dsh-folia 4.3.0 → 4.3.1

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Files changed (2) hide show
  1. package/lib/client.js +157 -13
  2. package/package.json +3 -2
package/lib/client.js CHANGED
@@ -17345,10 +17345,20 @@ window.__ModuleLoader__.load({
17345
17345
  actions.push(btn(isActive ? weT("使用中") : weT("使用"), () => act("config", { enabled: true, petId: p.dirId }, p.name), isActive || Boolean(busy)));
17346
17346
  actions.push(btn(weT("卸载"), () => act("remove", { id: p.dirId }, p.name), Boolean(busy)));
17347
17347
  return React.createElement("div", { key, style: PET_STYLE.card },
17348
- React.createElement("img", {
17349
- src: p.sheet, alt: "", loading: "lazy", decoding: "async",
17350
- style: { width: "100%", maxHeight: "96px", objectFit: "contain", background: "rgba(0,0,0,0.25)", borderRadius: "6px" },
17351
- onError: (e) => { e.target.style.display = "none"; },
17348
+ // 预览只显示**第一帧**:雪碧图是 8×9 网格,直接贴图会看到一整排小人(用户实测反馈"看着很乱")。
17349
+ // 用 background-size = 列数/行数 × 100% + position 0 0 裁出左上角那一格。
17350
+ React.createElement("div", {
17351
+ style: {
17352
+ width: "100%",
17353
+ aspectRatio: (p.cell ? p.cell.width + " / " + p.cell.height : "192 / 208"),
17354
+ maxHeight: "96px",
17355
+ backgroundImage: "url(" + apiUrl(p.sheet) + ")",
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+ backgroundSize: (Number(p.columns) || 8) * 100 + "% " + (Array.isArray(p.frames) ? p.frames.length : 9) * 100 + "%",
17357
+ backgroundPosition: "0 0",
17358
+ backgroundRepeat: "no-repeat",
17359
+ backgroundColor: "rgba(0,0,0,0.25)",
17360
+ borderRadius: "6px",
17361
+ },
17352
17362
  }),
17353
17363
  React.createElement("div", { style: PET_STYLE.title }, p.name),
17354
17364
  React.createElement("div", { style: PET_STYLE.meta },
@@ -17437,6 +17447,36 @@ window.__ModuleLoader__.load({
17437
17447
  const PET_ACTIVITY_POLL_MS = 500;
17438
17448
  /** 光标静止后多久切回 idle(毫秒)。 */
17439
17449
  const PET_WAVE_IDLE_MS = 9000;
17450
+ /**
17451
+ * 日常动作调度:没在干活时,每隔 5~11 秒随机演一个。
17452
+ *
17453
+ * 为什么需要它:只播 idle 的宠物看起来是"一张会呼吸的图",不像活物。这里把 manifest 的
17454
+ * 9 条轨道都用上 —— 走一段(左右跑)、挥手、跳一下、发会儿呆 —— 用**随机间隔**而不是固定节拍,
17455
+ * 避免机械感。干活(work/done/fail)优先级最高,调度器在那些状态下不抢行。
17456
+ */
17457
+ const PET_IDLE_ACTIONS = [
17458
+ { row: "wave", weight: 3, ms: 0 },
17459
+ { row: "jump", weight: 2, ms: 0 },
17460
+ { row: "wait", weight: 2, ms: 1800 },
17461
+ { row: "walkRight", weight: 3, ms: 1600 },
17462
+ { row: "walkLeft", weight: 3, ms: 1600 },
17463
+ ];
17464
+ /**
17465
+ * 统一时钟。
17466
+ *
17467
+ * ⚠️ `requestAnimationFrame(fn)` 交给 fn 的是**页面相对时间**(与 performance.now 同源),
17468
+ * 不是 petNow()。两者混用会出现「holdUntil = petNow() + 1400,而 now 只有几千」——
17469
+ * 比较永远不成立,于是宠物切到 done/fail/wave 之后**再也回不到 idle**(实测复现)。
17470
+ * 所有时间比较一律走这一个函数。
17471
+ */
17472
+ function petNow() {
17473
+ try {
17474
+ if (typeof performance !== "undefined" && typeof performance.now === "function") return performance.now();
17475
+ } catch { /* 退回 Date.now */ }
17476
+ return petNow();
17477
+ }
17478
+ /** 两次随机动作之间的间隔范围(毫秒)。 */
17479
+ const PET_IDLE_GAP_MS = [5000, 11000];
17440
17480
 
17441
17481
  /**
17442
17482
  * 声音:包内 `sounds/<事件>.ogg|mp3|wav` 优先(manifest.sounds 显式声明),
@@ -17533,7 +17573,7 @@ window.__ModuleLoader__.load({
17533
17573
  let frame = 0;
17534
17574
  let row = PET_ROW.idle;
17535
17575
  let acc = 0;
17536
- let last = 0;
17576
+ let last = 0; // rAF 时间戳(页面相对时间),不是 Date.now()
17537
17577
  let raf = 0;
17538
17578
  let dead = false;
17539
17579
  let idleSince = 0;
@@ -17544,6 +17584,12 @@ window.__ModuleLoader__.load({
17544
17584
  let activityTimer = null;
17545
17585
  /** 一次性动作(done/fail)播完自动回 idle 的时间戳。 */
17546
17586
  let holdUntil = 0;
17587
+ /** 下一次随机动作的时间点;0 = 立即重排。 */
17588
+ let nextActionAt = 0;
17589
+ /** 走动中的速度(px/帧,正=向右)。0 = 不走。 */
17590
+ let walkSpeed = 0;
17591
+ /** 走动剩余时长(毫秒)。 */
17592
+ let walkLeft = 0;
17547
17593
 
17548
17594
  const cw = Math.max(1, Number(pet.cell && pet.cell.width) || 192);
17549
17595
  const ch = Math.max(1, Number(pet.cell && pet.cell.height) || 208);
@@ -17589,8 +17635,35 @@ window.__ModuleLoader__.load({
17589
17635
  function tick(now) {
17590
17636
  if (dead) return;
17591
17637
  if (!last) last = now;
17592
- acc += now - last;
17638
+ const dt = Math.max(0, Math.min(100, now - last)); // 切后台回来可能是几百毫秒,钳住
17639
+ acc += dt;
17593
17640
  last = now;
17641
+ // ── 走动:每帧挪一点,走到头或时间到就停下回 idle ──
17642
+ if (walkSpeed !== 0 && walkLeft > 0) {
17643
+ const p = pos();
17644
+ const maxX = Math.max(0, (window.innerWidth || 1920) - layerEl.offsetWidth);
17645
+ const nx = p.left + walkSpeed;
17646
+ if (nx <= 0 || nx >= maxX) {
17647
+ walkSpeed = -walkSpeed;
17648
+ setRow(walkSpeed > 0 ? PET_ROW.runRight : PET_ROW.runLeft);
17649
+ moveTo(Math.max(0, Math.min(maxX, nx)), p.top);
17650
+ } else {
17651
+ moveTo(nx, p.top);
17652
+ }
17653
+ walkLeft -= dt;
17654
+ if (walkLeft <= 0) {
17655
+ walkSpeed = 0;
17656
+ setRow(PET_ROW.idle);
17657
+ nextActionAt = petNow() + PET_IDLE_GAP_MS[0] + Math.random() * (PET_IDLE_GAP_MS[1] - PET_IDLE_GAP_MS[0]);
17658
+ }
17659
+ }
17660
+ // ── 日常动作调度:只在"真的闲着"时才演 ──
17661
+ if (!activity && walkSpeed === 0 && row === PET_ROW.idle && !holdUntil && now >= nextActionAt) {
17662
+ playIdleAction();
17663
+ const gap = PET_IDLE_GAP_MS[0] + Math.random() * (PET_IDLE_GAP_MS[1] - PET_IDLE_GAP_MS[0]);
17664
+ nextActionAt = petNow() + gap;
17665
+ }
17666
+
17594
17667
  // 活动状态变化时先切行(work/done/fail 优先于 idle/wave)。
17595
17668
  if (activityTimer === null && typeof setInterval === "function") {
17596
17669
  activityTimer = setInterval(() => {
@@ -17599,11 +17672,13 @@ window.__ModuleLoader__.load({
17599
17672
  activity = nowActive;
17600
17673
  if (activity) {
17601
17674
  holdUntil = 0;
17675
+ walkSpeed = 0;
17676
+ walkLeft = 0;
17602
17677
  if (row !== PET_ROW.work) setRow(PET_ROW.work);
17603
17678
  } else if (row === PET_ROW.work) {
17604
17679
  // 干完活 → 完成行一小会儿,再回 idle("被看见"的反馈)
17605
17680
  setRow(PET_ROW.done);
17606
- holdUntil = Date.now() + 1600;
17681
+ holdUntil = petNow() + 1600;
17607
17682
  voice.play("done");
17608
17683
  }
17609
17684
  }, PET_ACTIVITY_POLL_MS);
@@ -17623,7 +17698,54 @@ window.__ModuleLoader__.load({
17623
17698
  draw();
17624
17699
  raf = (typeof requestAnimationFrame === "function")
17625
17700
  ? requestAnimationFrame(tick)
17626
- : setTimeout(() => tick(Date.now()), 60);
17701
+ : setTimeout(() => tick(petNow()), 60);
17702
+ }
17703
+
17704
+ /** 当前左上角(拖动/走动都读写这一对值)。 */
17705
+ function pos() {
17706
+ const left = parseFloat(layerEl.style.left);
17707
+ const top = parseFloat(layerEl.style.top);
17708
+ return {
17709
+ left: Number.isFinite(left) ? left : (window.innerWidth - layerEl.offsetWidth - 24),
17710
+ top: Number.isFinite(top) ? top : (window.innerHeight - layerEl.offsetHeight - 16),
17711
+ };
17712
+ }
17713
+ function moveTo(left, top) {
17714
+ const maxX = Math.max(0, (window.innerWidth || 1920) - layerEl.offsetWidth);
17715
+ const maxY = Math.max(0, (window.innerHeight || 1080) - layerEl.offsetHeight);
17716
+ const x = Math.max(0, Math.min(maxX, left));
17717
+ const y = Math.max(0, Math.min(maxY, top));
17718
+ layerEl.style.left = x + "px";
17719
+ layerEl.style.top = y + "px";
17720
+ layerEl.style.right = "auto";
17721
+ layerEl.style.bottom = "auto";
17722
+ }
17723
+
17724
+ /** 从 idle 里挑一个动作演。走动会真的位移,演完自己停。 */
17725
+ function playIdleAction() {
17726
+ const total = PET_IDLE_ACTIONS.reduce((s, a) => s + a.weight, 0);
17727
+ let pick = Math.random() * total;
17728
+ let action = PET_IDLE_ACTIONS[0];
17729
+ for (const a of PET_IDLE_ACTIONS) { if ((pick -= a.weight) <= 0) { action = a; break; } }
17730
+ if (action.row === "walkRight" || action.row === "walkLeft") {
17731
+ const dir = action.row === "walkRight" ? 1 : -1;
17732
+ const p0 = pos();
17733
+ // 走到边上就掉头:撞墙不停在原地踏步,直接换方向。
17734
+ const maxX = Math.max(0, (window.innerWidth || 1920) - layerEl.offsetWidth);
17735
+ if ((dir > 0 && p0.left >= maxX - 2) || (dir < 0 && p0.left <= 2)) {
17736
+ setRow(dir > 0 ? PET_ROW.runLeft : PET_ROW.runRight);
17737
+ walkSpeed = -dir * (0.9 * scale);
17738
+ } else {
17739
+ setRow(dir > 0 ? PET_ROW.runRight : PET_ROW.runLeft);
17740
+ walkSpeed = dir * (0.9 * scale);
17741
+ }
17742
+ walkLeft = action.ms;
17743
+ return;
17744
+ }
17745
+ walkSpeed = 0;
17746
+ walkLeft = 0;
17747
+ setRow(PET_ROW[action.row] === undefined ? PET_ROW.idle : PET_ROW[action.row]);
17748
+ holdUntil = action.ms ? petNow() + action.ms : petNow() + 1400;
17627
17749
  }
17628
17750
 
17629
17751
  function setRow(next) {
@@ -17659,7 +17781,10 @@ window.__ModuleLoader__.load({
17659
17781
  dragging = null;
17660
17782
  if (!moved) {
17661
17783
  // 单击 = 挥手(给用户一个"它有反应"的反馈),之后自动回 idle
17784
+ walkSpeed = 0;
17785
+ walkLeft = 0;
17662
17786
  setRow(PET_ROW.wave);
17787
+ holdUntil = petNow() + 1400;
17663
17788
  voice.play("wave");
17664
17789
  } else {
17665
17790
  try { localStorage.setItem("wePetPos", JSON.stringify({ left: layerEl.style.left, top: layerEl.style.top })); } catch { /* ignore */ }
@@ -17675,8 +17800,8 @@ window.__ModuleLoader__.load({
17675
17800
  window.addEventListener("pointermove", onPointerMove);
17676
17801
  window.addEventListener("pointerup", onPointerUp);
17677
17802
  }
17678
- idleSince = Date.now();
17679
- raf = (typeof requestAnimationFrame === "function") ? requestAnimationFrame(tick) : setTimeout(() => tick(Date.now()), 60);
17803
+ idleSince = petNow();
17804
+ raf = (typeof requestAnimationFrame === "function") ? requestAnimationFrame(tick) : setTimeout(() => tick(petNow()), 60);
17680
17805
 
17681
17806
  function destroy() {
17682
17807
  dead = true;
@@ -17694,9 +17819,11 @@ window.__ModuleLoader__.load({
17694
17819
  return {
17695
17820
  destroy, setRow, resize,
17696
17821
  /** 外部事件注入(面板操作失败等):一次性播放失败行并出声。 */
17697
- fail() { setRow(PET_ROW.fail); holdUntil = Date.now() + 1600; voice.play("fail"); },
17698
- cheer() { setRow(PET_ROW.done); holdUntil = Date.now() + 1600; voice.play("done"); },
17822
+ fail() { setRow(PET_ROW.fail); holdUntil = petNow() + 1600; voice.play("fail"); },
17823
+ cheer() { setRow(PET_ROW.done); holdUntil = petNow() + 1600; voice.play("done"); },
17699
17824
  get row() { return row; },
17825
+ /** 让下一次随机动作尽快发生(首次出现时用)。 */
17826
+ scheduleSoon() { nextActionAt = petNow() + 1200 + Math.random() * 1800; },
17700
17827
  };
17701
17828
  }
17702
17829
 
@@ -17706,16 +17833,24 @@ window.__ModuleLoader__.load({
17706
17833
  * 它自己拉 `/folia/pets/list`(配置 + 已装宠物),所以**不依赖面板是否打开过** ——
17707
17834
  * 冷启动就能出宠物。
17708
17835
  */
17836
+ /** 让刚出现的宠物在 1.2~3 秒后演第一个动作(实例内部按需读 nextActionAt)。 */
17837
+ function nextActionSoon(instance) {
17838
+ try { if (instance && typeof instance.scheduleSoon === "function") instance.scheduleSoon(); } catch { /* ignore */ }
17839
+ }
17840
+
17709
17841
  function mountPetLayer() {
17710
17842
  if (typeof document === "undefined" || !document.body) return null;
17711
17843
  let disposed = false;
17712
17844
  let instance = null;
17713
17845
  let layerEl = null;
17846
+ /** 当前实例对应的「宠物@大小」;变了就要销毁重建。 */
17847
+ let currentKey = "";
17714
17848
 
17715
17849
  function teardownDom() {
17716
17850
  if (instance) { try { instance.destroy(); } catch { /* ignore */ } instance = null; }
17717
17851
  if (layerEl && layerEl.parentNode) layerEl.parentNode.removeChild(layerEl);
17718
17852
  layerEl = null;
17853
+ currentKey = "";
17719
17854
  }
17720
17855
 
17721
17856
  async function sync() {
@@ -17731,7 +17866,12 @@ window.__ModuleLoader__.load({
17731
17866
  if (!cfg || !cfg.enabled || !pet) { teardownDom(); return; }
17732
17867
 
17733
17868
  const scale = Number(cfg.scale) > 0 ? Number(cfg.scale) : 1;
17734
- if (layerEl) { layerEl.style.display = ""; if (instance) instance.resize(); return; }
17869
+ const key = String(pet.dirId || pet.id) + "@" + scale;
17870
+ // 换宠物 / 改大小 ⇒ **必须重建**:旧实例的贴图与几何都是上一只的。
17871
+ // (实测踩过:只在首次创建,于是点「使用」换了宠物而屏幕没变 —— 就是这里。)
17872
+ if (layerEl && currentKey === key) { layerEl.style.display = ""; return; }
17873
+ teardownDom();
17874
+ currentKey = key;
17735
17875
 
17736
17876
  layerEl = document.createElement("div");
17737
17877
  layerEl.id = PET_LAYER_ID;
@@ -17753,6 +17893,8 @@ window.__ModuleLoader__.load({
17753
17893
  layerEl.appendChild(canvas);
17754
17894
  document.body.appendChild(layerEl);
17755
17895
  instance = createPetLayer(layerEl, canvas, pet, scale, cfg);
17896
+ // 首次出现时排一个随机动作,别一上来就傻站着。
17897
+ nextActionSoon(instance);
17756
17898
  }
17757
17899
 
17758
17900
  sync();
@@ -17770,6 +17912,8 @@ window.__ModuleLoader__.load({
17770
17912
  };
17771
17913
  }
17772
17914
 
17915
+ // 仅供单测驱动(构建期内联时会剥掉 export,不影响产物)。
17916
+
17773
17917
  // ── 内联模块:src/quick-panel.js —— 快捷播放面板(官方侧栏 tab 与低版本抽屉共用同一份内容):当前壁纸 + 轮播 + 列表快切 + 声音 + 设置入口。列表虚拟滚动(spacer + 可视窗口)(构建期注入;勿手改本段)──
17774
17918
  /**
17775
17919
  * quick-panel.js — 快捷播放面板(侧边栏的**唯一**内容):当前壁纸 + 轮播 + 三档页签
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "dsh-folia",
3
- "version": "4.3.0",
3
+ "version": "4.3.1",
4
4
  "description": "Folia 壁纸引擎:把本机 Wallpaper Engine 壁纸搬进 DSH 界面(场景实时渲染 / 视频 / 网页),内置液态玻璃与 Folia 吉祥物,并可从自建站点拉取壁纸。单包形态(组件已合并)。",
5
5
  "type": "module",
6
6
  "engines": {
@@ -192,7 +192,8 @@
192
192
  "prepack": "node scripts/prepare.mjs",
193
193
  "test:boot": "node test/boot-http.mjs",
194
194
  "test:pets": "node test/pets-http.mjs",
195
- "gate": "node scripts/build-client.mjs \u0026\u0026 node test/run-guards.mjs smoke \u0026\u0026 node test/boot-http.mjs \u0026\u0026 node test/pets-http.mjs"
195
+ "test:pets-layer": "node test/pets-layer.mjs",
196
+ "gate": "node scripts/build-client.mjs \u0026\u0026 node test/run-guards.mjs smoke \u0026\u0026 node test/boot-http.mjs \u0026\u0026 node test/pets-http.mjs \u0026\u0026 node test/pets-layer.mjs"
196
197
  },
197
198
  "peerDependencies": {
198
199
  "@deepseek-ai/cordis": "^4.0.4",