Press n or j to go to the next uncovered block, b, p or k for the previous block.
| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 | 4x 60x 60x 60x 60x 59x 60x 60x 60x 60x 60x 60x 60x 60x 31x 16x 64x 64x 3x 9x 2x 4x 2x 6x 2x 6x 6x 2x 8x 2x 4x 114x 114x 114x 114x 60x 57x 57x 60x 60x 57x 114x 114x 114x 120x 120x 120x 114x 60x | /**
* HitEffects3D - Three.js particle effects for combat
*
* Maintains Korean theming and visual feedback for combat actions
*/
import { useFrame } from "@react-three/fiber";
import React, { useEffect, useMemo, useRef, useState } from "react";
import * as THREE from "three";
import { HitEffect } from "../../../systems";
import { HitEffectType } from "../../../systems/effects";
import { KOREAN_COLORS } from "../../../types/constants";
/**
* Props for the HitEffects3D component.
* Controls which effects are displayed and callbacks for effect lifecycle.
*/
export interface HitEffects3DProps {
/** Array of active hit effects to render in the scene */
readonly effects: HitEffect[];
/** Callback invoked when an effect completes its duration */
readonly onEffectComplete?: (effectId: string) => void;
/** Arena bounds for accurate coordinate conversion */
readonly arenaBounds?: {
x: number;
y: number;
width: number;
height: number;
};
}
interface ActiveEffect extends HitEffect {
progress: number;
}
/**
* Individual Hit Effect Component
* Renders a single effect with Three.js primitives
*/
const HitEffectVisual: React.FC<{
effect: HitEffect;
effectRef: React.MutableRefObject<ActiveEffect | null>;
arenaBounds?: { x: number; y: number; width: number; height: number };
}> = ({ effect, effectRef, arenaBounds }) => {
const groupRef = useRef<THREE.Group>(null);
// Use state for alpha to avoid accessing ref during render
const [alpha, setAlpha] = useState(1);
// Position in 3D space - convert 2D position to 3D
const position3D: [number, number, number] = useMemo(() => {
if (!effect.position) return [0, 1, 0];
// Convert from screen coordinates to 3D world coordinates
// Use arena bounds if available, otherwise use default normalization
const bounds = arenaBounds ?? { x: 0, y: 0, width: 1200, height: 800 };
const relX = (effect.position.x - bounds.x) / bounds.width;
const relZ = (effect.position.y - bounds.y) / bounds.height;
const x = relX * 16 - 8; // Map 0-1 to -8 to 8
const y = 1.5; // Mid-height for effects
const z = relZ * 8 - 4; // Map 0-1 to -4 to 4
return [x, y, z];
}, [effect.position, arenaBounds]);
// Animate effect based on type
useFrame(() => {
if (!groupRef.current || !effectRef.current) return;
// Access fresh progress value from ref and update alpha state
const progress = effectRef.current.progress;
setAlpha(1 - progress);
// Rotate for some effects
if (
effect.type === HitEffectType.COUNTER ||
effect.type === HitEffectType.VITAL_POINT_STRIKE
) {
groupRef.current.rotation.y += 0.1;
}
// Scale pulse for critical hits
if (effect.type === HitEffectType.CRITICAL_HIT) {
const pulse =
1 + Math.sin(effectRef.current.progress * Math.PI * 4) * 0.2;
groupRef.current.scale.set(pulse, pulse, pulse);
}
});
// Render based on effect type
switch (effect.type) {
case HitEffectType.HIT:
return (
<group ref={groupRef} position={position3D}>
{/* Impact flash sphere */}
<mesh>
<sphereGeometry args={[0.3 * effect.intensity, 16, 16]} />
<meshBasicMaterial
color={KOREAN_COLORS.ACCENT_RED}
transparent
opacity={alpha * 0.5}
/>
</mesh>
{/* Expanding ring */}
<mesh rotation={[-Math.PI / 2, 0, 0]} position={[0, 0, 0]}>
<ringGeometry
args={[0.3 * effect.intensity, 0.35 * effect.intensity, 32]}
/>
<meshBasicMaterial
color={KOREAN_COLORS.ACCENT_RED}
transparent
opacity={alpha}
side={THREE.DoubleSide}
/>
</mesh>
</group>
);
case HitEffectType.CRITICAL_HIT:
return (
<group ref={groupRef} position={position3D}>
{/* Large impact sphere */}
<mesh>
<sphereGeometry args={[0.5 * effect.intensity, 16, 16]} />
<meshBasicMaterial
color={KOREAN_COLORS.ACCENT_GOLD}
transparent
opacity={alpha * 0.7}
/>
</mesh>
{/* Star burst lines */}
{[0, 1, 2, 3].map((i) => {
const angle = (i * Math.PI) / 2;
return (
<mesh
key={i}
position={[Math.cos(angle) * 0.3, 0, Math.sin(angle) * 0.3]}
rotation={[0, angle, 0]}
>
<boxGeometry args={[0.6, 0.05, 0.05]} />
<meshBasicMaterial
color={KOREAN_COLORS.ACCENT_RED}
transparent
opacity={alpha}
/>
</mesh>
);
})}
</group>
);
case HitEffectType.BLOCK:
return (
<group ref={groupRef} position={position3D}>
{/* Shield arc */}
<mesh rotation={[0, 0, Math.PI / 2]}>
<torusGeometry
args={[0.4 * effect.intensity, 0.05, 8, 16, Math.PI]}
/>
<meshBasicMaterial
color={KOREAN_COLORS.ACCENT_CYAN}
transparent
opacity={alpha}
/>
</mesh>
{/* Spark particles */}
{[0, 1, 2].map((i) => (
<mesh
key={i}
position={[
(i - 1) * 0.2,
Math.sin((1 - alpha) * Math.PI) * 0.3, // Use alpha (1 - progress)
0,
]}
>
<sphereGeometry args={[0.05, 8, 8]} />
<meshBasicMaterial
color={KOREAN_COLORS.ACCENT_CYAN}
transparent
opacity={alpha * 0.8}
/>
</mesh>
))}
</group>
);
case HitEffectType.MISS:
return (
<group ref={groupRef} position={position3D}>
{/* Swish trail lines */}
{[0, 1].map((i) => (
<mesh
key={i}
position={[(i - 0.5) * 0.2, i * 0.1, 0]}
rotation={[0, 0, (i - 0.5) * 0.3]}
>
<boxGeometry args={[0.6, 0.02, 0.02]} />
<meshBasicMaterial
color={KOREAN_COLORS.TEXT_TERTIARY}
transparent
opacity={alpha}
/>
</mesh>
))}
</group>
);
case HitEffectType.VITAL_POINT_STRIKE:
return (
<group ref={groupRef} position={position3D}>
{/* Pulsing sphere */}
<mesh>
<sphereGeometry args={[0.35 * effect.intensity, 16, 16]} />
<meshBasicMaterial
color={KOREAN_COLORS.SECONDARY_MAGENTA}
transparent
opacity={alpha * 0.5}
/>
</mesh>
{/* Concentric rings */}
{[0.2, 0.3, 0.4].map((radius, i) => (
<mesh key={i} rotation={[-Math.PI / 2, 0, 0]}>
<ringGeometry args={[radius, radius + 0.02, 32]} />
<meshBasicMaterial
color={KOREAN_COLORS.SECONDARY_MAGENTA}
transparent
opacity={alpha}
side={THREE.DoubleSide}
/>
</mesh>
))}
{/* Crosshair */}
<mesh position={[0, 0, 0]}>
<boxGeometry args={[0.8, 0.02, 0.02]} />
<meshBasicMaterial
color={KOREAN_COLORS.SECONDARY_MAGENTA}
transparent
opacity={alpha * 0.8}
/>
</mesh>
<mesh position={[0, 0, 0]} rotation={[0, 0, Math.PI / 2]}>
<boxGeometry args={[0.8, 0.02, 0.02]} />
<meshBasicMaterial
color={KOREAN_COLORS.SECONDARY_MAGENTA}
transparent
opacity={alpha * 0.8}
/>
</mesh>
</group>
);
case HitEffectType.PARRY:
return (
<group ref={groupRef} position={position3D}>
{/* Deflection arc */}
<mesh>
<torusGeometry
args={[0.35 * effect.intensity, 0.05, 8, 16, Math.PI / 2]}
/>
<meshBasicMaterial
color={KOREAN_COLORS.ACCENT_GOLD}
transparent
opacity={alpha}
/>
</mesh>
{/* Sparks */}
{[0, 1, 2].map((i) => {
const angle = (Math.PI / 6) * (i - 1);
return (
<mesh
key={i}
position={[Math.cos(angle) * 0.4, Math.sin(angle) * 0.4, 0]}
>
<sphereGeometry args={[0.04, 8, 8]} />
<meshBasicMaterial
color={KOREAN_COLORS.ACCENT_GOLD}
transparent
opacity={alpha * 0.8}
/>
</mesh>
);
})}
</group>
);
case HitEffectType.COUNTER:
return (
<group ref={groupRef} position={position3D}>
{/* Spinning energy blades */}
{[0, 1, 2, 3].map((i) => (
<mesh
key={i}
rotation={[0, (i * Math.PI) / 2, 0]}
position={[0, 0, 0]}
>
<boxGeometry args={[0.6, 0.05, 0.05]} />
<meshBasicMaterial
color={KOREAN_COLORS.PRIMARY_CYAN}
transparent
opacity={alpha}
/>
</mesh>
))}
</group>
);
case HitEffectType.GENERAL_DAMAGE:
case HitEffectType.STATUS_EFFECT:
default:
return (
<group ref={groupRef} position={position3D}>
<mesh>
<sphereGeometry args={[0.3 * effect.intensity, 16, 16]} />
<meshBasicMaterial
color={KOREAN_COLORS.ACCENT_GREEN}
transparent
opacity={alpha * 0.5}
/>
</mesh>
</group>
);
}
};
/**
* HitEffects3D Component
* Manages all active hit effects in the combat scene
* Uses refs to avoid triggering React re-renders at 60fps
*/
export const HitEffects3D: React.FC<HitEffects3DProps> = ({
effects,
onEffectComplete,
arenaBounds,
}) => {
// Use refs to track effects without causing re-renders
const effectRefsMap = useRef<
Map<string, React.MutableRefObject<ActiveEffect | null>>
>(new Map());
const completedEffectsRef = useRef<Set<string>>(new Set());
// Store effectRefs as state to avoid ref access during render
// This is updated in useEffect, not during render
const [effectRefsSnapshot, setEffectRefsSnapshot] = useState<
Map<string, React.MutableRefObject<ActiveEffect | null>>
>(new Map());
// Update effect refs when effects change (minimal state updates)
useEffect(() => {
// Clean up refs for removed effects
const currentIdSet = new Set(effects.map((e) => e.id));
effectRefsMap.current.forEach((_ref, id) => {
if (!currentIdSet.has(id)) {
effectRefsMap.current.delete(id);
completedEffectsRef.current.delete(id);
}
});
// Initialize refs for new effects
effects.forEach((effect) => {
Eif (!effectRefsMap.current.has(effect.id)) {
effectRefsMap.current.set(effect.id, {
current: { ...effect, progress: 0 },
});
}
});
// Create a snapshot of the refs for use in render
// This is a new Map with the same refs (not a deep copy)
setEffectRefsSnapshot(new Map(effectRefsMap.current));
}, [effects]);
// Update progress using refs (no setState in useFrame)
useFrame(() => {
const now = Date.now();
effectRefsMap.current.forEach((ref, id) => {
if (!ref.current) return;
const progress = Math.min(
(now - ref.current.startTime) / ref.current.duration,
1
);
ref.current.progress = progress;
// Handle completion
const isExpired = progress >= 1;
if (
isExpired &&
onEffectComplete &&
!completedEffectsRef.current.has(id)
) {
completedEffectsRef.current.add(id);
onEffectComplete(id);
}
});
});
// Pre-compute effect data to avoid ref access during render
const effectsToRender = useMemo(() => {
return effects
.map((effect) => {
const effectRef = effectRefsSnapshot.get(effect.id);
return { effect, effectRef };
})
.filter(
(
item
): item is {
effect: HitEffect;
effectRef: React.MutableRefObject<ActiveEffect | null>;
} => item.effectRef !== undefined
);
}, [effects, effectRefsSnapshot]);
return (
<group>
{effectsToRender.map(({ effect, effectRef }) => {
return (
<HitEffectVisual
key={effect.id}
effect={effect}
effectRef={effectRef}
arenaBounds={arenaBounds}
/>
);
})}
</group>
);
};
export default HitEffects3D;
|