Press n or j to go to the next uncovered block, b, p or k for the previous block.
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* Combo Animations Module
*
* Multi-hit combination attacks and chain sequences (연속기술).
* Complex attack patterns combining multiple strikes.
* Uses MartialArtsAnimationBuilder for readable, martial arts expert-friendly code.
*
* 연속 콤보 애니메이션 모듈
*
* @module systems/animation/ComboAnimations
* @korean 콤보애니메이션
*/
import type { SkeletalAnimation } from "../../types/skeletal";
import { MartialArtsAnimationBuilder } from "./MartialArtsAnimationBuilder";
// ═══════════════════════════════════════════════════════════════════════════
// BOXING COMBOS (권투 콤보)
// ═══════════════════════════════════════════════════════════════════════════
/**
* One-Two Combo - 원투콤보
*
* Classic jab-cross combination.
* Fast, fundamental boxing combo.
*
* @korean 원투콤보애니메이션
*/
export const COMBO_ONE_TWO_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("combo_one_two", "원투콤보")
.asAttack(0.4)
.punchWindup(0.05)
.punchExtend(0.1) // Jab
.punchWindup(0.08)
.punchExtend(0.12) // Cross
.recover(0.05)
.build();
/**
* One-Two-Hook - 원투훅
*
* Jab-cross-hook combination.
* Three-punch power combo.
*
* @korean 원투훅애니메이션
*/
export const COMBO_ONE_TWO_HOOK_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("combo_one_two_hook", "원투훅")
.asAttack(0.55)
.punchWindup(0.05)
.punchExtend(0.08) // Jab
.punchWindup(0.06)
.punchExtend(0.1) // Cross
.hookWindup(0.08)
.hookPunch(0.1) // Hook
.recover(0.08)
.build();
/**
* Double Jab Cross - 더블잽크로스
*
* Jab-jab-cross combination.
* Setup combo with double jab.
*
* @korean 더블잽크로스애니메이션
*/
export const COMBO_DOUBLE_JAB_CROSS_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("combo_double_jab_cross", "더블잽크로스")
.asAttack(0.5)
.punchWindup(0.04)
.punchExtend(0.06) // Jab 1
.punchWindup(0.04)
.punchExtend(0.06) // Jab 2
.punchWindup(0.08)
.punchExtend(0.12) // Cross
.recover(0.1)
.build();
/**
* Body-Head Combo - 바디헤드콤보
*
* Body hook followed by head hook.
* Level-change combination.
*
* @korean 바디헤드콤보애니메이션
*/
export const COMBO_BODY_HEAD_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("combo_body_head", "바디헤드콤보")
.asAttack(0.5)
.uppercutCrouch(0.08) // Level change down
.hookPunch(0.12) // Body hook
.uppercutPunch(0.12) // Rise with head shot
.recover(0.18)
.build();
/**
* Hook-Uppercut - 훅어퍼컷
*
* Hook to uppercut combination.
* Ripping combo pattern.
*
* @korean 훅어퍼컷애니메이션
*/
export const COMBO_HOOK_UPPERCUT_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("combo_hook_uppercut", "훅어퍼컷")
.asAttack(0.45)
.hookWindup(0.08)
.hookPunch(0.1) // Lead hook
.uppercutCrouch(0.07)
.uppercutPunch(0.1) // Rear uppercut
.recover(0.1)
.build();
// ═══════════════════════════════════════════════════════════════════════════
// KICKBOXING COMBOS (킥복싱 콤보)
// ═══════════════════════════════════════════════════════════════════════════
/**
* One-Two-Kick - 원투킥
*
* Jab-cross-roundhouse combination.
* Classic kickboxing combo.
*
* @korean 원투킥애니메이션
*/
export const COMBO_ONE_TWO_KICK_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("combo_one_two_kick", "원투킥")
.asAttack(0.6)
.punchWindup(0.04)
.punchExtend(0.08) // Jab
.punchWindup(0.06)
.punchExtend(0.1) // Cross
.chamber(0.1)
.roundhouse(0.12) // Kick
.recover(0.1)
.build();
/**
* Kick-Punch-Kick - 킥펀치킥
*
* Kick to punch to kick sequence.
* Varied attack chain.
*
* @korean 킥펀치킥애니메이션
*/
export const COMBO_KICK_PUNCH_KICK_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("combo_kick_punch_kick", "킥펀치킥")
.asAttack(0.7)
.chamber(0.08)
.roundhouse(0.12) // Kick 1
.punchWindup(0.06)
.punchExtend(0.1) // Cross
.chamber(0.1)
.roundhouse(0.14) // Kick 2
.recover(0.1)
.build();
/**
* Low-High Kick Combo - 로우하이킥
*
* Low kick followed by high kick.
* Level change with kicks.
*
* @korean 로우하이킥콤보애니메이션
*/
export const COMBO_LOW_HIGH_KICK_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("combo_low_high_kick", "로우하이킥")
.asAttack(0.55)
.lowKickChamber(0.08)
.lowKickSweep(0.1) // Low kick
.chamber(0.12)
.roundhouse(0.15) // High kick
.recover(0.1)
.build();
/**
* Switch Kick Combo - 스위치킥콤보
*
* Lead kick followed by rear kick.
* Stance-switching combo.
*
* @korean 스위치킥콤보애니메이션
*/
export const COMBO_SWITCH_KICK_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("combo_switch_kick", "스위치킥콤보")
.asAttack(0.6)
.chamber(0.1)
.roundhouse(0.12) // Lead roundhouse
.recover(0.08)
.chamber(0.1)
.roundhouse(0.12) // Rear roundhouse (switched)
.recover(0.08)
.build();
/**
* Jab-Low Kick - 잽로우킥
*
* Jab followed by low kick.
* Classic Dutch kickboxing combo.
*
* @korean 잽로우킥애니메이션
*/
export const COMBO_JAB_LOW_KICK_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("combo_jab_low_kick", "잽로우킥")
.asAttack(0.45)
.punchWindup(0.05)
.punchExtend(0.08) // Jab
.lowKickChamber(0.1)
.lowKickSweep(0.12) // Low kick
.recover(0.1)
.build();
// ═══════════════════════════════════════════════════════════════════════════
// KNEE/ELBOW COMBOS (무릎팔꿈치 콤보)
// ═══════════════════════════════════════════════════════════════════════════
/**
* Clinch Knee Elbow - 클린치니엘보
*
* Clinch range knee and elbow combo.
* Muay Thai plum combo.
*
* @korean 클린치니엘보애니메이션
*/
export const COMBO_CLINCH_KNEE_ELBOW_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("combo_clinch_knee_elbow", "클린치니엘보")
.asAttack(0.6)
.withClinch()
.clinchGrab(0.1)
.kneeStrike(0.12) // Knee
.elbowChamber(0.08)
.elbowStrike(0.12) // Elbow
.recover(0.18)
.build();
/**
* Double Knee Strike - 더블니스트라이크
*
* Alternating knee strikes.
* Clinch domination combo.
*
* @korean 더블니스트라이크애니메이션
*/
export const COMBO_DOUBLE_KNEE_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("combo_double_knee", "더블니스트라이크")
.asAttack(0.55)
.withClinch()
.clinchGrab(0.1)
.kneeStrike(0.12) // Knee 1
.kneeStrike(0.12) // Knee 2
.recover(0.21)
.build();
/**
* Elbow Chain - 엘보체인
*
* Multiple elbow strikes in sequence.
* Close-range devastation.
*
* @korean 엘보체인애니메이션
*/
export const COMBO_ELBOW_CHAIN_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("combo_elbow_chain", "엘보체인")
.asAttack(0.5)
.elbowChamber(0.06)
.elbowStrike(0.1) // Elbow 1
.elbowChamber(0.06)
.elbowStrike(0.1) // Elbow 2
.elbowUppercut(0.1) // Rising elbow
.recover(0.08)
.build();
/**
* Knee-Elbow-Knee - 니엘보니
*
* Knee-elbow-knee sequence.
* Triple threat combo.
*
* @korean 니엘보니애니메이션
*/
export const COMBO_KNEE_ELBOW_KNEE_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("combo_knee_elbow_knee", "니엘보니")
.asAttack(0.65)
.withClinch()
.clinchGrab(0.08)
.kneeStrike(0.12) // Knee 1
.elbowStrike(0.1) // Elbow
.kneeStrike(0.12) // Knee 2
.recover(0.23)
.build();
// ═══════════════════════════════════════════════════════════════════════════
// TRADITIONAL MARTIAL ARTS COMBOS (전통무술 콤보)
// ═══════════════════════════════════════════════════════════════════════════
/**
* Taekwondo Triple Kick - 태권도삼중발차기
*
* Three-kick combination.
* Fast consecutive kicks.
*
* @korean 태권도삼중발차기애니메이션
*/
export const COMBO_TAEKWONDO_TRIPLE_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create(
"combo_taekwondo_triple",
"태권도삼중발차기"
)
.asAttack(0.7)
.chamber(0.08)
.extend(0.1) // Front kick
.roundhouse(0.12) // Roundhouse
.spin(0.15)
.spinKick(0.15) // Back kick
.recover(0.1)
.build();
/**
* Karate Ippon Combo - 가라데일본콤보
*
* Traditional karate single-point combo.
* Precise strike combination.
*
* @korean 가라데일본콤보애니메이션
*/
export const COMBO_KARATE_IPPON_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("combo_karate_ippon", "가라데일본콤보")
.asAttack(0.5)
.punchWindup(0.08)
.punchExtend(0.1) // Gyaku-zuki (reverse punch)
.chamber(0.1)
.extend(0.12) // Mae-geri (front kick)
.recover(0.1)
.build();
/**
* Wing Chun Chain - 영춘권연쇄
*
* Wing Chun chain punches.
* Rapid straight punches.
*
* @korean 영춘권연쇄애니메이션
*/
export const COMBO_WING_CHUN_CHAIN_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("combo_wing_chun_chain", "영춘권연쇄")
.asAttack(0.5)
.punchExtend(0.05) // Punch 1
.punchExtend(0.05) // Punch 2
.punchExtend(0.05) // Punch 3
.punchExtend(0.05) // Punch 4
.punchExtend(0.05) // Punch 5
.punchExtend(0.05) // Punch 6
.palmStrike(0.1) // Palm finish
.recover(0.1)
.build();
/**
* Hapkido Flow - 합기도흐름
*
* Hapkido flowing technique.
* Strike to joint lock.
*
* @korean 합기도흐름애니메이션
*/
export const COMBO_HAPKIDO_FLOW_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("combo_hapkido_flow", "합기도흐름")
.asAttack(0.65)
.palmStrike(0.1) // Palm strike
.parry(0.08) // Redirect
.wristGrab(0.12) // Wrist control
.wristTwist(0.15) // Lock
.recover(0.2)
.build();
/**
* Judo Counter - 유도반격
*
* Judo counter throw.
* Defense into offense.
*
* @korean 유도반격애니메이션
*/
export const COMBO_JUDO_COUNTER_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("combo_judo_counter", "유도반격")
.asAttack(0.7)
.parry(0.1) // Block/deflect
.clinchGrab(0.12) // Grip
.throwEntry(0.15) // Entry
.throwLift(0.15) // Throw
.recover(0.18)
.build();
// ═══════════════════════════════════════════════════════════════════════════
// MMA COMBOS (종합격투기 콤보)
// ═══════════════════════════════════════════════════════════════════════════
/**
* Ground and Pound - 그라운드앤파운드
*
* Takedown to ground strikes.
* MMA finish combo.
*
* @korean 그라운드앤파운드애니메이션
*/
export const COMBO_GROUND_AND_POUND_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create(
"combo_ground_and_pound",
"그라운드앤파운드"
)
.asAttack(0.8)
.throwEntry(0.15) // Shoot
.slamDown(0.2) // Takedown
.overhandPunch(0.15) // Ground strike 1
.punchExtend(0.1) // Ground strike 2
.recover(0.2)
.build();
/**
* Sprawl and Brawl - 스프롤앤브롤
*
* Sprawl defense into counter.
* Anti-wrestling combo.
*
* @korean 스프롤앤브롤애니메이션
*/
export const COMBO_SPRAWL_BRAWL_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("combo_sprawl_brawl", "스프롤앤브롤")
.asAttack(0.6)
.counterParry(0.12) // Sprawl defense
.uppercutPunch(0.12) // Rising counter
.kneeStrike(0.12) // Knee finish
.recover(0.24)
.build();
/**
* Dirty Boxing - 더티복싱
*
* Clinch fighting combo.
* Short-range strikes from clinch.
*
* @korean 더티복싱애니메이션
*/
export const COMBO_DIRTY_BOXING_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("combo_dirty_boxing", "더티복싱")
.asAttack(0.55)
.withClinch()
.clinchGrab(0.1)
.elbowStrike(0.1) // Short elbow
.uppercutPunch(0.1) // Clinch uppercut
.hookPunch(0.1) // Hook inside
.recover(0.15)
.build();
/**
* Cage Combo - 케이지콤보
*
* Wall fighting combination.
* Cage-utilizing attacks.
*
* @korean 케이지콤보애니메이션
*/
export const COMBO_CAGE_COMBO_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("combo_cage_combo", "케이지콤보")
.asAttack(0.65)
.clinchGrab(0.1) // Cage position
.kneeStrike(0.12) // Body knee
.elbowStrike(0.1) // Elbow
.shoulderStrike(0.1) // Shoulder
.recover(0.23)
.build();
/**
* Flying Attack Combo - 플라잉어택
*
* Jumping attack sequence.
* Spectacular finish.
*
* @korean 플라잉어택애니메이션
*/
export const COMBO_FLYING_ATTACK_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("combo_flying_attack", "플라잉어택")
.asAttack(0.7)
.jump(0.12)
.kneeStrike(0.15) // Flying knee
.punchExtend(0.12) // Punch follow-up
.axeKick(0.15) // Axe kick finish
.recover(0.16)
.build();
// ═══════════════════════════════════════════════════════════════════════════
// FINISHER COMBOS (마무리 콤보)
// ═══════════════════════════════════════════════════════════════════════════
/**
* Knockout Combo - 녹아웃콤보
*
* Power combo designed for finish.
* Maximum damage output.
*
* @korean 녹아웃콤보애니메이션
*/
export const COMBO_KNOCKOUT_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("combo_knockout", "녹아웃콤보")
.asAttack(0.65)
.overhandPunch(0.15) // Overhand
.hookPunch(0.12) // Hook
.uppercutPunch(0.12) // Uppercut finish
.recover(0.26)
.build();
/**
* Spinning Destruction - 회전파괴
*
* Spinning attacks combo.
* Spectacular power shots.
*
* @korean 회전파괴애니메이션
*/
export const COMBO_SPINNING_DESTRUCTION_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("combo_spinning_destruction", "회전파괴")
.asAttack(0.7)
.spin(0.12)
.spinKick(0.15) // Spinning kick
.spin(0.1)
.elbowStrike(0.12) // Spinning elbow
.recover(0.21)
.build();
/**
* Question Mark to Finish - 물음표마무리
*
* Question mark kick setup to finish.
* Deceptive power combo.
*
* @korean 물음표마무리애니메이션
*/
export const COMBO_QUESTION_MARK_FINISH_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create(
"combo_question_mark_finish",
"물음표마무리"
)
.asAttack(0.65)
.lowKickChamber(0.1) // Fake low
.roundhouse(0.15) // Head kick
.punchExtend(0.12) // Follow-up punch
.recover(0.28)
.build();
// ═══════════════════════════════════════════════════════════════════════════
// EXPORT COMBO ANIMATION MAP
// ═══════════════════════════════════════════════════════════════════════════
/**
* Map of all combo animations for easy access
* 콤보 애니메이션 맵
*/
export const COMBO_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation> = new Map(
[
// Boxing
["combo_one_two", COMBO_ONE_TWO_ANIMATION],
["combo_one_two_hook", COMBO_ONE_TWO_HOOK_ANIMATION],
["combo_double_jab_cross", COMBO_DOUBLE_JAB_CROSS_ANIMATION],
["combo_body_head", COMBO_BODY_HEAD_ANIMATION],
["combo_hook_uppercut", COMBO_HOOK_UPPERCUT_ANIMATION],
// Kickboxing
["combo_one_two_kick", COMBO_ONE_TWO_KICK_ANIMATION],
["combo_kick_punch_kick", COMBO_KICK_PUNCH_KICK_ANIMATION],
["combo_low_high_kick", COMBO_LOW_HIGH_KICK_ANIMATION],
["combo_switch_kick", COMBO_SWITCH_KICK_ANIMATION],
["combo_jab_low_kick", COMBO_JAB_LOW_KICK_ANIMATION],
// Knee/Elbow
["combo_clinch_knee_elbow", COMBO_CLINCH_KNEE_ELBOW_ANIMATION],
["combo_double_knee", COMBO_DOUBLE_KNEE_ANIMATION],
["combo_elbow_chain", COMBO_ELBOW_CHAIN_ANIMATION],
["combo_knee_elbow_knee", COMBO_KNEE_ELBOW_KNEE_ANIMATION],
// Traditional
["combo_taekwondo_triple", COMBO_TAEKWONDO_TRIPLE_ANIMATION],
["combo_karate_ippon", COMBO_KARATE_IPPON_ANIMATION],
["combo_wing_chun_chain", COMBO_WING_CHUN_CHAIN_ANIMATION],
["combo_hapkido_flow", COMBO_HAPKIDO_FLOW_ANIMATION],
["combo_judo_counter", COMBO_JUDO_COUNTER_ANIMATION],
// MMA
["combo_ground_and_pound", COMBO_GROUND_AND_POUND_ANIMATION],
["combo_sprawl_brawl", COMBO_SPRAWL_BRAWL_ANIMATION],
["combo_dirty_boxing", COMBO_DIRTY_BOXING_ANIMATION],
["combo_cage_combo", COMBO_CAGE_COMBO_ANIMATION],
["combo_flying_attack", COMBO_FLYING_ATTACK_ANIMATION],
// Finishers
["combo_knockout", COMBO_KNOCKOUT_ANIMATION],
["combo_spinning_destruction", COMBO_SPINNING_DESTRUCTION_ANIMATION],
["combo_question_mark_finish", COMBO_QUESTION_MARK_FINISH_ANIMATION],
]
);
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