additional new face stuff
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@ -1,10 +1,3 @@
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// /var/www/html/face.js
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// Minimal: black background, filled cyan sticker-style face elements only.
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// Touch-only overlay (links) is handled in HTML/CSS.
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// Updates via SSE /events (nginx -> 127.0.0.1:8001/events)
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// Payload example:
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// {"emotion":"angry","intensity":0.9,"look":{"x":0.9,"y":0.0},"speaking":true,"eyesMoving":true}
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(() => {
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const OVERLAY_TIMEOUT_MS = 2500;
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@ -15,7 +8,7 @@
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return clamp(n, 0, 1);
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};
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const EMOTIONS = new Set(["neutral", "happy", "sad", "angry", "sleepy", "surprised", "excited"]);
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const EMOTIONS = new Set(["neutral","happy","sad","angry","sleepy","surprised","excited"]);
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const state = {
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emotion: "neutral",
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@ -26,7 +19,6 @@
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eyesMoving: true,
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};
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// DOM
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const stage = document.getElementById("stage");
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const overlay = document.getElementById("overlay");
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@ -37,260 +29,258 @@
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// Touch overlay show
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let overlayTimer = null;
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function showOverlay() {
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if (!overlay) return;
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function showOverlay(){
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overlay.classList.add("show");
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clearTimeout(overlayTimer);
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overlayTimer = setTimeout(() => overlay.classList.remove("show"), OVERLAY_TIMEOUT_MS);
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}
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if (stage) stage.addEventListener("pointerdown", () => showOverlay(), { passive: true });
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stage.addEventListener("pointerdown", () => showOverlay(), { passive:true });
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// Tuned to match your reference image more closely
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const BASE = {
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L: { x: 385, y: 265 },
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R: { x: 615, y: 265 },
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lookMaxPx: 18,
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mouthCx: 500,
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mouthY: 388,
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};
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// Sticker colors: filled cyan with light edge
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function setStickerStyle(el, edge = 5) {
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const a = 0.86 + 0.14 * state.intensity;
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// STYLE: closer to sticker art (thin edge, almost no glow)
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function applyStyle(el) {
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const a = 0.90 + 0.10 * state.intensity;
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el.setAttribute("fill", `rgba(120,235,255,${a})`);
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el.setAttribute("stroke", `rgba(210,255,255,${0.55 + 0.35 * state.intensity})`);
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el.setAttribute("stroke-width", String(edge));
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el.setAttribute("stroke", `rgba(210,255,255,${0.45 + 0.35 * state.intensity})`);
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el.setAttribute("stroke-width", "4.5");
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el.setAttribute("stroke-linejoin", "round");
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el.setAttribute("stroke-linecap", "round");
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}
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// ----- EYES (filled) -----
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function eyeOval(cx, cy) {
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const rx = 40,
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ry = 74;
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return `M ${cx},${cy - ry}
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C ${cx + rx},${cy - ry} ${cx + rx},${cy + ry} ${cx},${cy + ry}
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C ${cx - rx},${cy + ry} ${cx - rx},${cy - ry} ${cx},${cy - ry} Z`;
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// Helpers: Ellipse path (absolute, clean)
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function ellipsePath(cx, cy, rx, ry) {
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return `M ${cx-rx},${cy}
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C ${cx-rx},${cy-ry} ${cx},${cy-ry} ${cx},${cy-ry}
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C ${cx+rx},${cy-ry} ${cx+rx},${cy} ${cx+rx},${cy}
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C ${cx+rx},${cy+ry} ${cx},${cy+ry} ${cx},${cy+ry}
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C ${cx-rx},${cy+ry} ${cx-rx},${cy} ${cx-rx},${cy} Z`;
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}
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function eyeSurprised(cx, cy) {
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const rx = 44,
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ry = 82;
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return `M ${cx},${cy - ry}
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C ${cx + rx},${cy - ry} ${cx + rx},${cy + ry} ${cx},${cy + ry}
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C ${cx - rx},${cy + ry} ${cx - rx},${cy - ry} ${cx},${cy - ry} Z`;
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// ICON SHAPES (hand-tuned proportions similar to your reference)
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// Coordinate system: viewBox 0..1000 x 0..600
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const ICONS = {
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neutral: {
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// friendly neutral eyes: a bit wider + slightly shorter (feels warm, not surprised)
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eyeL: ellipsePath(395, 270, 50, 90),
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eyeR: ellipsePath(605, 270, 50, 90),
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// friendly micro-smile: more curve + a bit wider
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mouth: `M 400,442
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Q 500,505 600,442
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Q 560,478 500,478
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Q 440,478 400,442 Z`,
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// speaking visemes (keep "smile family" so it stays friendly while talking)
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visemes: [
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`M 400,442
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Q 500,505 600,442
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Q 560,478 500,478
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Q 440,478 400,442 Z`,
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`M 390,432
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Q 500,520 610,432
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Q 565,492 500,492
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Q 435,492 390,432 Z`,
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`M 375,418
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Q 500,540 625,418
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Q 570,510 500,510
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Q 430,510 375,418 Z`,
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],
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allowLook: true,
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},
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happy: {
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// filled caps (thick arcs) like sticker
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eyeL: `M 338,248
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Q 395,318 452,248
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Q 430,340 395,340
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Q 360,340 338,248 Z`,
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eyeR: `M 548,248
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Q 605,318 662,248
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Q 640,340 605,340
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Q 570,340 548,248 Z`,
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mouth: `M 330,360
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Q 500,540 670,360
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Q 610,520 500,520
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Q 390,520 330,360 Z`,
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visemes: [
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`M 330,360 Q 500,540 670,360 Q 610,520 500,520 Q 390,520 330,360 Z`,
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`M 320,350 Q 500,560 680,350 Q 615,535 500,535 Q 385,535 320,350 Z`,
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`M 305,338 Q 500,585 695,338 Q 620,555 500,555 Q 380,555 305,338 Z`,
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],
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allowLook: false,
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},
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sad: {
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// thin sleepy-ish eyes like reference bottom-right
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eyeL: `M 330,270
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Q 395,250 460,270
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Q 460,294 395,294
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Q 330,294 330,270 Z`,
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eyeR: `M 540,270
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Q 605,250 670,270
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Q 670,294 605,294
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Q 540,294 540,270 Z`,
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mouth: `M 330,490
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Q 500,350 670,490
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Q 610,420 500,420
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Q 390,420 330,490 Z`,
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visemes: [
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`M 330,490 Q 500,350 670,490 Q 610,420 500,420 Q 390,420 330,490 Z`,
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`M 350,500 Q 500,360 650,500 Q 600,440 500,440 Q 400,440 350,500 Z`,
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`M 365,510 Q 500,380 635,510 Q 590,460 500,460 Q 410,460 365,510 Z`,
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],
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allowLook: false,
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},
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sleepy: {
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// even flatter than sad
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eyeL: `M 320,270
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Q 395,258 470,270
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Q 470,292 395,304
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Q 320,292 320,270 Z`,
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eyeR: `M 530,270
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Q 605,258 680,270
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Q 680,292 605,304
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Q 530,292 530,270 Z`,
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mouth: `M 335,495
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Q 500,360 665,495
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Q 610,435 500,435
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Q 390,435 335,495 Z`,
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visemes: [
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`M 335,495 Q 500,360 665,495 Q 610,435 500,435 Q 390,435 335,495 Z`,
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`M 355,505 Q 500,380 645,505 Q 595,455 500,455 Q 405,455 355,505 Z`,
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`M 370,515 Q 500,400 630,515 Q 585,470 500,470 Q 415,470 370,515 Z`,
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],
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allowLook: false,
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},
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angry: {
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// wedges like top-left reference
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eyeL: `M 300,245
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L 430,285
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L 495,230
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L 360,195 Z`,
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eyeR: `M 700,245
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L 570,285
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L 505,230
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[O L 640,195 Z`,
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mouth: `M 380,360
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L 620,360
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L 720,520
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L 280,520 Z`,
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visemes: [
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`M 380,360 L 620,360 L 720,520 L 280,520 Z`,
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`M 395,350 L 605,350 L 705,530 L 295,530 Z`,
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`M 410,340 L 590,340 L 690,540 L 310,540 Z`,
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],
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allowLook: false,
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},
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surprised: {
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eyeL: ellipsePath(395, 270, 50, 100),
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eyeR: ellipsePath(605, 270, 50, 100),
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mouth: `M 450,382
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Q 500,340 550,382
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Q 585,450 550,518
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Q 500,560 450,518
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Q 415,450 450,382 Z`,
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visemes: [
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`M 450,382 Q 500,340 550,382 Q 585,450 550,518 Q 500,560 450,518 Q 415,450 450,382 Z`,
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`M 440,370 Q 500,320 560,370 Q 600,450 560,530 Q 500,580 440,530 Q 400,450 440,370 Z`,
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`M 430,360 Q 500,300 570,360 Q 615,450 570,540 Q 500,600 430,540 Q 385,450 430,360 Z`,
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],
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allowLook: true,
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},
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excited: {
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// excited: big surprised eyes, big grin
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eyeL: ellipsePath(395, 270, 54, 108),
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eyeR: ellipsePath(605, 270, 54, 108),
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mouth: `M 315,350
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Q 500,560 685,350
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Q 620,545 500,545
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Q 380,545 315,350 Z`,
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visemes: [
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`M 315,350 Q 500,560 685,350 Q 620,545 500,545 Q 380,545 315,350 Z`,
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`M 305,340 Q 500,580 695,340 Q 625,560 500,560 Q 375,560 305,340 Z`,
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`M 290,330 Q 500,600 710,330 Q 630,575 500,575 Q 370,575 290,330 Z`,
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],
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allowLook: true,
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},
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};
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// Look movement only for allowedLook emotions (otherwise it destroys icon-eyes)
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function applyLook() {
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const cfg = ICONS[state.emotion] ?? ICONS.neutral;
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if (!cfg.allowLook) {
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eyesGroup.setAttribute("transform", "");
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return;
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}
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const dx = clamp(state.look.x, -1, 1) * 16;
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const dy = clamp(state.look.y, -1, 1) * 12;
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eyesGroup.setAttribute("transform", `translate(${dx},${dy})`);
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}
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function eyeHappy(cx, cy) {
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// thick cap-like filled arc
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const w = 100,
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h = 74;
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const x1 = cx - w / 2;
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const x2 = cx + w / 2;
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const yTop = cy - 40;
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const yBot = yTop + 38;
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return `M ${x1},${yBot}
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Q ${cx},${yTop + h} ${x2},${yBot}
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Q ${cx},${yTop + h * 0.62} ${x1},${yBot} Z`;
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}
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function eyeSleep(cx, cy) {
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// longer thin pill
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const w = 128,
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h = 20;
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const x1 = cx - w / 2;
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const x2 = cx + w / 2;
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const y1 = cy - h / 2;
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const y2 = cy + h / 2;
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return `M ${x1},${y1}
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Q ${cx},${y1 - 6} ${x2},${y1}
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L ${x2},${y2}
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Q ${cx},${y2 + 6} ${x1},${y2} Z`;
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}
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function eyeAngryL(cx, cy) {
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// wedge, slanting down toward center
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return `M ${cx - 92},${cy - 58}
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L ${cx + 20},${cy - 18}
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L ${cx + 64},${cy - 84}
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L ${cx - 60},${cy - 96} Z`;
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}
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function eyeAngryR(cx, cy) {
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return `M ${cx + 92},${cy - 58}
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L ${cx - 20},${cy - 18}
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L ${cx - 64},${cy - 84}
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L ${cx + 60},${cy - 96} Z`;
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}
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// ----- MOUTHS (filled) -----
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function mouthDot(cx, y) {
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const w = 28,
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h = 12;
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return `M ${cx - w / 2},${y - h / 2}
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L ${cx + w / 2},${y - h / 2}
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L ${cx + w / 2},${y + h / 2}
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L ${cx - w / 2},${y + h / 2} Z`;
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}
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function mouthGrin(cx, y) {
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// wide grin like sticker
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const w = 400,
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h = 190;
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const x1 = cx - w / 2;
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const x2 = cx + w / 2;
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const yTop = y - 78;
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return `M ${x1},${yTop}
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Q ${cx},${yTop + h} ${x2},${yTop}
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Q ${cx},${yTop + h * 0.58} ${x1},${yTop} Z`;
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}
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function mouthSmile(cx, y) {
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// narrower fallback
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const w = 340,
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h = 170;
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const x1 = cx - w / 2;
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const x2 = cx + w / 2;
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const yTop = y - 70;
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return `M ${x1},${yTop}
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Q ${cx},${yTop + h} ${x2},${yTop}
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Q ${cx},${yTop + h * 0.58} ${x1},${yTop} Z`;
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}
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function mouthFrown(cx, y) {
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const w = 360,
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h = 170;
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const x1 = cx - w / 2;
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const x2 = cx + w / 2;
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const yBot = y + 78;
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return `M ${x1},${yBot}
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Q ${cx},${yBot - h} ${x2},${yBot}
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Q ${cx},${yBot - h * 0.58} ${x1},${yBot} Z`;
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}
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function mouthShout(cx, y) {
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// trapezoid open mouth (less tall)
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const wTop = 160,
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wBot = 320,
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h = 120;
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const x1 = cx - wTop / 2;
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const x2 = cx + wTop / 2;
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const x3 = cx + wBot / 2;
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const x4 = cx - wBot / 2;
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const y1 = y - 70;
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const y2 = y1 + h;
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return `M ${x1},${y1} L ${x2},${y1} L ${x3},${y2} L ${x4},${y2} Z`;
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}
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// Speaking animation: scale mouth vertically (works for all mouth shapes)
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// Speaking: use viseme cycling instead of scaling (keeps shapes “sticker clean”)
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let speakTimer = null;
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let visemeIndex = 0;
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function startSpeaking() {
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stopSpeaking();
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let open = false;
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const base = state.emotion === "excited" ? 85 : state.emotion === "sleepy" ? 170 : 115;
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visemeIndex = 0;
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const base = state.emotion === "excited" ? 90 : (state.emotion === "sleepy" ? 180 : 120);
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speakTimer = setInterval(() => {
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if (!state.speaking) return;
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open = !open;
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const amp = 0.10 + 0.18 * state.intensity;
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const sy = 1 + amp * (open ? 1 : -0.35);
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const ty = open ? 5 : 0;
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mouth.setAttribute("transform", `translate(0,${ty}) scale(1,${sy})`);
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visemeIndex = (visemeIndex + 1) % 3;
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render(); // will pick viseme
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}, base);
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}
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function stopSpeaking() {
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if (speakTimer) clearInterval(speakTimer);
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speakTimer = null;
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visemeIndex = 0;
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mouth.setAttribute("transform", "");
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}
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// Eye drift when no locked look and eyesMoving enabled
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// Optional drift (only if allowLook and not locked)
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let driftTimer = null;
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function scheduleDrift() {
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clearTimeout(driftTimer);
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if (state.lookLock || !state.eyesMoving) return;
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const cfg = ICONS[state.emotion] ?? ICONS.neutral;
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// do not drift for icon-locked emotions
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const iconLocked = state.emotion === "angry" || state.emotion === "happy" || state.emotion === "sleepy";
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if (iconLocked) return;
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if (state.lookLock || !state.eyesMoving || !cfg.allowLook) return;
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state.look = {
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x: (Math.random() * 2 - 1) * 0.5,
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y: (Math.random() * 2 - 1) * 0.35,
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};
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render();
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driftTimer = setTimeout(scheduleDrift, 900 + Math.random() * 900);
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}
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function render() {
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if (!eyeL || !eyeR || !mouth || !eyesGroup) return;
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const cfg = ICONS[state.emotion] ?? ICONS.neutral;
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// subtle look shift (eyesGroup translate)
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const lookX = clamp(state.look.x, -1, 1);
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const lookY = clamp(state.look.y, -1, 1);
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applyStyle(eyeL);
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applyStyle(eyeR);
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applyStyle(mouth);
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const iconLocked = state.emotion === "angry" || state.emotion === "happy" || state.emotion === "sleepy";
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const scale = iconLocked ? 0.18 : 1.0;
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eyeL.setAttribute("d", cfg.eyeL);
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eyeR.setAttribute("d", cfg.eyeR);
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eyesGroup.setAttribute(
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"transform",
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`translate(${lookX * BASE.lookMaxPx * scale}, ${lookY * BASE.lookMaxPx * scale})`
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);
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const mouthPath = (state.speaking && cfg.visemes) ? cfg.visemes[visemeIndex] : cfg.mouth;
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mouth.setAttribute("d", mouthPath);
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// style
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setStickerStyle(eyeL, 5);
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setStickerStyle(eyeR, 5);
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setStickerStyle(mouth, 5);
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// mapping
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switch (state.emotion) {
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case "angry":
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eyeL.setAttribute("d", eyeAngryL(BASE.L.x, BASE.L.y));
|
||||
eyeR.setAttribute("d", eyeAngryR(BASE.R.x, BASE.R.y));
|
||||
mouth.setAttribute("d", mouthShout(BASE.mouthCx, BASE.mouthY + 50));
|
||||
break;
|
||||
|
||||
case "happy":
|
||||
eyeL.setAttribute("d", eyeHappy(BASE.L.x, BASE.L.y));
|
||||
eyeR.setAttribute("d", eyeHappy(BASE.R.x, BASE.R.y));
|
||||
mouth.setAttribute("d", mouthGrin(BASE.mouthCx, BASE.mouthY + 14));
|
||||
break;
|
||||
|
||||
case "excited":
|
||||
eyeL.setAttribute("d", eyeSurprised(BASE.L.x, BASE.L.y + 2));
|
||||
eyeR.setAttribute("d", eyeSurprised(BASE.R.x, BASE.R.y + 2));
|
||||
mouth.setAttribute("d", mouthGrin(BASE.mouthCx, BASE.mouthY + 4));
|
||||
break;
|
||||
|
||||
case "surprised":
|
||||
eyeL.setAttribute("d", eyeSurprised(BASE.L.x, BASE.L.y + 2));
|
||||
eyeR.setAttribute("d", eyeSurprised(BASE.R.x, BASE.R.y + 2));
|
||||
mouth.setAttribute("d", mouthShout(BASE.mouthCx, BASE.mouthY + 34));
|
||||
break;
|
||||
|
||||
case "sleepy":
|
||||
eyeL.setAttribute("d", eyeSleep(BASE.L.x, BASE.L.y + 28));
|
||||
eyeR.setAttribute("d", eyeSleep(BASE.R.x, BASE.R.y + 28));
|
||||
mouth.setAttribute("d", mouthFrown(BASE.mouthCx, BASE.mouthY + 18));
|
||||
break;
|
||||
|
||||
case "sad":
|
||||
eyeL.setAttribute("d", eyeSleep(BASE.L.x, BASE.L.y + 32));
|
||||
eyeR.setAttribute("d", eyeSleep(BASE.R.x, BASE.R.y + 32));
|
||||
mouth.setAttribute("d", mouthFrown(BASE.mouthCx, BASE.mouthY + 24));
|
||||
break;
|
||||
|
||||
default: // neutral
|
||||
eyeL.setAttribute("d", eyeOval(BASE.L.x, BASE.L.y));
|
||||
eyeR.setAttribute("d", eyeOval(BASE.R.x, BASE.R.y));
|
||||
mouth.setAttribute("d", mouthDot(BASE.mouthCx, BASE.mouthY + 42));
|
||||
break;
|
||||
}
|
||||
applyLook();
|
||||
}
|
||||
|
||||
// Public API for incoming state
|
||||
// Public API
|
||||
window.applyFaceState = (payload) => {
|
||||
if (!payload || typeof payload !== "object") return;
|
||||
|
||||
|
|
@ -314,41 +304,38 @@
|
|||
if (typeof payload.eyesMoving === "boolean") state.eyesMoving = payload.eyesMoving;
|
||||
|
||||
render();
|
||||
|
||||
if (state.speaking) startSpeaking();
|
||||
else stopSpeaking();
|
||||
|
||||
if (!state.lookLock) scheduleDrift();
|
||||
};
|
||||
|
||||
// SSE /events (supports event: state and plain message)
|
||||
(function connectSSE() {
|
||||
// SSE /events
|
||||
(function connectSSE(){
|
||||
let es;
|
||||
|
||||
function open() {
|
||||
function open(){
|
||||
es = new EventSource("/events");
|
||||
|
||||
const handle = (ev) => {
|
||||
try {
|
||||
window.applyFaceState(JSON.parse(ev.data));
|
||||
} catch (_) {}
|
||||
try { window.applyFaceState(JSON.parse(ev.data)); } catch (_) {}
|
||||
};
|
||||
|
||||
es.addEventListener("state", handle);
|
||||
es.onmessage = handle;
|
||||
|
||||
es.onerror = () => {
|
||||
try {
|
||||
es.close();
|
||||
} catch (_) {}
|
||||
try { es.close(); } catch (_) {}
|
||||
setTimeout(open, 1200);
|
||||
};
|
||||
}
|
||||
|
||||
open();
|
||||
})();
|
||||
|
||||
// Init
|
||||
// init
|
||||
render();
|
||||
scheduleDrift();
|
||||
})();
|
||||
|
||||
|
||||
|
||||
|
|
|
|||
Loading…
Reference in New Issue