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

24
LICENSE Normal file
View File

@@ -0,0 +1,24 @@
Copyright (c) 2026 Calic. All rights reserved.
This software is part of the Sporel platform — **Tier 1 (Official /
Proprietary)** content per the Three-Tier Licensing Model documented in
`meta/docs/archive/design/vision.md §Licensing Model` (current source;
migration to `meta/docs/architecture/licensing-model.md` pending).
⚠ **WIP — Legal review required before public launch.** The terms below
reflect design intent only; the formalized license framework will be
finalized through legal counsel before the first public release. Until
then, this notice serves as a placeholder defending the platform owner's
rights against unintentional re-licensing.
No license is granted to copy, modify, distribute, sublicense, or otherwise
use this software in any form without prior written permission from the
copyright holder.
References:
- Tier 1 (this file): all rights reserved, proprietary, sold/distributed
via official channels (Steam, etc.)
- Tier 2 (Semi-Commercial Co-Development): bilateral contracts, revenue-
share — see vision.md §Licensing Model
- Tier 3 (Community Content): CC BY-NC-SA 4.0 + asymmetric CLA — applies
to community-uploaded libs/modules/assets, not this repo

48
README.md Normal file
View File

@@ -0,0 +1,48 @@
# sporel-module-vagrant-skeleton
F.vagrant Tier-1 test-chamber: single player as puppet, WASD direct
movement, camera-chase, headtrack to mouse-cursor. Phase 1 stage.
**Version:** 0.1.0
**Module-ID:** vagrant-skeleton
**Requires:** lib-core.input >=0.4.0, lib-core.camera >=0.3.0, lib-core.render >=0.1.0, lib-core.maps >=0.1.1, lib-core.puppet >=0.1.0
**Tags:** test-chamber, puppet, walking-sim
## Topology
<!-- topology:start (auto-generated; do not edit) -->
<!-- topology:end -->
## Controls
- **W A S D** — direct movement (4-way, normalized for diagonals)
- **Mouse** — head/torso look-at target
- **ESC** — return to launcher
## Demonstrates
- lib-core.puppet integration (skeleton, keyframe animation, procedural-ready, look-at constraint)
- idle <-> walk animation-state transition driven by movement input
- Camera-chase via lib-core.camera target-provider
- Throwaway-content test-chamber stance: existing maps v0.1 format,
hand-painted humanoid rig + 2 keyframe animations.
## Interactions
- WASD active -> walk animation on lower track
- WASD released -> idle animation on upper track (subtle torso sway)
- Mouse moved -> head-bone angle updates each frame to face cursor's
world-position (look-at constraint on bones marked `look_at: true`)
## CI Hooks
- `SPOREL_CI=1` -> 60-frame perf canary. Emits `vagrant: frame_avg_ms=N`
and `vagrant: render_frame_ok` (per-frame, from render hook), then exits.
Used by smoke stages P0-S25a + P0-S25b.
## References
- ADR-0028 (Launcher-Flow)
- ADR-0036 (Lib-Override for multi-module reuse)
- ADR-0037 (Tests-as-Libs)
- ADR-0038 (API-Doc-Convention)

11
animations/idle.anim.json Normal file
View File

@@ -0,0 +1,11 @@
{
"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 } }
]
}

11
animations/walk.anim.json Normal file
View File

@@ -0,0 +1,11 @@
{
"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 } }
]
}

View File

@@ -0,0 +1,8 @@
{
"id": "vagrant_test",
"tile_size": 32,
"tiles": [
{ "id": "grass", "walkable": true, "color": [110, 170, 80] },
{ "id": "stone", "walkable": false, "color": [120, 120, 120] }
]
}

130
init.lua Normal file
View File

@@ -0,0 +1,130 @@
-- sporel-module-vagrant-skeleton v0.1.0
-- F.vagrant Tier-1 Phase 1: single-player + puppet + WASD + maps v0.1.
local input = require("lib-core.input")
local camera = require("lib-core.camera")
local r_lib = require("lib-core.render")
local maps = require("lib-core.maps")
local puppet = require("lib-core.puppet")
local M = {}
local state = {
player = nil,
player_speed = 120,
map = nil,
}
-- CI hook gating (mirrors squad-prototype convention)
local CI_FRAME_PERF = (os.getenv("SPOREL_CI") == "1")
local ci_frame_count = 0
local ci_t_start = nil
local function set_walk_or_idle(moving)
if moving then
if not puppet.is_playing(state.player, "walk") then
puppet.stop(state.player, "idle")
puppet.play(state.player, "walk", { loop = true })
end
else
if not puppet.is_playing(state.player, "idle") then
puppet.stop(state.player, "walk")
puppet.play(state.player, "idle", { loop = true })
end
end
end
function M.init(ctx)
state.map = maps.load("maps/vagrant_test.map.json")
maps.set_current(state.map)
-- Load puppet rig + animations
local rig = puppet.load_rig("rigs/humanoid.rig.json")
state.player = puppet.spawn(rig, { x = 320, y = 240 })
local idle = puppet.load_animation("animations/idle.anim.json", rig)
local walk = puppet.load_animation("animations/walk.anim.json", rig)
puppet.register_animation(state.player, idle)
puppet.register_animation(state.player, walk)
puppet.play(state.player, "idle", { loop = true })
-- Input bindings (WASD direct movement + ESC)
input.bind("walk_left", { "a" })
input.bind("walk_right", { "d" })
input.bind("walk_up", { "w" })
input.bind("walk_down", { "s" })
input.bind("quit_to_launcher", { "escape" })
-- Camera follows player position (no manual pan in vagrant-style)
camera.set_target_provider(function()
return puppet.position(state.player)
end)
if CI_FRAME_PERF then
ci_t_start = engine.time.now()
end
end
function M.update(ctx, dt)
if input.was_action_pressed("quit_to_launcher") then
engine.switch_module("lib-sporel.launcher")
return
end
local dx, dy = 0, 0
if input.is_action_down("walk_left") then dx = dx - 1 end
if input.is_action_down("walk_right") then dx = dx + 1 end
if input.is_action_down("walk_up") then dy = dy - 1 end
if input.is_action_down("walk_down") then dy = dy + 1 end
local moving = (dx ~= 0 or dy ~= 0)
if moving then
local len = math.sqrt(dx * dx + dy * dy)
local pos = puppet.position(state.player)
puppet.move_to(state.player,
pos.x + dx / len * state.player_speed * dt,
pos.y + dy / len * state.player_speed * dt)
end
set_walk_or_idle(moving)
-- Headtrack: head looks at mouse world-position
local mx, my = engine.input.get_mouse_pos()
local wx, wy = camera.screen_to_world(mx, my)
puppet.set_look_target(state.player, wx, wy)
camera.update(dt)
puppet.update(dt)
-- CI: perf canary. After 60 frames emit avg ms, exit.
if CI_FRAME_PERF and ci_t_start then
ci_frame_count = ci_frame_count + 1
if ci_frame_count == 60 then
local elapsed_ms = (engine.time.now() - ci_t_start) * 1000.0
local avg = elapsed_ms / 60.0
print(string.format("vagrant: frame_avg_ms=%.2f", avg))
engine.exit(0)
end
end
end
function M.draw(ctx)
r_lib.draw_map()
puppet.render(state.player)
-- Render-hook trace for smoke (P0-S25a). MUST emit from render(), not update().
-- Lesson from P.4.c: smoke stages that exit in update never prove the render
-- hook works.
if CI_FRAME_PERF then
engine.print("vagrant: render_frame_ok")
end
end
-- ====================================================================
-- Engine lifecycle hooks (global functions; engine calls these by name)
-- See P.4.c discovery: engine looks up lua_getglobal "init", "update",
-- "render" — not M.init etc. The module-table pattern is bridged here.
-- ====================================================================
function init(ctx) M.init(ctx) end
function update(ctx, dt) M.update(ctx, dt) end
function render(ctx) M.draw(ctx) end
return M

6
manifest.core Normal file
View File

@@ -0,0 +1,6 @@
{
"id": "vagrant-skeleton.core",
"kind": "lib",
"version": "0.1.0",
"license": "Proprietary"
}

15
manifest.module Normal file
View File

@@ -0,0 +1,15 @@
{
"id": "vagrant-skeleton",
"version": "0.1.0",
"kind": "module",
"api": "^0.1",
"ci_frames": 60,
"entry_point": "init.lua",
"deps": [
{"id": "lib-core.input", "version": "0.4.0"},
{"id": "lib-core.camera", "version": "0.3.0"},
{"id": "lib-core.render", "version": "0.1.0"},
{"id": "lib-core.maps", "version": "0.1.1"},
{"id": "lib-core.puppet", "version": "0.1.0"}
]
}

View File

@@ -0,0 +1,27 @@
{
"id": "vagrant_test",
"tilemap": "vagrant_test",
"size": { "w": 20, "h": 20 },
"tiles": [
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,
2,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,2,
2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,
2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,2,
2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,
2,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,2,
2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,
2,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,
2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,
2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,
2,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,2,
2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,
2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,
2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,
2,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,
2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,
2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,
2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
]
}

13
rigs/humanoid.rig.json Normal file
View File

@@ -0,0 +1,13 @@
{
"id": "humanoid",
"bones": [
{ "id": "torso", "parent": null, "rest": { "x": 0, "y": 0, "angle": 0 }, "color": [180, 140, 100] },
{ "id": "head", "parent": "torso", "rest": { "x": 0, "y": -16, "angle": 0 }, "look_at": true, "color": [220, 180, 140] },
{ "id": "leg_l", "parent": "torso", "rest": { "x": -4, "y": 8, "angle": 0 }, "color": [80, 60, 40] },
{ "id": "leg_r", "parent": "torso", "rest": { "x": 4, "y": 8, "angle": 0 }, "color": [80, 60, 40] }
],
"tracks": [
{ "id": "lower", "bones": ["leg_l", "leg_r"] },
{ "id": "upper", "bones": ["torso", "head"] }
]
}