- runtime: HEADLESS_FRAME_PATH, STICK_DEADZONE / STICK_LEFT_X/Y, key and byte codes as char literals throughout (`k == 'w'`, `fill(rt_map, ' ', …)`) - ludic.gameplay/stats: drop the duplicate `stat_field` (it answered "atk" for every build stat); Stats.base uses stats_field_name - ludic.shooter: compare aim modes and fire patterns with AimMode.* and WeaponPattern.* instead of raw ints; STICK_RIGHT_X/Y - ludic.npcai: DecisionMade / brain_set_state use AiState.* - examples/games/menu.ludic uses Font.load / Ui.* with FONT_PATH and BACKDROP named; strings.ludic header says what it prints - whole tree: `x = x + 1` → `x += 1` (single-term right-hand sides only), `0 - x` → `-x`, ASCII codes → char literals; every .ludic and every ```ludic fence reformatted with the fixed formatter (whitespace only) Co-Authored-By: Claude Fable 5.1 <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 += 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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