Files
sporel-module-vagrant-skeleton/init.lua
Axel Meyer 60eac65bce feat(vagrant): Tab-Toggle inventory panel + right-click context menu
- lib-core.panel and lib-core.inventory-list-display added to deps (v0.1.0 each)
- backpack-widget created in M.init with label-resolver returning "Rock"
- Drop action registered: removes from backpack, relocates to player position,
  re-registers pickup trigger
- Inspect action registered: prints reg_id via engine.print
- M.update: panel.update(dt) + is_pausing() early-return added after
  quit_to_launcher check
- interaction.update wrapped in panel.is_open() guard to block world triggers
  while panel is visible
- M.draw: panel.render() added at z-top after CI traces
- Q-drop (LIFO quick-drop via Q key) unchanged and parallel to panel Drop action
2026-06-13 23:42:55 +02:00

635 lines
28 KiB
Lua

-- sporel-module-vagrant-skeleton v0.9.0
-- 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
-- pickup-item) 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.
--
-- v0.8.0: Backpack template gains container={kind="list"}.
-- End-to-end pickup/drop loop: E on rock → inventory.add(backpack, rock)
-- → rock disappears from draw_entities; Q → rock reappears at player
-- position. engine.print shows inventory count + item-IDs after each
-- add/remove. Tree-check (CI-gated) verifies child placement in
-- composition tree.
--
-- v0.9.0: Inventory panel UI wired in. Tab toggles a panel overlay
-- showing backpack contents. Right-click on an item row opens a context
-- menu with Drop and Inspect actions. Q-drop (LIFO quick-drop) remains
-- available in parallel.
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 inventory = require("lib-core.inventory-list")
local panel = require("lib-core.panel")
local inv_display = require("lib-core.inventory-list-display")
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 a container-on-bed feature or similar triggers).
local BACKPACK_X, BACKPACK_Y = 350, 400
local INTERACTION_RANGE = 40 -- pixels
-- Backpack-Template (Phase A.4 — Atlas-UV render-path).
-- v0.8.0: container={kind="list"} declared so the backpack receives
-- items via inventory.add (capability-by-declaration).
-- 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"},
container = { kind = "list" }, -- receives items via inventory.add
}
-- Rock-Template: an item sitting in the world that the player can pick up.
-- sprite_atlas + sprite_uv are filled in M.init after the blob_rect_stone atlas
-- is loaded; placeholder defaults here keep the inert-declaration types correct.
-- slot_00_isolated is a standalone isolated stone tile — visually reads as a
-- single rock on the ground.
composition.define_template{
id = "rock",
properties = {
stack_mode = "individual", -- required by inventory-list
sprite_atlas = "",
sprite_uv = {x = 0, y = 0, w = 1, h = 1},
position = {x = 0, y = 0},
},
tags = {"renderable", "item"},
}
-- 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
}
-- Item-Template-Convention:
-- An "item" is a composition-template with:
-- - properties.stack_mode = "individual" (required by inventory-list)
-- - properties.sprite_atlas + sprite_uv (Atlas-UV render path)
-- - properties.position = {x = 0, y = 0} (world anchor)
-- - tags = {"renderable", "item"} ("renderable" → drawn by
-- render.draw_entities;
-- "item" → reserved/visible to
-- future inventory queries)
-- Pickup: register_pickup(item) registers an interaction-trigger at the
-- item's current position; on interact, the item moves into state.backpack
-- via inventory.add (renderable-tag flips off → world stops drawing it).
-- Drop: input-action "drop" pops the last item out of state.backpack,
-- re-parents it to the world at the player position, and re-registers a
-- pickup-trigger at the new location.
--
-- Rock template (v0.7.3) and container block on backpack (v0.8.0) activate this
-- convention end-to-end. The pickup/drop glue (v0.7.2) sets up the wiring.
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
rock = nil, -- composition-entity (item), created in M.init after blob_rect_stone 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"}
-- register_pickup(item)
-- Registers an interaction-trigger at the item's current world position.
-- When the player presses E within INTERACTION_RANGE, the item is moved
-- into state.backpack via inventory.add (renderable-tag flips off) and
-- the trigger is unregistered so the item no longer shows as interactable.
-- Called after placing the rock, and by drop-glue after relocation.
local function register_pickup(item)
local x = item:get_property("position.x")
local y = item:get_property("position.y")
local trigger_id
trigger_id = interaction.register(x, y, INTERACTION_RANGE, "interact",
function()
inventory.add(state.backpack, item)
interaction.unregister(trigger_id)
if CI_FRAME_PERF then engine.print("vagrant: event=pickup") end
-- Inventory inspection trace (unconditional — user-facing demo output).
local count = inventory.count(state.backpack)
local items = inventory.contents(state.backpack)
local ids = {}
for _, it in ipairs(items) do
table.insert(ids, tostring(it:get_property("composition.reg_id")))
end
engine.print(string.format("vagrant: backpack count=%d items=[%s]",
count, table.concat(ids, ",")))
-- Tree-check (CI-gated): verify the item was actually placed as a
-- child of the backpack entity in the composition tree.
if CI_FRAME_PERF then
local found = false
for slot_name, _ in pairs(state.backpack:get_children()) do
if slot_name:match("^item%.%d+$") then found = true; break end
end
engine.print(string.format("vagrant: tree_check_after_pickup=%s",
found and "ok" or "MISSING"))
end
end)
end
-- 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},
},
}
-- Blob-rect-stone atlas: load JSON + diffuse texture for the rock sprite.
-- blob_rect_stone alias resolves to lib-asset.prototype-blob-geom. The
-- "slot_00_isolated" tile is the standalone isolated stone shape — reads as
-- a single rock on the ground. Separate atlas/texture from world atlas
-- (lib-core.render's atlas-cache de-duplicates on path, no wasted load).
local stone_lib = aliases.blob_rect_stone
local stone_base = stone_lib .. "/assets/atlases/blob_rect_stone"
local stone_atlas_png = stone_base .. "/tiles.diffuse.atlas.png"
local stone_meta = engine.asset.load_json(stone_base .. "/tiles.atlas.json")
local stone_uvs = {}
for _, t in ipairs(stone_meta.tiles) do
stone_uvs[t.name] = { x = t.uv[1], y = t.uv[2], w = t.uv[3], h = t.uv[4] }
end
-- Spawn Rock-Entity 80px to the left of the backpack so it sits in a
-- distinct position: visible to the player on first load, not overlapping
-- the backpack, reachable by walking left from spawn.
local ROCK_X, ROCK_Y = BACKPACK_X - 80, BACKPACK_Y
local rock_uv = stone_uvs["slot_00_isolated"]
state.rock = composition.create{
template = "rock",
properties = {
sprite_atlas = stone_atlas_png,
sprite_uv = {x = rock_uv.x, y = rock_uv.y,
w = rock_uv.w, h = rock_uv.h},
position = {x = ROCK_X, y = ROCK_Y},
},
}
register_pickup(state.rock)
if CI_FRAME_PERF then engine.print("vagrant: rock_spawned") end
-- Inventory-UI Setup
panel.set_theme{ panel_width_frac = 0.4, font_size_title = 20 }
local backpack_widget = inv_display.create(state.backpack, {
title = "Backpack",
widget_id = "backpack",
pause_on_open = false,
})
-- Module-side label-resolver (display lib's default returns "Item").
-- Vagrant currently has one item template (rock); hardcoded for v0.9.
inv_display.set_label_resolver(backpack_widget, function(item)
return "Rock"
end)
-- Drop action: knows world-reparenting + player position
inv_display.register_action(backpack_widget, "Drop", function(item, c)
inventory.remove(state.backpack, item)
local px = state.actor:get_property("position.x")
local py = state.actor:get_property("position.y")
item:set_property("position.x", px + 30)
item:set_property("position.y", py)
register_pickup(item)
c.close_menu()
if CI_FRAME_PERF then engine.print("vagrant: event=drop_via_menu") end
end)
-- Inspect action: dumps reg_id to console
inv_display.register_action(backpack_widget, "Inspect", function(item, c)
engine.print(string.format("vagrant: inspect: reg_id=%s",
tostring(item:get_property("composition.reg_id"))))
c.close_menu()
end)
panel.register("backpack", backpack_widget)
panel.bind_default_trigger("tab", "backpack")
-- 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("drop", { "q" }) -- drop most-recent item from backpack
input.bind("quit_to_launcher", { "escape" })
-- Note: no backpack proximity-trigger registered here. The backpack is now
-- a container; interaction is driven by the rock's register_pickup
-- trigger. The old backpack-print callback has been removed.
-- CI trace: assets loaded count (4 atlas textures: player + tiles + world + stone).
if CI_FRAME_PERF and not ci_assets_traced then
engine.print("vagrant: assets_loaded=4")
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
-- Inventory panel input handling
panel.update(dt)
if panel.is_pausing() then return end
-- Drop: Q pops the most-recently-added item from backpack, relocates
-- it to world at player position + 30px right offset, and re-registers
-- a pickup-trigger. inventory.remove restores the renderable tag.
if input.was_action_pressed("drop") then
local items = inventory.contents(state.backpack)
if #items > 0 then
local item = inventory.remove(state.backpack, items[#items])
local px = state.actor:get_property("position.x")
local py = state.actor:get_property("position.y")
item:set_property("position.x", px + 30)
item:set_property("position.y", py)
register_pickup(item)
if CI_FRAME_PERF then engine.print("vagrant: event=drop") end
-- Inventory inspection trace (unconditional — user-facing demo output).
local count = inventory.count(state.backpack)
local remaining_items = inventory.contents(state.backpack) -- re-read post-remove
local ids = {}
for _, it in ipairs(remaining_items) do
table.insert(ids, tostring(it:get_property("composition.reg_id")))
end
engine.print(string.format("vagrant: backpack count=%d items=[%s]",
count, table.concat(ids, ",")))
-- Tree-check (CI-gated): verify the backpack has no item.* children
-- after drop (item was re-parented to world).
if CI_FRAME_PERF then
local found = false
for slot_name, _ in pairs(state.backpack:get_children()) do
if slot_name:match("^item%.%d+$") then found = true; break end
end
engine.print(string.format("vagrant: tree_check_after_drop=%s",
found and "MISSING" or "ok"))
end
end
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.
if not panel.is_open() then
interaction.update(actor.position(state.actor))
end
-- 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
-- Inventory panel overlay (z-top: drawn after all world content).
panel.render()
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