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

    Step animation configuration

    Defines keyframes for tactical step movements with:

    • Weight transfer from back foot to front foot
    • Foot lift and placement
    • Guard position maintenance
    • 30cm distance movement
    • 300ms duration (18 frames at 60fps)

    발걸음애니메이션설정

    interface StepConfig {
        counterWindow?: number;
        direction: StepDirection;
        distance: 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;
        maintainsGuard: boolean;
        priority: AnimationPriority;
        staminaCost: number;
        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

    direction: StepDirection

    Step direction

    방향

    distance: number

    Distance moved in meters (always 0.3m = 30cm)

    이동거리

    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

    maintainsGuard: boolean

    Whether guard position is maintained during step

    방어자세유지

    Animation priority for interrupt system

    우선순위

    staminaCost: number

    Stamina cost for this step

    체력소모

    Animation state identifier

    상태

    vulnerabilityDuration?: number

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

    취약시간