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317 lines (280 loc) · 8.03 KB
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// oneko.js: https://github.com/adryd325/oneko.js
(function oneko() {
const isReducedMotion =
window.matchMedia(`(prefers-reduced-motion: reduce)`) === true ||
window.matchMedia(`(prefers-reduced-motion: reduce)`).matches === true;
if (isReducedMotion) return;
const nekoEl = document.createElement("div");
let persistPosition = true;
let nekoPosX = 32;
let nekoPosY = 32;
let mousePosX = 0;
let mousePosY = 0;
let frameCount = 0;
let idleTime = 0;
let idleAnimation = null;
let idleAnimationFrame = 0;
let nekoMoving = false;
const nekoSpeed = 10;
// Milliseconds per behaviour/sprite tick. Larger = slower, calmer cat.
// The cat still travels nekoSpeed px per tick, so the walk cycle stays in
// step with the body no matter how this is tuned.
const tickInterval = 140;
const nekoSpeedPerMs = nekoSpeed / tickInterval;
const spriteSets = {
idle: [[-3, -3]],
alert: [[-7, -3]],
scratchSelf: [
[-5, 0],
[-6, 0],
[-7, 0],
],
scratchWallN: [
[0, 0],
[0, -1],
],
scratchWallS: [
[-7, -1],
[-6, -2],
],
scratchWallE: [
[-2, -2],
[-2, -3],
],
scratchWallW: [
[-4, 0],
[-4, -1],
],
tired: [[-3, -2]],
sleeping: [
[-2, 0],
[-2, -1],
],
N: [
[-1, -2],
[-1, -3],
],
NE: [
[0, -2],
[0, -3],
],
E: [
[-3, 0],
[-3, -1],
],
SE: [
[-5, -1],
[-5, -2],
],
S: [
[-6, -3],
[-7, -2],
],
SW: [
[-5, -3],
[-6, -1],
],
W: [
[-4, -2],
[-4, -3],
],
NW: [
[-1, 0],
[-1, -1],
],
};
function init() {
let nekoFile = "./oneko.gif"
const curScript = document.currentScript
if (curScript && curScript.dataset.cat) {
nekoFile = curScript.dataset.cat
}
if (curScript && curScript.dataset.persistPosition) {
if (curScript.dataset.persistPosition === "") {
persistPosition = true;
} else {
persistPosition = JSON.parse(curScript.dataset.persistPosition.toLowerCase());
}
}
if (persistPosition) {
let storedNeko = JSON.parse(window.localStorage.getItem("oneko"));
if (storedNeko !== null) {
nekoPosX = storedNeko.nekoPosX;
nekoPosY = storedNeko.nekoPosY;
mousePosX = storedNeko.mousePosX;
mousePosY = storedNeko.mousePosY;
frameCount = storedNeko.frameCount;
idleTime = storedNeko.idleTime;
idleAnimation = storedNeko.idleAnimation;
idleAnimationFrame = storedNeko.idleAnimationFrame;
nekoEl.style.backgroundPosition = storedNeko.bgPos;
}
}
nekoEl.id = "oneko";
nekoEl.ariaHidden = true;
nekoEl.style.width = "32px";
nekoEl.style.height = "32px";
nekoEl.style.position = "fixed";
nekoEl.style.pointerEvents = "none";
nekoEl.style.imageRendering = "pixelated";
nekoEl.style.left = `${nekoPosX - 16}px`;
nekoEl.style.top = `${nekoPosY - 16}px`;
nekoEl.style.zIndex = 2147483647;
nekoEl.style.backgroundImage = `url(${nekoFile})`;
document.body.appendChild(nekoEl);
document.addEventListener("mousemove", function (event) {
mousePosX = event.clientX;
mousePosY = event.clientY;
});
if (persistPosition) {
window.addEventListener("beforeunload", function (event) {
window.localStorage.setItem("oneko", JSON.stringify({
nekoPosX: nekoPosX,
nekoPosY: nekoPosY,
mousePosX: mousePosX,
mousePosY: mousePosY,
frameCount: frameCount,
idleTime: idleTime,
idleAnimation: idleAnimation,
idleAnimationFrame: idleAnimationFrame,
bgPos: nekoEl.style.backgroundPosition
}));
});
}
window.requestAnimationFrame(onAnimationFrame);
}
let lastFrameTimestamp;
let lastTickTimestamp;
function onAnimationFrame(timestamp) {
// Stops execution if the neko element is removed from DOM
if (!nekoEl.isConnected) {
return;
}
if (!lastFrameTimestamp) {
lastFrameTimestamp = timestamp;
}
if (!lastTickTimestamp) {
lastTickTimestamp = timestamp;
}
// Sprite/behaviour logic keeps the chunky pixel-art cadence.
if (timestamp - lastTickTimestamp > tickInterval) {
lastTickTimestamp = timestamp;
frame();
}
// Position integrates every animation frame so motion stays smooth.
// Delta is clamped so a backgrounded tab doesn't cause one giant leap.
const delta = Math.min(timestamp - lastFrameTimestamp, tickInterval);
lastFrameTimestamp = timestamp;
if (nekoMoving) {
moveToward(delta);
}
window.requestAnimationFrame(onAnimationFrame);
}
function moveToward(deltaMs) {
const diffX = nekoPosX - mousePosX;
const diffY = nekoPosY - mousePosY;
const distance = Math.sqrt(diffX ** 2 + diffY ** 2);
if (distance < 48) {
return;
}
// Never overshoot into the idle radius between logic ticks.
const step = Math.min(nekoSpeedPerMs * deltaMs, distance - 48);
nekoPosX -= (diffX / distance) * step;
nekoPosY -= (diffY / distance) * step;
nekoPosX = Math.min(Math.max(16, nekoPosX), window.innerWidth - 16);
nekoPosY = Math.min(Math.max(16, nekoPosY), window.innerHeight - 16);
nekoEl.style.left = `${nekoPosX - 16}px`;
nekoEl.style.top = `${nekoPosY - 16}px`;
}
function setSprite(name, frame) {
const sprite = spriteSets[name][frame % spriteSets[name].length];
nekoEl.style.backgroundPosition = `${sprite[0] * 32}px ${sprite[1] * 32}px`;
}
function resetIdleAnimation() {
idleAnimation = null;
idleAnimationFrame = 0;
}
function idle() {
idleTime += 1;
// every ~ 20 seconds
if (
idleTime > 10 &&
Math.floor(Math.random() * 200) == 0 &&
idleAnimation == null
) {
let avalibleIdleAnimations = ["sleeping", "scratchSelf"];
if (nekoPosX < 32) {
avalibleIdleAnimations.push("scratchWallW");
}
if (nekoPosY < 32) {
avalibleIdleAnimations.push("scratchWallN");
}
if (nekoPosX > window.innerWidth - 32) {
avalibleIdleAnimations.push("scratchWallE");
}
if (nekoPosY > window.innerHeight - 32) {
avalibleIdleAnimations.push("scratchWallS");
}
idleAnimation =
avalibleIdleAnimations[
Math.floor(Math.random() * avalibleIdleAnimations.length)
];
}
switch (idleAnimation) {
case "sleeping":
if (idleAnimationFrame < 8) {
setSprite("tired", 0);
break;
}
setSprite("sleeping", Math.floor(idleAnimationFrame / 4));
if (idleAnimationFrame > 192) {
resetIdleAnimation();
}
break;
case "scratchWallN":
case "scratchWallS":
case "scratchWallE":
case "scratchWallW":
case "scratchSelf":
setSprite(idleAnimation, idleAnimationFrame);
if (idleAnimationFrame > 9) {
resetIdleAnimation();
}
break;
default:
setSprite("idle", 0);
return;
}
idleAnimationFrame += 1;
}
function frame() {
frameCount += 1;
const diffX = nekoPosX - mousePosX;
const diffY = nekoPosY - mousePosY;
const distance = Math.sqrt(diffX ** 2 + diffY ** 2);
if (distance < nekoSpeed || distance < 48) {
nekoMoving = false;
idle();
return;
}
idleAnimation = null;
idleAnimationFrame = 0;
if (idleTime > 1) {
nekoMoving = false;
setSprite("alert", 0);
// count down after being alerted before moving
idleTime = Math.min(idleTime, 7);
idleTime -= 1;
return;
}
let direction;
direction = diffY / distance > 0.5 ? "N" : "";
direction += diffY / distance < -0.5 ? "S" : "";
direction += diffX / distance > 0.5 ? "W" : "";
direction += diffX / distance < -0.5 ? "E" : "";
setSprite(direction, frameCount);
// Actual position stepping happens in moveToward() every animation frame.
nekoMoving = true;
}
init();
})();