住人のいる音量
@Lattice_Node
Components · Toggle
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<!-- UI by @Lattice_Node — ludion.ai/p/toggle-rainy-cafe (MIT) -->
<!-- UI by @Lattice_Node — ludion.ai/p/toggle-daylight (MIT) -->
<!-- Remixed by Claude -->
<div data-ld-part="toggle-rainy-cafe" lang="ja">
<canvas class="scene" aria-hidden="true"></canvas>
<button class="hit" type="button" role="switch" aria-checked="false" aria-label="夜"></button>
<span class="vh" role="status" aria-live="polite" data-status></span>
<span class="probe" aria-hidden="true"></span>
</div>
<style>
/* UI by @Lattice_Node — ludion.ai/p/toggle-rainy-cafe (MIT) */
/* ページの地。部品の外の飾りで、部品そのものには関係しない */
/* UI by @Lattice_Node — ludion.ai/p/toggle-daylight (MIT) */
[data-ld-part="toggle-rainy-cafe"] {
/* 固定しないトークン。世界の24色は、この6色を明るさ違いで並べて作る */
--_bg: var(--ld-bg, #efe6d6); /* 陶器のカップ、白いシャツ */
--_surface: var(--ld-surface, #8a5f3f); /* 珈琲、木、煉瓦 */
--_fg: var(--ld-fg, #1d2430); /* 夜、濡れた路面 */
--_muted: var(--ld-muted, #7d93a6); /* 雨雲、雨、紫陽花 */
--_accent: var(--ld-accent, #f0a23e); /* 店の灯り */
/* 公式の10色の外(日よけ、濡れた葉)。色の字にせず赤・緑・青の数で持つ。描画が rgb() に戻す */
--_leaf: 92 128 105;
--_radius: var(--ld-radius, 9999px);
--_font: var(--ld-font, system-ui, sans-serif);
--_space: var(--ld-space, 8px);
--_shadow: var(--ld-shadow, 0 8px 24px rgb(29 36 48 / .2));
--_motion: var(--ld-motion, 200ms);
position: relative;
display: block;
box-sizing: border-box;
/* どの枠にも収まる。横長の丸(1 : 1.85)のまわりに、影と漏れる光の余白を含めた比率 */
width: min(100%, calc((100vh - 64px) * 1.6439));
aspect-ratio: 1.6439;
font-family: var(--_font);
color: var(--_fg);
}
/* 色を読むための見えない目印 */
[data-ld-part="toggle-rainy-cafe"] .probe {
display: none;
}
[data-ld-part="toggle-rainy-cafe"] .vh {
position: absolute;
width: 1px;
height: 1px;
overflow: hidden;
clip-path: inset(50%);
white-space: nowrap;
}
[data-ld-part="toggle-rainy-cafe"] .scene {
position: absolute;
top: 0;
left: 0;
display: block;
width: 100%;
height: 100%;
pointer-events: none;
/* 小数の表示倍率でも、ブラウザに補間させない。ピクセルをにじませないため */
image-rendering: pixelated;
}
/* 本物のスイッチ。絵は canvas が描き、ここは押す場所だけ */
[data-ld-part="toggle-rainy-cafe"] .hit {
position: absolute;
top: 12.121%;
left: 7.373%;
width: 85.253%;
height: 75.758%;
margin: 0;
padding: 0;
border: 0;
border-radius: var(--_radius);
background: transparent;
cursor: grab;
touch-action: pan-y;
user-select: none;
-webkit-user-select: none;
-webkit-tap-highlight-color: transparent;
}
[data-ld-part="toggle-rainy-cafe"] .hit:active {
cursor: grabbing;
}
[data-ld-part="toggle-rainy-cafe"] .hit:focus {
outline: none;
}
[data-ld-part="toggle-rainy-cafe"] .hit:focus-visible {
outline: 2px solid var(--_accent);
outline-offset: calc(var(--_space) * .5);
transition: outline-offset var(--_motion) ease;
}
@media (prefers-reduced-motion: reduce) {
[data-ld-part="toggle-rainy-cafe"] .hit:focus-visible {
transition: none;
}
}
</style>
<script type="module">
/* UI by @Lattice_Node — ludion.ai/p/toggle-rainy-cafe (MIT) */
/* UI by @Lattice_Node — ludion.ai/p/toggle-daylight (MIT) */
// part.js — ESモジュール。rootの中だけを触る
// 雨の日の喫茶店のスイッチ:スイッチのレールの中に、雨の通りと小さな喫茶店があり、店主が1人で店を開けている。
//
// 世界:低い解像度で、24色の番号だけで描く。時刻の変化はディザの置き換えで行い、中間色を作らない。
// 外側:なめらかな殻、窓の奥行き、液体のレンズを WebGL で描く。ピクセルは常に整数倍のまま写す。
// 灯り:世界の光る画素をぼかした「光の場」を作り、ガラスと外の面を照らす。傘の人が窓を横切れば、外の光も変わる。
// ガラス:窓には水滴がつき、曇っている。つまみが通ると曇りと水滴をぬぐい、しばらくすると、また曇る。
// 路面:濡れた路面は、上の景色を揺らしながら映す。店の灯りは、水たまりの中で長くのびる。
// 時間:左端は昼、右端は夜。右へ動かすと 昼→夕方→夜。左へ戻すと 夜→深夜→夜明け→朝→昼 と、時間は前へ進む。
// 色は JS に書かない。--_bg、--_surface、--_fg、--_muted、--_accent、--_leaf の色相を、決めた明るさで並べて作る。
const CORE_W = 192; // 景色の中心の幅。窓が広いぶんは、両わきへ広がる
const CORE_H = 112;
const GROUND = 84; // 建物の足もと。ここから歩道
const CURB = 90; // 縁石
const ROAD = 92; // 車道
const HORIZON = GROUND;
const MARGIN = 14; // レンズが窓の外を覗いてもよいよう、世界を少し広く描く
const WORLD_HZ = 30;
const PILL_RATIO = 1.85; // 縦 : 横
const CLOCK_DAY = 12;
const CLOCK_NIGHT = 21.5;
const CLOCK_SLEEP = 23.4;
const NIGHT_CREEP = 48; // 右端に着いてから、店を閉めて眠るまでの秒数の目安
const FOG_RETURN = 16; // ぬぐった窓が、また曇るまでの秒数
// 店の窓(中は毎フレーム描く)と、戸口、席の位置
const WX = 24;
const WY = 55;
const WW = 46;
const WH = 23;
const DOOR_X = 85;
const SEAT_X = 128;
// ---- パレット:6つのトークン × 4つの明るさ = 24色
const RAMPS = [
['bg', [0.76, 0.85, 0.93, 0.985]],
['surface', [0.3, 0.42, 0.55, 0.7]],
['fg', [0.17, 0.25, 0.33, 0.44]],
['muted', [0.5, 0.62, 0.74, 0.86]],
['accent', [0.5, 0.66, 0.8, 0.92]],
['leaf', [0.32, 0.44, 0.56, 0.7]],
];
const C0 = 0, C1 = 1, C2 = 2, C3 = 3;
const W0 = 4, W1 = 5, W2 = 6, W3 = 7;
const I0 = 8, I1 = 9, I2 = 10, I3 = 11;
const U0 = 12, U1 = 13, U2 = 14, U3 = 15;
const A0 = 16, A1 = 17, A2 = 18, A3 = 19;
const G0 = 20, G1 = 21, G2 = 22, G3 = 23;
// ---- 材質:[昼, 夕, 宵, 夜] のパレット番号
const MATS = [
['SKY', C3, C3, C3, C3],
['BG_FAR', U1, U0, I2, I1],
['BG_MID', U0, I3, I1, I0],
['BG_WIN', I3, I2, I0, I0],
['ROAD', I3, I2, I1, I0],
['ROAD_LT', U0, I3, I2, I1],
['ROAD_SKY', U1, U0, I3, I1],
['ROAD_MARK', U2, U1, I3, I2],
['PAVE', U1, U0, I2, I1],
['PAVE_DK', U0, I3, I2, I0],
['PAVE_LT', U2, U1, I3, I2],
['CURB', U2, U1, I3, I2],
['CURB_DK', I3, I2, I1, I0],
['BRICK', W2, W1, W0, I1],
['BRICK_LT', W3, W2, W1, I2],
['BRICK_DK', W1, W0, I2, I1],
['WALL_SH', W0, I3, I1, I0],
['STONE', U1, U0, I2, I1],
['STONE_LT', U2, U1, I3, I2],
['ROOF', I2, I2, I1, I0],
['ROOF_LT', I3, I3, I2, I1],
['ROOF_HI', U0, U0, I3, I1],
['WOOD', W1, W1, I2, I1],
['WOOD_LT', W2, W2, I3, I2],
['WOOD_DK', W0, W0, I1, I0],
['FRAME', W0, W0, I2, I0],
['FRAME_LT', W1, W1, I3, I1],
['DOOR', W1, W1, I2, I1],
['BRASS', A1, A1, A0, A0],
['FASCIA', W0, W0, I2, I0],
['SIGN', C3, A3, U1, I3],
['SIGN_ON', A3, A3, A3, A3],
['AWN_G', G1, G0, I2, I1],
['AWN_C', C2, A3, U1, I3],
['AWN_G_SH', G0, I3, I1, I0],
['AWN_C_SH', C0, A2, U0, I2],
['BOARD', I1, I1, I0, I0],
['CHALK', C1, C1, U1, I3],
['POST', I1, I1, I0, I0],
['POST_LT', I3, I2, I1, I1],
['LAMP_OFF', C1, U2, I3, I1],
['BARK', W0, W0, I1, I0],
['BARK_LT', W1, W0, I2, I1],
['LEAF0', G0, G0, I1, I0],
['LEAF1', G1, G0, I2, I0],
['LEAF2', G2, G1, I2, I1],
['LEAF3', G3, G2, I3, I1],
['STEM', G0, G0, I2, I0],
['HYD0', U0, U0, I2, I1],
['HYD1', U1, U0, I3, I1],
['HYD2', U2, U1, U0, I2],
['HYD3', U3, U2, U1, I3],
['HYD_C', C2, U3, U1, I3],
['GLASS', U0, I3, I1, I0],
['GLASS_HI', U2, U0, I2, I1],
['ROOM', I3, I2, I1, I0],
['BLIND', C2, A3, U0, I2],
['BLIND_DK', C0, A2, I3, I1],
['PLATE_OFF', I1, I1, I0, I0],
['LIT', A2, A2, A2, A2],
['LIT_HI', A3, A3, A3, A3],
['LIT_DK', A1, A1, A1, A1],
['LIT_DEEP', A0, A0, A0, A0],
['SIL', I0, I0, I0, I0],
['SIL_SOFT', W0, W0, W0, W0],
['COUNTER', W0, W0, W0, W0],
['COUNTER_LT', W1, W1, W1, W1],
['SKIN', A3, A3, U2, I3],
['HAIR', I0, I0, I0, I0],
['SHIRT', C2, A3, U1, I3],
['SHIRT_DK', I2, I2, I1, I0],
['PANTS', I2, I2, I1, I0],
['BOOT', I0, I0, I0, I0],
['BOOK', C3, C3, U2, I3],
['BOOK_DK', C1, C1, U0, I2],
['SKIN_IN', A3, A3, A3, A3],
['SHIRT_IN', C2, C2, C2, C2],
['CUP', C3, A3, U2, I3],
['COFFEE', W0, W0, I1, I0],
['STEAM', C1, C1, U2, I3],
['CAT', I1, I1, I0, I0],
['CAT_LT', I3, I3, I1, I1],
['SHELL', W2, W1, I3, I1],
['SNAIL', C0, A2, U0, I2],
['COAT_A', W1, W0, I2, I1],
['COAT_A2', W0, I3, I1, I0],
['COAT_B', U0, I3, I2, I1],
['COAT_B2', I3, I2, I1, I0],
['UMB_A', I2, I2, I1, I1],
['UMB_A2', I3, I3, I2, I2],
['UMB_B', A1, A1, A0, W0],
['UMB_B2', A2, A1, A0, W1],
['UMB_C', C1, A3, U1, I3],
['UMB_C2', C3, A3, U2, U0],
['UMB_D', G1, G0, I2, I1],
['UMB_D2', G2, G1, I3, I2],
['CAR', G1, G0, I2, I1],
['CAR_LT', G2, G1, I3, I2],
['CAR_GLASS', I1, I1, I0, I0],
['WHEEL', I0, I0, I0, I0],
['TAIL', A0, A0, A0, A0],
['CLOUD', U3, U1, I3, I2],
['CLOUD_SH', U2, U0, I2, I1],
['SMOKE', C1, C1, U2, I3],
['SMOKE_DK', U2, U1, U0, I2],
['RAIN', C2, U3, U1, U0],
['RAIN_FAR', U3, U1, I3, I2],
['RAIN_LIT', A3, A3, A3, A3],
['RIPPLE', C1, U3, U1, U0],
['RIPPLE_LIT', A3, A3, A3, A3],
['MARK', I0, I0, C3, C3],
['ZZZ', U3, U3, U3, U3],
];
const M = Object.fromEntries(MATS.map((row, i) => [row[0], i]));
// 光る材質:店の灯りとして、まわりを照らす強さ。濡れた路面にも強く映る
const GLOW = new Float32Array(MATS.length);
GLOW[M.LIT_HI] = 1;
GLOW[M.LIT] = 0.75;
GLOW[M.LIT_DK] = 0.45;
GLOW[M.LIT_DEEP] = 0.22;
GLOW[M.SIGN_ON] = 0.7;
// 濡れて、景色を映す材質
const WET = new Uint8Array(MATS.length);
for (const name of ['ROAD', 'ROAD_LT', 'ROAD_MARK', 'PAVE', 'PAVE_DK', 'PAVE_LT']) WET[M[name]] = 1;
// ---- 時刻のかなめ:[時, 材質の列, 空の色(上から地平線へ)]。雨雲の空は、一日じゅう低く暗い
const KEYS = [
[0, 3, [I0, I0, I1, I1, I2]],
[4.8, 3, [I0, I0, I1, I1, I2]],
[5.4, 3, [I0, I1, I1, I2, I3]],
[6.0, 2, [I1, I2, I2, I3, U0]],
[6.7, 1, [I3, U0, U0, U1, U1, U2]],
[7.8, 0, [U1, U1, U2, U2, U3]],
[10, 0, [U1, U2, U2, U3, U3]],
[15, 0, [U1, U1, U2, U2, U3]],
[17, 1, [U0, U0, U1, U1, U2]],
[18, 1, [I3, I3, U0, U0, U1, A0]],
[19, 2, [I1, I2, I2, I3, U0]],
[20.3, 3, [I0, I0, I1, I1, I2]],
[24, 3, [I0, I0, I1, I1, I2]],
];
const clamp = (v, lo = 0, hi = 1) => Math.min(hi, Math.max(lo, v));
const mix = (a, b, t) => a + (b - a) * t;
const smoothstep = (a, b, x) => {
const t = clamp((x - a) / (b - a));
return t * t * (3 - 2 * t);
};
const BAYER = [0, 8, 2, 10, 12, 4, 14, 6, 3, 11, 1, 9, 15, 7, 13, 5];
const bayerAt = (x, y) => BAYER[((y & 3) << 2) | (x & 3)];
function seeded(seed) {
let a = seed >>> 0;
return () => {
a = (a + 0x6d2b79f5) >>> 0;
let t = a;
t = Math.imul(t ^ (t >>> 15), t | 1);
t ^= t + Math.imul(t ^ (t >>> 7), t | 61);
return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
};
}
function makeNoise(seed) {
const r = seeded(seed);
const table = new Float32Array(65536);
for (let i = 0; i < 65536; i++) table[i] = r();
const at = (x, y) => table[((x & 255) << 8) | (y & 255)];
return (x, y) => {
const xi = Math.floor(x);
const yi = Math.floor(y);
const fx = x - xi;
const fy = y - yi;
const u = fx * fx * (3 - 2 * fx);
const v = fy * fy * (3 - 2 * fy);
return mix(mix(at(xi, yi), at(xi + 1, yi), u), mix(at(xi, yi + 1), at(xi + 1, yi + 1), u), v);
};
}
// ---- 色の計算(OKLab)。色の値は書かず、トークンの色相に明るさだけを与える
const toLinear = (c) => (c <= 0.04045 ? c / 12.92 : Math.pow((c + 0.055) / 1.055, 2.4));
const toGamma = (c) => (c <= 0.0031308 ? c * 12.92 : 1.055 * Math.pow(c, 1 / 2.4) - 0.055);
function rgbToOklab([r8, g8, b8]) {
const r = toLinear(r8 / 255);
const g = toLinear(g8 / 255);
const b = toLinear(b8 / 255);
const l = Math.cbrt(0.4122214708 * r + 0.5363325363 * g + 0.0514459929 * b);
const m = Math.cbrt(0.2119034982 * r + 0.6806995451 * g + 0.1073969566 * b);
const s = Math.cbrt(0.0883024619 * r + 0.2817188376 * g + 0.6299787005 * b);
return [0.2104542553 * l + 0.793617785 * m - 0.0040720468 * s, 1.9779984951 * l - 2.428592205 * m + 0.4505937099 * s, 0.0259040371 * l + 0.7827717662 * m - 0.808675766 * s];
}
function oklabToLinear(L, a, b) {
const l = Math.pow(L + 0.3963377774 * a + 0.2158037573 * b, 3);
const m = Math.pow(L - 0.1055613458 * a - 0.0638541728 * b, 3);
const s = Math.pow(L - 0.0894841775 * a - 1.291485548 * b, 3);
return [4.0767416621 * l - 3.3077115913 * m + 0.2309699292 * s, -1.2684380046 * l + 2.6097574011 * m - 0.3413193965 * s, -0.0041960863 * l - 0.7034186147 * m + 1.707614701 * s];
}
function labTone(lab, L) {
// 明るさを決め、色域に入るまで鮮やかさを落とす
let chroma = 1;
for (let i = 0; i < 24; i++) {
const rgb = oklabToLinear(L, lab[1] * chroma, lab[2] * chroma);
if (rgb.every((v) => v >= -0.001 && v <= 1.001)) return rgb.map((v) => Math.round(toGamma(clamp(v)) * 255));
chroma *= 0.9;
}
return oklabToLinear(L, 0, 0).map((v) => Math.round(toGamma(clamp(v)) * 255));
}
// ---- 店主と、客と、猫の絵
const CHARS = { H: 'HAIR', S: 'SKIN', E: 'HAIR', T: 'SHIRT', D: 'SHIRT_DK', P: 'PANTS', B: 'BOOT', W: 'BOOK', K: 'BOOK_DK' };
const CAT_CHARS = { K: 'CAT', L: 'CAT_LT', E: 'LIT_HI' };
const makeSprite = (rows, chars = CHARS) => {
const list = [];
rows.forEach((row, y) => {
[...row].forEach((ch, x) => {
if (ch !== '.') list.push([x, y, M[chars[ch]]]);
});
});
return { list, w: rows[0].length, h: rows.length };
};
const HEAD = ['..HHH..', '.HHHHH.', '.HHSSS.', '.HSSES.', '..SSSS.'];
const HEAD_BLINK = ['..HHH..', '.HHHHH.', '.HHSSS.', '.HSSSS.', '..SSSS.'];
const HEAD_UP = ['..HHH..', '.HHHHH.', '.HHSES.', '.HSSSS.', '..SSSS.'];
const BODY_STAND = ['..TTT..', '.TTTTT.', '.STTTS.', '..DDD..', '..PPP..', '..P.P..', '..B.B..'];
const BODY_WALK1 = ['..TTT..', '.TTTTT.', '..TTTS.', '.SDDD..', '..PPP..', '.PP.P..', '.B..BB.'];
const BODY_WALK2 = ['..TTT..', '.TTTTT.', '.STTTS.', '..DDD..', '..PPP..', '..PP...', '..BB...'];
const BODY_WALK3 = ['..TTT..', '.TTTTT.', '.STTT..', '..DDDS.', '..PPP..', '..P.PP.', '.BB..B.'];
const BODY_ARMS = ['S.TTT.S', 'STTTTTS', '..TTT..', '..DDD..', '..PPP..', '..P.P..', '..B.B..'];
const person = (head, body) => makeSprite([...head, ...body]);
const SEAT_BODY = ['...TTTT..', '...STTTT.', '...STTTT.', '...DDDDD.', '.PPPPPPP.', '.P.......', '.P.......', 'BB.......'];
const SPR = {
stand: person(HEAD, BODY_STAND),
blink: person(HEAD_BLINK, BODY_STAND),
walk: [person(HEAD, BODY_WALK1), person(HEAD, BODY_WALK2), person(HEAD, BODY_WALK3), person(HEAD, BODY_WALK2)],
up: person(HEAD_UP, BODY_ARMS),
crouch: person(HEAD, ['..TTT..', '.TTTTTS', '..DDD.S', '..PPP..', '.BB.B..']),
seat: makeSprite(['....HHH..', '...HHHHH.', '...SSSHH.', '...ESSHH.', '...SSSS..', ...SEAT_BODY]),
seatBlink: makeSprite(['....HHH..', '...HHHHH.', '...SSSHH.', '...SSSHH.', '...SSSS..', ...SEAT_BODY]),
seatUp: makeSprite(['....HHH..', '...HHHHH.', '...ESSHH.', '...SSSHH.', '...SSSS..', ...SEAT_BODY]),
bust: makeSprite(['...HHH...', '..HHHHH..', '..HSSES..', '...SSS...', '..TTTTT..', '.TTTTTTT.', '.TTTTTTT.', '.TTTTTTT.']),
bustBlink: makeSprite(['...HHH...', '..HHHHH..', '..HSSSS..', '...SSS...', '..TTTTT..', '.TTTTTTT.', '.TTTTTTT.', '.TTTTTTT.']),
bustUp: makeSprite(['S..HHH..S', 'S.HHHHH.S', 'S.HSSES.S', 'SS.SSS.SS', '.STTTTTS.', '..TTTTT..', '..TTTTT..', '..TTTTT..']),
bustHalf: makeSprite(['...HHH...', '..HHHHH..', 'S.HSSES.S', 'SS.SSS.SS', '.STTTTTS.', '..TTTTT..', '.TTTTTTT.', '.TTTTTTT.']),
sil: makeSprite(['...HHH..', '..HHHHH.', '..HHHHH.', '...HHH..', '..HHHHH.', '.HHHHHHH', 'HHHHHHHH', 'HHHHHHHH']),
silLook: makeSprite(['....HHH.', '...HHHHH', '...HHHHH', '...HHH..', '..HHHHH.', '.HHHHHHH', 'HHHHHHHH', 'HHHHHHHH']),
cat: makeSprite(['K.K....', 'KKK....', 'EKK....', 'KKKLLK.', '.KKKKK.', '.KK.KK.'], CAT_CHARS),
catSleep: makeSprite(['K.K.....', 'KKKKKK..', 'KKKLLKKK', 'KKKKKKKK'], CAT_CHARS),
};
const GLYPHS = {
C: ['111', '100', '100', '100', '111'],
A: ['010', '101', '111', '101', '101'],
F: ['111', '100', '110', '100', '100'],
E: ['111', '100', '110', '100', '111'],
};
// ---- シェーダー
const VERT = `#version 300 es
in vec2 aPos;
void main() { gl_Position = vec4(aPos, 0.0, 1.0); }`;
const FRAG = `#version 300 es
precision highp float;
uniform sampler2D uWorld, uGlowNear;
uniform vec2 uRes, uPill, uOrigin, uWorldSize, uGlowSize;
uniform vec4 uLens;
uniform float uBezel, uK, uNight, uLift, uSeam, uCalm, uTime, uRain;
uniform vec3 uShellDay, uShellNight, uInk, uLight, uHiNight, uLoNight, uSkyDay, uHomeCol, uSkyCol;
uniform vec2 uHomePos, uSkyPos;
out vec4 outColor;
float rb(vec2 p, vec2 b, float r) {
vec2 q = abs(p) - b + r;
return length(max(q, 0.0)) + min(max(q.x, q.y), 0.0) - r;
}
// なめらかに読む(B スプライン。光の場の格子が見えないように)
vec4 smoothTex(sampler2D t, vec2 uv, vec2 size) {
vec2 st = uv * size - 0.5;
vec2 i = floor(st);
vec2 f = st - i;
vec2 f2 = f * f;
vec2 f3 = f2 * f;
vec2 w0 = (1.0 - 3.0 * f + 3.0 * f2 - f3) / 6.0;
vec2 w1 = (4.0 - 6.0 * f2 + 3.0 * f3) / 6.0;
vec2 w2 = (1.0 + 3.0 * f + 3.0 * f2 - 3.0 * f3) / 6.0;
vec2 w3 = f3 / 6.0;
vec2 g0 = w0 + w1;
vec2 g1 = w2 + w3;
vec2 h0 = (i - 0.5 + w1 / g0 + 0.5) / size;
vec2 h1 = (i + 1.5 + w3 / g1 + 0.5) / size;
return g0.y * (g0.x * texture(t, vec2(h0.x, h0.y)) + g1.x * texture(t, vec2(h1.x, h0.y)))
+ g1.y * (g0.x * texture(t, vec2(h0.x, h1.y)) + g1.x * texture(t, vec2(h1.x, h1.y)));
}
// rgb は光の場、a は「つまみがぬぐった跡」
vec4 glowNear(vec2 frag) { return smoothTex(uGlowNear, vec2(frag.x / uRes.x, 1.0 - frag.y / uRes.y), uGlowSize); }
// 光る画素の集まりが、まわりをどれだけ照らすか。遠くまでなだらかに届く
vec3 reach(vec2 p, vec2 pos, vec3 col, float radius) {
vec2 L = pos - p;
float r2 = radius * radius;
return col * r2 / (r2 + dot(L, L));
}
// ピクセルのあいだの、ごく細い継ぎ目。大きく写すときの密度になる
float seamAt(vec2 w, float scale) {
if (scale < 7.0) return 1.0;
vec2 f = fract(w) * scale;
vec2 g = min(f, scale - f);
float edge = min(g.x, g.y);
return 1.0 - 0.075 * (1.0 - smoothstep(0.0, uSeam, edge));
}
// 整数倍のまま、そのまま読む
vec3 worldExact(vec2 frag) {
vec2 w = vec2(frag.x - uOrigin.x, uOrigin.y - frag.y) / uK;
ivec2 t = ivec2(floor(w));
t = clamp(t, ivec2(0), ivec2(uWorldSize) - 1);
return texelFetch(uWorld, t, 0).rgb * seamAt(w, uK);
}
// レンズの中:拡大では、ピクセルの縁は立ったまま。圧縮されるところはミップで読み、模様を出さない
vec3 worldBent(vec2 frag, float scale, float foot) {
vec2 w = vec2(frag.x - uOrigin.x, uOrigin.y - frag.y) / uK;
if (foot > 1.0) return textureLod(uWorld, w / uWorldSize, log2(foot)).rgb;
vec2 r = floor(w + 0.5);
vec2 sharp = r - 0.5 + clamp((w - r) / max(foot, 1.0e-3) + 0.5, 0.0, 1.0);
return textureLod(uWorld, sharp / uWorldSize, 0.0).rgb * seamAt(w, scale);
}
// ---- 窓ガラスの水滴
// 小さな粒は、ふくらんでは消える。大きな粒は、止まっては滑り、曇りに筋を残す
vec2 gOff;
float gMask, gHi, gRim, gTrail;
float hash21(vec2 p) { return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453); }
void bead(vec2 q, float r) {
if (r < 1.0e-3) return;
float d = length(q);
float m = 1.0 - smoothstep(r * 0.7, r, d);
if (m <= 0.0) return;
// 水滴は小さな凸レンズ。奥の景色を逆さに映す
gOff -= q * 3.4 * m;
gMask = max(gMask, m);
gRim = max(gRim, m * smoothstep(r * 0.4, r * 0.85, d));
gHi = max(gHi, m * (1.0 - smoothstep(0.0, r * 0.34, length(q - vec2(-r * 0.3, r * 0.34)))));
}
void beads(vec2 uv, float t, float cells, float rMin, float rMax, float seed, float rate) {
vec2 g = uv * cells + seed;
vec2 id = floor(g);
vec2 f = g - id - 0.5;
float n = hash21(id + seed);
if (n < rate) return;
vec2 c = (vec2(hash21(id + 3.1), hash21(id + 7.7)) - 0.5) * 0.5;
float r = mix(rMin, rMax, hash21(id + 11.3));
float life = fract(t * (0.035 + n * 0.05) + n * 9.0);
r *= smoothstep(0.0, 0.12, life) * (1.0 - smoothstep(0.86, 1.0, life));
bead((f - c) / cells, r / cells);
}
void runner(vec2 uv, float t, float seed) {
float cols = 3.4;
float cx = uv.x * cols + seed * 7.3;
float id = floor(cx);
float n = hash21(vec2(id, seed));
// 雨が強いほど、滑る粒が増える
float gate = smoothstep(0.75 - uRain * 0.35, 0.82 - uRain * 0.35, n);
if (gate <= 0.0) return;
float s = t * (0.10 + n * 0.14) + n * 31.0;
float cyc = floor(s);
float fr = s - cyc;
// 止まっては、滑る
float fall = fr + 0.045 * sin(fr * 18.85);
float y0 = 1.3 - 2.7 * fall;
float wob = sin(uv.y * 7.0 + n * 40.0 + cyc) * 0.05 + sin(uv.y * 19.0 + n * 11.0) * 0.016;
float x0 = (hash21(vec2(id, cyc + seed)) - 0.5) * 0.3 + wob;
vec2 q = vec2((cx - id - 0.5) / cols - x0, uv.y - y0);
float r = (0.032 + 0.02 * n) * gate;
bead(vec2(q.x, q.y > 0.0 ? q.y * 0.62 : q.y), r);
// 通ったあとの筋と、筋に残る小さな粒
float tr = smoothstep(0.0, 0.03, q.y) * (1.0 - smoothstep(0.05, 0.9, q.y));
tr *= (1.0 - smoothstep(r * 0.35, r * 0.95, abs(q.x))) * (1.0 - smoothstep(0.85, 1.0, fr));
gTrail = max(gTrail, tr);
if (tr > 0.05) {
float cell = fract(uv.y * 11.0 + n * 3.0) - 0.5;
bead(vec2(q.x, cell / 11.0), r * 0.28 * tr);
}
}
void glassRain(vec2 uv, float t) {
gOff = vec2(0.0);
gMask = 0.0;
gHi = 0.0;
gRim = 0.0;
gTrail = 0.0;
beads(uv, t, 8.0, 0.08, 0.22, 0.0, 0.5);
beads(uv, t * 0.7, 3.5, 0.06, 0.2, 5.3, 0.68);
runner(uv, t, 1.0);
runner(uv, t * 0.83, 2.0);
}
vec3 envLow, envHigh;
float softBox(vec2 p, vec2 c, vec2 h, float s) {
vec2 q = abs(p - c) - h;
float d = length(max(q, 0.0)) + min(max(q.x, q.y), 0.0);
return 1.0 - smoothstep(-s, s, d);
}
// 磨かれた面に映る部屋:上の大きなやわらかい光と、下からの弱い照り返し
vec3 studio(vec3 R) {
vec3 c = mix(envLow, envHigh, smoothstep(-0.55, 0.85, R.y));
vec2 s = R.xy / (1.0 + max(R.z, 0.0));
float key = softBox(s, vec2(-0.1, 0.56), vec2(0.5, 0.11), 0.17);
float fill = softBox(s, vec2(0.34, -0.6), vec2(0.3, 0.05), 0.2);
c += envHigh * key * 1.15;
c += envHigh * fill * 0.14;
return c;
}
vec3 shellColor(vec2 p, vec2 frag, float d) {
// 外の面:丸い厚み。外側は外へ、内側は窓へ向かって傾く
vec2 q = p;
float inner = uPill.x - uPill.y;
q.x = sign(p.x) * max(abs(p.x) - inner, 0.0);
vec2 g = q / max(length(q), 1.0e-3);
float t = clamp(-d / uBezel, 0.0, 1.0);
float a = (1.0 - 2.0 * t);
a = sign(a) * pow(abs(a), 1.35) * 0.96;
vec3 N = normalize(vec3(g * a, sqrt(max(1.0 - a * a, 0.02))));
vec3 R = vec3(2.0 * N.z * N.xy, 2.0 * N.z * N.z - 1.0);
vec3 albedo = mix(uShellDay, uShellNight, uNight);
float diffuse = 0.62 + 0.38 * clamp(dot(N, normalize(vec3(-0.25, 0.75, 0.6))), 0.0, 1.0);
float fresnel = 0.05 + 0.95 * pow(1.0 - N.z, 3.5);
vec3 c = albedo * diffuse;
c = mix(c, studio(R), clamp(fresnel * 0.9 + 0.1, 0.0, 1.0));
// 窓のそばは、奥へ落ちる影
float toWindow = smoothstep(0.62, 1.0, t);
c = mix(c, c * 0.8, toWindow * 0.55);
// 灯りが、磨かれた面を照らす。光に近いところだけが、やわらかく染まる
float radius = uPill.y * 0.62;
for (int i = 0; i < 2; i++) {
vec2 pos = i == 0 ? uHomePos : uSkyPos;
vec3 col = i == 0 ? uHomeCol : uSkyCol;
vec3 e = reach(p, pos, col, radius);
vec2 toL = normalize(pos - p + 1.0e-3);
float wrap = 0.5 + 0.5 * dot(N.xy, toL);
c += e * wrap * mix(albedo * 0.9, vec3(dot(albedo, vec3(0.34))) + 0.34, 0.55) * 3.1;
// 映り込み:線にならないよう、広く弱く
vec3 Ld = normalize(vec3(pos - p, uPill.y * 0.7));
float spec = pow(max(dot(R, Ld), 0.0), 5.0);
c += reach(p, pos, col, uPill.y * 0.4) * spec * 1.4;
}
return c;
}
void main() {
vec2 frag = gl_FragCoord.xy;
vec2 p = frag - 0.5 * uRes;
envLow = mix(uShellDay * 0.74, uLoNight, uNight);
envHigh = mix(uLight, uHiNight, uNight);
float d = rb(p, uPill, uPill.y);
float dw = d + uBezel;
// ---- 外:やわらかい影と、漏れた光
vec3 premul = vec3(0.0);
float alpha = 0.0;
if (d > -2.0) {
float h = uPill.y;
float wide = rb(p + vec2(0.0, h * 0.13), uPill - vec2(h * 0.02, h * 0.02), uPill.y);
float contact = rb(p + vec2(0.0, h * 0.028), uPill, uPill.y);
float shadow = 0.24 * (1.0 - smoothstep(-h * 0.2, h * 0.28, wide)) + 0.22 * (1.0 - smoothstep(-h * 0.03, h * 0.07, contact));
alpha = shadow;
premul = uInk * shadow;
// 漏れた光は、まわりの地を染める
vec3 outside = reach(p, uHomePos, uHomeCol, uPill.y * 0.62) * exp(-max(d, 0.0) / (h * 0.2));
float amount = clamp(dot(outside, vec3(0.34)) * 2.3, 0.0, 0.85);
vec3 tint = outside / max(dot(outside, vec3(0.34)), 1.0e-3) * 0.34;
premul = mix(premul, tint * 1.25, amount);
alpha = mix(alpha, 1.0, amount);
// canvas の端までに、なめらかに消す
vec2 toEdge = 0.5 * uRes - abs(p);
float room = min(toEdge.x, toEdge.y) / (h * 0.32);
float fade = smoothstep(0.0, 1.0, clamp(room, 0.0, 1.0));
premul *= fade;
alpha *= fade;
}
vec3 color = premul;
if (d < 1.0) {
vec3 body = shellColor(p, frag, d);
if (dw < 1.0) {
// ---- 窓の奥の世界
float win = uPill.y - uBezel;
vec4 nearAll = glowNear(frag);
vec3 near = nearAll.rgb;
float wiped = clamp(nearAll.a, 0.0, 1.0);
// 水滴:つまみがぬぐったところには、しばらくつかない
glassRain(p / win, uTime);
float keep = 1.0 - wiped * wiped * 0.94;
vec3 c = worldExact(frag + gOff * win * keep);
c *= 1.0 - gRim * keep * 0.3;
// 曇り:ふちほど濃く、水滴の筋とつまみの跡だけが透ける。店の灯りで、曇りも染まる
float blotch = 0.78 + 0.22 * sin(p.x / win * 2.1 + 0.7) * sin(p.y / win * 3.3 - 0.4);
float edgeFog = exp(max(dw, -win) / (win * 0.62));
float fog = (0.1 + 0.3 * edgeFog) * blotch * (1.0 - wiped);
fog *= 1.0 - clamp(gTrail * 0.92 + gMask, 0.0, 1.0);
vec3 fogCol = clamp(envHigh * 0.92 + near * 0.7, 0.0, 1.0);
c = mix(c, fogCol, fog);
// 水滴の小さなハイライト
c += envHigh * gHi * keep * mix(0.7, 0.35, uNight);
// 灯りのにじみ:ピクセルの上に、ガラスのなめらかな光が乗る
c = 1.0 - (1.0 - clamp(c, 0.0, 1.0)) * (1.0 - clamp(near * 0.82, 0.0, 1.0));
// ガラスの映り込み:広く、なだらかに。縁はなぞらない
float sheen = smoothstep(win * 0.1, win * 1.02, p.y + p.x * 0.09);
c = mix(c, envHigh, sheen * sheen * mix(0.17, 0.05, uNight));
float low = smoothstep(-win * 0.5, -win * 1.05, p.y - p.x * 0.05);
c = mix(c, envHigh, low * mix(0.05, 0.015, uNight));
// くぼみ:上のふちから落ちる影と、まわりの陰り
float top = rb(p - vec2(0.0, win * 0.06), uPill - vec2(uBezel), win);
float inset = 1.0 - smoothstep(-win * 0.2, win * 0.03, top + win * 0.0);
float ring = exp(max(dw, -win) / (win * 0.075));
float depth = clamp(ring * 0.46 + (1.0 - exp(min(top, 0.0) / (win * 0.14))) * 0.0 + exp(min(top, 0.0) / (win * 0.1)) * 0.4 * inset, 0.0, 0.82);
c = mix(c, uInk, depth);
// ---- レンズ
vec2 lc = uLens.xy;
vec2 he = uLens.zw;
float lr = min(he.x, he.y);
vec2 lq = p - lc;
// レンズが窓に落とす影と、集めた光
float lift = 0.055 + uLift * 0.04;
float sd = rb(lq + vec2(0.0, lr * lift * 1.5), he, lr);
float sh = 1.0 - smoothstep(-lr * 0.16, lr * (0.2 + uLift * 0.1), sd);
c = mix(c, uInk, sh * mix(0.36, 0.55, uNight));
float ld = rb(lq, he, lr);
if (ld < 1.0) {
// 中心線からの距離で丸みを決める
vec2 axis = lq;
vec2 inner2 = max(he - lr, vec2(0.0));
axis.x = sign(lq.x) * max(abs(lq.x) - inner2.x, 0.0);
axis.y = sign(lq.y) * max(abs(lq.y) - inner2.y, 0.0);
float rad = length(axis);
vec2 gr = axis / max(rad, 1.0e-3);
float rho = clamp(rad / lr, 0.0, 1.0);
// 拡大:中ほどは平らに、少しだけ大きく見える。縁に近づくと急に曲がり、外の絵を圧縮して見せる
float mag = 1.24;
float bt = clamp((rho - 0.7) / 0.3, 0.0, 1.0);
float band = bt * bt * (3.0 - 2.0 * bt);
float strength = 1.0 - 1.0 / mag + 0.2;
float bend = pow(band, 2.2) * lr * strength;
vec2 base = lc + lq / mag;
vec2 shiftDir = gr * bend;
vec2 center = 0.5 * uRes;
// 1画素が世界の何ピクセルぶんか(曲がる帯では、圧縮されて大きくなる)
float dBand = 6.0 * bt * (1.0 - bt) / 0.3;
float foot = (1.0 / mag + 2.2 * pow(max(band, 1.0e-3), 1.2) * dBand * strength) / uK;
vec3 seen;
float scale = uK * mag;
if (band > 0.02) {
float ca = 0.05 * band;
seen.r = worldBent(center + base + shiftDir * (1.0 - ca), scale, foot).r;
seen.g = worldBent(center + base + shiftDir, scale, foot).g;
seen.b = worldBent(center + base + shiftDir * (1.0 + ca), scale, foot).b;
} else {
seen = worldBent(center + base, scale, foot);
}
vec3 throughGlow = glowNear(center + base + shiftDir).rgb;
seen = 1.0 - (1.0 - seen) * (1.0 - clamp(throughGlow * 0.8, 0.0, 1.0));
// ガラスの形:中ほどはゆるい丸み、縁で急に落ちる
vec2 tilt = gr * (0.22 * rho + 0.78 * pow(rho, 7.0));
vec3 N = normalize(vec3(tilt, sqrt(max(1.0 - dot(tilt, tilt), 0.02))));
vec3 R = vec3(2.0 * N.z * N.xy, 2.0 * N.z * N.z - 1.0);
vec2 lp = lq / lr;
vec3 lens = seen * 1.035;
// 縁の厚み:明るい線ではなく、ガラスの奥の暗さで形を見せる
float edge = pow(rho, 16.0);
lens = mix(lens, uInk, edge * 0.42);
// 下の内側に集まる光
float pool = smoothstep(0.05, 0.95, -lp.y * 0.9 + lp.x * 0.2) * smoothstep(1.0, 0.8, rho) * smoothstep(0.42, 0.86, rho);
lens += envHigh * pool * mix(0.3, 0.1, uNight);
// 反射:上の大きなやわらかい光。丸みに沿って歪むが、縁をなぞらない
vec2 sr = R.xy / (1.0 + max(R.z, 0.0));
float broad = softBox(lp, vec2(-0.1, 0.62), vec2(0.5, 0.17), 0.3) * smoothstep(0.98, 0.72, rho);
lens = mix(lens, envHigh, broad * mix(0.44, 0.1, uNight));
float fresnel = pow(1.0 - N.z, 3.0);
float dir = 0.2 + 0.8 * smoothstep(-0.6, 0.85, dot(gr, normalize(vec2(-0.42, 0.9))));
lens = mix(lens, studio(R), clamp(fresnel * dir * dir * 0.6, 0.0, 0.42));
// 店の灯りと街灯も、レンズの面に映る
for (int i = 0; i < 2; i++) {
vec2 pos = i == 0 ? uHomePos : uSkyPos;
vec3 col = i == 0 ? uHomeCol : uSkyCol;
vec2 toL = normalize(pos - p + 1.0e-3);
float side = max(dot(gr, toL), 0.0);
lens += reach(p, pos, col, uPill.y * 0.9) * side * side * side * smoothstep(0.62, 0.97, rho) * 0.6;
}
c = mix(c, lens, 1.0 - smoothstep(-0.8, 0.8, ld));
}
body = mix(body, c, 1.0 - smoothstep(-0.8, 0.8, dw));
}
float cover = 1.0 - smoothstep(-0.8, 0.8, d);
color = mix(premul, body, cover);
alpha = mix(alpha, 1.0, cover);
}
// 大きな階調が縞にならないよう、わずかに散らす
float n = fract(sin(dot(frag, vec2(12.9898, 78.233))) * 43758.5453);
n += fract(sin(dot(frag, vec2(93.989, 67.345))) * 24634.6345) - 1.0;
color += (n * 0.75) / 255.0 * min(alpha * 4.0, 1.0);
outColor = vec4(clamp(color, 0.0, 1.0), alpha);
}`;
function mount(root) {
const cleanups = [];
const on = (target, type, fn, options) => {
target.addEventListener(type, fn, options);
cleanups.push(() => target.removeEventListener(type, fn, options));
};
const canvas = root.querySelector('.scene');
const button = root.querySelector('.hit');
const statusEl = root.querySelector('[data-status]');
const probe = root.querySelector('.probe');
const motionQuery = matchMedia('(prefers-reduced-motion: reduce)');
const schemeQuery = matchMedia('(prefers-color-scheme: dark)');
let calm = motionQuery.matches;
// ---- パレットをトークンから作る
const paint = new OffscreenCanvas(1, 1).getContext('2d', { willReadFrequently: true });
const palette = new Array(24);
const palette32 = new Uint32Array(24);
const readPalette = () => {
const style = getComputedStyle(root);
RAMPS.forEach(([name, tones], ramp) => {
const declared = style.getPropertyValue(`--_${name}`).trim();
const channels = /^(\d{1,3}) (\d{1,3}) (\d{1,3})$/.exec(declared);
probe.style.color = channels ? `rgb(${channels[1]} ${channels[2]} ${channels[3]})` : declared;
paint.clearRect(0, 0, 1, 1);
paint.fillStyle = getComputedStyle(probe).color;
paint.fillRect(0, 0, 1, 1);
const d = paint.getImageData(0, 0, 1, 1).data;
const lab = rgbToOklab([d[0], d[1], d[2]]);
tones.forEach((L, step) => {
const rgb = labTone(lab, L);
const id = ramp * 4 + step;
palette[id] = rgb;
palette32[id] = (255 << 24) | (rgb[2] << 16) | (rgb[1] << 8) | rgb[0];
});
});
};
const unit = (id) => palette[id].map((v) => v / 255);
// ---- 材質の表:時刻のかなめごと、状態(ふつう、影、灯り)ごと
const STEP_L = RAMPS.flatMap(([, tones]) => tones);
const shadeOf = (id) => {
const step = id % 4;
if (step > 0) return id - 1;
if (id === C0) return U0;
if (id === W0) return I2;
if (id === U0) return I3;
if (id === A0) return W0;
if (id === G0) return I2;
return id;
};
const litOf = (dayId) => {
const L = STEP_L[dayId];
return L < 0.72 ? A0 : L < 0.9 ? A0 : A1;
};
const NM = MATS.length;
const table = KEYS.map(([, col]) => {
const t = new Uint8Array(NM * 3);
MATS.forEach((row, m) => {
const id = row[col + 1];
t[m] = id;
t[NM + m] = shadeOf(id);
t[NM * 2 + m] = litOf(row[1]);
});
return t;
});
// 服の色だけを変える表(客、店の中の店主)
const tinted = (pairs) => {
const t = Uint8Array.from({ length: NM }, (_, i) => i);
for (const [from, to] of pairs) t[from] = to;
return t;
};
const INDOOR = tinted([[M.SKIN, M.SKIN_IN], [M.SHIRT, M.SHIRT_IN]]);
const COATS = [
tinted([[M.SHIRT, M.COAT_A], [M.SHIRT_DK, M.COAT_A2]]),
tinted([[M.SHIRT, M.COAT_B], [M.SHIRT_DK, M.COAT_B2]]),
tinted([[M.SHIRT, M.UMB_C], [M.SHIRT_DK, M.COAT_B2]]),
tinted([[M.SHIRT, M.COAT_A2], [M.SHIRT_DK, M.COAT_A]]),
];
const UMBRELLAS = [[M.UMB_A, M.UMB_A2], [M.UMB_B, M.UMB_B2], [M.UMB_C, M.UMB_C2], [M.UMB_D, M.UMB_D2]];
// ---- 世界の大きさ(整数倍が決める)
let bw = 1;
let bh = 1;
let ox = 0;
let oy = 0;
let k = 1;
let matBuf = new Uint8Array(1);
let baseBuf = new Uint8Array(1);
let varBuf = new Uint8Array(1);
let wetBuf = new Uint8Array(1);
let thrA = new Uint8Array(1);
let pixels = new Uint32Array(1);
let skyKeys = [];
let canopy = [];
let bgWins = [];
const emitList = [];
const sources = [{ w: 0, x: 0, y: 0, r: 0, g: 0, b: 0 }, { w: 0, x: 0, y: 0, r: 0, g: 0, b: 0 }];
const noiseA = makeNoise(11);
const noiseB = makeNoise(29);
// ---- 描く道具
const put = (x, y, m) => {
const px = x + ox;
const py = y + oy;
if (px < 0 || py < 0 || px >= bw || py >= bh) return;
matBuf[py * bw + px] = m;
};
const putSky = (x, y, m) => {
const px = x + ox;
const py = y + oy;
if (px < 0 || py < 0 || px >= bw || py >= bh) return;
const i = py * bw + px;
if (matBuf[i] === 0) matBuf[i] = m;
};
const rect = (x, y, w, h, m) => {
for (let j = 0; j < h; j++) for (let i = 0; i < w; i++) put(x + i, y + j, m);
};
const get = (x, y) => {
const px = x + ox;
const py = y + oy;
if (px < 0 || py < 0 || px >= bw || py >= bh) return -1;
return matBuf[py * bw + px];
};
const blit = (s, x, y, flip = false, force = -1, map = null) => {
for (const [dx, dy, m] of s.list) put(flip ? x + s.w - 1 - dx : x + dx, y + dy, force >= 0 ? force : map ? map[m] : m);
};
const emit = (x, y, weight, group = 2) => {
const px = x + ox;
const py = y + oy;
if (px < 0 || py < 0 || px >= bw || py >= bh) return;
emitList.push(py * bw + px, weight);
if (group < 2) {
const c = sources[group];
c.w += weight;
c.x += px * weight;
c.y += py * weight;
c.id = group === 0 ? A2 : c.id;
}
};
// ---- 動かない背景:雨にかすむ街並み、歩道、車道
const skylineFar = (x) => 32 + Math.floor(noiseA(Math.floor((x + 400) / 15) * 0.83 + 3, 1.5) * 18);
const skylineMid = (x) => 46 + Math.floor(noiseB(Math.floor((x + 400) / 21) * 0.71 + 9, 4.5) * 20);
const paintGround = () => {
for (let py = 0; py < bh; py++) {
const y = py - oy;
for (let px = 0; px < bw; px++) {
const x = px - ox;
const i = py * bw + px;
wetBuf[i] = 0;
if (y < GROUND) {
const mid = skylineMid(x);
const far = skylineFar(x);
if (y >= mid) {
matBuf[i] = M.BG_MID;
} else if (y >= far) {
// 遠い建物は、上の端を雨空へディザで溶かす
matBuf[i] = y - far < 2 && bayerAt(x, y) > 9 ? 0 : M.BG_FAR;
}
continue;
}
if (y < CURB) {
// 歩道の敷石。ところどころに水たまり
const joint = (x + 400) % 8 === 0 || y === GROUND + 3;
matBuf[i] = joint ? M.PAVE_DK : noiseB(x * 0.4, y * 0.6) > 0.7 ? M.PAVE_LT : M.PAVE;
wetBuf[i] = noiseA(x * 0.09 + 5, y * 0.5) > 0.6 ? 1 : 0;
} else if (y < ROAD) {
matBuf[i] = y === CURB ? M.CURB : M.CURB_DK;
} else {
// 濡れたアスファルト。水たまりは、よく映す
matBuf[i] = noiseB(x * 0.6, y * 0.9) > 0.72 ? M.ROAD_LT : M.ROAD;
if ((y === 104 || y === 105) && (x + 400) % 24 < 12) matBuf[i] = M.ROAD_MARK;
wetBuf[i] = noiseA(x * 0.05 + 20, y * 0.22 + 3) > 0.52 ? 1 : 0;
}
}
}
};
const paintBush = (cx, cy, rx, ry, seed) => {
const r = seeded(seed);
const blobs = Array.from({ length: 6 }, () => [cx + (r() - 0.5) * rx * 1.5, cy + (r() - 0.5) * ry, 3 + r() * (ry * 0.75)]);
for (let y = cy - ry - 3; y <= cy + ry + 1; y++) {
for (let x = cx - rx - 3; x <= cx + rx + 3; x++) {
let inside = false;
let shade = 0;
for (const [bx, by, br] of blobs) {
const d = Math.hypot(x - bx, (y - by) * 1.15);
if (d < br) {
inside = true;
shade = Math.max(shade, 1 - d / br);
}
}
if (!inside) continue;
const v = shade * 0.6 + (cy - y) / (ry * 2.4) + (bayerAt(x, y) / 16 - 0.5) * 0.3 + noiseB(x * 0.4, y * 0.5) * 0.25;
put(x, y, v > 0.82 ? M.LEAF3 : v > 0.52 ? M.LEAF2 : v > 0.24 ? M.LEAF1 : M.LEAF0);
}
}
};
// 紫陽花:茂みの上に、青い手まりをのせる
const paintHydrangea = (cx, cy, rx, ry, seed) => {
paintBush(cx, cy, rx, ry, seed);
const r = seeded(seed + 500);
const count = Math.round(rx * 0.9);
for (let i = 0; i < count; i++) {
const hx = Math.round(cx + (r() - 0.5) * rx * 1.7);
const hy = Math.round(cy + (r() - 0.62) * ry * 1.4);
const size = 2 + Math.floor(r() * 2);
for (let dy = -size; dy <= size; dy++) {
for (let dx = -size; dx <= size; dx++) {
const d = Math.hypot(dx, dy);
if (d > size + 0.2) continue;
const v = (1 - d / (size + 1)) * 0.5 - dy * 0.1 + (bayerAt(hx + dx, hy + dy) / 16) * 0.5;
const m = v > 0.72 ? M.HYD_C : v > 0.52 ? M.HYD3 : v > 0.34 ? M.HYD2 : v > 0.18 ? M.HYD1 : M.HYD0;
put(hx + dx, hy + dy, m);
}
}
}
};
const paintBrick = (x0, y0, w, h) => {
for (let y = y0; y < y0 + h; y++) {
for (let x = x0; x < x0 + w; x++) {
const row = Math.floor(y / 3);
const joint = y % 3 === 2 || (x + (row & 1) * 3) % 6 === 0;
const n = noiseB(x * 0.35, y * 0.45);
put(x, y, joint ? (n > 0.6 ? M.BRICK : M.BRICK_DK) : n > 0.64 ? M.BRICK_LT : M.BRICK);
}
}
};
const paintCafe = () => {
const L = 16;
const R = 112;
// 煙突(屋根の奥)。珈琲を焙煎する日に煙が出る
paintBrick(92, 8, 8, 13);
rect(91, 6, 10, 2, M.STONE_LT);
rect(91, 8, 10, 1, M.STONE);
// 壁
paintBrick(L, 25, R - L, GROUND - 25);
// 右の端は陰
for (let x = R - 3; x < R; x++) {
for (let y = 25; y < GROUND; y++) if (bayerAt(x, y) < (x - (R - 3) + 1) * 5) put(x, y, M.WALL_SH);
}
// 土台の石
rect(L - 1, GROUND - 3, R - L + 2, 3, M.STONE);
for (let x = L - 1; x < R + 1; x += 5) {
rect(x, GROUND - 3, 4, 1, M.STONE_LT);
put(x + 2, GROUND - 2, M.STONE_LT);
}
// 屋根:台形。瓦の段
const RT = 13;
const RB = 25;
for (let y = RT; y < RB; y++) {
const t = (y - RT) / (RB - RT);
const l = Math.round(mix(26, L - 3, t));
const r = Math.round(mix(102, R + 3, t));
for (let x = l; x <= r; x++) {
const row = Math.floor((y - RT) / 3);
const tile = (x + (row & 1) * 3 + 60) % 6;
let m = M.ROOF;
if ((y - RT) % 3 !== 0 && tile !== 0) m = (y - RT) % 3 === 1 ? M.ROOF_LT : M.ROOF;
if (x - l < 5 + t * 8 && (y - RT) % 3 === 1 && tile !== 0) m = M.ROOF_HI;
put(x, y, m);
}
}
rect(25, RT - 1, 78, 1, M.ROOF_HI);
rect(L - 3, RB, R - L + 7, 1, M.WOOD_DK);
// 二階の窓と、花の箱(灯りは毎フレーム描く)
const r = seeded(77);
for (const wx of [30, 58, 86]) {
rect(wx, 27, 12, 8, M.FRAME);
rect(wx + 1, 28, 10, 6, M.GLASS);
for (let i = 0; i < 4; i++) put(wx + 2 + i, 32 - i, M.GLASS_HI);
rect(wx + 5, 28, 2, 6, M.FRAME);
rect(wx, 35, 12, 2, M.WOOD);
for (let x = wx; x < wx + 12; x++) {
if (r() < 0.8) put(x, 34, r() < 0.45 ? M.HYD2 : M.LEAF2);
}
}
// 看板の板
rect(20, 37, 88, 7, M.FASCIA);
rect(20, 37, 88, 1, M.FRAME_LT);
// 日よけの下の影
for (let y = 53; y < 57; y++) {
for (let x = 20; x <= 100; x++) {
if (y < 55 || bayerAt(x, y) < (57 - y) * 4) put(x, y, M.WALL_SH);
}
}
// 大きな窓の枠と、腰板
rect(WX - 1, WY - 1, WW + 2, WH + 2, M.FRAME);
rect(WX - 2, WY + WH + 1, WW + 4, 1, M.FRAME_LT);
rect(WX - 2, WY + WH + 2, WW + 4, 2, M.WOOD);
for (let x = WX; x < WX + WW; x += 6) rect(x, WY + WH + 2, 1, 2, M.WOOD_DK);
// 扉
rect(77, 53, 16, 31, M.FRAME);
rect(78, 54, 14, 30, M.DOOR);
rect(79, 55, 12, 15, M.FRAME);
rect(80, 72, 10, 10, M.WOOD_DK);
rect(81, 73, 8, 8, M.DOOR);
put(90, 72, M.BRASS);
put(90, 73, M.BRASS);
rect(76, GROUND, 18, 1, M.STONE_LT);
// 窓と扉のあいだの鉢
paintBush(74, 75, 3, 4, 66);
rect(72, 79, 5, 5, M.WOOD_LT);
rect(72, 79, 5, 1, M.WOOD);
// 壁の灯りの腕木
rect(95, 60, 3, 1, M.WOOD_DK);
rect(95, 64, 3, 1, M.WOOD_DK);
// 雨どい
rect(110, 25, 2, 56, M.POST);
rect(110, 25, 1, 56, M.POST_LT);
rect(110, 81, 3, 2, M.POST);
// 日よけ:縞の布と、波形の裾
for (let y = 44; y < 53; y++) {
const inset = y < 50 ? Math.round((50 - y) * 0.5) : 0;
for (let x = 20 + inset; x <= 100 - inset; x++) {
const stripe = Math.floor((x - 20) / 6) % 2 === 1;
const fold = (x - 20) % 6;
if (y === 52 && (fold === 0 || fold === 5)) continue;
let m = stripe ? M.AWN_C : M.AWN_G;
if (y >= 50) m = stripe ? M.AWN_C_SH : M.AWN_G_SH;
put(x, y, m);
}
}
// 歩道の黒板
rect(97, 77, 7, 10, M.BOARD);
rect(97, 77, 7, 1, M.WOOD);
rect(97, 87, 1, 2, M.WOOD);
rect(103, 87, 1, 2, M.WOOD);
rect(99, 79, 3, 1, M.CHALK);
rect(99, 81, 2, 1, M.CHALK);
rect(99, 83, 3, 1, M.CHALK);
put(100, 85, M.CHALK);
};
const paintTerrace = () => {
// パラソルと、テーブルと、椅子
for (let y = 55; y < 64; y++) {
const t = (y - 55) / 8;
const half = Math.round(2 + t * 16);
for (let x = 121 - half; x <= 121 + half; x++) {
const panel = Math.floor(((x - 121) / (half + 1)) * 3 + 3.5);
const light = panel % 2 === 1;
let m = light ? M.AWN_C : M.AWN_G;
if (y === 63) m = light ? M.AWN_C_SH : M.AWN_G_SH;
put(x, y, m);
}
}
put(121, 54, M.POST);
rect(121, 64, 1, 24, M.POST);
rect(116, 82, 11, 1, M.WOOD_LT);
rect(116, 83, 11, 1, M.WOOD);
rect(118, 88, 7, 1, M.POST);
// 椅子
rect(SEAT_X + 3, 86, 6, 1, M.WOOD);
rect(SEAT_X + 8, 80, 1, 9, M.WOOD_DK);
rect(SEAT_X + 3, 87, 1, 2, M.WOOD_DK);
};
const paintLampPost = () => {
rect(152, 31, 2, 58, M.POST);
rect(152, 31, 1, 58, M.POST_LT);
rect(151, 86, 4, 3, M.POST);
rect(145, 31, 8, 1, M.POST);
rect(143, 32, 6, 1, M.POST);
};
const buildCanopy = () => {
// 街路樹の葉:かたまりの集まり。雨に濡れて濃い
canopy = [];
const r = seeded(303);
const CX = 184;
const CY = 40;
const blobs = [[CX, CY, 17]];
for (let i = 0; i < 14; i++) {
const a = r() * Math.PI * 2;
const d = 11 + r() * 10;
blobs.push([CX + Math.cos(a) * d * 1.08, CY + Math.sin(a) * d * 0.82, 5 + r() * 5]);
}
for (let y = CY - 32; y <= CY + 28; y++) {
for (let x = CX - 36; x <= CX + 36; x++) {
let inside = false;
let best = 0;
for (const [bx, by, br] of blobs) {
const d = Math.hypot(x - bx, y - by);
if (d < br) {
inside = true;
best = Math.max(best, 1 - d / br);
}
}
if (!inside) continue;
const lightDir = ((CX - x) * 0.4 + (CY - y) * 0.75) / 26;
const clump = best * 0.5;
const grain = noiseB(x * 0.26 + 20, y * 0.3) * 0.7 + noiseA(x * 0.7, y * 0.7) * 0.3;
const v = lightDir * 0.34 + clump + grain + (bayerAt(x, y) / 16 - 0.5) * 0.16 - 0.34;
const m = v > 0.82 ? M.LEAF3 : v > 0.52 ? M.LEAF2 : v > 0.26 ? M.LEAF1 : M.LEAF0;
canopy.push(x, y, m);
}
}
};
const paintTrunk = () => {
const X = 181;
for (let y = 52; y < 90; y++) {
const flare = y > 83 ? (y - 83) * 0.8 : 0;
const up = y < 62 ? (62 - y) * 0.1 : 0;
const l = Math.round(X - flare - up);
const r = Math.round(X + 6 + flare * 0.9 + up);
for (let x = l; x <= r; x++) {
const t = (x - l) / Math.max(r - l, 1);
const grain = noiseB(x * 0.9, y * 0.14) > 0.55;
put(x, y, t > 0.84 ? M.BARK : t < 0.2 ? M.BARK_LT : grain ? M.BARK_LT : M.BARK);
}
}
// 根もとの枠
rect(172, 88, 24, 2, M.STONE);
rect(172, 88, 24, 1, M.STONE_LT);
};
const buildBase = () => {
matBuf.fill(0);
wetBuf.fill(0);
paintGround();
paintHydrangea(6, 80, 13, 7, 61);
paintHydrangea(-12, 82, 10, 6, 63);
paintCafe();
paintTerrace();
paintTrunk();
paintLampPost();
paintHydrangea(171, 85, 7, 4, 65);
paintHydrangea(200, 83, 14, 7, 62);
paintHydrangea(222, 83, 10, 6, 64);
// 遠い建物の窓
const r = seeded(808);
bgWins = [];
for (let y = 34; y < GROUND - 4; y += 6) {
for (let x = -ox + 1; x < bw - ox - 2; x += 5) {
let free = true;
for (let dy = 0; dy < 3 && free; dy++) {
for (let dx = 0; dx < 2; dx++) {
const m = get(x + dx, y + dy);
if (m !== M.BG_MID && m !== M.BG_FAR) free = false;
}
}
if (!free) continue;
if (r() < 0.72) {
rect(x, y, 2, 3, M.BG_WIN);
bgWins.push({ x, y, seed: r() });
}
}
}
baseBuf.set(matBuf);
buildCanopy();
// 空を時刻のかなめごとに描いておく
skyKeys = KEYS.map(([, , stops]) => {
const sky = new Uint8Array(bw * bh);
const n = stops.length - 1;
for (let py = 0; py < bh; py++) {
const pos = clamp((py - oy) / HORIZON) * n;
const a = Math.min(Math.floor(pos), n);
const b = Math.min(a + 1, n);
// 帯のあいだだけを、市松の点で埋める
const f = smoothstep(0.3, 0.7, pos - a) * 4;
for (let px = 0; px < bw; px++) {
const cell = ((py & 1) << 1) | (px & 1);
sky[py * bw + px] = f > [0, 2, 3, 1][cell] ? stops[b] : stops[a];
}
}
return sky;
});
};
// ---- 店主と世界の動き
const res = { x: SEAT_X, inside: false, face: 1, step: 0, doorOpen: 0, startle: 0, hop: 0, blink: 0, nextBlink: 2, page: 0, nextPage: 4, pageT: 0, hurry: 0 };
const clouds = [
{ x: 0, y: 4, w: 58, h: 12, seed: 1, speed: 0.5 },
{ x: 70, y: 14, w: 40, h: 9, seed: 2, speed: 0.75 },
{ x: 130, y: 2, w: 66, h: 13, seed: 3, speed: 0.38 },
{ x: 214, y: 20, w: 34, h: 8, seed: 4, speed: 0.9 },
{ x: 30, y: 24, w: 46, h: 8, seed: 5, speed: 0.62 },
].map((cloud) => {
const r = seeded(cloud.seed * 977);
const count = Math.max(6, Math.round(cloud.w / 5));
const blobs = Array.from({ length: count }, (_, i) => [cloud.w * ((i + 0.5) / count) + (r() - 0.5) * 3, cloud.h * (0.45 + (r() - 0.5) * 0.35), cloud.h * (0.3 + r() * 0.32)]);
const list = [];
for (let y = 0; y < cloud.h + 3; y++) {
for (let x = -2; x < cloud.w + 3; x++) {
let inside = false;
for (const [bx, by, br] of blobs) if (Math.hypot(x - bx, (y - by) * 1.25) < br) inside = true;
if (!inside) continue;
list.push(x, y, y > cloud.h * 0.62 ? 1 : 0);
}
}
return { ...cloud, list };
});
const smoke = [];
const zees = [];
const leaves = [];
const drips = [];
const ripples = [];
const passers = [];
const car = { t: -1, next: 11, dir: 1, speed: 62 };
// 雨粒:奥、中、手前の3層。数は雨の強さで変わる
const rainDrops = (() => {
const r = seeded(1234);
return Array.from({ length: 210 }, (_, i) => {
const slot = i % 6;
const layer = slot < 3 ? 0 : slot < 5 ? 1 : 2;
const seed = r();
return {
x0: r(),
y0: r(),
layer,
ground: layer === 0 ? GROUND : layer === 1 ? 86 + seed * 6 : ROAD + seed * 22,
};
});
})();
const RAIN_SPEED = [120, 175, 240];
const RAIN_LEN = [2, 4, 6];
const CALM_RINGS = (() => {
const r = seeded(4242);
return Array.from({ length: 14 }, () => [Math.floor(r() * CORE_W), GROUND + 2 + Math.floor(r() * 26)]);
})();
let anim = 0;
let smokeAcc = 0;
let zeeAcc = 0;
let dripAcc = 0;
let rippleAcc = 0;
let passerNext = 2;
let rainNow = 0.8;
let windNow = 0.17;
let windInt = 0;
let lampFlick = 1;
let windowL = 0;
let lanternL = 0;
let shutter = 0;
const hourOf = (clock) => ((clock % 24) + 24) % 24;
// 時刻から、店主の予定を決める
const planFor = (h) => {
if (h >= 9.6 && h < 11) return { outside: true, x: 106, act: 'tend' };
if (h >= 11 && h < 16.2) return { outside: true, x: SEAT_X, act: 'read' };
if (h >= 16.2 && h < 17.2) return { outside: true, x: 162, act: 'stroll' };
return { outside: false, x: DOOR_X, act: 'in' };
};
const stepResident = (dt, h, speedHint) => {
const plan = planFor(h);
const want = plan.outside ? plan.x : DOOR_X;
if (calm) {
res.inside = !plan.outside;
res.x = want;
return plan;
}
res.startle = Math.max(0, res.startle - dt);
res.hop = res.startle > 0.55 ? Math.sin(((0.9 - res.startle) / 0.35) * Math.PI) * 3 : 0;
res.doorOpen = Math.max(0, res.doorOpen - dt);
if (res.startle > 0) return plan;
if (res.inside && plan.outside) {
res.inside = false;
res.x = DOOR_X;
res.doorOpen = 0.5;
}
if (!res.inside) {
const delta = want - res.x;
if (Math.abs(delta) > 0.5) {
const speed = 17 + clamp(speedHint, 0, 1) * 72 + (Math.abs(delta) > 34 ? 8 : 0);
const move = Math.min(Math.abs(delta), speed * dt);
res.x += Math.sign(delta) * move;
res.face = Math.sign(delta);
res.step += move * 0.28;
res.hurry = speedHint;
} else {
res.x = want;
res.step = 0;
if (!plan.outside) {
res.inside = true;
res.doorOpen = 0.45;
}
}
}
// まばたき、ページをめくる
res.nextBlink -= dt;
if (res.nextBlink <= 0) {
res.blink = 0.13;
res.nextBlink = 1.8 + Math.random() * 3.4;
}
res.blink = Math.max(0, res.blink - dt);
res.nextPage -= dt;
if (res.nextPage <= 0) {
res.pageT = 0.42;
res.nextPage = 3.6 + Math.random() * 3.2;
}
res.pageT = Math.max(0, res.pageT - dt);
return plan;
};
const drawSky = (h) => {
// 雨雲:風下へ流れる
for (const cloud of clouds) {
const span = CORE_W + 96;
const shifted = cloud.x - (calm ? 0 : anim * cloud.speed);
const cx = (((shifted % span) + span) % span) - 48;
const x0 = Math.round(cx);
for (let i = 0; i < cloud.list.length; i += 3) {
const x = x0 + cloud.list[i];
const y = cloud.y + cloud.list[i + 1];
const under = cloud.list[i + 2];
if (under && bayerAt(x, y) > 11) continue;
putSky(x, y, under ? M.CLOUD_SH : M.CLOUD);
}
}
// 遠い建物の窓に、ぽつぽつと灯りがともる
const amount = h < 6.5 ? 0.12 : smoothstep(16.8, 19.5, h) * 0.55 * (1 - smoothstep(22.5, 23.4, h) * 0.75);
if (amount > 0.01) {
for (const s of bgWins) {
if (s.seed > amount) continue;
rect(s.x, s.y, 2, 3, M.LIT_DK);
emit(s.x, s.y + 1, 24);
}
}
};
// 店の中:奥の壁、ペンダントの灯り、棚、カウンター、店主、窓際の客
const paintInterior = (open, h) => {
const swing = calm ? 0 : Math.sin(anim * 0.7) * 0.6;
const lamps = open ? [9, 31, 41] : [31];
for (let y = 0; y < WH; y++) {
for (let x = 0; x < WW; x++) {
let m = y < 3 ? M.LIT_DEEP : M.LIT_DK;
for (let j = 0; j < lamps.length; j++) {
// 灯りの下に、広がる光の円すい
const d = Math.abs(x - (lamps[j] + swing)) - (y - 8) * 0.62;
if (y >= 8 && d < 0) {
m = y < 15 ? M.LIT_HI : M.LIT;
break;
}
if (y >= 7 && d < 2.2 && bayerAt(x, y) < 8) m = M.LIT;
}
put(WX + x, WY + y, m);
}
}
// 奥の棚と、瓶
rect(WX + 25, WY + 8, 19, 1, M.COUNTER);
for (let i = 0; i < 6; i++) {
const bx = WX + 26 + i * 3;
rect(bx, WY + 6, 1, 2, i % 2 ? M.COUNTER_LT : M.LIT_DEEP);
}
// 店主:カウンターの向こうを行き来する
if (open && res.inside) {
const wander = calm ? 0 : Math.sin(anim * 0.21) * 3.6 + Math.sin(anim * 0.57) * 1.4;
let bust = SPR.bust;
if (res.startle > 0) bust = SPR.bustUp;
else if (!calm) {
const c = (anim % 7.2) / 7.2;
if (c > 0.3 && c < 0.42) bust = SPR.bustHalf;
else if (res.blink > 0) bust = SPR.bustBlink;
}
blit(bust, Math.round(WX + 24 + wander), WY + 8 - (res.startle > 0 ? 1 : 0), false, -1, INDOOR);
}
// カウンターと、珈琲の機械
rect(WX + 24, WY + 16, 22, 7, M.COUNTER);
rect(WX + 24, WY + 16, 22, 1, M.COUNTER_LT);
rect(WX + 31, WY + 10, 7, 6, M.SIL_SOFT);
rect(WX + 32, WY + 11, 5, 1, M.COUNTER_LT);
put(WX + 33, WY + 13, M.LIT_HI);
if (open && !calm) {
for (let i = 0; i < 3; i++) {
const s = (anim * 0.8 + i * 0.33) % 1;
put(WX + 37 + Math.round(Math.sin(s * 8 + i)), WY + 9 - Math.round(s * 5), M.LIT_HI);
}
}
// 丸椅子
for (const sx of [WX + 26, WX + 40]) {
rect(sx, WY + 19, 3, 1, M.SIL_SOFT);
rect(sx + 1, WY + 20, 1, 3, M.SIL_SOFT);
}
// 窓際の席。雨を眺める客
const nod = !calm && Math.sin(anim * 0.5) > 0.82 ? 1 : 0;
if (open && h >= 10.5 && h < 21.9) blit(SPR.sil, WX, WY + 10 + nod, false, M.SIL_SOFT);
if (open && h >= 13 && h < 20.7) blit(SPR.silLook, WX + 14, WY + 10, true, M.SIL_SOFT);
rect(WX + 6, WY + 17, 9, 1, M.SIL_SOFT);
rect(WX + 10, WY + 18, 1, 5, M.SIL_SOFT);
if (open) {
put(WX + 8, WY + 16, M.LIT_HI);
put(WX + 12, WY + 16, M.LIT_HI);
}
// ペンダントのコードと、かさと、電球
for (let j = 0; j < lamps.length; j++) {
const lx = Math.round(WX + lamps[j] + swing);
rect(lx, WY, 1, 6, M.SIL_SOFT);
rect(lx - 1, WY + 5, 3, 1, M.SIL_SOFT);
rect(lx - 2, WY + 6, 5, 1, M.SIL_SOFT);
rect(lx - 1, WY + 7, 3, 1, M.LIT_HI);
}
};
const drawCafe = (h) => {
const open = h >= 8 && h < 22.7;
const prep = h >= 6.8 && h < 8;
const lit = open || prep;
const upstairs = (h >= 22.7 && h < 23.3) || (h >= 6.1 && h < 6.8);
const asleep = h >= 23.3 || h < 6.1;
if (lit) {
paintInterior(open, h);
} else {
// 閉店後:暗い店の中に、テーブルの影だけ
rect(WX, WY, WW, WH, M.ROOM);
rect(WX + 24, WY + 16, 22, 7, M.SIL);
rect(WX + 6, WY + 17, 9, 1, M.SIL);
rect(WX + 10, WY + 18, 1, 5, M.SIL);
}
// 窓の桟
rect(WX + 22, WY, 2, WH, M.FRAME);
rect(WX, WY + 5, WW, 1, M.FRAME);
// ブラインド:閉店すると下り、朝に上がる
const closed = lit ? 0 : 1;
shutter += calm ? closed - shutter : clamp(closed - shutter, -0.03, 0.03);
const rows = Math.round(shutter * WH);
for (let y = 0; y < rows; y++) rect(WX, WY + y, WW, 1, y % 3 === 2 ? M.BLIND_DK : M.BLIND);
// 扉のガラスと、札
if (lit) {
rect(80, 56, 10, 13, M.LIT_DK);
rect(80, 58, 10, 5, M.LIT);
rect(84, 56, 2, 13, M.FRAME);
} else {
rect(80, 56, 10, 13, M.GLASS);
for (let i = 0; i < 6; i++) put(82 + i, 66 - i, M.GLASS_HI);
}
rect(84, 69, 2, 1, M.WOOD_DK);
rect(82, 70, 6, 3, open ? M.SIGN_ON : M.PLATE_OFF);
// 二階:店を閉めたあとの、店主の部屋。右の窓には、よその暮らし
if (upstairs) {
rect(59, 28, 10, 6, M.LIT);
rect(63, 28, 2, 6, M.FRAME);
for (let y = 28; y < 34; y++) for (let x = 59; x < 69; x++) if (x < 63 || x > 64) emit(x, y, 40, 0);
}
if (h >= 17.6 && h < 22) {
rect(87, 28, 10, 6, M.LIT_DK);
rect(91, 28, 2, 6, M.FRAME);
emit(89, 31, 120);
emit(95, 31, 120);
}
// 看板:夕方からは灯る
const signOn = h >= 16.5 && h < 22.7;
const signM = signOn ? M.SIGN_ON : M.SIGN;
const word = 'CAFE';
for (let i = 0; i < word.length; i++) {
const rowsOf = GLYPHS[word[i]];
for (let gy = 0; gy < 5; gy++) {
for (let gx = 0; gx < 3; gx++) {
if (rowsOf[gy][gx] !== '1') continue;
const px = 57 + i * 4 + gx;
put(px, 38 + gy, signM);
if (signOn) emit(px, 38 + gy, 40);
}
}
}
for (const cupX of [44, 78]) {
rect(cupX, 39, 5, 3, signM);
put(cupX + 5, 40, signM);
put(cupX + 1, 42, signM);
put(cupX + 3, 42, signM);
}
return { open, prep, lit, upstairs, asleep };
};
const drawDoor = () => {
if (res.doorOpen > 0) {
rect(78, 54, 14, 30, windowL > 0.1 ? M.LIT_DK : M.SIL);
rect(78, 54, 2, 30, M.WOOD_LT);
}
};
// 傘:柄と、丸い布。左は暗く、右は少し明るい
const drawUmbrella = (cx, topY, a, b) => {
const widths = [3, 5, 6, 7];
put(cx, topY - 1, M.POST);
for (let j = 0; j < widths.length; j++) {
const w = widths[j];
for (let dx = -w; dx <= w; dx++) put(cx + dx, topY + j, dx < -1 ? a : b);
}
for (let dx = -7; dx <= 7; dx += 2) put(cx + dx, topY + 4, a);
rect(cx, topY + 4, 1, 4, M.POST);
if (!calm && Math.random() < 0.6) put(cx + Math.round((Math.random() - 0.5) * 12), topY - 1, M.RIPPLE);
};
const drawResident = (plan, h) => {
if (res.inside) return;
const base = 89;
const dy = -Math.round(res.hop);
const startled = res.startle > 0;
const moving = Math.abs((plan.outside ? plan.x : DOOR_X) - res.x) > 0.5;
if (!moving && plan.act === 'read' && Math.abs(res.x - SEAT_X) < 1) {
// 軒先の席で、雨の音を聞きながら本を読む
const up = startled;
const spr = up ? SPR.seatUp : res.blink > 0 ? SPR.seatBlink : SPR.seat;
const x = SEAT_X;
const y = base - 13 + dy;
// テーブルの珈琲と湯気
rect(123, 80, 3, 2, M.CUP);
put(124, 80, M.COFFEE);
put(126, 80, M.CUP);
if (calm) {
put(124, 78, M.STEAM);
put(125, 76, M.STEAM);
} else {
for (let i = 0; i < 3; i++) {
const s = (anim * 0.5 + i * 0.33) % 1;
put(124 + Math.round(Math.sin(s * 7 + i)), 79 - Math.round(s * 7), M.STEAM);
}
}
blit(spr, x, y);
// 本
const bx = x - 1;
const by = y + 5;
if (!up) {
if (res.pageT > 0.28) {
rect(bx, by, 4, 3, M.BOOK);
rect(bx + 1, by - 1, 2, 1, M.BOOK_DK);
} else if (res.pageT > 0.14) {
rect(bx + 1, by - 2, 2, 5, M.BOOK);
} else {
rect(bx, by, 4, 3, M.BOOK);
rect(bx + 3, by, 1, 3, M.BOOK_DK);
put(bx + 1, by + 1, M.BOOK_DK);
}
} else {
rect(bx, by + 1, 4, 2, M.BOOK_DK);
}
// つま先が小さく動く
if (!calm && Math.sin(anim * 1.1) > 0.8) put(x + 2, y + 12, M.BOOT);
if (startled) {
rect(x + 5, y - 7, 1, 4, M.MARK);
put(x + 5, y - 2, M.MARK);
}
return;
}
if (!moving && plan.act === 'tend') {
// 開店前に、黒板の前で支度をする
const bob = !calm && Math.sin(anim * 2.2) > 0;
blit(bob ? SPR.crouch : SPR.stand, Math.round(res.x) - 3, bob ? base - 10 : base - 12, true);
return;
}
let spr = SPR.stand;
if (startled) spr = SPR.up;
else if (moving) spr = SPR.walk[Math.floor(res.step) % 4];
else if (res.blink > 0) spr = SPR.blink;
const rx = Math.round(res.x);
blit(spr, rx - 3, base - 12 + dy, res.face < 0);
// 軒の外では、傘をさす
if (rx > 141) drawUmbrella(rx + 1, base - 18 + dy, M.UMB_C, M.UMB_C2);
if (startled) {
rect(rx, base - 21 + dy, 1, 4, M.MARK);
put(rx, base - 16 + dy, M.MARK);
}
};
// 窓辺の猫:雨を見ている。夜は丸くなって眠る
const drawCat = (h) => {
const x = 63;
const y = 73;
if (h >= 22.7 || h < 6.6) {
blit(SPR.catSleep, x - 1, y + 2);
} else {
const hop = res.startle > 0.55 ? 1 : 0;
blit(SPR.cat, x, y - hop);
if (!calm && Math.sin(anim * 0.9) > 0.96) put(x, y + 2 - hop, M.CAT);
const sway = calm ? 0 : Math.round(Math.sin(anim * 1.3));
put(x + 6, y + 5, M.CAT);
put(x + 6 + sway, y + 6, M.CAT);
put(x + 6 + sway, y + 7, M.CAT);
}
// かたつむり:雨の日の、昼のお客
if (h > 7 && h < 19) {
const sx = 105 + (calm ? 2 : Math.floor((anim * 0.5) % 4));
rect(sx, 82, 3, 2, M.SHELL);
put(sx - 1, 83, M.SNAIL);
put(sx + 3, 83, M.SNAIL);
put(sx + 4, 83, M.SNAIL);
put(sx + 4, 82, M.SNAIL);
}
};
// 傘の人たちが、店の前を通り過ぎる
const drawPassers = (h, dt) => {
const base = 91;
if (calm) {
if (h >= 8 && h < 21.5) {
blit(SPR.stand, 155, base - 12, false, -1, COATS[1]);
drawUmbrella(159, base - 18, UMBRELLAS[1][0], UMBRELLAS[1][1]);
}
return;
}
passerNext -= dt;
if (passerNext <= 0 && passers.length < 3 && h >= 6.6 && h < 23) {
passerNext = 5 + Math.random() * 9;
const dir = Math.random() < 0.5 ? 1 : -1;
passers.push({
x: dir > 0 ? -ox - 14 : bw - ox + 14,
dir,
speed: 15 + Math.random() * 9,
step: 0,
look: Math.floor(Math.random() * 4),
coat: Math.floor(Math.random() * COATS.length),
});
}
for (let i = passers.length - 1; i >= 0; i--) {
const p = passers[i];
p.x += p.dir * p.speed * dt;
p.step += p.speed * dt * 0.28;
if ((p.dir > 0 && p.x > bw - ox + 18) || (p.dir < 0 && p.x < -ox - 18)) {
passers.splice(i, 1);
continue;
}
const frame = Math.floor(p.step) % 4;
const px = Math.round(p.x);
blit(SPR.walk[frame], px - 3, base - 12, p.dir < 0, -1, COATS[p.coat]);
const umb = UMBRELLAS[p.look];
drawUmbrella(px + p.dir, base - 18 - (frame === 1 ? 1 : 0), umb[0], umb[1]);
}
};
const drawCanopy = () => {
for (let i = 0; i < canopy.length; i += 3) {
const y = canopy[i + 1];
// 風:上ほど大きく、段ごとにずれて揺れる
const sway = calm ? 0 : Math.round(Math.sin(anim * 0.9 + y * 0.11) * (1.15 - (y - 10) * 0.012));
put(canopy[i] + sway, y, canopy[i + 2]);
}
};
const drawParticles = (h, dt) => {
// 煙:朝と、夕方の焙煎。雨風で低く流れる
const smoking = (h >= 17.2 && h < 21) || (h >= 7 && h < 8.2);
if (!calm && smoking) {
smokeAcc += dt * (h >= 17 ? 3.2 : 1.4);
while (smokeAcc >= 1) {
smokeAcc -= 1;
smoke.push({ x: 94 + Math.random() * 2, y: 4, t: 0, seed: Math.random() * 10 });
}
}
for (let i = smoke.length - 1; i >= 0; i--) {
const s = smoke[i];
s.t += dt;
s.y -= dt * (5 - s.t * 0.8);
s.x -= dt * (3.2 + Math.sin(s.t * 1.7 + s.seed) * 2.6);
if (s.t > 4.2 || s.y < -oy - 4) {
smoke.splice(i, 1);
continue;
}
const size = 1 + Math.floor(s.t * 0.75);
const thin = s.t * 2.6;
for (let dy = 0; dy < size; dy++) {
for (let dx = 0; dx < size; dx++) {
const x = Math.round(s.x) + dx;
const y = Math.round(s.y) + dy;
if (bayerAt(x, y) < 16 - thin * 1.3) put(x, y, s.t > 2.3 ? M.SMOKE_DK : M.SMOKE);
}
}
}
if (calm && smoking) {
for (let i = 0; i < 4; i++) {
rect(94 - i * 2, 3 - i * 3, 1 + (i >> 1), 2, M.SMOKE);
}
}
// 眠りの Z:二階の窓から
if (!calm && (h >= 23.3 || h < 6)) {
zeeAcc += dt * 0.62;
while (zeeAcc >= 1) {
zeeAcc -= 1;
zees.push({ x: 70, y: 26, t: 0 });
}
}
for (let i = zees.length - 1; i >= 0; i--) {
const z = zees[i];
z.t += dt;
z.y -= dt * 4;
z.x += dt * (1.2 + Math.sin(z.t * 2) * 2);
if (z.t > 3 || (h >= 6 && h < 23)) {
zees.splice(i, 1);
continue;
}
const x = Math.round(z.x);
const y = Math.round(z.y);
const big = z.t > 1.2;
const n = big ? 3 : 2;
rect(x, y, n, 1, M.ZZZ);
put(x + n - 2, y + 1, M.ZZZ);
if (big) put(x, y + 2 - 0, M.ZZZ);
rect(x, y + (big ? 3 : 2), n, 1, M.ZZZ);
}
// 雨に打たれて落ちる葉
if (!calm && h > 6 && h < 20 && Math.random() < dt * 0.22) leaves.push({ x: 160 + Math.random() * 44, y: 50 + Math.random() * 14, t: 0, seed: Math.random() * 6 });
for (let i = leaves.length - 1; i >= 0; i--) {
const l = leaves[i];
l.t += dt;
l.y += dt * 13;
l.x += Math.sin(l.t * 2.3 + l.seed) * dt * 9 - dt * 3;
if (l.y > 96 || l.t > 8) {
leaves.splice(i, 1);
continue;
}
put(Math.round(l.x), Math.round(l.y), M.LEAF3);
}
// しずく:日よけの裾、パラソルのふち、雨どい、木の葉から
if (!calm) {
dripAcc += dt * (5 + rainNow * 9);
while (dripAcc >= 1) {
dripAcc -= 1;
if (drips.length >= 60) continue;
const pick = Math.random();
if (pick < 0.62) drips.push({ x: 20 + Math.floor(Math.random() * 81), y: 53, v: 18, ground: 87 + Math.floor(Math.random() * 3) });
else if (pick < 0.82) drips.push({ x: Math.random() < 0.5 ? 103 + Math.floor(Math.random() * 3) : 137 + Math.floor(Math.random() * 3), y: 64, v: 18, ground: 88 });
else if (pick < 0.92) drips.push({ x: 112, y: 83, v: 40, ground: 88 });
else drips.push({ x: 162 + Math.floor(Math.random() * 40), y: 62 + Math.floor(Math.random() * 6), v: 18, ground: 94 + Math.floor(Math.random() * 12) });
}
}
for (let i = drips.length - 1; i >= 0; i--) {
const d = drips[i];
d.v += dt * 260;
d.y += d.v * dt;
if (d.y >= d.ground) {
if (ripples.length < 80) ripples.push({ x: d.x, y: d.ground, t: 0 });
drips.splice(i, 1);
continue;
}
const y = Math.round(d.y);
put(d.x, y, M.RAIN);
put(d.x, y - 1, M.RAIN);
}
};
const drawLights = (state, h) => {
// 灯りの強さ。雨の日は、昼でも店の灯りが見える
const dusk = clamp(smoothstep(16.4, 19.6, h) + (1 - smoothstep(5.6, 7.6, h)));
const targetWin = state.open ? mix(0.34, 1, dusk) : state.prep ? 0.5 : 0;
const targetLan = h >= 17 || h < 6.4 ? 1 : 0;
windowL += (targetWin - windowL) * (calm ? 1 : 0.18);
lanternL += (targetLan - lanternL) * (calm ? 1 : 0.18);
const flick = calm ? 1 : 0.94 + 0.06 * Math.sin(anim * 11) * Math.sin(anim * 3.7);
// 壁の灯り
if (state.open && h >= 16) {
rect(95, 61, 3, 3, M.LIT_HI);
for (let y = 61; y < 64; y++) for (let x = 95; x < 98; x++) emit(x, y, 110 * flick, 0);
} else {
rect(95, 61, 3, 3, M.GLASS);
}
// 街灯:雨の筋を、光の中に浮かび上がらせる
if (lanternL > 0.02) {
rect(144, 33, 4, 2, M.LIT_HI);
for (let y = 33; y < 35; y++) for (let x = 144; x < 148; x++) emit(x, y, 1100 * lanternL * flick, 1);
} else {
rect(144, 33, 4, 2, M.LAMP_OFF);
}
if (lanternL > 0.3) {
for (let y = 36; y < GROUND; y++) {
const half = (y - 35) * 0.3 + 1;
for (let x = Math.round(145 - half); x <= 145 + half; x++) {
const m = get(x, y);
if (m !== 0 && m !== M.BG_FAR && m !== M.BG_MID && m !== M.BG_WIN) continue;
const b = bayerAt(x, y);
if (b === 0 || (y < 50 && b === 8)) put(x, y, M.LIT_DEEP);
}
}
}
const pool = (cx, cy, rx, ry, L) => {
if (L <= 0.01) return;
for (let y = Math.max(cy - ry, -oy); y <= cy + ry; y++) {
for (let x = cx - rx; x <= cx + rx; x++) {
const px = x + ox;
const py = y + oy;
if (px < 0 || py < 0 || px >= bw || py >= bh) continue;
const i = py * bw + px;
const m = matBuf[i];
if (m === 0 || m === M.SIL || GLOW[m] > 0) continue;
const d = Math.hypot((x - cx) / rx, (y - cy) / ry);
const v = (1 - d) * L * 1.5;
if (v * 16 > bayerAt(x, y)) varBuf[i] = 2;
}
}
};
// 窓から歩道と路面へ落ちる光、扉の灯り、街灯の輪
pool(47, 87, 30, 6, windowL * 0.9);
pool(47, 99, 34, 8, windowL * 0.5);
pool(85, 87, 12, 4, windowL * 0.6);
pool(145, 88, 22, 5, lanternL * 0.8);
pool(145, 98, 26, 7, lanternL * 0.55);
};
// 窓の灯りを光の場へ。傘の人や猫が隠した画素は、光らない
const emitGlow = () => {
const scan = (x0, y0, w, h, weight) => {
for (let j = 0; j < h; j++) {
for (let i = 0; i < w; i++) {
const m = get(x0 + i, y0 + j);
if (m > 0 && GLOW[m] > 0) emit(x0 + i, y0 + j, weight * GLOW[m], 0);
}
}
};
const weight = 40 * windowL * lampFlick;
if (weight > 0.5) {
scan(WX, WY, WW, WH, weight);
scan(80, 56, 10, 13, weight * 0.8);
}
};
// 濡れた路面:上の景色を揺らして映す。光る画素は、ほとんど欠けない
const reflectRow = (y, srcY, level, puddleLevel, wobble) => {
const py = y + oy;
const spy = srcY + oy;
if (py < 0 || py >= bh || spy < 0 || spy >= bh) return;
for (let px = 0; px < bw; px++) {
const i = py * bw + px;
if (!WET[matBuf[i]]) continue;
const s = spy * bw + clamp(px + wobble, 0, bw - 1);
const sm = matBuf[s];
const glow = GLOW[sm] > 0;
const limit = glow ? 15 : wetBuf[i] ? puddleLevel : level;
if (bayerAt(px, py) >= limit) continue;
if (sm === 0) {
matBuf[i] = M.ROAD_SKY;
continue;
}
matBuf[i] = sm;
varBuf[i] = glow ? 0 : varBuf[s] === 2 ? 2 : 1;
}
};
const drawReflections = () => {
const w = calm ? 0 : anim;
for (let y = ROAD; y < bh - oy; y++) {
const depth = y - ROAD;
const amp = 0.5 + depth * 0.07;
const wob = Math.round(Math.sin(y * 1.7 + w * 5.1) * amp + Math.sin(y * 0.63 - w * 2.3) * amp * 0.7);
reflectRow(y, CURB - Math.round(depth * 1.8), 7, 12, wob);
}
for (let y = GROUND; y < CURB; y++) {
reflectRow(y, GROUND - 1 - (y - GROUND) * 2, 2, 10, Math.round(Math.sin(y * 2.1 + w * 3.3)));
}
};
const sheltered = (x, y) => (x >= 20 && x <= 100 && y >= 52 && y <= 87) || (x >= 103 && x <= 139 && y >= 62 && y <= 89);
const inLight = (x, y) => (lanternL > 0.3 && y > 34 && Math.abs(x - 145) < (y - 34) * 0.32 + 1.5) || (windowL > 0.55 && y > 78 && x > 14 && x < 100);
// 水面の輪
const drawRing = (x, y, r, skip) => {
const m = inLight(x, y) ? M.RIPPLE_LIT : M.RIPPLE;
if (r < 1) {
put(x, y, m);
put(x, y - 1, m);
return;
}
const n = 6 + Math.floor(r * 2);
for (let a = 0; a < n; a++) {
if (skip && a % 2) continue;
const t = (a / n) * Math.PI * 2;
put(Math.round(x + Math.cos(t) * r), Math.round(y + Math.sin(t) * r * 0.38), m);
}
};
const drawRipples = (dt) => {
if (calm) {
for (const [x, y] of CALM_RINGS) drawRing(x, y, 2, false);
return;
}
rippleAcc += dt * rainNow * 38;
while (rippleAcc >= 1) {
rippleAcc -= 1;
if (ripples.length >= 80) continue;
const y = Math.round(GROUND + 1 + Math.random() * (bh - oy - GROUND - 1));
const x = Math.round(-ox + Math.random() * bw);
if (sheltered(x, y) || y === CURB || y === CURB + 1) continue;
ripples.push({ x, y, t: 0 });
}
for (let i = ripples.length - 1; i >= 0; i--) {
const p = ripples[i];
p.t += dt;
if (p.t > 0.45) {
ripples.splice(i, 1);
continue;
}
drawRing(p.x, p.y, p.t < 0.07 ? 0 : p.t * 15, p.t > 0.3);
}
// 日よけとパラソルの上で跳ねる雨
const hits = Math.round(rainNow * 3);
for (let i = 0; i < hits; i++) {
put(24 + Math.floor(Math.random() * 74), 43, M.RIPPLE);
if (i === 0) put(108 + Math.floor(Math.random() * 26), 57 + Math.floor(Math.random() * 2), M.RIPPLE);
}
};
// 車が水をはねて通る。夕方からはライトをつける
const drawCar = (h) => {
if (calm || car.t < 0) return;
const dir = car.dir;
const X = Math.round(dir > 0 ? -ox - 40 + car.t * car.speed : bw - ox + 6 - car.t * car.speed);
const Y = 95;
const part = (lx, ly, pw, ph, m) => rect(dir > 0 ? X + lx : X + 34 - lx - pw, Y + ly, pw, ph, m);
part(8, 0, 16, 6, M.CAR);
part(8, 0, 16, 1, M.CAR_LT);
part(10, 1, 6, 5, M.CAR_GLASS);
part(17, 1, 6, 5, M.CAR_GLASS);
part(0, 6, 34, 5, M.CAR);
part(2, 6, 30, 1, M.CAR_LT);
part(0, 10, 34, 1, M.POST);
part(5, 10, 6, 3, M.WHEEL);
part(24, 10, 6, 3, M.WHEEL);
const lights = h >= 16.5 || h < 7.5;
if (lights) {
part(33, 7, 1, 2, M.LIT_HI);
part(0, 7, 1, 2, M.TAIL);
const hx = dir > 0 ? X + 33 : X;
emit(hx, Y + 7, 420);
emit(hx, Y + 8, 420);
// ライトが、濡れた路面を走る
for (let i = 1; i < 26; i++) {
const bx = dir > 0 ? X + 34 + i : X - i;
const spread = Math.floor(i * 0.22);
for (let j = 0; j <= spread; j++) {
const by = Y + 10 + j;
if (bayerAt(bx, by) < 11 - i * 0.4) put(bx, by, M.RIPPLE_LIT);
}
}
}
// 後ろへ跳ねる水
for (let i = 0; i < 7; i++) {
const sx = (dir > 0 ? X - 1 - Math.random() * 9 : X + 35 + Math.random() * 9);
put(Math.round(sx), Math.round(Y + 12 - Math.random() * 6), M.RAIN);
}
};
const drawRain = () => {
const W = bw + 30;
const H = bh + 24;
const n = Math.min(rainDrops.length, Math.floor(rainDrops.length * rainNow));
for (let i = 0; i < n; i++) {
const d = rainDrops[i];
const speed = RAIN_SPEED[d.layer];
const len = RAIN_LEN[d.layer];
const py = ((d.y0 * H + speed * anim) % H) - 12;
const px = ((((d.x0 * W - speed * windInt) % W) + W) % W) - 15;
for (let l = 0; l < len; l++) {
const wy = Math.round(py) - l - oy;
const wx = Math.round(px + windNow * l) - ox;
if (wy > d.ground) continue;
if (d.layer === 0) {
// 奥の雨は、建物の向こうに落ちる
const m = get(wx, wy);
if (m !== 0 && m !== M.BG_FAR && m !== M.BG_MID && m !== M.BG_WIN) continue;
put(wx, wy, inLight(wx, wy) ? M.RAIN_LIT : M.RAIN_FAR);
continue;
}
if (sheltered(wx, wy)) continue;
put(wx, wy, inLight(wx, wy) ? M.RAIN_LIT : M.RAIN);
}
}
};
// ---- 世界を1枚描く
let keyA = 0;
let keyB = 1;
let keyP = 0;
const pickKeys = (h) => {
for (let i = 0; i < KEYS.length - 1; i++) {
if (h >= KEYS[i][0] && h < KEYS[i + 1][0]) {
keyA = i;
keyB = i + 1;
keyP = clamp(((h - KEYS[i][0]) / (KEYS[i + 1][0] - KEYS[i][0]) - 0.32) / 0.36);
return;
}
}
keyA = 0;
keyB = 1;
keyP = 0;
};
const renderWorld = (clock, dt, hurry) => {
const h = hourOf(clock);
if (!calm) anim += dt;
matBuf.set(baseBuf);
varBuf.fill(0);
emitList.length = 0;
for (const c of sources) {
c.w = 0;
c.x = 0;
c.y = 0;
}
lampFlick = calm ? 1 : 0.95 + 0.05 * Math.sin(anim * 13) * Math.sin(anim * 5.3);
// 雨の強さと風。朝のうちは小降りになり、また強くなる
const swell = calm ? 0.85 : 0.84 + 0.16 * Math.sin(anim * 0.11);
rainNow = clamp(swell * mix(1, 0.5, smoothstep(5.5, 7.2, h) * (1 - smoothstep(8.6, 10.6, h))));
windNow = calm ? 0.17 : 0.17 + 0.06 * Math.sin(anim * 0.19);
if (!calm) windInt += dt * windNow;
if (!calm) {
car.next -= dt;
if (car.t >= 0) {
car.t += dt;
if (car.t * car.speed > bw + 50) car.t = -1;
} else if (car.next <= 0 && h >= 6 && h < 23.2) {
car.t = 0;
car.next = 14 + Math.random() * 20;
car.dir = Math.random() < 0.5 ? 1 : -1;
car.speed = 54 + Math.random() * 22;
}
}
const plan = stepResident(dt, h, hurry);
drawSky(h);
const state = drawCafe(h);
drawDoor();
drawLights(state, h);
drawCat(h);
drawResident(plan, h);
drawPassers(h, dt);
drawCanopy();
drawParticles(h, dt);
emitGlow();
drawReflections();
drawRipples(dt);
drawCar(h);
drawRain();
// ---- 材質 → パレット。時刻のかなめのあいだは、ディザで置き換える
pickKeys(h);
const ta = table[keyA];
const tb = table[keyB];
const sa = skyKeys[keyA];
const sb = skyKeys[keyB];
const p = keyP * 16;
const n = bw * bh;
for (let i = 0; i < n; i++) {
const m = matBuf[i];
const useB = thrA[i] < p;
const idx = m === 0 ? (useB ? sb[i] : sa[i]) : (useB ? tb : ta)[varBuf[i] * NM + m];
pixels[i] = palette32[idx];
}
};
// ---- 光の場:世界の光る画素を格子に集めて、ぼかす。同じ格子の a に「ぬぐった跡」を入れる
const GRID_W = 72;
let GRID_H = 44;
let glowRaw = new Float32Array(1);
let glowNearBuf = new Float32Array(1);
let glowFarBuf = new Float32Array(1);
let glowTemp = new Float32Array(1);
let wipeBuf = new Float32Array(1);
let wipeLast = -1;
const boxBlur = (src, dst, w, h, r) => {
const size = r * 2 + 1;
for (let y = 0; y < h; y++) {
const row = y * w * 4;
for (let c = 0; c < 3; c++) {
let sum = 0;
for (let x = -r; x <= r; x++) sum += src[row + clamp(x, 0, w - 1) * 4 + c];
for (let x = 0; x < w; x++) {
dst[row + x * 4 + c] = sum / size;
sum += src[row + clamp(x + r + 1, 0, w - 1) * 4 + c] - src[row + clamp(x - r, 0, w - 1) * 4 + c];
}
}
}
for (let x = 0; x < w; x++) {
for (let c = 0; c < 3; c++) {
let sum = 0;
for (let y = -r; y <= r; y++) sum += dst[clamp(y, 0, h - 1) * w * 4 + x * 4 + c];
for (let y = 0; y < h; y++) {
src[y * w * 4 + x * 4 + c] = sum / size;
sum += dst[clamp(y + r + 1, 0, h - 1) * w * 4 + x * 4 + c] - dst[clamp(y - r, 0, h - 1) * w * 4 + x * 4 + c];
}
}
}
};
// ---- WebGL
let gl = null;
try {
gl = canvas.getContext('webgl2', { alpha: true, premultipliedAlpha: true, antialias: false, depth: false, stencil: false, powerPreference: 'high-performance' });
} catch {
gl = null;
}
let program = null;
const loc = {};
let vao = null;
let quad = null;
let texWorld = null;
let texNear = null;
const compile = (type, source) => {
const s = gl.createShader(type);
gl.shaderSource(s, source);
gl.compileShader(s);
if (!gl.getShaderParameter(s, gl.COMPILE_STATUS)) throw new Error(gl.getShaderInfoLog(s) || 'shader');
return s;
};
const setupGl = () => {
if (!gl) return false;
try {
program = gl.createProgram();
const v = compile(gl.VERTEX_SHADER, VERT);
const f = compile(gl.FRAGMENT_SHADER, FRAG);
gl.attachShader(program, v);
gl.attachShader(program, f);
gl.bindAttribLocation(program, 0, 'aPos');
gl.linkProgram(program);
gl.deleteShader(v);
gl.deleteShader(f);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) throw new Error(gl.getProgramInfoLog(program) || 'link');
} catch (error) {
console.warn('toggle-daylight: シェーダーを作れないので、2D で描く', error);
return false;
}
gl.useProgram(program);
for (const name of ['uWorld', 'uGlowNear', 'uRes', 'uPill', 'uOrigin', 'uWorldSize', 'uGlowSize', 'uLens', 'uBezel', 'uK', 'uNight', 'uLift', 'uSeam', 'uCalm', 'uTime', 'uRain', 'uShellDay', 'uShellNight', 'uInk', 'uLight', 'uHiNight', 'uLoNight', 'uSkyDay', 'uHomeCol', 'uSkyCol', 'uHomePos', 'uSkyPos']) {
loc[name] = gl.getUniformLocation(program, name);
}
vao = gl.createVertexArray();
gl.bindVertexArray(vao);
quad = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, quad);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 3, -1, -1, 3]), gl.STATIC_DRAW);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
const makeTex = () => {
const t = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, t);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
return t;
};
texWorld = makeTex();
texNear = makeTex();
gl.uniform1i(loc.uWorld, 0);
gl.uniform1i(loc.uGlowNear, 1);
gl.disable(gl.BLEND);
return true;
};
let ready = setupGl();
let ctx2d = null;
let lowCanvas = null;
if (!ready) {
ctx2d = canvas.getContext('2d');
}
// ---- 形と大きさ
const shape = { W: 1, H: 1, cssW: 1, cssH: 1, dpr: 1, pillW: 1, pillH: 1, bezel: 1, winW: 1, winH: 1, r0: 1, travel: 1, travelCss: 1, ox: 0, oy: 0 };
let renderScale = 1;
let thumbSeam = 1;
const measure = () => {
const box = root.getBoundingClientRect();
const dpr = Math.min(2, devicePixelRatio || 1) * renderScale;
const W = Math.max(2, Math.round(box.width * dpr));
const H = Math.max(2, Math.round(box.height * dpr));
const changed = W !== shape.W || H !== shape.H;
shape.W = W;
shape.H = H;
shape.cssW = box.width;
shape.cssH = box.height;
shape.dpr = dpr;
// 丸の大きさ:根の中に、1 : 1.85 で置く
shape.pillH = H / 1.32;
shape.pillW = shape.pillH * PILL_RATIO;
shape.bezel = shape.pillH * 0.046;
shape.winW = shape.pillW - shape.bezel * 2;
shape.winH = shape.pillH - shape.bezel * 2;
const gap = shape.pillH * 0.032;
shape.r0 = shape.winH / 2 - gap;
shape.travel = shape.winW - (shape.r0 + gap) * 2;
shape.travelCss = shape.travel / dpr;
// 画素の格子に合わせる(半端な位置だと、全体がにじむ)
canvas.style.width = `${W / dpr}px`;
canvas.style.height = `${H / dpr}px`;
const fx = (box.left * dpr) % 1;
const fy = (box.top * dpr) % 1;
canvas.style.transform = `translate(${-fx / dpr}px, ${-fy / dpr}px)`;
if (!changed) return false;
canvas.width = W;
canvas.height = H;
// 整数倍を高さで決める。切れるのが 12% までなら大きい方。横は景色が両わきへ広がる
const ratio = shape.winH / CORE_H;
let kk = Math.max(1, Math.floor(ratio));
if (((kk + 1) * CORE_H) / shape.winH <= 1.12) kk += 1;
k = kk;
const needW = Math.ceil(shape.winW / k) + MARGIN * 2;
const needH = Math.ceil(shape.winH / k) + MARGIN * 2;
bw = needW + (needW & 1);
bh = needH + (needH & 1);
ox = (bw - CORE_W) >> 1;
oy = (bh - CORE_H) >> 1;
matBuf = new Uint8Array(bw * bh);
baseBuf = new Uint8Array(bw * bh);
varBuf = new Uint8Array(bw * bh);
wetBuf = new Uint8Array(bw * bh);
pixels = new Uint32Array(bw * bh);
thrA = new Uint8Array(bw * bh);
for (let y = 0; y < bh; y++) {
for (let x = 0; x < bw; x++) {
// 時刻の置き換えは、空の市松と重ならないよう、位置をずらす
thrA[y * bw + x] = bayerAt(x + 1, y + 2);
}
}
buildBase();
// 世界の左上の、画面の画素での位置(必ず整数)
shape.ox = Math.floor(W / 2 - (bw * k) / 2);
shape.oy = Math.floor(H / 2 + (bh * k) / 2);
thumbSeam = Math.max(1, Math.round(k * 0.055));
GRID_H = Math.max(8, Math.round((GRID_W * H) / W));
const size = GRID_W * GRID_H * 4;
glowRaw = new Float32Array(size);
glowNearBuf = new Float32Array(size);
glowFarBuf = new Float32Array(size);
glowTemp = new Float32Array(size);
wipeBuf = new Float32Array(GRID_W * GRID_H);
wipeLast = -1;
if (ready) {
gl.viewport(0, 0, W, H);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texWorld);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, bw, bh, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, texNear);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA16F, GRID_W, GRID_H, 0, gl.RGBA, gl.FLOAT, null);
} else {
lowCanvas = new OffscreenCanvas(bw, bh);
}
return true;
};
// つまみが通ったところの曇りと水滴を、ぬぐう。動きを減らす設定では、いまの位置だけ
const stepWipe = (dt) => {
const cx = shape.W / 2 + (x - 0.5) * shape.travel;
const from = wipeLast < 0 ? cx : wipeLast;
wipeLast = cx;
const a = Math.min(from, cx);
const b = Math.max(from, cx);
const r = shape.r0;
const cy = shape.H / 2;
const fade = calm ? 1 : dt / FOG_RETURN;
for (let gy = 0; gy < GRID_H; gy++) {
const py = ((gy + 0.5) / GRID_H) * shape.H;
for (let gx = 0; gx < GRID_W; gx++) {
const px = ((gx + 0.5) / GRID_W) * shape.W;
const dx = px < a ? a - px : px > b ? px - b : 0;
const wipe = 1 - smoothstep(r * 0.86, r * 1.1, Math.hypot(dx, py - cy));
const i = gy * GRID_W + gx;
wipeBuf[i] = Math.max(wipeBuf[i] - fade, wipe);
}
}
};
const uploadWorld = () => {
// 光の場
glowRaw.fill(0);
for (let e = 0; e < emitList.length; e += 2) {
const i = emitList[e];
const w = emitList[e + 1] / 255;
const px = i % bw;
const py = (i - px) / bw;
const fx = ((shape.ox + (px + 0.5) * k) / shape.W) * GRID_W;
const fy = ((shape.H - shape.oy + (py + 0.5) * k) / shape.H) * GRID_H;
const gx = clamp(Math.floor(fx), 0, GRID_W - 1);
const gy = clamp(Math.floor(fy), 0, GRID_H - 1);
const c = pixels[i];
const at = (gy * GRID_W + gx) * 4;
glowRaw[at] += (c & 255) * w * 0.0007;
glowRaw[at + 1] += ((c >>> 8) & 255) * w * 0.0007;
glowRaw[at + 2] += ((c >>> 16) & 255) * w * 0.0007;
}
glowNearBuf.set(glowRaw);
boxBlur(glowNearBuf, glowTemp, GRID_W, GRID_H, 1);
boxBlur(glowNearBuf, glowTemp, GRID_W, GRID_H, 1);
// 芯のにじみに、広いにじみを足す
glowFarBuf.set(glowRaw);
boxBlur(glowFarBuf, glowTemp, GRID_W, GRID_H, 3);
boxBlur(glowFarBuf, glowTemp, GRID_W, GRID_H, 3);
for (let i = 0; i < glowNearBuf.length; i++) glowNearBuf[i] += glowFarBuf[i] * 0.55;
// a には、ぬぐった跡を入れる
for (let i = 0; i < wipeBuf.length; i++) glowNearBuf[i * 4 + 3] = wipeBuf[i];
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texWorld);
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, bw, bh, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(pixels.buffer));
gl.generateMipmap(gl.TEXTURE_2D);
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, texNear);
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, GRID_W, GRID_H, gl.RGBA, gl.FLOAT, glowNearBuf);
};
// ---- つまみの状態
let x = 0; // 0 = 昼、1 = 夜
let velocity = 0;
let target = 0;
let moving = false;
let checked = false;
let stretch = 0;
let stretchV = 0;
let lift = 0;
let liftTarget = 0;
let hurry = 0;
// 時間の流れ:右へは昼から夜へ。右端から戻るときは、夜明けを通って次の昼へ
let branch = 'pm';
let amStart = CLOCK_NIGHT;
let nightClock = CLOCK_NIGHT;
const clockOf = () => {
if (branch === 'am') return mix(36, amStart, x);
if (x >= 1) return nightClock;
return CLOCK_DAY + (CLOCK_NIGHT - CLOCK_DAY) * x;
};
const beginTravel = () => {
if (x <= 0.0005) branch = 'pm';
else if (x >= 0.9995) {
branch = 'am';
amStart = nightClock;
}
};
const setStatus = (text) => {
if (statusEl.textContent !== text) statusEl.textContent = text;
};
const phaseName = (h) => (h < 5 || h >= 20 ? '雨の夜' : h < 7 ? '雨の夜明け' : h < 10 ? '雨の朝' : h < 16.5 ? '雨の昼' : '雨の夕方');
const commit = (value) => {
const night = value >= 1;
x = night ? 1 : 0;
velocity = 0;
moving = false;
if (night) {
nightClock = branch === 'am' ? amStart : CLOCK_NIGHT;
branch = 'pm';
} else {
branch = 'pm';
}
if (checked !== night) {
checked = night;
button.setAttribute('aria-checked', String(night));
root.dispatchEvent(new CustomEvent('daylight:change', { bubbles: true, composed: true, detail: { night } }));
}
setStatus(night ? '雨の夜' : '雨の昼');
};
// ---- 描く
const drawGl = (night) => {
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.useProgram(program);
gl.bindVertexArray(vao);
gl.uniform2f(loc.uRes, shape.W, shape.H);
gl.uniform2f(loc.uPill, shape.pillW / 2, shape.pillH / 2);
gl.uniform2f(loc.uOrigin, shape.ox, shape.oy);
gl.uniform2f(loc.uWorldSize, bw, bh);
gl.uniform2f(loc.uGlowSize, GRID_W, GRID_H);
gl.uniform1f(loc.uBezel, shape.bezel);
gl.uniform1f(loc.uK, k);
gl.uniform1f(loc.uNight, night);
gl.uniform1f(loc.uLift, lift);
gl.uniform1f(loc.uSeam, thumbSeam);
gl.uniform1f(loc.uCalm, calm ? 1 : 0);
gl.uniform1f(loc.uTime, anim % 1800);
gl.uniform1f(loc.uRain, rainNow);
// レンズの形:動くと伸び、離すと弾んで戻る
const s = clamp(stretch, -0.5, 1.2);
const r = shape.r0 * (1 + 0.012 * lift);
const halfX = r * (1 + 0.2 * s);
const halfY = r * (1 - 0.075 * s);
const lim = shape.winW / 2 - (shape.winH / 2 - shape.r0) - halfX;
const raw = (x - 0.5) * shape.travel;
const cx = clamp(raw, -lim, lim);
gl.uniform4f(loc.uLens, cx, 0, halfX, halfY);
// 殻:昼は陶器のカップ、夜は深煎りの珈琲の色
gl.uniform3fv(loc.uShellDay, unit(C3));
gl.uniform3fv(loc.uShellNight, unit(W0));
gl.uniform3fv(loc.uInk, unit(I0));
gl.uniform3fv(loc.uLight, unit(C3));
gl.uniform3fv(loc.uHiNight, unit(I3));
gl.uniform3fv(loc.uLoNight, unit(I0));
gl.uniform3fv(loc.uSkyDay, unit(U2));
// 光る画素の重心と強さ。傘の人が窓を隠せば弱くなる
const homeW = sources[0].w;
const home = unit(A2);
const homeI = (homeW / 255 / 110) * 1.05;
const hx = homeW > 0 ? shape.ox + (sources[0].x / homeW + 0.5) * k - shape.W / 2 : 0;
const hy = homeW > 0 ? shape.oy - (sources[0].y / homeW + 0.5) * k - shape.H / 2 : 0;
gl.uniform2f(loc.uHomePos, hx, hy);
gl.uniform3f(loc.uHomeCol, home[0] * homeI, home[1] * homeI, home[2] * homeI);
const skyW = sources[1].w;
const skyU = unit(A3);
const skyI = (skyW / 255 / 110) * 0.55;
const sx = skyW > 0 ? shape.ox + (sources[1].x / skyW + 0.5) * k - shape.W / 2 : 0;
const sy = skyW > 0 ? shape.oy - (sources[1].y / skyW + 0.5) * k - shape.H / 2 : 0;
gl.uniform2f(loc.uSkyPos, sx, sy);
gl.uniform3f(loc.uSkyCol, skyU[0] * skyI, skyU[1] * skyI, skyU[2] * skyI);
gl.drawArrays(gl.TRIANGLES, 0, 3);
};
const draw2d = (night) => {
// WebGL が使えないとき:世界だけを整数倍で写し、丸く切って、つまみを置く
const g = ctx2d;
const low = lowCanvas.getContext('2d');
low.putImageData(new ImageData(new Uint8ClampedArray(pixels.buffer), bw, bh), 0, 0);
g.clearRect(0, 0, shape.W, shape.H);
const px = (shape.W - shape.pillW) / 2;
const py = (shape.H - shape.pillH) / 2;
g.save();
g.beginPath();
g.roundRect(px, py, shape.pillW, shape.pillH, shape.pillH / 2);
g.clip();
g.imageSmoothingEnabled = false;
g.drawImage(lowCanvas, shape.ox, shape.H - shape.oy, bw * k, bh * k);
g.restore();
const cx = shape.W / 2 + (x - 0.5) * shape.travel;
const light = unit(C3).map((v) => Math.round(v * 255));
g.fillStyle = `rgb(${light[0]} ${light[1]} ${light[2]} / 0.5)`;
g.beginPath();
g.arc(cx, shape.H / 2, shape.r0, 0, Math.PI * 2);
g.fill();
return night;
};
// ---- 時間を進める
let raf = 0;
let last = 0;
let visible = true;
let worldAcc = 1;
let dirty = true;
let slow = 0;
let good = 0;
let frames = 0;
let lastWorldClock = -1;
let drag = null;
const nightAmount = (h) => clamp(smoothstep(17.4, 20.2, h) + (1 - smoothstep(4.8, 7.2, h)));
const adapt = (dt) => {
// どうしても遅い機械では、細かさを落とす。ピクセルは整数倍のまま
if (++frames < 40) return;
if (dt > 0.0225) slow++;
else good++;
if (slow + good < 50) return;
if (slow > 30 && renderScale > 0.5) {
renderScale = Math.max(0.5, renderScale - 0.25);
measure();
dirty = true;
lastWorldClock = -1;
}
slow = 0;
good = 0;
};
const tick = (ms) => {
raf = 0;
const t = ms / 1000;
const dt = last ? Math.min(0.05, t - last) : 1 / 60;
last = t;
if (!calm) adapt(dt);
// ---- つまみ
if (drag) {
const before = x;
x += (clamp(drag.want) - x) * (1 - Math.exp(-dt * 34));
velocity = (x - before) / Math.max(dt, 1 / 240);
dirty = true;
} else if (moving) {
// なめらかに減速して吸い付く
const omega = calm ? 16 : 9.5;
const accel = omega * omega * (target - x) - 2 * omega * velocity;
velocity += accel * dt;
x += velocity * dt;
dirty = true;
if (Math.abs(target - x) < 0.0015 && Math.abs(velocity) < 0.03) {
x = target;
if (x <= 0 || x >= 1) {
if (!calm) stretchV -= 3.2;
commit(x);
} else {
velocity = 0;
moving = false;
}
}
x = clamp(x);
} else {
velocity = 0;
}
// ---- レンズの弾み
if (!calm) {
const goal = clamp(Math.abs(velocity) * 0.42);
stretchV += (170 * (goal - stretch) - 11 * stretchV) * dt;
stretch += stretchV * dt;
lift += (liftTarget - lift) * (1 - Math.exp(-dt * 14));
if (Math.abs(stretch) > 0.002 || Math.abs(stretchV) > 0.01 || Math.abs(liftTarget - lift) > 0.002) dirty = true;
} else {
stretch = 0;
stretchV = 0;
lift = liftTarget;
}
// ---- 右端では、時間が静かに進み、やがて店を閉めて眠る
if (!calm && x >= 1 && !moving && !drag && nightClock < CLOCK_SLEEP) {
nightClock = Math.min(CLOCK_SLEEP, nightClock + (dt * (CLOCK_SLEEP - CLOCK_NIGHT)) / NIGHT_CREEP);
}
const clock = clockOf();
hurry = Math.max(hurry - dt * 1.4, clamp(Math.abs(velocity) * 0.6));
// ---- 世界は 30 コマで動く
worldAcc += dt;
const worldStep = calm ? Math.abs(clock - lastWorldClock) > 1e-4 || dirty : worldAcc >= 1 / WORLD_HZ;
if (worldStep) {
const stepDt = Math.min(worldAcc, 0.1);
renderWorld(clock, stepDt, hurry);
stepWipe(stepDt);
worldAcc = 0;
lastWorldClock = clock;
if (ready) uploadWorld();
dirty = true;
}
if (dirty) {
const night = nightAmount(hourOf(clock));
// 世界の暗さ(0 = 昼、1 = 夜)。使い手はこの値で、ページの地を合わせられる
root.style.setProperty('--night', night.toFixed(3));
if (ready) drawGl(night);
else if (ctx2d) draw2d(night);
dirty = false;
}
// 動きを減らす設定で止まっているときは、次の操作まで描かない
const idleCalm = calm && !moving && !drag;
if (visible && !idleCalm) raf = requestAnimationFrame(tick);
};
function wake() {
if (!raf && visible) {
last = 0;
raf = requestAnimationFrame(tick);
}
}
// ---- 速く動かすと、店主と猫が驚いて顔を上げる
let startleCool = 0;
const startle = () => {
if (calm || performance.now() < startleCool) return;
startleCool = performance.now() + 1500;
res.startle = 0.9;
};
// ---- 入力
let suppressClick = 0;
on(button, 'pointerdown', (event) => {
if (event.button !== 0) return;
beginTravel();
moving = false;
drag = { id: event.pointerId, start: event.clientX, from: x, want: x, moved: false, lastX: event.clientX, lastT: performance.now(), speed: 0 };
liftTarget = 1;
try {
button.setPointerCapture(event.pointerId);
} catch {
/* 取れなくても、動きは受けられる */
}
wake();
});
on(button, 'pointermove', (event) => {
if (!drag || event.pointerId !== drag.id) return;
const dx = event.clientX - drag.start;
if (Math.abs(dx) > 3) drag.moved = true;
drag.want = drag.from + dx / Math.max(shape.travelCss, 1);
const nowMs = performance.now();
const dtMs = Math.max(nowMs - drag.lastT, 4);
const speed = (event.clientX - drag.lastX) / Math.max(shape.travelCss, 1) / (dtMs / 1000);
drag.speed = drag.speed * 0.6 + speed * 0.4;
drag.lastX = event.clientX;
drag.lastT = nowMs;
if (Math.abs(drag.speed) > 3.4) startle();
wake();
});
const release = (event) => {
if (!drag || event.pointerId !== drag.id) return;
const wasMoved = drag.moved;
const speed = drag.speed;
drag = null;
liftTarget = 0;
if (wasMoved) {
suppressClick = performance.now() + 300;
// 近い方の端へ。勢いも少し数える
target = x + speed * 0.09 >= 0.5 ? 1 : 0;
velocity = clamp(speed, -3, 3);
moving = true;
}
wake();
};
on(button, 'pointerup', release);
on(button, 'pointercancel', release);
on(button, 'lostpointercapture', release);
const toggle = () => {
beginTravel();
target = (moving ? target >= 0.5 : x >= 0.5) ? 0 : 1;
moving = true;
wake();
};
on(button, 'click', () => {
if (performance.now() < suppressClick) return;
toggle();
});
const STEP = 0.04;
on(button, 'keydown', (event) => {
let dir = 0;
if (event.key === 'ArrowRight' || event.key === 'ArrowUp') dir = 1;
else if (event.key === 'ArrowLeft' || event.key === 'ArrowDown') dir = -1;
if (!dir) return;
event.preventDefault();
beginTravel();
const from = moving ? target : x;
target = clamp(from + dir * STEP);
moving = true;
setStatus(phaseName(hourOf(branch === 'am' ? mix(36, amStart, target) : CLOCK_DAY + (CLOCK_NIGHT - CLOCK_DAY) * target)));
wake();
});
// ---- 見えていないときは止める
const io = new IntersectionObserver((entries) => {
visible = entries.some((e) => e.isIntersecting);
if (visible) {
dirty = true;
wake();
} else if (raf) {
cancelAnimationFrame(raf);
raf = 0;
}
});
io.observe(root);
const ro = new ResizeObserver(() => {
measure();
dirty = true;
lastWorldClock = -1;
wake();
});
ro.observe(root);
const applyCalm = () => {
calm = motionQuery.matches;
dirty = true;
lastWorldClock = -1;
wake();
};
on(motionQuery, 'change', applyCalm);
on(schemeQuery, 'change', () => {
readPalette();
dirty = true;
lastWorldClock = -1;
wake();
});
on(canvas, 'webglcontextlost', (event) => {
event.preventDefault();
ready = false;
});
// ---- 組み立て
readPalette();
measure();
res.x = SEAT_X;
res.inside = false;
// 最初の絵を、はじめのフレームまでに用意する
renderWorld(clockOf(), 0, 0);
stepWipe(0);
if (ready) uploadWorld();
wake();
return () => {
if (raf) cancelAnimationFrame(raf);
raf = 0;
visible = false;
io.disconnect();
ro.disconnect();
for (const off of cleanups) off();
if (gl && ready) {
gl.deleteProgram(program);
gl.deleteBuffer(quad);
gl.deleteVertexArray(vao);
gl.deleteTexture(texWorld);
gl.deleteTexture(texNear);
const lose = gl.getExtension('WEBGL_lose_context');
if (lose) lose.loseContext();
}
};
}
mount(document.querySelector('[data-ld-part="toggle-rainy-cafe"]'));
</script>
@Lattice_Node
@Lattice_Node
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@Lattice_Node
@Lattice_Node
@Lattice_Node
@Lattice_Node
@Lattice_Node
@Lattice_Node
@Lattice_Node
@Lattice_Node
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@Lattice_Node
@Lattice_Node
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