cleaned up previous desktop pet residue (left a bit for preview)
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@@ -1,148 +0,0 @@
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import { writable, get } from "svelte/store";
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import { SPRITE_SETS, SPRITE_SIZE, PET_SPEED } from "../constants/pet-sprites";
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export function usePetState(initialX = 32, initialY = 32) {
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const position = writable({ x: initialX, y: initialY });
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const currentSprite = writable({ x: -3, y: -3 });
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// Internal state not exposed directly
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let frameCount = 0;
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let idleTime = 0;
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let idleAnimation: string | null = null;
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let idleAnimationFrame = 0;
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function setSprite(name: string, frame: number) {
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const sprites = SPRITE_SETS[name];
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if (!sprites) return;
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const sprite = sprites[frame % sprites.length];
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currentSprite.set({
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x: sprite[0] * SPRITE_SIZE,
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y: sprite[1] * SPRITE_SIZE,
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});
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}
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function resetIdleAnimation() {
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idleAnimation = null;
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idleAnimationFrame = 0;
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}
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function handleIdle(windowWidth: number, windowHeight: number) {
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idleTime += 1;
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const currentPos = get(position);
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// every ~ 20 seconds (idleTime increments every frame, with ~10 frames/second, so ~200 frames)
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if (
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idleTime > 10 &&
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Math.floor(Math.random() * 200) == 0 &&
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idleAnimation == null
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) {
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let availableIdleAnimations = ["sleeping", "scratchSelf"];
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if (currentPos.x < 32) {
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availableIdleAnimations.push("scratchWallW");
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}
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if (currentPos.y < 32) {
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availableIdleAnimations.push("scratchWallN");
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}
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if (currentPos.x > windowWidth - 32) {
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availableIdleAnimations.push("scratchWallE");
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}
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if (currentPos.y > windowHeight - 32) {
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availableIdleAnimations.push("scratchWallS");
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}
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idleAnimation =
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availableIdleAnimations[
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Math.floor(Math.random() * availableIdleAnimations.length)
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];
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}
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if (!idleAnimation) {
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setSprite("idle", 0);
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return;
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}
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switch (idleAnimation) {
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case "sleeping":
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if (idleAnimationFrame < 8) {
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setSprite("tired", 0);
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break;
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}
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setSprite("sleeping", Math.floor(idleAnimationFrame / 4));
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if (idleAnimationFrame > 192) {
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resetIdleAnimation();
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}
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break;
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case "scratchWallN":
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case "scratchWallS":
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case "scratchWallE":
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case "scratchWallW":
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case "scratchSelf":
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setSprite(idleAnimation, idleAnimationFrame);
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if (idleAnimationFrame > 9) {
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resetIdleAnimation();
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}
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break;
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default:
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setSprite("idle", 0);
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return;
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}
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idleAnimationFrame += 1;
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}
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function updatePosition(
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targetX: number,
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targetY: number,
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windowWidth: number,
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windowHeight: number,
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) {
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frameCount += 1;
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const currentPos = get(position);
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const diffX = currentPos.x - targetX;
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const diffY = currentPos.y - targetY;
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const distance = Math.sqrt(diffX ** 2 + diffY ** 2);
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// If close enough, stop moving and idle
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if (distance < PET_SPEED || distance < 48) {
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handleIdle(windowWidth, windowHeight);
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return;
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}
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// Alert behavior: pause briefly before moving if we were idling
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if (idleTime > 1) {
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setSprite("alert", 0);
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idleTime = Math.min(idleTime, 7);
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idleTime -= 1;
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return;
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}
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idleTime = 0;
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idleAnimation = null;
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idleAnimationFrame = 0;
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// Calculate direction
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let direction = "";
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direction = diffY / distance > 0.5 ? "N" : "";
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direction += diffY / distance < -0.5 ? "S" : "";
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direction += diffX / distance > 0.5 ? "W" : "";
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direction += diffX / distance < -0.5 ? "E" : "";
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// Fallback if direction is empty
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if (direction === "") direction = "idle";
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setSprite(direction, frameCount);
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// Move towards target
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position.update((p) => ({
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x: p.x - (diffX / distance) * PET_SPEED,
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y: p.y - (diffY / distance) * PET_SPEED,
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}));
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}
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return {
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position,
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currentSprite,
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updatePosition,
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// Helper to force position if needed (e.g. on mount)
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setPosition: (x: number, y: number) => position.set({ x, y }),
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};
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}
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@@ -1,2 +0,0 @@
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export const INTERACTION_TYPE_HEADPAT = "headpat";
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export const INTERACTION_TYPE_TEXT = "text";
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