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[8/11] refactor(combat): one timing source – clip speeds from the boards - #224
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…ims.json #156: the chair's moves (sweeps, overhead, low sweep, guard and its push) and the rover, crab and drone timed their frames as n / 12. Each model now takes its board's anims.json (combat/clips.ts: frameTime, frameCount, clipTime, frameAt); the chair and the enemy row pass the loaded tables, and without one the authored 12 fps stays. The unused lifePose / paintLife (generic white tint) are gone. Refs #156
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Stack: 8 of 11 (playtest): base #223. Merge bottom-up, only on Alexander's word.
What and why
#156, criterion "one timing source": every clip's speed comes from its
anims.json, with non / 12left in gameplay code. Before this PR, the chair's moves and the three enemies timed their frames by hand:combat/clips.ts:frameTime,frameCount,clipTimeandframeAtover a board's animation table. Without a table (tests, a board not loaded yet), the authored 12 fps and frame counts stay, so behaviour is unchanged today.Sweeps,Overhead,LowSweep,Guard,GuardPush): each takes its board's table (chair-side,chair-overhead,chair-block).ChairCombatand the player pass the loaded ones. Retiming a clip is now an edit to itsanims.json(or the board'sfpsin boards.json), not to five files.enemy-rover,enemy-crabandenemy-dronepassed fromrovers.ts.lifePoseandpaintLife, unused, which carried their own* 12and the genericsetTintFillflash.Left, on purpose:
hero-ladder.anims.json;jennyRam.ts), a scripted timeline. That one is next for Rework movement and combat feel against the art #156.Issue
Refs #156 (the timing criterion; the stride, transitions, data-not-code and played-and-recorded criteria stay open)
Verification
npm test: 336 passed (every existing model test unchanged, run on the defaults);tscclean.clipsset) animate on their own clocks (drive-02→drive-04,walk-02→walk-04,hover), with no errors.Replaces #219: the same commits replayed on the current base, so the stack merges cleanly without a force-push (the old branch conflicted after fixes were carried up the stack).