Press n or j to go to the next uncovered block, b, p or k for the previous block.
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* Movement Animations Module
*
* Footwork, dodges, and movement techniques (이동기술).
* Positioning and distance management animations.
* Uses MartialArtsAnimationBuilder for readable, martial arts expert-friendly code.
*
* 이동 애니메이션 모듈
*
* @module systems/animation/MovementAnimations
* @korean 이동애니메이션
*/
import type { SkeletalAnimation } from "../../types/skeletal";
import { MartialArtsAnimationBuilder } from "./MartialArtsAnimationBuilder";
// ═══════════════════════════════════════════════════════════════════════════
// BASIC FOOTWORK (기본 풋워크)
// ═══════════════════════════════════════════════════════════════════════════
/**
* Forward Step - 전진스텝
*
* Advancing step toward opponent.
* Closes distance safely.
*
* @korean 전진스텝애니메이션
*/
export const MOVEMENT_FORWARD_STEP_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("movement_forward_step", "전진스텝")
.asMovement(0.3)
.step(0.15)
.recover(0.15)
.build();
/**
* Backward Step - 후진스텝
*
* Retreating step from opponent.
* Creates safe distance.
*
* @korean 후진스텝애니메이션
*/
export const MOVEMENT_BACKWARD_STEP_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("movement_backward_step", "후진스텝")
.asMovement(0.3)
.step(0.15)
.recover(0.15)
.build();
/**
* Left Sidestep - 왼쪽측면스텝
*
* Lateral movement left.
* Creates angle advantage.
*
* @korean 왼쪽측면스텝애니메이션
*/
export const MOVEMENT_SIDESTEP_LEFT_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("movement_sidestep_left", "왼쪽측면스텝")
.asMovement(0.28)
.shift(0.14)
.recover(0.14)
.build();
/**
* Right Sidestep - 오른쪽측면스텝
*
* Lateral movement right.
* Creates angle advantage.
*
* @korean 오른쪽측면스텝애니메이션
*/
export const MOVEMENT_SIDESTEP_RIGHT_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create(
"movement_sidestep_right",
"오른쪽측면스텝"
)
.asMovement(0.28)
.shift(0.14)
.recover(0.14)
.build();
/**
* Step Drag - 스텝드래그
*
* Lead foot step with rear drag.
* Maintains stance while moving.
*
* @korean 스텝드래그애니메이션
*/
export const MOVEMENT_STEP_DRAG_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("movement_step_drag", "스텝드래그")
.asMovement(0.35)
.step(0.12)
.step(0.1) // Drag
.recover(0.13)
.build();
// ═══════════════════════════════════════════════════════════════════════════
// PIVOTS AND TURNS (피봇과 회전)
// ═══════════════════════════════════════════════════════════════════════════
/**
* Left Pivot - 왼쪽피봇
*
* Pivot on lead foot to the left.
* 45 degree angle change.
*
* @korean 왼쪽피봇애니메이션
*/
export const MOVEMENT_PIVOT_LEFT_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("movement_pivot_left", "왼쪽피봇")
.asMovement(0.28)
.rotate(0.14)
.recover(0.14)
.build();
/**
* Right Pivot - 오른쪽피봇
*
* Pivot on lead foot to the right.
* 45 degree angle change.
*
* @korean 오른쪽피봇애니메이션
*/
export const MOVEMENT_PIVOT_RIGHT_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("movement_pivot_right", "오른쪽피봇")
.asMovement(0.28)
.rotate(0.14)
.recover(0.14)
.build();
/**
* Full Spin - 전체회전
*
* Complete 360 rotation.
* For spinning attack setups.
*
* @korean 전체회전애니메이션
*/
export const MOVEMENT_FULL_SPIN_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("movement_full_spin", "전체회전")
.asMovement(0.4)
.spin(0.25)
.recover(0.15)
.build();
/**
* Quarter Turn - 사분회전
*
* 90 degree turn.
* Quick repositioning.
*
* @korean 사분회전애니메이션
*/
export const MOVEMENT_QUARTER_TURN_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("movement_quarter_turn", "사분회전")
.asMovement(0.25)
.rotate(0.12)
.recover(0.13)
.build();
// ═══════════════════════════════════════════════════════════════════════════
// BOUNCING FOOTWORK (바운싱 풋워크)
// ═══════════════════════════════════════════════════════════════════════════
/**
* Bounce Step - 바운스스텝
*
* Light bouncing movement.
* Keeps fighter mobile.
*
* @korean 바운스스텝애니메이션
*/
export const MOVEMENT_BOUNCE_STEP_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("movement_bounce_step", "바운스스텝")
.asMovement(0.25)
.step(0.08)
.step(0.08)
.recover(0.09)
.build();
/**
* Switch Step - 스위치스텝
*
* Quick stance switch.
* Changes lead foot.
*
* @korean 스위치스텝애니메이션
*/
export const MOVEMENT_SWITCH_STEP_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("movement_switch_step", "스위치스텝")
.asMovement(0.22)
.jump(0.08)
.step(0.08)
.recover(0.06)
.build();
/**
* Shuffle - 셔플
*
* Quick shuffle step.
* Rapid forward movement.
*
* @korean 셔플애니메이션
*/
export const MOVEMENT_SHUFFLE_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("movement_shuffle", "셔플")
.asMovement(0.28)
.step(0.08)
.step(0.08)
.step(0.06)
.recover(0.06)
.build();
// ═══════════════════════════════════════════════════════════════════════════
// EVASIVE FOOTWORK (회피 풋워크)
// ═══════════════════════════════════════════════════════════════════════════
/**
* Back Step - 백스텝
*
* Quick retreat step.
* Creates distance rapidly.
*
* @korean 백스텝애니메이션
*/
export const MOVEMENT_BACK_STEP_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("movement_back_step", "백스텝")
.asMovement(0.25)
.step(0.12)
.recover(0.13)
.build();
/**
* Circle Left - 서클왼쪽
*
* Circling movement to the left.
* Maintains distance while repositioning.
*
* @korean 서클왼쪽애니메이션
*/
export const MOVEMENT_CIRCLE_LEFT_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("movement_circle_left", "서클왼쪽")
.asMovement(0.4)
.shift(0.12)
.step(0.12)
.recover(0.16)
.build();
/**
* Circle Right - 서클오른쪽
*
* Circling movement to the right.
* Maintains distance while repositioning.
*
* @korean 서클오른쪽애니메이션
*/
export const MOVEMENT_CIRCLE_RIGHT_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("movement_circle_right", "서클오른쪽")
.asMovement(0.4)
.shift(0.12)
.step(0.12)
.recover(0.16)
.build();
/**
* Angle Off - 앵글오프
*
* Step at diagonal angle.
* Creates superior position.
*
* @korean 앵글오프애니메이션
*/
export const MOVEMENT_ANGLE_OFF_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("movement_angle_off", "앵글오프")
.asMovement(0.32)
.shift(0.1)
.step(0.1)
.recover(0.12)
.build();
// ═══════════════════════════════════════════════════════════════════════════
// STANCE CHANGES (스탠스 변경)
// ═══════════════════════════════════════════════════════════════════════════
/**
* Orthodox to Southpaw - 오소독스투사우스포
*
* Stance switch orthodox to southpaw.
* Changes fighting orientation.
*
* @korean 오소독스투사우스포애니메이션
*/
export const MOVEMENT_ORTHODOX_TO_SOUTHPAW_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create(
"movement_orthodox_to_southpaw",
"오소독스투사우스포"
)
.asMovement(0.35)
.jump(0.1)
.rotate(0.12)
.recover(0.13)
.build();
/**
* Southpaw to Orthodox - 사우스포투오소독스
*
* Stance switch southpaw to orthodox.
* Changes fighting orientation.
*
* @korean 사우스포투오소독스애니메이션
*/
export const MOVEMENT_SOUTHPAW_TO_ORTHODOX_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create(
"movement_southpaw_to_orthodox",
"사우스포투오소독스"
)
.asMovement(0.35)
.jump(0.1)
.rotate(0.12)
.recover(0.13)
.build();
/**
* Drop Level - 드롭레벨
*
* Lower fighting stance.
* For takedown or level change attacks.
*
* @korean 드롭레벨애니메이션
*/
export const MOVEMENT_DROP_LEVEL_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("movement_drop_level", "드롭레벨")
.asMovement(0.3)
.duck(0.15)
.recover(0.15)
.build();
/**
* Rise Up - 라이즈업
*
* Return to normal fighting stance.
* Recovery from level change.
*
* @korean 라이즈업애니메이션
*/
export const MOVEMENT_RISE_UP_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("movement_rise_up", "라이즈업")
.asMovement(0.28)
.lean(0.1) // Rise
.recover(0.18)
.build();
// ═══════════════════════════════════════════════════════════════════════════
// JUMPING MOVEMENTS (점프 이동)
// ═══════════════════════════════════════════════════════════════════════════
/**
* Jump Back - 점프백
*
* Jumping retreat.
* Maximum distance creation.
*
* @korean 점프백애니메이션
*/
export const MOVEMENT_JUMP_BACK_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("movement_jump_back", "점프백")
.asMovement(0.45)
.jump(0.2)
.recover(0.25)
.build();
/**
* Jump In - 점프인
*
* Jumping advance.
* Closes distance rapidly.
*
* @korean 점프인애니메이션
*/
export const MOVEMENT_JUMP_IN_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("movement_jump_in", "점프인")
.asMovement(0.45)
.jump(0.2)
.recover(0.25)
.build();
/**
* Jump Aside - 점프사이드
*
* Jumping sideways.
* Lateral evasion.
*
* @korean 점프사이드애니메이션
*/
export const MOVEMENT_JUMP_ASIDE_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("movement_jump_aside", "점프사이드")
.asMovement(0.42)
.jump(0.18)
.shift(0.1)
.recover(0.14)
.build();
// ═══════════════════════════════════════════════════════════════════════════
// DODGES (회피)
// ═══════════════════════════════════════════════════════════════════════════
/**
* Duck - 덕
*
* Ducking under attack.
* Low evasion.
*
* @korean 덕애니메이션
*/
export const MOVEMENT_DUCK_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("movement_duck", "덕")
.asMovement(0.3)
.duck(0.15)
.recover(0.15)
.build();
/**
* Lean Back - 린백
*
* Leaning away from attack.
* Upper body evasion.
*
* @korean 린백애니메이션
*/
export const MOVEMENT_LEAN_BACK_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("movement_lean_back", "린백")
.asMovement(0.28)
.lean(0.14)
.recover(0.14)
.build();
/**
* Sway Left - 스웨이왼쪽
*
* Body sway to the left.
* Subtle evasion.
*
* @korean 스웨이왼쪽애니메이션
*/
export const MOVEMENT_SWAY_LEFT_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("movement_sway_left", "스웨이왼쪽")
.asMovement(0.25)
.bob(0.12)
.recover(0.13)
.build();
/**
* Sway Right - 스웨이오른쪽
*
* Body sway to the right.
* Subtle evasion.
*
* @korean 스웨이오른쪽애니메이션
*/
export const MOVEMENT_SWAY_RIGHT_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("movement_sway_right", "스웨이오른쪽")
.asMovement(0.25)
.bob(0.12)
.recover(0.13)
.build();
/**
* Bob and Weave - 밥앤위브
*
* U-shaped head movement.
* Classic boxing evasion.
*
* @korean 밥앤위브애니메이션
*/
export const MOVEMENT_BOB_WEAVE_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("movement_bob_weave", "밥앤위브")
.asMovement(0.4)
.bob(0.12)
.weave(0.13)
.recover(0.15)
.build();
// ═══════════════════════════════════════════════════════════════════════════
// FEINTS (페인트)
// ═══════════════════════════════════════════════════════════════════════════
/**
* Jab Feint - 잽페인트
*
* Fake jab movement.
* Draws reaction.
*
* @korean 잽페인트애니메이션
*/
export const MOVEMENT_JAB_FEINT_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("movement_jab_feint", "잽페인트")
.asMovement(0.2)
.punchWindup(0.08)
.recover(0.12)
.build();
/**
* Level Change Feint - 레벨체인지페인트
*
* Fake level drop.
* Draws takedown defense.
*
* @korean 레벨체인지페인트애니메이션
*/
export const MOVEMENT_LEVEL_FEINT_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("movement_level_feint", "레벨체인지페인트")
.asMovement(0.25)
.duck(0.1)
.recover(0.15)
.build();
/**
* Kick Feint - 킥페인트
*
* Fake kick chamber.
* Draws leg check.
*
* @korean 킥페인트애니메이션
*/
export const MOVEMENT_KICK_FEINT_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("movement_kick_feint", "킥페인트")
.asMovement(0.25)
.chamber(0.1)
.recover(0.15)
.build();
/**
* Step Feint - 스텝페인트
*
* Fake step forward.
* Draws counter.
*
* @korean 스텝페인트애니메이션
*/
export const MOVEMENT_STEP_FEINT_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("movement_step_feint", "스텝페인트")
.asMovement(0.22)
.step(0.08)
.recover(0.14)
.build();
// ═══════════════════════════════════════════════════════════════════════════
// EXPORT MOVEMENT ANIMATION MAP
// ═══════════════════════════════════════════════════════════════════════════
/**
* Map of all movement animations for easy access
* 이동 애니메이션 맵
*/
export const MOVEMENT_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation> =
new Map([
// Basic Footwork
["movement_forward_step", MOVEMENT_FORWARD_STEP_ANIMATION],
["movement_backward_step", MOVEMENT_BACKWARD_STEP_ANIMATION],
["movement_sidestep_left", MOVEMENT_SIDESTEP_LEFT_ANIMATION],
["movement_sidestep_right", MOVEMENT_SIDESTEP_RIGHT_ANIMATION],
["movement_step_drag", MOVEMENT_STEP_DRAG_ANIMATION],
// Pivots and Turns
["movement_pivot_left", MOVEMENT_PIVOT_LEFT_ANIMATION],
["movement_pivot_right", MOVEMENT_PIVOT_RIGHT_ANIMATION],
["movement_full_spin", MOVEMENT_FULL_SPIN_ANIMATION],
["movement_quarter_turn", MOVEMENT_QUARTER_TURN_ANIMATION],
// Bouncing Footwork
["movement_bounce_step", MOVEMENT_BOUNCE_STEP_ANIMATION],
["movement_switch_step", MOVEMENT_SWITCH_STEP_ANIMATION],
["movement_shuffle", MOVEMENT_SHUFFLE_ANIMATION],
// Evasive Footwork
["movement_back_step", MOVEMENT_BACK_STEP_ANIMATION],
["movement_circle_left", MOVEMENT_CIRCLE_LEFT_ANIMATION],
["movement_circle_right", MOVEMENT_CIRCLE_RIGHT_ANIMATION],
["movement_angle_off", MOVEMENT_ANGLE_OFF_ANIMATION],
// Stance Changes
["movement_orthodox_to_southpaw", MOVEMENT_ORTHODOX_TO_SOUTHPAW_ANIMATION],
["movement_southpaw_to_orthodox", MOVEMENT_SOUTHPAW_TO_ORTHODOX_ANIMATION],
["movement_drop_level", MOVEMENT_DROP_LEVEL_ANIMATION],
["movement_rise_up", MOVEMENT_RISE_UP_ANIMATION],
// Jumping
["movement_jump_back", MOVEMENT_JUMP_BACK_ANIMATION],
["movement_jump_in", MOVEMENT_JUMP_IN_ANIMATION],
["movement_jump_aside", MOVEMENT_JUMP_ASIDE_ANIMATION],
// Dodges
["movement_duck", MOVEMENT_DUCK_ANIMATION],
["movement_lean_back", MOVEMENT_LEAN_BACK_ANIMATION],
["movement_sway_left", MOVEMENT_SWAY_LEFT_ANIMATION],
["movement_sway_right", MOVEMENT_SWAY_RIGHT_ANIMATION],
["movement_bob_weave", MOVEMENT_BOB_WEAVE_ANIMATION],
// Feints
["movement_jab_feint", MOVEMENT_JAB_FEINT_ANIMATION],
["movement_level_feint", MOVEMENT_LEVEL_FEINT_ANIMATION],
["movement_kick_feint", MOVEMENT_KICK_FEINT_ANIMATION],
["movement_step_feint", MOVEMENT_STEP_FEINT_ANIMATION],
]);
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