b66c4ca4dd79fa73209092e130b99c42b682d9f0
User feedback after iteration-4: legs SHOULD cycle through +1/0/-1 (substrate-style — leg renders forward, under body, then behind body). But feet must NOT Y-flip when leg.scl_y goes negative, and must NOT collapse when leg.scl_y=0. They should follow leg-end position only. Three changes: 1. walk_fwd_lower keyframes restored to substrate-style (leg.scl_y sign-flip on both halves: leg_l +1↔-1, leg_r -1↔+1). foot.pos animations REMOVED — cascade through leg.world.scl now correctly moves foot to leg-end position automatically (foot.local.pos stays at rest 25 in y). 2. foot.rest.scl: [1, -1] → [1, 1] (no Y-flip in rest, natural sprite orientation). inherit_scale=false → foot.world.scl stays at foot.local.scl=[1,1] regardless of leg.scl_y. Foot sprite never flips, never collapses. 3. Procedural extended: writes foot.local.rot = -leg.local.rot so foot.world.rot = body.world.rot (feet stay body-oriented even when legs rotate to walk-direction). Speed slowed further from 0.5 → 0.4 (user: still too fast at 0.5).
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: 0.2.0 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 >=0.1.2, lib-core.puppet >=0.2.0, lib-asset.prototype-subterrain >=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)
CHANGELOG
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 (floor_001-003 walkable, floor_004 as wall); hardcoded furniture (bed, bench, backpack) via engine.render.draw_sprite_transform.
- Asset-pack indirection: manifest.module asset_aliases maps the alias- keys (player, tiles, world) to lib-asset.prototype-subterrain. Rig and tilemap atlas-ids resolved at init via puppet.load_textures and maps.load_textures.
- Tile rotations: vagrant_test.map.json includes a tile_rotations parallel array exercising 90 and 180-degree rotations for visual verification of the rotation pipeline.
- Animation refinements: walk on lower track now includes foot bones (legs + feet alternate); idle on upper track with subtle body+head sway.
- New smoke traces emitted under SPOREL_CI=1: vagrant: render_frame_ok (per frame from render hook), vagrant: sprite_mode=on (once after first sprite draw), vagrant: assets_loaded=14 (once after init).
Description
Languages
Lua
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