feat: sprite-mode test-chamber with 13-bone puppet + sprite-tilemap

13-bone humanoid rig (12 visible bones + 1 root) hand-ported from
substrate reference, mapped to PROTOTYPE asset-pack via asset_aliases
indirection (asset_pack: player). Bones use texture/z_order/scale/
anchor fields from the rig-format extension. Tracks split: lower for
legs + feet (walk animation), upper for root/body/head/shoulders/arms
(idle animation).

Animations:
- idle.anim.json: 2.0s loop on upper track, subtle body+head sway
- walk.anim.json: 0.6s loop on lower track, legs+feet cycle

Sprite-tilemap: 4-tile palette (floor_001-003 walkable, floor_004
as wall). Map content: 20x20 with wall-border and interior wall
blocks. tile_rotations parallel array exercises 90 and 180-degree
rotations on a handful of cells for visual rotation-pipeline
verification.

init.lua loads textures via asset_aliases lookup:
- maps.load_textures(aliases) resolves tilemap-tile atlas-ids
- puppet.load_rig(path, aliases) loads + resolves bone textures
- furniture textures preloaded at init (bed, bench, backpack) to
  avoid first-frame load stutter; rendered via engine.render.
  draw_sprite_transform in the draw hook

Camera follows puppet via per-frame camera.set_target. Headtrack:
head bone (look_at: true) rotates to face mouse world-position.

New SPOREL_CI=1 traces from render and init hooks:
- vagrant: render_frame_ok (per frame from render)
- vagrant: sprite_mode=on (once after first sprite-draw)
- vagrant: assets_loaded=14 (once after init: 7 puppet + 4 tile + 3 furniture)
This commit is contained in:
Axel Meyer
2026-05-18 03:29:54 +02:00
parent 161913795b
commit 3457a7eab8
7 changed files with 151 additions and 70 deletions

View File

@@ -3,9 +3,9 @@
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
**Version:** 0.2.0
**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
**Requires:** lib-core.input >=0.4.0, lib-core.camera >=0.3.0, lib-core.render >=0.1.0, lib-core.maps >=0.1.2, lib-core.puppet >=0.2.0, lib-asset.prototype-subterrain >=0.1.0
**Tags:** test-chamber, puppet, walking-sim
## Topology
@@ -46,3 +46,26 @@ movement, camera-chase, headtrack to mouse-cursor. Phase 1 stage.
- ADR-0036 (Lib-Override for multi-module reuse)
- ADR-0037 (Tests-as-Libs)
- ADR-0038 (API-Doc-Convention)
## CHANGELOG
### v0.2.0
- Sprite-mode rendering throughout: 13-bone humanoid puppet via
lib-core.puppet v0.2 with PROTOTYPE asset-pack textures; sprite-tilemap
via lib-core.maps v0.1.2 with 4 floor variants (floor_001-003 walkable,
floor_004 as wall); hardcoded furniture (bed, bench, backpack) via
engine.render.draw_sprite_transform.
- Asset-pack indirection: manifest.module asset_aliases maps the alias-
keys (player, tiles, world) to lib-asset.prototype-subterrain. Rig
and tilemap atlas-ids resolved at init via puppet.load_textures and
maps.load_textures.
- Tile rotations: vagrant_test.map.json includes a tile_rotations
parallel array exercising 90 and 180-degree rotations for visual
verification of the rotation pipeline.
- Animation refinements: walk on lower track now includes foot bones
(legs + feet alternate); idle on upper track with subtle body+head
sway.
- New smoke traces emitted under SPOREL_CI=1:
vagrant: render_frame_ok (per frame from render hook),
vagrant: sprite_mode=on (once after first sprite draw),
vagrant: assets_loaded=14 (once after init).