161913795bb8d533f5adf5e9f037a2fa7c311f9c
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.
sporel-module-vagrant-skeleton
F.vagrant Tier-1 test-chamber: single player as puppet, WASD direct movement, camera-chase, headtrack to mouse-cursor. Phase 1 stage.
Version: 0.1.0 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 >=0.1.1, lib-core.puppet >=0.1.0 Tags: test-chamber, puppet, walking-sim
Topology
Controls
- W A S D — direct movement (4-way, normalized for diagonals)
- Mouse — head/torso look-at target
- ESC — return to launcher
Demonstrates
- lib-core.puppet integration (skeleton, keyframe animation, procedural-ready, look-at constraint)
- idle <-> walk animation-state transition driven by movement input
- Camera-chase via lib-core.camera target-provider
- Throwaway-content test-chamber stance: existing maps v0.1 format, hand-painted humanoid rig + 2 keyframe animations.
Interactions
- WASD active -> walk animation on lower track
- WASD released -> idle animation on upper track (subtle torso sway)
- Mouse moved -> head-bone angle updates each frame to face cursor's
world-position (look-at constraint on bones marked
look_at: true)
CI Hooks
SPOREL_CI=1-> 60-frame perf canary. Emitsvagrant: frame_avg_ms=Nandvagrant: render_frame_ok(per-frame, from render hook), then exits. Used by smoke stages P0-S25a + P0-S25b.
References
- ADR-0028 (Launcher-Flow)
- ADR-0036 (Lib-Override for multi-module reuse)
- ADR-0037 (Tests-as-Libs)
- ADR-0038 (API-Doc-Convention)
Description
Languages
Lua
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