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Author SHA1 Message Date
cece0ee870 laptop backup 2023-01-29 07:54:14 -05:00
20 changed files with 19399 additions and 242 deletions

18901
v2/package-lock.json generated Normal file

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2
v2/src/constants.ts Normal file
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export const FRAME_RATE = 10;
export const GRAVITY = 9.8;

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<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8" />
<title>Hello World!</title>
</head>
<body>
<h1>💖 Hello World!</h1>
<p>Welcome to your Electron application.</p>
</body>
<html>
<head>
<meta charset="UTF-8" />
<title>Desktop Daemon</title>
<link rel="icon" type="img/png" src="assets/logo.png">
<style>
html, body {
margin: 0;
padding: 0;
height: 100%;
width: 100%;
overflow: hidden;
}
</style>
</head>
<body>
<canvas id="canvas"></canvas>
</body>
</html>

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import { app, BrowserWindow } from 'electron';
// This allows TypeScript to pick up the magic constants that's auto-generated by Forge's Webpack
// plugin that tells the Electron app where to look for the Webpack-bundled app code (depending on
// whether you're running in development or production).
import {app, BrowserWindow, screen} from 'electron';
import path from 'path';
declare const MAIN_WINDOW_WEBPACK_ENTRY: string;
declare const MAIN_WINDOW_PRELOAD_WEBPACK_ENTRY: string;
// Handle creating/removing shortcuts on Windows when installing/uninstalling.
if (require('electron-squirrel-startup')) {
// eslint-disable-line global-require
app.quit();
}
if(require('electron-squirrel-startup')) app.quit();
const createWindow = (): void => {
// Create the browser window.
const primaryDisplay = screen.getPrimaryDisplay();
const height = 250;
const mainWindow = new BrowserWindow({
height: 600,
width: 800,
x: 0,
y: primaryDisplay.workArea.height - height,
height: height,
width: primaryDisplay.size.width,
frame: false,
transparent: true,
roundedCorners: false,
resizable: false,
fullscreen: false,
alwaysOnTop: true,
icon: path.join(__dirname, "../assets/logo.png"),
title: 'Desktop Daemon',
webPreferences: {
// nodeIntegration: true,
// contextIsolation: false,
preload: MAIN_WINDOW_PRELOAD_WEBPACK_ENTRY,
},
});
// and load the index.html of the app.
mainWindow.loadURL(MAIN_WINDOW_WEBPACK_ENTRY);
// Open the DevTools.
mainWindow.webContents.openDevTools();
};
// This method will be called when Electron has finished
// initialization and is ready to create browser windows.
// Some APIs can only be used after this event occurs.
app.on('ready', createWindow);
// Quit when all windows are closed, except on macOS. There, it's common
// for applications and their menu bar to stay active until the user quits
// explicitly with Cmd + Q.
app.on('window-all-closed', () => {
if (process.platform !== 'darwin') {
app.quit();
}
if (process.platform !== 'darwin') app.quit();
});
app.on('activate', () => {
// On OS X it's common to re-create a window in the app when the
// dock icon is clicked and there are no other windows open.
if (BrowserWindow.getAllWindows().length === 0) {
createWindow();
}
if (BrowserWindow.getAllWindows().length === 0) createWindow();
});
// In this file you can include the rest of your app's specific main process
// code. You can also put them in separate files and import them here.

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v2/src/npc.ts Normal file
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import {GRAVITY} from './constants';
import {SpriteSheet} from './sprite-sheet';
export type NPCOptions = {
bubbleOffset?: [number, number];
noBounds?: boolean;
noGravity?: boolean;
scale?: number;
}
export class NPC {
private readonly emojis = [
0x1F600, 0x1F601, 0x1F603, 0x1F603, 0x1F604, 0x1F605, 0x1F606,
0x1F607, 0x1F609, 0x1F60A, 0x1F642, 0x1F643, 0x1F355, 0x1F354,
];
private readonly texturePack: any;
private random: number = 0;
private sprite!: any;
private text: string;
public pos = [0, 0];
public vel = [0, 0];
constructor(private readonly ctx: CanvasRenderingContext2D,
public readonly spriteSheetPath: string,
public readonly spriteDefPath: string,
public readonly options: NPCOptions = {},
) {
this.texturePack = new SpriteSheet(this.ctx,
'./assets/sprites/texture-pack/spritesheet.png',
'../assets/sprites/texture-pack/spritesheet.json');
if(this.options.bubbleOffset == null) this.options.bubbleOffset = [0, 0];
if(this.options.scale == null) this.options.scale = 1;
this.sprite = new SpriteSheet(ctx, spriteSheetPath, spriteDefPath);
setInterval(() => {
this.message(String.fromCodePoint(this.emojis[~~(Math.random() * this.emojis.length)]));
}, 10000);
}
animate(name: string, reverse = false) {
if(this.text) {
const bubble = this.texturePack.definitions.sprites['bubble'];
const x = this.pos[0] + this.options.bubbleOffset[0] * (reverse ? -1 : 1);
const y = this.pos[1] + this.options.bubbleOffset[1];
this.texturePack.drawSprite(x, y, 'bubble', reverse);
this.ctx.save();
this.ctx.textAlign = 'center';
this.ctx.textBaseline = 'middle';
this.ctx.font = '24px serif';
this.ctx.fillText(this.text, x + (bubble.width / 2 * (reverse ? -1 : 1)), y + (bubble.height / 2));
this.ctx.restore();
}
this.sprite.animate(this.pos[0], this.pos[1], name, reverse, this.options.scale);
}
tick() {
if(this.random <= 0) {
const move = Math.random();
if(move < 0.333) this.vel = [0, 0];
else if(move < 0.666) this.vel = [-10, 0];
else this.vel = [10, 0];
this.random = Math.random() * 50;
}
this.random--;
this.pos = [this.pos[0] + this.vel[0], this.pos[1] + this.vel[1]];
if(!this.options.noGravity) this.vel[1] -= GRAVITY;
if(this.pos[1] < 0) this.pos[1] = 0;
if(!this.options.noBounds) {
if(this.pos[0] < 0) this.pos[0] = 0;
if(this.pos[0] > this.ctx.canvas.width) this.pos[0] = this.ctx.canvas.width;
}
this.animate(this.vel[0] == 0 ? 'idle' : 'walk', this.vel[0] < 0);
}
message(text: string, ms = 5000) {
setTimeout(() => this.text = null, ms);
this.text = text;
}
}

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// See the Electron documentation for details on how to use preload scripts:
// https://www.electronjs.org/docs/latest/tutorial/process-model#preload-scripts

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/**
* This file will automatically be loaded by webpack and run in the "renderer" context.
* To learn more about the differences between the "main" and the "renderer" context in
* Electron, visit:
*
* https://electronjs.org/docs/latest/tutorial/process-model
*
* By default, Node.js integration in this file is disabled. When enabling Node.js integration
* in a renderer process, please be aware of potential security implications. You can read
* more about security risks here:
*
* https://electronjs.org/docs/tutorial/security
*
* To enable Node.js integration in this file, open up `main.js` and enable the `nodeIntegration`
* flag:
*
* ```
* // Create the browser window.
* mainWindow = new BrowserWindow({
* width: 800,
* height: 600,
* webPreferences: {
* nodeIntegration: true
* }
* });
* ```
*/
import './index.css';
import {FRAME_RATE} from './constants';
import {NPC} from './npc';
console.log('👋 This message is being logged by "renderer.js", included via webpack');
const canvas = <HTMLCanvasElement>document.getElementById('canvas');
const ctx = canvas.getContext('2d');
const screenHeight = window.innerHeight;
const screenWidth = window.innerWidth;
canvas.width = screenWidth;
canvas.height = screenHeight;
function clearScreen() { ctx.clearRect(0, 0, screenWidth, screenHeight); }
const dog = new NPC(ctx, '/static/sprites/shadow-dog/spritesheet.png', '/static/sprites/shadow-dog/spritesheet.json', {
bubbleOffset: [50, 75],
scale: 0.25
});
let frame = 0, once = true;
setInterval(() => {
requestAnimationFrame(() => {
frame++;
clearScreen();
dog.tick();
})
}, 1000 / FRAME_RATE);

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v2/src/sprite-sheet.ts Normal file
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export type SpriteDefinitions = {
width?: number;
height?: number;
animations?: {[key: string]: {y: number, frames: number}};
sprites?: {[key: string]: {x: number, y: number, width?: number, height?: number}};
}
export class SpriteSheet {
private readonly definitions!: SpriteDefinitions;
private readonly spriteSheet!: HTMLImageElement;
private animation = '';
private frame = -1;
constructor(private readonly ctx: CanvasRenderingContext2D,
public readonly spriteSheetPath: string,
public readonly spriteDefPath: string,
) {
this.spriteSheet = new Image();
this.spriteSheet.src = spriteSheetPath;
this.definitions = require(spriteDefPath);
// Backfill coordinates if shorthand is used
if(this.definitions.sprites?.length) {
Object.entries(this.definitions.sprites).forEach(sprite => {
const [name, def] = sprite;
if(def.width == null) {
if(this.definitions.width == null)
throw new Error(`Sprite is missing it's width: ${name}`);
this.definitions.sprites[name].x = this.definitions.width * def.x;
this.definitions.sprites[name].width = this.definitions.width;
}
if(def.height == null) {
if(this.definitions.height == null)
throw new Error(`Sprite is missing it's height: ${name}`);
this.definitions.sprites[name].y = this.definitions.height * def.y;
this.definitions.sprites[name].height = this.definitions.height;
}
});
}
}
animate(x: number, y: number, name: string = this.animation, flip = false, scale = 1) {
const animation = this.definitions.animations[name];
if(!animation) throw new Error(`Animation doesn't exist: ${name}`);
if(name == this.animation) {
this.frame++;
if(this.frame >= animation.frames) this.frame = 0;
} else {
this.animation = name;
this.frame = 0;
}
this.drawFrame(x, y, this.animation, this.frame, flip, scale);
}
drawFrame(x: number, y: number, name: string, frame: number, flip = false, scale = 1, centerX = true, centerY = false) {
const sprite = this.definitions.animations[name];
if(!sprite) throw new Error(`Animation doesn't exist: ${name}`);
this.ctx.save();
this.ctx.translate(centerX ?
this.definitions.width * scale / 2 * (flip ? 1 : -1) :
flip ? this.definitions.width : 0,
centerY ? this.definitions.height / -2 : 0);
this.ctx.scale(flip ? -1 : 1, 1);
this.ctx.drawImage(this.spriteSheet,
frame * this.definitions.width, sprite.y * this.definitions.height, this.definitions.width, this.definitions.height,
x * (flip ? -1 : 1), this.ctx.canvas.height - (this.definitions.height * scale + y),
this.definitions.width * scale, this.definitions.height * scale);
this.ctx.restore();
}
drawSprite(x: number, y: number, name: string, flip = false, scale = 1, centerX = true, centerY = false) {
const sprite = this.definitions.sprites[name];
if(!sprite) throw new Error(`Sprite doesn't exist: ${name}`);
this.ctx.save();
this.ctx.translate(centerX ?
this.definitions.width * scale / 2 * (flip ? 1 : -1) :
flip ? this.definitions.width : 0,
centerY ? this.definitions.height / -2 : 0);
this.ctx.scale(flip ? -1 : 1, 1);
this.ctx.drawImage(this.spriteSheet,
sprite.x, sprite.y, sprite.width, sprite.height,
x * (flip ? -1 : 1), this.ctx.canvas.height - (sprite.height * scale + y),
sprite.width * scale, sprite.height * scale);
this.ctx.restore();
}
}

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v2/src/utils.ts Normal file
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export function sleep(ms: number) {
return new Promise(res => setTimeout(res, ms));
}

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{
"width": 575,
"height": 523,
"animations": {
"idle": {
"y": 0,
"frames": 6
},
"walk": {
"y": 3,
"frames": 8
}
}
}

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{
"width": 50,
"height": 50,
"animations": [
{
"name": "idle",
"y": 0,
"frames": 8
}
]
}

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{
"sprites": {
"generic": {
"x": 0,
"y": 0,
"width": 100,
"height": 100
},
"text": {
"x": 100,
"y": 0,
"width": 100,
"height": 100
},
"code": {
"x": 200,
"y": 0,
"width": 100,
"height": 100
},
"zip": {
"x": 300,
"y": 0,
"width": 100,
"height": 100
},
"image": {
"x": 400,
"y": 0,
"width": 100,
"height": 100
},
"audio": {
"x": 500,
"y": 0,
"width": 100,
"height": 100
},
"video": {
"x": 600,
"y": 0,
"width": 100,
"height": 100
},
"pdf": {
"x": 700,
"y": 0,
"width": 100,
"height": 100
},
"bubble": {
"x": 0,
"y": 100,
"width": 100,
"height": 100
}
}
}

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