Black Trigram (흑괘) - Korean Martial Arts Combat Simulator API - v0.7.0
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    Interface AnimationConfig

    Animation configuration for a single animation state

    Frame counts based on game-design.md:

    • Attack: 12 frames (200ms at 60fps)
    • Block: 4 frames (67ms at 60fps)
    • Walk: 6 frames

    Extended with defensive animation support:

    • Block Success: 8 frames (133ms)
    • Parry Deflect: 10 frames (167ms)
    • Guard Break: 15 frames (250ms)
    • Guard Recovery: 12 frames (200ms)

    애니메이션설정

    interface AnimationConfig {
        counterWindow?: number;
        duration: number;
        easing?:
            | "ease-in-out"
            | "linear"
            | "ease-in"
            | "ease-out"
            | "natural-motion"
            | "smooth-transition"
            | "quick-start"
            | "explosive-power"
            | "controlled-slow";
        fps: number;
        frames: number;
        interruptible: boolean;
        loop: boolean;
        priority: AnimationPriority;
        state: AnimationState;
        vulnerabilityDuration?: number;
    }

    Hierarchy (View Summary)

    Index

    Properties

    counterWindow?: number

    Counter-attack window in seconds (for parry animations) Creates an opportunity window for immediate counter-attacks after successful parry.

    반격시간

    duration: number

    Duration in seconds (calculated from frames/fps)

    지속시간

    easing?:
        | "ease-in-out"
        | "linear"
        | "ease-in"
        | "ease-out"
        | "natural-motion"
        | "smooth-transition"
        | "quick-start"
        | "explosive-power"
        | "controlled-slow"

    Easing function for smooth animation transitions

    Korean: 이징 함수

    Specifies the easing curve for this animation's transitions. Uses cubic bezier presets for natural Korean martial arts movement.

    이징함수

    fps: number

    Target frames per second (typically 60)

    초당프레임

    frames: number

    Total number of frames in animation

    프레임수

    interruptible: boolean

    Whether animation can be interrupted by higher priority animations

    중단가능여부

    loop: boolean

    Whether animation loops continuously

    반복여부

    Animation priority for interrupt system

    우선순위

    Animation state identifier

    상태

    vulnerabilityDuration?: number

    Vulnerability window duration in seconds (for guard break animations) Extended vulnerability period where defender takes increased damage.

    취약시간