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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adminandClaude Opus 5 committed 2026-09-16 20:02:25 +02:00
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@@ -1,4 +1,5 @@
import type { ENTITY_HANDLE } from '../core/graph/NodeContext';
import type { AnimationPlayer } from '../core/model/animation';
import type { AssetType } from '../core/model/AssetTypes';
import type { PropertyBag } from '../core/model/Properties';
@@ -21,14 +22,8 @@ export interface Entity {
props: PropertyBag;
/** Parent entity (mirrors `SceneObject.parentId`); children move and die with it. */
parent: Entity | null;
/** The animation a sprite wears and how far it is; kept out of `props`, which the world writes back. */
animation?: AnimationClock;
/** The animations playing on this object; kept out of `props`, which the world writes back. */
animations?: AnimationPlayer[];
/** How often an `Emit` node has restarted this particle source; out of `props` for the same reason. */
emits?: number;
}
export interface AnimationClock {
id: string;
time: number;
finished: boolean;
}