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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@ -183,6 +183,15 @@ function p_postfix() -> Node {
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# Input.* action-map / record-replay methods (#7) -> splice input.ludic.
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# Input.key stays bare (no runtime), so gate on the new methods only.
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if e.a.kind == E_ID and e.a.s == "Input" and (e.s == "bind" or e.s == "rebind" or e.s == "poll" or e.s == "down" or e.s == "pressed" or e.s == "record" or e.s == "replay") { g_uses_input = true }
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# Anim.play/clip/on_frame/fired + Motion.to (#48): the ergonomic writes over
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# the SpriteAnim/Motion components live in systems.ludic and use the world
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# table, so splice it and force the reflection ABI even if the game leaves
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# the engine auto-advance to do the ticking.
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if e.a.kind == E_ID and e.a.s == "Anim" and (e.s == "play" or e.s == "clip" or e.s == "on_frame" or e.s == "fired") { g_uses_anim_rt = true }
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if e.a.kind == E_ID and e.a.s == "Motion" and e.s == "to" { g_uses_anim_rt = true }
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# Tween.to/chain/delay/value/stop/parallel (#48): the fluent stateful handles
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# live in tween.ludic, advanced by an engine-owned system each Update tick.
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if e.a.kind == E_ID and e.a.s == "Tween" and (e.s == "to" or e.s == "chain" or e.s == "delay" or e.s == "value" or e.s == "stop" or e.s == "parallel") { g_uses_tween_rt = true }
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}
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else { if is_op("[") { pi = pi + 1; let lo = expr()
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if is_op("..") { pi = pi + 1; let sl = node(E_SLICE); sl.a = e; sl.b = lo; sl.c = expr(); eat_op("]"); e = sl } # s[a..b] substring
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@ -412,6 +421,8 @@ var g_uses_value: bool = false # Value.*/Json.*/Reflect.serialize -> splice t
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var g_uses_reflect_io: bool = false # Reflect.serialize/apply -> splice the reflection serializer
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var g_uses_esys: bool = false # an engine-owned system component (SpriteAnim/Motion/Light2D) is declared -> splice systems.ludic + force the reflection ABI
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var g_uses_input: bool = false # a program used Input.bind/down/poll/… (action maps + record/replay) -> splice input.ludic
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var g_uses_anim_rt: bool = false # Anim.play/clip/on_frame/fired or Motion.to (#48) -> splice systems.ludic + force the reflection ABI
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var g_uses_tween_rt: bool = false # Tween.to/chain/delay/… (#48) -> splice tween.ludic + run esys_tween each Update
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function already_loaded(full: pointer) -> bool {
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var i = 0
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@ -623,6 +634,25 @@ function maybe_splice_runtime() -> void {
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do_import("runtime/native/input.ludic")
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cur_dir = saved
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}
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# Tween.* fluent handles (#48): splice the stateful tween runtime; esys_tween is
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# inserted into the Update phase (emit_game.ludic) to advance handles each tick.
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# It reads the live frame clock via the standard game loop, so pull core in too.
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if g_uses_tween_rt {
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cur_dir = ""
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do_import("runtime/native/core.ludic")
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do_import("runtime/native/tween.ludic")
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cur_dir = saved
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}
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# Anim.play/Motion.to sugar (#48): the writes live in systems.ludic and use the
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# reflection ABI, so splice it and force the world table even when the game does
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# not otherwise trip uses_engine_systems.
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if g_uses_anim_rt {
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g_uses_esys = true
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cur_dir = ""
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do_import("runtime/native/core.ludic")
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do_import("runtime/native/systems.ludic")
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cur_dir = saved
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}
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if uses_engine_systems() {
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g_uses_esys = true
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cur_dir = ""
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