@siegesailor/terminal-sigma 1.2.0 → 1.4.0

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@@ -1,336 +1,506 @@
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- // The character is a 20x28 pixel canvas, facing right. Each terminal cell draws
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- // 2 stacked pixels with "▀", foreground for the top and background for the bottom.
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- export const spriteWidth = 20;
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- export const spriteHeight = 28;
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- const layer = (x, y, ...rows) => ({
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- x,
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- y,
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- rows,
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- });
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- const upper = (x, y, ...rows) => ({
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- x,
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- y,
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- rows,
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- upper: true,
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- });
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- const hood = upper(0, 2, "......kkkk", "....kkHHHHkk", "..kkHHHHHHHhk", "kkHHHHHHHHhffk", "..kHHHHHHhffEfk", "...kHHHHHhfffk", "....khhHHhffk", "....kkkkkkkk");
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- const neckScarf = upper(4, 10, "kSSSSSSSk", ".ksSSSsk");
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- const torso = upper(4, 12, ".kCCCCCCk", ".kcCCCCCCk", ".kcCCCCCCk", ".kcCCCCCk", ".knnnnNnk", "kcCCkCCCCk", "kcCk.kCCCk", ".kk...kkk");
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- const pauldron = upper(8, 11, "kaak", ".aaak", ".AAk");
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- const tails = [
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- upper(0, 10, "sSSS", "SS..", "s..."),
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- upper(0, 9, "s...", ".SSS", "..sS"),
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- upper(0, 10, "..SS", ".SSs", "Ss.."),
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- upper(0, 10, "SSSS", "ssss"),
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- ];
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- const [tailA, tailB, tailC, tailStream] = tails;
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- const hangingArm = upper(10, 14, "cck", "cck", "cck", "mm");
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- const standingLegs = layer(5, 19, ".kpk.kpk", ".kPk.kppk", ".kPk.kppk", ".kPk.kppk", ".kPk.kppk", ".kbk.kbbk", "kbbk.kbbbk", "kkkk.kkkkk");
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- const stride = (back, front) => layer(1, 19, `.....k${back}${back}${front}${front}k`, `....k${back}k..k${front}${front}k`, `...k${back}k....k${front}${front}k`, `..k${back}k......k${front}k`, ".kbk.......kpk", "kbk........kbbk", "kk.........kkkk");
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- const passing = (raised, planted) => layer(4, 19, `..k${raised}${planted}${planted}k`, `.kbk${planted}${planted}k`, `kbbkk${planted}k`, `.kk.k${planted}${planted}k`, `....k${planted}k`, "....kbbk", "....kbbbk", "....kkkkk");
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- const runLegs = [
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- stride("P", "p"),
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- passing("P", "p"),
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- stride("p", "P"),
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- passing("p", "P"),
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- ];
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- const armForward = upper(10, 13, "cc..", ".cck", "..mm");
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- const armBack = upper(7, 13, "..cc", ".cc.", "mm..");
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- const speedLines = [
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- layer(0, 14, "vv", "", "", "", "v", "", "", "vv"),
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- layer(0, 15, "v", "", "", "vv", "", "", "", "v"),
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- ];
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- const table = layer(12, 18, "xxxxxxxx", "......x.", "......x.", "......x.", "......x.", "......x.", "......x.", ".....xxx");
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- const laptop = layer(13, 12, "....lL", "....lL", "....lL", "....lL", "....lL", "LLLLLL");
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- const typing = [
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- upper(10, 13, "cc..", ".cc.", "..cm", "...m"),
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- upper(10, 13, "cc..", ".cc.", "..cm", "..m."),
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- ];
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- const codeBits = [
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- layer(14, 9, "y", "", "..y", "", ".y"),
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- layer(14, 7, ".y", "", "y", "", "..y"),
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- layer(15, 5, "y", "", ".y", "", "y"),
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- layer(14, 3, "..y", "", "y", "", ".y"),
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- ];
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- const cupLow = upper(10, 13, "cc..", ".ccm", "..QQ", "..Qo");
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- const cupRaised = upper(10, 6, "...QQ", "...Qo", "..cm.", ".cc..", ".cc..", ".cc..");
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- const steam = [
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- layer(12, 12, ".v", "v.", ".v"),
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- layer(12, 11, "v.", ".v", "v."),
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- layer(14, 3, "v", ".v"),
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- ];
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- const appleAtMouth = upper(10, 5, "...G.", "...FF", "...FF", "..cm.", ".cc..", ".cc..", ".cc..");
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- const appleInHand = upper(10, 13, "cc...", ".cmF.", "..FFG");
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- const bitten = upper(10, 13, "cc...", ".cmF.", "..F.G");
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- const dumbbellUp = upper(13, 0, "DDD", "DdD", "DDD", ".m.", ".c.", ".c.", ".c.", ".c.", ".c.", ".c.", ".c.", ".c.", "cc.");
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- const dumbbellRacked = upper(13, 8, "DDD", "DdD", "DDD", ".m.", ".c.", "cc.");
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- const sweat = [layer(16, 6, "u"), layer(16, 8, "u")];
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- const reachUp = upper(13, 1, ".m", ".c", ".c", ".c", ".c", ".c", ".c", ".c", ".c", ".c", ".c", "cc");
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- const reachForward = upper(10, 13, "ccccc", "....cmm");
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- const swordRaised = upper(13, 0, ".t.", ".t.", ".t.", ".t.", "ggg", ".m.", ".c.", ".c.", ".c.", ".c.", ".c.", ".c.", "cc.");
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- const sparkles = [
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- layer(0, 1, ".y..........y", "", "", "", "", "", "y.................y"),
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- layer(0, 3, "y.................y", "", "", "", "", "..y...........y"),
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- ];
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- const breathing = (legs, front) => [
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- { legs, behind: [tailA], front },
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- { legs, behind: [tailB], front },
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- { legs, behind: [tailC], front, breathe: true },
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- { legs, behind: [tailB], front, breathe: true },
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- { legs, behind: [tailA], front },
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- { legs, behind: [tailB], front, blink: true },
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- { legs, behind: [tailC], front, breathe: true },
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- { legs, behind: [tailB], front, breathe: true },
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- ];
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- const animations = {
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- idle: {
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- interval: 220,
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- frames: breathing(standingLegs, [hangingArm]),
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- },
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- focus: {
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- interval: 160,
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- frames: codeBits.map((bits, index) => ({
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- legs: standingLegs,
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- behind: [index % 2 === 0 ? tailA : tailB, table],
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- front: [laptop, typing[index % 2] ?? hangingArm, bits],
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- breathe: index >= 2,
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- })),
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- },
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- break: {
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- interval: 380,
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- frames: [
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- { legs: standingLegs, behind: [tailA], front: [cupLow, steam[0]] },
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- {
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- legs: standingLegs,
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- behind: [tailB],
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- front: [cupLow, steam[1]],
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- breathe: true,
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- },
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- {
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- legs: standingLegs,
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- behind: [tailC],
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- front: [cupLow, steam[0]],
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- breathe: true,
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- },
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- {
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- legs: standingLegs,
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- behind: [tailB],
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- front: [cupRaised, steam[2]],
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- blink: true,
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- },
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- {
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- legs: standingLegs,
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- behind: [tailA],
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- front: [cupRaised, steam[2]],
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- blink: true,
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- },
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- { legs: standingLegs, behind: [tailB], front: [cupLow, steam[1]] },
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- ],
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- },
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- eat: {
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- interval: 300,
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- frames: [
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- { legs: standingLegs, behind: [tailA], front: [appleInHand] },
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- { legs: standingLegs, behind: [tailB], front: [appleAtMouth] },
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- {
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- legs: standingLegs,
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- behind: [tailC],
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- front: [appleAtMouth],
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- breathe: true,
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- },
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- { legs: standingLegs, behind: [tailB], front: [bitten], breathe: true },
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- ],
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- },
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- run: {
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- interval: 110,
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- frames: runLegs.map((legs, index) => ({
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- legs,
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- behind: [tailStream, speedLines[index % 2] ?? tailStream],
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- front: [index % 2 === 0 ? armForward : armBack],
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- dy: index % 2 === 0 ? 0 : -1,
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- })),
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- },
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- lift: {
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- interval: 420,
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- frames: [
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- { legs: standingLegs, behind: [tailA], front: [dumbbellRacked] },
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- {
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- legs: standingLegs,
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- behind: [tailB],
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- front: [dumbbellUp, sweat[0]],
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- dy: -1,
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- },
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- {
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- legs: standingLegs,
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- behind: [tailC],
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- front: [dumbbellUp, sweat[1]],
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- dy: -1,
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- },
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- {
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- legs: standingLegs,
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- behind: [tailB],
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- front: [dumbbellRacked],
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- breathe: true,
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- },
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- ],
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- },
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- stretch: {
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- interval: 520,
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- frames: [
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- { legs: standingLegs, behind: [tailA], front: [reachUp], dy: -1 },
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- { legs: standingLegs, behind: [tailB], front: [reachUp], dy: -1 },
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- {
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- legs: standingLegs,
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- behind: [tailC],
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- front: [reachForward],
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- breathe: true,
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- },
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- {
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- legs: standingLegs,
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- behind: [tailB],
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- front: [reachForward],
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- breathe: true,
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- },
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- ],
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- },
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- levelUp: {
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- interval: 160,
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- frames: sparkles.flatMap((burst, index) => [
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- {
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- legs: standingLegs,
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- behind: [tailStream],
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- front: [swordRaised, burst],
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- dy: -1,
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- },
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- {
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- legs: standingLegs,
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- behind: [index === 0 ? tailA : tailC],
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- front: [swordRaised, burst],
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- },
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- ]),
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- },
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- };
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- export const animationOf = (activity) => animations[activity];
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- // Each gear slot upgrades once from level 2 and again 4 levels later, staggered
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- // so every level from 2 to 9 changes exactly 1 piece.
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+ // The pet lives on a stage as wide as its panel and 28 pixels tall. Each
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+ // terminal cell draws 2 stacked pixels with "▀", foreground for the top and
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+ // background for the bottom, so the stage takes 14 rows.
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+ export const stageHeight = 28;
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+ export const defaultLook = { size: 1, build: "average", gender: "other" };
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+ export function lookOf(profile) {
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+ if (!profile) {
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+ return defaultLook;
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+ }
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+ const bmi = profile.weight / (profile.height / 100) ** 2;
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+ let build = "average";
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+ if (bmi < 20) {
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+ build = "slim";
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+ }
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+ else if (bmi >= 27) {
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+ build = "broad";
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+ }
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+ return {
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+ size: Math.min(Math.max(Math.floor((profile.height - 150) / 12), 0), 3),
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+ build,
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+ gender: profile.gender,
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+ goal: profile.goal,
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+ };
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+ }
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+ export const noBadges = { meal: false, workout: false, focus: false };
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+ // Each equipment slot upgrades once from level 2 and again 4 levels later,
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+ // staggered so every level from 2 to 9 changes exactly 1 piece.
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  export const gearOf = (level) => {
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  const tier = (slot) => Math.min(Math.max(Math.floor((level - 2 - slot) / 4) + 1, 0), 2);
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- return { weapon: tier(0), armor: tier(1), hood: tier(2), relic: tier(3) };
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+ return { gadget: tier(0), wear: tier(1), headwear: tier(2), aura: tier(3) };
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+ };
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+ // The pet grows twice: a hatchling below level 4, an adult from level 7.
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+ export const growthOf = (level) => level >= 7 ? 2 : level >= 4 ? 1 : 0;
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+ const widthOf = { slim: 13, average: 15, broad: 18 };
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+ const shapeOf = (look, level, squash = 0) => {
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+ const growth = growthOf(level) - 1;
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+ const width = widthOf[look.build] + growth * 2 - squash;
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+ const height = 9 + look.size + growth * 2 + squash;
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+ return { width, height, top: height + 1 };
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+ };
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+ const span = (put, from, to, y, key) => {
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+ for (let x = from; x <= to; x++) {
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+ put(x, y, key);
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+ }
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+ };
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+ const icon = (rows, x, y) => (put) => {
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+ for (const [offset, row] of rows.entries()) {
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+ for (const [index, key] of [...row].entries()) {
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+ put(x + index, y - offset, key);
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+ }
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+ }
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+ };
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+ const sparkles = (points) => (put, shape) => {
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+ for (const [x, y] of points) {
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+ put(x < 0 ? x : shape.width - 1 + x, y + shape.top, "y");
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+ }
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+ };
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+ const laptop = (put, { width }) => {
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+ span(put, width + 3, width + 8, 0, "x");
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+ for (let y = 1; y <= 2; y++) {
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+ put(width + 7, y, "x");
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+ }
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+ span(put, width + 3, width + 7, 3, "L");
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+ for (let y = 4; y <= 7; y++) {
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+ put(width + 6, y, "l");
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+ put(width + 7, y, "L");
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+ }
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+ };
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+ const held = (rows, dy) => (put, shape) => {
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+ icon(rows, shape.width + 2, dy(shape))(put, shape, 0);
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  };
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- const weapons = [
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- upper(2, 13, ".g.", "xxx", ".W.", ".W.", ".W.", ".W.", ".W.", ".w."),
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- upper(2, 11, ".g.", ".g.", "xxx", ".w.", ".W.", ".W.", ".W.", ".W.", ".W.", ".W.", ".W.", ".w."),
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- upper(1, 10, "..t", "..g", ".xxx", ".tw", ".tw", ".tw", ".tw", ".tw", ".tw", ".tw", ".tw", ".tw", "..t"),
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- ];
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- const hoods = [
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- upper(0, 0, ""),
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- upper(4, 4, "SSSSSSS"),
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- upper(4, 0, ".Y....Y", ".YY..YY"),
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- ];
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- // The relic is a companion orb that bobs beside the character.
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- const relics = [
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- () => [],
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- (bob) => [layer(17, 4 + bob, "t")],
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- (bob) => [layer(16, 3 + bob, ".y.", "ytt", ".tt")],
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- ];
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- const orbBob = [0, 0, 1, 1];
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- const armorColors = [
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- ["#6B4A35", "#4A3324"],
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- ["#A3ACB8", "#6A7380"],
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- ["#D9B45A", "#9C7A2E"],
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- ];
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- export function paletteOf(level, palette) {
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- const gear = gearOf(level);
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- const [armor, armorShade] = armorColors[gear.armor] ?? armorColors[0];
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- const { cloak, cloakShade, scarf, scarfShade, glow } = palette.sprite;
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+ // Where the pet stands and what it does on every tick of `counter`.
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+ function sceneOf(activity, counter, width, shape, mood) {
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+ const home = 3;
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+ const minimum = 3;
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+ const maximum = Math.max(width - shape.width - 3, minimum + 1);
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+ const travel = maximum - minimum;
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+ const tick = counter % 4;
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+ if (activity === "idle" && mood === "sleepy") {
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+ // Napping in place: breathing, with Zs drifting up.
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+ return {
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+ x: Math.floor((width - shape.width) / 2),
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+ facing: 1,
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+ pose: { squash: tick < 2 ? 0 : 1, eyes: "closed" },
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+ props: [
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+ (put, { width: body, top }) => {
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+ const rise = counter % 6;
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+ icon(["zzzz", "..z.", ".z..", "zzzz"], body - 2 + rise, top + 4 + rise)(put, shape, 0);
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+ },
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+ ],
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+ };
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+ }
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+ if (activity === "idle") {
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+ // Wander: pause, walk across, pause and look about, walk back.
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+ const pause = 6;
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+ const cycle = 2 * (pause + travel);
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+ const at = counter % cycle;
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+ const isHappy = mood === "happy";
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+ const walk = (step) => ({
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+ step: step % 2 === 0 ? 1 : 2,
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+ look: 1,
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+ lift: isHappy && step % 2 === 1 ? 1 : 0,
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+ eyes: isHappy ? "happy" : "open",
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+ });
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+ const rest = (moment) => ({
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+ squash: Math.floor(moment / 2) % 2,
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+ eyes: isHappy ? "happy" : moment === 4 ? "closed" : "open",
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+ arms: isHappy && moment % 2 === 0 ? ["up", "up"] : undefined,
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+ });
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+ if (at < pause) {
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+ return {
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+ x: minimum,
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+ facing: at === 2 || at === 3 ? -1 : 1,
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+ pose: rest(at),
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+ };
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+ }
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+ if (at < pause + travel) {
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+ return { x: minimum + at - pause, facing: 1, pose: walk(at - pause) };
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+ }
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+ if (at < 2 * pause + travel) {
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+ const moment = at - pause - travel;
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+ return {
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+ x: maximum,
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+ facing: moment === 2 || moment === 3 ? 1 : -1,
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+ pose: rest(moment),
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+ };
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+ }
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+ const step = at - 2 * pause - travel;
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+ return { x: maximum - step, facing: -1, pose: walk(step) };
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+ }
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+ switch (activity) {
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+ case "run": {
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+ const lap = Math.max(Math.ceil(travel / 2), 1);
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+ const at = counter % (2 * lap);
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+ const forward = at < lap;
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+ const step = forward ? at : at - lap;
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+ return {
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+ x: forward
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+ ? Math.min(minimum + step * 2, maximum)
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+ : Math.max(maximum - step * 2, minimum),
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+ facing: forward ? 1 : -1,
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+ pose: {
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+ step: counter % 2 === 0 ? 1 : 2,
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+ lift: counter % 2,
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+ look: 1,
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+ arms: counter % 2 === 0 ? ["up", "down"] : ["down", "up"],
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+ },
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+ props: [icon(["vv.", "...", ".vv"], -6, 6)],
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+ };
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+ }
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+ case "focus": {
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+ return {
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+ x: home,
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+ facing: 1,
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+ pose: {
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+ look: 1,
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+ squash: tick < 2 ? 0 : 1,
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+ arms: ["down", tick % 2 === 0 ? "forward" : "mid"],
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+ },
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+ props: [
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+ laptop,
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+ (put, { width: body }) => {
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+ put(body + 5 + (tick % 2), 9 + tick, "y");
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+ put(body + 7 - (tick % 2), 9 + ((tick + 2) % 4), "y");
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+ },
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+ ],
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+ };
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+ }
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+ case "break": {
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+ const step = counter % 6;
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+ const sipping = step >= 4;
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+ return {
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+ x: home,
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+ facing: 1,
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+ pose: {
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+ look: 1,
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+ squash: step % 2,
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+ eyes: sipping ? "closed" : "open",
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+ arms: ["down", sipping ? "up" : "mid"],
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+ },
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+ props: [
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+ held(["QQ", "Qc"], (shape) => sipping ? shape.top - 1 : Math.ceil(shape.height / 2) + 2),
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+ ...(sipping
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+ ? []
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+ : [
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+ held(step % 2 === 0 ? [".v", "v."] : ["v.", ".v"], (shape) => Math.ceil(shape.height / 2) + 5),
187
+ ]),
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+ ],
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+ };
190
+ }
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+ case "eat": {
192
+ const atMouth = tick === 1 || tick === 2;
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+ return {
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+ x: home,
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+ facing: 1,
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+ pose: {
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+ look: 1,
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+ squash: tick === 2 ? 1 : 0,
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+ eyes: tick === 2 ? "happy" : "open",
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+ arms: ["down", atMouth ? "up" : "mid"],
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+ },
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+ props: [
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+ held(tick === 3 ? [".G", "F.", "FF"] : [".G", "FF", "FF"], (shape) => atMouth ? shape.top - 2 : Math.ceil(shape.height / 2) + 2),
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+ ],
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+ };
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+ }
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+ case "lift": {
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+ const up = tick === 1 || tick === 2;
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+ return {
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+ x: home,
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+ facing: 1,
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+ pose: {
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+ arms: up ? ["up", "up"] : ["mid", "mid"],
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+ lift: tick === 2 ? 1 : 0,
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+ squash: up ? 0 : 1,
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+ },
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+ props: [
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+ (put, shape) => {
219
+ const y = up ? shape.top + 3 : Math.ceil(shape.height / 2) + 4;
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+ span(put, -3, shape.width + 2, y, "d");
221
+ icon(["DD", "DD", "DD"], -4, y + 1)(put, shape, 0);
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+ icon(["DD", "DD", "DD"], shape.width + 2, y + 1)(put, shape, 0);
223
+ },
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+ ],
225
+ };
226
+ }
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+ case "stretch": {
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+ return {
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+ x: home,
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+ facing: 1,
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+ pose: {
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+ arms: tick < 2 ? ["up", "up"] : ["mid", "mid"],
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+ squash: tick < 2 ? -1 : 1,
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+ eyes: tick === 1 ? "closed" : "open",
235
+ },
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+ };
237
+ }
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+ case "levelUp": {
239
+ return {
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+ x: home,
241
+ facing: 1,
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+ pose: {
243
+ arms: ["up", "up"],
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+ lift: [0, 2, 3, 1][tick] ?? 0,
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+ eyes: "happy",
246
+ },
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+ props: [
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+ sparkles(tick % 2 === 0
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+ ? [
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+ [-3, 2],
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+ [3, 4],
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+ [-4, -3],
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+ [4, -1],
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+ ]
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+ : [
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+ [-4, 4],
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+ [4, 2],
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+ [-3, -1],
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+ [3, -3],
260
+ ]),
261
+ ],
262
+ };
263
+ }
264
+ }
265
+ }
266
+ export const intervalOf = (activity) => ({
267
+ idle: 220,
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+ focus: 180,
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+ break: 380,
270
+ eat: 300,
271
+ run: 110,
272
+ lift: 400,
273
+ stretch: 480,
274
+ levelUp: 160,
275
+ })[activity];
276
+ // How many ticks one loop of an activity takes on a stage of `width`.
277
+ export function cycleOf(activity, width) {
278
+ const travel = Math.max(width - 21, 4);
279
+ if (activity === "idle") {
280
+ return 2 * (6 + travel);
281
+ }
282
+ if (activity === "run") {
283
+ return 2 * Math.max(Math.ceil(travel / 2), 1);
284
+ }
285
+ return activity === "break" ? 6 : 4;
286
+ }
287
+ // Behind the body: a cape that flares and ripples, or sparkles of the aura.
288
+ function paintBehind({ put, shape, gear, counter }) {
289
+ if (gear.wear === 2) {
290
+ for (let y = 2; y <= shape.top - 2; y++) {
291
+ const flare = Math.floor((shape.top - y) / 3) + ((counter + y) % 4 < 2 ? 0 : 1);
292
+ span(put, -1 - flare, -1, y, y === 2 ? "s" : "S");
293
+ }
294
+ }
295
+ if (gear.aura === 2) {
296
+ const sway = counter % 2;
297
+ put(-3 - sway, shape.top - 1, "y");
298
+ put(shape.width + 2 + sway, shape.top - 3, "y");
299
+ put(-2, 3 + sway, "y");
300
+ }
301
+ }
302
+ // 4 short legs, like the Claude Code mascot; sneakers for an endurance goal.
303
+ function paintLegs({ put, shape, look, pose }) {
304
+ const columns = [1, 3, shape.width - 4, shape.width - 2];
305
+ const foot = look.goal === "endurance" ? "w" : "o";
306
+ for (const [index, x] of columns.entries()) {
307
+ const isLifted = (pose.step === 1 && index % 2 === 0) ||
308
+ (pose.step === 2 && index % 2 === 1);
309
+ if (!isLifted) {
310
+ put(x, 0, foot);
311
+ }
312
+ put(x, 1, "o");
313
+ }
314
+ }
315
+ function paintBody({ put, shape, look, gear }) {
316
+ const { width, top } = shape;
317
+ for (let y = 2; y <= top; y++) {
318
+ const isEdge = y === 2 || y === top;
319
+ span(put, isEdge ? 1 : 0, isEdge ? width - 2 : width - 1, y, y === 2 ? "o" : "O");
320
+ }
321
+ span(put, 1, 2, top - 1, "h");
322
+ if (look.goal === "loseFat") {
323
+ span(put, 0, width - 1, top - 1, "w");
324
+ }
325
+ else if (look.goal === "maintain") {
326
+ const middle = Math.floor(width / 2);
327
+ icon(["r.r", "rrr", ".r."], middle - 1, 6)(put, shape, 0);
328
+ }
329
+ if (gear.wear === 1) {
330
+ span(put, 0, width - 1, top - 5, "S");
331
+ put(-1, top - 5, "S");
332
+ put(-2, top - 6, "s");
333
+ }
334
+ }
335
+ function paintFace({ put, shape, pose, counter }) {
336
+ const look = pose.look ?? 0;
337
+ const eyeY = shape.top - 3;
338
+ const eyes = [
339
+ Math.round(shape.width * 0.3) + look,
340
+ Math.round(shape.width * 0.7) - 1 + look,
341
+ ];
342
+ for (const x of eyes) {
343
+ if (pose.eyes === "closed") {
344
+ span(put, x, x + 1, eyeY, "e");
345
+ }
346
+ else if (pose.eyes === "happy") {
347
+ put(x - 1, eyeY, "e");
348
+ put(x, eyeY + 1, "e");
349
+ put(x + 1, eyeY, "e");
350
+ put(x, eyeY - 2, "r");
351
+ }
352
+ else {
353
+ put(x, eyeY, "e");
354
+ put(x, eyeY + 1, counter % 23 === 0 ? "O" : "e");
355
+ }
356
+ }
357
+ }
358
+ // Side nubs; a muscle goal makes them bigger.
359
+ function paintArms({ put, shape, look, pose }) {
360
+ const size = look.goal === "buildMuscle" ? 3 : 2;
361
+ const [back, front] = pose.arms ?? ["down", "down"];
362
+ const rowOf = (arm) => ({
363
+ down: 3 + size - 1,
364
+ mid: Math.ceil(shape.height / 2) + size,
365
+ up: shape.top + size - 1,
366
+ forward: Math.ceil(shape.height / 2) + size,
367
+ })[arm];
368
+ const nub = (x, arm) => {
369
+ const reach = arm === "forward" ? 1 : 0;
370
+ for (let row = 0; row < size; row++) {
371
+ span(put, x + reach, x + reach + size - 1, rowOf(arm) - row, row === size - 1 ? "o" : "O");
372
+ }
373
+ };
374
+ nub(-size, back);
375
+ nub(shape.width, front);
376
+ }
377
+ // Gender sets an ornament at the back of the head, level the gear on top.
378
+ function paintHead({ put, shape, look, gear, counter }) {
379
+ const { width, top } = shape;
380
+ if (look.gender === "female") {
381
+ icon(["r.r", "rrr", "r.r"], 0, top + 3)(put, shape, 0);
382
+ }
383
+ else if (look.gender === "male") {
384
+ put(1, top + 1, "O");
385
+ put(2, top + 2, "O");
386
+ put(3, top + 1, "O");
387
+ }
388
+ else {
389
+ put(2, top + 1, "G");
390
+ put(1, top + 2, "G");
391
+ put(3, top + 3, "G");
392
+ }
393
+ if (gear.gadget >= 1) {
394
+ span(put, 5, width - 2, top + 1, "k");
395
+ icon(["S", "S"], -1, top - 1)(put, shape, 0);
396
+ icon(["S", "S"], width, top - 1)(put, shape, 0);
397
+ }
398
+ if (gear.gadget === 2) {
399
+ put(width - 3, top + 2, "k");
400
+ put(width - 3, top + 3, counter % 2 === 0 ? "t" : "y");
401
+ }
402
+ if (gear.headwear === 1) {
403
+ span(put, 5, width - 3, top + 1, "S");
404
+ span(put, 6, width - 4, top + 2, "S");
405
+ span(put, width - 2, width, top + 1, "s");
406
+ }
407
+ else if (gear.headwear === 2) {
408
+ span(put, 6, width - 3, top + 1, "g");
409
+ put(6, top + 2, "g");
410
+ put(Math.floor((width + 3) / 2), top + 2, "g");
411
+ put(width - 3, top + 2, "g");
412
+ put(Math.floor((width + 3) / 2), top + 1, "t");
413
+ }
414
+ if (gear.aura >= 1) {
415
+ const bob = counter % 4 < 2 ? 0 : 1;
416
+ put(width + 4, top + 2 + bob, "t");
417
+ put(width + 4, top + 3 + bob, "y");
418
+ }
419
+ }
420
+ export function paletteOf(palette) {
421
+ const { cloak, cloakShade, glow } = palette.sprite;
246
422
  return new Map([
247
- ["A", armorShade],
248
- ["a", armor],
249
- ["b", "#3B2D25"],
250
- ["C", cloak],
251
- ["c", cloakShade],
423
+ ["c", "#5A3A25"],
252
424
  ["D", "#50555F"],
253
425
  ["d", "#8A8F99"],
254
- ["E", glow],
426
+ ["e", "#1E1E1E"],
255
427
  ["F", "#C8473F"],
256
- ["f", "#241F2B"],
257
- ["G", "#5F8F4E"],
258
- ["g", "#B8913A"],
259
- ["H", cloak],
260
- ["h", cloakShade],
261
- ["k", "#15121A"],
428
+ ["G", "#6FA35A"],
429
+ ["g", "#D9B45A"],
430
+ ["h", palette.soft],
431
+ ["k", "#2B2B2B"],
262
432
  ["L", "#4A505B"],
263
433
  ["l", glow],
264
- ["m", "#C99272"],
265
- ["N", armor],
266
- ["n", "#4A3628"],
267
- ["o", "#5A3A25"],
268
- ["P", "#23252F"],
269
- ["p", "#2E3140"],
434
+ ["O", palette.accent],
435
+ ["o", palette.deep],
270
436
  ["Q", "#E6E0D4"],
271
- ["S", scarf],
272
- ["s", scarfShade],
437
+ ["r", "#E87A90"],
438
+ ["S", cloak],
439
+ ["s", cloakShade],
440
+ ["T", "#E5533D"],
273
441
  ["t", glow],
274
- ["u", "#8FC6E8"],
275
442
  ["v", "#9AA0A8"],
276
- ["W", "#8792A0"],
277
- ["w", "#C9D3DE"],
443
+ ["w", "#F2F2F2"],
278
444
  ["x", "#3D414B"],
279
- ["Y", "#E8DCC0"],
280
445
  ["y", palette.soft],
446
+ ["z", "#C8C8C8"],
281
447
  ]);
282
448
  }
283
- // The pixel keys of 1 frame, row by row, "." where nothing is drawn. The
284
- // counter keeps running across frames, so the relic bobs on its own beat.
285
- export function composeFrame(activity, counter, level) {
286
- const { frames } = animations[activity];
287
- const frame = frames[counter % frames.length] ?? frames[0];
288
- const gear = gearOf(level);
289
- const canvas = Array.from({ length: spriteHeight }, () => Array.from({ length: spriteWidth }, () => "."));
290
- if (!frame) {
291
- return canvas.map((row) => row.join(""));
292
- }
293
- const lowerDy = frame.dy ?? 0;
294
- const upperDy = lowerDy + (frame.breathe ? 1 : 0);
295
- const head = frame.blink
296
- ? { ...hood, rows: hood.rows.map((row) => row.replaceAll("E", "f")) }
297
- : hood;
298
- const layers = [
299
- weapons[gear.weapon],
300
- ...(frame.behind ?? []),
301
- frame.legs,
302
- torso,
303
- neckScarf,
304
- head,
305
- hoods[gear.hood],
306
- pauldron,
307
- ...(frame.front ?? []),
308
- ...(relics[gear.relic]?.(orbBob[counter % orbBob.length] ?? 0) ?? []),
309
- ];
310
- for (const item of layers) {
311
- if (!item) {
312
- continue;
313
- }
314
- const dy = item.upper ? upperDy : lowerDy;
315
- for (const [offset, row] of item.rows.entries()) {
316
- const target = canvas[item.y + offset + dy];
317
- for (const [index, key] of [...row].entries()) {
318
- if (target && key !== "." && item.x + index < spriteWidth) {
319
- target[item.x + index] = key;
320
- }
321
- }
449
+ // The pixel keys of 1 frame, row by row, "." where nothing is drawn.
450
+ export function composeScene({ activity, counter, level, look, mood, badges, width, }) {
451
+ const canvas = Array.from({ length: stageHeight }, () => Array.from({ length: width }, () => "."));
452
+ const plain = (column, y, key) => {
453
+ const row = canvas[stageHeight - 1 - y];
454
+ if (row && column >= 0 && column < width && key !== ".") {
455
+ row[column] = key;
322
456
  }
457
+ };
458
+ const baseShape = shapeOf(look, level);
459
+ const scene = sceneOf(activity, counter, width, baseShape, mood);
460
+ const shape = shapeOf(look, level, scene.pose.squash ?? 0);
461
+ const lift = scene.pose.lift ?? 0;
462
+ // Local x runs from the body's left edge toward where the pet faces.
463
+ const put = (x, y, key) => {
464
+ const column = scene.facing === 1 ? scene.x + x : scene.x + baseShape.width - 1 - x;
465
+ plain(column, y + lift, key);
466
+ };
467
+ const paint = {
468
+ put,
469
+ shape,
470
+ look,
471
+ gear: gearOf(level),
472
+ pose: scene.pose,
473
+ counter,
474
+ };
475
+ paintBehind(paint);
476
+ paintLegs(paint);
477
+ paintBody(paint);
478
+ paintFace(paint);
479
+ paintArms(paint);
480
+ paintHead(paint);
481
+ for (const draw of scene.props ?? []) {
482
+ draw(put, shape, counter);
483
+ }
484
+ // Today's badges float in the top right corner, whatever the pet does.
485
+ const icons = [
486
+ badges.focus ? ["GGG", "TTT", "TTT"] : undefined,
487
+ badges.meal ? [".G.", "FFF", ".F."] : undefined,
488
+ badges.workout ? ["D.D", "DdD", "D.D"] : undefined,
489
+ ].filter((rows) => rows !== undefined);
490
+ for (const [index, rows] of icons.entries()) {
491
+ icon(rows, width - 4 - index * 4, stageHeight - 2)(plain, shape, 0);
323
492
  }
324
493
  return canvas.map((row) => row.join(""));
325
494
  }
326
495
  // Pairs of pixel rows become 1 row of "▀"/"▄" cells, merged into styled runs.
327
496
  export function toSegments(frame, palette) {
328
497
  const lines = [];
498
+ const width = frame[0]?.length ?? 0;
329
499
  for (let y = 0; y < frame.length; y += 2) {
330
500
  const top = frame[y] ?? "";
331
501
  const bottom = frame[y + 1] ?? "";
332
502
  const line = [];
333
- for (let x = 0; x < spriteWidth; x++) {
503
+ for (let x = 0; x < width; x++) {
334
504
  const upperColor = palette.get(top[x] ?? ".");
335
505
  const lowerColor = palette.get(bottom[x] ?? ".");
336
506
  const cell = upperColor === undefined