Press n or j to go to the next uncovered block, b, p or k for the previous block.
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* Punch Animations Module
*
* All punch and hand strike animations (주먹 공격) for Korean martial arts.
* Uses MartialArtsAnimationBuilder for readable, martial arts expert-friendly code.
*
* Updated to include proper Korean martial arts biomechanics:
* - Hip rotation (엉덩이회전) for power generation
* - Shoulder torque (어깨비틀기) coordination
* - Fist rotation (주먹회전) from vertical to pronated
* - Hikite (당기기) - opposite arm pulling for power
* - Full arm extension (팔완전펴기) at impact
*
* 한국 무술 주먹 공격 애니메이션 모듈
*
* @module systems/animation/PunchAnimations
* @korean 주먹애니메이션
*/
import type { SkeletalAnimation } from "@/types/skeletal";
import {
MartialArtsAnimationBuilder,
TECHNIQUE_TIMING,
} from "../builders/MartialArtsAnimationBuilder";
// ═══════════════════════════════════════════════════════════════════════════
// JAB (잽) - Quick Straight Punch
// ═══════════════════════════════════════════════════════════════════════════
/**
* Jab - 잽 (빠른 직권 - Ppareun Jikwon)
*
* Fast straight punch with lead hand (left in orthodox stance) using proper Korean martial arts form.
* Probing attack to gauge distance and set up combinations - the quintessential speed technique.
*
* **Korean Martial Arts Biomechanics** (한국 무술 생체역학):
*
* **Stance & Weight Distribution** (자세와 체중 분배):
* - Start: 겨루기 자세 (Gyeorugi Jase) - Fighting stance
* - Weight: 60/40 forward for quick reach without commitment
* - Hip rotation: MINIMAL (~5-10°) to preserve speed
* - Shoulder: Small forward roll (~15°) for reach and head protection
*
* **Chamber Phase - 준비 (Junbi)** [100ms]:
* - Lead fist: Pulls back slightly to hip (엉덩이), palm vertical (세로주먹)
* - Elbow: Bent ~90° (1.57 rad) tight to ribs for protection
* - Rear hand: MAINTAINS 중단막기 (Jungdan Makgi) - middle guard at chin
* - Breathing: Quick inhale through nose (코로 들이마시기)
* - Eyes: Lock on target - solar plexus or chin (턱)
*
* **Extension Phase - 지르기 (Jireugi)** [150ms]:
* - Arm snaps forward in STRAIGHT LINE (직선) to target
* - Fist rotation: Vertical → Pronated (~90° wrist rotation = π/2 rad)
* - Elbow: Nearly full extension ~175° (0.09 rad from straight)
* - Shoulder: Rolls forward completing protection
* - Hip: Minimal forward thrust (~10° rotation) for power without telegraphing
* - Rear hand: STILL protecting chin (턱보호)
*
* **Peak Phase - 정점 (Jeongjeom)** [50ms]:
* - Maximum reach achieved - fist 45-50cm from shoulder
* - Fist: Fully pronated, knuckles aligned with forearm
* - Breathing: Sharp exhale (기합 Kihap) "칫!" (Chit!)
* - Impact: First two knuckles (인지, 중지 knuckles) make contact
* - Body: Weight shifts 65/35 forward at peak extension
*
* **Retraction Phase - 회수 (Hoisu)** [100ms]:
* - Fist SNAPS BACK through same path (같은 경로)
* - Speed of retraction = speed of extension (방어를 위해)
* - Return through chamber position at hip
* - Elbow returns to protective rib position
*
* **Recovery Phase - 복귀 (Bokgwi)** [150ms]:
* - Return to 중단막기 (middle guard) position
* - Weight settles back to 60/40 fighting stance
* - Both hands at chin level, ready for next technique
* - Breathing: Controlled exhale, ready for next inhale
*
* **Combat Applications** (전투 응용):
* - Distance probing (거리 측정)
* - Set up combinations: 잽-크로스 (Jab-Cross)
* - Disrupt opponent's rhythm (리듬 방해)
* - Target: 턱 (chin), 코 (nose), 명치 (solar plexus)
*
* **Taekwondo Principle**: "속도가 힘이다" (Speed IS Power)
* Quick retraction prevents counters - the jab that stays out gets hit!
*
* Total duration: 550ms (FAST technique)
*
* @korean 잽애니메이션
*/
export const JAB_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("jab", "잽")
.asAttack(TECHNIQUE_TIMING.FAST.total)
.punchChamber(TECHNIQUE_TIMING.FAST.chamber, "left") // 준비 - Chamber at hip
.withKoreanMiddleGuard("right") // Right hand stays in guard
.punchExtend(TECHNIQUE_TIMING.FAST.extend, "left") // 지르기 - Extension with rotation
.withKoreanMiddleGuard("right") // Right hand stays in guard
.punchPeak(TECHNIQUE_TIMING.FAST.peak, "left") // 정점 - Peak extension
.withKoreanMiddleGuard("right") // Right hand stays in guard
.recover(TECHNIQUE_TIMING.FAST.retract + TECHNIQUE_TIMING.FAST.recover) // 복귀 - Return to guard
.withKoreanMiddleGuard() // Both hands back to middle guard
.build();
// ═══════════════════════════════════════════════════════════════════════════
// CROSS (크로스) - Power Straight Punch
// ═══════════════════════════════════════════════════════════════════════════
/**
* Cross - 크로스 (정권지르기 - Jeongwon Jireugi)
*
* Powerful straight punch with rear hand using full Korean martial arts biomechanics.
* The quintessential power punch - generates maximum force through complete body chain.
*
* **Korean Martial Arts Biomechanics** (한국 무술 생체역학):
*
* **Stance & Weight Distribution** (자세와 체중 분배):
* - Start: 겨루기 자세 (Gyeorugi Jase) - Fighting stance, 60/40 weight forward
* - End: 70/30 forward at impact - committing to POWER
* - Hip rotation: FULL ~25-30° (0.44-0.52 rad) - core of power generation
* - Rear foot: PIVOTS on ball of foot 45° inward for hip drive
*
* **Chamber Phase - 준비 (Junbi)** [150ms]:
* - Rear fist: COILED at hip (엉덩이), palm vertical (세로주먹)
* - Elbow: Bent ~110° (1.92 rad), pulled back BEHIND body line
* - Lead hand: MAINTAINS 중단막기 (middle guard) protecting chin
* - Shoulders: Rear shoulder pulled back, torso "wound up" like spring
* - Hips: Coiled backward ~10° from neutral, ready to EXPLODE
* - Breathing: DEEP inhale through nose (코로 깊이 들이마시기)
* - Legs: Rear leg bent ~135° (2.36 rad), loaded with power
*
* **Hip Rotation Phase - 회전 (Hoejeon)** [200ms]:
* - Hips: BEGIN explosive rotation, rear hip drives FORWARD
* - Rear foot: Ball pivots inward 45°, heel lifts slightly
* - Power chain: Ground → Legs → Hips → Core → Shoulders → Fist
* - Torso: Rotates WITH hips, shoulders follow (~15° lag)
* - Rear shoulder: Begins forward drive
* - Lead hand: STILL protecting, doesn't drop
*
* **Extension Phase - 지르기 (Jireugi)** [80ms]:
* - Fist EXPLODES forward in straight line (직선 경로)
* - Fist rotation: Vertical → Pronated (90° = π/2 rad) for maximum power transfer
* - Elbow: Extends to ~175° (0.09 rad) - NEARLY straight but not locked
* - Shoulder: Drives forward completing rotation
* - Hip rotation: COMPLETES full 25-30° forward
* - Weight transfer: Shifts to 70/30 forward
* - Breathing: EXPLOSIVE exhale (기합 Kihap) "크악!" (Keuwak!)
* - Rear heel: Fully lifted, pivoted inward
*
* **Peak/Follow-Through - 정점/관통 (Jeongjeom/Gwantong)** [80ms]:
* - Maximum extension: Fist reaches 55-60cm from shoulder
* - Full body alignment: Ankle → Knee → Hip → Shoulder → Fist in ONE LINE
* - Impact: First two knuckles (인지, 중지) strike target
* - Power transfer: ALL body mass behind punch
* - Rear leg: Fully extended, heel up
* - Lead hand: STILL protecting chin (critical defense)
*
* **Retraction Phase - 회수 (Hoisu)** [120ms]:
* - Fist returns along same path
* - Hip begins counter-rotation back to neutral
* - Rear foot pivots back to starting position
* - Weight begins shifting back toward 60/40
*
* **Recovery Phase - 복귀 (Bokgwi)** [180ms]:
* - Return to 중단막기 (middle guard) bilateral protection
* - Hips settle to neutral fighting position
* - Weight: 60/40 ready for next technique
* - Breathing: Controlled return to combat breathing rhythm
* - Stance: Reset to 겨루기 자세 (fighting ready)
*
* **Combat Applications** (전투 응용):
* - Knockout punch targeting: 턱 (chin), 관자놀이 (temple), 명치 (solar plexus)
* - Follow-up to jab: Classic 1-2 combo (잽-크로스)
* - Counter-strike: When opponent over-commits
* - Liver shot: Angled downward to 간장 (liver)
*
* **Taekwondo Principle**: "힘은 땅에서 나온다" (Power comes from the ground)
* The cross demonstrates complete kinetic chain - every link must be strong!
*
* **Biomechanical Keys**:
* - Rear foot pivot = Hip rotation enabler
* - Hip rotation = Power multiplier (3-4x arm-only punch)
* - Fist rotation = Penetration and structural alignment
* - Lead hand guard = Defensive responsibility
*
* Total duration: 730ms (MEDIUM technique)
*
* @korean 크로스애니메이션
*/
export const CROSS_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("cross", "크로스")
.asAttack(TECHNIQUE_TIMING.MEDIUM.total)
.punchChamber(TECHNIQUE_TIMING.MEDIUM.chamber, "right") // 준비 - Chamber at hip
.withKoreanMiddleGuard("left") // Left hand stays in guard
.punchExtend(TECHNIQUE_TIMING.MEDIUM.extend, "right") // 지르기 - Extension with full hip rotation
.withKoreanMiddleGuard("left") // Left hand stays in guard
.punchPeak(TECHNIQUE_TIMING.MEDIUM.peak, "right") // 정점 - Peak impact
.withKoreanMiddleGuard("left") // Left hand stays in guard
.recover(TECHNIQUE_TIMING.MEDIUM.retract + TECHNIQUE_TIMING.MEDIUM.recover) // 복귀 - Return to guard
.withKoreanMiddleGuard() // Both hands back to middle guard
.build();
// ═══════════════════════════════════════════════════════════════════════════
// PALM STRIKE (장권) - Open Palm Heel Strike
// ═══════════════════════════════════════════════════════════════════════════
/**
* Palm Strike - 장권
*
* Open palm heel strike targeting chin or solar plexus.
* Traditional Taekwondo technique for close range.
*
* Total duration: 730ms (MEDIUM technique)
*
* @korean 장권애니메이션
*/
export const PALM_STRIKE_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("palm_strike", "장권")
.asAttack(TECHNIQUE_TIMING.MEDIUM.total)
.punchWindup(TECHNIQUE_TIMING.MEDIUM.chamber) // 준비 - 150ms
.palmStrike(TECHNIQUE_TIMING.MEDIUM.extend) // 장권 - 200ms palm heel forward
.palmStrike(TECHNIQUE_TIMING.MEDIUM.peak) // 정점 - 80ms hold
.recover(TECHNIQUE_TIMING.MEDIUM.retract + TECHNIQUE_TIMING.MEDIUM.recover) // 복귀 - 300ms
.build();
// ═══════════════════════════════════════════════════════════════════════════
// HOOK (훅) - Curved Power Punch
// ═══════════════════════════════════════════════════════════════════════════
/**
* Hook - 훅 (곡권 - Gokwon / 갈고리주먹 - Galgori Jumeok)
*
* Curved power punch targeting jaw or temple with circular trajectory.
* Generates devastating knockout power from hip and shoulder rotation in horizontal plane.
*
* **Korean Martial Arts Biomechanics** (한국 무술 생체역학):
*
* **Stance & Weight Distribution** (자세와 체중 분배):
* - Start: 60/40 weight distribution
* - Peak: 55/45 - MORE BALANCED than cross (circular vs. linear power)
* - Hip rotation: ~35-40° (0.61-0.70 rad) - MORE than cross!
* - Pivoting: Lead foot pivots OUT ~30° on ball
*
* **Chamber/Wind-Up Phase - 준비 (Junbi)** [150ms]:
* - Lead arm: Pulls BACK to side, elbow bent 90° (1.57 rad) - CRITICAL angle
* - Fist position: At shoulder level (어깨 높이), near armpit
* - Elbow: Points SIDEWAYS (옆으로), not down - horizontal plane strike
* - Rear hand: PROTECTS chin (턱보호) - non-negotiable defense
* - Hips: Coil AWAY from target side by ~10-15°
* - Shoulders: Wind up like baseball bat swing
* - Breathing: Deep inhale (들이마시기)
* - Lead foot: Prepares to pivot outward
*
* **Rotation & Strike Phase - 회전+타격 (Hoejeon + Tagyeok)** [200ms]:
* - Hip explosion: Rotates 35-40° toward target (MORE than cross!)
* - Lead foot: Ball pivots OUT ~30°, heel comes up slightly
* - Torso: Rotates WITH hips in synchronized motion
* - Shoulder: Drives around like hammer throw
* - Elbow: MAINTAINS 90° bend throughout strike - power comes from rotation, NOT extension
* - Fist: Travels in HORIZONTAL ARC (수평호 - Supyeongho)
* - Trajectory: Curves AROUND guard to strike side of head
* - Hand position: Palm faces DOWN at impact (pronated)
*
* **Peak Impact - 정점 (Jeongjeom)** [100ms]:
* - Impact zone: 턱 (jaw), 관자놀이 (temple), 귀 (ear) - knockout targets
* - Fist alignment: Knuckles perpendicular to target surface
* - Elbow: STILL bent 90° - rigid arm triangle structure
* - Hip: Fully rotated, weight 55/45
* - Breathing: Sharp exhale "흣!" (Heut!) with kihap
* - Body unity: Fist, elbow, shoulder, hip aligned in CIRCULAR chain
* - Follow-through: Hip continues rotation ~5° past impact
*
* **Retraction Phase - 회수 (Hoisu)** [150ms]:
* - Fist returns via SAME CURVED PATH (same arc backward)
* - Elbow: Maintains bend, doesn't straighten
* - Hip: Counter-rotates back toward neutral
* - Lead foot: Pivots back to starting position
*
* **Recovery Phase - 복귀 (Bokgwi)** [200ms]:
* - Return to 중단막기 (middle guard) protecting chin
* - Weight: Resets to 60/40 fighting stance
* - Hips: Neutral position, ready for next technique
* - Breathing: Controlled recovery breath
*
* **Combat Applications** (전투 응용):
* - Primary target: 턱 (chin) - KNOCKOUT potential
* - Secondary: 관자놀이 (temple) - brain concussion
* - Tertiary: 간장 (liver) if angled downward (body hook)
* - Combinations: After jab opens guard - 잽-훅 (Jab-Hook)
* - Counter: When opponent ducks straight punches
*
* **Biomechanical Principle**: "팔이 아니라 몸통으로 친다"
* (Strike with the torso, not the arm)
* - 90° elbow angle = RIGID structure transfers rotation power
* - Hip rotation = 70% of power generation
* - Shoulder pivot = 20% of power
* - Arm extension = 10% only (most people do this wrong!)
*
* **Common Mistakes** (흔한 실수):
* - ❌ Extending arm (팔 펴기) - WRONG! Breaks power structure
* - ❌ Arm-only punch (팔만 사용) - No hip rotation = weak hook
* - ❌ Dropping rear hand (뒷손 내리기) - Gets countered!
* - ✅ Correct: Locked 90° elbow + full hip rotation = knockout power
*
* **Taekwondo/Boxing Principle**: "회전이 힘이다" (Rotation IS power)
* The hook is a rotational strike, not a pushing strike - physics of angular momentum!
*
* Total duration: 800ms (HEAVY_LIGHT technique)
*
* @korean 훅애니메이션
*/
export const HOOK_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("hook", "훅")
.asAttack(TECHNIQUE_TIMING.HEAVY_LIGHT.total)
.hookWindup(TECHNIQUE_TIMING.HEAVY_LIGHT.chamber) // 준비 - 150ms arm pulls back
.hookPunch(TECHNIQUE_TIMING.HEAVY_LIGHT.extend) // 타격 - 200ms curved strike
.hookPunch(TECHNIQUE_TIMING.HEAVY_LIGHT.peak) // 정점 - 100ms hold
.recover(
TECHNIQUE_TIMING.HEAVY_LIGHT.retract +
TECHNIQUE_TIMING.HEAVY_LIGHT.recover,
) // 복귀 - 350ms
.build();
// ═══════════════════════════════════════════════════════════════════════════
// LEAD HOOK (리드훅) - Quick Lead Hand Hook
// ═══════════════════════════════════════════════════════════════════════════
/**
* Lead Hook - 리드훅
*
* Fast hook with lead hand.
* Shorter range but quicker than rear hook.
*
* Total duration: 700ms (MEDIUM_LIGHT technique)
*
* @korean 리드훅애니메이션
*/
export const LEAD_HOOK_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("lead_hook", "리드훅")
.asAttack(TECHNIQUE_TIMING.MEDIUM_LIGHT.total)
.hookWindup(TECHNIQUE_TIMING.MEDIUM_LIGHT.chamber, "left") // Quick wind-up - 120ms (lead hand)
.hookPunch(TECHNIQUE_TIMING.MEDIUM_LIGHT.extend, "left") // Fast hook - 180ms (lead hand)
.hookPunch(TECHNIQUE_TIMING.MEDIUM_LIGHT.peak, "left") // Peak - 80ms
.recover(
TECHNIQUE_TIMING.MEDIUM_LIGHT.retract +
TECHNIQUE_TIMING.MEDIUM_LIGHT.recover,
) // Recover - 320ms
.build();
// ═══════════════════════════════════════════════════════════════════════════
// UPPERCUT (어퍼컷) - Rising Power Punch
// ═══════════════════════════════════════════════════════════════════════════
/**
* Uppercut - 어퍼컷 (상승권 - Sangseung Gwon / 올려치기 - Ollyeochigi)
*
* Rising punch targeting chin from below using leg drive and upward hip thrust.
* Devastating close-range knockout technique generating power from ground through vertical chain.
*
* **Korean Martial Arts Biomechanics** (한국 무술 생체역학):
*
* **Stance & Weight Distribution** (자세와 체중 분배):
* - Start: 60/40 weight distribution
* - Crouch: Weight shifts to 65/35 on striking side (loading)
* - Impact: 70/30 - full commitment to vertical drive
* - Stance width: SLIGHTLY WIDER for stable base during crouch
*
* **Crouch/Chamber Phase - 낮추기 (Najchugi)** [150ms]:
* - Body: Drops CENTER OF GRAVITY by ~10-15cm (무게중심 낮추기)
* - Striking leg: Knee bends DEEPER ~100° (1.75 rad) - loading spring
* - Hip: Tilts backward and DOWN on striking side (~15° pelvic tilt)
* - Striking fist: Drops to hip level, palm facing INWARD/UPWARD (손바닥 위로)
* - Elbow: Bent ~110° (1.92 rad), close to ribs
* - Rear hand: Maintains 중단막기 (chin protection) - critical for counters
* - Shoulders: Dip slightly on striking side (~10° drop)
* - Breathing: Quick inhale while loading (준비 호흡)
* - Weight: Loads onto ball of striking-side foot
*
* **Drive/Explosion Phase - 상승 (Sangseung)** [200ms]:
* - Legs: EXPLOSIVE EXTENSION - knee straightens from 100° → 170° (0.18 rad)
* - Hip thrust: Drives UPWARD and FORWARD (~20° upward angle)
* - Power chain: Ground → Legs → Hips → Core → Shoulder → Fist (VERTICAL)
* - Heel: Lifts off ground as leg extends
* - Pelvis: Thrusts upward and forward, creating hip drive
* - Torso: Rises with hip drive, slight forward lean (~10°)
* - Striking shoulder: Begins upward drive
* - Fist: Starts vertical ascent along CENTERLINE
*
* **Strike/Extension Phase - 타격 (Tagyeok)** [100ms]:
* - Fist: Rises in VERTICAL PATH from hip to chin level
* - Fist rotation: Inward palm → Neutral/Pronated (90° rotation)
* - Elbow: Remains bent ~120° (2.09 rad) throughout - NOT straight punch!
* - Trajectory: Fist travels UPWARD at ~60-70° angle from horizontal
* - Shoulder: Completes upward drive, elevating ~15cm
* - Hip: Full upward thrust completed
* - Legs: Fully extended, body at maximum height
* - Breathing: EXPLOSIVE exhale "우억!" (Wueok!) - rising kihap
*
* **Peak Impact - 정점 (Jeongjeom)** [100ms]:
* - Target: 턱 (chin) from BELOW - ideal knockout angle
* - Impact surface: Knuckles facing UPWARD, hitting underside of jaw
* - Body position: Full vertical extension, heel off ground
* - Power delivery: ALL body mass driving UPWARD into target
* - Neck snap: Opponent's head snaps BACKWARD and UP (knockout mechanism)
* - Weight: 70/30 forward, committed to strike
* - Rear hand: STILL protecting (never drops!)
*
* **Retraction Phase - 회수 (Hoisu)** [150ms]:
* - Fist: Drops back toward hip via same path
* - Body: Begins lowering back to normal height
* - Legs: Bend slightly to absorb return motion
* - Hip: Settles back to neutral pelvic alignment
* - Heel: Returns to ground
*
* **Recovery Phase - 복귀 (Bokgwi)** [200ms]:
* - Return to 중단막기 (middle guard) bilateral protection
* - Center of gravity: Returns to normal fighting height
* - Weight: Resets to 60/40 distribution
* - Stance: 겨루기 자세 (fighting stance) restored
* - Breathing: Controlled recovery, ready for next technique
*
* **Combat Applications** (전투 응용):
* - Primary target: 턱 (chin/jaw) from below - maximum knockout potential
* - Ideal range: CLOSE combat (0.3-0.5m) - too close for straight punches
* - Combinations: After body shot brings opponent's hands down
* - Counter: When opponent ducks or bends forward
* - Liver targeting: Body uppercut to 간장 (liver) at close range
*
* **Biomechanical Keys** (생체역학 핵심):
* 1. **Leg drive** (다리 추진력): 60% of power comes from legs!
* 2. **Hip thrust** (엉덩이 밀기): 25% from upward pelvic motion
* 3. **Shoulder lift** (어깨 들기): 10% from shoulder elevation
* 4. **Arm** (팔): Only 5% - mostly for targeting!
*
* **Physics Principle**: "상승하는 힘은 중력을 이긴다"
* (Rising force defeats gravity)
* - Vertical strike vector meets horizontal chin = devastating angle
* - Opponent's neck structure weakest against upward force
* - Body weight + leg extension = maximum vertical power transfer
*
* **Common Mistakes** (흔한 실수):
* - ❌ Arm-only punch (팔만) - No leg drive = weak uppercut
* - ❌ Wide arc (넓은 호) - Too telegraphed and slow
* - ❌ Straight up (수직) - Needs forward component for power
* - ✅ Correct: Deep crouch + explosive leg extension + upward hip thrust
*
* **Taekwondo Principle**: "땅에서 하늘로" (From Earth to Heaven)
* The uppercut exemplifies vertical power generation - like jumping!
*
* Total duration: 800ms (HEAVY_LIGHT technique)
*
* @korean 어퍼컷애니메이션
*/
export const UPPERCUT_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("uppercut", "어퍼컷")
.asAttack(TECHNIQUE_TIMING.HEAVY_LIGHT.total)
.uppercutCrouch(TECHNIQUE_TIMING.HEAVY_LIGHT.chamber) // 낮추기 - 150ms drop level
.uppercutPunch(TECHNIQUE_TIMING.HEAVY_LIGHT.extend) // 상권 - 200ms rising strike
.uppercutPunch(TECHNIQUE_TIMING.HEAVY_LIGHT.peak) // 정점 - 100ms hold
.recover(
TECHNIQUE_TIMING.HEAVY_LIGHT.retract +
TECHNIQUE_TIMING.HEAVY_LIGHT.recover,
) // 복귀 - 350ms
.build();
// ═══════════════════════════════════════════════════════════════════════════
// LEAD UPPERCUT (리드어퍼컷) - Quick Lead Uppercut
// ═══════════════════════════════════════════════════════════════════════════
/**
* Lead Uppercut - 리드어퍼컷
*
* Fast uppercut with lead hand.
* Good counter when opponent ducks.
*
* Total duration: 700ms (MEDIUM_LIGHT technique)
*
* @korean 리드어퍼컷애니메이션
*/
export const LEAD_UPPERCUT_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("lead_uppercut", "리드어퍼컷")
.asAttack(TECHNIQUE_TIMING.MEDIUM_LIGHT.total)
.uppercutCrouch(TECHNIQUE_TIMING.MEDIUM_LIGHT.chamber, "left") // Quick drop - 120ms (lead hand)
.uppercutPunch(TECHNIQUE_TIMING.MEDIUM_LIGHT.extend, "left") // Fast uppercut - 180ms (lead hand)
.uppercutPunch(TECHNIQUE_TIMING.MEDIUM_LIGHT.peak, "left") // Peak - 80ms
.recover(
TECHNIQUE_TIMING.MEDIUM_LIGHT.retract +
TECHNIQUE_TIMING.MEDIUM_LIGHT.recover,
) // Recover - 320ms
.build();
// ═══════════════════════════════════════════════════════════════════════════
// OVERHAND (오버핸드) - Looping Power Punch
// ═══════════════════════════════════════════════════════════════════════════
/**
* Overhand - 오버핸드 (천권)
*
* Looping punch over opponent's guard.
* High arc to strike top of head or jaw.
*
* Phases:
* 1. Wind-up (준비): Arm raises high - 200ms
* 2. Loop (호): Arm loops over - 300ms
* 3. Strike (타격): Fist crashes down - 120ms
* 4. Recovery (복귀): Return to guard - 380ms
*
* Total duration: 1000ms (HEAVY technique)
*
* @korean 오버핸드애니메이션
*/
export const OVERHAND_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("overhand", "오버핸드")
.asAttack(TECHNIQUE_TIMING.HEAVY.total)
.overhandPunch(
TECHNIQUE_TIMING.HEAVY.chamber + TECHNIQUE_TIMING.HEAVY.extend,
) // 천권 - 500ms looping strike
.overhandPunch(TECHNIQUE_TIMING.HEAVY.peak) // 정점 - 120ms hold
.recover(TECHNIQUE_TIMING.HEAVY.retract + TECHNIQUE_TIMING.HEAVY.recover) // 복귀 - 380ms
.build();
// ═══════════════════════════════════════════════════════════════════════════
// BACKFIST (등주먹) - Spinning Backfist
// ═══════════════════════════════════════════════════════════════════════════
/**
* Backfist - 등주먹
*
* Back of fist whips into target.
* Can be spinning or direct.
*
* Total duration: 700ms (MEDIUM_LIGHT technique)
*
* @korean 등주먹애니메이션
*/
export const BACKFIST_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("backfist", "등주먹")
.asAttack(TECHNIQUE_TIMING.MEDIUM_LIGHT.total)
.punchWindup(TECHNIQUE_TIMING.MEDIUM_LIGHT.chamber) // Pull back - 120ms
.counterStrike(TECHNIQUE_TIMING.MEDIUM_LIGHT.extend) // Whip motion - 180ms
.counterStrike(TECHNIQUE_TIMING.MEDIUM_LIGHT.peak) // Peak - 80ms
.recover(
TECHNIQUE_TIMING.MEDIUM_LIGHT.retract +
TECHNIQUE_TIMING.MEDIUM_LIGHT.recover,
) // Recover - 320ms
.build();
// ═══════════════════════════════════════════════════════════════════════════
// SPINNING BACKFIST (회전등주먹) - Full Spin Backfist
// ═══════════════════════════════════════════════════════════════════════════
/**
* Spinning Backfist - 회전등주먹
*
* Full 360° rotation into backfist.
* High-risk knockout technique.
*
* Total duration: 1200ms (SPINNING technique)
*
* @korean 회전등주먹애니메이션
*/
export const SPINNING_BACKFIST_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("spinning_backfist", "회전등주먹")
.asAttack(TECHNIQUE_TIMING.SPINNING.total)
.backKickSpin(TECHNIQUE_TIMING.SPINNING.chamber) // Full spin - 300ms
.counterStrike(TECHNIQUE_TIMING.SPINNING.extend) // Backfist on completion - 350ms
.counterStrike(TECHNIQUE_TIMING.SPINNING.peak) // Peak - 120ms
.spinRecover(
TECHNIQUE_TIMING.SPINNING.retract + TECHNIQUE_TIMING.SPINNING.recover,
) // Complete rotation - 430ms
.build();
// ═══════════════════════════════════════════════════════════════════════════
// HAMMER FIST (철퇴권) - Downward Hammer Strike
// ═══════════════════════════════════════════════════════════════════════════
/**
* Hammer Fist - 철퇴권
*
* Bottom of fist strikes downward like a hammer.
* Effective in ground-and-pound.
*
* Total duration: 900ms (JUMPING technique timing)
*
* @korean 철퇴권애니메이션
*/
export const HAMMER_FIST_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("hammer_fist", "철퇴권")
.asAttack(TECHNIQUE_TIMING.JUMPING.total)
.overhandPunch(
TECHNIQUE_TIMING.JUMPING.chamber + TECHNIQUE_TIMING.JUMPING.extend,
) // Similar arc to overhand - 400ms
.overhandPunch(TECHNIQUE_TIMING.JUMPING.peak) // Peak - 80ms
.recover(
TECHNIQUE_TIMING.JUMPING.retract + TECHNIQUE_TIMING.JUMPING.recover,
) // Recover - 420ms
.build();
// ═══════════════════════════════════════════════════════════════════════════
// SUPERMAN PUNCH (슈퍼맨펀치) - Flying Cross
// ═══════════════════════════════════════════════════════════════════════════
/**
* Superman Punch - 슈퍼맨펀치
*
* Jumping cross punch for extended range.
* Fakes kick then throws power punch.
*
* Total duration: 1000ms (HEAVY technique)
*
* @korean 슈퍼맨펀치애니메이션
*/
export const SUPERMAN_PUNCH_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("superman_punch", "슈퍼맨펀치")
.asAttack(TECHNIQUE_TIMING.HEAVY.total)
.chamber(TECHNIQUE_TIMING.HEAVY.chamber * 0.75) // Fake kick chamber - 150ms (0.75 × 200ms)
.punchWindup(TECHNIQUE_TIMING.HEAVY.chamber * 0.75) // Transfer to punch - 150ms
.crossPunch(TECHNIQUE_TIMING.HEAVY.extend) // Throw cross in air - 300ms
.crossPunch(TECHNIQUE_TIMING.HEAVY.peak) // Peak - 120ms
.recover(TECHNIQUE_TIMING.HEAVY.recover + 0.05) // Land and recover - 280ms (230ms + 50ms landing)
.build();
// ═══════════════════════════════════════════════════════════════════════════
// JAB-CROSS COMBINATION (잽크로스) - 1-2 Combo
// ═══════════════════════════════════════════════════════════════════════════
/**
* Jab-Cross - 잽크로스
*
* Classic 1-2 boxing combination.
* Lead jab sets up rear cross.
*
* Phases (준비, 실행, 회수, 복귀):
* 1. Jab chamber (잽 준비): 80ms
* 2. Jab extend (잽 실행): 120ms
* 3. Cross transition (크로스 전환): 80ms (using peak for transition)
* 4. Cross extend (크로스 실행): 100ms (using retract)
* 5. Recovery (복귀): 320ms
*
* Total duration: 700ms (COMBO_FAST technique)
* Sum: 80 + 120 + 80 + 100 + 320 = 700ms ✓
*
* @korean 잽크로스애니메이션
*/
export const JAB_CROSS_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("jab_cross", "잽크로스")
.asAttack(TECHNIQUE_TIMING.COMBO_FAST.total)
.punchWindup(TECHNIQUE_TIMING.COMBO_FAST.chamber, "left") // Jab prep - 80ms (lead hand)
.punchExtend(TECHNIQUE_TIMING.COMBO_FAST.extend, "left") // Jab lands - 120ms (lead hand)
.punchWindup(TECHNIQUE_TIMING.COMBO_FAST.peak) // Cross transition - 80ms (rear hand wind-up)
.punchExtend(TECHNIQUE_TIMING.COMBO_FAST.retract) // Cross lands - 100ms (rear hand)
.recover(TECHNIQUE_TIMING.COMBO_FAST.recover) // Recover - 320ms
.build();
// ═══════════════════════════════════════════════════════════════════════════
// HOOK-HOOK COMBINATION (더블훅) - Double Hook
// ═══════════════════════════════════════════════════════════════════════════
/**
* Double Hook - 더블훅
*
* Left hook followed by right hook.
* Body rotation carries momentum.
*
* Phases (준비, 실행, 회수, 복귀):
* 1. First hook chamber (첫 훅 준비): 120ms (0.6 × chamber)
* 2. First hook extend (첫 훅 실행): 180ms (0.6 × extend)
* 3. Second hook chamber (둘째 훅 준비): 120ms (0.8 × retract)
* 4. Second hook extend (둘째 훅 실행): 350ms (extend + 50ms)
* 5. Recovery (복귀): 230ms
*
* Total duration: 1000ms (HEAVY technique)
* Sum: 120 + 180 + 120 + 350 + 230 = 1000ms ✓
*
* @korean 더블훅애니메이션
*/
export const DOUBLE_HOOK_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("double_hook", "더블훅")
.asAttack(TECHNIQUE_TIMING.HEAVY.total)
.hookWindup(TECHNIQUE_TIMING.HEAVY.chamber * 0.6, "left") // First hook prep - 120ms (lead hand)
.hookPunch(TECHNIQUE_TIMING.HEAVY.extend * 0.6, "left") // First hook - 180ms (lead hand)
.hookWindup(TECHNIQUE_TIMING.HEAVY.retract * 0.8) // Second hook prep - 120ms (rear hand)
.hookPunch(TECHNIQUE_TIMING.HEAVY.extend + 0.05) // Second hook - 350ms (rear hand)
.recover(TECHNIQUE_TIMING.HEAVY.recover) // Recover - 230ms
.build();
// ═══════════════════════════════════════════════════════════════════════════
// BODY SHOT (바디샷) - Hook to Body
// ═══════════════════════════════════════════════════════════════════════════
/**
* Body Shot - 바디샷
*
* Hook targeting ribs/liver.
* Lower trajectory than head hook.
*
* Total duration: 750ms (MEDIUM_HEAVY technique)
*
* @korean 바디샷애니메이션
*/
export const BODY_SHOT_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("body_shot", "바디샷")
.asAttack(TECHNIQUE_TIMING.MEDIUM_HEAVY.total)
.uppercutCrouch(TECHNIQUE_TIMING.MEDIUM_HEAVY.chamber) // Drop level - 120ms
.hookPunch(TECHNIQUE_TIMING.MEDIUM_HEAVY.extend) // Hook to body - 200ms
.hookPunch(TECHNIQUE_TIMING.MEDIUM_HEAVY.peak) // Peak - 80ms
.recover(
TECHNIQUE_TIMING.MEDIUM_HEAVY.retract +
TECHNIQUE_TIMING.MEDIUM_HEAVY.recover,
) // Recover - 350ms
.build();
// ═══════════════════════════════════════════════════════════════════════════
// EXPORT PUNCH ANIMATION MAP
// ═══════════════════════════════════════════════════════════════════════════
/**
* Map of all punch animations for easy access
* 주먹 애니메이션 맵
*/
export const PUNCH_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation> = new Map(
[
["jab", JAB_ANIMATION],
["cross", CROSS_ANIMATION],
["palm_strike", PALM_STRIKE_ANIMATION],
["hook", HOOK_ANIMATION],
["lead_hook", LEAD_HOOK_ANIMATION],
["uppercut", UPPERCUT_ANIMATION],
["lead_uppercut", LEAD_UPPERCUT_ANIMATION],
["overhand", OVERHAND_ANIMATION],
["backfist", BACKFIST_ANIMATION],
["spinning_backfist", SPINNING_BACKFIST_ANIMATION],
["hammer_fist", HAMMER_FIST_ANIMATION],
["superman_punch", SUPERMAN_PUNCH_ANIMATION],
["jab_cross", JAB_CROSS_ANIMATION],
["double_hook", DOUBLE_HOOK_ANIMATION],
["body_shot", BODY_SHOT_ANIMATION],
],
);
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