Interactive Reptile Cursor

Interactive creature animation that follows mouse

Voor het installeren van scripts heb je een extensie nodig, zoals Tampermonkey, Greasemonkey of Violentmonkey.

Voor het installeren van scripts heb je een extensie nodig, zoals {tampermonkey_link:Tampermonkey}.

Voor het installeren van scripts heb je een extensie nodig, zoals Tampermonkey of Violentmonkey.

Voor het installeren van scripts heb je een extensie nodig, zoals Tampermonkey of Userscripts.

Voor het installeren van scripts heb je een extensie nodig, zoals {tampermonkey_link:Tampermonkey}.

Voor het installeren van scripts heb je een gebruikersscriptbeheerder nodig.

(Ik heb al een user script manager, laat me het downloaden!)

Voor het installeren van gebruikersstijlen heb je een extensie nodig, zoals {stylus_link:Stylus}.

Voor het installeren van gebruikersstijlen heb je een extensie nodig, zoals {stylus_link:Stylus}.

Voor het installeren van gebruikersstijlen heb je een extensie nodig, zoals {stylus_link:Stylus}.

Voor het installeren van gebruikersstijlen heb je een gebruikersstijlbeheerder nodig.

Voor het installeren van gebruikersstijlen heb je een gebruikersstijlbeheerder nodig.

Voor het installeren van gebruikersstijlen heb je een gebruikersstijlbeheerder nodig.

(Ik heb al een beheerder - laat me doorgaan met de installatie!)

// ==UserScript==
// @name         Interactive Reptile Cursor
// @namespace    http://tampermonkey.net/
// @version      2.0
// @description  Interactive creature animation that follows mouse
// @author       You
// @match        *://*/*
// @grant        none
// ==/UserScript==

(function() {
    'use strict';

    // Wait for page to load
    window.addEventListener('load', function() {
        // Create and inject styles
        const style = document.createElement('style');
        style.textContent = `
            #creatureCanvas {
                position: fixed !important;
                top: 0 !important;
                left: 0 !important;
                width: 100vw !important;
                height: 100vh !important;
                z-index: 999999 !important;
                pointer-events: none !important;
                background-color: transparent !important;
            }
        `;
        document.head.appendChild(style);

        // Input handling
        var Input = {
            keys: [],
            mouse: {
                left: false,
                right: false,
                middle: false,
                x: 0,
                y: 0
            }
        };

        for (var i = 0; i < 230; i++) {
            Input.keys.push(false);
        }

        document.addEventListener("keydown", function(event) {
            Input.keys[event.keyCode] = true;
        });

        document.addEventListener("keyup", function(event) {
            Input.keys[event.keyCode] = false;
        });

        document.addEventListener("mousedown", function(event) {
            if (event.button === 0) {
                Input.mouse.left = true;
            }
            if (event.button === 1) {
                Input.mouse.middle = true;
            }
            if (event.button === 2) {
                Input.mouse.right = true;
            }
        });

        document.addEventListener("mouseup", function(event) {
            if (event.button === 0) {
                Input.mouse.left = false;
            }
            if (event.button === 1) {
                Input.mouse.middle = false;
            }
            if (event.button === 2) {
                Input.mouse.right = false;
            }
        });

        document.addEventListener("mousemove", function(event) {
            Input.mouse.x = event.clientX;
            Input.mouse.y = event.clientY;
        });

        // Create canvas
        var canvas = document.createElement("canvas");
        canvas.id = "creatureCanvas";
        document.body.appendChild(canvas);

        canvas.width = window.innerWidth;
        canvas.height = window.innerHeight;

        // Handle window resize
        window.addEventListener('resize', function() {
            canvas.width = window.innerWidth;
            canvas.height = window.innerHeight;
        });

        var ctx = canvas.getContext("2d");

        // Necessary classes
        var segmentCount = 0;

        class Segment {
            constructor(parent, size, angle, range, stiffness) {
                segmentCount++;
                this.isSegment = true;
                this.parent = parent;
                if (typeof parent.children == "object") {
                    parent.children.push(this);
                }
                this.children = [];
                this.size = size;
                this.relAngle = angle;
                this.defAngle = angle;
                this.absAngle = parent.absAngle + angle;
                this.range = range;
                this.stiffness = stiffness;
                this.updateRelative(false, true);
            }

            updateRelative(iter, flex) {
                this.relAngle = this.relAngle - 2 * Math.PI * Math.floor((this.relAngle - this.defAngle) / 2 / Math.PI + 1 / 2);
                if (flex) {
                    this.relAngle = Math.min(
                        this.defAngle + this.range / 2,
                        Math.max(
                            this.defAngle - this.range / 2,
                            (this.relAngle - this.defAngle) / this.stiffness + this.defAngle
                        )
                    );
                }
                this.absAngle = this.parent.absAngle + this.relAngle;
                this.x = this.parent.x + Math.cos(this.absAngle) * this.size;
                this.y = this.parent.y + Math.sin(this.absAngle) * this.size;
                if (iter) {
                    for (var i = 0; i < this.children.length; i++) {
                        this.children[i].updateRelative(iter, flex);
                    }
                }
            }

            draw(iter) {
                ctx.beginPath();
                ctx.moveTo(this.parent.x, this.parent.y);
                ctx.lineTo(this.x, this.y);
                ctx.stroke();
                if (iter) {
                    for (var i = 0; i < this.children.length; i++) {
                        this.children[i].draw(true);
                    }
                }
            }

            follow(iter) {
                var x = this.parent.x;
                var y = this.parent.y;
                var dist = Math.sqrt((this.x - x) ** 2 + (this.y - y) ** 2);
                this.x = x + this.size * (this.x - x) / dist;
                this.y = y + this.size * (this.y - y) / dist;
                this.absAngle = Math.atan2(this.y - y, this.x - x);
                this.relAngle = this.absAngle - this.parent.absAngle;
                this.updateRelative(false, true);
                if (iter) {
                    for (var i = 0; i < this.children.length; i++) {
                        this.children[i].follow(true);
                    }
                }
            }
        }

        class LimbSystem {
            constructor(end, length, speed, creature) {
                this.end = end;
                this.length = Math.max(1, length);
                this.creature = creature;
                this.speed = speed;
                creature.systems.push(this);
                this.nodes = [];
                var node = end;
                for (var i = 0; i < length; i++) {
                    this.nodes.unshift(node);
                    node = node.parent;
                    if (!node.isSegment) {
                        this.length = i + 1;
                        break;
                    }
                }
                this.hip = this.nodes[0].parent;
            }

            moveTo(x, y) {
                this.nodes[0].updateRelative(true, true);
                var dist = Math.sqrt((x - this.end.x) ** 2 + (y - this.end.y) ** 2);
                var len = Math.max(0, dist - this.speed);
                for (var i = this.nodes.length - 1; i >= 0; i--) {
                    var node = this.nodes[i];
                    var ang = Math.atan2(node.y - y, node.x - x);
                    node.x = x + len * Math.cos(ang);
                    node.y = y + len * Math.sin(ang);
                    x = node.x;
                    y = node.y;
                    len = node.size;
                }
                for (var i = 0; i < this.nodes.length; i++) {
                    var node = this.nodes[i];
                    node.absAngle = Math.atan2(node.y - node.parent.y, node.x - node.parent.x);
                    node.relAngle = node.absAngle - node.parent.absAngle;
                    for (var ii = 0; ii < node.children.length; ii++) {
                        var childNode = node.children[ii];
                        if (!this.nodes.includes(childNode)) {
                            childNode.updateRelative(true, false);
                        }
                    }
                }
            }

            update() {
                this.moveTo(Input.mouse.x, Input.mouse.y);
            }
        }

        class LegSystem extends LimbSystem {
            constructor(end, length, speed, creature) {
                super(end, length, speed, creature);
                this.goalX = end.x;
                this.goalY = end.y;
                this.step = 0;
                this.forwardness = 0;
                this.reach = 0.9 * Math.sqrt((this.end.x - this.hip.x) ** 2 + (this.end.y - this.hip.y) ** 2);
                var relAngle = this.creature.absAngle - Math.atan2(this.end.y - this.hip.y, this.end.x - this.hip.x);
                relAngle -= 2 * Math.PI * Math.floor(relAngle / 2 / Math.PI + 1 / 2);
                this.swing = -relAngle + (2 * (relAngle < 0) - 1) * Math.PI / 2;
                this.swingOffset = this.creature.absAngle - this.hip.absAngle;
            }

            update(x, y) {
                this.moveTo(this.goalX, this.goalY);
                if (this.step == 0) {
                    var dist = Math.sqrt((this.end.x - this.goalX) ** 2 + (this.end.y - this.goalY) ** 2);
                    if (dist > 1) {
                        this.step = 1;
                        this.goalX = this.hip.x + this.reach * Math.cos(this.swing + this.hip.absAngle + this.swingOffset) + (2 * Math.random() - 1) * this.reach / 2;
                        this.goalY = this.hip.y + this.reach * Math.sin(this.swing + this.hip.absAngle + this.swingOffset) + (2 * Math.random() - 1) * this.reach / 2;
                    }
                } else if (this.step == 1) {
                    var theta = Math.atan2(this.end.y - this.hip.y, this.end.x - this.hip.x) - this.hip.absAngle;
                    var dist = Math.sqrt((this.end.x - this.hip.x) ** 2 + (this.end.y - this.hip.y) ** 2);
                    var forwardness2 = dist * Math.cos(theta);
                    var dF = this.forwardness - forwardness2;
                    this.forwardness = forwardness2;
                    if (dF * dF < 1) {
                        this.step = 0;
                        this.goalX = this.hip.x + (this.end.x - this.hip.x);
                        this.goalY = this.hip.y + (this.end.y - this.hip.y);
                    }
                }
            }
        }

        class Creature {
            constructor(x, y, angle, fAccel, fFric, fRes, fThresh, rAccel, rFric, rRes, rThresh) {
                this.x = x;
                this.y = y;
                this.absAngle = angle;
                this.fSpeed = 0;
                this.fAccel = fAccel;
                this.fFric = fFric;
                this.fRes = fRes;
                this.fThresh = fThresh;
                this.rSpeed = 0;
                this.rAccel = rAccel;
                this.rFric = rFric;
                this.rRes = rRes;
                this.rThresh = rThresh;
                this.children = [];
                this.systems = [];
            }

            follow(x, y) {
                var dist = Math.sqrt((this.x - x) ** 2 + (this.y - y) ** 2);
                var angle = Math.atan2(y - this.y, x - this.x);
                var accel = this.fAccel;
                if (this.systems.length > 0) {
                    var sum = 0;
                    for (var i = 0; i < this.systems.length; i++) {
                        sum += this.systems[i].step == 0;
                    }
                    accel *= sum / this.systems.length;
                }
                this.fSpeed += accel * (dist > this.fThresh);
                this.fSpeed *= 1 - this.fRes;
                this.speed = Math.max(0, this.fSpeed - this.fFric);
                var dif = this.absAngle - angle;
                dif -= 2 * Math.PI * Math.floor(dif / (2 * Math.PI) + 1 / 2);
                if (Math.abs(dif) > this.rThresh && dist > this.fThresh) {
                    this.rSpeed -= this.rAccel * (2 * (dif > 0) - 1);
                }
                this.rSpeed *= 1 - this.rRes;
                if (Math.abs(this.rSpeed) > this.rFric) {
                    this.rSpeed -= this.rFric * (2 * (this.rSpeed > 0) - 1);
                } else {
                    this.rSpeed = 0;
                }
                this.absAngle += this.rSpeed;
                this.absAngle -= 2 * Math.PI * Math.floor(this.absAngle / (2 * Math.PI) + 1 / 2);
                this.x += this.speed * Math.cos(this.absAngle);
                this.y += this.speed * Math.sin(this.absAngle);
                this.absAngle += Math.PI;
                for (var i = 0; i < this.children.length; i++) {
                    this.children[i].follow(true, true);
                }
                for (var i = 0; i < this.systems.length; i++) {
                    this.systems[i].update(x, y);
                }
                this.absAngle -= Math.PI;
                this.draw(true);
            }

            draw(iter) {
                var r = 4;
                ctx.beginPath();
                ctx.arc(this.x, this.y, r, Math.PI / 4 + this.absAngle, 7 * Math.PI / 4 + this.absAngle);
                ctx.moveTo(this.x + r * Math.cos(7 * Math.PI / 4 + this.absAngle), this.y + r * Math.sin(7 * Math.PI / 4 + this.absAngle));
                ctx.lineTo(this.x + r * Math.cos(this.absAngle) * Math.sqrt(2), this.y + r * Math.sin(this.absAngle) * Math.sqrt(2));
                ctx.lineTo(this.x + r * Math.cos(Math.PI / 4 + this.absAngle), this.y + r * Math.sin(Math.PI / 4 + this.absAngle));
                ctx.stroke();
                if (iter) {
                    for (var i = 0; i < this.children.length; i++) {
                        this.children[i].draw(true);
                    }
                }
            }
        }

        function setupLizard(size, legs, tail) {
            var s = size;
            var critter = new Creature(canvas.width / 2, canvas.height / 2, 0, s * 10, s * 2, 0.5, 16, 0.5, 0.085, 0.5, 0.3);
            var spinal = critter;

            // Neck
            for (var i = 0; i < 6; i++) {
                spinal = new Segment(spinal, s * 4, 0, 3.1415 * 2 / 3, 1.1);
                for (var ii = -1; ii <= 1; ii += 2) {
                    var node = new Segment(spinal, s * 3, ii, 0.1, 2);
                    for (var iii = 0; iii < 3; iii++) {
                        node = new Segment(node, s * 0.1, -ii * 0.1, 0.1, 2);
                    }
                }
            }

            // Torso and legs
            for (var i = 0; i < legs; i++) {
                if (i > 0) {
                    for (var ii = 0; ii < 6; ii++) {
                        spinal = new Segment(spinal, s * 4, 0, 1.571, 1.5);
                        for (var iii = -1; iii <= 1; iii += 2) {
                            var node = new Segment(spinal, s * 3, iii * 1.571, 0.1, 1.5);
                            for (var iv = 0; iv < 3; iv++) {
                                node = new Segment(node, s * 3, -iii * 0.3, 0.1, 2);
                            }
                        }
                    }
                }

                for (var ii = -1; ii <= 1; ii += 2) {
                    var node = new Segment(spinal, s * 12, ii * 0.785, 0, 8);
                    node = new Segment(node, s * 16, -ii * 0.785, 6.28, 1);
                    node = new Segment(node, s * 16, ii * 1.571, 3.1415, 2);
                    for (var iii = 0; iii < 4; iii++) {
                        new Segment(node, s * 4, (iii / 3 - 0.5) * 1.571, 0.1, 4);
                    }
                    new LegSystem(node, 3, s * 12, critter);
                }
            }

            // Tail
            for (var i = 0; i < tail; i++) {
                spinal = new Segment(spinal, s * 4, 0, 3.1415 * 2 / 3, 1.1);
                for (var ii = -1; ii <= 1; ii += 2) {
                    var node = new Segment(spinal, s * 3, ii, 0.1, 2);
                    for (var iii = 0; iii < 3; iii++) {
                        node = new Segment(node, s * 3 * (tail - i) / tail, -ii * 0.1, 0.1, 2);
                    }
                }
            }

            // Animation loop
            function animate() {
                ctx.clearRect(0, 0, canvas.width, canvas.height);
                ctx.strokeStyle = "white";
                critter.follow(Input.mouse.x, Input.mouse.y);
                requestAnimationFrame(animate);
            }

            animate();
        }

        // Start the animation with random parameters
        ctx.strokeStyle = "white";
        var legNum = Math.floor(1 + Math.random() * 12);
        setupLizard(8 / Math.sqrt(legNum), legNum, Math.floor(4 + Math.random() * legNum * 8));
    });
})();