Press n or j to go to the next uncovered block, b, p or k for the previous block.
| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 | 26x 26x 26x 26x 26x 26x 26x 26x 26x 26x 26x 26x 26x 26x 26x 26x | /**
* Punch Animations Module
*
* All punch and hand strike animations (주먹 공격) for Korean martial arts.
* Uses MartialArtsAnimationBuilder for readable, martial arts expert-friendly code.
*
* 한국 무술 주먹 공격 애니메이션 모듈
*
* @module systems/animation/PunchAnimations
* @korean 주먹애니메이션
*/
import type { SkeletalAnimation } from "../../types/skeletal";
import { MartialArtsAnimationBuilder } from "./MartialArtsAnimationBuilder";
// ═══════════════════════════════════════════════════════════════════════════
// JAB (잽) - Quick Straight Punch
// ═══════════════════════════════════════════════════════════════════════════
/**
* Jab - 잽 (빠른 직권)
*
* Fast straight punch with lead hand.
* Probing attack to gauge distance and set up combinations.
*
* Phases:
* 1. Wind-up (준비): Arm bent, coiled position
* 2. Extension (지르기): Arm snaps forward
* 3. Full extension: Maximum reach
* 4. Recovery (복귀): Return to guard
*
* @korean 잽애니메이션
*/
export const JAB_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("jab", "잽")
.asAttack(0.3)
.punchWindup(0.05) // 준비 - Quick wind-up
.punchExtend(0.1) // 지르기 - Snap forward
.recover(0.15) // 복귀 - Return to guard
.build();
// ═══════════════════════════════════════════════════════════════════════════
// CROSS (크로스) - Power Straight Punch
// ═══════════════════════════════════════════════════════════════════════════
/**
* Cross - 크로스 (교차 직권)
*
* Powerful straight punch with rear hand.
* Full body rotation generates maximum power.
*
* Phases:
* 1. Wind-up (준비): Weight shifts back
* 2. Hip rotation: Power generation from hips
* 3. Extension (지르기): Arm extends with torso
* 4. Follow-through: Complete rotation
* 5. Recovery (복귀): Return to guard
*
* @korean 크로스애니메이션
*/
export const CROSS_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("cross", "크로스")
.asAttack(0.35)
.punchWindup(0.08) // 준비
.crossPunch(0.12) // 지르기 - Full rotation punch
.recover(0.15) // 복귀
.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.
*
* @korean 장권애니메이션
*/
export const PALM_STRIKE_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("palm_strike", "장권")
.asAttack(0.35)
.punchWindup(0.08) // 준비
.palmStrike(0.12) // 장권 - Palm heel forward
.recover(0.15) // 복귀
.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°
* 2. Rotation (회전): Hip and torso rotate
* 3. Strike (타격): Fist arcs into target
* 4. Recovery (복귀): Return to guard
*
* @korean 훅애니메이션
*/
export const HOOK_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("hook", "훅")
.asAttack(0.4)
.hookWindup(0.1) // 준비 - Arm pulls back
.hookPunch(0.12) // 타격 - Curved strike
.recover(0.18) // 복귀
.build();
// ═══════════════════════════════════════════════════════════════════════════
// LEAD HOOK (리드훅) - Quick Lead Hand Hook
// ═══════════════════════════════════════════════════════════════════════════
/**
* Lead Hook - 리드훅
*
* Fast hook with lead hand.
* Shorter range but quicker than rear hook.
*
* @korean 리드훅애니메이션
*/
export const LEAD_HOOK_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("lead_hook", "리드훅")
.asAttack(0.35)
.hookWindup(0.08) // Quick wind-up
.hookPunch(0.1) // Fast hook
.recover(0.17) // Recover
.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
* 2. Drive (상승): Drive up through legs
* 3. Strike (타격): Fist rises into chin
* 4. Recovery (복귀): Return to guard
*
* @korean 어퍼컷애니메이션
*/
export const UPPERCUT_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("uppercut", "어퍼컷")
.asAttack(0.42)
.uppercutCrouch(0.1) // 낮추기 - Drop level
.uppercutPunch(0.12) // 상권 - Rising strike
.recover(0.2) // 복귀
.build();
// ═══════════════════════════════════════════════════════════════════════════
// LEAD UPPERCUT (리드어퍼컷) - Quick Lead Uppercut
// ═══════════════════════════════════════════════════════════════════════════
/**
* Lead Uppercut - 리드어퍼컷
*
* Fast uppercut with lead hand.
* Good counter when opponent ducks.
*
* @korean 리드어퍼컷애니메이션
*/
export const LEAD_UPPERCUT_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("lead_uppercut", "리드어퍼컷")
.asAttack(0.38)
.uppercutCrouch(0.08) // Quick drop
.uppercutPunch(0.1) // Fast uppercut
.recover(0.2) // Recover
.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
* 2. Loop (호): Arm loops over
* 3. Strike (타격): Fist crashes down
* 4. Recovery (복귀): Return to guard
*
* @korean 오버핸드애니메이션
*/
export const OVERHAND_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("overhand", "오버핸드")
.asAttack(0.45)
.overhandPunch(0.15) // 천권 - Looping strike
.recover(0.3) // 복귀 - Longer recovery
.build();
// ═══════════════════════════════════════════════════════════════════════════
// BACKFIST (등주먹) - Spinning Backfist
// ═══════════════════════════════════════════════════════════════════════════
/**
* Backfist - 등주먹
*
* Back of fist whips into target.
* Can be spinning or direct.
*
* @korean 등주먹애니메이션
*/
export const BACKFIST_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("backfist", "등주먹")
.asAttack(0.4)
.punchWindup(0.1) // Pull back
.counterStrike(0.12) // Whip motion
.recover(0.18) // Recover
.build();
// ═══════════════════════════════════════════════════════════════════════════
// SPINNING BACKFIST (회전등주먹) - Full Spin Backfist
// ═══════════════════════════════════════════════════════════════════════════
/**
* Spinning Backfist - 회전등주먹
*
* Full 360° rotation into backfist.
* High-risk knockout technique.
*
* @korean 회전등주먹애니메이션
*/
export const SPINNING_BACKFIST_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("spinning_backfist", "회전등주먹")
.asAttack(0.55)
.backKickSpin(0.18) // Full spin
.counterStrike(0.12) // Backfist on completion
.spinRecover(0.25) // Complete rotation
.build();
// ═══════════════════════════════════════════════════════════════════════════
// HAMMER FIST (철퇴권) - Downward Hammer Strike
// ═══════════════════════════════════════════════════════════════════════════
/**
* Hammer Fist - 철퇴권
*
* Bottom of fist strikes downward like a hammer.
* Effective in ground-and-pound.
*
* @korean 철퇴권애니메이션
*/
export const HAMMER_FIST_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("hammer_fist", "철퇴권")
.asAttack(0.4)
.overhandPunch(0.12) // Similar arc to overhand
.recover(0.28) // Recover
.build();
// ═══════════════════════════════════════════════════════════════════════════
// SUPERMAN PUNCH (슈퍼맨펀치) - Flying Cross
// ═══════════════════════════════════════════════════════════════════════════
/**
* Superman Punch - 슈퍼맨펀치
*
* Jumping cross punch for extended range.
* Fakes kick then throws power punch.
*
* @korean 슈퍼맨펀치애니메이션
*/
export const SUPERMAN_PUNCH_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("superman_punch", "슈퍼맨펀치")
.asAttack(0.55)
.chamber(0.08) // Fake kick chamber
.punchWindup(0.1) // Transfer to punch
.crossPunch(0.15) // Throw cross in air
.recover(0.22) // Land and recover
.build();
// ═══════════════════════════════════════════════════════════════════════════
// JAB-CROSS COMBINATION (잽크로스) - 1-2 Combo
// ═══════════════════════════════════════════════════════════════════════════
/**
* Jab-Cross - 잽크로스
*
* Classic 1-2 boxing combination.
* Lead jab sets up rear cross.
*
* @korean 잽크로스애니메이션
*/
export const JAB_CROSS_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("jab_cross", "잽크로스")
.asAttack(0.5)
.punchWindup(0.05) // Quick jab prep
.punchExtend(0.08) // Jab lands
.punchWindup(0.07) // Cross prep
.crossPunch(0.12) // Cross lands
.recover(0.18) // Recover
.build();
// ═══════════════════════════════════════════════════════════════════════════
// HOOK-HOOK COMBINATION (더블훅) - Double Hook
// ═══════════════════════════════════════════════════════════════════════════
/**
* Double Hook - 더블훅
*
* Left hook followed by right hook.
* Body rotation carries momentum.
*
* @korean 더블훅애니메이션
*/
export const DOUBLE_HOOK_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("double_hook", "더블훅")
.asAttack(0.55)
.hookWindup(0.08) // First hook prep
.hookPunch(0.1) // First hook
.hookWindup(0.08) // Second hook prep
.hookPunch(0.12) // Second hook
.recover(0.17) // Recover
.build();
// ═══════════════════════════════════════════════════════════════════════════
// BODY SHOT (바디샷) - Hook to Body
// ═══════════════════════════════════════════════════════════════════════════
/**
* Body Shot - 바디샷
*
* Hook targeting ribs/liver.
* Lower trajectory than head hook.
*
* @korean 바디샷애니메이션
*/
export const BODY_SHOT_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("body_shot", "바디샷")
.asAttack(0.4)
.uppercutCrouch(0.08) // Drop level
.hookPunch(0.12) // Hook to body
.recover(0.2) // Recover
.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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