五位战士原型:战斗风格中的模式
韩国武术:多样、精致、历史悠久——但在游戏中严重缺乏代表性。 在构建Black Trigram时,我没有通过游戏设计会议发明五位战士原型——我发现它们嵌入在战斗领域本身中,通过对实际韩国武术传统和现代战术专业化的模式识别而揭示。原型自己选择了自己。 game-design.md记录了这一点:每个都代表着植根于实际传统和当代现实的独特战斗哲学。不是任意的游戏平衡——文化真实性与机械深度相遇,神圣几何应用于暴力。
五个原型,每个都是一个完整的战斗系统,每个都是对暴力本身的哲学立场。 在game-design.md中记录的这些不是带有属性调整的调色板交换。这是通过表现的尊重。 每个战士体现了根本不同的暴力方法、战术优先级和伦理框架。从传统武士荣誉准则到有组织犯罪的实用主义——人类处理经批准和未经批准的暴力的全部范围。作为人类学的游戏机制。
1. 무사 Musa (传统战士)
接受传统训练的军事特种部队。 通过力量获得荣誉,纪律严明的战斗。偏好卦象:☰ 天(乾),☳ 雷(震)。标志性技巧:关节技法、要害攻击、制服术。
2. 암살자 Amsalja (影子刺客)
专门从事无声制服的秘密特工。 通过隐身实现效率,一击必杀。偏好卦象:☴ 风(巽),☵ 水(坎)。标志性技巧:无声制服、神经破坏、呼吸阻断。
3. 해커 Hacker (网络战士)
接受物理战斗训练的数字原住民。 信息即力量,技术优势。偏好卦象:☲ 火(离),☱ 泽(兑)。标志性技巧:解剖学分析、生物力学破坏、系统性制服。
4. 정보요원 Jeongbo Yowon (情报人员)
接受心理战训练的政府特工。 通过观察获得知识,战略思维。偏好卦象:☶ 山(艮),☷ 地(坤)。标志性技巧:疼痛顺从、心理压力、信息提取。
5. 조직폭력배 Jojik Pokryeokbae (有组织犯罪)
具有街头智慧残暴性的地下格斗家。 通过无情生存,实用暴力。偏好卦象:☳ 雷(震),☵ 水(坎)。标志性技巧:环境利用、肮脏技巧、生存格斗。
70个要害:数学与死亡的相遇。 传统韩国武术教授70个要害(压力点)。模式识别揭示了神圣结构: 7 × 5 × 2(7个身体区域 × 每个5个关键点 × 左右对称的2)。我们的伤害系统实现了全部70个。打击精度通过生物力学现实决定伤害倍数,而不是任意缩放。通过数秘术的现实主义。通过哲学的物理学。 当你准确击中要害时,游戏会根据实际解剖学脆弱性计算现实的创伤效果。这是通过参与的教育,通过游戏玩法的文化保存。
Game balance requiring five archetypes wasn't design choice—it was recognition of natural combat style clustering in human conflict. Try four archetypes: gaps appear in coverage. Six: redundancy emerges and confusion follows. Five is complete without being exhaustive. The Pentagon appears again. The Law of Fives manifests in hand-to-hand combat patterns. Coincidence? There are no coincidences. Only patterns you haven't recognized yet. The universe speaks in pentagons and you're just not listening.
Looking for expert implementation support? See why organizations choose Hack23 for security consulting that accelerates innovation.
React + PixiJS架构:基于浏览器的战斗模拟
Web-based combat simulation = democratized access = revolution. Documented in ARCHITECTURE.md, Black Trigram runs entirely in-browser using React 19 + PixiJS 8 + TypeScript. Zero backend. Zero installation. Zero platform lock-in. Zero artificial scarcity of access. Open browser → train martial arts. This isn't compromise for convenience—it's intentional accessibility architecture as political statement. Fighting games historically gatekept behind expensive console hardware, region-locked cartridges, and local multiplayer requiring physical proximity. We chose universal access instead. Accessibility as rebellion against gaming industry extraction. Your browser is your dojang. Your internet connection is your sensei. Geography and income don't gatekeep Korean martial arts education anymore.
1. 🖥️ React UI层
具有响应式设计的韩国主题组件。屏幕:CombatScreen、TrainingScreen、IntroScreen。通用UI:CombatHUD、TrigramWheel、ProgressTracker。基本模块:BaseButton、KoreanText、BackgroundGrid。全程使用TypeScript的函数式组件。
2. ⚙️ 游戏逻辑引擎
src/systems/下的TypeScript模块:CombatSystem协调输入 → 卦象 → 要害 → 伤害 → 反馈。TrigramSystem通过StanceManager、TransitionCalculator、TrigramCalculator、KoreanCulture管理姿态。VitalPointSystem通过KoreanAnatomy、HitDetection、DamageCalculator处理70个要害。
3. 🎨 PixiJS渲染器
PixiJS 8 with WebGL for 60fps 2D graphics. Manages character sprites (PlayerVisuals, EnemyVisuals), dojang background, particle systems (HitEffectsLayer), UI overlays. @pixi/react integration wraps PixiJS Application in React components.
4. 🎵 音频引擎
Howler.js + Web Audio API for Korean traditional music blended with cyberpunk SFX. AudioManager loads bone cracks, impacts, ambient sounds. VariantSelector randomizes hit sounds. DefaultSoundGenerator provides fallback audio.
5. 🗄️ 状态管理
Zustand + React Context for in-browser state. useGameState, useUIState, useEnemyState track health, stamina, Ki, stance, combat metrics. No persistence—refresh resets progress. Client-side only, no backend dependencies.
Full architecture documentation: ARCHITECTURE.md includes C4 Container diagrams, Component views, Combat Flow sequences. TypeScript provides type safety across all layers. Vite handles build optimization with tree-shaking.
Web applications without layer enforcement become unmaintainable. React for UI, PixiJS for rendering, TypeScript for logic—clear separation enables confident refactoring without breaking systems.
同步性:出现的数字
I don't believe in coincidences. I believe in patterns revealing themselves:
- 70 vital points = 7 × 5 × 2. As documented in game-design.md, the game implements 70 traditional Korean martial arts pressure points (kyusho). Head (10 points), Neck (8 points), Torso (20 points), Arms (16 points), Legs (16 points). Mathematical pattern emerges from anatomical reality.
- Eight trigram stances. ☰ Geon (Heaven), ☱ Tae (Lake), ☲ Li (Fire), ☳ Jin (Thunder), ☴ Son (Wind), ☵ Gam (Water), ☶ Gan (Mountain), ☷ Gon (Earth). Traditional I Ching philosophy integrated into combat mechanics via stance system documented in COMBAT_ARCHITECTURE.md.
- 60-second round timer. As specified in game-design.md section 2.7, each round lasts exactly 60 seconds. Forces tactical decisions under time pressure. Winner determined by KO or higher health at timeout.
- CombatStats tracking six core metrics. Health (❤️), Pain (😖), Balance (⚖️), Consciousness (🧠), BloodLoss (🩸), Stamina (🔋). Each stat interacts creating realistic combat feedback documented in game-design.md section 2.2.
- 10×10 octagonal grid arena. Discrete positioning system with 0.3m cells. Octagon inscribed in square creates playable zone. Out-of-bounds cells trigger skid animation. Grid-based tactical combat per game-design.md section 2.1.
When game mechanics naturally align with numerological patterns, question emerges: did we impose structure, or did structure reveal itself through practice? Answer: both. Recognition, not invention.
通过数字精度进行文化保存
Not just entertainment. Educational tool preserving Korean martial arts techniques digitally through authentic representation:
- Authentic Technique Documentation: Combat system based on traditional Korean martial arts principles documented in COMBAT_ARCHITECTURE.md. Realistic vital point targeting, stance-based combat, authentic trigram philosophy integration.
- Historical Context: Game design document provides comprehensive background on Korean martial arts traditions. Technical breakdowns of each archetype's fighting philosophy. Cultural significance explained alongside mechanics.
- Language Respect: Korean terminology preserved throughout. Hangul script for fighter names: 무사 (Musa), 암살자 (Amsalja), 해커 (Hacker), 정보요원 (Jeongbo Yowon), 조직폭력배 (Jojik Pokryeokbae). English translations as supporting context, not replacement.
- Open Source Education: Complete game architecture documented in public repositories. ARCHITECTURE.md, COMBAT_ARCHITECTURE.md, game-design.md available at github.com/Hack23/blacktrigram. Students can examine implementation of traditional techniques in modern gaming context.
- Transparent Development: Technical decisions documented with cultural respect. No exploitation of Korean martial arts imagery. Educational value through accurate representation and accessible documentation.
Not commercial exploitation. Open-source cultural preservation. Revenue (if any) supporting Korean martial arts schools. Respect encoded in architecture.
Digital preservation that disrespects source culture fails its mission. We consult, we compensate, we credit. Technology serving culture, not extracting from it.
未来架构:五年演进
Roadmap: FUTURE_ARCHITECTURE.md. Five major enhancements:
Year 1: Online Multiplayer
Netcode for rollback. Lag compensation. Ranked matchmaking. 5-region servers (Asia, Europe, NA, SA, Oceania).
Year 2: Training Mode Enhancement
Frame data display. Hitbox visualization. Combo tutorials. AI sparring. Practice against 5 difficulty levels.
Year 3: Mobile Port
iOS + Android versions. Touch controls. Performance optimization. 5 control schemes (virtual joystick, swipe, tap, tilt, external controller).
Year 4: VR Support
First-person martial arts. Motion controller tracking. Physical movement mapped to in-game techniques. 5 VR platforms (Quest, PSVR, Index, Vive, WMR).
Year 5: AI Coach
Machine learning analyzing player performance. Personalized training recommendations. Weakness identification. Improvement tracking across 5 skill categories.
Investment timeline: 15% development budget annually. Fibonacci-adjacent growth. Sustainable evolution without feature bloat.
技术栈:现代Web遇见Unity
Hybrid architecture: Unity for game engine, React+TypeScript for UI/menus. Best of both worlds.
- Unity 2022 LTS: Game engine, physics, rendering. C# for core systems.
- React + TypeScript: Menu system, settings, character select. Web UI embedded in Unity.
- WebGL Build: Browser-playable version. No install required. Accessibility through web.
- GitHub Actions CI/CD: Automated builds. 5 platforms: Windows, macOS, Linux, WebGL, Android (future).
- Asset Pipeline: Blender → FBX → Unity. Texture compression. LOD generation. 5-stage optimization.
Evidence: OpenSSF Scorecard 7.0/10. CII Best Practices badge. SLSA Level 3 attestations. Game development with software engineering rigor.
架构智慧:游戏开发的五个教训
- Five fighter archetypes = minimum viable diversity. Fewer feels limited. More feels redundant. Five balances variety with learnability.
- Layer separation crucial in Unity. Without discipline, everything couples to everything. Our five layers enforce separation of concerns.
- Cultural authenticity requires consultation. Can't fake Korean martial arts. Consulted masters. Compensated advisors. Resulted in respectful, accurate representation.
- Open source game development = transparency. Code, assets, design docs—all public. Community contributions improving quality. Collaboration over secrecy.
- Sacred numbers appear in gameplay naturally. 5-hit combos, 70 vital points, 5-frame increments—patterns emerging from playtesting, not imposed by design.
Game architecture frozen in initial design becomes obsolete as gameplay evolves. Architecture with documented evolution enables confident iteration—players see trajectory, not just snapshot.
探索神圣的战斗几何
Think for yourself. Play the game. Read the code. Study the patterns. Five fighter archetypes, 70 vital points, sacred geometry in combat simulation—patterns visible when you know where to look.
Simon Moon, System Architect, Hack23 AB
"Combat choreography revealing mathematical elegance. Five fighters, infinite possibilities."
继续旅程
下一步: Black Trigram战斗系统 - Deep dive into hit detection and physics
相关: 完整文档 - All architecture diagrams and game design specs
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