pet/src/components/PetGame.vue

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<template>
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<div class="pet-game-wrapper">
<!-- Top Menu -->
<TopMenu
:disabled="stage === 'egg'"
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@info="showPetInfo = !showPetInfo"
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@feed="$emit('action', 'feed')"
@play="$emit('action', 'play')"
@sleep="$emit('action', 'sleep')"
/>
<!-- Stats Dashboard (Toggelable) -->
<StatsBar
v-if="showStats"
:hunger="stats?.hunger || 100"
:happiness="stats?.happiness || 100"
:health="stats?.health || 100"
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:petName="CURRENT_PRESET.name"
:stage="stage"
:poopCount="poopCount"
:baseStats="baseStats"
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/>
<!-- Game Area (Center) -->
<div class="pet-game-container" ref="containerRef">
<!-- 關燈黑色遮罩 -->
<div
v-if="state === 'sleep'"
class="dark-overlay"
></div>
<!-- 寵物本體 -->
<div
class="pet-root"
ref="petRef"
:style="{
left: petX + 'px',
top: petY + 'px',
width: width + 'px',
height: height + 'px',
display: (state === 'dead' || state === 'sleep') ? 'none' : 'block',
zIndex: 10
}"
:class="['state-' + state, 'stage-' + stage, { 'shaking-head': isShakingHead }]"
>
<div class="pet-inner" :class="isFacingRight ? 'face-right' : 'face-left'">
<!-- 根據是否張嘴選擇顯示的像素 -->
<div
v-for="(pixel, index) in currentPixels"
:key="index"
:class="['pet-pixel', pixel.className]"
:style="{
width: pixelSize + 'px',
height: pixelSize + 'px',
left: pixel.x * pixelSize + 'px',
top: pixel.y * pixelSize + 'px',
background: pixel.color
}"
></div>
</div>
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</div>
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<!-- 食物 -->
<div
v-if="state === 'eating' && foodVisible"
class="food-item"
:style="{
left: foodX + 'px',
top: foodY + 'px',
width: (10 * pixelSize) + 'px',
height: (10 * pixelSize) + 'px'
}"
>
<div
v-for="(pixel, index) in currentFoodPixels"
:key="'food-'+index"
class="pet-pixel"
:style="{
width: pixelSize + 'px',
height: pixelSize + 'px',
left: pixel.x * pixelSize + 'px',
top: pixel.y * pixelSize + 'px',
background: pixel.color
}"
></div>
</div>
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<!-- 睡覺 ZZZ -->
<div
class="sleep-zzz"
:class="{ 'dark-mode': state === 'sleep' }"
:style="iconStyle"
v-show="state === 'sleep'"
>
<span class="z1">Z</span>
<span class="z2">Z</span>
<span class="z3">Z</span>
</div>
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<!-- 生病骷髏頭 -->
<div class="sick-icon" :style="iconStyle" v-show="state === 'sick'">💀</div>
<!-- 死亡墓碑 -->
<div class="tombstone" v-show="state === 'dead'"></div>
<!-- 便便 (Poop) - Scattered on sides -->
<div
v-for="i in Math.min(stats?.poopCount || 0, 4)"
:key="'poop-' + i"
class="poop"
:class="{ 'flushing': isCleaning }"
:style="getPoopPosition(i)"
>
<div class="poop-sprite"></div>
<div class="poop-stink">
<span class="stink-line s1"></span>
<span class="stink-line s2"></span>
<span class="stink-line s3"></span>
</div>
</div>
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<!-- Debug Overlay (Hidden) -->
<div class="debug-overlay" v-if="false">
{{ containerWidth }}x{{ containerHeight }} | {{ Math.round(petX) }},{{ Math.round(petY) }} | {{ state }}
</div>
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<!-- Flush Animation - Single wave covering all poop areas -->
<div
v-if="isCleaning && (stats?.poopCount || 0) > 0"
class="flush-wave"
:style="getFlushAreaStyle()"
>
<div class="wave-drop"></div>
</div>
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</div>
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<!-- Prayer Menu (覆蓋整個遊戲區域) -->
<PrayerMenu
v-if="showPrayerMenu"
@select="handlePrayerSelect"
@close="showPrayerMenu = false"
/>
<!-- Jiaobei Animation (覆蓋遊戲區域) -->
<JiaobeiAnimation
v-if="showJiaobeiAnimation"
:mode="fortuneMode"
:consecutiveCount="consecutiveSaintCount"
@close="handleJiaobeiClose"
@result="handleJiaobeiResult"
@retry-fortune="handleRetryFortune"
@finish-fortune="handleFinishFortune"
/>
<!-- Fortune Stick Animation -->
<FortuneStickAnimation
v-if="showFortuneStick"
@complete="handleStickComplete"
@close="handleFortuneStickClose"
/>
<!-- Fortune Result -->
<FortuneResult
v-if="showFortuneResult && currentLotData"
:lotData="currentLotData"
@close="handleCloseResult"
/>
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<!-- Pet Info Screen (覆蓋整個遊戲區域) -->
<PetInfoScreen
v-if="showPetInfo"
:petName="CURRENT_PRESET.name"
:stage="stage"
:poopCount="poopCount"
:baseStats="baseStats"
:hunger="stats?.hunger || 100"
:happiness="stats?.happiness || 100"
:health="stats?.health || 100"
@close="showPetInfo = false"
/>
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<!-- Inventory Screen -->
<InventoryScreen
v-if="showInventory"
:inventory="inventory"
@close="showInventory = false"
@use-item="handleUseItem"
@update:inventory="handleInventoryUpdate"
/>
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<!-- Action Menu (Bottom) -->
<ActionMenu
:disabled="stage === 'egg'"
:poopCount="stats?.poopCount || 0"
:health="stats?.health || 100"
:isSick="state === 'sick'"
@clean="$emit('action', 'clean')"
@medicine="$emit('action', 'medicine')"
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@training="showPrayerMenu = true"
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@inventory="showInventory = !showInventory"
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/>
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</div>
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</template>
<script setup>
import { ref, computed, onMounted, onUnmounted, watch, nextTick } from 'vue';
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import { SPRITE_PRESETS_FLAT as SPRITE_PRESETS, SPRITE_PRESETS as FULL_PRESETS } from '../data/petPresets.js';
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import { FOOD_OPTIONS } from '../data/foodOptions.js';
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import StatsBar from './StatsBar.vue';
import ActionMenu from './ActionMenu.vue';
import TopMenu from './TopMenu.vue';
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import PrayerMenu from './PrayerMenu.vue';
import JiaobeiAnimation from './JiaobeiAnimation.vue';
import FortuneStickAnimation from './FortuneStickAnimation.vue';
import FortuneResult from './FortuneResult.vue';
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import PetInfoScreen from './PetInfoScreen.vue';
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import InventoryScreen from './InventoryScreen.vue';
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import guanyinLots from '../assets/guanyin_100_lots.json';
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const props = defineProps({
state: {
type: String,
default: 'idle'
},
stage: {
type: String,
default: 'adult' // 'egg' or 'adult'
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},
stats: {
type: Object,
default: () => ({ hunger: 100, happiness: 100, health: 100, poopCount: 0 })
},
showStats: {
type: Boolean,
default: false
},
isCleaning: {
type: Boolean,
default: false
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}
});
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const emit = defineEmits(['update:state', 'action']);
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// Prayer Menu State
const showPrayerMenu = ref(false);
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const fortuneMode = ref('jiaobei');
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const showJiaobeiAnimation = ref(false);
const showFortuneStick = ref(false);
const showFortuneResult = ref(false);
const currentLotData = ref(null);
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const currentLotNumber = ref(null);
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const consecutiveSaintCount = ref(0);
const showPetInfo = ref(false);
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const showInventory = ref(false);
const inventory = ref(new Array(16).fill(null));
// Initialize some items
inventory.value[0] = { id: 'cookie', name: '幸運餅乾', description: '增加一點快樂值', count: 5, iconClass: 'icon-cookie' };
inventory.value[1] = { id: 'water', name: '神水', description: '恢復健康', count: 2, iconClass: 'icon-water' };
inventory.value[2] = { id: 'amulet', name: '平安符', description: '保佑寵物平安', count: 1, iconClass: 'icon-amulet' };
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const infoPage = ref(0);
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const handlePrayerSelect = (mode) => {
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showPrayerMenu.value = false;
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if (mode === 'jiaobei') {
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fortuneMode.value = 'normal';
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showJiaobeiAnimation.value = true;
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} else if (mode === 'fortune') {
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// 開始求籤流程
fortuneMode.value = 'fortune';
showFortuneStick.value = true;
}
}
function handleJiaobeiClose() {
showJiaobeiAnimation.value = false;
// 重置狀態
fortuneMode.value = 'normal';
consecutiveSaintCount.value = 0;
}
// --- 求籤流程函數 ---
function handleStickComplete(number) {
currentLotNumber.value = number;
showFortuneStick.value = false;
// 進入擲筊確認階段
consecutiveSaintCount.value = 0;
showJiaobeiAnimation.value = true;
}
function handleFortuneStickClose() {
showFortuneStick.value = false;
fortuneMode.value = 'normal';
consecutiveSaintCount.value = 0;
}
function handleJiaobeiResult(type) {
if (fortuneMode.value === 'fortune') {
if (type === 'saint') {
consecutiveSaintCount.value++;
} else {
// 如果不是聖筊,計數歸零(邏輯上失敗了,需要重新求籤)
consecutiveSaintCount.value = 0;
}
}
}
function handleRetryFortune() {
// 重新開始搖籤
showJiaobeiAnimation.value = false;
consecutiveSaintCount.value = 0;
showFortuneStick.value = true;
}
function handleFinishFortune() {
// 顯示籤詩結果
const lot = guanyinLots.find(l => l.id === currentLotNumber.value);
if (lot) {
currentLotData.value = lot;
showJiaobeiAnimation.value = false;
showFortuneResult.value = true;
} else {
console.error('Lot not found:', currentLotNumber.value);
handleJiaobeiClose();
}
}
function handleCloseResult() {
showFortuneResult.value = false;
currentLotData.value = null;
currentLotNumber.value = null;
consecutiveSaintCount.value = 0;
fortuneMode.value = 'normal';
}
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function handleUseItem(item) {
console.log('Used item:', item.name);
// TODO: Implement item effects
// Decrease count or remove item
const index = inventory.value.findIndex(i => i === item);
if (index !== -1) {
if (inventory.value[index].count > 1) {
inventory.value[index].count--;
} else {
inventory.value[index] = null;
}
}
showInventory.value = false;
}
function handleInventoryUpdate(newInventory) {
inventory.value = newInventory;
}
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// Stats visibility toggle (removed local ref, using prop instead)
// Poop position calculator (all on left side, strictly in game area)
function getPoopPosition(index) {
const positions = [
{ left: '10px', bottom: '15px' }, // Bottom left
{ left: '45px', bottom: '15px' }, // Bottom left-center
{ left: '10px', bottom: '50px' }, // Mid left
{ left: '45px', bottom: '50px' } // Mid left-center
];
return positions[index - 1] || positions[0];
}
// Poop area boundaries (for collision detection)
// Each poop area is 32px x 32px
const POOP_AREA_SIZE = 32;
function getPoopAreas() {
const poopCount = props.stats?.poopCount || 0;
if (poopCount === 0) return []; // No poop, return empty array
const positions = [
{ left: 10, bottom: 15 }, // Index 1: Bottom left
{ left: 45, bottom: 15 }, // Index 2: Bottom left-center
{ left: 10, bottom: 50 }, // Index 3: Mid left
{ left: 45, bottom: 50 } // Index 4: Mid left-center
];
if (!containerRef.value) return [];
const ch = containerRef.value.clientHeight;
// Only return areas that actually have poop (based on poopCount)
return positions.slice(0, Math.min(poopCount, 4)).map(pos => ({
left: pos.left,
right: pos.left + POOP_AREA_SIZE,
top: ch - pos.bottom - POOP_AREA_SIZE,
bottom: ch - pos.bottom
}));
}
// Check if a position overlaps with any poop area (only if there's actual poop)
function isInPoopArea(x, y, w, h) {
const areas = getPoopAreas();
if (areas.length === 0) return false; // No poop, can move anywhere
return areas.some(area => {
return !(x + w < area.left || x > area.right || y + h < area.top || y > area.bottom);
});
}
// Get style for flush area covering all poop positions
function getFlushAreaStyle() {
if (!containerRef.value) return {};
const ch = containerRef.value.clientHeight;
// Calculate bounding box for all poop areas
// Poop positions: left 10px, 45px; bottom 15px, 50px
const minLeft = 10;
const maxRight = 45 + POOP_AREA_SIZE; // 45 + 32 = 77
const minTop = ch - 50 - POOP_AREA_SIZE; // Top of highest poop (bottom: 50)
const maxBottom = ch - 15; // Bottom of lowest poop (bottom: 15)
return {
left: minLeft + 'px',
top: '0px', // Start from top of screen
width: (maxRight - minLeft) + 'px',
height: maxBottom + 'px'
};
}
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// Default food choice
const currentFood = 'banana'; // Can be: 'apple', 'banana', 'strawberry'
const FOOD_SPRITES = FOOD_OPTIONS[currentFood].sprites;
const FOOD_PALETTE = FOOD_OPTIONS[currentFood].palette;
const CURRENT_PRESET = SPRITE_PRESETS.tinyTigerCatB;
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const FULL_PRESET = FULL_PRESETS.tinyTigerCatB;
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const pixelSize = CURRENT_PRESET.pixelSize;
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// Calculate base stats based on current stage
const baseStats = computed(() => {
if (!FULL_PRESET.stats) {
return { hp: 0, attack: 0, defense: 0, speed: 0 };
}
const base = FULL_PRESET.stats.base;
const stageId = props.stage === 'egg' ? 'baby' : props.stage;
const modifier = FULL_PRESET.stats.stageModifiers?.[stageId] || { hp: 1, attack: 1, defense: 1, speed: 1 };
return {
hp: Math.floor(base.hp * modifier.hp),
attack: Math.floor(base.attack * modifier.attack),
defense: Math.floor(base.defense * modifier.defense),
speed: Math.floor(base.speed * modifier.speed)
};
});
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// Define dimensions
const rows = CURRENT_PRESET.sprite.length;
const cols = CURRENT_PRESET.sprite[0].length;
const width = cols * pixelSize;
const height = rows * pixelSize;
// 2. Generate Pixels Helper
function generatePixels(spriteMap, paletteOverride = null) {
const pxs = [];
const palette = paletteOverride || CURRENT_PRESET.palette;
spriteMap.forEach((rowStr, y) => {
[...rowStr].forEach((ch, x) => {
if (ch === '0') return;
// Only apply body part classes if NOT an egg
let className = '';
if (props.stage !== 'egg') {
const isTail = CURRENT_PRESET.tailPixels?.some(([tx, ty]) => tx === x && ty === y);
const isLegFront = CURRENT_PRESET.legFrontPixels?.some(([lx, ly]) => lx === x && ly === y);
const isLegBack = CURRENT_PRESET.legBackPixels?.some(([lx, ly]) => lx === x && ly === y);
const isEar = CURRENT_PRESET.earPixels?.some(([ex, ey]) => ex === x && ey === y);
const isBlush = CURRENT_PRESET.blushPixels?.some(([bx, by]) => bx === x && by === y);
if (isTail) className += ' tail-pixel';
if (isLegFront) className += ' leg-front';
if (isLegBack) className += ' leg-back';
if (isEar) className += ' ear-pixel';
if (isBlush) className += ' blush-dot';
}
pxs.push({
x, y,
color: palette[ch] || '#000',
className: className.trim()
});
});
});
return pxs;
}
// 3. State & Movement
const containerRef = ref(null);
const petX = ref(0);
const petY = ref(0);
const isFacingRight = ref(true);
const iconX = ref(0);
const iconY = ref(0);
const isShakingHead = ref(false); // 控制搖頭時停止其他動畫
// Debug Refs
const containerWidth = ref(0);
const containerHeight = ref(0);
// Feeding State
const isMouthOpen = ref(false);
const foodX = ref(0);
const foodY = ref(0);
const foodStage = ref(0); // 0, 1, 2
const foodVisible = ref(false);
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// Animation State
const isBlinking = ref(false);
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const currentPixels = computed(() => {
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// Priority: Egg > Blink > Mouth Open > Normal
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if (props.stage === 'egg') {
return generatePixels(CURRENT_PRESET.eggSprite, CURRENT_PRESET.eggPalette);
}
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// Blink overrides mouth state (when blinking, always show closed eyes)
if (isBlinking.value && CURRENT_PRESET.spriteEyesClosed) {
return generatePixels(CURRENT_PRESET.spriteEyesClosed);
}
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return isMouthOpen.value
? generatePixels(CURRENT_PRESET.spriteMouthOpen)
: generatePixels(CURRENT_PRESET.sprite);
});
const currentFoodPixels = computed(() => {
const sprite = FOOD_SPRITES[foodStage.value];
const pxs = [];
if(!sprite) return pxs;
sprite.forEach((row, y) => {
[...row].forEach((ch, x) => {
if (ch === '0') return;
pxs.push({
x, y,
color: FOOD_PALETTE[ch] || '#d00' // Use food palette
});
});
});
return pxs;
});
const iconStyle = computed(() => ({
left: iconX.value + 'px',
top: iconY.value + 'px'
}));
function updateHeadIconsPosition() {
const { iconBackLeft, iconBackRight } = CURRENT_PRESET;
const marker = isFacingRight.value ? iconBackLeft : iconBackRight;
const baseX = petX.value + marker.x * pixelSize;
const baseY = petY.value + marker.y * pixelSize;
if (props.state === 'sleep') {
iconX.value = baseX - 2;
iconY.value = baseY - 10;
} else if (props.state === 'sick') {
iconX.value = baseX - 2;
iconY.value = baseY - 28; // Moved higher to avoid overlap with pet body
}
}
function moveRandomly() {
// Egg does not move
if (props.stage === 'egg') {
// Force center position just in case
if (containerRef.value) {
const cw = containerRef.value.clientWidth;
const ch = containerRef.value.clientHeight;
petX.value = Math.floor(cw / 2 - width / 2);
petY.value = Math.floor(ch / 2 - height / 2);
}
return;
}
console.log('moveRandomly called. State:', props.state);
if (props.state === 'sleep' || props.state === 'dead' || props.state === 'eating') {
updateHeadIconsPosition();
return;
}
if (!containerRef.value) {
console.warn('containerRef is null');
return;
}
const cw = containerRef.value.clientWidth;
const ch = containerRef.value.clientHeight;
containerWidth.value = cw;
containerHeight.value = ch;
console.log('Container size:', cw, ch);
// Safety check: if container has no size, don't run logic to avoid sticking to (8,8)
if (cw === 0 || ch === 0) return;
const margin = 10;
const step = 4;
// 0: up, 1: down, 2: left, 3: right
const dir = Math.floor(Math.random() * 4);
let newX = petX.value;
let newY = petY.value;
if (dir === 0) newY -= step;
if (dir === 1) newY += step;
if (dir === 2) newX -= step;
if (dir === 3) newX += step;
const maxX = cw - width - margin;
const maxY = ch - height - margin;
const minX = margin;
const minY = margin;
newX = Math.max(minX, Math.min(maxX, newX));
newY = Math.max(minY, Math.min(maxY, newY));
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// Check if new position would overlap with poop areas (only if there's actual poop)
if (isInPoopArea(newX, newY, width, height)) {
// If overlapping, try to move away from poop areas
// Prefer moving right or up to avoid poop areas on the left
if (newX < 80) {
newX = Math.max(80, newX); // Move right of poop areas
}
// If still overlapping, try moving up
if (isInPoopArea(newX, newY, width, height)) {
const areas = getPoopAreas();
if (areas.length > 0) {
const maxPoopBottom = Math.max(...areas.map(a => a.bottom));
newY = Math.max(minY, Math.min(newY, maxPoopBottom - height - 5));
}
}
}
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const dx = newX - petX.value;
if (dx > 0) isFacingRight.value = false;
else if (dx < 0) isFacingRight.value = true;
petX.value = newX;
petY.value = newY;
updateHeadIconsPosition();
}
// Feeding Logic
async function startFeeding() {
// Reset food
foodStage.value = 0;
foodVisible.value = true;
// Calculate food position: in front of pet, at mouth height
// Food drops in front (not directly at mouth)
const foodSize = 10 * pixelSize;
const frontOffsetX = isFacingRight.value ? -foodSize - 5 : width + 5; // In front of pet
const mouthY = 8.5; // Mouth is at row 8-9
// Set horizontal position (in front of pet)
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let targetFoodX = petX.value + frontOffsetX;
// Only avoid poop areas if there's actual poop
const areas = getPoopAreas();
if (areas.length > 0) {
const maxPoopRight = Math.max(...areas.map(a => a.right));
if (targetFoodX < maxPoopRight + 10) {
// Move food to the right of poop areas
targetFoodX = maxPoopRight + 10;
}
}
foodX.value = targetFoodX;
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foodY.value = 0; // Start from top of screen
// Calculate target Y (at mouth level)
const targetY = petY.value + (mouthY * pixelSize) - (foodSize / 2);
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// Only avoid poop areas vertically if there's actual poop
let safeTargetY = targetY;
if (areas.length > 0) {
const maxPoopBottom = Math.max(...areas.map(a => a.bottom));
safeTargetY = Math.min(targetY, maxPoopBottom - foodSize - 5);
}
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// Animate falling to front of pet
const duration = 800;
const startTime = performance.now();
await new Promise(resolve => {
function animateFall(time) {
const elapsed = time - startTime;
const progress = Math.min(elapsed / duration, 1);
// Ease out for smoother landing
const eased = 1 - Math.pow(1 - progress, 3);
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foodY.value = eased * safeTargetY;
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if (progress < 1) {
requestAnimationFrame(animateFall);
} else {
resolve();
}
}
requestAnimationFrame(animateFall);
});
// Food is now at mouth level in front of pet
// Pet takes 3 bites
for (let i = 0; i < 3; i++) {
// Wait a moment before opening mouth
await new Promise(r => setTimeout(r, 200));
// Open mouth (bite!)
isMouthOpen.value = true;
await new Promise(r => setTimeout(r, 250));
// Close mouth and reduce food
isMouthOpen.value = false;
foodStage.value = i + 1; // 0->1 (2/3), 1->2 (1/3), 2->3 (Gone)
// If last bite, hide food
if (foodStage.value >= 3) {
foodVisible.value = false;
}
await new Promise(r => setTimeout(r, 200));
}
// Finish eating
foodVisible.value = false;
emit('update:state', 'idle');
}
// Initialize position
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let intervalId;
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let resizeObserver;
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let blinkTimeoutId;
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function initPosition() {
if (containerRef.value) {
const cw = containerRef.value.clientWidth;
const ch = containerRef.value.clientHeight;
containerWidth.value = cw;
containerHeight.value = ch;
if (cw > 0 && ch > 0) {
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let initialX = Math.floor(cw / 2 - width / 2);
let initialY = Math.floor(ch / 2 - height / 2);
// Only avoid poop areas if there's actual poop
if (isInPoopArea(initialX, initialY, width, height)) {
// Move to the right of poop areas
initialX = Math.max(80, initialX);
// If still overlapping, move up
if (isInPoopArea(initialX, initialY, width, height)) {
const areas = getPoopAreas();
if (areas.length > 0) {
const maxPoopBottom = Math.max(...areas.map(a => a.bottom));
initialY = Math.max(10, Math.min(initialY, maxPoopBottom - height - 5));
}
}
}
petX.value = initialX;
petY.value = initialY;
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updateHeadIconsPosition();
return true;
}
}
return false;
}
onMounted(async () => {
await nextTick(); // Wait for DOM
// Polling init if 0 size
if (!initPosition()) {
const initInterval = setInterval(() => {
if (initPosition()) {
clearInterval(initInterval);
}
}, 100);
// Stop polling after 5 seconds
setTimeout(() => clearInterval(initInterval), 5000);
}
if (containerRef.value) {
resizeObserver = new ResizeObserver(() => {
initPosition(); // Re-check size on resize
});
resizeObserver.observe(containerRef.value);
}
intervalId = setInterval(moveRandomly, 600);
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// Blink Animation Timer
function scheduleBlink() {
const nextBlinkDelay = 3000 + Math.random() * 2000; // 3-5 seconds
blinkTimeoutId = setTimeout(() => {
// Don't blink when eating, dead, or egg
if (props.state !== 'eating' && props.state !== 'dead' && props.stage !== 'egg') {
isBlinking.value = true;
setTimeout(() => {
isBlinking.value = false;
}, 150); // Blink duration: 150ms
}
scheduleBlink(); // Schedule next blink
}, nextBlinkDelay);
}
scheduleBlink(); // Start blinking
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});
onUnmounted(() => {
clearInterval(intervalId);
if (resizeObserver) resizeObserver.disconnect();
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if (blinkTimeoutId) clearTimeout(blinkTimeoutId);
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});
// Watch state changes to update icon position immediately
watch(() => props.state, (newState) => {
updateHeadIconsPosition();
if (newState === 'eating') {
startFeeding();
} else {
// Reset feeding state if interrupted
isMouthOpen.value = false;
foodVisible.value = false;
}
});
// Shake head function (refuse to eat)
async function shakeHead() {
const originalDirection = isFacingRight.value;
// 開始搖頭,暫停其他動畫
isShakingHead.value = true;
// 搖頭三次(慢慢地,像生病一樣虛弱)
for (let i = 0; i < 3; i++) {
// Turn opposite (slowly)
isFacingRight.value = !isFacingRight.value;
await new Promise(r => setTimeout(r, 400)); // 放慢速度
// Turn back (slowly)
isFacingRight.value = !isFacingRight.value;
await new Promise(r => setTimeout(r, 400)); // 放慢速度
}
// Restore original direction
isFacingRight.value = originalDirection;
// 搖頭結束,恢復動畫
isShakingHead.value = false;
}
// Expose shakeHead function to parent component
defineExpose({
shakeHead
});
</script>
<style scoped>
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.pet-game-wrapper {
display: flex;
flex-direction: column;
width: 100%;
height: 100%;
}
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.pet-game-container {
position: relative;
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flex: 1;
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width: 100%;
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overflow: hidden;
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}
.debug-overlay {
position: absolute;
bottom: 2px;
right: 2px;
font-size: 8px;
color: rgba(0,0,0,0.5);
pointer-events: none;
background: rgba(255,255,255,0.5);
padding: 2px;
}
.pet-root {
position: absolute;
transform-origin: center bottom;
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z-index: 10; /* Higher than water and other elements */
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}
.pet-inner {
position: relative;
transform-origin: center bottom;
width: 100%;
height: 100%;
}
.pet-inner.face-right {
transform: scaleX(1);
}
.pet-inner.face-left {
transform: scaleX(-1);
}
.pet-pixel {
position: absolute;
}
.food-item {
position: absolute;
z-index: 10;
}
/* Animations */
.pet-root.state-idle {
animation: pet-breathe-idle 2s ease-in-out infinite, pet-head-tilt 6s ease-in-out infinite;
}
.pet-root.state-eating {
animation: none; /* No body movement when eating, only mouth opens/closes */
}
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/* When shaking head, keep state animations but remove head-tilt */
.pet-root.state-idle.shaking-head {
animation: pet-breathe-idle 2s ease-in-out infinite; /* Keep breathing, remove head-tilt */
}
.pet-root.state-sick.shaking-head {
animation: pet-breathe-idle 2s ease-in-out infinite, pet-sick-shake 0.6s ease-in-out infinite; /* Keep sick animations */
filter: brightness(0.8) saturate(0.9);
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}
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/* Stop body part animations when shaking head for cleaner effect */
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.pet-root.shaking-head .tail-pixel,
.pet-root.shaking-head .leg-front,
.pet-root.shaking-head .leg-back,
.pet-root.shaking-head .ear-pixel,
.pet-root.shaking-head .blush-dot {
animation: none !important;
}
.pet-root.state-sleep {
animation: pet-breathe-sleep 4s ease-in-out infinite;
}
.pet-root.state-sick {
animation: pet-breathe-idle 2s ease-in-out infinite, pet-sick-shake 0.6s ease-in-out infinite;
filter: brightness(0.8) saturate(0.9);
}
@keyframes pet-breathe-idle {
0%, 100% { transform: scale(1); }
50% { transform: scale(1.03); }
}
@keyframes pet-breathe-sleep {
0%, 100% { transform: scale(1); }
50% { transform: scale(1.015); }
}
@keyframes pet-head-tilt {
0%, 100% { transform: rotate(0deg) scale(1); }
25% { transform: rotate(-2deg) scale(1.02); }
75% { transform: rotate(2deg) scale(1.02); }
}
@keyframes pet-sick-shake {
0%, 100% { transform: translateX(0); }
25% { transform: translateX(-2px); }
75% { transform: translateX(2px); }
}
/* Tail */
.tail-pixel { transform-origin: center center; }
.pet-root.state-idle .tail-pixel { animation: tail-wag-idle 0.5s ease-in-out infinite; }
.pet-root.state-sleep .tail-pixel { animation: tail-wag-sleep 1.6s ease-in-out infinite; }
.pet-root.state-sick .tail-pixel { animation: tail-wag-sick 0.7s ease-in-out infinite; }
@keyframes tail-wag-idle {
0% { transform: translateX(0px); }
50% { transform: translateX(1px); }
100% { transform: translateX(0px); }
}
@keyframes tail-wag-sleep {
0% { transform: translateX(0px); }
50% { transform: translateX(0.5px); }
100% { transform: translateX(0px); }
}
@keyframes tail-wag-sick {
0% { transform: translateX(0px); }
50% { transform: translateX(0.8px); }
100% { transform: translateX(0px); }
}
/* Legs */
.leg-front, .leg-back { transform-origin: center center; }
.pet-root.state-idle .leg-front { animation: leg-front-step 0.6s ease-in-out infinite; }
.pet-root.state-idle .leg-back { animation: leg-back-step 0.6s ease-in-out infinite; }
.pet-root.state-sick .leg-front, .pet-root.state-sick .leg-back { animation: leg-sick-step 0.8s ease-in-out infinite; }
@keyframes leg-front-step {
0%, 100% { transform: translateY(0); }
50% { transform: translateY(-1px); }
}
@keyframes leg-back-step {
0%, 100% { transform: translateY(-1px); }
50% { transform: translateY(0); }
}
@keyframes leg-sick-step {
0%, 100% { transform: translateY(0); }
50% { transform: translateY(-0.5px); }
}
/* Ears */
.ear-pixel { transform-origin: center center; }
.pet-root.state-idle .ear-pixel { animation: ear-twitch 3.2s ease-in-out infinite; }
.pet-root.state-sick .ear-pixel { animation: ear-twitch 4s ease-in-out infinite; }
@keyframes ear-twitch {
0%, 90%, 100% { transform: translateY(0); }
92% { transform: translateY(-1px); }
96% { transform: translateY(0); }
}
/* Blush */
.blush-dot { transform-origin: center center; }
.pet-root.state-idle .blush-dot, .pet-root.state-sick .blush-dot { animation: blush-pulse 2s ease-in-out infinite; }
.pet-root.state-sleep .blush-dot { animation: blush-pulse 3s ease-in-out infinite; }
@keyframes blush-pulse {
0%, 100% { opacity: 0.7; }
50% { opacity: 1; }
}
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/* Dark Overlay (關燈效果) */
.dark-overlay {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
background: #000;
z-index: 7; /* Above poop (5), Below ZZZ (10) */
pointer-events: none;
}
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/* Sleep ZZZ */
.sleep-zzz {
position: absolute;
font-weight: bold;
color: #5a7a4a;
pointer-events: none;
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z-index: 10; /* Above dark overlay */
}
.sleep-zzz.dark-mode {
color: #fff; /* 顏色顛倒:在黑色背景下變白色 */
text-shadow: 0 0 4px rgba(255, 255, 255, 0.8); /* 添加發光效果讓它更明顯 */
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}
.sleep-zzz span {
position: absolute;
font-size: 10px;
opacity: 0;
animation: zzz-float 3s ease-in-out infinite;
}
.sleep-zzz .z1 { left: 0; animation-delay: 0s; }
.sleep-zzz .z2 { left: 8px; animation-delay: 0.8s; }
.sleep-zzz .z3 { left: 15px; animation-delay: 1.6s; }
@keyframes zzz-float {
0% { opacity: 0; transform: translateY(0) scale(0.7); }
20% { opacity: 1; transform: translateY(-4px) scale(0.9); }
80% { opacity: 1; transform: translateY(-16px) scale(1.05); }
100% { opacity: 0; transform: translateY(-24px) scale(1.1); }
}
/* Sick Icon */
.sick-icon {
position: absolute;
font-size: 14px;
pointer-events: none;
z-index: 10;
animation: sick-icon-pulse 1.2s ease-in-out infinite;
}
@keyframes sick-icon-pulse {
0%, 100% { transform: translateY(0); }
50% { transform: translateY(-2px); }
}
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/* Tombstone (Dead State) */
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.tombstone {
position: absolute;
left: 50%;
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top: 50%;
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transform: translate(-50%, -50%);
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width: 30px;
height: 40px;
background: linear-gradient(to bottom, #888 0%, #555 100%);
border-radius: 10px 10px 0 0;
border: 2px solid #333;
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}
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.tombstone::before {
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content: 'RIP';
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position: absolute;
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top: 50%;
left: 50%;
transform: translate(-50%, -50%);
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font-size: 8px;
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font-weight: bold;
color: white;
}
/* Poop Sprite (Larger & More Detailed) */
.poop {
position: absolute;
width: 32px;
height: 32px;
z-index: 5;
}
.poop-sprite {
position: relative;
width: 3px;
height: 3px;
background: #3d2817;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
box-shadow:
/* Top point */
0px -12px 0 #3d2817,
/* Row 2 - narrow */
-3px -9px 0 #3d2817, 0px -9px 0 #5a4028, 3px -9px 0 #3d2817,
/* Row 3 */
-6px -6px 0 #3d2817, -3px -6px 0 #5a4028, 0px -6px 0 #6b4e38,
3px -6px 0 #5a4028, 6px -6px 0 #3d2817,
/* Row 4 - eyes */
-6px -3px 0 #3d2817, -3px -3px 0 #ffffff, 0px -3px 0 #6b4e38,
3px -3px 0 #ffffff, 6px -3px 0 #3d2817,
/* Row 5 - middle */
-9px 0px 0 #3d2817, -6px 0px 0 #5a4028, -3px 0px 0 #6b4e38, 0px 0px 0 #7d5a3a,
3px 0px 0 #6b4e38, 6px 0px 0 #5a4028, 9px 0px 0 #3d2817,
/* Row 6 */
-9px 3px 0 #3d2817, -6px 3px 0 #5a4028, -3px 3px 0 #6b4e38, 0px 3px 0 #7d5a3a,
3px 3px 0 #6b4e38, 6px 3px 0 #5a4028, 9px 3px 0 #3d2817,
/* Row 7 */
-12px 6px 0 #3d2817, -9px 6px 0 #3d2817, -6px 6px 0 #5a4028, -3px 6px 0 #6b4e38,
0px 6px 0 #7d5a3a, 3px 6px 0 #6b4e38, 6px 6px 0 #5a4028, 9px 6px 0 #3d2817, 12px 6px 0 #3d2817,
/* Row 8 - wider */
-12px 9px 0 #3d2817, -9px 9px 0 #5a4028, -6px 9px 0 #6b4e38, -3px 9px 0 #7d5a3a,
0px 9px 0 #7d5a3a, 3px 9px 0 #7d5a3a, 6px 9px 0 #6b4e38, 9px 9px 0 #5a4028, 12px 9px 0 #3d2817,
/* Bottom row */
-9px 12px 0 #3d2817, -6px 12px 0 #5a4028, -3px 12px 0 #6b4e38,
0px 12px 0 #6b4e38, 3px 12px 0 #6b4e38, 6px 12px 0 #5a4028, 9px 12px 0 #3d2817;
}
/* Stink Animation (3 Fingers Style - Wavy) */
.poop-stink {
position: absolute;
top: -25px;
left: 50%;
transform: translateX(-50%);
width: 40px;
height: 30px;
pointer-events: none;
}
.stink-line {
position: absolute;
bottom: 0;
left: 50%;
width: 2px;
height: 2px;
background: transparent;
/* Pixel art vertical wave pattern */
box-shadow:
0px 0px 0 #555,
1px -2px 0 #555,
1px -4px 0 #555,
0px -6px 0 #555,
-1px -8px 0 #555,
-1px -10px 0 #555,
0px -12px 0 #555;
opacity: 0;
transform-origin: bottom center;
}
/* Left Finger */
.stink-line.s1 {
animation: stink-finger-1 2s ease-in-out infinite;
}
/* Middle Finger */
.stink-line.s2 {
/* Slightly taller wave for middle */
box-shadow:
0px 0px 0 #555,
1px -2px 0 #555,
1px -4px 0 #555,
0px -6px 0 #555,
-1px -8px 0 #555,
-1px -10px 0 #555,
0px -12px 0 #555,
1px -14px 0 #555;
animation: stink-finger-2 2s ease-in-out infinite;
animation-delay: 0.2s;
}
/* Right Finger */
.stink-line.s3 {
animation: stink-finger-3 2s ease-in-out infinite;
animation-delay: 0.4s;
}
@keyframes stink-finger-1 {
0% { opacity: 0; transform: translateX(-50%) rotate(-25deg) scaleY(0.5); }
20% { opacity: 0.8; transform: translateX(-50%) rotate(-25deg) scaleY(1) translateY(-5px); }
80% { opacity: 0.4; transform: translateX(-50%) rotate(-35deg) scaleY(1) translateY(-15px); }
100% { opacity: 0; transform: translateX(-50%) rotate(-40deg) scaleY(1.2) translateY(-20px); }
}
@keyframes stink-finger-2 {
0% { opacity: 0; transform: translateX(-50%) rotate(0deg) scaleY(0.5); }
20% { opacity: 0.8; transform: translateX(-50%) rotate(0deg) scaleY(1) translateY(-6px); }
80% { opacity: 0.4; transform: translateX(-50%) rotate(0deg) scaleY(1) translateY(-18px); }
100% { opacity: 0; transform: translateX(-50%) rotate(0deg) scaleY(1.2) translateY(-24px); }
}
@keyframes stink-finger-3 {
0% { opacity: 0; transform: translateX(-50%) rotate(25deg) scaleY(0.5); }
20% { opacity: 0.8; transform: translateX(-50%) rotate(25deg) scaleY(1) translateY(-5px); }
80% { opacity: 0.4; transform: translateX(-50%) rotate(35deg) scaleY(1) translateY(-15px); }
100% { opacity: 0; transform: translateX(-50%) rotate(40deg) scaleY(1.2) translateY(-20px); }
}
/* Poop Flush Animation */
.poop.flushing .poop-stink {
display: none; /* Hide stink immediately when flushing */
}
.poop.flushing .poop-sprite {
animation: poop-flush 1.5s ease-in-out forwards;
animation-delay: 0.5s;
}
@keyframes poop-flush {
0% {
transform: translate(-50%, -50%) rotate(0deg) scale(1);
opacity: 1;
}
100% {
transform: translate(-50%, -50%) rotate(720deg) scale(0);
opacity: 0;
}
}
/* Flush Animation (Pixel Style - Top & Bottom) */
/* Flush Wave - Single wave covering all poop areas, drops from top */
.flush-wave {
position: absolute;
z-index: 6; /* Above poop (5), Below pet (10) */
pointer-events: none;
overflow: hidden;
}
.wave-drop {
position: absolute;
top: -100%;
left: 0;
width: 100%;
height: 100%;
background: #40a4ff;
animation: flush-drop 1.5s ease-out forwards;
/* Pixel pattern */
background-image:
linear-gradient(45deg, #60b4ff 25%, transparent 25%, transparent 75%, #60b4ff 75%, #60b4ff),
linear-gradient(45deg, #60b4ff 25%, transparent 25%, transparent 75%, #60b4ff 75%, #60b4ff);
background-size: 8px 8px;
background-position: 0 0, 4px 4px;
box-shadow:
inset 0 2px 0 #fff,
inset 0 -2px 0 #2a8fdd,
0 0 4px rgba(64, 164, 255, 0.5);
}
@keyframes flush-drop {
0% {
top: -100%;
opacity: 0.8;
}
20% {
opacity: 1;
}
100% {
top: 0;
opacity: 0.9;
}
}
/* Egg breathe animation */
.pet-root.stage-egg .pet-inner {
animation: egg-breathe 2s ease-in-out infinite;
}
@keyframes egg-breathe {
0%, 100% { transform: scale(1); }
50% { transform: scale(1.03); }
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}
@keyframes tomb-float {
0%, 100% { transform: translate(-50%, -50%) translateY(0); }
50% { transform: translate(-50%, -50%) translateY(-4px); }
}
</style>