--- id: anim-on_frame name: Anim.on_frame category: anim kind: namespace-method tokens: Anim.on_frame sig: Anim.on_frame(entity, frame) tip: Arm a frame event — the engine flags the tick a clip lands on this frame. order: 32 ns: Anim member: on_frame --- Arms a frame event on an entity's SpriteAnim: the engine sets the component's event_fired flag on the tick the clip first lands on frame — a footstep on the contact cell, a hitbox going live mid-swing. Gameplay reads the flag with Anim.fired in its own handler and reacts (emit its own event, spawn, play a sound). The engine detects the boundary; the game owns the reaction, so it stays inside the deterministic, no-runtime-dispatch event model. Requires the component to carry event_frame and event_fired fields. Parameters: - `entity` — the entity carrying `SpriteAnim` - `frame` — the cell index that should fire the event ```ludic program Demo { property SpriteAnim { ticks: int = 0, fps: int = 0, frames: int = 0, mode: int = 0, frame: int = 0, event_frame: int = 0, event_fired: int = 0 } model Hero { SpriteAnim } entry { spawn Hero { SpriteAnim { fps: 12, frames: 6, mode: 0 } } let e = World.query_next(World.prop_id("SpriteAnim"), 0) Anim.on_frame(e, 3) # fire when the run clip hits its contact frame tick_fixed() if Anim.fired(e) { print(1) } quit() } } ```