Files
sporel-module-vagrant-skeleton/init.lua
Axel Meyer 3c5e63ea18 feat(0.7.0): Player als Actor-Entity, Puppet syncs (Phase A.6)
Refactor: Player gesplittet in zwei Handles. state.actor (composition-
Entity) ist canonical position-owner. state.player (puppet handle)
bleibt für Animation + Render zuständig und syncs each frame via
puppet.move_to(state.player, actor.position(state.actor)).

vagrant_player-Template ist UNTAGGED — render.draw_entities sieht ihn
nicht, da puppet.render(state.player) das Sprite-Rendering schon macht.
Tag-Konflikt vermieden.

Movement-Refactor in M.update:
- CI_DRIVE-Branch: actor.move(state.actor, dx*speed*dt, 0)
- Normal-Movement: actor.move(state.actor, mx*speed*dt, my*speed*dt)
- Sync-Punkt nach beiden Branches: puppet.move_to(state.player,
  actor.position(state.actor))
- interaction.update + camera.set_target lesen actor.position

Sprint-Logic unverändert (eigene WALK_SPEED constants; movement_speed
auf actor ist informational/120).

Bumps: 0.6.0 → 0.7.0; +actor v0.1.0.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-06-09 14:14:18 +00:00

437 lines
19 KiB
Lua

-- sporel-module-vagrant-skeleton v0.7.0
-- Sprite-mode test-chamber: 13-bone humanoid puppet + sprite-tilemap +
-- hardcoded furniture. Subterrain-style puppet control model:
-- multi-look-target (aim/soft), slerp body rotation, hip-static legs,
-- foot-body-orientation. Sprint (shift+wasd) + interaction (E near
-- backpack) added v0.4.4.
--
-- v0.6.0 (Phase A.4): Backpack promoted to composition-Entity (Atlas-UV
-- render-path via render.draw_entities{tag="renderable"}). Bed + Bench
-- remain hardcoded atlas-furniture in v0.6.0 (no interaction-trigger,
-- no demo-pflicht to be entities yet).
--
-- v0.7.0 (Phase A.6): Player split — actor-entity (state.actor) owns
-- canonical position; puppet (state.player) syncs from actor each frame
-- via puppet.move_to. Movement-Logic moves the actor; puppet renders.
-- Untagged actor — render.draw_entities doesn't see it; puppet handles
-- the render via puppet.render(state.player) unchanged.
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 interaction = require("lib-core.interaction")
local composition = require("lib-core.composition")
local actor = require("lib-core.actor")
local M = {}
-- Walk + sprint speed tunings.
local WALK_SPEED_NORMAL = 120
local WALK_SPEED_SPRINT = 240 -- 2x
local ANIM_SPEED_NORMAL = 0.45
local ANIM_SPEED_SPRINT = 0.9 -- 2x
-- Furniture positions (Bed/Bench remain hardcoded for v0.1; Backpack
-- promoted to Inactive-Entity via composition. Bed/Bench have no
-- interaction-trigger and no demo-pflicht to be entities — they stay
-- atlas-furniture until Phase B (container-on-bed) or similar triggers).
local BACKPACK_X, BACKPACK_Y = 350, 400
local INTERACTION_RANGE = 40 -- pixels
-- Backpack-Template (Phase A.4 — Atlas-UV render-path).
-- Real sprite_atlas + sprite_uv values are filled in M.init after the
-- atlas-JSON is parsed; defaults here are placeholders so the inert-
-- declaration types are correct (string + numbers).
composition.define_template{
id = "backpack",
properties = {
sprite_atlas = "",
sprite_uv = {x = 0, y = 0, w = 1, h = 1},
position = {x = 0, y = 0},
},
tags = {"renderable"},
}
-- Player-Actor-Template (Phase A.6). Vagrant's player is an actor whose
-- position drives the puppet (sync each frame). NOT tagged renderable —
-- the puppet handles rendering, render.draw_entities doesn't see this
-- entity. movement_speed is informational; vagrant's sprint-logic uses
-- its own WALK_SPEED constants directly for the per-frame move.
composition.define_template{
id = "vagrant_player",
properties = {
position = {x = 0, y = 0},
movement_speed = 120, -- WALK_SPEED_NORMAL
},
tags = {}, -- intentionally untagged: not renderable
}
local state = {
player = nil, -- puppet handle (state-bearing for animation)
actor = nil, -- composition-entity owning position
map = nil,
world_tex = nil, -- subterrain_world atlas diffuse handle (used for bed/bench)
furniture_uvs = nil, -- name -> { x, y, w, h } from atlas JSON
backpack = nil, -- composition-entity, created in M.init after atlas load
-- Subterrain-style controller state:
walk_anim_current = nil, -- "walk_fwd_lower" / "walk_back_lower" / etc. (nil = idle_lower)
lower_control_rot_deg = 0,
move_x = 0,
move_y = 0,
sprinting = false, -- shift+wasd = 2x speed + 2x anim
}
-- 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
-- All 4 directional walk animation ids.
local WALK_ANIMS = {"walk_fwd_lower", "walk_back_lower", "walk_left_lower", "walk_right_lower"}
-- Signed angle between two 2D vectors (in degrees, range [-180, 180]).
-- Sporel uses Y-down screen-coords. Substrate's math assumes Y-up; the cross
-- component is flipped so "positive num = move-direction is CCW from body-fwd
-- in screen-coords" matches substrate's "positive num = walk_left sector".
local function signed_angle_2d(v1x, v1y, v2x, v2y)
local cross = v1y * v2x - v1x * v2y -- Y-down flip
local dot = v1x * v2x + v1y * v2y
return math.deg(math.atan(cross, dot))
end
-- Given signed angle num_deg from body-forward to move-direction, pick the
-- appropriate walk animation and compute the lower_control offset rotation (degrees).
-- Substrate convention: body-forward = sprite top = -Y at rot=0.
local function pick_walk_anim(num_deg)
if num_deg >= -45 and num_deg <= 45 then
-- Movement roughly aligns with body-forward = backpedaling
return "walk_back_lower", math.max(-30, math.min(30, num_deg))
elseif num_deg > 45 and num_deg < 135 then
-- Movement ~90° left of body-forward = strafe left
return "walk_left_lower", math.max(60, math.min(120, num_deg)) - 90
elseif num_deg > -135 and num_deg < -45 then
-- Movement ~90° right of body-forward = strafe right
return "walk_right_lower", math.max(-120, math.min(-60, num_deg)) + 90
elseif num_deg > 0 then
-- Movement roughly opposite body-forward, positive side = walk forward
return "walk_fwd_lower", -(30 - (math.max(150, math.min(180, num_deg)) - 150))
else
-- Movement roughly opposite body-forward, negative side = walk forward
return "walk_fwd_lower", 30 + (math.max(-180, math.min(-150, num_deg)) + 150)
end
end
-- Lower-body controller: legs rotate to walk direction (NOT Substrate's
-- body-relative wedge). User preference: leg stride visually aligns with
-- movement axis. lower_control.rot = atan(move_x, -move_y) so leg sprites
-- (which oscillate scl_y along their local Y) cycle along the walk axis.
-- One generic walk_fwd_lower anim suffices since the rotation handles
-- the directional change (4-direction anims kept on disk for future
-- gait-style differentiation).
local function update_lower_anim(moving, move_x, move_y)
if not moving then
-- Idle: stop walk anims, resume idle_lower. Preserve last
-- lower_control_rot_deg so legs keep their last orientation
-- (no snap-back to north on stop).
if state.walk_anim_current ~= nil then
for _, a in ipairs(WALK_ANIMS) do
puppet.stop(state.player, a)
end
state.walk_anim_current = nil
puppet.play(state.player, "idle_lower", { loop = true })
puppet.stop(state.player, "walk_upper")
if not puppet.is_playing(state.player, "idle") then
puppet.play(state.player, "idle", { loop = true })
end
if CI_FRAME_PERF and ci_last_state ~= "idle" then
engine.print("vagrant: state=idle")
ci_last_state = "idle"
end
end
return
end
-- Walking: legs face walk direction (sprite-top convention: rot=0 = -Y).
state.lower_control_rot_deg = math.deg(math.atan(move_x, -move_y))
-- Single generic walk anim (4-direction-picker deferred until we have
-- differentiated gait styles per direction).
local anim_id = "walk_fwd_lower"
if state.walk_anim_current ~= anim_id then
for _, a in ipairs(WALK_ANIMS) do
if a ~= anim_id then puppet.stop(state.player, a) end
end
puppet.stop(state.player, "idle_lower")
puppet.stop(state.player, "idle")
-- Play with current speed (normal or sprint).
local anim_speed = state.sprinting and ANIM_SPEED_SPRINT or ANIM_SPEED_NORMAL
puppet.play(state.player, anim_id, { loop = true, speed = anim_speed })
if not puppet.is_playing(state.player, "walk_upper") then
puppet.play(state.player, "walk_upper", { loop = true, speed = anim_speed })
end
state.walk_anim_current = anim_id
if CI_FRAME_PERF and ci_last_state ~= "walk" then
engine.print("vagrant: state=walk")
ci_last_state = "walk"
end
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)
-- Player-Actor owns canonical position (Phase A.6). Puppet is spawned
-- at the same coords and stays in sync via puppet.move_to each frame.
state.actor = actor.create{
template = "vagrant_player",
properties = {
position = {x = 320, y = 240},
movement_speed = 120, -- WALK_SPEED_NORMAL
},
}
-- Puppet rig + sprite textures.
local rig = puppet.load_rig("rigs/humanoid.rig.json", aliases)
state.player = puppet.spawn(rig, { x = 320, y = 240 })
-- Load all animations.
local walk_fwd = puppet.load_animation("animations/walk_fwd_lower.anim.json", rig)
local walk_back = puppet.load_animation("animations/walk_back_lower.anim.json", rig)
local walk_left = puppet.load_animation("animations/walk_left_lower.anim.json", rig)
local walk_right = puppet.load_animation("animations/walk_right_lower.anim.json", rig)
local walk_upper = puppet.load_animation("animations/walk_upper.anim.json", rig)
local idle = puppet.load_animation("animations/idle.anim.json", rig)
local idle_lower = puppet.load_animation("animations/idle_lower.anim.json", rig)
for _, a in ipairs({walk_fwd, walk_back, walk_left, walk_right, walk_upper, idle, idle_lower}) do
puppet.register_animation(state.player, a)
end
-- Start in idle state.
puppet.play(state.player, "idle", { loop = true })
puppet.play(state.player, "idle_lower", { loop = true })
-- Procedural leg+foot orientation:
-- * Hips are body-relative (legs.parent=body, position cascade follows body).
-- * leg.world.rot = walk_dir (independent of body). Set leg.local.rot =
-- walk_dir - body.world.rot so cascade gives correct world rot.
-- * foot.world.rot = body.world.rot (user pref: feet stay body-oriented
-- even when legs swing to walk-direction = "tactical twist"). Cascade:
-- foot.world.rot = leg.world.rot + foot.local.rot = body.rot.
-- → foot.local.rot = body.rot - leg.world.rot = body.rot - walk_dir
-- = -leg_local_deg.
-- Per-channel guard v0.4.2 allows leg.rot + foot.rot writes alongside
-- walk_fwd_lower (which only writes leg.scl).
puppet.set_procedural(state.player, "leg_foot_orientation", function(handle, dt)
local _, _, body_rot = puppet.bone_world_transform(handle, "body")
local leg_local_deg = state.lower_control_rot_deg - math.deg(body_rot)
local foot_local_deg = -leg_local_deg
puppet.write_bone(handle, "leg_l", { rot = leg_local_deg })
puppet.write_bone(handle, "leg_r", { rot = leg_local_deg })
puppet.write_bone(handle, "foot_l", { rot = foot_local_deg })
puppet.write_bone(handle, "foot_r", { rot = foot_local_deg })
end)
-- Furniture atlas (subterrain_world): load JSON + diffuse texture once.
local world_lib = aliases.subterrain_world
local world_base = world_lib .. "/assets/atlases/subterrain_world"
local world_atlas_png = world_base .. "/tiles.diffuse.atlas.png"
local world_meta = engine.asset.load_json(world_base .. "/tiles.atlas.json")
state.world_tex = engine.asset.load_texture(world_atlas_png)
state.furniture_uvs = {}
for _, t in ipairs(world_meta.tiles) do
state.furniture_uvs[t.name] = { x = t.uv[1], y = t.uv[2], w = t.uv[3], h = t.uv[4] }
end
-- Spawn Backpack-Entity with real Atlas-UV values now that the
-- atlas-json is parsed. lib-core.render's atlas-cache will load
-- the texture lazy-on-first-draw (separate from state.world_tex
-- which serves bed/bench's direct draw_sprite_transform call;
-- ineffizient aber kein-Schaden, single-texture-handle-merge ist
-- ein späterer Slice).
local backpack_uv = state.furniture_uvs["backpack_001"]
state.backpack = composition.create{
template = "backpack",
properties = {
sprite_atlas = world_atlas_png,
sprite_uv = {x = backpack_uv.x, y = backpack_uv.y,
w = backpack_uv.w, h = backpack_uv.h},
position = {x = BACKPACK_X, y = BACKPACK_Y},
},
}
-- Input bindings.
input.bind("walk_left", { "a" })
input.bind("walk_right", { "d" })
input.bind("walk_up", { "w" })
input.bind("walk_down", { "s" })
input.bind("sprint", { "shift" }) -- held while walking → 2x speed
input.bind("interact", { "e" }) -- fires nearest proximity-trigger
input.bind("quit_to_launcher", { "escape" })
-- Proximity trigger on the backpack-Entity. Anchor read from the
-- entity's position-Properties; sign is stationary so a snapshot is
-- correct (interaction-API takes raw numbers, not closures, in v0.1).
interaction.register(
state.backpack:get_property("position.x"),
state.backpack:get_property("position.y"),
INTERACTION_RANGE, "interact",
function(ctx)
engine.print(string.format(
"vagrant: interact with backpack (distance=%.1f)",
ctx.distance))
end)
-- CI trace: assets loaded count (3 atlas textures: player + tiles + world).
if CI_FRAME_PERF and not ci_assets_traced then
engine.print("vagrant: assets_loaded=3")
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-management.launcher")
return
end
-- WASD input → normalized move vector.
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)
-- Sprint = shift held + actually moving. Updated BEFORE move so the
-- selected speed matches; also feeds update_lower_anim's anim-speed
-- pick at walk-start transitions.
local sprint_held = input.is_action_down("sprint")
state.sprinting = moving and sprint_held
local current_walk_speed = state.sprinting and WALK_SPEED_SPRINT or WALK_SPEED_NORMAL
-- CI_DRIVE: synthetic scripted move (preserve existing P0-S25b semantics).
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
actor.move(state.actor, dx * WALK_SPEED_NORMAL * dt, 0)
else
moving = false
end
end
-- Move actor (position-owner). Puppet syncs from actor below.
if moving and not CI_DRIVE then
local len = math.sqrt(dx * dx + dy * dy)
state.move_x = dx / len
state.move_y = dy / len
actor.move(state.actor,
state.move_x * current_walk_speed * dt,
state.move_y * current_walk_speed * dt)
elseif not moving then
state.move_x = 0
state.move_y = 0
end
-- Sync puppet position from actor (Phase A.6: actor is source-of-truth).
-- Done once per frame after movement, before puppet.update consumes
-- position for animation.
puppet.move_to(state.player, actor.position(state.actor))
-- CI_DRIVE move_x/move_y for anim selection.
if CI_DRIVE and moving then
state.move_x = dx
state.move_y = dy
end
update_lower_anim(moving, state.move_x, state.move_y)
-- Sprint toggle mid-walk: adjust play-speed of running anims without
-- restarting their cycle (puppet v0.4.4 set_play_speed). Silent no-op
-- if anim not currently playing.
local anim_speed = state.sprinting and ANIM_SPEED_SPRINT or ANIM_SPEED_NORMAL
puppet.set_play_speed(state.player, "walk_fwd_lower", anim_speed)
puppet.set_play_speed(state.player, "walk_upper", anim_speed)
-- Look-targets: head tracks raw mouse (aim), body tracks same for now (soft).
local mx, my = engine.input.get_mouse_pos()
local wx, wy = camera.screen_to_world(mx, my)
puppet.set_look_target(state.player, "aim", wx, wy)
puppet.set_look_target(state.player, "soft", wx, wy)
-- Interaction: dispatches the nearest matching proximity-trigger when
-- 'interact' was pressed this frame. Uses actor.position as anchor.
interaction.update(actor.position(state.actor))
-- Camera follows actor position each frame.
camera.set_target(actor.position(state.actor))
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()
maps.draw_map_pre_entities()
-- Bed + Bench remain hardcoded furniture (no interaction-trigger →
-- no entity-Pflicht in Phase A; see Backpack-Template comment).
local bed_uv = state.furniture_uvs["bed_001"]
local bench_uv = state.furniture_uvs["bench_001"]
engine.render.draw_sprite_transform(state.world_tex, 200, 150, 0, 1, 1,
bed_uv.w / 2, bed_uv.h / 2, 0xFFFFFFFF,
bed_uv.x, bed_uv.y, bed_uv.w, bed_uv.h)
engine.render.draw_sprite_transform(state.world_tex, 400, 300, 0, 1, 1,
bench_uv.w / 2, bench_uv.h / 2, 0xFFFFFFFF,
bench_uv.x, bench_uv.y, bench_uv.w, bench_uv.h)
-- Backpack (and any other renderable entity) via Phase-A.2 tag-based
-- render. The atlas-cache loads tiles.diffuse.atlas.png lazy-on-first
-- call (separate handle from state.world_tex — see M.init note).
r_lib.draw_entities{ tag = "renderable" }
-- Puppet (sprite-mode via texture_handles populated by load_rig+load_textures).
puppet.render(state.player)
maps.draw_map_post_entities()
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