Press n or j to go to the next uncovered block, b, p or k for the previous block.
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* Stance-Specific Animations Module
*
* Unique animations for each of the eight trigram stances (팔괘).
* These animations are specific to stance philosophy and fighting style.
* Uses MartialArtsAnimationBuilder for readable, martial arts expert-friendly code.
*
* 팔괘 자세별 고유 애니메이션 모듈
*
* @module systems/animation/StanceAnimations
* @korean 자세애니메이션
*/
import type { SkeletalAnimation } from "../../types/skeletal";
import { MartialArtsAnimationBuilder } from "./MartialArtsAnimationBuilder";
// ═══════════════════════════════════════════════════════════════════════════
// ☰ GEON (건) - HEAVEN: Direct Force (태권도 타격)
// ═══════════════════════════════════════════════════════════════════════════
/**
* Geon Heaven Strike - 건천격
*
* Powerful downward strike representing heaven's authority.
* Full body commitment with vertical power line.
*
* @korean 건천격애니메이션
*/
export const GEON_HEAVEN_STRIKE_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("geon_heaven_strike", "건천격")
.asAttack(0.5)
.withHighGuard()
.overhandPunch(0.18) // Descending strike
.recover(0.32)
.build();
/**
* Geon Heavenly Fist - 건천권
*
* Lead straight punch with divine authority.
* Extends through target with unwavering focus.
*
* @korean 건천권애니메이션
*/
export const GEON_HEAVENLY_FIST_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("geon_heavenly_fist", "건천권")
.asAttack(0.35)
.punchWindup(0.08)
.punchExtend(0.1)
.recover(0.17)
.build();
/**
* Geon Frontal Kick - 건앞차기
*
* Direct front kick with heaven's penetrating force.
* Snapping kick targeting solar plexus.
*
* @korean 건앞차기애니메이션
*/
export const GEON_FRONTAL_KICK_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("geon_frontal_kick", "건앞차기")
.asAttack(0.5)
.chamber(0.1)
.withHighGuard()
.extend(0.12)
.retract(0.13)
.setDown(0.15)
.build();
/**
* Geon Roundhouse - 건돌려차기
*
* Heaven's circular force roundhouse kick.
* Maximum power generation through hip rotation.
*
* @korean 건돌려차기애니메이션
*/
export const GEON_ROUNDHOUSE_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("geon_roundhouse", "건돌려차기")
.asAttack(0.55)
.roundhouseChamber(0.12)
.withHighGuard()
.roundhouseExtend(0.15)
.retract(0.13)
.recover(0.15)
.build();
/**
* Geon Axe Kick - 건내려차기
*
* Heaven descending axe kick.
* Heel crashes down like divine judgment.
*
* @korean 건내려차기애니메이션
*/
export const GEON_AXE_KICK_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("geon_axe_kick", "건내려차기")
.asAttack(0.6)
.axeKickRise(0.2)
.withHighGuard()
.axeKickChop(0.15)
.setDown(0.12)
.recover(0.13)
.build();
/**
* Geon Palm Strike - 건장권
*
* Heaven's pushing palm strike.
* Open palm drives through target.
*
* @korean 건장권애니메이션
*/
export const GEON_PALM_STRIKE_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("geon_palm_strike", "건장권")
.asAttack(0.4)
.punchWindup(0.1)
.palmStrike(0.12)
.recover(0.18)
.build();
/**
* Geon Elbow Smash - 건팔꿈치
*
* Heaven's crushing elbow strike.
* Close-range devastation.
*
* @korean 건팔꿈치애니메이션
*/
export const GEON_ELBOW_SMASH_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("geon_elbow_smash", "건팔꿈치")
.asAttack(0.38)
.elbowChamber(0.1)
.elbowStrike(0.12)
.recover(0.16)
.build();
// ═══════════════════════════════════════════════════════════════════════════
// ☱ TAE (태) - LAKE: Fluid Joint Manipulation (합기도)
// ═══════════════════════════════════════════════════════════════════════════
/**
* Tae Flowing Strikes - 태유권
*
* Lake's flowing water-like strikes.
* Continuous motion between techniques.
*
* @korean 태유권애니메이션
*/
export const TAE_FLOWING_STRIKES_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("tae_flowing_strikes", "태유권")
.asAttack(0.5)
.punchWindup(0.08)
.crossPunch(0.1)
.hookPunch(0.12)
.recover(0.2)
.build();
/**
* Tae Wrist Lock - 태손목꺾기
*
* Lake's water-like wrist manipulation.
* Flows into joint control.
*
* @korean 태손목꺾기애니메이션
*/
export const TAE_WRIST_LOCK_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("tae_wrist_lock", "태손목꺾기")
.asAttack(0.65)
.parry(0.12) // Receive attack
.wristGrab(0.15) // Capture wrist
.wristTwist(0.2) // Apply lock
.recover(0.18)
.build();
/**
* Tae Small Circle - 태소원
*
* Lake's small circle joint manipulation.
* Minimal motion, maximum control.
*
* @korean 태소원애니메이션
*/
export const TAE_SMALL_CIRCLE_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("tae_small_circle", "태소원")
.asAttack(0.55)
.wristGrab(0.12)
.jointLock(0.2)
.recover(0.23)
.build();
/**
* Tae Finger Lock - 태손가락꺾기
*
* Lake's precise finger manipulation.
* Small joint control.
*
* @korean 태손가락꺾기애니메이션
*/
export const TAE_FINGER_LOCK_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("tae_finger_lock", "태손가락꺾기")
.asAttack(0.5)
.wristGrab(0.12)
.wristTwist(0.15)
.recover(0.23)
.build();
/**
* Tae Elbow Lock - 태팔꿈치꺾기
*
* Lake's elbow joint control.
* Hyperextension threat.
*
* @korean 태팔꿈치꺾기애니메이션
*/
export const TAE_ELBOW_LOCK_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("tae_elbow_lock", "태팔꿈치꺾기")
.asAttack(0.6)
.armBarEntry(0.15)
.jointLock(0.22)
.recover(0.23)
.build();
/**
* Tae Shoulder Lock - 태어깨꺾기
*
* Lake's shoulder joint manipulation.
* Rotational pressure.
*
* @korean 태어깨꺾기애니메이션
*/
export const TAE_SHOULDER_LOCK_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("tae_shoulder_lock", "태어깨꺾기")
.asAttack(0.65)
.wristGrab(0.12)
.armBarEntry(0.15)
.jointLock(0.2)
.recover(0.18)
.build();
/**
* Tae Arm Bar - 태팔꺾기
*
* Lake's standing arm bar.
* Flowing into submission.
*
* @korean 태팔꺾기애니메이션
*/
export const TAE_ARM_BAR_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("tae_arm_bar", "태팔꺾기")
.asAttack(0.7)
.armBarEntry(0.18)
.armBarDrop(0.22)
.recover(0.3)
.build();
// ═══════════════════════════════════════════════════════════════════════════
// ☲ LI (리) - FIRE: Precision Nerve Strikes (정밀 타격)
// ═══════════════════════════════════════════════════════════════════════════
/**
* Li Flame Spear - 리화창
*
* Fire's penetrating spear-hand strike.
* Precision targeting vital points.
*
* @korean 리화창애니메이션
*/
export const LI_FLAME_SPEAR_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("li_flame_spear", "리화창")
.asAttack(0.32)
.punchWindup(0.06)
.punchExtend(0.1) // Spear-like extension
.recover(0.16)
.build();
/**
* Li Temple Strike - 리관자놀이
*
* Fire's precision temple attack.
* Targeting temporal region.
*
* @korean 리관자놀이애니메이션
*/
export const LI_TEMPLE_STRIKE_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("li_temple_strike", "리관자놀이")
.asAttack(0.4)
.elbowChamber(0.08)
.hookPunch(0.12) // Curved to temple
.recover(0.2)
.build();
/**
* Li Nerve Strike - 리신경타격
*
* Fire's nerve targeting strike.
* Precise pressure point attack.
*
* @korean 리신경타격애니메이션
*/
export const LI_NERVE_STRIKE_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("li_nerve_strike", "리신경타격")
.asAttack(0.35)
.punchWindup(0.05)
.punchExtend(0.12)
.recover(0.18)
.build();
/**
* Li Side Kick - 리옆차기
*
* Fire's precise side kick.
* Targeting ribs with surgical precision.
*
* @korean 리옆차기애니메이션
*/
export const LI_SIDEKICK_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("li_sidekick", "리옆차기")
.asAttack(0.5)
.sideKickChamber(0.1)
.withHighGuard()
.sideKickExtend(0.12)
.retract(0.13)
.recover(0.15)
.build();
/**
* Li Pressure Point - 리급소
*
* Fire's pressure point strike.
* Single finger or knuckle attack.
*
* @korean 리급소애니메이션
*/
export const LI_PRESSURE_POINT_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("li_pressure_point", "리급소")
.asAttack(0.3)
.punchWindup(0.05)
.punchExtend(0.1)
.recover(0.15)
.build();
/**
* Li Solar Plexus Strike - 리명치
*
* Fire's solar plexus targeting palm.
* Diaphragm disruption technique.
*
* @korean 리명치애니메이션
*/
export const LI_SOLAR_PLEXUS_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("li_solar_plexus", "리명치")
.asAttack(0.4)
.punchWindup(0.08)
.palmStrike(0.12)
.recover(0.2)
.build();
// ═══════════════════════════════════════════════════════════════════════════
// ☳ JIN (진) - THUNDER: Explosive Power (폭발력)
// ═══════════════════════════════════════════════════════════════════════════
/**
* Jin Lightning Flash - 진전광
*
* Thunder's lightning-fast straight punch.
* Explosive acceleration.
*
* @korean 진전광애니메이션
*/
export const JIN_LIGHTNING_FLASH_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("jin_lightning_flash", "진전광")
.asAttack(0.28)
.punchWindup(0.04)
.punchExtend(0.08) // Lightning speed
.recover(0.16)
.build();
/**
* Jin Jumping Front Kick - 진뛰어앞차기
*
* Thunder's explosive jumping front kick.
* Airborne striking power.
*
* @korean 진뛰어앞차기애니메이션
*/
export const JIN_JUMPING_FRONT_KICK_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("jin_jumping_front_kick", "진뛰어앞차기")
.asAttack(0.55)
.chamber(0.08) // Jump prep
.extend(0.15) // Kick in air
.retract(0.12)
.recover(0.2)
.build();
/**
* Jin Tornado Kick - 진회전차기
*
* Thunder's devastating tornado kick.
* Full rotation with explosive power.
*
* @korean 진회전차기애니메이션
*/
export const JIN_TORNADO_KICK_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("jin_tornado_kick", "진회전차기")
.asAttack(0.65)
.chamber(0.08)
.backKickSpin(0.15)
.roundhouseExtend(0.15)
.spinRecover(0.27)
.build();
/**
* Jin Flying Sidekick - 진뛰어옆차기
*
* Thunder's airborne side kick.
* Maximum height and distance.
*
* @korean 진뛰어옆차기애니메이션
*/
export const JIN_FLYING_SIDEKICK_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("jin_flying_sidekick", "진뛰어옆차기")
.asAttack(0.6)
.chamber(0.1)
.sideKickChamber(0.1)
.sideKickExtend(0.15)
.recover(0.25)
.build();
/**
* Jin Back Kick - 진뒤차기
*
* Thunder's explosive back kick.
* Spinning with thunderous power.
*
* @korean 진뒤차기애니메이션
*/
export const JIN_BACK_KICK_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("jin_back_kick", "진뒤차기")
.asAttack(0.6)
.backKickSpin(0.15)
.backKickThrust(0.15)
.spinRecover(0.3)
.build();
/**
* Jin Knee Strike - 진무릎차기
*
* Thunder's explosive knee strike.
* Rising knee with devastating power.
*
* @korean 진무릎차기애니메이션
*/
export const JIN_KNEE_STRIKE_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("jin_knee_strike", "진무릎차기")
.asAttack(0.45)
.clinchGrab(0.1)
.withClinch()
.kneeStrike(0.15)
.recover(0.2)
.build();
// ═══════════════════════════════════════════════════════════════════════════
// ☴ SON (손) - WIND: Continuous Pressure (지속 공격)
// ═══════════════════════════════════════════════════════════════════════════
/**
* Son Whirlwind Barrage - 손선풍연격
*
* Wind's continuous whirlwind of strikes.
* Rapid combination attacks.
*
* @korean 손선풍연격애니메이션
*/
export const SON_WHIRLWIND_BARRAGE_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("son_whirlwind_barrage", "손선풍연격")
.asAttack(0.55)
.punchWindup(0.05)
.punchExtend(0.08) // First jab
.punchExtend(0.08) // Second jab
.hookPunch(0.1) // Hook follow-up
.recover(0.24)
.build();
/**
* Son Sweeping Low Kick - 손하단차기
*
* Wind's sweeping low leg kick.
* Continuous pressure on legs.
*
* @korean 손하단차기애니메이션
*/
export const SON_SWEEPING_LOW_KICK_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("son_sweeping_low_kick", "손하단차기")
.asAttack(0.42)
.lowKickChamber(0.08)
.withGuard()
.lowKickSweep(0.12)
.recover(0.22)
.build();
/**
* Son Rhythmic Strikes - 손리듬격
*
* Wind's rhythmic striking pattern.
* Unpredictable timing variations.
*
* @korean 손리듬격애니메이션
*/
export const SON_RHYTHMIC_STRIKES_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("son_rhythmic_strikes", "손리듬격")
.asAttack(0.48)
.punchWindup(0.06)
.punchExtend(0.1)
.crossPunch(0.12)
.recover(0.2)
.build();
/**
* Son Flowing Push - 손유수
*
* Wind's flowing push technique.
* Continuous forward pressure.
*
* @korean 손유수애니메이션
*/
export const SON_FLOWING_PUSH_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("son_flowing_push", "손유수")
.asAttack(0.4)
.punchWindup(0.08)
.palmStrike(0.12)
.recover(0.2)
.build();
/**
* Son Spinning Elbow - 손회전팔꿈치
*
* Wind's spinning elbow attack.
* Rotational momentum.
*
* @korean 손회전팔꿈치애니메이션
*/
export const SON_SPINNING_ELBOW_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("son_spinning_elbow", "손회전팔꿈치")
.asAttack(0.48)
.backKickSpin(0.15)
.elbowStrike(0.12)
.spinRecover(0.21)
.build();
/**
* Son Rapid Footwork - 손발놀림
*
* Wind's rapid footwork movement.
* Evasive positioning.
*
* @korean 손발놀림애니메이션
*/
export const SON_RAPID_FOOTWORK_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("son_rapid_footwork", "손발놀림")
.asMovement(0.35)
.withGuard()
.recover(0.35)
.build();
// ═══════════════════════════════════════════════════════════════════════════
// ☵ GAM (감) - WATER: Flow & Adaptation (유동 반격)
// ═══════════════════════════════════════════════════════════════════════════
/**
* Gam Water Counter - 감수반격
*
* Water's flowing counter technique.
* Redirecting force into counter.
*
* @korean 감수반격애니메이션
*/
export const GAM_WATER_COUNTER_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("gam_water_counter", "감수반격")
.asAttack(0.48)
.counterParry(0.1)
.counterStrike(0.15)
.recover(0.23)
.build();
/**
* Gam Redirect Throw - 감유도던지기
*
* Water's redirecting throw.
* Using opponent's momentum.
*
* @korean 감유도던지기애니메이션
*/
export const GAM_REDIRECT_THROW_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("gam_redirect_throw", "감유도던지기")
.asAttack(0.6)
.parry(0.12)
.throwEntry(0.15)
.throwExecute(0.18)
.recover(0.15)
.build();
/**
* Gam Flowing Block - 감유막기
*
* Water's flowing defensive block.
* Soft absorption of force.
*
* @korean 감유막기애니메이션
*/
export const GAM_FLOWING_BLOCK_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("gam_flowing_block", "감유막기")
.asDefense(0.35)
.parry(0.15)
.recover(0.2)
.build();
/**
* Gam Circular Parry - 감원막기
*
* Water's circular parrying motion.
* Redirecting attacks in circles.
*
* @korean 감원막기애니메이션
*/
export const GAM_CIRCULAR_PARRY_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("gam_circular_parry", "감원막기")
.asDefense(0.38)
.parry(0.12)
.counterParry(0.1)
.recover(0.16)
.build();
/**
* Gam Hip Throw - 감허리치기
*
* Water's flowing hip throw.
* Gentle redirection into throw.
*
* @korean 감허리치기애니메이션
*/
export const GAM_HIP_THROW_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("gam_hip_throw", "감허리치기")
.asAttack(0.65)
.throwEntry(0.2)
.throwExecute(0.22)
.recover(0.23)
.build();
/**
* Gam Wrist Twist Counter - 감손목비틀기
*
* Water's wrist twist counter.
* Flowing into joint control.
*
* @korean 감손목비틀기애니메이션
*/
export const GAM_WRIST_TWIST_COUNTER_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("gam_wrist_twist_counter", "감손목비틀기")
.asAttack(0.55)
.parry(0.1)
.wristGrab(0.12)
.wristTwist(0.15)
.recover(0.18)
.build();
// ═══════════════════════════════════════════════════════════════════════════
// ☶ GAN (간) - MOUNTAIN: Defensive Mastery (방어 마스터리)
// ═══════════════════════════════════════════════════════════════════════════
/**
* Gan Rock Defense - 간암방어
*
* Mountain's immovable rock defense.
* Absorbing attacks like a mountain.
*
* @korean 간암방어애니메이션
*/
export const GAN_ROCK_DEFENSE_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("gan_rock_defense", "간암방어")
.asDefense(0.4)
.withHighGuard()
.parry(0.18)
.recover(0.22)
.build();
/**
* Gan Immovable Stance - 간부동자세
*
* Mountain's immovable fighting stance.
* Rooted and unshakeable.
*
* @korean 간부동자세애니메이션
*/
export const GAN_IMMOVABLE_STANCE_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("gan_immovable_stance", "간부동자세")
.asIdle(0.5)
.withGuard()
.build();
/**
* Gan Iron Block - 간철방어
*
* Mountain's iron-like blocking technique.
* Hard blocking against attacks.
*
* @korean 간철방어애니메이션
*/
export const GAN_IRON_BLOCK_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("gan_iron_block", "간철방어")
.asDefense(0.38)
.withHighGuard()
.parry(0.15)
.recover(0.23)
.build();
/**
* Gan Counter Strike - 간반격
*
* Mountain's powerful counter strike.
* Patience followed by devastation.
*
* @korean 간반격애니메이션
*/
export const GAN_COUNTER_STRIKE_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("gan_counter_strike", "간반격")
.asAttack(0.5)
.counterParry(0.12)
.counterStrike(0.15)
.recover(0.23)
.build();
/**
* Gan Mountain Stance Lock - 간산악잠금
*
* Mountain's immovable joint lock.
* Trapping opponent in static lock.
*
* @korean 간산악잠금애니메이션
*/
export const GAN_MOUNTAIN_STANCE_LOCK_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("gan_mountain_stance_lock", "간산악잠금")
.asAttack(0.6)
.wristGrab(0.15)
.jointLock(0.22)
.recover(0.23)
.build();
/**
* Gan Reversal Technique - 간역전기
*
* Mountain's reversal technique.
* Turning defense into offense.
*
* @korean 간역전기애니메이션
*/
export const GAN_REVERSAL_TECHNIQUE_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("gan_reversal_technique", "간역전기")
.asAttack(0.55)
.parry(0.12)
.counterParry(0.1)
.counterStrike(0.15)
.recover(0.18)
.build();
// ═══════════════════════════════════════════════════════════════════════════
// ☷ GON (곤) - EARTH: Grounding & Takedowns (넘어뜨리기)
// ═══════════════════════════════════════════════════════════════════════════
/**
* Gon Earth Embrace - 곤대지포옹
*
* Earth's embracing grapple.
* Full body clinch control.
*
* @korean 곤대지포옹애니메이션
*/
export const GON_EARTH_EMBRACE_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("gon_earth_embrace", "곤대지포옹")
.asAttack(0.6)
.clinchGrab(0.15)
.withClinch()
.jointLock(0.2)
.recover(0.25)
.build();
/**
* Gon Leg Sweep - 곤걸기
*
* Earth's grounding leg sweep.
* Taking opponent to ground.
*
* @korean 곤걸기애니메이션
*/
export const GON_LEG_SWEEP_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("gon_leg_sweep", "곤걸기")
.asAttack(0.55)
.sweep(0.2)
.recover(0.35)
.build();
/**
* Gon Ssireum Throw - 곤씨름던지기
*
* Earth's traditional Ssireum throw.
* Korean wrestling technique.
*
* @korean 곤씨름던지기애니메이션
*/
export const GON_SSIREUM_THROW_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("gon_ssireum_throw", "곤씨름던지기")
.asAttack(0.65)
.clinchGrab(0.12)
.throwEntry(0.15)
.throwExecute(0.2)
.recover(0.18)
.build();
/**
* Gon Ground Pound - 곤땅내리기
*
* Earth's ground pound slam.
* Driving opponent into earth.
*
* @korean 곤땅내리기애니메이션
*/
export const GON_GROUND_POUND_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("gon_ground_pound", "곤땅내리기")
.asAttack(0.7)
.slamLift(0.22)
.slamDown(0.2)
.recover(0.28)
.build();
/**
* Gon Ankle Pick - 곤발목잡기
*
* Earth's ankle pick takedown.
* Low level attack on base.
*
* @korean 곤발목잡기애니메이션
*/
export const GON_ANKLE_PICK_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("gon_ankle_pick", "곤발목잡기")
.asAttack(0.5)
.sweep(0.18)
.recover(0.32)
.build();
/**
* Gon Body Lock Takedown - 곤바디락
*
* Earth's body lock takedown.
* Bear hug to ground.
*
* @korean 곤바디락애니메이션
*/
export const GON_BODY_LOCK_TAKEDOWN_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("gon_body_lock_takedown", "곤바디락")
.asAttack(0.7)
.clinchGrab(0.15)
.slamLift(0.2)
.slamDown(0.18)
.recover(0.17)
.build();
/**
* Gon Sacrifice Throw - 곤희생던지기
*
* Earth's sacrifice throw.
* Going to ground to throw opponent.
*
* @korean 곤희생던지기애니메이션
*/
export const GON_SACRIFICE_THROW_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("gon_sacrifice_throw", "곤희생던지기")
.asAttack(0.75)
.clinchGrab(0.12)
.throwEntry(0.18)
.throwExecute(0.2)
.recover(0.25)
.build();
// ═══════════════════════════════════════════════════════════════════════════
// EXPORT STANCE ANIMATION MAP
// ═══════════════════════════════════════════════════════════════════════════
/**
* Map of all stance-specific animations for easy access
* 자세별 애니메이션 맵
*/
export const STANCE_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation> =
new Map([
// Geon (건) - Heaven
["geon_heaven_strike", GEON_HEAVEN_STRIKE_ANIMATION],
["geon_heavenly_fist", GEON_HEAVENLY_FIST_ANIMATION],
["geon_frontal_kick", GEON_FRONTAL_KICK_ANIMATION],
["geon_roundhouse_kick", GEON_ROUNDHOUSE_ANIMATION],
["geon_axe_kick", GEON_AXE_KICK_ANIMATION],
["geon_palm_strike", GEON_PALM_STRIKE_ANIMATION],
["geon_elbow_smash", GEON_ELBOW_SMASH_ANIMATION],
// Tae (태) - Lake
["tae_flowing_strikes", TAE_FLOWING_STRIKES_ANIMATION],
["tae_wrist_lock", TAE_WRIST_LOCK_ANIMATION],
["tae_small_circle", TAE_SMALL_CIRCLE_ANIMATION],
["tae_finger_lock", TAE_FINGER_LOCK_ANIMATION],
["tae_elbow_lock", TAE_ELBOW_LOCK_ANIMATION],
["tae_shoulder_lock", TAE_SHOULDER_LOCK_ANIMATION],
["tae_arm_bar", TAE_ARM_BAR_ANIMATION],
// Li (리) - Fire
["li_flame_spear", LI_FLAME_SPEAR_ANIMATION],
["li_temple_strike", LI_TEMPLE_STRIKE_ANIMATION],
["li_nerve_strike", LI_NERVE_STRIKE_ANIMATION],
["li_sidekick", LI_SIDEKICK_ANIMATION],
["li_pressure_point", LI_PRESSURE_POINT_ANIMATION],
["li_solar_plexus_strike", LI_SOLAR_PLEXUS_ANIMATION],
// Jin (진) - Thunder
["jin_lightning_flash", JIN_LIGHTNING_FLASH_ANIMATION],
["jin_jumping_front_kick", JIN_JUMPING_FRONT_KICK_ANIMATION],
["jin_tornado_kick", JIN_TORNADO_KICK_ANIMATION],
["jin_flying_sidekick", JIN_FLYING_SIDEKICK_ANIMATION],
["jin_back_kick", JIN_BACK_KICK_ANIMATION],
["jin_knee_strike", JIN_KNEE_STRIKE_ANIMATION],
// Son (손) - Wind
["son_whirlwind_barrage", SON_WHIRLWIND_BARRAGE_ANIMATION],
["son_sweeping_low_kick", SON_SWEEPING_LOW_KICK_ANIMATION],
["son_rhythmic_strikes", SON_RHYTHMIC_STRIKES_ANIMATION],
["son_flowing_push", SON_FLOWING_PUSH_ANIMATION],
["son_spinning_elbow", SON_SPINNING_ELBOW_ANIMATION],
["son_rapid_footwork", SON_RAPID_FOOTWORK_ANIMATION],
// Gam (감) - Water
["gam_water_counter", GAM_WATER_COUNTER_ANIMATION],
["gam_redirect_throw", GAM_REDIRECT_THROW_ANIMATION],
["gam_flowing_block", GAM_FLOWING_BLOCK_ANIMATION],
["gam_circular_parry", GAM_CIRCULAR_PARRY_ANIMATION],
["gam_hip_throw", GAM_HIP_THROW_ANIMATION],
["gam_wrist_twist_counter", GAM_WRIST_TWIST_COUNTER_ANIMATION],
// Gan (간) - Mountain
["gan_rock_defense", GAN_ROCK_DEFENSE_ANIMATION],
["gan_immovable_stance", GAN_IMMOVABLE_STANCE_ANIMATION],
["gan_iron_block", GAN_IRON_BLOCK_ANIMATION],
["gan_counter_strike", GAN_COUNTER_STRIKE_ANIMATION],
["gan_mountain_stance_lock", GAN_MOUNTAIN_STANCE_LOCK_ANIMATION],
["gan_reversal_technique", GAN_REVERSAL_TECHNIQUE_ANIMATION],
// Gon (곤) - Earth
["gon_earth_embrace", GON_EARTH_EMBRACE_ANIMATION],
["gon_leg_sweep", GON_LEG_SWEEP_ANIMATION],
["gon_ssireum_throw", GON_SSIREUM_THROW_ANIMATION],
["gon_ground_pound", GON_GROUND_POUND_ANIMATION],
["gon_ankle_pick", GON_ANKLE_PICK_ANIMATION],
["gon_body_lock_takedown", GON_BODY_LOCK_TAKEDOWN_ANIMATION],
["gon_sacrifice_throw", GON_SACRIFICE_THROW_ANIMATION],
]);
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