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>
208 lines
7.1 KiB
Text
208 lines
7.1 KiB
Text
# ============================================================================
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# tween.ludic — fluent, stateful tween handles the engine advances (#48).
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#
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# The pure Tween.* namespace (emit_anim.ludic) interpolates a single value from a
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# game-managed timer. This adds the *sequenced* layer the follow-up asked for: a
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# disposable handle that chains several segments — tween, delay, tween — and that
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# the engine advances one tick per frame, so a game fires a multi-step motion once
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# and just reads the current value:
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#
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# var h = Tween.to(0, 100, 30, 2) # ease-out 0 -> 100 over 30 ticks
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# h = Tween.delay(h, 15) # hold 15 ticks
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# h = Tween.chain(h, 0, 30, 1) # then ease-in 100 -> 0 over 30 ticks
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# # ...each frame the engine advances it...
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# sprite.x = Tween.value(h)
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# if Tween.done(h) { ... }
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#
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# Everything is integer + Q16.16-free (the ease curves run in 0..1024 fixed-point,
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# like Motion), so a sequence plays identically on every run and headless — free
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# replays and lockstep. The handle pool is fixed-size; Tween.to reuses a finished
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# slot, so a game that starts and finishes tweens forever never runs out.
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# ============================================================================
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const TW_MAX: int = 64 # concurrent handles
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const TW_SEGS: int = 8 # segments per handle (chain depth)
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# per-handle state
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var tw_used: words = null # slot in use (1) or free (0)
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var tw_seg: words = null # index of the segment currently playing
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var tw_nseg: words = null # number of segments queued
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var tw_tick: words = null # ticks elapsed inside the current segment
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var tw_value: words = null # OUTPUT: the value this frame
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var tw_done: words = null # OUTPUT: 1 once every segment has finished
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# per-segment state (flat: handle * TW_SEGS + seg)
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var tw_kind: words = null # 0 = tween (from->to), 1 = delay (hold)
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var tw_from: words = null
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var tw_to: words = null
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var tw_dur: words = null # segment length in ticks
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var tw_ease: words = null # 0 linear, 1 in, 2 out, 3 in-out (Motion's curves)
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function tw_init() -> void {
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if tw_used == null {
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tw_used = words(TW_MAX)
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tw_seg = words(TW_MAX)
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tw_nseg = words(TW_MAX)
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tw_tick = words(TW_MAX)
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tw_value = words(TW_MAX)
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tw_done = words(TW_MAX)
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tw_kind = words(TW_MAX * TW_SEGS)
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tw_from = words(TW_MAX * TW_SEGS)
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tw_to = words(TW_MAX * TW_SEGS)
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tw_dur = words(TW_MAX * TW_SEGS)
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tw_ease = words(TW_MAX * TW_SEGS)
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}
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}
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# claim a free handle (a finished or never-used slot). -1 if the pool is full.
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function tw_alloc() -> int {
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tw_init()
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var i = 0
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while i < TW_MAX {
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if tw_used[i] == 0 { return i }
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i = i + 1
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}
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# none free: reuse the first finished handle so long-lived games don't leak.
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i = 0
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while i < TW_MAX {
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if tw_done[i] != 0 { return i }
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i = i + 1
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}
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return 0 - 1
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}
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# append one segment to a handle (internal). Silently ignored past TW_SEGS.
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function tw_push(h: int, kind: int, from: int, to: int, dur: int, ease: int) -> void {
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if (h < 0) or (h >= TW_MAX) { return }
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let n = tw_nseg[h]
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if n >= TW_SEGS { return }
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let s = h * TW_SEGS + n
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tw_kind[s] = kind
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tw_from[s] = from
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tw_to[s] = to
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tw_dur[s] = dur
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tw_ease[s] = ease
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tw_nseg[h] = n + 1
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}
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# start a new tween handle: from -> to over `dur` ticks with easing `ease`.
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function tween_to(from: int, to: int, dur: int, ease: int) -> int {
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let h = tw_alloc()
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if h < 0 { return 0 - 1 }
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tw_used[h] = 1
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tw_seg[h] = 0
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tw_nseg[h] = 0
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tw_tick[h] = 0
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tw_value[h] = from
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tw_done[h] = 0
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tw_push(h, 0, from, to, dur, ease)
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return h
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}
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# chain a tween segment after the handle's current queue: continues from where the
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# previous segment ends, so the game only names the new target. Returns the handle
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# for fluent chaining.
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function tween_chain(h: int, to: int, dur: int, ease: int) -> int {
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if (h < 0) or (h >= TW_MAX) { return h }
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var from = tw_value[h]
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let n = tw_nseg[h]
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if n > 0 {
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let last = h * TW_SEGS + (n - 1)
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if tw_kind[last] == 0 { from = tw_to[last] } # continue from the previous tween's end
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}
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tw_push(h, 0, from, from + (to - from), dur, ease) # `to` is the absolute target
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return h
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}
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# chain a pause of `ticks` ticks (the value holds). Returns the handle.
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function tween_delay(h: int, ticks: int) -> int {
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if (h < 0) or (h >= TW_MAX) { return h }
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tw_push(h, 1, 0, 0, ticks, 0)
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return h
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}
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# the value of a handle this frame.
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function tween_value(h: int) -> int {
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if (h < 0) or (h >= TW_MAX) { return 0 }
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return tw_value[h]
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}
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# has every segment of the handle finished?
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function tween_done(h: int) -> bool {
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if (h < 0) or (h >= TW_MAX) { return true }
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return tw_done[h] != 0
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}
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# are two handles both finished? — the completion of a parallel pair. Independent
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# handles advance together each frame, so running several at once *is* parallel;
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# this is the "all done" query over a pair.
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function tween_parallel(a: int, b: int) -> bool {
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return tween_done(a) and tween_done(b)
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}
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# free a handle immediately (stop and dispose). Its value is frozen where it was.
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function tween_stop(h: int) -> void {
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if (h < 0) or (h >= TW_MAX) { return }
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tw_used[h] = 0
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tw_done[h] = 1
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}
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# floor of a/b for non-negative a (the tick counter only ever rises).
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function tw_div(a: int, b: int) -> int {
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if b <= 0 { return 0 }
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return a / b
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}
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# the same integer easing curves Motion uses (progress carried in 0..1024).
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function tween_ease(t: int, ease: int) -> int {
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if ease == 1 { return t * t / 1024 }
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if ease == 2 { let u = 1024 - t; return 1024 - (u * u / 1024) }
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if ease == 3 {
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if t < 512 { return (t * t / 1024) * 2 }
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let u = 1024 - t
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return 1024 - (u * u / 1024) * 2
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}
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return t
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}
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# advance one active handle by a tick: interpolate within the current segment,
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# roll over to the next when it ends, latch done past the last.
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function tw_advance_one(h: int) -> void {
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if tw_done[h] != 0 { return }
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let n = tw_nseg[h]
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if n == 0 { tw_done[h] = 1; return }
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var seg = tw_seg[h]
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if seg >= n { tw_done[h] = 1; return }
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var tick = tw_tick[h] + 1
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let s = h * TW_SEGS + seg
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let dur = tw_dur[s]
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let kind = tw_kind[s]
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if kind == 0 { # a tween segment
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var t = 1024
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if dur > 0 { t = tw_div(tick * 1024, dur) }
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if t > 1024 { t = 1024 }
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let te = tween_ease(t, tw_ease[s])
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tw_value[h] = tw_from[s] + (tw_to[s] - tw_from[s]) * te / 1024
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}
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# (a delay segment holds tw_value unchanged.)
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if tick >= dur { # this segment finished: advance
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if kind == 0 { tw_value[h] = tw_to[s] } # rest exactly on the target
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seg = seg + 1
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tw_seg[h] = seg
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tw_tick[h] = 0
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if seg >= n { tw_done[h] = 1 }
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} else {
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tw_tick[h] = tick
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}
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}
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# the engine-owned system: advance every active tween handle one tick. Inserted
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# into the Update phase when a game uses Tween.to (emit_game.ludic).
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function esys_tween() -> void {
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if tw_used == null { return }
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var i = 0
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while i < TW_MAX {
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if (tw_used[i] != 0) and (tw_done[i] == 0) { tw_advance_one(i) }
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i = i + 1
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}
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}
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