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- Updated GameUI to include a traditional Korean background overlay and enhanced UI elements. - Introduced a new UI theme for colors and styles to reflect Korean aesthetics. - Improved health bars and combat log display with traditional styling. - Added Korean text support and ensured proper rendering of martial arts terminology. - Enhanced Player visuals with traditional martial arts uniform and dynamic effects. - Adjusted movement constraints to be responsive to screen size. - Improved test coverage for GameUI with various scenarios including combat log and victory conditions.
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…io integration Priorities #4-6 implementation: Complete brutal realism enhancements Priority #4 - Internal Damage Visualization (COMPLETE): - InternalDamage3D component with deep red organ pulses - 5 organ types: liver, kidney, spleen, stomach, heart (내장 공격) - 4 penetration depths: surface, shallow, deep, critical - Tissue deformation ripples with expanding rings - Sphere-based pulse expansion (0.4m-1.2m based on depth) - Mobile optimization (50% particles: 60→30 pulse, 30→15 ripple) - Korean martial arts organ strike integration Priority #5 - Enhanced Blood Viscosity (COMPLETE): - BloodViscosity3D component with thicker droplet physics - 4 viscosity types: thin (mist), medium, thick, gout (deep wounds) - Heavier air resistance (0.94 vs 0.97 arterial, 0.96 bone) - Slower velocities (0.5-4.0 m/s vs 10-15 arterial) - Larger particle sizes (0.02-0.20 vs 0.02-0.04 regular) - Cling/drip physics: ground contact detection and damping - 5.5-second total lifetime (2.5s active + 3.0s cling fade) - Mobile optimization (50-200→25-100 particles by type) - Korean martial arts wound type mapping Priority #6 - Combat Audio Integration (COMPLETE): - ParticleAudio3D lightweight audio coordination component - Uses existing sound assets only (no new audio files) - Sound mappings: * Arterial spray → ki_release variants (1-4) * Bone fractures → block_break variants (1-4) * Nerve strikes → energy_pulse variants (1-4) * Organ damage → hit_flesh + body_realistic_sound * Blood viscosity → hit_flesh variants (3-4) - Debounced triggers (max 1 per 100ms per type) - Intensity-based volume scaling (0.3-0.9 range) - Random sound variant selection for variety - No Three.js rendering (pure coordination logic) Technical Implementation: - All components follow established patterns from Phase 1 - TypeScript strict mode compliant (zero errors) - Proper Three.js resource cleanup - React hooks with correct dependencies - Mobile-optimized particle counts (50% reduction) - Korean cultural context throughout Updated barrel exports: - Added InternalDamage3D, BloodViscosity3D, ParticleAudio3D - Exported all types and helper functions - Updated documentation with new effects Phase 2 Status: 6/6 Complete ✅ - Priority #1: Arterial Spray ✅ (f792525) - Priority #2: Bone Fractures ✅ (66f791d) - Priority #3: Nerve Strikes ✅ (40cd395) - Priority #4: Internal Damage ✅ (this commit) - Priority #5: Blood Viscosity ✅ (this commit) - Priority #6: Audio Integration ✅ (this commit) Total deliverables: - 8 particle system components (Phase 1: 4, Phase 2: 4) - 1 audio coordination component - 1 pooling system - Comprehensive barrel exports - Production-ready code All TypeScript compilation successful, ready for comprehensive testing. Co-authored-by: pethers <1726836+pethers@users.noreply.github.com>
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Introduce a Korean martial arts aesthetic to the GameUI and Player components, including a traditional background, improved visuals, and support for Korean text. Adjust movement constraints for responsiveness and enhance test coverage for various scenarios.