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)
*
* 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.
*
* Korean martial arts biomechanics:
* - Start: Middle guard position (중단막기)
* - Chamber: Fist at hip, palm vertical (세로주먹)
* - Extension: Full arm extension with fist rotation to pronated (palm-down)
* - Non-striking hand: Maintains middle guard (중단막기) throughout
* - Recovery: Return to middle guard position
* - Hip engagement: Minimal hip rotation for speed
* - Hikite: Opposite arm maintains guard for protection
* - Fist rotation: Vertical → Pronated (~90° wrist rotation)
*
* Phases:
* 1. Start (시작): Both hands in middle guard - 0ms
* 2. Chamber (준비): Fist at hip, elbow bent 90° - 100ms
* 3. Extension (지르기): Arm snaps forward with fist rotation - 150ms
* 4. Peak hold (정점): Maximum reach, fist pronated - 50ms
* 5. Retract (회수): Return to chamber - 100ms
* 6. Recovery (복귀): Return to middle guard - 150ms
*
* 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 (교차 직권)
*
* Powerful straight punch with rear hand using full Korean martial arts biomechanics.
* Full body rotation generates maximum power through hip and shoulder engagement.
*
* Korean martial arts biomechanics (역권지르기 - Yeokwon Jireugi):
* - Start: Middle guard position (중단막기)
* - Chamber: Rear fist at hip, palm vertical, body coiled
* - Non-striking hand: Maintains middle guard throughout
* - Hip drive: Full hip rotation (엉덩이회전) ~20-25°
* - Shoulder torque: Shoulder rotates with punch (어깨비틀기)
* - Hikite: Lead arm maintains guard for protection
* - Fist rotation: Vertical → Pronated for power transfer
* - Full extension: Elbow nearly straight (~175°) at impact
* - Recovery: Return to middle guard position
*
* Phases:
* 1. Start (시작): Both hands in middle guard - 0ms
* 2. Chamber (준비): Rear fist coiled at hip - 150ms
* 3. Hip rotation (회전): Power generation from hips - 200ms
* 4. Extension (지르기): Arm extends with torso rotation - 80ms
* 5. Follow-through (관통): Complete rotation and extension
* 6. Recovery (복귀): Return to middle guard - 300ms
*
* 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)
*
* Curved punch targeting jaw or temple.
* Generates power from hip and shoulder rotation.
*
* Phases:
* 1. Wind-up (준비): Arm pulls back, elbow bent 90° - 150ms
* 2. Rotation & Strike (회전+타격): Hip rotates, fist arcs into target - 300ms
* 3. Recovery (복귀): Return to guard - 350ms
*
* 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) // Quick wind-up - 120ms
.hookPunch(TECHNIQUE_TIMING.MEDIUM_LIGHT.extend) // Fast hook - 180ms
.hookPunch(TECHNIQUE_TIMING.MEDIUM_LIGHT.peak) // Peak - 80ms
.recover(TECHNIQUE_TIMING.MEDIUM_LIGHT.retract + TECHNIQUE_TIMING.MEDIUM_LIGHT.recover) // Recover - 320ms
.build();
// ═══════════════════════════════════════════════════════════════════════════
// UPPERCUT (어퍼컷) - Rising Power Punch
// ═══════════════════════════════════════════════════════════════════════════
/**
* Uppercut - 어퍼컷 (상권)
*
* Rising punch targeting chin from below.
* Power generated from legs and hips.
*
* Phases:
* 1. Crouch (낮추기): Drop level to load punch - 150ms
* 2. Drive (상승): Drive up through legs - 200ms
* 3. Strike (타격): Fist rises into chin - 100ms
* 4. Recovery (복귀): Return to guard - 350ms
*
* 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) // Quick drop - 120ms
.uppercutPunch(TECHNIQUE_TIMING.MEDIUM_LIGHT.extend) // Fast uppercut - 180ms
.uppercutPunch(TECHNIQUE_TIMING.MEDIUM_LIGHT.peak) // 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) // Jab prep - 80ms
.punchExtend(TECHNIQUE_TIMING.COMBO_FAST.extend) // Jab lands - 120ms
.punchWindup(TECHNIQUE_TIMING.COMBO_FAST.peak) // Cross transition - 80ms (using peak for quick transition)
.crossPunch(TECHNIQUE_TIMING.COMBO_FAST.retract) // Cross lands - 100ms (faster for speed combo)
.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) // First hook prep - 120ms (0.6 × chamber)
.hookPunch(TECHNIQUE_TIMING.HEAVY.extend * 0.6) // First hook - 180ms (0.6 × extend)
.hookWindup(TECHNIQUE_TIMING.HEAVY.retract * 0.8) // Second hook prep - 120ms (0.8 × retract)
.hookPunch(TECHNIQUE_TIMING.HEAVY.extend + 0.05) // Second hook - 350ms (extend + 50ms)
.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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