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>
28 lines
1.1 KiB
Markdown
28 lines
1.1 KiB
Markdown
---
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id: anim-fired
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name: Anim.fired
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category: anim
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kind: namespace-method
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tokens: Anim.fired
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sig: Anim.fired(entity) -> bool
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tip: Did the entity's clip land on its armed frame event this tick?
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order: 33
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ns: Anim
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member: fired
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---
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Returns whether an entity's <code>SpriteAnim</code> clip landed on the frame armed by <a href="anim-on_frame"><code>Anim.on_frame</code></a> this tick — the read side of a frame event. It is true only on the single tick the clip first reaches that cell, so a game can poll it each frame and turn it into a gameplay action (emit an event, spawn a hitbox, play a footstep). Returns <code>false</code> if the entity has no <code>SpriteAnim</code> or no <code>event_fired</code> field.
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Parameters:
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- `entity` — the entity carrying `SpriteAnim`
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```ludic
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program Demo {
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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 }
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model Hero { SpriteAnim }
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handler Step phase Update {
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let e = World.query_next(World.prop_id("SpriteAnim"), 0)
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if Anim.fired(e) { print(42) } # react: footstep, hitbox, event…
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}
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}
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```
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