-- sporel-module-vagrant-skeleton v0.3.2 -- Sprite-mode test-chamber: 13-bone humanoid puppet + sprite-tilemap + -- hardcoded furniture. F.vagrant Tier-1 + Sprite-Upgrade-Bridge state. local input = require("lib-core.input") local camera = require("lib-core.camera") local r_lib = require("lib-core.render") local maps = require("lib-core.maps") local puppet = require("lib-core.puppet") local M = {} local state = { player = nil, player_speed = 120, map = nil, bed_tex = nil, bench_tex = nil, backpack_tex = nil, is_walking = false, walk_phase = 0, -- 0..1 cycle position walk_dir_rad = 0, -- world-angle of walk direction (sprite-top convention) walk_dir_set = false, -- true after first move; legs orient even at idle once set } -- CI hook gating (mirrors Phase 1 convention). local CI_FRAME_PERF = (os.getenv("SPOREL_CI") == "1") local CI_DRIVE = (os.getenv("SPOREL_VAGRANT_PHASE1_DRIVE") == "1") local ci_frame_count = 0 local ci_t_start = nil local ci_drive_frame = 0 local ci_last_state = nil local ci_sprite_traced = false local ci_assets_traced = false local function set_walk_or_idle(moving) local new_state = moving and "walk" or "idle" if moving then if not puppet.is_playing(state.player, "walk_upper") then puppet.stop(state.player, "idle") puppet.play(state.player, "walk_upper", { loop = true }) end else if not puppet.is_playing(state.player, "idle") then puppet.stop(state.player, "walk_upper") puppet.play(state.player, "idle", { loop = true }) end end if CI_FRAME_PERF and new_state ~= ci_last_state then engine.print("vagrant: state=" .. new_state) ci_last_state = new_state end end function M.init(ctx) local aliases = engine.module.asset_aliases() -- Map + sprite-tilemap. state.map = maps.load("maps/vagrant_test.map.json") maps.set_current(state.map) maps.load_textures(aliases) -- Puppet rig + sprite textures + animations. local rig = puppet.load_rig("rigs/humanoid.rig.json", aliases) state.player = puppet.spawn(rig, { x = 320, y = 240 }) local walk_upper = puppet.load_animation("animations/walk_upper.anim.json", rig) local idle = puppet.load_animation("animations/idle.anim.json", rig) puppet.register_animation(state.player, walk_upper) puppet.register_animation(state.player, idle) puppet.play(state.player, "idle", { loop = true }) -- Procedural lower-body: leg-cycle driven per-frame by walk-direction + phase. -- Replaces keyframe walk.anim + idle_lower.anim. Runs every frame in -- update_bone_recursive's procedural callback step. puppet.set_procedural(state.player, "walk_cycle", function(handle, dt) if state.is_walking then -- Advance phase. 0.8s full cycle (1/0.8 = 1.25 Hz, matches substrate walk_fwd_lower). state.walk_phase = (state.walk_phase + dt * 1.25) % 1.0 local phase_rad = state.walk_phase * 2 * math.pi local cycle_l = math.sin(phase_rad) local cycle_r = -cycle_l local walk_dir_deg = math.deg(state.walk_dir_rad) -- Leg-rotation orients along walk direction (root stays at 0; legs rotate directly) puppet.write_bone(handle, "leg_l", { rot = walk_dir_deg, scl = {-1, cycle_l} }) puppet.write_bone(handle, "leg_r", { rot = walk_dir_deg, scl = { 1, cycle_r} }) -- Foot: scale follows leg-extension absolute value; pos along leg axis puppet.write_bone(handle, "foot_l", { scl = { 1, math.abs(cycle_l) }, pos = { 0, cycle_l > 0 and 25 or 0 } }) puppet.write_bone(handle, "foot_r", { scl = { 1, math.abs(cycle_r) }, pos = { 0, cycle_r > 0 and 25 or 0 } }) else -- Idle: legs collapsed (scl=0), feet collapsed and centered local walk_dir_deg = state.walk_dir_set and math.deg(state.walk_dir_rad) or 0 puppet.write_bone(handle, "leg_l", { rot = walk_dir_deg, scl = {-1, 0} }) puppet.write_bone(handle, "leg_r", { rot = walk_dir_deg, scl = { 1, 0} }) puppet.write_bone(handle, "foot_l", { scl = { 1, 0 }, pos = { 0, 0 } }) puppet.write_bone(handle, "foot_r", { scl = { 1, 0 }, pos = { 0, 0 } }) end end) -- Furniture textures (preload to avoid first-frame load stutter). local world_lib = aliases.world state.bed_tex = engine.asset.load_texture(world_lib .. "/assets/world/bed_001.png") state.bench_tex = engine.asset.load_texture(world_lib .. "/assets/world/bench_001.png") state.backpack_tex = engine.asset.load_texture(world_lib .. "/assets/world/backpack_001.png") -- Input bindings. input.bind("walk_left", { "a" }) input.bind("walk_right", { "d" }) input.bind("walk_up", { "w" }) input.bind("walk_down", { "s" }) input.bind("quit_to_launcher", { "escape" }) -- CI trace: assets loaded count (puppet+tilemap+furniture textures). if CI_FRAME_PERF and not ci_assets_traced then -- 7 puppet textures + 4 tile textures + 3 furniture textures = 14 engine.print("vagrant: assets_loaded=14") ci_assets_traced = true end if CI_FRAME_PERF then ci_t_start = engine.time.now() end end function M.update(ctx, dt) if input.was_action_pressed("quit_to_launcher") then engine.switch_module("lib-sporel.launcher") return end local dx, dy = 0, 0 if input.is_action_down("walk_left") then dx = dx - 1 end if input.is_action_down("walk_right") then dx = dx + 1 end if input.is_action_down("walk_up") then dy = dy - 1 end if input.is_action_down("walk_down") then dy = dy + 1 end local moving = (dx ~= 0 or dy ~= 0) if CI_DRIVE then ci_drive_frame = ci_drive_frame + 1 if ci_drive_frame > 20 and ci_drive_frame <= 40 then dx = 1; dy = 0 moving = true state.walk_dir_rad = math.atan(dx, -dy) -- atan(1, 0) = pi/2 = 90deg state.walk_dir_set = true local pos = puppet.position(state.player) puppet.move_to(state.player, pos.x + dx * state.player_speed * dt, pos.y) else moving = false end end if moving and not CI_DRIVE then local len = math.sqrt(dx * dx + dy * dy) -- Update walk_dir_rad (sprite-top convention: angle=atan(dx,-dy)). state.walk_dir_rad = math.atan(dx / len, -dy / len) state.walk_dir_set = true local pos = puppet.position(state.player) puppet.move_to(state.player, pos.x + dx / len * state.player_speed * dt, pos.y + dy / len * state.player_speed * dt) end state.is_walking = moving set_walk_or_idle(moving) -- Headtrack: head looks at mouse world-position. local mx, my = engine.input.get_mouse_pos() local wx, wy = camera.screen_to_world(mx, my) puppet.set_look_target(state.player, wx, wy) -- Camera follows puppet position each frame. local pos = puppet.position(state.player) camera.set_target(pos.x, pos.y) camera.update(dt) puppet.update(dt) if CI_FRAME_PERF and ci_t_start then ci_frame_count = ci_frame_count + 1 if ci_frame_count == 60 then local elapsed_ms = (engine.time.now() - ci_t_start) * 1000.0 local avg = elapsed_ms / 60.0 print(string.format("vagrant: frame_avg_ms=%.2f", avg)) engine.exit(0) end end end function M.draw(ctx) camera.begin() -- Sprite-tilemap (maps.draw_map with sprite-mode + tile_rotations). r_lib.draw_map() -- Hardcoded furniture placements (test-chamber spirit). engine.render.draw_sprite_transform(state.bed_tex, 200, 150, 0, 1, 1, 32, 32, 0xFFFFFFFF) engine.render.draw_sprite_transform(state.bench_tex, 400, 300, 0, 1, 1, 32, 32, 0xFFFFFFFF) engine.render.draw_sprite_transform(state.backpack_tex, 350, 400, 0, 1, 1, 16, 16, 0xFFFFFFFF) -- Puppet (sprite-mode via texture_handles populated by load_rig+load_textures). puppet.render(state.player) camera.finish() if CI_FRAME_PERF then engine.print("vagrant: render_frame_ok") if not ci_sprite_traced then engine.print("vagrant: sprite_mode=on") ci_sprite_traced = true end end end -- Engine lifecycle globals (engine looks up by name; module-table is bridged). function init(ctx) M.init(ctx) end function update(ctx, dt) M.update(ctx, dt) end function render(ctx) M.draw(ctx) end return M