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feuerwerk/tools/e2e/25-animation.mjs
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adminandClaude Opus 5 193378e6a9 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>
2026-09-16 20:02:25 +02:00

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import { openTab } from './lib/scaffold.mjs';
/**
* Animations (#97): the timeline replaced the picture strip. Until the timeline editor lands this
* step only holds the tab to the new model – an animation over a sprite opens, and the readout
* counts its rows and frames. It removes everything it made.
*/
export async function animation(t) {
const { check, json, mutate, shot } = t;
await mutate(`
__gm.state.project.assets.push(
{ id: 'an-sprite', type: 'sprite', name: 'Dancer', props: { width: 40, height: 40 } },
{
id: 'an-walk', type: 'animation', name: 'Walk', props: { fps: 10, playback: 'loop' }, root: 'an-sprite',
tracks: [{ id: 'an-row', target: '', property: 'x', keys: [{ frame: 0, value: 0 }, { frame: 9, value: 90 }] }],
},
);
__gm.state.select({ kind: 'asset', assetId: 'an-walk' });
__gm.state.preview();
`);
await openTab(t, 'animation');
await shot('01-tab');
check('the animation tab shows the animation', (await json('__gm.animation.current()')) === 'an-walk');
const info = await json('__gm.animation.info()');
check(
'its readout counts one row over ten frames, one second at 10 fps',
info === '1 row · 10 frames · 10 fps · 1.0 s',
info,
);
await mutate(`
const p = __gm.state.project;
p.assets = p.assets.filter((a) => a.id !== 'an-walk' && a.id !== 'an-sprite');
__gm.state.select(null);
__gm.state.preview();
`);
const left = await json(
"__gm.state.project.assets.filter((a) => a.id === 'an-walk' || a.id === 'an-sprite').length",
);
check('the step leaves the fixture as it found it', left === 0, String(left));
}