# sporel-module-vagrant-skeleton F.vagrant Tier-1 test-chamber: single player as a 13-bone humanoid puppet, WASD movement, camera-chase, multi-target look-at (body lazy-tracks mouse via slerp, head snaps to mouse with ±60° clamp). Demonstrates the Subterrain-style puppet control model: leg orientation decoupled from body via procedural callback, foot-body-orientation ("tactical twist"), scale-deformation walk cycle, and inheritance-decoupled foot sprites. **Version:** 0.4.4 **Module-ID:** vagrant-skeleton **Requires:** lib-core.input >=0.4.0, lib-core.camera >=0.3.0, lib-core.render >=0.1.0, lib-core.maps >=0.1.2, lib-core.puppet >=0.4.4, lib-core.interaction >=0.1.0, lib-asset.prototype-subterrain >=0.1.0 **Tags:** test-chamber, puppet, walking-sim, interaction ## Topology ## Controls - **W A S D** — direct movement (4-way, normalized for diagonals) - **Shift + WASD** — sprint (2x player speed + 2x walk-anim cadence) - **Mouse** — body + head look-at targets (same position, different smoothing) - **E** — interact with nearest proximity-trigger in range - **ESC** — return to launcher ## Demonstrates - lib-core.puppet v0.4.3 integration: - Multi-look-target: body "soft" (slerp=6, lazy) + head "aim" (instant-snap, ±60° clamp) - Scale-deformation walk cycle: leg.scl_y cycles +1/0/-1 via keyframe animation - Procedural leg orientation: legs face walk direction independent of body rotation - Foot-body-orientation ("tactical twist"): feet face body direction, not leg direction - `inherit_scale: false` on feet: feet do not Y-flip when leg.scl_y goes negative - Per-channel conflict guard: walk animation (scl) + procedural (rot) on same leg bones - Camera in `camera.begin()/finish()` block for correct world-space rendering - WASD movement → walk_fwd_lower + walk_upper animation pair (speed = 0.45x) - Shift+WASD sprint → `puppet.set_play_speed` doubles cadence to 0.9x mid-cycle (no animation restart on toggle); player movement speed doubled (120 → 240) - Idle state → idle + idle_lower animations - Camera-chase via lib-core.camera target-provider - Sprite-tilemap via lib-core.maps - lib-core.interaction proximity trigger on the backpack sprite at (350, 400), range 40px, "interact" action bound to E — fires log on dispatch ## Interactions - WASD active → legs swing in walk direction; body slowly rotates to mouse; head snaps to mouse - Shift held while moving → 2x player speed; walk cadence doubles (smooth mid-cycle transition) - WASD released → idle_lower collapses legs (scl=0); upper body returns to idle sway - Mouse moved → body lazy-rotates via slerp (look_at_slerp: 6); head snaps within ±60° of body - Walking east while body faces north → legs perpendicular to body, hips body-relative, feet face north - E pressed within 40px of the backpack sprite → fires `"interact"` action; callback logs `vagrant: interact with backpack (distance=X.X)` ## CI Hooks - `SPOREL_CI=1` → 60-frame perf canary. Emits `vagrant: frame_avg_ms=N` and `vagrant: render_frame_ok` (per-frame, from render hook), then exits. Used by smoke stages P0-S25a + P0-S25b. - `SPOREL_VAGRANT_PHASE1_DRIVE=1` → scripted synthetic WASD (frames 20-40 move east). Used by P0-S25 puppet-test integration. ## References - `superpowers/specs/2026-05-18-puppet-subterrain-model-design.md` (design basis) - `docs/adrs/0040-puppet-subterrain-model-pivot.md` (architectural rationale) - `architecture/puppet.md` (lib-core.puppet reference) - `audit/2026-05-18-puppet-subterrain-model-manual-test.md` (manual verification checklist) - ADR-0028 (Launcher-Flow) - ADR-0036 (Lib-Override for multi-module reuse) - ADR-0037 (Tests-as-Libs) - ADR-0038 (API-Doc-Convention) ## CHANGELOG ### v0.4.4 - **Sprint** (Shift+WASD): doubles `WALK_SPEED` (120 → 240) and walk-anim `speed` (0.45 → 0.9). Mid-walk sprint toggle uses `puppet.set_play_speed` (new v0.4.4 API) — no animation cycle restart. - **Backpack interaction**: `lib-core.interaction.register(350, 400, 40, "interact", callback)` registered at init. Pressing E within range prints log message via `engine.print` with actor distance. - New deps: lib-core.interaction ^0.1.0. lib-core.puppet bumped to >=0.4.4. ### v0.4.3 - `inherit_scale: false` on foot_l, foot_r: feet no longer Y-flip when leg.scl_y inverts during walk cycle. foot.rest.scl reset to [1,1]. - foot procedural callback writes foot.rot to cancel leg.rot → foot.world.rot = body.world.rot. ### v0.4.2 - Procedural orientation callback writes leg.rot + foot.rot (per-channel guard allows this alongside walk_fwd_lower which writes only leg.scl). ### v0.4.1 - head look-at uses target_local normalization (-π, π]) to fix flick at body south-facing. ### v0.4.0 - Multi-look-target: body tracks "soft", head tracks "aim" (both currently raw mouse). - body.look_at_slerp = 6 (lazy rotation); head instant-snap with rot_min/max ±60°. - Legs re-parented from root to body (hip-static body-relative positioning). - Procedural "leg_foot_orientation" callback: leg faces walk direction, foot cancels leg rotation to stay body-aligned. - walk_fwd_lower plays at speed = 0.45x for human-feel cadence. - Rendering wrapped in camera.begin()/camera.finish() block. ### v0.3.3 - sprite_rot applied to leg bones to compensate for sprite natural orientation. ### v0.3.2 - Persistent look_at_state; fixes rate-limit reset each frame. ### v0.3.1 - look-at atan math corrected: atan(dx, -dy) for sprite-top convention. ### v0.3.0 - Sprite-mode rendering: 13-bone humanoid puppet with multi-channel animation. - walk_fwd_lower (lower track): leg.scl_y cycle +1/0/-1 (substrate walk_fwd_lower). - walk_upper (upper track): arm-swing animation. - idle + idle_lower: upper body sway + leg collapse. - Sprite-tilemap with 4 floor variants; hardcoded furniture. ### v0.2.0 - Sprite-mode rendering throughout: 13-bone humanoid puppet via lib-core.puppet v0.2 with PROTOTYPE asset-pack textures; sprite-tilemap via lib-core.maps v0.1.2 with 4 floor variants; hardcoded furniture (bed, bench, backpack).