# Player animation state machine (D38): states map to sprite defs; the render # layer picks the state by the entity's anim field or walk/idle motion inference # (an entity whose spriteRef matches this id — "player" — uses this def). id: player initial: idle states: - { id: idle, spriteRef: player, loop: true } - { id: walk, spriteRef: player-walk, fps: 8, loop: true } transitions: - { from: idle, to: walk, on: move } - { from: walk, to: idle, on: idle }