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>
32 lines
1.1 KiB
Markdown
32 lines
1.1 KiB
Markdown
---
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id: tween-chain
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name: Tween.chain
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category: tween
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kind: namespace-method
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tokens: Tween.chain
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sig: Tween.chain(handle, to, dur, ease) -> handle
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tip: Append a tween segment that runs after the handle's current queue.
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order: 31
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ns: Tween
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member: chain
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---
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Appends a tween segment to a <a href="tween-to"><code>handle</code></a> that runs <em>after</em> its current segments finish, continuing from where the previous one ended — so the game only names the new target. Returns the same handle, so calls chain fluently. A handle holds up to eight segments; combine with <a href="tween-delay"><code>Tween.delay</code></a> for pauses. The engine advances the whole sequence one segment at a time.
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Parameters:
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- `handle` — the tween handle to extend
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- `to` — the target value for this segment
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- `dur` — the segment length in engine ticks
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- `ease` — 0 linear, 1 in, 2 out, 3 in-out
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```ludic
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program Demo {
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property Marker { n: int = 0 }
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model M { Marker }
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entry {
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var h = Tween.to(0, 100, 20, 2) # rise
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h = Tween.chain(h, 0, 20, 1) # then fall back
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quit()
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}
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}
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```
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