Axel Meyer b8b8bf1a76 fix(puppet): v0.3.1 — atan2 sprite-top + rot limits + speed + write_bone channels
- Look-at uses math.atan(dx, -dy) (substrate sprite-top convention):
  rot=0 means sprite top points up (in -Y), rot=pi/2 means right.
- New rest.rot_min/rot_max fields (degrees in JSON; clamped after look-at)
- New look_at_speed field (deg/s; rate-limits look-at via dt)
- write_bone now accepts rot/pos/scl channels (legacy 'angle' rejected)
- Bones not in any track are allowed; write_bone bypasses track-guard
  for them. Enables procedural root-rotation while keyframe-anims play.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-18 19:51:37 +02:00

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

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)
Description
Skeletal animation primitive: bones + tracks + keyframes + procedural + look-at
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