Create a new MovementPhysics instance.
Korean: 이동 물리 생성 (Create Movement Physics)
Width of the arena in meters (default: 10m, min: 1m)
PrivatecalculateCalculate arena-aware speed scaling factor.
Korean: 경기장 크기 기반 속도 배수 (Arena-Based Speed Multiplier)
Scales movement speed proportionally to arena size to maintain consistent gameplay feel across different screen resolutions. Smaller arenas get slightly slower speeds, larger arenas get slightly faster speeds.
Formula: scaleFactor = arenaWidth / referenceArenaSize Clamped to [0.7, 1.3] range for balanced gameplay
Examples:
Speed multiplier (0.7 to 1.3)
Clear speed and acceleration overrides.
Korean: 속도 재정의 해제 (Clear Speed Overrides)
Resets movement to use default calculations without external override values.
Get current arena speed scale factor.
Korean: 경기장 속도 배수 가져오기 (Get Arena Speed Scale)
Returns the cached arena speed scale value.
Arena-based speed multiplier (0.7 to 1.3)
Get current arena width.
Korean: 경기장 너비 가져오기 (Get Arena Width)
Arena width in meters
Get maximum speed for current state configuration.
Korean: 최대 속도 계산 (Calculate Maximum Speed)
Whether running (vs walking)
Current trigram stance
Leg injury severity (0-1)
Maximum speed in m/s (includes arena scaling)
Get speed modifier for a specific trigram stance.
Korean: 자세 속도 배수 가져오기 (Get Stance Speed Modifier)
Eight Trigram stance
Speed multiplier (0.8 to 1.25)
Override acceleration for external speed modifier systems.
Korean: 가속도 설정 (Set Acceleration)
Allows external systems (like SpeedModifierSystem) to override the base acceleration rate. This is applied in the next updateMovement call.
Acceleration in m/s²
Set arena width for arena-aware speed scaling.
Korean: 경기장 너비 설정 (Set Arena Width)
Updates the arena width used for speed scaling calculations. Call this when the arena size changes (e.g., screen resize). Recalculates and caches the arena speed scale.
Arena width in meters (must be positive)
Override maximum speed for external speed modifier systems.
Korean: 최대 속도 설정 (Set Maximum Speed)
Allows external systems (like SpeedModifierSystem) to override the calculated maximum speed. This is applied in the next updateMovement call.
Maximum speed in m/s
Update player movement based on input and physics.
Korean: 이동 업데이트 (Update Movement)
Called every frame (60fps) to update player position based on current velocity, acceleration, and input. Applies stance modifiers and injury penalties automatically.
Current movement state (modified in-place)
Current movement input from controls
Time since last update (seconds)
Optionalbounds: MovementArenaBoundsOptional arena bounds for clamping position (meters)
Private_Current arena width in meters for arena-aware speed scaling.
Korean: 현재 경기장 너비 (Current Arena Width)
Private_Cached arena speed scale to avoid repeated calculations.
Korean: 캐시된 경기장 속도 배수 (Cached Arena Speed Scale)
Private_Override for acceleration from external speed modifier systems.
Korean: 가속도 재정의 (Acceleration Override)
Private_Override for max speed from external speed modifier systems.
Korean: 최대속도 재정의 (Max Speed Override)
Private ReadonlyBASE_Base acceleration rate (m/s²) Achieves 0 to 6m/s in 0.2 seconds (instant-response combat movement) Increased from 12.0 to 30.0 for arcade-style responsiveness
Imported from physicsConstants.ts to maintain consistency across systems.
Korean: 기본 가속도 (Base Acceleration)
Private ReadonlyBASE_Base deceleration rate (m/s²) Achieves 6m/s to 0 in 0.3 seconds (responsive combat stopping)
Korean: 기본 감속도 (Base Deceleration)
Private ReadonlyBASE_Base running speed (m/s) Sprint speed for rapid repositioning - crosses 14m arena in ~1.4s
Korean: 기본 달리기 속도 (Base Running Speed)
Private ReadonlyBASE_Base walking speed (m/s) Optimized for responsive combat movement - crosses 14m arena in ~2.3s
Korean: 기본 걷기 속도 (Base Walking Speed)
Private ReadonlyREFERENCE_Reference arena size for speed calibration (meters). All speeds are calibrated for a 10m arena.
Korean: 기준 경기장 크기 (Reference Arena Size)
Private ReadonlySTEP_Foot-wide step size (meters) Standard Korean martial arts step is approximately 30cm
Korean: 보법 거리 (Step Distance)
Private ReadonlytempPrivate ReadonlytempPrivate ReadonlytempPrivate Readonlytemp
Physics-based movement engine for combat.
Korean: 이동 물리 엔진 (Movement Physics Engine)
Implements realistic acceleration, deceleration, and stance-based movement for authentic Korean martial arts combat. Supports both continuous movement and tactical foot-wide steps for precise positioning.
Example
Korean
이동물리엔진