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.
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animations/walk.anim.json
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11
animations/walk.anim.json
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{
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"id": "walk",
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"track": "lower",
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"duration": 0.6,
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"loop": true,
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"keyframes": [
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{ "t": 0.0, "leg_l": { "angle": -15 }, "leg_r": { "angle": 15 } },
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{ "t": 0.3, "leg_l": { "angle": 15 }, "leg_r": { "angle": -15 } },
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{ "t": 0.6, "leg_l": { "angle": -15 }, "leg_r": { "angle": 15 } }
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]
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}
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