Angle of attack in radians (0 = from front)
Player facing angle in radians
Attack height: 'high', 'mid', or 'low'
Fall type to use for animation
// Attack from behind while facing forward
const fallType = determineFallDirection(Math.PI, 0, 'mid');
// Returns: 'forward' (pushed forward)
// Attack from front while facing forward
const fallType = determineFallDirection(0, 0, 'mid');
// Returns: 'backward' (pushed backward)
// Attack from left side
const fallType = determineFallDirection(-Math.PI/2, 0, 'mid');
// Returns: 'side_left'
Determines fall direction from attack vector and player facing
Calculates which direction the player should fall based on:
Korean terminology: