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 +1,498 @@
1
+ import { MartialArtsAnimationBuilder, TECHNIQUE_TIMING } from "../builders/MartialArtsAnimationBuilder.js";
2
+ //#region src/systems/animation/catalogs/PunchAnimations.ts
3
+ /**
4
+ * Jab - 잽 (빠른 직권 - Ppareun Jikwon)
5
+ *
6
+ * Fast straight punch with lead hand (left in orthodox stance) using proper Korean martial arts form.
7
+ * Probing attack to gauge distance and set up combinations - the quintessential speed technique.
8
+ *
9
+ * **Korean Martial Arts Biomechanics** (한국 무술 생체역학):
10
+ *
11
+ * **Stance & Weight Distribution** (자세와 체중 분배):
12
+ * - Start: 겨루기 자세 (Gyeorugi Jase) - Fighting stance
13
+ * - Weight: 60/40 forward for quick reach without commitment
14
+ * - Hip rotation: MINIMAL (~5-10°) to preserve speed
15
+ * - Shoulder: Small forward roll (~15°) for reach and head protection
16
+ *
17
+ * **Chamber Phase - 준비 (Junbi)** [100ms]:
18
+ * - Lead fist: Pulls back slightly to hip (엉덩이), palm vertical (세로주먹)
19
+ * - Elbow: Bent ~90° (1.57 rad) tight to ribs for protection
20
+ * - Rear hand: MAINTAINS 중단막기 (Jungdan Makgi) - middle guard at chin
21
+ * - Breathing: Quick inhale through nose (코로 들이마시기)
22
+ * - Eyes: Lock on target - solar plexus or chin (턱)
23
+ *
24
+ * **Extension Phase - 지르기 (Jireugi)** [150ms]:
25
+ * - Arm snaps forward in STRAIGHT LINE (직선) to target
26
+ * - Fist rotation: Vertical → Pronated (~90° wrist rotation = π/2 rad)
27
+ * - Elbow: Nearly full extension ~175° (0.09 rad from straight)
28
+ * - Shoulder: Rolls forward completing protection
29
+ * - Hip: Minimal forward thrust (~10° rotation) for power without telegraphing
30
+ * - Rear hand: STILL protecting chin (턱보호)
31
+ *
32
+ * **Peak Phase - 정점 (Jeongjeom)** [50ms]:
33
+ * - Maximum reach achieved - fist 45-50cm from shoulder
34
+ * - Fist: Fully pronated, knuckles aligned with forearm
35
+ * - Breathing: Sharp exhale (기합 Kihap) "칫!" (Chit!)
36
+ * - Impact: First two knuckles (인지, 중지 knuckles) make contact
37
+ * - Body: Weight shifts 65/35 forward at peak extension
38
+ *
39
+ * **Retraction Phase - 회수 (Hoisu)** [100ms]:
40
+ * - Fist SNAPS BACK through same path (같은 경로)
41
+ * - Speed of retraction = speed of extension (방어를 위해)
42
+ * - Return through chamber position at hip
43
+ * - Elbow returns to protective rib position
44
+ *
45
+ * **Recovery Phase - 복귀 (Bokgwi)** [150ms]:
46
+ * - Return to 중단막기 (middle guard) position
47
+ * - Weight settles back to 60/40 fighting stance
48
+ * - Both hands at chin level, ready for next technique
49
+ * - Breathing: Controlled exhale, ready for next inhale
50
+ *
51
+ * **Combat Applications** (전투 응용):
52
+ * - Distance probing (거리 측정)
53
+ * - Set up combinations: 잽-크로스 (Jab-Cross)
54
+ * - Disrupt opponent's rhythm (리듬 방해)
55
+ * - Target: 턱 (chin), 코 (nose), 명치 (solar plexus)
56
+ *
57
+ * **Taekwondo Principle**: "속도가 힘이다" (Speed IS Power)
58
+ * Quick retraction prevents counters - the jab that stays out gets hit!
59
+ *
60
+ * Total duration: 550ms (FAST technique)
61
+ *
62
+ * @korean 잽애니메이션
63
+ */
64
+ var JAB_ANIMATION = MartialArtsAnimationBuilder.create("jab", "잽").asAttack(TECHNIQUE_TIMING.FAST.total).punchChamber(TECHNIQUE_TIMING.FAST.chamber, "left").withKoreanMiddleGuard("right").punchExtend(TECHNIQUE_TIMING.FAST.extend, "left").withKoreanMiddleGuard("right").punchPeak(TECHNIQUE_TIMING.FAST.peak, "left").withKoreanMiddleGuard("right").recover(TECHNIQUE_TIMING.FAST.retract + TECHNIQUE_TIMING.FAST.recover).withKoreanMiddleGuard().build();
65
+ /**
66
+ * Cross - 크로스 (정권지르기 - Jeongwon Jireugi)
67
+ *
68
+ * Powerful straight punch with rear hand using full Korean martial arts biomechanics.
69
+ * The quintessential power punch - generates maximum force through complete body chain.
70
+ *
71
+ * **Korean Martial Arts Biomechanics** (한국 무술 생체역학):
72
+ *
73
+ * **Stance & Weight Distribution** (자세와 체중 분배):
74
+ * - Start: 겨루기 자세 (Gyeorugi Jase) - Fighting stance, 60/40 weight forward
75
+ * - End: 70/30 forward at impact - committing to POWER
76
+ * - Hip rotation: FULL ~25-30° (0.44-0.52 rad) - core of power generation
77
+ * - Rear foot: PIVOTS on ball of foot 45° inward for hip drive
78
+ *
79
+ * **Chamber Phase - 준비 (Junbi)** [150ms]:
80
+ * - Rear fist: COILED at hip (엉덩이), palm vertical (세로주먹)
81
+ * - Elbow: Bent ~110° (1.92 rad), pulled back BEHIND body line
82
+ * - Lead hand: MAINTAINS 중단막기 (middle guard) protecting chin
83
+ * - Shoulders: Rear shoulder pulled back, torso "wound up" like spring
84
+ * - Hips: Coiled backward ~10° from neutral, ready to EXPLODE
85
+ * - Breathing: DEEP inhale through nose (코로 깊이 들이마시기)
86
+ * - Legs: Rear leg bent ~135° (2.36 rad), loaded with power
87
+ *
88
+ * **Hip Rotation Phase - 회전 (Hoejeon)** [200ms]:
89
+ * - Hips: BEGIN explosive rotation, rear hip drives FORWARD
90
+ * - Rear foot: Ball pivots inward 45°, heel lifts slightly
91
+ * - Power chain: Ground → Legs → Hips → Core → Shoulders → Fist
92
+ * - Torso: Rotates WITH hips, shoulders follow (~15° lag)
93
+ * - Rear shoulder: Begins forward drive
94
+ * - Lead hand: STILL protecting, doesn't drop
95
+ *
96
+ * **Extension Phase - 지르기 (Jireugi)** [80ms]:
97
+ * - Fist EXPLODES forward in straight line (직선 경로)
98
+ * - Fist rotation: Vertical → Pronated (90° = π/2 rad) for maximum power transfer
99
+ * - Elbow: Extends to ~175° (0.09 rad) - NEARLY straight but not locked
100
+ * - Shoulder: Drives forward completing rotation
101
+ * - Hip rotation: COMPLETES full 25-30° forward
102
+ * - Weight transfer: Shifts to 70/30 forward
103
+ * - Breathing: EXPLOSIVE exhale (기합 Kihap) "크악!" (Keuwak!)
104
+ * - Rear heel: Fully lifted, pivoted inward
105
+ *
106
+ * **Peak/Follow-Through - 정점/관통 (Jeongjeom/Gwantong)** [80ms]:
107
+ * - Maximum extension: Fist reaches 55-60cm from shoulder
108
+ * - Full body alignment: Ankle → Knee → Hip → Shoulder → Fist in ONE LINE
109
+ * - Impact: First two knuckles (인지, 중지) strike target
110
+ * - Power transfer: ALL body mass behind punch
111
+ * - Rear leg: Fully extended, heel up
112
+ * - Lead hand: STILL protecting chin (critical defense)
113
+ *
114
+ * **Retraction Phase - 회수 (Hoisu)** [120ms]:
115
+ * - Fist returns along same path
116
+ * - Hip begins counter-rotation back to neutral
117
+ * - Rear foot pivots back to starting position
118
+ * - Weight begins shifting back toward 60/40
119
+ *
120
+ * **Recovery Phase - 복귀 (Bokgwi)** [180ms]:
121
+ * - Return to 중단막기 (middle guard) bilateral protection
122
+ * - Hips settle to neutral fighting position
123
+ * - Weight: 60/40 ready for next technique
124
+ * - Breathing: Controlled return to combat breathing rhythm
125
+ * - Stance: Reset to 겨루기 자세 (fighting ready)
126
+ *
127
+ * **Combat Applications** (전투 응용):
128
+ * - Knockout punch targeting: 턱 (chin), 관자놀이 (temple), 명치 (solar plexus)
129
+ * - Follow-up to jab: Classic 1-2 combo (잽-크로스)
130
+ * - Counter-strike: When opponent over-commits
131
+ * - Liver shot: Angled downward to 간장 (liver)
132
+ *
133
+ * **Taekwondo Principle**: "힘은 땅에서 나온다" (Power comes from the ground)
134
+ * The cross demonstrates complete kinetic chain - every link must be strong!
135
+ *
136
+ * **Biomechanical Keys**:
137
+ * - Rear foot pivot = Hip rotation enabler
138
+ * - Hip rotation = Power multiplier (3-4x arm-only punch)
139
+ * - Fist rotation = Penetration and structural alignment
140
+ * - Lead hand guard = Defensive responsibility
141
+ *
142
+ * Total duration: 730ms (MEDIUM technique)
143
+ *
144
+ * @korean 크로스애니메이션
145
+ */
146
+ var CROSS_ANIMATION = MartialArtsAnimationBuilder.create("cross", "크로스").asAttack(TECHNIQUE_TIMING.MEDIUM.total).punchChamber(TECHNIQUE_TIMING.MEDIUM.chamber, "right").withKoreanMiddleGuard("left").punchExtend(TECHNIQUE_TIMING.MEDIUM.extend, "right").withKoreanMiddleGuard("left").punchPeak(TECHNIQUE_TIMING.MEDIUM.peak, "right").withKoreanMiddleGuard("left").recover(TECHNIQUE_TIMING.MEDIUM.retract + TECHNIQUE_TIMING.MEDIUM.recover).withKoreanMiddleGuard().build();
147
+ /**
148
+ * Palm Strike - 장권
149
+ *
150
+ * Open palm heel strike targeting chin or solar plexus.
151
+ * Traditional Taekwondo technique for close range.
152
+ *
153
+ * Total duration: 730ms (MEDIUM technique)
154
+ *
155
+ * @korean 장권애니메이션
156
+ */
157
+ var PALM_STRIKE_ANIMATION = MartialArtsAnimationBuilder.create("palm_strike", "장권").asAttack(TECHNIQUE_TIMING.MEDIUM.total).punchWindup(TECHNIQUE_TIMING.MEDIUM.chamber).palmStrike(TECHNIQUE_TIMING.MEDIUM.extend).palmStrike(TECHNIQUE_TIMING.MEDIUM.peak).recover(TECHNIQUE_TIMING.MEDIUM.retract + TECHNIQUE_TIMING.MEDIUM.recover).build();
158
+ /**
159
+ * Hook - 훅 (곡권 - Gokwon / 갈고리주먹 - Galgori Jumeok)
160
+ *
161
+ * Curved power punch targeting jaw or temple with circular trajectory.
162
+ * Generates devastating knockout power from hip and shoulder rotation in horizontal plane.
163
+ *
164
+ * **Korean Martial Arts Biomechanics** (한국 무술 생체역학):
165
+ *
166
+ * **Stance & Weight Distribution** (자세와 체중 분배):
167
+ * - Start: 60/40 weight distribution
168
+ * - Peak: 55/45 - MORE BALANCED than cross (circular vs. linear power)
169
+ * - Hip rotation: ~35-40° (0.61-0.70 rad) - MORE than cross!
170
+ * - Pivoting: Lead foot pivots OUT ~30° on ball
171
+ *
172
+ * **Chamber/Wind-Up Phase - 준비 (Junbi)** [150ms]:
173
+ * - Lead arm: Pulls BACK to side, elbow bent 90° (1.57 rad) - CRITICAL angle
174
+ * - Fist position: At shoulder level (어깨 높이), near armpit
175
+ * - Elbow: Points SIDEWAYS (옆으로), not down - horizontal plane strike
176
+ * - Rear hand: PROTECTS chin (턱보호) - non-negotiable defense
177
+ * - Hips: Coil AWAY from target side by ~10-15°
178
+ * - Shoulders: Wind up like baseball bat swing
179
+ * - Breathing: Deep inhale (들이마시기)
180
+ * - Lead foot: Prepares to pivot outward
181
+ *
182
+ * **Rotation & Strike Phase - 회전+타격 (Hoejeon + Tagyeok)** [200ms]:
183
+ * - Hip explosion: Rotates 35-40° toward target (MORE than cross!)
184
+ * - Lead foot: Ball pivots OUT ~30°, heel comes up slightly
185
+ * - Torso: Rotates WITH hips in synchronized motion
186
+ * - Shoulder: Drives around like hammer throw
187
+ * - Elbow: MAINTAINS 90° bend throughout strike - power comes from rotation, NOT extension
188
+ * - Fist: Travels in HORIZONTAL ARC (수평호 - Supyeongho)
189
+ * - Trajectory: Curves AROUND guard to strike side of head
190
+ * - Hand position: Palm faces DOWN at impact (pronated)
191
+ *
192
+ * **Peak Impact - 정점 (Jeongjeom)** [100ms]:
193
+ * - Impact zone: 턱 (jaw), 관자놀이 (temple), 귀 (ear) - knockout targets
194
+ * - Fist alignment: Knuckles perpendicular to target surface
195
+ * - Elbow: STILL bent 90° - rigid arm triangle structure
196
+ * - Hip: Fully rotated, weight 55/45
197
+ * - Breathing: Sharp exhale "흣!" (Heut!) with kihap
198
+ * - Body unity: Fist, elbow, shoulder, hip aligned in CIRCULAR chain
199
+ * - Follow-through: Hip continues rotation ~5° past impact
200
+ *
201
+ * **Retraction Phase - 회수 (Hoisu)** [150ms]:
202
+ * - Fist returns via SAME CURVED PATH (same arc backward)
203
+ * - Elbow: Maintains bend, doesn't straighten
204
+ * - Hip: Counter-rotates back toward neutral
205
+ * - Lead foot: Pivots back to starting position
206
+ *
207
+ * **Recovery Phase - 복귀 (Bokgwi)** [200ms]:
208
+ * - Return to 중단막기 (middle guard) protecting chin
209
+ * - Weight: Resets to 60/40 fighting stance
210
+ * - Hips: Neutral position, ready for next technique
211
+ * - Breathing: Controlled recovery breath
212
+ *
213
+ * **Combat Applications** (전투 응용):
214
+ * - Primary target: 턱 (chin) - KNOCKOUT potential
215
+ * - Secondary: 관자놀이 (temple) - brain concussion
216
+ * - Tertiary: 간장 (liver) if angled downward (body hook)
217
+ * - Combinations: After jab opens guard - 잽-훅 (Jab-Hook)
218
+ * - Counter: When opponent ducks straight punches
219
+ *
220
+ * **Biomechanical Principle**: "팔이 아니라 몸통으로 친다"
221
+ * (Strike with the torso, not the arm)
222
+ * - 90° elbow angle = RIGID structure transfers rotation power
223
+ * - Hip rotation = 70% of power generation
224
+ * - Shoulder pivot = 20% of power
225
+ * - Arm extension = 10% only (most people do this wrong!)
226
+ *
227
+ * **Common Mistakes** (흔한 실수):
228
+ * - ❌ Extending arm (팔 펴기) - WRONG! Breaks power structure
229
+ * - ❌ Arm-only punch (팔만 사용) - No hip rotation = weak hook
230
+ * - ❌ Dropping rear hand (뒷손 내리기) - Gets countered!
231
+ * - ✅ Correct: Locked 90° elbow + full hip rotation = knockout power
232
+ *
233
+ * **Taekwondo/Boxing Principle**: "회전이 힘이다" (Rotation IS power)
234
+ * The hook is a rotational strike, not a pushing strike - physics of angular momentum!
235
+ *
236
+ * Total duration: 800ms (HEAVY_LIGHT technique)
237
+ *
238
+ * @korean 훅애니메이션
239
+ */
240
+ var HOOK_ANIMATION = MartialArtsAnimationBuilder.create("hook", "훅").asAttack(TECHNIQUE_TIMING.HEAVY_LIGHT.total).hookWindup(TECHNIQUE_TIMING.HEAVY_LIGHT.chamber).hookPunch(TECHNIQUE_TIMING.HEAVY_LIGHT.extend).hookPunch(TECHNIQUE_TIMING.HEAVY_LIGHT.peak).recover(TECHNIQUE_TIMING.HEAVY_LIGHT.retract + TECHNIQUE_TIMING.HEAVY_LIGHT.recover).build();
241
+ /**
242
+ * Lead Hook - 리드훅
243
+ *
244
+ * Fast hook with lead hand.
245
+ * Shorter range but quicker than rear hook.
246
+ *
247
+ * Total duration: 700ms (MEDIUM_LIGHT technique)
248
+ *
249
+ * @korean 리드훅애니메이션
250
+ */
251
+ var LEAD_HOOK_ANIMATION = MartialArtsAnimationBuilder.create("lead_hook", "리드훅").asAttack(TECHNIQUE_TIMING.MEDIUM_LIGHT.total).hookWindup(TECHNIQUE_TIMING.MEDIUM_LIGHT.chamber, "left").hookPunch(TECHNIQUE_TIMING.MEDIUM_LIGHT.extend, "left").hookPunch(TECHNIQUE_TIMING.MEDIUM_LIGHT.peak, "left").recover(TECHNIQUE_TIMING.MEDIUM_LIGHT.retract + TECHNIQUE_TIMING.MEDIUM_LIGHT.recover).build();
252
+ /**
253
+ * Uppercut - 어퍼컷 (상승권 - Sangseung Gwon / 올려치기 - Ollyeochigi)
254
+ *
255
+ * Rising punch targeting chin from below using leg drive and upward hip thrust.
256
+ * Devastating close-range knockout technique generating power from ground through vertical chain.
257
+ *
258
+ * **Korean Martial Arts Biomechanics** (한국 무술 생체역학):
259
+ *
260
+ * **Stance & Weight Distribution** (자세와 체중 분배):
261
+ * - Start: 60/40 weight distribution
262
+ * - Crouch: Weight shifts to 65/35 on striking side (loading)
263
+ * - Impact: 70/30 - full commitment to vertical drive
264
+ * - Stance width: SLIGHTLY WIDER for stable base during crouch
265
+ *
266
+ * **Crouch/Chamber Phase - 낮추기 (Najchugi)** [150ms]:
267
+ * - Body: Drops CENTER OF GRAVITY by ~10-15cm (무게중심 낮추기)
268
+ * - Striking leg: Knee bends DEEPER ~100° (1.75 rad) - loading spring
269
+ * - Hip: Tilts backward and DOWN on striking side (~15° pelvic tilt)
270
+ * - Striking fist: Drops to hip level, palm facing INWARD/UPWARD (손바닥 위로)
271
+ * - Elbow: Bent ~110° (1.92 rad), close to ribs
272
+ * - Rear hand: Maintains 중단막기 (chin protection) - critical for counters
273
+ * - Shoulders: Dip slightly on striking side (~10° drop)
274
+ * - Breathing: Quick inhale while loading (준비 호흡)
275
+ * - Weight: Loads onto ball of striking-side foot
276
+ *
277
+ * **Drive/Explosion Phase - 상승 (Sangseung)** [200ms]:
278
+ * - Legs: EXPLOSIVE EXTENSION - knee straightens from 100° → 170° (0.18 rad)
279
+ * - Hip thrust: Drives UPWARD and FORWARD (~20° upward angle)
280
+ * - Power chain: Ground → Legs → Hips → Core → Shoulder → Fist (VERTICAL)
281
+ * - Heel: Lifts off ground as leg extends
282
+ * - Pelvis: Thrusts upward and forward, creating hip drive
283
+ * - Torso: Rises with hip drive, slight forward lean (~10°)
284
+ * - Striking shoulder: Begins upward drive
285
+ * - Fist: Starts vertical ascent along CENTERLINE
286
+ *
287
+ * **Strike/Extension Phase - 타격 (Tagyeok)** [100ms]:
288
+ * - Fist: Rises in VERTICAL PATH from hip to chin level
289
+ * - Fist rotation: Inward palm → Neutral/Pronated (90° rotation)
290
+ * - Elbow: Remains bent ~120° (2.09 rad) throughout - NOT straight punch!
291
+ * - Trajectory: Fist travels UPWARD at ~60-70° angle from horizontal
292
+ * - Shoulder: Completes upward drive, elevating ~15cm
293
+ * - Hip: Full upward thrust completed
294
+ * - Legs: Fully extended, body at maximum height
295
+ * - Breathing: EXPLOSIVE exhale "우억!" (Wueok!) - rising kihap
296
+ *
297
+ * **Peak Impact - 정점 (Jeongjeom)** [100ms]:
298
+ * - Target: 턱 (chin) from BELOW - ideal knockout angle
299
+ * - Impact surface: Knuckles facing UPWARD, hitting underside of jaw
300
+ * - Body position: Full vertical extension, heel off ground
301
+ * - Power delivery: ALL body mass driving UPWARD into target
302
+ * - Neck snap: Opponent's head snaps BACKWARD and UP (knockout mechanism)
303
+ * - Weight: 70/30 forward, committed to strike
304
+ * - Rear hand: STILL protecting (never drops!)
305
+ *
306
+ * **Retraction Phase - 회수 (Hoisu)** [150ms]:
307
+ * - Fist: Drops back toward hip via same path
308
+ * - Body: Begins lowering back to normal height
309
+ * - Legs: Bend slightly to absorb return motion
310
+ * - Hip: Settles back to neutral pelvic alignment
311
+ * - Heel: Returns to ground
312
+ *
313
+ * **Recovery Phase - 복귀 (Bokgwi)** [200ms]:
314
+ * - Return to 중단막기 (middle guard) bilateral protection
315
+ * - Center of gravity: Returns to normal fighting height
316
+ * - Weight: Resets to 60/40 distribution
317
+ * - Stance: 겨루기 자세 (fighting stance) restored
318
+ * - Breathing: Controlled recovery, ready for next technique
319
+ *
320
+ * **Combat Applications** (전투 응용):
321
+ * - Primary target: 턱 (chin/jaw) from below - maximum knockout potential
322
+ * - Ideal range: CLOSE combat (0.3-0.5m) - too close for straight punches
323
+ * - Combinations: After body shot brings opponent's hands down
324
+ * - Counter: When opponent ducks or bends forward
325
+ * - Liver targeting: Body uppercut to 간장 (liver) at close range
326
+ *
327
+ * **Biomechanical Keys** (생체역학 핵심):
328
+ * 1. **Leg drive** (다리 추진력): 60% of power comes from legs!
329
+ * 2. **Hip thrust** (엉덩이 밀기): 25% from upward pelvic motion
330
+ * 3. **Shoulder lift** (어깨 들기): 10% from shoulder elevation
331
+ * 4. **Arm** (팔): Only 5% - mostly for targeting!
332
+ *
333
+ * **Physics Principle**: "상승하는 힘은 중력을 이긴다"
334
+ * (Rising force defeats gravity)
335
+ * - Vertical strike vector meets horizontal chin = devastating angle
336
+ * - Opponent's neck structure weakest against upward force
337
+ * - Body weight + leg extension = maximum vertical power transfer
338
+ *
339
+ * **Common Mistakes** (흔한 실수):
340
+ * - ❌ Arm-only punch (팔만) - No leg drive = weak uppercut
341
+ * - ❌ Wide arc (넓은 호) - Too telegraphed and slow
342
+ * - ❌ Straight up (수직) - Needs forward component for power
343
+ * - ✅ Correct: Deep crouch + explosive leg extension + upward hip thrust
344
+ *
345
+ * **Taekwondo Principle**: "땅에서 하늘로" (From Earth to Heaven)
346
+ * The uppercut exemplifies vertical power generation - like jumping!
347
+ *
348
+ * Total duration: 800ms (HEAVY_LIGHT technique)
349
+ *
350
+ * @korean 어퍼컷애니메이션
351
+ */
352
+ var UPPERCUT_ANIMATION = MartialArtsAnimationBuilder.create("uppercut", "어퍼컷").asAttack(TECHNIQUE_TIMING.HEAVY_LIGHT.total).uppercutCrouch(TECHNIQUE_TIMING.HEAVY_LIGHT.chamber).uppercutPunch(TECHNIQUE_TIMING.HEAVY_LIGHT.extend).uppercutPunch(TECHNIQUE_TIMING.HEAVY_LIGHT.peak).recover(TECHNIQUE_TIMING.HEAVY_LIGHT.retract + TECHNIQUE_TIMING.HEAVY_LIGHT.recover).build();
353
+ /**
354
+ * Lead Uppercut - 리드어퍼컷
355
+ *
356
+ * Fast uppercut with lead hand.
357
+ * Good counter when opponent ducks.
358
+ *
359
+ * Total duration: 700ms (MEDIUM_LIGHT technique)
360
+ *
361
+ * @korean 리드어퍼컷애니메이션
362
+ */
363
+ var LEAD_UPPERCUT_ANIMATION = MartialArtsAnimationBuilder.create("lead_uppercut", "리드어퍼컷").asAttack(TECHNIQUE_TIMING.MEDIUM_LIGHT.total).uppercutCrouch(TECHNIQUE_TIMING.MEDIUM_LIGHT.chamber, "left").uppercutPunch(TECHNIQUE_TIMING.MEDIUM_LIGHT.extend, "left").uppercutPunch(TECHNIQUE_TIMING.MEDIUM_LIGHT.peak, "left").recover(TECHNIQUE_TIMING.MEDIUM_LIGHT.retract + TECHNIQUE_TIMING.MEDIUM_LIGHT.recover).build();
364
+ /**
365
+ * Overhand - 오버핸드 (천권)
366
+ *
367
+ * Looping punch over opponent's guard.
368
+ * High arc to strike top of head or jaw.
369
+ *
370
+ * Phases:
371
+ * 1. Wind-up (준비): Arm raises high - 200ms
372
+ * 2. Loop (호): Arm loops over - 300ms
373
+ * 3. Strike (타격): Fist crashes down - 120ms
374
+ * 4. Recovery (복귀): Return to guard - 380ms
375
+ *
376
+ * Total duration: 1000ms (HEAVY technique)
377
+ *
378
+ * @korean 오버핸드애니메이션
379
+ */
380
+ var OVERHAND_ANIMATION = MartialArtsAnimationBuilder.create("overhand", "오버핸드").asAttack(TECHNIQUE_TIMING.HEAVY.total).overhandPunch(TECHNIQUE_TIMING.HEAVY.chamber + TECHNIQUE_TIMING.HEAVY.extend).overhandPunch(TECHNIQUE_TIMING.HEAVY.peak).recover(TECHNIQUE_TIMING.HEAVY.retract + TECHNIQUE_TIMING.HEAVY.recover).build();
381
+ /**
382
+ * Backfist - 등주먹
383
+ *
384
+ * Back of fist whips into target.
385
+ * Can be spinning or direct.
386
+ *
387
+ * Total duration: 700ms (MEDIUM_LIGHT technique)
388
+ *
389
+ * @korean 등주먹애니메이션
390
+ */
391
+ var BACKFIST_ANIMATION = MartialArtsAnimationBuilder.create("backfist", "등주먹").asAttack(TECHNIQUE_TIMING.MEDIUM_LIGHT.total).punchWindup(TECHNIQUE_TIMING.MEDIUM_LIGHT.chamber).counterStrike(TECHNIQUE_TIMING.MEDIUM_LIGHT.extend).counterStrike(TECHNIQUE_TIMING.MEDIUM_LIGHT.peak).recover(TECHNIQUE_TIMING.MEDIUM_LIGHT.retract + TECHNIQUE_TIMING.MEDIUM_LIGHT.recover).build();
392
+ /**
393
+ * Spinning Backfist - 회전등주먹
394
+ *
395
+ * Full 360° rotation into backfist.
396
+ * High-risk knockout technique.
397
+ *
398
+ * Total duration: 1200ms (SPINNING technique)
399
+ *
400
+ * @korean 회전등주먹애니메이션
401
+ */
402
+ var SPINNING_BACKFIST_ANIMATION = MartialArtsAnimationBuilder.create("spinning_backfist", "회전등주먹").asAttack(TECHNIQUE_TIMING.SPINNING.total).backKickSpin(TECHNIQUE_TIMING.SPINNING.chamber).counterStrike(TECHNIQUE_TIMING.SPINNING.extend).counterStrike(TECHNIQUE_TIMING.SPINNING.peak).spinRecover(TECHNIQUE_TIMING.SPINNING.retract + TECHNIQUE_TIMING.SPINNING.recover).build();
403
+ /**
404
+ * Hammer Fist - 철퇴권
405
+ *
406
+ * Bottom of fist strikes downward like a hammer.
407
+ * Effective in ground-and-pound.
408
+ *
409
+ * Total duration: 900ms (JUMPING technique timing)
410
+ *
411
+ * @korean 철퇴권애니메이션
412
+ */
413
+ var HAMMER_FIST_ANIMATION = MartialArtsAnimationBuilder.create("hammer_fist", "철퇴권").asAttack(TECHNIQUE_TIMING.JUMPING.total).overhandPunch(TECHNIQUE_TIMING.JUMPING.chamber + TECHNIQUE_TIMING.JUMPING.extend).overhandPunch(TECHNIQUE_TIMING.JUMPING.peak).recover(TECHNIQUE_TIMING.JUMPING.retract + TECHNIQUE_TIMING.JUMPING.recover).build();
414
+ /**
415
+ * Superman Punch - 슈퍼맨펀치
416
+ *
417
+ * Jumping cross punch for extended range.
418
+ * Fakes kick then throws power punch.
419
+ *
420
+ * Total duration: 1000ms (HEAVY technique)
421
+ *
422
+ * @korean 슈퍼맨펀치애니메이션
423
+ */
424
+ var SUPERMAN_PUNCH_ANIMATION = MartialArtsAnimationBuilder.create("superman_punch", "슈퍼맨펀치").asAttack(TECHNIQUE_TIMING.HEAVY.total).chamber(TECHNIQUE_TIMING.HEAVY.chamber * .75).punchWindup(TECHNIQUE_TIMING.HEAVY.chamber * .75).crossPunch(TECHNIQUE_TIMING.HEAVY.extend).crossPunch(TECHNIQUE_TIMING.HEAVY.peak).recover(TECHNIQUE_TIMING.HEAVY.recover + .05).build();
425
+ /**
426
+ * Jab-Cross - 잽크로스
427
+ *
428
+ * Classic 1-2 boxing combination.
429
+ * Lead jab sets up rear cross.
430
+ *
431
+ * Phases (준비, 실행, 회수, 복귀):
432
+ * 1. Jab chamber (잽 준비): 80ms
433
+ * 2. Jab extend (잽 실행): 120ms
434
+ * 3. Cross transition (크로스 전환): 80ms (using peak for transition)
435
+ * 4. Cross extend (크로스 실행): 100ms (using retract)
436
+ * 5. Recovery (복귀): 320ms
437
+ *
438
+ * Total duration: 700ms (COMBO_FAST technique)
439
+ * Sum: 80 + 120 + 80 + 100 + 320 = 700ms ✓
440
+ *
441
+ * @korean 잽크로스애니메이션
442
+ */
443
+ var JAB_CROSS_ANIMATION = MartialArtsAnimationBuilder.create("jab_cross", "잽크로스").asAttack(TECHNIQUE_TIMING.COMBO_FAST.total).punchWindup(TECHNIQUE_TIMING.COMBO_FAST.chamber, "left").punchExtend(TECHNIQUE_TIMING.COMBO_FAST.extend, "left").punchWindup(TECHNIQUE_TIMING.COMBO_FAST.peak).punchExtend(TECHNIQUE_TIMING.COMBO_FAST.retract).recover(TECHNIQUE_TIMING.COMBO_FAST.recover).build();
444
+ /**
445
+ * Double Hook - 더블훅
446
+ *
447
+ * Left hook followed by right hook.
448
+ * Body rotation carries momentum.
449
+ *
450
+ * Phases (준비, 실행, 회수, 복귀):
451
+ * 1. First hook chamber (첫 훅 준비): 120ms (0.6 × chamber)
452
+ * 2. First hook extend (첫 훅 실행): 180ms (0.6 × extend)
453
+ * 3. Second hook chamber (둘째 훅 준비): 120ms (0.8 × retract)
454
+ * 4. Second hook extend (둘째 훅 실행): 350ms (extend + 50ms)
455
+ * 5. Recovery (복귀): 230ms
456
+ *
457
+ * Total duration: 1000ms (HEAVY technique)
458
+ * Sum: 120 + 180 + 120 + 350 + 230 = 1000ms ✓
459
+ *
460
+ * @korean 더블훅애니메이션
461
+ */
462
+ var DOUBLE_HOOK_ANIMATION = MartialArtsAnimationBuilder.create("double_hook", "더블훅").asAttack(TECHNIQUE_TIMING.HEAVY.total).hookWindup(TECHNIQUE_TIMING.HEAVY.chamber * .6, "left").hookPunch(TECHNIQUE_TIMING.HEAVY.extend * .6, "left").hookWindup(TECHNIQUE_TIMING.HEAVY.retract * .8).hookPunch(TECHNIQUE_TIMING.HEAVY.extend + .05).recover(TECHNIQUE_TIMING.HEAVY.recover).build();
463
+ /**
464
+ * Body Shot - 바디샷
465
+ *
466
+ * Hook targeting ribs/liver.
467
+ * Lower trajectory than head hook.
468
+ *
469
+ * Total duration: 750ms (MEDIUM_HEAVY technique)
470
+ *
471
+ * @korean 바디샷애니메이션
472
+ */
473
+ var BODY_SHOT_ANIMATION = MartialArtsAnimationBuilder.create("body_shot", "바디샷").asAttack(TECHNIQUE_TIMING.MEDIUM_HEAVY.total).uppercutCrouch(TECHNIQUE_TIMING.MEDIUM_HEAVY.chamber).hookPunch(TECHNIQUE_TIMING.MEDIUM_HEAVY.extend).hookPunch(TECHNIQUE_TIMING.MEDIUM_HEAVY.peak).recover(TECHNIQUE_TIMING.MEDIUM_HEAVY.retract + TECHNIQUE_TIMING.MEDIUM_HEAVY.recover).build();
474
+ /**
475
+ * Map of all punch animations for easy access
476
+ * 주먹 애니메이션 맵
477
+ */
478
+ var PUNCH_ANIMATIONS = new Map([
479
+ ["jab", JAB_ANIMATION],
480
+ ["cross", CROSS_ANIMATION],
481
+ ["palm_strike", PALM_STRIKE_ANIMATION],
482
+ ["hook", HOOK_ANIMATION],
483
+ ["lead_hook", LEAD_HOOK_ANIMATION],
484
+ ["uppercut", UPPERCUT_ANIMATION],
485
+ ["lead_uppercut", LEAD_UPPERCUT_ANIMATION],
486
+ ["overhand", OVERHAND_ANIMATION],
487
+ ["backfist", BACKFIST_ANIMATION],
488
+ ["spinning_backfist", SPINNING_BACKFIST_ANIMATION],
489
+ ["hammer_fist", HAMMER_FIST_ANIMATION],
490
+ ["superman_punch", SUPERMAN_PUNCH_ANIMATION],
491
+ ["jab_cross", JAB_CROSS_ANIMATION],
492
+ ["double_hook", DOUBLE_HOOK_ANIMATION],
493
+ ["body_shot", BODY_SHOT_ANIMATION]
494
+ ]);
495
+ //#endregion
496
+ export { BACKFIST_ANIMATION, BODY_SHOT_ANIMATION, CROSS_ANIMATION, DOUBLE_HOOK_ANIMATION, HAMMER_FIST_ANIMATION, HOOK_ANIMATION, JAB_ANIMATION, JAB_CROSS_ANIMATION, LEAD_HOOK_ANIMATION, LEAD_UPPERCUT_ANIMATION, OVERHAND_ANIMATION, PALM_STRIKE_ANIMATION, PUNCH_ANIMATIONS, SPINNING_BACKFIST_ANIMATION, SUPERMAN_PUNCH_ANIMATION, UPPERCUT_ANIMATION };
497
+
498
+ //# sourceMappingURL=PunchAnimations.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"PunchAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/PunchAnimations.ts"],"sourcesContent":["/**\n * Punch Animations Module\n *\n * All punch and hand strike animations (주먹 공격) for Korean martial arts.\n * Uses MartialArtsAnimationBuilder for readable, martial arts expert-friendly code.\n *\n * Updated to include proper Korean martial arts biomechanics:\n * - Hip rotation (엉덩이회전) for power generation\n * - Shoulder torque (어깨비틀기) coordination\n * - Fist rotation (주먹회전) from vertical to pronated\n * - Hikite (당기기) - opposite arm pulling for power\n * - Full arm extension (팔완전펴기) at impact\n *\n * 한국 무술 주먹 공격 애니메이션 모듈\n *\n * @module systems/animation/PunchAnimations\n * @korean 주먹애니메이션\n */\n\nimport type { SkeletalAnimation } from \"@/types/skeletal\";\nimport {\n MartialArtsAnimationBuilder,\n TECHNIQUE_TIMING,\n} from \"../builders/MartialArtsAnimationBuilder\";\n\n// ═══════════════════════════════════════════════════════════════════════════\n// JAB (잽) - Quick Straight Punch\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Jab - 잽 (빠른 직권 - Ppareun Jikwon)\n *\n * Fast straight punch with lead hand (left in orthodox stance) using proper Korean martial arts form.\n * Probing attack to gauge distance and set up combinations - the quintessential speed technique.\n *\n * **Korean Martial Arts Biomechanics** (한국 무술 생체역학):\n *\n * **Stance & Weight Distribution** (자세와 체중 분배):\n * - Start: 겨루기 자세 (Gyeorugi Jase) - Fighting stance\n * - Weight: 60/40 forward for quick reach without commitment\n * - Hip rotation: MINIMAL (~5-10°) to preserve speed\n * - Shoulder: Small forward roll (~15°) for reach and head protection\n *\n * **Chamber Phase - 준비 (Junbi)** [100ms]:\n * - Lead fist: Pulls back slightly to hip (엉덩이), palm vertical (세로주먹)\n * - Elbow: Bent ~90° (1.57 rad) tight to ribs for protection\n * - Rear hand: MAINTAINS 중단막기 (Jungdan Makgi) - middle guard at chin\n * - Breathing: Quick inhale through nose (코로 들이마시기)\n * - Eyes: Lock on target - solar plexus or chin (턱)\n *\n * **Extension Phase - 지르기 (Jireugi)** [150ms]:\n * - Arm snaps forward in STRAIGHT LINE (직선) to target\n * - Fist rotation: Vertical → Pronated (~90° wrist rotation = π/2 rad)\n * - Elbow: Nearly full extension ~175° (0.09 rad from straight)\n * - Shoulder: Rolls forward completing protection\n * - Hip: Minimal forward thrust (~10° rotation) for power without telegraphing\n * - Rear hand: STILL protecting chin (턱보호)\n *\n * **Peak Phase - 정점 (Jeongjeom)** [50ms]:\n * - Maximum reach achieved - fist 45-50cm from shoulder\n * - Fist: Fully pronated, knuckles aligned with forearm\n * - Breathing: Sharp exhale (기합 Kihap) \"칫!\" (Chit!)\n * - Impact: First two knuckles (인지, 중지 knuckles) make contact\n * - Body: Weight shifts 65/35 forward at peak extension\n *\n * **Retraction Phase - 회수 (Hoisu)** [100ms]:\n * - Fist SNAPS BACK through same path (같은 경로)\n * - Speed of retraction = speed of extension (방어를 위해)\n * - Return through chamber position at hip\n * - Elbow returns to protective rib position\n *\n * **Recovery Phase - 복귀 (Bokgwi)** [150ms]:\n * - Return to 중단막기 (middle guard) position\n * - Weight settles back to 60/40 fighting stance\n * - Both hands at chin level, ready for next technique\n * - Breathing: Controlled exhale, ready for next inhale\n *\n * **Combat Applications** (전투 응용):\n * - Distance probing (거리 측정)\n * - Set up combinations: 잽-크로스 (Jab-Cross)\n * - Disrupt opponent's rhythm (리듬 방해)\n * - Target: 턱 (chin), 코 (nose), 명치 (solar plexus)\n *\n * **Taekwondo Principle**: \"속도가 힘이다\" (Speed IS Power)\n * Quick retraction prevents counters - the jab that stays out gets hit!\n *\n * Total duration: 550ms (FAST technique)\n *\n * @korean 잽애니메이션\n */\nexport const JAB_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"jab\", \"잽\")\n .asAttack(TECHNIQUE_TIMING.FAST.total)\n .punchChamber(TECHNIQUE_TIMING.FAST.chamber, \"left\") // 준비 - Chamber at hip\n .withKoreanMiddleGuard(\"right\") // Right hand stays in guard\n .punchExtend(TECHNIQUE_TIMING.FAST.extend, \"left\") // 지르기 - Extension with rotation\n .withKoreanMiddleGuard(\"right\") // Right hand stays in guard\n .punchPeak(TECHNIQUE_TIMING.FAST.peak, \"left\") // 정점 - Peak extension\n .withKoreanMiddleGuard(\"right\") // Right hand stays in guard\n .recover(TECHNIQUE_TIMING.FAST.retract + TECHNIQUE_TIMING.FAST.recover) // 복귀 - Return to guard\n .withKoreanMiddleGuard() // Both hands back to middle guard\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// CROSS (크로스) - Power Straight Punch\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Cross - 크로스 (정권지르기 - Jeongwon Jireugi)\n *\n * Powerful straight punch with rear hand using full Korean martial arts biomechanics.\n * The quintessential power punch - generates maximum force through complete body chain.\n *\n * **Korean Martial Arts Biomechanics** (한국 무술 생체역학):\n *\n * **Stance & Weight Distribution** (자세와 체중 분배):\n * - Start: 겨루기 자세 (Gyeorugi Jase) - Fighting stance, 60/40 weight forward\n * - End: 70/30 forward at impact - committing to POWER\n * - Hip rotation: FULL ~25-30° (0.44-0.52 rad) - core of power generation\n * - Rear foot: PIVOTS on ball of foot 45° inward for hip drive\n *\n * **Chamber Phase - 준비 (Junbi)** [150ms]:\n * - Rear fist: COILED at hip (엉덩이), palm vertical (세로주먹)\n * - Elbow: Bent ~110° (1.92 rad), pulled back BEHIND body line\n * - Lead hand: MAINTAINS 중단막기 (middle guard) protecting chin\n * - Shoulders: Rear shoulder pulled back, torso \"wound up\" like spring\n * - Hips: Coiled backward ~10° from neutral, ready to EXPLODE\n * - Breathing: DEEP inhale through nose (코로 깊이 들이마시기)\n * - Legs: Rear leg bent ~135° (2.36 rad), loaded with power\n *\n * **Hip Rotation Phase - 회전 (Hoejeon)** [200ms]:\n * - Hips: BEGIN explosive rotation, rear hip drives FORWARD\n * - Rear foot: Ball pivots inward 45°, heel lifts slightly\n * - Power chain: Ground → Legs → Hips → Core → Shoulders → Fist\n * - Torso: Rotates WITH hips, shoulders follow (~15° lag)\n * - Rear shoulder: Begins forward drive\n * - Lead hand: STILL protecting, doesn't drop\n *\n * **Extension Phase - 지르기 (Jireugi)** [80ms]:\n * - Fist EXPLODES forward in straight line (직선 경로)\n * - Fist rotation: Vertical → Pronated (90° = π/2 rad) for maximum power transfer\n * - Elbow: Extends to ~175° (0.09 rad) - NEARLY straight but not locked\n * - Shoulder: Drives forward completing rotation\n * - Hip rotation: COMPLETES full 25-30° forward\n * - Weight transfer: Shifts to 70/30 forward\n * - Breathing: EXPLOSIVE exhale (기합 Kihap) \"크악!\" (Keuwak!)\n * - Rear heel: Fully lifted, pivoted inward\n *\n * **Peak/Follow-Through - 정점/관통 (Jeongjeom/Gwantong)** [80ms]:\n * - Maximum extension: Fist reaches 55-60cm from shoulder\n * - Full body alignment: Ankle → Knee → Hip → Shoulder → Fist in ONE LINE\n * - Impact: First two knuckles (인지, 중지) strike target\n * - Power transfer: ALL body mass behind punch\n * - Rear leg: Fully extended, heel up\n * - Lead hand: STILL protecting chin (critical defense)\n *\n * **Retraction Phase - 회수 (Hoisu)** [120ms]:\n * - Fist returns along same path\n * - Hip begins counter-rotation back to neutral\n * - Rear foot pivots back to starting position\n * - Weight begins shifting back toward 60/40\n *\n * **Recovery Phase - 복귀 (Bokgwi)** [180ms]:\n * - Return to 중단막기 (middle guard) bilateral protection\n * - Hips settle to neutral fighting position\n * - Weight: 60/40 ready for next technique\n * - Breathing: Controlled return to combat breathing rhythm\n * - Stance: Reset to 겨루기 자세 (fighting ready)\n *\n * **Combat Applications** (전투 응용):\n * - Knockout punch targeting: 턱 (chin), 관자놀이 (temple), 명치 (solar plexus)\n * - Follow-up to jab: Classic 1-2 combo (잽-크로스)\n * - Counter-strike: When opponent over-commits\n * - Liver shot: Angled downward to 간장 (liver)\n *\n * **Taekwondo Principle**: \"힘은 땅에서 나온다\" (Power comes from the ground)\n * The cross demonstrates complete kinetic chain - every link must be strong!\n *\n * **Biomechanical Keys**:\n * - Rear foot pivot = Hip rotation enabler\n * - Hip rotation = Power multiplier (3-4x arm-only punch)\n * - Fist rotation = Penetration and structural alignment\n * - Lead hand guard = Defensive responsibility\n *\n * Total duration: 730ms (MEDIUM technique)\n *\n * @korean 크로스애니메이션\n */\nexport const CROSS_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"cross\", \"크로스\")\n .asAttack(TECHNIQUE_TIMING.MEDIUM.total)\n .punchChamber(TECHNIQUE_TIMING.MEDIUM.chamber, \"right\") // 준비 - Chamber at hip\n .withKoreanMiddleGuard(\"left\") // Left hand stays in guard\n .punchExtend(TECHNIQUE_TIMING.MEDIUM.extend, \"right\") // 지르기 - Extension with full hip rotation\n .withKoreanMiddleGuard(\"left\") // Left hand stays in guard\n .punchPeak(TECHNIQUE_TIMING.MEDIUM.peak, \"right\") // 정점 - Peak impact\n .withKoreanMiddleGuard(\"left\") // Left hand stays in guard\n .recover(TECHNIQUE_TIMING.MEDIUM.retract + TECHNIQUE_TIMING.MEDIUM.recover) // 복귀 - Return to guard\n .withKoreanMiddleGuard() // Both hands back to middle guard\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// PALM STRIKE (장권) - Open Palm Heel Strike\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Palm Strike - 장권\n *\n * Open palm heel strike targeting chin or solar plexus.\n * Traditional Taekwondo technique for close range.\n *\n * Total duration: 730ms (MEDIUM technique)\n *\n * @korean 장권애니메이션\n */\nexport const PALM_STRIKE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"palm_strike\", \"장권\")\n .asAttack(TECHNIQUE_TIMING.MEDIUM.total)\n .punchWindup(TECHNIQUE_TIMING.MEDIUM.chamber) // 준비 - 150ms\n .palmStrike(TECHNIQUE_TIMING.MEDIUM.extend) // 장권 - 200ms palm heel forward\n .palmStrike(TECHNIQUE_TIMING.MEDIUM.peak) // 정점 - 80ms hold\n .recover(TECHNIQUE_TIMING.MEDIUM.retract + TECHNIQUE_TIMING.MEDIUM.recover) // 복귀 - 300ms\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// HOOK (훅) - Curved Power Punch\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Hook - 훅 (곡권 - Gokwon / 갈고리주먹 - Galgori Jumeok)\n *\n * Curved power punch targeting jaw or temple with circular trajectory.\n * Generates devastating knockout power from hip and shoulder rotation in horizontal plane.\n *\n * **Korean Martial Arts Biomechanics** (한국 무술 생체역학):\n *\n * **Stance & Weight Distribution** (자세와 체중 분배):\n * - Start: 60/40 weight distribution\n * - Peak: 55/45 - MORE BALANCED than cross (circular vs. linear power)\n * - Hip rotation: ~35-40° (0.61-0.70 rad) - MORE than cross!\n * - Pivoting: Lead foot pivots OUT ~30° on ball\n *\n * **Chamber/Wind-Up Phase - 준비 (Junbi)** [150ms]:\n * - Lead arm: Pulls BACK to side, elbow bent 90° (1.57 rad) - CRITICAL angle\n * - Fist position: At shoulder level (어깨 높이), near armpit\n * - Elbow: Points SIDEWAYS (옆으로), not down - horizontal plane strike\n * - Rear hand: PROTECTS chin (턱보호) - non-negotiable defense\n * - Hips: Coil AWAY from target side by ~10-15°\n * - Shoulders: Wind up like baseball bat swing\n * - Breathing: Deep inhale (들이마시기)\n * - Lead foot: Prepares to pivot outward\n *\n * **Rotation & Strike Phase - 회전+타격 (Hoejeon + Tagyeok)** [200ms]:\n * - Hip explosion: Rotates 35-40° toward target (MORE than cross!)\n * - Lead foot: Ball pivots OUT ~30°, heel comes up slightly\n * - Torso: Rotates WITH hips in synchronized motion\n * - Shoulder: Drives around like hammer throw\n * - Elbow: MAINTAINS 90° bend throughout strike - power comes from rotation, NOT extension\n * - Fist: Travels in HORIZONTAL ARC (수평호 - Supyeongho)\n * - Trajectory: Curves AROUND guard to strike side of head\n * - Hand position: Palm faces DOWN at impact (pronated)\n *\n * **Peak Impact - 정점 (Jeongjeom)** [100ms]:\n * - Impact zone: 턱 (jaw), 관자놀이 (temple), 귀 (ear) - knockout targets\n * - Fist alignment: Knuckles perpendicular to target surface\n * - Elbow: STILL bent 90° - rigid arm triangle structure\n * - Hip: Fully rotated, weight 55/45\n * - Breathing: Sharp exhale \"흣!\" (Heut!) with kihap\n * - Body unity: Fist, elbow, shoulder, hip aligned in CIRCULAR chain\n * - Follow-through: Hip continues rotation ~5° past impact\n *\n * **Retraction Phase - 회수 (Hoisu)** [150ms]:\n * - Fist returns via SAME CURVED PATH (same arc backward)\n * - Elbow: Maintains bend, doesn't straighten\n * - Hip: Counter-rotates back toward neutral\n * - Lead foot: Pivots back to starting position\n *\n * **Recovery Phase - 복귀 (Bokgwi)** [200ms]:\n * - Return to 중단막기 (middle guard) protecting chin\n * - Weight: Resets to 60/40 fighting stance\n * - Hips: Neutral position, ready for next technique\n * - Breathing: Controlled recovery breath\n *\n * **Combat Applications** (전투 응용):\n * - Primary target: 턱 (chin) - KNOCKOUT potential\n * - Secondary: 관자놀이 (temple) - brain concussion\n * - Tertiary: 간장 (liver) if angled downward (body hook)\n * - Combinations: After jab opens guard - 잽-훅 (Jab-Hook)\n * - Counter: When opponent ducks straight punches\n *\n * **Biomechanical Principle**: \"팔이 아니라 몸통으로 친다\"\n * (Strike with the torso, not the arm)\n * - 90° elbow angle = RIGID structure transfers rotation power\n * - Hip rotation = 70% of power generation\n * - Shoulder pivot = 20% of power\n * - Arm extension = 10% only (most people do this wrong!)\n *\n * **Common Mistakes** (흔한 실수):\n * - ❌ Extending arm (팔 펴기) - WRONG! Breaks power structure\n * - ❌ Arm-only punch (팔만 사용) - No hip rotation = weak hook\n * - ❌ Dropping rear hand (뒷손 내리기) - Gets countered!\n * - ✅ Correct: Locked 90° elbow + full hip rotation = knockout power\n *\n * **Taekwondo/Boxing Principle**: \"회전이 힘이다\" (Rotation IS power)\n * The hook is a rotational strike, not a pushing strike - physics of angular momentum!\n *\n * Total duration: 800ms (HEAVY_LIGHT technique)\n *\n * @korean 훅애니메이션\n */\nexport const HOOK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"hook\", \"훅\")\n .asAttack(TECHNIQUE_TIMING.HEAVY_LIGHT.total)\n .hookWindup(TECHNIQUE_TIMING.HEAVY_LIGHT.chamber) // 준비 - 150ms arm pulls back\n .hookPunch(TECHNIQUE_TIMING.HEAVY_LIGHT.extend) // 타격 - 200ms curved strike\n .hookPunch(TECHNIQUE_TIMING.HEAVY_LIGHT.peak) // 정점 - 100ms hold\n .recover(\n TECHNIQUE_TIMING.HEAVY_LIGHT.retract +\n TECHNIQUE_TIMING.HEAVY_LIGHT.recover,\n ) // 복귀 - 350ms\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// LEAD HOOK (리드훅) - Quick Lead Hand Hook\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Lead Hook - 리드훅\n *\n * Fast hook with lead hand.\n * Shorter range but quicker than rear hook.\n *\n * Total duration: 700ms (MEDIUM_LIGHT technique)\n *\n * @korean 리드훅애니메이션\n */\nexport const LEAD_HOOK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"lead_hook\", \"리드훅\")\n .asAttack(TECHNIQUE_TIMING.MEDIUM_LIGHT.total)\n .hookWindup(TECHNIQUE_TIMING.MEDIUM_LIGHT.chamber, \"left\") // Quick wind-up - 120ms (lead hand)\n .hookPunch(TECHNIQUE_TIMING.MEDIUM_LIGHT.extend, \"left\") // Fast hook - 180ms (lead hand)\n .hookPunch(TECHNIQUE_TIMING.MEDIUM_LIGHT.peak, \"left\") // Peak - 80ms\n .recover(\n TECHNIQUE_TIMING.MEDIUM_LIGHT.retract +\n TECHNIQUE_TIMING.MEDIUM_LIGHT.recover,\n ) // Recover - 320ms\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// UPPERCUT (어퍼컷) - Rising Power Punch\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Uppercut - 어퍼컷 (상승권 - Sangseung Gwon / 올려치기 - Ollyeochigi)\n *\n * Rising punch targeting chin from below using leg drive and upward hip thrust.\n * Devastating close-range knockout technique generating power from ground through vertical chain.\n *\n * **Korean Martial Arts Biomechanics** (한국 무술 생체역학):\n *\n * **Stance & Weight Distribution** (자세와 체중 분배):\n * - Start: 60/40 weight distribution\n * - Crouch: Weight shifts to 65/35 on striking side (loading)\n * - Impact: 70/30 - full commitment to vertical drive\n * - Stance width: SLIGHTLY WIDER for stable base during crouch\n *\n * **Crouch/Chamber Phase - 낮추기 (Najchugi)** [150ms]:\n * - Body: Drops CENTER OF GRAVITY by ~10-15cm (무게중심 낮추기)\n * - Striking leg: Knee bends DEEPER ~100° (1.75 rad) - loading spring\n * - Hip: Tilts backward and DOWN on striking side (~15° pelvic tilt)\n * - Striking fist: Drops to hip level, palm facing INWARD/UPWARD (손바닥 위로)\n * - Elbow: Bent ~110° (1.92 rad), close to ribs\n * - Rear hand: Maintains 중단막기 (chin protection) - critical for counters\n * - Shoulders: Dip slightly on striking side (~10° drop)\n * - Breathing: Quick inhale while loading (준비 호흡)\n * - Weight: Loads onto ball of striking-side foot\n *\n * **Drive/Explosion Phase - 상승 (Sangseung)** [200ms]:\n * - Legs: EXPLOSIVE EXTENSION - knee straightens from 100° → 170° (0.18 rad)\n * - Hip thrust: Drives UPWARD and FORWARD (~20° upward angle)\n * - Power chain: Ground → Legs → Hips → Core → Shoulder → Fist (VERTICAL)\n * - Heel: Lifts off ground as leg extends\n * - Pelvis: Thrusts upward and forward, creating hip drive\n * - Torso: Rises with hip drive, slight forward lean (~10°)\n * - Striking shoulder: Begins upward drive\n * - Fist: Starts vertical ascent along CENTERLINE\n *\n * **Strike/Extension Phase - 타격 (Tagyeok)** [100ms]:\n * - Fist: Rises in VERTICAL PATH from hip to chin level\n * - Fist rotation: Inward palm → Neutral/Pronated (90° rotation)\n * - Elbow: Remains bent ~120° (2.09 rad) throughout - NOT straight punch!\n * - Trajectory: Fist travels UPWARD at ~60-70° angle from horizontal\n * - Shoulder: Completes upward drive, elevating ~15cm\n * - Hip: Full upward thrust completed\n * - Legs: Fully extended, body at maximum height\n * - Breathing: EXPLOSIVE exhale \"우억!\" (Wueok!) - rising kihap\n *\n * **Peak Impact - 정점 (Jeongjeom)** [100ms]:\n * - Target: 턱 (chin) from BELOW - ideal knockout angle\n * - Impact surface: Knuckles facing UPWARD, hitting underside of jaw\n * - Body position: Full vertical extension, heel off ground\n * - Power delivery: ALL body mass driving UPWARD into target\n * - Neck snap: Opponent's head snaps BACKWARD and UP (knockout mechanism)\n * - Weight: 70/30 forward, committed to strike\n * - Rear hand: STILL protecting (never drops!)\n *\n * **Retraction Phase - 회수 (Hoisu)** [150ms]:\n * - Fist: Drops back toward hip via same path\n * - Body: Begins lowering back to normal height\n * - Legs: Bend slightly to absorb return motion\n * - Hip: Settles back to neutral pelvic alignment\n * - Heel: Returns to ground\n *\n * **Recovery Phase - 복귀 (Bokgwi)** [200ms]:\n * - Return to 중단막기 (middle guard) bilateral protection\n * - Center of gravity: Returns to normal fighting height\n * - Weight: Resets to 60/40 distribution\n * - Stance: 겨루기 자세 (fighting stance) restored\n * - Breathing: Controlled recovery, ready for next technique\n *\n * **Combat Applications** (전투 응용):\n * - Primary target: 턱 (chin/jaw) from below - maximum knockout potential\n * - Ideal range: CLOSE combat (0.3-0.5m) - too close for straight punches\n * - Combinations: After body shot brings opponent's hands down\n * - Counter: When opponent ducks or bends forward\n * - Liver targeting: Body uppercut to 간장 (liver) at close range\n *\n * **Biomechanical Keys** (생체역학 핵심):\n * 1. **Leg drive** (다리 추진력): 60% of power comes from legs!\n * 2. **Hip thrust** (엉덩이 밀기): 25% from upward pelvic motion\n * 3. **Shoulder lift** (어깨 들기): 10% from shoulder elevation\n * 4. **Arm** (팔): Only 5% - mostly for targeting!\n *\n * **Physics Principle**: \"상승하는 힘은 중력을 이긴다\"\n * (Rising force defeats gravity)\n * - Vertical strike vector meets horizontal chin = devastating angle\n * - Opponent's neck structure weakest against upward force\n * - Body weight + leg extension = maximum vertical power transfer\n *\n * **Common Mistakes** (흔한 실수):\n * - ❌ Arm-only punch (팔만) - No leg drive = weak uppercut\n * - ❌ Wide arc (넓은 호) - Too telegraphed and slow\n * - ❌ Straight up (수직) - Needs forward component for power\n * - ✅ Correct: Deep crouch + explosive leg extension + upward hip thrust\n *\n * **Taekwondo Principle**: \"땅에서 하늘로\" (From Earth to Heaven)\n * The uppercut exemplifies vertical power generation - like jumping!\n *\n * Total duration: 800ms (HEAVY_LIGHT technique)\n *\n * @korean 어퍼컷애니메이션\n */\nexport const UPPERCUT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"uppercut\", \"어퍼컷\")\n .asAttack(TECHNIQUE_TIMING.HEAVY_LIGHT.total)\n .uppercutCrouch(TECHNIQUE_TIMING.HEAVY_LIGHT.chamber) // 낮추기 - 150ms drop level\n .uppercutPunch(TECHNIQUE_TIMING.HEAVY_LIGHT.extend) // 상권 - 200ms rising strike\n .uppercutPunch(TECHNIQUE_TIMING.HEAVY_LIGHT.peak) // 정점 - 100ms hold\n .recover(\n TECHNIQUE_TIMING.HEAVY_LIGHT.retract +\n TECHNIQUE_TIMING.HEAVY_LIGHT.recover,\n ) // 복귀 - 350ms\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// LEAD UPPERCUT (리드어퍼컷) - Quick Lead Uppercut\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Lead Uppercut - 리드어퍼컷\n *\n * Fast uppercut with lead hand.\n * Good counter when opponent ducks.\n *\n * Total duration: 700ms (MEDIUM_LIGHT technique)\n *\n * @korean 리드어퍼컷애니메이션\n */\nexport const LEAD_UPPERCUT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"lead_uppercut\", \"리드어퍼컷\")\n .asAttack(TECHNIQUE_TIMING.MEDIUM_LIGHT.total)\n .uppercutCrouch(TECHNIQUE_TIMING.MEDIUM_LIGHT.chamber, \"left\") // Quick drop - 120ms (lead hand)\n .uppercutPunch(TECHNIQUE_TIMING.MEDIUM_LIGHT.extend, \"left\") // Fast uppercut - 180ms (lead hand)\n .uppercutPunch(TECHNIQUE_TIMING.MEDIUM_LIGHT.peak, \"left\") // Peak - 80ms\n .recover(\n TECHNIQUE_TIMING.MEDIUM_LIGHT.retract +\n TECHNIQUE_TIMING.MEDIUM_LIGHT.recover,\n ) // Recover - 320ms\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// OVERHAND (오버핸드) - Looping Power Punch\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Overhand - 오버핸드 (천권)\n *\n * Looping punch over opponent's guard.\n * High arc to strike top of head or jaw.\n *\n * Phases:\n * 1. Wind-up (준비): Arm raises high - 200ms\n * 2. Loop (호): Arm loops over - 300ms\n * 3. Strike (타격): Fist crashes down - 120ms\n * 4. Recovery (복귀): Return to guard - 380ms\n *\n * Total duration: 1000ms (HEAVY technique)\n *\n * @korean 오버핸드애니메이션\n */\nexport const OVERHAND_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"overhand\", \"오버핸드\")\n .asAttack(TECHNIQUE_TIMING.HEAVY.total)\n .overhandPunch(\n TECHNIQUE_TIMING.HEAVY.chamber + TECHNIQUE_TIMING.HEAVY.extend,\n ) // 천권 - 500ms looping strike\n .overhandPunch(TECHNIQUE_TIMING.HEAVY.peak) // 정점 - 120ms hold\n .recover(TECHNIQUE_TIMING.HEAVY.retract + TECHNIQUE_TIMING.HEAVY.recover) // 복귀 - 380ms\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// BACKFIST (등주먹) - Spinning Backfist\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Backfist - 등주먹\n *\n * Back of fist whips into target.\n * Can be spinning or direct.\n *\n * Total duration: 700ms (MEDIUM_LIGHT technique)\n *\n * @korean 등주먹애니메이션\n */\nexport const BACKFIST_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"backfist\", \"등주먹\")\n .asAttack(TECHNIQUE_TIMING.MEDIUM_LIGHT.total)\n .punchWindup(TECHNIQUE_TIMING.MEDIUM_LIGHT.chamber) // Pull back - 120ms\n .counterStrike(TECHNIQUE_TIMING.MEDIUM_LIGHT.extend) // Whip motion - 180ms\n .counterStrike(TECHNIQUE_TIMING.MEDIUM_LIGHT.peak) // Peak - 80ms\n .recover(\n TECHNIQUE_TIMING.MEDIUM_LIGHT.retract +\n TECHNIQUE_TIMING.MEDIUM_LIGHT.recover,\n ) // Recover - 320ms\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// SPINNING BACKFIST (회전등주먹) - Full Spin Backfist\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Spinning Backfist - 회전등주먹\n *\n * Full 360° rotation into backfist.\n * High-risk knockout technique.\n *\n * Total duration: 1200ms (SPINNING technique)\n *\n * @korean 회전등주먹애니메이션\n */\nexport const SPINNING_BACKFIST_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"spinning_backfist\", \"회전등주먹\")\n .asAttack(TECHNIQUE_TIMING.SPINNING.total)\n .backKickSpin(TECHNIQUE_TIMING.SPINNING.chamber) // Full spin - 300ms\n .counterStrike(TECHNIQUE_TIMING.SPINNING.extend) // Backfist on completion - 350ms\n .counterStrike(TECHNIQUE_TIMING.SPINNING.peak) // Peak - 120ms\n .spinRecover(\n TECHNIQUE_TIMING.SPINNING.retract + TECHNIQUE_TIMING.SPINNING.recover,\n ) // Complete rotation - 430ms\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// HAMMER FIST (철퇴권) - Downward Hammer Strike\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Hammer Fist - 철퇴권\n *\n * Bottom of fist strikes downward like a hammer.\n * Effective in ground-and-pound.\n *\n * Total duration: 900ms (JUMPING technique timing)\n *\n * @korean 철퇴권애니메이션\n */\nexport const HAMMER_FIST_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"hammer_fist\", \"철퇴권\")\n .asAttack(TECHNIQUE_TIMING.JUMPING.total)\n .overhandPunch(\n TECHNIQUE_TIMING.JUMPING.chamber + TECHNIQUE_TIMING.JUMPING.extend,\n ) // Similar arc to overhand - 400ms\n .overhandPunch(TECHNIQUE_TIMING.JUMPING.peak) // Peak - 80ms\n .recover(\n TECHNIQUE_TIMING.JUMPING.retract + TECHNIQUE_TIMING.JUMPING.recover,\n ) // Recover - 420ms\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// SUPERMAN PUNCH (슈퍼맨펀치) - Flying Cross\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Superman Punch - 슈퍼맨펀치\n *\n * Jumping cross punch for extended range.\n * Fakes kick then throws power punch.\n *\n * Total duration: 1000ms (HEAVY technique)\n *\n * @korean 슈퍼맨펀치애니메이션\n */\nexport const SUPERMAN_PUNCH_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"superman_punch\", \"슈퍼맨펀치\")\n .asAttack(TECHNIQUE_TIMING.HEAVY.total)\n .chamber(TECHNIQUE_TIMING.HEAVY.chamber * 0.75) // Fake kick chamber - 150ms (0.75 × 200ms)\n .punchWindup(TECHNIQUE_TIMING.HEAVY.chamber * 0.75) // Transfer to punch - 150ms\n .crossPunch(TECHNIQUE_TIMING.HEAVY.extend) // Throw cross in air - 300ms\n .crossPunch(TECHNIQUE_TIMING.HEAVY.peak) // Peak - 120ms\n .recover(TECHNIQUE_TIMING.HEAVY.recover + 0.05) // Land and recover - 280ms (230ms + 50ms landing)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// JAB-CROSS COMBINATION (잽크로스) - 1-2 Combo\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Jab-Cross - 잽크로스\n *\n * Classic 1-2 boxing combination.\n * Lead jab sets up rear cross.\n *\n * Phases (준비, 실행, 회수, 복귀):\n * 1. Jab chamber (잽 준비): 80ms\n * 2. Jab extend (잽 실행): 120ms\n * 3. Cross transition (크로스 전환): 80ms (using peak for transition)\n * 4. Cross extend (크로스 실행): 100ms (using retract)\n * 5. Recovery (복귀): 320ms\n *\n * Total duration: 700ms (COMBO_FAST technique)\n * Sum: 80 + 120 + 80 + 100 + 320 = 700ms ✓\n *\n * @korean 잽크로스애니메이션\n */\nexport const JAB_CROSS_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"jab_cross\", \"잽크로스\")\n .asAttack(TECHNIQUE_TIMING.COMBO_FAST.total)\n .punchWindup(TECHNIQUE_TIMING.COMBO_FAST.chamber, \"left\") // Jab prep - 80ms (lead hand)\n .punchExtend(TECHNIQUE_TIMING.COMBO_FAST.extend, \"left\") // Jab lands - 120ms (lead hand)\n .punchWindup(TECHNIQUE_TIMING.COMBO_FAST.peak) // Cross transition - 80ms (rear hand wind-up)\n .punchExtend(TECHNIQUE_TIMING.COMBO_FAST.retract) // Cross lands - 100ms (rear hand)\n .recover(TECHNIQUE_TIMING.COMBO_FAST.recover) // Recover - 320ms\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// HOOK-HOOK COMBINATION (더블훅) - Double Hook\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Double Hook - 더블훅\n *\n * Left hook followed by right hook.\n * Body rotation carries momentum.\n *\n * Phases (준비, 실행, 회수, 복귀):\n * 1. First hook chamber (첫 훅 준비): 120ms (0.6 × chamber)\n * 2. First hook extend (첫 훅 실행): 180ms (0.6 × extend)\n * 3. Second hook chamber (둘째 훅 준비): 120ms (0.8 × retract)\n * 4. Second hook extend (둘째 훅 실행): 350ms (extend + 50ms)\n * 5. Recovery (복귀): 230ms\n *\n * Total duration: 1000ms (HEAVY technique)\n * Sum: 120 + 180 + 120 + 350 + 230 = 1000ms ✓\n *\n * @korean 더블훅애니메이션\n */\nexport const DOUBLE_HOOK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"double_hook\", \"더블훅\")\n .asAttack(TECHNIQUE_TIMING.HEAVY.total)\n .hookWindup(TECHNIQUE_TIMING.HEAVY.chamber * 0.6, \"left\") // First hook prep - 120ms (lead hand)\n .hookPunch(TECHNIQUE_TIMING.HEAVY.extend * 0.6, \"left\") // First hook - 180ms (lead hand)\n .hookWindup(TECHNIQUE_TIMING.HEAVY.retract * 0.8) // Second hook prep - 120ms (rear hand)\n .hookPunch(TECHNIQUE_TIMING.HEAVY.extend + 0.05) // Second hook - 350ms (rear hand)\n .recover(TECHNIQUE_TIMING.HEAVY.recover) // Recover - 230ms\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// BODY SHOT (바디샷) - Hook to Body\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Body Shot - 바디샷\n *\n * Hook targeting ribs/liver.\n * Lower trajectory than head hook.\n *\n * Total duration: 750ms (MEDIUM_HEAVY technique)\n *\n * @korean 바디샷애니메이션\n */\nexport const BODY_SHOT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"body_shot\", \"바디샷\")\n .asAttack(TECHNIQUE_TIMING.MEDIUM_HEAVY.total)\n .uppercutCrouch(TECHNIQUE_TIMING.MEDIUM_HEAVY.chamber) // Drop level - 120ms\n .hookPunch(TECHNIQUE_TIMING.MEDIUM_HEAVY.extend) // Hook to body - 200ms\n .hookPunch(TECHNIQUE_TIMING.MEDIUM_HEAVY.peak) // Peak - 80ms\n .recover(\n TECHNIQUE_TIMING.MEDIUM_HEAVY.retract +\n TECHNIQUE_TIMING.MEDIUM_HEAVY.recover,\n ) // Recover - 350ms\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// EXPORT PUNCH ANIMATION MAP\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Map of all punch animations for easy access\n * 주먹 애니메이션 맵\n */\nexport const PUNCH_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation> = new Map(\n [\n [\"jab\", JAB_ANIMATION],\n [\"cross\", CROSS_ANIMATION],\n [\"palm_strike\", PALM_STRIKE_ANIMATION],\n [\"hook\", HOOK_ANIMATION],\n [\"lead_hook\", LEAD_HOOK_ANIMATION],\n [\"uppercut\", UPPERCUT_ANIMATION],\n [\"lead_uppercut\", LEAD_UPPERCUT_ANIMATION],\n [\"overhand\", OVERHAND_ANIMATION],\n [\"backfist\", BACKFIST_ANIMATION],\n [\"spinning_backfist\", SPINNING_BACKFIST_ANIMATION],\n [\"hammer_fist\", HAMMER_FIST_ANIMATION],\n [\"superman_punch\", SUPERMAN_PUNCH_ANIMATION],\n [\"jab_cross\", JAB_CROSS_ANIMATION],\n [\"double_hook\", DOUBLE_HOOK_ANIMATION],\n [\"body_shot\", BODY_SHOT_ANIMATION],\n 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