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- Added new color themes for energy and health indicators. - Introduced combat icons for better visual representation in the UI. - Improved GameTitle component with decorative elements and enhanced typography. - Updated HealthBar component to include dynamic health color changes and percentage display. - Enhanced Timer component with a background and pulsing effect for urgency. - Revamped ControlLegend with icons and improved layout. - Updated TrigramDecorations to include icons and a decorative background. refactor: Improve PlayerVisuals with combat icons and enhanced stance display - Added combat icons for health and stamina in PlayerVisuals. - Enhanced stance indicator with combat style icons. - Updated energy colors with emoji representations for better visual feedback. style: Revise global CSS for improved typography and mobile responsiveness - Imported Korean font for better text rendering. - Added styles for game-specific elements and mobile adjustments. - Implemented performance optimizations for canvas rendering. fix: Ensure proper error handling for root element in main.tsx - Added error handling for missing root element during app initialization. chore: Update TypeScript declarations for PixiJS components and game assets - Added declarations for PixiJS intrinsic elements and various asset types. - Defined environment variables for the Korean martial arts game.
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This was referenced Jan 17, 2026
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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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…components - Create designSystem.ts with TYPOGRAPHY, SPACING, HUD_STYLE, HIERARCHY - Create StyledHUDPanel reusable component - Refactor 8 HUD components (4 Training + 4 Combat) for visual consistency - Apply design system to TrainingLeftHUD, TrainingRightHUD, TrainingTopHUD, TrainingBottomHUD - Apply design system to CombatLeftHUD, CombatRightHUD, CombatTopHUD, CombatBottomHUD - Use consistent spacing scale (4px rhythm), typography, and Korean theming - Ensure WCAG AA compliance with computed color hierarchies - All tests passing (138 HUD tests, TypeScript compilation successful) Implements Issue #6: Enhance HUD visual consistency and Korean theming Co-authored-by: pethers <1726836+pethers@users.noreply.github.com>
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- Document all design system features and scales - Show before/after visual improvements - List all 8 refactored HUD components - Include usage examples and best practices - Document testing results (138/138 tests passing) - Provide future enhancement suggestions - Complete Issue #6 implementation Co-authored-by: pethers <1726836+pethers@users.noreply.github.com>
9 tasks
This was referenced Jan 29, 2026
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Eliminate the DojoBackground component and its tests. Improve the game UI with new visual elements, including combat icons and color themes for health and energy indicators. Revise global CSS for better typography and mobile responsiveness, and implement error handling for the root element during initialization. Update TypeScript declarations for PixiJS components and game assets.