feat(controller): add jump state, window platform walking, and multi-monitor physics navigation
This commit is contained in:
+232
-32
@@ -53,7 +53,7 @@ from .config import (
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LIFE_MOTION_FRAME_COUNT,
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)
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from .assets_manager import AssetsManager
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from .window_manager import WindowManager, WindowInfo
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from .window_manager import WindowManager, WindowInfo, WindowLedge
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logger = logging.getLogger("catser.controller")
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@@ -72,6 +72,7 @@ class CatState(Enum):
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SLEEP = auto()
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STRETCH = auto()
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TAIL = auto()
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JUMP = auto()
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class CatController:
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@@ -83,30 +84,40 @@ class CatController:
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self.config = config
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self.assets = assets
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# Primary monitor work area (excludes taskbar) – used for walk/roam floor clamping
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# Primary monitor work area (excludes taskbar)
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work_area = WindowManager.get_work_area()
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self.screen_left = work_area[0]
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self.screen_top = work_area[1]
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self.screen_right = work_area[2]
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self.screen_bottom = work_area[3]
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# Full virtual desktop spanning ALL monitors – used for drag clamping so
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# the user can pick up the cat and carry it to a second monitor.
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# Full virtual desktop spanning ALL monitors – used for roaming, platforming,
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# and dragging so the cat can freely explore secondary displays.
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vd = WindowManager.get_virtual_desktop_bounds()
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self.vd_left = vd[0]
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self.vd_top = vd[1]
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self.vd_right = vd[2]
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self.vd_bottom = vd[3]
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# Floor position: Cat walks on top of the taskbar / bottom of work area
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self.floor_y = float(self.screen_bottom - self.config.cat_height)
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# Horizontal roaming boundaries across all monitors
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self.min_x = float(self.vd_left + 15)
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self.max_x = float(self.vd_right - self.config.cat_width - 15)
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# Position & motion
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self.x = float(self.screen_left + 100)
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self.floor_y = WindowManager.get_floor_y_at(self.x + self.config.cat_width * 0.5, self.config.cat_height)
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self.y = self.floor_y
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self.direction = 1.0 # 1.0 = right, -1.0 = left
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self.facing_left = False
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self.lift = 0.0 # Height above floor in pixels
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self.lift = 0.0 # Height above surface in pixels
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# Physics velocities and window platforming state
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self.vx = 0.0
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self.vy = 0.0
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self.target_landing_y = self.floor_y
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self.current_ledge: Optional[WindowLedge] = None
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self.target_jump_ledge: Optional[WindowLedge] = None
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self.next_jump_check_time = time.time() + 4.0
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# State machine
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self.state = CatState.WALK
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@@ -206,9 +217,9 @@ class CatController:
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dest_x = tx - w * CONTACT_RATIO_X
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dest_y = ty - h * CONTACT_RATIO_Y
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# Clamp within desktop boundaries
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dest_x = max(float(self.screen_left), min(float(self.screen_right - w), dest_x))
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dest_y = max(float(self.screen_top), min(float(self.screen_bottom - h), dest_y))
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# Clamp within virtual desktop boundaries so cat can attack across all monitors
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dest_x = max(float(self.vd_left), min(float(self.vd_right - w), dest_x))
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dest_y = max(float(self.vd_top), min(float(self.vd_bottom - h), dest_y))
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self.run_start_pos = (self.x, self.y)
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self.run_target_pos = (dest_x, dest_y)
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@@ -220,6 +231,46 @@ class CatController:
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self.set_state(CatState.RUN)
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def _initiate_jump(self, target_x: float, target_y: float, target_ledge: Optional[WindowLedge] = None) -> None:
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"""
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Initiates a parabolic jump trajectory to land at (target_x, target_y).
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Dynamically calculates launch velocities (vx, vy) based on gravity and elevation difference.
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"""
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g = self.config.gravity_px_s2
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delta_y = self.y - target_y # positive if jumping UP to higher elevation
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delta_x = target_x - self.x
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if delta_y > 0:
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# Jumping UP to higher elevation (lower Y coordinate)
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apex_margin = 30.0
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vy0 = -math.sqrt(2.0 * g * (delta_y + apex_margin))
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t_up = -vy0 / g
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t_down = math.sqrt((2.0 * apex_margin) / g)
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t_flight = max(0.25, t_up + t_down)
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else:
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# Jumping DOWN or hopping horizontally
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vy0 = -180.0 # slight upward launch hop
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apex_margin = (vy0 * vy0) / (2.0 * g)
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t_up = -vy0 / g
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fall_dist = abs(delta_y) + apex_margin
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t_down = math.sqrt((2.0 * fall_dist) / g)
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t_flight = max(0.25, t_up + t_down)
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self.vx = delta_x / t_flight
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self.vy = vy0
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self.target_landing_y = target_y
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self.target_jump_ledge = target_ledge
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self.current_ledge = None
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if self.vx < -10.0:
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self.facing_left = True
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self.direction = -1.0
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elif self.vx > 10.0:
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self.facing_left = False
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self.direction = 1.0
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self.set_state(CatState.JUMP)
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def _trigger_paw_strike(self) -> None:
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"""Starts the 17-frame paw swipe animation at 24fps."""
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self.set_state(CatState.PAW)
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@@ -258,15 +309,18 @@ class CatController:
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# self.vd_* covers the combined bounds of all connected displays.
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self.x = max(float(self.vd_left), min(float(self.vd_right - self.config.cat_width), new_x))
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self.y = max(float(self.vd_top), min(float(self.vd_bottom - self.config.cat_height), new_y))
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self.lift = max(0.0, self.floor_y - self.y)
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surface_y = WindowManager.get_surface_beneath(self.x, self.y, self.config.cat_width, self.config.cat_height)
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self.lift = max(0.0, surface_y - self.y)
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def on_mouse_up(self, cursor_x: int, cursor_y: int) -> None:
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"""Handles drop after dragging or petting click."""
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if self.state == CatState.DRAG:
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# Drop the cat with gravity
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self.set_state(CatState.FALL)
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self.fall_start_y = self.y
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self.fall_duration = max(0.2, min(0.6, math.sqrt((self.floor_y - self.y) / 500.0)))
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self.vy = 0.0
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self.current_ledge = None
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surface_y = WindowManager.get_surface_beneath(self.x, self.y, self.config.cat_width, self.config.cat_height)
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self.target_landing_y = surface_y
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elif self.state != CatState.PAW:
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# Clicked without dragging -> Pet the cat!
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self.set_state(CatState.HAPPY)
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@@ -295,7 +349,7 @@ class CatController:
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face_type = "happy" if self.state == CatState.HAPPY else ("blink" if self.is_blinking else "open")
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# ----------------------------------------------------------------------
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# State: WALK (roaming the desktop floor)
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# State: WALK (roaming desktop floors and window ledges)
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# ----------------------------------------------------------------------
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if self.state == CatState.WALK:
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elapsed = now - self.walk_start_time
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@@ -303,18 +357,95 @@ class CatController:
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fps = (GAIT_FRAME_COUNT * WALK_SPEED * GAIT_CADENCE) / WALK_STRIDE # ~21.6 fps
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frame_idx = int(elapsed * fps) % max(len(self.assets.walk_path_strings), 1)
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# Move horizontally
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cat_center_x = self.x + self.config.cat_width * 0.5
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# 1. Platform Ledge Navigation (cat is walking on top of an app window)
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if self.current_ledge:
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# If cat stepped off ledge boundaries or window moved/disappeared:
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if cat_center_x < self.current_ledge.left - 15.0 or cat_center_x > self.current_ledge.right + 15.0:
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self.current_ledge = None
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self.vy = 50.0
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self.target_landing_y = WindowManager.get_surface_beneath(self.x, self.y, self.config.cat_width, self.config.cat_height)
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self.set_state(CatState.FALL)
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else:
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# Move along ledge
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step = self.direction * self.walk_speed_px * dt
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self.x += step
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# Bounce at screen edges
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margin = 15.0
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if self.x >= self.screen_right - self.config.cat_width - margin:
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self.x = self.screen_right - self.config.cat_width - margin
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# Ledge edge turnaround
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ledge_margin = 20.0
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if self.x >= self.current_ledge.right - self.config.cat_width - ledge_margin:
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self.x = self.current_ledge.right - self.config.cat_width - ledge_margin
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self.direction = -1.0
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self.facing_left = True
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elif self.x <= self.screen_left + margin:
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self.x = self.screen_left + margin
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elif self.x <= self.current_ledge.left + ledge_margin:
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self.x = self.current_ledge.left + ledge_margin
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self.direction = 1.0
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self.facing_left = False
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# Periodically consider jumping down from window ledge
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if now >= self.next_jump_check_time:
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self.next_jump_check_time = now + random.uniform(5.0, 10.0)
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if random.random() < 0.35:
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hop_x = self.x + self.direction * 90.0
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floor_beneath = WindowManager.get_floor_y_at(hop_x + self.config.cat_width * 0.5, self.config.cat_height)
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self._initiate_jump(target_x=hop_x, target_y=floor_beneath)
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# 2. Floor Navigation (across all monitors)
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else:
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current_floor = WindowManager.get_floor_y_at(cat_center_x, self.config.cat_height)
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# Check if floor dropped out underneath (e.g. stepped from primary to lower secondary monitor)
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if current_floor > self.y + 40.0:
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self.target_landing_y = current_floor
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self.vy = 50.0
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self.set_state(CatState.FALL)
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else:
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# Check if there is an elevation step-up ahead (e.g. secondary to higher primary monitor)
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ahead_x = cat_center_x + (self.direction * 60.0)
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floor_ahead = WindowManager.get_floor_y_at(ahead_x, self.config.cat_height)
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if floor_ahead < self.y - 40.0:
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# Step-up detected! Leap onto the higher monitor floor
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jump_target_x = ahead_x + self.direction * 50.0
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self._initiate_jump(target_x=jump_target_x, target_y=floor_ahead)
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else:
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# Standard walking along floor
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step = self.direction * self.walk_speed_px * dt
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self.x += step
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# Snap Y to current monitor floor
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self.y = current_floor
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self.floor_y = current_floor
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# Check autonomous window jump
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if self.config.enable_window_platforms and now >= self.next_jump_check_time:
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self.next_jump_check_time = now + random.uniform(3.5, 7.5)
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if random.random() < self.config.platform_jump_chance:
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ledges = WindowManager.get_window_ledges()
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reachable = []
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for ledge in ledges:
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height_diff = (self.y + self.config.cat_height) - ledge.top_y
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if 60.0 <= height_diff <= 380.0:
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if self.direction > 0 and (ledge.left <= cat_center_x + 350.0 and ledge.right >= cat_center_x):
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reachable.append(ledge)
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elif self.direction < 0 and (ledge.right >= cat_center_x - 350.0 and ledge.left <= cat_center_x):
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reachable.append(ledge)
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if reachable:
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chosen_ledge = random.choice(reachable)
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min_lx = chosen_ledge.left + 20.0
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max_lx = chosen_ledge.right - self.config.cat_width - 20.0
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if max_lx >= min_lx:
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target_lx = max(min_lx, min(max_lx, self.x + self.direction * 120.0))
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target_ly = float(chosen_ledge.top_y - self.config.cat_height)
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self._initiate_jump(target_x=target_lx, target_y=target_ly, target_ledge=chosen_ledge)
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# Bounce at virtual desktop outer boundaries
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if self.x >= self.max_x:
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self.x = self.max_x
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self.direction = -1.0
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self.facing_left = True
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elif self.x <= self.min_x:
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self.x = self.min_x
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self.direction = 1.0
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self.facing_left = False
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@@ -377,10 +508,10 @@ class CatController:
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# End of paw sequence
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if frame_idx >= PAW_FRAME_COUNT:
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# Settle and fall back to floor
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# Settle and fall back to surface beneath
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self.set_state(CatState.FALL)
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self.fall_start_y = self.y
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self.fall_duration = max(0.2, math.sqrt(max(0.1, self.floor_y - self.y) / 400.0))
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self.vy = 0.0
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self.current_ledge = None
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return self.assets.get_paw_frame(0, coat, self.facing_left)
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img = self.assets.get_paw_frame(frame_idx, coat, self.facing_left)
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@@ -397,20 +528,65 @@ class CatController:
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# State: FALL (gravity drop after drag or jumping)
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# ----------------------------------------------------------------------
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elif self.state == CatState.FALL:
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elapsed = now - self.state_start_time
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t = min(1.0, elapsed / max(0.01, self.fall_duration))
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# Quadratic acceleration (gravity)
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self.y = self.fall_start_y + (self.floor_y - self.fall_start_y) * (t * t)
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self.lift = max(0.0, self.floor_y - self.y)
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self.vy += self.config.gravity_px_s2 * dt
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self.y += self.vy * dt
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if t >= 1.0:
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self.y = self.floor_y
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# Target landing surface directly beneath
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surface_y = WindowManager.get_surface_beneath(self.x, self.y, self.config.cat_width, self.config.cat_height)
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self.lift = max(0.0, surface_y - self.y)
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if self.y >= surface_y:
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self.y = surface_y
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self.vy = 0.0
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self.lift = 0.0
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self.floor_y = self.y
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self.current_ledge = None
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# Check if landed on a window ledge
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cat_center_x = self.x + self.config.cat_width * 0.5
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if self.config.enable_window_platforms:
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for ledge in WindowManager.get_window_ledges():
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if abs((self.y + self.config.cat_height) - ledge.top_y) <= 20.0 and (ledge.left <= cat_center_x <= ledge.right):
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self.current_ledge = ledge
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break
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self.set_state(CatState.RELEASE)
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img = self.assets.get_paw_frame(0, coat, self.facing_left)
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return self._composite_with_shadow(img, self.lift)
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# ----------------------------------------------------------------------
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# State: JUMP (parabolic leap onto window ledge or between monitors)
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# ----------------------------------------------------------------------
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elif self.state == CatState.JUMP:
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self.x += self.vx * dt
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self.y += self.vy * dt
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self.vy += self.config.gravity_px_s2 * dt
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# Clamp within virtual desktop horizontally
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self.x = max(self.min_x, min(self.max_x, self.x))
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# Lift relative to target landing surface
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self.lift = max(0.0, self.target_landing_y - self.y)
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# Check landing condition when falling downwards
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if self.vy > 0 and self.y >= self.target_landing_y:
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self.y = self.target_landing_y
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self.vy = 0.0
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self.vx = 0.0
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self.lift = 0.0
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self.floor_y = self.y
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self.current_ledge = self.target_jump_ledge
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self.target_jump_ledge = None
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self.set_state(CatState.RELEASE)
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# Sprite: Reaching paw stance while ascending, landing walk stance while descending
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if self.vy < 0:
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img = self.assets.get_paw_frame(0, coat, self.facing_left)
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else:
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img = self.assets.get_walk_frame(1, coat, self.facing_left, face_type)
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return self._composite_with_shadow(img, self.lift)
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# ----------------------------------------------------------------------
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# State: RELEASE (landing settle after falling)
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# ----------------------------------------------------------------------
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@@ -449,6 +625,12 @@ class CatController:
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# State: SIT (sitting idle)
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# ----------------------------------------------------------------------
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elif self.state == CatState.SIT:
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surface_y = WindowManager.get_surface_beneath(self.x, self.y, self.config.cat_width, self.config.cat_height)
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if surface_y > self.y + 35.0:
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self.current_ledge = None
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self.vy = 50.0
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self.set_state(CatState.FALL)
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else:
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elapsed = now - self.state_start_time
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if elapsed >= self.settle_duration:
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self.set_state(CatState.WALK)
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@@ -460,6 +642,12 @@ class CatController:
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# State: SLEEP (sleeping with 'z' snoring)
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# ----------------------------------------------------------------------
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elif self.state == CatState.SLEEP:
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surface_y = WindowManager.get_surface_beneath(self.x, self.y, self.config.cat_width, self.config.cat_height)
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if surface_y > self.y + 35.0:
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self.current_ledge = None
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self.vy = 50.0
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self.set_state(CatState.FALL)
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else:
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elapsed = now - self.state_start_time
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if elapsed >= self.settle_duration:
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self.set_state(CatState.WALK)
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@@ -478,6 +666,12 @@ class CatController:
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# State: STRETCH (37 frames stretch)
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# ----------------------------------------------------------------------
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elif self.state == CatState.STRETCH:
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surface_y = WindowManager.get_surface_beneath(self.x, self.y, self.config.cat_width, self.config.cat_height)
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if surface_y > self.y + 35.0:
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self.current_ledge = None
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self.vy = 50.0
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self.set_state(CatState.FALL)
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else:
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elapsed = now - self.state_start_time
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frame_idx = int(elapsed * LIFE_MOTION_FPS)
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if frame_idx >= LIFE_MOTION_FRAME_COUNT:
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@@ -491,6 +685,12 @@ class CatController:
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# State: TAIL (37 frames tail flick)
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# ----------------------------------------------------------------------
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elif self.state == CatState.TAIL:
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surface_y = WindowManager.get_surface_beneath(self.x, self.y, self.config.cat_width, self.config.cat_height)
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if surface_y > self.y + 35.0:
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self.current_ledge = None
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||||
self.vy = 50.0
|
||||
self.set_state(CatState.FALL)
|
||||
else:
|
||||
elapsed = now - self.state_start_time
|
||||
frame_idx = int(elapsed * LIFE_MOTION_FPS)
|
||||
if frame_idx >= LIFE_MOTION_FRAME_COUNT:
|
||||
@@ -547,7 +747,7 @@ class CatController:
|
||||
h = self.config.canvas_height
|
||||
canvas = Image.new("RGBA", (w, h), (0, 0, 0, 0))
|
||||
|
||||
lift_ratio = min(1.0, lift / max(1.0, self.floor_y))
|
||||
lift_ratio = min(1.0, max(0.0, lift / 250.0))
|
||||
shadow = self.assets.get_shadow(self.config.cat_width, lift_ratio)
|
||||
sx = self.config.pad_x + (self.config.cat_width - shadow.width) // 2
|
||||
sy = self.config.pad_y + self.config.cat_height - shadow.height - 1
|
||||
|
||||
Reference in New Issue
Block a user