blacktrigram 0.7.2

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Files changed (1853) hide show
  1. package/LICENSE +201 -0
  2. package/README.md +866 -0
  3. package/SECURITY.md +124 -0
  4. package/lib/App.d.ts +4 -0
  5. package/lib/App.d.ts.map +1 -0
  6. package/lib/App2.js +386 -0
  7. package/lib/App2.js.map +1 -0
  8. package/lib/_virtual/_rolldown/runtime.js +13 -0
  9. package/lib/assets/index.css +1146 -0
  10. package/lib/audio/AudioAssetLoader.d.ts +101 -0
  11. package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
  12. package/lib/audio/AudioAssetLoader.js +245 -0
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  14. package/lib/audio/AudioAssetRegistry.d.ts +126 -0
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  16. package/lib/audio/AudioAssetRegistry.js +970 -0
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  18. package/lib/audio/AudioCache.d.ts +135 -0
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  20. package/lib/audio/AudioCache.js +211 -0
  21. package/lib/audio/AudioCache.js.map +1 -0
  22. package/lib/audio/AudioManager.d.ts +162 -0
  23. package/lib/audio/AudioManager.d.ts.map +1 -0
  24. package/lib/audio/AudioManager.js +508 -0
  25. package/lib/audio/AudioManager.js.map +1 -0
  26. package/lib/audio/AudioMonitor.d.ts +122 -0
  27. package/lib/audio/AudioMonitor.d.ts.map +1 -0
  28. package/lib/audio/AudioMonitor.js +215 -0
  29. package/lib/audio/AudioMonitor.js.map +1 -0
  30. package/lib/audio/AudioPool.d.ts +108 -0
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  38. package/lib/audio/AudioUtils.d.ts +77 -0
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  42. package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
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  46. package/lib/audio/VariantSelector.d.ts +69 -0
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  50. package/lib/audio/index.d.ts +13 -0
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  58. package/lib/components/effects/WindParticles3D.d.ts +83 -0
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  60. package/lib/components/effects/index.d.ts +6 -0
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  64. package/lib/components/index.js +74 -0
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  66. package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
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  98. package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
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  104. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
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  108. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
  109. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
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  112. package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
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  116. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
  117. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
  118. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
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  122. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
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  126. package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
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  128. package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
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  130. package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
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  132. package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
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  134. package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
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  138. package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
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  140. package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
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  142. package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
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  146. package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
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  150. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
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@@ -0,0 +1,929 @@
1
+ import { MartialArtsAnimationBuilder, TECHNIQUE_TIMING } from "../builders/MartialArtsAnimationBuilder.js";
2
+ //#region src/systems/animation/catalogs/KickAnimations.ts
3
+ /**
4
+ * Front Kick - 앞차기 (Ap Chagi)
5
+ *
6
+ * Fundamental Taekwondo front kick - the first kick taught to every student.
7
+ * Ball of foot (앞꿈치 - Apkkumchi) strikes forward in explosive snapping motion.
8
+ *
9
+ * **Korean Martial Arts Biomechanics** (한국 무술 생체역학):
10
+ *
11
+ * **Stance & Weight Distribution** (자세와 체중 분배):
12
+ * - Start: 겨루기 자세 (Fighting stance), 60/40 weight
13
+ * - Chamber: 100% weight on supporting leg - instant balance shift
14
+ * - Extension: 100% weight on supporting leg throughout
15
+ * - Recovery: Return to 60/40 distribution
16
+ *
17
+ * **Chamber Phase - 준비 (Junbi)** [120ms]:
18
+ * - Kicking leg: Knee lifts to TORSO HEIGHT (명치 높이 - Myeongchi nopi)
19
+ * - Hip flexion: ~90° (1.57 rad) - thigh parallel to ground
20
+ * - Knee: Bent ~45° (0.79 rad) - shin vertical, foot pulled back
21
+ * - Ankle: DORSIFLEXED (발목 굽히기) - toes pulled toward shin
22
+ * - Foot position: Ball of foot ready (앞꿈치 준비)
23
+ * - Supporting leg: Nearly straight 170° (0.18 rad) for stability
24
+ * - Hips: Square facing target (정면 - Jeongmyeon)
25
+ * - Arms: 중단막기 (Middle guard) protects face - hands at chin
26
+ * - Breathing: Quick inhale through nose (코로 들이마시기)
27
+ * - Eyes: Lock on target - 명치 (solar plexus) or 얼굴 (face)
28
+ * - Weight: 100% on supporting leg - perfect balance critical
29
+ *
30
+ * **Extension Phase - 차기 (Chagi)** [180ms]:
31
+ * - Knee: SNAPS FORWARD - extends from 45° → 170° (0.18 rad)
32
+ * - Hip: Thrusts FORWARD ~10-15° to add power and reach
33
+ * - Striking surface: 앞꿈치 (ball of foot) - toes pulled back
34
+ * - Leg trajectory: STRAIGHT LINE forward from chamber
35
+ * - Ankle: Maintains dorsiflexion - rigid striking platform
36
+ * - Supporting leg: Stays straight, heel may lift slightly
37
+ * - Hips: Remain square - NO rotation (unlike roundhouse)
38
+ * - Arms: MAINTAIN guard - don't windmill!
39
+ * - Body lean: Slight backward lean ~5-10° to counterbalance
40
+ * - Breathing: Begin exhale (기합 준비 - Kihap junbi)
41
+ *
42
+ * **Peak Impact - 정점 (Jeongjeom)** [80ms]:
43
+ * - Maximum extension: Leg nearly straight 170° (0.18 rad)
44
+ * - Impact: 앞꿈치 (ball of foot) strikes target
45
+ * - Targets: 명치 (solar plexus), 얼굴 (face), 단전 (danjeon), 턱 (chin)
46
+ * - Hip position: Thrust forward for maximum reach
47
+ * - Breathing: SHARP exhale "칫!" (Chit!) or "이야!" (Iya!)
48
+ * - Supporting leg: Fully extended, stable base
49
+ * - Body: Slight backward lean maintained for balance
50
+ * - Power: 70% from hip thrust, 30% from knee snap
51
+ * - Arms: Guard still up - never drop!
52
+ *
53
+ * **Retraction Phase - 회수 (Hoisu)** [100ms]:
54
+ * - Knee: SNAPS BACK - leg returns via same path
55
+ * - Return through CHAMBER position - knee high, shin vertical
56
+ * - Speed: Retraction = Extension speed (defense critical!)
57
+ * - Hip: Returns to neutral position
58
+ * - Supporting leg: Maintains balance throughout
59
+ * - Foot: Stays dorsiflexed until return
60
+ *
61
+ * **Recovery Phase - 복귀 (Bokgwi)** [220ms]:
62
+ * - Leg: Lowers smoothly from chamber to floor
63
+ * - Foot: Places forward or returns to original position
64
+ * - Weight: Shifts from 100% → 60/40 fighting stance
65
+ * - Hips: Square, neutral position
66
+ * - Arms: Maintain 중단막기 (middle guard)
67
+ * - Stance: Return to 겨루기 자세 (fighting ready)
68
+ * - Breathing: Controlled recovery breath
69
+ * - Balance: Smooth weight transition, no wobbling
70
+ *
71
+ * **Combat Applications** (전투 응용):
72
+ * - Primary target: 명치 (solar plexus) - wind knockout
73
+ * - High target: 얼굴 (face), 턱 (chin) - knockout
74
+ * - Low target: 단전 (danjeon), 치골 (groin) - debilitating
75
+ * - Combinations: 잽-앞차기 (Jab-Front kick), 앞차기-돌려차기 (Front-Roundhouse)
76
+ * - Distance control: Push opponent away (밀어차기 variation)
77
+ * - Speed combo: Double front kick (연속 앞차기)
78
+ *
79
+ * **Biomechanical Keys** (생체역학 핵심):
80
+ * 1. **Chamber height** = Maximum power potential
81
+ * 2. **Hip thrust** = 70% of power (NOT just knee extension!)
82
+ * 3. **Snap back** = Defensive necessity (prevents grab)
83
+ * 4. **Dorsiflexion** = Rigid striking surface (prevents injury)
84
+ * 5. **Balance** = Power delivery platform (wobble = weak kick)
85
+ *
86
+ * **Taekwondo Principle**: "빠르게 들어가고 빠르게 나온다"
87
+ * (Enter fast, exit fast)
88
+ * - Chamber → Strike → Chamber = SAME SPEED
89
+ * - Kick that stays out = grabbed and thrown!
90
+ * - Clean chamber position = instant defensive readiness
91
+ *
92
+ * **Common Mistakes** (흔한 실수):
93
+ * - ❌ Low chamber (낮은 준비) - Weak kick, telegraphed
94
+ * - ❌ Pushing motion (밀기) - Not a snap kick!
95
+ * - ❌ Pointed toes (발끝 펴기) - Injury risk, weak surface
96
+ * - ❌ Slow retraction (느린 회수) - Leg gets grabbed
97
+ * - ❌ Dropping hands (손 내리기) - Face exposed to counter
98
+ * - ✅ Correct: High chamber + snap + quick retraction + guard up
99
+ *
100
+ * **Breathing Pattern** (호흡 패턴):
101
+ * - Chamber: Quick inhale (들이마시기)
102
+ * - Extension: Begin exhale (내쉬기 시작)
103
+ * - Impact: Explosive exhale with 기합 (Kihap)
104
+ * - Recovery: Controlled breath return
105
+ *
106
+ * Total duration: 700ms (MEDIUM_LIGHT technique)
107
+ *
108
+ * @korean 앞차기애니메이션
109
+ */
110
+ var FRONT_KICK_ANIMATION = MartialArtsAnimationBuilder.create("front_kick", "앞차기").asAttack(TECHNIQUE_TIMING.MEDIUM_LIGHT.total).stance().withKoreanMiddleGuard().chamber(TECHNIQUE_TIMING.MEDIUM_LIGHT.chamber).withKoreanMiddleGuard().extend(TECHNIQUE_TIMING.MEDIUM_LIGHT.extend).withKoreanMiddleGuard().extend(TECHNIQUE_TIMING.MEDIUM_LIGHT.peak).withKoreanMiddleGuard().retract(TECHNIQUE_TIMING.MEDIUM_LIGHT.retract).recover(TECHNIQUE_TIMING.MEDIUM_LIGHT.recover).withKoreanMiddleGuard().build();
111
+ /**
112
+ * Roundhouse Kick - 돌려차기 (Dollyeo Chagi)
113
+ *
114
+ * THE signature Taekwondo kick - most practiced, most versatile, most devastating.
115
+ * Instep (발등 - Baldeung) or shin (정강이 - Jeonggangyi) strikes in circular arc.
116
+ *
117
+ * **Korean Martial Arts Biomechanics** (한국 무술 생체역학):
118
+ *
119
+ * **Stance & Weight Distribution** (자세와 체중 분배):
120
+ * - Start: 겨루기 자세 (Fighting stance), 60/40 weight
121
+ * - Chamber: 100% weight on supporting leg
122
+ * - Extension: 100% weight, supporting leg pivots
123
+ * - Impact: Supporting foot rotated 180° from start!
124
+ *
125
+ * **Chamber Phase - 준비 (Junbi)** [150ms]:
126
+ * - Kicking leg: Knee lifts HIGH and OUT TO SIDE (옆으로 들기)
127
+ * - Hip: Begins external rotation - knee points OUT ~45°
128
+ * - Hip flexion: ~100° (1.75 rad) - thigh raised high
129
+ * - Knee: Bent ~45° (0.79 rad) - shin angled inward
130
+ * - Ankle: PLANTARFLEXED (발목 펴기) - toes pointed for instep strike
131
+ * - Supporting leg: Straight 170° (0.18 rad), heel begins to pivot
132
+ * - Hip rotation: Begins opening - kicking hip rotates back ~30°
133
+ * - Shoulders: Begin counter-rotation for balance
134
+ * - Arms: 중단막기 (middle guard) or 상단막기 (high guard) for spinning defense
135
+ * - Breathing: Deep inhale (깊이 들이마시기)
136
+ * - Eyes: Lock on target through rotation
137
+ * - Balance: Core engaged, supporting leg stable
138
+ *
139
+ * **Hip Rotation Phase - 회전 (Hoejeon)** [200ms - Critical Phase!]:
140
+ * - Supporting foot: PIVOTS on ball - heel rotates 180° INWARD
141
+ * - Hip rotation: Kicking hip drives FORWARD and THROUGH ~90-120° rotation
142
+ * - Torso: Rotates WITH hips - upper body follows
143
+ * - Kicking leg: Knee continues OUT as hip opens
144
+ * - Supporting leg: Maintains straight, pivots smoothly
145
+ * - Shoulders: Counter-rotate to maintain balance
146
+ * - Head: Turns to keep eyes on target throughout
147
+ * - Power generation: Hip rotation = 80% of kick power!
148
+ * - Centrifugal force: Body rotation accelerates leg like whip
149
+ *
150
+ * **Extension/Whip Phase - 차기 (Chagi)** [included in rotation]:
151
+ * - Knee: Extends from 45° → 170° (0.18 rad) as hip completes rotation
152
+ * - Leg trajectory: CIRCULAR ARC - NOT straight line!
153
+ * - Striking surface: 발등 (instep) for competition, 정강이 (shin) for combat
154
+ * - Whip motion: Hip rotation → Knee extension = compound acceleration
155
+ * - Supporting pivot: Completes 180° rotation - heel now faces target!
156
+ * - Hip: Fully rotated forward, kicking leg at full extension
157
+ * - Body lean: Slight away from kick (~10-15°) for balance
158
+ * - Arms: Maintain guard, may assist with rotation
159
+ *
160
+ * **Peak Impact - 정점 (Jeongjeom)** [100ms]:
161
+ * - Maximum extension: Leg nearly straight 170° (0.18 rad)
162
+ * - Impact surface: 발등 (instep top of foot) or 정강이 (lower shin)
163
+ * - Target zones:
164
+ * - 머리 (head/face) - knockout
165
+ * - 관자놀이 (temple) - concussion
166
+ * - 목 (neck) - nerve shock
167
+ * - 늑골 (ribs) - body shot
168
+ * - 간장 (liver) - organ damage
169
+ * - Hip position: Fully rotated, kicking hip forward
170
+ * - Supporting foot: 180° rotated - toes point AWAY from target
171
+ * - Breathing: EXPLOSIVE exhale "차!" (Cha!) or "터억!" (Teok!)
172
+ * - Follow-through: Hip continues slight over-rotation for power
173
+ * - Body alignment: Supporting leg, hip, torso aligned perpendicular to target
174
+ * - Power transfer: ALL rotational momentum into target
175
+ *
176
+ * **Retraction Phase - 회수 (Hoisu)** [150ms]:
177
+ * - Leg: Retracts through CHAMBER position - knee high and out
178
+ * - Hip: Begins counter-rotation back toward starting position
179
+ * - Supporting foot: Pivots back toward neutral (may not complete full return)
180
+ * - Knee: Bends back to ~45° chamber angle
181
+ * - Speed: Fast retraction prevents grab/sweep
182
+ *
183
+ * **Recovery Phase - 복귀 (Bokgwi)** [200ms]:
184
+ * - Leg: Lowers from chamber to floor
185
+ * - Foot: Can place forward (switch stance) or return back (same stance)
186
+ * - Supporting foot: Completes pivot back to starting orientation
187
+ * - Weight: Shifts from 100% → 60/40 distribution
188
+ * - Hips: Return to neutral square position
189
+ * - Arms: Maintain 중단막기 (middle guard)
190
+ * - Stance: Reset to 겨루기 자세 (fighting ready)
191
+ * - Breathing: Controlled recovery
192
+ * - Balance: Smooth transition, ready for next technique
193
+ *
194
+ * **Combat Applications** (전투 응용):
195
+ * - Head kick (머리차기): Knockout potential - Olympic scoring
196
+ * - Body kick (몸통차기): Liver, ribs, solar plexus
197
+ * - Low kick (하단차기): Thigh, calf (Muay Thai style)
198
+ * - Combinations:
199
+ * - 잽-돌려차기 (Jab-Roundhouse) - classic hand-foot combo
200
+ * - 앞차기-돌려차기 (Front-Roundhouse) - same leg double kick
201
+ * - 돌려차기-뒤차기 (Roundhouse-Back kick) - rotation combo
202
+ * - Switch kick: Step up and kick with rear leg (instant power)
203
+ *
204
+ * **Biomechanical Keys** (생체역학 핵심):
205
+ * 1. **Hip rotation** = 80% of power (NOT leg extension!)
206
+ * 2. **Supporting foot pivot** = Enables hip rotation (pivot = power)
207
+ * 3. **High chamber** = Power and speed potential
208
+ * 4. **Centrifugal force** = Whip motion multiplies speed
209
+ * 5. **Follow-through** = Complete power transfer
210
+ * 6. **180° pivot** = Full body commitment (no half measures!)
211
+ *
212
+ * **Physics Principle**: "각운동량이 힘을 만든다"
213
+ * (Angular momentum creates power)
214
+ * - Rotation speed × Leg mass × Distance = Devastating force
215
+ * - Supporting pivot allows full hip rotation = maximum angular velocity
216
+ * - Leg extends at peak velocity = compound acceleration
217
+ * - Impact at maximum distance = longest lever arm = maximum torque
218
+ *
219
+ * **Taekwondo Principle**: "돌려차기는 태권도의 영혼이다"
220
+ * (The roundhouse kick is the soul of Taekwondo)
221
+ * - Most versatile: Works at all ranges and heights
222
+ * - Most powerful: Angular momentum beats linear force
223
+ * - Most strategic: Can target any level instantly
224
+ * - Most beautiful: Embodiment of Korean martial arts aesthetics
225
+ *
226
+ * **Common Mistakes** (흔한 실수):
227
+ * - ❌ No pivot (피벗 없음) - Hip can't rotate = weak kick!
228
+ * - ❌ Low chamber (낮은 준비) - Telegraphed and slow
229
+ * - ❌ Straight leg extension (직선 펴기) - Not a front kick!
230
+ * - ❌ Pushing motion (밀기) - Needs WHIP motion
231
+ * - ❌ Incomplete rotation (불완전 회전) - Power leak
232
+ * - ❌ Dropping hands (손 내리기) - Counter-punched!
233
+ * - ✅ Correct: High chamber + full pivot + hip whip + complete rotation
234
+ *
235
+ * **Training Points** (훈련 포인트):
236
+ * - Practice pivot separately: Supporting foot must rotate smoothly
237
+ * - Chamber height determines power: High chamber = high power
238
+ * - Hip leads, leg follows: Not arm wrestling with your leg!
239
+ * - Eyes through target: Never lose sight during rotation
240
+ * - Guard stays up: Spinning = temporary blindness = vulnerable
241
+ *
242
+ * **Breathing Pattern** (호흡 패턴):
243
+ * - Chamber: Deep inhale (깊이 들이마시기)
244
+ * - Rotation: Hold/control breath (호흡 유지)
245
+ - Extension: Begin exhale (내쉬기 시작)
246
+ * - Impact: Explosive 기합 (Kihap) "차!" or "터억!"
247
+ * - Recovery: Controlled recovery breath
248
+ *
249
+ * **Competition vs. Combat** (겨루기 vs. 실전):
250
+ * - Competition: 발등 (instep) - legal striking surface, head scoring
251
+ * - Combat: 정강이 (shin) - bone-on-bone, devastating to ribs/legs
252
+ * - Olympic: High kicks valued - spectacular and difficult
253
+ * - Street: Mid-low kicks safer - less commitment, less risk
254
+ *
255
+ * Total duration: 800ms (HEAVY_LIGHT technique)
256
+ *
257
+ * @korean 돌려차기애니메이션
258
+ */
259
+ var ROUNDHOUSE_KICK_ANIMATION = MartialArtsAnimationBuilder.create("roundhouse_kick", "돌려차기").asAttack(TECHNIQUE_TIMING.HEAVY_LIGHT.total).stance().withKoreanMiddleGuard().roundhouseChamber(TECHNIQUE_TIMING.HEAVY_LIGHT.chamber).withKoreanMiddleGuard().roundhouseExtend(TECHNIQUE_TIMING.HEAVY_LIGHT.extend).withKoreanHighGuard().roundhouseExtend(TECHNIQUE_TIMING.HEAVY_LIGHT.peak).withKoreanHighGuard().retract(TECHNIQUE_TIMING.HEAVY_LIGHT.retract).recover(TECHNIQUE_TIMING.HEAVY_LIGHT.recover).withKoreanMiddleGuard().build();
260
+ /**
261
+ * Side Kick - 옆차기 (Yeop Chagi)
262
+ *
263
+ * Powerful lateral thrusting kick - the "push kick" of Taekwondo.
264
+ * Heel (뒤꿈치 - Dwikkumchi) drives through target in straight line like piston.
265
+ *
266
+ * **Korean Martial Arts Biomechanics** (한국 무술 생체역학):
267
+ *
268
+ * **Stance & Weight Distribution** (자세와 체중 분배):
269
+ * - Start: 겨루기 자세 (Fighting stance), 60/40
270
+ * - Chamber: 100% weight on supporting leg, body turns SIDEWAYS
271
+ * - Extension: 100% weight, body perpendicular to target
272
+ * - Key: Body turns 90° from target for maximum hip drive
273
+ *
274
+ * **Chamber Phase - 준비 (Junbi)** [120ms]:
275
+ * - Body rotation: Turns SIDEWAYS 90° - shoulder faces target
276
+ * - Kicking leg: Knee lifts to torso height, pulls ACROSS body
277
+ * - Hip: Deeply COILED - kicking leg knee points toward ground initially
278
+ * - Knee: Bent ~45° (0.79 rad), shin vertical but TILTED inward
279
+ * - Ankle: DORSIFLEXED (발목 굽히기) - heel ready, toes pulled back
280
+ * - Foot position: Blade of foot (발날 - Balnal) or heel (뒤꿈치) ready
281
+ * - Supporting leg: Nearly straight 170° (0.18 rad) for stability
282
+ * - Hips: Turned 90° - SIDEWAYS to target (critical for power!)
283
+ * - Torso: Side-facing, shoulder points at target
284
+ * - Arms: 상단막기 (High guard) - exposed side, must protect
285
+ * - Head: Looks over LEAD shoulder at target
286
+ * - Breathing: Deep inhale (들이마시기)
287
+ * - Balance: Weight centered over supporting leg
288
+ *
289
+ * **Extension/Thrust Phase - 차기 (Chagi)** [200ms]:
290
+ * - Hip: Drives FORWARD and SIDEWAYS - powerful piston motion
291
+ * - Knee: Extends from 45° → 170° (0.18 rad) - nearly straight
292
+ * - Leg trajectory: STRAIGHT LINEAR PATH - like spear thrust
293
+ * - Striking surface: 뒤꿈치 (heel) or 발날 (blade of foot)
294
+ * - Ankle: Maintains dorsiflexion - rigid heel platform
295
+ * - Hip thrust: Drives hip FORWARD ~15-20cm for penetration
296
+ * - Supporting leg: Stays stable, may lift heel slightly
297
+ * - Body: Leans AWAY ~15-20° to counterbalance (like capital "T")
298
+ * - Torso: Remains perpendicular - no forward rotation
299
+ * - Head: Continues looking over shoulder at target
300
+ * - Arms: High guard protects exposed face
301
+ * - Power: Linear thrust, not rotational - PUSHING power
302
+ *
303
+ * **Peak Impact - 정점 (Jeongjeom)** [80ms]:
304
+ * - Maximum extension: Leg nearly straight 170° (0.18 rad)
305
+ * - Impact: 뒤꿈치 (heel) drives THROUGH target
306
+ * - Target zones:
307
+ * - 늑골 (ribs) - rib fracture potential
308
+ * - 명치 (solar plexus) - wind knockout
309
+ * - 무릎 (knee) - joint destruction
310
+ * - 얼굴 (face) - if flexible enough for high side kick
311
+ * - Hip position: Fully extended forward
312
+ * - Body lean: Maximum ~20° away from kick
313
+ * - Breathing: Explosive exhale "이야!" (Iya!) or "터억!" (Teok!)
314
+ * - Power delivery: ALL body mass drives linearly through heel
315
+ * - Penetration: Kick goes THROUGH target, not just touches
316
+ * - Supporting leg: Solid base, no wobble
317
+ *
318
+ * **Retraction Phase - 회수 (Hoisu)** [150ms]:
319
+ * - Leg: Returns through CHAMBER position - knee high, across body
320
+ * - Hip: Pulls back to coiled position
321
+ * - Supporting leg: Maintains balance
322
+ * - Body: Stays sideways throughout retraction
323
+ * - Speed: Fast retraction prevents grab
324
+ *
325
+ * **Recovery Phase - 복귀 (Bokgwi)** [200ms]:
326
+ * - Body rotation: Turns back to face target (90° rotation back)
327
+ * - Leg: Lowers from chamber to floor
328
+ * - Foot: Places forward or returns to original position
329
+ * - Weight: Shifts from 100% → 60/40 distribution
330
+ * - Hips: Square back to target (정면 - Jeongmyeon)
331
+ * - Arms: Return to 중단막기 (middle guard)
332
+ * - Stance: Reset to 겨루기 자세 (fighting ready)
333
+ * - Breathing: Controlled recovery
334
+ * - Balance: Smooth transition
335
+ *
336
+ * **Combat Applications** (전투 응용):
337
+ * - Knee destruction (무릎 파괴): Side kick to knee joint = fight over
338
+ * - Rib breaking (늑골 파괴): Heel to ribs = internal damage
339
+ * - Distance control: Push opponent away (밀어차기)
340
+ * - Defense: Stop charging opponent - best defensive kick
341
+ * - Combinations:
342
+ * - 잽-옆차기 (Jab-Side kick) - hand sets up foot
343
+ * - 옆차기-뒤차기 (Side-Back kick) - rotation combo
344
+ * - 앞차기-옆차기 (Front-Side kick) - level change
345
+ *
346
+ * **Biomechanical Keys** (생체역학 핵심):
347
+ * 1. **Sideways turn** = Enables hip thrust (90° turn mandatory!)
348
+ * 2. **Hip drive** = 75% of power (forward hip thrust)
349
+ * 3. **Linear trajectory** = Maximum force on target
350
+ * 4. **Heel strike** = Hardest part of foot, best penetration
351
+ * 5. **Body lean** = Counterbalance enables full extension
352
+ * 6. **High chamber** = Protects knee, enables power
353
+ *
354
+ * **Physics Principle**: "직선이 가장 강하다"
355
+ * (Straight line is strongest)
356
+ * - Linear force > Rotational force for penetration
357
+ * - Heel = Smallest contact area = Maximum PSI
358
+ * - Body weight + hip thrust = Maximum forward momentum
359
+ * - 90° turn = Full hip power alignment
360
+ *
361
+ * **Taekwondo Principle**: "옆차기는 태권도의 힘이다"
362
+ * (Side kick is the power of Taekwondo)
363
+ * - Most powerful kick: Linear thrust beats angular rotation
364
+ * - Most defensive: Stops opponent's advance instantly
365
+ * - Most destructive: Heel to knee = joint destruction
366
+ * - Best range: Maximum reach with maximum power
367
+ *
368
+ * **Common Mistakes** (흔한 실수):
369
+ * - ❌ Not turning sideways (옆으로 안 돌기) - Hip can't thrust!
370
+ * - ❌ Circular motion (원형 움직임) - Not a roundhouse!
371
+ * - ❌ Pointed toes (발끝 펴기) - Wrong striking surface
372
+ * - ❌ Forward lean (앞으로 기울기) - Loss of balance
373
+ * - ❌ Low chamber (낮은 준비) - Telegraphed and weak
374
+ * - ❌ Bent leg at impact (구부린 다리) - Power leak
375
+ * - ✅ Correct: 90° turn + high chamber + linear thrust + heel strike
376
+ *
377
+ * **Training Points** (훈련 포인트):
378
+ * - Practice turn separately: Body must go fully sideways
379
+ * - Chamber position: Knee across body, not out to side
380
+ * - Thrust motion: Like pushing door with foot
381
+ * - Heel ready: Dorsiflexion critical for proper surface
382
+ * - Balance: Supporting leg stability determines power
383
+ *
384
+ * **Self-Defense Application** (호신술 응용):
385
+ * - Knee kick: Most effective self-defense - destroys mobility
386
+ * - Rib kick: Incapacitates attacker without lethal force
387
+ * - Push kick: Creates distance, ends engagement
388
+ * - Works in confined space: Can kick while backed against wall
389
+ *
390
+ * Total duration: 750ms (MEDIUM_HEAVY technique)
391
+ *
392
+ * @korean 옆차기애니메이션
393
+ */
394
+ var SIDE_KICK_ANIMATION = MartialArtsAnimationBuilder.create("side_kick", "옆차기").asAttack(TECHNIQUE_TIMING.MEDIUM_HEAVY.total).stance().withKoreanMiddleGuard().sideKickChamber(TECHNIQUE_TIMING.MEDIUM_HEAVY.chamber).withKoreanHighGuard().sideKickExtend(TECHNIQUE_TIMING.MEDIUM_HEAVY.extend).withKoreanHighGuard().sideKickExtend(TECHNIQUE_TIMING.MEDIUM_HEAVY.peak).withKoreanHighGuard().retract(TECHNIQUE_TIMING.MEDIUM_HEAVY.retract).recover(TECHNIQUE_TIMING.MEDIUM_HEAVY.recover).withKoreanMiddleGuard().build();
395
+ /**
396
+ * Axe Kick - 내려차기 (Naeryeo Chagi) or 찍기 (Jjikgi)
397
+ *
398
+ * Spectacular high-reaching kick that descends like an axe blade onto target.
399
+ * Heel (뒤꿈치 - Dwikkumchi) drops vertically from above - devastating when lands!
400
+ *
401
+ * **Korean Martial Arts Biomechanics** (한국 무술 생체역학):
402
+ *
403
+ * **Stance & Weight Distribution** (자세와 체중 분배):
404
+ * - Start: 겨루기 자세 (Fighting stance), 60/40
405
+ * - Rise: 100% weight on supporting leg
406
+ * - Chop: 100% weight, body leans back for counterbalance
407
+ * - Recovery: Gradual return to 60/40
408
+ * - Requires: Excellent flexibility (유연성) and balance (균형)
409
+ *
410
+ * **Rise Phase - 올리기 (Olligi)** [200ms]:
411
+ * - Kicking leg: Lifts STRAIGHT UP in vertical plane
412
+ * - Hip flexion: MAXIMUM ~120-140° (2.09-2.44 rad) - very high!
413
+ * - Knee: STRAIGHT or nearly straight 170° (0.18 rad) throughout rise
414
+ * - Ankle: DORSIFLEXED (발목 굽히기) - heel ready for strike
415
+ * - Leg path: Vertical rise DIRECTLY in front of body
416
+ * - Height: Leg rises ABOVE target height (need height to chop down!)
417
+ * - Supporting leg: Straight 170° (0.18 rad), rock-solid base
418
+ * - Hips: Slight forward tilt to assist leg rise
419
+ * - Torso: Slight backward lean ~10° to counterbalance
420
+ * - Arms: 상단막기 (High guard) protects during extended position
421
+ * - Head: Looks UP following leg rise, then locks on target
422
+ * - Breathing: Deep inhale during rise (힘내기)
423
+ * - Balance: Core TIGHTLY engaged - stability critical
424
+ * - Supporting heel: May lift slightly to assist height
425
+ *
426
+ * **Apex/Peak Position - 정점 (Jeongjeom)** [Brief moment]:
427
+ * - Leg: At maximum height - ideally ABOVE own head!
428
+ * - Hip: Fully flexed, leg vertical or beyond
429
+ * - Body: Backward lean increases to ~15-20°
430
+ * - Moment of transition: Ascending motion → Descending motion
431
+ * - Critical: Must maintain balance at apex!
432
+ *
433
+ * **Chop/Descending Phase - 내려치기 (Naeryeochigi)** [300ms]:
434
+ * - Leg: Drops STRAIGHT DOWN in vertical plane - like axe blade!
435
+ * - Motion: CONTROLLED DROP initially, accelerates with gravity
436
+ * - Knee: Stays straight ~170° (0.18 rad) - rigid striking lever
437
+ * - Ankle: Maintains dorsiflexion - heel is blade edge
438
+ * - Striking surface: 뒤꿈치 (heel) - hardest part descending
439
+ * - Trajectory: VERTICAL or slightly forward - NOT backward!
440
+ * - Speed: Accelerates due to gravity + muscle contraction
441
+ * - Hip: Drives DOWN and FORWARD to add power
442
+ * - Body: Continues backward lean ~15-20° for balance
443
+ * - Arms: High guard maintained - face protection
444
+ * - Breathing: Begin exhale during descent
445
+ * - Supporting leg: Stays straight and stable
446
+ * - Eyes: Lock on target during descent
447
+ *
448
+ * **Impact Phase - 타격 (Tagyeok)** [120ms]:
449
+ * - Impact: Heel CHOPS DOWN onto target
450
+ * - Target zones:
451
+ * - 머리 (head/crown) - knockout/concussion
452
+ * - 어깨 (shoulder) - collar bone break
453
+ * - 쇄골 (clavicle) - structural break
454
+ * - 팔 (arm) - limb disable if blocking
455
+ * - Impact energy: Body weight + gravity + muscle force
456
+ * - Breathing: EXPLOSIVE exhale "하!" (Ha!) or "척!" (Cheok!)
457
+ * - Follow-through: Heel continues DOWN past initial contact
458
+ * - Body: Maximum backward lean ~20-25° at impact
459
+ * - Supporting leg: Solid base absorbs impact shock
460
+ * - Power: Downward force = devastating on rigid structures
461
+ *
462
+ * **Set Down Phase - 착지 (Chakji)** [150ms]:
463
+ * - Leg: CONTROLLED descent to floor from impact
464
+ * - Knee: May bend slightly ~160° (0.28 rad) to cushion landing
465
+ * - Foot: Places forward in front of body (typical placement)
466
+ * - Hip: Releases flexion, leg lowers smoothly
467
+ * - Body: Begins returning to upright position
468
+ * - Weight: Begins transferring to kicking leg as it lands
469
+ * - Balance: Smooth transition, no stumbling
470
+ *
471
+ * **Recovery Phase - 복귀 (Bokgwi)** [230ms]:
472
+ * - Stance: Foot now planted forward, weight shifts forward
473
+ * - Body: Returns to upright fighting posture
474
+ * - Weight: Settles to 60/40 distribution (may now be in switched stance)
475
+ * - Hips: Return to neutral square position
476
+ * - Arms: Return to 중단막기 (middle guard)
477
+ * - Stance: Reset to 겨루기 자세 (fighting ready)
478
+ * - Breathing: Controlled recovery breath
479
+ * - Balance: Full stability restored
480
+ *
481
+ * **Combat Applications** (전투 응용):
482
+ * - Head strike (머리공격): Knockout potential - concussion
483
+ * - Collar bone (쇄골): Structural break - disabling
484
+ * - Shoulder (어깨): Joint damage or dislocation
485
+ * - Breaking guard: Chop down on opponent's blocking arms
486
+ * - Combinations:
487
+ * - 앞차기-내려차기 (Front-Axe) - fake low, go high
488
+ * - 내려차기-돌려차기 (Axe-Roundhouse) - vertical to horizontal
489
+ * - After grab escape: Leg free → immediate axe kick
490
+ *
491
+ * **Biomechanical Keys** (생체역학 핵심):
492
+ * 1. **Straight leg rise** = Maximum height (bent knee = lower height)
493
+ * 2. **Vertical path** = Pure downward force (no angle dissipation)
494
+ * 3. **Gravity assist** = Free energy addition to strike
495
+ * 4. **Heel strike** = Hardest surface, concentrated force
496
+ * 5. **Backward lean** = Counterbalance enables high rise and stable descent
497
+ * 6. **Flexibility** = Determines maximum height and effectiveness
498
+ *
499
+ * **Physics Principle**: "중력은 최고의 친구다"
500
+ * (Gravity is your best friend)
501
+ * - Potential energy (height) → Kinetic energy (descent)
502
+ * - Acceleration = 9.8 m/s² + muscle contraction
503
+ * - Vertical impact = No force dissipation to sides
504
+ * - Heel = Smallest contact area = Maximum PSI
505
+ *
506
+ * **Taekwondo Principle**: "내려차기는 태권도의 예술이다"
507
+ * (Axe kick is the art of Taekwondo)
508
+ * - Most spectacular: Visual impact and difficulty
509
+ * - Most flexible: Requires extreme hip flexibility
510
+ * - Most balanced: Perfect balance while extended
511
+ * - Most surprising: Unexpected attack angle from above
512
+ *
513
+ * **Common Mistakes** (흔한 실수):
514
+ * - ❌ Bent knee rise (구부린 무릎) - Can't reach height
515
+ * - ❌ Backward trajectory (뒤로 내리기) - Misses target
516
+ * - ❌ Pointed toes (발끝 펴기) - Wrong striking surface
517
+ * - ❌ Forward lean (앞으로 기울기) - Loss of balance, falls forward
518
+ * - ❌ No height (낮은 올리기) - Weak chop, not enough drop
519
+ * - ❌ Uncontrolled descent (통제 안됨) - Can't stop, miss target
520
+ * - ✅ Correct: Straight leg high + vertical chop + controlled descent + heel strike
521
+ *
522
+ * **Training Points** (훈련 포인트):
523
+ * - Flexibility first: Can't axe kick without hamstring flexibility!
524
+ * - Height practice: Kick high first, accuracy second
525
+ * - Balance work: Single-leg balance drills essential
526
+ * - Controlled descent: Not just dropping - DRIVING down
527
+ * - Landing practice: Smooth set-down without stumbling
528
+ *
529
+ * **Flexibility Requirements** (유연성 요구사항):
530
+ * - Hamstring: Must reach 160-180° hip flexion
531
+ * - Hip flexors: Must support leg at high position
532
+ * - Lower back: Must tolerate backward lean
533
+ * - Standing leg: Calf flexibility for supporting heel lift
534
+ *
535
+ * **Competition vs. Street** (겨루기 vs. 실전):
536
+ * - Competition: Spectacular, high-scoring technique
537
+ * - Street: RISKY - high commitment, long recovery if miss
538
+ * - Demo: Flashy, breaks boards held high
539
+ * - Practical: Best when opponent's guard is high
540
+ *
541
+ * Total duration: 1000ms (HEAVY technique)
542
+ *
543
+ * @korean 내려차기애니메이션
544
+ */
545
+ var AXE_KICK_ANIMATION = MartialArtsAnimationBuilder.create("axe_kick", "내려차기").asAttack(TECHNIQUE_TIMING.HEAVY.total).axeKickRise(TECHNIQUE_TIMING.HEAVY.chamber).withKoreanHighGuard().axeKickChop(TECHNIQUE_TIMING.HEAVY.extend).axeKickChop(TECHNIQUE_TIMING.HEAVY.peak).setDown(TECHNIQUE_TIMING.HEAVY.retract).recover(TECHNIQUE_TIMING.HEAVY.recover).build();
546
+ /**
547
+ * Back Kick - 뒤차기 (Dwi Chagi) or 뒤후리기 (Dwi Hurigi)
548
+ *
549
+ * Powerful spinning heel thrust - one of Taekwondo's most devastating techniques.
550
+ * 180° body rotation into linear heel strike - combines spin speed with thrust power.
551
+ *
552
+ * **Korean Martial Arts Biomechanics** (한국 무술 생체역학):
553
+ *
554
+ * **Stance & Weight Distribution** (자세와 체중 분배):
555
+ * - Start: 겨루기 자세 (Fighting stance) facing target, 60/40
556
+ * - Spin: Weight shifts during 180° rotation
557
+ * - Thrust: 100% weight on supporting leg, back to target
558
+ * - Recovery: Complete rotation, return to facing target
559
+ * - Key: Blind technique - must look over shoulder!
560
+ *
561
+ * **Spin & Chamber Phase - 회전+준비 (Hoejeon + Junbi)** [200ms]:
562
+ * - Body rotation: 180° SPIN - turns BACK to target
563
+ * - Head: Looks OVER SHOULDER at target throughout (critical!)
564
+ * - Direction: Can spin either direction - usually toward back leg
565
+ * - Supporting leg: Pivots on ball of foot during rotation
566
+ * - Kicking leg: Lifts and CHAMBERS during spin
567
+ * - Hip flexion: ~90° (1.57 rad) as knee rises
568
+ * - Knee: Bent ~60° (1.05 rad) during chamber
569
+ * - Hips: Rotate 180° to face AWAY from target
570
+ * - Shoulders: Rotate with hips, back now to target
571
+ * - Arms: 상단막기 (High guard) during spin - vulnerable moment!
572
+ * - Eyes: NEVER lose sight of target - look over shoulder!
573
+ * - Breathing: Inhale during spin (준비 호흡)
574
+ * - Balance: Core engaged, smooth rotation
575
+ * - Supporting foot: Pivots smoothly 180°
576
+ *
577
+ * **Thrust/Extension Phase - 차기 (Chagi)** [300ms]:
578
+ * - Leg: EXPLODES BACKWARD in straight line
579
+ * - Knee: Extends from 60° → 170° (0.18 rad) - nearly straight
580
+ * - Striking surface: 뒤꿈치 (heel) - hardest point
581
+ * - Trajectory: STRAIGHT LINEAR backward thrust
582
+ * - Hip: Drives BACKWARD through target - powerful thrust
583
+ * - Ankle: PLANTARFLEXED (발목 펴기) - heel projects backward
584
+ * - Body: Leans FORWARD ~15-20° to counterbalance
585
+ * - Torso: Bent forward at waist, back parallel to ground
586
+ * - Supporting leg: Straight 170° (0.18 rad), stable base
587
+ * - Arms: Extended forward or high guard for balance
588
+ * - Head: STILL looking over shoulder at target (critical visual!)
589
+ * - Hip thrust: Drives kicking hip BACKWARD into strike
590
+ * - Power: Linear backward thrust like mule kick!
591
+ * - Breathing: Building to exhale
592
+ *
593
+ * **Peak Impact - 정점 (Jeongjeom)** [120ms]:
594
+ * - Maximum extension: Leg nearly straight 170° (0.18 rad)
595
+ * - Impact: Heel DRIVES through target backward
596
+ * - Target zones:
597
+ * - 명치 (solar plexus) - wind knockout
598
+ * - 늑골 (ribs) - rib fracture potential
599
+ * - 얼굴 (face) - knockout if aimed high
600
+ * - 무릎 (knee) - joint destruction if low
601
+ * - Body lean: Maximum forward ~20-25° (like horse stance lean)
602
+ * - Breathing: EXPLOSIVE exhale "차!" (Cha!) or "우억!" (Wueok!)
603
+ * - Power delivery: Full body mass + spin momentum + thrust
604
+ * - Supporting leg: Rock solid, no wobble
605
+ * - Back to target: Completely vulnerable - must land kick!
606
+ * - Eyes: Target locked through side vision
607
+ * - Follow-through: Hip continues backward past initial contact
608
+ *
609
+ * **Recovery/Complete Rotation - 복귀/회전완성 (Bokgwi/Hoejeon Wanseong)** [380ms]:
610
+ * - Leg: Retracts from extension, pulls back
611
+ * - Body: CONTINUES rotation to complete 360° total (or stops at 180°)
612
+ * - Two options:
613
+ * 1. **Complete spin** (360° total): Continue rotation to face target again
614
+ * 2. **Reverse spin** (180° back): Reverse spin to face target
615
+ * - Typical: Complete the spin (forward momentum)
616
+ * - Head: Rotates to acquire target visually again
617
+ * - Foot: Lowers to ground facing target (forward position typical)
618
+ * - Supporting leg: Completes pivot
619
+ * - Weight: Shifts from 100% → 60/40 distribution
620
+ * - Hips: Square back to target (정면 - Jeongmyeon)
621
+ * - Arms: Return to 중단막기 (middle guard)
622
+ * - Stance: Reset to 겨루기 자세 (fighting ready)
623
+ * - Breathing: Controlled recovery
624
+ * - Balance: Smooth completion, no stumbling
625
+ *
626
+ * **Combat Applications** (전투 응용):
627
+ * - Counter technique: Spin AWAY from attack, back kick stops it
628
+ * - Surprise attack: Unexpected rotation confuses opponent
629
+ * - Power strike: Combines spin momentum + linear thrust = devastating
630
+ * - Target selection:
631
+ * - Body: 명치 (solar plexus), 늑골 (ribs) - most reliable
632
+ * - Head: High back kick - spectacular knockout
633
+ * - Knee: Low back kick - mobility destruction
634
+ * - Combinations:
635
+ * - 돌려차기-뒤차기 (Roundhouse-Back kick) - spin combo
636
+ * - 뒤차기-돌려차기 (Back-Roundhouse) - continue spin
637
+ * - 옆차기-뒤차기 (Side-Back kick) - lateral to rear
638
+ *
639
+ * **Biomechanical Keys** (생체역학 핵심):
640
+ * 1. **180° spin** = Enables backward thrust (must turn back!)
641
+ * 2. **Look over shoulder** = Visual targeting (no look = no hit!)
642
+ * 3. **Linear thrust** = Maximum backward power
643
+ * 4. **Heel strike** = Concentrated force, bone-on-bone
644
+ * 5. **Forward lean** = Counterbalance enables full extension
645
+ * 6. **Spin momentum** = Adds rotational energy to linear thrust
646
+ *
647
+ * **Physics Principle**: "회전 운동량이 직선 충격으로 변한다"
648
+ * (Rotational momentum converts to linear impact)
649
+ * - Spin angular velocity → Leg linear velocity
650
+ * - Rotational KE + Thrust KE = Devastating combined force
651
+ * - Heel = Point force = Maximum PSI
652
+ * - Backward thrust = Mule kick biomechanics
653
+ *
654
+ * **Taekwondo Principle**: "뒤차기는 태권도의 용기다"
655
+ * (Back kick is the courage of Taekwondo)
656
+ * - Most risky: Turn your back = ultimate vulnerability
657
+ * - Most powerful: Spin + thrust = maximum force
658
+ * - Most surprising: Unexpected rotation and strike
659
+ * - Most committed: No retreat - must land or fail
660
+ *
661
+ * **Common Mistakes** (흔한 실수):
662
+ * - ❌ No shoulder look (안 쳐다보기) - BLIND kick will miss!
663
+ * - ❌ Bent leg thrust (구부린 다리) - Power leak
664
+ * - ❌ Upright body (똑바로 서기) - Can't extend fully
665
+ * - ❌ Slow spin (느린 회전) - Telegraphed, countered
666
+ * - ❌ Incomplete rotation (불완전 회전) - Awkward angle
667
+ * - ❌ Pointed toes (발끝 펴기) - Wrong striking surface
668
+ * - ✅ Correct: Fast spin + shoulder look + forward lean + heel thrust
669
+ *
670
+ * **Training Points** (훈련 포인트):
671
+ * - Shoulder look critical: Practice looking back during spin
672
+ * - Spin speed: Faster spin = more power and less telegraphing
673
+ * - Balance: Single-leg balance while rotated backward
674
+ * - Forward lean: Must lean to extend fully - practice against wall
675
+ * - Landing: Complete rotation smoothly without stumbling
676
+ *
677
+ * **Competition vs. Street** (겨루기 vs. 실전):
678
+ * - Competition: Spectacular scoring technique, high-risk/high-reward
679
+ * - Street: VERY risky - turning back = vulnerable
680
+ * - Best when: Opponent charging - spin and stop them cold
681
+ * - Avoid when: Multiple opponents - never turn back!
682
+ *
683
+ * **Risk Assessment** (위험 평가):
684
+ * - ⚠️ Turning back = Temporary blindness
685
+ * - ⚠️ Spin time = Vulnerable moment
686
+ * - ⚠️ If miss = Back still to opponent = bad position
687
+ * - ✅ If land = Devastating power ends fight
688
+ *
689
+ * **Breathing Pattern** (호흡 패턴):
690
+ * - Spin/Chamber: Inhale during rotation (회전중 들이마시기)
691
+ * - Thrust: Hold breath during acceleration (추진중 호흡 유지)
692
+ * - Impact: Explosive 기합 (Kihap) "차!" or "우억!"
693
+ * - Recovery: Controlled recovery breath while completing rotation
694
+ *
695
+ * Total duration: 1000ms (HEAVY technique)
696
+ *
697
+ * @korean 뒤차기애니메이션
698
+ */
699
+ var BACK_KICK_ANIMATION = MartialArtsAnimationBuilder.create("back_kick", "뒤차기").asAttack(TECHNIQUE_TIMING.HEAVY.total).stance().withKoreanMiddleGuard().backKickSpin(TECHNIQUE_TIMING.HEAVY.chamber).withKoreanHighGuard().backKickThrust(TECHNIQUE_TIMING.HEAVY.extend).withKoreanHighGuard().backKickThrust(TECHNIQUE_TIMING.HEAVY.peak).withKoreanHighGuard().spinRecover(TECHNIQUE_TIMING.HEAVY.retract + TECHNIQUE_TIMING.HEAVY.recover).withKoreanMiddleGuard().build();
700
+ /**
701
+ * Tornado Kick - 회전차기
702
+ *
703
+ * Jumping spinning kick with full 360° rotation and instep strike.
704
+ * Full 360° body rotation with both feet off ground.
705
+ *
706
+ * ENHANCED with proper full rotation using tornadoJump method:
707
+ * - Jump with full 360° spin, not just chamber
708
+ * - Arms generate rotational momentum
709
+ * - Peak height reached at completion of spin
710
+ * - Roundhouse kick executes at apex
711
+ *
712
+ * Phases:
713
+ * 1. Jump & Spin (도약/회전): 360° rotation in air - 300ms
714
+ * 2. Strike (차기): Roundhouse at apex - 350ms
715
+ * 3. Peak (정점): Full extension hold - 120ms
716
+ * 4. Landing (착지): Return to ground - 430ms
717
+ *
718
+ * Total duration: 1200ms (SPINNING technique)
719
+ *
720
+ * @korean 회전차기애니메이션
721
+ */
722
+ var TORNADO_KICK_ANIMATION = MartialArtsAnimationBuilder.create("tornado_kick", "회전차기").asAttack(TECHNIQUE_TIMING.SPINNING.total).tornadoJump(TECHNIQUE_TIMING.SPINNING.chamber).withKoreanHighGuard().roundhouseExtend(TECHNIQUE_TIMING.SPINNING.extend).withKoreanHighGuard().roundhouseExtend(TECHNIQUE_TIMING.SPINNING.peak).withKoreanHighGuard().spinRecover(TECHNIQUE_TIMING.SPINNING.retract + TECHNIQUE_TIMING.SPINNING.recover).withKoreanMiddleGuard().build();
723
+ /**
724
+ * Jumping Kick - 뛰어차기
725
+ *
726
+ * Front kick executed while airborne for extra height/reach.
727
+ * Traditional Taekwondo flying kick technique.
728
+ *
729
+ * Total duration: 900ms (JUMPING technique)
730
+ *
731
+ * @korean 뛰어차기애니메이션
732
+ */
733
+ var JUMPING_KICK_ANIMATION = MartialArtsAnimationBuilder.create("jumping_kick", "뛰어차기").asAttack(TECHNIQUE_TIMING.JUMPING.total).chamber(TECHNIQUE_TIMING.JUMPING.chamber).withKoreanHighGuard().extend(TECHNIQUE_TIMING.JUMPING.extend).withKoreanHighGuard().retract(TECHNIQUE_TIMING.JUMPING.retract).withKoreanMiddleGuard().recover(TECHNIQUE_TIMING.JUMPING.recover).withKoreanMiddleGuard().build();
734
+ /**
735
+ * Sweep - 걸기
736
+ *
737
+ * Low sweeping kick targeting opponent's legs.
738
+ * Used to unbalance or take down opponent.
739
+ *
740
+ * Total duration: 800ms (HEAVY_LIGHT technique)
741
+ *
742
+ * @korean 걸기애니메이션
743
+ */
744
+ var SWEEP_ANIMATION = MartialArtsAnimationBuilder.create("sweep", "걸기").asAttack(TECHNIQUE_TIMING.HEAVY_LIGHT.total).sweep(TECHNIQUE_TIMING.HEAVY_LIGHT.chamber + TECHNIQUE_TIMING.HEAVY_LIGHT.extend + TECHNIQUE_TIMING.HEAVY_LIGHT.peak).withKoreanLowGuard().recover(TECHNIQUE_TIMING.HEAVY_LIGHT.retract + TECHNIQUE_TIMING.HEAVY_LIGHT.recover).withKoreanMiddleGuard().build();
745
+ /**
746
+ * Low Kick - 하단차기
747
+ *
748
+ * Muay Thai style leg kick targeting thigh.
749
+ * Shin strikes outer thigh to damage mobility.
750
+ *
751
+ * Phases:
752
+ * 1. Chamber (준비): Slight hip rotation - 100ms
753
+ * 2. Sweep (차기): Shin sweeps through low target - 150ms
754
+ * 3. Recovery (복귀): Return to stance - 350ms
755
+ *
756
+ * Total duration: 600ms (FAST_MEDIUM technique)
757
+ *
758
+ * @korean 하단차기애니메이션
759
+ */
760
+ var LOW_KICK_ANIMATION = MartialArtsAnimationBuilder.create("low_kick", "하단차기").asAttack(TECHNIQUE_TIMING.FAST_MEDIUM.total).lowKickChamber(TECHNIQUE_TIMING.FAST_MEDIUM.chamber).withKoreanMiddleGuard().lowKickSweep(TECHNIQUE_TIMING.FAST_MEDIUM.extend).lowKickSweep(TECHNIQUE_TIMING.FAST_MEDIUM.peak).recover(TECHNIQUE_TIMING.FAST_MEDIUM.retract + TECHNIQUE_TIMING.FAST_MEDIUM.recover).build();
761
+ /**
762
+ * Crescent Kick - 초승달차기
763
+ *
764
+ * Arcing kick that sweeps in a crescent path.
765
+ * Instep strikes head or arm in sweeping motion.
766
+ *
767
+ * Phases:
768
+ * 1. Chamber (준비): Leg rises across body - 150ms
769
+ * 2. Arc (호): Leg sweeps in crescent path - 200ms
770
+ * 3. Recovery (복귀): Return to stance - 450ms
771
+ *
772
+ * Total duration: 800ms (HEAVY_LIGHT technique)
773
+ *
774
+ * @korean 초승달차기애니메이션
775
+ */
776
+ var CRESCENT_KICK_ANIMATION = MartialArtsAnimationBuilder.create("crescent_kick", "초승달차기").asAttack(TECHNIQUE_TIMING.HEAVY_LIGHT.total).crescentKickChamber(TECHNIQUE_TIMING.HEAVY_LIGHT.chamber).withKoreanHighGuard().crescentKickArc(TECHNIQUE_TIMING.HEAVY_LIGHT.extend).crescentKickArc(TECHNIQUE_TIMING.HEAVY_LIGHT.peak).setDown(TECHNIQUE_TIMING.HEAVY_LIGHT.retract).recover(TECHNIQUE_TIMING.HEAVY_LIGHT.recover).build();
777
+ /**
778
+ * Push Kick - 밀어차기 (Teep)
779
+ *
780
+ * Front kick used to push opponent away.
781
+ * Ball of foot thrusts into opponent's torso.
782
+ *
783
+ * Phases:
784
+ * 1. Chamber (준비): Knee lifts high - 120ms
785
+ * 2. Thrust (밀기): Foot pushes forward - 180ms
786
+ * 3. Recovery (복귀): Return to stance - 400ms
787
+ *
788
+ * Total duration: 700ms (MEDIUM_LIGHT technique)
789
+ *
790
+ * @korean 밀어차기애니메이션
791
+ */
792
+ var PUSH_KICK_ANIMATION = MartialArtsAnimationBuilder.create("push_kick", "밀어차기").asAttack(TECHNIQUE_TIMING.MEDIUM_LIGHT.total).pushKickChamber(TECHNIQUE_TIMING.MEDIUM_LIGHT.chamber).withKoreanHighGuard().pushKickThrust(TECHNIQUE_TIMING.MEDIUM_LIGHT.extend).retract(TECHNIQUE_TIMING.MEDIUM_LIGHT.retract).recover(TECHNIQUE_TIMING.MEDIUM_LIGHT.recover).build();
793
+ /**
794
+ * Spinning Heel Kick - 뒤돌려차기
795
+ *
796
+ * Full spin with heel striking in reverse arc.
797
+ * High-risk, high-reward knockout technique.
798
+ *
799
+ * Phases:
800
+ * 1. Spin (회전): Body rotates 360° - 300ms
801
+ * 2. Strike (차기): Heel hooks around - 350ms
802
+ * 3. Recovery (복귀): Complete rotation - 430ms
803
+ *
804
+ * Total duration: 1200ms (SPINNING technique)
805
+ *
806
+ * @korean 뒤돌려차기애니메이션
807
+ */
808
+ var SPINNING_HEEL_KICK_ANIMATION = MartialArtsAnimationBuilder.create("spinning_heel_kick", "뒤돌려차기").asAttack(TECHNIQUE_TIMING.SPINNING.total).backKickSpin(TECHNIQUE_TIMING.SPINNING.chamber).withKoreanHighGuard().spinningHeelKick(TECHNIQUE_TIMING.SPINNING.extend).withKoreanHighGuard().spinningHeelKick(TECHNIQUE_TIMING.SPINNING.peak).withKoreanHighGuard().spinRecover(TECHNIQUE_TIMING.SPINNING.retract + TECHNIQUE_TIMING.SPINNING.recover).withKoreanMiddleGuard().build();
809
+ /**
810
+ * Jumping Roundhouse - 뛰어돌려차기
811
+ *
812
+ * Roundhouse kick executed while airborne.
813
+ * Added height and power from jumping momentum.
814
+ *
815
+ * Total duration: 1000ms (HEAVY technique)
816
+ *
817
+ * @korean 뛰어돌려차기애니메이션
818
+ */
819
+ var JUMPING_ROUNDHOUSE_ANIMATION = MartialArtsAnimationBuilder.create("jumping_roundhouse", "뛰어돌려차기").asAttack(TECHNIQUE_TIMING.HEAVY.total).chamber(TECHNIQUE_TIMING.HEAVY.chamber * .75).withKoreanHighGuard().roundhouseChamber(TECHNIQUE_TIMING.HEAVY.chamber).withKoreanHighGuard().roundhouseExtend(TECHNIQUE_TIMING.HEAVY.extend * .83).withKoreanHighGuard().roundhouseExtend(TECHNIQUE_TIMING.HEAVY.retract * .67).withKoreanHighGuard().recover(TECHNIQUE_TIMING.HEAVY.recover + .07).withKoreanMiddleGuard().build();
820
+ /**
821
+ * Question Mark Kick - 물음표차기
822
+ *
823
+ * Feints low kick then arcs up to head.
824
+ * Path resembles a question mark.
825
+ *
826
+ * Total duration: 850ms (HEAVY_MEDIUM technique)
827
+ *
828
+ * @korean 물음표차기애니메이션
829
+ */
830
+ var QUESTION_MARK_KICK_ANIMATION = MartialArtsAnimationBuilder.create("question_mark_kick", "물음표차기").asAttack(TECHNIQUE_TIMING.HEAVY_MEDIUM.total).lowKickChamber(TECHNIQUE_TIMING.HEAVY_MEDIUM.chamber).withKoreanHighGuard().roundhouseChamber(TECHNIQUE_TIMING.HEAVY_MEDIUM.extend).roundhouseExtend(TECHNIQUE_TIMING.HEAVY_MEDIUM.peak).recover(TECHNIQUE_TIMING.HEAVY_MEDIUM.retract + TECHNIQUE_TIMING.HEAVY_MEDIUM.recover).build();
831
+ /**
832
+ * Hook Kick - 후려차기
833
+ *
834
+ * Authentic Korean hook kick that extends past target then hooks back.
835
+ * Heel strikes from unexpected angle, catching opponent off-guard.
836
+ *
837
+ * CORRECTED biomechanics (previous version used crescent arc incorrectly):
838
+ * - Chamber: Side kick chamber position
839
+ * - Extend: Leg extends PAST target position
840
+ * - Hook: Heel HOOKS BACK toward target (not sweep across)
841
+ * - Recovery: Return to fighting stance
842
+ *
843
+ * This is distinct from crescent kick which sweeps ACROSS the body.
844
+ *
845
+ * Total duration: 800ms (HEAVY_LIGHT technique)
846
+ *
847
+ * @korean 후려차기애니메이션
848
+ */
849
+ var HOOK_KICK_ANIMATION = MartialArtsAnimationBuilder.create("hook_kick", "후려차기").asAttack(TECHNIQUE_TIMING.HEAVY_LIGHT.total).sideKickChamber(TECHNIQUE_TIMING.HEAVY_LIGHT.chamber).withKoreanHighGuard().hookKickExtend(TECHNIQUE_TIMING.HEAVY_LIGHT.extend).hookKickHook(TECHNIQUE_TIMING.HEAVY_LIGHT.peak).recover(TECHNIQUE_TIMING.HEAVY_LIGHT.retract + TECHNIQUE_TIMING.HEAVY_LIGHT.recover).build();
850
+ /**
851
+ * Double Kick - 이중차기
852
+ *
853
+ * Two rapid kicks from same leg.
854
+ * First low, second high to confuse defense.
855
+ *
856
+ * Phases (준비, 실행, 회수, 복귀):
857
+ * 1. First kick chamber (첫 차기 준비): 120ms
858
+ * 2. First kick extend (첫 차기 실행): 145ms (0.66 × 220ms, shortened)
859
+ * 3. Second kick chamber (둘째 차기 준비): 80ms (using peak for quick transition)
860
+ * 4. Second kick extend (둘째 차기 실행): 145ms (0.66 × 220ms, shortened)
861
+ * 5. Second kick peak (둘째 차기 정점): 80ms
862
+ * 6. Recovery (복귀): 380ms
863
+ *
864
+ * Total duration: 950ms (COMBO_HEAVY technique)
865
+ * Sum: 120 + 145 + 80 + 145 + 80 + 380 = 950ms ✓
866
+ *
867
+ * @korean 이중차기애니메이션
868
+ */
869
+ var DOUBLE_KICK_ANIMATION = MartialArtsAnimationBuilder.create("double_kick", "이중차기").asAttack(TECHNIQUE_TIMING.COMBO_HEAVY.total).lowKickChamber(TECHNIQUE_TIMING.COMBO_HEAVY.chamber).withKoreanMiddleGuard().lowKickSweep(TECHNIQUE_TIMING.COMBO_HEAVY.extend * .66).withKoreanMiddleGuard().roundhouseChamber(TECHNIQUE_TIMING.COMBO_HEAVY.peak).withKoreanHighGuard().roundhouseExtend(TECHNIQUE_TIMING.COMBO_HEAVY.extend * .66).withKoreanHighGuard().roundhouseExtend(TECHNIQUE_TIMING.COMBO_HEAVY.peak).withKoreanHighGuard().recover(TECHNIQUE_TIMING.COMBO_HEAVY.recover).withKoreanMiddleGuard().build();
870
+ /**
871
+ * Spinning Back Kick - 뒤돌아차기
872
+ *
873
+ * Full rotation into powerful back kick.
874
+ * 540 degrees of spinning momentum.
875
+ *
876
+ * Total duration: 1200ms (SPINNING technique)
877
+ *
878
+ * @korean 뒤돌아차기애니메이션
879
+ */
880
+ var SPINNING_BACK_KICK_ANIMATION = MartialArtsAnimationBuilder.create("spinning_back_kick", "뒤돌아차기").asAttack(TECHNIQUE_TIMING.SPINNING.total).backKickSpin(TECHNIQUE_TIMING.SPINNING.chamber).withKoreanHighGuard().backKickThrust(TECHNIQUE_TIMING.SPINNING.extend).withKoreanHighGuard().backKickThrust(TECHNIQUE_TIMING.SPINNING.peak).withKoreanHighGuard().spinRecover(TECHNIQUE_TIMING.SPINNING.retract + TECHNIQUE_TIMING.SPINNING.recover).withKoreanMiddleGuard().build();
881
+ /**
882
+ * Spinning Hook Kick - 회전후려차기
883
+ *
884
+ * Full spin with heel hook. Similar to spinning heel kick but with more hook action.
885
+ *
886
+ * Total duration: 1200ms (SPINNING technique)
887
+ *
888
+ * @korean 회전후려차기애니메이션
889
+ */
890
+ var SPINNING_HOOK_KICK_ANIMATION = MartialArtsAnimationBuilder.create("spinning_hook", "회전후려차기").asAttack(TECHNIQUE_TIMING.SPINNING.total).backKickSpin(TECHNIQUE_TIMING.SPINNING.chamber).withKoreanHighGuard().hookKickExtend(TECHNIQUE_TIMING.SPINNING.extend).withKoreanHighGuard().hookKickHook(TECHNIQUE_TIMING.SPINNING.peak).withKoreanHighGuard().spinRecover(TECHNIQUE_TIMING.SPINNING.retract + TECHNIQUE_TIMING.SPINNING.recover).withKoreanMiddleGuard().build();
891
+ /**
892
+ * Flying Side Kick - 이단옆차기
893
+ *
894
+ * Running jump side kick. Signature Taekwondo breaking technique.
895
+ *
896
+ * Total duration: 1100ms (JUMPING technique)
897
+ *
898
+ * @korean 이단옆차기애니메이션
899
+ */
900
+ var FLYING_KICK_ANIMATION = MartialArtsAnimationBuilder.create("flying_kick", "이단옆차기").asAttack(TECHNIQUE_TIMING.JUMPING.total + .2).chamber(TECHNIQUE_TIMING.JUMPING.chamber).withKoreanHighGuard().sideKickChamber(.15).withKoreanHighGuard().sideKickExtend(.3).withKoreanHighGuard().sideKickExtend(.1).withKoreanHighGuard().recover(.37).withKoreanMiddleGuard().build();
901
+ /**
902
+ * Map of all kick animations for easy access
903
+ * 발차기 애니메이션 맵
904
+ */
905
+ var KICK_ANIMATIONS = new Map([
906
+ ["front_kick", FRONT_KICK_ANIMATION],
907
+ ["roundhouse_kick", ROUNDHOUSE_KICK_ANIMATION],
908
+ ["side_kick", SIDE_KICK_ANIMATION],
909
+ ["axe_kick", AXE_KICK_ANIMATION],
910
+ ["back_kick", BACK_KICK_ANIMATION],
911
+ ["tornado_kick", TORNADO_KICK_ANIMATION],
912
+ ["jumping_kick", JUMPING_KICK_ANIMATION],
913
+ ["sweep", SWEEP_ANIMATION],
914
+ ["low_kick", LOW_KICK_ANIMATION],
915
+ ["crescent_kick", CRESCENT_KICK_ANIMATION],
916
+ ["push_kick", PUSH_KICK_ANIMATION],
917
+ ["spinning_heel_kick", SPINNING_HEEL_KICK_ANIMATION],
918
+ ["jumping_roundhouse", JUMPING_ROUNDHOUSE_ANIMATION],
919
+ ["question_mark_kick", QUESTION_MARK_KICK_ANIMATION],
920
+ ["hook_kick", HOOK_KICK_ANIMATION],
921
+ ["double_kick", DOUBLE_KICK_ANIMATION],
922
+ ["spinning_back_kick", SPINNING_BACK_KICK_ANIMATION],
923
+ ["spinning_hook", SPINNING_HOOK_KICK_ANIMATION],
924
+ ["flying_kick", FLYING_KICK_ANIMATION]
925
+ ]);
926
+ //#endregion
927
+ export { AXE_KICK_ANIMATION, BACK_KICK_ANIMATION, CRESCENT_KICK_ANIMATION, DOUBLE_KICK_ANIMATION, FLYING_KICK_ANIMATION, FRONT_KICK_ANIMATION, HOOK_KICK_ANIMATION, JUMPING_KICK_ANIMATION, JUMPING_ROUNDHOUSE_ANIMATION, KICK_ANIMATIONS, LOW_KICK_ANIMATION, PUSH_KICK_ANIMATION, QUESTION_MARK_KICK_ANIMATION, ROUNDHOUSE_KICK_ANIMATION, SIDE_KICK_ANIMATION, SPINNING_BACK_KICK_ANIMATION, SPINNING_HEEL_KICK_ANIMATION, SPINNING_HOOK_KICK_ANIMATION, SWEEP_ANIMATION, TORNADO_KICK_ANIMATION };
928
+
929
+ //# sourceMappingURL=KickAnimations.js.map