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>
84 lines
3.7 KiB
Text
84 lines
3.7 KiB
Text
# anim_sugar.ludic — the animation ergonomics from #48, layered over the
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# engine-owned SpriteAnim / Motion systems (#43) and the fixed frame clock:
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#
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# * Anim.clip / Anim.play — named spritesheet clips ("run") and one-call
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# (re)start, direct or by name
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# * Anim.on_frame / fired — a frame event the engine flags, gameplay reacts to
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# * Motion.to — start a value tween over the Motion component
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# * Tween.to/chain/delay — a fluent, engine-advanced tween handle
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# * Tween.parallel/done — completion queries over handles
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#
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# Everything is integer + deterministic (the clock ticks 60/s), so a full run
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# prints: 4 8 2 1 0 100 100 0 0 1 20 20 30 0 1
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program AnimSugar {
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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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property Motion { ticks: int = 0, dur: int = 0, from: int = 0, to: int = 0, ease: int = 0, value: int = 0, done: int = 0 }
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model Sprite { SpriteAnim }
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model Mover { Motion }
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function tick_n(n: int) -> void { var i = 0; while i < n { tick_fixed(); i = i + 1 } }
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function bi(b: bool) -> int { if b { return 1 }; return 0 }
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entry {
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Anim.clip("run", 4, 12, 0) # register a 4-frame, 12fps loop
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let sa = World.prop_id("SpriteAnim")
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let saf = World.field_id(sa, "frame")
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let sfr = World.field_id(sa, "frames")
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spawn Sprite { SpriteAnim { } }
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let sprite = World.query_next(sa, 0)
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Anim.play(sprite, "run") # named clip -> frames = 4
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print(World.get(sprite, sa, sfr)) # 4
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Anim.play(sprite, 6, 8, 1) # direct: fps 6, frames 8, once
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print(World.get(sprite, sa, sfr)) # 8
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# frame event: arm frame 2 on the looping "run" clip, then tick onto it
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Anim.play(sprite, "run")
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Anim.on_frame(sprite, 2)
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tick_n(10) # frame = (10*12/60) % 4 = 2
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print(World.get(sprite, sa, saf)) # 2
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print(bi(Anim.fired(sprite))) # 1 — landed on the armed frame
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tick_n(1)
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print(bi(Anim.fired(sprite))) # 0 — no new landing
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# Motion.to: one call starts a tween over the Motion component
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spawn Mover { Motion { } }
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let mo = World.prop_id("Motion")
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let mov = World.field_id(mo, "value")
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let mover = World.query_next(mo, 0)
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Motion.to(mover, 0, 100, 10, 0) # linear 0..100 over 10 ticks
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tick_n(10)
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print(World.get(mover, mo, mov)) # 100
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# Tween fluent handle: 0->100, then 100->0
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var h = Tween.to(0, 100, 10, 0)
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h = Tween.chain(h, 0, 10, 0)
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tick_n(10)
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print(Tween.value(h)) # 100 — end of first segment
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print(bi(Tween.done(h))) # 0 — chained segment pending
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tick_n(10)
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print(Tween.value(h)) # 0 — end of chained segment
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print(bi(Tween.done(h))) # 1
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# Tween with a delay in the middle, and a parallel completion query
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var g = Tween.to(10, 20, 10, 0)
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g = Tween.delay(g, 5)
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g = Tween.chain(g, 30, 10, 0)
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tick_n(10)
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print(Tween.value(g)) # 20 — first segment done
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tick_n(5)
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print(Tween.value(g)) # 20 — held through the delay
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tick_n(10)
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print(Tween.value(g)) # 30 — chained segment done
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let p = Tween.to(0, 5, 4, 0)
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let q = Tween.to(0, 9, 8, 0)
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tick_n(4)
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print(bi(Tween.parallel(p, q))) # 0 — q still running
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tick_n(4)
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print(bi(Tween.parallel(p, q))) # 1 — both done
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quit()
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}
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}
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