bump: minor type: feat **Animation ergonomics (#48).** An ergonomic layer over the engine-owned SpriteAnim/Motion systems: `Anim.clip` registers named spritesheet clips and `Anim.play(entity, "run")` plays one (or `Anim.play(entity, fps, frames, mode)` directly); `Anim.on_frame` / `Anim.fired` arm and read frame events (the engine flags the tick a clip lands on a frame, gameplay reacts); `Motion.to` starts a value tween over the Motion component in one call. New fluent, engine-advanced `Tween` handles — `Tween.to` / `Tween.chain` / `Tween.delay` build a sequence, `Tween.value` / `Tween.done` / `Tween.parallel` / `Tween.stop` read and control it — advanced each Update tick by an engine-owned system. All integer and deterministic, so animation and motion reproduce exactly under replay/lockstep.