fix: remove toast popup, fix ASCII cat glyphs, restore 380-particle liquid void density

This commit is contained in:
katR 2026-09-12 17:39:55 +05:30
parent 9422fde827
commit 922b8c13b6

View file

@ -1185,7 +1185,7 @@
<!-- Interactive Desktop ASCII Kat Companion -->
<div class="kat-pet-widget" id="katPet" onclick="interactKatPet()" title="Click to pet kat! (or type 'pet cat' / 'feed cat' in terminal)">
<div class="kat-pet-bubble" id="katPetBubble">purr 🤍</div>
<span class="kat-pet-ascii" id="katPetAscii">/ᐠ. ᆺ .ᐟ\</span>
<span class="kat-pet-ascii" id="katPetAscii">/\_/\ (=^.^=)</span>
<span class="kat-pet-name">kat</span>
</div>
@ -1575,23 +1575,22 @@
clearTimeout(katBubbleTimer);
if (action === 'feed') {
katPetAscii.textContent = '/ᐠ. ڡ .ᐟ\\ 🐟';
katPetAscii.textContent = '/\\_/\\ (>.<) 🐟';
katPetBubble.textContent = '*nom nom* yummy fish! 🤍';
} else if (action === 'pet') {
katPetAscii.textContent = '/ᐠ˶> ᆺ <˶ᐟ\\ 🤍';
katPetAscii.textContent = '/\\_/\\ (^.^)* 🤍';
katPetBubble.textContent = 'purrrrrrrr... 🤍';
} else {
const phrase = katPhrases[Math.floor(Math.random() * katPhrases.length)];
katPetAscii.textContent = '/ᐠ˶> ᆺ <˶ᐟ\\';
katPetAscii.textContent = '/\\_/\\ (^.^)*';
katPetBubble.textContent = phrase;
}
katPetBubble.classList.add('show');
showToast('[ kat: purr 🤍 ]');
katBubbleTimer = setTimeout(() => {
katPetBubble.classList.remove('show');
katPetAscii.textContent = '/ᐠ. ᆺ .ᐟ\\';
katPetAscii.textContent = '/\\_/\\ (=^.^=)';
}, 2600);
}
@ -1766,14 +1765,14 @@
case 'petcat':
case 'pet-cat':
interactKatPet('pet');
out.innerHTML = `<span style="color:#ffffff; text-shadow:var(--glow-subtle);">/ᐠ˶&gt; ᆺ &lt;˶ᐟ\\ *purrrrrrrrr* 🤍</span>\nYou petted the desktop kat! Kat is purring happily.`;
out.innerHTML = `<span style="color:#ffffff; text-shadow:var(--glow-subtle);">/\\_/\\ (^.^)* *purrrrrrrrr* 🤍</span>\nYou petted the desktop kat! Kat is purring happily.`;
break;
case 'feed':
case 'feedcat':
case 'feed-cat':
interactKatPet('feed');
out.innerHTML = `<span style="color:#ffffff; text-shadow:var(--glow-subtle);">/ᐠ. ڡ .ᐟ\\ *nom nom nom* 🐟</span>\nYou fed the desktop kat a fresh fish! (+20 kat affinity)`;
out.innerHTML = `<span style="color:#ffffff; text-shadow:var(--glow-subtle);">/\\_/\\ (&gt;.&lt;) *nom nom nom* 🐟</span>\nYou fed the desktop kat a fresh fish! (+20 kat affinity)`;
break;
case 'ls':
@ -1785,10 +1784,10 @@
out.textContent = 'cat: missing file operand. try: cat about.md (or: pet cat, feed cat, catpic)';
} else if (arg.includes('pet')) {
interactKatPet('pet');
out.innerHTML = `<span style="color:#ffffff; text-shadow:var(--glow-subtle);">/ᐠ˶&gt; ᆺ &lt;˶ᐟ\\ *purrrrrrrrr* 🤍</span>\nYou petted the desktop kat! Kat is purring happily.`;
out.innerHTML = `<span style="color:#ffffff; text-shadow:var(--glow-subtle);">/\\_/\\ (^.^)* *purrrrrrrrr* 🤍</span>\nYou petted the desktop kat! Kat is purring happily.`;
} else if (arg.includes('feed')) {
interactKatPet('feed');
out.innerHTML = `<span style="color:#ffffff; text-shadow:var(--glow-subtle);">/ᐠ. ڡ .ᐟ\\ *nom nom nom* 🐟</span>\nYou fed the desktop kat a fresh fish! (+20 kat affinity)`;
out.innerHTML = `<span style="color:#ffffff; text-shadow:var(--glow-subtle);">/\\_/\\ (&gt;.&lt;) *nom nom nom* 🐟</span>\nYou fed the desktop kat a fresh fish! (+20 kat affinity)`;
} else if (arg.includes('about')) {
out.textContent = `i cant stop loving linux, pls speed i need this\nminecraft shyt, networking experiments, and linux customization.\ni was on the ███████████████\ncats > people haha.\ni use arch yea\nyou da real kat 🤍.`;
} else if (arg.includes('skill')) {
@ -2271,14 +2270,14 @@
});
// ── Liquid Void Kinetic Particle Fluid ──────────────────────────────────
const FLUID_PARTICLE_COUNT = 380;
const fluidParticles = [];
function initFluidParticles() {
fluidParticles.length = 0;
const W = bgCanvas.width;
const H = bgCanvas.height;
const particleCount = (window.innerWidth <= 800) ? 120 : 280;
for (let i = 0; i < particleCount; i++) {
for (let i = 0; i < FLUID_PARTICLE_COUNT; i++) {
const x = Math.random() * W;
const y = Math.random() * H;
fluidParticles.push({
@ -2286,11 +2285,11 @@
y: y,
oldX: x,
oldY: y,
vx: (Math.random() - 0.5) * 0.4,
vy: (Math.random() - 0.5) * 0.4,
speed: 0.85 + Math.random() * 1.2,
size: 0.8 + Math.random() * 1.5,
alpha: 0.3 + Math.random() * 0.6,
vx: (Math.random() - 0.5) * 0.5,
vy: (Math.random() - 0.5) * 0.5,
speed: 0.85 + Math.random() * 1.3,
size: 0.7 + Math.random() * 1.7,
alpha: 0.22 + Math.random() * 0.65,
life: Math.random() * 500,
maxLife: 300 + Math.random() * 600
});
@ -2299,9 +2298,12 @@
// Incompressible Curl-Noise Flow Field Generator (Zero Allocation & Fast Math)
let curlVx = 0, curlVy = 0;
function computeCurl(x, y, t1, t2, t3) {
function computeCurl(x, y, t) {
const s1 = 0.0016;
const s2 = 0.0034;
const t1 = t * 0.00035;
const t2 = t * 0.0003;
const t3 = t * 0.00045;
const vx = -s1 * Math.sin(x * s1 + t1) * Math.sin(y * s1 + t2) + 0.45 * s2 * Math.cos((x + y) * s2 - t3);
const vy = -(s1 * Math.cos(x * s1 + t1) * Math.sin(y * s1 + t2) + 0.45 * s2 * Math.cos((x + y) * s2 - t3));
const invLen = 1 / (Math.sqrt(vx * vx + vy * vy) || 1);
@ -2430,7 +2432,7 @@
}
if (currentMode === 'liquid-void') {
// ── "Liquid Void" Incompressible Kinetic Particle Fluid (Hyper-Optimized 60fps) ──
// ── "Liquid Void" Incompressible Kinetic Particle Fluid ─────────────
bgCtx.fillStyle = 'rgba(0, 0, 0, 0.14)';
bgCtx.fillRect(0, 0, W, H);
@ -2445,24 +2447,18 @@
}
const flowSpeed = (1.4 + audio.bass * 2.2);
const isMobile = window.innerWidth <= 800;
const t1 = timestamp * 0.00035;
const t2 = timestamp * 0.0003;
const t3 = timestamp * 0.00045;
const numShock = shockwaves.length;
// Pass 1: Physics & Movement
for (let i = 0; i < fluidParticles.length; i++) {
const p = fluidParticles[i];
p.oldX = p.x;
p.oldY = p.y;
// 1. Natural Incompressible Curl Flow Field (Precalculated Time Factors)
computeCurl(p.x, p.y, t1, t2, t3);
// 1. Natural Incompressible Curl Flow Field (Zero Allocation)
computeCurl(p.x, p.y, timestamp);
p.vx += curlVx * 0.22 * p.speed;
p.vy += curlVy * 0.22 * p.speed;
// 2. Interactive Mouse / Touch Vortex
// 2. Interactive Mouse Vortex & Kinetic Attraction
if (bgMouse.active) {
const mdx = bgMouse.x - p.x;
const mdy = bgMouse.y - p.y;
@ -2472,36 +2468,34 @@
const factor = (1 - mDist * 0.00454545);
const invMDist = 1 / mDist;
// Tangential vortex whirlpool force
const swirlX = -mdy * invMDist;
const swirlY = mdx * invMDist;
p.vx += swirlX * factor * 2.8;
p.vy += swirlY * factor * 2.8;
// Gentle radial pull into the vortex center
p.vx += (mdx * invMDist) * factor * 1.1;
p.vy += (mdy * invMDist) * factor * 1.1;
// Kinetic velocity transfer from rapid cursor movement
p.vx += bgMouse.vx * factor * 0.18;
p.vy += bgMouse.vy * factor * 0.18;
}
}
// 3. Shockwave Impulse (Squared Distance early rejection)
if (numShock > 0) {
for (let k = 0; k < numShock; k++) {
const sw = shockwaves[k];
const sdx = p.x - sw.x;
const sdy = p.y - sw.y;
const sDistSq = sdx * sdx + sdy * sdy;
const rMin = Math.max(0, sw.radius - 45);
const rMax = sw.radius + 45;
if (sDistSq >= rMin * rMin && sDistSq <= rMax * rMax) {
const sDist = Math.sqrt(sDistSq);
const ringDist = Math.abs(sDist - sw.radius);
const push = (1 - ringDist * 0.02222) * 3.5 * sw.alpha * sw.power;
const invSDist = 1 / sDist;
p.vx += (sdx * invSDist) * push;
p.vy += (sdy * invSDist) * push;
}
// 3. Shockwave Impulse on particles
for (let k = 0; k < shockwaves.length; k++) {
const sw = shockwaves[k];
const sdx = p.x - sw.x;
const sdy = p.y - sw.y;
const sDist = Math.sqrt(sdx * sdx + sdy * sdy);
const ringDist = Math.abs(sDist - sw.radius);
if (ringDist < 45 && sDist > 0.001) {
const push = (1 - ringDist * 0.02222) * 3.5 * sw.alpha * sw.power;
const invSDist = 1 / sDist;
p.vx += (sdx * invSDist) * push;
p.vy += (sdy * invSDist) * push;
}
}
@ -2523,27 +2517,22 @@
p.vy = 0;
p.life = 0;
}
}
// BATCH PASS 1: Stream line trails in a single GPU draw call
bgCtx.beginPath();
for (let i = 0; i < fluidParticles.length; i++) {
const p = fluidParticles[i];
// 4. Render Silky Luminous Trail
const vMag = Math.sqrt(p.vx * p.vx + p.vy * p.vy);
const glowAlpha = Math.min(1, p.alpha * (0.8 + audio.bass * 0.9) + vMag * 0.08);
bgCtx.strokeStyle = `rgba(255, 255, 255, ${glowAlpha})`;
bgCtx.lineWidth = p.size * (1 + audio.bass * 0.45);
bgCtx.beginPath();
bgCtx.moveTo(p.oldX, p.oldY);
bgCtx.lineTo(p.x, p.y);
}
bgCtx.lineWidth = isMobile ? 1.1 : (1.2 + audio.bass * 0.45);
bgCtx.strokeStyle = isMobile ? 'rgba(255, 255, 255, 0.48)' : `rgba(255, 255, 255, ${0.42 + audio.bass * 0.35})`;
bgCtx.stroke();
bgCtx.stroke();
// BATCH PASS 2: Glowing particle heads
bgCtx.fillStyle = 'rgba(255, 255, 255, 0.88)';
for (let i = 0; i < fluidParticles.length; i++) {
const p = fluidParticles[i];
const sz = isMobile ? 1.5 : p.size;
bgCtx.fillRect(p.x - sz * 0.5, p.y - sz * 0.5, sz, sz);
// Bright stardust head point
bgCtx.fillStyle = `rgba(255, 255, 255, ${Math.min(1, glowAlpha + 0.3)})`;
bgCtx.fillRect(p.x - p.size / 2, p.y - p.size / 2, p.size, p.size);
}
return;
}