Press n or j to go to the next uncovered block, b, p or k for the previous block.
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* ☳ Jin (Thunder) Combat Technique Animations
*
* Specialized combat technique animations for Jin (진/Thunder) trigram.
* Focuses on explosive strikes and jumping attacks with stunning power.
*
* **Korean Martial Arts Context:**
* - **무술**: 태권도 폭발 타격 (Taekwondo Explosive Strikes)
* - **특성**: 기절 효과 (Stunning Effect), 폭발적 타격 (Explosive Impact)
* - **철학**: 천둥의 일격 (Thunder's Single Strike), 번개 속도 (Lightning Speed)
* - **대표 기술**: 벽력일섬 (Thunder Flash), 도약 무릎격 (Jumping Knee Strike)
*
* @module systems/animation/catalogs/JinTechniqueAnimations
* @category Animation
* @korean 진괘기술애니메이션
*/
import { BoneName } from "@/types/skeletal";
import type { SkeletalAnimation } from "@/types/skeletal";
import { MartialArtsAnimationBuilder } from "../builders/MartialArtsAnimationBuilder";
// ═══════════════════════════════════════════════════════════════════════════
// ANATOMICAL SAFETY CONSTANTS
// ═══════════════════════════════════════════════════════════════════════════
/**
* Anatomical safety constants for Jin technique animations
*/
const ANATOMICAL_LIMITS = {
MAX_FOOT_DORSIFLEXION: 0.44, // 25° in radians (was ANKLE_DORSIFLEXION)
} as const;
// ═══════════════════════════════════════════════════════════════════════════
// ☳ JIN THUNDER FLASH ANIMATION (벽력일섬)
// ═══════════════════════════════════════════════════════════════════════════
/**
* Jin Thunder Flash Attack Animation
*
* **Korean**: 벽력일섬 (Byeokryeok Ilseom) - Thunder Flash
* **Technique**: Explosive upward punch with stunning force
* **Target Points**: 턱 (Teok/Jaw), 관자놀이 (Gwanjanori/Temple), 명치 (Myeongchi/Solar Plexus)
*
* Characteristics:
* - Deep coil phase with maximum body tension
* - Explosive upward drive with full leg extension
* - Fist drives upward with shoulder follow-through
* - Stunning impact at apex of extension
* - Rapid recovery to guarded position
*
* Animation Phases (20 frames total):
* - 0-360ms: Coil phase (6 frames) - Deep crouch with body tension
* - 360-960ms: Explosion phase (10 frames) - Upward drive with punch
* - 960-1200ms: Recovery phase (4 frames) - Return to guard position
*
* **Performance**: Targets 60fps (16.67ms per frame)
* **Damage Type**: Stunning blunt force with neurological shock
*
* @korean 벽력일섬
* @frames 20 total (6 coil, 10 explosion, 4 recovery)
* @duration 1200ms
* @category Attack Animation
*/
export const JIN_THUNDER_FLASH_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create(
"jin_thunder_flash",
"벽력일섬"
)
.asAttack(1.2)
// ─────────────────────────────────────────────────────────────────────────
// COIL PHASE (0-360ms, frames 1-6): Building maximum tension
// ─────────────────────────────────────────────────────────────────────────
// Frame 1: Initial coil begins (0ms)
.at(0)
.rotate(BoneName.PELVIS, 0.14, 0, 0) // 8° forward tilt
.rotate(BoneName.SPINE_UPPER, -0.17, -0.09, 0) // -10°, -5° slight twist
.rotate(BoneName.HIP_L, 0.52, 0, 0) // 30° hip flexion
.rotate(BoneName.HIP_R, 0.52, 0, 0) // 30° hip flexion
.rotate(BoneName.KNEE_L, -1.22, 0, 0) // -70° deep bend
.rotate(BoneName.KNEE_R, -1.22, 0, 0) // -70° deep bend
.rotate(BoneName.FOOT_L, 0.26, 0, 0) // 15° on toes
.rotate(BoneName.FOOT_R, 0.26, 0, 0) // 15° on toes
.rotate(BoneName.SHOULDER_R, -0.35, 0, 0.44) // -20°, 0°, 25° (right fist cocking)
.rotate(BoneName.ELBOW_R, 0, 0, -1.92) // -110° bent back
.rotate(BoneName.WRIST_R, 0.52, 0, 0) // 30° fist alignment
.rotate(BoneName.SHOULDER_L, -0.26, 0, -0.35) // -15°, 0°, -20° (left guard)
.rotate(BoneName.ELBOW_L, 0, 0, -1.57) // -90° guard position
.position(BoneName.PELVIS, 0, -0.25, 0) // Low position
.done<MartialArtsAnimationBuilder>()
// Frame 6: Maximum coil (360ms)
.at(0.36)
.rotate(BoneName.PELVIS, 0.26, 0, 0) // 15° maximum forward tilt
.rotate(BoneName.SPINE_UPPER, -0.26, -0.14, 0) // -15°, -8° maximum twist
.rotate(BoneName.KNEE_L, -1.05, 0, 0) // -60° deepest crouch
.rotate(BoneName.KNEE_R, -1.05, 0, 0) // -60° deepest crouch
.rotate(BoneName.FOOT_L, ANATOMICAL_LIMITS.MAX_FOOT_DORSIFLEXION, 0, 0) // 25° maximum
.rotate(BoneName.FOOT_R, ANATOMICAL_LIMITS.MAX_FOOT_DORSIFLEXION, 0, 0) // 25° maximum
.rotate(BoneName.SHOULDER_R, -0.44, 0, 0.52) // -25°, 0°, 30° (maximum cock)
.rotate(BoneName.ELBOW_R, 0, 0, -1.92) // -110° fully cocked
.rotate(BoneName.WRIST_R, 0.61, 0, 0) // 35° maximum tension
.position(BoneName.PELVIS, 0, -0.35, 0) // Very low - maximum spring load
.done<MartialArtsAnimationBuilder>()
// ─────────────────────────────────────────────────────────────────────────
// EXPLOSION PHASE (360-960ms, frames 7-16): Upward explosive punch
// ─────────────────────────────────────────────────────────────────────────
// Frame 10: Mid-explosion (600ms)
.at(0.6)
.rotate(BoneName.PELVIS, 0.09, 0, 0) // 5° rising
.rotate(BoneName.SPINE_UPPER, 0.17, 0.17, 0) // 10°, 10° rotating forward
.rotate(BoneName.KNEE_L, -0.17, 0, 0) // -10° legs extending explosively
.rotate(BoneName.KNEE_R, -0.17, 0, 0) // -10° legs extending
.rotate(BoneName.FOOT_L, -0.17, 0, 0) // -10° pushing off ground
.rotate(BoneName.FOOT_R, -0.17, 0, 0) // -10° pushing off
.rotate(BoneName.SHOULDER_R, 0.70, 0, 0) // 40° fist driving upward
.rotate(BoneName.ELBOW_R, 0, 0, -0.35) // -20° extending
.rotate(BoneName.WRIST_R, 0.17, 0, 0) // 10° follow-through
.position(BoneName.PELVIS, 0, -0.1, 0) // Rising rapidly
.done<MartialArtsAnimationBuilder>()
// Frame 16: Maximum extension at apex (960ms)
.at(0.96)
.rotate(BoneName.PELVIS, 0.17, 0, 0) // 10° full extension
.rotate(BoneName.SPINE_UPPER, 0.26, 0.26, 0) // 15°, 15° maximum reach
.rotate(BoneName.KNEE_L, 0, 0, 0) // 0° fully extended
.rotate(BoneName.KNEE_R, 0, 0, 0) // 0° fully extended
.rotate(BoneName.FOOT_L, -0.09, 0, 0) // -5° slight plantarflexion
.rotate(BoneName.FOOT_R, -0.09, 0, 0) // -5° slight plantarflexion
.rotate(BoneName.SHOULDER_R, 1.22, 0, -0.09) // 70°, 0°, -5° punch at apex
.rotate(BoneName.ELBOW_R, 0, 0, 0) // 0° arm fully extended
.rotate(BoneName.WRIST_R, 0.17, 0, 0) // 10° impact alignment
.position(BoneName.PELVIS, 0, 0.05, 0) // Full height
.done<MartialArtsAnimationBuilder>()
// ─────────────────────────────────────────────────────────────────────────
// RECOVERY PHASE (960-1200ms, frames 17-20): Return to guard
// ─────────────────────────────────────────────────────────────────────────
// Frame 20: Return to ready position (1200ms)
.at(1.2)
.rotate(BoneName.PELVIS, 0.1, 0, 0) // 5.7° neutral stance
.rotate(BoneName.SPINE_UPPER, 0, 0, 0) // 0° neutral spine
.rotate(BoneName.KNEE_L, -0.44, 0, 0) // -25° slight bend
.rotate(BoneName.KNEE_R, -0.44, 0, 0) // -25° slight bend
.rotate(BoneName.FOOT_L, 0, 0, 0) // 0° flat stance
.rotate(BoneName.FOOT_R, 0, 0, 0) // 0° flat stance
.rotate(BoneName.SHOULDER_R, -0.26, 0, 0.35) // -15°, 0°, 20° (fist returns to chamber)
.rotate(BoneName.ELBOW_R, 0, 0, 1.57) // 90° chambered guard
.rotate(BoneName.WRIST_R, 0, 0, 0) // 0° neutral
.rotate(BoneName.SHOULDER_L, -0.26, 0, -0.35) // -15°, 0°, -20° guard maintained
.rotate(BoneName.ELBOW_L, 0, 0, -1.57) // -90° guard
.position(BoneName.PELVIS, 0, -0.12, 0) // Stable guard height
.done<MartialArtsAnimationBuilder>()
.build();
// ═══════════════════════════════════════════════════════════════════════════
// ☳ JIN JUMPING KNEE STRIKE (도약 무릎격)
// ═══════════════════════════════════════════════════════════════════════════
/**
* Jin Jumping Knee Strike Animation
*
* **Korean**: 번개 무릎격 (Byeonggae Mureupgyeok) - Lightning Knee Strike
* **Technique**: Airborne knee attack with explosive momentum
* **Target Points**: 명치 (Solar Plexus), 턱 (Jaw), 얼굴 (Face)
*
* Characteristics:
* - Deep crouch for explosive launch
* - Jump with lead knee driving upward
* - Strike at apex with maximum momentum
* - Land with balance maintained
* - Arms pull opponent into strike (clinch)
*
* Animation Phases (26 frames total):
* - 0-300ms: Crouch phase (5 frames) - Spring load
* - 300-650ms: Jump phase (6 frames) - Explosive upward drive
* - 650-1000ms: Strike phase (8 frames) - Knee impact at apex
* - 1000-1433ms: Landing phase (7 frames) - Controlled descent
*
* **Performance**: Targets 60fps (16.67ms per frame)
* **Damage Type**: Blunt force trauma with momentum
*
* @korean 번개무릎격
* @frames 26 total (5 crouch, 6 jump, 8 strike, 7 land)
* @duration 1433ms
* @category Attack Animation
*/
export const JIN_JUMPING_KNEE_STRIKE: SkeletalAnimation =
MartialArtsAnimationBuilder.create(
"jin_jumping_knee_strike",
"번개 무릎격"
)
.asAttack(1.433)
// ─────────────────────────────────────────────────────────────────────────
// CROUCH PHASE (0-300ms, frames 1-5): Spring loading
// ─────────────────────────────────────────────────────────────────────────
// Frame 1: Initial crouch (0ms)
.at(0)
.rotate(BoneName.PELVIS, 0.17, 0, 0) // 10° forward tilt
.rotate(BoneName.SPINE_UPPER, -0.12, 0, 0) // -7° counter-balance
.rotate(BoneName.KNEE_L, -1.05, 0, 0) // -60° deep crouch (launch leg)
.rotate(BoneName.KNEE_R, -0.87, 0, 0) // -50° crouch (strike leg)
.rotate(BoneName.FOOT_L, 0.31, 0, 0) // 18° on toes
.rotate(BoneName.FOOT_R, 0.26, 0, 0) // 15° on toes
.rotate(BoneName.SHOULDER_L, 0.26, 0, -0.17) // 15°, 0°, -10° (arms preparing to grab)
.rotate(BoneName.SHOULDER_R, 0.26, 0, 0.17) // 15°, 0°, 10°
.rotate(BoneName.ELBOW_L, 0, 0, -1.05) // -60° bent for clinch
.rotate(BoneName.ELBOW_R, 0, 0, 1.05) // 60° bent for clinch
.position(BoneName.PELVIS, 0, -0.3, 0) // Very low crouch
.done<MartialArtsAnimationBuilder>()
// Frame 5: Maximum crouch (300ms)
.at(0.3)
.rotate(BoneName.PELVIS, 0.22, 0, 0) // 12.5° deeper
.rotate(BoneName.SPINE_UPPER, -0.17, 0, 0) // -10° more lean
.rotate(BoneName.KNEE_L, -1.22, 0, 0) // -70° deepest crouch
.rotate(BoneName.KNEE_R, -1.05, 0, 0) // -60° strike leg loaded
.rotate(BoneName.FOOT_L, ANATOMICAL_LIMITS.MAX_FOOT_DORSIFLEXION, 0, 0) // 25° maximum
.rotate(BoneName.FOOT_R, 0.35, 0, 0) // 20° loaded
.position(BoneName.PELVIS, 0, -0.38, 0) // Maximum compression
.done<MartialArtsAnimationBuilder>()
// ─────────────────────────────────────────────────────────────────────────
// JUMP PHASE (300-650ms, frames 6-11): Explosive launch
// ─────────────────────────────────────────────────────────────────────────
// Frame 8: Mid-jump, knee rising (475ms)
.at(0.475)
.rotate(BoneName.PELVIS, 0, 0, 0) // 0° neutral in air
.rotate(BoneName.SPINE_UPPER, 0.17, 0, 0) // 10° leaning forward
.rotate(BoneName.KNEE_L, 0, 0, 0) // 0° launch leg fully extended
.rotate(BoneName.KNEE_R, -1.57, 0, 0) // -90° strike knee rising sharply
.rotate(BoneName.HIP_R, 1.22, 0, 0) // 70° hip flexion for high knee
.rotate(BoneName.FOOT_L, -0.17, 0, 0) // -10° push-off
.rotate(BoneName.FOOT_R, 0.44, 0, 0) // 25° foot tucked
.rotate(BoneName.SHOULDER_L, -0.35, 0, -0.26) // -20°, 0°, -15° (pulling clinch)
.rotate(BoneName.SHOULDER_R, -0.35, 0, 0.26) // -20°, 0°, 15°
.position(BoneName.PELVIS, 0, 0.08, 0.15) // Rising and forward
.done<MartialArtsAnimationBuilder>()
// Frame 11: Takeoff complete (650ms)
.at(0.65)
.rotate(BoneName.PELVIS, -0.09, 0, 0) // -5° slight backward
.rotate(BoneName.SPINE_UPPER, 0.26, 0, 0) // 15° driving forward
.rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15° tucking
.rotate(BoneName.KNEE_R, -1.75, 0, 0) // -100° knee fully chambered
.rotate(BoneName.HIP_R, 1.57, 0, 0) // 90° maximum hip flexion
.rotate(BoneName.FOOT_R, 0.52, 0, 0) // 30° foot pulled back
.position(BoneName.PELVIS, 0, 0.18, 0.3) // Peak height approaching
.done<MartialArtsAnimationBuilder>()
// ─────────────────────────────────────────────────────────────────────────
// STRIKE PHASE (650-1000ms, frames 12-19): Knee impact at apex
// ─────────────────────────────────────────────────────────────────────────
// Frame 15: Knee strike impact (825ms)
.at(0.825)
.rotate(BoneName.PELVIS, 0.09, 0, 0) // 5° forward for impact
.rotate(BoneName.SPINE_UPPER, 0.35, 0, 0) // 20° maximum forward drive
.rotate(BoneName.KNEE_L, -0.44, 0, 0) // -25° balanced in air
.rotate(BoneName.KNEE_R, -1.22, 0, 0) // -70° IMPACT (knee extended at target)
.rotate(BoneName.HIP_R, 1.75, 0, 0) // 100° maximum drive upward
.rotate(BoneName.FOOT_R, 0.35, 0, 0) // 20° shin aligned for impact
.rotate(BoneName.SHOULDER_L, -0.52, 0, -0.35) // -30°, 0°, -20° (pulling hard)
.rotate(BoneName.SHOULDER_R, -0.52, 0, 0.35) // -30°, 0°, 20°
.rotate(BoneName.ELBOW_L, 0, 0, -1.57) // -90° maximum pull
.rotate(BoneName.ELBOW_R, 0, 0, 1.57) // 90° maximum pull
.position(BoneName.PELVIS, 0, 0.25, 0.4) // Peak height at strike
.done<MartialArtsAnimationBuilder>()
// Frame 19: Post-impact (1000ms)
.at(1.0)
.rotate(BoneName.PELVIS, 0.09, 0, 0) // 5° descending
.rotate(BoneName.SPINE_UPPER, 0.26, 0, 0) // 15° recovering
.rotate(BoneName.KNEE_R, -0.87, 0, 0) // -50° knee retracting
.rotate(BoneName.HIP_R, 1.22, 0, 0) // 70° hip lowering
.position(BoneName.PELVIS, 0, 0.18, 0.45) // Descending
.done<MartialArtsAnimationBuilder>()
// ─────────────────────────────────────────────────────────────────────────
// LANDING PHASE (1000-1433ms, frames 20-26): Controlled descent
// ─────────────────────────────────────────────────────────────────────────
// Frame 26: Stable landing (1433ms)
.at(1.433)
.rotate(BoneName.PELVIS, 0.1, 0, 0) // 5.7° stable stance
.rotate(BoneName.SPINE_UPPER, 0, 0, 0) // 0° neutral
.rotate(BoneName.KNEE_L, -0.52, 0, 0) // -30° absorbing impact
.rotate(BoneName.KNEE_R, -0.44, 0, 0) // -25° strike leg down
.rotate(BoneName.HIP_R, 0, 0, 0) // 0° neutral hip
.rotate(BoneName.FOOT_L, 0, 0, 0) // 0° flat landing
.rotate(BoneName.FOOT_R, 0, 0, 0) // 0° flat landing
.rotate(BoneName.SHOULDER_L, -0.26, 0, -0.35) // -15°, 0°, -20° guard
.rotate(BoneName.SHOULDER_R, -0.26, 0, 0.35) // -15°, 0°, 20° guard
.rotate(BoneName.ELBOW_L, 0, 0, -1.57) // -90° guard position
.rotate(BoneName.ELBOW_R, 0, 0, 1.57) // 90° guard position
.position(BoneName.PELVIS, 0, -0.15, 0.5) // Stable landing position
.done<MartialArtsAnimationBuilder>()
.build();
// ═══════════════════════════════════════════════════════════════════════════
// EXPORT ANIMATION MAP
// ═══════════════════════════════════════════════════════════════════════════
/**
* Map of all Jin combat technique animations for easy access
* 진괘 기술 애니메이션 맵
*/
export const JIN_TECHNIQUE_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation> =
new Map([
["jin_thunder_flash", JIN_THUNDER_FLASH_ANIMATION],
["jin_jumping_knee_strike", JIN_JUMPING_KNEE_STRIKE],
]);
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