# 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. End-to-end inventory pickup/drop demo: pick up a rock into a backpack container, drop it back into the world. **Version:** 0.9.0 **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-core.composition >=0.2.0, lib-core.actor >=0.1.0, lib-core.inventory-list >=0.1.0, lib-core.panel >=0.1.0, lib-core.inventory-list-display >=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: if within range of the rock, picks it up into the backpack - **Q** — quick-drop (LIFO): places the most-recently-added backpack item at player position (+30px right) - **Tab** — toggle inventory panel (Backpack contents) - **Right-Click on item row** (while panel open): context menu with **Drop** / **Inspect** options - **ESC** — return to launcher ## Demo Walkthrough The world contains three notable entities at startup: 1. **Player** — spawns at (320, 240), controlled via WASD + mouse. 2. **Backpack** — a visible sprite at (350, 400). Acts as a container (kind="list"). Not directly interactable; it receives items via inventory.add. 3. **Rock** — a standalone stone tile at (270, 400), 80px to the left of the backpack. Tagged "renderable" + "item"; starts visible on the ground. **Pickup flow:** - Walk toward the rock (it sits to the left of the backpack). - Press **E** within 40px of the rock. - The rock moves into the backpack via `inventory.add`; its "renderable" tag is removed so it no longer appears in the world. - The console prints: `vagrant: backpack count=1 items=[]` **Drop flow:** - Press **Q** at any time when the backpack has items. - The most-recently-added item is removed from the backpack (`inventory.remove`) and placed at the player position +30px to the right. Its "renderable" tag is restored so it reappears in the world. - A new pickup trigger is registered at the drop position. - The console prints: `vagrant: backpack count=0 items=[]` **Multiple pickups:** Each E → Q → E cycle moves the same rock in and out. Only one rock is spawned per session. ## 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 rock at (270, 400), range 40px, "interact" action bound to E — fires inventory.add on dispatch - lib-core.inventory-list: backpack is a container (kind="list"); rock is an individual-stack item; add/remove toggle renderable tag ## 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 rock → fires `"interact"` action; rock moves into backpack; console prints `vagrant: backpack count=N items=[...]` - Q pressed with items in backpack → most-recent item drops at player position; pickup trigger re-registered at drop location; console prints updated backpack state ## 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 ### v0.9.0 — inventory panel UI - **Panel overlay**: `lib-core.panel` + `lib-core.inventory-list-display` wired in. Tab key toggles a panel overlay showing backpack contents. - **Context menu actions**: right-clicking an item row opens a context menu with **Drop** (re-parents item to world at player position, re-registers pickup trigger) and **Inspect** (prints `reg_id` to console). - **Q-drop unchanged**: LIFO quick-drop via Q remains available in parallel to the panel-based drop action. - **Interaction guard**: `interaction.update` is suppressed while the panel is open so world triggers don't fire during menu navigation. ### v0.8.0 — end-to-end inventory demo functional - **Backpack container**: `composition.define_template{id="backpack"}` now includes `container={kind="list"}`. The composition v0.2 validator accepts this; the backpack can now receive items via `inventory.add`. - **End-to-end pickup/drop**: E on the rock calls `inventory.add(state.backpack, rock)`; inventory-list removes the "renderable" tag so the rock disappears from the world. Q calls `inventory.remove`, restores "renderable", relocates item to player position +30px right, and re-registers the pickup trigger. Full loop functional. - **Inventory inspection trace**: after every add or remove, `engine.print` emits `vagrant: backpack count=N items=[...]` (unconditional; user-facing demo feedback). - **Tree-check traces (CI-gated)**: after pickup, `vagrant: tree_check_after_pickup=ok` verifies item appears as `item.*` child of the backpack in the composition tree. After drop, `vagrant: tree_check_after_drop=ok` verifies no `item.*` children remain. - **Backpack interaction.register removed**: the old print-only proximity trigger on the backpack sprite has been deleted. The rock's pickup trigger is the only interaction trigger registered. ### v0.7.3 - **Rock entity**: `composition.define_template{id="rock"}` added (stack_mode=individual, tags=renderable+item). One rock entity spawned at (270, 400) — 80px left of the backpack. Uses `slot_00_isolated` UV from the `blob_rect_stone` atlas (lib-asset.prototype-blob-geom). `register_pickup(state.rock)` wires an interaction trigger so pressing E near the rock fires the pickup callback. `render.draw_entities{tag="renderable"}` (existing Phase A render path) draws the rock without any special-case render code. ### 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).