docs(vagrant): README sync to v0.4.4 — sprint + interaction
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24
README.md
24
README.md
@@ -7,10 +7,10 @@ puppet control model: leg orientation decoupled from body via procedural
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callback, foot-body-orientation ("tactical twist"), scale-deformation walk
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cycle, and inheritance-decoupled foot sprites.
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**Version:** 0.4.3
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**Version:** 0.4.4
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**Module-ID:** vagrant-skeleton
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**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
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**Tags:** test-chamber, puppet, walking-sim
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**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
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**Tags:** test-chamber, puppet, walking-sim, interaction
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## Topology
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@@ -20,7 +20,9 @@ cycle, and inheritance-decoupled foot sprites.
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## Controls
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- **W A S D** — direct movement (4-way, normalized for diagonals)
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- **Shift + WASD** — sprint (2x player speed + 2x walk-anim cadence)
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- **Mouse** — body + head look-at targets (same position, different smoothing)
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- **E** — interact with nearest proximity-trigger in range
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- **ESC** — return to launcher
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## Demonstrates
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@@ -34,16 +36,23 @@ cycle, and inheritance-decoupled foot sprites.
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- Per-channel conflict guard: walk animation (scl) + procedural (rot) on same leg bones
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- Camera in `camera.begin()/finish()` block for correct world-space rendering
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- WASD movement → walk_fwd_lower + walk_upper animation pair (speed = 0.45x)
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- Shift+WASD sprint → `puppet.set_play_speed` doubles cadence to 0.9x mid-cycle
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(no animation restart on toggle); player movement speed doubled (120 → 240)
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- Idle state → idle + idle_lower animations
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- Camera-chase via lib-core.camera target-provider
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- Sprite-tilemap via lib-core.maps
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- lib-core.interaction proximity trigger on the backpack sprite at (350, 400),
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range 40px, "interact" action bound to E — fires log on dispatch
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## Interactions
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- WASD active → legs swing in walk direction; body slowly rotates to mouse; head snaps to mouse
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- Shift held while moving → 2x player speed; walk cadence doubles (smooth mid-cycle transition)
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- WASD released → idle_lower collapses legs (scl=0); upper body returns to idle sway
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- Mouse moved → body lazy-rotates via slerp (look_at_slerp: 6); head snaps within ±60° of body
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- Walking east while body faces north → legs perpendicular to body, hips body-relative, feet face north
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- E pressed within 40px of the backpack sprite → fires `"interact"` action;
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callback logs `vagrant: interact with backpack (distance=X.X)`
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## CI Hooks
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@@ -66,6 +75,15 @@ cycle, and inheritance-decoupled foot sprites.
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## CHANGELOG
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### v0.4.4
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- **Sprint** (Shift+WASD): doubles `WALK_SPEED` (120 → 240) and walk-anim
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`speed` (0.45 → 0.9). Mid-walk sprint toggle uses `puppet.set_play_speed`
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(new v0.4.4 API) — no animation cycle restart.
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- **Backpack interaction**: `lib-core.interaction.register(350, 400, 40,
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"interact", callback)` registered at init. Pressing E within range
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prints log message via `engine.print` with actor distance.
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- New deps: lib-core.interaction ^0.1.0. lib-core.puppet bumped to >=0.4.4.
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### v0.4.3
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- `inherit_scale: false` on foot_l, foot_r: feet no longer Y-flip when leg.scl_y
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inverts during walk cycle. foot.rest.scl reset to [1,1].
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