feat: initial implementation v0.1.0 — single player puppet + WASD + map

Composer module: single-player character as puppet (humanoid 4-bone
rig: torso, head, leg_l, leg_r) at world (320, 240) on a 20x20
v0.1-format tilemap.

- WASD direct movement, normalized for diagonals, 120 px/s.
- Camera-chase via lib-core.camera target-provider (camera follows
  puppet position frame-to-frame).
- Idle and walk keyframe animations: idle is a 2s torso-sway on the
  upper track; walk is a 0.6s leg-cycle on the lower track.
- Animation-state transitions driven by movement input: walk while
  WASD-active, idle when released.
- Headtrack: head bone (marked look_at: true in rig) rotates each
  frame to face the mouse cursor's world position via
  puppet.set_look_target.
- ESC -> launcher.

CI hooks (env-var-gated, no-op in normal play):
- SPOREL_CI=1: emits 'vagrant: frame_avg_ms=N' after 60 frames and
  'vagrant: render_frame_ok' per frame from the render hook, then
  engine.exit(0). Smoke stages consume these markers.
This commit is contained in:
Axel Meyer
2026-05-17 20:21:31 +02:00
commit 2817613490
10 changed files with 293 additions and 0 deletions

11
animations/idle.anim.json Normal file
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{
"id": "idle",
"track": "upper",
"duration": 2.0,
"loop": true,
"keyframes": [
{ "t": 0.0, "torso": { "angle": 0 } },
{ "t": 1.0, "torso": { "angle": 3 } },
{ "t": 2.0, "torso": { "angle": 0 } }
]
}

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animations/walk.anim.json Normal file
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{
"id": "walk",
"track": "lower",
"duration": 0.6,
"loop": true,
"keyframes": [
{ "t": 0.0, "leg_l": { "angle": -15 }, "leg_r": { "angle": 15 } },
{ "t": 0.3, "leg_l": { "angle": 15 }, "leg_r": { "angle": -15 } },
{ "t": 0.6, "leg_l": { "angle": -15 }, "leg_r": { "angle": 15 } }
]
}