Press n or j to go to the next uncovered block, b, p or k for the previous block.
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* Elbow and Knee Animations Module
*
* Close-range elbow (팔꿈치) and knee (무릎) techniques for Korean martial arts.
* Uses MartialArtsAnimationBuilder for readable, martial arts expert-friendly code.
*
* 한국 무술 팔꿈치/무릎 애니메이션 모듈
*
* @module systems/animation/ElbowKneeAnimations
* @korean 팔꿈치무릎애니메이션
*/
import type { SkeletalAnimation } from "../../types/skeletal";
import { MartialArtsAnimationBuilder } from "./MartialArtsAnimationBuilder";
// ═══════════════════════════════════════════════════════════════════════════
// ELBOW STRIKE (팔꿈치치기) - Horizontal Elbow
// ═══════════════════════════════════════════════════════════════════════════
/**
* Elbow Strike - 팔꿈치치기
*
* Horizontal elbow strike to temple or jaw.
* Devastating close-range technique from Muay Thai influence.
*
* Phases:
* 1. Chamber (준비): Arm crosses body
* 2. Strike (치기): Elbow drives through target
* 3. Recovery (복귀): Return to guard
*
* @korean 팔꿈치치기애니메이션
*/
export const ELBOW_STRIKE_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("elbow_strike", "팔꿈치치기")
.asAttack(0.35)
.elbowChamber(0.08) // 준비 - Arm crosses body
.elbowStrike(0.12) // 치기 - Elbow drives through
.recover(0.15) // 복귀
.build();
// ═══════════════════════════════════════════════════════════════════════════
// ELBOW UPPERCUT (팔꿈치올려치기) - Rising Elbow
// ═══════════════════════════════════════════════════════════════════════════
/**
* Elbow Uppercut - 팔꿈치올려치기
*
* Rising elbow strike targeting chin from below.
* Explosive vertical strike for close-range combat.
*
* @korean 팔꿈치올려치기애니메이션
*/
export const ELBOW_UPPERCUT_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("elbow_uppercut", "팔꿈치올려치기")
.asAttack(0.35)
.elbowChamber(0.08) // 준비
.elbowUppercut(0.12) // 올려치기 - Rising elbow
.recover(0.15) // 복귀
.build();
// ═══════════════════════════════════════════════════════════════════════════
// KNEE STRIKE (무릎차기) - Clinch Knee
// ═══════════════════════════════════════════════════════════════════════════
/**
* Knee Strike - 무릎차기
*
* Powerful knee strike from clinch position.
* Targets midsection or thigh from close range.
*
* Phases:
* 1. Clinch (클린치): Control opponent's head
* 2. Strike (차기): Knee drives up into target
* 3. Reset: Return to clinch or disengage
*
* @korean 무릎차기애니메이션
*/
export const KNEE_STRIKE_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("knee_strike", "무릎차기")
.asAttack(0.4)
.withClinch() // 클린치 - Control position
.kneeStrike(0.15) // 차기 - Knee drives up
.recover(0.25) // Reset position
.build();
// ═══════════════════════════════════════════════════════════════════════════
// SPINNING ELBOW (회전팔꿈치) - 360° Spinning Elbow
// ═══════════════════════════════════════════════════════════════════════════
/**
* Spinning Elbow - 회전팔꿈치
*
* Full 360° rotation into horizontal elbow.
* High-risk knockout technique.
*
* Phases:
* 1. Spin (회전): Body rotates 360°
* 2. Strike (치기): Elbow whips through target
* 3. Recovery (복귀): Complete rotation
*
* @korean 회전팔꿈치애니메이션
*/
export const SPINNING_ELBOW_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("spinning_elbow", "회전팔꿈치")
.asAttack(0.5)
.backKickSpin(0.18) // 회전 - Full spin
.elbowStrike(0.12) // 치기 - Elbow on completion
.spinRecover(0.2) // 복귀
.build();
// ═══════════════════════════════════════════════════════════════════════════
// DOWNWARD ELBOW (내려팔꿈치) - 12-6 Elbow
// ═══════════════════════════════════════════════════════════════════════════
/**
* Downward Elbow - 내려팔꿈치
*
* Vertical downward elbow strike.
* Strikes top of head from above.
*
* @korean 내려팔꿈치애니메이션
*/
export const DOWNWARD_ELBOW_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("downward_elbow", "내려팔꿈치")
.asAttack(0.4)
.withHighGuard() // Arm raises
.elbowUppercut(0.08) // Arm goes up
.elbowStrike(0.12) // Crashes down
.recover(0.2) // Recover
.build();
// ═══════════════════════════════════════════════════════════════════════════
// BACK ELBOW (뒤팔꿈치) - Rear Elbow Strike
// ═══════════════════════════════════════════════════════════════════════════
/**
* Back Elbow - 뒤팔꿈치
*
* Elbow strike thrown backward.
* Used when opponent is behind.
*
* @korean 뒤팔꿈치애니메이션
*/
export const BACK_ELBOW_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("back_elbow", "뒤팔꿈치")
.asAttack(0.35)
.elbowChamber(0.08) // Chamber
.elbowStrike(0.12) // Thrust back
.recover(0.15) // Recover
.build();
// ═══════════════════════════════════════════════════════════════════════════
// DOUBLE ELBOW (더블팔꿈치) - Two Rapid Elbows
// ═══════════════════════════════════════════════════════════════════════════
/**
* Double Elbow - 더블팔꿈치
*
* Two rapid elbow strikes.
* Left-right combination.
*
* @korean 더블팔꿈치애니메이션
*/
export const DOUBLE_ELBOW_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("double_elbow", "더블팔꿈치")
.asAttack(0.45)
.elbowChamber(0.06) // First chamber
.elbowStrike(0.1) // First elbow
.elbowChamber(0.06) // Second chamber
.elbowStrike(0.1) // Second elbow
.recover(0.13) // Recover
.build();
// ═══════════════════════════════════════════════════════════════════════════
// SLASHING ELBOW (베기팔꿈치) - Diagonal Elbow Slash
// ═══════════════════════════════════════════════════════════════════════════
/**
* Slashing Elbow - 베기팔꿈치
*
* Diagonal slashing elbow motion.
* Cuts across opponent's face.
*
* @korean 베기팔꿈치애니메이션
*/
export const SLASHING_ELBOW_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("slashing_elbow", "베기팔꿈치")
.asAttack(0.38)
.withHighGuard() // Arm high
.elbowStrike(0.15) // Slash down diagonally
.recover(0.23) // Recover
.build();
// ═══════════════════════════════════════════════════════════════════════════
// FLYING KNEE (뛰어무릎) - Jumping Knee Strike
// ═══════════════════════════════════════════════════════════════════════════
/**
* Flying Knee - 뛰어무릎
*
* Jumping knee strike.
* Maximum power from jumping momentum.
*
* Phases:
* 1. Jump (뛰기): Explosive jump
* 2. Strike (차기): Knee drives forward
* 3. Land (착지): Return to ground
*
* @korean 뛰어무릎애니메이션
*/
export const FLYING_KNEE_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("flying_knee", "뛰어무릎")
.asAttack(0.55)
.chamber(0.1) // Jump prep
.kneeStrike(0.18) // Knee in air
.recover(0.27) // Land
.build();
// ═══════════════════════════════════════════════════════════════════════════
// SIDE KNEE (옆무릎) - Lateral Knee Strike
// ═══════════════════════════════════════════════════════════════════════════
/**
* Side Knee - 옆무릎
*
* Lateral knee strike to ribs.
* Clinch position to side target.
*
* @korean 옆무릎애니메이션
*/
export const SIDE_KNEE_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("side_knee", "옆무릎")
.asAttack(0.42)
.withClinch() // Clinch
.kneeStrike(0.17) // Side knee
.recover(0.25) // Release
.build();
// ═══════════════════════════════════════════════════════════════════════════
// STEP KNEE (스텝무릎) - Step-in Knee Strike
// ═══════════════════════════════════════════════════════════════════════════
/**
* Step Knee - 스텝무릎
*
* Stepping knee strike.
* Close distance with knee.
*
* @korean 스텝무릎애니메이션
*/
export const STEP_KNEE_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("step_knee", "스텝무릎")
.asAttack(0.45)
.throwEntry(0.12) // Step in
.kneeStrike(0.15) // Knee on entry
.recover(0.18) // Recover
.build();
// ═══════════════════════════════════════════════════════════════════════════
// ELBOW-KNEE COMBO (팔꿈치무릎콤보) - Elbow to Knee
// ═══════════════════════════════════════════════════════════════════════════
/**
* Elbow-Knee Combo - 팔꿈치무릎콤보
*
* Elbow strike followed by knee.
* Clinch range combination.
*
* @korean 팔꿈치무릎콤보애니메이션
*/
export const ELBOW_KNEE_COMBO_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("elbow_knee_combo", "팔꿈치무릎콤보")
.asAttack(0.55)
.elbowChamber(0.06) // Elbow prep
.elbowStrike(0.1) // Elbow lands
.withClinch() // Grab
.kneeStrike(0.17) // Knee follows
.recover(0.22) // Release
.build();
// ═══════════════════════════════════════════════════════════════════════════
// KNEE BODY HOOK (무릎바디훅) - Knee to Hook Combo
// ═══════════════════════════════════════════════════════════════════════════
/**
* Knee Body Hook - 무릎바디훅
*
* Knee strike followed by body hook.
* Devastates opponent's midsection.
*
* @korean 무릎바디훅애니메이션
*/
export const KNEE_BODY_HOOK_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("knee_body_hook", "무릎바디훅")
.asAttack(0.55)
.withClinch() // Clinch
.kneeStrike(0.15) // Knee lands
.hookPunch(0.15) // Body hook
.recover(0.25) // Disengage
.build();
// ═══════════════════════════════════════════════════════════════════════════
// EXPORT ELBOW/KNEE ANIMATION MAP
// ═══════════════════════════════════════════════════════════════════════════
/**
* Map of all elbow and knee animations for easy access
* 팔꿈치/무릎 애니메이션 맵
*/
export const ELBOW_KNEE_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation> =
new Map([
["elbow_strike", ELBOW_STRIKE_ANIMATION],
["elbow_uppercut", ELBOW_UPPERCUT_ANIMATION],
["knee_strike", KNEE_STRIKE_ANIMATION],
["spinning_elbow", SPINNING_ELBOW_ANIMATION],
["downward_elbow", DOWNWARD_ELBOW_ANIMATION],
["back_elbow", BACK_ELBOW_ANIMATION],
["double_elbow", DOUBLE_ELBOW_ANIMATION],
["slashing_elbow", SLASHING_ELBOW_ANIMATION],
["flying_knee", FLYING_KNEE_ANIMATION],
["side_knee", SIDE_KNEE_ANIMATION],
["step_knee", STEP_KNEE_ANIMATION],
["elbow_knee_combo", ELBOW_KNEE_COMBO_ANIMATION],
["knee_body_hook", KNEE_BODY_HOOK_ANIMATION],
]);
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