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.
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.
- 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>
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.
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.
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.