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[10/16] feat: switch locomotion through authored bridge clips - #132
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arudaev merged 4 commits intoOct 24, 2026
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Use exported clips and contact poses for the idle, walk and run transitions. Reverse the supplied bridges for stopping, and retain stepped playback and strong takeoff and impact poses without scaling sprites. Choose an idle variant after five seconds still and expose the current clip and frame in the debug overlay. Test transitions against the real tables and retain placeholder fallback behavior.
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This was referenced Oct 23, 2026
Carry human-merged lane A changes upward without rewriting published commits.
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Carry human-merged lane A changes upward without rewriting published commits.
arudaev
marked this pull request as ready for review
October 24, 2026 01:34
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What and why
Locomotion now uses the exported animation tables: idle-to-walk, walk-to-run and run-start bridges lead into the movement loops, with reverse bridges on stopping or slowing. Moving loops switch at contact frames 00/04, as defined by the contact/down/passing/up rows in boards.json. Idle's feet stay planted. Playback is stepped at 12fps, retaining slower authored idle/ladder timing and short anticipation/impact holds. A random idle variant starts after five seconds still. F2 exposes clip and frame names for inspection.
Issue
Closes #31
Stack
Base:
feature/32-camera-follow. Human merges bottom up; retarget the next PR to main and merge origin/main into every open branch, never rebase.Acceptance criteria
Verification
npm run typecheck,npm test(88 tests),npm run build; includes main integration at e8577abpy -3.13 scripts/check_docs.py— 616 filesgit diff --cached --checkScreenshots
Local evidence, shown in chat: ignored
tmp/verification/31-walk-run.gif,31-walk-run-jump.gif,31-frames.json,31-garden-frames.jsonand their original PNG frames. GitHub's browser is signed out, so uploading through that UI is unavailable.