Files
sporel-module-vagrant-skeleton/README.md
Axel Meyer 2817613490 feat: initial implementation v0.1.0 — single player puppet + WASD + map
Composer module: single-player character as puppet (humanoid 4-bone
rig: torso, head, leg_l, leg_r) at world (320, 240) on a 20x20
v0.1-format tilemap.

- WASD direct movement, normalized for diagonals, 120 px/s.
- Camera-chase via lib-core.camera target-provider (camera follows
  puppet position frame-to-frame).
- Idle and walk keyframe animations: idle is a 2s torso-sway on the
  upper track; walk is a 0.6s leg-cycle on the lower track.
- Animation-state transitions driven by movement input: walk while
  WASD-active, idle when released.
- Headtrack: head bone (marked look_at: true in rig) rotates each
  frame to face the mouse cursor's world position via
  puppet.set_look_target.
- ESC -> launcher.

CI hooks (env-var-gated, no-op in normal play):
- SPOREL_CI=1: emits 'vagrant: frame_avg_ms=N' after 60 frames and
  'vagrant: render_frame_ok' per frame from the render hook, then
  engine.exit(0). Smoke stages consume these markers.
2026-05-17 20:21:31 +02:00

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Markdown

# 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:** 0.1.0
**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 >=0.1.1, lib-core.puppet >=0.1.0
**Tags:** test-chamber, puppet, walking-sim
## Topology
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## 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. 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.
## References
- ADR-0028 (Launcher-Flow)
- ADR-0036 (Lib-Override for multi-module reuse)
- ADR-0037 (Tests-as-Libs)
- ADR-0038 (API-Doc-Convention)