Commit Graph

9 Commits

Author SHA1 Message Date
Axel Meyer
e6e4e3805b fix(vagrant): bump version 0.3.0→0.4.0 + puppet dep 0.3.3→0.4.0
Iteration-3 implemented Subterrain control model but forgot to bump
the consumer manifest. Engine lib-resolver does exact strcmp so
'0.3.3' fails against published 0.4.0 → ENGINE_ERR_LIB_DEP_MISSING
FATAL at module load.

Recurring pattern (cf. feedback_sporel_dep_versions memory) — every
lib-bump must update all consumer manifests in the same commit-set.
2026-05-18 21:24:11 +02:00
Axel Meyer
926cb9da29 fix(vagrant): head sprite_rot=-90 corrects 90° CW visual offset
head_001.png is drawn with face pointing +X (right) at rot=0, but the
look-at math assumes sprite-top (-Y) is forward. Without compensation,
head visually appears 90° clockwise off when math says 'point at mouse'.

sprite_rot=-90 on head bone aligns sprite-top with bone-forward at
render time. Body, shoulder, and arm sprites already match the
sprite-top=forward convention so no sprite_rot needed there.

Also bumps puppet dep to 0.3.3 and removes the temporary debug print.
2026-05-18 20:42:13 +02:00
Axel Meyer
c3f2730119 fix(vagrant): bump puppet dep 0.3.1 -> 0.3.2 to match staged lib
Iteration 2 bumped lib-core.puppet to v0.3.2 (persistent look_at_state
fix) but the vagrant-skeleton manifest dep was not updated. Engine
lib-resolver does exact strcmp → module fails to load with
ENGINE_ERR_LIB_DEP_MISSING at launcher select.
2026-05-18 20:18:48 +02:00
Axel Meyer
03a536984d fix(vagrant): iteration — body+head look-at, WASD-driven leg-facing, idle-collapse
- humanoid.rig.json: root removed from upper track; body look_at + slow speed
  (180 deg/s, lazy); head fast speed (480 deg/s) + +-90 deg limits; puppet
  dep bumped to 0.3.1
- animations/idle_lower.anim.json (NEW): leg+foot scl=[mirror, 0] keeps legs
  invisible at idle (locomotion skips animated bones; foot cascade zeros out)
- init.lua: set_procedural 'facing' callback writes root.rot from
  last_walk_rot_deg each frame; WASD-vector updates last_walk_rot_deg
  via atan(dx, -dy); idle_lower played parallel to idle, stopped during walk

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-18 19:51:56 +02:00
Axel Meyer
00d10bbd47 fix(vagrant): manifest dep versions match resolver expectations
Engine lib-resolver does exact strcmp (not semver-range), so '^0.3.0'
fails to match published 0.3.0. Also pin lib-asset.prototype-subterrain
to 0.1.1 (the published patch version).

Surfaced during Phase-4 install-reference verify after vagrant-skeleton
v0.3.0 cutover.
2026-05-18 18:57:11 +02:00
Axel Meyer
fa511204c2 feat(vagrant): v0.3.0 — substrate-port rig + animations + locomotion
- humanoid.rig.json rewrite: legs->root, rest.rot+rest.scl on all bones,
  Y-mirror via scl=-1 on leg_l/r/foot_l/r, locomotion-block with
  procedural footplant config
- walk.anim.json: substrate walk_fwd_lower port; track=lower; pos+scl
  channels on legs+feet
- walk_upper.anim.json (NEW): substrate walk_upper port; arm-swing
- idle.anim.json: substrate idle_upper port; pos+rot on shoulders+arms
- init.lua: walk_upper parallel-play wiring
- manifest bump v0.2->v0.3; puppet dep ^0.3.0
2026-05-18 18:55:34 +02:00
Axel Meyer
161913795b feat: bump to v0.2.0 with asset_aliases for sprite-upgrade
Manifest changes:
- Version 0.1.0 -> 0.2.0
- New asset_aliases block: player + tiles + world all map to
  lib-asset.prototype-subterrain
- deps bumped: lib-core.maps 0.1.1 -> 0.1.2, lib-core.puppet
  0.1.0 -> 0.2.0
- New dep: lib-asset.prototype-subterrain 0.1.0

Rig, animations, tilemap, and init.lua updates land in follow-up
commits in this slice.
2026-05-18 03:25:28 +02:00
Axel Meyer
db8129e2fc chore: bump lib-core.maps to 0.1.2, lib-core.puppet to 0.2.0 2026-05-18 03:22:29 +02:00
Axel Meyer
2817613490 feat: initial implementation v0.1.0 — single player puppet + WASD + map
Composer module: single-player character as puppet (humanoid 4-bone
rig: torso, head, leg_l, leg_r) at world (320, 240) on a 20x20
v0.1-format tilemap.

- WASD direct movement, normalized for diagonals, 120 px/s.
- Camera-chase via lib-core.camera target-provider (camera follows
  puppet position frame-to-frame).
- Idle and walk keyframe animations: idle is a 2s torso-sway on the
  upper track; walk is a 0.6s leg-cycle on the lower track.
- Animation-state transitions driven by movement input: walk while
  WASD-active, idle when released.
- Headtrack: head bone (marked look_at: true in rig) rotates each
  frame to face the mouse cursor's world position via
  puppet.set_look_target.
- ESC -> launcher.

CI hooks (env-var-gated, no-op in normal play):
- SPOREL_CI=1: emits 'vagrant: frame_avg_ms=N' after 60 frames and
  'vagrant: render_frame_ok' per frame from the render hook, then
  engine.exit(0). Smoke stages consume these markers.
2026-05-17 20:21:31 +02:00