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sporel-lib-core.puppet/README.md
Axel Meyer 96ccb410d3 feat(puppet): v0.3.0 — idle-return locomotion + version bump
- apply_locomotion idle-return: after (now - last_move_time) >
  idle_return_delay, the most-displaced planted leg steps back to its
  current hip position (over idle_step_duration). Group-stagger via
  bumping last_move_time forward by idle_return_stagger.
- M.move_to tracks p.last_move_time when position actually changes.
- README v0.3.0 changelog entry.
2026-05-18 18:34:42 +02:00

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# lib-core.puppet
Skeletal animation primitive for top-down 2D characters: bones,
tracks, rest pose, keyframe animations, procedural animations
(Lua-side), and look-at constraint. No footplant IK in v0.1
(deferred).
**Version:** 0.3.0
**Lib-ID:** lib-core.puppet
**Requires:** (none — pure Lua + engine.render.*)
**Tags:** animation, skeleton, puppet, character
## Topology
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## API
### `puppet.build_rig(rig_table)`
Validates a rig table (parsed from `*.rig.json`) and returns an
internal representation with `bones_by_id`, parent-resolved object
references, and track-membership maps. Raises on invalid data
(missing parents, bones in 2 tracks, etc.).
### `puppet.build_animation(anim_table, rig)`
Validates an animation table against a built rig (bones referenced
in keyframes must exist and be in the animation's declared track).
### `puppet.sample_animation(animation, t)`
Returns a frame `{ <bone_id> = { angle = <number>, ... }, ... }`
sampling the animation at time `t` with linear interpolation. Wraps
on `t > duration` if `animation.loop` is true.
### `puppet.spawn(rig, { x, y })`, `puppet.despawn(handle)`
Spawn a new puppet instance at world position (x, y). Returns an
opaque handle. `despawn` removes the instance.
### `puppet.update(dt)`, `puppet.render(handle)`
`update(dt)` runs the pipeline for ALL spawned puppets (rest →
look-at → keyframes → procedural). `render(handle)` draws ONE
puppet via `engine.render.draw_rect_rotated` per bone.
### `puppet.set_look_target(p, world_x, world_y)`, `puppet.clear_look_target(p)`
Set or clear the look-at target. Bones marked `look_at: true` in the
rig rotate to face the target.
### `puppet.bone_angle(p, bone_id)`
Returns the current world-space angle of `bone_id` (after the
full pipeline tick). Used by tests + by callers needing bone-state.
### `puppet.set_procedural(p, name, callback)`, `puppet.clear_procedural(p, name)`
Register or unregister a per-frame procedural callback. Callback
signature: `function(handle, dt)`. Inside the callback, mutate
bones via `puppet.write_bone(handle, bone_id, { angle = <number> })`.
### `puppet.play(p, animation_name, { loop, speed })`, `puppet.stop(p, animation_name)`, `puppet.stop_all(p)`, `puppet.is_playing(p, animation_name)`
Keyframe-layer controls. Animation must be registered via
`puppet.register_animation(p, anim)` first.
### `puppet.register_animation(p, animation)`
Binds a built animation (from `build_animation`) to a puppet
instance, making it available to `play`.
### `puppet.load_rig(path, asset_aliases?)`
Loads a rig from a JSON file and optionally resolves its bone textures
via `puppet.load_textures`. Pass the module's `asset_aliases` table
(from `engine.module.asset_aliases()`) to enable sprite-mode rendering;
omit for colored-rect-only rigs.
### `puppet.load_textures(rig, asset_aliases)`
For each bone with a `texture` field, resolves the atlas-id to a
texture-handle via the asset-lib indirection: read `asset_aliases[rig.asset_pack]`
to get the lib-id, load `<lib-id>/assets/atlas.json`, look up the
atlas-entry by id, and call `engine.asset.load_texture` on the file
path. Also resolves bone anchors from the atlas (unless bone has an
explicit `anchor` field).
### `puppet.bone_world_transform(handle, bone_id)`
Returns the bone's cached world-transform `(x, y, angle)` from the
last `puppet.update` tick. Used by tests and by modules needing world-
space queries (e.g., for spawning effects at a bone position).
### `puppet.write_bone_test_only(handle, bone_id, angle_rad)`
Test-setup helper: directly write a bone angle bypassing the track-
conflict-guard. Not for production use; modules should write via
procedural callbacks.
### `puppet.load_animation(path, rig)`
Convenience wrapper: reads a JSON file and calls `build_animation`.
### `puppet.position(p)`, `puppet.facing(p)`, `puppet.move_to(p, x, y)`
Puppet owns its world position. `move_to` sets it instantly (caller
applies speed). `facing` returns the last-movement-direction angle.
### `puppet.write_bone(handle, bone_id, { angle })`
Procedural-callback-only API to mutate a bone. Validates track
ownership at write time.
## Conventions
- World-coords + pixel-units throughout (per ADR-0031).
- Bone angles in radians (internal). JSON rest-angles and animation
keyframe angles are in degrees, converted on load.
- Update pipeline runs once per frame (`puppet.update(dt)`) for ALL
spawned puppets. `render` is per-puppet so callers can interleave
with other rendering.
## CHANGELOG
### v0.3.0
- BoneState multi-channel (rot/pos/scl) with world.scl_x/y and world.rot
- Cascaded world-transform with scale propagation (compute_world)
- Procedural locomotion layer via rig.locomotion block (apply_locomotion):
step-trigger, step-placement, step-height, leg-aim + leg-stretch
- Idle-return logic in apply_locomotion: after (now - last_move_time) >
idle_return_delay, the most-displaced planted leg steps back to its hip
position over idle_step_duration; group-stagger via idle_return_stagger
- M.move_to tracks p.last_move_time when position actually changes
- Schema changes: rest.rot/scl required; legacy rest.angle rejected with
clear error message (Substrate-Parity v0.3.0 schema)
- Bone-rig top-level scale field removed; per-frame world state replaces it
- New APIs: bone_world_scale, set_foot_sprite_reach_test_only,
foot_state_test_only, bone_animated_test_only
### v0.2.0
- Rig-format extension (texture, z_order, scale, anchor, asset_pack
fields on bones; rig.bones_z_sorted for render-order)
- Multi-level parent-chain transform with depth-first update pipeline
- Sprite-mode render via engine.render.draw_sprite_transform
- New API: load_textures, bone_world_transform, write_bone_test_only
- All v0.1.0 rigs continue to work (texture-less bones fall back to
colored-rect render)
### v0.1.0
- Initial release: skeleton + bones + tracks + rest + keyframe +
procedural + look-at constraint. Footplant IK deferred.
## References
- `architecture/puppet.md` (Reference)
- ADR-0037 (Tests-as-Libs)
- ADR-0038 (API-Doc-Convention)