Two ECS-native, deterministic namespaces for 2D motion, driven off the fixed
frame clock so replays and lockstep netcode reproduce every frame and every
eased value exactly. Both are pure computed-inline Q16.16 / integer math (no new
runtime, no heap) — the game stores a timer on a component and calls these each
frame, exactly the way Collision.* / Grid.* are used.
Anim.* — spritesheet frame animation:
- Anim.frame(timer,fps,count) -> int looping frame index
- Anim.once(timer,fps,count) -> int one-shot, clamps on the last frame
- Anim.pingpong(timer,fps,count) -> int bounce 0..count-1..0
- Anim.finished(timer,fps,count) -> bool has a one-shot run past its end?
- Anim.duration(fps,count) -> fixed seconds for one cycle
- Anim.cell_x/cell_y(frame,cols,cell) -> int source rect on a grid sheet
Tween.* — value interpolation over a timeline:
- Tween.progress/loop/yoyo(timer,duration) -> fixed normalized amount
- Tween.done(timer,duration) -> bool
- Tween.ease(t, mode) -> fixed shape by a literal curve 0..6,
the same curves as Ease.* (now
factored into a shared ease_eval)
- Tween.number/round/point/tint(from,to,t) blend a fixed / int / Vector / color
The typed blends reuse the existing fixed / Vector / color helpers, and
Tween.ease shares Ease.*'s exact formulas via the new ease_eval(mode,t) — one
source of truth for every easing curve in the engine.
examples/library/anim.ludic asserts 34 cases (frame math, clamping, ping-pong,
cell geometry, timeline clamp/loop/yoyo, rounding, color/vector blends, and
Ease.in == Tween.ease(.,1)); wired into x test (now 62 passed). Docs: Anim +
Tween sections with 16 per-symbol pages, inventory/coverage green. Seed
reseeded; the C-free bootstrap fixpoint holds.
The stateful sugar the proposal sketches (named clips, Anim.play, fluent
Tween.chain/parallel handles, and an auto-injected advance system) is deliberately
left as a follow-up — this lands the deterministic math core both halves stand on.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
37 lines
1.1 KiB
Markdown
37 lines
1.1 KiB
Markdown
---
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id: tween-ease
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name: Tween.ease
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category: tween
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kind: namespace-method
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tokens: Tween.ease
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sig: Tween.ease(t, mode) -> fixed
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tip: Shape a 0..1 amount through an easing curve chosen by a literal mode.
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order: 5
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ns: Tween
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member: ease
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---
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Shapes a normalized amount <code>t</code> (<code>0.0</code>..<code>1.0</code>) through one of the engine's easing curves and returns the eased <code>fixed</code>. <code>mode</code> must be a literal integer selecting the curve — the same curves as the <a href="ease"><code>Ease</code></a> namespace:
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- `0` — linear
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- `1` — ease-in (quadratic)
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- `2` — ease-out (quadratic)
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- `3` — smooth ease-in-out
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- `4` — ease-in-back (overshoots below 0)
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- `5` — ease-out-elastic (springy settle)
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- `6` — ease-out-bounce
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Parameters:
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- `t` — the amount to shape (a `fixed` in 0..1, e.g. from <a href="tween-progress"><code>Tween.progress</code></a>)
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- `mode` — a literal `int` 0..6 selecting the curve
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```ludic
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program Demo {
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handler Run phase Update {
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let t = Tween.progress(fixed(1), fixed(2))
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let e = Tween.ease(t, 4) # ease-in-back
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let x = Tween.round(0, 200, e)
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print(x)
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}
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}
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```
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