An animation is a timeline of rows over one asset, played on an object rather than worn as a picture (#97)
Part (a) of the animation rework: model, commands, saving, runtime and nodes. - AnimationAsset holds a root (sprite, text, container or scene) and rows; a row keys one property of the root or of an object inside it, keys sit on whole frames. - The last key decides the length (its frame counts as a frame of its own). The playhead runs between frames, so numbers and colors blend every tick even at 10 fps; everything else holds. - Playback gains `once-reset`, which puts back what was there before the start. A row can be relative, adding to where its target stood. - Play / Pause / Stop animation act on an object; each instance plays on its own, the later start wins on a shared property, and a behavior writing the same property still writes last. - A sprite no longer wears an animation through `texture`. "Create animation from texture" builds a sprite plus a texture row keyed frame by frame instead. - The Animation tab shows a placeholder until the timeline editor (part b) lands. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -1,5 +1,6 @@
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import { type NodeDef, registerNode } from '../NodeRegistry';
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import { Destroy } from './action/Destroy';
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import { PauseAnimation, PlayAnimation, StopAnimation } from './action/animationNodes';
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import { Emit } from './action/Emit';
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import { LoadScene } from './action/LoadScene';
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import { Log } from './action/Log';
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@@ -204,6 +205,9 @@ export const BUILT_IN_NODES: readonly NodeDef[] = [
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Spawn,
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Destroy,
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Emit,
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PlayAnimation,
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PauseAnimation,
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StopAnimation,
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PlaySound,
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StopSound,
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LoadScene,
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