feat(0.6.0): Backpack as composition-Entity (Phase A.4)
Refactor: Backpack ist composition-Entity mit Atlas-UV-Render-Pfad.
Template at top-level declares sprite_atlas + sprite_uv.{x,y,w,h} +
position. create() in M.init nach atlas-load setzt reale UV-Werte aus
state.furniture_uvs["backpack_001"].
render.draw_entities{tag="renderable"} ersetzt den direkten
draw_sprite_transform-Call für Backpack. interaction.register liest
position aus entity-properties.
Bed + Bench bleiben hardcoded Atlas-Furniture — kein
Interaction-Trigger, kein Demo-Pflicht zur Entity-Promotion in
Phase A. Phase B (container-on-bed) oder Phase D wäre der Trigger.
Atlas-Texture wird doppelt geladen (state.world_tex für bed/bench,
render-internal-cache für backpack) — ineffizient aber nicht
kaputt; single-handle-merge ist späterer Slice.
Bumps: render 0.1.0 → 0.2.0; +composition v0.1.0; module 0.4.4 → 0.6.0.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
85
init.lua
85
init.lua
@@ -1,9 +1,14 @@
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-- sporel-module-vagrant-skeleton v0.5.0
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-- sporel-module-vagrant-skeleton v0.6.0
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-- Sprite-mode test-chamber: 13-bone humanoid puppet + sprite-tilemap +
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-- hardcoded furniture. Subterrain-style puppet control model:
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-- multi-look-target (aim/soft), slerp body rotation, hip-static legs,
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-- foot-body-orientation. Sprint (shift+wasd) + interaction (E near
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-- backpack) added v0.4.4.
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--
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-- v0.6.0 (Phase A.4): Backpack promoted to composition-Entity (Atlas-UV
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-- render-path via render.draw_entities{tag="renderable"}). Bed + Bench
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-- remain hardcoded atlas-furniture in v0.6.0 (no interaction-trigger,
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-- no demo-pflicht to be entities yet).
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local input = require("lib-core.input")
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local camera = require("lib-core.camera")
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@@ -11,6 +16,7 @@ local r_lib = require("lib-core.render")
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local maps = require("lib-core.maps")
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local puppet = require("lib-core.puppet")
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local interaction = require("lib-core.interaction")
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local composition = require("lib-core.composition")
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local M = {}
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@@ -20,15 +26,33 @@ local WALK_SPEED_SPRINT = 240 -- 2x
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local ANIM_SPEED_NORMAL = 0.45
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local ANIM_SPEED_SPRINT = 0.9 -- 2x
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-- Furniture positions (matches M.draw hardcoded sprites).
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-- Furniture positions (Bed/Bench remain hardcoded for v0.1; Backpack
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-- promoted to Inactive-Entity via composition. Bed/Bench have no
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-- interaction-trigger and no demo-pflicht to be entities — they stay
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-- atlas-furniture until Phase B (container-on-bed) or similar triggers).
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local BACKPACK_X, BACKPACK_Y = 350, 400
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local INTERACTION_RANGE = 40 -- pixels
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-- Backpack-Template (Phase A.4 — Atlas-UV render-path).
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-- Real sprite_atlas + sprite_uv values are filled in M.init after the
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-- atlas-JSON is parsed; defaults here are placeholders so the inert-
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-- declaration types are correct (string + numbers).
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composition.define_template{
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id = "backpack",
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properties = {
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sprite_atlas = "",
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sprite_uv = {x = 0, y = 0, w = 1, h = 1},
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position = {x = 0, y = 0},
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},
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tags = {"renderable"},
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}
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local state = {
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player = nil,
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map = nil,
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world_tex = nil, -- subterrain_world atlas diffuse handle
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world_tex = nil, -- subterrain_world atlas diffuse handle (used for bed/bench)
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furniture_uvs = nil, -- name -> { x, y, w, h } from atlas JSON
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backpack = nil, -- composition-entity, created in M.init after atlas load
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-- Subterrain-style controller state:
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walk_anim_current = nil, -- "walk_fwd_lower" / "walk_back_lower" / etc. (nil = idle_lower)
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lower_control_rot_deg = 0,
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@@ -191,13 +215,31 @@ function M.init(ctx)
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-- Furniture atlas (subterrain_world): load JSON + diffuse texture once.
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local world_lib = aliases.subterrain_world
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local world_base = world_lib .. "/assets/atlases/subterrain_world"
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local world_atlas_png = world_base .. "/tiles.diffuse.atlas.png"
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local world_meta = engine.asset.load_json(world_base .. "/tiles.atlas.json")
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state.world_tex = engine.asset.load_texture(world_base .. "/tiles.diffuse.atlas.png")
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state.world_tex = engine.asset.load_texture(world_atlas_png)
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state.furniture_uvs = {}
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for _, t in ipairs(world_meta.tiles) do
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state.furniture_uvs[t.name] = { x = t.uv[1], y = t.uv[2], w = t.uv[3], h = t.uv[4] }
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end
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-- Spawn Backpack-Entity with real Atlas-UV values now that the
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-- atlas-json is parsed. lib-core.render's atlas-cache will load
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-- the texture lazy-on-first-draw (separate from state.world_tex
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-- which serves bed/bench's direct draw_sprite_transform call;
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-- ineffizient aber kein-Schaden, single-texture-handle-merge ist
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-- ein späterer Slice).
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local backpack_uv = state.furniture_uvs["backpack_001"]
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state.backpack = composition.create{
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template = "backpack",
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properties = {
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sprite_atlas = world_atlas_png,
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sprite_uv = {x = backpack_uv.x, y = backpack_uv.y,
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w = backpack_uv.w, h = backpack_uv.h},
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position = {x = BACKPACK_X, y = BACKPACK_Y},
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},
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}
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-- Input bindings.
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input.bind("walk_left", { "a" })
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input.bind("walk_right", { "d" })
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@@ -207,13 +249,18 @@ function M.init(ctx)
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input.bind("interact", { "e" }) -- fires nearest proximity-trigger
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input.bind("quit_to_launcher", { "escape" })
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-- Proximity trigger on the backpack sprite (drawn at BACKPACK_X/Y in M.draw).
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-- Range 40px; press E while within that radius to fire the callback.
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interaction.register(BACKPACK_X, BACKPACK_Y, INTERACTION_RANGE, "interact", function(ctx)
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engine.print(string.format(
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"vagrant: interact with backpack (distance=%.1f)",
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ctx.distance))
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end)
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-- Proximity trigger on the backpack-Entity. Anchor read from the
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-- entity's position-Properties; sign is stationary so a snapshot is
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-- correct (interaction-API takes raw numbers, not closures, in v0.1).
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interaction.register(
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state.backpack:get_property("position.x"),
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state.backpack:get_property("position.y"),
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INTERACTION_RANGE, "interact",
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function(ctx)
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engine.print(string.format(
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"vagrant: interact with backpack (distance=%.1f)",
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ctx.distance))
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end)
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-- CI trace: assets loaded count (3 atlas textures: player + tiles + world).
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if CI_FRAME_PERF and not ci_assets_traced then
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@@ -321,20 +368,20 @@ end
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function M.draw(ctx)
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camera.begin()
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maps.draw_map_pre_entities()
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-- Hardcoded furniture placements (test-chamber spirit).
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-- Render via source-rect primitive using subterrain_world atlas UVs.
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local bed_uv = state.furniture_uvs["bed_001"]
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local bench_uv = state.furniture_uvs["bench_001"]
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local backpack_uv = state.furniture_uvs["backpack_001"]
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-- Bed + Bench remain hardcoded furniture (no interaction-trigger →
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-- no entity-Pflicht in Phase A; see Backpack-Template comment).
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local bed_uv = state.furniture_uvs["bed_001"]
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local bench_uv = state.furniture_uvs["bench_001"]
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engine.render.draw_sprite_transform(state.world_tex, 200, 150, 0, 1, 1,
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bed_uv.w / 2, bed_uv.h / 2, 0xFFFFFFFF,
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bed_uv.x, bed_uv.y, bed_uv.w, bed_uv.h)
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engine.render.draw_sprite_transform(state.world_tex, 400, 300, 0, 1, 1,
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bench_uv.w / 2, bench_uv.h / 2, 0xFFFFFFFF,
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bench_uv.x, bench_uv.y, bench_uv.w, bench_uv.h)
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engine.render.draw_sprite_transform(state.world_tex, 350, 400, 0, 1, 1,
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backpack_uv.w / 2, backpack_uv.h / 2, 0xFFFFFFFF,
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backpack_uv.x, backpack_uv.y, backpack_uv.w, backpack_uv.h)
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-- Backpack (and any other renderable entity) via Phase-A.2 tag-based
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-- render. The atlas-cache loads tiles.diffuse.atlas.png lazy-on-first
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-- call (separate handle from state.world_tex — see M.init note).
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r_lib.draw_entities{ tag = "renderable" }
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-- Puppet (sprite-mode via texture_handles populated by load_rig+load_textures).
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puppet.render(state.player)
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maps.draw_map_post_entities()
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@@ -1,6 +1,6 @@
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{
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"id": "vagrant-skeleton",
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"version": "0.4.4",
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"version": "0.6.0",
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"kind": "module",
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"api": "^0.1",
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"ci_frames": 60,
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@@ -14,7 +14,8 @@
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"deps": [
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{"id": "lib-core.input", "version": "0.4.0"},
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{"id": "lib-core.camera", "version": "0.3.0"},
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{"id": "lib-core.render", "version": "0.1.0"},
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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.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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