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step-sequence-generator

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A step sequence generator for figure skating programs

67 lines (66 loc) 3.27 kB
"use strict"; Object.defineProperty(exports, "__esModule", { value: true }); exports.ExtendedMovementCharacter = exports.MovementCharacter = exports.TransitionDirection = exports.RotationDirectionString = exports.RotationDirection = exports.RotationDegree = exports.Leg = exports.Edge = void 0; var Edge; (function (Edge) { Edge["INNER"] = "inner"; Edge["OUTER"] = "outer"; Edge["TWO_EDGES"] = "twoEdges"; })(Edge || (exports.Edge = Edge = {})); var Leg; (function (Leg) { Leg["LEFT"] = "left"; Leg["RIGHT"] = "right"; Leg["BOTH"] = "both"; })(Leg || (exports.Leg = Leg = {})); var RotationDegree; (function (RotationDegree) { RotationDegree[RotationDegree["DEGREES_0"] = 0] = "DEGREES_0"; RotationDegree[RotationDegree["DEGREE_180"] = 180] = "DEGREE_180"; RotationDegree[RotationDegree["DEGREE_360"] = 360] = "DEGREE_360"; RotationDegree[RotationDegree["DEGREE_540"] = 540] = "DEGREE_540"; RotationDegree[RotationDegree["DEGREE_720"] = 720] = "DEGREE_720"; RotationDegree[RotationDegree["DEGREE_900"] = 900] = "DEGREE_900"; RotationDegree[RotationDegree["DEGREE_1080"] = 1080] = "DEGREE_1080"; })(RotationDegree || (exports.RotationDegree = RotationDegree = {})); var RotationDirection; (function (RotationDirection) { RotationDirection[RotationDirection["NONE"] = 0] = "NONE"; RotationDirection[RotationDirection["COUNTERCLOCKWISE"] = 1] = "COUNTERCLOCKWISE"; RotationDirection[RotationDirection["CLOCKWISE"] = 2] = "CLOCKWISE"; })(RotationDirection || (exports.RotationDirection = RotationDirection = {})); var RotationDirectionString; (function (RotationDirectionString) { RotationDirectionString["NONE"] = "none"; RotationDirectionString["COUNTERCLOCKWISE"] = "counterclockwise"; RotationDirectionString["CLOCKWISE"] = "clockwise"; })(RotationDirectionString || (exports.RotationDirectionString = RotationDirectionString = {})); var TransitionDirection; (function (TransitionDirection) { TransitionDirection["NONE"] = "none"; TransitionDirection["FORWARD"] = "forward"; TransitionDirection["BACKWARD"] = "backward"; })(TransitionDirection || (exports.TransitionDirection = TransitionDirection = {})); var MovementCharacter; (function (MovementCharacter) { MovementCharacter["STEP"] = "step"; MovementCharacter["TURN"] = "turn"; MovementCharacter["SEQUENCE"] = "sequence"; MovementCharacter["HOP"] = "hop"; MovementCharacter["GLIDE"] = "glide"; MovementCharacter["UNKNOWN"] = "unknown"; })(MovementCharacter || (exports.MovementCharacter = MovementCharacter = {})); var SpecialCharacter; (function (SpecialCharacter) { SpecialCharacter["DIFFICULT"] = "difficult"; })(SpecialCharacter || (SpecialCharacter = {})); var ExtendedMovementCharacter; (function (ExtendedMovementCharacter) { ExtendedMovementCharacter["STEP"] = "step"; ExtendedMovementCharacter["TURN"] = "turn"; ExtendedMovementCharacter["SEQUENCE"] = "sequence"; ExtendedMovementCharacter["HOP"] = "hop"; ExtendedMovementCharacter["GLIDE"] = "glide"; ExtendedMovementCharacter["UNKNOWN"] = "unknown"; ExtendedMovementCharacter["DIFFICULT"] = "difficult"; })(ExtendedMovementCharacter || (exports.ExtendedMovementCharacter = ExtendedMovementCharacter = {}));