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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@ -4,4 +4,4 @@ title: Tween
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order: 29
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---
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Value interpolation over a timeline, off the fixed frame clock. The timeline helpers <a href="tween-progress"><code>Tween.progress</code></a>/<a href="tween-loop"><code>Tween.loop</code></a>/<a href="tween-yoyo"><code>Tween.yoyo</code></a> turn an elapsed <code>timer</code> and a <code>duration</code> into a normalized amount; <a href="tween-ease"><code>Tween.ease</code></a> shapes that amount through an easing curve (shared with <a href="ease"><code>Ease</code></a>); and the typed blends <a href="tween-number"><code>Tween.number</code></a>/<a href="tween-round"><code>Tween.round</code></a>/<a href="tween-point"><code>Tween.point</code></a>/<a href="tween-tint"><code>Tween.tint</code></a> interpolate a <code>fixed</code>, <code>int</code>, <code>Vector</code>, or color. All deterministic fixed-point, so a replay reproduces every eased value exactly.
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Value interpolation over a timeline, off the fixed frame clock. The timeline helpers <a href="tween-progress"><code>Tween.progress</code></a>/<a href="tween-loop"><code>Tween.loop</code></a>/<a href="tween-yoyo"><code>Tween.yoyo</code></a> turn an elapsed <code>timer</code> and a <code>duration</code> into a normalized amount; <a href="tween-ease"><code>Tween.ease</code></a> shapes that amount through an easing curve (shared with <a href="ease"><code>Ease</code></a>); and the typed blends <a href="tween-number"><code>Tween.number</code></a>/<a href="tween-round"><code>Tween.round</code></a>/<a href="tween-point"><code>Tween.point</code></a>/<a href="tween-tint"><code>Tween.tint</code></a> interpolate a <code>fixed</code>, <code>int</code>, <code>Vector</code>, or color. All deterministic fixed-point, so a replay reproduces every eased value exactly. Beyond these pure interpolators there are <strong>fluent handles</strong> the engine advances for you: <a href="tween-to"><code>Tween.to</code></a> starts one and returns a handle, <a href="tween-chain"><code>Tween.chain</code></a> and <a href="tween-delay"><code>Tween.delay</code></a> sequence more segments, and <a href="tween-value"><code>Tween.value</code></a> / <a href="tween-done"><code>Tween.done</code></a> / <a href="tween-parallel"><code>Tween.parallel</code></a> / <a href="tween-stop"><code>Tween.stop</code></a> read and control them.
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32
docs/language/tween/tween-chain.md
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docs/language/tween/tween-chain.md
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---
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id: tween-chain
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name: Tween.chain
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category: tween
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kind: namespace-method
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tokens: Tween.chain
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sig: Tween.chain(handle, to, dur, ease) -> handle
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tip: Append a tween segment that runs after the handle's current queue.
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order: 31
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ns: Tween
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member: chain
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---
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Appends a tween segment to a <a href="tween-to"><code>handle</code></a> that runs <em>after</em> its current segments finish, continuing from where the previous one ended — so the game only names the new target. Returns the same handle, so calls chain fluently. A handle holds up to eight segments; combine with <a href="tween-delay"><code>Tween.delay</code></a> for pauses. The engine advances the whole sequence one segment at a time.
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Parameters:
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- `handle` — the tween handle to extend
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- `to` — the target value for this segment
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- `dur` — the segment length in engine ticks
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- `ease` — 0 linear, 1 in, 2 out, 3 in-out
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```ludic
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program Demo {
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property Marker { n: int = 0 }
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model M { Marker }
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entry {
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var h = Tween.to(0, 100, 20, 2) # rise
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h = Tween.chain(h, 0, 20, 1) # then fall back
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quit()
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}
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}
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```
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31
docs/language/tween/tween-delay.md
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docs/language/tween/tween-delay.md
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---
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id: tween-delay
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name: Tween.delay
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category: tween
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kind: namespace-method
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tokens: Tween.delay
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sig: Tween.delay(handle, ticks) -> handle
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tip: Append a pause to a tween handle's sequence.
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order: 32
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ns: Tween
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member: delay
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---
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Appends a <strong>pause</strong> of <code>ticks</code> ticks to a <a href="tween-to"><code>handle</code></a>'s sequence: the value holds where the previous segment left it, then the next <a href="tween-chain"><code>chained</code></a> segment begins. Returns the handle for fluent chaining. Use it to stagger a multi-step motion — rise, hold, fall — or to offset one handle from another running in parallel.
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Parameters:
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- `handle` — the tween handle to extend
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- `ticks` — how many engine ticks to hold
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```ludic
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program Demo {
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property Marker { n: int = 0 }
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model M { Marker }
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entry {
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var h = Tween.to(0, 50, 15, 0) # move
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h = Tween.delay(h, 10) # wait
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h = Tween.chain(h, 100, 15, 0) # move again
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quit()
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}
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}
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```
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docs/language/tween/tween-parallel.md
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docs/language/tween/tween-parallel.md
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---
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id: tween-parallel
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name: Tween.parallel
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category: tween
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kind: namespace-method
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tokens: Tween.parallel
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sig: Tween.parallel(a, b) -> bool
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tip: Are two tween handles both finished? — a parallel completion query.
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order: 35
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ns: Tween
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member: parallel
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---
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Returns whether two <a href="tween-to"><code>handles</code></a> are <em>both</em> finished. Independent handles are advanced together every frame, so running several at once already runs them in parallel; this is the "wait for all" query over a pair — start a fade and a slide together, then act when both complete. For longer sequences on a single value, chain segments with <a href="tween-chain"><code>Tween.chain</code></a> instead.
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Parameters:
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- `a`, `b` — the two tween handles to test
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```ludic
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program Demo {
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property Marker { n: int = 0 }
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model M { Marker }
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entry {
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let fade = Tween.to(255, 0, 20, 0)
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let slide = Tween.to(0, 80, 30, 2)
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if Tween.parallel(fade, slide) { print(1) } # both done?
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quit()
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}
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}
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```
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docs/language/tween/tween-stop.md
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docs/language/tween/tween-stop.md
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---
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id: tween-stop
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name: Tween.stop
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category: tween
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kind: namespace-method
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tokens: Tween.stop
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sig: Tween.stop(handle)
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tip: Stop and dispose a tween handle, freezing its value.
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order: 34
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ns: Tween
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member: stop
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---
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Stops a <a href="tween-to"><code>tween handle</code></a> immediately and frees its slot back to the pool. Its <a href="tween-value"><code>value</code></a> is frozen where it was, and <a href="tween-done"><code>Tween.done</code></a> then reports it finished. Use it to cancel a motion early — an interrupted animation, an entity that despawned mid-tween — so long-lived games recycle handles instead of exhausting the pool.
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Parameters:
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- `handle` — the tween handle to stop
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```ludic
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program Demo {
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property Marker { n: int = 0 }
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model M { Marker }
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entry {
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let h = Tween.to(0, 100, 60, 0)
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Tween.stop(h) # cancel it now
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quit()
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}
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}
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```
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docs/language/tween/tween-to.md
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docs/language/tween/tween-to.md
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---
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id: tween-to
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name: Tween.to
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category: tween
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kind: namespace-method
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tokens: Tween.to
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sig: Tween.to(from, to, dur, ease) -> handle
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tip: Start a fluent, engine-advanced tween and return a handle.
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order: 30
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ns: Tween
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member: to
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---
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Starts a <strong>stateful tween handle</strong> — from <code>from</code> to <code>to</code> over <code>dur</code> ticks with easing <code>ease</code> — and returns an integer handle. Unlike the pure <a href="tween-progress"><code>Tween.progress</code></a> interpolators (which the game drives from its own timer), a handle is <em>advanced by the engine</em> one tick per frame: fire it once, then read <a href="tween-value"><code>Tween.value</code></a> each frame and <a href="tween-done"><code>Tween.done</code></a> to know when it finishes. <a href="tween-chain"><code>Tween.chain</code></a> and <a href="tween-delay"><code>Tween.delay</code></a> append segments for a sequence. Integer and deterministic, so a sequence plays identically under replay. The handle pool is fixed-size and reuses finished slots.
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Parameters:
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- `from`, `to` — the start and end values (integer game units)
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- `dur` — the segment length in engine ticks
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- `ease` — 0 linear, 1 in, 2 out, 3 in-out
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```ludic
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program Demo {
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property SpriteAnim { ticks: int = 0, fps: int = 0, frames: int = 0, mode: int = 0, frame: int = 0 }
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property Pop { h: int = 0 }
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model Coin { SpriteAnim, Pop }
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entry {
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spawn Coin { Pop { h: 0 } }
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let e = World.query_next(World.prop_id("Pop"), 0)
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let f = World.field_id(World.prop_id("Pop"), "h")
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World.set(e, World.prop_id("Pop"), f, Tween.to(0, 40, 20, 2)) # pop upward
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quit()
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}
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}
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```
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32
docs/language/tween/tween-value.md
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docs/language/tween/tween-value.md
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---
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id: tween-value
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name: Tween.value
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category: tween
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kind: namespace-method
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tokens: Tween.value
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sig: Tween.value(handle) -> int
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tip: The current value of a fluent tween handle this frame.
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order: 33
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ns: Tween
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member: value
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---
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Returns the current interpolated value of a <a href="tween-to"><code>tween handle</code></a> this frame — the number the engine advanced it to. Read it each frame to drive a position, an alpha, a scale. Once every segment has finished the value rests on the final target; <a href="tween-done"><code>Tween.done</code></a> reports when that has happened. Returns <code>0</code> for an invalid handle.
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Parameters:
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- `handle` — the tween handle to read
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```ludic
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program Demo {
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property Pos { x: int = 0 }
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property Tw { h: int = 0 }
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model Mover { Pos, Tw }
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handler Move phase Update {
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let p = World.prop_id("Pos")
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let t = World.prop_id("Tw")
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let e = World.query_next(t, 0)
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let h = World.get(e, t, World.field_id(t, "h"))
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World.set(e, p, World.field_id(p, "x"), Tween.value(h))
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}
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}
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```
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