blacktrigram 0.7.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +201 -0
- package/README.md +866 -0
- package/SECURITY.md +124 -0
- package/lib/App.d.ts +4 -0
- package/lib/App.d.ts.map +1 -0
- package/lib/App2.js +386 -0
- package/lib/App2.js.map +1 -0
- package/lib/_virtual/_rolldown/runtime.js +13 -0
- package/lib/assets/index.css +1146 -0
- package/lib/audio/AudioAssetLoader.d.ts +101 -0
- package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
- package/lib/audio/AudioAssetLoader.js +245 -0
- package/lib/audio/AudioAssetLoader.js.map +1 -0
- package/lib/audio/AudioAssetRegistry.d.ts +126 -0
- package/lib/audio/AudioAssetRegistry.d.ts.map +1 -0
- package/lib/audio/AudioAssetRegistry.js +970 -0
- package/lib/audio/AudioAssetRegistry.js.map +1 -0
- package/lib/audio/AudioCache.d.ts +135 -0
- package/lib/audio/AudioCache.d.ts.map +1 -0
- package/lib/audio/AudioCache.js +211 -0
- package/lib/audio/AudioCache.js.map +1 -0
- package/lib/audio/AudioManager.d.ts +162 -0
- package/lib/audio/AudioManager.d.ts.map +1 -0
- package/lib/audio/AudioManager.js +508 -0
- package/lib/audio/AudioManager.js.map +1 -0
- package/lib/audio/AudioMonitor.d.ts +122 -0
- package/lib/audio/AudioMonitor.d.ts.map +1 -0
- package/lib/audio/AudioMonitor.js +215 -0
- package/lib/audio/AudioMonitor.js.map +1 -0
- package/lib/audio/AudioPool.d.ts +108 -0
- package/lib/audio/AudioPool.d.ts.map +1 -0
- package/lib/audio/AudioPool.js +206 -0
- package/lib/audio/AudioPool.js.map +1 -0
- package/lib/audio/AudioProvider.d.ts +28 -0
- package/lib/audio/AudioProvider.d.ts.map +1 -0
- package/lib/audio/AudioProvider.js +135 -0
- package/lib/audio/AudioProvider.js.map +1 -0
- package/lib/audio/AudioUtils.d.ts +77 -0
- package/lib/audio/AudioUtils.d.ts.map +1 -0
- package/lib/audio/AudioUtils.js +164 -0
- package/lib/audio/AudioUtils.js.map +1 -0
- package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
- package/lib/audio/BoneImpactAudioMap.d.ts.map +1 -0
- package/lib/audio/BoneImpactAudioMap.js +133 -0
- package/lib/audio/BoneImpactAudioMap.js.map +1 -0
- package/lib/audio/VariantSelector.d.ts +69 -0
- package/lib/audio/VariantSelector.d.ts.map +1 -0
- package/lib/audio/VariantSelector.js +177 -0
- package/lib/audio/VariantSelector.js.map +1 -0
- package/lib/audio/index.d.ts +13 -0
- package/lib/audio/index.d.ts.map +1 -0
- package/lib/audio/index.js +41 -0
- package/lib/audio/index.js.map +1 -0
- package/lib/audio/types.d.ts +220 -0
- package/lib/audio/types.d.ts.map +1 -0
- package/lib/audio/types.js +12 -0
- package/lib/audio/types.js.map +1 -0
- package/lib/components/effects/WindParticles3D.d.ts +83 -0
- package/lib/components/effects/WindParticles3D.d.ts.map +1 -0
- package/lib/components/effects/index.d.ts +6 -0
- package/lib/components/effects/index.d.ts.map +1 -0
- package/lib/components/index.d.ts +5 -0
- package/lib/components/index.d.ts.map +1 -0
- package/lib/components/index.js +74 -0
- package/lib/components/index.js.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.js +1912 -0
- package/lib/components/screens/combat/CombatScreen3D.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts +39 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js +52 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts +35 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js +78 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts +23 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js +214 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts +54 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js +357 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts +32 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js +254 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts +63 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js +108 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts +42 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js +259 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts +108 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js +232 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js +87 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js +278 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js +248 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js +184 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js +66 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js +261 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js +65 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js +103 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js +296 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts +72 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/index.d.ts +121 -0
- package/lib/components/screens/combat/components/effects/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts +31 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js +242 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts +74 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js +275 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts +25 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js +61 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts +43 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js +139 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts +50 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js +155 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js +103 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js +101 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts +47 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js +141 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts +25 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js +129 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts +48 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js +131 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts +82 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js +73 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts +80 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js +79 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/index.d.ts +22 -0
- package/lib/components/screens/combat/components/hud/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/index.js +4 -0
- package/lib/components/screens/combat/components/index.d.ts +47 -0
- package/lib/components/screens/combat/components/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/index.js +23 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts +52 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js +113 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts +49 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js +150 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts +44 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js +83 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts +83 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js +161 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts +38 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js +37 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts +37 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js +33 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -0
- package/lib/components/screens/combat/helpers/index.d.ts +8 -0
- package/lib/components/screens/combat/helpers/index.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/index.js +2 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts +108 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useAICombat.js +806 -0
- package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts +106 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.js +766 -0
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- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts +85 -0
- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts.map +1 -0
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- package/lib/components/screens/combat/hooks/useCombatAudio.d.ts +40 -0
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- package/lib/components/screens/combat/hooks/useCombatLayout.d.ts +61 -0
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- package/lib/components/screens/combat/hooks/useCombatState.d.ts +75 -0
- package/lib/components/screens/combat/hooks/useCombatState.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatState.js +182 -0
- package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts +36 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts +63 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/index.d.ts +4 -0
- package/lib/components/screens/combat/index.d.ts.map +1 -0
- package/lib/components/screens/combat/index.js +25 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts +12 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts.map +1 -0
- package/lib/components/screens/controls/ControlsScreen3D.js +1248 -0
- package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -0
- package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.d.ts +35 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.d.ts +31 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.js +100 -0
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/**
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* Elbow and Knee Animations Module
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*
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* Close-range elbow (팔꿈치) and knee (무릎) techniques for Korean martial arts.
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* Uses MartialArtsAnimationBuilder for readable, martial arts expert-friendly code.
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*
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* 한국 무술 팔꿈치/무릎 애니메이션 모듈
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*
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* @module systems/animation/ElbowKneeAnimations
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* @korean 팔꿈치무릎애니메이션
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*/
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import type { SkeletalAnimation } from "../../../types/skeletal";
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/**
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* Elbow Strike - 팔꿈치치기 (Palkkumchi Chigi)
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*
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* **Authentic Muay Thai / Taekwondo Horizontal Elbow Strike**
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*
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* Fast horizontal elbow strike targeting temple or jaw with devastating close-range power.
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* This is the fundamental elbow technique in all striking arts.
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*
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* - **Chamber (준비)**: Fist pulls to opposite shoulder, elbow tucked tight
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* - **Hip Rotation (골반 회전)**: 60° hip rotation drives the strike
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* 1. Chamber (준비): 100ms - Arm crosses body, fist to opposite shoulder
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* 2. Strike (치기): 140ms - Hip rotation drives elbow horizontally
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* 3. Peak (정점): 70ms - Hold at full extension for impact
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* Duration: 480ms (Optimized for visible technique execution)
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*/
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export declare const ELBOW_STRIKE_ANIMATION: SkeletalAnimation;
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/**
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* Elbow Uppercut - 팔꿈치올려치기 (Palkkumchi Ollyeo Chigi)
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51
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+
*
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|
52
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+
* **Authentic Muay Thai / Taekwondo Rising Elbow Strike**
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53
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+
*
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54
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+
* Explosive vertical elbow strike targeting chin from below for knockout power.
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55
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+
* One of the most devastating close-range techniques in striking arts.
|
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56
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+
*
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57
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+
* **Korean Martial Arts Biomechanics**:
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58
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+
* - **Low Chamber (낮은 준비)**: Arm drops below target with elbow bent 90°
|
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59
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+
* - **Leg Drive (다리 힘)**: Rear leg extension provides upward power
|
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60
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+
* - **Vertical Path (수직 경로)**: Elbow rises straight up through centerline
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61
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+
* - **Body Drive (몸통 상승)**: Entire body rises with strike
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62
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+
* - **Chin Target (턱 타격)**: Point of elbow drives under chin
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63
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+
*
|
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64
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+
* **Target Vital Points**:
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65
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+
* - 턱끝 (Jaw Point - Teok-kkeut): Direct knockout
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66
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+
* - 승장 (Philtrum - Seungjang): Nerve cluster under nose
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67
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+
* - 인영 (Carotid - Inmyeong): Blood flow disruption
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68
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+
*
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69
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+
* **Combat Applications**:
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70
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+
* - Counter to body attacks (opponent leans in)
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71
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+
* - Clinch uppercut when opponent's chin is exposed
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72
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+
* - Breaking opponent's posture with upward force
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73
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+
*
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74
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+
* Phases:
|
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75
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+
* 1. Chamber (준비): 120ms - Drop and load, knee bend for drive
|
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76
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+
* 2. Rise (올리기): 170ms - Explosive leg extension drives elbow upward
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77
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+
* 3. Peak (정점): 90ms - Maximum extension at chin level, full body commitment
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78
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+
* 4. Recovery (복귀): 170ms - Controlled return to guard
|
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79
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+
*
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80
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+
* Duration: 550ms (Explosive power requires visible wind-up)
|
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81
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+
*
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82
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+
* @korean 팔꿈치올려치기애니메이션
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83
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+
*/
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|
84
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+
export declare const ELBOW_UPPERCUT_ANIMATION: SkeletalAnimation;
|
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85
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+
/**
|
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86
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+
* Knee Strike - 무릎차기 (Mureup Chagi)
|
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87
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+
*
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|
88
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+
* **Authentic Muay Thai / Taekwondo Straight Knee Strike**
|
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89
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+
*
|
|
90
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+
* Powerful knee strike from clinch position targeting midsection or thigh.
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91
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+
* The knee is one of the hardest striking surfaces and delivers devastating power
|
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92
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+
* at close range through proper hip thrust mechanics.
|
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93
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+
*
|
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94
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+
* **Korean Martial Arts Biomechanics**:
|
|
95
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+
* - **Clinch Control (클린치 제어)**: Hands pull opponent's head down
|
|
96
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+
* - **Hip Thrust (골반 추진)**: Forward hip rotation drives knee upward
|
|
97
|
+
* - **Knee Drive (무릎 상승)**: Rear leg knee chambers then drives up
|
|
98
|
+
* - **Balance (균형)**: Support leg bends for stability and power transfer
|
|
99
|
+
* - **Follow-Through**: Hip continues forward after knee contact
|
|
100
|
+
*
|
|
101
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+
* **Target Vital Points**:
|
|
102
|
+
* - 명치 (Solar Plexus - Myeongchi): Breath disruption
|
|
103
|
+
* - 늑골 (Floating Ribs - Neukgol): Rib damage
|
|
104
|
+
* - 간 (Liver - Gan): Internal organ trauma
|
|
105
|
+
* - 대퇴부 (Thigh - Daetoebu): Leg damage for mobility denial
|
|
106
|
+
*
|
|
107
|
+
* **Combat Applications**:
|
|
108
|
+
* - Clinch fighting primary weapon
|
|
109
|
+
* - Counter to takedown attempts (sprawl and knee)
|
|
110
|
+
* - Breaking opponent's posture and guard
|
|
111
|
+
* - Multiple knees in combination (Thailand clinch style)
|
|
112
|
+
*
|
|
113
|
+
* Phases:
|
|
114
|
+
* 1. Clinch (클린치): 120ms - Establish head control, pull opponent in
|
|
115
|
+
* 2. Chamber (준비): 80ms - Rear leg chambers with hip load
|
|
116
|
+
* 3. Strike (차기): 150ms - Hip thrust drives knee up into target
|
|
117
|
+
* 4. Peak (정점): 70ms - Hold at maximum height and impact
|
|
118
|
+
* 5. Reset (복귀): 180ms - Return to clinch or disengage
|
|
119
|
+
*
|
|
120
|
+
* Duration: 600ms (Deliberate clinch technique with control)
|
|
121
|
+
*
|
|
122
|
+
* @korean 무릎차기애니메이션
|
|
123
|
+
*/
|
|
124
|
+
export declare const KNEE_STRIKE_ANIMATION: SkeletalAnimation;
|
|
125
|
+
/**
|
|
126
|
+
* Spinning Elbow - 회전팔꿈치 (Hoejeon Palkkumchi)
|
|
127
|
+
*
|
|
128
|
+
* **Authentic Muay Thai / Taekwondo 360° Spinning Elbow Strike**
|
|
129
|
+
*
|
|
130
|
+
* Full 360° body rotation into horizontal elbow strike - the most powerful elbow technique.
|
|
131
|
+
* High-risk, high-reward knockout technique that generates maximum angular momentum.
|
|
132
|
+
* Used by elite Muay Thai fighters and requires perfect timing and distance control.
|
|
133
|
+
*
|
|
134
|
+
* **Korean Martial Arts Biomechanics**:
|
|
135
|
+
* - **Spin Initiation (회전 시작)**: Rear foot pivots, hips rotate first
|
|
136
|
+
* - **Angular Momentum (각운동량)**: Full body rotation builds speed
|
|
137
|
+
* - **Head Turn (머리 회전)**: Eyes find target mid-spin for accuracy
|
|
138
|
+
* - **Elbow Whip (팔꿈치 채찍)**: Elbow whips through at completion of spin
|
|
139
|
+
* - **Follow-Through**: Complete 360° rotation even if miss
|
|
140
|
+
*
|
|
141
|
+
* **Target Vital Points**:
|
|
142
|
+
* - 관자놀이 (Temple - Gwanjanoli): Instant knockout potential
|
|
143
|
+
* - 턱끝 (Jaw - Teok-kkeut): Rotational knockout force
|
|
144
|
+
* - 경추 (Cervical Spine - Gyeongchu): Structural damage risk
|
|
145
|
+
*
|
|
146
|
+
* **Combat Applications**:
|
|
147
|
+
* - Counter to circular attacks (slip and spin)
|
|
148
|
+
* - Breaking opponent's rhythm with unexpected angle
|
|
149
|
+
* - Creating space after clinch exchanges
|
|
150
|
+
* - Devastating power from angular momentum
|
|
151
|
+
*
|
|
152
|
+
* **Risk Factors**:
|
|
153
|
+
* - Exposes back during rotation
|
|
154
|
+
* - Requires precise distance control
|
|
155
|
+
* - Vulnerable to counters if missed
|
|
156
|
+
* - Should only be used with confidence in timing
|
|
157
|
+
*
|
|
158
|
+
* Phases:
|
|
159
|
+
* 1. Chamber (준비): 100ms - Weight shift to front foot, prepare spin
|
|
160
|
+
* 2. Spin (회전): 200ms - Full 360° body rotation with head turn
|
|
161
|
+
* 3. Strike (치기): 140ms - Elbow whips through target at spin completion
|
|
162
|
+
* 4. Follow-Through (관통): 80ms - Complete rotation for balance
|
|
163
|
+
* 5. Recovery (복귀): 180ms - Stabilize and return to guard
|
|
164
|
+
*
|
|
165
|
+
* Duration: 700ms (Long duration for full rotation visibility)
|
|
166
|
+
*
|
|
167
|
+
* @korean 회전팔꿈치애니메이션
|
|
168
|
+
*/
|
|
169
|
+
export declare const SPINNING_ELBOW_ANIMATION: SkeletalAnimation;
|
|
170
|
+
/**
|
|
171
|
+
* Downward Elbow - 내려팔꿈치 (Naeryeo Palkkumchi) - "12-6 Elbow"
|
|
172
|
+
*
|
|
173
|
+
* **Authentic Muay Thai Vertical Downward Elbow Strike**
|
|
174
|
+
*
|
|
175
|
+
* Vertical downward elbow strike targeting crown of head from above.
|
|
176
|
+
* Named "12-6 elbow" (like clock hands) for its straight downward trajectory.
|
|
177
|
+
* One of the most devastating strikes in Muay Thai, banned in some MMA competitions
|
|
178
|
+
* due to high injury risk (cuts and concussions).
|
|
179
|
+
*
|
|
180
|
+
* **Korean Martial Arts Biomechanics**:
|
|
181
|
+
* - **High Chamber (높은 준비)**: Elbow raises above head with arm bent
|
|
182
|
+
* - **Body Weight (체중 이용)**: Uses gravity + body weight for power
|
|
183
|
+
* - **Downward Drive (하강 타격)**: Elbow crashes straight down like axe
|
|
184
|
+
* - **Hip Drop (골반 하강)**: Body drops to add mass behind strike
|
|
185
|
+
* - **Impact Surface**: Sharp point of elbow (devastating cutting power)
|
|
186
|
+
*
|
|
187
|
+
* **Target Vital Points**:
|
|
188
|
+
* - 백회혈 (Crown Point - Baekhoehoel): Neurological knockout
|
|
189
|
+
* - 후두부 (Occipital Region - Hudubu): Concussion risk
|
|
190
|
+
* - 쇄골 (Collarbone - Swaegol): Bone fracture
|
|
191
|
+
* - 척추 (Cervical Spine - Cheokchu): Structural damage
|
|
192
|
+
*
|
|
193
|
+
* **Combat Applications**:
|
|
194
|
+
* - Ground and pound from mount position
|
|
195
|
+
* - Counter to opponent shooting for takedown (sprawl and elbow)
|
|
196
|
+
* - Clinch position when opponent's head is below yours
|
|
197
|
+
* - Breaking opponent's guard from above
|
|
198
|
+
*
|
|
199
|
+
* **Safety Note**:
|
|
200
|
+
* Extremely dangerous technique. In training, this is practiced with control
|
|
201
|
+
* or on pads/bags only. The "12-6" angle maximizes cutting and impact force.
|
|
202
|
+
*
|
|
203
|
+
* Phases:
|
|
204
|
+
* 1. High Guard (상단 자세): 100ms - Raise arm above head
|
|
205
|
+
* 2. Chamber (준비): 80ms - Elbow cocked at apex, body rises
|
|
206
|
+
* 3. Drop (하강): 130ms - Body weight crashes elbow downward
|
|
207
|
+
* 4. Impact (충격): 70ms - Full force impact with body weight
|
|
208
|
+
* 5. Recovery (복귀): 200ms - Return to guard
|
|
209
|
+
*
|
|
210
|
+
* Duration: 580ms (Dramatic downward technique)
|
|
211
|
+
*
|
|
212
|
+
* @korean 내려팔꿈치애니메이션
|
|
213
|
+
*/
|
|
214
|
+
export declare const DOWNWARD_ELBOW_ANIMATION: SkeletalAnimation;
|
|
215
|
+
/**
|
|
216
|
+
* Back Elbow - 뒤팔꿈치
|
|
217
|
+
*
|
|
218
|
+
* Elbow strike thrown backward.
|
|
219
|
+
* Used when opponent is behind.
|
|
220
|
+
* Uses unique rear-strike rotation pattern.
|
|
221
|
+
*
|
|
222
|
+
* @korean 뒤팔꿈치애니메이션
|
|
223
|
+
*/
|
|
224
|
+
export declare const BACK_ELBOW_ANIMATION: SkeletalAnimation;
|
|
225
|
+
/**
|
|
226
|
+
* Double Elbow - 더블팔꿈치
|
|
227
|
+
*
|
|
228
|
+
* Two rapid elbow strikes.
|
|
229
|
+
* Left-right combination with distinct alternating motion.
|
|
230
|
+
*
|
|
231
|
+
* @korean 더블팔꿈치애니메이션
|
|
232
|
+
*/
|
|
233
|
+
export declare const DOUBLE_ELBOW_ANIMATION: SkeletalAnimation;
|
|
234
|
+
/**
|
|
235
|
+
* Slashing Elbow - 베기팔꿈치
|
|
236
|
+
*
|
|
237
|
+
* Diagonal slashing elbow motion.
|
|
238
|
+
* Cuts across opponent's face with unique diagonal path.
|
|
239
|
+
*
|
|
240
|
+
* @korean 베기팔꿈치애니메이션
|
|
241
|
+
*/
|
|
242
|
+
export declare const SLASHING_ELBOW_ANIMATION: SkeletalAnimation;
|
|
243
|
+
/**
|
|
244
|
+
* Flying Knee - 뛰어무릎 (Ttwi-eo Mureup) - "Khao Loi" (Muay Thai)
|
|
245
|
+
*
|
|
246
|
+
* **Authentic Muay Thai Jumping Knee Strike**
|
|
247
|
+
*
|
|
248
|
+
* Explosive airborne knee strike using full body momentum as a spear.
|
|
249
|
+
* One of the most spectacular and devastating techniques in Muay Thai.
|
|
250
|
+
* Maximum power from combining jump momentum with knee drive.
|
|
251
|
+
* Famous for knockout victories in Muay Thai and MMA (e.g., Jorge Masvidal vs Ben Askren).
|
|
252
|
+
*
|
|
253
|
+
* **Korean Martial Arts Biomechanics**:
|
|
254
|
+
* - **Explosive Jump (폭발적 점프)**: Both legs drive off ground simultaneously
|
|
255
|
+
* - **Airborne Drive (공중 추진)**: Knee drives forward while body is in flight
|
|
256
|
+
* - **Rear Leg Extension (뒷다리 확장)**: Trailing leg extends back for balance
|
|
257
|
+
* - **Arms Drive (팔 추진)**: Arms pull for momentum and balance
|
|
258
|
+
* - **Target Acquisition (목표 확인)**: Eyes lock on target mid-flight
|
|
259
|
+
* - **Impact Timing (충격 타이밍)**: Knee contacts at peak of jump arc
|
|
260
|
+
*
|
|
261
|
+
* **Target Vital Points**:
|
|
262
|
+
* - 명치 (Solar Plexus - Myeongchi): Breath knockout
|
|
263
|
+
* - 관자놀이 (Temple - Gwanjanoli): Airborne head strike (extreme power)
|
|
264
|
+
* - 턱끝 (Jaw - Teok-kkeut): Flying uppercut knee
|
|
265
|
+
* - 경추 (Cervical Spine - Gyeongchu): Spinal trauma risk
|
|
266
|
+
*
|
|
267
|
+
* **Combat Applications**:
|
|
268
|
+
* - Close distance explosively against backpedaling opponent
|
|
269
|
+
* - Counter to opponent circling away (cut off angle)
|
|
270
|
+
* - Finish sequence after opponent is rocked
|
|
271
|
+
* - Surprise attack from mid-range
|
|
272
|
+
* - Breaking opponent's defensive shell with airborne attack
|
|
273
|
+
*
|
|
274
|
+
* **Technical Requirements**:
|
|
275
|
+
* - Proper distance (3-5 feet optimal)
|
|
276
|
+
* - Opponent stationary or moving toward you
|
|
277
|
+
* - Strong push-off from both legs
|
|
278
|
+
* - Commitment to technique (no half-measures in air)
|
|
279
|
+
* - Landing preparedness (balance recovery critical)
|
|
280
|
+
*
|
|
281
|
+
* Phases:
|
|
282
|
+
* 1. Chamber (준비): 120ms - Crouch and load both legs, arms swing back
|
|
283
|
+
* 2. Jump (뛰기): 150ms - Explosive takeoff, both legs extend
|
|
284
|
+
* 3. Airborne (공중): 180ms - Knee drives forward, trailing leg extends
|
|
285
|
+
* 4. Strike (차기): 100ms - Knee contact at peak height
|
|
286
|
+
* 5. Land (착지): 250ms - Absorb landing, recover balance
|
|
287
|
+
*
|
|
288
|
+
* Duration: 800ms (Extended for dramatic airborne technique)
|
|
289
|
+
*
|
|
290
|
+
* @korean 뛰어무릎애니메이션
|
|
291
|
+
*/
|
|
292
|
+
export declare const FLYING_KNEE_ANIMATION: SkeletalAnimation;
|
|
293
|
+
/**
|
|
294
|
+
* Side Knee - 옆무릎
|
|
295
|
+
*
|
|
296
|
+
* Lateral knee strike to ribs.
|
|
297
|
+
* Clinch position to side target with unique lateral motion.
|
|
298
|
+
*
|
|
299
|
+
* @korean 옆무릎애니메이션
|
|
300
|
+
*/
|
|
301
|
+
export declare const SIDE_KNEE_ANIMATION: SkeletalAnimation;
|
|
302
|
+
/**
|
|
303
|
+
* Step Knee - 스텝무릎
|
|
304
|
+
*
|
|
305
|
+
* Stepping knee strike.
|
|
306
|
+
* Close distance with knee.
|
|
307
|
+
*
|
|
308
|
+
* @korean 스텝무릎애니메이션
|
|
309
|
+
*/
|
|
310
|
+
export declare const STEP_KNEE_ANIMATION: SkeletalAnimation;
|
|
311
|
+
/**
|
|
312
|
+
* Elbow-Knee Combo - 팔꿈치무릎콤보 (Palkkumchi-Mureup Kombo)
|
|
313
|
+
*
|
|
314
|
+
* **Authentic Muay Thai Close-Range Combination**
|
|
315
|
+
*
|
|
316
|
+
* Devastating two-strike combination from clinch range: horizontal elbow followed
|
|
317
|
+
* immediately by knee strike. The elbow stuns and breaks opponent's guard, while
|
|
318
|
+
* the knee finishes with body shot. Classic Muay Thai clinch sequence used to
|
|
319
|
+
* overwhelm opponent at close quarters.
|
|
320
|
+
*
|
|
321
|
+
* **Korean Martial Arts Biomechanics**:
|
|
322
|
+
* - **Elbow Setup (팔꿈치 설정)**: Horizontal elbow to head creates opening
|
|
323
|
+
* - **Clinch Transition (클린치 전환)**: Immediately grab opponent after elbow
|
|
324
|
+
* - **Head Control (머리 제어)**: Pull opponent's head down for knee
|
|
325
|
+
* - **Hip Rotation (골반 회전)**: Continuous rotation from elbow to knee
|
|
326
|
+
* - **Overwhelming Offense (압도적 공격)**: No pause between strikes
|
|
327
|
+
*
|
|
328
|
+
* **Target Vital Points**:
|
|
329
|
+
* Elbow Phase:
|
|
330
|
+
* - 관자놀이 (Temple - Gwanjanoli): Stuns opponent
|
|
331
|
+
* - 턱끝 (Jaw - Teok-kkeut): Opens guard
|
|
332
|
+
*
|
|
333
|
+
* Knee Phase:
|
|
334
|
+
* - 명치 (Solar Plexus - Myeongchi): Finishing body shot
|
|
335
|
+
* - 늑골 (Ribs - Neukgol): Breaks structure
|
|
336
|
+
*
|
|
337
|
+
* **Combat Applications**:
|
|
338
|
+
* - Clinch dominance sequence
|
|
339
|
+
* - Breaking opponent's turtle defense
|
|
340
|
+
* - Finishing combination after opponent is hurt
|
|
341
|
+
* - Preventing opponent from escaping clinch range
|
|
342
|
+
* - Overwhelming forward pressure
|
|
343
|
+
*
|
|
344
|
+
* **Technical Keys**:
|
|
345
|
+
* - NO gap between elbow and clinch grab
|
|
346
|
+
* - Immediate head control after elbow
|
|
347
|
+
* - Continuous hip rotation through both strikes
|
|
348
|
+
* - Keep pressure forward throughout combo
|
|
349
|
+
* - Be ready for multiple repetitions (Muay Thai clinch style)
|
|
350
|
+
*
|
|
351
|
+
* Phases:
|
|
352
|
+
* 1. Elbow Prep (준비): 90ms - Quick chamber for horizontal elbow
|
|
353
|
+
* 2. Elbow Strike (팔꿈치): 130ms - Horizontal elbow lands to head
|
|
354
|
+
* 3. Clinch Grab (잡기): 100ms - Immediately grab opponent's head/neck
|
|
355
|
+
* 4. Head Pull (당기기): 80ms - Pull head down exposing body
|
|
356
|
+
* 5. Knee Strike (무릎치기): 150ms - Knee drives up into exposed midsection
|
|
357
|
+
* 6. Recovery (복귀): 170ms - Release or reset for next strike
|
|
358
|
+
*
|
|
359
|
+
* Duration: 720ms (Deliberate combination with clinch control)
|
|
360
|
+
*
|
|
361
|
+
* @korean 팔꿈치무릎콤보애니메이션
|
|
362
|
+
*/
|
|
363
|
+
export declare const ELBOW_KNEE_COMBO_ANIMATION: SkeletalAnimation;
|
|
364
|
+
/**
|
|
365
|
+
* Knee Body Hook - 무릎바디훅
|
|
366
|
+
*
|
|
367
|
+
* Knee strike followed by body hook.
|
|
368
|
+
* Devastates opponent's midsection.
|
|
369
|
+
*
|
|
370
|
+
* @korean 무릎바디훅애니메이션
|
|
371
|
+
*/
|
|
372
|
+
export declare const KNEE_BODY_HOOK_ANIMATION: SkeletalAnimation;
|
|
373
|
+
/**
|
|
374
|
+
* Knee Kick - 무릎차기 (일반)
|
|
375
|
+
* Generic knee kick (no clinch).
|
|
376
|
+
* @korean 무릎차기애니메이션
|
|
377
|
+
*/
|
|
378
|
+
export declare const KNEE_KICK_ANIMATION: SkeletalAnimation;
|
|
379
|
+
/**
|
|
380
|
+
* Clinch Knee - 멱살잡고무릎차기
|
|
381
|
+
* Explicit clinch knee.
|
|
382
|
+
* @korean 멱살잡고무릎차기애니메이션
|
|
383
|
+
*/
|
|
384
|
+
export declare const CLINCH_KNEE_ANIMATION: SkeletalAnimation;
|
|
385
|
+
/**
|
|
386
|
+
* Temple Elbow - 관자놀이치기
|
|
387
|
+
* Horizontal elbow to temple (Gwanjanoli).
|
|
388
|
+
* @korean 관자놀이치기애니메이션
|
|
389
|
+
*/
|
|
390
|
+
export declare const TEMPLE_ELBOW_ANIMATION: SkeletalAnimation;
|
|
391
|
+
/**
|
|
392
|
+
* Spinning Back Elbow - 뒤돌아팔꿈치
|
|
393
|
+
* Reverse elbow strike.
|
|
394
|
+
* @korean 뒤돌아팔꿈치애니메이션
|
|
395
|
+
*/
|
|
396
|
+
export declare const SPINNING_BACK_ELBOW_ANIMATION: SkeletalAnimation;
|
|
397
|
+
/**
|
|
398
|
+
* Spinal Elbow - 척추치기
|
|
399
|
+
* Downward elbow to spine with unique spinal targeting.
|
|
400
|
+
* @korean 척추치기애니메이션
|
|
401
|
+
*/
|
|
402
|
+
export declare const SPINAL_ELBOW_ANIMATION: SkeletalAnimation;
|
|
403
|
+
/**
|
|
404
|
+
* Brachial Elbow - 상박치기
|
|
405
|
+
*
|
|
406
|
+
* Elbow to brachial nerve with downward angle.
|
|
407
|
+
* Precise nerve strike causing arm numbness and weakness.
|
|
408
|
+
*
|
|
409
|
+
* Phases:
|
|
410
|
+
* 1. Chamber (준비): 120ms - Position for downward strike
|
|
411
|
+
* 2. Brachial Strike (상박치기): 180ms - Angled downward elbow to shoulder/upper arm
|
|
412
|
+
* 3. Peak (정점): 80ms - Hold pressure on nerve
|
|
413
|
+
* 4. Recovery (복귀): 170ms - Return to guard
|
|
414
|
+
*
|
|
415
|
+
* Duration: 550ms (Deliberate nerve targeting)
|
|
416
|
+
*
|
|
417
|
+
* @korean 상박치기애니메이션
|
|
418
|
+
*/
|
|
419
|
+
export declare const BRACHIAL_ELBOW_ANIMATION: SkeletalAnimation;
|
|
420
|
+
/**
|
|
421
|
+
* Kidney Knee - 신장차기
|
|
422
|
+
* Knee strike to kidney from side/behind with unique targeting.
|
|
423
|
+
* @korean 신장차기애니메이션
|
|
424
|
+
*/
|
|
425
|
+
export declare const KIDNEY_KNEE_ANIMATION: SkeletalAnimation;
|
|
426
|
+
/**
|
|
427
|
+
* Femoral Knee - 대퇴부차기
|
|
428
|
+
* Knee strike to femoral nerve (thigh) with unique low targeting.
|
|
429
|
+
* @korean 대퇴부차기애니메이션
|
|
430
|
+
*/
|
|
431
|
+
export declare const FEMORAL_KNEE_ANIMATION: SkeletalAnimation;
|
|
432
|
+
/**
|
|
433
|
+
* Map of all elbow and knee animations for easy access
|
|
434
|
+
* 팔꿈치/무릎 애니메이션 맵
|
|
435
|
+
*/
|
|
436
|
+
export declare const ELBOW_KNEE_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation>;
|
|
437
|
+
//# sourceMappingURL=ElbowKneeAnimations.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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|