feat(anim): cardinal WEST i flip totalment governat pel motor d'animació
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@@ -25,12 +25,16 @@ flags:
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# Strip de 12 frames en graella 4×3 (mateix esquema que el jugador):
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# 0..3 → walk_south (cara avall)
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# 4..7 → walk_north (cara amunt)
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# 8..11 → walk_east (lateral; flip horitzontal segons el sentit)
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# 8..11 → walk_east (lateral cap a l'est)
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# La variant `walk_west` reaprofita els frames de l'est amb `flip_h: true`:
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# el motor d'animació aplica el flip al sprite, així el codi de la mòmia
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# no decideix flip per direcció (només selecciona quina animació mostrar).
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# La momia no té variants `stand_*` perquè mai no para.
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animations:
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walk_south: { frames: [0, 1, 2, 3], fps: 8, loop: true }
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walk_north: { frames: [4, 5, 6, 7], fps: 8, loop: true }
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walk_east: { frames: [8, 9, 10, 11], fps: 8, loop: true }
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walk_west: { frames: [8, 9, 10, 11], fps: 8, loop: true, flip_h: true }
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ai:
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type: corridor_wanderer
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direction_choice: random
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@@ -12,33 +12,43 @@ collision:
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height: 12
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animations:
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# Les variants `*_west` reaprofiten els frames de l'est i declaren
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# `flip_h: true` perquè el motor d'animació apliqui el flip al sprite —
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# el codi del joc no toca mai `flip_` directament.
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stand_south: { frames: [0] }
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stand_north: { frames: [4] }
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stand_east: { frames: [8] }
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stand_west: { frames: [8], flip_h: true }
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jump_south: { frames: [12] }
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jump_north: { frames: [13] }
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jump_east: { frames: [14] }
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jump_west: { frames: [14], flip_h: true }
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stun_south: { frames: [16] }
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stun_north: { frames: [17] }
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stun_east: { frames: [18] }
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stun_west: { frames: [18], flip_h: true }
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walk_south: { frames: [0, 1, 2, 3], frame_ms: 100 }
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walk_north: { frames: [4, 5, 6, 7], frame_ms: 100 }
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walk_east: { frames: [8, 9, 10, 11], frame_ms: 100 }
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walk_west: { frames: [8, 9, 10, 11], frame_ms: 100, flip_h: true }
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hurt_south: { frames: [0, 1, 2, 3], frame_ms: 100 }
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hurt_north: { frames: [4, 5, 6, 7], frame_ms: 100 }
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hurt_east: { frames: [8, 9, 10, 11], frame_ms: 100 }
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hurt_west: { frames: [8, 9, 10, 11], frame_ms: 100, flip_h: true }
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attack_south: { frames: [20, 21, 22, 23], frame_ms: 50 }
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attack_north: { frames: [24, 25, 26, 27], frame_ms: 50 }
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attack_east: { frames: [28, 29, 30, 31], frame_ms: 50 }
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attack_west: { frames: [28, 29, 30, 31], frame_ms: 50, flip_h: true }
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recover_south: { frames: [23] }
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recover_north: { frames: [27] }
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recover_east: { frames: [31] }
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recover_west: { frames: [31], flip_h: true }
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# Inèrcia de frenada en soltar la direcció. `threshold_ms` filtra
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# tocs curts (passets d'un tile sense rellisquera).
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@@ -12,33 +12,43 @@ collision:
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height: 12
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animations:
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# Les variants `*_west` reaprofiten els frames de l'est i declaren
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# `flip_h: true` perquè el motor d'animació apliqui el flip al sprite —
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# el codi del joc no toca mai `flip_` directament.
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stand_south: { frames: [0] }
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stand_north: { frames: [4] }
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stand_east: { frames: [8] }
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stand_west: { frames: [8], flip_h: true }
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jump_south: { frames: [12] }
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jump_north: { frames: [13] }
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jump_east: { frames: [14] }
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jump_west: { frames: [14], flip_h: true }
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stun_south: { frames: [16] }
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stun_north: { frames: [17] }
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stun_east: { frames: [18] }
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stun_west: { frames: [18], flip_h: true }
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walk_south: { frames: [0, 1, 2, 3], frame_ms: 100 }
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walk_north: { frames: [4, 5, 6, 7], frame_ms: 100 }
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walk_east: { frames: [8, 9, 10, 11], frame_ms: 100 }
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walk_west: { frames: [8, 9, 10, 11], frame_ms: 100, flip_h: true }
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hurt_south: { frames: [0, 1, 2, 3], frame_ms: 100 }
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hurt_north: { frames: [4, 5, 6, 7], frame_ms: 100 }
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hurt_east: { frames: [8, 9, 10, 11], frame_ms: 100 }
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hurt_west: { frames: [8, 9, 10, 11], frame_ms: 100, flip_h: true }
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attack_south: { frames: [20, 21, 22, 23], frame_ms: 50 }
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attack_north: { frames: [24, 25, 26, 27], frame_ms: 50 }
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attack_east: { frames: [28, 29, 30, 31], frame_ms: 50 }
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attack_west: { frames: [28, 29, 30, 31], frame_ms: 50, flip_h: true }
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recover_south: { frames: [23] }
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recover_north: { frames: [27] }
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recover_east: { frames: [31] }
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recover_west: { frames: [31], flip_h: true }
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# Inèrcia de frenada en soltar la direcció. `threshold_ms` filtra
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# tocs curts (passets d'un tile sense rellisquera).
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