neko pt 2
This commit is contained in:
@@ -8,7 +8,17 @@
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currentPresenceState,
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} from "../../events/user-status";
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import { commands } from "$lib/bindings";
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import { getSpriteSheetUrl } from "$lib/utils/sprite-utils";
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import DebugBar from "./components/debug-bar.svelte";
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import Neko from "./components/neko/neko.svelte";
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let spriteUrl = $state("");
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$effect(() => {
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getSpriteSheetUrl().then((url) => {
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spriteUrl = url;
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});
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});
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</script>
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<div class="w-svw h-svh p-4 relative overflow-hidden">
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@@ -19,6 +29,11 @@
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await commands.setSceneInteractive(false, true);
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}}> </button
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>
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<Neko
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targetX={$cursorPositionOnScreen.raw.x}
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targetY={$cursorPositionOnScreen.raw.y}
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{spriteUrl}
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/>
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<div id="debug-bar">
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<DebugBar
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isInteractive={$sceneInteractive}
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86
src/routes/scene/components/neko/idle.ts
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86
src/routes/scene/components/neko/idle.ts
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@@ -0,0 +1,86 @@
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import { setSprite, nekoSpeed } from "./sprites";
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import type { Position } from "./physics";
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export function updateIdle(
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nekoEl: HTMLDivElement,
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nekoPos: Position,
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targetPos: Position,
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idleAnimation: string | null,
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idleAnimationFrame: number,
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idleTime: number,
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): {
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isIdle: boolean;
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idleAnimation: string | null;
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idleAnimationFrame: number;
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idleTime: number;
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} {
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const distance = Math.sqrt(
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(nekoPos.x - targetPos.x) ** 2 + (nekoPos.y - targetPos.y) ** 2,
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);
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if (distance >= nekoSpeed && distance >= 48) {
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return { isIdle: false, idleAnimation, idleAnimationFrame, idleTime };
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}
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let newIdleTime = idleTime + 1;
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let newIdleAnimation = idleAnimation;
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let newIdleFrame = idleAnimationFrame;
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if (
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newIdleTime > 10 &&
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Math.floor(Math.random() * 200) == 0 &&
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newIdleAnimation == null
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) {
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let availableIdleAnimations = ["sleeping", "scratchSelf"];
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if (nekoPos.x < 32) {
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availableIdleAnimations.push("scratchWallW");
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}
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if (nekoPos.y < 32) {
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availableIdleAnimations.push("scratchWallN");
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}
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if (nekoPos.x > window.innerWidth - 32) {
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availableIdleAnimations.push("scratchWallE");
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}
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if (nekoPos.y > window.innerHeight - 32) {
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availableIdleAnimations.push("scratchWallS");
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}
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newIdleAnimation =
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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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switch (newIdleAnimation) {
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case "sleeping":
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if (newIdleFrame < 8) {
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setSprite(nekoEl, "tired", 0);
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} else {
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setSprite(nekoEl, "sleeping", Math.floor(newIdleFrame / 4));
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}
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if (newIdleFrame > 192) {
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newIdleAnimation = null;
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newIdleFrame = 0;
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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(nekoEl, newIdleAnimation, newIdleFrame);
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if (newIdleFrame > 9) {
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newIdleAnimation = null;
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newIdleFrame = 0;
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}
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break;
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default:
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setSprite(nekoEl, "idle", 0);
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return { isIdle: true, idleAnimation: null, idleAnimationFrame: 0, idleTime: newIdleTime };
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}
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return {
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isIdle: true,
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idleAnimation: newIdleAnimation,
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idleAnimationFrame: newIdleFrame + 1,
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idleTime: newIdleTime,
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};
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}
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104
src/routes/scene/components/neko/neko.svelte
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104
src/routes/scene/components/neko/neko.svelte
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@@ -0,0 +1,104 @@
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<script lang="ts">
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import { onMount, onDestroy } from "svelte";
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import { setSprite } from "./sprites";
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import { calculateDirection, moveTowards, clampPosition } from "./physics";
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import { updateIdle } from "./idle";
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interface Props {
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targetX: number;
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targetY: number;
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spriteUrl: string;
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}
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let { targetX, targetY, spriteUrl }: Props = $props();
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let nekoEl: HTMLDivElement;
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let animationFrameId: number;
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let nekoPos = $state({ x: 32, y: 32 });
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let frameCount = 0;
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let idleTime = 0;
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let idleAnimation: string | null = $state(null);
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let idleAnimationFrame = 0;
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let lastFrameTimestamp: number | null = null;
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function frame(timestamp: number) {
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if (!lastFrameTimestamp) {
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lastFrameTimestamp = timestamp;
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}
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if (timestamp - lastFrameTimestamp > 100) {
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lastFrameTimestamp = timestamp;
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doFrame();
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}
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animationFrameId = requestAnimationFrame(frame);
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}
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function doFrame() {
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frameCount += 1;
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const targetPos = { x: targetX, y: targetY };
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const { direction, distance } = calculateDirection(
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nekoPos.x,
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nekoPos.y,
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targetPos.x,
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targetPos.y,
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);
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if (distance < 10 || distance < 48) {
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const idleResult = updateIdle(
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nekoEl,
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nekoPos,
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targetPos,
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idleAnimation,
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idleAnimationFrame,
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idleTime,
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);
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idleAnimation = idleResult.idleAnimation;
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idleAnimationFrame = idleResult.idleAnimationFrame;
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idleTime = idleResult.idleTime;
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return;
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}
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idleAnimation = null;
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idleAnimationFrame = 0;
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if (idleTime > 1) {
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setSprite(nekoEl, "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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setSprite(nekoEl, direction, frameCount);
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const newPos = moveTowards(nekoPos.x, nekoPos.y, targetPos.x, targetPos.y);
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nekoPos = newPos;
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nekoEl.style.left = `${nekoPos.x - 16}px`;
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nekoEl.style.top = `${nekoPos.y - 16}px`;
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}
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onMount(() => {
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nekoEl.style.backgroundImage = `url(${spriteUrl})`;
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animationFrameId = requestAnimationFrame(frame);
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});
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onDestroy(() => {
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if (animationFrameId) {
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cancelAnimationFrame(animationFrameId);
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}
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});
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$effect(() => {
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if (nekoEl && spriteUrl) {
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nekoEl.style.backgroundImage = `url(${spriteUrl})`;
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}
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});
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</script>
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<div
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bind:this={nekoEl}
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class="pointer-events-none fixed z-999 size-8 select-none"
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style="width: 32px; height: 32px; position: fixed; image-rendering: pixelated;"
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></div>
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52
src/routes/scene/components/neko/physics.ts
Normal file
52
src/routes/scene/components/neko/physics.ts
Normal file
@@ -0,0 +1,52 @@
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import { nekoSpeed } from "./sprites";
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export interface Position {
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x: number;
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y: number;
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}
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export function calculateDirection(
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fromX: number,
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fromY: number,
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toX: number,
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toY: number,
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): { direction: string; distance: number } {
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const diffX = fromX - toX;
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const diffY = fromY - toY;
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const distance = Math.sqrt(diffX ** 2 + diffY ** 2);
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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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return { direction, distance };
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}
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export function moveTowards(
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currentX: number,
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currentY: number,
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targetX: number,
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targetY: number,
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speed: number = nekoSpeed,
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): Position {
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const diffX = targetX - currentX;
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const diffY = targetY - currentY;
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const distance = Math.sqrt(diffX ** 2 + diffY ** 2);
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if (distance === 0) return { x: currentX, y: currentY };
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const newX = currentX + (diffX / distance) * speed;
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const newY = currentY + (diffY / distance) * speed;
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return clampPosition(newX, newY);
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}
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export function clampPosition(x: number, y: number): Position {
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const margin = 16;
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return {
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x: Math.min(Math.max(margin, x), window.innerWidth - margin),
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y: Math.min(Math.max(margin, y), window.innerHeight - margin),
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};
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}
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76
src/routes/scene/components/neko/sprites.ts
Normal file
76
src/routes/scene/components/neko/sprites.ts
Normal file
@@ -0,0 +1,76 @@
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export const SPRITE_SIZE = 32;
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export const nekoSpeed = 10;
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export const spriteSets: Record<string, [number, number][]> = {
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idle: [[-3, -3]],
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alert: [[-7, -3]],
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scratchSelf: [
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[-5, 0],
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[-6, 0],
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[-7, 0],
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],
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scratchWallN: [
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[0, 0],
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[0, -1],
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],
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scratchWallS: [
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[-7, -1],
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[-6, -2],
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],
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scratchWallE: [
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[-2, -2],
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[-2, -3],
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],
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scratchWallW: [
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[-4, 0],
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[-4, -1],
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],
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tired: [[-3, -2]],
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sleeping: [
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[-2, 0],
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[-2, -1],
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],
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N: [
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[-1, -2],
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[-1, -3],
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],
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NE: [
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[0, -2],
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[0, -3],
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],
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E: [
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[-3, 0],
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[-3, -1],
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],
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SE: [
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[-5, -1],
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[-5, -2],
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],
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S: [
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[-6, -3],
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[-7, -2],
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],
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SW: [
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[-5, -3],
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[-6, -1],
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],
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W: [
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[-4, -2],
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[-4, -3],
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],
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NW: [
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[-1, 0],
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[-1, -1],
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],
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};
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export function setSprite(
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el: HTMLDivElement,
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name: string,
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frame: number,
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): void {
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const sprites = spriteSets[name];
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if (!sprites) return;
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const sprite = sprites[frame % sprites.length];
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el.style.backgroundPosition = `${sprite[0] * SPRITE_SIZE}px ${sprite[1] * SPRITE_SIZE}px`;
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}
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