Files
claude-pet/renderer/renderer.js
T
JianMiauandClaude Fable 5 d78f99fcc7 游標離開人物時立刻中斷跳躍,不再播完三次
摘要:
hover 跳躍改為「游標一離開就停」,而不是不管游標在哪都把 3 次播完。

根本原因:
把 hover 跳躍實作成一次性 overlay,播放長度固定為 STATE_REPEATS 輪,
setHovered(false) 只更新 hovered 旗標、不動 overlay,所以游標即使馬上移開,
跳躍仍會自顧自播完約 2.5 秒才回到基礎狀態。
這其實也偏離 Codex:Codex 的顯示狀態是 `hovered ? "jumping" : state`,
游標一離開就翻回原狀態並重跑動畫,本來就不會把跳躍播完。

影響:
只是游標經過或很快移開時,寵物還會繼續跳完,反應顯得遲滯、不跟手。

修法:
- play() 之後把該 overlay 標記 fromHover。
- setHovered(false) 時若目前 overlay 是 hover 觸發的就直接清掉,
  下一個 tick 會依 resolveAnim 回到當下的基礎狀態。
  只清 fromHover 的,初次問候揮手等其他一次性動作不受影響。
- README 的日常使用、行為對照表、與 Codex 的對照三處同步更新,
  對照表新增「hover 離開」一列。

保持不變:
進入時最多跳 3 次、游標持續停留不重複觸發(使用者已確認要這個行為)。

驗證:
以 DOM stub 載入完整 renderer.js 執行 13 項測試全過,涵蓋:
進入觸發 jumping 且序列為 15 幀、標記 fromHover、離開後 overlay 立刻為 null、
resolveAnim 立刻回 idle、工作中離開回到 running 而非 idle、
問候揮手不會被離開中斷、既有 overlay 期間不觸發跳躍、
持續停留不重複觸發、拖曳中不觸發。
另以 ELECTRON_RUN_AS_NODE 讀打包後 app.asar 確認版本 2.0.3 與六項改動都在出貨檔案裡,
exe FileVersion 為 2.0.3。

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-21 16:58:57 +08:00

675 lines
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JavaScript
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"use strict";
// Claude Pet rendererCodex V2 pet contract 的動畫引擎 + 狀態機
// 規格來源:8 欄 x 11 列、192x208 cell,列 0-8 標準動作、列 9-10 為 16 個順時針看向方向(000 = 正上方)
const CELL_W = 192; // spritesheet 單格來源尺寸
const CELL_H = 208;
// 100% 時的顯示尺寸,對齊 Codex 桌面寵物(與 main.js 的 PET_W / PET_H 一致)
const PET_W = 126;
const PET_H = Math.ceil((PET_W * CELL_H) / CELL_W); // 137
const ROW = {
idle: 0,
"running-right": 1,
"running-left": 2,
waving: 3,
jumping: 4,
failed: 5,
waiting: 6,
running: 7,
review: 8,
};
// 每一幀的毫秒數(Codex V2 animation-rows 合約)
const TIMINGS = {
idle: [280, 110, 110, 140, 140, 320],
"running-right": [120, 120, 120, 120, 120, 120, 120, 220],
"running-left": [120, 120, 120, 120, 120, 120, 120, 220],
waving: [140, 140, 140, 280],
jumping: [140, 140, 140, 140, 280],
failed: [140, 140, 140, 140, 140, 140, 140, 240],
waiting: [150, 150, 150, 150, 150, 260],
running: [120, 120, 120, 120, 120, 220],
review: [150, 150, 150, 150, 150, 280],
};
// Codex 的 idle 每幀時長是合約值的 6 倍(codex-pet-assets 的 `_ = 6`),
// 一輪 6.6 秒而不是 1.1 秒,這就是為什麼它待機時看起來幾乎不動。
const IDLE_SLOWDOWN = 6;
// Codex 的非 idle 狀態只播 3 次就沉澱回慢速 idle,不會一直循環下去。
const STATE_REPEATS = 3;
// 每列 look 格子的整體縮放若比 idle 小超過這個比例就視為圖檔缺陷並補正
const LOOK_SCALE_TOLERANCE = 0.9;
const LOOK_DEADZONE = 1; // 與 Codex 相同(它的死區只有 1 px)
const LOOK_IDLE_AFTER = 6000; // 游標靜止多久後不再盯著看(Codex 的追視來源不是滑鼠,沒有這個問題)
// 跨 session 的優先序,與 Codex 通知排序 Ai() 相同:waiting 0 > failed 1 > review 2 > running 3 > idle 4
const PRIORITY = { waiting: 4, failed: 3, review: 2, running: 1, idle: 0 };
// 各狀態多久沒更新就退回 idle,與 Codex 通知到期 Ei() 相同:failed 1 小時、waiting 24 小時、review 7 天。
// running 與 idle 在 Codex 裡不會到期。
const EXPIRY = { failed: 3600e3, waiting: 1440 * 60e3, review: 10080 * 60e3 };
// 安全網(Codex 沒有,它的 thread 是常駐連線):終端機被直接關掉時不會送 SessionEnd
// running 太久沒任何事件就視為已結束。
const RUNNING_SILENCE = 30 * 60e3;
const IDLE_PRUNE = 30 * 60e3; // idle 的 session 閒置多久後從清單移除(純清理,不影響顯示)
const GREETING_MS = 8000; // first-awake 問候通知的存活時間(Pi = 8 s)
const canvas = document.getElementById("sprite");
const ctx = canvas.getContext("2d", { willReadFrequently: true });
const bubble = document.getElementById("bubble");
const bubbleText = document.getElementById("bubble-text");
let sheet = null;
let petInfo = null;
let scale = 1;
let followCursor = false; // Codex 的追視來源是 quick chat 文字游標/computer-use 游標,不是滑鼠;預設關
const sessions = new Map(); // sessionId → { state, updatedAt, cwd }
let overlay = null; // 一次性動作:{ anim, loops, onDone }
let drag = null; // 拖曳中:{ dir: "left" | "right" }
const look = { idx: null, lastMoveAt: 0 };
// 播放中的序列:frames = [{row, col, ms}]loopStart 為 null 表示播完就結束
let player = { anim: null, frames: [], loopStart: 0, step: 0, stepStart: performance.now() };
let prevBase = "idle";
let lookCells = null; // 16 個 look 格子的量測結果(含缺陷補正倍率)
// 一輪原始動作
function cycleOf(anim) {
return TIMINGS[anim].map((ms, col) => ({ row: ROW[anim], col, ms }));
}
// Codex 的慢速 idle
const IDLE_SLOW = TIMINGS.idle.map((ms, col) => ({ row: ROW.idle, col, ms: ms * IDLE_SLOWDOWN }));
const baseSeqCache = new Map();
// 對應 Codex 的 f(state)idle 直接循環慢速 idle,其他狀態播 STATE_REPEATS 次後沉澱成慢速 idle
function baseSequence(anim) {
let seq = baseSeqCache.get(anim);
if (seq) return seq;
if (anim === "idle") {
seq = { frames: IDLE_SLOW, loopStart: 0 };
} else {
const repeated = [];
for (let i = 0; i < STATE_REPEATS; i++) repeated.push(...cycleOf(anim));
seq = { frames: [...repeated, ...IDLE_SLOW], loopStart: repeated.length };
}
baseSeqCache.set(anim, seq);
return seq;
}
const reducedMotionQuery = window.matchMedia("(prefers-reduced-motion: reduce)");
function startAnim(anim, now) {
// 追視是單一靜態擺姿,沒有幀序列(TIMINGS 裡沒有 look)。
// 少了這道判斷會走進 cycleOf("look") 而丟 TypeErrorrequestAnimationFrame 迴圈整個死掉。
if (anim === "look") {
player = { anim, frames: [], loopStart: null, step: 0, stepStart: now };
return;
}
let seq;
if (reducedMotionQuery.matches) {
// 與 Codex 相同:系統關閉動畫時只顯示該狀態的第一格
seq = { frames: [cycleOf(anim)[0]], loopStart: null };
} else if (overlay && overlay.anim === anim) {
// 一次性動作:播指定次數後結束,交還給基礎狀態
const frames = [];
for (let i = 0; i < overlay.loops; i++) frames.push(...cycleOf(anim));
seq = { frames, loopStart: null };
} else if (anim === "running-left" || anim === "running-right") {
// 拖曳中要持續跑,不能沉澱成 idle
seq = { frames: cycleOf(anim), loopStart: 0 };
} else {
seq = baseSequence(anim);
}
player = { anim, frames: seq.frames, loopStart: seq.loopStart, step: 0, stepStart: now };
}
let bubbleTimer = null;
let bubbleSticky = false;
let ignoringMouse = true;
let hovered = false; // 游標是否壓在人物的不透明像素上
let pressed = null;
let lastReported = "";
function log(msg) {
try { window.pet.send("pet:log", `[renderer] ${msg}`); } catch { /* ignore */ }
}
// ---------- 載入 ----------
function loadPet(pet) {
petInfo = pet;
sheet = null;
const img = new Image();
img.onload = () => {
sheet = img;
measureLookRows();
makeTrayIcon();
log(`loaded ${pet.id} (v${pet.version}) ${img.naturalWidth}x${img.naturalHeight}`);
// Codex 的 first-awake:某隻寵物第一次被叫出來時揮手(播 3 次)並打招呼 8 秒,之後不再
if (!pet.greeted) {
play("waving", STATE_REPEATS);
say(`👋 嗨,我是${pet.displayName}`, GREETING_MS);
window.pet.send("pet:greeted", pet.id);
}
};
img.onerror = () => log(`spritesheet load failed for ${pet.id}`);
img.src = pet.dataUrl;
}
function applyScale(s) {
scale = s;
canvas.width = Math.round(PET_W * s);
canvas.height = Math.round(PET_H * s);
canvas.style.width = `${canvas.width}px`;
canvas.style.height = `${canvas.height}px`;
}
// 量一格的人物輪廓(用來偵測圖檔裡整列被畫小的缺陷)
function measureCell(g, row, col) {
g.clearRect(0, 0, CELL_W, CELL_H);
g.drawImage(sheet, col * CELL_W, row * CELL_H, CELL_W, CELL_H, 0, 0, CELL_W, CELL_H);
const d = g.getImageData(0, 0, CELL_W, CELL_H).data;
let minX = CELL_W, maxX = -1, minY = CELL_H, maxY = -1;
for (let y = 0; y < CELL_H; y++) {
for (let x = 0; x < CELL_W; x++) {
if (d[(y * CELL_W + x) * 4 + 3] <= 20) continue;
if (x < minX) minX = x;
if (x > maxX) maxX = x;
if (y < minY) minY = y;
if (y > maxY) maxY = y;
}
}
if (maxY < 0) return null;
return { w: maxX - minX + 1, h: maxY - minY + 1, cx: (minX + maxX) / 2, bottom: maxY };
}
// Codex 的 hatch 產生器有時會把整列 look 格子畫得比 idle 小(小念的第 10 列就小了 22%),
// 直接照畫會讓游標一往下移人物就縮水。以「整列中位數」判斷,單格差異(低頭之類的姿勢)不動。
function measureLookRows() {
lookCells = null;
if (!sheet || petInfo?.version !== 2) return;
try {
const c = document.createElement("canvas");
c.width = CELL_W;
c.height = CELL_H;
const g = c.getContext("2d", { willReadFrequently: true });
const base = measureCell(g, ROW.idle, 0);
if (!base) return;
const cells = [];
let fixed = 0;
for (const row of [9, 10]) {
const measured = [];
for (let col = 0; col < 8; col++) measured.push(measureCell(g, row, col));
const heights = measured.filter(Boolean).map((m) => m.h).sort((a, b) => a - b);
if (!heights.length) {
cells.push(...measured);
continue;
}
const median = heights[heights.length >> 1];
const scale = median / base.h < LOOK_SCALE_TOLERANCE ? base.h / median : 1;
if (scale !== 1) fixed += measured.filter(Boolean).length;
for (const m of measured) cells.push(m ? { ...m, scale } : null);
}
lookCells = cells;
if (fixed) log(`look rows rescaled: ${fixed} cells (idle h=${base.h})`);
} catch (err) {
log(`measureLookRows failed: ${err.message}`);
}
}
function cellHasPixels(row, col) {
const c = document.createElement("canvas");
c.width = 8; c.height = 8;
const g = c.getContext("2d");
g.drawImage(sheet, col * CELL_W + CELL_W / 2 - 24, row * CELL_H + CELL_H / 2 - 24, 48, 48, 0, 0, 8, 8);
const d = g.getImageData(0, 0, 8, 8).data;
for (let i = 3; i < d.length; i += 4) if (d[i] > 30) return true;
return false;
}
function makeTrayIcon() {
if (!sheet) return;
try {
const col = petInfo.version === 2 && cellHasPixels(0, 6) ? 6 : 0;
const c = document.createElement("canvas");
c.width = 32; c.height = 32;
const g = c.getContext("2d");
g.imageSmoothingEnabled = true;
g.imageSmoothingQuality = "high";
// 取上半身(頭部)做成方形 icon
const sw = 128, sh = 128;
g.drawImage(sheet, col * CELL_W + (CELL_W - sw) / 2, 4, sw, sh, 0, 0, 32, 32);
window.pet.send("pet:tray-icon", c.toDataURL("image/png"));
} catch (err) {
log(`tray icon failed: ${err.message}`);
}
}
// ---------- 狀態 ----------
function session(id, cwd) {
const key = id || "default";
let s = sessions.get(key);
if (!s) {
s = { state: "idle", updatedAt: Date.now(), cwd: cwd || null };
sessions.set(key, s);
}
if (cwd) s.cwd = cwd;
s.updatedAt = Date.now();
return s;
}
function setState(s, state) {
s.state = state;
s.updatedAt = Date.now();
}
// 對應 Codex:每個 thread 產生一則帶狀態的通知,依優先序排序後取最上面那則的狀態給寵物
function baseState() {
const now = Date.now();
let best = "idle";
for (const [id, s] of sessions) {
const age = now - s.updatedAt;
if (EXPIRY[s.state] && age > EXPIRY[s.state]) s.state = "idle";
else if (s.state === "running" && age > RUNNING_SILENCE) s.state = "idle";
if (s.state === "idle" && age > IDLE_PRUNE) { sessions.delete(id); continue; }
if (PRIORITY[s.state] > PRIORITY[best]) best = s.state;
}
return best;
}
function play(anim, loops = 1, onDone = null) {
overlay = { anim, loops, onDone };
startAnim(anim, performance.now());
}
function resolveAnim() {
// 拖曳:Codex 在 pointerdown 時先清掉 transient state,要等到單次位移 ≥ 4 px 才決定方向
if (drag) return drag.dir ? `running-${drag.dir}` : baseState();
// 一次性動作(點擊揮手、初次問候)。Codex 的 lookFrame 會蓋過這些,但它的追視來源不是滑鼠;
// 滑鼠永遠在畫面上,若照搬會讓點擊揮手永遠看不到,所以這裡讓手勢優先。
if (overlay) return overlay.anim;
const base = baseState();
// Codex 的 lookFrame 會覆蓋所有狀態,但它的追視來源是 quick chat 的文字游標,
// 只有你真的在那裡打字時才存在。滑鼠則是一直都在,照搬會讓工作中的動畫永遠被靜態擺姿蓋掉,
// 寵物就失去反映 Claude Code 狀態的作用,所以只在 idle 時追視。
if (base === "idle" && followCursor && petInfo?.version === 2 && look.idx !== null) return "look";
return base;
}
function projectName(cwd) {
if (!cwd) return "";
return cwd.replace(/[\\/]+$/, "").split(/[\\/]/).pop() || "";
}
// ---------- 氣泡 ----------
function say(text, ms, sticky = false) {
clearTimeout(bubbleTimer);
bubbleText.textContent = text;
bubble.title = text;
bubble.classList.remove("hidden");
bubbleSticky = sticky;
if (ms > 0) bubbleTimer = setTimeout(hideBubble, ms);
}
function hideBubble() {
clearTimeout(bubbleTimer);
bubble.classList.add("hidden");
bubbleSticky = false;
}
// ---------- 事件 ----------
function handleEvent(p) {
if (!p || typeof p !== "object") return;
if (p.event === "__test") return handleTest(p);
const s = session(p.sessionId, p.cwd);
const proj = projectName(s.cwd);
const suffix = proj ? `${proj}` : "";
switch (p.event) {
case "SessionStart":
setState(s, "idle");
// Codex 的 waving 只在寵物第一次醒來(first-awake),新 thread 不會揮手;這裡只留資訊氣泡
if (!p.source || p.source === "startup") say(`👋 嗨!${suffix}`, 3000);
break;
case "UserPromptSubmit":
setState(s, "running");
hideBubble();
break;
case "PreToolUse":
if (p.toolName === "AskUserQuestion") {
setState(s, "waiting");
say(`❓ 有問題想問你${suffix}`, 0, true);
} else if (p.toolName === "ExitPlanMode") {
setState(s, "waiting");
say(`📋 計畫等你確認${suffix}`, 0, true);
} else {
setState(s, "running");
}
break;
case "PostToolUse":
setState(s, "running");
break;
case "PostToolUseFailure":
// Codex:單一工具失敗不會改變 turn 的狀態(turn 還在跑),寵物維持 running,只給個氣泡
setState(s, "running");
say(`😵 ${p.toolName || "工具"} 失敗了`, 4000);
break;
case "PermissionRequest":
setState(s, "waiting");
say(`🔐 需要你授權${p.toolName ? `${p.toolName}` : ""}`, 0, true);
break;
case "Notification": {
const t = p.notificationType;
if (t === "permission_prompt") {
setState(s, "waiting");
say(`🔐 需要你授權${suffix}`, 0, true);
} else if (t === "idle_prompt") {
// Codex 的 waiting 只對應授權、提問、計畫確認;單純等你下指令不算,狀態不變
say(`💤 在等你回覆${suffix}`, 4000);
} else if (t === "elicitation_dialog") {
setState(s, "waiting");
say(`❓ 有問題想問你${suffix}`, 0, true);
} else if (p.message) {
say(`💬 ${p.message}`, 4000);
}
break;
}
case "Stop":
if (p.stopHookActive) break;
// Codexturn 完成且未讀 → review(播 review 3 次後沉澱),直到使用者回到該 thread 才回 idle。
// 這裡對應成:維持 review 直到該 session 有下一個動作(UserPromptSubmit)、結束或 7 天到期。
setState(s, "review");
say(`✅ 完成!${suffix}`, 8000);
break;
case "StopFailure":
// Codexturn 失敗 → failed 狀態(播 failed 3 次後沉澱),維持到下一個 turn 或 1 小時到期
setState(s, "failed");
say(`❌ ${p.error || "出錯了"}`, 8000);
break;
case "SubagentStart":
case "SubagentStop":
setState(s, "running");
break;
case "PreCompact":
setState(s, "running");
say("🗜️ 整理記憶中…", 3000);
break;
case "SessionEnd":
sessions.delete(p.sessionId || "default");
if (sessions.size === 0) {
hideBubble();
say("👋 掰掰", 2000);
}
break;
default:
break;
}
report();
}
function handleTest(p) {
const anim = p.anim;
if (anim === "clear") {
sessions.delete("test");
overlay = null;
hideBubble();
} else if (anim === "waving" || anim === "jumping") {
play(anim, STATE_REPEATS);
} else if (anim in PRIORITY) {
const s = session("test");
setState(s, anim);
if (anim === "waiting") say("🔐(測試)需要你授權", 0, true);
else if (anim === "idle") hideBubble();
}
report();
}
function report() {
const base = baseState();
const snapshot = JSON.stringify({ anim: player.anim, base, sessions: sessions.size, pet: petInfo?.id || null });
if (snapshot !== lastReported) {
lastReported = snapshot;
window.pet.send("pet:state", JSON.parse(snapshot));
}
}
// ---------- 動畫主迴圈 ----------
function tick(now) {
const anim = resolveAnim();
if (anim !== player.anim) {
startAnim(anim, now);
report();
}
if (anim !== "look") {
if (now - player.stepStart > 5000) player.stepStart = now; // 從休眠醒來,避免狂追幀
let guard = 0;
while (guard++ < 64) {
const cur = player.frames[player.step];
if (!cur || now - player.stepStart < cur.ms) break;
player.stepStart += cur.ms;
player.step += 1;
if (player.step >= player.frames.length) {
if (player.loopStart == null) {
// 一次性動作播完 → 停在最後一格,交還給基礎狀態
player.step = player.frames.length - 1;
const done = overlay?.onDone;
overlay = null;
if (done) done();
break;
}
player.step = player.loopStart;
}
}
}
const base = baseState();
if (prevBase === "waiting" && base !== "waiting" && bubbleSticky) hideBubble();
prevBase = base;
draw(anim);
requestAnimationFrame(tick);
}
function draw(anim) {
ctx.clearRect(0, 0, canvas.width, canvas.height);
if (!sheet) return;
ctx.imageSmoothingEnabled = true;
ctx.imageSmoothingQuality = "high";
if (anim === "look") {
const idx = look.idx;
const row = 9 + (idx >> 3);
const col = idx & 7;
const fix = lookCells && lookCells[idx];
if (fix && fix.scale !== 1) {
// 這一格在圖檔裡被整個畫小了(Codex 的 hatch 產生器有時會這樣),
// 以腳底為支點放大回 idle 的身高,否則游標一往下移人物就會突然縮水。
const k = fix.scale;
const sx = canvas.width / CELL_W;
const sy = canvas.height / CELL_H;
ctx.drawImage(
sheet, col * CELL_W, row * CELL_H, CELL_W, CELL_H,
fix.cx * (1 - k) * sx, fix.bottom * (1 - k) * sy,
canvas.width * k, canvas.height * k,
);
return;
}
ctx.drawImage(sheet, col * CELL_W, row * CELL_H, CELL_W, CELL_H, 0, 0, canvas.width, canvas.height);
return;
}
const frame = player.frames[player.step] || player.frames[0];
if (!frame) return;
ctx.drawImage(sheet, frame.col * CELL_W, frame.row * CELL_H, CELL_W, CELL_H, 0, 0, canvas.width, canvas.height);
}
// ---------- 看向游標 ----------
window.pet.on("pet:cursor", ({ dx, dy }) => {
const now = Date.now();
const dist = Math.hypot(dx, dy);
if (dist < LOOK_DEADZONE) {
look.idx = null;
look.lastMoveAt = now;
return;
}
// 000 = 正上方,順時針
const angle = (Math.atan2(dx, -dy) * 180 / Math.PI + 360) % 360;
const candidate = Math.round(angle / 22.5) % 16;
if (look.idx === null) {
look.idx = candidate;
} else if (candidate !== look.idx) {
// 加一點遲滯,避免在邊界抖動
let diff = Math.abs(angle - look.idx * 22.5);
diff = Math.min(diff, 360 - diff);
if (diff > 11.25 + 3) look.idx = candidate;
}
look.lastMoveAt = now;
});
setInterval(() => {
if (look.idx !== null && Date.now() - look.lastMoveAt > LOOK_IDLE_AFTER) look.idx = null;
}, 500);
// ---------- 滑鼠:點穿 / 拖曳 / 點擊 / 右鍵 ----------
function overBubble(x, y) {
if (bubble.classList.contains("hidden")) return false;
const r = bubble.getBoundingClientRect();
return x >= r.left && x <= r.right && y >= r.top && y <= r.bottom;
}
// 壓在人物的不透明像素上(透明處要讓滑鼠穿過去)
function overSprite(x, y) {
const r = canvas.getBoundingClientRect();
if (x < r.left || x >= r.right || y < r.top || y >= r.bottom) return false;
const px = Math.floor((x - r.left) * (canvas.width / r.width));
const py = Math.floor((y - r.top) * (canvas.height / r.height));
try {
return ctx.getImageData(px, py, 1, 1).data[3] > 20;
} catch {
return true;
}
}
// hover 判定用人物方框,不用逐像素 alpha:sprite 每一格的輪廓不同,逐像素會讓游標停著不動時
// 也在 true/false 之間高速抖動。Codex 的 pet-area-hover 同樣是用矩形算的。
function overPetArea(x, y) {
const r = canvas.getBoundingClientRect();
return x >= r.left && x < r.right && y >= r.top && y < r.bottom;
}
// Codex 的寵物元件在 hover 時會把狀態換成 jumpingcodex-pet-assets 的
// `respondToHover && hovered ? "jumping" : state`),走 f() 的規則播 3 次後沉澱回慢速 idle。
// 那個 prop 在 Codex 桌面寵物那層沒有開啟,這裡選擇打開它。
function setHovered(on) {
if (on === hovered) return;
hovered = on;
if (on) {
// 只在「進入」時觸發一次;一次性動作或拖曳進行中不打斷
if (!overlay && !drag) {
play("jumping", STATE_REPEATS);
overlay.fromHover = true;
}
return;
}
// 游標離開就立刻收掉,不等三次跳完。Codex 也是這樣:它的顯示狀態是
// `hovered ? "jumping" : state`,一離開就翻回原狀態、動畫重跑,不會播完。
if (overlay?.fromHover) overlay = null;
}
function setIgnore(ignore) {
if (ignore === ignoringMouse) return;
ignoringMouse = ignore;
window.pet.send("pet:ignore-mouse", ignore);
canvas.classList.toggle("grab", !ignore);
}
window.addEventListener("mousemove", (e) => {
if (pressed) {
if (!pressed.moved && Math.hypot(e.screenX - pressed.sx, e.screenY - pressed.sy) > 4) {
pressed.moved = true;
drag = { dir: null };
canvas.classList.add("grabbing");
window.pet.send("pet:drag-start", { offsetX: pressed.x, offsetY: pressed.y });
}
return;
}
setHovered(overPetArea(e.clientX, e.clientY));
// 點穿判定仍看實際像素,透明處要能點到底下的視窗
setIgnore(!(overSprite(e.clientX, e.clientY) || overBubble(e.clientX, e.clientY)));
});
document.addEventListener("mouseout", (e) => {
if (e.relatedTarget || pressed) return;
setHovered(false);
setIgnore(true);
});
window.addEventListener("mousedown", (e) => {
if (e.button === 0) {
pressed = { x: e.clientX, y: e.clientY, sx: e.screenX, sy: e.screenY, moved: false };
} else if (e.button === 2) {
window.pet.send("pet:context-menu");
}
});
window.addEventListener("mouseup", (e) => {
if (e.button !== 0 || !pressed) return;
const wasDrag = pressed.moved;
pressed = null;
if (wasDrag) {
drag = null;
canvas.classList.remove("grabbing");
window.pet.send("pet:drag-end");
} else {
onClick();
}
});
window.addEventListener("contextmenu", (e) => e.preventDefault());
window.pet.on("pet:drag-move", ({ dx }) => {
// Codex:單一取樣的水平位移 >= 4 才切 running-right<= -4 才切 running-left
if (drag && Math.abs(dx) >= 4) drag.dir = dx < 0 ? "left" : "right";
});
function onClick() {
if (!bubble.classList.contains("hidden") && !bubbleSticky) {
hideBubble();
return;
}
if (!overlay) play("waving", 1);
}
// ---------- 初始化 ----------
window.pet.on("pet:init", ({ pet, scale: s, followCursor: f }) => {
followCursor = f === true;
applyScale(s || 1);
if (pet) loadPet(pet);
else log("no pet available");
});
window.pet.on("pet:load", ({ pet }) => { if (pet) loadPet(pet); });
window.pet.on("pet:scale", ({ scale: s }) => applyScale(s));
window.pet.on("pet:settings", (st) => {
if (st && "followCursor" in st) followCursor = !!st.followCursor;
});
window.pet.on("pet:event", handleEvent);
// 系統的「減少動態效果」切換時,讓目前的動畫重新開始(Codex 的 effect 也把 reducedMotion 列為相依)
reducedMotionQuery.addEventListener("change", () => { if (player.anim) startAnim(player.anim, performance.now()); });
window.pet.send("pet:ready");
requestAnimationFrame(tick);