Commit Graph

59 Commits

Author SHA1 Message Date
Axel Meyer
9de4924706 exp(vagrant): try procedural lower-body, drop WASD-to-root coupling
- 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.
2026-05-18 20:13:44 +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
3457a7eab8 feat: sprite-mode test-chamber with 13-bone puppet + sprite-tilemap
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)
2026-05-18 03:29:54 +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
f7b38d984e feat: add CI-hooks for render-hook + state-transition smoke
Two env-var-gated hooks (no-op in normal play):
- SPOREL_CI=1: emits 'vagrant: render_frame_ok' per frame from
  render() and 'vagrant: frame_avg_ms=N' after 60 frames.
- SPOREL_VAGRANT_PHASE1_DRIVE=1: scripted move-right input on
  frames 21-40, idle otherwise. Combined with SPOREL_CI=1 produces
  observable idle -> walk -> idle state cycle.

State-transition trace 'vagrant: state=<walk|idle>' emits exactly
once per actual change in set_walk_or_idle, so the smoke greps
don't get noise from per-frame repeats.

Fix camera.set_target_provider (absent from camera API) to use
camera.set_target(x, y) called per frame from M.update instead.
2026-05-17 20:30:48 +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