neko/neko.js

236 lines
6.6 KiB
JavaScript

// Description: Neko
// Author: Jeff Clement
// License: MIT
// Size of the neko, in pixels
const nekoSize = 32;
// Speed of running animation
const runSpeed = 0.2;
// The neko statemachine
const stateMachine = {
sleep: {
images: ['sleep1', 'sleep2'],
imageInterval: 1,
click: 'awake',
},
yawn: {
images: ['yawn'],
nextState: ['sleep'],
nextStateDelay: 1,
},
awake: {
images: ['alert'],
nextState: ['normal'],
nextStateDelay: 1,
},
itch: {
images: ['itch1','itch2'],
imageInterval: 0.5,
nextState: ['normal'],
nextStateDelay: 2,
click: 'dying', // OMG. Don't click an itchin' neko!
},
normal: {
awake: true,
images: ['still'],
nextState: ['normal','normal','normal','itch', 'yawn'],
nextStateDelay: 1,
},
nrun: {
awake: true,
imageInterval: runSpeed,
images: ['nrun1','nrun2'],
},
nerun: {
awake: true,
imageInterval: runSpeed,
images: ['nerun1','nerun2'],
},
erun: {
awake: true,
imageInterval: runSpeed,
images: ['erun1','erun2'],
},
serun: {
awake: true,
imageInterval: runSpeed,
images: ['serun1','serun2'],
},
srun: {
awake: true,
imageInterval: runSpeed,
images: ['srun1','srun2'],
},
swrun: {
awake: true,
imageInterval: runSpeed,
images: ['swrun1','swrun2'],
},
wrun: {
awake: true,
imageInterval: runSpeed,
images: ['wrun1','wrun2'],
},
nwrun: {
awake: true,
imageInterval: runSpeed,
images: ['nwrun1','nwrun2'],
},
dying: {
images: ['alert','dying1','dying2','dying3','dying4','dying5'],
imageInterval: 0.5,
nextState: ['dead'],
nextStateDelay: 3,
},
dead: {
images: ['dying6'],
imageInterval: 0.5,
},
}
// Preload all the images
var images={};
for(let state in stateMachine) {
stateMachine[state].images.forEach(function(x) {
let img = new Image(nekoSize, nekoSize);
img.src = 'res/'+x+'.gif';
images[x] = img;
});
}
class Neko {
// Neko's current state
state = null;
// Neko's current animation frame and timer to flip to the next one
animationInterval = null;
animationIndex = 0;
// Timer to switch to the next state
nextStateDelay = null;
// where is Neko heading (current mouse position, or last press)
targetX = -1;
targetY = -1;
constructor(x = window.innerWidth - nekoSize,y = window.innerHeight - nekoSize) {
this.x = x;
this.y = y;
// build up the placeholder for the neko in the DOM
this.image = new Image(nekoSize, nekoSize);
this.image.style.position = 'fixed';
this.image.onclick = this.handleClick.bind(this);
document.body.appendChild(this.image);
// start the movement loop
setInterval(this.update.bind(this), 100);
// hook into event handlers
window.addEventListener('resize', this.handleResize.bind(this));
window.addEventListener('mousemove', this.handleMouseMove.bind(this));
window.addEventListener('touchstart', this.handleTouch.bind(this));
// start the neko in the sleep state
this.setState('sleep');
// force a resize
this.handleResize();
}
setState(state) {
clearInterval(this.animationInterval);
clearTimeout(this.nextStateDelay);
this.state = state;
this.animationIndex = 0;
if (stateMachine[state].images.length > 1) {
this.animationInterval = setInterval(this.nextFrame.bind(this), (stateMachine[state].imageInterval || 1) * 1000);
}
if (stateMachine[state].nextState && stateMachine[state].nextState.length > 0) {
this.nextStateDelay = setTimeout(() => {
this.setState(stateMachine[state].nextState[Math.floor(Math.random() * stateMachine[state].nextState.length)]);
}, (stateMachine[state].nextStateDelay || 1) * 1000);
}
}
nextFrame() {
this.animationIndex = (this.animationIndex + 1) % stateMachine[this.state].images.length;
}
handleTouch(event) {
this.targetX = event.touches[0].clientX - nekoSize/2;
this.targetY = event.touches[0].clientY - nekoSize/2;
}
handleMouseMove(event) {
this.targetX = event.clientX - nekoSize/2;
this.targetY = event.clientY - nekoSize/2;
}
handleClick() {
if (stateMachine[this.state].click) {
this.setState(stateMachine[this.state].click);
}
}
handleResize() {
// adjust Neko's X and Y speed based on window size
this.speedX = document.body.clientWidth / 100 * nekoSize/32.0;
this.speedY = document.body.clientHeight / 100 * nekoSize/32.0;
// keep Neko on the screen
if (this.x > document.body.clientWidth - nekoSize) {
this.x = document.body.clientWidth - nekoSize;
}
if (this.y > document.body.clientHeight - nekoSize) {
this.y = document.body.clientHeight - nekoSize;
}
}
update() {
const state = stateMachine[this.state];
if (state.awake) {
const distanceX = this.targetX - this.x;
const distanceY = this.targetY - this.y;
// If we're close enough to the target, stop moving
const dx = Math.abs(distanceX) < this.speedX ? 0 : Math.sign(distanceX);
const dy = Math.abs(distanceY) < this.speedY ? 0 : Math.sign(distanceY);
// determine our new state
var newState = 'normal';
if (dx == 1 && dy == 0) newState = 'erun';
if (dx == 1 && dy == 1) newState = 'serun';
if (dx == 0 && dy == 1) newState = 'srun';
if (dx == -1 && dy == 1) newState = 'swrun';
if (dx == -1 && dy == 0) newState = 'wrun';
if (dx == -1 && dy == -1) newState = 'nwrun';
if (dx == 0 && dy == -1) newState = 'nrun';
if (dx == 1 && dy == -1) newState = 'nerun';
if (newState != this.state) {
this.setState(newState);
}
// move Neko, if required
this.x += dx * this.speedX;
this.y += dy * this.speedY;
}
// Draw the neko
this.image.src = images[state.images[this.animationIndex]].src;
this.image.style.top = this.y + 'px';
this.image.style.left = this.x + 'px';
}
}
const neko = new Neko();