feat(anim): animation ergonomics — named clips, Anim.play/Motion.to, frame events, fluent Tween handles (#48)
The ergonomic layer over the engine-owned SpriteAnim/Motion systems (#43): - Named clips: Anim.clip("run", frames, fps, mode) registers a clip by name and Anim.play(entity, "run") plays it; Anim.play(entity, fps, frames, mode) sets the clip directly. A name-keyed registry in systems.ludic. - Frame events: Anim.on_frame(entity, frame) arms optional SpriteAnim event_frame/event_fired fields; the engine flags the tick the clip first lands on that frame, and Anim.fired(entity) reads it — the game reacts, so it stays inside the no-runtime-dispatch event model. - Motion.to(entity, from, to, dur, ease) starts a value tween over the Motion component in one call (reflection-ABI writes, resetting the timer). - Fluent Tween handles (runtime/native/tween.ludic): Tween.to / Tween.chain / Tween.delay build a sequenced, disposable handle advanced by a new engine-owned system (esys_tween, run each Update tick); Tween.value / Tween.done / Tween.parallel / Tween.stop read and control it. The 1-arg Tween.done(handle) is disambiguated from the 2-arg pure Tween.done(timer, dur). Splicing: g_uses_anim_rt pulls in systems.ludic; g_uses_tween_rt pulls in tween.ludic and inserts esys_tween into the Update phase. All integer and deterministic, so animation and motion reproduce exactly under replay/lockstep. Worked example + regression: examples/library/anim_sugar.ludic (4 8 2 1 0 100 100 0 0 1 20 20 30 0 1). Twelve new docs pages (Anim, the new Motion namespace, Tween handles). Full suite 77 passed, self-host C-free fixpoint intact, no golden drift. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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LANGUAGE.md
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LANGUAGE.md
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@ -268,7 +268,7 @@ enough, and a game that declares none is byte-for-byte unchanged.
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| Component | Phase | Effect |
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|---|---|---|
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| `SpriteAnim { ticks, fps, frames, mode, frame }` | `Update` | advances `frame` — spritesheet frame animation (`mode` 0 loop, 1 once, 2 ping-pong) |
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| `SpriteAnim { ticks, fps, frames, mode, frame }` | `Update` | advances `frame` — spritesheet frame animation (`mode` 0 loop, 1 once, 2 ping-pong). Optional `event_frame`/`event_fired` fields arm a frame event (`Anim.on_frame` / `Anim.fired`) |
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| `Motion { ticks, dur, from, to, ease, value, done }` | `Update` | advances `value` — value tween (`ease` 0 linear, 1 in, 2 out, 3 in-out), latches `done` |
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| `Light2D { x, y, radius, color, intensity }` | `Render` | additive radial glow; the engine runs the whole 2D light pass and presents. Optional `direction`/`spread` (cone), `falloff`, `softness`, `gel` fields select the render-quality tiers |
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| `Occluder { x, y, w, h }` | `Render` | a rectangular shadow caster the light pass carves out |
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@ -282,6 +282,15 @@ model Hero { Pos, SpriteAnim }
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spawn Hero { Pos { x: 0, y: 0 } SpriteAnim { fps: 10, frames: 6, mode: 0 } }
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```
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An **ergonomic layer** sits over the animation components: register named clips
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with `Anim.clip("run", frames, fps, mode)` and (re)start one with
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`Anim.play(entity, "run")` (or `Anim.play(entity, fps, frames, mode)`); arm frame
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events with `Anim.on_frame` / read them with `Anim.fired`; start a value tween in
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one call with `Motion.to(entity, from, to, dur, ease)`. Standalone **fluent tween
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handles** — `Tween.to` / `Tween.chain` / `Tween.delay`, read with `Tween.value` /
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`Tween.done` / `Tween.parallel` and cancelled with `Tween.stop` — sequence
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multi-step motion the engine advances each tick, beyond a single `Motion`.
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A `Light2D` / `Occluder` reads its position from a `Position { x, y }` component
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on the same entity when the entity carries one, else from its own `x` / `y`
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fields — so "Position + Light2D" and a self-positioned light both work. With
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