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)
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@@ -4,8 +4,8 @@
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"duration": 2.0,
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"loop": true,
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"keyframes": [
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{ "t": 0.0, "torso": { "angle": 0 } },
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{ "t": 1.0, "torso": { "angle": 3 } },
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{ "t": 2.0, "torso": { "angle": 0 } }
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{ "t": 0.0, "body": {"angle": 0}, "head": {"angle": 0} },
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{ "t": 1.0, "body": {"angle": 2}, "head": {"angle": -1} },
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{ "t": 2.0, "body": {"angle": 0}, "head": {"angle": 0} }
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]
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}
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