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