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>
manifest.module
+ new dep on lib-asset.prototype-blob-geom v0.1.0 (companion lib
for the design paper's reference asset set + Python atlas-packer)
+ asset_aliases entry for blob_testbench (mixed 3-material atlas:
grass/stone/wood x 14 slots = 42 tiles) and blob_rect_stone
(single-material atlas for vertex-painted autotile)
- removed subterrain_tiles asset_alias (no longer used)
bumped lib-core.maps dep 0.4.0 -> 0.5.0
vagrant_test.map.json rewritten as native schema-v3 with three non-
empty terrain layers, exercising all renderer paths in a single map:
- surface (tiles[] path, multi-material via blob_testbench):
grass-solid floor across all 400 cells
14-wide x 3-tall showcase strip on rows 10-12 columns 2-15
displays every slot of every material the atlas ships (slot 0
through 13 x grass/stone/wood, ids 1..42 visible at a glance)
- topsurface (tiles[] path): 2x4 wood overlay decoration on rows
3-4 columns 2-5
- wall (vertex-painted autotile with blob_rect_stone material):
21x21 vertex grid; 80 vertices painted in a border-ring pattern
so the renderer's bitmask + 47->14 slot lookup produces the
visually-correct stone wall around the 18x18 interior; plus
3 interior pillars (cells 9:7, 7:15, 13:15) authored as
overrides with slot 0 (isolated), demonstrating that the
override sublayer can place truly-1-cell-isolated material
which the any-corner vertex rule alone cannot express
assets/tiles/vagrant_test.tilemap.json removed; under schema v3 the
engine resolves the palette directly from the atlas's tiles.atlas.json,
the standalone tilemap.json was unused (atlas-bootstrap stub path
took over since M.2).
Closure verifies SPOREL_CI=1 ./Sporel.exe --module=vagrant-skeleton
rc=0 with 60 render_frame_ok, both atlases load (no magenta-
placeholders), walkability rule (surface present + wall absent)
correctly treats border + pillars as non-walkable.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Asset-aliases now reference the three baked subterrain atlas-sets
(subterrain_player, subterrain_tiles, subterrain_world) rather than
the legacy indexed pack labels. The rig asset_pack updates to
subterrain_player and each bone gains a calibrated anchor offset.
Furniture-draw loads the subterrain_world atlas once and renders
via source-rect draw_sprite_transform. The map tilemap field updates
to subterrain_tiles to match the new atlas-id. Dep-bumps for
lib-core.maps 0.3.0, lib-core.puppet 0.5.0, and
lib-asset.prototype-subterrain 0.2.0. Replace r_lib.draw_map with
draw_map_pre/post_entities.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Sprint: holding shift while WASD doubles player_speed (120 → 240) and
walk-anim play-speed (0.45 → 0.9). Mid-walk sprint toggle uses puppet
v0.4.4 set_play_speed → no cycle restart. Releasing shift or stopping
WASD reverts to normal speed in next frame.
Interaction: 'interact' bound to E. Proximity trigger registered on
the backpack sprite at (350, 400) with range 40px. Pressing E within
range fires callback that prints a log message with the actor distance.
Uses existing lib-core.interaction (registered at init, polled by
interaction.update(player.x, player.y) each frame).
New dep: lib-core.interaction ^0.1.0. Module version 0.4.0 → 0.4.4
(syncs with puppet bump).
User feedback after iteration-4: legs SHOULD cycle through +1/0/-1
(substrate-style — leg renders forward, under body, then behind body).
But feet must NOT Y-flip when leg.scl_y goes negative, and must NOT
collapse when leg.scl_y=0. They should follow leg-end position only.
Three changes:
1. walk_fwd_lower keyframes restored to substrate-style (leg.scl_y
sign-flip on both halves: leg_l +1↔-1, leg_r -1↔+1). foot.pos
animations REMOVED — cascade through leg.world.scl now correctly
moves foot to leg-end position automatically (foot.local.pos
stays at rest 25 in y).
2. foot.rest.scl: [1, -1] → [1, 1] (no Y-flip in rest, natural
sprite orientation). inherit_scale=false → foot.world.scl stays
at foot.local.scl=[1,1] regardless of leg.scl_y. Foot sprite
never flips, never collapses.
3. Procedural extended: writes foot.local.rot = -leg.local.rot so
foot.world.rot = body.world.rot (feet stay body-oriented even
when legs rotate to walk-direction).
Speed slowed further from 0.5 → 0.4 (user: still too fast at 0.5).
User feedback: 'anchorpoints sind hüftgelenke und können sich nicht
frei drehen. hüfte bleibt zum körper statisch'.
Architecture:
- legs.parent = body (was lower_control). Hip position cascades from
body.world.rot, so hips stay at body-frame left/right regardless of
body rotation. lower_control virtual bone removed (no longer needed).
- Procedural 'leg_orientation' sets leg.local.rot = walk_dir - body.rot
each frame, so leg.world.rot = walk_dir (independent of body cascade).
Requires puppet v0.4.2 per-channel write_bone (walk_anim writes leg.scl
while procedural writes leg.rot — disjoint channels).
Result: legs visually attach at body's anatomical left/right hips no
matter where body faces; stride oscillation aligns with WASD walk
direction. Hip position no longer drifts with walk direction.
User feedback: 'Beine sollten in die richtung oszillieren, in die
gegangen wird, nicht nach norden/süden relativ zum fenster.'
Old: lower_control.rot = wedge_deg (substrate's body-relative ±30°
sub-angle), legs always oscillated near world-up axis.
New: lower_control.rot = atan(move_x, -move_y) = walk direction in
sprite-top-up convention. Legs visually rotate to align with WASD
direction → stride animation cycles along the walk axis.
Side-effect: 4-direction-anim picker collapsed to single
walk_fwd_lower (the rotation handles directional differentiation;
4 anims kept on disk for later gait-style work). Bumps puppet dep
to 0.4.1 (head south-flick fix).
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.
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.