7cdb95f5d64b58d1fa21d95926e16144a3a41c5f
Picks up the new write APIs (set_cell_gid, set_roof, save_to_disk). No source changes — lib is purely additive.
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: falseon 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_speeddoubles 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 logsvagrant: interact with backpack (distance=X.X)
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.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-animspeed(0.45 → 0.9). Mid-walk sprint toggle usespuppet.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 viaengine.printwith actor distance. - New deps: lib-core.interaction ^0.1.0. lib-core.puppet bumped to >=0.4.4.
v0.4.3
inherit_scale: falseon 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).
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