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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* ☳ Jin (Thunder) Stance-Specific Animations
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*
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* Specialized idle, movement, and combat animations for the Jin (진/Thunder) trigram.
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* Embodies explosive power and stunning force from Taekwondo jumping techniques.
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*
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* **Korean Martial Arts Context:**
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* - **무술**: 태권도 폭발 기술 (Taekwondo Explosive Techniques)
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* - **특성**: 기절시키는 힘 (Stunning Power), 뛰어 차기 (Jumping Kicks)
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* - **철학**: 천둥의 폭발력 (Thunder's Explosive Force), 번개같은 충격 (Lightning Shock)
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* - **대표 기술**: 벽력일섬 (Thunder Flash/Explosive Stunning Strike)
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*
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* @module systems/animation/catalogs/JinStanceAnimations
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* @category Animation
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* @korean 진괘자세애니메이션
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*/
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import type { SkeletalAnimation } from "../../../types/skeletal";
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/**
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* Anatomical safety constants for Jin (Thunder) trigram animations
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*
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* These limits ensure joint rotations remain within safe physiological ranges
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* while maintaining explosive, dramatic animation for Jin's jumping techniques.
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*/
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/**
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* Jin Idle Coiled Animation
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* **Korean**: 진괘 도약 자세 (Jin-gwae Doyak Jase)
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* **Philosophy**: Thunder's coiled spring ready to unleash explosive power
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*
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* Characteristics:
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* - Coiled spring tension in legs and core
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* @category Idle Animation
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*/
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export declare const JIN_IDLE_COILED: SkeletalAnimation;
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/**
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* **Technique**: Explosive forward launch from coiled position
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*
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* Characteristics:
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* - Explosive leg drive with both legs pushing simultaneously
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* - Upper body follows with momentum
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* - Arms drive forward for striking on arrival
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* - Maximum power from ground-up force generation
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*
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* Animation Phases:
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* - 0-167ms: Initial explosive push-off (frames 1-3)
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* - 167-467ms: Forward burst acceleration (frames 4-8)
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* - 467-600ms: Landing in stable position (frames 9-10)
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*
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* @korean 천둥돌진
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* @frames 10 frames (16.67ms per frame at 60fps)
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* @duration 600ms
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* @category Movement Animation
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*/
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export declare const JIN_EXPLOSIVE_BURST: SkeletalAnimation;
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/**
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* Jin Jumping Advance Animation
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*
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* **Korean**: 번개 도약 (Byeonggae Doyak) - Lightning Leap
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* **Technique**: Leap forward with both feet leaving ground
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*
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* Characteristics:
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* - Both feet leave ground simultaneously
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* - Arms swing for momentum and balance
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* - Body rotates for striking position in air
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* - Land in stable striking stance
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*
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* Animation Phases:
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* - 0-200ms: Crouch and spring load (frames 1-4)
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* - 200-567ms: Airborne leap forward (frames 5-10)
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* - 567-900ms: Landing and stabilization (frames 11-15)
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*
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* @korean 번개도약
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* @frames 15 frames (16.67ms per frame at 60fps)
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* @duration 900ms
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* @category Movement Animation
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*/
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export declare const JIN_JUMPING_ADVANCE: SkeletalAnimation;
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/**
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* Map of all Jin stance-specific animations for easy access
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* 진괘 자세별 애니메이션 맵
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*/
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export declare const JIN_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation>;
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//# sourceMappingURL=JinStanceAnimations.d.ts.map
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{"version":3,"file":"JinStanceAnimations.d.ts","sourceRoot":"","sources":["../../../../src/systems/animation/catalogs/JinStanceAnimations.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;GAeG;AAGH,OAAO,KAAK,EAAE,iBAAiB,EAAE,MAAM,kBAAkB,CAAC;AAU1D;;;;;GAKG;AAMH;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,eAAO,MAAM,eAAe,EAAE,iBAmDlB,CAAC;AAMb;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,eAAO,MAAM,mBAAmB,EAAE,iBA0CtB,CAAC;AAMb;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,eAAO,MAAM,mBAAmB,EAAE,iBAsDtB,CAAC;AAMb;;;GAGG;AACH,eAAO,MAAM,cAAc,EAAE,WAAW,CAAC,MAAM,EAAE,iBAAiB,CAU9D,CAAC"}
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import { BoneName } from "../../../types/skeletal.js";
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import { MartialArtsAnimationBuilder } from "../builders/MartialArtsAnimationBuilder.js";
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import { ANATOMICAL_LIMITS } from "../constants/AnatomicalLimits.js";
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import { JIN_JUMPING_KNEE_STRIKE, JIN_THUNDER_FLASH_ANIMATION } from "./JinTechniqueAnimations.js";
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//#region src/systems/animation/catalogs/JinStanceAnimations.ts
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/**
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* ☳ Jin (Thunder) Stance-Specific Animations
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*
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* Specialized idle, movement, and combat animations for the Jin (진/Thunder) trigram.
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* Embodies explosive power and stunning force from Taekwondo jumping techniques.
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*
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* **Korean Martial Arts Context:**
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* - **무술**: 태권도 폭발 기술 (Taekwondo Explosive Techniques)
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* - **특성**: 기절시키는 힘 (Stunning Power), 뛰어 차기 (Jumping Kicks)
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* - **철학**: 천둥의 폭발력 (Thunder's Explosive Force), 번개같은 충격 (Lightning Shock)
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* - **대표 기술**: 벽력일섬 (Thunder Flash/Explosive Stunning Strike)
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*
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* @module systems/animation/catalogs/JinStanceAnimations
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* @category Animation
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* @korean 진괘자세애니메이션
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*/
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/**
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* Anatomical safety constants for Jin (Thunder) trigram animations
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*
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* These limits ensure joint rotations remain within safe physiological ranges
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* while maintaining explosive, dramatic animation for Jin's jumping techniques.
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*/
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/**
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* Jin Idle Coiled Animation
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*
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* **Korean**: 진괘 도약 자세 (Jin-gwae Doyak Jase)
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* **Philosophy**: Thunder's coiled spring ready to unleash explosive power
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*
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* Characteristics:
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* - Coiled spring tension in legs and core
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* - Weight on balls of feet, heels slightly raised
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* - Shoulders drawn back for explosive readiness
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* - Fists chambered at hips with maximum tension
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* - Deep squat position (horse stance)
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*
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* Animation Cycle:
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* - 0ms: Neutral coiled position
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* - 1250ms: Increased tension (deeper coil)
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* - 2500ms: Return to neutral
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*
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* @korean 진괘도약자세
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* @duration 2500ms (2.5 second cycle)
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* @category Idle Animation
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*/
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var JIN_IDLE_COILED = MartialArtsAnimationBuilder.create("jin_idle_coiled", "진괘 도약 자세").asIdle(2.5, true).at(0).rotate(BoneName.PELVIS, .1, 0, 0).rotate(BoneName.SPINE_UPPER, -.09, 0, 0).rotate(BoneName.HIP_L, .52, 0, 0).rotate(BoneName.HIP_R, .52, 0, 0).rotate(BoneName.KNEE_L, -1.4, 0, 0).rotate(BoneName.KNEE_R, -1.4, 0, 0).rotate(BoneName.FOOT_L, .26, 0, 0).rotate(BoneName.FOOT_R, .26, 0, 0).rotate(BoneName.SHOULDER_L, -.26, 0, -.35).rotate(BoneName.SHOULDER_R, -.26, 0, .35).rotate(BoneName.ELBOW_L, 0, 0, -1.57).rotate(BoneName.ELBOW_R, 0, 0, 1.57).rotate(BoneName.HEAD, 0, 0, 0).position(BoneName.PELVIS, 0, -.25, 0).done().at(1.25).rotate(BoneName.PELVIS, .14, 0, 0).rotate(BoneName.SPINE_UPPER, -.12, 0, 0).rotate(BoneName.KNEE_L, ANATOMICAL_LIMITS.KNEE.MAX_FLEXION * -1, 0, 0).rotate(BoneName.KNEE_R, ANATOMICAL_LIMITS.KNEE.MAX_FLEXION * -1, 0, 0).rotate(BoneName.FOOT_L, .31, 0, 0).rotate(BoneName.FOOT_R, .31, 0, 0).rotate(BoneName.SHOULDER_L, -.3, 0, -.38).rotate(BoneName.SHOULDER_R, -.3, 0, .38).rotate(BoneName.ELBOW_L, 0, 0, -1.57).rotate(BoneName.ELBOW_R, 0, 0, 1.57).position(BoneName.PELVIS, 0, -.28, 0).done().at(2.5).rotate(BoneName.PELVIS, .1, 0, 0).rotate(BoneName.SPINE_UPPER, -.09, 0, 0).rotate(BoneName.KNEE_L, -1.4, 0, 0).rotate(BoneName.KNEE_R, -1.4, 0, 0).rotate(BoneName.FOOT_L, .26, 0, 0).rotate(BoneName.FOOT_R, .26, 0, 0).rotate(BoneName.SHOULDER_L, -.26, 0, -.35).rotate(BoneName.SHOULDER_R, -.26, 0, .35).rotate(BoneName.ELBOW_L, 0, 0, -1.57).rotate(BoneName.ELBOW_R, 0, 0, 1.57).position(BoneName.PELVIS, 0, -.25, 0).done().build();
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/**
|
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* Jin Explosive Burst Animation
|
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*
|
|
54
|
+
* **Korean**: 천둥 돌진 (Cheondung Doljin) - Thunder Rush
|
|
55
|
+
* **Technique**: Explosive forward launch from coiled position
|
|
56
|
+
*
|
|
57
|
+
* Characteristics:
|
|
58
|
+
* - Explosive leg drive with both legs pushing simultaneously
|
|
59
|
+
* - Upper body follows with momentum
|
|
60
|
+
* - Arms drive forward for striking on arrival
|
|
61
|
+
* - Maximum power from ground-up force generation
|
|
62
|
+
*
|
|
63
|
+
* Animation Phases:
|
|
64
|
+
* - 0-167ms: Initial explosive push-off (frames 1-3)
|
|
65
|
+
* - 167-467ms: Forward burst acceleration (frames 4-8)
|
|
66
|
+
* - 467-600ms: Landing in stable position (frames 9-10)
|
|
67
|
+
*
|
|
68
|
+
* @korean 천둥돌진
|
|
69
|
+
* @frames 10 frames (16.67ms per frame at 60fps)
|
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|
+
* @duration 600ms
|
|
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|
+
* @category Movement Animation
|
|
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|
+
*/
|
|
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var JIN_EXPLOSIVE_BURST = MartialArtsAnimationBuilder.create("jin_explosive_burst", "천둥 돌진").asMovement(.6, false).at(0).rotate(BoneName.PELVIS, .14, 0, 0).rotate(BoneName.SPINE_UPPER, -.12, 0, 0).rotate(BoneName.KNEE_L, ANATOMICAL_LIMITS.KNEE.MAX_FLEXION * -1, 0, 0).rotate(BoneName.KNEE_R, ANATOMICAL_LIMITS.KNEE.MAX_FLEXION * -1, 0, 0).rotate(BoneName.FOOT_L, .31, 0, 0).rotate(BoneName.FOOT_R, .31, 0, 0).rotate(BoneName.SHOULDER_L, -.3, 0, -.38).rotate(BoneName.SHOULDER_R, -.3, 0, .38).position(BoneName.PELVIS, 0, -.28, 0).done().at(.317).rotate(BoneName.PELVIS, .35, 0, 0).rotate(BoneName.SPINE_UPPER, .17, 0, 0).rotate(BoneName.KNEE_L, -.17, 0, 0).rotate(BoneName.KNEE_R, -.17, 0, 0).rotate(BoneName.FOOT_L, -.17, 0, 0).rotate(BoneName.FOOT_R, -.17, 0, 0).rotate(BoneName.SHOULDER_L, -.52, 0, .17).rotate(BoneName.SHOULDER_R, -.52, 0, -.17).position(BoneName.PELVIS, 0, -.08, .6).done().at(.6).rotate(BoneName.PELVIS, .1, 0, 0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.KNEE_L, -.44, 0, 0).rotate(BoneName.KNEE_R, -.44, 0, 0).rotate(BoneName.FOOT_L, 0, 0, 0).rotate(BoneName.FOOT_R, 0, 0, 0).rotate(BoneName.SHOULDER_L, -.26, 0, -.35).rotate(BoneName.SHOULDER_R, -.26, 0, .35).position(BoneName.PELVIS, 0, -.12, 1).done().build();
|
|
74
|
+
/**
|
|
75
|
+
* Jin Jumping Advance Animation
|
|
76
|
+
*
|
|
77
|
+
* **Korean**: 번개 도약 (Byeonggae Doyak) - Lightning Leap
|
|
78
|
+
* **Technique**: Leap forward with both feet leaving ground
|
|
79
|
+
*
|
|
80
|
+
* Characteristics:
|
|
81
|
+
* - Both feet leave ground simultaneously
|
|
82
|
+
* - Arms swing for momentum and balance
|
|
83
|
+
* - Body rotates for striking position in air
|
|
84
|
+
* - Land in stable striking stance
|
|
85
|
+
*
|
|
86
|
+
* Animation Phases:
|
|
87
|
+
* - 0-200ms: Crouch and spring load (frames 1-4)
|
|
88
|
+
* - 200-567ms: Airborne leap forward (frames 5-10)
|
|
89
|
+
* - 567-900ms: Landing and stabilization (frames 11-15)
|
|
90
|
+
*
|
|
91
|
+
* @korean 번개도약
|
|
92
|
+
* @frames 15 frames (16.67ms per frame at 60fps)
|
|
93
|
+
* @duration 900ms
|
|
94
|
+
* @category Movement Animation
|
|
95
|
+
*/
|
|
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|
+
var JIN_JUMPING_ADVANCE = MartialArtsAnimationBuilder.create("jin_jumping_advance", "번개 도약").asMovement(.9, false).at(0).rotate(BoneName.PELVIS, .17, 0, 0).rotate(BoneName.SPINE_UPPER, -.14, 0, 0).rotate(BoneName.KNEE_L, -1.22, 0, 0).rotate(BoneName.KNEE_R, -1.22, 0, 0).rotate(BoneName.FOOT_L, .35, 0, 0).rotate(BoneName.FOOT_R, .35, 0, 0).rotate(BoneName.SHOULDER_L, .52, 0, -.26).rotate(BoneName.SHOULDER_R, .52, 0, .26).position(BoneName.PELVIS, 0, -.35, 0).done().at(.292).rotate(BoneName.PELVIS, -.09, 0, 0).rotate(BoneName.SPINE_UPPER, .26, 0, 0).rotate(BoneName.KNEE_L, 0, 0, 0).rotate(BoneName.KNEE_R, 0, 0, 0).rotate(BoneName.FOOT_L, -.26, 0, 0).rotate(BoneName.FOOT_R, -.26, 0, 0).rotate(BoneName.SHOULDER_L, -.7, 0, .17).rotate(BoneName.SHOULDER_R, -.7, 0, -.17).position(BoneName.PELVIS, 0, .05, .2).done().at(.475).rotate(BoneName.PELVIS, 0, -.17, 0).rotate(BoneName.SPINE_UPPER, .17, -.26, 0).rotate(BoneName.KNEE_L, -.52, 0, 0).rotate(BoneName.KNEE_R, -.52, 0, 0).rotate(BoneName.FOOT_L, .17, 0, 0).rotate(BoneName.FOOT_R, .17, 0, 0).rotate(BoneName.SHOULDER_L, -.87, 0, .26).rotate(BoneName.SHOULDER_R, -.87, 0, -.26).position(BoneName.PELVIS, 0, .15, .5).done().at(.9).rotate(BoneName.PELVIS, .1, -.26, 0).rotate(BoneName.SPINE_UPPER, .09, -.35, 0).rotate(BoneName.KNEE_L, -.61, 0, 0).rotate(BoneName.KNEE_R, -.61, 0, 0).rotate(BoneName.FOOT_L, 0, 0, 0).rotate(BoneName.FOOT_R, 0, 0, 0).rotate(BoneName.SHOULDER_L, -.26, 0, -.35).rotate(BoneName.SHOULDER_R, -.26, 0, .35).position(BoneName.PELVIS, 0, -.18, .9).done().build();
|
|
97
|
+
/**
|
|
98
|
+
* Map of all Jin stance-specific animations for easy access
|
|
99
|
+
* 진괘 자세별 애니메이션 맵
|
|
100
|
+
*/
|
|
101
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+
var JIN_ANIMATIONS = new Map([
|
|
102
|
+
["jin_idle_coiled", JIN_IDLE_COILED],
|
|
103
|
+
["jin_explosive_burst", JIN_EXPLOSIVE_BURST],
|
|
104
|
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["jin_jumping_advance", JIN_JUMPING_ADVANCE],
|
|
105
|
+
["jin_thunder_flash_animation", JIN_THUNDER_FLASH_ANIMATION],
|
|
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|
+
["jin_jumping_knee_strike", JIN_JUMPING_KNEE_STRIKE]
|
|
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|
+
]);
|
|
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|
+
//#endregion
|
|
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|
+
export { JIN_ANIMATIONS, JIN_EXPLOSIVE_BURST, JIN_IDLE_COILED, JIN_JUMPING_ADVANCE };
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//# sourceMappingURL=JinStanceAnimations.js.map
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|
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|
|
|
1
|
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{"version":3,"file":"JinStanceAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/JinStanceAnimations.ts"],"sourcesContent":["/**\n * ☳ Jin (Thunder) Stance-Specific Animations\n *\n * Specialized idle, movement, and combat animations for the Jin (진/Thunder) trigram.\n * Embodies explosive power and stunning force from Taekwondo jumping techniques.\n *\n * **Korean Martial Arts Context:**\n * - **무술**: 태권도 폭발 기술 (Taekwondo Explosive Techniques)\n * - **특성**: 기절시키는 힘 (Stunning Power), 뛰어 차기 (Jumping Kicks)\n * - **철학**: 천둥의 폭발력 (Thunder's Explosive Force), 번개같은 충격 (Lightning Shock)\n * - **대표 기술**: 벽력일섬 (Thunder Flash/Explosive Stunning Strike)\n *\n * @module systems/animation/catalogs/JinStanceAnimations\n * @category Animation\n * @korean 진괘자세애니메이션\n */\n\nimport { BoneName } from \"@/types/skeletal\";\nimport type { SkeletalAnimation } from \"@/types/skeletal\";\nimport { MartialArtsAnimationBuilder } from \"../builders/MartialArtsAnimationBuilder\";\nimport { ANATOMICAL_LIMITS } from \"../constants\";\n\n// Import Jin Thunder explosive techniques (진괘 폭발 기술)\nimport {\n JIN_THUNDER_FLASH_ANIMATION,\n JIN_JUMPING_KNEE_STRIKE,\n} from \"./JinTechniqueAnimations\";\n\n/**\n * Anatomical safety constants for Jin (Thunder) trigram animations\n *\n * These limits ensure joint rotations remain within safe physiological ranges\n * while maintaining explosive, dramatic animation for Jin's jumping techniques.\n */\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☳ JIN IDLE COILED ANIMATION (진괘 도약 자세)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Jin Idle Coiled Animation\n *\n * **Korean**: 진괘 도약 자세 (Jin-gwae Doyak Jase)\n * **Philosophy**: Thunder's coiled spring ready to unleash explosive power\n *\n * Characteristics:\n * - Coiled spring tension in legs and core\n * - Weight on balls of feet, heels slightly raised\n * - Shoulders drawn back for explosive readiness\n * - Fists chambered at hips with maximum tension\n * - Deep squat position (horse stance)\n *\n * Animation Cycle:\n * - 0ms: Neutral coiled position\n * - 1250ms: Increased tension (deeper coil)\n * - 2500ms: Return to neutral\n *\n * @korean 진괘도약자세\n * @duration 2500ms (2.5 second cycle)\n * @category Idle Animation\n */\nexport const JIN_IDLE_COILED: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"jin_idle_coiled\",\n \"진괘 도약 자세\"\n )\n .asIdle(2.5, true)\n // Keyframe 0ms: Neutral coiled position (baseline)\n .at(0)\n .rotate(BoneName.PELVIS, 0.1, 0, 0) // 5.7° forward tilt for power stance\n .rotate(BoneName.SPINE_UPPER, -0.09, 0, 0) // -5° backward lean for balance\n .rotate(BoneName.HIP_L, 0.52, 0, 0) // 30° hip flexion\n .rotate(BoneName.HIP_R, 0.52, 0, 0) // 30° hip flexion (symmetrical)\n .rotate(BoneName.KNEE_L, -1.4, 0, 0) // -80° deep bend (coiled)\n .rotate(BoneName.KNEE_R, -1.4, 0, 0) // -80° deep bend (coiled)\n .rotate(BoneName.FOOT_L, 0.26, 0, 0) // 15° heels raised (balls of feet)\n .rotate(BoneName.FOOT_R, 0.26, 0, 0) // 15° heels raised\n .rotate(BoneName.SHOULDER_L, -0.26, 0, -0.35) // -15°, 0°, -20° (fists at hips)\n .rotate(BoneName.SHOULDER_R, -0.26, 0, 0.35) // -15°, 0°, 20°\n .rotate(BoneName.ELBOW_L, 0, 0, -1.57) // -90° (chambered)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.57) // 90° (chambered)\n .rotate(BoneName.HEAD, 0, 0, 0) // Neutral, eyes locked forward\n .position(BoneName.PELVIS, 0, -0.25, 0) // Very low for explosive power\n .done<MartialArtsAnimationBuilder>()\n // Keyframe 1250ms: Increased tension (deeper coil)\n .at(1.25)\n .rotate(BoneName.PELVIS, 0.14, 0, 0) // 8° more forward\n .rotate(BoneName.SPINE_UPPER, -0.12, 0, 0) // -7° more backward\n .rotate(BoneName.KNEE_L, ANATOMICAL_LIMITS.KNEE.MAX_FLEXION * -1, 0, 0) // -90° MAXIMUM coil\n .rotate(BoneName.KNEE_R, ANATOMICAL_LIMITS.KNEE.MAX_FLEXION * -1, 0, 0) // -90° MAXIMUM coil\n .rotate(BoneName.FOOT_L, 0.31, 0, 0) // 18° more on toes\n .rotate(BoneName.FOOT_R, 0.31, 0, 0) // 18° more on toes\n .rotate(BoneName.SHOULDER_L, -0.30, 0, -0.38) // -17°, 0°, -22° (tighter)\n .rotate(BoneName.SHOULDER_R, -0.30, 0, 0.38) // -17°, 0°, 22°\n .rotate(BoneName.ELBOW_L, 0, 0, -1.57) // -90° (chambered)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.57) // 90° (chambered)\n .position(BoneName.PELVIS, 0, -0.28, 0) // Even lower - maximum spring load\n .done<MartialArtsAnimationBuilder>()\n // Keyframe 2500ms: Return to neutral\n .at(2.5)\n .rotate(BoneName.PELVIS, 0.1, 0, 0)\n .rotate(BoneName.SPINE_UPPER, -0.09, 0, 0)\n .rotate(BoneName.KNEE_L, -1.4, 0, 0)\n .rotate(BoneName.KNEE_R, -1.4, 0, 0)\n .rotate(BoneName.FOOT_L, 0.26, 0, 0)\n .rotate(BoneName.FOOT_R, 0.26, 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.26, 0, -0.35)\n .rotate(BoneName.SHOULDER_R, -0.26, 0, 0.35)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.57) // -90° (chambered)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.57) // 90° (chambered)\n .position(BoneName.PELVIS, 0, -0.25, 0)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☳ JIN EXPLOSIVE BURST (천둥 돌진)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Jin Explosive Burst Animation\n *\n * **Korean**: 천둥 돌진 (Cheondung Doljin) - Thunder Rush\n * **Technique**: Explosive forward launch from coiled position\n *\n * Characteristics:\n * - Explosive leg drive with both legs pushing simultaneously\n * - Upper body follows with momentum\n * - Arms drive forward for striking on arrival\n * - Maximum power from ground-up force generation\n *\n * Animation Phases:\n * - 0-167ms: Initial explosive push-off (frames 1-3)\n * - 167-467ms: Forward burst acceleration (frames 4-8)\n * - 467-600ms: Landing in stable position (frames 9-10)\n *\n * @korean 천둥돌진\n * @frames 10 frames (16.67ms per frame at 60fps)\n * @duration 600ms\n * @category Movement Animation\n */\nexport const JIN_EXPLOSIVE_BURST: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"jin_explosive_burst\",\n \"천둥 돌진\"\n )\n .asMovement(0.6, false)\n // Frames 1-3: Explosive push-off (0-167ms)\n .at(0)\n .rotate(BoneName.PELVIS, 0.14, 0, 0) // 8° deep coil\n .rotate(BoneName.SPINE_UPPER, -0.12, 0, 0) // -7° loaded\n .rotate(BoneName.KNEE_L, ANATOMICAL_LIMITS.KNEE.MAX_FLEXION * -1, 0, 0) // -90° maximum coil\n .rotate(BoneName.KNEE_R, ANATOMICAL_LIMITS.KNEE.MAX_FLEXION * -1, 0, 0) // -90° maximum coil\n .rotate(BoneName.FOOT_L, 0.31, 0, 0) // 18° on toes\n .rotate(BoneName.FOOT_R, 0.31, 0, 0) // 18° on toes\n .rotate(BoneName.SHOULDER_L, -0.30, 0, -0.38) // Fists chambered\n .rotate(BoneName.SHOULDER_R, -0.30, 0, 0.38)\n .position(BoneName.PELVIS, 0, -0.28, 0) // Very low\n .done<MartialArtsAnimationBuilder>()\n // Frames 4-8: Forward burst (167-467ms)\n .at(0.317)\n .rotate(BoneName.PELVIS, 0.35, 0, 0) // 20° explosive forward drive\n .rotate(BoneName.SPINE_UPPER, 0.17, 0, 0) // 10° following through\n .rotate(BoneName.KNEE_L, -0.17, 0, 0) // -10° extending explosively\n .rotate(BoneName.KNEE_R, -0.17, 0, 0) // -10° extending\n .rotate(BoneName.FOOT_L, -0.17, 0, 0) // -10° pushing off\n .rotate(BoneName.FOOT_R, -0.17, 0, 0) // -10° pushing off\n .rotate(BoneName.SHOULDER_L, -0.52, 0, 0.17) // -30°, 0°, 10° (arms driving forward)\n .rotate(BoneName.SHOULDER_R, -0.52, 0, -0.17) // -30°, 0°, -10°\n .position(BoneName.PELVIS, 0, -0.08, 0.6) // Rising and moving forward rapidly\n .done<MartialArtsAnimationBuilder>()\n // Frames 9-10: Landing (467-600ms)\n .at(0.6)\n .rotate(BoneName.PELVIS, 0.1, 0, 0) // 5.7° settling\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0) // Neutral spine\n .rotate(BoneName.KNEE_L, -0.44, 0, 0) // -25° absorbing impact\n .rotate(BoneName.KNEE_R, -0.44, 0, 0) // -25° absorbing impact\n .rotate(BoneName.FOOT_L, 0, 0, 0) // Flat landing\n .rotate(BoneName.FOOT_R, 0, 0, 0) // Flat landing\n .rotate(BoneName.SHOULDER_L, -0.26, 0, -0.35) // Return to ready\n .rotate(BoneName.SHOULDER_R, -0.26, 0, 0.35)\n .position(BoneName.PELVIS, 0, -0.12, 1.0) // Forward position, stable height\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☳ JIN JUMPING ADVANCE (번개 도약)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Jin Jumping Advance Animation\n *\n * **Korean**: 번개 도약 (Byeonggae Doyak) - Lightning Leap\n * **Technique**: Leap forward with both feet leaving ground\n *\n * Characteristics:\n * - Both feet leave ground simultaneously\n * - Arms swing for momentum and balance\n * - Body rotates for striking position in air\n * - Land in stable striking stance\n *\n * Animation Phases:\n * - 0-200ms: Crouch and spring load (frames 1-4)\n * - 200-567ms: Airborne leap forward (frames 5-10)\n * - 567-900ms: Landing and stabilization (frames 11-15)\n *\n * @korean 번개도약\n * @frames 15 frames (16.67ms per frame at 60fps)\n * @duration 900ms\n * @category Movement Animation\n */\nexport const JIN_JUMPING_ADVANCE: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"jin_jumping_advance\",\n \"번개 도약\"\n )\n .asMovement(0.9, false)\n // Frames 1-4: Spring load (0-200ms)\n .at(0)\n .rotate(BoneName.PELVIS, 0.17, 0, 0) // 10° crouch\n .rotate(BoneName.SPINE_UPPER, -0.14, 0, 0) // -8° counter-balance\n .rotate(BoneName.KNEE_L, -1.22, 0, 0) // -70° deep crouch\n .rotate(BoneName.KNEE_R, -1.22, 0, 0) // -70° deep crouch\n .rotate(BoneName.FOOT_L, 0.35, 0, 0) // 20° on toes\n .rotate(BoneName.FOOT_R, 0.35, 0, 0) // 20° on toes\n .rotate(BoneName.SHOULDER_L, 0.52, 0, -0.26) // 30°, 0°, -15° (arms back)\n .rotate(BoneName.SHOULDER_R, 0.52, 0, 0.26) // 30°, 0°, 15°\n .position(BoneName.PELVIS, 0, -0.35, 0) // Very low crouch\n .done<MartialArtsAnimationBuilder>()\n // Frames 5-7: Takeoff (200-383ms)\n .at(0.292)\n .rotate(BoneName.PELVIS, -0.09, 0, 0) // -5° launching backward\n .rotate(BoneName.SPINE_UPPER, 0.26, 0, 0) // 15° driving up\n .rotate(BoneName.KNEE_L, 0, 0, 0) // 0° fully extended\n .rotate(BoneName.KNEE_R, 0, 0, 0) // 0° fully extended\n .rotate(BoneName.FOOT_L, -0.26, 0, 0) // -15° pushing off\n .rotate(BoneName.FOOT_R, -0.26, 0, 0) // -15° pushing off\n .rotate(BoneName.SHOULDER_L, -0.70, 0, 0.17) // -40°, 0°, 10° (arms swinging forward)\n .rotate(BoneName.SHOULDER_R, -0.70, 0, -0.17) // -40°, 0°, -10°\n .position(BoneName.PELVIS, 0, 0.05, 0.2) // Airborne - rising\n .done<MartialArtsAnimationBuilder>()\n // Frames 8-10: Peak of jump (383-567ms)\n .at(0.475)\n .rotate(BoneName.PELVIS, 0, -0.17, 0) // 0°, -10° rotating in air\n .rotate(BoneName.SPINE_UPPER, 0.17, -0.26, 0) // 10°, -15° twist for striking\n .rotate(BoneName.KNEE_L, -0.52, 0, 0) // -30° tucking legs\n .rotate(BoneName.KNEE_R, -0.52, 0, 0) // -30° tucking legs\n .rotate(BoneName.FOOT_L, 0.17, 0, 0) // 10° feet extended\n .rotate(BoneName.FOOT_R, 0.17, 0, 0) // 10° feet extended\n .rotate(BoneName.SHOULDER_L, -0.87, 0, 0.26) // -50°, 0°, 15° (full swing)\n .rotate(BoneName.SHOULDER_R, -0.87, 0, -0.26) // -50°, 0°, -15°\n .position(BoneName.PELVIS, 0, 0.15, 0.5) // Peak height, forward\n .done<MartialArtsAnimationBuilder>()\n // Frames 11-15: Landing (567-900ms)\n .at(0.9)\n .rotate(BoneName.PELVIS, 0.1, -0.26, 0) // 5.7°, -15° landed with rotation\n .rotate(BoneName.SPINE_UPPER, 0.09, -0.35, 0) // 5°, -20° striking position\n .rotate(BoneName.KNEE_L, -0.61, 0, 0) // -35° absorbing impact\n .rotate(BoneName.KNEE_R, -0.61, 0, 0) // -35° absorbing impact\n .rotate(BoneName.FOOT_L, 0, 0, 0) // Flat landing\n .rotate(BoneName.FOOT_R, 0, 0, 0) // Flat landing\n .rotate(BoneName.SHOULDER_L, -0.26, 0, -0.35) // -15°, 0°, -20° ready to strike\n .rotate(BoneName.SHOULDER_R, -0.26, 0, 0.35) // -15°, 0°, 20°\n .position(BoneName.PELVIS, 0, -0.18, 0.9) // Forward position, stable\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// EXPORT ANIMATION MAP\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Map of all Jin stance-specific animations for easy access\n * 진괘 자세별 애니메이션 맵\n */\nexport const JIN_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation> =\n new Map([\n // Idle & Movement\n [\"jin_idle_coiled\", JIN_IDLE_COILED],\n [\"jin_explosive_burst\", JIN_EXPLOSIVE_BURST],\n [\"jin_jumping_advance\", JIN_JUMPING_ADVANCE],\n \n // Thunder Explosive Strike Techniques (진괘 폭발 기술)\n [\"jin_thunder_flash_animation\", JIN_THUNDER_FLASH_ANIMATION],\n [\"jin_jumping_knee_strike\", JIN_JUMPING_KNEE_STRIKE],\n 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/**
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* ☳ Jin (Thunder) Combat Technique Animations
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* Specialized combat technique animations for Jin (진/Thunder) trigram.
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* Focuses on explosive strikes and jumping attacks with stunning power.
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*
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* **Korean Martial Arts Context:**
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* - **무술**: 태권도 폭발 타격 (Taekwondo Explosive Strikes)
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* - **특성**: 기절 효과 (Stunning Effect), 폭발적 타격 (Explosive Impact)
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* - **철학**: 천둥의 일격 (Thunder's Single Strike), 번개 속도 (Lightning Speed)
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* - **대표 기술**: 벽력일섬 (Thunder Flash), 도약 무릎격 (Jumping Knee Strike)
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*
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* @module systems/animation/catalogs/JinTechniqueAnimations
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* @category Animation
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* @korean 진괘기술애니메이션
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*/
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import type { SkeletalAnimation } from "../../../types/skeletal";
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/**
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* Jin Thunder Flash Attack Animation
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*
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* **Korean**: 벽력일섬 (Byeokryeok Ilseom) - Thunder Flash
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* **Technique**: Explosive upward punch with stunning force
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* **Target Points**: 턱 (Teok/Jaw), 관자놀이 (Gwanjanori/Temple), 명치 (Myeongchi/Solar Plexus)
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*
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* Characteristics:
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* - Deep coil phase with maximum body tension
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* - Explosive upward drive with full leg extension
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* - Fist drives upward with shoulder follow-through
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* - Stunning impact at apex of extension
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* - Rapid recovery to guarded position
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*
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* Animation Phases (20 frames total):
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* - 0-360ms: Coil phase (6 frames) - Deep crouch with body tension
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* - 360-960ms: Explosion phase (10 frames) - Upward drive with punch
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* - 960-1200ms: Recovery phase (4 frames) - Return to guard position
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*
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* **Performance**: Targets 60fps (16.67ms per frame)
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* **Damage Type**: Stunning blunt force with neurological shock
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*
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* @korean 벽력일섬
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* @frames 20 total (6 coil, 10 explosion, 4 recovery)
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* @duration 1200ms
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* @category Attack Animation
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*/
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export declare const JIN_THUNDER_FLASH_ANIMATION: SkeletalAnimation;
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/**
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* Jin Jumping Knee Strike Animation
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*
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* **Korean**: 번개 무릎격 (Byeonggae Mureupgyeok) - Lightning Knee Strike
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* **Technique**: Airborne knee attack with explosive momentum
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* **Target Points**: 명치 (Solar Plexus), 턱 (Jaw), 얼굴 (Face)
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*
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* Characteristics:
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* - Deep crouch for explosive launch
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* - Jump with lead knee driving upward
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* - Strike at apex with maximum momentum
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* - Land with balance maintained
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* - Arms pull opponent into strike (clinch)
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*
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* Animation Phases (26 frames total):
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* - 0-300ms: Crouch phase (5 frames) - Spring load
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* - 300-650ms: Jump phase (6 frames) - Explosive upward drive
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* - 650-1000ms: Strike phase (8 frames) - Knee impact at apex
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* - 1000-1433ms: Landing phase (7 frames) - Controlled descent
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*
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* **Performance**: Targets 60fps (16.67ms per frame)
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* **Damage Type**: Blunt force trauma with momentum
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*
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* @korean 번개무릎격
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* @frames 26 total (5 crouch, 6 jump, 8 strike, 7 land)
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* @duration 1433ms
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* @category Attack Animation
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*/
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export declare const JIN_JUMPING_KNEE_STRIKE: SkeletalAnimation;
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/**
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* Map of all Jin combat technique animations for easy access
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* 진괘 기술 애니메이션 맵
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*/
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export declare const JIN_TECHNIQUE_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation>;
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//# sourceMappingURL=JinTechniqueAnimations.d.ts.map
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{"version":3,"file":"JinTechniqueAnimations.d.ts","sourceRoot":"","sources":["../../../../src/systems/animation/catalogs/JinTechniqueAnimations.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;GAeG;AAGH,OAAO,KAAK,EAAE,iBAAiB,EAAE,MAAM,kBAAkB,CAAC;AAkB1D;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH,eAAO,MAAM,2BAA2B,EAAE,iBA6F9B,CAAC;AAMb;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AACH,eAAO,MAAM,uBAAuB,EAAE,iBAgH1B,CAAC;AAMb;;;GAGG;AACH,eAAO,MAAM,wBAAwB,EAAE,WAAW,CAAC,MAAM,EAAE,iBAAiB,CAIxE,CAAC"}
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import { BoneName } from "../../../types/skeletal.js";
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import { MartialArtsAnimationBuilder } from "../builders/MartialArtsAnimationBuilder.js";
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//#region src/systems/animation/catalogs/JinTechniqueAnimations.ts
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/**
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* ☳ Jin (Thunder) Combat Technique Animations
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*
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* Specialized combat technique animations for Jin (진/Thunder) trigram.
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* Focuses on explosive strikes and jumping attacks with stunning power.
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*
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* **Korean Martial Arts Context:**
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* - **무술**: 태권도 폭발 타격 (Taekwondo Explosive Strikes)
|
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12
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+
* - **특성**: 기절 효과 (Stunning Effect), 폭발적 타격 (Explosive Impact)
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13
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+
* - **철학**: 천둥의 일격 (Thunder's Single Strike), 번개 속도 (Lightning Speed)
|
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14
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+
* - **대표 기술**: 벽력일섬 (Thunder Flash), 도약 무릎격 (Jumping Knee Strike)
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*
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* @module systems/animation/catalogs/JinTechniqueAnimations
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* @category Animation
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* @korean 진괘기술애니메이션
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*/
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/**
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* Anatomical safety constants for Jin technique animations
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*/
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var ANATOMICAL_LIMITS = { MAX_FOOT_DORSIFLEXION: .44 };
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/**
|
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25
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* Jin Thunder Flash Attack Animation
|
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26
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+
*
|
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27
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* **Korean**: 벽력일섬 (Byeokryeok Ilseom) - Thunder Flash
|
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28
|
+
* **Technique**: Explosive upward punch with stunning force
|
|
29
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+
* **Target Points**: 턱 (Teok/Jaw), 관자놀이 (Gwanjanori/Temple), 명치 (Myeongchi/Solar Plexus)
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30
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*
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* Characteristics:
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* - Deep coil phase with maximum body tension
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* - Explosive upward drive with full leg extension
|
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34
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+
* - Fist drives upward with shoulder follow-through
|
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35
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+
* - Stunning impact at apex of extension
|
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36
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+
* - Rapid recovery to guarded position
|
|
37
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+
*
|
|
38
|
+
* Animation Phases (20 frames total):
|
|
39
|
+
* - 0-360ms: Coil phase (6 frames) - Deep crouch with body tension
|
|
40
|
+
* - 360-960ms: Explosion phase (10 frames) - Upward drive with punch
|
|
41
|
+
* - 960-1200ms: Recovery phase (4 frames) - Return to guard position
|
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42
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+
*
|
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43
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+
* **Performance**: Targets 60fps (16.67ms per frame)
|
|
44
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+
* **Damage Type**: Stunning blunt force with neurological shock
|
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45
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+
*
|
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46
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+
* @korean 벽력일섬
|
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47
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+
* @frames 20 total (6 coil, 10 explosion, 4 recovery)
|
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48
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+
* @duration 1200ms
|
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* @category Attack Animation
|
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*/
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var JIN_THUNDER_FLASH_ANIMATION = MartialArtsAnimationBuilder.create("jin_thunder_flash", "벽력일섬").asAttack(1.2).at(0).rotate(BoneName.PELVIS, .14, 0, 0).rotate(BoneName.SPINE_UPPER, -.17, -.09, 0).rotate(BoneName.HIP_L, .52, 0, 0).rotate(BoneName.HIP_R, .52, 0, 0).rotate(BoneName.KNEE_L, -1.22, 0, 0).rotate(BoneName.KNEE_R, -1.22, 0, 0).rotate(BoneName.FOOT_L, .26, 0, 0).rotate(BoneName.FOOT_R, .26, 0, 0).rotate(BoneName.SHOULDER_R, -.35, 0, .44).rotate(BoneName.ELBOW_R, 0, 0, -1.92).rotate(BoneName.WRIST_R, .52, 0, 0).rotate(BoneName.SHOULDER_L, -.26, 0, -.35).rotate(BoneName.ELBOW_L, 0, 0, -1.57).position(BoneName.PELVIS, 0, -.25, 0).done().at(.36).rotate(BoneName.PELVIS, .26, 0, 0).rotate(BoneName.SPINE_UPPER, -.26, -.14, 0).rotate(BoneName.KNEE_L, -1.05, 0, 0).rotate(BoneName.KNEE_R, -1.05, 0, 0).rotate(BoneName.FOOT_L, ANATOMICAL_LIMITS.MAX_FOOT_DORSIFLEXION, 0, 0).rotate(BoneName.FOOT_R, ANATOMICAL_LIMITS.MAX_FOOT_DORSIFLEXION, 0, 0).rotate(BoneName.SHOULDER_R, -.44, 0, .52).rotate(BoneName.ELBOW_R, 0, 0, -1.92).rotate(BoneName.WRIST_R, .61, 0, 0).position(BoneName.PELVIS, 0, -.35, 0).done().at(.6).rotate(BoneName.PELVIS, .09, 0, 0).rotate(BoneName.SPINE_UPPER, .17, .17, 0).rotate(BoneName.KNEE_L, -.17, 0, 0).rotate(BoneName.KNEE_R, -.17, 0, 0).rotate(BoneName.FOOT_L, -.17, 0, 0).rotate(BoneName.FOOT_R, -.17, 0, 0).rotate(BoneName.SHOULDER_R, .7, 0, 0).rotate(BoneName.ELBOW_R, 0, 0, -.35).rotate(BoneName.WRIST_R, .17, 0, 0).position(BoneName.PELVIS, 0, -.1, 0).done().at(.96).rotate(BoneName.PELVIS, .17, 0, 0).rotate(BoneName.SPINE_UPPER, .26, .26, 0).rotate(BoneName.KNEE_L, 0, 0, 0).rotate(BoneName.KNEE_R, 0, 0, 0).rotate(BoneName.FOOT_L, -.09, 0, 0).rotate(BoneName.FOOT_R, -.09, 0, 0).rotate(BoneName.SHOULDER_R, 1.22, 0, -.09).rotate(BoneName.ELBOW_R, 0, 0, 0).rotate(BoneName.WRIST_R, .17, 0, 0).position(BoneName.PELVIS, 0, .05, 0).done().at(1.2).rotate(BoneName.PELVIS, .1, 0, 0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.KNEE_L, -.44, 0, 0).rotate(BoneName.KNEE_R, -.44, 0, 0).rotate(BoneName.FOOT_L, 0, 0, 0).rotate(BoneName.FOOT_R, 0, 0, 0).rotate(BoneName.SHOULDER_R, -.26, 0, .35).rotate(BoneName.ELBOW_R, 0, 0, 1.57).rotate(BoneName.WRIST_R, 0, 0, 0).rotate(BoneName.SHOULDER_L, -.26, 0, -.35).rotate(BoneName.ELBOW_L, 0, 0, -1.57).position(BoneName.PELVIS, 0, -.12, 0).done().build();
|
|
52
|
+
/**
|
|
53
|
+
* Jin Jumping Knee Strike Animation
|
|
54
|
+
*
|
|
55
|
+
* **Korean**: 번개 무릎격 (Byeonggae Mureupgyeok) - Lightning Knee Strike
|
|
56
|
+
* **Technique**: Airborne knee attack with explosive momentum
|
|
57
|
+
* **Target Points**: 명치 (Solar Plexus), 턱 (Jaw), 얼굴 (Face)
|
|
58
|
+
*
|
|
59
|
+
* Characteristics:
|
|
60
|
+
* - Deep crouch for explosive launch
|
|
61
|
+
* - Jump with lead knee driving upward
|
|
62
|
+
* - Strike at apex with maximum momentum
|
|
63
|
+
* - Land with balance maintained
|
|
64
|
+
* - Arms pull opponent into strike (clinch)
|
|
65
|
+
*
|
|
66
|
+
* Animation Phases (26 frames total):
|
|
67
|
+
* - 0-300ms: Crouch phase (5 frames) - Spring load
|
|
68
|
+
* - 300-650ms: Jump phase (6 frames) - Explosive upward drive
|
|
69
|
+
* - 650-1000ms: Strike phase (8 frames) - Knee impact at apex
|
|
70
|
+
* - 1000-1433ms: Landing phase (7 frames) - Controlled descent
|
|
71
|
+
*
|
|
72
|
+
* **Performance**: Targets 60fps (16.67ms per frame)
|
|
73
|
+
* **Damage Type**: Blunt force trauma with momentum
|
|
74
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+
*
|
|
75
|
+
* @korean 번개무릎격
|
|
76
|
+
* @frames 26 total (5 crouch, 6 jump, 8 strike, 7 land)
|
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* @duration 1433ms
|
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* @category Attack Animation
|
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*/
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|
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|
+
var JIN_JUMPING_KNEE_STRIKE = MartialArtsAnimationBuilder.create("jin_jumping_knee_strike", "번개 무릎격").asAttack(1.433).at(0).rotate(BoneName.PELVIS, .17, 0, 0).rotate(BoneName.SPINE_UPPER, -.12, 0, 0).rotate(BoneName.KNEE_L, -1.05, 0, 0).rotate(BoneName.KNEE_R, -.87, 0, 0).rotate(BoneName.FOOT_L, .31, 0, 0).rotate(BoneName.FOOT_R, .26, 0, 0).rotate(BoneName.SHOULDER_L, .26, 0, -.17).rotate(BoneName.SHOULDER_R, .26, 0, .17).rotate(BoneName.ELBOW_L, 0, 0, -1.05).rotate(BoneName.ELBOW_R, 0, 0, 1.05).position(BoneName.PELVIS, 0, -.3, 0).done().at(.3).rotate(BoneName.PELVIS, .22, 0, 0).rotate(BoneName.SPINE_UPPER, -.17, 0, 0).rotate(BoneName.KNEE_L, -1.22, 0, 0).rotate(BoneName.KNEE_R, -1.05, 0, 0).rotate(BoneName.FOOT_L, ANATOMICAL_LIMITS.MAX_FOOT_DORSIFLEXION, 0, 0).rotate(BoneName.FOOT_R, .35, 0, 0).position(BoneName.PELVIS, 0, -.38, 0).done().at(.475).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.SPINE_UPPER, .17, 0, 0).rotate(BoneName.KNEE_L, 0, 0, 0).rotate(BoneName.KNEE_R, -1.57, 0, 0).rotate(BoneName.HIP_R, 1.22, 0, 0).rotate(BoneName.FOOT_L, -.17, 0, 0).rotate(BoneName.FOOT_R, .44, 0, 0).rotate(BoneName.SHOULDER_L, -.35, 0, -.26).rotate(BoneName.SHOULDER_R, -.35, 0, .26).position(BoneName.PELVIS, 0, .08, .15).done().at(.65).rotate(BoneName.PELVIS, -.09, 0, 0).rotate(BoneName.SPINE_UPPER, .26, 0, 0).rotate(BoneName.KNEE_L, -.26, 0, 0).rotate(BoneName.KNEE_R, -1.75, 0, 0).rotate(BoneName.HIP_R, 1.57, 0, 0).rotate(BoneName.FOOT_R, .52, 0, 0).position(BoneName.PELVIS, 0, .18, .3).done().at(.825).rotate(BoneName.PELVIS, .09, 0, 0).rotate(BoneName.SPINE_UPPER, .35, 0, 0).rotate(BoneName.KNEE_L, -.44, 0, 0).rotate(BoneName.KNEE_R, -1.22, 0, 0).rotate(BoneName.HIP_R, 1.75, 0, 0).rotate(BoneName.FOOT_R, .35, 0, 0).rotate(BoneName.SHOULDER_L, -.52, 0, -.35).rotate(BoneName.SHOULDER_R, -.52, 0, .35).rotate(BoneName.ELBOW_L, 0, 0, -1.57).rotate(BoneName.ELBOW_R, 0, 0, 1.57).position(BoneName.PELVIS, 0, .25, .4).done().at(1).rotate(BoneName.PELVIS, .09, 0, 0).rotate(BoneName.SPINE_UPPER, .26, 0, 0).rotate(BoneName.KNEE_R, -.87, 0, 0).rotate(BoneName.HIP_R, 1.22, 0, 0).position(BoneName.PELVIS, 0, .18, .45).done().at(1.433).rotate(BoneName.PELVIS, .1, 0, 0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.KNEE_L, -.52, 0, 0).rotate(BoneName.KNEE_R, -.44, 0, 0).rotate(BoneName.HIP_R, 0, 0, 0).rotate(BoneName.FOOT_L, 0, 0, 0).rotate(BoneName.FOOT_R, 0, 0, 0).rotate(BoneName.SHOULDER_L, -.26, 0, -.35).rotate(BoneName.SHOULDER_R, -.26, 0, .35).rotate(BoneName.ELBOW_L, 0, 0, -1.57).rotate(BoneName.ELBOW_R, 0, 0, 1.57).position(BoneName.PELVIS, 0, -.15, .5).done().build();
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+
/**
|
|
82
|
+
* Map of all Jin combat technique animations for easy access
|
|
83
|
+
* 진괘 기술 애니메이션 맵
|
|
84
|
+
*/
|
|
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|
+
var JIN_TECHNIQUE_ANIMATIONS = new Map([["jin_thunder_flash", JIN_THUNDER_FLASH_ANIMATION], ["jin_jumping_knee_strike", JIN_JUMPING_KNEE_STRIKE]]);
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+
//#endregion
|
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|
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export { JIN_JUMPING_KNEE_STRIKE, JIN_TECHNIQUE_ANIMATIONS, JIN_THUNDER_FLASH_ANIMATION };
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|
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//# sourceMappingURL=JinTechniqueAnimations.js.map
|
|
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|
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|
+
{"version":3,"file":"JinTechniqueAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/JinTechniqueAnimations.ts"],"sourcesContent":["/**\n * ☳ Jin (Thunder) Combat Technique Animations\n *\n * Specialized combat technique animations for Jin (진/Thunder) trigram.\n * Focuses on explosive strikes and jumping attacks with stunning power.\n *\n * **Korean Martial Arts Context:**\n * - **무술**: 태권도 폭발 타격 (Taekwondo Explosive Strikes)\n * - **특성**: 기절 효과 (Stunning Effect), 폭발적 타격 (Explosive Impact)\n * - **철학**: 천둥의 일격 (Thunder's Single Strike), 번개 속도 (Lightning Speed)\n * - **대표 기술**: 벽력일섬 (Thunder Flash), 도약 무릎격 (Jumping Knee Strike)\n *\n * @module systems/animation/catalogs/JinTechniqueAnimations\n * @category Animation\n * @korean 진괘기술애니메이션\n */\n\nimport { BoneName } from \"@/types/skeletal\";\nimport type { SkeletalAnimation } from \"@/types/skeletal\";\nimport { MartialArtsAnimationBuilder } from \"../builders/MartialArtsAnimationBuilder\";\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ANATOMICAL SAFETY CONSTANTS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Anatomical safety constants for Jin technique animations\n */\nconst ANATOMICAL_LIMITS = {\n MAX_FOOT_DORSIFLEXION: 0.44, // 25° in radians (was ANKLE_DORSIFLEXION)\n} as const;\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☳ JIN THUNDER FLASH ANIMATION (벽력일섬)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Jin Thunder Flash Attack Animation\n *\n * **Korean**: 벽력일섬 (Byeokryeok Ilseom) - Thunder Flash\n * **Technique**: Explosive upward punch with stunning force\n * **Target Points**: 턱 (Teok/Jaw), 관자놀이 (Gwanjanori/Temple), 명치 (Myeongchi/Solar Plexus)\n *\n * Characteristics:\n * - Deep coil phase with maximum body tension\n * - Explosive upward drive with full leg extension\n * - Fist drives upward with shoulder follow-through\n * - Stunning impact at apex of extension\n * - Rapid recovery to guarded position\n *\n * Animation Phases (20 frames total):\n * - 0-360ms: Coil phase (6 frames) - Deep crouch with body tension\n * - 360-960ms: Explosion phase (10 frames) - Upward drive with punch\n * - 960-1200ms: Recovery phase (4 frames) - Return to guard position\n *\n * **Performance**: Targets 60fps (16.67ms per frame)\n * **Damage Type**: Stunning blunt force with neurological shock\n *\n * @korean 벽력일섬\n * @frames 20 total (6 coil, 10 explosion, 4 recovery)\n * @duration 1200ms\n * @category Attack Animation\n */\nexport const JIN_THUNDER_FLASH_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"jin_thunder_flash\",\n \"벽력일섬\"\n )\n .asAttack(1.2)\n // ─────────────────────────────────────────────────────────────────────────\n // COIL PHASE (0-360ms, frames 1-6): Building maximum tension\n // ─────────────────────────────────────────────────────────────────────────\n \n // Frame 1: Initial coil begins (0ms)\n .at(0)\n .rotate(BoneName.PELVIS, 0.14, 0, 0) // 8° forward tilt\n .rotate(BoneName.SPINE_UPPER, -0.17, -0.09, 0) // -10°, -5° slight twist\n .rotate(BoneName.HIP_L, 0.52, 0, 0) // 30° hip flexion\n .rotate(BoneName.HIP_R, 0.52, 0, 0) // 30° hip flexion\n .rotate(BoneName.KNEE_L, -1.22, 0, 0) // -70° deep bend\n .rotate(BoneName.KNEE_R, -1.22, 0, 0) // -70° deep bend\n .rotate(BoneName.FOOT_L, 0.26, 0, 0) // 15° on toes\n .rotate(BoneName.FOOT_R, 0.26, 0, 0) // 15° on toes\n .rotate(BoneName.SHOULDER_R, -0.35, 0, 0.44) // -20°, 0°, 25° (right fist cocking)\n .rotate(BoneName.ELBOW_R, 0, 0, -1.92) // -110° bent back\n .rotate(BoneName.WRIST_R, 0.52, 0, 0) // 30° fist alignment\n .rotate(BoneName.SHOULDER_L, -0.26, 0, -0.35) // -15°, 0°, -20° (left guard)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.57) // -90° guard position\n .position(BoneName.PELVIS, 0, -0.25, 0) // Low position\n .done<MartialArtsAnimationBuilder>()\n \n // Frame 6: Maximum coil (360ms)\n .at(0.36)\n .rotate(BoneName.PELVIS, 0.26, 0, 0) // 15° maximum forward tilt\n .rotate(BoneName.SPINE_UPPER, -0.26, -0.14, 0) // -15°, -8° maximum twist\n .rotate(BoneName.KNEE_L, -1.05, 0, 0) // -60° deepest crouch\n .rotate(BoneName.KNEE_R, -1.05, 0, 0) // -60° deepest crouch\n .rotate(BoneName.FOOT_L, ANATOMICAL_LIMITS.MAX_FOOT_DORSIFLEXION, 0, 0) // 25° maximum\n .rotate(BoneName.FOOT_R, ANATOMICAL_LIMITS.MAX_FOOT_DORSIFLEXION, 0, 0) // 25° maximum\n .rotate(BoneName.SHOULDER_R, -0.44, 0, 0.52) // -25°, 0°, 30° (maximum cock)\n .rotate(BoneName.ELBOW_R, 0, 0, -1.92) // -110° fully cocked\n .rotate(BoneName.WRIST_R, 0.61, 0, 0) // 35° maximum tension\n .position(BoneName.PELVIS, 0, -0.35, 0) // Very low - maximum spring load\n .done<MartialArtsAnimationBuilder>()\n \n // ─────────────────────────────────────────────────────────────────────────\n // EXPLOSION PHASE (360-960ms, frames 7-16): Upward explosive punch\n // ─────────────────────────────────────────────────────────────────────────\n \n // Frame 10: Mid-explosion (600ms)\n .at(0.6)\n .rotate(BoneName.PELVIS, 0.09, 0, 0) // 5° rising\n .rotate(BoneName.SPINE_UPPER, 0.17, 0.17, 0) // 10°, 10° rotating forward\n .rotate(BoneName.KNEE_L, -0.17, 0, 0) // -10° legs extending explosively\n .rotate(BoneName.KNEE_R, -0.17, 0, 0) // -10° legs extending\n .rotate(BoneName.FOOT_L, -0.17, 0, 0) // -10° pushing off ground\n .rotate(BoneName.FOOT_R, -0.17, 0, 0) // -10° pushing off\n .rotate(BoneName.SHOULDER_R, 0.70, 0, 0) // 40° fist driving upward\n .rotate(BoneName.ELBOW_R, 0, 0, -0.35) // -20° extending\n .rotate(BoneName.WRIST_R, 0.17, 0, 0) // 10° follow-through\n .position(BoneName.PELVIS, 0, -0.1, 0) // Rising rapidly\n .done<MartialArtsAnimationBuilder>()\n \n // Frame 16: Maximum extension at apex (960ms)\n .at(0.96)\n .rotate(BoneName.PELVIS, 0.17, 0, 0) // 10° full extension\n .rotate(BoneName.SPINE_UPPER, 0.26, 0.26, 0) // 15°, 15° maximum reach\n .rotate(BoneName.KNEE_L, 0, 0, 0) // 0° fully extended\n .rotate(BoneName.KNEE_R, 0, 0, 0) // 0° fully extended\n .rotate(BoneName.FOOT_L, -0.09, 0, 0) // -5° slight plantarflexion\n .rotate(BoneName.FOOT_R, -0.09, 0, 0) // -5° slight plantarflexion\n .rotate(BoneName.SHOULDER_R, 1.22, 0, -0.09) // 70°, 0°, -5° punch at apex\n .rotate(BoneName.ELBOW_R, 0, 0, 0) // 0° arm fully extended\n .rotate(BoneName.WRIST_R, 0.17, 0, 0) // 10° impact alignment\n .position(BoneName.PELVIS, 0, 0.05, 0) // Full height\n .done<MartialArtsAnimationBuilder>()\n \n // ─────────────────────────────────────────────────────────────────────────\n // RECOVERY PHASE (960-1200ms, frames 17-20): Return to guard\n // ─────────────────────────────────────────────────────────────────────────\n \n // Frame 20: Return to ready position (1200ms)\n .at(1.2)\n .rotate(BoneName.PELVIS, 0.1, 0, 0) // 5.7° neutral stance\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0) // 0° neutral spine\n .rotate(BoneName.KNEE_L, -0.44, 0, 0) // -25° slight bend\n .rotate(BoneName.KNEE_R, -0.44, 0, 0) // -25° slight bend\n .rotate(BoneName.FOOT_L, 0, 0, 0) // 0° flat stance\n .rotate(BoneName.FOOT_R, 0, 0, 0) // 0° flat stance\n .rotate(BoneName.SHOULDER_R, -0.26, 0, 0.35) // -15°, 0°, 20° (fist returns to chamber)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.57) // 90° chambered guard\n .rotate(BoneName.WRIST_R, 0, 0, 0) // 0° neutral\n .rotate(BoneName.SHOULDER_L, -0.26, 0, -0.35) // -15°, 0°, -20° guard maintained\n .rotate(BoneName.ELBOW_L, 0, 0, -1.57) // -90° guard\n .position(BoneName.PELVIS, 0, -0.12, 0) // Stable guard height\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☳ JIN JUMPING KNEE STRIKE (도약 무릎격)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Jin Jumping Knee Strike Animation\n *\n * **Korean**: 번개 무릎격 (Byeonggae Mureupgyeok) - Lightning Knee Strike\n * **Technique**: Airborne knee attack with explosive momentum\n * **Target Points**: 명치 (Solar Plexus), 턱 (Jaw), 얼굴 (Face)\n *\n * Characteristics:\n * - Deep crouch for explosive launch\n * - Jump with lead knee driving upward\n * - Strike at apex with maximum momentum\n * - Land with balance maintained\n * - Arms pull opponent into strike (clinch)\n *\n * Animation Phases (26 frames total):\n * - 0-300ms: Crouch phase (5 frames) - Spring load\n * - 300-650ms: Jump phase (6 frames) - Explosive upward drive\n * - 650-1000ms: Strike phase (8 frames) - Knee impact at apex\n * - 1000-1433ms: Landing phase (7 frames) - Controlled descent\n *\n * **Performance**: Targets 60fps (16.67ms per frame)\n * **Damage Type**: Blunt force trauma with momentum\n *\n * @korean 번개무릎격\n * @frames 26 total (5 crouch, 6 jump, 8 strike, 7 land)\n * @duration 1433ms\n * @category Attack Animation\n */\nexport const JIN_JUMPING_KNEE_STRIKE: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"jin_jumping_knee_strike\",\n \"번개 무릎격\"\n )\n .asAttack(1.433)\n // ─────────────────────────────────────────────────────────────────────────\n // CROUCH PHASE (0-300ms, frames 1-5): Spring loading\n // ─────────────────────────────────────────────────────────────────────────\n \n // Frame 1: Initial crouch (0ms)\n .at(0)\n .rotate(BoneName.PELVIS, 0.17, 0, 0) // 10° forward tilt\n .rotate(BoneName.SPINE_UPPER, -0.12, 0, 0) // -7° counter-balance\n .rotate(BoneName.KNEE_L, -1.05, 0, 0) // -60° deep crouch (launch leg)\n .rotate(BoneName.KNEE_R, -0.87, 0, 0) // -50° crouch (strike leg)\n .rotate(BoneName.FOOT_L, 0.31, 0, 0) // 18° on toes\n .rotate(BoneName.FOOT_R, 0.26, 0, 0) // 15° on toes\n .rotate(BoneName.SHOULDER_L, 0.26, 0, -0.17) // 15°, 0°, -10° (arms preparing to grab)\n .rotate(BoneName.SHOULDER_R, 0.26, 0, 0.17) // 15°, 0°, 10°\n .rotate(BoneName.ELBOW_L, 0, 0, -1.05) // -60° bent for clinch\n .rotate(BoneName.ELBOW_R, 0, 0, 1.05) // 60° bent for clinch\n .position(BoneName.PELVIS, 0, -0.3, 0) // Very low crouch\n .done<MartialArtsAnimationBuilder>()\n \n // Frame 5: Maximum crouch (300ms)\n .at(0.3)\n .rotate(BoneName.PELVIS, 0.22, 0, 0) // 12.5° deeper\n .rotate(BoneName.SPINE_UPPER, -0.17, 0, 0) // -10° more lean\n .rotate(BoneName.KNEE_L, -1.22, 0, 0) // -70° deepest crouch\n .rotate(BoneName.KNEE_R, -1.05, 0, 0) // -60° strike leg loaded\n .rotate(BoneName.FOOT_L, ANATOMICAL_LIMITS.MAX_FOOT_DORSIFLEXION, 0, 0) // 25° maximum\n .rotate(BoneName.FOOT_R, 0.35, 0, 0) // 20° loaded\n .position(BoneName.PELVIS, 0, -0.38, 0) // Maximum compression\n .done<MartialArtsAnimationBuilder>()\n \n // ─────────────────────────────────────────────────────────────────────────\n // JUMP PHASE (300-650ms, frames 6-11): Explosive launch\n // ─────────────────────────────────────────────────────────────────────────\n \n // Frame 8: Mid-jump, knee rising (475ms)\n .at(0.475)\n .rotate(BoneName.PELVIS, 0, 0, 0) // 0° neutral in air\n .rotate(BoneName.SPINE_UPPER, 0.17, 0, 0) // 10° leaning forward\n .rotate(BoneName.KNEE_L, 0, 0, 0) // 0° launch leg fully extended\n .rotate(BoneName.KNEE_R, -1.57, 0, 0) // -90° strike knee rising sharply\n .rotate(BoneName.HIP_R, 1.22, 0, 0) // 70° hip flexion for high knee\n .rotate(BoneName.FOOT_L, -0.17, 0, 0) // -10° push-off\n .rotate(BoneName.FOOT_R, 0.44, 0, 0) // 25° foot tucked\n .rotate(BoneName.SHOULDER_L, -0.35, 0, -0.26) // -20°, 0°, -15° (pulling clinch)\n .rotate(BoneName.SHOULDER_R, -0.35, 0, 0.26) // -20°, 0°, 15°\n .position(BoneName.PELVIS, 0, 0.08, 0.15) // Rising and forward\n .done<MartialArtsAnimationBuilder>()\n \n // Frame 11: Takeoff complete (650ms)\n .at(0.65)\n .rotate(BoneName.PELVIS, -0.09, 0, 0) // -5° slight backward\n .rotate(BoneName.SPINE_UPPER, 0.26, 0, 0) // 15° driving forward\n .rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15° tucking\n .rotate(BoneName.KNEE_R, -1.75, 0, 0) // -100° knee fully chambered\n .rotate(BoneName.HIP_R, 1.57, 0, 0) // 90° maximum hip flexion\n .rotate(BoneName.FOOT_R, 0.52, 0, 0) // 30° foot pulled back\n .position(BoneName.PELVIS, 0, 0.18, 0.3) // Peak height approaching\n .done<MartialArtsAnimationBuilder>()\n \n // ─────────────────────────────────────────────────────────────────────────\n // STRIKE PHASE (650-1000ms, frames 12-19): Knee impact at apex\n // ─────────────────────────────────────────────────────────────────────────\n \n // Frame 15: Knee strike impact (825ms)\n .at(0.825)\n .rotate(BoneName.PELVIS, 0.09, 0, 0) // 5° forward for impact\n .rotate(BoneName.SPINE_UPPER, 0.35, 0, 0) // 20° maximum forward drive\n .rotate(BoneName.KNEE_L, -0.44, 0, 0) // -25° balanced in air\n .rotate(BoneName.KNEE_R, -1.22, 0, 0) // -70° IMPACT (knee extended at target)\n .rotate(BoneName.HIP_R, 1.75, 0, 0) // 100° maximum drive upward\n .rotate(BoneName.FOOT_R, 0.35, 0, 0) // 20° shin aligned for impact\n .rotate(BoneName.SHOULDER_L, -0.52, 0, -0.35) // -30°, 0°, -20° (pulling hard)\n .rotate(BoneName.SHOULDER_R, -0.52, 0, 0.35) // -30°, 0°, 20°\n .rotate(BoneName.ELBOW_L, 0, 0, -1.57) // -90° maximum pull\n .rotate(BoneName.ELBOW_R, 0, 0, 1.57) // 90° maximum pull\n .position(BoneName.PELVIS, 0, 0.25, 0.4) // Peak height at strike\n .done<MartialArtsAnimationBuilder>()\n \n // Frame 19: Post-impact (1000ms)\n .at(1.0)\n .rotate(BoneName.PELVIS, 0.09, 0, 0) // 5° descending\n .rotate(BoneName.SPINE_UPPER, 0.26, 0, 0) // 15° recovering\n .rotate(BoneName.KNEE_R, -0.87, 0, 0) // -50° knee retracting\n .rotate(BoneName.HIP_R, 1.22, 0, 0) // 70° hip lowering\n .position(BoneName.PELVIS, 0, 0.18, 0.45) // Descending\n .done<MartialArtsAnimationBuilder>()\n \n // ─────────────────────────────────────────────────────────────────────────\n // LANDING PHASE (1000-1433ms, frames 20-26): Controlled descent\n // ─────────────────────────────────────────────────────────────────────────\n \n // Frame 26: Stable landing (1433ms)\n .at(1.433)\n .rotate(BoneName.PELVIS, 0.1, 0, 0) // 5.7° stable stance\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0) // 0° neutral\n .rotate(BoneName.KNEE_L, -0.52, 0, 0) // -30° absorbing impact\n .rotate(BoneName.KNEE_R, -0.44, 0, 0) // -25° strike leg down\n .rotate(BoneName.HIP_R, 0, 0, 0) // 0° neutral hip\n .rotate(BoneName.FOOT_L, 0, 0, 0) // 0° flat landing\n .rotate(BoneName.FOOT_R, 0, 0, 0) // 0° flat landing\n .rotate(BoneName.SHOULDER_L, -0.26, 0, -0.35) // -15°, 0°, -20° guard\n .rotate(BoneName.SHOULDER_R, -0.26, 0, 0.35) // -15°, 0°, 20° guard\n .rotate(BoneName.ELBOW_L, 0, 0, -1.57) // -90° guard position\n .rotate(BoneName.ELBOW_R, 0, 0, 1.57) // 90° guard position\n .position(BoneName.PELVIS, 0, -0.15, 0.5) // Stable landing position\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// EXPORT ANIMATION MAP\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Map of all Jin combat technique animations for easy access\n * 진괘 기술 애니메이션 맵\n */\nexport const JIN_TECHNIQUE_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation> =\n new Map([\n [\"jin_thunder_flash\", JIN_THUNDER_FLASH_ANIMATION],\n [\"jin_jumping_knee_strike\", JIN_JUMPING_KNEE_STRIKE],\n 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