_ENGLISH_RATIO: 0.7,\n\n // Text hierarchy\n TITLE_SCALE: 2.0,\n SUBTITLE_SCALE: 1.5,\n BODY_SCALE: 1.0,\n CAPTION_SCALE: 0.8,\n} as const;\n\nexport default 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@@ -15,7 +15,6 @@ import * as THREE from "three";
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  * Represents emotional and physical states visible on fighter's face.
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  * Each expression corresponds to specific combat situations.
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  *
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- * @public
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  * @category Facial Animation
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  * @korean 얼굴표정
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  */
@@ -36,7 +35,6 @@ export declare enum FacialExpression {
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  /**
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  * Bilingual names for facial expressions
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  *
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- * @public
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  * @category Facial Animation
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  * @korean 표정이름
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  */
@@ -51,7 +49,6 @@ export declare const FACIAL_EXPRESSION_NAMES: Record<FacialExpression, {
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  * Tracks accumulated damage to face for visual feedback.
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  * Includes bruising, swelling, and bleeding effects.
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  *
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- * @public
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  * @category Facial Animation
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  * @korean 얼굴손상상태
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  */
@@ -80,7 +77,6 @@ export interface FacialDamageState {
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  *
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  * Manages current expression and smooth transition to next expression.
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  *
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  * @category Facial Animation
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  * @korean 표정상태
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  */
@@ -99,7 +95,6 @@ export interface ExpressionState {
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  /**
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  * Eye openness values for expressions
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  *
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  * @category Facial Animation
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  * @korean 눈개방도
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  */
@@ -107,7 +102,6 @@ export declare const EYE_OPENNESS: Record<FacialExpression, number>;
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  /**
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  * Mouth openness values for expressions
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  *
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  * @category Facial Animation
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  * @korean 입개방도
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  */
@@ -117,7 +111,6 @@ export declare const MOUTH_OPENNESS: Record<FacialExpression, number>;
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  *
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  * Defines types of head movements for combat reactions.
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  *
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  * @category Facial Animation
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  * @korean 머리움직임타입
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  */
@@ -140,7 +133,6 @@ export declare enum HeadMovementType {
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  *
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  * Sequence of Euler rotations for head movement animations.
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  *
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- * @public
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  * @category Facial Animation
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  * @korean 머리움직임키프레임
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  */
@@ -161,7 +153,6 @@ export interface HeadMovementKeyframes {
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  *
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  * Manages eye direction and pupil position for opponent tracking.
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  *
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- * @public
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  * @category Facial Animation
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  * @korean 눈추적상태
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  */
@@ -183,7 +174,6 @@ export interface EyeTrackingState {
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  /**
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  * Default facial damage state (no damage)
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  *
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- * @public
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  * @category Facial Animation
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  * @korean 기본얼굴손상상태
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  */
@@ -191,7 +181,6 @@ export declare const DEFAULT_FACIAL_DAMAGE: FacialDamageState;
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  /**
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  * Default expression state (neutral)
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  *
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  * @category Facial Animation
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  * @korean 기본표정상태
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  */
@@ -199,7 +188,6 @@ export declare const DEFAULT_EXPRESSION_STATE: ExpressionState;
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  /**
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  * Default eye tracking state
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  *
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  * @category Facial Animation
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  * @korean 기본눈추적상태
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  */
@@ -207,7 +195,6 @@ export declare const DEFAULT_EYE_TRACKING: EyeTrackingState;
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  /**
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  * Face3D component props
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  *
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  * @category Facial Animation
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  * @korean 얼굴3D속성
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  */
@@ -232,7 +219,6 @@ export interface Face3DProps {
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  /**
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  * Eye component props
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  *
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- * @public
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  * @category Facial Animation
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  * @korean 눈3D속성
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  */
@@ -251,7 +237,6 @@ export interface EyeProps {
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  /**
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  * Mouth component props
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  *
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- * @public
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  * @category Facial Animation
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  * @korean 입3D속성
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  */
@@ -1 +1 @@
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@@ -16,7 +16,6 @@ import * as THREE from "three";
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  * Represents emotional and physical states visible on fighter's face.
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  * Each expression corresponds to specific combat situations.
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  *
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- * @public
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  * @category Facial Animation
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  * @korean 얼굴표정
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  */
@@ -38,7 +37,6 @@ var FacialExpression = /* @__PURE__ */ function(FacialExpression) {
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  /**
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  * Bilingual names for facial expressions
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  *
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- * @public
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  * @category Facial Animation
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  * @korean 표정이름
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  */
@@ -77,7 +75,6 @@ var FACIAL_EXPRESSION_NAMES = {
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  /**
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  * Eye openness values for expressions
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  *
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- * @public
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  * @category Facial Animation
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  * @korean 눈개방도
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  */
@@ -92,7 +89,6 @@ var EYE_OPENNESS = {
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  /**
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  * Mouth openness values for expressions
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  *
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- * @public
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  * @category Facial Animation
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  * @korean 입개방도
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  */
@@ -109,7 +105,6 @@ var MOUTH_OPENNESS = {
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  *
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  * Defines types of head movements for combat reactions.
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  *
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- * @public
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  * @category Facial Animation
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  * @korean 머리움직임타입
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  */
@@ -131,7 +126,6 @@ var HeadMovementType = /* @__PURE__ */ function(HeadMovementType) {
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  /**
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  * Default facial damage state (no damage)
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  *
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- * @public
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  * @category Facial Animation
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  * @korean 기본얼굴손상상태
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  */
@@ -149,7 +143,6 @@ var DEFAULT_FACIAL_DAMAGE = {
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  /**
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  * Default expression state (neutral)
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  *
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- * @public
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  * @category Facial Animation
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  * @korean 기본표정상태
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  */
@@ -161,7 +154,6 @@ var DEFAULT_EXPRESSION_STATE = {
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  /**
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  * Default eye tracking state
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  *
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- * @public
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  * @category Facial Animation
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  * @korean 기본눈추적상태
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  */
@@ -1 +1 @@
1
- {"version":3,"file":"facial.js","names":[],"sources":["../../src/types/facial.ts"],"sourcesContent":["/**\n * Facial animation types for realistic combat emotion and damage\n * \n * Defines facial expression system with damage tracking, eye tracking,\n * and smooth expression transitions for authentic human-like combat feedback.\n * \n * @module types/facial\n * @category Type Definitions\n * @korean 얼굴애니메이션타입\n */\n\nimport * as THREE from \"three\";\n\n/**\n * Facial expression states for combat\n * \n * Represents emotional and physical states visible on fighter's face.\n * Each expression corresponds to specific combat situations.\n * \n * @public\n * @category Facial Animation\n * @korean 얼굴표정\n */\nexport enum FacialExpression {\n /** Calm, ready state */\n NEUTRAL = \"neutral\",\n /** Concentrated, ready to attack */\n FOCUSED = \"focused\",\n /** Pain response after hit */\n PAINED = \"pained\",\n /** Low stamina, heavy breathing */\n EXHAUSTED = \"exhausted\",\n /** Brief satisfaction after successful strike */\n VICTORIOUS = \"victorious\",\n /** Knocked out, unconscious */\n DEFEATED = \"defeated\",\n}\n\n/**\n * Bilingual names for facial expressions\n * \n * @public\n * @category Facial Animation\n * @korean 표정이름\n */\nexport const FACIAL_EXPRESSION_NAMES: Record<\n FacialExpression,\n { korean: string; english: string; romanized: string }\n> = {\n [FacialExpression.NEUTRAL]: {\n korean: \"평온\",\n english: \"Neutral\",\n romanized: \"pyeong-on\",\n },\n [FacialExpression.FOCUSED]: {\n korean: \"집중\",\n english: \"Focused\",\n romanized: \"jipjung\",\n },\n [FacialExpression.PAINED]: {\n korean: \"고통\",\n english: \"Pained\",\n romanized: \"gotong\",\n },\n [FacialExpression.EXHAUSTED]: {\n korean: \"지침\",\n english: \"Exhausted\",\n romanized: \"jichim\",\n },\n [FacialExpression.VICTORIOUS]: {\n korean: \"승리\",\n english: \"Victorious\",\n romanized: \"seungri\",\n },\n [FacialExpression.DEFEATED]: {\n korean: \"패배\",\n english: \"Defeated\",\n romanized: \"paebae\",\n },\n};\n\n/**\n * Facial damage state tracking\n * \n * Tracks accumulated damage to face for visual feedback.\n * Includes bruising, swelling, and bleeding effects.\n * \n * @public\n * @category Facial Animation\n * @korean 얼굴손상상태\n */\nexport interface FacialDamageState {\n /** Left eye swelling (0-1, 0=none, 1=fully swollen) */\n readonly leftEyeSwelling: number;\n \n /** Right eye swelling (0-1, 0=none, 1=fully swollen) */\n readonly rightEyeSwelling: number;\n \n /** Mouth/lip bleeding intensity (0-1) */\n readonly mouthBleeding: number;\n \n /** Nose bleeding intensity (0-1) */\n readonly noseBleeding: number;\n \n /** Bruise intensity on left cheek (0-1) */\n readonly leftCheekBruise: number;\n \n /** Bruise intensity on right cheek (0-1) */\n readonly rightCheekBruise: number;\n \n /** Forehead bruise/cut intensity (0-1) */\n readonly foreheadBruise: number;\n \n /** Jaw bruise intensity (0-1) */\n readonly jawBruise: number;\n \n /** Total facial damage accumulation (0-100) */\n readonly totalFacialDamage: number;\n}\n\n/**\n * Expression state with transition timing\n * \n * Manages current expression and smooth transition to next expression.\n * \n * @public\n * @category Facial Animation\n * @korean 표정상태\n */\nexport interface ExpressionState {\n /** Current facial expression */\n readonly expression: FacialExpression;\n \n /** Expression intensity (0-1, affects degree of expression) */\n readonly intensity: number;\n \n /** Time to transition to new expression (seconds) */\n readonly transitionTime: number;\n \n /** Previous expression (for blending) */\n readonly previousExpression?: FacialExpression;\n \n /** Transition progress (0-1, 0=start, 1=complete) */\n readonly transitionProgress?: number;\n}\n\n/**\n * Eye openness values for expressions\n * \n * @public\n * @category Facial Animation\n * @korean 눈개방도\n */\nexport const EYE_OPENNESS: Record<FacialExpression, number> = {\n [FacialExpression.NEUTRAL]: 1.0, // Fully open\n [FacialExpression.FOCUSED]: 0.7, // Narrowed\n [FacialExpression.PAINED]: 0.3, // Squinted\n [FacialExpression.EXHAUSTED]: 0.5, // Half-closed\n [FacialExpression.VICTORIOUS]: 0.9, // Nearly fully open\n [FacialExpression.DEFEATED]: 0.0, // Closed\n};\n\n/**\n * Mouth openness values for expressions\n * \n * @public\n * @category Facial Animation\n * @korean 입개방도\n */\nexport const MOUTH_OPENNESS: Record<FacialExpression, number> = {\n [FacialExpression.NEUTRAL]: 0.0, // Closed\n [FacialExpression.FOCUSED]: 0.0, // Closed, determined\n [FacialExpression.PAINED]: 0.8, // Open, yelling\n [FacialExpression.EXHAUSTED]: 0.4, // Panting\n [FacialExpression.VICTORIOUS]: 0.2, // Slight smile\n [FacialExpression.DEFEATED]: 0.1, // Slack\n};\n\n/**\n * Head movement animation type\n * \n * Defines types of head movements for combat reactions.\n * \n * @public\n * @category Facial Animation\n * @korean 머리움직임타입\n */\nexport enum HeadMovementType {\n /** Head snaps back when hit */\n RECOIL = \"recoil\",\n /** Slight nod forward during attack */\n NOD = \"nod\",\n /** Head tilts to avoid strike */\n TILT = \"tilt\",\n /** Head turns to track opponent */\n TURN = \"turn\",\n /** Head shakes when stunned */\n SHAKE = \"shake\",\n /** Head drops when defeated */\n DROP = \"drop\",\n}\n\n/**\n * Head movement animation keyframes\n * \n * Sequence of Euler rotations for head movement animations.\n * \n * @public\n * @category Facial Animation\n * @korean 머리움직임키프레임\n */\nexport interface HeadMovementKeyframes {\n /** Movement type identifier */\n readonly type: HeadMovementType;\n \n /** Sequence of rotation keyframes */\n readonly rotations: readonly THREE.Euler[];\n \n /** Duration of each keyframe in seconds */\n readonly frameDuration: number;\n \n /** Total animation duration in seconds */\n readonly totalDuration: number;\n \n /** Whether animation loops */\n readonly loop: boolean;\n}\n\n/**\n * Eye tracking state\n * \n * Manages eye direction and pupil position for opponent tracking.\n * \n * @public\n * @category Facial Animation\n * @korean 눈추적상태\n */\nexport interface EyeTrackingState {\n /** Target position to look at (opponent position) */\n readonly targetPosition: THREE.Vector3;\n \n /** Current look direction (normalized) */\n readonly lookDirection: THREE.Vector3;\n \n /** Pupil offset from center (-1 to 1 for each axis) */\n readonly pupilOffset: { x: number; y: number };\n \n /** Tracking speed (smoothing factor) */\n readonly trackingSpeed: number;\n \n /** Whether tracking is enabled */\n readonly enabled: boolean;\n}\n\n/**\n * Default facial damage state (no damage)\n * \n * @public\n * @category Facial Animation\n * @korean 기본얼굴손상상태\n */\nexport const DEFAULT_FACIAL_DAMAGE: FacialDamageState = {\n leftEyeSwelling: 0,\n rightEyeSwelling: 0,\n mouthBleeding: 0,\n noseBleeding: 0,\n leftCheekBruise: 0,\n rightCheekBruise: 0,\n foreheadBruise: 0,\n jawBruise: 0,\n totalFacialDamage: 0,\n};\n\n/**\n * Default expression state (neutral)\n * \n * @public\n * @category Facial Animation\n * @korean 기본표정상태\n */\nexport const DEFAULT_EXPRESSION_STATE: ExpressionState = {\n expression: FacialExpression.NEUTRAL,\n intensity: 1.0,\n transitionTime: 0.2,\n};\n\n/**\n * Default eye tracking state\n * \n * @public\n * @category Facial Animation\n * @korean 기본눈추적상태\n */\nexport const DEFAULT_EYE_TRACKING: EyeTrackingState = {\n targetPosition: new THREE.Vector3(0, 1.9, 5), // Looking forward\n lookDirection: new THREE.Vector3(0, 0, 1), // Forward\n pupilOffset: { x: 0, y: 0 },\n trackingSpeed: 0.1,\n enabled: true,\n};\n\n/**\n * Face3D component props\n * \n * @public\n * @category Facial Animation\n * @korean 얼굴3D속성\n */\nexport interface Face3DProps {\n /** Current facial expression */\n readonly expression: FacialExpression;\n \n /** Facial damage state */\n readonly damage: FacialDamageState;\n \n /** Opponent position for eye tracking */\n readonly opponentPosition: THREE.Vector3;\n \n /** Current head rotation 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+ {"version":3,"file":"facial.js","names":[],"sources":["../../src/types/facial.ts"],"sourcesContent":["/**\n * Facial animation types for realistic combat emotion and damage\n * \n * Defines facial expression system with damage tracking, eye tracking,\n * and smooth expression transitions for authentic human-like combat feedback.\n * \n * @module types/facial\n * @category Type Definitions\n * @korean 얼굴애니메이션타입\n */\n\nimport * as THREE from \"three\";\n\n/**\n * Facial expression states for combat\n * \n * Represents emotional and physical states visible on fighter's face.\n * Each expression corresponds to specific combat situations.\n * \n * @category Facial Animation\n * @korean 얼굴표정\n */\nexport enum FacialExpression {\n /** Calm, ready state */\n NEUTRAL = \"neutral\",\n /** Concentrated, ready to attack */\n FOCUSED = \"focused\",\n /** Pain response after hit */\n PAINED = \"pained\",\n /** Low stamina, heavy breathing */\n EXHAUSTED = \"exhausted\",\n /** Brief satisfaction after successful strike */\n VICTORIOUS = \"victorious\",\n /** Knocked out, unconscious */\n DEFEATED = \"defeated\",\n}\n\n/**\n * Bilingual names for facial expressions\n * \n * @category Facial Animation\n * @korean 표정이름\n */\nexport const FACIAL_EXPRESSION_NAMES: Record<\n FacialExpression,\n { korean: string; english: string; romanized: string }\n> = {\n [FacialExpression.NEUTRAL]: {\n korean: \"평온\",\n english: \"Neutral\",\n romanized: \"pyeong-on\",\n },\n [FacialExpression.FOCUSED]: {\n korean: \"집중\",\n english: \"Focused\",\n romanized: \"jipjung\",\n },\n [FacialExpression.PAINED]: {\n korean: \"고통\",\n english: \"Pained\",\n romanized: \"gotong\",\n },\n [FacialExpression.EXHAUSTED]: {\n korean: \"지침\",\n english: \"Exhausted\",\n romanized: \"jichim\",\n },\n [FacialExpression.VICTORIOUS]: {\n korean: \"승리\",\n english: \"Victorious\",\n romanized: \"seungri\",\n },\n [FacialExpression.DEFEATED]: {\n korean: \"패배\",\n english: \"Defeated\",\n romanized: \"paebae\",\n },\n};\n\n/**\n * Facial damage state tracking\n * \n * Tracks accumulated damage to face for visual feedback.\n * Includes bruising, swelling, and bleeding effects.\n * \n * @category Facial Animation\n * @korean 얼굴손상상태\n */\nexport interface FacialDamageState {\n /** Left eye swelling (0-1, 0=none, 1=fully swollen) */\n readonly leftEyeSwelling: number;\n /** Right eye swelling (0-1, 0=none, 1=fully swollen) */\n readonly rightEyeSwelling: number;\n /** Mouth/lip bleeding intensity (0-1) */\n readonly mouthBleeding: number;\n /** Nose bleeding intensity (0-1) */\n readonly noseBleeding: number;\n /** Bruise intensity on left cheek (0-1) */\n readonly leftCheekBruise: number;\n /** Bruise intensity on right cheek (0-1) */\n readonly rightCheekBruise: number;\n /** Forehead bruise/cut intensity (0-1) */\n readonly foreheadBruise: number;\n /** Jaw bruise intensity (0-1) */\n readonly jawBruise: number;\n /** Total facial damage accumulation (0-100) */\n readonly totalFacialDamage: number;\n}\n\n/**\n * Expression state with transition timing\n * \n * Manages current expression and smooth transition to next expression.\n * \n * @category Facial Animation\n * @korean 표정상태\n */\nexport interface ExpressionState {\n /** Current facial expression */\n readonly expression: FacialExpression;\n /** Expression intensity (0-1, affects degree of expression) */\n readonly intensity: number;\n /** Time to transition to new expression (seconds) */\n readonly transitionTime: number;\n /** Previous expression (for blending) */\n readonly previousExpression?: FacialExpression;\n /** Transition progress (0-1, 0=start, 1=complete) */\n readonly transitionProgress?: number;\n}\n\n/**\n * Eye openness values for expressions\n * \n * @category Facial Animation\n * @korean 눈개방도\n */\nexport const EYE_OPENNESS: Record<FacialExpression, number> = {\n [FacialExpression.NEUTRAL]: 1.0, // Fully open\n [FacialExpression.FOCUSED]: 0.7, // Narrowed\n [FacialExpression.PAINED]: 0.3, // Squinted\n [FacialExpression.EXHAUSTED]: 0.5, // Half-closed\n [FacialExpression.VICTORIOUS]: 0.9, // Nearly fully open\n [FacialExpression.DEFEATED]: 0.0, // Closed\n};\n\n/**\n * Mouth openness values for expressions\n * \n * @category Facial Animation\n * @korean 입개방도\n */\nexport const MOUTH_OPENNESS: Record<FacialExpression, number> = {\n [FacialExpression.NEUTRAL]: 0.0, // Closed\n [FacialExpression.FOCUSED]: 0.0, // Closed, determined\n [FacialExpression.PAINED]: 0.8, // Open, yelling\n [FacialExpression.EXHAUSTED]: 0.4, // Panting\n [FacialExpression.VICTORIOUS]: 0.2, // Slight smile\n [FacialExpression.DEFEATED]: 0.1, // Slack\n};\n\n/**\n * Head movement animation type\n * \n * Defines types of head movements for combat reactions.\n * \n * @category Facial Animation\n * @korean 머리움직임타입\n */\nexport enum HeadMovementType {\n /** Head snaps back when hit */\n RECOIL = \"recoil\",\n /** Slight nod forward during attack */\n NOD = \"nod\",\n /** Head tilts to avoid strike */\n TILT = \"tilt\",\n /** Head turns to track opponent */\n TURN = \"turn\",\n /** Head shakes when stunned */\n SHAKE = \"shake\",\n /** Head drops when defeated */\n DROP = \"drop\",\n}\n\n/**\n * Head movement animation keyframes\n * \n * Sequence of Euler rotations for head movement animations.\n * \n * @category Facial Animation\n * @korean 머리움직임키프레임\n */\nexport interface HeadMovementKeyframes {\n /** Movement type identifier */\n readonly type: HeadMovementType;\n /** Sequence of rotation keyframes */\n readonly rotations: readonly THREE.Euler[];\n /** Duration of each keyframe in seconds */\n readonly frameDuration: number;\n /** Total animation duration in seconds */\n readonly totalDuration: number;\n /** Whether animation loops */\n readonly loop: boolean;\n}\n\n/**\n * Eye tracking state\n * \n * Manages eye direction and pupil position for opponent tracking.\n * \n * @category Facial Animation\n * @korean 눈추적상태\n */\nexport interface EyeTrackingState {\n /** Target position to look at (opponent position) */\n readonly targetPosition: THREE.Vector3;\n /** Current look direction (normalized) */\n readonly lookDirection: THREE.Vector3;\n /** Pupil offset from center (-1 to 1 for each axis) */\n readonly pupilOffset: { x: number; y: number };\n /** Tracking speed (smoothing factor) */\n readonly trackingSpeed: number;\n /** Whether tracking is enabled */\n readonly enabled: boolean;\n}\n\n/**\n * Default facial damage state (no damage)\n * \n * @category Facial Animation\n * @korean 기본얼굴손상상태\n */\nexport const DEFAULT_FACIAL_DAMAGE: FacialDamageState = {\n leftEyeSwelling: 0,\n rightEyeSwelling: 0,\n mouthBleeding: 0,\n noseBleeding: 0,\n leftCheekBruise: 0,\n rightCheekBruise: 0,\n foreheadBruise: 0,\n jawBruise: 0,\n totalFacialDamage: 0,\n};\n\n/**\n * Default expression state (neutral)\n * \n * @category Facial Animation\n * @korean 기본표정상태\n */\nexport const DEFAULT_EXPRESSION_STATE: ExpressionState = {\n expression: FacialExpression.NEUTRAL,\n intensity: 1.0,\n transitionTime: 0.2,\n};\n\n/**\n * Default eye tracking state\n * \n * @category Facial Animation\n * @korean 기본눈추적상태\n */\nexport const DEFAULT_EYE_TRACKING: EyeTrackingState = {\n targetPosition: new THREE.Vector3(0, 1.9, 5), // Looking forward\n lookDirection: new THREE.Vector3(0, 0, 1), // Forward\n pupilOffset: { x: 0, y: 0 },\n trackingSpeed: 0.1,\n enabled: true,\n};\n\n/**\n * Face3D component props\n * \n * @category Facial Animation\n * @korean 얼굴3D속성\n */\nexport interface Face3DProps {\n /** Current facial expression */\n readonly expression: FacialExpression;\n /** Facial damage state */\n readonly damage: FacialDamageState;\n /** Opponent position for eye tracking */\n readonly opponentPosition: THREE.Vector3;\n /** Current head rotation (Euler angles) */\n readonly headRotation: THREE.Euler;\n /** Enable eye tracking (default: true) */\n readonly enableEyeTracking?: boolean;\n /** Enable damage visualization (default: true) */\n readonly enableDamageVisuals?: boolean;\n /** Mobile mode (simplified rendering) */\n readonly isMobile?: boolean;\n /** Skin tone color (default: 0xffdbac) */\n readonly skinColor?: number;\n}\n\n/**\n * Eye component props\n * \n * @category Facial Animation\n * @korean 눈3D속성\n */\nexport interface EyeProps {\n /** Eye position relative to head */\n readonly position: [number, number, number];\n /** Current facial expression */\n readonly expression: FacialExpression;\n /** Look direction for pupil tracking */\n readonly lookDirection: THREE.Vector3;\n /** Eye swelling amount (0-1) */\n readonly swelling: number;\n /** Whether this is the left or right eye */\n readonly side: \"left\" | \"right\";\n}\n\n/**\n * Mouth component props\n * \n * @category Facial Animation\n * @korean 입3D속성\n */\nexport interface MouthProps {\n /** Mouth position relative to head */\n readonly position: [number, number, number];\n /** Current facial expression */\n readonly expression: FacialExpression;\n /** Bleeding intensity (0-1) */\n readonly bleeding: number;\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;AAsBA,IAAY,mBAAL,yBAAA,kBAAA;;CAEL,iBAAA,aAAU;;CAEV,iBAAA,aAAU;;CAEV,iBAAA,YAAS;;CAET,iBAAA,eAAY;;CAEZ,iBAAA,gBAAa;;CAEb,iBAAA,cAAW;;KACZ;;;;;;;AAQD,IAAa,0BAGT;EACD,iBAAiB,UAAU;EAC1B,QAAQ;EACR,SAAS;EACT,WAAW;EACZ;EACA,iBAAiB,UAAU;EAC1B,QAAQ;EACR,SAAS;EACT,WAAW;EACZ;EACA,iBAAiB,SAAS;EACzB,QAAQ;EACR,SAAS;EACT,WAAW;EACZ;EACA,iBAAiB,YAAY;EAC5B,QAAQ;EACR,SAAS;EACT,WAAW;EACZ;EACA,iBAAiB,aAAa;EAC7B,QAAQ;EACR,SAAS;EACT,WAAW;EACZ;EACA,iBAAiB,WAAW;EAC3B,QAAQ;EACR,SAAS;EACT,WAAW;EACZ;CACF;;;;;;;AA2DD,IAAa,eAAiD;EAC3D,iBAAiB,UAAU;EAC3B,iBAAiB,UAAU;EAC3B,iBAAiB,SAAS;EAC1B,iBAAiB,YAAY;EAC7B,iBAAiB,aAAa;EAC9B,iBAAiB,WAAW;CAC9B;;;;;;;AAQD,IAAa,iBAAmD;EAC7D,iBAAiB,UAAU;EAC3B,iBAAiB,UAAU;EAC3B,iBAAiB,SAAS;EAC1B,iBAAiB,YAAY;EAC7B,iBAAiB,aAAa;EAC9B,iBAAiB,WAAW;CAC9B;;;;;;;;;AAUD,IAAY,mBAAL,yBAAA,kBAAA;;CAEL,iBAAA,YAAS;;CAET,iBAAA,SAAM;;CAEN,iBAAA,UAAO;;CAEP,iBAAA,UAAO;;CAEP,iBAAA,WAAQ;;CAER,iBAAA,UAAO;;KACR;;;;;;;AAkDD,IAAa,wBAA2C;CACtD,iBAAiB;CACjB,kBAAkB;CAClB,eAAe;CACf,cAAc;CACd,iBAAiB;CACjB,kBAAkB;CAClB,gBAAgB;CAChB,WAAW;CACX,mBAAmB;CACpB;;;;;;;AAQD,IAAa,2BAA4C;CACvD,YAAY,iBAAiB;CAC7B,WAAW;CACX,gBAAgB;CACjB;;;;;;;AAQD,IAAa,uBAAyC;CACpD,gBAAgB,IAAI,MAAM,QAAQ,GAAG,KAAK,EAAE;CAC5C,eAAe,IAAI,MAAM,QAAQ,GAAG,GAAG,EAAE;CACzC,aAAa;EAAE,GAAG;EAAG,GAAG;EAAG;CAC3B,eAAe;CACf,SAAS;CACV"}