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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25 changed files with 24149 additions and 21866 deletions
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@ -44,11 +44,15 @@ function emit_ns_call(ns: pointer, meth: pointer, e: Node) -> Val {
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}
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if (ns == "Anim") {
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if is_anim_ns(meth) { return emit_anim_ns(meth, e) }
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perr(`unknown builtin Anim.{meth}`)
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# else: the stateful Anim.play/clip/on_frame/fired sugar (#48) falls through
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# to the bare table below (calls into systems.ludic).
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}
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if (ns == "Tween") {
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if is_tween_ns(meth) { return emit_tween_ns(meth, e) }
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perr(`unknown builtin Tween.{meth}`)
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# else: the stateful Tween.to/chain/delay/value/stop/parallel handles (#48)
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# fall through to the bare table below (calls into tween.ludic). The 1-arg
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# Tween.done(handle) is disambiguated from the 2-arg pure form inside
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# emit_tween_ns itself, so it stays routed through is_tween_ns above.
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}
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if (ns == "Collision") {
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if is_collide_ns(meth) { return emit_collide_ns(meth, e) }
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@ -285,6 +289,34 @@ function emit_ns_call(ns: pointer, meth: pointer, e: Node) -> Val {
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if (meth == "clear_normals") { bare = "light_clear_normals" }
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if (meth == "time_of_day") { bare = "light_time_of_day"; push(labels, "t") }
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}
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# Anim.* / Motion.* ergonomic writes over the engine components (#48), spliced
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# from runtime/native/systems.ludic. Anim.play(entity, "run") plays a named clip
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# registered with Anim.clip; the four-arg Anim.play sets fps/frames/mode
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# directly. on_frame arms a frame event the engine flags on SpriteAnim; fired
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# reads that flag. Motion.to starts a value tween over the Motion component.
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if (ns == "Anim") {
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if (meth == "clip") { bare = "anim_clip"; push(labels, "name"); push(labels, "frames"); push(labels, "fps"); push(labels, "mode") }
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if (meth == "on_frame") { bare = "anim_on_frame"; push(labels, "entity"); push(labels, "frame") }
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if (meth == "fired") { bare = "anim_fired"; push(labels, "entity") }
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if (meth == "play") {
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if (len(e.kids) == 2) { bare = "anim_play_named"; push(labels, "entity"); push(labels, "clip") }
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else { bare = "anim_play"; push(labels, "entity"); push(labels, "fps"); push(labels, "frames"); push(labels, "mode") }
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}
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}
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if (ns == "Motion") {
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if (meth == "to") { bare = "motion_to"; push(labels, "entity"); push(labels, "from"); push(labels, "to"); push(labels, "dur"); push(labels, "ease") }
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}
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# Tween.* fluent stateful handles (#48), spliced from runtime/native/tween.ludic
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# and advanced each Update tick by esys_tween. These stand alongside the pure
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# Tween.* interpolators (emit_anim.ludic): the stateful ones take/return a handle.
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if (ns == "Tween") {
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if (meth == "to") { bare = "tween_to"; push(labels, "from"); push(labels, "to"); push(labels, "dur"); push(labels, "ease") }
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if (meth == "chain") { bare = "tween_chain"; push(labels, "handle"); push(labels, "to"); push(labels, "dur"); push(labels, "ease") }
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if (meth == "delay") { bare = "tween_delay"; push(labels, "handle"); push(labels, "ticks") }
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if (meth == "value") { bare = "tween_value"; push(labels, "handle") }
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if (meth == "stop") { bare = "tween_stop"; push(labels, "handle") }
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if (meth == "parallel") { bare = "tween_parallel"; push(labels, "a"); push(labels, "b") }
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}
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# Query.* — ECS spatial queries over the reflection ABI (runtime/native/query.ludic,
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# spliced on demand). `prop` is a property id (World.prop_id); the spatial forms
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# read two int fields (field ids) as (x, y). nearest/first return an entity (-1 =
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