feat(stdlib): add Anim.* + Tween.* — deterministic 2D animation & tweening (#5)
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Two ECS-native, deterministic namespaces for 2D motion, driven off the fixed
frame clock so replays and lockstep netcode reproduce every frame and every
eased value exactly. Both are pure computed-inline Q16.16 / integer math (no new
runtime, no heap) — the game stores a timer on a component and calls these each
frame, exactly the way Collision.* / Grid.* are used.

Anim.* — spritesheet frame animation:
  - Anim.frame(timer,fps,count) -> int      looping frame index
  - Anim.once(timer,fps,count) -> int       one-shot, clamps on the last frame
  - Anim.pingpong(timer,fps,count) -> int   bounce 0..count-1..0
  - Anim.finished(timer,fps,count) -> bool   has a one-shot run past its end?
  - Anim.duration(fps,count) -> fixed        seconds for one cycle
  - Anim.cell_x/cell_y(frame,cols,cell) -> int  source rect on a grid sheet

Tween.* — value interpolation over a timeline:
  - Tween.progress/loop/yoyo(timer,duration) -> fixed  normalized amount
  - Tween.done(timer,duration) -> bool
  - Tween.ease(t, mode) -> fixed             shape by a literal curve 0..6,
                                             the same curves as Ease.* (now
                                             factored into a shared ease_eval)
  - Tween.number/round/point/tint(from,to,t) blend a fixed / int / Vector / color

The typed blends reuse the existing fixed / Vector / color helpers, and
Tween.ease shares Ease.*'s exact formulas via the new ease_eval(mode,t) — one
source of truth for every easing curve in the engine.

examples/library/anim.ludic asserts 34 cases (frame math, clamping, ping-pong,
cell geometry, timeline clamp/loop/yoyo, rounding, color/vector blends, and
Ease.in == Tween.ease(.,1)); wired into x test (now 62 passed). Docs: Anim +
Tween sections with 16 per-symbol pages, inventory/coverage green. Seed
reseeded; the C-free bootstrap fixpoint holds.

The stateful sugar the proposal sketches (named clips, Anim.play, fluent
Tween.chain/parallel handles, and an auto-injected advance system) is deliberately
left as a follow-up — this lands the deterministic math core both halves stand on.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-08-31 13:05:06 +03:00
parent 07e5a20c0e
commit e4d1e95dcb
25 changed files with 12379 additions and 9910 deletions

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---
id: anim
title: Anim
order: 28
---
Spritesheet frame animation off the fixed frame clock. Store an elapsed <code>timer</code> (seconds, a <code>fixed</code>) on a component and each frame ask <a href="anim-frame"><code>Anim.frame</code></a> / <a href="anim-once"><code>Anim.once</code></a> / <a href="anim-pingpong"><code>Anim.pingpong</code></a> which cell to draw; <a href="anim-cell_x"><code>Anim.cell_x</code></a>/<a href="anim-cell_y"><code>Anim.cell_y</code></a> turn a frame index into a source rectangle on the sheet. Everything is integer/fixed and deterministic — the same timer reproduces the same frame every run, so replays and lockstep netcode match exactly.

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---
id: anim-cell_x
name: Anim.cell_x
category: anim
kind: namespace-method
tokens: Anim.cell_x
sig: Anim.cell_x(frame, cols, cell_w) -> int
tip: The source x (pixels) of a frame on a grid spritesheet.
order: 6
ns: Anim
member: cell_x
---
Turns a frame index into the left pixel of its cell on a spritesheet laid out as a grid of <code>cols</code> columns: <code>(frame mod cols) * cell_w</code>. Combine with <a href="anim-cell_y"><code>Anim.cell_y</code></a> to get the top-left source coordinate to blit from.
Parameters:
- `frame` — the frame index (e.g. from <a href="anim-frame"><code>Anim.frame</code></a>)
- `cols` — columns in the sheet
- `cell_w` — cell width in pixels
```ludic
program Demo {
handler Run phase Update {
let f = Anim.frame(fixed(1), 12, 8)
let sx = Anim.cell_x(f, 4, 16)
let sy = Anim.cell_y(f, 4, 16)
print(sx)
print(sy)
}
}
```

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---
id: anim-cell_y
name: Anim.cell_y
category: anim
kind: namespace-method
tokens: Anim.cell_y
sig: Anim.cell_y(frame, cols, cell_h) -> int
tip: The source y (pixels) of a frame on a grid spritesheet.
order: 7
ns: Anim
member: cell_y
---
Turns a frame index into the top pixel of its cell on a spritesheet laid out as a grid of <code>cols</code> columns: <code>(frame / cols) * cell_h</code>. Pair with <a href="anim-cell_x"><code>Anim.cell_x</code></a> for the full source rectangle of the frame.
Parameters:
- `frame` — the frame index (e.g. from <a href="anim-frame"><code>Anim.frame</code></a>)
- `cols` — columns in the sheet
- `cell_h` — cell height in pixels
```ludic
program Demo {
handler Run phase Update {
let f = Anim.frame(fixed(1), 12, 8)
let sy = Anim.cell_y(f, 4, 16)
print(sy)
}
}
```

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---
id: anim-duration
name: Anim.duration
category: anim
kind: namespace-method
tokens: Anim.duration
sig: Anim.duration(fps, count) -> fixed
tip: Seconds for one full cycle of a clip: count / fps.
order: 5
ns: Anim
member: duration
---
Returns the length of one cycle of a clip in seconds as a <code>fixed</code>: <code>count / fps</code>. Handy to schedule the next event, size a progress bar, or line a tween up with an animation.
Parameters:
- `fps` — frames per second
- `count` — number of frames in the clip
```ludic
program Demo {
handler Run phase Update {
let secs = Anim.duration(12, 4) # 4 frames / 12 fps = 0.333s
print(secs)
}
}
```

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---
id: anim-finished
name: Anim.finished
category: anim
kind: namespace-method
tokens: Anim.finished
sig: Anim.finished(timer, fps, count) -> bool
tip: True once a one-shot clip has run past its last frame.
order: 4
ns: Anim
member: finished
---
Returns <code>true</code> once <code>floor(timer * fps) >= count</code> — i.e. a one-shot clip driven by <a href="anim-once"><code>Anim.once</code></a> has played its final frame. Use it to despawn an effect, fire a follow-up, or switch back to an idle clip.
Parameters:
- `timer` — elapsed seconds (a `fixed`)
- `fps` — frames per second
- `count` — number of frames in the clip
```ludic
program Demo {
property Blast { timer: fixed = 0.0 }
model Boom { Blast }
handler Run phase Update {
Blast.timer = Blast.timer + Time.delta()
if Anim.finished(Blast.timer, 15, 6) { despawn(self()) }
}
}
```

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---
id: anim-frame
name: Anim.frame
category: anim
kind: namespace-method
tokens: Anim.frame
sig: Anim.frame(timer, fps, count) -> int
tip: The looping frame index for an elapsed timer at a given fps.
order: 1
ns: Anim
member: frame
---
Returns the current frame of a looping clip: <code>floor(timer * fps)</code> reduced modulo <code>count</code>. <code>timer</code> is elapsed seconds as a <code>fixed</code>, <code>fps</code> the clip's frames per second, and <code>count</code> the number of frames. The clip wraps forever — frame <code>count-1</code> is followed by frame <code>0</code>.
Parameters:
- `timer` — elapsed seconds (a `fixed`)
- `fps` — frames per second
- `count` — number of frames in the clip
```ludic
program Demo {
property Sprite { timer: fixed = 0.0 }
model Hero { Sprite }
handler Run phase Update {
Sprite.timer = Sprite.timer + Time.delta()
let cell = Anim.frame(Sprite.timer, 12, 4) # 4-frame run at 12 fps
print(cell)
}
}
```

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---
id: anim-once
name: Anim.once
category: anim
kind: namespace-method
tokens: Anim.once
sig: Anim.once(timer, fps, count) -> int
tip: A non-looping frame index that clamps on the last frame.
order: 2
ns: Anim
member: once
---
Like <a href="anim-frame"><code>Anim.frame</code></a> but for a one-shot clip: the frame is <code>min(floor(timer * fps), count - 1)</code>, so once it reaches the last frame it stays there instead of wrapping. Use it for a play-once animation like an explosion or a door opening; pair it with <a href="anim-finished"><code>Anim.finished</code></a> to know when it is done.
Parameters:
- `timer` — elapsed seconds (a `fixed`)
- `fps` — frames per second
- `count` — number of frames in the clip
```ludic
program Demo {
property Blast { timer: fixed = 0.0 }
model Boom { Blast }
handler Run phase Update {
Blast.timer = Blast.timer + Time.delta()
let cell = Anim.once(Blast.timer, 15, 6)
print(cell)
}
}
```

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---
id: anim-pingpong
name: Anim.pingpong
category: anim
kind: namespace-method
tokens: Anim.pingpong
sig: Anim.pingpong(timer, fps, count) -> int
tip: A frame index that bounces 0..count-1..0 and repeats.
order: 3
ns: Anim
member: pingpong
---
Returns a frame index that plays forward to <code>count-1</code>, then back to <code>0</code>, then forward again — a triangle wave over the frames. Ideal for a two-way idle bob or a breathing/pulsing loop where a plain wrap would snap.
Parameters:
- `timer` — elapsed seconds (a `fixed`)
- `fps` — frames per second
- `count` — number of frames in the clip
```ludic
program Demo {
property Idle { timer: fixed = 0.0 }
model Fish { Idle }
handler Run phase Update {
Idle.timer = Idle.timer + Time.delta()
let cell = Anim.pingpong(Idle.timer, 8, 4) # 0 1 2 3 2 1 0 1 ...
print(cell)
}
}
```