Black Trigram (흑괘) - Korean Martial Arts Combat Simulator API - v0.6.9
GitHub
README
Game Design
Architecture
Combat System
Preparing search index...
blacktrigram
types
Namespace types
References
ANATOMICAL_DIMENSIONS
→
ANATOMICAL_DIMENSIONS
AnatomicalRegionPhysics
→
AnatomicalRegionPhysics
ANIMATION_DURATIONS
→
ANIMATION_DURATIONS
AnimationKeyframe
→
AnimationKeyframe
ARCHETYPE_ASSETS
→
ARCHETYPE_ASSETS
ARCHETYPE_BACKGROUNDS
→
ARCHETYPE_BACKGROUNDS
ARCHETYPE_TECHNIQUE_BONUSES
→
ARCHETYPE_TECHNIQUE_BONUSES
assertValidPhysicalReachConfig
→
assertValidPhysicalReachConfig
AttackAnimationType
→
AttackAnimationType
AttackReach
→
AttackReach
BalanceState
→
BalanceState
BASE_REACH
→
BASE_REACH
BodyRegion
→
BodyRegion
Bone
→
Bone
BoneChain
→
BoneChain
BoneName
→
BoneName
BoundingBox
→
BoundingBox
BoundingBoxType
→
BoundingBoxType
Bounds
→
Bounds
calculateFontSize
→
calculateFontSize
calculateResponsiveValues
→
calculateResponsiveValues
calculateSpacing
→
calculateSpacing
Callback
→
Callback
COLLISION_KOREAN_TERMS
→
COLLISION_KOREAN_TERMS
CollisionResult
→
CollisionResult
CollisionVitalPoint
→
CollisionVitalPoint
Color
→
Color
CombatAttackType
→
CombatAttackType
CombatState
→
CombatState
Config
→
Config
ContainerBounds
→
ContainerBounds
createResponsiveConfig
→
createResponsiveConfig
createTransitionString
→
createTransitionString
CYBERPUNK_COLORS
→
CYBERPUNK_COLORS
DamageRange
→
DamageRange
DamageType
→
DamageType
DeepReadonly
→
DeepReadonly
DEFAULT_RESIZE_TRANSITION
→
DEFAULT_RESIZE_TRANSITION
Duration
→
Duration
EffectDuration
→
EffectDuration
ElementBounds
→
ElementBounds
EventHandler
→
EventHandler
FALLBACK_ARCHETYPE_IMAGE
→
FALLBACK_ARCHETYPE_IMAGE
FingerCurl
→
FingerCurl
FingerSegments
→
FingerSegments
FingerSpread
→
FingerSpread
FingerType
→
FingerType
FONT_FAMILY
→
FONT_FAMILY
FONT_SCALE_MAP
→
FONT_SCALE_MAP
FONT_SIZE_CONSTRAINTS
→
FONT_SIZE_CONSTRAINTS
FONT_SIZES
→
FONT_SIZES
FONT_WEIGHTS
→
FONT_WEIGHTS
FontScaleMap
→
FontScaleMap
FRAME_TIME_BUDGET
→
FRAME_TIME_BUDGET
GameEntity
→
GameEntity
GameMode
→
GameMode
GamePhase
→
GamePhase
getFontScale
→
getFontScale
getKoreanFontSize
→
getKoreanFontSize
getPerformanceSettings
→
getPerformanceSettings
getPerformanceTier
→
getPerformanceTier
getScreenSize
→
getScreenSize
getSpacingScale
→
getSpacingScale
GridPosition
→
GridPosition
HandAnimationState
→
HandAnimationState
HandBones
→
HandBones
HandLODConfig
→
HandLODConfig
HandPose
→
HandPose
HandPoseType
→
HandPoseType
HandSide
→
HandSide
HandStructure
→
HandStructure
HEALTH_COLORS
→
HEALTH_COLORS
HorizontalAlignment
→
HorizontalAlignment
HtmlOverlayConfig
→
HtmlOverlayConfig
HtmlOverlayLayer
→
HtmlOverlayLayer
HtmlOverlayPerformanceOptions
→
HtmlOverlayPerformanceOptions
HtmlOverlayPositionOptions
→
HtmlOverlayPositionOptions
HtmlOverlayStyle
→
HtmlOverlayStyle
ID
→
ID
isDesktopSize
→
isDesktopSize
isMobileSize
→
isMobileSize
isTabletSize
→
isTabletSize
isValidBaseExtension
→
isValidBaseExtension
JointConstraint
→
JointConstraint
KOREAN_COLORS
→
KOREAN_COLORS
KOREAN_FONT_WEIGHTS
→
KOREAN_FONT_WEIGHTS
KOREAN_MOBILE_FONT_SIZES
→
KOREAN_MOBILE_FONT_SIZES
KOREAN_TEXT_SIZES
→
KOREAN_TEXT_SIZES
KoreanEntity
→
KoreanEntity
KoreanText
→
KoreanText
KoreanTextAlignment
→
KoreanTextAlignment
KoreanTextSize
→
KoreanTextSize
KoreanTextStyle
→
KoreanTextStyle
KoreanTextWeight
→
KoreanTextWeight
LayoutConfig
→
LayoutConfig
MAX_TRANSITION_COST_KI
→
MAX_TRANSITION_COST_KI
MAX_TRANSITION_COST_STAMINA
→
MAX_TRANSITION_COST_STAMINA
MAX_TRANSITION_TIME_MILLISECONDS
→
MAX_TRANSITION_TIME_MILLISECONDS
mirrorGuardPose
→
mirrorGuardPose
Optional
→
Optional
Percentage
→
Percentage
PERFORMANCE_RATING_THRESHOLDS
→
PERFORMANCE_RATING_THRESHOLDS
PERFORMANCE_SETTINGS_BY_TIER
→
PERFORMANCE_SETTINGS_BY_TIER
PerformanceSettings
→
PerformanceSettings
PerformanceTier
→
PerformanceTier
PhysicalAttributes
→
PhysicalAttributes
PhysicalReachConfig
→
PhysicalReachConfig
Player3DUnifiedProps
→
Player3DUnifiedProps
PlayerAnimation
→
PlayerAnimation
PlayerArchetype
→
PlayerArchetype
PlayerStateIndicatorsProps
→
PlayerStateIndicatorsProps
Position
→
Position
Position3D
→
Position3D
RaycastQuery
→
RaycastQuery
ReachBodyPart
→
ReachBodyPart
Required
→
Required
ResizeTransitionConfig
→
ResizeTransitionConfig
RESPONSIVE_BREAKPOINTS
→
RESPONSIVE_BREAKPOINTS
ResponsiveBreakpoints
→
ResponsiveBreakpoints
ResponsivePosition
→
ResponsivePosition
ResponsiveScaleConfig
→
ResponsiveScaleConfig
ResponsiveScreenSize
→
ResponsiveScreenSize
ResponsiveValues
→
ResponsiveValues
Result
→
Result
ROUND_ANNOUNCEMENT_TIMINGS
→
ROUND_ANNOUNCEMENT_TIMINGS
SafeAreaInsets
→
SafeAreaInsets
SafePosition
→
SafePosition
ScreenBounds
→
ScreenBounds
ScreenSize
→
ScreenSize
ScreenSizeTestResult
→
ScreenSizeTestResult
Size
→
Size
SkeletalAnimation
→
SkeletalAnimation
SkeletalAnimationState
→
SkeletalAnimationState
SkeletalRig
→
SkeletalRig
SPACING_SCALE_MAP
→
SPACING_SCALE_MAP
SpacingScaleMap
→
SpacingScaleMap
STANCE_REACH_MODIFIERS
→
STANCE_REACH_MODIFIERS
StanceAuraProps
→
StanceAuraProps
StanceGuardAnimationConfig
→
StanceGuardAnimationConfig
StanceGuardPose
→
StanceGuardPose
Technique
→
Technique
TechniqueAnimationConfig
→
TechniqueAnimationConfig
TechniqueCooldown
→
TechniqueCooldown
TechniqueHandPose
→
TechniqueHandPose
TechniqueKey
→
TechniqueKey
TechniqueSelection
→
TechniqueSelection
TechniqueType
→
TechniqueType
TechniqueValidation
→
TechniqueValidation
testScreenSize
→
testScreenSize
TextMeasurement
→
TextMeasurement
Theme
→
Theme
Transition
→
Transition
TrigramStance
→
TrigramStance
UI_CONSTANTS
→
UI_CONSTANTS
UI_DIMENSIONS
→
UI_DIMENSIONS
UIGameSettings
→
UIGameSettings
ValidationResult
→
ValidationResult
VerticalAlignment
→
VerticalAlignment
VitalPointCategory
→
VitalPointCategory
VitalPointEffectType
→
VitalPointEffectType
VitalPointSeverity
→
VitalPointSeverity
Z_INDEX
→
Z_INDEX
ZIndexValue
→
ZIndexValue
Settings
Member Visibility
Protected
Private
Inherited
External
Theme
OS
Light
Dark
On This Page
References
ANATOMICAL_
DIMENSIONS
Anatomical
Region
Physics
ANIMATION_
DURATIONS
Animation
Keyframe
ARCHETYPE_
ASSETS
ARCHETYPE_
BACKGROUNDS
ARCHETYPE_
TECHNIQUE_
BONUSES
assert
Valid
Physical
Reach
Config
Attack
Animation
Type
Attack
Reach
Balance
State
BASE_
REACH
Body
Region
Bone
Bone
Chain
Bone
Name
Bounding
Box
Bounding
Box
Type
Bounds
calculate
Font
Size
calculate
Responsive
Values
calculate
Spacing
Callback
COLLISION_
KOREAN_
TERMS
Collision
Result
Collision
Vital
Point
Color
Combat
Attack
Type
Combat
State
Config
Container
Bounds
create
Responsive
Config
create
Transition
String
CYBERPUNK_
COLORS
Damage
Range
Damage
Type
Deep
Readonly
DEFAULT_
RESIZE_
TRANSITION
Duration
Effect
Duration
Element
Bounds
Event
Handler
FALLBACK_
ARCHETYPE_
IMAGE
Finger
Curl
Finger
Segments
Finger
Spread
Finger
Type
FONT_
FAMILY
FONT_
SCALE_
MAP
FONT_
SIZE_
CONSTRAINTS
FONT_
SIZES
FONT_
WEIGHTS
Font
Scale
Map
FRAME_
TIME_
BUDGET
Game
Entity
Game
Mode
Game
Phase
get
Font
Scale
get
Korean
Font
Size
get
Performance
Settings
get
Performance
Tier
get
Screen
Size
get
Spacing
Scale
Grid
Position
Hand
Animation
State
Hand
Bones
Hand
LOD
Config
Hand
Pose
Hand
Pose
Type
Hand
Side
Hand
Structure
HEALTH_
COLORS
Horizontal
Alignment
Html
Overlay
Config
Html
Overlay
Layer
Html
Overlay
Performance
Options
Html
Overlay
Position
Options
Html
Overlay
Style
ID
is
Desktop
Size
is
Mobile
Size
is
Tablet
Size
is
Valid
Base
Extension
Joint
Constraint
KOREAN_
COLORS
KOREAN_
FONT_
WEIGHTS
KOREAN_
MOBILE_
FONT_
SIZES
KOREAN_
TEXT_
SIZES
Korean
Entity
Korean
Text
Korean
Text
Alignment
Korean
Text
Size
Korean
Text
Style
Korean
Text
Weight
Layout
Config
MAX_
TRANSITION_
COST_
KI
MAX_
TRANSITION_
COST_
STAMINA
MAX_
TRANSITION_
TIME_
MILLISECONDS
mirror
Guard
Pose
Optional
Percentage
PERFORMANCE_
RATING_
THRESHOLDS
PERFORMANCE_
SETTINGS_
BY_
TIER
Performance
Settings
Performance
Tier
Physical
Attributes
Physical
Reach
Config
Player3
D
Unified
Props
Player
Animation
Player
Archetype
Player
State
Indicators
Props
Position
Position3
D
Raycast
Query
Reach
Body
Part
Required
Resize
Transition
Config
RESPONSIVE_
BREAKPOINTS
Responsive
Breakpoints
Responsive
Position
Responsive
Scale
Config
Responsive
Screen
Size
Responsive
Values
Result
ROUND_
ANNOUNCEMENT_
TIMINGS
Safe
Area
Insets
Safe
Position
Screen
Bounds
Screen
Size
Screen
Size
Test
Result
Size
Skeletal
Animation
Skeletal
Animation
State
Skeletal
Rig
SPACING_
SCALE_
MAP
Spacing
Scale
Map
STANCE_
REACH_
MODIFIERS
Stance
Aura
Props
Stance
Guard
Animation
Config
Stance
Guard
Pose
Technique
Technique
Animation
Config
Technique
Cooldown
Technique
Hand
Pose
Technique
Key
Technique
Selection
Technique
Type
Technique
Validation
test
Screen
Size
Text
Measurement
Theme
Transition
Trigram
Stance
UI_
CONSTANTS
UI_
DIMENSIONS
UI
Game
Settings
Validation
Result
Vertical
Alignment
Vital
Point
Category
Vital
Point
Effect
Type
Vital
Point
Severity
Z_
INDEX
Z
Index
Value
Game Documentation
Korean Martial Arts
GitHub
README
Game Design
Architecture
Combat System
Black Trigram (흑괘) - Korean Martial Arts Combat Simulator API - v0.6.9
Loading...