diff --git a/README.md b/README.md index 3750428..389238a 100644 --- a/README.md +++ b/README.md @@ -7,10 +7,10 @@ puppet control model: leg orientation decoupled from body via procedural callback, foot-body-orientation ("tactical twist"), scale-deformation walk cycle, and inheritance-decoupled foot sprites. -**Version:** 0.4.3 +**Version:** 0.4.4 **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 >=0.1.2, lib-core.puppet >=0.4.3, lib-asset.prototype-subterrain >=0.1.0 -**Tags:** test-chamber, puppet, walking-sim +**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 >=0.4.4, lib-core.interaction >=0.1.0, lib-asset.prototype-subterrain >=0.1.0 +**Tags:** test-chamber, puppet, walking-sim, interaction ## Topology @@ -20,7 +20,9 @@ cycle, and inheritance-decoupled foot sprites. ## Controls - **W A S D** — direct movement (4-way, normalized for diagonals) +- **Shift + WASD** — sprint (2x player speed + 2x walk-anim cadence) - **Mouse** — body + head look-at targets (same position, different smoothing) +- **E** — interact with nearest proximity-trigger in range - **ESC** — return to launcher ## Demonstrates @@ -34,16 +36,23 @@ cycle, and inheritance-decoupled foot sprites. - Per-channel conflict guard: walk animation (scl) + procedural (rot) on same leg bones - Camera in `camera.begin()/finish()` block for correct world-space rendering - WASD movement → walk_fwd_lower + walk_upper animation pair (speed = 0.45x) +- Shift+WASD sprint → `puppet.set_play_speed` doubles cadence to 0.9x mid-cycle + (no animation restart on toggle); player movement speed doubled (120 → 240) - Idle state → idle + idle_lower animations - Camera-chase via lib-core.camera target-provider - Sprite-tilemap via lib-core.maps +- lib-core.interaction proximity trigger on the backpack sprite at (350, 400), + range 40px, "interact" action bound to E — fires log on dispatch ## Interactions - WASD active → legs swing in walk direction; body slowly rotates to mouse; head snaps to mouse +- Shift held while moving → 2x player speed; walk cadence doubles (smooth mid-cycle transition) - WASD released → idle_lower collapses legs (scl=0); upper body returns to idle sway - Mouse moved → body lazy-rotates via slerp (look_at_slerp: 6); head snaps within ±60° of body - Walking east while body faces north → legs perpendicular to body, hips body-relative, feet face north +- E pressed within 40px of the backpack sprite → fires `"interact"` action; + callback logs `vagrant: interact with backpack (distance=X.X)` ## CI Hooks @@ -66,6 +75,15 @@ cycle, and inheritance-decoupled foot sprites. ## CHANGELOG +### v0.4.4 +- **Sprint** (Shift+WASD): doubles `WALK_SPEED` (120 → 240) and walk-anim + `speed` (0.45 → 0.9). Mid-walk sprint toggle uses `puppet.set_play_speed` + (new v0.4.4 API) — no animation cycle restart. +- **Backpack interaction**: `lib-core.interaction.register(350, 400, 40, + "interact", callback)` registered at init. Pressing E within range + prints log message via `engine.print` with actor distance. +- New deps: lib-core.interaction ^0.1.0. lib-core.puppet bumped to >=0.4.4. + ### v0.4.3 - `inherit_scale: false` on foot_l, foot_r: feet no longer Y-flip when leg.scl_y inverts during walk cycle. foot.rest.scl reset to [1,1].