住人のいる音量
@Lattice_Node
Components · Toggle
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<!-- UI by @Lattice_Node — ludion.ai/p/toggle-volcano-island (MIT) -->
<!-- UI by @Lattice_Node — ludion.ai/p/toggle-daylight (MIT) -->
<!-- Remixed by Claude -->
<div data-ld-part="toggle-volcano-island" lang="ja">
<span class="backdrop" aria-hidden="true"></span>
<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-volcano-island (MIT) */
/* UI by @Lattice_Node — ludion.ai/p/toggle-daylight (MIT) */
/* Remixed by Claude — 火山の島 */
[data-ld-part="toggle-volcano-island"] {
/* 固定しないトークン。世界の約20色は、この5色を明るさ違いで並べて作る */
/* 砂、密林、溶岩の岩と夜、海と空、溶岩 */
--_bg: var(--ld-bg, #f4e3bd);
--_surface: var(--ld-surface, #4d9a63);
--_fg: var(--ld-fg, #281f3b);
--_muted: var(--ld-muted, #4a9fc2);
--_accent: var(--ld-accent, #f2761f);
--_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(40 31 59 / .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);
}
/* ページの地。島の暗さ(--night)に合わせて、昼の砂の色から夜の色へ移る */
[data-ld-part="toggle-volcano-island"] .backdrop {
position: fixed;
top: 0;
right: 0;
bottom: 0;
left: 0;
z-index: -1;
pointer-events: none;
background: color-mix(in oklab, var(--_bg) 42%, white);
}
[data-ld-part="toggle-volcano-island"] .backdrop::after {
content: "";
position: absolute;
top: 0;
right: 0;
bottom: 0;
left: 0;
background: color-mix(in oklab, var(--_fg) 62%, black);
opacity: var(--night, 0);
}
/* 色を読むための見えない目印 */
[data-ld-part="toggle-volcano-island"] .probe {
display: none;
}
[data-ld-part="toggle-volcano-island"] .vh {
position: absolute;
width: 1px;
height: 1px;
overflow: hidden;
clip-path: inset(50%);
white-space: nowrap;
}
[data-ld-part="toggle-volcano-island"] .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-volcano-island"] .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-volcano-island"] .hit:active {
cursor: grabbing;
}
[data-ld-part="toggle-volcano-island"] .hit:focus {
outline: none;
}
[data-ld-part="toggle-volcano-island"] .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-volcano-island"] .hit:focus-visible {
transition: none;
}
}
</style>
<script type="module">
/* UI by @Lattice_Node — ludion.ai/p/toggle-volcano-island (MIT) */
/* UI by @Lattice_Node — ludion.ai/p/toggle-daylight (MIT) */
/* Remixed by Claude — 火山の島 */
// ESモジュール。root の中だけを触る
// 火山の島のスイッチ:スイッチのレールの中に、ピクセルの小さな島があり、住人が1人暮らしている。
//
// 世界:低い解像度で、約20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。
// 島:左に火山、右に草ぶきの小屋とヤシ。まわりは海。昼の火山は、細い煙を風に流すだけ。
// 火:つまみを夜へ動かすと、火口が赤くなり、溶岩が斜面を下って海に届く。夜明けには冷えて、黒い岩に戻る。
// 灯り:溶岩や窓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。夜の殻を染めるのは、火山の赤。
// 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 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 HORIZON = 82; // 水平線
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 WORLD_SLACK = 0.004; // 画面の更新の時刻は揺れる。この秒数まで足りなくても、次のコマを出す
const PILL_RATIO = 1.85; // 縦 : 横
const CLOCK_DAY = 12;
const CLOCK_NIGHT = 21.5;
const CLOCK_SLEEP = 23.4;
const NIGHT_CREEP = 26; // 右端に着いてから、灯りを消して眠るまでの秒数の目安
// ---- パレット:5つのトークン × 4つの明るさ = 20色
const RAMPS = [
['bg', [0.76, 0.85, 0.93, 0.985]],
['surface', [0.4, 0.52, 0.64, 0.76]],
['fg', [0.17, 0.25, 0.34, 0.46]],
['muted', [0.5, 0.62, 0.74, 0.86]],
['accent', [0.5, 0.66, 0.8, 0.92]],
];
const C0 = 0, C1 = 1, C2 = 2, C3 = 3;
const G0 = 4, G1 = 5, G2 = 6, G3 = 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;
// ---- 材質:[昼, 夕, 宵, 夜] のパレット番号
const MATS = [
['SKY', C3, C3, C3, C3],
['SEA', U1, U0, I2, I1],
['SEA_DK', U0, I3, I1, I0],
['SEA_LT', U2, U1, I3, I2],
['FOAM', C3, A3, U2, I3],
['SAND', C2, A3, U0, I2],
['SAND_LT', C3, C3, U1, I3],
['SAND_DK', C0, A2, I3, I1],
['ROCK', I3, I2, I1, I0],
['ROCK_HI', C0, A1, I2, I1],
['ROCK_DK', I2, I1, I0, I0],
['ROCK_SH', I1, I0, I0, I0],
['SCORIA', A0, A0, I1, I0],
['LAVA_BED', I1, I0, I0, I0],
['TREE_FAR', G1, G0, I2, I0],
['GRASS', G2, G1, I3, I1],
['GRASS_DK', G1, G0, I2, I0],
['GRASS_LT', G3, G2, U0, I2],
['WALL', C2, A3, U1, I2],
['WALL_SH', C1, A2, U0, I1],
['PLANK', C0, A1, I3, I1],
['THATCH', C0, A1, I3, I1],
['THATCH_LT', C1, A2, U0, I2],
['THATCH_DK', A0, A0, I2, I0],
['STONE', I3, I2, I1, I0],
['STONE_LT', C0, A1, I3, I2],
['WOOD', A0, A0, I2, I0],
['WOOD_LT', A1, A1, I3, I1],
['WOOD_DK', I3, I2, I1, I0],
['PALM', C0, A1, I3, I1],
['PALM_LT', C1, A2, U0, I2],
['PALM_DK', I3, I2, I1, I0],
['LEAF0', G0, G0, I1, I0],
['LEAF1', G1, G0, I2, I0],
['LEAF2', G2, A0, I2, I1],
['LEAF3', G3, A1, I3, I1],
['FLOWER_A', A2, A1, A0, I2],
['FLOWER_C', C3, A3, U1, I3],
['STEM', G0, G0, I2, I0],
['GLASS', I2, A0, I1, I0],
['GLASS_HI', U1, A1, I2, I1],
['ROOM', C1, C0, I3, I1],
['SKIN', A3, A3, U2, I3],
['HAIR', I0, I0, I0, I0],
['SHIRT', U1, U0, I3, I1],
['SHIRT_DK', U0, U0, I2, I0],
['PANTS', I2, I2, I1, I0],
['BOOT', I0, I0, I0, I0],
['BOOK', C3, C3, U2, I3],
['BOOK_DK', C1, C1, U0, I2],
['CLOUD', C3, A3, U1, I2],
['CLOUD_SH', U3, A2, U0, I1],
['SMOKE', C1, A2, I3, I2],
['SMOKE_LT', C2, A3, U0, I3],
['SMOKE_DK', C0, A1, I2, I1],
['SUN', C3, C3, A3, A3],
['SUN_RIM', A3, A2, A2, A2],
['MOON', C3, C3, C3, C3],
['MOON_DK', C1, C1, C1, C1],
['STAR', C3, C3, C3, C3],
['STAR_DIM', U2, U2, U2, U2],
['LIT', A2, A2, A2, A2],
['LIT_HI', A3, A3, A3, A3],
['LIT_DK', A1, A1, A1, A1],
['EMBER', A0, A0, A0, A0],
['SIL', I0, I0, I0, I0],
['FIREFLY', A3, A3, A3, A3],
['BIRD', I2, I2, I1, I0],
['MARK', I0, I0, C3, C3],
['ZZZ', U3, U3, U3, U3],
['WING', A2, A2, A1, I2],
];
const M = Object.fromEntries(MATS.map((row, i) => [row[0], i]));
// ---- 時刻のかなめ:[時, 材質の列, 空の色(上から水平線へ)]
// 夜の空は、山の影が見えるよう、水平線のほうを少し明るくしておく
const NIGHT_SKY = [I0, I1, I1, I2, I2];
const KEYS = [
[0, 3, NIGHT_SKY],
[4.8, 3, NIGHT_SKY],
[5.4, 3, [I0, I1, I2, I3, U0]],
[6.0, 2, [I1, I2, I3, U0, U1, A1]],
[6.7, 1, [I3, U0, U1, U2, A2, A3]],
[7.8, 0, [U1, U2, U3, C2, C3]],
[10, 0, [U2, U3, C2, C3, C3]],
[15, 0, [U1, U2, U3, C2, C3]],
[17, 1, [U0, U1, U3, C1, A3, A2]],
[18, 1, [I3, U0, U1, A1, A2, A3]],
[19, 2, [I1, I2, I3, U0, A0, A1]],
[20.3, 3, NIGHT_SKY],
[24, 3, NIGHT_SKY],
];
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));
}
// ---- 住人の絵
const CHARS = { H: 'HAIR', S: 'SKIN', E: 'HAIR', T: 'SHIRT', D: 'SHIRT_DK', P: 'PANTS', B: 'BOOT', W: 'BOOK', K: 'BOOK_DK' };
const makeSprite = (rows) => {
const list = [];
rows.forEach((row, y) => {
[...row].forEach((ch, x) => {
if (ch !== '.') list.push([x, y, M[CHARS[ch]], ch === 'E']);
});
});
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 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..',
'...TTTT..',
'...STTTT.',
'...STTTT.',
'PPPPPPDD.',
'BB.PPPPP.',
]),
seatBlink: makeSprite([
'....HHH..',
'...HHHHH.',
'...SSSHH.',
'...SSSHH.',
'...SSSS..',
'...TTTT..',
'...STTTT.',
'...STTTT.',
'PPPPPPDD.',
'BB.PPPPP.',
]),
seatUp: makeSprite([
'....HHH..',
'...HHHHH.',
'...ESSHH.',
'...SSSHH.',
'...SSSS..',
'...TTTT..',
'...STTTT.',
'...STTTT.',
'PPPPPPDD.',
'BB.PPPPP.',
]),
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']),
};
// ---- 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;
// 指定しないと標本の精度は lowp になる。PC では無視されるが、スマホの GPU では光の場が段になることがある
precision highp sampler2D;
uniform sampler2D uWorld, uGlowNear;
uniform vec2 uRes, uPill, uOrigin, uWorldSize, uGlowSize;
uniform vec4 uLens;
uniform float uBezel, uK, uNight, uLift, uSeam, uCalm;
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)
vec3 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)).rgb + g1.x * texture(t, vec2(h1.x, h0.y)).rgb)
+ g1.y * (g0.x * texture(t, vec2(h0.x, h1.y)).rgb + g1.x * texture(t, vec2(h1.x, h1.y)).rgb);
}
vec3 glowNear(vec2 frag) {
vec2 uv = vec2(frag.x / uRes.x, 1.0 - frag.y / uRes.y);
// 光の届かないところでは、なめらかに読む4回を省く。窓の大半はここを通る
vec3 rough = textureLod(uGlowNear, uv, 0.0).rgb;
if (rough.r + rough.g + rough.b < 1.0e-4) return vec3(0.0);
return smoothTex(uGlowNear, uv, 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);
}
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。灯りがなければ染まらない
if (uHomeCol.r + uHomeCol.g + uHomeCol.b > 0.0) {
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) {
// 殻は細い帯。窓に隠れる画素では計算しない(下の mix で捨てるだけなので、絵は変わらない)
vec3 body = dw > -0.8 ? shellColor(p, frag, d) : vec3(0.0);
if (dw < 1.0) {
// ---- 窓の奥の世界
vec3 c = worldExact(frag);
// 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
vec3 near = glowNear(frag);
c = 1.0 - (1.0 - c) * (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 win = uPill.y - uBezel;
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);
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))));
float mirror = clamp(fresnel * dir * dir * 0.6, 0.0, 0.42);
if (mirror > 1.0e-3) lens = mix(lens, studio(R), mirror);
// 灯りと月や太陽も、レンズの面に映る。映るのは縁の近くだけ
if (rho > 0.62) {
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));
};
let 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;
// 画面に出さない canvas。OffscreenCanvas のない古い Safari(16.3 まで)でも動くようにする
const offscreen = (w, h) => (typeof OffscreenCanvas === 'function' ? new OffscreenCanvas(w, h) : Object.assign(root.ownerDocument.createElement('canvas'), { width: w, height: h }));
// ---- パレットをトークンから作る
const paint = offscreen(1, 1).getContext('2d', { willReadFrequently: true });
const palette = new Array(20);
const palette32 = new Uint32Array(20);
const readPalette = () => {
const style = getComputedStyle(root);
RAMPS.forEach(([name, tones], ramp) => {
probe.style.color = style.getPropertyValue(`--_${name}`).trim();
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 I3; // 砂のかげは、海の色にしない
if (id === G0) return I3;
if (id === U0) return I3;
if (id === A0) return I3;
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;
});
// ---- 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 thrA = new Uint8Array(1);
let thrB = new Uint8Array(1);
let pixels = new Uint32Array(1);
let pixelBytes = new Uint8Array(pixels.buffer);
let skyKeys = [];
let canopy = [];
let stars = [];
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) => {
for (const [dx, dy, m] of s.list) put(flip ? x + s.w - 1 - dx : x + dx, y + dy, force >= 0 ? force : 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;
}
};
// ---- 島のかたち。数はすべて、景色の中心(192×112)の座標
const PEAK_X = 60; // 火口
const PEAK_Y = 35;
const ISLE_C = 97; // 島の中心と、半分の幅
const ISLE_HALF = 85;
const HX = 132; // 小屋の壁の左端
const WX = HX + 6; // 窓の中(14×12)の左上
const WY = 68;
const LX = HX + 24; // 軒下の灯り
const DOOR_X = HX + 27;
const HOME_X = DOOR_X + 6; // 戸口のまんなか
const PALM_X = 118; // ヤシの根もと
const READ_X = 108; // ヤシにもたれて本を読む場所
const TEND_X = 99; // 花の世話をする場所
const STROLL_X = 88; // 山のふもとまでの散歩
const BASE_Y = 90; // 住人の足もと
// 山の稜線。火口はまんなかがくぼむ。左は急に海へ落ち、右はなだらかに低い土地へ下りる
const volcTop = (x) => {
const d = x - PEAK_X;
const a = Math.abs(d);
if (a <= 7) return PEAK_Y + (d > 0 ? a / 7 : 0) + 3 * (1 - (a / 7) * (a / 7));
const t = (a - 7) / (d < 0 ? 42 : 70);
if (t >= 1) return 999;
const base = d < 0 ? 86 : 84;
const top = d < 0 ? PEAK_Y : PEAK_Y + 1;
const rough = (noiseB(x * 0.21 + 5, 3.5) - 0.5) * 2.4 * Math.min(1, t * 5);
return base - (base - top) * Math.pow(1 - t, 1.75) + rough;
};
// 手前の波打ちぎわ(島の外では -1)と、低い土地の奥の線
const shoreAt = (x) => {
const u = Math.abs(x - ISLE_C) / ISLE_HALF;
if (u >= 1) return -1;
return 85 + 13 * Math.sqrt(1 - Math.pow(u, 2.4)) + (noiseA(x * 0.06 + 2, 9.5) - 0.5) * 2.4;
};
const lowTopAt = (x) => {
const u = Math.abs(x - ISLE_C) / ISLE_HALF;
return 85.5 - 4 * Math.sqrt(Math.max(0, 1 - u * u));
};
// 山の肌:ふもとは密林、上は岩。火口から放射にのびる谷すじと、左からの日なた
const coneMat = (x, y, cone, face, b) => {
const e = (face - y) / (face - PEAK_Y); // 0 = ふもと、1 = 火口
const green = 0.36 + (noiseA(x * 0.09 + 1, 2.5) - 0.5) * 0.26;
const jungle = e < green + b * 0.1;
if (y - cone < 1) return jungle ? M.TREE_FAR : M.ROCK; // 稜線は欠けさせない
if (jungle) {
const g = noiseB(x * 0.42, y * 0.55) + (x < PEAK_X ? 0.1 : -0.06) + b * 0.2;
return g > 0.68 ? M.GRASS : g < 0.34 ? M.LEAF0 : M.TREE_FAR;
}
// 火口の内側は、縁のかげ
if (Math.abs(x - PEAK_X) <= 5 && y - cone < 2.2) return M.ROCK_SH;
if (e > 0.8 && noiseB(x * 0.9 + 9, y * 0.9) > 0.63) return M.SCORIA;
const q = (x - PEAK_X) / (y - PEAK_Y + 7);
const streak = noiseA(q * 8 + 20, 1.5) * 0.75 + noiseB(q * 21 + 3, 7.5) * 0.25;
const side = clamp((PEAK_X + 4 - x) / (10 + (y - PEAK_Y) * 0.9), -1, 1);
const v = 0.5 + side * 0.24 + (streak - 0.5) * 0.9 + b * 0.22;
return v > 0.84 ? M.ROCK_HI : v > 0.44 ? M.ROCK : v > 0.2 ? M.ROCK_DK : M.ROCK_SH;
};
// 平らな土地:左は溶岩の黒い岸、右は草地と白い砂浜
const groundMat = (x, y, shore, b) => {
const ds = shore - y;
if (x + b * 8 <= 84) {
if (ds < 1.2) return M.ROCK_SH;
const n = noiseB(x * 0.5 + 3, y * 0.8);
return n > 0.72 ? M.ROCK : n < 0.3 ? M.ROCK_SH : M.ROCK_DK;
}
const sandW = 9.5 + noiseA(x * 0.05 + 4, 5.5) * 2.5;
if (ds < sandW + b * 2) {
if (ds < 1.4) return M.SAND_DK; // ぬれた砂
const n = noiseB(x * 0.7 + 3, y * 0.9);
return n > 0.74 ? M.SAND_DK : n < 0.2 ? M.SAND_LT : M.SAND;
}
const v = noiseA(x * 0.075 + 9, y * 0.2 + 3) + noiseB(x * 0.3, y * 0.5) * 0.28 + b * 0.14;
return v > 0.84 ? M.GRASS_LT : v < 0.5 ? M.GRASS_DK : M.GRASS;
};
let shoreY = new Float32Array(1);
const paintIsland = () => {
shoreY = new Float32Array(bw);
const coneY = new Float32Array(bw);
for (let px = 0; px < bw; px++) {
shoreY[px] = shoreAt(px - ox);
coneY[px] = volcTop(px - ox);
}
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;
const shore = shoreY[px];
const cone = coneY[px];
if (shore < 0 || y > shore || y < Math.min(cone, lowTopAt(x))) {
// 島の外。水平線から下は海(波は毎フレーム描く)
if (y >= HORIZON) matBuf[i] = M.SEA;
continue;
}
const b = bayerAt(x, y) / 16 - 0.5;
const face = 87 - 3 * Math.pow((x - 74) / 63, 2);
matBuf[i] = cone < 900 && y < face + b * 2 ? coneMat(x, y, cone, face, b) : groundMat(x, y, shore, b);
}
}
};
// ---- 溶岩のすじ:火口から下る。昼は、冷えた黒い川床として見える
const CHANNELS = [
// 正面を下って、海まで届く
{ y0: 38, y1: 110, from: 0, to: 1, at: (y) => 60.5 + (y - 38) * 0.2 + Math.sin((y - 38) * 0.16) * 3.5, w: (s) => 1.6 + s * 1.6 },
// 左の斜面の途中で止まる
{ y0: 39, y1: 72, from: 0.12, to: 0.8, at: (y) => 58 - (y - 38) * 0.55 - Math.sin((y - 38) * 0.2) * 2.5, w: (s) => 1.4 + s * 0.6 },
// 右へ分かれる、短い枝
{ y0: 39, y1: 58, from: 0.3, to: 0.9, at: (y) => 63 + (y - 38) * 0.75 + Math.sin((y - 38) * 0.3) * 1.6, w: () => 1.3 },
];
let lavaPx = []; // [x, y, 火口からの進みぐあい 0..1, 芯かどうか, すじの番号]
let lavaHalo = []; // [x, y, 進みぐあい, すじからの距離, すじの番号]
let craterPx = []; // [x, y, 縁からの深さ]
const entry = { x: 72, y: 98 }; // 溶岩が海へ入るところ
const chReach = [0, 0, 0];
const buildLava = () => {
lavaPx = [];
lavaHalo = [];
craterPx = [];
const onLand = (x, y) => {
const m = get(x, y);
return m > 0 && m !== M.SEA;
};
CHANNELS.forEach((ch, c) => {
const rows = [];
for (let y = ch.y0; y <= ch.y1; y++) {
const xc = ch.at(y);
if (!onLand(Math.round(xc), y) && y > ch.y0 + 2) break;
rows.push([xc, y]);
}
const n = Math.max(rows.length - 1, 1);
rows.forEach(([xc, y], r) => {
const s = r / n;
const half = ch.w(s) / 2;
const l = Math.round(xc - half);
const rr = Math.round(xc + half);
for (let x = l - 3; x <= rr + 3; x++) {
if (!onLand(x, y)) continue;
if (x >= l && x <= rr) lavaPx.push(x, y, s, rr - l < 2 || (x > l && x < rr) ? 1 : 0, c);
else lavaHalo.push(x, y, s, x < l ? l - x : x - rr, c);
}
});
if (c === 0 && rows.length) {
entry.x = Math.round(rows[rows.length - 1][0]);
entry.y = rows[rows.length - 1][1] + 1;
}
});
for (let x = PEAK_X - 5; x <= PEAK_X + 5; x++) {
const top = Math.ceil(volcTop(x));
for (let j = 0; j < 3; j++) craterPx.push(x, top + j, j);
}
for (let i = 0; i < lavaPx.length; i += 5) put(lavaPx[i], lavaPx[i + 1], M.LAVA_BED);
};
const paintSeaRock = (x, y, w) => {
rect(x, y, w, 2, M.ROCK_DK);
rect(x + 1, y - 1, w - 2, 1, M.ROCK);
put(x + 1, y, M.ROCK);
put(x - 1, y + 1, M.FOAM);
put(x + w, y + 1, M.FOAM);
};
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);
}
}
};
// 花は草の上にだけ咲く
const paintFlowers = (x0, x1, y0, y1, count, seed) => {
const r = seeded(seed);
for (let i = 0; i < count; i++) {
const x = Math.floor(mix(x0, x1, r()));
const y = Math.floor(mix(y0, y1, r()));
const m = r() < 0.55 ? M.FLOWER_A : M.FLOWER_C;
const big = r() < 0.5;
const g = get(x, y);
if (g !== M.GRASS && g !== M.GRASS_DK && g !== M.GRASS_LT) continue;
put(x, y, M.STEM);
put(x, y - 1, M.STEM);
put(x, y - 2, m);
if (big) {
put(x - 1, y - 2, m);
put(x + 1, y - 2, m);
put(x, y - 3, m);
}
}
};
const paintHut = () => {
const X0 = HX;
const X1 = HX + 42;
const TOP = 62;
const BASE = 86;
// 竹の壁。3本ごとのすきまと、節
rect(X0, TOP, X1 - X0, BASE - TOP, M.WALL);
for (let x = X0; x < X1; x++) {
const col = (x - X0) % 3;
const knot = Math.floor((x - X0) / 3) * 3;
for (let y = TOP; y < BASE; y++) {
if (col === 2) put(x, y, M.PLANK);
else if (col === 0 && (y + knot) % 7 === 0) put(x, y, M.WALL_SH);
}
}
// 軒下の影。ディザで下へ薄くなる
for (let y = TOP; y < TOP + 6; y++) {
for (let x = X0; x < X1; x++) {
if (y < TOP + 3 || bayerAt(x, y) < (TOP + 6 - y) * 4) put(x, y, M.WALL_SH);
}
}
// 右の端は日陰
for (let x = X1 - 3; x < X1; x++) {
for (let y = TOP; y < BASE; y++) if (bayerAt(x, y) < (x - (X1 - 3) + 1) * 5) put(x, y, M.WALL_SH);
}
// 土台の石
rect(X0 - 1, BASE - 2, X1 - X0 + 2, 2, M.STONE);
for (let x = X0 - 1; x < X1 + 1; x += 5) rect(x, BASE - 2, 3, 1, M.STONE_LT);
// 屋根:草ぶき。段ごとに、すそがふぞろいに重なる
const RT = 46;
for (let y = RT; y <= TOP; y++) {
const t = (y - RT) / (TOP - RT);
const l = Math.round(mix(X0 + 10, X0 - 6, t));
const r = Math.round(mix(X1 - 11, X1 + 5, t));
const row = (y - RT) % 4;
const band = Math.floor((y - RT) / 4);
for (let x = l; x <= r; x++) {
let m = M.THATCH;
if (row === 3) m = (x + band) % 3 === 0 ? M.THATCH : M.THATCH_DK;
else if ((x * 3 + band * 5) % 7 === 0) m = M.THATCH_DK;
else if (row === 0 && x - l < 7 + t * 10) m = M.THATCH_LT; // 光の当たる左上
put(x, y, m);
}
}
// 軒先のふさ
for (let x = X0 - 6; x <= X1 + 5; x++) {
if (x % 2 === 0) put(x, TOP + 1, M.THATCH_DK);
if (x % 5 === 0) put(x, TOP + 2, M.THATCH_DK);
}
// 棟と、両端で交わる木
rect(X0 + 9, RT - 1, X1 - X0 - 19, 1, M.THATCH_LT);
for (const ex of [X0 + 10, X1 - 11]) {
put(ex, RT - 1, M.WOOD_DK);
put(ex - 1, RT - 2, M.WOOD_DK);
put(ex + 1, RT - 2, M.WOOD_DK);
put(ex - 2, RT - 3, M.WOOD_DK);
put(ex + 2, RT - 3, M.WOOD_DK);
}
// 戸口
rect(DOOR_X, 69, 12, 17, M.WOOD_DK);
rect(DOOR_X + 1, 70, 10, 16, M.WOOD);
for (let x = DOOR_X + 3; x < DOOR_X + 11; x += 3) rect(x, 70, 1, 16, M.WOOD_DK);
rect(DOOR_X + 1, 75, 10, 1, M.WOOD_DK);
put(DOOR_X + 9, 79, M.FLOWER_C);
rect(DOOR_X - 1, 86, 14, 2, M.STONE_LT);
rect(DOOR_X - 2, 88, 16, 1, M.STONE);
// 窓枠と花の箱(窓の中は毎フレーム描く)
rect(WX - 2, WY - 2, 18, 16, M.WOOD_DK);
rect(WX - 3, WY + 14, 20, 2, M.WOOD);
rect(WX - 3, WY + 14, 20, 1, M.WOOD_LT);
const r = seeded(77);
for (let x = WX - 2; x < WX + 16; x++) {
if (r() < 0.75) put(x, WY + 13, r() < 0.5 ? M.FLOWER_A : M.FLOWER_C);
if (r() < 0.5) put(x, WY + 12, M.STEM);
}
// 灯りの腕木
put(LX, 70, M.WOOD_DK);
put(LX + 1, 70, M.WOOD_DK);
// 浜に引き上げた舟
rect(141, 92, 14, 1, M.WOOD_LT);
rect(141, 93, 14, 1, M.WOOD);
rect(142, 94, 12, 1, M.WOOD_DK);
for (const ex of [140, 155]) {
put(ex, 91, M.WOOD_LT);
put(ex, 92, M.WOOD);
}
rect(146, 92, 1, 1, M.WOOD_DK);
rect(150, 92, 1, 1, M.WOOD_DK);
};
// ヤシ:幹は左へしなう。葉は毎フレーム、風にゆれる
const palmAt = (y) => PALM_X - 5 * Math.pow(clamp((BASE_Y - y) / 36), 1.5);
const paintPalmTrunk = () => {
for (let y = 54; y <= BASE_Y; y++) {
const w = y > 86 ? 4 : y > 66 ? 3 : 2;
const l = Math.round(palmAt(y) - w / 2);
const ring = (y + 1) % 3 === 0;
for (let i = 0; i < w; i++) put(l + i, y, ring ? M.PALM_DK : i === 0 ? M.PALM_LT : i === w - 1 && w > 2 ? M.PALM_DK : M.PALM);
}
};
const buildCanopy = () => {
// [x, y, 材質, 葉先までの割合]。奥の葉から順に置く
canopy = [];
const CX = Math.round(palmAt(54));
const CY = 53;
const fronds = [
[238, 9, 0],
[-58, 9, 0],
[205, 15, 0],
[-22, 15, 0],
[158, 19, 1],
[20, 19, 1],
[122, 16, 2],
[48, 16, 1],
[84, 13, 2],
];
for (const [deg, len, tone] of fronds) {
const a = (deg * Math.PI) / 180;
let lastX = 1e9;
for (let s = 0; s <= len; s += 0.5) {
const x = Math.round(CX + Math.cos(a) * s);
const y = Math.round(CY - Math.sin(a) * s + 0.03 * s * s);
const tip = s / len;
if (x !== lastX) {
lastX = x;
// 葉は軸から下へ、くしの歯のように垂れる
const hang = Math.round(0.6 + 3.4 * Math.sin(Math.PI * Math.min(1, tip * 1.08))) - (x & 1);
for (let j = 1; j <= hang; j++) canopy.push(x, y + j, j === 1 && tone > 0 ? M.LEAF1 : (x & 1) === 0 ? M.LEAF1 : M.LEAF0, tip);
}
canopy.push(x, y, tone === 2 ? M.LEAF3 : tone === 1 ? M.LEAF2 : M.LEAF1, tip);
}
}
// 実
canopy.push(CX - 1, CY + 1, M.PALM_DK, 0, CX + 1, CY + 2, M.PALM_DK, 0, CX, CY, M.PALM_DK, 0, CX + 1, CY, M.WOOD_DK, 0);
};
let seaList = new Float32Array(0); // [画素の番号, x, y, 波打ちぎわからの距離]
const buildBase = () => {
matBuf.fill(0);
paintIsland();
buildLava();
paintSeaRock(36, 102, 5);
paintSeaRock(23, 96, 4);
paintSeaRock(177, 95, 4);
paintBush(152, 80, 24, 6, 61);
paintBush(100, 82, 10, 4, 62);
paintPalmTrunk();
paintHut();
paintFlowers(91, 107, 83, 89, 22, 91);
paintFlowers(122, 132, 84, 89, 9, 92);
paintFlowers(174, 180, 85, 88, 6, 93);
baseBuf.set(matBuf);
// 海の画素。波は毎フレーム、ここだけを描き直す
const sea = [];
for (let py = 0; py < bh; py++) {
for (let px = 0; px < bw; px++) {
const i = py * bw + px;
if (matBuf[i] !== M.SEA) continue;
const y = py - oy;
const shore = shoreY[px];
sea.push(i, px - ox, y, shore >= 0 && y > shore ? y - shore : 99);
}
}
seaList = new Float32Array(sea);
buildCanopy();
const r = seeded(808);
stars = [];
for (let i = 0; i < 95; i++) {
stars.push({ x: Math.floor(r() * (CORE_W + 40)) - 20, y: Math.floor(r() * 66), seed: r(), big: r() < 0.14 });
}
// 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;
});
};
// ---- 住人と世界の動き
const res = { x: HOME_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: 8, y: 13, w: 30, h: 9, seed: 1, speed: 0.55 },
{ x: 88, y: 24, w: 22, h: 7, seed: 2, speed: 0.8 },
{ x: 150, y: 9, w: 34, h: 10, seed: 3, speed: 0.42 },
{ x: 214, y: 30, w: 18, h: 5, seed: 4, speed: 1.05 },
].map((cloud) => {
const r = seeded(cloud.seed * 977);
const blobs = Array.from({ length: 6 }, (_, i) => [cloud.w * ((i + 0.5) / 6) + (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 embers = [];
const zees = [];
const birds = { t: -1, next: 8, y: 20, dir: 1 };
const shoot = { t: -1, next: 14 };
const flies = Array.from({ length: 8 }, (_, i) => ({ seed: i * 7.3 + 1, x: 116 + (i - 3) * 9, y: 78 + (i % 3) * 5 }));
const butterfly = { x: TEND_X, y: 82 };
// 火山:溶岩の進みぐあい、熱さ、火口の赤さ、噴き上げる強さ、海へ届いた溶岩
const volc = { reach: 0, heat: 0, crater: 0, erupt: 0, sea: 0, burst: 0, next: 5 };
// 海に道を落とす、太陽と月の位置
const sun = { up: false, x: 0, low: 0 };
const moon = { up: false, x: 0 };
let anim = 0;
let smokeAcc = 0;
let steamAcc = 0;
let emberAcc = 0;
let zeeAcc = 0;
let lampFlick = 1;
let windowL = 0;
let lanternL = 0;
let shutter = 0;
const hourOf = (clock) => ((clock % 24) + 24) % 24;
// 時刻から、住人の予定を決める
const planFor = (h) => {
if (h >= 9.6 && h < 11) return { outside: true, x: TEND_X, act: 'tend' };
if (h >= 11 && h < 16.2) return { outside: true, x: READ_X, act: 'read' };
if (h >= 16.2 && h < 17.2) return { outside: true, x: STROLL_X, act: 'stroll' };
return { outside: false, x: HOME_X, act: 'in' };
};
const stepResident = (dt, h, speedHint) => {
const plan = planFor(h);
const want = plan.outside ? plan.x : HOME_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 = HOME_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) => {
const dark = smoothstep(18.2, 20.2, h) + (1 - smoothstep(4.6, 6.2, h));
const night = clamp(dark);
sun.up = false;
moon.up = false;
// 星:夜だけ。またたく
if (night > 0.02) {
for (const s of stars) {
if (s.seed > night * 1.05) continue;
const twinkle = calm ? 1 : Math.sin(anim * (1.3 + s.seed * 4.4) + s.seed * 40);
if (twinkle < -0.72) continue;
const m = twinkle < 0.1 && !s.big ? M.STAR_DIM : M.STAR;
putSky(s.x, s.y, m);
if (s.big && twinkle > 0.55) {
putSky(s.x - 1, s.y, M.STAR_DIM);
putSky(s.x + 1, s.y, M.STAR_DIM);
putSky(s.x, s.y - 1, M.STAR_DIM);
putSky(s.x, s.y + 1, M.STAR_DIM);
}
}
// 流れ星
if (!calm && night > 0.9) {
if (shoot.t >= 0) {
const f = shoot.t / 0.55;
for (let i = 0; i < 7; i++) {
const u = f * 42 - i * 2;
if (u > 0 && u < 42) putSky(Math.round(shoot.x + u), Math.round(shoot.y + u * 0.45), i < 2 ? M.STAR : M.STAR_DIM);
}
}
}
}
// 太陽:空を弧を描いて動く
if (h > 5.2 && h < 19) {
const a = ((h - 6) / 12) * Math.PI;
const sx = Math.round(96 - Math.cos(a) * 102);
const sy = Math.round(HORIZON - 2 - Math.sin(a) * 70);
const low = 1 - clamp(Math.sin(a) * 1.6);
const R = 5 + Math.round(low * 2);
// 水平線より上にあるあいだ、海に光の道を落とす
sun.up = sy < HORIZON;
sun.x = sx;
sun.low = low;
for (let dy = -R - 5; dy <= R + 5; dy++) {
for (let dx = -R - 5; dx <= R + 5; dx++) {
const d = Math.hypot(dx, dy);
const x = sx + dx;
const y = sy + dy;
if (d <= R - 1) {
putSky(x, y, M.SUN);
emit(x, y, 26 + low * 90, 1);
} else if (d <= R) {
putSky(x, y, M.SUN_RIM);
} else if (d <= R + 4 && bayerAt(x, y) < (R + 4.6 - d) * 2.2) {
putSky(x, y, M.SUN_RIM);
}
}
}
}
// 月
const mh = h >= 17.6 ? h : h + 24;
if (mh > 17.6 && mh < 30.4) {
const a = ((mh - 18) / 12) * Math.PI;
const mx = Math.round(96 - Math.cos(a) * 102);
const my = Math.round(HORIZON - 2 - Math.sin(a) * 66);
const R = 6;
moon.up = my < HORIZON - 8 && night > 0.4;
moon.x = mx;
for (let dy = -R - 3; dy <= R + 3; dy++) {
for (let dx = -R - 3; dx <= R + 3; dx++) {
const d = Math.hypot(dx, dy);
const x = mx + dx;
const y = my + dy;
if (d <= R) {
const crater = (dx === -2 && dy === -2) || (dx === 2 && dy === 1) || (dx === -3 && dy === 2) || (dx === 1 && dy === -3) || (dx === 3 && dy === -1) || (dx === -1 && dy === 3);
const shaded = dx * 0.7 + dy * 0.7 > R * 0.45;
putSky(x, y, crater || shaded ? M.MOON_DK : M.MOON);
emit(x, y, 12, 1);
} else if (d <= R + 3 && bayerAt(x, y) < (R + 3.4 - d) * 1.6) {
putSky(x, y, M.STAR_DIM);
}
}
}
}
// 雲
for (const cloud of clouds) {
const span = CORE_W + 96;
const cx = ((cloud.x + (calm ? 0 : anim * cloud.speed) + 48) % 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);
}
}
// 鳥:昼に、ときどき渡る
if (!calm && h > 7 && h < 18.5 && birds.t >= 0) {
const flap = Math.floor(anim * 7) % 2;
for (let i = 0; i < 4; i++) {
const x = Math.round((birds.dir > 0 ? -12 + birds.t * 26 : CORE_W + 12 - birds.t * 26) - birds.dir * i * 6);
const y = birds.y + (i % 2) * 3 + i;
putSky(x, y, M.BIRD);
putSky(x - 1, y - flap, M.BIRD);
putSky(x + 1, y - flap, M.BIRD);
}
}
};
const drawShadows = (h) => {
if (h < 6.2 || h > 18.6) return;
const a = ((h - 6) / 12) * Math.PI;
const dir = Math.cos(a); // 太陽が左なら、影は右へ
const fade = smoothstep(6.2, 7.6, h) * (1 - smoothstep(17.4, 18.6, h));
const reach = 3 + Math.abs(dir) * 20;
const mark = (x, y, strength) => {
const px = x + ox;
const py = y + oy;
if (px < 0 || py < 0 || px >= bw || py >= bh) return;
if (y > shoreY[px]) return; // 影は陸の上にだけ落ちる
const i = py * bw + px;
if (matBuf[i] !== 0 && strength * fade * 16 > bayerAt(x, y)) varBuf[i] = 1;
};
// ヤシの葉の影
const tx = PALM_X - 4 + dir * reach * 0.8;
for (let y = 88; y < 95; y++) {
const t = (y - 88) / 6;
const half = 12 * Math.sqrt(Math.max(0, 1 - Math.pow(t * 2 - 1, 2))) * (1 + Math.abs(dir) * 0.3);
const cx = tx + (t - 0.5) * dir * 6;
for (let x = Math.round(cx - half); x <= cx + half; x++) mark(x, y, 1 - (Math.abs(x - cx) / (half + 1)) * 0.4);
}
// 小屋の影
for (let y = 88; y < 94; y++) {
const t = (y - 88) / 6;
const shift = dir * reach * 0.8 * t;
for (let x = Math.round(HX - 2 + Math.min(shift, 0)); x <= HX + 44 + Math.max(shift, 0); x++) mark(x, y, 1 - t * 0.5);
}
};
const drawWindow = (h) => {
// 窓の中:14×12
const WW = 14;
const WH = 12;
const lamp = h >= 19.6 && h < 22.9;
const cook = h >= 17.2 && h < 19.6;
const morning = h >= 7 && h < 9.6;
const asleep = h >= 22.9 || h < 6.5;
if (lamp || cook) {
const flick = lamp ? lampFlick : 0.6 + 0.08 * Math.sin(anim * 9);
const swing = lamp && !calm ? Math.round(Math.sin(anim * 0.9) * 0.7) : 0;
for (let y = 0; y < WH; y++) {
for (let x = 0; x < WW; x++) {
let m;
if (lamp) {
// 灯りの下に、広がる光の円すい
const cone = Math.abs(x - (4.5 + swing)) - (y - 2) * 0.62;
m = cone < 0 && y >= 3 ? M.LIT_HI : cone < 2.2 ? M.LIT : M.LIT_DK;
} else {
m = Math.hypot(x - 6.5, y - 8) < 5 && bayerAt(x, y) < 8 ? M.LIT : M.LIT_DK;
}
if (y >= WH - 1) m = M.LIT_DK;
put(WX + x, WY + y, m);
// 窓の灯りは、ガラスをにじませるだけ。殻を染めるのは、火山の赤にまかせる
if (y < WH) emit(WX + x, WY + y, (m === M.LIT_HI ? 255 : m === M.LIT ? 210 : 130) * flick);
}
}
if (lamp) {
// 天井から下がる灯り:コードと、かさと、電球
const lx = WX + 4 + swing;
put(lx, WY, M.SIL);
put(lx, WY + 1, M.SIL);
rect(lx - 2, WY + 2, 5, 1, M.SIL);
rect(lx - 1, WY + 3, 3, 1, M.LIT_HI);
// 机と、開いた本
rect(WX + 1, WY + 10, 9, 1, M.SIL);
rect(WX + 2, WY + 11, 1, 1, M.SIL);
rect(WX + 8, WY + 11, 1, 1, M.SIL);
const pageUp = res.pageT > 0 && !calm;
rect(WX + 4, WY + 9, 3, 1, M.SIL);
if (pageUp) put(WX + 5, WY + 8, M.SIL);
// 机に向かう人影。ときどき顔を上げる。まだ外にいるあいだは、誰もいない
if (!res.inside) return { lamp, cook, asleep };
const startled = res.startle > 0;
const look = startled || (!calm && Math.sin(anim * 0.46) > 0.72);
const nod = !calm && !look && Math.sin(anim * 1.7) > 0.86 ? 1 : 0;
const hy = WY + 3 + nod - (startled ? 1 : 0);
const hx = WX + 8;
// 頭
rect(hx, hy + (look ? 0 : 1), 4, 3, M.SIL);
put(hx + 1, hy + (look ? -1 : 0), M.SIL);
put(hx + 2, hy + (look ? -1 : 0), M.SIL);
if (!look) put(hx - 1, hy + 2, M.SIL);
// 肩と背
rect(WX + 8, WY + 7, 5, 3, M.SIL);
rect(WX + 9, WY + 10, 4, 2, M.SIL);
// 机へのばした腕
rect(WX + 6, WY + 8, 3, 1, M.SIL);
} else {
// 夕方:台所を行き来する人影と、湯気
const walk = calm ? 0 : Math.sin(anim * 0.8) * 3;
if (res.inside) blit(SPR.sil, Math.round(WX + 3 + walk), WY + 5, false, M.SIL);
if (!calm) {
for (let i = 0; i < 3; i++) {
const s = (anim * 0.9 + i * 0.33) % 1;
put(WX + 11 + Math.round(Math.sin(s * 8 + i)), WY + 7 - Math.round(s * 6), M.LIT_HI);
}
}
rect(WX + 10, WY + 8, 4, 1, M.SIL);
}
} else if (morning) {
// 朝:窓を開けて、伸びをする
rect(WX, WY, WW, WH, M.ROOM);
for (let y = 0; y < 2; y++) for (let x = 0; x < WW; x++) put(WX + x, WY + y, M.GLASS_HI);
let bust = SPR.bust;
if (!calm) {
const c = (anim % 5.4) / 5.4;
if (c > 0.16 && c < 0.24) bust = SPR.bustHalf;
else if (c >= 0.24 && c < 0.5) bust = SPR.bustUp;
else if (c >= 0.5 && c < 0.58) bust = SPR.bustHalf;
else if (res.blink > 0) bust = SPR.bustBlink;
}
const dy = res.startle > 0 ? -1 : 0;
if (res.inside) blit(bust, WX + 3, WY + 4 + dy);
} else {
// 昼間と夜中:暗いガラス。斜めの映り込み
rect(WX, WY, WW, WH, M.GLASS);
for (let i = 0; i < 6; i++) {
put(WX + 2 + i, WY + 7 - i, M.GLASS_HI);
if (i < 4) put(WX + 6 + i, WY + 8 - i, M.GLASS_HI);
}
}
// 桟
rect(WX + 6, WY, 2, 2, M.WOOD_DK);
rect(WX, WY + 4, 1, 1, M.WOOD_DK);
rect(WX + 13, WY + 4, 1, 1, M.WOOD_DK);
// 鎧戸:眠る時間は閉じ、朝に開く
const closed = asleep ? 1 : 0;
shutter += calm ? closed - shutter : clamp(closed - shutter, -0.09, 0.09);
const leaf = Math.round(shutter * 7);
const drawLeaf = (x0, w) => {
for (let i = 0; i < w; i++) {
for (let y = 0; y < 14; y++) put(x0 + i, WY - 1 + y, y % 2 === 0 ? M.WOOD : M.WOOD_LT);
}
};
// 開いている鎧戸は窓の両わきに、閉じると窓の上に
const open = 4 - Math.min(4, leaf);
if (open > 0) {
drawLeaf(WX - 2 - open, open);
drawLeaf(WX + 16, open);
}
if (leaf > 0) {
drawLeaf(WX, leaf);
drawLeaf(WX + 14 - leaf, leaf);
}
return { lamp, cook, asleep };
};
const drawDoor = () => {
if (res.doorOpen > 0) {
rect(DOOR_X + 1, 70, 10, 16, M.SIL);
rect(DOOR_X + 1, 70, 2, 16, M.WOOD_LT);
}
};
const drawResident = (plan, h) => {
if (res.inside) return;
const base = BASE_Y;
const dy = -Math.round(res.hop);
const startled = res.startle > 0;
const moving = Math.abs((plan.outside ? plan.x : HOME_X) - res.x) > 0.5;
if (!moving && plan.act === 'read' && Math.abs(res.x - READ_X) < 1) {
// ヤシにもたれて、火山のほうを向いて本を読む
const up = startled;
const spr = up ? SPR.seatUp : res.blink > 0 ? SPR.seatBlink : SPR.seat;
const x = READ_X;
const y = base - 10 + dy;
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 + 1, y + 9, 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') {
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, false);
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;
blit(spr, Math.round(res.x) - 3, base - 12 + dy, res.face < 0);
if (startled) {
rect(Math.round(res.x), base - 19 + dy, 1, 4, M.MARK);
put(Math.round(res.x), base - 14 + dy, M.MARK);
}
};
const drawCanopy = () => {
for (let i = 0; i < canopy.length; i += 4) {
const x = canopy[i];
// 風:葉の先ほど大きく、上下にゆれる
const bob = calm ? 0 : Math.round(Math.sin(anim * 1.2 + x * 0.09) * canopy[i + 3] * 1.35);
put(x, canopy[i + 1] + bob, canopy[i + 2]);
}
};
// 灯りに照らされた画素にする(空は照らさない)
const light = (x, y) => {
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) varBuf[i] = 2;
};
// ---- 火山の時刻:夕方に火口が赤くなり、夜へ向かって溶岩が下る。夜明けには流れが止まり、冷えて固まる
const lavaState = (h) => {
if (h >= 12) {
volc.reach = smoothstep(17.5, 20.6, h);
volc.heat = volc.reach > 0 ? 1 : 0;
volc.crater = smoothstep(16.4, 18.4, h);
volc.erupt = smoothstep(18.6, 20.4, h);
} else {
volc.reach = 1;
volc.heat = 1 - smoothstep(4.4, 6.9, h);
volc.crater = 1 - smoothstep(5.2, 7.8, h);
volc.erupt = 1 - smoothstep(4, 5.6, h);
}
volc.sea = volc.heat * smoothstep(0.95, 1, volc.reach);
CHANNELS.forEach((ch, c) => {
chReach[c] = clamp((volc.reach - ch.from) / (ch.to - ch.from));
});
};
// ---- 海:波、波打ちぎわ、太陽と月の道、溶岩の照り返し
const drawSea = () => {
const t = calm ? 0 : anim;
const red = Math.max(volc.sea, volc.crater * 0.4);
for (let n = 0; n < seaList.length; n += 4) {
const x = seaList[n + 1];
const y = seaList[n + 2];
const ds = seaList[n + 3];
const depth = (y - HORIZON) / 30;
// 手前ほど、波は長い
const v = noiseA(x * (0.2 / (1 + depth * 1.6)) + y * 1.7 + t * 0.16, y * 0.83 - t * 0.21);
let m = v > 0.7 ? M.SEA_LT : v < 0.3 + depth * 0.1 ? M.SEA_DK : M.SEA;
if (y - HORIZON < 2 && v > 0.3) m = M.SEA_LT; // 水平線のかすみ
if (ds < 90) {
// 寄せては返す、白い泡
const lap = 1.3 + Math.sin(t * 1.1 + x * 0.19) * 0.9 + Math.sin(t * 0.6 + x * 0.07) * 0.5;
if (ds < lap && (x + (y & 1)) % 6 !== 0) m = M.FOAM;
else if (ds < lap + 1.3) m = M.SEA_LT;
}
if (sun.up) {
const w = 2.5 + depth * 8 + sun.low * 4;
const dx = Math.abs(x - sun.x);
if (dx < w) {
const p = (1 - dx / w) * (0.5 + sun.low * 0.35);
const sp = noiseB(x * 0.9 + t * 1.9, y * 1.3 - t * 0.8);
if (sp < p * 0.8) m = sp < p * 0.36 ? M.SUN : M.SUN_RIM;
}
}
if (moon.up) {
const w = 2 + depth * 5;
const dx = Math.abs(x - moon.x);
if (dx < w) {
const p = (1 - dx / w) * 0.55;
const sp = noiseB(x * 0.9 - t * 1.2, y * 1.3 + t * 0.6);
if (sp < p * 0.8) m = sp < p * 0.3 ? M.MOON_DK : M.STAR_DIM;
}
}
if (red > 0.05 && ds < 15 && x < 106) {
// 溶岩が海へ入るところと、火口の下の岸が赤くゆらぐ
const near = volc.sea * (1 - Math.hypot(x - entry.x, (y - entry.y) * 1.5) / 15);
const far = volc.crater * 0.42 * Math.max(0, 1 - ds / 9) * Math.max(0, 1 - Math.abs(x - 62) / 44);
const p = Math.max(near, far);
if (p > 0) {
const sp = noiseB(x * 0.8 - t * 1.3, y * 1.2 + t * 0.9);
if (sp < p * 0.9) {
m = p > 0.6 && sp < p * 0.4 ? M.LIT : sp < p * 0.55 ? M.LIT_DK : M.EMBER;
if (p > 0.5) emit(x, y, 70 * p, 0);
}
}
}
matBuf[seaList[n]] = m;
}
};
// 煙のかたまり:丸く、古くなるとディザで薄れる。若い煙は、下から火に照らされる
const drawPuff = (cx, cy, r, age, steam, glow) => {
const x0 = Math.round(cx);
const y0 = Math.round(cy);
const R = Math.ceil(r);
const keep = 16 * (1 - age * age);
for (let dy = -R; dy <= R; dy++) {
for (let dx = -R; dx <= R; dx++) {
const d = Math.hypot(dx, dy * 1.12) / r;
if (d > 1) continue;
const x = x0 + dx;
const y = y0 + dy;
if (bayerAt(x, y) >= keep - (d > 0.72 ? 5 : 0)) continue;
const side = (dx + dy) / r;
put(x, y, steam ? (side < 0 ? M.FOAM : M.SMOKE_LT) : side < -0.45 ? M.SMOKE_LT : side > 0.5 ? M.SMOKE_DK : M.SMOKE);
if (glow > 0 && dy >= 0 && glow * 16 > bayerAt(x + 2, y + 1)) light(x, y);
}
}
};
const drawParticles = (h, dt) => {
// 火口の煙:昼は細く、夜は太い。風は右へ流れる
if (!calm) {
smokeAcc += dt * (1.1 + volc.erupt * 1.5 + volc.burst * 9);
while (smokeAcc >= 1) {
smokeAcc -= 1;
smoke.push({ steam: false, x: PEAK_X + (Math.random() - 0.5) * 6, y: PEAK_Y + 1, t: 0, seed: Math.random() * 10, life: 6 + Math.random() * 2.5 });
}
// 溶岩が海に届くと、湯気が立つ
if (volc.sea > 0.2) {
steamAcc += dt * 5 * volc.sea;
while (steamAcc >= 1) {
steamAcc -= 1;
smoke.push({ steam: true, x: entry.x + (Math.random() - 0.5) * 6, y: entry.y, t: 0, seed: Math.random() * 10, life: 1.8 + Math.random() * 1.2 });
}
}
}
for (let i = smoke.length - 1; i >= 0; i--) {
const s = smoke[i];
s.t += dt;
if (s.steam) {
s.y -= dt * 5;
s.x += dt * (1.5 + Math.sin(s.t * 3 + s.seed) * 2);
} else {
s.y -= dt * Math.max(2.2, 8.5 - s.t * 1.1);
s.x += dt * (2.4 + s.t * 1.1 + Math.sin(s.t * 1.3 + s.seed) * 1.8);
}
if (s.t > s.life) {
smoke.splice(i, 1);
continue;
}
const age = s.t / s.life;
if (s.steam) drawPuff(s.x, s.y, 1 + s.t * 0.7, age, true, volc.sea * 0.6 * (1 - age));
else drawPuff(s.x, s.y, 1.3 + s.t * 0.72, age, false, volc.crater * clamp(1 - s.t / 1.8));
}
if (calm) {
// 動きを減らす設定では、止まった煙を置く
for (let i = 0; i < 7; i++) {
const t = 0.4 + i * 1.05;
drawPuff(PEAK_X + 2.4 * t + 0.55 * t * t, PEAK_Y + 1 - 8.5 * t + 0.55 * t * t, 1.3 + t * 0.72, t / 8.4, false, volc.crater * clamp(1 - t / 1.8));
}
if (volc.sea > 0.2) drawPuff(entry.x + 1, entry.y - 3, 2, 0.3, true, 0);
}
// 眠りの Z
if (!calm && (h >= 23.4 || h < 6)) {
zeeAcc += dt * 0.62;
while (zeeAcc >= 1) {
zeeAcc -= 1;
zees.push({ x: WX + 14, y: WY - 3, 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, M.ZZZ);
rect(x, y + (big ? 3 : 2), n, 1, M.ZZZ);
}
// 蛍
const night = clamp(smoothstep(19.4, 20.8, h) + (1 - smoothstep(3.6, 5, h)));
if (night > 0.3 && !calm) {
for (const f of flies) {
const wx = f.x + Math.sin(anim * 0.33 + f.seed) * 12 + Math.sin(anim * 0.9 + f.seed * 2) * 3;
const wy = f.y + Math.sin(anim * 0.47 + f.seed * 1.4) * 4;
const pulse = Math.sin(anim * 1.4 + f.seed * 3);
if (pulse < 0.1) continue;
put(Math.round(wx), Math.round(wy), M.FIREFLY);
emit(Math.round(wx), Math.round(wy), 170 * pulse);
}
}
// 蝶
if (!calm && h > 8 && h < 17) {
butterfly.x = TEND_X + Math.sin(anim * 0.31) * 13 + Math.sin(anim * 1.1) * 2;
butterfly.y = 80 + Math.sin(anim * 0.72) * 5;
const x = Math.round(butterfly.x);
const y = Math.round(butterfly.y);
put(x, y, M.WOOD_DK);
if (Math.floor(anim * 6) % 2) {
put(x - 1, y - 1, M.WING);
put(x + 1, y - 1, M.WING);
} else {
put(x - 1, y, M.WING);
put(x + 1, y, M.WING);
}
}
};
// ---- 火山の火:火口の底、斜面を下る溶岩、吹き上がる火の粉
const drawVolcano = (dt) => {
const t = calm ? 0 : anim;
const { heat, crater, erupt } = volc;
if (!calm) {
// ときどき、大きく噴く
volc.next -= dt;
if (erupt > 0.5 && volc.next <= 0) {
volc.burst = 1;
volc.next = 4 + Math.random() * 7;
}
volc.burst = Math.max(0, volc.burst - dt * 1.3);
}
if (crater > 0.02) {
const pulse = calm ? 1 : 0.86 + 0.14 * Math.sin(t * 5.1) * Math.sin(t * 1.9) + volc.burst * 0.3;
for (let i = 0; i < craterPx.length; i += 3) {
const x = craterPx[i];
const y = craterPx[i + 1];
const v = crater * pulse * (1 - craterPx[i + 2] * 0.2) + (bayerAt(x, y) / 16 - 0.5) * 0.3;
if (v < 0.3) continue;
put(x, y, v > 0.95 ? M.LIT_HI : v > 0.7 ? M.LIT : v > 0.5 ? M.LIT_DK : M.EMBER);
emit(x, y, 230 * clamp(v), 0);
}
}
if (heat > 0.01) {
for (let i = 0; i < lavaPx.length; i += 5) {
const s = lavaPx[i + 2];
const c = lavaPx[i + 4];
const rc = chReach[c];
if (s > rc) continue;
const x = lavaPx[i];
const y = lavaPx[i + 1];
// 明るいかたまりが、流れに乗って下る
const flow = noiseB(x * 0.8 + c * 9, y * 0.36 - t * 1.7);
let temp = 0.42 + flow * 0.6 + (lavaPx[i + 3] ? 0.1 : -0.12);
if (rc < 1 && rc - s < 0.06) temp += 0.3; // 流れの先頭は熱い
temp = temp * heat + (bayerAt(x, y) / 16 - 0.5) * 0.14;
if (temp < 0.14) continue; // 冷えて、黒い岩に戻る
put(x, y, temp > 0.86 ? M.LIT_HI : temp > 0.6 ? M.LIT : temp > 0.36 ? M.LIT_DK : M.EMBER);
emit(x, y, 150 * clamp(temp + 0.1), 0);
}
// まわりの岩と密林が、赤く照らされる
for (let i = 0; i < lavaHalo.length; i += 5) {
if (lavaHalo[i + 2] > chReach[lavaHalo[i + 4]]) continue;
const x = lavaHalo[i];
const y = lavaHalo[i + 1];
if ((1 - lavaHalo[i + 3] / 4) * heat * 13 > bayerAt(x, y) + 2) light(x, y);
}
}
// 火口から立つ火の柱
if (erupt > 0.05) {
const flick = calm ? 0.5 : 0.5 + 0.5 * Math.sin(t * 9.7) * Math.sin(t * 4.1);
const hgt = Math.round(erupt * (2 + flick * 2.5 + volc.burst * 6));
for (let j = 0; j < hgt; j++) {
const y = PEAK_Y + 2 - j;
const x = PEAK_X + (calm ? 0 : Math.round(Math.sin(t * 6 + j * 0.9) * (j / 5)));
if (j < hgt - 2) {
put(x - 1, y, M.LIT);
put(x + 1, y, M.LIT_DK);
emit(x - 1, y, 160, 0);
emit(x + 1, y, 160, 0);
}
put(x, y, j < hgt * 0.5 ? M.LIT_HI : M.LIT);
emit(x, y, 240, 0);
}
}
// 火の粉:弧を描いて、斜面に落ちる
if (!calm) {
emberAcc += dt * erupt * (7 + volc.burst * volc.burst * 60);
while (emberAcc >= 1) {
emberAcc -= 1;
const power = 0.55 + Math.random() * 0.45 + volc.burst * 0.5;
embers.push({ x: PEAK_X + (Math.random() - 0.5) * 5, y: PEAK_Y + 2, vx: (Math.random() - 0.5) * 22 * power + 1.5, vy: -(17 + Math.random() * 16) * power, t: 0 });
}
}
for (let i = embers.length - 1; i >= 0; i--) {
const e = embers[i];
e.t += dt;
e.vy += 36 * dt;
e.x += e.vx * dt;
e.y += e.vy * dt;
if (e.t > 3.2 || erupt <= 0 || (e.vy > 0 && e.y > Math.min(volcTop(e.x), 84) + 1.5)) {
embers.splice(i, 1);
continue;
}
const x = Math.round(e.x);
const y = Math.round(e.y);
put(x, y, e.t < 0.45 ? M.LIT_HI : e.t < 1.3 ? M.LIT : e.t < 2.2 ? M.LIT_DK : M.EMBER);
emit(x, y, 190 * (1 - e.t / 3.2), 0);
}
if (calm && erupt > 0.5) {
// 動きを減らす設定では、止まった火の粉を置く
for (const [dx, dy] of [[-6, -9], [-3, -14], [2, -17], [5, -11], [9, -6], [-9, -3], [12, 2]]) {
put(PEAK_X + dx, PEAK_Y + dy, dy < -10 ? M.LIT : M.LIT_DK);
emit(PEAK_X + dx, PEAK_Y + dy, 150, 0);
}
}
};
const drawLights = (state, h) => {
// 灯りの強さ
const targetWin = state.lamp ? 1 : state.cook ? 0.46 : 0;
const targetLan = h >= 18.4 && h < 22.9 ? 1 : 0;
windowL += (targetWin - windowL) * (calm ? 1 : 0.28);
lanternL += (targetLan - lanternL) * (calm ? 1 : 0.28);
// 軒下の灯り
if (lanternL > 0.02) {
const flick = calm ? 1 : 0.94 + 0.06 * Math.sin(anim * 11) * Math.sin(anim * 3.7);
rect(LX, 71, 3, 1, M.WOOD_DK);
rect(LX, 72, 3, 3, M.LIT_HI);
rect(LX, 75, 3, 1, M.WOOD_DK);
for (let y = 72; y < 75; y++) for (let x = LX; x < LX + 3; x++) emit(x, y, 255 * lanternL * flick);
} else {
rect(LX, 71, 3, 1, M.WOOD_DK);
rect(LX, 72, 3, 3, M.GLASS);
rect(LX, 75, 3, 1, M.WOOD_DK);
}
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 || m === M.LIT || m === M.LIT_HI || m === M.LIT_DK) 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;
}
}
};
// 窓から地面へ落ちる光と、壁を照らす光
pool(WX + 7, 94, 24, 10, windowL * 0.95);
pool(WX + 7, WY + 6, 17, 10, windowL * 0.36);
pool(LX + 1, 76, 11, 12, lanternL * 0.5);
pool(LX + 1, 91, 19, 6, lanternL * 0.6);
};
// ---- 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);
if (!calm) {
birds.next -= dt;
if (birds.t >= 0) {
birds.t += dt;
if (birds.t > 9) birds.t = -1;
} else if (birds.next <= 0) {
birds.t = 0;
birds.next = 12 + Math.random() * 14;
birds.y = 10 + Math.random() * 24;
birds.dir = Math.random() < 0.5 ? 1 : -1;
}
shoot.next -= dt;
if (shoot.t >= 0) {
shoot.t += dt;
if (shoot.t > 0.6) shoot.t = -1;
} else if (shoot.next <= 0) {
shoot.t = 0;
shoot.next = 9 + Math.random() * 16;
shoot.x = 10 + Math.random() * 130;
shoot.y = 2 + Math.random() * 20;
}
}
lavaState(h);
const plan = stepResident(dt, h, hurry);
drawSky(h);
drawSea();
drawShadows(h);
const state = drawWindow(h);
drawDoor();
drawLights(state, h);
drawResident(plan, h);
drawCanopy();
drawParticles(h, dt);
drawVolcano(dt);
// ---- 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
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);
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-volcano-island: 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', '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();
// 文脈が失われているだけなら、2D へ落とさず戻るのを待つ(スマホでは、タブを離れて戻ると起きる)
let lost = !ready && !!gl && gl.isContextLost();
let ctx2d = null;
let lowCanvas = null;
const useCanvas2d = () => {
// 1つの canvas に2種類の文脈は持てないので、作り直す
const fresh = canvas.cloneNode(false);
canvas.replaceWith(fresh);
canvas = fresh;
ctx2d = canvas.getContext('2d');
};
if (!ready && !lost) useCanvas2d();
// ---- 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 fullK = 1; // 解像度を落としていないときの整数倍
let thumbSeam = 1;
// 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 pickK = (winH) => {
const whole = Math.max(1, Math.floor(winH / CORE_H));
return ((whole + 1) * CORE_H) / winH <= 1.12 ? whole + 1 : whole;
};
const measure = () => {
const box = root.getBoundingClientRect();
const fullDpr = Math.min(2, devicePixelRatio || 1);
const nextFullK = pickK((Math.round(box.height * fullDpr) / 1.32) * (1 - 0.046 * 2));
if (nextFullK !== fullK) {
fullK = nextFullK;
renderScale = 1;
}
const dpr = fullDpr * 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 = `${H / dpr}px`;
// DPR が上限の 2 を超える端末では、ブラウザが canvas を拡大する。合わせる格子は端末の画素
const grid = Math.max(devicePixelRatio || 1, dpr);
const fx = (box.left * grid) % 1;
const fy = (box.top * grid) % 1;
canvas.style.transform = `translate(${-fx / grid}px, ${-fy / grid}px)`;
if (!changed) return false;
canvas.width = W;
canvas.height = H;
// 解像度を落としても、景色の見え方は変えない(renderScale は整数倍が割り切れる値だけを取る)
k = Math.max(1, Math.round(fullK * renderScale));
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);
pixels = new Uint32Array(bw * bh);
pixelBytes = new Uint8Array(pixels.buffer);
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);
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 = offscreen(bw, bh);
}
return true;
};
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;
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, pixelBytes);
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 ? '夜' : h < 7 ? '夜明け' : h < 10 ? '朝' : h < 16.5 ? '昼' : '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 ? '夜' : '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);
// 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);
gl.uniform3fv(loc.uShellDay, unit(C3));
gl.uniform3fv(loc.uShellNight, unit(I1));
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。溶岩が広がるほど強くなり、噴くたびに揺れる
const homeW = sources[0].w;
const home = unit(A2);
const homeI = Math.min(1.15, (homeW / 255 / 150) * 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 pageVisible = root.ownerDocument.visibilityState !== 'hidden';
let worldAcc = 1;
let dirty = true;
let slow = 0;
let good = 0;
let frames = 0;
let lastWorldClock = -1;
let lastNightText = '';
let drag = null;
const nightAmount = (h) => clamp(smoothstep(17.4, 20.2, h) + (1 - smoothstep(4.8, 7.2, h)));
// 描くのに本当に時間がかかっているときだけ、細かさを落とす。
// コマが少ないだけでは決めない。省電力モードやブラウザの間引きで 30 コマになっている端末では、解像度を下げても速くならず、絵だけが悪くなる。
const OVERLOAD_MS = 12;
const COST_SAMPLES = 5;
const onePixel = new Uint8Array(4);
let costLeft = 0;
let costs = [];
let weighedOnce = false;
const lowerResolution = () => {
// 整数倍が割り切れる値にだけ下げる。景色の見え方は変わらない
const next = (k - 1) / fullK;
if (k < 2 || next < 0.5) {
frames = -600; // もう下げられない。しばらく測らない
return;
}
renderScale = next;
measure();
dirty = true;
lastWorldClock = -1;
frames = 0;
};
const adapt = (dt) => {
++frames;
// 重い GPU でも、世界だけが動く 30 コマなら遅れが見えないことがある。つまみを動かす前に、一度は測っておく
if (frames === 40 && !weighedOnce) {
weighedOnce = true;
costLeft = COST_SAMPLES;
costs = [];
}
if (frames < 40) return;
if (dt > 0.0225) slow++;
else good++;
if (slow + good < 50) return;
const suspect = slow > 30;
slow = 0;
good = 0;
if (suspect) {
costLeft = COST_SAMPLES;
costs = [];
}
};
const weighCost = (startedAt) => {
// readPixels は、ここまでの描画が終わるのを待つ。これで GPU の分も含めた1コマの重さがわかる
gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, onePixel);
costs.push(performance.now() - startedAt);
if (--costLeft > 0) return;
const median = costs.sort((a, b) => a - b)[costs.length >> 1];
if (median > OVERLOAD_MS) lowerResolution();
else frames = -600; // 重くないなら、しばらく測らない
};
const tick = (ms) => {
raf = 0;
if (lost) return;
const t = ms / 1000;
const dt = last ? Math.min(0.05, t - last) : 1 / 60;
last = t;
if (!calm && ready) 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、やがて灯りを消して眠る
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 - WORLD_SLACK;
if (worldStep) {
renderWorld(clock, Math.min(worldAcc, 0.1), hurry);
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。変わったときだけ書く
const nightText = night.toFixed(3);
if (nightText !== lastNightText) {
lastNightText = nightText;
root.style.setProperty('--night', nightText);
}
if (ready) {
const startedAt = costLeft > 0 ? performance.now() : 0;
drawGl(night);
if (startedAt) weighCost(startedAt);
} else {
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 && pageVisible && !idleCalm) raf = requestAnimationFrame(tick);
};
function stopDrawing() {
if (raf) cancelAnimationFrame(raf);
raf = 0;
}
function wake() {
if (!raf && visible && pageVisible && !lost) {
last = 0;
raf = requestAnimationFrame(tick);
}
}
// ---- 速く動かすと、山がひとつ噴いて、住人が驚いて空を見上げる
let startleCool = 0;
const startle = () => {
if (calm || performance.now() < startleCool) return;
startleCool = performance.now() + 1500;
res.startle = 0.9;
volc.burst = 1;
};
// ---- 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 {
stopDrawing();
}
});
io.observe(root);
on(root.ownerDocument, 'visibilitychange', () => {
pageVisible = root.ownerDocument.visibilityState !== 'hidden';
if (pageVisible) {
dirty = true;
wake();
if (lost) waitForRestore();
} else {
stopDrawing();
clearTimeout(restoreTimer);
}
});
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();
});
// ---- WebGL の文脈が失われたら、戻るのを待って描き直す。戻らなければ 2D で描く
const RESTORE_WAIT_MS = 3000;
let restoreTimer = 0;
const redrawAll = () => {
shape.W = 0; // 大きさが同じでも、画像を作り直す
measure();
dirty = true;
lastWorldClock = -1;
worldAcc = 1;
wake();
};
function waitForRestore() {
clearTimeout(restoreTimer);
restoreTimer = setTimeout(() => {
if (!lost || !pageVisible) return;
lost = false;
useCanvas2d();
redrawAll();
}, RESTORE_WAIT_MS);
}
on(canvas, 'webglcontextlost', (event) => {
event.preventDefault();
ready = false;
lost = true;
costLeft = 0;
stopDrawing();
if (pageVisible) waitForRestore();
});
on(canvas, 'webglcontextrestored', () => {
if (ctx2d) return; // もう 2D で描いている
clearTimeout(restoreTimer);
lost = false;
ready = setupGl();
if (!ready) useCanvas2d();
redrawAll();
});
// ---- 組み立て
readPalette();
measure();
if (lost) waitForRestore();
res.x = READ_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);
if (ready) uploadWorld();
wake();
return () => {
stopDrawing();
clearTimeout(restoreTimer);
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-volcano-island"]'));
</script>
@Lattice_Node
@Lattice_Node
@Lattice_Node
@Lattice_Node
@Lattice_Node
@Lattice_Node
@Lattice_Node
@Lattice_Node
@Lattice_Node
@Lattice_Node
@Lattice_Node
@Lattice_Node
@Lattice_Node
@Lattice_Node
@Lattice_Node
@Lattice_Node
@Lattice_Node
@Lattice_Node