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* DamageNumbers - Floating damage number display component
*
* Displays floating damage numbers that animate upward and fade out.
* Color-coded based on damage type: normal (cyan), critical (gold), vital (red).
*
* Uses Html overlays from @react-three/drei for rendering within 3D scenes.
* Performance optimized with React.memo to reduce unnecessary re-renders.
*
* @module components/shared/three/effects/DamageNumbers
* @category Shared Effects
* @korean 피해숫자
*/
import { Html } from "@react-three/drei";
import { useFrame } from "@react-three/fiber";
import React, { useMemo, useRef, useState } from "react";
import { DamageNumber, DamageType } from "../../../../hooks/useActionFeedback";
import { FONT_FAMILY, KOREAN_COLORS } from "../../../../types/constants";
import { DEFAULT_PHYSICS_ARENA_BOUNDS, type PhysicsArenaBounds } from "../../../../types/PhysicsTypes";
import { hexColorToCSS, hexToRgbaString } from "../../../../utils/colorUtils";
import { withGPUAcceleration } from "../../../../utils/performanceOptimization";
/**
* Props for the DamageNumbers component
*/
export interface DamageNumbersProps {
/** Array of damage numbers to display */
readonly damages: readonly DamageNumber[];
/** Whether to use mobile-optimized sizing */
readonly isMobile?: boolean;
/** Arena bounds for 3D positioning (physics-first with meter dimensions) */
readonly arenaBounds?: PhysicsArenaBounds;
/** Duration of animation in ms (default: 1500) */
readonly animationDuration?: number;
}
/**
* Get color based on damage type
*/
function getDamageColor(type: DamageType): string {
switch (type) {
case "critical":
return hexColorToCSS(KOREAN_COLORS.ACCENT_GOLD);
case "vital":
return hexColorToCSS(KOREAN_COLORS.ACCENT_RED);
case "normal":
default:
return hexColorToCSS(KOREAN_COLORS.PRIMARY_CYAN);
}
}
/**
* Get glow color based on damage type
*/
function getGlowColor(type: DamageType): string {
switch (type) {
case "critical":
return hexToRgbaString(KOREAN_COLORS.ACCENT_GOLD, 0.8);
case "vital":
return hexToRgbaString(KOREAN_COLORS.ACCENT_RED, 0.8);
case "normal":
default:
return hexToRgbaString(KOREAN_COLORS.PRIMARY_CYAN, 0.8);
}
}
/**
* Individual damage number display
* Memoized to prevent unnecessary re-renders
*/
interface SingleDamageNumberProps {
readonly damage: DamageNumber;
readonly isMobile: boolean;
readonly arenaBounds: PhysicsArenaBounds;
readonly animationDuration: number;
}
const SingleDamageNumber = React.memo<SingleDamageNumberProps>(({
damage,
isMobile,
arenaBounds,
animationDuration,
}) => {
const [progress, setProgress] = useState(0);
const startTimeRef = useRef(damage.timestamp);
// Calculate 3D position from meter-based coordinates (physics-first architecture)
// Position is in meters relative to arena center (0, 0)
// Player models use meter coordinates directly: position={[playerPos.x, 0, playerPos.y]}
// So we use meter coordinates directly too for alignment
const halfWidth = arenaBounds.worldWidthMeters / 2;
const halfDepth = arenaBounds.worldDepthMeters / 2;
// Clamp position to arena boundaries in meters
const clampedX = Math.min(halfWidth, Math.max(-halfWidth, damage.position.x));
const clampedZ = Math.min(halfDepth, Math.max(-halfDepth, damage.position.y));
// Use clamped meter coordinates directly in 3D space (no remapping)
const x = clampedX; // Meter position X
const y = 2 + progress * 2; // Float upward
const z = clampedZ; // Meter position Z (depth)
const position3D: [number, number, number] = [x, y, z];
// Update progress using useFrame
useFrame(() => {
const elapsed = Date.now() - startTimeRef.current;
const newProgress = Math.min(elapsed / animationDuration, 1);
setProgress(newProgress);
});
// Don't render if expired
Iif (progress >= 1) return null;
const opacity = 1 - progress;
const scale = 1 + progress * 0.3; // Slight scale up during animation
const fontSize = isMobile ? 20 : 28;
// Calculate critical bonus based on damage type
const getCriticalBonus = (): number => {
if (damage.type === "critical") return 8;
if (damage.type === "vital") return 4;
return 0;
};
const criticalBonus = getCriticalBonus();
return (
<Html
position={position3D}
center
distanceFactor={10}
style={{ pointerEvents: "none" }}
>
<div
data-testid={`damage-${damage.id}`}
style={withGPUAcceleration({
fontSize: `${fontSize + criticalBonus}px`,
fontWeight: "bold",
fontFamily: FONT_FAMILY.KOREAN,
color: getDamageColor(damage.type),
opacity,
transform: `scale(${scale})`,
textShadow: `
0 0 10px ${getGlowColor(damage.type)},
0 0 20px ${getGlowColor(damage.type)},
2px 2px 4px rgba(0, 0, 0, 0.8)
`,
whiteSpace: "nowrap",
userSelect: "none",
})}
>
{damage.damage}
{damage.type === "critical" && "!"}
{damage.type === "vital" && "!!"}
</div>
</Html>
);
}, (prevProps, nextProps) => {
// Custom comparison: re-render only when props that affect rendering change
const prevArena = prevProps.arenaBounds;
const nextArena = nextProps.arenaBounds;
const sameArenaBounds =
prevArena?.x === nextArena?.x &&
prevArena?.y === nextArena?.y &&
prevArena?.width === nextArena?.width &&
prevArena?.height === nextArena?.height &&
prevArena?.worldWidthMeters === nextArena?.worldWidthMeters &&
prevArena?.worldDepthMeters === nextArena?.worldDepthMeters;
return (
prevProps.damage.id === nextProps.damage.id &&
prevProps.isMobile === nextProps.isMobile &&
prevProps.animationDuration === nextProps.animationDuration &&
sameArenaBounds
);
});
SingleDamageNumber.displayName = "SingleDamageNumber";
/**
* DamageNumbers Component
*
* Renders multiple floating damage numbers in the 3D scene.
* Each number floats upward and fades out over time.
* Performance optimized with React.memo.
*
* @example
* ```tsx
* <DamageNumbers
* damages={damageNumbers}
* isMobile={isMobile}
* arenaBounds={arenaBounds}
* />
* ```
*/
const DamageNumbersComponent: React.FC<DamageNumbersProps> = ({
damages,
isMobile = false,
arenaBounds = DEFAULT_PHYSICS_ARENA_BOUNDS,
animationDuration = 1500,
}) => {
// Derive visible damages from props - no need for state sync
const visibleDamages = useMemo(() => [...damages], [damages]);
return (
<group data-testid="damage-numbers-container">
{visibleDamages.map((damage) => (
<SingleDamageNumber
key={damage.id}
damage={damage}
isMobile={isMobile}
arenaBounds={arenaBounds}
animationDuration={animationDuration}
/>
))}
</group>
);
};
/**
* Memoized DamageNumbers with custom comparison
* Only re-renders when damage array changes
*/
export const DamageNumbers = React.memo(
DamageNumbersComponent,
(prevProps, nextProps) => {
// Compare damages array length and contents
Iif (prevProps.damages.length !== nextProps.damages.length) {
return false;
}
// Check if array contents changed (compare IDs)
for (let i = 0; i < prevProps.damages.length; i++) {
if (prevProps.damages[i].id !== nextProps.damages[i].id) {
return false;
}
}
// Check other props
return (
prevProps.isMobile === nextProps.isMobile &&
prevProps.animationDuration === nextProps.animationDuration &&
prevProps.arenaBounds?.x === nextProps.arenaBounds?.x &&
prevProps.arenaBounds?.y === nextProps.arenaBounds?.y &&
prevProps.arenaBounds?.width === nextProps.arenaBounds?.width &&
prevProps.arenaBounds?.height === nextProps.arenaBounds?.height
);
}
);
DamageNumbers.displayName = "DamageNumbers";
export default DamageNumbers;
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