refactor(entities): unifica loader d'animacio via AnimationComponent::fromYaml i elimina fps:

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JailDesigner committed 2026-05-13 10:06:56 +02:00
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@@ -32,11 +32,18 @@ flags:
# no decideix flip per direcció (només selecciona quina animació mostrar).
# La momia no té variants `stand_*` perquè mai no para.
animations:
walk_south: { frames: [0, 1, 2, 3], fps: 8, loop: true }
walk_north: { frames: [4, 5, 6, 7], fps: 8, loop: true }
walk_east: { frames: [8, 9, 10, 11], fps: 8, loop: true }
walk_west: { frames: [8, 9, 10, 11], fps: 8, loop: true, flip_h: true }
raise: { frames: [12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27], fps: 8 , loop: false }
walk_south: { frames: [0, 1, 2, 3], frame_ms: 125, loop: true }
walk_north: { frames: [4, 5, 6, 7], frame_ms: 125, loop: true }
walk_east: { frames: [8, 9, 10, 11], frame_ms: 125, loop: true }
walk_west: { frames: [8, 9, 10, 11], frame_ms: 125, loop: true, flip_h: true }
# Alçament: els 15 primers frames passen ràpid (125 ms cadascun) i el
# darrer aguanta 1 s perquè el jugador pugui veure la mòmia ja alçada
# abans que comenci a deambular. `frame_ms` accepta una llista per-frame
# que mapeja 1:1 contra `frames`.
raise:
frames: [12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27]
frame_ms: [125, 125, 125, 125, 125, 125, 125, 125, 125, 125, 125, 125, 125, 125, 125, 1000]
loop: false
ai:
type: corridor_wanderer
direction_choice: random