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1f5e3c1c1a feat(anim): animation ergonomics — named clips, Anim.play/Motion.to, frame events, fluent Tween handles (#48)
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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>
2026-08-31 16:53:16 +03:00
e4d1e95dcb 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>
2026-08-31 13:05:06 +03:00