// /var/www/html/face.js
// Minimal: black background, filled cyan sticker-style face elements only.
// Touch-only overlay (links) is handled in HTML/CSS.
// Updates via SSE /events (nginx -> 127.0.0.1:8001/events)
// Payload example:
// {"emotion":"angry","intensity":0.9,"look":{"x":0.9,"y":0.0},"speaking":true,"eyesMoving":true}
(() => {
const OVERLAY_TIMEOUT_MS = 2500;
const clamp = (n, a, b) => Math.max(a, Math.min(b, n));
const clamp01 = (v) => {
const n = Number(v);
if (Number.isNaN(n)) return 0;
return clamp(n, 0, 1);
};
const EMOTIONS = new Set(["neutral", "happy", "sad", "angry", "sleepy", "surprised", "excited"]);
const state = {
emotion: "neutral",
intensity: 0.85,
look: { x: 0, y: 0 },
lookLock: false,
speaking: false,
eyesMoving: true,
};
// DOM
const stage = document.getElementById("stage");
const overlay = document.getElementById("overlay");
const eyeL = document.getElementById("eyeL");
const eyeR = document.getElementById("eyeR");
const eyesGroup = document.getElementById("eyesGroup");
const mouth = document.getElementById("mouth");
// Touch overlay show
let overlayTimer = null;
function showOverlay() {
if (!overlay) return;
overlay.classList.add("show");
clearTimeout(overlayTimer);
overlayTimer = setTimeout(() => overlay.classList.remove("show"), OVERLAY_TIMEOUT_MS);
}
if (stage) stage.addEventListener("pointerdown", () => showOverlay(), { passive: true });
// Tuned to match your reference image more closely
const BASE = {
L: { x: 385, y: 265 },
R: { x: 615, y: 265 },
lookMaxPx: 18,
mouthCx: 500,
mouthY: 388,
};
// Sticker colors: filled cyan with light edge
function setStickerStyle(el, edge = 5) {
const a = 0.86 + 0.14 * state.intensity;
el.setAttribute("fill", `rgba(120,235,255,${a})`);
el.setAttribute("stroke", `rgba(210,255,255,${0.55 + 0.35 * state.intensity})`);
el.setAttribute("stroke-width", String(edge));
el.setAttribute("stroke-linejoin", "round");
el.setAttribute("stroke-linecap", "round");
}
// ----- EYES (filled) -----
function eyeOval(cx, cy) {
const rx = 40,
ry = 74;
return `M ${cx},${cy - ry}
C ${cx + rx},${cy - ry} ${cx + rx},${cy + ry} ${cx},${cy + ry}
C ${cx - rx},${cy + ry} ${cx - rx},${cy - ry} ${cx},${cy - ry} Z`;
}
function eyeSurprised(cx, cy) {
const rx = 44,
ry = 82;
return `M ${cx},${cy - ry}
C ${cx + rx},${cy - ry} ${cx + rx},${cy + ry} ${cx},${cy + ry}
C ${cx - rx},${cy + ry} ${cx - rx},${cy - ry} ${cx},${cy - ry} Z`;
}
function eyeHappy(cx, cy) {
// thick cap-like filled arc
const w = 100,
h = 74;
const x1 = cx - w / 2;
const x2 = cx + w / 2;
const yTop = cy - 40;
const yBot = yTop + 38;
return `M ${x1},${yBot}
Q ${cx},${yTop + h} ${x2},${yBot}
Q ${cx},${yTop + h * 0.62} ${x1},${yBot} Z`;
}
function eyeSleep(cx, cy) {
// longer thin pill
const w = 128,
h = 20;
const x1 = cx - w / 2;
const x2 = cx + w / 2;
const y1 = cy - h / 2;
const y2 = cy + h / 2;
return `M ${x1},${y1}
Q ${cx},${y1 - 6} ${x2},${y1}
L ${x2},${y2}
Q ${cx},${y2 + 6} ${x1},${y2} Z`;
}
function eyeAngryL(cx, cy) {
// wedge, slanting down toward center
return `M ${cx - 92},${cy - 58}
L ${cx + 20},${cy - 18}
L ${cx + 64},${cy - 84}
L ${cx - 60},${cy - 96} Z`;
}
function eyeAngryR(cx, cy) {
return `M ${cx + 92},${cy - 58}
L ${cx - 20},${cy - 18}
L ${cx - 64},${cy - 84}
L ${cx + 60},${cy - 96} Z`;
}
// ----- MOUTHS (filled) -----
function mouthDot(cx, y) {
const w = 28,
h = 12;
return `M ${cx - w / 2},${y - h / 2}
L ${cx + w / 2},${y - h / 2}
L ${cx + w / 2},${y + h / 2}
L ${cx - w / 2},${y + h / 2} Z`;
}
function mouthGrin(cx, y) {
// wide grin like sticker
const w = 400,
h = 190;
const x1 = cx - w / 2;
const x2 = cx + w / 2;
const yTop = y - 78;
return `M ${x1},${yTop}
Q ${cx},${yTop + h} ${x2},${yTop}
Q ${cx},${yTop + h * 0.58} ${x1},${yTop} Z`;
}
function mouthSmile(cx, y) {
// narrower fallback
const w = 340,
h = 170;
const x1 = cx - w / 2;
const x2 = cx + w / 2;
const yTop = y - 70;
return `M ${x1},${yTop}
Q ${cx},${yTop + h} ${x2},${yTop}
Q ${cx},${yTop + h * 0.58} ${x1},${yTop} Z`;
}
function mouthFrown(cx, y) {
const w = 360,
h = 170;
const x1 = cx - w / 2;
const x2 = cx + w / 2;
const yBot = y + 78;
return `M ${x1},${yBot}
Q ${cx},${yBot - h} ${x2},${yBot}
Q ${cx},${yBot - h * 0.58} ${x1},${yBot} Z`;
}
function mouthShout(cx, y) {
// trapezoid open mouth (less tall)
const wTop = 160,
wBot = 320,
h = 120;
const x1 = cx - wTop / 2;
const x2 = cx + wTop / 2;
const x3 = cx + wBot / 2;
const x4 = cx - wBot / 2;
const y1 = y - 70;
const y2 = y1 + h;
return `M ${x1},${y1} L ${x2},${y1} L ${x3},${y2} L ${x4},${y2} Z`;
}
// Speaking animation: scale mouth vertically (works for all mouth shapes)
let speakTimer = null;
function startSpeaking() {
stopSpeaking();
let open = false;
const base = state.emotion === "excited" ? 85 : state.emotion === "sleepy" ? 170 : 115;
speakTimer = setInterval(() => {
if (!state.speaking) return;
open = !open;
const amp = 0.10 + 0.18 * state.intensity;
const sy = 1 + amp * (open ? 1 : -0.35);
const ty = open ? 5 : 0;
mouth.setAttribute("transform", `translate(0,${ty}) scale(1,${sy})`);
}, base);
}
function stopSpeaking() {
if (speakTimer) clearInterval(speakTimer);
speakTimer = null;
mouth.setAttribute("transform", "");
}
// Eye drift when no locked look and eyesMoving enabled
let driftTimer = null;
function scheduleDrift() {
clearTimeout(driftTimer);
if (state.lookLock || !state.eyesMoving) return;
// do not drift for icon-locked emotions
const iconLocked = state.emotion === "angry" || state.emotion === "happy" || state.emotion === "sleepy";
if (iconLocked) return;
state.look = {
x: (Math.random() * 2 - 1) * 0.5,
y: (Math.random() * 2 - 1) * 0.35,
};
render();
driftTimer = setTimeout(scheduleDrift, 900 + Math.random() * 900);
}
function render() {
if (!eyeL || !eyeR || !mouth || !eyesGroup) return;
// subtle look shift (eyesGroup translate)
const lookX = clamp(state.look.x, -1, 1);
const lookY = clamp(state.look.y, -1, 1);
const iconLocked = state.emotion === "angry" || state.emotion === "happy" || state.emotion === "sleepy";
const scale = iconLocked ? 0.18 : 1.0;
eyesGroup.setAttribute(
"transform",
`translate(${lookX * BASE.lookMaxPx * scale}, ${lookY * BASE.lookMaxPx * scale})`
);
// style
setStickerStyle(eyeL, 5);
setStickerStyle(eyeR, 5);
setStickerStyle(mouth, 5);
// mapping
switch (state.emotion) {
case "angry":
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;
}
}
// Public API for incoming state
window.applyFaceState = (payload) => {
if (!payload || typeof payload !== "object") return;
if (payload.intensity !== undefined) state.intensity = clamp01(payload.intensity);
if (typeof payload.emotion === "string") {
state.emotion = EMOTIONS.has(payload.emotion) ? payload.emotion : "neutral";
}
if (payload.look && typeof payload.look === "object") {
state.look = {
x: clamp(Number(payload.look.x ?? 0), -1, 1),
y: clamp(Number(payload.look.y ?? 0), -1, 1),
};
state.lookLock = true;
} else {
state.lookLock = false;
}
if (typeof payload.speaking === "boolean") state.speaking = payload.speaking;
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() {
let es;
function open() {
es = new EventSource("/events");
const handle = (ev) => {
try {
window.applyFaceState(JSON.parse(ev.data));
} catch (_) {}
};
es.addEventListener("state", handle);
es.onmessage = handle;
es.onerror = () => {
try {
es.close();
} catch (_) {}
setTimeout(open, 1200);
};
}
open();
})();
// Init
render();
scheduleDrift();
})();