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10 Commits
Author SHA1 Message Date
me0nline 59ba4b988f docs: document window ledge platforming, jumping kinematics, and multi-monitor roaming 2026-09-08 23:45:00 +02:00
me0nline dc2d6ee9eb feat(controller): add jump state, window platform walking, and multi-monitor physics navigation 2026-09-08 23:44:43 +02:00
me0nline 5d152db057 feat(window_manager): add multi-monitor awareness, floor calculation, and window ledge platform extraction 2026-09-08 23:41:25 +02:00
me0nline 71fe013c80 feat(config): add physics and window platforming parameters 2026-09-08 23:40:33 +02:00
me0nline a969c91c28 feat(aw): scan both active foreground and visible desktop windows for distractions
Previously, fallback window detection only checked user32.GetForegroundWindow().
If the user had YouTube Shorts open in Chrome on a second monitor or behind the terminal,
it was ignored.

Now check_for_distraction():
1. Checks the active foreground window first.
2. If not a distraction, scans all visible top-level desktop windows via find_window_by_match().
3. Immediately wakes the cat from sleeping or sitting if any distraction window is discovered.
2026-09-08 23:38:00 +02:00
me0nline 6204a88792 feat(window_manager): use OpenInputDesktop in find_window_by_match and exclude Catser overlay
Ensures desktop window enumeration accesses the user's interactive desktop station
across multiple monitors and ignores Catser's own overlay window.
2026-09-08 23:37:54 +02:00
me0nline ff8cc01dd8 feat(config): increase sleep duration to 1-4 minutes and expand default distraction keywords
1. Increased SLEEP_MIN_MS to 60s and SLEEP_MAX_MS to 240s so the cat takes real
   naps (1-4 min) instead of waking up after only a few seconds.
2. Increased SIT_MIN_MS to 15s and SIT_MAX_MS to 45s.
3. Added 'youtube', 'youtube.com/shorts', 'instagram', and 'twitch' to default
   distraction keywords. Browser tabs playing YouTube Shorts have titles like
   '<Video Title> - YouTube - Google Chrome' where 'shorts' does not appear.
2026-09-08 23:37:49 +02:00
me0nline e439e638da fix(app): initialize overlay with canvas dimensions and offset draw_frame by padding 2026-09-08 23:33:20 +02:00
me0nline 3b202c8e68 fix(controller): update particle positioning and compositing for padded canvas 2026-09-08 23:33:16 +02:00
me0nline 78b3f949c3 fix(assets): unified padded canvas eliminates tail clipping and fixes animation scaling
Workcat's tail flick (-15% left), paw reach (+9% right), and stretch motions
extend beyond the nominal cat bounding box. Previously, frames were drawn
onto a compact 144x110 canvas without padding, causing negative offsets
(e.g. ox=-22px on tail) to truncate the tail tip and create mismatched scales.

Fixes:
- Added padding (pad_x=20%, pad_y=20%) to the render canvas so all extended
  poses (tail swings to x=16, paw strikes to x=185) fit completely without clipping.
- Unified the coordinate system: walk, tail, stretch, paw, and scruff now share
  the exact same body scale (height ~93-94px) and feet baseline (y=128).
2026-09-08 23:33:12 +02:00
7 changed files with 570 additions and 156 deletions
+18 -2
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@@ -29,9 +29,19 @@ A Windows desktop cat companion inspired by [Workcat](https://workcat.app/en/#ho
$$\text{offset}_y = \text{height} \times 0.3874$$ $$\text{offset}_y = \text{height} \times 0.3874$$
- Sprints diagonally across your screen to reach the close button, strikes it with its paw, and dispatches native `WM_CLOSE` to close the distracting app. - Sprints diagonally across your screen to reach the close button, strikes it with its paw, and dispatches native `WM_CLOSE` to close the distracting app.
- 🪟 **Window Platforming & Ledge Walking**:
- Treats the top frames of visible open application windows (browsers, editors, terminals) as physical platforms.
- Cat autonomously performs parabolic leaps onto window ledges, walks along them, sits, naps, and hops back down.
- Dynamic surface tracking: If an underlying window moves or closes while the cat is resting on it, the cat wakes up and falls under gravity to the next surface or floor.
- 🖥️ **Multi-Monitor Roaming & Elevation Navigation**:
- Full virtual desktop support spanning all connected displays with arbitrary resolutions, positions, and DPI.
- Automatically calculates distinct taskbar/work-area floors for each screen.
- Seamlessly handles elevation differences (e.g. stepping off higher floors into gravity falls, or leaping up steep monitor steps).
- 🪟 **High-Performance Transparent Overlay**: - 🪟 **High-Performance Transparent Overlay**:
- Built with Win32 Layered Windows (`WS_EX_LAYERED | WS_EX_TOPMOST | WS_EX_TOOLWINDOW | WS_EX_NOACTIVATE`). - Built with Win32 Layered Windows (`WS_EX_LAYERED | WS_EX_TOPMOST | WS_EX_TOOLWINDOW | WS_EX_NOACTIVATE`).
- Uses `UpdateLayeredWindow` with 32-bit ARGB premultiplied alpha for clean anti-aliased fur edges, soft contact shadows, and tear-free 60 FPS rendering. - Uses `UpdateLayeredWindow` with 32-bit ARGB premultiplied alpha (vectorized with numpy) for clean anti-aliased fur edges, soft contact shadows, and tear-free 60 FPS rendering.
- Pixel-perfect hit-testing allows mouse clicks on transparent regions to pass through to your apps, while clicking the cat itself allows dragging and petting. - Pixel-perfect hit-testing allows mouse clicks on transparent regions to pass through to your apps, while clicking the cat itself allows dragging and petting.
--- ---
@@ -127,13 +137,19 @@ Catser/
## Technical Details ## Technical Details
### Kinematic & Physics Constants ### Kinematic & Physics Constants
Sourced directly from Workcat's engine (`apps/desktop/src/features/pet-mode/petModeData.ts` and `cat.js`): Sourced directly from Workcat's engine (`apps/desktop/src/features/pet-mode/petModeData.ts` and `cat.js`) and desktop physics kinematics:
- `WALK_SPEED = 20.8` (stride = `26.0`, cadence = `0.9`) - `WALK_SPEED = 20.8` (stride = `26.0`, cadence = `0.9`)
- `RUN_SPEED = 300.0` (stride = `72.0`) - `RUN_SPEED = 300.0` (stride = `72.0`)
- `PAW_FPS = 24` (17 total frames, contact at index `14`) - `PAW_FPS = 24` (17 total frames, contact at index `14`)
- `CONTACT_RATIO_X = (143.0 - 11.4) / 121.2 ≈ 1.0858` - `CONTACT_RATIO_X = (143.0 - 11.4) / 121.2 ≈ 1.0858`
- `CONTACT_RATIO_Y = (40.0 - 4.2) / 92.4 ≈ 0.3874` - `CONTACT_RATIO_Y = (40.0 - 4.2) / 92.4 ≈ 0.3874`
- `ALERT_HOLD_MS = 620ms` - `ALERT_HOLD_MS = 620ms`
- `GRAVITY = 1600.0 px/s²` (smooth parabolic acceleration during falls and jumps)
- `JUMP_VELOCITY = 650.0 px/s` (dynamic trajectory calculation solving launch velocity $(v_x, v_y)$ for any elevation difference)
### Window Platforming & Multi-Monitor Support
- Uses Win32 `OpenInputDesktop` and `EnumDesktopWindows` to extract visible top frames of non-minimized desktop windows as physical ledges.
- Tracks multi-display monitor geometries via `EnumDisplayMonitors` / `GetMonitorInfoW` to support arbitrary screen resolutions and vertical offsets.
### Win32 Window Closing ### Win32 Window Closing
On contact frame 14, Catser issues both `WM_CLOSE` (`0x0010`) and `WM_SYSCOMMAND / SC_CLOSE` (`0x0112 / 0xF060`) to the target window's handle (`HWND`), ensuring smooth closing across standard Win32 apps and Chromium browsers. On contact frame 14, Catser issues both `WM_CLOSE` (`0x0010`) and `WM_SYSCOMMAND / SC_CLOSE` (`0x0112 / 0xF060`) to the target window's handle (`HWND`), ensuring smooth closing across standard Win32 apps and Chromium browsers.
+55 -36
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@@ -169,57 +169,76 @@ class ActivityWatchClient:
"""Signals the background worker to exit.""" """Signals the background worker to exit."""
self._running = False self._running = False
def check_for_distraction(self) -> Optional[DistractionEvent]: def _match_event(self, app_name: str, window_title: str, win_info: WindowInfo) -> Optional[DistractionEvent]:
""" """Evaluates a window title and process name against distraction rules."""
Checks current active window against distraction rules.
Uses ActivityWatch if available, otherwise falls back to native Win32.
"""
app_name = ""
window_title = ""
active_window_info: Optional[WindowInfo] = None
# 1. Try ActivityWatch
aw_event = self.get_current_window_event()
if aw_event:
app_name = (aw_event.get("app") or "").lower()
window_title = aw_event.get("title") or ""
# Locate corresponding Win32 HWND for screen coordinates and close button
active_window_info = WindowManager.find_window_by_match(
title_predicate=lambda t: window_title.lower() in t.lower() or t.lower() in window_title.lower(),
process_predicate=lambda p: app_name in p.lower(),
)
# 2. Fallback to native Win32 if ActivityWatch is unavailable or HWND not found
if not active_window_info and self.config.auto_fallback_to_win32:
active_window_info = WindowManager.get_foreground_window_info()
if active_window_info:
app_name = active_window_info.process_name.lower()
window_title = active_window_info.title
if not active_window_info or not window_title:
return None
title_lower = window_title.lower() title_lower = window_title.lower()
app_lower = app_name.lower()
# Check for title keyword matches (e.g. "shorts", "reels", "tiktok")
for kw in self.config.distraction_keywords: for kw in self.config.distraction_keywords:
if kw.lower() in title_lower: if kw.lower() in title_lower:
return DistractionEvent( return DistractionEvent(
app=app_name, app=app_name,
title=window_title, title=window_title,
matched_rule=f"keyword '{kw}'", matched_rule=f"keyword '{kw}'",
window_info=active_window_info, window_info=win_info,
) )
# Check for application process matches
for target_app in self.config.distraction_apps: for target_app in self.config.distraction_apps:
if target_app.lower() in app_name: if target_app.lower() in app_lower:
return DistractionEvent( return DistractionEvent(
app=app_name, app=app_name,
title=window_title, title=window_title,
matched_rule=f"app '{target_app}'", matched_rule=f"app '{target_app}'",
window_info=active_window_info, window_info=win_info,
) )
return None return None
def check_for_distraction(self) -> Optional[DistractionEvent]:
"""
Checks current active window and visible background windows against distraction rules.
Uses ActivityWatch if available, otherwise falls back to native Win32.
"""
# 1. Try ActivityWatch (non-blocking read of cached event)
aw_event = self.get_current_window_event()
if aw_event:
app_name = (aw_event.get("app") or "").lower()
window_title = aw_event.get("title") or ""
active_window_info = WindowManager.find_window_by_match(
title_predicate=lambda t: window_title.lower() in t.lower() or t.lower() in window_title.lower(),
process_predicate=lambda p: app_name in p.lower(),
)
if active_window_info:
matched = self._match_event(app_name, window_title, active_window_info)
if matched:
return matched
if not self.config.auto_fallback_to_win32:
return None
# 2. Native Win32: Check foreground window first
fg_info = WindowManager.get_foreground_window_info()
if fg_info and fg_info.title:
matched = self._match_event(fg_info.process_name, fg_info.title, fg_info)
if matched:
return matched
# 3. Native Win32: If foreground window is not a distraction, check any visible desktop window!
# This catches distraction windows open in the background, on a 2nd monitor, or when user clicks away
def title_matches(t: str) -> bool:
tl = t.lower()
return any(kw.lower() in tl for kw in self.config.distraction_keywords)
def app_matches(p: str) -> bool:
pl = p.lower()
return any(a.lower() in pl for a in self.config.distraction_apps)
matched_window = WindowManager.find_window_by_match(
title_predicate=title_matches if self.config.distraction_keywords else None,
process_predicate=app_matches if self.config.distraction_apps else None,
)
if matched_window and matched_window.title:
return self._match_event(matched_window.process_name, matched_window.title, matched_window)
return None
+9 -5
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@@ -48,10 +48,10 @@ class CatserApp:
# 3. Transparent Overlay Window # 3. Transparent Overlay Window
self.overlay = OverlayWindow( self.overlay = OverlayWindow(
width=self.config.cat_width, width=self.config.canvas_width,
height=self.config.cat_height, height=self.config.canvas_height,
initial_x=int(self.controller.x), initial_x=int(self.controller.x - self.config.pad_x),
initial_y=int(self.controller.y), initial_y=int(self.controller.y - self.config.pad_y),
on_mouse_down=self.controller.on_mouse_down, on_mouse_down=self.controller.on_mouse_down,
on_mouse_move=self.controller.on_mouse_move, on_mouse_move=self.controller.on_mouse_move,
on_mouse_up=self.controller.on_mouse_up, on_mouse_up=self.controller.on_mouse_up,
@@ -100,7 +100,11 @@ class CatserApp:
frame = self.controller.update(dt) frame = self.controller.update(dt)
# 4. Update Layered Window Position & Pixels # 4. Update Layered Window Position & Pixels
self.overlay.draw_frame(frame, self.controller.x, self.controller.y) self.overlay.draw_frame(
frame,
self.controller.x - self.config.pad_x,
self.controller.y - self.config.pad_y,
)
# 5. Check duration limit # 5. Check duration limit
if max_seconds and (now - start_time >= max_seconds): if max_seconds and (now - start_time >= max_seconds):
+51 -40
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@@ -30,8 +30,11 @@ from .config import (
LIFE_MOTION_FRAME_COUNT, LIFE_MOTION_FRAME_COUNT,
CAT_BOX_WIDTH, CAT_BOX_WIDTH,
CAT_BOX_HEIGHT, CAT_BOX_HEIGHT,
GAIT_SHIFT_X,
GAIT_SHIFT_Y,
Coat, Coat,
COATS, COATS,
Config,
) )
logger = logging.getLogger("catser.assets") logger = logging.getLogger("catser.assets")
@@ -80,10 +83,15 @@ class AssetsManager:
Manages downloading, caching, rasterizing, and scaling of all cat sprites. Manages downloading, caching, rasterizing, and scaling of all cat sprites.
""" """
def __init__(self, assets_dir: Optional[Path] = None, cat_width: int = 144): def __init__(self, assets_dir: Optional[Path] = None, cat_width: int = 144, config: Optional[Config] = None):
self.assets_dir = assets_dir or (Path(__file__).parent / "assets") self.assets_dir = assets_dir or (Path(__file__).parent / "assets")
self.cat_width = cat_width self.config = config or Config(cat_width=cat_width)
self.cat_height = int(round(cat_width * (CAT_BOX_HEIGHT / CAT_BOX_WIDTH))) self.cat_width = self.config.cat_width
self.cat_height = self.config.cat_height
self.canvas_width = self.config.canvas_width
self.canvas_height = self.config.canvas_height
self.pad_x = self.config.pad_x
self.pad_y = self.config.pad_y
self.scale = self.cat_width / CAT_BOX_WIDTH self.scale = self.cat_width / CAT_BOX_WIDTH
# Memory cache for rendered frames keyed by (coat_name, frame_id, facing_left) # Memory cache for rendered frames keyed by (coat_name, frame_id, facing_left)
@@ -203,37 +211,41 @@ class AssetsManager:
target_w = self.cat_width target_w = self.cat_width
target_h = self.cat_height target_h = self.cat_height
canvas_w = self.canvas_width
canvas_h = self.canvas_height
pad_x = self.pad_x
pad_y = self.pad_y
# 4× supersampling for clean anti-aliased polygon edges # 4× supersampling for clean anti-aliased polygon edges
SS = 4 SS = 4
canvas_w = target_w * SS ss_w = canvas_w * SS
canvas_h = target_h * SS ss_h = canvas_h * SS
img = Image.new("RGBA", (canvas_w, canvas_h), (0, 0, 0, 0)) img = Image.new("RGBA", (ss_w, ss_h), (0, 0, 0, 0))
draw = ImageDraw.Draw(img) draw = ImageDraw.Draw(img)
# The Workcat SVG walk frames use viewBox="0 0 150 120". # In Workcat:
# Polygon coordinates span ~4145 in X and ~8112 in Y, fitting the viewBox. # The SVG viewBox is 0 0 150 120, scaled to target_w x target_h,
# We simply map viewBox coords → supersampled canvas pixels. # shifted by GAIT_SHIFT_X/Y relative to the cat unit (target_w / CAT_BOX_WIDTH),
# No GAIT_SHIFT or overcorrection needed: those are internal cat.js transforms # and placed with pad_x / pad_y inside the overlay canvas.
# that cancel out at the viewBox level. unit = (target_w / CAT_BOX_WIDTH) * SS
shift_x = pad_x * SS + GAIT_SHIFT_X * unit
shift_y = pad_y * SS + GAIT_SHIFT_Y * unit
scale_x = (target_w / 150.0) * SS scale_x = (target_w / 150.0) * SS
scale_y = (target_h / 120.0) * SS scale_y = (target_h / 120.0) * SS
if self.walk_path_strings: if self.walk_path_strings:
pts = _parse_svg_polygon_points(self.walk_path_strings[frame_index]) pts = _parse_svg_polygon_points(self.walk_path_strings[frame_index])
ss_points = [(p[0] * scale_x, p[1] * scale_y) for p in pts] ss_points = [(p[0] * scale_x + shift_x, p[1] * scale_y + shift_y) for p in pts]
fur_rgba = (*coat.fur_color, 255) fur_rgba = (*coat.fur_color, 255)
draw.polygon(ss_points, fill=fur_rgba) draw.polygon(ss_points, fill=fur_rgba)
# Face features — all coordinates in the same 150×120 viewBox space. # Face features — coordinates in 150x120 viewBox shifted into position
# Eyes: left at (120.4, 46.2), right at (140.3, 46.2), radius 2.2
# Mouth: W-shape centred around (131.6, 51.0)
ink_rgba = (*coat.ink_color, 255) ink_rgba = (*coat.ink_color, 255)
eye_l_cx = 120.4 * scale_x eye_l_cx = 120.4 * scale_x + shift_x
eye_l_cy = 46.2 * scale_y eye_l_cy = 46.2 * scale_y + shift_y
eye_r_cx = 140.3 * scale_x eye_r_cx = 140.3 * scale_x + shift_x
eye_r_cy = 46.2 * scale_y eye_r_cy = 46.2 * scale_y + shift_y
eye_r = 2.2 * scale_x eye_r = 2.2 * scale_x
if face_type == "open": if face_type == "open":
@@ -255,15 +267,15 @@ class AssetsManager:
draw.arc([eye_l_cx - w_eye, eye_l_cy - h_eye, eye_l_cx + w_eye, eye_l_cy + h_eye], start=180, end=360, fill=ink_rgba, width=int(2 * SS)) draw.arc([eye_l_cx - w_eye, eye_l_cy - h_eye, eye_l_cx + w_eye, eye_l_cy + h_eye], start=180, end=360, fill=ink_rgba, width=int(2 * SS))
draw.arc([eye_r_cx - w_eye, eye_r_cy - h_eye, eye_r_cx + w_eye, eye_r_cy + h_eye], start=180, end=360, fill=ink_rgba, width=int(2 * SS)) draw.arc([eye_r_cx - w_eye, eye_r_cy - h_eye, eye_r_cx + w_eye, eye_r_cy + h_eye], start=180, end=360, fill=ink_rgba, width=int(2 * SS))
mouth_cx = 131.6 * scale_x mouth_cx = 131.6 * scale_x + shift_x
mouth_cy = 51.0 * scale_y mouth_cy = 51.0 * scale_y + shift_y
mw = 4.0 * scale_x mw = 4.0 * scale_x
mh = 2.5 * scale_y mh = 2.5 * scale_y
draw.arc([mouth_cx - mw, mouth_cy - mh, mouth_cx, mouth_cy + mh], start=0, end=180, fill=ink_rgba, width=int(1.8 * SS)) draw.arc([mouth_cx - mw, mouth_cy - mh, mouth_cx, mouth_cy + mh], start=0, end=180, fill=ink_rgba, width=int(1.8 * SS))
draw.arc([mouth_cx, mouth_cy - mh, mouth_cx + mw, mouth_cy + mh], start=0, end=180, fill=ink_rgba, width=int(1.8 * SS)) draw.arc([mouth_cx, mouth_cy - mh, mouth_cx + mw, mouth_cy + mh], start=0, end=180, fill=ink_rgba, width=int(1.8 * SS))
# Downsample to target resolution with high-quality Lanczos resampling # Downsample to canvas resolution with high-quality Lanczos resampling
final_img = img.resize((target_w, target_h), Image.Resampling.LANCZOS) final_img = img.resize((canvas_w, canvas_h), Image.Resampling.LANCZOS)
if facing_left: if facing_left:
final_img = final_img.transpose(Image.Transpose.FLIP_LEFT_RIGHT) final_img = final_img.transpose(Image.Transpose.FLIP_LEFT_RIGHT)
@@ -271,7 +283,6 @@ class AssetsManager:
self._cache[cache_key] = final_img self._cache[cache_key] = final_img
return final_img return final_img
def get_paw_frame(self, frame_index: int, coat: Coat, facing_left: bool = False) -> Image.Image: def get_paw_frame(self, frame_index: int, coat: Coat, facing_left: bool = False) -> Image.Image:
""" """
Retrieves and tints a frame from the paw strike animation (f001-f017). Retrieves and tints a frame from the paw strike animation (f001-f017).
@@ -291,10 +302,10 @@ class AssetsManager:
ph = int(round(self.cat_height * 0.96833)) ph = int(round(self.cat_height * 0.96833))
resized = tinted.resize((pw, ph), Image.Resampling.LANCZOS) resized = tinted.resize((pw, ph), Image.Resampling.LANCZOS)
# Composite onto standard cat canvas with offsets # Composite onto canvas with pad offsets
canvas = Image.new("RGBA", (self.cat_width, self.cat_height), (0, 0, 0, 0)) canvas = Image.new("RGBA", (self.canvas_width, self.canvas_height), (0, 0, 0, 0))
offset_x = int(round(self.cat_width * 0.02265)) offset_x = self.pad_x + int(round(self.cat_width * 0.02265))
offset_y = int(round(self.cat_height * -0.03083)) offset_y = self.pad_y + int(round(self.cat_height * -0.03083))
canvas.paste(resized, (offset_x, offset_y), resized) canvas.paste(resized, (offset_x, offset_y), resized)
if facing_left: if facing_left:
@@ -319,10 +330,9 @@ class AssetsManager:
sh = int(round(self.cat_height * 1.29)) sh = int(round(self.cat_height * 1.29))
resized = tinted.resize((sw, sh), Image.Resampling.LANCZOS) resized = tinted.resize((sw, sh), Image.Resampling.LANCZOS)
# Center in canvas canvas = Image.new("RGBA", (self.canvas_width, self.canvas_height), (0, 0, 0, 0))
canvas = Image.new("RGBA", (self.cat_width, self.cat_height), (0, 0, 0, 0)) ox = self.pad_x + (self.cat_width - sw) // 2
ox = (self.cat_width - sw) // 2 oy = self.pad_y + (self.cat_height - sh) // 2
oy = (self.cat_height - sh) // 2
canvas.paste(resized, (ox, oy), resized) canvas.paste(resized, (ox, oy), resized)
self._cache[cache_key] = canvas self._cache[cache_key] = canvas
@@ -331,7 +341,7 @@ class AssetsManager:
def get_tail_frame(self, frame_index: int, coat: Coat, facing_left: bool = False) -> Image.Image: def get_tail_frame(self, frame_index: int, coat: Coat, facing_left: bool = False) -> Image.Image:
""" """
Frame from the 37-frame tail flick life motion. Frame from the 37-frame tail flick life motion.
Geometry: left: -15.0564%, top: -14.2679%, width: 117.5657%, height: 115.3692% Geometry from Workcat: left: -15.0564%, top: -14.2679%, width: 117.5657%, height: 115.3692%
""" """
frame_index = max(0, min(frame_index, len(self.tail_images) - 1)) if self.tail_images else 0 frame_index = max(0, min(frame_index, len(self.tail_images) - 1)) if self.tail_images else 0
cache_key = f"tail_{frame_index}_{coat.name}_{facing_left}" cache_key = f"tail_{frame_index}_{coat.name}_{facing_left}"
@@ -345,9 +355,10 @@ class AssetsManager:
th = int(round(self.cat_height * 1.153692)) th = int(round(self.cat_height * 1.153692))
resized = tinted.resize((tw, th), Image.Resampling.LANCZOS) resized = tinted.resize((tw, th), Image.Resampling.LANCZOS)
canvas = Image.new("RGBA", (self.cat_width, self.cat_height), (0, 0, 0, 0)) # Composite onto padded canvas — tail extension is fully preserved
ox = int(round(self.cat_width * -0.150564)) canvas = Image.new("RGBA", (self.canvas_width, self.canvas_height), (0, 0, 0, 0))
oy = int(round(self.cat_height * -0.142679)) ox = self.pad_x + int(round(self.cat_width * -0.150564))
oy = self.pad_y + int(round(self.cat_height * -0.142679))
canvas.paste(resized, (ox, oy), resized) canvas.paste(resized, (ox, oy), resized)
if facing_left: if facing_left:
@@ -359,7 +370,7 @@ class AssetsManager:
def get_stretch_frame(self, frame_index: int, coat: Coat, facing_left: bool = False) -> Image.Image: def get_stretch_frame(self, frame_index: int, coat: Coat, facing_left: bool = False) -> Image.Image:
""" """
Frame from the 37-frame stretch life motion. Frame from the 37-frame stretch life motion.
Geometry: left: -4.5169%, top: 0.215%, width: 107.0263%, height: 100.8865% Geometry from Workcat: left: -4.5169%, top: 0.215%, width: 107.0263%, height: 100.8865%
""" """
frame_index = max(0, min(frame_index, len(self.stretch_images) - 1)) if self.stretch_images else 0 frame_index = max(0, min(frame_index, len(self.stretch_images) - 1)) if self.stretch_images else 0
cache_key = f"stretch_{frame_index}_{coat.name}_{facing_left}" cache_key = f"stretch_{frame_index}_{coat.name}_{facing_left}"
@@ -373,9 +384,9 @@ class AssetsManager:
sh = int(round(self.cat_height * 1.008865)) sh = int(round(self.cat_height * 1.008865))
resized = tinted.resize((sw, sh), Image.Resampling.LANCZOS) resized = tinted.resize((sw, sh), Image.Resampling.LANCZOS)
canvas = Image.new("RGBA", (self.cat_width, self.cat_height), (0, 0, 0, 0)) canvas = Image.new("RGBA", (self.canvas_width, self.canvas_height), (0, 0, 0, 0))
ox = int(round(self.cat_width * -0.045169)) ox = self.pad_x + int(round(self.cat_width * -0.045169))
oy = int(round(self.cat_height * 0.00215)) oy = self.pad_y + int(round(self.cat_height * 0.00215))
canvas.paste(resized, (ox, oy), resized) canvas.paste(resized, (ox, oy), resized)
if facing_left: if facing_left:
+263 -65
View File
@@ -53,7 +53,7 @@ from .config import (
LIFE_MOTION_FRAME_COUNT, LIFE_MOTION_FRAME_COUNT,
) )
from .assets_manager import AssetsManager from .assets_manager import AssetsManager
from .window_manager import WindowManager, WindowInfo from .window_manager import WindowManager, WindowInfo, WindowLedge
logger = logging.getLogger("catser.controller") logger = logging.getLogger("catser.controller")
@@ -72,6 +72,7 @@ class CatState(Enum):
SLEEP = auto() SLEEP = auto()
STRETCH = auto() STRETCH = auto()
TAIL = auto() TAIL = auto()
JUMP = auto()
class CatController: class CatController:
@@ -83,30 +84,40 @@ class CatController:
self.config = config self.config = config
self.assets = assets self.assets = assets
# Primary monitor work area (excludes taskbar) used for walk/roam floor clamping # Primary monitor work area (excludes taskbar)
work_area = WindowManager.get_work_area() work_area = WindowManager.get_work_area()
self.screen_left = work_area[0] self.screen_left = work_area[0]
self.screen_top = work_area[1] self.screen_top = work_area[1]
self.screen_right = work_area[2] self.screen_right = work_area[2]
self.screen_bottom = work_area[3] self.screen_bottom = work_area[3]
# Full virtual desktop spanning ALL monitors used for drag clamping so # Full virtual desktop spanning ALL monitors used for roaming, platforming,
# the user can pick up the cat and carry it to a second monitor. # and dragging so the cat can freely explore secondary displays.
vd = WindowManager.get_virtual_desktop_bounds() vd = WindowManager.get_virtual_desktop_bounds()
self.vd_left = vd[0] self.vd_left = vd[0]
self.vd_top = vd[1] self.vd_top = vd[1]
self.vd_right = vd[2] self.vd_right = vd[2]
self.vd_bottom = vd[3] self.vd_bottom = vd[3]
# Floor position: Cat walks on top of the taskbar / bottom of work area # Horizontal roaming boundaries across all monitors
self.floor_y = float(self.screen_bottom - self.config.cat_height) self.min_x = float(self.vd_left + 15)
self.max_x = float(self.vd_right - self.config.cat_width - 15)
# Position & motion # Position & motion
self.x = float(self.screen_left + 100) self.x = float(self.screen_left + 100)
self.floor_y = WindowManager.get_floor_y_at(self.x + self.config.cat_width * 0.5, self.config.cat_height)
self.y = self.floor_y self.y = self.floor_y
self.direction = 1.0 # 1.0 = right, -1.0 = left self.direction = 1.0 # 1.0 = right, -1.0 = left
self.facing_left = False self.facing_left = False
self.lift = 0.0 # Height above floor in pixels self.lift = 0.0 # Height above surface in pixels
# Physics velocities and window platforming state
self.vx = 0.0
self.vy = 0.0
self.target_landing_y = self.floor_y
self.current_ledge: Optional[WindowLedge] = None
self.target_jump_ledge: Optional[WindowLedge] = None
self.next_jump_check_time = time.time() + 4.0
# State machine # State machine
self.state = CatState.WALK self.state = CatState.WALK
@@ -206,9 +217,9 @@ class CatController:
dest_x = tx - w * CONTACT_RATIO_X dest_x = tx - w * CONTACT_RATIO_X
dest_y = ty - h * CONTACT_RATIO_Y dest_y = ty - h * CONTACT_RATIO_Y
# Clamp within desktop boundaries # Clamp within virtual desktop boundaries so cat can attack across all monitors
dest_x = max(float(self.screen_left), min(float(self.screen_right - w), dest_x)) dest_x = max(float(self.vd_left), min(float(self.vd_right - w), dest_x))
dest_y = max(float(self.screen_top), min(float(self.screen_bottom - h), dest_y)) dest_y = max(float(self.vd_top), min(float(self.vd_bottom - h), dest_y))
self.run_start_pos = (self.x, self.y) self.run_start_pos = (self.x, self.y)
self.run_target_pos = (dest_x, dest_y) self.run_target_pos = (dest_x, dest_y)
@@ -220,6 +231,46 @@ class CatController:
self.set_state(CatState.RUN) self.set_state(CatState.RUN)
def _initiate_jump(self, target_x: float, target_y: float, target_ledge: Optional[WindowLedge] = None) -> None:
"""
Initiates a parabolic jump trajectory to land at (target_x, target_y).
Dynamically calculates launch velocities (vx, vy) based on gravity and elevation difference.
"""
g = self.config.gravity_px_s2
delta_y = self.y - target_y # positive if jumping UP to higher elevation
delta_x = target_x - self.x
if delta_y > 0:
# Jumping UP to higher elevation (lower Y coordinate)
apex_margin = 30.0
vy0 = -math.sqrt(2.0 * g * (delta_y + apex_margin))
t_up = -vy0 / g
t_down = math.sqrt((2.0 * apex_margin) / g)
t_flight = max(0.25, t_up + t_down)
else:
# Jumping DOWN or hopping horizontally
vy0 = -180.0 # slight upward launch hop
apex_margin = (vy0 * vy0) / (2.0 * g)
t_up = -vy0 / g
fall_dist = abs(delta_y) + apex_margin
t_down = math.sqrt((2.0 * fall_dist) / g)
t_flight = max(0.25, t_up + t_down)
self.vx = delta_x / t_flight
self.vy = vy0
self.target_landing_y = target_y
self.target_jump_ledge = target_ledge
self.current_ledge = None
if self.vx < -10.0:
self.facing_left = True
self.direction = -1.0
elif self.vx > 10.0:
self.facing_left = False
self.direction = 1.0
self.set_state(CatState.JUMP)
def _trigger_paw_strike(self) -> None: def _trigger_paw_strike(self) -> None:
"""Starts the 17-frame paw swipe animation at 24fps.""" """Starts the 17-frame paw swipe animation at 24fps."""
self.set_state(CatState.PAW) self.set_state(CatState.PAW)
@@ -258,15 +309,18 @@ class CatController:
# self.vd_* covers the combined bounds of all connected displays. # self.vd_* covers the combined bounds of all connected displays.
self.x = max(float(self.vd_left), min(float(self.vd_right - self.config.cat_width), new_x)) self.x = max(float(self.vd_left), min(float(self.vd_right - self.config.cat_width), new_x))
self.y = max(float(self.vd_top), min(float(self.vd_bottom - self.config.cat_height), new_y)) self.y = max(float(self.vd_top), min(float(self.vd_bottom - self.config.cat_height), new_y))
self.lift = max(0.0, self.floor_y - self.y) surface_y = WindowManager.get_surface_beneath(self.x, self.y, self.config.cat_width, self.config.cat_height)
self.lift = max(0.0, surface_y - self.y)
def on_mouse_up(self, cursor_x: int, cursor_y: int) -> None: def on_mouse_up(self, cursor_x: int, cursor_y: int) -> None:
"""Handles drop after dragging or petting click.""" """Handles drop after dragging or petting click."""
if self.state == CatState.DRAG: if self.state == CatState.DRAG:
# Drop the cat with gravity # Drop the cat with gravity
self.set_state(CatState.FALL) self.set_state(CatState.FALL)
self.fall_start_y = self.y self.vy = 0.0
self.fall_duration = max(0.2, min(0.6, math.sqrt((self.floor_y - self.y) / 500.0))) self.current_ledge = None
surface_y = WindowManager.get_surface_beneath(self.x, self.y, self.config.cat_width, self.config.cat_height)
self.target_landing_y = surface_y
elif self.state != CatState.PAW: elif self.state != CatState.PAW:
# Clicked without dragging -> Pet the cat! # Clicked without dragging -> Pet the cat!
self.set_state(CatState.HAPPY) self.set_state(CatState.HAPPY)
@@ -295,7 +349,7 @@ class CatController:
face_type = "happy" if self.state == CatState.HAPPY else ("blink" if self.is_blinking else "open") face_type = "happy" if self.state == CatState.HAPPY else ("blink" if self.is_blinking else "open")
# ---------------------------------------------------------------------- # ----------------------------------------------------------------------
# State: WALK (roaming the desktop floor) # State: WALK (roaming desktop floors and window ledges)
# ---------------------------------------------------------------------- # ----------------------------------------------------------------------
if self.state == CatState.WALK: if self.state == CatState.WALK:
elapsed = now - self.walk_start_time elapsed = now - self.walk_start_time
@@ -303,18 +357,95 @@ class CatController:
fps = (GAIT_FRAME_COUNT * WALK_SPEED * GAIT_CADENCE) / WALK_STRIDE # ~21.6 fps fps = (GAIT_FRAME_COUNT * WALK_SPEED * GAIT_CADENCE) / WALK_STRIDE # ~21.6 fps
frame_idx = int(elapsed * fps) % max(len(self.assets.walk_path_strings), 1) frame_idx = int(elapsed * fps) % max(len(self.assets.walk_path_strings), 1)
# Move horizontally cat_center_x = self.x + self.config.cat_width * 0.5
step = self.direction * self.walk_speed_px * dt
self.x += step
# Bounce at screen edges # 1. Platform Ledge Navigation (cat is walking on top of an app window)
margin = 15.0 if self.current_ledge:
if self.x >= self.screen_right - self.config.cat_width - margin: # If cat stepped off ledge boundaries or window moved/disappeared:
self.x = self.screen_right - self.config.cat_width - margin if cat_center_x < self.current_ledge.left - 15.0 or cat_center_x > self.current_ledge.right + 15.0:
self.current_ledge = None
self.vy = 50.0
self.target_landing_y = WindowManager.get_surface_beneath(self.x, self.y, self.config.cat_width, self.config.cat_height)
self.set_state(CatState.FALL)
else:
# Move along ledge
step = self.direction * self.walk_speed_px * dt
self.x += step
# Ledge edge turnaround
ledge_margin = 20.0
if self.x >= self.current_ledge.right - self.config.cat_width - ledge_margin:
self.x = self.current_ledge.right - self.config.cat_width - ledge_margin
self.direction = -1.0
self.facing_left = True
elif self.x <= self.current_ledge.left + ledge_margin:
self.x = self.current_ledge.left + ledge_margin
self.direction = 1.0
self.facing_left = False
# Periodically consider jumping down from window ledge
if now >= self.next_jump_check_time:
self.next_jump_check_time = now + random.uniform(5.0, 10.0)
if random.random() < 0.35:
hop_x = self.x + self.direction * 90.0
floor_beneath = WindowManager.get_floor_y_at(hop_x + self.config.cat_width * 0.5, self.config.cat_height)
self._initiate_jump(target_x=hop_x, target_y=floor_beneath)
# 2. Floor Navigation (across all monitors)
else:
current_floor = WindowManager.get_floor_y_at(cat_center_x, self.config.cat_height)
# Check if floor dropped out underneath (e.g. stepped from primary to lower secondary monitor)
if current_floor > self.y + 40.0:
self.target_landing_y = current_floor
self.vy = 50.0
self.set_state(CatState.FALL)
else:
# Check if there is an elevation step-up ahead (e.g. secondary to higher primary monitor)
ahead_x = cat_center_x + (self.direction * 60.0)
floor_ahead = WindowManager.get_floor_y_at(ahead_x, self.config.cat_height)
if floor_ahead < self.y - 40.0:
# Step-up detected! Leap onto the higher monitor floor
jump_target_x = ahead_x + self.direction * 50.0
self._initiate_jump(target_x=jump_target_x, target_y=floor_ahead)
else:
# Standard walking along floor
step = self.direction * self.walk_speed_px * dt
self.x += step
# Snap Y to current monitor floor
self.y = current_floor
self.floor_y = current_floor
# Check autonomous window jump
if self.config.enable_window_platforms and now >= self.next_jump_check_time:
self.next_jump_check_time = now + random.uniform(3.5, 7.5)
if random.random() < self.config.platform_jump_chance:
ledges = WindowManager.get_window_ledges()
reachable = []
for ledge in ledges:
height_diff = (self.y + self.config.cat_height) - ledge.top_y
if 60.0 <= height_diff <= 380.0:
if self.direction > 0 and (ledge.left <= cat_center_x + 350.0 and ledge.right >= cat_center_x):
reachable.append(ledge)
elif self.direction < 0 and (ledge.right >= cat_center_x - 350.0 and ledge.left <= cat_center_x):
reachable.append(ledge)
if reachable:
chosen_ledge = random.choice(reachable)
min_lx = chosen_ledge.left + 20.0
max_lx = chosen_ledge.right - self.config.cat_width - 20.0
if max_lx >= min_lx:
target_lx = max(min_lx, min(max_lx, self.x + self.direction * 120.0))
target_ly = float(chosen_ledge.top_y - self.config.cat_height)
self._initiate_jump(target_x=target_lx, target_y=target_ly, target_ledge=chosen_ledge)
# Bounce at virtual desktop outer boundaries
if self.x >= self.max_x:
self.x = self.max_x
self.direction = -1.0 self.direction = -1.0
self.facing_left = True self.facing_left = True
elif self.x <= self.screen_left + margin: elif self.x <= self.min_x:
self.x = self.screen_left + margin self.x = self.min_x
self.direction = 1.0 self.direction = 1.0
self.facing_left = False self.facing_left = False
@@ -377,10 +508,10 @@ class CatController:
# End of paw sequence # End of paw sequence
if frame_idx >= PAW_FRAME_COUNT: if frame_idx >= PAW_FRAME_COUNT:
# Settle and fall back to floor # Settle and fall back to surface beneath
self.set_state(CatState.FALL) self.set_state(CatState.FALL)
self.fall_start_y = self.y self.vy = 0.0
self.fall_duration = max(0.2, math.sqrt(max(0.1, self.floor_y - self.y) / 400.0)) self.current_ledge = None
return self.assets.get_paw_frame(0, coat, self.facing_left) return self.assets.get_paw_frame(0, coat, self.facing_left)
img = self.assets.get_paw_frame(frame_idx, coat, self.facing_left) img = self.assets.get_paw_frame(frame_idx, coat, self.facing_left)
@@ -397,20 +528,65 @@ class CatController:
# State: FALL (gravity drop after drag or jumping) # State: FALL (gravity drop after drag or jumping)
# ---------------------------------------------------------------------- # ----------------------------------------------------------------------
elif self.state == CatState.FALL: elif self.state == CatState.FALL:
elapsed = now - self.state_start_time self.vy += self.config.gravity_px_s2 * dt
t = min(1.0, elapsed / max(0.01, self.fall_duration)) self.y += self.vy * dt
# Quadratic acceleration (gravity)
self.y = self.fall_start_y + (self.floor_y - self.fall_start_y) * (t * t)
self.lift = max(0.0, self.floor_y - self.y)
if t >= 1.0: # Target landing surface directly beneath
self.y = self.floor_y surface_y = WindowManager.get_surface_beneath(self.x, self.y, self.config.cat_width, self.config.cat_height)
self.lift = max(0.0, surface_y - self.y)
if self.y >= surface_y:
self.y = surface_y
self.vy = 0.0
self.lift = 0.0 self.lift = 0.0
self.floor_y = self.y
self.current_ledge = None
# Check if landed on a window ledge
cat_center_x = self.x + self.config.cat_width * 0.5
if self.config.enable_window_platforms:
for ledge in WindowManager.get_window_ledges():
if abs((self.y + self.config.cat_height) - ledge.top_y) <= 20.0 and (ledge.left <= cat_center_x <= ledge.right):
self.current_ledge = ledge
break
self.set_state(CatState.RELEASE) self.set_state(CatState.RELEASE)
img = self.assets.get_paw_frame(0, coat, self.facing_left) img = self.assets.get_paw_frame(0, coat, self.facing_left)
return self._composite_with_shadow(img, self.lift) return self._composite_with_shadow(img, self.lift)
# ----------------------------------------------------------------------
# State: JUMP (parabolic leap onto window ledge or between monitors)
# ----------------------------------------------------------------------
elif self.state == CatState.JUMP:
self.x += self.vx * dt
self.y += self.vy * dt
self.vy += self.config.gravity_px_s2 * dt
# Clamp within virtual desktop horizontally
self.x = max(self.min_x, min(self.max_x, self.x))
# Lift relative to target landing surface
self.lift = max(0.0, self.target_landing_y - self.y)
# Check landing condition when falling downwards
if self.vy > 0 and self.y >= self.target_landing_y:
self.y = self.target_landing_y
self.vy = 0.0
self.vx = 0.0
self.lift = 0.0
self.floor_y = self.y
self.current_ledge = self.target_jump_ledge
self.target_jump_ledge = None
self.set_state(CatState.RELEASE)
# Sprite: Reaching paw stance while ascending, landing walk stance while descending
if self.vy < 0:
img = self.assets.get_paw_frame(0, coat, self.facing_left)
else:
img = self.assets.get_walk_frame(1, coat, self.facing_left, face_type)
return self._composite_with_shadow(img, self.lift)
# ---------------------------------------------------------------------- # ----------------------------------------------------------------------
# State: RELEASE (landing settle after falling) # State: RELEASE (landing settle after falling)
# ---------------------------------------------------------------------- # ----------------------------------------------------------------------
@@ -437,11 +613,11 @@ class CatController:
heart_alpha = 1.0 - progress heart_alpha = 1.0 - progress
heart = self.assets.get_heart_particle(size=28, alpha=heart_alpha) heart = self.assets.get_heart_particle(size=28, alpha=heart_alpha)
canvas = Image.new("RGBA", (self.config.cat_width, self.config.cat_height), (0, 0, 0, 0)) canvas = Image.new("RGBA", (self.config.canvas_width, self.config.canvas_height), (0, 0, 0, 0))
canvas.paste(base, (0, 0), base) canvas.paste(base, (0, 0), base)
# Heart floats upwards # Heart floats upwards
hx = int(self.config.cat_width * 0.65) hx = self.config.pad_x + int(self.config.cat_width * 0.65)
hy = int(self.config.cat_height * 0.15 - progress * 20.0) hy = self.config.pad_y + int(self.config.cat_height * 0.15 - progress * 20.0)
canvas.paste(heart, (hx, max(0, hy)), heart) canvas.paste(heart, (hx, max(0, hy)), heart)
return self._composite_with_shadow(canvas, 0.0) return self._composite_with_shadow(canvas, 0.0)
@@ -449,9 +625,15 @@ class CatController:
# State: SIT (sitting idle) # State: SIT (sitting idle)
# ---------------------------------------------------------------------- # ----------------------------------------------------------------------
elif self.state == CatState.SIT: elif self.state == CatState.SIT:
elapsed = now - self.state_start_time surface_y = WindowManager.get_surface_beneath(self.x, self.y, self.config.cat_width, self.config.cat_height)
if elapsed >= self.settle_duration: if surface_y > self.y + 35.0:
self.set_state(CatState.WALK) self.current_ledge = None
self.vy = 50.0
self.set_state(CatState.FALL)
else:
elapsed = now - self.state_start_time
if elapsed >= self.settle_duration:
self.set_state(CatState.WALK)
# Sitting stance using walk frame 0 # Sitting stance using walk frame 0
img = self.assets.get_walk_frame(0, coat, self.facing_left, face_type) img = self.assets.get_walk_frame(0, coat, self.facing_left, face_type)
return self._composite_with_shadow(img, 0.0) return self._composite_with_shadow(img, 0.0)
@@ -460,17 +642,23 @@ class CatController:
# State: SLEEP (sleeping with 'z' snoring) # State: SLEEP (sleeping with 'z' snoring)
# ---------------------------------------------------------------------- # ----------------------------------------------------------------------
elif self.state == CatState.SLEEP: elif self.state == CatState.SLEEP:
elapsed = now - self.state_start_time surface_y = WindowManager.get_surface_beneath(self.x, self.y, self.config.cat_width, self.config.cat_height)
if elapsed >= self.settle_duration: if surface_y > self.y + 35.0:
self.set_state(CatState.WALK) self.current_ledge = None
self.vy = 50.0
self.set_state(CatState.FALL)
else:
elapsed = now - self.state_start_time
if elapsed >= self.settle_duration:
self.set_state(CatState.WALK)
base = self.assets.get_walk_frame(0, coat, self.facing_left, "blink") base = self.assets.get_walk_frame(0, coat, self.facing_left, "blink")
# Animated zzz particle # Animated zzz particle
zzz = self.assets.get_zzz_indicator(size=22) zzz = self.assets.get_zzz_indicator(size=22)
canvas = Image.new("RGBA", (self.config.cat_width, self.config.cat_height), (0, 0, 0, 0)) canvas = Image.new("RGBA", (self.config.canvas_width, self.config.canvas_height), (0, 0, 0, 0))
canvas.paste(base, (0, 0), base) canvas.paste(base, (0, 0), base)
zx = int(self.config.cat_width * 0.65) zx = self.config.pad_x + int(self.config.cat_width * 0.65)
zy = int(self.config.cat_height * 0.10 + math.sin(elapsed * 2.0) * 4.0) zy = self.config.pad_y + int(self.config.cat_height * 0.10 + math.sin(elapsed * 2.0) * 4.0)
canvas.paste(zzz, (zx, max(0, zy)), zzz) canvas.paste(zzz, (zx, max(0, zy)), zzz)
return self._composite_with_shadow(canvas, 0.0) return self._composite_with_shadow(canvas, 0.0)
@@ -478,11 +666,17 @@ class CatController:
# State: STRETCH (37 frames stretch) # State: STRETCH (37 frames stretch)
# ---------------------------------------------------------------------- # ----------------------------------------------------------------------
elif self.state == CatState.STRETCH: elif self.state == CatState.STRETCH:
elapsed = now - self.state_start_time surface_y = WindowManager.get_surface_beneath(self.x, self.y, self.config.cat_width, self.config.cat_height)
frame_idx = int(elapsed * LIFE_MOTION_FPS) if surface_y > self.y + 35.0:
if frame_idx >= LIFE_MOTION_FRAME_COUNT: self.current_ledge = None
self.set_state(CatState.WALK) self.vy = 50.0
return self.assets.get_walk_frame(0, coat, self.facing_left, face_type) 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:
self.set_state(CatState.WALK)
return self.assets.get_walk_frame(0, coat, self.facing_left, face_type)
img = self.assets.get_stretch_frame(frame_idx, coat, self.facing_left) img = self.assets.get_stretch_frame(frame_idx, coat, self.facing_left)
return self._composite_with_shadow(img, 0.0) return self._composite_with_shadow(img, 0.0)
@@ -491,11 +685,17 @@ class CatController:
# State: TAIL (37 frames tail flick) # State: TAIL (37 frames tail flick)
# ---------------------------------------------------------------------- # ----------------------------------------------------------------------
elif self.state == CatState.TAIL: elif self.state == CatState.TAIL:
elapsed = now - self.state_start_time surface_y = WindowManager.get_surface_beneath(self.x, self.y, self.config.cat_width, self.config.cat_height)
frame_idx = int(elapsed * LIFE_MOTION_FPS) if surface_y > self.y + 35.0:
if frame_idx >= LIFE_MOTION_FRAME_COUNT: self.current_ledge = None
self.set_state(CatState.WALK) self.vy = 50.0
return self.assets.get_walk_frame(0, coat, self.facing_left, face_type) 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:
self.set_state(CatState.WALK)
return self.assets.get_walk_frame(0, coat, self.facing_left, face_type)
img = self.assets.get_tail_frame(frame_idx, coat, self.facing_left) img = self.assets.get_tail_frame(frame_idx, coat, self.facing_left)
return self._composite_with_shadow(img, 0.0) return self._composite_with_shadow(img, 0.0)
@@ -543,14 +743,14 @@ class CatController:
def _composite_with_shadow(self, sprite: Image.Image, lift: float) -> Image.Image: def _composite_with_shadow(self, sprite: Image.Image, lift: float) -> Image.Image:
"""Draws soft contact shadow underneath the cat sprite.""" """Draws soft contact shadow underneath the cat sprite."""
w = self.config.cat_width w = self.config.canvas_width
h = self.config.cat_height h = self.config.canvas_height
canvas = Image.new("RGBA", (w, h), (0, 0, 0, 0)) 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(w, lift_ratio) shadow = self.assets.get_shadow(self.config.cat_width, lift_ratio)
sx = (w - shadow.width) // 2 sx = self.config.pad_x + (self.config.cat_width - shadow.width) // 2
sy = h - shadow.height - 1 sy = self.config.pad_y + self.config.cat_height - shadow.height - 1
canvas.paste(shadow, (sx, sy), shadow) canvas.paste(shadow, (sx, sy), shadow)
# Cat sprite on top # Cat sprite on top
@@ -559,12 +759,10 @@ class CatController:
def _composite_with_alert(self, sprite: Image.Image) -> Image.Image: def _composite_with_alert(self, sprite: Image.Image) -> Image.Image:
"""Paints alert exclamation mark bubble above the cat's head.""" """Paints alert exclamation mark bubble above the cat's head."""
w = self.config.cat_width
h = self.config.cat_height
canvas = self._composite_with_shadow(sprite, 0.0) canvas = self._composite_with_shadow(sprite, 0.0)
alert_bubble = self.assets.get_alert_bubble(size=30) alert_bubble = self.assets.get_alert_bubble(size=30)
ax = int(w * 0.70) if not self.facing_left else int(w * 0.05) ax = self.config.pad_x + (int(self.config.cat_width * 0.70) if not self.facing_left else int(self.config.cat_width * 0.05))
ay = 2 ay = self.config.pad_y + 2
canvas.paste(alert_bubble, (ax, ay), alert_bubble) canvas.paste(alert_bubble, (ax, ay), alert_bubble)
return canvas return canvas
+15 -6
View File
@@ -62,10 +62,10 @@ ACTION_WEIGHTS: Dict[str, Dict[str, int]] = {
# Settled action intervals (ms) # Settled action intervals (ms)
LIFE_ACTION_INTERVAL_MS: int = 9000 LIFE_ACTION_INTERVAL_MS: int = 9000
SETTLED_ACTION_INTERVAL_MS: int = 3400 SETTLED_ACTION_INTERVAL_MS: int = 3400
SIT_MIN_MS: int = 3200 SIT_MIN_MS: int = 15000
SIT_MAX_MS: int = 9000 SIT_MAX_MS: int = 45000
SLEEP_MIN_MS: int = 6400 SLEEP_MIN_MS: int = 60000 # 1 to 4 minutes of peaceful sleep
SLEEP_MAX_MS: int = 18000 SLEEP_MAX_MS: int = 240000
# ============================================================================== # ==============================================================================
@@ -118,12 +118,15 @@ class Config:
auto_fallback_to_win32: bool = True auto_fallback_to_win32: bool = True
distraction_keywords: List[str] = field(default_factory=lambda: [ distraction_keywords: List[str] = field(default_factory=lambda: [
"shorts", "shorts",
"youtube shorts", "youtube.com/shorts",
"youtube",
"reels", "reels",
"instagram reels", "instagram.com/reels",
"instagram",
"tiktok", "tiktok",
"reddit", "reddit",
"twitch.tv", "twitch.tv",
"twitch",
]) ])
distraction_apps: List[str] = field(default_factory=lambda: [ distraction_apps: List[str] = field(default_factory=lambda: [
# Users can add specific processes e.g. "discord.exe", "steam.exe" # Users can add specific processes e.g. "discord.exe", "steam.exe"
@@ -134,6 +137,12 @@ class Config:
sound_enabled: bool = True sound_enabled: bool = True
cooldown_after_close_sec: float = 4.0 cooldown_after_close_sec: float = 4.0
# Physics & Platforming parameters
gravity_px_s2: float = 1600.0 # Gravitational acceleration (px/s^2)
jump_velocity_px_s: float = 650.0 # Vertical launch velocity for jumps (px/s)
platform_jump_chance: float = 0.20 # Autonomous chance to jump onto a window platform
enable_window_platforms: bool = True # Treat open windows as walkable ledges
@property @property
def cat_height(self) -> int: def cat_height(self) -> int:
"""Calculates cat height proportionally based on aspect ratio 121.2 / 92.4.""" """Calculates cat height proportionally based on aspect ratio 121.2 / 92.4."""
+159 -2
View File
@@ -60,6 +60,25 @@ class WindowInfo:
return max(0, self.rect[3] - self.rect[1]) return max(0, self.rect[3] - self.rect[1])
@dataclass
class WindowLedge:
"""Represents a walkable top surface of a desktop window."""
hwnd: int
title: str
left: float
right: float
top_y: float
@dataclass
class MonitorInfo:
"""Represents a display monitor and its working area (excluding taskbar)."""
handle: int
is_primary: bool
rect: Tuple[int, int, int, int] # (left, top, right, bottom)
work_area: Tuple[int, int, int, int] # (left, top, right, bottom) excluding taskbar
class WindowManager: class WindowManager:
"""Win32 window query and manipulation utility.""" """Win32 window query and manipulation utility."""
@@ -174,7 +193,9 @@ class WindowManager:
process_predicate: Optional[Callable[[str], bool]] = None, process_predicate: Optional[Callable[[str], bool]] = None,
) -> Optional[WindowInfo]: ) -> Optional[WindowInfo]:
""" """
Enumerates top-level desktop windows to find the first matching window. Enumerates top-level desktop windows to find the first matching visible window.
Uses the user's interactive input desktop to ensure windows across all monitors
are discovered even if the calling thread has a different default desktop.
""" """
found_hwnd = None found_hwnd = None
@@ -189,6 +210,10 @@ class WindowManager:
if not title: if not title:
return True return True
# Never target Catser's own overlay window
if "catser overlay" in title.lower():
return True
if title_predicate and title_predicate(title): if title_predicate and title_predicate(title):
found_hwnd = hwnd found_hwnd = hwnd
return False # Stop enumeration return False # Stop enumeration
@@ -201,7 +226,12 @@ class WindowManager:
return True return True
user32.EnumWindows(WNDENUMPROC(enum_proc), 0) h_input_desk = user32.OpenInputDesktop(0, False, 0x01FF)
if h_input_desk:
user32.EnumDesktopWindows(h_input_desk, WNDENUMPROC(enum_proc), 0)
user32.CloseDesktop(h_input_desk)
else:
user32.EnumWindows(WNDENUMPROC(enum_proc), 0)
if found_hwnd: if found_hwnd:
return cls.get_window_info(found_hwnd) return cls.get_window_info(found_hwnd)
@@ -283,3 +313,130 @@ class WindowManager:
return (0, 0, w, h) return (0, 0, w, h)
return (vx, vy, vx + vw, vy + vh) return (vx, vy, vx + vw, vy + vh)
@classmethod
def get_monitors(cls) -> List[MonitorInfo]:
"""
Enumerates all connected display monitors and returns their full
bounding rectangles and work areas (excluding taskbars).
"""
class _MONITORINFO(ctypes.Structure):
_fields_ = [
("cbSize", wintypes.DWORD),
("rcMonitor", wintypes.RECT),
("rcWork", wintypes.RECT),
("dwFlags", wintypes.DWORD),
]
monitors: List[MonitorInfo] = []
MONITORENUMPROC = ctypes.WINFUNCTYPE(ctypes.c_bool, wintypes.HMONITOR, wintypes.HDC, ctypes.POINTER(wintypes.RECT), wintypes.LPARAM)
def enum_mon_proc(h_mon, hdc, lprect, lparam):
mi = _MONITORINFO()
mi.cbSize = ctypes.sizeof(_MONITORINFO)
if user32.GetMonitorInfoW(h_mon, ctypes.byref(mi)):
m = mi.rcMonitor
w = mi.rcWork
is_pri = bool(mi.dwFlags & 1)
monitors.append(MonitorInfo(
handle=int(h_mon),
is_primary=is_pri,
rect=(m.left, m.top, m.right, m.bottom),
work_area=(w.left, w.top, w.right, w.bottom),
))
return True
user32.EnumDisplayMonitors(0, None, MONITORENUMPROC(enum_mon_proc), 0)
return monitors
@classmethod
def get_floor_y_at(cls, x: float, cat_height: int) -> float:
"""
Returns the screen floor Y coordinate for a given horizontal X position,
accounting for multi-monitor setups where different monitors have taskbars
at different vertical coordinates.
"""
monitors = cls.get_monitors()
for mon in monitors:
wa = mon.work_area
if wa[0] <= x < wa[2]:
return float(wa[3] - cat_height)
# Fallback to primary work area
wa_pri = cls.get_work_area()
return float(wa_pri[3] - cat_height)
@classmethod
def get_window_ledges(cls, min_width: int = 120) -> List[WindowLedge]:
"""
Queries all visible, non-minimized top-level windows to extract
walkable horizontal platforms (window top titlebar frames).
"""
ledges: List[WindowLedge] = []
WNDENUMPROC = ctypes.WINFUNCTYPE(ctypes.c_bool, wintypes.HWND, wintypes.LPARAM)
def enum_proc(hwnd, lparam):
if not user32.IsWindowVisible(hwnd) or user32.IsIconic(hwnd):
return True
title = cls.get_window_title(hwnd)
if not title:
return True
# Exclude overlays and desktop shell
t_lower = title.lower()
if "catser overlay" in t_lower or "program manager" in t_lower:
return True
rect = cls.get_window_rect(hwnd)
if not rect:
return True
left, top, right, bottom = rect
width = right - left
height = bottom - top
# Window must be large enough to serve as a platform
if width >= min_width and height >= 60:
ledges.append(WindowLedge(
hwnd=hwnd,
title=title,
left=float(left),
right=float(right),
top_y=float(top),
))
return True
h_input_desk = user32.OpenInputDesktop(0, False, 0x01FF)
if h_input_desk:
user32.EnumDesktopWindows(h_input_desk, WNDENUMPROC(enum_proc), 0)
user32.CloseDesktop(h_input_desk)
else:
user32.EnumWindows(WNDENUMPROC(enum_proc), 0)
# Sort highest ledge first (lowest top_y)
ledges.sort(key=lambda l: l.top_y)
return ledges
@classmethod
def get_surface_beneath(cls, x: float, y: float, cat_width: int, cat_height: int) -> float:
"""
Finds the highest walking surface directly beneath the cat (either an open
window top ledge or the monitor floor). Returns the target cat.y coordinate
(i.e. surface_top_y - cat_height).
"""
cat_center_x = x + cat_width * 0.5
feet_y = y + cat_height
floor_y = cls.get_floor_y_at(cat_center_x, cat_height)
# Search for window ledges below the cat's current feet
candidate_y = floor_y
ledges = cls.get_window_ledges(min_width=100)
for ledge in ledges:
if ledge.left <= cat_center_x <= ledge.right:
target_cat_y = ledge.top_y - cat_height
# Is this ledge below the cat's feet (with 6px landing tolerance)?
if ledge.top_y >= feet_y - 6.0 and target_cat_y < candidate_y:
candidate_y = target_cat_y
return candidate_y