- humanoid.rig.json: removed locomotion-block (apply_locomotion no-ops
now). head: removed look_at_speed (instant snap). body: unchanged
(look_at_speed=180 lazy).
- init.lua: removed set_procedural("facing", ...) — root stays at
rest.rot=0. walk.anim + idle_lower.anim no longer loaded/played
(files retained on disk for revert). New set_procedural("walk_cycle",
...) drives legs per-frame: walk_phase advances at 1.25Hz, sin-cycle
on leg.scl, walk_dir applied to leg.rot. Idle: legs scl=0.
- Lazy body + instant head + head-leading: head responds immediately
to mouse, body lags via look_at_speed=180.
This is an experiment. If procedural feels worse, revert by re-enabling
walk.anim + idle_lower.anim + locomotion-block.
- 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>
13-bone humanoid rig (12 visible bones + 1 root) hand-ported from
substrate reference, mapped to PROTOTYPE asset-pack via asset_aliases
indirection (asset_pack: player). Bones use texture/z_order/scale/
anchor fields from the rig-format extension. Tracks split: lower for
legs + feet (walk animation), upper for root/body/head/shoulders/arms
(idle animation).
Animations:
- idle.anim.json: 2.0s loop on upper track, subtle body+head sway
- walk.anim.json: 0.6s loop on lower track, legs+feet cycle
Sprite-tilemap: 4-tile palette (floor_001-003 walkable, floor_004
as wall). Map content: 20x20 with wall-border and interior wall
blocks. tile_rotations parallel array exercises 90 and 180-degree
rotations on a handful of cells for visual rotation-pipeline
verification.
init.lua loads textures via asset_aliases lookup:
- maps.load_textures(aliases) resolves tilemap-tile atlas-ids
- puppet.load_rig(path, aliases) loads + resolves bone textures
- furniture textures preloaded at init (bed, bench, backpack) to
avoid first-frame load stutter; rendered via engine.render.
draw_sprite_transform in the draw hook
Camera follows puppet via per-frame camera.set_target. Headtrack:
head bone (look_at: true) rotates to face mouse world-position.
New SPOREL_CI=1 traces from render and init hooks:
- vagrant: render_frame_ok (per frame from render)
- vagrant: sprite_mode=on (once after first sprite-draw)
- vagrant: assets_loaded=14 (once after init: 7 puppet + 4 tile + 3 furniture)
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.