feat(0.7.0): Player als Actor-Entity, Puppet syncs (Phase A.6)
Refactor: Player gesplittet in zwei Handles. state.actor (composition- Entity) ist canonical position-owner. state.player (puppet handle) bleibt für Animation + Render zuständig und syncs each frame via puppet.move_to(state.player, actor.position(state.actor)). vagrant_player-Template ist UNTAGGED — render.draw_entities sieht ihn nicht, da puppet.render(state.player) das Sprite-Rendering schon macht. Tag-Konflikt vermieden. Movement-Refactor in M.update: - CI_DRIVE-Branch: actor.move(state.actor, dx*speed*dt, 0) - Normal-Movement: actor.move(state.actor, mx*speed*dt, my*speed*dt) - Sync-Punkt nach beiden Branches: puppet.move_to(state.player, actor.position(state.actor)) - interaction.update + camera.set_target lesen actor.position Sprint-Logic unverändert (eigene WALK_SPEED constants; movement_speed auf actor ist informational/120). Bumps: 0.6.0 → 0.7.0; +actor v0.1.0. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -1,6 +1,6 @@
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{
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"id": "vagrant-skeleton",
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"version": "0.6.0",
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"version": "0.7.0",
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"kind": "module",
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"api": "^0.1",
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"ci_frames": 60,
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@@ -16,6 +16,7 @@
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{"id": "lib-core.camera", "version": "0.3.0"},
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{"id": "lib-core.render", "version": "0.2.0"},
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{"id": "lib-core.composition", "version": "0.1.0"},
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{"id": "lib-core.actor", "version": "0.1.0"},
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{"id": "lib-core.maps","version":"0.5.7"},
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{"id": "lib-core.puppet", "version": "0.5.0"},
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{"id": "lib-core.interaction", "version": "0.1.0"},
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