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).
Description
F.vagrant Tier-1 test-chamber: single player + puppet + tilemap
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