# Animation: face each direction via the arrows and walk briefly with idle
# gaps, exercising every walk cycle and every idle snap. The walk cycle is
# the FACING's art, and movement owns the facing when no facing input is
# held - so each leg HELDS an arrow across the C walk to keep the facing
# decoupled from the SE travel for the whole leg. The full transition log
# is asserted (ANIM_CHANGE carries first/last of each new range; josephine
# v2: walk sw=4..21 ne=68..85 se=32..49; idle sw=0 ne=3 se=1). The 150-frame
# gaps keep input transitions clear of tile boundaries (browser timing
# drift can't coalesce them).
# frames: 850
0 keydown c
90 keyup c
240 keydown arrow_right
300 keydown c
390 keyup c
420 keyup arrow_right
540 keydown arrow_down
600 keydown c
690 keyup c
720 keyup arrow_down
